Time to revive my favorite strategy game on this forum: Era of Diesel! (http://www.bay12forums.com/smf/index.php?topic=144361.0)
Make up a Nation and race other Players to conquer the continent in 1900s atmosphere of technological progress and savagery of near-modern warfare with fancy new toys like: aeroplanes, tanks, and bombers! All this without bothering with naval combat and transports, diplomacy and treaties and multitude of other fancy options.
NATION SHEET:
Name: Try to match it to your government, I guess
Leader's Name: Name here (username here)
Government Type: One of the four available, see 'Nation Traits'
Traits (Points left): These are stored within 'Nation Traits' spoiler. Remember, you must have 0 or more points left. Please list your traits in this order: [government][size][development][miscellaneous (if any)]
Capital Province #: Needs to have at least 3 Provinces adjacent to it (Mountain Passes/Water Crossings count), check the map link below. CANNOT be adjacent to another Capital!
Other Provinces: List them here.
National Color: Preferably bright colors, #RRGGBB values much appreciated. Please avoid colors already on the map!
History: Purely for fluff purposes, skip if world-building isn't your forte.
===
GAME PROGRESSION:
Game starts at Turn 0 (called 'Pre-1900'). During this turn, players are allowed to:
A) Set up diplomatic ties with other Players and/or NPC (if present
B) Deploy armies in their provinces.
After all Players finish pre-game diplomacy and army deployment, game starts proper with Turn 1.
The game ends when one of these conditions is fulfilled:
A) One Nation controls 2/3 of all Provinces (35 in EoD:RE).
B) Turn 50 ends; the Player with most Provinces wins.
===
MAP:
The map is divided into 53 Provinces. >>>Here is the link to the initial map<<< (https://i.imgur.com/yRY291D.png)
6 Provinces are 'Populous' provinces, which give bonus +1 to Max Army limit. These provinces are choosen at random, after Players submit their sheets.
Each Nation has Capital Province, choosen by their owners (Players) or GM (NPC Nation).
Water and Mountains are impassable, except at Water Crossings (red lines on slate) and Mountain Passes (red lines on brown). Attacking through these incurs -1 penalty until Engineer Corps tech is researched.
'Unclaimed' Provinces after start of the Game require to be conquered, behaving as if there's 1 Army stationed inside (without modifiers).
===
CAPITAL PROVINCE:
The center of every Nation, housing the seat of the government. It counts as Military HQ.
Capital Province provides some important bonuses: +2 RP/Turn, +1 Max Army limit, and +1 to Defense rolls of your Armies.
Losing the Capital does not mean the end of the game for you, but it can severely damage your ability to 'bounce back'. Protect it well!
===
ARMY MANAGEMENT:
The max number of Armies you depends on several factors, primarily by amount of Provinces you have.
Your Government, Populous provinces you own and Technologies all can increase your Max Army limit.
At start of your Turn, you can place Armies at your Capital and Military HQs you have. You can place 1 Army at Capital/HQ per Turn.
When you have more Armies than Max Army size, you lose 1 Army per Turn till the number of your Armies goes down to appropriate limit.
===
ARMY MOVEMENT:
You can move as many Armies as you wish; they move 1 Province per turn.
Railroads allow Armies can move 2 Provinces per turn, provided all three (starting, middle, destination) provinces have Railroads built. Enemy Railroads are NOT accounted for that.
Moving through Mountain/Sea Passes requires a full Turn until Advanced Engineering tech is researched.
===
COMBAT:
When you move your Armies to enemy Province where enemy Armies are stationed, combat follows.
Attacking Armies get Attack bonuses, while Defending Armies get Defense bonuses.
If you attack through Mountain Pass or Water Crossing, your Armies receive -1 penalty to their rolls.
Combat roll itself is a 1d6+bonuses and penalties. Whichever army loses the roll, is destroyed. The rolls are repeated until all Attackers or Defenders are destroyed.
In case of a Draw, the Attacking Army returns to the Province they've attacked from.
When a Province is captured AFTER combat, one random Improvement is razed to the ground. If Province was captured without fight, nothing is razed.
===
RESEARCH:
Each Turn, your Nation produces a certain amount of Research Points (RP).
Your Capital Province gives +2 RP/Turn.
Each Academy you own gives +2 RP/Turn as well.
These values can be modified by your Government and Technologies.
Research topics and required RP values are in 'Research and Technologies' spoiler.
===
PROVINCIAL IMPROVEMENTS:
You can build 2 per Turn. Each Province can have maximum of 4 Provincial Improvements, and the same Improvement cannot be build in the Province twice.
