[center][h1]Age of Nationalism[/h1][/center] [center][img]https://upload.wikimedia.org/wikipedia/commons/6/6c/General_Nansouty_at_the_battle_of_Hanau.jpg[/img][/center] This game will be taking place in a world unlike our own, but similar to ours in technology, culture and ideology. You will fabricate your own nations, aspire to your own goals, etc. I'll leave this bit here short. Let's get to the game. Overview the mechanics, get an application up. [b][center]MAP INCOMING THIS WEEKEND.[/center][/b] [hr] [b]I. Government[/b] [center][i]Every one of the Great Powers will be embodied by one of the following government types[/i].[/center] [b]Absolute Monarchy[/b] ([i]0 Points[/i]) * [b][color=green]Power of the Crown[/color][/b]: Government [b]Stability[/b] unaltered unless [b]Party Support[/b] drops below 10. * [b][color=red]Minority Oppression[/color][/b]: [b]Foreign Cultures[/b] gain +1 [b]Nationalism[/b] per Turn. [b]Constitutional Monarchy[/b] ([i]2 Points[/i]) * [b][color=green]Modern Politics[/color][/b]: [b]Endorse Politician[/b] cost -25% Cash. * [b][color=red]His Majesty's Government[/color][/b]: If [b]Party Support[/b] drops below 15, a [b]Re-Election[/b] event has a 25% chance to fire every year. [b]Republic[/b] ([i]4 Points[/i]) * [color=green][b]Democracy[/b][/color]: [b]Policies[/b] cost -2 Support Less. * [color=red][b]Divisive Politics[/b][/color]: [b]Endorse Politician[/b] cost +25% Cash. [hr] [b]II. Economics[/b] [i][center]The machinations of the coin are as important to the nation as ever before.[/center][/i] -- Your [b]Primary Culture[/b] generates 2 Cash per 1,000,000 Population. -- Your [b]Secondary Cultures[/b] generate a set amount based on the [b]Laws[/b] in your nation. -- Every [b]Province[/b] you own has [b]3 Building Slots[/b]. [b]Buildings[/b] -- [b]Primitive Factory[/b] ([i]40 Cash[/i]): Generates 3 Cash/Year. -- [b]Barracks[/b] ([i]20 Cash[/i]): Increases [b]Army Cap[/b] by 50,000 Soldiers. -- [b]Shipyard[/b] ([i]20 Cash[/i]): Increases [b]Naval Capacity[/b] by 2 Naval Squadrons. -- [b]Farm[/b] ([i]15 Cash[/i]): Increases Population growth by 300,000/Year. -- [b]National Bank[/b] ([i]30 Cash[/i]): Allows 20% of Yearly Income as Debt. [hr] [b]NATION DOSSIER[/b] -- [b]Stability[/b]: Scale of 0 to 100%. -- [b]Army Training[/b]: Scale of 0 to 100%. -- [b]Navy Training[/b]: Scale of 0 to 100%. -- [b]Naval Squadrons[/b]: 1 Squadron equals approximately 6 Ships of the Line. -- [b]Soldiers[/b]: [Starting Capacity is Population/20] -- [b]Political Support[/b]: Range from 0 to 60. -- [b]Policies[/b]: -- [b]Cultures[/b]: [hr] [hider=NATION APPLICATION] [EVERY NATION STARTS WITH 10 NATION POINTS) [b]Official Name of Nation[/b]: (Kingdom of, Republic of, etc.) [b]Government[/b]: [Post Government Type Here] [Post Nation Point Cost Here] [b]Head of State[/b]: [Name of Head of State] [b]Provinces[/b]: (First is free. 1 Point for every additional Province.) [b]Population[/b]: (Base Population is 2 Million per Province. 1 Nation Point = 2 Population) [b]Colonies[/b]: (0 Colonies grants +2 Nation Points. 1 Colony costs 1 Nation Point.) [b]Cultures[/b]: (5 Cultures is 0 Points Spent here (+1 Free Province). 4 Cultures is 1 Point. 3 Cultures is 2 Points. 2 Cultures is 3 Points. 1 Culture is 4 Points.) [b]Nation Description[/b]: (Post a paragraph or two about the nation)[/hider] [hr] [b]Policies[/b]: Policies are enacted when accrued. If something costs 20 Support, you can spend 10 Support 1 Turn and 10 another to complete it. [hider=Policies & Laws] [b]Elect Head of Navy[/b]: This will generate 3 Random Head of Navies, you may select one. He will serve for 10 years. Costs 4 Support. [b]Elect Head of Army[/b]: This will generate 3 Random Head of Armies, you may select one. He will serve for 10 years. Costs 4 Support. [b]Army Budget Increase[/b]: This will increase Army Training by 3%. Costs 4 Support. [b]Navy Budget Increase[/b]: This will increase Naval Training by 3%. Costs 5 Support. [b]Colonize[/b]: This will establish a Colony. Costs 20 Support. [b]Cultural Oppression[/b]: This will remove 4 Nationalism points from a Culture. Costs 8 Support. Every time this is used, it has an effect of -1 Nationalism Points every additional time. [b]Trade Act[/b]: [Name the Act.] Random Economic Bonus for 5 Turns. Costs 15 Support. [b]Military Act[/b]: [Name the Act.] [Choose Army or Navy] Random Military Bonus for 5 Turns. Costs 15 Support. [b]Support Revolution[/b]: Supports another culture's bid for independence. Costs 5 Support every year. -1 if bordering. That cultures gains +1 Nationalism/Year. [b]Forced Conscription[/b]: [b]Grant Right to Vote[/b]: [b]Grant Right to Assemble[/b]: [b]Grant National Autonomy[/b]: [b]Grant National Sovereignty[/b]: [b]Grant Independence[/b]:[/hider] [hr] [center][img]http://i.imgur.com/lDGwhJO.jpg[/img][/center] [center][i]The World, 1815[/i][/center]