Reno-NES: Full Steam Ahead

Reno

The Studio Ghibli Fanatic
Joined
Feb 8, 2004
Messages
5,690
Location
Tampere, Finland
Setting

This is set in a completely different world... as if you didn’t get that already. It is now the beginning of the 19'th Century, the Industrial Age is beginning and Nationalism is rising. The world is divided between the Old Empires of Sweden-Germany and France and the new Empire's of Russia and Rome. How did this happen? Well, read the timeline you lazy bastard! The timeline can be found in the Preview thread.

Hundred years of history different past, the tensions are rising. Now is the moment when you can take a nation and use this opportunity to keep and/or make it great.

In any case prepare to go Full Steam Ahead.

For your usage, each nation has a national background.

Introduction

This is my first ever NES so go easy on me, ;) let's hope that this will succeed. I plan to use Das NES2 IV rules, with some changes and simplifications to fit the period and make this more easy to mod for me.

Please read all rules, there were quite some changes.

TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Tech. Level (Age):
Army:
Navy:
Industry:
Economy:
Education:
Culture:
Confidence:
Projects:
Nation Background:


And For the Love of Nes Moderation DO NOT POST, UNTIL I SAY YOU CAN.
 
Players, stories, orders, countries, NPCs, updates, map.

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 - Updates come and go as i get majority of the orders.

Map - I will use Jason's with NK's modification with das' modification (hopefully). Anyone is welcome to do that, though. I will put in cities (black circles), fortifications (line of black squares) and dissent areas (white area within nations). Some might want to know that a large light gray circle means a nuke.

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.


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 Early 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.

Early Industrial Age: Cavalry, Flintlock rifles, horse drawn artillery, primitive steam engines, ships of the line, etc. etc.
Middle Industrial Age: Breech loading rifles, breech loading artillery, early steam trains, early ironclads, etc etc.
Late Industrial Age:trenches, cavalry, ironclads, early machine guns, early automatic rifles, arctic explorers, etc, etc. And whatever you people think off by then.


Military

That will, as of now, consist of army and navy. 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 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.

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

CAUTION: The mod still is obsessed with the concept of crack teams of Totoro commandos raiding other people’s supply lines and unprotected flanks in tiny Faster-Then-Light helicopters. So if your troops failed to advance despite not encountering sufficient resistance, ignored a cease-fire, didn’t arrive to where they were supposed to be at all or suffered unreasonable casualties, know that you fell a victim of these fellows.


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 (two per turn maximum) 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.

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 Ukko Ylijumala 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

Some may think I stole this from EQ, (And i stole this from das) but I got that an idea once, long, long ago. I know noone is likely to believe that, lol...

To better fit in as the ruler of your country, you will have a brief history of each country. It will change as the NES goes, TIME TO TIME - after the end of a major era, such as the beginning/end of a world war, rise/fall of an empire, and other such.

You can always ask questions about your nation’s past and present. Please, do role-play and remain IC.
 
PC Nations

Sikh Gujarat
Capital: Ahmadabad
Ruler: Ranjit Singh/Silver_2039
Government: Theocratic Monarchy
Tech. Level (Age): Early Industrial Age
Army: 20 Infantry Divisions (Very Good)
10 Cavalry Divisions (Good)
10 Artillery Divisions (Good)
Navy: 10 Ships (Normal)
Industry: 2
Economy: Rich (+2)
Education: Well Educated
Culture: Jingoist
Confidence: Tolerating
Projects:
Nation Background: Sikh Gujarat remains one of the strongest Indian States, her only real rival being Marathas. The Sikhs retain close ties with the dutch, and profit much from the extensive trading that the VOC conducts within the Indian ocean. Yet, Maratha is increasingly hostile. Is now the time to invade, and finally rid India of such contemptable peoples?


