NES2 V - The Great Game.

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das

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NES2 V - The Great Game.

Rules.

DO NOT POST UNTIL I SAY YOU CAN.

Setting

Not really all that long ago, in our own world but in another universe, life went on. A great era of peace was inaguarated in 1827, and so far, towards 1860, the world was in a comparative state of peace. Sure, there were colonial wars and naval incidents, and many other little outbursts of violence, but generally, things were peaceful. This was an unnaturally-long calm before the storm, and thus the storm promises to be even more violent than what one could expect. For underneath the peaceful facade, tensions grew.

For long have the Kingdom of France and the Federated Kingdoms been the leading powers of the world, fighting on the land and the sea, at the courts of foreign powers and in the very souls of peoples primitive and civilized alike. Both had their victories and defeats, but neither could break the other. Both, also, brought allies - Britain befriended the Holy Roman Empire, France - the Qing Empire of China, and so forth. Yet the distance between the two great powers and those powers that are considered second-rate is decreasing; China and the Empire, after a period of reforms, became quite strong on their own right, and so did the Kingdom of Poland and the Ottoman Empire. And even the lesser powers could hardly be ignored in the combat for dominance that spans the world. Meanwhile, in the shadows, the increasingly-obsolete existing social, political and economic order is beign threatened by a caleidoscope of revolutionary movements, and dissent is growing world-wide, both in the homelands and in the colonies; and speaking of colonies, Africa, the last (or maybe not...) cake undivided, is also the battlefield of great powers, and of various native tribes or even empires.

For long has this world been in a state of comparative peace. Yet the "New Roman Peace", so-called after the treaty that ended the Nine-Years War, cannot hold forever. A new generation grew up, and it knows not the horrors of war. Already, voices call out - for war, for revolution, for colonization, for, above all, action. And already, the leaders of countries great and small prepare for the coming time of chaos and violence, prepare to play their part and play it well in this game, the Great Game.

Do play it.

Introduction

In spite of some pessimism about this expressed by certain persons, I maintain that it still will probably work.

A few things before we start, though. I request that all those that join this make sure to:
a) commit to this fully;
b) read the rules;
AND
c) have fun.

Players, stories, orders, NPCs, barbarians, updates, map, countries

Players - unlimited. Please only join if you trully have the time to PARTICIPATE, and that doesn't simply mean telling me to "grow economy" at every turn.

Stories - not necessary, but very encouraged. For good (and FULL-LENGTH, i.e. two-three lines will not be considered one) stories, I will give out story bonuses (but not as generous as in ITNES I). Don't forget that stories create atmosphere like nothing else (apart from good, precise, in-depth updates perhaps, but that's not my specialty I'm afraid).

Orders - orders in a list. Ideally, they should be precise and easily-understandable, because I'll have to deal with lots of them; naturally, they will probably be quite long anyway because you people rarely trust your buerocrats and generals for some reason. In democratic and other councillary forms of government (such as Feudalism), you'll have to take the opinion of your council into account; sometimes, depending on your nation's constitution, it might even take matters into its own hands altogether. This, by the way, is one of the reasons for you to send orders a day before the deadline, so that I have time to inform you if the council disapproves of any parts of your orders; the other reason is that it just makes things easier for me. Oh, and note that some of the actions you order might inadvertly have sideeffects, positive or negative.

NPCs - lol, considering they’re NPC, I will play them, kinda. Same as the NPCs in all other NESes of late. Some will roll over rather easily, some will be harder to fight than PCs...

Barbarians - as not all of the world is civilized yet (most is), the barbarians will be there. Not innovatively, they will be light gray and have no stats. They will have their names written on them, unless I forget to do that. And many of them are likely to attack you and try to eat you; others only want to be left alone, and when somebody tries to change that they will... well, they'll try to eat whoever tries that too. The barbarians are NOT to be underestimated, some of them could bring out a horde of ferocious warriors five times larger then your army (okay, maybe not).

Updates - Updates come on WedNESdays (unless I say otherwise), yet the orders have to be sent in by Tuesday barring emergencies. Where I live the deadline for orders is 20:00, GMT it should be 15:00, and I don't know nor want to know what time it should be on the western coast of North America (which is where I know for sure there are at least three NESers of note). Updates will consist of “military events” (including violent rebellions, not just wars), “other events” (mostly domestic, but also foreign), “random events” (random events - people who write good stories get good random events, often related to what they’re writing about. And there is also always a “bad” random event for a random nation, lots of them), “spotlight” (a more detailed description of something that happened) and “ooc” (OOC comments and death threats).

(boldened to make sure you people actually notice it this time)

Map - I will use the current version of the collectively-improved "Jason map". I will put in cities (black circles), fortifications (line of black squares) and rebellion areas (dark gray area within nations). A capital is a city with white borders; an economic center is a city with red borders (a capital economic center will have a combination of the two).

Countries - pick a NPC, create your own (tell me where and tell me some details - ruler, brief history, culture - and I will give you the stats) or start a rebellion or demand for independence. Also, please read your nation background, and don’t act uncharacteristically. Right now, you could only create your own; you should do it within a Civilized Zone (more on that later), and you should either make it historic for the period, either make an althistoric nation, hopefully an original one; in the latter case especially, you should write down the basics of your culture and generally of what makes your people unique. Note that while there are no alliances in the beginning, some nations are much more likely to ally then the others, dependant on past history (that’s why you probably should read the nation backgrounds) and, ofcourse, on the situation at hand.

