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Main Archive => General Gameplay Topics => Meeting Room (N3) => Topic started by: hooper82 on March 05, 2009, 05:55:25 PM

Title: New Player - Avaliable Nations
Post by: hooper82 on March 05, 2009, 05:55:25 PM
Hi All,

I'm very interested in playing N-Sim.  While I have a stack of questions, I'll restrict it to these couple to start.

a) Is the Democratic Republic of MesoAmerica still available?
b) Is the Mughal Empire still available?
c) How are the starting ports/infrastructure/facilities of these new countries worked out?
d) Is there a 'finish date' for the game?
e) Taking control of one of these nations, I assume you run all the turns from the start of the game?  Giving yourself a chance to R&D tech's, develop guns, etc?
f) How often are turns done?


Thanks in advance, any helpfully newbie advice would be welcome!


Hooper
Title: Re: New Player - Avaliable Nations
Post by: Carthaginian on March 05, 2009, 06:00:09 PM
Welcome!
I know the DRM is still open, and the Mughal Empire might also be open as well.

Here's the advice:
1.) Never, ever, ever make Glorious France angry.
2.) Never, ever, ever make the most superior Middle Kingdom angry.
3.) Alliance is life-  get into a lot of them and make sure that you drag them into as much as they drag you into. ;)
Title: Re: New Player - Avaliable Nations
Post by: Logi on March 05, 2009, 06:09:23 PM
For the answer to f check this thread out: http://www.navalism.org/index.php?topic=2289.0

d) The end of the era of interest
Title: Re: New Player - Avaliable Nations
Post by: The Rock Doctor on March 05, 2009, 06:53:49 PM
Welcome aboard!  Let me answer your questions in the order asked:

a)  Err, not really.

b)  Yes!

c)  The Moderators assigned starting infrastructure based on their assessment of the nation's economy and need.

d)  There's no fixed date in mind.  The sim could go kablooey if we start a world war, or if we just get tired of it all, but nothing specific's been set.

e)  We'd assign a tech level for the current year (1916) and starting levels for military stuff; you'd have some leeway in determining the details.

f)  We attempt to do a turn every two weeks; usually, it drags out longer than that.
Title: Re: New Player - Avaliable Nations
Post by: hooper82 on March 05, 2009, 07:51:13 PM
Thank you for your reply's, I appreciate it.

If the moderators see this, I'd be keen to take the Mughal Empire.
On that note, who are the moderators?

I'll start reading up any details on the Mughal Empire, and start filling in some rough idea's to be presented to the Moderators, hopefully to help with the establishment of tech levels / starting forces / etc.

On another note, How are aircraft / army units designed.  While airpower is negligable in its effect in 1916, soon (1930's) airpower becomes much more important.
I assume that there can be land wars as well as naval battles, and there must be some way of designing and comparing two armys?


Thanks again,
Hooper
Title: Re: New Player - Avaliable Nations
Post by: miketr on March 05, 2009, 07:57:14 PM
Quote from: hooper82 on March 05, 2009, 07:51:13 PM
On that note, who are the moderators?

Maddox
The Rock Doctor
Guinness

Michael

Title: Re: New Player - Avaliable Nations
Post by: Guinness on March 05, 2009, 08:11:50 PM
I've been waiting for someone to come along who was interested in playing the Mughals.

*mwahahahahahahahahahahahah

Seriously though: The Mughals are one of the non-player countries that a player has been updating the reports for on the side (in this case ctwaterman, our Italian Empire player), so it should be roughly ready to go.

I'd start by reviewing their data:

First their history and tech (both courtesy of ctwaterman so far): http://www.navalism.org/index.php?board=143.0

and second their sim reports up to 1914 or so: http://www.navalism.org/index.php?board=143.0

Feel free to PM any or all of the Mods (myself, The Rock Doctor and Maddox as Mike noted) with any questions or ideas, and in the meantime, we'll make triply sure that we weren't planning on dropping any asteroids on Karachi, etc. before we give you the keys.

Edit: should answer this too:

Quote
On another note, How are aircraft / army units designed.  While airpower is negligable in its effect in 1916, soon (1930's) airpower becomes much more important.
I assume that there can be land wars as well as naval battles, and there must be some way of designing and comparing two armys?

