Game Thread is here!
It's about time
this old game of mine gets an update and a lift, and because I've played lots of Paradox Interactive games lately, I knew what to add.
NATION SHEET:
Name: Try to match it to your government, I guess
Leader's Name: Name here (username here)
Government Type: One of the three available, see 'Nationmaking'
Traits (Points left): Remember, you must have 0 or more points left. Please list your traits in this order: [government][size][development][unique]
Policies: Pick 2 Policies you start with.
Provinces #: As many as your Size allows; the first Province listed will be your Capital Province. All Provinces must be adjacent to each other by land borders or Sea regions.
National Color: Preferably bright colors, #RRGGBB values written on the side much appreciated
History: Purely for fluff purposes, no need to go verbose if world-building isn't your forte
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GAME PROGRESSION:
Game starts at Turn 0 (called 'Pre-1910'). During this turn, players are allowed to:
A) Set up diplomatic ties with other Players; Research/Trade Treaties and Alliances.
B) Place Provincial Improvements. Each Military HQ spawns 1 Troop in the Province, each Port spawns 1 Navy docked at the Province.
C) Deploy Troops in their Provinces and Navies in Seas adjacent to them.
After all Players finish pre-game diplomacy and army deployment, game starts proper with Turn 1 (Year 1910.1).
Each Year has 12 Turns (1910.1 to 1910.12, for example).
The game ends when one of these conditions is fulfilled:
A) Domination: One Nation controls 50% +1 of all Provinces (29 for small-sized map) for at least 6 turns.
B) Stagnation: Turn 240 (Year 1930.12) ends (small map).
How orders are processed:
1. Placing Units
2. Bombing Rolls
3. Moving Units
4. Provincial Improvements
5. All other things.
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MAP:
The map is divided into 56 Provinces. Check Map spoiler for it!
Each Province holds a Strategic Resource, check relevant spoiler for explanations for those.
Each Nation has Capital Province, choosen by their owners (Players) or GM (NPC Nations).
Mountains are impassable, except at Mountain Passes (red lines on brown). Water regions can be traversed by Navies, while Armies can cross short distances via Water Crossings (red lines on blue).
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CAPITAL PROVINCE:
The center of every Nation, Capital Province housing the seat of the government. It starts with a Military HQ and Academy already built in it; Troops/Tanks defending the Capital gain +1 to Combat Rolls.
You can move your Capital to another Province; this counts as if you've build 1 Provincial Improvement.
If your Capital falls into enemy hands, you can declare another Province a 'Temporary' Capital for no costs. This will allow you to continue fighting in hopes of regaining the original Capital.
If your Temporary Capital falls into enemy hands as well, your Nation loses, and all its remaining Provinces are handed over to the Nation that took over your Temporary Capital.
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ARMY MANAGEMENT & UNIT TYPES:
Amount of Troops, Tanks and Navies you have depends on your Policies, Technologies and Strategic Resources you have access to.
You can spawn new Units only during your Turn.
Troop Limit: Base 2. Troops can be spawned at Military HQs.
Tank Limit: Base 0. Tanks can be spawned at Factories, after you research Primitive Tanks.
Navy Limit: Base 1. Navies can be spawned at Ports.
Troops: Your standard hordes of rifle-wielding soldiers.
Tanks: Need to be researched first; they have +2 to Combat Rating against Troops.
Navies: Fighting enemy Navies on the Sea. Navies can also transport Troops and Tanks (loaded at Ports), but if a Navy sinks, the unit transported in it sinks along it! Also, you can attack Provinces with Troops/Tanks directly from Navies, but this gives -1 to Combat Rolls of Troops/Tanks.
You can spawn units above the Limit, however this incurs a penalty to Combat Rolls of that type of unit equal to -1 per each unit above the respective Limit.
You can dismantle your units to get their numbers under the limit; Troops and Tanks can be dismantled anywhere, but Navies need to be docked at a Province with Port first.
