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In the year 1780, the American people signed a treaty with the United Kingdom after four years of victorious combat and a brutal struggle pitting brother against brother. As the smoke cleared, the War for Independence turned out to be a greater success than any of the Founding Fathers could imagine. Canada and Quebec had been brought into the Union following Benedict Arnold's successful invasion late in the war. Spain and France's entry in 1777 soon brought the British navy down, and it was only a matter of time before the final surrender of British soldiers at the battle of Manhattan in early 1779. But to many of these leaders, it seemed that the victory was a hollow one.
In the wake of the war, charismatic leaders rose from a multitude of the states, calling for a plethora of demands, often in conflict with one another. The debate over the fledgling nation's new government quickly fell apart and the regime established was a weak one. The power rested with the states, not the neutered federal government. As the next fifteen years passed, impotent Presidents watched as the states have grown further and further apart. As of now, the central regime barely has any control at all. As the states grow more ambitious, some have expressed concern that new war may rise, this time among those who not too long ago fought for freedom.
In Europe, the shock of the American War for Independence landed as a tidal wave. The vicious bloodshed of the French Revolution and a multitude of related wars tore France and Western Europe apart. A radical new government now sits in Paris, with the support of the military, hoping for new greatest, and some even calling for the end of monarchy as an institution. The crowned heads of Europe sit anxiously in this brief calm in the midst of the storm, waiting for a new war.
In Asia, the European influence has been briefly set aside in many locations, as Europe has become highly distracted in the west. Several strong empires remain in place, but internal issues and division may be the death of some ancient governments. The imperial ambitions of Europe remain unresolved and some feel that a return is quite likely, particularly as European corporations continue to push their own political agendas. The next war could be independent Asia's last.
1795 is the doorway to a new era in human history, one likely paved with fallen empires and vicious wars. The French Revolutionaries say that it's the institution. Well, you know, they all want to change the world. To create a brave new world even.
For those who do not know, this NES is a remake of my oldish and rather large series, A Brave New World Parts 1, 2, and 3. My reasoning behind creating this new NES is within several parts. Part of this is a dawning realization is that I’m rather good at industrial/modern era NESes, with all due humility. Why leave something I’m good at? The other big reason is that there’s many parts of A Brave New World that I rather feel I botched up, both in its creation and its moderating. This is my chance to revise it in a more realistic and entertaining fashion.
The rules you will see below are hardly original, working mostly off the final variation of the ruleset from ABNW 2. Nonetheless, there are some variations. I have adapted the said ruleset to include Westernization and several other elements unique to the nineteenth century. I highly recommend reading it through at least once, as I get irritated by repeated questions which are clearly outlined in the first post. If you don’t like reading, go to hell where you belong.
Due to the debates on the preview thread, I will make the following confession. Yes, the ruleset, unit terminology, and various other elements are rather Euro-centric. I apologize for this, but this time period is a rather Euro-centric one, based on my own education and written history. Deal with it.
My long-term goal here is to make this ruleset and NES last consecutively (without pause or Boring Time) all the way to 2015, for proper perspective with our own history. Depending on circumstances at the time, assuming no Chinese invasion of the US or an apocalypse, the NES may continue on from there. Hope to see you all then, and I hope you enjoy this NES!
Russia
Absolute Monarchy: Tsarina Yekaterina II
Capital: St. Petersburg
Factions
-Aristocracy: 1%/90%/10
-Middle Class: 4%/8%/8
-Lower Class: 5%/2%/7
-Serfs: 90%/0%/6
Economic Power: 40
Research: None
Manpower: 62
Army: 113 Infantry Regiments, 17 Artillery Regiments, 48 Cavalry Regiments
Limit: 310 Regiments
Army Quality: 2
Navy: 3 Men-of-War, 6 Frigates, 6 Sloops, 5 Transports
Navy Quality: 1
Colonial Possessions: +1 EP
Alaska: 1 EP
-Stability: 10
-Garrison: None
The government of your nation is important for a variety of reasons. Holding elections, having regime change and your government in general will effect the rise and fall of stability and economy in your nation. For democratic nations, you must determine your party names, or you’ll be stuck with the generic following: Socialist, Liberal, Moderate, Conservative, Reactionary. Most countries will be monarchies at the start however, which allow for a great deal of difference. My advice is that you remember that it is your god-given divine right to rule and the ignorant masses don’t understand the nuances of good government.
