'DNES' / 'Celtic Warmongers'

Daftpanzer

canonically ambiguous
Joined
Nov 27, 2002
Messages
6,676
Location
Portsmouth, England, UK
This is a humble request for warmongers and diplomats to participate in an epic (hopefully) struggle for domination of an alternate world….

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These rules will be messy for a while... Sorry if none of this makes sense yet.

A lot of graphics by me but i have used a lot of icons from 'other things'.
now with spoiler technology™

This is my NES-style-game-attempt inspired by an old game of Civ3 that I made into a story here on the forums ‘Celtic peacekeepers’… I never finished the story, id like to apologise for that to anyone who read it. I did make several attempts to re-start the whole story, writing it all out beforehand, but I never got the right feel for it so I always had to give up (so far ). I also played through the actual civ3 game to the end and found it quite disappointing, it didn’t turn out as epic as I had hoped, just due to the limitations of the game and the a.i…

Anyway, Das gave me the idea ages ago to turn it into a NES game. I think I will be better at doing this than writing a story (and its a nice reason to mess about with graphics) so here goes…

I guess there are a lot of rules here… Yes I am worried that is horrendously complicated…. Still most things should work like you expect. Everything is still up for debate, a lot of the things could be dropped.

Although ive spent a lot of time on rules, my idea is that the stuff is there if you want, but id be happy if anyone just wants to send me a few words every now and then, saying roughly what they want to do, and just to let me know they’re still playing. Im happy to fill in the details, if you trust me to.

So I don’t want to scare anyone off… Id be grateful for any players, all I would ask is a few words every now and then…

Many thanks to people who replied in my idea thread!

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The Game:
Although this is based on a map with territories, Id like to make a game more about stories/’role-playing’ than just trying to compete and conquer everything and win. Nations are unequal at the start, so for some just staying independent would be as much an achievement as conquering the world…

The Idea:
It is 3180AF by the Celtic calendar. The great powers are somewhere between WW1 and WW2 tech, and other nations could be anything down to almost medieval tech. Its an alternate world, with similar history of human evolution, but different geography and history.

Production: will use a system of production points / PP’s that you get from both economy and industry and you can spend on stuff.

Techs: will use a joint system of general tech levels, as well as separate inventions you can choose to invest in or not.

Armies: will use a system of many individual units. Its too complicated to keep track of individual units on the map. So they are abstracted into ‘armies’. Each army is just considered to have an equal share of a nations units. Individual armies can be ordered to different land zones, which are many individual territories combined.

Navies can just be given orders to do with the different sea zones on the map. Airforce are pretty abstract too. More info on this further down…

Battles: Will mostly be me deciding what happens, trying to be very realistic and fair, based on the situation, units involved, terrain etc. Ill also use a random number system, so that some surprising results could happen. Also any extra info, like formations etc that anyone wants to give, will be taken into account.

More info on all this further down…

World history
Nation stuff
Map stuff
Other stuff
Unit types
unit list.
Rules/orders/things you can do
Battle Orders
World maps
world issues / independence movements
nation stats


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Quick player/nation list:

There are no NPC-only nations. Anything without a name already listed next to it is playable, but minor nations and puppet nations might be more boring. There are 32 in total…

Great Powers: (These nations will have the most impact on others)
Celtonia – Toteone
Byzantium – Insane_Panda
USA - Alex994 / NPC
Iroquois – Warman17

Lesser Powers: (These nations could easily become great powers)
France – Das
Holland -
Inca - Kal'thzar
Mayans – Symphony D.
Copan -
Hittites -
Germany - conehead234
Spain – KrimzonStriker
Scandinavia – Disenfrancised
China -
Venice - Isrealite9191
Rome - Dachspmg
Tartars – Uubry
Canada -
Korea – Contempt
Japan - Kentharu

Minor nations/independent states: (These nations will struggle to reach greatness…)
Stavanger –
Acadia -
Molde -
Egypt –
Nemausus –
Mexican Republic -

Resistance Movments: (These do not have full control of any single territory. Or they might just be some militias with no land at all)
Arequipa – Roughly 1 militia! -
Norseland – Roughly 1 militia -
Zulu – Roughly 4 militia -
Aztec Empire - small remnants of an army -


Puppet States: (some of their independence is lost to another nation, but they could rebel…)
Alaska (Puppet of USA) - Icmancin
Gotland (Puppet of Scandinavia) -
Akwesane (Puppet of Iroquois) -
 
World History/Story

(under construction)

0AF / ‘after founding’ – the traditional date for the founding of the Celtic nation, when Celtic tribes where united by the legendary Brenuus, who some say never actually existed. Most other civilisations were already beginning to emerge at this time.

The first three thousand years of history are barely recorded, and ancient traditions remained unchanged for a long time. Myths and legends were born. Then, from 3000AF onwards, the world entered a period of rapid change and technological advancement, population growth and exploration.

Spoiler Greatest Empires of history :

Greatest Empires of history:
Incan Empire
The first and greatest empire reached its peak around 3100AF, when it included southern parts of modern Celtonia, eastern Byzantium, and northern Mayan lands. The Inca had already held Portugal for centuries. It was a huge empire covering much of east Asia, but was gradually worn down by wars on all fronts. Celtic troops finally took the mighty city of Cuzco in 3453AU with dozens of huge trebuchets and a massive infantry assault, costing tens of thousands of lives on all sides. The Incan homelands became an important part of the Celtic nation for centuries to come. Incan independence survived in Portugal until the recent reunification of the ancient homelands.

Scandinavian Empire
The Scandinavians had explored much of the worlds coastlines by 3000AF, mostly achieved with pre-medieval technology. The far-flung colonies lacked a strong military, and were eventually annexed by other growing powers as the golden age of the Vikings declined. Mainland Scandinavia itself fell to France by 3850AF. Only the large island of Gotland remained a free Scandinavian nation. Many Scandinavian lands were liberated by the Celts after the second great war, but the former empire is now fragmented into many different states.

Byzantine/Roman Empire
Byzantium reached a height of power after the fall of the Incas, when it had expanded through southern Incan lands to the eastern ocean. Byzantium developed some of the first firearms, but these new tactics ended the golden age of the roman military traditions. Wars with the other asian powers did not go their way, and rome has been drifitng away ever since. Byzantium has been weakened for centuries, but never truly defeated or conquered. Now it has recently developed into one of the strongest powers in the world, but relations with the Romans remain an issue.

German Empire
German crusaders, with their high medieval technology, managed to overcome the more numerous Aztecs, forging an empire which reached its peak around 3550AF. The Germans also made expansions into Iroquois lands. But by 3850AF, the German empire was weakening, and could not withstand the combined attacks of the Iroquois and USA. Homeland Germany was completely conquered by the Iroquois until it was liberated by the Celts at the end of the first great war.

Hittite-Tartar Empire
After the Hittites were united with the Tartars around 3650AF, they formed a very powerful cavalry army. Their battle tactics were far in advance of other nations, and they soon began a rapid period of expansion, taking large amounts of territory from the Mayans and Byzantines, and even rampaged into southern Celtonia for a time. But the Celts were one enemy too many, and the tactics and technology of other nations were now rapidly advancing. The short lived empire had collapsed back to the original Hittite lands by 3800AF. After a long civil war, Tartar tribes were expelled to the island now know as Tartaria, and a pure Hittite monarchy retook the throne.

Iroquois Empire
This was the first great fascist empire, formed at the dawn of the industrial age. With Germany conquered along with the old Aztec lands, the Iroquois invaded the USA and occupied much of the country by 3980AF. Washington and the far north held out until Celtic forces invaded from spain and from the western ocean – the first great war had begun. The addition of French forces tipped the balance. The Iroquois empire retreated to its homelands, and the first great war ended in 4022AF. New rifles and artillery had caused horrendous losses on all sides.

French Empire
The French had gained the most from the first great war, with Scandinavia and most of mexico under control, but the new fascist government of Joan d’arc wanted more. Expansion into Spanish lands lead to war with the Celts and Iroquois, starting the second great war. Despite superior Celtic technology, including new machine guns and heavy artillery, the French managed to beat them back with their aggressive tactics. But the French forces were also being bled to death by the stubborn Iroquois resistance. After many battles and much carnage, the Celts ultimately advanced down the continent into France itself, ending the French empire in 4060AF. France has remained a weak nation till the present day, as the government has become dependant on slave labour and atrocities for survival.

Celtonian Empire
By the end of the second great war in 4070AF, and after almost constant war in the previous centuries, Celtic troops now occupied huge areas of the world. Celtonia was the only superpower left standing, and industrial technology was increasing rapidly. But a militarist world empire was not compatible with the Celtic ideology of freedom for all. The Celts also lacked the resources and manpower to control all these territories. So the wave of Celtic expansion gradually withdrew, leaving many new nations in its wake.



110 years after the 'great wars', and the promised golden age of modern science and technology never arrived. While it has been one the most peaceful periods in history, and many celebrate freedom, many also call it a new ‘dark age’. The old, beaten-up regimes have struggled to stay in power. Modernising has been a second priority until recently. With no real perceived threats, Celtonia has all but turned its back on military technology, and made little progress in other areas after a druidic government took power.

It is now 4180AF. The title of world superpower has passed from the Celts, and is now there for the taking...
 
Nation stuff
Nations have the following stats. Rather than keeping track of extra things like manpower, food, reputation etc, my idea is to just have ‘issues’. If something is important it will be listed there.

Name/Leader/Rank
Ethic groups/ influences
Treasury
PP income
Government (issues)
Territory (issues)
Population (issues)
Standard of Living (issues)
Industry (issues)
Economy (issues)
Science Rate (issues)

Techs (Social, Academic, Land, Sea, Air)
Inventions (list)
Infrastructure (list)
Leaders (list)
Resources (surpluses/shortages/tradables)
Army: (army size)
Unit List

Spoiler Rank :

There are four ranks of nations:
Great Powers – These nations have the most impact on others, and will be better able to influence smaller NPC nations. They are either admired or hated by weaker nations.

Important Nations - These nations are of average strength and influence, and could easily become great powers.

Independent States – These are small, weak nations which will struggle to influence others, but could still expand to greatness.

Puppet States – These are any nations which have surrendered some of their freedom to another nation. This can bring benefits in protection and resources. They are limited in what they can do and will have no influence of their own, but could rebel against the controlling nation.


Spoiler Ethic groups/ influences :

These are the cultures which have most influence in a nation. This is a combination of foreign influence and foreign people actually living in the nation.

The main culture/influence/ ‘mother culture’ of a nation is the one with the highest %, which could change as time goes by.

These influences could affect revolts and rebellions etc. NPC’s are also more likely to become puppets of nations who have a high influence over them (15%+), especially if they share the same main culture.

If you attack or do bad things against a nation whose main culture has a high influence in your own nation, then your people could be unhappy because of it.

Sneaky espionage stuff would be more successful against nations which share the same main culture, or where a strong influence from your main culture.

You can stamp out foreign influences by expelling people, or even committing atrocities (see special orders), but this tends to lower your reputation, as well as damage the economy a little.



Spoiler Treasury :
Production Points (PP) is the ‘gold / eco’ for this game. Its the ability of your country to make stuff, a kind of combination of industrial and economy power.

Treasury is the amount of PP's that can be spent.

You can accumulate PP’s and use them some other time, or trade them with other people/NPC’s for stuff (think of it as the storing of parts, money, equipment, machinery, goods etc).


Spoiler PP income :

This is just a reference to how much income was recieved at the last update, and how much extra would be recieved if using war mobilisation/tax (special actions).


Spoiler Government :
is one thing like communism, fascism, druidism etc. Each has different bonuses, listed later…

Government type is only half the story. You can choose exactly what kind of government you are running with your orders in game, or through anything that you write.

Government issues are things like stability (how much control over the nation the government actually has), reputation (what NPC’s and foreign traders think of your nation), corruption (lowering government bonuses) and so on...


Spoiler Territories :

This is just how many individual territories are under control.

Territory issues are things affecting troop transport etc. A nation may be spread out with several distant outposts, which is a minus. Or a large nation may have a united territory with no overseas outposts, which is a plus.


Spoiler Population :
will increase every so often, faster if you have a lot of territory, especially if you have ‘food’ resources. Population can also be reduced by fighting in your territories, rebellions, strategic terror-bombing etc.

Higher population helps your economy, and avoids manpower issues for industry and the military. It also gives greater chance for militia/guerrilla units to appear when you are under attack.

Population issues are things that affect your population growth, like starvation/lack of food. Note that a higher Standard of Living actually tends to slow population growth, as people want fewer children!

There could also warnings about lack of manpower for new industry and units here.


Spoiler Standard of Living (SoL) :
is a rating of how wealthy and comfortable the lifestyle is in your nation.

It is affected by a lot of stuff… population, economy and industry, and the social and academic techs, as well as by certain inventions, and also how many luxury resources you have. Different governments have different effects on this too.

A higher SoL makes people happier and more loyal, and also makes it easier to research technologies, as people can afford to be more educated. If the SoL is low, people may become unhappy, and it is harder to research.

Note that a higher population also makes it harder to increase SoL, because more people are trying to share the same wealth.


Spoiler Industry :
usually makes most of your PP’s and can be expanded by spending more PP’s on it. Each industry point will make a certain amount of PP’s depending on the government etc, but its usually 8 each.

Industry issues are things like lack of manpower (need more population) or lack of minerals (need more Ore resources, or more territory). Having some ‘Rare Minerals’ will boost your industry output.


Spoiler Economy :
produces PP’s too, usually 5PP for each level. But this is more about trade, the number of people you have, and the access to other countries and sea zones.

Economy can be improved by using the ‘focus’ on it. Economy can vary turn-to-turn depending on world events etc. Its easier to increase economy if you are returning to an old level, than expanding to a new one.

Note that Industry and economy have different effects on things depending on the government. E.g In capitalism, economy contributes more, and improves the standard of living more.

Economy issues can be quite varied. There might be a recession, or you may have so many units that their upkeep is draining the economy.


Spoiler Science Rate :
is how fast you get new techs. This is how much education your nation has, and how much attention and effort the people give to science and research.

This is an abstract rating, doesnt mean you will get X techs per turn.

Science issues could be things like low SoL, meaning fewer people can afford any education, or lack of funding from the economy. Things like atrocities, slave labour and propaganda tend to harm your science rate also, as people become more close minded and less free-thinking.

All techs will always be gradually improving, but you can choose one to focus on which will increase quicker.


Spoiler Technologies :
each nation has a tech rating from 0 to70+ in five different areas – social, academic, land, air and sea.

Social tech – This is how much thought and investment your nation has put into social issues. A higher rating makes it easier to improve stability and the standard of living. It also allows you to choose a more advanced government (each government has a cost, which your social tech must equal).

Academic tech – This is how much investment your nation has put into science, education etc. A higher rating makes it easier to improve standard of living, and also makes it easier to research all other techs.

Your academic tech must equal the cost of an invention to develop it. You must also sacrifice some academic levels afterwards, which represents the effort taken to introduce the new invention, and change people’s way of thinking (see the Invention rules for more info).

Land, Sea and Air tech – These all improve the performance of your units in battle, giving a general advantage against nations with lower tech levels than yours. Also, every 10 levels usually allows a load of new units to be built.


Spoiler Inventions :

have their own upgrade-tree and are needed for certain types of units and infrastructure.

Unlike the general tech levels, you can pick and choose what inventions you want to develop at any time, as long as you have any other inventions which lead up to it, and a high enough academic tech level.



Spoiler Infrastructure :

These specific special things you can build and upgrade (or they get blown up and you have to build them again). Depending on your PP’s, it may take several turns. They are either placed on the map, or can be randomly lost through any attacks on your cities.


Spoiler Resources :

Resources are special things which can be found in some territories on the world-map. Note that new sources could be found as time goes by. Old sources can disappear too, but not without a lot of warning first.

Surpluses are things you don’t need right now (have a plus + ), just so you know what you could sell to other nations.

Shortages are things you are in need of (have a minus - ), you should try to make deals to get these from other nations.

Tradables are the special resources - oil and rare minerals (don’t have plus or minus, just listed). The more of these you have, the better, but they might be more useful to other nations, so maybe you could trade them.

Note that for oil and rare minerals, if you have 1 you can still trade it, but you are left with none yourself. Having 0 of these will give no benefit.


Spoiler Military :

This is a brief military rating, the basic types of units but not exactly what kind of units. This is usually all you’ll see of other nations military once the game stars.

Army: number of infantry/ mobile/ artillery,
Navy: number of light/ medium/ capitol
Air: number of fighter/ fighter bomber/ bomber

Subs are counted as medium ships, carriers as capitol ships, and all helicopters as fighter bombers for these ratings.


Spoiler Units :
are what make up your armed forces, and may be destroyed or damaged in battles etc. Units can be built by spending PP’s on them, but you need to have certain tech levels, and/or special inventions.

All starting unit lists are public. Afterwards, you’ll see only the military ratings of others, unless you spy on them or something. I will PM people back with their updated unit lists when it changes.

Units are affected by troop morale, which is a combination of happiness and stability of your nation. Units are also affected by land/sea/air tech and training levels.

Full details of the units are further down the thread
 
Map stuff

Spoiler map icons key :

DNmapkey.jpeg



Spoiler Resources :

‘Food’ is an area of very productive farming. A surplus of this makes population increase faster, and also contributes to SoL. A lack of this has the opposite effects...

‘Fish’ counts for a little bit of food, but cant be traded. These are areas of productive fishing and seafood. As fish is actually in the sea, it can be shared by any number of nations with coastal territories near to it (unless the sea zone is blockaded and full of enemy ships).

‘Ore/Minerals’ are things like coal and iron ore, the basics of industry, in abundant supply. Each source of ore supports more industry. A surplus of this will make industry expand faster by itself over time. If there is a lack of ore, then some PP's could be lost from the industry and/or it wont be possible to expand industry.

‘Rare Minerals’ tends to increase the PP output of your industry higher than it normally would be. Each source of this will boost your industry by +1PP each, support more industry, and industry will also expand by itself at a faster rate.

‘Oil’ allows certain modern units to fight and full strength. They are *slightly* weakened if you don’t have at least one oil. Each source of oil you have will increases the PP output of your economyby +1PP, and economy will grow faster if you have invented automobiles.

‘Luxuries’ are anything from exotic fruits, to wines, silks, diamonds and gold etc. Each source of luxuries will tend to increase the SoL and make people happier. A single source will have less effect on a large population, so they may need many.

‘Uranium’ doesn’t exist yet. Uranium will randomly start appearing on the map at some point, when someone in the world figures out E=mc² (inspired by Das and Symphony D's suggestions). This will happen at some point, but don’t know when or how. Cant research the nuclear inventions, or build nukes or nuclear power stations, without Uranium…


Spoiler Forts :

A fort in a territory will makes it harder for your units to get damaged during a defence, especially your infantry and artillery. It will slow the enemy down and assist troops in defence, but cant protect a territory on its own.

A lesser fort/ old fort costs 60PP, and requires land tech at least 20.
This type of fort is not really effective against more modern artillery and air attack.

A greater fort/ modern fort costs 120PP or 60PP if upgrading from lesser fort, and requires land tech at least 30.
It is more resistant to modern weapons.


Spoiler Terrain :

Mountains are tough on all units, especially ‘mobile’ types. They give a high defensive bonus. Ground units can hide from air attack.

Forest/Jungle – Ground units can easily hide from air attack, and its harder to use artillery also. The vegetation leads to confused, short range fighting, where advanced units tend to lose some of their advantage. In jungle, units could take losses from disease also.

Rivers – Give a high defensive bonus.

Frozen – Severe cold tends to limit the strength of all ground units. Advanced units also tend to lose some of their advantage here. Units also tend to take losses just from the cold weather.


Spoiler Border terrain :

On the map, black borders are normal borders… Blue borders are river borders, and grey borders are mountain borders.

If an attack has to be made across these borders, then the river or mountain terrain will be taken into account, as well as any terrain actually in the territory.


Spoiler Straights :

Straights are shown on the map by double blue lines across water. An amphibious attack across a straight will be much less of a penalty. But it still counts as a naval attack, and ships/planes/artillery could defend the straight…

Some straights are also the boundary between sea zones, which is why they are white and not blue.


Spoiler Capitols :

Your capitol territory will be more loyal, and those around it will be more loyal too. You will also have greater influence on NPC’s near your capitol. Losing your capitol to the enemy will be a blow to morale, and a boost for your enemies. You can relocate the capitol peacefully at any time, but this will disrupt the government for a while.


Spoiler Other things on the map :

Monuments and Shipyards appear on the map, which are infrastructure things you can build.

Cities and factories appear on the map, as you get more population and more industry. If you lose a territory with these in it, you will lose some population and/or industry to the enemy.

You could also lose some population/industry due to war damage, if these territories are attacked/bombed/nuked etc.
 
Other Stuff
Spoiler Inventions :


loadsotechsfin4.jpeg


The idea for these is you can choose different paths to go down, or different things to prioritise. Like maybe you don’t want jet engines and modern fighters, but still want to increase the air tech for the older fighters that you have.

To get an invention, your academic tech must first equal the cost of the invention. Your academic tech level will then drop by an amount equal to the ‘invention cost’. This represents the effort taken to introduce the new invention, and change people’s way of thinking and working. You will probably have to build up tech for a while before inventing anything else.

You don’t have to sacrifice the tech levels if you are receiving the invention from another nation, though (it costs more to be an innovator).

Steam Power:
Requires: Academic Tech 10
Invention Cost: 2
Effects:
*Boosts industry, economy and SoL.
*Without this, you have less chance of moving units into battle to defend your territory.

Automobile
Requires: Academic Tech 30 + Steam Power
Invention Cost: 3
Effects:
* Boosts economy a little, if you have Oil.
* Allows you to research air tech 1-9, for airships.
* Bonus to troop movement, and manoeuvre score in battle (if you have Oil)
* Needed for tanks and all land/sea mechanised units.

Aircraft
Requires: Academic Tech 30 + Automobile
Invention Cost: 5
Effects:
* Allows you to research all air techs.
* Needed for all early air units

Rocketry
Requires: Academic Tech 40
Invention Cost: 5
Effects:
* Infantry have greater chance to damage tanks (bazookas)
* Fighters and fighter bombers can do more damage in ground battles
* Needed for rockets and rocket artillery units

Electronics
Requires: Academic Tech 40
Invention Cost: 5
Effects:
* Boosts SoL (electrical home appliances!)
* Bonus to Anti-Air and Fighters on defence (Radar)
* All ships have a greater chance to find subs and could damage them more (Sonar)
* Required for later some later ships
* Required for Radar Network infrastructure things (see below)

Jet Engine
Requires: Academic Tech 50 + Aircraft
Invention Cost: 5
Effects:
* Boosts Economy and SoL
* Required for later aircraft
* Allows Airport infrastructure thing

Computers
Requires: Academic Tech 50 + Electronics
Invention Cost: 5
Effects:
* Boosts Economy, SoL and Science Rate
* Required for some units

Nuclear Weapons
Requires: Academic Tech 50 + Electronics + Must have access to Uranium!
Invention Cost: 15
Effects:
* Needed for basic nuclear warhead/bomb unit.

