staznesVI: The Road to Armageddon

Azale

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The Road to Armageddon


Welcome all. This NES is my only totally historical NES that Ive attempted. Its set in the era right before WW1, a time where the Boer wars are beginning, trouble stirs in China, and America is eager to prove its new status as world power.

Take your nation through the trials and tribulations of this new era of humanity, a time for progress....and a time for war.

I welcome all to join, no player limit. Have fun! Any questions, please ask.
 
TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Tech. Level:
Army (Training):
Navy (Training):
Air Force (Training):
Industry:
Economy:
Education:
Culture:
Confidence:
Projects:
Technologies:
Nation Background:

Players, stories, orders, countries, NPCs, updates, map, invitations.

Players - no limit. Anybody can join unless he can't.

Stories - not necessary, but very encouraged. Good story-writers would get bonuses based on their stories. In the immortal words of stalin006, “storywriters get random events!”. Or something like that.

Orders - orders in a list. Please, not only stat-based and military orders - I encourage innovative solutions of various problems, like attaching AT mines to dogs, removing swamps and rainforests in massive programs, making government reforms and many other such. There will also be projects and technologies - the local analogs of wonders, but more about that later. Please note that what I need is PRECISE orders. VERY IMPORTANT: I need to know, in military orders, the location and missions of ALL of your forces. Those forces you do not mention will be considered undeployed and will not do anything no matter what. Also, you should be sure to remember to say the numbers, because if you don’t, I will determine it randomly. MUWHAHA!

Countries - pick a NPC, create your own (tell me where and tell me some details - ruler, brief history, culture - and I will give you the stats) or start a rebellion or demand for independence. Note that these are not bound to succeed. If your country is in dire straits, you can switch country or flee and establish a “government in exile” and lead the resistance movement. Also, please read your nation background, and don’t act uncharacteristically for it.

If two or more players claim one nation and all of them really want it, they are encouraged to start a civil war and try to outrule the other player’s ruler.

NPCs - lol, considering they’re NPC, I will play them, kinda. Same as the NPCs in all other NESes of late - but don’t expect them to roll over just because they’re NPC. As I’m the one playing them - fear them (almost) as much as PCs!

Updates - Friday or Saturday, weekly updates. Im at USA central time, dont feel like working out all those different time zones but just send them in by Friday midnight at US central standard time and you should be fine.

Map - I will be using Insane Panda's map he made from SCRATCH! Just for this NES too. Im sure there will be plenty of 1898 nes' in the future because of how well done this map is...not to mention all the scouring I did for stats. Somebody better open one when this one is done, because I want to play in one aswell ;)

Invitations - Everyone except das........kidding of course. Just play somewhat realistically, but you dont have to read your leaders biography and copy from it or anything.

Government

Government - is your form of government. Now note that I DON’T want the “Sheep2’s Oceania” syndrome in this NES. Or Sheep2's Russia, for that matter. You are free to change your government, and explain it how ever do you want, but that can piss off followers of the previous governments, and might lead to nation-wide riots. Or a civil war, depending on what mood I am in. In other words - change governments at your own risk.

Nations with democratic forms of government (Parliamentary Monarchy, Democracy, Republic, maybe some more later) are quite unique in that the player orders are reviewed by the parliament (me) and the parliament then states its objections, if any. If there are no objections, then I don’t send any such review PM. If no changes were made to the orders after objections, they will not be carried out at all. OFCOURSE, the ruler might send the parliament’s opinion… somewhere else, and go on with the plan, but will the army follow him? And besides, such an action will probably either result in a parliament-led coup or in a civil war.

Technology Level

Will use the age system. It is the same as in other NESes of other people, ofcourse the ages are not identical. This begins in the Late Industrial Age. Once someone reaches Enlightenment education, he becomes able to randomly to get the next age at any following turn. When he does, he loses two education levels. However, note that there has to be a decade - AT LEAST - of distance between age growth.

Late Industrial Age: trenches, cavalry, ironclads, early machine guns, early automatic rifles, arctic explorers, etc, etc.
Early Modern Age: early tanks, early planes, better machine guns, armored trains, heavy non-rocket artillery, grandships, U-boats, poison gas, outemperors.
Middle Modern Age: advanced tanks, advanced planes, mechanized infantry, rocket artillery, primitive nukes, space satellites, total wars, professional genocides and ruler impersonators. And whatever you people think off by then.
Late Modern Age: guided missiles, stealth planes, early robots, modern armor, ICBMs, advanced space programs, night-vision, Internet, NESes. See above.
[insert something about what the future holds here]

Military

That will, as of now, consist of army, navy and (very soon, but not from the start) air wings. These will be number-based as it gives more versatility. These will be represented in divisions, ships and air wings respectively. What will you have in it? Anything that is allowed by your tech. level! Infantry, cavalry, artillery, engineers - you name it. Each “stat-growth” will increase any part of military by 5.

Using advanced tactics and strategy is advised. If you just order “attack enemy on the border with 10 divisions”, I will think that you order me to launch a mere charge at the enemy. That might work, but rarely. Also note, that you should always say HOW MANY TROOPS are WHERE and doing WHAT. I can accept orders about "the army doing the same as before" or "the rest of the military - same as last turn", but better to just explain in detail the slightly above.

Note that you should ALWAYS remember about logistics. They may not be in the stats, but fighting in territory with poor infrastructure (you can ask me about those, but mostly common wisdom is enough) will be hazardous to your troops, as will fighting without an adequate supply line. Also, a larger force is harder to supply properly then a smaller one, and it is also harder to deploy in time and to coordinate, so in most cases, a smaller, but better-trianed force can be much more efficient then a larger one.

