Imperial Glory

Nuka-sama

See ya! It has been a fun decade!
Joined
Jan 27, 2006
Messages
9,461
Update 1, 1800 will be Sunday, November 7th; get orders in by Saturday and we're all good!

Introduction

Imperial Glory focuses on the establishment and expansion of European empires across the world. Focused upon an alternative history where the imperial strength of Europe remains undiminished even slightly in 1800, many of the old dynasties which were shaken by years of development and unrest remain intact. This will be an ever-evolving NES, and there will likely be changes as things progress. I would like to caution all of you against the desire to willy-nilly conquer things without stopping. Not only will I as moderator throw innumerable objects in your both, chances are your fellow players were too. Also, remember that religion is still a big part of European life, and allying with "the heathens" against the white man can sometimes not look too good at home or abroad. Without further ado, the long awaited NES can begin.

The NESing Guide for our new Players: http://forums.civfanatics.com/showthread.php?t=169043

The Story and Background

The year is 1800 and the center looks to be a strictly European one, as much of the world's geographic boundaries have been unveiled and Europe dominates most of them. Great colonial empires vie for power and position across the globe, and with more land to open up presented, the course for colonization and imperialism has been set. Troubles within Europe could waylay the colonial powers from their mission of global domination as the dissolution of the Holy Roman Empire leaves a small power vacuum in Central Europe. As the nations of Europe grow in power and strength, a dawn of a new era of Imperial Glory could bless the country which shows the greatest strength and will.

Ruleset

A starting note on the rules: The nineteenth century was a time of great changes in human society and civilization. This will be reflected in the rules and as the NES progresses new rules will likely be added to reflect these changes and developments.

Sample Stats

Sweden
Absolute Monarchy: Gustav IV
Capitol: Stockholm
Economic Power: 8/0
Stability: 10
Manpower: 30
Research: Army (30), Industrial (30)
Army: 60 Regular Regiments, 10 Artillery Battalions
Army Quality: 3
Navy: 3 Sloops, 20 Frigates, 2 Ships of the Line
Navy Quality: 3
Colonial Possessions: +2 EP
Spoiler :

New Sweden: +2 EP, +2 Manpower
-Stability: 8
-Garrison: 4 Colonial Regiments

New Sweden Canal Project: 15/30

Nation Selections

I feel that I should start by stating that Asian and African nations will not be initially playable in this NES. If we have a deluge of players, then yes, they may be opened up for play, but the simple fact is that I want this NES to focus on European colonial or imperial powers. Now I do not extend this ban to the Ottoman Empire, which I feel is a strong nation even in European terms. I realize some of you like the Asian or African routes, but for now, we’re keeping them off limits. Mostly this is to encourage proper action as imperialists, taking full advantage of the peoples of the lesser regions and doing dirty, unspeakable acts upon them and their nations’ resources. I have found that it is less likely that people do their duties as imperialists if they have to deal with other actual people.

Government

The government of your nation is important for a variety of reasons. Holding elections, having regime change and your government in general will effect the rise and fall of stability and economy in your nation. For democratic nations, you must determine your party names, or you’ll be stuck with the generic following: Socialist, Liberal, Moderate, Conservative, Reactionary. Most countries will be monarchies at the start however, which allow for a great deal of difference. My advice is that you remember that it is your god-given divine right to rule and the ignorant masses don’t understand the nuances of good government.

Originally Imperial Glory was intended as a "hard mode" version of A Brave New World. To this end, there's a couple of special qualifications for the government that I should probably bring to light. Do not succumb to the desire of caving into liberal demands at the first sign of trouble, remember, most of you are monarchs set on maintaining their own power. You're welcome to help out the nobility on occasion, but avoid trouble with the rabble. If your government is overthrown or the monarch abdicates, your nation will become open for other players to take over the new regime. Keep this in mind.

Economy

Economic Power: (Total Points Generated a Turn)/(Banked)

Economic Points are the amount of funds that you have to spend on various projects throughout each turn. Economic Points represent all the various elements of a national economy, not just industry, but agricultural and so forth. Therefore, economies are not solely built up by heavy industry, especially in the early part of the 19th Century. Keep this in mind while planning your nation's rise to glory. The way you increase your EP per turn is to create projects or policies (see below) that could assist in the building up of your national economy. Conquest of other territories can help, but not always, depending on the circumstances. Another good way to improve your economy is through colonial expansion as prosperous colonies will often lead to a prosperous home country as well.

Stability

Stability is much like as it was in A Brave New World 2 but with some vital differences. With Imperial Glory the NES will have the same stability stat going from 0 to 12, representing the situation within your nation. The main change is that the stability will be determined 100% by your actions, not by spending or upkeep. Despite this, I will allow the spending of your economy to increase stability, and if you choose, you can spend an amount of EP equal to the next level up of your stability to increase it. For example, if you have eight stability you can spend nine EP to bring the stability level up to nine.