Factions will also be watching closely at changes in your government, and support from the various factions could lead to political change or stagnation. So appease your power base, if you want to keep your nation going intact.
Rather than the flat rate number of Stability that was present in the original A Brave New World stability here is measured by national factions and their own loyalty/feelings towards your rule. Each faction has its own goals and perspectives which will likely change over time as new ideologies become available. There are three elements under each faction which depict their involvement in your nation. They are arranged as such:
Size of the Faction/Influence of the Faction/Loyalty Level of the Faction
The Size of the Faction is a rounded off percentage of that faction which the people widely attribute themselves to. The size is important, because the larger the size of the faction, the larger any revolt or potential influence they could hold would be.
The Influence of the Faction is the hold the faction has over the government, its ability to control it, and the likelihood they will react violently against anything they oppose. While it may be tempting to abandon the 1% of aristocrats for the 90% Lower Class, the aristocrats are far more likely to intervene in any change you make and to be able to gain the military's support in the process.
The Loyalty Level of a Faction is depicted by a number from 0-10, with 0 being the worst and 10 being the best. The lower the loyalty level, the more prone to acts of disorder or unrest the faction tends to be. The level is raised by undertaking acts that gain the faction's support and lowered by doing things which anger them.
I will also mention that if you feel a faction is required by your nation that may have been left out, feel free to mention it to me and it will readily be included for the next update.
Common Factions and Their Goals
Aristocracy: This faction is generally found in nations steeped with tradition and usually monarchial systems. While they are not found in all locales, they generally possess more power than their small size would suggest. They are generally reactionary and against most reforms which could be undertaken. They will stand fast against liberalism and anything which could reduce their power.
Plutocracy: This faction is a growing group in the nineteenth century and late eighteenth century. These are the merchants and people who have begun to grow very wealthy off of the growth of European empires. They usually socially are ranked below aristocrats, and are usually more liberal, supporting reforms, as long as they don't hurt business and their cash flow.
Middle Class: The middle class is a small group at the beginning of the nineteenth century, but one destined to increase as urbanization occurs at an astonishing rate. They are mostly city dwellers, and are generally in possession of what we refer to as "white collar" jobs. Usually they have little political power, and are known to lean towards liberal reforms in all elements, having the time and inclination to fight for causes.
Lower Class: The lower class generally is the majority of a nation's population. This includes independent farmers, laborers, and otherwise. Only in the rarest of cases does the Lower Class wield any true political influence. The lower class usually does not follow specific ideologies or causes, unless they feel it will improve their lot in life. They are the most easily manipulated of the factions, but if they feel they have been betrayed, can usually cause the bloodiest of uprisings.
Slaves/Serfs: At the dawn of the nineteenth century, many nations still possessed slaves, particularly in the Americas. Likewise, the feudal structure of serfdom still existed in some backward European nations, binding workers to the land. They will always be unruly and a nation which possesses slaves or serfs must always be vigilant against rebellion.
Economic Power represents all elements of the economy, not just industry. This means not just factories, but agricultural and trading based wealth as well. Economic power (or points, whichever you prefer) is spent on all other elements of your nation: economy, stability, military, and projects. The EP listed at the top of your stats is the total EP, including both colonies and the home country.
In order to improve your economy, you can perform a multitude of various means and methods to bring in the cash. Research can lead to new opportunities which will give your nation a boost over others in various fields. Researching in the various economic fields are more likely to give a boost than in army or navy. Conquest of other nations can lead to increased EP, but land can take some time to recover from a bloody war or change in national management. Vassalization or subjugation of your foes may prove a more successful strategy. Colonies are a reliable source of income, and more can be established abroad to increase your overall wealth. Keep in mind that colonies with resources make more than ones that have to import. Lastly, projects and policies can lead to an intake of more funds for your nation. All of these methods are detailed further in sections below.
Research for this NES will be conducted in similar lines as with the last version of the A Brave New World ruleset. Spending can be done into one of five different elements of research; Army, Navy, Mechanical, Agricultural, and Scientific. Brief descriptions of the prospective advances of each of these fields are below. A new tech is developed from research whenever a nation reaches a certain level of EP, assuming they are a fully westernized state. Typically this will be 100 EP spent into the selected field.
