Lighthearter
President of the United States
The year is 1720 AD. From the old order of empires new nations are rising, great leaders taking the fore in commanding the fates of their realms. The fear not the tests on the horizon, nor the foes at the gates. In the end, they are determined to prevail and create the strongest nation on the face of the planet.
You are one of those leaders. Will your nation stand the bitter infighting of the Enlightenment?
The Rules
Note: all rules are subject to change, so please keep an eye out for them. Thanks.
House Rules:
1. Do not flame, troll, or personally insult any other player OOC or IC. At all. You may comment on certain things negatively, but don't take it further than that.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT and have nothing to do with your personal religious/political beliefs.
3. Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
4. Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
5. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
6. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
7. Above all else, RESPECT THY FELLOW FORUMERS.
8. If you have an issue with the way I GM this game, PM me with your issue before making a big stink about it.
9. Posting in this thread or the claims thread, PMing a player of this game for any IOTE-related reason, or performing ANY sort of interaction with this game WHATSOEVER is declaring that you have read and understood the rules to the letter.
I'll usually warn players first if they break the rules. If they break the rules repeatedly, then I'll apply this:
1st Strike: Player is suspended from the game for one turn.
2nd Strike: Player is suspended from the game for three turns.
3rd Strike: Player nation dissolved, and the player banned from ever rejoining.
I reserve the right to ignore this policy for players who really piss me off, and kick them out of the game instantly.
Inactive players (AWOL for more than 3 turns) risk facing the Wrath of the GM (WoG) ie having their nation disbanded. These players can rejoin the game, but their old territories won't be restored to them; they'll start off with 2 claims like every new player.
Joining the Game:
To join the game, first choose a nation name and colour to represent your realms. Perhaps tell us a bit about your nation; your government, policies, history, and so on. Claim any two provinces on the map, with the condition that they either have to be contiguous or on the coast. After that, choose one of these three specialties:
Wooden Ships and Iron Men - Sea morale checks are 1D6 instead of 1D4.
A New Breed of Officer - You gain +3 instead of +2 from land Morale, and +4 instead of +3 from a 6 on your land Morale check.
Industrial Heritage - one extra IP per turn.
Updates:
IOTE is a turn-based game. Each turn ends and a new turn begins with an Update. Updates will be rather irregular, but I will never update within 24 hours of a previous update. So, it is best to get your claims and orders in the first 24 hours of the turn.
I will make another thread, a Claims Thread, for claims and any orders and important announcements you want to post publicly. If there's anything really important you don't want me to miss come update time, post it in that thread. There is a zero tolerance policy on any diplomacy or OT talk in the Claims Thread.
Roleplaying:
Roleplaying is the essence of IOT. It’s how your nation develops. It’s how alliances are formed and broken. Roleplaying is very encouraged. Feel free to inhabit your nation with whoever or whatever you want, provided it fits with the setting and the etiquette listed above. If you're in doubt as to whether you're allowed to do something, just PM me about it first.
Expansion:
This is a rather simple issue. All territories are counted as nations. (Beyond your starting claims, of course)If a territory is unclaimed, there are three ways to take it over.
1) - Invasion. Basically akin to attacking another nation's territory, only you fight against neutrals who won't pursue a war.
2) - Liberation. If a nation you're at war with invades a nuetral territory that is contiguous with yours, there is a 50-50 chance that it will join your nation. If you have a fleet offshore of the territory there is a 30-70 chance.
3) - Economic. There is a 10% chance that a territory will join you if you offer them 1IP. Every IP you offer beyond that adds 10%, to a max of 80%. If they refuse you get to use the IP in another capacity during the turn.
Note: All islands in a single sea province are counted as one territory. If you want clarification as to specific borders, ask the GM.
War:
If you declare war on an opposing nation, you are allowed to attack them with your armies and their fleets with navies. Here's how both work:
Armies are NOT represented on the map. They exist as a theoretical force that you build using 1IP to go and storm other people's countries. They are represented by an opposed D20 roll, with the defender getting a +2 bonus. If the attacker rolls anything but a 1 on their morale check before battle they gain a +2 bonus. If the defender fails(gets a 1 on) their check they lose theirs. If the attacker fails then the defender gains another +2 bonus. The losing army has a 25% chance of being destroyed. Armies that are not used to attack are used automatically for defense. You can only attack a province adjacent to yours or one that one of your fleets is offshore of even if it moves there during your turn. However, if your fleet engages a hostile fleet and is defeated you cannot launch an amphibious attack.
