I would just tone down your "220,000-300,000" estimation. That's awfully high for a European field army of the 16th ce. Renaissance period; most field armies reached 50,000 at most. Only in the following 18th century did 100k+ armies really come into being. The 16th century Italian Wars, being roughly comparable to the era in the RP, rarely saw armies of more than 20,000 go against each other.
RULES TO REMEMBER: -- Every Nation can Build once per turn and Recruit once per turn. These are added to the end of your IC posts. -- Only the Party in Majority can Pass Policies & Laws. -- May use Political Support to accrue support for Policies & Laws. Need not be all spent at one time. -- May use Pass Policies & Laws as much as you like so long as you have the Political Support to spend. -- May only Build 1 Building per year. -- May only build 2 Naval Squadrons per year. -- May only build 50,000 Soldiers per year. -- Endorse Politician costs $4. [Endorsed Politicians are added during Election Years.]
Liberal: Cultural Policies cost -2. Military Policies cost +3. Monarchist: Political Policies cost -2. Cultural Policies cost +3. Conservative: Military Policies cost -3. Diplomatic Policies cost +3.
POLITICAL Elect Head of Navy: May select one of the options. He will serve for 10 years. Costs 4 Support. Elect Head of Army: May select one of the options. He will serve for 10 years. Costs 4 Support. Elect Foreign Minister: May select one of the options. He will serve for 10 years. Costs 4 Support. Army Budget Increase: This will increase Army Training by 3%. Costs 4 Support. Navy Budget Increase: This will increase Naval Training by 3%. Costs 5 Support. Colonize: This will establish a Colony. Costs 20 Support.
DIPLOMATIC Free Trade: By allowing free trade to foster, we increase the strength of our industry and traders. Costs 15 Support. +5 Cash/Year. Lasts 5 Years. Military Alliance: By creating a military alliance with another nation, we secure our future. Cost 20 Support. Lasts 5 Years. Costs 3 Support and $5/Year to maintain. Declare War: This will put us into a state of war with another nation. Costs 10 Support. Trade Act: [Please name the Act.] Random Economic Bonus for 5 Turns. Costs 15 Support.
MILITARY Naval Reform [1]: This will enact a naval reform, and increase your Naval Training by 15% and grant you the Reform Bonus for 10 Years. This costs 50 Support and will open Naval Reform [2]. Army Reform [1]: This will enact an army reform, and increase your Army Training by 15% and grant you the Reform Bonus for 10 Years. This costs 50 Support and will open Naval Reform [2]. Military Act: [Please name the Act.] [Choose Army or Navy] Random Military Bonus for 5 Turns. Costs 15 Support. Mass Conscription: Will increase your army by 10,000 for every 1 Million Population you have for 3 Years. This costs 18 Support.
CULTURAL Support Revolution: Supports another culture's bid for independence. Costs 8 Support every year. -1 if bordering. That cultures gains +1 Nationalism/Year. Grant Right to Vote: Grant Right to Assemble: Grant National Autonomy: Grant National Sovereignty: Grant Independence: This will grant independence to a culture. Your nation will generate Stability based on half of the population of the nation's independence granted. This costs 35 Support. Cultural Oppression: This will remove 4 Nationalism points from a Culture/Colony. Costs 8 Support. Every time this is used, it has an effect of -1 Nationalism Points every additional time.
