[BoP: Archives] Balance of Power Alt-1919:

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Major Powers:
Are powerful in terms of naval power, political power, military power, and economic power, major powers are the leaders of the world. They have a unique ability to project power across oceans and have industries and economies capable of sustaining Total War against one another.
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United Kingdom - Hojo, Duke of Tinternet
Head of State: King George V

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France - Koenig
Head of State: Raymond Poincare

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African Commonwealth - Blacktide
Head of State: Haile Selassie

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Mexican Empire - Kronic
Head of State: Emperor Maximiliano IV de Habsburgo (Based off of Maximiliano I of Mexico)

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Austria-Hungary - Bgfan
Head of State: King Otto von Habsburg (Based off of Otto von Habsburg ... but older)

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German Confederation - Moose!
Head of State: Kaiser Wilhelm II

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United States of America - Austupaio
Head of State: Steve Franklin

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Bohemia - BenKenobi
Head of State: Queen Eleonora I

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Kingdom of Italy - Nord Champion
Head of State: Vittorio Emmanuel III

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Soviet Union - Eternal
Head of State: Alexei Rykov


Major Economic Powers:
Are major economic forces. Basically, major powers, but without strong militaries.
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Turkey - your nightmare
Head of State: Kemal Ataturk

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Scandinavian Union - Trevty
Head of State: King Gustaf V

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Incan Empire - DoctorPainKiller
Head of State: Arturo Alessandri

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Empire of Brazil - AdmiralThrawn
Head of State: Pedro III (Based on Pedro II)


Regional Powers:
Are major influences within their region, may at times challenge the major powers. Regional powers have industries capable of supporting relatively large militaries, as well as a lot of surplus income to handle doing many tasks at once.
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Netherlands - MaHud
Head of State: Queen Wilhelmina of the Netherlands

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United Kingdom of Spain - RoboSenshi
Head of State: King Alfonso XIII of Spain

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Argentina - Chauser
Head of State: Hipolito Yrigoyen

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Japan - Grimmend
Head of State: Emperor Taisho

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Dominion of Canada - Shatari
Head of State: The Workers Party of Canada


Minor Powers:
Just any random country not particularly notable for anything.
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Haganah - Feragorn
Head of State: Eliyahu Golomb

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Alekzander Kolchak and Co. - gaham1
Head of State: Aleksandr Kolchak

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Romania - Cowdude
Head of State: Ferdinand I of Romania

Overview
Name of Country: (The name of your country.)
Formal Name of Country: (Fancy name of your country.)
Leader: (The head of state of your country.)
Government System: (Government system used in your country. Democracy, monarchy, etc.)
Domestic Policy: (The policy your nation takes towards affairs within its borders. Going against this policy will lower stability.)
Foreign Policy: (The policy your nation takes towards foreign affairs. Going against this policy will lower stability.)
Economic Policy: (Your nation's economic policy - determines how your credit economy will run and how industry can be expanded.)
Stability: (Expressed as a percentage, how stable your country is. Low stability is bad.)
Militancy: (How willing to rebel your population is. Can be high in multicultural nations or when stability is really low.)
Manpower:  [] (How many able-bodied men are available for service in your country's armed forces. The brackets indicate how much manpower you have when at war, a +50% increase.)

Credit Economy
Income: (Total income. Pretty simple.)
From Trade: (Your income from foreign trade.)
From Industry: (Your income from your industrial output. Add 2 zeros to whatever your output is.)
Trade Convoys: (The quantity of convoys available for trade.)
Corvettes: (the quantity of corvettes available to protect trade from interdiction.)
Inflation: (Expressed as a percentage, which is added onto the fiscal price of anything you do.)
To market: (How much of your income goes toward investments in your Free Market economy.)
Banked: (The credits you've saved for later use.)