Manpower

Manpower is vital for creating your army. The more people you have, the more the manpower grows each year. Some manpower can be brought in from larger colonies, but that will take effort and development. It is possible to raise total manpower through time through scientific advances and increased national birthrates. Most of the time this can rarely be affected by your choices. If you choose to create a colony using manpower, that manpower will become part of colonial supply, no longer part of the mother country. All army units (not navy or airforce) can be demobilized for their full manpower cost, though the EP cost is not recoverable.

Manpower listed does not include colonial statistics, which will be measured by each colony individually. As stated elsewhere, colonial manpower can only be used for colonial forces.

Manpower cannot be banked, it is simply brought in over time, so take that into any military considerations you may make.

Military Costs

Unit Pricing

Colonial (Type Listed Here) Regiment: 1 EP and 1 colonial manpower, for 1 regiment. Similar in quality to Regulars, they are the best forces for colonial combat, but be wary of them in times of colonial unrest. They are the most loyal to their particular colony. Only colonial manpower can be used to create these units

Infantry Regiment: 1 EP and 1 manpower, for 1 regiment. Is greatly affected by technology advances.

Guards Regiment: 2 EP and 1 manpower for 1 regiment. These are elite infantry and worth the cost.

Cavalry Regiment: 3 EP and 1 manpower, for 1 regiment.

Artillery Battalion: 1 EP and 1 manpower, for 1 regiment.

Sloop: A light ship, good for scouting or running blockades. 1 EP for 2.

Frigate: staple ship of any fleet, basic warship. 1 EP for 1.

Ship of the Line: The big one, the ship which acts as flagship and main ship for open battle. 2 EP for 1.

Technology and Research

Research can be focused into five different fields, and emphasize your EP within them. The amount of EP you put in will dramatically affect the rate at which you develop technologies. There is no tech sharing like would be had with a typical tech tree. When a technology is researched it immediately makes its way around the globe, based on a variety of factors. Uncivilized nations are usually excepted from this rule. The researching nation however will receive a bonus for being the first to a tech, whether through new units, quality increases, or economic boosts. To spend into research you must commit part of your EP per turn to the effort. The five fields available for research spending are:

Army: This is of course technologies for improving your army, including small arms, artillery, and cavalry.

Navy: This is technologies for improving your fleet, including new ship designs, as well as other aids for naval transportation and development.

Industrial: These are technologies based on industrial development, most notable would be the steam engine and the resulting developments.

Cultural: These are “technologies” which represent cultural development and ideas/ideologies. While they can sometimes be destabilizing, they nonetheless can be important, as they can unlock the development of key scientific theories or industrial technologies.

Scientific: These are technologies which are mostly theories of development, and are essential for allowing much future development in other categories of research.

Colonies and Colonization

Establishing a colony is quite a bit simpler than it had been in the original A Brave New World. You can use brute military force to establish outposts and carve an empire out of the “white” regions of the world. You can also “spend” manpower to establish settler colonies in any region, or use your motherland’s manpower to buff up an already existing colony. EP can also be spent to establish outposts, representing trading ports. Each type will have different advantages and disadvantages which I will let you discover.

Colonies do have stats of their own within the larger nation stat. I will be listing the exact amount of EP that the colony provides to the overall empire, so that you may determine its overall value to your cause. The colonies will have their own borders on the world map, and this can be determined by you, should you decide to shuffle things around a bit. This is to help you understand what areas provide what help to your cause. Larger colonies with more settlers from the motherland can provide manpower to your nation, but it takes significant development or manpower investment to make this the case.

Colonies also have their own stability stat which works the same way as the stability of the above. Colonies start with a level of stability based on the method of foundation. The stability generally will decrease over time, though this largely depends on the colony. Stabilities can be increased in the same way as mentioned above. Colonies also have their own military garrisons, which can be staffed by local colonial troops if you so choose.

Colonies can have their own colonial regiments as listed above, and they are doubly efficient at defending their own lands than regulars would be. When a colony possesses a manpower stat, they are capable of assembling their own military forces, which will be listed under the garrison part, unless moved elsewhere. You can only establish one new colony per turn, but can freely expand any existing ones.

Protectorates

Protectorates had special purpose in the A Brave New World series, providing bonuses for the nations involved with them. Here, in order to keep with the theme, when you establish a protectorate over another nation, they are thoroughly your puppet and merely an extension of your empire. They will maintain separate national stats, but will take on your color on the world map and you will have direct control over their production and EP. Their EP will by default come directly into your coffers if you do no specify other spending, thus enriching yourself.

You might wonder, "why not just annex the protectorate?" Well, you are capable of securing more EP at first through using them as a protectorate, and down the line, it'll inevitably be merged seamlessly into the larger annexed empire. As a protectorate, it'll be much easier to integrate them into your imperial possessions. The downside of course is that as a protectorate they still have some independent status and may abuse your protection by launching wars of their own, dragging you into the battle.

