stNES(Dis) - A Time of White Sorrow

Rules

Setting

Check out the timeline in the Alternative History thread for details, but in essence a tremendous eruption in Indonesia in 1772 plunged the world into darkness and chill for nearly forty years. Empires rose and fell as entire populations starved to death, and the world was forever changed. Now the world is in a springtime once more, it is a much emptier world, a clean world, a world...for the taking...

Introduction

Here is the ruleset, mostly copied from the most recent iteration of das's althist series. Difference I've got going are in this colour.

Spoiler :


Players, stories, orders, NPCs, barbarians, updates, map, countries

Players - unlimited. Please only join if you trully have the time to PARTICIPATE, and that doesn't simply mean telling me to "grow economy" at every turn.

Stories - not necessary, but very encouraged. For good (and FULL-LENGTH, i.e. two-three lines will not be considered one) stories, I will give out story bonuses. Don't forget that stories create atmosphere like nothing else (apart from good, precise, in-depth updates perhaps, but that's not my specialty I'm afraid). I just give the facts; you have to supply the emotion![/colour]

Orders - orders in a list. Ideally, they should be precise and easily-understandable, because I'll have to deal with lots of them; naturally, they will probably be quite long anyway because you people rarely trust your buerocrats and generals for some reason. In democratic and other councillary forms of government (such as Feudalism), you'll have to take the opinion of your council into account; sometimes, depending on your nation's constitution, it might even take matters into its own hands altogether. This, by the way, is one of the reasons for you to send orders a day before the deadline, so that I have time to inform you if the council disapproves of any parts of your orders; the other reason is that it just makes things easier for me. Oh, and note that some of the actions you order might inadvertly have sideeffects, positive or negative.

NPCs - lol, considering they’re NPC, I will play them, kinda. Same as the NPCs in all other NESes of late. Some will roll over rather easily, some will be harder to fight than PCs...

Barbarians - as not all of the world is civilized yet (most is), the barbarians will be there. Not innovatively, they will be light gray and have no stats. They will have their names written on them, unless I forget to do that. And many of them are likely to attack you and try to eat you; others only want to be left alone, and when somebody tries to change that they will... well, they'll try to eat whoever tries that too. The barbarians are NOT to be underestimated, some of them could bring out a horde of ferocious warriors five times larger then your army (okay, maybe not).

Map - I will use the current version of the collectively-improved "Jason map". I will put in cities (black circles), fortifications (line of black squares) and rebellion areas (dark gray area within nations). A capital is a city with white borders; an economic center is a city with red borders (a capital economic center will have a combination of the two).

Countries - pick a NPC or start a rebellion or just clamour incessantly for independence (hey, it worked in OTL...). Also, please read your nation background, and don’t act uncharacteristically. There are no alliances at the start, but there are some traditional allegiences, as mentioned in the nation backgroudns; to go against these allegiences is sometimes necessary, but is almost certainly an unpopular thing to do.

NATIONAL TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Centralization:
Tech. Level:
Army (Training):
Navy (Training):
Economy:
Size (points required):
Leadership (Military/Civilian): /
Infrastructure:
Education:
Living Standards:
Culture:
Confidence:
Projects:
Nation Background:

Government

Government - is your form of government. Now note that I DON’T want the “Sheep2’s [insert nation ever played by Sheep2 in a non-Fresh Start NES here]” syndrome in this NES. You are free to change your government, and explain it how ever do you want, but that can piss off followers of the previous governments, and might lead to nation-wide riots, or even a civil war. Also, keep it historical. That is, you could invent your own government, but it must make sense for YOUR nation of THAT time. You could consult me about that.

Centralization

This is one of the most important issues of politics historically and today. A centralized state is, on one hand, more stable, and can command its resources more efficiently; but, on the other hand, it is very vulnerable to attacks on the center and is unlikely to be popular among the various minorities, whereas a decentralized state is less stable, less united, but is harder to destroy from within and indeed is more defendable.

You usually (barring random events or unforeseen consequences of your actions) could change your centralization "slider" once per turn, and ofcourse only move forward or backward a level. However, do know that changes are unlikely to be welcomed by those who like the way things are AND ofcourse those who want to move in the opposite direction...

League-Loose Confederation-Confederation-Loose Federation-Federation-Tight Federation-Unitary with Exceptions-Unitary-Uberunitary-More Unitary-Overcentralized

Technology Level

Will use the age system. It is the same as in other NESes of other people, ofcourse the ages are not identical. They will advance at their own pace, though nations with higher education are likelier to advance to the next age. This, for the most part, begins in Early Industrial Age, but on the bring of a breakthrough.

Also note that though I brought up analogical technologic levels of OTL, they aren't entirely identical, and ofcourse there is a chance that technology will advance faster, slower, or even in a different direction than in OTL.

My tech levels are a bit different from das, with the principle point of there being more of them, with on average a generation to a level.

Middle Gunpowder Age: ~1730-1760 Europe*
Late Gunpowder Age: ~1760-1790 Europe**
Dawn of the Industrial Age: ~1790-1810**
Early Industrial Age: approximate analogy - 1810-1830
Middle Industrial Age: ~1830-1850

*Would be the enlightenment age if the Nation had a simialr social climate to Europe at that time...most of them don't.
**Could be described as Napoleonic Technology

In general technology is less advanced, though Australasian and Portuguese Naval technology is equivalent.

Military

That will, as of now, consist of army and navy (later to be joined by air force). These will be number-based as it gives more versatility. These will be represented in divisions and squadrons (at a later date, I might also add "capital ships" as a separate part of the navy).

What will you have in it? Anything that you can have in it, according to your tech level; if you aren't sure about something, just ask me for clarification. If you just invented some sort of a weapon, you will have to invest some money to re-equip your army/navy with it; the training will also probably drop, due to the unfamiliarity of the weapons. Each “stat-growth” will increase any part of military by 5 (however, there could be exceptions). But know that if you have too large an army, your economy will probably suffer, as will your confidence; ofcourse, both could be, sometimes, restored by succesful military campaigns, or perhaps campaigns of propaganda back at home. If you grow your military too fast, your training, and later your military leadership, will suffer.

UUs - one per nation, but can be changed at any point (though the newly-“demoted” UU units will not be happy). I will keep a list of them, somewhere. Could be land, sea, or air at a later point. They will be separated from other units in the stats. They are grown as normal units. Remember to keep them REALISTIC. If the amount of UUs exceeds the amount of regular units, they will begin to drop in quality, morale and also in loyalty as their commanders, often being rather arrogant and ambitious (hey, they aren't commanders of an elite unit for nothing), will probably try to use their power base in one way or another.

Irregulars - local militias and simple civilian population that, for whatever reasons, took up arms - most often in rebellion or to defend against an invader, though there are exceptions - they aren't good for much that isn't guerrila warfare, though they can also be a neat diversion, and professional cannon fodder. They aren't too reliable, and often are rather hard for you to control; then again, they are also best left uncontrolled - they fight even worse when away from home, and, on the other hand, if at home they'll probably know what to do better, with their knowledge of the situation and the terrain.

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

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

Conscription will give you a certain amount of conscript divisions that you could specify if you want; ofcourse, conscription, especially in democratic countries, tends to be quite unpopular, especially the large-scale variety...

As a certain Corsican once said in OTL, an army marches on its stomach. Logistical support is necessary for any real military operations, so you will probably have to invest 1 eco. point into each such operation, whether offensive or defensive; if involving a particularily-large army (or navy), or if taking place in a difficult territory with little chances for local resupply, you might have to invest more than one eco. point. And if its a large army somewhere far away in the middle of a desert... things get interesting.

Economy

The NES2 V Economy System is based on a mixture of my old ideas and those of some other people.

Economy levels still play the vital role. However, the amount of economy points that you have differs from level to level (if you get a negative amount of them, I will decrease a random stat per negative point); it is also influenced by random events and by economic centers (cities that are either trade centers, industrial centers or capitals of agriculturally-rich provinces); each of the latter provides one eco. point per turn to whoever holds it at the time (i.e. if it is on occupied territory, the occupier receives the eco. point). To grow economy (i.e. to advance from one level to another), you have to a) not spend your eco. points, apart from those received from eco. centers, on anything else that turn and b) to point out what exactly are you going to do to grow it (note that eco. growth might not always be succesful, depending on what you do and how things fold out).

