Background: It is currently the year 1800
Heres a list of overall trends that happened/didnt happen
1) No Charlemagne, no Holy Roman Empire -> Western Europe remains divided into small states for centuries after the fall of Rome
2) No crusades
3) No Genghis Kahn
4) Native Americans were immune to old world diseases
5) Europe readily sold weapons/technology to the native americans/africans/asians
6) much much smaller slave trade
And if you complain about historical inaccuracies or impossibilities, I dont care. This is for fun!
Economy:
To raise economy, do not spend any points during that turn.
Collapsed [-3] Depression [-2] Poor [-1] Recession[0] Stagnant[0] Stable [1] Growing [1] Booming [2] Prosperous [2] Flourishing [3] Rich [3] Wealthy [4] Economic Powerhouse [5] Monopoly [6] Monopoly + X
Please note, raising your economy may effect someone elses (a strong Spanish economy may have people buy products from them instead of Portugal for example). If both parties raise their economy if such an action would occur, neither gain a boost.
Economic Centers are represented with red borders on the map. Currently these are mainly trading centers (industrialization is just starting). Every 4 turns they will give you a spending point to use. You may use them while upgrading your economy. Economic centers will be chosen by me(you cant build them) and can be lost as easily as theyre gained. (So quickly you may never get their benefit
Military
1 spending point = 5 divisions
1 spending point = 5 squadrons
Every time the size of your army/navy increases by 50% (20 -> 30 45 -> 70) it will go down 1 training level.
Training: (2 points to increase)
None; Ragtag; Disorderly; Tolerable; Normal; Better; Good; Very Good; Professional; Elite
Irregulars: Militias and Volunteers will always help out during war. They will raise up at the start of a war on their own, but they can only be used in defensive operations and will always have the training of Ragtag. They do not count against your total number towards upkeep or training.
Conscript: Each turn you may force your citizens into the army via conscription. The number will vary (generally large at the start of the war and down hill after that). These will always be disorderly. You can use them in offense and do not count against your total troop number for upkeep or training. However conscription might lower confidence and might lead to disorder.
Size
The size of your nation determines many things. Well...one. How much it costs to raise one of the domestic stats. Spending the same amount for roads in Ireland will be more effective than in Russia.
Tiny (1) Small(1) Medium(2) Large (2) Huge(3) Gigantic (3) Worldspanning (4)
Infrastructure
Roads, bridges, canals, etc. The higher the better people can get around(and thus be happier), better your military can move around, and better goods can move around (which may help your economy). A large empire will need a strong infrastructure, or collapse under its own weight.
None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent
Education
The better your education, the more likely youll make advances in science, and the better your civil and military leaders will be.
None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment
Living Standards
How well off the average citizen is. There will always be the haves and have nots, but the higher this is, the happier the general population will be.
None-Slums-Very Low-Low-Barely Tolerable-Tolerable-Normal-Higher-Very High-Splendid
Culture/Patriotism
The higher the culture/patriotism of your nation, the more united they will stand. However this may make other nations fearful or even hate you outright. A united nation will also expect more from their leaders to act and be decisive; they will also expect them more to act according to the peoples political values or face mob rule.
None-Divided-Untrusting-Average-Strongly Cultured-Devoted-Patriotic-Hyperpatriotic-Jingoist-Uberpatriotic
Confidence/Happiness
CAN NOT BE RAISED BY ECO.
Your people will hold confidence in their leaders, which is based on part on how happy they are. Keep them happy and they will remain confident in your ability to rule. Failat this, and they may seek to replace you.
Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified
Political Values
(Stolen from Stalins weltpolitik.)
Conservative: Jungoism, moralism, State Press, laize-fair, Limited citizenship etc
-More efficient Military, suffers less effects of war on population. You dont have to deal w/ the masses when making decisions. People leave your country for a better place to live. No need to worry about elections most of the time. Conscription more acceptable
Liberal: pro-military, pluarlism, free press, interventionism, full citizenship
-less efficient Military, suffers more effects of war on population. Divided politics. Receives more Immigrants looking for a better place to live. very inventive. Conscription almost impossible
In the stats there will be a ruling party which will state your governmental system (republic, democracy, monarchy, etc) and what political values the current leaders hold. Take note that in all democracies only land owners can currently vote (there has yet to be something similar to the reforms that took place in America and Britain in the 1830s that expanded it)
Ethnicity
(Stolen from weltpolitik)
Your nation will also have different ethnicities in it, this will be represented. Conquer a new land? Well the percentage will change. Immigration? Percentage will change. A high culture may override ethnic divides, and a low one may cause schisms. A general area of residence will also be riven for ethnicities (so you know where a rebellion may occur). They will be given in real world terms to not confuse you.
