A Brave New World

EQandcivfanatic

Zailing Captain
Retired Moderator
Joined
Jan 21, 2002
Messages
11,579
Location
On the Zee
Intro

The United States of America has been a constant in the global community since 1776. The roles it has played have altered over time and now it continues to stand dominant despite widespread belief of lost supremacy. However, America’s rise to power and notoriety was never an assured one. The American Revolution was nearly lost several times due to an incompetent leader who barely kept his army together.

This NES starts as a greater American victory than in our Revolution. The British Empire, destitute of funds, takes a harder line against the colonies and alienates most of the friends they had. Therefore in 1776, the colonies of Canada sent representatives to the Continental Congress as well. Unlike in our timeline, the majority of people in North America were anti-British. Thanks to French entry into the war in 1777, these Americans won their independence in 1780, much earlier than in reality.

An earlier victory has drastic consequences. Unlike in our timeline, a Constitution was never developed to tie the colonies together. Infighting and internal dispute has led to the collapse of the Union. With a plethora of different governments and ideals governing the new states, the experiment started with the end has come to a climatic conclusion.

At the same time, Europe has sparked the rise of “isms”. Nationalism has been stirred up across Europe thanks to Napoleon’s campaigns and the wars which tore Europe apart for nearly two decades. Socialism lurks on the horizon as writers and intellectuals begin debate its validity. At the moment, kings are enjoying a revival of their prestige and power, having more control over their nations than ever before.

Now both America and Europe are engaged in the troubles of the nineteenth century, this NES experiments with making America a “second Europe,” with its own wars and striving for unification. If you are playing as a historical nation, I’d highly recommend research into your nation, as you never know what you might find that could help your cause. For example, woe unto the poor leader who engages in war against Virginia between 1850 and 1880, for they will have perhaps the best military minds in the world.

Overall though, like The World Turned Upside Down, this NES is about the story and politics. Stay in character with the times and attempt to imagine your position as leader of a nation in the nineteenth century. Their morals and objectives are far different than our own, please think hard before talking about “humanitarian aid” in these early times.

Enjoy the new rule changes, and read carefully. If you have any questions at all, please, just ask me.

For update links and important treaties see the following thread:
http://forums.civfanatics.com/showthread.php?t=278736

Rules

Sample Nation Statistics

British Empire: Tyrion
Constitutional Monarchy: Conservative PM
Capital: London
Dissent: 5%
Base IC: 8
Military Spending: 3
Public Spending: 1
Private Enterprise: 4
Army: 15 Infantry Divisions, 2 Cavalry Divisions
Army Quality: 4
Navy: 55 Frigates, 41 Man-o-Wars
Navy Quality: 4

Government and Elections

Government

The government of a nation can be switched by any command of the player. As a warning, your decisions in switching government will have difficulty in resistance by the public, especially if you fail to adjust your economic spending to match your ideology. As an example, if the government of France changes from being a conservative republic to a communist dictatorship, the people will be outraged if half of the nation's IC remains in the control of private enterprises. Please be sure to consider the style of your economy and society before conducting a major government change.

Ruling Party/Monarch

To the right of your nation's government in the stats is the ruling party or absolute ruler of your government. This is not controllable except in the cases where we were unable to find a clear head of state, in which case you can come up with your own ruler. The exceptions are for republics and constitutional monarchies which have parties in charge. The example best for this would be the Federalist Party in charge of New York, or the Liberal PM in charge of the government of Denmark.

In an absolute monarchy or dictatorship, assuming the nation does not reform at any point into a republican style government, head of state can change by player's request only alongside a good story or description of the events leading to change. Otherwise, rulers will keep their crowns until they were historically deposed or till they die.

Elections

The history team involved in the development of this NES has done extensive research into the election years and political parties of all the nations within the NES. Therefore all elections will be held in the historical years in which they were held in OTL. This is with or without the influence of the nation which is holding elections. Should the player fail to determine the election himself, the moderator will determine the results of the election based on historical information and events occurring elsewhere in the world.

Dissent

Dissent is the key indicator of your success and the stability of your government. Dissent rises in the following circumstances:
1. When you radically shift economic policies.
2. When you shift government types.
3. When a republic shifts control from one party to another.
4. When you lose a war
5. Other types of unfortunate events which can surprise you and have a wide variety of styles in which they are introduced.

Dissent falls in the following circumstances:
1. When a government successfully shifts to a more publicly preferred form.
2. Lowering taxes in the form of reducing military and public spending and switching to Private Enterprise
3. when you win a war
4. when a party is reelected to government
5. Other types of fortunate events

Economy

Base IC

The Base IC is NOT the IC you spend each turn. This is the total combined IC your nation produces, and a collection between the production and development of military assets, the spending put into welfare and other public projects, and the amount of industry and economy controlled by private enterprises such as corporations and wealthy individuals. IC cannot be banked or saved over time, and all must be spent or else you will lose it. Once again I'd like to repeat that Base IC is NOT the IC you spend each turn.

Shifting IC Emphasis and Spending IC

Shifting IC

Your Base IC determines the total amount of IC per turn you gain, and from that the IC is divided into different aspects of your economy. You can shift the amount you want to have per turn in each section very easily, just put the shift into orders and it will be done. Beware, however, the consequences that a major shift will have upon your people and your dissent rating. For example, New York has 1 IC per turn in all three of the different sections, giving them a solid government which is able to sustain its military, provide a small form of pension plan for veterans and their families, and a larger part of their economy is produced by private corporations within the nation. However, ruining this peace, Vermont determines to attack the larger nation. In order to mobilize for a full war, New York shifts IC from Public Spending and Private Enterprise in order to triple its production of military forces in the fight against Vermont.

In that case, the war would provide reasonable basis for a radical shift in economic policy. Doing the same thing in peace time would likely have caused a major civil war within New York as private and mass interests rose up to protect themselves from the increasingly militaristic government. Here are descriptions of what governments under each of the economic extremes would look like:

Max Military Spending: A totalitarian government bent on a total war of annihalation against all of its enemies.
Max Public Spending: An utopian regime providing free health care, welfare, and employment for all the people. An idealist's socialist heaven.
Max Private Enterprise: An nation managed, owned, and operated by a major corporation.

Spending IC

Each section of the Base IC can be used for different types of spending and development. Military Spending represents the portion of the modern industrial apparatus being used to train and produce weapons for the military. Public Spending is other parts of industry and the economy being used to supply for the people. Private Enterprise is all industry and parts of the economy privately owned by individuals within the nation.

IMPORTANT NOTE: IC cannot be traded. Under no circumstances will one nation be able to provide IC to another through diplomacy. If you want reparations for a war, merely include monetary value. Chances are IC will decline or increase based upon the amount you insist upon. If you want support in a war, then one nation must build the unit and send it to the second nation. This represents the construction and sale of weapons to another nation.

Military Spending

Military spending IC is the only IC that you can specifically spend on military unit producion. If you do not spend the IC, it is not banked, but is lost forever. What it can be spent on is below.

Ground Forces

Militia Division: 1 IC for 1 Division. These are moderately better forces than Natives, but not by much. Militia can be upgraded to infantry for 1 Military IC.

Infantry Division: 2 IC for 1. These forces provide the standard military forces to most nations.

Cavalry Division: 2 IC for 1: These mounted forces provide the only mobile force available to the nations of the world for much of the nineteenth century.

Balloon Brigade: 3 IC for 1: REQUIRES OFFENSIVE BALLOONING.

Steam Battery: 4 IC for 1: REQUIRES STEAM TANKS

Naval Forces

Frigates: 1 IC for 3. These are quick and efficient naval vessels. Not as good in ship to ship combat as Man-O-Wars, but good for patrolling the sea lanes.

Steam Frigates: 1 IC for 3. These are even quicker naval vessels. Equipped with both sails and steam engines they could be a radical advancement in naval warfare.

Steamer Raider: 1 IC for 2. These are powerful naval vessels entirely equipped with steam engines for modern warfare. While lacking the firepower of a man-o-war, it still possesses considerable strength.

