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View Full Version : Alternate Balance of Power: 1915 - ?



ryacku
19th April 2011, 05:44
In order to join: first request a nation. Then you will be approved by me, the game master. At which point you may PM the Gamemaster what you will spend your credits towards. The credits your nation has will always be listed in your stats.

http://i.imgur.com/A1Jwc.png

Early 1915

=WORLD CRISES=
Banana Wars: The Confederate Standard Fruit Company and the US United Fruit Company are competing for control of Central America, as the struggle over who shall continue the Monroe Doctrine endures. So far this struggle remained to be fought through diplomatic channels.
=
-United States of America-
President:
Popularity: Moderate
War Frenzy: Isolationist, Revanchism against Britain and the Confederacy
Credits: 40
Covert Expertise: 2
Military Units: 5/8 Infantry [1 in Haiti, 1 in Hawaii, 1 in Phillipines], 7 Light Ships, 3 Battleship Battlegroups, 2 Air Units [-5 Maintenance]
Military Quality: Army 2.5, Navy 2, Air 2
Economy: +19 credits [+2 Panama canal control bonus, +1 Hawaiian sugar, +1 Guatemalan bananas, +1 Cuban sugar, +2 colonial trade, +7 international trade]
Deficit: 0
Credit Income: +28
Conflicts: Labor unrest, revolutionary Italian anarchists
Notes: All Americans still remember the loss of nearly half it's territory to the Confederacy, of how the White House has been burned down twice, once by the British (in the War of 1812), and then by the Confederates (during the Civil War). When the Civil War had began, the British were quick to support the Confederacy during the Trent Affair. Soon President Lincoln was forced to recognize Confederate independence after Washington, D.C. was besieged and a US invasion was beaten back from Canada. After such a defeat, Lincoln became the first president to resign. Finally realizing the difficulties of the capital's location, the US constructed a new capital in southern Minnesota, and the US shall never forget these defeats.
-
Revolutionary Anarchists
Ideology: Italian Anarchism
Units: 0 Infantry (terrorism)
=
-United Kingdom-
King: Bardo
Popularity: Somewhat High
War Frenzy: Low
Credits: 50
Covert Expertise: 4
Military Units: 11/14 Infantry [1 in Cyprus, 1 in British Raj, 1 in Egypt, 1 in Gibralter], 18/22 Light Ships [1 in Cyprus, 1 in Egypt, 2 in Gibralter], 10 Battleship Battlegroup, 6 Air units [-25 Maintenance]
Military Quality: Army 2.5, Navy 3, Air 2.5
Economy: +11 credits [+1 Kuwaiti Pearls, +1 Trucial Coast Pearls, +1 Egyptian cotton, +3 Suez canal bonus, +1 Guiana Bauxite, +2 Nicaragua canal control bonus, +1 Australian coal, +1 New Zealand kiwis, +1 Malay tin, +1 Malay colonial income, +1 Sarawakian Palm Oil, +2 Indian tea, +5 Indian colonial income, +1 Gold Coast Gold, +1 Rhodesian copper, +2 South African gold, +2 British China income, +2 Canadian timber, +13 colonial trade, +9 international trade]
Deficit: 0
Credit Income: +33
Notes: After supporting William Walker against Costa Rica in order to build the Nicaraguan canal, Britain later mettled in America once again, supporting the Confederacy in the War of Southern Independence. The US navy retreated into ports in the face of destruction by British fleets, allowing the Confederates to import weaponry which allowed them to attack and capture Washington, D.C. in a decisive battle with their well supplied armies. By 1889, gold is discovered in Russian Alaska, and so Britain presses her claims on the Alaskan panhandle. The resulting war resulted in the conquest of Alaska and the humiliating destruction of the Russian fleet. The world is now virtually ruled from London. British influence is everywhere, despite having made a few enemies. But will it last?
Notes2: Guaranteeing the independence of Belgium, Netherlands.
Conflicts: Restive Irish nationalists, labor unrest
=
-Confederate States of America-
President: syd barret
Popularity: Moderate
War Frenzy: Low
Credits: 25
Covert Expertise: 3
Military Units: 6 Infantry, 3 Submarines, 9 Light Ships, 3 Battleship Battlegroup, 3 Air Units [-6 Maintenance]
Military Quality: Army 2, Navy 2, Air 2
Economy: +7 credits [+1 Honduran banana bonus, +3 Indian territory oil bonus, +11 international trade] [+4 Confederate oil bonus going to no one, +3 Confederate cotton bonus going to no one]
Deficit: 0
Credit Income: +19
Notes: Without British support, the Confederacy may not have been able to be successfully secede from the United States. Within months, the Confederates captured Washington D.C. and scattered the Union army. With such disasterous defeats, President Lincoln resigned office and accepted Confederate independence. The new Confederate capitol, Jefferson City, was built in southern Texas. Decades later, the Confederacy is controlled by the entrenched aristocracy, the elections being no more then shams, politicans being chosen through the local political machines. Rule in much of the nation is maintained by a section of the Home Guard, serving as the secret police force. However political protests have led to reforms regarding the humane treatment of slaves, but some reformers still want nothing less then total emancipation. And the feudal economy continues to stagnate industrial development.
Conflicts: Restive slaves, sympathetic abolitionists, dealing with revolutionary terrorism
-
Revolutionary Anarchists
Units: 0 Infantry (terrorism)
=
-Taiping Heavenly Kingdom-
Heavenly King:
Popularity: Somewhat High
War Frenzy: Moderate, Revanchism against European powers, Especially Britain
Credits: 10
Covert Expertise: 1
Military Units : 28 Infantry, 6 Light Ships, 1 Heavy Ship [-5 Maintenance]
Military Quality: Army 1, Navy 2, Air 1
Economy: +17 credits [-1 German Colony, -2 British Colony, -1 French Colony, +3 International trade]
Deficit: 16 credits [-1 interest]
Credit Income: +10 credits
Notes: After Taiping victory against the Qing government, China was shattered and weak. Britain, Germany, Portugal, and France all decided to take the oppertunity to expand their spheres of influence within China, while Mongolia, Tibet, and Sinkiang either declared their independence or renounced Chinese suzerainty. Since then, the Heavenly Kingdom has now rebuilt itself from the brutal civil war, but warlords, leading the remenants of the Qing armies, still remain independent from Nanjing. Will the Heavenly Kingdom reunite China? Or fall to colonial subjugation?
Conflicts: Fighting rebels and warlords
Projects: Great Wall of China (Completed)
-
Yunnan Cliche
Units: 3 Infantry (Peaceful, Poorly Supplied)
-
Beiyang Cliche
Units: 4 Infantry (Peaceful)
-
Chinese Republican Army
Units: 2 Infantry (Guerrilla War)
Notes: Founded around Western ideas of democracy, the revolutionary Chinese Republican Army ultimately seeks to modernize, westernize, and bring democracy to China.
=
-Second French Republic-
