INES IV: Born Yesterday

Imago

Mirror Wolf
Joined
Jun 15, 2006
Messages
1,758
Location
Earth
This world manifested in barely more than the blink of an eye, and yet its people have history. And a future, too. But be you player or watcher, be wary. Fate only comes out after the truth is known. As this is written, the puniest urchin on our constructed earth may yet make kings and communards bow.
 
Born Yesterday Ruleset

This is NES, which means you play a country’s government (unless you have an idea for a corporation, terrorist group, or something like that). The first, and most important rule, of course, is to have fun, and new players are always welcome. But this is what normal stats look like:

Sampleland/Imago (Creative, Industrious)
Government: Small Republic (55%)
ASP: 3
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 10 divisions
Navy: 10 squadrons
Air Force: 10 groups
Background: The people of Sampleland are happy to live in the ruleset. Much less chance of nuclear armageddon in here.

Let's go through this line by line-

Sampleland/Imago (Creative, Industrious)

Here we have the name of the country, followed by its player status, followed by its two traits. Every country gets two traits out of seven choices:

Aero
Countries with this trait purchase 7 air force groups per ASP as opposed to 5.

Creative
Countries with this trait can have up to 6 types of unique units as opposed to 1.

Diplomatic
Countries with this trait have a sizable boost in their relations with NPCs.

Grounder
Countries with this trait purchase 7 army divisions per ASP as opposed to 5.

Industrious
Countries with this trait have a growth bonus. At level 0 in the Economy tech, +1 ASP costs 2 spending points for odd-numbered years and 3 spending points for even-numbered years, as opposed to 3 spending points in all years. Thusly, Industrious countries advance along the Economy tech track faster.

Patriotic
Countries with this trait need barely fear domestic insurrection from assimilated populations, even in the face of extreme governments and policies. New Patriotic nations will start with bonus approval, and their approval rating hits will not be as hard. Also, Patriotic countries can raise 10 extra irregular divisions per turn.

Naval
Countries with this trait purchase 8 navy squadrons per ASP as opposed to 5.

Government: Small Republic (55%)

The first thing we have here is the government of the country, which includes a size modifier. Countries can be small, medium, or large, which will roughly correspond to eight digits, nine digits, and ten digits of population. Before any bonuses or the effects of the Patriotic trait, small countries can raise 10 irregular divisions per turn, medium countries can raise 20 irregular divisions per turn, and large countries can raise 40 irregular divisions per turn.

In parenthesis, we have government approval rating. Under 50%, and every turn without significant unrest is a blessing. Under 30%, and every turn without civil war is a blessing. Over 80%, and government is probably totalitarian. Approval rating cannot be effected directly through spending.

ASP: 3

Here we have Annual Spending Points. Sampleland can spend 3 points per turn. Other sections of the rules provide a whole host of suggestions for what points can used for, but they can also be banked, if you so prefer. In most cases, it will take 1, 2, or 3 reinvested points to fuel ASP growth. See the GenTech section for more information.

The most important hidden use for spending points is on a spy agency. Points can be spent on the agency in general (maximum 20), or on specific ops, to increase their chances of success.

GenTech: G0.N0.A0.B0.E0

Here we have the primary techs. G stands for Ground Army, N stands for Navy, A stands for Air Force, B stands for Bomb, and E stands for Economy. Each spending point invested in a specific military branch tech will increase that branch’s effectiveness by 5%. Each branch tech can have a maximum of 20 points investment—no part of the military can fight at more than double strength. Further, military branch techs cannot be directly traded.

Bomb tech is towards nuclear or similar weapons. You control the specifics of your own program. For game purposes, bomb tech can be traded, but bomb tech has absolutely no effect until more than 40 points are invested. Every point over forty gives you the option of setting off one nuclear (or equivalent) blast per turn. Thusly, if Sampleland reached 45 invested points in bomb tech, Sampleland could set off five blasts each turn. Every turn Sampleland decides to hold back results in ‘wasted’ usages.

Economy tech is towards more efficient economic growth. Economy tech can be traded, but it has different effects for Industrious and non-Industrious nations. I now present charts for how Economy tech relates to growth cost.