Some government types, lots of railroads, trade treaties as well as certain research increases the amount of PI's per turn you can build.
You can also dismantle Provincial Improvements, albeit this counts into 'PI/Turn' limit. You never recover armies from a dismantled Military HQ.
Railroad (no requirements):
Armies can move 2 Provinces per turn, as long as starting, mid- and destination provinces are all connected by Railroad. You gain +1 to PI/Turn per 10 Provinces with Railroads you control (this bonus caps at +3).
Academy (no requirements):
Provides 2 Research Points per turn (this can vary however, check 'RESEARCH' above).
Fortifications (no requirements):
Armies in the province gain +2 bonus to their Defense rolls.
Military HQ (no requirements):
Provides a 'spawn point' for your armies. As an additional construction cost, 2 Armies must be 'spent' in the Province to create a Military HQ there.
Airfield (requires Primitive Aeroplanes):
Provides 'Airfield Bonus' depending on your Aeronautics tech.
AA Batteries (requires Anti-Air Defense):
-1 to Enemy Strategic Bombing rols against the Province.
===
NPC NATION:
If there will be a large (10+) of unclaimed Provinces after all Nation Sheets are in, GM will make a Normal-sized NPC Nation if possible.
===
STRATEGIC BOMBING:
Strategic Bombing Action is a special action available once you develop 'Strategic Bombers' tech.
Each Airfield can launch an SB run against adjacent enemy Province. You must specify the Province and the Target of the bombing run.
A 1d6 roll is performed.
If the rolled number is 1, the bombing run fails.
If the rolled number is higher than 1, the bombing run suceeds and the Target is destroyed.
This chance can be reduced by AA Batteries, and Airfields (further reduced if Radar tech is researched).
Multiple Airfields can be used to bomb the same Province, and even the same Target, if one so desires. In case of early success, other SB rolls will NOT be redirected!
===
TYPHUS:
Typhus outbreaks occur when there's no 'modern medicine' developed yet. Typhus Outbreaks can only occur via Random Events.
A Province with Typhus cannot be used to place Armies, unless the Province is the Capital Province.
If the Province is Populous, it also reverts to 'normal' if hit by Typhus.
At start of each Turn, Typhus-affected provinces will roll a 1d6 dice. The outcomes are as follows:
1-2: Typhus spreads to adjacent Province.
3-4: Nothing happens.
5-6: Typhus outbreak ends.
Researching 'Modern Biology' gives +1 to above roll; researching Antibiotics makes your Provinces safe from Typhus forever.
===
RANDOM EVENTS:
Each turn, a random Province is rolled; the targeted Province (or its Nation) will be hit with one of Events from list below:
Typhus Outbreak:
Province is hit with Typhus!
Earthquake:
2 random Improvements in the Province are destroyed; 1 if you have researched Advanced Engineering tech.
Emmigration Wave:
Only Populous Provinces; Province reverts to normal.
Young Genius:
Current Research Project gains +10% of required RP.
Immigration Boom:
Only normal Provinces; Province becomes Populous.
===
##########################
#......TRAIT POINTS......#
##########################
You start with 5 Trait Points. Your Nation is not valid if you end with less than 0 Trait Points on the sheet.
Your Nation requires that a GOVERNMENT, SIZE and DEVELOPMENT are specified; you do not need to pick any MISCELLANEOUS traits.
##########################
#.......GOVERNMENT.......#
##########################
MONARCHY (Cost: 0 Nation Points):
A hereditary ruler and their family lead the country while those lower in social rank provide for the state.
Effects:
Peasant Fodder: +2 Max Army limit.
===
REPUBLIC (Cost: 1 Nation Point):
An oligarchical form of government where the nation is ruled by a group of elected/appointed individuals.
Effects:
All Roads Lead To: Doubled bonuses from Capital Province (+4 RP/Turn, +2 Max Army limit, and gives +2 bonus to Defense rolls of Armies within it).
===
DICTATORSHIP (Cost: 2 Nation Points):
A single individual has total control of the state, usually backed by the military forces.
Effects:
For the Fatherland!: +1 to Defense rolls.
Militaristic by Default: When researching MILITARY technologies, +4 RP/Turn.
===
DEMOCRACY (Cost: 3 Nation Points):
People elect their representatives to the government, as well as majority of other officials in the nation, all the way down to city mayors and such.
Effects:
Academical Freedoms: Academies provide +1 RP/Turn extra.
