[BoP: 1700] Game Thread - Turn 4 Underway! Deadline May 13th

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Balance of Power
1700
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[size=14pt]INTRODUCTION:


This is a historical BoP, centering around the 18th century, including the War of the Spanish Succession and the high-point of imperialism. Every aspect of the era is reflected and simulated, from trade to battles to the technologies that shaped the time period. This Balance of Power gives players the opportunity to play as any country and play in any way they see fit, granting them the ability to take their nation and make it sprawl across the globe or make it the greatest industrial powerhouses of its time. There is no winning, only succeeding against all odds.

Basic Rules and Concepts:
1. Keep discussions on-topic and reasonable.
2. Don't miss deadlines. You applied for this game, showing your willingness to participate. Now don't disappoint.
3. You may not directly quote, screenshot, or copy and paste any parts of a country card, turn report, or private conversation with the host or another player into the thread. You are also heavily discouraged from doing this in private conversations.
4. You may not edit or delete posts in this thread. The first time, you will be warned. Each violation after that will result in a penalty enacted on your nation in game.
5. If you like, add HULKSMASH into your private conversations. He enjoys reading it.
6. Credit amounts are both relative and absolute. Domestic credit spending is relative and proportional to country size, whereas international (military and espionage, for example) spending and effectiveness is absolute.

Hosts:
HULKSMASH - That's me, the main host of the game.
Eternal - My partner in crime. He does so much work for the game, definitely more than any cohost for any past BoP. He's more like a second host.

Together, we make up the hosting team that brings you BoP:1700. Please try and be respectful towards us, as we've put dozens of hours of free time into this, and we're here for the same reason as you: to have fun.

Players:

Austria: Amontadillo
Bavaria: König
China: Tiberius Decimus Maximus
Denmark-Norway: Benno Maximus
England: Blobmania
France: ejnomad
Mughal Empire: Yoyoio
Netherlands: MaHuD
Oman: Shatari
Ottoman Empire: Grimmend
Papal States:
Persia: Jagiello
Poland-Lithuania: AdmiralThrawn
Portugal: Gaham1
Prussia: Bluehawk
Russia: BlackTide
Sweden: Harkon Haakonson
Spain: Pimple_of_Pixels
Venice: DoctorPainkiller
Hanover: jloveboner
Mecklenburg: Odyseuss

matiss_vienbergs
Nord Champion




COUNTRY CARD:

Country Name: The name of your country.
Leader: The name of your leader.
Titles: Your ruler's titles.
Royal Family: Your dynasty name, relevant in the case of a potential personal union
State Religion: Your national religious affiliation.
Stability: The stability of the state and how vulnerable it is to domestic and exterior threats.

National Rank: Assessment of general military, cultural, economic, and technological strength in relation to other countries.

Net Monetary Income: Your total incomes and expenses, all factored together.

      Tax Income: Domestic income made from taxing your people.
    Trade Income: Income made through trade and the trading of various, primarily luxury, goods.
Colonial Tribute: Income made from colonies.
  Vassal Tribute: Income made from vassal states.

      Army Upkeep: The cost of maintaining your army.
    Naval Upkeep: The cost of maintaining your navy.
    Tech Funding: The amount of money you send to your university for research.

Current Treasury: Amount of money you currently have.

Loans: If you've borrowed any money from banks, they will appear here. If loans get too high, your income will decrease.

Colonial/Vassal Income Breakdown: Income from your colonies and/or vassals will receive more explanation, here.

Resources are tracked as follows:
Name: Stockpile (Change per turn) [Factors affecting change]


      Food: X (+-) [+ from farms, - to armies]
      Wood: X (+-) [+ from forests, - to navies]

      Coal: X (+)
      Iron: X (+)
    Copper: X (+)
Saltpeter: X (+)

    Steel: X (-) [- to armies, - to navies]
    Bronze: X (-) [- to navies]
Gunpowder: X (-) [- to armies, - to navies]

Trade Income Breakdown

Total Trade Income: Total amount you make from trade.
List of each trade region and how much you make from them


Modifiers: Any extra factors for your trade income.

----------

Trade Region: Name of Trade Region.

National Trade Power: Amount of trade power you have in the region. (% of total)
National Income: Amount of income this power gets you. [% of trade power*region wealth]

--
Repeated for each trade region you have power in.

National University
Funding: Total amount of funding you're granting research.
Prestige: The importance of your university both in your country and abroad. More prestigious universities tend to be more effective.
Great Thinkers: Number of great thinkers at your university, including their bonuses.

