THE AGE OF NATIONS
The Year of Our Lord, 1836 has seen the Known World cast astray by the machinations of technology and the aspirations of great men. The Great Powers maintain a devious status quo, haphazardly held in the balance at the point of a bayonet. These times, they are dark ones. For the cries of liberation and nationalism stir in men's hearts and few understand how the old ways will be cast aside.
SYNOPSIS
-- Fictional World: The Age of Nations is set in a world that is not our own. The technology however is equivalent to our own in the 19th century, and for parity we will use similar year dates.
-- Leading Your Nation: There will be FIVE Great Powers and all other nations will be Regional Powers. Great Powers have a bit more say, but will be held in check by the others. Aside from the limitations imposed by the Nation Creation Application, feel free to create as best
-- A Game and a Story: The goal here is 1910. The Age of Nations will end in 1910. There will be a winner, in the sense of, which country/countries advanced their national goals the best. This is also a story, however and we want the players to have fun tossing their nation in with the lot.
-- NPC Nations: As the mod, I will not be playing a nation but existing for player moderation, events and representing the ideals of the Non-Player Character nations. They are here to be allied with, supported, or invaded. I've added three randomized NPC nations. For every Player that joins, I'll randomly add another.
-- World Map: There will be a map. Three in fact. The Old World (Where the Great Powers are), the Western Sides (the New World), and Serranthia (the African-esque continent).
There will be EVENTS. Events are moderated by a random number generator. They go from your monarch dying in his sleep to a group of dissidents declaring themselves independent. This is to spice things up. I won't play favorites, but I won't be lenient. I will never however take the game out of your hands, though there will be incidents where you will have to react to something going on.
This is simply an interest check. I'd like, minimally to have FIVE players who wish to play the GREAT POWERS, and any others will play Regional Powers. Don't fret. Regional Powers have their place in the world and I will devote events to them as well that will have Great Powers vying over them. Questions/Concerns/Compliments? Send them over.
SOVEREIGN NATIONS OF THE WORLD
GREAT POWERS
-- Boletarian Commonwealth (Great Power): A large and populous country, The Commonwealth is home to 73 million subjects. This large population will serve it's ambitions well as factories need to be manned and rifles held, uniforms donned. It has an army of 1,140,000 men that fight moderately well. The Commonwealth, since it's founding has faced many a hardship. Both external and internal, however these have only served to strengthen the unity of the nation and it's subjects, and now stands unified, with multiple claims backed by history. A relatively small Navy serves the Commonwealth, serving mainly to protect the channel that runs along it's border and protecting trade ships in it's charted territory. The Commonwealth has political claims on the Kingdom of Vressia and the Principality of Sordogne, considering the multi-ethnic standing of the Commonwealth.
| Factories: 4 |
| Sphere of Influence: Kingdom of Vressia, Principality of Sordogne |
-- Kingdom of Nehelenia (Great Power): Nehalenia strives for domination of the valuable sea-based trade between the new worlds and the old ones. It tries to maintain peaceful relations with the other great powers while expanding their colonial influence throughout the Western Sides and Serranthia. With a meager population of only 22,000,000, much of Nehelenia's profits come from it's vast overseas colonies in the Western Sides and Serranthia. With the world's largest and historic navy of 27 third rates, 18 second rates, 10 first rate ships, Nehelenia is unchallenged at sea. It does however suffer from the rumblings of nationalism, both abroad and at home. It has no allies and no claims on any land.
| Factories: 16 |
| Sphere of Influence: Kingdom of Kunenia |
-- Kingdom of Skeptoni:
------------------------------------------------------------
-- The Queendom of Amazonia (Western Sides Regional Power):
| Factories: 0 |
| Sphere of Influence: Zanoni Tribes |
-- Kingdom of Sinesia (NPC/Minor Power):
-- Keljud Sultanate (NPC/Minor Power):
-- Tangarian Empire (NPC/Minor Power):
-- Kingdom of Osteria (NPC/Minor Power): The remnants of the Ostero-Murelian Commonwealth, Osteria is the larger but less functional brother of the commonwealth's dissolution. Home to over 18,000,000 people, Osteria's fierce home industry is due to it's immense Blackleaf forests. Osteria under the reign of King Karl von Kassitz has seen remarkable improvements, but remains despotic in nature with a majority of it's population spoiling away in factories as serfs. It's army, numbering at war time around 100,000 is made up of conscripts.
