LuckNES IV: Generation of Glory

Luckymoose

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LuckNES IV: Generation of Glory


Setting: It is 1750 and the world is much different from OTL. Many nations are striving for power. Will you be one of the lucky ones to ascend to glory?

Rules.



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

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

Stories - not necessary, but very encouraged. For good (and FULL-LENGTH, i.e. two-three lines will not be considered one) stories, I will give out story bonuses . Don't forget that stories create atmosphere like nothing else (apart from good, precise, in-depth updates perhaps, but that's not my specialty I'm afraid).

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: Whenever I say they are coming but on a weekly basis. Most likely on Tuesday Nights. Updates will be the same as always no need explaining.

(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. 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 2 Divisions or 5 squadrons (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. 10 Divisions can be Trained up one level for 1 EP.

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

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

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

Economy

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

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

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

Eco. points cannot be banked.

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

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

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

Size

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. 1 EP = 1 point towards the project. You can invest as much of your economy into the project as you wish to complete it as fast as you want. But the price may be higher than it would be other ways.

Nation Background

To better fit in as the ruler of your country, you will have a brief history of each country here. There are none yet but they will come one day.
 
PC STATS

Europe:

Nation Name: United Kingdom of Great Britain
Capital: London
Ruler: King George III/Kal’Thzar
Government: Constitutional Monarchy
Centralization: Tight Federation
Tech. Level: Late Enlightenment Age
Army (Training): 14 Divisions (Professional), 30 Divisions (Good),
Navy (Training): 52 Squadrons(Elite), 55 Ship O’ The Line
Economy: Rich (+3)
Size (points required): Huge (5)
Leadership (Military/Civilian): Good/Better
Infrastructure: Improving
Education: Tolerable
Living Standards: Barely Tolerable
Culture: Patriotic
Confidence: Respecting
Projects: Renewal (+2 English/Scottish EC's and +2 eco levels)(DONE)
Nation Background: The British victory over the Dutch Empire and proving they mean business when they have colonies violated. With much of North America and India secure they are the richest nation in the world but have a lot of consolidation to do if they plan to hold on to it.


Nation Name: Republic of Italy
Capital: Venice
Ruler: Francesco Loredan/ Farow
Government: Republic
Centralization: Unitary with Exceptions
Tech. Level: Late Enlightenment Age
Army (Training): 31 Divisions (Very Good), 11 Venetian Marine Divisions
Navy (Training): 54 Squadrons (Good),
Economy: Richer (+4)
Size (points required): Above-Medium (3)
Leadership (Military/Civilian): Competent/Good
Infrastructure: Good
Education: Literate
Living Standards: Tolerable
Culture: Patriotic
Confidence: Admiring
Projects: Italy (+1 infrastructure, +1 military leadership, +1 civilian leadership, +1 living standard)(3/10)
Nation Background: Losing over half of the Empire in the great war either by selling or conquest the former Venice is no more. But now North Africa and Italy in hand they will rebuild and possibly find their former glory again.

Nation Name: Union of All Norsemen
Capital: Copenhagen
Ruler: King Christian II/ Israelite
Government: Constitutional Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Late Enlightenment Age
Army (Training): 20 Divisions (Professional),
Navy (Training): 38 Squadrons (Good)
Economy: Rich (+3)
Size (points required): Above-Medium (3)
Leadership (Military/Civilian): Good/Better
Infrastructure: Improving
Education: Tolerable
Living Standards: Tolerable
Culture: Devoted
Confidence: Tolerating
Projects: Stillehaverts Store Havns: (+ Sankt Olavs Kirke (Topolobampo) EC, New Helsingør (Hilo) EC, + New Oslo EC (near Mexicali), + Sankt-Vasiliygrad (Honolulu) EC, + Šventasis Jurgiškis (Sand Deigo) EC) (3/6)
Nation Background: The Union came and has since made the northern people very patriotic and willing to fight for their power. They have economic level in colonies only matched by Britain. The future seems even better with gold in the Greater New Norway colony being found.