----------
Each tech group will have a general level of advancement, as well as any special innovations you have made. More information regarding these can be found in the "technology" systems, below.

Land Progress:
Innovations:

Naval Progress:
Innovations:

Economic Progress:
Innovations:

Industrial Progress:
Innovations:

-CULTURE-

Culture plays a multifaceted role in this game. It allows for other nations to influence your domestic population and stability, and high culture increases national pride. Invading a nation you are culturally influenced by will cause negative effects, although a successful victory will have greater importance. Additionally, being condemned by a nation (particularly the Pope) that exerts tremendous influence on your people will hurt international standing, prestige, and stability, as well as your own cultural rank.

Cultural Rank: The importance and prominence of your culture in the world.
Culture Exerted on Neighbors: Your culture importance to other nations.
Culturally Influenced By: Who you are culturally influenced by.

Discipline: Affects the losses taken during a battle. Militaries with low discipline will find themselves depleting numbers much faster, as troops will choose to rout or surrender.
Tactics: This reflects upon the skills of your generals, and primarily affects the inter-turn battle report. High tactics will give you more information and options during a battle, and will make your orders be carried out more effectively.
Organization: How cohesive your army after a battle. It will affect losses post-battle (while fleeing or pursuing). A more organized army will take fewer morale hits as well.

MOBILIZED UNITS:
Rundown of your mobilized troop numbers.
Melee Infantry: Generally represent pikemen. Most effective against cavalry. Generally being phased out.
Conscript Musketmen: Effectively musketmen, except much more susceptible to routing and morale losses.
Irregulars: Adaptable forces most effective on the wings of an army or in difficult terrain.
Musketmen: The staple force of any military.
Light Cavalry: Effective at scouting and pursuing enemy troops quickly. Can be used in a cavalry charge.
Heavy Cavalry:  Most effective in a cavalry charge, can quickly demoralize troops and rout conscript musketmen quickly.
Artillery: Necessary for sieges, and somewhat effective at demoralizing enemy troops. They are defenseless, and if overrun will immediately surrender.

Divisions:
-- Army Name [Location]
List of troops.
Experience: Roman numeral I-V (1-5), reflecting upon your troops' military experience.
Morale: How happy your men are, reflecting upon their willingness to continue marching and their general combat effectiveness.

-----
DEMOBILIZED UNITS:

Melee Infantry:
Conscript Musketmen:
Irregulars:
Musketmen:
Light Cavalry:
Heavy Cavalry:
Artillery:

Divisions:
-- Army Name [Location]
List of troops.

-----
MOBILIZED Navy:
Your ships.
Transport Ship:
Light Ship:
Medium Ship:
Heavy Ship:

Divisions:
- Fleet Name [Location]
List of ships.

-----
DEMOBILIZED NAVY:
Your demobilized ships.
Transport Ship:
Light Ship:
Medium Ship:
Heavy Ship:

Divisions:
- Fleet Name [Location]
List of ships.

-------
Plans in Case of Invasion: You make these, so if you get attacked you can defend yourself. This also lists player-constructed fortifications and tactics.



SYSTEMS:

Your economy is the most important part of your nation. With no money, you have nothing.
Your two major sources of income will be taxation and trade.

Tax Income - The money you get from taxes. There are two factors contributing to your tax income: Basetax and corruption. Basetax is the amount you'd get in a perfect world. Basetax can be changed by raising or lowering taxes, but this can have unanticipated consequences.
Corruption is the other factor, represented by a percentage. Your percent corruption will be deducted from your basetax to give you your real tax income. So if you have 25% corruption you'll get three quarters of your basetax.
Corruption is poor bureaucracy, decentralized collection methods, embezzling, and many other rotten practices. Reducing corruption is a complicated task.

Trade Income - Trade empires can become very profitable through the goods that flow within their lands or on their ships.
The map is divided into more than fifty trade nodes, similar to the ones that exist in EU4. They also work largely the same way.
Each trade region will have one or more nations with power there, as well as a total region wealth. Essentially, the percentage of the total trade power that a specific nation has will equal the percentage of that region's wealth the nation gains. If a trade region is far away from a nation, that nation will receive a 'distance penalty' to their income, marked on their country card.

Nations can increase their trade power in a region by investing money, at a ratio of 50 credits to 1 trade power. Region wealth will gradually increase over time, or if many nations are all jockeying for control (competition creates economic growth). Nations with greater economic advancement will gain trade power faster than less advanced ones.
Additionally, nations can hire privateers to target their enemies' trade power. Spend money to hire some which will reduce a nation's income from a specific node, until they get rid of the privateers.
Trade income is broken down by trade region in the trade section of the country card.