Resource Economy
Industrial Output:  [] (The industrial capability of your country. The brackets indicate how much is available during war, a +50% increase. Requires resources to keep high and is used to build things, fund trade, and gives you credits.)
Output required for Trade: (The amount of industrial output you have to devote to funding trade. You can control this as you wish, so that during war you can have the maximum output available so you can, say, finish that battleship, but you will take a hit to your finances by doing so because your trade isn't working at full efficiency.)
Refining Efficiency: (The efficiency by which you convert raw materials to refined materials. Is improved by industrial technology.)

Raw Material Income     
Iron (Used to make steel.)
Coal (Used to maintain industrial output.)
Crude Oil (Used to make fuel.)

Refined Material Stockpile
Steel (Used to build things and maintains industrial output.)
Fuel (Used to build things and maintains your fuel-guzzling armies, fleets, and wings.)
Military Supplies (Used to build military things, and maintains your armies, fleets, and wings.)

Military
Standing Armies, Wings, and Fleets: (A list of your current standing army.)

Campaigns and War Movements: (A list of campaigns your country's armed forces are involved in. Allocating forces to a campaign is how you fight wars. Make sure you plan that **** out really well.)

Technology:
Army Technology: Army technology is self-explanatory - this tech unlocks new units, improves existing ones or allows new military land actions and military infrastructure. Also includes early aerial warfare related technologies.
Army tech 01: Militia, Artillery
Army tech 02: Infantry, Cavalry, Early Anti-tank, Artillery stat bonus
Army tech 03: Infantry and Cavalry stat bonus, Mountaineers, Fighter Biplane, Bomber Biplane, Early Anti-Air, tactics bonus
Army tech 04: Elite Infantry, Marines, Early Armour, Zeppelins, Early Armoured Car, Early Anti-tank
Army tech 05: Elite Infantry and Early Armour stat bonus, Mountaineers bonus, Artillery bonus. Militia bonus
Army tech 06: Infantry and Cavalry stat bonus, Early Anti-tank bonus, tactics bonus
Army tech 07: Light Armour, Late Fighter Biplane, Late Bomber Biplane
Army tech 08: Medium Armour, Anti-tank, Anti-Air, tactics bonus
Army tech 09: Heavy Armour, Motorized Infantry, Late Armoured car, elite infantry bonus
Army tech 10: Armour bonus, artillery bonus, motorized bonus, militia bonus

Navy Technology: Navy technology is also self-explanatory, this tech can unlock new ship types, but improving existing ships is harder if not impossible. Also improves naval supply range, shipping capabilities or naval aviation.
Navy tech 01: Destroyers
Navy tech 02: Cruisers, Submarines
Navy tech 03: Dreadnaughts, destroyer bonus, +corvette strength
Navy tech 04: Early carriers, cruiser and submarine bonus
Navy tech 05: Battleships
Navy tech 06: submarine and destroyer bonus, +corvette strength
Navy tech 07: Battleship bonus, Carriers
Navy tech 08: battleship and carrier bonus
Navy tech 09: cruiser bonus, carrier bonus, +corvette strength
Navy tech 10: submarine bonus, destroyer bonus, carrier bonus

Administrative Technology: Administrative technology improves tax and trade efficiency, can help in reducing inflation, reduce interest from loans, reduce war weariness, in general just things to do with your administrative body. It can also improve espionage results.
Admin tech 1-10: Gradually reduce credit investment for things in general, penalties for using output to make money, improving free market results, education system and research rate, reduce costs, increase chances of finding new resources through prospecting, colonization power and speed, rate of manpower increase and reinforcement etc.

Industrial Technology: Industrial technology improves resource refinement efficiency, the industrial (military and otherwise) output, allows for greater levels of economic infrastructure, can improve the speed of armies and unlock new resources.
Industry tech 01: Refining efficiency +20%, supplies = industrial income / 50
Industry tech 02: War mobilization bonus to output: +50%
Industry tech 03: raw materials production bonus
Industry tech 04: Refining efficiency +15%, supplies = industrial income / 40
Industry tech 05: raw materials production bonus, militia and infantry -50% off output and supply cost
Industry tech 06: Refining efficiency +15%, supplies = industrial income / 30
Industry tech 07: War mobilization bonus to output: +75%
Industry tech 08: raw materials production bonus
Industry tech 09: All air squadrons, land units, and ships -25% off output and supply cost (except militia and infantry)
Industry tech 10: Refining efficiency +20%, supplies = industrial income /20

Production Queue: (This is a list of ships, planes or troops being built by your industrial output. Output works like hammers or shields in Civilization and units can be moved about the priority list.)

