Rise From Medieval Kingdoms III, Thread Two

choxorn

Watermelon Headcrab
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Feb 28, 2006
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Since Leeky's not online, I'll start Thread #2. Thread One can be found here.

Blah Blah, Yap Yap, here's the rules:

For all those unacquainted, RfMK is a lazy-NES that revolves around the Medieval period. The rules HAVE CHANGED since last time around, so please, read them:

Spoiler :

The Rise from Medieval Kingdoms Game (An RPG-Type Game)

OK, this is a relatively simple game, where the "objective" is to tell a good story. This is modeled after NESes somewhat, but more simple, and made in the Forum Games section. In the following words, I will explain how this works.

In the dark times that the fall of the Roman Empire created, civilization has stood still. Across other parts of the world, while civilization moves forwards, it still is not great. However, in the chaos of the times, hope is emerging. Small kingdoms, tribes, and other states are forming together, and spreading law around the world. The ultimate challenge is ahead of these kingdoms, and it isn't the only challenge. With all of these small states, war is inevitable. Bloodshed and plague are just around the corner. Will your nation be one that can stand the test of time, or will it fall to others? (End cheesy intro scene )

--- Rules Revised 10/11/2007 --

I) Getting Started

To begin the game, we start at the technology of 650 AD. When signing up, all you need is the name of your country, a color, a location on the map for your capital, and a government type. The kingdom or nation will be the small plot of land surrounding the capital. This is a blank map of the Mediterranean. Since this is a story-telling-based game, we would recommend a history of your kingdom up to this point, and a flag would be excellent too.

I should probably add: When you choose your color, do not choose any whites, light grays, blacks, or light blues. The whites are too close to the blank terrain, grays are for barbarians, blacks are too close to the border colors, and light blues too close to water.

II) The Turn

The turn is the basic unit of in-game time, and lasts from the previous update until the GMs (Leeksoup and Choxorn) declare that the turn is over, usually when all orders are in (See section III for details). If not everyone hands in orders, the turn ends after 48 hours (subject to change). During each turn, you sort out diplomacy and trades between other countries, and you work out agreements. However, anything you say here does not have to be truthful. Only your orders are what matter. Also, PMs can be made between players to deal with these matters. These also do not require any truth. To maintain this, we ask that PMs received by a GM not be quoted in any PMs between players.

III) Orders

Within 48 hours of the previous update (subject to change), you must PM your orders to one of your GMs. Orders are lists of where you want to spend your money, what projects you want to make, where you want your troops to go, where you want to expand, etc. If you fail to send orders in a timely manner, your country will be automated for the turn. Missing multiple orders, without warning me in advance, may make your country an NPC, meaning that they are fully automated and open to anyone else to join. Also, when filling out orders, please include your stats.

A) Economy + Infrastructure

Your economy is represented by units called gpt, or gold per turn. Simply put, this is the salary that your country gets every turn. You can spend this on the items below, or put it into your bank. Note that banked gold only takes on interest in the Renaissance and later, as that’s when banking was invented. If your economy is between 1 gpt and 50 gpt, it takes 3 turns for your gpt to raise by 1. (From 50 gpt to 75 gpt, it is 5 turns. 75 gpt to an amount I'll soon figure out is 8 turns.) This is the base rate at which it rises; however, you can increase your economy by fixed numbers by building or capturing cities, researching certain techs and capturing resources.

B) Military

Your military is divided into army and navy, and each is rated by an arbitrary number that rates your country relative to the others. For every 1 gold you invest here you get 1 military point. The more military power you have, the higher the chance that you will win. However, upsets can happen, and the better military may not always win. Additionally, certain techs you can research will give you military multipliers. Also, for every 5 military you have, whether it’s army or navy, you lose 1 gpt in maintenance.

I)War details

When you are at war with someone, you PM in your orders a minimum of how many units of military you want to send and where you want to send them. If you want to, you can be more detailed, and you will probably get better results. When you capture a city, it will be in revolt. Since cities do not make units, all this means is that you don’t get its base 2 gpt for 1 turn. In this turn, you can do three things: You can do nothing, which makes Leeksoup (the official War GM) flip a coin. Heads, it comes out of rebellion. Tails, it stays in for another turn. Or, you can Raze the city, erasing it from the face of the earth and adding an instant amount of gold (determined by the age you are in) to your banked gold. The last option is to Pacify the citizens, spending an amount of gold that is determined by your era to make it instantly come out of revolt.

C) Technology

Technology got an overhaul in this RfMK. We are no longer going by numbers that mean nothing; instead, your dual GMs will pick one or two advances made in any field during the time period the game is in, assign it a tech value, and open it up for everyone. You can then use Tech Points, bought at 1 gold per point, to purchase these advances. They may give economic benefits, enable further expansion, discover new resources, provide military multipliers, or really anything that technology has done for man. Some, not many, technologies will be exclusive. This means that only one or two nations can research them, and once researched they can be traded. Mostly these exclusive techs will be sent via a private PM, to preserve secrecy. And remember, you cannot trade a tech that you do not have! Trades are only recognized if you send them to both the person you’re trading with and your assigned GM, and if you lie about a tech, you will receive a penalty.

D) Special Projects

Projects were a big part of the previous RfMKs, but they were largely overpowered and the large nations could do anything they liked- including sending meteors crashing to the earth. They have mostly been replaced by the new technology system, but they still play a part. Think something up that actually makes sense, like diverting gold for a massive blitzkrieg or a boost in research, and we’ll assign it a monetary value. Additionally, you can suggest a unique technology (again, that makes sense) for your nation. If it gets approved, it will be assigned a Tech Point value and effect and will act like any other exclusive tech.

E) Cities and Forts

There are some projects that came up multiple times, and have been made into things you can spend money on. The first of these are cities. Give a name and location, you get a city on the map that adds 2 gpt to your economy. Cities cost 5 gold for the first two, and for every two after the cost increases by 5. However, if the city is lost, the gpt bonus transfers away. You can also build forts/bases for 20 gold, and these give +20% power when defending the area. These are all shown on the map and have an effective radius of about a half inch, so strategic placement is key. Cities are shown as circles, and forts are pluses.