When a technology is researched, it will immediately confer a bonus upon the researching nation and begin a spread throughout the world. Technologies can be a bit grab-bag in their effects and there’s no way to guarantee the result of your research or what will be developed. Despite this, the 1800s were a decisive time in human technological development. There were multiple paths which could have been taken, and unlike the original ABNW, there’s no tech tree here to clearly outline them. The order in which techs are researched as a whole globally will dictate what sort of technologies will emerge. The choices made by not just you, but all researching nations put together, will dictate the course of the world’s progress.
Fields of Research
Army: As the name says, this is strictly the development of better weapons and tactics for the ground forces. For nations which are not top quality land powers, army research generally reflects modernization of existing forces to be more in line with other, higher quality, armies. Bonuses for researching in army generally involves an army quality increase, but occasionally can lead to a new unit.
Navy: Like Army, this is a very specific field, directed at solely creating better weapons and tactics for forces at sea. For nations which are not top quality naval powers, naval research reflects the modernization and restoration of existing ships and equipment. Bonuses for naval research generally involve naval quality increase or a new unit for production.
Mechanical: Mechanical research is the development of new devices to aid in production and industry. This generally includes steam type inventions and the typical apparatus of industry. If you are not an EP power, this may merely reflect industrial modernization and development for your country. Typical bonuses for Mechanical research include EP boosts.
Agricultural: Agricultural research involves the creation of improved farming methods, techniques, and equipment. While some of these may be of a mechanical nature, they generally reflect non-industrial techniques. Research bonuses for Agricultural may be either a manpower boost or EP boost, depending on the type of advance made.
Scientific: Scientific research lays the groundwork for the theories that lead to more traditional advances represented by the technology above. This reflects the simple creation of theories leading to scientific breakthrough. Bonuses from research here could be pretty much anything or even everything.
Westernization and Tech Groups
Westernization has been the bane of my previous attempts to create a realistic depiction of the nineteenth century. To combat this difficulty, I have turned partially towards Europa Universalis 3 for my answer. Nations are now divided into "tech groups" as displayed one of the below posts. To westernize into the Western Tech Group, you must research one time in each technology field (it will be kept track of in your stats). As tech groups multiply the cost of technology, this will not be an easy task. The lower tech groups also do not have access to some types of units, creating a severe disadvantage upon the battlefield.
The Story
In the year 1780, the American people signed a treaty with the United Kingdom after four years of victorious combat and a brutal struggle pitting brother against brother. As the smoke cleared, the War for Independence turned out to be a greater success than any of the Founding Fathers could imagine. Canada and Quebec had been brought into the Union following Benedict Arnold's successful invasion late in the war. Spain and France's entry in 1777 soon brought the British navy down, and it was only a matter of time before the final surrender of British soldiers at the battle of Manhattan in early 1779. But to many of these leaders, it seemed that the victory was a hollow one.
In the wake of the war, charismatic leaders rose from a multitude of the states, calling for a plethora of demands, often in conflict with one another. The debate over the fledgling nation's new government quickly fell apart and the regime established was a weak one. The power rested with the states, not the neutered federal government. As the next fifteen years passed, impotent Presidents watched as the states have grown further and further apart. As of now, the central regime barely has any control at all. As the states grow more ambitious, some have expressed concern that new war may rise, this time among those who not too long ago fought for freedom.
In Europe, the shock of the American War for Independence landed as a tidal wave. The vicious bloodshed of the French Revolution and a multitude of related wars tore France and Western Europe apart. A radical new government now sits in Paris, with the support of the military, hoping for new greatest, and some even calling for the end of monarchy as an institution. The crowned heads of Europe sit anxiously in this brief calm in the midst of the storm, waiting for a new war.
In Asia, the European influence has been briefly set aside in many locations, as Europe has become highly distracted in the west. Several strong empires remain in place, but internal issues and division may be the death of some ancient governments. The imperial ambitions of Europe remain unresolved and some feel that a return is quite likely, particularly as European corporations continue to push their own political agendas. The next war could be independent Asia's last.
1795 is the doorway to a new era in human history, one likely paved with fallen empires and vicious wars. The French Revolutionaries say that it's the institution. Well, you know, they all want to change the world. To create a brave new world even.
Introduction
For those who do not know, this NES is a remake of my oldish and rather large series, A Brave New World Parts 1, 2, and 3. My reasoning behind creating this new NES is within several parts. Part of this is a dawning realization is that I’m rather good at industrial/modern era NESes, with all due humility. Why leave something I’m good at? The other big reason is that there’s many parts of A Brave New World that I rather feel I botched up, both in its creation and its moderating. This is my chance to revise it in a more realistic and entertaining fashion.