Colonial Tribute and Vassal Tribute are secondary sources of income, many nations do not have colonies or vassals, and none have both. They're self-explanatory.


On the other side, we have the expenses of a country. These are: army upkeep, navy upkeep, and tech funding.

Army Upkeep - The total amount of money your army is costing you. 
Navy Upkeep - The total amount of money your navy is costing you.
Tech Funding - How much money you're pumping into your university. More into in the tech/research section.

Additionally, if you've taken any loans, the interest that you're paying will also be deducted here.

Resources are another important part of your nation. Without resources, your armies won't operate.

There are three categories of resources: Basic, Raw, and Finished.
Basic resources include food and wood, raw resources are coal, iron, copper, and saltpeter, and finished resources are steel, bronze, and gunpowder.

Food - The most basic resource. Your armies will consume it, and at a greater rate when they are mobilized. Make sure you don't run out, very bad things will happen.
Major producers of food include Poland, Ottomans, Austria.

Wood - Its primary use is to build ships, but wood (charcoal) is also used with saltpeter to make gunpowder.
Major producers of wood include Russia, Sweden, Denmark.

Coal - Used to refine iron and copper into steel and bronze.
Major producers of coal include England, France, Prussia.

Iron - Raw iron. Must be refined with coal to become steel to be useful. Rate of refinement determined by industrial tech.
Major producers of iron include Russia, Austria, Portugal.

Copper - Raw copper. Must be refined with coal to become bronze to be useful. Rate of refinement determined by industrial tech.
Major producers of copper include Spain, Poland, Russia.

Saltpeter - Potassium nitrate, the main ingredient in gunpowder. Combine it with wood to create gunpowder. Saltpeter is plentiful in India and China, but rare in Europe.
Major producers of saltpeter include England, the Netherlands, Portugal, France.

Steel - Used to make all kinds of stuff, and so is present in many ships and units. Fairly common.

Bronze - Used to make cannons. Ships will use a lot of it in construction and upkeep. Significantly rarer than steel.

Gunpowder - Composed of charcoal and saltpeter, it is required by your gunpowder troops to fight. Don't run out.

The enlightenment has caused great advances in recent years, and the advent of national universities has allowed governmental control over certain parts of the scientific process.
Each player has a National University, through which he will try and technologically advance his nation.
The components of a university are prestige, funding, and great thinkers.
Prestige is the international opinion of your institution, the number of developments your university has, and other factors.
Funding is the amount of money being spent on the institution, generally a well-funded university will be a successful one.
Great thinkers are the most important pieces of a university. Each has a specialization, and will work on this field of study, trying to make a breakthrough. Alternatively, you can give a great thinker an academic mission to accomplish, which he will work on. Any completed missions are known as 'innovations' and will give the discovering nation a small bonus.
If a great thinker becomes unhappy, due to lack of university funding, prestige, or excessive missions that are different from his field of study, there is a chance he could leave for a different university, taking any of his innovations with him.

Outside of universities, there are four categories of technology.  Army, Navy, Economic, and Industrial. Each category is given a descriptor, telling the general level of advancement the nation has in that specific field. These descriptors are, in decreasing order: Advanced, Western, Outdated, Obsolete, Primitive. Each descriptor has certain effects on different aspects of a nation, covered below.

Army Tech - Will increase or reduce army upkeep.
Advanced: -10% Army Upkeep
Western: -5% Army Upkeep
Outdated: +5% Army Upkeep
Obsolete: +10% Army Upkeep
Primitive: +20% Army Upkeep

Navy Tech - Will increase or reduce navy upkeep.
Advanced: -10% Navy Upkeep
Western: -5% Navy Upkeep
Outdated: +5% Navy Upkeep
Obsolete: +10% Navy Upkeep
Primitive: +20% Navy Upkeep

Economic Tech - Will increase or reduce trade income.
Advanced: +10% Trade Income
Western: +5% Trade Income
Outdated: -5% Trade Income
Obsolete: -10% Trade Income
Primitive: -20% Trade Income

Industrial Tech - Determines the formulas you must use to convert raw resources into finished resources.
Advanced
2 Steel = 2 Iron + 1 Coal
2 Bronze = 2 Copper + 1 Coal
2 Gunpowder = 1 Wood + 1 Saltpeter

