Imperium Offtopicum: The Peshawar Lancers

Midnight-Blue766

The filidh that cam frae Skye
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The Peshawar Lancers
The year is 1880 AD. Three years previous, the Fall, a great and terrible meteor shower almost destroyed Europe and North America, almost devastated civilization elsewhere. Great empires have fled to their colonies, leaving Europe home to barbarian cannibal tribes. Other nations, previously crushed under the European yoke, have gained their freedom and seek to make their mark upon this brave new world.

You are the leaders of one of those nations. Are you ready to lead your country to glory in the harsh and unforgiving world of the Peshawar Lancers?


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.

Updates
This IOT 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 48 hours of a previous update. So, it is best to get your claims and orders in the first 48 hours of the turn. The game begins in 1880 and an update is 5 years.

As standard, all claims/orders should be BLUE and BOLDED and preferably in a single post.

War Declarations must be declared publicly in thread. If any new war declarations are made in a turn, the update is delayed 24 hours to allow parties to send in war orders if any.

The Map
Spoiler :



The Map is divided into some 180 land regions or provinces, and a number of sea regions. Land regions can be occupied as part of a country, while sea regions are important for naval warfare.

Capital:
Capital cities are where the government is run and administered. It has the following effects;
• It has +4 for defence in espionage missions carried out against it
• Each Capital city can raise 2 units
• Each Capital can build 20 factories
They are identified as yellow or red (depending on player colour) on the map.

Core: Cores are your “central” provinces, your heartland. It is the land of your forefathers, which you commit to defending till the last drop of conscript blood. Your own cores are much less prone to revolt than other provinces. Foreign cores, on the other hand, are very restive. They will want to join their motherland, or they will demand independence. Your capital will start as a core. However, other provinces you annex will not be cores. Some events or inventions will allow you to turn your non-core provinces into cores, or get rid of foreign cores, or claim a foreign territory as a core, so look out for those.

A Province can become a core province either by an event or when the number factories built is 5 or more and the player nominates it for Core status.

Core Province status can be lost via bribery / espionage etc. if the province has less than 5 factories. However, a Capital Province can never lose it's core status.

Factories can be lost via sabotage (espionage) or other means, lowering the number of factories and then it can then also lose it's core status via bribery / espionage again if the number falls below 5.

Note that you can only move capitals to a “core” province. If you’ve lost all your core provinces, it means you’ve run out of places to move your capital, and bad things will happen. You have been warned.

Canals: You can build a canal through Egypt (Suez) or Central America (Panama) though they are pretty expensive, at 25 ICs each. They will, however, grant you +50% naval strength bonus for owning them. If you want to build a canal anywhere else, PM me and I’ll consider it.

Wasteland: Wastelands are marked Ice Blue on the map. These represent barren land that may or may not be inhabited by cannibals. You are forbidden from starting out in awasteland. Expanding into them will cost penalties, as explained below. Starting 1900, though, Wasteland will slowly begin to become normal territories. NPCs will also begin in them around that time as well.

Impassable: The Swiss Alps, Himalaya, and most provinces surrounding the Arctic Circle are impassable. You cannot start here, and neither can you claim these provinces. The ones around the Arctic Circle will begin to become Wasteland and eventually normal provinces starting 1900, while the Alps and Himalayas will always be impassable.

Ice: Like Impassable, but with sea tiles. Navies cannot enter Ice tiles. It is also impossible to claim a land tile on the other side of an ice tile. They begin to thaw around 1900.

Joining the game
To begin, choose one territory on the map. This will be your starting territory and your capital. Note that you cannot start in neither Impassable region nor Wasteland. Please also add a flag to represent Core Regions with as well.

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. Defending territories count as having 10 armies.
2) - 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, that is it. The IP is spent.

Note: All islands in a single sea province are counted as one territory. If you want clarification as to specific borders, ask the GM. In addition, there will only be a 5% chance that a Wasteland province will join you for every 1 IP you give them. They will also count as having 20 armies when attacking.


Espionage

ICs can also be used in spy missions, both in peacetime and wartime. Here's how it works. Here's a list of all the spy missions you can take against your rivals, in peacetime and wartime (you can suggest more if you want). Send me a PM of what you want to do, and you'll know if it succeed or fail at update time.

