DNESR Resurrection

Daftpanzer

canonically ambiguous
Joined
Nov 27, 2002
Messages
6,676
Location
Portsmouth, England, UK
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(yeah i wasted a few hours making this pic... need to stop doing that :( )

100 years after the 'great wars', and the promised golden age of modern science and technology never arrived. It was one the most peaceful periods in history - many celebrated freedom, of a kind, but many also called it a new ‘dark age’. The world had been ruined by the two great wars - the wars of rifles and muskets, cannons and cavalry, ships and ironclads… Wars that killed countless millions. Celtonia was the only one left standing, but she too had suffered greatly. Her people reshaped the world map, hoping for future peace and stability. Then the last of the great empires gradually withered and withdrew into isolation.

For a hundred years, the old beaten-up regimes struggled to stay in power. There where no more great wars, but here was no great enlightenment either. The old hatreds and brutal dictatorships were still there, biding their time. It was a cold, stagnant, depressing age. Modernising was a second priority. With no perceived threats, Celtonia all but turned its back on new technology and a druidic government took power. The title of world superpower passed from the Celts, and it was there for the taking...

Then in recent years, the world began to awake. A new generation had come to power, nations saw new opportunities, and began to compete for power and international prestige once again. There where revolutions, invasions, and small conflicts around the world. Tanks and aircraft revolutionised warfare, and new tactics where developed.

It is now 4184AF. War is spreading, and new empires are arising…

...

Well this started as a civ3 game, which I made into a story (unfinished/goofed out). Then as a NESing noobie, I decided to launch a very overcomplicated NES (DNES) based on the story world. Updating was a nightmare, I persevered but eventually goofed it up again. Apologies again to anyone who joined my last thread…

Before abandoning it all, I wanted to try again with a simpler system (or at least, much easier to update). The game starts from the end of DNES. Infact, it starts with an update, based on the last orders from DNES.

Anyway, I guess few people, if any people, are still be willing to play now. And rightly so I guess. But here goes anyway…

Players/Orders

Weekly updates, due to simpler system. I stake any last dregs of my reputation on this. Updates probably each Thursday evening GMT, with Tuesday midnight GMT orders deadline.

Each update will be 6 months of game-time and not a year anymore.

Players unlimited... Feel free to take any NPC nation, or give an idea for a new rebel nation (but PM me first rather than just declare it). Please only join if you will be around for diplo every so often, and please only take a larger nation if you plan to do interesting things. NPC’s will be pretty active.

Alex994 - USA
Icmancin - Tartarus
Contempt - Korea
Das - France
KrimzonStriker – Spain
Warman17 – Iroquois
Symphony D (NPC for 6 weeks) – Mayans
Insane_Panda - Byzantium
Kal’thazar – Inca
Kentharu – Japan
Andis-1 – China
Conehead234 – Germany

Any other nation is currently free to play as (though some are puppet states of others). At the moment, the most interesting ones are probably the superpower Celtonia, and the brave nation of Copan.

Stories are very welcome. I hope people write them mainly for coolness and background (Das made an especially epic awesome series of stories last thread). They wont lead directly to stat bonuses (no story bonuses exactly) but will help in many other subtle but important ways.

Rules:

Not expecting people to go reading through all these rules (hopefully simpler than first time… or maybe not). Anyway, the idea is just common sense and trying to be realistic (pretty much conventional NES style now).

As always, feel free to send as little as you want. I don’t mind if people don’t read the rules exactly, as long orders are still something realistic. And i’d rather people sent a few words than nothing at all. It would help if you gave at least one of the following:

Industry orders (build up industry, build trade goods, or military?)
Priorities for econ funding
Priorities for science
Military orders
Social stuff / spy stuff

Basically, I have split the standard Das’ econ points it into both economy and industry. Economy handles the stat-boosting side of things, while industry is mainly for military stuff, infrastructure and projects. Economy can fluctuate up and down, while industry remains solid until it is lost due to wars etc.

Oh and its very possible to use different stats for different things (like using science to develop new trade goods), so long as its not too ridiculous.

Spoiler Armies and Waging War :

Armies and Waging War:

Basically like before, you can only give orders to whole armies to keep things simpler. Armies can do anything within reason. They can be on guard against a certain nation, or just generally defending against any attack. They can be very dug-in, or they can be ready to move out - up to you.

Each army is assumed to have an equal share of your land military (with some left over for garrisons in isolated places). Though you can change this in your orders.

A single army can concentrate on one area, or can spread out to a few territories (but not that many). They can move a long way in a turn with ocean travel, basically to anywhere in the world, provided there are no enemy obstacles. I’ll take into account that an army will get more disorganised the further it travels by sea, especially the destination is quite far from any friendly ports. Also, your navy should support any amphibious attacks, or those landing craft will be very vulnerable!

Transport boats are just assumed to exist as needed. There might be an issue if a nation with hardly any naval power suddenly wants to move loads of troops overseas. But so far I wont make any rules about this.

An army can also move a long way through friendly territory on land in a turn, especially when moving through territory of a developed nation (railways etc). But armies still get disorganised on long land movements.

Creating extra armies - Extra armies wont cost anything to create anymore. Making more armies obviously makes your forces more flexible. But the more armies you create, the less troops each one will have, and the more disorganised they will all get. Basically, each nation will start with a good amount of armies for its military size.

Air forces and navies:
Air force, and navy will just be split up depending on how you want, what priorities you set etc. Ships and planes can pretty much go anywhere in the world in a turn. Default orders will just be to defend. I’ll be keeping track of things from turn to turn (where things were and where they are going), so that opposing navies might collide en-route, etc.

Obviously, airforce can do things like strategic bombing to reduce an enemy’s economy and industry. Ships and subs can blockade/bombard ports and raid shipping lands.

Paratroopers and air transport/supply aren’t really in the game yet, but could easily be developed from level 3 air onwards…

Planes cant fly all the way around the world though, not yet anyway. Attacking a neighbour or nearby island shouldn’t be a problem.



Spoiler Diplo Stuff :

Diplo Stuff:
Puppet states – they give all their special resources to the ‘master’ nation, and always allow military forces to be stationed there, etc. NPC puppets will do pretty much whatever the ‘master’ nation wants. In exchange, puppet states expect protection - if you let a puppet state get conquered by someone else, it doesn’t look good for you, and other nations probably wont want to be your puppet in future.

Breaking treaties – A treaty is ‘official’ if its agreed upon by all nations taking part. Breaking and official treaty will hurt your reputation. This will affect NPC attitudes, could also affect the attitude of your people (if its something public).

Trading stuff:
Economy and trade - Trade is generally passive, each nation is assumed to allow trade with each other to start with. But you could ban trade with other nations, obviously this could hurt both economies. On the other hand, you could sign free trade agreements with other nations, to encourage trade with them and discourage your trade from going elsewhere.

Tech trading - No longer possible to exchange specific levels of tech. Instead, you simply say that your scientists are helping another nation. I think that is more realistic, and also much easier. Your own tech progress will be slower depending on how much you want to help the other nation, and how many other nations you are helping etc. There is nothing definite about how much their tech increases by, it will all depend on the situation.

Sending aid/money/materials - Basically, ifs its within reason, there could be any kind of deal.



Stats:

Basically these stats should all be as you’d expect. For (some) simplicity, stats have only a few rough levels that they fall into, roughly. But ill keep track of the ‘in-betweens’ so that if a stat doesn’t jump up a level, it doesn’t mean there’s been no progress at all.

Spoiler Government :

Government: strength , alignment
Two parts, first is ‘government strength’, basically how secure the government is in control of the nation. Low strength means low confidence/ loss of authority, and many rebel factions are likely to spring up. Higher strength means more confidence in the government, and more authority over the people.

A strong government is also in a better position to push through reforms of political freedoms, civil rights etc (see below). You could ‘sacrifice’ some government strength to push through controversial laws or reforms etc.

Strength ratings: (powerless, very weak, vulnerable, steady, established, strong, very strong, unshakable+X)

‘Alignment’ is the political ideology that the government follows most closely. Or it could be a mixture of a few things.

Changing the alignment of the government usually means some kind of revolution. The new government may be vulnerable for some time unless there is high public support.

Alignments are:
Fascist – The people are made to think of themselves as superior to other cultures/races, with a great destiny ahead of them. This can inspire some fanaticism among the people and the soldiers. In war, the people are willing to put up with hardships to ensure the final victory. But if the nation is defeated or weakened (and shown not to be superior), then there can be a big loss of confidence. Fascism tends to hurt trade and relations with other nations, and it causes uneasiness among any minorities/foreign people that have been conquered or that already live in the nation.

Imperialist – Basically like fascism, except that it’s the tradition and the glory of the nation and its leaders that is superior to everything else, not the race of people. The people are happy and loyal as long as they feel like part of a strong nation. Imperialism can hurt relations with other powers.

Capitalist – Trade and Economy is emphasised, and will tend to improve. But the people also expect more wealth, so there will be loss of confidence if the economy stagnates or gets worse. This ideology does not inspire any extra loyalty in the people, or the morale of soldiers. New inventions are often explored for money-making potential – so scientific progress is sometimes helped.

Democratic – Many nations could have some form of ‘democracy’, but this is where it becomes a big deal. Democracy is seen as part of the nation’s identity. The people really expect to have their voices heard, and their demands acted upon. Political freedoms must obviously be quite high, and the people will probably demand high civil rights also. Once this kind of democratic ideology gets established, people tend to feel they live in an enlightened country, and can be very loyal and patriotic. It tends to improve relations and trade with other countries, and benefits philosophy and scientific innovation more than other ideologies.

Socialist – State owned industries etc. The government has a lot of control over the agriculture, industry, science etc, and can easily push for development in these areas. It can also organise big infrastructure projects more easily. The down side is, nothing really gets done unless the government specifically orders it and has enough funds for it. Trade and economy may also suffer due to lack of private enterprise and competition. Finally, the government is still supposed to be for the good of the people... If the state-owned agriculture and industry cannot produce enough of what the people need, then there is loss of confidence, and vice-versa.

Druidist – This arose in Celtonia over 50 years ago. The well being of the people, and the well being of the natural environment are the most important things. The military, industry and economy are a secondary priority, and will often decline. Druidism tends to heal social problems and social divides, and can strongly unify the nation. It also increases and revives old spiritual beliefs. This is an ideology that looks back to ancient traditions, so it tends to work against scientific innovation.

Republic – A pretty netural ideology. The people want a fair amount of political and social freedoms, but don’t make such a big fuss about it.

Monarchist – Tends to create lots of loyalty and stability, as long as the monarch is respected by the majority. But this is not a very forward-thinking ideology.



Spoiler Political freedoms :

Political freedoms: The amount of ‘democratic’ rights that the people have. The amount of voting that allowed, the amount of choice people have over how the government works and what the laws are.

Lower = If people are unhappy, they cant really do anything against the government.
Higher = increased loyalty and morale, but more trouble for the government if people are unhappy.

Ratings: (outlawed – very few – few - some – many – very high – outstanding – utopian)


Spoiler Civil rights :

Civil rights:

Lower= people are easily oppressed and controlled. Harder for enemy spies and agents to operate. Tends to hurt economy and science.
Higher= harder to oppress the people. Easier for enemy spies etc. Increased morale, tends to benefit economy and science.

Ratings: (outlawed – very few – few - some – many – very high – outstanding – utopian)


Spoiler Attitude :

Attitude: I didn’t quite know what to call this one. But anyway, this is meant to be what the people think about the current government, and the current state of the nation. It’s a vague description.


Spoiler Industry :

Industry is used to build useful things! This is the most complicated one. You get a number of industry points to spend on various things (below), equal to the industry level.

Industry Ratings (and the amount of spending points): none (1), basic (2), limited (3), capable (4), strong (5), very strong (6), massive (7), colossal (8), powerhouse (9), limitless+X (10+X)

Sacrificing an industry level:
An industry level could be sacrificed/demolished to free up manpower, if it is running low. Otherwise there is no great reason to do this, apart from maybe a ‘scorched-earth’ policy.

Spending industry points:
Industrial growth - Takes one turn without using industry for anything else (no points to spend this turn). Industry will be up one level next turn, but you must wait *two more* turns before doing this again.

Trade Goods - Industry points can be turned into economy points to be used this turn (see economy below). But this is not 100% efficient and it might lose a point every now and then.

Send to other nation - You send some of your points to add to another nation’s industry points. This is like sending materials, supplies etc, which could be intercepted by an enemy. Also, if the other nation is doing industry growth this turn, then they wont receive these supplies until they are on normal production again. Otherwise they cannot be ‘banked’.

Military - Roughly, you would get one point to the military rating for every industry point spent. You use industry to increase military power in any area (see land,naval,air power further down). You can increase the military overall, or concentrate on increasing the proportion of tanks, artillery, destroyers, bombers etc. or build capitol ships. Some things cost more to build and might not add as many points to the rating as cheaper things, like just pumping out tons of infantry and militia. But an army without any tanks or artillery etc is obviously not going to get very far.

Conscription - conscripts are just cheaper troops. You'd probably get at least +2 land power rating for every industry point spent on conscription. You can spend as many points on this as you want. But conscripts aren’t as well trained or motivated. Conscription can cause unhappiness, depending on how people feel about the situation and if they think it’s a worthy cause or not, plus how much free speech they have to complain about it. It puts an extra strain on manpower as well.

Capitol ships - these are big investments, they are counted separately and have special cost – Carriers and Dreadnaughts normally cost 3 industry points, Battleships cost 5. They can be built over several turns if they can’t be done in one go. Then they may take an extra turn to actually appear in the game (these things take a long time to construct).

Fortifications – These help protect a territory, and show up on the map. A ‘lesser’ fort would cost about 2 industry points. These are older style fortifications, or not very well-made ones. They are vulnerable to modern artillery and air etc. A ‘greater’ fort is something like OTL ‘atlantic wall’ and costs about 4 points, these will resist modern air and artillery better. You could spend even more points for some kind of super-fortifications.

Projects – Need a certain amount of industry points invested in them before they are completed.

Infrastructure and Science – are stats that industry could be invested in directly.
 
Spoiler Economy :

Economy is the overall wealth of the people and the nation. People are happier the bigger it gets.

Economy can also be taxed and spent to boost just about any other stat. Each level of economy gives a number of econ points to spend each turn:

Economy Ratings (and the amount of spending points per turn): Survivalist (1), poverty (2), weak (3), okay (4), strong (5), wealthy (6), prosperous (7), boundless (8), powerhouse (9), overwhelming+X (10+X)

Sacrificing an economy level:
This can be done once per turn, to give a large boost to any stat, including industry. This will usually boost that stat up a level, especially if economy level is high and the target stat is low. Otherwise its still taken into account as helping the progress of that stat. You can sacrifice an econ level and then still spend the points you had at the start of that turn…

Spending econ points:
Increasing the economy level – There is no guaranteed way to do this, but basically any econ points that are not spent are invested back into the economy (or are never taxed off in the first place) and this increases econ growth (see ‘growth’ stat, below). A couple of turns of spending little or no econ points would go a long way to increasing the economy level.