Man-O-Wars: 1 IC for 1. These are the best wooden fighting ships available. Not only for combat, but each also represent a nation’s prestige and power.

Armored Man-o-War: 1 IC and a Man-o-War for 1. These ships demonstrate a new era in the age of warfare. The Armored Man-o-War uses steams, sails, iron, and cannon for the newest type of warship. REQUIRES NAVAL ARMOR.

Monitor: 1 IC for 4. These ships are the first available pure ironclad and turreted vessels. They are incredibily easy to manufacture but suffer from the one weakness of being vulernable to the open seas. REQUIRES IRONCLADS.

Military Upkeep

A nation can only support so many soldiers at a given time. Sometimes these people are paid mercenaries, but mostly now they represent a national army. Each division represents somewhere between 10,000 and 20,000 soldiers and those troops have to come from somewhere and have to be given weapons from somewhere. Therefore players may only have ten divisions for every point of Military Spending IC. The only exception to this rule is five “free” divisions. Any nation may have at most five divisions without requiring military spending.

If you ever exceed your capacity, expect many problems within your military. Soldiers don’t like fighting without ammunition and sometimes if they feel that you are doing a poor job of managing the nation, they’ll find someone they like better.

NOTE: there is no “upkeep” cost for a navy, this is due to the fact that overall boats are relatively low maintenance at this time. This can be argued, but for the sake of simplicity and ease of moderation, I’m not listening.

Public Spending

Public Spending represents the amount of your economy which is used to provide for the unfortunate of your nation's society. Most civilized nations will start with at least 1 IC per turn put into Public Spending, representing police forces and basic pension and compensation plans. A real life example would be 1 IC in spending would be the USA in 1920, and 10 IC in public spending would be the USA in 1933. (and 30 IC in public spending would be USA in 1999.)

Placing money in Public Spending provides your people with security in their jobs and lives. You may justify your switch, increase or decrease, in public spending in your orders, or I'll do it for you in the update. Increasing Public Spending will often help decrease dissent, with a few different circumstances. For example, public spending would be far less popular in a majority conservative nation then in a socialist or liberal one.

Another use for Public Spending is great works or projects. These can be anything from socialistic “Five-Year Plans” or the construction of a national railroad. Canals would also fall under this. To start a project, simply inform me of the objective, and I’ll inform you of the cost and time it takes to complete. Please be warned that not every project will succeed in its objectives.

Private Enterprise

Private Enterprise is the most essential aspect for a long term game plan. Private Enterprise is the only type of IC which can be used for research. This is because within the nineteenth century most major advances were done by private individuals. Also, the more investment you have in Private Enterprise, the more likely your industry will grow over time.

Military and Its Use

Warfare

Time within this NES covers years, and wars can be won in a year or less. I must ask that when you send orders, describe your plan for the whole war, and leave the specific strategy to the generals in charge. On a related note, your generals can and will get better over time, so remember their names and keep them fighting to get a better military.

If you possess AOL Instant Messaging and happen to be online at the same time I am while updating, I will occasionally allow a more interactive way of managing warfare, conducting the war over AIM. Just ask warman17 and crezth, they can attest to the wisdom and potential for being online when I am. This could be considered biased, but oh well.

New Rule: If you are to begin a war the following update, it is considered good form to issue a public declaration of war on the thread. If you fail to do so, you will get extra dissent. This is to reflect the attitudes of the time and proper diplomatic form.

Military Quality

Your military quality demonstrates how well advanced, experienced, or trained your armed forces are. This can be modified in several ways, including through Projects which revolve around military training, fighting wars, and researching new military technologies. Some nations have naturally higher qualities than others, Prussia and Switzerland being the prime examples. Research is the best way to decrease the gap, and winning wars will have a positive effect on your military's quality as well. Losing wars could possible decrease quality, but it is far easier to increase than decrease. Remember to keep up with modernization or you could find yourself horribly beaten if you go to war.

Mobilization

If the situation appears desperate in the midst of a war, or if you’d prefer to throw your full force against the enemy, you can mobilize reserves. Essentially, this creates a certain amount of Reserve Divisions, which are slightly less effective than Infantry Divisions. These are not subordinate to upkeep and depend on your nation’s estimated population and the style of your government. To mobilize you merely have to say in your orders to mobilize the reserves. As a warning, large losses in reserves will have an adverse effect on your Dissent.

Research

Research can only be conducted through Private Enterprise. Please see the Tech Tree below for specific costs and effects of technology. Also, the Tech Tree is set, and determined pursuit of different trees could lead to a dramatically different world than the one in which we live today.

Techs can only be shared through means of blueprints. Unlike in The World Turned Upside Down technology cannot be shared directly. However, “blueprints” can be provided to reduce the costs of researching technology. These reductions will be determined based on how many people had previously researched the technology.

Research Fund are also no longer available for use. This reflects a much different time period. We may see the resumption of funds later within the NES.

Colonization

Colonies were an important aspect of powerful nations throughout the nineteenth centuries. Not only could they be hubs for trade and economic value, they acted as positions of prestige for imperial powers. The bigger the empire, the better to many politicians and rulers within Europe.

Establishing an overseas colony took great expense on behalf of the colonial power. To reflect that, there's continuing costs for colonial expansion within this NES.

A colony is defined as a region controlled by your nation which is not directly connected to the territorial region in which your capital is based. As one of the largest examples, India is a colony of the British Empire.

To establish a new colony, you must point out the region you wish to colonize, either by use of a map or RL geographical reference. The cost for establishing a colony is 1 Military Spending, 1 Public Spending, and 1 Private Enterprise. This represents the combined efforts of government and individuals in establishing a new colony.

To expand a colony from its initial, minute, borders you can spend 1 of any type of IC. Each type of IC will have a different effect upon the expansion of the colony. Using military spending reflects growht of the colony by violent or conquering means. Using Public Spending implies development of the colony using government coffers. Using Private Enterprise represents individual investment in the expansion and development of the colony.

Remember however, it's not the size of the colony that matters, it's how you use it.

NEW!Colonial Armies

The colonial army was used historically by European powers in order to fight their wars and expand their empires overseas. The colonial army stat represents various ethnicities within your empire that contribute full military forces to aid with the Empire. A colonial division is staffed entirely by the members of the listed nationality or ethnicity. However, keep in mind, that these divisions are still led by "white" officers or officers of the majority ethnicity of the mother country of the stated empire. These are not always native forces, a historical example would be Australian or New Zealander forces under the command of the British in World War One.

Costs for colonial forces are the same as for regular armies. The main difference is that when recruiting colonial forces, you must specify a prefered region from which they come. Otherwise, I will randomly select an area to bring those soldiers from. There are some specialized "rules" which I recommend only breaking in the case of a dire emergency or collapse. For your convience I have listed below the prime advantages and disadvantages of colonial armies.

Advantages: Deaths of colonials have less impact on home dissent and allow for persecution of war efforts with far fewer repurcussions domestically. Colonials will fight hard for their home territory or region, and can be counted upon to fight well in a defensive battle. Lastly, and most importantly, colonial armies are immune from the overall upkeep cost, being paid from home sources.

Disadvantages: The mother country doesn't always like to see the empire return home to them, watch out if you're using colonials in the homeland. Additionally, if using "colored" forces against white nations, be warned. There was a realistic (to an extent) fear at the time that if the "colored" people learned they could kill a white man, they may turn on their masters. Lastly, if an ethnic division's home territory has been overrun, be warned that they may quickly turn disloyal. Overall, natives have an increased chance of mutiny, especially if a war is going poorly.

Uncivilized Nation Rules

“Uncivilized” is a broad and unfair term for such ancient civilizations as Japan and China. However, the fact cannot be ignored that both nations would have been hard pressed to defend themselves against the smallest of European powers. Therefore, a completely different method must be developed to recognize the modernization of the “uncivilized” world.

