The United Divided

Shadowbound

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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. Imperialist powers tend to have their greatest supporters among the upper class: the aristocracy and nobility, but also wealthy capitalists who've been able to buy their way into that status.

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. Nationalist powers draw support from all walks of life, but nationalist sympathies are concentrated strongest in the military.

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. Democratic nations rely on the middle class, on the bourgeois and intellectuals, as their greatest defenders.

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. Communist nations tend to draw their support from the lower classes, from urban workers and rural peasants.


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 Economic or 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% : -20% EP, -1 PP
  • >0% : -40% 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.

United Divided abstracts away some aspects of real-life economics: just as you do not have to worry about tax rates, you are solely responsible for coordinating economic growth through investment.


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

Japanese 1925 Military Doctrine
Coordination 1, Initiative 3, Firepower 0, Motorization 0, Logistics 3
5 EP Division Cost

Mexican 1928 Military Doctrine
Coordination 1, Initiative 2, Firepower 1, Motorization 1, Logistics 2
7 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: +2 Aircraft
New England: +1 Aircraft
Texas: +1 Aircraft
Louisiana: +1 Capital Ship


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

New Englander Lancaster-Burke 1928 Pattern
Firepower 2, Armor 1, Engine 2, Reliability 1
Cost 8 ep, 2 IP a brigade.
Licenses: New England

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)

Canadian Mitsou Fighter
Engines 3 Guns 3 Aerodynamics 2
5 EP, 3 IP a squadron
Licenses: Canada (designer), Illinois, Frontier

Texan XP28 Aircraft
Engines 2
2 EP, 2 IP a squadron
Licenses: Texas (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

Louisianan Baton Rouge-class Escort Carrier
Engines 2 Aircraft Capacity 1
15 EP 2 IP a ship
Licenses: Louisiana (designer)


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 for 1PP: 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.


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.

 
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Spoiler Nations and Stats :


American Republic (Constitutionalist) / JohannaK
Anglo/African Parliamentary Republic / Democratic Party (Democratic) - 4 PP
National Unity: 15%
Economy: 21 EP (67*.6 - 19) (0 Banked) / 2 IP
Military Quality: 6
Doctrine: American 1910
Army: 11 Divisions, 2 Harrison Armored Car Brigades, 2 1928 Pattern Brigades, 1 CA3 Brigade, 2 Carter Recon Squadrons
Navy: 1 Escort Squadron
The legal government of the American Republic, the Constitutionalists are plagued by a lack of popular support and military strength, with the disasters of Democratic rule fuelling widespread discontent on the left and right.

American Republic (Nationalist) / NPC
Anglo/African Presidential Dictatorship / William McAdoo (Nationalist) - 7 PP
National Unity: 40%
Economy: 15 EP (57*.8 - 31) (1 Banked) / 2 IP
Military Quality: 6
Doctrine: American 1910
Army: 20 Divisions, 5 Harrison Armored Car Brigades, 1 Roch Voisine Squadron, 4 Carter Recon Squadrons
Navy: 1 Escort Squadron
Emerging from paramilitary groups cultivated by the American Republic to help control the African guerilla movement across the Deep South, the Nationalists possessed sufficient strength in their own right to attempt to take over the government and defend the American Republic from the twin threats of Communism and Catholicism.

Republic of Nova Afrika / NinjaCow
African Administrative Republic / Garvey Administration (Nationalist) - 4 PP
National Unity: 69%
Economy: 14 EP (15*1.2 - 4) (3 Banked) / 0 IP
Military Quality: 4
Doctrine: French 1925
Army: 4 Divisions
The plight of the American Negro captured the imagination of Europe throughout the late 19th century. Pogroms and ethnic clashes in the Deep South gave the Great Powers the excuse they needed and they were able to compel the American Republic to turn over some of its African-American majority territory to a Freedman's Republic. But the dreams of a people united have floundered amid corruption and mismanagement.

United Socialist States of America / Decamper
Anglo Dictatorship / President Morris Hillquit (Communist) - 8 PP
National Unity: 48%
Economy: 32 EP (67 - 35) (0 Banked) / 8 IP
Military Quality: 6
Doctrine: American 1910
Army: 25 Divisions, 5 CC25 Brigades, 1 Harrison Armored Car Brigades, 2 Carter Recon Squadrons
Navy: 1 Escort Squadron, 1 Submarine Squadron
The American Free State is the product of two revolutions: the first, against Britain, and the second, against the slavemasters of the south. It is a haven for the oppressed and disenfranchised, pouring into its cities and working in its factories. But these social pressures and a history of political radicalism have fueled the creation of North America's strongest socialist movement. Faced with electoral fraud to keep them out of power the nation's unions have launched a general strike and been met with martial law by the government. A final resolution is imminent.