Invest in stats - Econ points can be invested into any stat, making them increase sooner than otherwise. This includes the military stats (organisation, training, leadership). You can split up the spending between different stats as you wish. Again, don’t be surprised if the stat doesn’t jump up straight away. Nothing is lost or wasted, I will keep track of all the investments and take them into account from then on. Basically, one or two turns of full investment in something would almost certainly increase it.

Invest in research project
Econ points can help a specific research project move along faster, when you want to increase a level in something or quickly develop a UU. This is different to investing in the 'science' stat, as that would be investing in overall efficiency of research.

Give to other player – As many econ points as you wish can be sent to another nation/player, for them to spend that turn. This is counted as shipments of gold, currency etc, which could in theory be intercepted by any enemy forces.

Buy Parts/Materials - Economy points can be turned into industry points to be used this turn (see industry above). This can be ‘war mobilisation’ when producing extra military forces. But again, this is not 100% efficient and it might lose a point every now and then. This also requires that you are not blockaded, and have access to the world market.


Spoiler Growth :

This is next to economy, and shows if the economy is getting bigger or smaller. Even with high trade profits, the overall economy may be shrinking due to heavy tax, military support etc.

If you invest eco points into economy, it will also tend to increase the rate of growth shown here.

Ratings: (crashing-X, failing, struggling, stagnant, steady, growing, thriving, booming+X)


Spoiler Manpower :

Manpower: The amount of available, able-bodied people. You need this for raising military strength (especially ground strength). If manpower is low, you can probably still increase the military, though the morale, training and organisation level will all suffer (due to children and elderly people being recruited!)

Low manpower makes it harder to increase industry, and to a certain extent, economy and science also.

High manpower will need enough food to maintain.

Ratings: (none – scarce – limited - enough – abundant – limitless+X)


Spoiler Infrastructure :

Infrastructure: This is transport networks, power stations and electricity networks, telegraph/telephone networks, ports and airports.

Higher infrastructure makes life easier for everyone. Armies can move faster across home terrain, industry and economy can shift more goods and supplies around, and people have a better quality of life.

Infrastructure is also going to be one of the toughest things to increase - it does take a lot of investment to improve.

Ratings (pre-industrial - basic – developing – developed – very developed - sophisticated – modern +X)


Spoiler Science :

Science: How much education and knowledge your people have, and how much scientific progress is being made. It also makes it more efficient to spend extra economy points on research.

Your orders might contain rough percentage of how it is being used. The main things would probably be:
Advancing an era - in academic, land sea or air tech (see techs below)
Developing new military vehicles and weapons – Paratroopers, early helicopters, V-1 and V-2 type rockets have yet to be developed by any nation.
Invention – See inventions below. They take some time to research.

Otherwise, science could theoretically be used to develop new trade goods, or could help espionage and counter-intelligence efforts… anything within reason.

Ratings: (superstition – basic – educated - scholarly - enlightened - progressive - advanced – genius X)


Spoiler Special Resources :

These are the only resources that have listed amounts in the stats. If there is a + sign, then that amount is ‘tradable’, and either helps trade profit on the world market or can be traded in specific deals with other nations. For now, only one of each is needed for the ‘bonus effect’.

If there’s not a + sign, you are either importing from another nation, or are sending all surplus supplies to someone else. But you still get the ‘bonus effect’.

Oil: Only really beneficial for economy and development after a fairly modern level of development is reached (Academic 3+), when motor transport begins to boom (and maybe for plastics and synthetic stuff later on).

Oil shortages will only affect war if A: war has been going on for a few years (using up reserves), B: there is no allied or neutral nation who can trade oil due to blockades etc (or the economy is so broke that there is no money to pay for imports anyway), and C: Your military actually needs oil (this would be era 2+ military stuff).

Rare Minerals: a source of this will help industry, probably jump one level higher than otherwise would be.

Uranium: Needed for nuclear weapons obviously, and for nuclear powered ships. Nuclear power stations could also be adopted, if you choose to accept the risks of meltdown etc.

For now, nobody in the world has stumbled upon e=mc² or the potential of Uranium (It will probably appear at a random moment). Nor has anyone thought of using radioactive material for a non-nuclear, but high radioactive ‘dirty bomb’ (but this could be developed…). Radioactive heavy elements are known about, but are little more than a scientific curiosity at present.


Spoiler Inventions :

Inventions: These are specific things that you may or may not wish to invest time and resources in. They are easier to develop the more Academic tech levels/eras you have above the minimum limit. (See tech levels below)

Automobile: Era 2+
Uses: needed for any tanks or motor vehicles in the army, destroyers, subs and cruisers in the navy.
Basically, development of mass motor transport for your people and military, and development of industry for engines, parts, and fuel refining. This is very common by now.

Aircraft: Era 2+, needs automobile first.
Uses: needed for any air power, including airships.
This is development of your own aircraft industry, pilot training, engines, aerodynamics, parts etc.

Electronics: Era 3+
Uses: Sonar against subs, Radar to defend against air, also helps science and infrastructure.
This is everything from radar/sonar development to mobile battlefield radios and all kinds of electronic devices that lead up to early computers.

Rocketry: Era 3+
Uses: All kinds of weapons, especially Anti-Tank rockets carried by infantry or aircraft. Could be developed into V-1 or V-2 style, early strategic rockets. Short-range rocket powered interceptors are also a possibility (such as the Komet (sp?) in OTL).

Computers: Era 4+, needs electronics first
Uses: boost for science, helps espionage and intel (code-breaking etc)
This is development of early computers, the kind that filled up rooms. But can still save thousands of man-hours in number crunching.

Jet Engine: Era 4+
Uses: All kinds of jet aircraft!
This may not be so useful unless air tech is at a similar level. The potential of jet power could be wasted if there isn’t enough understanding of higher-speed aerodynamics and controls.

Nuclear Fission: Era 5+ (if there is e=mc²), needs computers first
Uses: allows development of first nuclear bombs, nuclear power for cities, ships, or anything big enough.

Guided Weapons: Era 5+ needs computers and rocketry
Uses: Development of early radar guided anti-air, radio-guided air to ground, or similar weapons.
Early guided weapons are going to be quite big and cumbersome, but could still be very effective, especially the anti-air weapons.

More inventions appear here, if and when they become relevant.



Spoiler Projects :

Projects: obviously, any special projects you have ordered or completed.

Currently, they will be listed as a % while under construction, though I will take into account that some projects are a lot more epic than others, and will take longer.


Spoiler Tech levels :

Tech comes in four types, which are:

Academic – This is general technology level, needed for inventions (see above). Its easier to increase military tech level if academic level is already above them. And vice-versa, its hard to push military tech much beyond academic tech.

Land, Sea, and Air – These allow new and better weapons/equipment for that part of the military.

These four types of tech can each be at different eras/levels, which are:

Era 0
Pre-industrial, anything and everything that isn’t as advanced as any other era.
Land = Infantry, Militia, Cavalry, Elite Infantry,
Sea = Pre-Industrial warships (better than nothing, probably)
Air = no!

Era 1
American civil war / Franco-Prussian war era OTL. Rifles, rifled artillery, explosive shells, experimental machine guns, steam powered boats and heavy ironclads.
Land = Artillery
Sea = Ironclads (roughly anything from chunky old ships, to almost ww1 cruisers), Gunboats (smaller, faster boats)
Air = Not much possible at this stage. Airships might be possible to build, but wouldn’t be very good.

Era 2
World war 1 era OTL. Combustion engine makes an appearance.
Inventions = Automobile, Aircraft
Land = Basic Tanks, Armoured Cars, Heavy Artillery
Sea = Destroyers, Subs, Cruisers, Dreadnaughts, Carriers (just)
Air = Biplanes, Heavy Biplanes, Airships

Era 3
Pre-ww2 to early ww2 OTL.
Inventions = Electronics, Rocketry
Land = Tanks, Halftracks, Mobile Artillery, Rocket Artillery
Air = Fighters, Dive-bombers, Fighter-Bombers, Tactical Bombers, Heavy Bombers, Paratroopers
Sea = Battleships, Carriers

Era 4
Mid ww2/Late ww2 OTL
Inventions = Computers, Jet Engine
Land = Heavy Tanks, Tank Destroyers
Air = Jet aircraft, Rocket Fighters, Long Range Bombers, Strategic Rockets, Helicopters
Sea = nothing terribly new

Era 5
Late ww2/Post ww2 OTL
Inventions = Nuclear Fission, Guided Weapons
Air = All kinds of more advanced Jet aircraft possible from now on.
Sea = Nuclear power could be used to power naval ships (or heavy bombers, or anything big enough!) from this point.
Some practical guided weapons are possible. Heavy rockets could just about make trips over the oceans with some development.

Era 6
50’s OTL
Intercontinental rockets could probably be developed form this point. Early attack helicopters could also be possible…

Era 7+
More info, if and when things get this far!



Military Stats:

Spoiler Military Leadership :

Military Leadership – Good leaders can achieve a lot with a little. Bad leadership can squander even the best equipped army. Leadership generally takes time and money to develop. Combat experience would help also. And the random appearance of naturally talented commanders.

Ratings: ( inept – foolish - clumsy - competent - good – excellent - superior – masterful – genius+X)


Spoiler Organisation :

Organisation: This is partly the formation of the army, and partly the level of communications between different units and different arms of the military. But mainly, it is also the amount of supplies and ammunition available *where it is needed*.

Organisation generally costs money. A low level of organisation can be a money-saver in peacetime. But a surprise attack against a disorganised enemy could be devastating.

Ratings: (chaotic – confused – messy - okay - good – excellent – perfect)


Spoiler Training :

Training: takes time and money to increase and maintain. But it can and will make a big difference in battle, particularly for armies without much battle experience.

If there is only one stat, then it’s the same for all. Otherwise, land, sea, and air will have different training levels listed.

Ratings: (Very Poor - Poor - Okay - Good - Very Good – Excellent)


Spoiler Armies :

Armies: simply the number of armies the nation has. They are shown on the map as little helmet icon things (see map stuff), and each has a separate experience level, shown by little gold stars.

So my idea is that armies get better the more they fight. Experienced troops could be sent off to different armies to spread out the experience points, or they could all be concentrated in one army.


Spoiler Land Power, Naval Power and Air Power :

A rating for the overall size (but not quality) of each, and a description of what kind of units/vehicles/troops. There could be ‘few’ of one type, or ‘many’ of another type. This is relative to the overall military size, and how it balances out - doesn’t necessarily mean there is more or less than another nation has.

You use industry to increase military power in any area, or add more of a certain vehicle/weapon (see industry above). You can also scrap anything you don’t want and reduce the military size to save a bit of money, and maybe get some industry points back to spend again.

In battle, I’ll try to work things out realistically, based on what happened in real world history. So for defence, you could build up mainly infantry and artillery, with only a few tanks etc. To counter-attack or go on the offensive, you could build up lots of tanks, mobile artillery and armoured cars/halftracks/cavalry.

Airpower is becoming important also. Basically there are fighters, air-support type bombers, and heavy bombers to destroy enemy cities and factories. You could have all of these types, or just build up one or two.

At sea, subs could prove a useful weapon, though nobody has really put them to the test yet. Destroyers are needed to hunt down subs and provide cover for heavier ships. Cruisers provide most of the navy’s overall strength.

Dreadnaughts and battleships need support from smaller ships against subs etc. They are expensive to build and painful to lose… but their firepower can turn the tide of a naval battle. Meanwhile, people are just starting to realise that carriers could be very useful, and that air power just might be the end of battleships...

These are generic types of units and things that anyone could build with the right tech level. Feel free to suggest your own…

Land types:
Infantry – The backbone of any army.
Conscripts – Cheaper to recruit, but not as well trained or motivated.
Elite Infantry – Special forces, assault troops, ‘imperial guard’ etc. Better equipped and trained than the rest.
Militia – Irregular forces, cheap to train, they wear down the enemy rather than confront them.
Artillery – A mix of all kinds of artillery. Useful in all situations, especially against fortifications. But they need the protection from other forces.
Mobile Artillery – More advanced artillery, that can follow along with the attack, and can escape from danger.
Cavalry – They are not necessarily so obsolete. They can be well-equipped infantry, using horses for transport. Horses can still be more useful than motor cars in some terrain.
Armoured Cars – These are fast and mobile
Halftracks – Different than armoured cars, they are a lot more heavy-duty, mechanised infantry type stuff
Tanks – Later tanks have much more armour, firepower, and mobility than earlier tanks.
Heavy Tanks – Lack mobility, vulnerable to air attack, but outmatch other tanks. Armour can resist most anti-tank weapons.

Air types:
Biplanes – Cheaper, dependable, versatile, but they lack performance to intercept later bombers and fighters.
Heavy Biplanes – These are heavy duty biplanes, early bombers and torpedo-bombers.
Fighters – Fast monoplane fighters to intercept other air.
Dive Bombers – Accurate against specific ground (or sea) targets. They can be mobile enough to evade enemy fighters, but aren’t suited to air-to-air combat.
Fighter Bombers – Tend to have less firepower, but are designed for both air-to-air and air-to-ground.
Medium Bombers – Bombers designed to hit battlefield targets more accurately, at lower levels.
Heavy Bombers – Can fly higher and carry more bombs. They tend to lack accuracy and mobility to hit battlefield targets, but can do heavy damage to cities or any large target.

Naval types:
Pre-industrial warships - Better than nothing, probably.
Gunboats – Anything that isn’t quite a ‘destroyer’. Could be fairly fast, fairly well armed vessels, but of obsolete design.
Ironclads – Anything that isn’t quite a ‘cruiser’. Again these could still be fairly well armed and armoured.
Destroyers – More modern vessels, fast and mobile, able to hunt down submarines and other destroyers
Cruisers – Heavy-duty ships with good armour and firepower.
Subs – Subs improve greatly with more naval tech. They could be very dangerous wherever there aren’t enough destroyers to counter them.

Captiol ships are big investments. They are each counted separately from the rest.

Dreadnaughts - Costs 3 ‘points’. Well armed and armoured capitol ship.
Battleships – Costs 5 ‘points’. Overall improvement from Dreadnaught, but each one is very expensive.
Carriers – Costs 3 ‘points’. Brings air power into naval battles.

 
Spoiler Specials :

Special: These are UU’s or some kind of special weapons. They will take some time, money, industry and research to create. They will then take their place in the military, and are assumed to replace most of the ‘standard’ type of unit.


Spoiler Doctrines :

These are tactics and military methods that are generally beneficial, but can also have a down side. Again, it usually takes time and money to develop these. Most nations start with some kind of military ‘doctrine’. But you can invent your own and let me know in your orders or stories. They could have advantages or disadvantages in certain situations. It isn’t necessary to have any…

Alpine Warfare – Tactics and equipment for fighting well in mountain, hills, alpine forest terrain.

Polar Warfare – Tactics and equipment for fighting well in snowy/tundra conditions.

Carrier-Based Fleet – The carriers are the core of the fleet. All other ships are there to protect them. Massed carrier aircraft strikes are sent against enemy fleets.

Battleship-Based Fleet – Carriers just provide cover for battleships and cruisers as they try to engage the enemy at close range.

Amphibious Warfare – Tactics and equipment for assaulting defended beaches more effectively, with air and naval support, and then quickly brining more forces ashore.