Sample Stats

China:
Absolute Monarchy: Daoguang Emperor
Capital: Peking
Dissent: 30%
Production Capacity: 6
Army: 35 Native Divisions, 2 Mounted Native Divisions

Government and Dissent

Both government and dissent work identically to the equivelant stats for civilized nations. Please see above for complete information on these stats.

Production Capacity

Rather than Industrial Capacity, the pre-industrial society is measured by Production Capacity (PC). Furthermore, you may notice the lack of subordinate stats and the ability to shift between private and government spending. This is to reflect the simplicity of a pre-industrial society.

Spending Production Capacity is even easier than IC. You can use it to build up your military or research tech. Production Capacity can be increased only through population growth, though reforms could possibly make things more efficient.

Like IC, PC cannot be traded between nations. Also PC cannot be banked or saved over time.

Military

See above for information on fighting wars and so forth. However, there are dramatic differences in units, primarily the lack of a navy. Also, it should be noted that all Native divisions are inferior to regular infantry and cavalry. They can outmatch militia, but overall they fail to match up to modern forces. Here are the PC costs for each:

Native Division: 1 PC for 1. These are native infantry and are armed with the weapons of their culture. Sometimes they have gunpowder weapons, but often they don’t. It costs 1 IC to convert a Native Division to a Militia Division.

Mounted Native Division: 2 PC for 1. These are experienced light cavalry. Underestimate them at your own risk. It costs 1 IC to convert a Mounted Native Division to a Cavalry Division.

Civilization

Uncivilized nations can become civilized, as demonstrated by the real life example of Japan who would shift in less than thirty years from a backwater civilization to a modern power which bested several European nations. To achieve this in this NES is rather simple. First, you must gain a “civilized” sponsor for your modernization. This means that you must find a civilized nation willing to provide emissaries to develop your nation. When you do, you can proceed to the second step of civilization.

Essentially PC can be spent on research to learn the three main aspects of Western thought. Once this is completed, your nations moves up the chart to civilized nation. Blueprints cannot be provided to assist in the research of these “techs.” Remember, you must have a sponsor to gain the ability to research these. See the Tech Tree below for costs.

Character and Role-Playing

Remember that this NES is based in times far different than our own. While I will not kick someone from the NES for light infractions of breaking from character, I will boot people who completely ignore realities of the times and cultures. For those who do keep in character and provide the thread with stories and creativity will be aptly rewarded, if only with an award from each 25th Update marker. The more detail in your nation, the more interesting the story is.

The biggest recommendation I can make is to research your historical region and nation. Not only can this help you in finding ways to improve your economy, it can help in defense and conquest. Wikipedia is a useful source, though not always 100% accurate. Try to get into the mindset of the times.

Finally, if you have questions on your nation's background or current status, feel free to ask me on the Background thread, located here: http://forums.civfanatics.com/showthread.php?t=268144

Orders and Updates

I cannot express enough how important the following statement is. Please head all of your orders sent via Private Message as followed:

ABNW [Nation Name]

Any player who plays of the old joke of saying “ABNW Nation Name” will be executed by firing squad.

Updates will hopefully be once a week. At the moment, current events within TWTUD will make that NES far easier to update and quicker to manage. When that occurs, both NESes will be assured for an update a week.

A Hearty Thanks To

Shadowbound for his modifications to the map and assistance on South American and Asian governments.

TheLastJacobite for a preliminary history of Massachusetts and background on historical leaders of the state.

J_eps for assistance in minor changes for Canada.

LightFang for his brilliant introduction of the idea of blueprints over tech trees and research fund. Also thanks for providing information for stopping people from “gaming” the system.

My research team for the hard work and hours they have put into this NES and the creation of the idea and history.

All the players of The World Turned Upside Down who have helped me finalize this new ruleset through their experiences within that NES.
 
Military Technologies

Military Specialization: Reduces costs of military technologies by 10%, +1 Army Quality, +1 Navy Quality. Remember Specializations can only be switched after twenty years.
Cost: 5
Being Researched by:
Delaware: 1/5
Haiti: 4/5
Austria: 2/5
Completed By: Switzerland, Virginia, Prussia, Republic of New England, Serbia, Quebec, Portugal, Ottoman Empire, New Granada, Ireland

Advanced Rifling: This heralds the creation of rifled weapons with good range and accuracy, from rifles to cannon. +1 Army Quality.
Cost: 4
Being Researched By:
Canada: 0/4
Sauk Confederation: 3/4
Fox Republic: 1/4
Isanti: 1/4
Bengal: 3/4
Persia: ¼
Oman: 2/4
Completed by: Portugal, Virginia, Netherlands, Texas, Prussia, Nova Scotia, Russian Empire, Austria, United Kingdoms of Italy, Republic of New England, Serbia, Georgia, Ottoman Empire, Sweden-Norway, French Empire, Ecuador, Pennsylvania, Albany, Brazil, Moldavia, Transylvania, Paraguay, Florida, Hungary, FRCA, Mexican Empire, Quebec, Greece, Galicia, Bohemia, Tunisia, England, Danish Empire, Scotland, Chile, Switzerland, Ireland, Bolivia, Egypt, Wales, Beunos Aires, Peru, Chinese Empire, new Granada, Ute, Mississippi, La Plata, Nashville, Uruguay, Venezuela, Miami

Steamers: This represents the equipping of older ships with steam engines, allowing for a new era of naval warfare. REQUIRES STEAM ENGINE. +2 Navy Quality.
Cost: 5
Being Researched By:
New Grenada: 4/5
Translyvania: 0/2
Completed By: England, New England, Canada, Netherlands, Chile, Georgia, Virginia, Haiti, France, Brazil, Portugal, Morocco, Venezuela, Nashville, Danish Empire, Ecuador, Italy, Sweden-Norway, Wales, Scotland, Ireland, Tunisia, Pennsylvania, Albany, Russian Empire, Mexican Empire, Florida, Ottoman Empire, Yucatan, Beunos Aires, Greece, Prussia, FRCA, Mississippi, Serbia, Moldavia, Texas, Egypt, La Plata

Steamer Raiders: This is the construction of the first ships with no sails at all for military purposes. REQUIRES STEAMERS. Allows construction of Raiders and Steam Frigates.
Cost: 20
Being Researched By:
Portugal: 2/15
Venezuela: 6/20
Virginia: 0/14
Completed by: Republic of New England, French Empire, Haiti

Steamer Hybrids: This is the actual process of turning older ships into steam ships. Though not as strong as a steamer raider, these ships have sails remaining, allowing them to be slightly more reliable. The new ship is the Steam Frigate and replaces all older frigates upon researching. Also enables construction of Steam Frigates from scratch. REQUIRES STEAMERS AND AT LEAST 6 FRIGATES; BLUEPRINTS CANNOT BE SHARED ON THIS TECH.
Cost: 1 IC per every 3 Frigates
Being Researched By:
Buenos Aires: 2/3
England: 2/3
Completed By: Danish Empire, Portugal, Brazil, Pennsylvania, Albany, Russian Empire, Mexican Empire, Morocco, Tunisia, Georgia, Ottoman Empire, Greece, Chile, Scotland, Netherlands, Mississippi, Bolivia, FRCA, Virginia

Naval Armor: This allows the conversion of Man-o-Wars into primitive Ironclads. Slower and still with weaknesses, these new ships could change the face of naval warfare. REQUIRES STEAMER HYBRIDS OR STEAMER RAIDERS AND ADVANCED STEAM ENGINE.
Cost: 15
Being Researched By:
Prussia: prereq required/10
Transylvania: prereq required/10
Moldavia: prereq required/10
Completed By: Russian Empire, Mexico, Republic of New England (+.7)

Ironclads: This is a type of ironclad which emphasizes the amount of repeated rates of fire. REQUIRES NAVAL ARMOR.
Cost: 15
Being Researched By:
Mexico: 5/15
Completed By: New England, Russian Empire

Advanced Ironclads: Monitors, but with two turrets instead of one. Furthermore, these are ocean going. REQUIRES EFFICIENCY IROCLADS.
Cost: 20
Being Researched By: none
Completed By: none