Mercenaries - if you pay an economy level, you will get 10 divisions of well-trained fighting men. They will be separated from your own battalions in the stats, and will leave after two turns, unless you pay them another economy level. Yes, they are expensive, but they are quite worth the price. Btw, you can also hire “mercenary” ships that can also act as privateers. However, though the Black Armies are still allowed, they are much harder to keep secret.

Conscripts - you can conscript your population, 30 conscript divisions per turn. Note that they will fight poorly, though, and after you have over 30 conscripts, new ones are likely to damage your industry somewhat.

UUs - one per nation, but can be changed at any point (though the newly-“demoted” UU units will not be happy). I will keep a list of them, somewhere. Could be land, sea, or air. They will be separated from other divisions/ships/air wings in the stats. They are grown as normal units. Remember to keep them REALISTIC.

Training - it is done in levels. There are separate training stats for army, navy and fleet, and it is grown with eco. points. UU is assumed to be one level higher then the average training level for its branch, conscripts - one level lower. If your army grows too quickly, there will be a chance of training level lowering.

Colonial Armies - Every colony of yours is to have a colonial army. It cannot attack, and it is one training level lower than your regular soldiers. The bonus to them is, you gain 10 divisions per increase instead of 5. Dont make it too huge compared to the size of the colony though (no 20 colonial divisions in Belize), or dissent rises. You can of course station your regulars in the colonies.

None - Rabble - Semi-Rabble - Tolerable - Normal - Good - Very Good - Professional - Elite

Economy and Industry

I'm going for a major re-vision here. Economy is your overall economy, basically the money that your nation makes. But money isn't everything - the industry is your industrial powerbase. Economy is done in world-levels, industry in numbers. There are eco. (economy) and ind. (industry) points. Eco. points are determined by the eco. level and can be used to grow miscelannous stats (i.e. culture, education, confidence) or industry (two eco. points = one ind. point). Ind. points can be used to grow military stats and economy (six ind. points = one eco. level). Please not that you don't SPEND eco. or ind. points, they are replenished at the beginning of each turn. You can't trade ind. points, but it is easy to lose them as you lose industrial regions (ask me what your industrial regions are, or rely on common wisdom) - you can, however, trade eco. points and eco. levels all you want, BUT major eco. growth in little time might often be too much for your economic system to handle. Note that there is no limit for industrial growth, while after Monopoly eco. growth can go on as well - in that case, it will go to Monopoly+# (+5+#). But, the higher your economy is, the more there is corruption... You can sacrifice eco. levels (ONE per turn maximum, unless you specify more in a project) to get 6 eco. points for each, or you could sacrifice eco. to speed up a project. You can't grow one stat more then twice per turn, not counting the military where for each branch the limit is four times, not counting conscription and volunteers.

ALWAYS specify whether you mean eco. points or levels in your orders. "Eco" I assume to be eco. levels unless there is specification.

Eco. levels can also be grown by using some very innovative ideas or by gaining a lot of new USEFUL territory.

Eco. levels:

Depression (-2)-Bankrupt (-1)-Recession (-1)-Very Poor (0)-Poor (0)-Normal (+1)-Good Enough (+2)-Rich (+2)-Very Rich (+3)-Richest (+3)-Economic Powerhouse (+4)-Monopoly (+5)

Education

This is just how your people are... educated, I guess. Obvious enough. With a good education, you have better chances of receiving a “miraculous invention”. It also affects just how advanced are your weapons, and thus the success of your army in a battlefield.

Once someone reaches Enlightenment education, he becomes able to randomly to get the next age at any following turn. When he does, he loses two education levels. However, note that there has to be a decade - AT LEAST - of distance between age growth.

None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Academic-Enlightenment

Culture

This is how culturally strong, patriotic and unified your nation is. A nation with a strong culture is less likely to fall into a civil war, and it’s people would resist most invaders and otherwise help their government. This also influences army morale. A weak culture is unlikely to be as resistant to outside threats, there are often rebellions and defections. The higher your culture is, the higher are the chances of assimilating less militant minorities.

None-Divided-Untrusting-Average-Strongly Cultured-Patriotic-Hyperpatriotic-Jingoist-Uberpatriotic

Confidence

People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact, a strongly cultured nation with little confidence in its leaders can, in its cultural unity, lynch the rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Not that the rulers will care by then... You can grow confidence by economy (propaganda), but wouldn’t it be easier to write a speech or persuade the people that you are the leader they need?

Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified

Projects

Local equivalent of wonders (that name is inappropriate in most NESes, as these are often modernization programs, national revival and other PROJECTS, not just huge and magnificent buildings). You tell me what it does, I tell you how long do you build it and how many ind. points have to be invested for full speed (project time will increase if you decide to give only a part of the required sum). You don’t have to mention it is being worked on every turn. You can sacrifice an econ. level once for a project to speed it up by two turns (but now you can do that as often as you want, but not more then once per turn).

A project takes # of stat growths+2 turns and ind. points, BUT in Economic Powerhouse you only get #+1 and in Monopoly and beyond mere #. You can have only one project at the same time.

Technologies

A bit like projects, but you need to invest eco. points rather then ind. ones, and you can't speed them up. Also, here the various TECHNOLOGIC projects, from armor-piercing shells to nuclear bombs, go. You can always try to invent something that was invented later in OTL, or you can, if giving me a good reason why this should work within your current technocapabilities, invent something which was never invented.

