ICNES II: A New Order

Icmancin

WSNR Pte
Joined
Feb 26, 2005
Messages
1,278
Location
The True North
ICNES II: A New Order

Rules

Just read 'em. When yer done, you can post.

Setting

This is set in an altered version of history. During the Six Years War[1] many things happened that would later have a massive affect on the planet. An Austrian victory at Leuthan was the first of said happenings which changed the course of the European front for the next few years. Prussia lay ultimately defeated as Austrians and Russians drank their beer and slept with their women in Berlin. Prussia was forced to accept heart breaking terms which would limit her for eternity. Frederick could not bear it. He commit suicide just hours after signing the Treaty of Danzig in 1760.

In North America the war continued still. French victory, Briitsh victory there seemed to be no end in sight. But the British invaded Louisbourg capturing, suffering more losses than intended due to an unexplained surge of French patriotism and the fact they attacked with a smaller force than they would've liked. The French victory at the Bay of Quiberon was a large factor in this and it would have a lasting effect. Especially when the British attacked Quebec. The small French naval force put up a steady fight but was ultimately doomed. However, Montcalm kept a hold of himself. He was not known to make premature actions ad this would be no different.

Amid the diesease and famine inside the city Motcalm stood strong. He played his cards successfully. His force, although larger, was not well trained and since the British invaded in June they would not have brough Winter supplies. By November, the interior of Quebec was in ruins; diesease, hunger and wreckage obstructed the Quebecoise will to continue. But Montcalm rallied them and he would not give in. It would be over soon he reasoned. And amazingly, it was.

In November the Quebec Winter began. The frost, diesease and lack of supplies made the British abandon their goal of Quebec. They swallowed their pride and sailed back to Europe. But they left 2 000 behind, dead in the snow. Dead of return fire from cannon and snipers and from scury and frost. The French cheered and rallied to Montcalm's side. The French had won in Europe and they were going to extend that to the Americas.

Emboldened by her successes Spain joined her side soon after. Louisbourg as retaken. The Mi'kmaq in Acadia began a campaign, a pro-French campaign and soon enough Acadien, Quebecois and Mi'kmaq militia had reclaimed Acadie. But the next phase soon began as the Thirteen Colonies themselves came under attack. The Spaniards in the south began border skirmishes and General Lévis moved out from Montréal and into America. The end was in sight.

And thus the Treaty of Bordeaux is signed. Britain has given France her former possesions back, Spain has taken British ones and France has some of he English colonies and India. This power shift which has brought France and Spain up/Britain down has opened a new field of contest. A New Order has begun. Not Prussian or British. A New Order has begun with no decisive leader. Yet.

[1] Originally Seven Years War but ended a year earlier than in OTL.



Introduction

ICNES I was great. It was unrealistic but that is what I thought kept it going... and killed it at the same time. Sooner than expected I posted a preview for a very inaccurate NES that was to be my second. Well, I modified it A LOT, gave it a new name and here we are. I was planning on a 1900 NES but that will wait. With some tweaks, reservations and three weeks of waiting it has become this.

There are a few nations. Quite a few. So I can have a lot of people and a lot of plots that can make the updates take a while. But I'll try it. After ICNES I, I'm ready for anything. But not really.

Have fun!

This preview thread should tell you everything you need to know. Well, almost everything. It is a bit old but can act as a reference. It has a timeline. That needs to be rewritten but it tells you mostly everything you need to know.

Players, stories, orders, NPCs, barbarians, updates, map, countries

Players - unlimited. Please only join if you trully have the time to PARTICIPATE, and that doesn't simply mean telling me to "grow economy" at every turn.

Stories - not necessary, but very encouraged. For good (and FULL-LENGTH, i.e. two-three lines will not be considered one) stories, I will give out story bonuses (but not as generous as in ITNES I). Don't forget that stories create atmosphere like nothing else (apart from good, precise, in-depth updates perhaps, but that's not my specialty I'm afraid).

Orders - orders in a list. Ideally, they should be precise and easily-understandable, because I'll have to deal with lots of them; naturally, they will probably be quite long anyway because you people rarely trust your buerocrats and generals for some reason. In democratic and other councillary forms of government (such as Feudalism), you'll have to take the opinion of your council into account; sometimes, depending on your nation's constitution, it might even take matters into its own hands altogether. This, by the way, is one of the reasons for you to send orders a day before the deadline, so that I have time to inform you if the council disapproves of any parts of your orders; the other reason is that it just makes things easier for me. Oh, and note that some of the actions you order might inadvertly have sideeffects, positive or negative.

NPCs - lol, considering they’re NPC, I will play them, kinda. Same as the NPCs in all other NESes of late. Some will roll over rather easily, some will be harder to fight than PCs...

Barbarians - as not all of the world is civilized yet (most is), the barbarians will be there. Not innovatively, they will be light gray and have no stats. They will have their names written on them, unless I forget to do that. And many of them are likely to attack you and try to eat you; others only want to be left alone, and when somebody tries to change that they will... well, they'll try to eat whoever tries that too. The barbarians are NOT to be underestimated, some of them could bring out a horde of ferocious warriors five times larger then your army (okay, maybe not).

Updates - Updates on Saturday. If I get orders soon enough I can update on a Friday which was the case for most of the ICNES I updates. I live in Atlantic Canada (GMT -4) so try to get updates by noon Friday so I can start the update that night and have it up Saturday or Sunday.

Map - I will use the current version of the collectively-improved "Jason map". I will put in cities (black circles), fortifications (line of black squares) and rebellion areas (white area within nations). A capital is a city with white borders; an economic center is a city with red borders (a capital economic center will have a combination of the two). I must thank Insane_Panda for posting a preview of his map in his preview thread. I thank you SO much! Half this map is a modified version of it. Thanks a bunch!

Countries - pick a NPC or start a rebellion or just clamour incessantly for independence (hey, it worked in OTL...). Also, please read your nation background, and don’t act uncharacteristically. There are no alliances at the start, but there are some traditional allegiences, as mentioned in the nation backgroudns; to go against these allegiences is sometimes necessary, but is almost certainly an unpopular thing to do.

NATIONAL TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Centralization:
Tech. Level:
Army (Training):
Navy (Training):
Economy:
Treasury:
Economical Centers:
Size (points required):
Leadership (Military/Civilian): /
Infrastructure:
Education:
Living Standards:
Culture:
Confidence:
Projects:
Nation Background:

Government

Government - is your form of government. Now note that I DON’T want the “Sheep2’s [insert nation ever played by Sheep2 in a non-Fresh Start NES here]” syndrome in this NES. You are free to change your government, and explain it how ever do you want, but that can piss off followers of the previous governments, and might lead to nation-wide riots, or even a civil war. Also, keep it historical. That is, you could invent your own government, but it must make sense for YOUR nation of THAT time. You could consult me about that.