Elections and Parties, Oh My!: At Turn 0 (Pre-1900), choose a Party from the list below for additional bonus, and a specific Turn from 2 to 7. On the specified Turn, Elections will occur using a 1d6, with 'current' Party having a weight of 2. Subsequent Elections will occur every 10 Turns afterwards, until end of Game.
*Agrarian: +2 Max Army limit.
*Conservative: +1 to Defense rolls and +2 Max Army limit. -2 RP/Turn.
*Industrialist: +1 Provincial Improvement/Turn.
*Nationalist: +1 to Defense rolls.
*Progressive: +2 RP/Turn.
##########################
#..........SIZE..........#
##########################
Small: (Cost: -1 Nation Point)
3 Provinces, all must be adjacent to each other, cannot choose provinces across Mountain Passes or Sea Passes; 2 Armies to deploy at Start.
Normal: (Cost: 0 Nation Points)
5 Provinces, all must be adjacent to Capital, cannot choose provinces across Mountain Passes; 3 Armies to deploy at Start.
Large: (Cost: 1 Nation Points)
7 Provinces, each having at least one connection with another; 4 Armies to deploy at Start.
Huge: (Cost: 2 Nation Points)
9 Provinces, each having at least one connection with another; 5 Armies to deploy at Start.
##########################
#......DEVELOPMENT.......#
##########################
Backwards (Cost: -1 Nation Point):
No Provincial Improvements at start!
Partially Industrialized (Cost: 0 Nation Points):
+1 Academy in random Province; Railroads at Capital Province
Heavily Industrialized (Cost: 1 Nation Point):
+2 Academies in random Provinces; Capital + 2 Provinces gain Railroads, all connected
Modernized (Cost: 3 Nation Points, not available to Small-size Nations!):
+4 Academies in random Provinces; Capital + 4 Provinces gain Railroads, all connected
##########################
#.....MISCELLANEOUS......#
##########################
Enlightened (Cost: 1 Nation Point):
+2 RP/Turn. Mutually exclusive with Traditional.
Expansionist (Cost: 1 Nation Point):
+1 to Attack rolls. Mutually exclusive with Isolationist.
Industrial Power (Cost: 2 Nation Points):
Can build 1 Province Improvement/Turn extra.
Isolationist (Cost: 1 Nation Point):
+1 to Defense rolls. Mutually exclusive with Expansionist.
Military Traditions (Cost: 2 Nation Points):
Military HQs require only 1 Army to be 'spent' for construction.
Secret Project (Cost: 1 Nation Point):
Start with randomly chosen 'basic' Research Project nearly completed (5 RP below required amount).
Traditional (Cost: -1 Nation Point):
-2 RP/Turn. Mutually exclusive with Enlightened.
At start of Player's Turn, the Research Project they've chosen gets RP equal to their RP/Turn output.
Switching a Project before it is completed lowers the accumulated RP by half (rounded down).
* denotes that the descibred Tech requires some other from a different BRANCH.
===
MILITARY:
Explosive Shells -> *Primitive Tanks -> *Advanced Tanks
\> *Engineer Corps
\> Heavy Artillery
Explosive Shells: 80 RP
Replacing old munitions with high-explosive ones.
Effect: +1 when Attacking.
Primitive Tanks: 120 RP (requires DIESEL ENGINE from Industry)
Brick-shaped landships.
Effect: +1 to all Combat rolls.
Heavy Artillery: 120 RP
Massive artillery pieces, often fitted onto trains or other mechanical vehicles.
Effect: Enemy Fortifications grant only +1 Defense bonus against your Armies.
Advancted Tanks: 300 RP (requires ASSEMBLY LINES from Industry)
Tanks with heavy machineguns, rotating main turret, and the ability to reach two-digit combat speeds.
Effect: +1 to all Combat rolls.
Engineer Corps: 120 RP (requires ADVANCED ENGINEERING from Industry)
Dedicated troops that solve logistical problems with the use of heavy machinery, explosives, or both.
Effect: Attacking through Mountain/Coastal Passes no longer incurs -1 roll Penalty.
===
AERONAUTICS:
Primitive Aeroplanes -> Military Aircraft -> *Strategic Bombers -> *Long-Range Aircraft
\> *Anti-Air Defense
Primitive Aeroplanes: 80 RP
First step towards military-grade death-from-above. For now, used primiarily for scouting and messaging.
Effect: Can build Airfields. Airfield bonus: +0/+1 in Province with Airfield.