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ARMY MOVEMENT:
All Troops and Tanks can move 1 Province per Turn (newly placed units CANNOT move!). Otherwise, they can instantly move through your Railroad network.
You cannot Move and Use the Railroads in the same Turn, and you cannot use enemy Railroads.
Navies can move through 3 Sea Regions per Turn as long as they do not engage enemy Navies during the trip (fighting at destination is OK).
Navies can be docked at Provinces with Ports; this protects them from being engaged by enemy Navies.
Mountain Crossings and Water Crossings (red lines through mountain chains and water regions, respectively), can be crossed by your Troops and Tanks.
However, they will receive -2 to their Attack rolls if the enemy units happen to be waiting on the other side.
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COMBAT:
When you move your units into Province/Sea with enemy units in it, a Combat occurs.
Both sides roll a 1d10 dice, to which the bonuses (or penalties!) are applied.
The winner destroys the loser; in case of a draw, the Attacker retreats to the place they came from.
When a Province is captured AFTER combat, one random Improvement is razed to the ground. If Province was captured without fight, nothing is razed.
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AIR BOMBARDMENT:
Once you research Military Aircraft, you can perform Bombing rolls to destroy 1 enemy Improvement in enemy provinces. Unlike Airfields themselves, Bombing has range of 2, meaning you can bomb deep into enemy Territory or across Sea regions.
Bombing roll uses 1d10 dice; if you roll at least 8 or more, the targeted Improvement is destroyed.
You get bonuses for certain Aeronautics research completed; enemy Airfields and AA Batteries will lower your chances to successfully bomb enemy Improvements.
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RESEARCH:
Each Turn, your Academies produce 2 Research Points (RP), which is used in Research Projects.
Other ways to procure Research Points is to have access to Chemicals or Rares, types of Strategic Resources, or establish a Research Treaty with another nation.
Some Technologies, once researched, also provide a flat bonus to Research Points, or increase RP/Turn gained from Academies.
Your Research project finishes as soon as the required amount of RP is reached. All RP that pushed the number 'over' are lost.
Refer to Research spoiler for the list, RP costs and description of Research Projects available!
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PROVINCIAL IMPROVEMENTS:
Specific buildings that can be built in a Province. Each Province can support up to 4 different Improvements in it.
You can build 2 Provincial Improvements per Turn; this amount can be increased by certain Policies, Technologies or having access to Strategic Resources.
You can demolish Provincial Improvements, although this counts up into 'Provincial Improvements per Turn' limit.
Railroads (no requirements):
Allows your Troops and Tanks to move instantly across your network of Railroads.
Academy (no requirements):
Provides 2 Research Points per Turn.
Fortifications (no requirements):
Troops in the Province gain +2 bonus to their Defense rolls.
Port (No requirements):
Provides a 'spawn point' for your Navies. Allows dismantling of Navies docked at the Province.
Each Port placed during Game Start spawns 1 Navy docked at the Province.
Military HQ (no requirements):
Provides a 'spawn point' for your Troops.
Each Military HQ placed during Game Start spawns 1 Troop in the Province.
Factory (No requirements):
Strategic Resource produced in the Province counts as 2. Provides a 'spawn point' for your Tanks.
Airfield (requires Military Aircraft):
+1 to Combat rolls of friendly Units in Provinces and Seas adjacent to Airfield. -2 to enemy Bombing rolls.
AA Batteries (requires Ground-Air Defenses):
-2 to enemy Bombing rolls. Ground armies attacking the province with AA Batteries do not gain bonuses from nearby Airfield(s) (if present).
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DIPLOMACY:
War: Two nations are engaged in hostilities. Units can be destroyed and Provinces taken.
Peace: Default relation when War isn't in progress. Allows formation of Treaties and Alliances.
Treaty: You can have 4 Treaties active at once. Certain Policies and Technologies raise that limit.