The Kingdom of Spain
Capital: Madrid
Ruler: King Carlos IV/Stormbringer
Government: Parliamentry Monarchy
Tech. Level (Age): Early Industrial Age
Army: 10 Infantry Divisions (Tolerable)
7 Cavalry Divisions (Semi-Rabble)
4 Artillery Divisions (Semi-Rabble)
Navy: 20 Ships (Tolerable)
Industry: 2
Economy: Poor (0)
Education: Tolerable
Culture: Untrusting
Confidence: Barely Tolerating
Projects:
Nation Background: The Kingdom of Spain was once the greatest nation on earth. Yet these days are no more. Spain's army is horribly trained and ill-equipped, her empire is lost, and her economy is facing bankruptcy. Can Spain revive herself, or is she dead already? The once great habsburg empire is now shattered, with Mexico the only strong bastion of true Habsburg power, but if Spain, through powerful leadership, revives herself, she might just be able to reclaim what was lost...


The United Jesuit Provinces of La Plata
Capital: Asuncion
Ruler: The Bishop of Asuncion/Drake Rlugia
Government: Theocratic Democracy
Tech. Level (Age): Early Industrial Age
Army: 7 Infantry Divisions (Good)
5 Cavalry Divisions (Good)
5 Artillery Divisions (Very Good)
Navy: 5 Ships (Very Good)
Industry: 2
Economy: Good Enough (+1)
Education: Well Educated
Culture: Untrusting
Confidence: Tolerating
Projects:
Nation Background: Formed and run under the guidance of Jesuit theocrats, the Jesuit provinces of La Plata see themselves as god's kingdom on earth - and believe themselves more righteous than any other would be defender of the Catholic faith. With the growing secularism of the world, can the Jesuits stand strong in this new century, and can they spread the word of god to those most needing it? Or shall they be destroyed by the evils of Satan...?

The Kingdom of Carolina
Capital: Charleston
Ruler: King Henry Benedict Stuart (Henry I?)/Dachspmg
Government: Absolute Monarchy
Tech. Level (Age): Early Industrial Age
Army: 17 Infantry Divisions (Better)
7 Cavalry Divisions (Normal)
10 Artillery Divisions (Normal)
Navy: 15 Ships (Normal)
Industry: 3
Economy: Poor (0)
Education: Tolerable
Culture: Strongly Cultured
Confidence: Barely Tolerating
Projects:
Nation Background: Carolina, the last bastion of the Stuarts, former kings of England, has been left with a powerful military. Yet its economy is in the doldrums, and every attempt at invading Virginia has thusfar failed, due to those pesky Militia. Can it now suceed, perhaps with aid from the French, or shall it fail, as always?

The Republic of Virginia
Capital: Richmond
Ruler: The Congress of Virginia/JosefStalinator
Government: Federal Democracy
Tech. Level (Age): Early Industrial Age
Army:
7 Infantry Divisions (Tolerable)
5 Cavalry Divisions (Tolerable)
2 Artillery Divisions (Semi-Rabble)
30 State Militiamen (Very Good)
Navy: 4 Ships (Semi-Rabble)
Colonial
Industry: 3
Economy: Normal(+1)
Education: Well Educated
Culture: Strongly Cultured
Confidence: Admiring
Projects:
Nation Background: Virginia, the only democracy on North America, is a beacon of light in a sea of darkness. Yet, as Carolina and France close in on it, can it save itself from destruction, with possible aid from its allies in the Dutch? Can it reform its defunct army while keeping its militia force as strong as ever? Only time will tell.

The Celtic Republic
Capital: Edinburgh
Ruler: The Celtic Parliament/Kalth'zar
Government: Parliamentry Republic
Tech. Level (Age): Early Industrial Age
Army: 7 Infantry Divisions (Very Good)
4 Cavalry Divisions (Very Good)
5 Artillery Divisions (Very Good)
Navy: 7 Ships (Tolerable)
Industry: 3[1/2]
Economy: Poor (0)
Education: Educated
Culture: Strongly Cultured
Confidence: Admiring
Projects:
Nation Background: Based upon the ideals of John Locke, the Celtic republic is quite prosperous, yet makes little in the way of money. However, as with the UKSG, the wonders of steel and steam are flourishing, and these could prove themselves to be quite profitable. However, the English remain a problem to the south. Should all of Britain be united under democracy?