Republic of Texas/ LordArgon
Anglo/French Parliamentary Republic / Democratic Party (Democratic) - 6 PP
National Unity: 53%
Economy: 22 EP (28 - 6) (0 Banked) / 2 IP
Military Quality: 5
Doctrine: American 1910
Army: 5 Divisions
Navy: 1 Escort Squadron
Only in Texas were the American Republic's expansionist dreams realized, as Anglo settlers launched a revolt against the New Spanish government. Surviving the past century as a buffer state between Spain and France, Texas has prospered over the last decade as its oil wealth is sold to the combatants in the Great War, but this boom has only papered over social tensions between the different ethnic groups and economic classes.

Dominion of New England / J.K. Stockholme
Anglo Administrative Dominion / Fuller Administration (Imperialist) - 3 PP
National Unity: 28%
Economy: 22 EP (75*.8 - 38) (7 Banked) / 8 IP
Military Quality: 7
Doctrine: British 1925
Army: 19 Divisions, 1 1924 Pattern Brigades, 1 1928 Pattern Brigades, 4 Sopwith D4 Squadrons, 2 Bulldog Bomber Squadrons
Navy: 3 North-class Battleships, 5 Escort Squadrons, 3 Submarine Squadrons
The remnant of Britain's Atlantic Colonies, New England remained loyal (or was sufficiently cowed by the British Fleet) during the American War of Independence. Since then it has developed into a wealthy Anglo Dominion, with growing self-government including its own parliament. New English soldiers fought in Europe and Central Asia during the Great War, a harrowing experience that has left them changed men.

Dominion of Columbia / Kyzarc_Fotjage
Anglo Administrative Dominion / Brewster Administration (Imperialist) - 4 PP
National Unity: 48%
Economy: 36 EP (53 - 17) (0 Banked) / 1 IP
Military Quality: 5
Doctrine: British 1925
Army: 9 Divisions, 1 1924 Pattern Brigade, 5 Sopwith D4 Squadron
Navy: 2 Escort Squadrons
Chiefly centered in Britain's holdings along the Pacific Coast, the Dominion of Columbia stretches all the way to the (worthless) Hudson Bay. Much of it remains unsettled and untamed, with the interior shared between the Anglos and Native tribes.

Province of Canada / Immaculate
French Administrative Dominion / Trudeau Administration (Imperialist) - 4 PP
National Unity: 51%
Economy: 39 EP (85 - 46) (21 Banked) / 9 IP
Military Quality: 7
Doctrine: French 1925
Army: 26 Divisions, 6 Nieuport 1922 Squadrons, 3 Mitsou Fighter Squadrons, 6 Roch Voisine Bomber Squadrons
Navy: 1 Vaudreuil-Cavagnial-class Battleship, 4 Escort Squadrons
Once little more than an outpost for collecting furs, Quebec is now the capital of France's northernmost colony but far from the center. Its territories around the Great Lakes have boomed with industry and population, alongside a growing labor movement. At the same time its dependence on France has faded and its participation in defense of the Metropole in the Great War has contributed to a rising sense of nationalism.

Province of Illinois / Marcher_Jovian
French Administrative Dominion / Preuss Administration (Imperialist) - 4 PP
National Unity: 74%
Economy: 49 EP (68*1.2 - 33) (34 Banked) / 5 IP
Military Quality: 6
Doctrine: French 1925
Army: 21 Divisions, 4 CA3 Brigades, 1 Mitsou Fighter Squadron, 2 Nieuport 1922 Squadrons, 4 Roch Voisine Bomber Squadrons
Navy: 1 Escort Squadron
France's benign treatment of the native population would ultimately fade as growing population pressure clashed with the promises given to the tribes. Population pressure northwards, especially after emigres from the Rhineland were encouraged to settle, drove them out of Lower Louisiana, which eventually obtained its own colonial administration in St. Louis. Now, Illinois is at the heart of New France, feeding the industries of Canada and the port of New Orleans, while eyeing further expansion into the Frontier.

Province of Louisiana / Grandkhan
French/African Parliamentary Dominion / Conservative Party (Democratic) - 6 PP
National Unity: 52%
Economy: 28 EP (52 - 16) (0 Banked) / 3 IP
Military Quality: 5
Doctrine: French 1925
Army: 11 Divisions, 1 CA3 Brigade, 1 Neuport 1922 Squadron, 1 Roch Voisine Squadron,
Navy: 1 Vaudreuil-Cavagnial-class Battleship, 2 Escort Squadrons, 1 Submarine Squadron
Immense wealth flows through the port of New Orleans from the rest of New France, making it the heart of French power in the Americas and a flourishing cultural center. But its strategic position is precarious, caught between two Anglo states, and domestically it is dealing with racial tensions between its Black and European population.