F) Expansion and Attack

If there is empty land next to your country, or within reach by sea, you can order expansion to that area. This incorporates this area into your country, as long as the request is not excessive. Expansion is limited by the technology you have researched, and may be severely limited in the beginning. Larger nations also have lower stability (See section H for info on this). Also, you can make attacks with your military. Simply say where you want to attack and with how much power, and we will set up the attack. You can tell us more (the method of transport, perhaps some tactics) and you will get better results, but you don’t have to. Defenders can also include in their orders strategies for defense and will have better results. It’s probably worth mentioning, too, that you CAN make surprise attacks (without declaring war), but you will recieve a penalty as a result. It's still worth doing, however.

G) Trade and Diplomacy Orders

When you’ve finished making arrangements with other players, you must give the orders to fulfill your part of the trade in your orders. For instance, if you are going to trade 7 tech to get 21 gold, you must say “I give 7 tech to this country” in your orders. Same goes for any other diplomatic action. In trades, the items that are traded, excluding projects, grow by 10%, rounded up. This means that if you give 4 power, the receiver receives 4.4 power, which is rounded up to 5. Technology is special when traded, because you don’t actually lose it when you trade it. It’s sort of like the flame of a candle – you can spread it without losing it. However, be careful- once a nation knows a technology, they can never unlearn it. Other diplomatic actions like treaties, alliances, and for that matter trades will be limited by tech level but are largely left up to the players’ imaginations.

H) Stability

No nation is totally stable. Several things affect your stability- your ratio of military to population (cities), your governmental types, whether you’re at war or not, the size of your empire, and various random events all have a hand in it. Your stability will be kept a secret from other nations! It will not be posted on the main stat page, but if you ask your GM for it you will receive a PM with information. Stability is ranked between 0 and 50. The higher you are, the more stable. Each nation starts at a stability of 40. Instability carries several negative effects. You have a higher chance of cities rebelling and forming their own nations, you can suffer diplomatic penalties from other NPCs, and if you have any unique technologies they are likely to be leaked by malcontents.

Government type

Government types carry pros and cons. Every system has its strengths and weaknesses. In the beginning you will be restricted to a few basic types, but as time progresses you can PM era-appropriate governments you want to switch to and, if approved, they will be implemented for all to use. In the start you are restricted to:

Absolute Monarchy: Bonus to Stability, neutral to Military, neutral to Expansion, penalty to Technology

Theocracy: Bonus to Stability, bonus to Military, neutral to Expansion, large penalty to Technology

Despotism: Penalty to Stability, bonus to Military, neutral to Expansion, neutral to Technology

City-States: Penalty to Stability, neutral to Military, neutral to Expansion, bonus to Technology

Feudalism: Neutral to Stability, bonus to Military, large penalty to Expansion, bonus to Technology

As time goes on and more people invent new governments in their PMs, new forms of government will be available.

I) Stories

The more detailed you are in your orders, the more successful you will be. If two nations clash that are absolutely equal in power, the one who is more descriptive wins. Remember, we GMs are people too, and we like reading good stories, so naturally we will want to keep the storytellers alive, right?

J) GM Orders

Your two GMs, Leeksoup and Choxorn, have divided their jobs so as to reduce overall workload. This is what each of us will be doing:

Leeksoup handles: Technologies, Expansion through War, The Map, Diplomacy (including alliance matters and negotiated border changes), and half the players’ orders. Additionally, he is the Pope.

Choxorn handles: Random Events, Expansion through Peace, Off-Map Powers, all trades and tribute, and the other half of the players’ orders. Additionally, he is the Caliph.


Did you read them? All of them? Do you promise?

Okay, great! We're trying out a new two-GM system this time around, so the schedule might be a little finnicky. Still, we're aiming for 48-hour turns at first, but we might move to 72 hours. If you miss three turns, you get NPC'ed.

To join, just post something that looks like this:

Name:
Color:
Location (roughly):
Capital City:
Government Type:
Description (optional):


We'll be accepting signups until the end of this weekend, at which point the game will start. You can still join after that, but you may be at a slight disadvantage. Additionally, after the game has started you can ask for permission to take the place of an NPC, and you'll have a 95% chance of being accepted.

No one post yet, next post reserved for Leeky, then 2 for me, I guess.
 
I was really hoping the mods would just let us keep one thread! I mean, we were already over three times their limit... why not just let it keep going? :mischief:

Anyway, the first thread is found here, and on to my stuff!

Europe:
Spoiler :


Los Cabrillos:
Spoiler :


The Azores:
Spoiler :


Iceland:
Spoiler :


Greenland:
Spoiler :



Current Nations and Stats GM'ed by Leeksoup (otherwise known as "The Christians"):

The Papal States
Owner: Leeksoup
Status: GM Nation
Color: Golden
Government Type: Theocracy
Capital City: Rome
Other Cities: None
GPT: 18 (19 in 3)
Banked Gold: 0
Military: 40 Army, 40 Navy
Technologies: None
Trade Routes: None
Unique Unit: The Swiss Guard (Loanable. Gives +25% military boost to troops in region.)
Stability: 50

Name: Russia
Player: Stuck in Pi
Status: Player-controlled
Color: Burnt Orange
Government Type: Representative Democracy
Capital: Moscow
Other Cities: Bila Tserkva, Vinnytsia, Vitsyebsk, Vilnius, Volgata, Wroclaw, Radom, Kiev, Krakov, St. Petersburg, Novgorod, Vyborg, Rostov-na-Donu, Uppsala(In Rebellion), Karlstad, Tanum, Gotland, Stockholm, Stettin(In Rebellion), Berlin(In Rebellion)
Villages: Coneria(In Rebellion), Danzig(In Rebellion)
Colonies: Sibur (75 military), Narssarssuaq (0 military)
GPT: 183 ( ) (184 in 9)
Banked Gold: 346
Military: 326 Army, 49 Navy (+43%)
Tech Points: 5
Military Technologies: Vassalage, Schiltrom, Crossbows, Chainmail, Longbows, Holy War, Advanced Masonry, Levies, Stirrups, Lightning War, Militia L3, Heavy Forges, Recurve Bow, Medieval Siege, Pikemen, Crude Gunpowder, Expert Engineers, Walls of Maroc
Economic Technologies: Watermills, The Orthodox Church, Paved Roads, Monasteries, Libraries, Caravans, Windmills, European Paper, Viking Rumors, Improved Presses, Guilds (Economic), Simple Optics, The Mint (+14gpt), Wheelbarrow, Banking, Compass, Fine Looms, Expansiveness (Unique, Nontradeable)
Trade Routes: Russia-Argos x 7, Russia-England x 2, Russia-Adriatica, Russia-Gibraltar, Russia-Arabia, Russia-Terciera x 3
Unique Unit: Russian Auxilia- +30% City/Fort Defense, -40% Open-area combat
Projects: Cossack Cavalry (35/35; Complete), Art of War (0/30, Requires Eastern Trade Route), Russian Winter (30/30; Complete), Military Academies (55/55; Complete), Great Palace of Krakov (40/40- Complete), Ballistae Towers (40/40; Complete), Reinforced Walls (35/35- Complete), Sanitation (110/110; Complete), Voting Colonies (70/70; Complete), Russian Roads (80/80; Complete), Russian Pride (100/100; Complete)
Economic Plans: Mulcorn’s Winter (Incomplete) (Founder), SBKT (Founding Member)
Stability: 34 (+33%)


