Nation Name
Capital:
Ruler:
Government:
Culture:
Technology level:
Technology description:
Army:
Army Level:
Army Description:
Navy:
Navy level:
Navy Description:
Air force:
Air force level:
Air force description:
Military Upkeep:
Economy (Base//Trade/Total/Banked): 0/0/0/0/0
Land Area:
Infrastructure:
Population Level:
Education:
Living Standards:
Confidence:
Projects:
Colonies (Income/Population/Militia/Loyalty):
Nation Background:
Capital
The capital is the political centre of your nation. Capitals also have a greater chance of becoming economic or trade centers. Furthermore, keep in mind that capitals have the ability to either unite or divide a nation. For instance, if you place your capital in between two or more bitterly opposed factions you may be able to prevent divisiveness. On the other hand, if you are not careful, a capital’s location in one region of a nation may cause hatred and secessionist feeling in another area. Capitals are also often essential components of a national identity. Their loss can cause the collapse of nations, their mistreatment by foreigners can cause immense, uncontrollable hatred, and their glorification can cause unparalleled national pride. Capitals are powerful political and cultural tools, use them wisely.
Government
Your government is, simply, how you govern your people. Ranging from dictatorial to anarchist and revolutionary to reactionary, the variations on governmental systems are inexhaustible. No matter what sort of government you have, be it a dictatorship or a democracy, you will always have to face off against political adversaries and juggle the balance of power between various factions. In dictatorial governments you will generally have more control over your opponents, but this is not always the case. While government can be changed, the mechanisms to do this are not constant. In some cases all that is needed in gradual reform, in others brutal revolution. So be careful, whatever it is you choose to do.
Additionally, government has an efficiency stat that shows how corrupt, how lazy, how bloated, how bureaucratic, etc. the government is. The levels of efficiency are:
None-Imaginary-Corrupt-Incompetent-Blundering-Tolerable-Improving-Competent-Efficient-Great-Brilliant
Technology
(like the European Renaissance, the Andean Bronze Age and such) – as opposed to historical equivalents – will be listed. In the stats, the technological level to which the nation in question belongs will be mentioned; and after it, the significant deviations from the given norm, whether good (“superior firearms”

or bad (“inferior ships”

will be listed. Things will be more flexible this way, and the stats themselves more informative while also concise. That, in any case, is the idea.
Technological development can be simply ordered, but it will usually require funding, as well as physical feasibility, for it to actually get anywhere. Education levels obviously help as well.
One cannot trade technology as such, but one can supply a different nation with products of superior technology, or one could send advisors and scrolls and other such help to help said nation reach your level.
Military
Warfare
For war I expect your overall strategy and preferably maps, remember you are the leader of your nation so you deal with the larger strategic objectives. If you wish you may pm me a list of tactics and doctrines that your nation employs, good doctrines and tactics wll have an impact on quality and war situations.
Military Quality
Your military quality demonstrates how well advanced, experienced, or trained your armed forces are. This can be modified in several ways, including through Projects which revolve around military training, fighting wars, and researching new military technologies. Some nations have naturally higher qualities than others. Research is the best way to decrease the gap, and winning wars will have a positive effect on your military's quality as well. Losing wars could possible decrease quality, but it is far easier to increase than decrease. Remember to keep up with modernization or you could find yourself horribly beaten if you go to war.
It goes on a scale from worst the best at 1-10.
Military upkeep
No equation is used to determine this and it depends on troop and ship deployments. For example, the HRE may have a larger army but the Portuguese will have higher upkeep costs due to their international deployment. Upkeep basically pays for logistical support. If you do not pay for upkeep every turn, then expect bad things to happen to your military. Coups are possible.
Units:
Divisions-Are generic soldiers that account for infantry, cavalry, artillery, tanks, and basically all land forces. These cost 1 eco for 2 divisions without mobilization.
Squadrons-Are generic naval forces these account for escort ships, cruisers, destroyers, subs, capital ships and all naval forces. These cost 1 eco for 2 squadrons without mobilization.
Airwings-Are general air forces such as fighters, bombers, recon planes, and all air forces. These cost 1 eco for 2 air wings without mobilization.
Army/Navy/Air force Description:
This is a verbal description of your forces, their composition, leadership, and unique aspects about them.
War Mobilization:
Your standing army is much smaller then what you will need for serious military action. In such instances you may carry out wartime mobilization. This will reduce the cost of your troops. You will be able to recruit the square root of your forces for land army. For naval squadrons it will be the square root of your industrial output.
Conscription also becomes available with wartime mobilization; you may recruit 5 conscript divisions for 1 eco. Note that these conscript forces will not be the best trained. They will likely drag down your military quality in large numbers. Initially they may have high morale but if you start losing expect it go down real fast.
Economy:
This is how much money you make represented by eco points. It is the sum of your base income (industrial production, GDP basically) and your trade income (imports and exports). It is shown in the form
Base/Trade/Total/Banked
Banked is how much you can store. It will gain interest over time.
You cannot raise economy directly as such, but you could do things to the effect of raising it, though probably with other consequences as well. You could invest in the construction of more manufactories, or sign trade agreements, or raise taxes, or really just about anything, though particularly intricate schemes tend to be particularly prone to backfiring. There will often be some kind of bankers from whom you could take loans and suchlike as well. Other factors will influence the fluctuation of stats here as well, obviously.
There is a lot of things you could spend your money on. You could raise most level-based stats (but pay attention to Area or Population!), pay for upkeep, invest in all kinds of things (including economy-raising measures; basically, your investments are various schemes to influence one or several stats, especially those that are not level-based), pay for projects and so forth.