Nuclear Power
Requires: Academic Tech 50 + Electronics + Must have access to Uranium!
Invention Cost: 10
Effects:
* Required for nuclear power station infrastructure thing.
* Required for later some later naval units

Space Flight
Requires: Academic Tech 60 + Rocketry + Computers
Invention Cost: 10
Effects:
* Allows you to enter the space race. More info if and when anyone gets near to this.
* Required for ICBM’s

Guided Weapons
Requires: Academic Tech 50 + Rocketry + Computers
Invention Cost: 5
Effects:
* Boosts infantry vs tanks
* Boosts air units vs land and sea.
* Required for most later air, sea and missile units

H-Bombs
Requires: Academic Tech 60 + Must have access to Uranium!
Invention Cost: 10
Effects:
* Required for nuclear H-Bomb warhead units, ultimate nuclear bombs.

Globalisation
Requires: Academic Tech 70 + Jet Engine + Computers
Invention Cost: 10
Effects:
* This will have bonuses and side effects. More info on this if anyone ever reaches it.


Spoiler Governments :

Each nation starts with a government type. You can have a revolution to change this, but you need enough social tech. There will be unrest and disorder for a while, but you could also benefit from the ‘spirit of the revolution’ motivating your people.

However, there is room for manouver with governments, as a communist regime could be quite moderate, and a captialist regime could have freedoms and elections or be a true corporate state etc. So government is what a country leans towards, but not neccessarily the whole truth. It depends on how you act in the game or anything you want to say about your government...

Basically the main choices are:
Druidism, to increase reputation and have very good morale among the troops and people, but loss of income.

Capitalism, to develop economy and make more PP’s from it, but need to maintain high standard of living.

Communism, to get more PP’s from industry and bonus PP’s from ore resources, but lose long term rise in economy.

Fascism, to create large, easily supported armies with good morale, but make conquered peoples more rebellious.

Democracy, to increase science rate and standard of living, especially in culturally diverse nations, and to increase reputation, but lose some of your powers to start wars and oppress your own people.

Monarchy/Imperialism to increase morale among troops and people, and increase influence over smaller (NPC) nations, but increase rebellions among conquered people and risk civil wars over the claim the throne.

Republic for a neutral government, no advantage or disadvantage.

Despotism, for the fun of it – there is no real point to this as it sucks at everything.

Details:
Druidism – cost: 40 social tech
Less PP’s are gained from both Industry and economy due to environmentalism. The industry and economy are slower to increase. The military becomes harder to support, and will drain more from the economy also. But there is a bonus to standard of living, as spiritual ideas are encouraged making people feel better. Both troops and the average population are much more loyal.

* -1PP from each industry, slower to increase
* -1PP from each economy
* Large increase in troop morale and loyalty in homeland territory.
* Chance for ‘spiritual’ feelings to appear, increasing the standard of living.
* Social techs are easier to research and increase faster.

Capitalism – cost: 30 social tech
More PP’s are gained from the economy, and economy will tend to increase faster. The standard of living will also tend tend to increase. People demand a higher standard of living though, and there is greater unhappiness if it gets low. Private companies relentlessly exploit any rare resources (oil and rare minerals), so the effect from these is increased a little.

* +1PP from each economy point
* 25% more bonus PP’s from oil and rare minerals
* Economy grows faster
* Larger chance for unrest the lower the standard of living gets
* Standard of living heavily dependant on economy, and will fall if economy falls
Fascism – cost: 30 social tech
A large military can be created without putting much of a strain on the economy. Your troops and the people of your ‘mother culture’ are more loyal, but everyone else is less happy. For this reason, you may want to try to exile the foreigners or do more evil things to them, but you may pay the price with your reputation and other things (see special orders info for atrocities, exile etc). Conquered lands are also more rebellious and unhappy.

* Troops are very loyal, homeland people are more loyal
* More rebels in conquered lands, more unrest with foreign peoples.
* Having a very large number of units wont drain the economy
* Military techs are easier to research and increase faster.

Communism – cost: 30 social tech
Industry produces more PP’s. The economy produces less PP’s and is harder to improve. But the Standard of living is hardly affected by economy at all, so economy becomes less important. The government will tend to remain stable except in the worst civil unrest, and there will be fewer corruption issues. Foreign influences will be less of an issue, and will tend to gradually decrease, or at least increase slower.

* +1PP from each industry
* +1PP for every ore/rare minerals resource owned
* Economy grows slower
* Economy has less effect on standard of living

Democracy – cost: 50 social tech
This is a true democracy, where everyone has a vote in every major decision, not just voting for their leaders. Science rate and standard of living will tend to increase. Troops and civilians are also very loyal. But, you can’t start a war without spending a turn consulting the people (i’ll decide if the people agree or not, trying to be fair and realistic). Your reputation will increase, but anything you do later which damages your reputation will make people unhappy, because a lot is expected of the government. Its basically impossible to keep atrocities a secret under a Democracy, that is if your orders are even carried out. Finally, Democracy also gives a bonus for diverse cultures, with different influences – this will raise the standard of living.

* Reputation increase, but more reputation damage from doing bad things.
* Virtually impossible to do Atrocities etc… it could even lead to rebellions.
* Standard of living and science rate increase
* Must consult people over going to war, possibly other major decisions
* Small bonus to standard of living and science rate for diverse cultures (at least three cultures, none greater than 70%).

Monarchy/Imperium – cost: 10
The leader is seen as something more than human, a leader with divine rights. People in your homelands and your troops are generally more loyal, and the prestige of your nation has more influence over smaller NPC’s. But the glory of being king/queen/emperor may inspire many pretenders to the throne to rise up from time to time, with powerful rebel armies.

* Troops are more loyal, homeland people are more loyal
* More influence over smaller NPC nations
* Chance for any unrest to escalate into large rebellions and civil wars.

Republic – cost: 15 social tech
A moderate government with no real strengths or weaknesses.

* Reputation will increase slightly.

Despotism – cost: none.
Stability of the government depends mainly on the strength of the military. Economy, science and standard of living will all suffer. Rival generals are always conspiring to take power – there is a random chance for civil war or instability each turn. There is no real benefit to this government, except that it costs nothing in social tech.

* Economy, science and standard of living will all harder to increase.
* Large chance for corruption and civil wars

Added Governments:

Imperial Capitalism – cost: 30 social tech
The Capitalistic Corporate state of Byzantium, though it created a great era of economic growth and prosperity, it failed to connect itself with the past to Byzantine traditions and eventually it failed to connect itself with the Byzantine people. Thus came the foundation for Imperial, or as it is also known, National Capitalism.

* Military is a central organization within the state - Troops very loyal, Military tech advances at a stable/above average rate.
* National culture is elevated above others - national culture very loyal
* The state must always strive for profit in the name of its citizens - economy and industry grow faster.
* Foreign influences cause more problems and unhappiness in the home nation. Foreign territories will be unhappy most of the time.
* if industry and economy are lowered for whatever reason, confidence is easily lost in the leadership, causing much unrest or even starting civil war.
* Standard of living heavily dependant on economy, and will fall if economy falls

Democratic Socialism – cost: 40 social tech
The government of the state of Alaska is a mix of Dutch Communism with Alaskan Republicanism. It was designed to be truly "For the People." It combines some of the best elements of democracy and communism., but also some of the problems.

* Troops are very loyal, homeland people are more loyal
* Standard of living bonus
*+1PP from each industry
* Slight reputation increase, but more reputation damage from doing bad things.
* Difficult to oppress the people etc… it could even lead to rebellions.
* Economy and science rate are slower to increase, because of attention to industry
* Economy has less effect on standard of living




Spoiler Infrastructure :

These specific special things you can build and upgrade (or they get blown up and you have to build them again). Depending on your PP’s, it may take several turns. They are either placed on the map, or can be randomly lost through any attacks on your cities.

Shipyards – allows building of capitol ships. Must be placed somewhere on the map, in one of your coastal territories. Boosts economy from sea trade in the nearest sea zone, and gives bonus to ships fighting in that sea zone. Can build more than one, but each costs more than the last…
Requires – Sea/Naval tech 20+
Cost: 80PP.

Airports – boosts your economy growth a little. The effect is greater for every other airport your people can access – i.e airports in non-hostile nations. At least one airport also makes it easier to transport troops across the world. Can build one for every land zone you have territory in, each increases the effect.
Requires – Jet Engine, and access to Oil.
Cost: 100PP

Power Station - Boosts economy and industry growth.
Requires – Electronics, Academic tech level must be at least 10 times the number of all your existing power stations.
Cost: 120PP each – to replace a normal power station costs 50PP

Nuclear Power Station – Boosts economy and industry growth more than a usual power station. But these could make people unhappy, and there is a risk of causing a meltdown. Also needs Uranium. Can build more than one, but each requires more tech.
Requires – Nuclear Power, access to Uranium, Academic tech level must be at least 10 times the number of all your existing power stations.
Cost: 160PP each – or to replace a normal power station costs 80PP

(Military) Academy – you must specify whether you build an army, navy, or air force academy. It will boost military tech rate, and troop morale for that type. You can build an academy for each type, but each one increases in cost.
Requires – tech at least 20 for that type.
Cost: 100PP for each academy.

National Monument – boosts happiness, loyalty and troop morale for the whole nation. Must be placed somewhere on the map, in one of your territories. Your troops will fight extra hard to protect it.
Requires – None
Cost: 100PP

Intelligence Agency – your spies/espionage missions are more effective, and its harder for enemies to do sneaky spy stuff on you.
Requires – Social Tech 40+
Cost: 100PP

Radar Network – boosts fighter and AAA effectiveness against air attacks on all your territory. Can also detect incoming rockets/ICBMs, allowing automatic retaliation with your own weapons in the same turn. Can be upgraded once for every land zone you have territory in, to give better coverage.
Requires – Electronics
Cost: 60PP each.

More to follow -
 
Unit Info

Spoiler Land unit chart :

The blue arrows mean the unit could be upgraded to something further along (and some later units combine several different types into one). All these units need land tech levels. 'Level' just shows how many upgrades go before that unit.

DNESlandunits22.jpeg



Spoiler Air/Sea unit chart :

The blue arrows mean the unit could be upgraded to somethign further along (and some later units combine several different types into one). 'Level' just shows how many upgrades go before that unit.

The tech level means a different tech depending on the unit - planes need air tech, and boats/subs need sea tech.
Rockets and guided missiles also need air tech, and nuclear weapons need academic tech.

DNESairseaunits2.jpeg



Unit catergories and info
Spoiler ’Hero Units’ + UU’s :

Hero Units:
These are unique one-off elite units. They cant be built, but some nations start with one, and others could appear due to events and battles that happen in the game.

For hero units, you can say exactly which of your armies they will fight with.

UU’s / Unique Units:
Units unique to one nation. Most UU’s replace a normal type of unit, but have some kind of advantage. Other UU’s dont replace anything but have some kind of speciality.


Spoiler Infantry – types :

Infantry can deal well with terrain and cities. Better on defensive then offensive though, the main unit to hold ground with. They are most vulnerable to mobile units. Early infantry types are also more vulnerable to artillery and air attack.

(normal) Infantry - generally good all round unit, especially in large numbers.

Militia – cheaper, weaker, but able to fight and escape. They have less chance to take losses, and tie down enemy troops from doing other things. They have very low penalty to fight in cities or rough terrain. They don’t stand and fight though, so aren’t much good to actually hold on to territory.

Marines – Are better at amphibious assaults than any other unit. Having some marines will help your whole army in an amphibious attack.

Airborne – No stronger than normal infantry, but they add a bonus to your whole army in normal attacks, by carrying out surprise landings to outmanoeuvre the enemy.
Airborne units can avoid the penalty for amphibious attacks if is within their airdrop range, but they still have to be part of an attacking army. The maximum range of airdrop is just the longest range of any air unit you have got, see air ranges below. They can take losses to enemy flak and fighters though. If the range is to great, then they must use boats like everyone else.

Special Ops – These units are good in rough terrain and against militia units, but otherwise no stronger than normal infantry. Most of these type can be airdropped too. Also, having at least one Special Ops unit involved in a battle gives a bonus to the rest of your units in the same battle. They aren’t really cost effective in large numbers, so you only need a few.


Spoiler Mobile - types :

These types add to manoeuvre score, helping your whole army outflank the enemy and inflict more losses. They generally have trouble with terrain and cities though (especially early motor/mech and tank types). Mobile units also tend to be more vulnerable to air attack.

Cavalry – basic mobile unit. Cheaper, but very vulnerable to more modern units. They are better than early mechanised units at handling rough terrain, so that might be a reason to keep a few.

Motor/Mech – Take less damage to modern weapons, but not so great with terrain. They are good in combination with infantry.

Tank – Even more resistant to damage than motor, also better on terrain, and adds a serious firepower punch to damage all enemy ground units.

Heavy Tank – Very powerful and tough to destroy, however just as vulnerable as normal tanks to air attack. As they are slower, they add little to manouver score.

Spoiler Artillery – Types :

Artillery inflicts losses on the enemy force, but has no power to hold ground. Although behind the front lines most of the time, artillery can take heavy losses in there is a sudden defeat and the enemy break through.

Normal Artillery – inflicts a little damage on everything. Artillery can return fire on ships, and more modern types have a chance to damage air units in defence. Also very useful against fortified territories.

AT artillery – inflicts a little damage on all ground units, but especially on tanks and heavy tanks, and especially in defence.

AAA artillery – good chance to damage air units in defence.

Shock artillery – mostly rocket artillery. Damages all ground units, but more effective against infantry. Best for quick decisive battles, as it gets less effective the longer a battle goes on, it tends to use up ammo very quickly.


Spoiler Air – Types :

These are only really vulnerable to other air units and AAA. Air power gives an advantage in battles, and you can also bomb the enemy industry and cities.

Fighters – Good against all enemy planes. Can help a little in ground support, but are more vulnerable to AAA.

Fighter/bombers – Fair chance against enemy fighters, more resistant to AAA and more effective in ground support. Cantdto special bombing missions, though.

Bombers – Only unit that can do terror bombing, strategic bombing, and possibly nuclear bombing. Vulnerable to fighters, but lower-tech fighters might not be able to intercept them at all. Later bombers can carry nuclear bombs or cruise missiles.

Heli/transport – These are mainly transport helicopters, which boost your manoeuvre score in normal ground battles by ferrying them around, especially in rough terrain. When invading overseas, each heli transport could be used to let any infantry unit attack like a paratrooper, and avoid penalty for amphibious attacks, provided the heli/transports can reach the target. Helicopters are vulnerable to enemy AAA and fighters though.

Gunship – This is flying artillery and anti-tank. Good against all ground units, especially tanks and vehicles, and does more damage than fighter bombers. Less vulnerable to AAA, but more vulnerable to enemy fighters.


Spoiler (Air Ranges info) :

Each air unit has its own range, which is the number of territories it can ‘hop’ over to reach a target.

Sea crossings also count as a number of territories….

The ‘straights’ on the map can be flown over for free.

Narrow stretches of sea, i.e a little further than length of most straights, count as 1 territory/‘hop’.

Flying from somewhere at the edge of a sea zone to an island somewhere in the middle of the same sea zone (i.e half way across a sea zone), counts as 2 ‘hops’.

Crossing an entire sea zone from shore to shore counts as 4 ‘hops’ to reach enemy coastal territory.


Spoiler Naval – Types :

Obviously sea power is needed to do amphibious assaults and attacks on enemy supply/trade routes, and also to stop the enemy doing these to you.

Light ship – Smaller, fast, cheap warships, less vulnerable to air attack. They can retreat from heavier ships. From Destroyers onward, they are good at spotting and defeating submarines too.

Medium ship – Good all-round warship, will outmatch light ships in battle but cant chase after them.

Captiol ship – Will outmatch any other ship, only vulnerable against smaller surface ships if heavily outnumbered. Most vulnerable to air attack, and needs destroyer escort against subs. Later types can also carry rockets/missiles. Later types can also carry rockets/missile units.

Carrier – As vulnerable to damage from air attack as capitol ship, although it carries a lot of AAA. It is always assumed to be carrying fighters and fighter bombers automatically, which will appear in any battles these ships get into. Carriers can also carry rockets/missile units.

Submarine – Has a chance to do damage and then get away. If spotted though, it is almost certain to be destroyed. Earlier types are vulnerable to air attack, but later ones can stay underwater to avoid this. Later types can also carry rockets/missile units.


Spoiler Special Weapons :

Rockets – All rockets can be used on their own (conventional warheads) or can be fitted with nuclear weapons if they are developed, but your nuclear warhead would have to be built separately. Rockets on their own are quite cheap, 1-shot strategic bombing or terror bombing weapons, that cant be shot down. Individual types have different ranges. Nations can leave orders to automatically return fire with their own rockets if an attack is detected.

Guided missiles – A special type that can be fired as artillery to help out in a sea or ground battle.


Spoiler Nuclear Devices :

These are expensive, but very good terror bombing or strategic bombing weapons. They could lower your reputation a lot if used, depending on the world situation. They also destroy the environment and contaminate the land. They can be launched at an enemy using a rocket unit, or dropped from a bomber. Bombers are reusable of course, but unlike rockets they can get shot down before reaching the target.
 
Unit Stats:

Spoiler Land unit chart :

The blue arrows mean the unit could be upgraded to something further along (and some later units combine several different types into one). All these units need land tech levels. 'Level' just shows how many upgrades go before that unit.

DNESlandunits22.jpeg



Spoiler Air/Sea unit chart :

The blue arrows mean the unit could be upgraded to somethign further along (and some later units combine several different types into one). 'Level' just shows how many upgrades go before that unit.

The tech level means a different tech depending on the unit - planes need air tech, and boats/subs need sea tech.
Rockets and guided missiles also need air tech, and nuclear weapons need academic tech.

DNESairseaunits2.jpeg



Spoiler All Infantry Units :

Melee infantry / Tribal warriors
(some societies are still tribal or have reverted that way, like Molde and the Zulu islands)
Level: Infantry 1
Cost: 2PP, Tech: none
More vulnerable to artillery

Musketeers
(some nations still have obsolete weapons like this)
Level: Infantry 2
Cost: 5PP, Tech: Land 10
Upgrade: Riflemen

Riflemen
(obsolete, but still useful, and cheap)
Level: Infantry 3
Cost: 8PP, Tech: Land 20
Upgrade: Standard Infantry

Standard Infantry
(more modern infantry, also with machine guns and mortars etc.)
Level: Infantry 4
Cost: 10PP, Tech: Land 30
Upgrade: Assault Infantry

Assault Infantry
(infantry with lighter automatic weapons and assault weapons)
Level: Infantry 5
Cost: 15PP, Tech: Land 50
Upgrade: Modern Infantry

Modern Infantry
(infantry with advanced rapid fire weapons and equipment)
Level: Infantry 6
Cost: 20PP, Tech: Land 70, Inventions: Computers

Milita
Level: Militia 1
(irregular forces, armed with anything from old muskets to more modern rifles)
Cost: 5PP, Tech: Land 20
Upgrade: Guerilla

Guerrilla
(these units have got their hands on light automatic weapons)
Level: Militia 2
Cost: 10PP, Tech: Land 50
(Has hidden nationality)

Marines
(marine infantry, equipped for beach landings and for fighting inland)
Level: Marine 1
Cost: 20PP, Tech: Land 40, Sea 30
Upgrade: Modern Special Ops

Paratroopers
(standard paratroopers)
Level: Airborne 1
Cost: 20PP, Tech: Land 40, Air 10, Inventions: Aircraft
Upgrade: Modern Special Ops

Special Ops
(elite commando type unit)
Level: Special Ops 2/ Airborne 1
Cost: 30PP, Tech: Land 60, Air 20, Inventions: Aircraft
(combines abilities of paratroopers – can be airdropped)
Upgrade: Modern Special Ops

Modern Special Ops
(very elite troops, equipped for all kinds of situations)
Type: Special Ops 3 /Airborne 2/ Marine 2
Cost: 40PP, Tech: Land 70, Air 30, Inventions: Aircraft + Computers
(Combines abilities of special ops, paratroopers and marines)


Spoiler All Artillery Units :

Primitive artillery
(Anything from catapults and ballistae to heavy trebuchets)
Level: Artillery 1
Cost: 6PP, Tech: Land 1
Upgrade:

Old Cannons
(Basic gunpowder cannon)
Level: Artillery 2
Cost: 10PP, Tech: Land 10
Upgrade:

Improved Cannons
Level: Artillery 3
Cost: 15PP, Tech: Land 20
Upgrade:

Standard Artillery
(Fires heavy explosive shells to long ranges)
Level: Artillery 4
Cost: 20PP, Tech: Land 30
Upgrade:

Anti-Tank Guns
Level: AT 1
Cost: 20PP, Tech: Land 40
Upgrade: Tank Destroyer

Flak Guns
Level: AAA 1
Cost: 20PP, Tech: Land 40
Upgrade: SAM artillery

Mobile Artillery
(Self-propelled guns and heavier artillery towed by vehicles)
Level: Artillery 5
Cost: 30PP, Tech: Land 40, Inventions: Automobile
Upgrade: Heavy Rocket Artillery

Tank Destroyer
(armoured, mobile Anti-Tank guns)
Level: AT 2
Cost: 30PP, Tech: Land 50, Inventions: Automobile
Upgrade: Missile Anti-Tank

Rocket Artillery
Level: Shock Artillery 1
Cost: 30PP, Tech: Land 50, Inventions: Rocketry
Upgrade: Heavy Rocket Artillery

SAM artillery
Level: AAA 2
Cost: 30PP, Tech: Land 60, Inventions: Guided Weapons

Missile Anti-Tank
(Mobile vehicles and troops with heavy anti-tank missiles)
Level: AT 3
Cost: 35PP, Tech: Land 60, Inventions: Automobile + Guided Weapons

Heavy Rocket Artillery
(Modern, accurate, heavy, rapid fire rocket artillery)
Level: Artillery 6 / Shock Artillery 2
Cost: 50PP, Tech: Land 10, Inventions: Automobile + Computers + Rocketry
(combines abilities of artillery and shock artillery)


Spoiler All Mobile Units :

Tribal cavalry
(horsemen armed with anything from swords and bows to early guns)
Level: Cavalry 1
Cost: 5PP, Tech: none