Province of the Frontier / Seon
French/Native Parliamentary Dominion / Native American National Congress (Democratic) - 6 PP
National Unity: 72%
Economy: 20 EP (23*1.2 - 5) (1 Banked) / 0 IP
Military Quality: 4
Doctrine: French 1925
Army: 5 Divisions
Navy: Landlocked
The Frontier is the last bastion of the American Native tribes that once controlled North America. While nominally French its government is minimalist and chiefly concerned with mediating disputes and presenting a common face to the wider empire. But the end of that empire throws that arrangement into doubt: the Frontier is rich in resources that as-yet remain untapped and its neighbors may eye it hungrily.

Mexican Commonwealth / Crezth
Spanish/Native Military Dictatorship / Felix Diaz (Nationalist) - 7 PP
National Unity: 32%
Economy: 70 EP (175*.8 - 64) (36 Banked) / 5 IP
Military Quality: 7
Doctrine: Mexican 1928
Army: 52 Divisions, 4 CC25 Brigades, 2 Nieuport 1922 Squadrons
Navy: 2 Reino Carlos-class Battleships, 4 Escort Squadrons
Founded on the ashes of the native empires of Mesoamerica, by the 20th century New Spain had surpassed Spain itself for wealth if not importance. It was chiefly New Spanish troops who fought the Peruvian Insurrection, and it was New Spanish as much as Spanish troops that died in the Po Valley and the Rhineland. New Spain is positioned to take over the Spanish colonial empire, or it could instead forge its own.

Viceroyalty of New Granada / NPC
Spanish/Native Confederal Dominion / Centralist Party (Imperialist) - 2 PP
National Unity: 43%
Economy: 10 EP (35 - 25) (38 Banked) / 1 IP
Military Quality: 4
Doctrine: Spanish 1925
Army: 25 Divisions
Navy: None
Sleepy, corrupt, and notable mostly for its oil wealth, New Grenada is best understood as the fiefdoms of powerful magnates, who rotate control of the government between them. But the demise of the Spanish Empire has coincided with the turn of the Centralists, who may be able to put achieve many of their ambitions, among them their designs on British Guyana.

National Californian Republic / tobiisagoodboy
Spanish Administrative Republic / Federalist Party (Imperialist) - 4 PP
National Unity: 44%
Economy: 46 EP (68 - 22) (9 Banked) / 3 IP
Military Quality: 4
Doctrine: Japanese 1925
Army: 17 Divisions, 2 Nieuport 1922 Squadron
Navy: 3 Escort Squadrons
California's rising wealth in the 19th century saw it split from New Spain, to the latter's displeasure, shortly before the discovery of gold. Its population has been buoyed by immigrants seeking a better life away from the chaos and despotism that consumes much of the Old World.

Icaria / Belgarion95
French Administrative Theocracy / Allain Administration (Nationalist) - 5 PP
National Unity: 67%
Economy: 40 EP (38*1.2 - 6) (4 Banked) / 1 IP
Military Quality: 3
Doctrine: American 1910
Army: 5 Divisions, 1 Roch Voisine Squadron
Navy: Landlocked
A strange, informal, unrecognized polity in the American West, Icaria is the culmination of the series of utopian communes founded across North America by French protosocialists, settling around the Great Salt Lake in nominally New Spanish territory. Despite a tense relationship with the Spanish government they ultimately pay their taxes.

Spoiler Minor Nations :

American Carribean Fleet
Anglo Military Dictatorship
Navy: 2 North-class Battleships, 1 Vaudreuil-Cavagnial-class Battleship, 4 Escort Squadrons, 3 Submarine Squadrons

Seminole Republic
Native Confederation / (Nationalist)
Economy: 4 EP

Province of Saint-Domingue
French/African Administrative Dominion / (Imperialist)
Economy: 10 EP
The abolition of slavery and self-government mitigated some of the long-standing tensions in France's chief Carribean colony but far from all.

Republic of Cuba
Spanish/Native Dictatorship / (Nationalist)
Economy: 15 EP
Army: 2 Divisions
Governed separately from the administration in Mexico City, Havana's authority is challenged by nationalist rebels.

British Guyana
Anglo/Native/African Administrative Dominion
Economy: 10 EP
Army: 2 Divisions



Joining

Sign-ups at the start of the game will be done using my traditional system: specify, in order of preference, three nations you would prefer to play. After a few days I will divvy up nations.

Note that The United Divided was created with a deliberately limited number of nations.

Orders


Spoiler :
Orders are to be confined to a single private conversation, along with any accompanying NPC diplomacy.

If pressed for time, guidelines are preferable to no orders.