Military Aircraft: 120 RP
The first to see a proper division between fighter planes and primitive bomber designs.
Effect: Airfield bonus: +1/+1 in Province with Airfield and adjacent ones (but not across Mountain or Sea Passes). -1 to enemy Strategic Bombing rolls.
Strategic Bombers: 120 RP (requires DIESEL ENGINE from Industry)
Bigger than fighter planes and loaded with bombs capable of leveling entire building complexes.
Effect: Airfields can perform 'Strategic Bombing' action.
Anti-Air Defense: 120 RP (requires EXPLOSIVE SHELLS from Military)
High fire-rate cannons that pepper incoming aircraft with explosive shells.
Effect: Can build AA Batteries.
Long-Range Aircraft: 200 RP (requires SHORTWAVE RADIO from Communications)
Improvements in radio technology and engine efficiency allows for much longer and destructive air operations to be conducted.
Effect: Airfield bonus: +2/+2 in Province with Airfield and adjacent ones (including across Mountain or Sea Passes).
===
INDUSTRY:
Diesel Engine -> Assembly Lines -> Mass Production
\> *Advanced Engineering /
*Mass Production requires both Assembly Lines and Advanced Engineering
Diesel Engine: 50 RP
Introduction of diesel engines for use in industries, but other applications will become evident very soon.
Effect: none
Assembly Lines: 120 RP
Allows creation of new items in faster and cheaper ways.
Effect: +1 Province Improvement/Turn.
Advanced Engineering: 120 RP (requires MODERN CHEMISTRY from Sciences)
Industrial applications of steel and other materials in civilian and military construction.
Effect: Mountain and Sea Passes now contribute to Railroads' adjacency requirements. Halves effect of Earthquake random event.
Mass Production: 300 RP
Truly mass-produced items that are quick and easy to make, revolutionizing both civilian and military logistics.
Effect: +1 Province Improvement/Turn. Military HQs can now produce 2 Armies per Turn.
===
COMMUNICATIONS:
Radio -> Shortwave Radio -> *Radar
Radio: 80 RP
Introduction of 'wireless telegraphs' for the use of military command structure and the like.
Effect: Military HQs provide +1 to Defense rolls.
Shortwave Radio: 120 RP
Use of high frequency signals make the radio especially useful for issueing commands and directing military forces at long range.
Effect: Armies attacking from Provinces with Military HQ gain +1 to Attack roll.
Radar: 300 RP (requires MILITARY AIRCRAFT from Aeronautics)
Using radiowaves to detect incoming aircraft at mid-to-high altitudes.
Effect: Airfields now incur -2 Penalty to enemy Strategic Bombing rolls against the Province. Lowers Enemy Attack bonus from Airfields against your Provinces by 1.
===
SCIENCES:
Modern Chemistry -> Radioactivity -> Atomic Theory
\> Modern Biology -> Fertilizers
\> Antibiotics
Modern Chemistry: 50 RP
Getting away with all this talk about alchemy and stuff.
Effect: none
Radioactivity: 80 RP
An exciting phenomenon that binds together chemistry and physics!
Effect: +5 RP/Turn
Modern Biology: 80 RP
Germ theory and the like that greatly help with prevention and/or containment of epidemics.
Effect: Provinces receive +1 to Typhus rolls.
Atomic Theory: 200 RP
The world IS made of atoms, who knew?
Effect: Academies now provide +1 RP/Turn extra.
Fertilizers: 200 RP
Use of nitrogen-based artificial fertilizers to boost grain production.
Effect: Each Province provides +1 Max.Army limit extra.
Antibiotics: 120 RP
A revolutionary group of substances that eradicate disease-carrying bacteria.
Effect: Your Provinces are now completely safe from Typhus. +2 Max Army limit.
===
Nationlist:
Name: People's Democratic Republic of Sordland
Leader's Name: First Citizen Aywanez (a1s)
Government Type: Dictatorship
Traits (0):Dictatorship, Large, Partially Industrialized, Traditional, Expansionist, Industrial Power.
Capital Province #: 13
Other Provinces: 11,12,14,1,10,17
National Color: #FF0000
Name: Union of Tradesmen
Leader's Name: Foreman Giles (Toaster)
Government Type: Democracy [Industrial Party Presiding, elections Turn 7]
Traits (0): Democracy, Large, Partially Industrialized, Secret Project, Traditional, Isolationist [5 - 3 - 1 - 0 - 1 + 1 - 1 = 0]
Capital Province #: 20
Other Provinces: 16, 18, 19, 21, 22, 23
National Color: Unionist Green (#00FF00)
History: The old Kingdom of North Lorbia was wealthy, but stagnant. The monarchy and its (largely literal) family of underlings held a death grip on the economy of the state. Primitive factories were run by hereditary nobles with atrocious working conditions, where accident and disease were rife. They were just barely above the serf-level conditions of the landed nobility's farm systems. There seemed to be stability on the surface, but change was coming faster than anyone expected.