Dragoon cavalry
(disciplined horsemen with guns/swords)
Level: Cavalry 2
Cost: 8PP, Tech: Land 10
Upgrade: Standard cavalry

Standard cavalry
(horsemen with more modern rifles, who often dismount to fight)
Level: Cavalry 3
Cost: 12PP, Tech: Land 20

Armoured Cars / Trucks
(early armoured vehicles)
Level: Motor 1
Cost: 15PP, Tech: Land 30, Inventions: Automobile
Upgrade: Armoured Troop Carriers

Armoured Troop Carriers
(halftracks and early APC’s)
Level: Motor 2
Cost: 20PP, Tech: Land 40, Inventions: Automobile
Upgrade: Mechanised Infantry vehicle

Mechanised Infantry vehicle
(More modern vehicles, with powerful weapons of their own)
Level: Motor 3
Cost: 35PP, Tech: Land 60, Inventions: Automobile, Guided Weapons

Basic Tank
(slow and fairly weak compared to later tanks)
Level: Tank 1
Cost: 20PP, Tech: Land 30, Inventions: Automobile
Upgrade: Standard Tank

Standard Tank
Level: Tank 2
Cost: 25PP, Tech: Land 40, Inventions: Automobile
Upgrade: Improved Tank

Improved Tank
Level: Tank 3
Cost: 30PP, Tech: Land 50, Inventions: Automobile
Upgrade: Advanced Tank

Heavy Tank
(large, slow, very heavily armed and armoured tank)
Level: Heavy Tank 1
Cost: 45PP, Tech: Land 50, Inventions: Automobile + Electronics
Upgrade: Modern Armour

Advanced Tank
(a modern, well balanced medium tank)
Level: Tank 4
Cost: 45PP, Tech: Land 60, Inventions: Automobile + Electronics
Upgrade: Modern Armour

Modern Armour
(combines armour and firepower of old heavy tanks with greater speed and mobility)
Level: Tank 5 / Heavy Tank 2
Cost: 60PP, Tech: Land 70, Inventions: Automobile + Computers
(Combines abilities of Tank and Heavy Tank)


Spoiler All Light Ship Units :

Galley/Galleass
(Very poor if used on long range missions)
Level: Light Ship 1
Cost: 7PP, Tech: Sea 0

Sailing Frigate
Level: Light Ship 2
Cost: 10PP, Tech: Sea 10
Upgrade: Gunboat

Gunboat
Level: Light Ship 3
Cost: 15PP, Tech: Sea 20, Inventions: Steam Engine
Upgrade: Basic Destroyer

Early Destroyer
Level: Light Ship 4
Cost: 20PP, Tech: Sea 30, Inventions: Steam Engine
Upgrade: Standard Destroyer

Improved Destroyer
(more effective at finding and attacking subs and detecting other ships, due to electronic equipment)
Level: Light Ship 5
Cost: 25PP, Tech: Sea 40, Inventions: Automobile + Electronics
Upgrade: Missile Destroyer

Missile Destroyer
(Fast ship with SAMs and other missiles, also good vs subs)
Level: Light Ship 6
Cost: 45PP, Tech: Sea 60, Inventions: Automobile + Guided Weapons


Spoiler All Medium Ship Units :

Ship of the line
Level: Medium Ship 1
Cost: 20PP, Tech: Sea 10
Upgrade: Ironclad

Ironclad
Level: Medium Ship 2
(harder to damage with less advanced units)
Cost: 25PP, Tech: Sea 20, Inventions: Steam Engine
Upgrade: Basic Cruiser

Early Cruiser
Level: Medium Ship 3
Cost: 35PP, Tech: Sea 30, Inventions: Steam Engine
Upgrade: Standard Cruiser

Improved Cruiser
Level: Medium Ship 4
Cost: 45PP, Tech: Sea 40, Inventions: Automobile
Upgrade: Missile Cruiser

Missile Cruiser
(Has advanced long range missile weapons vs air and sea, as well as normal guns)
Level: Medium Ship 5
Cost: 80PP, Tech: Sea 70, Inventions: Automobile + Guided Weapons
(Can launch your rocket/ guided missile units)


Spoiler All Capitol Ship Units :

Dreadnaught
Level: Capitol Ship 1
Cost: 70PP, Tech: Sea 30, Inventions: Steam Engine
Upgrade: Battleship

Battleship
Level: Capitol Ship 2
Cost: 90PP, Tech: Sea 40, Inventions: Automobile
(Can launch your rocket/ guided missile units)
Upgrade: Nuclear Battleship

Nuclear Battleship
(Battleships might be going out of fashion… but maybe you still want the biggest and the best! This is very powerful vs surface ships and land, but just as vulnerable to air and sub attack)
Level: Capitol Ship 3
Cost: 120PP, Tech: Sea 50, Resources: Uranium, Inventions: Nuclear Power
(Can launch rockets/ guided missile units)


Spoiler All Submarines :

Basic Sub
(vulnerable if spotted, and poor on long range missions)
Level: Submarine 1
Cost: 25PP, Tech: Sea 30, Inventions: Automobile
Upgrade: Basic Sub

Improved Sub
(less vulnerable, and ok on long range missions)
Level: Submarine 2
Cost: 35PP, Tech: Sea 40, Inventions: Automobile + Electronics
Upgrade: Nuclear Sub

Nuclear Sub
(much harder to detect, as it can spend most of its time under water)
Level: Submarine 3
Cost: 50PP, Tech: Sea 50, Resources: Uranium, Inventions: Nuclear Power + Computers
(Can launch your rocket/ guided missile units)
Upgrade: Advanced Sub

Advanced Nuclear Sub
(very hard to detect, and tougher to destroy)
Level: Submarine 4
Cost: 80PP, Tech: Sea 70, Resources: Uranium, Inventions: Nuclear Power + Guided Weapons
(Can launch your rocket/ guided missile units)
 
Spoiler Carriers :

Aircraft Carrier
Level: Carrier 1
(gives bonus to any air support helping the fleet)
Cost: 60PP, Tech: Sea 30, Inventions: Aircraft
(Always automatically has 1 fighter and 1 fighter-bomber unit in battles, of the best type available)
(Can launch your rocket/ guided missile units)
Upgrade: Nuclear Carrier

Nuclear Carrier
Level: Carrier 2
Cost: 100PP, Tech: Sea 50, Resources: Uranium, Inventions: Nuclear Power + Aircraft
(Always automatically has 2 fighters and 2 fighter bombers, the best available)
(Can launch your rocket/ guided missile units)


Spoiler (Air Ranges info) :

Each air unit has its own range, which is the number of territories it can ‘hop’ over to reach a target.

Sea crossings also count as a number of territories….

The ‘straights’ on the map can be flown over for free.

Narrow stretches of sea, i.e a little further than length of most straights, count as 1 territory/‘hop’.

Flying from somewhere at the edge of a sea zone to an island somewhere in the middle of the same sea zone (i.e half way across a sea zone), counts as 2 ‘hops’.

Crossing an entire sea zone from shore to shore counts as 4 ‘hops’ to reach enemy coastal territory.


Spoiler Fighters :

Biplane Fighter
Level: Fighter 1
Air Range: 1
Cost: 15PP, Tech: Air 10, Inventions: Aircraft
Upgrade: Standard Fighter

Standard Fighter
Level: Fighter 2
Air Range: 2
Cost: 20PP, Tech: Air 20, Inventions: Aircraft
Upgrade: Standard Fighter

Improved Fighter
Level: Fighter 3
Air Range: 3
Cost: 25PP, Tech: Air 30, Inventions: Aircraft
Upgrade: Early Jet Fighter

Basic Jet Fighter
(quite a step up from earlier fighters)
Level: Fighter 4
Air Range: 3
Cost: 30PP, Tech: Air 40, Inventions: Jet Engine
Upgrade: Improved Jet Fighter

Improved Jet Fighter
(non-jet fighters basically cannot harm this)
Level: Fighter 5
Air Range: 4
Cost: 40PP, Tech: Air 50, Inventions: Jet Engine + Computers
Upgrade: Advanced Jet Fighter

Advanced Jet Fighter
Level: Fighter 6 / Fighter Bomber 5
Air Range: 4
Cost: 50PP, Tech: Air 60, Inventions: Jet Engine + Guided Weapons
(combines ground attack ability of fighter bombers)
Upgrade: Advanced Modern Fighter

Advanced Modern Fighter
Level: Fighter 7 / Fighter Bomber 6
Air Range: 5
Cost: 60PP, Tech: Air 70, Inventions: Jet Engine + Guided Weapons
(Stealthy unit, also combines ability of fighter bombers)


Spoiler Fighter/Bombers :

Basic Fighter Bomber
Level: Fighter Bomber 1
Air Range: 1
Cost: 20PP, Tech: Air 10, Inventions: Aircraft
Upgrade: Dive Bomber

Dive Bomber
Level: Fighter Bomber 2
Air Range: 2
Cost: 25PP, Tech: Air 20, Inventions: Aircraft
Upgrade: Improved Fighter Bomber

Improved Fighter Bomber
Level: Fighter Bomber 3
Air Range: 3
Cost: 30PP, Tech: Air 30, Inventions: Aircraft
Upgrade: Jet Fighter Bomber

Jet Fighter Bomber
(a big step up from previous types)
Level: Fighter Bomber 4
Air Range: 4
Cost: 40PP, Tech: Air 50, Inventions: Jet Engine
Upgrade: Advanced Jet Fighter


Spoiler Bombers :

Airship
(doesn’t require aircraft invention – just automobile. Although very vulnerable to fighters and later AAA, it stays useful because of its longer range…)
Level: Bomber 1
Air Range: 3
Cost: 30PP, Tech: Air 1, Inventions: Automobile
Upgrade: Medium Bomber

Medium Bomber
Level: Bomber 2
Air Range: 2
Cost: 30PP, Tech: Air 20, Inventions: Aircraft
Upgrade: Heavy Bomber

Heavy Bomber
Level: Bomber 3
Air Range: 3
Cost: 40PP, Tech: Air 30, Inventions: Aircraft
Upgrade: Improved Heavy Bomber

Improved Heavy Bomber
(flies so high that early fighters might not be able to catch it at all)
Level: Bomber 4
Air Range: 4
Cost: 50PP, Tech: Air 40, Inventions: Aircraft + Electronics

Heavy Jet Bomber
(early fighters are basically incapable of catching this)
Level: Bomber 5
Air Range: 5
Cost: 60PP, Tech: Air 50, Inventions: Jet Engine + Computers

Supersonic Bomber
(non-jet fighters cannot catch this, could also outrun basic jet fighters)
Level: Bomber 6
Air Range: 5
Cost: 80PP, Tech: Air 60, Inventions: Jet Engine + Guided Weapons

Stealth Bomber
(not very fast, but has a good chance to escape detection)
Level: Bomber 7
Air Range: 8
Cost: 100PP, Tech: Air 60, Inventions: Jet Engine + Guided Weapons
(stealthy unit)


Spoiler Helicopters :

Helictoper
Level: Heli/Transport 1
Air Range: 3
Cost: 35PP, Tech: Air 50, Inventions: Aircraft

Gunship:
Heli Gunship
Level: Gunship 1
Air Range: 3
Cost: 50PP, Tech: Air 60, Inventions: Aircraft + Guided Weapons


Spoiler Rockets/Missiles :

Basic Rocket
Level: Rocket 1
Air Range: 2
Cost: 15PP, Tech: Air 40, Inventions: Rocketry

Long Range Rocket
Level: Rocket 2
Air Range: 4
Cost: 25PP, Tech: Air 50, Inventions: Rocketry + Computers

ICBM
Level: Rocket 3
Air Range: infinite
Cost: 40PP, Tech: Air 40, Inventions: Space Flight

Cruise Missile
Level: Guided Missile 1
Air Range: 2
Cost: 10PP, Tech: Air 50, Inventions: Guided Weapons

Smart Missile
Level: Guided Missile 2
Air Range: 3
Cost: 15PP, Tech: Air 70, Inventions: Guided Weapons


Spoiler Nuclear Weapons :

nuclear warheads:
A-Bomb
(basic nuke)
Cost: 100PP, Tech: none, Resources: Uranium, Inventions: Nuclear Weapons
Special: First one costs double (200PP) to build.

H-Bomb
(ultimate nuke)
Cost: 150PP, Tech: none, Resources: Uranium, Inventions: H-Bombs
Special: First one costs double (300PP) to build.

 
Rules: orders/ things you can do
(under construction)

For orders, all I would really need is a couple of words to say that your still playing, and maybe some rough idea of what you want to do. industry or economy or science? Attack someone or defend? And then ill work out all the actual stuff from that.

All of it is optional. Ideally though, id like to know what production orders you want at least.

Production orders:
Anyone can now split PP spendage across as many different types of things as you want

For something expensive, it might take a few turns to complete, any left over PP’s go to your treasury.

Spoiler Stockpile :


You don’t spend anything this turn. All your PP’s go to treasury. Maybe you can give this to someone else, or wait to build something better than what you can at the moment.

Spoiler Build Units :


You spend all your PP’s on units (any combination of units). Ideally, if you just give a rough idea ill work out what you get for you. That would save writing exact shopping-lists, but you can do that if you want.

You can build anything you have all the tech and invention requirements for. You could still build less advanced units as ‘cannon fodder’. Units that are one step behind are still quite competitive, but it increases a lot more for two steps or more. So buidling 'melee infantry' when your fighting against tanks might not help at all, even as cannon fodder.

Units you build cant be used on the same turn, they come into play after. Updated military info will be sent to all nations to confirm how many units they have got...

Conscripts - these can be any normal or militia infantry unit you can build (no conscript marines or paratroops!). A conscript will cost *half* the Production Point (PP) cost of the normal unit, to the nearest PP, which can even be 0. There is no limit on conscription per turn, just as much as you can afford.

Conscripts will fight worse than normal infantry, but not too bad. They could even advance in experience to become normal units. Using conscription can make people unhappy and lower the overall population, depending on the government and how many are conscripted.

Upgrade Units:
You can upgrade any existing unit, if the unit has an upgrade to something you can build. The old unit is dismantled for scrap, and the old personnel are kept and trained for the new unit.

If it’s a more obsolete unit than 1 step behind, you can still jump right to the end of the updgrade-line in one go, if you can afford it.

Any upgrade info for each unit is in the ‘unit info’ a couple of posts up, also the blue lines and arrows on the unit charts show the upgrade paths.

Upgrade is not essential for units that are just 1 step behind, these have only a small penalty, but the penalty gets much larger for the more steps in-between. Also, all units will be considered to be a little bit stronger with each tech that you get, whether or not they are upgradable.

Spoiler Fortify territory :

You spend all your PP’s on building fortifications. See the fort info above. There are currently two levels for forts, each costs 60PP to build/add.

Forts appear on the map, but you don’t have to say exactly which territory you want fortified. Just name a border or a rough area if you trust me to place it…

Spoiler Build more industry :

You spend all your PP’s on more factories. Industry is the one thing you can increase by spending PP’s on it directly, to get more PP on each turn to come. If left alone, industry will increase by itself also, but slowly and over many turns.

To build more industry, youd have to spend your current industry level !multiplied! by 10PP. You might be able to afford several level increases at one, or it might take more than a turn to increase a level.

If it takes more than a turn to increase one level, the amount of PP’s you did spend will be added again, !for free!, each turn, until a new level is reached. Meanwhile, you can be spend your PP’s on other things.

Once built you get the extra PP’s every turn, usually 8PP per industry level.

You must have no issues with manpower or resources to do this. You might need to wait for more manpower, or get access to more ore or territory.

Spoiler Infrastructure :


You spend all your PP’s on building (at least one) infrastructure project.

If it takes more than a turn to complete a single project, the amount of PP’s you did spend will be added again, !for free!, each turn, until it is complete. Meanwhile, you can spend your PP’s on other things each turn. Or you can spend another load of PP’s, which will be added to the rate it is already increasing at….


Spoiler Create extra army :

70 PP to create another army...

This doesn’t give you any extra units, just lets you do more attacks at once or guard more places at once, but also divides your forces more. An 'army' isn’t any military strength on its own, just generals and hq’s and logistics etc, used to divide forces and attack/defend in more places at once.

No maximum on armies... if a nation builds a large number of armies for its size (say twice the armies it started with, and no extra territory gained), then there could be problems in researching more military tech as all the effort goes into bureaucracy for all the hq’s and generals. Though there would be some warning about this happening.

Note that places without armies nearby (probably a few isolated islands at the start) are still assumed to have ‘garrison forces’ all the time. A few units will be there no matter what, and could do a fair job of holding up an attacking army (though not a great job).

You can scrap an army to get 40PP back at any time. This doesn’t kill any of your units, as they will try to make it to other existing armies or just get to your home territories.



Economy orders: (choose one to focus on)
Spoiler Economy orders :

Whatever you focus on will increase quicker than otherwise this turn.

Economy
Standard of Living (SoL)
Science
Happiness
Stability

Science orders: (choose one to focus on)
Spoiler Science orders :

You have a small chance to increase a tech level in every area each turn. But what you focus on will usually increase by at least 1 a turn.

You can focus on either of the five choices, Social tech / Academic tech /land military tech / air military tech / sea military tech.


Special actions: (choose any or all of these per turn)
Spoiler Rush/Tax/War mobilisation :

SoL points can be sacrificed for extra PP’s. This is like taxation / war mobilisation, where people sacrifice their lifestyle to work harder. So you can sacrifice 1 SoL point to ‘rush’ everything that turn. This adds the current income to the treasury an additonal time (2x income on that turn).

E.g a nation with 110PP in treasury, with a 100/turn income, would be able to spend 110+100 = 210PP that turn.

Economy and science things will increase quicker this turn too....

Can only do this once per turn (one SoL level per turn)...

Spoiler Nuclear retaliation orders :

Nuclear retaliation:
This would only come into play if somebody developed nukes…

There is a chance to destroy enemy bombers and rockets on the ground with nuclear attacks, so other nations can leave orders to retaliate automatically during a turn update. The retaliation could happen even before any rockets/bombers have hit, especially if the defending nation has electronics and/or radar infrastructure to detect them.

But radar cannot tell between a nuclear attack or just ordinary bombers/ explosive rockets. So they might assume the worst and launch nukes at you if they have any. You can say who you want to be prepared to retaliate against, how edgy you want to be. For NPC’s, it depends on whether or not they think you have nukes, and if you are considered likely to use them.

If a retaliation is launched, rockets are first choice, but bombers could also be used if rockets cant reach or there are not enough.

Spoiler Slave labour :

You can sacrifice 1 point of population for an extra 40PP that turn. Max is 4 points per turn, or 160PP. Slave labour will tend to reduce your reputation too, and makes people unhappy, depending on the government.

Spoiler Persecution / Deportation :

You can target a single ethnic group / culture / foreign influence to expel from your nation, for whatever reason. They are forced out by persecution and threats. The influence of that culture will be reduced, but so will a small part of your population, economy, and possibly science rate also – it depends on how big their influence was to start with, and how advanced the ‘mother country’ of that culture is. Your reputation will also be affected a little.

The exiled people will try to find their way to the mother country of that culture, if it still exists, and isn’t a warzone or a conquered country. Its population and economy will be increased a little by the exiles from your nation.

There is a chance that any remaining people of that culture left in your nation will be unhappy and cause unrest for a while, or until you remove all of them.

You could also exile people of your own culture, just to reduce the population… There would be less ill effects from this, and they would try to go to some random nearby countries, preferably ones with higher standards of living.

Spoiler Atrocities :

You can massacre some of the people to teach the rest of them a lesson. It will reduce population by 1, and could also reduce the economy. Each time you do this, you get rid of any stability problems of the government, and reduce rebellions. You can target a single ethnic group / foreign influence to reduce, otherwise it just affects the nation generally.

There is a chance to keep atrocities secret, but there is also a large chance to create unhappiness. Be warned that atrocities will reduce your reputation a lot if the truth gets out!

Spoiler Relocate Capitol :

You can move the capitol to any of your territories. This could be to increase loyalty in another part of your nation, or to avoid an enemy invasion. This will create some instability and maybe some rebellions for a while, until the new capitol is established.

Spoiler Reform the government :

You can get rid of certain issues that you might start with, or issues that appear later, like corruption and insane leaders. This *could* cause some unrest and instability.

Obviously you can't use a reform to get rid of things like manpower shortages or bad reputation...

Spoiler Change governments :

You can change the government to something else, but you might be in a state of anarchy for a while. The new government might be unstable for a while also.

The revolution could be peaceful, or could be a bloody battle. Its hard to predict, but depends on the situation. A passive government might just collapse, but a more powerful and militaristc one might decide to go down fighting.

Note that rebel forces will often take this opportunity to go all out for independence, or even start a civil war.

civil war wont occur without some kind of warning. There will usually be some way to avoid civil war at the last minute, though it might involve agreeing to something you dont wont to agree to

You need to have enough social tech for the new government, and your social tech will also decrease afterwards, as the nation will be in some turmoil.

Spoiler Develop a special invention :

You can develop one invention that you have the requirements for. Note that this will reduce your academic tech a little as cost.

Spoiler Sneaky spy mission :

You can specify some kind of spy mission you want to do, maybe to reveal their full military details, or increase rebellions. You can only have one mission going on at once, and it may take a few turns before you find out the result.

If your spies are away doing something, then it is easier for others to do spy missions against you. So your spies are always on counter-intelligence if you have no mission set.

Spoiler Use ‘luck’! :

Might cut this one, just an idea….

You can ask for some extra luck this turn! The longer you leave this, the more ‘lucky’ you will be when you ask for it again.

Spoiler Something else :

Anything else you want to do… maybe some kind of special project you want to build, let me know...
 
Military Orders:

(This might make more sense when I put up the nation stats with their starting orders for armies etc…)

Each nation has a big list of units, but they wont ‘be’ anywhere on the map, it would be too complicated. Instead my idea is to abstract things a little.

I don’t expect anyone to read this, feel free to be as vague as you like with orders for attacking or anything. This is just the system I’ll be using to work things out….

Spoiler Armies :

To attack someone on land, you need to send in one or more ‘Armies’. Each nation has at least one army at the start, and none have more than five. Having more armies doesn’t mean you have more units, just that you can be more flexible. Armies don’t have any specific units in them, they are just always assumed to have an equal proportion of a nations ground units.

Armies are always somewhere in the world, either in a specific territory or spread out in a land zone.

Armies also have a percentage rating (out of 100) for strength/organisation/morale. A lower percentage means damaged units, demoralised men and less organisation, so it will be poorer in combat and have less actual share of your units. 100 is average, but could go above that with extra training or after winning battles.