NATIONAL TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Centralization:
Tech. Level:
Army (Training):
Navy (Training):
Economy:
Leadership (Military/Civilian): /
Infrastructure:
Education:
Culture:
Confidence:
Projects:
Nation Background:

Government

Government - is your form of government. Now note that I DON’T want the “Sheep2’s [insert nation ever played by Sheep2 in a non-Fresh Start NES here]” syndrome in this NES. 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 a civil war, depending on what mood I am in. 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.

Centralization

This is one of the most important issues of politics historically and today. A centralized state is, on one hand, more efficient as its resources are much easier to control, but, on the other hand, is quite vulnerable and less likely to be popular amongst minorities. A decentralized state is less stable, less united, but on the other hand is harder to destroy from within and indeed is more defendable.

You usually (barring random events or unforeseen consequences of your actions) could change your centralization "slider" once per turn, and ofcourse only move forward or backward a level. However, do know that changes are unlikely to be welcomed by those who like the way things are AND ofcourse those who want to move in the opposite direction...

League-Loose Confederation-Confederation-Loose Federation-Federation-Tight Federation-Unitary with Exceptions-Unitary-Uberunitary-More Unitary-Overcentralized

Technology Level

Will use the age system. It is the same as in other NESes of other people, ofcourse the ages are not identical. They will advance at their own pace, though nations with higher education are likelier to advance to the next age. This, for the most part, begins in Middle Industrial Age.

Also note that though I brought up analogical technologic levels of OTL, they aren't entirely identical, and ofcourse there is a chance that technology will advance faster, slower, or even in a different direction than in OTL.

Early Industrial Age: approximate analogy in our world is 1790-1840 Europe.
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 (at a later date, I might also add "capital ships" as a separate part of the navy).

What will you have in it? Anything that is allowed by your tech. level (see Technology Level)! Each “stat-growth” will increase any part of military by 5 (however, there could be exceptions). But know that if you have too large an army, your economy will probably suffer, as will perhaps, depending on your culture's stance on war, your confidence; ofcourse, both could be restored by succesful military campaigns.

UUs - one per nation, but can be changed at any point (though the newly-“demoted” UU units will not be happy). I will keep a list of them, somewhere. Could be land, sea, or air at a later point. They will be separated from other units in the stats. They are grown as normal units. Remember to keep them REALISTIC.

Training - it is done in levels. There are separate training stats for army, navy and fleet, and it is grown with eco. points. 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.

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

As a certain Corsican once said in OTL, an army marches on its stomach. Logistical support is necessary for any real military operations, so you will probably have to invest 1 eco. point into each such operation, whether offensive or defensive; if involving a particularily-large army (or navy), you might have to invest more than one eco. point.

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

Economy

The NES2 V Economy System is based on a mixture of my old ideas and those of some other people.

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 succesful, depending on what you do and how things fold out).

Eco. points could (and should) be spent on growing military, miscellanous stats (see below), logistical support for the military and on continuing projects. Speaking of the latter, you could also invest a whole eco. level into a project to speed it up by two turns.

Eco. points cannot be banked.

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.

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) (after Monopoly, you get Monopoly+x (+6+x), where x is the amount of economy levels beyond Monopoly)

Miscellanous Stats

Those 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 succesfully carry out plans or will even attain some successes on their own without orders; competent buerocrats 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.

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.

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

Education

This is just how your people are... educated, I guess. Obvious enough. With a good education, you have better chances of receiving a “miraculous invention”. You could design better walls and siege engines, and ships for that matter, with higher education. It also affects just how advanced are your weapons, and thus the success of your army in a battlefield.

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

Culture

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

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... You can grow confidence by economy (propaganda), but wouldn’t it be easier to write a speech or persuade the people that you are the leader they need?

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

Projects

Local equivalent of wonders (that name is inappropriate in most NESes, as these are often modernization programs, national revival and other PROJECTS, not just huge and magnificent buildings). You tell me what it does, I tell you how long do you build it. You will have to invest an eco. point once each turn for the work on the project to continue You can sacrifice an econ. level once for a project to speed it up by two turns.

EDIT:
Btw - it has been pointed out that projects are quite unprofitable now. I'm thinking of decreasing the time it takes to build them and allowing people to rush projects by investing 2 additional eco. points (2 eco. points=+1 project progress) an unlimited amount of time. They might also have unexpected, mostly positive, sideeffects.

Nation Background

To better fit in as the ruler of your country, you will have a brief history of each country. You probably shouldn't fill it in at first.
 
PCs:

Incan Empire of Peru
Capital: Cuzco
Ruler: Sapa-Inca Guacra-Manco/Harleqin
Government: Divine Monarchy
Centralization: Loose Federation
Tech. Level: Middle Industrial Age
Army (Training): 31 divisions (Better), 8 Black Ghost corps, 3 irregular divisions
Navy (Training): None yet
Economy: Very Rich (+3)
Leadership (Military/Civilian): Better/Better
Infrastructure: Great
Education: Educated
Culture: Jingoist
Confidence: Loving
Projects: Incan Unity (secret?, +5 divisions) (Done!), The Great Civil Reforms (+1 Education, +1 Civilian Leadership, +1 Economy) (Done!)
Nation Background: Reborn during the War of Spanish Succession and the Partition of Spain, the Incan Empire of Peru nonetheless remains a shadow of its former self, until recently. Under the reign of Sapa-Inca Guacra-Manco, the Incan Empire underwent a rapid modernization, and twice defeated Portugal in war, gaining land and money. Yet the recent complications with the Federated Kingdoms might be the end of that...

