THE YEAR IS 1925. THE GREAT WAR IS OVER. BUT PEACE IS ONLY A MEMORY. THE GERMAN EMPIRE IS ASSERTING ITS HEGEMONY ACROSS EURASIA. BRITAIN, FRANCE, AND SPAIN HAVE COLLAPSED INTO REVOLUTION. IN NORTH AMERICA, THEIR COLONIAL EMPIRES SURVIVE. In the United Divided, you play as an independent nation in an alternate North America that is undergoing great upheaval in the midst of a collapse of the global international order. In this timeline North America proceeded along the lines of reform and devolution instead of revolution, and no single power rose to dominate it. This is all coming to an end with the collapse of the imperialist powers that kept peace and order across the continent. Players take control of Nations, or, specifically, their Government. They juggle the Political Sphere, including the ideology of their government, the Economic Sphere, which divides income into basic resources and more advanced manufacturing, and the Military Sphere, where they produce doctrines and designs used to flesh out their military. Finally there is the Diplomatic Sphere, which includes relations with the other players in the game and with non-player characters, including several globe-spanning empires. Spoiler Political Sphere : Four ideologies are present in the game, each of course consisting of a broad range of perspectives and ideas but contributing defined mechanical benefits. Each nation has a dominant ideology and only one dominant ideology. Imperialism is an observance of the old international order, and participation in the wider colonial empire that a nation was part of. Imperialist nations can spend Political Power to solicit investment and support from the wider empire. Nationalism is an emphasis on a nation's special, manifest, destiny and the sacrifice needed to achieve said destiny. Nationalist nations can recruit divisions for less than normal. Democracy is a faith in civil institutions, constitutional law, and representative elections to build a better future. Democratic nations have access to the Parliamentary Government type. Communism is a belief in the class struggle, the liberation of the workers of the world, and solidarity of the common man. Communist nations can convert between EP and IP. Four Government Types are present in the game, broadly representing where a nation's power and decision-making comes from. Each nation will only have one government type. In a Confederal State, power is chiefly disseminated among local bodies and regions. Confederal states can hold together despite a diverse cultural mix, mitigating the revolt risk from a low national unity, but find achieving consensus outside the status quo difficult. They give a base of 2 Political Power a turn, and will not lose Political Power from low national unity. In an Administrative State, power chiefly resides with the bureaucracy under an executive. They are very consistent at applying power, if somewhat difficult to get going due to institutional inertia. They give a base of 4 Political Power a turn. In a Parliamentary State, power resides in an elected, popularly supported legislature. They are only available to Democratic nations and emphasize compromise and peaceful outlets for dissent. They provide a base of 6 Political Power a turn. In a Despotic State, power resides in a single individual or committee who rules by edict. This allows great flexibility and dynamism, but the concentration of authority without checks or balances opens them up to severe consequences from internal dissent or setbacks, increasing the revolt risk from low national unity. They provide a base of 8 Political Power a turn. National Unity is the overall stability of the nation and support for the current government. A nation with high national unity represents a population broadly united behind a common set of values and institutions, while a nation with low national unity will have one or more groups in opposition to the current government. It exists on a scale from 0 to 100, representing the percentage of the population supporting the government. Different levels of national unity have different influences on the base stats, effects do not stack: >80% + 40% EP, +1PP >60% : +20% EP >40% : No Change >20% : -25% EP, -1 PP >0% : -50% EP, -2 PP National Unity can be increased by spending PP or EP on popular causes, diplomatic or military successes, and policies consistent with the government's current ideology. It will be decreased from changing government or ideology, military or diplomatic setbacks, and unpopular or ill-planned policies. National Unity is also influenced by the Ethnic Composition of your nation. North America is a diverse melting pot of cultures and races. These cultures do not always get along: having an ethnic composition composed of multiple groups, especially if the politically dominant group is not a majority, will be a severe drag on national unity. Spoiler Economic Sphere : Three resources are available for nations. Political Power (PP) is used to conduct political reforms, launch diplomatic initiatives, sway public opinion, and engage in clandestine activities. The amount of political power a nation has is based on its government type, modified by national unity. Economic Power (EP) represents raw material, including manpower and financial capital. It is used for economic investment and the purchase of units. Unlike the other resources, Economic Power can be banked. Every division, brigade, or squadron costs 1 EP to maintain each turn. Industrial Power (IP) represents heavy, specialized manufacturing needed for modern equipment. It is used to build ships and vehicles. Communist nations are able to convert between EP and IP at a 5:1 EP:IP ratio. Spoiler Military