Read over the army section of the rules first for details if you haven't already: http://www.navalism.org/index.php?topic=87.0

But the basics are thus: the basic unit for an Army is the Corps (about 50,000 men for an infantry corps for example). We allow units smaller than a corps, but they are still essentially subdivisions of a corps. The fighting power of a corps is represented by "rating", artillery, morale and strength. The details of that are in the thread I linked above. So, a "2/0" infantry corps is pretty much just a bunch of guys with guns, and something we usually see only in reserve units today, but also something the Mughals have or had quite a few of (at least as of 1909). Usually player nations will break out the current status of their army by corps in each report, but that's not in the updated reports for the Mughals, but give me a day or so, and I can detail that for you (unless ctwaterman wants to do that for me). And yes, land battles have certainly been simmed here in the past. For some idea of the results, you can find your way through this thread: http://www.navalism.org/index.php?board=169.0

Aircraft are indeed a recent innovation in the nverse, and have not figured decisively in our wars yet, though now that I've said that, players will now likely speak up with stories of zeppelines sinking ships, and the advantage the Ottomans got from aircraft artillery spotting in their recent war with the Austrians and Spanish. The truth is the rules are a living document and continue to evolve, and aircraft are near the forefront of that evolution. I don't anticipate any significant changes in the ruleset about aircraft now, but as the game proceeds, we'll see how the current rules work. As of right now, the rules really only cover the acquisition of aircraft and their attendant technologies, but not really units of aircraft that could form battle formations, etc. We just haven't quite gotten to needing that (yet).
Title: Re: New Player - Avaliable Nations
Post by: hooper82 on March 05, 2009, 09:31:16 PM
Hi Guys,

[Tech] - http://www.navalism.org/index.php?topic=3454.0
Is that fairly standard of the technology levels as of 1914?  I guess I have some work ahead of me! =)

[Sim Reports] http://www.navalism.org/index.php?topic=3491.0
As I understand it so far -

Mughal EmpireDate -1914 HY1
ProvincePopulationBPICRevenue
Afganistan9.36m01$3.672
Bolochistan6.24m01$3.048
Punjab42.66m0.57$21.132
Sindh22.89m224$46.89
Rajasthan24.97m00$13.994
Miscn/a00$0.000
TOTAL106.12m2.538$88.736
Nation State - PEACE
Civilian Budget - $44.368
Military Budget - $44.368


Civilian Expenditures
Name/Location$ this TurnBP this TurnTotal $ SpentTotal BP Spent$ To CompleteBP to Complete
IC 39$45-$75-$0 (Complete)
.5 BP Punjab$10.91-$91.74-$58.26

Military Budget Expenditures
Name/Location$ this TurnBP this TurnTotal $ SpentTotal BP Spent$ To CompleteBP to Complete
To Civilian Budget$5.63
Create II Mtn Corps$50.75$101.25$00
Create XI Corps$50.75$101.25$00
Create XII Corps$50.75$101.25$00
Ammo Stockpile$20.25
Ammo Costs$00
Total $ Spent$22.63
Total BP Spent2.5


R&D ProjectsMax R&D - $1
Project NameCost#HYCom/Ongo/Roll
1910: 3 Reserve Units per 1 Active$14 or 620%

Questions -

g) That seams about right.  However, does gun and turret R&D come under the R&D restriction amount?  Are there any lists of existing know Gun and Turret size's and technologies for The Mughal Empire.

h) Are there listings for existing Army, Navy and (possibly) Air forces?  Or Ports, Slipways, Drydocks and Fortresses?
[EDIT] Ah, Thankyou very much Gunness!

i) Is it possible to expend the entire budget on Civilian Infrastructure (in this case, more BP and IC!), rather than the traditional 50/50 split.

j) While I'm interested in playing a smaller nation, the extreme low BP of the Maghal Empire will limit it in the construction of any sort of serious navy, and in the R&D of any competitive technologies.  Is this by design?  Or is it possible to explain how the BP is in fact higher due to events following the rise to king of Akbar Shah the III in 1887 (at the tender young age, for a king, of 27)?

k) Who rolls for those 20%, 40%, 60%, and 80% chances in R&D?

l) Does R&D come under Military Spending or Civilian Spending?