Current Issues and Events: (Events and issues in your country that demand government attention.)

Ongoing deals: (Just a friendly reminder of deals you have with other countries, like for trade.)

Other Notes: (Whatever the **** I feel like writing here, goes here.)

Each turn is a year, by the way. . .

Let's start with trade.
Trade: First off, you need trade convoys for overseas trade. You need a convoy for each particular agreement you make, not for every country you trade with. So, if you're playing as Peru and are trading with New Zealand for Iron AND Coal, you need 2 convoys, but if you're just buying iron, you only need 1. Resource trade can work on a barter basis (that is, players can trade a resource for another resource) or charge a price for it (the seller gets to choose how much he wants to sell his valuable oil for).

There are also civilian trade agreements, which do not involve your government convoys or resources. This is an investment of credits into a trade deal with another country. The more credits you invest, the more profit you get out of it. This is something that should probably be coordinated with the other party a little bit.

Trade convoys can be harassed, and this is what submarines are for. To protect your submarines you will need to build corvettes to escort your convoys. You can also build destroyers to hunt the submarines down in the open seas, however both destroyer and submarine technology at the beginning of the game is dreadful and you likely will do very little with either until there's some improvement. 

Trade is very important and can be a very profitable way to make money or fill your resource needs. Trade wisely, and try not to get ripped off.

Industry: Industry is represented as Industrial Output. This is a very important concept and is the difference between a regional and major power. Industrial output requires constant fuel. You need to supply it with Steel and Coal. Running out of either of these can cripple your industrial base. Although you will likely have a surplus of Coal, the problem is being able to refine enough Iron into steel to feed your industry, and having enough iron income to be able to have iron to convert in the first place. As your industry expands, it will require more resources to feed it, so make sure that if you're planning industrial expansion you also expand your mines and refineries and the infrastructure to move that stuff around.

The economic policies determine how your industry works. Centralized policy is common among monarchies and communists, and allows the player to build output at will. Centralized countries spend Output to build more Output, and are more limited in their scope of expansion. Although a centralized country can expand its industry very quickly, it will quickly die down without resources to support it. Free Market policy is common among social democracies and republics, and requires monetary investment by the player to gain output. Free Market output also fluctuates randomly each turn, but you can pick up on the pattern and invest a certain amount of credits at specific times, increasing the chance of an increase in output. Because of this, Free Market economies can gain output by spending money rather than by using existing output. As an added bonus, Free Market output requires less resources to feed than Centralized ones do, as its assumed that companies and businessmen pay for the materials rather than the government.

Both are equally powerful, but work in distinct ways. Free Market is arguably better in the long term for a small country but requires more management and paying attention to your economy. Centralized is powerful for large countries and is easy to manage.


There is a very complex combat system behind this game, and it takes into account as many factors as possible.
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The combat system rewards players who plan and strategize well. Worth noting that the combat system only represents campaigns rather than individual battles. The plan and tactics described in your plan of action have a direct impact on the course of the campaign. Technology and even a bit of luck also play a role. We have an intricate "dynamic" terrain system which also accounts for weather. Keep these factors in mind when you plan an offensive.

While units on the defense receive a number of generous bonuses and advantages, the attacking force generally will have the advantage as they have the strategic initiative and the time to plan out a course of action before the defenders can properly react.

Anyway, the military units are as follows:
On Land:

An 'army' can have up to 250,000 men, or 25 units. When you build units make sure to allocate them into armies, and when in war, allocate these armies to campaigns.