Uncivilized nations are the easiest to make protectorates, bringing them into your imperial possessions. However, you can make other civilized nations into satellite protectorates of yourself, if say you've badly mauled them in a recent war. All the same details apply to civilized countries that have become protectorates as civilized ones, including taking on your national color on the map and directly depositing their EP into your stats unless stated otherwise. If a nation with a player is forced into being your satellite, they will be immediately ousted from the game and their country comes under your control.

Uncivilized Nations

These are the countries which good, Imperialist nations will exploit at every opportunity. They do not have exact stats in most cases, which will only be revealed when the nation is at war or part of a larger empire. They will instead have more generic nonnumeric stats which harken back to the ye olde days of NESing. Their politics will be a bit more detailed, simply because it'll help in the exploiting of the non-white people of the world. Despite the inherent inferiority of non-Europeans, do not underestimate these powers in battle, as some will be able to assemble fearsome forces to combat you or possess an economy which will bury you in paid allies. Be wary. Of course, on the other hand, the bare stats provided may be inaccurate as they are only the European perception of the various powers, not the exact details.

Projects vs. Policies

Projects are the equivalent to wonders in this NES. You may devise any sort of Great Project you please, as long as it fits with your nation and capabilities. Simply inform me of the project and your intended goals for it, and I will give you a price.

A policy would be a government law you enact that doesn’t always require spending. This can be anything from civil rights to education spending. Sometimes this will require EP, and will therefore be kept track of in stats. Policies can help in a variety of ways but are not always needed, so don’t go overboard.

Orders, Tips, and Updates

If a question is asked in which the answer is clearly in the above ruleset, I will not answer it and will ignore you until you figure it out.

Orders in on time will always help you.

While stories or elaborate economic growth programs are no longer needed for a nation’s success, I’m not discouraging them. If you do programs, projects, and so forth and tell good stories, there may very well be rewards for your efforts.

The Update time will always be at the top of the thread in this post. Therefore I will not ever answer the question: “when is the update?”

If anything is not clear or confusing above, please let me know and I will strive to fix it. If you have questions which are not clearly answered here, I will be more than willing to add a section on this page to prevent future confusion.

My greatest recommendation for any new NESers who join is to pay attention to the whole updates, not just your part. You never know what opportunities you may find.

Thanks and Credits

Thanks to Eqandcivfanatic for creating this nes

The Starting Map

Spoiler :
 
Imperial Nations
(Playable)

Austria: bombshoo
Absolute Monarchy: Emperor Francis
Capital: Vienna
Economic Power: 14/0
Stability: 7
Manpower: 30
Research: none
Army: 120 Regular Regiments, 10 Guards Regiments, 20 Cavalry Regiments, 50 Artillery Battalions
Army Quality: 3
Navy: 10 Sloops, 8 Frigates, 4 Ship-of-the-Lines
Navy Quality: 2
Colonial Possessions: +1 EP
Spoiler :

Venezuela: +1 EP, +1 Manpower
-Stability: 8
-Garrison: 4 Regular Regiments


Baden
Absolute Monarchy: Grand Duke Charles Frederick
Capital: Karlsruhe
Economic Power: 2/0
Stability: 8
Manpower: 2
Research: none
Army: 12 Regular Regiments, 1 Guards Regiment, 5 Artillery Battalions
Army Quality: 2
Navy: landlocked
Navy Quality: 0

Bavaria:
Absolute Monarchy: King Maximilian
Capital: Munich
Economic Power: 4/0
Stability: 8
Manpower: 5
Research: none
Army: 36 Regular Regiments, 4 Guards Regiments, 4 Cavalry Regiments, 15 Artillery Battalions
Army Quality: 3
Navy: landlocked
Navy Quality: 0

Courland:
Absolute Monarchy: King Ludwig II
Capital: Mitau
Economic Power: 7/0
Stability: 8
Manpower: 4
Research: none
Army: 25 Regular Regiments, 8 Cavalry Regiments, 10 Artillery Battalions
Army Quality: 2
Navy: 12 Sloops, 10 Frigates, 6 Ship-of-the-Lines
Navy Quality: 3
Colonial Possessions: +3 EP
Spoiler :

Jakoberg: +1 EP
-Stability: 10
-Garrison: 2 Regular Regiments, 1 Artillery Battalion
Tobago: +2 EP
-Stability: 8
-Garrison: 4 Regular Regiments, 2 Artillery Battalions


Denmark: ZeletDude
Absolute Monarchy: King Christian VII
Capital: Copenhagen
Economic Power: 10/0
Stability: 8
Manpower: 5
Research: none
Army: 24 Regular Regiments, 5 Cavalry Regiments, 8 Artillery Battalions
Army Quality: 3
Navy: 20 Sloops, 10 Frigates, 8 Ship-of-the-Lines
Navy Quality: 3
Colonial Possessions: +5 EP
Spoiler :

