Show me your orders/battle plans!

Continued.:)
Spoiler ABNW :

Spoiler Turn 46 :
Matt0088 said:
Spoiler :
Canada: Matt0088
Military Dictatorship: Harvey Dent
Capital: Toronto
Stability: 7
Economic Power: 10/0
Research: Army (9), Aeronautics (24)
Manpower: 60 (+14)
Army: 79 Infantry Brigades, 17 Artillery Brigades, 4 Anti-Tank Brigades, 18 Anti-Air Brigades, 2 Faustin Brigades, 19 Murphy Brigades
Army Quality: 3
Navy: 2 MR Submarines
Navy Quality: 2
Air Force: 2 Oliver Mk2 Squadrons, 27 AS-124 Squadrons, 7 Jaguar Squadrons
Air Force Quality: 2
Canada Reconstruction and Development Program: 8/30



Domestic Orders:
- First and foremost, the government, with its power given to itself by the people, will answer the foremost demand of the people, the right to vote in a fair and just election. It has been our foremost goal to give the Canadian people what they demand, and over the past 2 years, we have come up with an answer. We realize now that the Canadian constitution, itself, must be changed, so that all parties must be banned, being that they restrict the people’s voice into generalized lines of inflexible political parties, and that all Canadian governments, current and future, should follow the policies of National Socialism (For lack of a better term to replace Lisism, to show that we aren’t influenced by the French), in its goal to lead the Canadian peoples to their rightfully deserved glory and prosperity. Without parties, elections should be like elections for US representatives but otherwise everything else should be the same. Use 2 EP, in propaganda, to secure support for the move, and the Canadian public should be happy with it, because they get their election (in 1950), and a goal for them which all politicians must follow. Current Canadian politicians should be happy too, for they still can keep their positions. Have the Canadian garrisons in urban (being that’s all Canada is now, really) areas be alert for small scale riots. They are not to use deadly force at all, for even if the rioters hit first, only the Canadian military will be remembered for any deaths caused. They are to simply contain the riot, and the people are to be reminded peacefully that the elections will occur in 1950. Tell the Virginian garrison in Toronto the same. Lastly, can you please change the type of Canada government to reflect this.
- Use 1 EP to keep on updating the economic report from last year (and from the year before that), to keep on making informed choices about the economy in the public sector.
- Put 3 EP into the Canadian Reconstruction and Development Program, directing efforts in it this at better connecting Canada’s Hudson Bay area to the north, particularly because of the important naval bases and construction areas that will soon begin to pop up there because of its unrestricted access to the Atlantic.

International Orders:
- Spend 1 EP on encouraging trade with the City of Chicago, utilizing our proximity giving way to lower trade costs to become the main exporter of goods for Chicago, and to really make them dependent on Canada economically within a decade. Raw materials (they shouldn’t need much, given their size, so my own, rather average raw materials outside of trees should be fine to accommodate them I would believe), manufactured or otherwise items are to be encouraged in trade with Chicago. Why trade with NE if you can trade with Canada whose half the distance away and you get the same quality of goods? And of course, increased trade anywhere means more EP.
- Spend 1 EP on the same trade incentives, but with the Metis, the setting and goal is different. Here, I don’t want to economically make them dependant on the Canadian economy, for that’s the goal of the Virginians it seems, but rather secure a sustainable flow of raw materials to feed the Canadian manufacturing sector. In return, we can send manufactured goods to the Metis, seeing as they shouldn't have any manufacturing period. And of course,” increased trade anywhere means more EP.”

Research Orders:
- Spend 1 EP on Aeronautics research.

Military Orders:
- Keep sending Canadian military officers to the Virginian military to learn to become better officers. Assume this to be automatic for the rest of time.
- Send Canadian advisors/diplomats to Cuba to observe the new special air section of their air force and complement them on their achievement. Given Canada’s reputation in aircraft, or legend if it really doesn’t have a rep for aeronautics anymore, I’d believe they’d allowed those Canadian observers to come. After, spend 1 EP on creating our own Canadian special air arm of the Canadian air force, using the EP to not get any advancement in quality, but to be ability to perform Air assault missions effectively and capably.

Happy Updating! :salute:

Spoiler Turn 48 :
Matt0088 said:
Canada: Matt0088
Military Dictatorship: Harvey Dent
Capital: Toronto
Stability: 8
Economic Power: 11/10
Research: Army (9), Aeronautics (25)
Manpower: 88 (+14)
Army: 79 Infantry Brigades, 17 Artillery Brigades, 4 Anti-Tank Brigades, 18 Anti-Air Brigades, 2 Faustin Brigades, 19 Murphy Brigades
Army Quality: 3
Navy: 2 MR Submarines
Navy Quality: 2
Air Force: 2 Oliver Mk2 Squadrons, 27 AS-124 Squadrons, 7 Jaguar Squadrons
Air Force Quality: 2
Canada Reconstruction and Development Program: 11/30 (3 from last turn not counted)

Domestic Orders:
- Use 4 EP for the Canadian Reconstruction and Development Program. It is tasked this turn with building a series of locks on the St. Lawrence, with the intention, come wartime, of blocking naval access of the St. Lawrence to the Great Lakes. In peacetime, it is of course to be open year round. (21 -> 17)
- The big thing this is turn for Canada is economic reform, for the Canadian government has become increasingly concerned over “raising” unemployment in Canada, and will till the next election, make its personal goal to erase unemployment from Canada, for no Canadian should be without a job. Thus to do so, the government must essentially control the economy, but secretly, for we desperately want not to have even possibly a link to a commie-ish government.

To do so, taking over big business is a must, and the first step of appeasement is removing any barriers to monopolies, which with the government no longer interfering with company expansion, should make them happy, but it also has the side effect of big business gaining a larger and larger share of the economy, and when the government takes over big business, it will also take over a larger part of the economy due to this. Additionally, the government will seek , through complicated legal actions, to throw off any not educated (in legal matters) companies and protesters who complain about the monopolies as they form over the next few years.

Furthermore, to practically remove any resistance from big business, the Canadian government will start undertaking economic policies (at the basic level, stuff that doesn’t require EP) that maximize the profits of big business in return for their total support of the economic and military decisions of the government. I want these to be some real happy and rich fat cats that wouldn’t notice or care when I take over.:)

After that, a massive rearmament will begin (sorry) with massive incentives given to companies for manufacturing. To make sure the money is spent without corruption and efficiently, a government agency will be attached to each and every major company that receives money. These agencies will have practically unlimited power to make sure the money is spent correctly, and they will, using every type of excuse in the book, will knock out the upper management, if not by that, but by A. waving lots of money at upper management to make them give up control and keep quiet, B. having them become dependent on the government for profit due to incentives and policies enacted to force them to give up power or else, or C. show them how friendly the construction industry is in northern Canada. Or, any other method to gain control of big business’s upper management not by being in the public eye. Use 5 EP for all of this, and remember this is a process to occur over 3 years (There’ll be more EP next turn and the next turn also).

Thus, when control is secured, with the massive demand for manufacturing, more Canadians can be put to work, and another government agency is to be created, solely for creating jobs in companies, whether the job is necessarily needed or not, to get jobs for all Canadians. The only exception is those who are clearly inefficient at working. Also, because trade unions commonly interfere with employment, they are to be abolished, and any complaints to be called into another government agency, which will “negotiate” with big business to help out the distressed. Thus, I expect, over the next few years, to near full employment, and that should make the Canadian public really, really happy. Another side effect, is that because the government will come to dominant big business, it will also come to control its profit, and thus, because it now has another huge source of income, taxes in the coming years can be lowered, which should make the Canadian public ecstatic. (17 -> 12)

International Orders:
- Use 4 EP to thoroughly seed Quebec and New England with Canadian spies, and to spend this turn rooting out any foreign spies in Canada. If the Canadian Intelligence Agency has time, it is also to aid the agencies taking over big business if possible. (12 -> 8)
- Use 2 EP to keep encouraging trade with Chicago and the Metis. (8 -> 6)

Military Orders:
- Use 1 EP to start stockpiling materials and supplies that Canada will not be able to secure during any war assuming NE embargos Canada. (6 -> 5)
- Use 1 EP on recruiting 10 Infantry brigades. This is part of the rearmament.(5 -> 4)
- Use 2 EP on creating 4 Puma IV squadrons. This is part of the rearmament.(4 -> 2)
- Use 2 EP on creating 8 AS-Zero squadrons. This is part of the rearmament.(2 -> 0)

Spoiler NDNESIV :

Spoiler Turn 1 :
Matt0088 said:
First and foremost, because it is a major part of the Onysabr economy, the slave issue will logically be the first issue dealt by most, if not all Acon, unless they want themselves crippled by a good chunk of their economy missing with their military occupied with killing it. So, given the militaristic nature of the Onysabr, I see the most common solution for this problem undertaken by the Acon to solve the slave question, is to develop the best military possible in the region, not in numbers, or technology, or strategy, but by pure quality. Why? Developing the best quality base soldiers in the world hits many birds with one stone. Obviously, it can take care of the slave rebellions most efficiently, with minimal loses in manpower, but it also allows the most, free Onysabrians to keep on working. After awhile, the Onysabr militaries will also gain a reputation which can act as a deterrent for any hostile actions against the Onysabr countries, whether from within or from outside. It also proves easier to expand, as all Acon are going to do at some point or another. Thus, early on, most energies will be spend gradually restructuring Onysabr Society to be both agricultural and militaristic. Specifically, it will be decreed that the first son of every family will go into the military at an early age, as a show of faith to Onys, and then the rest can keep on going farming and stuff. Then those young boys will be sent on a 15 years training, very much like OTL Sparta, though they can actually have connections with the world outside the military more often. After the 15 year training, they will most likely be in constant action via conquering or whatnot, and if they aren’t, they are back training. Because of the heavy training, physical ability will become more and more prized, and the male pride over it will eventually start competitions very much like OTL ancient Olympics, though Onysabrians won’t abruptly stop everything, including war, to compete, because if you are at war and winning, then you are proving you ability already.

Note, these competitions are from Onysabrian countries all over, as what Acon wouldn’t want to boast that his military is better than someone else’s? And the reputation boost that has the bonuses that I mentioned earlier. Note: The military won’t become purely this high quality soldiers and during wartime (which will become ever more often, because the Acon will become ever more confident in their indestructible troops), religious crusades still called by the Acon will still recruit more men than ever the high quality core could ever raise in a reasonable amount of time, with duties as militias and garrisons, and in battle, to essentially be meat shields for high quality soldiers so they don’t get killed as often. Also note: that because of the increasing role these militaries feature in the basic structure of Onysabr society, as before they were simply masses, military leaders will feature more and more in the Acon, simply because if a particularly powerful or clever military leader wants in, they can either have the portion of the military force himself in, or use some under the table dealings to get in, and provided the flexibility that the Cult of Onys allows for Acon, this shouldn’t cause any troubles, as it never did for the wealthy who worked their way in. Speaking of the wealthy, the growth of the military will come at the expense of their power, and now, an equal amount of the Acon that were once of wealthy non-Acon origins are also from military origins, if not slightly more in the favor of the military. Simply, the military has much more influence in before. Lastly, seeing the success of the Onysabr countries that improve their militaries, most others will be driven to do the same in the fear of being conquered. The name of these soon to be revered elite military units is the Onysith.

Now, I said most others will adopt something similar to creating the Onysith and having the side effects that come with it, the others, will either, A), seeing the wealth that is made by the (Charles) culture to the north, will adopt mass trade (Which I would think would be some city states), or B), will eventually succumb to slave rebellions and become republics. This doesn’t matter either way, because both won’t have militaries capable to defend themselves against the Onysith, and will be conquered. Of these, there is one I want to concentrate on, if to give you something to write about Ninja like I mentioned.

The Orange Onysabr country will fall to slave rebellions eventually because of sluggish leadership and become a republic headed by the former slaves. The other Onysabr countries and their Acon, wishing to stop this to stop the spread of the ideals of free slaves will instantly declare a war on this slave republic, saying that the worst humans, slaves, showed themselves to Onys to be the worst, and were never to lead anything, and thus they shouldn’t…and because this new slave republic will naturally be a rookie in country affairs and will have a weak inexperienced army. So, the closest Onysabr country next to it, the pink/salmon colored one to the west of it, and north of the green country, will use its Onysith and military might to crush this new slave republic, and will conquer it with ease. Then the men that were formally in the military before it was disbanded by the then freed slaves are going to be recruited into the military, essentially as mercenaries, but given the same culture, they will have more loyalty than normal mercenaries. Thus, with a large army with on average a relatively great quality, the leader of this grand army, Oner Acon Docytheust, will advance across the (river) back west and advance against the 2 small city states and easily crush them. However, this will have been a step outside his limit of power, and the other Acon councilmen will demand his return, fearing a military takeover, and Oner will, but with his entire army, which will stage a military coup as it arrives, in which the Acon will be supposedly “assassinated” by slaves. Thus, with the leadership of the country that could oppose Oner killed, and any of the wealthy cowed into submission by his shear force (as will other Onysabr countries), and the military already loyal to him, all opposition within the home front will have disappeared…for now. Thus, with a grand military just sitting around, what would the typically Onysabrian do? Go to War of course! Seeing the riches made by trade of the (Charles’) countries to the north, which will have gradually become the envy of some Acon, they will jealously become the target of Oner’s major campaigns, and through sheer quality and mass of force, the two western (Charles) countries will be subdued, and the wealth of those nations plundered, and sent back to the homeland (which I still haven’t named, feel free to name it). Most of that wealth will immediately be put to work to creating a grand(and huge) statue of Onys(OTL Statue of Zeus) which will bear an uncanny resemblance to Oner (Which is the IC reason, that and showing off his campaigns and wealth earned). Hopefully it will soon become one of the wonders of the ancient world (or one of the seven, if there is seven). Soon, once his land are consolidated and the Empire of Onys declared, and all hostile forces further cowed into a state of helplessness, Emperor Oner the Conqueror, as the moniker that will be after his death, will embark upon one final campaign, and crush all who oppose him on the eastern side of the river as according to the map using the usual tactical advantage of quality and mass. Afterwards, a peace will generally follow this final campaign as the empire is consolidated, but soon, the huge laundry list of enemies that had been created from these conquests, from within and outside will regroup, reorganize, and gain strength as Oner and the military ideals/greatness of his prime age in years, and soon rebellions of all sorts will erupt all over the empire, and engaged in a fight in the north, Onys will be slain, and his empire shall fall with him, as the first golden age of Onysabr does also. I say golden age because during the short decade and a half(This is all over 30 years I would think) of great stability within the empire, a sort of cultural revolution will occur possibly because of it the Statue of Onys, which in its need for those involved in the arts, will kick start the long neglected arts of Onysabr, which given its militaristic nature, will be either weapons inscribed with stuff, or stone and pottery inscribed with war stories, or war related stuff or Onys religion stuff. Because it was the source of all of that, the Statue of Onys will acquire a aura of almost divinity, which is why, even though the Empire will fall long before its completion, as long as an Onysabr country is in control of it, work on it will continue.(Which is also why it shouldn’t be razed in the foreseeable future)

After the collapse of the empire, as I mentioned a dark age will generally roll over the people of Onysabr, not because there is no major problems of trouble, as the great military quality will still reign supreme in terms of quality given that it would by now be permanently woven into the Onysabr society, but that the Onysabr countries will really do nothing of note as the lethargic leadership will become self absorbed. Lastly, on the general country level, towards the latter third of the turn, I can see trade and the wealthy having a rebirth as trade almost predictably explodes in the north, and tentative attempts are made to integrate some of the Onysabr into the trade routes, mostly city-states or whatever Onysabr country is at the sea and mouth of the rivers. Soon, because of if huge amount of foodstuffs that can be traded for other items, trade will become popular among a good number of Onysabr countries, and the wealthy will reach parity with the military again in terms of power, however given that 98% of the wealthy persons will never become Acon, almost all income from trade will flow into their pockets, which is why the Acon will still heavily favor military action as for them, that is what reaps more bonuses then trade.

Speaking of the city states, as they will be almost routinely conquer/vassalized/overrun by the larger Onysabr countries, they will gradually form a tendency to form leagues for trading and also for united defense against the larger aggressors. Though as in Greece, this will break down as often as they form as one city comes to dominate the others before it oversteps itself.

Now for the culture, as has mentioned, the growth of the military in response mostly to the slave question will result in most Acon decreeing the Onys demands the first son of every family will be sent into the military. Otherwise, family life is still the same. On the Class level, all but the upper level, the Acon, will remain practically the same, and the Acon will change in the way that it is now much more military influenced, and by the end of the turn, the ratio of religious, to wealthy, to military influence in the Acon councilmen will be something like 40:30:30. Now, all I have essentially mentioned is the military or the wealthy, however the religious originated Acon still lead because, earlier on, before the Onysith really come into play(and they would take at least a century to really start being good and interwoven into Onysabr society), to drum up more support, the all Acon, will try and increase their relative importance in the Cult of Onys, with some even saying that they are part of Onys on earth. How successful this goes, I will leave that to you. They will also encourage and through subtle necessities will foster even more of a spirit of fanaticism, which along with another reason which I’m about to say, will move that level of fanaticism from a 5-7 on a scale to 10, to a 7-8. The other reason, is that given the greatest and reputation that the Statue of Onys will have gained through the cultural boom that it created in its construction, it will soon become a feature of the Cult of Onys(if you have a better name for the religion, please do feel free the make one), as it will gradually become the site an unofficial, but soon, also mandatory once and a lifetime migration to as a sign of your respect to Onys. Because of all this, Resourcefulness as a valued trait will soon be replaced by faith.

Otherwise, there isn’t that munch to mention of stuff not mandatory by you Ninja. Slaves who are mute will be increasingly popular due to their submissive nature, and soon it will become a profession, if not a sport, to breed the best and most submissive slaves.

Now, to the orders that you actually want me to do:
-Movements and Migrations: Onysabr isn’t moving anywhere, though it is expanding in all directions if possible. The Acon will continue to expand according to the reasons I listed in the culture description: better agricultural land, luxury goods, some trade related reason, or prestige. River land will still be extremely valued, and is why, when trade starts developing, that explorations along the coastline to the south will be made in search of any of those, and if any river is discovered, it will instantly become the colonization fixture of all Onysabr powers, and be colonized and developed instantly and heavily.
-Hostilities: Anyone and everyone, especially as the Acon become ever more confident of the Onysith. They will always attack anyone who shows weakness and may even be bold enough to attack a stronger country giving the aggressiveness and aggorance of the Acon involved. Expand in all directions if possible.
-Cultural Developments: Already did really.
-Religion: Already did really.

Have fun updating!:salute:
 
Continued.:)
Spoiler NDNESIV :
Spoiler Turn 2 :
Matt0088 said:
Spoiler STATS :
Country Name: Ceocor
Government: Oligarchy
Culture: Onysabr [High] Jorisi [Slight]
Manpower: 31,000
Army: 5,000 Levies, 1,500 Professionals 350 chariots
Navy: 10 Ships
Income: 6,900 (4,700 Upkeep)
Description: A mighty realm to behold, many see Ceocor as the true successor-state to the Empire of Onys. With a titanic army and numerous large cities, it commands the attention of nearly every power near it. Slaves by the thousands are brought from the south to its fields. The Onysith are kept busy watching these slaves, who have always posed the threat of rebellion to the mighty realm. But that may not be the only thing the Acon of Ceocor must worry about. The massive military they have to put down any rebellions or threats is draining the treasury rapidly, causing some to wonder whether or not to drop the Onysith in favor of less costly levies or chariots.

Background:
- Recently a sudden infusion of capable military leaders into the leadership of the Acon has lead to Ceocor towards a new spree of war! I believe that the Acon leadership balance would be roughly, 50% Military, 40% Religious, and 10% Mercantile. The religious leaders are generally neutral in fights between the Mercantile and Military groups between war and plunder vs. war disrupting trade and whatnot; they just want to maintain the complete monopoly of Onys over the peoples, which given their divine status, allows them to live lavish and powerful lives. That breeds complacency; take that as you want, at least with the religious leaders, the other two types actually have problems to solve, which breeds innovation.

Spending Orders:
- Spend 300 gold on maintaining and building temples to Onys wherever there is a lack of them.
- To avoid civil war, the mercantile minority was allowed 450 gold, which will go to beautifying the capital to attract more of the wealthy and traders, who can of course be taxed for income!
- Pay the 4,700 gold for upkeep.
- The new military leadership has led to a general movement of using chariots to complement the Onysith to further their ability, which new tactics now resemble accordingly. Thus, spend the last 1,200 gold on 400 chariots to use right away.

Domestic Orders:
- Mute illiterate slaves will soon be specifically breed and used in the Acon meeting buildings because they cannot possibly transfer whatever discussions go on to others, even if they understand it at that. Whether this catches on as a fad is your choice.
- Everything is to go on as normal.

Diplomatic Orders:
- Relations with other Onysabr countries are to be maintained. We are quite frankly uninterested in them currently. Maintain usual garrisons on the borders near them.

Military Orders:
- So, the war spree starts!
- 3,000 Levies, 100 Chariots, and 200 Onysith are to stay in Ceocor in garrison the country against hostile moves from outside or from within.
- Spend the last 250 gold available to give money to ambitious and capable peoples within Sohoi and Treman who aspire power and oppose those currently in it to help them prepare to rebel against the countries they currently reside in.
- Expectedly, Sohoi will have significant defenses in and around their capital due to its proximity to the Ceocor border. Thus, we will not attack towards line of most resistance, but that of least resistance, the farthest away we can get from the capital yet still attack Sohoi, their southwestern coastline. Thus, a large force of 1,250 levies, 1,000 Onysith, 500 chariots, will unexpectedly launch (read: not preparing near the border) the invasion simply following the coastline in a large swath, which means that the army is not to concentrate, but to spread out, to give the thought that are forces are lighter than they actually are. If any large hostile forces are met, then forces directly meeting them are to keep the hostiles in place, while any forces near them on the flanks are wrap around the hostiles and in conjunction with the forces keeping the hostiles in place, are to surround the hostiles, and make the situation seem so hopeless that they surrender, and once they give up the weapons, the hostiles are to be killed. Prisoners slow any force down, and the supplies will be scarce because overland supply lines can’t realistically be depended on.

To solve the problems of logistics the farther the army gets away from the logistical base, we are to instead ship them over sea. Now, for one, 10 ships aren’t realistically enough to transport supplies for a mobile force that probably is more than a few days sail away on average, especially when I do what I explain in the next paragraph. Thus, attempts will be made, which will understandably decline in the rate of success due to the decrease in surprise (which there will be, because of attacking in a different area, and trying this new tactic), to storm and take any ships of Sohoi that are staying in their southwestern coastline, these are to immediately to join the other ships in logistical help.

This ship taking tactic will also be applied when we immediately invade Treman using the same army. However, unlike the invasion of Sohoi, because Ceocor presumably haven’t attacked Treman ever because Sohoi was in the way, thus, they can’t be completely prepared for something they never fought(the country, Treman, that is), the Onysith, and never being attack by us, they can’t be prepared for it due to the surprise. So, a drive initially along the coast, unconcentrated and using the same tactics as before, to capture ships for the above reason and to destroy any hostile units in advance of the main army that will be assembling for a counterstrike. However, the hope is to, after a bit, to suddenly turn inland towards the capital, and to either, A. catch the assembling army(presumably around the capital) while it is still assembling, and crush it, or make the assembly army hastily assemble, and crush it because of their complete numerical inferiority (2750 vs. 2000[Which will have been somewhat dispersed around the country in garrisons, until assembling]), our quality superiority , and their lack of organization for assembling too quickly. Or, if the army doesn’t meet the Treman main army, it is advance straight to the capital, make a quick assault without preparing for it or a siege, and then withdraw to the southeast back towards Sohoi (towards the northwest end of the capital), regardless if it captures the capital (a small garrison would obviously be left though if they did capture the capital) where its true purpose lies.

While the main army goes along the coastline and into Treman, a smaller army, 750 Levies, 300 Onysith, and 100 Chariots, is to, at the same time invade Sohoi, but straight towards the capital, and given the small bit of surprise that comes from simply attacking in what was peacetime, the small army is to try and cause as many casualties without doing the same to itself, and then once a major hostile army forms against it, it is to retreat back to Ceocor. Then, presumably the major hostile army will go on the offensive, which is fine, I only intend to bleed them white, and the more successful are, the greater their fall will be, as you’ll see. Anyways, this small army is to simply take the well defended positions along the front, and will try to stunt the direction of the major hostile army towards any city, which will require sieges, which is the worst thing to do in ancient warfare, costly and slow. The major army can certainly make inroads into Ceocor, and take a city or too. However, if the vitals of Ceocor ever came within a realistic chance of being threatened, levies of the 3,000 man garrison force are immediately to be transferred to the front. In summary, the army, after a quick hit and run, is to always take the defensive and maximize enemy casualties and minimize their own while slowly allowing the Sohoi army to advance.

However, that Sohoi army will never have a chance to capitalize on its supposed successes. The major army of Ceocor, which I left at,” advancing southeast back towards Sohoi”, will advance directly to the Sohoi capital. Obviously, this will be detected, and I want the army too, because that will cause the major Sohoi army campaigning in northern Ceocor to withdraw back to the defense of their capital(shown as a blue arrow in the map). The smaller army that was defending against it is to duly follow, and harass it the whole way. Then, by the time the major Sohoi army arrives at the capital, the major Ceocor army can have maneuvered into such a position to greet them, and so that the smaller army tailing the major Sohoi army in conjunction with the major Ceocor army, can successful outflank, and if they are lucky, surround the Sohoi army whenever it decides to commence battle. Thus, a decisive battle can be confidently assured, and then a siege of the Sohoi capital can commenced without worry about time or other serious threats. After that, the armies involved are basically to mop up the rest of the Treman and Sohoi.

Now, remind you, during all of this, all the armies of Ceocor can and should plunder as much as possible. This is a good way to pay for this war and prepare for the ones to come. Also, at some point along this war, a good ranking leader of Sohoi is to be accused or damning Onys as the devil, which is the worst insult one can speak. Immediately, genocide against Sohoi and against the Jorisi peoples in general is to begin. None will be spared, women, old, young, disabled, men, all are to be killed for their insult to Onys. Another note, if things get bad, the Acon’s are more than willing to declare a crusade to bolster the numbers of Ceocor. Reason they won’t in the first place is because they are overconfident and are arrogant of course! In the land that use to be Treman and Sohoi, being plundered and genocided, the good farm land and strategic position is bound to lure a good deal of settlers to repopulate and redevelop the land. Lastly, I know this occurs over a few years(I would think 2-3, with the fronts being only a few hundred miles at most), but because at least the major army is dispersed in the early goings, reactions to it should be lowered due to it appears to be of lower power.

Spoiler MAP :
ndnesviwar1plans.gif

Spoiler ZPNESV :

Spoiler Turn 9 :
Matt0088 said:
Me and Bil never got a chance to talk other than a pair of PMs, so in his last PM, Bil essentially gave me complete control over Duckistan given that I take his suggestions into account.

Spending Orders:
- Spend $9 on a Medium Tank prototype, which if successful, will start out in Rajputana.
- Give $5 to Khilafat Qurturba in return for giving Duckistan Uslavia in order to get the Russia bonus.
- Spend $15 on 3 Tanks, all to start in Rajputana.
- With the $3 left out of the $32(as indicated on the map), spend it on 1 Stormtrooper to start in Qinghai.

Operational Orders:
Afrikaan Front:
- Move the 1 Tank in Rajputana and the 1 Infantry in Caucasus into Persia for a defense against the expected Afrikaan attack in their attempt to grab the Middle East bonus.
- Move 1 Tank in Karelia away from the USSB front to Astrakhan, where the Infantry there will join it, and then to Caucasus towards the Afrikaan front in defense against the possible, although unlikely Afrikaan attack in the Caucasus.

USSB Front:
- Move the 1 Infantry in Sibir to Karelia, which along the with the 1 Tank that will be there(The other having moved south), will defend against any quick attack by the USSB into Karelia. However, I believe that the USSB will amass their entire army, using 1 movement point of their Norway Tanks, to gather all their forces in Finnkola into a single second movement point attack into Karelia. That is why massive, 3 tank reinforcements from Khilafat should use their first movement point to arrive from Reichland to Karelia. Then, all the allied tanks in Karelia, (1 of Duckistan, 4 of Karelia) are to leave the Duckistan infantry behind in Karelia, and attack Finnkola and meet head-on the attacking, 3 tank, 1 Inf, and 1 Bomber army of the USSB. Sheer numbers should suffice here in acquiring victory for the allied army. The Duckistan Tank is then to stay in Finnkola.

Eastern Front:
- Move the Sinkiang infantry to Novograd.
- Because of other plans and to save vital units, Duckistan is to withdraw from Mandalay. All 3 Infantry in Mandalay are to go into Rajputana to act as the new garrison force there.(Since the tank there initially moved to defend Persia) The 2 Tanks and 1 Siege Tank are to move into Qinghai and join the 1 Tank already there. The Shogunate is free to take Mandalay, Duckistan will make no attempt to stop them, however we are quite confident that no attack will be on the capital or Qinghai, given that there is only 1 one unit capable of doing so, which is clearly not enough for any attack force.
- The 1 Tank in Novograd is to use its first movement point and go to Sinkiang.
- Now, for the fireworks, Duckistan will launch an attack against the Empire of China citing that information has recently come to our attention that conclusively confirms that they no longer support the their alliance with us, and therefore are no longer allies. As such, now being a hostile power, we will attack them with due force.
- As I mentioned earlier, Uslavia will be given to me (temporarily), in order to get the Russia bonus, yet Kanchurea is also needed, so that is where the lesser of the two main attacks against the Empire of China will land. The stormtrooper in Okhotsk will join the Siege Tank already in Kanchurea in attacking(Does this count as a flank attack?), and easily occupying Kanchurea against the measly Chinese stormtrooper there.
- The biggest attack will come against Huang, which will be attacked by the tank in Sinkiang(That moved from Novograd), and 2 of the 3 regular tanks that will be Qinghai and the Siegetank in Qinghai. This combined force, which along with the +1 flank attack bonus, will have a combined strength of 14, against that of 1 Chinese stormtrooper and 3 infantry of 8 strength, we are confident in victory. Then, all tanks that have another movement point(which should only be 1), will stay in Huang once there.
- Now, before all this breaks out, the Chinese stormtroopers in Yakutsk had plans to load up in the Duckistan bomber there, and they will, and will be sent to there deaths, as planned in a futile paratrooper attack against Great Honshu. In real life, the stormtroopers can just be hurriedly moved into bombers and be transported before the offensives and war against the Empire of China is launched, so there isn’t any weird stuff going on up there in the bombers.