Breech-Loader Rifles: This is the development of reliable weapons which can be reloaded from the butt of the rifle. This improves rate of fire and could lead to many more wonderful developments in weaponry. +1 Army Quality. REQUIRES ADVANCED RIFLING.
Cost: 8
Being Researched By:
Brazil: 7/8
Italy: 2/8
Translyvania: 5/8
Scotland: 6/8
Modavia: 0/6
Transylvania: 0/6
Ireland: 3/6
FRCA: 4/8
La Plata: 1/8
Serbia: 1/8
Wales: 2/8
Chile: 1/8
Ecuador: 1/8
Completed By: Prussia, French Empire, Austria, Hungary, Russian Empire, Galicia, Bohemia, Portugal, Virginia, New England, Ottoman Empire, Paraguay, England, Ute, Danish Empire, Sweden-Norway, Texas, Greece, Mexico, Albany, Switzerland

Machine Guns: This is the original automated gun, think Gatling more than Maxim machine gun however. +2 Army Quality. REQUIRES Breech-Loader Rifles.
Cost: 20
Being Researched By:
Bohemia: 10/18
Virginia: 1/18
Austria: 6/20
England: 4/20
Paraguay: 4/20
Switzerland: 2/18
Completed By: Prussia, French Empire, Russian Empire (+.8)

Breech-Loader Artillery: Like rifles, but bigger. +1 Army Quality. REQUIRES BREECH-LOADER RIFLES.
Cost: 15
Being Researched By:
Russian Empire: 3/15
Completed By: French Empire, New England (+.9)

Modern Recruitment Theory: It’s good to have cheaper soldiers, makes war bigger and bloodier. This reduces the cost of all civilized soldiers by 50%. REQUIRES BREECH-LOADER RIFLES.
Cost: 25
Being Researched By:
Virginia: 17/22
Completed By: French Empire

Steam Tanks: Laugh, get it out of your system. However, this is an invention that was tested historically and is theoretically possible. If researched, I’ll describe what you get in greater detail, but long story short, this tech allows the construction of Steam Tank Brigades. REQUIRES IMPROVED RAILROADS.
Cost: 25
Being Researched By: none
Completed By: Virginia (+1)

Improved Munitions: Sure you can have a fancy gun, but what good is it without neat bullets to fire from it? +1 Army Quality. REQUIRES ADVANCED RIFLING AND BASIC PHYSICS.
Cost: 15
Being Researched By:
Completed By: French Empire, Russian Empire, Prussia

Airborne Technologies

Ballooning: The development of balloons allows for greater reconnaissance ability for ground forces. +1 Army Quality.
Cost: 10
Being Researched By: none
French Empire: 0/8
Russian Empire: 0/8
Delaware: 3/10
New England: 0/7
South German Confederation: 2/10
Paraguay: 2/10
Completed By: Portugal, Buenos Aires, Prussia, La Plata, Ecuador

Offensive Ballooning: The adapting of balloons to efficient military use, both against other balloons and targets on the ground, within the restrictions of ropes anyways. Allows construction of Balloon Brigade. REQUIRES BALLOONING.
Cost: 10
Being Researched By: none
Completed By: Portugal, Buenos Aires, La Plata (+.8)

Electronic Technologies

Electrical Specialization: This tech allows easier and faster research into electrical technologies. This cannot be researched if you already have a specialization. +1 Private Enterprise to those who research. Reduces all Electrical research costs by 10%. REQUIRES MODERN ELECTRICAL THEORY.
Cost: 10
Being Researched By: none
Completed by: Canada

Modern Electrical Theory: This tech will open the doors for technology in the Electronics field. Electronics? In the 1800s? This means potentially early opening of telegraphs and other aspects of early electronics. REQUIRES STEAM ENGINE.
Cost: 15
Being researched By:
Brazil: 2/10
Austria: 7/15
Chile: 5/10
Argentina: 0/10
New England: 3/10
Delaware: 2/15
Portugal: 12/15
Virginia: 0/10
Netherlands: 6/10
French Empire: 0/10
Prussia: 0/10
Italy: 8/10
Quebec: 6/10
Tunisia: 9/15
Nashville:0/10
Ireland: 6/15
Danish Empire: 3/15
Completed By: Mexican Empire, Canada, Albany, Pennsylvania, Texas, Sweden-Norway, Greece, Venezuela

Telegraph: This invention revolutionized communications across the world, communication becoming much easier and quicker than ever previously. Also, it allows for easier grand strategy and planning for armies. REQUIRES MODERN ELECTRICAL THEORY. +1 Army Quality.
Cost: 5
Being researched By:
Virginia: Need prereq/4
Netherlands: Need prereq/4
French Empire: Need prereq/4
Prussia: Need prereq/4
Spain: Need prereq/4
Italy: Need prereq/4
Quebec: Need prereq/4
Completed By: Mexico, Canada, Texas, Sweden-Norway, Greece

Minitelgraph: This is a new type of telegraph, allowing the average citizen a simpler version of the invention in their own home. +1 Private Enterprise for first researcher. REQUIRES TELEGRAPH.
Cost: 30
Being Researched By:
Completed By: Canada

Industrial Technologies

Industrial Specialization: Reduces the cost of Industrial Techs by 10%. Gives +1 Private Enterprise. Remember, you may only switch specializations after twenty years.
Cost: 5
Being Researched By:
Bengal: 1/5
Galicia: 3/5
Hungary: 3/5
Egypt: 2/5
Completed By: Mexican Empire, Greece, French Empire, Belgium, Morroco, Georgia, Venezuela, Netherlands, Russia, Denmark, England, Brazil, Sweden-Norway, Texas, Tunisia, Pennsylvania, Italy

Steam Engine: This tech is the gateway to the Industrial Revolution. Railroads, steamers and all aspects of industrialization emerge from this tech. +1 Private Enterprise.
Cost: 1
Being Researched By: none
Completed By: England, Spain, Sweden-Norway, Austria, Netherlands, Mexican Empire, Venezuela, Morocco, Georgia, Portugal, New England, Brazil, Belgium, Chile, Argentina, Denmark, Prussia, French Empire, Virginia, Greece, Russia, Canada, Paraguay, Ecuador, Quebec, FRCA, Serbia, Haiti, Republic of New Granada, Texas, Switzerland, Ottoman Empire, Italy, Peru, Bolivia, Nashville, China, Delaware, Yucatan, Tunisia, Kandy, Scotland, Wales, Ireland, Pennsylvania, Albany, Egypt, Moldavia, Transylvania, Sauk Confederation, Belgium, Hungary, Florida, Persia, Galicia, Bohemia, Fox Republic, Oman, Miami, Mississippi

Railroads: The railroad offers a new era of transportation and productivity, if you can exploit them correctly. Choo-Choo! REQUIRES STEAM ENGINE
Cost: 3
Being Researched By:
Delaware: 1/3
Sauk: 1/3
Fox Republic: 1/3
Miami: 2/3
Completed By: England, Netherlands, Sweden-Norway, Georgia, Austria, Portugal, Virginia, Prussia, French Empire, Greece, New England, Russia, Buenos Aires, Morocco, Brazil, FRCA, Canada, Paraguay, Texas, Ecuador, Quebec, Venezuela, Danish Empire, Mexico, Nashville, Italy, Chile, Republic of New Granada, China, Switzerland, Scotland, Wales, Ireland, Pennsylvania, Albany, Ottoman Empire, Moldavia, Transylvania, Egypt, Florida, Hungary, Tunisia, Bohemia, Galicia, Serbia, Mississippi, Oman, La Plata, Haiti

Improved Railroad: This provides the world with a more efficient and reliable railroad service. This tech includes a variety of advances which allows for construction of rails on more difficult terrain and faster trains. REQUIRES RAILROADS.
Cost: 15
Being Research By:
Peru: 6/15
Bolivia: 12/15
Republic of New Granada: 13/15
FRCA: 10/15
Portugal: 3/8
Buenos Aires: 6/8
China: 1/8
Canada: 0/8
Nashville: 8/15
Oman: 3/15
Completed By: Greece, Austria, French Empire, Russia, England, Georgia, Brazil, Paraguay, Virginia, Texas, Scotland, Wales, Ireland, Italy, Republic of New England, Prussia, Pennsylvania, Albany, Moldavia, Transylvania, Mexico, Chile, Hungary, Sweden-Norway, Bohemia, Galicia, Switzerland, Venezuela, Netherlands, Mississippi, Ottoman Empire, Ecuador, Morocco, Tunisia, Danish Empire