I don’t want to totally overcomplicate things, but I have included an option to customise armies a bit. So you can have some kinds of unit the army has more of (+type) and one it has less of (-type). This just affects what proportion of your nations units the army is considered to have (you dont get extra units!)

You can make extra armies, but it costs 70 PP... (represents the organisation and leadership going into the new army). You can scrap an army to get 40PP back at any time. This doesn’t kill any of your units, as they will try to make it to other existing armies or just get to your home territories.

So armies are just my idea to simplify combat. They have these stats:
Army Name: Strength/Max%, (+type) (-type)
Location: Zone, or Specific territory to concentrate in
Orders: listed here


Spoiler Armies / Zones Info :

Armies / Zones Info
Armies can be assigned to an individual territory if you want, but ive also divided the map into larger ‘land zones’.

The idea is of these land zones is that you could assign an army to cover a general area. The main continents (ive named ‘Asia’ and ‘America’) have some smaller sub-areas in them. So, for example, an army could just be ordered to cover the whole of asia, but it would be pretty spread out and slow to react, so the army would contribute only a few units to defend any single territory in battle. Or an army could be assigned to ‘North Asia’, and would be better able to better defend that rough area, adding a lot more units into any battles there.

There are also islands grouped together into zones. The idea is you could have one army covering a whole group of islands. Attacks between islands still count as amphibious attacks though.

One special case… The ‘Maritime States’ zone has one territory on mainland Asia (latium, rome’s home territory). An army from Smyrna in asia could make a standard border attack into Latium, but would need an amphibious attack against any of the islands in that zone.

Also the island territory of ‘Crete’ is on its own, as it didn’t seem to make sense to group that with anything.


Spoiler Battles Info :

Battles: Will mostly be me deciding what happens, trying to be very realistic and fair, based on the situation and everything, forces involved, terrain etc. Ill also use a random number system, so that some surprising results could happen.

Battles usually won’t be ‘battles of annihilation’, few units will actually be lost, But one side or other will usually be forced to retreat. A unit being lost represents that the whole army has taken enough losses to account for one unit of that type.

For Battles, ill have random numbers for each of the types of units involved, e.g artillery, infantry, fighter/bombers etc. Each side has its own score for these.

Then the main things which decide battles will be:
Standard combat – just how advanced the units are + scores for each kind of unit.

Manouver – who has best ability to move around and outmanoeuvre the other side, taking terrain and other things into account.

Morale – obviously, which side is most willing to fight and die, depending on the situation.

Time – If a battle is close run, then it might drag on for a while, there is more chance for backup forces to arrive, and supplies to run out etc.

Extra stuff – anything to do with terrain, lack of fuel supplies, bonuses from special units etc.


Spoiler Aggression level :

Aggression:
Basically what level of losses you will accept before an attack is called off, or you retreat from a defended territory. Or you could just skirmish/test the defences, trying to take no losses at all.

Each army, and your airforce and fleet orders, are assumed to be at a sensible/moderate level of aggression unless you say otherwise


Spoiler Formations/Tactics :

Any Formations/Tactics your troops are using:
Your fleet, airforce and all armies are assumed to be in ‘standard’ formation using ‘standard’ tactics, for which there is no penalty. But if you want, you can state a formation or tactic that you want to use (in one attack or as a general tactic). This can be anything you imagine. Blitzkrieg? tank spearheads? I’ll decide the result, taking into account any formations or tactics on the other side, and trying to be as realistic as possible.

The worst that can happen is that there will be no bonus in combat. You wont be penalised without getting some kind of result (in terms of more damage done to the enemy), though it might not be exactly what you wanted, and you may take heavier losses in some part of your army too because of it.

This wont be a huge part of the combat, so don’t worry if you don’t want to specify anything.


In theory, your orders for armies, fleet and airforce can be anything. Ideally they should be something fairly simple… The standard ones id like to use are here, but feel free to send any kind of order.

Spoiler Army Missions/Orders :

Army Missions:
Each army could do one of these each turn.

If the mission is somewhere else than where the army currently is, it will try to get there. Note that if the army has to cross over sea, it could take losses to enemy ships, and even be forced to turn back.

Dig in
Target: Any neighbouring nation/stretch of border

This Army concentrates on one border with one nation to defend against. It will be in the territories along that border.

It is very good on defence against any attacks from that direction (by any nation), but not so good if attacked from a different border/direction.

This army makes better use of any special terrain along the border (blue river borders, grey mountain borders) and would get a higher bonus from them.

This army also finds it harder to retreat, so may take heavier losses if defeated.

Defend
Target: Any friendly territory/zone

This Army defends its local area, prepared for attacks from any direction. It has a bonus on defence, and could retreat without extra losses.

Reserve
Target: Any friendly territory/zone

This Army will move automatically to defend any nearby armies/territories/zones under attack. It can move a long way over land, but it might not arrive until some of the fighting has already happened.

If this army is forced to defend itself, it will not have any bonuses on defence.

Attack
Target: Any border territory/territories

This army attacks across a land border and invades the enemy territory. It can concentrate on one territory, or spread out across several to attack at once.

Amphibious Attack
Target: Any enemy coastal territory

The army will attempt to invade an enemy coastal territory or island. This is harder to do than a land attack. The further it is from your own coasts or allied coasts, the more difficult it will be. Having some marine units in your forces will help the whole attack.

Every sea zone the army has to cross to reach its destination is another chance to take losses to the enemy fleet/airforce that might have been ordered to those zones. The invasion could be turned back at sea if enough losses were taken.

Ideally one of your fleet’s priorities for this turn would be to support the invasion, fighting a way through the enemy fleet and bombarding the beaches.

Amphibious attacks will be slow, they wont be over in one turn usually. The enemy will have a chance to organise a counter-attack on the beachhead, so fleet support should hang around for a while.

Rest/Retreat
Target: Any friendly territory/zone

The army tries to recover its strength if damaged. It will avoid the enemy and make no effort to defend itself, unless it is cornered. Even then it will have no bonus to defence.

Spoiler Air Force Orders/Priorities :

Air Force Orders/Priorities:
If there are no orders, your planes will just try to fight any enemy planes that come over your territory, and help out all of your armies.

You can give as many orders as you want, though your air force is assumed to be divided up between each task. You could make some things more important though, and they would have a bigger share of your airforce..

Support Army
Target: One of your armies.

Your air force gives air support to this army no matter what it is doing, whether it is attacking, defending, or just moving around, as long as the air units can reach it.

Defend/Support Fleet
Target: all the ships, or ships in a specific sea zone to defend.

Air units will scramble from their land bases to help out in sea battles.

Aircraft carriers also give bonus to any air support helping the fleet. Carriers always automatically have their own small number of air units ‘attached’ to them anyway, depending on which type of carrier, which will appear in fleet battles. But Carriers would also help out all of your actual air force in battles over the sea.

Air Defence
Target: Defends all of your territory, or you could name a specific territory or zone to concentrate on.

Your air units try to fight off any enemy aircraft over that territory. Technically any air unit could be sent to do this, but having some fighters would be ideal and they are prioritised to this…

Grounded
Target: Any territories/zones to gather in, or air units are all grounded where they were last time.

Air force stays on the ground. If the enemy air force are too strong this could be useful. Although, your airfields could still be bombed and your air units take losses this way.

Air units attacking on their own:
Air strike
Target: Any sea zone, land zone or territory your air units can reach (see air ranges)

Air units can be sent to attack on their own, against enemy land or sea forces, whether or not you have armies and ships involved also.

Attacking a ground territory/zone will attack any enemy ground forces in the area, either armies or just the garrison forces. There is only a small chance to destroy enemy units this way, but armies could get their strength% reduced.

(It could be useful to bomb the enemy ground forces at long range, maybe in support of an ally, where you have no ground forces of your own to help out.)

Targeting a sea zone will attack any enemy ships there, and could also damage merchant shipping and supply lines.

Note that outside of your territory, fighters and fighter bombers cant reach as far as bombers. Your fighters and fighter bombers can provide escort and join in the attack only as far as their range can go.

Bombing mission
Target: Any enemy territory, zone or nation your bombers can reach (see air ranges)
Special: Attack cities, industries, resources, or airfields.
Requires! Need some actual ‘bomber’ type units for this.

Bombing missions are more effective for the more bombers you send in, the more air tech you have, and how advanced the bomber units are.

Attacking the enemy’s cities, ‘Terror bombing’, could lower their population, standard of living, economy and morale. It could also lower your own reputation by attacking innocent people. It depends on the world situation and whether the enemy has bombed your cities also. There is also a smaller chance to damage their industry in their cities, and any infrastructure things they have built.

Attacking the enemy’s industries ‘strategic bombing’ could lower their industry level, and science rate also. It could also wipe out some of their PP production for next turn, without actually destroying the industry levels. There is also a chance to damage any infrastructure things they have built, and also lower their population, though if you didn’t target their people directly there isn’t a reputation penalty..

Attacking the enemy’s resources could disrupt their access to them resources, e.g destroying a refinery to block a source of oil for a turn or more. You can’t destroy them permanently though.

Attacking the enemy’s airfields is an attempt to destroy the enemy airforce on their own ground. But enemy fighters that do take off in time will not have to go far to intercept your bombers, there is a greater risk of being intercepted this way.

You don’t have to specify a type of mission, your bombers try a bit of everything if nothing is set. Enemy Flak and AAA weapons can cause losses to bombers, even if the enemy has no fighters.

Note that outside of your territory, fighters and fighter bombers cant reach as far as bombers. Your fighters and fighter bombers can provide escort and join in the attack only as far as their range can go.


Spoiler Fleet Orders/ Priorities :

Fleet Orders/ Priorities:
If there are no orders, your ships will just try to defend all your coasts from invasion, and might defend sea routes depending on the situation, but wont be concentrated anywhere specific.

Defend Coasts
Target: Any sea zone with friendly coastal territory

Your ships will only fight to try and stop blockades and/or invasions. Otherwise they stay in port.

Defend Sea Lanes
Target: Any sea zone with friendly coastal territory

Your ships will fight if the enemy tries to do anything to your sea lanes or coasts. This is important if you have isolated territories and you need to keep a sea lane open.

Patrol/Attack
Target: Any sea zone

Your ships will patrol the sea zone, looking for any enemy ships to attack, basically 'naval superiority'.

Escort Army / Support Landing
Target: Any friendly army/armies

The fleet will try to support these armies. If they are just moving over sea zones to friendly territory, the fleet tries to provide escort against enemy fleets.

If one or more of the armies are actually doing an amphibious assault, then the fleet will help out by bombarding the beaches etc. This makes ships vulnerable to land artillery also.

Since amphibious assaults can take a turn to finish up, the fleet support might be needed over two turns or more to prevent an enemy counter-attack.

Attack Shipping
Target: Any sea zone(s)
Specials: Attack neutral shipping or not, Send Submarines only or not

Your fleet seeks out enemy merchant shipping / supply ships in a sea zone. This has a chance to hurt the enemy’s economy/industry this turn, costing them PP’s, also has a chance to block resources coming from isolated territories. Some shipping can probably still sneak through, though, unless you have an enormous fleet in the area.

Some ships could be boarded and captured, possibly adding some extra PP’s, but most will have to be sunk.

Things get complicated if the enemy has made a deal to import resources from another nation... you can decide whether you want to attack neutral ships or not, which would have effects on diplomacy etc!.

On its own, fighting the enemy fleet is not a priority with this order, so if the enemy fleet turns up, your ships might avoid them, especially if they are not confident of victory. But you could of course send patrol/attack orders for this zone too.

Submarines are good at this type of thing, especially later types. So you could send subs alone to attack shipping if your surface fleet isn’t strong enough.

Blockade
Target: Any sea zone(s), or specific territory to blockade
Specials: Block neutral shipping or not

Your ships try to stop enemy shipping by blockading their ports at close range.

This has a better chance of hurting the enemy’s economy/industry this turn than attacking shipping at sea, and also a better chance to block resources getting through. Your ships can also afford to board more ships and seize their cargo, giving you more PP’s.

As your ships come close to land, they could get into duels with land artillery, and are more vulnerable to air attack.

Launch Rocket
Target: Any sea zone to fire from
Specials: Target nation, details of rockets used, use subs only or not

Carriers, battleships and later subs could all be used as platforms for launching rockets (with or without nuclear warheads). This is useful if rockets cant reach the target from any of your land territory.

With this order, as many rocket-firing ships as needed will try to get to the sea zone, with a proportion of your other ships escorting. Each carrier, later sub and battleship unit like this could launch one rocket per turn.

If there is a battle, the ships and rockets could be destroyed by the enemy before being launched. Submarines have a greater chance to sneak past large enemy fleets though, so they would be quite useful for this, and you could send them in alone instead.


Spoiler Rocket/missile order stuff :

Rocket missions:
Rockets can do strategic bombing / terror bombing, and they cant be shot down, but they are used up in the process. They can also do nuclear attacks, but you need a nuclear unit for this which is then fitted to the rocket. You could fire any number of your rockets at any number of different nations each turn.

They have to be able to reach the target from wherever they are fired, which could be from any of your territory, or from a sea zone if you have some of the more modern sea units (See info on air ranges and fleet orders for launching rockets). ICBMs have infinite range though.

Guided missiles:
Guided missiles are 1-shot weapons to help in ground and sea battles. So you could say if you want them be used as soon as they are built, or saved up for later. They can appear in any land battle near enough to your territory, or any sea battle where you have ships that can carry missiles (carrier/battleship/subs)
 
Diplomacy and stuff

Diplomacy
By PM or in the thread, up to you. No set rules for treaties, anything goes except that they wont come into play until ive seen agreements from everyone involved.

All nations are assumed to be trading with each other at the start, no ‘trade treaties’ are needed. You can specifically ban trade with someone, which will hurt both nations economies a little – but a nations with the smaller economy will lose out more.

Breaking treaties or failing to live up to them will lower your reputation depending on the situation.

Ill try to ‘role play’ the NPCs as realistic as possible, so feel free to send any treaty suggestions to me for them. As the NPC’s I might suggest some treaties/agreements from time to time to any other nations.

Spoiler Puppet States :

Puppet States / Protectorates etc:
To start with, the USA has Alaska as a puppet state. This is my idea for puppet states and the starting treaty between USA and Alaska, but of course feel free to either use this setup or make any other arrangements of your own:

If you are quite powerful, big or have a lot of influence over an NPC, there is a good chance you can ask the NPC to become a puppet state and they will accept. There is a greater chance if you have built up trust and made treaties beforehand.

Puppet states can:
*negotiate with other nations
*start wars of their own
*expect defence from the ‘master’ nation if someone starts a war on them, whether or not there have been any treaties
*cancel their puppet status at any time, possibly causing unrest and instability, and giving the ‘master’ nation a reason to attack.

Puppet states can’t (without breaking away first):
*trade their special resources – they are all automatically shared with the ‘master’ nation
*trade their own technology/inventions/units with anyone except the master state
*make deals to trade their other resources (food/ore) except with the ‘master’ nation
*negotiate with enemies of the ‘master state’
*refuse to go to war against enemies of the ‘master state’
*refuse permission for troops/aircraft/ships/missiles of the ‘master state’ to use their territory

Puppet states could be asked to do these, and are *expected* to obey. But it could damage relations on both sides and damage long term chances of annexation:
*follow the diplomacy and politics of the ‘master state’ if asked
*change their government to the same as the ‘master state’ if asked

Refusal of these would give some justification for the master state to invade.

So puppet states always share their special resources with those of the master nation. Puppet states will also benefit from the economy, industry, standard of living and science rate of the master state, if they are higher. For this reason, there is some benefit for being a puppet. It doesn’t work the other way, though, master states don’t gain from economy etc of puppets (well maybe, but very slowly).

The master state can station its forces inside the puppet nation at any time, and use its territory to launch air attacks from etc. Its territory counts as the master states own territory for supply routes etc.

If a master state lets the puppet get conquered, there is less chance others will want to be a puppet of that nation again. It would also be a very large reputation loss to attack your own puppet state, except if the puppet is not doing what it is *expected* to do, in which case there is some justification. If a puppet breaks away and no longer wants to be a puppet state, the master state has a good cause to go to war though.


Spoiler Gifts+Exchanges etc :

Gifts+exchanges etc:
For some realism, id like to put some limits on trading certain things…

Sharing tech levels:
You can raise the tech levels of anyone less advanced that you. You can give out a total of 10 tech levels per turn, spread across any categories and any nations, provided they are at a lower level than you. You cant add your techs to someone who is already more advanced than you!

If you are sharing out some techs, your science rate will be less on that turn, as your scientists are busy teaching other nations.

Sharing Inventions:
You can only share 1 per turn, to one single nation. They must have the required academic tech for that invention, but they don’t have to lose any tech levels afterwards (theres no ‘invention cost’).

Sharing Units:
You can send any units to another nation. You are just considered to send the equipment and hardware, and the other nation uses their own manpower (even for infantry units, you just send the weapons and equipment). The unit will be marked with (obtained) in the list of units. The unit will fight worse than usual, worse for the more techs the other nation lacks to actually build that kind of unit themselves. This could be made public, and make any enemies of that nation unhappy with you!

Handing over territory
No limits on this, you can trade any of your territory except your Capitol, unless maybe you want to annex yourself into another nation or something! If you do sell or surrender territory, your people’s support of government and their national pride could be damaged. Also, people of your homelands could be upset at feeling you have sold them out to other nations and left their fellow people at the mercy of other governments.


Spoiler Dividing/merging Territories, establishing new states :

No limits on this, anything goes and you could even set up new nations or puppet states from any territory you have control over. The local populations may not be very happy though…

The territories of the map are not set in stone, they could easily be changed between turns. Maybe two allies could divide a captured territory… But id say resources cant be duplicated, so they would have to go into one of the halves.
 
World Maps / Nations / Independance Movements

Spoiler World Map :

DNESsmallworld.jpg



Spoiler Map icons info :

DNmapkey.jpeg



Spoiler Uber-world map (500k+) :

DNESunbermap2.jpeg



Spoiler Flags of each nation! :

DNallflag2.jpeg



Spoiler Zones Map :

DNzones.jpeg



UU Info Part 1

Spoiler Celtonia UU Info :

Woad Infantry
These elite soldiers are the descendants of the legendary gallic swordsmen. Although they are now disciplined and highly trained, they are just as ferocious in battle as their predecessors.

Their strength will depend on the technology of Celtonia, they will always be superior to the best of the normal Celtic infantry. They also boost morale of the rest of the army.

Hero Unit
Level: Infantry+
Special: Unbreakable morale, morale bonus to all friendly forces.

Highland Commando
These are tough marines, that also have a ‘special ops’ ability earlier than normal special ops could be built (at least one special ops gives a bonus in a battle, and they are good in rough terrain and against militia units)

Replaces: Marines
Level: Special Ops 1 / Marine 1+
Cost: 30PP, Tech: Land 40
Special: High morale
Upgrade: Modern Special Ops

Celtonian Super-Dreadnaught
During the height of Celtic power, the Celts built the biggest and most powerful Dreadnaughts of all. They are still among the biggest ships ever built, and their firepower is a match for any modern Battleship. But their size, their old equipment, and their slower speed mean they are more vulnerable to damage.

The Celts start with some of these but they can’t be built anymore. The Druids have banned them as icons of the old Celtic militarism, and want to focus on more modern types of ship instead. They have slightly more firepower than a normal battleship, but they are more vulnerable to damage themselves.

Replaces: Dreadnaught
Level: Capitol Ship 2+
Cost: N/A – banned by druids!
Special: Superior firepower, more vulnerable to damage
Upgrade: Nuclear Battleship



Spoiler Norseland UU Info :

Norseland Militia
These are very fearsome militia units that have formed over the past few years to protect Norseland’s independence. They are ancestors of both the fierce native barbarians of ancient times, and the equally fierce Scandinavian warriors.

They will suffer no penalty to fight amongst the rough terrain of Norseland. Although they have little power to hold ground, they can inflict losses on almost any attacker.

Replaces: Militia
Level: Militia 1+
Cost: 8PP, Tech: Land 20
Special: Extra morale, no terrain penalty in snow/mountains
Upgrade: None




Spoiler Byzantium UU Info :

Kataphractoi Tank
The Byzantines have recently developed this tank which improves on firepower and speed at the expense of armour.

Replaces: standard tank
Cost: 25 (same)
Level: Tank 2+
Special: Increased firepower and mobility, less armour protection.

Chalcedon Class Battleship
While the Celts were caught up in traditions of their Super-Dreadnaughts, the Byzantines have forged ahead with modern battleship design. The Chalcedon class has the best of the new electronic equipment, with excellent radar range finding and automatic gunnery control. It is heavily armoured and the internal structure is also very well protected.

This is a rival to anything the Celts have got. It costs a little more, but is more advanced, harder to damage and has slightly better firepower than normal battleship.

Replaces: Battleship
Level: Capitol Ship 2+
Cost: 100PP (up 10 from normal), Tech: Sea 40, Inventions: Automobile
(Can launch rocket/ guided missile units)
Special: Less likely to take damage, superior gunnery.
Upgrade: Nuclear Battleship

Varangian Guard
The Varangian Guard were ancient bodyguards of the Byzantine Emperors and Empresses, and were originally Scandinavian and German mercenaries. For a time, they were in danger of becoming a ceremonial unit, with no real role to play outside of palace politics. But they were rescued and reorganised by the later Byzantine rulers, and have become one the first special forces in the world.

This unit has a special ops ability, and a morale bonus to all friendly units it fights alongside, so it’s a big boost to the army it is in.

Hero Unit
Level: Special Ops 1+
Special: Special ops unit, morale bonus to all friendly forces



Spoiler Mexico UU Info :

Jaguar Warriors
The old traditions of the Aztecs are being revived, some would say distorted by the new Mexican government. This elite unit tries to emulate the legendary warriors of the Aztec empire.

Their strength will depend on the technology of Mexico, they will always be superior to the best of the normal Mexican infantry. They also boost morale of the rest of the army, and are experts in mountain and jungle warfare

Hero Unit
Level: Infantry+
Special: Morale bonus to all friendly forces, no terrain penalty in mountain/jungle.

Tlecuahuitl Militia
These are the fanatical hit-and-run defenders of mexico. They are also used to fighting amongst the jungle and rough terrain of their homeland.

Replaces: Militia
Level: Militia 1+
Cost: 5PP, Tech: Land 20
Special: High morale, less penalty in mountain/jungle
Upgrade: None



Spoiler France UU Info :

Guards of the Fasces
These are the descendants of the fanatical elite troops established by Jeanne d'Arc to conquer the American continent. That never happened, and both their purpose is under question these days. But their training, morale and discipline are still excellent.