Spoiler Turn 10 :
Matt0088 said:
Spending Orders:
- Spend $5 on a Rocketeer prototype to start in Sibir.
- Spend $2 Infantry in Persia.
- Spend $24 on 4 Medium Tanks, 1 in Persia, 1 in Sibir, and 2 to start in Huang.
- Spend $3 on a Stormtrooper to start in Huang.
- The bonus Duckistani will use from uniting Russia will be the Doctrine: Requisition, in which, along with the $6 we have left from the regular income, we will use the $8 we can use immediately to buy a battleship and drop it in the Bay of Bengal.

Domestic Orders:
- Given its new power, Duckistan will formally be renamed, the Duckistani Empire.
- Announce that the capital, because of its proximity to the front, will be temporally moved to Novograd until a point at which the complete and utter security of Rajputana can be confidently assured.
- Also given the new status of the Duckistani Empire, the military style will be upgraded accordingly. All infantry will be remodeled on the great second reich of old, and thus all inf will now be the grenadier style. All regular tanks will be redesigned to look exactly like those of the Hellenic Empire. Lastly, all fighters will be modeled after those of our ally, Khilafat. Hope this isn’t too much of a bother, if it is, you can keep all units as they are now.

Diplomatic Orders:
- Returning the favor in kind, Uslavia and Karelia will be handed over for the Europe bonus to Khilafat in return for $5 to be give to us.(Karelia is Duckistani, and should be returned immediately after the Europe Bonus is one)
- Give Medium Tanks to Khilafat.
- Give the Doctrine: Requistion to Khilafat.

Operational Orders:
Afrikaan Front:
- Have the Inf and Tank in the Caucasus move to defend Persia, as it leads dangerously close to the eastern front.
- Also transfer 1 Inf from Rajputana garrison, as it is no longer the capital, to Persia, to further fortify Persia.

SouthEastern Front:
- As hinted before, an offensive will be launched against the Shogunate to seek revenge for what publically was the only blemish on a grand year last year. To render useless the snipers that compose 1/3 of the Shogunate force in Mandalay, an entirely armoured force will be used. Thus, all 4 Tanks in Rajputana, along with the Siege tank in Qinghai for the flank bonus, will attack Mandalay. We are confident in victory, given our 2.5 to 1 advantage in the odds (Which I calculated using the combat mechanics and strengths).
- Then, if at least 2 tanks are left in Mandalay, then all tanks with a second movement point are to push onto Dai Viet, to clear out any Shogunate presence left on mainland Asia.
- Garrisons are to be shifted around in provinces north of the Empire of China in their enclave in Chang which can be potentially attacked by a powerful force of theirs. 2 Tanks of Huang are to move to take the place of the siege tank (Which attacked elsewhere) in Qinghai. The Siege Tank and Stormtrooper in Kanchurea are to move to Huang to take the place of those 2 Tanks. Have the fighter in Kanchurea operate over Huang and shoot down any bomber that attempts to strategic bomb the factory in Huang.
- I’m worried about an airborne attack on Rajputana ftom China, not that, other than the 2 Inf in it, there is much I can do about it.
- Rebase the Bomber in Yakutsk to Aralistan.

Duckistani Navy:
- In fear of the Afrikaan destroyer in Arabian Sea, the transport in the Bay of Bengal will flee to the Sea of Australia and then to the Southern Indian Ocean.
- The sub in South China Sea is to move to Philippine Sea, and is to dive if it encounters the Shogunate Destroyer.

Spoiler Turn 11 :
Matt0088 said:
Spending Orders:
- Spend $15 on 3 Transports to be constructed in the Yellow Sea.
- Spend $9 on 3 Stormtroopers to be assembled in Huang.
- Spend $6 on 3 Rocketeers with 2 to be built in Astrakhan and 1 in Sibir.
- Spend $5 on 1 Fighter to be built in Kanchurea.
- Spend $2 on 1 Inf to be assembled in Persia.

Diplomatic Orders:
- Me and Kraz agreed to divide up Africa, with Egypt, Arabia, Congo and everything east of them will go to me and everything west will go to him. In return, he will keep Karelia permanently from here on out.

Operational Orders:
- As the past 2 turns of campaigning has lead up to, the Duckistani Empire will finally claim the entirety of the core of Asia for its own. Thus, all units around Chang, every single one, will attack Chang from all directions, Dai Viet, Mandalay, Qinghai, Huang. EVERYTHING WILL ATTACK! Even the fighter from Kanchurea will attack. Through sheer mass, Chang shall be captured (If it isn’t, I’d kill myself), whatever of the two stormtroopers that is left, as I wouldn’t think that both would die, will stay in Chang, as with whatever the strongest tank that is left. All other tanks with a movement point left are to divide evenly and start travelling west through Qinghai and Mandalay.
- The Medium Tank in Sibir and the Inf in Karelia will move down to Astrakhan and defend the territory.
- All units in Persia are to defend against what is expected to be a fierce Afrikaan attack. The Bomber is to help from Aralistan. The 2 Inf in Rajputana will move to Persia also to help in the defense.
- The Battleship in the Bay of Bengal is to try and immediately engage in battle with the Afrikaan destroyer. If it does engage or if it misses its chance, it’s the move to the Yellow Sea regardless to protect the transport fleet that will be built there.
- The Transport in the Southern Indian Ocean has decided to go on a joy ride and is to go to the New Zealand Sea.

Domestic Orders:
- Even if the Shogunate’s snipers were to move to Rajputana, I really don’t care, because it only gives $1 plus I’d assume the income from Hyperabad wouldn’t be impeded because it can simply be shipped oversea around it.

Spoiler Turn 12 :
Matt0088 said:
Spending Orders:
- Spend $5 on 1 Fighter to be constructed in Chang.
- Spend $14 on 1 Battleships to be constructed in the Yellow Sea.
- Spend $6 on 1 Destroyer to be constructed in the Yellow Sea.
- Spend $6 on 1 Medium Tank to be constructed in Novograd.

Domestic Orders:
- We will accept the bonus of Doctrine: Airpower. Immediately give it to all allies.

Operational Orders:
- Have 2 regular tanks in Persia along with the Inf in Astrakhan attack the Caucasus. Then have the two tanks move into Uslavia.
- Have all but 1 tank in Qinghai and Mandalay attack and retake Rajputana. If the snipers had the nerve to stay there, they won't get so lucky this time with their hide rolls. However, just to be preventive, have 1 regular tank, once in Rajputana, move to Hyperbad, and since snipers are useless against Tanks, make sure, that if the sniper move there, that the tank is there so that the income from the factory keeps flowing in.
- The Medium tank that didn't move will move to Kanchurea.
- All the tanks that are Rajputana that still have a movement point left will move into Persia.
- The bomber will rebase to Huang.
- The medium tank in Astrakhan will move to Yakutsk.
- have 2 Stormtrooper in Huang and 2 stormtroopers in Chang load onto 2 transports in the Yellow Sea. 1 of the Siege tanks in Chang will load onto 1 transport in the Yellow Sea.
- Have the 1 stormtrooper left in Huang will move to Kanchurea.
- Have the 1 Siege tank left in Chang move to Huang.
- Have 1 Fighter in Kanchurea protect the Yellow Sea and its transports from hostile units.
- Have 1 Fighter in Kanchurea attack a Inf in Japan.
- Have the Battleship in the South China Sea move into the Yellow Sea to protect the transports there initially and then move into Philippine Sea to attack the Shogunate Destroyer there if it is there.
- Have the 1 Inf in Novograd move to Yakutsk.

Happy Updating!:)

Spoiler Turn 13 :
Matt0088 said:
Spending Orders:
- Spend $24 on 4 Medium Tanks to appear 1 in each Persia, the Caucasus, Astrakhan, and Sibir.
- If TerrisH agrees to send that $2 by the time you start updating, then spend the last $12 on a super sub prototype to appear in the Yellow Sea. If he doesn’t, then spend the $10 on 2 Fighters to be built in Chang.

Domestic Orders:
- Ninja move the capital to Huang from Novograd.
- Turn over the transport New Zealand Sea to Terrish if he agrees to the deal. If not, it can chill.

Intelligence orders:
- Use are intelligence point on Egypt for this turn.

Operational Orders:
Afrikaan Front:
- All units in the Caucasus and in Persia (7 Inf, 6 Reg Tanks, 3 Med Tanks, 38 strength total) are to move into Great Arabia. Then, all tanks are to attack Egypt, and with 30 strength plus whatever the intelligence gives, against what I think will be 10 Inf of 20 Strength and a couple other units, it will be close, hence the need and hope for an intelligence boost.
- Move the tank in Hyperbad to Persia.

European Front:
- Move the 2 rocketeers Astrakhan to the defense of Uslavia.

Siberian Front:
- Move to 2 rocketeers in Sibir and the Med Tank in Novograd to Yakutsk. Move the siege tank in Huang to Kanchurea. Then, at that point, have all units in Yakutsk and Kanchurea with a movement point left attack Okhotsk, which should be 3 Med Tanks, 1 Inf, and 1 Stormtrooper, more than enough to take on 3 Reg Tanks.

Eastern Front:
- Have the Battleship, Destroyer, and Sub in the Yellow Sea and the Battleship in the Philippine Sea move to the Izu Sea to make sure no funny business goes on. The 2 Battleships are then to use their second movement point to bombard Japan.
- Have all units in the transports unload into Japan and attack, that’s 16 strength attacking 14, plus have the 2 Fighters in Kanchurea, the 1 in Chang, and the 1 Bomber in Huang to attack Japan. I’m confident in victory here.

Spoiler Turn 14 :
Matt0088 said:
Spending Orders:
- Spend $30 on 5 Medium Tanks, 1 in Sibir, 1 in Astrakhan, 1 in the Caucasus, 1 in Persia, and 1 in Huang.
- Spend $10 on 2Fighters both in Japan.

Intelligence Orders:
- Use our intelligence point on Egypt, again.

Operational Orders:
Afrikaan Front:
- Have the 1 Inf in the Caucasus and 6 Inf in Great Arabia to attack Anatolia.
- Have the Tank in the Caucasus and the 2 tanks in Persia join the 5 tanks in Great Arabia, and then have all 8 tanks attack Great Egypt. Because its 28 strength against their 11 and 6 air strength, I’m confident in victory. The unsure part comes afterwards, with the amount of tanks with a movement point, of which there is a possible five from great Arabia. If there is 1 left, it is to attack Congo. If there are 2 left, they are to both attack Congo. If there is 3 left, 2 are to attack Congo, and 1 to attack Al-Atlas. If there are 4 left, 2 are to attack Congo, 1 to attack Al-Atlas, and 1 to attack Abyssinia. If there 5 left, then 3 are to attack Congo, 1 to attack Al-Atlas, and 1 to attack Abyssinia.

Central Front:
- Have the tank in Yakutsk attack Novograd and recapture it for the empire and destroy the snipers if they stay there. The tank is then to go to Astrakhan.
- Have the Medium Tank in Kanchurea move to Sinkiang and then attack Aralistan.
- Have the Bomber in Huang rebase to Astrakhan.

Eastern Front:
- Send the tanks in Astrakhan and Sibir go to Karelia.

Western Front:
- The follow will set up Fortress East Asia:
- Have the 2 Fighters in Kanchurea and 1 Fighter in Chang rebase to Japan.
- Have the other 2 Fighters in Chang patrol Izu Sea.
- Have the 2 Rocketeers in Yakutsk move to Okhotsk.
- Have the Siege Tank in Kanchurea move down to Huang.

Pacific Front:
- Have the 3 Transports in the Izu Sea move to the South China, then to Japan Sea. Have the 3 Stormtroopers in Japan load up onto those transports.
- Have the 2 Battleships and Destroyer in the Izu Sea move to Emperor Seamount and then to Central Pacific.
- Have the 1 sub stay in the Izu Sea.

Sorry for the bad seeming (to me) orders, but still have fun updating Daft!:)

Spoiler Turn 15 :
Matt0088 said:
Spending Orders:
- Spend $48 on 8 Medium Tanks, 5 in Novograd, 1 in Okhotsk, 1 in Chang, and 1 in Great Arabia.

Intelligence Orders:
- Spend this turn’s intelligence point on the possibly large naval battle in the Izu Sea.

Domestic Orders:
- With our 4/5th bonus, we shall add the Combined Arms Doctrine to the Duckistani Collection.
- Give Anatolia to Khilafat.

Operational Orders:
Afrikaan Front:
- Have the Medium Tank in Great Kongo attack Suudrika and take the Afrikaan capital, and if it is successful, it is to return to Great Kongo.
- Have the regular tank in Great Kongo and the regular tank in Egypt attack Abyssinia with the Flank bonus. If 2 tanks survive, one is to return to Great Kongo, the other is to attack Tanganyika. If only one regular tank survives, than that tank is to attack Tanganyika.
- Have 1 Medium Tank in Egypt attack the Sahara and then attack Timbuktu.
- Have the other Medium Tank in Egypt move through Great Kongo and then reinforce or reattack Suudrika if the first Medium tank wasn’t successful.

European Front:
- Have 1 trooper from Anatolia attack Adriatalia.
- Have 1 trooper form Anatolia move to defend Uslavia.
- Have the 2 Medium Tanks in Karelia attack Finnkola and then attack Njordiviken.
- Have the Medium Tank in the Caucasus move to defend Anatolia.
- Have the Medium Tank in Persia move through Great Arabia to Egypt.
- Have the 2 Medium Tanks in Aralistan move through Astrakhan to Uslavia, whether to defend it or counterattack it.
- Have the Medium Tank in Astrakhan move to defend Uslavia.

Eastern Front:
- Have the Medium Tank in Sibir move to defend Novograd.
- Have the Medium Tank in Huang move to Sinkiang to make sure the sniper doesn’t capture it for whatever reason and then move back to Huang.
- Have the Siege Tank in Huang move to Chang.

Pacific Front:
- Have the fleet in Emperor Seamount move to attack the Techno fleet in the Izu Sea.
- Have the 5 fighters in Japan attack the Techno fleet in the Izu Sea.
- Have the 2 fighters in Chang patrol the Yellow Sea while the 3 transports from the Sea of Japan move to the Yellow Sea to the South China Sea.
 
Fifth post now?
Spoiler ZPNESV :

Spoiler Turn 16 :
Matt0088 said:
OOC: Kraz is currently busy, so I’ve been given supreme command of the Eurasian Alliance. So, without further ado:

Duckistan’s Spending Orders:
- Spend $36 on 6 Medium Tanks, 4 in Novograd, 1 in Huang, and 1 in Rajputana.
- Spend $14 on 1 Battleship to be built in the Yellow Sea.
- Spend $6 on 1 Destroyer to be built in the Yellow Sea.
- Spend $2 on 1 Inf to be assembled in Japan.

Khilafat’s Spending Orders:
-None.

Intelligence orders:
- Both Khilafat and Duckistan will use their intelligence point on Reichland, to ensure that we hopefully get at least something of an intelligence bonus.

Khilafat’s Domestic Orders:
- Khilafat will try to establish its capital at Uslavia.

Eurasian Alliance’s Operational Orders:
- Eager to achieve a more spectacular battle than the Oceanic Alliance attempted last turn in Uslavia, all allied units in Karelia (2 Med Tanks), Uslavia (6 Med Tanks, 2 Reg Tanks, and Fighter), Adriatalia(Med Tanks and Inf), and Astrakhan (Bomber) are to attack Reichland, with a three pronged bonus, and whatever the intelligence provides. That’s 49 regular unit strength, plus the three pronged bonus with +2 strength for each unit, of which there are 14, pushes the strength of the attack to77, plus whatever the intelligence gives (but since the OA has it too, I won’t factor that in), AND, the Duckistani units has combined arms (1 Inf, 5 Med Tanks, and that Bomber), which pushes the strength total up to 84!!! The defense has 44 strength, has the possibility for some intelligence, but likely not in Reichland, and then the combined arms for bonus for USSB, which pushes the defense’s strength up to 53, but still 53 pales in comparison to 84, especially when a third of their units are aircraft, units we don’t even have to beat to take Reichland. Also, almost half their units are Inf which don’t have armor, 11 of ours do, and only 6 of theirs do, which should bode well for us. Afterwards, whatever tanks are left are to attack Gallicia and completely push the OA out of Europe.
- Other epic battles include the Med Tanks in Egypt and Arabia attacking Anatolia to try and disrupt any OA attack utilizing the OA battleships and/or take Anatolia. Whatever tanks are left, if any, are to reinforce Uslavia with their second movement point. The Reg tanks from At-Atlas and Great Kongo are to go to Egypt, and then to Anatolia either to reattack or reinforce that territory.
- The Reg tank in Tanganyika and Med tank in the Great Kongo are to attack the Afrikaan capital and crush them.
- 1 Med Tank in Novograd is to travel to Aralistan and then to Rajputana.
- 3 Med Tanks from Novograd are to reinforce Uslavia.
- 2 Med Tanks from Novograd are to reinforce Karelia.
- The Med tank in Huang is to reinforce Rajputana.
- The 3 Transports in the South China Sea are to go to the Yellow Sea where they’ll be joined by the 2 Battleships and Destroyer from the Izu Sea.
- 3 Fighters from Japan are to patrol the Emperor Seamount, and 2 Fighters from Japan and the 2 from Chang are to patrol the Izu Sea.

Spoiler Turn 17 :
Matt0088 said:
Domestic/Diplomatic Orders:
- Khilafat has agreed, because its army has been decimated to the point where they can no longer can defend themselves so that they wish to be annexed by the Duckistani Empire, and annex them we will.

Intelligence Orders:
- Spend our intelligence point on Italy this turn.

Technological Orders:
- We should be getting all the allied prototypes(at the same time as the OA no less!) this turn as per the long standing rules, especially the King Tank. So have our scientists throw a little party for themselves.

Spending Orders:
- Spend $30 on 5 Medium Tanks, 3 in Novograd, 1 in Qinghai, and 1 in Great Arabia.
- Spend $10 on 2 Fighters, 1 in Anatolia and 1 the Caucasus.
- Spend $3 on 1 stormtrooper for Anatolia.
- Bank the $1 left plus Khilafat’s $7.

Operational Orders:
European Front:
- Have the 1 Red Tank from Anatolia and 6 Med tanks from Uslavia and Khilafat’s fighter from Uslavia all attack Italy. That’s 29 strength plus the flank attack pushing the strength total up to 36, which is pretty high against the OA’s strength of 8 in Italy plus another 5 or 6 they might move from Gallicia. Once Italy is taken, if there is or less than 3 tanks left, then all are to attack Gallicia. If there is more than 3 tanks left out of the 7, then 1 is to stay behind while the rest attack Gallicia.
- Have the 4 Med Tanks form Novograd split up and have 2 go into Astrakhan, and 2 into Sibir. Have the 3 Med Tanks in Karelia retreat to Uslavia, then 2 of those Karelia tanks along with the 4 Novograd tanks in Astrakhan and Sibir are to counterattack any OA units that are bound to attack Karelia, specifically those COBRA units.(:D)
- Have the bomber in Astrakhan relocate to Anatolia.

Afrikaan Front:
- Have 1 Reg Tank in Anatolia move from there through Egypt to Kongo to protect that territory against Militia attack. The Med Tank from Timbuktu is to join it there in the Kongo.
- The Reg Tank in Suudrika is to move to protect Tanganyika.

Eastern Defense Front:
- Have all the tanks in Rajputana attack Hyperbad and retake the territory. We want our factory back! Have all the Tanks go back into Rajputana afterwards.
- Have the Med Tank in Haung move to Chang.
- Have the 2 Med Tanks in Okhotsk move to Huang.
- Have all the ground man units fortify.
- Have the Duckistani fleet move to the South China Sea. Have the 2 fighters in Chang and 3 fighters from Japan patrol over the South China Sea.
- Have 2 fighters from Japan patrol the Philippine Sea.

Spoiler All The World's a Stage :

Spoiler Turn 1 :
Matt0088 said:
Let the NPC killing begin!:D
Spoiler STATS :
France: Matt0088
Absolute Monarchy: King Louis XIII
Religion: Catholic
Stability: 2
Economic Power: 35
Manpower: 136
Prestige: 0
Army: 76 Infantry Regiments, 45 Cavalry Regiments, 2 Artillery Regiments
Army Quality: 1
Navy: 15 Flytes, 24 Barques, 8 Carracks, 4 Galleons
Naval Quality: 1
Colonies: +7 EP
Spoiler :
Manitoba: +0 EP , 2 Native Regiments
New France: +1 EP, 2 Metropole Regiments
French Caribbean: +2 EP, 3 Metropole Regiments
Henriana: +1 EP, 1 Native Regiment
Patagonia: +1 EP, 1 Metropole Regiment
French Africa: +2 EP, 2 Metropole Regiments


International Orders:
- Spend 5 EP claiming the northern Madagascar province as a colony for France.
- Spend 5 EP claiming the white province (Coastline of OTL Ivory Coast?) between the French South Africa provinces for France.
- Spend 5 EP claiming the eastern province of what is OTL Nicaragua for France.

Military Orders:
- Spend 3 EP raising 3 native regiments, 1 for each new province above.
- Spend 6 EP on raising 3 artillery regiments.
- Spend 4 EP on hiring 4 Privateer Barques, anonymously.
- Spend 2 EP on constructing 1 Carrack.
- Ship 1 Infantry regiment to Henriana. Bit confused with the rules here, does shipping this regiment make a metropole regiment, requiring 2 EP to do so? If so, just take the EP from constructing the Carrack and put it here.
- The King has long desired to conquer Brittany and remove the pest to our west (:D). To do so, those 4 privateers will be used to attack France's, our, ships, under the guise of being ships of Brittany, giving France a casus belli to go to war. Obviously don't let anyone outside of the generals know that they were actually our privateers. Specifically, have the privateers attack a French naval base on the English Channel, whether or not they kick French ass or the French ships kick their ass is something I'll leave up to you, but regardless promptly accuse the privateers of being hired by Brittany, and go to war.

The invasion force will consist of 30 Infantry regiments, 20 Cavalry regiments, and 3 Artillery regiments, which itself will be split up into two armies. The first, made up of 13 Infantry regiments, 8 Cavalry regiments, and 2 Artillery regiments, will, following the map that is with this PM, circle north of the Brittan capital heading towards the coastline, effectively cutting it off from the rest of mainland Brittany, and then this army should start the siege of the capital. I know that because I will make no effort to bloody up my fleet in attempting to blockade the capital, that starving them out won't work, but because updates are only a year (IMHO, they should be at least 3), they should simply blockade it by land and bring up the heavy artillery pieces and prepare for a full assault the beginning of next year.

The other army will obviously consist of 17 Infantry regiments, 12 Cavalry regiments, and a Artillery regiment. It's function is to plow through the rest of Brittany according to the map and also serve the double function of being a flank shield (being that the other army, as it turns towards the city, will put its back to what is the potential route for an enemy army's counterattack) for army #1 as it does its own job. Generally it is to subdue the countryside, as because of the time it won't really have time to assault any cities other than those close to the French borders. It can, once it destroys most of the resistance outside of the cities, split up and subdue specific areas.

Should either army meet a large Brittan force, they are almost guaranteed to have a least a 2 to 1 ratio in numbers (4 to 1 in the overall war), which they shall use to win, either by using the numbers to win the maneuvering for the best position to win, or through simple sheer numbers.

Have the new Metropole regiment to Brazil, hopefully arriving before this war starts, invade the Brittan colony of Brezil.

Lastly, because Brittany is part of the anti-French alliance, deploy 30 Infantry regiments, and 20 Cavalry regiments across the borders of Austria and Lorraine which border France in a defense posture, and state that our qualm is with Brittany and Brittany only, and we have not nor desire an issue with them.
Spoiler MAP :
britinvasionplan.png

Domestic Orders:
- Spend 2 EP keeping nobles and the such happy.:)

Spoiler Turn 2 :
Matt0088 said:
Spoiler STATS :
France: Matt0088
Absolute Monarchy: King Louis XIII
Religion: Catholic
Stability: 0
Economic Power: 36
Manpower: 136
Prestige: 0
Army: 69 Infantry Regiments, 42 Cavalry Regiments, 8 Artillery Regiments
Army Quality: 1
Navy: 13 Flytes, 22 Barques, 9 Carracks, 4 Galleons
Naval Quality: 1
Colonies: +8 EP
Spoiler :


Manitoba: +0 EP , 2 Native Regiments
New France: +1 EP, 2 Metropole Regiments
French Caribbean: +2 EP, 3 Metropole Regiments, 1 Native Regiment
Henriana: +1 EP, 1 Native Regiment, 1 Metropole Regiment
Patagonia: +1 EP, 1 Metropole Regiment
French Africa: +3 EP, 2 Metropole Regiments, 1 Native Regiment
Madagascar: +0 ep, 1 Native Regiment


Domestic Orders:
- Issue a war tax to provide resources to assure the well being of France and her peoples. I should have 54 EP then.

Military Orders:
- Use 21 EP to raise 21 Infantry regiments
- Send 7 EP to Scotland. I haven’t had a chance to contact the new Scotland player, so if he doesn’t realize that he’s getting it, can you just put it into mercenaries for him as we had agreed before he joined.
- Use 10 EP on raising 5 Metropole regiments.
- Use 6 EP on 3 Cavalry regiments.
- Use 9 EP on 3 Galleons.
- Use 1 EP on 1 Barque.
- Since I’m at war with Brittany, Lorraine, Austria, and the Palatinate, and sorta with England, I need to concentrate on one or two or them and knock them out of the war as quickly as possible to free out some troops for other fronts. Thus, 16 Infantry, 2 Cavalry, and 1 Artillery regiments are to join the 24 Infantry regiments, 18 Cavalry regiments, and 3 Artillery regiments already in Brittany for a grand total of 40 Inf, 20 Cav, and 4 Artillery regiments. Capturing Nantes is of most importance, and thus 25 Infantry, 12 Cavalry, and all 4 Artillery regiments are to assault it in full force early in the year. Simply use the artillery to break down the defenses and then pour through the cracks. Initially, casualties should be predictably heavy, but once a solid break through is made, it should be easy afterwards. To aid in this, most of the French navy, 7 Flytes, 15 Barques, 7 Carracks, and 4 Galleons are attempt to enact a blockade of Nantes, and should the Brittan navy go out to meet them, they are to use superior numbers (32 Ships vs. 15 of their entire navy as of last turn) to out maneuver them and superior firepower (the Carracks and Galleons) to overwhelm them.

Meanwhile, the rest of the French force in Brittany, 15 Infantry regiments and 8 Cavalry regiments, should simply go about occupying the rest of the countryside of Brittany and general put major cities under siege, especially those without a link to the sea. Considering that much of the Brittan army is trapped in Nantes and other cities that are under siege, should they ever meet this army in the field, they are certainly going to be outnumbered and outgunned, which should be used to press home to victory should such a battle materialize. Once Nantes is taken, the army assigned to it is to do the same, although with the artillery regiments it possesses, it should also assault cities on the coastline as well, as I can’t blockade every single one, thus requiring them to be assaulted.
- With a 3 Galleon, 2 Carrack, 5 Barque escort, send 3 of the new Metropole regiments on 3 Flytes to drop off2 Metropole regiments to attack New Brittany, and the other Metropole regiment to speed up the invasion of Bresil. Also, have a Metropole regiment in French Africa attack Rio de Ouro.
- Since Avignon is inciting rebellion within France, we will preemptively declare war on them because of that, and a 8 Infantry, 4 Cavalry, and 1 Artillery regiment force is to quickly crush the tiny country. Also patrol the region of France where the Huguenots were getting unruly with 6 Infantry regiments and 2 Cavalry regiments to frighten them into making sure they don’t do anything hostile.
- That leaves the front against Lorraine, Austria, and the Palatine, of which an army of 30 Infantry, 18 Cavalry regiments, and 3 Artillery regiments is to be assigned to. Its main function is simply to contain these three countries till the massive army in Brittany has conquers that country and is freed up to overwhelm the east, which should be in 2-3 years I would believe. To do so, it is to invade west Austria to distract the allied forces, and then once they show up, it is to leave and invade some other part of the front were the allied presence is weak, and then leave when the allied armies show up. Unless the allies are particularly weak, I don’t expect to gain anything.

Should the allies just outright invade France, then either the above strategy is to be used, or B.) Threaten the advancing allied armies’ logistics. In this case, I would try to draw them into a battle on our terms, or just retreat back into the defense of France ( in front of the allied army with their back towards France), or C), try to simply pin them against a siege, or force them to move on, which stretch their logistics anyways. I hope that made sense.
- Garrison the rest of France with the rest of the military not allotted to anything along with the usual city garrisons, which should amount to 6 Infantry regiments and 1 Cavalry regiments left over.
- Send of the other 2 new Metropole regiments to New France on 2 Flytes with a 3 Barque escort. I'm not to worried about them being intercepted.

International Orders:
- Again repeat that France is simply disabling those who wish harm against France and have made actions in trying to do so, Brittany and Avignon.

Happy Updating! Sorry for the late orders. :salute:

Spoiler Turn 3 :
Matt0088 said:
Spoiler STATS :
France: Matt0088
Absolute Monarchy: King Louis XIII
Religion: Catholic
Stability: 0
Economic Power: 34|17 (War Tax)
Manpower: 130
Prestige: 0
Army: 74 Infantry Regiments, 40 Cavalry Regiments, 8 Artillery Regiments
Army Quality: 1
Navy: 13 Flytes, 23 Barques, 9 Carracks, 7 Galleons
Naval Quality: 1
--Rebellions: Religious Protestant Revolt: 10 Infantry Regiments, 3 Cavalry Regiments
Colonies: +8 EP
Spoiler :
Manitoba: +0 EP , 2 Native Regiments
New France: +1 EP, 4 Metropole Regiments
French Caribbean: +2 EP, 3 Metropole Regiments, 1 Native Regiment
Henriana: +1 EP, 1 Native Regiment, 2 Metropole Regiment, 2 Metropole Regiments (New Brittany)
Patagonia: +1 EP, 1 Metropole Regiment
French Africa: +3 EP, 2 Metropole Regiments, 1 Native Regiment
Madagascar: +0 ep, 1 Native Regiment


Domestic Orders:
- Denounce the protestant rebels as nothing more than those inspired by the like of the Bretons to attempt to damage and destroy France. Send 1 EP in spreading the word as such. Purposely be ambiguous about the religious aspect, although I'm sure the rebels will display it as such a fight.

Diplomatic Orders:
- In return for setting the French-Spanish border at the Pyrenees, meaning, give Spain that small piece of land that is part of OTL Spain but in the hands of France in this timeline, to Spain, and they’ll send 30 regiments to absolutely crush that rebellion in southern France.

