ICNES I: Troubling Future

Icmancin

WSNR Pte
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ICNES I: Troubling Future

Introduction

It is the year 2056. A rag-tag coalition between the new Militaristic Canada, the Expansionist Mexico and numerous other contestants brought the United Nations, NATO and the United States. Canada, Mexico and Russia became the chiefs of the World. Global strife ensued and the borders of the World shifted to places they'd never been to. Russia united the Slavs under one roof; Europe was re-divided by culture; the Islamic Umma became a reality. In the East, China became the dominate nation, sub-dueing her neighbours but was hindered by a formation of the South-East Asian states. The African nations stood united against Islam and the Incan Empire was revived. What happens next, is up to the World leaders to decide.

Rules

DO NOT POST UNTIL I SAY YOU CAN. These are really similar to the NES2 VI Ruleset but they have some differences. PLEASE READ AND UNDERSTAND THEM!

Players, stories, orders, NPCs, 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 (but not as generous as in ITNES I). 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).

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...

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 orange borders (a capital economic center will have a combination of the two) and Industrial centers will have a brownish border..

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.

Updates - They will come on Saturday. I live in Ellershouse, Nova Scotia, Canada (GMT -4) and I would like to have orders by NOON, the FRIDAY BEFORE (my time). This gives me time to get the update in the evening. PLEASE send your orders by the deadline aand I will try to get the update on time. Fair enough?

NATIONAL TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Centralization:
Army (Training):
Navy (Training):
Air Force (Training):
Income:
Income Banked:
Industry: (X needed for advancement)
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


Military


That will consist of army, navy and air force. These will be number-based as it gives more versatility. These will be represented in Divisions, Tank Divisions and Squadrons.

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). You will only get 3 Tank divisions as well 5 Squadrons (Navy or Air) for every point you spend on it. 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.

Military Projects - These are vehicles and weapons you invent. Bear in mind that they have to be on par with your tech level. These are created by making a Project and then can be built Regularly. They will sprout up slower than generic units but will have an advantage normally one training level. However, after a certain number of years of service, their advantages will be lost and they will need to be replaced. You can sell the techs for these units to other nations for them to use. These are not UUs.

UUs - One per nation, but can be changed at any point (though the newly-“demoted” UU units will not be happy). I will keep a list of them, somewhere. Could be land, sea, or air. They will be separated from other units in the stats. They are grown as normal units but have a training level two levels higher. These cannot be traded.. 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-Barely Tolerable-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


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 can 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.

Eco centers are scarce for now due to the economic plummet. They are costly to create and need much investing. Socialist and Nationalist states will require more due to their intrapersonal life styles.

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)

Industry


Industry is needed to build things such as Tanks, Planes and Ships. It does not have the same value of your Economy. A powerful nation should have both a strong Economy and Industry. Economy can increase certain stats but Industry is needed for Infrastructure, Tanks, Ships and Planes. Every nations will have a certain number of Industry points to spend. These can be increased by investing 5 Economy Points into it for 1 level. Please not that for every Industry point you spend you must spend 1 Economy Point along with it (ex: I was to build 1 point worth of Tanks (which would be 3). I would need to pay 1 Eco Point and 1 Industry Point).

Industry can also be increased by Industrial Centers. These take time and money to produce. They will be represented by Brownish circles. These can fall to an invader.


Size


As proposed by Disenfrancised, though somewhat altered by das. The larger your country is, the more money you will have to spend to grow any miscellanous 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.

Small (1)-Medium (2)-Above Medium (3)-Large (4)-Huge (5)-Gargantuan (6)-Half the World (7)

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 two education levels.

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.

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.

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.

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 Name: Socialist Federation of Canada
Capital: Ottawa
Ruler: Chancellor Lucien Ménard/Lord Iggy
Government: Communal Senatorial Republic
Centralization: Federation
Army (Training): 50 Divisions (Elite), 15 Tank Divisions (Very Good)
Navy (Training): 40 Squadrons (Professional)
Air Force (Training): 30 Squadrons (Professional)
Income: Richer (+4)
Income Banked:
Industry: 3 (0/5 Progress)
Size (points required): Gargantuan (6)
Leadership (Military/Civilian): Better/Good
Infrastructure: Very Efficient
Education: Perfect
Living Standards: Higher
Culture: Devoted
Confidence: Respecting
Projects: 'New Fuel Systems' (Done!)
Nation Background: Since 2056, Canada has begun researching New Fuel Systems which could potentially alter the face of the planet and the way life is conducted on Earth. She played a crucial role in the defeat of King Aihlbe and restoring what order was left in the World. However, Canada has a new problem as Freedom messages are being sent around the World, and being the superpower, she needs to act like the true sheriff in town.