A technology takes the amount of turns determined by the distance from the current technologic knowledge base (determined by the mod), but if your education is higher then Enlightenment, it takes 1 turn less, and if higher the Enlightenment+5, it takes 2 turns less. You can have only one technology at the same time.

Intelligence

Many people here already are using that, and I think that those who didn't learn how to use it should be told now, anyway. You can always PM me and ask me for intellegence information - like rebel groups, military positions, etc. However, the information you receive might - not be received at all, received not fully, be unaccurate, be downright lies. In your orders, you can order to spend more eco. points into counterintellegence/disinformation, which decreases the chances of your enemy's success in espionage.

Fortified Lines

It usually takes several ind. points to build fortified lines, depending on terrain and lenght, and the intended strenght level. Again, just ask me for the info.

Complaining to the Mod

If you have complaints to the mod, jump out of the window of a nine-floor building, die, meet Polarbearum and tell him that he is an idiot (which he isn't).

Other then that, ofcourse, you can complain to the mod about his mistakes. The mod will listen. Whether or not he will do something about it is unknown even to me.

Nation Background

I stole this from das who stole it from EQ. Pretty self explanatory.
 
The World, circa 1898

1898nes4pa.gif
 
Player Controlled Nations (PC’s)

Europe

The United Kingdom of Great Britain
Capital: London
Ruler: Queen Victoria/conehead
Government: Parliamentary Monarchy
Tech. Level: Late Industrial Age
Army (Training): 70 divisions (Very Good)
Australia - 10 colonial divisions
British India - 30 colonial divisions
New Zealand - 4 colonial divisions
British South Africa - 1 colonial division
Newfoundland - 5 colonial divisions
Rhodesia - 1 colonial division
British East Africa - 1 colonial division
British West Africa - 1 colonial division
British China Station (Hong Kong & Weihawei) - 1 colonial division
British Malaysia - 1 colonial division
British Sudan - 1 colonial division
British Egypt - 2 colonial divisions
Navy (Training): 77 Battleships, 75 squadrons (Very Good,2/24)
Air Force (Training):
Industry: 11
Economy: Rich
Education: Educated
Culture: Strongly Cultured
Confidence: Tolerating
Projects: British Education System (Expands the Public school system in the British Isles to include Highschool and Preschool) (1/3)
Technologies: Wierd Name (17/25)
Nation Background: The British Empire, The Perfidious Albion. Never was there a greater empire on this splendid Earth. Ruling over 1/4th of the world, the Empire rules through its vast fleet, unrivaled in the seas. Slowly though, the Pax Britannica is coming to a close, and new threats are looming on the horizon. There is no doubt though that the Empire in which the sun never sets can weather these threats, and perhaps even come out stronger than ever before.

The French Empire
Capital: Paris
Ruler: Emperor Napoleon IV/Sheep2
Government: Limited Democratic Monarchy
Tech. Level: Late Industrial Age
Army (Training): 109 divisions, 10 Imperial Guard divisions (Normal,1/20)
French Tunisia-
French West Africa-
French Somaliland (Djibouti) -
French Madagascar-
French Indochina- 3 colonial divisions
French Guyana- 1 colonial division
Navy (Training): 17 Battleships, 24 squadrons (Normal,1/12)
Air Force (Training):
Industry: 9
Economy: Very Rich
Education: Academic
Culture: Patriotic
Confidence: Tolerating
Projects: 'Fortress France' (0/20)
Technologies: Les Meserabiles (0/15)
UU: Imperial Guard
Nation Background: France is no more the arbiter of Europe, no that dream was crushed in 1871, along with the Second Empire. However, it still remains a strong power, albeit overshadowed by the industrial and military powerhouse that is Germany. Its overseas empire is large, but of little profit. France has much more pressing concerns in Europe, and the revanchists clamor ever more loudly to take back what is rightfully France, namely the provinces of Alsace-Lorraine.

The Second Reich of Germany
Capital: Berlin
Ruler: Kaiser Wilhelm II/North King
Government: Monarchy
Tech. Level: Late Industrial Age
Army (Training): 179 divisions (Good)
Deustch Südwest Afrika - 1 colonial division
Deustch Ost Afrika - 1 colonial division
Deustch Togo - 1 colonial division
Deustch Kamerun -1 colonial division
Deustch Pacifika - 1 colonial division
Deustch China - 1 colonial division
Navy (Training): 20 Battleships, 21 squadrons (Normal)
Air Force (Training):
Industry: 13
Economy: Good Enough
Education: Well Educated
Culture: Patriotic
Confidence: Admiring
Projects:
Technology:
Nation Background: Ever since the crushing defeat inflicted upon the French in 1871 during the Franco-Prussian War, the small states of Duetschland formed together under the Second Reich. Under the guidance of Bismarck the empire prospered, and became second to none on the continent, much to the detriment of the French. Its overseas empire is small, but all the better for the Germans and their grand army, who have little use for such colonies anyways. However, Wilhelm II has proven to be an aggressive ruler, and the German naval build up has triggered tension between the Reich and the United Kingdom. Germany has little to fear but much to do in this new century. Hoch der Kaiser!

