staznesVIII: A Walk in Hell

Azale

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STAZNES 8 ~A WALK IN HELL~


Welcome, comrades. This is the eighth installment in the usually odd, sometimes short, always fun (for you guys anyway) staznes series. Its my second stab at a completely realistic setting, this time in a timeperiod I have been itching to see modded for years...1860.

The most noticeable conflict of course is the American Civil War, but do not worry, there is much more to the world than this. France is trying to revive an Empire and may find that meddling in other countries affairs could be troublesome *cough* Mexico *cough*. Germany and Italy remain on the precipice of unification, at the point where it could still be botched under the right leadership. Japan has begun its Meji Restoration while China has begun its regular cycle of decay and rebellion. Spain is looking to kick off its "Scientific Expedition" in South America soon and hell, who knows, Britain might get involved in world affairs too.

So yea, pick a nation and have a good time. This NES will not be dictated by a realism police but do try to keep it somewhat feasible. A simple explanation will usually do the trick in convincing me. I plan to update this weekly, and do not pester me whilst I update. I am 16 years old, I think I know when Saturday is ;)

Oh, and PLEASE DO NOT POST UNTIL I SAY!!!!


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 Saturdays (unless I say otherwise), yet the orders have to be sent in by Friday barring emergencies. I live in Texas (Central Standard USA time), orders are due at 7:00 pm. 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)

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 (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:
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. 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.

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.

Middle Industrial Age: approximate analogy - 1840-1880.
Late Industrial Age: approximate analogy - 1880-1916.
Early Modern Age: approximate analogy – 1916-1940
Middle Modern Age: approximate analogy- 1940-1970
Late Modern Age: approximate analogy- 1970-?

Military

That will, as of now, consist of army and navy (later to be joined by air force). These will be number-based as it gives more versatility. These will be represented in divisions and squadrons (at a later date, I might also add "capital ships" as a separate part of the navy).

What will you have in it? Anything that 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)

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.
 
Player Controlled Nations

Argentina
Capital: Buenos Aires
Ruler: /kalthazar
Government: Enlightened Despotism
Centralization: Loose Federation
Tech. Level: Middle Industrial Age
Army (Training): 40 Divisions (Normal)
Navy (Training): 11 Squadrons (Tolerable)
Economy: Rich (+3) [+1 extra point to spend this turn]
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Competent/Tolerable
Infrastructure: Tolerable
Education: Literate
Living Standards: Barely Tolerable
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background:

The Empire of Brazil
Capital: Rio de Janeiro
Ruler: /~darkening~
Government: Constitutional Monarchy (The Brazilian Constituent Assembly)
Centralization: Loose Federation
Tech. Level: Middle Industrial Age
Army (Training): 28 Divisions (Tolerable)
Navy (Training): 10 Squadrons (Semi-Rabble)
Economy: Growing (+2)
Size (points required): Large (4)
Leadership (Military/Civilian): Good/Better
Infrastructure: Tolerable (1/4)
Education: Tolerable
Living Standards: Barely Tolerable
Culture: Average
Confidence: Respecting
Projects:
Nation Background:

The Republic of Gran Colombia
Capital: Bogotá
Ruler: /The Farow
Government: Despotism
Centralization: Loose Confederation
Tech. Level: Middle Industrial Age
Army (Training): 28 Divisions (Very Good)
Navy (Training): 3 Squadrons (Tolerable)
Economy: Normal (+1)
Size (points required): Medium (2)
Leadership (Military/Civilian): Good/Tolerable
Infrastructure: Improving
Education: Educated
Living Standards: Normal
Culture: Divided
Confidence: Hateful
Projects: Project Phoenix (+2 Infrastructure, +1 Education)[1/4]
Nation Background:

Paraguay
Capital: Ascuncion
Ruler: /North King
Government: Despotism
Centralization: Unitary
Tech. Level: Middle Industrial Age
Army (Training): 30 Divisions (Tolerable)
Navy (Training): N/A
Economy: Normal (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Competent/Incompetent
Infrastructure: Tolerable
Education: Tolerable
Living Standards: Barely Tolerable
Culture: Average
Confidence: Respecting
Projects:
Nation Background:
Greater Republic of the Andes
Capital: Lima
Ruler: General Mariano Ignacio Prado/Sheep2
Government: Military Oligarchy
Centralization: Federation
Tech. Level: Middle Industrial Age
Army (Training): 18 divisions (Tolerable)
Navy (Training): 15 squadrons (Tolerable)
Economy: Good Enough (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Tolerable/Incompetent
Infrastructure: Tolerable
Education: Tolerable
Living Standards: Barely Tolerable
Culture: Untrusting
Confidence: Barely Tolerating
Projects:
Nation Background:

United States of America
Capital: Washington
Ruler: President Abraham Lincoln/Symphony D.
Government: Democratic Republic
Centralization: Loose Federation
Tech. Level: Middle Industrial Age
Army (Training): 41 Divisions (Professional), 15 Marine divisions
Navy (Training): 24 Squadrons (Better)
Economy: Not Bad (+1)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Better/Tolerable
Infrastructure: Improving
Education: Literate
Living Standards: Normal
Culture: Average
Confidence: Resentful
Projects: Officer Scouting (+2 Military Leadership)[1/3]
Nation Background:

Confederate States of America
Capital: Richmond
Ruler: President Jefferson Davis/Jason the King
Government: Democratic Republic
Centralization: Loose Federation
Tech. Level: Middle Industrial Age
Army (Training): 47 Divisions (Normal)
Navy (Training): -
Economy: Normal (+1)
Size (points required): Medium (2)
Leadership (Military/Civilian): Good/Competent
Infrastructure: Improving
Education: Tolerable
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Nation Background:

Empire of Mexico
Capital: Mexico City
Ruler: Emperor Maximiliano I/Grandmaster
Government: Constitutional Monarchy
Centralization: Uberunitary
Tech. Level: Middle Industrial Age
Army (Training): 39 Divisions (Better), 10 Grenadier Dragoon divisions
Navy (Training): 5 Squadrons (Semi-Rabble)
Economy: Very Poor (0)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Tolerable/Incompetent
Infrastructure: Tolerable
Education: Tolerable
Living Standards: Low
Culture: Average
Confidence: Respecting
Projects:
Nation Background:

Austrian Empire
Capital: Vienna
Ruler: Kaiser Franz Josef von Osterreich/JosefStalinator
Government: Monarchy
Centralization: Loose Federation
Tech. Level: Middle Industrial Age
Army (Training): 25 divisions (Professional)
Navy (Training): 10 squadrons (Tolerable)
Economy: Good Enough (+2)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Good/Tolerable
Infrastructure: Tolerable
Education: Literate
Living Standards: Normal
Culture: Average
Confidence: Tolerating
Projects: Edjamacation (raise education, culture, and confidence significantly upon its completion)[1/6]
Nation Background:

Bavaria
Capital: Munich
Ruler: King Ludwig I/Icmancin
Government: Monarchy
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 6 division (Very Good), 7 conscript divisions
Navy (Training): N/A
Economy: Good Enough (+2)
Size (points required): Small (+1)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Tolerable
Education: Literate
Living Standards: Normal
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Nation Background:

The Kingdom of Sweden-Norway
Capital: Stockholm
Ruler: /Contempt
Government: Constitutional Monarchy (The Swedish Parliament)
Centralization: Unitary with Exceptions
Tech. Level: Middle Industrial Age
Army (Training): 20 Divisions (Very Good)
Navy (Training): 20 Squadrons (Normal)
Economy: Growing (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Competent/Good
Infrastructure: Tolerable
Education: Educated
Living Standards: Normal
Culture: Devoted
Confidence: Tolerating
Projects: University at Stockholm (+4 education)[3/4]
Nation Background:

Belgium
Capital: Brussels
Ruler: /Luckymoose
Government: Monarchy
Centralization: Federation
Tech. Level: Middle Industrial Age
Army (Training): 17 divisions (Good)
Navy (Training): 24 squadrons (Very Good)
Economy: Rich (+3)
Size (points required): Small (1)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Improving
Education: Literate
Living Standards: Normal
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background:

Ottoman Imperial Republic
Capital: Constantinople
Ruler: Sultan Abdul Aziz/silver2039
Government: Imperial Republic Sultanate
Centralization: Federation
Tech. Level: Middle Industrial Age
Army (Training): 21 divisions (Normal)
Navy (Training): 15 squadrons (Normal)
Economy: Not Bad (+1)
Size (points required): Large (4)
Leadership (Military/Civilian): Competent/Incompetent
Infrastructure: Barely Tolerable
Education: Tolerable
Living Standards: Normal
Culture: Average
Confidence: Tolerating
Projects: Tanzimat Reforms (lots of good things)[2/6]
Nation Background:

The Second Empire of France
Capital: Paris
Ruler: Emperor Napoleon III/alex
Government: Despotic Republic
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 32 divisions (Very Good), 10 conscript divisions
Navy (Training): 15 squadrons (Good)
Economy: Growing (+2)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Good/Brilliant
Infrastructure: Improving
Education: Literate
Living Standards: Normal
Culture: Devoted
Confidence: Loving
Projects: Pour La Glorie de France (+1 Living Standard, +1 education, +1 culture, +1 confidence) [0/4]
Nation Background:

Prussia
Capital: Berlin
Ruler: King Wilhelm I/wubba
Government: Monarchy
Centralization: Federation
Tech. Level: Middle Industrial Age
Army (Training): 23 divisions (Professional)
Navy (Training): -
Economy: Good Enough (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Brilliant/Competent
Infrastructure: Improving
Education: Literate
Living Standards: Normal
Culture: Strongly Cultured
Confidence: Admiring
Projects: National Industrialization (+civilian leadership, +2 economy, +1 eco center)[2/6]
Nation Background:

The Kingdom of Italy
Capital: Turin
Ruler: King Victor Emmanuel II/Feanor
Government: Constitutional Monarchy
Centralization: Unitary
Tech. Level: Middle Industrial Age
Army (Training): 8 Divisions (Normal), 10 Alpini divisions
Navy (Training): -
Economy: Good Enough (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Tolerable/Competent
Infrastructure: Improving
Education: Educated
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Tolerating
Projects: Liberta, dai L'Italiani, per L'Italiani (Translation: Freedom, from the Italians, for the Italians) [1/2]
Nation Background:

Russian Empire
Capital: St. Petersburg
Ruler: Czar Aleksander II/conehead234
Government: Czardom
Centralization: Federation
Tech. Level: Middle Industrial Age
Army (Training): 38 divisions (Normal)
Navy (Training): 7 squadrons (Tolerable)
Economy: Good Enough (+2)
Size (points required): Huge (5)
Leadership (Military/Civilian): Competent/Barely Competent
Infrastructure: Tolerable
Education: Tolerable
Living Standards: Tolerable
Culture: Average
Confidence: Tolerating
Projects: New Russia (Expands and spurs industrial growth and Westernization, + Moscow EC) [1/4]
Nation Background:

The Netherlands
Capital: Amsterdam
Ruler: King William I/der sensenmann
Government: Monarchy
Centralization: Federation
Tech. Level: Middle Industrial Age
Army (Training): 20 divisions (Good)
Navy (Training): 27 squadrons (Good)
Economy: Very Rich (+3)
Size (points required): Medium (2)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Improving
Education: Literate
Living Standards: Normal
Culture: Strongly Cultured
Confidence: Respecting
Projects: World Bank (Amsterdam as World Bank) [1/3]
Nation Background:

Spain
Capital: Madrid
Ruler: Queen Isabella II/Stormbringer
Government: Monarchy
Centralization: Federation
Tech. Level: Middle Industrial Age
Army (Training): 16 divisions (Good)
Navy (Training): 12 squadrons (Normal)
Economy: Good Enough (+2) [+1 extra spend point this turn]
Size (points required): Medium (2)
Leadership (Military/Civilian): Tolerable/Tolerable
Infrastructure: Tolerable
Education: Literate
Living Standards: Normal
Culture: Average
Confidence: Resentful
Projects:
Nation Background:

United Kingdom of Great Britain
Capital: London
Ruler: Queen Victoria/thomander
Government: Monarchy
Centralization: Loose Federation
Tech. Level: Middle Industrial Age
Army (Training): 47 divisions (Very Good)
Navy (Training): 97 squadrons (Very Good)
Economy: Very Rich (+3)
Size (points required): Gargantuan (6)
Leadership (Military/Civilian): Good/Better
Infrastructure: Good
Education: Literate
Living Standards: Normal
Culture: Strongly Cultured
Confidence: Tolerating
Projects: Workshop of the World (+1 infrastructure, +1 Economy, +1 civilian leadership)[2/5]
Nation Background:
Swiss Confederation
Capital: Bern
Ruler: President Jakob Dubs/swiss empire
Government: Republic
Centralization: Federation
Tech. Level: Middle Industrial Age
Army (Training): 8 divisions (Good)
Navy (Training): N/A
Economy: Normal (+1)
Size (points required): Small(1)
Leadership (Military/Civilian): Better/Barely Tolerable
Infrastructure: Efficient
Education: Literate
Living Standards: Normal
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background:
The Kingdom of Portugal
Capital: Lisbon
Ruler: /Cuivienen
Government: Constitutional Monarchy (The Portugese Assembly)
Centralization: Unitary
Tech. Level: Middle Industrial Age
Army (Training): 44 Divisions (Tolerable)
Navy (Training): 20 Squadrons (Good)
Economy: Good Enough (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Competent/Better
Infrastructure: Good
Education: Educated
Living Standards: Tolerable [1/2]
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background:

Qajar Persia
Capital: Tehran
Ruler: /Reno
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Late Enlightened Age
Army (Training): 31 Divisions (Tolerable)
Navy (Training): 10 Squadrons (Rabble)
Economy: Good Enough (+2)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Tolerable/Barely Tolerable
Infrastructure: Tolerable
Education: Tolerable
Living Standards: Low
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background:

Japanese Empire
Capital: Tokyo
Ruler: Emperor Meiji/KrimzonStriker
Government: Despotism
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 14 divisions (Better)
Navy (Training): 7 squadrons (Semi-rabble)
Economy: Growing (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Improving
Education: Tolerable
Living Standards: Tolerable
Culture: Devoted
Confidence: Respecting
Projects:
Nation Background:

Qing China
Capital: Beijing
Ruler: Empress Dowager T’zu Hsi/Insane Panda
Government: Monarchy
Centralization: Federation
Tech. Level: Early Industrial Age
Army (Training): 90 divisions (Better)
Navy (Training): 5 squadrons (Semi-rabble), 10 squadrons (Normal)
Economy: Not Bad (+1) [+1 extra spend points this turn]
Size (points required): Large (4)
Leadership (Military/Civilian): Tolerable/Incompetent
Infrastructure: Barely Tolerable
Education: Tolerable
Living Standards: Low
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background:

Siam
Capital: Bangkok
Ruler: /tommytoon
Government: Absolute Monarchy (The Siamese Court)
Centralization: Loose Federation
Tech. Level: Late Enlightened Age
Army (Training): 16 Divisions (Tolerable)
Navy (Training): 10 Squadrons (Rabble)
Economy: Normal (+1)
Size (points required): Medium (2)
Leadership (Military/Civilian): Incompetent/Competent
Infrastructure: Tolerable
Education: Illiterate
Living Standards: Low
Culture: Strongly Cultured
Confidence: Respecting
Projects: Project P.A.S.(+1 confidence, +2 civilian leadership, +1 economy)[1/5]
Nation Background:

The Eyalet of Egypt
Capital: Cairo
Ruler: /kentharu
Government: Absolute Monarchy *Ottoman Vassal State*
Centralization: Loose Confederation
Tech. Level: Early Industrial Age
Army (Training): 18 Divisions (Normal)
Navy (Training): -
Economy: Good Enough (+2)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Competent/Stupid
Infrastructure: Barely Tolerable
Education: Illiterate
Living Standards: Low
Culture: Divided
Confidence: Resentful
Projects:
Nation Background:
 
Non-Player Controlled Nations

The Papal States
Capital: Rome
Ruler: Pope Leo XII /
Government: Theocracy
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 2 divisions (Normal)
Navy (Training): -
Economy: Normal (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Incompetent/Moronic
Infrastructure: Tolerable
Education: Illiterate
Living Standards: Normal
Culture: Average
Confidence: Tolerable
Projects:
Nation Background:

The Republic of Chile
Capital: Santiago
Ruler: Supreme Director Ramón Freire Serrano/
Government: Democracy (The Chilean Junta)
Centralization: Loose Federation
Tech. Level: Middle Industrial Age
Army (Training): 18 Divisions (Tolerable)
Navy (Training): 3 Squadrons (Semi-Rabble)
Economy: Growing (+2)
Size (points required): Small (1)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Barely Tolerable
Education: Literate
Living Standards: Low
Culture: Average
Confidence: Tolerating
Projects:
Nation Background:

Ethiopia
Capital: Abdis Addaba
Ruler:
Government: Absolute Monarchy
Centralization: Tight Federation
Tech. Level: Late Enlightened Age
Army (Training): 12 Divisions (Semi-rabble)
Navy (Training): -
Economy: Poor (0)
Size (points required): Small (1)
Leadership (Military/Civilian): Imbecile/Imbecile
Infrastructure: Dirt Paths
Education: Dumb
Living Standards: Slums
Culture: Divided
Confidence: Lynching
Projects:
Nation Background:

Khanate of Bukhara
Capital: Bukhara
Ruler: ?/
Government: Absolute Monarchy (Council of Chiefs)
Centralization: Loose Confederation
Tech. Level: Late Enlightened Age
Army (Training): 12 Divisions (Rabble)
Navy (Training): -
Economy: Poor (0)
Size (points required): Small (1)
Leadership (Military/Civilian): Imbecile/Stupid
Infrastructure: Dirt Paths
Education: Dumb
Living Standards: Slums
Culture: Divided
Confidence: Hateful
Projects:
Nation Background:

Bhutan
Capital: Thimphu
Ruler: ?
Government: Absolute Monarchy (The Bhutanese Court)
Centralization: Loose Confederation
Tech. Level: Late Enlightened Age
Army (Training): 5 Divisions (Rabble)
Navy (Training): -
Economy: Poor (0)
Size (points required): Small (1)
Leadership (Military/Civilian): Stupid/Moronic
Infrastructure: Dirt Paths
Education: Dumb
Living Standards: Slums
Culture: Untrusting
Confidence: Hateful
Projects:
Nation Background:

Empire of Annam
Capital: Hue
Ruler: ?
Government: Absolute Monarchy (The Annamese Court)
Centralization: Loose Confederation
Tech. Level: Late Enlightened Age
Army (Training): 13 Divisions (Tolerable)
Navy (Training):
Economy: Good Enough (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Incompetent/Moronic
Infrastructure: Barely Tolerable
Education: Tolerable
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Nation Background:

The Kingdom of Denmark
Capital: Copenhagen
Ruler:
Government: Absolute Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Middle Industrial Age
Army (Training): 15 Divisions (Normal)
Navy (Training): 19 Squadrons (Tolerable)
Economy: Good Enough (+2)
Size (points required): Small (1)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Improving
Education: Educated
Living Standards: Normal
Culture: Devoted
Confidence: Respecting
Projects:
Nation Background:

The Sultanate of Morocco
Capital: Fez
Ruler: ?/
Government: Absolute Monarchy (The Sultan's Harem)
Centralization: Loose Confederation
Tech. Level: Late Enlightened Age
Army (Training): 15 Divisions (Rabble)
Navy (Training): -
Economy: Not Bad (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Moronic/Imbecile
Infrastructure: Pathetic
Education: Illiterate
Living Standards: Slums
Culture: Average
Confidence: Hateful
Projects:
Nation Background:

Bamba Sango
Capital: Bamako
Ruler: ?/
Government: Tribal Chiefdom (The Elder's Council)
Centralization: League
Tech. Level: Late Enlightened Age
Army (Training): 15 Divisions (Rabble)
Navy (Training): -
Economy: Normal (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Moronic/Imbecile
Infrastructure: Dirt Paths
Education: Dumb
Living Standards: Slums
Culture: Average
Confidence: Respecting
Projects:
Nation Background:

Sokoto Caliphate
Capital: Sokoto
Ruler:
Government: Absolute Monarchy
Centralization: Loose Confederation
Tech. Level: Late Enlightened Age
Army (Training): 15 Divisions (Semi-Rabble)
Navy (Training): -
Economy: Rich (+3)
Size (points required): Small (1)
Leadership (Military/Civilian): Barely Tolerable/Moronic
Infrastructure: Dirt Paths
Education: Illiterate
Living Standards: Slums
Culture: Average
Confidence: Tolerating
Projects:
Nation Background:

Hellenic Republic
Capital: Athens
Ruler:
Government: Republican Government (Greek National Assembly)
Centralization: Loose Confederation
Tech. Level: Middle Industrial Age
Army (Training): 20 Divisions (Good)
Navy (Training): 5 Squadrons (Tolerable)
Economy: Not Bad (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Good/Competent
Infrastructure: Tolerable
Education: Literate
Living Standards: Barely Tolerable
Culture: Patriotic
Confidence: Loving
Projects:
Nation Background:
 
Non-Player Controlled Nations, cont.

 
reserve....
 
Wars

War of the Eighth Coalition: France vs. UK, Prussia, Spain, Austria, Italy
American Civil War: Union vs. Confederacy

Alliances


NAP's


Diplomatic Agreements

Siamese-Anglo Treaty of Amity and Commerce
Persian-Anglo Treaty of Amity and Commerce

Unique Unit's

Italian Alpini- Elite infantry specializing in harsh winter and terrain.

