LuckNES2: The Fatal Balance

Luckymoose

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LuckNES2: The Fatal Balance IT 2
world_war1.jpg

This NES is set in the Peter III Timeline created by Das. The Entire Timeline can be found below:
The Preview/Setup
Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7
Part 8


RULES: Follow Them


The Players: The players are the heart and soul of the NES. As many of you may join as you want. You can take a country or a rebellion, or you can PM me to ask about something else.

The Stories: The stories are an integral part of NESing and this NES in particular. While you don't *have* to write stories, I do give out bonuses for stories, so its recommended you do.

The Orders: Please send orders for every update you can. I won't punish you for not sending, but it lead me to NPC in a way I see fit. Please organize them nicely, maybe list form. Try to keep them shortish... and no more than 2 PMs. Your actions will have side effects, that’s the universe. Oh, and I like maps.

The NPC's: These are the nations I simulate. You never know if they will roll over or not, so don't take them lightly. They will also respond to your diplo, so keep channels open. Natives and Barbarians are also NPC'ed.

The Updates: The general thing here. Laid out in some order from west to east most likely. Will have a spotlight and random events. You know the drill.

The Map - Not exactly the newest version but whatever. Play the game.

The Countries: Pick and NPC or start a rebellion, and please don't play too uncharacteristically, but if you justify it somehow, I’m cool with it. And PLEASE don't spam my thread with "That is SOO unrealistic". I will penalize your nation if you do that.

NATION NAME
Capital:
Ruler:
Government:
Tech. Era:
Army (Training):
Navy (Training):
Economy:
Size (points required):
Leadership (Military/Civilian): /
Infrastructure:
National Intelligence:
Living Standards:
Culture:
Confidence:
Projects:
Nation Background:

Government

Government - is your form of government. You are free to change your government, and explain it how ever do you want, but that can piss off followers of the previous governments, and might lead to nation-wide riots, or even a civil war. Also, keep it historical. That is, you could invent your own government, but it must make sense for YOUR nation of THAT time. You could consult me about that.


Technology Era

Most Nations shall start in the Early Industrial Age. You can up your tech Era by having a good National Intelligence, along with research.

Late Enlightened Age: approximate analogy in our world is 1760-1790 Europe.
Early Industrial Age: approximate analogy - 1790-1840.
Middle Industrial Age: approximate analogy - 1840-1880.
Late Industrial Age: approximate analogy - 1880-1916.

Military

That will, as of now, consist of army and navy (later to be joined by air force). These will be number-based as it gives more versatility. These will be represented in divisions and squadrons .

What will you have in it? Anything that you can have in it, according to your tech era; if you aren't sure about something, just ask me for clarification. If you just invented some sort of a weapon, you will have to invest some money to re-equip your army/navy with it; the training will also probably drop, due to the unfamiliarity of the weapons. Each “stat-growth” will increase the divisions of the army by 2 and the Navy by 5 (however, there could be exceptions). But know that if you have too large an army, your economy will probably suffer, as will your confidence; of course, both could be, sometimes, restored by successful military campaigns, or perhaps campaigns of propaganda back at home. If you grow your military too fast, your training, and later your military leadership, will suffer.

UUs - one per nation, but can be changed at any point (though the newly-“demoted” UU units will not be happy). They will be separated from other units in the stats. They are grown as normal units. Remember to keep them REALISTIC. If the amount of UUs exceeds the amount of regular units, they will begin to drop in quality, morale and also in loyalty as their commanders, often being rather arrogant and ambitious, will probably try to use their power base in one way or another.

Irregulars - local militias and simple civilian population that, for whatever reasons, took up arms - most often in rebellion or to defend against an invader, though there are exceptions - they aren't good for much that isn't guerrilla warfare, though they can also be a neat diversion, and professional cannon fodder. They aren't too reliable, and often are rather hard for you to control; then again, they are also best left uncontrolled - they fight even worse when away from home, and, on the other hand, if at home they'll probably know what to do better, with their knowledge of the situation and the terrain.