Austro-Hungarian Empire
Capital: Vienna
Ruler: Franz Josef/Kamilian
Government: Dual Monarchy
Tech. Level: Late Industrial Age
Army (Training): 74 divisions (Normal, 2/20)
Navy (Training): 16 Battleships, 6 squadrons (Tolerable)
Air Force (Training):
Industry: 8 (1/2)
Economy: Good Enough
Education: Well Educated
Culture: Untrusting
Confidence: Barely Tolerating
Projects:
Technology: Ahem (3/20)
Nation Background: The Austrian empire is quite prosperous, and has known peace for some time. However, dissent amongst the numerous ethnic groups is rising, as nationalism rears its ugly head. Can the Emperor keep the nation together along with its numerous ethnic groups? And what of the Balkans, where Russia constantly meddles in affairs not meant for her?

The Ottoman Republic
Capital: Istanbul
Ruler: Sultan Abdulhamid II/Grandmaster
Government: Monarchy
Tech. Level: Late Industrial Age
Army (Training): 121 divisions, 16 Janissary divisions (Normal)
Navy (Training): 11 Battleships (Semi-Rabble)
Air Force (Training):
Industry: 10
Economy: Normal
Education: Educated
Culture: Strongly Cultured
Confidence: Admiring
Projects: Curing the Sick Man of Europe (+1 eco, +1 industry, +1 education, +1 confidence) (5/5)
Technology: Manhattan Project (1/10)
UU: Janissaries
Nation Background: The Sublime Porte. Never has an empire such as yours have such a fall from grace, save perhaps China. However you can still modernize, and reclaim past glory. But only with the aid of others, and at what price to the Ottoman people? To the north, Russia constantly looms, it's dark shadow stretching across much of central Asia and the mideast. It is your duty to make sure they do not advance further. Perhaps the British can once more be called to aid? What of the Germans and their new empire? The opportunities for the Ottoman nation in this new century are astounding, make sure not to miss them.

Russian Empire
Capital: St. Petersburg
Ruler: Czar Nicholas II/JosefStalinator
Government: Czardom
Tech. Level: Late Industrial Age
Army (Training): 71 divisions, 6 conscript divisions (Very Good)
Navy (Training): 12 Battleships (Tolerable)
Air Force (Training):
Industry: 10
Economy: Richest
Education: Tolerable
Culture: Strongly Cultured
Confidence: Respecting
Projects: X66-5t (3/5)
Technology:
Nation Background: Never before has Russia been stronger. The Czar controls a vast empire and a vast military, and essentially governs huge swathes of land in the now defunct empire of China. However, you are not without your problems. Your Industry is somewhat lacking for such a huge nation, and to stop such tragedies and humiliations like the 1891 famine from ever occurring again, you must industrialize and modernize the great bear. The Great game beckons, and you have been dealt a good hand. But no matter how good the hand you still must play your cards right, and if you do that, the rewards will be quite worth it.

The New Order of Spain
Capital: Madrid
Ruler: /emu
Government: Fascist Interim Gov.
Tech. Level: Late Industrial Age
Army (Training): 7 divisions, 14 conscript divisions (Tolerable)
Navy (Training):
Air Force (Training):
Industry: 5
Economy: Poor (5/6)
Education: Literate
Culture: Average
Confidence: Hateful
Projects:
Technology:
Nation Background:

Kingdom of Hellas
Capital: Athens
Ruler: King Constantine I/bombshoo
Government: Constitutional Monarchy
Tech. Level: Late Industrial Age
Army (Training): 20 divisions (Normal)
Navy (Training): 10 squadrons (Normal)
Air Force (Training):
Industry: 5
Economy: Normal
Education: Literate
Culture: Strongly Cultured
Confidence: Tolerating
Projects: Corinth Canal Project (Allows bigger boats, and more shipping to pass through the canal) [0/4)
Technology:
Nation Background

The Kingdom of Sweden-Norway
Capital: Stockholm
Ruler: King Oscar II/dachspmg
Government: Constitutional Monarchy
Tech. Level: Late Industrial Age
Army (Training): 16 divisions (Normal)
Navy (Training): 2 squadrons (Normal)
Air Force (Training):
Industry: 6
Economy: Good Enough
Education: Educated
Culture: Average
Confidence: Tolerating
Projects: Industrialization, (+2 ind points, + 1 eco level) (1/5)
Technology:
Nation Background:

The Kingdom of Italy
Capital: Rome
Ruler: King Umberto I/silver
Government: Constitutional Monarchy
Tech. Level: Late Industrial Age
Army (Training): 37 divisions, 15 Praetorian Guard (Tolerable) (2/9)
Italian Eritrea- 2 colonial divisions
Italian Somaliland- 2 colonial divisions
Navy (Training): 22 squadrons, 2 Battleships (Normal)
Air Force (Training):
Industry: 7
Economy: Good Enough
Education: Educated
Culture: Average
Confidence: Tolerating
Projects:
Technology:
UU: Praetorian Guard- Extremely loyal dedicated foot soldier well trained in fighting in different types terrain and climate. Chooses death over surrender.
Nation Background: Italy, like Germany, was a new nation formed out of a growing tide of nationalism. Unlike the Austro-Hungarian Empire, nationalism has increased the strength of Germany and Italy, not weaken it. However, even though the peninsula is now one, it took two decades after the unification during the 1860's for Italy to begin gaining overseas possessions. It has appeared late in the scramble for Africa, and only has a few, small colonies compared to the other European powers. Its industry is also somewhat lacking. Perhaps it is time to turn Italy into a great power. Such a task would require much, much work. And who to befriend, France or Germany? Italy faces big choices which it must make to survive in this new century.