Nation Name: Republic of Mexico
Capital: Mexico City
Ruler: President Hernandez Chavez/
Government: Presidential Republic
Centralization: Tight Federation
Army (Training): 42 Divisions (Better), 2 Tank Divisions (Normal)
Navy (Training): 20 Squadrons (Normal)
Air Force (Training): 10 Squadrons (Normal)
Income: Good enough (+2)
Income Banked:
Industry: 2 (3/5 Progress)
Size (points required): Huge (5)
Leadership (Military/Civilian): Tolerable/Tolerable
Infrastructure: Improving
Education: Educated
Living Standards: Tolerable
Culture: Average
Confidence: Hateful
Projects:
Nation Background: The World had been peaceful to Mexico and Mexico had been peaceful to the World: until 2058. 2058 mark the beginning of the end for Guyana and Venezuela-Colombia, two nations that were engulfed by the Mexican onslaught. Her vicotry was marred by terrorist attacks in the capitol during independence day celebrations.

Nation Name: Republic of Brazil
Capital: Brasilia
Ruler: ?/Azale
Government: Presidential Republic
Centralization: Tight Federation
Army (Training): 28 Divisions (Better), 5 Tank Divisions (Tolerable), 15 Conscript Divisions
Navy (Training): 10 Squadrons (Tolerable)
Air Force (Training): 5 Squadrons (Semi-Rabble)
Income: Growing (+2)
Income Banked:
Industry: 1 (4/5 Progress)
Size (points required): Huge (5)
Leadership (Military/Civilian): Tolerable/Barely Tolerable
Infrastructure: Improving
Education: Illiterate
Living Standards: Barely Tolerable
Culture: Average
Confidence: Resentful
Projects:
Nation Background: Although remaining quiet for many a decade, Brazil is finally coming out of her shell: by destroying the Incan Empire and reminding the World that she was still on the map.

Nation Name: Republic of Chile
Capital: Santiago
Ruler: ?/
Government: Presidential Republic
Centralization: Loose Federation
Army (Training): 18 Divisions (Tolerable), 10 Irregulars
Navy (Training): 5 Squadrons (Tolerable)
Air Force (Training): 1 Squadrons (Rabble)
Income: Normal (+1)
Income Banked:
Industry: 0 (2/5 Progress)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Tolerable/Barely Tolerable
Infrastructure: Tolerable
Education: Illiterate
Living Standards: Barely Tolerable
Culture: Untrusting
Confidence: Lynching
Projects:
Nation Background: With the defeat of the Incans and the decline of the Argentinians at hand, Chile took her chance and succeeded in making herself completely self-dependent.

Nation Name: Republic of Paraguay
Capital: Asunción
Ruler: ?/
Government: Presidential Republic
Centralization: Confederation
Army (Training): 28 Divisions (Normal)
Navy (Training):
Air Force (Training): 1 Squadrons (Semi-Rabble)
Income: Good Enough (+2)
Income Banked:
Industry: 0 (1/5 Progress)
Size (points required): Medium (2)
Leadership (Military/Civilian): Incompetent/Tolerable
Infrastructure: Improving
Education: Illiterate
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background: During the War of Incan Revival, Paraguay served as the Northern Front when Bolivia fell. She began a massive program of militarization and now boasts a large Army and complete independence to boot.

Nation Name: Republic of Uruguay
Capital: Montevideo
Ruler: ?/
Government: Presidential Republic
Centralization: Tight Federation
Army (Training): 15 Divisions (Better)
Navy (Training): 15 Squadrons (Better)
Air Force (Training): 5 Squadrons (Normal)
Income: Good Enough (+2)
Income Banked:
Industry: 1
Size (points required): Small (1)
Leadership (Military/Civilian): Barely Tolerable/Competent
Infrastructure: Improving
Education: Literate
Living Standards: Low
Culture: Patriotic
Confidence: Tolerating
Projects:
Nation Background: The tiny naiton is the East of Latin America, Uruguay has now caught the attention of many Social Scientists as she continues to progress at an alarming speed for a Latin nation.