Name: Kingdom of England
Player: Backwards Logic
Status: Player-controlled
Color: Bright Red
Government Type: Absolute Monarchy
Capital: London
Other Cities: Bristol, Portsmouth, Cardiff, Liverpool, Leicester, Swasnea, York, Cherbourg, Rouen, Paris, Calais, Edinburgh, Glasgow, Aberdeen, Dundee, New Brest, Nantes, Rennes, Tours, Amiens, Plymouth, Norwich, Belfast (In Rebellion), ‘s-Hertogenbosch(In Rebellion), Hamburg(In Rebellion), Arhus(In Rebellion), Hanover(In Rebellion), Bremen(In Rebellion)
GPT: 89 (90 in 2)
Banked Gold: 110
Military: 617 Army, 179 Navy (+51% DEF, +61% ATK)
Tech Points: 6
Military Technologies: Vassalage, Schiltrom, Longbows, Crossbows, Chainmail, Lightning War, Medieval Siege, Heavy Forges, Advanced Masonry, Levies, Heavy Barding, Castles, Crossroads of Echajinia, Pikemen, Walls of Maroc, Militia L2, Crude Gunpowder, Recurve Bow, Expert Engineers, Triumphant (Unique, Nontradeable)
Economic Technologies: Watermills, Monasteries, Paved Roads, Windmills, European Paper, Professional Clergy, Improved Presses, Guilds (Economic), Libraries, Solar Calendar, Clockwork, Wheelbarrow, Banking, Simple Optics
Trade Routes: England-Russia x2, England-Crimea x2, England-Terciera x2, England-Echajinia
Unique Unit: None
Projects: "Man O' War" (25/25; Complete), "Yeoman" (45/45), "Colonization" (30/30- Complete), "100 Years' War" (0/30), British Naval Superiority (0/75), Royal Dockyards (70/70; Complete), Hadrian’s Wall Reincarnated (0/55), Magna Carta (55/55), “P.E.O.M.” (80/80- Complete. Joint with Gibraltar.), British Redcoats (0/80)
Economic Plans: Gates of Gibraltar (1 Share), SKBT (Founding Member), Trade of Maroc (Member), Hellenic Plan (Member), The Neptune Plan (Member)
Stability: 32 (+43%)

Name: Holy German Empire
Player: Equuleus
Status: Player-controlled
Color: Olive
Government Type: Empire
Capital: Aachen
Other Cities: Stuttgart, Saxony, Frankfurt, Munich, Copenhagen
Villages: Vienna, Venice, Budapest, Zagreb (In Rebellion), Istrinio, Turin
GPT: 74 (75 in 1)
Banked Gold: 32
Military: 58 Army, 9 Navy, 3 Teutonic Knights (+33%), 12 Swiss Guard, 61 Dutch Army, 6 Dutch Burgher Militia, 10 Dutch Navy, 32 Swedish Army
Tech Points: 0
Military Technologies: Vassalage, Schiltrom, Crossbows, Heavy Barding, Militia L3, Crude Gunpowder, Pikemen, Recurve Bow, Longbows, Chainmail, Very Aggressive (Unique, Nontradeable)
Economic Technologies: Watermills, Caravans, Libraries, Solar Calendar, Professional Clergy, Guilds (Economic), Banking
Trade Routes: None
Unique Unit: Teutonic Knights (+30% Atk)
Economic Plans: None
Stability: 31 (+3%)

Name: People's Social Democratic Republic of Gibraltar
Player: Thomas.berubeg
Status: Player-controlled
Color: Green
Government Type: Social Democratic Republic
Capital: Gibraltar
Other Cities: Grenada, Seville, Corduba, Oran, Lagos, Porto, Lisbon, Coimbra, Madrid, Syracuse, Minos, Badajoz, Cartagena, Cuenca, New Pamplona, Valencia, Lerida (In Rebellion), Zaragoza (In Rebellion), Toulouse, Andorra (In Rebellion), Barcelona, Guantanamo (Cuba)
Colonies: Cuba (0 military)
GPT: 69 (70 in 2)
Banked Gold: 0
Military: 73 Army, 295 Navy, 40 Secret Police (+31%)
Tech Points: 12
Military Technologies: Vassalage, Longboats, Crossbows, Advanced Masonry, Crossroads of Echajinia, Holy War, Stirrups, Schiltrom, Longbows, Palisade Walls, Lightning War, Levies, Naval Bases, Pikemen, Crude Gunpowder
Economic Technologies: Caravans, Watermills, Monasteries, Professional Clergy (Unique, Tradeable), Libraries, Paved Roads, Villages, Windmills, European Paper, Improved Presses, Guilds (Economy), Simple Optics, Luck of the Spanish (Unique, Nontradeable), Astronomy
Trade Routes: Maroc-Gibraltar, Crimea-Gibraltar, England-Gibraltar, Arabia-Gibraltar
Unique Unit: Secret Police (Increases Stability more than normal army, Enemies -5% Defense)
Projects: Gates of Gibraltar (25/25- Complete) Fleet of Gibraltar (80/80- Complete), Police of Gibraltar (15/15- Complete), Election (30/30- Complete), Culture Bomb (70/70- Complete. Uses Left: 0), “P.E.O.M.” (80/80- Complete. Joint with England.), Gibraltan Colonization Company (187/200; Activated. Loyalty at 100.)
Economic Plans: Gates of Gibraltar (Founder), "SKBT" (Founding Member), Trade of Maroc (Member)
Stability: 36 (+28%)