Thanks in advance to those who help a poor newb,
Hooper
Title: Re: New Player - Avaliable Nations
Post by: Logi on March 05, 2009, 09:50:38 PM
g) Yes. I don't know.

i) Yes

k) The mods

I) Military
Title: Re: New Player - Avaliable Nations
Post by: Guinness on March 05, 2009, 09:57:09 PM
Quote from: hooper82 on March 05, 2009, 09:31:16 PM
Hi Guys,

[Tech] - http://www.navalism.org/index.php?topic=3454.0
Is that fairly standard of the technology levels as of 1914?  I guess I have some work ahead of me! =)


It is for the Mughals :)

Quote
g) That seams about right.  However, does gun and turret R&D come under the R&D restriction amount?  Are there any lists of existing know Gun and Turret size's and technologies for The Mughal Empire.

Gun and turret R&D does fall under overall R&D. I don't believe that the Mughals have any indigenous guns or mounts at this time, no. That's the bad news. The good news is that it's perfectly acceptable to license foreign guns and mounts, or to buy them from another nation.

Quote
h) Are there listings for existing Army, Navy and (possibly) Air forces?  Or Ports, Slipways, Drydocks and Fortresses?
[EDIT] Ah, Thankyou very much Gunness!

I'm going to try to work on this tomorrow (hopefully). I've got data as of 1909, so I need only reconcile what ctwaterman did in the reports since then. I can tell you now though that while the Army is pretty well spelled out, as are the ports and shipyards, there isn't much in the way of fortresses now, and the Navy as of 1909 was spelled out in a total approximate tonnage, not specific ships, so there is room there for some creativity.

Quote
i) Is it possible to expend the entire budget on Civilian Infrastructure (in this case, more BP and IC!), rather than the traditional 50/50 split.

Absolutely. The 50/50 split represents maximum annual military expenditures. The minimum annual military expenditure by the rules would be 0. So if you want to pore a bunch of $$ into civilian development, that's a perfectly sensible thing to do.

Quote
j) While I'm interested in playing a smaller nation, the extreme low BP of the Maghal Empire will limit it in the construction of any sort of serious navy, and in the R&D of any competitive technologies.  Is this by design?  Or is it possible to explain how the BP is in fact higher due to events following the rise to king of Akbar Shah the III in 1887 (at the tender young age, for a king, of 27)?

Most nations were fashioned more or less by taking their historical stats for population, etc. for a certain year, and extrapolating from there. So in that respect, yes, the Mughal's current situation was by design. It is a very very different nation with different needs and capabilities than say, the DKB or the CSA, but I don't personally think it is unplayable.

There are lots of routes for a nation to build power beside indigenous industrial production. One can purchase foreign hardware, go to war with others and take their resources and territory, or court international investment to develop the industrial base. I would think that any of these options are available to the Mughals immediately. So don't consider the Mughals hobbled necessarily. While not a great power, they have significant revenue, which could be turned into military assets (or industrial capacity) if desired. For instance, there's a pretty significant conflict brewing next door between France in Kolkuta and the Hindu state of Bharat. The 800 lb gorilla there is the question of what if anything the Mughals might do about that. The French, the Nverse's greatest superpower, might even be looking for some help, and speaking as an ally of France, I can tell you that France can be very generous to its friends ;-)

In other words, don't be afraid to be creative. In this moment, I'd point at DesertFox's little tiny Kingdom Republic of New Zion, which has a much much smaller economy than the Mughals, but he still manages to cause more than his own fair share of trouble. Wheeling and dealing around here is generally well received and rewarded.

But if you look at it in depth and find it not to your liking, let the Mods know what your concerns are and other ideas you have, and we'll give it some thought about options.

Quote
k) Who rolls for those 20%, 40%, 60%, and 80% chances in R&D?

The mods do. The easy way for everyone is to send all three of us a PM with a list of your techs and the number of halves they have been researched, and we'll roll them for you.

Quote
l) Does R&D come under Military Spending or Civilian Spending?

Military.
Title: Re: New Player - Avaliable Nations
Post by: Desertfox on March 05, 2009, 10:00:38 PM
j) It's low but it could be worse. I play New Zion and I only have 1 BP and $18 to play with. The way to go is to get allies and buy used. I bought practicly an entire fleet for New Zion, quadrupuling my strength overnight. Also making Tech Trades or buying Tech will be the only way for you to stay competitive.