Culture
Culture here will be a general description of important cultural changes taking place. Examples would include a cultural renaissance, religious upheaval, Westernisation, and urbanisation.
Deterioration
Your stats may deteriorate over time. In order to prevent this, invest eco and keep up a forward momentum.
Infrastructure
Roads, railroads, airports, docks, 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; it also influences things such as Trade.
Infrastructure: None-Dirt Paths-Pathetic-Barely-Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent
Population
This is the Population stat, and it is much like the Area stat – it shows the population size of the nation itself (not including non-integrated and colonial territories), it is number-based and is used to calculate the amount of money you spend on Education and Living Standards per the same formula as before. Also, it naturally influences your economy, your military and your conscription capabilities.
Area
Area means specifically the territory size of the nation in question (NOT including the colonies and the occupied, non-integrated areas) and, apart from other things, is used for calculation of the amount of eco. points needed to raise Infrastructure and Bureaucracy. Now, level-based size stats had a lot of problems with them, so instead it is now number-based, allowing for greater precision. The number is the amount of eco. points you need to pay – simple enough, I believe.
Education
Education is education is how educated your people are. This obviously influences the speed and feasibility of technological progress, as detailed under Technology. If you reach the Enlightenment levels, the chances of jumping to a whole new age will be increased considerably, though this would automatically degrade your education by two levels.
Education influences other things as well – most noticeably, a less educated population would be less open to both reformism and revolutionary sentiments, while a more educated one is likely to demand such things if even slightly discontent with the situation; leaps in education can therefore be particularily dangerous, as they are known to revolutionise a population. It is best to take this stat into account; with a very educated population, reaction would rarely be the path to go, but likewise enlightened reformism in an Illiterate country would usually be just plain stupid if not backed up by force.
Education: None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment
Living Standards
They’re back! Living Standards are very tricky, but generally higher living standards decrease dissent, make revolts less likely (your people will have more to lose) and maybe even help you out with economy and education. However, there is a peril involved – if your high living standards fall, whether due to economic woes or war or simple neglect, people will be angry and desperate, and a lot of other problems will come. Basically, it can be rather spoiling.
A fairly educated nation with low living standards surrounded by nations with higher living standards will have a lot of problems also.
Living Standards: None-Slums-Very Low-Low-Barely Tolerable-Tolerable-Normal-Higher-Very High-Splendid
Confidence
This is the degree to which the people trust or mistrust, love or hate you and your government. Its effects shouldn't be hard to explain, really - a more loyal people will take up arms in your defense, a less loyal people will take up arms to overthrow you. As not even Fortune is as fickle as public opinion, this will fluctuate wildly depending on your (perceived or real) successes or failures, and on the propaganda as well - both yours and that of your enemies.
Confidence is the key indicator of your success and the stability of your government. Confidence falls in the following circumstances:
1. When you radically shift economic policies.
2. When you shift government types.
3. When a republic shifts control from one party to another.
4. When you lose a war
5. Other types of unfortunate events which can surprise you and have a wide variety of styles in which they are introduced.
Confidence rises in the following circumstances:
1. When a government successfully shifts to a more publicly preferred form.
2. when spending in welfare policies and public spending increases.
3. when you win a war
4. when a party is reelected to government
5. Other types of fortunate events
It cannot be grown by eco. points directly.
Confidence: Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified
Colonies
Colonies, in this case, are major and effective overseas possessions (i.e. bigger than single trade outposts or forts); they have separate, though much simplified, stats. The “income” a colony brings in will depend on many factors (such as resources, investment and population), but particularly in settler colonies it is likely to start out at zero but grow overtime, especially with additional investment. The “militia” stat represents the amount of militia regiments that could be raised to fight off an invasion – or to rebel against you. You could use militias in aggressive campaigns, but usually that won’t work too well, especially far from home. You could also place your troops in the colonies, of course, though they might be some complications in that case as well, especially if you don’t pay for the upkeep. A colony’s Loyalty is basically the same as Confidence (it even uses the same levels! Only for the colony specifically. Administration is how good the colonial government is, it uses the same levels as beauracracy. Good government can ensure colonial loyalty while bad one could cause rebellion.
Projects
Local equivalent of wonders, but is more often some sort of a particularily large project or program as opposed to some huge building. You can do just about anything with it, but it is advisable to contact me for specifics first; usually it will simply influence one or several stats in some desirable way, but if you want some other kind of effect, it is best for you to contact me. A long-term bonus like superior amounts of troops per eco. point could be tied to either a fixed amount of turns or to some in-game condition (like a Janissary system) that will have its own repercussions and that might be caused to cease to function, in which case the bonus will disappear; such things are also what you should talk with me about first. Anyhow, most projects will have their own unintended consequences, good or bad. It is most advisable to describe a project to me in detail other than simply list the intended effects; i.e. explain how exactly you intend to get there with this.
Innovative solutions aside from that can also speed things up (for instance, you can have your engineer UU help build a grand fortification system, or just throw slaves at a problem), but it’s no guarantee. You must pm me with your project idea and I will tell you the cost of it and how long it will take.
You can make it secret, but in that case you'll have to remind me about the effects every so often.
Intelligence
It works like this: you can PM me questions that I will answer (not necessarily truthfully, and probably in an ambiguous way), or add espionage/intelligence orders to your order sets, with the stuff that you want done (both sabotage and other such stuff, and normal information gathering; I will send secret reports after the update, with the results of your operations). Do note that your spies are neither omniscient nor omnipotent, - they aren't even omnipresent, most of the times. The latter can be partially fixed by gradual infiltration and construction of a spy network. Eco. points are not necessary here, but they might be very helpful.