Western
2 Steel = 3 Iron + 2 Coal
2 Bronze = 3 Copper + 2 Coal
3 Gunpowder = 2 Wood + 2 Saltpeter

Outdated
1 Steel = 2 Iron  + 1 Coal
1 Bronze = 2 Copper + 1 Coal
1 Gunpowder = 1 Wood + 1 Saltpeter

Obsolete
Cannot build heavy ships.
1 Steel = 3 Iron + 2 Coal
1 Bronze = 3 Copper + 2 Coal
1 Gunpowder = 2 Wood + 2 Saltpeter

Primitive
[Cannot build medium ships or recruit musketmen (may still recruit conscript musketmen).
1 Steel = 4 Iron + 3 Coal
1 Gunpowder = 3 Wood + 3 Saltpeter

Military will be treated slightly differently in this game, due to the technological disparity between nations being relatively narrow. In total, there are six factors determining an army's effectiveness.

Land Progress Technology: Primarily affecting the upkeep cost of your military.
Discipline: Reflects upon how well-trained and disciplined your military forces are, and how willing they are to keep cohesion through a battle. Low discipline means high routing and a great loss of troops during a battle, leading either to a bloodbath or to a sweeping loss with high numbers of forces captured. High discipline will keep your troops fighting longer and will mean that even a loss will not lead to many troop losses.
Tactics: This is the primary decider of the inter-turn battle report. Militaries with high tactics will receive more information and will have their orders carried out more effectively. Additionally, should circumstances change, your generals will change tactics much more fluidly.
Organization: Affects losses incurred after a battle, reduces the morale loss due to a lost battle, and reflects upon how far your troops are willing to go strategically.Also impacts your army's positioning during a battle - high organization means that your troops will rarely be forced into a pitched battle they do not want to fight.

In addition to these factors, nations will also be granted an "inter turn report" if they are engaged in a battle. These will vary wildly, sometimes (particularly with high tactics) a map will be included and the opportunity to withdraw will be presented. At other times, only a scarce bit of knowledge about the enemy's position will be granted. Players will be granted an opportunity to write a general strategy for how they will approach these battles. These are expected to be curt, general, and short - no longer than a paragraph in length.

Players are free to move troops into various armies and create new armies at their whim. New produced troops are not available for movement or use until the following turn.

Mobilization:
Mobilization takes one turn to complete, and carries consequences. Mobilized troops cost far more credits, gunpowder, and food than their demobilized counterparts, but are able to enter enemy territory. Additionally, a particularly large mobilization may result in the international community being aware through the global turn report.

A nation that is mostly demobilized will fight less effectively, although a number of their troops might be automatically mobilized for any major first pitched battles. Adding demobilized troops into mobilized armies will lead to lower experience and morale ratings, and will lower total discipline and organization.

Land units and ships cost money and resources. This section will contain lists of the requirements of each.

Armies:
Recruitment
Melee Infantry: 150 Credits, 1 Food, 2 Steel
Conscript Musketmen: 150 Credits, 1 Food, 1 Steel, 1 Gunpowder
Irregulars: 300 Credits, 1 Food, 1 Steel, 1 Gunpowder
Musketmen: 300 Credits, 1 Food, 2 Steel, 2 Gunpowder
Light Cavalry: 450 Credits, 1 Food, 2 Steel
Heavy Cav: 600 Credits, 1 Food, 3 Steel
Artillery: 450 Credits, 2 Bronze, 1 Gunpowder

Mobilized Upkeep
Melee Infantry: 100 Credits, 2 Food, 1 Steel
Conscript Musketmen: 100 Credits, 2 Food, 1 Gunpowder
Irregulars: 200 Credits, 2 Food, 1 Gunpowder
Musketmen: 200 Credits, 3 Food, 1 Gunpowder
Light Cavalry: 300 Credits, 4 Food, 1 Steel
Heavy Cav: 400 Credits, 4 Food, 1 Steel
Artillery: 300 Credits, 1 Gunpowder

Demobilized Upkeep
Melee Infantry: 50 Credits, 1 Food
Conscript Musketmen: 50 Credits, 1 Food
Irregulars: 100 Credits, 1 Food
Musketmen: 100 Credits, 2 Food
Light Cavalry: 150 Credits, 2 Food
Heavy Cav: 200 Credits, 2 Food
Artillery: 150 Credits

