MadIOT: Napoleon's Negligence

madtemplar0

The Prosecutor
Joined
Jan 20, 2011
Messages
229
Location
California

The year is 1820.

Barely half a decade ago, Napoleon finished his conquest of Europe and her domains. His tyrannical rule lasted for just over a year, before an unnamed assassin killed him and most of his family. Rumor has it remnants of his breed are hidden, waiting to reclaim their land. However, in the four years since his demise, the world once again fell into chaos. New nations spurted forth from the wreckage of Napoleon’s Europe, and across the globe nations both old and new continue to strain for dominance. Many old powers fell along with their old economic friends across the great seas, while others adapted to the changing times. Now, select nations which had scrabbled for power have managed to gain footholds in this new world. Who will lead their nation to greatness?​


House Rules
1. Do not flame, troll, or personally insult any other player OOC or IC. You may comment on certain things negatively, but don't take it further than that.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT.
3. Do not spam excessively. If you do something to annoy me, i.e. use millions of flashing smileys, I may have a meteor destroy your nation :)
4. Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
5. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
6. Please write your orders in Red and Bold, so I can see them better. Blue is reserved solely for me to make rule notices, warning players, etc.
7. Above all else, respect your fellow gamers.


Joining
Everything up to 1800 is canon. It is okay to say that America collapsed due to the new burden, and the Massachusetts Commonwealth formed as a splinter. However, it is not okay to say that Spain colonized the new world and that there is a Spanish-speaking theocracy ranging from Maine to Texas. I also reserve the right to remove any nonsensical nations. No Space Popes or Greek-Occupied Japan. Personal preference.
To join the game, you must provide:
1. A name for your nation.
2. A selection of provinces. You start with 30 provinces. See “expansion” for details about islands. Your provinces must be connected or on a coast (these can be two deep). Encircling blank regions will lead to the presence of a hostile NPC within. This is not good. Don’t do it.
3. Type of Government, and your Capital.
5. Demographics i.e. majority/minority ethnicities and religions.
6. Division of four starting units- either armies or frigates.
Optional:
-A flag.
-A history.

Map:
Spoiler :


Expansion

Passive
An army can be sent to see settlers into a province. This forms a Frontier. The army is not consumed in this process, but they cannot be used that turn for military purposes.

Aggressive
Aggressive expansion is done via warfare, seen below. Capturing an enemy province lowers its population by 20%.

Territories
There are four types of provinces:

-Major Centers
The big centers of your nation. You begin with your Capital being your only one. For every 15 provinces you gain beyond your initial 30, you may choose another major center. Major centers count as 200% population for a province and provide an Army unit’s equivalent to any military stationed there, when on the defense (the added army is for calculations only).

-Provinces
The meat of your empire. They have normal (100%) population and can be taxed. They can rise in revolt.

-Frontier
A newly settled province is considered a frontier. They have half the population of a normal province, and cannot rise in revolt. A province remains a frontier for one turn. Islands with squares around them count as permanent frontiers; islands with squares and a tiny triangle count as a full province after a turn like any land territory.

-Occupied
A newly captured province. Provinces last in this state for two turns. Occupied provinces count as 75% normal population. They are the first provinces to revolt if revolts are to occur.

National Modifiers

Prestige

Affects how much NPC’s like you, your likelihood for revolt, and your reputation in international and domestic dealings. Ranges from -50 to 50. Everyone starts at 0.

For every point above 0, a nation gains .25 extra gold per turn and their revolt risk is lowered by .5%. For every point below 0, a nation loses 1 population and their revolt risk increases by 1%.

Breaking any public Economic Agreement with war lowers prestige by 5 points. Breaking a public Defensive Pact with war lowers prestige by 10 points. Breaking a public NAP with war lowers prestige by 15 points. Breaking an Alliance with war lowers prestige by 20 points. Being caught performing espionage lowers prestige by 2 points. Losing a province lowers by 2.