President:
Popularity: Moderate
War Frenzy: Moderate, Strong Revanchism against the Germans
Credits: 30
Covert Expertise: 3
Military Units: 11 Infantry, 15 Light Ships, 6 Battleship Battlegroup, 2 Air Units [-9 Maintenance]
Military Quality: Army 2.75, Navy 3, Air 2
Economy: +9 credits [+3 Indochinese colonial income, +1 Madagascan diamonds, +1 Guiana aluminum, +4 North African colonial income, +1 Moroccan colonial income, +11 colonial trade, +12 international trade]
Deficit: 0
Credit Income: +23
Conflicts: None.
Notes: The French still want vengence for their defeats in the Franco-Prussian War.
Notes2: Guaranteeing the independence of Belgium, Netherlands.
Projects: German Border Fortifications (Completed)
=
-Austro-Hungarian Empire-
King:
Popularity: Slightly High
War Frenzy: Moderate
Credits: 20
Covert Expertise: 2
Military Units: 12 Infantry, 7 Light Ships, 2 Battleship Battlegroups [-6 Maintenance]
Military Quality: Army 2.5, Navy 2, Air 2
Economy: +6 credits [+6 international trade]
Deficit: 0
Credit Income: +6
Conflicts: Dealing with nationalist unrest.
=
-Kingdom of Spain-
King: RGacky3
Popularity: Somewhat High
War Frenzy: Low, Revanchism against the US
Credits: 20
Covert Expertise: 2
Military Units: 8 Infantry, 9 Light Ships, 4 Battleship Battlegroup, 1 Air Unit [-5 Maintenance]
Military Quality: Army 2, Navy 2.5, Air 2
Economy: +7 credits [+1 colonial trade, +8 international trade]
Credit Income: +11
Conflicts: None
=
-Russian Empire-
Czar:
Popularity: Mediocre
War Frenzy: High, revanchism against Britain
Credits: 15
Covert Expertise: 3
Military Units: 22 Infantry, 3 Submarines, 7 Light Ships, 3 Battleship Battlegroup, 1 Air Unit [-5 Maintenance]
Military Quality: Army 1.5, Navy 1, Air 1
Economy: +8 credits [+3 Siberian timber, +7 international trade]
Deficit: 45 credits [-4 interest]
Credit Income: +9
Conflicts: Dealing with nationalist unrest; Polish unrest, dealing with revolutionary terrorism
Notes: When Russia discovered gold in the Alaskan panhandle, it was only inevitable for Britain to press their claims. In the Anglo-Russian War, this resulted in the loss of Alaska to Britain after the humiliating defeat of the Russian navy. Today, Russia is struggling to deal with a plethora of issues, from modernization to the threat of revolution.
-
Russian Social Democratic Labour Party
Ideology: Communism
Units: 0 Infantry (terrorism)
-
Russian Anarchists
Ideology: Anarcho-syndicalism
Units: 0 Infantry (terrorism)
-
Polish Rebels
Ideology: Communism
Units: 0 Infantry (terrorism)
=
-German Empire-
Kaiser: Shawshank
Popularity: Moderate
War Frenzy: Somewhat High
Credits: 40
Covert Expertise: 4
Military Units: 15/18 Infantry [1 in German Southwest Africa, 1 in German East Africa, 1 in German New Guinea], 6 Submarines, 15 Light Ships, 7 Battleship Battlegroup, 1 Air Unit [-14 Maintenance]
Military Quality: Army 3, Navy 2.2, Air 2
Economy: +16 credits [+1 German East African colonial income, +1 German Southwest African diamond bonus, +4 colonial trade, +19 International trade]
Credit Income: +27
Notes: Guaranteeing the independence of Belgium, Netherlands.
Projects: French Border Fortifications (completed)
Conflicts: Labor unrest, rising popularity of socialism
=
-Kingdom of Italy-
King: Sandbox
Popularity: Moderate
War Frenzy: Moderate, Some Revanchism against Ethiopia
Credits: 20
Covert Expertise: 2
Military Units: 9 Infantry, 8 Light Ships, 3 Battleship Battlegroup, 1 Air Unit [-7 Maintenance]
Military Quality: Army 2, Navy 2, Air 1.5
Economy: +8 credits [+1 Libyan colonial income, +10 international trade]
Deficit:
Credit Income: +12
Conflicts: Dealing with revolutionary anarchists
=
-Ottoman Empire-
Sultan:
Popularity: Slightly High
War Frenzy: Moderate
Credits: 10
Covert Expertise: 1
Military Units: 12 Infantry, 5 Light Ships, 1 Battleship Battlegroup, 1 Air Unit [-4 Maintenance]
Military Quality: Army 2, Navy 2, Air 1
Economy: +8 credits [+4 Holy Lands Pilgrimage Income, +6 International trade]
Deficit: 20 credits [-3 interest]
Credit Income: +10
Conflicts: Dealing with nationalist unrest, suppressing Saudi tribesmen
-
House of Rasheed
Ideology: Pro-Ottoman Tribes
Units: 2 Infantry (Loyal)
Notes: With Ottoman support and approval, they maintain order in the Arabian peninsula.
-
House of Saud
Ideology: Anti-Ottoman Tribes
Units: 1 Infantry (Peaceful, poorly supplied)
Notes: The main competitors against the Ottoman-backed House of Rasheed in controlling the Arabian peninsula. They are Islamic fundamentalists who were kicked out of power after they began destroying religious idols they deem to be sacriligous. They solicit major powers for funding and backing from time to time.
=
-Empire of Japan-
Emperor: Apoi_Viitor
Popularity: God-Worship
War Frenzy: Somewhat High
Credits: 25
Covert Expertise: 3
Military Units: 12/14 Infantry [-1, 1 in Korea, Taiwan], 11 Light Ships, 5 Battleship Battlegroup, 1 Air Unit [-4 Maintenance]
Military Quality: Army 2, Navy 3, Air 2
Economy: +7 credits [+6 colonial trade, +8 international trade]
Credit Income: +16
Conflicts: Dealing with colonial unrest
=
-Brazilian Empire-
Emperor:
Popularity: Somewhat High
War Frenzy: Moderate
Credits: 15
Covert Expertise: 2
Military Units: 8 Infantry, 6 Light Ships, 1 Battleship Battlegroup, 1 Air Unit [-3 Maintenance]
Military Quality: Army 1.5, Navy 2, Air 1.5
Economy: +4 credits [+1 Chilean saltpeter going to Brazil, +2 Argentinian beef going to Brazil, +6 international trade]
Credit Income: +10
Conflicts: Restive Uruguayans
Notes: The Brazilian Empire continues to exist as the Emperor continues to appease the Aristocracy, and remains the only other state with slavery.
=
Diplomatic/Domestic Actions
Negotiate End of Conflict (-2 credits, can only be done for NPC-NPC conflicts (such as NPC nation vs. rebels), if succeeded gain name what you are willing to do to help end conflict)
Request credits from colonies (-3 credits, gives you 0-2 credits from each colony, will increase nationalist sentiment throughout your colonial empire)
Squeeze Colony (-1 credits, increases per turn colonial income you recieve from one colony, will increase nationalism within colony)
Send Aid to NPC Nation (-5, will improve stability of nation while also improving relations with nation, -10 will improve relations and stablity more and possibly economy, -15 will dramatically improve stability, relations and economy)
Expand Bureaucracy (-5 credits, will allow you to conduct one more action per turn)
Expand Industry (-10 credits, may show results after a few turns, industrial expansion represents an upheavel in society and may cause negative effects in the future)
Fund Research Project (Spend credits towards researching an item on the research project list)
Research Technology (Spend credits towards a 25% chance of researching a technology)
Guarantee Independence (-5 credits, will guarantee the independence of a nation)