Industrious
Levels 0 to 9 Economy tech: 2 points = +1 ASP for odd years, 3 points = +1 ASP for even years
Levels 10 to 19: 2 points = +1 ASP for all years
Level 20 to 29: 1 points = +1 ASP for odd years, 2 points = +1 ASP for even years
Levels 30 and up: 1 point = +1 ASP for all years

Non-Industrious
Levels 0 to 9 Economy tech: 3 points = +1 ASP for all years
Levels 10 to 19: 2 points = +1 ASP for odd years, 3 points = +1 ASP for even years
Levels 20 to 29: 2 points = +1 ASP for all years
Level 30 to 39: 1 points = +1 ASP for odd years, 2 points = +1 ASP for even years
Levels 40 and up: 1 point = +1 ASP for all years

Because there is a track to increase growth efficiency, trying to cut spending corners and hope for growth is not recommended except in cases of territorial assimilation and economic recovery.

SpecTech: None

This is the slot for all your crazy ideas, like gigantic robots and longevity programs. Techs here are intended to provide circumstantial bonuses, not directly affect military quality.

Army: 10 divisions

1 spending point gives 5 divisions to non-Grounder countries or 7 divisions to Grounder countries. Non-Creative countries can have 1 unique unit, which costs 1 spending point to design, will have a unit cost of your choice (but cheaper equals weaker) and can fall in the army category. Creative countries can make up to 6 unique units spread in any number of ways among military branches.

Navy: 10 squadrons

1 spending point gives 5 squadrons to non-Naval countries or 8 squadrons to Naval countries. Non-Creative countries can have 1 unique unit, which costs 1 spending point to design, will have a unit cost of your choice (but cheaper equals weaker) and can fall in the army category. Creative countries can make up to 6 unique units spread in any number of ways among military branches.

Air Force: 10 groups

1 spending point gives 5 groups to non-Aero countries or 7 groups to Aero countries. Non-Creative countries can have 1 unique unit, which costs 1 spending point to design, will have a unit cost of your choice (but cheaper equals weaker) and can fall in the army category. Creative countries can make up to 6 unique units spread in any number of ways among military branches.

Background: The people of Sampleland are happy to live in the ruleset. Much less chance of nuclear armageddon in here.

Self-explanatory. Hopefully.

The game will consist of a series of updates, each of which covers one game year, or turn. The first turn is 1901. In each inter-turn, you may engage in diplomacy, write stories to get yourself a small game bonus, and/or PM me questions about the game world. PMed orders are due before each update, and should cover your country’s yearly strategy and spending.
 
A Brief Geographic History: How Did the World Born Yesterday Reach 1900 AD?

Spoiler :
Hundreds of years ago, Zheng He came to the New World, reaching a continent the Anglos now call North America. Imperial China was not interested in his discoveries, but mystics, adventurers, peasants, criminals—they all were. Today, the heritage of the great explorer is split between two states: federative Xingguo and royal Shengzhou, which stayed associated with the homeland for longer, but has a racially mixed population with strong Mexica roots.

Not all Amerindians were as lucky as the ones absorbed in Shengzhou. Just across mountains in the center of the continent, the states of Apache and Cheyenne are young and poor. The former is still being organized under the auspices of Anglo Texas, while the latter’s long-suffering people are enjoying a brief rest from generational warfare with the Anglos of the Combined Syndicalists of America. The CSA is a degenerative country—its founding revolutionaries had high ideals and its current ones want only to hold onto power in the wake of their Second American Civil War.

South is the land of Dixie. Its rulers are of Malinke heritage, and Dixie is an Anglo word, but after surviving a brutal war against the Syndicalists some years back, Dixie’s proud ruling landowners decided to embrace the exonym to better fit with their neighbors. But even while they play up to Texas, the landed class of Dixie still oppresses their (nominally) emancipated German agricultural workers, whose forefathers were brought over from Europe in chains when Dixie was still a Malinke colony.

Further south is the Caribbean Sun, a union of ex-colonies from different countries that has managed to wrest Florida away from Dixie. A monarchy, the devoutly anti-colonialist Caribbean Sun has long been thought ascendant, though their relatively small territories make one wonder if the Caribs deserve their reputation.

