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    m a n u a l

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    TABLE OF CONTENTLEgAL 6

    Warning 6Notice 6Limited Warranty 6

    INTrOduCTION 6

    Victorian Atmosphere 6Scramble for Colonies 6Detailed Military System 7Enhanced Economics 7Easy to Use / Hard to Master 7

    INsTALLATION 7System Requirements 7

    updATEs ANd suppOrTON ThE FOrum 8

    INTErFACE 8

    mAIN mENu 8

    Options 8Media 8Game 8AI 8System 8

    Campaigns and Scenarios 9Sides and Duration 9Historical Briefing 9How to Win 9

    Loading, Deleting, and Renaming a Game 9Saving a Game 9

    Play By E-mail (PBEM) 9

    WINNINg ThE gAmE 9

    Prestige Points (PP) 9

    gAmE sCALE 10

    NATIONs OF ThE WOrLd 10Overview 10Head of State Interface: The National Summary 10

    Ruler and Minister 10Missions 10Decrees and Laws 11National Attributes 11

    Faction Attributes Explained 11Technological approach: 11Trade Approach: 12Government Types: 12

    Social Mobility 12Religious Attitude 13Economic Model 13Military System 13Power Projection 14Education Level 14National Identity 14Bureaucracy 15

    pOLITICs, ruLErs, ANd ELECTIONs 15Faction Attributes and Elections 15Elections, Election Attributes, and Actions 15Taking the Seat after Elections 15Rulers and Faction Attributes 15

    ThE mAp 16Navigating the Map 17Regions and Sea Zones 17

    Civilization Level 17Transportation Network 17Terrain Type 17

    Structures 17Entrenchments 18

    Administrative Areas 18Theaters 18Filters 18

    Army OrgANIzATION 19Understanding the Unit Panel 19What is a Unit? 19What is an Element? 19Manipulating Forces 19Fixed Units 19Command Chain 19Leadership 20

    Leader Ranks 20

    Leader Roles 20Command Penalty 20

    Unit Attributes 20NATO Symbol and Unit Type 20Combat Efficiency 20Number of Elements and Experience 20Cohesion 21Manpower 21

    Element Attributes 21Leader Attributes 21

    Rank 21Special Abilities 21Strategic Rating and Activation Important 21Offensive and Defensive Ratings 21

    Seniority 22Experience 22Fleets 22

    OrdErs 22Movement 22

    Resting 22Naval Ranges 22

    Functionality of the Naval Range 23Refueling of Naval Units 23

    Power Consumption (Rail and Naval) 23Blocking Movement 23

    Patrol Value 23Evasion Value 23Finding the Enemy at Sea 23

    Interception and Combination 23Special Orders 24

    Rail Movement 24River Movement 25Regular Sea Movement 25Amphibious Landing 25

    Postures 25Raids 25

    FOg OF WAr 25Detection Procedure 26Detection Value 26Hide Value 26

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    suppLy 26Overview of the Supply System 26Out-of-Supply Penalties 26

    Attrition due to lack of Supply 27Loss of Unit Cohesion 27Loss of Combat Effectiveness 27Lack of Ammunition and Combat 27

    Supply Sources 27Supply Distribution 27

    Rail Transport 27

    Depots 27Supply Wagons 27Supply Decay 28

    Safe Supply Limit (SSL) 28Supply Decay Percentage 28Decay Test 28

    Naval Units and Supply 28Foraging and Supply 28

    CLImATE 28

    ATTrITION 29

    mILITAry CONTrOL 29Effects 29

    Controlling Structures 29

    LOyALTy (pOpuLATION ALLEgIANCE ) 30Effects 30Influencing Loyalty 30

    BuILdINg uNITs 30The Military Construction Mode (Overview) 30

    Construction Buttons 30Constructible Units 30Where to Build 30Possible Causes preventing the Construction of Units 31

    Force Pools 31Men 31

    State Funds (Money) 31Assets 31Coal, Steel, and Goods 31General Supply 31Ammunition 32

    Units Under Construction on the Map 32Build Duration 32

    The War Ministry Screen (F2) 32Units Construction Overview 32Military Options 32Replacements 32

    Special Structures Attributes for Building 32Building Restrictions for Units 32

    mANAgINg yOur NATION 33

    National Morale (NM) 33Impact on War Conduct 33

    COmBAT IN ThE FIELd 33Engaging Combat 33Marching to the Sound of the Guns 33Withdrawal 33Frontage 34Combat Range 34Fire Combat 34Morale 34Melee Combat 34Battle Aftermath 34

    sIEgE COmBAT 35Storming a Structure 35

    NAvAL COmBAT 35Damages Done to Elements 35Effects of Hits on Ships: 35

    LOssEs, rEpLACEmENTs, ANd rEpAIrs 35Structures for Repairing Ships 36

    mANAgINg ThE pOpuLATION 36General 36Regional Parameters Representing the Population 36

    Social Classes 36Satisfaction 36Militancy 36Education 37Nationality (Loyalty), Religion, and Ethnicity 37

    Regional Demography 37Population Growth 37Creation and Growth of Cities 37Social Class and Social Mobility 38

    Population Satisfaction 38Possible Effects 38Population Behavior Table 39

    Management of Popular Resistance 39

    rEvOLTs 40Strength and Behavior 40Revolt Force Pool 40Region List and Base Revolt Chance 40Final Revolt Chance 40Winning and Losing Revolts 40Miscellaneous 41

    rEsOurCEs ANd gOOds 41Overview 41Using Resources 41Money: National and Private Capital 41

    Autoconversion of Merchandise into Assets 41Special Case of Regionalized Assets 41

    NATIONAL sTOCks 42Location of Resources 42Assets Balance Window 42

    ECONOmIC sTruCTurEs 43Overview 43Using the Interface 43Cost of Operation and Deactivation 43Collection Point 43Commercial Zones 44Productivity of Structures 44

    Quality of Labor 44

    Satisfaction or Dissatisfaction of the Population 45National Attributes and Technologies 45Level of Transportation Infrastructure 45

    Understanding the Resource Flow 45Example: United Kingdom, 1850 45Ministry of Industry and Commerce (F4) 46Assets Balance Window 46

    Collecting and Sending Resources 47Collection Points 47Trade Areas 47

    ThE dOmEsTIC mArkET 48Goals 48How Does it Work? 48

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    The Goods 48

    TAxEs ANd rEvENuEs 49Taxes 49

    Census Tax 49Corporate Tax 49Excise Tax 49Tariffs 49Income Tax 50Maritime Tax 50

    INTErNATIONAL TrAdE 50General 50National Territory 50Commercial Zones 50Sea Trade Boxes 51The Transaction Window 51

    Product Boxes 52Purchases and Sales 52

    rEsEArCh: TEChNOLOgIEsANd INvENTIONs 53

    Overview 53Dual System: Inventions and Technologies 53Research Item Categories 53

    Research Interface 53Mastering a Research Item 54

    COLONIAL AFFAIrs 54Overview 54Spheres of Influence (SOI) 54Colonial Penetration (CP) 54

    Colonial Scapes 55Definitions: Colonial Actions 55

    Types of Actions 55Definitions: Colonies, Influence Status, and Benefits 55

    Influenced 56Protectorate 56Formal Colonies 56

    CP Increase Duration, Caps, and Other Effects 56CP Requirements for Status Changes 56Gaining Control of Colonies 56Higher Colonial Status 57

    Protectorate Benefits 57Colony Benefits 57

    Colonies and Diplomacy 57Colony Population Growth 57The Cost of the Colonial Empire 57

    dEALINg WITh yOurNEIghBOrs: dIpLOmACy 57

    Overview 57Relationship Rating 57

    Impact of the Relationship Rating on Diplomacy 57

    Issuing Diplomatic Requests 58Diplomatic Time Delay and Bilateral Diplomatic Requests 58Diplomatic Time Delay and Unilateral Diplomatic Actions 58Responding to Diplomatic Requests 58

    Treaties 58Treaty Categories 58

    Declaring War: Country Types and the Casus Belli 58Nation Types 58Great Powers and Other Nation-States 59

    By Right and by Rule: Region Types 59Notes on Regions and Gameplay 59National Regions 59Claimed Regions 60National Interest Regions 60

    Colonial Regions 60Subdued Regions, or The Weird Cases 60De Jure Regions 60De Facto Regions 60Exceptions to the Region Rules 60

    Diplomatic Crisis and Diplomatic Agendas 61Overview 61Solving a Crisis: The Agenda 61Outcome of a Crisis 62Crisis Resolution 62

    Mediators 62Diplomatic Action, by Type 62

    AppENdICEs 63Glossary and Abbreviations 63Terrain Summary for Land Units 63Shortcut Keys and Commands 63NATO Symbols 65Special Ability Icon Definition 66

    CrEdITs 67

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    LEgALWarningPlease Read Before Using This Game Or Allowing Your Children To Use It.

    Some people are susceptible to epileptic seizures or loss of con-sciousness when exposed to certain flashing lights or light patternsin everyday life.

    Such people may have a seizure while watching television imagesor playing certain video games. This may happen even if the personhas no medical history of epilepsy or has never had any epilepticseizures.