Covert Actions
(Note that if you do a covert action but don't get news of the results, but your treasury was effected, then assume it failed but wasn't caught. Covert expertise effects probablity of success. Doing multiple covert actions may reduce success chances)
Set up rebel movement in nation (-5 credits, if succeeded rebel movement appears in nation, if failed nation becomes enemy)
Fund rebels (-2 credits, provides rebels with guns and money)
Frame foreign nation (-3 credits, pick nation, then framed nation, will frame nation, causing loss of relations with other nation, if caught both nations become enemies of yours)
Conduct Propaganda Campaign (-2 credits, will demonize a nation, plant an idea among the populace, or delude your people into war)
Organize secret bombing campaign against nation or rebels (-10 credits)
Coup government (-10 credits, establishes a new, possibly loyal government in nation, if successful, much more likely to succeed in a poor unstable country)
Assassinate leader of nation (-5 credits, if successful then new leader rises with stability hit)
Conduct Commando Action (-5 credits, will engage in a commando action to rescue hostages/kill terrorists/go behind enemy lines and destroy his supply depots(ie. Long Range Desert Group))

Military Actions
military actions do not count towards the maximum actions you can do in a turn
Deploy/withdraw troops (-1 credits for each deployed unit, good for preventing wars or fighting rebel groups, deploying/withdrawing troops do not country against the total number of actions you can use)
Deploy Air Unit (-1 credits for each deployed unit, air units can attack neighboring countries they are deployed to, good to air superiority or flattening the enemy's cities)
Deploy Ships (-0 credits, ships can blockade, and fight enemy fleets)
Train Infantry (-5 credits, will train a unit of infantry, may be unpopular if war frenzy is isolationist or low)
Draft Infantry (-2 credits, will draft a unit of infantry, unpopular if war frenzy is not high)
Build Armor Unit (-8 credits, requires the Early Tanks technology to be researched, will build an Armor unit)
Build Submarines (-6 credits, will build a squadron of submarines)
Build Light Ships (-5 credits, will build a squadron of light cruiser sized ships)
Build Battleship Battlegroup (-8 credits, will build a a battleship and along with support vessels)
Build Air Unit (-3 credits, will build air unit)
Train Army/Navy/Air (-4 credits, improves skills and technology of Army, Navy, or Air)
Send Military Advisers (-2 credits, will send military officers to help train the military of the target nation, can be used to train rebels, ie. Lawrence of Arabia or Che Guervera)



Rules

Turn Layout: Good formatting allows for efficient moderation and process.


The project will cost 50 creditsCredits: 100 credits

Deploy 2 air units to [nationA] to bomb [neighboringnation] and maintain air superiority.