The units below are what is available between 1919 and 1925.

* = prices have been changed as of 1920
** = prices have been changed as of 1923

*Militia: 200 credits, 5 output, 9,000 manpower.*
Militia represent irregular forces, forces without firearms, or civilian volunteers. They are cheap, and you get what you pay for. Often seen defending far-off territories and colonies, militia receive no particular bonuses or penalties. They're about 1/3 as effective as an infantry division, for about 3/5 of the cost... up to you if that's worth it.

*Infantry: 300 credits, 8 output, 9,000 manpower.*
Infantry form the backbone of your armies, representing the organized formations of foot soldiers in this time period, equipped with a variety of weapons and trained according to the doctrine of the time. They receive a bonus when defending fortified locations, and are a good jack of all trades unit, but without significant support, do not have much firepower.

*Elite Infantry: 900 credits, 15 output, 9,000 manpower.*
These represent the crack troops of your army, the storm troopers, the assault squads, armed with experimental sub-machine guns and grenades and flamethrowers, and better trained than the common infantrymen. They receive the same bonuses and penalties as normal infantry, they're just stronger.

*Cavalry: 350 credits, 8 output, 9,000 manpower.*
Cavalry are guys on horses. They don't use lances or swords or anything (at least in quantity) but are armed with carbines instead of full rifles, and tend to carry much lighter integrated artillery and/or anti-tank guns, usually towed behind a few horses. Cavalry remain the pinnacle of practical mobile military technology in this time, and have a long way to go before they would be fully obsolescent. Use them as mobile troops for flanking enemy units and exploiting gaps in their lines.

*Mountaineers: 800 credits, 15 output, 9,000 manpower.*
Mountaineers are specialized infantry equipped with skis (and the skills to use them) along with a myriad of specifically-built climbing equipment and carbines rather than rifles. They take less attrition damage from cold areas and have a bonus to defense and attacking in rugged terrain, including mountains and hills. Mountaineers fight just as well as normal infantry in flat areas, but do not have their bonuses to defending fortified locations and are much weaker against armoured units.

**Early Armour: 1200 credits, 20 output, 9,000 manpower**
Early Armour represent the earliest tanks, building off their trial by fire in the Great War. Tanks are divided into two categories, male and female, the males being the heavier of the two armed with cannons meant to destroy enemy tanks, while females are armed with anti-personnel equipment such as heavy machine guns mounted in pylons, pintle, or turret. Although tanks from the Great War are ridiculously slow and intended as infantry-support weapons, innovations in design and engine power in the 20s and 30s may bring them into the light and fully replace the horse in modern warfare.

*Marines: 850 credits, 15 output, 9,000 manpower.*
Marines are infantry trained and equipped to get off assault ships and mount an amphibious attack. They have no penalty from crossing rivers, and a bonus when launching said amphibious attacks. They fight just as well as normal infantry when not in these modes of combat, but are not as good at defending and more vulnerable against armoured units.

*Artillery: 300 credits, 12 output, 1,000 manpower.*
Artillery add dignity to what would otherwise be a vulgar brawl. Artillery cannot fight battles by themselves, and add a lot of offensive power. If the ratio of 2 infantry for 1 artillery is kept, they add +1 to the firepower of the infantry units. Artillery help a lot for punching through heavy defenses and inflicting heavy casualties.

*Early Anti-Aircraft: 550 credits, 10 output, 1,000 manpower.*
Early anti-aircraft guns represent the earliest attempts at countering aircraft - usually just machine guns that can spin around and aim high up or timed explosive charges (flak). This unit represents anti-aircraft of any type, whether its mounted on the back of armoured cars or issued to infantry troops who man the gun as they would a heavy machine gun crew. Anti-aircraft also act as artillery and anti-tank, though much less effectively than specialized of either.

*Early anti-tank: 550 credits, 10 output, 1,000 manpower.*
Early anti-tank guns were first mass produced by the central powers in the Great War. They also act as artillery, but much less effectively. They are more efficient when defending against heavy armor as they can sit down and pick off enemy tanks one by one from relative safety.