Massed Infantry Attack – Heavy losses are acceptable. They will overwhelm the enemy with numbers..

Combat Air Support – Airpower is tied closely to land forces, and is used to support attacks wherever possible.

Guerrilla Warfare – Militia forces are most important. Enemies will not be confronted head on, but smaller forces will wear down the enemy.

Defence-in-Depth – Forces will dig in well behind the front line, spreading out and creating several lines of defence, designed to contain and absorb any breakthroughs by the enemy.

Fortified Defence – Priority is given to fortified defence positions. Troops are specially trained and equipped for defending forts and bunkers.

Tzantzewal C'oc – basically OTL blitzkrieg. Concentrated breakthrough tactic, developed by Mayans

Ignis Bellum – blitzkrieg again, but adapted to fit Byzantine forces.

Civilian Arms Training – Civilians are required by law to own firearms, and receive basic training. Militia and new recruits to the army will be better quality. But this could go pear-shaped if there is a breakdown in social order (anyone who wants to rebel will be well-trained and well armed).



Map Stuff:

map_key.jpeg


Terrain might be worth thinking about, it will affect battles. Also, grey borders on the map are lines of mountains between those territories. Similarly, blue borders are territories separated by a major river.

Cities and Factories will be centres of that nation’s economy and industry.

Forts can be built to protect a province (see industry)

Luxuries/Goods give a little boost to trade and economy to the owner.

Ore and Farming also help trade - they reduce the amount you need to import, or create a surplus to export.

Civil Unrest People are unhappy here. The colour is the nearby nation they want to join. Or black means an independence movement.

Foreign Claims Another nation may have some old claims to this land. The local people may not care at all, though. A black flag means claims by a nation that has been conquered and wiped off the map.

Anarchists / Revolutionaries They want to bring down the current government, but want to stay part of the nation. Or maybe they just want to cause trouble.

Flags are there to help show territory ownership, and show allied armies when they move out of their nation. Let me know if you want a new/different flag…

Map:
Spoiler MAP :

zignes23x.jpg



Defensive Alliances:
(No other kind of alliance has been made yet…)
GDI Global Defence Initiative (Byzantium, Mayans, Japan, Inca, Celtonia, China, Molde)
NOD Nixon-Ozenfant Detene (France, USA, Germany, Korea)
ASP Alliance of the Sea Peoples (Venice, Rome, Holland)
SA Scandinavian Alliance (Scandinavia, Stavanger)
SSA Scandinavian-Spain Accord (Scandinavia, Spain, Nemausus)

Wars in Progress:
These are the only officially declared wars: (kinda complicated)
The whole ASP alliance is only at war with Byzantium
But Holland is at war with the Mayans, China and Japan as well
The Iroquois are at war with both Byzantium and the Mayans
Egypt and Copan are at war with the Mayans only
The USA is occupying Alaska

Puppet States:
Akwesane is a puppet of Iroquois
Mexican Repbulic is a puppet of Spain
Norseland is a puppet of Celtonia
Nova Scotia is a puppet of Celtonia

Other Treaties:

Free-Trade agreements:
Germany-Byzantium
USA-Germany
Japan-Korea
East Ocean Development Council (Scandinavia, Spain, Nemausus, China, Japan)

Trade Embargos:
USA and Germany embargo Celtic goods

Current Independence / Rebel Movements:
Other nations can increase local support for these (propaganda) or increase the threat level (send arms and weapons).

Alaskans - fighting against US oppression
Support: High / Threat: High

Aruga Islanders – Inuit style culture. For centuries, been a colony of Scandinavians and then Dutch.
Support: Medium / Threat: Low

Arequipa – formally independent nation, captured by Mayans three years ago.
Support: Medium / Threat: Medium

Norseland (and Orkney islands) – captured by Celts four years ago.
Support: Medium / Threat: Low

Zulu Isles – captured by China and Celts four years ago
Support: High / Threat: Low

Mexicans – those in NOD occupied territories, seeking reunion with Mexican republic
Support: Medium / Threat: Low

Cretans – seeking end of Venetian rule and reunion with Byzantium
Support: High / Threat: Medium

Acadia and Heidelberg – Regional independence movement
Support: Low / Threat: Low

Portuguese – ancient culture, seeking end of centuries of Inca rule
Support: Medium / Threat: Medium

Anarchists / Revolutionary movements:

none at present
 
Nation Stats:

Spoiler Akwesane :

Akwesane – Puppet state of Iroquois
NPC
=========================
Government: Steady, Fascist/Republican
Political freedoms: Few
Civil rights: Some
Attitude: Content
Industry: Basic (2)
Economy: Weak (3), growing
Manpower: Scarce
Infrastructure: Developing
Science: Educated
Special Resources: 1 Oil (1 to Iroquois)
Inventions: Auto, Air
Tech: Academic 3, Land 3, Sea 2, Air 2
=========================
Military Leadership: Clumsy
Organisation: Good
Training: Okay
1 Army
10 Land Power (Infantry, few Artillery, few Cavalry)
5 Naval Power (Destroyers)
3 Air Power (Biplanes)
=========================

Akwesane is an outpost of Iroquois culture in the east ocean, a leftover of bygone ages. The people chose closer ties with the Iroquois fascism in recent years, perhaps fearing that the democratic Scandinavians would swallow up what remains of their separate culture and identity. Akwesane is now a puppet state and supplier of oil to the Iroquois, with a noticeable presence of Iroquois naval and air forces.


Spoiler Alaska :

Alaska – Resistance Movement
NPC
=========================
Government: Strong, Socialist/Democratic
Projects: Alaskan National Monument
Techs: Academic 2, Land 3, Sea 2, Air 2
=========================
Military Leadership: Competent
Organisation: Okay
Training: Okay
Armies: 1
Land Power: 4 (Infantry, Militia, few Artillery, few Halftracks)
Naval Power: 0
Air Power: 0
Specials: Biathlon Militia (resilient troops, very good in alaksan terrain)
Doctrines: Polar Combat, Alpine Warfare
=========================

With determination and organisation, the Alaskans set themselves on the road to prosperity, and gained increasing international support for their self-government. However, the recent declaration of independence has led to invasion by the USA, primarily for control of Alaska’s oil. The situation is bleak, but the Alaskan dream is not over yet, her troops are still fighting a war of resistance against the invading army.


Spoiler Arequipa :

Arequipa – Rebellion
NPC
=========================
Government: Vulnerable, Republican
Political freedoms: Some
Civil rights: Some
Attitude: hopeful
Industry: None (1)
Economy: Survivalist (1)
Manpower: Scarce
Infrastructure: Basic
Science: Basic
Special Resources: none
Inventions: Auto
Techs: Academic 2, Land 2, Sea 2, Air 2
=========================
Military Leadership: Clumsy
Organisation: Chaotic
Training: Very Poor
Armies: 1
Land Power: 4 (Militia, few Artillery, few Cavalry)
Doctrines: none
=========================

Arequipa was conquered by the Mayans between 4180 and 4181 AF. It was a small nation that had not been independent for long. There had not been particularly fierce resistance to Mayan occupation, thanks to the Mayan security forces. The current rebellion has only taken place due to the urgings of the Egyptian army, which has invaded the area as part of the Egpytian-Copan pact against the Mayan empire. The rebellion is lacking weapons and supplies.

Historically, Portuguese and Mayans were the first to settle here, but virtually all of the Asian powers have been in control of this land at some point in history. The Dutch held the area for longest, at a time when they also had control of parts of Copan. Finally, the Celts were here during and after the great wars.


Spoiler Byzantium :

Byzantium - Great Power – GDI ally
Autokrator Basileus: Rhexenphalar I Paeleologus (Insane_Panda)
=========================
Government: Strong, Imperialist / Capitalist
Political freedoms: Outlawed
Civil rights: Some
Attitude: Patriotic, belligerent
Industry: Very Strong (6)
Economy: Prosperous (7), steady
Manpower: Abundant
Infrastructure: Developed
Science: Scholarly
Special Resources: +1 Oil, 1 Rare Minerals (from Mayans)
Inventions: Auto, Air, Elec, Roc
Projects: Trans-Continental Highway (15/20, joint venture with Mayans)
Techs: Academic 4, Land 4, Sea 3, Air 3
=========================
Military Leadership: Good
Organisation: Okay
Training: Good
Armies: 3
Land Power: 46 (Infantry, few Elite Infantry, Mobile Artillery, Halftracks, many Tanks)
Naval Power: 30 (Destroyers, Cruisers, few Subs, 1 Dreadnaught, + Battleship, 2 Carriers)
Air Power: 13 (Fighters, few Dive-Bombers, many Fighter-Bombers, Medium Bombers, Heavy Bombers)
Specials: Typhon Cruiser (heavy rocket bombardment), Kataphractoi Tank (fast, heavy firepower), Varangian Guard (Elite infantry)
Doctrines: ‘Ignis Bellum’ (fire-war), Carrier-Based Fleet
=========================

The mighty Byzantine Empire is reborn and re-vitalised. The short-lived ‘corporate state’ has given way to a new imperialism. The idea of a greater, united ‘Romanoi’ people has appealed to nationalist sentiments at home, as well as sympathisers abroad. The new regime promises to restore Byzantium to its past glories, which are usually exaggerated in official propaganda. It could be argued that Byzantium has never been as strong as it is now.

The war against Rome and Venice is still undecided. Byzantium appears to be gradually succeeding, although at high cost. At sea, Byzantium has gained a fragile superiority. But the war in Latium has become a gruelling battle of attrition against determined enemies.

Byzantium’s justification for the war does not really hold weight, but that doesn’t matter as long as no real political opposition exists, and most of the people are held under the sway of the Autokrator. There also seem to be increasingly close ties with the GDI, especially the Mayan fascist regime


Spoiler Canada :

Canada – Independent Nation
NPC
=========================
Government: Very Strong, Democratic
Political freedoms: Outstanding
Civil rights: Utopian
Attitude: Patriotic, Worried
Industry: None (1)
Economy: Okay (4), stagnant
Manpower: Scarce
Infrastructure: Developing
Science: Scholarly
Special Resources: none
Inventions: Auto, Air
Techs: Academic 3, Land 3, Sea 2, Air 2
=========================
Military Leadership: Competent
Organisation: Good
Training: Good/Okay/Okay
Armies: 1
Land Power: 9 (Militia, few Infantry, Artillery, few Cavalry)
Naval Power: 1 (Patrol Boats)
Air Power: 1 (Biplanes)
Doctrines: Guerrilla Warfare
=========================

Canada is either a beacon of enlightenment, or an undeveloped backwater, depending on how you look at it. Canada’s people are content and very patriotic, but are worried by the fact that they lie between the powerful USA and the even more powerful Iroquois nation. Both have historical claims to Canada, and there are no official treaties with either.


Spoiler Celtonia :

Celtonia – Super-Power - GDI ally
NPC
=========================
Government: Vulnerable, Capitalist/Druidist
Political freedoms: Some
Civil rights: Very high
Attitude: concerned
Industry: Colossal (8)
Economy: Boundless (8), steady
Manpower: Limitless
Infrastructure: Very Developed
Science: Enlightened
Special Resources: +1 Oil, +1 Rare Minerals
Inventions: Auto, Air, Elec, Roc
Projects: Celtonian Mass Transport Network
Techs: Academic 4, Land 4, Sea 4, Air 3
=========================
Military Leadership: Good
Organisation: Okay
Training: Good/Excellent/Good
Armies: 5
Land Power: 75 (Infantry, Elite Infantry, many Mobile Artillery, many Tanks)
Naval Power: 78 (many Destroyers, Cruisers, few Subs, 4 Super-Dreadnaughts, 4 Battleships, 1+ Carrier, ++ Super Carriers)
Air Power: 25 (Fighters, Fighter-Bombers, Heavy Bombers, Long Range Bombers)
Specials: Aurora Fighter Bomber (fast/heavy firepower), Highland Commandos (marine/special forces), Super-Dreadnaughts (powerful, but old and vulnerable), Super-Carriers (carry a lot of aircraft into battle, requires +2 industry)
Doctrines: Amphibious Warfare, Combat Air Support, Battleship-Based Fleet
=========================

Celtonia’s departure from hardline Druidism was initially very popular. In just five years, Cimner Elouh has managed to save the Celtic industrial machine from stagnation and decay, and has restored the nation’s industry to the number one position in the world. A return to capitalist politics has also increased the wealth of many Celtonians. However, it remains to be seen whether the people will support the recent actions of the government in return for this new wealth. Celtonia seems to be returning to its imperialist days, with the aggressive annexation of the sovereign Norseland and Zulu nations. And after the Byzantine attack on Rome and Venice, Celtonia abandoned its ASP allies in favour of the GDI.

Many Celtonians are unhappy about all this, and feel that the nation is losing its honourable reputation overseas. There are also concerns about the growing pollution of the Celtic homeland. But a recent insurrection in Eltuco province ended without much incident. When it comes down to it, it seems the people are content with the government, so long as they keep getting richer.

Militarily, the Celtic navy remains superior, despite losses suffered in the recent clash with the Iroquois off Acadia.


Spoiler China :

China – Independent Nation - GDI ally
Emperor Hun-Zu (Andis-1)
=========================
Government: Established, Imperialist
Political freedoms: None
Civil rights: Few
Attitude: Generally content
Industry: Strong (5)
Economy: Weak (3), growing
Manpower: Abundant
Transport: Improving
Infrastructure: Basic
Science: Educated
Special Resources: +1 Rare Minerals
Inventions: Auto, Air, Elec
Projects: secret project completed
Techs: Academic 3, Land 3, Sea 2, Air 1
=========================
Military Leadership: Clumsy
Organisation: Messy
Training: Poor/Okay/-
Armies: 2
Land Power: 28 (Infantry, Conscripts, Militia, Artillery, few Cavalry)
Naval Power: 10 (Destroyers, Cruisers)
Air Power: 0
Specials: Fire Lancers (Elite terror troops)
Doctrines: Massed Infantry Attack
=========================

China has been a strong and unified nation for most of its history. However, the science and development of the last two centuries passed by China without much effect. That was the case until recently, when China began to modernise rapidly. There is now some large-scale industry. Military technology is still some distance behind the leading powers, but is now catching up fast. In 4180 AF, China was involved in partitioning the Zulu islands in the north together with the Celts, but took some heavy casualties in the jungle fighting. Since then, China has also expanded into the formerly-Dutch islands of Aruga and Neuw Zeeland.

China was also accused of spying recently, though the Scandinavians have not taken much action about this.


Spoiler Copan :

Copan – Independent Nation
MjM
=========================
Government: Vulnerable, Socialist / Militarist
Political freedoms: Few
Civil rights: Some
Attitude: Hopeful
Industry: Capable (4)
Economy: Poverty (2), Struggling
Manpower: Scarce
Infrastructure: Developed
Science: Educated
Special Resources: none
Inventions: Auto, Air
Techs: Academic 3, Land 3, Sea 1, Air 3
=========================
Military Leadership: Competent
Organisation: Good
Training: Good
Armies: 1
Land Power: 25 (Infantry, many Conscripts, Militia, few Artillery, few Armoured Cars, Tanks)
Naval Power: 0
Air Power: 5 (Fighters, few Medium Bombers, few Airships)
Doctrines: Defence-In-Depth
=========================

The people of Copan have watched the Mayan Republic grow in power, and it seemed clear that an invasion would eventually come. Copan has decided to strike first, while Mayan armies are still embroiled in Holland. Copan’s only hope is to strike some kind of decisive blow before the Mayans bring their superior resources to bear.

