@Blaze Injun: As long as nothing you come up with directly conflicts with the existing background and map, you can add as many different events that has happened as you would like.
@Et_absoluti: As stated in the post, a new doctrine can be created at any point in time for 100 EP +1 EP per unit. Alternatively, you can adopt any other nation's doctrine for free, assuming you have their permission.
@Shadowbound:
1. Actually this makes a lot more sense considering the points of divergence. Vietnam, under Nguyễn Ánh, sounds like it could have easily gone the same route as Siam. I will revise the backgrounds and map to include an independent Vietnam, particularly considering that French colonial interests in the region would likely have remained focused on reclaiming and consolidating the former Dutch East Indies.
2. No, I believe that British naval superiority and existing colonies would have prevented a division of Australia in this timeline.
3. I don't believe that France would have had the resources to dedicate to greater involvement in the Boshin War, considering other activities they have going on at this time in the background, plus the interests of the former Dutch East Indies. Including the increased ethnic and political unrest in Europe beyond this point, I think the French army may have had its hands full and not provided more than they did OTL, perhaps even less.
4. As mentioned in the Russian background, Russia is a complete mess and has been more or less since the Napoleonic Wars. Between conflicts with Poland and Russia in the late 1870s and 1880s, I do not believe Russia would have had more success in the Far East, and if anything I was rather uncomfortable giving them what they do have out there.
EDIT: @Sonereal: Yes, you may definitely be Brazil.
Once again, for everyone else, I now include the Navy Doctrines post. This includes unit costs and the two existing doctrines at the start of the game.
Navy Units and Doctrines
Navy doctrines are significantly less sophisticated than those of the armies, in terms of game mechanics. They do not affect price or supply costs of your units, but rather reflect the sorts of operations they could be the most effective at. All doctrines operate on a sliding scale of 0 to 5, with 0 being the “left” end of the scale and 5 being the “right” end of the scale. Your doctrine should be tailored towards the areas or types of operations that you would like your naval officers to be best trained for, and will affect their performance. As an example, you would not want to send a coast guard emphasized fleet out to wage war on the open ocean, as they would be at their least effective status in such a scenario. To develop a new doctrine it will cost 100 EP + 1 EP for every naval unit your fleet possesses. You may adopt another nation’s naval doctrine (or one of the generic doctrines) for free, assuming you have the relevant nation’s permission. As unit costs are not dependent upon doctrine, you can see the prices for all naval units below. Ships can be traded between any nation, regardless of existing doctrine.
Naval Unit Costs
Destroyer Squadron: A task force of smaller light warships typically best at escort and coastal patrol operations. Costs 2 IC to build. Requires 3 Supplies and 1 Fuel per turn to maintain
Cruiser Squadron: A task force of cruisers that act as a balance between capital ships for combat and destroyers for escorts. Costs 4 IC to build. Requires 6 Supplies and 2 Fuel per turn to maintain
Capital Ship: A dreadnought, battleship or whatever you would like to call them. These kings of the sea are the most effective at ship to ship combat and are the pride of the navies of 1900. Expensive to build and operate, they are still the most effective weapons for fighting on the high seas. Costs 8 IC to build. Requires 10 Supplies and 3 Fuel per turn to maintain.
Doctrine Stats
Interdiction/Escort: A low rating in this field indicates emphasis on intercepting merchant shipping and commerce, while a high rating in this field indicates emphasis on protecting merchant shipping.
Coastal Defense/High Seas Operation: A low rating in this field indicates emphasis on protection of coastlines, while a high rating in this field indicates emphasis on operating in open oceans.
Independent Command/Centralized Command: A low rating in this field indicates that each vessel’s captain is an independent operator, capable of making strategic decisions. A high rating in this field indicates that any action by a naval vessel must be approved of by high command.
Army Support/Independent Branch of Service: A low rating in this field indicates that the navy exists solely to support the army. A high rating in this field indicates that the navy is ferociously independent of any other branch of service.
High Rate of Fire/Highly Accurate Fire: A low rating in this field means that the fleet emphasizes putting a lot of lead in the air. A high rating in this field means that the fleet emphasizes accurate and well-aimed shots as opposed to a large number of shots.
Available Doctrines