*Trade: Exchange of Strategic Resources (type and amount defined by players) occurs between the Nations that share Land borders or have mutual access to the Seas.
*Research: Both nations exchange blueprints, scientists and innovations. +1 Research Point per 5 RP pooled from both nations (Nation A gets 13 RP/Turn, Nation B gets 4 RP/Turn = 17 RP pooled = +3 RP/Turn for both).
Alliance: Both nations are in military alliance. They cannot declare War at each other, and their Troops and Tanks can move freely through their countries, and Railroad networks are shared. You cannot break an Alliance if you have Troops in friendly territory.
Activation:
Peace, Treaties and Alliances count as valid the moment both Nations announce them in Game Thread.
War counts as valid the moment a Nation declares it against another Nation; all Treaties with target Nation are annulled.
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NPC Nations:
Whatever land isn't filled at Game Start is made into NPC-Micronations controlled by the GM.
They start with 2 Troops, but do not declare wars nor invade their aggressors, and they are only interested in Trade treaties at 1-for-1 ratio, and in Military Alliances.
GM will approve of treaties/alliances with NPCs at 'first come, first' get basis.
NATION TRAITS:
You start with 5 Trait Points; you can distribute these as you see fit - or you don't have to spend any points if you feel masochistic and suicidal confident enough.
The only requirements are that you have to specify the type of Government, nation Size, and Development of your country; Unique Traits are optional.
You MUST finish making your nation sheet with 0 or more Trait points left.
GOVERNMENTS:
Each government has different traits.
Monarchy (Cost: 0):
Hereditary government led by a head of the royal family - usually a King, Grand Duke etc.
Traditionalism: +2 Turns till next Policy change.
For the King!: +2 to Max Troop limit.
Republic (Cost: 1):
Government where power lies in a group of elected officials and representatives of the citizenry.
Factional Politics: -6 Turns till next Policy change.
Dictatorship (Cost: 2):
Government where one influential individual holds absolute power over the people, usually being also chief of the Army.
For the Fatherland!: +1 to Max Troop limit, +1 to Combat Rolls when Defending.
Egopolis: Capital province provides +1 Research Point and +1 Max Troop limit.
NATION SIZE:
Remember that 'X provinces' means 'Capital + other Provinces'.
Miniscule (Cost: -2):
Your nation starts with 3 Provinces and no Troops!
Tiny (Cost: -1):
Your nation starts with 5 Provinces and 1 Troop.
Medium (Cost: 0):
Your nation starts with 7 Provinces and 2 Troops.
Big (Cost: 1):
Your nation starts with 9 Provinces and 3 Troops.
Huge (Cost: 3):
Your nation starts with 11 Provinces and 4 Troops.
Enormous (Cost: 4)
Your nation starts with 13 Provinces and 5 Troops.
DEVELOPMENT:
Remember that Capital Province always starts with an Academy and a Military HQ already built in it, and that any given Province can support only 4 Improvements at once.
Backwater (Cost: -1):
You start with no Provincial Improvements to place at start!
Normal (Cost: 0):
You can place up to 3 Provincial Improvements at start of the game.
Developed (Cost: 1):
You can place up to 6 Provincial Improvements at start of the game.
Highly Developed (Cost: 2):
You can place up to 10 Provincial Improvements at start of the game.
UNIQUE TRAITS:
Maritime Traditions (Cost: 2):
+1 to Combat rolls of Navies.
Cavalry Traditions (Cost: 2):
+1 to Combat rolls of Troops.
Technological Aptitude (Cost: 2):
Research Point costs slashed by 5% (80/120/200/300 -> 76/114/190/285)
Industrial Aptitude (Cost: 2):
+2 Provincial Improvements per Turn.
Research Pioneer (Cost 1):
+1 starting Technology.
Robust Government (Cost: 1):
+1 starting Policy.
Grand Army (Cost: 1):
+3 starting Troops.