Eco. points could (and should) be spent on growing military, miscellanous stats (see below), logistical support for the military and on continuing projects. Speaking of the latter, you could also invest a whole eco. level into a project to speed it up by two turns.

Eco. points cannot be banked.

Eco. levels still could be "sacrificed", i.e. converted into 6 eco. points each. Only two eco. levels could be sacrificed per turn.

Creation of economic centers also requires the investment of at least one eco. point into some specific development programs, most of the times anyway.

Depression (-2)-Bankrupt (-1)-Recession (-1)-Very Poor (0)-Poor (0)-Not Bad (+1)-Normal (+1)-Good Enough (+2)-Growing (+2)-Rich (+3)-Very Rich (+3)-Richer (+4)-Richest (+4)-Economic Powerhouse (+5)-Monopoly (+6) (after Monopoly, you get Monopoly+x (+6+x), where x is the amount of economy levels beyond Monopoly)

Size


Possibly the only thing in the rules even remotely influenced by me ;). The larger your country is, the more money you will have to spend to grow any particular stat. You could invest money into stat growth over time if your country is large enough; in that case, the stat will still increase, but only in some, probably central, parts of the country.

Tiny(1)-Small(2)-Medium(3)-Large(4)-Huge(5)-Vast(6)-Colossal(7)-Gargantuan (8)


Miscellanous Stats

Those four/five stats below are all grown with eco. points, but, like with growing economy itself, you are supposed to point out what exactly you are doing.

Leadership

Whether military or civilian, leadership is an important factor. Competent military leaders will succesfully carry out plans or will even attain some successes on their own without orders; competent buerocrats will greatly help all government programs and assist the development of the land. But incompetent generals will even with the best plan stagger and blunder, while incompetent civilian administrators will embezzle funds and otherwise will be corrupt. So, this is quite crucial, and cadre preparation thus should be an important priority. Note that sometimes it is best to give specifics when growing this stat (meaning, how EXACTLY are you training your new leaders - what military doctrines should be emphasized, for instance, what stance should your buerocrats take on the various rebels, et cetera). When you expand your army radically, your military leadership will suffer; when you expand your territory, the civilian one will.

None-Imbecile-Moronic-Stupid-Incompetent-Barely Tolerable-Tolerable-Competent-Better-Good-Brilliant

Infrastructure

Roads, bridges, boats - all things used for transportation of goods and men - are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, infrastructure could sometimes slightly grow economic benefits from trade centers, and it is a must for maintenance of a high culture level in large empires, as well as actually maintaining your grip on faraway provinces.

None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent

Education

This is just how your people are... educated, I guess. Obvious enough. With a good education, you have better chances of receiving a “miraculous invention”. You could design better walls and siege engines, and ships for that matter, with higher education. The higher education, the more chances you have to develop some technology.

Once someone reaches Enlightenment education, he becomes much more likely to reach the next age as soon as it becomes possible at all. When he does, he loses a number of education levels based on how quick the transistion was.

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

Living Standards

This is pretty simple. The higher your living standards are, the happier your population is; the lower, the tougher it is, because of the tougher life. Living standards drop easily, due to economic weakness and war; they are raised as any other economic stats are raised, but the more they are raised the more greedy your people get for more. To create a classic revolutionary situation, raise the living standards somewhat and then neglect them and let them drop. I thought this was another very good idea of das's and will give it a twirl

None-Slums-Very Low-Low-Barely Tolerable-Tolerable-Normal-Higher-Very High-Splendid

Culture

NOTE: NO LONGER CAN BE GROWN BY ECONOMY DIRECTLY.

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

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

Confidence

NOTE: NO LONGER CAN BE GROWN BY ECONOMY DIRECTLY.

People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact, a strongly
cultured nation with little confidence in its leaders can, in its cultural unity, lynch the rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Not that the rulers will care by then...

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

Investments

Wait! There is even more stuff you could waste your treasury on! Particularily, you could invest it, in the form of eco. points, into all sorts of programs - for example, you could invest them into the development of some technology (NOTE - it MUST be something conceivable for this time. You probably will have to consult me about this too... :sigh: ), though the success will depend not just on the amount of money invested, but also on your education level and on chance. Sometimes it could take quite a while. Or maybe you could invest it into a colonial venture. Or into some nice idea that you have, such as a jungle-clearing program that might increase infrastructure, and, in long-term, economy. This is also one of the few ways you could increase culture and confidence using money. I don't know how das is going to use this but for me this will be any multiple turn thing you invest money in is going to show up...and keeping its details secret, if secret is what you want, will require measures to be taken, and maybe money to be spent.

Note - in no case is success - or, at least, complete success - guaranteed. But its possible.

Detirioration

Over time, all your stats will detiriorate. This can be sped up by many factors, such as war, rebellion, neglect, low economy (not just with a minus eco. point, though the lower the "better"), et cetera. You could delay this by investing money into maintaining your current stats, the more money the less your stats will detiriorate. This will not be mentioned in the update unless its very bad, and will mostly occur in areas that haven't had attention paid to them recently.

Projects

Local equivalent of wonders (that name is inappropriate in most NESes, as these are often modernization programs, national revival and other PROJECTS, not just huge and magnificent buildings). You tell me what it does, I tell you how long do you build it. You will have to invest an eco. point once each turn for the work on the project to continue You can sacrifice an econ. level to speed it up by THREE turns, or invest 2 additional eco. points to speed it up by one more turn. Note that there is a limit - you can only invest one eco. level per turn, and accordingly only 6 extra eco. points per turn. The exact time it takes to build a project will depend on too many factors to list here.

Nation Background

To better fit in as the ruler of your country, you will have a brief history of each country here.



As for Order deadlines, they will occur at Midnight GMT on Thursdays, with the Update coming in friday morning or over the weekend. Note the Deadline is actually me going to sleep on a thursday night, so if your lucky it'll come a few hours later, but once I post the deadlines passed post I really mean it :D.
 
Nation Stats 1

PC nations have italicized titles!

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The Fourth Gayanashagowa/Dominion of Canada
Capital: Ontario
Ruler:
Government: Parlimentary Democracy
Centralization: Loose Confederation
Tech. Level: Early Industrial Age
Army (Training): 10 Divisions (Better)
Navy (Training): 15 Squadrons (Very Good)
Economy: Growing (+2)
Leadership (Military/Civilian): Incompentent/Better
Size: Small (2)
Infrastructure: Good
Education: Educated
Living Standards:Normal
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Nation Background:

During the Winter, the european's attention in North America turned to the warm south as the north cooled, except for some british colonists in Canada. The first nations formed strong agricultural leagues to survive to famine times. With the Fall of Westminster and the Porteguese interdiction, the isolated British colonists had to turn to the Natives for survial. This new republic proved strong enough to fend off the Louisines and US in the south and expanded west to the Rockies, rejoining the Australian Dominon for a time when new British colonists arrived on the West Coast via the Pacific. Now a Peaceful transition to independence has occured, but the small population of the free north may prove to much of a temptation to the hungry southerners as the world warms once again...

*
Louisine Empire
Capital: New Orleans
Ruler: Louis II/Drake Regula
Government: Pseudoconstitutional Monarchy
Centralization: Tight Federation
Tech. Level: Early Industrial Age
Army (Training): 40 Divisions (Elite)
Navy (Training): 5 Squadrons (Tolerable)
Economy: Very Rich (+3)
Leadership (Military/Civilian): Good/Better
Size: Large (4)
Infrastructure: Very Efficent+ (2/4)
Education: Perfect
Living Standards: Splendid
Culture: Divided
Confidence: Loving
Projects:
Nation Background:

As the focus for French fleeing the Winter, as well as a source of food for the crashing northern europe Louisina was important enough for France to go to war over, first with the Americans in the west, then with the Spanish in the South as American allies. When the Battle of Havana destroyed the French fleet and mainland France descended into chaos, the Bourbon King fled to Louisina via America. The newly proclaimed Emperor of Louisina revitalised the nation and led them back into the Mexican War, but now the Allies had secured a new ally - Portugal. With the destruction of the spainish empire the mexican and californian holdings fell to Lousinina. In the Springtime the Empire developed quite successfully and now is perhaps the greatest American power. However tensions are rising with both the still unassimilated Mexicans and the New French Republic, the republic claiming that ownership over the old colony was never released, and the Emperor declaring his rights in France.