Navies:
Recruitment
Transport Ship: 100 Credits, 1 Food, 3 Wood, 1 Bronze, 1 Steel, 1 Gunpowder
Light Ship: 300 Credits, 1 Food, 4 Wood, 3 Bronze, 2 Steel, 1 Gunpowder
Medium Ship: 400 Credits, 1 Food, 6 Wood, 4 Bronze, 3 Steel, 1 Gunpowder
Heavy Ship: 500 Credits, 1 Food, 10 Wood, 6 Bronze, 4 Steel, 2 Gunpowder

Mobilized Upkeep
Transport Ship: 50 Credits, 1 Wood, 1 Steel
Light Ship: 150 Credits, 1 Wood, 1 Steel, 1 Gunpowder
Medium Ship: 200 Credits, 2 Wood, 1 Bronze, 1 Steel, 1 Gunpowder
Heavy Ship: 250 Credits, 2 Wood, 2 Bronze, 1 Steel, 1 Gunpowder

Demobilized Upkeep
Transport Ship: 25 Credits
Light Ship: 75 Credits
Medium Ship: 100 Credits
Heavy Ship: 125 Credits

All of these values are calculated for you in your card. We know it's a lot of math and that's why we do it for you.



REFERENCES:


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(Open maps in new tab)

Moved to 3rd post to save characters in OP
 
The Global Report
Years Leading to 1700



The Succession Crisis Looms
Perhaps the most important topic on the minds of the monarchs of Europe in 1700 is the Spanish Succession. King Charles II is mentally disabled and sick, and he will soon die. In his place, France wants to place Phillip of Anjou, a Bourbon, on the throne. Phillip is the second grandson of Louis XIV. This could potentially create a dangerous union of two of the great powers in Europe, and naturally many other nations are opposed to it. The leader of this coalition is the Hapsburg Austrians, who stand the most to lose, and who have always been the natural enemies of the French.
It is only a matter of time before Charles dies and the entire crisis will come to a head.

The Great Northern War
Long has there been tension around the Baltic. The region's principal power, Sweden, has dominated since the reign of Gustavus Adolphus in the mid-seventeenth century. However, the secondary powers of the region have grown tired of the Swedes, and wish to unseat them from their northern throne. Russia, which is quickly ascending in power, has met with Denmark-Norway and Poland-Lithuania to declare the Treaty of Preobrazhenskoye, demeaning the partition of the Swedish Empire. Fighting has not broken out yet, but armies have been mobilized on both the Russian and Swedish sides, and it seems war is coming.

Treaty of Karlowitz
The Treaty of Karlowitz has been signed, forcing the Ottomans to concede peace to the combined forces of the Holy Roman Empire (primarily Austria), Venice, and Poland-Lithuania. The three victorious powers have taken large swathes of land in Eastern Europe from the turks, and it marks the first time Christian powers have pushed the Muslims back toward their homeland. Christendom hopes that this new trend will continue in coming years.

Captain Kidd Finally Captured
The infamous Captain William Kidd has been captured and will be brought to trial in Boston, Massachusetts. The former English privateer is infamous for many reported acts of piracy, although some say that his mythical fame is merely that, and that most of the stories of his exploits are falsely attributed. The trial should prove to be an interesting event.

Tragedy in Denmark
Christian V, King of Denmark and Norway has died, he had been king since 1670. All of his subjects are heartbroken. Frederick IV will take his place on the throne, and he is immediately thrust into trying times.

Streltsi Executed
350 members of Russia's Streltsi were recently executed in the streets of Moscow. Streltsi are the Praetorian Guard of the Russian empire, influencing the throne through their military power. Peter I is trying to put a stop to this and cement his own power by eliminating the anti-regime leaders. Peter has also recently levied a tax on beards, to try and move Russia away from its barbaric and Asiatic heritage. 

Glorious Revolution
Not as recent, but still an important part of history.
12 years ago, in 1688, the Glorious Revolution put decades of English strife to an end. First was the bloody civil war, followed by the dictatorship of Oliver Cromwell, and ultimately the incompetent reigns of Charles II and James II. Finally, Parliament and the English people had had enough, and so they called for William of Orange, Stadtholder of the Netherlands to bring order and stability. He crossed the channel and James II fled, making William king. He now rules over England, Scotland, and the Netherlands, holding together and alliance of seafaring and trading powers.



You may now post. Game on.
 
Order Template

Code:
[COUNTRY NAME] ORDERS

--- Trade

X goods to Y country

-- Production

xx credits, yy resources to produce zz goods. This includes military units and refined resources. Specifically, for resources:
X iron and Y coal for Z steel.
X copper and Y coal for Z bronze.
X saltpeter and Y wood for Z gunpowder.