Danish Gold Coast: +1 EP
-Stability: 10
-Garrison: 2 Regular Regiments, 1 Artillery Battalion
Dansborg (India): +1 EP
-Stability: 8
-Garrison: 6 Regular Regiments, 3 Artillery Battalions
Greenland:
-Stability: 12
-Garrison: none
Iceland: +1 EP, +1 Manpower
-Stability: 10
-Garrison: 4 Colonial Icelander Regiments, 2 Artillery Battalions
Nicobar Islands:
-Stability: 8
-Garrison: 1 Regular Regiment, 1 Artillery Battalion
Norway: +2 EP, +3 Manpower
-Stability: 8
-Garrison: 10 Colonial Norwegian Regiments, 5 Regular Regiments, 5 Cavalry Regiments, 4 Artillery Battalions


Dutch Republic: Abaddon
Oligarchy: Stadtholder William V/Orangist Faction (Conservative)
Capital: Amsterdam
Economic Power: 18/0
Stability: 8
Manpower: 8
Research: none
Army: 30 Regular Regiments, 4 Cavalry Regiments, 5 Artillery Battalions
Army Quality: 3
Navy: 30 Sloops, 30 Frigates, 20 Ship-of-the-Lines
Navy Quality: 4
Colonial Possessions: +12 EP
Spoiler :

Brouwerva (Chile): +1 EP, +1 Manpower
-Stability: 8
-Garrison: 2 Colonial Brouwervan Regiments, 2 Artillery Battalions
Cape Town: +1 EP, +2 Manpower
-Stability: 8
-Garrison: 4 Colonial Cape Town Regiments, 4 Regular Regiments, 4 Artillery Battalions
Dutch India: +2 EP
-Stability: 7
-Garrison: 6 Regular Regiments, 4 Artillery Battalions
Dutch East Indies: +2 EP
-Stability: 8
-Garrison: 6 Regular Regiments: 6 Artillery Battalions
Dutch West Indies: +2 EP
-Stability: 8
-Garrison: 2 Regular Regiments, 4 Artillery Battalions
Guyana: +1 EP
-Stability: 8
-Garrison: 2 Regular Regiments, 2 Artillery Battalions
New Amsterdam: +2 EP, +5 Manpower
-Stability: 6
-Garrison: 10 Colonial New Amsterdam Regiments, 4 Artillery Battalions
Recife: +1 EP, +2 Manpower
-Stability: 8
-Garrison: 5 Colonial Recifan Regiments, 2 Artillery Battalions


England: EQandcivfanatic
Constitutional Monarchy: King Henry IX/Tory Faction
Capital: London
Economic Power: 31/0
Stability: 8
Manpower: 15
Research: none
Army: 40 Regular Regiments, 8 Guards Regiments, 12 Cavalry Regiments, 15 Artillery Battalions
Army Quality: 4
Navy: 30 Sloops, 80 Frigates, 50 Ships-of-the-Line
Navy Quality: 5
Protectorates: Bhutan; +1 EP
Colonial Possessions: +24 EP
Spoiler :

Bahamas: +1 EP
-Stability: 8
-Garrison: 2 Regular Regiments, 4 Artillery Battalions
Bengal: +2 EP
-Stability: 7
-Garrison: 8 Regular Regiments, 4 Artillery Battalions
Bermuda
-Stability: 10
-Garrison: 1 Regular Regiment, 1 Artillery Battalion
Cuba: +2 EP, +1 Manpower
-Stability: 6
-Garrison: 6 Colonial Cuban Regiments, 2 Regular Regiments, 1 Cavalry Regiment, 4 Artillery Battalions
English India: +1 EP
-Stability: 7
-Garrison: 6 Regular Regiments, 1 Cavalry Regiment, 3 Artillery Battalions
English West Indies: +3 EP
-Stability: 8
-Garrison: 3 Regular Regiments, 5 Artillery Battalions
Gibraltar
-Stability: 8
-Garrison: 4 Regular Regiments, 2 Artillery Battalions
Greater Massachusetts Bay: +5 EP, +6 Manpower
-Stability: 6
-Garrison: 10 Regular Regiments, 2 Cavalry Regiments, 4 Artillery Battalions
Ireland: +2 EP, +4 Manpower
-Stability: 6
-Garrison: 6 Colonial Irish Regiments, 10 Regular Regiments, 4 Cavalry Regiments, 5 Artillery Battalions
Jamaica: +1 EP
-Stability: 8
-Garrison: 1 Regular Regiment, 1 Artillery Battalion
Newfoundland: +1 EP, +1 Manpower
-Stability: 10
-Garrison: 2 Colonial Newfoundlander Regiments, 1 Artillery Battalion
Virginia: +6 EP, +8 Manpower
-Stability: 8
-Garrison: 20 Colonial Virginian Regiments, 4 Regular Regiments, 4 Cavalry Regiments, 8 Artillery Battalions


