I've been having some thoughts on a more industrially and trade minded IOT, set in the early 19th century. All I have right now are joining, the map, and the basis of an industry ruleset. I apologize for the lack of formatting.
Joining: Pick whether or not you would like to be a great power, secondary power, civilized nation, or uncivilized nation. I will determine, in the long run, who gets what, but this will give me a general outline of who wants what. The total number of great/secondary powers will be determined on how many people are playing the game.
Great powers start off being able to choose 3 home provinces and 2 colonies. They start off with a higher than average tech, but with higher stability costs to boot. They will also have a larger military.
Secondary powers start off with just 3 home provinces but have lower stability costs to make up for it. They can choose to either start off with Great Power level tech or Great Power level military (in terms of size).
Civilized Nation - Starts off with two home provinces, average tech and a small military.
Uncivilized Nation - Starts off with 1-4 home provinces, determined by a dice roll. The larger a number of provinces they start off with, the higher their stability costs. They start off with a large, but backwards, military and low tech.
Provinces: Each province has a base manpower rating (5 for Europe, 7 for Asia, 2 for North Africa (5 for Egypt), 4 for West Africa, 4 for Sub-Saharan Africa, 3 for South America, 3 for North America, 1 for Australia, 1 for Siberia, each province will have their manpower listed in the province stats worksheet, but this is here now to give you a rough idea of how it'll work) along with a base resource output.
Home province - Acts pretty much like a core province. It's a province integral to your nation, populated by your culture. They produce 2x the resource base, give a 20% defensive bonus, a 50% manpower multiplier, can host 5 factories and train tier 2 infantry/cavalry.
Secondary province - A province not populated by your culture, but speaks your language and largely describes themselves as being part of your nation (though there could be many nationalists amongst them, too!) They produce the resource base, no defensive bonus (asides from terrain), a 25% manpower multiplier, can host 3 factories and cannot train tier 2 infantry/cavalry. +15% stability costs
Colonies - A province administered by your nation mostly for prestige and profit, they produce a hefty amount of resources in exchange for having a relatively angry populace. They produce 4x the resource base, 0% defensive bonus (asides from terrain), 25% manpower multiplier, no factories and cannot train tier 2 infantry/cavalry or any artillery. +10% stability cost per colony.
Occupied provinces - 0x the resource base, -25% defensive bonus (asides from terrain), no factories, cannot train units. +10% stability cost. 1 unit must watch over an occupied province to keep partisans from rising up. These provinces start with a 20% revolt risk, which increases by 5% each turn of occupation until the war ends.
Resources & Factories:
There are several resources available for you to use to either sate your populace or fuel your war machine:
Coal
Iron
Grain
Sulphur
Timber
Precious metals
Cotton
Tea/coffee
Wool
Those are either used directly on your population (precious metals & tea/coffee), or in factories. This is the factory list:
Cement
Glass
Liquor
Canned Food
Small arms
Ammunition
Artillery
Clothes
Luxury clothes
Furniture
Wine
Explosives
Once I've thought this through a little more I'll have a chart listing the effects of raw materials and how they combine in factories and whatnot, but this is the rough draft I have for right now. Thoughts?