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Forum Games and Roleplaying / Era of Diesel: War of Europa III, OOC Thread!
« on: June 05, 2015, 03:54:09 pm »
IC Thread is here!
The Ottoman Empire was once an unstoppable juggernaut. Having defeated the Holy League's fleet during the Battle of Lepanto, it had secured the Eastern Mediterranean Sea. For the next century, it continuously blocked the attempts of the Western powers at crippling its naval superiority. Finally, the ships bearing the white crescent crushed the Venetian fleets and conquest of Italy was at full force.
In the same decade, the Siege of Vienna has been successful. Ottoman forces captured the city just in a nick of time, preventing the Polish and Bavarian troops from relieving the besieged city. With the fall of the Christian capital, the way for the Crescent to the Europe was open. Frankfurt was torched twice, Rome plundered and the Swedish Empire repelled so far north that they could do nothing but glare at the green flags of the Ottoman from the other side of the Baltic.
But that was long ago. In the 1800's, the Ottoman Empire had to swallow several revolts and a civil war between the princes in a bid to the throne. The western powers rose from the ashes and the once obedient vassals bravely foguht for their independence. The glorious days of the Crescent seen from Turin to Riga are now forever gone. However, the Turks still hold a mighty grip on the Balkans and Asia Minor; under guidance of Sultan Mehmet VI 'The Reconcilliator', they might yet regain their long gone glory.
Or they might be, once and for all, obliterated from the map of Europa!
Welcome to yet another iteration of Era of Diesel: War of Europa!
This version comes with simplified treaty rules (now static bonuses instead of calc'd from nation size/academy number and so on), plus slightly changed research topics and NPC nation creation (now max.15 provinces, is beefed up, and there are Minor NPC nations). Army retreating and allied victories are now in, as well.
Nation List:
Defeated so far:
1. Banner of the West (Pencil_Art), fragmented by foreigners and then finished off by Roman Republic in April 1900.
The Ottoman Empire was once an unstoppable juggernaut. Having defeated the Holy League's fleet during the Battle of Lepanto, it had secured the Eastern Mediterranean Sea. For the next century, it continuously blocked the attempts of the Western powers at crippling its naval superiority. Finally, the ships bearing the white crescent crushed the Venetian fleets and conquest of Italy was at full force.
In the same decade, the Siege of Vienna has been successful. Ottoman forces captured the city just in a nick of time, preventing the Polish and Bavarian troops from relieving the besieged city. With the fall of the Christian capital, the way for the Crescent to the Europe was open. Frankfurt was torched twice, Rome plundered and the Swedish Empire repelled so far north that they could do nothing but glare at the green flags of the Ottoman from the other side of the Baltic.
But that was long ago. In the 1800's, the Ottoman Empire had to swallow several revolts and a civil war between the princes in a bid to the throne. The western powers rose from the ashes and the once obedient vassals bravely foguht for their independence. The glorious days of the Crescent seen from Turin to Riga are now forever gone. However, the Turks still hold a mighty grip on the Balkans and Asia Minor; under guidance of Sultan Mehmet VI 'The Reconcilliator', they might yet regain their long gone glory.
Or they might be, once and for all, obliterated from the map of Europa!
Welcome to yet another iteration of Era of Diesel: War of Europa!
This version comes with simplified treaty rules (now static bonuses instead of calc'd from nation size/academy number and so on), plus slightly changed research topics and NPC nation creation (now max.15 provinces, is beefed up, and there are Minor NPC nations). Army retreating and allied victories are now in, as well.
Spoiler: Rules (click to show/hide)
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): Remember, you must have 0 or more points left. Please list your traits in this order: [government][size][development][armies][various other]
Capital Province #: Needs to have at least 2 Provinces adjacent to it (Mountain Passes/Water Crossings count), check the map link below.
National Color: Preferably bright colors
History: Purely for fluff purposes, no need to go verbose 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 NPCs
B) Deploy armies in their provinces; at least one army must remain in Capital, however.
After all Players finish pre-game diplomacy and army deployment, game starts proper with Turn 1 (Year 1900.1).
Each Year has 12 Turns (1900.1 to 1900.12, for example).
The game ends when one of these conditions is fulfilled:
A) Domination: One Nation controls 50% +1 of all Provinces (40 for Europa map) for at least 6 turns.
B) Coalition: One two-power Alliance controls 66% +1 of all Provinces (54 for Europa map) for at least 6 turns.
C) Triple Entente: One triple Alliance controls 80% +1 of all Provinces (65 for Europa map) for at least 6 turns.
D) Stagnation: Turn 240 (Year 1920.12) ends (normal map).
---
MAP:
The map is divided into 79 Provinces. Here is the link to the initial map.
6 Provinces are 'Populous' provinces, which net extra army size. These provinces are choosen at random, after Players submit their sheets.
Each Nation has Capital Province, choosen by their owners (Players) or GM (NPC Nations).
Water and Mountains are impassable, except at Water Crossings (red lines on blue) and Mountain Passes (red lines on brown).
---
CAPITAL PROVINCE:
The center of every Nation, housing the seat of the government. It counts as Military HQ, and always starts with Fortifications and Academy already built in there.
When Capital Province is conquered, it reverts into normal Province. The rest, however...
LOYALISTS:
After Capital falls, new Capital is established in random, un-conquered province and then there's 50% for every unconquered province to remain with 'legitimate' government or surrender to the conquerors.
If the 'new' Capital (white roof instead of grey) falls as well, nation ceases to exist and player is eliminated from the game; on other hand, re-capturing the old Capital Province restores the Capital and secures the nation's existence once more.
---
ARMY MANAGEMENT:
The max number of Armies you can have is calculated by formula: N+P+C = Max army size
N = Number of normal Provinces you control
P = Number of Populous Provinces you control, x2 (for anything but Monarchy), x3 (for Monarchy)
C = Capital province bonus of +2 (Dictatorship/Democracy), +3 (Monarchy/Republic)
All your Armies are spawned at Capital Province at the speed of one Army per one Turn.
They also spawn at each Military HQ you have built (same speed as at Capital). Capital Province always takes priority for Army spawning purposes (for example, when you're reaching Max Army limit).
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. 'Improved Railroads' tech increases this to THREE Provinces per turn.
Water Crossings and Mountain Passes always require full 1 Turn to cross, Railroads or not.
---
NAVIES:
Provinces with a port can create one fleet/turn from an army. Fleets can only move to sea provinces, or friendly provinces with Ports. Unlike armies, fleet from neutral nations can share a sea zone.
Fleets can be used to transport troops. Each fleet can be used to escort one army across one sea province. Multiple fleet can be used to ferry one army across multiple sea zone. The escorting can take place before or after a fleet move. Armies attacking from the sea takes a -1 penalty to their combat rolls.
If a fleet is in a friendly province that is taken, the fleet will flee to one of the neighboring sea zones at random, engaging any enemy fleet on the way. The displaced fleet can still move on its owner's turn.