Nation Name: Republic of Argentina
Capital: Buenos Aires
Ruler: ?/
Government: Presidential Republic
Centralization: Tight Federation
Army (Training): 21 Divisions (Tolerable), 6 Conscript Divisions
Navy (Training): 10 Squadrons (Better)
Air Force (Training): 10 Squadrons (Tolerable)
Income: Growing (+2)
Income Banked:
Industry: 1
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Tolerable/Barely Tolerable
Infrastructure: Tolerable
Education: Literate
Living Standards: Low
Culture: Patriotic
Confidence: Barely Tolerating
Projects:
Nation Background: Originally the main enemy for dominance in South-Central America, Argentina has been crippled severely by the Incan War. Her puppet states have left her and her military has been out-matched by them. Argentina has been left in the dust and she doesn't seem to like it alot.
 
Nation Name: German Confederation
Capital: Berlin
Ruler: Chancellor Heinrich Von Diefendorf/The Farow
Government: Federal Republic
Centralization: Unitary with Exceptions
Army (Training): 30 Divisions (Professional), 9 Tank Divisions (Good)
Navy (Training): 18 Squadrons (Better)
Air Force (Training): 29 Squadrons (Very Good)
Income: Rich (+3)
Income Banked:
Industry: 3 (2/5 Progress)
Size (points required): Large (4)
Leadership (Military/Civilian): Competent/Better
Infrastructure: Great
Education: Well Educated
Living Standards: Tolerable
Culture: Hyperpatriotic
Confidence: Admiring
Projects: 'High Tech Industry' (+1 Industry, +Essen Industrial Center, +1 Economy, 3/6)
Nation Background: During the troubling times, Germany lashed out at the Kingdom of Celtica to 'restore order in the Isles.' Unknowingly, she saved the World as in the first days of the attack, the Luftwaffe destroyed Project Purity, a chemical weapons project based on race. During the war the Celts unleashed some chemicals acquired from the Black Market which had devastating effects on the German population. The Celts continued a campaign of terror butit has been squashed by a joint Canadian-German force. She has sinced recovered and is a powerful nation ready to prosper further.

Nation Name: Republic of Ireland
Capital: Dublin
Ruler: ?/
Government: Parlimentary Republic
Centralization: Federation
Army (Training): 10 Divisions (Normal)
Navy (Training):
Air Force (Training):
Income: Normal (+1)
Income Banked:
Industry: 0
Size (points required): Small (1)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Improving
Education: Educated
Living Standards: Tolerable
Culture: Average
Confidence: Lynching
Projects:
Nation Background: Formed out of the ashes of the Kingdom of Celtica, the Republic of Ireland has been reduced from the Kingdom's strength. The leadership is no longer ocrrupt and fundamentalist and is against the 'King' who is spreading the terrorism throughout the World. With German help, Ireland is on it's way to becoming a moderate power.

Nation Name: Italic Confederation
Capital: Rome
Ruler: President Morretti/Dachspmg
Government: Federal Republic
Centralization: Confederation
Army (Training): 37 Divisions (Professional), 8 Tank Divisions (Better)
Navy (Training): 14 Squadrons (Better)
Air Force (Training): 20 Squadrons (Better)
Income: Rich (+3)
Income Banked:
Industry: 1
Size (points required): Medium (2)
Leadership (Military/Civilian): Competent/Better
Infrastructure: Efficient
Education: Well Educated
Living Standards: Tolerable
Culture: Devoted
Confidence: Respecting
Projects:
Nation Background: The Italic Federation was also busy. She was affected by the chemicals used by the Celts nad began a separate counter-terror movement while at the same time helping the Israelis against the since defeated Umma. The Italics now hold onto North Africa just like the days of old, during the Colonial Times. It is beginning to rival the Germans in everyway now.

Nation Name: Republic of Finland (Slavic Puppet)
Capital: Helsinki
Ruler: ?/
Government: Presidential Republic
Centralization: Tight Federation
Army (Training): 15 Divisions (Professional)
Navy (Training): 10 Squadrons (Good)
Air Force (Training): 5 Squadrons (Better)
Income: Growing (+2)
Income Banked:
Industry: 0
Size (points required): Medium (2)
Leadership (Military/Civilian): Competent/Incompetent
Infrastructure: Improving
Education: Literate
Living Standards: Normal
Culture: Jingoist+1
Confidence: Admiring
Projects:
Nation Background: A quiet nation with little interest in international affairs, Finland is frightened for her survival. The Slavs has already occupied Greece and the Finns think it is only a matter of time until Helsinki is next.

