Introduction: The American Civil War is truly an interesting conflict. Some call it the first modern war, others call it the last war of its era, and some place it somewhere in between. Ironclads made their appearance, new weapons, new tactics, and so much more.
The truly interesting thought though is the "what would happen". The Southern States had a much greater chance than the Thirteen Colonies in winning their independence. If France or Britain was willing to recognize them, the South most likely would have won.
This Nes addresses this though. What if the South had gained its independence with British and French Recognition? Taking this, with an Alternate History, written by Harry Turtledove, we place this new time line into another era-the dawn of World War I.
Story: It's 1914. Austria, has just declared war on Serbia. Serbia has called upon it's ally Russia to help fend off the Austrians. Austria, in turns looks to her allies, The Germans, Americans and Italians. Russia does the same, looking to France, England, the Commonwealth, and the Confederates. As these nations deliberate on their course of action; to support their allies, or to stay neutral, they too look to their colonies and allies for support. Japan and China, sit, eager for the Europeans to turn their backs on the Far East, at least for awhile. So, it is up to you, to lead your nation to war, if events call for it, or, turn the other cheek. Whatever you do, your actions will shape the world for years to come.
Players – anybody can join, provided that you send orders and that they are on time. All powers are available by application; that is, provide me with a brief CV in the thread, telling me about success/failure in NESes, strengths as a player, that sort of thing.
Stories – you can write them, and I recommend and appreciate you doing so if you feel like it or if you have nothing better you want to do, or if you get bitten by a writing bug, or whatever. They may have an effect on the course of the NES, and I’ll incorporate them into the update if I can.
Updates: The question "When is the update" will never be answered. On the first post, the deadline for orders and the approximate time for the update will be there.
Nations: Go ahead, pick a nation, any nation really. I will not at this time allow rebellions, though if one springs up, go ahead and take it. If you're not exactly experienced, try to stay away from the big nations-Germany, The United States, Great Britain, Japan, Russia, Austria, France, The Confederate States, and China.
Template
The United Kingdom of Great Britain and Ireland
Parliamentary Democracy: Herbert Henry Asquith
Capital: London
Stability: 9
Economic Power: 62/0
Research: none
Manpower: 993 (+46)
Army: 24 Infantry Divisions, 12 Cavalry Brigades, 8 Artillery Brigades
Army Quality: 6
Navy: 31 Dreadnoughts, 16 Armored Cruisers, 30ight Cruisers, 80Destroyers,
Navy Quality: 9
Air Force: 1 Observer Balloon Squadron, 2 Fighter Squadrons
Air Force Quality: 4
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.
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.
Stability
Stability is similar to A Brave New World 2 and 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.
Manpower
Manpower is vital for creating your army. The more people you have, the more the manpower grows each year. It may be possible to raise manpower by passing reforms on the army and even through luck. When you mobilize, your standing manpower is doubled from reservists called up. WARNING: when you demobilize, the added manpower is subtracted. If you go into the negative, it'll have a DEVASTATING effect on your economy and stability. Make sure to demobilize enough to cover half of your prewar standing forces before you mobilize.
All army units (not navy or airforce) can be demobilized for their full manpower cost, though the ep cost is never recoverable.
Technology and Research
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. There is no longer any tech sharing as we have previously known it to exist. 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 tanks.
Navy: This is technologies for improving your fleet, including new ship designs, as well as other aids for naval transportation and development.
Aeronautics: These are technologies for improving flight capabilities.
Industrial: These are technologies based on industrial development, most notable would be the steam engine and the resulting developments.
Scientific: These are technologies revolving around theories and other advancements.
Designing Your Military
As is available below, all unique units (i.e., not generics like Infantry or Artillery) have their own stats and can be customized by players. You can develop new ships, vehicles, codes, or planes based on the technology which exists at the time (No laser death rays please in World War 2). To do this You need only pay 20 EP in a single turn to commission your design for a new weapon. I request that you at the very least name it and suggest what the weapon should emphasize (firepower vs. armor and so forth). Your designs can be shared with as many people as you like and you can even build and sell off the weapons you design to other countries (maybe even make a profit!). You can only possess 3 designs for any given type of unit, if you want more, you'll have to decommission an older design. Please take note that this means only that you can no longer build more of that unit, not that the existing units are removed. Below I have listed the types of units currently available that you can create designs for. Anything not listed that you may like to design, please send me a message, and we'll discuss it.
