Here are the rules for Imperial Glory as they are now. I present them for your comments. A nation llist will soon be provided as well.
Ruleset
A starting note on the rules: The nineteenth century was a time of great changes in human society and civilization. This will be reflected in the rules and as the NES progresses new rules will likely be added to reflect these changes and developments.
Sample Stats
Sweden
Absolute Monarchy: Gustav IV
Capitol: Stockholm
Economic Power: 8/0
Stability: 10
Manpower: 30 (+10)
Research: Army (-1), Industrial (-2)
Army: 60 Infantry Regiments, 10 Artillery Battalions
Army Quality: 3
Navy: 3 Sloops, 20 Frigates, 2 Ships of the Line
Navy Quality: 3
Colonial Possessions
-New Sweden: (+2 EP, +2 Manpower)
Stability: 8
Nation Selections
I feel that I should start by stating that Asian and African nations will not be initially playable in this NES. If we have a deluge of players, then yes, they may be opened up for play, but the simple fact is that I want this NES to focus on European colonial or imperial powers. Now I do not extend this ban to the Ottoman Empire, which I feel is a strong nation even in European terms. I realize some of you like the Asian or African routes, but for now, we’re keeping them off limits. Mostly this is to encourage proper action as imperialists, taking full advantage of the peoples of the lesser regions and doing dirty, unspeakable acts upon them and their nations’ resources. I have found that it is less likely that people do their duties as imperialists if they have to deal with other actual people.
Government
The government of your nation is important for a variety of reasons. Holding elections, having regime change and your government in general will effect the rise and fall of stability and economy in your nation. For democratic nations, you must determine your party names, or you’ll be stuck with the generic following: Socialist, Liberal, Moderate, Conservative, Reactionary. Most countries will be monarchies at the start however, which allow for a great deal of difference. My advice is that you remember that it is your god-given divine right to rule and the ignorant masses don’t understand the nuances of good government.
Economy
Economic Power: (Total Points Generated a Turn)/(Banked)/(spent on economic growth)
Instead of the previous workings of Industrial Capacity, we now have Economic Power, which represents all elements of the economy, not just industry. Economic power (or points, whichever you prefer) is spent on all other elements of your nation: economy, stability, military, and projects.
You can increase your economic power by spending 1.5x your current economic rating rounded up. In other words, if you have 4 EP, you have to spend 6 on growing the economy to get to 5 EP a turn. For some, this may be slightly different, see protectorates below. This does not apply to the EP brought in from colonial management, that is solely determined by your policies towards your colonials, the types of resources you possess, and the way you established the colony.
The EP listed at the top of your stats is the total EP, including both colonies and the home country.
Stability
Stability is much like as it was in A Brave New World 2 but with some vital differences. With Imperial Glory the NES will have the same stability stat going from 0 to 12, representing the situation within your nation. The main change is that the stability will be determined 100% by your actions, not by spending or upkeep. Despite this, I will allow the spending of your economy to increase stability, and if you choose, you can spend an amount of EP equal to the next level up of your stability to increase it. For example, if you have eight stability you can spend nine EP to bring the stability level up to nine.
Manpower
Manpower is vital for creating your army. The more people you have, the more the manpower grows each year. Some manpower can be brought in from larger colonies, but that will take effort and development. It may be possible to raise manpower by passing reforms on the army and even through luck. All army units (not navy or airforce) can be demobilized for their full manpower cost, though the EP cost is not recoverable.
The manpower listed at the top of your stats includes both the colonies (if they provide any) and the mother country.
Military Costs
Unit Pricing
Irregular Regiment: 1 EP and 2 manpower for 2 regiments. These are not good infantry and should be used only when no other alternative exists.
Infantry Regiment: 1 EP and 1 manpower, for 1 regiment. Is greatly affected by technology advances.
Guards Regiment: 2 EP and 1 manpower for 1 regiment. These are elite infantry and worth the cost.
Cavalry Regiment: 3 EP and 1 manpower, for 1 regiment.
Artillery Battalion: 1 EP and 1 manpower, for 1 regiment.
Sloop: A light ship, good for scouting or running blockades. 1 EP for 2.
Frigate: staple ship of any fleet, basic warship. 1 EP for 1.
Ship of the Line: The big one, the ship which acts as flagship and main ship for open battle. 2 EP for 1.
Technology and Research
Yes, I’m getting rid of the tech tree completely. While some techs ultimately may be specifically controlled by the government, for this era, the tree is gone completely. Instead, you can focus your research into five different fields, and emphasize your EP within them. The amount of EP you put in will dramatically affect the rate at which you develop technologies. Unlike in ABNW, there is no tech sharing either. When a technology is researched it immediately makes its way around the globe, based on a variety of factors. The researching nation however will receive a bonus for being the first to a tech, whether through new units, quality increases, or economic boosts. To spend into research you must commit part of your EP per turn to the effort. The five fields available for research spending are:
Army: This is of course technologies for improving your army, including small arms, artillery, and cavalry.
Navy: This is technologies for improving your fleet, including new ship designs, as well as other aids for naval transportation and development.
Industrial: These are technologies based on industrial development, most notable would be the steam engine and the resulting developments.
Cultural: These are “technologies” which represent cultural development and ideas/ideologies. While they can sometimes be destabilizing, they nonetheless can be important.
Miscellaneous: This is everything else. I wouldn’t recommend spending too much money into this, but there are some things which simply don’t fit into the above.
Colonies and Colonization
Establishing a colony is quite a bit simpler than it had been in the original A Brave New World. You can use brute military force to establish outposts and carve an empire out of the “white” regions of the world. You can also “spend” manpower to establish settler colonies in any region, or use your motherland’s manpower to buff up an already existing colony. EP can also be spent to establish outposts, representing trading ports. Each type will have different advantages and disadvantages which I will let you discover.
Colonies do have stats of their own within the larger nation stat. I will be listing the exact amount of EP that the colony provides to the overall empire, so that you may determine its overall value to your cause. The colonies will have their own borders on the world map, and this can be determined by you, should you decide to shuffle things around a bit. This is to help you understand what areas provide what help to your cause. Larger colonies with more settlers from the motherland can provide manpower to your nation, but it takes significant development or manpower investment to make this the case.
Colonies also have their own stability stat which works the same way as the stability of the above. Colonies start with a level of stability based on the method of foundation. The stability generally will decrease over time, though this largely depends on the colony. Stabilities can be increased in the same way as mentioned above.
Projects vs. Policies
Projects are the equivalent to wonders in this NES. You may devise any sort of Great Project you please, as long as it fits with your nation and capabilities. Simply inform me of the project and your intended goals for it, and I will give you a price.
A policy would be a government law you enact that doesn’t always require spending. This can be anything from civil rights to education spending. Sometimes this will require EP, and will therefore be kept track of in stats. Policies can help in a variety of ways but are not always needed, so don’t go overboard.