Training - it is done in levels. There are separate training stats for army, navy and fleet, and it is grown with eco. points 10 Divisions can be trained 1 level for 1 ep.. UU is assumed to be one level higher then the average training level for its branch. If your army grows too quickly, there will be a chance of training level lowering.

None-Rabble-Semi-Rabble-Tolerable-Normal-Better-Good-Very Good-Professional-Elite

Conscription will give you a certain amount of conscript divisions that you could specify if you want; of course, conscription, especially in democratic countries, tends to be quite unpopular, especially the large-scale variety...

Logistical Support and Supplies is a must for any invasion. Make sure to set aside some money for that. Armies need food and supplies, and they can't venture very far without it.

Note: Dreadnought Class Battleships costs 4 EP to make 1 Ship

Economy


Economy levels still play the vital role. However, the amount of economy points that you have differs from level to level (if you get a negative amount of them, I will decrease a random stat per negative point); it is also influenced by random events and by economic centers (cities that are either trade centers, industrial centers or capitals of agriculturally-rich provinces); each of the latter provides one eco. point per turn to whoever holds it at the time (i.e. if it is on occupied territory, the occupier receives the eco. point). To grow economy (i.e. to advance from one level to another), you have to a) not spend your eco. points, apart from those received from eco. centers, on anything else that turn and b) to point out what exactly are you going to do to grow it (note that eco. growth might not always be successful, depending on what you do and how things fold out). I want a good reason, not a bad one.

Eco. points could (and should) be spent on growing military, miscellaneous stats (see below), logistical support for the military and on continuing projects.

Eco. levels still could be "sacrificed", i.e. converted into 6 eco. points each. Only two eco. levels could be sacrificed per turn.

Creation of economic centers also requires the investment of at least one eco. point into some specific development programs, most of the times anyway.

Depression (-2)-Bankrupt (-1)-Recession (-1)-Very Poor (0)-Poor (0)-Not Bad (+1)-Normal (+1)-Good Enough (+2)-Growing (+2)-Rich (+3)-Very Rich (+3)-Richer (+4)-Richest (+4)-Economic Powerhouse (+5)-Monopoly (+6) ( I will not allow higher than +6 due to the fact it can get ridiculous. Make EC’s if you must.)

Size

As proposed by Disenfranchised, though somewhat altered by Das. The larger your country is, the more money you will have to spend to grow any particular stat. You could invest money into stat growth over time if your country is large enough; in that case, the stat will still increase, but only in some, probably central, parts of the country.

Small (1)-Medium (2)-Above Medium (3)-Large (4)-Huge (5)-Gargantuan (6)-Half the World (7)

Note that training and military leadership do NOT depend on the above country size. They depend on army size. You need one eco. point per a full 20 divisions to grow army training; 1 per 20 squadrons for navy training; 1 per 20 divisions OR 20 squadrons (so the total amount of eco. points needed is determined by the sum of both the divisions and the squadrons) for military leadership.

Miscellaneous Stats

Those four/five stats below are all grown with eco. points, but, like with growing economy itself, you are supposed to point out what exactly you are doing.

Leadership

Whether military or civilian, leadership is an important factor. Competent military leaders will successfully carry out plans or will even attain some successes on their own without orders; competent bureaucrats will greatly help all government programs and assist the development of the land. But incompetent generals will even with the best plan stagger and blunder, while incompetent civilian administrators will embezzle funds and otherwise will be corrupt. So, this is quite crucial, and cadre preparation thus should be an important priority. Note that sometimes it is best to give specifics when growing this stat (meaning, how EXACTLY are you training your new leaders - what military doctrines should be emphasized, for instance, what stance should your bureaucrats take on the various rebels, et cetera). When you expand your army radically, your military leadership will suffer; when you expand your territory, the civilian one will.