There are certain risks, of course. You may fail, or worse, you may be discovered, at which point your vile acts will be known to all the world. Also, they are rather pricey. The price listed here is the minimum price of a spy action. Paying double the minimum price will increase the chance of success by 10% and decrease the chance of discovery by 10%. Pay three times the normal cost and the chance of success is increased by 20% and of discovery is decreased by the same percentage. And so on. This caps at 90% success rate and 10% discovery rate.
Spoiler List of Possible Espionage Actions :

Counter-espionage
Costs 4 IC
30% chance of success, 20% chance of discovery
The target loses the ability to conduct spy missions for one turn. Any spy mission the target took against you the previous turn fails.

Steal Enemy Plans
Costs 5 IC
20% chance of success, 10% chance of discovery.
Gain two extra RNG roll chance in every battle against the target for one turn. If the target has a secret nuclear weapons program, reveal the program and any nuclear weapons they have.

Fund Rebellion
Costs 6 IC
20% chance of success, 50% chance of discovery.
Causes NPC rebels to appear in a province in the target country. The rebel will attempt to seize control of a province. If successful, the rebellion continues from that province. As their backers, you can choose to take control of the rebels (secretly via PM, or openly. Up to you), or you can decide to make them NPC.

Sabotage
Costs 7 IC
20% chance of success, 30% chance of discovery
The target loses 5 EP for one turn.

Initiate Propaganda
Costs 7 IC
10% chance of success
A very risky one, this. It can only be done in to a province which you could normally claim. If successful, the province joins your nation. The chance of discovery is always 100%.

Destroy Core Province
Costs 10 IC
Removes the Core Province status of the targeted enemy province.

Sow Mistrust
Costs 15 IC
Lowers the targeted nation's stability by -20.

Assasinate Leader
Costs 20 IC
Lowers the targeted nation's stability by -50%.



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 D10 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 cost 4IC each and ARE represented on the map, and you can move them to adjacent sea tiles. If there’s an enemy fleet there, then a naval battle commences. Naval battles are calculated in a similar way as land battles. Note that if you have a province bordering the sea region the battle takes place in (ie a naval base) you get a huge advantage over the opposing fleet. Aside from allowing amphibious assaults and supporting land armies, navies can be used to “take control” of a sea province and they can decide who can pass through it. They can be used to blockade; blockaded provinces don’t produce ICs and foreign aid won’t be able to pass through a blockade.

Air Wings cost 8 IC each and are stacked in a national pool. In times of war, they can invade any territory up to 2 provinces away from your borders, can support armies, or can destroy factories. Combat works largely the same as armies.

Industrial Capacity

Industrial Capacity or ICs 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.

A factory costs 2 IC to build and produces one IC per turn. They are built in provinces and are limited by the type province of province that they are built in. Here are the numbers of factories that can be supported;
• Each Capital can build 20 factories
• Each core province can build 10 factories
• Each normal province can build 5 factories
• Each Wasteland can build 3 factories
Therefore the maximum number of factories that can be built in a province is 30 (Core+Capital) . They are shown on the map as a factory with a number inside showing the number of factories in the province.
Note that Wastelands will always produce half of what the normal IC value of that provice would be.
Science
You can invest IC in Science. There are four tech trees and four tiers of each tree:

Infantry:
1st Tier: L2ine Infantry: No bonus
2nd Tier(5 IC): Gatling Gun: +50% to each unit roll.
3rd Tier(50 IC): General Infantry: : +50% to each unit roll, -50% unit cost.
4th Tier(100 IC): Tanks +50% to each unit roll, can "Blitz" up to two tiles away.

Navy:
1st Tier: Ships of the Line: No bonus
2nd Tier (25 IC): Ironclads: +50% to each unit roll, can move 2 sea tiles
3rd Tier (50 IC): Dreadnaught: +50% to each unit roll, can move 4 sea tiles
4th Tier (100 IC): Submarines: +50% to each unit roll

Artillery:
1st Tier: Cannons: No bonus
2nd Tier: Breechloaders (25 IC): -5% enemy strength
3rd Tier: Land Mines (50 IC): -10% enemy strength
4th Tier: Poison Gas (100 IC): -20% enemy strength

Aviation:
1st Tier: Montgolfieres: No bonus
2nd Tier (25 IC): Zeppelins: Can travel 3 provinces away.
3rd Tier (50 IC): Biplanes: Can travel attack 4 provinces away from your borders, +50% to each unit roll
4th Tier (100 IC): Carpet Bombing: Destroys 1 factory for every 2 defending armies killed when not bombing.
Everyone begins at Tier 1. Note that you can only research 1 tech at a time. Each IC devoted to that tech are pooled, so if you put 30 IC to Breechloaders, you'll still have 30 IC put into Breechloaders even if that was two turns ago.