Fleets get bonus from Explosive Shells; then, they receive combat bonuses from Nautical technologies.
---
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 (or attack from a Fleet), your Armies receive -1 penalty to their rolls.
Each 3 armies more than enemy grants +1 bonus to the more numerous side; this bonus fluctuates as amount of armies changes via combat!
Combat roll itself is a 1d6+bonuses and penalties. Whichever army loses the roll, is destroyed.
In case of a draw, the Attacking army retreats to the last allied/own Province it passed through.
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 Academies produce certain amount of Research Points (RP). Normally, you receive 2 RP per Academy you own, but this can vary:
Monarchies receive only 1 RP from Academies outside Capital Province.
Republic receives 3 RP from the Academy in its Capital Province.
Democracy receives 3 RP from EVERY Academy it has.
'Advanced Theoretical Sciences' Tech increases amount of RPs you get from Academies by 1, no matter the Government type.
After this, you gain (or lose) extra RP based on certain Traits and Technologies:
'Enlightened' trait grants 3 RP, while 'Traditional' trait removes 3 RP.
'Experimental Sciences' Tech grants 3 RP.
Research Treaties generate varying amount of RP per turn.
Your Research project finishes as soon as the required amount of RP is reached. All RP that pushed the number 'over' are lost.
---
PROVINCIAL IMPROVEMENTS:
You can build 2 of these in entire nation, 1 per Province in the same turn. 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 (3 with 'Improved Railroads' tech), as long as starting, mid- and destination provinces are all connected by Railroad.
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.
Port (No requirements):
Let you create one Fleet at the cost of one Army.
Military HQ (no requirements):
Provides a 'spawn point' for your armies. As an additional construction cost, 2 Armies must be 'disbanded' in the Province to create a Military HQ there.
Airfield (requires Military Aircraft):
All friendly armies in the province and in provinces adjacent to Airfield gain +1 to their Attack and Defense rolls.
AA Batteries (requires Ground-Air Defense):
Has 30% chance to cancel enemy Bombing Action against the province. Ground armies attacking the province with AA Batteries do not gain bonuses from nearby Airfield(s) (if present).
---
FORMALIZED DIPLOMACY:
War - Obviously, the two powers fight each other. Declaring war instantly breaks any treaties you have with target nation.
Non-Aggression Treaty - Borders are mutually respected between the two nations. This allows Trade Pact and Research Treaty to be conducted.
Trade Pact - Borders are open for circulation of resources, crafts, products and migration of people. Both nations gain +2 Max Army bonus and +1 PI/Turn bonus.
Research Treaty - Exchange of scientific reports and visits of foreign scientists. Both sides of the treaty gain +4 RP.
Alliance - Two nations form an alliance: armies of the two powers can cross each nation's provinces without problem. Airfields (when available) of one nation benefit both countries during Alliance.
Activation:
All treaties are officially recognized at the start of the next turn after both two powers announce the treaties publicly in Game Thread. Talks can be secret (via PM, for example) but without public announcement from both Players, the treaty is not valid.
For example, Nations X and Y announce Research Treaty and Alliance at Turn 8; at Turn 9, they can move their armies on their territories and they start gaining RP via research treaty as well.
The only treaty that is instanteous is war declaration.
A nation can have only 4 Research/Trade treaties.
Alliance nuances:
When Alliance is broken, armies are moved to respective territories of their owners IF said territories are at range (adjacent without railroads, at range 2 (later 3) with Railroads).
Armies that cannot be moved to their home country are instantenously disbanded.
Trading:
In current version of the game, you can trade Provinces, and researched Technologies as 'Blueprints'; make sure you make good deals or the trade might bring you defeat in the long run. 'Blueprints' must be researched (check RESEARCH spoiler), and Province(s) will be handed over as soon as they're free of armies of their previous owner.
---
NPCs:
Empire: An old-world power. It fills up to 15 Provinces that weren't taken by the Players. It's government type is Monarchy with 9 Armies and 3 Fleets. Half of Provinces (including Capital) will be fortified, also 4 Academies, Shipyards and HQs will be placed in its territory (no Railroads present). It is rather passive albeit will counterattack in full force if provoked. Controlled by GM.
Minor Powers: Single-province nations that behave like Rebels; they do not build Improvements, nor they form armies, and they do not do diplomacy beyond Peace/War. To conquer a Minor Power, you need to defeat a single army with Fortifications bonus.
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): Remember, you must have 0 or more points left. Please list your traits in this order: [government][size][development][armies][various other]
Capital Province #: Needs to have at least 2 Provinces adjacent to it (Mountain Passes/Water Crossings count), check the map link below.
National Color: Preferably bright colors
History: Purely for fluff purposes, no need to go verbose 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 NPCs
B) Deploy armies in their provinces; at least one army must remain in Capital, however.
After all Players finish pre-game diplomacy and army deployment, game starts proper with Turn 1 (Year 1900.1).
Each Year has 12 Turns (1900.1 to 1900.12, for example).
The game ends when one of these conditions is fulfilled:
A) Domination: One Nation controls 50% +1 of all Provinces (40 for Europa map) for at least 6 turns.
B) Coalition: One two-power Alliance controls 66% +1 of all Provinces (54 for Europa map) for at least 6 turns.
C) Triple Entente: One triple Alliance controls 80% +1 of all Provinces (65 for Europa map) for at least 6 turns.
D) Stagnation: Turn 240 (Year 1920.12) ends (normal map).
---
MAP:
The map is divided into 79 Provinces. Here is the link to the initial map.
6 Provinces are 'Populous' provinces, which net extra army size. These provinces are choosen at random, after Players submit their sheets.
Each Nation has Capital Province, choosen by their owners (Players) or GM (NPC Nations).
Water and Mountains are impassable, except at Water Crossings (red lines on blue) and Mountain Passes (red lines on brown).
---
CAPITAL PROVINCE:
The center of every Nation, housing the seat of the government. It counts as Military HQ, and always starts with Fortifications and Academy already built in there.
When Capital Province is conquered, it reverts into normal Province. The rest, however...
LOYALISTS:
After Capital falls, new Capital is established in random, un-conquered province and then there's 50% for every unconquered province to remain with 'legitimate' government or surrender to the conquerors.
If the 'new' Capital (white roof instead of grey) falls as well, nation ceases to exist and player is eliminated from the game; on other hand, re-capturing the old Capital Province restores the Capital and secures the nation's existence once more.
---
ARMY MANAGEMENT:
The max number of Armies you can have is calculated by formula: N+P+C = Max army size
N = Number of normal Provinces you control
P = Number of Populous Provinces you control, x2 (for anything but Monarchy), x3 (for Monarchy)
C = Capital province bonus of +2 (Dictatorship/Democracy), +3 (Monarchy/Republic)
All your Armies are spawned at Capital Province at the speed of one Army per one Turn.
They also spawn at each Military HQ you have built (same speed as at Capital). Capital Province always takes priority for Army spawning purposes (for example, when you're reaching Max Army limit).