*Early armoured car: 750 credits, 10 output, 9,000 manpower.*
Armoured cars in this time are very lightly armoured and armed, some given light cannons in rotary turrets, others mounted with machine guns. Their expense and inability to fight on their own means that they have not yet fully replaced cavalry.

In the Air:
Air combat is not its own calculation but is calculated in the same equation/formula as naval and land actions.
Wings can have up to 5 squadrons of planes (a squadron = 1 unit of 100 planes) attached to it.

**Fighter Biplane: 450 credits, 12 output, 500 manpower.**
Fighter biplanes are primitive aircraft equipped with machine guns and light cannons, piloted by guys trained in the art of aerial warfare, at least, what we can discern of it based on the past couple years of experience we've had with it.

**Bomber Biplane: 900 credits, 18 output, 500 manpower.**
Bomber biplanes are primitive aircraft with two or three seats, one seat with a guy with an anti-aircraft machine gun, one seat where some guy holds a bomb over the edge and drops it with his hand, and the seat for the pilot. Intended to provide strafing and ground attack support, interdiction of enemy forces and supply lines, and all that jazz.

**Zeppelin: 1500 credits, 30 output, 500 manpower**
Zeppelins are lighter-than-air craft kept in the air by giant balloons and propellers. They can be used for strategic bombing in a pinch, capable of causing damage to an enemy's resource gathering operations and industrial complexes.

By Sea:
Navies have their own separate combat system from land, a graph below:

Navies can have up to 20 ships attached to them. Transports are not represented. You can carry as many land units as you have ships, +5. So if you have 20 ships you can carry 25 units - an army.

**Early Carrier: 55 output, 2000 credits, 1500 manpower.**
Early carriers are the experimental "seaplane tenders" developed in the latter parts of the Great War and improved upon over the course of the next decade. Most early carriers are converted convoy ships, and can deploy at most 8 to 10 aircraft.

**Dreadnaught: 1600 credits, 50 output, 700 manpower. Takes 2 fuel to maintain.**
Dreadnaughts are heavy ships built after the HMS Dreadnaught in 1907, the ship which rendered all those before it obsolete. They are heavily armed and armored and the heaviest ship of their day, the king of the sea. However the end of their heyday is just around the corner.

*Cruiser: 900 credits, 30 output, 225 manpower.*
Cruisers are the most cost-effective ship. Per output cost they have the most power. They should form the bulk of your fleets.

*Destroyers: 350 credits, 10 output, 125 manpower.*
Destroyers are the fastest ship, best for killing submarines,  though they cannot do it 1on1.

*Submarines: The result of German experimentation of harassing British trade. Good at killing trade convoys. 500 credits, 10 output, 125 manpower. Uses 1 fuel to maintain.

*Also, Trade Convoys require 125 credits and 2 output to build. Corvettes require 250 credits and 4 output to build.

From Shatari:
This game is sort of a roleplaying game, with ourselves playing as the nations (usually from the viewpoint of leaders, but those can die or get overthrown as the game goes on). The host has a set of rules to loosely govern how trade, technological development, and war are conducted, and the players then set out to do horrible things to one another interact. Alliances are formed (be they public or private), trade deals are struck, and eventually conflicts arise. The attacker usually has the advantage, unless they are Gaham, since they tend to plan and prepare for the war in advance. A good player will have a set of defensive plans on hand though, which goes a long way towards keeping you alive. Remember that detailed plans are usually rewarded, though leaving some flexibility allows your generals to respond to unexpected attacks.

In addition to player nations there are NPC nations, which tend to be less powerful than player controlled nations (since successful warlike players devote tremendous resources to their militaries). You can trade with or attack these powers as well, and they are controlled by the host. If you're looking to expand then NPCs with no direct ties to other players tend to be safer targets. Players on the other hand tend to form private friendships and launching a war on one of them without support can result in multiple people ganging up on you.

