NES2 VIb - Return of the Chaos.

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das

Regeneration In Process
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NES2 VIb - Return of the Chaos.

Rules.

DO NOT POST UNTIL I SAY YOU CAN.

Setting

In a world different from our own since the 16th century, a completely different balance of powers emerged, with religious tensions being minimized, and replaced by greater international violence and ethnic strife. The industrial revolution came far earlier than in OTL, but the faster technologic progress ensured social instability. In the early 1740s, this spilled out into outright social enthropy and a dozen or so brutal wars fought with the most sophisticated modern weapons and doctrine. Ranging from 1740 to 1754, from small local conflicts to the final four-year World War; by the end of it all, entire provinces were utterly depopulated, empires were destroyed and built, and ultimately, several great powers - the Ottoman Empire, the Krakow Union/Greater German Republic and the Kingdom of Spain were destroyed altogether, Portugal losing its homeland and global colonial empire and being relocated to Brazil, Russia being pushed back to the borders of 1740 and beyond and China suffering a devastating civil war and the loss of numerous periphereal territories. And meanwhile, the Estados Unidos Americanos, a brand new nation, came to predominate the Western Hemisphere, the Mughals had forged with iron and blood a huge Islamic empire of the Middle East and Japan jumped into the struggles of great powers and created a powerful Pacific empire. And last, but first of all the great powers was the new Holy Roman Empire of Emperor Julien II, formerly Julien-Francois I, King of the French - perhaps the greatest leader of the 18th century, and definitely one of the greatest.

The next 2.6 decades passed by more quietly, but this was a quiet before the storm. This was a time of a bad peace, a rotting dam of Pax Gallica about to break and let the waves of chaos engulf the world. From one fringe, the Egalitist movement gained credit and support amongst the lower classes of the world, pledging to destroy the present and build in its place the future. From another, reactionaries demand a return to the good old days in the victorious countries, while in the defeated, military strongmen and nationalist leaders seek revenge. The victors themselves are not at all united, and have many disagreements, as do the losers of the past wars, on the other hand. What is certain is that this war will not be a repeat of the last one - after all, the geopolitical situation changed, valuable lessons have been learned, powerful new weapons were invented - and lastly, again most importantly, determination grew, determination, hatred, fear - all the emotions that demand a total war.

Soon chaos will come, far greater chaos than before. But as before, after that, a new order will be forged out of the chaos. Which order will that be?

Introduction

This is the continuation of NES2 VI: Last Semblance of Order - second IT (Interesting Times) so to speak.

There aren't too many nations here, which only makes my emphasis on the player commitment stronger. If you don't have time for furious diplo exchange, conniving intrigue and complete orders (as opposed to just long orders - under "complete orders" I mean orders that cover all the subjects that need covering in orders, hopefully in a precise, clear manner), then don't play, or at least don't play as a major power.

Enjoy it! Or die.

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 Urals, same timezone as Pakistan if you're curious) 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, or in the eastern coast of the same America, or even in Finland (although the latter I could probably guess). If you know that you probably won't have time to send orders this Tuesday... send them on Monday, that's even better. Updates will consist of “non-military events” (political, economical, etc), “military events” (including violent rebellions, not just wars), “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 - though some have consistantly ignored it even after I boldened it)

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 or start a rebellion or just clamour incessantly for independence. Though as this is a continuation, most people will have nations from the start (but if they don't confirm it before first update, and don't have the legit excuse that I could find in the vacation thread, out they go). Also, please read your nation background, and don’t act uncharacteristically. There are no alliances at the start, but there are some traditional allegiences, as mentioned in the nation backgrounds; to go against these allegiences is sometimes necessary, but is almost certainly an unpopular thing to do.

NATIONAL TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Centralization:
Tech. Level:
Army (Training):
Navy (Training):
Economy:
Size (points required):
Leadership (Military/Civilian): /
Infrastructure:
Education:
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. Incidentally, the same goes for various reforms; I am something of a diehardthenriseupagainfromthegrave narrow-minded reactionary, so if you get carried away with those and say try to set up a democratic republic in 18th century south-east Asia (provided ofcourse that it didn't change enough for this to work, which is up to me *rubs hands*), don't complain when you're stoned in the alcohol-free meaning of the word unless you take good measures. Generally 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 stable, and can command its resources more efficiently; but, on the other hand, it is very vulnerable to attacks on the center and is unlikely to be popular among the various minorities, whereas a decentralized state is less stable, less united, but 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, with most civilized nations roughly equal (so even those in Early Industrial are about to catch up and already have in most cases purchased some modern weaponry from their more advanced friends).

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.

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.

(main differences - naval and some land tech more advanced, more peaceful technologies (telegraphs, railroads, factories) rather more backwards; but all deviations are not beyond two decades in distance from OTL. Aerial technology more advanced in that there are already powerful airships, but no sign of airplanes on the other hand.)

Do note that over the last few decades, lots of weird designs and ideas have been accumulated, but not yet used in most cases. I usually do not encourage this, but in this particular part of this particular NES, I shall grant you considerable freedom to invent new weaponry and so forth; that is to say, I still will control it to a large extent and prevent any developments too wild, but I won't restrict it as much as usual. Anything that was used in the late 19th/early 20th century or was proposed to be used or could feasibly be used is in, unless I find it just way too unlikely. Mind, though, technological development does take time...

