IOT: Second American Revolution

Mississippi regions are still better than most other areas.
 
For his sake, I'm tweaking the trait and nerfing his flaw. But the concrete effect of both is up to him.

As for the question that I'm sure will come up soon; yes, I am updating. Just got done the final parts of the map.
 
When exactly is the update? Tonight? Tomorrow?
 
Tonight. I'm done the map and the stats, so it will be up momentarily.

As for those who didn't do so, please make a room for your nation in this group. Thanks.
 
2037

Revolting Remastered


From République de la Louisiane [Omega124]

Somewhere in Neutral Texas....

"No hablo Espanol". The voice, from a male, cackled like lightning. "That was not Spanish, monsiuer, but the wonderful language of French", responded another in a faux-cherry attitude. The two voices belonged to a Texan redneck farmer and a soldier in the Grandé Armée de Louisiane. "I don't give a what that was, get!", the farmer yelled. "Sir, you need to know the benefits of becoming a citizen of Louisaine-"

The man said, "Oh great, Cajuns. Go back to your d*** swamps, you frog eating pricks". "Anarchy is rampart after the fall of Corporate America. Bandits are everywhere, and the New Mexicans aren't exactly the most friendly people around, especially compared to us", countered the soldier. "That's why I brought my 12 Gauge.", said the man, "I'm reckoning I'm going to need it soon". The soldier sighed while facepalming, then stated, "Sir, I have a FAMAS on me. Don't tempt me. Anyways, Louisiane is founded by the principles Thomas Jefferson wrote in the Declaration of Independence, and you'll find that except for our tongue, we are quite similar to pre-Coporate America."

"This is an English speaking country; I have no time learning a language that is only spoken by swamp dwellers", countered the man. "Well, if you actually opened a textbook", said the soldier, "you'll learn that Acadia was settled before Jamestown, and the Great Upheaval to Louisiane before 1776. In honesty, this should be a French-speaking nation. You know what? Screw this, I'm not going to change your opinion". "Wait, I'll take a f***ing brouchure, Jesus", said the man before he ripped it right out of the soldier's hands.

"...Sacrebleu, ils sont ne intelligent pas", said the soldier, before walking out

Spoiler Anachronisms :
Cajun French is much different than traditional French, with the former having major Native and Spanish influences. However, I don't know Cajun, so I will be using the latter. Want to know the difference? Lwizyàn is Louisiana, for starters...)


From The Dakota Union [Verarde]

The Annals of the Dakota Union, 2036

The Recordings of John Gossamer

The Dakota Union continues to thrive. We have officially established our capital in Pierre, and President Hennessy will be making a commemoration speech tomorrow to celebrate this fact. Later that day, he will be cutting the ribbon for the new factory that has been finished in Pierre. This factory should provide an excellent way for us to turn our raw materials into usable items of value.

Meanwhile, expansion has continued. The President, for now, has focused on aiming west. He jokingly said to me the other day, "Go West, young man!" As a historian, I greatly appreciate our president's knowledge of American lore. Our settlers set up base camp in what used to be Medicine Rocks State Park. Here is a picture from the database.

320866397_pL7HL-S-1.jpg


Medicine Rocks State Park

Other settlers also made their way into ex-northeastern Wyoming. We have encouraging reports as to their progress.

For only being in his first year, President Hennessy certainly knows what must be done. He has called for troops to be mobilized in event of war, and has even established a small navy to patrol our lakes.

He is also attempting to open up trade agreements with Canada, as well as any other new neighbors.

People are fearful of the Pro-Canadian Rebels. I have word the President may do something about them soon.

The Recorder of the Dakota Union,
John Gossamer

From the SSRM [Mosher]
Sergeant Smith dropped a slab of recruitment papers into the wastebin. So many recruits, willing to fight to reunite the Glorious States! Unfortunately, the current economic state of the SSRM couldn't sustain such a large amount of troops; only half of the vast amount of try-outs were accepted... It was estimated that, soon, within a year or two, the full might of the SSRM's patriotic population might be released. Every single one of the prospective recruits, that met the physical requirements, was promised that they, too, would be joining the military, to fight to reunite their homeland. The newly-christened Dixie Crushers, the majority of the Maine Army, had already invaded the coastline of the Carolinas, bringing it into the fold and giving the SSRM a foothold in the South. Sgt. Smith thought that the SSRM had a bright, bright future...​

Spoiler Map :
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Spoiler Stats :
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Abilities
Spoiler :

Stable: -5% chance of revolt upon capture of the Capital.
Soviet: Armies have +5% combat bonus and cost half price.
Opportunist: Expanding costs 10% rather than 20% of EP.
Swamp People: +5% combat bonus in any territory this country has owned.
Great White North: This nation is big. Also, +2% defensive bonus.
Patriotic: get double EP from Factories and armies cost half.
Traditional: Infrastructure costs 3/4.
Public Support: 1 bonus EP from every 2 territories owned.
Sense of Destiny: If a territory is captured from this country, they gt bonus armies based on the strength of the invading nation(Max of 4)
Physically Progressive: +5% combat bonus, +1 EP from every 4 land and +1 ep for every 3 Factories.
Split the Country: Splitting the country in half kind of annoys everyone. But they get bonus armies if declared war upon based on how powerful that country is.


