Preview: ICNES II: If He Would Have Waited, my future NES

Icmancin

WSNR Pte
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Summer is rapidly approaching and my social life is at an all time low. I've had this idea for a while now and I can spend all summer perfecting it! Yay, kinda dumb eh? I will, as usual, have nothing to do save for the three weeks I'm at band camp and the nights I stay up with my friends beating them at Halo... So yeah. I'll probably start this at the end of the year or at the debut of the next year. Tell me what you think about this, ask questions or reserve nations.

Rules

Setting

This NES is set in an altered version of the World we know. Instead of leading the French Army out to fight the British at Québec on September 13th, 1759, General Montcalm waited. Soon the Canadian Winter arrived which the British were not completely prepared for. Also, French reinforcements arrived to relieve the beseiged city of Québec. The French fought the British into submission, killing, wounding or capturing over 5 000 British Regulars and American volunteers the French made a come back in the Seven Years War. The canadiens took up arms and began small scale skrimishes against the British all over America, aided by many Native tribes now in support of France. The French quickly re-claimed Louisbourg and Acadia and forced the Hudson Bay Company into submission. In the South, France foun an ally in the Spanish who began to expand into the British colonies. By 1765, now, the French have driven the British out of the Americas, save for Newfoundland, and have set up a co-operation sphere in Americas with the Spanish. The Contnientalists under Washington were brutally crushed. This turn of events replaced the conventional European warfare tactics by new tactics employed with amazing success in the American forests and conutryside. The World was altered greatly by General Montcalm simpy waiting for a few more weeks. Altered, perhaps, too far for the minds of the World to live with. Is World anarchy left to happen? Or continued European dominance of the planet? It is now 1765. The future is up to you.

Introduction

My last NES, ICNES I was fairly successful. Many NESers did not join because of the improbability of America falling to the various powers and having Britain defeated by Celtic rebels. It was VERY unlikely to happen but it did not stop people from joining.

This NES is much more probable. The Colonization of Canada was what dragged me into the World of Social Sciences. Now, I'm the best Social Sciences student at my School. I'm simply in love with History and Economics and Politics and.. WAR. All things miliary interest me and this NES should not be short of that. There aren't that many nations, but rebels happen. Please read the rules as they are a mix of a lot of other NES rules.

Play it, enjoy it, love it.

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. Don't forget that stories create atmosphere like nothing else (apart from good, precise, in-depth updates).

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 - Updatesd will come on the weekends ethier Staurday or Sunday. I'd like to have orders in by Friday. I live in Nova Scotia, GMT -4 just for your information. I'd like to have them in by Fiday night so I can have a god update up on Satruday or possibly Sunday. Sunday's are kind of bad because they are Cadet Trianing days, but I can make it work.

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 white circle; an economic center is a red/orange circle. Forts will be gray. Dug in areas or trenches will be represented by small black lines. (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 (hey, it worked in OTL...). 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 backgroudns; to go against these allegiences is sometimes necessary, but is almost certainly an unpopular thing to do.

NATIONAL TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Ideology (popularity):
Centralization:
Tech. Level:
Army (Training):
Navy (Training):
Army Doctrines:
Naval Doctrines:
Army Divisions:
Naval Divisions:
Income:
Income Banked:
Population:
Size (points required):
Leadership (Military/Civilian): /
Infrastructure:
Education:
Living Standards:
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 even a civil war. Also, keep it historical. That is, you could invent your own government, but it must make sense for YOUR nation of THAT time. You could consult me about that.

Ideology - is the beliefs of your country. The ideology ratio can be changed through stories or polcy shifts in the government. This can have an effect on the population who are still stuck with the old ways. Ideologies, like governments, can be chosen by the player but the dominant ones are Liberalism and Conservatism. In brackets is the popularity of the ideology with the population. The higher it is, the harder it will be to change. But that can change in stories as well as unpopular policies and actions by the government and failures of the ideology nationally and abroad.

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 Early Industrial Age, but on the bring of a breakthrough.

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.