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. 'Improved Railroads' tech increases this to THREE Provinces per turn.
Water Crossings and Mountain Passes always require full 1 Turn to cross, Railroads or not.
---
NAVIES:
Provinces with a port can create one fleet/turn from an army. Fleets can only move to sea provinces, or friendly provinces with Ports. Unlike armies, fleet from neutral nations can share a sea zone.
Fleets can be used to transport troops. Each fleet can be used to escort one army across one sea province. Multiple fleet can be used to ferry one army across multiple sea zone. The escorting can take place before or after a fleet move. Armies attacking from the sea takes a -1 penalty to their combat rolls.
If a fleet is in a friendly province that is taken, the fleet will flee to one of the neighboring sea zones at random, engaging any enemy fleet on the way. The displaced fleet can still move on its owner's turn.
Fleets get bonus from Explosive Shells; then, they receive combat bonuses from Nautical technologies.
---
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 (or attack from a Fleet), your Armies receive -1 penalty to their rolls.
Each 3 armies more than enemy grants +1 bonus to the more numerous side; this bonus fluctuates as amount of armies changes via combat!
Combat roll itself is a 1d6+bonuses and penalties. Whichever army loses the roll, is destroyed.
In case of a draw, the Attacking army retreats to the last allied/own Province it passed through.
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 Academies produce certain amount of Research Points (RP). Normally, you receive 2 RP per Academy you own, but this can vary:
Monarchies receive only 1 RP from Academies outside Capital Province.
Republic receives 3 RP from the Academy in its Capital Province.
Democracy receives 3 RP from EVERY Academy it has.
'Advanced Theoretical Sciences' Tech increases amount of RPs you get from Academies by 1, no matter the Government type.
After this, you gain (or lose) extra RP based on certain Traits and Technologies:
'Enlightened' trait grants 3 RP, while 'Traditional' trait removes 3 RP.
'Experimental Sciences' Tech grants 3 RP.
Research Treaties generate varying amount of RP per turn.
Your Research project finishes as soon as the required amount of RP is reached. All RP that pushed the number 'over' are lost.
---
PROVINCIAL IMPROVEMENTS:
You can build 2 of these in entire nation, 1 per Province in the same turn. 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 (3 with 'Improved Railroads' tech), as long as starting, mid- and destination provinces are all connected by Railroad.
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.
Port (No requirements):
Let you create one Fleet at the cost of one Army.
Military HQ (no requirements):
Provides a 'spawn point' for your armies. As an additional construction cost, 2 Armies must be 'disbanded' in the Province to create a Military HQ there.
Airfield (requires Military Aircraft):
All friendly armies in the province and in provinces adjacent to Airfield gain +1 to their Attack and Defense rolls.
AA Batteries (requires Ground-Air Defense):
Has 30% chance to cancel enemy Bombing Action against the province. Ground armies attacking the province with AA Batteries do not gain bonuses from nearby Airfield(s) (if present).
---
FORMALIZED DIPLOMACY:
War - Obviously, the two powers fight each other. Declaring war instantly breaks any treaties you have with target nation.
Non-Aggression Treaty - Borders are mutually respected between the two nations. This allows Trade Pact and Research Treaty to be conducted.
Trade Pact - Borders are open for circulation of resources, crafts, products and migration of people. Both nations gain +2 Max Army bonus and +1 PI/Turn bonus.
Research Treaty - Exchange of scientific reports and visits of foreign scientists. Both sides of the treaty gain +4 RP.
Alliance - Two nations form an alliance: armies of the two powers can cross each nation's provinces without problem. Airfields (when available) of one nation benefit both countries during Alliance.
Activation:
All treaties are officially recognized at the start of the next turn after both two powers announce the treaties publicly in Game Thread. Talks can be secret (via PM, for example) but without public announcement from both Players, the treaty is not valid.
For example, Nations X and Y announce Research Treaty and Alliance at Turn 8; at Turn 9, they can move their armies on their territories and they start gaining RP via research treaty as well.
The only treaty that is instanteous is war declaration.
A nation can have only 4 Research/Trade treaties.
Alliance nuances:
When Alliance is broken, armies are moved to respective territories of their owners IF said territories are at range (adjacent without railroads, at range 2 (later 3) with Railroads).
Armies that cannot be moved to their home country are instantenously disbanded.
Trading:
In current version of the game, you can trade Provinces, and researched Technologies as 'Blueprints'; make sure you make good deals or the trade might bring you defeat in the long run. 'Blueprints' must be researched (check RESEARCH spoiler), and Province(s) will be handed over as soon as they're free of armies of their previous owner.
---
NPCs:
Empire: An old-world power. It fills up to 15 Provinces that weren't taken by the Players. It's government type is Monarchy with 9 Armies and 3 Fleets. Half of Provinces (including Capital) will be fortified, also 4 Academies, Shipyards and HQs will be placed in its territory (no Railroads present). It is rather passive albeit will counterattack in full force if provoked. Controlled by GM.
Minor Powers: Single-province nations that behave like Rebels; they do not build Improvements, nor they form armies, and they do not do diplomacy beyond Peace/War. To conquer a Minor Power, you need to defeat a single army with Fortifications bonus.
Spoiler: Nation Traits (click to show/hide)
NATION TRAITS:
You start with 5 Trait Points; you can distribute these as you see fit - or you don't have to spend any points if you feelmasochistic and suicidal confident enough.
The only requirements are that you must specify the type of Government, nation Size, and its Development, and that you finish making your nation sheet with 0 or more Trait points left.
GOVERNMENTS:
Each government provides different bonuses (and penalties).
Monarchy (Cost: -1):
Head of the family (King or Queen) rule over their domain, with their family members being next in line to the throne, often governing over parts of the military or small territories within the nation. Often conservative in both thinking and action, and serving mostly for the benefit of the ruling family and their supporters - the aristocracy - Monarchy is rather ill-suited for modern times where scientific progress and unity benefit the nations more.
Cheap Conscripts: Populous provinces, as well as Capital, increase amount of max armies by 3 instead of 2.
Conservatism Galore: Academies, except in Capital province, provide only 1 Research Point per turn instead of 2.
Relic of Past Eras: Monarchies cannot pick 'Modernized' from DEVELOPMENT Trait category.
Republic (Cost: 0):
The nation is governed by a 'council' of elected representatives of the people; said representatives are often experienced and/or popular individuals, with their numbers going up to few hundred - depending on internal politics and the size of the nation. They often have a representative, 'Speaker' or some such, who deals with foreign dignitaries and representatives of the citizenry.
All Roads Lead To...: Capital Province increases amount of max armies by 3 instead of 2. Academy in Capital Province provides 3 RP per turn, instead of usual 2.
Dictatorship (Cost: 2):
The nation is in the grip of one man; army is utterly loyal to the leader while the population supports him/her due to the terror politics or sheer charisma of the dictator - sometimes both. The dictator has a council of advisors, generals and ministers who run the administration for him. Centralized economy and effective bureaucracy further ensure the steady development of the nation.