Rotating back to the north of the CSA, three nations cross the roof of North America. The easternmost, Vinland is more than twice as old as the Chinese states, but the Norsemen have lived out a relatively quiet history, experimenting with the sort of democracy that is only a dream in the CSA and trying—with moderate success—to stay out of the way of independent French Kanata, just to the west, whose people were prideful and abrasive even when they owned allegiance to Paris in the time before the Napoleonic Wars.

Beyond vast Kanata’s southern rail line, one reaches the third of the northern triad, the Aleutian Empire. Born of some of Xingguo’s most ambitious, the Empire is a trading company with its own nation, which became independent during one round of Xingguo’s fractious politics. The Empire’s lands extend into Asia, but let us turn from that for now, and go south again. Far south.

Below Shengzhou, below its Central American sometimes tributary Miskito, is the continent and country of Tilabaiinke. The Tilabaiinke Republic slipped away from its African Malinke metropole much when Dixie did—around the time of the world-shaking Napoleonic Wars. Tilabaiinke has since created a curious state of affairs in the vast land some Anglos stubbornly call South America. For reasons of governmental weakness—Tilabaiinke was never quite as strong as it wanted to be—the nation tolerates three other powerful governments within its official territory.

First, Tawantinsuyu, or the Land of the Sapa Inca, stretches along the parts of the Pacific coast, and, despite its low world profile, is probably the strongest pure Ameindian state that remains. Second, New Deseret lords over the Kodugu River as only a state of theocratic Anglos can. In the mid-nineteenth century, vast numbers of Mormons came from their Salt Lake in Xingguo to expand Amazon City as a riverine port in the heart of the jungle, and the population of their land has exploded, even as Tilabaiinke tries to keep tabs by forging alliances with the loosely organized tribal federations that ring the Mormons.

Third (again with that number), Tilabaiinke tolerates a Malinke presence along the north of their continent. This region, which the Anglos call Great Colombia, is the last colony in the Americas, and only exists because it is not a colony at all. Tilabaiinke shelters the Malinke colonial government from Caribbean Sun wrath by asserting that the monstrous colonialists actually pay tribute to Zanuyeba, and the local Malinke colonial governor humors the upstart Tilabaiinke Republic with missives of submission so he can continue paying taxes to his African masters in Timbuktu.

Across the Atlantic, the Malinke Empire has weakened a bit since its stunning period of activity in the Americas. Still, Timbuktu tolerates rather than is tolerated by the small trade colonies run by the Angevins and the Balts to the south, and the larger domains of Iberia and France to the north. It also neighbors the landlocked Bornu Republic and the old Kingdom of Kongo, and has its own colonies nestled with European ones in undeveloped Southern Africa. The most notable of these imperial outposts is the British Union’s South Africa, which depends largely on Dutchmen for its whites.

Up the East African coast, one finds Ethiopia, which long has resisted the advances of the Ptolemaic Empire south. Ptolemaic Egypt, however, has its attentions split, for it rules Greece and has a friendly relationship with the Bulgar Khanate.

Also in Europe, the Anglos that spread so many American colonies are in bad shape. In 1860, vibrations of France’s great Napoleonic socialist revolution spread across the Channel, and while the London Commune was crushed, the Union of Britain reached a 1864 peace with the Angevin Empire that gave them Manchester, Wales, Scotland, Ireland, and the bulk of the Angevin surviving overseas possessions. The Angevins, meanwhile, are still wealthy in their English heartlands, but are a ghost of the proud royal family that once ordered Anglos to settle the North American seaboard.

The Angevin Continental possessions are a gift of France, but further south, the United Kingdom of Iberia and Naples is a more settled power, one whose world-spanning territories show that a monarchy can keep up with the Bonapartes. The Papal State, sad spire of the main Western European Christian faith, survives through its usefulness as a buffer country. Meanwhile, in Scandinavia, the Baltic Council is France’s other peer, having crushed Russia two centuries ago to establish its northern dominions. The new United States of Russia, however, have regrouped from their country’s temporary disintegration, and play with the sizable and verbally belligerent but horrible decentralized Holy Roman Empire of Germany and Poland, which has only barely accomplished the ending of the German slave trade.

Asia is a land of empires--centered around Judea, the ancient Kingdom of God taunts socialists and democrats, but its attentions have for some decades been more focused on Great Iran, a vast shamanist state that has not been decaying as fast as some would like.