Military

That will, as of now, consist of army and navy (may later to be joined by air force). These will be number-based as it gives more versatility. These will be represented in Brigades and Squadrons (at a later date, I might also add "capital ships" as a separate part of the navy and maybe even Air Wings). These Brigades and Squadrons are futher organized into Armies and Fleets (military divisions). To help the mod, please organize you Army into Armies and Fleets to help keep track of things and to help keep a sense of reality. But keep in mind that have too many Armies/Fleets can have a negative effect and it should be noted that a high Military Leadership stat is required to keep order in the rank-and-file of the Armies/Fleets. At the beginning they are left blank, but it is recommended that players divide their Military in the first update. NPCs will be divided by me. I urge players to divide their Armed Forces in the first turn, or I will do it for them.

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. To increase the Military you will need to invest Economy into it and it will increase any part of military by a certain number, depending on our population. At a low population, it will only increase slowly, but in a high population it will increase quickly. Also, the size of you Military effects how much more Economy is needed to actually produce Brigades/Squadrons. This is employed to prevent uber-powerful, world-controlling Militaries. 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.

Population/Production Table

1 000 000 - 5 000 000: 1 Brigade/1 Squadron
5 000 000- 7 500 000: 3 Brigades/3 Squadrons
7 500 000- 10 000 000: 5 Brigades/5 Squadrons
10 000 000 - 20 000 000: 7 Brigades/ 7 Squadrons
20 000 000 - 35 000 000: 10 Brigades/ 10 Squadrons
35 000 000 - Plus: 12 Brigades/ 12 Squadrons

Size/Economy Investment to increase Size
1 - 15 Brigades/Squadrons: 1 Economy
15 - 30 Brigades/Squadrons: 2 Economy
30 - 50 Brigades/Squadrons: 3 Economy
50 -75 Brigades/Squadrons: 4 Economy
75-100 Brigades/Squadrons: 5 Economy
100- Plus Brigades/Squadrons: 6 Economy

Example: If had a population of 50 000 000 and an Army of only 14 Brigades, I would have to invest 1 Economy to increase it and I would receive 12 Brigades. Keep in mind that if the number increases over an interval, than more will have to be payed. So I would now have 26 Brigades and would now have to pay 2 Economy to increase it.

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-Barely Tolerable-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... Conscripting does not require economy points.

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.

Military Doctrines are the types of training that the Military specializes in. If you have a certain Doctrine then the force will be more effective in certain areas of combat. The more Dotrines you have in each force, the less effective the force is at employing this doctrine in combat, so be careful about how many Doctrines you use. For example: My Army can have the Marine Landing Doctrine and the Alpine Doctrine. This force has an advantage when fighting in Forests and Mountains as well as in performing Marine invasions. However, it is slightly less effective in performing ethier of these two because it is trained in two doctrines. Doctrines can be added to the military through investments (via quick Project) or by sacrificing an old Doctrine or two training levels from the respective force that the Doctrine will be used by. Doctrines can be submitted to me via PM and I will check it through. It can then be used by the other players however.

List of Doctrines:

Alpine Warfare: Training for missions in Mountains and Forested terrain
Polar Warfare: Training in low temperature and snowy/icey climates.
Jungle Warfare: Training for missions in Jungle areas, in particular Africa and South America
Amphibious Warfare: Training for executing Marine Invasions on all types of coastal terrain
Guerrilla Warfare: Training for counter-irregular warfare, as well as ambushes and unconventional warfare
Massed-Attack: Training for executing 'human wave' assault tactics (aka Sarming the enemy with numbers)
Fortified Defense: Training in the effecting operation of Forts and Trenches
Light Ship Warfare: Use smaller class vessels in large numbers to provide a high level of maneuverability over firepower
Capital Ship Warfare: Use of large vessels to provide a high level of firepower over maneuverability

Economy

The ICNES II Economy System is a mixture of the ever popular das system and the IT/BT system.

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 colonial expendentures 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 can be banked, but only during IT Updates.

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)

Population

Population effects many things. Population effects the size of the Military, the starting Economy, ease of Economy Increase etc. The populaiton is derived from histrocial numbers. It may not be correct, but I will make it as close as I can.