BTW The Jewish state of New Zion happens to be very friendly towards other muslim countries, after all we share a common enemy in the evil Papist states.

QuoteIn other words, don't be afraid to be creative. In this moment, I'd point at DesertFox's little tiny Kingdom Republic of New Zion, which has a much much smaller economy than the Mughals, but he still manages to cause more than his own fair share of trouble. Wheeling and dealing around here is generally well received and rewarded.
*cough, cough* ...Imperialistic Communist Dictatorship of New Zion... oh wait you guys don't know that yet. ;D
Title: Re: New Player - Avaliable Nations
Post by: Guinness on March 05, 2009, 10:03:24 PM
Quote from: Desertfox on March 05, 2009, 10:00:38 PM
The way to go is to get allies and buy used. I bought practicly an entire fleet for New Zion, quadrupuling my strength overnight.

An important lesson to others: don't take the first offer that comes along, like a certain current Moderator once did when he was a newbie *cough* me *cough*.
Title: Re: New Player - Avaliable Nations
Post by: ctwaterman on March 05, 2009, 11:14:49 PM
*yawn* what a player....

How good are you at handeling spread sheets :)  and do you have a modern version of Excel ??????

The Mughal Empire will have a hard time building a serious navy, but it does have excess cash so it might very well be able to purchase a navy.  And Yes the Mughal Empire lacks the Heavy Industry to do serious research and naval building it will have to use its Income to purchase these things.

Right now It has committed to purchasing a modernized Pre Dreadnaught Battle Ship from  the Dutch $10 in HY1 1916 and $10 in HY2 1916.

The Mughal Empire's Army is its biggest strength and it does have 7 Fortress, but still needs some Shore Batteries.

Anyway drop me a PM and we can discuss it or find me on MSN my addy is in my Profile.

I will Tiddy up the Spread Sheet and send a copy of it too you.
Title: Re: New Player - Avaliable Nations
Post by: hooper82 on March 06, 2009, 01:46:38 AM
Thank you for the time you've taken ctwaterman and others.

I'm quite familiar with spreadsheets, and have played several spreadsheet based PBeM games before.  I have Excel 2003, 2007 and Open Office.

While I'm quite interested in The Muhhal Empire, especially considering its relative closeness to the Bay of Bengal and its historic future significance...and what seams to be an active area even now.  However, I'm probably more interested in a nation that can build its own (quite possibly small) fleet.  I've got my own ideas that I'd like to put into practice in ship construction and the like.  After all, this is a Naval Sim!

I was going to suggest that India Proper may be a valid option...however on more reading I'm thinking Bharat? is about to become another French Colony.

Perhaps Madagascar?  I could do up a history based on RL History and what I know of Nverse?  Madagascar could have been a French colony (The French historically invaded in 1883) that 'seeded from the union' as per the history of Nverse - "(France) is decadent and slowly shrinking".  Perhaps instead of the English (who no longer exist...kinda), the French could have worked with the Merina rulers in the 1790's to abolish the slave trade and become a defacto-French-colony.  I'm sure the French would have appreciated a strong naval base at Madagascar to support there moves into Indochina.  They could have built it up extensively...being conveniently close when needing to take on bunkerage etc. after passing the Cape of Good Hope.  Until that is, the opening of the Suez Canal, and the general weakening of the French meant that Madagasca had less and less value.  Where upon it slipped from French control and turns into The Kingdom of Madagascar?


Title: Re: New Player - Avaliable Nations
Post by: Korpen on March 06, 2009, 04:08:57 AM
Quote from: hooper82 on March 06, 2009, 01:46:38 AM
Thank you for the time you've taken ctwaterman and others.

I'm quite familiar with spreadsheets, and have played several spreadsheet based PBeM games before.  I have Excel 2003, 2007 and Open Office.

While I'm quite interested in The Muhhal Empire, especially considering its relative closeness to the Bay of Bengal and its historic future significance...and what seams to be an active area even now.  However, I'm probably more interested in a nation that can build its own (quite possibly small) fleet.  I've got my own ideas that I'd like to put into practice in ship construction and the like.  After all, this is a Naval Sim!

I was going to suggest that India Proper may be a valid option...however on more reading I'm thinking Bharat? is about to become another French Colony.