Military Orders:
- Spend 20 EP on 10 Cavalry regiments.
- Spend 30 EP on 30 Infantry regiments.
- Spend 3 EP on 1 Artillery regiment.
- That makes a grand total of 104 Infantry regiments, 50 Cavalry regiments, and 9 Artillery regiments in the French army. MWAHAHA!:king:
- This turn is basically about ending all major resistance in Brittany, with mopping up next turn, as well as letting the Spanish crush the rebellion, and crushing Avignon, while keeping the eastern allies at bay.
- Ending all major resistance in Brittany also applies to their colonies. Have the 2 Metropole regiments in New Brittany continue their attack, as with the 2 attacking Bresil. Should either completely occupy their targets, have it be annexed, as Rio de Ouro will be immediately into French Africa, with the Metropole regiment that conquered it serving as a garrison and police force against any agitators.
- Maintain the French force of 40 Infantry regiments, 20 Cavalry regiments, and 4 Artillery regiments in Brittany, reinforcing the forces in the country to get up to that number. With the costly failure at Nantes last year, and with the beginning of the successful blockade, which will be continued with the entire navy, the goal this year is to simply and finally control the entire Breton countryside, crushing all major resistance outside of the cities, and starve the suckers out within a few years (2-3?). Thus, a less major force is to be positioned at Nantes, lessened to 10 Infantry, 2 Cavalry, and 2 Artillery the regiments, with the task, as mentioned, to simply conduct a siege. The other 30 Infantry regiments, 2 Cavalry regiments are to go about crushing the remaining field armies, with garrisons left to protect the 2 other Artillery regiments as they besiege the other cities of Brittany. Hopefully I can finally color Brittany all blue this turn.
- Send an army composed of 10 Inf, 3 Cav, and 2 Artillery regiments to immediately crush Avignon. Don’t even bother raising a siege, just outright assault the city, and with a 6 to 1 advantage in numbers, sheer numbers should suffice. If this armies rear and/or logistics are threatened due to the Protestant rebels, dispatch 2 Inf regiments and 1 Cav regiments to protect them (The logistics). If the assault fails for whatever reason, then settle down to a siege.
- Send 1 of each type of regiment, Inf, Cav, and Artillery, to help the Spanish as they help us crush the rebellion. This is more for being listed as a participant than anything.
- That leaves 53 Infantry regiments, 26 Cavalry regiments, and 1 Artillery regiment on the front against the eastern allies, in which superior French cavalry is to be used to counter the general superiority of Allied infantry, against which, due to the mobility of the cavalry, they can keep the battle pointed in our advantage. Grand strategy wise, keep up the invasion of the East Austria, more as a distract than anything, especially for the main ally, Austria. Open up a second front by invading Lorriane from the south should the allies mount a major resistance against the army invading Austria. The interest on this entire front in general is avoiding the possibility of a serious allied invasion of France until Brittany is subdued, until which the full weight of French power can be brought to bear against them.

Happy Updating!:salute:

Spoiler Turn 4 :
Matt0088 said:
Spoiler STATS :
France: Matt0088
Absolute Monarchy: King Louis XIII
Religion: Catholic
Stability: -1
Economic Power: 34|17 (War Tax)
Manpower: 130
Prestige: 0
Army: 84 Infantry Regiments, 45 Cavalry Regiments, 9 Artillery Regiments
Army Quality: 1
Navy: 13 Flytes, 23 Barques, 9 Carracks, 7 Galleons
Naval Quality: 1
--Rebellions: Religious Protestant Revolt: 13 Infantry Regiments, 5 Cavalry Regiments
Colonies: +8 EP
Spoiler :
Manitoba: +0 EP , 2 Native Regiments
New France: +1 EP, 4 Metropole Regiments
French Caribbean: +2 EP, 3 Metropole Regiments, 1 Native Regiment
Henriana: +1 EP, 1 Native Regiment, 1 Metropole Regiment, 2 Metropole Regiments (New Brittany)
Patagonia: +1 EP, 1 Metropole Regiment
French Africa: +3 EP, 2 Metropole Regiments, 1 Native Regiment
Madagascar: +0 ep, 1 Native Regiment


Domestic Orders:
- Spend 1 EP on basically spreading propaganda that this war is all good for France etc.

Diplomatic/International Orders:
- The same deal from last turn with Spain is still in place this year, except that I’m lucky enough to have 45 regiments of help against the rebels, apparently because the land Spain was suppose to get overrun with rebels (:p).
- Don't attend this Portuguese sponsored science convention, as it doesn't seem really realistic, especially because its state sponsored.

Military Orders:
- Spend 30 EP on 30 Infantry regiments.
- Spend 20 EP on 10 Cavalry regiments.
- Spend 3 EP on 1 Artillery regiment.
- Total: 114 Infantry regiments, 55 Cavalry regiments, and 10 Artillery.
- Assume for all pitched battles involving French forces, that their superior horsemanship is to be utilized towards victory, as it seems the enemies of France can’t spot the French from doing so.
- This year’s goals are basically the same as last year’s, crush Brittany and the rebels, and maintain parity against the Austria Circle. Thus, send 8 Infantry regiments to reinforce the armies in Brittany back up to 40 Infantry regiments, 20 Cavalry regiments, and 5 Artillery regiments. The will again try and finish occupying the entire Breton countryside, and at this point, all besieging forces are to continue to starve out the various Breton cities in conjugation with the blockade. With cities like Nantes being under siege for about 3 years at the end of this turn, they should start surrendering, and once a few major cities do, start asking for the surrenders of all the others, especially after Nantes falls, in return for aid.
- Send 15 Infantry regiments, 10 Cavalry regiments, and an Artillery regiments to crush the rebels and keep Avignon secure. Without much thought put in here, the plan really is to smash the rebels from the north and south with the Spanish help, and superior numbers of almost 4 to 1 (71 to 18), that should help too.
- The rest of the French army, which is 59 Infantry regiments, 25 Cavalry regiments, and 4 Artillery regiments, shall again face the Austrian Circle. Ideally grand strategy wise, I’d like to maintain parity with them (meaning, France not invaded) and not be overaggressive until the forces in Brittany can be released eastwards to nearly double the current French numbers. However, recent history being as they were, this is army to mainly concentrate on invading what seems to be OTL west Belgium, providing further distractions for the allies to retake lost land, and not invade France. Should they do so, probably invading Luxembourg due to its exposed strategic position, then defense in depth is to used, giving up land for time and men etc.
- In the Breton colonies, simply have the units that conquered them make sure them say secure in French hands.

Sorry for Subpar orders, but...Happy Updating!:salute:

Spoiler Imperial Glory :

Spoiler Turn 1 :
Matt0088 said:
Spoiler STATS :
Sweden: Matt0088
Absolute Monarchy: King Gustav III
Capital: Stockholm
Economic Power: 9/0
Stability: 8
Manpower: 15
Research: none
Army: 50 Regular Regiments, 4 Guards Regiments, 10 Cavalry Regiments, 20 Artillery Battalions
Army Quality: 4
Navy: 10 Sloops, 10 Frigates, 5 Ships-of-the-Line
Navy Quality: 3
Colonial Possessions: +2 EP
Spoiler :
New Sweden: +2 EP, +2 Manpower
-Stability: 7
-Garrison: 5 Colonial New Sweden Regiments, 2 Regular Regiments, 2 Artillery Battalions


Domestic Orders:
- Spend 3 EP on building infrastructure throughout Sweden. This years focus, and the next few, will be on creating main roads along the coast of Sweden proper, and creating ports from which the resources of the north can be extracted, and shipped out, with the roads serving as overland transport should it ever be needed (blockades etc.), and for military movement of course.

Diplomatic Orders:
- To confirm, full alliances with Russia and England were signed.

Colonial Orders:
- Send 4 Frigates, and 2 Ships-of-the-Line, with 4 Regular regiments, 1 Cavalry regiment, and 1 Artillery regiment loaded up on them, along with 3 EP, to establish a colony in South Africa as according to the map. The military force is there if it is needed, otherwise becoming its garrison, and the EP is start up money. Officially call it Swedish South Africa, and send 2 manpower as well.
Spoiler MAP :
swedishsouthafrica.png


Military Orders:
- Spend 3 EP on constructing 3 frigates.

Spoiler Turn 1 :
Matt0088 said:
Spoiler STATS :
Sweden: Matt0088
Absolute Monarchy: King Gustav III
Capital: Stockholm
Economic Power: 8/0
Stability: 8
Manpower: 15
Research: none
Army: 46 Regular Regiments, 4 Guards Regiments, 9 Cavalry Regiments, 19 Artillery Battalions
Army Quality: 4
Navy: 10 Sloops, 13 Frigates, 5 Ships-of-the-Line
Navy Quality: 3
Colonial Possessions: +1 EP
Spoiler :
New Sweden: +2 EP, +2 Manpower
-Stability: 7
-Garrison: 5 Colonial New Sweden Regiments, 2 Regular Regiments, 2 Artillery Battalions
Swedish South Africa: -1 EP
-Stability: 10
-Garrison: 4 Regular Regiments, 1 Cavalry Regiment, 1 Artillery Battalion


Domestic Orders:
- Spend 2 EP on building infrastructure throughout Sweden. This year’s focus, and the next few, will be on creating main roads along the coast of Sweden proper, and creating ports from which the resources of the north can be extracted, and shipped out, with the roads serving as overland transport should it ever be needed (blockades etc.), and for military movement of course.

Colonial Orders:
- Spend 2 EP on constructing a solid fort with a dock on the coastline of Swedish South Africa, where shipments of any kind can be delivered in safety, while providing a safe area for colonists to retreat should there be any danger.
- Spend 1 EP advertising to companies to promote investment in Swedish South Africa where the possibilities are endless, as are the possible returns on their investments!
- Have 1 Infantry regiment and 1 Cavalry regiment of the garrison stake claim to land (no more than 10-20 pixels) along the coast to the southwest of the colony and go secure the land.

Military Orders:
- Spend 3 EP on recruiting 1 Cavalry regiment.
 
That's All!:D
Spoiler ZPNESVI :

Spoiler Turn 5 :
Matt0088 said:
Noticing that Iaeda was built of wood, which Rouge religion says is the ancestors of long past who provide support to those currently living (Rouge homes are built around trees using them as support), many will be quietly, but quickly outraged. Thus, an organized attack on Iaeda is to be organized, and a party of elite archers (whose only function is to hunt normally, which is the Rouge clan's specialty) is to be assembled and sent out ASAP. Because of our extreme closeness to Iaeda, it being practically in the center of what I thought of as Rouge Clan land, those archers should get there before any defenses of any type are created or even organized for the town.

When those archers get there. they are to quickly kill all those who reside in Iaeda, for so cruelly killing their ancestors for their town. Then, depending on the choice of the Elders of the Rouge Clan (You), they can either slowly move the wood back to Rouge leaders for proper ceremony to restore the ancestors in those trees back to a proper after life, in stages to avoid detection of Rouge labors who would be doing this, OR, they can burn the wood right on the spot to release the ancestors of the wood from their torture of being building materials.

Also, I suspect at this time that I'll make contact with the Boar barbarians, so see if they like meat, furs, bones, or any other tradeable products of animals.

Happy Updating!:)

Spoiler Turn 6 :
Matt0088 said:
- Not so fanatical to stand their ground against the city, the Rouge Clan will immediately pack up and head north, any seeds of the ancestors are to be taken to hopefully carry on those ancestors souls before the city barbarically begins cutting more and more of them down. Like you said, I should get out before anyone can reach me. Yet, where to go? North, to the Nyuds. Given their fearsome and magnificent army (be sure to tell them this and shower them with comments, like they are greater then Nesse, and they're so awesome etc.) Ask for Nyuds to allow the Rouge clan to become settled in their northern lands whereever there be a large forest and be allowed to practice our religion in peace in return for pledging our mighty archers (as they themselves called Rouge archers, right?) in times of war, and basically to become a productive part of the Nyud kingdom.
- Also let them know of greedy, souless peoples of Nesse, who use their silver and sly tongues to mainpulate good innocent peoples of the World. Warn them that they drove the peaceful Rouge north after they genocided many Rouge ancestors, and that any contact with the Nesse diplomats be carefully watched, if completely ignoranted, because for Nesse, they only wish to have your lands, money, and wifes, as contacts with their pompous traders (from the ships) and any earlier diplomats must have affirmed.

Happy Updating!:salute: Sorry for the ZPNESV issues!:(

Spoiler ASNES: Motherhen :

Spoiler Turn 29 :
Matt0088 said:
This is what happens when you insist for me to play CoD4 instead of writing HRE orders. LATE ORDER! BLARG!:p

Oh, apparently I should be getting 10 jack also cause you erased the 2 wonders the HRE that I got from the Netherlands when I conquered em, but you never put them in the stats, only the update. We talked about this on AIM.
Domestic Orders:
- Spend 2 jack on advancing to the Late Colonial Age. The Emperor wants to be more advanced then the stupid Polish.
- Spend 3 jack on centralizing the Empire bureaucracy. Over the past century, with all the various expansions, and with the native bureaucracies left mostly intact of the annexed regions, it’s bound to have become very inefficient, most importantly regarding taxation, and so combining them all into one centralized one, will hopefully cut down on waste, meaning more jack (possibly)! Officially make German the official language of the Empire, and require all civil servents to be fluent in it as such, to help assimilate everything.
- Decrease the "Roads of the Empire" wonder benefits down to,"+Economy +Infrastructure". I already have awesome infrastructure, so there's no reason to increase it that much when my wonder space could be used for other things after.

Military Orders:
- Spend 1 jack on 1 navy.
- Spend 2 jack on 2 armies.
- Officially announce that the emperor is supporting Aquitaine as the successor to France given new information that has come to light. As such, all the other French nations are imposters, and thus will be crush, given that they don’t surrender immediately when asked following the announcement. Assuming none of them do surrender, Have an army of 7 Conscript divisions, 2 Trained division, 2 Veteran divisions, and 1 Imperial Guard invade the red French nation from the north and the dark green French nation from the east, utterly crushing them by numbers and quality. Don’t wait to finish sieges before moving on, leave garrison to starve out any major cities, and have the rest of the armies take over the countryside, then take care of any sieges that haven’t been starved out.
- Have 1 Trained Division, 2 Trained Divisions, 1 Veteran Divisions, and 1 Imperial Guard load up on 5 conscript navies and invade eastern Brittany (at Normandy on the map) from the sea, and then swing east towards Paris south of the red French nation. Should that catch Paris sufficiently surprised, and thus somewhat under garrisoned and unprepared (given that the other armies have been tearing up the red nation at this time, which should have been taking most of their attention), assault Paris immediately. Otherwise, if they aren’t surprised, link up to the armies in the Red nation, and lay siege to Paris, and starve them out. Meanwhile, leave scouts in Normandy where the this operation first start, and should a hostile army by moving towards Paris to assist Paris, dispatch the Imperial Guard and train divisions to deal with em.
- Ask Aquitaine to help of course.
- That should leave 5 conscript divisions, 2 trained divisions, and 1 Imperial Guard to garrison the HRE itself…so they can chill out.

:salute:

Spoiler Turn 30 :
Matt0088 said:
TheMatt0088 (9:54:15 PM): what did you do with my missing wonder situation
TheMatt0088 (9:54:21 PM): ?
amonsavag (9:55:06 PM): Took my pecker, and stretched it all the way around to where I could put it in my butthole
TheMatt0088 (9:55:02 PM): lol
amonsavag (9:55:26 PM): Remind me about giving you 10 bucks for the wonders in your orders, too

Spoiler STATS :
Holy Roman Empire(Matt0088)
Government: Feudal Monarchy
Technology:Late Colonial
Economy/Treasury:Growing 11/1
Education:Above Average
Morale:Good
Infrastructure:36
Trade:13(Sweden)
Army:2(Conscript)/6(Trained)/5(Veteran)/3(Imperial Guard)
Navy:7(Conscript)/1(Trained)
Supplies:4
Wonders:Kiel Canal(+Economy+Infrastructure+Trade)[COMPLETED]Munich Military Acadamy(+Army Quallity)[COMPLETED!]Bavarian Beats (Allows 10 supplies to be purchased per jack) [Completed!][COMPLETE]The Grand Palace of Paris(+Army Quality+Economy+Morale)[COMPLETED]The Bank of France (+ Economy)[COMPLETE]The Roads of the Empire(+Economy,++Infrastructure)[2/6]
Special Techs:Italia Muskets, Primitive Grenades, Improved Cannons, Bavaria Musket


Domestic Orders:
- Spend 1 jack to finish off last turn’s efforts to make taxation more efficient, and therefore yield more monies, by making the bureaucracies which conduct taxation more efficient (the tax collectors, assessors etc., like I mentioned on AIM, not the nobility). Additionally, spend 3 jack to establish an official currency across the empire. Until enough of this new currency can be made, the old currencies can be still used until this new one can be effectively established in each region. This should hopefully make all matters money more efficient in the Empire.
- Use 4 jack to survey the lands of the Empire for the natural resources and materials they contain. The point here is once the survey is complete, inform any and all who would be interested and have the ability to exploit those resources, and so once they begin to extract those natural resources, they generate economic growth for the Empire as those resources are sold/used for industry.

Military Orders:
- Withdraw from France as announced to prewar borders, and if the regions we previously occupied fall to anarchy and chaos, I don’t care. The only exemption is Paris, being a symbol of France as it is, will remain with a garrison of 2 Trained divisions and a Veteran division to protect it from damage, and notify the remaining Frenchy nations that we are doing so(to protect Paris, not occupy it). Once a controlled, civilized power emerges, yield them Paris should they demand it. Otherwise, keep holding it, and should this go on for a prolonged time (to the end of the turn), invite the other Frenchy nations to provide their own garrisons.
- Spend 2 jack on 20 new supplies.

Technology Orders:
- Send scientists to Sweden and Portugal with 2 jack to learn how the railroads work and operate. They can use the jack however they want, whether using it to bride the foreign scientists for designs, or using it set up experiments and try trial and error to replicate it. Anything they can think of to get the Emperor his trains.

Spoiler Turn 31 :
Matt0088 said:
Spoiler STATS :
Holy Roman Empire(Matt0088)
Government: Feudal Monarchy
Technology:Late Colonial
Economy/Treasury:Growing 10/13
Education:Above Average
Morale:Good
Infrastructure:30
Trade:Sought
Army:2(Conscript)/6(Trained)/5(Veteran)/3(Imperial Guard)
Navy:7(Conscript)/1(Trained)
Supplies:24
Wonders:Kiel Canal(+Economy+Infrastructure+Trade)[COMPLETED]Munich Military Acadamy(+Army Quallity)[COMPLETED!]Bavarian Beats (Allows 10 supplies to be purchased per jack) [Completed!]The Roads of the Empire(+Economy,++Infrastructure)[3/6]
Special Techs:Italia Muskets, Primitive Grenades, Improved Cannons, Bavaria Musket, Early Railroad

Domestic Orders:
- Spend 5 jack on sending out advisors and scientists to observe and learn how to copy the modern farming techniques of the World today, as well as researching new ones on their own, hopefully collecting such techniques as crop rotation, proper irrigation, basic fertilization, selective breeding etc. Once that is achieved, educate all the peasants and farmers in the Empire of them, and pay them to use them, giving help if needed, therefore achieving large increases in agricultural yield. Since most if not nearly all of the Empire’s economy comes from agriculture still, this should have a huge increase in the economy(+2 jack?) All the nobles should be happy because they are getting more productivity from their workers, and for those workers, they are getting more food!
- Additionally, spend 2 jack buying agricultural products from the New World that can be used in the lands of the Empire (potatoes, maize, tomato, cocoa bean, tobacco etc.), and give them to farmers to use for a small fee. Because of the increased amount of food produced by the same amount of farms in the empire, that will allow large amounts of people who were previously tied to subsistence farming of one crop, to use these new crops as surplus crops to sell, therefore generating more economic growth, along with better products for trade both internally and externally of the Empire.
- Lastly, spend 3 jack establishing common markets throughout the regions of the Empire, providing easy access for these new surplus products, increasing trade internally, which can be harnessed for economic growth.

Technological Orders:
- Spend 2 jack on researching and creating better trains and railroads, ones that can capable move large amounts of stuffs are decent speeds. Should that be fully achieved, spend 2 jack to begin building railroads throughout the empire(Use the 2 jack for 20 supplies otherwise).
- Spend 2 jack on updating the Bavaria musket to the Bavaria Rifle, a powerful rifle (lowering accuracy if need be), while still maintaining its breach loader mechanism and its ease of use, officially making it the main infantry weapon of choice.
- Spend 2 jack on creating the first Gattling gun, which will be…a gattling gun!
- Spend 2 jack modernizing the Emperor’s armies with all these new guns!

Trade Orders:
- Start trade relations with Croatia (meaning, I’m asking for the price).
- Start trade relations with Poland.
- Start trade relations with England.
- Start trade relations with Russia.

Military Orders:
- Spend 3 jack on recruiting 3 armies.

Spoiler Turn 32 :
Matt0088 said:
Spoiler STATS :
Holy Roman Empire(Matt0088)
Government: Feudal Monarchy
Technology:Early Industrial
Economy/Treasury:Booming 12/1
Education:Above Average
Morale:Good
Infrastructure:43
Trade:Sought
Sweden(1*)
Army:10(Conscript)/6(Trained)/5(Veteran)/3(Imperial Guard)
Navy:35 Frigates(Conscript)/5 Frigates(Trained)
Supplies:20
Wonders:Kiel Canal(+Economy+Infrastructure+Trade)[COMPLETED]Munich Military Acadamy(+Army Quallity)[COMPLETED!]Bavarian Beats (Allows 10 supplies to be purchased per jack) [Completed!]The Roads of the Empire(+Economy,++Infrastructure)[5/6]
Special Techs:Italia Muskets, Primitive Grenades, Improved Cannons, Bavaria Rifle, Early Railroad


Military Orders:
- Use 6 jack to recruit 6 armies.
-Use 1.5 jack to buy 15 supplies.
- Assemble a grand total of 25 armies, 11 conscript armies, 6 trained armies, 5 veteran armies, and 3 Imperial Guards, to combat the Visigothic and Venetian menace. As a general guide, all tactics in major battles during the war shall emphasis the German advantage in: technology, quality, military leadership, and possibly numbers, to achieve victory with the greatest damage inflicted on the enemy with the lightest possible casualties of troops of the Empire.
- Send 1 Veteran Army, 2 Trained Armies, and 4 Conscript Armies quickly to the border with Venice, using the HRE’s railroads to arrive there first, but instead of advancing, they are to fortify themselves with all due haste, and then when the Venetians arrive, still fortify the border, although taking all due caution to be ready to repulse a possible Venetian attack, which I’m sure they will, when my defensive stance is realized. The goal is simply to prevent or limit any Venetian advance while their ally, the Visigoths, are decisively beaten grand strategically, at which point more armies can be allocated to this battle region in which a true offensive can begin. Should the Gatling gun be successfully invented, its use would be of particular advantage here, given its great ability in defense.
- Send 3 Imperial Guard armies, 4 Veteran armies, 4 Trained armies, and 7 Conscript armies to invade France from the traditional route, using railroads to at least get a couple weeks advance on the Visigoths. Two major armies will do so, one, made of 2 Imperial Guards, 2 Veteran army, and 2 Trained armies, and 4 Conscript army, will advance from Belgium directly at Paris, with the Imperial Guards leading the way, blasting anything in their way with their awesomeness, and will put Paris under siege. The other army, consisting of 1 Imperial Guard, 2 Veteran armies, 2 Trained army, and 3 Conscript armies, will advance from the southern border of France from the Rhine, and will, using the Alps as a secure flank, and then Savoy, advance deep into France. Should there be a major Visigothic army stationed along this armies advance, once it is dealt with, part of this army will be detached (1 Veteran army, 1 Trained, 1 Conscript), towards Paris to threaten the city’s, and armies stationed in or around it, rear flank, and help further facilitate the capture of Paris with the other major army. The other portion of this army shall continue advancing into France in a south/southwest direction, occupying all it.
Spoiler MAP :
ww2franceinvasionplana.png


Diplomatic Orders:
- Spend 1 jack on starting to fund the startup costs for a trade route with Russia.
- Confirming the declaration of war upon the Visigothic Empire, and thus, the Empire is also at war with Venice, but no one else, to my knowledge.

Research Orders:
- Use 2 jack to hopefully, finally, finish research on the Gatling gun. Given the important role such a gun has, encourage the scientists to have success, and say that they’ll have the gratefulness and proud of the Empire should they do.
- Send scientists to Sweden and with 2.5 jack to learn how their new economically efficient steam engines work and operate. They can use the jack however they want, whether using it to bride the foreign scientists for designs, or using it set up experiments and try trial and error to replicate it. Anything they can think of to get the Emperor his steam engines, and therefore, the possibility of easily commercially successful factories. Should there be success, then give out the blueprints to any and all who would be willing and have the resources to start a factory.

Spoiler Turn 33 :
Matt0088 said:
As per our discussions on AIM, I have 1 jack from my wonder being completed last turn (though rendered useless from occupation), and my 1 jack per turn from the usual trade with Sweden, which should be uninterrupted regardless of the world.

Holy Roman Empire(Matt0088)
Government: Feudal Monarchy
Technology:Early Industrial
Economy/Treasury:Stable 13/1(-1 from occupation)
Education:Above Average
Morale:Good
Infrastructure:47
Trade:Sought
Sweden(1*)
Army:5(Conscript)/1(Trained)/3(Elite)/2(Imperial Guard)
Navy:Frigates(35/5/0/0)
Supplies:15
Wonders:Kiel Canal(+Economy+Infrastructure+Trade)[COMPLETED]Munich Military Acadamy(+Army Quallity)[COMPLETED!]Bavarian Beats (Allows 10 supplies to be purchased per jack) [Completed!]The Roads of the Empire(+Economy,++Infrastructure)[Completed]
Special Techs:Italia Muskets, Primitive Grenades, Improved Cannons, Bavaria Rifle, Early Railroad

Diplomatic Orders:
- Make Sweden’s scientists return to their homeland, citing the concerns of their country. In return, Sweden should be giving the HRE their explosive shells, and therefore, the advanced artillery that comes with it.

Military Orders:
- Spend 1 jack on supplies.
- Spend 2 jack on upgrading 1 Elite division to a Imperial Guard.
- Spend 10 jack on 10 armies.
- That would leave a grand total of 15 conscript divisions, 1 Trained divisions, 2 Elite divisions, and 3 Imperial Guard divisions, or, 21 armies on 25 supplies.
- As a general plan, in all battles, which of course, I have no control over, I can assume to have these factors in play. HRE Advantages: Improved Cannons, Bavaria Rifle, hopefully Explosive shells, as well as improved military leadership. HRE Disadvantages: Numbers, and, generally, Military Quality. Thus, when engaged in battle, the preferred path to victory is to use superior German military leadership to manipulate hostile armies into attacking German defensive positions, where our clear advantage in technology can be brought fully to bear, while our possible 1 to 2 deficit in numbers cannot.
- Also note, that because the HRE has the best infrastructure in Europe, by far superior to that of Savoy, Venice, and the Visigoths, I should have a clear advantage in quickness of movement in my own territory, meaning, I should have quicker deployment of my armies for this turns campaigns, and in larger numbers for whatever divisions are recruited.
- So, to the actual campaigns, the rather small 21 divisions of the HRE army will be split up into 3 army groups, 1, 2, and 3. 1 will consist of 7 Conscript divisions, 1 Trained divisions, and 1 Imperial Guard. If, or maybe, when, the Visigoths counterattack German positions in France, simply fall back, and use defense in depth. Give up land for time and saving men. As a rule of thumb, always take up defensive positions when pressured by hostile armies. Should they wish to get pass they’ll have to pay heavily in blood, which I’ll doubt they’ll do. Should they be pushed back into HRE lands, stiffen up the defense. Have the other 3 armies form a defensive land running the Rhine River, providing a deterrent from attack Bavaria directly more than anything. Since they are using the river and will have time to fortify the :):):):) out of the place, even 3 armies should provide a good deterrent.
- Army group 2 will consist of 7 conscript armies, and 2 Elite armies. They will quickly assemble and strike directly at the goddamn betrayers that are those who reside in Savoy. Simply, year 1763, in the first moment, utilizing our awesome infrastructure, attack the bastards. Simply use all 9 armies, with the elite divisions at the head, overrun and overpower the smaller Savoy armies. Then, as per the map, have the 9 divisions split up east and west to fully conquer Savoy once their armies are crushed.
- Army group 3 will consist of 2 conscript armies and 2 Imperial guard divisions, they will, as in France, use defense in depth for the same reasons, and move as per the map. Although they are further retreating into Germany, this isn’t as much of a problem, because they can retreat slower, cause IG divisions are kickass, and Croatia should be attack Venice with a dozen armies.
Spoiler MAP1 :
1772campaign1.png

- In the second half of the turn, because I don’t have much time, basically follow the map, make a general counterattack the flank of France as the Visigoths advance further to the north, counterattack Venice as the turn to deal with Croatia, and the lesser halve of army group 2 will also attack Venice from a flank. Yeah, kinda in a rush here writing this.
Spoiler MAP2 :
1772campaign2.png


:salute:

Spoiler Turn 34 :
Matt0088 said:
Holy Roman Empire(Matt0088)
Government: Feudal Monarchy
Technology:Early Industrial
Economy/Treasury:Stable 12/0(-1 from occupation)
Education:Above Average
Morale:Good
Infrastructure:47
Trade:Sought
Sweden(1*)
Army:6(Conscript)/3(Trained)/1(Veteran)/2(Elite)/2(Imperial Guard)
Navy:Frigates(35/5/0/0)
Supplies:4
Wonders:Kiel Canal(+Economy+Infrastructure+Trade)[COMPLETED]Munich Military Acadamy(+Army Quallity)[COMPLETED!]Bavarian Beats (Allows 10 supplies to be purchased per jack) [Completed!]The Roads of the Empire(+Economy,++Infrastructure)[Completed]
Special Techs:Italia Muskets, Primitive Grenades, Improved Cannons, Bavaria Rifle, Early Railroad

Spending Orders:
- To raise more jack for the war, sell off the entire HRE navy, 40 frigates, for 2 jack. It’s not like they were doing much anyways. So, with the 12 jack I have anyways, plus the 1 jack from the trade with Sweden you didn’t list here, plus the 2 jack from selling the navy, I have 15 jack total.
- Use 2 jack to acquire 20 supplies.
- Use 4 jack train 2 elite divisions to 2 Imperial Guard.
- Use 9 jack to raise 9 more divisions.

