You want commies, look at Quebec. I'm writing their factions right now.
Communes:[Egalitarians][Localists][Religious(Culte de la Raison)][Modernists] Loyalty 2, Power 4
Société des Amis de la Constitution: [Militarists][Republicans][Educators][Religious(Culte de l'Être suprême)] Loyalty 4, Power 3
Brissot Hommes:[Elitists][Imperialists][Religious (Catholics)] Loyalty 3, Power 4
 
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@Theravis , I've been working the spreadsheets, and the Modernization rules may need a change

Because ATM, modernizing is rewarding for very, very few players in the game.
 
With the new ruleset?
yes. The main problem ATM is that Modernization takes 4 turns, and will cost at least 4 EP. A person with Sporadic progression and with techs within the fast progression range can spend the same 4 EP for a 4.8 year boost to all of their techs, thanks to multipliers. not using the Modernization Quest means you can increase your techs at rate comparable with the one Modernization gives; a person at tech-level 1900 tech-level average will get to 1915 in about 3-4 years. Of course, this is more costly, as you need to spend 4 EP a turn if you want to boost all of your techs. The problem though is that the nature of a Modernization Quest makes it unreliable, since it might give you nasty maluses. Thus, Modernization Quests become less of a 'you do this if you want to modernize' option and more of a 'if you want to do Modernization cheap, with the risks that entails' option.

There are nations for which Modernization Quests are much better option, but for a nation to benefit more from Modernization Questing than just boosting their tech necessitates said nations having techs within the 1890s range. Such nations are vanishingly rare. And there's still the possible maluses to consider.

..... Though, considering the fact that there are nations in Africa with tech levels in the 1860s or so, these modernization rules will likely help them out a lot. However, the Modernization rules will really quickly become something that no-one wants to use, simply because once you've modernized, you don't go back. And I don't think new nations with low tech levels will keep popping up for it to be useful.
 
I've gotta say, major respect to the pirates' improv skills.
Also, what the Diyu are NC infantry made of?

On average? Seven foot tall combination of NFL linebacker and alligator, with an option to further upgrade toughness by encasing them in giant spider chitin and pieces of salvaged Oceanian tanks combat armor.
 
I've gotta say, major respect to the pirates' improv skills.
Also, what the Diyu are NC infantry made of?

Oh, explosive grapnels are standard anti-submarine weaponry until the invention and refining of depth charges during WW1. Like, if you are a Columbian sailor right now your options are 'physically throw an explosive charge out the back of your boat' and 'swing an explosive grapnel' if you spot a hostile submarine or kraken on approach.

NC infantry are equal parts bulletproof alligator, swamp-monster prosthetics, and peak physical prowess with optional enhancements of 'tank armor and supernaturally enhanced spider chiting'.

If you are fighting NC pack anti-tank weapons. Not for their cavalry, mind (Though you'll need it for their cavalry) but for their infantry.
 
Oh, explosive grapnels are standard anti-submarine weaponry until the invention and refining of depth charges during WW1. Like, if you are a Columbian sailor right now your options are 'physically throw an explosive charge out the back of your boat' and 'swing an explosive grapnel' if you spot a hostile submarine or kraken on approach.
Dang. And here I was envisioning pirates slapping pipe bombs onto their boarding hooks.
 
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