The Kingdom of Denmark
Capital: Copenhagen
Ruler: King Christian IX/Texas Toast
Government: Constitutional Monarchy
Tech. Level: Late Industrial Age
Army (Training): 14 divisions, 7 Daenland Troopers (Good) (1/4)
Navy (Training): 11 squadrons (Normal) (1/3)
Air Force (Training):
Industry: 5
Economy: Good Enough (+2)
Education: Educated
Culture: Average
Confidence: Respecting
Projects: Barbed Wire Defense (barbed wire) [2/3]
Technology:
UU: Daenland Trooper
Nation Background:

Swiss Confederation
Capital: Bern
Ruler: President Jakob Dubs/Kalth'zar
Government: Republic
Tech. Level: Late Industrial Age
Army (Training): 3 divisions, 10 harsh climate divisions (Good)
Navy (Training):
Air Force (Training):
Industry: 5
Economy: Normal (5/6)
Education: Enlightened
Culture: Hyperpatriotic
Confidence: Admiring
Projects: One project (0/30)
Technology:
Nation Background:


Asia

Qing China
Capital: Peking (Beijing)
Ruler: Empress Dowager Cixi/ThomAnder
Government: Chinese Monarchy
Tech. Level: Middle Industrial Age
Army (Training): 225 divisions, 35 Beijing Divisions (Rabble)
Navy (Training): 15 squadrons (Semi-Rabble)
Air Force (Training):
Industry: 6
Economy: Good Enough (1/6)
Education: Educated
Culture: Patriotic
Confidence: Barely Tolerating
Projects: Beiyang reform (4/6)
Technology:
UU: Beijing Guard
Nation Background: 500 hundred years ago the Chinese were the greatest and most advanced power the world had ever seen. However, 500 years has long since passed, and China is a decrepit shadow of its former self. Your nation and people are constantly abused and manipulated by the European powers for their own gain, and even an Asian power whom once paid tribute to the Son of Heaven, the Japanese, take advantage of your weakened state. Never have the times seemed darker for China. Discontent amongst the populace is rife, and soon it may materialize into something much worse than mere discontent. Can the Dragon Throne learn from its mistakes and modernize along the Meiji example? Not likely, at least not without huge change. Change which the Manchu Qing are not eager to accept.

Japanese Empire
Capital: Tokyo
Ruler: Emperor Mutsuhito/alex
Government: Monarchy
Tech. Level: Late Industrial Age
Army (Training): 44 divisions (Very Good)
Indochina: 10 colonial divisions
Polynesia: 10 colonial divisions
Navy (Training): 17 Battleships, 44 squadrons (Very Good)
Air Force (Training):
Industry: 11
Economy: Good Enough (3/6) (+1 eco spend point this turn)
Education: Literate
Culture: Hyperpatriotic
Confidence: Nation Personified
Projects: Western Historical (A project which teaches Japanese western history and to make them more Western in thoughts and opinion as well as actions) [2/5]
Technology: Peach (SECRET) [4/4], Dusk [3/5]
Nation Background: Only 20 years ago Japan was a backwards, uncivilized, and isolated nation, but 20 years has come and gone, and thanks to the great reforms of the divine Mutsuhito Meiji, you are now one of the most industrialized nations on earth. You have inflicted crushing defeat upon the Chinese in the Sino-Japanese war of 1895, and have been given rights equal to those of the Europeans within the vast nation. Maybe it is time to expand your influence, and show the Chinese the light of civilization. But what of the Russians in Manchuria? Perhaps the time is soon coming to show the world Japan's true power.

Persia
Capital: Tehran
Ruler: Mozzafar-al-Din Shah/Gelion
Government: Islamic Monarchy
Tech. Level: Middle Industrial Age
Army (Training): 26 divisions (Tolerable)
Navy (Training):
Air Force (Training):
Industry: 6
Economy: Normal
Education: Literate
Culture: Strongly Cultured
Confidence: Admiring
Projects:
Technology:
UU: Immortal
Nation Background:
 
Africa

Boer Republic of the Orange Free State
Capital: Bloemfontein
Ruler: Louis Botha/Cuivienen
Government: Republic
Tech. Level: Middle Industrial Age
Army (Training): 29 divisions, 9 irregular divisions, 20 conscript divisions (Normal)
Navy (Training): hahaha, good one
Air Force (Training):
Industry: 3
Economy: Poor
Education: Illiterate
Culture: Hyperpatriotic
Confidence: Admiring
Projects:
Technology:
Nation Background: Since the Trekboers went on the Great Trek to escape beyond the reach of British Authority, they have now established two Boer Republics. The Orange Free State and Transvaal (The latter being annexed by Britain but later freed in the First Boer war of 1881) Although these states have become successful republics they have faced chronic conflict with the British. And now, with the British trying to establish diamond mines and further intrude upon Boer territory, many think the time has come for conflict once more.

Boer Republic of Transvaal
Capital: Pretoria
Ruler: Paul Kruger/tossi
Government: Republic
Tech. Level: Middle Industrial Age
Army (Training): 21 divisions, 15 irregular divisions, 30 conscript divisions, 2 Commando Divisions (Normal, 1/12)
Navy (Training): lol
Air Force (Training):
Industry: 3 (1/2)
Economy: Normal
Education: Illiterate
Culture: Strongly Cultured
Confidence: Barely Tolerating
Projects:
Technology:
UU: Commando- The Boear Commando is a cavalry unit, which willl use their horses to outflank enemy units. They will however not fight on horseback. They are good sharhshooters. because they used to hunt sometimes before the war. They know the terrain very well and are very motivated.
Nation Background: Transvaal is another Boer Republic, which gained independence once more in the first Boer War of 1881. Together with the Orange Free State, these states have become successful republics, but they have faced chronic conflict with the British. And now, with the British trying to establish diamond mines and further intrude upon Boer territory, many think the time has come for conflict once more.