Nation Name: Slavic Federation
Capital: Moscow
Ruler: ?/Insane_Panda
Government: Social Federal Republic
Centralization: Tight Federation
Army (Training): 57 Divisions (Good), 10 Tank Divisions (Better)
Navy (Training): 34 Squadrons (Normal)
Air Force (Training): 32 Squadrons (Better)
Income: Rich (+3)
Income Banked:
Industry: 3
Size (points required): Gargantuan (6)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Improving
Education: Literate
Living Standards: Tolerable
Culture: Patriotic
Confidence: Lynching
Projects:
Nation Background: The Slavic bear has even furthered her borders. Greek separatists took power in Greece and merged with Slavia, the Slavs captured the Turkish Central Asia from the Umma is addition to Northern and Eastern Turkey. They continue to expand and are a gargantuan which every nation, even those half-way across the World, fear.
 
Nation Name: African Union
Capital: Pretoria
Ruler: ?/kentharu
Government: Presidential Republic
Centralization: Unitary with Exceptions
Army (Training): 43 Divisions (Very Good), 5 Tank Divisions (Normal), 5 Irregulars
Navy (Training): 13 Squadrons (Tolerable)
Air Force (Training): 10 Squadrons (Normal)
Income: Rich (+3)
Income Banked:
Industry: 1
Size (points required): Gargantuan (6)
Leadership (Military/Civilian): Competent/Barely Tolerable
Infrastructure: Tolerable
Education: Educated
Living Standards: Low
Culture: Hyperpatriotic
Confidence: Tolerating
Projects: African Revitalization (+2 Civilian Leadership, +1 EC, 2/7)
Nation Background: The Africans also took a chunk of land from the Umma and annexed the Central Africans which rebelled against the Umma. Since then it began a period of revitalization as African, even now, is still poor and must strive to be equal with the rest of the World. The government has done excellant in trying to make this dream ocme true.

Nation Name: Islamic Caliphate
Capital: Mecca
Ruler: Caliph Suleiyman/
Government: Theocratic (Islamic) Monarchy
Centralization: Tight Federation
Army (Training): 15 Divisions (Tolerable), 1 Tank Divisions (Semi-Rabble)
Navy (Training): 5 Squadrons (Tolerable)
Air Force (Training): 5 Squadrons (Barely Tolerable)
Income: Good enough (+2)
Income Banked:
Industry: 0
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Barely Tolerable/Tolerable
Infrastructure: Improving
Education: Illiterate
Living Standards: Barely Tolerable
Culture: Untrusting
Confidence: Lynching
Projects:
Nation Background: With the defeat of the Umma, lead to the re-birth and birth of four new states: The Islamic Caliphate, The Republic of Turkey, the Republic of Kurdistan and Shiite Iran. The successor to the Umma is the Caliphate which is the protector of Islam. It is very weak due to the fact of much of it's military and industry taking place in the other areas of the Umma. It is weak in terms of military and industry but still holds itself as a moderate power.

Nation Name: Republic of Turkey
Capital: Istanbul
Ruler: ?/
Government: Presidential Republic
Centralization: Federation
Army (Training): 20 Divisions (Normal), 1 Tank Divisions (Normal)
Navy (Training): 5 Squadrons (Tolerable)
Air Force (Training): 5 Squadrons (Tolerable)
Income: Normal (+1)
Income Banked:
Industry: 0
Size (points required): Medium (2)
Leadership (Military/Civilian): Tolerable/Tolerable
Infrastructure: Improving
Education: Educated
Living Standards: Barely Tolerable
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background: With the defeat of the Umma, lead to the re-birth and birth of four new states: The Islamic Caliphate, The Republic of Turkey, the Republic of Kurdistan and Shiite Iran. The Republic of Turkey is most definitly the most powerful, politically, economically and stabily.

Nation Name: Republic of Kurdistan
Capital: ?
Ruler: ?/
Government: Presidential Republic
Centralization: Confederation
Army (Training): 10 Divisions (Barely Tolerable)
Navy (Training):
Air Force (Training): 1 Squadron (Semi-Rabble)
Income: Not bad (+1)
Income Banked:
Industry: 0
Size (points required): Medium (2)
Leadership (Military/Civilian): Incompetent/Barely Tolerable
Infrastructure: Improving
Education: Illiterate
Living Standards: Low
Culture: Untrusting
Confidence: Lynching
Projects:
Nation Background: With the defeat of the Umma, lead to the re-birth and birth of four new states: The Islamic Caliphate, The Republic of Turkey, the Republic of Kurdistan and Shiite Iran. Kurdistan, the first state of it's kind, is the poorest and weakest. Te Kurds hastily set up a government which proved to be inept. With the coming election brings hope that the Kurds will find a strong leader to bring them out of this depression.