--- Diplomacy

List diplomatic actions

-- Domestic Actions

xx credits for Y effect

-- Military Actions

xx credits for Y effect, or free movement/engagement of troops.

Hosts Playing NPCs:

HULKSMASH:
Malta
Lorraine
Mantua
Assorted Qatari Tribes
Pope
Imperial State
Ternopil

ETERNAL:
Genoa
Savoy
Madurai
Marathas
Moldavia
Wallachia
Crimea
Algeria
Charles III of Aragon and Spain
Francis II Rákóczi
Kingdom of Scotland


Reading an Inter Turn Report:
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Each symbol is a division, and each division is roughly 1,000 troops. Terrain color varies between maps, but you will be told what each colored terrain represents on the map.

For generic maps with little information like in the Battle of Vienna, assume straight lines are infantry lines and cavalry forces are circles.

Archduchy of Austria
Flag_of_the_Habsburg_Monarchy.svg

Leader: Leopold I
Titles: Holy Roman Emperor, Archduke of Austria, King of Hungary, King of Bohemia, King Of Croatia
Royal Family: House of Hapsburg
State Religion: Catholicism

The Hapsburg Empire, colloquially known as Austria, is a large, powerful state in central Europe. For generations, they have held the throne of Austria proper, as well as neighboring kingdoms such as Bohemia and Hungary. Most importantly however is their grip on what was once the most powerful throne in Europe: that of the Holy Roman Empire. The Emperor has come from the House of Hapsburg for more than two hundred fifty years without interruption.
Unfortunately, the House of Hapsburg was weakened by the schism between Spanish and Austrian branches in the 1550s, but the Austrian Hapsburgs are still a force to be reckoned with.



Electorate of Bavaria
Electoral_Standard_of_Bavaria_%281623-1806%29.svg

Leader: Maximillain II Emmanuel
Titles: Elector of Bavaria
Royal Family: House of Wittelsbach
State Religion: Catholicism

Bavaria is a one of the larger states in the Holy Roman Empire, although it is still somewhat smaller than the Austrias and Prussias of the world. Bavaria is perhaps most famous because of its leader's status as an Elector - one of the seven men who vote to decide the Holy Roman Emperor. This has been a forgone conclusion of late, with the Electors elevating a Hapsburg every time without fail. Still, should a different nation try to make a play at the Imperial throne, the Bavarian vote would be crucial.
Outside of its status as an Elector, Bavaria is in relatively good standing. It is moderately prosperous and modern, and generally does well for itself.



Kingdom of Denmark and Norway
Flag_of_Denmark.svg

Leader: Frederick IV
Titles: King of Denmark and Norway
Royal Family: House of Oldenburg
State Religion: Lutheranism

Denmark and Norway are two Scandinavian kingdoms, in union together since the dissolution of the Kalmar Union. At one time, they were the preeminent power in the region and around the Baltic, but since then their biggest rivals the Swedes have risen to prominence. Other Baltic states like Prussia have also become quite powerful. Denmark does however have a toehold on the Americas in the Caribbean, which the other northern nations do not.
Denmark-Norway looks to regain its rightful place at the top of the Northern hierarchy.



Kingdom of England
Flag_of_England.svg

Leader: Anne Stuart
Titles: King of England, Scotland, and Ireland
Royal Family: House of Stuart
State Religion: Anglicanism (Protestant)

England is a great power, and one of the most influential nations in Europe. It has become more stable since the Glorious Revolution and the ascension of William of Orange to the throne, cementing a powerful alliance with the Dutch. The English dominate world trade, with colonies littered across the map. Its fleet is perhaps the most powerful in the world - although it has not quite recovered to full strength after a series of naval wars fought a few decades prior.
Their race for global supremacy with the French will continue, each trying to get the better of the other.



Kingdom of France
Royal_Standard_of_the_King_of_France.svg

Leader: Louis XIV
Title: King of France and Navarre
Royal Family: House of Bourbon
State Religion: Catholicism

France is the most powerful nation in the world. France has the largest population, army, and economy, a generally known fact across Europe. To beat France in a war, which has not happened many times in its history, a mighty coalition would need to be assembled. France's king, Louis XIV, is the epitome of an absolute monarch. He rules with an iron fist, but also with a love for the finer things in life and a respect for the divine. France has also begun exploring lands beyond Europe, and while their colonies are not as extensive as the Spanish or as profitable as the English, they are still quite large and powerful.
Everything France does, they do it with excellence.