Sphere : Set during a time of great political upheaval, the role of the military is key in securing the integrity of a state. It is broadly divided into two categories: divisions, which represent the bulk of the manpower and equipment committed to the frontlines, and designs, which are specialized military vehicles. Doctrine and Divisions The first component of a military is the doctrine, which influences the cost and effectiveness of each division. Each nation has one, and only one, doctrine, but they may design or adopt a new doctrine by spending 1 Political Power. It costs 20 EP to design a new doctrine, +1 EP for each division, or just 2 EP per division to adopt an existing doctrine (with the designer's permission). When designing a new doctrine, a nation has a number of points to spend equal to their Military Quality, which represents the overall efficacy and experience of their army. Military Quality is primarily raised through direct experience. A nation that adopts a doctrine from another with a higher Military Quality will experience upward pressure as a result, representing advisors and drills, though not as much as from first-hand experience. There are five categories to spend points on: Coordination, which represents a more refined understanding of how to conduct military operations on the strategic level across a wide front, improving the effectiveness of large formations. Initiative, which represents a greater emphasis on operational level tactical thinking and improvisation, greatly improving the effectiveness of individual units. Firepower, which represents a greater reliance on artillery and heavier support equipment. It's particularly necessary to deal with armor and aircraft. Firepower increases the base cost of each division by 1 ep. Motorization, which represents an increased use of motorized vehicles for transport and deployment. Motorization increases the base cost of each division by 1 ep. Logistics, which represents an improvement on the back line supply systems. Logistics improves the ability of an army to operate far from its centers of supply and in difficult terrain. The doctrine determines the cost of each individual division, which is considered an independent fighting formation. Each division has a base cost of 5 ep, costing additional EP for each point of Firepower or Motorization. Nationalist nations can recruit divisions for 2 ep less than the usual base cost. Spoiler Starting Doctrines : British 1925 Military Doctrine Coordination 1, Initiative 2, Firepower 1, Motorization 0, Logistics 3 6 EP Division Cost French 1925 Military Doctrine Coordination 4, Initiative 1, Firepower 2, Motorization 0, Logistics 1 7 EP Division Cost Spanish 1925 Military Doctrine Coordination 2, Initiative 2, Firepower 0, Motorization 0, Logistics 2 5 EP Division Cost American 1910 Military Doctrine Coordination 2, Initiative 2, Firepower 0, Motorization 0, Logistics 0 5 EP Division Cost Designs The second component of a military are the designs. There are three types of designs: Armor, Aircraft, and Capital Ships. Creating a new design costs 1 PP and 10 EP for each point spent on the design. A nation can also license the production of an existing design, with the consent of the designer, by spending 1 PP. Only the designer can distribute the license, but a license cannot be revoked once given. Each new design will provide a permanent Design Bonus to all future designs of that type from that nation. Spoiler Design Bonuses : American Republic: +1 Aircraft American Free State: +1 Armor New Spain: +1 Armor Canada: +1 Aircraft New England: +1 Aircraft Armor represents armored fighting vehicles, deployed on the battlefields of the Great War. Britain, France, and Germany all fielded different designs. A new armor design costs 10 EP per point, with a number of points available equal to the nation's military quality, plus free points from the design bonus. Each armored Brigade costs 5 ep to field, plus any changes from the design. Firepower represents bigger and better guns, making the armored vehicle particularly effective at engaging other armor. Each point in firepower increases the cost by 1 EP. Armor represents heavier and thicker armor, making the armored design less vulnerable to incoming fire. Each point in armor increases the cost by 1 EP. Engines represent better and stronger engines, increasing the speed of the vehicle. Every design requires at least one point in Engines. Each point in engines increases the cost by 1 IP. Reliability represent technical and design improvements that keep the vehicle operational for a longer period of time without improving its overall effectiveness. High reliability designs are less likely to break down and operate in difficult terrain. Spoiler Existing Armor Designs : French CA3 Firepower 3, Armor 2, Engine 1, Reliability 0 Cost 10 ep, 1 IP a brigade. Licenses: Canada, Illinois, Louisiana, Frontier British Lancaster-Burke 1924 Pattern Firepower 1, Armor 1, Engine 2, Reliability 1 Cost 7 ep, 2 IP a brigade. Licenses: New England, Columbia American Harrison Armored Car Firepower 0, Armor 1, Engine 1, Reliability 1 Cost 6 ep, 1 IP per brigade. Licenses: American Free State (designer), American Republic, Texas New Spanish CC25 "Crusader"-class Carro de Combate Firepower 1, Armor 2, Engine 1, Reliability 2 Cost: 8 EP, 1 IP per brigade. Licenses: New Spain (designer), USSA Aircraft represent fixed wing military aircraft used for reconnaissance, air interception, and bombing. A new aircraft design costs 10 EP per point, with a number of points available equal to the nation's military quality, plus free points from the design bonus. Each aircraft squadron is outfitted with only one type of aircraft. A