After a fire at a cotton mill claimed the lives of hundreds of workers, many under the age of 16, a group of concerned workers asked for some simple safety precautions. The factory owner, who was also mayor of the town, had them all publicly whipped and jailed. The ensuing mass protest led to near-universal strikes across the country, seeing production grind to a halt. Troops were called in, but many in the army found themselves unable to train their weapons at their starving countrymen who simply wanted a little security. The strikes grew into protests, into coups, into open revolution. The nobility was forced into exile, jail, or death. In 1872, the king's crown was melted down and reforged into the symbol of the new Union of Tradesmen, heralding the birth of a nation for the worker, by the worker.
The fires of revolution have been turned to the fuel of industry. The Union, headed by its Foreman, are looking at their borders and seeing opportunity to ensure its people will never again be forced to bow to someone who was born into their position of privilege.
Name: Republica del Sol
Leader's Name: Premiere Xavier Gomez (Kashyyk)
Government Type: Republic
Traits (0): Republic (1) Large (1) Heavily Industrialised (1) Enlightened (1) Secret Project (1)
Capital Province #: 45
Other Provinces: (45), 43, 44, 46, 47, 48, 49
National Color: Hot Pink #FF69B4
Name: Vlosavi Principality
Leader's Name: Auga Mahr (Taricus)
Government Type: Dictatorship
Traits (Points left): Dictatorship, Normal, Backwards, Industrial Power, Military Traditions
Capital Province #: 38
Other Provinces: 31, 30, 29, 39
National Color: Navy Blue
History: Purely for fluff purposes, skip if world-building isn't your forte.
Name: The Commonwealth of Hibernia/The Hibernian Commonwealth/Hibernia
Government: Democracy [Industrialist party, elections 7 turns in]
Traits: Democracy, huge, backwards, traditional, industrial power [5-3-2+1+1-2=0]
Capital Province: 35
Other Provinces: 50, 51, 52, 53, 32, 33, 36, 37
National colour: Dark green, RGB: #006400, I might have gotten that wrong though sorry if that's the case.
History: Hibernia has sat between the mountains since time immemorial, doing its own thing and reacting violently to those who threaten their communal, primarily agrarian way of life. However, following the recent secession of the province of Ansgar (Province 34), the peoples of Hibernia have had to face the facts: their land is a rural, backwater, backwards nation, without industry, without organization, even without roads in many regions. The peoples of Hibernia now fear being seen as weak and ripe for conquest by their neighbours, and the ever-louder demands for progress and change combined with that fear of partition at the hands of foreign powers may be enough to spurn Hibernia forward into the modern times, and perhaps even the future if the Commonwealth, its ancient, surprisingly egalitarian, and proudly democratic traditions, can survive the looming horrors of the 20th century. The survival and independence of the Commonwealth is on every mind, and the people are ready to defend themselves, and reclaim Ansgar, although whether this shall happen through peaceful diplomacy and the easing of tensions or through all out warfare remains to be seen.
Name: Revivalist Republic of Reval
Leader's Name: Renai Revali[TricMagic]
Government Type: Republic
Traits (1+1+3-1+1=5): [Republic][Large][Modernized][Traditional][Military Tradition]
Capital Province #: 6
Other Provinces: 2, 3, 4, 5, 7, 8
National Color: #cccccc
History: Work in progress
7.
I'll play.
Name: People's Democratic Republic of Sordland
Leader's Name: First Citizen Aywanez (a1s)
Government Type: Dictatorship
Traits (0):Dictatorship, Large, Partially Industrialized, Traditional, Expansionist, Industrial Power.
Capital Province #: 13
Other Provinces: 11,12,14,1,10,17
National Color: #FF0000
Oh blast, you took a province I wanted. Time to adjust...