Grand Navy (Cost: 1):
+3 starting Navies.
GOVERNMENTAL POLICIES:
Ideologies, doctrines and plans that your government is pursuing.
At start of the game, you can pick up to 2 Policies (3 with Robust Government unique trait). After 24 Turns by default (minimum of 6), you can adopt a new Policy or change an existing one.
Each Nation can have up to 6 Policies active at any given time - but only 1 Focus: [research category] is permitted!
Every five years (in 1915, 1920 and 1925), each Nation gains 1 empty Policy slot, for grand total of 9.
Air Supremacy:
Airfields provide extra +1 to Combat rolls of friendly Troops/Tanks. +2 to Bombing rolls.
Bureaucracy:
-8 Turns for next Policy change.
Cabinet Branches:
-2 Turns for next Policy change. +2 Treaties maximum.
Commercialism:
+1 to Strategic Resource count (Example: 2 Grain will have effect of 3); no effect on Strategic Resources you don't have. +2 Treaties maximum.
Conscription:
+4 Max Troop limit. +1 to Tank and Navy limits.
Focus: Aeronautics:
+8 Research Points per Turn when pursuing Research Projects from AERONAUTICS section.
Focus: Communications:
+8 Research Points per Turn when pursuing Research Projects from COMMUNICATIONS section.
Focus: Industry:
+8 Research Points per Turn when pursuing Research Projects from INDUSTRY section.
Focus: Military:
+8 Research Points per Turn when pursuing Research Projects from MILITARY section.
Focus: Nautical:
+8 Research Points per Turn when pursuing Research Projects from NAUTICAL section.
Focus: Sciences:
+8 Research Points per Turn when pursuing Research Projects from SCIENCES section.
Industrial Planning:
+1 Provincial Improvements per Turn.
Internationalism:
+4 Treaties maximum.
Military Professionalism:
+1 to Combat rolls of Troops and Tanks.
National Defense Corps:
+1 to Max Troop limit, +1 to Combat Rolls of Troops when Defending.
Nationalized Industry:
-1 to Strategic Resource count (Example: 3 Grain will have effect of 2), +3 Provincial Improvements per Turn.
Naval Supremacy:
+1 to Combat rolls of Navies. +2 to Max Navy limit.
Public Education:
+5 Research Points per Turn.
Socialism:
+2 Research Points per Turn. -2 Turns for next Policy change.
Tank Supremacy:
+1 to Combat rolls of Tanks. +2 to Max Tank limit.
Total War:
+2 to Combat rolls when Attacking; taking over an enemy Province destroys 1 extra Improvement in it every time.
Trench Warfare:
Boosts effect of your Fortifications by +2. Troops -1 to Combat Rolls when Attacking.
Only handful of topics can be research at beginning of the game. Several topics require extra Techs from different branches; for example, Motorized Logistics in LAND FORCES require Petroleum Refining from INDUSTRY.
Arrows denote that this topic has prerequisite listed somewhere ABOVE it; the prerequisite is marked with no arrows (Starter technologies) or with two dashes (--) less than the topic in question.
For example, Dedicated Aircraft Types (2 dashes) require Military Aircraft (which has no dashes); Mixed Aircraft Tactics requires Bombing Squadrons (6 and 4 dashes, respectively).
AERONAUTICS:
Military Aircraft (80 RP):
Allows construction of Airfields.
-->Dedicated Aircraft Types (120 RP, requires Radio Communications from COMMUNICATIONS):
Your Airfields now provide -4 to enemy Bombing rolls instead of -2. +4 to Bombing rolls.
---->Fighter-Bombers (200 RP):
Airfields now provide additional +1 to Combat Rolls.
---->Long-Range Aircraft (200 RP, requires Petroleum Refining from INDUSTRY):
Extends range of Airfields and Bombing action by 1.
---->Bomber Squadrons (200 RP):
+4 to Bombing rolls. Each Airfield can now perform 2 Bombings per Turn.