They are a ‘hero’ unit, with a special ops ability, which helps out the army they are in. They also have very good morale, and are trained for to fight in rough terrain.

Hero Unit
Level: Special Ops 1.5
Special: Special ops unit, extreme morale. No penalty in snow/mountain/forest terrain.

Char BII:
Despite its large and unsophisticated appearance, the Char BII has some innovative design features, such as self-sealing fuel tanks. It has been designed to have good performance across the kind of rough terrain that exists in France.

Replaces: Basic Tank
Level: Tank 1+
Cost: 20PP, Tech: Land 30, Inventions: Automobile
Special: less penalty in mountain / snow / forest terrain, less likely to take damage.
Upgrade: Standard Tank

'Formidable' Class Dreadnaught
This is an improved dreadnaught design, with heavier armour and weapons than usual. Although already surpassed by newer battleships, it remains an excellent capitol ship.

The cost of this type of ship is prohibitive for France, and it seems few, if any more will ever be built.

Replaces: Dreadnaught
Level: Capitol Ship 1+
Cost: 75PP (up 5 from normal), Tech: Sea 30, Inventions: Steam Engine
Special: less likely to take damage, superior firepower
Upgrade: Battleship





Spoiler USA UU info :


Rangers:
The rangers have evolved from the centuries of conflicts along the long border with the Iroquois and Germans. One of their original missions was to help protect isolated American settlements from raiding militias.

They have the special ops ability, bonus to a whole army especially against militia forces. They can fight well in the mountain and forest terrain which they are used to.

Hero Unit
Level: Special Ops 2
Special: Early special ops unit, Extra morale, no penalty in mountain/forest.

Wildcat:
The Wildcat is an excellent fighter - bomber. Early versions of this earned proved to be very effective in recent small-scale conflicts in France and elsewhere.

It’s a fighter bomber which is more resistant to flak/AAA, and also better at air to air combat than usual, although still not quite equal to fighter type units.

Replaces: Improved Fighter Bomber
Level: Fighter Bomber 3+
Air Range: 3
Cost: 30PP, Tech: Air 30, Inventions: Aircraft
Special: resistant to flak/AAA, better at air combat.
Upgrade: Jet Fighter Bomber



Spoiler Rome UU info :

Roman Assault Infantry
The recently independent state of Rome has succeeded in reviving its old military traditions, this time with modern weapons. Roman Assault Infantry also take the best from Byzantine, Celtic and other influences, and can be considered the best general infantry in the world.

Replaces: Assault Infantry
Level: Infantry 5+
Cost: 15PP, Tech: Land 40
Special: Available earlier, slightly superior in combat
Upgrade: Modern Infantry

Arcani
The Arcani are as much a cult as a military force. They are very effective special ops units, which will help out the roman army in any battle.

Replaces: None
Level: Special Ops 2+
Cost: 30PP, Tech: Land 40
Special: early special ops unit, very effective
Upgrade: Modern Special Ops

Legionnaire Heavy Tank
Rome has forged ahead with designs for heavy tanks. The ‘Legionnaire’ tank is unlike anything yet seen in the world, the first true heavy tank. Although lacking in mobility, its firepower and armour can easily deal with other enemy vehicles.

Replaces: Heavy Tank
Level: Heavy Tank 1
Cost: 45PP, Tech: Land 40, Inventions: Automobile
Special: heavy tank requiring less tech than usual
Upgrade: Modern Armour



Spoiler Iroquois UU info :


Hiawatha Infantry
This is the elite unit of the Iroquois, personally created by Hiawatha well over a century ago. Their strength will always be superior to the best of the normal Iroquois infantry, depending on what they can build. They also boost morale of the rest of the army, and are good in rough terrain

Hero unit
Level: Infantry+
Special: Morale bonus to all friendly forces, less penalty in rough terrain.

Mohawk Assault Infantry:
These are fearsome assault troops of the Iroquois Nation, armed with the best of modern weapons, as well as being upholders of a long tribal tradition of fearlessness in combat.

These replace assault infantry for the Iroquois, but can be built at 40 tech (now) instead of needing tech 50 as usual.

Replaces: Assault Infantry
Level: Infantry 5
Cost: 15PP, Tech: Land 40
Special: Early assault infantry, extra morale, less penalty in any rough terrain
Upgrade: Modern Infantry

‘Wolf’ Tank:
This is a groundbreaking design, designed for higher manoeuvrability overall, even in rough terrain. The Iroquois have already produced this tank in large numbers. It is more manoeuvrable than usual ‘standard tank’.

Replaces: Standard Tank
Level: Tank 2
Cost: 25PP, Tech: Land 40, Inventions: Automobile
Special: More manoeuvrability, less penalty in mountain terrain
Upgrade: Improved Tank


Spoiler German UU info :


Storm Infantry:
Germany has already established a tradition of training infantry for rapid. breakthrough assaults. Germany can build Storm Infantry with much less tech than would be needed for normal assault infantry.

Replaces: Assault Infantry
Level: Infantry 5
Cost: 15PP, Tech: Land 30
Special: Early assault infantry
Upgrade: Modern Infantry

U-Boat:
Germany has taken a different approach than other nations to naval warfare, by building more advanced submarines instead of trying to match the surface fleets of other nations. Submarine warfare has yet to be tested on a large scale, but German strategists predict it will have a decisive role in any future conflict.

U-boats are altogether better than normal ‘Improved Subs’.

Replaces: Improved Sub
Level: Submarine 2+
Cost: 35PP, Tech: Sea 40, Inventions: Automobile + Electronics
Special: Superior to normal ‘Improved Sub’
Upgrade: Nuclear Sub


Spoiler Venice UU info :


Venetian Guard:
The Venetian Guard recruits only the best soldiers. It has benefited from the different military experiences that immigrants have brought to Venice over the years.

At least one Marine helps a whole army in an amphibious landing. This hero unit also boosts morale of friendly forces, so it will be a boost to the army it is in.

Hero Unit
Level: Marine 1+
Special: high morale, boosts morale of friendly forces.

Venetian Battlecruiser:
The pressure of naval defence and the limited resources of Venice have resulted in the design of the Venetian Battlecruiser. It is half-way between a cruiser and a capitol ship. No other nation has matched manoeuvrability with this kind of firepower.

Replaces: None
Level: Medium Ship 3+ / Captiol Ship 1-
Cost: 50PP, Tech: 30, Inventions: Steam Engine
Special: good balance of manoeuvrability, armour, firepower and cost.
 
UU Info Part 2

Spoiler Spain UU Info :

Spanish Cavalry
These cavalry troops are experts at fighting in rough terrain and using hit-and-run tactics.

Replaces: Standard Cavalry
Level: Cavalry 3+
Cost: 12PP, Tech: Land 20
Special: Less terrain penalty, high morale


Spoiler Japan UU info :

No-Dachi Fighter Bomber
Named after the long, bladed weapon used in old Japanese armies, this is a much improved dive bomber.

Replaces: Dive Bomber
Level: Fighter Bomber 2
Air Range: 2
Cost: 25PP, Tech: Air 20, Inventions: Aircraft
Special: resistant to flak/AAA, better at air combat
Upgrade: Improved Fighter Bomber

Imperial Guard:
Descendants of the Samurai of earlier times, these are an elite unit which uphold proud traditions. They have many ceremonial duties while protecting the Japanese leaders, but they are still highly trained for battle.

Their strength will depend on the technology of Japan, they will always be superior to the best of the normal Japanese infantry. They also boost morale of the rest of the army.

Hero Unit
Level: Infantry+
Special: unbreakable morale, boosts morale of all friendly forces in battle.

Imperial Marines
Japan has been training soldiers for amphibious landings for some years already, anticipating that island invasions may be necessary in future.

Imperial Marines need less tech than normal marines, and have higher morale than usual.

Replaces: Marines
Level: Marine 1
Cost: 20PP, Tech: Land 30 (10 less than usual), Sea 30
Special: High morale
Upgrade: Modern Special Ops


Spoiler Korea UU info :

Turtle Ironclad:
‘Turtle ships’ were highly innovative and effective warships used by the Koreans against Japan in previous centuries. They were very heavily armoured for that time, and carried cannon armaments that the Japanese couldn’t match.

Turtle Ironclads carry on this tradition. They are very heavily armoured, allowing them a chance to survive against all but the heaviest naval gunfire of more modern ships.

Replaces: Ironclad
Level: Medium Ship 2+
Cost: 25PP, Tech: Sea 20, Inventions: Steam Engine
Special: Very well protected
Upgrade: Basic Cruiser

Hwacha:
Koreans have been using primitive rockets for a long time, and continued to develop their use. The ‘Hwacha’ artillery now used by the Korean army is a surprisingly effective barrage of basic rockets, and is groundbreaking in many ways. Enemies unused to the sights and sounds of this weapon will have their confidence shaken by it. However, it will be surpassed by later rocket developments.

Replaces: None
Level: Shock Artillery 1-
Cost: 20PP, Tech: 30
Special: early shock artillery, morale effect upon enemies.
Upgrade: Rocket Artillery


Spoiler China UU info :

Manchu Riflemen:
For centuries, China has always lacked the latest modern weapons. China has made up for this by using mass attacks with whatever weapons and tactics were available.

Replaces: Riflemen
Level: Infantry 3-
Cost: 6PP (2 cheaper than usual), Tech: Land 20
Special: Cheaper than usual, but slightly less effective
Upgrade: Standard Infantry

Fire Lancers
Fire lancers were early Chinese gunpowder weapons, a kind of primitive hand-cannon, which spat out a frightening spray of burning gunpowder for some time after firing. From this has evolved an elite unit, equipped with more deadly weapons, including types of flamethrowers and flame-bombs, in addition to modern rifles and standard equipment. The practicality of these weapons is questionable, but their main role remains frightening the enemy.

Hero Unit
Level: Infantry+
Special: weakens morale of enemies.



Spoiler Tartars UU info :

Royal Guard Cavalry:
Opportunities for cavalry fighting became scarce after the Tartars were exiled to their island home. But the old cavalry traditions were maintained by the guards of the king and government. In time, the cavalry guard became an elite and prestigious unit, trained for full combat as well as ceremonial duties.

They are in the process of converting to a mechanised force. The strength of this unit will always be superior to the best tanks available to the Tartars.

Hero Unit
Level: Tank+
Special: high morale, boosts morale of all friendly forces in battle.

‘Tartarus’ Class Cruiser
The Tartars have developed the most manoeuvrable cruisers yet seen, hopefully capable of evading anything they cant ourfight.

Replaces: Early Cruiser
Level: Medium Ship 3+
Cost: 35PP, Tech: Sea 30, Inventions: Steam Engine
Special: Superior manoeuvrability
Upgrade: Standard Cruiser



Spoiler Inca UU info :

Huascar Infantry
Named after a famous Incan general of ancient times, the Huascar Infantry is an elite infantry force, as well as a useful tool of the new Incan government. They have the ancient traditions of the Inca empire to uphold. It is expected that these troops will never retreat or surrender.

The combat strength of this unit will always be superior to the best of the normal Incan infantry.

Hero Unit
Level: Infantry+
Special: unbreakable morale.



Spoiler Mayan UU info :

Temple Guard
This is an ancient and traditional elite unit. Its origins go back to the fanatical defence of Mayan temple cities from the invasions of previous centuries. Their presence is an inspiration and a reassurance to all other Mayan forces in battle.

The combat strength of this unit will always be superior to the best of the normal Mayan infantry.

Hero Unit
Level: Infantry+
Special: unbreakable morale when defending mayan territory, morale bonus to friendly units.

Macaw Bomber
The Mayans have been very interested in the concept of aerial bombing, and have developed the best medium bomber in the world. Although outclassed by heavier bombers, the Macaw bomber has longer range and combat performance than any other medium bomber.

Replaces: Medium Bomber
Level: Bomber 2+
Air Range: 3 (+1 from usual)
Cost: 30PP, Tech: Air 20, Inventions: Aircraft
Special: More manoeuvrable, more defence in air combat, longer range than usual
Upgrade: Heavy Bomber


Spoiler Dutch UU info :

Zeeland Guard
Many Dutch provinces evolved their own tough troops in response to the Mayan invasions of centuries past. Only the Zeeland Guard still remain. They are now an elite infantry unit, equipped with the very best infantry weapons and training available.

The combat strength of the Zeeland Guard will always be superior to the best of the normal Dutch infantry.

Hero Unit
Level: Infantry+
Special: very tough to destroy, morale bonus to all friendly units in battle when defending Dutch territory.



Spoiler Egypt :

Mameluke Cavalry
The Mamelukes are not Egyptian, but warriors from other nearby lands, who ended up in Egyptian lands. After Egypt’s independence, these cavalry (and sometimes camel!) warriors were recruited into the Egyptian army, and given some modern weapons and training.

They are brave and devoted, however they dislike fighting on foot, so they will take more risks and often ride into battle rather than take cover.

Replaces: Standard cavalry
Level: Cavalry 3+
Cost: 12PP, Tech: Land 20
Special: Higher morale, but more vulnerable to modern units (tanks etc)

Horus Guard
The new Egyptian regime has created the Hours guard as an elite unit, recruiting the best of Egypt’s army. Like many other newly independent regimes, they are looking to past glories and traditions for a sense of security and power.

Their strength will always be slightly superior to the normal infantry that Egypt can create.

Hero Unit
Level: Infantry+
Special: high morale when defending home territory, morale bonus to friendly units.



Spoiler Zulu UU info :

Zulu Musket Warriors

The Zulus are not yet even half way industrialised, and tribal traditions remain strong. Firearms are used in an aggressive but haphazard way, and are often carried in addition to traditional spears, swords and other close combat weapons.

Replaces: musketeers
Level: Infantry 2-
Cost: 4PP (1 less than normal), Tech: Land 10
Special: slightly cheaper, higher morale, but more vulnerable than usual.
Upgrade: Riflemen



Spoiler Molde + Gotland UU info :

Berserker Militia
The ancient Scandinavian gods may be fading away in Scandinavia itself, but belief lingers on in the old colony lands. Poorly equipped, poorly trained men (and women) can be encouraged by these traditions, and seek to emulate the warriors of old with ferocity and tenacity in battle.

These militia have very high morale, and can be frightening to their enemies, but they also tend to neglect their own safety…

Replaces: Militia
Level: Militia 1+
Cost: 5PP, Tech: Land 10
Special: Extreme morale, reduces morale of enemies, but increased vulnerability to modern weapons.
Upgrade: None



Spoiler Scandinavia UU info :

Berserker Infantry:
Scandinavians have a long association with the sea, and their warriors have relied on sea-borne attacks throughout history.

Special marine units have been trained recently, and have come to be known as ‘berserkers’ after the famous seafaring warriors of ancient times. But these soldiers have only a little of the famous berserker fury, instead they rely of training and discipline.

Berserker Infantry need less tech than normal marines, and have higher morale than usual.

Replaces: Marines
Level: Marine 1+
Cost: 20PP, Tech: Land 30 (10 less than usual), Sea 30
Special: High morale, tough units, superior to normal marines
Upgrade: Modern Special Ops

‘Oslo’ Class Cruiser:
Scandinavia has developed a cruiser with superior firepower and manoeuvrability, at the expense of some armour and internal protection.

Replaces: Early Cruiser
Level: Medium Ship 3+
Cost: 35PP, Tech: Sea 35, Inventions: Steam Engine
Special: superior manoeuvrability and firepower, but more likely to take damage.
Upgrade: Standard Cruiser



Spoiler Canada UU Info :

Canadian Militia
These militia are all special volunteers from the hardy, self-sufficient farming communities. They will suffer no penalty to fight amongst the forests of their Canadian Homelands. They are fanatically committed to Canada’s independence.

Replaces: Militia
Level: Militia 1+
Cost: 8PP, Tech: Land 20
Special: Extreme morale, no terrain penalty in forest
Upgrade: None
 
Info on Nation Stats:

The stats are shown as follows:
Production Points: (highest is +185, Iroquois… average is about +60)
Government: (type of government…)
Territory: (highest is *12*, Celtonia… average is 4)
Population: (highest is 16, Iroquois… average is 6)
Standard of Living: (highest is 15, Celtonia… average is 8)
Industry: (highest is 16, Iroquois… average is 5)
Economy: (highest is 11, Byzantium… average is 4)
Science Rate: (highest is 10, Celtonia… average is 5)

Techs (tech levels)
Inventions (steam=Steam power, auto=Automobile, air=Aircraft, elec=Electronics, no others invented yet)
Infrastructure (number/types of any infrastructure built)
Resources (food/ ore/ specials)
Military (Land/Sea/Air strength - these are temporary to be replaced with more info asap!)

Note that a =0 for Food or Ore means there is not enough to sell to others, but here is still enough to allow some growth, unless theres also a shortage warning shown.

Nation Stats - A to C

Spoiler Acadia :

Acadia: Independent State
Ethnic groups/influences: American 35%, German 35%, Celtic 30%

Production Points: +25PP
Government: Democracy
Territory: 2
Population: 2 (+abundant food)
Standard of Living: 8 (+abundant food)
Industry: 2
Economy: 2
Science Rate: 5 (+SoL)

Techs (Social 40, Academic 20, Land 30, Sea 20, Air 10)
Inventions (steam, auto, air)
Infrastructure (none)
Resources (+1 Food, +1 Ore)
Military - Land: (15/2/3), Sea: (4/2/0), Air: (2/1/0)
Armies: 1
Spoiler Military Info :

Army 1: 100/100%,
Location: Acadia (East America)
Orders: Defend

Navy Priorities:
*cautious* coastal defence - north western ocean

Air Force Priorities:
*cautious* Air defence (Homelands)
*cautious* Fleet defence

Land Forces: (15/2/3)
5 Militia
5 Riflemen
5 Infantry

2 Standard Artillery

1 Standard Cavalry
1 Armoured Car
1 Basic Tank

Navy: (4/2/0)
2 Gunboats
2 Early Destroyers

1 Ironclad
1 Early Cruiser

Air Force: (2/1/0)
2 Biplane Fighters
1 Basic Fighter Bomber


Acadia is a nation of mixed background, and uncertain future. This area was originally split between the Americans and the ancient German colony of Heidelberg. Eventually the whole area became part of the USA. Celtic settlers also began to arrive after the first great war.

After the wars, a unified state emerged with backing from the Celts. It has survived to this day, although there is now support for the return of Heidelbeg to Germany. If this happens, it is feared the rest of Acadia will be annexed into the USA, which still has claims on the whole area.

If Acadia can survive, its leaders ultimately have dreams of creating a new, greater nation in east America, by somehow combining with Stavanger and eastern territories of the USA.

Spoiler Akwesane :

Akwesane: Independent State
Ethnic groups/influences: Iroquois 70%, Scandinavian 20%, Chinese 10%

Production Points: +20PP
Government: Republic
Territory: 1
Population: 2
Standard of Living: 6 (+national pride)
Industry: 1
Economy: 2 (+Oil)
Science Rate: 3 (+SoL)

Techs (Social 30, Academic 30, Land 30, Sea 20, Air 10)
Inventions (steam, auto, air)
Infrastructure (none)
Resources (+1 Food, =0 Ore, +1 Oil)
Military - Land: (10/2/1), Sea: (3/0/0), Air: (2/1/0)
Armies: 1
Spoiler Military Info: :

Army 1: 100/100%,
Location: Akwesane (South Islandia zone, homelands on Gotland island)
Orders: Defend

Navy Priorities:
*cautious* coastal defence – Central Eastern Ocean

Land Forces: (10/2/1)
4 Militia
6 Standard Infantry

2 Standard Artillery

1 Standard Cavalry

Navy: (3/0/0)
2 Gunboats
1 Early Destroyer

Airforce(2/1/0):
2 Biplane Fighter

1 Basic Fighter Bomber


Akwesane is a relic of the glory days of the old Iroquois empire. After the Iroquois took control of nearby Mexico from Germany, Iroquois mercenaries became involved in a power struggle in the north of Gotland, an area of the island which had always had mixed influences and chaotic politics. But the end result was an Iroquois-dominated territory, which eventually became a part of the Iroquois nation itself. The Iroquois influence survived, even after the Celts took over and established a major naval base here.

Akwesane is now independent again, and has so far resisted being absorbed into the main part of Gotland. It has little economy or industry, but a major source of oil was recently found. Most of the people are proud of their Iroquois heritage, and the government has been looking at restoring close ties with the Iroquois nation as a defence against being absorbed into Gotland or Scandinavia itself. But a rise in Scandinavian influence could change the attitude of the government.

Spoiler Alaska :

Alaska: Puppet State of USA
Ethnic groups/influences: 72% American, 18% Celtic, 10 % Spanish

Production Points: +35PP
Government: Republic (+popular support)
Territory: 2
Population: 2
Standard of Living: 7
Industry: 3
Economy: 2 (+Oil)
Science Rate: 4 (+SoL)

Techs (Social 40, Academic 20, Land 30, Sea 20, Air 1)
Inventions (steam, auto)
Infrastructure (none)
Resources (=0 Food, +1 Ore, +1 Oil)
Military - Land: (15/3/1), Sea: (4/3/0), Air: none
Armies: 1
Spoiler Military Info: :

Army status: (1)

Army 1: 100/100%,
Location: North Islandia (Alaska homelands)
Orders: Defend

Navy Priorities:
*cautious* Sea defence – Kodiak Sea.

Land Forces: (15/3/1)
5 Riflemen
5 Infantry
5 Militia

3 Standard Artillery

1 Basic Tank

Navy: (4/3/0)
4 Gunboats

3 Ironclads


Alaska was first colonised by settlers from what became the USA, as far back as 3100AF. Centuries later, the Celts managed to take control of the island during their first war with the USA, shortly before the start of the great wars. It remained a Celtic colony and naval base until after the wars, when it gradually became an independent state. The people of Alaska were originally keen to create a separate identity. There was some Celtic settlement, and refuges from Spain, but the culture remained primarily American.

The USA has since managed to gain complete influence over Alaska and made it a puppet state, something the Celts and others have not objected to so far. But his could change if the USA attempts to annex Alaska completely. The Alaskans themselves now have mixed views on reunion with the USA.

Spoiler Arequipa :

Arequipa:
Rank: Independent State
Ethnic groups/influences: Dutch 35%, Inca 20%, Celtic 15%, Mayan 15%, Byzantine 10%, Portuguese 5%

Production Points: +30PP
Government: Republic (+popular support)
Territory: 1
Population: 3
Standard of Living: 4
Industry: 2 (+Rare minerals)
Economy: 2
Science Rate: 4

Techs (Social 30, Academic 10, Land 25, Sea 10, Air 0)
Inventions (steam)
Infrastructure (none)
Resources (=0 Food, =0 Ore, +1 Rare Minerals)
Military - Land: (20/7/1), Sea: none, Air: none
Armies: 1
Spoiler Military Info: :

Army 1: 100/100%,
Location: Central Asia
Orders: Defend

Land Forces: (20/7/1)
10 Riflemen
10 Militia

2 Old Cannons
5 Improved Cannon

1 Standard Cavalry

Arequipa is a small and fairly weak nation, lying at the heart of the Asian continent. Portuguese and Mayans were the first to settle here, but virtually all of the Asian powers have been in control of this land at some point in history. The Dutch held the area for longest, at a time when they also had control of parts of Copan. Finally, the Celts were here during and after the great wars.