France: TheLizardKing
Absolute Monarchy: King Louis XVII
Capital: Paris
Economic Power: 24/0
Stability: 7
Manpower: 40
Research: none
Army: 180 Regular Regiments, 20 Guards Regiments, 30 Cavalry Regiments, 50 Artillery Battalions
Army Quality: 5
Navy: 40 Sloops, 40 Frigates, 30 Ships-of-the-Line
Navy Quality: 4
Colonial Possessions: +12 EP
Spoiler :

Canada: +2 EP, +4 Manpower
-Stability: 6
-Garrison: 10 Colonial Canadien Regiments, 8 Regular Regiments, 4 Cavalry Regiments, 8 Artillery Battalions
Chandernagar (India): +1 EP
-Stability: 8
-Garrison: 2 Regular Regiments, 1 Artillery Battalion
French Gold Coast: +1 EP
-Stability: 10
-Garrison: 1 Regular Regiment, 1 Artillery Battalion
French Indian Ocean Islands
-Stability: 12
-Garrison: 1 Regular Regiment, 1 Artillery Battalion
Haiti: +3 EP
-Stability: 6
-Garrison: 8 Regular Regiments, 4 Artillery Battalions
Louisiana: +3 EP, +3 Manpower
-Stability: 8
-Garrison: 5 Colonial Louisianan Regiments, 8 Regular Regiments, 2 Cavalry Regiments, 4 Artillery Battalions
Puducherry (India): +2 EP
-Stability: 10
-Garrison: 4 Regular Regiments, 2 Artillery Battalions


Frankfurt: Charles Li
Absolute Monarchy: King Frederick
Capital: Frankfurt am Main
Economic Power: 3/0
Stability: 8
Manpower: 4
Research: none
Army: 40 Regular Regiments, 4 Guards Regiments, 4 Cavalry Regiments, 10 Artillery Battalions
Army Quality: 3
Navy: landlocked
Navy Quality: 0

Hanover:
Absolute Monarchy: King George III
Capital: Hanover
Economic Power: 5/0
Stability: 8
Manpower: 5
Research: none
Army: 24 Regular Regiments, 8 Artillery Battalions
Army Quality: 3
Navy: 4 Sloops
Navy Quality: 2

Kingdom of the Rhine: Omega 124
Absolute Monarchy: King Wilhelm
Capital: Cologne
Economic Power: 4/0
Stability: 8
Manpower: 4
Research: none
Army: 36 Regular Regiments, 4 Guards Regiments, 8 Cavalry Regiments, 12 Artillery Battalions
Army Quality: 2
Navy: landlocked
Navy Quality: 0

Modena
Absolute Monarchy: Duke Ercole III
Capital: Modena
Economic Power: 1/0
Stability: 10
Manpower: 1
Research: none
Army: 8 Regular Regiments, 2 Artillery Battalions
Army Quality: 2
Navy: 2 Sloops
Navy Quality: 1

Ottoman Empire: Adrogonas
Absolute Monarchy: Sultan Selim III
Capital: Istanbul
Economic Power: 24/0
Stability: 6
Manpower: 40
Research: none
Army: 150 Regular Regiments, 30 Guards Regiments, 40 Cavalry Regiments, 20 Artillery Battalions
Army Quality: 2
Navy: 20 Sloops, 5 Frigates, 5 Ships-of-the-Line
Navy Quality: 2
Protectorates: Algiers, Tunis; +4 EP

Papal States: skeptikalz!
Catholic Theocracy: Pope Pius VII
Capital: Rome
Economic Power: 5/0
Stability: 8
Manpower: 4
Research: none
Army: 30 Regular Regiments, 4 Guards Regiments, 4 Cavalry Regiments, 8 Artillery Battalions
Army Quality: 3
Navy: 10 Sloops, 5 Frigates, 2 Ships-of-the-Line
Navy Quality: 2
Colonial Possessions: +2 EP
Spoiler :

Terra del Christ (Colombia): +2 EP, +2 Manpower
-Stability: 8
-Garrison: 6 Colonial Terra del Christ Regiments, 1 Regular Regiment, 2 Artillery Battalions


Parma
Absolute Monarchy: Duke Ferdinand
Capital: Parma
Economic Power: 1/0
Stability: 10
Manpower: 1
Research: none
Army: 6 Regular Regiments, 2 Artillery Battalions
Army Quality: 2
Navy: Landlocked
Navy Quality: 0

Poland: Justo
Absolute Monarchy: King Clemens
Capital: Warsaw
Economic Power: 10/0
Stability: 8
Manpower: 20
Research: none
Army: 70 Regular Regiments, 35 Cavalry Regiments, 30 Artillery Battalions
Army Quality: 3
Navy: none
Navy Quality: 1