1. Do not post screenshots of personal messages or private steam chats. This is cheating.
2. Take the game seriously.
3. Do not metagame.
4. Don't be a ****.
5. In this thread, do not edit or delete your posts. This will be punished severely, as this is cheating.
6. Do not use any kind of strange loopy methods to be able to submit orders after they have been locked. This is cheating.

6 simple rules. Follow them and you shall go far, my child.

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In the year 1834, the king of the British Empire sent an expedition to Ethiopia requesting an alliance with the African kingdom, as the British needed an ally in the area.

Upon arrival, Emperor Haile Mengistu of the Ethiopian Empire accepted the British alliance, under the condition that they would take his only son to Great Britain and educate him in the ways of the West. The British accepted and loaded the 11 year old onto the HMS 'Endurance' and sailed back to Britain.

The boy received an education unrivaled in Europe and indeed the world - tutored in the ways of war, economy, court etiquette, philosophy and theology. As the boy, Prince Abeba Mengistu, matured, at the age of 22 it was time to take him back to his homeland.

The Endurance was chosen for the journey again, and in August of 1846 he arrived at Addis Abeda. Queen Victoria placed the Endurance and a contingent of British riflemen under Abeba's control, as per his request back in Buckingham Palace, to further his plans. The contingent was to escort and protect the Prince, and fight under his coat of arms if necessary. The ship, however, would prove even more vital.

However, his father, the Emperor, was by now a weak and frail man. Although the population in general supported him, his delegates and warlords within Ethiopia, the warlords who had the real, tangible power in the empire, wanted him overthrown and a new emperor crowned. The warlords quickly held an audience with the Prince. Some warlords changed their minds and took his side, as they heard his dreams of bringing these strange things like railroads and telegraphs and industry to Ethiopia. But many of the more conservative warlords sided against him, one in particular named Kebede.

Kebede is viewed as a national villain in Ethiopian history, for the actions that are about to transpire.

Kebede hired an assassin to infilitrate the Palace in Gonder and murder the Emperor as well as the Prince. The assassin completed part of his mission, only killing the Emperor, before the British guards caught him and woke the Prince. Before they could execute him, Prince, now Emperor, Abeba ordered them to imprison him unharmed for questioning.

Abeba found out about Kebede's intentions and in the morning rallied the people of Gonder for a speech. He won the people's support as Emperor, at least in Gonder. Abeba, in fury, ordered Kebede's apprehension and imprisonment.

Within 12 days, the Marshal arrived to inform him that attempts to seize Kebede have failed, and that he was marching on the city with an army. He also had formed alliances with other warlords that supported his cause, and this was alarming. Abeba rallied his British contingent and the warlords that sided with him, and any man who could fight with him.

Before marching to battle, Abeba ordered the Endurance to sail to Europe and America and ask for help or aid of some kind. The Endurance would over the course of months of civil war in Ethiopia, rally Mexico to the cause. However other countries did not need to receive the ship to know what was going on...

Most of the army was equipped with spears and archaic weapons, but the British contingent as well as a third of the main army was equipped with firearms. Scouts revealed the position of Kebede's army and Abeba marched out to meet them. They met 2 days outside Gonder, on the side of a hill. Abeba was outnumbered but had more firearms, and had been exposed to European history and the tactics that won there. He recalled a move by Hannibal the Great of Carthage in the Battle of Cannae against the Romans a thousand years ago, a plan which Abeba hoped to emulate here.

The battle was, thanks in part to Hannibal's deceased genius, a victory for Abeba. It quickly turned into a civil war in Ethiopia - the ones who supported Kebede as Emperor, and the ones who supported Abeba as emperor. But it was more than that. The ones who supported Kebede also wanted Ethiopia to stay conservative and traditional - status quo was god. Inviting foreign customs and such was viewed as outrageous to them. The ones who supported Abeba, on the other hand, tended to welcome the Western Wind. It was a fight over the very future of Ethiopia.