Arequipa then became independent, after some skirmishing with the surrounding nations. Arequipa has strong support from its people… but the Inca, Mayans and Dutch all still have claims on the territory.

Rare minerals can be found here, but food supplies are becoming an issue, as the mountainous terrain cannot support much more population.

Spoiler Byzantium :

Byzantium: Great Power
Ethnic groups/influences: Byzantine 70%, Latin 10%, Celtic 5%, Incan 5%, Hittite 5%, German 3%, Scandinavian 2%.

Production Points: +155PP
Government: Capitalism (+stability)
Territory: 9 (+connected territory)
Population: 12 (+abundant food, -SoL)
Standard of Living: 12 (+luxuries, +abundant food, +national pride, +economy, -population)
Industry: 8 (+abundant resources, +power stations)
Economy: 11 (+Ocean trade, +Capitalism, +Oil, +power stations)
Science Rate: 8 (+SoL)

Techs (Social 40, Academic 40, Land 35, Sea 40, Air 25)
Inventions (Steam, Auto, Air, Elec)
Infrastructure (Monument, Shipyard(2), Power Stations(1), Radar(1), Naval Academy)
Resources (+3 Food, +3 Ore, +1 Oil, +2 Luxury)
Military - Land: (35/6/20), Sea: (10/10/5), Air: (5/3/4)
Armies: 3
Spoiler Military Info: :

Army 1: 100/100%,
Location: West Asia
Orders: Dig in vs Celts

Army 2: 100/100%,
Location: West Asia
Orders: Dig in vs Hittites

Army 3: 100/100%,
Location: West Asia
Orders: defend

Navy Priorities:
Patrol - North Western Ocean

Air Force Priorities:
Air defence (Homelands)
Fleet defence

Hero Units:
Varangian Guard (Army 3)

Land Forces: (35/6/20)
5 Riflemen
30 Standard Infantry

6 Standard Artillery

4 Standard Cavalry
8 Armoured Cars
8 Basic Tanks

Navy: (10/10/5)
3 Gunboats
3 Early destroyers
4 Improved destroyers

4 Early cruisers
4 Improved Cruisers
2 Basic Subs

2 Dreadnaughts
2 Chalcedon Class Battleship (UU)
1 Carrier


Air Force: (5/3/4)
2 Biplane Fighters
3 Standard Fighters

3 dive bombers

4 medium bomber

Byzantium has survived the centuries intact. Although the empire has suffered many blows, especially to the Celtic and Hittite forces, the heartlands of Byzantium have never been captured or occupied. Centuries of decline have been halted, as a new capitalist regime has modernised and greatly improved the nation’s industry and economy.

Byzantium was forced to grant Latium independence after a Roman nationalist movement. Relations with Latium are an issue, as many Romans see themselves as the true inheritors of the whole empire. But as allies the Romans have a lot to offer once again, as they are now developing some of the best troops and tactics in the world.

With or without roman help, Byzantium is now superior to all of its neighbours, including the old enemy the Hittites, except perhaps the Celts who are still too powerful to tackle alone. The new Inca nation is fairly weak, and its large territory to the east could also be a tempting target. Byzantium has also been seeking to regain its old island territory of Crete from Venetian control, perhaps a diplomatic agreement could be reached on this issue.

Spoiler Canada :

Canada / Jean Chretien : Important nation
Ethnic groups/influences: American 55%, Iroquois 45%

Production Points: +18PP
Government: Democracy (+stability, +honourable reputation)
Territory: 1
Population: 2
Standard of Living: 7 (+Democracy, +social tech)
Industry: 1
Economy: 2
Science Rate: 6 ((+Democracy, +SoL)

Techs (Social 50, Academic 30, Land 20, Sea 20, Air 0)
Inventions (steam, auto)
Infrastructure (none)
Resources (+1 Food, =0 Ore)
Military - Land: (8/1/1), Sea: none, Air: none
Armies: 1
Spoiler Military Info: :

Army 1: 100/100%,
Location: Canadia (Central America, home territory)
Orders: Defend

Land Forces: (8/1/1)
3 Riflemen
5 Canadian Militia (UU)

1 Improved Cannon

1 Standard Cavalry

For a long time, Canada was a sparsely-populated borderland between the Americans and the Iroquois, claimed by both sides. The area largely escaped the fighting during the first great war. During the chaos of the second war, Canada took the opportunity to declare itself an independent state, and has stayed that way ever since.

Canada has earned a reputation as one of the most peaceful, democratic and progressive nations in the world. The government is very decentralised, and the individual farming communities are very independent.

Canada remains very vulnerable next to the great powers of the Iroquois and the USA, but has survived so far as neither side would allow the other to occupy Canada without leading to full-scale war.

Spoiler Celtonia :

Celtonia: Great Power
Ethnic groups/influences: Celtic 70%, Incan 15%, Scandinavian 10%, Byzantine 5%.

Production Points: +145 PP
Government: Druidism (+popular support, +stability, +honourable reputation)
Territory: 12 (-separated territories)
Population: 15 (+abundant food, -SoL)
Standard of Living: 14 (+abundant food, +national pride, +spiritual, +economy, +social tech, -population)
Industry: 14 (+abundant resources, +power stations, -Environmentalism)
Economy: 10 (+Ocean trade, +power stations, -Environmentalism)
Science Rate: 10 (+SoL)

Techs (Social 50, Academic 40, Land 40, Sea 45, Air 30)
Inventions (Steam, Auto, Air, Elec)
Infrastructure (Monument, Shipyard(2), Power Stations(2), Radar(2), Naval Academy, Land Academy)
Resources (+4 Food, +3 Ore, no Oil!)
Military - Land: (40/19/26), Sea: (20/14/11), Air: (8/4/8)
Armies: 4
Spoiler Military Info: :

Army 1: 100/100%,
Location: North Asia
Orders: Defend

Army 2: 100/100%, +Woad Infantry (Hero Unit)
Location: Tiwanaku (North Asia)
Orders: Defend

Army 3: 100/100%, +AT artillery,
Location: Calcadia (Central America, peninsular outpost near Iroquois)
Orders: Dig-In vs Iroquois

Army 4: 100/100%, – Mobile forces,
Location: East Isles (Island colony in Grand Archipelago zone)
Orders: Defend

Navy Priorities:
Patrol - South Western Ocean
Patrol - North Eastern Ocean
Defend sea lanes – Central Eastern Ocean

Air Force Priorities:
Defend fleet
Air Defence - North Asia (homelands)
Defend Army 3 (Calcadia)

Hero Units:
Woad Infantry (Army 2)

Units List:
Land Forces: (40/19/26)
5 Riflemen
30 Standard Infantry
5 Highland Commandos (UU)

6 Standard Artillery
4 Mobile Artillery
5 AT guns
4 Flak

4 Cavalry
6 Armoured Cars
4 Armoured Troop carrier
6 Basic Tank
6 Standard Tank

Navy: (20/14/11)
10 Early Destroyers
10 Improved Destroyers

6 Early Cruisers
4 Improved Cruisers
4 Basic Subs

5Celtonian Super-Dreadnaughts (UU)
4 Battleships
2 Carriers

Airforce: (8/4/8)
5 Standard Fighter
3 Improved Fighter

2 Dive Bombers
2 Improved Fighter Bombers

4 Medium bombers
4 Heavy Bombers


A former world superpower, now reduced to one among equals. Over the past few centuries, Celtonia has fought in wars across the globe, and had a major impact on the shaping of the modern world. To some, they are known as liberators, to others they are still hated as imperialists and occupiers, interfering with other nations’ destinies.

A Druid government has taken over from the old socialists. The economy and industry are heavily regulated by environmental laws, and they contribute notably less to the nation’s production strength than before. The Celts still have a higher standard of living, and remain the most advanced nation. The Druidism regime has also inspired great loyalty and high morale among the people. But the military has declined sharply over the past few decades. The Celts have still been trying to preserve the peace that was the result of the ‘great wars’. But the ambitions of other nations have never died, and eventually it seems Celtonia will not be strong enough to stop a third great war.

Celtonia maintains close links with the minor nations of Acadia and Nemausus, both of which have large Celtic settlements. Diplomatic relations with the Inca are quite bad, after the Inca persecuted Celtic peoples still living there since the handover of territory around Cuzco.

Celtonia maintains its old colonies of Cortian, in the southern maritime states region, and the East Isles, between China and Molde. Celtonia also has a military base at Calcadia, a peninsular just south of the Iroquois. This is a major source of tension with the Iroquois, who regard it as their land, but so far Celtonia has been determined to keep its last outpost on the other continent.

Celtonia still has the biggest fleet in the world, and a large force of tanks and mechanised vehicles, as well as a strong air force. However Celtonia no longer have access to a source of oil. The shortage of fuel will limit the effectiveness of the military, until oil can be imported or acquired somehow.

Spoiler China :

China / Emperor Hun-zu : Important nation
Ethnic groups/influences: Chinese 95%, Mayan 4%, Scandinavian 1%.

Production Points: +50PP
Government: Monarchy/Imperium
Territory: 3
Population: 8
Standard of Living: 5 (-food prices)
Industry: 4 (+rare minerals)
Economy: 3
Science Rate: 4

Techs (Social 30, Academic 30, Land 20, Sea 10, Air 0)
Inventions (steam)
Infrastructure (monument)
Resources (=0 Food, +1 Ore, +1 Luxuries, +1 Rare Minerals)
Military - Land: (40/7/3), Sea: (6/2/0), Air: none
Armies: 2
Spoiler Military Info: :

Army 1: 100/100%, + Fire Lancers (hero unit)
Location: Hebei (capitol territory)
Orders: Defend

Army 2: 100/100%,
Location: China (home island zone)
Orders: Defend

Navy Priorities:
*cautious* coastal defence - Central Eastern Ocean

Hero Units:
Fire Lancers (Army 1)

Land Forces: (40/7/3)
30 Manchu Riflemen (UU)
10 Militia

2 Basic Artillery
3 Old Cannons
2 Improved Cannons

2 Dragoon Cavalry
1 Standard Cavalry

Navy: (6/2/0)
6 Sailing Frigates
2 Gunboats (Obtained from Celtonia)

2 Ship of the line

Despite lying in the path between the two great continents, China has resisted all comers throughout history. This is mainly thanks to the early Chinese emperors, who had already created a strong, unified kingdom from the earliest times in recorded history. Chinese inventors have achieved much in the past, but the society has often been inward-looking and isolated. What China has lacked in technology in recent times, it has made up for with manpower.

China has sources of rare minerals, but could do with more food to feed the growing population. China’s military is also increasingly outdated, especially its navy. China also currently lacks the technology for tanks or any kind of air force.

 
Nation Stats C-I

Spoiler Copan :

Copan:
Rank: Important nation
Ethnic groups/influences: Mayan 65%, Dutch 20%, Celtic 15%,

Production Points: +50PP
Government: Republic (+popular support, +loyalty)
Territory: 2
Population: 5
Standard of Living: 6 (-food prices, +national pride)
Industry: 4
Economy: 3
Science Rate: 4

Techs (Social 30, Academic 20, Land 30, Sea 20, Air 20)
Inventions (steam, auto, air)
Infrastructure (none)
Resources (=0 Food, +1 Ore)
Military - Land: (25/5/8), Sea: none, Air: (2/2/1)
Armies: 1
Spoiler Military Info: :

Army 1: 100/100%,
Location: Central Asia
Orders: Defend

Air Force Priorities:
none

Land Forces: (25/5/8)
10 Riflemen (Conscripts)
10 Standard Infantry
5 Militia

5 Standard Artillery

2 Standard Cavalry
2 Armoured Cars
4 Basic Tanks

Airforce (2/2/1):
2 Standard Fighters

2 Basic Fighter Bombers

1 Airship


Parts of this area were occupied by the Celts and Dutch for centuries. After the great wars, the Celts had found themselves in control of the whole area, and were prepared to see the land returned to the Mayan empire. But the areas around the city of Copan declared independence, asserting their own unique identity and culture. The Mayans were too weak to prevent this at the time, but have since grown in strength. The Mayans have never ceased their claim to these lands.

Copan’s industry and economy have been helped by building upon the old Celtic and Dutch infrastructure. Copan has also acquired many modern technologies. But the resources of the small nation do not offer much scope for further development. Copan will be dependant on food and ore imports, or dependant on conquering more land, if it’s population and industry are to expand any more.

Spoiler Egypt :

Egypt:
Rank: Independent State
Ethnic groups/influences: Egyptian 80%, Hittite 10%, Byzantine 5%, Mayan 5%

Production Points: +35PP
Government: Monarchy/Imperium (+stability, +popular support)
Territory: 1
Population: 3
Standard of Living: 7 (+Luxuries, +national pride)
Industry: 3
Economy: 2
Science Rate: 6

Techs (Social 40, Academic 20, Land 30, Sea 20, Air 10)
Inventions (steam, auto, air)
Infrastructure (monument)
Resources (=0 Food, +1 Ore, +1 Luxuries)
Military - Land: (25/4/8), Sea: none, Air: (2/0/1)
Armies: 1
Spoiler Military Info: :

Army 1: 100/100%, + Horus Guard (hero unit)
Location: Thebes (Central Asia, home territory)
Orders: Defend

Airforce orders:
Air defence (homelands)

Hero Units:
Horus Guard (Army 1)

Land Forces: (25/4/8)
5 Militia
10 Riflemen
10 Standard Infantry

2 Improved Cannon
2 Standard Artillery

5 Mameluke Cavalry (UU)
2 Armoured Cars
1 Basic Tank

Air Force: (2/0/1)
2 Biplanes

1 Airship


Egypt was part of the Hittite empire for a long time, but always had a unique culture. It gained independence just over a hundred years ago. It is still a fairly weak nation, and is in a vulnerable position, surrounded by the much larger Hittites, Byzantines and Mayans. Egypt can count on fanatical defence from its people, however.

The land of Egypt produces luxury goods, mainly incense. Egypt also has ancient claims on the territory of Tarsus, which is a major oil producing area of the Hittites.

Spoiler France :

France / Henri Fouche (for now...!?) : Important nation
Ethnic groups/influences: French 97%, Scandinavian 3%

Production Points: +75PP
Government: Fascism (+Propaganda, -irrational government, -corruption, - bad reputation, -unrest)
Territory: 5
Population: 5 (-Atrocities, - Slave Labour, !manpower shortage!)
Standard of Living: 5 (-Fear, -unrest)
Industry: 7 (+abundant resources, =manpower shortage)
Economy: 3 (+Ocean trade, +Oil, -Atrocities, - Slave Labour, - bad reputation, -corruption)
Science Rate: 5 (-Propaganda, -Atrocities)

Techs (Social 30, Academic 35, Land 30, Sea 30, Air 10)
Inventions (Steam, Auto, Air)
Infrastructure (Monument, 1 Shipyard, Intel Agency)
Resources (+1 Food, +3 Ore, +1 Oil)
Military - Land: (35/6/10), Sea: (5/4/1), Air: (3/3/0)
Armies: 2
Spoiler Military Info: :

Army 1: 100/100%, +Guards of the Fasces (hero unit), +tanks
Location: Europa
Orders: Dig-in vs Scandinavia

Army 2: 100/100%,
Location: Europa
Orders: Defence

Navy Priorities:
Sea lane defence - South Eastern Ocean (connects homeland to isolated Besancon territory).
Coastal defence - Imperial sea

Airforce orders:
Air defence (homelands)
Fleet defence

Hero Units:
Guards of the Fasces(Army 1)

Land Forces: (35/6/10)
10 Militia (Conscripts)
10 Riflemen (Conscripts)
15 Standard Infantry

2 Improved Cannons
4 Standard Artillery

2 Standard Cavalry
3 Armoured Cars
5 Char BII Tank (UU)

Navy: (5/4/1)
2 Gunboats
3 Early Destroyers

2 Ironclads
2 Early Cruisers

1 Formidable Class Dreadnaught (UU)

Air Force: (3/3/0)
3 Biplane Fighters

3 Basic fighter/bombers


The glory days of the French empire were cut short by defeat and enormous casualties in the second great war. Over the past century, the descendants of Joan d’arc have crippled the nation with endless brutality, slave labour and atrocities. The civil war was a further blow, with the loss of reunion island to Japan, and the added humiliation of depending on Celtic help to restore peace, although the fascist regime survived as strong as ever.

The nation still has the resources to create a great power once again, and could try to reclaim its former territories in Scandinavia and mexico, if Celtonia and the other great powers are distracted elsewhere. However, development and progress may not be possible without the reforms that a growing number of French people are seeking. France’s manpower has also been stretched to the limit, though this could be resolved by disbanding some of the conscript troops.

Japan also remains a threat in the east, although perhaps some agreement could be made with them. But France still has good claims on Reunion island, and also has some claims on all of Scandinavia, Spain and Mexico.


Spoiler Germany :

Germany: Important nation
Ethnic groups/influences: German 80%, American 8%, Aztec 5%, Celtic 4%, Byzantine 3%.

Production Points: +115PP
Government: Capitalism (+stability)
Territory: 6
Population: 8
Standard of Living: 9 (+national pride)
Industry: 6 (+abundant resources, +rare minerals)
Economy: 7 (+oil, +Ocean trade)
Science Rate: 8 (+SoL)

Techs (Social 40, Academic 30, Land 35, Sea 40, Air 25)
Inventions (steam, auto, air, elec)
Infrastructure (monument, 1 Shipyard, Land Academy)
Resources (+2 Food, +2 Ore, +1 Oil, +1 Rare Minerals)
Military - Land: (35/10/16), Sea: (8/5/3), Air: (4/4/4)
Armies: 2
Spoiler Military Info: :

Army 1: 100/100%,
Location: Central America
Orders: Defence

Army 2: 100/100%, +artillery, +mobile forces
Location: Central America
Orders: Dig in vs Iroquois

Army 3: 100/100%,
Location: Wilhelm (mexico zone, colony next to mexico)
Orders: Dig in vs Mexico

Navy Priorities:
Sea lane defence - South Western Ocean (connects Wilhelm colony to mainland)

Airforce orders:
Fleet defence
Air defence
Defend Army 3 (Wilhem army)

Land Forces: (35/10/16)
5 Riflemen
20 Standard Infantry
10 Storm Infantry(UU)

10 Standard Artillery

4 Standard Cavalry
6 Armoured Cars
6 Basic Tanks

Navy: (8/5/3)
4 Early Destroyers
4 Improved Destroyers

2 Early Cruisers
2 Improved Cruisers
5 U-boats (UU)

2 Battleships
1 Aircraft-Carrier

Air Force: (4/4/4)
4 Standard Fighters

4 dive fighter/bombers

3 Airships
1 medium bomber


Germany was in ruins after the first great war. Iroquois atrocities and bitter street fighting had all but destroyed its cities. But over the past two hundred years, Germany has recovered well. The old German colonists in Mexico have also been able to rejoin Germany, adding the colonial territory of Wilhlem and its oil wells, but also bringing trouble with the Mexican nation. The Germans also have claims on the territory of Heidelberg, an ancient German colony which is currently part of the Acadia nation in north eastern america.

Germany has modern technology, but development of the industry and economy is still behind the great powers. Nonetheless its resources allow a lot of room for industrial expansion, and the German army looks set to develop some very powerful tactics and military vehicles in future. But for now, Germany is still caught between the stronger nations of the USA and the Iroquois. Germany could benefit from choosing one of them as an ally… The stronger Iroquois would perhaps be the best choice, although memories of Iroquois atrocities still anger some of the German people.

Spoiler Gotland :

Gotland:
Rank: Important nation
Ethnic groups/influences: Scandinavian 85%, Chinese 10%, French 5%

Production Points: +30PP
Government: Democracy (+good reputation, +popular support)
Territory: 2
Population: 3 (+abundant food)
Standard of Living: 7 (+Democracy, +National Pride)
Industry: 2
Economy: 3 (+Ocean trade)
Science Rate: 6 (+Democracy)

Techs (Social 30, Academic 30, Land 30, Sea 30, Air 20)
Inventions (steam, auto, air)
Infrastructure (1 Shipyard)
Resources (+1 Ore, + 1 Food)
Military - Land: (15/3/2), Sea: (3/2/0), Air: (2/2/0)
Armies: 1
Spoiler Military Info: :

Army 1: 100/100%,
Location: South Islandia (homelands on Gotland)
Orders: Defend

Airforce orders:
Fleet defence
Air defence (homelands).

Navy Priorities:
*cautious* coastal defence – South Eastern Ocen

Land Forces: (15/3/2)

5 Berserker Militia (UU)
5 Riflemen
5 Standard Infantry

1 Improved Cannon
2 Standard Artillery

1 Standard Cavalry
1 Basic Tank

Navy: (3/2/0)
2 Gunboat
1 Early Destroyer

1 Ironclad
1 Early Cruiser

Airforce (2/2/0)
1 Biplane Fighter
1 Standard Fighter

1 Basic Fighter Bomber
1 Dive bomber.


Gotland was colonised by Scandinavians from 2500AF onwards. Its trade links and cultural ties to Scandinavia go back even further. Gotland was a base for Scandinavian exploration and trade, across what the Celts call the ‘eastern ocean’.

Thanks to a narrow stretch of sea, and its fanatical beserker defenders, Gotland survived while mainland Scandinavia was conquered, and eventually evolved into a separate state. However, during the height of the Iroquois empire in nearby Mexico, Iroquois forces took power in the north of the Island. The territory of Akwesane was established, which developed its own culture and has remained independent ever since.

Today Gotland has a very similar culture to mainland Scandinavia, and there is talk of reuniting the two nations someday. But Gotland also has a proud history and tradition of its own. The island also remains divided by the nation of Akwesane in the north. Gotland has claims on this territory, but they are seeking support from the Iroquois.

Spoiler Hittites :

Hittites: Important nation
Ethnic groups/influences: Hittite 70%, Tartar 15%, Byzantine 5%, Egyptian 5%, Dutch 5%.