    If you or anyone in your family has ever had symptoms related toepilepsy (seizures or loss of consciousness) when exposed to flash-ing lights, consult your doctor prior to playing. We advise that par-ents should monitor the use of video games by their children. If youor your child experience any of the following symptoms: dizziness,blurred vision, eye or muscle twitches, loss of consciousness, disori-entation, any involuntary movement or convulsion, while playinga video game, IMMEDIATELY discontinue use and consult yourdoctor.

    Do not stand too close to the screen. Sit a good distance awayfrom the screen, as far away as the length of the cable allows.

    Preferably play the game on a small screen. Avoid playing if you are tired or have not had much sleep. Make sure that the room in which you are playing is well lit. Rest for at least 10 to 15 minutes per hour while playing a video game.

    NiceParadox france reserves the right to make improvements to thisproduct described in this manual at any time and without notice.

    This manual, and the software described in this manual, is undercopyright. All rights are reserved. No part of this manual or thedescribed software may be copied, reproduced, translated or repro-

    duced to any electronic medium or machine-readable form withoutthe prior written consent of paradox france sarl, 3 allee des frenes,38240 meylan, france.

    Paradox france makes no warranties, conditions or representationsexpress or implied, with respect to this manual, its quality, mer-

    chantability or fitness for any particular purpose. This manual isprovided as is. Paradox france makes certain limited warrantieswith respect to the software and the media for the software. In noevent shall paradox france be liable for any special, indirect or con-sequential damages.

    These terms and conditions do not affect or prejudice the statutoryrights of a purchaser in any case where a purchaser is a consumeracquiring goods otherwise than in the course of a business.

    Limied WarranIn order to avoid any nuisance, the products are checked by ParadoxFrance before their shipment. However, the customer benefits froma contractual guarantee against all defects which could appear in thedelivered product throughout a period of 3 months starting fromthe delivery date, subject to normal use in conformity with the rec-ommendations stated in the documents and instructions of usagerelating to the said products.

    In any event, the products are subject to the legal guarantee against hid-den defects, as per articles 1641 and following of the French Civil Code.

    Certain products may benefit from a wider guarantee. In such a case,means and warranty period are specified in the appropriate chartof guarantee delivered with the concerned product. This guaranteestill does not cover the damage, breakages or dysfunctions due tonon-respect of the precautions for use.

    For the implementation of the guarantee, the customer must returnat his own cost the product guarantee form to Paradox France, join-ing the original of the invoice to it.

    A defective product under guarantee will be exchanged for an iden-tical product, shipped to the customer at the expenses of ParadoxFrance, except in the event of discontinuation or out-of-stock con-

    dition. In such a circumstance, Paradox France will carry out therefunding of the product to the customer.

    Please remember to include full details of the defect, your name, ad-dress and, where possible, a daytime telephone number where wecan contact you.

    INTrOduCTIONPRIDE OF NATIONS (PON) is a historical strategy game usingsimultaneous turn resolutionalso referred to as a WEGO sys-temset in the colonial era of the 19th century, where the player

    takes control of a country and guides it through industrialization,military conquest, and colonization. It can be played either againstthe computers artificial intelligence (AI) or against a human oppo-nent using file transfer protocols, or Play By E-Mail (PBEM).

    Players assume the role of military, economic, and political leader-ship in their countries, leading their nations Armies and Fleets,playing the key members of the Private Business Class, the StateAdministration, the Diplomatic Corps, or even the ColonialAdventurers.

    Vicrian AmspherePlayers lead one of the eras eight Great Powers. Each power offersa unique experience with its own look, agenda, and victory condi-

    tions. (Side note: modding allows for more nations to become play-able.) The game will assign various missions to the player that theymust complete to keep their Prestige as high as possible, such as

    ensuring that the US respects the Monroe Doctrine.

    Among the original features is a diplomatic system that worksaround the Victorian-age spirit of gentlemens agreements, under-standings, and (polite) backstabbing. Diplomatic rules are clearlymade to have players experience the feel of the age when discussingwar, peace, alliances, and other agreements.

    In the end, every action taken revolves around gaining and losingPrestige, the value by which victory or defeat is judged.

    Scramble fr ClniesThe colonial system is extremely detailed with over 20 possible ac-tion types, from military conquest to political meddling, economic

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    and sanitary development, and sending exploration parties. Theaim is to acquire the highest Colonial Penetration (CP) rating inthe various colonial areas, with the final goal being to reach exclu-sive control of key areas and resources, be it through Protectorates,Colonies, or Dominions.

    The world is divided into Spheres of Influence (SOI). You gain themost Prestige by being the leading colonial power in areas whereyou have high SOI values. These values are in part set historicallyand in part adjusted dynamically via game events and actions. Your

    personal strategy may even mean going into regions that are lessfavorable for you in SOI to gain an advantage; for example, you maymove into regions with a negative SOI value to simply block yourrivals expansion!

    Deailed Miliar SsemUnits in the game consist of individual Regiments, artillery Batteries,small ship Squadrons, and individual capital Warships. They can becombined into various forces (Brigades, Squadrons, Divisions, Corps,Armies, and Fleets) in order to achieve strategic goals and make thebest use of the 3,000+ leaders included in the game.

    Leaders have specific attributes (more than 500 are provided) thatgive each of them a unique flavor and make them more or less tai-

    lored for the task assigned to them. Some will be great Corps com-manders and terrible Army commanders, while others will makemodel Colonial officers but be completely unfit for commandinglarge Armies against other Great Powers.

    The military engine and AI are proven, and have been acclaimedby thousands of players since 2005, with the engine regularly re-ceiving new features and improvements. In PON, for instance, theimpact of technological evolution and progress is rendered over the70 years of history covered by the game. For players familiar withParadox Frances combat system, this will be a new challenge. Asthe game develops and time goes on, your units will change: theinfantry brigade you build in 1850 may still be active in 1920, but itwill be the same unit in name only as new equipment and decades

    of combat experience will give it the well-earned status of elite unit.

    Also, the game provides an unequalled look at the military assets ofthe era: all of the nations most colorful and distinctive uniforms

    from the second half of the century are included (over 700 differ-ent pictures), as well as original portraits for most key leaders. It isour hope that this level of detail will add to the games enjoymentand immersion.

    Enhanced EcnmicsA wide range of economic investment possibilities is on offer in allsectors, such as agriculture, mining, industry, and trade. There aremore than 50 different types of resources and industrial products tomanage (or to let the engine manage during times of war, when you

    are too busy commanding your forces toward victory!). MerchantFleet expansion and railroad network development are importantgameplay factors and keys to both status and development. You canview both dynamically on the game map through animated shippinglanes and rail lines, giving the game a living world touch. You caneven view overseas immigration and urban growth, as your settlersflow to new Colonies and your cities grow.

    The most important economic factor of the era is also included,which is that the State is less present in the 19th-century economythan in the 21st century, when privately held capital and businessrun the show. Each nation has its strengths and weaknesses in thisregard, be they demographic, cultural, or political. Simply put, donot expect the perfect economic solution for the US to lead youto victory as Austria; in fact, trying to do that will most likely cause

    your economy to collapse!

    Eas Use / Hard MaserThe game uses a turn-based format in order to capture the one moreturn appeal of other well-known franchises, such as the legendaryCivilization series. PON processes all player turns simultaneouslyafter each has completed their move. Consequently, the game is easyto play without slowdown with up to seven partners, and lends itselfquite well to PBEM. All building and movement on the map (units,buildings, and colonial missions) is done with the user-friendlydrag-and-drop method. In addition, colored map filters and sum-mary windows allow players to check the information relative totheir country at their leisure. Some sub-systems can be delegated tothe AI, which is useful for people who are more interested in another

    aspect of the game. Lastly, nearly all on-map features have a tooltipwindow that appears when you leave your cursor centered on thewindow. This is key, as these windows provide a wealth of informa-tion on regions, units, and every other facet of the game.

    INsTALLATIONStart your computer and insert the DVD labeled Pride of Nationsinto your DVD drive. The setup program will start automatically.Follow the on-screen instructions to install the game. If Autoplayis not activated, start the setup program by double-clicking on MyComputer, then on the icon of your DVD-ROM drive, and finally

    on setup.exe.

    If Microsoft (R) DirectX 9.1 (R) is not present on your PC, pleaselaunch the DirectX installer, which can be found on the DVD-ROM. Once the game has been installed, you can start it from theWindows Start menu, the desktop shortcut or by inserting the DVD.Please note that the DVD is not required to play the game. To unin-stall the game, select add/remove programs in the Control Panel.Select PON, and then click add/remove.

    Ssem RequiremensminiProcessor : Intel Pentium or AMD, 1200 MHzRAM: 1024 MB

    Graphic Card: 64 MB vRAM, DirectX 9.1 compatibleSound Card:16-bit, DirectX 9.1 compatible (DirectMusic compliant)DVD-ROM: 8xPeripherals: Microsoft-compatible keyboard and mouse

    Operating System: Windows XP, Vista, or Win7Hard Disk: 3 GB free disk spaceDirectX:Version 9.1

    recoeneProcessor: Intel Pentium IV or AMD Athlon, 2000 MHzRAM: 20484 MBGraphic Card: 128 MB vRAM, DirectX 9.1 compatibleSound Card: 16-bit, DirectX 9.1 compatible (DirectMusic compliant)DVD-ROM: 8xPeripherals: Microsoft-compatible keyboard and mouseOperating System:Windows XP, Vista, or Win7Hard Disk: 3 GB free disk spaceDirectX:Version 9.1

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    updATEs ANd suppOrTON ThE FOrum

    Paradox France strives to fix any identified problems as soon as pos-sible with patches, which can be downloaded from the relevantsection on the Paradox Forum.

