IOT Developmental Thread

The randomness of the stock system in MP2 is still influenced by player moves. It's meant to represent the human tendency to become gripped by irrational fear or enthusiasm in the real-world market (stocks are -not- based entirely on real world values; they are just as much motivated by fear or hope in what's about to happen next as much as any financials). Really, I am not commenting on this any further.

Anyway, back to the topic: good to see some interest at least. :p
 
Expectations. Stocks in real life are heavily influenced by expectations in a day-to-day basis.
 
Expectations. Stocks in real life are heavily influenced by expectations in a day-to-day basis.

Which is what I was getting at... the average trader sells stocks because they feel it'll go down, the average person buys because they feel it will go up. It's when the buying or selling pressure are inadequate that you see those large price increases/decreases. Often these pressures are exacerbated by greed (which results in bubbles) or fear (which results in severe undervaluation).

Anyway. I already factor in stock purchases on the percent change, the RNG is to add a little bit less predictability to it. The system works fine for me, and that's that.

Now if you excuse me, time to make "The Space Race" 's ruleset. :p
 
Really interesting. I take it you won't be applying this in Fiat Homo, though. ;)
 
I see that you could... :mischief:
 
SO I brainstormed an IOT idea based on SPACE
Every player has a choice of three different classes of species detailed here.
It may or may not be unbalanced for now, but I basically crapped ideas and wrote it down. I'd love for our favorite gms to discuss it with me either in IOT chat or in the doc.
Spoiler If you're lazy and didn't wanna click a link :
Species Classes
Every civilization will be a certain class of species, each detailed below. The Galaxy is sure to be diverse, so these classes will be general and pretty non-restrictive.

Humanoid: Scientists predict that most sapient life-forms are Humanoid. These life-forms are bipedal and have human-like skeletal structures.Every person is an individual, and has their own beliefs and opinions. This means that chances of revolt are possible and is weighed more by small decisions than Synthetics. The economy and society is completely monetary-based. Humanoids have no problem with manpower so long as the economy is strong. Humanoids, being able to individually learn their own way around things, are much more crafty than the other races. This means that this class of life has various bonuses in technology and slight bonus in combat.

Insectoid: These life-forms are exoskeletal, insect-like organisms usually ruled by a or several Queen hive-minds. The Queens are indeed sapient creatures, and its drone children are usually its conduit to contact other races. Drones have no minds of their own. If disconnected from their mothers, the drones usually devolve into an aggressive and animalistic beast that has no way of neutralizing barring death. Other than being disconnected however, there is no way to remove a drones’ loyalty to its race’s Queen(s). While the hive has no real society other than some races having multiple cooperating queens, monetary economy is somewhat required for this race to have a presence in galactic society due to certain limitations. The hive mind makes this species the least trained in terms of military, so the hive must make up to that fact with pure numbers and technology. The only way the hive can sustain such a requirement is appealing to galactic society. In this case, this species is half monetary-based and half manpower-based.

Synthetic: These species are robotic intelligences initially created by humanoids. These intelligences aren’t a hive mind like most insectoid species, but have a strong sense of “one for all”. This is to say that every one of the synthetic units sees itself as an image of the entire race. Synthetic domestic society has no need for monetary systems. This society is completely manpower-based. All synthetics in a race are simply given an area of directive and proceed to work in it. Synthetics don’t reproduce in any sense biologically, but construct more intelligences of their likeness themselves to suit repopulating or expanding needs. All synthetics are self-sufficient, thus don’t need to use the galactic monetary system. Instead of money, the synthetics uses a kind of bartering to trade in galactic society. Technologies, ships, resources, etc are traded in galactic society in order to get what Synthetics might want from other species. Every Synthetic race’s individuals have their own opinions on where the race should go. That means that each relatively large decision is voted on by all members of that race. A large split in a decision could mean that a race could potentially break in two if the situation isn’t handled properly. All this means that Synthetics do not produce currencies and do not spend currencies on domestics, but instead assign portions of manpower to different tasks each turn. This does not mean that synthetics cannot trade for galactic currency in order to trade it back in order to “purchase” things from other races in favor of using this currency instead of bartering.
 
Don't worry, I'm sure I'll find the most broken combination of stuff.
 
More about space IOT!