The Kingdom of France
Capital: Paris
Ruler: King Louis XVI/Toteone
Government: Absolute Monarchy
Tech. Level (Age): Early Industrial Age
Army: 40 Infantry Divisions (Good)
20 Cavalry Divisions (Better)
20 Artillery Divisions (Good)
Navy: 42 Ships (Good)
Industry: 4[1/2]
Economy: Rich (+2)
Education: Educated
Culture: Patriotic
Confidence: Untrusting
Projects:
Nation Background: France remains stronger than ever, as Louis XV 'The Iron Willed' has crushed all internal oppositon, placing the Monarchy back into its rightful throne of power. However, Louis XVI is not as great of a man. Can he keep up with the growing French Empire, or shall internal dissent and external threats rip up what his forefathers worked so hard to preserve?

The Kingdom of Portugal
Capital: Lisboa
Ruler: Queen Maria I Francisca/Azale
Government: Absolute Monarchy
Tech. Level (Age): Early Industrial Age
Army: 10 Infantry Divisions (Good)
7 Cavalry Divisions (Good)
4 Artillery Divisions (Good)
Navy: 35 Ships (Good)
Industry: 3 [1/2]
Economy: Rich (+2)
Education: Literate
Culture: Patriotic
Confidence: Barely Tolerating
Projects:
Nation Background: Portugal, once the greatest colonial empire on the face of the world, and then suffering a fall from grace, is once again on the rise, facing a sort of Imperial renaissance. Seemingly, the whole of Africa and the riches it carries, are open to her. Can Portugal make use of this advantage before the other colonial powers catch on?

The Republic of the Netherlands
Capital: Amsterdam
Ruler: The Staten-Generaal/Erez
Government: Parliamentry Aristocratic Republic
Tech. Level (Age): Early Industrial Age
Army: 10 Infantry Divisions (Normal)
2 Cavalry Divisions (Normal)
6 Artillery Divisions (Normal)
30 Colonial Levy Divisions (Tolerable)
Navy: 52 Ships (Very Good)
Industry: 5
Economy: Very Rich (+2)
Education: Well Educated
Culture: Cultured
Confidence: Tolerating
Projects:
Nation Background: The Netherlands, Amsterdam, and the Staten-Generaal are all rich from the prosperity which the colonies endow upon the lowlands. The VOC (Dutch East Indian Company) monopolizes on trade in the far east, but on the horizon, slowly threats are beginning to appear. Marathas grows increasingly belligerent as it grows stronger, the other colonial powers have begun to turn their eye onto India, and China is fast growing, her fleet presenting a possible threat. These things leave much of the Staten-Generaal on edge. Shall Amsterdam be able to hold onto her colonial empire much longer?

The United Kingdom of Sweden-Germany (UKSG)
Capital: Stockholm and Kassel
Ruler: King Gustav IV Adolph/Conehead
Government: Absolute Constitutional Monarchy
Tech. Level (Age): Early Industrial Age
Army: 45 Infantry Divisions (Good)
20 Cavalry Divisions (Better)
25 Artillery Divisions (Good)
Navy: 30 Ships (Good)
Industry: 6
Economy: Rich (+2)
Education: Well Educated
Culture: Untrusting
Confidence: Barely Tolerating
Projects:
Nation Background: Sweden-Germany is arguably the most powerful European state, with one of the largest economies and the most industry. The wonders of steam and steel are beginning to flourish in this nation, and with these wonders comes economic prosperity. However, even though the UKSG has been in relative peace for the last several years, tensions have begun to escalate with her nieghbors....

The Roman Empire
Capital: Rome
Ruler: Imperator August I Buonoparte/Blackheart
Government: Absolute Monarchy
Tech. Level (Age): Early Industrial Age
Army: 30 Infantry Divisions (Professional)
15 Cavalry Divisions (Very Good)
20 Artillery Divisions (Very Good)
Navy: 30 Ships (Normal)
Industry: 3
Economy: Rich (+2)
Education: Well Educated
Culture: Jingoist
Confidence: Patriotic
Projects: Ave Caesar! The Imperium Romanorum has been brought up from the ashes, under the guidance of the great Bonaparte family. Italy has been unified and Empire proclaimed, and even Greece has been taken. Yet still, This new Roman empire is nowhere near in strength or influence as the old one, but most are sure the Bonapartes are planning something to change that....