Nation Name: Shiite Iran
Capital: Tehran
Ruler: ?/
Government: Theocratic Republic
Centralization: Unitary
Army (Training): 15 Divisions (Tolerable), 1 Tank Divisions (Semi-Rabble)
Navy (Training): 1 Squadron (Rabble)
Air Force (Training): 5 Squadrons (Barely Tolerable)
Income: Normal (+1)
Income Banked:
Industry: 0
Size (points required): Large (4)
Leadership (Military/Civilian): Incompetent/Incompetent
Infrastructure: Improving
Education: Illiterate
Living Standards: Barely Tolerable
Culture: Average
Confidence: Lynching
Projects:
Nation Background: With the defeat of the Umma, lead to the re-birth and birth of four new states: The Islamic Caliphate, The Republic of Turkey, the Republic of Kurdistan and Shiite Iran. Iran, although not the weakest, is certainly not the strongest. It does have potential and if guided by the right hand, can become a significant power in the region.

Nation Name: People's Republic of China
Capital: Beijing
Ruler: Chairman Tao Jian/silver 2039
Government: Communist Dictatorship
Centralization: Uberunitary
Army (Training): 56 Divisions (Better), 17 Tank Divisions (Tolerable), 15 Red Guard Divisions (Good), 60 Conscript Divisions
Navy (Training): 24 Squadrons (Tolerable)
Air Force (Training): 33 Squadrons (Tolerable)
Income: Poor (0)
Income Banked:
Industry: 6 (1/5 Progress)
Size (points required): Gargantuan (6)
Leadership (Military/Civilian): Tolerable/Tolerable
Infrastructure: Efficient
Education: Literate
Living Standards: Tolerable
Culture: Patriotic
Confidence: Tolerating
Projects: IL-4 (Cure for Cancer/SECRET, 9/25) Dragonfire (SECRET, 0/20)
Nation Background: After fighting a brief war with SEA-CO and lsoing Malaysia and most of her Air and Naval Squadrons, China has since started a massive nationalization campaign. The Chinese governent pours propaganda which the population eats up. The Chinese have begun a militarization program as well and claims that China will be a force to be reckoned with no matter what any other nation tries.

Nation Name: South-East Asia Confederation (SEA-CO)
Capital: Tokyo
Ruler: Prime Minister Horimaso/Wubba360
Government: Federal Republic
Centralization: Tight Federation
Army (Training): 31 Divisions (Good)
Navy (Training): 50 Squadrons (Good)
Air Force (Training): 27 Squadrons (Tolerable), 9 Samurai Stealth Bomber Squadrons (Better)
Income: Rich (+3)
Income Banked:
Industry: 2
Size (points required): Large (4)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Tolerable
Education: Educated
Living Standards: Normal
Culture: Uberpatriotic
Confidence: Tolerating
Projects:
Nation Background: The Third Sino-Japanese War was undoubtably a success for the SEA-CO which added Malaysia to the Confederation. Since then she has been quiet, building her navy and her air arm and conducting massive amounts of trade with her neighbour Australasia to the South. Many government members fear that if Horimaso does not do anything soon, China will become to powerful and SEA-CO will cease to exist. It is a fear all too real and that the Prime Minister must recognize soon instead of thinking all is well with the easy victory.

Nation Name: Republic of India
Capital: New Delhi
Ruler: ?/
Government: Presidential Republic
Centralization: Tight Federation
Army (Training): 60 Divisions (Tolerable), 12 Tank Divisions (Better)
Navy (Training): 15 Squadrons (Tolerable)
Air Force (Training): 20 Squadrons (Tolerable)
Income: Good Enough (+2)
Income Banked:
Industry: 1
Size (points required): Large (4)
Leadership (Military/Civilian): Tolerable/Incompetent
Infrastructure: Tolerable
Education: Illiterate
Living Standards: Barely Tolerable
Culture: Strongly Cultured
Confidence: Barely Tolerating
Projects:
Nation Background: India has been surprisingly quiet but this oculd change as the Chinese now condemn them. Should war erupt the two largest populations (two sixths of the World!) will be pitted against each other in a duel to the death.