Military Orders:
- The total of the HRE military after spending is: 15 Conscript divisions, 3 Trained divisions, 1 Veteran divisions, and 4 Imperial Guard.
- Split the HRE military into 4 armies, the 1st, 2nd,4th, and 7th. The 1st [1 Imperial Guard, 1 Veteran, 1 Trained, 3 Conscripts] and 2nd [1 Imperial Guard, 1 Trained Armies, 3 Conscripts] armies will be deployed along the Visigoth front, and both will advance according to the map. What’s nice about this plan, is that should the Visigoths concentrate on one army, say the 1st, than the other army (the 2nd) can threaten that Visigothic army strategic rear, by advancing north (while the threatened army retreats to delay action until the other army can catch up), or vice versa. And, should the Visigoths advance in between them, they simply keep advancing till they match in the center of France, and effectively block off the Visigoth army, or they could march at it from their two respective positions and directions and squeeze it, 2 armies on 1. Should the Visigoths just become defensive again, then just have both armies advance, and make sure to take Paris. And, this just coming in from Darth, the Swedes will be joining the fun in retaking France.
- The other 2 armies, the 4th and the 7th, which will consist of the last 12 divisions will attack Venice, the 4th will attack from what was Savoy, east into Venice, where, with Venetian troops deployed against Croatia in Southern Italy and in the northeast in Bavarian lands, and in Venice itself, which the 7th army will pressure, the Venetians will be quite stretched, and that should make advance easy, just follow the map. The 7th army, as mentioned, will advanced directly on Venice, and because as mentioned the Venetians are rather thin, they should do this easily, and put the city under siege, and assist the advancing Croatians if possible.
Spoiler :
1777warplans.png

Spoiler DaftNES3 :

Spoiler Turn 4 :
Matt0088 said:
Agrian's Orders:

Spoiler STATS :
Turn0: emerges into the light of history
Turn1: build another City. Learn WRITING. EVENT: Engineering UP, Economics UP, Civilization UP.
Turn2: culture UP, build a monument. GREAT EVENT: Wonder GET! Organisation UP!
Turn3: build two shamans, and a spearman. Nomad migration to Nalko, and pop growth / assimilation there. Assimilate Harao monument in Sollo. Learn BRONZE WORKING. EVENT: Infrastructure UP. OUTRAGE: Hulukap pillage Agrian temple in Maltik! DISASTER: Disease strikes Sollo!

Available Funds: 2e
End of last turn: 0e
Income: 2e tax, 1e resource, 0.5e trade, 0.5e religion
Upkeep: 2e (4 units)

Civilization Level: 2
Culture: 3 (1 Harao)
Enlightenment: 2
Power: 1
Military: 1
Organisation: 2
Infrastructure: 3
Economics: 2
Engineering: 2

Inventions: WRITING, BRONZE WORKING


- Spend 1e on bribing the pirates who have be bothering the Sollo islands into joining the Agrian navy, which should solve the Harao's, and to lesser extant, my problem, and trade should go up again!
- Send the shaman currently in Nalko south to Malcho, with 1e to convert the nomad(s) there, and additionally the barbarian units there if I can.
- Send the shaman currently in Zakat to join the Harao in Retiki, where there it will have 1e (Overspent e), to convert the inhabitants there (the nomad). Because the Harao are mostly followers of my religion, that should help.
- Have the new Agrian navy (that were formally pirates), protect the coasts of Sollo from pirates, or, should the need ever arise, from invasion from the mainland, namely by the Hulukap, a task in which the Harao have agreed to help with, as per our discussions on AIM.
- With Sollo decently secured by 2 navies, send the Agrian spearmen currently on Sollo to join the spearmen in Nalko to form an army, which will invade the Halachamo in Chalcho. They will try to loot the Halachamo's only city, and should they be able to defend the Halachamo's military, take over the territory.

:salute:

Spoiler Turn 5 :
Matt0088 said:
Agrian Orders:
Available Funds: 5.5e
End of last turn: 0e
Income: 3e tax, 2e resource, 1e trade, 0.5e visitors, 1e religion
Upkeep: 2e (4 units)

- Use 2e on upgrading Agrian Power to level 2.
- Spend 1e on building a Galley unit, as per the agreement with the Harao, for Agrian ships to provide full protection of them and their trade, in return for payment of any kind, and eventually, intergration into Agrian society. Have the now doubled Agrian navy protect trade throughout the central sea, and watch out of the Hulukap building any navies, which should they be, they should be destroyed before they can be fully built.
- Have the 2 spearmen units in Nalko, and the other one in Malcho re-attack the Halachamo in Chalcho, and again try to crush them with numbers and conquer the territory, or, failing that, loot their city. However, with a 3 to 1 advantage in numbers, and veteran units, I do expect victory.
- With a burst of cultural resurgence from Sollo, 3e will be spent on 3 shaman missionaries who’ll be recruited in 2 in Nalko, and the other in Malcho. The 2 shamans in Nalko, and the 2 shamans in Malcho (With the shaman already there), are to, by sheer numbers, fully convert the already partially converted territories, and therefore, integrate them into Agrian society and control. Should these 2 groups of shamans be successful there, if they have time, the 2 shamans from Nalko are to travel to Chalcho (if conquered) guarded by whatever is left of the force that attacked the Halachamo, and the 2 shamans in Malcho will travel to Mahar, protect by a new spearmen unit, which 1e will be spent on. Also, encourage any and all of the nomads in Sollo, Nalko, and Malcho to settle down into cities.
- That’s 7e total spending, therefore, overspend by 1.5e.
 
Since DaNES is officially dead...
Spoiler 601-605 :
Kingdom of Rygia
Capital: Thanet
Ruler/Player: Dryhten Aethelric /Perfectionist
Government: Decentralized Feudal Tribal Monarchy
Factions (Confidence/Strength): Rygi (4/4), Kimbria (4/2), Rondinga (2/3), Brythonic natives (2/3)
Culture: West Germanic with extremely strong Brythonic and East Germanic influences; ruling Germanic groups speak Old West Germanic dialects, with many loan-words from East Germanic dialects and a large Brythonic population speaking Cambric; worship of the Germanic pantheon is widespread among the invaders, and Celtic polytheism is similarly dominant among the natives.
Army: 2,000 infantry, 500 cavalry
Army Quality: 3
Army Description: Reliant on shock infantry, bearing both sword and spear with significant variety as to the amount of armor used. Very few cavalry are used, though both light and heavy cavalry are represented. Very few missile infantry are used, though what few archers there are have excellent training.
Navy: 30 ships
Navy Quality: 3
Income (Raw – Upkeep): 750 - 720 = 30
Treasury: 150
Infrastructure: Atrocious
Prestige:
Description: The Rygi and Kimbria began to settle on the western shores of Britannia a century and a half ago. They came as traders and colonizers and refugees, but apparently the people who were living there already didn’t particularly like being colonized – fancy that! After many of the Kimbria were killed by the natives in the land of the Corieltauvi, the erla and karla of the Rygi banded together under the Dryhten Ewald and prevented the Cambrians from driving them into the sea. Of late, a new migration has begun, made up mostly of Rondinga. If the military power of these new arrivals can be harnessed by the Dryhten, they could swing the balance against the hitherto-powerful Cambrians…or their arrival could herald a fresh round of vicious infighting.

REVENUE:
30 income total
5 talents (30 > 25) to gift-giving on continent; see FOREIGN AFFAIRS ITEM 01
5 talents (25 > 20) to gift-giving in Nerwia; see FOREIGN AFFAIRS ITEM 02
5 talents (20 > 15) to gift-giving in Cambria and Strathclyde; see FOREIGN AFFAIRS ITEM 03
10 talents (15 > 5) to gift-giving internally: it is absolutely imperative that the Dryhten be seen as generous and openhanded with his followers
5 talents (5 > 0) to construction and development of emporia; see DOMESTIC POLICY ITEM 04

DOMESTIC POLICY:
01.) Offer the Rondings settlement areas in the west, and arrange their settlement there. Simple enough; offer the migrating Rondings additional settlement areas west of Rygi lands, up towards Hampshire and the upper Thames, where the Britons are still prevalent. Our reasons are several. First, the current Ronding situation is clearly a powder keg, and we must act quickly to defuse it. Settling the Ronding war bands towards the Cambrian border will strengthen our defenses in the area, provide a military force easily shifted to offensive operations, and hopefully deter opportunistic Cambrian raiders. Settling Germans will also dilute the Brythonic presence in the west, which presents a potential liability in the event of war. We recognize that the Kimbri may be miffed at concessions to the Rondings; try to convince them that this is the best option. Try to persuade Kimbri leadership that, had the Rondings not been granted additional lands, they would eventually have begun encroaching from their current settlements into adjacent Kimbri territory. This way preserves Kimbri influence and territory, while putting the Rondings far away where they can be militarily useful.
02.) Try to establish a unified Ronding leadership, at least in the new western settlements. The many small, separate war bands of the Rondings, all owing no loyalty to anyone but themselves, are obviously difficult for us to control. We will therefore attempt to tie them into some larger political structure, and the establishment of their new settlements presents a great opportunity. Gather the leaders of the war-bands together, and first reinforce their loyalty to the Dryhten, by appropriate gifts on our part and oaths on theirs. Then try to convince them to recognize one of their own as a duke, similar to the apparent position among the Rygi and Kimbri, and tie that duke to the Dryhten as tightly as prudent.
03.) Reform the coinage. Establish or reform mints in a couple of likely centers. Establish a fairly standardised coinage of small silver sceattas, with the Dryhten's image and name on one side and Woden on the other. We obviously hope that this will prove beneficial to trade, and particularly to the below item, but we are at least as interested in the coinage's role as royal propaganda.
04.) Establish emporia at Hamwic and Ipswic and encourage their development. With the Dunkirk transgression receding, the British climate improving, and northern Europe possessing some semblance of political stability, the time seems ripe for an expansion of trade, and we hope to both jump-start and take advantage of it. Establish planned settlements with royal administrators to extract levies and tolls. Set up earthen defenses around them, set up a guard force to guarantee a safe and secure trading environment, and develop a transparent and relatively lenient legal system for dealing with merchants. Set up royally backed annual trade fairs to galvanise the initial growth of the emporia. Funnel trade resulting from FOREIGN AFFAIRS ITEMS 1-3 through the emporia. Organise the settlement of artisans and craftsmen in the emporia. If this project is successful, the potential value of the emporia is obvious; the tolls flowing directly to the Dryhten would be hugely beneficial to future endeavours. In addition to obvious revenue benefits of success, we hope that development of Ipswic, being in Kimbri territory, will further placate that Kimbri.
05.) Use corvee labor to begin increasing infrastructure in support of ITEM 04. Use corvee labor to carry out the construction of the defenses and facilities of the emporia, and to construct roads and various accoutrement in the surrounding areas to ease transit of goods to and from them.
06.) Maintain an active and peripatetic kingship. Ideally, we should go find some martial glory to legitimise the kingship, but that's not practical at the moment so we'll do the next best thing. The Dryhten Aethelric should move around all parts of the kingdom almost constantly, and present the appearance of great activity whenever possible. At each new stop, the Dryhten should hear legal appeals, glad-hand local notables, preside at important religious observances, and so on. There are several reasons for this policy, the most pertinent of which is that being seen as a do-nothing king is a death sentence. There are few enough important men in the country that the king can know practically all of them, and establishing a personal relationship with local notables will smooth future policy. It will also help to bind the various tribes together; if the king is a familiar sight in the tribal territories, they will be more inclined to see him as their king, as opposed to merely a king. Additionally, it might help to keep court maintenance costs down.

FOREIGN AFFAIRS:
01.) Send royal agents to Frisia, Jutland and Saxony. They're to distribute gifts to local chieftains, establish ties with local tribes, and try to establish trade links, initially most likely by simply buying prestige goods or scarcities for the Dryhten. The point is to hopefully generate some trade and some goodwill, as well as to ensure that a bunch of locals owe the Dryhten a favour, or at least a gift in return. We also would like to gather information and develop ties for future information transfer; if there's a huge seaborne migration about to kick off from Saxony, say, we'd like to know about it a little ahead of time.
02.) Send royal agents to Nerwia. Broadly the same instructions as above, but with more emphasis on generating trade ties.
03.) Send emissaries to the Cambrian kingdoms and Strathclyde.[b/] We can't afford an all-out war with the Confederacy yet, so we want to ease tensions with its constituent kingdoms, and cultivate Strathclyde as a potential friend in the event of unprovoked Cambrian aggression. Our agents are to give gifts to the kings and magnates, cultivate civil relations, and generally play nice. We want them to deemphasise Germano-Celtic rivalry, play up that the new Dryhten wants a new era, and try to get at least some locals thinking that we're not so bad, and consequently might be useful in their own internal squabbles. Any contacts established with local nobility might also prove useful eventually. Efforts should be targeted towards the northwestern kingdoms, and particularly Powys and Rheged; Dynfaint should be avoided entirely, and Ceredigion partially. This is to be kept kind of quiet internally; not suppressed, of course, but not publicised either.

MILITARY POLICY:
01.) Dissolve the navy and sell off the ships. This is a somewhat radical move, so it will be explained. If things are as in OTL, our navy consists of longboats not terribly dissimilar in construction or capabilities to Vikings longships. This is all well and good, but our navy is not now large enough to be a viable strategic instrument, and raising it to a sufficiently great size would require a significant transfer of resources away from the army. As we do not have the North Sea between us and our enemies, this is simply not a viable proposition. But the navy is not very useful for narrower goals either. Seaborne raids and piracy, the area where our ships excel, are not a business that the Dryhten needs to be in right now, particularly not with our attempts to develop emporia; and in any case, it seems unlikely that the North or Irish Seas are rich enough to make piracy a particularly profitable enterprise. That leaves defense against a Cambrian naval assault as the primary purpose of the navy. The Cambrian navy, however, must be composed of curraghs, and while curraghs have many redeeming features, utility in war is simply not one of them; we do not feel they can possibly pose a significant threat. We therefore come to the conclusion that maintaining the navy is currently a waste of resources. So stop paying the sailors and try to sell the ships. Local lords with a fancy to go raiding might be interested, as might merchants; the ships should make decent merchant vessels with a bit of retrofitting. Keep a couple of demilitarized ships in royal possession, to use for despatching emissaries overseas and the like.

MILITARY ORDERS:
Standing Defense Order Thorn – In the event of an all-out Cambrian attack:
We are not to allow a decisive battle early in the campaign. The lack of static power centers to assault means a campaigning Cambrian army can't easily destroy our state; however, the Dryhten is an immensely important mobile power center, and losing him early in a campaign could be utterly disastrous. Therefore, the Dryhten, his retainers and the rest of the standing infantry should avoid combat with the Cambrians initially, while we call up as many levies as possible and gather them into an army. We can't avoid combat forever, of course, without our followers losing confidence, but we can hopefully avoid it long enough to fight on favourable terms. Our light cavalry should harass the Cambrian army as much as possible, and we should try to lure deeper into our territory and into areas where attrition can take a toll. Hopefully, they will grow frustrated if we don't present a target, and will make mistakes. Once our army is gathered, providing we aren't vastly outnumbered, try to cut off the Cambrian retreat and bring them to battle.

Dispositions and General orders:
2,000 infantry, 500 cavalry in the west. They are to oversee the Ronding settlement, and make sure it goes as smoothly as possible. In particular, local Brythonic magnates might see the settlement as a threat to their position, which of course it is, and decide to fight. In that case, call up local Ronding war bands, join them with the royal retainers, and crack down hard at the first sign of rebellion; do not take any chances with a general Brythonic revolt. Execute any traitors, seize their property, and distribute their land among the Rondings.

Spoiler 606-610 :
Kingdom of Rygia
Capital: Tan-arth
Ruler/Player: Dryhten Aethelric/Perfectionist
Government: Decentralized Feudal Tribal Monarchy
Factions (Confidence/Strength): Rygi (4/4), Kimbria (4/2), Rondinga (4/3), Brythonic natives (1/2)
Culture: West Germanic with extremely strong Brythonic and East Germanic influences; ruling Germanic groups speak Old West Germanic dialects, with many loan-words from East Germanic dialects and a large Brythonic population speaking Cambric; worship of the Germanic pantheon is widespread among the invaders, and Celtic polytheism is similarly dominant among the natives.
Army: 2,000 infantry, 500 cavalry
Army Quality: 3
Army Description: Reliant on shock infantry, bearing both sword and spear with significant variety as to the amount of armor used. Very few cavalry are used, though both light and heavy cavalry are represented. Very few missile infantry are used, though what few archers there are have excellent training.
Income (Raw – Upkeep): 755 - 640 = 105
Treasury: 150
Infrastructure: Atrocious (2 turns)
Prestige: 2
Description: The Rygi and Kimbria began to settle on the western shores of Britannia a century and a half ago. They came as traders and colonizers and refugees, but apparently the people who were living there already didn’t particularly like being colonized – fancy that! After many of the Kimbria were killed by the natives in the land of the Corieltauvi, the erla and karla of the Rygi banded together under the Dryhten Ewald and prevented the Cambrians from driving them into the sea. Of late, a new migration has begun, made up mostly of Rondinga. If the military power of these new arrivals can be harnessed by the Dryhten, they could swing the balance against the hitherto-powerful Cambrians…or their arrival could herald a fresh round of vicious infighting.

REVENUE:
105 talents income
25 talents (105 > 80) to finishing construction and development of Hamwic and Ipswic
40 talents (80 > 40) to pushing through coinage reform; see previous orderset.
10 talents (40 > 30) to encourage development of iron mines; see DOMESTIC ORDERS ITEM 01
5 talents (30 > 25) to patronage of scops, other artists; see DOMESTIC ORDERS ITEM 02;
7 talents (25 > 18) to gift-giving in Frisia; see FOREIGN POLICY ITEM 01;
8 talents (18 > 10) to gift-giving and purchasing in Cambria; see FOREIGN POLICY ITEM 02;
10 talents (10 > 0) to patronage of smiths and gifts of armor to retainers; see MILITARY POLICY ITEM 01;

DOMESTIC ORDERS:
01.) Encourage development of iron extraction activities and armament industries. In addition to the obvious military benefits of developing a decently good set of weapons manufacturers, weapons and armor make particularly desirable and valuable trade goods. This is of necessity a two-pronged venture, covering the mining and smelting of iron in the one case, and its shaping into usable instruments in the other.
a) Mining and smelting: There are significant iron deposits in Kent and the Forest of Dean, which are probably already being exploited. Encourage the local iron miners and workers to organize into larger groups. These communities are then to be granted privileges by the crown – preferably chiefly consisting of immunity from ordinary obligations to provide labor or military service in exchange for the obligation to provide iron, and perhaps including certain freedoms from local jurisdiction. This aggregation will hopefully encourage nascent economies of scale and, more importantly, make a critical industry easier for the crown to supervise, encourage and exploit. The iron-working communities are additionally to be provided with royal resources and funds to ease extraction of existing deposits where possible. This might be done by, for example, constructing drainage systems for existing mines, cutting roads through isolated areas, or constructing higher quality furnaces.
b) Weapons manufacture: At the other end, encourage the development of smithing industries, primarily by stepping up royal patronage of weapon and armor smiths. Search around for the producers of the highest quality domestic material and single them out for particular patronage. For the nature and purpose of this patronage, see MILITARY POLICY ITEM 01.
02.) Begin gathering scops and other cultural figures around the royal court. Ramp up the exercise of royal patronage to gather poets, scholars, etc. around the royal court, with the immediate aim of further establishing the crown and its retainers as the cultural center of the kingdom. The subjects of our patronage should be gathered from all areas and peoples under our rule, except of course the British, in the hopes that the resulting fusion of cultural traditions will create a particularly vital court culture, without any strong links to a particular tribe that could alienate the others. Try, additionally, to gently encourage among this diverse group the development of some sort of idea of a unified Rygian identity transcending tribal divisions. Englishness was more or less invented by Bede; down the road we'd hope for something analogous to happen here.
03.) Continue using corvee labor to improve infrastructure (2 turns > 1 turn)
04.) Commission a hidage of the western marches. This is a survey to determine the size and populations of our administrative divisions in the newly settled western areas. Its primary importance to us is in establishing just what we've got there, and what we can expect to raise in an emergency, but only slightly secondary is the hidage's value in determining how much tribute and labor we are due from the west. However, we're not to push too hard on this last front; don't needlessly antagonize the Rondings by trying to drain them dry.
05.) Continue previous policies.

FOREIGN POLICY:
01.) Redouble diplomatic and mercantile efforts in Frisia and Saxony. Try to use the Cambrian raid to our advantage; demonize the Celts as rapacious and cowardly pirates, next to which we appear particularly to advantage. In case you're wondering why we care so much, the idea is that if we manage to beat the Cambrians we'll have a whole bunch of new uninhabited land to settle, and it'll be easier to attract continental tribes with promises of loot if they already have some contacts with us.
02.) Continue diplomatic and mercantile efforts in Cambria. As previously, play nice, spread some gifts around. Focus particularly on Powys, Rheged, and any kingdoms friendly to those two and opposed to Ceredigion. Additionally, dispatch agents to Powys and Rheged to purchase prestige goods and any scarcities those kingdoms may possess that we do not, with the aim of developing at least some commercial contacts between our royal courts. Do whatever we can to make contacts with elements within those kingdoms hostile to an expansion of the Confederacy's power.
03.) Further develop intangible ties with Ammatas' faction. The civil war in Nerwia makes it difficult and dangerous for our agents to make commercial ties; however, the war will end, and when it does we want to be well-placed with the new regime. So try to develop personal relationships with prominent supporters of Ammatas, perhaps by wardship
04.) If it all goes pear-shaped for Ammatas, offer him safe haven with us. A resident Nerwian prince could be very useful, so if there's some dramatic reversal of fortune try to persuade Ammatas to bug out.

MILITARY POLICY:
01.) Provide heavy armor and new, hopefully superior, weapons to our retainers. The role that our retainers will have to fill demands that they become a more heavily armored and armed force than is presently the case. The material are to be purchased from smiths per DOMESTIC ORDERS ITEM 01b. The armor is probably more important, and should consist mostly of heavy mail shirts, heavy shields, and helmets. Gently encourage local warlords to follow suit in equipping their own followers. In addition to the military benefits, this is an excellent thing for Aethelric to be seen to be doing, and will go hopefully go further towards creating a reputation for generosity.
02.) Encourage particularly bellicose elements to go help out Ammatas. There are doubtless elements with our polity that want a fight now, no matter the circumstances, but we can't yet move against Cambria. Frustrated belligerents could provide a destabilizing impetus. If this becomes an issue encourage the agitators to go to Nerwia and fight for Ammatas. He won't accept our aid, but he's unlikely to turn down small groups or individual mercs unaffiliated with the crown. If our guys come back they're also likely to have contacts with members of Ammatas' faction that might prove useful.

MILITARY ORDERS:

Tactical Guidelines:
Anything fancy is probably beyond the discipline of even our immediate retainers, let alone the local levies who will perforce form much of our army in any serious battle, and asking them to do too much is a recipe for disaster, so we'll keep things simple.
A general shield wall should suffice for practically all circumstances. Royal retainers, being the best armed, armored and disciplined, should form the center, backed up and surrounded by levies, with our archers and cavalry further out on the flanks. To win battles, we will have to depend upon the royal retainers to maintain the wall and break the enemy center in a, hopefully brief, sharp shock action. Ideally, we will be able to let the enemy come to us, but if that's not the case our advance should be slow and measured, and the wall should be maintained. Initially, our levies should primarily maintain positions in the line and not press too hard into the fight, as they might break if we make them spend too much time in the meat-grinder. Once our retainers win the fight in the center, the levies should then press the attack against the presumably wavering enemy formation and push them to rout. Our archers on the flanks should fire in on the press. The cavalry should form up beyond the archers, and should not engage in the early stages of combat, as we simply don't have enough cavalry for it to be effective against massed enemy infantry, even of the undisciplined Celtic sort. The cav should instead screen the archers and break up any attempted flanking movements. Once the infantry fight is more or less won and the enemy formation disintegrating, the cavalry is permitted to engage.
Once formed, breaking the shield wall formation for any reason is absolutely forbidden; in particular the infantry must not pursue retreating enemy units.
 
Spoiler 611-615 :
Kingdom of Rygia
Capital: Tan-arth
Ruler/Player: Dryhten Aethelric/Perfectionist
Government: Decentralized Feudal Tribal Monarchy
Factions (Confidence/Strength): Rygi (3/4), Kimbria (4/2), Rondinga (4/3), Brythonic natives (1/2), Silenga (3/1)
Culture: West Germanic with extremely strong Brythonic and East Germanic influences; ruling Germanic groups speak Old West Germanic dialects, with many loan-words from East Germanic dialects and a large Brythonic population speaking Cambric; worship of the Germanic pantheon is widespread among the invaders, and Celtic polytheism is similarly dominant among the natives.
Army: 2,000 infantry, 500 cavalry
Army Quality: 3
Army Description: Reliant on shock infantry, bearing both sword and spear with significant variety as to the amount of armor used. Very few cavalry are used, though both light and heavy cavalry are represented. Very few missile infantry are used, though what few archers there are have excellent training.
Income (Raw – Upkeep): 750 - 640 = 110
Treasury: 150
Infrastructure: Atrocious (1 turn)
Prestige: 3
Description: The Rygi and Kimbria began to settle on the western shores of Britannia a century and a half ago. They came as traders and colonizers and refugees, but apparently the people who were living there already didn’t particularly like being colonized – fancy that! After many of the Kimbria were killed by the natives in the land of the Corieltauvi, the erla and karla of the Rygi banded together under the Dryhten Ewald and prevented the Cambrians from driving them into the sea. Of late, a new migration has begun, made up mostly of Rondinga. If the military power of these new arrivals can be harnessed by the Dryhten, they could swing the balance against the hitherto-powerful Cambrians…or their arrival could herald a fresh round of vicious infighting.

Revenue:
110 talents income

60 talents (110 > 50) to increasing military quality (0/125 > 60/125); see MILITARY POLICY ITEM 01
10 talents (50 > 40) to organising transport of Silings; see DOMESTIC ORDERS ITEM 01
20 talents (40 > 20) to diplomatic and intelligence efforts in Cambria; see FOREIGN AFFAIRS ITEMS 01, 02
10 talents (20 > 10) to gift giving in Winnili Horde; see FOREIGN AFFAIRS ITEM 03
5 talents (10 > 5) to conducting religious ceremonies; see DOMESTIC ORDERS ITEM 02
5 talents (5 > 0) to compilation and dissemination of law code; see DOMESTIC ORDERS ITEM 06

DOMESTIC ORDERS:
01.) Organise the Transportation of Exiled Silings from Nerwia to the Island. Commandeer fishing boats, merchantmen, and local warships as needed for the purpose; provide compensation, and encourage the transported Silings to provide something to the owners out of their own pockets.
02.) Step Up Royal Participation and Patronage in Religious Activities. The Dryhten should make increasingly visible appearances at religious occurences, make donations to prominent religious sites, and hold festivals when appropriate.
03.) Provoke and Suppress a Brythonic Revolt. We need to fight somebody, just to distract our people as we make final preparations for the Cambrian war; furthermore, eliminating the threat of a Brythonic revolt is a vital part of those preparations. Announce that we discovered that Brythonic elements in our kingdom were in contact with the king of Ceredigion and were plotting to overthrow our authority (OOC: It's probably even true, assuming Supermath knows what he's doing). Pick a broad selection of Brythonic leaders, condemn them for treason and sentence them to death, with their lands and possessions reverting to the crown. We expect and hope that the Britons will decide to fight rather than die; if they don't, oppress them harder until they do. We will then announce that their decision to fight confirms our accusations, and suppress the revolt with extreme prejudice. Enslave rebellious communities and sell them in Walhia, and drive Britons in the extreme west over the border, where they'll hopefully cause some difficulties for the Cambrians. Use local warbands, Rygi warlords who were agitating for war and incoming Silings to supplement royal forces, and share out the recovered lands among the Silings.
04.) Accommodate Ammatas and the Exiled Silings. Promise Ammatas that he'll get his kingdom from the Britons once we take out the Cambrians, but that he'll have to be patient for a little while longer. Make sure he understands that we've been laying groundwork for a long time, and that if he tries anything precipitate and messes things up, we will cut him loose without a second thought. Provide him with a guard from our retainers, and maintain him in our court, ostensibly to protect him, but in reality to keep a close eye on him. Monitor his communications with our people and the Cambrians, and if he starts conspiring against our monarchy have him assassinated. As to the Silings, they're to be placed under Ammatas' authority, with him taking the usual role of dominant warlord, a la the rest of our tribes. The Silings should be temporarily settled and provided for out of the lands taken from the Britons (see ITEM 03). Make it clear that we expect Ammatas to keep them in line on our behalf. Provide him with whatever he needs to do that, but make it clear that as their leader he's responsible to the Dryhten for their behaviour.
05.) Extend Hidage to Eastern Territories. Using the earlier hidage as precedent, take a similar survey of the remainder of our domains.
06.) Compile and Disseminate the Dooms of Dryhten Aethelric. This is a comprehensive law code, defining transgressions against our law and setting the penalties. Penalties should usually be appropriate fines, some paid to the victim, some to the king. This is another generally good thing for Aethelric to be seen to do, and we further hope that it will lend some additionally stability to our society, and increase royal revenues, as a comprehensive law code should ease collection of fines.
07.) Continue Using Corvee Labor to Improve Infrastructure (1 turn > 0 turns DONE) (Atrocious > Pathetic)
08.) Recruit Nerwian Swordsmiths. They were apparently particularly skilled, and consequently valuable. Hopefully some will come over with the exiled Silings; regardless, attempt to recruit some more. With their patrons displaced by barbarians, they should be amenable to accepting our patronage, particularly as we've been trying to ramp up our weapon industry of late. Lavishly patronise any that do, and encourage them to take natives on as apprentices.
09.) Continue Previous Policies.

FOREIGN POLICY:
01.) Intensify Diplomatic Efforts in Cambria. Everything we've been doing, but more so, and more focused. Snub Ceredigion, Dynfaint, and Ceredigion's close friends entirely, and if they try to contact us be as insulting as possible without actually starting a war. In particular, mount concentrated charm offensives in Gwent and Cornovii. When the incidents with Dynfaint occur (see MILITARY POLICY ITEM 02), emphasise to our friends that the raids from our side were not ordered or sanctioned by the Dryhten, that Dynfaint's response is reckless and arrogant, and that we only want Dynfaint to pay for its transgressions; to Ceredigion and its friends, maintain an ominous silence, and ignore any attempts by Ceredigion or the Council to intervene diplomatically.
02.) Send Agents to Map Eastern Kingdoms of Cambria. Our people are to be sent on legitimate diplomatic and mercantile missions in Cambria, but on the way they should very quietly scout out the eastern regions of Cambria. Make notes of significant fortifications, roads, bridges, ferries, mints, granaries, water sources, etc., and report back.
03.) Send Diplomatic Agents to the Winnili. Damned Lombards undid all our work and we've got to start over again. Same instructions as previously in Nerwia: spread some gifts around, make friends, try to catalyse trade links. Particularly try to get new Lombard lords to reinstate defunct trade links we had with their Nerwian predecessors.
04.) Send an Embassy to Uerturio. Just to establish links, and start off on the right foot.