Centralization

This is one of the most important issues of politics historically and today. A centralized state is, on one hand, more stable, and can command its resources more efficiently; but, on the other hand, it is very vulnerable to attacks on the center and is unlikely to be popular among the various minorities, whereas a decentralized state is less stable, less united, but is harder to destroy from within and indeed is more defendable.

You usually (barring random events or unforeseen consequences of your actions) could change your centralization "slider" once per turn, and ofcourse only move forward or backward a level. However, do know that changes are unlikely to be welcomed by those who like the way things are AND ofcourse those who want to move in the opposite direction...

League-Loose Confederation-Confederation-Loose Federation-Federation-Tight Federation-Unitary with Exceptions-Unitary-Uberunitary-More Unitary-Overcentralized

Technology Level

Will use the age system. It is the same as in other NESes of other people, ofcourse the ages are not identical. They will advance at their own pace, though nations with higher education are likelier to advance to the next age. This, for the most part, begins in Early Industrial Age, but on the bring of a breakthrough.

Also note that though I brought up analogical technologic levels of OTL, they aren't entirely identical, and ofcourse there is a chance that technology will advance faster, slower, or even in a different direction than in OTL.

Late Enlightened Age: approximate analogy in our world is 1760-1790 Europe.
Early Industrial Age: approximate analogy - 1790-1840.
Middle Industrial Age: approximate analogy - 1840-1880.
Late Industrial Age: approximate analogy - 1880-1916.

Military

That will, as of now, consist of army and navy (later to be joined by air force). These will be number-based as it gives more versatility. These will be represented in divisions and squadrons (at a later date, I might also add "capital ships" as a separate part of the navy).

What will you have in it? Anything that you can have in it, according to your tech level; if you aren't sure about something, just ask me for clarification. If you just invented some sort of a weapon, you will have to invest some money to re-equip your army/navy with it; the training will also probably drop, due to the unfamiliarity of the weapons. Each “stat-growth” will increase any part of military by 5 (however, there could be exceptions). But know that if you have too large an army, your economy will probably suffer, as will your confidence; ofcourse, both could be, sometimes, restored by succesful military campaigns, or perhaps campaigns of propaganda back at home. If you grow your military too fast, your training, and later your military leadership, will suffer.

UUs - one per nation, but can be changed at any point (though the newly-“demoted” UU units will not be happy). I will keep a list of them, somewhere. Could be land, sea, or air at a later point. They will be separated from other units in the stats. They are grown as normal units. Remember to keep them REALISTIC. If the amount of UUs exceeds the amount of regular units, they will begin to drop in quality, morale and also in loyalty as their commanders, often being rather arrogant and ambitious (hey, they aren't commanders of an elite unit for nothing), will probably try to use their power base in one way or another.

Militia - guerrillas and simple civilian population that, for whatever reasons, took up arms - most often in rebellion or to defend against an invader, though there are exceptions - they aren't good for much that isn't guerrila warfare, though they can also be a neat diversion, and professional cannon fodder. They aren't too reliable, and often are rather hard for you to control; then again, they are also best left uncontrolled - they fight even worse when away from home, and, on the other hand, if at home they'll probably know what to do better, with their knowledge of the situation and the terrain.

Training - it is done in levels. There are separate training stats for army, navy and fleet, and it is grown with eco. points. UU is assumed to be one level higher then the average training level for its branch. If your army grows too quickly, there will be a chance of training level lowering.

None-Rabble-Semi-Rabble-Barely Tolerable-Tolerable-Normal-Better-Good-Very Good-Professional-Elite

Conscription will give you a certain amount of conscript divisions that you could specify if you want; ofcourse, conscription, especially in democratic countries, tends to be quite unpopular, especially the large-scale variety...

As a certain Corsican once said in OTL, an army marches on its stomach. Logistical support is necessary for any real military operations, so you will probably have to invest 1 eco. point into each such operation, whether offensive or defensive; if involving a particularily-large army (or navy), or if taking place in a difficult territory with little chances for local resupply, you might have to invest more than one eco. point. And if its a large army somewhere far away in the middle of a desert... things get interesting.

Economy

The ICNES II Economy System is really the NES2 VI Economy System except with one change.

Economy levels still play the vital role. However, the amount of economy points that you have differs from level to level (if you get a negative amount of them, I will decrease a random stat per negative point); it is also influenced by random events and by economic centers (cities that are either trade centers, industrial centers or capitals of agriculturally-rich provinces); each of the latter provides one eco. point per turn to whoever holds it at the time (i.e. if it is on occupied territory, the occupier receives the eco. point). To grow economy (i.e. to advance from one level to another), you have to a) not spend your eco. points, apart from those received from eco. centers, on anything else that turn and b) to point out what exactly are you going to do to grow it (note that eco. growth might not always be succesful, depending on what you do and how things fold out).

Eco. points could (and should) be spent on growing military, miscellanous stats (see below), logistical support for the military and on continuing projects. Speaking of the latter, you could also invest a whole eco. level into a project to speed it up by two turns.

Eco. points can be banked. They go to the treasury, where all eco goes if not used. This is where players that don't send orders have their money go, usually. If a nations capital is captured, then any money in the treasury is given to the conquering nation for use the next turn.

Eco. levels still could be "sacrificed", i.e. converted into 6 eco. points each. Only two eco. levels could be sacrificed per turn.

Creation of economic centers also requires the investment of at least one eco. point into some specific development programs, most of the times anyway.

Depression (-2)-Bankrupt (-1)-Recession (-1)-Very Poor (0)-Poor (0)-Not Bad (+1)-Normal (+1)-Good Enough (+2)-Growing (+2)-Rich (+3)-Very Rich (+3)-Richer (+4)-Richest (+4)-Economic Powerhouse (+5)-Monopoly (+6) (after Monopoly, you get Monopoly+x (+6+x), where x is the amount of economy levels beyond Monopoly)

Size

As proposed by Disenfrancised, though somewhat altered by das. The larger your country is, the more money you will have to spend to grow any particular stat. You could invest money into stat growth over time if your country is large enough; in that case, the stat will still increase, but only in some, probably central, parts of the country.