Half a century ago, Copan was a Celtic-occupied territory. The Celts developed the industry and infrastructure of the area, and had a lasting influence. When the Celts left southern asia, Copan decided not to rejoin the fascist Mayan Republic, but declared independence. After some skirmishing with the weaker Mayan army of that time, Copan was established as a separate state. The Mayans have never ceased to lay claim to the territory.


Spoiler Egypt :

Egypt – Independent Nation
NPC
=========================
Government: Strong, Monarchy / Militarist
Political freedoms: Very Few
Civil rights: Some
Attitude: Optimistic
Industry: Limited (3)
Economy: Weak (3), Stagnant
Manpower: Enough
Infrastructure: Developing
Science: Basic
Special Resources: none
Inventions: Auto, Air
Techs: Academic 2, Land 2, Sea 1, Air 2
=========================
Military Leadership: Competent
Organisation: Messy
Training: Okay/-/Good
Armies: 1
Land Power: 18 (Infantry, Militia, Conscripts, Artillery, Cavalry, Tanks)
Naval Power: 0
Air Power: 2 (Biplanes, Heavy Biplanes, few Airships)
Special: Mameluke Cavalry (fanatics)
=========================

Egypt is currently locked in a life-and-death struggle with the Mayans, and has already taken heavy losses. Much depends on the success of Egypt’s more powerful ally, Copan.

Modern Egypt bears little resemblance to the powerful kingdom of ancient times. The area rebelled from the Hittites just over fifty years ago, after centuries of being a province of that nation. The government promises a return to times of power and glory, however Egypt has little in the way of resources and is surrounded on all sides by far more powerful nations.


Spoiler France :

France – Great Power - NOD ally
Emperor Armand I (Das)
=========================
Government: Steady, Imperialist / Socialist
Political freedoms: Some
Civil rights: Many
Attitude: Content
Industry: Strong (5)
Economy: Strong (5), Thriving
Manpower: Enough
Infrastructure: Developing
Science: Scholarly
Special Resources: +1 Oil
Inventions: Auto, Air
Techs: Academic 3, Land 3, Sea 3, Air 2
=========================
Military Leadership: Competent
Organisation: Okay
Training: Okay
Armies: 2
Land Power: 40 (Infantry, few Elite Infantry, Conscripts, Artillery, few Cavalry, Armoured Cars, Tanks)
Naval Power: 25 (Gunboats, Destroyers, Ironclads, Cruisers, 1 Dreadnaught, + Battleship)
Air Power: 8 (Biplanes, Heavy Biplanes)
Specials: ‘Elan’ Division (fanatical, elite infantry), Char B2 Tank (tough, manoeuvrable)
Doctrines: Alpine Warfare
=========================

The revolution of 4182AF finally ended decades of brutal oppression under a fanatical and hard-line fascist government. But the Fouche regime left a legacy of social trauma, corruption and distrust of authority, and held back national development for decades. One major benefit of the old fascism has been the hardening of the French people – no other nation now has such a determined and resourceful generation of citizens, nor a population more prepared to face future hardships and depredations.

The old empire of Joan d’arc is long gone, but the natural resources of France still offer plenty of opportunities. French economy and industry are now developing quickly under a new Imperial-socialist regime.


Spoiler Germany :

Germany – Great Power – NOD ally
(conehead234)
=========================
Government: Strong, Capitalist
Political freedoms: Some
Civil rights: Very high
Attitude: Content
Industry: Strong (5)
Economy: Wealthy (6), Thriving
Manpower: Abundant
Infrastructure: Very Developed
Science: Scholarly
Special Resources: +1 Oil, +1 Rare Minerals
Inventions: Auto, Air, Elec, Roc
Projects: Autobahn Network
Techs: Academic 4, Land 3, Sea 3, Air 4
=========================
Military Leadership: Good
Organisation: Okay
Training: Very Good
Armies: 3
Land Power: 57 (Infantry, few Elite Infantry, Artillery, Mobile Artillery, few Armoured Cars, Half Tracks, Tanks)
Naval Power: 35 (Destroyers, Cruisers, Subs, 2 Battleships, 1 Carrier)
Air Power: 14 (Fighters, Fighter-bombers, Dive Bombers, Heavy Bombers)
Specials: U-Boats (good Subs), Panther Tank (excellent medium tank)
Doctrines: Combat Air Support
=========================

The old Germany was devastated by fighting in the first great war. It has spent the last century unifying, rebuilding and modernising, and is now in good shape. The recent intervention in the Mexican war was the first military venture of the modern German nation, and it ended in comfortable victory. National confidence is high, though Germany’s annexation of more Mexican land has caused some international controversy and accusations of neo-colonialism.
 
Spoiler Hittite Republic :

Hittite Republic – Major Nation
(NPC)
=========================
Government: Vulnerable, Democratic/Republican
Political freedoms: Many
Civil rights: Many
Attitude: Pessimistic, Worried
Industry: Limited (3)
Economy: Weak (3), stagnant
Manpower: Enough
Infrastructure: Developing
Science: Scholarly
Special Resources: 1 Oil [1 to China]
Inventions: Auto, Air
Techs: Academic 3, Land 3, Sea 3, Air 3
=========================
Military Leadership: Competent
Organisation: Messy
Training: Good/Okay/Okay
Armies: 1
Land Power: 27 (many Infantry, Artillery, few Mobile Artillery, many Cavalry, few Tanks)
Naval Power: 5 (few Gunboats, Destroyers, Cruisers, Subs)
Air Power: 4 (Fighters, Heavy Biplanes, few Medium Bombers)
Specials: Macaw Medium Bomber (purchased from Mayans - manoeuvrable and versatile tactical bomber)
Doctrines: Defence-in-Depth
=========================

The Hittite sand Tartar peoples share a long and complex history. Tartar agents have recently managed to spark unrest among the Hittite people, building upon long-term unhappiness over the lack of modernisation. The Hittite government has now been thoroughly destabilised by all this, allowing the northern provinces of Tyrana and Aleppo to rebel as the ‘Tyrana Republic’. The Hittite nation has been at peace for over a century, but a civil war now seems likely. There is currently a last-minute diplomatic effort underway to save the democracy and reunify the nation. Meanwhile, the Hittite’s historical enemy of Byzantium remains a dangerous neighbour.


Spoiler Holland :

Holland – Major Nation – ASP ally
(NPC)
=========================
Government: Steady, Socialist
Political freedoms: Few
Civil rights: Very High
Attitude: Defiant
Industry: Basic (1)
Economy: Poverty (2), struggling
Manpower: Scarce
Infrastructure: Developed
Science: Educated
Special Resources: none
Inventions: Auto, Air, Elec
Techs: Academic 3, Land 3, Sea 2, Air 3
=========================
Military Leadership: Competent
Organisation: Chaotic
Training: Good/Good/Okay
Armies: 1
Land Power: 7 (Infantry, Militia, few Artillery, Cavalry, few Armoured Cars, few Tanks)
Naval Power: 5 (Gunboats, Destroyers, Ironclads, Cruisers, few Subs, 1 Dreadnaught)
Air Power: 2 (Fighters, Airships)
Doctrines: Fortified Defence
=========================

Holland has paid dearly for honouring its alliance with the ASP. The nation currently consists of the province of Zeeland and a few small islands. The rest has been occupied by the Mayans, Japanese and Chinese forces of the GDI. Dutch hopes of liberation now lie with the Iroquois and Copanese forces.

Holland has stuck to Socialism ideology for roughly a century now, continuing long after the collapse of Celtic communism. Holland’s island colonies and its naval tradition offered opportunities for developing trade - the Socialists failed to capitalise on this, nor did they sufficiently modernise the military - but they did manage to maintain high level of national unity and confidence.


Spoiler Inca :

Inca Republic – Major Nation – GDI ally
(Kal'thzar)
=========================
Government: Vulnerable, Democratic
Political freedoms: High
Civil rights: High
Attitude: Confident
Industry: Capable (4)
Economy: Okay (4), growing
Manpower: Abundant
Infrastructure: Developed
Science: Educated
Special Resources: +1 Oil
Inventions: Auto, Air, Elec
Projects: Great Andes Hydroelectric Dam
Techs: Academic 3, Land 2, Sea 2, Air 2
=========================
Military Leadership: Competent
Organisation: Okay
Training: Okay
Armies: 3
Land Power: 27 (Infantry, many Conscripts, many Militia, Artillery, many Cavalry, few Tanks)
Naval Power: 8 (Gunboats, Ironclads)
Air Power: 4 (Biplanes, Fighters, Airships)
Doctrines: Guerrilla Warfare
=========================

The Incas once had a mighty empire covering much of eastern asia, including much of the modern Mayan, Celtic and Byzantine nations. But their capitol of Cuzco was overrun by the Celts at the height of the medieval age - by this time, their empire had already collapsed on several fronts after centuries of war. The Inca heartlands soon became part of the growing Celtic nation. Inca power survived only in the Portuguese provinces, which had been conquered in the most ancient times. As the centuries past, the Portu-Incas gradually won back more and more land through political and military pressure. Around fifty years ago, the Celts finally ceded a string of provinces from Andes to Vilacamba, including the ancient capitol of Cuzco. The modern Incan nation was born. As Incan power and identity was restored, the Portuguese culture began to demand its own independence. Ironically, the lands that had once been the last refuge of the Inca aristocracy were now the most rebellious.

At first, a fascist anti-Celtic government held the country together, but also held back development. Recent steps towards democracy led to instability and rebellion by parts of the military, but the government forces have defeated the rebels. The Portuguese unrest continues, however.


Spoiler Iroquois :

Iroquois Nation – Superpower
(Warman17)
=========================
Government: Unshakable, Fascist
Political freedoms: Outlawed
Civil rights: Some
Attitude: Confident
Industry: Colossal (8)
Economy: Prosperous (7), steady
Manpower: Limitless
Infrastructure: Very Developed
Science: Scholarly
Special Resources: +2 Oil (1 from Akwesane)
Inventions: Auto, Air, Elec, Roc
Techs: Academic 4, Land 4, Sea 4, Air 3
Special Projects: Energy Distribution
=========================
Military Leadership: Good
Organisation: Good
Training: Good
Armies: 5
Land Power: 88 (Infantry, few Elite Infantry, Mobile Artillery, few Cavalry, Halftracks, many Tanks)
Naval Power: 62 (Destroyers, Cruisers, few Subs, 1 Dreadnaught, 4 Battleships, 3+ Carriers)
Air Power: 18 (many Fighters, Fighter-Bombers, Medium Bombers, Heavy Bombers)
Special: Wolf Tank (fast, manoeuvrable), Mohawk Infantry (tough elite troops), Escort Carriers (small carriers, carry few planes but not counted as capitol ships)
Doctrines: Alpine Warfare, Combat Air Support, Carrier-Based Fleet
=========================

The Iroquois Nation has been a loose coalition of city-states and semi-civilised tribes for much of its history. By around five hundred years ago, the Iroquois were moving towards a unified, urbanised culture. By the time of Hiawatha’s rise to power in 3981 AF, the Iroquois had a strong empire and the world’s first fascist system of government. The first great war saw the Iroquois conquer almost the whole of northern Ameropa. Stubborn resistance from the USA allowed Celtic and French forces to gain footholds on other fronts. Hiawatha died knowing his empire was defeated, but his successors managed to avoid any occupation of the Iroquois homeland, and the fascist regime continues to this day.

The Iroquois fought against both France and the Celts during the second great war, but again their homeland survived more or less intact. A century of stability, modernisation, and rampaging industrialisation has turned the Iroquois into a superpower. The military is the greatest in the world, but it has expanded faster than the economy. Vast military budgets have led to heavy tax, and sluggish economic growth. The economy survives due to the vast amount of trade goods that the industry produces for export.

The Iroquois have recently taken steps to protect that trade – the navy is escorting merchant ships too and from Venice, causing high tensions with Byzantium. The Iroquois have also taken advantage of the situation to buy and lease several islands from Venice, expanding their influence overseas.

Tensions remain high with Celtonia, artillery exchanges have continued back and forth across the border with Calcadia.


Spoiler Japan :

Japan – Major Nation – GDI ally
(Kentharu)
=========================
Government: Strong, Monarchist/Militarist
Political freedoms: Many
Civil rights: Many
Attitude: Confident
Industry: Strong (5)
Economy: Strong (5), stagnant
Manpower: Enough
Infrastructure: Developing
Science: Scholarly
Special Resources: +2 Oil (1 from Mayans)
Inventions: Auto, Air, Elec
Techs: Academic 3, Land 3, Sea 3, Air 3
Special Projects: Transvision (2/6)
=========================
Military Leadership: Good
Organisation: Good
Training: Good/Good/Very Good
Armies: 3
Land Power: 45 (Infantry, few Elite Infantry, Artillery, Cavalry, few Armoured Cars, Tanks)
Naval Power: 49 (Gunboats, Destroyers, Cruisers, few Subs, 1 Dreadnaught, 2+ Battleships, 2 Carriers)
Air Power: 11 (Biplanes, few Fighters, Fighter-Bombers, Medium Bombers)
Special: Imperial Marines (fanatical, elite marine troops), No-Dachi Fighter Bomber (fast and manoeuvrable), Kyushu Class Destroyer (manoeuvrable, heavier firepower)
Doctrines: Amphibious Warfare, Carrier-Based Fleet
=========================

Japan’s emperors can trace their lineage back to ancient times and beyond. The home islands have long been home to a strong, civilised culture, which was often inward-looking. It wasn’t until several hundred years ago that the Japanese began to look to expansion overseas. Korea was almost subdued, but they fought a war of attrition that the Japanese decide was not worthwhile. A further period of isolation was followed by heavy French influence during the height of the French empire.

Following the second great war, Japan has quietly modernised and developed, and has built up one of the world’s most powerful naval forces. There have recently been tensions with Korea, and many Japanese still see it as their national destiny to achieve control over all the islands. Although a member of the GDI, Japan has not yet aided the Byzantine or Mayan war efforts.


Spoiler Korea :

Korea – Independent Nation – NOD ally
(NPC)
=========================
Government: Steady, Democratic/Republican
Political freedoms: Very High
Civil rights: Many
Attitude: Content
Industry: Capable (4)
Economy: Strong (5), growing
Manpower: Enough
Infrastructure: Developing
Science: Scholarly
Special Resources: +1 Rare Minerals
Inventions: Auto, Air, Elec, Roc
Special Projects: Secret 3/5
Techs: Academic 3, Land 3, Sea 3, Air 2
=========================
Military Leadership: Competent
Organisation: Good
Training: Good/Okay/Okay
Armies: 1
Land Power: 35 (Infantry, Artillery, Rocket Artillery, few Armoured Cars, few Tanks)
Naval Power: 15 (Ironclads, Destroyers, 1 Dreadnaught)
Air Power: 3 (Biplanes)
Special: Turtle Ironclads (tough, most modern ironclads), Iron Hwachas (early rocket artily)
Doctrines: Alpine Warfare
=========================

Korea can boast more scientific and cultural achievements in its history than their larger, more militarily powerful Japanese neighbours in the south. Koreans bravely fought off Japanese invaders centuries ago… Threats of Japanese invasion are looming again, but now Korea is a member of the powerful NOD alliance with France, Germany and the USA. The national economy, industry, and infrastructure are all developing steadily.


