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arya126

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Sep 14, 2008
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  • Crusader Kings II
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Year: 1890

Hello, and Welcome! You see, I was thinking about how IOTs were introduced on Paradox not too long ago, and that got me thinking that if IOTs were represented here, why not NESes? You see, a NES is another type of 'forum game' that originated on Civ Fanatics forums. It stands for Never Ending Story, and while most of them do unfortunately end for one reason or another, the point being is that it is a game revolving around a world that the players fill in the blanks for, roleplaying for their countries or characters, and generally making the world come to life. It is less focused on mechanics than IOTs usually, and more on the role-play of the NESers, and also has some NPC country interaction most of the time.

This particular NES, the first one I am GMing here or on the Fanatics forum, will revolve around a alternate history set around a point of divergence in the Franco-Prussian War. After the war, the Paris Commune came into play, but this time around more states broke off as well. It devolved into full fledged civil war, on and off for the next 20 years until 1890, which is when this game picks it up. The Civil War is winding down, although fighting still breaks out among a state or two, and the various divisions of whats left of France are looking to consolidate what they have, or perhaps keep expanding.

The Stats template shall look thus:

Realm Name/Player Name:
Color:
Government Type/Ruling Faction/HoS:
Capital:
Stability:
Economic Power:
Industrial Power:
Agriculture Potential:
Army Quality/Experience:
Navy Quality/Experience:
Army:
Navy:
UUs:
Projects:

Now I will take you through each one to explain what it means, and what it can do for YOU.

Realm Name/Player Name:

This is the name of your 'realm' for lack of a better word at this point. For example, it could be the Paris Commune, or perhaps the Principality of Bordeaux. The Player name is the name of the player who controls the realm, and if a player name is displayed that means its taken. If 'NPC' is there, then that means you can take control over it and enter the game.

Government Type/Ruling Faction/HoS:

This is the government type of your realm, the faction that is in control initially, and the Head of State at the start of the game. The government can range from constitutional Monarchy to Republic. The Ruling Faction will be the house of the monarchy, or the party in power of a republic, or whatever it may be. The Head of State would either be the ruling monarch, or the Prime Minister or president of a Republic.

Capital:

The City from which your government rules. Usually the more prosperous of your cities as well.

Stability: 1-10

Ranked on a scale from 1 to 10, with 1 being the lowest and 10 the highest, this statistic shows how content your people are and how likely they are to revolt. They may be scared out of their wits because of your ruthless reign, but stability may still remain high if they are scared enough not to challenge you. Or they may be genuinely pleased with your governance, with them being safe and well fed.

Economic Power: 12/7

More or less the level of Prosperity your Economy has from whatever sources are available to it. This is also the main currency of the game, and will be able to be used on projects, buying units, or giving to other realms as payment for something. The first number of the stat is the number of EP that you receive on a yearly basis, and the second number behind the slash is how much EP you have saved up in the treasury. EP can be invested back into the economy to increase your yearly income, or into your industrial power such as factories or mines.

Industrial Power: 200 (++7)

Industrial Power represents your factories, your population and its subsequent labor, and other things associated with Industrialization such as mines for metals, coal, and drilling for oil. The first number represents your total, which will be used to buy units among other things. The second number in parentheses represents the amount you get every year to increase your total. If you wish to increase it, invest EP in related projects such as factories or mines. Be creative!

Agriculture Potential: 7/5 (2)

This is a stat I have come up with specifically for this game, even though agriculture would not normally be a focus of a game in this time period. However, after 20 years of civil war, people in France have learned that food is precious. They haven't always had enough, especially the inland states during a war. The first number represents the amount of agriculture available to your people either form their own lands, or trade from lands outside your realm. The second number is the amount that is needed for your populace to maintain its standard of living and to avoid starvation and such. The third number is the amount of agriculture that is imported into your realm, whether form a port or from an inland neighbor. It is essential to maintain enough agriculture to feed your people, and if you have a surplus you can use it to your advantage with other realms that need it and increase your trade prosperity (EP) as a result occasionally.

Army Quality/Experience:

THIS is the quality of your army. Some states will have better quality than others. If you have foreign support for your army, you will most likely be among those better armies. It is rated on a scale of 1-12. To increase it, you need to take the level you are trying to attain, and multiply it by 5. Say you are quality 5, and you want to attain quality 6. You take 6 multiply it by 5, and your price is 30. Now, thats a fair expensive sum, especially for a divided nation of squabbling states. If you find another state with a higher army quality willing to help you, you can take the difference between your army quality and theirs (lets say you have level 5 and are trying to get to level 6, and they have level 8), multiply it by 6, and you have that amount as a discount on your purchase price of the next level of quality. But you can only purchase 1 level per turn. Later in the game once tanks or aircraft or similar innovations come available, you will need a certain army quality in order to access them.

Experience is something that cannot be bought. When you are at war, your men gain experience. When you are at peace, this rating drops over time, although high army quality can generally make this drop occur slower. This can help you offset the odds if your men are experienced but have low quality.