The Ottoman Empire
Capital: Istanbul
Ruler: Sultan Selim III/Andis-1
Government: Absolute Monarchy
Tech. Level (Age): Early Industrial Age
Army: 25 Infantry Divisions (Good)
15 Cavalry Divisions (Good)
15 Artillery Divisions (Good)
Navy: 10 Ships (Good)
Industry: 2
Economy: Poor (0)
Education: Educated
Culture: Untrusting
Confidence: Patriotic
Projects:
Nation Background: The Sublime Porte, the Sick man of europe - Ottoman military reforms have yeilded excellent results, yet her economic policies have not been so succesful, as trade no longer flows through the center of the world - the middle east. And on all sides, threats are mounting...

The Russian Empire
Capital: Moscow
Ruler: Tsar Pavel Petrovich (Paul I)/Das
Government: Absolute Monarchy
Tech. Level (Age): Early Industrial Age
Army: 70 Infantry Divisions (Semi-Rabble)
30 Cavalry Divisions (Tolerable)
20 Artillery Divisions (Semi-Rabble)
Navy: 35 Ships (Tolerable)
Industry: 3
Economy: Rich (+2)
Education: Tolerable
Culture: Patriotic
Confidence: Admiring
Projects:
Nation Background: The Russian bear, having reformed herself up to modern European standards without sacrificing her own culture or heritage, has come out stronger than ever. However, numerous traps are set all around. Should you and your allies turn your gaze to the Ottoman empire, one doubts anything should stop the great war machine that is Russia. However, to the east, the Chinese still present a threat...

Zanzibar
Capital: Zanzibar
Ruler: /Symphony D.
Government: Confederation
Tech. Level (Age): Late Enlightenment Age
Army: 5 Infantry Divisions (Normal),
5 Cavalry Divisions (Normal)
Navy: 30 Ships (Good)
Industry: 1
Economy: Very Rich (+2)
Education: Illiterate
Culture: Strongly Cultured
Confidence: Patriotic
Projects:
Nation Background: Zanzibar, a powerful trading conglomerate situated in east Africa, has recently begun limited contact with European nations. Should Zanzibar cooperate with these foriegn peoples, or should it chase these devilmen back into the sea from whence they came?


The Qing Empire of China
Capital: Beijing
Ruler: The Jaiqing Empire/Insane_Panda
Government: Divine Absolute Monarchy
Tech. Level (Age): Early Industrial Age
Army: 100 Infantry Divisions (Rabble)
50 Cavalry Divisions (Tolerable)
10 Artillery Divisions (Semi-Rabble)
Navy: 42 Ships (Good)
Industry: 4[1/2]
Economy: Richest (+3)
Education: Well Educated
Culture: Patriotic
Confidence: Admiring
Projects:
Nation Background: The Middle Kingdom remains stronger than ever, modernising in the face of adversity. Her armies are the largest in the world, albiet poorly trained, her fleet is second to none in Asia, and her coffers are full, supported by her 400 million man tax base. Even Europeans kow-tow infront of the mighty Dragon throne, eager to command the respect of the worlds biggest market as China begins to open herself up. The time has come for China to take back its rightful place on the world stage, as no nation has done before her. Yet, Siam still presents a considerable threat to the South, while the Dutch continue their colonisation, taking much of the orient for themselves. And what of the Russians? Has the bear finally submited to the Celestial Son of Heaven, or has he not learnt his lesson from the past wars against the Chinese?
 
NPC Nation's 1


The Marathan Confederacy
Capital: Junnar
Ruler: Peshwa Baji Rao II/NPC
Government: Confederacy
Tech. Level (Age): Early Industrial Age
Army: 25 Infantry Divisions (Good)
10 Cavalry Divisions (Good)
5 Artillery Divisions (Good)
Navy: 10 Ships (Good)
Industry: 2
Economy: Normal (+1)
Education: Well Educated
Culture: Patriotic
Confidence: Admiring
Projects:
Nation Background: Maratha is arguably the strongest of all the Indian states, save for Sikh Gujarat. Yet, with her power comes great challanges. Maratha is increasingly belligerent towards the Dutch and their allies of Gujarat and Mysore. Shall the Peshwa lead his armies to victory against the foriegn devils, uniting the subcontinent under one rule?