Special Forces
Tanks
Battleships
Aircraft
Military and Mobilization
Mobilization and total war is a key element of modern warfare. Therefore I introduce a revised version of mobilization. If you wish to declare mobilization in the course of a major conflict the following things happen:
1. You can no longer spend your economy on stability efforts or projects.
2. You receive double amounts of units for price investment, meaning 1 EP and 1 manpower gets 2 Infantry Divisions rather than 1. This represents improvement in production and military logitistics. This applies only (for now) to ground units, not sea or any type of zeppelin or aircraft.
3. Doubles amount of manpower you have on hand (not the amount you produce).
4. Reduces the cost of designing new weapons from 20 EP to 10 EP.
Land Unit Pricing
Infantry Brigade: 1 EP and 1 manpower, for 1 Division
Marine Brigade: 2 EP and 1 Manpower, for 1 division. These are best for amphibious attacks and island warfare. Can only be built by a nation with a Naval Quality of 5 or greater.
Cavalry Brigade: 1 EP and 1 manpower, for 5 brigades.
Artillery Brigade: 1 EP and 1 manpower, for 2 Brigades.
Armored Car Brigade: 1 EP and 1 manpower for 1 Brigade.
Special Forces Brigades: A warning, if you use these like regular infantry, they will die in truckloads, also the more you make the less effective they are. 1 EP and 1 manpower for 1 brigade. Special Forces can only be formed by nations with Army Quality of 4 or better.
Naval Unit Pricing
Destroyer: 1 EP and 1 Manpower, for three ships. These vessels can travel on the ocean and on medium to large rivers and lakes.
Light Cruiser: 1 EP and 1 Manpower, for 2 ships. These vessels can travel on the ocean and on large rivers and lakes.
Armored Cruiser: 1 EP and 1 Manpower for 1 ship. These vessels can travel on the largest lakes and rivers and on the ocean.
Dreadnought: 4 EP and 2 Manpower for 1 ship. These vessels can travel only upon the open seas. It can be scrapped for a return of 1 EP and 2 Manpower.
Submarines: 1 EP and 1 Manpower for 4 ships. These vessels can travel medium range, they cannot travel too long distances, and must often come up to resurface and to go back to ports for resupply. However, they are deadly weapons, and many a merchant ship will remain at the bottom due to these.
Air Unit Pricing
Zeppelin Squadron: 1 EP and 1 Manpower for 1 Squadron. . They can only be used for air to ground activity. This unit can bomb cities and enemy positions, yet they are sitting ducks when fighter planes come after them
Fighter Squadron: 1 EP and 1 Manpower for 1. These are the first planes of a traditional sort. They are mostly good for scouting, and not so much for bombing, and decent for air-air combat.
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 something like the USA giving women sufferage, which would not require ep. In contrast, the Confederate States might determine to begin opening extermination camps for their blacks, and it would require ep for the trucks, camps, and poison gas. It 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.
Protectorates
Protectorates are not merely an alliance. They are an extension of a larger empire over smaller nations and provide benefits to both the big country and the little one.
For the country under protection they receive one major benefit: they only have to pay half of the listed stability upgrade costs to reflect the security of having a larger protector, and your stability level does not fluctuate as much. The trade-off is that it costs double the price to increase your economy (to reflect foreign economic domination) and you are more susceptible to stability changes and losses in your protector’s country.
For the nation which protects, you receive chances to gain control over parts of your protectees’ economies, as well as the obvious political benefits of dominating more of the world. In some cases it may be less expensive long term to manage a protectorate than to directly rule a fast empire.
Orders, Tips, and Updates
If a question is asked in which the answer is clearly in the above ruleset, I will not answer it and will ignore you until you figure it out.
Orders in on time will always help you.
While stories or elaborate economic growth programs are no longer needed for a nation’s success, I’m not discouraging them. If you do programs, projects, and so forth and tell good stories, there may very well be rewards for your efforts.
If anything is not clear or confusing above, please let me know and I will strive to fix it. If you have questions which are not clearly answered here, I will be more than willing to add a section on this page to prevent future confusion.