Forming any Economic Agreement raises prestige by 3 points. Forming any Diplomatic agreement raises prestige by 4 points. Winning a battle in a defensive war raises prestige by 1 point. Prestige naturally grows at 1 point per session. NPC's are covered under NPC.

Revolt Risk
Revolt risk is how likely a nation’s provinces are to revolt. It is on a scale from 0 to 100. At 0, there is no chance for revolt. At 25, there is the chance for armed revolt, with its chance each turn being an RNG of the RR rating (i.e. 30 would mean a 30% chance of revolt, determined by RNG). At 70, there is a chance of Civil War where half your provinces raise against you. At 90, if you somehow get there, a coup takes place and your nation becomes an NPC unless another nation restores your seat of power.

Revolt risk naturally lowers by 1 point every session. Gaining a province peacefully lowers revolt risk by ½ a point. Being at peace lowers by 1 point each turn. Lowering taxes by .1 lowers revolt risk by 5, and in multiples of this lowering ratio. The same goes for Tariffs.

Revolt risk is gained by conquering enemy provinces. For each occupied province in your control, you gain 2 revolt risk. If a nation loses more than 15% of its population during a war, its revolt risk rises by 20. RR raises by 2 for each .01 taxes are raised. The same goes for Tariffs.

Economy
Every government needs money to spend.

Domestic Wealth
GDP makes up the meat of usable funds each turn. It is a function of population and industry. This calculation is then taxed, with a default tax being 20%.
The formula is:
Industry*population*tax rate

Each province starts at a population of 70. Population grows by 1 population/8 provinces/turn until it reaches 70/province again. Population is considered a national, not provincial, statistic; you start with 70*30 population, not 70 population in 30 provinces, if that makes sense.

Industry begins at 0.050. Each 1 gold invested in industry raises its value by .001.

Trade
Tariffed trade, along with taxed GDP, make up one’s spendable gold each turn. Tariffs are automatically set to 20%. Forming Free Trade Agreements with nations makes it as if your Tariff rate is raised by 10%, without the revolt risk that raise would cause. Trade is calculated as follows:
((Population*provinces)/7000)*tariff rate

You can bank money for as long as you want.

Technology

Army Tech- Affects Armies and Artillery. Level 6 allows for Artillery. Cost is 2.2n where n is tech level. Everyone starts at tech level 1.

Navy Tech- Affects aquatic vessels. Tech level 10 allows for Ironclads. Cost is 2.2n where n is tech level. Everyone starts at tech level 1.

Espionage Tech- Affects espionage and its missions. Majorly affects chances of success. Cost is 2.2n where n is the tech level. Everyone starts at tech level 1.

Investment may also be made in Economics, see there for more.

Investments carry from turn to turn; gold put into Army tech 3 is not lost the next turn, but rather the remainder is all that is required to complete its research.

Diplomacy
There are two types of diplomacy: public and private. Public diplomatic dealings are, obviously, public discussions about agreements and the like. Private diplomatic dealings are via PM and the like. Breaking one’s word on a public treaty affects Prestige, while Private ones do not necessarily- unless the backstabbed can provide evidence (via espionage act) that the backstabber backstabbed, the backstabber will not lose prestige for their action.

I will not list out diplomatic agreements. There are the usual Non-Aggression Pacts, Defensive Pacts, and Alliances. Economic ones are listed under Economy. If you come up with something else, we’ll figure it out.
 
Land-Based Warfare
Many factors contribute to the outcome of a battle. The system I shall use is fairly unique, although rooted in the systems of other IOT members. Warfare shall be conducted thusly:

Units:
Armies- Armies cost 9 gold and 7 population, with a maintenance of 1 gold. They have a movement of 5, with one more per 15 technology levels.

Artillery- Artillery units cost 17 gold and 4 population, with a maintenance of 2 gold. They have a movement of 3, with one more per 15 technology levels. Requires tech level 6 to be built.