Sultanate of Morocco
Royal_standard_of_Morocco.svg

Leader: Isma'il Ibn Sharif
Title: Sultan of Morocco
Royal Family: Alaouite dynasty
State Religion: Sunni Islam

Morocco is a small Islamic state on the far western reaches of the north African coast. They do not have much influence outside of their immediate sphere, but still they are important. They have had clashes with the Ottomans and their satellites in Algeria, keeping Turkish expansion at bay. They've also given up a few key trading ports to the Spanish, and many Moroccans dream for the day when they can drive the Spaniards out of rightfully Moroccan territory.
Morocco is technologically behind the game, and moving up in the world will first require bringing themselves into modernity.



Republic of the Seven United Netherlands
Statenvlag.svg

Leader:
Titles: Stadtholder of the Netherlands; Prince of Orange
Royal Family: House of Orange-Nassau
State Religion: Protestantism

Now a major player on the world stage, the Dutch won their independence from Spain relatively recently, with their independence finally recognized in 1648. Since then, the Netherlands has simply launched itself into a golden age, dominating the world with their superior economy, culture, and naval prowess. It is a marvel that a nation so geographically small can be so influential, and it is a true testament to the Dutch people. On top of all of this,  a large colonial empire brings the wealth of the east (even Japan, whom the Dutch have an exclusive treaty with) home to the Netherlands.



Imamate of Oman
Standard_of_the_Sultan_of_Oman.svg

Leader: Saif bin Sultan
Title: Imam of Oman
Royal Family: Yaruba Dynasty
State Religion: Ibadi Islam

Oman is a distant and obscure backwater, unknown to most Europeans. However, they have an unexpected amount of influence over trade in the western Indian Ocean. Until a few short decades ago, the people of Muscat had been under Portuguese rule, something they are still resentful about. Now, they are independent and have returned to their Islamic roots, a minor, exotic form of Islam called Ibadi.




Ottoman Caliphate
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Leader: Mustafa II
Title: Ottoman Sultan, Caliph of Islam
Royal Family: House of Osman
State Religion: Sunni Islam

The Ottoman Caliphate is the center of the Islamic world and the most powerful nation in the east, controlling large portions of the Middle East, Northern Africa, and the Balkan Peninsula. They brought about the demise of the Roman Empire in the fifteenth century, and have since then expanded steadily to their current size and might. There was a time when the Islamic world was the center of culture and technology, but they have since fallen behind the west. The Turks look to regain their competitiveness with Europeans, and again cement themselves as the most powerful nation in the world.




The Papal States
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Leader: Innocent XII
Title: Pope
Royal Family: House Pignatelli
State Religion: Catholicism

The Pope was once the most influential human being on the planet, but he has lost much of his power since then. The Protestant Reformation, growing secular attitudes, internal Church corruption have all combined to make the institution less relevant in the modern world. Gone are the days where the authority of the Pope could supersede that of Europe's kings. Still, the majority of Europe is catholic, and the Papacy's word still has a great deal of spiritual influence among devout Catholics. 



Safavid Empire
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Leader: Husayn Safavi
Title: Sultan Shah of Iran
Royal Family: House of Safavi 
State Religion: Shia Islam

A large and powerful Islamic empire, the Safavids are often forgotten between the Ottomans and the Mughals. The Safavids separate themselves from the others by being the only nation of Shi'ites, in a world of Sunni Muslims. Still, the Safavids are influential, and could hold their own against either of the other Muslim powers. The Persians wish to return to the days of Shah Abbas I, the greatest of the Shahs, about a century ago. During his reign, the Empire was at its pinnacle, not only militarily, but also culturally.



Polish–Lithuanian Commonwealth
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Leader: Augustus II the Strong
Title: King of Poland, Grand Duke of Lithuania, Elector of Saxony
Royal Family: House of Wettin
State Religion: Catholicism

The Polish-Lithuanian Commonwealth is a vast state in Eastern Europe. Decentralized and ruled by an elected monarch which is presently the king of Saxony, the Poles are content to accomplish little in their government. This is largely due to the liberum veto, allowing any Polish nobleman the ability to halt all government proceedings if he so pleases. Despite this confounding system of government, the Poles have an illuminated history. They are also famous for their glorious Winged Hussars, perhaps the best cavalry in Europe charging into battle.