Thank You
Eq for the ruleset and critiquing my alternate history,
Dachs for providing an easy to follow guide
A HUGE Thanks to DarthNader for helping put this together
and an even BIGGER ONE TO TheLizardKing for making this project real
DO NOT POST YET
The truly interesting thought though is the "what would happen". The Southern States had a much greater chance than the Thirteen Colonies in winning their independence. If France or Britain was willing to recognize them, the South most likely would have won.
This Nes addresses this though. What if the South had gained its independence with British and French Recognition? Taking this, with an Alternate History, written by Harry Turtledove, we place this new time line into another era-the dawn of World War I.
Story: It's 1914. Austria, has just declared war on Serbia. Serbia has called upon it's ally Russia to help fend off the Austrians. Austria, in turns looks to her allies, The Germans, Americans and Italians. Russia does the same, looking to France, England, the Commonwealth, and the Confederates. As these nations deliberate on their course of action; to support their allies, or to stay neutral, they too look to their colonies and allies for support. Japan and China, sit, eager for the Europeans to turn their backs on the Far East, at least for awhile. So, it is up to you, to lead your nation to war, if events call for it, or, turn the other cheek. Whatever you do, your actions will shape the world for years to come.
Players – anybody can join, provided that you send orders and that they are on time. All powers are available by application; that is, provide me with a brief CV in the thread, telling me about success/failure in NESes, strengths as a player, that sort of thing.
Stories – you can write them, and I recommend and appreciate you doing so if you feel like it or if you have nothing better you want to do, or if you get bitten by a writing bug, or whatever. They may have an effect on the course of the NES, and I’ll incorporate them into the update if I can.
Updates: The question "When is the update" will never be answered. On the first post, the deadline for orders and the approximate time for the update will be there.
Nations: Go ahead, pick a nation, any nation really. I will not at this time allow rebellions, though if one springs up, go ahead and take it. If you're not exactly experienced, try to stay away from the big nations-Germany, The United States, Great Britain, Japan, Russia, Austria, France, The Confederate States, and China.
Template
The United Kingdom of Great Britain and Ireland
Parliamentary Democracy: Herbert Henry Asquith
Capital: London
Stability: 9
Economic Power: 62/0
Research: none
Manpower: 993 (+46)
Army: 24 Infantry Divisions, 12 Cavalry Brigades, 8 Artillery Brigades
Army Quality: 6
Navy: 31 Dreadnoughts, 16 Armored Cruisers, 30ight Cruisers, 80Destroyers,
Navy Quality: 9
Air Force: 1 Observer Balloon Squadron, 2 Fighter Squadrons
Air Force Quality: 4
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.
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.
Stability
Stability is similar to A Brave New World 2 and 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.
Manpower
Manpower is vital for creating your army. The more people you have, the more the manpower grows each year. It may be possible to raise manpower by passing reforms on the army and even through luck. When you mobilize, your standing manpower is doubled from reservists called up. WARNING: when you demobilize, the added manpower is subtracted. If you go into the negative, it'll have a DEVASTATING effect on your economy and stability. Make sure to demobilize enough to cover half of your prewar standing forces before you mobilize.
All army units (not navy or airforce) can be demobilized for their full manpower cost, though the ep cost is never recoverable.
Technology and Research
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. There is no longer any tech sharing as we have previously known it to exist. 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 tanks.
Navy: This is technologies for improving your fleet, including new ship designs, as well as other aids for naval transportation and development.
Aeronautics: These are technologies for improving flight capabilities.
Industrial: These are technologies based on industrial development, most notable would be the steam engine and the resulting developments.
Scientific: These are technologies revolving around theories and other advancements.
Designing Your Military
As is available below, all unique units (i.e., not generics like Infantry or Artillery) have their own stats and can be customized by players. You can develop new ships, vehicles, codes, or planes based on the technology which exists at the time (No laser death rays please in World War 2). To do this You need only pay 20 EP in a single turn to commission your design for a new weapon. I request that you at the very least name it and suggest what the weapon should emphasize (firepower vs. armor and so forth). Your designs can be shared with as many people as you like and you can even build and sell off the weapons you design to other countries (maybe even make a profit!). You can only possess 3 designs for any given type of unit, if you want more, you'll have to decommission an older design. Please take note that this means only that you can no longer build more of that unit, not that the existing units are removed. Below I have listed the types of units currently available that you can create designs for. Anything not listed that you may like to design, please send me a message, and we'll discuss it.