*
United States of America
United States of America
Capital: Charleston
Ruler: President Andrew Jackson/The Farow
Government: Presidential Democracy
Centralization: Tight Federation
Tech. Level: Early Industrial Age
Army (Training): 37 Divisions (Professional) 3 USMC Divisions
Navy (Training): 25 Squadrons (Very Good)
Economy: Richer (+3)
Leadership (Military/Civilian): Brillent/Competent
Size: Large (4)
Infrastructure: Great
Education: Academic
Living Standards:Very High
Culture: Patriotic
Confidence: Respecting
Projects: Southern industrialization (+1 Economy, +1 Living Standards) 3/6
Investments: Zanzibar Economy Centre restored (1/2)
Nation Background:


Born with the onset of Winter, the collapse of Northern european agriculture saw a serious attempt by the British to reclaim its lost colonies in 1779, though this failed, the peace treaty allowed unrestricted immigration of refugees. The huge numbers of northern europeans that rapidly flooded the country casued something of a backlash amongst the original colonists and the policy was recinded after the Fall of Westminster, and the US continued on a much more agressive foreign policy, seizing the british colonies of the Caribean, then going to war against the spanish in South America. The Twelve years of the mexican war which saw the fall of france led the Americans to conquer central america and forging a strong alliance with the Portuguese. However the close borders with the Lousinians are causing tension, and the Australian Whale prevents any activities in the Pacific.


+
Colombia
Capital:Maracaibo
Ruler:
Government: Parlimentary Oligarchy
Centralization: Federation
Tech. Level: Late Age of Nationalism
Army (Training): 25 Divisions (Barely Tolerable)
Navy (Training): None yet
Economy: Not Bad (+1)
Leadership (Military/Civilian): Barely Tolerable/Tolerable
Size: Small (2)
Infrastructure: Improving
Education: Improving
Living Standards:Barely Tolerable
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background:

A Spanish Colony that made a bid for freedom rather than be swallowed up by the Portuguese or the Americans; its recognition by the Louisians and Australasians has kept the Colombians independent for now.

*
Hispanola
Capital: Port-au-Prince
Ruler: Juan Miguel/Swissempire
Government: Oligarchy
Centralization: Unitary
Tech. Level: Late Age of Nationalism
Army (Training): 5 (Tolerable)
Navy (Training): 10 (Semi-Rabble)
Economy: Growing (+2)
Leadership (Military/Civilian): Moronic/Incompetent
Size: Tiny (1)
Infrastructure: Efficent
Education: Illiterate
Living Standards:Very Low
Culture: Devoted
Confidence: Barely Tolerating
Projects:
Investments: Kiskeya Carribean Company
Nation Background:

The Former Colony won its freedom in the Mexican War preventing interference from French and Spanish alike, Hispanola is once more falling into the Louisinan Sphere of influence, if only as an attempt to stave off domination by the Portuguese and the Americans.


Incan Empire
Capital: New Cuzco
Ruler:
Government: Divine Monarchy
Centralization: Tight Federation
Tech. Level: Dawn of the industrial age
Army (Training): 20 (Tolerable)
Navy (Training): None yet
Economy: Normal (+1)
Leadership (Military/Civilian): Barely Tolerable/Competent
Size: Small (2)
Infrastructure: Improving
Education: Literate
Living Standards: Barely Tolerable
Culture: Strongly Cultured
Confidence: Respecting
Projects: Modernization (+Early Industrial Tech) 5/8
Nation Background:

Much like Colombia and Hispanola, the death of the Spanish empire has allowed an Amerindian revolt to seize power in the andes, and restored the Incas to power. Though exceedlingly underdeveloped, especially as the Winter forced most of the population off the high plain and down to the coasts, the new urbanization and trade contacts with the Australasians gives this nation great potential.

*
Empire of Portugal-Brazil
Capital: Lisbon
Ruler:King Alfonso I/Azale
Government: Constituitional Monarchy
Centralization: Loose Federation
Tech. Level: Early Industrial Age
Army (Training): 54 Divisions (Good) 39 Recife Corps
Navy (Training): 85 Squadrons (Professional)
Economy: Rich (+3)
Leadership (Military/Civilian): Brillent/Good
Size: Huge (5)
Infrastructure: Very Efficent
Education: Well Educated
Living Standards:Higher
Culture: Devoted
Confidence: Nation Personified
Projects: Consolidation (+15 Recife Corps Divisions, +1 Infrastructure, +Colonial loyalty (South America)) 3/4
Investments: Hispanolian Sale (3EP)
Nation Background:

A large amount of Portugals population emmigrated to Brazil during the 17th century, and Amerindians were greated fullrights. Although this seemed problematic at the time, when The Winter came it seemed a blessing in disguise - with well populated tropical agricultural zone the Portuguese were able to feed their populations with hardly an upset and did not have embark on any of the crash colonisation programs the other european powers did. With grow wealth and power due to her agricultural exports portugal was revitalized, eventually being able to defeat her old enemy spain in the Mexican War, expanding into Iberia and becoming almost unchallengable in South America. By quashing rivals such as France and Britain by engaging in blockades and supporting republican and socialist movements portugal ahs become an nearly unquestionable naval power in the Atlantic, though the Resolution Treaty prevents her expansion beyond...if she abides by it.

+
Republic of Spain
Capital: Madrid
Ruler:
Government: Parlimentary Democracy
Centralization: Unitary
Tech. Level: Dawn of the Industrial Age
Army (Training): 10 Divisions (Tolerable)
Navy (Training): 5 Squadrons (Tolerable)
Economy: Not Bad (+1)
Leadership (Military/Civilian): Incompetent/Good
Size: Small (2)
Infrastructure: Efficent
Education: Literate
Living Standards:Normal+ (1/2)
Confidence: Barely Tolerating
Projects:
Nation Background:

Like the other Northern Europeans, Spain attempted a crash colonisation program in the first years of the winter, however expansion in Texas brought them into conflict with first France, and then America. Destroying the french fleet in the Battle of Havana and the subsequent blockade of France proper was a poisened victory for Spain, as attempts to conquer south france resulted in an utter defeat by the New Republic. When Portugal began contesting with Spain for mastery of the atlantic and the new Louisians re-entered the war on the American side Spain lost first her colonies, and then everything as winter ground on; with spanish lands in Iberia itself falling to Portugal and the Republic. Now forced to conform to Frances Ideal, Spain now mainly exists due to portuguese need for a buffer state against France.

+
Republic of Ireland
Capital: Dublin
Ruler:
Government: Presidential Democracy
Centralization: Uberunitary
Tech. Level: Early Industrial Age
Army (Training): 10 Divisions (Good)
Navy (Training): 10 Squadrons (Good)
Economy: Richer (+3)
Leadership (Military/Civilian): Good/Good
Size: Tiny (1)
Infrastructure: Good
Education: Enlightened
Living Standards:Normal
Culture: Patriotic
Confidence:Admiring
Projects: Dublin University (+2 Education, +1 Confidence) Done!
Nation Background:

The winter was less harsh on Ireland than other parts of Northern Europe; the sea still having some warmth, and the drying proved positively a boon as a potato yields increased. When the British Government attempted denude ireland of population and food, to both work in Australia and feed England, the Irish rose in revolt. The British, their armies away in Indonesia and North America had no choice but to let the new republic go, if somewhat spitefully they enforced a tariff on all goods going to Ireland, and the end of emmigration consigned several million irish to death. This left the Irish to turn to Portugal for support, and send troops to the aid of the Manchester Council. In springtime ireland has much potential to rebuild its economy and expand into the empty north atlantic or even Scandinavia, with many friends in northern europe, although portugal is unlikely to allow her naval dominance to be contested.

*
Scotland
Capital: Edinbourgh
Ruler: /Kal'thzar
Government: Constituitional Monarchy
Centralization: Federation
Tech. Level: Early Industrial Age
Army (Training): 6 Divisions (Good) 3 Highland Regiment Divisions
Navy (Training): 15 Squadrons (Good)
Economy: Very Rich (+3)
Leadership (Military/Civilian): Better/Competent
Size: Tiny (1)
Infrastructure: Tolerable
Education: Perfect
Living Standards: Higher
Culture: Patriotic
Confidence: Loving
Projects:
Investments: Copenhagen EC (Trade based, will return at the end of hostilites in the Baltic)
Nation Background:

The Fall of Westminster left scotland with a choice; either join the socialists or try and strike out on their own; the Scotish independents won out with the blessing of His-majesties government in exile and have now formed their own country and selected a king. The Winter was harsh on scotland and they lost a majority of the population, although it was buttressed by the Norweign refugees. Now the future looks good for Scotland, with the prospect of colonising Norway and the replenishment of fishing stocks..however the Manchunians and Irish and recovering as well, and have no love of those who supported Westminster...