In India, the Napoleonic Wars forced the Angevins away from their once prized Raj, but the United States of Greater India, formed on similar lines as the United States of Russia, picked up many of the pieces. To the USGI’s north, the Hindu Mugala Empire simply outlasted the Raj altogether, and now both states’ main colonial issues are some French and Malinke enclaves.

French Indochina is much larger, but still dwarfed by the Republic of Greater China, which also overshadows Japan and the sizable Iberian set of colonies in the Pacific. The Aleut Empire and the similarly trade-based Siberian Company, which is Russian/indigenous/Chinese, round out the states to China’s north.

In Australasia, the Netherlands-Indie is a mixture of Dutch and older locals, mostly significant because it was the first great repository of Hollanders after the race fled Europe in the 1600s. Younger and wealthier is Nieuw Holland, the nation and continent to the south.

Various minor Pacific islands have been held by the Angevins, the Iberians, and the French for decades. Xingguo has held Hawaii for a century or so.
 
Country Statistics

Aleutian Empire/Eltain (Creative, Naval)
Government: Small Presidential Dictatorship (63%)
ASP: 5
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 10 divisions
Navy: 52 squadrons, 20 Destrier class destroyer squadrons
Air Force: 10 groups
Background: Tired of the curbstomping it annually received by American political entity de jur and Far Eastern political entity de jur, the Aleut Company (a company founded by Xingguo colonists) decided it had enough, revolted, and founded its own country. Thus, Aleuts are mainly Chinese in origin, and identify as Cantonese-Aleutians. This is true for major Mainland Alaskan settlements as well.

République du Kanata/ChiefDesigner (Creative, Diplomatic)
Government: Medium Republic (55%)
ASP: 6
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 29 divisions, 12 Coureurs divisions
Navy: 10 squadrons
Air Force: 5 groups
Background: Following its successful defense of Quebec, France retained her American colonial possessions. However, in the tumultuous years of the Revolution, New France broke away; thanks to shrewd alliances and skillful diplomacy. Now the largest state on the North American continent, Kanata faces challengers on all sides.

United States of Vinland/BILLSIF (Naval, Industrious)
Government: Small Federal Constitutional Republic (42%)
ASP: 2
GenTech: G0.N0.A0.B0.E3
SpecTech: None
Army: 24 divisions, 10 irregular divisions
Navy: 29 squadrons
Air Force: 7 groups
Background: What was once only small Norse communities struggling to stay alive in the a new land, has evolved past its humble beginnings into one of the territorially largest democratic nations in the world.

Xingguo (兴国)/NPC (Grounder, Creative)
Government: Medium Federal Republic (55%)
ASP: 4
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 17 divisions
Navy: 50 squadrons
Air Force: 20 groups
Background: Xingguo, or "new country," is a nation of Chinese settlers who crossed the Pacific and settled in the east. The current state is a political union of a number of colonies that originated in the 18th century.

Cheyenne Tribal Federation/NPC (Grounder, Patriotic)
Government: Small Federation (61%)
ASP: 1
GenTech: G2.N0.A0.B0.E0
SpecTech: None
Army: 20 divisions
Navy: None
Air Force: 8 groups
Background: The Cheyenne Tribal Federation has resisted repeated incursions by Anglo Syndicalists in the past.

Apache Nation/NPC (Patriotic, Diplomatic)
Government: Small Federation (61%)
ASP: 1
GenTech: G2.N0.A1.B0.E0
SpecTech: None
Army: 10 divisions
Navy: None
Air Force: 10 groups
Background: The Apache Nation is very reliant on Texas, and considerable funds flow to Houston only to be redistributed among the Amerindians.

The Republic of Texas/germanicus12 (Creative, Naval)
Government: Medium Two Party Republic (59%)
ASP: 5
GenTech: G1.N1.A0.B0.E1
SpecTech: None
Army: 20 divisions, 20 Texas Rangers
Navy: 26 squadrons
Air Force: 10 groups
Background: Since the Mexican Revolution Texas has always remained militaristic and wary of their new neighbors. Several wars were fought and Texas survived to this day, a slight bit larger but still a small power in a world of inflated superpowers.