Spoiler Mayan Republic :

Mayan Republic – Great Power – GDI ally
(Symphony D.)
=========================
Government: Strong, Fascist
Political freedoms: Outlawed
Civil rights: Some
Attitude: Patriotic, belligerent
Industry: Very Strong (6)
Economy: Strong (5), growing
Manpower: Abundant
Infrastructure: Developed
Science: Enlightened
Special Resources: +2 Oil (1 to Japan)
Inventions: Auto, Air, Elec, Roc
Projects: Trans-Continental Highway (15/20, joint venture with Byzantines), GDI Headquarters Building.
Techs: Academic 4, Land 3, Sea 3, Air 4
=========================
Military Leadership: Good
Organisation: Messy
Training: Good
Armies: 3
Land Power: 33 (Infantry, Militia, Artillery, Mobile Artillery, many Halftracks, Tanks)
Naval Power: 21 (few Gunboats, few Ironclads, Destroyers, Cruisers, few Subs, 2 Dreadnaughts)
Air Power: 14 (Fighters, Fighter-Bombers, Dive Bombers, Medium Bombers, Heavy Bombers)
Specials: Kamaxtli-B (improved heavy firepower tank), Macaw Medium Bomber (proven, manoeuvrable and versatile tactical bomber)
Doctrines: Tzantzewal C'oc ("Lightning War")
=========================

The Mayans now have a strong, developed nation under a moderate fascist regime. Arequipa was conquered between 4180 and 4181 AF, without much military loss or political fallout. Following this success, the Mayans spared Copan, but turned on the Dutch, catching that nation completely off-guard. A sudden ‘T’zan’ offensive at the start of 4184 AF captured the heart of the Dutch nation, and it seemed that Mayan power would be greatly expanded in the south… Then Copan and Egypt combined their forces to plunge the Mayans into crisis.

Mayans have been responsible for many of the world’s great historic technological and cultural achievements. The Mayans had an advanced urban culture since ancient times. Chichen Itza is one of the world’s oldest cities, and contains many priceless architectural and archaeological treasures.

Invasion by Inca forces in ancient times led to a militarisation of Mayan society that has lasted ever since. The defeat of the Inca was followed by centuries of war with the Dutch. Mayan forces eventually came close to victory. Then Celtonia, fresh from defeating the Tartar Empire, intervened in support of the crumbling Dutch, and Celtic forces briefly captured Chichen Itza in 3935 AF. The Mayans struggled to recover from this blow, and by now most of their old homelands were occupied.

Fifty years ago, the Celts began to withdraw from south Asia. By then the Mayans were in a good position to retake control of their former territory, much of which had been lost for centuries. But Copan, influenced by Celtic and Dutch cultures, fought hard for its independence. The Mayans have never ceased their claim to this territory.


Spoiler Mexican Republic :

Mexican Republic – Puppet of Spain
(NPC)
=========================
Government: Vulnerable, Republican
Political freedoms: Some
Civil rights: Some
Attitude: Weary
Industry: Basic (2)
Economy: Poverty (2), growing
Manpower: Enough
Infrastructure: Basic
Science: Superstitious
Special Resources: 1 Oil (1 to Spain), 1 Rare Minerals (1 to Spain)
Inventions: Auto
Projects: University of Archaeology
Techs: Academic 2, Land 3, Sea 2, Air 2
=========================
Military Leadership: Competent
Organisation: Okay
Training: Okay
Armies: 1
Land Power: 15 (few Infantry, many Militia, few Artillery)
Naval Power: 0
Air Power: 1 (Biplanes)
Doctrines: Guerrilla Warfare
=========================

The Mexican Republic was founded by local rebels against the bizarre, fanatical militarism of the ‘Aztec Empire’. It has probably only survived NOD occupation due to the intervention of Spanish forces. Relations with Spain remain very high, and Mexico would already be a puppet state of Spain if it weren’t for competing French influence.

Mexico was home to the thriving Aztec culture in ancient times, who where later conquered by German crusaders in the medieval age. Mexico was then fought over and conquered several times by various Ameropan powers, finally being divided between France and Celtonia, before the second great war turned Mexico into a horrific battlefield for over decade. Mexico was left as one the least developed areas of the world.

Decades of Celtic military occupation did not help much. The later independent Mexican nation did not greatly invest in development either. The short-live ‘Aztec Empire’ did even less. The land of Mexico remains rich in resources, but valuable land has been lost to France and Germany, and the recent fighting has set the countries development back even further. Spanish aid has gone some way to kick-starting the industry and economy of the region. Spain has also gained a lot of influence from its military assistance during the recent war. Mexico has now become a puppet state of Spain, though French influence also remains high


Spoiler Molde :

Molde – Independent Nation – GDI ally
(NPC)
=========================
Government: Vulnerable, Militarist
Political freedoms: Outlawed
Civil rights: Some
Attitude: Unhappy
Industry: Basic (2)
Economy: Poverty (2), growing
Manpower: Scarce
Infrastructure: Pre-Industrial
Science: Superstitious
Special Resources: none
Inventions: none
Techs: Academic 1, Land 2, Sea 1, Air 0
=========================
Military Leadership: Clumsy
Organisation: Confused
Training: Very Poor/Poor/None
Armies: 1
Land Power: 11 (Infantry, Militia, few Artillery)
Naval Power: 6 (pre-industrial warships, few Gunboats)
Air Power: 0
Specials: Beserker Militia (tough, fanatical)
=========================

Molde is an island nation with a colourful mix of cultures. The island was heavily settled by Scandinavians in the early medieval age, and their culture remains the biggest single influence. But now the government has increasingly close links to the GDI, especially the Mayan nation. Molde has been ruled by a succession of ‘unbalanced’ despots, none of whom have done much to modernise the country.
 
Spoiler Nemausus :

Nemausus – Independent Nation
(NPC)
=========================
Government: Established, Republican / Druidic
Political freedoms: Many
Civil rights: Very High
Attitude: Content
Industry: Basic (2)
Economy: Okay (4), growing
Manpower: Scarce
Infrastructure: Developing
Science: Educated
Techs: Academic 3, Land 3, Sea 2, Air 3
Special Resources: none
Inventions: Auto, Air
=========================
Military Leadership: Competent
Organisation: Okay
Training: Okay/Good/Good
Armies: 1
Land Power: 14 (Infantry, few Militia, few Artillery, few Cavalry, Tanks)
Naval Power: 7 (few Gunboats, Destroyers, few Cruisers)
Air Power: 5 (Fighters, Heavy Biplanes)
=========================

Nemausus is a result of the brief Celtic occupation of Spain. Celtic settlers arrived and settled in a borderland area between Spain and Mexico. Nemausus soon became an important colony and outpost. It remained part of Celtonia for a long time afterwards. Despite demands from Spain, it later became an independent nation. Nemausus has little industry or economy, although its small military has some good former-Celtic tanks, planes and other equipment.

Nemausus was involved with Spain in aiding anti-Aztec rebels. Relations with Spain and Mexico are also good after Nemausus ceded some inland territory, while Celtic demands for annexation have strained relations with the old mother country. Nemausus has ownership of the small island of Caracas in the south west.


Spoiler Norseland :

Norseland – Puppet State
(NPC)
=========================
Government: Vulnerable, Democratic
Political freedoms: Many
Civil rights: Many
Attitude: Uncertain
Industry: None (1)
Economy: Weak (3), Steady
Manpower: Scarce
Infrastructure: Developing
Science: Educated
Techs: Academic 2, Land 3, Sea 3, Air 2
Special Resources: 1 Oil [to Celtonia], 1 Rare Minerals [to Celtonia]
Inventions: Auto, Air, Elec
=========================
Military Leadership: Clumsy
Organisation: Okay
Training: Okay
Armies: 1
Land Power: 2 (Infantry, few Artillery)
Naval Power: 0
Air Power: 0
=========================

Norseland is an old colony of the Scandinavians. Centuries of Celtic rule ended with independence fifty years ago. In 4180 AF, Cimner Elouh sent the Celtic armies back in to gain control of Norseland’s precious resources. The Celts have now made Norseland a semi-autonomous state.



Spoiler Nova Scotia :

Nova Scotia – Puppet State
(NPC)
=========================
Government: Vulnerable, Capitalist/Democratic
Political freedoms: Some
Civil rights: Many
Attitude: Uncertain
Industry: None (1)
Economy: Poverty (2), growing
Manpower: Enough
Infrastructure: Developing
Science: Educated
Techs: Academic 3, Land 3, Sea 3, Air 3
Special Resources: none
Inventions: Auto, Air, Elec
=========================
Military Leadership: Competent
Organisation: Okay
Training: Okay
Armies: 1
Land Power: 8 (Infantry, Militia, few Artillery)
Naval Power: 1 (Destroyers)
Air Power: 1 (Fighters)
=========================

Nova Scotia is a newly created nation, rising from the ruins of Acadia, another nation which was invaded and divided between the Celts and USA after it turned to fascism. There is a small, but growing Pro-USA movement. Most people support Celtonia.


Spoiler Rome :

Rome – Major Nation – ASP ally
(NPC)
=========================
Government: Very Strong, Republican
Political freedoms: Some
Civil rights: Many
Attitude: Exhausted
Industry: None (1)
Economy: Survivalist (1)
Manpower: Scarce
Infrastructure: Basic
Science: Scholarly
Special Resources: none
Inventions: Auto, Air, Elec
Techs: Academic 3, Land 4, Sea 3, Air 3
=========================
Military Leadership: Excellent
Organisation: Messy
Training: Good
Armies: 1
Land Power: 9 (few Infantry, Militia, few Elite Infantry, few Mobile Artillery, few Halftracks, few Tanks, few Heavy Tanks)
Naval Power: 2 (Destroyers, Cruisers)
Air Power: 0
Specials: Arcani (stealthy, fanatical elite troops), Legionnaire Tank (early heavy tank)
=========================

Romans share a long a complex history with the Byzantine Empire. After the arrival of gunpowder weapons, the importance of Roman culture and military traditions declined within the empire. Several centuries of stagnation followed for Latium, which remained an imperial province. Then around fifty years ago, a nationalist movement took hold, and Byzantium was forced to grant Latium full independence.

The Romans quickly created a small but fairly powerful state of their own. Rome was becoming the most powerful of the Maritime states, and Roman culture still had an important influence in the Byzantine Empire. But Rome’s hopes and ambitions were cut short by the recent Byzantine invasion. The Autokrator Basileus seeks to ‘reunite’ Venice and Rome to form a new ‘Romanoi’ superstate. The ‘Romanoi’ propaganda has done some damage to Rome’s morale.


Spoiler Greater Scandinavia :

Greater Scandinavia – Great Power
Chief Servant Rurik Karlsefni (Disenfrancised)
=========================
Government: Very Strong, Democratic
Political freedoms: Outstanding
Civil rights: Outstanding
Attitude: pleased
Industry: Very Strong (6)
Economy: Wealthy (6), growing
Manpower: Enough
Infrastructure: Developed
Science: Progressive
Special Resources: +1 Oil
Inventions: Auto, Air, Elec, Comp
Techs: Academic 4, Land 3, Sea 3, Air 3
=========================
Military Leadership: Competent
Organisation: Okay
Training: Good/Okay/Okay
Armies: 3
Land Power: 55 (Infantry, few Elite Infantry, Militia, Artillery, few Cavalry, few Armoured Cars, Tanks)
Naval Power: 22 (few Gunboats, Destroyers, Cruisers, Subs, +Carrier)
Air Power: 14 (many Fighters, few Dive-Bombers, Fighter-Bombers, few Medium Bombers, few Heavy Bombers)
Special: ‘Skidbladnir’ class cruiser (latest in a line of fast and powerful cruiser designs), Landskarl Militia (fanatical in defence), Beserker Infantry (tough, elite marines)
Doctrines: Alpine Warfare, Civilian Arms Training
=========================

Ancient Scandinavians had the world’s greatest seafaring culture. Earlier Longships evolved into larger, more sophisticated ocean-going craft. Chinese compasses took them across the oceans, to establish flourishing colonies across the world. But the renaissance age brought stagnation and political disunity to the Scandinavian homelands. By the industrial age, only Gotland remained as the last free Scandinavian nation. The mainland had long become part of the French Empire, and Scandinavian colonies throughout the world were gradually annexed by other growing powers.

Mainland Scandinavia was devastated by fighting in the second great war. But afterwards, it gained independence along with the old colonies – Molde, Norseland, and Stavanger. Scandinavian culture began to reassert itself, but remained divided.

Scandinavia gradually became a modern, developed nation under its democratic Allthing system of government. Science blossomed, and the nation was the founder of the EODC. As Scandinavia grew stronger, there was more talk of reuniting the old colonies into a great Scandinavian union.

Now ‘Greater Scandianvia’ has arisen with the political union of Gotland and Scandinavia. The combined nation has a powerful military, and good prospects for industry and economy. The future looks bright, but the union may not be able to expand further. Norseland has been annexed by Celtonia, Molde has fallen under Mayan influence. Stavanger is a possibility, but it is increasingly under other spheres of influence and has so far kept its distance.


Spoiler Spain :

Spain – Major Nation
(Krimzon_Striker)
=========================
Government: Strong, Monarchist
Political freedoms: Few
Civil rights: Some
Attitude: Optimistic
Industry: Strong (5)
Economy: Strong (5), thriving
Manpower: Limited
Infrastructure: Developing
Science: Educated
Special Resources: +1 Oil (from Mexico), +1 Rare Minerals (from Mexico)
Inventions: Auto, Air, Elec
Techs: Academic 3, Land 3, Sea 3, Air 3
=========================
Military Leadership: Competent
Organisation: Okay
Training: Okay/Good/Okay
Armies: 2
Land Power: 37 (Infantry, Artillery, Cavalry, few Armoured Cars, Tanks)
Naval Power: 15 (few Gunboats, few Ironclads, Destroyers, Cruisers, few Subs, 1 Dreadnaught)
Air Power: 6 (Biplanes, Heavy Biplanes, few Airships, few Heavy Bombers [Scandinavian])
Special: Spanish Cavalry (tough, resourceful cavalry troops)
=========================

500 years ago Spain was a strong kingdom expanding its rule across the islands in the west. Then came war with the Celts, defeat and occupation. French forces ransacked the country in the second great war, and the country became a battlefield between Celtic and French armies. In the end, Spain was made free once again, but the nation lay in ruins. Spain has recovered well, has managed to regain control of its old colonies, though development still lags behind the great powers.

The main issues for Spain in recent years have been territory disputes with Nemausus, and relations with the French and Celts. But these issues are largely resolved - Nemausus recently gave up some land back to Spain, and the government has improved relations with the Celts.