Perhaps Madagascar?  I could do up a history based on RL History and what I know of Nverse?  Madagascar could have been a French colony (The French historically invaded in 1883) that 'seeded from the union' as per the history of Nverse - "(France) is decadent and slowly shrinking".  Perhaps instead of the English (who no longer exist...kinda), the French could have worked with the Merina rulers in the 1790's to abolish the slave trade and become a defacto-French-colony.  I'm sure the French would have appreciated a strong naval base at Madagascar to support there moves into Indochina.  They could have built it up extensively...being conveniently close when needing to take on bunkerage etc. after passing the Cape of Good Hope.  Until that is, the opening of the Suez Canal, and the general weakening of the French meant that Madagasca had less and less value.  Where upon it slipped from French control and turns into The Kingdom of Madagascar?

A problem with adding industry / changing a country such as Madagascar is that it will have profound impacts in the neighbouring countries and might radically change how they would have acted in the past. It is likely to created "were the hell did THAT come from" situations. Also there are several more large countries around Madagascar then just France, Oranje and DKB are the main ones, but the Netherlands and Italy also got extensive interests in the region.

However, the player who expressed an interest in the Ottomans basically just posted "I want them" and has not shown up since then. So personally I think he basically has forfeited that place, and the Ottomans are open for take-over (same thing could be said about Ukraine).
Unless the mods know something I do not.
Title: Re: New Player - Avaliable Nations
Post by: Blooded on March 06, 2009, 05:52:37 AM
Hello,

As the Imperial Russian Player, I would love to see the Black Sea get filled in with players. As Korpen stated our Ukraine and Ottoman players have not done anything yet. I don't think Rumania was ever updated. So that could be a fresh slate country though it is small. Actually now that I just looked at it it is micro.
Ukraine was updated but nothing was posted as to final designs. I suppose they could be modified if kept at the same weight. I could send off my Ukraine files easily (as I already had made them up for Simon). I would need an email since PMs do not allow transfers.
Title: Re: New Player - Avaliable Nations
Post by: miketr on March 06, 2009, 06:18:42 AM
I would suggest Bharat is not open at the moment because its about to become involved in something rather major with France.

Now as to other nations open with some contraction capacity.

1) Ottoman Empire...  I do the updates for them and while they are somewhat backward they do have some nations willing to help them very cheaply.  Also they are able to build fairly large ships  At the same time they have some fairly powerful enemies.  See Balkan War thread.  I do their updates.  If you are looking for a place with the most roleplay potentional and wheeling and dealing I suggest this nation.

2) Ukraine is also possible but they lack direct access to the world ocean.

Michael
Title: Re: New Player - Avaliable Nations
Post by: Jefgte on March 06, 2009, 06:21:00 AM
Welcome aboard Hooper82  :D
A welcome from Peru  :D

For your enter in the game, Peru is happy to offer a techno from its Encyclopaedia.

Have fun with us


:D
Title: Re: New Player - Avaliable Nations
Post by: hooper82 on March 06, 2009, 07:51:52 AM
Quote from: Korpen on March 06, 2009, 04:08:57 AMA problem with adding industry / changing a country such as Madagascar is that it will have profound impacts in the neighbouring countries and might radically change how they would have acted in the past. It is likely to created "were the hell did THAT come from" situations.

Thats a very valid point, and something I didn't think about.

I'm interested in ether Ottoman or Ukraine.  Ottoman with its history and strategic location looks like a lot of fun.  But Ukraine is probably a little more newb friendly...allthough its access to open waters is restricted by the Ottoman Empire and Baltic Confederation.

As I understand it, Ukraine has turns up to 1913H2, and the Ottoman Empire to 1915H1?


Title: Re: New Player - Avaliable Nations
Post by: The Rock Doctor on March 06, 2009, 07:57:00 AM
Theoretically, we did assign those countries to players who have not been active since then.  Let us contact them and try to ascertain their intentions...
Title: Re: New Player - Avaliable Nations
Post by: miketr on March 06, 2009, 08:41:08 AM
Quote from: hooper82 on March 06, 2009, 07:51:52 AM
As I understand it, Ukraine has turns up to 1913H2, and the Ottoman Empire to 1915H1?

Ottoman Empire had its 1915 H2 report done also.  I just built them some new cruisers, etc and was about to do their 1916 H1 where I would lay down a new armored cruiser.

