Right, RP is officially reverted. I've edited the military mechanics to include the following 2 points: - Keep recruitment and maintenance at a realistic scale. The more soldiers you have, the more you need to pay for their services, and supply them with food. The longer therefore you keep an army in the field, the bigger the burden it puts on your economy. Keep professional armies small, to avoid economic problems. However, in times of war, you have full right to mobilize your population. Again, just remember that the resources available to you, the wealth of your state and your available food should all play apart in how long you can keep this force, and what quality it will be. - Ships take time to build, and so whacking out a hundred in a week will be a bit beyond the realms of reason. I wont put a limit on how much you can build, but just keep it small, to reflect the working practices of the time-period. They took months if not years to build IRL, though, so we don't need to be super realistic - just no mass production. For example, if I was going to build a navy of 10 light ships, 5 mediums and 3 heavies, I'd probably leave [u]at least[/u] a four game week period for this to happen. This is not a staple time measurement, just a kind of advisory to work by. I'll reel you in if I feel you're overstepping the mark, but even then I'll be gentle, I promise. -------------------- Right, time to dice roll some NPC nations to see what's what.