PandaNES II - Les Fleurs du Mal

Insane_Panda

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PANDA NES II
Les Fleurs du Mal - The Flowers of Evil

liberty372.jpg

Rules

DO NOT POST UNTIL I SAY YOU CAN.

Setting

It is the year 1792, and Europe is firmly entrenched in chaos. France, swept up by revolutionary sentiment, is at war with much of the continent. Slowly but surely, the armies converge, and along their way, there is naught but chaos and strife. The seeds for this world are are planted.

It is you, however, that must tend to your flowers.

Introduction

This is my second NES, and though PandaNES I was a failure, I hope this one will last. I will try my best, and I ask that you do the same.

A word of caution: Keep things within reason, or I will do it for you.

Otherwise, Enjoy!

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 (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...

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).

Updates - Updates come on whichever day of the week I finish it, orders, however, are due on Sunday (by 12:00 PST), and the update shall be started on that day. Updates will consist of “non-military events” (political, economical, etc), “military events” (including violent rebellions, not just wars), “random events” (random events - people who write good stories get good random events, often related to what they’re writing about. And there is also always a “bad” random event for a random nation, lots of them), “spotlight” (a more detailed description of something that happened) and “ooc” (OOC comments and death threats).

(boldened to make sure you people actually notice it this time)

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.

Late Enlightened Age: approximate analogy in our world is 1760-1790 Europe.
Early Industrial Age: approximate analogy - 1790-1840.
Middle Industrial Age: approximate analogy - 1840-1880.
Late Industrial Age: approximate analogy - 1880-1916.

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

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

As proposed by Disenfrancised, though somewhat altered 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.

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

Note that training and military leadership do NOT depend on the above country size. They depend on army size. You need one eco. point per a full 20 divisions to grow army training; 1 per 20 squadrons for navy training; 1 per 20 divisions OR 20 squadrons (so the total amount of eco. points needed is determined by the sum of both the divisions and the squadrons) for military leadership.

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 Background

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

The Habsburg Empire of Austria
Capital: Vienna
Ruler: Emperor Franz I/North King
Government: Absolute Monarchy
Centralization: Tight Federation
Tech. Level: Early Industrial Age
Army (Training): 20 Divisions (Normal) 13 Divisions (Better) 8 Blitz-Kannonen Divisions (Normal)
Navy (Training): 10 Squadrons (Tolerable)
Economy: Good Enough (+2)
Size (points required): Large (4)
Leadership (Military/Civilian): Better/Tolerable
Infrastructure: Tolerable
Education: Educated
Living Standards: Tolerable
Culture: Average
Confidence: Tolerating
Projects: The Flexible Defense (0/5)
Nation Background:

The United Kingdom of Great Britain and Ireland
Capital: London
Ruler: King George III/Symphony D.
Government: Parliamentry Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Early Industrial Age
Army (Training): 39 Divisions (Very Good)
Navy (Training): 48 Squadrons (Very Good)
Economy: Very Rich (+3)
Size (points required): Gargantuan (6)
Leadership (Military/Civilian): Brilliant/Competant
Infrastructure: Good
Education: Educated
Living Standards: Higher
Culture: Patriotic
Confidence: Respecting
Projects: The Royal Society (+2 Education, +2 Civilian Leadership) (1/4)
Nation Background:

The First Republic of France
Capital: Paris
Ruler: The Committee for Public Safety (lead by Maximillian Robespierre)/das
Government: Republican Dictatorship
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 61 Divisions (Better) 20 Conscript Divisions
Navy (Training): 20 Squadrons (Normal)
Economy: Growing (+2)
Size (points required): Large (4)
Leadership (Military/Civilian): Good/Better
Infrastructure: Improving (2/4)
Education: Educated
Living Standards: Normal
Culture: Hyperpatriotic
Confidence: Nation Personified
Projects:
Nation Background:

The Kingdom of Prussia
Capital: Berlin
Ruler: King Fredrich Wilhelm II/Grandmaster
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 45 Divisions (Better) 15 Jaegar Divisions (Better)
Navy (Training): 10 Squadrons (Tolerable)
Economy: Growing (+2)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Competant/Competant
Infrastructure: Improving
Education: Educated
Living Standards: Tolerable
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background:

The Tsardom of Russia
Capital: St. Petersburg
Ruler: Tsarina Catherine II/JosefStalinator
Government: Absolute Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Early Industrial Age
Army (Training): 27 Divisions (Better)
Navy (Training): 15 Squadrons (Tolerable)
Economy: Rich (+3)
Size (points required): Huge (5)
Leadership (Military/Civilian): Better/Tolerable
Infrastructure: Tolerable
Education: Tolerable
Living Standards: Barely Tolerable
Culture: Strongly Cultured
Confidence: Tolerating
Projects: Government Reform (+1 Civilian Leadership, +1 Confidence, +1 Culture) (1/4)
Nation Background:

The United States of America
Capital: Washington D.C
Ruler: President George Washington/conehead234
Government: Federal Republic
Centralization: Tight Federation
Tech. Level: Early Industrial Age
Army (Training): 20 Divisions (Good) 5 Militia Divisions
Navy (Training): 20 Squadrons (Good)
Economy: Rich (+3)
Size (points required): Large (4)
Leadership (Military/Civilian): Competant/Very Good
Infrastructure: Improving
Education: Educated
Living Standards: Normal
Culture: Patriotic
Confidence: Loving
Projects: Debt (Pays all Debt, +Economy) (1/3)
Nation Background:

The Ottoman Empire
Capital: Istanbul
Ruler: Sultan Selim III/Cuivienen
Government: Absolute Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Early Industrial Age
Army (Training): 30 Divisions (Tolerable)
Navy (Training): 10 Squadrons (Normal)
Economy: Good Enough (+2)
Size (points required): Huge (5)
Leadership (Military/Civilian): Competant/Barely Tolerable
Infrastructure: Barely Tolerable
Education: Tolerable
Living Standards: Low
Culture: Divided
Confidence: Tolerating
Projects: Ottoman Restoration (2/10)
Nation Background:

The Kingdom of Spain
Capital: Madrid
Ruler: King Charles IV/Capulet
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 35 Divisions (Better)
Navy (Training): 30 Squadrons (Better)
Economy: Good Enough (+2)
Size (points required): Huge (5)
Leadership (Military/Civilian): Barely Tolerable/Tolerable
Infrastructure: Tolerable
Education: Literate
Living Standards: Tolerable
Culture: Divided
Confidence: Tolerating
Projects: The Havanna Company (+Economy, Creates Trade Company to control Spanish Carribean Trade) (0/3)
Nation Background:

The Kingdom of Portugal
Capital: Lisbon
Ruler: Queen Maria I/Luckymoose
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 12 Divisions (Tolerable)
Navy (Training): 20 Squadrons (Normal)
Economy: Normal (+1)
Size (points required): Huge (5)
Leadership (Military/Civilian): Competant/Tolerable
Infrastructure: Tolerable (2/5)
Education: Tolerable
Living Standards: Tolerable
Culture: Average
Confidence: Resentful
Projects: Military Reform (+5 Divisions, +5 Squadrons, +1 Army/Navy Training) (1/4)

The United Netherlands
Capital: Amsterdam
Ruler: Stadtholder Wilhelm V, Prince of Orange/Swissempire
Government: Aristocratic Republic
Centralization: Tight Federation
Tech. Level: Early Industrial Age
Army (Training): 3 Overseas Corps.
Navy (Training): None
Economy: Growing (+2)
Size (points required): Large (4)
Leadership (Military/Civilian): Tolerable/Competant
Infrastructure: Normal
Education: Well Educated
Living Standards: Higher
Culture: Strongly Cultured
Confidence: Lynching
Projects: Dutch Hope (+2 Civlian Leadership, +Expansion in South Africa) (0/4)
Nation Background:

The Royalists of France
Capital: No real capital (though the movement is strongest in the Vendée)
Ruler: King Louis XVI (de jure)/silver 2039
Government: Absolute Monarchy
Centralization: League
Tech. Level: Early Industrial Age
Army (Training): 20 Irregular Divisions
Navy (Training): None
Economy: Poor (0)
Size (points required): Medium (2)
Leadership (Military/Civilian): Competant/Barely Tolerable
Infrastructure: Tolerable
Education: Literate
Living Standards: Normal
Culture: Jingoist
Confidence: Tolerating
Projects:
Nation Background:

The Empire of Fez and Morocco
Capital: Fez
Ruler: Sultan Mulay Slimane/Finmaster
Government: Absolute Monarchy
Centralization: Tight Federation
Tech. Level: Late Enlightenment Age
Army (Training): 12 Divisions (Better)
Navy (Training): 15 Squadrons (Better)
Economy: Growing (+2)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Competant/Tolerable
Infrastructure: Pathetic
Education: Illiterate
Living Standards: Low
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background:

The Beylik of Algeria (Ottoman Dependency)
Capital: Algiers
Ruler: Pasha-Dey Babba Hussein/NPC
Government: Regency
Centralization: Tight Federation
Tech. Level: Early Industrial Age
Army (Training): 2 Divisions (Semi-Rabble)
Navy (Training): 5 Squadrons (Rabble)
Economy: Normal (+1)
Size (points required): Medium (2)
Leadership (Military/Civilian): Tolerable/Idiotic
Infrastructure: Dirt Paths
Education: Illiterate
Living Standards: Low
Culture: Divided
Confidence: Resentful
Projects:
Nation Background:

The Beylik of Tunisia (Ottoman Dependency)
Capital: Tunis
Ruler: Dey Hammouda Pasha
Government: Regency
Centralization: Tight Federation
Tech. Level: Early Industrial Age
Army (Training): 4 Divisions (Semi-Rabble)
Navy (Training): 3 Squadrons (Rabble)
Economy: Normal (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Barely Tolerable/Tolerable
Infrastructure: Dirt Paths
Education: Illiterate
Living Standards: Low
Culture: Divided
Confidence: Tolerating
Projects:
Nation Background:

The Beylik of Tripoli (Ottoman Dependency)
Capital: Tripoli
Ruler: Dey Hamet Karamanli
Government: Regency
Centralization: Tight Federation
Tech. Level: Early Industrial Age
Army (Training): 4 Divisions (Semi-Rabble)
Navy (Training): 3 Squadrons (Rabble)
Economy: Normal (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Barely Tolerable/Tolerable
Infrastructure: Dirt Paths
Education: Illiterate
Living Standards: Low
Culture: Divided
Confidence: Tolerating
Projects:
Nation Background:

The Kingdom of Naples
Capital: Naples
Ruler: King Ferdinando III of Sicily, IV of Naples/Imago
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 15 Divisions (Normal)
Navy (Training): 10 Squadrons (Tolerable)
Economy: Good Enough (+2)
Size (points required): Medium (+2)
Leadership (Military/Civilian): Better/Competant
Infrastructure: Tolerable
Education: Literate
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Admiring
Projects:
Nation Background:

The Papal States
Capital: Rome
Ruler: Pope Pius VI/The Strategos
Government: Theocracy
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 5 Divisions (Good)
Navy (Training): 2 Squadrons (Tolerable)
Economy: Normal (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Tolerable/Competant
Infrastructure: Tolerable
Education: Literate
Living Standards: Tolerable
Culture: Patriotic
Confidence: Admiring
Projects:
Nation Background:

The Duchy of Parma
Capital: Parma
Ruler: Duke Ferdinand of Parma de Bourbon/NPC
Government: Duchy
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 2 Divisions (Tolerable)
Navy (Training): None
Economy: Poor (0)
Size (points required): Small (1)
Leadership (Military/Civilian): Tolerable/Tolerable
Infrastructure: Tolerable
Education: Literate
Living Standards: Tolerable
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background:

The Duchy of Modena
Capital: Modena
Ruler: Duke Ercole III/Drake Rlugia
Government: Duchy
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 1 Division (Tolerable)
Navy (Training): None
Economy: Poor (0)
Size (points required): Small (1)
Leadership (Military/Civilian): Tolerable/Competant
Infrastructure: Tolerable
Education: Literate
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Nation Background:

The Most Serene Republic of Venice
Capital: Venice
Ruler: Doge Ludovico Manin/Icmancin
Government: Aristocratic Republic
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 5 Divisions (Tolerable)
Navy (Training): 10 Squadrons (Normal)
Economy: Normal (+1)
Size (points required): Medium (2)
Leadership (Military/Civilian): Competant/Competant
Infrastructure: Tolerable
Education: Literate
Living Standards: Tolerable
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background:

The Kingdom of Sardinia Piedmont
Capital: Turin
Ruler: King Vittorio Amedeo III/Wubba360
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 1 Division (Normal)
Navy (Training): 5 Squadrons (Normal)
Economy: Good Enough (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Competant/Tolerable
Infrastructure: Tolerable
Education: Literate
Living Standards: Tolerable
Culture: Patriotic
Confidence: Tolerating
Projects:
Nation Background:

The Confederation of Switzerland
Capital: Bern
Ruler: The 13 Cantons/Kalth'zar
Government: Confederation
Centralization: Confederation
Tech. Level: Early Industrial Age
Army (Training): 5 Divisions (Good)
Navy (Training): None
Economy: Normal (+1)
Size (points required): Medium (2)
Leadership (Military/Civilian): Competant/Tolerable
Infrastructure: Tolerable
Education: Literate
Living Standards: Tolerable
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background:

The Electorate of Bavaria
Capital: Munich
Ruler: Electorate
Government: Prince Elector Karl Theodor, Duke of Bavaria/Harleqin
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 15 Divisions (Better)
Navy (Training): None
Economy: Growing (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Competant/Tolerable
Infrastructure: Tolerable
Education: Literate
Living Standards: Tolerable
Culture: Patriotic
Confidence: Tolerating
Projects:
Nation Background:

The Duchy of Hannover (Dependency of the United Kingdom)
Capital: Hannover
Ruler: King George III of the United Kingdom of Britain and Ireland/NPC
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 5 Divisions (Tolerable)
Navy (Training): 2 Squadrons (Normal)
Economy: Normal (+1)
Size (points required): Medium (2)
Leadership (Military/Civilian): Competant/Tolerable
Infrastructure: Tolerable
Education: Literate
Living Standards: Tolerable
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background:

The Commonwealth of Poland-Lithuania
Capital: Warsaw
Ruler: Stanislaw August Poniatowski/Thomander
Government: Parliamentry Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Early Industrial Age
Army (Training): 8 Divisions (Better) 10 Irregular Divisions
Navy (Training): 5 Squadrons (Tolerable)
Economy: Good Enough (+2)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Competant/Tolerable
Infrastructure: Tolerable
Education: Literate
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Nation Background:

The Kingdom of Denmark-Norway
Capital: Copenhagen
Ruler: King Christian VII/tommytoon
Government: Absolute Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Early Industrial Age
Army (Training): 20 Divisions (Better)
Navy (Training): 20 Squadrons (Better)
Economy: Growing (+2)
Size (points required): Above-Medium (3)
Leadership (Military/Civilian): Competant/Better
Infrastructure: Normal
Education: Educated
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Nation Background:

The Kingdom of Sweden
Capital: Stockholm
Ruler: King Gustav IV Adolf/Kentharu
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 10 Divisions (Normal)
Navy (Training): 7 Squadrons (Normal)
Economy: Good-Enough (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Competant/Better
Infrastructure: Normal
Education: Educated
Living Standards: Tolerable
Culture: Devoted
Confidence: Respecting
Projects:
Nation Background:

Abyssinia
Capital: Addis Ababa
Ruler: /NPC
Government: Despotism
Centralization: Uberunity
Tech. Level: Late Enlightenment Age
Army (Training): 7 divisions (Semi-rabble)
Navy (Training):
Economy: Poor (0)
Size (points required): Small (1)
Leadership (Military/Civilian): Incompetent/Incompetent
Infrastructure: Pathetic
Education: Illiterate
Living Standards: Very Low
Culture: Untrusting
Confidence: Barely Tolerating
Projects:
Nation Background:

Funj Sultanate of Sennar
Capital: Sennar
Ruler: /NPC
Government: Despotism
Centralization: Uber-unity
Tech. Level: Late Enlightenment
Army (Training): 7 divisions (Semi-rabble)
Navy (Training):
Economy: Poor (0)
Size (points required): Small (1)
Leadership (Military/Civilian):Incompetent/Incompetent
Infrastructure: Pathetic
Education: Illiterate
Living Standards: Very Low
Culture: Untrusting
Confidence: Barely Tolerating
Projects:
Nation Background:

Merina
Capital: Antananarivo
Ruler: /NPC
Government: Despotism
Centralization: Uber-unity
Tech. Level: Late Enlightenment Age
Army (Training): 7 divisions (Semi-rabble)
Navy (Training):
Economy: Poor (0)
Size (points required): Small (1)
Leadership (Military/Civilian): Incompetent/Incompetent
Infrastructure: Pathetic
Education: Illiterate
Living Standards: Very Low
Culture: Untrusting
Confidence: Barely Tolerating
Projects:
Nation Background:

Kingdom of Kartl-Kahketi
Capital: Telavi
Ruler: /NPC
Government: Despotism
Centralization: Uber-unity
Tech. Level: Late Enlightenment Age
Army (Training): 5 divisions (Tolerable)
Navy (Training):
Economy: Poor (0)
Size (points required): Small (1)
Leadership (Military/Civilian): Incompetent/Incompetent
Infrastructure: Pathetic
Education: Illiterate
Living Standards: Very Low
Culture: Untrusting
Confidence: Barely Tolerating
Projects:
Nation Background:

Kingdom of Armenia
Capital: Yerevan
Ruler: /NPC
Government: Despotism
Centralization: Uber-unity
Tech. Level: Late Enlightenment Age
Army (Training): 5 divisions (Tolerable)
Navy (Training):
Economy: Poor (0)
Size (points required): Small (1)
Leadership (Military/Civilian): Incompetent/Incompetent
Infrastructure: Pathetic
Education: Tolerable
Living Standards: Very Low
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background:

Azerbaijan
Capital: Baku
Ruler: /
Government: Despotism
Centralization: Unitary
Tech. Level: Late Enlightenment Age
Army (Training): 5 divisions (Tolerable)
Navy (Training):
Economy: Poor (0)
Size (points required): Small (1)
Leadership (Military/Civilian): Incompetent/Incompetent
Infrastructure: Pathetic
Education: Tolerable
Living Standards: Very Low
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background:

Oman
Capital: Muscat
Ruler: /Thlayli
Government: Despotism
Centralization: Unitary
Tech. Level: Late Enlightenment Age
Army (Training): 5 divisions (Tolerable)
Navy (Training): 5 squadrons (Tolerable)
Economy: Good Enough (+2)
Size (points required): Small (1)
Leadership (Military/Civilian): Incompetent/Tolerable
Infrastructure: Barely Tolerable
Education: Tolerable
Living Standards: Very Low
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background:

Qajar Empire of Persia
Capital: Tehran
Ruler: Agha Mohammad Khan/alex994
Government: Despotism
Centralization: Unitary
Tech. Level: Late Enlightenment Age
Army (Training): 10 divisions (Normal) 3 Divisions (Tolerable)
Navy (Training):
Economy: Not Bad (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Competant/Competant
Infrastructure: Barely Tolerable
Education: Tolerable
Living Standards: Very Low
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background:

Afghanistan
Capital: Kabul
Ruler: /NPC
Government: Despotism
Centralization: Confederation
Tech. Level: Late Enlightenment Age
Army (Training): 10 divisions (Semi-rabble)
Navy (Training):
Economy: Very Poor (0)
Size (points required): Small (1)
Leadership (Military/Civilian): Incompetent/Incompetent
Infrastructure: Horrible
Education: Iliterate
Living Standards: Very Low
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background:

Nepal
Capital: Kathmandu
Ruler: /NPC
Government: Despotism
Centralization: Unitary
Tech. Level: Late Enlightenment Age
Army (Training): 4 divisions (Semi-rabble)
Navy (Training):
Economy: Very Poor (0)
Size (points required): Small (1)
Leadership (Military/Civilian): Incompetent/Incompetent
Infrastructure: Horrible
Education: Iliterate
Living Standards: Very Low
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background:

Bhutan
Capital: Thimphu
Ruler: /NPC
Government: Despotism
Centralization: Unitary
Tech. Level: Late Enlightenment Age
Army (Training): 2 divisions (Semi-rabble)
Navy (Training):
Economy: Very Poor (0)
Size (points required): Small (1)
Leadership (Military/Civilian): Incompetent/Incompetent
Infrastructure: Horrible
Education: Iliterate
Living Standards: Very Low
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background:

Kingdom of Pujab
Capital: Lahore
Ruler: /NPC
Government: Despotism
Centralization: Unitary
Tech. Level: Late Enlightenment Age
Army (Training): 6 divisions (Tolerable)
Navy (Training):
Economy: Not Bad (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Tolerable/Incompetent
Infrastructure: Barely Tolerable
Education: Tolerable
Living Standards: Barely Tolerable
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background:

Kingdom of Rajputana
Capital: Udaipur
Ruler: /NPC
Government: Despotism
Centralization: Unitary
Tech. Level: Late Enlightenment Age
Army (Training): 6 divisions (Tolerable)
Navy (Training):
Economy: Not Bad (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Tolerable/Incompetent
Infrastructure: Barely Tolerable
Education: Tolerable
Living Standards: Barely Tolerable
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background:

Maratha Confederacy
Capital: Pune
Ruler: /BirdJaguar
Government: Monarchy
Centralization: Confederation
Tech. Level: Late Enlightenment Age
Army (Training): 2 divisions (Normal)
Navy (Training): None
Economy: Good Enough (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Competant/Tolerable
Infrastructure: Tolerable
Education: Tolerable
Living Standards: Tolerable (1/2)
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background:

The Kingdom of Annam
Capital: Hue
Ruler: /NPC
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Late Enlightenment Age
Army (Training): 10 Divisions (Tolerable)
Navy (Training): 2 Squadrons (Semi-Rabble)
Economy: Normal (+1)
Size (points required): Medium (2)
Leadership (Military/Civilian): Tolerable/Tolerable
Infrastructure: Tolerable
Education: Tolerable
Living Standards: Tolerable
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background:

The Kingdom of Myanmar
Capital: Rangoon
Ruler: /NPC
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Late Enlightenment Age
Army (Training): 12 Divisions (Tolerable)
Navy (Training): 1 Squadrons (Semi-Rabble)
Economy: Normal (+1)
Size (points required): Medium (2)
Leadership (Military/Civilian): Tolerable/Tolerable
Infrastructure: Tolerable
Education: Tolerable
Living Standards: Tolerable
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background:

The Kingdom of Ayutthaya
Capital: Bangkok
Ruler: /NPC
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Late Enlightenment Age
Army (Training): 10 Divisions (Tolerable)
Navy (Training): 5 Squadrons (Semi-Rabble)
Economy: Good Enough (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Tolerable/Tolerable
Infrastructure: Tolerable
Education: Tolerable
Living Standards: Tolerable
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background:

The Edo Shogunate of Japan
Capital: Edo
Ruler: /Feanor
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Late Enlightenment Age
Army (Training): 10 Divisions (Better)
Navy (Training): 5 Squadrons (Tolerable)
Economy: Growing (+2)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Better/Tolerable
Infrastructure: Tolerable
Education: Tolerable
Living Standards: Tolerable
Culture: Devoted
Confidence: Admiring
Projects:
Nation Background:

The Qing Empire of China
Capital: Beijing
Ruler: The Qianglong Emperor/Azale
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Late Enlightenment Age
Army (Training): 40 Divisions (Normal) 40 Divisions (Tolerable)
Navy (Training): 5 Squadrons (Semi-Rabble)
Economy: Rich (+3)
Size (points required): Huge (5)
Leadership (Military/Civilian): Tolerable/Competant
Infrastructure: Tolerable
Education: Literate
Living Standards: Tolerable
Culture: Patriotic
Confidence: Tolerating
Projects: Chinese Social Revolution (+Early Industrial Age, +Economy) (1/8)
Nation Background:
 
Miscellaneous:

Wars:

Alliances:
Austrian Defense Pact w/all German Minors
Sino-British Alliance

NAPs:
Anglo-Portugese NAP
Spanish-Portugese NAP
Anglo-Persian NAP
Omani-Persian NAP
Ottoman-Persian NAP
Ottoman-Moroccan NAP

Diplomatic Agreements:
Sino-British Trade Agreement
Russo-Japanese Free Trade Agreement

UUs:
Jaegars: Rifle-armed light infantry, who fight as skirmishers and marksmen.
Blitz-Kannonen: Powerful horse drawn artillery.

Previous Updates:

1793 A.D
 
what spain hello
 
United Kingdom here.
 
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