For the Fatherland: Armies of the Dictatorship get +1 bonus to their defensive rolls.
Centralized Administration: Up to 3 Provincial Improvements (Fortifications, Railroads, etc) can be constructed per turn, instead of usual 2.
Democracy (Cost: 3):
The government is run by head of state, usually President or Premier of the Ministers; the Ministers themselves governing over numerous branches of the government. Both the Head of the State and the Ministers are elected by the citizens, based on the candidates' skills, experience, charisma and merits. In democratic nation, peace and prosperity are of the greatest concern to the populace.
Freedom of Thought and Action: Academies under Democracy give 3 RP per turn; Up to 3 Provincial Improvements (Fortifications, Railroads, etc) can be constructed per turn, instead of usual 2.
NATION SIZE:
Remember that 'X provinces' means 'Capital + other Provinces'.
Miniature (Cost: -3):
Your nation starts with 3 Provinces.
Tiny (Cost: -1):
Your nation starts with 5 Provinces.
Medium (Cost: 0):
Your nation starts with 7 Provinces.
Big (Cost: 1):
Your nation starts with 9 Provinces.
Huge (Cost: 3):
Your nation starts with 11 Provinces.
Enormous (Cost: 4)
Your nation starts with 13 Provinces.
DEVELOPMENT:
Remember that your Capital Province always starts with Fortifications and Academy already built, no matter the settings.
Medieval (Cost: -1):
Your backwater nation has no railroads!
Normal (Cost: 0):
Your Capital and two random, adjacent provinces have Railroads; furthermore, one random Province in the nation has Academy already built.
Developed (Cost: 1):
Up to 5 of your Provinces (including Capital) have Railroads connected in a single network; two random Provinces in the nation have Academies already built.
Modernized (Cost: 2):
Up to 7 of your Provinces (including Capital) have Railroads; three random Provinces in the nation have Academies already built.
ARMY SIZE:
Inadequate (Cost: -2):
You start with only 1 Army!
Small (Cost: -1):
2 Armies at start.
Adequate (Cost: 0):
1 Armies at start + 1 extra per 2 Provinces you start with.
Numerous (Cost: 1):
3 Armies at start + 1 extra per 2 Provinces you start with.
VARIOUS:
Note that '+' traits block their '-' equivalents and vice versa; for example, if you pick 'Militaristic' (+1 to all army rolls) trait, 'Pacifist' (-1 to all army rolls) trait will no longer be available for you to pick.
Militaristic (Cost: 2):
+1 to all Army rolls
Pacifist (Cost: -2):
-1 to all Army rolls
Enlightened (Cost: 1):
+3 to RP per turn, no matter the number of Academies
Traditional (Cost: -1):
-3 to RP per turn, no matter the number of Academies
Military Traditions (Cost: 1):
One of Provinces adjacent to the Capital starts with Military HQ already built.
Industrial Power (Cost: 2):
One extra Provincial Improvement can be built per turn in your Nation (this stacks with government/research bonuses).
Naval Capabilities (Cost: 1):
One of Provinces (Capital takes priority) starts with a Shipyard and a single Navy stationed there.
Secret Military Project (Cost: 2):
Thanks to (previously) secret military project, you start with one of (choosen randomly) Rank 1 techs (Explosive Shells, Modern Chemistry and so on) at 45RP.
You start with 5 Trait Points; you can distribute these as you see fit - or you don't have to spend any points if you feel
The only requirements are that you must specify the type of Government, nation Size, and its Development, and that you finish making your nation sheet with 0 or more Trait points left.
GOVERNMENTS:
Each government provides different bonuses (and penalties).
Monarchy (Cost: -1):
Head of the family (King or Queen) rule over their domain, with their family members being next in line to the throne, often governing over parts of the military or small territories within the nation. Often conservative in both thinking and action, and serving mostly for the benefit of the ruling family and their supporters - the aristocracy - Monarchy is rather ill-suited for modern times where scientific progress and unity benefit the nations more.
Cheap Conscripts: Populous provinces, as well as Capital, increase amount of max armies by 3 instead of 2.
Conservatism Galore: Academies, except in Capital province, provide only 1 Research Point per turn instead of 2.
Relic of Past Eras: Monarchies cannot pick 'Modernized' from DEVELOPMENT Trait category.
Republic (Cost: 0):
The nation is governed by a 'council' of elected representatives of the people; said representatives are often experienced and/or popular individuals, with their numbers going up to few hundred - depending on internal politics and the size of the nation. They often have a representative, 'Speaker' or some such, who deals with foreign dignitaries and representatives of the citizenry.
All Roads Lead To...: Capital Province increases amount of max armies by 3 instead of 2. Academy in Capital Province provides 3 RP per turn, instead of usual 2.
Dictatorship (Cost: 2):
The nation is in the grip of one man; army is utterly loyal to the leader while the population supports him/her due to the terror politics or sheer charisma of the dictator - sometimes both. The dictator has a council of advisors, generals and ministers who run the administration for him. Centralized economy and effective bureaucracy further ensure the steady development of the nation.
For the Fatherland: Armies of the Dictatorship get +1 bonus to their defensive rolls.
Centralized Administration: Up to 3 Provincial Improvements (Fortifications, Railroads, etc) can be constructed per turn, instead of usual 2.
Democracy (Cost: 3):
The government is run by head of state, usually President or Premier of the Ministers; the Ministers themselves governing over numerous branches of the government. Both the Head of the State and the Ministers are elected by the citizens, based on the candidates' skills, experience, charisma and merits. In democratic nation, peace and prosperity are of the greatest concern to the populace.
Freedom of Thought and Action: Academies under Democracy give 3 RP per turn; Up to 3 Provincial Improvements (Fortifications, Railroads, etc) can be constructed per turn, instead of usual 2.
NATION SIZE:
Remember that 'X provinces' means 'Capital + other Provinces'.
Miniature (Cost: -3):
Your nation starts with 3 Provinces.
Tiny (Cost: -1):
Your nation starts with 5 Provinces.
Medium (Cost: 0):
Your nation starts with 7 Provinces.
Big (Cost: 1):
Your nation starts with 9 Provinces.
Huge (Cost: 3):
Your nation starts with 11 Provinces.
Enormous (Cost: 4)
Your nation starts with 13 Provinces.
DEVELOPMENT:
Remember that your Capital Province always starts with Fortifications and Academy already built, no matter the settings.
Medieval (Cost: -1):
Your backwater nation has no railroads!
Normal (Cost: 0):
Your Capital and two random, adjacent provinces have Railroads; furthermore, one random Province in the nation has Academy already built.
Developed (Cost: 1):
Up to 5 of your Provinces (including Capital) have Railroads connected in a single network; two random Provinces in the nation have Academies already built.
Modernized (Cost: 2):
Up to 7 of your Provinces (including Capital) have Railroads; three random Provinces in the nation have Academies already built.
ARMY SIZE:
Inadequate (Cost: -2):
You start with only 1 Army!