Portugal: sp1023
Absolute Monarchy: Queen Maria
Capital: Lisbon
Economic Power: 14/0
Stability: 8
Manpower: 5
Research: none
Army: 25 Regular Regiments, 5 Cavalry Regiments, 10 Artillery Battalions
Army Quality: 3
Navy: 20 Sloops, 20 Frigates, 12 Ships-of-the-Line
Navy Quality: 3
Colonial Possessions: +10 EP
Spoiler :

Angola: +1 EP
-Stability: 10
- Garrison: 1 Regular Regiment, 1 Artillery Battalion
Azores: +1 EP
-Stability: 10
- Garrison: 1 Regular Regiment, 1 Artillery Battalion
Brazil: +3 EP, +4 Manpower
-Stability: 8
- Garrison: 5 Colonial Brazilian Regiments, 2 Regular Regiments, 2 Artillery Battalions
Ceylon: +1 EP
-Stability: 8
- Garrison: 2 Regular Regiments, 2 Artillery Battalions
Goa (India): +1 EP
-Stability: 8
- Garrison: 1 Regular Regiment, 1 Artillery Battalion
Maranhao: +1 EP, +1 Manpower
-Stability: 8
- Garrison: 2 Colonial Maranhaoan Regiments, 1 Artillery Battalion
Mozambique
-Stability: 10
- Garrison: 1 Regular Regiment, 1 Artillery Battalion
Portuguese Gold Coast: +1 EP
-Stability: 10
-Garrison: 1 Regular Regiment, 1 Artillery Battalion
Sao Paulo
-Stability: 12
-Garrison: 1 Regular Regiment, 1 Artillery Battalion
Timor: +1 EP
-Stability: 8
-Garrison: 2 Regular Regiments, 1 Artillery Battalion


Prussia:
Absolute Monarchy: King Frederich Wilhelm III
Capital: Berlin
Economic Power: 6/0
Stability: 8
Manpower: 15
Research: none
Army: 72 Regular Regiments, 8 Guards Regiments, 20 Cavalry Regiments, 30 Artillery Battalions
Army Quality: 3
Navy: 4 Sloops
Navy Quality: 1

Republic of Genoa:
Oligarchy: Doge Giacomo
Capital: Genoa
Economic Power: 5/0
Stability: 9
Manpower: 2
Research: none
Army: 12 Regular Regiments, 4 Artillery Battalions
Army Quality: 2
Navy: 10 Sloops, 6 Frigates, 3 Ships-of-the-Line
Navy Quality: 2

Republic of Venice:
Oligarchy: Doge Ludovico Manin
Capital: Venice
Economic Power: 4/0
Stability: 6
Manpower: 2
Research: none
Army: 10 Regular Regiments, 2 Artillery Battalions
Army Quality: 2
Navy: 4 Sloops, 4 Frigates, 2 Ships-of-the-Line
Navy Quality: 3
Colonial Possessions: +2 EP
Spoiler :

Venetian West Indies: +2 EP
-Stability: 8
-Garrison: 2 Regular Regiments, 2 Artillery Battalions


Russia: Luckymoose
Absolute Monarchy: Tsar Paul
Capital: St. Petersburg
Economic Power: 16/0
Stability: 6
Manpower: 120
Research: none
Army: 190 Regular Regiments, 40 Cavalry Regiments, 40 Artillery Battalions
Army Quality: 2
Navy: 10 Sloops, 20 Frigates, 15 Ships-of-the-Line
Navy Quality: 2
Colonial Possessions: +1 EP
Spoiler :

Alaska: +1 EP
-Stability: 10
-Garrison: 1 Regular Regiment, 1 Artillery Battalion


Sardinia:
Absolute Monarchy: King Charles Emmanuel IV
Capital: Cagliari
Economic Power: 4/0
Stability: 8
Manpower: 6
Research: none
Army: 30 Regular Regiments, 4 Cavalry Regiments, 10 Artillery Battalions
Army Quality: 3
Navy: 14 Sloops, 5 Frigates
Navy Quality: 2

Saxony:
Absolute Monarchy: King Francis
Capital: Dresden
Economic Power: 3/0
Stability: 8
Manpower: 4
Research: none
Army: 20 Regular Regiments, 7 Artillery Battalions
Army Quality: 3
Navy: landlocked
Navy Quality: 0

Scotland: anonymoose
Constitutional Monarchy: King Henry/Conservative Faction
Capital: Edinburgh
Economic Power: 12/0
Stability: 8
Manpower: 8
Research: none
Army: 30 Regular Regiments, 2 Cavalry Regiments, 8 Artillery Battalions
Army Quality: 3
Navy: 10 Sloops, 10 Frigates, 7 Ships-of-the-Line
Navy Quality: 3
Colonial Possessions: +6 EP
Spoiler :

Georgia: +2 EP, +3 Manpower
-Stability: 7
-Garrison: 4 Colonial Georgian Regiments, 2 Regular Regiments, 2 Artillery Battalions
New Caledonia: +1 EP, +1 Manpower
-Stability: 9
-Garrison: 2 Colonial New Caledonian Regiments, 4 Regular Regiments, 3 Artillery Battalions
Nova Scotia: +2 EP, +2 Manpower
-Stability: 7
-Garrison: 4 Colonial Nova Scotian Regiments, 1 Regular Regiment, 1 Artillery Battalion