Mameluke Iraq
Capital: Baghdad
Ruler: /NPC
Government: Military Monarchy
Tech. Level (Age): Early Industrial Age
Army: 5 Infantry Divisions (Very Good)
10 Cavalry Divisions (Very Good)
2 Artillery Divisions (Better)
Navy: 5 Ships (Good)
Industry: 2
Economy: Good Enough (+1)
Education: Well Educated
Culture: Hyperpatriotic
Confidence: Admiring
Projects:
Nation Background: Ruled by the Mameluke Slave Kings, Mameluke Iraq has a small but strong army. Yet where shall it expand to, as it is surrounded by Russians, Ottomans, and the Muwahhid Empire?

The Empire of Mexico
Capital: Mexico City
Ruler: Emperor Ferdinand II/NPC
Government: Absolute Monarchy
Tech. Level (Age): Early Industrial Age
Army: 37 Infantry Divisions (Tolerable)
21 Cavalry Divisions (Semi-Rabble)
15 Artillery Divisions (Tolerable)
Navy: 5 Ships (Semi-Rabble)
Industry: 3
Economy: Rich (+2)
Education: Tolerable
Culture: Untrusting
Confidence: Patriotic
Projects:
Nation Background: Mexico, the last strong bastion of Habsburg Power, is quite possibly the strongest state of the western hemisphere.Yet its expansion is cut off by both French and Scottish colonies and its Army is lacking in training. Can it reform itself and reclaim the glory of the once great Habsburg dynasty?

The Republic of New Granada
Capital: Bogota
Ruler: The Grenadine Parliament/NPC
Government: Parliamentry Republic
Tech. Level (Age): Early Industrial Age
Army: 21 Infantry Divisions (Normal)
13 Cavalry Divisions (Normal)
7 Artillery Divisions (Normal)
Navy: 12 Ships (Normal)
Industry: 2
Economy: Poor(0)
Education: Well Educated
Culture: Strongly Cultured
Confidence: Admiring
Projects:
Nation Background: New Granada, a peaceful South American Republic, has little threats to worry about externally. Yet it is poor and has little in the way of Industry. Is it's leadership strong enough to lead it forward in this new century?

The Incan Empire of Peru
Capital: Cuzco
Ruler: Sapa-Inca Tupac Amaru II/NPC
Government: Divine Parliamentry Monarchy
Tech. Level (Age): Early Industrial Age
Army: 32 Infantry Divisions (Tolerable)
2 Cavalry Divisions (Semi-Rabble)
16 Artillery Divisions (Semi-Rabble)
Navy: 26 Ships (Normal)
Industry: 2
Economy: Normal (+1)
Education: Literate
Culture: Untrusting
Confidence: Loving
Projects:
Nation Background: Oncemore the Incans have forged themselves an Empire. However, threats both internal and external threaten to topple it. The Jesuits to the south, like the Spanish catholics, seek to preach their message of faith onto the Incans, while the military is largely underfunded and undertrained. Can the Incans resist the Jesuit preachers, who are infact nothing better than their Spanish forebearers?


The Kingdom of England and Wales
Capital: London
Ruler: King George III/NPC
Government: Parliamentry Monarchy
Tech. Level (Age): Early Industrial Age
Army: 17 Infantry Divisions (Normal)
7 Cavalry Divisions (Tolerable)
10 Artillery Divisions (Normal)
Navy: 36 Ships (Good)
Industry: 4[1/2]
Economy: Normal (+1)
Education: Educated
Culture: Untrusting
Confidence: Barely Tolerating
Projects:
Nation Background: England, having once been one of the worlds great powers, is now relegated to a second-rate spot on the International stage. Her fleet remains strong, but yet it is nothing compared to that of the Dutch, and her colonies are all cut off and surrounded by foriegn empires. Perhaps George III can do something about this, and turn England oncemore into a first rate empire...