North America

The United States of America
Capital: Washington D.C
Ruler: President Theodore Roosevelt/Insane Panda
Government: Democratic Republic
Tech. Level: Late Industrial Age
Army (Training): 13 divisions, 30 USMC divisions (Normal, 1/8)
Navy (Training): 32 Battleships, 50 squadrons (Very Good, 2/14)
Air Force (Training):
Industry: 13
Economy: Very Rich (+1 spend point this turn)
Education: Educated
Culture: Patriotic
Confidence: Respecting
Projects: Panama Canal (Constructs a canal through the Ithsmus of Panama, +2 Economy levels.) (3/6)
Technology: California (1/4)
Nation Background: Long has the United States prospered in relative isolation. Its land is rich with resources and its industrial might unchallenged across the world. It boasts the largest mileage of railroads from sea to shining sea, and it has little use for an overseas empire. However, tensions with the Spanish rise as discontent becomes obvious in Cuba and horror stories of Spanish oppression reach the media. The time has come for America to take its place on the World Stage, and to show the world the might of this sleeping giant.

Republic of Mexico
Capital: Matamoros
Ruler: President Miguel Garza
Government: Republic
Tech. Level: Late Industrial Age
Army (Training): 12 divisions, 5 conscript divisions, 12 Stormtrooper Divisions (Tolerating)
Navy (Training):
Air Force (Training):
Industry: 3
Economy: Normal
Education: Literate
Culture: Average
Confidence: Tolerating
Projects:
Technology:
UU: Stormtrooper
Nation Background:


South America

Brazil
Capital: Rio de Janiero
Ruler: President Prudente José de Morais e Barros/Cleric
Government: Republic
Tech. Level: Late Industrial Age
Army (Training): 18 divisions (Tolerable)
Navy (Training): 5 squadrons (Tolerable)
Air Force (Training):
Industry: 5
Economy: Good Enough
Education: Literate
Culture: Average
Confidence: Tolerable
Projects:
Technology: MG (1/10)
Nation Background: Brazil is a growing, if unstable nation. Only few are allowed the right to vote, and regional "colonels" hold the real power. A strong leader is needed to guide Brazil forward.

Argentina
Capital: Buenos Aires
Ruler: President Luis Sáenz Peña/Symphony D
Government: Republic
Tech. Level: Late Industrial Age
Army (Training): 42 divisions, 50 conscript divisions (Very Good)
Navy (Training): 8 squadrons (Tolerable)
Air Force (Training):
Industry: 8
Economy: Rich
Education: Well Educated
Culture: Strongly Cultured
Confidence: Admiring
Projects:Renacimiento Cultural del Argentina (Argentine Cultural Renaissance). (This will be a drive to develop the educational system in Argentina to promote higher learning and greater appreciation for the arts) (+2 Education levels, +1 Culture level) [4/4]
Technology: Garras de la Pantera (This will basically be an effort to develop a clip using, semi-automatic rifle. This should give Argentine forces a superior rate of fire without sacrificing accuracy much.) [3/3]
Nation Background: Argentina is the most prosperous of all the South American nations. Heavy trade with europe boosts the economy and argentina is viewed as a popular immigration site by those same Europeans, providing an influx of skilled workers and labourers. The future looks bright, but relations with nieghboring countries are somewhat strained, as Argentine nationalism is beginning to identify itself more with the Europeans than other Latin American nations...

Chile
Capital: Santiago
Ruler: President Federico Errázuriz Echaurren/Concona
Government: Republic
Tech. Level: Late Industrial Age
Army (Training):
Navy (Training):
Air Force (Training):
Industry: 3
Economy: Recession
Education: Illiterate
Culture: Average
Confidence: Tolerating
Projects:
Technology:
Nation Background:
 
Non-Player Controlled Nations (NPC’s)


Europe

United Kingdoms of Benelux
Capital: Amsterdam & Brussels
Ruler: Queen Wilhelmina (actual power to her mother, Regent Queen Emma)
Government: Monarchy
Tech. Level: Late Industrial Age
Army (Training): 24 divisions (Good)
Dutch East Indies: 1 colonial division
Belgian Congo: 4 colonial divisions
Navy (Training): 25 squadrons (Good)
Air Force (Training):
Industry: 9
Economy: Very Rich
Education: Educated
Culture: Average
Confidence: Respecting
Projects:
Technology:
Nation Background: The Netherlands is a small, rich state. Much like Bruxelles, Amsterdam and her people are prosperous and content. However, as always sporadic colonial resistance proves itself to be a nuisance, and should the great powers in Europe want war, well, it's best not to think of such a possibility...

Portuguese Empire
Capital: Lisbon
Ruler: General Franco Pinto Castelo Branco
Government: Military Junta
Tech. Level: Late Industrial Age
Army (Training): 8 divisions (Good)
Macao: 1 colonial division
Mozambique: 2 colonial divisions
Angola: 2 colonial divisions
Navy (Training): 10 squadrons (Good)
Air Force (Training):
Industry: 5
Economy: Poor
Education: Educated
Culture: Average
Confidence: Tolerating
Projects:
Technology:
Nation Background: As with spain, the current portugese empire is but a shadow of its former self. Portugal's foriegn affairs are somewhat calmer, and this gives the government room to manueveur without foriegn pressure. The economy is somewhat in shambles, with bankrupcy declared in 1892. However, if the monetary problems of the nation can be fixed, then the future presents itself as a good one for the Portugese, if of course they can keep good foriegn relations with the great powers, and if they can preserve what colonies they have. Should war break out in europe however, portugal's colonies might get caught in the crossfire...