None-Imbecile-Moronic-Stupid-Incompetent-Barely Tolerable-Tolerable-Competent-Better-Good-Brilliant

Infrastructure

Roads, bridges, boats - all things used for transportation of goods and men - are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, infrastructure could sometimes slightly grow economic benefits from trade centers, and it is a must for maintenance of a high culture level in large empires, as well as actually maintaining your grip on faraway provinces. Infrastructure is a key to economic growth. If you have a horrible Infrastructure, your economy could fall.

None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent

National Intelligence

National Intelligence is much like Education, but Education is a misnomer. This is a representation of how smart the people and scientists of your naition are. The higher intelligence means better leadership, better inventions, easier to get to next era

Once someone reaches Enlightenment education, he becomes much more likely to reach the next age as soon as it becomes possible at all. When he does, he loses two education levels.

None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment

Living Standards

This is pretty simple. The higher your living standards are, the happier your population is; the lower, the tougher it is, because of the tougher life. Living standards drop easily, due to economic weakness and war; they are raised as any other economic stats are raised, but the more they are raised the more greedy your people get for more. To create a classic revolutionary situation, raise the living standards somewhat and then neglect them and let them drop.

None-Slums-Very Low-Low-Barely Tolerable-Tolerable-Normal-Higher-Very High-Splendid

Culture

NOTE: NOT GROWN BY ECONOMY DIRECTLY.

This is how culturally strong, patriotic and unified your nation is. A nation with strong patriotism is less likely to fall into a civil war, and it’s people would resist most invaders and otherwise help their government. This also influences army morale. A nation with weak patriotism is unlikely to be as resistant to outside threats, there will often be rebellions and defections.

None-Divided-Untrusting-Average-Strongly Cultured-Devoted-Patriotic-Hyperpatriotic-Jingoist-Uberpatriotic

Confidence

NOTE: NOT GROWN BY ECONOMY DIRECTLY.

People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact, a strongly
cultured nation with little confidence in its leaders can, in its cultural unity, lynch the rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Not that the rulers will care by then...

Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified

Investments

If you invest in something, its more likely to happen. Investing in colonial ventures, inventions, many other things. You must invest in things to make them grow and flourish.


Projects

Basically Wonders or reforms or some big thing you want to do. You tell me what it does. And if to keep it secret or not. I will tell you how many economy points it will take to complete it. Nothing fancy. (0/3) means 3 economy points to complete it.

Nation Background

To better fit in as the ruler of your country, you will have a brief history of each country here
 
PC STATS


Empire of Portugal
Capital: Lisbon
Ruler: Emperor John II/ shortguy
Government: Parliamentary Monarchy
Tech. Era: Late Industrial Age
Army (Training): 58 Divisions(Elite)
Navy (Training): 110 Squadrons(Elite)
Economy: Richer (+4)
Size (points required): Large (4)
Leadership (Military/Civilian): Competent/Good
Infrastructure: Good
National Intelligence: Perfect
Living Standards: Normal
Culture: Devoted
Confidence: Respecting
Projects: Mark Twain(SECRET!)(DONE!), Village Green(Secret)(DONE!), Glory (Secret)(1/8)
Nation Background: The Empire of Portugal has spent the last 32 years holding its colonial possessions in whatever way possible. Defeating diamond smugglers and rebel African tribes they are one of the front most Colonial Powers. They remain Neutral in Europe though they have a army and navy large enough to hold their own.


The Greater Irish Republic
Capital: Dublin
Ruler: President Charles McCork / Swissempire
Government: Parliamentary Republic
Tech. Era: Late Industrial Age
Army (Training): 16 Divisions(Better), 5 Muiri Divisions
Navy (Training): 25 Squadrons (Professional),
Economy: Good Enough (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Good /Competent
Infrastructure: Improving
National Intelligence: Literate
Living Standards: Normal
Culture: Uberpatriotic
Confidence: Loving
Projects:
Nation Background: The last couple decade the Irish Empire has been built on warfare with Asian and African nations. Highly successful and increasingly wealthy and powerful Ireland is a key player in Europe. However tension between Britain and Ireland grows daily.