-2 Fund [rebels] in [nationA].
-2 Fund [rebels] in [nationB] by supplying them with guns through the allied country of [neighboringnation], and send them trained revolutionaries from [neighboringnation] to aid them in their struggle.

-10 Expand Industry- Aim to fufill the current five-year plan by developing oil fields and refineries.

-10 Economic aid to [nation]

78 credits remaining
Starting in 1915 the goal of the game is to accomplish your aims, whatever they may be. You PM your orders to the moderator, based on spending credits in your stats. You can go into debt.

If stats change, and there isn't a news item about it, assume that the world press doesn't know about what happened, or doesn't care. Every several years however, economies of nations will naturally grow.

RL diplomatic alliances do not exist in this game. You make your own.

If you declare war on a nation, you must announce it in the thread. Declaring war for no reason is obviously unpopular. Nations with revanchist sentiments may declare a revenge war (possibly) without popularity dropping. Nations with a war frenzy level of rabid may declare war with impunity. Nations who guarantee the independence of a nation that has been attacked will have their war frenzy level increased.

In order to fight a war, you must deploy units to a front (ie: German-Russian Front).

Military unit maintenance costs are based on available manpower and manpower used. Nations which use a large portion of their available manpower. During wars, manpower is often killed in action, reducing available manpower and increasing maintenance costs. As your nation tires of war, you may also face revolts. Finally, wars between major powers are rarely fought for total conquest.

Whenever there is a war, air superiority is decided first. Whoever gains aerial superiority will receive a bonus in combat. Other bonuses/maluses will be decided ad-hoc based on factors such as trade and etc.

Air units can only conduct operations in either a neighboring nation or the nation they are deployed into, to a reasonable degree. Air units based in Kabul can't obviously bomb Moscow.


Popularity Levels (so you know where you stand) (from lowest to highest): Hated, Very Low, Low, Mediocre, Moderate, Slightly High, Somewhat High, High, Undeniable Trust, God Worship.

War Frenzy Levels (from lowest to highest): Isolationism, Low, Moderate, Somewhat High, High, Rabid

ryacku
19th April 2011, 05:45
Research Projects
There is a system of research in the game. Every credit spent towards a research project will go towards discovering it, increasing the likelyhood of it being discovered by any nation. Nations that have spent more towards researching a project are more likely to discover it first.


There is only one research project available to research right now:

Land Ships
Pot: 0 credits
Total Cost: 250 credits
Probability of Being Developed: 0%


Technologies
These technologies will herald the superiority of your nation's army against others in warfare. Even if a technology doesn't directly influence the military quality of your nation, it may very well lead to victory.
The cost represents the amount of money to have a 50% chance of researching 50% of the technology. You can only attempt to research one technology per turn.
Having a blueprint of the technology transfered to you will result in the first half of the technology being researched for you.

Early Radios
Cost: 2 credits
Prerequisites: None
Nations researching this technology: None
Nations who've researched this technology: None

Artillery Support
Coordinating artillery support is rather vital and important.
Cost: 2 credits
Prerequisites: None
Nations researching this technology: None
Nations who've researched this technology: United Kingdom, United States of America, Confederate States of America, Second French Republic, Austro-Hungarian Empire, Russian Empire, Kingdom of Spain, Kingdom of Italy, German Empire, Empire of Japan

Chemical Warfare
Cost: 3 credits
Prerequisites: None
Nations researching this technology: None
Nations who've researched this technology: None

Advanced Warplanes
Researching this will result in air quality improving as you can now bomb and strafe better then before.
Cost: 3 credits
Prerequisites: None
Nations researching this technology: None
Nations who've researched this technology: None

Gasmasks
Cost: 2 credits
Prerequisites: None
Nations researching this technology: None
Nations who've researched this technology: None

Early Tanks
Researching this will unlock armor units for purchase by your nation.
Cost: Cannot be researched
Prerequisites: Development of Landships Project
Nations researching this technology: None
Nations who've researched this technology: None

Combined Arms I
Researching this will result in the military quality of your nation improving as a result of doctrinal adjustments making good use of recent advancements in technologies. This opens the interbellum and world war set of technologies.
Cost: 5 credits
Prerequisites: Early Radios, Artillery Support, Early Tanks
Nations researching this technology: None
Nations who've researched this technology: None

Advanced Machine Guns
Cost: 3 credits
Prerequisites: Combined Arms I
Nations researching this technology: None
Nations who've researched this technology: None

Advanced Rifles
Cost: 3 credits
Prerequisites: Combined Arms I
Nations researching this technology: None
Nations who've researched this technology: None

Aircraft Carrier
Unlocks carrier battle groups for unit purchasing.
Cost: 3 credits
Prerequisites: Combined Arms I
Nations researching this technology: None
Nations who've researched this technology: None

Medium Tanks
Cost: 4 credits
Prerequisites: Combined Arms I
Nations researching this technology: None
Nations who've researched this technology: None

Advanced Aircraft
Cost: 4 credits
Prerequisites: Combined Arms I
Nations researching this technology: None
Nations who've researched this technology: None

Close Airsupport
Cost: 3 credits
Prerequisites: Combined Arms I, Advanced Aircraft
Nations researching this technology: None
Nations who've researched this technology: None

Tactical Radios
Cost: 3 credits
Prerequisites: Combined Arms I
Nations researching this technology: None
Nations who've researched this technology: None

Motorization
Cost: 4 credits
Prerequisites: Combined Arms I
Nations researching this technology: None
Nations who've researched this technology: None