Size

As proposed by Disenfrancised, though somewhat altered by das and the I. The larger your country is, the more money you will have to spend to grow any miscellanous 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. Size is determined from the physical size of you nation and the population.

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

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.

IT/BT

Interesting Times and Boring Times is another part of this NES. In an IT update, the player will have control of the Economy directly and will make decisions using the stats. They are way more fun than boring times. IT are less frequent than BT. In BT updates the player will just outline in their orders what they want done but it must be within the limits of the country's power. They're more frequent than IT. It's kind of like telling how you're increasing your economy but doing that for each stat. They are periods of slow expansion and consolidation of your empire/kingdom/republic/state. IT Updates will only span for One Year while BT Updates span for Three. At the end of each update I will say which the next update will be, BT or IT.

Nation Background


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

List of Nations and Reservations

Kingdom of France (reserved by Swissempire
Kingdom of Spain
Great Britain (reserved by Wubba360)
Kingdom of Portugal (Spanish vassal)
Most Serene Republic of Venice
Austrian Empire (reserved by Dachspmg)
Swiss Cantons
Papal States
Kingdom of Sardinia-Piedmont
Kingdom of Prussia (reserved by The Farow)
Kingdom of Brunswick
Kingdom of Denmark-Norway
Kingdom of Sweden
Kingdom of Poland (Russian vassal)
Ottoman Empire (reserved by Kentharu)
Russian Empire (reserved by Dreadnought)
Qing China
Afghan Khanates
Kingdom of Persia
Empire of Kanem-Bornu
Abyssinian Empire
Tokugawa Shogunate (Japan)
Kingdom of Korea (Chinese vassal)
 

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Don't... Run... Two... NESes... At once...

Oh, why do I even bother?

Go ahead and try, you'll discover why I said the above soon enough.
 
I'm not planning to. This is just something I've had in my mind for months now, and I'll run it after ICNES I is done. It's just a preview for later.
 
can we reserve nations? if so i call ottoman empire :D but before i do that, how strong are they? as in are they stats crappy as per usual? poorly trained army, bad civilian/military leadership i mean OTL the ottoman empire was nto bad... at all, they were on par with the europeans (Except maybe england) of course england sucks in this nes :p
 
I will be running AFTER ICNES I is DONE. I just want to work out any kinks now and see if there is an interest for when ICNES I is finished.
 
The Ottoman Empire is still strong now. It has regional dominance and could beat down Austria, and is on par with Poland. The other Europeans are stronger. Russia is a threat. And England doesn't suck in this game, she's just weaker than normal. She could still come out strongest but she'd need to fight with Spain and France.
 
Yup, you guys can reserve them.
 
I do hope that ICNES I will not be finished for quite a while. ;) Also, if you will only start this after the summer... isn't it ALITTLE too early for reservations?

As for the althist itself... wrong PoD. What you need is a French victory at Quiberon - after the British won there in OTL, their victory in the Americas was only a matter of time. Btw, a French victory in the Americas will probably radically change the course of the Seven Years War in Europe - that will certainly be a more plausible European change than an unexplained French expansion into Italy, or Turkish Astrakhan for that matter. The European borders are really weird, and I don't quite see the connection between them and the events in Canada...
 
Yeah. This period of time in history in Europe is quite confusing for me. I know the borders of Austria are way off and the Commonwealth of Poland and Lithuania should be much smaller. The English in Denmark, Norway, Holland, and Greenland is a result of Britain trying to maintain a dominate position of power. Since she was kicked out of America, she expanded in Europe itself as well as in Africa and Asia, to maintain her sphere of power. France invaded the German states to 'restore order' amongst them. This lead to the unification of Prussia and a Kingdom centered around Brunswick.

I plan on adding the Kingdm of Sardinia in, and fixing the Polish-Russia-Austria borders.
 
Sorry, IMHO its as improbable as the last one, if not more.
 
Ok, I'm posting the new map and new nation list.
 
I would reserve an Austria (Austria erit in orbe ultima).

By which I mean, I reserve Austria.
 
Here is the timeline.