The United Kingdom of Great Britain
Capital: London
Ruler: Queen Victoria / Perfectionist
Government: Parliamentary Monarchy
Tech. Era: Late Industrial Age
Army (Training): 92 Divisions(Professional), 10 Conscript Divisions
Navy (Training): None
Economy: Economic Powerhouse (+5)
Size (points required): Large (4)
Leadership (Military/Civilian): Brilliant/Good
Infrastructure: Great
National Intelligence: Enlightenment
Living Standards: Very High
Culture: Jingoistic
Confidence: Loving
Projects: Reconstruction (+1 economy level, +1 living standards, +2 infrastructure)(DONE),Henry VIII(secret)(DONE!), Drake (Allows Dreadnoughts)(DONE); Cataract (+1 EC in Egypt, +1 Economy)(DONE),Peel (+2 Infrastructure, +1 Living Standards, +1 National Intelligence)(DONE); Greater Britain (SECRET)(1/6)
Nation Background: Since the end of the war, Britain has spent much of its time taming India and South East Asia. Defeating both the Indian Empire and the Ottoman Empire in a short period of time helped raise Britain once again to the top of the colonial world. Having one of the largest and highest trained militaries in the world. Britain has stayed clear of the USEC alliance and is a lone gun. For now.

The Republic of Sweden-Norway
Capital: Stockholm
Ruler: President Hjalmar Adielsson / Niklas
Government: Parliamentary Republic
Tech. Era: Late Industrial Age
Army (Training): 3 Divisions (Professional), 7 Baltic Marine Divisions
Navy (Training): 20 Squadrons (Very Good)
Economy: Economic Powerhouse (+5) (2 EP Banked)
Size (points required): Medium (2)
Leadership (Military/Civilian): Competent/Good
Infrastructure: Efficient
National Intelligence: Well Educated
Living Standards: Higher
Culture: Patriotic
Confidence: Respecting
Projects: Återväxt (+3 ECs) (DONE!); [Malmfälten (+2 ECs) (DONE!)]
Nation Background: Post defeat of the Greater Baltic Union by the Russian Empire marked a new beginning for Sweden-Norway. The Banker of Europe as it has come to be known. Increasing its wealth greatly and becoming the largest holder of bank accounts for the rich. They have largely disbanded the military and only keep them around as guard and decoration. Believing in the coin not the sword.



United States of Europe and Commonwealths
Capital: Berne
Ruler: President [Swiss] Paul Schneider / Kal’Thzar
Government: Federal Republic
Tech. Era: Late Industrial Age
Army (Training): 48 Divisions (Elite), 67 Divisions (Professional), 33 Kommando Divisions
Navy (Training): 43 Squadrons(Elite)
Economy: Economic Powerhouse (+5)
Size (points required): Huge (5)
Leadership (Military/Civilian): Brilliant/Brilliant
Infrastructure: Improving
National Intelligence: Academic
Living Standards: Higher
Culture: Uberpatriotic
Confidence: Nation Personified
Projects: German Unification(+2 Culture, +1 Confidence, +2 Civilian Leadership)(DONE!) Network(Secret)(DONE) Manifest Destiny (Secret)(DONE), Network Nodes (Secret) (DONE)
Nation Background: After the war and the decade that followed led to a huge increase in the economic value of the GDR and not the rest of Europe. Offers were made to help Europe as a whole out with economic benefits. This led from one thing to another to the absorbing of France and Hungary and later Switzerland into one large Economic Union. Which would eventually be fully incorporated into the United States of Europe. The largest military and economy in the world make give it a lot of pushing power. The 3rd President Paul Schneider is of Swiss decent and is one of the most popular men in Europe today. Tension with Russia still grows as a semi-cold war takes place.


