There's not really much to brag about regarding the Mark I, it's literally the most primitive tank in existence. They're mostly placeholders, it's just that my Armor tech had to be at just below the threshold of being able to take anything useful.

Give me a turn or two and I'll start churning some actual tanks.

It has enough armor to stop machineun fire and the male variant has twice the firepower of many other tanks currently fielded. A lot of nations lack AT solutions so a heavy tank requiring specialized equipment to engage is a pretty dominant weapon at the moment.
 
.... Has Ireland just nicked my military composition? They've got the same army as me, and their coastguard use a Welsh class of ship. Hahaha. That's good.
 
I'm not sure where you are getting lack of artillery. 1/5 of each division (4,000 men) is committed to the artillery resulting in an artillery corps of 64,000 men not to mention naval artillery from the gunboats.
 
I'm not sure where you are getting lack of artillery. 1/5 of each division (4,000 men) is committed to the artillery resulting in an artillery corps of 64,000 men not to mention naval artillery from the gunboats.

Not counting gunboats and given how artillery heavy a lot of nations seem to be I am assuming that the gun count is not just divisional guns, I am also assuming that since a division sized force is 20,000 men that it is counting support personnel, not just combat personnel, so you have things like 2 man mortar teams as well as the ammunition hauler crews, in 1914 a British artillery brigade of 18 guns was 772 men. As a result I am going purely off of gun count which is pretty wonky currently, this is still preliminary. If we are counting just divisional guns even you are very artillery heavy with more than 4 times the division guns a 1914 British or German division.

Edit: also some sheets affected my perception of others. Like I am not sure how some things are measured properly and there are a lot of unknowns like the power of mages.

Edit: Edit: plus I am sure I missed a bunch of stuff.
 
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.... Has Ireland just nicked my military composition? They've got the same army as me, and their coastguard use a Welsh class of ship. Hahaha. That's good.
Yes. I literally had no idea what type of military gear exists and how to build a military. Honestly, if possible I would have loved to just say:
Ships: Whatever Ireland produces. :V
 
Note that my army will be slighlty changed in the near future as I finally get around to updating my turnpost to follow the new rules. No significant changes are expected but i'lll probably tweak the artillery and add a navy
 
It has enough armor to stop machineun fire and the male variant has twice the firepower of many other tanks currently fielded. A lot of nations lack AT solutions so a heavy tank requiring specialized equipment to engage is a pretty dominant weapon at the moment.
Context is kind of important though. It might be impressive in Africa or Asia, but pretty much everyone in Europe can field vastly superior armor.

At any rate, I did enjoy the analysis and look forward to the Navy.
 
al-Mamlakah al-Maghribiyah - 1680

Name: Moroccan Sultanate
Current Ruler: Ismail Ibn Shariff
Expected Heir: Abu'l Abbas Ahmad
Type of Government: Absolute Monarchy
Population: 3,325,000
Capital: Meknes

Magical Artifacts:
None

Economic Status:
-Power 4
-Growing(5)

Major Actions: 7 (2 Base + 4 Econ + 1 Growing)@Theravis
1 MA Establishing a government organization dedicated towards short term famine relief.
1 MA Operation Salvation
5 MA: Military Spending
Internal Events:
Ismail holds a public speech in Rabat where he emphasizes the fundamental role magic will play in the future Moroccan society and military. He stresses that there will be no walking away from this path as a Morocco without magic is a Morocco that has already been crushed by its foes.
Owing to its modernization and technological superiority over its neighbours an idea is starting spream amongst the nobility and army that states that it's Morocco's destiny to dominate the West African region.

Techlevels
Biology: 1890 + 1.5 = 1891.5
Electronics: 1890 + 1.5 = 1891.5
Organic Chemistry: 1890 + 1.5 = 1891.5
Inorganic Chemistry: 1890 + 1.5 = 1891.5
Industry: 1890 + 2.5 = 1892.5
High Energy Physics: 1890 + 1.5 = 1891.5
Medicine: 1890 + 1.5 = 1891.5
Rocketry and Aeronautics: 1890 + 1.5 = 1891.5
Infantry: 1900 + 0 = 1900
Armor: 1900 + 0 = 1900
Airpower: 1900 + 0 = 1900
Naval: 1900 + 0 = 1900