Dixie/NPC (Grounder, Diplomatic)
Government: Medium Aristocratic Republic (51%)
ASP: 3
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 27 divisions
Navy: 15 squadrons
Air Force: 19 groups
Background: Dixie’s rulers are of Malinke heritage, and Dixie is an Anglo word, but after surviving a brutal war against the Syndicalists some years back, Dixie’s proud ruling landowners decided to embrace the exonym to better fit with their neighbors. But even while they play up to Texas, the landed class of Dixie still oppresses their (nominally) emancipated German agricultural workers, whose forefathers were brought over from Europe in chains when Dixie was still a Malinke colony.

Federal Kingdom of Shengzhou (生洲聯邦王國)/Krzowwh (Industrious, Patriotic)
Government: Medium Federal Constitutional Monarchy (61%)
ASP: 4
GenTech: G0.N0.A0.B0.E3
SpecTech: None
Army: 30 divisions
Navy: 30 squadrons
Air Force: 15 groups
Background: Shengzhou is a diverse nation originally descended from a mixture of Chinese and Vietnamese settlers and the indigenous population during the 15th and 16th centuries. With a long history as a unique monarchy, it became an independent nation in 1730, and remains influential in its region today.

Caribbean Sun/Sonereal (Patriotic, Industrious)
Government: Small Monarchy (61%)
ASP: 4
GenTech: G0.N0.A0.B0.E7
SpecTech: None
Army: 20 divisions
Navy: 15 squadrons
Air Force: 20 groups
Background: The Caribbean Sun is a union of Caribbean Island states that rose after the colonial powers were expelled from the Americas almost three hundred years ago. Over that period, centralized in Cuba, the Empire has come to control most of the Caribbean, and even stakes claim to Florida.

Miskito/NPC (Creative, Industrious)
Government: Small Republic (55%)
ASP: 1
GenTech: G0.N0.A1.B0.E2
SpecTech: None
Army: 10 divisions
Navy: 10 squadrons
Air Force: 10 groups
Background: Miskito is a weak nation put together piecemeal from former colonies of France and the Angevins. Its creole people often miss the days of the old hegemons, now that they have to handle active neighbors.

Empire of the Sapa Inca/NPC (Patriotic, Aero)
Government: Medium Empire (61%)
ASP: 2 (and 2 points reinvested)
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 30 divisions
Navy: 15 squadrons
Air Force: 17 groups
Background: The Inca are a legacy that survive fairly well.

Holy Empire of New Deseret/Kinich-Ahau (Patriotic, Industrious)
Government: Medium Mormon Theocracy (66%)
ASP: 6
GenTech: G0.N0.A0.B0.E4
SpecTech: None
Army: 20 divisions
Navy: 10 squadrons
Air Force: 20 groups
Background: The expansive efforts of Mormon missionaries resulted in thousands upon thousands of converts from all nations & all walks of life; given that the official church policy at the time was that converts were expected to immigrate to the Mormon heartland, this resulted in the population of Deseret exploding. The deserts & mountains that made up much of the country were poorly suited to any kind of habitation; with the flood of converts pouring into them, they were soon packed in unnaturally tight, with ethnic & economic tensions constantly threatening to plunge the overpopulated nation into Civil War. In 1867, seeking to alleviate these tensions, Aaron Naegle, a wealthy European immigrant, funded an expedition into one of the last unclaimed parts of the Americas- the dark heart of the Amazon Rainforest.

Tilabaiinke Republic/Lord_Iggy (Industrious, Diplomatic)
Government: Medium Republic (56%)
ASP: 12
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 7 divisions
Navy: 20 squadrons
Air Force: 10 groups
Background: A former Malinke colony in the New World, Tilabaiinke's oldest cities are established on the South Atlantic coast, though today it spans a long coastal strip from the mouth of the Kodugu (Amazon) to many leagues south Nunga (Plate). A land of vast, undeveloped frontiers and flourishing coastal cities, Tilabaiinke has grown to be an innovative industrial power since attaining independence in 1744. While military and economic concerns strive to push the Republic's sphere across the New World, its merchant marine does embraces the outside world, operating shipping routes from the West Coast of Africa to East Asia.

Republic of Sudafrika/NPC (Grounder, Patriotic)
Government: Small Republic (55%)
ASP: 1
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 5 divisions
Navy: 5 squadrons
Air Force: 5 groups
Background: The socialist Republic of Sudafrika is dominated by Dutch-speakers.