Flaws
Spoiler :

Flooding: 5% chance to have 20% of your total infrastructure destroyed each turn.
Under-Estimates Americans: 10% chance to have a -5% combat hit against Americans.
Racist: Diplomattic strains are produced between all nations, PC and NPC.
Homesick: EP gained per turn is reduced by 2
Unsecure: -5% defensive hit.
Poor Industry: Economic Infrastructure give you halfas many EP.
Old Nation: Gets a fixed amount of EP per turn, cannot build Economic Infrastructure, and cannot Expand
Over-Expanders: Expanding costs 50% of this county's EP.
Irregular: Countries are discouraged to talk to this country. Countries with the flaw "Racist" Cannot talk to this country at all.
Too trusting: Espionage Missions against this country have a +10% boost in success.
No-Brainers: working on Projects and other things that involve thinking cost more.


Traits
Spoiler :
Odd: They are so irregular to the rest of the continent(Even to the commies to the West!) They cannot be dilomattically talked to.
Mountinous Terrain: Defensive boost of +5%, cannot expand.
Newly-First-Worlders: They have a reputation to keep up being the only real country in North America. They are forced to be kind to the Rebels of the US and can only get 10 EP/turn...For now.
Island Nation: Navies are the same price as armies
Nobody Cares: This trait does nothing.
The Canal: This country controls the only practical route between the west and east for naval travel. If a navy wants to pass, it must pay EP each time based on the large-ness of the navy.
Worldly Power: This country has a global duty to not mess with North America until the dust of war settles. Unles they are attacked first.
Former USA: This country gets bonus EP per turn.
Anti-Mexico: +10% combat vs Mexican troops.
Disaster-Prone: Every turn, you have a 10% chance to lose 10% of your infrastructure.


Just so you all know, a few revisions to the rules regarding army building will be in the OP soon, and edited in this post for your convenience. I also forgot to add a new flaw to Canada, so expect that in here soon. It's already in the listed flaws.

Economy and Military sheets to be made later today or tomorrow.
EDIT:
Also, each territory has a maximum 5 armies that can be built per turn. Barracks increases this to 7, and Academies increases this to 10. Likewise for ships(Except with docks.) This means, you must from now on designate where armies and navies are built. This also means that only armies built in territories with Barracks/Academies will get the bonus. You can also move armies strategically across the map, and occupy territories to prevent peaceful claims by anyone on that territory. You can only occupy a border province. Border Skirmishes can be fought for control of the territory. You can also send your armies elsewhere across the map. Each army can move ten territories each. I will eventually make sea "provinces", that cannot be claimed but can be fought on.

RP bonuses:

République de la Louisiane: A free claim and a free Factory.
The Dakota Union: Two free Factories, a free barracks, and 3 armies with the boost provided by it.
SSRM: A free Officer's academy and 3 armies with the boost provided by it.
 
Why the EP drop?

Build 20 Armies
 
The first 20 EP was first-turn only. I'm pretty sure I said that xD.

Oh, and RP bonuses for the three that rp'd more than discussing trade(Those are, the three whose rps are in the update) will be made soon.
 
Can't find where you said that but okay.
 
Hmm, I thought I did. But anyways, it didn't make much sense if it were some other way. Rulepost does say that it's one EP per territory. Sorry for the confusion though.

EDIT: Oh, and Ver, I had messed up with the original stat sheet, and accidentally gave you navies. I just converted all navies and ep into navies into armies. That cool?
 
Oh, okay. Yeah, I was wondering why I had a navy. :p

And good to know my RPing is getting some effect!
 
Step, step, step... the sound of thousands of boots slapping against asphalt reached the ears of Major General Baldacchi, as thousands of new recruits flooded the streets of Portland. The formations, in their navy blue uniforms, were beautiful. Tanks, trucks, infantry; they all paraded down the main road. Artillery pieces fired off salvos into the air. The civilians, lining the streets, cheered, throwing candy and money into the parade. The well-disciplined soldiers, however, kept their formation, marching along, looking straight ahead. The legions of Maine would be unstoppable...

SSRM
Build 19 armies
5 in each Maine province, except for capital province which builds 7
1 in the southernmost Carolina province
1 in the Northernmost Carolina province
1 Barracks in the capital province
Begin Timber -> Fruit with Aztlan
 
Actually Omega, I missed 2 more EP for you. It is 12 from land, and 4 from trade. Not quite sure what you meant by the bonus... Your bonus is Infrastructure costs 3/4 of it's original price.

Edit: Oh yeah. everyone look at the orders post in the quoted message. kthxbai
 
Must I designate which territory is building what armies? Or what barracks? etc.
 
Actually Omega, I missed 2 more EP for you. It is 12 from land, and 4 from trade. Not quite sure what you meant by the bonus... Your bonus is Infrastructure costs 3/4 of it's original price.

Edit: Oh yeah. everyone look at the orders post in the quoted message. kthxbai

It was origionally 1/2, I said it was OP, you agreed, so you "reduced" it to 3/4. However, that just makes the bonus even bigger than it was previously.
 
Yeah. Unless you put a barracks inside every single territory, you'll have to do that. That's the only way I can tell if it gets the bonus or not.

Any armies made in the first turn by a country with a barracks automatically have the 5% bonus.
 
It was origionally 1/2, I said it was OP, you agreed, so you "reduced" it to 3/4. However, that just makes the bonus even bigger than it was previously.

I don't follow. It means that instead of, say, a factory costing 4(its orignal price), it costs 3 for you. Until you get that first bonus back.(through RP and country skillz)
 
Okay, thanks. So something like, "Build a barracks in the southeastern territory of South Dakota"?
 
Yeah. And if you want troops, specify how much you want built in barracks(max of seven with one barracks).
 
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