+
Socialist Union of Britain
Capital: Manchester
Ruler:
Government: Pseudodemocratic Political Junta
Centralization: Uberunitary
Tech. Level: Early Industrial Age
Army (Training): 15 (Tolerable)
Navy (Training): 5 (Tolerable)
Economy: Rich (+3)
Leadership (Military/Civilian): Good/Brillent
Size: Small (2)
Infrastructure: Improving
Education: Perfect
Living Standards: Higher
Culture: Patriotic
Confidence: Admiring
Projects: Reindustrialisation (+2 Economy, +2 Living Standards) 5/6
Nation Background:

During the worst of the winter, the south was somewhat favoured by the british government when it came to emmigration and food imports, and the northern cities felt the famine times much more keenly. During 1780, 7 years into the Winter, The Lord Mayor of Manchester, Robert Peel, discovered that a group of industrialists were hording coal and and firewood. Knowing that several of the men had powerful connections, he agonised over what to do to his wife. When he was overheard by his butler, the whole city knew about it within a day, and was in uproar the day after. Well liked by the cityfolk, Sir Peel agreed to go to london to explain their greivences. Whilst he was away, some trival incident triggered the city into riot and the hordes of the industrialists were seized. Arriving in London, Sir Peel was most surprised to be arrested by Parliment believing he had some hand in the matter. Peel later escaped and fled back to Manchester where the Manchunian Republian Council was declared, with Peel as Chairman. A particularly bad season (even for the winter) and the the fact that most of British manpower was away gave the new republic a year to consolidate and spread its propoganda to the rest of the north, the influx of Scandinavain refugees provided the Manchunians with a good source of trained military personel. With the industrial heartlands of the nation in its grip and being secretly supplied with food by the Portuguese; the revolutionaries, despite all odds were able to hold off the Government and slowly advance on the south, eventually culminating in the Seige of London in 1785 and the Fall of Westminster two months later. Fleeing to Portsmouth, the Government could still have made a comeback, if not for Portugeuse naval power preventing the redeployment of troops back to england. Eventually the Resolution Treaty allowed the evacuation of most loyalists to Australasia and Britain was placed firmly in the hands of Peel's Socialist republic. All its energies being devoted to survivng the winter (with some assistance offered to the French Republic), Britain has emerged into the Spring as an Strong industrial power, keen to export the revolution around the world.

+
Greater Republic of France
Capital: Paris
Ruler: Chrisophe von Dunkelheit
Government: Democratic Military Junta
Centralization: Unitary
Tech. Level: Dawn of the Industrial Age
Army (Training): 36 Divisions (Elite+2)
Navy (Training): 15 Divisions (Better)
Economy: Growing (+1)
Leadership (Military/Civilian): Brillent+1/Good
Size: Medium (3)
Infrastructure: Improving
Education: Literate
Living Standards:Tolerable
Culture: Patriotic
Confidence: Nation Personified+2
Projects: The Grand Army (+2 Army Training, +2 Military Leadership, +2 Confidence) Done!
Investments: Dresden EC (0/2)
Nation Background:

The Famines and Cold hit France hard as vast numbers fled to america or starved to death, and the growing (relative) strength of Spain and Portugal inconveinenced it greatly, as did the German and Swedish refugees. When a series of wars in america went badly for the French, their naval power was greatly reduced, and they were unable to keep up the food shipments to mainland france. In the second great famine of 1781 the french government collapsed under the assult of the starving masses. Anarchy reigned for the next five years, with perhaps the Junta that controled Marseille and the food inports from eygpt being the most powerful force in the land. However when the Spanish, perhaps after the exiling of the British in 1787 going on a bid for greater power in the ruined europe, it proved stimulus for the Marseille Junta to declare a new french republic to resist the invaders. A young officer named Buonaparte held back the Spanish with a brillent military campaign in southern france, buying the new republic time to unite the north and gain influnce in the low countries and the remains of switzerland. With this new manpower and the ubiquitous swedish mercenaries Buonaparte forced the spanish back, and when the Mexican war resumed, and the Portuguese entered the war on the French side the spanish were finished. Lacking the manpower to subdue the spanish countryside however the french had to pull back to the Ebro. When in 1798 the french attempted to sieze the rich farms of eygpt from the ottomans they were initially successful, only to be defeated by the Venetian fleet and Ottoman armies returning from the east. An invasion of italy itself may have turned the tide, but the mounting costs forced France to the bargining table. Lacking the Manpower for any dreams of conquest, the militarist republic consolidated its gains and rode out the winter, now in Spring the resettlement of northern europe is occuring apace, the capital has finaly returned to Paris, and the dreams of Buonaparte may be borne out by the new consuls.

*
Greater Prussia
Capital: Berlin
Ruler: /Contempt
Government: Constituitional Monarchy
Centralization: Tight Federation
Tech. Level: Dawn of the Industrial Age
Army (Training): 5 Divisions (Good) 9 Sturmtruppen Divisions 10 Irregular Divisions
Navy (Training): 5 Squadrons (Tolerable)
Economy: Not Bad (+1)
Leadership (Military/Civilian): Competent/Better
Size: Medium (3)
Infrastructure: Barely Tolerable
Education: Educated
Living Standards:Normal
Culture: Average
Confidence: Tolerating
Projects: Prussian Canal System (+3 Instructure) 4/5
Investments: Berlin EC (under seige)
Nation Background:

The lack of a colonial empire hit the german states very hard in the winter and roughly two thirds of the population starved to death whilst some fled to france, italy and america. The focus of the greatest influx of swedish refugees, Prussia decided to allow them citizenship in exchange for Army service, with this military supremicy it was able disengage itself from poland and slowly expand throughout the ruins during the Winter, coming to blows with the republic of France in 1803, though both powers were unable to support the 'Tired War' in snowbound northern europe and abandoned it after 4 months. A strong ally was found in Venice whose food imports kept the Prussian losses from being as bad as the other states. Now in the Springtime the resettlement of sweden is proceeding apace, but Pan-Scandinavists are stirring up trouble, and it is uncertain if the Prussians have the manpower to stand up to the French Republic or the Ottoman empire.

+
Most Serene Republic of Venice
Capital: Venice
Ruler:
Government: Parlimentary Democracy
Centralization: Tight Federation
Tech. Level: Early Industrial Age
Army (Training): 24 Divisions (Elite) 9 Irregular Divisions
Navy (Training): 27 Squadrons (Elite)
Economy: Richest (+4)
Leadership (Military/Civilian): Brillent/Better
Size: Medium (3)
Infrastructure: Very Efficent
Education: Well Educated
Living Standards: Splendid
Culture: Admiring
Projects: Seuz Canal (+1 EC, +Suez Canal) 4/15
Nation Background:

When the Winter came the Med was not as badly off as northern europe would be, but the famines still struck hard, the Venetians turned to the Ottomans to purchase food from the almost unperturbed Nile valley, managing to hang on to most of its population the Venetian money and fleet had formed an alliance useful for both parties, especially when venetice could sell food on to northern europe at a healthy profit. Nearly toppled a few times by Austrians fleeing down from the alps, the republic was able to weather the storm and even came to dominate most of Italy with a combination of diplomacy and money. When the Russian War left the Ottomans backs open for the French to seize egypt, Venice came to the Turks aid, defeating the french fleet and keeping the French army busy for long enough for Ottoman forces to redeploy. Returning to the Russian war, the Ottomans allowed Venice to make eygpt a protectorate (the wealthy egyptians being quite pro-venice anyway) once the North African war was concluded. By bribing the Germans into supporting them Venice was able to sign peace with the French Republic for some losses in Italy. Now as Spring proceeds the italians have been able to use their egyptian base to renew the european games in India, whilst keeping one eye on the French at all times.