    In the event that you experience a technical problem, help is availablevia the Pride of Nations section on the Paradox Forum. Note thata proof of purchase (serial number) may be required in some cases.

    INTErFACEAdditional information on nearly every aspect of the game can beaccessed through tooltips. If you hover the cursor over a particularitem on the screen, a text box will appear with detailed informationabout the corresponding feature.

    Figure 1: Hovering the cursor over a region will display a black tooltip box with additionalinformation about the region.

    The tooltip delay is set to instantaneous by default, but it can beadjusted in the Options Menu.

    NotE: Tooltips are extremely valuable for accessing information about almost

    everything in the game, including features not documented in this manual.

    Dont hesitate to explore the various tooltips throughout the game screens as

    these can greatly aid in understanding the games many details.

    The Esc key (at the top-left of most keyboards) allows you to closeany window that is currently open. If you hit the Esc key while onthe main map, you will be returned to the Main Menu, where youcan save and/or quit the game in progress. Note that the game auto-

    matically saves your position each turn.

    Finally, there are many keyboard shortcuts that are listed in theAppendix.

    mAIN mENu

    After launching the game, you will start at the Main Menu, whereyou can access al l of the basic functions. These include starting agame (against the computer or a human opponent), saving or load-ing a game, and setting game options.

    opins

    MediaHere you can activate or deactivate music and sounds, choose thelanguage used in the game, adjust the tooltip delay, and adjustthe combat animation delay. You can also select how units will be

    displayed on the map (Leader on Top and Regroup Armies op-tions), and whether the game should pause after a turn in which abattle occurs (Pause after Battle).

    GameIn this menu, you can activate or deactivate the Fog of War,Activation and Withdrawal rules. You can also play with UnknownLeaders (hidden statistics); in this case, leader names and attributesare only revealed after they have conducted their first battle. We rec-ommend using the default settings.

    AIThis is where you select the difficulty level and adjust the intelli-gence of your computer opponent(s). By allowing the game moretime to process between turns, you can improve your opponents AI.

    Even a slight tweak to the Fog of War setting will have a significantimpact on your opponents ability to strategize.

    SsemYou can adjust technical settings here. These include Region Pre-caching and Textures Init, which allow for smoother scrolling.

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    Campaigns and Scenaris

    Each scenario and campaign has a set of informative details that isdisplayed whenever they are accessed in the New Game menu. The

    list of playable scenarios is shown on the left, while informationpertaining to them is displayed on the right side whenever they aremoused over.

    Sides and DurainThe opposing sides are identified by their flags. The scenarios du-ration is indicated by the starting and ending dates, as well as thenumber of months (turns) to play.

    Hisrical BriefingThe text below the title is a summary of the historical situation atthe time of the scenario.

    Hw Win

    You can win the game in one of two ways. If at any time you meet theconditions for an Automatic Victory, you immediately win, thoughthis is only applicable in battle scenarios. If you fail to meet theseconditions by the end of the game, the side which has accumulatedthe most Prestige Points (see below) will be the victor.

    Lading, Deleing, and Renaming a GameOn startup, you can either begin a new campaign or resume a pre-viously saved game. You also have the option to rename, delete, orrestore a previous turn of any saved game, as indicated by each en-trys tooltip. Hover the cursor over the save file in the Load Gamewindow to view its individual options. It is best to rename files onlythrough this interface.

    Saving a Game

    At any time, you can hit the Esc key to reach the Main Menu, wherecan then access the Save Game menu. You generally dont have to

    manually save a game, as this is done automatically each turn onceyou hit End Turn. You have the option to restore from any of the12 previous turns of any saved game. The only instance where youmight want to manually save a game is if you need a rest in the mid-dle of a turn, or if you want to rename a saved game file.

    In other words, when you want to quit, just click the End Turnbutton and stop playing. The game will remember where you left off.

    Pla B E-mail (PBEM)

    PON can be played against another human opponent using e-mailor any other valid file transfer protocol, such as instant messaging.One of the players (the Host) must initiate the game. The proce-dure is detailed below:

    1. CrEATE A gAmE:The Host chooses a Campaign or Scenario and a side, and startsthe game as usual. This automatically generates a subfolder in theC:\Games\Pride of Nations\PON\Saves\ directory, named after theselected Campaign or Scenario. Please note that a number helpsdifferentiate between multiple instances of the same Campaign/Scenario. You can rename the saved game while in the game (note:do not rename a save file outside of the game).

    In the newly created folder, you will find two TRNfiles that each

    have three letters indicating which nation the files belong to.

    2. hOsT sENds TrN FILE TO OppONENT:The Hosting player now sends his opponent the TRNfile with theopposing nations designation (e.g., if you choose to play as the US,then you will send the CSA file to your opponent). The opponentmust store this file in thePONGame\PON\Saves\ folder. It is advis-able to use subfolders in order to keep all PBEM games in progressseparate. For example, the opponent could save the TRNfile underthePONGame\PON\Saves\JohnVsJoe subfolder.

    3. NON-hOsT sENds Ord FILE TO hOsT:Each player now loads the game and gives their orders for the up-coming turn. When ready, each player saves the game. This will gen-

    erate an ORDfile (in the folder mentioned above). Important: donot click on End Turn during this step.

    The Non-Hosting player then sends their ORDfile to the Hostingplayer.

    4. hOsT rEsOLvEs TurNThe Hosting player saves the ORDfile that was received from theiropponent into the appropriate directory and loads the game again.They now click on End Turn to launch the turn resolution, whereall orders are then executed. A new turn is now ready to start. Goback to step #2 and repeat.

    NotE: The Non-Hosting player doesnt get to play back their opponents turn.

    However, they can check the Message Log to see what occurred during the

    turn.

    WINNINg ThE gAmEExcept in the case of an Automatic Victory, winning is a matter ofPrestige Points (PP). The side with the most PP wins the game,and the scope of the victory depends on the PP difference.

    Presige Pins (PP)Each side accumulates or is awarded PP every turn. In the Campaign

    game (1850), there are dozens of ways to gain PP. Look for a specificlist in the Appendix.

    In battle scenarios, you primarily earn PP by controlling StrategicCities and Objective Cities, as described in the specific scenario. Tocontrol these cities, you must garrison them with at least one line

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    infantry or cavalry unit; if a regions Loyalty is at 51% or greater, itis deemed secure even without a garrison. Strategic and ObjectiveCities are both important, but in different contexts. WhereasStrategic Cities count towards victory in all scenarios, ObjectiveCities are specific to the campaign at hand.

    Winning a battle also nets you PP. To tally up your earnings, the

    game compares the losses you inflicted to the losses you suffered, aswell as values of the related units.

    You can check cities you control and the PP youve accumulated byviewing the ledger at any time by either clicking on the globe pictureat the left of the screen, or hitting F9.

    gAmE sCALE Start of the Campaign: 1850 (may last till 1920) Turn Length: Two weeks Units: Regiments, Brigades, Divisions, Corps, Armies, Batteries,

    Ships, and Fleets Map: The whole world, with regional areas and Sea Zones

    NATIONs OF ThE WOrLdoverviewThe Victorian Era was the age of the nation-state, and you are play-ing a nation which is a major power.

    Head f Sae Inerface: the Nainal SummarEach country has a national summary which is displayed by hittingthe F2 key.

    In the upper-left area of this window, you can see the current Rulerof your faction and their Prime Minister.

    Below their names, their current stats are shown represented in

    three categories:1. Imperialism: Modifies your Force Pool and unit Cohesion.2. Administration: Modifies the initial cost and output of pro-

    duction structures.3. Diplomacy: Modifies the amount of Diplomats you receive,

    and the Prestige received from regions inside your Spheres ofInfluence.

    These values represent the sum effect of the Ruler and the PrimeMinister of the faction.

    Each figure has a numeric value for each attribute, which are addedto determine the number for the faction as a whole. For example, aRuler with a 5 in Administration and a Prime Minister with a -2 willresult in an Administration value of 3 for the faction [5 + (-2) = 3].

    To the right of the factions Rulers are the available missions, as well

    as the decrees and laws currently in effect.

    Below this area are the factions national attributes. Each attributecan have up to four different values (see below for details). The com-bination of these attributes gives shape to your faction, making itunique and different from all your neighbors.

    You cannot change these attributes at whim, as they represent thehistorical reality of your faction. However, depending on your ac-tions through the course of the game, you may receive special offersthat will affect the attributes in some way.

    Ruler and MiniserAt the top-left, you will see who is in charge: Ruler (President or

    King/Queen) and Prime Minister. There are three stats underneath,which can vary from 1 to 9: Imperialism Administration Diplomacy

    Each stat is the sum of the statistics of the Ruler and their PrimeMinister. A 5 means no change, while 4 or less results in penaltiesand 6 or more in bonuses.

    Imperialism modifies the size of your Force Pool. For example, ifyou have a 9 in Imperialism and allowance max of 8 infantry Corps,then youll ultimately have 10 infantry Corps to draft (8 * 1.2 = 10).This is also a modifier on how fast your troops regain Cohesion.