Production Points: +100PP
Government: Republic (+stability)
Territory: 5
Population: 8
Standard of Living: 10 (+luxuries, -food prices)
Industry: 6
Economy: 7 (+Oil, +Ocean trade)
Science Rate: 8 (+SoL)

Techs (Social 40, Academic 30, Land 30, Sea 20, Air 1)
Inventions (steam, auto)
Infrastructure (monument, 1 shipyard)
Resources (=0 Food, +1 Ore, +2 Oil, +1 Luxury)
Military - Land: (40/6/6), Sea: (9/8/0), Air: none
Armies: 2
Spoiler Military Info: :

Army 1: 100/100%, +artillery
Location: West Asia
Orders: Dig in vs Byzantines

Army 2: 100/100%,
Location: West Asia
Orders: Defend

Navy Priorities:
Coastal defence - South Western Ocean

Land Forces: (40/6/6)
15 Riflemen
25 Standard Infantry

6 Standard Artillery

6 Standard Cavalry

Navy: (9/8/0)
2 Sailing Frigates
4 Gunboats
3 Early Destroyers

2 Ironclads
2 Early Cruisers
4 Basic Subs


The Hittites are another nation with fond memories of a long gone empire. A short lived union with the Tartars brought greatness, but then just as quickly led to defeat and civil war. The Hittites triumphed and expelled the Tartars, re-establishing a nation strong enough to stand up to the Byzantines throughout the last few centuries, although periods of decline led to the breakaway of the Egyptian state in the east.

Oil reserves will be a major boost for the Hittites, although the nation is running out of food and minerals. Old tensions with the Tartars are also resurfacing, and threatening to destabilise the nation. The army is geared to defence and is dependant on a large force of infantry, lacking modern tanks and aircraft although it has built some airships.

Spoiler Holland :

Holland: Important nation
Ethnic groups/influences: Dutch 90%, Celtic 4%, Mayan 4%, Hittite 2%.

Production Points: +75PP
Government: Communism (+Stability, +good reputation)
Territory: 7
Population: 7 (+abundant food)
Standard of Living: 8 (+abundant food,+Social Tech)
Industry: 5 (+Communism)
Economy: 4 (-Communism, +good reputation, +Ocean trade)
Science Rate: 6 (+SoL)

Techs (Social 50, Academic 35, Land 25, Sea 30, Air 15)
Inventions (Steam, Auto, Aircraft)
Infrastructure (Monument, 1 Shipyard)
Resources (+2 Food, +2 Ore, +2 Oil)
Military - Land: (25/6/6), Sea: (7/6/1), Air: (2/0/1)
Armies: 2
Spoiler Military Info: :

Army 1: 100/100%, +Zeeland Guard Infantry (Hero Unit)
Location: South Asia
Orders: Defend

Army 2: 100/100%, -Mobile Forces, - artillery
Location: South Islandia (island colonies in south eastern ocean)
Orders: Defend

Navy Priorities:
Sea lane defence – South Eastern ocean

Air Force Priorities:
Fleet defence
Air defence (homelands)

Hero Units:
Zeeland Guard Infantry (Army 1)

Land Forces: (25/6/6)
20 Riflemen
5 Militia

6 Improved Cannons

6 Standard Cavalry

Navy: (7/6/1)
4 Gunboats
3 Early Destroyers

3 Ironclads
2 Early Cruisers
1 Basic Sub

1 Dreadnaught

Air Force: (2/0/1)
2 Biplane Fighters

1 Airship


The Dutch have survived and thrived in the chilly southern lands of south Asia against all odds (especially the attacks by the stronger mayans). Alliance with the Celts over the centuries brought the Dutch control of more territory, but this was lost when the Dutch sided against the Celts in the second great war.

The Dutch still have a strong communist/socialist regime, although they are also one of the most socially progressive nations in the world, with a surprisingly high standard of living. The Dutch have regained control of the island territories of Neu Zealand and Argua in the south east ocean, although some tribal unrest continues there. The Dutch also have close links with the small nation of Arequipa in the heart of the continent. Holland’s industry and economy are average, but growing.

Although the Dutch nation has modern technology, their land military lags behind, clinging to old traditions. The Dutch army is not yet able to introduce tanks or armoured vehicles.

Spoiler Inca :

Inca: Important nation
Ethnic groups/influences: Incan 70%, Portuguese 15%, Celtic 5%, Mayan 5%, Byzantine 5%.

Production Points: +60PP
Government: Fascism (-instability, -unrest(Celtic, Portuguese), - stained reputation, -corruption)
Territory: 8 (+connected territory)
Population: 9 (+abundant food, -persecution(Celts))
Standard of Living: 6 (+abundant food, -unrest(Portuguese), -population)
Industry: 4 (+abundant resources, -persecution(Celts))
Economy: 4 (+Ocean trade, -persecution(Celts))
Science Rate: 4 (-persecution(Celts))

Techs (Social 30, Academic 30, Land 25, Sea 20, Air 1)
Inventions (Steam, auto)
Infrastructure (Monument, 1 Shipyard)
Resources (+3 Food, +2 Ore, +1 Luxury, +1 Oil)
Military - Land: (35/8/8), Sea: (5/5/0), Air: none
Armies: 1
Spoiler Military Info: :

Army 1: 100/100%, +Cavalry, +Husacar Infantry (Hero unit)
Location: North Asia
Orders: Defend

Army 2: 100/100%,
Location: Central Asia
Orders: Dig in vs Byzantines

Navy Priorities:
*cautious* coastal defence - central eastern ocean

Hero Units:
Huascar Infantry (Army 1)

Land Forces: (35/8/8)
15 Riflemen
5 Riflemen (Conscripts)
5 Militia
10 Militia (Conscripts)

4 Old Cannons
4 Improved Cannon

8 Standard Cavalry

Navy: (5/5/0)
1 Sailing Frigate
4 Gunboats

5 Ironclads


After the demise of their great empire, the Inca aristocracy survived only in Portugal, which they had conquered centuries earlier. 700 years later, and the recent Celtic departure from the old Incan heartlands brought hopes of a new empire to match the glories of ancient times. However, this has not yet happened. There has been tension between ethnic groups, especially between Incas and the Celts who continued to live in the nation. The new government has persecuted Celtic populations, and taken steps to stamp out Celtic influence, although this has resulted in the loss of much of the old Celtonian development, especially in Cuzco, which was a major city of Celtonia until recently. Diplomatic relations with the Celts are now rather bad.

There is also a growing independence movement in the old Portuguese territories of Sagres and Lisboa, after the capitol was moved north from Lisboa to a more central position at Vitcos. Granting Portugal independence would remove most of the troublesome Portuguese influence from the nation, but also reduce the nations overall industry and economy. Lisboa in particular is an important territory.

The territory and resources of the Inca offer great potential, but for now the new Incan empire is still a weak nation, and the government needs some time to tighten its grip on the expanded territory. Corruption has become a problem. The Inca could do with allies to ensure their place in Asia, while they are surrounded by more powerful nations.
 
Nations I-N

Spoiler Iroquois :

Iroquois: Great Power
Ethnic groups/influences: Iroquois 90%, Spanish 5%, German 3%, American 2%

Production Points: +185PP
Government: Fascism (+stability, +public support)
Territory: 8 (+connected territory)
Population: 16
Standard of Living: 9 (+economy, +national pride, -population)
Industry: 16
Economy: 9 (+Ocean trade, +Oil)
Science Rate: 8

Techs (Social 40, Academic 40, Land 40, Sea 40, Air 25)
Inventions (Steam, Auto, Air)
Infrastructure (Monument, 2 Shipyards, Intel Agency, Land Academy)
Resources (+2 Food, +1 Ore, +1 Luxury, +1 Oil )
Military - Land: (70/16/30), Sea: (12/12/9), Air: (8/6/5)
Armies: 4
Spoiler Military Info: :

Army 1: 100/100%, +Hiawatha Infantry (hero unit), +Mobile forces
Location: Central America
Orders: Reserve

Army 2: 100/100%,
Location: Central America
Orders: Dig in vs Celts (their outpost at Calcadia)

Army 3: 100/100%,
Location: Central America
Orders: Dig in vs USA

Army 4: 100/100%,
Location: Cattaraugus
Orders: Defend

Navy Priorities:
*aggressive* patrol - South western ocean
*aggressive* patrol - American ocean

Airforce orders:
*aggressive* fleet defence
*aggressive* air defence - Central Asia (homelands)

Hero Units:
Hiawatha Infantry (Army 1)

Land Forces: (70/16/30)
40 Standard Infantry
25 Mohawk Assault Infantry (UU)
5 Marines

6 Standard Artillery
6 Mobile Artillery
2 Flak
2 AT guns

4 Standard Cavalry
4 Armoured Cars
6 Armoured Troop Carriers
6 Basic Tanks
10 Wolf Tanks (UU)

Navy: (12/12/9)
2 Gunboats
10 Early destroyers

4 Early cruiser
5 Improved cruisers
3 Basic Subs

3 Dreadnaughts
4 Battleships
2 Aircraft-Carriers

Air Force: (8/6/5)
2 Biplane Fighters
6 Standard Fighters

6 dive bombers

5 medium bomber


The Iroquois suffered a major blow in the first great war with the loss of their empire, and also suffered from devastating French attacks on their homeland in the second war. But the fascist regime started by Hiawatha has survived, and now the nation once again has the largest land military in the world, and a huge amount of industry also. However, the industry will soon be approaching the maximum which the Iroquois can support with their current resources. With the army they have built up, the Iroquois are a match for Germany and the USA combined, although having one of them as an ally in a future war would almost certainly guarantee victory.

The Iroquois have good claims to the territory of Calcadia in the south, which is ancient Iroquois land. The continuing Celtic military presence there is a source irritation for many. But the Celts have seemed determined to hold on to this outpost so far.

Overseas, the Iroquois have influence over the small oil-producing nation of Akwesane in the ‘Eastern Ocean’, and with some diplomacy they could turn it into a puppet state or colony. The Iroquois also share claims on Canada with the USA.

Spoiler Japan :

Japan: Important nation
Ethnic groups/influences: Japanese 90%, Korean 5%, French 5%

Production Points: +85PP
Government: Monarchy/Imperium (+popular support, +stability)
Territory: 4 (-separated territories)
Population: 6
Standard of Living: 8 (+national pride)
Industry: 7 (+abundant resources)
Economy: 5 (+ocean trade)
Science Rate: 7 (+SoL)

Techs (Social 30, Academic 35, Land 30, Sea 40, Air 20)
Inventions (steam, auto, air)
Infrastructure (monument, 2 Shipyard, Naval Academy)
Resources (+1 Food, +2 Ore, no oil!)
Military - Land: (30/6/10), Sea: (10/6/6), Air: (3/4/2)
Armies: 2
Spoiler Military Info: :

Army 1: 100/100%,
Location: Imperial Islands
Orders: Defend

Army 2: 100/100%, + Imperial Guard (hero unit)
Location: Honshu (Imperial Islands, capitol territory)
Orders: Defend

Navy Priorities:
Patrol – Imperial Sea

Airforce orders:
Fleet defence
Air defence – Imperial Islands

Hero Units:
Imperial Guard (Army 2)

Land Forces: (30/6/10)
5 Riflemen
20 Standard Infantry
5 Imperial Marines (UU)

2 Improved Cannons
4 Standard Artillery

4 Standard Cavalry
2 Armoured Cars
4 Basic Tanks

Navy: (10/6/6)
2 Gunboats
8 Early Destroyers

4 Early Cruiser
4 Improved Cruisers
2 Basic Sub

2 Dreadnaughts
2 Battleships
2 Aircraft-Carriers

Air Force: (3/4/2)
2 Biplane Fighters
1 Standard Fighters

4 No-Dachi Fighter/bomber

2 Medium bombers


Several times during its early history, Japan was almost divided into warring states. But this never happened, and the Emperors have always managed to maintain control. By the renaissance age, Japan’s imperial samurai had become the most fearsome warriors in the world. From 3600AF to 3900AF, Japan tried to take control of Korea, but it turned into a battle of attrition that Japan did not want to match. The situation at sea was also made impossible by the actions of the Korean turtle ships and raids by Tartar pirates.

Japan withdrew from Korea and became isolationist for a time. However, Japan has modernised rapidly, and has now built up a surprisingly powerful fleet.

During the recent civil war in France, Japan occupied the island of Reunion, which had been part of France for centuries. Although it was basically a worthless territory, Japan claimed it was necessary for defence of the home islands. It has led to trouble between France and Japan. But so far it has seemed that Japan has ambitions elsewhere and does not want a full scale war with France.

The effectiveness of Japan’s fleet is limited by fuel rationing, as Japan has no source of oil at present, which is a cause for concern.

Spoiler Korea :

Korea / Jin-Ho Il : Important nation
Ethnic groups/influences: Korean 87%, Scandinavian 5%, Japanese 8%

Production Points: +55PP
Government: Republic (+stability)
Territory: 1
Population: 5
Standard of Living: 9 (+national pride)
Industry: 4 (+Rare minerals)
Economy: 4
Science Rate: 6 (+SoL)

Techs (Social 40, Academic 30, Land 30, Sea 30, Air 15)
Inventions (steam, auto, air)
Infrastructure (monument)
Resources (=0 Food, +1 Ore, +1 rare minerals)
Military - Land: (20/5/4), Sea: (4/4/1), Air: (3/0/0)
Armies: 1
Spoiler Military Info: :

Army 1: 100/100%,
Location: Korea (home island, Imperial Islands zone)
Orders: Defend

Navy Priorities:
Coastal defence - sea of Japan

Airforce orders:
Fleet defence
Air defence – Korea (homelands)

Land Forces: (25/4/6)
20 Riflemen
5 Militia

2 Armoured Cars
2 Basic Tanks

2 Standard Artillery
4 Hwacha Artillery (UU)

Navy: (4/4/1)
4 Gunboats

4 Turtle Ironclads (UU)

1 Dreadnaught (Obtained from Celtonia)

Air Force: (3/0/0)
3 Biplane Fighters


Korea has had a troubled past, as various strong kingdoms have emerged, only to be attacked by both the Japanese from the south and Scandinavian mercenaries from the north. By 3600AF Korea was at a low, and Japan tried for several centuries to take full control of the country. But the Korean people fought relentlessly against Japanese rule, and made innovations in early gunpowder weapons and armoured, cannon-armed ships, which the Japanese could not match. Pirates from Tartarus also began to raid Japanese-held ports and shipping. In the end the Japanese withdrew, and Korea has been independent ever since. The French empire came close to establishing a puppet rule at the height of their power, until France’s defeat in the second war made sure this didn’t happen.

Today Korea is a fairly advanced, peaceful nation. Korea still has claims on what is now known as Alesund island territory, although the population there is almost totally Scandinavian.


Spoiler Mayans :

Mayans: Important nation
Ethnic groups/influences: Mayan 87%, Incan 8%, Dutch 5%.

Production Points: +105PP
Government: Fascism (+stability, +loyalty)
Territory: 6 (+connected territory)
Population: 10
Standard of Living: 8 (+national pride, -population)
Industry: 8 (+abundant resources)
Economy: 6 (+Oil, +Ocean trade)
Science Rate: 6

Techs (Social 40, Academic 30, Land 30, Sea 30, Air 20)
Inventions (Steam, Auto, Air)
Infrastructure (Monument, 1 Shipyard, Intel Agency)
Resources (+1 Food, +3 Ore, +1 Oil)
Military - Land: (35/10/16), Sea: (10/8/2), Air: (4/2/4)
Armies: 2
Spoiler Military Info: :

Army 1: 100/100%, +Mobile Forces
Location: South Asia
Orders: Defend

Army 2: 100/100%, +Temple Guard (Hero Unit)
Location: Chichen Itza
Orders: Dig in vs Dutch

Navy Priorities:
Coastal defence – south eastern ocean
Coastal defence – central eastern ocean

Air Force Priorities:
Air defence – East Asia
Fleet defence

Hero Units:
Temple Guard (Army 2)

Land Forces: (35/10/16)
5 Militia
10 Riflemen (Conscripts)
20 Standard Infantry

5 Improved Cannons
5 Standard Artillery

4 Standard Cavalry
6 Armoured Cars
6 Basic Tanks

Navy: (10/8/2)
4 Gunboats
6 Early Destroyers

3 Ironclads
3 Early Cruisers
2 Basic Subs

2 Dreadnaughts

Air Force: (4/2/4)
2 Biplane Fighter
2 Standard Fighter

2 Dive Bomber

4 Macaw bombers (UU)


While the Incas created great military empires far to the north, the Mayans were building the great monuments of Chichen Itza, one of the great achievements of humanity. The ancient mayan capitol reached a peak of science and culture around 3100AF. The Mayans were responsible for many of the great philosophical advances of the ancient and early medieval ages. But the long war to liberate the north from Incan control consumed all the efforts of the Mayan people, and the society has been militaristic ever since. The Mayans later came close to conquering the Dutch, by were defeated by a Celtic-lead army. By 3800AF, Celtic forced had temporarily occupied Chicen Itza, and the east of the country was divided between the Celts and Dutch. The Mayans remained in decline during the great wars.

Under a moderate fascist regime, Mayan industry has increased in recent years. The Capitol has been returned to Chicen Itza after a long period of absence, boosting the morale of the people. The Copan republic to the west was part of the Mayan empire for centuries, and is still seen as a rebel territory, which the Mayans aim to recapture. Even without Copan, the country has many mineral reserves and its own supply of oil. Mayan science has never been too far behind the most advanced nations, and they have begun to catch up with the latest technologies. Relations with the Celts and Dutch remain poor.

Spoiler Mexico :

Mexico: Important nation
Ethnic groups/influences: Aztec 79%, Iroquois 10%, Celtic 5%, German 4%, French 2%,

Production Points: +30PP
Government: Monarchy/Imperium (+popular support, -instability, -corruption)
Territory: 3 (-very difficult terrain)
Population: 3
Standard of Living: 5 (+luxuries)
Industry: 2 (+abundant resources, +rare minerals, -corruption)
Economy: 2 (-corruption)
Science Rate: 2

Techs (Social 20, Academic 20, Land 20, Sea 20, Air 0)
Inventions (steam)
Infrastructure (monument)
Resources (+1 Food, +1 Ore, +1 Oil, +1 Rare Minerals, +2 Luxuries)
Military - Land: (30/5/4), Sea: (4/1/0), Air: (1/1/0)
Armies: 1
Spoiler Military Info: :

Army 1: 100/100%,
Location: Mexico (Zone)
Orders: Defence

Army 2: 100/100%, +Jaguar Warriors (hero unit), +artillery, +mobile forces
Location: Mexico (Capitol territory specifically)
Orders: Dig in vs Germany (their colony at wilhem)

Navy Priorities:
Coastal defence - Central Eastern Ocean

Airforce orders:
fleet defence and air defence.

Hero Units:
Jaguar Warriors (Army 2)

Land Forces: (30/5/4)
10 Riflemen
20 Tlecuahuitl Militia (UU)

2 Old Cannons
3 Improved Cannons

2 Standard Cavalry
2 Basic Tank (obtained from Celts)

Navy: (4/1/0)
3 Sailing Frigates
1 gunboat

1 Ironclad

Air Force: (1/1/0)
1 Biplane (obtained from Celts)

1 Basic Fighter Bomber (obtained from Celts)


The ancient Aztec empire was defeated and conquered by German crusaders around 600 years ago. Germany itself then began to weaken, and various empires took control of mexico over the centuries. The country was the main battleground in the great wars, and has witnessed the biggest and most horrendous battles in history.

The destruction of the major cities in mexico had the effect of removing most of the foreign communities who had arrived over the centuries. Meanwhile, In the more remote jungles and mountain regions, the old Aztec culture and traditions remained. After the wars, the Celts maintained a lose control over mexico for a while, but withdrew and made the country independent. The old Aztec traditions were now the strongest force in the nation, and a hardline neo-aztec/nationalist regime soon asserted itself.

This new nation of Mexico is very different to the old Aztec Empire, but maintains many of its beliefs and traditions. The country has not yet developed very much, and there are serious corruption issues. The army has no modern weapons, and relies on the rough terrain and its many militia forces for survival. The nation has many luxuries and rare resources, but these could also attract the attention of other hostile nations.

Spoiler Molde :


Molde: Independent State
Ethnic groups/influences: Scandinavian 55%, Spanish 15%, Zulu 10%, Chinese 10%, Celtic 5%, Mayan 5%

Production Points: +13PP
Government: Despotism (-corruption)
Territory: 1
Population: 2
Standard of Living: 4 (+Luxuries)
Industry: 1
Economy: 1 (-corruption)
Science Rate: 3

Techs (Social 20, Academic 10, Land 15, Sea 15, Air 0)
Inventions (steam)
Infrastructure (none)
Resources (+1 Food, =0 Ore, +1 Luxuries)
Military - Land: (20/3/0), Sea: (3/1/0), Air: none
Armies: 1
Spoiler Military Info: :

Army 1: 100/100%,
Location: Molde (home island in Grand Archipelago)
Orders: Defend

Navy Priorities:
*cautious* coastal defence - Central Eastern Ocean

Land Forces: (20/3/0)
5 Melee Infantry (Conscripts)
10 Berserker Militia (UU)
5 Musketeers

3 Old Cannons

Navy: (3/1/0)
2 Sailing Frigates
1 Gunboat (obtained from Scandinavia)

1 Ironclad (obtained from Scandinavia)


Molde is a small, backwards island nation lacking in technology and industry. Various warlords and dictators have abandoned development, and it is now almost a tribal nation. The climate is excellent for growing sugar, fruit, and spices - luxuries which provide some help to the economy. There is a large army, but it has primitive weapons. Molde is now similar to the Zulu islands in the north, with whom they have a growing rivalry.

Molde was an old colony of the Scandinavians, built on the ruins of an even earlier Mayan colony (ransacked by berserkers in one of the more bloody episodes of Scandinavian expansion). Molde went on to produce some of the most fearsome Scandinavian warriors throughout the centuries, and its mercenaries and adventurers caused trouble all across the eastern ocean.

Molde was allied with the Celts for a while after the collapse of Scandinavian power, but remains independent. During the second war, it was a place of refuge for the Spanish monarchy. There has been a Spanish influence ever since, although Scandinavia is still the main influence, and Molde might seek to reunite with them some day. The Mayans have revived their ancient claims to the islands, however.


Spoiler Nemausus: :

Nemausus:
Rank: Independent State
Ethnic groups/influences: Celtic 70%, Spanish 25%, Iroquois 10%, Aztec 5%

Production Points: +25PP
Government: Republic
Territory: 1
Population: 2
Standard of Living: 7
Industry: 2
Economy: 2 (+Oil)
Science Rate: 4 (+SoL)

Techs (Social 30, Academic 30, Land 30, Sea 30, Air 10)
Inventions (steam, auto, air)
Infrastructure (none)
Resources (+1 Food, +1 Ore)
Military - Land: (15/2/3), Sea: (3/0/0), Air: (1/1/0)
Armies: 1
Spoiler Military Info: :

Army 1: 100/100%,
Location: Nemausus(home territory, Iberia zone) : central defence
Orders: Defence

Navy Priorities:
*cautious* coastal defence - Central Eastern Ocean

Airforce orders:
Air defence (homelands)
Fleet defence.