Military

That will, as of now, consist of army, navy and air force. These will be number-based as it gives more versatility. These will be represented in divisions, sea squadrons and air squadrons. Note that the sea squadrons will be divided into ship squadrons and submarine squadrons (though they would cost the same); also, there are capital ships (huge battleships and so forth), that shall be treated as 5 squadrons each (in regards to both eco. point demand, size and training), but shall be very powerful and a great boost for prestige and morale.

What will you have in it? Anything that you can have in it, according to your tech level; 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 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 your confidence; ofcourse, both could be, sometimes, restored by succesful 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). 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. 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 (hey, they aren't commanders of an elite unit for nothing), 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 guerrila 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. 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; 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), or if taking place in a difficult territory with little chances for local resupply, you might have to invest more than one eco. point. And if its a large army somewhere far away in the middle of a desert... things get interesting.

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

Size

As proposed by Disenfrancised, though somewhat altered by me. 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.

Miscellanous 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 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. 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 buerocrats 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.

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. The higher education, the more chances you have to develop some technology.

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: NO LONGER CAN BE 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: NO LONGER CAN BE 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

Wait! There is even more stuff you could waste your treasury on! Particularily, you could invest it, in the form of eco. points, into all sorts of programs - for example, you could invest them into the development of some technology (NOTE - it MUST be something conceivable for this time. You probably will have to consult me about this too... :sigh: ), though the success will depend not just on the amount of money invested, but also on your education level and on chance. Sometimes it could take quite a while. Or maybe you could invest it into a colonial venture. Or into some nice idea that you have, such as a jungle-clearing program that might increase infrastructure, and, in long-term, economy. This is also one of the few ways you could increase culture and confidence using money.

Note - in no case is success - or, at least, complete success - guaranteed. But its possible.

Detirioration

Over time, all your stats will detiriorate. This can be sped up by many factors, such as war, rebellion, neglect, low economy (not just with a minus eco. point, though the lower the "better"), et cetera. You could delay this by investing money into maintaining your current stats, the more money the less your stats will detiriorate.

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 to speed it up by THREE turns, or invest 2 additional eco. points to speed it up by one more turn. Note that there is a limit - you can only invest one eco. level per turn, and accordingly only 6 extra eco. points per turn. The exact time it takes to build a project will depend on too many factors to list here.

Nation Background

To better fit in as the ruler of your country, you will have a brief history of each country here.
 
PCs:

Provinces Unie de la Canada (PUC)
Capital: Fort William
Ruler: President Steven Van der Laaden/Lord_Iggy
Government: Parliamentary Democracy (Imperial satellite state)
Centralization: Unitary with Exceptions
Tech. Level: Late Industrial Age
Army (Training): 5 divisions (Good), 10 Forest Corps
Navy (Training): 5 ship squadrons (Normal)
Air Force (Training): None yet
Economy: Growing (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Better/Good
Infrastructure: Improving
Education: Academic
Living Standards: Very High
Culture: Patriotic
Confidence: Admiring
Projects:
Nation Background: Canada, though largely quiet and backwater earlier in the century, became fairly notorious due to the large and growing Anglophone presence. By 1780 the Anglophones already outnumbered the Francophones, and even the latter ones, along with the Irish, also developed an unique national identity. When the PUAF begun to fall apart, Canadian rebellions commenced, but they were ill-coordinated; nonetheless, by the end of 1783, two groups proved the strongest, having outlasted most other rebels and beat a PUAF invasion to a halt; the Egalitists and the Sons of Liberty. By the Treaty of Lyon, all of Canada - save for the Ottawa Valley - was granted to the Provinces Unie de la Canada; a mildly left-wing democratic government came to power, led by Steven Van der Laaden. Of all the post-PUAF states, it is the most stable and peaceful, though it also has its problems, most notably ethnic ones.

Estados Unidos de América (EUA)
Capital: Acapulco
Ruler: President Nicanor Montalva/Disenfrancised
Government: Parliamentary Democracy
Centralization: Confederation
Tech. Level: Late Industrial Age
Army (Training): 98 divisions (Very Good)
Navy (Training): 69 ship squadrons (Good), 4 sub squadrons (Professional), 30 sub squadrons (Very Good)
Air Force (Training): 43 squadrons (Elite)
Economy: Monopoly+2 (+8)
Size (points required): Huge (5)
Leadership (Military/Civilian): Good/Good
Infrastructure: Very Efficient
Education: Enlightenment+1
Living Standards: Splendid
Culture: Jingoist
Confidence: Tolerating
Projects: Pote que derrite (+1 Infrastructure, +1 Education, +1 Living Standards, +2 Culture) (Done!), Aceite (SECRET) (Done!), Communications (+2 Economy, +1 Education, +2 Culture) (4/10)
Nation Background: Forged during the 1740s War of Spanish Dissolution, the democratic EUA has rapidly expanded across the former Spanish American colonial empire, defeating straggling Spaniards, warlords and Portuguese intervents alike. On the winning side of the World War, this great power continued its progress, but gradually begun to stagnate politically, threatening to fall apart, especially after Paraguay and Banda Oriental, the furthest of EUA's gains, were already lost. Through carrot-and-stick tactics, the EUA has retained its unity for now, but both La Plata and Transcolorado remain separatist, while tensions with the old ally HREoFN grow and the old enemy Brazil rearms. Given inspired leadership, however, the EUA can not only defend its territory and resume its onwards march, but maybe even grasp world hegemony.