Small (1)-Medium (2)-Above Medium (3)-Large (4)-Huge (5)-Gargantuan (6)-Half the World (7)

Note that training and military leadership do NOT depend on the above country size. They depend on army size. You need one eco. point per a full 20 divisions to grow army training; 1 per 20 squadrons for navy training; 1 per 20 divisions OR 20 squadrons (so the total amount of eco. points needed is determined by the sum of both the divisions and the squadrons) for military leadership.

Miscellanous Stats

Those four/five stats below are all grown with eco. points, but your nations' size cost must be payed for each level you want to increase in any of these stats.

Leadership

Whether military or civilian, leadership is an important factor. Competent military leaders will succesfully carry out plans or will even attain some successes on their own without orders; competent buerocrats will greatly help all government programs and assist the development of the land. But incompetent generals will even with the best plan stagger and blunder, while incompetent civilian administrators will embezzle funds and otherwise will be corrupt. So, this is quite crucial, and cadre preparation thus should be an important priority. Note that sometimes it is best to give specifics when growing this stat (meaning, how EXACTLY are you training your new leaders - what military doctrines should be emphasized, for instance, what stance should your buerocrats take on the various rebels, et cetera). When you expand your army radically, your military leadership will suffer; when you expand your territory, the civilian one will.

None-Imbecile-Moronic-Stupid-Incompetent-Barely Tolerable-Tolerable-Competent-Better-Good-Brilliant

Infrastructure


Roads, bridges, boats - all things used for transportation of goods and men - are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, infrastructure could sometimes slightly grow economic benefits from trade centers, and it is a must for maintenance of a high culture level in large empires, as well as actually maintaining your grip on faraway provinces.

None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent

Education

This is just how your people are... educated, I guess. Obvious enough. With a good education, you have better chances of receiving a “miraculous invention”. You could design better walls and siege engines, and ships for that matter, with higher education. The higher education, the more chances you have to develop some technology.

Once someone reaches Enlightenment education, he becomes much more likely to reach the next age as soon as it becomes possible at all. When he does, he loses two education levels.

None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment

Living Standards

This is pretty simple. The higher your living standards are, the happier your population is; the lower, the tougher it is, because of the tougher life. Living standards drop easily, due to economic weakness and war; they are raised as any other economic stats are raised, but the more they are raised the more greedy your people get for more. To create a classic revolutionary situation, raise the living standards somewhat and then neglect them and let them drop.

None-Slums-Very Low-Low-Barely Tolerable-Tolerable-Normal-Higher-Very High-Splendid

Culture

NOTE: NO LONGER CAN BE GROWN BY ECONOMY DIRECTLY.

This is how culturally strong, patriotic and unified your nation is. A nation with strong patriotism is less likely to fall into a civil war, and it’s people would resist most invaders and otherwise help their government. This also influences army morale. A nation with weak patriotism is unlikely to be as resistant to outside threats, there will often be rebellions and defections.

None-Divided-Untrusting-Average-Strongly Cultured-Devoted-Patriotic-Hyperpatriotic-Jingoist-Uberpatriotic

Confidence

NOTE: NO LONGER CAN BE GROWN BY ECONOMY DIRECTLY.

People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact, a strongly
cultured nation with little confidence in its leaders can, in its cultural unity, lynch the rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Not that the rulers will care by then...

Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified

Investments

Wait! There is even more stuff you could waste your treasury on! Particularily, you could invest it, in the form of eco. points, into all sorts of programs - for example, you could invest them into the development of some technology (NOTE - it MUST be something conceivable for this time. You probably will have to consult me about this too... :sigh: ), though the success will depend not just on the amount of money invested, but also on your education level and on chance. Sometimes it could take quite a while. Or maybe you could invest it into a colonial venture. Or into some nice idea that you have, such as a jungle-clearing program that might increase infrastructure, and, in long-term, economy. This is also one of the few ways you could increase culture and confidence using money.

Note - in no case is success - or, at least, complete success - guaranteed. But its possible.

Detirioration


Over time, all your stats will detiriorate. This can be sped up by many factors, such as war, rebellion, neglect, low economy (not just with a minus eco. point, though the lower the "better"), et cetera. You could delay this by investing money into maintaining your current stats, the more money the less your stats will detiriorate.

Projects

Local equivalent of wonders (that name is inappropriate in most NESes, as these are often modernization programs, national revival and other PROJECTS, not just huge and magnificent buildings). You tell me what it does, I tell you how long do you build it. You will have to invest an eco. point once each turn for the work on the project to continue You can sacrifice an econ. level to speed it up by THREE turns, or invest 2 additional eco. points to speed it up by one more turn. Note that there is a limit - you can only invest one eco. level per turn, and accordingly only 6 extra eco. points per turn. The exact time it takes to build a project will depend on too many factors to list here.

Nation Background


To better fit in as the ruler of your country, you will have a brief history of each country here.
 
Americas

Europe

French Empire
Capital: Paris
Ruler: King Louis XV/silver2039
Government: Monarchy (House of Bourbon)
Centralization: Federation
Tech. Level: Late Enlightened Age
Army (Training): 9 Divisions (Professional), 29 Divisions (Good), 33 Garde Imperiale Divisions (Elite+1), 10 Militia Divisions
Navy (Training): 24 Squadrons (Very Good)
Economy: Growing (+2)
Treasury:
Economical Centers: 15
Size (points required): Huge (5)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Efficient
Education: Well Educated
Living Standards: Normal
Culture: Average
Confidence: Tolerating
Projects:
Nation Background: The French Empire, empowered and sustained after the Six Years War indulged herself into a continuation of war. Quickly she annexed Sardinia-Piedmont under the pretext of defending the Most Serene Republic of Venice which had been sneak-attacked by the former. The French Armies quickly moved into Modena, quickly overrunning the Duchy. But now this great Empire has locked horns with Spain, her former ally. Perhaps she is too over-stretched and will fail this struggle? Or shem ay win and secure French dominance until the next competitor arises.

Spanish Empire
Capital: Madrid
Ruler: King Charles III/Cuivienen
Government: Monarchy (House of Bourbon)
Centralization: Confederation
Tech. Level: Late Enlightened Age
Army (Training): 35 Divisions (Better), 12 Militia Divisions
Navy (Training): 30 Squadrons (Good)
Economy: Rich (+3)
Treasury:
Economical Centers: 9
Size (points required): Gargantuan (6)
Leadership (Military/Civilian): Tolerable/Good
Infrastructure: Tolerable
Education: Educated
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Barely Tolerating
Projects: The King's Peace (SECRET (3/6)), Spanish Pacific Company (+Spanish settlement of Hawaii, +1 Economy, +trans-Pacific trade (1/8)
Nation Background: Spain, the glorious Bourbon Empire of Spain, has now placed itself in a duel with her brothers in France. The Empires have clashed in Europe, America and in Africa but the conflict is sure to spread as France’s allies join on her side and the Two Sicilies joins for Spain. The fighting has already been rough, with French incursions on Spanish land but the Spaniards refuse to give in and have halted the French in both the North and South. Neither side has the initiative, who will win it?