Holy Unified Republic of Italy
Capital: Rome
Ruler: Pope John/ Germanicus
Government: Semi-Elective Monarchy Parliamentary Republic
Tech. Era: Late Industrial Age
Army (Training): 22 Divisions(Very Good), 8 Swiss Guard Divisions
Navy (Training): 35 Squadrons(Very Good),
Economy: Very Rich(+3)
Size (points required): Medium(2)
Leadership (Military/Civilian):Competent /Good
Infrastructure: Improving
National Intelligence: Literate
Living Standards: Normal
Culture: Hyperpatriotic
Confidence: Respecting
Projects: Project Rome (+ 2 Italian culture, +1 economy level, +Rome as economic centre)(DONE!)Salvation (+2 economic centers, +1 economic level)(DONE)
Nation Background: A united Italy brought together prior to the Austrian War. The Pope is a figurehead and created perhaps the most united country in Europe at least for the mean time. Efforts in colonialism were successful until the French invaded. Now they are glad to be nation and instead work on their interior and work with USEC to build railroads and economic infrastructure.


Russian Empire
Capital: Moscow
Ruler: Tsar Alexander II/ Das
Government: Absolute Monarchy
Tech. Era: Late Industrial age
Army (Training): 125 Divisions (Very Good) 20 Divisions (Good) ,20 Cossack Divisions
Navy (Training): 60 Squadrons(Normal),
Economy: Richer (+4)
Size (points required):Huge (5)
Leadership (Military/Civilian): Brilliant /Competent
Infrastructure: Good
National Intelligence: Educated
Living Standards: Low
Culture: Patriotic
Confidence: Admiring
Projects: Supremacy(secret)(DONE!), Gold (Secret)(DONE!) Orion (SECRET)(DONE)
Nation Background: The Russian Empire has largely spent the last few decades building up its industry and staying in isolation. Post Serbian War the Russians really stayed in isolation and in anger as all its allies fell away and the cold war or arms race so to say began in fear of the USEC invading. Feuding with the FSA and USEC continues quietly as the military is ready to pounce forth at a moments notice.


Republic of Greece
Capital: Athens
Ruler: President Phillip Kostanine/ Farow
Government: Republic
Tech. Era: Late Industrial Age
Army (Training): 12 Divisions (Professional)
Navy (Training): 2 Squadrons (Normal)
Economy: Not Bad (+1)
Size (points required): Small(1)
Leadership (Military/Civilian): Better/Better
Infrastructure: Tolerable
National Intelligence: Educated
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Respecting
Projects: Aegean Trade (Increase Trade)(2/3)
Nation Background: After success and arguably the hardest fighting in the Ottoman war they have jumped up to the level of regional power to say. Though weaker in all senses to Turkey they have many allies and trading power which keeps them strong.


Greater American Union
Capital: Memphis
Ruler: President Frederick T. Williams/ Symphony D./ J-eps
Government: Joint Federal Republic
Tech. Era: Late Industrial Age
Army (Training): 96 Divisions(Professional) 40 Divisions (Better), 33 Divisions Légion Etrangère
Navy (Training): 179 Squadrons(Elite), 1 Dreadnought (Better)
Economy: Economic Powerhouse(+5) (1 Banked)
Size (points required): Huge(5)
Leadership (Military/Civilian): Brilliant/ Brilliant
Infrastructure: Efficient
National Intelligence: Perfect
Living Standards: Very High
Culture: Jingoist
Confidence: Nation Personified
Projects: Unissez (New Capitol/EC, +1 Civilian Leadership)(DONE!), Vertex (+2 EC)(DONE!), Précis (SECRET)(DONE!), Libre(+2 Eco Levels)(DONE), Asymptote(+4 Ecs)(DONE!), Connexion (+2 Infrastructure; Construction of Erie Canal)(DONE), Apex (SECRET)(DONE), Spartan (SECRET)(DONE), Leviathan (SECRET)(DONE), Kraken (SECRET)(2/10)
Nation Background: The Union of the former Canadian Republic and Federated States of America into one, super state. Semi-autonomous Federal Government. Formed after years of cooperation between the Canadian and American governments and armies and the longest lasting alliance system.