Provinces Unie de la Frontiere (PUF)
Capital: Austin
Ruler: Premier Guillaume Surcouf/The Farow
Government: Parliamentary Democracy
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 4 divisions (Better)
Navy (Training): None yet
Air Force (Training): None yet
Economy: Not Bad (+1)
Size (points required): Medium (2)
Leadership (Military/Civilian): Better/Better
Infrastructure: Efficient
Education: Well Educated
Living Standards: Higher
Culture: Average
Confidence: Respecting
Projects: Frontiere Unity (+2 Centralization) (Done!)
Nation Background: Throughout the PUAF Wars, the West - la Frontiere and Texas - was the single most war-torn region; rebels, bandits and counter-insurgents clashed there for three bloody years, and Texas even briefly turned into a testing ground of sorts for the EUA air fleet. Though the Treaty of Lyon and the subsequent Austin Convention calmed the people down generally, the Provinces Unie de la Frontiere remain terribly unstable, EUA and PUO annexationists still having considerable popular support and the central authority becoming increasingly impotent and insignificant.

Provinces Unie de la Nouvelle France (PUNF)
Capital: Noveau Amsterdam
Ruler: Premier Charles Cruce/conehead234
Government: Parliamentary Democracy (Imperial satellite state)
Centralization: Federation
Tech. Level: Late Industrial Age
Army (Training): 19 divisions (Professional)
Navy (Training): 5 ship squadrons (Normal)
Air Force (Training): 15 squadrons (Tolerable)
Economy: Good Enough (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Brilliant/Good
Infrastructure: Improving
Education: Well Educated
Living Standards: Very High
Culture: Average
Confidence: Tolerating
Projects:
Nation Background: France had never been awfully keen to maintain close control over its North American colonies, allowing them considerable autonomy. In the 1750s, both as France had to concentrate on managing her newly-won Afroeuropean empire and as several revolts against French rule took place in North America, it was decided to grant the American provinces independence, provided their union would retain economical ties with France and follow the Imperial lead in foreign policies. The PUAF was thus formed, but already a few years into independence, a variety of problems appeared. The three main regions - the north, the west and the south - are all different from the others. In the north, pro-British agitators thrive, and support exists for a complete break with France. In the west, both local and pan-American separatism abound, as doe ties with the neighbouring EUA. And in the south, a slave rebellion is in the making...

Provinces Unie de la Occitan (PUO)
Capital: Charleville
Ruler: President Stephane Colbert/JosefStalinator
Government: Presidential Demotheocracy (Imperial satellite state)
Centralization: Tight Federation
Tech. Level: Late Industrial Age
Army (Training): 13 divisions (Better), 15 Southern Guard divisions (Very Good), 12 Southern Guard divisions (Better)
Navy (Training): 5 ship squadrons (Tolerable)
Air Force (Training): None yet
Economy: Growing (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Good/Better
Infrastructure: Good
Education: Well Educated
Living Standards: High
Culture: Jingoist
Confidence: Tolerating
Projects: Southern Freedom Railroad (+1 Economy, +1 Infrastructure) (Done!), Slave Factory (+2 Economic Centers, +1 Economy) (Done!), Dasshouldacceptmylateorders (+1 Culture, +2 eco. centers, +2 Economy, +1 Education) (1/10)
Nation Background: PUAF Premier Evariste Renaud's attempt to abolish slavery was the spark that lit the fuse leading the entire PUAF to explode like a large gunpowder barrel, only it didn't explode as such, only metaphorically but with lots of violence in any case. Through the efforts of popular southern politicians like Stephen Colbert, newly-made war heroes like Joseph Acier and mad clerics like the Bishop of Nouvelle-Orleans, the Occitan Insurrection actually held out this year and landed several humiliating defeats on Renaud's Unist forces, but with the Imperial intervention and the fall of Charleville, the rebel luck seems to have ran out...

Empire of Brazil
Capital: Rio de Janeiro
Ruler: Emperor Pedro II/Icmancin
Government: Integralist Absolute Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Middle Industrial Age
Army (Training): 75 divisions (Elite+2)
Navy (Training): 30 ship squadrons (Elite), 20 sub squadrons (Good), 1 Capital Ship (Very Good)
Air Force (Training): 18 squadrons (Elite)
Economy: Very Rich (+3)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Brilliant+2/Good
Infrastructure: Very Efficient
Education: Well Educated
Living Standards: Higher
Culture: Hyperpatriotic
Confidence: Respecting
Projects: Economic Restoration (+1 Infrastructure, +2 Economy, +2 Economic Centers) (Done!), Civil Reformation (+3 Education, +2 Civilian Leadership, +1 Economy) (2/8)
Nation Background: The last remnant of the fallen Braganza Portuguese colonial empire, Brazil has at first been a "Portugal-in-exile" after the Treaty of Vienna gave the real Portugal to France. But under Emperor Pedro II, a new destiny was sought; instead of longing for past glories of Portugal, the Brazilians now longed for the future ones - of Brazil. United around a nationalist, militaristic Integralist monarchy, the Brazilians have built up a formidable fighting force and now only wait for the opportunate moment to strike at the EUA or the HRE.