You can see it here...
http://www.navalism.org/index.php?topic=3451.0

My own opinion on the other guy who said he was interested he hasn't even logged in since then so that tells us all we know but the mods will sort that one out.

Michael
Title: Re: New Player - Avaliable Nations
Post by: Korpen on March 06, 2009, 09:02:37 AM
Quote from: miketr on March 06, 2009, 08:41:08 AM
My own opinion on the other guy who said he was interested he hasn't even logged in since then so that tells us all we know but the mods will sort that one out.

It is not the first time, and likely not the last time that we will have players who sign up but then never enters play.

Think we should have a rule /guideline that if a player sign up but then goes away for more then a week or two without ever doing anything  on the forum or informing anyone; then that player loose the claim on the country.
Title: Re: New Player - Avaliable Nations
Post by: Borys on March 06, 2009, 09:14:58 AM
Quote from: Korpen on March 06, 2009, 09:02:37 AM

It is not the first time, and likely not the last time that we will have players who sign up but then never enters play.
Good idea.
"You have a week to start. If you don't, your Life is forfeit ... "
Borys
Title: Re: New Player - Avaliable Nations
Post by: Jefgte on March 06, 2009, 09:56:45 AM
Quote...we will have players who sign up but then never enters play

ye...Where is Swamphy ???


:-\
Title: Re: New Player - Avaliable Nations
Post by: The Rock Doctor on March 06, 2009, 09:58:45 AM
He's following a schedule.  No need to worry about him.
Title: Re: New Player - Avaliable Nations
Post by: Korpen on March 06, 2009, 09:59:46 AM
Quote from: Jefgte on March 06, 2009, 09:56:45 AM
Quote...we will have players who sign up but then never enters play

ye...Where is Swamphy ???


:-\
Clarification: I meant "sign up" in the sense of declaring that one wants to take over X country, not as in register for participation on the forum at large.
Title: Re: New Player - Avaliable Nations
Post by: hooper82 on March 06, 2009, 12:30:05 PM
Quote from: The Rock Doctor on March 06, 2009, 07:57:00 AM
Theoretically, we did assign those countries to players who have not been active since then.  Let us contact them and try to ascertain their intentions...

Ok cool.  Well let me know, I'm keen as to get started on plans to take over the world!
Title: Re: New Player - Avaliable Nations
Post by: hooper82 on March 07, 2009, 04:30:02 PM
Hi guys, any update on availability?
Title: Re: New Player - Avaliable Nations
Post by: The Rock Doctor on March 08, 2009, 07:17:49 PM
Sorry to leave you hanging - I've been distracted by farm chores (taking advantage of good weather) and the cinema (Watchmen). 

We'll have an answer for you tomorrow.
Title: Re: New Player - Avaliable Nations
Post by: Sachmle on March 09, 2009, 06:00:51 PM
Quote from: The Rock Doctor on March 08, 2009, 07:17:49 PM
Sorry to leave you hanging - I've been distracted by farm chores (taking advantage of good weather) and the cinema (Watchmen). 

We'll have an answer for you tomorrow.

Sorry to 'thread-jack', but "The Watchmen"....how was it?
Title: Re: New Player - Avaliable Nations
Post by: The Rock Doctor on March 10, 2009, 06:01:22 AM
I thought it was great.  Val thought so too. 

On topic - I believe Hooper's been settled now.
Title: Re: New Player - Avaliable Nations
Post by: helgi on April 07, 2009, 05:24:09 AM
Good day.

Have read the thread and do not understand clearly:

why mesoamerica marked as unclamed but not atually be claimed?
What states can be clamed nowadays?

what shoul I do to claim the state and start playing?

Thanks :)
Title: Re: New Player - Avaliable Nations
Post by: Sachmle on April 07, 2009, 05:58:52 AM
First, greeting and salutations. Welcome. Second, as for Mesoamerica, I think there is a backstory/subplot involving Poncho Villa being jointly worked on between The Rock Doctor (Rocky) and Guinness. As for 'claiming' a nation, list which interest you, and one/all of the mods will work w/ you on setting things up. In the meantime you can tell us a little about yourself, show off your skills in springsharp, or just make funny comments and keep up to date. Once again, welcome aboard.
Title: Re: New Player - Avaliable Nations
Post by: The Rock Doctor on April 07, 2009, 06:24:44 AM
Hi!