Platine Rebels
Capital: None yet
Ruler: Mariano Moreno
Government: Revolutionary Junta
Centralization: Federation
Tech. Level: Middle Industrial Age
Army (Training): 3 divisions (Normal), 13 irregular divisions
Navy (Training): 2 irregular squadrons
Economy: Normal (+1)
Leadership (Military/Civilian): Competent/Barely Tolerable
Infrastructure: Good
Education: Educated
Culture: Patriotic
Confidence: Loving
Projects:
Nation Background: The Platine Amerinds and Spaniards eagerly welcomed their new Federate rulers at first, but as time went by irritation set in, as much of the region remained underdeveloped. Perhaps rather opportunistically, the local rebel movement seized upon the current Federate distraction in Europe and succesfully secured a large portion of the Plate, but now, a Federate assault seized Buenos Aires itself.

Federated Kingdoms (Great Britain, Netherlands, Denmark-Norway, Hudsonia, Carolina, Canada, the Plate)
Capital: London
Ruler: George V/Stormbringer
Government: Parliamentary Monarchy
Centralization: Confederation
Tech. Level: Middle Industrial Age
Army (Training): 169 divisions (Elite+2), 31 secret UUs, 11 irregular divisions, 52 conscript divisions
Navy (Training): 101 squadrons (Elite+1)
Economy: Normal (+1)
Leadership (Military/Civilian): Good/Better
Infrastructure: Excellent+1
Education: Enlightenment
Culture: Uberpatriotic+1
Confidence: Resentful
Projects: White Man's Burden (+1 Economy, +2 Infrastructure, expansion in Africa) (Done!), Gladstone (SECRET) (1/11)
Nation Background: The Federated Kingdoms, formed as a bulwark against France and Sweden, have by now evolved into a first rate great power, an empire spanning the globe. With the recent string of victories - over Turkmenistan, Portugal and now France - it has become the world's first true superpower. But it has many jealous enemies that went as far as to start a World War...

French Republic
Capital: Paris
Ruler: President Guillaume Leger/erez87
Government: Republic
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 22 divisions (Good), 3 irregular divisions
Navy (Training): None yet
Economy: Normal (+1)
Leadership (Military/Civilian): Better/Better
Infrastructure: Excellent+1
Education: Perfect
Culture: Devoted
Confidence: Tolerating
Projects:
Nation Background: France always had the largest - though still fringe - Republican movement in Europe. The temporary successes of the French Empire weakened it somewhat, but when the Empire was revealed to be a paper tiger and was routed by the Federated Kingdoms, the Republicans were the first to rebel. The early rebellions failed, put down by MacMahon before his own rebellion, but the Federates, seeking to decrease the popular resistance to their forces in France, had a Liberal-Republican coalition government form in occupied Paris. Now the Republic is in a civil war with the Nationalists and the Provisional Government.

Scandinavian Union
Capital: none
Ruler: Karl XV/Contempt
Government: Parliamentary Monarchy
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 56 divisions (Elite+4), 28 Berserker divisions, 47 conscript divisions, 3 irregular divisions
Navy (Training): 11 squadrons (Normal)
Economy: Normal (+1)
Leadership (Military/Civilian): Brilliant+1/Competent
Infrastructure: Efficient
Education: Enlightenment+1
Culture: Jingoist
Confidence: Nation Personified
Projects: University at Stockholm (+4 Education) (Done!), Karlskrona Academy (secret) (1/5)
Nation Background: After the defeat in the Twenty Five Years War, Sweden's attention switched east, where the Polish empire was collapsing under its own weight. This allowed Sweden to make more gains there, but aside from this and a recent annexation of Rostock, Sweden was in stagnation. In 1864, using some minor instability in the Holy Roman Empire, the Swedes invaded Germany once more, inciting parliamentarist and "Neoprussian" rebellions as they went, but the first invasion was defeated, while the Muscovites overran Sweden's eastern possessions. Desperate, Karl XV introduced radical, progressivist reforms, transforming Sweden into the Scandinavian Union, and reformed the army into an even more efficient now. Now, the SU is getting back on both of its enemies...

Holy Roman Empire
Capital: Vienna
Ruler: Frederick IV/andis-1
Government: Absolute Pseudoconstitutional Monarchy
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 39 divisions (Elite+4), 40 Sturmtruppen divisions, 45 conscript divisions
Navy (Training): None yet
Economy: Very Poor (0)
Leadership (Military/Civilian): Brilliant/Good
Infrastructure: Great
Education: Academic
Culture: Devoted
Confidence: Resentful
Projects: Heer (secret) (0/6)
Nation Background: Arising out of the fires of the Twenty-Five Years War, the HRE faced challenge after challenge, yet always somehow managed to survive, to rebuild and to once more go to battle. The Nine Years War almost 40 years ago was an especially bad defeat, and after barely avoiding a revolution, the Kaiser had to concede many of his powers to an elected Reichstag. In 1863, the Kaiser finally managed to dismiss the Reichstag, but only at the price of providing his neighbours with a casus belli. Swedes, Italians, Poles, Hungarians, Genevans, Junker Rebels - everybody attacked the HRE, and after many years of uneven results, it knocked out roughly a half of its enemies, but now has to beat back the Polono-Scandinavian forces occupying a good half of the Empire.

Genevan Empire
Capital: Geneva
Ruler: Emeperor Wilhelmus I/Finmaster
Government: Imperial Centralism
Centralization: Confederation
Tech. Level: Middle Industrial Age
Army (Training): 42 divisions (Elite), 29 Genevan Patriot divisions
Navy (Training): None yet
Economy: Good Enough (+2)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Improving
Education: Perfect
Culture: Patriotic
Confidence: Tolerating
Projects: Genevan Patriotism (+10 divisions, +Geneva trade center) (Done!), The Trade Program of Tyrolia (+economic center in Tyrolia, +1 Economy, +1 Civilian Leadership) (0/4)
Nation Background: Swiss Confederation has sat on the sidelines of European history for centuries now, maintaining neutrality and staying out of wars. As the 19th century begun, however, the Confederation entered a crisis, that of religions and of authority. Finally, president Josef Leu put an end to that by dismissing the Federal Assembly, creating a liberal-autocratic government and imposing religious tolerance, creating a brief period of peace, but it all was undone by Switzerland's - or Geneva's, as the country was renamed - new leader and first emperor, Wilhelmus I, who joined the enemies of HRE.