United Kingdom of Great Britain and Ireland
Capital: London
Ruler: King Charles IV/Luckymoose
Government: Parliamentary Monarchy
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 60 divisions (Good), 31 Home Guard divisions
Navy (Training): 13 ship squadrons (Very Good), 12 sub squadrons (Normal)
Air Force (Training): 10 squadrons (Better)
Economy: Normal (+1)
Size (points required): Medium (2)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Improving (1/2)
Education: Well Educated
Living Standards: Higher
Culture: Hyperpatriotic
Confidence: Admiring
Projects: Project Llama (SECRET) (3/6)
Nation Background: Undone by the civil wars and French interventions in the 17th century that left England a bitterly divided puppet state surrounded by France and its various Celtic allies, England has underwent a renaissance in the mid-18th century. As France was preoccupied elsewhere, it did little to prevent the English conquests of Scotland and Ireland, and the English - now British - participation in the World War on the victorious French side brought it to even greater victory, as economy prospered, succesful reforms took place and a colonial empire was created. After the War, however, Great Britain and the French HRE grew more distant, despite cooperation against the revolutionary threat. Clashes grew with both HRE and its Scandinavian allies, as the British have ran out of other goals for expansion. Shall greed or gratitude prevail?

Holy Roman Empire [of the French Nation]
Capital: Paris
Ruler: Emperor Valerien I (...or is he?! *suspenseful music*)/Insane_Panda
Government: Elective Semi-Parliamentary Absolute Monarchy
Centralization: Unitary
Tech. Level: Late Industrial Age
Army (Training): 71 divisions (Elite+2), 40 divisions (Elite+1), 14 Freikorps divisions (Elite), 49 armoured car divisions (Professional), 65 Foreign Legion corps (Elite+3), 5 irregular divisions
Navy (Training): 74 ship squadrons (Elite+2), 13 ship squadrons (Elite+1), 2 sub squadrons (Elite+2), 1 sub squadron (Elite), 5 capital ships (Elite)
Air Force (Training): 25 squadrons (Elite), 27 squadrons (Very Good)
Economy: Richer (+4)
Size (points required): Huge (5)
Leadership (Military/Civilian): Brilliant/Brilliant
Infrastructure: Great
Education: Well Educated
Living Standards: Higher
Culture: Uberpatriotic+1
Confidence: Nation Personified
Projects: The Benghazi-Suez Express (+1 Economy, +1 Egyptian Infrastructure) (Done!), The Peugot (SECRET) (Done!), Dirigisme (SECRET) (8/12)
Nation Background: France's was a stony road to greatness, from the ruination of the 16th century, to the middle 18th century, when Julien-Francois I defeated France's enemies all over the world, defended his globe-spanning empire and forged it into the Holy Roman Empire that came now. The winner of the World War, Emperor Julien II as he was now styled had been killed by separatists; under his son Valerien, the Empire had to defend from a completely different enemies - rebels. Though victorious against the nationalist revolutionary onslaught of the 1760s, Valerien now has to confront the far better organized Egalitists, all the while old allies and older enemies eye the vast Imperial possessions with envy, and begin to plot their own attacks. The Empire is mighty, but it is shaken, and its very survival may be at stake.

Union of Scandinavia
Capital: Copenhagen
Ruler: Prime Minister Olaf Krake/Harleqin
Government: Parliamentary Monarchy
Centralization: Federation
Tech. Level: Late Industrial Age
Army (Training): 49 divisions (Elite), 7 Combat Engineer divisions
Navy (Training): 21 ship squadrons (Elite), 3 capital ships (Elite), 5 sub squadrons (Elite)
Air Force (Training): 10 squadrons (Very Good)
Economy: Richest (+4)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Brilliant/Good
Infrastructure: Efficient
Education: Perfect
Living Standards: Very High
Culture: Uberpatriotic+2
Confidence: Admiring
Projects: Revitalization (+1 Economy, +1 Infrastructure) (Done!), Scandinavism (SECRET) (0/3)
Nation Background: Reemerging from mediocrity during the Skane War with French assistance, Denmark-Norway became one of France's most commited allies. Despite some setbacks and damage during the World War, and the failure to actually get any compensation for it from the Russian government, Denmark had progressed on and on, becoming the Scandinavian Union, the liberal haven of Europe, and one of the second-rate, but still notable colonial powers. It has had many disagreements with Britain lately, as well as with Russia which continues to hold on to Gotland.

Kingdom of Finland
Capital: Turku
Ruler: King Frederik I/LittleBoots
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 13 divisions (Elite), 6 Tavastian Raider divisions, 4 irregular divisions
Navy (Training): None yet
Air Force (Training): None yet
Economy: Growing (+2)
Size (points required): Small (1)
Leadership (Military/Civilian): Tolerable/Better
Infrastructure: Improving
Education: Well Educated
Living Standards: Tolerable
Culture: Uberpatriotic
Confidence: Respecting
Projects: Youth of Finland (+1 Education, +1 Military, Civilian Leadership) (5/8)
Nation Background: Finland had for the first time in history gained its independence in 1745, after a succesful Russian-backed rebellion against Sweden. But later on, Finland having allied with France and provided it with naval bases, it was attacked and crushed by its very liberators in the World War. As Russia acknowledged its defeat in the Treaty of Vienna and agreed to withdraw from its Eastern European conquests, Finland was restored without any further bloodshed, still ruled by a king from the native nobility. A firm French ally, Finland is now preparing to face a resurgent Russian Union...