The Japanese Empire
Capital: Kyoto
Ruler: Emperor Meiji, Prime Minister Teki Anejou/ Darkening
Government: Parliamentary Monarchy
Tech. Era: Late Industrial Age
Army (Training): 20 Divisions(Very Good), 22 Divisions (Good)
Navy (Training): 60 Squadrons(Normal)
Economy: Growing (+2)
Size (points required): Small (1)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Improving
National Intelligence: Well Educated
Living Standards: Normal
Culture: Devoted
Confidence: Respecting
Projects: Shimunki (+3 Ecs)(DONE)
Nation Background: Much like the Americans they used tech advances and science instead of warfare to make Japan a marvel and arguably equal to China in trade and economic power if not slightly less. The Shogunate was officially silenced and the Emperor took full control much to the joy of the people.


Indian Empire
Capital: Delhi
Ruler: Emperor Sawai Ram Singh II / Silver 2039
Government: Constitutional Monarchy [Sun Dynasty]
Tech. Era: Late Industrial Age
Army (Training): 43 Divisions (Better), 10 Divisions (Normal), 15 Secret Divisions
Navy (Training): 15 Squadrons (Tolerable)
Economy: Normal (+1)
Size (points required): Above Medium(3)
Leadership (Military/Civilian): Good / Better
Infrastructure: Tolerable
National Intelligence: Literate
Living Standards: Tolerable
Culture: Devoted
Confidence: Nation Personified
Projects: Project Tiger(Secret) (7/20)
Nation Background: Once united the entire Indian Sub continent and then some, now just a half or less of its original glory. The British defeated them in the war but could not completely conquer them and eventually they were forced to come to terms allowing the Indian Empire to live. Now on the come back they keep with the tech race of the world and try to become a future world player.

North Australia
Capital: Darwin
Ruler: President Erik Smith/ Terrish
Government: Commonwealth Federal Republic
Tech. Era: Late Industrial Era
Army (Training): 20 Divisions(Good)
Navy (Training): 10 Squadrons(Professional)
Economy: Good Enough(+2)
Size (points required): Above-Medium(3)
Leadership (Military/Civilian): Brilliant/Better
Infrastructure: Tolerable
National Intelligence: Literate
Living Standards: Higher
Culture: Strongly Cultured
Confidence: Admiring
Projects: Trans-Australia Railway Network (+Infrastructure, +Economy level, +2EC's)(1/6)
Nation Background: Created as a Commonwealth led by USEC.
 
NPC STATS





The Republic of Spain
Capital: Madrid
Ruler: ???/ ???
Government: Parliamentary Republic
Tech. Era: Late Industrial Age
Army (Training): 20 Divisions(Normal),
Navy (Training): 20 Squadrons(Very Good
Economy: Normal(+1)
Size (points required):Above-Medium(3)
Leadership (Military/Civilian): Good/Competent
Infrastructure: Improving
National Intelligence: Literate
Living Standards: Normal
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background: The Republic of Spain was formed after the French and the Spanish Republicans rose up and overthrew the monarchy. Spain was devastated by the First Global War, losing most of its colonial holdings, except for holdings in South America, the Canary Islands, and Africa. They hold the strategic Straits of Gibraltar, and They could become a major European Player.

Free Peoples Movement
Capital: None
Ruler: General Hernandez/
Government: Generalship
Tech. Era: Late Industrial Age
Army (Training): 7 Divisions(Tolerable), 3 Guerilla Divisions (Normal)
Navy (Training): None
Economy: Not Bad (1)
Size (points required): Above-Medium(3)
Leadership (Military/Civilian): Incompetent/Barely Tolerable
Infrastructure: Dirt Paths
National Intelligence: Illiterate
Living Standards: Low
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background: Free peoples rebellion in south America.