Old Updates

Update 1
 
Here be the map, let any grave EC injustice be known...for I did them myself.

 
last reserve...YOU may POST
 
United States of America
Capital: Washington
Ruler: President Abraham Lincoln
Government: Democratic Republic
Centralization: Loose Federation
Tech. Level: Middle Industrial Age
Army (Training): 66 Divisions (Normal)
Navy (Training): 20 Squadrons (Normal)
Economy: Good Enough (+2)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Incompetent/Competent
Infrastructure: Improving
Education: Literate
Living Standards: Normal
Culture: Average
Confidence: Tolerating
Projects:
Nation Background:
 
lurker's comment: NK! You're alive! UPDATE! And turn off invisible mode!
 
The Eyalet of Egypt
Capital: Cairo
Ruler:
Government: Absolute Monarchy *Ottoman Vassal State*
Centralization: Loose Confederation
Tech. Level: Early Industrial Age
Army (Training): 10 Divisions (Normal)
Navy (Training): -
Economy: Good Enough (+2)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Brilliant/Incompetent
Infrastructure: Barely Tolerable
Education: Illiterate
Living Standards: Low
Culture: Divided
Confidence: Barely Tolerating
Projects:
Nation Background:
forever egypt *salutes* IGGY TAKE THE OTTOMANS PWEASE!!! you such a budy :)
 
jalapeno_dude said:
lurker's comment: NK! You're alive! UPDATE! And turn off invisible mode!

I *am* updating, and no, respectively. I only just happened to see this thread, and figured I snatch an update while taking a short break. I am chugging along, nevar phear. ;)
 
Russian Empire
Capital: St. Petersburg
Ruler: Czar Aleksander II
Government: Czardom
Centralization: Federation
Tech. Level: Middle Industrial Age
Army (Training): 45 divisions (Tolerable)
Navy (Training): 10 squadrons (Tolerable)
Economy: Normal (+1)
Size (points required): Huge (5)
Leadership (Military/Civilian): Competent/Incompetent
Infrastructure: Tolerable
Education: Tolerable
Living Standards: Tolerable
Culture: Average
Confidence: Tolerating
Projects:
Nation Background:
 
Japanese Empire
Capital: Tokyo
Ruler: Emperor Meiji
Government: Despotism
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 15 divisions (Better)
Navy (Training): 2 squadrons (Semi-rabble)
Economy: Growing (+2)
Size (points required): Medium (2)
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Improving
Education: Tolerable
Living Standards: Tolerable
Culture: Devoted
Confidence: Respecting
Projects:
Nation Background:

This'll work for me :D
 
Prussia is mine

Prussia
Capital: Berlin
Ruler: King Wilhelm I
Government: Monarchy
Centralization: Federation
Tech. Level: Middle Industrial Age
Army (Training): 30 divisions (Very Good)
Navy (Training): 5 divisions (Tolerable)
Economy: Normal (+1)
Size (points required): Medium (2)
Leadership (Military/Civilian): Brilliant/Competent
Infrastructure: Improving
Education: Literate
Living Standards: Normal
Culture: Strongly Cultured
Confidence: Admiring
Projects:
Nation Background:
 
UK is mine

Can we please not use red with a nation's colour if it's the colour of the EC? I'm going blind trying to count them... Azale can you just tell me how many there are for UK?

United Kingdom of Great Britain & Hannover
Capital: London
Ruler: Queen Victoria
Government: Monarchy
Centralization: Loose Federation
Tech. Level: Middle Industrial Age
Army (Training): 32 divisions (Very Good)
Navy (Training): 79 squadrons (Professional)
Economy: Very Rich (+3)
Size (points required): Gargantuan (6)
Leadership (Military/Civilian): Good/Competent
Infrastructure: Good
Education: Literate
Living Standards: Normal
Culture: Strongly Cultured
Confidence: Admiring
Projects:
Nation Background:
 
The Second Empire of France
Capital: Paris
Ruler: Emperor Napoleon III
Government: Despotic Republic
Centralization: Tight Federation
Tech. Level: Middle Industrial Age
Army (Training): 30 divisions (Good)
Navy (Training): 20 squadrons (Good)
Economy: Growing (+2)
Size (points required): Above Medium (3)
Leadership (Military/Civilian): Better/Competent
Infrastructure: Improving
Education: Literate
Living Standards: Normal
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Nation Background:

There's something wrong with the British Army being larger then the French one azale :p
 
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