Stability Points:
Stability is a highly important aspect of your empire. A high stability rate will give you bonuses to your empire, while an unstable empire is at risk of collapsing. The stability levels are as follows:
· Strong (100 Stability Points [SP]: +100% Income, +4 on Morale Rolls
· Stable (75 SP): +90% Income+ 3 on Morale Rolls
· Neutral (50 SP): +80% Income, +2 on Morale Rolls
· Collapsing (25 IP): +75% Income, no Morale Roll bonus, an empire of at least 4 territories has a 25% chance of a quarter of their empire revolting.
· Civil War(0 SP): +50% Income, -2 on Morale Rolls, an empire will have 50% chance of half their empire revolting.
Stability can be increased by adding core territories (which will add +10 SP per Core Territory), having a long (at least 3) streak of victories in a war (for every 3 victory, +5 SP), or by having spending IC on Stability (1 IC=1 SP). Stability can be decreased by a large empire (-5 SP for every territory above 5), war weariness (-5 SP for every 3 defeat), or by certain espionage actions.


Victory
Victory can be achieved in 3 ways:

• Domination: You (and your allies, if any) control every territory.
• Economic: Have at least 100 IC and and twice as much as your nearest rival.
• Military: Have more than 100 units and twice as much as your nearest rival.

Game Information
Updates
Update 0 (1880)
Update 1 (1885)
Update 2 (1890)
 
Hellenic Kingdom



Capital: Athens

King: George I

Prime minister: Charilaos Trikoupis

Description: The people who live in our nation are called "Greeks". Greece is a small, relatively poor nation. Its people are known for fiercely defending what they consider theirs.

History:

In 1814, a secret organization called the Filiki Eteria was founded with the aim of liberating Greece. The Filiki Eteria planned to launch revolts in the Peloponnese, the Danubian Principalities and Constantinople. The first of these revolts began on 6 March 1821 in the Danubian Principalities, but it was soon put down by the Ottomans. The events in the north urged the Greeks in the Peloponnese in action and on 17 March 1821 the Maniots declared war on the Ottomans. By the end of the month, the Peloponnese was in open revolt against the Turks and by October 1821 the Greeks under Theodoros Kolokotronis had captured Tripolitsa. The Peloponnesian revolt was quickly followed by revolts in Crete, Macedonia and Central Greece, which would soon be suppressed. Meanwhile, the makeshift Greek navy was achieving success against the Ottoman navy in the Aegean Sea and prevented Ottoman reinforcements from arriving by sea.

Tensions soon developed among different Greek factions, leading to two consecutive civil wars. Meanwhile, the Ottoman Sultan negotiated with Mehmet Ali of Egypt, who agreed to send his son Ibrahim Pasha to Greece with an army to suppress the revolt in return for territorial gain. Ibrahim landed in the Peloponnese in February 1825 and had immediate success: by the end of 1825, most of the Peloponnese was under Egyptian control, and the city of Missolonghi—put under siege by the Turks since April 1825—fell in April 1826. Although Ibrahim was defeated in Mani, he had succeeded in suppressing most of the revolt in the Peloponnese and Athens had been retaken.

Following years of negotiation, three Great Powers, Russia, the United Kingdom and France, decided to intervene in the conflict and each nation sent a navy to Greece. Following news that combined Ottoman–Egyptian fleets were going to attack the Greek island of Hydra, the allied fleet intercepted the Ottoman–Egyptian fleet at Navarino. Following a week long standoff, a battle began which resulted in the destruction of the Ottoman–Egyptian fleet. With the help of a French expeditionary force, the Greeks drove the Turks out of the Peloponnese and proceeded to the captured part of Central Greece by 1828. As a result of years of negotiation, Greece was finally recognized as an independent nation in May 1832.

tto's reign would prove troubled, but managed to last for 30 years before he and his wife, Queen Amalia, left the way they came, aboard a British warship. During the early years of his reign a group of Bavarian Regents ruled in his name, and made themselves very unpopular by trying to impose German ideas of rigid hierarchical government on the Greeks, while keeping most significant state offices away from them. Nevertheless they laid the foundations of a Greek administration, army, justice system and education system. Otto was sincere in his desire to give Greece good government, but he suffered from two great handicaps, his Roman Catholic faith, and the fact that his marriage to Queen Amalia remained childless. This meant he could neither be crowned as King of Greece under the Orthodox rite nor establish a dynasty.