The rules you will see below are hardly original, working mostly off the final variation of the ruleset from ABNW 2. Nonetheless, there are some variations. I have adapted the said ruleset to include Westernization and several other elements unique to the nineteenth century. I highly recommend reading it through at least once, as I get irritated by repeated questions which are clearly outlined in the first post. If you don’t like reading, go to hell where you belong.
Due to the debates on the preview thread, I will make the following confession. Yes, the ruleset, unit terminology, and various other elements are rather Euro-centric. I apologize for this, but this time period is a rather Euro-centric one, based on my own education and written history. Deal with it.
My long-term goal here is to make this ruleset and NES last consecutively (without pause or Boring Time) all the way to 2015, for proper perspective with our own history. Depending on circumstances at the time, assuming no Chinese invasion of the US or an apocalypse, the NES may continue on from there. Hope to see you all then, and I hope you enjoy this NES!
Sample Stats
Russia
Absolute Monarchy: Tsarina Yekaterina II
Capital: St. Petersburg
Factions
-Aristocracy: 1%/90%/10
-Middle Class: 4%/8%/8
-Lower Class: 5%/2%/7
-Serfs: 90%/0%/6
Economic Power: 40
Research: None
Manpower: 62
Army: 113 Infantry Regiments, 17 Artillery Regiments, 48 Cavalry Regiments
Limit: 310 Regiments
Army Quality: 2
Navy: 3 Men-of-War, 6 Frigates, 6 Sloops, 5 Transports
Navy Quality: 1
Colonial Possessions: +1 EP
Spoiler :
Alaska: 1 EP
-Stability: 10
-Garrison: None
Government
The government of your nation is important for a variety of reasons. Holding elections, having regime change and your government in general will effect the rise and fall of stability and economy in your nation. For democratic nations, you must determine your party names, or you’ll be stuck with the generic following: Socialist, Liberal, Moderate, Conservative, Reactionary. Most countries will be monarchies at the start however, which allow for a great deal of difference. My advice is that you remember that it is your god-given divine right to rule and the ignorant masses don’t understand the nuances of good government.
Factions will also be watching closely at changes in your government, and support from the various factions could lead to political change or stagnation. So appease your power base, if you want to keep your nation going intact.
Factions and Stability
Rather than the flat rate number of Stability that was present in the original A Brave New World stability here is measured by national factions and their own loyalty/feelings towards your rule. Each faction has its own goals and perspectives which will likely change over time as new ideologies become available. There are three elements under each faction which depict their involvement in your nation. They are arranged as such:
Size of the Faction/Influence of the Faction/Loyalty Level of the Faction
The Size of the Faction is a rounded off percentage of that faction which the people widely attribute themselves to. The size is important, because the larger the size of the faction, the larger any revolt or potential influence they could hold would be.
The Influence of the Faction is the hold the faction has over the government, its ability to control it, and the likelihood they will react violently against anything they oppose. While it may be tempting to abandon the 1% of aristocrats for the 90% Lower Class, the aristocrats are far more likely to intervene in any change you make and to be able to gain the military's support in the process.
The Loyalty Level of a Faction is depicted by a number from 0-10, with 0 being the worst and 10 being the best. The lower the loyalty level, the more prone to acts of disorder or unrest the faction tends to be. The level is raised by undertaking acts that gain the faction's support and lowered by doing things which anger them.
I will also mention that if you feel a faction is required by your nation that may have been left out, feel free to mention it to me and it will readily be included for the next update.
Common Factions and Their Goals
Aristocracy: This faction is generally found in nations steeped with tradition and usually monarchial systems. While they are not found in all locales, they generally possess more power than their small size would suggest. They are generally reactionary and against most reforms which could be undertaken. They will stand fast against liberalism and anything which could reduce their power.
Plutocracy: This faction is a growing group in the nineteenth century and late eighteenth century. These are the merchants and people who have begun to grow very wealthy off of the growth of European empires. They usually socially are ranked below aristocrats, and are usually more liberal, supporting reforms, as long as they don't hurt business and their cash flow.
Middle Class: The middle class is a small group at the beginning of the nineteenth century, but one destined to increase as urbanization occurs at an astonishing rate. They are mostly city dwellers, and are generally in possession of what we refer to as "white collar" jobs. Usually they have little political power, and are known to lean towards liberal reforms in all elements, having the time and inclination to fight for causes.