Kingdom of Great Britain and Ireland
Capital: London
Ruler: King George III/Wubba360
Government: Parliamentary Monarchy (House of Hanover)
Centralization: Tight Federation
Tech. Level: Late Enlightened Age
Army (Training): 35 Divisions (Very Good), 10 Divisions (Good)
Navy (Training): 24 Squadrons (Very Good), 60 Squadrons (Professional)
Economy: Very Rich (+3)
Treasury:
Economical Centers: 12
Size (points required): Huge (5)
Leadership (Military/Civilian): Better/Better
Infrastructure: Great
Education: Enlightenment
Living Standards: Very High
Culture: Devoted
Confidence: Admiring
Projects:
Nation Background: Recuperating from her Six years War losses, Britain has successfully begun to boom back up to a dominate power. Over the past three years her Navy has been rebuilt, her Army increased and has begun leading a successful campaign against the Maratha Confederacy. Recent deals with France have lead to British acquisition of colonial India and have lead to tensions (and war) with the independent factions of India. Nevertheless, through reform and trade, Britain has rebuilt herself and she is ready to pounce on anyone that dares her to.

Holy Roman Empire of the Second Reich (Habsburg)
Capital: Vienna
Ruler: Empress Maria Theresa /Sheep
Government: Monarchy (Habsburg)
Centralization: Tight Federation
Tech. Level: Late Enlightened Age
Army (Training): 30 Divisions (Very Good), 4 Divisions (Professional), 29 Imperial Knight Divisions (Elite)
Navy (Training): 28 Squadrons (Better)
Economy: Rich (+3)
Treasury:
Economical Centers: 11
Size (points required): Large (4)
Leadership (Military/Civilian): Competent/Tolerable
Infrastructure: Good
Education: Well Educated
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Respecting
Projects: Germanization (+3 Culture, +1 Confidence (1/5))
Nation Background: The Austrian Empire left many in disbelief after the Six Years War. Quickly she began a forceful and peaceful military expansion throughout Europe and through a series of military alliances and other diplomacy, she secured herself from the possibility of foreign invasion. She purchased lands in the Balkans from the Turks and bought Polish lands from Russia, enlarging the size of the Empire. Through military ventures Venice fell and so did the Papal States. The latter allowed for the Empress to proclaim the rebirth of the Holy Roman Empire and outsiders quickly supported this as the Second German Reich. Trade with Sweden allowed her to gain Pommerania and finally she played on the German Civil War to annex Mecklenburg and Prussia. Something, obviously, must be done lest Europe, or even the World be ruled from Vienna.

Empire of All the Russias
Capital: St. Petersburg
Ruler: Tsaritsa Catherine II (The Great)/Israelite9191
Government: Monarchy (Romanov)
Centralization: Tight Federation
Tech. Level: Late Enlightened Age
Army (Training): 29 Divisions (Normal), 34 Imperial Cossack Divisions (Good), 9 Militia Divisions, 15 Conscript Divisions
Navy (Training): 27 Squadrons (Barely Tolerable), 15 Divisions (Tolerable)
Economy: Normal (+1)
Treasury:
Economical Centers: 9
Size (points required): Gargantuan (6)
Leadership (Military/Civilian): Competent/Incompetent
Infrastructure: Barely Tolerable
Education: Literate
Living Standards: Low
Culture: Average
Confidence: Admiring
Projects:
Nation Background: Russia, declaring her support of Japan, attacked China in 1766. The war dragged on for another year until a stalemate insued. Russian gains in 1767 were only minor and losses began to mount. The war in the East is somewhat unpopular in Russia proper and dissent is rising in the military as the Ukrainian Cossacks and Cossack trainees begin to outnumber the Russian Regulars. Russia has also drawn herself into a war with Persia in support of her odd friends of the Turks and has begun expansion campaigns in Alaska and Turkestan which have reached good success. The Empire is begin to crumble as China holds steady and the influence of the Cossacks is rising but Russia must also look West as the Holy Roman Empire has been reborn.

Holy Empire of Portugal
Capital: Lisbon
Ruler: Empress Maria I/~Darkening~
Government: Monarchy (House of Braganza)
Centralization: Federation
Tech. Level: Late Enlightened Age
Army (Training): 34 Divisions (Very Good)
Navy (Training): 43 Squadrons (Very Good)
Economy: Rich (+3)
Treasury: 1 EP
Economical Centers: 7
Size (points required): Large (4)
Leadership (Military/Civilian): Better/Better
Infrastructure: Efficient
Education: Well Educated
Living Standards: Higher
Culture: Devoted
Confidence: Tolerating
Projects:
Nation Background: The Holy Empire of Portugal, created after the dead Joseph I, has begun revitalizing itself. Massive expansion campaigns are taking place all over Africa while Brazil also expands her domains. The military is strong, but not as powerful compared to the other colonial empire. She could hold her own in the battlefield for quite some time. The Empresses’ reforms are quite unpopular but nevertheless, Portugal is alive and well and is maintaining her presence on the Globe.

Union of the Rhine
Capital: Heidelburg (Palatinate of the Rhine, Central Government), Amsterdam (Holland)
Ruler: Chancellor Adolf von Deifendorf/The Farow
Government: Aristocratic Confederacy
Centralization: Confederation
Tech. Level: Late Enlightened Age
Army (Training): 13 Divisions (Professional), 15 Divisions (Elite), 14 Sturmabeitung Divisions (Professional)
Navy (Training): 20 Squadrons (Good)
Economy: Rich (+3)
Treasury: 1 EP
Economical Centers: 7
Size (points required): Large (4)
Leadership (Military/Civilian): Good/Good
Infrastructure: Efficient
Education: Well Educated
Living Standards: Normal
Culture: Strongly Cultured
Confidence: Admiring
Projects: Rise of the Count (Done!)
Nation Background: The Union of the Rhine, a diplomatic merger of the Seven United Netherlands and the Palatinate of the Rhine, has been very benefitial. The Netherlands lacked a manpower base and the Rhineland lacked a Colonial Empire. The merger officially solved this problem. Although both the United Netherlands and the Rhineland have domestic autonomy they are both united by the Rhineish Parliament at Heidelburg which makes a foreign policy, military policy and funding for the union. The Confederacy is in it’s infancy but it has already overpowered it’s chief rival, Saxony.