Nation Name: Kingdom of Poland-Lithuania
Capital: Warsaw
Ruler: King Augustus III / andis-1
Government: Monarchy
Centralization: Tight Federation
Tech. Level: Late Enlightenment Age
Army (Training): 38 Divisions (Good), 2 Divisions (Normal)
Navy (Training): 15 Squadrons (Tolerable)
Economy: Very Rich (+3)
Size (points required): Above-Medium (3)
Leadership (Military/Civilian): Good/ Better
Infrastructure: Improving
Education: Tolerable
Living Standards: Low
Culture: Devoted
Confidence: Tolerating
Projects: Sowing Seeds (+3 Education, +1 Infrastructure, +1 Living Standard)(6/14)
Nation Background: During the great war they were highly successful and took half of Romania and a good deal of former Brandenburg after initial losses. The Kingdom of Poland is known for being the power block keeping Russia and the rest of Europe separate and able to force nearly any other country to submit via military power.



Nation Name: Kingdom of Portugal
Capital: Lisboa
Ruler: King John II/J_eps
Government: Monarchy
Centralization: Tight Federation
Tech. Level: Late Enlightenment Age
Army (Training): 4 Divisions (Very Good), 32 Divisions (Good)
Navy (Training): 45 Squadrons (Better), 10 Ship-of-the-Line
Economy: Very Rich (+3)
Size (points required): Large (4)
Leadership (Military/Civilian): Better/Better
Infrastructure: Good
Education: Well Educated
Living Standards: Very High
Culture: Devoted
Confidence: Tolerating
Projects:
Nation Background: The only neutral power in Europe during the Great War. They spent the time building a power colonial administration system and now possibly the most secure and rich Empire in the world.


Nation Name: Kingdom of Spain
Capital: Pamplona
Ruler: King Ferdinand II/Terrish
Government: Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Late Enlightenment Age
Army (Training): 12 Divisions (Very Good), 14 Divisions (Normal), 6 Medico Corps,
Navy (Training): 17 Squadrons (Normal),
Economy: Rich (+3)
Size (points required): Above-Medium (3)
Leadership (Military/Civilian): Competent/Good
Infrastructure: Improving
Education: Educated
Living Standards: Tolerable
Culture: Patriotic
Confidence: Admiring
Projects:
Nation Background: The Spanish civil war is over with Ferdinand and Venice winning over the aging and mad King Carlos III. It is now a time of rebuilding and less focus on the military which drained the nation before.


Nation Name: Kingdom of Aquitaine (Occupied)
Capital: Toulouse
Ruler: King Louis IV / Icmancin



Nation Name: Empire of All Russias
Capital: Moscow
Ruler: Tsar Peter/Norseone
Government: Monarchy
Centralization: Loose Federation
Tech. Level: Late Enlightenment Age
Army (Training): 43 Divisions (Better),
Navy (Training): 10 Squadrons (Barely Tolerable)
Economy: Good Enough (+2)
Size (points required): Huge (5)
Leadership (Military/Civilian): Better/Competent
Infrastructure: Good
Education: Illiterate
Living Standards: Low
Culture: Strongly Cultured
Confidence: Respecting
Projects: Roads of Russia (+3 Infrastructure Levels) (DONE)
Nation Background: Russia. The powerhouse of eastern Europe. With recent trade adventures in the far east Russia is having a build boom and roads and towns spring to life across the wastes. A future war between China and Japan may bring Russia to a hard decision.

Nation Name: Kingdom of Georgia
Capital: Tbilisi
Ruler: / Toltec
Government: Monarchy
Centralization: Tight Federation
Tech. Level: Late Enlightenment Age
Army (Training): 8 Divisions (Normal)
Navy (Training): 12 Squadron (Normal)
Economy: Good Enough (+2)
Size (points required): Small (1)
Leadership (Military/Civilian): Tolerable/Tolerable
Infrastructure: Tolerable
Education: Tolerable
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background: Coming from a relative slump in national anything. Georgia has recently been on the rise. Increases in modernization programs have seriously effected the trade and military aspects of every day life. For the better.