The Galaxy
Spoiler :
236084main_MilkyWay-full-annotated.jpg

Spoiler :
Milky_Way_Galaxy_Map___NS_FT_by_TracerFox.jpg

I reccomend opening them in a new tab.
The first map is the reference map. It will detail just how “big” each race is. It also shows the galactic equivalent to continents, Galactic Arms. Traversing across these huge bodies will require strenuous effort in any of the two ways you go about it. One way would be by researching a more high-tech means of travel. This will require many resources, but well worth it considering the only other way to travel, which is by traversing the core systems into another arm. Traveling across the core systems is dangerous because, as it is widely known, the core systems are FULL of black holes. Many if not all the ships you send to the core will likely be obliterated, to be blunt. There will be a map showing which arms are available to be traveled to from your positions, so don’t worry about how you’d know where and how to travel from place to place.

The second map is the map you’ll be actually planning in. The initial map will be a blank slate, so disregard the colors and key for now. Traveling between systems at low travel tech levels will be at one grid square/turn. This will change in time, given investment of course, and it will eventually be possible to build "jump gate" structures to get between systems faster. Controlled systems will be marked by your race’s color. Each system will have a resource rating and an environmental rating, detailed on another map. Resource rating is obvious. It is how profitable the system will be to you. Some systems may even have resources that gives specific bonuses towards certain fields. Environmental rating is very specific, however. A system’s colonizable bodies can be dominantly barren, icy, incredibly large, have a small atmosphere, molten, have a large atmosphere, or may simply have an incredibly hostile biosphere.

Starting Out
We’ll discuss exactly what your race is in the next section, but for now I’m gonna give you the guidelines on exactly how to pick your system. You can’t pick your system based on resource rating. One you pick your system, its rating will turn to 5 automatically. To actually pick your system, I ask that you post it on a full galaxy map and state which part of the gird its on. For example, the Lowe system is in grid T-P. If you pick it, I expect a map with the Lowe system colored with your desired color, along with its grid location of T-P. Now besides picking a species class, you’ve just about made your civilization! Oh yeah, I forgot to mention. No starting on Sol. Your species can’t be human, either.
 
please make a smaller map or the map smaller
 
None of the two will be happening because their entire points are pretty moot if I do that. Just open them in a new tab. They are zoomed out by default that way.
 
What is MosherIOT: Shattered Europe? It's an IOT, set in in an extremely althist based off of an EU3 game played by Hoplitejoe, mechaerik, and Red_Spy. It focuses more on roleplaying than hard mechanics (though there are plenty of mechanics and rules and whatnot) and roleplay will be rewarded. The year that the IOT starts in is Summer, 1910. Each turn is one season. The Three Great Powers are the Kalmar Union, with its enormous overseas empire, the Greater German Reich, with its extraordinarily skilled and disciplined military and industrial might, and the Polish Republic who, albeit exhausted from instability and revolution, still maintains a powerful army and a large amount of land.
Map with names
Spoiler :
XxuvK.png

Map without names
Spoiler :
uTZm7.png


Stats, Wars, and Alliances

Rules
Spoiler :

Starting out
Spoiler :

Just choose a nation to start in (Kalmar Union, Germany, Poland, and the Amerikan Republic are reserved) and, if you want, make some changes to it if you like. Now, you can't join as the People's Republic of Vestkysten and immediately go laissez-faire without serious consequences, but you have some wiggle room in what you want your country to be.


Economy
Spoiler :

Economy runs off EP. You increase it via spending money; the higher your stability is, the higher chance of getting your money back is - if you are at 7/10 stability, and you invest 5 EP, you have a 70% chance of getting 5 EP added back into your economy. Your actual EP is affected by things like war weariness, revolt risk, and manpower - if you're out of men to work in the factories, your economy isn't going to do so well.
You will be able to spend EP on numerous things, such as:
Army Quality & Quantity
Navy Quality & Quantity
Air Quality & Quantity
Unique Projects
Quality of Life/Consumer Goods


Unique Projects
Spoiler :

Say you had a really neat idea for X, and there is nothing in the mechanics of this game to simulate it? Well, send me a PM describing it! I will PM you back on whether or not it will be possible and how expensive it will be - the more detail you go into, the lower the price will likely be (though this will be a relatively minor factor). Unique Projects can be anything from building an intricate and efficient rail system around the nation, to designing a new type of warship, or designing new rifles, artillery, etc - pretty much anything you can think of. Spending on unique projects will not get immediate returns from economic investment; instead, the money will be gradually funneled back into the economy (being rolled on each turn). You will, however, receive the benefit of your project as soon as it is completed. Projects can range from one turn to several to complete, so make sure to bear that in mind.