Generals- Generals cost 13 gold and 1 population, with no maintenance. Star is determined by a roll of 1-50; 1-18 is 1 star, 19-30 is 2 star, 31-40 is 3 star, 41-47 is 4 star and 48-50 is 5 star.

Battles:
Battles are divided into two parts, mathematically speaking: victory, and damage. If a military is victorious, it wins the province or prevents the conquering of a province. If a military loses, it retreats to the nearest friendly province. Damage is calculated after victory is calculated, and is the determining factor of how many units each side has lost.

Victory is a factor of army size and morale. Two artillery units count as one army in this calculation. The size of each force is added and this sum is multiplied by 10, giving a base. A random roll from 1 to base determines the victor, based on the ratio of army to army. If that ratio is 2:1, then the base is 30 and victory is: 1-20, victor for the larger; 21-30, victory for the smaller.

There are modifiers on these numbers, as follows, collectively called morale. Morale either adds or subtracts from one’s number of victory rolls (ie making 1-20 become 1-25, or 1-20 become 1-15).

-Upkeep- 100% upkeep is the norm; every 10% below 100% lowers one’s chances by 2 (i.e. 90% would make 1-20 become 1-18).

-Tech- Every 4 tech levels above the enemy, you gain +1 to your chances.

-Generals- +1 chance per star.

Example:
Army A has 32 Tech, a 2 star general, upkeep of 100% and 10 armies. Army B has 27 Tech, a 4 star general, upkeep of 100% and 5 armies.

1. Calculate the base: 10:5 is 2:1. 2+1=3 3*10=30. 1-20 for A, 21-30 for B.
2. Factor in Tech: A has 5 higher, so it becomes 1-21 for A and 22-30 for B.
3. Factor in Upkeep: N/A since both are at 100%.
4. Factor in Generals: A has +2, but B has +4 so the net is B gaining a +2 advantage, leaving us with 1-19 for A and 20-30 for B.

A still has a higher chance of winning, but it is not quite 66%. Despite this, let us say A won, rolling a 14 (the specific number of the roll doesn’t matter, for the record; only victory or defeat).

The very least a person has is a 5% chance at victory. Call this the Thermopylae effect.

Next is the damage calculation.

A military may only lose up to 75% of its force, rounded up, at a time.

The victor has a base 10% casualty rate, the defeated a base 15%. Factors that affect damage:

-Attacker- the attacker of the battle takes an automatic 15% damage in addition to everything else; this is lowered by generals.

-Each tech level above the enemy gives +2% casualties to the enemy; every 10 tech levels above 0 is an automatic +3%.

-Generals, per star, provide +3% casualties to the enemy. If on the attack, each star subtracts 2% from the automatic attacker damage.

-Artillery replaces maintenance in this makeup. If there is artillery present, there is an automatic extra 10% casualties added to the other side. This can simultaneously work both ways. In addition, for each extra artillery one army has over the other, +5% casualties are added to the enemy.

So, I shall use my previous example for this:

We have 8:4, since only 75% of units may be killed at a max, rounded up.

A won, so they take a base 10% casualties, B base 15%.
A was the aggressor, so they took 15% additional damage.
A had tech 32, so an automatic 9% is added to B. B had 27, so an automatic 6% is added to A.
A had 5 tech more, so 10% casualties are given to B.
Neither had artillery.
A had a two star general, giving 6% casualties to the enemy. B had a four star general, giving 12% casualties to the enemy. A, due to its two star general, gains back 4% from its automatic aggressor casualty rate.

That leaves A taking 39% casualties, and B with 40% casualties. Therefore, .39*8 and .4*4 mean that A loses 3 armies and B loses 2 armies (1.6 rounds up).

Aquatic Warfare:
It is approaching the end of the Age of Sail, with strange mechanical boats beginning to show up on the scene. However, one may still see gallant sails prowling the seas.