Russian and Turkish expeditions arrived within the week. The Russians brought a contingent of Riflemen and a military advisor, who offered to help the loyalists if Ethiopia promised to be friendly towards Russia. The Turks promised the same. They both said that the Spanish had intercepted the HMS Endurance on its original trip to Ethiopia and discovered the African Prince. As news spread around Europe about Ethiopia, the Russians and Turks apparently had interest in the future of the country.

But they weren't the only ones.

In October of 1846, a Mexican ship arrived bearing gifts to Abeba. Not troops, but guns. The Mexicans were fighting what seemed like a hopeless war against the United States, but after President Agustin Muzquiz declared a Coup and seized the Presidency from Antonio de Santa Ana, Agustin had a plan that could win the war and make Mexico some money in the process, accepting a patent from General Zaragoza, the Zaragoza rifle - something even the French would want to buy. Possibly the most modern rifle in the world at that time, Mexico heard of Ethiopia's plight and sent a boatload of Zaragoza rifles to help Abeba, only asking for desperately needed money in return.

Abeba paid the Mexicans in silver and gold, and issued the rifles out to his army in as great quantity as he could, as news came that Kebede was marching another, larger force straight for Gonder - and was getting help from Egypt.

The civil war in Ethiopia's climax was in the Siege of Gonder. Russian, Ethiopian, Turkish, and British troops, some using Mexican rifles, fought against Kebede's Ethiopian and Egyptian army. The Egyptians had brought in numerous cannons which shelled the city endlessly, until Kebede launched an all out assault on the city. The scene was very medieval as men fought with swords and bayonets on the walls and streets of the city, overwhelming the defense there until they got to the center stronghold. There, Abeba himself fought with his British guards, desperately trying to hold the stronghold. Kebede himself also was in the field, wanting to claim his throne rightfully by killing the Emperor personally.

The two titans of Ethiopia met in the throne room. A dozen of Abeba's British troops held off Kebede's Ethiopian soldiers, as the two briefly clashed with scimitars. Abeba reached for his flintlock pistol and fired straight into Kebede's chest and killed him. This ensued a rout - the men who witnessed Kebede's death lost their will to fight - their future emperor had been killed effortlessly! As they ran, other men in Kebede's army heard the news and fell back. The City of Gonder had been won, and liberalism and the Western Wind would prevail in Ethiopia.

Abeba would instill a dynasty of western-educated and brilliant leaders, who over time made Ethiopia wealthy, stable, and powerful as it annexed a bunch of African land and declared itself the Hegemon of Africa - declaring that all peoples of Africa are under the sphere of Ethiopia and that an attack on them is an attack on its great Empire.

Industry and railroad peppered the empire. It fought colonial wars with Belgium, Oman, and France. As the empire grew it drew immigrants from Asia, Europe and South America. The conquest of the Congo made the empire extremely wealthy. A huge navy was built. And thus, Ethiopia had become a fully modern and developed country by the year 1900, and not only that but it had become a Great Power, with commanding influence and presence in world affairs.

(Very basic summary.)

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((You forgot some of the formatting in my beginner's guide, by the by. Strike through "set out to do horrible things to one another" or else it doesn't read right. :razz:))

Greetings, world. Let me know if you need any maple syrup, eh?
 
Do I manually have to tell my industry to process my raw goods?

Also what constitutes a turn?
 
Since this is my first game, I have a few (probably noob) questions:

A trade agreement between overseas countries doesn't need convoys ? Except if it's a trade X steel for Y credits ?

How does technology work ? Do I invest credits into a field and that results in new inventions, or do I invest credits in a field and specify what I want it to yield (e.g. a super fast tractor with flames on the side)?
 
your nightmare said:
How does technology work ? Do I invest credits into a field and that results in new inventions, or do I invest credits in a field and specify what I want it to yield (e.g. a super fast tractor with flames on the side)?

You can do both really. General investment would improve military tech but you could then invent say, a monocoque plane.
 
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