Union of Krakow
Capital: Krakow
Ruler: King Jan IV Jagiellon/North King
Government: Parliamentary Monarchy
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 37 divisions (Elite+1), 35 divisions (Professional), 5 irregular divisions
Navy (Training): 5 squadrons (Good)
Air Force (Training): 3 squadrons (Normal), 5 squadrons (Semi-Rabble)
Economy: Growing (+2)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Brilliant/Better
Infrastructure: Good
Education: Literate
Living Standards: Higher
Culture: Hyperpatriotic
Confidence: Barely Tolerating
Projects: Jagiellon Line (creates fortifications) (Done!), Home Front (+2 Civilian Leadership, +2 Confidence) (2/6)
Nation Background: Briefly coming under Russian control after the Krakow War, Poland has never accepted its fate, even though the Russians succesfully eliminated most active resistance there. After Russia's defeat in the World War, Poland was created by France as a part of a cordon sanitaire aimed against Russia. With French backing, the Poles modernized, built a healthy economy and created a small, but well-trained army that showed itself well during the collapse of the Brandenburger Republic. That collapse gained Poland new lands in the west, but it is not entirely clear whether it needs them or not. Such questions might soon become irrelevant however - to the east, Russia has recouped from its losses and is preparing for revanche...

Byzantine Empire
Capital: Constantinople
Ruler: Basileus Ioann IX/Dachspmg
Government: Absolute Monarchy
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 24 divisions (Elite), 16 divisions (Very Good), 5 armoured car divisions (Normal), 3 irregular divisions
Navy (Training): 2 ship squadrons (Elite), 2 ship squadrons (Very Good), 6 sub squadrons (Very Good)
Air Force (Training): 5 air squadrons (Better), 7 air squadrons (Tolerable)
Economy: Growing (+2)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Brilliant+3/Barely Tolerable
Infrastructure: Tolerable
Education: Educated
Living Standards: Tolerable
Culture: Average
Confidence: Barely Tolerating
Projects: Project Vulcan (+1 Army Training, +1 Navy Training, +1 Military Leadership) (Done!), the Alan Parsons Project (SECRET) (5/8)
Nation Background: Reborn as the phoenix from the ashes of the Ottoman Empire's long dominion over the Balkans, the Byzantine Empire saw many ups and downs, but, under the shrewd leadership of Basilissa Irene II, it had managed to survive the World War despite fighting on the wrong side (initially, anyway) and ended the war in control of most of the Balkans and the Aegean. With the 1760s collapse of the Dar al-Islam, Byzantium had managed to take over Anatolia anyway, despite some strain to the relations with France that this has caused. Now, the Byzantine Empire is at the crossroad. It is a good regional power sitting on a perfect strategic position, and if only it could subdue these rebellious Slavs and Turks, it would be free to advance further. But in what direction? There are good reasons for allying with either the HRE or Russia, or perhaps Byzantium should seek neutrality and a war with somebody else entirely, or, perchance, it could just remain in peace?

Russian Union
Capital: Moscow
Ruler: Kanzler Nikita Panin/Stormbringer
Government: Parliamentary Monarchy (Regency/Liberal-Conservative Coalition)
Centralization: Tight Federation
Tech. Level: Late Industrial Age
Army (Training): 22 divisions (Elite+1), 67 divisions (Elite), 84 divisions (Very Good), 5 Cossack divisions, 6 irregular divisions, 16 conscript divisions
Navy (Training): 4 ship squadrons (Elite), 8 ship squadrons (Professional), 5 sub squadrons (Elite), 2 capital ships (Elite)
Air Force (Training): 26 air squadrons (Normal)
Economy: Not Bad (+1)
Size (points required): Large (4)
Leadership (Military/Civilian): Brilliant+3/Tolerable
Infrastructure: Efficient
Education: Well Educated
Living Standards: Tolerable
Culture: Patriotic
Confidence: Resentful
Projects: "Suvorov" (SECRET) (Done!), Oborona (SECRET) (Done!)
Nation Background: After the crushing (but not fatal) Russian defeat in the World War and the general roll-back of Russian borders, Russia withdrew into semi-isolation. With the downfall of Tsar Vladimir IV, liberal "Bestuzhevian" reforms had commenced, and soon advanced further and further as social reforms went into place, industrial revolution and urbanization continued, spurred on by the government, and Russia was forced into becoming a modern liberal state despite considerable opposition. After the death of the liberal Tsar Mikhail II, said opposition only worsened as conservatives, reactionaries, clericalists and, separately, separatists plotted to break up the Union. They were foiled by General-Chancellor Alexander Suvorov, who had maintained order with an iron hand in the name of the Tsarina and succesfully modernized the Russian military. Now that the internal shake-ups are drawing to an end, Russia can begin to look for allies again for the revanche...