The Bavarian Regents ruled until 1837, when at the insistence of Britain and France, they were recalled and Otto thereafter appointed Greek ministers, although Bavarian officials still ran most of the administration and the army. But Greece still had no legislature and no constitution. Greek discontent grew until a revolt broke out in Athens in September 1843. Otto agreed to grant a constitution, and convened a National Assembly which met in November. The new constitution created a bicameral parliament, consisting of an Assembly (Vouli) and a Senate (Gerousia). Power then passed into the hands of a group of politicians, most of whom who had been commanders in the War of Independence against the Ottomans.

Greek politics in the 19th century was dominated by the national question. The majority of Greeks continued to live under Ottoman rule, and Greeks dreamed of liberating them all and reconstituting a state embracing all the Greek lands, with Constantinople as its capital. This was called the Great Idea (Megali Idea), and it was sustained by almost continuous rebellions against Ottoman rule in Greek-speaking territories, particularly Crete, Thessaly and Macedonia. During the Crimean War the British occupied Piraeus to prevent Greece declaring war on the Ottomans as a Russian ally.

A new generation of Greek politicians was growing increasingly intolerant of King Otto's continuing interference in government. In 1862, the King dismissed his Prime Minister, the former admiral Constantine Kanaris, the most prominent politician of the period. This provoked a military rebellion, forcing Otto to accept the inevitable and leave the country. The Greeks then asked Britain to send Queen Victoria's son Prince Alfred as their new king, but this was vetoed by the other Powers. Instead a young Danish Prince became King George I. George was a very popular choice as a constitutional monarch, and he agreed that his sons would be raised in the Greek Orthodox faith. As a reward to the Greeks for adopting a pro-British King, Britain ceded the Ionian Islands to Greece.

With the urging of Britain and King George, Greece adopted a much more democratic constitution in 1864. The powers of the King were reduced and the Senate was abolished, and the franchise was extended to all adult males. Nevertheless Greek politics remained heavily dynastic, as it has always been. Family names such as Zaimis, Rallis and Trikoupis occurred repeatedly as Prime Ministers. Although parties were centered around the individual leaders, often bearing their names, two broad political tendencies existed: the liberals, led first by Charilaos Trikoupis and later by Eleftherios Venizelos, and the conservatives, led initially by Theodoros Deligiannis and later by Thrasivoulos Zaimis. Trikoupis and Deligiannis dominated Greek politics in the later 19th century, alternating in office. Trikoupis favoured co-operation with Great Britain in foreign affairs, the creation of infrastructure and an indigenous industry, raising protective tariffs and progressive social legislation, while the more populist Deligiannis depended on the promotion of Greek nationalism and the Megali Idea.

Greece remained a very poor country throughout the 19th century. The country lacked raw materials, infrastructure and capital. Agriculture was mostly at the subsistence level, and the only important export commodities were currants, raisins and tobacco. Some Greeks grew rich as merchants and shipowners, and Piraeus became a major port, but little of this wealth found its way to the Greek peasantry. Greece remained hopelessly in debt to London finance houses. By the 1870s Greece was virtually bankrupt, and public insolvency was declared in 1878. With the great fall greek economy, or what it remained after the bankrupt, was destroyed. A democratic revolution at thessaly and crete, after the fall, maked a huge civil war that lasted until 1880. The greek nation was almost completly destroyed. It is time for rebuilting the greek nation.

Population: 6.000.000

Ethnic groups: Greeks 98%, others 2%

Religions: Orthodox christianity

Official Language: Greek

National holiday: 25 March (1821)

Claims:

Spoiler :
 
Could you at least add something about the effect the Fall had on Greece?
 
Right. I know it. I will edit with the events from 1832 to 1878.
 
I edited history.
 
I am assuming Greece's destitute state was worsened by the Fall, right?
 
signing in as Congo
(for those who participate in SonRISK! no, I'm not going to be like Christos and always choosing to play the same nation. It just happens to be that I'm reading a book about Congo and I think it would be nice to create a what if scenario :D)

anyway claim is Congo.... obviously

more will follow
 
Kingdom of Madras

Gov't: Dictatorship
Economy: Capitalist, with the government owning vital industries (coal mining, munitions manufacturing, etc)
Religion: Hindu
History: A few short years after the Fall overtook the UK, the British government fled to British India. Setting up shop in Delhi, they began ruling with untold tyranny; conditions in India were worse than ever before. A young revolutionary, Vyajra, rose up from the great poverty of the Indian peasants; leading a small army, he personally liberated much of southern India. Unfortunately for him, the British armies were superior; pushed back to Madras, Vyajra was killed in battle, but his armies pushed the British backs. However, several revolts across the rest of India overthrew their British overlords, and the British army dispersed to deal with them. Madras was left to rebuild and extend its benevolent control over India...
 