Name: Gibraltese Kingdom of Terciera
Player: Pinman
Status: Player-Controlled; Vassal
Color: Marine
Government Type: Colonial Representation
Capital: Terciera
Other Cities: Ponta Delgada, Ponta de Sossego, São Roque, Graciosa, Horta
GPT: 79 (80 in 5)
Banked Gold: 9
Military: 101 Army, 42 Navy (+13%), 30 Gibraltan navy
Tech Points: 3
Military Technologies: Vassalage, Longboats, Crossbows, Advanced Masonry, Crossroads of Echajinia, Holy War, Stirrups, Schiltrom, Longbows, Palisade Walls, Lightning War, Levies, Naval Bases, Pikemen, Crude Gunpowder
Economic Technologies: Caravans, Watermills, Monasteries, Professional Clergy, Libraries, Paved Roads, Villages, Windmills, European Paper, Improved Presses, Guilds (Economy), Simple Optics
Trade Routes: Terciera-England x2, Terciera-Russia x3
Unique Unit: None (Yet)
Projects: Patriotism (0/100)
Economic Plans: Hellenic Plan (Member), Gates of Gibraltar (1 share)
Stability: 36 (+13%)

Name: Louisiana
Player: D’Artagnan59
Status: Player-controlled
Color: French blue
Government: Democracy
Capital: New Orleans
Other Cities: Biloxi, Baton Rouge, Lafayette, Mobile, Pensacola
GPT: 63 (64 in 2)
Banked Gold: 0
Military: 150 Army, 40 Navy (+33%)
Tech Points: 0
Military Technologies: Vassalage, Schiltrom, Crossbows, Advanced Masonry, Crossroads of Echajinia, Palisade Walls, Militia L3, Solar Calendar, Levies, Motte, Lightning War (Unique, Tradeable), Guilds, Castles, Heavy Forges
Economic Technologies: Caravans, Watermills, Monasteries, Libraries, Paved Roads, Viking Rumors (Has Map of Iceland and Greenland), Windmills, European Paper, Improved Presses, Simple Optics, Clockwork, Colonial Refugees (+3 free colonies, nontradeable)
Trade Routes: Louisiana-Maroc
Unique Unit: None
Projects: None
Economic Plans: None
Stability: 40 (+13%)

Name: Maya
Player: Merciary
Status: Player-controlled
Color: Sky blue
Government Type: Technocracy
Capital: Tikal
Other Cities: Uxmal, Lamanai, Chichen Itza
GPT: 65 (66 in 2)
Banked Gold: 30
Military: 200 Army, 20 Navy, 1 Air (+13%)
Tech Points: 30
Military Technologies: Palisade Walls, Milita L3, Levies, Solar Calendar, Watermills, Motte, Guilds (Military), Balloons (Nontradeable; Requires special resource), Schiltrom, Vassalage, Advanced Masonry, Crossbows
Economic Technologies: Caravans, Villages, Paved Roads, Professional Clergy, Libraries, Wheelbarrow, Simple Optics, Banking, Fine Architecture (Nontradeable)
Trade Routes: None
Unique Unit: Holkan Spearman (+25% Defense)
Projects: None
Economic Plans: None
Stability: 40 (+10%)


NPCs:



Name: Aztecs
Status: NPC
Color: Jungle Green
Government Type: Dictatorial Theocracy
Capital: Tenochtitlan
Other Cities: Tlacopan, Texcoco
GPT: 50 (51 in 2)
Banked Gold: 100
Military: 300 Army, 5 Navy (+10%)
Tech Points: 0
Military Technologies: Palisade Walls, Milita L3, Levies, Solar Calendar, Bloodlust (Nontradeable)
Economic Technologies: Caravans, Villages, Paved Roads, Professional Clergy, Unwavering Faith (Nontradeable)
Trade Routes: None
Unique Unit: Jaguar Warrior (+25% Str; costs 2 Gold each)
Projects: None
Economic Plans: None
Stability: 40 (+20%)





Barbarians:
To figure out the strength of all barbarians, take the military stats of the weakest nation, not counting technologies, and subtract 20%.

Okay, Chox, do your stuff!
 
Maps:

Current:

World Map:
Spoiler :


Europe:
Spoiler :


Iceland:
Spoiler :


Greenland:
Spoiler :


Azores:
Spoiler :


Central America:
Spoiler :


East Asia and Australia:
Spoiler :


North America:
Spoiler :


Pacific Ocean:
Spoiler :


Africa:
Spoiler :


Map in Turn 20 (1080):

Spoiler :


Maps in Turn 40 (1480):

Spoiler :

Europe:



Iceland:



Greenland:



Azores:



The Caliphate of Jerusalem:
Player: Choxorn
Status: GM Nation
Color: Dark Brown
Goverment Type: Theocracy
Capital: Jerusalem
Other Cities: None
GPT: 16 (17 in 3)
Banked Gold: 0
Military: 40 Army, 40 Navy
Tech Points: 3
Technologies: None
Trade Routes: None
Unique Unit: Hashashim (Loanable. Gives +25% military boost to troops in region.)
Stability: 50