Spoiler Timeline :
October-November 1759
The climate in Quebec begins to drop and the British begin to suffer from boredom and deseases. 1 500 Elite soldiers under Bougainville arrive and in a combined assault with Montcalm's 13 000 men, defeat the British under Wolfe.

January 1760
French regulars push into the Hudson Bay region and the British fur traders are forced to surrender due to lack of protection. Frenh Navy makes unsuccessful attempts against the British blockades in Europe.

February 1760
Spanish regulars begin advance along the Mssissipi River and from Florida against the British.
French begin first Naval Assault on Newfoundland; French failure ensues.

March 1760
French forces recapture Cape Breton Island and begin a two-pronged push into Acadia.
Spanish continue to advance into former French territory and the American colonies

May 1760
British attack the Dutch, recent allies of France.
French attack through the Great Lakes region; Acadia recaptured.
French occupy Belgium, formerly of the Holy Roman Empire. This causes internal problems inside the Empire.

June 1760
Premature Contientalist rebellion erupts under Washington.
French begin moveing into Maine.

September 1760
French and Spanish forces link up in Central North America.
Abyssinia fights a brief war with the Turks.

December 1760
War weary nations sign a Christmas truce.

February 1761
French attack British occupied Holland; are repulsed.

March 1761
Continentalists crushed in a three way batle at New York.

April 1761
Massive French-Spanish fleet barely defeats British fleet headed for America.
Russians begin to settle Alaska in fear of Western European colonial Empires.

May 1761
Portugeuse soldiers attack Spanish New Granada. Spanish efforts in North America come to a close, much to the joy of the French.

June 1761
Faro occupied by Spanish forces in Iberia.
French second invasionof Newfoundland repulsed again after minor gains.
French continue to advance through the 13 colonies, or what's left of them.

August 1761
Brazil attacked from multiple fronts. Portugeuse scatter, unprepared for such an action. Portugeuse Africa under attack from the Spanish.

November 1761
French are repulsed from Newfoundland yet again.

December 1761
Second Christmas truce signed.
Persia developes war with the Afghan tribes.

January 1762
Spanish beat the Portugeuse into submission. Humiliating treaty of La Coruna is signed. Portugal proper is drastically reduced in size, most of the Portugeuse Empire is terminate and annexed to Spain.

March 1762
Most of British America has fallen to the French.

April 1762
Border skirmishes on the Franco-Dutch border.
Persia loses much territory to the Afghan Khanates.

June 1762
Russian colonial efforts in Alaska hindered.
Mughal Empire begins campaign against Britain in Southern India.

August 1762
Mughal Empire continues advance.
French being hindered by American guerrilla fighters throughout the countryside.

September 1762
Mughals defeated in a spectacular defense by the Royal Marines.
Italian revolts against Spain.

December 1762
Papal States and Sardinia-Piedmont erected as independent states. Spain loses these areas to due Venetian support of these movements.
British surrender mainland in America to France.

January 1763
Treaty of Bordeaux: Franco-Spanish dominance in America guarenteed. British North America reduced to Newfoundland.

March 1763
Last British militia surrender in America.
Holy Roman Empire collapses as Austria creates separate Empire.

June 1763
Austro-Italian War.

August 1763
Venetian, Sardinian and Papal forces resist Austrians at the decisive battle of Venice. Austria defeated, war ends with no changes diplomatically.

September 1763
The minor German states formed from the fall of the Holy Roman Empire form the two naitons of Prussia, and the Kingdom centralized around Brunswick.

December 1763
All is quiet thoughout the World.
 
Hmm, I think I have to agree with das, this is a bit of an overestimation on Canada's global influence.
 
Some capitals are way off, the ones for Sweden (Stockholm), Russia (St Petersburg, it's a way bit east, the way it is now it couldn't at as a port city. ;) ). London too is a bit off. And what on earth happened to the Prussian capital?

Other then that you should finish your other NES before this one.
 
Lord_Iggy said:
Hmm, I think I have to agree with das, this is a bit of an overestimation on Canada's global influence.

How so? The French emerge victorious in the Seven Years War. My other NES is overestimating Canada's influence.

@Reno: I know the capitols are off. I'll fix them by the time this is ready to launch.
 
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