    Administration modifies how costly new structures are to build, andis a factor in their efficiency (i.e., how much they produce). There areother factors altering this efficiency, such as a nearby railway.

    Diplomacy modifies how many Diplomats you gain every threemonths. Diplomats are treated as a resource and are used up when-ever diplomatic actions are taken, such as proposing a treaty. Thesecond effect is that youll gain more or less Prestige from your pos-sessions because of Diplomacy.

    MissinsMissions are tasks which allow you to gain Prestige. They are similarto events, and can remain available for quite a while before becom-ing unnecessary. Missions are interesting because they give players

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    short- to medium-term objectives for their nation, which helps toprevent the where do I start , what can I do feeling: you have a goal,and you try to achieve it.

    Decrees and LawsDecrees and Laws is the name for two special types of events. Oneis the Historical Option event, which you will have some experiencewith if you have played our previous titles Napolons Campaigns(NCP) or Birth ofAmericaII:Wars in America (WIA) (i.e., thisis really the same as a Historical Option in WIA, allowing you to buy

    replacement infantry).

    At the end of each ledger screen, you will find Options pertaining tothe topic at hand. There are two kinds of Options in this pane: thefirst is Historical Options, and the second is Multi-Choice Options.The two are similar, except that Multi-Choice Options allow formore than just an either-or choice (active or inactive).

    To view your two default Options, end your turn and re-open theledger.

    Hover the cursor over the first Option (the one with the silhouette)to bring up a rudimentary tooltip. Click the icon to either activateor deactivate the Option. The change will take effect in the next gapbetween turns.

    Now, go over the second Option, the one that looks like an artilleryicon. Click on it to bring up a new window, as this is a Multi-ChoiceOption.

    You will note that a multi-choice Option displays an image, a largetext zone, and up to four choices. Each choice has a tooltip whichwill explain the choices cost and effects. Note, however, that youcan only choose one.

    Nainal AribuesThis is the largest portion of the screen, as it includes 48 icons, or4 per attribute.

    Each nation, from the mightiest to the tiniest, is defined by 12 at-tributes.

    In the illustrated example, our Technological Approach isStandard. The value currently being used by the nation is shownin a copper color. The other possible values are displayed in a steelcolor; each attribute can have one and only one value.

    From a mechanical standpoint, each attribute is in fact point-

    ing to several modifiers for your nation. For example, if you opt forFree Trade as your Trade attribute, then you dont get the bonusthat Protectionist nations receive against the penetration of theirmarket. On the other hand, youll be much more competitive thanothers.

    Each tooltip offers a small explanation about what an attribute pro-vides in terms of bonuses and penalties.

    As you can see, this screen summarizes your nations active modi-

    fiers by the category they are in. Modifiers can come from severalsources, with a national attribute being augmented by those fromtechnologies, events, and traditions.

    And as a final note, the bottom-left attribute is Organization anddefines the category to which your nation belongs.Nations can be one of four categories:

    Organized Major Country Organized Minor Country Unstable Tribal

    In PON, you can only play as an Organized Major Country, as theyare the only ones who can win. The AI isnt as taxed when it iscalculating the moves of a non-Organized Major Country.

    Facin Aribues EplainedBelow are the various national attributes that are available, brokendown by categories corresponding to the various approaches.

    technlgical apprach:PRoGRESSIVE: A Progressive nation is one that is experiencing a truegolden era of technological advancement. In the game, one of thefew countries that would rate this description for a significant pe-riod of time would be Germany from 1870 to 1914. German scien-tists made an enormous number of basic discoveries in physics,chemistry, biology, geology, and many other fields of knowledge.German philosophers, artists, musicians, and writers were at thehead of their fields. Most importantly, German technicians were at

    the cutting edge of several technologies, from chemical synthesis toautomotive technology, from medicine to metallurgy.

    StANDARD:A country with Standard technology would fall in themid-range of the industrialized nations. Italy or France wouldhave Standard technology after 1870. Advanced countries outsideEurope, such as Brazil, would have Standard technology. Standardtechnology assumes that the country has universities where basicresearch can take place and a private sector that can fund techno-logical advancements.

    BACkWARD: The Backward technological attribute describes mostnon-European countries as well as Russia, China, and Turkey dur-ing most of this period; however, Russia can advance to Standard

    technology after 1905. The technologically Backward country lacksfunctional educational and research facilities and/or sufficientPrivate or State Capital to help their technologies to reach theirgreatest potential.

    ABSENt: The Absent attribute describes countries that are gripped bysuch disorder that technological advancement or even the effectiveemployment of already existing or foreign-supplied technology isimpossible. Alternatively, countries with this attribute are so far be-hind the technology of Western industrial countries that they can-not even put imported technologies to effective use. An example ofa country with this attribute is that of the Zulu. While they had andused firearms, and could even manufacture muzzle-loaded rifles,they were unable to manufacture ammunition for the British car-

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    tridge rifles they captured. They were equally unable to develop tac-tics that would allow their highly organized and skilled armed forcesto fight effectively against soldiers equipped with repeating rifles.

    trade Apprach:FREE tRADE: Free Trade was a goal of liberal political thought in theWestern industrialized countries, but only a few countries were ableto put these ideas into practice. Britain was the foremost example ofa nation devoted to Free Trade, having abandoned its protective tar-iff in 1846, just before the game begins. Britain remained a devoted

    free trader until the 1930s. Other countries, including the UnitedStates before 1912 and many Latin American countries, had briefflirtations with Free Trade during the 19 th century.

    PRotECtIoNISM: The default attribute is Protectionism. Under thissystem, the government attempts to manage trade by setting tariffsin order to both raise government funds and promote the develop-ment of domestic production for certain products. Generally, trad-ing partners reciprocate and a global system of Protectionism arises,as was the case during most of the 19th century. The United Stateswas mostly Protectionist during this period, with a Protective tariffbeing a lynchpin of Republican Party economic policy during theirlong period of rule from 1861 to 1912.

    CLoSED:In the game, most nations that are Closed to trade have volun-

    tarily closed their ports in order to limit foreign influence. A promi-nent example would be Japan before the Perry mission of 1853. Chinaalso sought to close itself to outside trade but was continually forcedby foreign pressure to revert to, at best, a protectionist stance (perhapsa Chinese regime that is successful in defeating foreign aggressorswould revert to a Closed policy). The Closed attribute may also be usedto describe a country that is experiencing so much internal disorderthat it is unable to trade effectively with other countries.

    Gvernmen tpes:LIBERAL DEMoCRAtIC: Since the Second World War, this has becomethe default government type around the world. Even dictatorshipsand hereditary monarchies pretend to have elections, parliaments,a free press, an independent judiciary, and so forth. In the period

    covered by the game, few countries had all or even many of theseelements. The adoption of a Liberal Democratic form of govern-ment was a multi-step process. In the game, having a majority ofsuch institutions along with a consensus within at least the domi-nant social group qualifies a country for this form of government.This is true even if, as for example in the United States, fairlylarge groups of people (African Americans, American Indians,and Asian and European Catholic immigrants at the beginning ofthe period covered by the game) are excluded. Liberal Democraticgovernments are severely limited in their policy choices by publicopinion, law (including international law), and popular willing-ness to vote for taxes.

    CoNStItUtIoNAL AUtoCRACy: In this form of government, executive au-thority is dominant while some popularly elected institutions exer-

    cise some independent power. Often, countries with ConstitutionalAutocracy were formally monarchical, with the Emperor or Kinghaving a great deal of authority over the bureaucracy, military, andperhaps even the courts, while still having to rely on a parliamentto approve taxes, new laws, and government budgets. (This was thecase with Germany from its creation in 1870 until its defeat in theGreat War.) This characteristic also applies to countries with dicta-tors and even elected presidents whose executive authority is onlyweakly restrained by law and public opinion. Non-monarchs mustbe perceived as legitimate by certain political elites to qualify for ei-ther of the autocracy characteristics. Some dictators and non-Eu-ropean monarchs qualify for this characteristic not because formalinstitutions exist to limit their power but because they cannot wieldfully autocratic power over their entire realm. An example would be

    the Buganda Kingdom of what is now Uganda: King Mutesa hadextensive territorial claims and influence over many territories butwas absolute ruler only over his own clan, while the other clans andcities were autonomous within their own territories, and their lead-ers had to be consulted on matters of peace and war. Buganda wasmore like a confederation or feudal state, but the assembly of thenobles functions, in game terms, as a sort of proto-parliament.

    FULL AUtoCRACy: The Emperor of Russia from the 17th century untilthe Russian Revolution was called the Autocrat, and many Russian

    leaders and political elites took the preservation of this power veryseriously as a responsibility to God and their people. Full Autocracyas a form of government applies to Russia until her Revolution, andto many countries outside Europe. In order for a government to be aFull Autocracy, the ruler must actually be sovereign over their entireterritory; a weak, decentralized monarchy would be considered ei-ther Ruthless or Constitutional Autocracy, the distinction depend-ing on the legitimacy of the government in the eyes of its people andespecially the elite political class. Legitimacy is an important partof Full Autocracy; a dictator perceived as illegitimate by the rulingclass of their country would qualify for the Ruthless characteristic.