Sicily: Communisto
Absolute Monarchy: King Ferdinand
Capital: Palermo
Economic Power: 4/0
Stability: 8
Manpower: 8
Research: none
Army: 40 Regular Regiments, 10 Artillery Battalions
Army Quality: 3
Navy: 5 Sloops, 2 Frigates
Navy Quality: 2

Spain: Milarqui
Absolute Monarchy: King Joseph Ferdinand III
Capital: Madrid
Economic Power: 25/0
Stability: 7
Manpower: 40
Research: none
Army: 70 Regular Regiments, 10 Guards Regiments, 10 Cavalry Regiments, 30 Artillery Battalions
Army Quality: 3
Navy: 20 Sloops, 35 Frigates, 20 Ships-of-the-Line
Navy Quality: 3
Colonial Possessions: +19 EP
Spoiler :

Canary Islands
-Stability: 10
-Garrison: 1 Regular Regiment, 1 Artillery Battalion
Florida: +1 EP, +1 Manpower
-Stability: 8
-Garrison: 2 Regular Regiments, 2 Artillery Battalions
New Spain: +6 EP, +6 Manpower
-Stability: 6
-Garrison: 10 Colonial Mexican Regiments, 10 Regular Regiments, 4 Cavalry Regiments, 8 Artillery Battalions
Peru: +3 EP, +2 Manpower
-Stability: 8
-Garrison: 8 Regular Regiments, 4 Artillery Battalions
Philippines: +2 EP
-Stability: 8
-Garrison: 4 Regular Regiments, 4 Artillery Battalions
Puerto Rico: +1 EP
-Stability: 8
-Garrison: 1 Regular Regiment, 1 Artillery Regiment
Rio de la Plata: +2 EP, +2 Manpower
-Stability: 6
-Garrison: 8 Regular Regiments, 2 Artillery Battalions
Santo Domingo: +2 EP
-Stability: 8
-Garrison: 2 Regular Regiments, 1 Artillery Battalion
Spanish Netherlands: +2 EP
-Stability: 6
-Garrison: 8 Regular Regiments, 2 Artillery Battalions


Sweden: Lord of Elves
Absolute Monarchy: King Gustav III
Capital: Stockholm
Economic Power: 9/0
Stability: 8
Manpower: 15
Research: none
Army: 50 Regular Regiments, 4 Guards Regiments, 10 Cavalry Regiments, 20 Artillery Battalions
Army Quality: 4
Navy: 10 Sloops, 10 Frigates, 5 Ships-of-the-Line
Navy Quality: 3
Colonial Possessions: +2 EP
Spoiler :

New Sweden: +2 EP, +2 Manpower
-Stability: 7
-Garrison: 5 Colonial New Sweden Regiments, 2 Regular Regiments, 2 Artillery Battalions


Switzerland:
Oligarchy: Berne Canton (Reactionary)
Capital: Berne
Economic Power: 3/0
Stability: 6
Manpower: 2
Research: none
Army: 20 Regular Regiments, 5 Artillery Battalions
Army Quality: 4
Navy: landlocked
Navy Quality: 0

Tuscany:
Absolute Monarchy: King Cosimo IV
Capital: Florence
Economic Power: 3/0
Stability: 8
Manpower: 4
Research: none
Army: 15 Regular Regiments, 5 Artillery Battalions
Army Quality: 3
Navy: 2 Sloops
Navy Quality: 1

Westphalia:
Constitutional Monarchy King Maximilian/Conservative Faction
Capital: Wesel
Economic Power: 3/0
Stability: 8
Manpower: 5
Research: none
Army: 25 Regular Regiments, 1 Cavalry Regiment, 7 Artillery Battalions
Army Quality: 2
Navy: landlocked
Navy Quality: 0

Wurttemberg:
Absolute Monarchy: King Frederick
Capital: Stuttgart
Economic Power: 2/0
Stability: 8
Manpower: 3
Research: none
Army: 10 Regular Regiments, 1 Cavalry Regiment, 3 Artillery Battalions
Army Quality: 2
Navy: landlocked
Navy Quality: 0

Uncivilized Nations
(Nonplayable)

Abyssinia
Absolute Monarchy: Emperor Demetros
Economy: Minor
Stability: Stable
Army: Strong
Navy: Landlocked

Afghanistan
Absolute Monarchy: Mahmud Shah
Economy: Minor
Stability: Turbulent
Army: Moderate
Navy: Landlocked

Algiers
Oligarchy: Conservative Bey
Capital: Algiers
Protectorate of the Ottoman Empire
Economic Power: 2/0
Stability: 8
Army: 10 Regular Regiments
Army Quality: 1
Navy: 30 Sloops
Navy Quality: 2