Military
-Potential Manpower: 221667
-Used Manpower: 200,000
-Military Points 5000 (5 * 1000)

Units:
Troop Composition: 150,000 Infantry, 50,000 Artillerymen
Currently deployed at the southern border
Equipment Modifiers: Squad Mages Cost x2
Experience: Veteran
Additional Units: 5,000 Artillery Batteries
Total Cost: 4000 MP

Fleets:
10 Destroyers-400 MP
4 Light Cruisers - 240 MP
2 Heavy Cruisers - 180 MP
RMNS Ismail Ibn Sharif - Battlecruiser 180 MP
Total Cost 1000 MP

Magic Rating:
Rank-1 Spell:
To Know the World: An information gathering spell that falls under the domain of the Practice of Knowing

Using this spell the caster can gather information on nearby terrain, learning what type of terrain surrounds them as well as potential obstacles nearby.

Rank-2 Spell:
Man's Supremacy Over Nature: A terraforming spell that falls under the domain of the Practice of Weaving.

This spell allows the caster to temporarily manipulate the surrounding terrain. The caster can not permanently change any terrain nor can he alter its fundamental nature he can alter other aspects of it. For example the caster couldn't turn a swamp into steppe terrain but he could temporarily dry up any mud in it. This spell is primarily used to make the transportation of troops across hostile terrain easier.

Rank-3 Spell:
To Stand Against the World: A human improvement spell that falls under the domain of the Practice of Perfecting

Those affected by this spell finds themselves filled with unworldly energy. For the duration of the spell they are not affected by exhaustion
Ismail Ibn Shariff, 46, Male, Sultan of Morocco
Theme: Royal Authority
Rank-2 Spell: For the King! A human improvement spell that falls under the domain of the Practice of Shielding

Troops affected by this spell become immune to negative morale for a short period of time. Once that period is over all negative effects come crashing back. This spell is best used when it is absolutely essential that a group of soldiers hold a position for just a little more time before breaking.

Rank-2 Spell: Royal Decree: A human manipulation spell that falls under the domain of the Practice of Ruling

This spell allows the caster to command the target to execute one direct task even if it goes against their allegiance. However it only works on weak willed targets or those who have been heavily demoralized. Furthermore each successive command is much harder to issue than the last as the targets gradually build up resistance to the effects of the spell. Also once the target has executed the commands they immediately regain control of their faculties and are likely to seek revenge against the caster.

Rank-3 Spell: The King's Wrath: A human manipulation spell that falls under the domain of the Practice of Fraying

This spell allows the caster to demoralize targets in a moderately sized area. This effect on it's own is not enough to significantly alter the combat abilities of enemy troops but combined with a well executed attack by allied troops it can provide the final push that causes an enemy unit to break. The effect wears off after a moderate amount of time but if the enemy has already been broken they are unlikely to be an effective fighting force even if they return to the battle.

Rank-5 Spell: Submit Before Your Lord: A human manipulation spell that falls under the domain of the Practice of Unmaking

This spell completely annihilates a targets will to fight. While undoubtedly powerful it has some severe restrictions. Firstly it can only affect a small group. Secondly it takes a significant amount of time to cast. Finally casting the spell takes a significant toll on the caster, decreasing their effectiveness for the rest of the fight. It is best reserved for use on enemy elite troops and essential positions such as machine gun nests.


Factions
Black Guard: Loyalty 5, Power 3
Sunnis: Loyalty 3, Power 3
Shiites: Loyalty 2, Power 2
Sufis: Loyalty 4, Power 1


Alliances, Agreements, Pacts, and Trade:
Established trading relations with the Mamluke Kingdom
Established trading relations with the Kingdom of Spain
Established trading relations with the West Indies Syndicate
Established trading relations with the Kingdom of France
Established trading relations with the Azawad Confederation
Diplomacy:
Escalating tensions with the Mali Sultanate, with Ismail continuously referring to the situation inside of the country as "unacceptable".
Updated my turn post. Military now follows the new rules (I hope) and a navy has been added. I have also updated my trade list with my new partners
 
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Well I finally got my military up

dammit

SO MUCH NAMING x.x

I look forward to having to name all of the Battalions within the Brigades as well.

X__X
 
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