Seguian Caliphate
Capital: Segou
Ruler: Koro Tambalili/~Darkening~
Government: Theocratic Monarchy
Centralization: Tight Federation
Tech. Level: Early Industrial Age
Army (Training): 19 divisions (Better), 10 divisions (Tolerable), 15 Seguian Elites, 44 conscript divisions, 15 irregular divisions
Navy (Training): None yet
Air Force (Training): None yet
Economy: Recession (-1)
Size (points required): Small (1)
Leadership (Military/Civilian): Competent/Stupid
Infrastructure: Barely Tolerable
Education: Literate
Living Standards: Low
Culture: Devoted
Confidence: Tolerating
Projects: Golden Mines (+1 Economy) (Done!)
Nation Background: The Bambara peoples of Segu have already created and destroyed several kingdoms when in 1712 Mamari Kulibali "the Commander" took over. Mamari formed one of the best and most modern Black African armies yet to exist and with it defeated all his enemies, stretching the empire to its current size. Recently there has been a great rise of commerce with the Holy Roman Empire, but it seems that this stagnant kingdom is likely to be ultimately consumed by the HRE unless decisive action is taken.

The Islamic Caliphate
Capital: Cairo
Ruler: Caliph Hassan Ali ibn Rabban/Thlayli
Government: Theocracy
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 10 divisions (Professional), 10 irregular divisions
Navy (Training): None yet
Air Force (Training): 2 squadrons (Semi-Rabble)
Economy: Normal (+1)
Size (points required): Medium (2)
Leadership (Military/Civilian): Good/Competent
Infrastructure: Tolerable
Education: Literate
Living Standards: Barely Tolerable
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background: Ibrahim Pasha tried to cast off the Ottoman rule over Egypt in the 1740s and recreate the Caliphate, was betrayed by the French, failed. His son Muhammed Ali tried to cast off the Mughal rule over Egypt in the 1750s and recreate the Caliphate, was ignored by the French but failed anyway. A while later, in the 1760s, Egypt broke free anyway, but under the westernizing Francophiles; no Caliphate was restored, yet the radical Islamism simmered, and when, in the 1780s, after a single decade of comparative stability, Egypt launched an utterly bungled war against the Holy Roman Empire (successor to France) and fell apart under Impero-Byzantine blows, Hassan Ali ibn Rabban, the son of Muhammed Ali, led yet another Caliphal rebellion, to save Egypt, and ofcourse recreate the Caliphate. It is unclear whether he would succeed in any of his goals, though.

Badawistan
Capital: Riyadh
Ruler: Shaikh Abdul Almasra/Wubba360
Government: Tribal Confederacy
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 18 divisions (Normal), 5 Medjai divisions, 21 irregular divisions
Navy (Training): 5 ship squadrons (Tolerable)
Air Force (Training): None yet
Economy: Not Bad (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Better/Tolerable
Infrastructure: Barely Tolerable
Education: Well Educated
Living Standards: Low
Culture: Patriotic
Confidence: Admiring
Projects:
Nation Background: As the 18th century drew to a close, inner Arabia was one of the last regions yet unclaimed by any empires great or small. Fiercely independent, its Bedouins succesfully fought back both foreign invaders and those of their own that wanted to build their own empires. But as the threat of foreign conquest loomed ever closer, the Bedouins agreed to rally around Shaikh Abdul Almasra and thus - survive.

Kandid Persian Shahdom
Capital: Shiraz
Ruler: ?/andis-1
Government: Theocratic Monarchy
Centralization: Tight Federation
Tech. Level: Early Industrial Age
Army (Training): 20 divisions (Elite), 16 divisions (Professional), 39 Immortal Guard divisions (Elite), 2 irregular divisions
Navy (Training): None yet
Air Force (Training): None yet
Economy: Normal (+1)
Size (points required): Medium (2)
Leadership (Military/Civilian): Brilliant/Brilliant
Infrastructure: Good
Education: Literate
Living Standards: Low
Culture: Devoted
Confidence: Barely Tolerating
Projects:
Nation Background: Brought together by warlord Hajj Husayn al-Kand's luck and skill, the revived Persian Empire is, despite his many victories, far from safe. Though al-Kand commands the fanatical support of his army and the Shiite population, the Central Asian Sunnis would much rather ally with his Russian enemies. Fortunately, the HRE is interested in Persia's survival and has granted it assistance, but will it be enough if Russia really does decide to fight its way to the Indian Ocean?

Mongol Rebels
Capital: None yet
Ruler: Tolun Khan/silver2039
Government: Tribal Monarchy
Centralization: Federation
Tech. Level: Middle Industrial Age
Army (Training): 25 divisions (Better), 5 Keshik divisions, 23 irregular divisions
Navy (Training): None yet
Air Force (Training): None yet
Economy: Poor (0)
Size (points required): Medium (2)
Leadership (Military/Civilian): Better/Tolerable
Infrastructure: Efficient
Education: Educated
Living Standards: Normal
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background: Through the late 17th and 18th centuries, the Mongols were gradually conquered by the Qing Chinese and the Russians; but even conquered, they remained a fiercely-independent people and often their chieftains would try to play the two great Eurasian empires against each other. Ultimately Mongolia was, after brief total Russian predominance, partitioned between China and Russia; but on both sides of the border, the tribes remained restless. Neither Russia nor China were interested in Mongolia ever reclaiming its independence; however, a new power rose in Asia that was interested in just that, and so as Japan jumped into the Second Worldwar, it incited and assisted a grand new Mongol rebellion.