------>Mixed Aircraft Tactics (300 RP, requires Shortwave Communications from COMMUNICATIONS):
Airfields now provide additional +1 to Combat Rolls. +4 to Bombing rolls.
MILITARY:
(Tanks sub-branch)
Primitive Tanks (80 RP):
Allows spawning of Tanks. +1 to Max Tank Limit.
-->Anti-Tank Weaponry (80 RP):
Enemy Tanks now have only +1 Combat Rolls bonus against your Troops.
-->Tank Improvements I (120 RP, requires Petroleum Refining from INDUSTRY):
+1 to Combat Rolls of Tanks.
---->Tank Improvements II (200 RP):
+1 to Combat Rolls of Tanks.
------>Tank Improvements III (200 RP, requires High-Grade Diesel from INDUSTRY):
+1 to Combat Rolls of Tanks.
-------->Tank Improvements IV (300 RP):
+2 to Combat Rolls of Tanks.
(Army Logistics sub-branch)
Army Logistics I (80 RP):
+1 to Max Troop Limit.
-->Motorized Logistics I (120 RP, requires Petroleum Refining from INDUSTRY):
+1 to Max Troop Limit. +2 to Max Tank limit.
---->Mechanized Infantry (200 RP):
+2 to Combat Rolls of Troops.
---->Motorized Logistics II (120 RP, requires Mass Production from INDUSTRY):
+1 to Max Troop Limit. +2 to Max Tank limit.
-->Army Logistics II (120 RP, requires Radio Communications from COMMUNICATIONS):
+1 to Max Troop Limit. Military HQs can spawn 2 Troops per Turn.
---->Army Logistics III (200 RP):
+2 to Max Troop Limit. Troops/tanks attacking via Mountain Crossings no longer receive penalty to Combat Rolls.
(Artillery sub-branch)
Heavy Artillery (80 RP):
+1 to Combat Rolls of Troops. Lowers bonus of enemy Fortifications against your Troops by 1.
-->Anti-Air Defences (120 RP, requires Military Aircraft from AERONAUTICS):
Allows construction of AA Batteries.
-->Precision Artillery (200 RP, requires Differential Analysers from SCIENCES):
+1 to Combat Rolls of Troops. Lowers bonus of enemy Fortifications against your Troops by 1.
COMMUNICATIONS:
Radio Communications (80 RP):
Military HQ now provides +1 to Defense rolls of Troops and Tanks stationed in the Province.
-->Intelligence Network I (120 RP):
-2 Turns for next Policy change. +1 Treaty maximum. +2 Research Points per Turn.
---->Intelligence Network II (120 RP, requires Analog Computers from SCIENCES):
-2 Turns for next Policy change. +1 Treaty maximum. +2 Research Points per Turn.
------>Intelligence Network III (200 RP, requires Electromechanical Computers from SCIENCES):
-2 Turns for next Policy change. +1 Treaty maximum. +2 Research Points per Turn.
-->Shortwave Communications (300 RP):
Military HQ now provides +2 to Defense rolls of Troops and Tanks stationed in the Province, as well as +1 to Attack rolls of Troops and Tanks attacking from the Province with Military HQ.
-->Primitive Radar (120 RP, requires Military Aircraft from AERONAUTICS):
Lowers enemy Bombing rolls by 2.
---->Advanced Radar (200 RP, requires Analog Computers from SCIENCES):
Lowers enemy Bombing rolls by 2.
INDUSTRY:
Petroleum Refining (80 RP):
+1 Provincial Improvement per Turn.
-->Engineering Advancements (120 RP):
+1 Provincial Improvement per Turn. Fortifications provide +1 extra to Defense Rolls of your Troops.
---->High-Grade Diesel (200 RP, requires Biochemistry from SCIENCES):
+1 to Max Tank and Max Navy limits.