Special Forces
Tanks
Battleships
Aircraft
Military and Mobilization
Mobilization and total war is a key element of modern warfare. Therefore I introduce a revised version of mobilization. If you wish to declare mobilization in the course of a major conflict the following things happen:
1. You can no longer spend your economy on stability efforts or projects.
2. You receive double amounts of units for price investment, meaning 1 EP and 1 manpower gets 2 Infantry Divisions rather than 1. This represents improvement in production and military logitistics. This applies only (for now) to ground units, not sea or any type of zeppelin or aircraft.
3. Doubles amount of manpower you have on hand (not the amount you produce).
4. Reduces the cost of designing new weapons from 20 EP to 10 EP.
Land Unit Pricing
Infantry Brigade: 1 EP and 1 manpower, for 1 Division
Marine Brigade: 2 EP and 1 Manpower, for 1 division. These are best for amphibious attacks and island warfare. Can only be built by a nation with a Naval Quality of 5 or greater.
Cavalry Brigade: 1 EP and 1 manpower, for 5 brigades.
Artillery Brigade: 1 EP and 1 manpower, for 2 Brigades.
Armored Car Brigade: 1 EP and 1 manpower for 1 Brigade.
Special Forces Brigades: A warning, if you use these like regular infantry, they will die in truckloads, also the more you make the less effective they are. 1 EP and 1 manpower for 1 brigade. Special Forces can only be formed by nations with Army Quality of 4 or better.
Naval Unit Pricing
Destroyer: 1 EP and 1 Manpower, for three ships. These vessels can travel on the ocean and on medium to large rivers and lakes.
Light Cruiser: 1 EP and 1 Manpower, for 2 ships. These vessels can travel on the ocean and on large rivers and lakes.
Armored Cruiser: 1 EP and 1 Manpower for 1 ship. These vessels can travel on the largest lakes and rivers and on the ocean.
Dreadnought: 4 EP and 2 Manpower for 1 ship. These vessels can travel only upon the open seas. It can be scrapped for a return of 1 EP and 2 Manpower.
Submarines: 1 EP and 1 Manpower for 4 ships. These vessels can travel medium range, they cannot travel too long distances, and must often come up to resurface and to go back to ports for resupply. However, they are deadly weapons, and many a merchant ship will remain at the bottom due to these.
Air Unit Pricing
Zeppelin Squadron: 1 EP and 1 Manpower for 1 Squadron. . They can only be used for air to ground activity. This unit can bomb cities and enemy positions, yet they are sitting ducks when fighter planes come after them
Fighter Squadron: 1 EP and 1 Manpower for 1. These are the first planes of a traditional sort. They are mostly good for scouting, and not so much for bombing, and decent for air-air combat.
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 something like the USA giving women sufferage, which would not require ep. In contrast, the Confederate States might determine to begin opening extermination camps for their blacks, and it would require ep for the trucks, camps, and poison gas. It 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.
Protectorates
Protectorates are not merely an alliance. They are an extension of a larger empire over smaller nations and provide benefits to both the big country and the little one.
For the country under protection they receive one major benefit: they only have to pay half of the listed stability upgrade costs to reflect the security of having a larger protector, and your stability level does not fluctuate as much. The trade-off is that it costs double the price to increase your economy (to reflect foreign economic domination) and you are more susceptible to stability changes and losses in your protector’s country.
For the nation which protects, you receive chances to gain control over parts of your protectees’ economies, as well as the obvious political benefits of dominating more of the world. In some cases it may be less expensive long term to manage a protectorate than to directly rule a fast empire.
Orders, Tips, and Updates
If a question is asked in which the answer is clearly in the above ruleset, I will not answer it and will ignore you until you figure it out.
Orders in on time will always help you.
While stories or elaborate economic growth programs are no longer needed for a nation’s success, I’m not discouraging them. If you do programs, projects, and so forth and tell good stories, there may very well be rewards for your efforts.
If anything is not clear or confusing above, please let me know and I will strive to fix it. If you have questions which are not clearly answered here, I will be more than willing to add a section on this page to prevent future confusion.
Thank You
Eq for the ruleset and critiquing my alternate history,
Dachs for providing an easy to follow guide
A HUGE Thanks to DarthNader for helping put this together
and an even BIGGER ONE TO TheLizardKing for making this project real
DO NOT POST YET