Kingdom of Argos:
Player: Frozen in Ice
Status: Player-controlled, Frozen :)lol:)
Color: Bronze
Government Type: Theocracy
Capital: Argos
Other Cities: Corinth, Styra, Senkai, Thessalonica, Tirana, Olbia, Ajjacio, Bastelica, Naples, SPARTA!!!, Calaris, Salerno, Split, Sarajevo, Novo Venicio, Belgrade, Pula, Venice, Zagreb, Skopje, Thebes, Vallatta, Pantelleria, Deva, Takshen, Sahkalia, Sofia, Negotin, Vienna, Budapest, Frankfurt, Igneri (Puerto Rico), Tegea (Iceland), Pelion (Iceland), Mycenae (Greenland), Patrao (Newfoundland), Novi Pazar, Graz, Tivat, Teralambobo, Bomen (Canada, Eh?), Istrinio, Florence, Pisa, Ryad, Campobosso, Roma (In Rebellion), Ferrara, Mythland
Villages: None
Colonies: Hofn (10 army), Flateyri (10 army), Angssalik, Frederickshaab (10 army) Puerto Rico (100 army), Newfoundland, Canada, Eh? (25 army)
GPT: 393 (394 in 4)
Banked Gold: 3146
Military: 600 Army (20 on Iceland, 10 on Greenland, 100 in Americas, 25 on North America), 40 Navy (+71%)
Tech Points: 5
Technologies: Vassalage, Schiltrom, Caravans, Watermills, Crossbows, Monasteries, Crossroads of Echajinia (Tradeable), Longboats (Tradeable), Palisade Walls, Advanced Masonry, Holy War, Stirrups (Tradeable), Professional Clergy (Tradeable), Chainmail (Unique, Tradeable), Longbows (Unique, Tradeable), Militia L3, Libraries, Paved Roads, Levees, Solar Calendar, Cog (Unique, Tradeable), Motte, Lightning War (Unique, Tradeable), Heavy Forges, Medieval Siege, Windmills, Viking Rumors (Has Map of Iceland and Greenland), European Paper (Should have map of the Azores), Guilds, Recurve Bow (Unique, Tradeable), The Mint (Unique, Tradeable), Simple Optics, Pikemen, Merchant Marine (Unique, Tradeable), Wheelbarrows, Castles, Clockwork, Heavy Barding, Banking, Improved Presses, Crude Gunpowder, Compass, Expert Engineers, Astronomy, Walls of Maroc (Unique, Tradeable) Printing Press, Muskets, Espionage, Caravels, Galleons, Expansionist Land Claims, Heliocentric View, Yet-Another-Kind-Of-Mill, Bayonets
Trade Routes: Argos-Russia x8, Argos-England x6, Argos-Maya x2, Argos-Ottomans, Argos-Valdius Terra x2, Argos-Gibraltar
Projects: "Athena's Wrath" (20/20- Complete), "Zeus's Lightning" (50/50- Complete), "Beach Fortifications" (30/30- Complete), "Library of the Muses" (45/45- Complete), "Hellenic Plan" (70/70- Over), "Poseidon's Sewers" (50/50- Complete), "Representative Colonies" (75/75- Complete), "Sturdy Ships" (100/100- Complete), “Superior Training” (75/75- Complete), “Colonial Immigration” (75/75- Complete), “NSA” (150/150)
Stability: 50 (+28%) (-35%)

Maya:
Player: Merciary
Status: Player-controlled
Color: Sky blue
Government Type: Technocracy
Capital: Tikal
Other Cities: Uxmal, Lamanai, Chichen Itza, Mantua, Calaxo, La Coruna, Ciboney
Colonies: Terra Antiquus (40 army)
GPT: 89 (90 in 1)
Banked Gold: 16
Military: 350 Army (40 in Europe), 25 Navy, 14 Air (+23%)
Tech Points: 18
Military Technologies: Palisade Walls, Militia L3, Levies, Solar Calendar, Motte, Guilds (Military), Balloons (Nontradeable; Requires special resource), Schiltrom, Vassalage, Advanced Masonry, Crossbows, Heavy Forges, Longboats, Crossroads of Echajinia, Stirrups, Longbows, Lightning War, Pikemen, Naval Bases, Crude Gunpowder, Muskets, Espionage, Bayonets
Economic Technologies: Caravans, Watermills, Monasteries, Villages, Paved Roads, Professional Clergy, Libraries, Windmills, Wheelbarrow, Simple Optics, Banking, European Paper, Fine Architecture (Nontradeable), Improved Presses, Astronomy, Compass, Clockwork, Heliocentric View
Trade Routes: Maya-Argos x2, Maya-Gibraltar, Maya-Louisiana, Maya-England
Unique Unit: Airship
Projects: Nacon’s Blast (70/70- Complete)
Economic Plans: None
Stability: 35 (+10%) (-10%)

Japan:
Player: Charles Li
Status: Player-Controlled
Government Type: Absolute Monarchy
Capital: Kyoto
Other Cities: Osaka, Nagoya, Edo, Akita, Matsuyama, Hiroshima, Nagasaki, Kagoshima, Sikaloa, Pusan, Taejon, Seoul, Shuri Castle, Gurushima, Honolulu, Tagoteo
GPT: 197 (198 in 7)
Colonies: New Zealand (100 army, 100 navy) Hawaii (50 army, 50 navy), Unnamed Colony on Greenland
Banked Gold: 106
Military: 325 Army (150 in Pacific), 350 Navy (150 in Pacific) (+30%)
Tech Points: 15
Technologies: Vassalage, Schiltrom, Caravans, Watermill, Crossbows, Palisade Walls, Monasteries, Advanced Masonry, Militia L3, Motte, Solar Calendar, Libraries, Paved Roads, Levies, Villages, Heavy Forges, Wheelbarrow, Castle, Medieval Siege, Windmills, Viking Rumors, European Paper, Improved Presses, Naval Bases, Guilds, Simple Optics, Pikemen, Clockwork, Crude Gunpowder, Banking, Compass, Expert Engineers, Fine Looms, Astronomy, Printing Press, Caravels, Muskets, Bushido Code (Nontradable), Ninjutsu (Nontradeable), Viking Rumors, Expansionist Land Claims, Galleons, Colonial Government, Heliocentric View, Yet-Another-Kind-Of-Mill
Trade Routes: Japan-Russia x2, Japan-Aztecs, Japan-Mings
Projects: “Marines” (100/100- Complete), “The Great Pagoda” (175/175- Complete), “The Road to the Pagoda” (60/60)
Unique Unit: None
Stability: 25 (+25%) (-30%)