Raydir Sultanate
Red: Monarchists, Orange: Liberals
Political Support: [Monarchists: 57] [Liberals: 3] [Conservatives: 0] [Elections in 1818] Agendas -- Monarchists: Win a War. [+10 Support or -15 Support if not Won] -- Liberals: Build 2 Buildings. [+3 Support or -6 Support] -- Conservatives: Expand the Navy (0/3 Naval Squadrons). [+5 Support or -8 Support] Cultures: [Raydiran: 12,000,000] Stability: 78% Income: [12,000,000 Population x 2] = $24/Year Treasury: $20. Buildings: -- Capital Province: [None] -- Province 2: [None] -- Province 3: [None] -- Province 4: [None] Policies: None Election: 1818. [Lose 20% of Council]. Head of Army: Mazat al-Mahad [+5 Army Training] Head of Navy: Unoccupied. Foreign Minister: Unoccupied. Army Training: 21 [+5] = 26 Navy Training: 17 Soldiers: 120,000 / 140,000 Navy: 2 Naval Squadrons (Constanti) Policies & Laws -- None
Political Support: [Monarchists: 40] [Liberals: 4] [Conservatives: 16] [Elections in 1819] Head of State: Ferdinand II Agendas -- Monarchists: Reconquer Haugesend [+10 Support or -15 Support] -- Liberals: Grant Danmarans Rights [+12 Support or -9 Support] -- Conservatives: Expand the Army (0/30,000 Soldiers). [+5 Support or -8 Support] Cultures: [Heldemarian: 7,000,000] - [Swadaran: 1,000,000] [4/100 Nationalism (+3/Year)] - [Norder: 2,000,000] [4/100 Nationalism (+3/Year)] - [Danmarans: 4,000,000] [4/100 Nationalism (+4/Year)] Stability: 61% Income: [14,000,000 Population x 2] = $28/Year Treasury: $20. Buildings: -- Brondholm: [None] -- Ceda: [None] -- Narberg: [None] Policies: None Election: 1819. [Lose 20% of Council]. Head of Army: Kegan Heinrich [+8 Army Training.] AVAILABLE: -- Leopold Gratz [Army Reform costs -20% Less. Costs 8 Support] -- Jörg Haider [-2 Nationalism Growth when at War. Cost 12 Support.] -- Joseph Ferstel [All cities receive 5,000 Garrison troops. Cost 4 Support] Head of Navy: Josef Klaus [1 Free Naval Squadron/Year. -3 Army Training/Year.] AVAILABLE: -- Franze Jonas [Heldemarian Army has Initiative where Naval Support is present. Costs 4 Support.] -- Bruno Keisky [Heldemarian Navy has Initiative in battle. Costs 10 Support.] -- Leopold Donitz [1 free Naval Squadron per Colony. Costs 3 Support.] Foreign Minister: Carl Krauntiz. [Select Culture has -1 Nationalism/Year] -- Karl Leuger. [Liberal policies cost -2 Support. Costs 8 Support.] -- Bruno Pittman [Selected foreign Culture has +1 Nationalism/Year. 10 Support.] -- Rudolf Nork [Initiative in Conferences. Costs 8 Support.] Army Training: 51 + 8 = 59 Navy Training: 16 Soldiers: 60,000 / 180,000 Navy: 1 Naval Squadron Colonies -- None Policies & Laws -- None
Nation Intro The Torguth are a fragmented society of orcs, with over a hundred and fifteen different clans, living in what is known to the world as the Torguthi Highlands. The Orcs, once considered a great threat to the world under the reign of Mognosh the Fyrbrand, fractured with his death on a raiding party in the Deep South. Fragmented, they spend their lives pillaging, murdering and attacking one another. United, they are a threat second to none.
Geography The Torguthi Highlands cover over twenty-eight hundred square kilometers of fertile pastureland and grassy fields. Due to the sprawling location, the Torguth Orcs breed and expand often without incident. There is also a rather apparent absence of wood here, making it difficult to fabricate any sailing vessels to move out of the Torguthi Highlands. Along the southern edge of the highlands is the Mundath Mountains, which have created a natural boundary between the Highlands and the nations to the south.
History (Talk about the history of your nation. You can make it barebones if you want or collaborate with other players to establish a shared history.)
Society The tribalism of the Torguth Orcs is primitive even by basic worldly standards. A genuine form of Machiavellianism exists in that the strongest rule, and any orc who feels he may be a better leader need do nothing less than challenge a ruler to a duel. Entire clans have risen and fallen on this sole premise alone. Orcs inhabit clans ranging from a few dozen to a few million, and new clans rise and fall with the seasons.
Economy/Industry The Torguth orcs utilize a base form of Agrarianism and self-sustenance. They expand when necessary, but barter for goods back and forth. One tribe may trade a thousand bundles for two hundred axes, or a thousand slaves for a thousand mounts. This primitive economy has made it difficult for other nations to utilize any form of trading with the Torguth orcs.
Military The Torguth Clans have four different states: Feuding, Fragmented, United and Warring. -- Feuding: While feuding, the clans are actively raiding and attacking one another. This is their general disposition and during it, military strength is localized to the various clans. -- Fragmented: When two weaker clans desire to survive, they may strike an alliance and fight against a third. This form of fragmentation provides unity, but the stress is still internal. -- United: When a orc warchief rises to prominence, he may possess the cunning or raw and brute strength to unite the clans. United, they are tentatively at peace with one another and the outside war. These periods tend to last for 3-10 years depending on the political climate. -- Warring: In times past, the Torguth Clans have remained unity and waged war on an external enemy. The average orc stands six and a half feet tall and weighs almost four hundred pounds. Not only are they physically stronger than the average human, elf and dwarf, they outnumber their potential rivals as well. Past historians have noted that if united for long enough and turned against their enemy, few would ever be able to resist the stream of orcish hordes into their territories. Luckily, such states rarely exist for long.
The Torguth Orc Clans number around 6,500,000 warriors at any given time. Though this would be in a Warring Period, and fragmented, the Torguth would only be able to call up around 2,000,000 at best.