    RUtHLESS: Countries with Ruthless governments are ruled by forceagainst the will of the nations ruling class or the majority of its peo-ple. Obviously, every dictator needs henchmen to impose their rule,

    but in the Ruthless government type, this will be a limited subset ofthe educated, wealthy, or socially connected members of the com-munity. A Ruthless dictator may be popular in some sectors of so-ciety; for example, the second Emperor of Haiti, Faustin Solouque,was very popular among the black peasantry, who provided the footsoldiers that kept him in power for decades. In the game, this char-acteristic will sometimes be used for a government that has someelements of constitutional rule or popular legitimacy but suffersfrom such a high level of internal disorder that the social contracthas broken down. In any case, Ruthless governments are going tohave plenty of disorder to contend with.

    Scial MbilioPEN: The concept of social advancement in the game primarily gov-

    erns the speed with which people move from one class to anotherin response to changing economic circumstances. A country thatis Open, like France after 1870, provides opportunities to peasantsto be educated, move to cities, and become proletarians or evenmiddle-class clerks. The children of clerks or workers could evenhope to become professionals or capitalists. The National Identitycharacteristic governs how minorities are treated, so a country doesnot have to be entirely non-discriminatory in the application of thisprinciple: in the United States, most whites after the American CivilWar could change class fairly freely, so America qualifies as Openin this period, even though significant numbers of minorities werelargely excluded from the process. Places with Open societies mustalmost necessarily have good educational systems and will generallyhave populations more involved in politics. It is possible to have asocial democracy without having a political democracy, however, as

    with post-Revolutionary communist states.

    ELItISt: The default condition is Elitist, in which there is a social hi-erarchy with a basis in some condition that is difficult to change.Normally, this means that there is some sort of rank of birth, butElitist societies can also have a class structure based entirely onwealth if it is very difficult for a poor person to achieve economicsuccess. The classic example of an Elitist society is Great Britainup until the 1950s. No matter how skilled or hard-working a youngman might be, he had no hope of rising to the top in any profes-sion without a degree from the right schools and membership inthe right clubs. Political decision-making authority was always inthe hands of men with either noble ancestry or lots of moneypref-erably both. It was possible, though very difficult, for people from

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    the lower ranks in society to acquire these markers of status. SomeElitist countries have a good educational system and meritocraticcivil service examinations which do permit some mobility, withsome good examples being Imperial Germany and Mandarin Chinain times of domestic peace, and it is such systems that distinguishthe Elitist country from the truly Rigid societies.

    RIGID: Many pre-modern societies, some of which were still function-ing in the 19th century outside of Europe, possessed closed social

    hierarchies in which nobody from the wrong group was ever permit-ted to achieve power or social influence. A few European countries,less strongly affected by the Enlightenment than others, placedsimilar absolute restrictions on the lower social classes. The classicexample of a Rigid society is Imperial Russia before 1905.

    NoNE: Countries that have no class system are classified as having asocial overture of None. These countries are typically those that areexperiencing enormous social disorder, civil war, or else are peas-ant or pre-modern societies without centralized government. Anexample would be Iboland in southeastern Nigeria, or the survivingindependent Indian cultures of North and South America.

    Religius AiudetoLERANt: True religious tolerance was another goal of liberal reform-

    ers during the 19th century. However, few countries achieved a trulyTolerant society during this period. By the end of the period cov-ered in the game, the United States would qualify once the pervasiveanti-Catholic discrimination of the mid-19th century began to fade.Tolerant societies almost never face religious unrest and also attractreligiously motivated refugees from more restrictive countries.

    INDIFFERENt: Most northwestern European countries (such asGermany, the Scandinavian countries, the Netherlands, and GreatBritain) maintained official, tax-funded State churches while alsopermitting other religious groups to function without much in-terference. Western European and many Latin American Catholiccountries (respectively: Belgium, France, and Italy, and Mexico,Brazil, and Argentina) were aggressively secular in their policies,

    and restricted the activities of the Catholic Church to some extentwhile still preserving a cultural preference for Catholicism andconsiderable discrimination against non-Catholics. These societ-ies qualify for the Indifferent attribute, which can lay them open tosome religious-based disorders but does not tie the governmentshands to any great extent.

    INtoLERANt: This is the default condition in most of the world out-side Western Europe and North America at the start of the game.Intolerant societies see a natural linkage between the State and thenational church. The State gets legitimacy from the church, and thechurch gets funding and protection from the State. People who in-sist on practicing another religion may be permitted their lives andfreedom, but are certainly not welcomed into full citizenship andmay be persecuted. Pretty much all countries were like this during

    the Middle Ages and the Renaissance, and many non-Western soci-eties were still like this during the 19th century. European examplesof such countries include many Italian states before 1870, Spainduring most of the period covered by the game, and the OttomanEmpire. Societies with this attribute will enjoy lower levels of un-rest among believers in the State church, but they pay for this withheightened unrest among non-believers and colonial subjects aswell as the possibility of serious disturbances if heresy and a schismbreak out within the church.

    Theocratic: Societies that are completely devoted to their State reli-gion and very intolerant of other faiths are labeled with this attribute.Theocratic societies include the Papal States, Carlist Spain, MahdistSudan, Wahabi Najd, Tibet, and other theocracies. The State will

    find it almost impossible to remain at peace with countries holdingdifferent religions, at least if there is any chance of conquest in thename of God. Colonial subjects of other religions will feel oppressedand rebel if any opportunity offers itself. Other social choices are alsoconstrained by the strength of the religious establishment, such as aLiberal Democratic government and Open mobility.

    Ecnmic MdelFREE: This attribute describes a society that favors the private sec-tor over the public in almost all circumstances. This was the ideal

    of early 19th

    -century liberal political economists who were inspiredby Adam Smith and David Ricardo. Their ideas were the most in-fluential in the United Kingdom, and thus the UK will have thisattribute throughout most of the game up until the outbreak of theGreat War, when they will turn to a more State-directed model. TheUnited States also hewed mostly to a Free economic model until thelate 19th century, although the Progressives introduced more Statecontrol after the beginning of the 20 th century. Economically Freesocieties will experience a high degree of economic volatility, bothupwards and downwards, and will produce many businessmen. Onthe other hand, they do not have any barriers to foreign control overtheir domestic economy.

    MIxED ECoNoMy: This is the default condition for industrialized coun-tries. Imperial Germany before the outbreak of the Great War is the

    most noteworthy example of such a country, though the attributecould also describe the wartime economies of Britain, France, andthe United States. Countries with the Mixed Economy attribute per-mit businessmen to operate freely in certain areas of the economythat they feel are not strategic. In those areas that are critical to thestrength of the State, such as power generation, strategic raw mate-rials production, and transportation, government places limits onbusiness activities. The State may also act directly in the economyin truly critical areas, such as rapid transit or arms production. Thischaracteristic also applies to countries that would rather exercisefull control over their economies but dont have the necessary ad-ministrative resources or degree of centralization. Many technologi-cally Backward societies, or those with some social disorder, oftenhave this characteristic.

    StAtE CoNtRoL: Most pre-modern countries, such as China, aspire tofull State Control of the economy but do not have the organizationalresources to actually exert such control. This attribute can only reallybe applied to the wartime economies of Germany, Russia, and perhapsFrance, and to any fully functional Socialist societies that might arise.Under State Control, the society produces very few businessmen butcan automatically refuse foreign investment. Individual taxes are lim-ited because there are few rich people to pay them.

    NoNE: This attribute is applied to economies that are so disrupted bysocial disorder or so decentralized that the idea of State influenceover the economy is meaningless. Examples would include TaipingChina and the more decentralized states in Africa.

    Miliar SsemPRoFESSIoNAL ARMy: A society with this attribute has invested inhigh-quality professional training for officers and long-serviceenlisted personnel, and has created a very skilled armed force. TheProfessional Army is generally quite small, and raising new units inthe face of emergencies is difficult and expensive. The people havelittle sense that military service is a citizens duty, and it is hard tomobilize for all-out war. The military officer class in such a countryis sometimes divorced from the rest of the ruling class, and theremay be a risk of unrest and military coups, though this is not al-ways the case. The foremost example of a Professional Army in theperiod of the game is Great Britain, where military coups were un-heard of after the early 18th century. Many Latin American countriesbuilt Professional Armies out of their liberation armies, however,

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    and these soldiers often became political leaders. Converting froma professional to a mass army results in considerable disorder inthe ranks over the short term, but can result in long-term benefitsas some of the skilled officers built up during the period of profes-sionalism remain available to lead the large armies that can be raisedunder Conscription. An example of this process would be ImperialGermany, most of whose constituent states, especially Prussia, hadProfessional Armies before 1870 but switched to a conscript systemin the late 19th century. The Prussian officer corps was able to leadthe conscripts to great victories in the 1860s, 1870, and 1914.

    CoNSCRIPtIoN: The alternative to a Professional Army is the citizenarmy, which is the default condition for the industrialized coun-tries of mainland Europe like France and Germany after 1870. Thesesocieties require almost all men to serve in the military for a shortperiod of time for training, and then to remain available as reservesto be called up in case of war. These societies could rapidly mobilizemillions of reasonably well-trained and well-officered men by theturn of the 20th century. A few countries outside Europe managedsuccessful Conscription, with the Zulu of southern Africa being anotable example.