Sachmle is correct - something is afoot with respect to Mesoamerica. 
Title: Re: New Player - Avaliable Nations
Post by: helgi on April 07, 2009, 06:29:52 AM
I'd like to take Mesoamerica....

But if it is not possible, so there are no any variants...

As far as I understand Ottomans and Ukraine are on auction and hooper82 may take one of this states...

There are a list of smaller countries with the weak economy....

and what are those white spots on the map? May I suggest to settle up a country on one of them? For example at the Madagascar?
Title: Re: New Player - Avaliable Nations
Post by: The Rock Doctor on April 07, 2009, 06:47:54 AM
Mesoamerica is not available.

Hooper took over Indochina; let us moderators consult our collective memories and get back to you with respect to an up-to-date list of available powers.
Title: Re: New Player - Avaliable Nations
Post by: maddox on April 07, 2009, 10:21:18 AM
There are a few "empty" countries left. Non of them big.

The wardamaged Ottomans. Franticaly rebuilding after the disasterous losses of the Last Crusade.
Greece, the result of the last Crusade.
Tiny Ireland.
Nigeria, strangely standing up in a French Dominated West Africa.
Mid continental Kazaria, with the big Baikal Sea, and weary of the Huge Middle Kingdom.
Rumania, juggling the European powers to stay independent.


Title: Re: New Player - Avaliable Nations
Post by: Phoenix on April 07, 2009, 10:45:27 AM
The Middle Kingdom (Imperial China) is also available to be taken over from me.
As I stated before, I was asked to come back and play but I really do not have time for it.

Especially now when I'm running for the Flemish Parliament in Belgium, elections on June 7th (not that I will get elected, I'm 17th on the list I'm running on - but still...). This campaigning takes up a lot of time. And I was already running short what with my part-time job, local politics (I'm aiming to become president of the local chapter of my party), my household (1 lifemate, 6 cats and 1 attic-dweller), my blog, and painting.
Title: Re: New Player - Avaliable Nations
Post by: Korpen on April 07, 2009, 10:52:25 AM
Quote from: maddox on April 07, 2009, 10:21:18 AM
There are a few "empty" countries left. Non of them big.

The wardamaged Ottomans. Franticaly rebuilding after the disasterous losses of the Last Crusade.
Greece, the result of the last Crusade.
Tiny Ireland.
Nigeria, strangely standing up in a French Dominated West Africa.
Mid continental Kazaria, with the big Baikal Sea, and weary of the Huge Middle Kingdom.
Rumania, juggling the European powers to stay independent.
I would say the Ukraine is open as well, no log on from the one who wanted to play them for over two months....
Logi plays Ireland as well as one of the chine. Normally I am not a fan of a player having two countries, but I cannot see any potential conflicts of intrest in that case.
Title: Re: New Player - Avaliable Nations
Post by: The Rock Doctor on April 07, 2009, 10:53:43 AM
Phoenix:  Hopefully our loss will be Belgium's gain.

Is Maddox the life-mate or the attic-dweller?
Title: Re: New Player - Avaliable Nations
Post by: Guinness on April 07, 2009, 10:58:26 AM
The Mughals are still open too, unless I missed something. The Mughal empire corresponds roughly to present day Pakistan and Afghanistan.

And assuming something surprising doesn't happen, I expect that Bharat will be available for play in the future, after the current war is over.

There's also, at least for the moment, Siam, Burma, and Tibet, all of which are relatively small fry, of course.

I think that's everything.
Title: Re: New Player - Avaliable Nations
Post by: Sachmle on April 07, 2009, 11:06:33 AM
Quote from: The Rock Doctor on April 07, 2009, 10:53:43 AM
Phoenix:  Hopefully our loss will be Belgium's gain.

Is Maddox the life-mate or the attic-dweller?

I believe an 'old fiend..er friend' is the atikdweller.. ;)
Title: Re: New Player - Avaliable Nations
Post by: maddox on April 07, 2009, 12:26:56 PM
Agrival is living on our attick. I didn't think that was a secret.