I edited history with the effects of the fall:

With the great fall greek economy, or what it remained after the bankrupt, was destroyed. A democratic revolution at thessaly and crete, after the fall, maked a huge civil war that lasted until 1880. The greek nation was almost completly destroyed. It is time for rebuilting the greek nation.
 
you know... scratch what I said earlier...
I had my timeline wrong so what I had in mind isn't really believable..

I'll think of something else..... no claims for now
 
Can you please specify your colour, Mosher?
 
I've never read the book although I've always wanted to, however at the moment its quite low on my reading priority ladder.

Also the dates for the people I'm using as leaders... the're a bit skewed...

The Puanarianistic Republic of Andalucía

Capital: Alcalá de Guadaíra, Andalucía
Government: A Socialist Republic overseen by the President and the Prime Minister
Leader:
- President: Simón Bolívar
- Prime Minister: Francisco de Miranda

History: After the failure of Francisco de Miranda's revolution in Venezuela in 1861 he was sentenced to a lifetime in the Spanish prison at Alcalá de Guadaíra in Andalucía from his lonely cell he began to write a book; a book in which he detailed all the reasons for the failure of the Revolution, a book where he listed what he would have done if it had all worked out. In the end the book became more and more to look like a political manifesto. And, in 1868 it was published in Venezuela and in Spain. It immediately attracted the attention of the young Criollo lords of Venezuela. One such nobleman was called Simón Bolívar and had a revolutionary soul, much like Miranda. After reading his book Bolívar decided that he himself could make the revolution work where the old man had not.
After a short and bloody war he was proved wrong.
He too was captured by the royalists and sentenced to a Spanish prison. The two of them somehow managed to make letter contact from their different prisons and soon they would spend nearly every moment writing to each other. They had plans and dreams of a better life for the people, following in the ways laid down in Miranda's manifesto. The one day someone slipped a book into Mioranda's room. It was a small green book that could fit into one's pocet. UIt was of the kind that was easily manudfacturable and so cheap and easy to come by. But this book was one that would change the world. It was entitled An Investigation into the People by Jose Rafael Puan. It laid down the foundations of an idea for a society where every man was equal and each man would get his fair share and be free and happy. The book talked about opposing the system of government and all other things that bind us to a life of deprivation. Miranda and Bolívar were captivated by the book.

A few years later came the means to get to the ends that the book had promised. A great calamity rippled through the world. It would become known as the fall. And during this period the once great Spanish empire began to crumble. Out of the ruins of the dying empire walked Miranda and Bolívar promising the people of Andalucía a better future. They fought a long and bitter war against the Spanish Royalists but soon they triumphed and established Andalucía as a free Puanarianist Republic.

No records of a Jose Rafael Puan were ever found.

 
Tunisian Khanate

Barbary Pirates, but with more horsies.
 
You can have 1 territory, no more. You can have Tunisia.

- President: Simón Bolívar

You realise that Bolivar would be 97 years old at the time, right?
 
That's because the cannibals consider themselves too tasty to get to work building a civilization.

There'll be some NPCs appearing in Northern Europe around Turn 4 so you could take control of them then if you want.

Also, there was a Satanic Cannibalistic Russian Empire centered around Central Asia in the original book that you could play as in this IOT.
 
You realise that Bolivar would be 97 years old at the time, right?

And Miranda would be 130 years old... But like I said the dates are a bit skewed.
 
The Mongolian Khanate in Exile


A once large and proud nation, now living in exile in China. Everyone remembers them from laying waste to Asia, but no one knows what happened to them afterwards. They were constantly treated as a lower class, mistrusted and hated by their Chinese counterparts. Their lands, fought over by Chinese and Russians, it seems they were doomed to their existence. By 1856, they could take it no more. A man calling himself Curew Khan revolted with a large amount of the Mongolian People, saying they shall once again have their lands.

But it was not so. They were constantly beat back, and ready for surrender. By Curew called for support, and their armies met the Chinese one last time. And it was a large victory. The enemies marched back, chased by the warrior of Mongolia. On 1861, Peace was declared, and Mongolia was now a independent state. For the next twenty years, the people tried to establish a working economy and government. Liyt Khan, son of Curew, was the new Khan, but the people would not see a proud nation. The Great Fall purged them from their homes once more, and they retreated into China. There they hold up, intending to once again raise their banner in their land.

Government: Khanate in Exile
Capital: None
Khan: Liyt Khan
Claims:
Spoiler :
 
The Empire of Dai-Nippon


Claiming Hebei, will update this section later.
 
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