    FEUDAL: Most countries outside Europe and North America could notmaintain a truly Professional Army, nor did the State have the orga-nizational resources to enforce Conscription, save for a few striking

    exceptions. They instead have Feudal armies, which consist of a small,highly disciplined professional force backed up by huge mobs of un-trained levies.

    Their military units are numerous and cheap but very ineffective in com-bat, even without taking the effects of lower technology into account.Imperial China is a classic example, with a huge army mostly composedof peasant levies who fought with enthusiasm but little skill.

    Pwer PrjecinRegional: These countries seek to influence events in their immedi-ate region, and may adopt aggressive means to reach this end. Mostsmall countries qualify for this attribute, unless they were outstand-ingly neutral or pacifist in their foreign policy. A good example would

    be Peru in the mid-19

    th

    century: Peru fought a war against Chile (1879-1884), experienced tension with Brazil after having lost a good deal ofterritory in the Amazon before the game begins, and also had someborder skirmishes with Ecuador. These countries can move theirFleets and Armies in peacetime into sea regions or countries that bor-der their own, and can place Merchant Fleets in Commercial Zonesthat border their own continent. During wartime, any country canmove its Fleets, Armies, and Merchant Fleets to any area.

    HEMISPHERIC: These countries are secondary powers that seek to con-trol events throughout a large region, but without seeking to moveinto the global domain of the Great Powers. The United Stateswould qualify for this attribute between the Civil War and the GreatWar, as would Prussia/Germany from the beginning of the gameuntil the beginning of their colonial expansion in the 1880s, and

    Russia up until the Revolution. Regional powers that were very suc-cessful in their sub-regions might develop hemispheric ambitions:an example would be Argentina after the outbreak of the Great War.These countries can move their Fleets and Armies throughout theregion, and they can place Merchant Fleets in any area that borderstheir zone of influence.

    WoRLDWIDE: The Great Powers alone qualify for this attribute, whichpermit them to be active anywhere in the world. At the beginning ofthe game, only Great Britain and France qualify; later, Germany, theUnited States, and the Soviet Union might join them.

    REStRAINED: This attribute defines countries that have so few ex-pansionist ambitions that they will remain essentially passive in

    international affairs. Sometimes, countries that have lost wars willadopt this attribute for some years, as will countries that are toopoor or disorganized to consider expansion. These countries mayplace Merchant Fleets in Commercial Zones that serve their homecountry but may not move Fleets out of their nations coastal watersor Armies outside their national territory, unless they are at war.

    Educain LevelHIGH: Few countries in the 19th century achieved the liberal goal ofwidespread free public education. Those that did will qualify for

    the High education attribute. This attribute applies even to thosecountries that exclude some minority groups while still servingthe majority, such as the United States after the Civil War. Franceafter 1870 would be the best example of a country with a Higheducation level.

    REStRICtED: This is the most common case for industrialized coun-tries and those entering the Industrial Revolution. There are someState schools, but most children do not get much education.However, there is a university system performing research andteaching students the cutting edge of technology. The wealthy anda few lucky individuals from the lower orders can access this system,which provides at least a minimal population of highly educatedcadres for industry, government, and the military. The UK, for ex-ample, did not manage to create a mass public education system

    during the period covered by the game. Italy and Austria/Hungary,and Japan up until after 1900, would also qualify for this attribute.

    NoNExIStENt: This attribute does not mean that there is no educa-tion at all in the country, just that only a very few people can benefitor that the education system does not teach subjects appropriatefor people to live in an industrial civilization. China before 1911, forexample, would qualify as a country with a Nonexistent educationlevel, even though it had an extensive system of State schools train-ing men for the civil service exams. Unfortunately, the civil serviceexams evaluated only the candidates ability to interpret Confuciantexts and write classical poetry.

    Nainal IdeniELItISt:

    Only a small minority within the nation, concentrated in intel-lectual and elite social circles, subscribe to a distinct national identitythat is identified with the State. Most of the people have differentethnic or social backgrounds and have no sense of nationalism; tothem, the government is merely a power exercised upon them by oth-ers. The Ottoman Empire after 1908 would be a perfect example of acountry with this attribute: a small number of educated people, mili-tary officers, and civil servants thought of themselves as Turks andthe Empire as Turkish. However, most people continued to think ofthemselves as subjects of the Sultan and saw national identity as im-material, or at least as being unconnected with politics.

    MoDERAtE: This attribute covers a wide variety of different situations.First is the situation where a majority subscribes to a national viewof the State, while one or more reasonably large minority groups do

    not participate in this sense or are at least excluded by the major-ity. An example of this case would be the United States after theCivil War, where most whites saw themselves as Americans andsaw America as a white mans country, while African Americans,Hispanics, Asians, and American Indians were excluded. Anothersituation where this attribute would apply is where some classeshave developed a national consciousness. An example of this casewould be Russia in the 19th century, where the upper and middleclasses were very conscious of a Russian national identity while thepeasantry clung to a religious identity as Orthodox and a regionalor village identity.

    PoPULAR: Most people in the State have a sense of nationalism thatinspires loyalty as the means by which their national aspirations can

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    be fulfilled, while minorities are more likely to want to secede. Theclassic example of this attribute is France, where strong nationalidentification with the State existed even among people who weresomewhat ethnically different from the majority, like the Bretons,Alsatians, and Provencal. A case that would fall under this attributewould be where a significant regional/ethnic separatist sentimentexisted in a country that was otherwise fairly nationalistic. An ex-ample of this case would be Austria/Hungary, where Austrians andHungarians mostly had strong national identification with theState while Czechs, Serbs, and other minority groups developed

    their own, rebellious national identities.

    AGGRESSIVE: Under this model of national identity, a core nation (orsub-nation) actively seeks to unify or spread the sense of national-ism across its region, drawing others into its identity as brothersrather than conquered foreigners. This attribute was specificallycreated for Prussia/Imperial Germany, but could apply to othercountries engaged in wars of conquest organized along ethnic lines,as with the Zulu.

    BureaucracPRoFESSIoNAL ELItE: The attribute of Bureaucracy covers more thanjust a corps of civil servants, but also addresses the willingness ofthe people to cooperate with government regulations, pay taxes, andresist official corruption. If the laws are just and are administered by

    a corps of dedicated and reasonably honest civil servants, the coun-try will benefit from this attribute. An outstanding example in thiscase is the UK, and Germany also developed such a corps of officialsafter national unification. The United States built one around theturn of the century, after experiencing a period of great disorder andcorruption in public administration.

    oLIGARCHy: The civil service and legal system in an Oligarchy reallyonly serve the ruling class. For them, the system is fair, well adminis-tered, and mostly honest. Thus, foreign business can come into thecountry and function normally, and costs of large transactions arerelatively small. However, the system does not work well for the or-dinary citizen. Bribes are a daily requirement, rank injustice prevailsin any legal case, and nobody can be secure in their property rights.This puts a brake on economic growth and creates incitements tocivil unrest. Most non-Western independent countries during thisperiod would qualify for this attribute: Brazil is oligarchic through-

    out the game. Italy and Spain would also be considered oligarchiesfor most of the game.

    CRoNyISM: Under this attribute, the injustice and disorder experi-enced only by the poor in an Oligarchy have spread to every cor-ner of the society. This hinders international trade and domesticwealth production, as well as other functions of the State, such asmilitary production. Coups and popular uprisings are both morecommon under this condition. An example of a country experi-encing Cronyism was China in peacetime between 1850 and 1911.

    CoRRUPt: The Corrupt attribute describes a system in which mostof the benefits of a civil service and the rule of law are lost due tothe high level of internal corruption, leading to an almost com-plete absence of public services for the majority of the population.

    This attribute is found in large backwards empires like Russia, theOttoman Empire after the turn of the century, and the ChineseEmpire during the Taiping Rebellion. It can also describe countriesthat have not yet emerged from feudalism, such as the Central Asianemirates or Ethiopia.

    pOLITICs, ruLErs, ANd ELECTIONsFacin Aribues and ElecinsYou will be able to have elections based on your factions type of

    Government as follows: Liberal Democratic: Elections for Rulers and Prime Ministers Constitutional Autocracy: Elections for Prime Ministers only Full Autocracy: No elections Ruthless: No elections

    The elections will take place every four years for Rulers and every twoyears for Prime Ministers, unless something unexpected happens,like a sudden death, assassination, or a natural death.

    Elecins, Elecin Aribues, and AcinsYou will be presented with a list of candidates two months beforethe actual election. Each candidate will have their own list of elec-toral attributes that will favor one side or another. For example, acertain candidate may favor war and another peace. When the elec-

    tion takes place, the candidates will have each of their election at-tributes evaluated and receive a total fit value for the position. Theone with the higher value will win the election.

    So, if you are interested in favoring a certain candidate, you havetwo months to try and make them a better fit for the position toensure that they win.

    For the government types without elections, each official in a Stateposition will have a random chance of dying. This random chancewill be unique and based on the historical conditions of the person(e.g., bad health, old age, etc.), so they may suffer a sudden death orspend 50 years as Ruler.

    taing he Sea afer ElecinsAfter the winner of the election is decided, the former Ruler (or

    Prime Minister) is removed from office and, depending on theBureaucracy level, you will suffer a delay between when the old oneleaves and the new one enters.