Navies ARE represented on the map as a block of your national color. Navies get their own section later, so I'll just move on here.
Industry Points
Industrial Points or IPs are the game's currency. Each territory produces one. It's that simple. There is no banking. Every turn you lose what you don't spend. It IS possible to build a ship/army in one turn and use it that turn, but the same cannot be said about shipyard upgrades. Sorry. You have to wait until the next turn with them.
Naval Primer
Ships are a huge focus of IOTE. To begin with, navies are customizable. There are three types of ship you can build to go in them.
Note: All coastal provinces have a Shipyard(Level 2 for your capital, Level 1 for all others at start) that can be upgraded for 3IP to the next level. Level 3 is the maximum.
Note: There is a hard limit of 10 ships per fleet.
6th Rate/Schooner(1IP) - Requires LVL1 shipyard. 3HP. Morale check at 2HP. Deals 1 damage to all. BONUS: Provides Scouting to fleets on strategic map.
3rd Rate/Frigate(2IP) - Requires LVL2 Shipyard. 5HP. Morale check at 3HP. Deals 1 damage to all.
1st Rate/Ship of the Line(4IP +1 per turn maintenance) - 7HP. Requires LVL3 Shipyard. Morale check at 3HP. Deals 1 damage to 1st and 3rd Rates, but 2 damage to 6th Rates.
Naval Combat
Naval combat is a bit more complicated then land combat, but only the GM really has to understand the mechanics I'm about to talk about. You can scroll down until you see another bolded message if you want to get to what you actually do need to know.
To begin with, each ship on each side is assigned a number(1-10). I pick the appropriate-sized die and roll it. Whatever ship was assigned the number I rolled is put at their side's top of the list. I do this for the other side to match up a pair of opponents. I do this until no more pairings are possible, either because all ships are in the lines of battle or there are a few on one side who aren't because the enemy doesn't have enough ships. In the latter case, I assign those ships randomly using the same number system to create a few 2V1 battles. This is represented by a modifier given to the side with numerical superiority(+1 if aided by a 6th, +2 from a 3rd, +4 from a 1st).
From that point, every round counts as an hour. I will randomly decide when the battle starts - from 9AM to 3PM - and it ends at 6PM because sea monsters come and eat any ships caught in combat after dark
Every round each ship rolls 2D6. The ship it's paired with then rolls. Higher roll hits and deals damage. This process is repeated all down the line until all ships have acted, at which point the hour is advanced, any morale checks are made, and the process restarts.
The Three Ways To Lose A Ship From Battle And Why They're Bad
Way #1 - The ship succeeds all its morale checks - and gets shot enough to lose all it's hit points. This is called Sinking and it removes the ship from play altogether.
Way #2 - Tactical only. If a ship fails a morale check at any point it Withdraws. This is the gateway for the ship Striking, but in and of itself it isn't bad. Usually.
Way #3 - The ship does one of 2 things. Either it fails the half-health morale check(rolled a 1) and is hit while spending its turn trying to withdraw and then fails the 50-50 morale check or it fails the 1HP left 50-50 morale check. Either way, the ship Strikes. When a ship Strikes it has surrendered to the enemy. If you win the battle regardless, no harm no foul. If the enemy wins - they get to keep the ship. This is the most common way of losing vessels.
Other Information About Naval Warfare And Such
First off - navies take 1IP to repair. That's it. No matter if it's a fleet of 10 1st Rates that each have 1HP left or a single 6th Rate with 1 missing health it costs the same. Ships CAN be transferred between fleets, so I fully expect people to finagle this a lot. The fleet must also remain in the same naval province over the course of that one turn.
Fleets in the same province don't automatically find each other. It's a 1D6 roll for both if they have no 6th Rates. If both or one succeed(s) then battle is joined. If a side has a 6th Rate it's a 1D4 chance. If that side has 2 6th Rates then it's a 50% chance of finding the enemy. If they find them and the enemy doesn't find the first party on it's roll, then with 2 6th Rates you roll(1D4 chance) to gain the Tactical Advantage - AKA one free round of battle where the enemy is not allowed to return fire. If you have 3 6th Rates it's a 50-50 chance. There's no special benefit to having more then 3 6th Rates in a fleet.
If two fleets of yours are working together, then they share data seamlessly. However, if you have a fleet and are sailing into battle with a fleet from another nation entirely then if you don't both individually discover the hostile navy there's only a 50-50 chance that the side that did will be able to get the side that didn't to accompany them into the fight - for all sorts of reasons. Beyond that having an ally accompany you is just a means to get more hulls into battle.