Kingdom of Kongo/NPC (Naval, Industrious)
Government: Small Kingdom (55%)
ASP: 3
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 30 divisions
Navy: 39 squadrons
Air Force: 10 groups
Background: The Kongolese manage to stay independent from their more decadent Malinke neighbors.

Malinke Empire/Terrance888 (Industrious, Creative)
Government: Medium Absolute Monarchy (47%)
ASP: 6
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 25 divisions, 4 Farari divisions, 20 irregular divisions
Navy: 25 squadrons
Air Force: 22 groups
Background: Without Mansa Musa wasting the Kingdom's Gold, the Mali and the Songhai united just as Columbus discovered the new world and used some of their fabulous wealth to also explore the New World and keep up and even surpass the Europeans. An Empire of many tribes it poses itself as a fair (if heavy handed) arbiter of all Africans.

Bornu Republic/NPC (Creative, Industrious)
Government: Small Republic (55%)
ASP: 2
GenTech: G2.N0.A0.B0.E0
SpecTech: None
Army: 15 divisions
Navy: None
Air Force: 10 groups
Background: Inspired by republican ideas filtered through Malinke, some people of Lake Chad revised into an aspirational nation.

Ethiopia/NPC (Creative, Patriotic)
Government: Medium Empire (61%)
ASP: 2 (and 2 points reinvested)
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 17 divisions
Navy: 25 squadrons
Air Force: 15 groups
Background: Ethiopia has long been the bar restraining southern Ptolemaic expansion.

The Ptolemaic Empire/<nuke> (Grounder, Aero)
Government: Medium Absolute Monarchy (55%)
ASP: 6
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 45 divisions
Navy: 20 squadrons
Air Force: 17 groups
Background: The union of Marc Antony and Cleopatra VII proved too great for the forces of Octavius and Rome. Victorious, they established a thriving Greco-Egyptian Kingdom ruled by a powerful Pharaoh. Though other states have fallen to extremism and nationalism, mighty Egypt has weathered all storms and has stood the test of time.

United Kingdom of Iberia and Naples/m.t.cicero (Diplomatic, Naval)
Government: Medium Constitutional Monarchy (55%)
ASP: 3
GenTech: G0.N1.A0.B0.E1
SpecTech: None
Army: 17 divisions, 20 irregular divisions
Navy: 51 squadrons
Air Force: 15 groups
Background: The Hapsburgs managed to maintain control of Portugal after the Iberian Union and then solidified their hold by the Declaration of Union of 1680, merging Portugal and the Spanish crowns into the United Kingdom of Iberia and Naples. Also, through genetic luck and a gradual end to their practice of inbreeding, the Hapsburgs managed to survive. Now, with its great navy, the United Kingdom holds sway in the Western Mediterranean and maintains a colonial empire.

The Union of Britain/NPC (Industrious, Naval)
Government: Small Authoritarian Socialist State (51%)
ASP: 0
GenTech: G0.N0.A0.B0.E1
SpecTech: None
Army: 4 divisions
Navy: 19 squadrons
Air Force: None
Background: Following the collapse of the greater Angevin Empire, The Union of Britain came to control much of the British Isles and a few former British colonies.

Angevin Empire/Omega124 (Grounder, Patriotic)
Government: Small Constitutional Monarchy (61%)
ASP: 6
GenTech: G1.N0.A0.B0.E0
SpecTech: None
Army: 42 divisions
Navy: 10 squadrons
Air Force: 5 groups
Background: The Angevin Empire held its traces to the legacy of the Norman Conquest and the campaigns of Henry II. Ever since, parts of traditional France have been connected with England as one nation. However, while the dominating English side is very patriotic about this union, the nationalism brought on by the 19th century has led to the idea of Normandy and Aquitaine being part of a French nation state.

The Napoleonic Communes of France/TheLizardKing (Patriotic, Diplomatic)
Government: Large Marxist Democracy (58%)
ASP: 5
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 44 divisions
Navy: 15 squadrons
Air Force: 9 groups
Background: After Napoleon&#8217;s victories in the Napoleonic Wars, his empire survived far into the 19th century. Yet, his early death, and the ensuing 'decade of revolutions' in the German states, Britain and French territories allowed for his successors to craft the previously Imperialistic France, into a Marxist Empire. Marxism itself (if it could actually be called that) is more of an idea taken by the French government to rule and oppress the citizenry is the rather large French Empire.