Combined Arms II
Researching this will result in the military quality of your nation improving as a result of doctrinal adjustments making good use of recent advancements in technologies. This will open a new era of technological development...
Cost: 10 credits
Prerequisites: Advanced Machine Guns, Advanced Rifles, Medium Tanks, Close Airsupport, Motorization
Nations researching this technology: None
Nations who've researched this technology: None

ryacku
19th April 2011, 05:46
=Africa=

-Algeria-
Government: Overseas Territory
Stability: 4/6
Sphere: French
Military Units: 2 Infantry
Economy: 2/6
Conflicts: None

-French North Africa-
Government: Colonial Rule
Stability: 4/6
Sphere: French Rule
Military Units: 5 Infantry
Economy: 1/6 [+4 North African colonial income going to France]
Conflicts: None

-French Morocco-
Government: Colonial Rule
Stability: 4/6
Sphere: Pro-USA
Military Units: 1 Infantry
Economy: 1/6 [+1 Moroccan colonial income going to France]
Conflicts:

-Spanish Morocco-
Government: Colonial Rule
Stability: 4/6
Sphere: Spanish Rule
Military Units: 0 Infantry
Economy: 1/6
Conflicts: None

-Spanish Sahara-
Government: Colonial Rule
Stability: 4/6
Sphere: Spanish Rule
Military Units: 0 Infantry
Economy: 0/6
Conflicts: None

-Angola-
Government: Colonial Rule
Stability: 3/6
Sphere: Portuguese Rule
Military Units: 5/5
Economy: 1/6
Conflicts: Nationalist sentiments

-Ethiopia-
Government: Monarchy
Stability: 4/6
Sphere: Isolationist
Military Units: 3 Infantry
Economy: 0/6
Conflicts: None

-Kenya-
Government: Colonial Rule
Stability: 5/6
Sphere: British Rule
Military Units: 2 Infantry
Economy: 1/6
Conflicts: None

-Uganda-
Government: Colonial Rule
Stability: 3/6
Sphere: British Rule
Military Units: 1 Infantry
Economy: 1/6
Conflicts: None

-German East Africa-
Government: Colonial Rule
Stability: 5/6
Sphere: German Rule
Military Units: 1 Infantry [+1 German infantry]
Economy: 1/6 [+1 German East African colonial income going to Germany]
Conflicts: None

-Mozambique-
Government: Colonial Rule
Stability: 4/6
Sphere: Portuguese Rule
Military Units: 1 Infantry
Economy: 1/6
Conflicts: Minor nationalist sentiments.

-British Somaliland-
Government: Colonial Rule
Stability: 4/6
Sphere: British Rule
Military Units: 1 Infantry
Economy: 1/6
Conflicts: None

-French Somaliland-
Government: Colonial Rule
Stability: 4/6
Sphere: Frenhc Rule
Military Units: 0 Infantry
Economy: 1/6
Conflicts: None

-Italian Somaliland-
Government: Colonial Rule
Stability: 4/6
Sphere: Italian Rule
Military Units: 0 Infantry
Economy: 1/6
Conflicts: None

-Italian Eriteria-
Government: Colonial Rule
Stability: 3/6
Sphere: Italian Rule
Military Units: 0 Infantry
Economy: 1/6
Conflicts: None

-South Africa-
Government: Colonial Rule
Stability: 5/6
Sphere: British Rule
Military Units: 3 Infantry, 2 Light Ships, 1 Heavy Ship
Economy: 2/6 [+2 South African gold going to the UK]
Conflicts: Fighting black nationalists
=
African Nationalist Congress
Ideology: Civil Rights
Units: 0 Infantry (terrorism)

-German Southwest Africa-
Government: Colonial Rule
Stability: 3/6
Sphere: German Rule
Military Units: 1 Infantry units [+1 German Infantry]
Economy: 1/6 [+1 German Southwest African diamond bonus going to Germany]
Conflicts: None

-Libya-
Government: Colonial Rule
Stability: 5/6
Sphere: Italian Rule
Military Units: 2 Infantry
Economy: 1/6 [+1 Libyan colonial income going to Italy]
Conflicts: None

-French Congo-
Government: Colonial Rule
Stability: 3/6
Sphere: French Rule
Military Units: 0 Infantry
Economy: 1/6
Conflicts: Minor nationalist sentiments

-British Cold Coast-
Government: Colonial Rule
Stability: 3/6
Sphere: British Rule
Military Units: 0 Infantry
Economy: 1/6 [+1 Gold Coast Gold going to Britain]
Conflicts: Fighting nationalist sentiments

-German Togoland-
Government: Colonial Rule
Stability: 4/6
Sphere: German Rule
Military Units: 0 Infantry
Economy: 1/6
Conflicts: None

-Kamerun-
Government: Colonial Rule
Stability: 6/6
Sphere: German Rule
Military Units: 1 Infantry
Economy: 2/6
Conflicts: None

-Tunisia-
Government: Colonial Rule
Stability: 5/6
Sphere: Pro-USA
Military Units: 2/2
Economy: 2/6
Conflicts: None

-French Equatorial Africa-
Government: Colonial Rule
Stability: 4/6
Sphere: French Rule
Military Units: 1 Infantry
Economy: 0/6
Conflicts: Minor nationalist sentiments

-Belgium Congo-
Government: Colonial Rule
Stability: 4/6
Sphere: Neutral
Military Units: 1 Infantry
Economy: 0/6 [Has +1 palm oil bonus going to Belgium]
Conflicts: None

-Rhodesia-
Government: Colonial Rule
Stability: 4/6
Sphere: British Rule
Military Units: 2 Infantry
Economy: 2/6 [+1 Rhodesian copper going to the United Kindom]
Conflicts: None

-Madagascar-
Government: Colonial Rule
Stability: 3/6
Sphere: Pro-Soviet
Military Units: 1 Infantry
Economy: 1/6 [+1 Madagascan diamond income bonus going to France]
Conflicts: None

-Sudan-
Government: Colonial Rule
Stability: 3/6
Sphere: British Rule
Military Units: 2 Infantry
Economy: 1/6
Conflicts: None

