Switzerland III (Twisty)
Government Type: Administrative Monarchy
Economy: Wealthy, Flourishing
Military: Decent
Navy: Terrifying
Units: Tercio, Falconets, Flutes, Frigates, Ship of the Line
Doctrines: Banking, Universities, Workshop subsidization, Slavery, Spies, Chartered Companies, Maritime Law, Processing Focus, Banknotes
Culture: Traders, Seafarers, Craftsmen, Reneissance
Individual Technology:
Early Modern Mechanical Engineering, Drydocks, Sawmills, Early Fertilizers
Diplomacy:
Alliance: Whiteshack, Birgerelm, Mir, Rexania
Defensive Pact: Quijogiro, Pashimi, Oshire
Protectorate: Malu
Royal Marriage: Whiteshack, Birgerelm, Quijogiro, Rexania
Non-Aggression Pact: Kainereka, Rexania, G.O.A.L.S.
Embargoed by: Vesperia
Issues:
War Exhaustion (High)
- Exports are greatly subsidized towards Grimmoria, Redline Islands, Epsilon Federation and Vesperia. Grimmoria and Epsilon become economically dependent on Switzerland as their national industries are unable to compete with ridiculously low prices Swizz traders offer. In turn, their economies are stimulated. Roads are subsidized across the Swizz mainland, primarily for transporting raw materials from Rexania and Golden Empire.
- Using Printing Press, Ruther’s book is spread throughout the Golden Empire, facilitating religious conflict.
- Colonization effort in the New World goes okay. The large distance hinders to operation massively, but the naval capacity and traditions of Switzerland III make up for it. A special no harm policy is instituted for the colonials who settle in the area, as no natives will be taken hostage nor threatened or even will lands be stolen.
- Drydocks, sawmills and harbor cranes are built throughout the nation, greatly lowering the costs of navy upkeep, as well as production costs. Finally the nation’s naval capacity can rival that of Simmer’s.
- Reformed becomes the official religion in the country, and church property is seized by the state. Intelligentsia, an organization of educated people that engage in the complex mental labors that critique, guide, and lead in shaping the culture and politics of their society, which leads to the creation of libraries and a school system to supply the demand for educated people and the introduction of the studies of the humanities.
Harena (Olors64)
Government Type: Federal Monarchy
Economy: Moderate
Military: Decent
Navy: Moderate
Units: Musketeers, Reiters, Mortars, Galleons
Doctrines: Universities, Mining Effort, Census, Food stockpiling, Basic Education, Religious Tolerance
Culture: Traders
Individual Technology:
Early Fertilizers, Four-Field System
Diplomacy:
Member of the G.O.A.L.S.
Non-Aggression Pact: Epsilon Federation, Bhainsara, Breakspear, Broken Spire, Fellberg
Pledge of Protection: Petat
Issues:
War Exhaustion (Very Low)
- Four-Field System, first discovered in Simmer, is swiftly adopted across Harena further increasing agricultural productivity.
- A system similar to Simmerian coupons is put in place, and a small part of the nation’s currency now consists of free floating banknotes.
- Invasion of the steppe tribes goes smoothly and ends with minor territorial concessions for Harena.
- A law passing religious tolerance is adopted, allowing for practice of any religion without government persecution. It helps greatly to ease border tensions with neighboring different-cultured states, such as Ket or Kun-de-Lain.
- Mainland is further colonized with an amazing success.
Epsilon Federation (Knife 2.0)
Government Type: Oligarchical Republic
Economy: Moderate
Military: Feeble, Force-Demilitarized
Navy: Feeble, Force-Demilitarized
Units: Condottieri, Musketeers, Falconets, Frigates
Doctrines: Agriculture and mining subsidies
Culture: Warriors
Individual Technology:
Paper Cartridges
Diplomacy:
Non-aggression Pact: Redline Islands, Harena, Kuzunoha, Simmer Isles
Embargoed by: Aoxia
Issues:
Forceful Demilitarization, War Exhaustion (Low), Economic Dependency (Switzerland III)
- Matchlock revolvers are designed in Epsilon, but these weapons are difficult to use, complicated, unreliable and prohibitively expensive to make, and as such they are not widely distributed.