War Weariness and Revolt Risk
Spoiler :
Revolt risk is the inherit chance of a revolt breaking out in your nation on any given turn. It is a slider going from 0-100, and is raised through war weariness, losing battles, losing cities, manpower loss, long bouts of war, etc. It is lost through long periods of economic prosperity & peace and a high quality of life.


Quality of Life
Spoiler :

Your people like being warm, well fed, and happy. Investing money into Consumer Goods will increase your Quality of Life, a slider that ranges from 0 to 100. 5% of your economy invested into consumer goods = +1 QoL. Quality of Life effects several things, such as war weariness, revolt risk, and high quality of life nations will tend to have an inclination to +stab events. A low quality of life will greatly increase revolt risk (and war weariness if at war) and hurt your economy.


Stability
Spoiler :

Stability runs off a slider of 1-10. Having 1 stability means your nation is on the verge of breaking apart and likely has a civil war on the horizon; 10 means your nation is happy, productive, and secure. You can not directly effect stability, but it will go up from long periods of peace and economic prosperity, and will go down from long periods of war weariness and revolt risk. A low stability will hurt your economy, revolt risk, and war weariness (if at war)!


Occupation
Spoiler :

So, what happens once you've defeated a nation and are trying to decide what to do with it's broken down, smoking remains? You have 4 options.

Collaboration Government: The puppet state has full control over it's production. However, it still follows your example on the international stage. 5% chance of revolt.
Military Government: You have appointed a military official to control the government. The government sends 25% of its IPs to you as tribute. 10% chance of revolt.
Full Occupation: Your military is in control of the puppet state. The state will send you 50% of its IPs to you as tribute. 20% chance of a revolt.
Total Exploitation: War crimes are abound as your military is going to try to extract every piece of wealth it can. 100% of the IPs are sent as tribute. 40% chance of revolt.

Naturally, there are varying circumstances when it comes to occupied places; perhaps there is a large political minority in the nation that supports your nation? Perhaps you are unintentionally liberating a people, oppressed by their masters? Depending on the circumstances and RP of both sides, RR will increase or decrease. The numbers listed above are just baselines.

Naturally, due to the nature of warfare and occupation and the like, along with nationalist sentiments, manpower from recently-conquered areas are going to contribute very little to your total. You can, of course, institute a draft, but expect many people to dodge it or cause outright riots - and don't expect the new troops to be loyal at all.


Home Armies/La Resistance
Spoiler :

Say you're invaded and losing a war - you stick it out to the end, bravely, but your country is ultimately overrun. Fear not! If you are eliminated from the game, you can sign up as the X Resistance (where x is your nation). Resistances operate primarily within the bounds of their former nation (though they can extend their reach elsewhere, it won't be nearly as effective) and operate off a few key resources: supplies, training, and the aggressor nation's war weariness/revolt risk. You generate supplies by doing theft missions and training by investing wealth into Training, which will function similarly to Army Quality but it is the average of your opponent's Army Quality investment compared with your Training investment rather than being compared with the rest of the world. The aggressor's war weariness & revolt risk will give you bonuses as well, such as increased combat and local support. Eventually, once you have enough manpower, supplies, and training under your thumb, you're going to want to rise up. This is the Home Army mechanic. A Home Army costs 25 Manpower and 25 supplies. After you have a Home Army, you will begin fighting as normal - though be warned that your nationalistic fervor will be matched by higher quality troops by the other side. Saboteurs are The Resistance's special unit, acting as spies that do numerous missions. If you want to gift supplies to a Resistance, 1 EP = 1 supply.
List of Resistance Missions -
Theft - Steals supplies from a nation. 25% chance of success + revolt risk.
Assassinate Military Official - Assassinate a high ranking military official in occupied territory. Will raise war exhaustion, revolt risk, and be generally bad. 10% chance of success + revolt risk. How high ranking is determined by a 1-20 roll (1 is might be a corporal or something, 20 might be your commander in chief.)
Incite unrest - Increases revolt risk depending on how many saboteurs you invest into it - 1 saboteur will increase it by 5%, 2 by 10%, 3 by 15%, etc. Success chance is 30% + revolt risk
Incite revolts - Causes a small revolt somewhere in occupied territory. Could lead to an AI-led Home Army if not taken care of by the occupier. 15% success chance + revolt risk.
Assassinate Political Official - assassinates a high ranking political figure in the aggressor nation. How high ranking is determined by a 1-20 roll (1 is basically a postal worker, 20 might be your vice president). 1% chance + revolt risk.
Create Home Army - Creates a Home Army. 100% chance of success.
Train - Invests supplies into training.
Hire saboteurs - 5 Supplies = 1 sabotuer