Nation Name: Holy Roman Empire
Capital: Munich
Ruler: Emperor Casmir /Captain 2
Government: Monarchy
Centralization: Tight Federation
Tech. Level: Late Enlightenment Age
Army (Training): 16 Divisions (Better), 13 Divisions (Normal)
Navy (Training): N/A
Economy: Normal (+1)
Size (points required): Medium(2)
Leadership (Military/Civilian): Good/Better
Infrastructure: Improving
Education: Tolerable
Living Standards: Tolerable
Culture: Devoted
Confidence: Tolerating
Projects:
Nation Background: The starter of the Great war. The Holy Roman empire is going through a hard time just as the Emperor dies of suspected suicide.

Nation Name: Kingdom of Burgundy (Occupied)
Capital: Dijon
Ruler: / emu



Nation Name: Empire of Bulgaria
Capital: Sofia
Ruler: /Yurope
Government: Monarchy
Centralization: Tight Federation
Tech. Level: Late Enlightenment Age
Army (Training): 19 Divisions (Better), 10 Divisions (Normal)
Navy (Training): 8 Squadrons (Normal)
Economy: Normal (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Good/Better
Infrastructure: Efficient
Education: Literate
Living Standards: Normal
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background: Second only to the Byzantines in power in the Balkans it is not hard to see Bulgaria one day succeeding the dieing Byzantines and becoming a great power. But a long way left they have to go.



Middle East and Africa

Nation Name: Ottoman Empire
Capital: Ankara
Ruler: Sultan Iskander I /das
Government: Monarchy
Centralization: Loose Federation
Tech. Level: Late Enlightenment Age
Army (Training): 5 Divisions (Normal), 13 Divisions (Tolerable), 6 Levies
Navy (Training):
Economy: Growing (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Competent/Tolerable
Infrastructure: Barely Tolerable
Education: Illiterate
Living Standards: Low
Culture: Devoted
Confidence: Admiring
Projects:
Nation Background: Barely alive and on the bad side of every conversation the Turks may not last much longer. The Byzantines and Polish are on their door step and ready to pounce.



Americas:

Nation Name: Union of American Peoples *undecided on
Capital: Saint Basilius
Ruler: Alexey Grigoryevich Orlov/Darkening
Government: Republic *Temporary Dictatorship
Centralization: Unitary
Tech. Level: Late Enlightened Age
Army (Training): 8 Divisions (Good), 6 Divisions (Normal)
Navy (Training): 25 Squadrons (Normal)
Economy: Normal (+1)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Competent/ Better
Infrastructure: Improving
Education: Tolerable
Living Standards: Very Low
Culture: Strongly
Confidence: Tolerating
Projects:
Nation Background: A free company chartered out by the Russian Empire, they have spread down into the gold rich mountain ranges of Greater New Norway and may soon become a very rich nation and perhaps the regional power of the New World and Pacific.

Nation Name: Incan Empire
Capital: Cusco
Ruler: /Grombar
Government: Monarchy
Centralization: Tight Federation
Tech. Level: Pre Enlightened Age
Army (Training): 30 Divisions (Tolerable)
Navy (Training): 15 Squadrons (Tolerable)
Economy: Rich (+3)
Size (points required): Medium (2)
Leadership (Military/Civilian): Tolerable/ Tolerable
Infrastructure: Barely Tolerable
Education: Tolerable
Living Standards: Low
Culture: Devoted
Confidence: Tolerating
Projects: Public School System (+1 Infrastructure, +1 Education)(DONE), Modernization of the Inca's (+ Tech Level)(6/12)
Nation Background: Failing to hold off the European nations and barely able to keep the nation together. It is uncertain the future of the Inca but only that they are trying to reform into a better nation and fit into the mold of the old world.