Lower Class: The lower class generally is the majority of a nation's population. This includes independent farmers, laborers, and otherwise. Only in the rarest of cases does the Lower Class wield any true political influence. The lower class usually does not follow specific ideologies or causes, unless they feel it will improve their lot in life. They are the most easily manipulated of the factions, but if they feel they have been betrayed, can usually cause the bloodiest of uprisings.
Slaves/Serfs: At the dawn of the nineteenth century, many nations still possessed slaves, particularly in the Americas. Likewise, the feudal structure of serfdom still existed in some backward European nations, binding workers to the land. They will always be unruly and a nation which possesses slaves or serfs must always be vigilant against rebellion.
Economy and EP
Economic Power represents all elements of the economy, not just industry. This means not just factories, but agricultural and trading based wealth as well. Economic power (or points, whichever you prefer) is spent on all other elements of your nation: economy, stability, military, and projects. The EP listed at the top of your stats is the total EP, including both colonies and the home country.
In order to improve your economy, you can perform a multitude of various means and methods to bring in the cash. Research can lead to new opportunities which will give your nation a boost over others in various fields. Researching in the various economic fields are more likely to give a boost than in army or navy. Conquest of other nations can lead to increased EP, but land can take some time to recover from a bloody war or change in national management. Vassalization or subjugation of your foes may prove a more successful strategy. Colonies are a reliable source of income, and more can be established abroad to increase your overall wealth. Keep in mind that colonies with resources make more than ones that have to import. Lastly, projects and policies can lead to an intake of more funds for your nation. All of these methods are detailed further in sections below.
Research, Technology, and Westernization
Research for this NES will be conducted in similar lines as with the last version of the A Brave New World ruleset. Spending can be done into one of five different elements of research; Army, Navy, Mechanical, Agricultural, and Scientific. Brief descriptions of the prospective advances of each of these fields are below. A new tech is developed from research whenever a nation reaches a certain level of EP, assuming they are a fully westernized state. Typically this will be 100 EP spent into the selected field.
When a technology is researched, it will immediately confer a bonus upon the researching nation and begin a spread throughout the world. Technologies can be a bit grab-bag in their effects and there’s no way to guarantee the result of your research or what will be developed. Despite this, the 1800s were a decisive time in human technological development. There were multiple paths which could have been taken, and unlike the original ABNW, there’s no tech tree here to clearly outline them. The order in which techs are researched as a whole globally will dictate what sort of technologies will emerge. The choices made by not just you, but all researching nations put together, will dictate the course of the world’s progress.
Fields of Research
Army: As the name says, this is strictly the development of better weapons and tactics for the ground forces. For nations which are not top quality land powers, army research generally reflects modernization of existing forces to be more in line with other, higher quality, armies. Bonuses for researching in army generally involves an army quality increase, but occasionally can lead to a new unit.
Navy: Like Army, this is a very specific field, directed at solely creating better weapons and tactics for forces at sea. For nations which are not top quality naval powers, naval research reflects the modernization and restoration of existing ships and equipment. Bonuses for naval research generally involve naval quality increase or a new unit for production.
Mechanical: Mechanical research is the development of new devices to aid in production and industry. This generally includes steam type inventions and the typical apparatus of industry. If you are not an EP power, this may merely reflect industrial modernization and development for your country. Typical bonuses for Mechanical research include EP boosts.
Agricultural: Agricultural research involves the creation of improved farming methods, techniques, and equipment. While some of these may be of a mechanical nature, they generally reflect non-industrial techniques. Research bonuses for Agricultural may be either a manpower boost or EP boost, depending on the type of advance made.
Scientific: Scientific research lays the groundwork for the theories that lead to more traditional advances represented by the technology above. This reflects the simple creation of theories leading to scientific breakthrough. Bonuses from research here could be pretty much anything or even everything.
Westernization and Tech Groups
Westernization has been the bane of my previous attempts to create a realistic depiction of the nineteenth century. To combat this difficulty, I have turned partially towards Europa Universalis 3 for my answer. Nations are now divided into "tech groups" as displayed one of the below posts. To westernize into the Western Tech Group, you must research one time in each technology field (it will be kept track of in your stats). As tech groups multiply the cost of technology, this will not be an easy task. The lower tech groups also do not have access to some types of units, creating a severe disadvantage upon the battlefield.