Republic of Italy
Capital: Turin
Ruler: President Alberto Berlusconi/Kal'thzar
Government: Republic
Centralization: Unitary with Exceptions
Tech. Level: Middle Industrial Age
Army (Training): 13 divisions (Normal), 1 irregular divisions
Navy (Training): None yet
Economy: Not Bad (+1)
Leadership (Military/Civilian): Barely Tolerable/Barely Tolerable
Infrastructure: Improving
Education: Educated
Culture: Devoted
Confidence: Resentful
Projects:
Nation Background: With French help, the duchy of Savoy has managed to gradually unify Italy, but many problems remained. The Pope continues to verbally attack the kingdom, Italy has only barely recovered from the devastation of Nine Years War and the ultraliberal king Umberto I caused a civil war. His brother, now king Carlo Emanuele IV, won that war and restored the Enlightened Absolutism in Italy, but during the civil war Venice was stolen by the Imperial invaders. When a little civil war begun in the Holy Roman Empire itself, the Italians were quick to exploit it... but after the early successes, Italy has been routed by HRE and the Balkan Pact, and fell into a new cycle of internal violence as a republic was proclaimed in Turin.

Kingdom of Poland
Capital: Warsaw
Ruler: Zygmunt IV/ThomAnder
Government: Parliamentary Monarchy (Royal Prerogative)
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 44 divisions (Elite+2), 23 Siemienowicz Cannon brigades, 16 irregular divisions, 23 conscript divisions
Navy (Training): 13 squadrons (Better)
Economy: Not Bad (+1)
Leadership (Military/Civilian): Brilliant/Better
Infrastructure: Efficient
Education: Well Educated
Culture: Jingoist
Confidence: Nation Personified
Projects: Industrial Works (SECRET) (Done!), NEWPROJECT (SECRET) (Done!), 2nd Industrial Revolution (+2 Economy) (3/4)
Nation Background: After the fall of the great Polish empire in the late 17th century, East Europe was filled with chaos and anarchy, until in 1764 Boleslaw Wojceh took over Poland and later Lithuania and Ukraine. And though it is yet to regain its full size, Poland has proven itself time and again to be a great power, and perhaps that it could attain a greater level still. The restoration of the Sejm somehow strengthened the country's stability, and after that the King Zygmunt IV was ready for some military adventurism. Unfortunately, he has now led his country into a three-front war...

Kingdom of Hungary
Capital: Budapest
Ruler: King Lajos III Bourbon/Grandmaster
Government: Parliamentary Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Middle Industriaol Age
Army (Training): 34 divisions (Good), 10 irregular divisions, 12 Royal-National Grenadier divisions
Navy (Training): None yet
Economy: Not Bad (+1)
Leadership (Military/Civilian): Good/Better
Infrastructure: Great
Education: Educated
Culture: Patriotic
Confidence: Loving
Projects:
Nation Background: After centuries of division and opression, the Hungarians have by now gained a good tradition of rebellions and haiduk guerrila warfare. In 1863, a great rebellion has started in the Ottoman-held territories, and though not all of the Magyar lands were liberated, the Ottomans, troubled elsewhere, agreed to recognize Hungary's independence, making it the youngest internationally-recognized country in Europe. Having gotten itself a Bourbon king and having reformed its military into something more conventional, the Hungarians soon entered a war with the HRE, and despite military defeat managed to retake "Northern Hungary".

Federal Republic of Yugoslavia
Capital: None yet
Ruler: President Klerikov/Cleric
Government: Federal Republic
Centralization: Federation
Tech. Level: Middle Industrial Age
Army (Training): 12 divisions (Better), 3 irregular divisions, 6 Black Legions, 5 conscript divisions
Navy (Training): None yet
Economy: Not Bad (+1)
Leadership (Military/Civilian): Competent/Barely Tolerable
Infrastructure: Very Efficient
Education: Well Educated
Culture: Patriotic
Confidence: Tolerating
Projects: 2SEC (0/2)
Nation Background: The Croats on both sides of the Ottoman-Imperial border are the most nationalistic Balkan people. Not only do they want a free Croatian nation-state, but they also want a Croat-dominated South Slavic state. As the Ottoman Empire collapsed around them, the Croats created a new Republic that stands poised to unite the Southern Slavs.

Kingdom of Greece
Capital: Athens
Ruler: King Constantine I/Dachspmg
Government: Parliamentary Monarchy
Centralization: Loose Federation
Tech. Level: Middle Industrial Age
Army (Training): 4 divisions (Better)
Navy (Training): 5 ships (Tolerable)
Economy: Not Bad (+1)
Leadership (Military/Civilian): Competent/Barely Tolerable
Infrastructure: Great
Education: Perfect
Culture: Devoted
Confidence: Admiring
Projects: Secret (6/13)
Nation Background: The Greeks are an ancient people, and a proud one. Conquerors came and went, but Greek pride remained. The Turks, who had last conquered Greece, are now gone. Will they be the last foreigners to trample the long-suffering Greek lands?