-Nigeria-
Government: Colonial Rule
Stability: 4/6
Sphere: British Rule
Military Units: 1 Infantry
Economy: 1/6
Conflicts: None

-Sierra Leone-
Government: Colonial Rule
Stability: 5/6
Sphere: British Rule
Military Units: 1 Infantry
Economy: 1/6
Conflicts: None

-Liberia-
Government: One Party
Stability: 3/6
Sphere: Neutral
Military Units: 2 Infantry
Economy: 1/6
Conflicts: None

=Asia=

-Afghanistan-
Government: Monarchy
Stability: 4/6
Sphere: Isolationist
Military Units: 2 infantry
Economy: 0/6
Conflicts: None

-Dutch East Indies-
Government: Colonial Rule
Stability: 4/6
Sphere: Dutch Rule
Military Units: 7 Infantry
Economy: 1/6 [+2 Dutch East Indies colonial income]
Conflicts: None

-Federated Malay States-
Government: Colonial Rule
Stability: 4/6
Sphere: British Rule
Military Units: 0 Infantry
Economy: 1/6 [+1 Malay tin going to the United Kingdom, +1 Malay colonial income going to the United Kingdom]
Conflicts: None

-Sarawak-
Government: Colonial Rule
Stability: 5/6
Sphere: British Rule
Military Units: 0 Infantry
Economy: 1/6 [+1 Sarawakian Palm Oil going to the United Kingdom]
Conflicts: None

-Australasia-
Government: Colonial Rule
Stability: 5/6
Sphere: British Rule
Military Units: 3 Infantry, 1 Light Ships
Economy: 2/6 [+1 Australian coal going to the United Kingdom, +3 Australasian colonial income going to the United Kingdom, +1 New Zealand kiwis going to the United Kingdom]
Conflicts: Fighting Australian Frontier War
=
Aboriginal Discontents
Ideology: None
Units: 0 (clashes)
Notes: Injustices continue to occur against Aborigines who react mainly with reprisals.

-German New Guinea-
Government: Colonial Rule
Stability: 5/6
Sphere: German Rule
Military Units: 0 Infantry [+1 German Infantry]
Economy: 1/6
Conflicts: None

-German New Guinea-
Government: Colonial Rule
Stability: 5/6
Sphere: Australasian Rule [British rule]
Military Units: 0 Infantry
Economy: 1/6
Conflicts: None

-Mongolia-
Government: Buddhist
Stability: 5/6
Sphere: Isolationist
Military Units: 1 Infantry
Economy: 0/6
Conflicts: None

-Sinkiang-
Government: Military Rule
Stability: 5/6
Sphere: Neutral
Military Units: 1 Infantry
Economy: 0/6
Conflicts: None

-Tibet-
Government: Buddhist
Stability: 5/6
Sphere: Isolationist
Military Units: 3 Infantry
Economy: 0/6
Conflicts: None

-Korea-
Government: Colonial Rule
Stability: 5/6
Sphere: Japanese rule
Military Units: 0 Infantry [+1 Japanese infantry]
Economy: 2/6 [+2 Korean colonial income going to Japan]
Conflicts: Fighting nationalists sentiment


-Philippines-
Government: Colonial Rule
Stability: 2/6
Sphere: US rule
Military Units: 2 Infantry, 1 Light Ships [+1 US Infantry]
Economy: 1/6 [+1 Filipino colonial income disrupted]
Conflicts: Fighting Phillippine Nationalists, Fighting Moro Rebellion
=
Katipunan
Ideology: Nationalism
Units: 0 Infantry (terrorism)
Notes: Originally created to fight for independence from Spain, this secret society seeks Filipino independence.
=
Moro Rebellion
Ideology: Nationalism
Units: 1 Infantry (guerrilla war)
Notes: The Moslem Moro people had long resisted efforts of colonization, and continue to do so.

-Nepal-
Government: Monarchy
Stability: 4/6
Sphere: Pro-British
Military Units: 1 Infantry
Economy: 1/6
Conflicts: None

-British Raj-
Government: Colonial Rule
Stability: 3/6
Sphere: British rule
Military Units: 12 Infantry [+1 British Infantry], 3 Light Ships
Economy: 1/6 [+2 Indian tea, +5 Indian colonial income going to Britain]
Conflicts: Fighting nationalist unrest
=
All-India Muslim League
Ideology: Nationalism
Units: 0 Infantry (terrorism)
=
Indian Nationalist Congress
Ideology: Nationalism
Units: 0 Infantry (terrorism)

-Taiwan-
Government: Colonial Rule
Stability: 5/6
Sphere: Japanese rule
Military Units: 0 Infantry
Economy: 2/6
Conflicts: None

-Thailand-
Government: Monarchy
Stability: 4/6
Sphere: Neutral
Military Units: 2 Infantry, 1 Light Ships
Economy: 1/6
Conflicts: None

-French Indochina-
Government: Colonial Rule
Stability: 4/6
Sphere: French rule
Military Units: 3 Infantry, 1 Light Ships
Economy: 1/6 [+3 Indochinese colonial income going to France]
Conflicts: Dealing with nationalist sentiments

=Europe=

-Albania-
Government: Colonial Rule
Stability: 4/6
Sphere: Ottoman rule
Military Units: 2 Infantry, 2 Light Ships
Economy: 3/6
Conflicts: None

-Serbia-
Government: Monarchy
Stability: 3/6
Sphere: Pro-Russian
Military Units: 5 Infantry
Economy: 4/6
Conflicts: None

-Montenegro-
Government: Monarchy
Stability: 4/6
Sphere: Pro-Russian
Military Units: 1 Infantry, 1 Light Ship
Economy: 4/6
Conflicts: None

-Greece-
Government: Multi Party
Stability: 5/6
Sphere: Neutral
Military Units: 5 infantry, 3 Light Ships, 1 Heavy Ship
Economy: 4/6
Conflicts: Territorial claims on Bulgaria, Cyprus.