+
Commenwealth of Poland
Capital: Warsaw
Ruler:
Government: Constituitional Monarchy
Centralization: unitary with Exceptions
Tech. Level: Dawn of the Industrial Age
Army (Training): 20 Divisions (Professional) 2 irregular Divisions
Navy (Training): none yet
Economy: Good Enough (+2)
Leadership (Military/Civilian):Better/Brillent
Size: Small (2)
Infrastructure: Barely Tolerable
Living Standards:Tolerable
Education: Well Educated
Culture: Average
Confidence: Tolerating
Projects:
Nation Background:

1772 saw Poland on its deathbed, soon to be divided up by its hungry neighbours. A stay of execution was granted however as the Winter suddenly gave those enemies rather more problems to deal with. The king and progressives were able to wrest power away from the old nobility as the chaos grew, forcing back the Russians thanks to swedish refugees and organisng relief boats to America. However isolated by the atlantic wars and the harshness of conditions to the east, the Polish, like France, experinced a second round of famines. Emerging from the long Winter Poland is united and dynamic, but once more hungry powers circle...

+
Kingdom of Hungary
Capital: Buda
Ruler:
Government: Constituitional Monarchy
Centralization: Federation
Tech. Level: Late Gunpowder Age
Army (Training): 20 Divisions (Normal)
Navy (Training): None yet
Economy: Normal (+1)
Leadership (Military/Civilian): Tolerable/Brillent
Size: Small (2)
Infrastructure: Barely Tolerable
Education: Literate
Living Standards: Barely Tolerable
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background:

The collapse of Hapsburg power and the hordes of Austrian refugees, allowed the Magyars to regain their independence with a King selected from one of the fleeing austrian nobles. The various mountain ranges that surrounded the Hungarian Plains isolated the new Kingdom, causing a great loss of life due to lack of food imports, but on the other hand distancing them from the struggles, migrations and chaos in the rest of europe, leading to the establishment of a stable, if somewhat low on manpower state.
 
Nation Stats 2

+
Finland - Vassal State of Novgorod
Capital: Helsinki
Ruler:
Government: Absolute Monarchy
Centralization: Federation
Tech. Level: Middle Gunpowder Age
Army (Training): 2 Divisions (Good)
Navy (Training): None yet
Economy: Normal (+1)
Leadership (Military/Civilian): Barely Tolerable/Barely Tolerable
Size: Tiny (1)
Infrastructure: Pathetic
Education: Tolerable
Living Standards: Very Low
Culture: Patriotic
Confidence: Admiring
Projects:
Nation Background:

The somewhat flatter land of Finland reduced the extensive glaciation that forced abandonment of Sweden and Norway, but vast numbers of the inhabitants of Finland still perished. As the swedes fled their own lands, the Baltic froze over and Russia collapsed Finland was left to itself. Now in the springtime the Finish resettlement of the north can commense, but their tiny population makes them attractive targets for the various Baltic powers, as well has for whoever unites Russia...

*
Republic of Novgorod
Capital: Novogorod
Ruler: /Finmaster
Government: Parlimentary Democracy
Centralization: Loose Federation
Tech. Level: Late Gunpowder Age
Army (Training): 3 Divisions (Better) 6 Ski Trooper Divisions 3 Irregular Divisions
From Arkhangel:Army (Training): 1 Divisions (Tolerable) 2 Irregular divisions
From Finland:Army (Training): 2 Divisions (Good)
Navy (Training): None yet
Economy: Rich (+3)
Leadership (Military/Civilian): Tolerable/Good
Size: Tiny (1)
Infrastructure: Pathetic
Living Standards: Barely Tolerable
Education: Literate
Culture: Average
Confidence: Tolerating
Projects: The Rise of Novogorod (+Novogorod economic center, +1 Economy) Done!
Nation Background:

As the Russian attention desperately turned southwards a vast eflux of Swedes and Finns flowed across the baltic seeking refugee, indeed in some winters it was possible to walk across the icefloes from Sweden to Russia. With the collapse of Russian authority in the north, the swedes were able to make a bid for power, along with some russians they had persuaded of their republican ideals. Weathering out the winter in the once large cities of northern russia the new republic may melt in the glare of Spring as the Russians return to the north.

+
Zaporozhschina - Vassal State of Tsarist Russia
Capital: NA
Ruler: 'Hetman' Skoropadsky
Government: Military Oligarchy
Centralization: Unitary
Tech. Level: Late Gunpowder Age
Army (Training): 6 Divisions (Good) 2 Irregular Divisions
Navy (Training): None yet

Economy: Normal (+1)
Leadership (Military/Civilian): Good/Tolerable
Size: Small (2)
Infrastructure: Tolerable
Education: Tolerable
Living Standards:Tolerable
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Investments:
Nation Background:

The Old Zaporozhian Host had unsuccessful resisted the loss of autonomy to the Russians after the Treaty of Pereyaslav for most of the 18th century, all of which was brought to a suprising halt by the Winter, the Ukrainians support and lands suddenly growing much more important in the battle against the Ottomans. The defeats in 1781 caused something of a weakening of Russian power various Cossack groups rose in revolt. All the rest being put down by the Russians casued a flight to Zaporizhzhia, who successful held the Russians back for 4 years, eventually securing a treaty of independence in all but name. With this the Cossacks lasted through the winter, making some gains on a weakened Poland. But now Russia is awakening once more...

+
Ottoman Empire
Capital: Constaniople
Ruler:
Government: Absolute Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Dawn of the Industrial Age
Army (Training): 35 Divisions (Good)
Navy (Training): 10 Squadrons (Better)
Economy: Normal (+1)
Leadership (Military/Civilian): Better/Tolerable
Size: Large (4)
Infrastructure:improving
Education: Tolerable
Living Standards: Tolerable
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background:

The Ottoman empire has been battered by enemies althroughout the winter, but has emerged stronger than before, with a progressive Sultan in charge and the conservate elements reduced in power. Engaged in a War with Russia at the onset, the Ottomans first lost a great deal of ground, but then with the help of another old enemy they managed to reorganise and push the Russians out and even smash the enroaching Persians to the east. However this may have been pushing their new strength to far as the Hungarians nimbled away at land in the north and the French and Russians attacked the productive lands of Egypt and Mesopotamia again. This second waves of attacks was also pushed back, but the enemies still lurk just beyond the gate, and the minorities are as troublesome as ever...

+
Arkhangelsk League - Vassal state of Novgorod
Capital: Moscow
Ruler:
Government: Aristocratic Oligarchy
Centralization: League
Tech. Level: Late Gunpowder Age
Army (Training): 1 Divisions (Tolerable) 2 Irregular divisions
Navy (Training): None yet

Economy: Poor (0)
Leadership (Military/Civilian): Tolerable/Barely Tolerable
Size: Tiny (1)
Infrastructure: Dirt Paths
Education: Tolerable
Living Standards: Very Low
Culture: Devoted
Confidence: Tolerating
Projects:
Nation Background:

Similar to Novogorod, the movement south of the Russian government and the ending of its control of the north has fostered independence minded power grabs, only this time by the local nobility. The Seizing of the southern Muscovian league, and the rather harsh treatment of those who protest has scared the northern villages with large Finnish and Karelian populations to ask for protection from the Novgorodian republic, perhaps someday to become part of the republic itself.

*
Tsarist Russia
Capital: Tsaritsyn
Ruler: Tsar-Imperator Peter IV/das
Government: Absolute Monarchy
Centralization: Tight Federation
Tech. Level: Dawn of the Industrial Age
Army (Training): 23 Divisions (Better) 5 Letuchiye Eskadroni Divisions 4 Irregular Divisions 5 Conscript Divisions
From Zaporozhschina: Army (Training): 6 Divisions (Good) 2 Irregular Divisions
Navy (Training): 6 Squadrons (Barely Tolerable)
Economy: Growing (+2)
Leadership (Military/Civilian): Good/Competent
Size: Medium (3)
Infrastructure: Pathetic
Education: Educated
Living Standards: Tolerable
Culture: Hyperpatriotic
Confidence: Nation Personified+2
Projects: Great Reconstruction Project (+2 Infrastructure, +1 Economy, +1 EC) 3/6
Nation Background:

Whilst embroiled in a war with the Turks in 1772, the Winter took Russia by suprise; with failure of the crops and permanent snowdrifts covering the land movement and supply became almost impossible. At first the turks managed to push the Russians back somewhat, but with the power of desperation on their side and a vast horde of starving refugees from the north the Russians were able to seize the Crimea and the Causacus, and with the aid of the Georgians and Armenians, who were feeling the pinch themselves, were able to overrun Mesopotamia and securing an agricultural centre at last. However overstreched, in hostile lands and attacked by the reformed Ottomans and the Shi'a Muslims, the Russians were forced to retreat north again to fortified positions. An iron grip by the army prevented the Chaos experienced elsewhere, but population losses were still considerable. Now Russia stands at a crossroads; restoring her once more fertile northern lands, or dealing with the Ottoman threat once and for all?