Kingdom of Romania
Capital: Bucharest
Ruler: King Ion I/Warman17
Government: Absolute Monarchy
Centralization: Federation
Tech. Level: Middle Industrial Age
Army (Training): 7 divisions (Normal), 2 irregular divisions
Navy (Training): None yet
Economy: Normal (+1)
Leadership (Military/Civilian): Tolerable/Tolerable
Infrastructure: Great
Education: Well Educated
Culture: Devoted
Confidence: Admiring
Projects:
Nation Background: For many centuries, the Danubean Principalities, though Turkish vassals, retained sufficient domestic autonomy. However, as with time the Ottoman hold on the Balkans and the Black Sea strengthened, so was their control over Romania. In the end, during yet another Turko-Polish War in 1802-1805, this spilled out into an armed revolt. But the Poles were defeated back then, and from that day on the Principalities were put under direct Ottoman rule, with the princes - now of new, more loyal dynasties - being mere puppets until they themselves were... abolished. But as the Ottoman Empire fell in 1867, Romania was quick to regain independence under the old Kantemir Dynasty.

Turkey
Capital: Constantinople
Ruler: Tasan Kemal/Lord_Iggy
Government: Military Junta
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 4 divisions (Professional)
Navy (Training): 5 squadrons (Good)
Economy: Normal (+1)
Leadership (Military/Civilian): Better/Better
Infrastructure: Great
Education: Perfect
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background: With the fall of the Ottoman Empire in 1867, it seemed for a while that Turkey, the nation that just a few years ago dominated the Middle East, would now be but a province in the new great Islamic empire, Safavid Persia. But Ardashir IV decided not to overstretch his empire in the crucial year of war with the FK, and allowed General Tasan Kemal, leader of the last organized resistance in Turkey, to form a new government that took over Turkey Proper. Now, the long road to recovery can begin...

Tsardom of Muscovy
Capital: Moscow
Ruler: Tsar Alexius I/silver 2039
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 24 divisions (Very Good), 24 Lieb Guard divisions, 12 irregular divisions, 1 conscript division
Navy (Training): None yet
Economy: Poor (0)
Leadership (Military/Civilian): Brilliant/Good
Infrastructure: Good
Education: Educated
Culture: Devoted
Confidence: Respecting
Projects: Rise of Muscovy (+1 Economy, +1 Confidence, +1 Education, +1 Army Training, +1 Infrastructure) (4/6)
Nation Background: After the brief Polish reign ended, the Shuisky noble family quickly took over Muscovy... and failed to do much there, remaining rulers of a secondary power. But now, under Alexius I's harsh but efficient reign, Muscovy launched a daring attack on Sweden that started off surprisingly well. Now, as Poland and the FK joined in against the Muscovites, things seem much grimmer, but the Muscovites are still fighting on admirably.
 
Sokoto
Capital: Sokoto
Ruler: Sahib Rashid 'Ali Khan/1889
Government: Divine Monarchy
Centralization: Tight Federation
Tech. Level: Early Industrial Age
Army (Training): 38 divisions (Better)
Navy (Training): 5 squadrons (Normal)
Economy: Rich (+3)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Good
Education: Educated
Culture: Jingoist
Confidence: Tolerating
Projects: The Kanji Minaret (+1 Economy, +2 Culture) (Done!)
National Background: Originally a small tribal chiefdom, it early on aligned itself with Arab traders and their Muslim faith. Its recent rise to power has brought into question its self-image as simply a trading center as well as concerns of how to reconcile its traditional values with its growing international importance, manifested in the alliance with the Federated Kingdoms.

Merina Kingdom
Capital: Tananarive
Ruler: Queen Ranavalona
Government: Monarchy
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 5 divisions (Better)
Navy (Training): None yet
Economy: Good Enough (+2)
Leadership (Military/Civilian): Better/Competent
Infrastructure: Efficient
Education: Educated
Culture: Patriotic
Confidence: Loving
Projects:
Nation Background: After many unsuccesful and semi-succesful risings, the Merina people of Madagascar have finally achieved their freedom. But will they hold on to it, or lose it once more?

Dalnorossia
Capital: Vasyagansk
Ruler: perviy prikaznik Mikhail Dezhnev/Disenfrancised
Government: Parliamentary Democracy
Centralization: Confederation
Tech. Level: Medium Industrial Age
Army (Training): 50 divisions (Elite+2), 66 Uragannaya Konnitsa divisions, 39 irregular divisions, 27 conscript divisions
Navy (Training): 48 squadrons (Elite)
Economy: Not Bad (+1)
Leadership (Military/Civilian): Brilliant+1/Better
Infrastructure: Efficient
Education: Perfect
Culture: Patriotic
Confidence: Respecting
Projects: Trans-Siberian Backbone (+2 Infrastructure, +1 economic center (Khlopushensk), +1 Centralization) (Done!), Modernization Project (+1 Economy, +1 Education, +1 Infrastructure, +Middle Industrial Age) (Done!), Nikaraguanski kanal (+1 Economy, +Managua trade center, +Nicaragua canal) (3/6)
Nation Background: Dalnorossia, a loose country made of Cossack and native tribes as well as migrants from war-torn Rus, is now at the crossroads; it will either let itself be pulled apart by regional interests, either will finally be confirmed as a single, united state. So far, it was moving in the latter direction decisively, and indeed is undergoing a boom, having reconquered the Volga river from the Ottomans, advanced further into Central Asia after the fall of the Greater Turkmenistan, and developed the American colonies into something worthwile. But now, it has entered a decisive battle for northern Asia, as the Chinese forces invaded...