-Cyprus-
Government: Colonial Rule
Stability: 3/6
Sphere: British rule
Military Units: 0 Infantry [+1 British Infantry, +1 British Light Ships]
Economy: 3/6
Conflicts: Greek nationalists wish to rejoin with Greece, Turkish nationalists wish to rejoin with Ottomans

-Sweden-
Government: Multi Party
Stability: 5/6
Sphere: Neutral
Military Units: 4 infantry, 3 Light Ships, 1 Heavy Ship
Economy: 4/6
Conflicts: None

-Norway-
Government: Multi Party
Stability: 5/6
Sphere: Neutral
Military Units: 6 infantry, 2 Light Ships, 1 Heavy Ship
Economy: 4/6
Conflicts: None

-Belgium-
Government: Monarchy
Stability: 4/6
Sphere: Isolationist
Military Units: 2 Infantry, 3 Light Ships, 2 Heavy Ships
Economy: 4/6 [+1 Congo palm oil]
Conflicts: None
Notes: Independence guaranteed by the United Kingdom, France, and Germany.

-Netherlands-
Government: Monarchy
Stability: 4/6
Sphere: Neutral
Military Units: 3 Infantry, 4 Light Ships, 1 Heavy Ships
Economy: 5/6 [+1 Guiana metal, +2 Dutch East Indies colonial income]
Conflicts: None
Notes: Independence guaranteed by the United Kingdom, France, and Germany.

-Romania-
Government: Monarchy
Stability: 5/6
Sphere: Neutral
Military Units: 4 infantry
Economy: 4/6
Conflicts: None

-Bulgaria-
Government: Monarchy
Stability: 5/6
Sphere: Pro-Austrian
Military Units: 5 Infantry, 1 Light Ship
Economy: 4/6
Conflicts: None

-Portugal-
Government: Monarchy
Stability: 4/6
Sphere: Neutral
Military Units: 4 Infantry, 2 Light Ships
Economy: 5/6
Conflicts: None

-Gibralter-
Government: Colonial Rule
Stability: 4/6
Sphere: British rule
Military Units: 0 Infantry [+1 British infantry, +2 British light ships]
Economy: 4/6
Conflicts: None



=Middle East=

-Egypt-
Government: Colonial Rule
Stability: 4/6
Sphere: British rule
Military Units: 3 infantry, 1 Light Ship [+1 British infantry, +1 British light ships]
Economy: 3/6 [Has +3 Suez canal bonus going to Britain, +1 Egyptian cotton going to Britain]
Conflicts: Dealing with nationalist sentiments

-Iran-
Government: Monarchy
Stability: 4/6
Sphere: Neutral
Military Units: 2 infantry
Economy: 2/6 [+1 Iranian oil going to no one]
Conflicts: None

-Kuwait-
Government: Colonial Rule
Stability: 5/6
Sphere: British rule
Military Units: 0 infantry
Economy: 1/6 [+1 Kuwaiti Pearls going to Britain]
Conflicts: None

-Oman-
Government: Colonial Rule
Stability: 3/6
Sphere: British rule
Military Units: 1 infantry
Economy: 1/6
Conflicts: None

-Trucial States-
Government: Tribal
Stability: 5/6
Sphere: Pro-British
Military Units: 1 infantry
Economy: 1/6
Conflicts: None

-Yemen-
Government: Colonial Rule
Stability: 2/6
Sphere: British rule
Military Units: 1 infantry
Economy: 1/6
Conflicts: None

=The Americas=

-Canada-
Government: Colonial Rule
Stability: 6/6
Sphere: British Rule
Military Units: 4 Infantry, 3 Light Ships, 2 Heavy Ships, 1 Air Unit
Economy: 5/6 [+2 Canadian timber going to Britain]
Conflicts: Irate Quebeckers

-Indian Territory-
Government: Tribal
Stability: 6/6
Sphere: Pro-CSA
Military Units: 2 Infantry
Economy: 3/6 [+3 Indian oil bonus going to CSA]
Conflicts: None

-Mexico-
Government: Military Rule
Stability: 1/6
Sphere: Pro-CSA
Military Units: 6 Infantry, 3 Light Ships, 1 Heavy Ships
Economy: 3/6
Conflicts: Fighting against the Mexican Revolution
Notes: The Pro-Confederate Junta government continues fighting against revolutionaries in Mexico, and the country is in a state of disorder.
=
Villistas
Units: 2 Infantry
=
Zapatistas
Units: 2 Infantry
=
Maderistas
Units: 3 Infantry

-Hawaii-
Government: Colonial Rule
Stability: 4/6
Sphere: US rule
Military Units: 0 Infantry [+1 US infantry]
Economy: 4/6 [+1 Hawaiian sugar going to USA]
Conflicts: None

-Cuba-
Government: Multi Party
Stability: 5/6
Sphere: Pro-US
Military Units: 2 Infantry
Economy: 3/6 [+1 Cuban sugar going to USA]
Conflicts: None

-El Salvador-
Government: Military Rule
Stability: 3/6
Sphere: Pro-USA
Military Units: 2
Economy: 2/6
Conflicts: None

-Honduras-
Government: Banana Republic
Stability: 4/6
Sphere: Pro-CSA
Military Units: 2 Infantry, 1 Light Ships
Economy: 3/6 [+1 Honduran banana bonus going to CSA]
Conflicts: Labor unrest due to Standard Fruit Company dominance.

-Guatemala-
Government: Banana Republic
Stability: 4/6
Sphere: Pro-USA
Military Units: 1 Infantry, 1 Light Ships
Economy: 2/6 [+1 Guatemalan banana bonus going to USA]
Conflicts: Mayan unrest, labor unrest due to United Fruit Company dominance, territorial claims on British Honduras.