Spanish forces recently fought against the ‘Aztec Empire’. Spain and Nemausus sided with Mexican rebels, and supported their independence. Spain has gained a lot of influence over the new Mexican Republic, which has now become a puppet state.


Spoiler Stavanger :

Stavanger – Independent Nation
(NPC)
=========================
Government: Vulnerable, Democratic
Political freedoms: Many
Civil rights: Many
Attitude: Content
Industry: Basic (2)
Economy: Okay (4), Growing
Manpower: Scarce
Infrastructure: Developing
Science: Educated
Special Resources: +1 Rare Minerals
Inventions: none
Techs: Academic 3, Land 2, Sea 2, Air 2
=========================
Military Leadership: Clumsy
Organisation: Okay
Training: Okay
Armies: 2
Land Power: 11 (Infantry, Militia, Artillery)
Naval Power: 8 (Gunboats, Destroyers, Cruisers)
Air Power: 1 (Biplanes [from Celtonia])
=========================

Stavanger was founded by settlers from Norseland and Scandinavia around a thousand years ago. There have been periods of American and Celtic Rule, but the nation regained independence after the second great war. Great mineral wealth has helped the nation establish itself over the past century.

Scandinavia has hopes for closer ties with its old colony. Meanwhile, the islands of Farsund and Kilda are pressing for more independence. Fascist revolutionaries have recently been a problem on the mainland territory.


Spoiler Tartarus :

Tartarus – Independent Nation
Icmancin
=========================
Government: Vulnerable, Monarchist/Militarist
Political freedoms: Few
Civil rights: Some
Attitude: Unsure
Industry: Capable (4)
Economy: Okay (4), Struggling
Manpower: Enough
Infrastructure: Developing
Science: Educated
Special Resources: +1 Rare Minerals
Inventions: Auto, Air
Techs: Academic 2, Land 3, Sea 3, Air 3
=========================
Military Leadership: Competent
Organisation: Okay
Training: Okay/Good/Okay
Armies: 1
Land Power: 26 (Infantry, Artillery, Cavalry, few Armoured Cars, Tanks)
Naval Power: 14 (few Gunboats, few Ironclads, Destroyers, Cruisers, 1 Dreadnaught)
Air Power: 9 (few Biplanes, Fighters, Fighter-Bombers, Light Bombers, Heavy Bombers, few Airships)
=========================

The Tartars are not native to the island they now call home. They were originally a tribe of horse-riding nomads in central Asia, while the island was originally part of the Hittite Empire. The Tartar and Hittite people have a complicated and intertwined history. Both nations still have claims of authority over each other - they were untied for a while, and formed a great but short-lived empire. But in the end, the Empire collapsed and the Hittites turned on the Tartars. Their last refuge was the island which later became known as Tartarus.

Tartarus stayed out of the great wars, though it has been attacked and raided several times by other powers, due to its history of harbouring piracy. Over the past 50 years, the government has improved foreign relations and has invested heavily in industry, to make the most of the island’s substantial mineral wealth. The military has also been substantially increased. In the past few years, Tartarus has been accused of involvement in the recent piracy attacks on merchant shipping, and accused of sparking unrest in the Hittite Republic. Tartarus’ reputation has been damaged by this, and it has not helped the ASP either.


Spoiler Tyrana Republic :

Tyrana Republic – Independent State
(NPC)
=========================
Government: Vulnerable, Socialist/Militarist
Political freedoms: Few
Civil rights: Some
Attitude: confused
Industry: Basic (2)
Economy: Weak (3), growing
Manpower: Enough
Infrastructure: Developing
Science: Educated
Special Resources: +1 Oil
Inventions: Auto, Air
Techs: Academic 3, Land 3, Sea 3, Air 3
=========================
Military Leadership: Competent
Organisation: Messy
Training: Okay
Armies: 1
Land Power: 10 (many Infantry, many militia, Conscripts, few Artillery, few Cavalry, few Tanks)
Naval Power: 1 (Gunboats, Destroyers)
Air Power: 1 (Biplanes, few Heavy Biplanes)
Doctrines: Defence-in-Depth
=========================

The Tyrana Republic has seceded from the Hittite government, which was felt by many to be too weak and moving too slowly. There is also some pro/ethnic-Tartar unrest behind the revolution. But despite some subtle differences, the culture is essentially the same as the remainder of the Hittite nation. The revolutionaries promise to quickly develop and strengthen the region. The rebel military is outnumbered, but their morale is fairly good, especially after the Tartars announced their support and entered the war against the Hittite government.


Spoiler USA :

USA – Great Power – NOD ally
Alex994
=========================
Government: Established, Democratic/Capitalist
Political freedoms: Many
Civil rights: Very High
Attitude: Content
Industry: Very Strong (6)
Economy: Wealthy (6), growing
Manpower: Limitless
Infrastructure: Developed
Science: Enlightened
Special Resources: +1 Oil
Inventions: Auto, Air, Elec, Roc, Comp
Techs: Academic 4, Land 3, Sea 3, Air 3
Projects: Disneyland
=========================
Military Leadership: Good
Organisation: Good
Training: Good
Armies: 4
Land Power: 69 (Infantry, few Elite Infantry, Artillery, Half Tracks, Tanks)
Naval Power: 52 (many Destroyers, Cruisers, Subs, 4 Battleships, 1+ Carrier)
Air Power: 17 (Fighters, Fighter-Bombers, few Medium Bombers, few Heavy Bombers)
Specials: Wildcat Fighter Bomber (Very tough, resilient and reliable), Rangers (Elite troops, stealthy, fanatical on defence), Valkyrie (powerful and frightening mobile rocket artillery)
Doctrines: Defence-in-Depth, Battleship-Based Fleet
=========================

The USA was first founded in 3725 AF with the union of the Republics of Washington, the Republic of Appalache and the Kingdom of New York, all of which were declaring full independence from German power. The USA grew rapidly as more states joined it, and eventually conquered much of the old German lands and their colonies in Mexico, before being turned on by their Iroquois allies. The USA survived the first great war due to the legendary decades-long defence of Washington.

The USA fought against Celtic armies at the closing stages of the second great war, over superiority in Acadia and Stavanger, and generally came out worse. Development since the great wars has been held back by periods of political instability. Twenty years ago, a moderate fascist regime took hold ands lead the USA into several fruitless expedition wars. The attempt to aid French rebels against the Fouche regime and establish a pro-US government was particularly costly, as Celtic and Scandinavian forces became involved against US forces. The fascists were thrown out of power soon after. Democracy has since been revived and gradually strengthened. US forces were quick to attack the recent Fascist coup in Acadia. The former Acadian province of Heidelberg remains occupied, angering the German nationalists there.

The USA is currently the overall strongest Ameropian power behind the Iroquois. The military is not the most advanced, but progress is being made in other areas - breakthroughs in programmable electronic computer technology were recently announced. Alaska is a puppet state, but seems to be moving towards independence, threatening the supply of cheap oil to the USA.


Spoiler Venice :

Venice – Major Nation – ASP founder
NPC
=========================
Government: Strong, Democratic/Capitalist
Political freedoms: Very High
Civil rights: Very High
Attitude: Defiant
Industry: Limited (3)
Economy: Okay (4), struggling
Manpower: Enough
Infrastructure: Developed
Science: Scholarly
Special Resources: none
Inventions: Auto, Air, Elec
Techs: Academic 3, Land 3, Sea 4, Air 3
=========================
Military Leadership: Competent
Organisation: Messy
Training: Okay/Good/Good
Armies: 3
Land Power: 19 (Infantry, few Elite Infantry, Artillery, few Armoured Cars, few Tanks)
Naval Power: 18 (Destroyers, Cruisers, few Subs, 2 Carriers)
Air Power: 5 (Fighters, Dive-Bombers, few Medium Bombers, few Airships)
Specials: Venetian Guard (elite marines), Battle-Cruiser (half-way between a cruiser and a capitol ship)
Doctrines: Defence-in-Depth, Battleship-Based Fleet
=========================

The island of Venice was home to an advanced, civilised seafaring people even in ancient times. Two hundred years ago, Venice declared its independence for good, with serious support from the Celts and other opponents of the Byzantines. Venice was always in excellent position for trade across the western ocean.

During the great wars, Venice opened its doors to many overseas refugees fleeing the fighting in Germany, Scandinavia, the Hittite Empire, and even the Byzantine Empire. Venice became a very diverse and exciting place, and was an important centre for art, science and culture in the years after the wars. Venice used its international reputation and influence to establish the ASP alliance in recent years. Venice also managed to acquire the islands of Crete and Sicilia during a time of Byzantine weakness.

Byzantium has now grown in strength and has turned on Venice and Rome. Rome is holding on, but already lies in ruins. Venice is losing the battle at sea, and the ASP withers on other fronts as the Mayans overrun Holland, and Tartarus withdraws form the war. The future looks bleak, but perhaps more allies can be found. The people remain defiant, and the home island will not fall without a determined fight.
 
Now some background info...

Ive gone over the top with this... nothing here is neccessary to know. And I dont mind it being all contradicted if you have a cool idea for something.

Timeline

=Pre-Historic age=
-1,000,000 AF: An ice age begins. Glaciers form at the poles, and then follow the great continental mountain chains all the way down to parts of the equator. These glaciers drive freezing winds over the continents, which cool the climate further.

Only certain islands and parts of the coast remain warm and more hospitable, heated by tropical water currents. Early humans settle in these coastal regions and develop seafaring technology.

-150,000 AF: Truly modern humans have evolved by this time. Ancient skeletons have been found in what is now the Hittite Republic and the Byzantine Empire, though it is not known for sure where they first evolved (some ancient legends claim that a group of islands somewhere out in the oceans was the true birthplace of humanity – for example the French legend of Atlantis, and the Celtic legend of Avalonia)

-100000.jpg


-40,000 AF: After a series of migrations, various races of modern humans are established all over the world. Populations are still small, but growing steadily.

-15,000? AF: Legends tell of ancient cities and civilisations that grew up around this time. They were ocean-going cultures, based along the coasts and on offshore islands. Only a very few scattered remains have been found of these early civilised people, and there is much disagreement about exactly how advanced they became. Some legends tell of wonderful technologies such as ‘flying chariots’, and fearsome weapons that reduced cities to ashes with one blast…

-15000.jpg

(Map of *possible* ancient civilisations, based mainly on old folklore)

-11,000 AF: For unknown reasons, the world enters a sudden period of great catastrophes and upheavals. Many of the mountain glaciers were melted by volcanoes erupting under them. Huge tsunami’s devastated the early coastal civilisations. Their remains where then flooded by rising sea levels.

Many impressive animal species, such as the Mammoth Highland Cow and the Sabre-Toothed Lemur, had survived the ice age only to go extinct in this great upheaval.

-10,000 AF: Most of the glaciers had melted. Human populations were devastated, but began to recover slowly. Polar ice had retreated, making it possible for boats to cross between the oceans. Some groups of humans maintained their boat-building technology, and made epic migrations in search of better lands.

A confused jumble of different cultures begins to take shape across the world.

-5000 AF: Global climate begins to stabilise again. Evidence suggests a slow but steady increase in farming and settlement from this point on. Humans become more territorial, and begin moving deeper into the interior of the continents. Older seafaring traditions tend to die out, apart from a few places like Scandinavia.

-2000 AF: Civilisation tries to start up again. Sumerians prosper for a while, in an area between the modern day Hittite and Byzantine nations. Nearby, Egypt also develops an advanced culture. The first city-states also appear in Mexico at this time.

-1500 AF: Egypt and Sumeria are destroyed by waves of asian nomadic tribes. Refugees scatter far and wide, taking the seeds of civilisation with them. The Mexican city-states are also abandoned, for unknown reasons.

=Ancient Age=
Three thousand years pass, with many wars and empires but little technological progress.

0 AF: Start of Celtic Calendar. The legendary Brennus is said to have united several nomadic Celtic tribes into one nation. Celts remained mainly nomadic for many centuries to come. Elsewhere, civilisation begins again in earnest. Cities such as Chichen-Itza and Rome can trace their origins back to this time.

1000 AF: Early civilisations and city-states struggle against waves of nomadic warriors and natural disasters.

1900 AF: Legendary Mayan and Incan warrior-kings conquer large areas of east asia. Aztecs begin rising to power in mexico.

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2200 AF: Incas come into conflict with Celtic and Gallic kingdoms of the north. Incas make an alliance with the fierce Bastarnai tribes, and many savage battles are fought.

2400 AF: The kingdom of Gallica develops superior iron-working and iron weapons, which devastate Inca armies. Celts and Gallicans forge their own alliance. Inca power is forced back from the north, but the Bastarnai remain a threat.

2600 AF: Strong Germanic kingdoms begin to emerge in eastern America.

2700 AF: A revitalised Inca empire completes the conquest of Portugal. The Hittites conquer Egypt, only to face more threats from Sassanids and Andeans. Meanwhile, after several bitter civil-wars, the first Byzantine Empire begins to take shape, absorbing Roman culture and the Etruscans (ancestors of the Venetians).

2800 AF: A brief Scandinavian Empire is forged. Scandinavian boat-building and seafaring is the wonder of the age. They travel to many places in the world as settlers, mercenaries, traders and conquerors. Many colonies are later absorbed and assimilated by local peoples, but some survive as separate nations.

=Medieval Age=
An age of increasing trade and technology.

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2900 AF: Incas are expanding into Mayan lands and into central asia. The Ming dynasty of China struggles against Scandinavian incursions.

3000 AF: The Incan Empire begins to reach its peak. Around this time it included southern parts of modern Celtonia, eastern Byzantium, and northern Mayan lands. The Inca had already held Portugal for centuries. It was a huge empire covering much of east Asia, but was gradually worn down by wars on all fronts.

3100 AF: The Scandinavian Empire has already begun fragmenting into competing kingdoms.

3150 AF: Incan armies suffer some serious defeats against Byzantine, Mayan and Celtic-Gallic armies.

3250 AF: A Bavarian army destroys the Scandinavian settlement of York, part of the kingdom of Stavanger. Local people build a new city nearby, ‘New York’, which gradually becomes a strong city-state of its own.

3300 AF: Prussia becomes the most powerful nation of Ameropa, with strong trade links to the Celts and Byzantium. The German Empire is soon created from Prussia. German ‘Crusaders’ begin to venture into foreign lands. Meanwhile, the other german kingdom of Bavaria holds power over the anglo-american peoples of the north.

3350 AF: The Inca Empire is in terminal decline. The Celts and Gallicans unite to form Celtonia, as Celtic armies conquer lands to the south of Cuzco. Elsewhere, the kingdom of Geldre unites all Dutch lands. Its armies carve out their own kingdoms from Mayan and Incan land in the north, while its explorers begin to colonise the snowy islands of the south east. Meanwhile, the legendary Geminus conquers the centre of the Incan Empire, and leads Byzantine armies to the eastern ocean.

=Late-Medieval Age=
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3400 AF: The Kingdom of France is established, ruling all Frankish lands. Castille and Andorra united by royal marriage to create the kingdom of Spain. Germans (and Scandinavian factions) are well established in the former Aztec Empire. Aztecs struggle to counter the German’s superior metal-working and weapon technology. The Lakota kingdom is overrun by German forces - refugees travel north to create the city of Salamanca, which soon becomes the heart of a united Iroquois nation.