Aztecs (automated until further notice):
Player: mythmonster2
Status: Player-Controlled
Color: Jungle Green
Government Type: Dictatorial Theocracy
Capital: Tenochtitlan
Other Cities: Tlacopan, Texcoco, Tlaxcala, Tepanecs
GPT: 100 (101 in 4)
Banked Gold: 0
Military: 335 Army, 150 Navy (+23%)
Tech Points: 28
Military Technologies: Vassalage, Schiltrom, Crossbows, Palisade Walls, Advanced Masonry, Militia L3, Motte, Solar Calendar, Levies, Heavy Forges, Bloodlust (Nontradeable), Castles, Medieval Siege
Economic Technologies: Caravans, Monasteries, Libraries, Villages, Paved Roads, Professional Clergy, Unwavering Faith (Nontradeable), Banking, Watermills, Windmills, Yet-Another-Kind-Of-Mills, Wheelbarrow
Trade Routes: Aztecs-Japan, Aztecs-Valdius Terra x2
Unique Unit: Jaguar Warrior (+25% Str; costs 2 Gold each)
Projects: None
Economic Plans: None
Stability: 43 (+23%)

Christian Nations, currently under my control:

Russia:
Player: Stuck in Pi
Status: Player-controlled
Color: Burnt Orange
Government Type: Representative Democracy
Capital: Moscow
Other Cities: Bila Tserkva, Vinnytsia, Vitsyebsk, Vilnius, Volgata, Warsaw, Radom, Kiev, Krakov, St. Petersburg, Novgorod, Vyborg, Rostov-na-Donu, Uppsala, Karlstad, Tanum, Gotland, Stockholm, Stettin, Berlin, Saxony, Coneria, Danzig, Munich, Kaffa (In Rebellion), New Kaffa, Wroclaw, Suceava, Kharkov, Vorosilovsgrad, Tiraspol, Constanta, Zalau, Edirne, Krasnodar, Makhachkala, Baku, Smolensk, Tver, Minsk, Lublin, Sokhumi, Yerevan, Istanbul (In Rebellion), Tabriz
Villages: None
Colonies: Narssarssuaq
GPT: 230 (231 in 1)
Banked Gold: 584
Military: 1100 Army, 75 Navy (+63%)
Tech Points: 7
Military Technologies: Vassalage, Schiltrom, Crossbows, Chainmail, Longbows, Holy War, Advanced Masonry, Levies, Stirrups, Lightning War, Militia L3, Heavy Forges, Recurve Bow, Medieval Siege, Pikemen, Crude Gunpowder, Expert Engineers, Walls of Maroc, Muskets, Espionage, Yet-Another-Kind-Of-Mill, Bayonet, Castle
Economic Technologies: Watermills, The Orthodox Church, Paved Roads, Monasteries, Libraries, Caravans, Windmills, European Paper, Viking Rumors, Improved Presses, Guilds (Economic), Simple Optics, The Mint (+14gpt), Wheelbarrow, Banking, Compass, Fine Looms, Expansiveness (Unique, Nontradeable), Printing Press, Astronomy, Caravels, Galleons, Expansionist Land Claims, Clockwork
Trade Routes: Russia-Argos x 8, Russia-Mings, Russia-Gibraltar x5, Russia-Japan x2
Unique Unit: Russian Auxilia- +30% City/Fort Defense, -40% Open-area combat
Projects: Cossack Cavalry (35/35; Complete), Art of War (30/30- Complete), Russian Winter (30/30; Complete), Military Academies (55/55; Complete), Great Palace of Krakov (40/40- Complete), Ballistae Towers (40/40; Complete), Reinforced Walls (35/35- Complete), Sanitation (110/110; Complete), Voting Colonies (70/70; Complete), Russian Roads (80/80; Complete), Russian Pride (100/100; Complete), Scorched Earth (0/60)
Economic Plans: Mulcorn’s Winter (Incomplete) (Founder), SBKT (Founding Member)
Stability: 26 (+11%) (-5%)

England:
Player: Backwards Logic
Status: Player-controlled
Color: Bright Red
Government Type: Absolute Monarchy
Capital: London
Other Cities: Bristol, Portsmouth, Cardiff, Liverpool, Leicester, Swansea, York, Plymouth, Norwich, Aberdeen, Dundee, Limerick, Dublin, Cork, Belfast, Cherbourg, Rouen, Paris, Calais, New Brest, Nantes, Rennes, Tours, Amiens, Amsterdam, Leeuwarden, Lely tad, ‘s-Hertogenbosch, Copenhagen, Hamburg, Arhus, Hanover, Bremen, Aachen, Turin, Genoa, Stuttgart, New York (New York), Philadelphia (New York), Baltimore (New York), Boston (New York), Olafsvik (Iceland, In Rebellion), Bolungavik (Iceland, In Rebellion), Reykjavik (Iceland, In Rebellion), Borgarnes (Iceland, In Rebellion), Keflavik (Iceland, In Rebellion), Vik (Iceland, In Rebellion)
Colonies: New York (345 army, 150 navy)
GPT: 244 (245 in 1)
Banked Gold: 496
Military: 945 Army (345 in North America, 600 in Iceland), 400 Navy (150 in North America, 250 in Iceland) (+81%)
Tech Points: 12
Military Technologies: Vassalage, Schiltrom, Longbows, Crossbows, Chainmail, Lightning War, Medieval Siege, Heavy Forges, Advanced Masonry, Levies, Heavy Barding, Castles, Crossroads of Echajinia, Pikemen, Walls of Maroc, Militia L3, Crude Gunpowder, Recurve Bow, Expert Engineers, Triumphant (Unique, Nontradeable), Muskets, Espionage, Yet-Another-Kind-Of-Mill
Economic Technologies: Watermills, Monasteries, Paved Roads, Windmills, European Paper, Professional Clergy, Improved Presses, Guilds (Economic), Libraries, Solar Calendar, Clockwork, Wheelbarrow, Banking, Simple Optics, Printing Press, Viking Rumors, Astronomy, Compass, Caravels, Galleons, Expansionist Land Claims, Heliocentric View, The Mint
Trade Routes: England-Russia x3, England-Gibraltar x3, England-Argos x6, England-Maya
Unique Unit: None
Projects: "Man O' War" (25/25; Complete), "Yeoman" (45/45), "Colonization" (30/30- Complete), "100 Years' War" (0/30), British Naval Superiority (0/75), Royal Dockyards (70/70; Complete), Hadrian’s Wall Reincarnated (0/55), Magna Carta (55/55), “P.E.O.M.” (80/80- Complete. Joint with Gibraltar.), British Redcoats (80/80), "London Colonization (70/70- Complete)
Economic Plans: Gates of Gibraltar (1 Share), SKBT (Founding Member)
Stability: 33 (+43%) (-30%)