Asia:

Nation Name: Tokugawa Shogunate of Japan
Capital: Kyoto
Ruler: /Wubba360
Government: Feudal Military Dictatorship (Shogunate)
Centralization: Unitary
Tech. Level: Late Enlightenment
Army (Training): 12 Divisions (Good),
Navy (Training): 31 Squadrons (Normal),
Economy: Good Enough (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Better/Tolerable
Infrastructure: Tolerable
Education: Educated
Living Standards: Low
Culture: Devoted
Confidence: Respecting
Projects: Japan Pacific Trade (+3 Main Island EC’s)(DONE)
Nation Background: Massive education reforms and a more open minded switch for the Shogun are making Japan into a truly marvelous nation. The race for new weapons and leaders has sparked a sort of cold war between themselves and China.


Nation Name: Qing Empire of China
Capital: Beijing
Ruler: Emperor Qianlong /Silver2039
Government: Empire
Centralization: Federation
Tech. Level: Mid Enlightenment
Army (Training): 10 Divisions (Better), 26 Divisions (Normal), 20 Qing Ma Bing
Navy (Training): 42 Squadrons (Normal)
Economy: Rich (+3)
Size (points required): Huge (5)
Leadership (Military/Civilian): Better/ Tolerable
Infrastructure: Tolerable
Education: Tolerable
Living Standards: Barely Tolerable
Culture: Devoted
Confidence: Tolerating
Projects: Qianlongs Goal (+6 EC’s)(DONE), Blue Dragon (SECRET)(DONE!)
Nation Background: With recent reforms the Qing Emperor has brought in an exiled Frederick of Brandenburg as his military advisor. Feuding with Japan over trade and alliance from Russia at the same time as trying to dominate the orient and push out European influence is sure to make or break the Empire.
 
NPC Stats






Nation Name: Union of Hanover
Capital: Hanover
Ruler:
Government: Monarchy
Centralization: Tight Federation
Tech. Level: Late Enlightenment Age
Army (Training): 17 Divisions (Better), 2 Divisions (Normal)
Navy (Training): 40 Squadrons (Normal)
Economy: Rich (+3)
Size (points required): Medium (2)
Leadership (Military/Civilian): Better/ Competent
Infrastructure: Improving
Education: Tolerable
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Nation Background:

Nation Name: Kingdom of Hungary
Capital: Budapest
Ruler: /
Government: Monarchy
Centralization: Federation
Tech. Level: Late Enlightenment Age
Army (Training): 5 Divisions (Normal),
Navy (Training): N/A
Economy: Normal (+1)
Size (points required): Medium (2)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Tolerable
Education: Barely Tolerable
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background: Looming success in the war against the Holy Roman Empire and recent victories over Brandenburg and Romania make it sure the Hungarians will remain strong for quite a while.

Nation Name: Papal States
Capital: Rome
Ruler: /
Government: Theocratic Monarchy
Centralization: Tight Federation
Tech. Level: Late Enlightenment Age
Army (Training): 3 Divisions (Normal)
Navy (Training): 2 Squadrons (Tolerable)
Economy: Normal (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Tolerable/Better
Infrastructure: Improving
Education: Literate
Living Standards: Tolerable
Culture: Patriotic
Confidence: Admiring
Projects:
Nation Background: The Holy see has remained peaceful but his opinion is failing in the world.

Nation Name: State of Brandenburg
Capital:
Ruler: /
Government: Puppet Government
Centralization: Tight Federation
Tech. Level: Late Enlightenment Age
Army (Training): 2 Divisions (Normal)
Navy (Training): N/A
Economy: Normal (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Competent/Good
Infrastructure: Improving
Education: Literate
Living Standards: Normal
Culture: Devoted
Confidence: Tolerating
Projects:
Nation Background: Polish puppet.