Persian Republic
Capital: ???
Ruler: President Muhammad Hosnin/
Government: Republic
Tech. Era: Late Industrial Age
Army (Training): 22 Divisions(Normal), 13 Conscripts Divisions
Navy (Training): 4 Squadrons(Professional)
Economy: Not Bad (+1)
Size (points required):Medium(2)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Dirt Paths
National Intelligence: Illiterate
Living Standards: Low
Culture: Average
Confidence: Tolerating
Projects:
Nation Background: Formed post Indian war they are a protectorate of England and are Britain’s last ally in the area.


Qing China
Capital: Beijing
Ruler: Emperor Jiaqing II/
Government: Divine Monarchy
Tech. Era: Late Industrial Age
Army (Training): 60 Divisions(Good),30 Divisions (Normal), 10 Divisions (Tolerable) , 15 Beiyang Gun Divisions
Navy (Training): 35 Squadrons(Normal)
Economy: Rich(+3)
Size (points required): Large(4)
Leadership (Military/Civilian): Good/Competent
Infrastructure: Tolerable
National Intelligence: Literate
Living Standards: Low
Culture: Hyperpatriotic
Confidence: Respect
Projects: Pink Floyd (Great Walls)(DONE), I Ching(modernizing)(DONE)
Nation Background: Remaining dormant for several years until the Sino-Japanese war. They have gathered together to increase the technology and numbers of the armed forces and build a great coastal defense system. As they push the Japanese back to the sea, only time will tell if they can hold together and become the greatest Empire on the earth..



Union of Serbia-Romania
Capital: Sofia
Ruler: King Nicholas III/
Government: Absolute Monarchy
Tech. Era: Late Industrial Age
Army (Training): 23 Divisions (Normal)
Navy (Training): 8 Squadrons (Tolerable)
Economy: Not Bad (+1)
Size (points required): Medium(2)
Leadership (Military/Civilian): Good/Competent
Infrastructure: Improving
National Intelligence: Educated
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Nation Background: Defeated Russia in an attempted Annexation now united and anti-Russian.



The Sultanate of Oman
Capital: Muscat
Ruler: Muhammad II/
Government: Sultanate
Tech. Era: Late Industrial Age
Army (Training): 4 Divisions(Normal), 8 Militia Divisions
Navy (Training): 18 Squadrons( Normal)
Economy: Good Enough (+2)
Size (points required):Medium(2)
Leadership (Military/Civilian): Competent/Tolerable
Infrastructure: Improving
National Intelligence: Literate
Living Standards: Tolerable
Culture: Average
Confidence: Respecting
Projects:
Nation Background: They stretch from Zanzibar to Arabia, and the only thing they really have to worry about is the Ottomans and Portugal

Iraq Republic
Capital: Baghdad
Ruler: USEC Governor/???
Government: Protectorate Republic
Tech. Era: Late Industrial Age
Army (Training): 3 Divisions(Normal), 2 Militia
Navy (Training): N/A
Economy: Poor (0)
Size (points required):Small(1)
Leadership (Military/Civilian): Good/Good
Infrastructure: Improving
National Intelligence: Literate
Living Standards: Tolerable
Culture: Average
Confidence: Respecting
Projects:
Nation Background:

Arabic Union
Capital: Riyadh
Ruler: Arabic Council/
Government: Tribal Council
Tech. Era: Late Industrial Age
Army (Training): 3 Divisions(Semi-rabble)
Navy (Training): N/A
Economy: Poor (0)
Size (points required):Small(1)
Leadership (Military/Civilian): Incompetent/Barely Tolerable
Infrastructure: Dirt Paths
National Intelligence: Illiterate
Living Standards: Low
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background: Formed during the fall of the Ottoman Empire by tribes men in Arabia. They are poor and unorganized.