Safavid Persia
Capital: Shiraz
Ruler: Shah Ardashir IV/Thlayli
Government: Theocratic Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Middle Industrial Age
Army (Training): 35 divisions (Elite+3), 7 Engineering Corps, 22 irregular divisions, 15 conscript divisions
Navy (Training): 7 squadrons (Very Good)
Economy: Not Bad (+1)
Leadership (Military/Civilian): Brilliant/Better
Infrastructure: Good
Education: Enlightenment
Culture: Jingoist
Confidence: Admiring
Projects: Royal Safavid Palace (+1 Civilian Leadership, Middle Industrial Age) (Done!), Rebuild Persia (+Baghdad economic center, +Teheran economic center) (4/6)
Nation Background: Persia was much shaken in the 18th and 19th centuries. Turks, Afghans, Turkmens, Federates - practically everybody tried to conquer parts of Persia, in one way or another, and only barely has it survived. Yet after the overthrow of the Zand dynasty, the Restored Safavids revitalized the empire, having launched a rapid modernization program and also having defeated two mighty empires, traditional archenemies of Persia: Greater Turkmenistan and the Ottoman Empire. But it brought Persia into conflict with the FK, which might be just too big for Ardashir IV to swallow.

Indian Rebels
Capital: None yet
Ruler: Ashoka/North King
Government: Revolutionary Junta
Centralization: Confederation
Tech. Level: Middle Industrial Age
Army (Training): 5 divisions (Elite+1), 2 conscript divisions, 7 irregular divisions, 2 Thug divisions (?)
Navy (Training): None yet
Economy: Good Enough (+2)
Leadership (Military/Civilian): Better/Better
Infrastructure: Efficient
Education: Educated
Culture: Patriotic
Confidence: Nation Personified
Projects: Indian Independence Movement (+2 Culture, +Indian unitary separatism) (1/4)
Nation Background: Indians - no matter the ethnicity, the caste and the religion - have far from accepted the Federate domination. Not all of them, anyway. Now, as war comes to India, a man named Ashoka has incited the people to rise up against the Federate raj and to support the Safavid Persians.

Qing China
Capital: Beijing
Ruler: Emperor Guangxu/Azale
Government: Divine Monarchy
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 67 divisions (Professional), 48 conscript divisions, 21 Rice Infantry divisions, 6 irregular divisions
Navy (Training): 2 squadrons (Professional)
Economy: Rich (+3)
Leadership (Military/Civilian): Brilliant+2/Competent
Infrastructure: Great
Education: Academic
Culture: Uberpatriotic+1
Confidence: Admiring
Projects: Hua Ren Hao Guo Ni (SECRET) (Done!), Wo Wu Su (SECRET) (2/3)
Nation Background: The Qing have, almost 250 years ago, started out small - with but a part of Manchuria in their hands. Now, they rule China, and China is stronger than ever before, as the Japanese rebels have been utterly beaten. However, as FK, Siam and Dalnorossia allied to break the Qing power, the dynasty suddenly had to fight for its own existance, against foreign and internal enemies alike.

Kingdom of Siam
Capital: Bangkok
Ruler: Phra Ram Ti Ha/BananaLee
Government: Absolute Monarchy
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 76 divisions (Elite+2), 6 irregular divisions
Navy (Training): 34 squadrons (Elite+1)
Economy: Normal (+1)
Leadership (Military/Civilian): Brilliant+3/Brilliant
Infrastructure: Very Efficient
Education: Enlightenment+1
Culture: Patriotic
Confidence: Respecting
Projects: Segenting Kra Canal (a canal connecting the Gulf of Thailand to the Andaman Sea) (6/10)
Nation Background: Siam has long lived in fear of the north. First, it had to fear Myanmar, but with Federate help, that is no longer a problem. Now, however, it has to fear the powerful Chinese Empire, whose attacks in the Nine Years War were only barely fought off with Federate help. And even so, Siam lost its Laotian and Annamese territories to China! But now, the day of revanche has finally come.

NPCs:

Mayan Republic of Yucatan
Capital: Merida
Ruler: Presidente Jacinto Puc
Government: Republic
Centralization: Loose Confederation
Tech. Level: Middle Industrial Age
Army (Training): 5 divisions (Better), 10 irregular divisions
Navy (Training): None yet
Economy: Growing (+2)
Leadership (Military/Civilian): Tolerable/Barely Tolerable
Infrastructure: Barely Tolerable
Education: Educated
Culture: Hyperpatriotic
Confidence: Nation Personified
Projects:
Nation Background: In spite of diseases, subjugation and Christianization, the Mayan people of Yucatan retained their unique self-identity and ever since the fall of the Spanish empire were trying to achieve independence. And as the French Empire fell as well, they achieved just that.

Sicilian Rebels
Capital: None yet
Ruler: The Mafia
Government: Oligarchy
Centralization: Confederation
Tech. Level: Middle Industrial Age
Army (Training): 1 division (Normal), 5 irregular divisions
Navy (Training): None yet
Economy: Not Bad (+1)
Leadership (Military/Civilian): Incompetent/Tolerable
Infrastructure: Improving
Education: Literate
Culture: Devoted
Confidence: Tolerating
Projects:
Nation Background: Evolved in the bitter days of the late Middle Ages as a separatist movement, the Mafia has since then evolved into a complexly-structured criminal society that came to unofficially control much of Sicily. Nothing the Italian government did could crush the families of the Mafia altogether, as they grew only more organized, learned to put aside their rivalries to fight off Rome and also received foreign assistance. After the Italian Civil War of the early 1860s, the Mafia became more powerful than ever before, but at the same time came under an even stronger government attack. Enduring it, the Mafia finally decided to make a bid for unlimited, absolute power over Sicily as Italy once more collapsed into anarchy.