Gibraltar:
Name: People's Social Democratic Republic of Gibraltar
Player: Thomas.berubeg
Status: Player-controlled
Color: Green
Government Type: Social Democratic Republic
Capital: Gibraltar
Other Cities: Grenada, Seville, Corduba, Oran, Lagos, Porto, Lisbon, Coimbra, Madrid, Syracuse, Minos, Badajoz, Cartagena, Cuenca, New Pamplona, Valencia, Lerida, Zaragoza, Toulouse, Andorra, Barcelona, Miami (Florida), Montego Bay (Cariba), Terciera (Azores), Ponta Delgada (Azores), Ponta de Sossego (Azores), São Roque (Azores), Graciosa (Azores), Horta (Azores), Aloha (Azores), Point Grandoe (Azores), Port Azores (Azores), Bande Aceh (Malacca), Kuala Lumpur (Malacca), Malacca (Malacca), Singapore (Malacca), Taipei (Taiwan), Guantanamo (Cuba)
Colonies: Florida, Cariba, Terciera, Malacca (300 navy), Madagascar (270 army), Taiwan, Cuba (120 army, 50 Navy)
GPT: 144 (145 in 3)
Banked Gold: 0
Military: 490 Army (120 in Americas, 100 in Transit to Americas, 270 in Africa), 350 Navy (300 in Asia, 50 in Jamaica), 80 Mortar Artillery (+41%)
Tech Points: 0
Military Technologies: Vassalage, Longboats, Crossbows, Advanced Masonry, Crossroads of Echajinia, Holy War, Stirrups, Schiltrom, Longbows, Palisade Walls, Lightning War, Levies, Naval Bases, Pikemen, Crude Gunpowder, Expert engineers, Caravels, Muskets, Militia L3, Yet-Another-Kind-Of-Mill
Economic Technologies: Caravans, Watermills, Monasteries, Professional Clergy (Unique, Tradeable), Libraries, Paved Roads, Villages, Windmills, European Paper, Improved Presses, Guilds (Economy), Simple Optics, Luck of the Spanish (Unique, Nontradeable), Fine looms, Astronomy, Printing Press, Espionage, Galleons, Expansionist Land Claims, Heliocentric View
Trade Routes: Maroc-Gibraltar, Russia-Gibraltar x5, England-Gibraltar x2, Maya-Gibraltar, Argos-Gibraltar
Unique Unit: Mortar Artillery (Destroys fortifications)
Projects: Gates of Gibraltar (25/25- Complete) Fleet of Gibraltar (80/80- Complete), Police of Gibraltar (15/15- Complete), Election (30/30- Complete), Culture Bomb (70/70- Complete. Uses Left: 0), “P.E.O.M.” (80/80- Complete. Joint with England.), Gibraltan Colonization Company (200/200; Activated. Loyalty at 100.), “GCI-ID” (25/150), “GCI-MD” (169/300)
Economic Plans: Gates of Gibraltar (Founder), "SKBT" (Founding Member),
Stability: 34 (+28%)

Ming Empire:
Player: D'artagnan59
Status: Player-Controlled
Color: Teal
Government Type: Absolute Monarchy
Capital: Beijing
Other Cities: Nanjing, Guangzhou, Xi'an, Chengdu, Tsingtao, Haishenwai, Shanghai, Chongjin, Pyongyang, Kunming, Fuzhou, Dalian, Haikou, New Xi’an (New Shanxi), New Nanjing (South Africa), Hohhot
Colonies: New Shanxi, South Africa (100 army, 50 navy)
GPT: 224 (225 in 2)
Banked Gold: 66
Military: 300 Army (100 in South Africa), 100 Navy (50 in South Africa) (+35% ATK, +40% DEF)
Tech Points: 3
Technologies: Vassalage, Schiltrom, Caravans, Watermill, Crossbows, Palisade Walls, Monasteries, Advanced Masonry, Militia L3, Motte, Solar Calendar, Libraries, Paved Roads, Levies, Villages, Heavy Forges, Wheelbarrow, Castle, Medieval Siege, Windmills, Viking Rumors, European Paper, Improved Presses, Naval Bases, Guilds, Simple Optics, Pikemen, Clockwork, Crude Gunpowder, Banking, Compass, Expert Engineers, Fine Looms, Astronomy, Printing Press, Caravels, Muskets, Confucianism (Nontradable), The Great Wall of China (Nontradeable), Lightning War (Tradeable), Espionage, Colonial Government, Expansionist Land Claims, Heliocentric View, Yet-Another-Kind-Of-Mill, Bayonets, Galleons
Trade Routes: Mings-Russia, Mings-Mughals, Mings-Japan, Mings-Thailand
Projects: “Chinese Masonry” (50/50- Complete), “East Asian Trade Centers” (0/110)
Unique Unit: None
Stability: 39 (+15%) (-10%)

Name: Pirates!
Player: Hitti-Litti
Status: Player-controlled
Color: N/A
Government Type: Democratic Monarchy
Home City: In Central America
Other Cities: In Europe
GPT: N/A
Banked Gold: 75
Military: 60 Navy (+20%)
Tech Points: N/A
Technologies: Piratical Intent (Nontradeable), Commandeering (Nontradeable), Jolly Roger (Nontradeable), Buried Treasure
Trade Routes: None
Unique Unit: None
Stability: 50

NPC's:

Reykjavik:
Status: NPC
Color: Dark Blue
Government Type: Democracy
Capital: Djupivogur
Other Cities: Gothab (Greenland), Akureyri
Colonies: Godthab (0 army)
GPT: 68 (69 in 5)
Banked Gold: 0
Military: 100 Army, 0 Navy (+53%)
Tech Points: 0
Technologies: Vassalage, Schiltrom, Caravans, Watermill, Crossbows, Monasteries, Palisade Walls, Advanced Masonry, Militia L3, Motte, Solar Calendar, Libraries, Paved Roads, Levies, Villages, Heavy Forges, Wheelbarrow, Castle, Medieval Siege, Windmills, Viking Rumors (Has map of Greenland), European Paper, Improved Presses, Naval Bases, Guilds, Simple Optics, Pikemen, Clockwork, Crude Gunpowder, Banking, Compass, Expert Engineers, Fine Looms, Astronomy, Printing Press, Caravels, Muskets, Espionage
Trade Routes: None
Projects: None
Stability: 30 (+22%)