Palestine Free State
Capital: Jerusalem
Ruler: Palestine Counsol/???
Government: Protectorate Republic
Tech. Era: Late Industrial Age
Army (Training): 3 Divisions(Normal)
Navy (Training): N/A
Economy: Not Bad (1)
Size (points required):Small(1)
Leadership (Military/Civilian): Good/Good
Infrastructure: Improving
National Intelligence: Literate
Living Standards: Tolerable
Culture: Average
Confidence: Respecting
Projects:
Nation Background:

Republic of Turkey
Capital: Istanbul
Ruler: President Ismari/???
Government: Republic
Tech. Era: Late Industrial Age
Army (Training): 20 Divisions(Normal)
Navy (Training): N/A
Economy: Poor (0)
Size (points required): Medium(2)
Leadership (Military/Civilian): Good/Good
Infrastructure: Improving
National Intelligence: Literate
Living Standards: Tolerable
Culture: Average
Confidence: Respecting
Projects:
Nation Background:



The Funj Sultanate of Sennar
Capital: Sennar
Ruler: Sultan Badi IX/
Government: Sultanate
Tech. Era: Middle Industrial Age
Army (Training): 5 Divisions (Normal), 45 Divisions(Tolerable)
Navy (Training): 5 Squadrons (Semi-Rabble)
Economy: Not Bad (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Tolerable/Stupid
Infrastructure: Dirt Paths
National Intelligence: Illiterate
Living Standards: Slums
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background: They Sultanate is in its twilight. Threats on all sides and and a tired Sultan, can anyone reinvigorate this Sultanate.





South Africa
Capital: Cape Town
Ruler: President Jean-Jacques/???
Government: Commonwealth Federal Republic
Tech. Era: Late Industrial Era
Army (Training): 18 Divisions(Good)
Navy (Training): 5 Squadrons(Professional)
Economy: Good Enough(+2)
Size (points required): Medium(2)
Leadership (Military/Civilian): Good/Better
Infrastructure: Improving
National Intelligence: Literate
Living Standards: Higher
Culture: Strongly Cultured
Confidence: Admiring
Projects:
Nation Background:
 
Wars:

World War 1: British Empire, Ireland, Persian Republic and Oman vs. GAU, USEC, Empire of Japan, North Australia, Iraq Republic


----
Alliances

British Alliance System: United Kingdom of Great Britain, Greater Irish Republic, Qing China ,Persian Republic and Oman

American Alliance System: Greater American Union, Empire of Japan,

USEC Defensive Alliance System: United States of Europe and Commonwealths, North Australia, South Africa, Union of Serbia-Romania, Holy Unified Republic of Italy, Republic of Spain, Republic of Sweden-Norway, Palestine Free States and Iraq Republic

Russian Alliance System: Russian Empire and Indian Empire

Updates:

1815
1816
1817
1818
1819
1820
1821

BT UPDATE 1822-1853

1854
1855

Spoiler Map 1814 a.k.a Start Map :
lucknes21814hf3.png
 
UU List

Légion Etrangère: an elite military infantry unit whose ranks increase over time from volunteers

Baltic Marines: Skilled in naval landings and lightning war tactics.

Swiss Guard: Loyal to the Pope, they are advanced and highly trained fighting force. Never Surrender is their motto.

Beiyang Gun: Crack Infantry Troops of the Qing Empire

Kommandos: GDR elite troopers trained in desert and bush warfare

Muiri: Irish Marines

Cushoons: Elite rocket brigades can fire multiple types of rocket including incendiary, explosive, and shrapnel. Use mobile rocket carts to fire hundreds of rockets at a time, as well as hand held rocket launchers which can fire single rockets.

Cossack: Russian Calvary
 
7 should be good right? I hope so. Anyway.

YOU MAY NOW POST!


UPDATES WILL COME ON THURSDAY USUALLY MEANING ORDERS DUE WEDNESDAYS
 
I am claiming the Habsburg Empire
 
Which is the Northern Italian Country?
 
Good luck, (though you already have it, since you are Luckymoose,) and I'll be lurking as this progresses.

Thank you. Everyone should have a fun time. Don't be shy to jump in if you find a nation you like unattended.
 
I will join as the Lombardian Republic, unless someone does not confirm and I like their nation better.
 
Get online Farow.
 
Confirming Qing China!
 
edited...confirm NEF
 
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