---->Mass Production (300 RP):
+1 to Strategic Resource count (Example: 2 Grain will have effect of 3); no effect on Strategic Resources you don't have. Factories can spawn 2 Tanks per Turn.
SCIENCES:
(Biochemistry sub-branch):
Biochemistry (80 RP):
+1 Max Troop Limit. +2 Research Points per Turn.
-->Artificial Fertilizers (120 RP, requires Petroleum Refining from INDUSTRY):
Provinces you own now increase Max Troop Limit by 1 each, even if they do not have a Grain resource.
---->Synthetic Antibiotics (200 RP):
+1 Max Troop Limit. +2 Research Points per Turn.
------>Vaccines (300 RP):
Provinces you own now increase Max Troop Limit by 2 each, even if they do not have a Grain resource.
-->Atomic Theory (200 RP):
Academies now provide +1 Research Point more.
---->Nuclear Physics (300 RP):
'Rares' Strategic Resource now provide +5 Research Points each. Academies now provide +1 Research Point more.
(Computer sub-branch):
Differential Analysers (80 RP):
+3 Research Points per Turn.
-->Analog Computers (120 RP, requires Engineering Advancements from INDUSTRY):
Academies now provide +1 Research Point more.
---->Electromechanical Computers (200 RP):
+7 Research Points per Turn.
------>Electronical Computers (300 RP):
Academies now provide +1 Research Point more.
NAUTICAL:
(Ship Construction sub-branch):
Capital Ships I (80 RP):
+1 to Combat Rolls of Navies.
-->Capital Ships II (80 RP, requires Radio Communications from COMMUNICATIONS):
+1 to Combat Rolls of Navies.
---->Diesel Turbines (120 RP, Petroleum Refining from INDUSTRY):
Navies can cross up to 4 Sea Regions per Turn instead of 3.
---->Escort Fleets I (120 RP):
+2 to Combat Rolls of Navies when Defending.
------>Escort Fleets II (120 RP, requires Engineering Advancements from INDUSTRY):
+2 to Combat Rolls of Navies when Defending.
---->Capital Ships III (120 RP, requires Heavy Artillery from MILITARY):
+1 to Combat Rolls of Navies. Troops/Tanks attacking from Navies no longer receive penalty to their Combat Rolls.
------>Capital Ships IV (200 RP, requires Analog Computers from SCIENCES):
+2 to Combat Rolls of Navies.
------>Aircraft Carriers I (200 RP, requires Dedicated Aircraft Types from AERONAUTICS):
+2 to Combat Rolls of Navies when Attacking. Troops/Tanks attacking from Navies gain +1 to their Combat Rolls.
-------->Aircraft Carriers II (300 RP, requires Fighter-Bombers from AERONAUTICS):
+2 to Combat Rolls of Navies when Attacking. Troops/Tanks attacking from Navies gain +1 to their Combat Rolls.
(Naval Logistics sub-branch):
Fleet Logistics I (80 RP):
+1 to Max Navy Limit.
-->Armored Transports (80 RP):
Troops/Tanks attacking via Water Crossings no longer receive penalty to their Combat Rolls.
-->Naval Yards (120 RP, requires Engineering Advancements from INDUSTRY):
Ports can spawn 2 Navies per Turn.
-->Fleet Logistics II (120 RP, requires Radio Communications from COMMUNICATIONS):
+2 to Max Navy Limit.
---->Fleet Logistics III (200 RP):
+2 to Max Navy Limit.
STRATEGIC RESOURCES:
Each Province produces 1 Strategic Resource, which provide certain bonuses. Default map (56 Provinces) has 16 Grain, 12 Coal, 10 Chemicals, 10 Oil and 8 Rares on it.
There are 5 Strategic Resources in the game (their icons are always near the Province's Number):
Chemicals (grey drop):
+1 Research Point per Turn, +0.5 Provincial Improvement per Turn.
Coal (4 dark bits):
+0.5 Provincial Improvement per Turn, +1 Max Navy limit.