Units:
Frigates- cost 10 gold and 2 population, with a maintenance of 1 gold.

Ship of the Line- cost 16 gold and 3 population, with a maintenance of 2 gold.

Ironclad- cost 30 gold and 1 population, with a maintenance of 2 gold. Requires Navy tech 10.

Admirals- cost 16 gold and 1 population, with no maintenance. Star is determined by a roll of 1-50; 1-18 is 1 star, 19-30 is 2 star, 31-40 is 3 star, 41-47 is 4 star and 48-50 is 5 star.

Only Frigates and Ships of the Line can transport armies and artillery, each being able to carry 2.

Ships of the Line do +10% damage to Frigates, and Ironclads do +25% damage to all lesser ships while on defense. Ironclads take only 75% of damage done to them. Frigates can choose to run from ironclads on the defense when lined up by them (you tell me to set them to either aggressive or passive, which shall be your future policy turn by turn; you can change this at any time), and instead park in the nearest friendly port.

Each turn, ships must end in a port. If a port within 20 ports (sea provinces) of them is attacked with an enemy navy, the ported ships will attempt to defend against the landing (unless I am expressly told otherwise by the defender to take no defensive action).

Navies may blockade, which is done by “porting” in a hostile port. As long as this blockading force is patrolling hostile waters, no money is gained via trade by the blockaded.

Battles:
Ships are lined up by size and integrity, in descending order. Then a die is rolled to determine damage per ship. All ships have 100 points of “integrity.” Maintenance is important too, with 100% being full damage, 50% being three quarter damage, 0% being quarter damage.

-Frigates automatically do 10 base damage.

-Ships of the Line automatically do 20 base damage.

-Ironclads automatically do 30 base damage.

A die is rolled from 1 to 6 per ship. 1/2 gives 1 attack, 3/4/5 give 2 attacks, 6 gives 3 attacks.

Admirals 3 star and above prevent the enemy from having any triple attacks.
Base damage is multiplied by pre-battle condition, giving a second stage of damage. To this is added the Admiral’s star level, and then maintenance is factored in.
Ships which are on the offensive are destroyed when integrity drops below 30%, ships on defense are crippled when dropped below 25% and destroyed when dropped below 10%. Crippled ships cost 300% to repair compared to the usual, which is 15 integrity/1gold to repair. If a ship is below 60% integrity, it cannot transport units, and if a ship is below 50% integrity for 3 or more turns it is destroyed if it attempts to leave port before its being fixed. If a ship falls below 50% integrity during a battle, units it is transporting are destroyed and are not allowed to land.

Example:
A, 2 frigates and 1 ship of the line with a 2 star Admiral and full maintenance defends v B, 2 ships of the line and 1 ironclad with a three star Admiral and full maintenance.

Frigate 100% integrity v SOTL 100% integrity
Frigate 90% v SOTL 100% integrity
SOTL 95% integrity v Ironclad 100% integrity
*note: if that final SOTL for A was a frigate, it could have chosen to run away.
*note: due to Admirals, A cannot have triple attacks; these are demoted to double attacks.
*note that maintenance is not a factor here, as all have full maintenance.

A F 1 rolls for 3 attacks, lowered to 2 by enemy Admiral. A F 2 rolls for 2. A SOTL 1 rolls for 2. B SOTL 1 rolls for 1. B SOTL 2 rolls for 2. B I rolls for 2.

A F 1 does 10 damage, with two attacks raised to 20. 100% integrity does not affect this. 2 star Admiral makes it 22 damage, total. B SOTL 1 has 20 base damage, with 1 attack. Since it is facing an F, it gains 2 damage, leaving it with 22 damage total. With its Admiral factored in, it does 25 damage.

A F 2 has 2 attacks, making it 20 damage. *.9 for its integrity, made 18 + 2 for Admiral making it 20 damage. B SOTL 2 does 47 damage in the end.