Navy Quality/Experience:

Same thing as Army quality, except in order to build a ship in your own shipyards you need to have a certain navy quality. That means poor quality navies will not be able to build dreadnoughts, or some other such powerful ship of the time. However, if you have a poor navy quality, a friendly naval power can still sell or gift you ships that you can't build yourself.

Army:

These are the forces in your army. How many Infantry, militia, marines, or cavalry regiments, or however many UUs of your nation. Costs and unit listings will come later.

Navy:

These are the ships in your navy. Bear in mind that while you may be coming off a civil war on land, control of the sea can still be an important factor, especially if your economy or agriculture is based off of trade and imports. Bear that in mind sailor.

UUs:

UU stands for Unique Unit. Want your version or the British redcoats? The German stormtroopers? Not exactly examples of this time period, but you get the point. You want a special unit, then you come up with whatever you want it to do and such, PM it to me along with the name of the unit, and I will give you a price in EP for you to create that UU. UUs can give tremendous advantages, or may in fact be a waste of money. Its up to you, and how you use them. Once you 'create' or 'research' the UU with the price I give you, you will be able to build them just like any other unit in the game, and you can gift the same ability to allies of yours so they can get the same advantage.

Projects:

This is how you develop your nation. In an IOT you might put a set price on a factory as 2 gold or something like that. But in a NES you get creative. Want a better rail network to improve your IP? Create a project in your orders via PM for it, and invest EP in it. After the update following your orders, your project will appear here in the projects section of your stats, with the name of it, how much you have spent, and how much is required to complete it. Sometimes your initial investment will be enough to complete it, others you will need tom invest more in it the next turn. Sometimes your investment will backfire. Experiment with it!


Mobilization

Mobilization was important in this period just as it was in the Great War two and a half decades afterwards. Although the refined process of it isn't quite in the state it was in 1914, it nonetheless is important, and the concept of 'total war' is very much fresher in everybody's minds due to the past 20 years of civil war in France. How this works, is their fare 4 levels of Mobilization for a country, 0 through 3. 0 is where every country starts at, unless they start at war. At level 3 Mobilization, your entire country is geared for Total War against your enemies. At level 2, it is partially mobilized, and only some of the reserves are called up. At level 1 you receive a boost that is useful for border conflicts and other minor clashes, or even simply to keep your realm ready for an attack by a belligerent neighbor.

Mobilization must be declared openly before orders are locked. Surprise attacks CAN still happen, but if your mobilizing, your neighbors are probably going to take the hint, and at least mobilize some reserves. Mobilization calls up your country's reserves through a system involving EP, IP, and AP. Although you receive an initial boost in troop numbers and EP and IP produced, prolonged mobilization can devastate an economy. After two years you will normally begin to feel its affects, and it will get progressively worse as your mobilization continues.

Level 1 Mobilization Effects:
+25% EP rounded up
+25% IP rounded up (both stored and produced)
Yearly 1xEP Sum (However much EP you get every year) available to recruit reserves. For example, if your country gets 4 EP ever year, you now get 4 EP this turn to customize the reserves you are calling up, in addition to your normal income.

Level 2 Mobilization Effects
+50% EP rounded up
+50% IP rounded up (both stored and produced)
Yearly 2xEP Sum available to recruit reserves. For example, if your country gets 4 EP a year, you now get 8 EP in order to customize the reserves you are calling up.

Level 3 Mobilization Effects
+100% EP rounded up
+100% IP rounded up
Yearly 3xEP Sum available to recruit reserves.

Possible Detrimental Effects Over Time
Stability Hits
Permanent loss of base EP
Permanent loss of base IP produced
Other bad things that can happen to your nation.


War

We all know you will declare war at some point, on somebody. Most likely on the first turn for some of you, although I ask you not to ignite the whole darn civil war on the first turn if you can help the temptation :). However, when you go to war, give a reason for that war. Tell your people and other countries why you are fighting it, and if its a decent reason (whether its true or not), your men may just fight better, and you might not get massed attacked by other players and NPCs for declaring war for no reason.


Whoo. Thats over with, and now you get the gist of this game. Have fun!

Wait you say? I have forgotten something? A map you say?

Ah yes, the all powerful eye candy called a map. Well here it is. Enjoy! Stats will follow in the next post, and a third post shall be reserved for interesting things like UUs, links to updates, etc.