*
Greater Kalmykistan
Capital: No formal centre
Ruler: /Luckymoose
Government: Quasifeudal Monarchy
Centralization: League
Tech. Level: Early Gunpowder Age
Army (Training): 9 (Professional) 8 Irregualr Divisions
Navy (Training): None yet
Economy: Normal (+1)
Leadership (Military/Civilian): Brillent/Barely Tolerable
Size: Small (2)
Infrastructure: Dirt Paths+ (1/2)
Education: Tolerable
Living Standards:Slums
Culture: None
Confidence: Respecting
Projects:
Nation Background:

As Russian attention turned southward, the Kazakh Hordes were left on their own as Winters hold grew, and the force that harried them from the east, the Kalmyks were bloisterd in number by refugees fleeing tibet, and the mongol-turkic tribes of the north migrated south. Rather than be destroyed or starve a radical idea was proposed, work in parallel with the Kalmyks and raid the lands of the south for sustenance. Seeing no other choice the Greater and Middle hordes joined with Kalmyks (the Lesser being bound already to the Russians) and moved south. As throughout the world many perished, but lands and food were seized and the Uzbeks and the Turkmens brought to heel. More and more migrants from the north flowed in and formed a chaotic mix. It is unlikely that anyone will be able to unite this strange collective of ethnic groups now that the needs of survival is no longer pressing, but then again, unlikelier thing have happened...

+
Maratha Confederacy
Capital: Delhi
Ruler:Peshwa Alijah Srinath/silver 2039
Government: Aristrocratic Democracy.
Centralization: Tight Federation
Tech. Level: Late Gunpowder Age
Army (Training): 27 Divisions (Professional) 14 Imperial Guard Divisions
Navy (Training): 5 Squadrons (Tolerable)
Economy: Very Rich (+3)
Leadership (Military/Civilian): Good/Better
Size: Medium
Infrastructure: Improving
Education: Literate
Living Standards:Tolerable
Culture: Average
Confidence: Tolerating
Projects: Shivaji’s Glory (+Secularisation, +1 Military Leadership, +1 Civilian Leadership, +1 Army Training, +2 Confidence, +Dawn of the Industrial Age Technology) 4/5
Nation Background:

The Marathas, native to western Maharashtra had begun to rise in India in the 17th century, slowly pushing the Mughals back over a century of conflict, ending up in control of most of India, that looked to be challenged by the might of the Europeans and the Maratha were beset by their own internal problems, but the Winter changed all that, and the British entered into a more equal arrangement, suppling weapons and other european developments in exchange for food. This gave the Princely state of Indore under the militarly gifted Yaswant Rao Holkar the ability to dominate the rest of the Confederacy and expand control over most of northern India, defeating the Afghans and Mughals in the Fourth Battle of Panipat and expanding their control over the indus and beyond in the early parts of the 19th century. However the competetion between Princes, the rebelious Muslims and many powerful enemies could cause the Cinfederacy to fail once more.

+
Hyderabad Nizamate
Capital: Hyderabad
Ruler:
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Middle Gunpowder age
Army (Training): 10 Divisons (Tolerable)
Navy (Training): 5 Squadrons (Good)
Economy: Rich (+3)
Leadership (Military/Civilian): Tolerable/Good
Size: Small (2)
Infrastructure: Good
Education: Literate
Living Standards: Higher
Culture: Average
Confidence: Resentful
Projects:
Nation Background:

The Nizam-ul-Mulk of Hyderbad used to rule his domain on behalf of the Mughal emperor, but when the Mughals retreated the Nizams made a bid for power and established their own Muslim dynasty. Remaining peaceful with the Marathas and the British the Nizamate rode out the winter as profitably as anyone did in those dark times, even managing to gain control of the mouth of the Godavari. But now india may become a battleground for european powers as Italians take over Gao, and te Nizamate is a rich realm - a tempting prize indeed.

+
Kingdom of Mysore
Capital:Bangalore
Ruler:
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Middle Gunpowder Age
Army (Training): 2 Divisions (Better) 2 Irregular
Navy (Training): 5 Squadrons (Normal)
Economy: Good Enough (+2)
Leadership (Military/Civilian): Tolerable/Tolerabe
Size: Small (2)
Infrastructure: Good
Education: Literate+ (1/2)
Living Standards:Normal
Culture: Strongly Cultured
Confidence: Barely Tolerating
Projects:
Nation Background:

A Staunch French ally, the Winter and the end of French influence in the east was troublesome indeed for the Wodeyar dynasty of Mysore. However by taking in the French left isolated in the Indian ocean by the Mexican War Mysore had enough to make the British leave it alone whilst they dealt with more pressing issues. Mysore even managed to gain control of several surrounding regions. However the British, now the Australasians came back and soon Mysore was on the run with even the city itself being captured. However at this time the Australasians needed manpower in Bengal to push back the Xin Ming, and a deal was struck with Mysore becoming a Australasian ally. But now the Italian arrival in the Indian ocean and continent, and the growing Ottoman presence has now given Mysore more options...

+
The Holy Kingdom of Tibet
Capital: Lhasa
Ruler:
Government: Theocratic Elective Monarchy
Centralization: Confederation
Tech. Level: Middle Gunpowder Age+ (2/3)
Army (Training): 5 Divisions (Elite+2)
Navy (Training): none yet
Economy: Not Bad (+1)
Leadership (Military/Civilian): Brillent/Better
Size: Medium (3)
Infrastructure: Barely Tolerable
Education: Well Educated
Living Standards: Very Low+ (1/3)
Culture: Patriotic
Confidence: Nation Personified
Projects:
Nation Background:

Tibet was mostly abandoned by its population as the Glaciers increased in size, trapping the small amounts of water the People relied on. Some fleed south, to India, inhabiting the foothills of the mountains, not daring to venture out ontot he swarming subcontinent. Most however had to flee north to the Plains of inner mongolia, meeting up with the mongol steppe horsemen that were being steadly pushed south. Their long association with the Monglians, forged a strong alliance, at first cooperating with the Qing, but after the retreat they decided to plunder the chaotic China at their will. When Summer came the now unified Mongolian-Tibetians returned to Lhasa, reconnected with their kin in india and set about building a nation. Clashes with the Qing in mongolia and the Xin Ming in western China are begining to prove worrying, as though the supreb troops of the Holy Kingdom have won every battle, they have not the numbers to hold ground. Perhaps allying with the Australasians is the answer...

+
Xin Ming China
Capital: Nanjing
Ruler:
Government: Divine Monarchy
Centralization: Federation
Tech. Level: Late Gunpowder Age
Army (Training): 100 Divisions (Barely Tolerable)
Navy (Training): 15 Squadrons (Semi-Rabble)
Economy: Good Enough (+2)
Leadership (Military/Civilian): Tolerable/Good
Size: Huge (5)
Infrastructure: Improving
Education: Illiterate
Living Standards:Low
Culture: Devoted
Confidence: Admiring
Projects:
Nation Background:

The Qing empire was great, but its size and inefficency made it unable to cope with the chnaging climate, and a few years into the Winter sees riots in China on a scale never before seen on the planet. The Qing were forced first to their strategic strongholds and then back to Manchuria, and the nation fell into chaos. Several years later and divested of its excess population gave China the energy to restore some measure of authority; as several competing warlords rose in the south. One managed to defeat the rest and raised a new Chinese nation in Nanjing, declaring himself a Ming emperor in an effort to confer some legitamency. His power extended over most of the south coast, but the Northern Plain was left unattended for now, and mongol and tibet raiders infested the interior of the country. In an unexpected move he conquers Siam and Bengal from the steping stone of Annam, gaining a strong enemy in the Australasians, but also gaining valuable land. The Australasians held off in the south, the Xin Ming armies gradually advanced north and inwards, regaining the north China plain and most of the interior by 1810. In the next decade further expansion would be foiled on all fronts by Thai rebellions and the Manchu, Mongols and the Sea Barbarians, but Ming China is growing stronger by the day as people rally around the man who restored order and peace in the dark times...