MILTARY POLICY:
01.) Increase Military Quality. Focus on improving formation fighting abilities and armor of our retainers.
02.) In 615, Provoke a Series of Incidents With Dynfaint. Quietly induce local lords and war leaders to step up raids on Dynfaint's territory. The targets should be particularly embarassing to Dynfaint. Direct royal action is not to be taken in these affairs; we want plausible deniability. Our aim is to provoke the king of Dynfaint to overreact and attack those of our men responsible; ramp up the raids until this aim is achieved. We hope that the lack of royal forces involved with the raids will persuade him that it's safe to retaliate. Ideally, he'll launch a one-kingdom invasion of Rygia, and hopefully he won't need much provocation to take at least some action. The goal here is to provoke a crisis that we can more or less organically develop into war in the next update, so that hopefully we don't have to just attack Cambria out of the blue.

MILITARY ORDERS:

2000 infantry, 500 cavalry and levies as needed in the west, suppressing the Brythonic revolt.

Spoiler 616-620 :
Kingdom of Rygia
Capital: Tan-arth
Ruler/Player: Dryhten Aethelric/Perfectionist
Government: Decentralized Feudal Tribal Monarchy
Factions (Confidence/Strength): Rygi (4/4), Kimbria (4/2), Rondinga (4/3), Silenga (3/3)
Culture: West Germanic with extremely strong Brythonic and East Germanic influences; ruling Germanic groups speak Old West Germanic dialects, with many loan-words from East Germanic dialects and a large Brythonic population speaking Cambric; worship of the Germanic pantheon is widespread among the invaders, and Celtic polytheism is similarly dominant among the natives.
Army: 1,960 infantry, 21,890 levy infantry, 500 cavalry
Army Quality: 3 (60/125)
Army Description: Reliant on shock infantry, bearing both sword and spear with significant variety as to the amount of armor used. Very few cavalry are used, though both light and heavy cavalry are represented. Very few missile infantry are used, though what few archers there are have excellent training.
Income (Raw – Upkeep): 755 - 625 = 130
Treasury: 150
Infrastructure: Pathetic
Prestige: 4
Description: The Rygi and Kimbria began to settle on the western shores of Britannia a century and a half ago. They came as traders and colonizers and refugees, but apparently the people who were living there already didn’t particularly like being colonized – fancy that! After many of the Kimbria were killed by the natives in the land of the Corieltauvi, the erla and karla of the Rygi banded together under the Dryhten Ewald and prevented the Cambrians from driving them into the sea. Of late, a new migration has begun, made up mostly of Rondinga. If the military power of these new arrivals can be harnessed by the Dryhten, they could swing the balance against the hitherto-powerful Cambrians…or their arrival could herald a fresh round of vicious infighting.

REVENUE:
130 talents income

65 talents (130 > 65 talents) to Army Quality (60/125 > 125/125 DONE) (3 > 4 Army Quality)
5 talents (65 > 60 talents) to aid to Powysians; see DOMESTIC ORDERS ITEM 05;
5 talents (60 > 55 talents) to commercial efforts in Walhia; see FOREIGN AFFAIRS ITEM 04
55 talents (55 > 0 talents) to Cambrian Slush Fund; see FOREIGN AFFAIRS ITEM 01; NOTE: if not used, bank these talents

DOMESTIC ORDERS:
01.) Organise Transfer of Silver, Other Valuables East. The Cambrians will be out for as much plunder as they can get; we must deny them that as far as possible. Due to the nature of our war plan, a large area of western Rygia might be plundered, so try to organise the transfer of any weapon stockpiles, royal silver supplies and local hoards to safe locations under royal protection further east. In particular, any mints in the effected area should be closed and their coins and silver shipped east.
02.) Do NOT Continue Corvee Labor. Labor obligations will likely not be required for the duration of the war. We need to make up for reductions in output due to the war, and digging ditches for the king is an unnecessary distraction.
03.) Begin Preparations for the Succession. The heir is the aetheling Eadwin, eldest of two sons of Aethelric. Begin associating him with government. Present him to the various tribes comprising our kingdom and convince their leadership to recognize him as heir; the muster before the campaigns will probably be a good time to do this.
04.) Play Up Cambrian Threat. They attacked us, fortunately, so try to use the clear threat of the Confederacy as a unifying and centralizing force in our politics. Emphasize that Ceredigion wants to destroy us, and that we need all hands united behind the Dryhten to win through. Use the war as an excuse to increase royal powers of supervision in the west.
05.) Provide Aid and Comfort to Powysian Refugees. Make sure they're fed, housed, armed, and generally in decent shape. Alone of all the Britons they had some balls, so they're all right in our book.
06.) Receive Sophist Emissaries. Thlayli apparently is sending a mercantile expedition up the coast to us. Not exactly what I had in mind, but we'll try to make it work. They'll want to see the king, so Aethelric should go meet them. Hopefully they'll have brought enough stuff along to give a properly impressive show, so that our boys on the scene will be inclined to listen to them, and hopefully whoever's in charge will be sensible enough to downplay the more abstract elements of Sophism, and play up the concrete elements that are more likely to appeal to Germans. Regardless, listen with polite interest and, provided they've made a decent impression, invite some of the missionaries to stay and further explain Sophism to us.


FOREIGN AFFAIRS:
01.) Attempt to Establish Communications with Cambrian Kingdoms with Aim of Convincing Some of Leaving War. They probably won't talk to us initially, but that should change after we start burning down their stuff. As soon as any individual kingdom is willing to listen, talk. Tell them Ceredigion doesn't actually care about protecting them, that they're not getting anything out of the war, and that we're willing to cut a deal that would be much to their advantage. Emphasise always that we're only attacking Cambria because they attacked us first. Ideally, make bilateral status quo peace deals with several Cambrian kingdoms; if we can talk anyone into switching sides, even better. In addition to talking to kings, talk to any heirs or powerful nobles who might be convinced to overthrow their king and sign a treaty with us for a suitable bribe. Use Powysians as emissaries when possible. The talents in the Cambrian Slush Fund are to be used to sweeten any deals and to provide any prudent bribes.
02.) Recruit War Bands in Jutland and Saxony. Promise plunder and glory fighting the Welsh. After we loot the north of Cambria, send some of the proceeds across the sea to demonstrate the potential rewards.
03.) Continue Commercial/Diplomatic Efforts in Lombard Kingdom, Jutland, Saxony.
04.) Commence Royal-Led Commercial Efforts in Walhia. Same deal as with Nerwia before. Step up court-to-court ties, develop presence in marts, secure sources of prestige goods, etc. There ought to be some pretty decent emporia around Normandy and Brittany.
05.) Begin Sending Royal Agents on Exploratory Missions to Scandinavia and Baltic Sea. Nothing major, just a couple of guys hopping on small merchantmen in Jutland and seeing what's what.

MILITARY POLICY:
01.) Call Up 5,000 Additional Levies (21,890 > 26,890 Levy Infantry).

MILITARY ORDERS:
We're escalating the war. We have not spent a hundred years waiting to fight a border war.

Total Forces: 26,890 Levy Infantry, 1,960 Infantry, 500 Cavalry

Army of the Rondings: 8,000 Levy Infantry, 500 Cavalry under the command of Dryhten Aethelric, consisting mostly of Ronding soldiers
Army of the Silings: 8,890 Levy Infantry, 1,000 Infantry under the command of Ammatas, consisting mostly of Siling and Kimbri soldiers
Army of the Rygi: 10,000 Levy Infantry, 960 Infantry under the command of the aetheling Eadwin, consisting mostly of Rygi soldiers.

A word on commanders: The Rondings have the hardest and perhaps most important task, so the Dryhten will take personal command to bolster morale, and to help convince the Cambrians that the Ronding sector is where we will focus. The aetheling needs to establish a reputation as a competent commander to help ensure a smooth succession; having him sit on the sidelines is just too risky from that standpoint. Ammatas is apparently a decent field commander; more importantly, he and his advisors have lots of combat experience, unlike pretty much everyone else in this war, the importance of which, at least at the beginning, should not be underestimated. Additionally, Silings with command experience should be spread among the retinues of each commander in advisory roles.

OPERATIONS

The general guiding principal for our strategy is this: treating the Cambrian Confederacy as a unitary whole is a recipe for defeat. Treating them as such will make them act as such, and the united Confederacy is stronger and richer than we are; we can't win a head-on confrontation. However, the Confederacy is not, in fact, a unitary whole, and it is by exploiting this fact that we will win this war. What we must do, in short, is to first create rifts in the strategy of the Confederacy detrimental to their war efforts; and second to convince at least some of the constituent kingdoms of the Confederacy that this war is not in their interests: that they stand to gain nothing, lose a great deal, and that Ceredigion and the Council are a greater threat to their sovereignty than we are. On this last point: after all, in the last century or so Ceredigion is beating us in terms of Brythonic kingdoms conquered. If we can do neither of those, we will knock the Confederacy out of the war one kingdom at a time.

General Outline:
1)Tie down main Cambrian force in Oxfordshire with limited forces
2)Attack northern Cambria with our main force, meeting hopefully scant resistance
3)Pillage the crap out of northern Cambria, provoking Cambrian withdrawal from Rygia and hopefully allowing defeat in detail of Cambrian kings trying to stop us
4)Wheel south with main forces, push west with Oxfordshire skirmishers, fight rest of campaign in Wales

Assembling Forces (Early 616):
The Army of the Rondings, composed mostly of Ronding warbands, is to rally just up the Thames from London, along with various elements slated for the other two forces. This should be done with much pomp and circumstances, and the Dryhten should take personal command with his retinue and march up towards Boreshill. Intelligence isn't any good right now, so make sure the Cambrians know he's coming. It is of the utmost importance that we convince the Cambrians that we're committing the majority of our forces to the Army of the Rondings and the fight in Oxford, so that they will commit most of their force to stopping us there. But we aren't, of course. Which is why, far more quietly, the Silings, Rygi and Kimbri are to mass in the Fens and East Anglia, and as Aethelric marches off the royal forces and leaders slated for those armies are to quietly detach from his force and march north.

The Oxfordshire Campaign (616-618?)
Assigned Forces: Army of the Rondings
After all that fuss, Aethelric should assume a strictly defensive posture. If things are going according to plan, we'll be outnumbered in this sector. Do not offer battle with superior Cambrian forces. Instead, harass them, ambush them, pick off isolated units, use superior knowledge of the locality – that's why we're using Rondings - to try to shut down their foraging, etc. Basically, slow them down and try to inflict as much damage as possible without taking many casualties, and while staying mobile. We anticipate the impossibility of feeding thirty thousand men by foraging in Dark Age Britain will prevent the Cambrians from massing truly overwhelming force to shut down and destroy Aethelric's army. Do whatever we can to exacerbate their supply problems; the cavalry may be particularly useful in this area of the campaign. Trading land for time is allowed, and even encouraged; up to a point, the further into our territory we can draw the Cambrian forces before the penny drops, the better. The further into our territory they are, the harder it will be to disengage, the longer it will take, and the more time our boys in the north will have to do what they want. Obviously we can't allow them to start rampaging through the whole of Rygi territory, but otherwise it doesn't matter too much.
Once the Cambrians start withdrawing (see below for why they should be withdrawing), the Rondings should pursue them. Hopefully, as Cambrian numerical superiority is drawn down, we'll be able to outmaneuver and overwhelm some retreating forces. Follow across the border, but don't get overextended; just try to keep them honest.

The Campaign in the North (616-618?)
Assigned Forces: Army of the Silings, Army of the Rygi

While Aethelric is occupying the main Cambrian force down in Oxfordshire, we're going to burn down the northern kingdoms of the Confederacy.

Army of the Silings
The hammer falls on Elmet first. Those spineless sons-of-:):):):):)es are going to be an example: even obsequious servitude doesn't mean the Ceredigians will protect you when push comes to shove. The two armies should attack Elmet, the Rygi striking west from around Grimsby, and the Silings north from around Grantham. They are to assist each other in crushing whatever immediate military resistance can be mustered; if things go according to plan, this should consist of a few armed farmers, but even if resistance is stronger we should have overwhelming superiority. Once initial resistance is crushed, hopefully within a matter of a couple of weeks, the armies part ways. The Silings are to remain in Elmet and systematically and comprehensively eliminate the apparatus of Britonic power; destroy the kingdom. Loot any royal storehouses, treasuries, mints, etc; destroy royal houses, eliminate royal officials, disperse the druidic organization. Local lords are to be killed and any resistors sold into slavery. Once Elmet is done, the Silings are to swing south into the Catuvellauni. If possible, they should repeat Elmet's treatment here, but their more important task is to screen for the Rygi, to keep the main Cambrian army busy in Catuvellauni territory and away from the northern kingdoms.

Army of the Rygi
While the Silings are destroying Elmet, the Rygi are to move north across the head of the Humber estuary and into Corieltauvi territory. The Rygi have a different task than the Silings. Here we don't want to destroy kingdoms, but to loot and burn as much territory as we can, while moving as fast as we can. Crush local resistance, then head for any centers worth looting, burning villages as we go; target royal treasuries and mints particularly, and York, if it's a significant center. Also, destroy anything the destruction of which would be particularly embarrassing or enraging to the king; his home, his birthplace, his altar, his favorite horse, his children, etc. In this manner, march west through Corieltauvi and towards Rheged. On the way, send messengers to the southernmost Strathclyde lord, inviting him to take advantage of our removal of the local defences to join in on the pillaging.

Now, we'd rather not attack Rheged if we don't have to, so as we move towards that kingdom try hard to talk the King of Rheged into pulling out of the Cambrian war. If he doesn't go for it, repeat the treatment of Corieltauvi in Rheged, then swing south into Cornovii. In Cornovii, target Chester first, then loot the rest of the country as before, before moving south towards Pengwern and preparing for the next phase of the campaign.

Now, during the Rygi sweep through the north we have to move fast, both to keep the army fed, and to accomplish our goals before the Cambrians can adequately respond. Don't waste time starving out well-defended strongpoints; just spend a couple of days burning down the surrounding countryside, then move on. Don't spend time suppressing local lords or installing rule over local peoples; we really don't care what happens after the army goes through, since everything of value will be either stolen or destroyed. Above all, don't leave garrisons behind; we need a field army, not a bunch of isolated, garrisoned hill forts.

The sweep through the north has immediate material aims, of course, but its broader goal is to force the Cambrians to fight where and how we want them. We hope that it will provoke a rift in the Cambrian military leadership between those kings that either want to pillage our territory or to destroy our kingdom, and those kings that are having their kingdoms burned down and their treasuries looted. Ideally, the latter will pull out of the fight in the south to come individually defend their kingdoms, whereupon the Silings or the Rygi will intercept them with far superior numbers and destroy them. Ultimately, the threat to the central kingdoms of the Confederacy should be enough that the Ceredigian commanders will pull out of our territory entirely and go try to stop us from marching into Wales.

Further Campaigns (619?-620):

The situation after the above operations are completed, and indeed whether the operations will be successful, is so uncertain that it is impossible to provide detailed plans for this phase of the war. Basically, continue trying to exploit and expand Cambrian disunity as far as possible. Pillage as much more of Cambria as possible, but do not take unnecessary risks in doing so; we must absolutely absolutely avoid getting part of our army trapped deep in Wales or Devon and destroyed. Continue trying to induce the Cambrian army to split up so we can destroy pieces of it at a time. With the Cambrian overall numerical advantage, fighting major battles between whole armies plays into their hands, so if we encounter a Cambrian force significantly inferior to ours engage and destroy it but otherwise avoid major battles and just go elsewhere. The exception to this policy comes if we manage to detach a significant proportion of the Confederacy from Ceredigion so that we gain a significant overall numerical advantage. If that happens, go straight for the throat; force battles whenever we can and march on Ceredigion's royal centers.
 
Spoiler 621-625 :
Kingdom of Rygia
Capital: Tan-arth
Ruler/Player: Dryhten Aethelric/Perfectionist
Government: Decentralized Feudal Tribal Monarchy
Factions (Confidence/Strength): Rygi (4/4), Kimbria (4/2), Rondinga (3/3), Silenga (3/4)
Culture: West Germanic with extremely strong Brythonic and East Germanic influences; ruling Germanic groups speak Old West Germanic dialects, with many loan-words from East Germanic dialects and a large Brythonic population speaking Cambric; worship of the Germanic pantheon is widespread among the invaders, Celtic polytheism is similarly dominant among the natives, and there is one small Sophist mission in the south.
Army: 1,210 infantry, 21,940 levy infantry, 500 cavalry
Army Quality: 4
Army Description: Reliant on shock infantry, bearing both sword and spear with significant variety as to the amount of armor used. Very few cavalry are used, though both light and heavy cavalry are represented. Very few missile infantry are used, though what few archers there are have excellent training.
Income (Raw – Upkeep): 755 - 600 = 155
Treasury: 160
Infrastructure: Pathetic
Prestige: 6
Description: The Rygi and Kimbria began to settle on the western shores of Britannia a century and a half ago. They came as traders and colonizers and refugees, but apparently the people who were living there already didn’t particularly like being colonized – fancy that! After many of the Kimbria were killed by the natives in the land of the Corieltauvi, the erla and karla of the Rygi banded together under the Dryhten Ewald and prevented the Cambrians from driving them into the sea. Of late, a new migration has begun, made up mostly of Rondinga. If the military power of these new arrivals can be harnessed by the Dryhten, they could swing the balance against the hitherto-powerful Cambrians…or their arrival could herald a fresh round of vicious infighting.

REVENUE:
155 talents Income

50 talents (155 > 105) to Powys; see FOREIGN AFFAIRS ITEM 03
45 talents (105 > 60) to recruiting 300 infantry (1,210 > 1,510 infantry)
20 talents (60 > 40) to establishing sub-kingdom of Ammatas; see DOMESTIC ORDERS ITEM 02
20 talents (40 > 20) to aid and recompense to Rondings; see DOMESTIC ORDERS ITEM 03
20 talents (20 > 0) to trade and diplomatic efforts on continent; see FOREIGN AFFAIRS ITEM 07

DOMESTIC ORDERS:
A general thought on the governance of Rygia: As the threat of annihilation at the hands of the Cambrians recedes, the justification for the Dryhten's existence becomes shaky. We'll eventually need a new ideological justification for central power (and oh look, autocracy friendly Sophism just showed up on our shores), but in the interim we'll have to take stopgap measures to prevent disintegration.
01.) Receive Additional Sophist Mission. Give them a proper welcome and leave to proselytize as much as they want. Recognize the leader of whatever Sophist church organization they set up in Rygia (Petros Kampanes, hopefully) as an important figure and grant him concomitant access to the Dryhten and his court. As to their actual work, don't enormously encourage conversion, but give the missionaries whatever support and protection they need to do their job. Nudge the Sophists to target particularly the powerful local magnates and members of the Dryhten's following; conversion will have to be top-down to have any chance of success. Aethelric and his family won't convert yet, of course, but a sort of Raedwaldesque attitude seems like a good idea, so maintain an altar to Sophia next to those of the other gods. Don't want to offend Sophia, after all, if she's as great as they say.
02.) Establish Ammatas as Sub-King in Elmet and Catuvellauni. We promised Ammatas a kingdom, and we will deliver on that promise, even though it may not be what he hoped, and the wisdom of the action is doubtful. Initially, the two kingdoms are to be merely under the overlordship of the Dryhten, but we will change that. In the second year, or thereabouts, delegate direct oversight of Elmet and Catuvellauni to Ammatas, along with the Siling areas bordering them. At the time, assure the local Britons that this doesn't mean any loss of their status; that they'll merely answer to Ammatas, instead of directly to Aethelric. From then on, systematically and carefully reduce the status of the local kings: bypass them in governance and work through Ammatas' administration, and increase the direct authority of Ammatas over their territories. In particular, lands whose lords perished in the fighting or who rebelled or refused to accept the agreement are to fall to the Dryhten, not the local Welsh, and are then to be divided amongst Ammatas and various Germanics without reference to the Welsh. Additionally, gradually open the territories to settlement by Silings and settlers from the continent. These settlers are to be under the sole authority of Ammatas, not the Welsh. Now, we do not want to completely remove the Welsh kings. Ultimately, we'd like for them to be reduced to the status of dukes governing the local Welsh population; powerful figures on a level with, say, the lesser Ronding dukes, but no longer kings and dependent on Ammatas, and through him Aethelric. Given the shellacking Elmet and Catuvellauni took in the war, they hopefully won't be strong enough to effectively resist this process. Ammatas' sub-kingdom is not, of course, to be independent of Rygia.
03.) Conduct Major Royal Peregrination Through Ronding Lands. The Cambrian attacks on the Ronding lands have been damaging to the wealth and status of the local lords. We can't allow the current Ronding elite to fall from grace; the last thing we need is preventable instability. Additionally, their current relative weakness presents an opportunity to tie them closer to the crown, and increase royal oversight, by increasing their dependence on the crown's patronage to maintain their local preeminence. So, the Dryhten is to go on a major trip through the lands occupied by the Cambrians, shaking hands, showing that the Crown understands and appreciates Ronding contributions to the war, and, most importantly, doling out royal resources to compensate impoverished lords and rebuild destroyed estates.
04.) Appoint Royal Agents to Oversee Restabilization of Ronding Lands. During the royal visits, and taking advantage of the dislocation of local society due to the war, appoint administrative officials to aid in the restabilization of the Ronding territories. Their responsibilities are to catalogue damage done by the Cambrians, organize rebuilding efforts, oversee the distribution of royal largesse, and adjudicate in disputes over reclaimed lands; nothing too controversial, we hope. They're to be chosen from local nobility. However, they should be selected from relatively low level nobility, with comparatively small local power bases. This is both because we don't want the great warlords using it as an excuse to reinforce their position, and because lower-level guys are likely to be less objectionable. Now, their initial justification is as a temporary expedient to get order restored as fast as possible, but they're not to be decommissioned after things are settled. The idea is to use them as the thin end of the wedge, leading to the gradual transfer of administrative duties away from the high-level independent warlords towards lesser nobility who derive their authority from royal patronage.
05.) Declare Royal Monopoly on Trade and Communication With The Panormans. Panorman goods are likely to be extremely sought after, and it is therefore imperative that they pass to the crown before anyone else. Royal agents are to be the only ones permitted to conduct commerce with Panorman merchants, and any gifts brought from the south are to be received only by the crown.
06.) Commission Hidage of Elmet and Catuvellauni. We have to know how much we can expect from our new protectees.
07.) Restart Infrastructure Development (? Turns).
08.) Continue Previous Policies. Mobile Dryhten, trade initiatives, etc.

FOREIGN AFFAIRS:
01.) Sign Peace Treaty With Cambria. Powys is restored, they agree not to interfere in Gododdin for five years, Elmet and Catuvellauni pass under our overlordship. Going in to the war, the chief strategic goal was to ensure that afterward Cambria could no longer feasibly destroy us. That has seemingly been accomplished, so in the interests of avoiding mission creep, we're ending this war. The destruction of Cambria as a political entity remains our ultimate goal, but, considering likely developments in post-war Cambria, we expect a pause at this point to only strengthen our hand. Explain this to anyone who questions our making peace when we have the upper hand.
02.) Cultivate Good Relations With Restored Powys. Powys owes us a great deal, so this should be easy. Cultivate intense court-to-court ties and try to maintain personal relationships established with Powysian nobility during the exile. Ideally, conclude an alliance with Powys; whether or not that's not possible, give the Powysians assurances that, should they ever find themselves in a tight spot, we'll back them up to the hilt. If that assurance encourages them to throw their weight around a bit, so much to the good.
03.) Provide Weapons, Gifts, Silver to Brochwel ap Cadell, to Assist in Establishing His Rule in Powys. It's in our interests for Powys to be powerful and stable, and to that end we need Brochwel to gain the loyalty of the locals as fast as possible. Given his presumably straitened circumstances, this might prove difficult for him without aid, so we're going to provide aid. Make sure his following is properly armed and armored, and provide him with the sort of prestige goods and symbolic gifts he'll need to assure the loyalty of his nobles. Additionally, give him a wad of our currency to help pay for anything else he might need; this might have the beneficial secondary impact of increasing the desirability and circulation of our coinage in Cambria.
04.) Cultivate Kingdoms of Gododdin. Make clear to them that, as they're out of the Confederacy, they're no longer our enemy, but tacitly make sure they realize that rejoining the Confederacy would force us to reevaluate the situation. Otherwise, as usual spread gifts around, cultivate court-to-court trade links, and so on. In particular, target pro-Gododdin kings and elements. If our people object to buttering up Gododdin, explain that it is imperative that we ensure that the northerners are not an automatic Cambrian ally, and that there isn't enough stuff oop north for it to be worth attacking them right now anyway.
05.) Step Up Contacts with Fortriu. Assuming Gododdin is formed, it will be an alarming development for Fortriu. They might be consequently more inclined to look for friends, in which case we should present ourselves. We don't have any immediate plans for which Fortriu could be useful, but it doesn't hurt to be prepared.
06.) Recruit Germanic Settlers on the Continent. Target Saxony, Jutland, Frisia, and particularly the Siling population in ex-Nerwia. They've doubtless got familial and social ties with our Silings, and so should have heard, more than most, that life is generally pretty good in Rygia. Land, plunder and victory; what more could anyone want?
07.) Redouble Trade and Diplomatic Activities on the Continent. With the continent hopefully settling down and our war won, the prospects of a general revival of economic activity in northern Europe seem decent, so, as before, despatch royal agents to various centers in the northern Europe with orders to conduct trade and such. In particular, send an expedition along the western sealanes to Iberia, there to make contact with Sophist lords and Iberian merchants. The Iberians might have stuff worth acquiring, and even if Iberia goes to hell having some contact can't hurt.

MILITARY POLICY:
01.) Release 21,940 Levy Infantry (21,940 > 0 Levy Infantry)
02.) Re-purpose All Cavalry to Light Cavalry. Heavy cavalry are expensive and somewhat limited tactically; additionally, it is doubtful that we will ever muster them in very great numbers. It seems unlikely that a couple hundred heavy cavalry are ever going to have much of an impact against ten thousand Welsh infantry in a shock action, unless they're Normans in disguise. We therefore believe that we will get more use out of our cavalry if we focus on scouting, denial of forage, and harassment of enemy columns, particularly as the Welsh are extremely lacking in those areas.

MILITARY ORDERS:
All standing forces to be in the west, making sure that the Cambrians withdraw properly, and that Elmet and Catuvellauni don't try anything.
Contingency: If the Cambrians break the peace and attack: Call up the levies again, obviously. Split our forces roughly along the lines of the previous turn. Deploy two armies to contain and throw back the main Cambrian thrust, probably coming east from Dobunni and Dyfnaint, while the third strikes into Wales, with the aim, if possible, of hitting Ceredigion itself.
Contingency: If the Cambrians attack or coerce either Powys or the northern kingdoms: Muster the levies and, while we're waiting for that, issue a warning to the Cambrians: either they back down immediately, or we go to war to fulfill the promises we've made. If they don't stop, split our forces into three or four armies and attack. The immediate aim is to save whoever the Cambrians are attacking; coordinate with their forces as much possible to crush the Cambrian field army in the region. Meanwhile, deploy additional armies to attack into unprotected regions of Cambria. Ideally, crush Dyfnaint, but our commanders will have to adapt to the situation.
 
Well, I'm clearing out my PMs, so I might as well unload all my orders so far on this thread. I'll finish this tomorrow.

Spoiler Imperial Glory, Update 0 :


Spending:

All EP should go on reinforcing and improving the University of Ingolstadt, as described immediately below.

Any excess should go on regulars, to be positioned with the others at Regensburg.

Do not close the University of Ingolstadt, which was closed at this time in real life, and encourage secular and scientific learning there. It is absolutely necessary for Bavaria’s future prosperity that there should be first-class, largely secular, education facilities. Provide funds for laboratories for research units that can allow the University’s finances to stabilise through commercial research. With luck, Bavaria will not have to subsidise the University any more after this year, and any future expansion can be fuelled by private investment, but please tell me if it is the case whether further spending is needed.

Publicise these research units abroad to entice industrialists and scientists to the city, and to persuade investors to help fund the expansion of the University and to help stabilise its finances.

If this plan succeeds in the long-term and is successful for Ingolstadt, which, I hope, should eventually become one of the foremost cities for research in Europe, the University should expand to have research facilities in Munich as well. However, it should certainly not be expected that it will be possible to do this during this year.

The King should get friendly with important industrialists in Bavaria and should not decline to meet nobles. It is important that the King should avoid alienating his nobility.

The King should make the occasional speech to the commoners to reinforce their loyalty to the King.
Keep the palaces in Munich and Ingolstadt well-maintained.

Announce that a new land tax will be introduced next year.

Announce that a new inheritance tax of 5% will be introduced in three years’ time.

Profit from the trade agreements negotiated with Spain and Austria to try to boost industry, particularly metalworking, with the newly available raw materials from the New World.


Standing agreements:

NAP and trade agreement with Spain.

Trade agreement with Austria, allowing Bavarian trade in Fiume, Trieste, and Zengg, and Austrian trade in Regensburg, Passau, and Bamberg.

NAP with Wurttemberg.

Membership of the Catholic League.




Defence plans:

Position troops at each of the eighteen cities shown on the map, except Munich, Regensburg, and Amberg, using 1 regular regiment and 1 artillery battalion for each. They should fortify their cities and also fortify all easily-defended locations in the vicinity. In case of enemy invasion, they should hold out in their positions. If the enemy passes between the positions, they should fall on the enemy baggage train; they should also try to assassinate the enemy officers; they should ensure that the enemy army cannot receive its food and supplies from its homeland. These garrisons should account for 15 regular regiments, but only 6 artillery battalions, as artillery should be only placed at Erfurt, Wurzburg, Ingolstadt, Augsburg, Salzburg, and Passau.

2 guard regiments, 1 artillery battalion and 5 regular regiments should be positioned at Munich, and should ensure that it is kept defensible, and should protect the King. This body of the army should also ensure that Augsburg and Salzburg are reinforced if necessary. It should not shoot willy-nilly on demonstrators, but should disperse them as peacefully as possible, only attacking if the situation gets out of hand.

1 guard regiment, 1 regular regiment, 2 artillery battalions and 2 cavalry regiments should be placed at Amberg.