There is a hard limit of 6 fleets in a sea zone at a time.
Canals and Other Miscellaneous Stuff
Panama. Suez. Other canals that don't exist IRl but can in this game. if you want to build a canal through a territory, a few criteria must be met:
1) - You actually own the territory you want to build through.
2) - You can spend 4IPs per turn for 4 turns in the building.
From the point you build the canal onwards though, no one can pass through that you don't want to. Enjoy your semi-divine power! Extort money from warring nations for access to your canals! Whatever you want!
Note: Trying to build a canal from California to New York or something else just as dumb will instantly cause 30% of your population to die from sheer stupid and another 30% to transform into dinosaurs.
Fleets can only move one seazone per turn. Canals do not count - Ergo, if the Suez exists you can move straight from the Aden to the Med without spending a whole turn "in transit".
Victory:
Victory can be achieved three ways:
Blood and Iron - You(or you and your allies, at least) control every territory.
Rule the Waves! - Have at least 50 more ships in service then your closest rival.
Every Man Has A Price - Have at least 10 more IP per turn then your closest rival.
Updates:
Update 1 - 1720
Update 2 - 1721
Update 3 - 1722
Update 4 - 1723
Update 5 - 1724
Update 6 - 1725
Update 7 - 1726
Update 8 - 1727
Map:
Nations:
EUROPE:
The Venetian Confederacy(Green) - Celticfury
Mercantile confederation of city-states
Capital: Italy
Wooden Ships And Iron Men
More info
11 Armies, 2 Fleets(6 6th Rates, 3 3rd Rates, 0 1st Rates), 7IP
United Kingdom of Great Britain and Ireland(Bright Red) - Dem_Taqat
Parliamentary Anglican monarchy
Capital: Britain
Wooden Ships And Iron Men
More info
16 Armies, 3 Fleets(7 6th Rates, 3 3rd Rates, 1 1st Rates), 8IP(9-1 from 1st Rates)
Kingdom of Sweden(Blue) - Mechaerik
Enlightened constitutional monarchy
Capital: Kalmar
A New Breed of Officer
More info
20 Armies, 1 Fleet(3 6th Rates, 3 3rd Rates, 1 1st Rates), 6IP(7-1 from 1st Rates)
AMERICAS:
The Pirates of the Caribbean(Bright Yellow) - Domination3000
Anarchist union of pirates
Capital: Caribbean
Wooden Ships And Iron Men
More info
9 Armies, 1 Fleet(5 6th Rates, 3 3rd Rates, 0 1st Rates), 3IP
American Republic(Lavender) - Sonereal
Aristocratic trading republic
Capital: New England
Industrial Heritage
More info
7 Armies, 3 Fleets(12 6th Rates, 6 3rd Rates, 1 1st Rates), 10IP(11-1 from 1st Rates)
United Kingdom of Portugal in Exile(Forest Green) - Farsight
Imperialist exiled monarchy
Capital: Brazil
Industrial Heritage
More info
9 Armies, 1 Fleet(1 6th Rates, 0 3rd Rates, 0 1st Rates), 4IP
ASIA:
Hindustan(Yellow) - taillesskangaru
Islamic Mughal empire
Capital: India
Industrial Heritage
More info
20 Armies, 2 Fleets(7 6th Rates, 4 3rd Rates, 0 1st Rates), 11IP
Empire of Japan(Red) - NedimNapoleon
Feudal naval empire
Capital: Japan
Wooden Ships And Iron Men
More info
5 Armies, 1 Fleet(3 6th Rates, 1 3rd Rates, 0 1st Rates), 6IP
Australian Empire(Orange) - NinjaCow64
Barren monarchist wasteland
Capital: Australia
Industrial Heritage
More info
3 Armies, 1 Fleet(2 6th Rates, 1 3rd Rates, 0 1st Rates), 5IP
AFRICA:
Republic of Antioch(Dark Blue) - Double A
Mercantile republic
Capital: Palestine
Industrial Heritage
More info
6 Armies, 1 Fleet(4 6th Rates, 4 3rd Rates, 0 1st Rates), 7IP
Skuma Empire(Yellowish Tan) - Duke Blackstone
Mercantile absolute monarchy
Capital: Congo
A New Breed Of Officer
More info
13 Armies, 0 Fleets(0 6th Rates, 0 3rd Rates, 0 1st Rates), 8IP
-L
You are one of those leaders. Will your nation stand the bitter infighting of the Enlightenment?