3453 AF: Celts finally capture Cuzco, capitol of the Incan empire, after an epic siege assault. Dozens of huge trebuchets and siege towers were used against the city walls. The fighting for the city may have claimed up to 100,000 lives altogether, not counting civilian dead. Incan power remained, but only in the weaker southern provinces, mainly based around Lisboa and ancient Portugal.

3553 AF: German crusaders capture Tenochtitlan, and complete the conquest of Mexico. But the German empire is already fragmenting, as the leaders of the Crusader armies created their own city-states and smaller kingdoms.

=Renaissance Age=
The main power structures of the previous thousand years had now been destroyed. The new empires began to look again at old arts and sciences, before power struggles started up again. It was the re-birth of knowledge, but also the re-birth of war.

3580 AF: Celtonia and Byzantium are locked in a viscous power struggle by this time. Numerous bloody battles are fought over domination of northern Asia. Byzantine alchemists developed early gunpowder weapons, but didn’t have a monopoly for long. The Celts captured and copied the gunpowder technology after experiencing its shocking effects for themselves. It was a time when armoured knights and swordsmen fought together with early musketeers and cannons.

3650 AF: The Celts begin to get a slight superiority over the Byzantines. Celtic power is established across most of northern asia.

3705 AF: The Hittite monarch dies without an heir. The king of the allied Tartar tribe takes power and creates a new dynasty. The new Tartar Empire draws upon its tribal horse-riding skills, to create a whole new cavalry-based army. Elsewhere, the Japanese begin to invade Korea.

3725 AF: New York, Washington and Appalachia unite against the German threat and form the American Coalition. The power of the coalition expands as more Anglo-American and Iroquois-American kingdoms join it.

3750 AF: The Tartar Empire conquers a vast amount of land in just a few years. Gunpowder weapons had already put an end to armoured knights, but the Tartars were able to use light cavalry and pistoliers to great effect. Celitc-Byzantine tactics were more rigid, based around infantry and artillery, and they just could not cope. After taking land from all their neighbours, the Tartars launched a series of huge invasions of southern Celtonia. Tartars destroyed the Celtic army and looted the important city of Tiwanaku. They were now on the borders of the Celtic homelands. Tartars also sacked the Dutch capitol city of Geldre. This led to the end of the old monarchy, and more centralised power taking hold from the centre of Holland, eventually leading to the creation of a new Dutch Empire. Elsewhere, France began to expand into Scandinavian lands. Spain united with Catalunya and began to colonise the islands in the west.

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3800 AF: By now, the Tartar Empire had already collapsed. The Byzantines and Celts developed improved muskets, and just had too much manpower for the Tartars to match. Tartar tactcs were also copied by thier enemies. In the end, the Tartar Empire over-extended itself. Its looting and its poor policies at home gave it little internal strength. The tartar regime was eventually deposed and a new Hittite Republic was declared. Tartar power remained on the island which later became known as Tartarus.

3810 AF: The American Coalition becomes the USA, and continues to expand.

3850 AF: The USA is gradually eroding German power, and creating new states out of small German kingdoms along the border

3875 AF: Celtonia gets into a war with several Scandinavian factions. Norseland and various island are annexed, but only after some bitter fighting.

=The Industrial Age=
3900 AF: Japanese are finally repulsed from Korea after two hundred years.

3903 AF: The first steam engine is used in Celtonia for pumping water out of mines.

3950 AF: The Mayan Empire is revitalised, and begins to reclaim lands form the Dutch. It also begins to attack the Dutch homelands. The Celts want the Dutch as an ally in the south, so Celtic armies march to support them.

3935 AF: Celts capture Chicen Itza, and create the puppet-state of Copan from Mayan territory.

3940 AF: The first steam locomotive is used for transport in Celtonia.

3950 AF: Spain enters into a war with Celtonia over control of the islands between them.

3955 AF: A large Celtic army lands in Spain, and is slaughtered by the less-advanced Spanish in one of the worst defeats in history. The Celts were overconfident from their recent victories and their superior weapons.

3957 AF: First steam-powered warship joins the Celtic Navy.

3970 AF: The USA gets into a war with Celtonia. After some fierce naval battles, the Celts manage to capture Alaska.

3975 AF: Celts finally invade Spain again, this time with more men, improved tactics and new rifles.

3978 AF: Celts capture Madrid, and annex most of Spain.

3980 AF: The USA begins to expand into Mexico, defeating the outdated armies of the old crusader kingdoms, and establishing its own colonies.

3981 AF: Hiawatha rises to power in the Iroquois nation, and creates the world’s first Fascist regime. He also introduces industrialisation similar to Celtonia. Iroquois armies are soon expanding into the remaining German kingdoms.

3985 AF: The homeland of Germany is overrun. Many German aristocrats flee to Byzantium, Celtonia and elsewhere. Meanwhile, Celtonia abandons its old constitutional monarchy and becomes the world’s first ‘Socialist’ state.

3990 AF: Hiawatha turns on the USA, breaking an alliance. In a few rapid campaigns, the Iroquois capture all of Germany and Mexico, devestating the armies of the USA. Iroquois forces then invade the USA itself, but the heart of the nation around Washington manages to hold firm.

4004 AF: Celtonia does not want the Iroquois fascism to conquer all of the Ameropan continent, and attacks the Iroquois from occupied Spain. Some gains are made, but casualties are heavy. Celts bribe the French Empire to join the war, and the first ‘great war’ begins.

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4014 AF: The first decade of the war saw some desperate fighting. France and Celtonia established footholds in Mexico. The French army entered the war with its traditional musketeers and old-fashioned tactics, and took heavy losses. The French quickly began to adapt. The jungles and mountains were also very tough conditions to fight in, and made it easier for the Iroquois to defend. Meanwhile, the Celtic ironclads manage to defeat the larger Iroquois navy. By now, Stavanger, Byzantium and the Mayans have all entered the war on the side of the Iroquois, fighting against Celtonia, France, Holland, USA and the Hittites. Rifles and explosive-shell firing artillery start to appear on all sides.

4024 AF: The allies still cannot breakthrough in Mexico, and the Iroquois are now too spread out to break through against the remaining USA. Meanwhile, the Celts take many years to defeat the Byzantine navy, then spend more time conquering Crete, Venice and Sicilia. The Dutch contain the Mayans, while Celts and Hittites defeat the Byzantine land armies. All sides are exhausted, and the war slows to a crawl, with major battles only every few years.

4035 AF: The last decade of the war is more frantic. With Byzantium and the Mayans close to capitulating, the Celtic armies invade occupied Germany, hoping to liberate that country and create another front. The Iroquois counter attack, and destroy many German cities that had rebelled and joined the Celts. Meanwhile, France invades the rest of mainland Scandinavia, accusing them of aiding the Iroquois. Whole generations have now grown up, knowing nothing except the war.

4042 AF: Hiawatha dies, the Iroquois Empire fights on, but the situation looks increasingly bleak for them.

4045 AF: Celtic armies link up with US forces and liberate all of the east coast. France begins to break through in Mexico, and Celts, US and Germans slowly advance against the Iroquois homeland. The Iroquois agree to an armistice.

The first great war finally ends. Countless millions had died, reducing manpower on all sides. By the end, Iroquois were recruiting young children into their army. The other powers where not far from doing the same. The new nations of Germany, Venice and Canada emerge from the war. The Dutch Empire unites the rest of the Dutch kingdoms in asia.

4060 AF: An uneasy peace continues. After decades of permanent war mobilisation, nations struggle to adapt to the peace. The Celts are still struggling to recover from the war, and their army is overextended. They decide to leave Spain and other areas, and make them independent.

4065 AF: Joan d’arc takes power in France, establishing a fanatical fascist regime.

4067 AF: French armies invade Spain before it can establish itself, destroying and looting much of the country. The Celts are not happy about this, but they try to negotiate a lasting peace with the French.

4070 AF: Venetians and Germans co-operate to lay a telegraph wire across the western ocean.

4072 AF: Celtic troops receive the first bolt-action rifles.
 
4073 AF: Negotiations break down. French armies invade the Iroquois homeland, the second ‘great war’ begins.

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4074 AF: The invasion of the Iroquois homeland is a disaster. But France holds on to Spain, and inflicts a crushing defeat on the Celtic armies in mexico. Scandinavian rebels are also crushed. The French then try to capture Gotland, but are forced to retreat.

4075 AF: Byzantium allies with France, in an attempt to regain its lost territory from the Celts. Meanwhile, the Dutch Empire drifts away from the Celts, and begins its own aggressive expansion into Mayan and Hittite lands. In Mexico, Celtic armies begin to recover, and receive reinforcements. The Germans develop early machine guns, which are bought by the Celts and used against the French with some success.

4076 AF: The Hittites and Mayans ally with the Celts against France, Byzantium and Holland. Celtic armies invade the northern parts of the Dutch Empire.

4077 AF: Celts re-occupy Spain, and begin advancing steadily southwards into Mexico, joined by Iroquois forces.

4080 AF: There are years of desperate fighting in Mexico between the Celts and French. Millions die in dreadful conditions, the battle lines stretch through jungles, swamps and mountains. Several times, the French come close to inflicting serious defeats on the Celts, but they fail to halt the advance. In asia, the Celtonian home armies manage to hold off several Byzantine invasions. Meanwhile, The first internal combustion engines are developed. But their full potential is not grasped for a long time to come.

4083 AF: Celts begin to leave the hellish battlefields of Mexico behind, and fight their way into Scandinavia. But the Iroquois try to annex their own lands here, and their alliance with the Celts begins to breaks down.

4085 AF: The French homeland is invaded. The French are now outnumbered, but their troops become increasingly determined and fanatical. Meanwhile, the first Celtic ‘Dreadnaught’ class ship is launched. Celtic fleet bombards the cities of the Byzantine coast and forces them to sign a peace treaty. Byzantine land forces had already been defeated.

4086 AF: Hittite scientists invent wireless telegraph using radio waves

4087 AF: With Celtic forces approaching the centre of Paris, the French agree to an armistice. But the war against the Dutch continues.

4088 AF: The USA allies with Holland and enters the war against Celtonia. The USA fails to regain Alaska, much of its fleet is lost or captured by the Celts. Meanwhile, fighting breaks out between Iroquois and Celtic armies.

4090 AF: The war breaks down into a series of confused invasions, manoeuvres, and political intrigues. Its no longer a war of any clear alliances, but a war for Celtic domination of the world.

4094 AF: The second great war finally ends, as the exhausted Celts make peace with all their enemies. The Celts briefly control a huge empire, covering much of Asia, all of Mexico, Spain, Scandinavia, parts of Iroquois nation, France and the USA, as well as most of the worlds smaller island territories. Celtic militarists try to establish a world empire, but their coup fails and traditionalists retake power. In the following years, the Celts gradually dismantle their areas of occupation and redraw the world map.

=The Post-War Age=
There were no more great wars… Celtonia was the supreme power in the world, only due to the fact that others had been greatly weakened. There were technological advances, but also stagnation, economic depression and unrest in much of the world.

4095 AF: A telephone system is introduced in Celtonia.

4101 AF: First power stations are set up in Celtic cities.

4105 AF: Radio broadcasting is invented.

4113 AF: First powered flight takes place in Celtonia, thanks to Mayan and Scandinavian inventors. But there is not great interest. The Iroquois and Germans are already developing some advanced airships by this time.

4120 AF: In France, the successors of Joan d’arc are overthrown by an even more hardline fascist regime.

4130 AF: Celts withdraw from Mexico and all Mayan lands. Meanwhile, a Roman cultural revival and nationalist movement forces the weakened Byzantine government to grant independence for Latium, after over a thousand years as part of the empire.

4131 AF: Armoured ‘tanks’ are used in battle for the first time by Celtic forces against Incan guerrillas.

4143 AF: A US airplane flies non-stop across the widest expanse of ocean between the USA and Celtonia. Interest in airship travel remains high.

4150 AF: Celtonia begins to withdraw from the old Incan heartlands. There is violence between ethnic inca and celtic peoples left behind. Meanwhile, the Iroquois are emerging as the strongest industrial power of that continent.

4161 AF: A moderate fascist regime comes to power in the USA, and sends military forces to various unstable parts of that continent, hoping to establish allied pro-US, anti-Iroquois governments. The USA is becoming worried about a new Iroquois invasion.

4163 AF: A civil war in France - the regime of Henri Fouche holds out against US-backed rebels in the east. Soon the USA sends an expedition force to get directly involved in fighting against the French government forces. Although Celtonia does not like the repressive Fouche regime, the Celts fear the balance of power being upset by US influence, which could lead to a new great war. Celtic forces soon arrive to support the Fouche government. The US forces fought well, and showed the world what modern military technology could do - their newer fighters shot the old lumbering Celtic bomber biplanes out of the sky, their new tank division inflicted some heavy losses on the French and Celts. The US only withdrew once Scandinavia was also dragged into the fighting in support of France and the Celts.

4164 AF: After the failure of several expedition wars abroad, the fascist government of the USA is overthrown and a more democratic regime returns. Meanwhile, in France, the Fouche regime is firmly established once again.

4170 AF: A short border war takes place between Scandinavia and France. Its over in a few days, but serves as another demonstration of the potential of modern weapons. By now, most of the world was scrambling to equip itself with modern tanks and aircraft. And it was clear that Celtonia was no longer in a position to hold back the rest of the world. But every nation had its own agenda. Many continued to hope for peaceful progress… but a third ‘great war’ seemed inevitable – and this time it would be fought with much more frightening weapons.

=The Modern Age=

4180 AF:
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4180 AF: Update 1

4181 AF: Update 2

4182 AF: Update 3

4183 AF: Update 4

4184 AF:
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And now the NES starts with an update…
 
Spring-Summer 4184 AF (Update 5)
An uneasy peace remains in the continent of Ameropa. Meanwhile in Asia, war is spreading through the maritime states as Byzantium continues its efforts to ‘reunite’ the lands of Venice and Rome. Then the Mayans open a new front against the ASP…

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International Events:

‘Operation Trajan’:
The war in Latium continued in much the same pattern. Byzantine artillery and air strikes would pound the front line. ‘Kataphractoi’ tanks would advance as rapidly as they could, which often wasn’t very fast due to the hilly terrain and the endless anti-tank obstacles left by the Romans. Then the Kataphractoi forces often ran into heavy fire from Roman gun emplacements - or would sometimes run into ambushes by the Roman ‘Legionnaire’ heavy tanks, which had already gained a fearsome reputation. The Kataphractoi were fast and powerful, but had relatively thin armour, which lead to some heavy losses in these shooting matches. But somehow, the Byzantines always seemed to have more tanks ready and waiting to attack....

Byzantine fighter-bombers would then hit any Roman vehicles or artillery that revealed themselves, allowing the supporting Byzantine infantry to advance and capture some ground. Then the Romans would retreat to the next hill and... it would all start over again. Meanwhile, the street-fighting in Rome continued to be a meat-grinder.