Name: Union of Tradesmen
Leader's Name: Foreman Giles (Toaster)
Government Type: Democracy [Industrial Party Presiding, elections Turn 7]
Traits (0): Democracy, Large, Partially Industrialized, Secret Project, Traditional, Isolationist [5 - 3 - 1 - 0 - 1 + 1 - 1 = 0]
Capital Province #: 20
Other Provinces: 16, 18, 19, 21, 22, 23
National Color: Unionist Green (#00FF00)
History: The old Kingdom of North Lorbia was wealthy, but stagnant. The monarchy and its (largely literal) family of underlings held a death grip on the economy of the state. Primitive factories were run by hereditary nobles with atrocious working conditions, where accident and disease were rife. They were just barely above the serf-level conditions of the landed nobility's farm systems. There seemed to be stability on the surface, but change was coming faster than anyone expected.
After a fire at a cotton mill claimed the lives of hundreds of workers, many under the age of 16, a group of concerned workers asked for some simple safety precautions. The factory owner, who was also mayor of the town, had them all publicly whipped and jailed. The ensuing mass protest led to near-universal strikes across the country, seeing production grind to a halt. Troops were called in, but many in the army found themselves unable to train their weapons at their starving countrymen who simply wanted a little security. The strikes grew into protests, into coups, into open revolution. The nobility was forced into exile, jail, or death. In 1872, the king's crown was melted down and reforged into the symbol of the new Union of Tradesmen, heralding the birth of a nation for the worker, by the worker.
The fires of revolution have been turned to the fuel of industry. The Union, headed by its Foreman, are looking at their borders and seeing opportunity to ensure its people will never again be forced to bow to someone who was born into their position of privilege.
Leader's Name: Premiere Xavier Gomez (Kashyyk)
Government Type: Republic
Traits (0): Republic (1) Large (1) Heavily Industrialised (1) Enlightened (1) Secret Project (1)
Capital Province #: 45
Other Provinces: (45), 43, 44, 46, 47, 48, 49
National Color: Hot Pink #FF69B4
Name: Vlosavi Principality
Leader's Name: Auga Mahr (Taricus)
Government Type: Dictatorship
Traits (Points left): Dictatorship, Normal, Backwards, Industrial Power, Military Traditions
Capital Province #: 38
Other Provinces: 31, 30, 29, 39
National Color: Navy Blue
History: Purely for fluff purposes, skip if world-building isn't your forte.
Fuck it, I'm in. I'm going to have to play defensively though, or I'll be eaten by everyone else. I don't expect to win, I'm nowhere near vicious enough, but if I survive to the end with all my original provinces under my control, I'll count it as a win.
Name: The Commonwealth of Hibernia/The Hibernian Commonwealth/Hibernia
Government: Democracy [Industrialist party, elections 7 turns in]
Traits: Democracy, huge, backwards, traditional, industrial power [5-3-2+1+1-2=0]
Capital Province: 35
Other Provinces: 50, 51, 52, 53, 32, 33, 36, 37
National colour: Dark green, RGB: #006400, I might have gotten that wrong though sorry if that's the case.
History: Hibernia has sat between the mountains since time immemorial, doing its own thing and reacting violently to those who threaten their communal, primarily agrarian way of life. However, following the recent secession of the province of Ansgar (Province 34), the peoples of Hibernia have had to face the facts: their land is a rural, backwater, backwards nation, without industry, without organization, even without roads in many regions. The peoples of Hibernia now fear being seen as weak and ripe for conquest by their neighbours, and the ever-louder demands for progress and change combined with that fear of partition at the hands of foreign powers may be enough to spurn Hibernia forward into the modern times, and perhaps even the future if the Commonwealth, its ancient, surprisingly egalitarian, and proudly democratic traditions, can survive the looming horrors of the 20th century. The survival and independence of the Commonwealth is on every mind, and the people are ready to defend themselves, and reclaim Ansgar, although whether this shall happen through peaceful diplomacy and the easing of tensions or through all out warfare remains to be seen.
Also, I made a map to see where everyone's nations were and what room was left available. I decided to clean it a bit and post it here, in case it's any help to anyone. Let me know if I got anything wrong.
(https://i.ibb.co/N6qpLxv/Diesel-map.png)
I have borders with... almost everyone, so I'm very much open to diplomacy right now. If any of my core provinces, or province #34, get taken from me, I will not cease fighting until I get it/them back. Please don't kill me immediately.
Name: Reval
Leader's Name: Renai Revali[TricMagic]
Government Type: Republic
Traits (1+1+3+1+1=5): [Republic][Large][Modernized][Traditional][Military Tradition]
Capital Province #: 6
Other Provinces: 2, 3, 4, 5, 7, 8
National Color: #cccccc
History: Work in progress
Edits made, also moved to the farleft. Come at me!