1 guard regiment, 2 cavalry regiments, 6 artillery battalions and 15 regular regiments should be quartered at Regensburg, and should move out of Regensburg when necessary to fight the body of the enemy once it is weakened by the tactics described above. This body of the army should also ensure that Ingolstadt is reinforced if necessary.

Contingency if Wurttemberg invades Baden:

In the event that Wurttemberg invades Baden, Bavaria shall invade Wurttemberg from the East, unless Bavaria is attacked by someone else.
Once Wurttemberg’s troops have invaded Baden substantially and are in combat with Baden’s troops, a Bavarian army from Regensburg, consisting of 1 guard regiment, 2 cavalry regiments, 2 artillery battalions and 5 regular regiments, should push straight through into Wurttemberg and should try to capture Stuttgart.

Then another Bavarian army, from Regensburg (5 regular regiments and 1 artillery battalion), Munich (1 guard regiment, 1 artillery battalion and 4 regular regiments), Ingolstadt (1 regular regiment), and Landshut (1 regular regiment) amounting in total to 11 regular regiments, 1 guard regiment and 2 artillery batallions, should follow behind and secure the Swabian Jura (Schwabische Alb) and the Hohenloher plateau (Hohenloher Ebene), to prevent the first army being cut off in Stuttgart.

These two armies should assume a defensive posture against Wurttemberg’s army, and if Stuttgart cannot be captured, they should form lines of defence against Wurttemberg’s army in front of the city.
Then, with assistance from this second army, a third army, from Regensburg, consisting of 2 artillery battalions and 4 regular brigades, should move along the Danube to secure Ulm.

With Baden’s help, Wurttemberg’s army should soon be trapped between two solid lines and should be defeated. Nuremburg should be isolated within Bavarian territory and besieged.

If Austria wishes to intervene by passing troops through our territory to invade Wurttemberg, it should be given safe-conducts in small groups across the south of the country into Upper Swabia (Oberschwaben). If it looks like Austrian troops are going to capture Ulm, our plan to attack Ulm should go ahead immediately and Bavarian troops should try to get there first.

If someone else invades Baden, do nothing except condemning it to the press, for the moment.

baden_wurttembergborders.jpg


OOC:

EQ, could you tell me, please, if my diplomacy seems sufficiently IC and appropriately religious to you?

If the spending is insufficient to balance the university's finances and encourage private investors, setting it on the route to expansion and development, tell me, please, how much more I need to spend.

These orders are early; if anything happens, I'll revise them.

Revisions:

Keep tariffs particularly high on worked imported goods, to protect Bavarian industry.

The exporting of unworked Bavarian metals, and other raw materials to a lesser extent, is to be taxed to encourage their conversion into worked goods, for export for a greater profit.

Ignore everything in the previous orders that relies on trade agreements.

Allow missionaries to freely go and help to spread Christianity in the New World in the colonies of the nations of the Catholic League, but do not allow missionary activity in Protestant Germany.

Make sure that the general in charge of the Regensburg army is particularly competent.


Spoiler Imperial Glory, Update 1 :

Stats:

Bavaria: spryllino
Absolute Monarchy: King Maximilian
Capital: Munich
Economic Power: 4/0
Stability: 8
Manpower: 5
Research: none
Army: 36 Regular Regiments, 4 Guards Regiments, 4 Cavalry Regiments, 15 Artillery Battalions
Army Quality: 3
Navy: landlocked
Navy Quality: 0

Spending:

1EP should go on reinforcing and improving the University of Ingolstadt, as described below.

1EP should go into arranging a land survey and paying for the various expenses of starting up the new land tax arrangements outlined below.

2EP should go on regulars, unless more funds are required for the tax plan’s expenses.

Action:

Bring the total number of children up to six, with the birth of Elisabeth Ludovika.

Policy: New tax:

Institute the land tax that was announced last year. It should be a small tax, and should produce a small sum of money for each field, but, with luck, quite a large amount when all the fields in Bavaria are added together. It should be made convenient to pay, and the landowners should be allowed to pay it at any time during the year.

The ten aristocrats who contributed most to the University of Ingolstadt in total last year and this year should not have to pay until 1803.

Aristocrats who refuse outright to pay should be invited to an audience the King and told to explain themselves. If they continue to refuse, their concerns should be noted politely and written down by the royal secretary (and preferably mentioned in the update) and they should be informed that they may pay the amount next year instead with a small sum of interest if they want, in addition to next year’s tax.

Aristocrats who neglect to pay should be reminded, and should be allowed to pay next year without interest. The above procedure should take effect for negligent aristocrats too if they fail to pay for two years in a row.

Non-aristocratic landowners, if there are any, should be chased after by the bailiffs, and, if necessary, the police, to collect the tax if they refuse to pay. If they neglect to pay, they should be allowed to pay next year, but with interest, and if they fail to pay then too, the bailiffs and police should collect the tax.

Get three respected, eloquent, and prominent aristocrats to make speeches in support of the land tax and in support of taxes in general. In return, their sons should each be provided with a free education at the University of Ingolstadt, and they should each receive a better title. This reward should be made clear, in secret, to the three aristocrats from the start, but should be announced as a reward for their support only after they have each made speeches.

Announce that the new inheritance tax of 5% that was announced last year for 1803 will be gradually phased in from 1805 instead, to allow nobles to arrange their finances to cope with it.

Policy: Civil Service Law:

Regulate civil service: admission is solely by the quality of education, not on the basis of religion, or birth. Allow pensions for civil servants and their widows. If the aristocrats complain, tell them that it is mostly them that are well-educated anyway, and so they will continue to mainly control the civil service.

Oaths of allegiance for the army and civil service are to be made not only to God or the Virgin Mary, but also to the King and to Bavaria and to Bavaria’s customs and laws.

Policy: University of Ingolstadt:

Encourage secular and scientific learning at the University of Ingolstadt, as last year. It is absolutely necessary for Bavaria’s future prosperity that there should be first-class, largely secular, education facilities. Provide funds for laboratories for research units that can allow the University’s finances to stabilise through commercial research. The University should be told that it should not expect any further royal investment next year; this year’s grant should be spread over the next two years, and another grant of 1EP will be made in 1803.

Publicise the University of Ingolstadt’s research units abroad to entice industrialists and scientists to the city, and to persuade investors to help fund the expansion of the University and to help stabilise its finances.

If this plan succeeds in the long-term and is successful for Ingolstadt, which, I hope, should eventually become one of the foremost cities for research in Europe, the University should expand to have research facilities in Munich as well. However, it should certainly not be expected that it will be possible to do this during this year.

Standing Policies:

The King should get friendly with important industrialists in Bavaria and should not decline to meet nobles. It is important that the King should avoid alienating his nobility.

The King should make the occasional speech to the commoners to reinforce their loyalty to the King.
Keep the palaces in Munich and Ingolstadt well-maintained.

Keep tariffs particularly high on worked imported goods, to protect Bavarian industry.

The exporting of unworked Bavarian metals, and other raw materials to a lesser extent, is to be taxed to encourage their conversion into worked goods, for export for a greater profit.

Allow missionaries to freely go and help to spread Christianity in the New World in the colonies of the nations of the Catholic League, but do not allow missionary activity in Protestant Germany.

Make sure that the general in charge of the Regensburg army is particularly competent.


Standing agreements:

NAP with Wurttemberg.
Membership of the Catholic League.


Defence plans:

Position troops at each of the eighteen cities shown on the map, except Munich, Regensburg, and Amberg, using 1 regular regiment and 1 artillery battalion for each. They should fortify their cities and also fortify all easily-defended locations in the vicinity. In case of enemy invasion, they should hold out in their positions. If the enemy passes between the positions, they should fall on the enemy baggage train; they should also try to assassinate the enemy officers; they should ensure that the enemy army cannot receive its food and supplies from its homeland. These garrisons should account for 15 regular regiments, but only 6 artillery battalions, as artillery should be only placed at Erfurt, Wurzburg, Ingolstadt, Augsburg, Salzburg, and Passau.
2 guard regiments, 1 artillery battalion and 5 regular regiments should be positioned at Munich, and should ensure that it is kept defensible, and should protect the King. This body of the army should also ensure that Augsburg and Salzburg are reinforced if necessary. It should not shoot willy-nilly on demonstrators, but should disperse them as peacefully as possible, only attacking if the situation gets out of hand.
1 guard regiment, 1 regular regiment, 2 artillery battalions and 2 cavalry regiments should be placed at Amberg.
1 guard regiment, 2 cavalry regiments, 6 artillery battalions and 15 regular regiments should be quartered at Regensburg, and should move out of Regensburg when necessary to fight the body of the enemy once it is weakened by the tactics described above. This body of the army should also ensure that Ingolstadt is reinforced if necessary.

baden_wurttembergborders.jpg


In the event that Wurttemberg invades Baden, Bavaria shall invade Wurttemberg from the East, unless Bavaria is attacked by someone else.
Once Wurttemberg’s troops have invaded Baden substantially and are in combat with Baden’s troops, a Bavarian army from Regensburg, consisting of 1 guard regiment, 2 cavalry regiments, 2 artillery battalions and 5 regular regiments, should push straight through into Wurttemberg and should try to capture Stuttgart. They should take supplies with them.
Then another Bavarian army, from Regensburg (5 regular regiments and 1 artillery battalion), Munich (1 guard regiment, 1 artillery battalion and 4 regular regiments), Ingolstadt (1 regular regiment), and Landshut (1 regular regiment) amounting in total to 11 regular regiments, 1 guard regiment and 2 artillery batallions, should follow behind and secure the Swabian Jura (Schwabische Alb) and the Hohenloher plateau (Hohenloher Ebene), to prevent the first army being cut off in Stuttgart. They should secure a logistical route along the route followed by the first army, to supply both the two armies.
These two armies should assume a defensive posture against Wurttemberg’s army, and if Stuttgart cannot be captured, they should form lines of defence against Wurttemberg’s army in front of the city.
Then, with assistance from this second army, a third army, from Regensburg, consisting of 2 artillery battalions and 4 regular brigades, should move along the Danube’s banks to secure Ulm. Supplies should reach this army in boats along the Danube. These boats should be requisitioned from ferrymen and landowners if necessary (and returned afterwards), but should preferably be constructed by the soldiers themselves before the campaign.
With Baden’s help, Wurttemberg’s army should soon be trapped between two solid lines and should be defeated. Nuremburg should be isolated within Bavarian territory and besieged.
If Austria wishes to intervene by passing troops through our territory to invade Wurttemberg, it should be given safe-conducts in small groups across the south of the country into Upper Swabia (Oberschwaben). If it looks like Austrian troops are going to capture Ulm, our plan to attack Ulm should go ahead immediately and Bavarian troops should try to get there first.

If someone else invades Baden, do nothing except condemning it in speeches, to the press, in pamphlets, and privately to friendly nobles for the moment.

OOC:

I think, EQ, that it might be appropriate for my King to be “King Maximilian Joseph” in the stats, to distinguish him from the King of Westphalia.


Spoiler DaNES II, Turn 3 :

]Orders for Areia for DaNES II Turn 3

Spending:

Raise 30000 infantry. Provide 200 talents (or more if it is absolutely necessary to) to be split equally as a signing bonus and to pay for weaponry. Don’t raise any more cavalry; we’ve got plenty of that relative to the Seleucids.

Pay upkeep for all troops.

Send the 800 talents of tribute to the Maszakata Horde, as required by the treaty.


Miscellaneous Policies:

Stop that scorched earth policy immediately.

Send my daughter off to marry the king of Baktria.

Continue to pronounce a Holy War.

Stop raiding Hellenoarabic shipping in the gulf and lower tariffs slightly on their goods in Areian ports.

Withdraw from the territory ceded by treaty to Baktria.

Allow untaxed trade in Harmozeia by Patalene merchants.

Inform merchants that they can trade untaxed in Nova Corinth in the Patalene League (and I hope it doesn't matter too much if, as I suspect, Commander Gorma has made this city up).


Summary of War Aims:

Intercept the Seleukid army if it tries to attack our territory or to move into Susiane.
Capture Ktesiphon and lay siege to Seleukeia and gain control over central Babylonia.

Starting positions:

23000 infantry at Ekbatana
5100 infantry at Hekatompylos
12000 levy infantry at Ekbatana
22950 levy infantry in Parthyaia
2000 levy infantry at Harmozeia
7000 cavalry at Ekbatana
3100 cavalry in Parthyaia
2200 levy cavalry in Parthyaia
32 galleys at Harmozeia

The Seleukid forces are mainly at Artemita in Assyria.


Plans for 611:

Send 2000 more levy infantry and 500 cavalry from Parthyaia to Harmozeia to help defend it. Use the navy to attempt to keep trade open into Harmozeia. Avoid open battle with a superior fleet. Hold Harmozeia as long as possible against the Seleukids. Don’t get in the way of any Patalene ships that come into the gulf. Use the whole Areian navy to help the Patalene ships if they do battle with the Seleukid navy. Our admiral should fully co-operate with the Patalene admiral. These orders, regarding Harmozeia and the Persian Gulf, should continue all through this turn.

Send 14950 levy infantry from Parthyaia to Ekbatana. Send 1000 infantry from Hekatompylos to Ekbatana. Send 2000 cavalry and 1200 levy cavalry from Parthyaia to Ekbatana.

Send the newly recruited infantry to Ekbatana too. Drill them thoroughly, as well as the levy infantry moved from Parthyaia. Enlist extra levies from Media if they are available.

Rest the troops and wait for the Seleukids to make the first move. Make raids into Susiane to gain more funds.

If the main Seleukid army marches out of Artemita and moves into Areian territory within 611, intercept it, using the troops in Ekbatana to fight a pitched battle to defeat the Seleukids. Leave behind a garrison of 1000 infantry and 4000 levy infantry to defend Ekbatana, with adequate supplies.

If the main Seleukid army tries to join up with Seleukid forces in Susiane and Persis (or vice versa), do the same thing, and move south into Susiane to do it if necessary.

As soon as either of these things is done, or in case of failure, withdraw to Ekbatana.

If the main Seleukid army marches north to do battle with the Armenians, go into the area where it was, and take control of the Artemita and the surrounding land. Fortify the army there. If the main Seleukid army marches back to besiege Ekbatana, leave 1000 infantry and 4000 levy infantry to defend Artemita, and relieve Ekbatana.

At the end of Summer, besiege and capture Artemita and the surrounding area, whether or not the Seleukids are still there, and give them battle if they are still around, provided that our army is superior. Avoid battle if the enemy has the better ground.

During the winter of 611/612, proclaim Arkadios to be the Seleukid King, and undergo a Seleukid style coronation ceremony. This hopefully ought to confuse Seleukid cult worshippers about their allegiances. Continue to conspicuously declare holy war for Zoroastrianism, though, and do not openly encourage worship of Arkadios.


Plans for 612:

Continue with the previous year’s policy until the below instructions start to take effect in the Summer.

While the below instructions assume that the army is concentrated around Ekbatana, they should be followed anyway if the army is positioned at Artemita. However, if Artemita is besieged, it is not worth suspending military operations to go back and relieve it; while Ekbatana should always be relieved as described below, Artemita should only be relieved if it the army is not otherwise occupied.

In the Summer campaign of 612, move directly west with the Ekbatana army, leaving 4000 levy infantry and 1000 infantry in Ekbatana (and the same number in Artemita if Artemita is under our control). This army that moves west should therefore amount to 54000 infantry, 22950 levy infantry, 9000 cavalry, and 1200 levy cavalry. It should march directly into Babylonia and besiege Ktesiphon, storming it if it does not fall quickly and if this can be done without sizable losses. Encamp there and pillage Babylonia. Cross the river at an opportune moment and in the best available place, and besiege Seleukeia; leave an appropriate number of soldiers at Ktesiphon to guard the camp (and precise details of this are a tactical matter, not one to be discussed in orders). Call on the Seleukids to give their allegiance over to Arkadios, as the true Seleukid monarch. Tell the High Priests of the Dynastic Cult privately that they will be tolerated and will not be killed if they turn their allegiances over to us.

In the event of something going drastically wrong here, retreat to Ekbatana.

If the Seleukids move to attack the army at Ktesiphon, march out to meet them and fight them on favourable ground, but not with backs to the Tigris, and not with half the troops on one side of the Tigris and half the troops on the other.

Prepare Ekbatana for a long siege before setting out on this campaign. Therefore, if the Seleukids move to besiege Ekbatana while we besiege Seleukeia, Seleukeia, being less prepared, should fall significantly before, allowing the army to leave behind 5000 levy infantry and 5000 infantry and 1000 cavalry, and retreat to relieve Ekbatana. If the Seleukids attack Ekbatana while we are attacking Ktesiphon, wait for Ktesiphon to fall, leave behind the same number of troops, and march to relieve Ekbatana. With this done, go back and besiege Seleukeia. If the Seleukids attack Ekbatana before our troops reach Ktesiphon, march straight back with all troops and relieve Ekbatana.

If Seleukeia falls, move quickly to subdue the rest of central Babylonia. Don’t go much further north than Ktesiphon or much further south than Babylon. Don’t attack Charakene; send a herald to the top Seleukid in Charakene, and create a new satrapy of Charakene if he will change sides. Send similar messages to Susiane and Persis and Karmania, and do the same for these provinces if they will revert to us. If Susiane agrees, put Tarasios in place as satrap of Babylonia proper.

Winter in Babylonia, or, in the event of failure, in Ekbatana.


Plans for 613-615, if Babylonia is successfully conquered:

Leave behind 5000 levy infantry and 5000 infantry and 1000 cavalry to guard Babylonia and to preserve order there. Try to hold on to our gains, and to preserve supply routes into Babylonia. If the Seleukid army enters Media or Babylonia, give battle with superior forces, and defeat the Seleukids.

Don’t try to subdue any more provinces. Babylonia (and Charakene if it defects) should make good enough bargaining chips in return for Susiane, Karmania, and Persis.

Plans for 613-615 if a withdrawal from Babylonia becomes necessary:

Leave 5000 levy infantry and 5000 infantry and 1000 cavalry in Ekbatana, and move south into Susiane, and lay siege to Susa, and try to regain control of Susiane. Do not advance into Persis, and withdraw to Ekbatana if it comes under attack, or if Susiane becomes untenable.

If this is successful, stay put, and pillage Babylonia and Persis with small detachments of the army, avoiding a full engagement. If this is a failure, withdraw to Ekbatana, and raid Susiane in the same way.

Under such circumstances as these, only do open battle when there is a very strong likelihood of victory.

What to do with any conquered territory:

Reinstate Tarasios in Susiane, unless Susiane defects to us, in which case put him as satrap of Babylonia.
Reinstate the old satraps in Persis and Karmania, unless the Seleukid satraps defected to us.
Divide the Seleukid territory into four satrapies.
If he changes sides or not, keep the old Seleukid governor as satrap of Charakene.
Put someone who doesn’t hate the Seleukid dynastic cult but doesn’t adhere to it himself into position as satrap of Babylonia, provided that Tarasios has not been put in that position.

Revisions:

Sorry, Dachs: could you move all my military plans so that the Plans for 612 and the following years actually get underway in 613.

During the year 612, simply continue the orders for 611.

This is for the sake of co-ordination with the Armenians, who are expected to invade Seleukid territory in 613.

Thanks!
 
Spoiler DaNES II, Update 4 :
Orders for DaNES Update 4 for the Kingdom of Areia

Stats

Kingdom of Areia
Capital: Hekatompylos
Ruler/Player: Basileus Platon II/spryllino
Government: Centralized Aristocratic Theocratic Monarchy
Factions (Confidence/Strength): Army Assembly (4/4), Medioi (3/3), Zoroastrian clergy (5/3), Parthyaia (1/1), Merchantry (2/2), Sousiane (4/2), Karmania (2/2)
Culture: Iranohellenic syncretism; chiefly Greek-speaking, though Iranian languages are more widespread in Media and Hyrkania; mostly Zoroastrian, with significant pockets of Sophists in the west and southeast, Jews in most major poleis, and worshippers of the Seleukid dynastic cult in Persis.
Army: 22,150 infantry, 38,500 levy infantry, 9,900 cavalry, 1,400 levy cavalry
Army Quality: 7
Army Description: Primarily reliant on heavy spear infantry (thorakitai), Iranian native archer-spearmen, cataphract multirole (horse archers and shock cavalry) heavy cavalry, and Median medium cavalry. Light cavalry, sword infantry, and skirmishers are all scarce.
Navy: 32 ships
Navy Quality: 3
Income (Raw – Upkeep): 15,210 – 19,930 = -4,720
Treasury: 5,050
Infrastructure: Good
Prestige: 2
Description: Religion destroyed the Seleukid Empire after the great civil war. In Areia, the cult of the deified Seleukid emperors went too far, and both Greek colonists and Median natives rose against the oppressive hand of Seleukos VI in the second century. Straton II, the third Greek king of Areia, mandated instead the worship of Achoura Maznta, a step which has symbolized the syncretic nature of the Areian Iranohellenic culture. Having made great gains at the expense of the near-dead Seleukid Empire and the recently extinct Karmanian state, Areia stands in a position to dominate the oikoumene.


Spending

Spend 100 talents on a triumphal parade in Hekatompylos, along with a coronation of the Basileus Platon. Invite delegates from other nations to witness it. I described what might happen as a story on the thread, but that doesn’t mean I actually want it to be a fiasco in the update.

Spend at most 1000 talents on rebuilding the country. I do not wish that these details should be improvements on before the war, but I want to rectify the damage caused by it. Therefore, put any of these talents that is not used in the treasury: as you say, a talent is a lot of money, especially if building a whole city only takes two hundred talents. Equally, if these things cannot be completed with this amount of money, say so, so that I can keep on going with this next turn.
- Repair the roads to Karmania.
- Provide loans to aristocracy (native and Greek alike) in Karmania, Susiane and Persis in order that they can repair their land.
-Build and improve and repair roads to allow transport to take place properly within the Areian Empire without going through Baktrian territory.
-Build roads to connect the lands ceded by the Seleukids well to our lands.
-Repair and rebuild fortresses along the new Baktrian border.

Pay all upkeep as necessary.

Pay 800 talents to the Maszakata, spread over the five years, according to the Treaty of Hekatompylos.

Spend 10 talents on commissioning a new long poem, which first illustrates the amazingness of Arkadios and then compares Platon favourably to him, and then shows that this means that Areia is in for a golden age.

Spend 10 talents on sponsoring and encouraging a few prominent Zoroastrian philosophers in the kingdom.

Spend 10 talents on bribing the Admirals in Herakleia-Tyrleia to give our shipping an easy time.
If the Admiralty changes yearly, bribe the new one with the same amount.

Spend 50 talents on bribing the top Nikaian politicians to give up on raiding our shipping.

Spend 10 talents on rerunning the census (15 years after the last one) in just the same way, and to cover the new territory and to take account of the loss of territory, and to make sure that everyone is taxed properly. As Karalysia said, “the census will give us valuable information of the resources, and people in the country and may be put to good use for domestic and military purposes such as identifying corruption. It will also make a religious tax possible to implement.”

Spend 10 talents on encouraging landowners near the Baktrian border to buy land off the nearest Baktrian settlers. (Think Edward the Elder’s policy with regard to the Danelaw.) Stop if this starts off some sort of royal Baktrian complaint, or any other sort of serious furore.

Spend 10 talents on the general running of counter-espionage against all foreign agents in our court. Make sure we know what the other factions are up to. If we find anything, please PM me or put it in the update.

Spend 10 talent on funding ongoing Zoroastrian institutions and missionaries inside Old Areia. Stop if this starts off some sort of royal Baktrian complaint, or any other sort of serious furore, as for the land-buying policy.



Diplomatic agreements (most recent first)

Treaty of Artemita with the Seleukids
Alliance and trade agreement with the Patalene League
Treaty of Hekatompylos with the Baktrians and Maszakata
Alliance with the Armenians, originally based on marriage


Measures (Secret and Domestic)

Profit from the fertile land and coastland acquired from the Seleukids, and from the fact that they’re not financing the Hellenoarabs to raid us. Don’t deprive locals of their land, just as long as they pay us taxes.

The Patalene League is expected to open up a decent port, or to generally reduce tariffs. If it doesn’t by the end of 612, put up tariffs again in Harmozeia. If it then opens up a proper major trading port, put tariffs back down again.

A new satrapy of Adiabene is to be established, with its capital at Artemita. Its satrap should be a decent military captain as well as an administrator.

A new satrapy of the coast of the Gulf is to be established, consisting of the land taken from the Seleukids there. Make the satrap a shrewd trader, but make sure they are loyal to the Basileus of Areia.

Return Ankine, Arkadios’s widow, to the Armenian court, as requested, although maintain the alliance.

Increase taxes on Sophists and Jews and Seleukid dynastic cultists, in order to raise money.

Increase duties on imports from Baktria, Maszakata land, Seleukid land, and the Hellenoarabic poleis.

Tariffs between newly gained territory and Babylonia are to be arranged carefully, and at the discretion of the satraps of Adiabene and the coast of the Gulf. They should be careful not to squash trade, but taxes should be the same in Adiabene as in anywhere else by the end of 617.

Sophist clerics are not to be prevented from going to that conference in Antioch. Mayors should not use force if they start preaching, unless they cause disturbances or disruption or begin to gather a large crowd. If anything like this happens, disperse the crowd as peacefully as possible with the local militia, and arrest the sophist cleric if necessary. Don’t then harm him; give him a warning and give him an escort out of the city and for a mile on the way to Antioch, using the local militia/police. Of course, Sophists who commit common crimes are to be punished like any other person.

The bribery in the Hellenoarabic poleis described above should, I hope, lead to antagonism between Nikaia (which will give up entirely, or at least go into a state of political disorder) and Herakleia-Tyrleia (which will get cross with Nikaia for giving up, and which will raid my shipping extremely ineffectively, resulting in the Nikaians giving up even more).

So that I know how much money I’ve spent bribing Tyrleian Admirals, could you possibly PM this detail to me, or slip into the update somewhere how many times the Admiralty changed?


Military Schemes

The Areian navy should co-operate with whatever ships the Patalene League sends to the Gulf. If the Patalan ships do battle with the Hellenoarabic ships, we should help the Patalan ships. If the Patalan ships are put fully under our control, we should engage and defeat the Hellenoarabic fleet if our combined fleet is bigger than theirs. Otherwise, we should just do our best to keep commerce open in the circumstances. If the Hellenoarabs don’t raid, don’t attack them.

Use 200 of the infantry in Hekatompylos to provide a safe-conduct across Areia for the Hierophant of Baktra if he attends the Perseid conference. Take him by a route that doesn’t go through the main cities, and don’t let him preach on the way.

Withdraw from Seleukid territory carefully and in good order, and post the army that is currently in Seleukid territory at Ekbatana.

No other military campaigns are to be undertaken this turn. Apart from the troops that are still posted at Hekatompylos, at Harmozeia, or in the fortresses in Parthyaia, the troops should be positioned at Ekbatana.

Reduce levied infantry to normal, peacetime, levels, by sending 25,000 of the levies that are currently fighting the Seleukids back to their farms and cities with congratulations and a good speech, having involved plenty of them in the triumphal procession in Hekatompylos. I hope this will reduce my upkeep and increase my income.

In the triumph at Hekatompylos, do not only use levies. Some professionals, especially cavalry, should come with the king to the city to celebrate the triumph also; these troops should then return to their quarters at Ekbatana.

Therefore, the peacetime troop distribution is:

6000 levy infantry in Parthyaia
4100 infantry at Hekatompylos
600 cavalry in Parthyaia
1000 levy cavalry in Parthyaia
4000 levy infantry at Harmozeia
32 galleys at Harmozeia
500 cavalry at Harmozeia
18050 infantry at Ekbatana
3500 levy infantry at Ekbatana
8800 cavalry at Ekbatana
400 levy cavalry at Ekbatana


How to repel a Mazsakata Invasion

It is not the case that our payment of tribute ensures our safety, and so commanders in the main army should be made aware that it is not unlikely that we shall have to fight the Mazsakata. Obviously, if the Mazsakata attack with organisation and force, stop the tribute immediately.

If the Mazsakata invade Parthyaia, 10000 infantry should be levied, and the 16000 levy infantry is to rebalance itself within the fortress-net in such a way that the Western half is better defended than the Eastern half. Thus, the Mazsakata will be diverted into ravaging Eastern Parthyaia instead of Western Parthyaia and Hyrcania, although they may progress quite a way into our territory before any further action is taken.

Meanwhile, all the cavalry in the Empire should be assembled in Hekatompylos. This cavalry, helped by the infantry in the Parthyaian fortress-net (and this infantry should now be in a position to tactically outflank the Mazsakata) should start (even before all are assembled) to harass the Mazsakata rear and to chase individual Mazsakata, when the Mazsakata disperse for the purposes of foraging, in small groups.

Meanwhile, the main infantry of the main field army at Ekbatana (leaving 10000 infantry behind at Ekbatana) should move into southern Parthyaia, so that they are directly south of the main Mazsakata army. If the Mazsakata attack immediately, our infantry should square up and retreat to a city if it is impossible to defeat the Mazsakata without it being a Pyrrhic victory.

With the Mazsakata quite a way into Parthyaia, the whole force of cavalry should move east from Hekatompylos into northern Parthyaia, to the north-west of the main force of Mazsakata. It should move south-east to engage the Mazsakata, and the infantry should move north, and join in quickly after the cavalry battle begins. Make full use of the fact that our cavalry is heavy and theirs is presumably lighter. If possible, try to use the cavalry to entirely surround the Mazsakata on the western, northern and southern sides. Try and get a Baktrian border commander or satrap to send some troops to help us; if these troops arrive, they should engage in the same battle and engage the Mazsakata on the eastern side. With luck, such a battle will end not with the normal result, a victory for us which means we don’t get pillaged, but will end instead with the killing of lots of Mazsakata soldiers, and possibly the taking of prisoners.

Deprive any prisoners of horses and dump them in a new polis in southern Karmania. Exact the normal taxes from them as if they were any other polis. Spend up to 200 talents on making this polis viable, if this is strictly necessary.

How to repel a Baktrian Invasion

This is a bit more troublesome. Levy 25,000 extra infantry for the Parthian fortress-net, favouring defense of the Eastern half more. Then move the main army from Ekbatana, leaving 5000 infantry to guard Ekbatana, and put it in Prophthasia. This should trap the Baktrians into either dividing their army (in which case neither half will get far, given that we will avoid battle), or marching with the whole lot against Prophthasia (in which case we can give battle if we are superior or avoid battle if we are fewer and cut their lines of supply and pillage Margiane with the troops in Parthyaia), or marching with the whole lot against Parthyaia (in which case their progress will be very slow because there are lots of fortresses in Parthyaia, and we can march north from Prophthasia and lay siege to Alexandria Areion, and then retreat to Prophthasia if they come back from Parthia to attack us before we capture Alexandria Areion. If they retreat like that from Parthyaia, we can secure again any fortresses they captured in Parthyaia. If we capture Alexandria Areion, use that as our base instead of Prophthasia.)

