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Unions of Nations

A mechanic every country lives with. In game: The Modern World: Mechanic Guide decisions.

Some nations can only be built from whole countries: Stanistan, the League of Micro Nations, the Central American Alliance, the Caribbean Federation, the Latino Alliance, the African Union, Gran Colombia, the Gulf Union, the Union of the Maghreb, the East African Federation, the Nordic Union and the Union of South-East Asia (the Unions of Nations decisions).

  1. A member Champions the union. Only one nation can carry its banner at a time; if the champion falls, another can take it up.
  2. Bring the members in, by diplomacy or by force. An Invitation is an event the member answers: if it accepts it joins whole, its army included; if it refuses it can be asked again in six months - or brought in by force. Unite by Force gives a war goal to annex it (it needs war support over 50%). The AI never starts a union, invites or attacks.
  3. Once you hold the capitals of enough members (the share is shown on the decision), Proclaim the union: its name and flag, cores on every state its members held in 2000, stability and political power.

A nation gives up its existence only to an overwhelming army it trusts: a member almost never says yes unless the inviter is at least five times stronger and the member holds it in high regard (opinion 75 or more) - then two times in three. A great power or an enemy at war never does.

TNDThe New Dawn

What if Chernobyl had broken the Soviet Union? In 1986 Moscow buried the disaster, Ukraine rose, and by 1988 the Union was gone. A bloodier Gulf War and a split over Yugoslavia ended NATO, and Europe built a Defence Union of its own. TND starts Hearts of Iron IV on 1 January 2000 in that world - real leaders, modern armies, and a unique focus tree for every major nation - and lets you decide what the new century becomes.

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