War
Spoiler :

War depends on three main things: money, manpower, and army quality. Money and manpower buys armies while army quality wins battles. Armies will cost 5 EP and 25 MP.
Army Quality is determined by how much money you invest in it. Average AQ will be the average of how much money is invested, in total, by every nation in the world; if the average amount of EP invested into Army Quality is 10 EP, then 10 EP will be the Average. If you invest 10% below or 10% above that you will reach the next rank, or a lower rank. And so on. The ranks are:
1. Non existant - 50% penalty to combat - Armies 5 EP cheaper
2. Extremely weak - 40% penalty to combat - 3 EP cheaper
3. Very weak - 30% penalty to combat - 2 EP cheaper
4. Weak - 20% penalty to combat - 1 EP cheaper
5. Meh - 10% penalty to combat - No difference.
6. Average - 10% bonus to combat - 1 EP more expensive
7. Strong - 20% bonus to combat - 2 EP more expensive
8. Very Strong - 30% bonus to combat - 3 EP more expensive
9. Extremely Strong - 40% bonus to combat - 4 EP more expensive
10. Invincible - 50% bonus to combat - 5 EP more expensive

Naval & Air Stuff
Naval/Air quality works just like army quality. Navies cost 20 EP and 10 manpower and a fleet of aircraft costs 15 EP and 10 manpower.


Manpower
Spoiler :

Your manpower is a representation of how many men that are old enough to fight are available for you to enlist in your nation. Enlisting ALL of your available manpower will both increase revolt risk, decrease stability, and bring manpower growth to a screeching halt. If you are in a truly desperate situation, you can enact laws to bring young boys and old men into the fight; doing so, however, will be unpopular and growth will be hurt for a long period afterwards.


Random Events
Spoiler :

Random events are quite simple. I will roll once for each nation each turn, 1-20. If you roll 1-9, you will get a bad event; a 1 will be a devastatingly awful one, and a 9 will not be so bad. 11-20 will be good events with 20 being ungodly awesome and 11 being not that great, with 10 being a middle ground of equal parts bad and good. I'll post all of the events in the main update, and then it will be the job of the player to send me in orders concerning the event at hand. If you decide not to send in orders, I will automate it - no guarantees on good results.
For instance, let's say that the Floridian League rolled a 9, and got an event called, we'll say, "Hurricane Zack Sinks Supply Convoy."
I'd go into some detail about it (for the purposes of this explanation detail about the event is not needed outside the name), and then Player Y would tell me what to do about it, with varying results depending on what he does. Simple.



History so far - (incomplete)

Spoiler :


Iberia - After the Triple Alliance's intervention in Spain's, the region erupted into chaos; decades of civil war left the peninsula in chaos until, in 1795, a combined Moroccan/Algerian force launched the Reconquista of Iberia. With Castille, Portugal, and various Iberian factions constantly warring, Muslim soldiers landed in Granada. The populace of Granada, tired of constant warfare and strife, accepted the law and order that strong, Muslim rule brought on them. Superior, undivided Muslim forces soon pressed against the Christian nations in the north, and by 1830, half of Iberia had fallen. However, Christian nations in the rest of Europe deigned to intervene on behalf of the remaining Christian kings in Iberia. By 1880, the Christians weren't in as quite a desperate situation, though Catalonia had lost Barcelona in the fighting. Civil war in the French regions left Bearn and areas north of it poorly defended, and Catalonia seized it purely as a new source of food and manpower. In 1910, tensions between Northern Iberia and Andalusia have sparked again as Muslim armies mass on the Castillian border, Portugeuse ships raid Muslim shipping, and Catalonian militia regiments sow the seeds of rebellion in Barcelona; Iberia is at a boiling point, who will emerge victorious?

France - The splintered state of France another product of Triple Alliance intervention, France was split into many tiny states. Over the decades, duchies and kingdoms have slowly emerged as dominant powers in the region; Bar, along the German border, plots to bring back the glory of Burgundy, while the North French Federation seeks new trade routes and partners. In the west, Berry exerts dominance over its capital in Bordauex, plotting a way to reacquire their old city of Berry. In central Gaul, the tired, beaten, and disgraced true French kingdom plots, planning on its eventual reunification of France - and perhaps, given the right circumstances, it will emerge as a power to rival Germany itself. In the south, the Occitanians sit atop their rich nation, enjoying a position of great wealth and prestige - the only problems being the Catalonian occupation of parts of France. What will happen in France? Who's to say?

