

Rule a shattered North America where every claim can become a crisis, and every crisis tests the balance of power. Build industry, command trade, forge treaties, isolate rivals, and decide whether to preserve the fragile order or become the power that breaks it.
Overview
Rule a shattered North America where every claim can become a crisis, and every crisis tests the balance of power. Build industry, command trade, forge treaties, isolate rivals, and decide whether to preserve the fragile order or become the power that breaks it.
Description
Generations after the collapse, North America is a continent of crowns. Kingdoms, grand duchies, principalities and republics share a map none of them drew, and every one of them wants a better share of it.
- Press your claims and take land without a war.
- Bribe, forge, sponsor rebels and partition in secret.
- Expand too fast, and the Concert answers.
- Every campaign seeds claims: your people under another crown, old frontier grievances, a nation split in two.
- Demand the region and open a dispute the whole continent watches.
- Win the Interested Powers to your side with backing and neutrality deals.
- Strangle the owner's trade and wear down its Resolve until it yields.
- Fail, and you walk away with a casus belli.
- Stage a false flag and claim the moral high ground.
- Forge a dispatch and let a rival take the blame.
- Fund rebels who rise, then call on you to protect them.
- Plant settlers to tip a border region your way.
- Bribe a guarantor to walk away.
- Every scheme can leak, and everyone remembers.
- Sit down with a partner at the Treaty Table and divide a rival's regions between you.
- Sign a pact nobody else may see, and owe each other a share of the work.
- Keep it quiet, and the map changes in one stroke. Let it leak, and the whole continent reads the terms.
- Every gain alarms someone. Grab too much, too fast, on too thin a claim, and the warnings start.
- Warnings become a crisis. A crisis becomes a coalition, and nations that hate each other set their quarrels aside to contain you.
- Reassure the alarmed, justify your claims, or earn the rank that lets you get away with more.
- A casus belli is the only road to war, for you and for them.
- Raise your corps, hold the front, blockade the coast and force the peace.
- Being bogged down in a long war causes instability and deep economic pain.
- Feed your people, build mills, mines and factories, and sell what your neighbors can't make.
- Trade is leverage: an embargo bites, a customs union binds, a dependent neighbor bends.
- Land you win must be integrated before it pays, and faster where your own people already live.
- Standing and prestige decide what you can get away with.
- Grow, keep your word, and win the Great Powers' recognition to raise your crown from Duchy to Kingdom.
- The Great Powers write the rules. Become one.
- Up to thirty nations, around 250 regions, never the same map twice.
- Every nation follows a doctrine of its own and plays to it.
- They offer, counter, call in favors, embargo, ally and betray.
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