Bahawalpur
Absolute Monarchy: Mohammed Bahawal Khan II
Economy: Minor
Stability: Stable
Army: Weak
Navy: Landlocked

Bhutan
Buddhist Theocracy
Capital: Thimphu
Protectorate of England
Economic Power: 1/0
Stability: 7
Army: 5 Regular Regiments
Army Quality: 1
Navy: Landlocked
Navy Quality: 0

Burma
Absolute Monarchy: King Bodawpaya
Economy: Moderate
Stability: Stable
Army: Moderate
Navy: None

China
Absolute Monarchy: Jiaqing Emperor
Economy: Strong
Stability: Turbulent
Army: Strong
Navy: Weak

Dominions of the Nizam
Absolute Monarchy: Asaf Jah II
Economy: Strong
Stability: Stable
Army: Moderate
Navy: None

Japan
Absolute Monarchy: Shogun Tokugawa Ienari
Economy: Minor
Stability: Stable
Army: Moderate
Navy: None

Korea
Absolute Monarchy: Emperor Yi Gong
Economy: Minor
Stability: Stable
Army: Moderate
Navy: Weak

Mahratta Confederacy
Absolute Monarchy: Baji Rao II
Economy: Strong
Stability: Stable
Army: Strong
Navy: None

Morocco
Absolute Monarchy: Slimane
Economy: Moderate
Stability: Stable
Army: Weak
Navy: Moderate

Mysore
Absolute Monarchy: Krishnaraja Wodeyar III
Economy: Moderate
Stability: Stable
Army: Strong
Navy: None

Nepal
Absolute Monarchy: Girvan Yuddha Bikram Shah Deva
Economy: Minor
Stability: Stable
Army: Weak
Navy: Landlocked

Oman
Absolute Monarchy: Sultan Said II
Economy: Moderate
Stability: Stable
Army: Weak
Navy: Weak

Oudh
Absolute Monarchy: Wazir Ali Khan
Economy: Moderate
Stability: Turbulent
Army: Weak
Navy: None

Persia
Absolute Monarchy: Fath Ali Shah
Economy: Minor
Stability: Stable
Army: Moderate
Navy: None

Rajputana
Confederacy of Kingdoms
Economy: Moderate
Stability: Stable
Army: Moderate
Navy: None

Siam
Absolute Monarchy: King Rama
Economy: Moderate
Stability: Stable
Army: Strong
Navy: None

Sikh Empire
Absolute Monarchy: Ranjit Singh
Economy: Minor
Stability: Stable
Army: Moderate
Navy: Landlocked

Sindh
Absolute Monarchy
Economy: Minor
Stability: Stable
Army: Weak
Navy: Landlocked

Sokoto
Absolute Monarchy: Sultan Usman dan Fodio
Economy: Minor
Stability: Stable
Army: Weak
Navy: Landlocked

Tunis
Oligarchy: Conservative Bey
Capital: Tunis
Protectorate of the Ottoman Empire
Economic Power: 2/0
Stability: 8
Army: 10 Regular Regiments
Army Quality: 1
Navy: 40 Sloops
Navy Quality: 2

Vietnam
Absolute Monarchy: Nguyen Phyc Anh
Economy: Moderate
Stability: Stable
Army: Moderate
Navy: None
 
Reserved for the Spirit of Christmas Past
 
Reserved for the Spirit of Christmas Present
 
Reserved for the Spirit of Christmas Future

You may now post
 
Russia is here but I'm not sure why we have an economy only slightly larger than Scotland.
 
Frants iz hurr
 
The Empire of Sweden is here.
 
@Luckymoose: Half of Scotland's economy is in its colonies
 
Portugal is here.

I've got a question though, does the colonial economy add to our total economy or is it already there? Like, I've got 14, and my stats say I get +10 from my colonies, so does that mean in total I get 24, or is it just without my colonies, I would have 4?
 
It's the latter; You only have 14, but without the colonies you only have 4
 
Yes it is Communisto
 
Prussia at your service.

To Portagal
From Prussia

Shall we become brothers in arms as we are already brothers in faith?
 
Even though Bavaria has better stats, I am still not sure if I should go with it. so @ Nuke, any advice? Any tendencies for alliance for Frankfurt and Bavaria?

From Fredrick of Frankfurt
To Prussia


A catholic and a protestant?

No matter, all of notable Europe is Christian, you may use that excuse for any number of alliances.
 
Prussia at your service.

To Portagal
From Prussia

Shall we become brothers in arms as we are already brothers in faith?

Perhaps our differences can be set aside when considering the similarities. I will let you know what the Imperial Council says.

Signed,

The King of Portugal
 
Austria here.

To: Prussia and Portugal
From: The Austrian Empire


This seems rather random. What does Portugal have to offer the Prussians? We hope this alliance will not correlate to Iberian influence upon the German states.
 
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