Land Forces: (15/2/3)
5 Riflemen
10 Standard Infantry

2 Standard Artillery

1 Standard Cavalry
1 Armoured Car
1 Basic Tank

Navy: (3/0/0)
1 Gunboat
2 Early Destroyers

Air Force: (1/1/0)
1 Biplane

1 Basic Fighter/Bomber


Nemausus is a result of the brief Celtic occupation of Spain. Celtic settlers arrived and settled in a borderland area between Spain and Mexico. Nemausus soon became an important colony and outpost in the wars against both the Iroquois and the French. It remained part of Celtonia for a long time afterwards, despite demands from Spain. It has now been made an independent nation and told to look to its own defence, as Celtic forces concentrate elsewhere.

Nemausus has little industry or economy, and its army is very small, although it does have both tanks and aircraft from Celtonia. Spain and Mexico have claims to this territory, although Spain has the strongest claim.


Spoiler Norseland :

Norseland: Independent State
Ethnic groups/influences: Scandinavian 70%, Celtic 30%

Production Points: +15PP
Government: Republic (+popular support)
Territory: 1
Population: 1
Standard of Living: 6 (+national pride)
Industry: 1 (+Rare Minerals)
Economy: 1 (+Oil)
Science Rate: 4

Techs (Social 40, Academic 20, Land 20 , Sea 20, Air 1)
Inventions (steam, auto)
Infrastructure (none)
Resources (=0 Food, =0 Ore, +1 Rare Minerals, +1 Oil)
Military - Land: (10/2/0), Sea: (3/1/0), Air: none
Armies: 1
Spoiler Military Info: :

Army 1: 100/100%,
Location: Norseland (North Asia)
Orders: Defend

Navy Priorities:
*cautious* coastal defence - north east ocean

Unit List:
Land Forces: (10/2/0)
5 Riflemen
5 Norseland Militia (UU)

2 Improved Cannon

Navy: (3/1/0)
3 Gunboats

1 Ironclad


Norseland was originally home to fierce northern tribal warriors, which the Celts never managed to defeat. It was the hardy Scandinavian adventurers that eventually took control of the frozen land, creating the colonies which became known as Norseland. They merged with the native barbarian culture rather than defeat it completely, and many aspects of the original culture survive.

For a long time there were good relations with the Celts in the south. But eventually, war with the Scandinavian empire broke out, and Norseland was conquered by the Celts. Norseland was only recently made independent, after years of protests against Celtic rule.

There is little industry or economy, but both oil reserves and rare mineral deposits have now been found. These resources allow great potential for trade, but it also puts pressure on Celtonia to try and reclaim Norseland or make it a puppet state, something the people of norseland will try to resist.
 
Nation Stats R-Z

Spoiler Rome :

Rome / Marcus Lucinius Caesar : Important nation
Ethnic groups/influences: Latin 70%, Byzantine 30%

Production Points: +65PP
Government: Republic (+stability)
Territory: 1
Population: 5
Standard of Living: 8 (+national pride, -food prices)
Industry: 4
Economy: 5 (+Oil, +Ocean trade)
Science Rate: 8 (+SoL)

Techs (Social 30, Academic 35, Land 40, Sea 35, Air 20)
Inventions (steam, auto, air)
Infrastructure (1 shipyard, Land Academy)
Resources (=0 Food, +1 Ore, +1 Oil)
Military - Land: (27/6/10), Sea: (8/6/6), Air: (2/2/0)
Armies: 2
Spoiler Military Info: :


Army 1: 100/100%,
Location: Latium (Maritime States)
Orders: Defend

Army 2: 100/100%,
Location: Latium (Maritime States)
Orders: Defend

Navy Priorities:
coastal defence - South Western Ocean

Airforce orders:
Fleet defence
Air defence (homelands).

Land Forces: (27/6/10)

15 Standard Infantry
10 Roman Assault Infantry (UU)
2 Arcani (UU)

3 Mobile Artillery
1 Flak
2 AT guns

4 Armoured Troop Carriers
4 Basic Tank
2 Legionnaire Heavy Tank (UU)

Navy: (8/6/6)
1 Gunboat
4 Early destroyers

3 Early cruisers

1 Dreadnaught

Air Force: (2/2/0)
2 Standard Fighters

2 dive bombers


Latium, homeland of the Romans, was united with the Byzantine Empire for many centuries. Romans contributed much to the old Byzantine Empire, particularly in the army, and rose to positions of power. There were even several emperors from Latium. But after the age of gunpowder arrived, the influence of the Romans declined, and the Byzantines took a more centralised approach with a new organisation for the army. In recent times, Byzantium was forced to grant Latium independence after a Roman nationalist movement.

The Romans have quickly created a small but fairly powerful state of their own, and are developing some advanced weapons and tactics for their new army. But relations with Byzantium are an issue, as many Romans see themselves as the true inheritors of the whole empire. Some Byzantine rebels are supportive of the idea of a roman takeover, which they feel would be better for everyone. But Byzantium is still a greater power, so Rome may want to continue to place itself as a loyal ally instead.

Rome has claims on the island of Sicilia in the south east, currently owned by Venice, but the Hitties and Tartars also have claims to the island. Meanwhile, the population of Rome, and Latium as a whole, is becoming a little too much for the local food supplies to support.


Spoiler Scandinavia :

Scandinavia: Rank: Important nation
Ethnic groups/influences: Scandinavian 70%, Celtic 10%, Aztec 6%, French 5%, American 5%, German 4%.

Production Points: +75PP
Government: Democracy (+popular support, +good reputation)
Territory: 5
Population: 7
Standard of Living: 8 (+Democracy, +national pride, +Diversity)
Industry: 5
Economy: 5 (+Oil, +Ocean trade)
Science Rate: 8 (+Democracy, +Diversity)

Techs (Social 40, Academic 30, Land 30, Sea 35, Air 25)
Inventions (steam, auto, air)
Infrastructure (1 Shipyard)
Resources (+2 Food, +2 Ore, +1 Oil)
Military - Land: (25/5/10), Sea: (6/5/0), Air: (3/1/2)
Armies: 2
Spoiler Military Info: :

Army 1: 100/100%,
Location: Europa
Orders: Defence

Army 2: 100/100%,
Location: Europa
Orders: Dig-in vs France

Navy Priorities:
Sea lane defence - South Western Ocean (defend the sea route to Alesund island)

Airforce orders:
Fleet defence
Air defence (homelands).

Land Forces: (25/5/10)
5 Riflemen
15 Standard Infantry
5 Berserker Infantry (UU)

5 Standard Artillery

2 Standard Cavalry
4 Armoured Cars
4 Basic Tanks

Navy: (6/5/0)
1 Gunboat
5 Early Destroyers

3 ‘Oslo’ Class Cruisers (UU)
2 Basic Subs

Air Force: (3/1/2)
3 Standard Fighters

1 dive bombers

2 medium bombers


1000 years ago the Scandinavians had already explored the worlds coastlines, and forged a relatively peaceful empire of far-flung colonies. Scandinavian mercenaries were involved in many wars, and earned a fearsome reputation. But mainland Scandinavia itself never had enough strength to support the colonies from other expanding powers. Eventually the homeland itself fell to the French, and remained part of their empire until after the ‘great wars’… but not before the fighting destroyed most of the old Scandinavian cities.

Scandinavia has since become a modern and developed nation. The Scandinavians have a small, but modern army with tanks and aircraft. It was involved in the recent civil war in France, and performed well against American-backed forces.

As Scandinavia grows stronger, there is more talk of uniting the old colonies into an empire once again. But for now the old colony nations of Gotland, Molde, Norseland and Stavanger are going their separate ways.

Spoiler Spain :

Spain: Important nation
Ethnic groups/influences: Spanish 90%, Celtic 5%, Iroquois 5%.

Production Points: +60PP
Government: Monarchy/Imperium (+popular support)
Territory: 6
Population: 6
Standard of Living: 6 (+luxuries, +national pride)
Industry: 4 (+abundant resources)
Economy: 5 (+Ocean trade)
Science Rate: 6

Techs (Social 40, Academic 20, Land 30, Sea 30, Air 1)
Inventions (steam, auto)
Infrastructure (1 Shipyard)
Resources (+1 Food, +2 Ore, +2 Luxuries)
Military - Land: (25/5/10), Sea: (6/4/1), Air: (0/0/2)
Armies: 2
Spoiler Military Info: :

Army 1: 100/100%,
Location: Iberia
Orders: Defence

Army 2: 100/100%, -mobile forces
Location: Santiago (Grand Archipelago zone, colony near Zulu)
Orders: Defence

Navy Priorities:
*cautious* sea lane defence - Central Eastern Ocean (connects all colonies to mainland)

Airforce orders:
Fleet defence

Land Forces: (25/5/10)
10 Riflemen
15 Standard Infantry

5 Standard Artillery

6 Spanish Cavalry
2 Armoured Cars
2 Basic Tanks

Navy: (6/4/1)
3 Gunboats
3 Early Destroyers

1 Ironclads
2 Early Cruiser
1 Basic Sub

1 Dreadnaught

Air Force: (0/0/2)
2 Airships


500 years ago, Spain was a powerful kingdom expanding westwards across the ocean. ‘Conquistadors’ gained new island territories for Spain in the north and west, and powerful armies protected the home kingdom. Then Spain unwisely entered into a war with the more advanced Celts. After destroying the first Celtic invasion, the Spanish were too exhausted and their army too outdated to resist an even larger second invasion.

Spain became an outpost of Celtic power on the continent, which was important for the Celtic war effort in the ‘great wars’. After the first war the Celts decided to withdraw from most of Spain, only for French fascists to rampage across the country, starting the second war. Spain was then a battleground between Celts and the French. The French were expelled, but the Spanish people had suffered terribly and most of their cities were in ruins.

Spain has since recovered well, modernised, and managed to reclaim and hold on to its old colonies, although development is still behind the great powers. Spain produces many luxuries, mainly wine from Valencia and fruit from the Salvador islands. The people have a grudge against the French and Celts for what has happened to their nation in the past. Spain also has claims on the small pro-Celtic nation of Nemausus in the south.
Spoiler Stavanger :

Stavanger: Independent State
Ethnic groups/influences: Scandinavian 60%, American 35%, Celtic 5%

Production Points: +30PP
Government: Republic (+stability)
Territory: 2
Population: 1
Standard of Living: 6
Industry: 2 (+rare minerals)
Economy: 2
Science Rate: 4

Techs (Social 30, Academic 20, Land 20 , Sea 20, Air 0)
Inventions (steam)
Infrastructure (none)
Resources (+1 Food, +1 Ore, +1 Rare minerals)
Military - Land: very weak, Sea: very weak, Air: none)
Armies: 1
Spoiler Military Info: :

Army 1: 100/100%,
Location: Stavanger (East America)
Orders: Defend

Navy Priorities:
*cautious* coastal defence - Kodiak Sea

Land Forces: (9/2/0)
4 Riflemen
5 Militia

2 Improved Cannon

Navy: (4/1/0)
1 Sailing Frigate
3 Gunboats
1 Ironclad


Stavanger was colonised by Scandinavians around 3100AF and remained part of the Scandinavian empire for several hundred years, until it was forcibly annexed into the USA. The area saw some fighting between Celtonia and the USA over the centuries. The Celts occupied the area for a while after the wars, before leaving and setting up an independent state, which survives to this day.

There is currently little industry or economy, but the rare mineral deposits will be useful. There is some support for a re-union with Scandinavia, however there is also support for uniting with nearby Acadia to form a stronger nation. Many just want to continue as an independent state. Meanwhile, the USA still has claims on this territory, and maintains a strong influence.

Spoiler Tartars :

Tartars / Iltäbär Almas : Important nation
Ethnic groups/influences: Tartar 75%, Hittite 15%, Dutch 5%, Korean 5%

Production Points: +60PP
Government: Monarchy/Imperialism
Territory: 1
Population: 4
Standard of Living: 7 (+national pride)
Industry: 5
Economy: 4 (+Ocean trade)
Science Rate: 5

Techs (Social 30, Academic 20, Land 30, Sea 35, Air 20)
Inventions (steam, auto, air)
Infrastructure (1 shipyard)
Resources (=0 Food, +1 Ore)
Military - Land: (20/4/6), Sea: (8/4/2), Air: (3/2/3)
Armies: 2
Spoiler Military Info: :

Army 1: 100/100%, + Royal Guard Cavalry (hero unit)
Location: Tartarus (Maritime States zone, home island territory)
Orders: Defend

Navy Priorities:
*cautious* coastal defence - South Western Ocean

Airforce orders:
fleet defence
air defence (homelands)

Hero Units:
Royal Guard Cavalry (hero unit)

Land Forces: (20/4/6)
5 Riflemen
15 Standard Infantry

4 Standard Artillery

2 Standard Cavalry
2 Armoured Cars
2 Basic Tanks

Navy: (8/4/2)
4 Gunboats
4 Early Destroyers

1 Ironclad
3 Tartarus Class Cruisers

2 Dreadnaughts

Air Force: (3/2/3)
2 Biplane Fighters
1 Standard Fighter

2 Basic Fighter Bombers

1 Medium Bomber
2 Airships


About 800 years ago, the Hittite king died without an heir. The leader of the Tartars, an allied tribe of superb horsemen living on the edges of Hittite territory, was made king, uniting the two peoples. The cavalry tactics of the Tartars were the best in the world, and they allowed the Hittites to carve out an empire. But the empire overstretched itself, and other nations copied and adapted the new way of war. The Tartars were also becoming more like the Hittites, and lost some of their old traditions.

In the end, the empire collapsed back to its originally homeland after only about 200 years. The Hittites blamed their Tartar kings for the defeat, and civil war broke out, until the Tartars were left with one island stronghold off the coast. Eventually an independent island kingdom developed, known as ‘Tartarus’... many hundreds of miles away from their ancient homelands.

The population was swelled by Tartars exiled from the Hittite lands, and the island nation became poor. So the Tartars turned again to their ancient raiding tradition, this time at sea. In the next few centuries, Tartarus sponsored a lot of piracy around the south western ocean. This brought wealth to the island, but they also made many enemies. Tartarus managed to stay out of the great wars, and the island remains independent to this day. Piracy is currently on hold, and trade and diplomacy efforts have been stepped up. Industry is slowly developing, and the island is rich with coal and iron ore. Food supplies are becoming a problem, though.

Meanwhile, across a narrow stretch of sea, many Tartar people still live in the modern Hittite nation. Together with other rebels, they want the Tartars to return, dreaming of a new age of greatness. But at present, the Hittite government is still strong enough to resist this.


Spoiler USA :

USA: Great Power
Ethnic groups/influences: American 70%, German 10%, Scandinavian 10%, Celtic 5%, Iroquois 5%

Production Points: +145PP
Government: Capitalism (+public support)
Territory: 9
Population: 15 (+abundant food)
Standard of Living: 10 (+abundant food, +national pride, +economy, +social tech, -population)
Industry: 8 (+ abundant resources)
Economy: 10 (+Ocean trade, +Capitalism, +Oil)
Science Rate: 8 (+SoL)

Techs (Social 50, Academic 35, Land 35, Sea 40, Air 30)
Inventions (Steam, Auto, Air)
Infrastructure (Monument, 2 Shipyards, Intel Agency, Air Academy)
Resources (+4 Food, +4 Ore (1 puppets), +1 Oil (1 from puppets))
Military - Land: (45/10/20), Sea: (10/10/6), Air: (5/4/4)
Armies: 3
Spoiler Military Info: :

Army 1: 100/100%,
Location: East America
Orders: Defend

Army 2: 100/100%, +mobile forces
Location: Central America
Orders: Reserve / Standby

Army 3: 100/100%, +Rangers (hero unit)
Location: Appalache (Central America)
Orders: Defend

Navy Priorities:
Sea defence – Kodiak Sea.
Sea defence – Alaskan Sea.

Air Force Priorities:
Air defence
Fleet defence

Hero Units:
Rangers (Army 3)

Land Forces: (45/10/20)
5 Riflemen
40 Standard Infantry

10 Standard Artillery

4 Standard Cavalry
6 Armoured Cars
10 Basic Tanks

Navy: (10/10/6)
3 Gunboats
7 Early destroyers

2 Ironclads
2 Early cruiser
3 Improved cruisers
3 Basic Subs

3 Dreadnaughts
2 Battleship
1 Carrier



Air Force: (5/4/4)
2 Standard Fighters
3 Improved Fighters

4 Wildcat Fighter Bombers (UU)

2 Medium bombers
2 Heavy Bombers


The USA survived the Iroquois onslaught of the first great war, heroically defending Washington and the northern states against all odds. But since then the USA has failed to expand its power. Fighting against the Celts had cost the USA influence over Alaska and the eastern regions of Stavanger and Acadia, although Alaska has now been brought back under control as a puppet state.

A short-lived fascist regime collapsed after the failure of an expedition force to France, during the recent civil war there. Capitalists are now back in power, and the nation has regained its strength, although the southern neighbours of Iroquois and Germany are watched suspiciously.

Although already a great power, the industry of the USA has the resources to grow much larger. The USA has claims on the capitol territory of Acadia, and all the territory of Stavanger and Alaska. The USA also shares claims on Canada with the Iroquois.


Spoiler Venice :

Venice: Important nation
Ethnic groups/influences: Byzantine 40%, Latin 15%, Celtic 5%, Hittite 5%, German 5%, Scandinavian 5%, Iroquois 5%, Various Others 20%

Production Points: +80PP
Government: Democracy (+stability, +good reputation)
Territory: 3 (-separated territories)
Population: 5
Standard of Living: 12 (+luxuries, +national pride, +economy, +Diversity)
Industry: 4
Economy: 8 (+Ocean trade)
Science Rate: 7 (+SoL, +Diversity)

Techs (Social 30, Academic 30, Land 30, Sea 40, Air 20)
Inventions (steam, auto, air)
Infrastructure (1 Shipyard, Naval Academy)
Resources (+1 Food, +1 Ore, +2 Luxuries, no Oil!)
Military - Land: (20/5/4), Sea: (8/10/4), Air: (3/3/1)
Armies: 2
Spoiler Military Info: :

Army 1: 100/100%, + Venetian Guard (hero unit)
Location: Venice (Maritime States)
Orders: Defend

Army 2: 100/100%,
Location: Sicilia (Maritime States)
Orders: Defend

Airforce orders:
fleet defence
air defence - maritime states

Navy Priorities:
*cautious* patrol - South Western Ocean -
*cautious* sea lane defence - North Western Ocean

Hero Units:
Venetian Guard (Army 1)

Land Forces: (20/5/4)
5 Riflemen
15 Standard Infantry

5 Standard Artillery

2 Basic Tanks
2 Armoured Cars

Navy: (8/10/4)
2 Gunboats
6 Early Destroyers

4 Early Cruisers
4 Venetian BattleCruiser (UU)
2 Basic Subs

2 Dreadnaughts
1 Battleship
1 Carrier

Air Force: (3/3/1)
2 Biplane Fighters
1 Standard Fighters

2 Basic Fighter Bombers
1 Dive Bombers

1 Airship


The island of Venice was home to an advanced, civilised seafaring people even in ancient times, and eventually became absorbed into the Byzantine Empire along with Latium. Two hundred years ago, Venice declared its independence with serious support from the Celts and other opponents of the Byzantines. Venice began to build a strong fleet to defend itself, and to protect its growing trade network. Venice was always in excellent position for trade, being a half-way stop between all the major nations along the coasts of the western ocean.

During the wars, Venice opened its doors to many overseas refugees fleeing the fighting in Germany, Scandinavia, the Hittite Empire, and also Byzantium. Venice became a very diverse and exciting place, and was an important centre for art, science and culture in the years after the wars.

Venice also managed to acquire the islands of Crete and Sicilia during a time of Byzantine weakness. Byzantium has now grown in strength and is demanding the return of Crete, while the Romans, Tartars and Hittites all share claims on Sicilia also. The Venetian fleet remains strong, but not strong enough to match all of their potential enemies at once, so many Venetians hope that a peaceful agreement can be reached.

Spoiler Zulu :

Zulu: Independent State
Ethnic groups/influences: Zulu 85%, Scandinavian 5%, Celtic 5%, Spanish 5%

Production Points: +14PP
Government: Despotism (-instability)
Territory: 1
Population: 2
Standard of Living: 3 (+national pride, +Luxuries)
Industry: 1
Economy: 1
Science Rate: 2 (-tribalism)

Techs (Social 20, Academic 10, Land 10, Sea 5, Air 0)
Inventions (none!)
Infrastructure (none)
Resources (+1 Food, +1 Ore, +1 Luxuries)
Military - Land: (35/4/0), Sea: (7/0/0), Air: none
Armies: 1
Spoiler Military Info: :

Army 1: 100/100%,
Location: Zulu Isles (Grand Archipelago zone, home island territory)
Orders: Defend

Navy Priorities:
*cautious* coastal defence – Central Eastern Ocean

Land Forces: (35/4/0)
15 Melee Infantry
20 Zulu Musket Warriors (UU)

2 Basic Artillery
2 Old Cannons

Navy: (7/0/0)
5 Galleasses
2 Gunboats (Obtained from Iroquois)


Zulu tribes have lived in these islands as far back as history goes. The fierce tribal warriors resisted the Chinese, Inca, and Spanish in turn. Finally, the Scandinavians managed to establish a puppet rule for a time, but failed to take full control.

After the decline of Scandinavian power, the Celts became more involved in these islands and the Zulus became a ‘protectorate’ nation. By the end of the wars, the Zulus had managed to throw off all ties to the Celts and other nations.

The Zulus have hardly modernised. Zulu leaders had even banned steam power until recently. The Zulus have survived because of the world situation over the last 100 years, as none of the nearby nations could have invaded without leading to a larger war. The Zulus also maintain one of the only tribal armies in the world, which is a threat if only because of its size. Many exotic fruits, spices and other luxuries can be found in the Zulu islands. There is a growing rivalry with the neighbouring island territory of Molde.

 
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Turn updates are 1 year each in length for now. It could be less or more depending on what happens and what people want. Nation stats will increase depending on the amount of time that passes.





please feel free to post anything or claim a nation...
 
Signing up for the Mayans. Nice to see this come to fruition Daft, I was a big fan of the story. Very impressive list of rules too.
 
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