FAQ


Spoiler :


Can I sell IP to another nation?

No. Just as IP cannot be banked and stored, it also cannot be transferred. You can produce things with IP and then sell them.

Can I edit my orders?

If you need to change your orders before the deadline, please edit the original message and let me know. This is in fact preferable to adding addendums.

I missed the deadline, can I still send orders?
Yes, but not all aspects may be implemented. If you’re going to invade someone, make sure you send orders before the deadline.

Can I use units the same turn they are recruited?
Units can be used the same turn they are recruited, albeit at reduced impact.

Can I build new designs the same turn I create them?
Yes.

Can I attach conditions to my spending?
No, spending may not be made conditional. Any if/then statements in when spending will be penalized or ignored. I'm done with this.

Do I need to publicly declare war in the thread?
No.



Current Deadline


Please provide orders by Midnight Sunday March 15th for Update 5.

Unclaimed Nations are on first come first serve.

Maps

Labelled Map
Update Zero
Update One
Update Two
Update Three
Update Four

Updates

Update One
Update Two
Update Three
Update Four
 

Attachments

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1) Charles-Émile Trudeau will seed the dynasty to rule the ages- but first, the Province of Canada's and Party of Order
2) The people of the American Free State shall overthrow their oppressors and the tyrant Woodrow Wilson.
distant 3) New England or Illinois (either)
 
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1) Nova Afrika
2) American Free State
3) Province of the Frontier
 
1. New Spain
2. American Republic
3. American Free State
 
Viceroyalty of California
Republic of Texas
Province of Illinois

In no particular order.
 
Descending order of preference:
Columbia
California
Canada
 
1) American Republic
2) American Free State
3) Texas
 
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In no particular order

New England
Icaria
The Frontier
 
Since we are now at 12 players for 14 nations, I'm going to move the deadline for national interest to 8pm EST tonight.
 
1. Texas
2. Louisiana
3. California
 
Spoiler Nation Drafts :

Canada : Immaculate
New England : JK Stockholme
Free State : Unassigned
American Republic : Nuka-sama
Illinois : Marcher Jovian
Nova Afrika : NinjaCow
Louisiana : Grandkhan
Frontier : Seon
Columbia : Kyzarc_Fotjage
Texas : LordArgon
Icaria : Belgarion95
California : Tobiisagoodboy
New Spain : Crezth
New Granada : Unassigned

JohannaK is the odd man out and gets first dibs on either New Granada or the American Free State.


Picks are assigned. Deadline for Turn One is Saturday December 21st at Noon EST.
 
À mes frères et sœurs de Louisiane, de l'Illinois et de la Frontière,
De votre frère au Canada, Charles-Émile Trudeau

Conference d'Affaires Franco-Américaines

Mes frères... notre mère est morte... et maintenant nous devons prendre soin les uns des autres comme jamais auparavant. Nous devons être des hommes et des femmes forts, fiers et vigilants contre les terreurs de ce nouveau monde. Nous vous invitons à Détroit pour assister à une conférence pour discuter les affaires franco-américaines et de notre future collectif.
 
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Government of Nova Afrika

The Nova Afrikan League, lead by President Marcus Mosiah Garvey Jr, was the organisation that was instrumental in achieving independence for Nova Afrikans in the colony formerly known as Georgia. The League had been successfully building a government framework independent from the American Republic, when Nova Afrika was given independence and control over the local government of Georgia the League integrated this infrastructure which gave them a large degree of control over the burgeoning government.

Nova Afrika has a General Assembly with suffrage for all citizens over the age of 20 (almost all Nova Afrikans are African, obtaining full citizenship as a non-African is extremely difficult). This General Assembly is essentially a rubber stamp on decisions already made by the Nova Afrikan League. An overwhelming number of seats are won by the NAL, with most other seats going to controlled opposition parties (Nova Afrikan Democratic Party and the Communist-Anarchist Nova Afrikan Front). Independent/Actual Opposition Parties are frustrated by the NAL dominated bureaucracy. Even if New Afrika was a Liberal Democracy, it is likely the NAL would overwhelmingly as they are genuinely popular.

While President Garvey is influential, he is by no means dominant. He has to deal with many factions embedded within NAL, its puppet parties and the extended bureaucracy surrounding it. Churches, communists, entrenched bureaucrats and corrupt figures all have roles to play in the complex political machine that is the engine of Nova Afrika.
 
To: The Nations of the World, Especially Our Neighbours

If you have spare IP or surplus military equipment, we would be interested in buying/commissioning armoured cars or planes from you. We will compensate you handsomley for this. This offer is also extended to nations outside of the Americas, if we are permitted to use a neighbouring state’s port to transport the goods through.
 
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