The Rules
Note: all rules are subject to change, so please keep an eye out for them. Thanks.
House Rules:
1. Do not flame, troll, or personally insult any other player OOC or IC. At all. You may comment on certain things negatively, but don't take it further than that.
2. Stay on topic. Make sure all comments are relevant to the fictional world of the current IOT and have nothing to do with your personal religious/political beliefs.
3. Your posts should actually consist of something relevant to your nation and not just one-liner comments. Do not spam.
4. Long diplomatic discussions belong to the realms of Social Groups or visitor and private messaging, not the Game Thread.
5. No powergaming. By definition, powergaming is making your country surpass every other country by all terms including armed forces, technology, etc.
6. The GM is supreme. He reserves the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on.
7. Above all else, RESPECT THY FELLOW FORUMERS.
8. If you have an issue with the way I GM this game, PM me with your issue before making a big stink about it.
9. Posting in this thread or the claims thread, PMing a player of this game for any IOTE-related reason, or performing ANY sort of interaction with this game WHATSOEVER is declaring that you have read and understood the rules to the letter.
I'll usually warn players first if they break the rules. If they break the rules repeatedly, then I'll apply this:
1st Strike: Player is suspended from the game for one turn.
2nd Strike: Player is suspended from the game for three turns.
3rd Strike: Player nation dissolved, and the player banned from ever rejoining.
I reserve the right to ignore this policy for players who really piss me off, and kick them out of the game instantly.
Inactive players (AWOL for more than 3 turns) risk facing the Wrath of the GM (WoG) ie having their nation disbanded. These players can rejoin the game, but their old territories won't be restored to them; they'll start off with 2 claims like every new player.
Joining the Game:
To join the game, first choose a nation name and colour to represent your realms. Perhaps tell us a bit about your nation; your government, policies, history, and so on. Claim any two provinces on the map, with the condition that they either have to be contiguous or on the coast. After that, choose one of these three specialties:
Wooden Ships and Iron Men - Sea morale checks are 1D6 instead of 1D4.
A New Breed of Officer - You gain +3 instead of +2 from land Morale, and +4 instead of +3 from a 6 on your land Morale check.
Industrial Heritage - one extra IP per turn.
Updates:
IOTE is a turn-based game. Each turn ends and a new turn begins with an Update. Updates will be rather irregular, but I will never update within 24 hours of a previous update. So, it is best to get your claims and orders in the first 24 hours of the turn.
I will make another thread, a Claims Thread, for claims and any orders and important announcements you want to post publicly. If there's anything really important you don't want me to miss come update time, post it in that thread. There is a zero tolerance policy on any diplomacy or OT talk in the Claims Thread.
Roleplaying:
Roleplaying is the essence of IOT. It’s how your nation develops. It’s how alliances are formed and broken. Roleplaying is very encouraged. Feel free to inhabit your nation with whoever or whatever you want, provided it fits with the setting and the etiquette listed above. If you're in doubt as to whether you're allowed to do something, just PM me about it first.
Expansion:
This is a rather simple issue. All territories are counted as nations. (Beyond your starting claims, of course)If a territory is unclaimed, there are three ways to take it over.
1) - Invasion. Basically akin to attacking another nation's territory, only you fight against neutrals who won't pursue a war.
2) - Liberation. If a nation you're at war with invades a nuetral territory that is contiguous with yours, there is a 50-50 chance that it will join your nation. If you have a fleet offshore of the territory there is a 30-70 chance.
3) - Economic. There is a 10% chance that a territory will join you if you offer them 1IP. Every IP you offer beyond that adds 10%, to a max of 80%. If they refuse you get to use the IP in another capacity during the turn.
Note: All islands in a single sea province are counted as one territory. If you want clarification as to specific borders, ask the GM.
War:
If you declare war on an opposing nation, you are allowed to attack them with your armies and their fleets with navies. Here's how both work:
Armies are NOT represented on the map. They exist as a theoretical force that you build using 1IP to go and storm other people's countries. They are represented by an opposed D20 roll, with the defender getting a +2 bonus. If the attacker rolls anything but a 1 on their morale check before battle they gain a +2 bonus. If the defender fails(gets a 1 on) their check they lose theirs. If the attacker fails then the defender gains another +2 bonus. The losing army has a 25% chance of being destroyed. Armies that are not used to attack are used automatically for defense. You can only attack a province adjacent to yours or one that one of your fleets is offshore of even if it moves there during your turn. However, if your fleet engages a hostile fleet and is defeated you cannot launch an amphibious attack.