Small (Cost: -1):
2 Armies at start.
Adequate (Cost: 0):
1 Armies at start + 1 extra per 2 Provinces you start with.
Numerous (Cost: 1):
3 Armies at start + 1 extra per 2 Provinces you start with.
VARIOUS:
Note that '+' traits block their '-' equivalents and vice versa; for example, if you pick 'Militaristic' (+1 to all army rolls) trait, 'Pacifist' (-1 to all army rolls) trait will no longer be available for you to pick.
Militaristic (Cost: 2):
+1 to all Army rolls
Pacifist (Cost: -2):
-1 to all Army rolls
Enlightened (Cost: 1):
+3 to RP per turn, no matter the number of Academies
Traditional (Cost: -1):
-3 to RP per turn, no matter the number of Academies
Military Traditions (Cost: 1):
One of Provinces adjacent to the Capital starts with Military HQ already built.
Industrial Power (Cost: 2):
One extra Provincial Improvement can be built per turn in your Nation (this stacks with government/research bonuses).
Naval Capabilities (Cost: 1):
One of Provinces (Capital takes priority) starts with a Shipyard and a single Navy stationed there.
Secret Military Project (Cost: 2):
Thanks to (previously) secret military project, you start with one of (choosen randomly) Rank 1 techs (Explosive Shells, Modern Chemistry and so on) at 45RP.
Spoiler: Research (click to show/hide)
Your nation can develop 1 Research Topic at one given time. If you switch to a new topic mid-research, you lose 100% of currently accumulated Research Points.
Blueprint Research: When you receive a Tech blueprint via diplomatic trade, you take 1+X turns to develop it, where X is the 'level' of the tech; initial technologies like Diesel Fuel have Rank 1, and the hi-tech Aircraft Carriers is Rank 5.
Once you receive the blueprint, you can work on it any time you do not work on any Research Project; the blueprints won't dissappear if you're currently researching something.
If you're slightly confused about requirements for some technologies, you can view a tech tree image here!
AERONAUTICS:
Primitive Aeroplanes (80 RP):
Construction of first aeroplanes; fragile aircrafts made of wood, linen and other such materials. Whilst of no value on their own, research and improvement of these machines will allow scientists to come up with useful, military-grade airplanes in the future.
Military Aircraft (200 RP, requires Explosive Shells from MILITARY):
Airplanes that are able to carry machine guns and small bombs. Groups and squadrons of these are operating from airfields, where specialized crew does maintenance of the aircraft. Grants 'Airfield' Provincial Improvement.
Strategic Bombers (600 RP, requires Construction Advancements from INDUSTRY):
Airplanes large enough to carry large munitions and enough fuel to strike targets behind enemy lines. Once per turn, an Airfield can launch Bombers that will destroy 1 Provincial Improvement of enemy nation as long as it is in Airfield's range.
Long-Range Airplanes (800 RP, requires Mass Production from INDUSTRY):
Recent breakthroughs in various fields allowed the development of new kind of airplanes that carry more fuel, thus increasing their range. Increases range of Airfield bonus and Bombing action by 1. This also allow aircraft cross into provinces 1 sea region apart.
MILITARY:
Explosive Shells (80 RP):
Research into new kind of ammunition that is filled with material that will explode upon contact, increasing the effectiveness of the artillery. All armies and navies get +1 bonus to their Attack rolls.
Primitive Tanks (200 RP, requires Diesel Fuel from INDUSTRY):
Beasts of steel and oil, armed with machineguns and small cannons. Whilst bulky and slow, they're valuable military assets. All armies get +2 bonus to their Attack rolls and +1 to their Defense rolls.
Chemical Warfare (200 RP, requires Modern Chemistry from SCIENCES):
Recent breakthroughs in chemistry allow development of munitions that release toxic gases upon explosion. This grants +1 to Attack rolls against enemy nations that do not have Modern Medicine.
Howitzers (200 RP):
Large cannons that can propel explosive rounds at great distances and above most conventional fortifications. After this discovery, enemy Fortifications grant only +1 defense bonus against your armies, instead of the usual +2.
Advanced Tanks (800 RP, requires Mass Production from INDUSTRY):
Refinement and upgrade of first tanks allowed the scientists to come with faster, stronger and better protected vehicles that wreak havoc upon battlefield. All armies get +3 bonus to their Attack rolls and +2 to their Defense rolls.
Ground-Air Defense (400RP):
Improvement on long-range cannons so they now can shoot at airborne targets, for example, bombers. Grants 'AA Batteries' Provincial Improvement.
COMMUNICATIONS:
Primitive Radio (80 RP):
Primitive radios allowing short-range communication. Refinement of devices is required before this technology can be beneficial to the military.
Radio Communications (125RP):
Network of small radio stations operated by trained crew, allowing orders from headquarters to be delivered faster and more reliably. Armies in provinces with Military HQ get +1 to Defense rolls.
Radar (400RP, requires Military Aircraft from AERONAUCTICS):
Use of radio to detect incoming aircraft at high altitudes. Increases the 'AA Batteries' Provincial Improvement chances to cancel enemy Bombing Action by 30%. If the targeted province has Airfield, it automatically cancels 1 Bombing action of the enemy, due to intercepting via fighter planes.
Shortwave Communications (600RP):
Inclusion of new spectrum of radio waves for military use. The defense bonus of Military HQ now affects friendly armies in adjacent provinces as well. Armies attacking from the province with Military HQ gain +1 bonus to their Attack rolls.
INDUSTRY:
Diesel Fuel (80 RP):
Refined oil becomes more common energy source; allowing new types of vehicles to be invented and created.
Construction Advancements (200 RP, requires Experimental Sciences from SCIENCES):
Advancements in architecture, mathematics, logistics and all other fields related to construction; this increases the amount of Provincial Improvements that can be built in the Nation per turn by 1.
Improved Railroads (400 RP):
Better locomotive design and expansion of railroad system. Railroads now allow movement of Armies up to 3 Provinces per turn.
Mass Production (600 RP):
The wide industrialization of the nation allows for items to be produced much faster and in much higher quantities than ever before. You can build 2 Provincial Improvements in the same Province in one turn.
Advanced Engineering (600 RP):
Foray into techniques and synthetic materials that will allow marvelous constructions to be built, be it above ground, on water or even underground. This increases the amount of Provincial Improvements that can be built in the Nation per turn by 1. Armies can cross Mountain Passes instantenously as long as Provinces on both sides have Railroads.
SCIENCES:
Modern Chemistry (80 RP):
Scientific research on new chemical compounds and their propable use in industry.
Experimental Sciences (125 RP):
The growth of industry results in wider accessibility to resources and supplies used in experiments, allowing the researchers to work more. Your nation gets +7 RP bonus, no matter how many Academies you have.
Modern Biology (125 RP):
The unveiling of chemistry secrets allow biologists to look more closely into anatomy, nature of diseases and processes that run the organism.
Radioactivity (200 RP):
Research into peculiar effects of some rare chemical elements.
