SKILORD
Insurgent

It is the year of our lord, 1904.
The world is dominated by religion, from the new "Holy Roman" empire to the Protestant theocracies in America. Only a few nations are free of this yoke, will you be the one to bring them into the fold, or will you use them to free the world?
I will be including a History for each nation, so go further to find that.
Rules
Armies: Cost 5 Cedits
Navies: Cost 7 Credits
Airships: Cost 5 Credits
Any Can Bombard, Airships can Bombard within 3 Spaces. See further down for Transportation rules.
Paths of Nations:
Pick one to choose your nation's army and Navy power. Neutral is the default and any neutral nation may change to another path, though no other path is allowed to do this.
Wolf: Reduce army cost by two, Reduce naval Effectiveness by Two.
Pirrahhna: Reduce Naval Cost by Two, Reduce Army Effectiveness By Two.
Bear: Add 2 to Army Cost, Add 2 Effectiveness
Shark: Add 2 To Navy Cost, Add 2 Effectiveness
Neutral: No Bonuses, No Detractions
Technology
The Tech tree is divided into levels, you must research all of one level to reach the next level.
Cost..............Tech...............Bonuses
10.............Trench Warfare...+2 Defense Armies* * * * *
15............Machine Gunnery.+1 Attack Armies* * * *
20................Flight................Build Airships*
05.........Amphibious Assault.Allows Amphibious Assaults***
--------------------(Tech Level 2)-------------
20..............Tank Warfare....+2 Attack Armies
20..............Mustard Gas.....+1 Armies
25.............Bomb Hangars...+2 Bombard Airships
30........Submarine Warfare.+1 Attack Fleets
15.............Parachutes......... Land armies from planes into occupied territorry.
20............Heavy Industry....Build Industrial Centres
--------------------(Tech Level 3)--------------
To be determined.
Buildings
One of the Following may be built in a province:
Fort: +2 Effectiveness defending Armies Cost: 4 (F on Map)
Harbor Defenses: Can Bombard neighboring Fleets, +1 Defend against Landing Armies Cost: 6 (H on Map)
Tax Station: +1 Gold in the Province Cost: 5 (Tx on Map)
Theater: Less chance of Revolt, allows resistance of attempted Rebellions incited from other nations. Can be built with another building in the province. Costs 1 Gold to maintain per turn. Cost: 6 (T on Map)
Industrial Centre: Build any Unit for 1/2 Cost (Round down) in the province in which it is constructed. Cost: 7
Transportation
Navies may carry 2 Armies, after research of Amphibious Assault they may land anywhere, until then they are limited to provinces unfer your control.
Airships may carry 1 Army, though they only have a range of 2 provinces. The soldiers can only be dropped off in provinces you control until the discovery of 'Parachute'.
Subterfuge
Subterfuge, the way of the cloak and daggar. It's an effective thing to do, if you want to undermine your foes and think it's worth the risk. You may do 1 per turn.
You run two risks though: Failure and Capture. They are seperate so you may suceed though you are caught, or escape with a failure.
Sabatoge: Costs 25 (Destroy Building/Army)
Incite Rebellion: Costs 30 (Help revolutionaries in a province in an attempt to take it over.)
Assasinate: Costs 50 (Kill foreign leader of your choice)
Counter: Costs 10 (Defends from Subterfuge)
Army sizes
Used only in the first 2 turns and during NPC status.
Small: 1 unit in each province
Medium: 2 units in each province
Large: 3 units in each province
Imperial: 4 units in each province
Nations
Pick from one of the following nations:
Quebec
Leader:
Medium Army
Small Fleet
4 Treasury
4 CPT
Republic
Path:
Religion: Catholic
Massachusetts
Leader:
Large Army
Small Fleet
9 Treasury
5 CPT
Oligarchy
Path:
Religion: Puritan *Leader*
United States of America
Leader:
Small Army
Medium Fleet
5 Treasury
4 CPT
Republic
Path:
Religion: Anglican
Deseret
Leader: Jason the King
Small Army
Small Fleet
4 Treasury
3 CPT
Republic
Path: Neutral
Religion: Mormon *Leader*
Mexico
Leader: Jonny11788
Large Army
Small Fleet
0 Treasury
8 CPT
Theocracy
Path: Neutral
Religion: Catholic
Peru
Leader:
Medium Army
No Fleet
0 Treasury
5 CPT
Republic
Path:
Religion: No Official Religion
Brazil
Leader:
Small Army
No Fleet
8 Treasury
4 CPT
Democracy
Path:
Religion: Catholic
Ireland
Leader:
Medium Army
No Fleet
7 Treasury
3 CPT
Republic
Path:
Religion: Catholic
Great Britain
Leader:
Medium Army
Large Fleet
1 Treasury
11 CPT
Constitutional Monarchy
Path:
Religion: Anglican *Leader*
Sweden
Leader: Civenator
Large Army
No Fleet
3 Treasury
3 CPT
Monarchy
Path: Neutral
Religion: Lutheran
Russia
Leader: Erez87
Imperial Army
Small Fleet
0 Treasury
13 CPT
Absolute Monarchy
Path: Bear
Religion: Eastern Orthodox *Leader*
Ottoman Empire
Leader:
Medium Army
Small Fleet
3 Treasury
3 CPT
Theocracy
Path:
Religion: Islam *Leader*
Holy Roman Empire
Leader: stalin006
Large Army
Small Fleet
0 Treasury
8 CPT
Theocracy
Path:
Religion: Catholic *Leader*
Germany
Leader:
Imperial Army
Small Fleet
8 Treasury
6 CPT
Oligarchy
Path:
Religion: Lutheran *Leader*
Spain
Leader:
Small Army
Medium Fleet
9 Treasury
6 CPT
Monarchy
Path:
Religion: Catholic
France
Leader: Azale
Large Army
Small Fleet
5 Treasury
5 CPT
Monarchy
Path:
Religion: Catholic
Boer Republic
Leader: Erik Mesoy
Medium Army
No Fleet
10 Treasury
10 CPT
Republic
Path: Wolf
Religion: Calvanistic *Leader*
Tibet
Leader:
Large Army
Small Fleet
6 Treasury
3 CPT
Theocracy
Path:
Religion: Buddhist *Leader*
China
Leader: RoddyVR
Large Army
No Fleet
0 Treasury
10 CPT
Monarchy
Path: Bear
Religion: Buddhist
Japan
Leader: Plexus
Medium Army
Large Fleet
5 Treasury
3 CPT
Monarchy
Path: Bear
Religion: Buddhist
Afghanistan
Leader:
Medium Army
No Fleet
5 Treasury
2 CPT
Theocracy
Path:
Religion: Islam