Poland - One of the three founding members of the Triple Alliance, Poland is one of the great powers of Europe. Before the Polish-German war of 1727, Poland was ruled by the Jagiellon family and it's lands streched from Bohemia in the west, Moscow in the east, Saint Stanislawbug in the north, and Istanbul in the south. After being allies for nearly three hundred years, Germany and Poland split after arguements over the Balkans when Germany left the Triple Alliance and found the German Confederation with it's vassal states and Austria. When fighting broke out over Holstein only thirty years after, Poland quickly joined it's ally The Kalmar Union in defense against Germany, starting the Polish-German War. The war intially went well for Poland, but then it suffered a series of large defeats that contuined through the rest of the war. When peace was signed in Berlin on 1734, Poland lost most of it's Hungarian territories, Bohemia, it's Greek holdings, and parts of Russia. Not long after the defeat revolutionaries blamed the royal family on the loss, and the Jagiellon family was ousted from power in 1759 and the Polish Republic was declared shortly after. Currently, Poland is a relativily poor nation compared to the rest of Europe, but has the largest, but not well trained, army in all of the world. Due to the poor state the country is in several influecial and radical groups are growing in power inside Poland. The largest of these are the nationalists in the North, and the communists in the south. Many expect the upcoming elections to be decisive in the history of the nation.

Italy - Italy, a peninsula in Europe constantly existing in a fractured state; though far more unified than ever before in its fractured past, the three nations that have a grip in Italy still vy for control constantly and are constantly undermining the efforts of the others. The Italians, who maintain an iron grip on the central region of the Italian peninsula, are in a precarious position, wedged between the powerful armies of Austria and the invincible navies of the Sicilians. The ancient Austrian Empire, a powerful entity stretched along the Adriatic Sea and in Lombardy with armies rivaled only by the Germans. Though, no matter how powerful its allies, its political situation is poor; nestled between revanchist Italians, Balkan states, and the powerful Germans, it will have to play its cards wisely to come out ahead. Finally, in the south, is the fairly new, and economically powerful, Sicilian Empire, stretching from Sardinia to southern Anatolia. With a powerful navy and a powerful economy, it is poised to dominate the Mediterranean; however, due to its relative newness and nationalist feelings of the different regions of its populace, for how long can the Sicilians maintain their island empire? It appears as though there will never be an Italian power that dominates all Italian regions, without drastic change.

North America - North America, a continent once belonging to vibrant natives, since wiped out by the Dano-German settlers who dominate the continent. Though Denmark acquired far more of North America than the Germans, much of the fertile eastern seaboard became home to German settlers; a strong presence of German soldiers generally kept Danish raiders away. Not long after the first German-Polish War in 1727, in which Denmark was a participant, the German Reich was forced to raise taxes in their few remaining colonies that Denmark did not strip them of to pay war debts and to restabalize the Dano-German border in North America. German colonists, angry for having to pay for a war the Reich fought for them, declared independence shortly afterwards. The German Reich, exhausted from a long, grueling war with the Danes and Poles, put up only a half-hearted resistance before letting go. The newly founded "republic," founded on ideals of "liberty," was led under the iron rule of President Jorge Warshipington. Under the leadership of Warshipington, Amerika entered pursued a policy of "liberating" other parts of Amerika. The Danes, naturally, were not happy about this - the rest of Amerika belonged to them! The Kalmar Union issued a warning to the nascent Amerikan state - cease and desist or face annexation. The Amerikans chose to go to war.
Over the next six years, 1838-1844, Amerikan militias and under equipped regulars engaged in several conflicts with Danish Colonial Militias and a handful of Royal Armies - the war would have continued as a stalemate, if not for the actions of Simon Barley, a farmer-turned-revolutionary from the Danish province of Vestkysten. With the support of local farmers and workers, using promises of a proletarian state, ruled by the workers, where all men were equal, along with arms shipments from the Amerikans, an enormous revolt broke out in Vestkysten's capital - Helgen Henry (San Francisco). With Danish forces exhausted by years of fighting Amerikan forces - even if they had made gains, small or no - the Danes surrendered control of Vestkysten to the rebels. Now forced to retreat into New Jutland - surrounded by revolutionaries to the west and Amerikans to the east - the Danes were forced to march north, leaving New Jutland to the mercies of Amerikan and Vestkysten forces. Not two months after the Fall of New Jutland, reports came in of the atrocities that either side committed on one another, as Amerikan forces attempted to crush the Vestkysten People's Army, to march their army from sea to shining sea, and both Vestkysten and Amerikans raped and pillaged the landscape to feed their armies. With Kalmar forces beaten and ragged, and with newly-formed Vestkysten armies already in control of Vancouver and pushing north to Alaska and a nationalist movement starting in Canada, Kalmar Union forces fled through Hudson Bay, to quell revolts in colonies that were not quite as hopeless as North Amerika.
Now, Vestkysten communists and Amerikan "revolutionaries" continue to fight over war torn New Jutland, a nation nearly irrevocably scarred by war. In the north, the Canadians, having since broken off the Kalmar Union, mass their troops on the Amerikan and Vestkysten borders, paranoid of invasion. In the south, the Floridian League, a sovereign nation that still bows to both the German Reich and the Kalmar Union, gives arms to all sides and continues to earn a tidy profit in it's small island empire.