Baltic Council/Agent 89 (Grounder, Industrious)
Government: Medium Oligarchy (51%)
ASP: 7
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 56 divisions, 10 irregular divisions
Navy: 20 squadrons
Air Force: 9 groups
Background: A Swedish victory in the Great Northern War lead to control over large tracts of the Baltic coastline, as well as the breakup of the Russian Tsardom. However, this rise in power was followed by a series of ineffectual rulers for Sweden, eventually leading to the overthrow of the monarchy and division of the empire. Now, the country is ruled by one Grand Councillor, elected by a group of councilors from each state in the union.

Papal State/christos200 (Creative, Aero)
Government: Small Theocracy (55%)
ASP: 1
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 10 divisions
Navy: 10 squadrons
Air Force: 31 groups
Background: The Papal State is a buffer between Iberia, France, and the Ptolemaic Empire.

Holy Roman Empire of Poles and Germans/NPC (Diplomatic, Grounder)
Government: Medium Decentralized Monarchy (47%)
ASP: 1
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 33 divisions
Navy: None
Air Force: 10 groups
Background: The Holy Roman Empire, forged with the Napoleonic wars, has stopped the export of German slaves, but struggles to do much else.

Bulgar Khanate/NPC (Creative, Grounder)
Government: Small Khanate (55%)
ASP: 2
GenTech: G4.N0.A0.B0.E0
SpecTech: None
Army: 25 divisions
Navy: 10 squadrons
Air Force: 15 groups
Background: The Bulgars have been in Europe for a long time, and are traditional allies of the Ptolemaic Empire.

United States of Russia/Lighthearter (Industrious, Aero)
Government: Medium Federalist Republic (51%)
ASP: 2 (and 1 point reinvested)
GenTech: G1.N0.A2.B0.E4
SpecTech: None
Army: 6 divisions, 9 irregular divisions
Navy: 13 squadrons
Air Force: 23 groups
Background: Following the military defeat to the forces of Sweden in the Great Northern War, Russia has reemerged as a democratic state - an example of representative democracy, and a foil to the Combined Syndicalists of America and their such ilk. Led by a President and a senate of elected Representatives and Senators, the US seeks to spread democracy and protect the sovereign rights of its many states. They do not hate the Swedes and their new Baltic Council, but still press for the return of Finland, the Baltic States, and other traditionally Russian-sphere lands into the US.

Kingdom of God/flyingchicken (Aero, Industrious)
Government: Medium Constitutional Divine Monarchy (55%)
ASP: 7 (2 banked)
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 20 divisions, 5 Kheil Midbar divisions
Navy: 20 squadrons
Air Force: 10 groups
Background: The state built by the Lord Our God, Jesus Christ, centered on Judea.

Siberian Company/NPC (Diplomatic, Industrious)
Government: Small Landholding Company (55%)
ASP: 2
GenTech: G1.N0.A0.B0.E0
SpecTech: None
Army: 10 divisions
Navy: None
Air Force: 20 groups
Background: The Siberian Company profits off timber and mineral exports, but the rise of the United States of Russia has choked off some of the Russian/Chinese/indigenous conglomerate&#8217;s traditional influence.

Great Iran/NPC (Grounder, Naval)
Government: Large Empire (55%)
ASP: 5
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 38 divisions
Navy: 10 squadrons
Air Force: 35 groups
Background: Great Iran is a historical empire that has its roots with the Mongol invasions. It has been ruled by a variety of factions, has split for extensive periods of time, and has not terrified Europe in quite a while. But it is not dead yet.

Mugala (&#2350;&#2369;&#2327;&#2354;) Empire/NPC (Grounder, Industrious)
Government: Large Monarchy (55%)
ASP: 3
GenTech: G0.N0.A0.B0.E3
SpecTech: None
Army: 31 divisions
Navy: 15 squadrons
Air Force: 30 groups
Background: Traditional Tengri religion of the Mongols, or Mughals, in India was replaced by Hinduism rather than Islam, a fact which gave the former steppe nomads' empire increased longevity, greater acceptance and enabled assimilation of Hindu areas further east.