A SOTL 1 does 42 damage in the end. B I 1 does 60 damage, 15 more since its not facing another I making it 75, ending with 78 since it has an Admiral of 3 stars.

The battles end with:
Frigate 75% integrity – SOTL 78% integrity
Frigate 43% integrity – SOTL 80% integrity
SOTL 17% integrity CRIPPLED – Ironclad 79% integrity

If one side has more ships than the other, the extra ships are sent against the now-weakened enemy ships until all extra ships have been fed through the system.

Espionage
There are not only overt wars. Covert operations are performed by brave agents, who die hero’s deaths without ever having their name written by a historian. Each player begins with one Agent.

Units:
Agent- Costs 8 gold and 1 population. Has maintenance of .5 gold. They can move anywhere. Performs missions.

Success rates:
The base success rate of a mission is 35%. Every 8 levels in Espionage tech increases this by 5%. If an action is unsuccessful, there is a 50% chance the agent will be caught.

Missions:
Steal Enemy Plans- Provides insight as to any secret plans an opponent may have. 8 gold per agent. Extra agents raise chances by 10% each.

Steal Money- Gives you an opponent’s usable income*RNG1-5 (1-5 being 10-50%) to be used the next turn. This can only be done once per nation per turn. 13 gold per agent attempting. Each extra agent provides 5% more chance and an extra 1 to the RNG roll (if it is less than 5) to the money taken.

Bribe Commander- Chance of an enemy General or Admiral defecting. Each star level above 2 lowers the chance by 5%. 17 gold per agent. Each additional agent raises chances by 5%.

Ferment Rebellion- Raises Revolt Risk in an enemy’s country by 5 per agent performing the action. 17 gold per agent.

Covert War- Battles between agents. Your agents will fight any enemy agents set to counterespionage, in a system modeling the Battle System. 5 gold per agent.

Terrorism- Lowers enemy industry by .001*RNG1-5 per agent. 8 gold per agent.

Counterespionage- Preventing enemy spies from achieving their goal. Each agent assigned to Counterespionage lowers enemy success rates by 2-4% via RNG1-3. Costs no extra money, and is the default setting for Agents.

I borrowed heavily from KIOT for this. Thanks, Kinich.
 
NPC’s
The similarity between your nation with another, as well as past history, determines how likely they are to like you. They also have modifiers lumped under "Order" which is how willing they are to interact peacefully. The higher the order from 1-10 the more peaceful they are. NPC's will act like any other nation, but their armies, economies, and expansion policy are a bit different as they are more fixed and linear; they will expand at most 1 province a turn, and this will provide a fixed amount of gold to them. Their armies are fixed, and will only construct them if they have reason to.

You may interact with them like any other nation. They may be vassalized by paying them 2*number of provinces. This gives you an automatic ally and grants you 50% of their income. They will only do this if they like you, by being similar or by actions you have performed.

You may purchase land from any NPC by paying 5*number of provinces bought. You may only purchase provinces adjacent to you. For a vassalized NPC the cost is half this amount. Vassalization grants you 15 prestige.

Annexation may be chosen after 2 full turns of vassalization. It is performed by paying 1 gold per province, and grants you all of an NPC's land and military while giving 10 RR. You also gain 25 prestige from the act.

NPC’s:
I have moved these to be under the link in "Stats" to ease use.
 
I borrowed heavily from KIOT for this. Thanks, Kinich.

No problem; I'm glad to have contributed to the great Cycle of Theft.

...