The ‘Autokrator’ Rhexenphalar I is rumoured to have retired to a private palace somewhere in the Byzantine countryside, possibly suffering from ‘mental exhaustion’. Without any clear guidance from the top, the Byzantine generals continued with cautious, methodical attacks on the Roman front line, but withdrew one of their armies to provide cover against possible ASP landings in Byzantium itself (the ASP deliberately spread rumours and misinformation of landings in northern Byzantium). In fact, the ASP landed its armies in Latium to support the Roman front line there - Venetian forces from Sicilia, and an expedition force from Holland. The reinforcements were lacking in experience and equipment, but were soon improved under the overall command of Roman generals.

The ASP gained fresh initiative, and now outnumbered the Byzantines on the front line. But still, Rome was close to falling - Byzantine troops had captured the Forum at the heart of Rome, leaving only a few small suburbs under Roman control. Then ‘Operation Trajan’ got underway. The ASP armies launched a sudden counter-attack with surprising force, and came very close to encircling Rome. Stormy weather also caused problems for aircraft, preventing the powerful Byzantine airforce from coming to the rescue. The Byzantines were soon forced to withdraw most of their troops from the city. The majority of Rome was soon liberated, and there were ecstatic scenes as ASP troops re-occupied the forum. It seemed like the ASP was winning the war against the Byzantine behemoth!

However, the celebrations were premature. The weather soon cleared, and the Byzantine air force began to pound the exposed ASP front line as the Byzantine land forces counter-attacked. The ASP airforces where unable to put up much resistance, and their ground forces did not have time to dig in. For once, the Byzantines could use their ‘Ignis Bellum’ tactics and their ‘Kataphraktoi’ tanks to full effect. The ASP line was pushed back behind Rome, allowing the Byzantines to encircle and besiege the city. They have not yet begun an assault, but are keeping it surrounded this time.

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Overall, the Byzantines have taken heaviest casualties once again. But these losses could soon be replaced by Byzantine industry and manpower. Meanwhile, the ASP has lost some of its best troops, weapons, and vehicles. Rome is a ruin, many of its historic buildings are now piles of rubble. Byzantine bombing and bombardment has damaged industry in the rest of Latium. It would now take the Romans many years to replace their recent military losses. The ASP seems to be fighting a losing battle here, unless more allies can be found!

Meanwhile, the battle at sea comes a little closer to a conclusion. ASP naval forces concentrated on escorting troops and supplies into Latium, allowing Byzantines to gain the upper hand between Crete and Venice. Crete is virtually blockaded, pro-byzantine rioters and rebels have thrown the island into chaos, but the Venetian army is still firmly dug in there. Meanwhile, Venice itself is also close to being blockaded. Many ASP merchant and supply ships have been lost or captured, while the Byzantines have increased the safety of their own ocean traffic. There have continued to be many skirmishes and small-scale carrier battles. There has yet to be a decisive blow to either side.

Byzantium:
-12 Land Power (extra tank losses), -3 Air Power, -7 Naval Power

Rome:
-6 Land Power (extra tank, heavy tank losses), -2 Air Power, -1 Naval Power

Holland:
-2 Land Power (extra armoured car losses), -1 Air Power, -1 Naval Power

Venice:
-2 Land Power, -3 Air Power (extra biplane losses), -6 Naval Power

Betrayal and Desolation – Mayan unleashes new T’zan on Dutch heartland:
According to the Dutch, the Mayans had made assurances of peace. Relations between the Dutch and Mayans had certainly been improving in recent years. And with the large fortifications now protecting the Dutch borders, the Dutch government felt secure enough to send much of their military (including their best forces) to fight in defence of Rome and the ASP. Some members of the Dutch government desperately lobbied against this, arguing for increased homeland defence instead, but to no avail.

Then, one morning in late spring, Mayan bombers appeared in the skies all over Holland. It took a while for Dutch commanders to realise just what was happening. By then, several army bases and supply depots had already been bombed. Then came waves of dive-bomber attacks. The Mayans focused a huge amount of firepower on certain points, trying to flatten the defence enough so that ground forces could zoom right through.

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But the Dutch forts were not so easily destroyed by artillery. Many emplacements where built strong enough and deep enough to withstand direct hits from heavy aircraft bombs. It took some time, and the gun emplacements took a heavy toll, but the Mayans eventually crashed through several lines of defence, benefiting from the shock and surprise of their sudden attack, as well as great numerical superiority. The new ‘Camaxtli’ tanks also proved to be well suited to attacking fortifications with their heavy hull-mounted guns. The Mayans were soon racing into the province of Holland, and where coming close to the capitol of Amsterdam.

The Dutch rushed what tanks and mobile forces they had into action, and soon exposed some of the shortcomings of the Mayan Camaxtli tank design. Having the main gun in the hull means moving the whole tank to bear on a target, and requires good coordination from all crew members. In the confusion of battle, this is not always possible. The Dutch tanks had a less advanced design overall, but did have full rotating turrets. They where able to inflict some embarrassing losses and delays on the Mayan spearheads, but only in a few isolated counter attacks. Overall, the Dutch did not have enough firepower or enough mobile forces to contain the Mayan breakout.

The Mayans had lost quite a lot of aircraft to flak and AAA over the Dutch fortifications. But afterwards, the Mayan airpower soon overcame the much smaller Dutch airforce, and the Mayans could bomb targets at will. Port facilities, communication centres and various other military targets were all heavily damaged.

The situation already looked bleak for the Dutch. Barely a few weeks into the war, the reality of the situation was still only beginning to sink in when Amsterdam was declared an open city. None of the government wanted to turn their capitol into a hellish urban warzone like Rome had become. Just like at Arequipa, the Mayans where able to parade into their enemy’s capitol with little resistance.

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The news of the Mayan attack was demoralising to the Dutch troops still fighting in Latium, especially when news arrived of the loss of their own capitol. But they have admirably carried on fighting the Byzantines, filling vital positions on the front line. The Dutch troops are eager to get back and fight to defend their homeland, but Byzantine air and sea power would make it very dangerous to withdraw from Latium at the moment.

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Meanwhile, at home, the Mayan advance has been slowed due to the desperate efforts of the remaining home forces. Nonetheless, Mayan tanks have already reached the coast of the Sea of Holland, severing the link between Zeeland and the rest of the Dutch nation. The province of Holland itself is mainly overrun, Mayan units have advanced into Geldre and Flandern. The Dutch have lost the heart of their nation. The people remain defiant, but defeatism is spreading through the government.

Holland:
-8 Land Power (extra artillery losses), -1 Air Power (extra biplane losses), -1 Naval Power
Fortification level in Holland is reduced to lesser fort.

Mayans:
-9 Land Power, -2 Air Power

Tartarus Abandons the ASP:
The hoped-for Tartarus expedition force never showed up in Latium. Tartarus seems to have effectively withdrawn from the war (if it ever really entered it in the first place), as the fleet has been recalled, its land forces and aircraft have also been ordered to remain at the home island. The motives of the Tartar government are unknown. Are they hoping for peace, or playing for time? The Tartar military has a good number of tanks and artillery, but the main loss to the ASP is the fairly large and modernised Tartar airforce.

However, rumours of Tartar involvement with the recent ocean piracy, and involvement in the uprising in the Hittite Republic, have damaged the reputation of the ASP in recent years. Venice did not want to be seen to be trying too hard to get the Tartars back in the war.

Alaskans vote for independence:
A recent referendum returned a 2/3 majority vote in favour of declaring complete independence for Alaska and many are hoping the government will take the next step. But the nation remains a puppet of the USA for now.

Alaska seems to have received much foreign support in the past, but the USA would certainly not like to lose its cheap source of oil.

Rebellion in Celtonia!
Dismayed by the recent policies of their government, several high-ranking Celtic army and government officials have got together and organised a surprisingly non-violent revolution in a small part of the country, declaring themselves the ‘Alliance of True Celtonians’. These rebels have no real military strength. This is more of a desperate political protest, designed to get attention at home and abroad. These rebels know that a government crackdown against them may only inflame things further, and work in favour of their cause in the long term. And the longer they can maintain control of the area, the more they can undermine Cimner Elouh’s regime. In some ways, they have nothing to lose.

The rebels are demanding either the resignation of Cimner Elouh, or “a full explanation to the Celtic people as to why Celtonia has allied itself with fascist and imperialist aggressors, proven destroyers of sovereign nations, while abandoning our true allies in their time of need.” The local people in Eltuco look on in bewilderment. The rebellion has many sympathisers, but no real local support against the government.

Meanwhile, the Druidists tried to stage a separate revolt on the southern island of Coritan, put where dispersed by prepared police forces. The Celtic government has been spending large sums on environmental projects, far more than any other nation. While it has helped, it is never enough to fully satisfy the environmentalists and prevent all damage from pollution, especially as the industrial boom continues.

Hittites face Tyrana Rebellion:
The democratic government has gone through a series of political crises in recent years (allegedly sparked by Tartar agents), and is now showing all the signs of collapse. The northern provinces of Tyrana and Aleppo have seceded to form the ‘Tyrana Republic’. The Hittites have been at peace for over a century, but a civil war now seems likely. There is currently a last-minute diplomatic effort underway to save the democracy and reunify the nation.

Civil war in Incan Republic:
Incan government forces had already put down one revolt in the Andes. Now an alliance of pro-military, anti-reformist army generals have perceived the government to be weakened, and have declared a sudden, but better planned coup in the north, this time with much wider support behind it. Forces loyal to the rebelling generals have already seized the provinces of Manu and Andahuaylas, with its valuable oil wells. There has been relatively little fighting so far, but there is little doubt that the ‘Manu Coalition’ is ultimately trying to take over the whole country.

News of the civil war has sparked fresh unrest amongst Portuguese nationalists in the southern provinces of Lisboa and Sagres. Tough times are ahead for the Incans.

Greater Scandinavia Declared:

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The Democratic governments of Scandinavia and Gotland have united to form the new nation of Greater Scandinavia, the end result of years of careful diplomacy. The Scandinavian homelands have not been united like this for over thousand years, they could soon have a power equal to any of the great powers. Rurik Karlsefini remains Chief Servant of the new expanded Allthing. The people in former Scandinavia celebrated in the streets. However there were less enthusiastic scenes in Gotland, including some small protests there. The Gotlanders have been ensured an equal place in the new union, though the leaders of former Scandinavia are likely to take the lead.

The militaries, industries and economies of the two nations will take some time to weld together. There is some disorganisation and uncertainty for now.

Scandinavia arrests Chinese spy:
The open – doors policy of Scandinavia has its drawbacks. Scandinavian police arrest a Chinese immigrant student while he was attempting to steal detailed plans and documents about some military vehicle components. The spy isn’t talking, and it is unclear if he was working directly for the Chinese government or not. Neither is it known how many other spies may have gone undetected.

Acadia Aftermath:
The former nation of Acadia (in eastern america) remains divided and occupied. Most of the leaders of the fascist coup have been captured by the Celts and the USA, but some are still in hiding. Meanwhile, political unrest is gathering strength. Pro-Germans are protesting in US-occupied Heidelberg. Meanwhile a pro-USA movement is gaining momentum in the Celtic-occupied province of Acadia itself. And just to complicate things, there also are those seeking a restoration of the old independent Acadian nation in both provinces, as well as people who are happy with things as they are now. It’s a region of confused politics and no clear cultural identity. At least things are relatively peaceful.

Meanwhile, the USA begins rebuilding the damaged districts of Chicago, and many fascist rebels are currently on trial. Fascism has been dealt a blow in the east, but probably still lingers amongst die-hard underground movements.

Uneasy peace between Celts and Iroquois:
An Iroquois Battleship, a Celtic carrier, and thousands of lives where lost in last year’s naval encounter off Acadia. But peace holds for now between the two superpowers. It seems neither side sees any gain from a full-scale war at present.

Anti-Celtic feeling spreads through the Iroquois nation, tensions are running very high along the border with the Celtic outpost at Calcadia. Artillery shells have been fired back and forth across the border. Meanwhile, anti-Iroquois and anti-fascist sentiments also increase amongst the people of Celtonia.

War Memorial in Spain to Celts and Spanish war dead – improving relations between the nations, calming the recent tensions that had built up.

Iroquois and Spanish cooperate on help for earthquake victims – improving relations, and raises the morale of the people.

German agriculture fully recovers from the severe drought – which means food supplies from USA are no longer needed.

National Events:

France:
Foreign investors are cautiously putting funds into the French economy. The nation remains relatively stable, and has plenty of natural resources to build upon. Armand Bonaparte has so far lead a comparatively benevolent autocratic regime, but has given no clear ideological leanings either way.

Meanwhile, pro-monarchist feelings are beginning to spread, possibly helped by government propaganda. After the end of the oppressive Fouche regime, Republicans and Socialists gained the most popularity. Now the Neo-Monarchists have overtaken the Republicans, and are currently vying with the Socialists for public support. Mostly the people are just hoping for some kind of strong, but benevolent government to emerge.

The government has continued its crack-down on the Paris underworld. More fascist diehards and anarchists have been arrested. The bombing of government and major public buildings has all but stopped. But now the unrest is moving to the eastern province of Alsace.

Mayan Republic:
News of victories against Holland has generally made people happy. But there is also uneasiness about the war, and the number of Mayan dead is upsetting to many. Mayan government propaganda tries to spin this as a ‘war of unification’ with the Dutch. This appeals to some, but the sneak attack had caused great resentment from most of the Dutch people. Dutch minorities in Mayan homelands are now in an awkward position, most have no real loyalties either way.

Meanwhile, a luxury yacht belonging to a high-ranking Mayan government official has been blown up on a lake in Bonampak province. No-one was on the boat at the time. It is unclear if this was a warning, or a failed assignation attempt. Its also unclear who carried out the bombing.

NPC Diplo:

From Holland to Mayans:

We would like to know what surrender terms you would offer.

From ‘Alliance of True Celtonians’ to the world:

The Fascists and Imperialists must be resisted, before its too late! All people who respect freedom and humanity must make their voices heard.

Map: (again)
Spoiler Map :

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Its now Autumn-Winter 4184 AF…
 
Holy Crap Wow!

Note; I am definately still here ;) I love the new flag!

@Holland: :rolleyes: Sheesh you try and show them the writing on the wall but will a communist ever listen...

@Stats: So my science rating is even with the celts again? after all that effort before - we'll see about that!
 
I reclaim Korea...cause I'm sexy like that.
 
DAMN YOU CONTEMPT :( you suck i hate your guts with a vengence!! arggggh *rips up paper and explodes*
j/k about the hating of your guts... though you may hate mine :D
 
Yesssssssss!!!!!!!!!!!!!!! THANK DAFT ALMIGHTY!!!!!
 
hey thanks!! :)

Disenfrancised, i wanted to make it so that the levels are alot more 'fuzzy'. I take into account that some are a bit above or below what it says. Scandinavia would really still be above Celtonia.
 
thanks conehead! :)

So when is the next order set due, will take me a while to get back up to speed.

Aye, theres probably some wierdness in the rules and stuff that i need to fix also. And after being inactive for so long, i think i should wait a wee while incase anyone wants to play but doesnt know ive started this new thread. So i dont know... maybe a week or so?
 
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