Kingdom of Portugal
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Leader: Pedro II
Title: King of Portugal and the Algarves
Royal Family: House of Braganza
State Religion: Catholicism

Portugal is an Iberian empire, yet it stretches far beyond humble beginnings. Historically, they were a people fond of the waves, and this fondness paid off with discoveries like Bartolomeu Dias' rounding of the cape of Africa, and Vasco de Gama's discovery of the naval route to India. They have capitalized on these discoveries, building a large and wealthy empire. The Portuguese have colonies in many far-flung places, such as Brazil, Angola, Mozambique, India, and even China.



Brandenburg-Prussia
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Leader: Frederick III
Title: Duke of Prussia, Elector of Brandenburg
Royal Family: House of Hohenzollern
State Religion: Lutheranism

Brandenburg-Prussia is a medium-sized state in Northern Germany. Perhaps its most important factor throughout history has been its status as an elector, although the importance of this office has become less significant due to Austrian dominance of the Imperial throne. Secondly, Prussia is becoming known for its small but robust army. It is exceptionally well trained and disciplined, and the Prussian military staff attempts to stay at the forefront of military thought.



Tsardom of Russia
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Leader: Peter I
Title: Sovereign, Tsar, and Grand Prince of All Russia
Royal Family: House of Romanov
State Religion: Russian Orthodox

Russia is the great bear in Eastern Europe. Massive and powerful due to its immense resources and population, it is still technologically backwards since it has little contact with the outside world. Its only port for trade with the Europeans (Archangel'sk) is frozen through for most of the year. Still, their king Peter I has grand visions for Russia, and has been attempting with all his might to drag his nation into the modern era, with great pushback from conservative Russian nobility.



Kingdom of Spain
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Leader: Charles II
Title: King of Spain, King of Naples, Duke of Milan
Royal Family: House of Hapsburg
State Religion: Catholicism

Spain, once the most powerful nation in the world, has fallen on hard times of late. The glory days have been left behind, and Spain is now rife with corruption and inefficiency. Their armies and navies have grown weak, and their coffers bare. Even so, Spain has the largest colonial empire, being the only nation with lands on every continent. They also have numerous lands scattered across Europe, remnants of the once-mighty Hapsburg Empire, which has long been dissolved. Perhaps one day, if competent leadership is regained, Spain can return to its previous state and become a leading nation yet again.




Kingdom of Sweden
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Leader: Charles XII
Title: King of Sweden
Royal Family: House of Pfalz-Zweibrücken
State Religion: Lutheranism

Stable and prosperous, Sweden is a powerful Northern European state, still warm from the glow of Gustavus Adolphus' reign more than fifty years ago. He modernized the army and made Sweden a world power, enabling it to greatly influence the outcome of the Thirty Years' War. Somewhat diminished from this elevated state, Sweden still holds its own as master of the Baltic, although many of its neighbors are resentful of this.



Republic of Venice
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Leader: Silvestro Valiero
Title: Doge of Venice
Royal Family: N/A
State Religion: Catholicism

Venice was once a very influential trade republic, centered at the end of the Adriatic sea. Its galleys traveled all up and down the Mediterranean, bringing wealth to the people of the city-state. The Mediterranean is no longer the trade hub it once was, but the people of Venice still get along just fine. Perhaps too caught up in their past, the people of Venice must embrace the winds of westernization to become a relevant player in Europe again.
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Harkon Haakonson said:
Are there any specific details we should know about mechanics when it comes to trading resources with other nations?
Since overseas travel  and commerce was commonplace by now, I think we're going to make trade a simple 10 wood for 20 food type thing. No need to allocate credits or ships to the transport. We're trying to encourage trade of resources here.
 
Nord Champion said:
Will/can demobilized armies be able to defend in an invasion?

Handling this question.

Technically speaking, no. However, a portion of your demobilized military will immediately mobilize and fight, at a reduced effectiveness as HULK described. Additionally, your castle garrisons and such aren't considered armies, but they will still defend if you are invaded.
 
Nord Champion said:
Ok thanks :grin:

One more question, how will embargoing work? Does doing so affect trade income of the target nation(s) depending on your trade power?

You may embargo any nation, and it will reduce their income in regions in which you both have power. However, the loss of trade with that nation may hurt your income more than it hurts theirs, so be careful with whom you embargo.
Also, if you embargo them, they'll probably do it back.
 
You won't simply be able to swap tech advancement levels. Innovations will be tradeable, however.
Additionally, you can do things like send advisers to a different nation to teach them about your technology, but increasing a level will be a slow process.
 
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