Kingdom of Sweden
Capital: Stockholm
Ruler: King Adolf Frederick/Finmaster
Government: Monarchy (House of Holstein-Gottorp)
Centralization: Federation
Tech. Level: Late Enlightened Age
Army (Training): 58 Divisions (Good), 11 Divisions (Very Good)
Navy (Training): 20 Squadrons (Very Good)
Economy: Rich (+3)
Treasury:
Economical Centers: 4
Size (points required): Medium (2)
Leadership (Military/Civilian): Tolerable/Tolerable
Infrastructure: Efficient
Education: Educated
Living Standards: Normal
Culture: Strongly Cultured
Confidence: Admiring
Projects:
Nation Background: Sweden has remained quiet for the past few years but that will soon change as Sweden, a founding member of the United Axis, is drawn diplomatically and militarily to the Holy Roman Empire and Russia.

Kingdom of Saxony
Capital: Dresden
Ruler: King Frederick Augustus III/shortguy
Government: Monarchy
Centralization: Unitary
Tech. Level: Late Enlightened Age
Army (Training): 16 Divisions (Very Good), 20 Divisions (Professional)
Navy (Training): 8 Squadrons (Better)
Economy: Growing (+2)
Treasury:
Economical Centers: 2
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Good
Education: Well Educated
Living Standards: Higher
Culture: Devoted
Confidence: Admiring
Projects: Dresden Military Academy (+2 Military Leadership, +1Army Training (3/5))
Nation Background: Saxony too was quiet- in the beginning. One of the initiators of the German Civil War, Saxony quickly overrun all of Hesse and Nassau, expanding the Kingdom’s borders to a definite one with the Palatinate of the Rhine, now the Union of the Rhine. Saxony too I bound to the Holy Roman Empire but many now are questioning the stability in the post-German League, with the Holy Roman Empire, the Kingdom of Saxony and the Union of the Rhine all eyeing each other, watching for who will move first.

Kingdom of Denmark-Norway
Capital: Copenhagen
Ruler: King Frederick V/?
Government: Monarchy (House of Oldenburg)
Centralization: Tight Federation
Tech. Level: Late Enlightened Age
Army (Training): 21 Divisions (Better)
Navy (Training): 40 Squadrons (Good)
Economy: Rich (+3)
Treasury:
Economical Centers: 3
Size (points required): Medium (2)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Efficient
Education: Educated
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Nation Background: Denmark-Norway has been quiet, despite tensions during the founding of the German League. She has been mainly consolidating her internal workings while constantly contesting with Sweden to maintain a stronger military.

Kingdom of the Two Sicilies
Capital: Naples
Ruler: King Ferdinand IV/?
Government: Monarchy (House of Bourbon)
Centralization: Federation
Tech. Level: Late Enlightened Age
Army (Training): 26 Divisions (Tolerable)
Navy (Training): 13 Squadrons (Tolerable)
Economy: Growing (+2)
Treasury:
Economical Centers: 3
Size (points required): Medium (2)
Leadership (Military/Civilian): Tolerable/Barely Tolerable
Infrastructure: Tolerable
Education: Literate
Living Standards: Barely Tolerable
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background: The poor Kingdom of the Two Sicilies has constantly been working to improve itself- with some success. But the last surviving Italian state has now drawn itself into war with the French and Imperials and it’s future is bleak, unless Spain save the Bourbon Kingdoms- and the son of the Spanish King.

Kingdom of Kartl-Kakheti
Capital: Telavi
Ruler: King Irakli II/?
Government: Monarchy
Centralization: Tight Federation
Tech. Level: Late Enlightened Age
Army (Training): 15 Divisions (Barely Tolerable)
Navy (Training): Landlocked
Economy: Good Enough (+2)
Treasury:
Economical Centers: 0
Size (points required): Medium (2)
Leadership (Military/Civilian): Incompetent/Incompetent
Infrastructure: Barely Tolerable
Education: Literate
Living Standards: Low
Culture: Average
Confidence: Tolerating
Projects:
Nation Background: A new unified Kingdom of the two Georgian Kingdoms. It is still in it's infancy and has not yet asserted it's resources to take it to it's full potential.

Khanate of Azerbaijan
Capital: Baku
Ruler: ?/?
Government: Monarchy
Centralization: Federation
Tech. Level: Late Enlightened Age
Army (Training): 18 Divisions (Tolerable)
Navy (Training): 1 Squadron (Semi-Rabble)
Economy: Normal (+1)
Treasury:
Economical Centers: 0
Size (points required): Medium (2)
Leadership (Military/Civilian): Incompetent/Incompetent
Infrastructure: Barely Tolerable
Education: Literate
Living Standards: Barely Tolerable
Culture: Average
Confidence: Tolerating
Projects:
Nation Background: A weak, Transcaucasian Khanate. Eyed by both Russia and Persia it doesn't seem to have much of a future.

Middle-East

Ottoman Empire
Capital: Istanbul
Ruler: Sultan Mustafa III/Luckymoose
Government: Theocratic (Islamic) Monarchy (Ottoman Dynasty)
Centralization: Unitary with Exceptions
Tech. Level: Late Enlightened Age
Army (Training): 51 Divisions (Normal), 10 Militia Divisions, 11 Janissary Corps (Good)
Navy (Training): 15 Squadrons (Rabble)
Economy: Not bad (+1)
Treasury:
Economical Centers: 7
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Tolerable (1/3)/Tolerable
Infrastructure: Tolerable
Education: Well Educated
Living Standards: Barely Tolerable
Culture: Untrusting
Confidence: Barely Tolerating
Projects: Refound Glory (Done!)
Nation Background: The Ottoman Empire has begun rebuilding herself. Treaties and trades with the Russians and Imperials were unpopular but gave the Turks the cash they needed to fund internal programs. The Turkish Military has regrown to a staggering height; needed though for the forts spanning every single borderline. The Janissary Corps have been re-established and they have already proven their worth in Zand Persia. The Turks have begun a campaign in Persia that has reach success and failure but they maintain the initiative and with the Cossacks bearing down in the North, the Turks look towards a united Islam and a strong Empire from Istanbul.

Zand Shahdom of Persia
Capital: Shiraz
Ruler: Shah Karim Khan/?
Government: Monarchy
Centralization: Federation
Tech. Level: Late Enlightened Age
Army (Training): 18 Divisions (Tolerable), 9 Divisions (Normal), 1 Militia Division
Navy (Training): 10 Squadrons (Barely Tolerable)
Economy: Normal (+1)
Treasury:
Economical Centers: 4
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Tolerable/Incompetent
Infrastructure: Tolerable
Education: Literate
Living Standards: Tolerable
Culture: Average
Confidence: Respecting
Projects:
Nation Background: Zand Persia had been focusing on internal development but now she has to fight the reborn Ottoman Turks and Russians who have invaded her lands. Only time will tell the fate of the Zands.