If the Baktrians and Mazsakata invade at the same time, favour garrisoning the eastern half. It should be perfectly possible to trap a Mazsakata army (as described above) in the western half of Parthia without letting it get as far south as Hekatompylos.

Revisions:

- The levies guarding the forts in Parthyaia should, during peacetime, be used to help construct new fortifications and repair old ones (although not the Hyrcanian Wall). The money for this should be taken out of the reconstruction budget.

- Spies should enter the Hellenoarabic poleis and make sure that they are not receiving money from the Seleukids. Also, try to steal the secret of Nikaian fire. If the counter-espionage budget is insufficient, take up to another 10 talents in order to achieve this.

- Make diagrams of the Seleukid fortresses as we retreat from them, either using engineers in the army, or taking 10 talents if necessary to pay private surveyors.

- Contingency for if the Seleukid Basileus dies or for if the Seleukid empire collapses into civil war

If the Seleukid Basileus dies this turn, use agents to try to convince the mob and army assembly to generally cause chaos. With luck, the mob and two halves of the army will choose different candidates for the position of Basileus, and the Seleukid state will be weakened. However, if this happens, or if the Seleukids go into civil war anyway, do not militarily interfere, except, if Sittacene is exceptionally badly garrisoned, by taking control of Sittacene (declaring that we are keeping it safe for the true Seleukid Basileus), and, if a clear victor emerges, hand Sittacene back gracefully.


Spoiler DaNES II, Update 5 :
Orders for DaNES Update 5 for the Kingdom of Areia

Kingdom of Areia
Capital: Hekatompylos
Ruler/Player: Basileus Platon II/spryllino
Government: Centralized Aristocratic Theocratic Monarchy
Factions (Confidence/Strength): Army Assembly (4/4), Medioi (3/3), Zoroastrian clergy (5/3), Merchantry (3/2), Sousiane (4/4), Karmania (2/2)
Culture: Iranohellenic syncretism; chiefly Greek-speaking, though Iranian languages are more widespread in Media and Hyrkania; mostly Zoroastrian, with significant pockets of Sophists in the west and southeast, Jews in most major poleis, and worshippers of the Seleukid dynastic cult in Persis.
Army: 22,150 infantry, 9,900 cavalry
Army Quality: 6
Army Description: Primarily reliant on heavy spear infantry (thorakitai), Iranian native archer-spearmen, cataphract multirole (horse archers and shock cavalry) heavy cavalry, and Median medium cavalry. Light cavalry, sword infantry, and skirmishers are all scarce.
Navy: 32 ships
Navy Quality: 3
Income (Raw – Upkeep): 24,410 – 20,470 = 3,940
Treasury: 790
Infrastructure: Good
Prestige: 6
Description: Religion destroyed the Seleukid Empire after the great civil war. In Areia, the cult of the deified Seleukid emperors went too far, and both Greek colonists and Median natives rose against the oppressive hand of Seleukos VI in the second century. Straton II, the third Greek king of Areia, mandated instead the worship of Achoura Maznta, a step which has symbolized the syncretic nature of the Areian Iranohellenic culture. Having made great gains at the expense of the near-dead Seleukid Empire and the recently extinct Karmanian state, Areia stands in a position to dominate the oikoumene.

Spending:

This year, I hope to save a fair amount of cash for my treasury, which appears to be low.

I also want to pay all upkeep for everything.

Spend at most 600 talents on continuing to fund the economic revival of the empire. These subsidies should gradually decrease during these five years so that, in the last year, the subsidies only amount to 80 talents (as opposed to 200 per year last turn).
- Repair the roads to Karmania.
- Provide loans to aristocracy (native and Greek alike) in Karmania, Susiane and Persis in order that they can repair their land.
-Build and improve and repair roads to allow transport to take place properly within the Areian Empire without going through Baktrian territory.
-Build roads to connect the lands ceded by the Seleukids well to our lands.
-Repair and rebuild fortresses along the new Baktrian border.

Spend 90 talents on building a nice grand, new, Areian Royal Road between Hekatompylos and Ekbatana and Artemita. Make it well paved and wide and even. It should intentionally echo the old Persian Royal Road (making the Zoroastrian Clergy or Medioi happy?) but, as it has a very different path, it should also be shown to be a fresh concept to specially serve the needs of trade through the Areian Empire, which revolves around a NE-SW axis of trade (not a NW-SE axis like the Persian empire). Hopefully, it should also be useful for commerce too.

Spend 90 talents on a royal tour around the south of the empire, putting on royal games in the cities of Karmana, Pura, Prophthasia, and Harmozeia. Also bring bureaucrats and inspectors to check on the efficiency of local government and to get rid of inefficiencies in the system. Bring a fair few soldiers with the Basileus just in case.

Pay 600 talents only to the Maszakata, spread over the five years, and gradually decreasing over that period (first year 140, second year 130, third year 120, fourth year 110, and fifth years 100), which is under the amount set by the Treaty of Hekatompylos. This reduction has been agreed with the Maszakata.

Spend 10 talents on sponsoring and encouraging a few prominent Zoroastrian philosophers in the kingdom.

Spend 10 talents on the general running of counter-espionage against all foreign agents in our court. Make sure we know what the other factions are up to. If we find anything, please PM me or put it in the update.

Spend 10 talents on funding ongoing Zoroastrian institutions but not missionaries inside Old Areia. These institutions are not to use this money for missionary work. (SECRET: but of course, they may have other sources of revenue that they can use for missionaries).

Spend 300 talents on raising 1000 cavalry.

Send 300 talents to Kaspareia to help them pay the treaty.

Spend 50 talents on a marriage with the satrap of Susiane’s daughter, provided that the satrap’s fine with that. Otherwise, make it some other aristocrat. She should convert to Zoroastrianism if she isn’t Zoroastrian already.


Diplomatic agreements (most recent first):

Privately arranged revision of the Treaty of Hekatompylos with the Maszakata
Privately Renewed alliance with Armenia.
Treaty of Artemita with the Seleukids
Alliance and trade agreement with the Patalene League
Treaty of Hekatompylos with the Baktrians and Maszakata
Alliance with the Armenians, originally based on marriage


Unfinanced Measures:

Keep taxes high on Sophists and Jews and Seleukid dynastic cultists, in order to raise money.

Keep duties relatively high on imports from Baktria, Maszakata land, Seleukid land, and the Hellenoarabic poleis.

Continue to give the Patalan merchants the same privileges in Harmozeia.


Military Schemes:

No military campaigns are to be undertaken this turn. Apart from the troops that are still posted at Hekatompylos, at Harmozeia, or in the fortresses in Parthyaia, the troops should be positioned at Ekbatana.

How to repel a Mazsakata Invasion:

It is not the case that our payment of tribute ensures our safety, and so commanders in the main army should be made aware that it is not unlikely that we shall have to fight the Mazsakata, or maybe just the Daha if they rebel or something. Obviously, if the Mazsakata attack with organisation and force, stop the tribute immediately.

If the Mazsakata invade Parthyaia, 16000 infantry should be levied, and 1000 professional and 4000 levy cavalry should be recruited, and the 16000 levy infantry is to rebalance itself within the fortress-net in such a way that the Western half is better defended than the Eastern half. Thus, the Mazsakata will be diverted into ravaging Eastern Parthyaia instead of Western Parthyaia and Hyrcania, although they may progress quite a way into our territory before any further action is taken.

Meanwhile, all the cavalry in the Empire should be assembled in Hekatompylos. This cavalry, helped by the infantry in the Parthyaian fortress-net (and this infantry should now be in a position to tactically outflank the Mazsakata) should start (even before all are assembled) to harass the Mazsakata rear and to chase individual Mazsakata, when the Mazsakata disperse for the purposes of foraging, in small groups.

Meanwhile, the main infantry of the main field army at Ekbatana (leaving 10000 infantry behind at Ekbatana) should move into southern Parthyaia, so that they are directly south of the main Mazsakata army. If the Mazsakata attack immediately, our infantry should square up and retreat to a city if it is impossible to defeat the Mazsakata without it being a Pyrrhic victory.

With the Mazsakata quite a way into Parthyaia, the whole force of cavalry should move east from Hekatompylos into northern Parthyaia, to the north-west of the main force of Mazsakata. It should move south-east to engage the Mazsakata, and the infantry should move north, and join in quickly after the cavalry battle begins. Make full use of the fact that our cavalry is heavy and theirs is presumably lighter. If possible, try to use the cavalry to entirely surround the Mazsakata on the western, northern and southern sides. Try and get a Baktrian border commander or satrap to send some troops to help us; if these troops arrive, they should engage in the same battle and engage the Mazsakata on the eastern side. With luck, such a battle will end not with the normal result, a victory for us which means we don’t get pillaged, but will end instead with the killing of lots of Mazsakata soldiers, and possibly the taking of prisoners.

Deprive any prisoners of horses and dump them in a new polis in southern Karmania. Exact the normal taxes from them as if they were any other polis. Spend up to 200 talents on making this polis viable, if this is strictly necessary.

How to repel a Baktrian Invasion:

This is a bit more troublesome. Levy 25,000 extra infantry for the Parthian fortress-net, favouring defence of the Eastern half more. Then move the main army from Ekbatana, leaving 5000 infantry to guard Ekbatana, and put it in Prophthasia. This should trap the Baktrians into either dividing their army (in which case neither half will get far, given that we will avoid battle), or marching with the whole lot against Prophthasia (in which case we can give battle if we are superior or avoid battle if we are fewer and cut their lines of supply and pillage Margiane with the troops in Parthyaia), or marching with the whole lot against Parthyaia (in which case their progress will be very slow because there are lots of fortresses in Parthyaia, and we can march north from Prophthasia and lay siege to Alexandria Areion, and then retreat to Prophthasia if they come back from Parthia to attack us before we capture Alexandria Areion. If they retreat like that from Parthyaia, we can secure again any fortresses they captured in Parthyaia. If we capture Alexandria Areion, use that as our base instead of Prophthasia.)

If the Baktrians and Mazsakata invade at the same time, favour garrisoning the eastern half of the Parthian fortress-net. It should be perfectly possible to trap a Mazsakata army (as described above) in the western half of Parthia without letting it get as far south as Hekatompylos.
 
Ha. I was lucky to get orders from plenty of people, much less orders like spryllino's. I never found order length in and of itself to be much of a problem anyway, so long as players kept it under a PM.
 
Spoiler CitiNES, Update 1 :
I am running for representative. Therefore, I shall spend most of my time going around the small district that I am trying to be elected to. I intend to visit each town within the district to make a speech in each town centre, and I wish to do this in each town once a month. In order that the dates are memorable, I will repeat the same agenda each month. Thus if I visit some town on the 5th January, I will revisit that place on the 5th of February. Therefore, my agenda for each month is basically the same.

In addition, I should get people putting up posters around the streets. Also hand out leaflets. Both posters and leaflets should advertise the live debate.

Set up a centre with a few secretaries to receive phone calls, and also to receive questions for the debate.

I would like to hold this debate with Karalysia and you next turn, not this turn, as stated on the thread. I wonder if it is really necessary for us all to be online at the same time? I don't know if this will work, especially as I'm busy (and English), but perhaps we can organise the debate just like any other argument on the internet. Have you looked at the BombNES III presidential election thread: you might find it useful?

Give interviews on local radio/television stations if these stations allow it.

Visit important business leaders to make friends and to try to get them to favour our policies.

Visit factories and trade unions to make speeches and to encite fear in the factory workers of the personal freedoms that the Communists would take away from them.


Our policies are free business, but with sufficient precautions to allow safety and social security for the workers. As on the thread, here are my main policies:

A Written Constitution with a Bill of Rights
Liberal Democracy
Free and Fair Elections
Human Rights
Free Trade
A Market Economy
Universal education
Secular government
Social security (i.e. state pension and unemployment benefit)
Improved working conditions
Universal adult suffrage

On the subject of the national debt, I will elaborate in the debate, but basically I'm going to say that we will not overspend or take out new loans and will aim for a slow and careful reduction of the debt without serious impacts on the average worker or industrialist.

We'll keep the military. The world is hostile and we can't afford to have all those men being unemployed.

We'll avert recession by providing loans/temporary tax rebates to businessmen across the country to allow them to put their businesses on a peacetime footing.

I copy these to Kraznaya because we're the same party, and I think it's best if we know what we're each doing.


Spoiler AgentNES, Update 1 :
Stats:

Sweden/ spryllino
Absolute Monarchy: King Gustav IV
Capital: Stockholm
Size: 4
Income (Agriculture/Industry/Trade/Colonies): (4/5/5)-1EP= 13EP
Dissent: 16%
Leadership (Military/Civilian): 7/5
Army (Upkeep): 11 Infantry Brigades, 4 Cavalry Brigades
Army Quality: 7
Navy: 23 Ships of the Line, 29 Frigates, 18 Sloops
Naval Quality: 6
Colonies (Economy/Dissent/Garrison): none

Spending:

6EP on 3 infantry brigades
3EP on a Ship of the Line
2EP should go on improving harbour facilities at Goteborg
2EP should go on loans to aristocrats who must then use the money to improve their farmland. This use of money should have beneficial effects on farmland productivity and ought to make the aristocrats happy.

Policies:

Encourage trade and reduce tariffs with the Danes, according to our alliance.

Otherwise, keep tariffs high on goods that can be manufactured anyway in Sweden, in order to protect Swedish industry.

Troop Placements:

The navy should be based at Stockholm. Put 4 infantry brigades and 1 cavalry brigade at Stralsund in Pomerania; 5 infantry brigades and 2 cavalry brigades at Helsingfors; put the rest at Stockholm.

Contingencies:

If Russia invades Finland, bring the troops from Stockholm across by boat to defend it. Then harass the Russians and try to force them to retreat by cutting their supplies. If this fails, bring them to battle and hope we win; if not, retreat to Helsingfors and defend it strenuously and if this fails evacuate the troops to Stockholm using the fleet.

If anyone invades Pomerania, keep naval superiority, hopefully with Danish help, and transport the army over from Stockholm. If defeated, fortify Stralsund and hold out in the north of Pomerania. Again, evacuate by ship if absolutely necessary.

If anyone attacks Denmark, send the fleet to help protect Copenhagen.


Spoiler AgentNES, Update 2 :
Stats:

Sweden/ spryllino
Absolute Monarchy: King Gustav IV
Capital: Stockholm
Size: 4
Income (Agriculture/Industry/Trade/Colonies): (4/5/5)-1= 13EP
Dissent: 16%
Leadership (Military/Civilian): 7/5
Army (Upkeep): 14 Infantry Brigades, 4 Cavalry Brigades
Army Quality: 7
Navy: 24 Ships of the Line, 29 Frigates, 18 Sloops
Naval Quality: 6
Colonies (Economy/Dissent/Garrison): none

Spending:

6EP on 2 infantry brigades and 1 cavalry brigade
3EP on a Ship of the Line
4EP should go on loans to aristocrats who must then use the money to improve their farmland. This use of money should have beneficial effects on farmland productivity and ought to make the aristocrats happy.

Policies:

Encourage trade and keep tariffs low with the Danes, according to our alliance.

Otherwise, keep tariffs high on goods that can be manufactured anyway in Sweden, in order to protect Swedish industry.

Troop Placements:

The navy should be based at Stockholm. Put 4 infantry brigades and 1 cavalry brigade at Stralsund in Pomerania; 5 infantry brigades and 2 cavalry brigades at Helsingfors; put the rest at Stockholm.

Contingencies:

If Russia invades Finland, bring the troops from Stockholm across by boat to defend it. Then harass the Russians and try to force them to retreat by cutting their supplies. If this fails, bring them to battle and hope we win; if not, retreat to Helsingfors and defend it strenuously and if this fails evacuate the troops to Stockholm using the fleet.

If anyone invades Pomerania, keep naval superiority, hopefully with Danish help, and transport the army over from Stockholm. If defeated, fortify Stralsund and hold out in the north of Pomerania. Again, evacuate by ship if absolutely necessary.

If anyone attacks Denmark, send the fleet to help protect Copenhagen.


Spoiler AgentNES, Update 3 :
Stats:

Sweden/ spryllino
Absolute Monarchy: King Gustav IV
Capital: Stockholm
Size: 4
Income (Agriculture/Industry/Trade/Colonies): (5/5/5)-1= 14EP
Dissent: 16%
Leadership (Military/Civilian): 7/5
Army (Upkeep): 16 Infantry Brigades, 5 Cavalry Brigades
Army Quality: 7
Navy: 25 Ships of the Line, 29 Frigates, 18 Sloops
Naval Quality: 6
Colonies (Economy/Dissent/Garrison): none

I would be most pleased if St Bartholemew could be added, as I requested in the thread.

Spending:

There are 15EP available, one of which is being given to us by Japan (see below).

Spend 2EP on agriculture, on loans to aristocrats who must then use the money to improve their farmland. This use of money should have beneficial effects on farmland productivity and ought to make the aristocrats happy. This is a reduction from last turn, and its aim should be to make sure we don't give the aristocrats too much of a shock by cutting off their extra funds all at once.

Spend 3EP on investment into a new chartered East India company, with a mandate to trade with India and Africa. The idea here is to prepare and lay the foundations for a colonial expedition, probably a port in Africa, so that we can do it more easily and successfully in a future turn. Private investment into the company is encouraged too. For the moment, the Company should set to making contacts with other merchant firms and local rulers, to see if Swedish merchants can get anything in terms of trade privileges anywhere. While the Company is not required to colonise anywhere yet, it's welcome to invest in any trade project it thinks will bring profit for it (and for the state, which will own a share of it).

Spend 6EP on 2 infantry brigades and 1 cavalry brigade.

Spend 2EP on a frigate.

Spend 2EP on 4 sloops, and put them at the disposal of the East India Company for exploring or anything else as it should see fit (no piracy or anything like that allowed, though). Also lend the Company an extra 4 sloops from the existing navy.

Policies:

Carry out this deal with Japan in full:

flyingchicken said:
The emissaries of the secret Western Delegation greet the King of most impressive Sweden. We are here to ask the Swedish King for a favor: the creation of a mission of a dozen or so Swedish officers and specialists to go to Edo and help train the armies of the Emperor with the permission of the Shogun.

In exchange for this favor, we are to close a deal for firearms, cannon, and other materiel from the Swedish state and people, enough to arm 10 brigades of men, plus a goodwill gift of [1 EP] to the Swedish King. We will also handle the travel and lodging of the mission, as well as provide them with their salaries.

Those 12 military men should be careful to note any useful things about the Japanese army that could be used to improve the Swedish army and they should send back despatches recording any such useful information.

Encourage trade and keep tariffs low with the Danes, according to our alliance.

Otherwise, keep tariffs high on goods that can be manufactured anyway in Sweden, in order to protect Swedish industry.

Troop Placements:

The navy should be based at Stockholm. Put 6 infantry brigades and 2 cavalry brigades at Stralsund in Pomerania; 5 infantry brigades and 2 cavalry brigades at Helsingfors; put the rest at Stockholm.

As noted above, 8 sloops are being lent this year to our new East India Company, although they should be requisitioned back in an emergency.

Contingencies:

If Russia invades Finland, bring the troops from Stockholm across by boat to defend it. Then harass the Russians and try to force them to retreat by cutting their supplies. If this fails, bring them to battle and hope we win; if not, retreat to Helsingfors and defend it strenuously and if this fails evacuate the troops to Stockholm using the fleet.

If anyone invades Pomerania, keep naval superiority, hopefully with Danish help, and transport the army over from Stockholm. If defeated, fortify Stralsund and hold out in the north of Pomerania. Again, evacuate by ship if absolutely necessary.

If anyone attacks Denmark, send the fleet to help protect Copenhagen.
 
The Six Month War - Russian Orders Turn 7
Spoiler :
The Six Month War - Russian Orders Turn 7

--------------------------------------------------------------------------------

The Soviet Union/Justo
Socialist: Vladimir Lenin
Capital: Moscow
Stability: 1
Economic Power: 3/0(m)
Research: (2 Army)
Manpower: 6,365 (+177) (-3775)
Army: 67 Infantry Divisions, 39 Cavalry Brigades, 24 Artillery Brigades
Army Quality: 4
Navy: 8 Dreadnoughts, 7 Armored Cruisers
Navy Quality: 2
Air Force: N/A
Air Force Quality: N/A

OOC: The Russian Union and Soviet Russian economies were not merged last turn and instead only the Soviet economy remains so not sure how much to spend. Also after the update this faction should be known as Soviet Russia or The Russian Union. ;)

IC: Spending
Regardless of how much there is to spend or where it comes from every cent will go towards infantry and manpower to ensure continued operation of the Russian Meatgrinder.

Foreign Policy
We have sent the following peace proposal to the dirty Shah of Persia. All bar the last term must be accepted for peace to reign between our nations. The term about not funding dissident groups throughout Persia will be ignored and we will look at building up socialism/communism in the country in secret.

Spoiler :
Persia pay 2 EP to Soviet Russia to pay for the costs in mobilizing our armies towards the Persian border.

As a sign of good faith and trust between our great nations the Shah will allow all Socialist and Communist Groups throughout Persia to form unions and meet as desired without and form of repression against these groups.

Soviet Russia will not supply or fund rebellious groups in Persia.

Persia will not supply or fund rebellious groups in any region controlled by Russia be it Central Asia, the Far East or Europe.

Persia will not send troops or support to the Condor Legion and will not allow Spain supply or military access through its ports and territories.

Soviet Russia will assist in the defense of Persia if desired should Germany, Spain or the Condor Legion seek to operate throughout Persia.

We would also be willing to sign a secret defense pact with Persia to counter possible Ottoman aggression against both of our great countries but this is not necessary.


Send a warning to all foreign forces in Russia. Their armies will be crushed by Socialist forces or will drown in the blood of the fallen.

Domestic Policy
The Soviets and Republics of the Union will continue their total commitment towards routing the Imperial enemy. No cost will be too great for total victory.

Revolutionary leaders will call upon all citizens of the Russian union to resist the Imperial advance at all cost. Whether it be raiding enemy lines from behind or making a stand with the army victory must be had.

Military Deployment/Orders
OOC: I don't know how many men will be available so will just use rough comparisons of the whole army.
IC: Far East
A smaller number of forces will be used in this theatre compared to other theatres. The general frozenness of the terrain and the fact that the Japanese have no real port to supply from should be more than enough to ensure Communist victory. If there is somehow a decent port in the reason(unlikely without Vladistok) it will be frozen for a greater part of the year and unusable. We are happy to let Japanese soldiers starve and freeze to death.

Caucasus
A strong effort will be used in attempting to rout the Spanish the Caucasus. Efforts will focus on seizing the ports in the region to cut off any hope of resupply or reinforcement to their crappy army. We will only seek to hold onto Baku in an attempt to draw their forces away from the North. Oil is of little importance to Russia at this time. We also like meatgrinders.

European Front
Efforts will continue on overpowering the enemy with mass. Accross the front we will look to overextend the Condor legion and use its diversiveness in language, training and weapons in order to probe weak points and isolate various elements of the legion. This will be highly utilized during the winter months while the legion is without a solid area to hold down.

Vast numbers of militia(manpower) will continue to be called upon on the frontlines. No one shall be spared from participating in victory.

Priorities
1. Maintaining a totally badass image to the world regardless of the cost.
2. Crushing Persia should it not comply. Every effort will be used in assuring this task regardless of other fronts.
3. Supporting Persian revolutionaries for the future.
4. Crushing the Spanish for somehow being able to land in the Caucasus far away from their nearest naval base with a massive army.
5. Watching the Japanese freeze and starve as they realize their are no real ports in the area to supply them and little local farmland and industry without Vladistok.
6. Sending vast hordes of Soviet men and civilians against the Condor legion. Their Warkers will rust in the blood of the fallen.
.
.
87. Bathing our citizens. Vast unwashed hordes of infantry/militia are cooler and meaner then the clean armies of our enemies.
 
Spoiler Early GermanNES Revolution Orders :
Spoiler Rhode Island Turn 2 :
Colony: Rhode Island/Charles Li
Government/Governor-General George Moore
Pressure from England: 4
Economy: 2/(5)2/4
Population/Manpower: 40/20
Army: 1 Colonial Militia (General Howe/Moore- 2 British Redcoat regiments)
Navy:
Projects: Whaling Project (4/15)

Spend 3 on the Whaling Project.
Spend 1 on the Nova Providence Ports (On Nova Scotia)
Provides a port, harbor and whalehouses on Nova Scotia (-5% future Naval costs/upkeep, + minor settlement, +5% growth)(Or, just -5% future whaling project costs to represent the last two)

Whaling fleets are being built, armed with crossbow powered, and the rare cannon powered harpoons. Petition possiblility of building a few Whaling Sloops, armed with harpoons and small cannons, to defend and aid the whaling and fishing ships. (Special Ablility to harpoon and reel in other ships/whales)


Spoiler Rhode Island Turn 3 :
Colony: Rhode Island/Charles Li
Government/Governor-General George Moore
Pressure from England: 4
Economy: 2/(5)2/4
Population/Manpower: 40/20
Army: 1 Colonial Militia (General Howe/Moore- 2 British Redcoat regiments)
Navy:
Projects: Whaling Project (7/15) Nova Providence Port (1/10)

Send 1 chest of taxes to Florida as a loan of friendship, interest free.

2 on the Whaling Project.

Spend 1 on either Whaling Sloops (Sloops to defend our whaling fleets in war and help catch the whales in peace) or if not possible, then just into the Whaling Projects. These will not carry the commoties of the whales, so will be light and armed with harpoons, with the larger, economic whaling ships handling the heft to keep the whale floating.

Spoiler Rhode Island Turn 4 :
Colony: Rhode Island/Charles Li
Government/Governor-General George Moore
Pressure from England: 4
Economy: 2/(5)1/3
Population/Manpower: 40/20
Army: 1 Colonial Militia (General Howe/Moore- 2 British Redcoat regiments)
Navy:
Projects: Whaling Project (10/15) Nova Providence Port (1/10)

Election resultes: Charles Whaler Thomasson was Elected Governer, and the Conservative Naval Group, consisting of Sailers, is elected into majority into the Assembly, followed by the Metropolitan Merchents and the Inlanders. The Liberals advocating the Continental Congress recieved only a few seats at the Connetticut and Massachucettes boards, and south cape of Rhode Island.

Spend 2 on the Whaling Project and 1 on Nova Providence Port.
 
INES orders

Spoiler Turn 1 :
Terrance888 said:
If it is OK for me to be Arabia, then let me be Arabia because I feel a need to be in a group, and this group is better than no group. :)

Arabian Umma/NPC
Government: Theocracy
Annual Spending Points: 3
Approval Polling: 88%
Acquired Technology: G0.R0.X0.E0.A0.N0.T0
Developing Technology: None
Other Investments: None
Army: 10 divisions
Navy: 10 squadrons
Air Force: 10 groups
Background: With continual chaos in world financial markets, the Saudis decided their best bet was to unify OPEC, but their efforts ended somewhat differently than anticipated after the nation’s reigns were seized by the clerics.

Spend 3 Points on improving Oil wells (Economy)
Borrow 1 to spend into Equipment Technologies

Station soldiers to defend: we won't attack yet. 2 Divions near Mecca, 1 Division in Oasises of the Desert, 3 Divisions near Basra. 1 Divison at the mouth fo the red sea, and one at the end of the Persian Gulg. The final 2 will be a rapid responce teams at central locations.
Airwings will be station at such areas as well.

Naval squadrans patrol sea lanes in groups of two, with one group of 4 as our main nvay.



To Others in Dar-al-Islam
We need to organize a way to defend Islam like the other Alliances organized to defend their mistaken idealologies. I propose we start a research fund and a alliance fund. Our research will be pooled, and our alliance Fund will be used to defend ourselves and for funding growing economies. I shall start by donating 1 borrowed ARC in equipment technologies.
Spoiler Turn 2 :
Terrance888 said:
Arabian Umma/Charles Li
Government: Theocracy
Annual Spending Points: 3
Approval Polling: 88%
Acquired Technology: G1.R1.X1.E2.A1.N0.T0
Developing Technology: (1/2) Aeronautics, (2/3) Equipment, (1/2) Robotics
Other Investments: None
Army: 10 divisions
Navy: 10 squadrons
Air Force: 10 groups
Background: With continual chaos in world financial markets, the Saudis decided their best bet was to unify OPEC, but their efforts ended somewhat differently than anticipated after the nation’s reigns were seized by the clerics.

Use 1 ASP on Theoretical Technology.
Use 1 ASP on 1 'Clerical Fanatics Infantry'
Bank 1 ASP. Use if needed.

Military, send 1 Clerical Fanatics to Chinoguo and nearby lands to convert dissenting Chinese to Islam. Try to stay as hidden as possible. Use ASP if needed.

Clerical Fanatics
LONG
Like the Special Operations of OTL America, these are both Covert forces of war and of Religion. Highly diciplined and trained to think and feel the Qu'ran, and local tactics, they work in small squads and deploy through swimming, parachuting onto remote peaks, and comming in through trade tankers.
I feel I should get about 500-2500 of each per ASP. But generally, they are better than an infantry division when supported by more Infantry, can perform special Missions, and can be used to conver the enemy.
SHORT
Highly trained in both Qu'ran theoretics and Local Military tactics, they use stealth to fight and to convert dissenting natives and deploy using relatively stealthy methods.

Fanatic Militia
LONG
Undiciplined but sustained by their fanaticalism and ability to blend in, these groups are the bread-and-butter of the Umman defense: they hide within the population during and invasion and launch a scathing countertattack afterwards. They are willing to die for Allah.
I should get about 15000 per ASP, they are weak after fighting for a long time, but if they have breathing room to retreat and to recover, and come back in with fresh recruits, that is their strongest point, along with hiding within cities.
Short:
Think OTL Iraq and Taliban irregulars and militia. Highly fanatical, ability to blend in, and suicide bombing if needed, they cause heavy unrest for any invader.

:) I feel I am pretty in character now.
Spoiler turn 3 :
Terrance888 said:
Arabian Umma/Charles Li
Government: Theocracy
Annual Spending Points: 3
Approval Polling: 90%
Acquired Technology: G2.R1.X1.E3.A2.N0.T1
Developing Technology: (1/2) Robotics, (1/3) Genetics, (2/4) Equipment, (1/2) Explosives
Other Investments: None
Army: 10 divisions, 5 Clerical Fanatics divisions
Navy: 10 squadrons
Air Force: 10 groups
Background: With continual chaos in world financial markets, the Saudis decided their best bet was to unify OPEC, but their efforts ended somewhat differently than anticipated after the nation’s reigns were seized by the clerics.