Uploaded with ImageShack.us

NATIONS BY COLOR:

Foreign NPCs (Permanently NPC until and unless I say otherwise)

Great Britain: Bright Red
Germany: Gray
Netherlands: Tangerine
Belgium: Cayenne
Spain: Lemon
Italy: Flora
Luxembourg: Teal
Portugal: Clover
Switzerland: Salmon

French Realms (Playable by Players)

Merchant Republic of Brest: Ice Blue
Northern Kingdom of Brittany: Yellow Banana
Coastal Republic of Normandie: Teal
Nantes Protectorship: Magnesium Light Gray
Principality of Rouen: Mocha brown
Third Republic Remnant: Blueberry
Paris Commune: Plum
Directory of Amiens: Moss
Union of Calais and Dunkerque: Maroon
Federal Republic of Rheims: Spring Green
Fortress of Orleans: Midnight Blue
Kingdom of Tours: Strawberry Pink
Free Democracy of La Rochelle: Midnight Blue
Principality of Troyes: Orchid Light Blue
Oligarchy of Lyons: Teal
People's Republic of Dijon: Asparagus Brown-Green
Republic of Bordeaux: Ocean Blue
Kingdom of Southern France: Cantaloupe Orange
Central French Empire: Lavender Pink
Principality of Nice: Turquoise
Merchant City State of Marseilles: Eggplant Purple
The Second Vatican: Clover
Fortress Port of Toulon: Moss

And off you go! Let me get 2 reserved posts in before you post if you don't mind.
 
Last edited:
STATS

Foreign Powers

Great Britain/NPC
Color: Bright Red
Government Type/Ruling Faction/HoS: Constitutional Monarchy/Liberal Party/Queen Victoria
Capital: London
Stability: 8
Economic Power: 12/2
Industrial Power: 350 (++32)
Agriculture Potential: 30/14 (22)
Army Quality/Experience: 7/3
Navy Quality/Experience: 10/4
Army: 14 Infantry Divisions, 40 Militia Divisions, 6 Cavalry Divisions, 3 Marine Regiments, 4 Artillery Battalions,
Navy: 35 Ironclads, 15 Commerce Raiders, 20 Torpedo Boats, 40 Destroyers, 26 Armored Cruisers, 8 Battleships
UUs:
Projects:


Germany/NPC
Color: Gray
Government Type/Ruling Faction/HoS: Empire/Conservative Party/Emperor Wilhelm II
Capital: Berlin
Stability: 7
Economic Power: 10/5
Industrial Power: 265 (++24)
Agriculture Potential: 22/16 (9)
Army Quality/Experience: 9/3
Navy Quality/Experience: 4/1
Army: 50 Infantry Divisions, 20 Cavalry Divisions, 10 Artillery Battalions, 3 Siege Artillery battalions
Navy: 8 Ironclads, 5 Commerce Raiders, 10 Torpedo Boats, 7 Destroyers, 3 Protected Cruisers
UUs:
Projects:


Spain/NPC
Color: Lemon Yellow
Government Type/Ruling Faction/HoS: Constitutional Monarchy/House of Bourbon/Alfonso XIII
Capital: Madrid
Stability: 5
Economic Power: 6/1
Industrial Power: 140 (++12)
Agriculture Potential: 12/10 (4)
Army Quality/Experience: 5/4
Navy Quality/Experience: 2/0
Army: 12 Infantry Divisions, 15 Militia Divisions, 5 Cavalry Divisions, 6 Artillery Battalions
Navy: 20 Monitors, 20 Ironclads, 10 Commerce raiders, 10 Torpedo Boats, 6 Destroyers
UUs:
Projects:


Portugal/NPC
Color: Clover
Government Type/Ruling Faction/HoS: Constitutional Monarchy/House of Braganza/Carlos I
Capital: Lisbon
Stability: 5
Economic Power: 4/2
Industrial Power: 130 (++8)
Agriculture Potential: 4/4 (2)
Army Quality/Experience: 3/4
Navy Quality/Experience: 4/1
Army: 6 Infantry Divisions, 10 Militia Divisions, 2 Cavalry Divisions, 1 Artillery Battalion
Navy: 14 Ironclads, 6 Torpedo Boats, 4 Destroyers, 2 Armored Cruisers
UUs:
Projects:


Austria Hungary/NPC
Color: N/A
Government Type/Ruling Faction/HoS: Empire/House of Hapsburg/Franz Joseph I
Capital: Vienna
Stability: 7
Economic Power: 7/1
Industrial Power: 165 (++16)
Agriculture Potential: 17/16 (6)
Army Quality/Experience: 6/2
Navy Quality/Experience: 3/0
Army: 25 Infantry Divisions, 14 Cavalry Divisions, 8 Artillery Battalions
Navy: 8 Monitors, 4 Commerce raiders, 14 Torpedo Boats
UUs:
Projects:


Russia/NPC
Color: N/A
Government Type/Ruling Faction/HoS: Empire/Romanovs/Tsar Alexander III
Capital: St. Petersburg
Stability: 5
Economic Power: 7/0
Industrial Power: 240 (++6)
Agriculture Potential: 32/26 (0)
Army Quality/Experience: 2/2
Navy Quality/Experience: 4/1
Army: 40 Infantry Divisions, 100 Militia Divisions, 20 Cavalry Divisions, 4 Artillery battalions
Navy: 30 Monitors, 40 Ironclads, 12 Destroyers, 8 Protected Cruisers, 2 Batteships
UUs:
Projects:


Belgium/NPC
Color: Cayenne
Government Type/Ruling Faction/HoS: Constitutional Monarchy/Leopold II
Capital: Brussels
Stability: 7
Economic Power: 3/3
Industrial Power: 80 (++10)
Agriculture Potential: 8/8 (6)
Army Quality/Experience: 5/2
Navy Quality/Experience: 3/1
Army: 8 Infantry Divisions, 2 Cavalry Divisions,
Navy: 10 Ironclads, 8 Monitors, 4 torpedo boats, 6 Destroyers,
UUs:
Projects:


Netherlands/NPC
Color: Tangerine
Government Type/Ruling Faction/HoS: Constitutional Monarchy/William III
Capital: Amsterdam
Stability: 7
Economic Power: 4/4
Industrial Power: 110 (++13)
Agriculture Potential: 10/10 (7)
Army Quality/Experience: 4/3
Navy Quality/Experience: 5/2
Army: 12 Infantry Divisions, 20 Militia Divisions, 5 Cavalry Divisions, 1 Artillery Battalion
Navy: 15 Ironclads, 12 Torpedo Boats, 10 Destroyers, 5 Protected Cruisers, 2 Armored Cruisers
UUs:
Projects:


Italy/NPC
Color: Flora
Government Type/Ruling Faction/HoS: Constitutional Monarchy/Democrats/Umberto I
Capital: Rome
Stability: 4
Economic Power: 5/0
Industrial Power: 140 (++14)
Agriculture Potential: 11/12 (8)
Army Quality/Experience: 5/2
Navy Quality/Experience: 4/0
Army: 20 Infantry Divisions, 20 Militia Divisions, 3 Cavalry Divisions, 6 Artillery Battalions, 1 Siege Artillery Battalion
Navy: 15 Ironclads, 20 Torpedo Boats, 7 Destroyers, 5 Protected Cruisers, 5 Armored Cruisers, 1 Battleship
UUs:
Projects:


United States of America/NPC
Color: N/A
Government Type/Ruling Faction/HoS: Federal Republic/Republican/Benjamin Harrison
Capital: Washington D.C.
Stability: 7
Economic Power: 8/0
Industrial Power: 240 (++18)
Agriculture Potential: 28/22 (0)
Army Quality/Experience: 6/3
Navy Quality/Experience: 6/1
Army: 20 Infantry Divisions, 10 Militia Divisions, 5 Cavalry Divisions, 1 Marine Regiment, 5 Artillery Battalions, 2 Siege Artillery battalions
Navy: 18 Monitors, 12 Ironclads, 14 Commerce Raiders, 10 Destroyers, 8 Protected Cruisers, 3 Battleships
UUs:
Projects:

French Realms

Merchant Republic of Brest/King Hannibal
Color: Ice Blue
Government Type/Ruling Faction/HoS: Republic/Liberals/President Jean Mazarin
Capital: Brest
Stability: 5
Economic Power: 5
Industrial Power: 25 (++3)
Agriculture Potential: 5/3 (0)
Army Quality/Experience: 3/5
Navy Quality/Experience: 4/4
Army: 2 Infantry Divisions, 6 Militia Divisions, 1 Artillery Battalion
Navy: 4 Monitors, 5 Ironclads, 8 Commerce Raiders, 1 Destroyer
UUs:
Projects:


Northern Kingdom of Brittany/The Fish
Color: Yellow Banana
Government Type/Ruling Faction/HoS: Absolute Monarchy/House of Valois/Henry IV
Capital: Rennes
Stability: 3
Economic Power: 3
Industrial Power: 60 (++7)
Agriculture Potential: 4/5 (1)
Army Quality/Experience: 5/4
Navy Quality/Experience: 2/3
Army: 6 Infantry Divisions, 4 Cavalry Divisions, 3 Artillery Divisions
Navy: 3 Monitors, 2 Ironclads, 6 Commerce Raiders
UUs:
Projects:


Coastal Republic of Normandie/bakerydog
Color: Teal
Government Type/Ruling Faction/HoS: Republic/Nationalists/Immanuel Locke
Capital: Le Havre
Stability: 6
Economic Power: 6
Industrial Power: 40 (++4)
Agriculture Potential: 4/3 (0)
Army Quality/Experience: 4/3
Navy Quality/Experience: 4/5
Army: 4 Infantry Divisions, 4 Militia Divisions, 2 Cavalry Divisions, 1 Marine Regiment
Navy: 6 Monitors, 6 Ironclads, 4 Commerce Raiders, 4 Torpedo Boats, 3Destroyers, 1 Protected Cruiser
UUs:
Projects:


Nantes Protectorship
Color: Magnesium Light Gray
Government Type/Ruling Faction/HoS: Dictatorship/House of Arminger/John Arminger I
Capital: Nantes
Stability: 5
Economic Power: 3
Industrial Power: 45 (++5)
Agriculture Potential: 3/3 (0)
Army Quality/Experience: 6/5
Navy Quality/Experience: 1/3
Army: 12 Infantry Divisions, 4 Cavalry Divisions, 2 Artillery Battalions
Navy: 3 Ironclads, 2 Commerce Raiders
UUs:
Projects:


Principality of Rouen
Color: Mocha Brown
Government Type/Ruling Faction/HoS: Principality/House of Romanov/Prince Cyril Romanov
Capital: Rouen
Stability: 4
Economic Power: 3
Industrial Power: 35 (++4)
Agriculture Potential: 3/3 (0)
Army Quality/Experience: 3/3
Navy Quality/Experience: 3/2
Army: 4 Infantry Divisions, 2 Artillery Battalions
Navy: 8 Ironclads, 4 Monitors, 4 Destroyers, 3 Protected Cruisers
UUs:
Projects:


Third Republic Remnant
Color: Blueberry
Government Type/Ruling Faction/HoS: Republic/Conservatives/President Adolphe Thiers
Capital: Versailles (Outskirts of Paris)
Stability: 2
Economic Power: 2
Industrial Power: 12 (++2)
Agriculture Potential: 6/3 (0)
Army Quality/Experience: 2/6
Navy Quality/Experience: 0/0
Army: 12 Militia Divisions, 1 Cavalry Division
Navy: N/A
UUs:
Projects:


Paris Commune/Gradiant
Color: Plum
Government Type/Ruling Faction/HoS: Soviet/Socialists/Claude Blanqui
Capital: Paris
Stability: 4
Economic Power: 5
Industrial Power: 120 (++7)
Agriculture Potential: 7/7 (7)
Army Quality/Experience: 4/4
Navy Quality/Experience: 2/1
Army: 2 Infantry Divisions, 2 Militia Divisions, 1 Cavalry Division, 1 Artillery Battalion
Navy: 6 Monitors
UUs:
Projects:


Directory of Amiens/Maxwell500
Color: Moss
Government Type/Ruling Faction/HoS: 3 man directory/none/Pierre Laquen
Capital: Amiens
Stability: 3
Economic Power: 4
Industrial Power: 65 (++6)
Agriculture Potential: 5/5 (1)
Army Quality/Experience: 5/2
Navy Quality/Experience: 3/2
Army: 4 Infantry Divisions, 8 Militia Divisions, 2 Artillery Battalions
Navy: 4 Ironclads, 10 Commerce Raiders, 1 Torpedo Boat, 1 Destroyer
UUs:
Projects:


Union of Calais and Dunkerque/Ampelos
Color: Maroon
Government Type/Ruling Faction/HoS: Duchy/House of Wettin/Duke Edward
Capital: Calais
Stability: 5
Economic Power: 5
Industrial Power: 80 (++6)
Agriculture Potential: 4/4 (1)
Army Quality/Experience: 5/2
Navy Quality/Experience: 6/3
Army: 6 Infantry Divisions, 2 Cavalry Divisions
Navy: 10 Ironcalds, 4 Monitors, 6 Protected Cruisers, 2 Armored Cruisers, 1 Battleship
UUs:
Projects:


Federal Republic of Rheims/Spectre17
Color: Spring Green
Government Type/Ruling Faction/HoS: Federal Republic/Conservatives/Jacques Nare
Capital: Rheims
Stability: 7
Economic Power: 6
Industrial Power: 140 (++9)
Agriculture Potential: 8/6 (0)
Army Quality/Experience: 6/4
Navy Quality/Experience: 2/2
Army: 12 Infantry Divisions, 4 Militia Divisions, 2 Cavalry Divisions, 4 Artillery Battalions
Navy: 4 Monitors
UUs:
Projects:


Fortress of Orleans/atomicsoda
Color: Midnight Blue
Government Type/Ruling Faction/HoS: Enlightened Despotism/House of Bonaparte/Napoleon IV
Capital: Orleans
Stability: 7
Economic Power: 2
Industrial Power: 40 (++7)
Agriculture Potential: 5/5 (4)
Army Quality/Experience: 5/6
Navy Quality/Experience: 0/0
Army: 6 Infantry Divisions, 3 Cavalry Divisions, 3 Artillery Battalions, 2 Siege Artillery Battalions
Navy: N/A
UUs:
Projects:


Kingdom of Tours
Color: Strawberry Pink
Government Type/Ruling Faction/HoS: Absolute Monarchy/House of Arnstoy/Paul I
Capital: Tours
Stability: 2
Economic Power: 4
Industrial Power: 25 (++2)
Agriculture Potential: 8/3 (0)
Army Quality/Experience: 2/3
Navy Quality/Experience: 2/2
Army: 16 Militia Divisions, 2 Cavalry Divisions,
Navy: 4 Ironclads, 4 Monitors, 4 Commerce Raiders
UUs:
Projects:


Free Democracy of la Rochelle
Color: Midnight Blue
Government Type/Ruling Faction/HoS: Direct Democracy/People/Foreman Nick Grimes
Capital: La Rochelle
Stability: 5
Economic Power: 4
Industrial Power: 40 (++4)
Agriculture Potential: 6/6 (3)
Army Quality/Experience: 4/7
Navy Quality/Experience: 5/4
Army: 6 Infantry Divisions, 2 Cavalry Divisions, 1 Marine Regiment, 4 Artillery Divisions
Navy: 5 Ironclads, 5 Destroyers, 3 Protected Cruisers
UUs:
Projects:


Principality of Troyes
Color: Orchid Light Blue
Government Type/Ruling Faction/HoS: Principality/House of Hohenzollern/Prince Eitel
Capital: Troyes
Stability: 3
Economic Power: 4
Industrial Power: 95 (++5)
Agriculture Potential: 5/4 (0)
Army Quality/Experience: 4/2
Navy Quality/Experience: 3/1
Army: 4 Infantry Divisions, 2 Militia Divisions, 6 Cavalry Divisions, 2 Artillery Battalions
Navy: 8 Monitors,
UUs:
Projects:


Oligarchy of Lyons
Color: Teal
Government Type/Ruling Faction/HoS: Oligarchy/Rich/Robert Louisa
Capital: Lyons
Stability: 4
Economic Power: 4
Industrial Power: 50 (++5)
Agriculture Potential: 4/3 (0)
Army Quality/Experience: 3/4
Navy Quality/Experience: 0/0
Army: 5 Infantry Divisions, 3 Cavalry Divisions, 1 Artillery Battalion
Navy: N/A
UUs:
Projects:


People's Republic of Dijon/Thandros
Color: Asparagus
Government Type/Ruling Faction/HoS: People's Republic/Socialists/Thomas Nipperdey
Capital: Dijon
Stability: 3
Economic Power: 3
Industrial Power: 70 (++3)
Agriculture Potential: 6/4 (0)
Army Quality/Experience: 3/1
Navy Quality/Experience: 2/1
Army: 6 Infantry Divisions, 4 Militia Divisions,
Navy: 16 Monitors,
UUs:
Projects:


Republic of Bordeaux/gav1230
Color: Ocean Blue
Government Type/Ruling Faction/HoS: Republic/Nationalists/Julien Ducard
Capital: Bordeaux
Stability: 8
Economic Power: 7
Industrial Power: 80 (++8)
Agriculture Potential: 8/7 (0)
Army Quality/Experience: 6/3
Navy Quality/Experience: 4/3
Army: 8 Infantry Divisions, 4 Militia Divisions, 4 Cavalry Divisions, 2 Artillery Battalions
Navy: 8 Ironclads, 8 Destroyers, 4 Armored Cruisers, 1 Battleship
UUs:
Projects:


Kingdom of Southern France
Color: Cantaloupe
Government Type/Ruling Faction/HoS: Constitutional Monarchy/House of Bourbon/Jaime II
Capital: Toulouse
Stability: 5
Economic Power: 3
Industrial Power: 40 (++6)
Agriculture Potential: 5/5 (3)
Army Quality/Experience: 4/3
Navy Quality/Experience: 2/1
Army: 6 Infantry Divisions, 6 Cavalry Divisions, 1 Artillery Battalion
Navy: 2 Ironclads, 4 Commerce Raiders, 1 Torpedo Boats
UUs:
Projects:


Central French Empire
Color: Lavender Pink
Government Type/Ruling Faction/HoS: Empire/House of Bourbon/Augustus I
Capital: Clemont-Ferrard
Stability: 6
Economic Power: 4
Industrial Power: 20 (++2)
Agriculture Potential: 8/4 (0)
Army Quality/Experience: 3/3
Navy Quality/Experience: 1/1
Army: 8 Militia Divisions, 8 Cavalry Divisions,
Navy: 4 Monitors, 5 Ironclads
UUs:
Projects:


Principality of Nice/Mastahcheef117
Color: Turquoise
Government Type/Ruling Faction/HoS: Principality/House of Savoy/Giovanni I
Capital: Nice
Stability: 6
Economic Power: 5
Industrial Power: 60 (++5)
Agriculture Potential: 4/4 (1)
Army Quality/Experience: 4/2
Navy Quality/Experience: 3/2
Army: 5 Infantry Divisions, 3 Cavalry Divisions, 1 Siege Artillery Battalion
Navy: 6 Ironclads, 2 Destroyers, 2 Protected Cruisers
UUs:
Projects:


Merchant City State of Marseilles/Spitfire5793
Color: Eggplant Purple
Government Type/Ruling Faction/HoS: Enlightened Despotism/Bankers/Niccolo Amadeus
Capital: Marseilles
Stability: 3
Economic Power: 4
Industrial Power: 20 (++4)
Agriculture Potential: 5/5 (2)
Army Quality/Experience: 4/2
Navy Quality/Experience: 4/4
Army: 3 Infantry Divisions, 3 Militia Divisions, 1 Cavalry Division, 1 Artillery Battalion
Navy: 4 Monitors, 4 Ironclads, 2 Destroyers,
UUs:
Projects:


The Second Vatican
Color: Clover
Government Type/Ruling Faction/HoS: Theocracy/Extremist Catholics/Hadrian VI
Capital: Avignon
Stability: 4
Economic Power: 2
Industrial Power: 10 (++1)
Agriculture Potential: 3/3 (2)
Army Quality/Experience: 3/1
Navy Quality/Experience: 1/1
Army: 2 Infantry Divisions, 1 Cavalry Division, 1 Siege Artillery Battalion
Navy: 4 Monitors, 1 Ironclad
UUs:
Projects:


Fortress Port of Toulon/arya126
Color: Moss
Government Type/Ruling Faction/HoS: Admiralty Council/Expansionists/Grand Admiral Jules Courbet
Capital: Toulon
Stability: 8
Economic Power: 8
Industrial Power: 110 (++6)
Agriculture Potential: 7/7 (5)
Army Quality/Experience: 6/2
Navy Quality/Experience: 8/6
Army: 4 Infantry Divisions, 2 Cavalry Divisions, 4 Marine Regiments, 3 Artillery Battalions, 1 Siege Artillery Battalion,
Navy: 20 Ironclads, 8 Monitors, 6 Commerce Raiders, 4 Torpedo Boats, 6 Destroyers, 4 Protected Cruisers, 3 Armored Cruisers, 2 Battleships, 1 Experimental Submarine
UUs:
Projects:
 
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Units

Land Units

Infantry Division

Approximately 10,000 men in most armies, this is the base regiment for all armies of the civilized world. A good backbone for any respected army.

Costs 1 EP for 2
Costs 10 IP for 2

Militia Division

A rabble of farmers, shop owners, and other men you can round up walking down a road in just about any area of the world, these men are poorly equipped and are reluctant to fight unless they have a good motivation. Sometimes they can be useful in massed numbers though, if you enjoy watching your subjects die by the dozen or if you are in quite an emergency.

Costs 1 EP for 4 regiments
Costs 5 IP for 4

Cavalry Division

The Elite of just about any European army, this is a bunch of brave nobles willing to fight and die for their country on horseback. Although Cavalry is no longer the master of warfare, they are still a good sight better than infantry in the right terrain. They are also much faster and much more mobile than any other unit.

Requires Army Quality 3
Costs 2 EP
Costs 20 IP

Marines Regiment

A very disciplined bunch of Infantry that is hardly ever seen out of the British Empire. If you have a regiment of Marines, your in good shape.

Requires Army Quality 5
Costs 3 EP
Costs 20 IP

Artillery Battalion

The guns that fire over to the enemy yonder and soften them up for you grounders. Always handy, always expensive, always a must in any major battle. They have tended to be more valuable than gold to most warring French Realms in the past years as they grow scarcer because of their expense.

Requires Army Quality 4
Costs 3 EP
Costs 25 IP

Siege Artillery Battalion

The Big Guns. The guns that can destroy an army or devastate a surrender. The Guns that made Paris surrender back in 1870. Yeah, those. If the other side has 'em and you don't, consider retreating into a nice big fortress protected by your God.

Requires Army Quality 5
Costs 3 EP
Costs 35 IP

Naval Units

Monitor

A ship thats best in coastal waters and along rivers, decent at supporting ground forces, and can be counted on to slow down any enemies on the blue sea. Don't count on it surviving that delaying action though. Is usually low to the water, although it is armored so it has an advantage over whatever unarmored ships there are left

Costs 1 EP for 3
Costs 8 IP for 3

Ironclad

Usually a wooden ship with iron or steel plating along its sides and on its decks, operating under steam power with sails for backup. A formidable enemy against wooden ships, and not bad against armored ones. The base ship of most navies these days besides the British. Horrible seaworthiness though, so beware.

Costs 1 EP
Costs 8 IP

Commerce Raider

A ship with both steam power and sails and moderate firepower but excellent speed, this ship makes an excellent choice if you want to disrupt somebody's shipping. Better yet, don't let anybody know who it was by using this generic design and lowering your flag when you attack!

Costs 1 EP
Costs 10 IP

Torpedo Boat

A small, fast, and annoying pest of a boat that can fire torpedoes. Best used in coastal defense and in battles in regional seas such as the North Sea or the Med. A new innovation, and it has yet to be seen if a torpedo boat based fleet can take on a true surface navy.

Costs 1 EP for 2
Costs 10 IP for 2

Destroyer

The natural counter to Torpedo Boats, and usually one of the more common ships around. It certainly provides adequate protection if all your looking for is a coastal defense navy, or perhaps something to protect your merchant ships. Expect to be dominated by ships such as battleships however.

Costs 2 EP
Costs 20 IP

Protected Cruiser

A mostly wooden ship, usually driven by steam power, this cruiser has an armored deck to protect its necessities, but little other protection if it comes to a stand up fight between them and another armored ship. Faster than most other ships as a cruiser, and also as a cruiser stronger than most ships besides battleships, this is a good investment for any navy that wishes to project power beyond its own waters.