-British Honduras-
Government: Colonial Rule
Stability: 5/6
Sphere: British rule
Military Units: 0 Infantry
Economy: 2/6
Conflicts: Minor nationalist sentiments.

-Central American Empire-
Government: Aristocratic Rule
Stability: 2/6
Sphere: Pro-CSA
Military Units: 4 Infantry, 3 Light Ships, 2 Heavy Ships
Economy: 3/6 [+2 Nicaragua canal income going to the United Kindom]
Conflicts: Nationalist unrest
Notes: William Walker successfully conquered Costa Rica with British diplomatic support, in exchange for allowing the British to build the Nicaraguan canal. The Central American Empire created by William Walker later sent companies of infantry to support the in the Southern War of Independence.

-Panama-
Government: Military
Stability: 3/6
Sphere: Neutral
Military Units: 1/1
Economy: 2/6 [Has +2 Panama canal control bonus going to US]
Conflicts: None

-Argentina-
Government: Multi Party
Stability: 5/6
Sphere: Pro-Brazil
Military Units: 5 Infantry, 2 Light Ships, 1 Heavy Ships
Economy: 3/6 [+2 Argentinian beef going to Brazil]
Conflicts: None

-Bolivia-
Government: Multi Party
Stability: 3/6
Sphere: Pro-USA
Military Units: 2 Infantry
Economy: 2/6
Conflicts: None

-Chile-
Government: Multi Party
Stability: 5/6
Sphere: Pro-Brazil
Military Units: 3 Infantry, 2 Light Ships
Economy: 2/6 [+1 Chilean saltpeter going to Brazil]
Conflicts: None

-Colombia-
Government: Multi Party
Stability: 4/6
Sphere: Pro-USA
Military Units: 3/3
Economy: 2/6
Conflicts: None

-Ecuador-
Government: Multi Party
Stability: 4/6
Sphere: Neutral
Military Units: 2 Infantry
Economy: 2/6
Conflicts: None

-Paraguay-
Government: Multi Party
Stability: 4/6
Sphere: Neutral
Military Units: 2 Infantry
Economy: 1/6
Conflicts: None

-Haiti-
Government: Colonial Rule
Stability: 3/6
Sphere: US rule
Military Units: 1 Infantry [+1 US infantry]
Economy: 1/6
Conflicts: Fighting rebels
=
Cacos
Ideology: Nationalism
Units: 1 Infantry
Notes: Hatian natives against US occupation.

-Puerto Rico-
Government: Colonial Rule
Stability: 5/6
Sphere: US rule
Military Units: 0 Infantry
Economy: 2/6
Conflicts: Dealing with nationalist sentiments

-Peru-
Government: Multi Party
Stability: 4/6
Sphere: Neutral
Military Units: 4 Infantry
Economy: 2/6
Conflicts: Border claims on Ecuador

-Venezuela-
Government: Military Rule
Stability: 5/6
Sphere: Neutral
Military Units: 3 Infantry
Economy: 2/6 [+3 Venezuelan oil going to no one]
Conflicts: None

-French Guiana-
Government: Colonial Rule
Stability: 5/6
Sphere: French rule
Military Units: 1 Infantry
Economy: 2/6 [+1 Guiana aluminum going to France]
Conflicts: Fighting nationalist sentiments

-Dutch Guiana-
Government: Colonial Rule
Stability: 4/6
Sphere: Dutch rule
Military Units: 1 Infantry
Economy: 2/6 [+1 Guiana metal going to the Netherlands]
Conflicts: Fighting nationalist sentiments

-British Guiana-
Government: One Party
Stability: 4/6
Sphere: British rule
Military Units: 1 Infantry
Economy: 2/6 [+1 Guiana Bauxite going to the United Kingdom]
Conflicts: Fighting nationalist sentiments

-Bermuda-
Government: One Party
Stability: 5/6
Sphere: British rule
Military Units: 0 Infantry
Economy: 1/6
Conflicts: None

=Atlantic=

-Falklands Islands-
Government: Colonial Rule
Stability: 6/6
Sphere: British Rule
Military Units: 0 Infantry
Economy: 5/6
Conflicts: None

-Azores-
Government: Colonial Rule
Stability: 5/6
Sphere: Portuguese Rule
Military Units: 0 Infantry
Economy: 4/6
Conflicts: None

Apoi_Viitor
19th April 2011, 07:33
Japanese Empire

RGacky3
19th April 2011, 14:08
Kingdom of spain porfavor.

ryacku
19th April 2011, 20:45
Japanese Empire
Approved.

Kingdom of spain porfavor.
Approved.

Geiseric
20th April 2011, 03:32
Confederate States ftw

ShawShank
20th April 2011, 04:19
German Empire

ryacku
20th April 2011, 19:38
Minor change: Japanese emperor now has popularity of God-worship.


Confederate States ftw
Approved.

German Empire
Approved.

Bardo
21st April 2011, 18:10
I'll take the UK

ryacku
21st April 2011, 22:20
I'll take the UK
Approved.

Bardo
22nd April 2011, 18:31
Come onnn players

I want the world and I want it now!

Sandbox
23rd April 2011, 00:45
I'll take Italy.

If the game isnt already dead that is.

ryacku
23rd April 2011, 03:25
I'll take Italy.

If the game isnt already dead that is.
Approved.

redhotpoker
23rd April 2011, 03:54
Serbia if you will

Sandbox
23rd April 2011, 04:23
So when are you planning on starting?

ryacku
23rd April 2011, 08:16
So when are you planning on starting?
You may send in your actions anytime...



Serbia if you will
Major nations first.

redhotpoker
24th April 2011, 02:54
United States then