Nation Name: Swiss Confederacy
Capital: Bern
Ruler: /
Government: Republic
Centralization: Tight Federation
Tech. Level: Late Enlightenment Age
Army (Training): 2 Divisions (Normal)
Navy (Training): N/A
Economy: Normal (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Tolerable/Good
Infrastructure: Improving
Education: Literate
Living Standards: Normal
Culture: Devoted
Confidence: Admiring
Projects:
Nation Background:





Americas:


Nation Name: Quiché
Capital: Gumarcaj
Ruler: /
Government: Monarchy
Centralization: Loose Federation
Tech. Level: Early Enlightenment
Army (Training): 16 Divisions (Barely Tolerable)
Navy (Training):
Economy: Good Enough (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Barely Tolerating/ Competent
Infrastructure: Dirt Paths
Education: Dumb
Living Standards: Slums
Culture: Average
Confidence: Tolerating
Projects:
Nation Background:

Nation Name: Republic of Argentina
Capital: Nouveau Marseille
Ruler: / President Rene Fonzwa
Government: Republic
Centralization: Federation
Tech. Level: Late Enlightenment Age
Army (Training): 3 Divisions (Normal),
Navy (Training): N/A
Economy: Normal (+1)
Size (points required): Medium (2)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Tolerable
Education: Barely Tolerable
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background: Freshly declared independent from the former Kingdom of Aquitaine this young republic is already on the bad side of two super powers.

Mid-East- Africa

Nation Name: Zand Shahdom of Persia
Capital: Shiraz
Ruler: /
Government: Shahdom
Centralization: Federation
Tech. Level: Early Enlightenment
Army (Training): 35 Divisions (Normal)
Navy (Training): 20 Squadrons (Barely Tolerable)
Economy: Growing (+2)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Competent/Tolerable
Infrastructure: Tolerable
Education: Illiterate
Living Standards: Low
Culture: Devoted
Confidence: Respecting
Projects:
Nation Background: Living off the trade from Europe and China it seems Persia may fall quickly if any of the colonial powers get power hungry. But there is a lot of potential in this nation.

Nation Name: Sultanate of Egypt
Capital: Cairo
Ruler: /
Government: Sultanate
Centralization: Federation
Tech. Level: Early Enlightenment
Army (Training): 20 Divisions (Normal)
Navy (Training):
Economy: Normal (+1)
Size (points required): Medium (2)
Leadership (Military/Civilian): Tolerable/Barely Tolerable
Infrastructure: Tolerable
Education: Literate
Living Standards: Low
Culture: Strongly Cultured
Confidence: Resentful
Projects:
Nation Background:

Nation Name: Sultanate of Sennar
Capital: Sennar
Ruler: /
Government: Sultanate
Centralization: Loose Federation
Tech. Level: Early Enlightenment
Army (Training): 16 Divisions (Tolerable)
Navy (Training): 10 Squadrons (Semi-Rabble)
Economy: Normal (+1)
Size (points required): Medium (2)
Leadership (Military/Civilian): Tolerable/Tolerable
Infrastructure: Barely Tolerable
Education: Tolerable
Living Standards: Low
Culture: Average
Confidence: Resentful
Projects:
Nation Background:

Nation Name: Kingdom of Abyssinia
Capital: Addis Ababa
Ruler: /
Government: Monarchy
Centralization: Federation
Tech. Level: Early Enlightenment
Army (Training): 18 Divisions (Normal)
Navy (Training):
Economy: Normal (+1)
Size (points required): Medium (2)
Leadership (Military/Civilian): Tolerable/Barely Tolerable)
Infrastructure: Tolerable
Education: Tolerable
Living Standards: Low
Culture: Devoted
Confidence: Resentful
Projects:
Nation Background:

Nation Name: Union of Hejaz
Capital: Jeddah
Ruler: /
Government: Federation
Centralization: Loose Federation
Tech. Level: Early Enlightenment
Army (Training): 10 Divisions (Normal)
Navy (Training): 15 Squadrons (Normal)
Economy: Not Bad (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Tolerable/Incompetent
Infrastructure: Pathetic
Education: Literate
Living Standards: Barely Tolerable
Culture: Patriotic
Confidence: Barely Tolerating
Projects:
Nation Background:

Nation Name: Kurdistan
Capital: Diniwar
Ruler: /
Government: Emirate
Centralization: Federation
Tech. Level: Early Enlightenment
Army (Training): 6 Divisions (Rabble)
Navy (Training):
Economy: Normal (1)
Size (points required): Small (1)
Leadership (Military/Civilian): Barely Tolerable/ Barely Tolerable
Infrastructure: Barely Tolerable
Education: Illiterate
Living Standards: Barely Tolerable
Culture: Devoted
Confidence: Tolerating
Projects:
Nation Background:


Nation Name: Kingdom of Kanem-Bornu
Capital: Ngazargamu
Ruler: /
Government: Monarchy
Centralization: Loose Federation
Tech. Level: Pre-Enlightenment
Army (Training): 14 Divisions (rabble)
Navy (Training):
Economy: Not Bad (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Competent/Stupid
Infrastructure: Dirt Paths
Education: Dumb
Living Standards: Slums
Culture: Average
Confidence: Admiring
Projects:
Nation Background:

Nation Name: Sultanate of Timbuktu
Capital: Timbuktu
Ruler: /
Government: Sultanate
Centralization: Loose Federation
Tech. Level: Pre Enlightenment
Army (Training): 10 Divisions (Rabble)
Navy (Training):
Economy: Not Bad (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Stupid/Competent
Infrastructure: Pathetic
Education: Dumb
Living Standards: Slums
Culture: Average
Confidence: Respectful
Projects:
Nation Background:


India

Nation Name: Sultanate of Lahore
Capital: Lahore
Ruler: /
Government: Sultanate
Centralization: Loose Federation
Tech. Level: Early Enlightenment
Army (Training): 14 Divisions (Tolerable)
Navy (Training):
Economy: Good Enough (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Barely Tolerable/ Barely Tolerable
Infrastructure: Tolerable
Education: Literate
Living Standards: Low
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background:

Nation Name: Mughal Empire
Capital: Delhi
Ruler: Ahmad Shah Bahadur/
Government: Monarchy
Centralization: Loose Federation
Tech. Level: Early Enlightenment
Army (Training): 24 Divisions (Tolerable)
Navy (Training):
Economy: Growing (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Competent/Tolerable
Infrastructure: Tolerable
Education: Literate
Living Standards: Low
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background:

Nation Name: Kingdom of Rajputana
Capital: Jaipur
Ruler: /
Government: Monarchy
Centralization: Confederation
Tech. Level: Early Enlightenment
Army (Training): 14 Divisions (Normal)
Navy (Training):
Economy: Good Enough (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Barely Tolerable/Barely Tolerable
Infrastructure: Tolerable
Education: Literate
Living Standards: Low
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background:

Nation Name: Kingdom of Mysore
Capital: Mysore
Ruler: /
Government: Monarchy
Centralization: Tight Federation
Tech. Level: Early Enlightenment
Army (Training): 18 Divisions (Normal)
Navy (Training):
Economy: Good Enough (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Tolerable/Barely Tolerable
Infrastructure: Tolerable
Education: Literate
Living Standards: Low
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background:

Nation Name: Kingdom of Nepal
Capital: Katmandu
Ruler: /
Government: Monarchy
Centralization: Tight Federation
Tech. Level: Early Enlightenment
Army (Training): 4 Divisions (Tolerable)
Navy (Training):
Economy: Not Bad (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Barely Tolerable/Barely Tolerable
Infrastructure: Pathetic
Education: Literate
Living Standards: Low
Culture: Average
Confidence: Tolerating
Projects:
Nation Background:

Nation Name: Kingdom of Sikkim
Capital: Gantok
Ruler: /
Government: Monarchy
Centralization: Federation
Tech. Level: Early Enlightenment
Army (Training): 2 Divisions (Tolerable)
Navy (Training):
Economy: Not Bad (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Barely Tolerable/Barely Tolerable
Infrastructure: Pathetic
Education: Literate
Living Standards: Low
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background:

Nation Name: Kingdom of Bhutan
Capital: Thimphu
Ruler: /
Government: Monarchy
Centralization: Federation
Tech. Level: Early Enlightenment
Army (Training): 1 Division (Tolerable)
Navy (Training):
Economy: Not Bad (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Barely Tolerable/Barely Tolerable
Infrastructure: Pathetic
Education: Literate
Living Standards: Low
Culture: Average
Confidence: Tolerating
Projects:
Nation Background:

East and Southeast Asia


Nation Name: Konbaung Empire of Burma
Capital: Naypyidaw
Ruler: /
Government: Empire
Centralization: Tight Federation
Tech. Level: Early Enlightenment
Army (Training): 33 Divisions (Tolerable)
Navy (Training): 4 Squadrons (Rabble)
Economy: Good Enough (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Tolerable/Barely Tolerable
Infrastructure: Pathetic
Education: Tolerable
Living Standards: Low
Culture: Devoted
Confidence: Tolerating
Projects:
Nation Background: A loyal Chinese puppet.
 
First post! Poland checking in.

To: Kingdom of Hungary
From: Kingdom of Poland-Lithuania

We offer you an alliance to ensure the prosperity and safety of our lands. We believe we have much to gain from each other, and our nations have a long history of cooperation.
 
To: Kingdom of Hungary
From: Kingdom of Poland-Lithuania

We offer you an alliance to ensure the prosperity and safety of our lands. We believe we have much to gain from each other, and our nations have a long history of cooperation.

To: Kingdom of Poland-Lithuania
From: Kingdom of Hungary


Unfortunately we must refuse your offer as it does not suit our interests. If you can promise us economic progress through an alliance with you that we couldn't gain with someone else then we will consider it.

@ Yurope: Sure you may take it. Have you ever NES'd before?
 
Poland Lithuania would like to announce the following diplomacy it has agreed to:

-an alliance with Hungary
-a defensive alliance with Finland against possible Russian aggression
-a defensive allliance with Hannover against possible Brandenburg aggression
 
Russia, checking in. Btw, shouldn't I be unitary instead of a loose federation?

From: Tsar Ivan III of Russia
To: Esteemed Emperor of the Eastern Roman Empire

Your perserverance in the grimmest of odds is more than admirable to us. Such noble people would be a valuable ally to have on our side, so we extend an offer of an alliance towards you.

From: Tsar Ivan III of Russia
To: Bulgaria, Romania

Our numerous links are undeniable. We share the same faith largely, and we are essentially the same people. Russia wishes no conflict with its cousins, and thus offers a defensive alliance.

From: Tsar Ivan III of Russia
To: Georgia

To ensure your independence, we hope you will ally with us quickly.

From: Tsar Ivan III of Russia
To: Poland-Lithuania

Our lands have had a violent past. Let us put that past to rest and formalize a non aggression pact for a duration of at least five years.
 
Russia, checking in. Btw, shouldn't I be unitary instead of a loose federation?

No.

From: Tsar Ivan III of Russia
To: Romania

Our numerous links are undeniable. We share the same faith largely, and we are essentially the same people. Russia wishes no conflict with its cousins, and thus offers a defensive alliance.

Romania does not agree to a treaty. We are our own peoples with our own needs and with an alliance with Russia our nation would become nothing more than a puppet on a string.

From: Tsar Ivan III of Russia
To: Georgia

To ensure your independence, we hope you will ally with us quickly.

Agreed.
 
the fundamental laws of Russia described the power of the emperor as "autocratic and unlimited."

That did not change until 1905 with some ceding of power due to the October Manifesto and the Imperial Duma. I don't really see the loose federation part...
 
I think its mostly a reflection of communication technology. The Tsar will have representatives etc, until the telegraph and railway is implemented the amount of direct control you will be able to exhibit over such large regions will be minimal.
 
To the most powerful Russian Empire
From Bulgaria

We are honored that you extend your offer of alliance to us. We accept.
 
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