    In old, ineffective bureaucracies, this delay may be very difficult forthe faction to sustain because no one will be in office, and you couldbe severely penalized while no Ruler occupies the seat.

    After the delay passes, the new Ruler will take their seat and every-thing will continue as before.

    Rulers and Facin AribuesOne unique feature of Rulers is that they will bring to your factionthe Faction Attributes that shape your nation. On the other hand,Prime Ministers will not be able to do this.

    After an old Ruler is replaced with a new one, their new FactionAttributes will be in place and effective, with all the bonuses andnegative effects they bring.

    Although abnormal, other sources, such as events, may overridethe Faction Attributes the Ruler brings. In this case, the RulersAdministration value will decide whether their value is used as theFaction Attribute, or another value coming from another source.

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    ThE mAp

    Figure 2: The Main Interface

    1. ACtIVE NAtIoN, DIPLoMAtS, NAtIoNAL MoRALE, AND PREStIGE PoINtS: Themain indicators of your success (check the tooltips for addi-tional details). Clicking on the flag leads you to your capitalregion. In this example, the USA has 4 Diplomats, 96 National

    Morale, and 634 Prestige Points.2. AVAILABLE ASSEtS: State Funds, Private Capital, Coal, Steel,Manufactured Goods, and Officers/Conscripts. Also, to theright are the three most useful indicators in the currently ac-tive map mode. The USA has 1,013 State Funds, 1,023 PrivateCapital, 0 Coal, 0 Steel, 0 Manufactured Goods, and 30Officers/240 Conscripts available this turn.

    3. CURRENt DAtE AND MAIN CoMMANDS: The current date is displayedhere, and the tooltip displays how many turns remain beforethe game ends. The three icons below the current date allowyou to end the Planning Phase and start the Resolution Phase,save the game, and go to the Main Menu, respectively.

    4. MAP MoDE BUttoNS: The button on the right allows you to changethe map mode (right-click to go backwards). The one on theleft activates the Construction mode within the currently

    selected map mode. In this example, the USA has selectedMilitary Mode and can click on the left icon (with the soldiersin ranks) to open the Military Construction screen.

    5. Terrain and Weather: The terrain type and weather in theregion where your cursor is currently located. Warning mes-sages, such as invalid move destinations, will appear just belowthis area.

    6. Jump Map and Filters: The map of the entire theater of war,which not only displays your position but also allows you tojump to any location by clicking on it. There are 24 differentfilter buttons around the map. You can also click on the book-

    shelf at the bottom-left of the display to open a new window.7. Special Orders: The different Special Orders (see p.43) are

    grouped into three different tabs. A grayed-out button signi-fies that the Special Order is currently not applicable to the

    selected Force.8. Postures: Use these four buttons to assign a specific Postureto the selected Force.

    9. Unit Panel: The Unit Panel displays the units present in thecurrently selected Force. During a turns resolution, the UnitPanel is replaced by a Message Log (Figure 4) which lists vari-ous game messages (events, reinforcements, battle messages,etc.) that indicate what happened during the turn.

    In the above example, two US unitsthe New York Militia (an in-fantry unit) and the New York Battery (a heavy coastal artillery bat-tery)form a single unit (the New York Garrison). Note that bothunits are locked in place (a small padlock) and cannot move untilattacked. The second tab will allow you to select the New York Fleet,a naval unit.

    Red messages are events of particular importance. Double-clickingon these will open a window with additional information.

    Clicking on a black message centers the map on the region corre-sponding to the message. The six buttons on the left allow you tofilter the messages by category; check the tooltip for details.

    You can always return to the Message Log by right-clicking any-where on the map. Clicking on the handle to the right will expandthe message panel to display more information.

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    Figure 3: The Message Log is displayed after turn resolution.

    1. Elements Panel

    2. The small panel on the bottom-right shows the elements com-posing the currently selected unit. If you click on one of theseelements, you will access the sub-unit details panel which pro-vides more information.

    Navigaing he MapTo scroll through the map, simply place and hold the cursor on theedge of the screen, or use the arrow keys.

    To zoom in or out of the map, use the mouse wheel or the End, PageUp, and Page Down keys. You can also press the mouse wheel buttonto swap between the highest and lowest zoom levels.

    Regins and Sea ZnesUnits and Fleets move and battle across regions and sea zones.

    Tooltips indicate the different characteristics of each region and seazone. Terrain type and weather are also displayed at the top of thescreen.

    NotE: Regions are further grouped into Areas, and Areas are further grouped

    into Theaters. Area and Theater borders can be displayed on the map using the

    appropriate filters (see below).

    Civilizain LevelThe different Civilization Levels are:

    Wild Cleared Civilized

    RichDepending on the Civilization Level (and other factors), unsuppliedtroops in an enemy region have a limited ability to live off the landeach turn.

    transprain Newr None Tracks Roads Railways

    Units moving into regions with tracks will never pay more than150% of the clear terrain cost, whatever the terrain type.

    Units moving into regions with roads or rails wont pay more thanthe clear terrain cost, whatever the real terrain type.

    Units moving by train will only spend one day for each region trav-eled, except when they cross bridges (representing railway bottle-necks, coaling stations, etc.).

    terrain tpeDifferent terrain types have varying effects on movement, combat,and Supply. A detailed list is in the Appendix.

    SrucuresAll structures provide shelter for land units against bad weather.Harbors do the same for ships. Flags indicate when units are in-side a structure. Clicking on the structure (or the Harbor basin forships) will display a list of those units inside on the Unit Panel. The

    currently selected unit will also be represented in the region on the

    map, ready to be moved.

    CIty:A city is indicated by a round sprite. The front-right side showsthe city itself, while the size and look of the buildings give an indi-cation of its population value and culture. The back-left side is theindustry space, where factory buildings appear when the city hasindustry, and again, size and look vary with quantity.

    Controlling key cities is critical to winning the game. Cities cannotbe destroyed. On the map, units inside a city are not displayed butrather are indicated by small grey or blue boxes, as shown above.Chimneys indicate that there are industries in the city. A pile ofcrates on the left-front denotes the presence of a Depot.

    Cities have a Level between 1 and 20, indicated by the figure inside

    the dark grey square to the left. This is also where new units will ap-pear (with the exception of Partisans).

    Figure 4: The grey square and the light blue square with a 1 denote one land and onenaval Force within the city.

    Town:A town is a small city (Level 1-3). Unlike a city, it is unableto forward Supply during the Supply Distribution Phase unless aDepot has been built in the town.

    DEPot: It can be built at a cost of two Supply Wagons or two trans-port ships, if a Harbor or Anchorage is in the region. They can alsobe destroyed. Depots are able to stockpile and pass on Supply dur-ing the Supply Distribution Phase. A good network of Depots iscritical to moving Supply from your rear areas to the front.

    FoRtIFICAtIoN: Fortifications are indicated by the small wall-likegraphic on the left-hand side of the city sprite. Unlike Depots,Forts are constructed through the Industrial Building Mode (asthey represent large fortification networks) and not the MilitaryConstruction Mode (which is for military units and not structures).Fortifications can be destroyed. A black diamond symbol with a fig-ure next to the city level indicates the level of Fortifications in thecity/region.

    PoRtS: Ports provide Supply unless blockaded. Like cities, they havedifferent Levels (1 to 20) indicated by the dark blue box with a fig-ure on the left-hand side. Fleets in Ports cannot be attacked. Onthe map, naval units inside a Port are not displayed, but instead are

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    indicated by a light blue box below the Port level box. Click on thePort basin to access the naval units. Ships are produced and can berepaired in Ports. There are different categories of Ports:

    Anchorage: Usually a small (Level 1) Port. Serves mostly as a shelter. Coaling Station: Usually a small (Level 1-3) Port. Serves as a shelter

    and refueling port for naval units, extending their range. Harbor:Any size (Level 4-20) Port is considered a Harbor. Serves

    both as a shelter and a coaling station for ships. Also, naval unitscan be repaired there faster, and only in Harbors can new naval

    units be produced. Naval Base:A Harbor with a specific military use, representing

    shipyards, naval warehouses, and machine plants for naval use.Its main purpose is to speed the construction and repair of navalunits.

    CoLoNIAL StRUCtURES: These are different types of buildings that helpincrease the colonial powers penetration and control over the re-gion they are in (see Colonial Affairs section for details).

    CoUNtRy StRUCtURES: A round sprite on the game screen that doesnot allow for unit shelter. Examples include mining and agriculturalbuildings that are outside of cities on the map.

    EnrenchmensEntrenchments represent substantial defensive structures whichare not permanent fixed fortifications. Historical examples includethe small earthen forts built by both sides during the American CivilWar to protect rivers and key terrain. Entrenchments provide defen-sive benefits depending on their Level (1-8) but are not consideredto be structures, though they do provide units with limited shelteragainst bad weather. They are not subject to sieges.

    Units automatically start entrenching if they dont move during aturn. A Force only needs a few days to dig into Level 1. Each addi-tional level requires increasingly more time to build (i.e., buildingan Entrenchment from Level 2 to Level 3 takes longer than expand-ing an Entrenchment from Level 1 to Level 2). The building leadersStrategic Rating plays a key role in the speed of the process, espe-

    cially for low-level Entrenchments.