Advanced Steam Engine: This tech allows for the development of further improved railroads, as well as increasing industrial power. +1 IC to the first researcher. REQUIRES IMPROVED RAILROADS.
Cost: 20
Being Researched By:
Chile: 8/20
Bohemia: 2/20
Pennsylvania: 12/18
Prussia: 0/14
Moldavia: 2/14
Transylvania: 2/14
Netherlands: 6/18
Scotland: 2/20
Switzerland: 3/20
Ecuador: 2/20
Morocco: 8/18
Tunisia: 1/18
Completed By: French Empire, Greece, Russian Empire, Republic of New England, Georgia, Mexico, Mississippi (+.3)

Hydraulic Power: Using an ancient idea for modern purposes. Why not use water to power factories? Effect varies by nation.
Cost: 5
Being Researched By:
Scotland: 2/5
Wales: 2/5
Delaware: 3/5
Moldavia: 2/5
Completed By: Netherlands, Italy, Morocco, China, England, Georgia, Republic of New England, Austria, Brazil, Nashville, Galicia, Bohemia, Mississippi, Florida (14)

Gas Lighting: An old idea, forestalled by a lack of funds. Why should night be so dark anyways?
Cost: 3
Being Researched By:
Buenos Aires: 0/1
Wales: 2/3
Mississippi: 1/3
Transylvania: 0/1
Completed By: Greece, Morocco, Ecuador, Russian Empire, Brazil, Chile, Nashville, Paraguay, Prussia, Pennsylvania, Albany, Virginia, Haiti, Republic of New England, England, Bolivia, Mexican Empire, Moldavia, Texas, Austria, Florida, Sweden-Norway, La Plata, Venezuela, Canada, Ottoman Empire, French Empire

Developmental Technologies

Basic Genetics: The base theories which pave the way for future research into the field of genetics.
Cost: 10
Being Researched By: none
Completed By: England

Improved Genetic Theory: These theories are the next step in genetic development. REQUIRES BASIC GENETICS.
Cost: 10
Being Research By; none
Completed By: none

Basic Physics: The base theories which pave the way to new technologies and development.
Cost: 10
Being Researched By:
Italy: 0/9
Greece: 2/10
Moldavia: 0/8
Transylvania: 0/8
New England: 0/8
Completed By: Danish Empire, French Empire, Russian Empire, Prussia, Albany (+.6)

Improved Physics: The next step of Physics. REQUIRES BASIC PHYSICS.
Cost: 10
Being Researched By: none
Completed By: None

Basic Chemistry: The base theories which pave the way for other new technologies and development.
Cost: 10
Being Researched By:
Danish Empire: 0/9
New England: 0/9
Completed By: Italy, Netherlands, Albany, Sweden-Norway

Improved Chemistry: The next step of Chemistry. REQUIRES BASIC CHEMISTRY.
Cost: 10
Being Researched By:
Sweden-Norway: 1/10
Netherlands: 6/10
Completed By: none

Atomic Theory: A fun little theory to lead to greater advances. REQUIRES BASIC PHYSICS AND BASIC CHEMISTRY.
Cost: 10
Being Researched By: none
Completed By; None

Totality Theory: Another fun little theory to lead to greater advances. REQUIRES BASIC PHYSICS AND BASIC CHEMISTRY.
Cost: 10
Being Researched By: None
Completed By: None

Civilizing Philosophies: Uncivilized Nations only

These techs are nessecary for the advancement of an uncivilized nation to a civilized nation. An uncivilized nation must research all three techs in order to progress and have colonies and so forth.

Western Military Thought: This represents the development of western military organization within uncivilized nations. Allows creation of regular Cavalry and Infantry Divisions.
Cost: 10
Being Researched By;
Japan: 7/10
Yemen: 1/10
Completed By: Afghanistan, Hawaii, Zulu Empire, Vietnam, Abyssinia

Western Political Thought: This represents the ideals of developing a constitution, and other bases of Western political organization.
Cost: 10
Being Researched By:
Afghanistan: 9/10
Hawaii: 9/10
Vietnam: 2/10
Abyssinia: 1/10
Completed By: Japan, Zulu Empire

Western Economic Thought: This represents the reorganization of the economy into more European terms, including stock markets, corporations, and other aspects of modern economies. Converts the researching nation to IC rather than Production Capacity.
Cost: 10
Being Researched By:
Japan: 8/10
Korea: 9/10
Completed By: none

Alliances

Alliance of Greater Virginia:
Members: Virginia, Nashville, Pennsylvania

Venetian Pact
Members: Prussia, Russia

American Prosperity League
Members: Mexican Empire, Venezuela

French Imperial Protectorate
Members: French Empire, Quebec, Denmark, Sauk Confederation, Abyssinia

Trans-Atlantic Pact
Members: Netherlands, Texas, Virginia, Sweden-Norway

North African Alliance
Members: Morocco, Egypt, Tunisia

New England Imperial Protectorate
Members: New England, Oman, Ecuador, Albany, Canada, Chicago

United Kingdoms of Central Europe
Members; Austria, Bohemia, Galicia

Holy Alliance
Members: Russian Empire, Moldavia, Transylvania

Prussian Imperial Protectorate
Members: Prussia, Yemen
 
Civilized Nations

Albany
Republic: Democratic Party (Liberal)
Capital: Albany
Dissent: 20%
Base IC: 3
Military Spending: 0
Public Spending: 0
Private Enterprise: 3
Army: 2 Infantry Divisions
Army Quality: 6
Navy: none
Navy Quality: 4

Austria:
Absolute Monarchy: Emperor Franz Karl
Capital: Vienna
Dissent: 18%
Base IC: 4
Military Spending: 1
Public Spending: 0
Private Enterprise: 3
Army: 6 Infantry Divisions, 4 Cavalry Divisions
Army Quality: 6
Navy: landlocked
Navy Quality: 1

Buenos Aires: Haseri
Presidential Dictatorship: Juan Rosas
Capital: Buenos Aires
Dissent: 7%
Base IC: 4
Military Spending: 1
Public Spending: 1
Private Enterprise: 2
Army: 5 Infantry Divisions
Army Quality: 4
Navy: 9 Frigates, 7 Man-o-Wars
Navy Quality: 4

Brazil: Stormbringer
Absolute Monarchy: Emperor Pedro II
Capital: Rio de Janerio
Dissent: 43%
Base IC: 4
Military Spending: 2
Public Spending: 1
Private Enterprise: 1
Army: 9 Infantry Divisions, 2 Cavalry Divisions
Army Quality: 3
Navy: 10 Frigates, 15 Steam Frigates, 12 Man-o-Wars
Navy Quality: 5

Bolivia
Presidential Dictatorship: President Jose Panza
Capital: Sucre
Dissent: 15%
Base IC: 3
Military Spending: 0
Public Spending: 0
Private Enterprise: 3
Army: 4 Infantry Divisions
Army Quality: 4
Navy: 6 Steam Frigates, 3 Man-o-Wars
Navy Quality: 2

Bohemia
Absolute Monarchy: King Jakub
Capital: Prague
Dissent: 18%
Base IC: 2
Military Spending: 0
Public Spending: 0
Private Enterprise: 2
Army: 3 Infantry Divisions, 1 Cavalry Division
Army Quality: 6
Navy: landlocked
Navy Quality: 1

Canada: Matt0088
Republic: Democratic Party (Liberal)
Capital: Toronto
Dissent: 21%
Base IC: 6
Military Spending: 0
Public Spending: 0
Private Enterprise: 6
Army: 3 Infantry Divisions, 1 Cavalry Division
Army Quality: 5
Navy: 1 Frigate
Navy Quality: 3