+
Qing Manchuria
Capital: Shenyang
Ruler:
Government: Absolute Monarchy
Centralization: Confederation
Tech. Level: Late Gunpowder Age+ (1/5)
Army (Training): 25 Divisions (Elite)
Navy (Training): None yet
Economy: Normal (+1)
Leadership (Military/Civilian): Good/Tolerable
Size: Small (2)
Infrastructure: Pathetic
Education: Literate
Living Standards:Barely Tolerable
Culture: Patriotic
Confidence: Admiring
Projects: The Manchu Banners (+1 Confidence, +1 Army Training, +1 Military Leadership) Done!
Nation Background:

When the Great Hunger, as it was termed in the east, ripped the Qing empire apart at the seams, even the Great Qianlong Emperor could not stem the tide as his earlier conquests were undone and even perished himself in the Great Food Riots in the fourth year of the Hunger, the heavens seemingly withdrawn their mandate. The remaining Royal family and its Bannermen fled north whilst they could to the Manchu homeland, the needs of survival tapping any dream of glory or rebuilding the empire. When the New Ming dynasty attempted to spread its influence north after their successes in the south the Manchu were woken from their lethargy and once more rode to battle. The Manchu skill provided insufficent for even the reduced numbers of the Han hordes, and the Qing emperor had to turn to the British and Japanese for aid, forcing the Ming back and even retaking Korea as their fief. Perhaps the dream of a Qing Empire is not so dead after all...

*
Empire of Japan
Capital: Kyoto
Ruler: /ThomAnder
Government: Divine Monarchy
Centralization: Tight Federation
Tech. Level: Dawn of the Industrial Age+ (1/6)
Army (Training): 15 Divisions (Professional)
Navy (Training): 15 Squadrons (Normal)
Economy: Very Rich (+3)
Leadership (Military/Civilian): Good/Good
Size: Small (2)
Infrastructure: Tolerable
Education: Literate
Living Standards: Tolerable
Culture: Hyperpatriotic
Confidence: Admiring
Projects: Secret; Done!
Investment: Secret
Nation Background:

Closed to the World as ever, the Winter caused great suffering in Japan, weakening the power of the Shogun somewhat; a Charitable Emperor allocated as much as he could to the people, and the people turned to the emperor for support in this dark time. The Winter continued even so, and huge numbers were lost. Japan continued along its quiet path however, untroubled by rumours of the chaos elsewhere, until one day in 1802; when the British having established themselves in Australasia, needed new trading partners after the Atlantic was closed to them. A great Battle squadron sailed into Tokyo Bay, and Japan was never the same again. Now modernising and reaching for the future, Japan is a strong ally of New Westminster, helping in the support of the Manchus and curbing the power of china, but is Japans ambition greater still?

*
The Greater Dominion of Australasia and South Africa
Capital: New Westminster
Ruler: King George IV/Lord_Iggy
Government: Consituitional Monarchy
Centralization: Federation
Tech. Level: Early Industrial Age
Army (Training): 33 Divisions (Elite)
Navy (Training): 70 Squadrons (Elite)
Economy: Richer (+3)
Leadership (Military/Civilian): Better/Brillent
Size: Huge (5)
Infrastructure: Good
Education: Perfect
Living Standards: Higher+ (2/5)
Culture: Strongly Cultured
Confidence: Barely Tolerating
Projects: Indian Merchant Fleet (+2 Economy Centres) 3/5
Nation Background:

Ah how the mighty are fallen, the Winter has been hard on the world, but the British Monarchy have perhaps felt the brunt most keenly. The revolt of the American colonies though troublesome was magnified tremedously by the Great Winter and the British had to find a new home for their people, Australia seemed sent by god for this purpose and soon the British were sending over four thousand people a day to this new continent. An attempt to retake the american colonies ended in disaster as the British were beaten back and a revolt grew in Britains heart itself! The logistic difficulties of moving to fight the traitors and the press of the evacuation efforts, not to mention the rebels assistance by the vile Portuguese meant the British government was eventually defeated and forced to flee. The Resolution treaty allowing extradition of loyalists in exchange for no british military vessal entering the atlantic in the future. The New Continent was successfully tamed, but food supplies were still lacking and the british soon annexed Indonesia and most of the Pacific and relanding on North America this time on the west coast. A string of defeats hurt the Australasian dominin; the loss in Indochina to the Xin Ming, and the unhappy draw with the Louisine Empire over California. But what once was Britain is still strong, still has an empire unquestionable on the seas she has access to, although the limits of her manpower is being tested. With the gathering of allied states around the Indian and Pacific Oceans, the Martyrs of Millbank may have their revenge yet...
 
Starting Map - 1830 AD

Spoiler Starting Map :

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Spoiler Current Update :

1833
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Stuff

Wars:
The Greater Tsarist War; Tsarist Russia and its vassals, Greater Prussia, United States, Venice vrs Novgorod and Clients, Poland, Ottoman Empire. France, Scotland, Kalmykistan
Mysore Rebellion; Mysore Rebels, Venetia vrs Kingdom of Mysore, Marathas Confederacy

Alliances:
Baltic League; Republic of Novgorod, Novgorod client states, Poland
Portuguese Alliance; Empire of Portugal-Brazil, Spainish Republic, Venetia

NAPs

Diplomatic Agreements:

-San Francisco Treaty (Borders of Fourth The Fourth Gayanashagowa/Dominion of Canada and Louisine Empire set, Cooperation agreement, rights of Amerindians, defensive alliance between Louisine's, Australasia, and Canada)
-Resolution Treaty (Oceans partitioned between Portugal(Atlantics) and Britain (Indian and Pacific))
-Australasian - Colombian Cooperation Pact
-Australasian - Incan Cooperation Pact
-Australasian - Mysore Cooperation Pact
-Australasian - Manchu Cooperation Pact
-Australasian - Japanese Cooperation Pact
-Portugal-Spanish MPP
-Finland and Arkhangelsk league client states of Novgorod
-Zaporozhschina is a vassal of Tsarist Russia
-Treaty of Hyderabad (Peace between Mysore, Marathas and Australasia, Nizamate of Hyderabad. Half of Nizamate territory to Marathas)

UUs

Greater Prussia - Sturmtruppen; Elite combined arms force, capable of operating as the core of a conventional army or independently.
Tsarist Russia - Letuchiye Eskadroni ('Flying Squadrons'); Versatile Light Cavalry special forces.
Portuguese Empire - Recife Corps; Elite Colonial troops trained for operation in all types of terrain.
Marathas Confederacy - Imperial Guard; Elite combined arms troops, the core of the Peshwa’s new model army.
Republic of Novgorod - Ski Trooper; Elite Infantry forces well trained for winter combat.
Scotland - Highland Regiment; Elite Infantry Divisions
United States - USMC : Elite infantry trained in amphibious assault
 
Overflow

Note on reservations - its first come, first serve, but Insane_Panda will be very upset if anyone takes the Louisine Empire :lol:

Note to whoever points out stuff I got obviously wrong -
Spoiler :
I hate you :D
 
The Fourth Gayanashagowa/Dominion of Canada
Capital: Ontario
Ruler:
Government: Parlimentary Democracy
Centralization: Loose Confederation
Tech. Level: Early Industrial Age
Army (Training): 10 Divisions (Better)
Navy (Training): 5 Squadrons (Professional)
Economy: Good Enough (+1)
Leadership (Military/Civilian): Incompentent/Better
Size: Small (2)
Infrastructure: Tolerable
Education: Literate
Living Standards:Normal
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Nation Background:

During the Winter, the european's attention in North America turned to the warm south as the north cooled, except for some british colonists in Canada. The first nations formed strong agricultural leagues to survive to famine times. With the Fall of Westminster and the Porteguese interdiction, the isolated British colonists had to turn to the Natives for survial. This new republic proved strong enough to fend off the Louisines and US in the south and expanded west to the Rockies, rejoining the Australian Dominon for a time when new British colonists arrived on the West Coast via the Pacific. Now a Peaceful transition to independence has occured, but the small population of the free north may prove to much of a temptation to the hungry southerners as the world warms once again...
 
