pre-SKNES III: SKNES3_TITLE Missing Localization!

I'm in, but I don't really care where I go. SK, where do you want me?
 
I'm in, but I don't really care where I go. SK, where do you want me?

Welcome! :)
What continent do you want? In Europe, having somebody play Saxony-Bavaria would be nice. Outside of Europe, the Whaheydi Caliphate could also use a player. Japan maybe as well.
 
Is there a map? I didn't see one on the front page. Also claiming Saxony.
 
Denmark, Japan, and Britain really need some color adjustments.
 
Unless Britain and Denmark decide to conquer Japan, I think we'll be fine :D
 
Nice, can't wait for this to start!!!
 
Okay, so as it stands the stats are 75% done. I should be able to finish them tomorrow, and the game thread should be launched by Wednesday, as I said earlier. In preparation for that, here is the more or less finished ruleset, pending final revisions and the OOC/story stuff being added. There's nothing particularly revolutionary here. If you see anything that doesn't seem right please inform me so I can fix it immediately.

The Stats​

New England/Ophorian
Dominion of New England
Dominion of Great Britain
Capital: Boston
Constitutional Monarchy: Queen Charlotte/Conservative Party
Next Elections: 1851
Issues: Immigration, Overseas Expansion, Working Conditions
Economy: 83-32/0
-Military Upkeep: -16
-Administration: -12
-Colonial Administration: -4
Technology: Army 4, Navy 5, Economy 5, Education 5
Army: 15 Infantry Brigades, 6 Cavalry Brigades, 6 Artillery Brigades
Spoiler :

-Haiti: 3 Infantry Brigades

Navy: 40 Frigates, 15 Steamers
Spoiler :

-Haiti: 20 Frigates, 5 Steamers

Colonies:
Spoiler :

-Haiti: +9/Racial Tensions


The first few lines of the stats are fairly self-explanatory. The short name of your country and the player’s name will be listed first, then the full/official name, and the capital. Additionally, if your country is subservient or dependent to another country in some fashion (be that a protectorate, dominion, or whatever), that will be listed here as well.

Government and Politics

Your form of government is listed here, as well as the head of state (in situations where there is a monarch or a strong executive) and ruling party, as well as their ideologies. If your government form is empowered via elections, then the year that the next elections will be held in is also listed, for convenience. In the case of some parliamentary governments, obviously, if the government collapses elections can be held before this date.

The possible ideologies at this time, from right-wing to left-wing, are Reactionary, Conservative, Moderate, Liberal, and Republican. In addition, a sixth ideology, Nationalist, will be applied to nationalistic people or parties that transcend the political spectrum. The default party names will just use those ideologies; feel free (and I encourage you) to change them, and you do have control over fleshing out the internal political structure of your country. More ideologies, such as socialists and unknown others, will be added when they are created and become relevant. (I’m aware that in the absence of a French Revolution, some of these terms – and the use of the left/right spectrum as a whole – may be anachronistic, but to keep things manageable for the mod and understandable for the majority of players, I’m disregarding that.)

Below this are marked the three major Issues in no particular order (well, actually alphabetical, but you get the point). These are the three main topics of discussion that are the major points of discussion and debate of the day, and the ones that cause concern amongst your government and people. Issues are not one-sided; they can and will have multiple viewpoints. For example, “Government Reform” as an issue means that it is currently being debated between those who support reform, those that support the status quo, and/or those that wish to roll back reforms. Possible issues can range from internal problems (i.e. Economic Decline) to external threats (Tensions with Country X) to major popular movements (Republican Sentiment), and are there to give you an idea of what the major topics your country’s people want you to address are. These will change as the situation changes, for better or for worse. Issues also provide you an at-a-glance look at your country’s status stability-wise, and what can be done to address it.

Government can change over time, with both outside forces and player action. But remember that, whatever changes, not everyone will be happy with it. Completely alienating the people that support your current government is a great way to create a backlash, violence, or even civil war or revolution. Of course, you may have wanted to do that in the first place. A good rule of thumb is to not do anything radically out of character for the people in power.

Economy

There are three numbers here. First is income, the number of EPs coming into your government’s control this turn. Note that income is not a direct representation of GDP; rather, it is an abstraction that takes into account things like corruption, centralization, and so forth. The second is upkeep – more on this below. The third is the amount of EPs in your bank, which you haven’t spent. Banked EPs don’t accumulate interest or anything; they just sit there, in hopes that they just might be useful someday. It’s advised to keep some

Below this are, by default, two numbers, which add up to your upkeep. First is military upkeep; this is how much you must pay to keep your active duty soldiers fed, equipped, and supplied. You must pay 1 EP of upkeep for every 3 army units, or every 10 navy units. The second is administration; this is the fixed cost you must pay to keep the bureaucracy running and provide necessary services to your people. Administrative costs take into account the level of corruption and centralization, and will also decrease with an increase in econ tech level. If your nation has colonies, colonial administrative costs are calculated and listed separately. Other items can go in this section as well; for instance, welfare programs, or other policies that you wish to put money in every turn. However, no country starts with any of those.