Fertilizers (400RP):
Improvement of existing organic and development of artificial fertilizers to increase food output. You gain +1 to Max Army limit per every 4 Provinces you control.
Modern Medicine (200RP):
Development of new ways to combat various diseases that plague the populace. Your provinces are now safe from Typhus outbreaks. If your provinces have Typhus, they will be automatically cured at the start of the turn in which you develop Modern Medicine. This technology also protects against Chemical Warfare.
Advanced Theoretical Sciences (600 RP):
With discovery of radioactivity, strange physical effect of chemical elements, more attention is now paid to all branches of sciences, theoretical and practical. All Academies in the nation give 1 extra RP per turn.
NAUTICAL:
Steel Hulls (80 RP):
Wooden hulls of the ships are partially or completely replaced by steel armor, greatly improving the fleet capabilities.
Destroyers (125 RP, requires Explosive Shells from MILITARY):
New line of fast, armored escort vessels are now traveling along troop transports. Your navies now have +1/+1 bonus.
Armored Transports (200 RP):
Small, armored boats that allow small units to quickly cross small waters and establish a spearhead of the invasion. Your armies no longer suffer from -1 attack penalty when attacking via Water Crossings or when launching from a Fleet.
Diesel Turbines (200 RP, requires Diesel Fuel from INDUSTRY):
The old steam engines are replaced by much more powerful and efficient diesel engines. Your Fleets now can move 2 sea regions per Turn, provided they won't engage in combat during their voyage.
Cruisers (400 RP):
Larger vessels that combine agility of destroyers with powerful cannon fire. Your navies now have +2/+2 bonus.
Battlecruisers (600 RP, requires Advanced Engineering from INDUSTRY):
A step-up from cruisers; these ships are huge and powerful. Your navies now have +3/+3 bonus.
Aircraft Carriers (800 RP, requires Long-Range Aircraft from AERONAUTICS):
Specialized capital ships capable of carrying, servicing and deploying of numerous aircraft. Your navies now also count as mobile Airfields, and gain respective bonuses on top of Battlecruiser (+3/+3) bonus.
Blueprint Research: When you receive a Tech blueprint via diplomatic trade, you take 1+X turns to develop it, where X is the 'level' of the tech; initial technologies like Diesel Fuel have Rank 1, and the hi-tech Aircraft Carriers is Rank 5.
Once you receive the blueprint, you can work on it any time you do not work on any Research Project; the blueprints won't dissappear if you're currently researching something.
If you're slightly confused about requirements for some technologies, you can view a tech tree image here!
AERONAUTICS:
Code: [Select]
Primitive Aeroplanes -> Military Aircraft -> Strategic Bombers -> Long-Range AirplanesPrimitive Aeroplanes (80 RP):
Construction of first aeroplanes; fragile aircrafts made of wood, linen and other such materials. Whilst of no value on their own, research and improvement of these machines will allow scientists to come up with useful, military-grade airplanes in the future.
Military Aircraft (200 RP, requires Explosive Shells from MILITARY):
Airplanes that are able to carry machine guns and small bombs. Groups and squadrons of these are operating from airfields, where specialized crew does maintenance of the aircraft. Grants 'Airfield' Provincial Improvement.
Strategic Bombers (600 RP, requires Construction Advancements from INDUSTRY):
Airplanes large enough to carry large munitions and enough fuel to strike targets behind enemy lines. Once per turn, an Airfield can launch Bombers that will destroy 1 Provincial Improvement of enemy nation as long as it is in Airfield's range.
Long-Range Airplanes (800 RP, requires Mass Production from INDUSTRY):
Recent breakthroughs in various fields allowed the development of new kind of airplanes that carry more fuel, thus increasing their range. Increases range of Airfield bonus and Bombing action by 1. This also allow aircraft cross into provinces 1 sea region apart.
MILITARY:
Code: [Select]
Explosive Shells -> Primitive Tanks -> Advanced Tanks
-> Chemical Warfare
-> Howitzers -> Ground-Air DefenseExplosive Shells (80 RP):
Research into new kind of ammunition that is filled with material that will explode upon contact, increasing the effectiveness of the artillery. All armies and navies get +1 bonus to their Attack rolls.
Primitive Tanks (200 RP, requires Diesel Fuel from INDUSTRY):
Beasts of steel and oil, armed with machineguns and small cannons. Whilst bulky and slow, they're valuable military assets. All armies get +2 bonus to their Attack rolls and +1 to their Defense rolls.
Chemical Warfare (200 RP, requires Modern Chemistry from SCIENCES):
Recent breakthroughs in chemistry allow development of munitions that release toxic gases upon explosion. This grants +1 to Attack rolls against enemy nations that do not have Modern Medicine.
Howitzers (200 RP):
Large cannons that can propel explosive rounds at great distances and above most conventional fortifications. After this discovery, enemy Fortifications grant only +1 defense bonus against your armies, instead of the usual +2.
Advanced Tanks (800 RP, requires Mass Production from INDUSTRY):
Refinement and upgrade of first tanks allowed the scientists to come with faster, stronger and better protected vehicles that wreak havoc upon battlefield. All armies get +3 bonus to their Attack rolls and +2 to their Defense rolls.
Ground-Air Defense (400RP):
Improvement on long-range cannons so they now can shoot at airborne targets, for example, bombers. Grants 'AA Batteries' Provincial Improvement.
COMMUNICATIONS:
Code: [Select]
Primitive Radio -> Radio Communications -> Radar
-> Shortwave CommunicationsPrimitive Radio (80 RP):
Primitive radios allowing short-range communication. Refinement of devices is required before this technology can be beneficial to the military.
Radio Communications (125RP):
Network of small radio stations operated by trained crew, allowing orders from headquarters to be delivered faster and more reliably. Armies in provinces with Military HQ get +1 to Defense rolls.
Radar (400RP, requires Military Aircraft from AERONAUCTICS):
Use of radio to detect incoming aircraft at high altitudes. Increases the 'AA Batteries' Provincial Improvement chances to cancel enemy Bombing Action by 30%. If the targeted province has Airfield, it automatically cancels 1 Bombing action of the enemy, due to intercepting via fighter planes.
Shortwave Communications (600RP):
Inclusion of new spectrum of radio waves for military use. The defense bonus of Military HQ now affects friendly armies in adjacent provinces as well. Armies attacking from the province with Military HQ gain +1 bonus to their Attack rolls.
INDUSTRY:
Code: [Select]
Diesel Fuel -> Improved Railroads v> Mass Production
-> Construction Advancements ^> Advanced EngineeringDiesel Fuel (80 RP):
Refined oil becomes more common energy source; allowing new types of vehicles to be invented and created.
Construction Advancements (200 RP, requires Experimental Sciences from SCIENCES):
Advancements in architecture, mathematics, logistics and all other fields related to construction; this increases the amount of Provincial Improvements that can be built in the Nation per turn by 1.
Improved Railroads (400 RP):
Better locomotive design and expansion of railroad system. Railroads now allow movement of Armies up to 3 Provinces per turn.