Qing Manchuria
Capital: Shenyang
Ruler:
Government: Absolute Monarchy
Centralization: Confederation
Tech. Level: Late Gunpowder Age
Army (Training): 15 Divisions (Good)
Navy (Training): None yet
Economy: Normal (+1)
Leadership (Military/Civilian): Better/Tolerable
Size: Small (2)
Infrastructure: Pathetic
Education: Literate
Living Standards:Barely Tolerable
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background:

When the Great Hunger, as it was termed in the east, ripped the Qing empire apart at the seams, even the Great Qianlong Emperor could not stem the tide as his earlier conquests were undone and even perished himself in the Great Food Riots in the fourth year of the Hunger, the heavens seemingly withdrawn their mandate. The remaining Royal family and its Bannermen fled north whilst they could to the Manchu homeland, the needs of survival tapping any dream of glory or rebuilding the empire. When the New Ming dynasty attempted to spread its influence north after their successes in the south the Manchu were woken from their lethargy and once more rode to battle. The Manchu skill provided insufficent for even the reduced numbers of the Han hordes, and the Qing emperor had to turn to the British and Japanese for aid, forcing the Ming back and even retaking Korea as their fief. Perhaps the dream of a Qing Empire is not so dead after all...
 
I call Japan :)

Empire of Japan
Capital: Kyoto
Ruler:
Government: Divine Monarchy
Centralization: Tight Federation
Tech. Level: Dawn of the Industrial Age
Army (Training): 10 Divisions (Good)
Navy (Training): 10 Squadrons (Tolerable)
Economy: Growing (+2)
Leadership (Military/Civilian): Good/Good
Size: Small (2)
Infrastructure: Tolerable
Education: Literate
Living Standards: Tolerable
Culture: Hyperpatriotic
Confidence: Admiring
Projects:
Nation Background:

Closed to the World as ever, the Winter caused great suffering in Japan, weakening the power of the Shogun somewhat; a Charitable Emperor allocated as much as he could to the people, and the people turned to the emperor for support in this dark time. The Winter continued even so, and huge numbers were lost. Japan continued along its quiet path however, untroubled by rumours of the chaos elsewhere, until one day in 1802; when the British having established themselves in Australasia, needed new trading partners after the Atlantic was closed to them. A great Battle squadron sailed into Tokyo Bay, and Japan was never the same again. Now modernising and reaching for the future, Japan is a strong ally of New Westminster, helping in the support of the Manchus and curbing the power of china, but is Japans ambition greater still?
 
Louisine Empire
Capital: New Orleans
Ruler:
Government: Pseudoconstitutional Monarchy
Centralization: Tight Federation
Tech. Level: Early Industrial Age
Army (Training): 30 Divisions (Very Good)
Navy (Training): 5 Squadrons (Tolerable)
Economy: Rich (+3)
Leadership (Military/Civilian): Better/Better
Size: Large (4)
Infrastructure: Efficent
Education: Well Educated
Living Standards:Higher
Culture: Untrusting
Confidence: Loving
Projects:
Nation Background:

As the focus for French fleeing the Winter, as well as a source of food for the crashing northern europe Louisina was important enough for France to go to war over, first with the Americans in the west, then with the Spanish in the South as American allies. When the Battle of Havana destroyed the French fleet and mainland France descended into chaos, the Bourbon King fled to Louisina via America. The newly proclaimed Emperor of Louisina revitalised the nation and led them back into the Mexican War, but now the Allies had secured a new ally - Portugal. With the destruction of the spainish empire the mexican and californian holdings fell to Lousinina. In the Springtime the Empire developed quite successfully and now is perhaps the greatest American power. However tensions are rising with both the still unassimilated Mexicans and the New French Republic, the republic claiming that ownership over the old colony was never released, and the Emperor declaring his rights in France.



Just kidding. ;)


United States of America
Capital: Charleston
Ruler:
Government: Presidential Democracy
Centralization: Tight Federation
Tech. Level: Early Industrial Age
Army (Training): 25 Divisions (Professional)
Navy (Training): 15 Squadrons (Good)
Economy: Rich (+3)
Leadership (Military/Civilian): Brillent/Competent
Size: Large (4)
Infrastructure: Very Efficent
Education: Perfect
Living Standards:Very High
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background:

Born with the onset of Winter, the collapse of Northern european agriculture saw a serious attempt by the British to reclaim its lost colonies in 1779, though this failed, the peace treaty allowed unrestricted immigration of refugees. The huge numbers of northern europeans that rapidly flooded the country casued something of a backlash amongst the original colonists and the policy was recinded after the Fall of Westminster, and the US continued on a much more agressive foreign policy, seizing the british colonies of the Caribean, then going to war against the spanish in South America. The Twelve years of the mexican war which saw the fall of france led the Americans to conquer central america and forging a strong alliance with the Portuguese. However the close borders with the Lousinians are causing tension, and the Australian Whale prevents any activities in the Pacific.
 
CHANGED MY MIND!!!

Xin Ming China
Capital: Nanjing
Ruler:
Government: Divine Monarchy
Centralization: Federation
Tech. Level: Late Gunpowder Age
Army (Training): 40 Divisions (Tolerable)
Navy (Training): 10 Squadrons (Semi-Rabble)
Economy: Growing (+2)
Leadership (Military/Civilian): Tolerable/Good
Size: Huge (5)
Infrastructure: Tolerable
Education: Illiterate
Living Standards:Low
Culture: Devoted
Confidence: Admiring
Projects:
Nation Background:

The Qing empire was great, but its size and inefficency made it unable to cope with the chnaging climate, and a few years into the Winter sees riots in China on a scale never before seen on the planet. The Qing were forced first to their strategic strongholds and then back to Manchuria, and the nation fell into chaos. Several years later and divested of its excess population gave China the energy to restore some measure of authority; as several competing warlords rose in the south. One managed to defeat the rest and raised a new Chinese nation in Nanjing, declaring himself a Ming emperor in an effort to confer some legitamency. His power extended over most of the south coast, but the Northern Plain was left unattended for now, and mongol and tibet raiders infested the interior of the country. In an unexpected move he conquers Siam and Bengal from the steping stone of Annam, gaining a strong enemy in the Australasians, but also gaining valuable land. The Australasians held off in the south, the Xin Ming armies gradually advanced north and inwards, regaining the north China plain and most of the interior by 1810. In the next decade further expansion would be foiled on all fronts by Thai rebellions and the Manchu, Mongols and the Sea Barbarians, but Ming China is growing stronger by the day as people rally around the man who restored order and peace in the dark times...
 
Also, is there a nation description for Tibet?
 
Crap, must have deleted it by accident when I was formating, I also seemed to have lost the Kénédougou all together! Okay I can barely keep my eyes open right now (its 5.20 AM!) so I'll rewrite it in the morning when I get up.

Later in the morning that is...
 
I have one question about this rule with the SIZE thing. Does it apply to raising military as well?
 
Lord_Iggy tosses his hat into the ring.

The Greater Dominion of Australasia and South Africa
Capital: New Westminster
Ruler:
Government: Consituitional Monarchy
Centralization: Federation
Tech. Level: Early Industrial Age
Army (Training): 15 Divisions (Elite+1)
Navy (Training): 50 Squadrons (Elite)
Economy: Growing (+2)
Leadership (Military/Civilian): Better/Brillent
Size: Huge (5)
Infrastructure: Good
Education: Perfect
Living Standards: Higher
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Nation Background:

Ah how the mighty are fallen, the Winter has been hard on the world, but the British Monarchy have perhaps felt the brunt most keenly. The revolt of the American colonies though troublesome was magnified tremedously by the Great Winter and the British had to find a new home for their people, Australia seemed sent by god for this purpose and soon the British were sending over four thousand people a day to this new continent. An attempt to retake the american colonies ended in disaster as the British were beaten back and a revolt grew in Britains heart itself! The logistic difficulties of moving to fight the traitors and the press of the evacuation efforts, not to mention the rebels assistance by the vile Portuguese meant the British government was eventually defeated and forced to flee. The Resolution treaty allowing extradition of loyalists in exchange for no british military vessal entering the atlantic in the future. The New Continent was successfully tamed, but food supplies were still lacking and the british soon annexed Indonesia and most of the Pacific and relanding on North America this time on the west coast. A string of defeats hurt the Australasian dominin; the loss in Indochina to the Xin Ming, and the unhappy draw with the Louisine Empire over California. But what once was Britain is still strong, still has an empire unquestionable on the seas she has access to, although the limits of her manpower is being tested. With the gathering of allied states around the Indian and Pacific Oceans, the Martyrs of Millbank may have their revenge yet...
 
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