Technology

There are four fields of technological development in the stats:
-Army: This field represents development related to your nation’s land forces. Higher tech levels translate into superior tactics and better equipment, and higher tech levels also unlock higher tiers of army units.
-Navy: This field represents development related to your nation’s sea forces. Higher tech levels translate into superior naval equipment and tactics, and the ability to construct more advanced varieties of naval vessels.
-Economy: This field represents development, technological or otherwise, in finance, trade, and/or industry, all of which help boost your nation’s economic output.
-Education: This field is a catch-all for advances in the sciences and the humanities. This represents advances in natural or social science (including political thought), culture, and the arts, since all of them are related to the quality of education in your country. Increased development in education obviously means greater competiveness and prestige in culture and science. [OOC: If anyone can think of a better, less incredibly vague term for this, I’d be thankful]

All fields have a number following them, from 1 to theoretical infinity (the highest anyone starts with is 6). This is the tech level you have. A good rule of thumb (which admittedly doesn’t really hold for backwards nations) is that tech level X in any field represents a level of development similar to that of OTL year 18X0. So fields will advance, on average, once every decade.

Tech levels will increase automatically in time, whenever that field has advanced sufficiently. Since this is an era before direct government involvement in research, there’s no way to directly increase tech levels by throwing money at it; they increase when your nation has reached a certain level of progress. However, you can still affect the level of progress, by investing in scholarship and relative items. More advanced nations can also help out less advanced nations develop, particularly in Army and Navy tech, via directly aiding military reforms or selling weaponry. In addition, consider that Army and Navy tech will advance faster during wartime, whereas Economy and Education tech will advance faster during peacetime, for fairly obvious reasons.

For backwards nations, “westernization” (in Victoria 2 terms) is merely catching up to the more advanced nations. There are no shortage of ways this can be done, but it’s up to you to figure this out.

Military and Warfare

Army brigades are fairly simple; they’re divided into three categories: Infantry, Cavalry, and Artillery, whose roles should be fairly obvious. [OOC: I’ve decided to dump the tier system, decided it was unnecessary]

Spoiler Army Units :

Infantry Brigade: 2 EP
Cavalry Brigade: 3 EP
Artillery Brigade: 5 EP
Conscript Brigade: 1 EP (Can only be raised during wartime)


Naval units are fairly straightforward. At the start of the NES, only the most advanced navies have access to anything beyond primitive steam powered vessels, but that has the potential to quickly change. Note that there is no need to build separate transports; if there is a need to transport land units, this is handled automatically and without a need to specifically assign naval units.

Spoiler Navy Units :

Frigate: (3 EP) (For convenience, a “frigate” in non-European/pre-industrial contexts refers to any locally built warship that serves a similar purpose.)
Ship of the Line: (5 EP)
Steamer: (8 EP) Requires Naval Tech 4
Ironclad: (15 EP) Requires Naval Tech 6
Monitor: (10 EP) Requires Naval Tech 6


Army and navy units that are stationed overseas will be listed separately, in the spoiler under the respective category. Additionally, navies of countries with multiple major coasts (i.e. Russia) will be split, with the country’s primary coast listed first.

Both army and navy units can be sold from one nation to another, on whatever terms the two nations agree to. Indeed, it was fairly common practice, especially in the second half of the 19th century, for less advanced nations to purchase ships in particular from more advanced nations.

When fighting wars, keep several things in mind. First, always ensure that you have a good public reason (or reasons) to go to war and that you have a public wargoal (or wargoals) that serve as good reason to fight. Behind the scenes, your motivations may be murkier, but your people will be more inclined to support your warmongering if you give a good reason for them to do so. Second, keep in mind that few battle plans survive contact with an enemy; situations can and will change. It is best to give general strategic orders, and let your specific commanders (who are, after all, in their positions for being competent at their jobs) handle things at a local level. Third, ensure that your military is well-fed and well-supplied for campaign; spending a few extra EPs on logistics is a well-advised move. If supply requirements are not met, your military may turn to living off the land, and this bodes well for few people.

A final note: keep in mind that for the most advanced countries, military development is slightly (about five years) ahead of OTL at the moment.

Colonies and Imperialism

This being the mid-to-late 19th century, many a European nation – and a few non-European ones as well – have desires to establish their presence overseas, and build colonial empires. Holding colonies is a surefire way to gain your country more respect and authority, as well as platforms for creating a globe-spanning empire and sphere of influence. Each colony in the stats is listed with its economic value (already added into income) and the major issue of the colony. Overseas possessions that are integrated into the motherland (such as New France at the start) are not considered colonies.

Nevertheless, there are many obstacles in the way of an aspirant colonial power. Colonies are very long-term investments, and maintaining colonies is expensive and can be a drain on your country’s financial and military resources, and the machine gun has not been invented yet. Regarding military, the native peoples of colonies are not always cooperative. Additionally, sending troops or people to unfriendly climates is not advised, thanks to the large number of pesky tropical diseases.
 
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