IOT Enlightenment 2: Philosophers and Kings

Turn Zero: 1750

Spoiler :
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http://i.imgur.com/7s5f6.png


NPCs created and listed below, shown in the vaguely blueish color across the world. They're described first with a one-word summation of their foreign outlook, then their trait.

Minor NPCs(One Proivince):

-Mongolia(Isolationist, Industrial)
-Venezuela(Diplomatic, Covert)
-South Africa(Influential, Maritime)

Major NPCs(2 Provinces):

-Dixie(Mercantile, Industrial)
-Poland-Lithuania(Aggressive, Imperial)

Everyone has an income of 3IP this turn, except the NPCs who have less. Orders due by Sunday.

LH's Hints: To claim provinces, you must build troops and attack. Europe's pretty crowded so you people might want to work out what you're claiming ahead of time to avoid mistakes and accidental engagements. I have a system in place, but it can get ugly if more than one nation claims the same province without specifying how they'll deal with their competitors.

Investing in industry may seem like a waste compared to claiming new provinces, but there won't always be new territory you can easily claim. Once you've got a core of land-colonizers, it might be wise to develop the homeland's industrial base.

Navies similarly might be seen as a waste if you're a cloistered European power with lots of potentially angry neighbors, but just think about the success of Britain, historically. If you can win the colonization race and get overseas industry added to yours in the homeland, while everyone else is busy trying to unite Europe . . . .

Build Spies. They can protect you from the other side's agents, as well as inciting rebellions in other factions. Make sure to send a good number of spies when you incite rebels, because the rebellion is only as strong as the number of spies who triggered it.

Come the first REAL update, random events will be added. "Good" events are Industrial Boom(+1 Industry for this turn only), Recruitment Drive(+1 Irregular or Privateer), Exceptional Skill(+1 Spy, General or Admiral), Trade Boom(One Trade Route provides +1IP to both sides) and an NPC requesting Protectorate status from you.

"Bad" events are Industrial Accident(-1 Industry for this turn only), Desertion(-1 Irregular or Privateer), Reaper's Hand(-1 Spy, General or Admiral), Jolly Roger(1 Trade Route shut down for a turn, on both sides) or an NPC declaring hostility towards you, which is as close as NPCs can come to actively declaring war on someone they don't have a land border with. If you border an NPC, it's possible, but ridiculously unlikely that they MIGHT DOW you, but an overseas one simply isn't allowed to.

Just something to keep in mind. There will also be random rebellions, but they're rare and unusual. A rebellion is probably foreign-influenced, but unless it has Regulars/Generals, you'll never know for sure.

-L
 
Order of the Cape Republic

Set 2 IP into the develop of industry in Plato Ciudad.

Set 1 IP into the recruitment of a low end army.

Set said army to claim the province marked in gold next to our land.


The World under Plato.png

Offer trade pacts and non-aggression pacts to all fellow powers in America plus Greece and Rome.
 
China offers trade to the Indian Barbarians.
 
New Wales offers trade to all nations. Obviously, it accepts the offers from the Cape Empire and Celtic Union as well.

We accept the NAP with the Cape Empire
 
Italia accepts all offers from every nation, and offers trade to all nations.

Improve Italy's industry.
Build irregular.
 
The Australian Empire accepts all trade agreements and offers trade agreements to anyone who we are not trading with yet.

To: Iron Islands, China:

We offer both of you a NAP that is rendered null and void if either of us declare war on a third party.

Our Sphere of Interest:

All of small Islands to the East of us plus Hawaii make up our Sphere of Interest. We do not wish to seek aggression with anyone, so please do not expand to these areas.
 
To: Australia
From: Iron Islands


We reject that NAP proposal due to the strange third-party clause and our general disdain of NAPs.

The Iron Islands, however, does understand that the islands to the East+Hawaii are considered with the Australian sphere.
 
The Confederate States of America announce their intention to secure the Texas region into their union. Beyond that, they have designs upon the Caribbean, as do the Venezuelans. NPC-NPC war, while unlikely, looms as a possibility.

Get your bets in and support one or the other, if that's your will! :p

-L
 
The Confederate States of America announce their intention to secure the Texas region into their union. Beyond that, they have designs upon the Caribbean, as do the Venezuelans. NPC-NPC war, while unlikely, looms as a possibility.

Get your bets in and support one or the other, if that's your will! :p

-L

CSA = Dixie I assume?
 
Since expanding industry is a tad expensive, no industry buying for me this year.

Iron Islands: 3 IPC
3 Irregulars


@Australia

Trade?

Edit: Nevermind, you already accepted.
 
I am going to edit my orders, so take note.

Also, my claims include the two provinces mentioned in my orders, and all of central Europe.

Edit: And West Africa.
 
Italia accepts all offers from every nation, and offers trade to all nations.
Colonize the province next to Italy and Occitania with my entire army except for one irregular.
Improve Italy's industry.
Build privateer..

I am going to edit my orders, so take note.

Also, my claims include the two provinces mentioned in my orders, and all of central Europe.

Edit: And West Africa.

You don't start with any irregulars, so you would need to build those to expand. ;)
 
We accept all trade offers execpt the Iron Islands, and offer trade to all nations execpt the Republic of the Cape, Poland, and landlocked nations

To: Iron Islands
From: Iberia


We don't negotiate with pirates. Especially ones who have our rightful lands.
 
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