Nor was the relation between Babeth and me- it's just never been asked before.
Title: Re: New Player - Avaliable Nations
Post by: ledeper on April 07, 2009, 01:26:15 PM
Persia is also open and also updated ;)
Title: Re: New Player - Avaliable Nations
Post by: Borys on April 07, 2009, 01:29:43 PM
Quote from: maddox on April 07, 2009, 12:26:56 PM
Agrival is living on our attick.
I'm afraid to ask what dwells in your basement ...
Borys
Title: Re: New Player - Avaliable Nations
Post by: Logi on April 07, 2009, 03:37:04 PM
QuoteLogi plays Ireland as well as one of the chine. Normally I am not a fan of a player having two countries, but I cannot see any potential conflicts of intrest in that case.

Hoho. I acutally play the RRC, while Ireland is (kinda) NPC. I just find it hard to believe a nation in Europe being completely neutral and uninvolved (imagine that!). Also, since I left Ireland before I acutally settled, it was a pratically new state. So I decided to bring Ireland along the way of what I probably would have done had I not left. I still have to ask the mods before making major decisions, but its running half-NPC (I wonder if that's a term) right now.

So conclusion, you could take over Ireland, but there's a fair mix of politics there. Something I wouldn't recommend to the new player. If you do want to play Ireland, I could tell you more depth about its inclination (to other nations).
Title: Re: New Player - Avaliable Nations
Post by: Sachmle on April 07, 2009, 05:14:37 PM
Quote from: Logi on April 07, 2009, 03:37:04 PM
I just find it hard to believe a nation in Europe being completely neutral and uninvolved (imagine that!).

You mean like Switzerland in BOTH World Wars? ;)
Title: Re: New Player - Avaliable Nations
Post by: Logi on April 07, 2009, 05:40:11 PM
Well I would have overrun it so don't lookat me.
Title: Re: New Player - Avaliable Nations
Post by: P3D on April 07, 2009, 05:51:04 PM
Quote from: Sachmle on April 07, 2009, 05:14:37 PM
Quote from: Logi on April 07, 2009, 03:37:04 PM
I just find it hard to believe a nation in Europe being completely neutral and uninvolved (imagine that!).

You mean like Switzerland in BOTH World Wars? ;)

If Switzerland was uninvolved, you could also add Sweden, Spain and Portugal.
Title: Re: New Player - Avaliable Nations
Post by: maddox on April 07, 2009, 11:28:04 PM
Quote from: BorysI'm afraid to ask what dwells in your basement ...

Nothing, anything that could dwell in the basement, is frozen in fear.  That is where I store older failed projects.
Title: Re: New Player - Avaliable Nations
Post by: helgi on April 08, 2009, 02:39:17 AM
I thinked over all of your suggestions and think to take Persia.

What to do next?
Title: Re: New Player - Avaliable Nations
Post by: Jefgte on April 08, 2009, 03:08:48 AM
Welcome aboard Helgi

From Peru  :D



Jef  ;)
Title: Re: New Player - Avaliable Nations
Post by: The Rock Doctor on April 08, 2009, 06:49:35 AM
Helgi,

My suggestions would be:

-Read the various rules threads

-Perform a search on "Persia" and read the threads which mention it, so you are aware of Persia's background.  ledeper and P3D have had some involvement in Persia previously.

-Try some work with Springsharp so you can become familiar with the program.
Title: Re: New Player - Avaliable Nations
Post by: Logi on April 08, 2009, 01:35:56 PM
Welcome aboard Helgi, start conquering those oilfields and give me some oil :D
Title: Re: New Player - Avaliable Nations
Post by: The Bushranger on April 08, 2009, 03:41:08 PM
Welcome aboard!
Title: Re: New Player - Avaliable Nations
Post by: Borys on April 10, 2009, 12:53:07 AM
Quote from: helgi on April 08, 2009, 02:39:17 AM
What to do next?
Take a cue from the Habsburgs - start a war with somebody  ...
:D

Wellcome aboard!
Borys
Title: Re: New Player - Avaliable Nations
Post by: Kaiser Kirk on April 10, 2009, 08:42:18 AM
Quote from: Borys on April 10, 2009, 12:53:07 AM
Quote from: helgi on April 08, 2009, 02:39:17 AM
What to do next?
Take a cue from the Habsburgs - start a war with somebody  ...
:D

Wellcome aboard!
Borys

Is that what I did wrong?
...looks SE