Asia

Nejd
Capital: Riyadh
Ruler: Sultan Abdul Rahman bin Faisal
Government: Islamic Monarchy
Tech. Level: Middle Industrial Age
Army (Training): 3 divisions, 20 conscript divisions (Semi-Rabble)
Navy (Training):
Air Force (Training):
Industry: 2
Economy: Very Poor
Education: Illiterate
Culture: Strongly Cultured
Confidence: Admiring
Projects:
Technology:
Nation Background:


Africa

Abyssinia
Capital: Addis Ababa
Ruler: Negus Negust (King of Kings) Menelek II
Government: Monarchy
Tech. Level: Middle Industrial Age
Army (Training): 8 divisions (Tolerable)
Navy (Training): 5 squadrons (Tolerable)
Air Force (Training):
Industry: 3
Economy: Poor
Education: Illiterate
Culture: Average
Confidence: Respecting
Projects:
Technology:
Nation Background:

Liberia
Capital: Monrovia
Ruler: President William D. Coleman
Government: Republic
Tech. Level: Middle Industrial Age
Army (Training): 2 divisions (Tolerable)
Navy (Training):
Air Force (Training):
Industry: 2
Economy: Poor
Education: Illiterate
Culture: Untrusting
Confidence: Respecting
Projects:
Technology:
Nation Background:

Morocco
Capital: Rabat
Ruler: King Mulai Abd-al-Aziz IV
Government: Monarchy
Tech. Level: Middle Industrial Age
Army (Training): 6 divisions, 10 conscript divisions (Tolerable)
Navy (Training):
Air Force (Training):
Industry: 3
Economy: Normal
Education: Illiterate
Culture: Patriotic
Confidence: Respecting
Projects:
Technology:
Nation Background:


North America

Canada
Capital: Ottowa
Ruler: Prime Minister Sir Wilfred Laurier
Government: Constitutional Monarchy *Dominion of UK*
Tech. Level: Late Industrial Age
Army (Training): 5 divisions (Tolerable)
Navy (Training): 3 squadrons
Air Force (Training):
Industry: 4
Economy: Good Enough (4/6)
Education: Educated
Culture: Average
Confidence: Respecting
Projects: Rich [0/2]
Technology:
Nation Background: Canada, a dominion of the United Kingdom. Canada is in relative prosperity, and its people are happy. The future looks bright, if not exciting, for the Canadian nation. Who knows, soon the UK might grant it's dominion full political independence. However, such issue is not pressing, and Canadians are happy with the status quo.

Guatemala
Capital: Guatemala City
Ruler: President Manuel José Estrada Cabrera
Government: Republic
Tech. Level: Middle Industrial Age
Army (Training): 2 divisions (Tolerable)
Navy (Training):
Air Force (Training):
Industry: 3
Economy: Poor (3/6)
Education: Illiterate
Culture: Average
Confidence: Respecting
Projects:
Technology:
Nation Background:

Costa Rica
Capital: San José
Ruler: President Rafael Anselmo José Yglesias Castro
Government: Republic
Tech. Level: Middle Industrial Age
Army (Training): 2 divisions, 4 conscript divisions (Tolerable)
Navy (Training):
Air Force (Training):
Industry: 2
Economy: Poor
Education: Illiterate
Culture: Average
Confidence: Respecting
Projects:
Technology:
Nation Background:

El Salvador
Capital: San Salvador
Ruler: President Rafael Antonio Gutiérrez
Government: Republic
Tech. Level: Middle Industrial Age
Army (Training): 2 divisions (Tolerable)
Navy (Training):
Air Force (Training):
Industry: 2
Economy: Poor
Education: Illiterate
Culture: Average
Confidence: Respecting
Projects:
Technology:
Nation Background:

Honduras
Capital: Tegucigalpa
Ruler: President Policarpo Bonilla
Government: Republic
Tech. Level: Middle Industrial Age
Army (Training): 2 divisions (Tolerable)
Navy (Training):
Air Force (Training):
Industry: 3
Economy: Poor
Education: Illiterate
Culture: Average
Confidence: Respecting
Projects:
Technology:
Nation Background:

Nicaragua
Capital: Managua
Ruler: President José Santos Zelaya
Government: Republic
Tech. Level: Middle Industrial Age
Army (Training): 10 divisions, 5 conscript divisions (Tolerable)
Navy (Training):
Air Force (Training):
Industry: 3
Economy: Poor (1/6)
Education: Illiterate
Culture: Average
Confidence: Respecting
Projects:
Technology:
Nation Background:

Dominican Republic
Capital: Santo Domingo
Ruler: President Ulises Heureaux
Government: Republic
Tech. Level: Middle Industrial Age
Army (Training): 2 divisions (Tolerable)
Navy (Training):
Air Force (Training):
Industry: 2
Economy: Poor
Education: Illiterate
Culture: Average
Confidence: Respecting
Projects:
Technology:
Nation Background:

Haiti
Capital: Port-au-Prince
Ruler: President Tirésias Simon-Sam
Government: Republic
Tech. Level: Middle Industrial Age
Army (Training): 2 divisions (Tolerable)
Navy (Training):
Air Force (Training):
Industry: 2
Economy: Very Poor
Education: Illiterate
Culture: Average
Confidence: Respecting
Projects:
Technology:
Nation Background:

Republic of Mexico
Capital: Matamoros
Ruler: President Miguel Garza
Government: Republic
Tech. Level: Late Industrial Age
Army (Training): 14 divisions, 10 conscript divisions (Tolerating)
Navy (Training):
Air Force (Training):
Industry: 3
Economy: Normal
Education: Literate
Culture: Average
Confidence: Respecting
Projects:
Technology:
Nation Background:


South America

Republic of Peru
Capital: Lima
Ruler: General Mariano Ignacio Prado
Government: Military Oligarchy
Tech. Level: Middle Industrial Age
Army (Training): 10 divisions (Tolerable)
Navy (Training): 9 squadrons (Tolerable)
Air Force (Training):
Industry: 4
Economy: Good Enough (2/6)
Education: Illiterate
Culture: Average
Confidence: Barely Tolerating
Projects:
Technology:
Nation Background:

Colombia
Capital: Bogota
Ruler: President Manuel Antonio Sanclemente
Government: Republic
Tech. Level: Middle Industrial Age
Army (Training): 5 divisions (Tolerable)
Navy (Training): 2 squadrons (Semi-Rabble)
Air Force (Training):
Industry: 4
Economy: Poor
Education: Illiterate
Culture: Average
Confidence: Tolerating
Projects:
Technology:
Nation Background:

Venezuela
Capital: Caracas
Ruler: President Joaquín Crespo
Government: Republic
Tech. Level: Middle Industrial Age
Army (Training): 4 divisions (Tolerable)
Navy (Training): 2 squadrons (Semi-Rabble)
Air Force (Training):
Industry: 3
Economy: Normal
Education: Illiterate
Culture: Average
Confidence: Tolerating
Projects:
Technology:
Nation Background:

Ecuador
Capital: Quito
Ruler: President Eloy Alfaro
Government: Republic
Tech. Level: Middle Industrial Age
Army (Training): 3 divisions (Tolerable)
Navy (Training):
Air Force (Training):
Industry: 2
Economy: Poor
Education: Illiterate
Culture: Average
Confidence: Respecting
Projects:
Technology:
Nation Background:

Paraguay
Capital: Asuncion
Ruler: President Juan Bautista Eguzquiza
Government: Republic
Tech. Level: Middle Industrial Age
Army (Training): 3 divisions (Tolerable)
Navy (Training):
Air Force (Training):
Industry: 3
Economy: Poor
Education: Illiterate
Culture: Average
Confidence: Tolerating
Projects:
Technology:
Nation Background:
 
RESERVED numero dos
 
RESERVED numero thres

POST NOWWWWWWWWWWWWW.......
 
Ah... confirming Argentina? I never saw andis ask for it in the preview thread? :confused:
 
oops, sorry symphony, I was trying to remember who reserved it and for some reason....I thought andis

will fix
 
Constantinople. Istanbul. The Sublime Porte. The seat of the Ottoman Sultan for hundreds of years. From this city the Sultans had ruled the greatest empire of their times.

But now that empire was crumbling. Corruption in the militry and civil service, nationalist sentiments amongst the ethnic minorities, backwardness in technology and industry... all these things conspired to destroy the great empire of the East.

It was tragic, really. The once-great Ottoman Empire, slowly slipping into disrepair and obscurity. The Sultan, sitting in his palace in Istanbul, unable to stop or even slow the decline of his state. No, the Sultan could do nothing. But collapse was not inevitable. Things could be done.

Paris. The City of Light. Hundreds of miles and lifetimes away from Constantinople. The machines of industry were strong here; the lights bright, the music sweet. Paris was a city in her prime. It was here they had assembled.

They called themselves the Committee for Union and Progress, but others knew them by a differet name: the Young Turks. This, of course, was misleading; they were not all young, and they were not all Turks.

Foremost among them were the so-called Three Pashas: Enver, Talat, and Cemal. These men had assembled in Paris with one goal in mind: to save the Ottoman Empire. And that was what they would do.

Over the course of two months, they discussed their plans. They worked out how to best repair the damage done to the Ottoman state over the past century. Before they could fix anything, they needed to know the problems, and they listed the sickness of the Sick Man of Europe as thus:


1. Incompetent autocratic exeuctive rule
2. Poor military and governmental organization
3. Military and governmental corruption
4. Economic, industrial, and technological inadequacy
5. The opression and resulting resentment of ethnic minorities

And their solutions?

1. The establishment of a constitutional government founded upon the principles of seperation of powers and personal liberty
2. The reorganization of the military and the civil service
3. The elimination of corrupt military and bueaucratic elements, and military and civil service reform
4. Industrialization, economic reform, and foreign investment
5. The extension of full rights and personal liberties to all citizens, including ethnic minorities

With these resolutions in mind, the CUP began work on the truly difficult work - the drafting a new Constitution. After six months of writing and rewriting, the document was complete, and it was time to start the Ottoman Empire on a fresh page.

Fast-forward. Constantinople. The Three Pashas request an audience with the Sultan, who, despite his paranoia, agrees to see them. They present him with the new Constitution. The Sultan is furious. Then a messenger enters, with a report that the Parliament he had outlawed only a few years prior had reassembled and accepted the some new Constitution. The Sultan looked at Enver Pasha despairingly, and accepted the new Constitution. The liberal constitutional Ottoman state had been born.


OOC: Yes, yes, I know, worst revolution story ever. Deal with it. Description of the new and improved Ottoman state coming soon.
 
Nope!
 
good to see you havnt lost faith emu

update 1 probably on sunday or monday, orders not required.
 
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