The Swiss Confederation
Capital: Bern
Ruler: President Hans von Rheinhard/NPC
Government: Federal Confederation
Tech. Level (Age): Early Industrial Age
Army: 10 Infantry Divisions (Professional)
5 Cavalry Divisions (Very Good)
10 Artillery Divisions (Very Good)
Navy: N/A
Industry: 3
Economy: Richest (+3)
Education: Well Educated
Culture: Strongly Cultured
Confidence: Loving
Projects: Nuetral Switzerland. Not much more to say.



The Royal Republic of Poland
Capital: Warsaw
Ruler: The Royal Diet of Warsaw/NPC
Government: Royal Republic
Tech. Level (Age): Early Industrial Age
Army: 20 Infantry Divisions (Good)
10 Cavalry Divisions (Better)
10 Artillery Divisions (Good)
Navy: N/A
Industry: 2
Economy: Good Enough (+1)
Education: Well Educated
Culture: Untrusting
Confidence: Divided
Projects:
Nation Background: Poland, once a great, Royal Republic, is now left as a puppet of Stockholm and Kassel. Perhaps new leadership can revive this defunct nation oncemore?

The Kingdom of Hungary
Capital: Budapest
Ruler: King Francis III Rackozi/NPC
Government: Absolute Monarchy
Tech. Level (Age): Early Industrial Age
Army: 30 Infantry Divisions (Better)
25 Cavalry Divisions (Good)
15 Artillery Divisions (Better)
Navy: 10 Ships (Normal)
Industry: 3
Economy: Normal (+1)
Education: Tolerable
Culture: Strongly Cultured
Confidence: Patriotic
Projects:
Nation Background: Hungary, a rising empire, is fast growing. Wuth a strong military and strong allies,the future oppurtunities look endless. Plans to strike at the Ottoman empire are already being made, perhaps this is the chance to assert Magyar supremacy throughout the balkans...





Asante
Capital: Asante
Ruler: /NPC
Government: Tribal Monarchy
Tech. Level (Age): Enlightenment Age
Army: 5 Infantry Divisions (Rabble)
2 Cavalry Divisions (Semi-Rabble)
Navy: N/A
Industry: 1
Economy: Poor (0)
Education: Illiterate
Culture: Untrusting
Confidence: Tolerating
Projects:
Nation Background: A small, backwards African State.

Sokoto
Capital: Sokoto
Ruler: /NPC
Government: Tribal Monarchy
Tech. Level (Age): Enlightenment Age
Army: 5 Infantry Divisions (Rabble)
3 Cavalry Divisions (Rabble)
Navy: N/A
Industry: 1
Economy: Poor (0)
Education: Illiterate
Culture: Untrusting
Confidence: Tolerating
Projects:
Nation Background: A backwards African State.

Bornu
Capital: Nguigmi
Ruler: /NPC
Government: Tribal Monarchy
Tech. Level (Age): Enlightenment Age
Army: 2 Infantry Divisions (Rabble)
5 Cavalry Divisions (Semi-Rabble)
Navy: N/A
Industry: 1
Economy: Poor (0)
Education: Illiterate
Culture: Untrusting
Confidence: Tolerating
Projects:
Nation Background: A small, backwards African State.

Sennar
Capital: Wad Madani
Ruler: /NPC
Government: Tribal Monarchy
Tech. Level (Age): Enlightenment Age
Army: 3 Infantry Divisions (Rabble)
3 Cavalry Divisions (Semi-Rabble)
Navy: N/A
Industry: 1
Economy: Poor (0)
Education: Illiterate
Culture: Untrusting
Confidence: Tolerating
Projects:
Nation Background: A small, backwards African State.

Abyssinia
Capital: Adis Ababa
Ruler: Negus Negusti Demetros I/NPC
Government: Absolute Monarchy
Tech. Level (Age): Late Enlightenment Age
Army: 8 Infantry Divisions (Rabble)
7 Cavalry Divisions (Semi-Rabble)
Navy: N/A
Industry: 1
Economy: Poor (0)
Education: Illiterate
Culture: Untrusting
Confidence: Tolerating
Projects:
Nation Background: A small, isolated African State. Perhaps it is time
to open up to the Europeans and fufill the title of Negus Negusti,
king of kings.