Grain (yellow wheatstalk):
+1 Max Troop limit.
Oil (brown drop):
+1 Max Tank limit, +1 Max Navy limit.
Rares (4 multicolored bits):
+3 Research Points per Turn.
There are 2 game concepts that involve Strategic Resources:
Refinement: Provinces with a Factory Provincial Improvement make the local Strategic Resource count as 2 units.
*Example: You have 3 Provinces that produce Rares, and 2 of those Provinces have Factories. You thus produce 5 units of Rares, which means +15 to Research Points per Turn.
Supply Deficit: Troops, Tanks and Navies will receive -1 to Combat Rolls for each of their number above the respective Max Limit.
*Example: You have 6 Tanks, produce 3 Oil total and your most trusted ally has just decided to stop trading you 3 Oil in middle of your war; you have now 3 Tanks over limit, which equals to -3 to their Combat Rolls!
Nationlist so far:Name: The Conglomeration of National Automobile Industries
Leader's Name: Monte Sawyer, CEO of Redaxle Industries (Powder Miner)
Government Type: (Corporate) Republic
Traits (Points left): Republic (1), Medium (0), Developed (1), Research Pioneer (Primitive Tanks)(1), Technological Aptitude (2)
Policies: Tank Supremacy, Focus: Industry
Provinces #: 25 (Sestshire, CAPITAL), 24, 26, 23, 27, 22, 28
National Color: Silver (192, 192, 192)/#C0C0C0
Name: Democratic Union of Socialist States
Leader's Name: Maximilian Dumas (TopHat)
Government Type: Not-quite-socialist, non-democratic, transition state Dictatorship. We'll get to socialism eventually guys. Trust us.
Traits: Dictatorship (2), Enormous (4), Backwater (-1) = 0
Policies: Nationalised Industry, Conscription
Provinces #: 55, 56, 54, 53, 50, 49, 46, 42, 39, 38, 52, 43, 47
National Color: Red (#990000)
Name: Kingdom of Sudetenavik
Leader's Name: King Nidaros (Cnidaros)
Government Type: Absolute Monarchy
Traits (Points left): Monarchy (0), Big (1), Highly Developed (2), Research Pioneer (Military Aircraft)(1), [Robust Government (1), = 0
Policies: Military Professionalism, Public Education & Focus: Military
Provinces #: Capital at 5, other provinces are 1 to 9 (lol)
National Color: Teal, #008080
Name: Pinkerton Principate
Leader's Name: Chancellor Vilhelm Messen (Kashyyk)
Government Type: Dictatorship
Traits (0): Dictatorship (2), Huge (3), Backwater (-1), Grand Army (1)
Policies: Commercialism, Military Professionalism
Provinces #: 17, 16, 18, 19, 14, 10, 13, 11, 12, 15, 21
National Color: Hot Pink (#ff69b4)
Name: The Allied States of Aurelia
Leader's Name: Serafine Naida, Head Speaker (Tiruin)
Government Type: (Enlightened) Dictatorship
Traits: Dictatorship (2), Tiny (-1), Normal (0), Robust Government (1), Research Pioneer [Military Aircraft] (1), Cavalry Traditions (2)
Policies: Air Supremacy, Commercialism, Military Professionalism
Provinces #: 40 (Aurelia, CAPITAL), 41, 34, 37, 36
National Color: BURNING CRIMSON YELLOW (HTML notation: ede500 // 58, 100, 93)
Name: Senai Union
Leader's Name: Alexei Petrov (Taricus)
Government Type: Dictatorship
Traits (Points Left): Dictatorship (2), Miniscule (-2), Normal (0), Robust Government (1), Technological Aptitude (2), Industrial Aptitude (2)
Policies: Military Professionalism, Socialism, Bureaucracy
Provinces #: 44, 45, 20. Capital at 44
National Color: Royal Blue (0, 35, 102/#002366)