Bulgaria
Capital: Burgas
Ruler: ?
Government: Revolutionary Junta
Centralization: Loose Federation
Tech. Level: Middle Industrial Age
Army (Training): 8 irregular divisions
Navy (Training): None yet
Economy: Not Bad (+1)
Leadership (Military/Civilian): Tolerable/Incompetent
Infrastructure: Very Efficient
Education: Well Educated
Culture: Strongly Cultured
Confidence: Barely Tolerating
Projects:
Nation Background: As soon as the Turks conquered Bulgaria, resistance - at first, passive, later, active (as the haiduk bands emerged) - begun. No matter how much the Ottoman rule - at times, feudal, at times, buerocratic - changed, the Ottomans never did put out the fire of Bulgarian separatism. And now, with the Ottoman Empire's downfall, the heirs of the first Balkan Slavic empire claimed independence, though, unfortunately, they don't have very clear leadership and thus stand on the brink of a civil war as the various rebel leaders, now without a common enemy to unite them, stand at each other's throats.

Tukulor Empire
Capital: Hambdullahi
Ruler: 'Umar Tal
Government: Theocracy
Centralization: Federation
Tech. Level: Early Industrial Age
Army (Training): 31 divisions (Better), 5 irregular divisions
Navy (Training): None yet.
Economy: Good Enough (+2)
Leadership (Military/Civilian): Competent/Better
Infrastructure: Improving
Education: Well Educated
Culture: Hyperpatriotic
Confidence: Admiring
Projects: Westernized Economy (+2 Economy) (Done!)
Nation Background: As European intrusions into Africa intensified, tensions in the Dark Continent itself incraesed greatly, and this allowed and in a way forced al-Hajj Umar to lead his Jihad to found a theocratic, vigorous, but rather unstable empire. Will it last, or, as common wisdom would suggest, cease to exist within but a few years?

Georgia
Capital: Tiflis
Ruler: Vissarion Rastaveli
Government: Provisional Government
Centralization: Loose Federation
Tech. Level: Middle Industrial Age
Army (Training): 2 irregular divisions
Navy (Training): None yet
Economy: Not Bad (+1)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Improving
Education: Well Educated
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background: Georgia, one of the first Christian countries in the world, heroically struggled against the Ottomans from the 15th century onwards, allying first with the Muscovites and later with Poland. Despite all this, as the Ottomans exploited the collapse of the Muscovite Russia and secured the Volga, they managed to envelop and eventually crush the remaining Georgian principalities. But the fierce highland clans still did revolt at every opportunity, and as in 1860s the Ottoman Empire collapsed, they managed to get autonomous status in the new Persian empire. Only, the Georgians themselves weren't satisfied by this and now declared complete independence...

Sikhistan
Capital: Lahore
Ruler: Balajit Singh
Government: Theocracy
Centralization: Tight Federation
Tech. Level: Early Industrial Age
Army (Training): 25 divisions (Elite)
Navy (Training): None yet
Economy: Good Enough (+2)
Leadership (Military/Civilian): Competent/Tolerable
Infrastructure: Improving
Education: Educated
Culture: Hyperpatriotic
Confidence: Admiring
Projects:
Nation Background: The Sikhs never did accept their defeat in the Sikh Wars of 1830s. Since then, even though they pretended to be compliant subjects of the Federated Kingdoms, they wanted independence - and now, using the precarious position of the FK, they got it, though at the price of betraying their doomed Turkmen allies. But now, they had to make another distasteful betrayal, lest they be smashed by the Federate enemies running amok in India.

White Lotus
Capital: ?
Ruler: Zhao Ho-shen
Government: Divine Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Middle Industrial Age
Army (Training): 8 divisions (Good), 7 irregular divisions
Navy (Training): None yet
Economy: Normal (+1)
Leadership (Military/Civilian): Better/Tolerable
Infrastructure: Great
Education: Perfect
Culture: Patriotic
Confidence: Loving
Projects:
Nation Background: The Manchu Qing dynasty, with its increasingly-untraditionalist ways, had to deal with the chronic dissent of the Han Chinese from the very conquest of China. Occasionally, the situation would get so out of hand as to allow for a major rebellion. Now, in the middle of war with Dalnorossia, FK and Siam, one of those rebellions has come - after long preparations and some abortive risings, the White Lotus secret society has made its bid for power.
 
Misc.:

Wars:
Holy Roman War: Sweden, Poland, Dalnorossia vs. the Holy Roman Empire, Muscovy, Croatia, Romania, Persia, Turkey
South American Revolts: Platine Rebels vs. the Federated Kingdoms
Indian War: Indian Rebels, Safavid Persia, Qing China, Sudan, Sikhistan vs. the Federated Kingdoms, Dalnorossia, White Lotus Rebels, Siam
Sicilian Rising: Sicilian Rebels vs. Italy

OR

World War One: the Holy Roman Empire, Muscovy, Croatia, Romania, Safavid Persia, Turkey, Platine Rebels, Indian Rebels, Qing China, Sudan, Sikhistan vs. Federated Kingdoms, Sweden, Poland, the French Republic, Dalnorossia, White Lotus Rebels, Siam

Alliances:
FK-HRE Defensive Alliance
Sino-French Alliance
Franco-Persian Defense Pact
Royal Gallery Coalition: Federated Kingdoms, Poland, Hungary, French Republic, Sweden, Dalnorossia, Portugal, Sokoto, Siam
Balkan Pact: Croatia, Romania, Turkey, Persia
Genevan-Italian Alliance

NAPs:
Perso-Dalnorossian NAP

Diplomatic Agreements:
Perso-Federate Naval Treaty (Federates pay 1 eco. point every seven turns for lease of Bandar-e 'Abbas)

UUs:
FK: secret - secret
HRE: Sturmtruppen - elite, highly-disciplinned soldiers who are blindly loyal to the Kaiser.
Incan Peru: Black Ghosts - special forces of the Incan army, capable of serving as scouts, snipers, diversants and many other things.
Persia: Persian Engineering Corps - combat engineers, the perfect counter to the more mobile steppe armies of Turkmenistan.
Hungary: Royal-National Grenadiers - ?
Scandinavia: Berserker Divisions - fast, powerful assault infantry units
Genevan Empire: Genevan Patriot - 100% loyal to the Emperor and very well trained.
Poland: Siemienowicz Cannon - powerful mobile light artillery.
Muscovy: Lieb Guard - a fanatical, well-trained combined-arms unit.
Dalnorossia: Uragannaya Konnitsa - "whirlwind cavalry", a very mobile and strong light cavalry unit.
Indian Rebels: Thugs - members of the Kali cult are fanatical, excellent assassins and commandos, whom Ashoka befriended seeking to somehow counter the dreaded UU.
Qing China: Rice Infantry - ?