Zululand
Capital: Ulundi
Ruler: Shaka Zulu/NPC
Government: Tribal Monarchy
Tech. Level (Age): Enlightenment Age
Army: 7 Infantry Divisions (Normal)
Navy: N/A
Industry: 1
Economy: Poor (0)
Education: Illiterate
Culture: Untrusting
Confidence: Tolerating
Projects:
Nation Background: A small african state under the charismatic leadership of Shaka Zulu.


Muwahhid Empire
Capital: Jiddah
Ruler: /NPC
Government: Theocratic Monarchy
Tech. Level (Age): Early Industrial Age
Army: 60 Fanatics [lightly armed but insane soldiers] (Rabble)
20 Cavalry Divisions (Semi-Rabble)
Navy: N/A
Industry: 1
Economy: Normal (+1)
Education: Literate
Culture: Jingoist
Confidence: Admiring
Projects:
Nation Background: Arabia, once a mere collection of Desert tribes, is united oncemore under the glory of the Muwahhids. Her fanatics are eager for blood, heathen blood. Is it time for a new Islamic Caliphate, ruled by its proper leaders in Araby?

Kalat
Capital: Kalat
Ruler: /NPC
Government: Absolute Monarchy
Tech. Level (Age): Early Industrial Age
Army: 15 Infantry Divisions (Tolerable)
10 Cavalry Divisions (Semi-Rabble)
2 Artillery Divisions (Semi-Rabble)
Navy: 2 Ships (Rabble)
Industry: 1
Economy: Poor (0)
Education: Literate
Culture: Untrusting
Confidence: Barely Tolerating
Projects:
Nation Background: Kalat is a small Muslim kingdom, without much in the way of defense. Should any powers deem her existance not worthy anymore, it is quite possible that she will be taken off the maps, the region instead turning to the Gujaratis, Chinese, or Russians.


Nepal
Capital: Kathmandu
Ruler:
Government: Absolute Monarchy
Tech. Level (Age): Early Industrial Age
Army: 12 Gurkha Divisions (Professional)
4 Artillery Divisions (Good)
Navy: N/A
Industry: 1
Economy: Poor (0)
Education: Illiterate
Culture: Jingoist
Confidence: Loving
Projects:
Nation Background: Nepal is a small, isolated Indian state. However, her Gurhka troops are amongst the best in the world, and nations would have little to gain by invading her mountainous country. Thus, for now, Nepal is quite safe.



Mysore
Capital: Guntakal
Ruler: Maharaja Krishnaraja III Wodeyar/NPC
Government: Absolute Monarchy
Tech. Level (Age): Early Industrial Age
Army: 60 Infantry Divisions (Semi-Rabble)
15 Cavalry Divisions (Tolerable)
Navy: 10 Ships (Normal)
Industry: 2
Economy: Rich (+2)
Education: Well Educated
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background: Maharaja! Maharaja! Mysore is a relatively strong Indian state, with significant trade connections to the Dutch VOC (Dutch East Indian Company). Now, with the Dutch expanding their power on the sub-continent, should Mysore continue to support them, to gain much wealth and technology, or should they resist, and cast the foriegn invaders back into the seas from whence they came?

The Japanese Empire
Capital: Edo
Ruler: Emperor Kokaku and the Imperial Diet/NPC
Government: Divine Parliamentry Monarchy
Tech. Level (Age): Late Enlightenment Age
Army: 10 Infantry Divisions (Tolerable), 2 Cavalry Divisions (Semi-Rabble), 5 Artillery Divisions (Semi-rabble)
Navy: 15 Ships (Good)
Industry: 2
Economy: Good Enough (+1)[3/6]
Education: Well Educated
Culture: Hyperpatriotic
Confidence: Admiring
Projects:
Nation Background: Japan, after an Imperialist win in the recent civil war there, has begun to follow in the example of China and open itself up to European trade and technology. Yet can it do this while keeping its national heritage? And can it survive in face of the growing Chinese threat? Again, only time will, or can, tell...