Requires Navy Quality 3
Costs 3 EP
Costs 40 IP

Armored Cruiser

A ship much like the protected cruiser, but it also has armor on its sides to protect from enemy high explosive shells. Just as good if not better than the protect ted cruiser in firepower and speed, it is truly a pocket battleship for a poor mans navy.

Requires Navy Quality 4
Costs 3 EP
Costs 55 IP

Battleship

A behemoth. A monster. The Queen of the Sea. A ship that can dominate just about any other ship, and that which provides hope to the people that their nation can produce and use such a great projection of power! This capital ship reigns supreme over the sea, although in some years it may yet become outdated however hard some may argue otherwise.

Requires Navy Quality 6
Costs 5 EP
Costs 85 IP

Experimental Submarine

Although submarines have not yet been put into active service by a navy yet, many have been experimenting with them, and their potential can only be guessed at by naval theorists at this point in time. However, a revolutionary breakthrough in a realm of france of all places has brought together a submarine equipped with torpedoes and run by Electric that may yet be combat capable!

Requires Navy Quality 8
Costs 3 EP
Costs 30 IP
Only able to be built by Spain or a French Realm (Provided they have the naval quality)


UUs

None Yet


Wars
None Yet.


Treaties

None Yet.


Updates

None Yet.
 
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This looks fun, in as merchant republic of Brest. Question, is their trading for my merchants?
 
Looks good. May I have the Merchant City State of Marseilles
 
Looks Great. Can I have the Federal Republic of Rheims?
 
I'd like the Principality of Nice, please.

Great first post, btw.

EDIT: Changed Principality of Troyes to Nice.
 
Thanks MastahCheef.

You guys can join as any Realm of France! Anything listed as playable under the map.

@King Hannibal: Yes, you are a merchant republic, so your merchants will trade. You can role-play it in some sort of narrative if you want, or you can start a 'project' and invest EP in increasing your trading once we start the game if you wish.

Once I have the stats up (working on them now!) and finish up the rest of the front page, I will go to work on Update: 0, which will give you guys some sort of summary of the last 20 years, the state of the world and the great powers, and more importantly, some sort of background on each of the French Realms such as how they came to be and how they have done so far in the Civil War.
 
The Country of Brest proposes the treaty of Tours:
The Republic of Brest and the Kingdom of Tours will agree to a mutual protection pact. The size of the Kingdom will benefit us, while the economic might of our merchants will help the Kingdom.
1. If either of our two countries are attacked by a third country, the other will come to our aid.
2. Neither country will attack the other.
3. The two countries will provide the other with money, food, etc. if they are in dire need of it.
[X] (name will be inserted when I know what it is)
[] (name will be inserted when I know what it is)
 
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The Country of Brest proposes the treaty of Paris:
[X] (name will be inserted when I know what it is)
[] (name will be inserted when I know what it is)

OOC: Just saying, but isn't it kind of pointless if both of your nations are across the map from one another? :p
 
OOC: wait a second, Paris commune's the big pink one in the middle, right? And I am the one over near England, right? Then we are only the gray person away. And I will try to make a treaty with him.
 
OOC: No, that's way too far south to be Paris. Paris is the tiny dark purple slice to the right of the remnants of the Third Republic. The hot pink in the middle is the Kingdom of Tours.
 
Nope. Sorry, but the Paris Commune is the 'Plum' color (God knows why Paint calls it that instead or purple, but then there are other shades of purple in paint too) to the east of the blueberry color that is the Third Republic Remnant.The tiny little realm down the river seine is the Paris Commune. Sort of an ugly purple color called Plum. Sorry for the confusion. Once I get done the stats I will post a map with the name of the realms on them so there is less confusion in the future.

The realm you were looking at was the Kingdom of Tours, and its color is officially Strawberry Pink. And Yes, you are the light blue south of England.
 
...Somehow I doubt my size would be of much use to you.

OOC: It's still Paris. It's the largest and most industrialized city in the entire country. Your city alone probably has more producing power and a high ability to raise and supply an army than any other state.
 
I am sorry, but due to terrible cartographers, who will be fired, the treaty was directed to the wrong country. It will be edited to address the Kingdom of Tours, for when they decide to take an interest in the outside world.
 
Just so you know, I won't be responding to any diplomacy to NPCs (which the Kingdom Of Tours is) until after Update 1. Through no fault of your own did you not know this, as I neglected to mention it. I just want to give players a chance to sign up and pick a country, and not have any pre committed deals on their plate. Tours will respond after Update 1 (Anticipate it sometime tomorrow I would think. Stats are taking longer than I thought they would. Im still not done the Great Powers).
 
The Foreign Powers Stats are up in case you want to take a look at a few examples of stats and ogle at the glory and might of those countries. But don't worry, you will get there. I think.

The French Realms Stats are up as well, but not yet completed. They still need to be filled out, and I will do that tomorrow. But if you want to start planning, or are curious, the Land and Naval Units sections are up at the bottom of the second post.

Welcome all of you! I hope you will enjoy this game, and I also hope that I can maintain it! We will see of course ;)