Scapegoat-for-the-turn: silver2039, both for order delays and for all those forts he keeps defiling the map with. ;)

Old Updates:
1861
1862
1863
1864
1865
1866
1867
1868
1869
 
The World Map, 1860.

May the polar bears be with you (for you won't get anything done otherwise, trust me).
 

Attachments

  • NES2 V World Map 1860.GIF
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And so, the scramble for nations begun.
 
Portugal!!! Hahhahaha First suckers!

Kingdom of Portugal
Capital: Lisbon
Ruler: ?
Government: Absolute Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Middle Industrial Age
Army (Training): 15 divisions (Better)
Navy (Training): 20 squadrons (Good)
Economy: Growing (+2)
Leadership (Military/Civilian): Competent/Better
Infrastructure: Good
Education: Well Educated
Culture: Patriotic
Confidence: Loving
Projects:
Nation Background: Portugal, since its fall from brief predominance and annexation by Spain, had many ups and downs, in no small part because of switching from a pro-English policy to a pro-French one. It's a nice a secondary power, but is unlikely to become anything more than that. Barring cataclysms elsewhere, ofcourse...
 
Just kidding with that Ottoman thing. ;)

Federated Kingdoms (Great Britain, Netherlands, Denmark-Norway, Hudsonia, Carolina)
Capital: London
Ruler: ?
Government: Parliamentary Monarchy
Centralization: Confederation
Tech. Level: Middle Industrial Age
Army (Training): 20 divisions (Good)
Navy (Training): 60 squadrons (Professional)
Economy: Rich (+3)
Leadership (Military/Civilian): Better/Good
Infrastructure: Very Efficient
Education: Perfect
Culture: Devoted
Confidence: Tolerating
Projects:
Nation Background: The Federated Kingdoms, formed as a bulwark against France and Sweden, have by now evolved into a first rate great power, an empire spanning the globe. But there are many internal weaknesses in it, while from the outside, enemies new and old threaten.
 
Qing China
Capital: Beijing
Ruler: ?
Government: Divine Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Middle Industrial Age
Army (Training): 60 divisions (Better)
Navy (Training): 20 squadrons (Normal)
Economy: Rich (+3)
Leadership (Military/Civilian): Competent/Good
Infrastructure: Efficient
Education: Well Educated
Culture: Hyperpatriotic
Confidence: Admiring
Projects:
Nation Background: The Qing have, almost 250 years ago, started out small - with but a part of Manchuria in their hands. Now, they rule China, and China is stronger than ever before. The Northern and Western Barbarians are quite annoying, though, and have proven themselves capable of being a nuisance, as did their Siamese lackeys. War seems to be inevitable.
 
Kingdom of Sweden
Capital: Stockholm
Ruler: ?
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Middle Industrial Age
Army (Training): 20 divisions (Very Good)
Navy (Training): 5 squadrons (Better)
Economy: Growing (+2)
Leadership (Military/Civilian): /
Infrastructure: Efficient
Education: Perfect
Culture: Patriotic
Confidence: Loving
Projects:
Nation Background: After the defeat in the Twenty Five Years War, Sweden's attention switched east, where the Polish empire was collapsing under its own weight. This allowed Sweden to make more gains there, but aside from this and a recent annexation of Rostock, Sweden is in stagnation. Or was, anyway.
 
Oh my dear lord. Contempt, I think you're going to arouse the anger of a certain man named for a World War Two Leader. :D
 
I call Poland.

Kingdom of Poland
Capital: Warsaw
Ruler: ?
Government: Absolute Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Middle Industrial Age
Army (Training): 20 divisions (Professional)
Navy (Training): 5 squadrons (Tolerable)
Economy: Growing (+2)
Leadership (Military/Civilian): Good/Competent
Infrastructure: Efficient
Education: Well Educated
Culture: Patriotic
Confidence: Admiring
Projects:
Nation Background: After the fall of the great Polish empire in the late 17th century, East Europe was filled with chaos and anarchy, until in 1764 Boleslaw Wojceh took over Poland and later Lithuania and Ukraine. And though it is yet to regain its full size, Poland has proven itself time and again to be a great power, and perhaps that it could attain a greater level still.

While this may very well sound hypocritical - I really can't imagine a das NES with a Stalin006-less Germany/HRE. Contempt... do us all a favor? :p Do Stalin a favor?

By the way. I know I'll probably regret suggesting this for quite possibly the rest of my NESing career. But ah well, it is no fun without Stalin.
 
Hah das, you cant bold a thread title.

I know, I wasn't trying to. I was just in a hurry to set this up.

And I told you that the Scramble for Nations will begin...
 
I suppose your right...
 
Contempt, you are a good man.

...and yet, in this NES, you are STILL my neighbor.
 
I wonder if Contempt will be as good as stalin. HEIL STALIN!!! :p

Vive La France!
 
To: Qing China
From: Kingdom of Poland

We request an economy level to feed the masses. :p
 
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