Greater East Asian Republic (GEAR)
Capital: Kyoto
Ruler: Prime Minister Tanaka Masayoshi/Symphony D.
Government: Federal Republic (Ceremonial Monarch)
Centralization: Tight Federation
Tech. Level: Late Industrial Age
Army (Training): 131 divisions (Elite+1), 70 Ichiban divisions (Elite+2), 2 irregular divisions
Navy (Training): 118 ship squadrons (Elite), 27 sub squadrons (Elite+2), 12 capital ships (Elite+1)
Air Force (Training): 123 squadrons (Professional)
Economy: Richest (+4)
Size (points required): Huge (5)
Leadership (Military/Civilian): Brilliant+1/Brilliant
Infrastructure: Efficient
Education: Academic
Living Standards: Higher
Culture: Uberpatriotic+4
Confidence: Nation Personified+2
Projects: Project Seizoujo (SECRET) (Done!), Project Kafukin (+2 Education, +2 Infrastructure) (2/6)
Nation Background: Entering the 18th century a weak, impoverished, underdeveloped isolated nation, Japan's history had been a story of success since it opened up at the behest of Spanish merchants. Modernizing with French help, Japan aligned itself with Julien-Francois and had not regretted this at all; throughout the Fourteen Years of Bloodshed (1740-1754), Japan expanded all over the Pacific, captured Manchuria and Korea, humbled China and Russia and helped destroy Spain and Portugal. Though since then it had been careful to maintain good relations with France, cracks in the alliance are beginning to appear - but as Russia and China are looking up again, the alliance might be easily repaired before any real damage was inflicted.

Kingdom of Preahthaimranma
Capital: Bangkok
Ruler: King Putthayotfa Nguyen/SwissEmpire
Government: Absolute Monarchy
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 30 divisions (Professional)
Navy (Training): 15 sub squadrons (Normal)
Air Force (Training): None yet
Economy: Good Enough (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Good/Better
Infrastructure: Very Efficient
Education: Well Educated
Living Standards: Higher
Culture: Patriotic
Confidence: Admiring
Projects:
Nation Background: Some things haven't changed since 1740 and even earlier; the Siamese are one of those things, because they aren't really people, not in the eyes of French soldiers that suffered so many casualteies putting down rebellion after rebellion. It was so excruciating that Holy Roman Emperor Valerien I had had it with these ingrates and went to the extremes of reconciling with the powerful united separatist organization - the Southern Alliance - and granting it power over 3/4ths or more of Indochina. This was a great victory for Commander Tee, but is he and his lieutenants up to the task of administrating this diverse, often-hostile territory?
 
NPCs:

Jesuit Republic of Paraguay
Capital: Asuncion
Ruler: ?
Government: Theocratic Republic
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 30 divisions (Elite), 20 Knights Basilicar divisions
Navy (Training): None yet
Air Force (Training): None yet
Economy: Good Enough (+2)
Size (points required): Small (1)
Leadership (Military/Civilian): Brilliant+1/Competent
Infrastructure: Good
Education: Educated
Living Standards: Normal
Culture: Uberpatriotic
Confidence: Loving
Projects: St. Ignacio's Basilica (+2 Military Leadership, +1 Army Training, +5 new UU divisions) (Done!)
Nation Background: Paraguay is a small nation of Jesuits, their Guarani pupils and the occasional Spaniards - small, yet fairly rich and strategically-important. Thus far, it has succesfully maneuvered between EUA, Brazil and the Platine rebels, but it seems inevitable that one day it will be attacked by one side or another. For that eventuality however, the Jesuit Congregation has been preparing...

Marathi Confederacy
Capital: None yet
Ruler: Maloji II Bhonsle
Government: Tribal Confederacy
Centralization: Loose Federation
Tech. Level: Middle Industrial Age
Army (Training): 9 divisions (Very Good), 18 irregular divisions
Navy (Training): None yet
Air Force (Training): None yet
Economy: Not Bad (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Good/Competent
Infrastructure: Tolerable
Education: Well Educated
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Admiring
Projects:
Nation Background: The Marathi warrior people have for long remained in the shadow of the great Indian empires, to a large extent due to their own interfighting that prevented them from effectively opposing either the Mughals or the Rajputs. However, as India once more collapsed into chaos, a great leader came at last from the preeminent Bhonsle clan - Maloji Bhonsle, who had united the southern Marathis into a confederacy, with GEAR assistance. The Marathis are the strongest native Indian faction at the moment, but their disagreements may doom them once more, and if not that, they might fall prey to either of the great colonial powers.
 
Misc.:

Wars:
World War Two: Holy Roman Empire, Kingdom of Finland, Union of Krakow, Kandid Shahdom of Persia, Greater East Asian Republic, Persian Empire, Mongol Rebels, Provinces Unie d'Occitan vs. Russian Union, Xin Han Chinese Empire, Byzantine Empire
Seguian War: Seguian Caliphate vs. Holy Roman Empire, Scandinavian Union
Perso-Badawin War: Badawistan vs. Kandid Shahdom of Persia

Alliances:
HRE Alliance System (Defensive): Holy Roman Empire, Scandinavian Union, Kingdom of Finland, Union of Krakow, EUA, PUNF, PUO, PUC, PUF, Kandid Shahdom of Persia, Japanese Empire, UKGBI
Provinces Unie: PUNF, PUO, PUC, PUF
GEAR-Mongol Alliance

NAPs:
HRE-EUA NAP
EUA-PUNF NAP
Britain-PUNF NAP
EUA-Brazil NAP (1782-1789)
Scandinavia-Brazil NAP (1784-1794)
Badawin-Byzantine NAP (1786-1789)
Badawin-Persian NAP (1786-1789)
HRE-Britain NAP (1787-1797)