Union of Autonomous Indian States (UAIS)
*Flag to Come*


Capital: Mumbai
Government: Confederation; member states may set their own governments without interference from the central government. Monarchies, Republics, Theocracies, & even Corporate controlled states are found in the Union.
Leader: Later
Languages: Member States may set their own official Language; Marathi is the official language of the Capital.
Social Policy: States may set their own social policy; the Indian Caste System is still common, but slowly dying out.
Fiscal Policy: States may set their own fiscal policy; the Free Market system is by far the most common
Monetary Policy: Monetarism; the power to set Monetary Policy is one of the few powers held by the central government
Trade Policy: Free Trade; the power to set Trade Policy is one of the few powers held by the central government
Currency: Rupee
Foreign Policy: Unification of the Indian Cultural Sphere; they seek to unite all of Greater India
Religion: Member States may set their own Religion; Islam is most common in the North, Hinduism in the South, & Christian States are scattered throughout the Subcontinent.
Military Distribution: 2 Armies & 2 Frigates
History: Later

 
Very good. I will update the map. However, I have wondered about something: How do you make that map so big? I use imageshack, and the largest I can make it is still too small to clearly see the tinier provinces. What do you use to upload photos? Thanks.

Oh, and you have to distribute your 5 units between armies and frigates. Edit: I am stupid.
 
The Commonwealth of Massachusetts and America (Why? Because I live there, that's why!)

Spoiler Claims :

Gov't: Democratic Republic (AKA current American government IRL)
Capital: BOSTON! (Marked with a gold dot on claims)
Leader: President James Smith
Currency: $MA (Massachusetts Dollar, nearly equivalent value to the US $)
Economy: Mostly trade and industry-based
Language: English
Religion: Freedom of religion by the 1st Amendment, but mostly forms of Christianity, due to the homelands of the population
Policies: Those of 1820s America, lacking slavery as a problem
Ethnicities: 50% English, 20% Dutch/German, 20 % Irish, 10% other (numbers rounded)
Military: 3 Armies, 1 Frigate
History: In 1818, a war almost broke out when groups of slaves revolted in the South, killing their masters. The South demanded military protection, but the government denied it, seeing as there must have been some cause behind the revolts. The South in return refused to pay or assist the government until they got the protection. With the loss of the South and trading partners globally, the nation unraveled and fell apart.
Except for the Northeast. Angered by the failure of the USA, the whole region banded together for the good of the people, with Boston as their capital for a strong economic base. They took the USA's principles and government, and used it as their own. The newly formed Commonwealth of Massachusetts and America (the CMA) decided to restore America to its former glory, and go further than any expansionist could dream.

A question about the military- Do we start with 4 or 5 units? Also, are the naval units groups or single boats?
 
Romania





Spoiler :


Government: Absolute Theocratic Monarchy ( The Emperor is also leader of the Orthodox church.)
Leader: Emperor John Karatzas ( The Emperors are Greek. They were Governors of the Romanian provinces and ruled in the name of the Ottoman Sultan, until the defeat of the Ottomans by Napoleon.)
Languages: Latin (popular), Greek ( official)
Fiscal Policy: Free Market
Trade Policy: Free Trade
Currency: Hyperpyron
Religion: Orthodox Christianity. (The Emperor is also head of the church.)
Nationality: 98% Romanian, 2% Greek
Military: 3 Armies, 1 Frigate
 
Very good. I will update the map. However, I have wondered about something: How do you make that map so big? I use imageshack, and the largest I can make it is still too small to clearly see the tinier provinces. What do you use to upload photos? Thanks.

There should be a 'Do Not Resize' option when uploading you photo to imageshack; if it still doesn't work after that, I don't think I can help you.

Oh, and you have to distribute your 5 units between armies and frigates.

The rules say 4, this post says 5; which is it?
 