South/Central America - Though generally a poorer region than its more northernly neighbors, nationalist embers burned just as brightly in South America as the northern continent. In the north, Kalmar-dominated Gran Colombia held a convention, after some particularly harsh taxes were instituted on them to pay for the Polish-German War. After several protests and the destruction of several merchant vessels docked in Gran Venezuela ports, the capital of the province - Caracas - was occupied by Kalmar Colonial Defense Forces. The people, outraged, rose up to drive the soldiers out - and they were brutally, brutally suppressed. The Kalmar Union was not willing to lose any more colonies to "revolutionaries," not after the debacle in North America. Revolutionary sentiments boiled in the country for some years, until, in 1895, they hit a boiling point - Gran Venezuelan Militia units, along with Guyana Regulars and Colombian peasants rose up; the Kalmar Union, already distracted with revolts in the mostly German cultured Danish East Indies, couldn't dedicate enough forces to hold onto the three provinces. And thus; the Republics of Colombia, Gran Venezuela, and Guyana were born; the Danes were mystified. How had simple peasants and militiamen rallied enough manpower, small arms, and decent enough training to beat some of the best Danish infantry units in the army? The answer, naturally, was the English - a beaten and humiliated nation that was forced out of their native lands around London and forced into exile in Brazil, the English were always out to avenge their defeat at Danish hands and saw the Northern South American Revolution as the perfect time to do so. Thousands of English weapons, grunts, and officers trained and supplemented North South American forces enough to, if not outplay, to overrun Danish divisions posted in Caracas and in other parts of Venezuela.
The nascent republics, however, were weak - and Kalmar was always looking for to regain their American holdings. Delegates from all three nations arrived in Caracas to discuss a unification treaty - linking all three together economically and militarily, to fight off both foreign and domestic threats. The Treaty of Caracas was signed June 1st, 1901, and the South American Confederation was born.
The Incan Empire, an ancient empire based along the western coast of South America, had only maintained its rich, though backwards, nation through the good will and protection of the Danes. Incan gold in exchange for Danish protection - and as such, after the fall of the South American Confederation to revolutionaries, the Incan Empire became the strongest presence of Kalmar influence in South America. Without any colonies remaining in South America - or, indeed, any of America besides the Caribbean - the Danes began to exert their hefty influence with the Incans, ultimately ending with the Incan emperors being forever vassalized to the Kalmar monarch. As such, Danish officers supplemented Incan soldiers in a war against the English, in which significant tracks of land were transferred to the Incans.



MosherIOT: Shattered Europe will likely begin anywhere from Tuesday to Friday!

Changelog -
Oct 11 - Reworked armies, warfare, etc
Oct 11 - Added Polish history
Oct 11 - Changed prices of armies
Oct 12 - Added Home Army/Resistance mechanics
Oct 12 - Stats added.

I can answer any question anyone has about a nation that they'd like to play aside from hard stats which I still haven't done.
 
Now that's an EU3 alt-hist that I can relate to. :D
 
Can I reserve Hindustan?
 
It lacks a Papal States or the possibility of one, therefore its unworthy of my attentions :P
 
It lacks a Papal States or the possibility of one, therefore its unworthy of my attentions :P

Rome fell shortly after the Protestant Rerformation. The city was annexed to the Polish Crown, and the Papacy began to reside at Trier, where the popes were forced to swear oaths of vassalage to the Kaiser, who was/is also Emperor of the Romans and Defender of the Protestant Faith.
 
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