Chicago
Republic: Conservative Party
Capital: Chicago
Dissent: 5%
Base IC: 1
Military Spending: 1
Public Spending: 0
Private Enterprise: 0
Army: 1 Militia Division, 2 Infantry Divisions
Army Quality: 3
Navy: 3 Frigates
Navy Quality: 2

Chile: Book Budda
Military Dictatorship: General Jose Perez
Capital: Santiago
Dissent: 17%
Base IC: 3
Military Spending: 0
Public Spending: 0
Private Enterprise: 3
Army: 3 Infantry Divisions, 1 Cavalry Division
Army Quality: 2
Navy: 6 Steam Frigates, 2 Man-o-Wars
Navy Quality: 5

Chinese Empire:
Absolute Monarchy: Xianfeng Emperor
Capital: Peking
Dissent: 34%
Base IC: 4
Military Spending: 4
Public Spending: 0
Private Enterprise: 0
Army: 14 Militia Divisions, 4 Infantry Divisions, 2 Cavalry Divisions
Army Quality: 4
Navy: 3 Frigates, 1 Man-o-War
Navy Quality: 2

Danish Empire: sp1023
Absolute Monarchy: King Christian VIII
Capital: Copenhagen
Dissent: 5%
Base IC: 7
Military Spending: 1
Public Spending: 0
Private Enterprise: 6
Army: 5 Infantry Divisions, 1 Cavalry Division
Army Quality: 6
Navy: 1 Frigate, 21 Steam Frigates, 12 Man-o-Wars
Navy Quality: 7

Ecuador
Republic: Conservatives Party
Capital: Quito
Dissent: 9%
Base IC: 3
Military Spending: 0
Public Spending: 0
Private Enterprise: 3
Army: 4 Infantry Divisions
Army Quality: 4
Navy: 2 Frigates, 1 Man-o-War
Navy Quality: 4

Egypt:
Absolute Monarchy: Khedive Muhammad Pasha
Capital: Cairo
Dissent: 7%
Base IC: 4
Military Spending: 1
Public Spending: 0
Private Enterprise: 3
Army: 1 Militia Division, 7 Infantry Divisions, 2 Cavalry Divisions
Army Quality: 4
Navy: 2 Frigates, 1 Man-o-War
Navy Quality: 4

England: Tyrion
Absolute Monarchy: King George VI
Capital: London
Dissent: 36%
Base IC: 5
Military Spending: 1
Public Spending: 0
Private Enterprise: 4
Army: 1 Militia Division, 5 Infantry Divisions, 2 Cavalry Divisions
Army Quality: 7
Navy: 6 Frigates, 3 Man-o-Wars
Navy Quality: 5

Federal Republic of Central America
Republic: Consolidation Party (Conservative)
Capital: Guatemala City
Dissent: 17%
Base IC: 3
Military Spending: 1
Public Spending: 0
Private Enterprise: 2
Army: 5 Infantry Divisions, 2 Cavalry Divisions
Army Quality: 3
Navy: 12 Steam Frigates, 5 Man-o-Wars
Navy Quality: 4

Florida
Republic: Nationalist Coalition
Capital: St. Augustine
Dissent: 28%
Base IC: 1
Military Spending: 0
Public Spending: 0
Private Enterprise: 1
Army: 4 Militia Divisions
Army Quality: 4
Navy: none
Navy Quality: 4

French Empire: crezth
Constitutional Monarchy: Conservative Consul
Capital: Paris
Dissent: 10%
Base IC: 24
Military Spending: 6
Public Spending: 2
Private Enterprise: 16
Army: 17 Infantry Divisions, 4 Cavalry Divisions
Colonial Army: 2 Louisianan Militia Divisions, 2 Louisiana Infantry Divisions, 2 Italian Infantry Divisions, 1 Italian Cavalry Division, 2 Spanish Infantry Divisions
Army Quality: 10
Navy: 43 Frigates, 9 Raiders, 33 Man-o-Wars
Navy Quality: 7

Fox
Republic: Black Hawk Party (Conservative)
Capital: Fox
Dissent: 10%
Base IC: 1
Military Spending: 1
Public Spending: 0
Private Enterprise: 0
Army: 4 Militia Divisions
Army Quality: 2
Navy: 3 Frigates
Navy Quality: 1

Galicia
Absolute Monarchy: King George II
Capital: Lesko
Dissent: 25%
Base IC: 1
Military Spending: 0
Public Spending: 0
Private Enterprise: 1
Army: 3 Infantry Divisions, 1 Cavalry Division
Army Quality: 6
Navy: landlocked
Navy Quality: 1

Georgia: luckymoose
Republic: Democratic Republicans Party
Capital: Savannah
Dissent: 30%
Base IC: 3
Military Spending: 3
Public Spending: 0
Private Enterprise: 0
Army: 2 Reservist Divisions, 1 Militia Division, 3 Infantry Divisions, 1 Cavalry Division
Colonial Army: 1 African Militia Division, 2 Freedman Militia Divisions
Army Quality: 3
Navy: 16 Steam Frigates, 10 Man-o-Wars
Navy Quality: 5

Greece: flyinchicken
Republic: Greek Party (Conservative)
Capital: Athens
Dissent: 13%
Base IC: 6
Military Spending: 1
Public Spending: 1
Private Enterprise: 4
Army: 8 Infantry Divisions, 2 Cavalry Divisions
Army Quality: 5
Navy: 8 Steam Frigates, 2 Man-o-Wars
Navy Quality: 5

Haiti
Absolute Monarchy: Emperor Faustin
Capital: Port-au-Prince
Dissent: 22%
Base IC: 2
Military Spending: 0
Public Spending: 0
Private Enterprise: 2
Army: 4 Infantry Divisions
Army Quality: 2
Navy: 6 Frigates, 3 Steam Frigates, 8 Raiders, 2 Man-o-Wars
Navy Quality: 5

Hungary: emu
Absolute Monarchy: Charles IV
Capital: Budapest
Dissent; 18%
Base IC: 2
Military Spending: 1
Public Spending: 0
Private Enterprise: 1
Army: 1 Militia Divisions, 7 Infantry Divisions, 2 Cavalry Divisions
Army Quality: 6
Navy: landlocked
Navy Quality: 1

Ireland: DarthNader
Republic: Young Ireland Party (Liberal)
Capital: Waterford
Dissent: 20%
Base IC: 3
Military Spending: 0
Public Spending: 0
Private Enterprise: 3
Army: 3 Infantry Divisions
Army Quality: 5
Navy: 3 Frigates, 1 Man-o-War
Navy Quality: 4

Korea:
Absolute Monarchy: King Yi Byeon
Capital: Seoul
Dissent: 20%
Base IC: 1
Military Spending: 0
Public Spending: 0
Private Enterprise: 1
Army: 4 Militia Divisions, 4 Infantry Divisions, 1 Cavalry Division
Army Quality: 3
Navy: 3 Frigates
Navy Quality: 2

La Plata
Presidential Dictatorship: President Urquiza
Capital: Urquizaville
Dissent: 4%
Base IC: 1
Military Spending: 0
Public Spending: 0
Private Enterprise: 1
Army: 3 Infantry Divisions, 1 Cavalry Division
Army Quality: 4
Navy: none
Navy Quality: 3

Mexico: Justo
Constitutional Monarchy: Nationalist PM (Conservative)
Capital: Mexico City
Dissent: 12%
Base IC: 11
Military Spending: 3
Public Spending: 0
Private Enterprise: 8
Army: 13 Infantry Divisions, 6 Cavalry Divisions
Army Quality: 5
Navy: 3 Frigates, 33 Steam Frigates, 12 Man-o-Wars, 2 Armored Man-o-Wars
Navy Quality: 5

Miami
Absolute Monarchy: Chief Tenskawat
Capital: Miami
Dissent: 14%
Base IC: 2
Military Spending: 0
Public Spending: 0
Private Enterprise: 2
Army: 3 Militia Divisions, 2 Infantry Divisions
Army Quality: 4
Navy: none
Navy Quality: 1