Nation Name: Federation of Australasia
Capital: Sydney
Ruler: ?/KrimzonStriker
Government: Presidential Republic
Centralization: Confederation
Army (Training): 30 Divisions (Very Good), 8 Tank Division (Better)
Navy (Training): 30 Squadrons (Good)
Air Force (Training): 25 Squadrons (Good)
Income: Rich (+3)
Income Banked:
Industry: 1
Size (points required): Large (4)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Efficient
Education: Well Educated
Living Standards: Higher
Culture: Devoted
Confidence: Barely Tolerating
Projects: 'Shock Wave' (SECRET) (5/20)
Nation Background: Australasia has begun a new secret science project that could change the face of the Earth but in a different wave than New Fuel Systems. Quiet and continueing to develope, Australasia seems to be a contender with Canada, if she could be more popular with the rest of the Global Community.

Nation Name: State of Israel
Capital: Jerusalem
Ruler: ha-nasi Aleksandr Levitsky/das
Government: Temporary Police State
Centralization: Tight Federation
Army (Training): 9 Divisions (Professional), 4 Tank Divisions (Professional) 13 Irregulars
Navy (Training): 4 Squadrons (Good)
Air Force (Training): 15 Squadrons (Very Good)
Income: Rich (+3)
Income Banked:
Industry: 1 (3/5 Progress)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Improving
Education: Educated
Living Standards: Normal
Culture: Uberpatriotic+1
Confidence: Loving
Projects:
Nation Background: In an epic fight much like David vs. Goliath, Israeli and her allies defeated the Umma from all sides and created a new order in her former territory. The Ha-Nasi Levitsky stills maintains all power in Israeli but is amazingly popular for a totalitarian and the change to Democracy again could have negative effects on the nation.
 
Wars

Fourth Sino-Japanese war: China vs. SEA-CO

Diplomatic Agreements

Pact of European Friendship (NAP, 2057-2062): Italic Federation, German Confederation
Indo-Southern-Eastern Treaty (NAP/Trade, 2051-2062): India, SEA-CO
Italo-Israeli Pact (Full Alliance, Indefinite): Israeli, Italic Federation
Shanghai Accord (Full Alliance, Indefinite): Islamic Caliphate, Shiite Iran, Kurdistan and China
Latin Alliance (Full Alliance, 2060-2070): Brazil, Paraguay, Uruguay and Chile

UUs

Samurai Stealth Bomber
(SEA-CO): Quick stealth bomber made for bombing missions as well as light air-to-air combat

Red Guard (China): Elite, combined arms unit of the PLA

Past Wars

British Isles War: German Confederation vs. Kingdom of Celtica
Result: Celtic defeat, creation of Celtic terrorism and Republic of Ireland

War of the Incan Revival: Incan Empire vs. Argentina, Chile, Paraguay, Uruguay and Brazil
Result: Defeat and destruction of the Incan Empire

War of Islamic Recession: Israel, Central African Rebels, Kazakh Rebels, Turkish Rebels, Italic Federation, Slavia, African Union vs. Islamic Umma
Result: Defeat and destruction of the Islamic Umma and creation of four new states

Third Sino-Japanese War: SEA-CO vs. People's Republic of China
Result: Ceasefire, followed by Malaysian and Hainen Dao referendums

War of Mexican Dominance: Mexico vs. Guyana, Venezuela-Colombia
Result: Mexican annexation of Venezuela-Colombia and Guyana

War on Celtic Terror: International Community vs. Celtic Fundamentalists
Result: Defeat of King Aihlbe and the fundamentalists by the GSG-9 and JTF2
 
You guys can post. Or look at the map and try to guess the names of nations and reserve them. I don't really care.
 
@kentharu: That's the African Union. Stats are up.
@The Farow: That's the German Federation. Stats later today or tomorrow... or the next day.
 
Sorry guys. What I've got now, all of America and all of Africa and Asia is what you'll have to wait with. I've got most of the World covered right now. I'll try to get more stats in but I'll be gone all tomorrow so maybe the day after. Sorry.

EDIT: Nevermind, it'll all be done.
 
I'll take the light Green Nation, The Ireland thing
 
The Kingdom of Celtica.
 
Yes, Celtia:d
 
What kind off tech level it is?Nanites,fusion,AIs?
 
Ditto to Cleric's question.

BTW, why are the Inca worshipping an Aztec god? :p

Could you give a history as to what has happened?
 
No matter what you say, Celtia is full of brilliant Scientists
 
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