| Factories: 7 |
| Sphere of Influence: None |
-- Duchy of Fulric (NPC/Minor Power):
-- Grand Kingdom of Schulstein (NPC/Minor Power):
-- Kingdom of Galvia (NPC/Minor Power):
-- Empire of Sulvig (NPC/Minor Power):
-- Muthandian Commonwealth (NPC/Minor Power):
-- Second Kingdom of Murelia (NPC/Minor Power): Disunited from the Kingdom of Osteria, Murelia was once known as the Ostero-Murelian Commonwealth and was home to over 28,000,000 citizens. A brutal revolutionary regime in the late 1780's broke the nation apart, and after a fierce but embittered civil war, Hans Ludick IV was put on a Murelian throne while Karl von Kassitz was put on the Osterian throne. The Murelian Army, called the Blackcoats, numbers over 120,000 and is still a fierce fighting force in the Southeastern portion of the continent. Though having a coast, they have no navy to speak of.
| Factories: 4 |
| Sphere of Influence: None |
-- Maljuk Caliphate (NPC/Minor Power):
-- Kingdom of Thennia (NPC/Minor Power):
-- Principality of Sordogne (NPC/Minor Power): One of the Latin Strongholds, Sordogne is the larger of the Principalities on the continent. Home to over 2,500,000 inhabitants, it is an absolute monarchy under the current reign of Prince Alfonso de Forrenzi. They currently have no allies. They have claims on the Principality of Carbrera. They have an army numbering 80,000.
-- Principality of Carbrera (NPC/Minor Power): The lesser Latin Strongold, Carbrera declared independence from the Principality of Sordogne in 1799 and maintained a very strenuous peace in the last 37 years. They have a population of 1,000,000. They are currently under the reign of Prince Clement Serrenzi, aged 31. Carbreran cavalry are some of the fiercest in the land. They currently have no allies. They have an army numbering 35,000.
-- Kingdom of Kunenia (NPC/Minor Power): With only a population of 750,000, Kunenia is a minuscule island nation that is renowned for it's porcelains and famed artwork, encompassing some of the great paintings and sculptures the world has ever seen. They are ruled by Queen Emily IV. The Kunenian Navy is formidable as a non-Great Power, encompassing around a dozen First Rate Ships that were built in foreign ship yards. They currently have no allies. They have an army numbering 12,000.
-- Kingdom of Vressia (NPC/Minor Power): With a population of 7,000,000, Vressia is ruled by King Paul IX and has a standing military of 105,000 battle hardened troops. They have no navy, although they have a large coastline. They have no claims on any territory or any allies. Originally part of the Sulvig Empire, Vressia fought a brutal War of Independence in 1821 that was formally recognized by the Great Powers a year later.
------------------------------------------------------------
NATION APPLICATION (2/5 GREAT POWERS REMAINING)
-- Great Powers have 25 Nation Powers / Regional Powers have 15.
Nation Name:
Brief Nation History (No need for any history before 1700):
Government:
Landmass: (Post claim on Map)
Spend points here
-- Population: Starts with a baseline of 10,000,000. Every Point here increases by (N+1,000,000). First point is 3,000,000. Next is 4,000,000, et cetera.
-- Martial Prowess: Every point here drops into a military rating, determining the efficiency, tactics, armaments and overall morale of your nation's army.
-- Cultural Unity: This gives historical claims to your nation, making it easier to expand, grow and maintain cultures within a growing empire.
-- Navy: Every point here goes into the historical development and deployment of the efficiency, strategies and shipbuilding abilities of your nation's navy. Every 1 Point also gives 3 Third Rates, 2 Second Rates and 1 First Rate ship. Every 5 Points gives an extra 1 First Rate. (REQUIRES COAST)
-- Colonies: Colonial expansion allows for enriching of the nation as well as larger population to draw on. Every 3 constitutes a "Colonial Holding," with 8 points attributing a "Major Holding"