Mississippi Confederacy
Republic: Cotton Party (Conservative)
Capital: Vicksburg
Dissent: 20%
Base IC: 1
Military Spending: 1
Public Spending: 0
Private Enterprise: 0
Army: 3 Militia Divisions, 1 Infantry Division, 1 Cavalry Division
Army Quality: 3
Navy: 6 Steam Frigates, 2 Man-o-Wars
Navy Quality: 4

Moldavia
Absolute Monarchy: King Milhail Sturdza
Capital: Iasi
Dissent: 22%
Base IC: 2
Military Spending: 0
Public Spending: 0
Private Enterprise: 2
Army: 4 Infantry Divisions, 1 Cavalry Division
Army Quality; 5
Navy: 3 Frigates
Navy Quality: 1

Morocco:
Absolute Monarchy: Sultan Abderrahmane
Capital: Rabat
Dissent: 3%
Base IC: 5
Military Spending: 0
Public Spending: 1
Private Enterprise: 4
Army: 5 Infantry Divisions
Army Quality: 3
Navy: 28 Steam Frigates, 8 Man-o-Wars
Navy Quality: 6

Nashville
Absolute Monarchy: Prince James
Capital: Nashville
Dissent: 14%
Base IC: 2
Military Spending: 0
Public Spending: 0
Private Enterprise: 2
Army: 3 Infantry Divisions, 1 Cavalry Division
Army Quality: 3
Navy: landlocked
Navy Quality: 1

Netherlands: Yui108
Absolute Monarchy: King William II
Capital: Amsterdam
Dissent: 32%
Base IC: 9
Military Spending: 1
Public Spending: 1
Private Enterprise: 7
Army: 5 Infantry Divisions, 3 Cavalry Divisions
Colonial Army: 1 Boer Infantry Division
Army Quality: 5
Navy: 20 Steam Frigates, 20 Man-O-Wars
Navy Quality: 6

Oman:
Absolute Monarchy: Sultan Sa’id ibn Sultan
Capital: Muscat
Dissent: 15%
Base IC: 2
Military Spending: 0
Public Spending: 0
Private Enterprise: 2
Army: 4 Infantry Divisions, 1 Cavalry Division
Army Quality: 3
Navy: 3 Frigates
Navy Quality: 1

Ottoman Empire: warman17
Absolute Monarchy: Sultan Mehmed VI
Capital: Ankara
Dissent: 29%
Base IC: 5
Military Spending: 1
Public Spending: 2
Private Enterprise: 2
Army: 11 Infantry Divisions, 4 Cavalry Divisions
Army Quality: 7
Navy: 16 Steam Frigates, 14 Man-O-Wars
Navy Quality: 5

Paraguay
Presidential Dictatorship: Consul Jose Francia
Capital: Asuncion
Dissent: 7%
Base IC: 2
Military Spending: 0
Public Spending: 0
Private Enterprise: 2
Army: 5 Infantry Divisions
Army Quality: 4
Navy: landlocked
Navy Quality: 1

Pennsylvania:
Military Dictatorship: General Henry Whittaker
Capital: Pittsburgh
Dissent: 36%
Base IC: 2
Military Spending: 0
Public Spending: 0
Private Enterprise: 2
Army: 3 Infantry Divisions
Army Quality: 5
Navy: 6 Steam Frigates
Navy Quality: 3

Persia:
Absolute Monarchy: Shah Fath Ali
Capital: Tehran
Dissent: 17%
Base IC: 2
Military Spending: 2
Public Spending: 0
Private Enterprise: 0
Army: 7 Infantry Divisions, 3 Cavalry Divisions
Army Quality: 3
Navy: none
Navy Quality: 1

Peru
Military Dictatorship: General Ramon Castilla
Capital: Lima
Dissent: 22%
Base IC: 2
Military Spending: 2
Public Spending: 0
Private Enterprise: 0
Army: 4 Infantry Divisions, 1 Cavalry Division
Army Quality: 3
Navy: 5 Frigates, 3 Man-o-Wars
Navy Quality: 2

Portugal: Nailix
Absolute Monarchy: King Miguel
Capital: Lisbon
Dissent: 7%
Base IC: 4
Military Spending: 1
Public Spending: 0
Private Enterprise: 3
Army: 4 Infantry Divisions, 1 Cavalry Division, 1 Balloon Brigade
Army Quality: 7
Navy: 1 Frigate, 14 Steam Frigates, 7 Man-o-War
Navy Quality: 6

Prussia: Kentharu
Absolute Monarchy: King Frederick William III
Capital: Berlin
Dissent: 21%
Base IC: 9
Military Spending: 0
Public Spending: 3
Private Enterprise: 6
Army: 13 Infantry Divisions, 6 Cavalry Divisions
Army Quality: 11
Navy: 9 Frigates, 3 Man-o-Wars
Navy Quality: 4

Quebec: Churchill_25
Republic: Partei Patriot (Conservative)
Capital: Quebec City
Dissent: 25%
Base IC: 4
Military Spending: 3
Public Spending: 0
Private Enterprise: 1
Army: 1 Militia Divisions, 2 Infantry Divisions, 2 Cavalry Divisions
Army Quality: 6
Navy: none
Navy Quality: 3

Republic of New Granada:
Military Dictatorship: General Jose Obando
Capital: Bogotá
Dissent: 25%
Base IC: 3
Military Spending: 1
Public Spending: 0
Private Enterprise: 2
Army: 7 Infantry Divisions, 2 Cavalry Divisions
Army Quality: 4
Navy: 11 Frigates, 5 Man-o-Wars
Navy Quality: 3

Republic of New England: TheLastJacobite
Republic: Imperial Party (conservative)
Capital: Boston
Dissent: 19%
Base IC: 15
Military Spending: 3
Public Spending: 1
Private Enterprise: 11
Army: 9 Infantry Divisions, 2 Cavalry Divisions
Colonial Army: 3 Burmese Infantry Divisions, 1 Filipeno Infantry Division, 2 Vietnamese Infantry Divisions, 2 Bengalese Infantry Divisions, 1 Bengalese Cavalry Division
Army Quality: 6
Navy: 25 Frigates, 2 Steam Frigates, 19 Raiders, 19 Man-o-Wars, 8 Monitors
Navy Quality: 9

Republic of Italy: Androgans
Republic: Revolutionary Party (Liberal)
Capital: Rome
Dissent: 12%
Base IC: 5
Military Spending: 1
Public Spending: 1
Private Enterprise: 3
Army: 1 Militia Division, 6 Infantry Divisions, 1 Cavalry Division
Army Quality: 4
Navy: 7 Frigates, 1 Man-o-War
Navy Quality: 5

Rio Grande do Sol
Military Dictatorship: Caudillo Manuel Haverez
Capital: Rio Grande
Dissent: 5%
Base IC: 1
Military Spending: 1
Public Spending: 0
Private Enterprise: 0
Army: 3 Militia Divisions, 2 Cavalry Divisions
Army Quality: 4
Navy: 3 Frigates
Navy Quality: 1

Russian Empire: qoou
Constitutional Monarchy: National Party PM (Conservative)
Capital: St. Petersburg
Dissent: 26%
Base IC: 18
Military Spending: 3
Public Spending: 2
Private Enterprise: 13
Army: 11 Infantry Divisions, 6 Cavalry Divisions
Army Quality: 6
Navy: 18 Steam Frigates, 1 Man-o-War, 5 Armored Man-o-Wars, 4 Monitors
Navy Quality: 7

Sauk: Milarqi
Absolute Monarchy: King Keokuk II
Capital: Sauk
Dissent: 18%
Base IC: 2
Military Spending: 0
Public Spending: 0
Private Enterprise: 2
Army: 4 Infantry Divisions, 1 Cavalry Division
Army Quality: 3
Navy: 3 Frigates
Navy Quality: 1