Sultanate of Oman
Capital: Muscat
Ruler: ?/?
Government: Monarchy
Centralization: Federation
Tech. Level: Late Enlightened Age
Army (Training): 21 Divisions (Tolerable), 2 Divisions (Normal)
Navy (Training): 17 Squadrons (Normal)
Economy: Rich (+3)
Treasury:
Economical Centers: 3
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Incompetent/Tolerable
Infrastructure: Barely Tolerable
Education: Literate
Living Standards: Barely Tolerable
Culture: Average
Confidence: Respecting
Projects:
Nation Background: Oman continues to develop internally, boasting the richest Third World economy.

Afghanistan
Capital: Kabul
Ruler: ?/?
Government: Despotism
Centralization: Loose Confederation
Tech. Level: Late Enlightened Age
Army (Training): 25 Divisions (Semi-Rabble)
Navy (Training): None yet
Economy: Normal(+1)
Treasury:
Economical Centers: 2
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Incompetent/Stupid
Infrastructure: Dirt paths
Education: Illiterate
Living Standards: Low
Culture: Average
Confidence: Tolerating
Projects:
Nation Background: A loose coalition of Afghani tribes.

Beylik of Tripoli (French Dependency)
Capital: Tripoli
Ruler: ?/?
Government: Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Late Enlightened Age
Army (Training): 20 Divisions (Tolerable)
Navy (Training): 6 Squadron (Semi-Rabble)
Economy: Not bad (+1)
Treasury:
Economical Centers: 1
Size (points required): Medium (2)
Leadership (Military/Civilian): Stupid/Stupid
Infrastructure: Pathetic
Education: Illiterate
Living Standards: Barely Tolerable
Culture: Average
Confidence: Tolerating
Projects:
Nation Background: The Turks have sold the rights of her three Beyliks to France... and two have been annexed into colonies. The King promises that Tripoli will soon follow. Tripoli is bound to France politically but that did not stop the Governers who hastily joined the war on the Spanish side after word reached of Spanish advancement into Algeria. They have hastily prepared their Army and are now ready to attack French Tunisia… but they must also look out for the Turks in the East who are now French enemies.
 
Africa

Empire of Kanem-Bornu
Capital: Birni-Gazargamu
Ruler: Mai Ali III/?
Government: Monarchy (Sayfawa Dynasty)
Centralization: Confederation
Tech. Level: Late Enlightened Age
Army (Training): 19 Divisions (Semi-Rabble)
Navy (Training): Landlocked
Economy: Normal (+1)
Treasury:
Economical Centers: 0
Size (points required): Medium (2)
Leadership (Military/Civilian): Incompetent/Stupid
Infrastructure: Dirt Paths
Education: Dumb
Living Standards: Very Low
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background: The small Empire of Kanem-Bornu was once large and mighty. Her decline has begun and it may be too late to reverse it... Just maybe...

Bambara Empire
Capital: Segou
Ruler: King Ngolo Diarra/?
Government: Monarchy
Centralization: League
Tech. Level: Late Enlightened Age
Army (Training): 3 Divisions (Rabble), 20 Militia Divisions
Navy (Training): Landlocked
Economy: Normal (+1)
Treasury:
Economical Centers: 0
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Idiotic/Stupid
Infrastructure: Dirt Paths
Education: Dumb
Living Standards: Very Low
Culture: Untrusting
Confidence: Resentful
Projects:
Nation Background: The Bambara Empire has been in a state of anarchy and civil war for about 6 years now. Various factions and rulers are striving for power in a seemingly endless struggle and chain of coups and overthrows that make stability in the Empire impossible. Is there an end in sight?

Kingdom of Abyssinia
Capital: Aksum
Ruler: Emperor Adyam Sagad/?
Government: Monarchy
Centralization: Federation
Tech. Level: Late Enlightened Age
Army (Training): 14 Divisions (Rabble)
Navy (Training): None yet
Economy: Normal (+1)
Treasury:
Economical Centers: 0
Size (points required): Medium (2)
Leadership (Military/Civilian): Incompetent/Incompetent
Infrastructure: Dirt Paths
Education: Dumb
Living Standards: Very Low
Culture: Average
Confidence: Tolerating
Projects:
Nation Background: Abyssinia, also once a proud, proud Empire is quite weak now. European influence on the country could take a turn for the worst. However, their Christian status could stave off the European threat.

Funj Sultanate of Sennar
Capital: Sennar
Ruler: King Nasir/?
Government: Theocratic (Islamic) Monarchy
Centralization: Federation
Tech. Level: Late Enlightened Age
Army (Training): 17 Divisions (Semi-Rabble)
Navy (Training): 10 Squadrons (Rabble)
Economy: Good Enough (+2)
Treasury:
Economical Centers: 2
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Barely Tolerable/Incompetent
Infrastructure: Dirt Paths
Education: Tolerable
Living Standards: Low
Culture: Average
Confidence: Tolerating
Projects:
Nation Background: Sennar is an Islamic state ruled by the Funj. They dislike their neighbours of Ethiopia and have fought numerous wars with them.

Asia

Tokugawa Shogunate of Japan
Capital: Tokyo
Ruler: Tokugawa Ieharu/Kentharu
Government: Monarchy (Edo Shogunate)
Centralization: Unitary
Tech. Level: Late Enlightened Age
Army (Training): 12 Divisions (Normal), 12 Militia Divisions
Navy (Training): 13 Squadrons (Normal)
Economy: Good Enough (+2)
Treasury:
Economical Centers: 3
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Incompetent/Incompetent
Infrastructure: Barely Tolerable
Education: Illiterate
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background: Japan has attacked China in what seemed to be a suicide campaign. The Japanese quickly asserted themselves throughout Korea and gained the peninsula as well as some of Manchuria. The itny nation has lost Shikoku to the Spanish to the peace settlement between the two which has angered many Japanese. The war on China continues to mount as the Russians begin experiancing large defeats and Korea has failed to be fortified. The war is currently stalemated, and no end is in sight.