The Empire of Siam
Capital: Bangkok
Ruler: King Buddha Yodfa Chulaloke/NPC
Government: Absolute Monarchy
Tech. Level (Age): Early Industrial Age
Army: 25 Infantry Divisions (Normal)
10 Cavalry Divisions (Normal)
5 Artillery Divisions (Normal)
Navy: 30 Ships (Normal)
Industry: 2
Economy: Rich (+2)
Education: Literate
Culture: Patriotic
Confidence: Tolerating
Projects:
Nation Background: As Siam grows in power, so do her nieghbors grow in
alarm. A Southeast Asian empire with strong ties to the French Compagnie des Indes Orientales, Siam has conquered her arch-enemies of Burma, but what now, as the Chinese and Dutch cut off her routes of expansion? Is Siam aggressive and audacious enough to take on the greatest powers of Asia, and win?
 
Nation Reservations at Game Start

Insane_Panda: Qing China
Alex994: Mexico
Das: Russia
Andis-1: Ottoman Empire
Erez87: Netherlands
Kal'thzar: Celtic Republic
Blackheart: Rome
JosefStalinator: Virginia
ThomAnder: Japan
Toteone: France
Lord Iggy: Cypriot rebel's
Silver 2039: Marathan Empire
Symphone D: Zanzibar (Even if you were joking)
Dachspmg: Carolina
Azale: Portugal
conehead234: Sweden-Germany

Alliances:

French League: France, England, Portugal, Carolina.

Erfurt Coalition: Sweden-Germany, Holland, Scotland, Virginia, Mexico, Poland.

The Holy Alliance:
Rome, Russia, Hungary.


NOTE: This post will also be place for all the misc detail's, UU's, War's, Diplomatic treaties. Etc.
 
The World Map at Game start 1800.
 

Attachments

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*cannonade*

Crown Prince Louis the XVI is hereby crowned King Louis the XVI of France.
 
My Mameluke-ate out Mameluke-ates your Mameluke-ate.

Story later today, as school starts tomorrow :cry:
 
(ooc) Hey Alex, from that other thread - the CapNes tactics I used were silly, but my point is simply that such downfalls and potential economic bursts should be warned and redlined for further Nes'ing devlopment respetively.

Reno, what if a nation blitzes another territory? You've mentioned that huge amounts of the currently existing industry and economic value in an area will be decimated by an invasion. Successful military campaigns and even ongoing conflicts frequently leave resources & etc. intact since they're valuable to everyone involved.
 
Uh, what stats should I use? Being a force not recognized internationally yet, I didn't make the list.
 
Uh there's only one little thing I don't get about your Eco/Ind system. Is gaining useful territory the only way to gain eco levels, or can you grow it peacefully?
 
The Dutch are here :)

to Mysore and Sikh Gujarat:
Good Indian allies. We wish to dicuss with you privatly :) (AIM? Reno? Got it? or MSN?)
 
Reno, what if a nation blitzes another territory?

In the time before the Blitz type invasions you will get lucky if opposing fanatics don't destroy the local industries. After Nationalism vanes and faster invasions are possible less if none industries are lost unless the defending player or NPC decide to decimate their industries...

Uh there's only one little thing I don't get about your Eco/Ind system. Is gaining useful territory the only way to gain eco levels, or can you grow it peacefully?

You can grow it peacefully like in other NESses, but you can also gain positive economy by plundering from the enemy or taking over resource rich area's.

Reno? Got it? or MSN?

I've got MSN, i'll come online now. :)
 
To mexic
From Celtic Republic

We wish to trade 2 eco points for our American Provinces. Signing over of territory will be done as soon as payment arrives. (I would also like some ships? please, one or two please!).

Are there actually alliances? Did you take them out?
 
Carolina here. Prepare to eat lead, stalin!
 
From: Ottoman Empire
To: Mameluke Iraq, Muwahhid Empire and Abyssinia
NAP?


OOC: Reno, there is no "better" in training list, how are those troops trained?
 
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