Later Qi Dynasty

Government: Federal Monarchy
Leader: Heitong Emperor
Economy: Mixed Market
Currency: Yuan
Capital: Beijing
Languages: Mandarin (Official), Wu, Hui, Manchu, Mongolian
Religion/Belief System: Technically freedom of religion; Confucianism (encouraged), Taoism (encouraged), Mahayana (encouraged), Chinese Catholicism, Theravada (discouraged), Islam, Judaism, Protestantism (discouraged)
Demographics: Han 95%, Other 5%
Military: 3 Armies, 1 Frigate

Spoiler :
 
La république québecois
The Republic of Quebec


Government: Constitutional Republic, ran by a permanent meeting of the Estates-General
Capital: Québec
Head of State: President
Currency: Franc québecois
Economy: Industrialization is starting to take hold slowly but surely in the Richelieu-Magog area south of the St. Lawrence, supported by the old, established agricultural heartland in the St. Lawrence valley. Further west, the fur trade continues to be a significant source of income, with most of the fur processing and shipping facilities in Montréal. To the east, in the Maritime region, the fishing and shipbuilding industries are prominent.
Language: French, obviously. Some native languages such as Cree and Algonquin are spoken as well as English.
Religion: Roman Catholic.
Nationalities: Mostly French Canadian, with a small British minority and scattered native populations.
Foreign Policy: Come in peace and bring beer! :cheers:
Military: 3 armies, 2 frigates
History: To come later

Spoiler :


OOC: I hope you aren't too mad, Sam. You go south, I'll go west. :D
 

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Prussian Empire

Map:
Spoiler :

Gov't: Constitutional Parliamentary Monarchy
Capital: Berlin (gold dot)
Leader: Emperor Fredrick William I
Currency: Prussian Mark (PM)
Economy: Industry Based
Language: German (official) Danish (accepted) English (trade)
Religion: Majority Protestant
Policies: Open boarders to all Scandinavian and German Peoples, (due to claims of their said territories) Free Trade, Universal Suffrage, free religion, fairly Libertarian, but very Imperialist also.
Ethnicities: 65% Prussian 30% Danish, 5% English, Polish, Bavarian, and Dutch
Military: 1 frigate 3 armies
History: After their shameful defeat in the Napoleonic wars and their loss of Norway to their arch rival Sweden, Denmark had (in its mind) hit rock bottom, and in its desperation to be great again, the king of Denmark offered its entire kingdom to the people of Prussia. King Fredrick William III had already united the German lands of the north and knowing it would be difficult to bring Bavaria under his control accepted the kings offer and gave him a place as one of his advisers, with the Danish lands now under his control Fredrick William III re-branded his kingdom as an Empire and declared himself Emperor Frederick William The First, now with this new empire Frederick William has become far more ambitious, and only time will tell what his next move will be.

OOC: Dont worry christos200, this Prussian empire will have diplomatic relations with you :D

edit: im counting Copenhagen and the surrounding islands to the south as one territory ok, so im updating my claims.
 
There should be a 'Do Not Resize' option when uploading you photo to imageshack; if it still doesn't work after that, I don't think I can help you.



The rules say 4, this post says 5; which is it?

1. Thanks

2. I am stupid :p No, there are multiple sheets where I did this (when ideas came I would write them down) and some of them contradicted. It is 4, lets all stick to the rules. My bad. In this case, it seems I chose one contradiction for the rules but scumbag brain chose to remember the other :blush:
 
@Bowsling- Just a bit, considering you claimed some of the USA circa 1820 (that little bit of Illinois and Indiana). In fact, I wouldn't recommend claiming inside this blue line(see pic below), since that area was part of the United States, and is therefore considered to be the land of the CMA, and it would be casus beli if you were to claim it. Likewise, I would not claim Canada, since it technically would be considered your land.
The rest of the continent, however, I don't make any claims on yet, and as long as you don't put any sphere of influence over the whole area east of the Mississippi, I really won't care until we get to that point in the game.
Just a friendly warning :)

 
Iran







Type of Government: Monarchy

Head of State: Shahanshah Abbas Mirza Qajar

Head of Government: Sadr-i-Azam Amir Kabir

Capital City: Tehran

Official Languages: Persian, Azerbaijani Turkish

Official Religion: Islam (Shi'a)

Starting Units: four armies
 
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