Qing China
Capital: Beijing
Ruler: Qianlong Emperor/ThomAnder
Government: Monarchy (Qing Dynasty)
Centralization: Unitary
Tech. Level: Late Enlightened Age
Army (Training): 6 Divisions (Barely Tolerable), 4 Divisions (Tolerbale), 54 Divisions (Normal), 8 Militia Divisions, 13 Ma Bing Divisions, 40 Conscript Divisions
Navy (Training): 7 Squadrons (Rabble)
Economy: Rich (+3)
Treasury:
Economical Centers: 4
Size (points required): Huge (5)
Leadership (Military/Civilian): Incompetent/Incompetent
Infrastructure: Tolerable
Education: Literate
Living Standards: Barely Tolerable
Culture: Patriotic
Confidence: Barely Tolerating
Projects: Translation (+1 Economy, +1 Education, +interest in Western culture (3/8))
Nation Background: Manchu China was plagued by invasions from the Japanese in 1765 and then the Russians in 1766. She is holding out, despite major losses in Mongolia, Korea and Manchuria. The Chinese Army is humongous and the Russians expercianced many casualties in the previous year. The Chinese, although suffering more, still maintains a larger force on the front. The Russian rapid advance has ground to a halt and the Chinese Army (totaling over one million men) is preparing it's counter-attack.

Maratha Confederacy
Capital: Captured
Ruler: ?/?
Government: Monarchy
Centralization: Confederation
Tech. Level: Late Enlightened Age
Army (Training): 8 Divisions (Rabble)
Navy (Training): None yet
Economy: Normal (+1)
Treasury:
Economical Centers: 0
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Stupid/Incompetent
Infrastructure: Barely Tolerable
Education: Illiterate
Living Standards: Tolerable
Culture: Average
Confidence: Tolerating
Projects:
Nation Background: The Maratha Confederacy is barely holding back the Anglo-Rajputanan advances, holding only central India. The war is already over the the beleaguered troops.

Kingdom of Punjab
Capital: Lahore
Ruler: ?/?
Government: Kingdom
Centralization: Unitary with Exceptions
Tech. Level: Late Enlightened Age
Army (Training): 19 Divisions (Tolerable)
Navy (Training): Landlocked
Economy: Nomral (+1)
Treasury:
Economical Centers: 1
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Incompetent/Incompetent
Infrastructure: Barely Tolerable
Education: Illiterate
Living Standards: Low
Culture: Average
Confidence: Tolerating
Projects:
Nation Background: Small Kingdom in Northern India. Most likely a future target for British interests.

Kingdom of Rajputana
Capital: Udaipur
Ruler: ?/?
Government: Kingdom
Centralization: Unitary
Tech. Level: Late Enlightened Age
Army (Training): 10 Divisions (Semi-Rabble)
Navy (Training): None yet
Economy: Normal (+1)
Treasury:
Economical Centers: 0
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Incompetent/Barely Tolerable
Infrastructure: Tolerable
Education: Illiterate
Living Standards: Low
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background: See above.

Kingdom of Mysore
Capital: Mysore
Ruler: ?/?
Government: Monarchy
Centralization: Tight Federation
Tech. Level: Late Enlightened Age
Army (Training): 29 Divisions (Tolerable)
Navy (Training): Landlocked
Economy: Normal (+1)
Treasury:
Economical Centers: 1
Size (points required): Medium (2)
Leadership (Military/Civilian): Barely Tolerable/Incompetent
Infrastructure: Barely Tolerable
Education: Illiterate
Living Standards: Tolerable
Culture: Average
Confidence: Respecting
Projects:
Nation Background: A strong Southern Indian state. A target of Anglo-French interests. A target that fights back, however and one that has gain the coast from the British in the South.

Kingdom of Bhutan
Capital: Punakha
Ruler: ?/?
Government: Monarchy
Centralization: Confederation
Tech. Level: Late Enlightened Age
Army (Training): 11 Divisions (Barely Tolerable)
Navy (Training): Landlocked
Economy: Normal (+1)
Treasury:
Economical Centers: 0
Size (points required): Small (1)
Leadership (Military/Civilian): Incompetent/Stupid
Infrastructure: Tolerable
Education: Illiterate
Living Standards: Low
Culture: Average
Confidence: Tolerating
Projects:
Nation Background: Small state, possible target of Sino-British interests.

Kingdom of Nepal
Capital: Kathmandu
Ruler: ?/?
Government: Monarchy
Centralization: Federation
Tech. Level: Late Enlightened Age
Army (Training): 14 Divisions (Tolerable)
Navy (Training): None yet
Economy: Normal (+1)
Treasury:
Economical Centers: 0
Size (points required): Medium (2)
Leadership (Military/Civilian): Stupid/Incompetent
Infrastructure: Tolerable
Education: Literate
Living Standards: Barely Tolerable
Culture: Average
Confidence: Tolerating
Projects:
Nation Background: See above.

Kingdom of Annam
Capital: Hue
Ruler: ?/?
Government: Monarchy
Centralization: Unitary
Tech. Level: Late Enlightened Age
Army (Training): 15 Divisions (Normal)
Navy (Training): 13 Squadrons (Tolerable)
Economy: Not bad (+1)
Treasury:
Economical Centers: 2
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Incompetent/Incompetent
Infrastructure: Dirt paths
Education: Illiterate
Living Standards: Tolerable
Culture: Average
Confidence: Tolerating
Projects:
Nation Background: The Kingdom of Annam rules all of Vietnam. However Annam, along with Siam, must be wary of China in her North or even Japan should she modernize fast enough.

Kingdom of Myanmar
Capital: Rangoon
Ruler: ?/?
Government: Monarchy
Centralization: Federation
Tech. Level: Late Enlightened Age
Army (Training): 23 Divisions (Barely Tolerable)
Navy (Training): 20 Divisions (Rabble)
Economy: Normal (+1)
Treasury:
Economical Centers: 2
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Stupid/Stupid
Infrastructure: Dirt paths
Education: Illiterate
Living Standards: Low
Culture: Average
Confidence: Tolerating
Projects:
Nation Background: Myanmar is East of India and South of China. Not a desirable position as British colonization could spin this way or Chinese expansionism could reach Rangoon.

Kingdom of Siam
Capital: Bangkok
Ruler: ?/?
Government: Monarchy
Centralization: Loose Confederation
Tech. Level: Late Enlightened Age
Army (Training): 20 Divisions (Tolerable)
Navy (Training): 15 Squadrons (Rabble)
Economy: Good Enough (+2)
Treasury: 2
Economical Centers: 2
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Barely Tolerable/Stupid
Infrastructure: Dirt paths
Education: Illiterate
Living Standards: Low
Culture: Average
Confidence: Tolerating
Projects:
Nation Background: Argueably the strongest of the Indo-China states, Siam also worries about the impact China could have on her nation.
 