    Those Entrenchments of Levels 5-8 can only be achieved if thereis artillery present in the region. Levels beyond 5 do not provideadditional cover but instead increase the Batteries firepower. Inaddition, such emplaced Batteries will defend the river(s)/seacoastin their region and fire on nearby moving Fleets. Batteries will alsoengage bombarding ships and block any enemy Supply transportarriving by river.

    Entrenchment Levels are represented on the map by a sand bag thatwraps around land units sprite bases (with Levels 5-8 being identi-fied by a gun icon).

    Adminisraive Areas

    Each Administrative Area (hereafter called Area) has limited re-sources, so it can only field a limited number of troops for theside controlling it. You wont be able to raise more units in anArea than its maximum value. In addition, you can only draftunits in an Area if you control at least one of the Areas StrategicCities. These are shown on the map with a star by the citys name.Several political and economic decisions are also declared at theArea level. Local units gain a small combat bonus when fightingin their own Area.

    theaersA Theater is a collection of Areas. Some rules and abilities only workat the Theater level. Most units are recruited on a Theater basis, ex-cept for troops with very specific local requirements that allow for

    recruitment from only one or two regions, which are usually at theArea level.

    FilersThere are over 24 filters to help visualize information on the map.To cycle through them, use the TAB key (or click on the buttons lo-cated next to the Mini-Map). The different filters, clockwise fromtop-left, are:

    1. Military Control: Shows the regions where you have a sig-

    nificant military presence, even if you dont have a Forcepresent..

    2. Supply: Crates and cannonballs indicate the quantity ofGeneral Supply and Ammunition, respectively, that are pres-ent. Regions highlighted in green indicate how far your Supplynetwork extends.

    3. Strategic Cities and Objectives: Highlights Objectives and cit-ies granting PP, and indicates their owner.

    4. Nationality and Population Allegiance: Shows the local popu-lations bias towards your side (or another).

    5. Administrative Areas: The various Areas are displayed in dif-ferent colors.

    6. Theaters of Operations: Each Theater is displayed in a differ-ent color.

    7. Weather Zones: Shows the various Weather Zones of the cur-

    rent game world.8. Current Weather: Shows what the weather is like on the cur-

    rent game map.9. Regions, Parts of your Nation: Shows the region where you can

    station your units when at peace. When at war, those occupiedby the enemy will display stripes.

    10. National and Claimed Regions: Each National Region is dis-played in a solid color, whether it is owned or not. ClaimedRegions are displayed with stripes.

    11. De Jure Regions: De Jure Regions are those regions that belongto your nation By Right. Your nation can receive a Casus Bellifor them if owned by another nation.

    12. International Relationships: Shows regions in gradients fromgreen (friendly) to red (enemy) in terms of relationships with

    the owning nation. Regions of nations you are currently at warwith will have stripes.13. Population Satisfaction: Displays population satisfaction

    (happy to upset) in your national regions.14. Revolt Risks: Displays the revolt risk in the various regions,

    whether owned or not.15. Sphere of Influence (SOI): Displays the worth of the various

    colonial areas (colonies) in terms of SOI.16. Definitions and Colonial Status: Displays the various colo-

    nies boundaries (borders and regions) and their currentColonial Status.

    17. Colonial Penetration (CP): Displays CP in the various coloniesby gradient.

    18. Trade Areas: Each Trade Area is displayed in a differentcolor.

    19. Trade Status: Displays the status of each region accordingto its connection to national soil: white if connected by landand sea, light brown if connected by land only, and light blueif connected by sea only. Unconnected regions have no colorfilter. Red indicates if there are structures but no connec-tion, and dark brown indicates a connection but no collec-tion structure.

    20. Collection Points: Each region with a collection point (for resourcegathering) is displayed in green. Regions adjacent to those with acollection point are displayed in light brown. Regions without anycollection point are displayed in red.

    21. Filtering of All Stacks: When ON, the button removes all mili-tary unit stacks from view.

    22. Filtering All Friendly Land Stacks: When ON, the button re-

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    moves all friendly land military unit stacks from view.23. Filtering Enemy Stacks and Fleets: When ON, the button re-

    moves all enemy military unit stacks from view.

    24. Filtering Stacks made only of Locked (fixed) units: When ON,the button removes all locked friendly and enemy unit stacksfrom view.

    Army OrgANIzATIONUndersanding he Uni Panel

    There can be a variety of Forces in a region and/or in the struc-tures therein. The purpose of having separate Forces is that sothey can be issued different orders. The size of a Force is limitedby leadership.

    Figure 5: Unit Panel Details

    When you click on a unit or structure on the map, the Unit Panel willshow all of the units in the region (1).

    HINt: Use the arrow buttons on each side (2) to scroll between a Forces units

    if there are too many to fit in the Unit Panel. The mouse wheel will also scroll

    the panel.

    Additional Forces in the region are each indicated by a tab (3) justabove the Unit Panel. To switch Forces, click on its correspondingtab to make it the active Force. The active Force is also representedvisually on the map, ready to be issued a move order.

    The unit currently selected within the Force has its name, compo-sition, current position, and destination indicated in the top-leftcorner (4). Essential information about a Force (level of GeneralSupply, Ammunition, etc.) can be displayed in a tooltip by hoveringthe cursor over the different icons in the upper-right corner of the

    Unit Panel (5).

    Wha is a Uni?The Unit Panel shows all of the different components of a Force(see illustration above) which fall under the term unit; in otherwords, a unit is a container of up to 18 elements. There are manytypes of units in the game, which can represent anything from fullDivisions to independent artillery Batteries or administrative staff(Headquarters). However, they all share the ability to be movedand, if needed, be given orders individually. This makes them thesmallest element in the game that you can manipulate, althoughthey seldom operate alone and are usually grouped into Forces, asexplained above.

    Leaders are also treated like units in most respects, including how

    they are manipulated. However, they are rated differently. The maincharacteristics of combat units and leaders are directly displayed ontheir counter within the Unit Panel.

    Wha is an Elemen?Units are further subdivided into elements, displayed in theElements Panel. Elements, as opposed to units, cannot be manipu-lated: they are an integral part of their parent unit and always staytogether. Elements are sometimes referred to as sub-units.

    PRoCEDURE: To display the list of a units elements in the Elements Panel, clickon a unit to select it; this is indicated by a gray square around the counter.

    Figure 6: Here, the Light Brigade unit is made up of six elements: five light cavalry regi-ments and one light horse batt ery, as shown by the NATO symbols displayed on the right.You can click on the symbols to open a de tailed window describing the ele ment.

    Each single element is in turn differentiated by its attributes, as ex-plained.

    Please note that some units are so small that they cannot be subdi-vided. They are represented in the game as having a single element,which is the unit itself.

    Figure 7: This separate artillery battery is made up of a single element: here, one unitequals one element. A unit is a container of elements (from 1 to 18).

    Leaders are handled in the same way: one leader = one element,which is the leader himself.

    Manipulaing FrcesIn order to split one or more units from a Force, select the units to beseparated from the main Force in the Unit Panel, then drag and dropthem to their current region on the map. They are now considered tobe a new Force and will be shown in a separate tab.

    MULtI-SELECtIoN PRoCEDURE: To select/deselect several units, press Ctrl-Click

    on each unit in turn.

    In order to issue a movement order to a Force, either select it andthen drag and drop its counter from its region to its destination,or drag the corresponding tab from the Unit Panel directly to itsdestination on the map. You can also move units between Forcesby dragging and dropping them onto the destination Forces tab.Finally, you can merge Forces in the same location by dragging anddropping one tab onto another.

    Fied UnisIn some scenarios and campaigns, you will come across fixed unitsidentified by a (a locked icon) on their counter. They cannotmove until either a regular unit from their side ends a turn in their

    region or a specific date has been reached, as indicated on the unit stooltip.

    In some cases, units are fixed permanently and will not move underany circumstance, while others will only move if attacked.

    Cmmand ChainThe Command Chain is rather simple as there isnt one, per se, be-cause there is no difference between an independent stack and an-other stack. Basically, this is the Birth of America (BOA) system withsome of Paradox Frances American Civil War (AACW) additions;however, it is not a simplified AACW system. If led by a Rank 3 leader,we call a stack an Army (or Fleet); otherwise, we call it what we want(Corps, independent stack, etc.).

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    Units need leaders to command them (see next section), thanks tothe Command Point (CmdP) system; otherwise, they suffer move-ment and combat penalties.

    LeadershipLeaders have an enormous impact on the effectiveness and effi-ciency of military assets. Leaders are given leadership ratings thatreflect their historical abilities, and these ratings affect almost everyaspect of the game. Units that are leader-less and/or Forces thatexceed their leaders CmdP capacity are subject to movement and

    combat penalties.

    Leader RansThere are three leadership ranks, but each rank has a very preciserole. The actual title of each leader is customizable.

    RANk 1: Provides 2 CmdP. Primarily a Colonial leader (Colonel orBrigadier General, for example)

    RANk 2: Provides 12 CmdP. This is a Corps General (commandsCorps or any main combat stack)

    RANk 3: Provides 48 CmdP. This is an Army General (can com-mand an Army, but see below)

    In all cases, the maximum CmdP any one stack can receive fromits leader is 48 (Max CmdP = 48), even if more than one leader ispresent in a stack. This does not include extra CmdP that may come

    from specific units (HQs) or abilities.

    Leader RlesRANk 1 (1*) leaders are only land leaders, mostly