Spending
2 ASP on economy: We will slow the production and export of oil to Non-EC nations, which will drive up prices. We will also start building large Cruise Ships that will carry passengers to our sandy and sunny beaches, as well as operation in other areas. Finally, we will build a trans-peninsular rail road from Medina to Basra, to encurage economic and pilgrimic transportation.
1 ASP on Allah's Fist Super Carrier
A gigantic carrier supported by puny auxillaries, it has numerous rocket stations, two separate runways, and submarine tubes for launching submarines. Supporting it's massive Air capacity and Rocket and Counter-rocket fire power are a group of Destroyers and Submarines. Finally, we have looked over the design to close off as many obious weak points as possible.
Size: Large enough for 2 runways, to hold a destroyer within it's hull for repairs.
Fire Power: 5 Submarine tubes, numerous AA and AS rockets and some conventional cannon, can hold nukes.
Value: Terror, it's thick armour and helium tanks in unused areas makes it almost unsinkable, and can split into two carriers to escape.
Notes: Currently a prototype, A even better one will be built at better Naval technology.

Military
3 Infantry, 3 Fanatics, 5 Groups, 5 Naval Fleets, 1 Allah's Fists will join Morocco/FEAR in the invasion of ASEAN. If they didn't expect us, then just work with their strategy.

The rest defend ARABIA!

BTW, story soon!

Spoiler Turn 4 :
Terrance888 said:
Arabian Umma/Charles Li
Government: Theocracy
Annual Spending Points: 4
Approval Polling: 90%
Acquired Technology: G3.R2.X2.E4.A2.N1.T1
Developing Technology: (1/3) Explosives, (1/3) Aeronautics, (1/3) Robotics
Other Investments: None
Army: 10 divisions, 5 Clerical Fanatics divisions
Navy: 10 squadrons
Air Force: 10 groups
Background: With continual chaos in world financial markets, the Saudis decided their best bet was to unify OPEC, but their efforts ended somewhat differently than anticipated after the nation’s reigns were seized by the clerics.

1 on Genetics Research
1 on Air Groups
1 on Divisions
1 on Naval Research (BTW, give me tech costs for Allah's fists, plz???)

3 Divisions, 4 Naval and 4 Air forces go to the Americas under Moroccan command, extra forces garrison morocco.

5 Clerical Fanatics incite rebelion in Mesopotamian Syria, promising them a freedom from Mesopotamian rule, and arming and training the willing.

5 Divisions stand by if things get hairy.

The rest defend!

Spoiler Turn 5 :
Terrance888 said:
Not sure about any other plans: please inform me of any!

Arabian Umma/Charles Li
Government: Theocracy
Annual Spending Points: 4
Approval Polling: 90%
Acquired Technology: G4.R3.X3.E4.A3.N1.T2
Developing Technology: (2/4) Robotics, (2/5) Equipment, (1/2) Nautical
Other Investments: None
Army: 19 divisions, 4 Clerical Fanatics divisions
Navy: 10 squadrons
Air Force: 15 groups
Background: With continual chaos in world financial markets, the Saudis decided their best bet was to unify OPEC, but their efforts ended somewhat differently than anticipated after the nation’s reigns were seized by the clerics.

Spend 1 on Naval research
Spend 1 on more Army divisions
Spend 2 on increaseing the economy: we will start by opening up trade to Syria, and allow the opressed muslims there to get to mecca, also, pay for any muslim who wish to leave Mesopotamia, to get a visa, and for the first month of a new life in our country. Finally, start testing the boundaries of large ships (another story???) by tempting to build larger fuel tankers, larger cruise ships, larger cargo ships ect, and let the private secer gain from our more competative merchant fleets.

Also increase profitability on Mesopotamian Farms by setting a moderate quota, and warning farms that didn't meet it for 3 years by providing fertilizers and micro-loans, and taking it over after 5 years if they prove to be truely lazy. Setting this limit means we won't have roman-style mobs, as they only get 2 years to turn their farm around if they get under our limit for too long. We also have a disaster clause in case of flooding.

Next turn, we will be solar-farming the peninsula!



 
I can finally get this off of my PM box, a whole compilation of orders I need to delete:

Bestshot9's RebelNES:

Spoiler :
Faction: Nueva Leon Union State (NLUS)
Leader: none/carmen510
Class: Politician
Credits: 750
Army: 200 farmers, 100 militia, 185 paramilitary
Navy: none
Air Force: none
Structures: None
Government: Democratic Republic
Base: Bonita

Economic Orders:

1. Use 500 credits to buy radio jammers for use in electronic warfare.

2. All but 10 farmers are to harvest crops and such.


Domestic Orders:

1. Install Alfonso Christobal, a former farmer and lobbyist, as leader. Alfonso shall hide in the city slums, in a converted base with 20 militia guards. It is to be as secret as possible.

2. Set up checkpoints along the eastern road into Bonita, as well as around our base. We will charge other factions to go along the road, but not government troops or civilians. Allocate 85 paramilitaries to these checkpoints, as well as 30 reserve militia in ambushes.

3. The other 150 militia shall guard the farmers in field ambushes.

4. Propaganda shall be broadcasted on all possible radio channels and with posters/leaflets. Spend 50 credits on it.

5. Have some supporters who are loyal to the death infiltrate The Lord's Soldiers territory to gather information. Pretend they are farmers. If captured, they are to either commit suicide or tell the enemy they are government spies.


Military Orders:

1. Begin Operation Jesus Sweep. The goal of this operation is to cripple The Lord's Soldiers. This shall be accomplished with the following steps.

a) Three groups of the most highly trained paramilitaries of 25 each shall infiltrate The Lord's Soldier's territory. Armed with the deployed spies' knowledge and modern equipment, they shall target hidden enemy ammo depots and enemy patrols. Groups are to set up ambushes and stick together. They shall retreat if losses are heavy.

b) The 'arms deal' I have offered The Lord's Soldiers is an ambush. Set up 5 paramilitary snipers around the warehouse, 15 paramilitaries as guards, and 5 with heavy weaponry in an ambush (Machine guns and RPGs). They are to carry the Armory's insignia. Have some of the weapons set up for the 'deal', as well as an armed civilian negotiator. When the begin to enter the warehouse, we shall open fire on the transportation method first, if there is one. Next, we shall kill the remaining people. If there are more than 30 soldiers, we shall have a reserve of 40 armed civilian supporters, either former police officers/army soldiers or hunters.

c) The radio jammers shall be used in two locations. Whenever we ambush an enemy depot or such, and the armory ambush to refuse enemy reinforcements. The jammers are also to be used on enemy propaganda radio, if there is one we find.

d) If we have Bonita Police support, they are to patrol around the armory and open fire on any escaping Lord's Soldiers.

e) If we capture enemy propaganda stations, convert them into our propaganda, planting false information. If we manage to capture an enemy army communications center, plant disinformation like deploying all units to a far away location. If enemy ammo depots are secured, steal as much as you can, and sabotage the rest.

f) Enemy farmers are to be convinced to join, or taken with us as prisoners. They shall be treated as humanely as possible, but shoot all escapers and those who violently resist.

g) If we capture enemy soldiers, they are to be unarmed and taken to an interrogation room, to be questioned. Then, we shall take them to police stations. If they resist or escape, shoot. If they do not tell us anything, just give them to the police.

h) If any priests or the Lord's Soldiers' leaders are captured, take them to interrogation with armed guards and take as much information as possible. Priests shall work for us or be given to the police. Leaders are to be imprisoned as hostages, or given to police if low-ranking. Shoot to injure if leaders try to escape. Shoot to kill if leaders try to escape again. Priests are to be wounded if they try to escape.

i)If paramilitaries are captured, they are to state that they are government forces. If police officers are captured, they are to state they were on patrol and the government told them to kill all insurgents.

Spoiler Supplement :
This is a supplement to the Operation Jesus Sweep plan.

1) If we come across a raid, we shall flank any The Lord's Soldiers and help those being attacked. However, if the The Lord's Soldiers have almost won, ambush them as they try to get away.

2) If we capture a propaganda station, then we shall broadcast our propaganda for 30 minutes before sabotaging it. The same goes for enemy communication centers.

3) Revision to the Armory Ambush:

a) If the Lord's Soldiers never come, then we shall simply patrol the area. In this case, send a letter saying that we still wish to offer a token of gratitude for attacking the NLUS, by stating we shall send a shipment of free weaponry.

b) If they do come and we kill them or fail to kill them, send a letter stating that the armory had been ambushed before the meeting due to spies and then they decided to trap the Lord's Soldiers. Then state how we'll send a shipment of free weaponry.

c) The shipment of weaponry shall come next turn in a plan, so DON'T send it this turn.

3) Plant some fake supporters into Father Angelo's speeches, but DO NOT kill him. We shall simply see how well security is around their leader. Tell me in a PM after this turn, please. That way, I can formulate some nice orders of 'accidents'.



Spoiler :
Faction: Nueva Leon Union State (NLUS)
Leader: Alfonso Christobal/carmen510
Class: Politician
Credits: 1750
Army: 200 farmers, 90 militia, 170 paramilitary
Navy: none
Air Force: none
Structures: None
Government: Democratic Republic
Base: Bonita

Economic Orders:

1. Spend 750 credits on 10 trucks.
2. Spend 500 credits on modernizing our sectors, such as giving new tools/fertilizers to farmers (To increase harvests), as well as improving roads and communications lines.
3. The last 500 credits is an emergency fund.
4. All farmers are to harvest crops yet again. We are also to seize farms and houses from the Lord's soldiers to give to the people, as well as looting them if they do not surrender to us.


Domestic Orders:

1. Broadcasts of propaganda shall continue.
2. 40 militia are to guard the farmers.
3. 20 militia are to guard the compound in Bonita.
4. 30 militia are to guard Alfonso at all times.
5. 20 paramilitaries are to guard checkpoints along roads like previous turn.


Military Orders:

1. Operation Jesus Sweep is to continue. There is to be only 120 paramilitaries on the offensive, with the same directives as last time. These are to divided into 6 groups of 20 soldiers. They are also to be armed with heavy weaponry for added effect.

2. 30 paramilitaries and 2 trucks are to pose as the 'arms shipment' to the Lord's Soldiers. At their specified drop off point, as close to their base as possible, we shall send these trucks. The soldiers and trucks are to be given Bonita Royal Armory escort insignia. We shall have a bunch of explosives, like RPG rounds and dynamite and such.

The plan is to move through enemy territory and scout out enemy positions along the main road while driving through. Should we be stopped, out faked passes should be enough. Should we be found out, our men are to open fire with provided silenced weapons. 3 of these paramilitaries are to carry RPGs should we ever need them.

Once we get to our destination, our civilian truck drivers and unloaders are to begin unloading. What the enemy doesn't know is that these charges are going to be remote detonated by our paramilitaries once they and our unloaders are at a safe distance. (The trucks are either escape should they survive, or explosion if we are fired on.) Our paramilitaries shall deploy radio jammers to prevent any calls for help.

Then, our unloaders shall either take the trucks or if destroyed, run like hell back to our territory. (If captured, they are to pretend that they are Royal Bonita Armory workers that were ambushed)

The paramilitaries will then clear out the base should it be weak enough, or to blow it up if its too strong. (They will be provided with satchels of C4 for this purpose) After clearing out the base, one of our radiomen shall transmit a fake radio transmission that they were ambushed by government forces.

Once that happens, our paramilitaries shall join the other 6 groups in normal Jesus Sweep operations.

Finally, to clear up our problems, state a fake communique that the NLUS managed to ambush one of their convoys when they raided a point for putting on weapons, and state they captured the Armory drivers to learn about their delivery. Then state we deeply apologize for this problem, and we shall be more careful next time. Also state that since the net worth of the goods were so expensive, we cannot refund it, but we will send several small replacement shipments at a time.

3. Try to gain the help of neighboring nations or the United States/Nations for aid.



SPNES:

Spoiler :
The Empire of China (Qing Empire)
Capital: Beijing
Leader: Tongzhi Emperor (Prince Gong Regency)/ Carmen510
Authoritarian Monarchy: Reformist
Dissent: 20%
Global Opinion: Neutral
Base IC: 12
Military Spending: 8
Public Spending: 2
Private Enterprise: 2
Army: 15 divisions, 10 mountain divisions, 4 cavalry divisions
Army Quality: 4
Navy: 2 battleships, 6 squadrons
Navy Quality: 2
Background: Despite earlier attempts, China did not take to western technology quite as well as Japan. Conflict between those wishing to modernize and those wishing to keep to traditional Chinese values threatens to tear the country apart, while lack of infrastructure and corruption in the government make the average peasant's life very difficult. China's only hope to keep from being dominated by foreign powers is to make use of it's massive population.


Economic Orders:

1. Spend 2 IC on 2 squadrons.
2. Spend 2 IC on 2 Marine Divisions.
3. Spend 2 IC on 2 Infantry Divisions.
4. Spend 2 IC on a Cavalry Division.
5. Spend 2 Private IC on Photographic Camera.
6. Spend 2 Public IC on Metal Manufacturing.


Domestic Orders:

1. Based on the corruption reports of last turn, we should have more than enough information on incompetent officials. Now, there will be huge changes in leadership. Firstly, we shall set one year of prison for every 5,000 yuan stolen by corruption. If you have less than 5,000 and stole it, you still get jail time of one year. (5,000 yuan would be around $30,000 USD today, estimated. This is relatively cheap compared to corruption scandals that cost millions.) Now, anybody who has multiple corruption charges that total up to 150,000 yuan ($900,000 USD) will be executed for corruption and treason. Anybody seen giving free promotions and jobs to unworthy people shall be given a minimum of 3 years per person. Execution for anyone who has over 15 unworthy people. This should satisfy the citizenry.

2. In order to fill the vacancies of the executed/jailed officials, there shall be civil service examinations in each area. (Dun dun dun) These will be administered in every province and under strict watch by the police, to ensure nobody cheats. They shall also be isolated into rooms with a guard (That switches watch duty every 4 hours) watching over them at all times. We will choose at least one passing person per province, and that person will be given an official position in their own province. This will allow local politicians to be able leaders.

3. A nationalized Famine Prevention Program shall take place. Any province or region suffering from drought, famine, or other natural disaster shall receive food aid from this organization. The food shall be consisted of a 3% government 'tax' on farming, where we will take 3% of the total crop. This is the first step into ensuring a national disaster committee which shall eventually be equipped for any problem.

4. Propaganda is to be distributed in every province promising new reforms and displaying the glories of the current reforms. It is to be extremely patriotic and will create a brainwashed Chinese civilization.

5. There shall be a revolutionary school reform plan in place next turn, be very prepared.


Military Orders:

Mongolian Rebels:

The Rebels are basically screwed by now. We have a very simple offer to all Mongolians, surrender yourselves, and we shall grant amnesty to them. Mongolians will be allowed to emigrate at the government's expense, and live freely. Communication shall be restricted, but only if it is revolutionary talk. Otherwise, they are basically free to go.

First Jun:
-6 infantry divisions
-2 cavalry divisions
-2 mountain divisions

The First Jun is to continue advancing in eastern Mongolian steppes and is to crush the entire Eastern Mongolian front. Artillery is to bombard all of their positions. Since this is flat ground, there should be NO ambushes. Nevertheless, we should be alert. The mountain divisions are to assault any hilly terrain we may encounter. Eliminate the two remaining cities.

Second Jun:
-6 mountain divisions
-3 infantry divisions

We learned our lesson, cavalry don't work well in mountains. The mountain divisions are well trained to assault the mountain terrain and should crush any resistance from the west. Two infantry divisions shall assault from the south while the final infantry division is in reserve in case of unexpected problems. This group will crush all resistance.

Vietnam Land Expedition:
-4 infantry divisions
-1 mountain division
-1 cavalry division

We will launch a surprise attack on Vietnam. Vietnam has historically been a Chinese vassal state. We have an alliance with Japan. We are to divide the land like this:

vietnampartitionspnesyq0.png


The infantry are to advance and clear out all resistance. Pretty straightforward, most Vietnamese are actually cowardly in this era. We should crush them easily. The mountain and cavalry division are to be reserve. We will advance to Hanoi and then crush resistance downwards.

Vietnam Marine Expedition:
-2 marine divisions
-2 infantry divisions
-Entire Navy

You didn't honestly think I wouldn't back this expedition up did you? The first part of the seaborne invasion will be to shell any coastal cities to soften up any resistance. The marine divisions shall land first east of Hanoi, and the infantry divisions shall follow once the marines capture sizable beachheads. After we capture Hanoi, the marines shall stay in reserve and the infantry will advance. The navy shall continue to shell coastal cities and possibly support the Japanese when met. We shall smash any Vietnamese ships.

Homeland Defense Jun:
-2 cavalry divisions
-2 infantry divisions
-1 mountain division

This force is to stay in Manchuria on alert for any surprise Japanese or Russian attack. They will be training under direction of our best drill instructors to ensure good experience and marksmanship. These drills are to be 4 days a week, and 2 days a week for patrolling. The last day is for leisure and anything else.

Spoiler :
In case of a Bourbon Coup in Vietnam

Our Vietnam Expedition forces shall spread propaganda in every settlement we encounter, basically telling them that Chinese rule shall be infinitely better than French subjugation.

The Chinese shall not enslave the population to work in colonial plantations or to be servants for French noblemen. We shall allow all Vietnamese soldiers to go back to their homes after the war, although disarmed except for ceremonial weapons. (Like those antique swords centuries old. ) Vietnamese are to be treated with respect, and will be treated like Chinese citizens.

Once North Vietnam is taken, there shall be a Vietnamese vassal government set up by our government. The vassal government is to run the Vietnam occupation zone and basically life will be like before, only they will be under the protection of China. Also, vassal government officials will all be Vietnamese, unless they are utterly incompetent, in which case Chinese replacements will be sent. The vassal government officials will have to be cleared by our officials however, to prevent ultra-nationalists and criminals from taking over.

The French coup will be destroyed by trained Chinese soldiers, as well as any loyal Vietnamese partisans and militiamen. Sympathetic Vietnamese will tell us info about French military positions and presence. The French should be devastated by tropical diseases, since they haven't grown immune to them like Vietnamese and Chine that have lived in these jungles for centuries.

Loyal Vietnamese are to establish hidden jungle bases which will be training areas for partisans and fortresses/ambush areas in case the French coup gets out of hand. These bases are to be watched over at all times, and will be good fall-back positions.

In major cities like Hanoi, certain defensible buildings shall be converted into urban fortresses in case of the French coup. Such buildings include government buildings like city halls and courthouses, walled complexes, and historical landmarks.

Any French prisoners shall be sent to China to be jailed, perhaps for later prisoner exchanges.

Hopefully, the coup will be suppressed and Europe will learn its lesson.



Spoiler :
The Empire of China (Qing Empire)
Capital: Beijing
Leader: Tongzhi Emperor (Prince Gong Regency)/ Carmen510
Authoritarian Monarchy: Reformist
Dissent: 10%
Global Opinion: Neutral
Base IC: 13
Military Spending: 9
Public Spending: 2
Private Enterprise: 2
Army: 11 divisions, 7 mountain divisions, 4 cavalry divisions, 1 Marine Division
Army Quality: 4
Navy: 1 battleships, 7 squadrons
Navy Quality: 3
Background: Despite earlier attempts, China did not take to western technology quite as well as Japan. Conflict between those wishing to modernize and those wishing to keep to traditional Chinese values threatens to tear the country apart, while lack of infrastructure and corruption in the government make the average peasant's life very difficult. China's only hope to keep from being dominated by foreign powers is to make use of it's massive population.


Economic Orders:

1. 4 IC on 4 Infantry Divisions
2. 4 IC on 4 squadrons
3. 1 IC into Repeating Rifles.
4. 4 IC into Metal Manufacturing.


Domestic Orders:

1. The civil service examinations should've gone well, so we shall put in place the new officials this turn. Also, we shall hold public executions for 20% of our corrupt officials, and the other 80% are to be held for a diabolical plan for next turn.

2. Propaganda posters are to be distributed all around the Qing Empire, mainly telling peasants to do their duty and help with the war effort. Tell them to send sons to industrial jobs, have peasants donate crops, etc.

3. We are to plan out our new project, 'Chinese Reformation Program'. This will be explained in deeper terms next turn, but all you need to know is that it will reform all sectors of our country, from industry to government, from education to healthcare. Announced to the people this project will vastly improve Qing China.


Military Orders:

1. Use our entire military to crush Vietnam. Seriously, they should just die by now.
2. The infantry shall advance cautiously through the jungle, while our cavalry are a mobile reserve in case of problematic encounters. Mountain divisions are to clear out any hilly regions we may find, and the marine division is to defend our coast.
3. Navy to help Japanese in any naval battles.
 
Nothing special, more of a bump if anything.


Venezuela ABNW:P3 Orders II said:
Venezuela: Abaddon
Republic: Partido Martinista (Conservative)
Capitol: Caracas
Official Language: Spanish
Influence: None
Stability: 6
Economic Power: 9
Population: 13,431
Unit Limit: 110/223
Standards of Living: 4
Education: 5
Infrastructure: 5
Army: 75 Class D Infantry Brigades
-Training: 3
-Equipment: 4
Navy: 15 Destroyers, 5 Frigates
-Training: 2
-Equipment: 3
Air Force: 15 Fighter Squadrons
-Training: 3
-Equipment: 2
Projects:
SoL Project: 1


Economic Power: 9

Standards of Living: 3
Education: 3
Infrastructure: 3




Infrastructure ~ Continued expansion of illuminated, drained, highways between cities. 3EP is to be spend upgrading and maintaining a greater network of roads between the nations major cities, and also the highways that link our nation to others.
Education ~ Rural Education. Any construction not completed will continue, with any spare funds diverted to support a raise in teachers wages.
SoL~ PROJECT~} Continue construction of a hydro-dam on the Caroni River. Its completion will mean lower prices of electricity for BIG INDUSTRY (I'm hoping to attract Aluminium fabrication, data centres, gold mining from other nations) to establish itself. 2EP will be spent on luring BIG BUSINESS/BANKS to get on board and invest in the idea. Shares will be sold in the CRHDP. The Caroni River Hydro-Dam Project,
 
Spoiler :
Sryyn'yh/Charles_Li
Government: Theocratic Council
Color: Dark Blue
Economy: 2 / 0
Technology: Stone Age
Army: 200 Infantry, 400 Militia
Navy: 1 Ship
Unrest: 0
Projects:

We will start the Project 'Temple of the Mountain Stream' which would -1 unrest and -1 turn for other temple Projects. If I have to invest economy invest 1, if not, bank.

1 Economy build 100 Infantry.

1 Ship will Bring 100 Infantry and 150 Militia south to control the River and to bring in new settlers. If possible, establish contact with the nation.

100 Infantry and 150 Militia will march north and control the river and bring in new settlers. If possible, establish contact with the northern nation.

50 Infantry and 100 Militia will expand into the desert where oasis can be found, to solitary monastries and the like, and defend it from natives.

50 Warriors will guard Sryyn'yh, and the Theocratic council, as well as stop rebellions, help in festivals, and guard the Councilment.


Details
Oh, to our God of the Mighty Mountains, see our humble home for you and relent. We will serve you at your days of rest, and pray to you at times of deliverance. May this temple facilitate our worship and our offerings.

May we expand our lands to the north and south... for our people are multiplying along the fertile bank. May trade develop as spear weilding Infantry and club and slingers of the Militia walk the lands to provide food and defence for our settlers. For the Edge of the Desert lands and of the Flowing waters we will settle for all of prosterity.

And may you, God of the Desert, provide shelter for those who want, like you, peace and quiet. As the hermits of the Oasis, may you reveal your secrets so our holy men can contemplate our worth in you, your brother and your sister's rule of this world.

And may you, God of the Waters, of life for our tribes, look kindly upon our great galley of tribute. The 'Flowing Oars' will ply your waters, and will offer the rice you grow with your own tears, for you will help our nation grow, as with your two brothers, and with the grow of our nation, like the sprout of rice plugged into mud, reaps the harvest.

And we thank you all for accepting our offering and providing another year of happiness.


Basic Ottoman Orders Turn 2
________________________________________
Spoiler:
Ottoman Empire - Charles Li
Government: Monarchy
Income Potential: 210
Economic Level: Stable
Income: 125 - 70 = 55
Land
Core: 50 Divisions
Special:
Navy
Squadrons: 10 Wooden


Spending
25 for 5 Yenbirler special Divisions, 1 per Corps.
9 for 3 Divisions to defend Mecca.
5 Investment in Persian Economy, including Orient Express
4 Investment in Afganistan Economy, Including Orient Express
3 Investment in Persian Petroleum
6 Initial investment in Orient Express, extend from Damascus to Egypt, connect to british lines. Extend from Southern Mesopotamia into Persia, connect with persian lines.
3 To continue modernization, build new arms factories on German models, ect.

Domestic
Less investment this turn, but still about half of the economy.
Orient express start shipping petrol to Mesopotamia to export or refine.
Also start shipping people on tours to Mesopotamia ans such.
Put taxes on non-Persian/Afgan/Arab/German or hajj passangers.
Build new arms factories and utilities, local industries can compete to build restaurants or parts workshops for the workers.

Military
Like I said, 10 Core divisions, 1 Yenbirler per Corps.

The Mesopotamian Corps is our Official Expiditonary force to be sent into Persia/Afganistan if needed.

3 new divisions defend Mecca/Medina and Jiddah.

Use spare time to gently expand into Arabia or convince them to make their own Islamic kingdom against Italians, see Forgien section.

Contingencies: AKA just in case plans. Not real war!
For war with russia, send Mesos to Persia and defend/counter attack. Anatonian corps attack on Causcus, Thracian attacks on European side, and Imperial defend the area with the navy.

For war with Britain, the Syrian defend, the Anatolian marches south to aid. Imperial Corps spread out to protect the vacant area. The Mesos corps march through Persia to get to India to defend/attack.

Forgein
Orient Express from Istanbul connecting to Cairo, Calcutta, and China, (the three C's) and possible connection to Berlin.

Open trade to Britain/China. No taxes for Dar-al-Islamic mates.

Gently Expand into Arabia with meccan defence forces and others if there is no war, convince the Beduins (Semi-nomatic Arabs) to resist the Italians or make their own 'kingdoms'. Tell then that they will pay minimal taxes, and will be protected from the infiedels if they join us in an automomous Province of Arabia, and if they make a separate kingdom, invite them into Dar-al-Islam.


Any questions for me?

Ottoman Orders
________________________________________
Spoiler:
Ottoman Empire - Charles Li
Government: Monarchy
Income Potential: 260
Economic Level: Stable
Income: 169 - 83 = 86
Land
Core: 53 Divisions
Special: 5 Special
Navy
Squadrons: 10 Wooden


30 on 1 Iron Clad, the Ottoman Imperial Ship Allah's Fist, specially designed to only contain large guns (ala Dreadnought) that fire either high-explosive, piercing or shrapnel shells.
Invest 4 in Afghanistan including schools and mines
Invest 5 in Persia including schools and oil
Invest 4 in Arabia including schools and railroads
Invest 15 more on the Ottoman Orient Express (To china, as I don't see britian spending money to us, if they do, connect toward India.)
Invest 8 more on Persian Ottoman Petroleum Driller, Pumper, Transporter, Refiner and marketer of Petroleum!
Invest 10 on the Imperial Acadamy of Ankara, Near the HQ of the anatolian corps, this military and semi-civilian academy trains Engineering, theoretical military science, discipline, chemistry and more.
Invest 15 on better Interior roads and railroad, providing a meal a day for the poor in major cities, subsidizing new industries and manufacturies esp for railroad and military products. Basically basic economics.

Military
Same Contingency Plans
Mesopotamian Corps lay rail to Arabia, help Arabians.
Allah's Fist: Instead of turrets with many different calibers from fast-firing 6 inchers to long ranged 12 inchers, this is the first to be armed only with turrets of 12 inchers, with the best trained crews in the central turret. In battle they will fire an opening volley, then their skill will spread out their firepower.

Domsetic
Ankara Acadamy- This Akadamy set int he rugged foothills of the Anatolian peninsula is a finishing school set to train various military and civilian courses. Cadets finishing are set to major as Captains from Infantry Formations, 1st Lt from Artillary and Engineering, or as an Ensign from Naval or Cavalry courses. They are also get a doctorate in Chemestry, Agricutlure, Engineering and Economics.

Build more railroads, roads, highways, bridges, workshops, mines, lower internal taxes, settle rowdy markeplaces, start a empire-wide monthy newspaper, install telegraph lines, become a middle-eastern america when compared with infrastructure. (about 1870s america is transcontinental railroad and telegraphs, web of connections, new factoires and opertunities)

At the end of the 1890s, we will be a Modern Islamic Empire and out as the sick man of Europe!

Kivorian Orders
________________________________________
Nation/Culture Name: Kivorites or Vorthon Worshipers
Color: Electric Green
Government: Theocratic Oligarchy
Capital: Kivor is the greatest City of the Kivorites
Population: Average
Economy: Growing
Religion: Vorthon is the greatest god of the parthenon, and he defends the Kivorites, and the Kivorian people. He is the god that created all the others with his sweat and blood after he defeated the Precursors. He is worshipped by faith, as well as observence of holidays, law, and offerings.
Loyalty/Nationhood: Accepting
Wonders/Projects:
Army: Small
Navy: Small

Expansion: North into Syria, along the mediteranean to the Nile. Mostly economic expansion along traderoutes, with the army comeing out to fight small trade cities. Don't fight against confederations of cities or nations yet tho.

Project: The Breath of Vorthon, it is a large temple dedicated to the greatness of the Kivorian gods. It is built along the Jordan/Kivorian river, and also has a secondary purpose. Under the temple is a large horizontal waterwheel which can irrigate lands between the Mediteranean and the Kivorian watersheds. We gain more taxes to support the clergy this way, as it is also a way to repent by manning the levers which pull the wheel.

Economy. Build auxillary irrigation ditches and water wheels to increase arable land. or at least find out how to do so.

Increase trade with caravansais: large bazarr/inn/towns that spring up along trade routes and oasis. Take over caravansais run by rival trading tribes.

also build roads between caravansais.

set up workshops to mine, refine, and make copper/bronze items: weapons as well as worshiping idols/beads, and jewery and tools.

Train all citizens to be able to defend themselves or in small groups on the trading road. This might be useful in war later.

Stories if possible.


Some orders from my Adolescent NESing time, when I had decent experience and had built my first decent empire.
 
Back
Top Bottom