Reserved (just in case) for stats
 
Alliances
Austro-Saxon Pact: Holy Roman Empire of the Second Reich, Kingdom of Saxony
Sino-Siamese Accord: Qing China, Kingdom of Siam
Treaty of Belgrade (1766-1775): Holy Roman Empire of the Second Reich, Ottoman Empire
Treaty of Constantinople: French Empire, Ottoman Empire
Treaty of Warsaw (1766-1790): Russian Empire, Holy Roman Empire of the Second Reich
Pact of Munich: United Kingdom of Great Britain and Ireland, Habsburg Empire of Austria
Treaty of Lyon (1767-1776): Holy Roman Empire of the Second Reich, French Empire
St. Petersburg Axis: Russian Empire, Ottoman Empire, Kingdom of Sweden, Holy Roman Empire of the Second Reich, Tokugawa Shogunate of Japan
Treaty of Lyon (1768-1777): French Empire Holy Roman Empire of the Second Reich
Treaty of Malta (1768-1777): French Empire, Holy Roman Empire, Ottoman Empire

Trade Agreements

NAPs
Saxon-Palatine NAP (1765-1767)
Siamese-Viet NAP (1765-1768)
Franco-Turkish NAP (1765-1768)
Austro-Turkish NAP (1765-1768)
Swedish-Danish NAP Indefinite
Sino-Russian NAP Indefinite
Austro-French NAP Indefinite
Anglo-Siamese NAP (1765-1768)
Hispanic-Danish NAP (1767-1769)

Current Wars
The Great War of Empires: Spanish Empire, Holy Empire of Portugal, Kingdom of the Two Sicilies, Beylik of Tripoli vs. French Empire, Holy Roman Empire, Ottoman Empire

Sino-Japanese War: Russian Empire, Tokugawa Shogunate vs. Qing China

Indian War of Occupation: Maratha Confederacy vs. Kingdom of Rajputana, Kingdom of Great Britain and Ireland vs. Kingdom of Mysore

Past Wars
Northern Italian War (1765-1766): Duchy of Modena vs. French Empire vs. Kingdom of Sardinia-Piedmont vs. Most Serene Republic of Venice vs. Habsburg Empire of Austria vs. Papal States
Result: Partition of North-Central Italy between France and Austria.

Fez War (1765-1766): Spanish Empire, Desert Tribes vs. Empire of Fez and Morocco
Result: Annexation of Fez and Morocco by Spain

German Civil War (1766-1767): Kingdom of Saxony, Palatinate of the Rhine, Holy Roman Empire vs. Duchy of Nassau, Duchy of Hesse-Kassel, Duchy of Hesse-Darmstadt, Duchy of Mecklenburg, Republic of the Seven United Netherlands, Swiss Federation
Result: Annexations of Hesse and Nassau into Saxony; Baden-Wurttemburg to the Rhine; Prussia and Mecklenburg to the Holy Roman Empire; Dutch-Rhineish Union

Berber War (1766): French Empire vs. Beylik of Algeria, Beylik of Tunisia, Beylik of Tripoli
Result: French annexation of Tunisia and Algeria; continuation of the war by Tripoli in the Great War of Empires.
 
 

Attachments

  • aneworder.png
    aneworder.png
    113.3 KB · Views: 220
Sweden for me's, glad I reserved it. I swear, Reno, you better not pull anything. My confidence is ADMIRING!! ADMIRING!!!!
 
Not EVERYTHING is taken. Saxony is still a good choice. Or you could start a rebel group. Just to let everyone know, I sort of favor rebel groups. It is a bad habit, but rebels in this will have more success than those in say the Last Semblance of Order. They won't own but will be better than your average rebel groups.

Switzerland and Sennar need stats. They wil come tomorrow. I overlooked them.

Lucky- I'd take Saxony. It is pretty powerful and oculd unify Germany if The Farow doesn't play his cards right in the Palatinate. The Palatinate is the only thing (in Germany) that Saxony has to worry about (other than Austria)

Azale- That could change.... Depending on what Reno does.
 
Most Serene Republic of Venice
Capital: Venice
Ruler: Doge Alvise Giovanni Mocenigo/?
Government: Aristocratic Republic
Centralization: Tight Federation
Tech. Level: Late Enlightened Age
Army (Training): 7 Divisions (Better)
Navy (Training): 9 Squadrons (Good)
Economy: Good Enough (+2)
Treasury:
Size (points required): Small (1)
Leadership (Military/Civilian): Competent/Better
Infrastructure: Improving
Education: Educated
Living Standards: Higher
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background: Probably the strongest state in Italy but most definately the wealthiest. She has holding in Croatia and Alabnia but these are threatened by the Habsburgs. The Republic still holds it's power in the trade area but this is being slowly diminished. The Doge has no intent of unifying Italy nor does anyone else in the governemnt but by doing so, she could increase her wealth and power onto the World stage. Venetian assassins have killed parmese leadership and the Doge assumed control of the former Duchy. This was a counter against the rising Piedmontese power in the West....
 
Icmancin said:
Azale- That could change.... Depending on what Reno does.

You better be kidding me, or I will just entirely ignore the confidence stat. Thats the only thing its good for! Helping keep back rebellions!

If the Finns are happy in Sweden, nothing Reno does should suddenly change this. Now, if I start genociding them or sending to the front lines South Park style, maybe Reno could pull some propoganda out of his arse that would make sense.
 
That's exactly what I mean. You shouldn't have any problems unless you mass murdering them... Or if Reno assassinates you.
 
It's started! I didn't even remember at first that I had reserved Spain so long ago. Confirming now.

Also, would you mind changing France's color to something less... eyewatering?
 
Wow. I nearly forgot all about this. good thing I remembered taking Maratha in some NES or I wouldn't have ever remembered ;].
 
OOC: Yes! I got Russia! The world shall now feel my wrath! Mwuhahahaha! Oh, and should it be "Empre of all the Russias" or "Empire of all the Russians," I seem to remember it being the latter from the preview.

IC:

To Qing China
From the Empire of all the Russians
Her Imperial Majesty Czarina Catherine II the Great requests a pact of non-agression with your great nation to last a period of five turns. We have no desire to wage war against our neighbours in the Far East. May the Holy Christos guide your people to the light of salvation and you to the glories of Heaven.
 
I'll take Saxony.
 
How come the leadership in Africa and Asia is stupid and idiotic while Europeans are for the most part all competent and better?
 
Why is China's centralization a Confederation? it's an absolute monarchy at this point :p
 
Back
Top Bottom