Diplomatic Agreements:
GEAR-American Pan-Pacific Prosperity Pact
EUA-PUNF Trade Agreement
Russian Trade Agreements: with EUA
Imperial-PUASE Trade Agreement
EUA-Brazil Trade Agreement
Scandinavian-Brazilian Trade Agreement
PUO-PUF Economic Cooperation Agreement
Treaty of Alexandria: Byzantine lease of Alexandria (for one eco. point per two turns)
Badawin-GEAR Trade Agreement

UUs:
GEAR: Ichiban - formerly Ikkitousennonimusha - modernized "samurai" stormtroopers.
Russia: Cossacks - highly maneuverable light cavalry excelling in guerrila and other unconventional operations.
Holy Roman Empire: Foreign Legion - an elite corps skilled not just in ordinary combat, but also in marine operations and engineering.
PUO: Southern Guard - general fanatically-loyal bloodthirsty counterinsurgent unit.
PUC: Forest Corps - veterans of the Canadian Revolution, the Forest Corps are expert at guerrila wafare.
Great Britain: Home Guards - fanatical nationalist defenders.
Scandinavia: Combat Engineers - first-class engineers, indispensible in both offensive and defensive operations.
Finland: Tavastian Raiders - elite ultranationalist paramilitaries, good at guerrila and counter-insurgency warfare.
Paraguay: Knights Basilicar - a modern-day military religious order, very loyal to the Jesuit government.
Persia: Immortal Guard - the usual, a blindly-loyal elite infantry corps, with a surprise twist in the form of engineer and artillery brigades.
Segu: Seguian Elites - the best native African troopers, they have been trained thoroughly, especially in desert warfare.
Badawistan: Medjai - elite desert troopers.
Mongol Rebels: Keshiks - modernized steppe nomad cavalry, excelling at guerrila warfare, raiding and reconaissance.

Scapegoat-for-the-turn: Insane_Panda - the Attack of the Addendums.

Old Updates:
IT I (other thread)
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754

BT I (also other thread just to annoy you)
1754-1780

IT II
1781
1782
1783
1784
1785
1786
1787
 
Don't post yet.
 

Attachments

  • NES2 VI World Map 1780b.GIF
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Just kidding actually, incidentally the BT update is in the other thread. :crazyeye:
 
:woohoo: First post! (7th Actually)
:woohoo: First time i do that!
:woohoo: I never felt so ********! :twitch:

whats a good NPC nation for a player of my limited skills? i was thinking of India but the description makes me doubt it, Egypt seems nice enough and so does Persia

Edit: Persia it is!
 
Really, I have no an idea. Paraguay or Persia or something...
 
I'll take eygpt.

Malikate of Egypt
Capital: Cairo
Ruler: ?
Government: Parliamentary Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Middle Industrial Age
Army (Training): 25 divisions (Better)
Navy (Training): 5 ship squadrons (Better)
Air Force (Training): None yet
Economy: Rich (+3)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Good/Good
Infrastructure: Improving
Education: Literate
Living Standards: Normal
Culture: Devoted
Confidence: Admiring
Projects:
Nation Background: After several false starts, this new rapidly-westernizing Egyptian empire has succesfully emerged from the collapse of the Dar al-Islam and inherited the Mughal lands in Africa, moving in to partition the "Arabian Emirate" as well. This is an ascendant, but at the same time troubled (overstretched) power; it could either fall like the past attempts to create a strong modern Egyptian state, or it could succeed, in one way or another.
 
Scandinavia checking in... and my goodness. I'm a power :eek: I count... 11 trade centres including the Scandinavian Virgin Isles.

Pommerania... a bit of Australia. Looking good. I expect my orders will start taking much longer to write now.

Very good job das :)
 
ooc: Well then the first order of business.A short but to the point diplo.I just noticed that Das,you threatened my life if I didn't enjoy this. :(

To: The Kandid Persian Shahdom, Holy Roman Empire of The French Nation
From: The Malikate of Egypt


5 turn NAP.
 
im switching

few questions, i assume the leaders of this are not black. Is that true? Is there an apartheite system in place? or anything of that nature? Is this an actual african nation, or just some place with "independence" from colonialism, while not really being free

Sulia
Capital: Cidade do Cabo
Ruler: ?
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Middle Industrial Age
Army (Training): 15 divisions (Good)
Navy (Training): None yet
Air Force (Training): None yet
Economy: Good Enough (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Good/Better
Infrastructure: Good
Education: Literate
Living Standards: Tolerable
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background: A former Portuguese colony, Sulia (South Africa) was granted independence under a Portuguese noble house of Carvalhos, but retained ties with Brazil, the main successor state to Portugal. Sulia is yet to amount to much, but its warlike people have the makings of a martial race, and with luck - a regional, or even great power.
 
lawl france is even stronger nao, your all screwed.

WAIT A MINUTE! there are british people in america now? excellent, long live the SoL!
 
shutup cleric, did you even read the update? :p

das, tell me the relative strengths of the "factions" working to rip my nation apart on a 1-10 scale of difficulty to remove. 10 being the hardest to remove. Tis a humble request. ;)

BRILLIANT BT though, it looks like this NES has many more decades of interest left in it.
 
andis-1 said:
North America!

Sorry old chap, but I appear to have this country already in hand! Cheerio :)
 
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