United States of Greater India/Tambien (Diplomatic, Patriotic)
Government: Large Republic (61%)
ASP: 4 (and 2 points reinvested)
GenTech: G0.N0.A1.B0.E1
SpecTech: None
Army: 35 divisions
Navy: 20 squadrons
Air Force: 20 groups
Background: When the Napoleonic Wars swept Europe and Britain fell to revolution, India was left to its own devices. It has since unified all of the British colonies under one banner, a feat of diplomacy and patriotism unparalleled in recent times.

Republic of Greater China/Lord of Elves (Creative, Patriotic)
Government: Large Presidential Dictatorship (69%)
ASP: 4
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 47 divisions
Navy: 1 squadron
Air Force: 5 groups
Background: Japanese Meiji-style modernization gives way to extreme xenophobia against enchroaching foreign powers. Over the course of the late 19th century, various diplomatic and military victories are won against the foreign of enemies of China thanks to a large and powerful military. Ambition towards expansion and global power causes wave of authoritarian intellectualism, power struggle between monarchy and military with military popularly supported by the general public, establishment of a presidential dictatorship backed by the military.

Empire of Japan/LittleBoots (Industrious, Naval)
Government: Medium Absolute Monarchy (59%)
ASP: 3
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 20 divisions, 20 irregular divisions
Navy: 52 squadrons
Air Force: 20 groups
Background: The Japanese Empire industrialized early and began carving an Asian and Pacific empire for itself.

Netherlands-Indie/NPC (Creative, Naval)
Government: Medium Republic (55%)
ASP: 2 (and 2 points reinvested)
GenTech: G0.N1.A0.B0.E0
SpecTech: None
Army: 15 divisions
Navy: 34 squadrons
Air Force: 15 groups
Background: In Australasia, the Netherlands-Indie is a mixture of Dutch and older locals, mostly significant because it was the first great repository of Hollanders after the race fled Europe in the 1600s.

Nieuw Holland/Shadowbound (Naval, Industrious)
Government: Small Republic (55%)
ASP: 9
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 15 divisions
Navy: 42 squadrons
Air Force: 10 groups
Background: When the going got tough, the Dutch got going - to Australia. There they established the greatest nation the Earth has ever known: Nieuw Holland. Just ask any Nieuw Hollander. And with a four hundred year history of consensual government, frugality, and diversity, they come pretty close.
 
Things on Etiquette, Procedure, Etc&#8230;

-Try and keep as much diplomacy and game discussion as possible to the thread and (if these are created) social groups. Being able to see the game go on in front of me is one of the most rewarding things about being a mod, and I&#8217;m sure it adds to the atmosphere for a lot of you guys as well.

-There will be no listings of unique units, active wars, and alliance memberships in the first posts. This will save me time. The UUs will still be named in the country stats and featured in updates, and the wars and alliance memberships will show up in the updates.

-Once again, Have Fun.
 
World Map, 1900 AD (Game Start)

Spoiler :
iv1900.png


*Think of the black islands as imperfections from a c.1900 printer. For practical use, consider each tiny black area directly adjacent to a color to be that color. Only large, evidently intentional, or distant black areas are unorganized/anarchy. The band of islands close to Antarctica, for instance, are distant from any obvious color patch, so they are unorganized, but various tiny islands in northern Vinland are directly adjacent to its green and thus are privy (at least nominally) to its administration.
 
You may now post!

Orders due via PM by 13:00 EST/18:00 BST, Wednesday
 
The Malinke Emperor is here with all his bling in tow!

EDIT: I am missing 1 ASP worth of spending. So I'm assume the slave/reserve soldiers were not allowed (was thinking 1 for 10) and that Farari are 1ASP for 5?

IDK where to put that 1 ASP, so just put it for 5 Squadroons of ships thanks.
 
I am missing 1 ASP worth of spending.

UUs cost 1 point to 'design' before you can start buying them. Figure that in and your stats work.

Angevin Empire here, cringing at that history.

So many people are playing English-speakers and ex-English territiories that your backhistory was made much, much grander than you wanted. :lol: Oh well.
 
The United Kingdom of Iberia and Naples reporting!

Edit: Can you switch me back to Naval? I flip flopped a couple times, but I'm ready to go naval for good. It's more IC for Iberia I think.
 
Sure, but which trait goes to Naval?
 
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