Mass Production (600 RP):
The wide industrialization of the nation allows for items to be produced much faster and in much higher quantities than ever before. You can build 2 Provincial Improvements in the same Province in one turn.
Advanced Engineering (600 RP):
Foray into techniques and synthetic materials that will allow marvelous constructions to be built, be it above ground, on water or even underground. This increases the amount of Provincial Improvements that can be built in the Nation per turn by 1. Armies can cross Mountain Passes instantenously as long as Provinces on both sides have Railroads.
SCIENCES:
Code: [Select]
Modern Chemistry -> Experimental Sciences -> Radioactivity -> Advanced Theoretical Sciences
-> Modern Biology -> Fertilizers
-> Modern MedicineModern Chemistry (80 RP):
Scientific research on new chemical compounds and their propable use in industry.
Experimental Sciences (125 RP):
The growth of industry results in wider accessibility to resources and supplies used in experiments, allowing the researchers to work more. Your nation gets +7 RP bonus, no matter how many Academies you have.
Modern Biology (125 RP):
The unveiling of chemistry secrets allow biologists to look more closely into anatomy, nature of diseases and processes that run the organism.
Radioactivity (200 RP):
Research into peculiar effects of some rare chemical elements.
Fertilizers (400RP):
Improvement of existing organic and development of artificial fertilizers to increase food output. You gain +1 to Max Army limit per every 4 Provinces you control.
Modern Medicine (200RP):
Development of new ways to combat various diseases that plague the populace. Your provinces are now safe from Typhus outbreaks. If your provinces have Typhus, they will be automatically cured at the start of the turn in which you develop Modern Medicine. This technology also protects against Chemical Warfare.
Advanced Theoretical Sciences (600 RP):
With discovery of radioactivity, strange physical effect of chemical elements, more attention is now paid to all branches of sciences, theoretical and practical. All Academies in the nation give 1 extra RP per turn.
NAUTICAL:
Code: [Select]
Steel Hulls -> Destroyers -> Cruisers -> Battlecruisers -> Aircraft Carriers
-> Diesel Turbines -^
-> Armored TransportsSteel Hulls (80 RP):
Wooden hulls of the ships are partially or completely replaced by steel armor, greatly improving the fleet capabilities.
Destroyers (125 RP, requires Explosive Shells from MILITARY):
New line of fast, armored escort vessels are now traveling along troop transports. Your navies now have +1/+1 bonus.
Armored Transports (200 RP):
Small, armored boats that allow small units to quickly cross small waters and establish a spearhead of the invasion. Your armies no longer suffer from -1 attack penalty when attacking via Water Crossings or when launching from a Fleet.
Diesel Turbines (200 RP, requires Diesel Fuel from INDUSTRY):
The old steam engines are replaced by much more powerful and efficient diesel engines. Your Fleets now can move 2 sea regions per Turn, provided they won't engage in combat during their voyage.
Cruisers (400 RP):
Larger vessels that combine agility of destroyers with powerful cannon fire. Your navies now have +2/+2 bonus.
Battlecruisers (600 RP, requires Advanced Engineering from INDUSTRY):
A step-up from cruisers; these ships are huge and powerful. Your navies now have +3/+3 bonus.
Aircraft Carriers (800 RP, requires Long-Range Aircraft from AERONAUTICS):
Specialized capital ships capable of carrying, servicing and deploying of numerous aircraft. Your navies now also count as mobile Airfields, and gain respective bonuses on top of Battlecruiser (+3/+3) bonus.
Nation List:
Spoiler: NPC (click to show/hide)
Name: Ottoman Empire
Leader's Name: Mehmet VI 'The Reconcilliator' (GM; Haspen)
Government Type: Monarchy
Traits (Points left): special rules
Capital Province #: Istanbul (#25)
National Color: Dark Green
History: At the beginning of this post!
Leader's Name: Mehmet VI 'The Reconcilliator' (GM; Haspen)
Government Type: Monarchy
Traits (Points left): special rules
Capital Province #: Istanbul (#25)
National Color: Dark Green
History: At the beginning of this post!
Spoiler: 1. Belgian Empire (Sheb) (click to show/hide)
Name: Belgian Empire
Leader's Name: King Leopold II (Sheb)
Government's Type: Dictatorship
Traits (5-2-1+2-1-2-1 = 0): Dictatorship, Big, Inadequate, Developed, Militaristic, Military Traditions
Capital Province #: 53 (Belgium)
National Color: Yellow
History: After ruthless ue of colonial conscripts, Belgium managed to expand through the Netherlands, Luxemburg and much of France, managing its new foreign holdings with an Iron Fist is a Waffle Glove.
Leader's Name: King Leopold II (Sheb)
Government's Type: Dictatorship
Traits (5-2-1+2-1-2-1 = 0): Dictatorship, Big, Inadequate, Developed, Militaristic, Military Traditions
Capital Province #: 53 (Belgium)
National Color: Yellow
History: After ruthless ue of colonial conscripts, Belgium managed to expand through the Netherlands, Luxemburg and much of France, managing its new foreign holdings with an Iron Fist is a Waffle Glove.
Spoiler: 2. Reborn Khanate (Rolepgeek) (click to show/hide)
Name: Reborn Khanate
Leader's Name: Gularg Khan (Demonic Spoon Rolepgeek)
Government's Type: Monarchy
Traits (5+1-4+1-2+1-2 = 0): Monarchy, Enormous, Medieval, Adequate, Industrial Power, Traditional, Militaristic
Capital Province #: 30 (Iraq)
National Color: Orange
History: Long a vassal state under the yoke of the Ottomans, they took advantage of the unrest of the 1800s to gain independence, united by a vision of a grand reborn Golden Horde, to reignite the glory of the Mongols! At first their conquest spread like a wildfire across the unprepared Europe, but soon they found themselves outflanked and outfought by their technologically superior foes, until they had to focus on the internal improvement of already captured territories, slowly building themselves up into an industrial powerhouse.
Leader's Name: Gularg Khan (
Government's Type: Monarchy
Traits (5+1-4+1-2+1-2 = 0): Monarchy, Enormous, Medieval, Adequate, Industrial Power, Traditional, Militaristic
Capital Province #: 30 (Iraq)
National Color: Orange
History: Long a vassal state under the yoke of the Ottomans, they took advantage of the unrest of the 1800s to gain independence, united by a vision of a grand reborn Golden Horde, to reignite the glory of the Mongols! At first their conquest spread like a wildfire across the unprepared Europe, but soon they found themselves outflanked and outfought by their technologically superior foes, until they had to focus on the internal improvement of already captured territories, slowly building themselves up into an industrial powerhouse.