Scotland: Noges
Constitutional Monarchy: Conservative PM
Capital: Edinburgh
Dissent: 27%
Base IC: 3
Military Spending: 1
Public Spending: 0
Private Enterprise: 2
Army: 4 Infantry Divisions
Army Quality: 5
Navy: 6 Steam Frigates, 2 Man-o-Wars
Navy Quality: 7

Seminole Alliance
Republic: Seminole Coalition
Capital: St. Augustine
Dissent: 7%
Base IC: 1
Military Spending: 1
Public Spending: 0
Private Enterprise: 0
Army: 3 Militia Divisions
Army Quality: 4
Navy: none
Navy Quality: 4

Serbia:
Absolute Monarchy: King Milos II
Capital: Belgrade
Dissent: 17%
Base IC: 2
Military Spending: 1
Public Spending: 0
Private Enterprise: 1
Army: 6 Infantry Divisions, 1 Cavalry Division
Army Quality: 5
Navy: 9 Frigates, 5 Man-o-Wars
Navy Quality: 5

Sweden-Norway: bestshot9
Absolute Monarchy: King Oscar
Capital: Stockholm
Dissent: 17%
Base IC: 9
Military Spending: 2
Public Spending: 1
Private Enterprise: 6
Army: 4 Infantry Divisions, 3 Cavalry Divisions
Colonial Army: 1 Gustavan Militia Division
Army Quality: 5
Navy: 8 Frigates, 6 Man-O-Wars
Navy Quality: 5

Switzerland:
Republic: Radical Liberal Faction
Capital: Geneva
Dissent: 9%
Base IC: 3
Military Spending: 0
Public Spending: 0
Private Enterprise: 3
Army: 3 Infantry Divisions
Army Quality: 7
Navy: landlocked
Navy Quality: 2

Taiping Tianguo
Absolute Monarchy: Heavenly King Hong Xuiquan
Capital: NA
Dissent: 15%
Base IC: 2
Military Spending: 2
Public Spending: 0
Private Enterprise: 0
Army: 18 Militia Divisions, 4 Infantry Divisions, 2 Cavalry Divisions
Army Quality: 3
Navy: none
Navy Quality: 1

Texas: human-slaughter
Republic: Republican Party (Conservative)
Capital: Harrisburg
Dissent: 13%
Base IC: 4
Military Spending: 1
Public Spending: 0
Private Enterprise: 3
Army: 3 Militia Divisions, 6 Infantry Divisions
Army Quality: 4
Navy: 3 Frigates
Navy Quality: 3

Transylvania
Military Dictatorship: General Dalv Alucdra
Capital: Blaj
Dissent: 22%
Base IC: 2
Military Spending: 0
Public Spending: 0
Private Enterprise: 2
Army: 4 Infantry Divisions, 1 Cavalry Division
Army Quality: 5
Navy: landlocked
Navy Quality: 1

Tunisia:
Republic: Mediterranean Party (liberal)
Capital: Tunis
Dissent: 8%
Base IC: 4
Military Spending: 0
Public Spending: 0
Private Enterprise: 4
Army: 4 Infantry Divisions
Army Quality: 3
Navy: 12 Steam Frigates, 6 Man-o-Wars
Navy Quality: 5

Ute
Tribal Republic: Anti-Mexican Faction
Capital: NA
Dissent: 1%
Base IC: 1
Military Spending: 1
Public Spending: 0
Private Enterprise: 0
Army: 6 Cavalry Divisions
Army Quality: 4
Navy: landlocked
Navy Quality: 1

Uruguay
Republic: Unitarian Coalition Movement (Conservative)
Capital: Montevideo
Dissent: 15%
Base IC: 2
Military Spending: 1
Public Spending: 0
Private Enterprise: 1
Army: 5 Infantry Divisions
Army Quality: 3
Navy: 5 Frigates, 2 Steam Frigates, 2 Man-o-Wars
Navy Quality: 5

Venezuela: HMS Vanguard
Republic: Liberal Party
Capital: Caracas
Dissent: 12%
Base IC: 4
Military Spending: 1
Public Spending: 1
Private Enterprise: 2
Army: 1 Militia Division, 8 Infantry Divisions, 3 Cavalry Divisions
Army Quality: 3
Navy: 13 Frigates, 3 Man-o-Wars
Navy Quality: 4

Virginia: Jason the King
Absolute Monarchy: King Robert
Capital: Richmond
Dissent: 29%
Base IC: 8
Military Spending: 4
Public Spending: 1
Private Enterprise: 3
Army: 2 Reservist Divisions, 9 Infantry Divisions, 4 Cavalry Divisions, 1 Steam Battery
Colonial Army: 1 Nicaraguan Infantry Division
Army Quality: 8
Navy: 17 Frigates, 13 Steam Frigate, 10 Man-o-Wars
Navy Quality: 6

Wales
Republic: Chartist Party (Liberal)
Capital: Cardiff
Dissent: 12%
Base IC: 2
Military Spending: 0
Public Spending: 0
Private Enterprise: 2
Army: 1 Infantry Division
Army Quality: 5
Navy: none
Navy Quality: 6

Uncivilized Nations

Abyssinia: Arian
Absolute Monarchy: Tewodres II
Capital: Addis Ababa
Dissent: 7%
Production Capacity: 1
Army: 5 Native Divisions

Afghanistan:
Sponsored By: Ottoman Empire
Absolute Monarchy: Emir Dost Khan
Capital: Kabul
Dissent: 4%
Production Capacity: 1
Army: 11 Native Divisions, 1 Mounted Native Division

Hawaii
Sponsored By: Mexico
Absolute Monarchy: King Kamehameha III
Capital: Lahaina
Dissent: 3%
Production Capacity: 1
Army: 1 Militia Division
Army Quality: 1

Japan:
Absolute Monarchy: Emperor Komei
Capital: Edo
Dissent: 18%
Production Capacity: 2
Army: 6 Native Divisions

Sokoto Caliphate:
Absolute Monarchy: Sultan Ali Bi Bello
Capital: Sokoto
Dissent: 25%
Production Capacity: 2
Army: 6 Native Divisions, 3 Mounted Native Divisions

Tibet
Buddhist Theocracy: Dalai Lama Trinley
Capital: Lhasa
Dissent: 5%
Production Capacity: 1
Army: 4 Native Divisions

Yemen
Sponsored By: Prussia
Absolute Monarchy: Imam Zaydi IX
Capital: San’a’
Dissent: 15%
Production Capacity: 1
Army: 4 Native Divisions

Zulu Empire
Sponsored By: New England
Absolute Monarchy: King Shaka II
Capital: Ulundi
Dissent: 5%
Production Capacity: 2
Army: 3 Native Divisions, 6 Militia Divisions
Army Quality: 2
 
 
Feel free to jump right into plotting and diplomacy. You can even send in orders for the first update, which will be Sunday evening if luck holds out.
 
First post! Wooh!

Let's see what will become of this NES, hm?
 
:D

Canada: j_eps
Republic: Federalist Party
Capital: Ottawa
Dissent: 10%
Base IC: 1
Military Spending: 0
Public Spending: 0
Private Enterprise: 1
Army: 3 Militia Divisions
Army Quality: 2
Navy: 2 Frigates
Navy Quality: 2

confirming!

edit: as per our discussion, shouldnt the capital be in toronto?
 
Boy am I embarrassed. Completely forgot to mix the colonization rules in with the rest. Hold for a few minutes while colonization is added.
 
The colonial rules have been added.
 
Actually, can I be the pink nation in west/central Africa? Which nation is that please?
 
that would be

Sokoto Caliphate
Absolute Monarchy: Sultan Muhammed Bello
Capital: Sokoto
Dissent: 15%
Production Capacity: 2
Army: 3 Mounted Native Divisions
 
Ottoman Empire Signing in!!
 
Seems to me like Mali.

If Mali were a nation in this NEs you would probably be right.

Tennessee is open for business. We are also taking donations to our Johnny Cash Clonning Device that is in the research phases.
 
Sultan Muhammed Bello, King of the Glorious Sokoto Caliphate here :king:
 
What year does this NES start in?
 
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