- Frigates, fast class of ships are adopted by the Epsilon navy.
- Blunderbuss weapons enter widespread use.
- Paper cartridges are invented, greatly reducing loading time.
- Wool and cotton farms are expanded upon, and an unsuccessful attempt is made to introduce silk production to the nation.
- The nation is invaded by a combined force of Birgerelm, Whiteshack and Mir. With the nation’s armies completely destroyed, it takes less than a month for the country to unconditionally surrender. Birgerelm pushes for a forced demilitarization of the country, due to its threats of attacking allied states and Birgerelm itself, and Whiteshack annexes southern part of the country. Rassvet and Bolshaya are additionally given land as spoils of war.
- Due to high quantity and low price of imports from Switzerland III, Epsilon Federation becomes dependent economically on that nation, with large branches of national industries regressing to nothing due to them simply not being profitable. In turn, the nation’s economy is greatly improved.
Grimmoria (Grimmore)
Government Type: Feudal Monarchy
Economy: Moderate
Military: Moderate
Navy: Small
Units: Pikemen, Caracole Cavalry, Falconets, Galleys
Doctrines: Salt Extraction
Culture: Warriors, Rabbit Lovers
Individual Technology:
None
Diplomacy:
Embargoed by: Birgerelm, Whiteshack, Kainereka
Issues:
Economic Dependency (Switzerland III)
- Rabbits are introduced to Grimmorian lands and domesticated. Over the years, they are selectively bred to have soft and white fur, becoming nation’s signature animal.
- Bird feeders become the new cultural item that can be seen about anywhere in the land, from the houses of nobles to peasant huts. An attempt is made to make a reaper machine to trim lawns and harvest grain, but it fails.
- Due to high quantity and low price of imports from Switzerland III, Grimmoria becomes dependent economically on that nation, with large branches of national industries regressing to nothing due to them simply not being profitable. In turn, the nation’s economy is greatly improved.
Whiteshack (Jellopy)
Government Type: Monarchy
Economy: Moderate, Growing
Military: Robust
Navy: Moderate
Units: Pike-and-Shot, Lancers, Caravels
Doctrines: Culture Investment, Universities, Slavery, Trading Companies, Basic Education
Culture: Bizarre practices, Renaissance, National Epics
Individual Technology:
Early Modern Astronomy
Diplomacy:
Defensive Pact: Switzerland III, Tselinoyarsk-Rassvet
Trade Agreement: Switzerland III
Issues:
Rebellious Province (Rokovoj Bereg), War Exhaustion (High)
- New World colonization proceeds poorly due to the distance. Slaves for the colonies are imported from the Confederation and Switzerland III.
- Opera as a medium of art is invented, adding a more musical side to the already existing theatre medium.
- The invention of telescope leads to many discoveries in the field of astronomy.
- National epics are extensively written in Whiteshack, to encourage people to enlist in the army with a meagre success so far.
- Epsilon Federation is successfully invaded and as a spoils of war, Rokovoj Bereg is taken. Due to the distance from mainland, cultural differences (including Whiteshack’s bizzare practices) and aggressive population, rebellions happen quite often in the province, although they are unorganized so far. If nothing is done, there is a possibility of it seceding to another country or declaring independence.
Kuzunoha (Anti-Guy)
Government Type: Divine Empire
Economy: Decent, Growing
Military: Moderate
Navy: Moderate
Units: Zealot Regiments, Musketeers, Culverin, Galleons, Galiots
Doctrines: Caste System, Universities, Library construction, Grand Temple, Psychological Warfare, Spies, Banks
Culture: Divine Mandate
Individual Technology:
Drydocks
Diplomacy:
Defensive Pact: Golden Empire
Non-Aggression Pact: Epsilon Federation, Simmer Isles
Issues:
War Exhaustion (Medium)
- Army tactics start including various demoralization methods, such as cutting supplies, poisoning water wells, night attacks and guerilla tactics.
- Naval units are updated to the newest designs, prioritizing Galiots, especially effective near the nation’s shores.
- Spy network, the Empire’s Eyes, is established and begins operating.
- Banking system akin to the Swizz system is put in place, and slowly starts to gain local relevance.
- Matchlock is brought to Kuzunoha and muskets become the standard piece of army equipment.