Navies ARE represented on the map as a block of your national color. Navies get their own section later, so I'll just move on here.
Industry Points
Industrial Points or IPs are the game's currency. Each territory produces one. It's that simple. There is no banking. Every turn you lose what you don't spend. It IS possible to build a ship/army in one turn and use it that turn, but the same cannot be said about shipyard upgrades. Sorry. You have to wait until the next turn with them.
Naval Primer
Ships are a huge focus of IOTE. To begin with, navies are customizable. There are three types of ship you can build to go in them.
Note: All coastal provinces have a Shipyard(Level 2 for your capital, Level 1 for all others at start) that can be upgraded for 3IP to the next level. Level 3 is the maximum.
Note: There is a hard limit of 10 ships per fleet.
6th Rate/Schooner(1IP) - Requires LVL1 shipyard. 3HP. Morale check at 2HP. Deals 1 damage to all. BONUS: Provides Scouting to fleets on strategic map.
3rd Rate/Frigate(2IP) - Requires LVL2 Shipyard. 5HP. Morale check at 3HP. Deals 1 damage to all.
1st Rate/Ship of the Line(4IP +1 per turn maintenance) - 7HP. Requires LVL3 Shipyard. Morale check at 3HP. Deals 1 damage to 1st and 3rd Rates, but 2 damage to 6th Rates.
Naval Combat
Naval combat is a bit more complicated then land combat, but only the GM really has to understand the mechanics I'm about to talk about. You can scroll down until you see another bolded message if you want to get to what you actually do need to know.
To begin with, each ship on each side is assigned a number(1-10). I pick the appropriate-sized die and roll it. Whatever ship was assigned the number I rolled is put at their side's top of the list. I do this for the other side to match up a pair of opponents. I do this until no more pairings are possible, either because all ships are in the lines of battle or there are a few on one side who aren't because the enemy doesn't have enough ships. In the latter case, I assign those ships randomly using the same number system to create a few 2V1 battles. This is represented by a modifier given to the side with numerical superiority(+1 if aided by a 6th, +2 from a 3rd, +4 from a 1st).
From that point, every round counts as an hour. I will randomly decide when the battle starts - from 9AM to 3PM - and it ends at 6PM because sea monsters come and eat any ships caught in combat after dark
Every round each ship rolls 2D6. The ship it's paired with then rolls. Higher roll hits and deals damage. This process is repeated all down the line until all ships have acted, at which point the hour is advanced, any morale checks are made, and the process restarts.
The Three Ways To Lose A Ship From Battle And Why They're Bad
Way #1 - The ship succeeds all its morale checks - and gets shot enough to lose all it's hit points. This is called Sinking and it removes the ship from play altogether.
Way #2 - Tactical only. If a ship fails a morale check at any point it Withdraws. This is the gateway for the ship Striking, but in and of itself it isn't bad. Usually.
Way #3 - The ship does one of 2 things. Either it fails the half-health morale check(rolled a 1) and is hit while spending its turn trying to withdraw and then fails the 50-50 morale check or it fails the 1HP left 50-50 morale check. Either way, the ship Strikes. When a ship Strikes it has surrendered to the enemy. If you win the battle regardless, no harm no foul. If the enemy wins - they get to keep the ship. This is the most common way of losing vessels.
Other Information About Naval Warfare And Such
First off - navies take 1IP to repair. That's it. No matter if it's a fleet of 10 1st Rates that each have 1HP left or a single 6th Rate with 1 missing health it costs the same. Ships CAN be transferred between fleets, so I fully expect people to finagle this a lot. The fleet must also remain in the same naval province over the course of that one turn.
Fleets in the same province don't automatically find each other. It's a 1D6 roll for both if they have no 6th Rates. If both or one succeed(s) then battle is joined. If a side has a 6th Rate it's a 1D4 chance. If that side has 2 6th Rates then it's a 50% chance of finding the enemy. If they find them and the enemy doesn't find the first party on it's roll, then with 2 6th Rates you roll(1D4 chance) to gain the Tactical Advantage - AKA one free round of battle where the enemy is not allowed to return fire. If you have 3 6th Rates it's a 50-50 chance. There's no special benefit to having more then 3 6th Rates in a fleet.
If two fleets of yours are working together, then they share data seamlessly. However, if you have a fleet and are sailing into battle with a fleet from another nation entirely then if you don't both individually discover the hostile navy there's only a 50-50 chance that the side that did will be able to get the side that didn't to accompany them into the fight - for all sorts of reasons. Beyond that having an ally accompany you is just a means to get more hulls into battle.