squadron has a cost of 2 EP, plus any additional costs from the design. Points can be spent in the following areas. Engines improves the speed and maneuverability of the aircraft. Every design requires at least one point in Engines. Each point of engines can generally support two points in the other categories, with any leftover increasing speed. Each point in engines increases the unit cost by 1 IP. Guns improves the air-to-air combat ability of the aircraft. Each point of guns increases the unit cost by 1 EP. Bombs improves the ability of the aircraft to attack ground targets. Each point into bombs increases the unit cost by 1 EP. Aerodynamics improves the handling and flight control of the aircraft while adding no additional weight. Spoiler Existing Aircraft Designs : British Sopwith D4 Engines 1 Guns 2 Aerodynamics 1 4 EP 1 IP a squadron Licenses: New England, Columbia French Nieuport 1922 Engines 2 Guns 1 Bombs 1 4 EP 2 IP a squadron Licenses: Canada, Illinois, Louisiana, Frontier, New Spain, New Granada, California American Carter Reconaissance Plane Engines 1 Guns 1 3 EP 1 IP a squadron Licenses: American Republic (designer), American Free State, Texas Canadian Roch Voisine Bomber Engines 2 Bombs 3 Aerodynamics 1 5 EP 2 IP a squadron Licenses: Canada (designer), Illinois, Louisiana, Frontier, Icaria New English Bulldog Bomber Engines 1 Guns 1 Bombs 3 6 EP 1 IP a squadron Licenses: New England (designer) Capital Ships are the third and final design, representing Battleships, Battlecruisers, and Carriers. They can only be built by nations with a coastline, though designs may be freely licensed. Unlike other designs, there is no upper limit to the number of points that may be spent on a Capital Ship design: each point costs 10 ep to design and increases the cost of the unit by 5 EP. Four categories are available. Guns, a more formidable surface armament allows it to engage distant targets. This increases the cost of the design by 1 IP. Engines, every design needs at least one point in engines. Increases the cost of the design by 1 IP. Armor, additional plating defending critical areas of the ship increases the cost of the design by 1 IP. Aircraft Capacity allows a Capital Ship to store a squadron of aircraft. These fighters are purchased separately, but special carrier variants are not needed. Spoiler Existing Capital Ship Designs : British North-class Engines 2 Armor 1 Firepower 3 30 EP 6 IP a ship Licenses: New England, Columbia, American Free State French Vaudreuil-Cavagnial-class Engines 1 Armor 2 Firepower 2 25 EP 5 IP a ship Licenses: Canada, Illinois, Louisiana, Frontier, American Republic Spanish Reino Carlos-class Engines 2 Armor 1 Firepower 1 20 EP 4 IP a ship Licenses: New Spain, California, New Granada, Texas Additional Naval Units are available for purchase, though they do not have specific designs: Escort Squadrons are groups of destroyers and cruisers used to screen Capital Ships against other escorts and against submarines. They are armed with light guns and torpedoes, and are the mainstay of any fleet: Capital Ships without escorts will be incredibly vulnerable. They cost 10 EP and 2 IP to produce. Submarine Squadrons are submersible vessels that rely on a mixture of surprise and torpedoes to attack larger vessels. They are able to inflict severe damage on poorly escorted Capital Ships, or severely disrupt commercial shipping if used as raiders. They cost 6 EP and 1 IP to produce. Spoiler Upgrading Designs : Existing designs may be upgraded, for additional cost. A nation licensed to produce a design may modify the design by adding one or more design points: this produces a new design with a new cost. Design points may be added at the cost of 15 EP. These variant designs do not provide a design bonus to the designer and the total number of design points cannot be increased beyond Military Quality + Design Bonus. Upgraded designs may be further upgraded, with the cost counted by the changes from the base design. Spoiler Demobilization : Existing units may be demobilized and disbanding, allowing nations to recoup 50% (rounded up) of the EP spent on production. IP spent will not be reimbursed. Spoiler Diplomatic Sphere : While this game focuses on North America, there is a wider world. The German Empire is the dominant military power on Earth, controlling a hegemonic sphere that stretches from Elsass-Lothringen to the Shandong Peninsula. It controls the Russian and Chinese Empires as clients, and much of its military strength is pre-occupied keeping control of such a vast territory. The Triple Entente, between Britain, France, and Spain, has been driven out of its home territories by communist revolutions. They retain some holdings in the Carribean but by and large their power has been broken: Britain is struggling to hold onto India and France, Egypt, though both are better off than Spain. The European Revolutionaries have seized control of their nations, but must contend with each other and with the threat of a hostile German Empire, never mind the Entente. The Japanese Empire is accumulating influence in Asia, contending with the Entente and the German Empire. It is eyeing the Spanish Philippines, Russian Alaska, and the Dutch East Indies. South America is divided between the remnants of the Spanish Empire in New Granada and Peru, and the independent nations in Brazil and La Plata. Imperialist nations remain part of the Triple Entente. They are able to convert Political Power into support from the wider empire: Each point of PP spent will arrive as ~10 ep the next turn, depending on their relations and the status of the wider empire. They can also request the support in terms of troops or ships of equivalent cost.