Spoiler: 3. Karelian Coalition (Mopsy) (click to show/hide)
Name: Karelian Coalition
Leader's Name: Elias Sauli (drgbf Playergamer Mopsy)
Government's Type: Republic
Traits (5+0+0-2+1-1-1-2 = 0): Republic, Medium, Modernized, Small, Naval Capabilities, Enlightened, Industrial Power
Capital Province #: 15 (Helsinki)
National Color: Blue
History: The Karelian Coalition is one of the youngest countries in the continent, having been formed about 30 years ago, when several minor republics decided to unify their holdings, seeking to defend their lands from possible external aggression. The newly created coalition was ruled by a council in which the various nations of the country had an equal amount of representatives to defend their interests. Since the coalition consisted mostly of former merchant republics, it was very well developed, yet had only a small military force.
Leader's Name: Elias Sauli (
Government's Type: Republic
Traits (5+0+0-2+1-1-1-2 = 0): Republic, Medium, Modernized, Small, Naval Capabilities, Enlightened, Industrial Power
Capital Province #: 15 (Helsinki)
National Color: Blue
History: The Karelian Coalition is one of the youngest countries in the continent, having been formed about 30 years ago, when several minor republics decided to unify their holdings, seeking to defend their lands from possible external aggression. The newly created coalition was ruled by a council in which the various nations of the country had an equal amount of representatives to defend their interests. Since the coalition consisted mostly of former merchant republics, it was very well developed, yet had only a small military force.
Spoiler: 5. Alliance of Associated Islands (Powder Miner) (click to show/hide)
Name: Alliance of Associated Islands
Leader's Name: Council of Island Heads, led by Damiano Marconi. (Powder Miner)
Government's Type: Democracy
Traits (5-3+1-1+0-1-1 = 0): Democracy, Tiny, Developed, Adequate, Enlightened, Naval Capabilities
Capital Province #: 74 (Valencia)
National Color: Lavender
History: When the Ottoman grip on the continent slackened from civil war, many budding empires fought with tooth and nail to gain their freedom from the Turkish conquerors. Some long-weak western powers rose again to the forefront. Some nations, however, simply quietly slipped from the Ottoman grasp. The Alliance of Associated Islands is an excellent example of this last one. A few islands in the Mediterranean sea had been under nominal control of the Ottomans but had never had much attention paid to them: they were, after all, merely small islands out in the middle of the sea. When the Turks started falling apart, these islands quietly organized on their own, and joined into a loose confederation. Eventually they managed to build a navy and a military... they wouldn't be worth the cost to capture for the Ottomans, and they banked on this as they developed.
This confederacy grew tighter as development went on, and eventually it coalesced further into what could be considered an actual nation: The Alliance of Associated Islands. The islands, developed and full of scholars, stood a good chance... except that they needed a capital, and each island wouldn't settle for another island having it. So they combined their efforts in 1873, when Spain had just collapsed, and claimed some of the floundering area's land, even building a large city to be their capital: Citta Riva. Thus with a capital, the Alliance finally began to look outward, to the world stage.
Leader's Name: Council of Island Heads, led by Damiano Marconi. (Powder Miner)
Government's Type: Democracy
Traits (5-3+1-1+0-1-1 = 0): Democracy, Tiny, Developed, Adequate, Enlightened, Naval Capabilities
Capital Province #: 74 (Valencia)
National Color: Lavender
History: When the Ottoman grip on the continent slackened from civil war, many budding empires fought with tooth and nail to gain their freedom from the Turkish conquerors. Some long-weak western powers rose again to the forefront. Some nations, however, simply quietly slipped from the Ottoman grasp. The Alliance of Associated Islands is an excellent example of this last one. A few islands in the Mediterranean sea had been under nominal control of the Ottomans but had never had much attention paid to them: they were, after all, merely small islands out in the middle of the sea. When the Turks started falling apart, these islands quietly organized on their own, and joined into a loose confederation. Eventually they managed to build a navy and a military... they wouldn't be worth the cost to capture for the Ottomans, and they banked on this as they developed.
This confederacy grew tighter as development went on, and eventually it coalesced further into what could be considered an actual nation: The Alliance of Associated Islands. The islands, developed and full of scholars, stood a good chance... except that they needed a capital, and each island wouldn't settle for another island having it. So they combined their efforts in 1873, when Spain had just collapsed, and claimed some of the floundering area's land, even building a large city to be their capital: Citta Riva. Thus with a capital, the Alliance finally began to look outward, to the world stage.
Spoiler: 6. Roman Republic (Kashyyk) (click to show/hide)
Name: Roman Republic
Leader's Name: Consul Gaius Alexander (Kashyyk)
Government's Type: Republic
Traits (5+0-1+0+0-1-2-1 = 0): Republic, Big, Normal, Adequate, Naval Capabilities, Militaristic, Military Traditions
Capital Province #: 65 (Rome)
National Color: Red
History: Always a people of law and order, the people of Rome have reformed the Senate in the hopes of withstanding the death throes of the Ottoman Empire..
Leader's Name: Consul Gaius Alexander (Kashyyk)
Government's Type: Republic
Traits (5+0-1+0+0-1-2-1 = 0): Republic, Big, Normal, Adequate, Naval Capabilities, Militaristic, Military Traditions
Capital Province #: 65 (Rome)
National Color: Red
History: Always a people of law and order, the people of Rome have reformed the Senate in the hopes of withstanding the death throes of the Ottoman Empire..
Spoiler: 7. Eastern Canadian State (Toaster) (click to show/hide)
Name: Eastern Canadian State
Leader's Name: Premiere Jack King (Toaster)
Government's Type: Dictatorship
Traits (5+0-1+0+0-1-2-1 = 0): Dictatorship, Medium, Normal, Adequate, Militaristic, Military Traditions
Capital Province #: 72 (Galicia)
National Color: Canadian Patriotic Snow Color
History: After the conquest of the North American continent down to the 37th Parallel, the bloodthirsty Canadians sought to expand their territory to the ruins of the Ottoman domains. Having secured a foothold in the former Portuguese lands, the attacks were suddenly halted with the collapse of the home government in a bloody coup. With the Great Canadian Decline in full swing and the reconquests of the weakened USA, the Eastern Canadians declared independence. Premiere Jack King, former general of the European Expeditionary Force, took command of the Eastern State and set his eyes further east.
Leader's Name: Premiere Jack King (Toaster)
Government's Type: Dictatorship
Traits (5+0-1+0+0-1-2-1 = 0): Dictatorship, Medium, Normal, Adequate, Militaristic, Military Traditions
Capital Province #: 72 (Galicia)
National Color: Canadian Patriotic Snow Color
History: After the conquest of the North American continent down to the 37th Parallel, the bloodthirsty Canadians sought to expand their territory to the ruins of the Ottoman domains. Having secured a foothold in the former Portuguese lands, the attacks were suddenly halted with the collapse of the home government in a bloody coup. With the Great Canadian Decline in full swing and the reconquests of the weakened USA, the Eastern Canadians declared independence. Premiere Jack King, former general of the European Expeditionary Force, took command of the Eastern State and set his eyes further east.
Defeated so far:
1. Banner of the West (Pencil_Art), fragmented by foreigners and then finished off by Roman Republic in April 1900.