There is a hard limit of 6 fleets in a sea zone at a time.
Canals and Other Miscellaneous Stuff
Panama. Suez. Other canals that don't exist IRl but can in this game. if you want to build a canal through a territory, a few criteria must be met:
1) - You actually own the territory you want to build through.
2) - You can spend 4IPs per turn for 4 turns in the building.
From the point you build the canal onwards though, no one can pass through that you don't want to. Enjoy your semi-divine power! Extort money from warring nations for access to your canals! Whatever you want!
Note: Trying to build a canal from California to New York or something else just as dumb will instantly cause 30% of your population to die from sheer stupid and another 30% to transform into dinosaurs.
Fleets can only move one seazone per turn. Canals do not count - Ergo, if the Suez exists you can move straight from the Aden to the Med without spending a whole turn "in transit".
Victory:
Victory can be achieved three ways:
Blood and Iron - You(or you and your allies, at least) control every territory.
Rule the Waves! - Have at least 50 more ships in service then your closest rival.
Every Man Has A Price - Have at least 10 more IP per turn then your closest rival.
Updates:
Update 1 - 1720
Update 2 - 1721
Update 3 - 1722
Update 4 - 1723
Update 5 - 1724
Update 6 - 1725
Update 7 - 1726
Update 8 - 1727
Map:
Nations:
EUROPE:
The Venetian Confederacy(Green) - Celticfury
Mercantile confederation of city-states
Capital: Italy
Wooden Ships And Iron Men
More info
11 Armies, 2 Fleets(6 6th Rates, 3 3rd Rates, 0 1st Rates), 7IP
United Kingdom of Great Britain and Ireland(Bright Red) - Dem_Taqat
Parliamentary Anglican monarchy
Capital: Britain
Wooden Ships And Iron Men
More info
16 Armies, 3 Fleets(7 6th Rates, 3 3rd Rates, 1 1st Rates), 8IP(9-1 from 1st Rates)
Kingdom of Sweden(Blue) - Mechaerik
Enlightened constitutional monarchy
Capital: Kalmar
A New Breed of Officer
More info
20 Armies, 1 Fleet(3 6th Rates, 3 3rd Rates, 1 1st Rates), 6IP(7-1 from 1st Rates)
AMERICAS:
The Pirates of the Caribbean(Bright Yellow) - Domination3000
Anarchist union of pirates
Capital: Caribbean
Wooden Ships And Iron Men
More info
9 Armies, 1 Fleet(5 6th Rates, 3 3rd Rates, 0 1st Rates), 3IP
American Republic(Lavender) - Sonereal
Aristocratic trading republic
Capital: New England
Industrial Heritage
More info
7 Armies, 3 Fleets(12 6th Rates, 6 3rd Rates, 1 1st Rates), 10IP(11-1 from 1st Rates)
United Kingdom of Portugal in Exile(Forest Green) - Farsight
Imperialist exiled monarchy
Capital: Brazil
Industrial Heritage
More info
9 Armies, 1 Fleet(1 6th Rates, 0 3rd Rates, 0 1st Rates), 4IP
ASIA:
Hindustan(Yellow) - taillesskangaru
Islamic Mughal empire
Capital: India
Industrial Heritage
More info
20 Armies, 2 Fleets(7 6th Rates, 4 3rd Rates, 0 1st Rates), 11IP
Empire of Japan(Red) - NedimNapoleon
Feudal naval empire
Capital: Japan
Wooden Ships And Iron Men
More info
5 Armies, 1 Fleet(3 6th Rates, 1 3rd Rates, 0 1st Rates), 6IP
Australian Empire(Orange) - NinjaCow64
Barren monarchist wasteland
Capital: Australia
Industrial Heritage
More info
3 Armies, 1 Fleet(2 6th Rates, 1 3rd Rates, 0 1st Rates), 5IP
AFRICA:
Republic of Antioch(Dark Blue) - Double A
Mercantile republic
Capital: Palestine
Industrial Heritage
More info
6 Armies, 1 Fleet(4 6th Rates, 4 3rd Rates, 0 1st Rates), 7IP
Skuma Empire(Yellowish Tan) - Duke Blackstone
Mercantile absolute monarchy
Capital: Congo
A New Breed Of Officer
More info
13 Armies, 0 Fleets(0 6th Rates, 0 3rd Rates, 0 1st Rates), 8IP
-L