Heres a list of overall trends that happened/didnt happen
1) No Charlemagne, no Holy Roman Empire -> Western Europe remains divided into small states for centuries after the fall of Rome
2) No crusades
3) No Genghis Kahn
4) Native Americans were immune to old world diseases
5) Europe readily sold weapons/technology to the native americans/africans/asians
6) much much smaller slave trade
And if you complain about historical inaccuracies or impossibilities, I dont care. This is for fun!
Economy:
To raise economy, do not spend any points during that turn.
Collapsed [-3] Depression [-2] Poor [-1] Recession[0] Stagnant[0] Stable [1] Growing [1] Booming [2] Prosperous [2] Flourishing [3] Rich [3] Wealthy [4] Economic Powerhouse [5] Monopoly [6] Monopoly + X
Please note, raising your economy may effect someone elses (a strong Spanish economy may have people buy products from them instead of Portugal for example). If both parties raise their economy if such an action would occur, neither gain a boost.
Economic Centers are represented with red borders on the map. Currently these are mainly trading centers (industrialization is just starting). Every 4 turns they will give you a spending point to use. You may use them while upgrading your economy. Economic centers will be chosen by me(you cant build them) and can be lost as easily as theyre gained. (So quickly you may never get their benefit

Military
1 spending point = 5 divisions
1 spending point = 5 squadrons
Every time the size of your army/navy increases by 50% (20 -> 30 45 -> 70) it will go down 1 training level.
Training: (2 points to increase)
None; Ragtag; Disorderly; Tolerable; Normal; Better; Good; Very Good; Professional; Elite
Irregulars: Militias and Volunteers will always help out during war. They will raise up at the start of a war on their own, but they can only be used in defensive operations and will always have the training of Ragtag. They do not count against your total number towards upkeep or training.
Conscript: Each turn you may force your citizens into the army via conscription. The number will vary (generally large at the start of the war and down hill after that). These will always be disorderly. You can use them in offense and do not count against your total troop number for upkeep or training. However conscription might lower confidence and might lead to disorder.
Size
The size of your nation determines many things. Well...one. How much it costs to raise one of the domestic stats. Spending the same amount for roads in Ireland will be more effective than in Russia.
Tiny (1) Small(1) Medium(2) Large (2) Huge(3) Gigantic (3) Worldspanning (4)
Infrastructure
Roads, bridges, canals, etc. The higher the better people can get around(and thus be happier), better your military can move around, and better goods can move around (which may help your economy). A large empire will need a strong infrastructure, or collapse under its own weight.
None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent
Education
The better your education, the more likely youll make advances in science, and the better your civil and military leaders will be.
None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment
Living Standards
How well off the average citizen is. There will always be the haves and have nots, but the higher this is, the happier the general population will be.
None-Slums-Very Low-Low-Barely Tolerable-Tolerable-Normal-Higher-Very High-Splendid
Culture/Patriotism
The higher the culture/patriotism of your nation, the more united they will stand. However this may make other nations fearful or even hate you outright. A united nation will also expect more from their leaders to act and be decisive; they will also expect them more to act according to the peoples political values or face mob rule.
None-Divided-Untrusting-Average-Strongly Cultured-Devoted-Patriotic-Hyperpatriotic-Jingoist-Uberpatriotic
Confidence/Happiness
CAN NOT BE RAISED BY ECO.
Your people will hold confidence in their leaders, which is based on part on how happy they are. Keep them happy and they will remain confident in your ability to rule. Failat this, and they may seek to replace you.
Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified
Political Values
(Stolen from Stalins weltpolitik.)
Conservative: Jungoism, moralism, State Press, laize-fair, Limited citizenship etc
-More efficient Military, suffers less effects of war on population. You dont have to deal w/ the masses when making decisions. People leave your country for a better place to live. No need to worry about elections most of the time. Conscription more acceptable
Liberal: pro-military, pluarlism, free press, interventionism, full citizenship
-less efficient Military, suffers more effects of war on population. Divided politics. Receives more Immigrants looking for a better place to live. very inventive. Conscription almost impossible
In the stats there will be a ruling party which will state your governmental system (republic, democracy, monarchy, etc) and what political values the current leaders hold. Take note that in all democracies only land owners can currently vote (there has yet to be something similar to the reforms that took place in America and Britain in the 1830s that expanded it)
Ethnicity
(Stolen from weltpolitik)
Your nation will also have different ethnicities in it, this will be represented. Conquer a new land? Well the percentage will change. Immigration? Percentage will change. A high culture may override ethnic divides, and a low one may cause schisms. A general area of residence will also be riven for ethnicities (so you know where a rebellion may occur). They will be given in real world terms to not confuse you.