Louisiana:
Status: NPC
Color: French blue
Government: Democracy
Capital: New Orleans
Other Cities: Biloxi, Baton Rouge, Lafayette, Mobile, Pensacola, Tallahassee, Atlanta, Jackson, Montgomery, Savannah
GPT: 113 (114 in 5)
Banked Gold: 0
Military: 175 Army, 40 Navy (+33%)
Tech Points: 0
Military Technologies: Vassalage, Schiltrom, Crossbows, Advanced Masonry, Crossroads of Echajinia, Palisade Walls, Militia L3, Solar Calendar, Levies, Motte, Lightning War (Unique, Tradeable), Guilds, Castles, Heavy Forges, Medieval Siege, Pikemen, Naval Bases, Wheelbarrow, Crude Gunpowder, Expert Engineers, Caravels
Economic Technologies: Caravans, Watermills, Monasteries, Libraries, Paved Roads, Viking Rumors, Windmills, European Paper, Improved Presses, Simple Optics, Clockwork, Colonial Refugees (+3 free colonies, nontradeable), Banking, Compass, Fine Looms, Printing Press, Expansionist Land Claims, Astronomy, Yet-Another-Kind-Of-Mills
Trade Routes: Louisiana-Maroc, Louisiana-Maya
Unique Unit: None
Projects: None
Economic Plans: None
Stability: 30 (+13%)

Maroc:
Status: NPC
Color: Bright Green
Government Type: Social Democratic Republic
Capital: Casablanca
Other Cities: Tanger, Oran, Tripoli, Marrakesh, Saida, Benghasi, Ghardaia, Utica, Lilybaeum, Dieshire, Oea, Marseilles 2, Marseilles, Avignon, Lyon, Adnar, New Maroc, Nouakchott, Syracuse, Dakar, Zouerat, Flores (Azores)
Villages: Sabratha, New Casablanca, Carthage, Leptis Magna
Colonies: Flores, Terciera the 2nd
GPT: 157 (158 in 4)
Banked Gold: 1226
Military: 400 Army, 100 Navy (+33%)
Tech Points: 0
Technologies: Vassalage, Schiltrom, Caravans, Watermill, Crossbows, Palisade Walls, Monasteries, Advanced Masonry, Holy War, Crossroads of Echajinia (Tradeable), Longboats (Tradeable), Militia L3, Motte, Solar Calendar, Libraries, Levees, Paved Roads, Lightning War (Unique, Tradeable), Walls of Maroc (Unique, Tradeable), Villages, Heavy Forges, Wheelbarows, Medieval Siege, Improved Presses, European Papers (Has Map of the Azores), Windmills, Viking Rumors (Has Map of Iceland), Guild, Naval Bases, Simple Optics, Pikemen, Clockwork, Castles, Banking, Compass, The Mint, Expert Engineers, Fine Looms, Astronomy, Printing Press, Caravels, Muskets, Galleons, Colonial Government, Crude Gunpowder, Espionage, Expansionist Land Claims, Heliocentric View, Yet-Another-Kind-Of-Mill, Bayonets
Trade Routes: Gibraltar-Maroc, Louisiana-Maroc
Projects: "Gates of Maroc" (25/25- Complete), "Fleet of Maroc" (80/80- Complete), "Police of Maroc" (50/50-Complete), "Patriots of Maroc" (15/15-Complete), "Scientists of Maroc" (40/40-Complete), "Trade of Maroc" (50/50- Ended), "SKBT" (Founding Member), "Taxes of Maroc" (100/100)
Stability: 37 (+23%) (-15%)

Ottoman Empire:
Status: NPC
Color: Yellow-Orange
Government Type: Theocracy
Capital: Ankara
Other Cities: Konya, Zonguldak, Lesbos, Mugla, Antalya, Halicarnassus, Rhodes, Cyprus, Nicosia, Chrisandria, Muncie, Cairo, Suez, St. Charles, Eilat, Yerevan, Tabriz, Manzikert, Yerevan, Sokhumi, Benghazi, Sidra, Gaza, Sinai, Antakya, Izmir, Bursa, Trabzon, Aleppo, Damascus, Amman, Mosul, Baghdad, Basra, Mecca, Jiddah
GPT: 256 (257 in 5)
Banked Gold: 0
Military: 750 Army, 125 Navy, 100 Sipahi (+50%)
Tech Points: 75
Technologies: Vassalage, Schiltrom, Caravans, Watermill, Crossbows, Palisade Walls, Monasteries, Advanced Masonry, Militia L3, Motte, Solar Calendar, Libraries, Paved Roads, Levies, Villages, Heavy Forges, Wheelbarrow, Castle, Medieval Siege, Windmills, Viking Rumors, European Paper, Improved Presses, Naval Bases, Guilds, Simple Optics, Pikemen, Clockwork, Crude Gunpowder, Banking, Compass, Expert Engineers, Fine Looms, Astronomy, Printing Press, Caravels, Muskets, Espionage, Galleons, Colonial Government, Longbows (Unique, Tradeable),
Chainmail (Unique, Tradeable), Professional Clergy (Unique, Tradeable), Recurve Bow (Unique, Tradeable), Heavy Barding (Unique, Tradeable)
Trade Routes: Argos-Ottomans
Unique Unit: Sipahi
Projects: None
Stability: 50

Valdius Terra:
Status: NPC, Vassal State Colony
Color: Orange
Government Type: Absolute Monarchy
Capital: Amplia
Other Cities: Maracaibo, Merida, Santa Marta, Cumana, Galibi
GPT: 94 (95 in 3)
Banked Gold: 0
Military: 200 army, 50 navy (+40%)
Tech Points: 52
Technologies: Vassalage, Schiltrom, Caravans, Watermills, Crossbows, Monasteries, Crossroads of Echajinia (Tradeable), Longboats (Tradeable), Palisade Walls, Advanced Masonry, Holy War, Stirrups (Tradeable), Professional Clergy (Tradeable), Chainmail (Unique, Tradeable), Longbows (Unique, Tradeable), Militia L3, Libraries, Paved Roads, Levees, Solar Calendar, Cog (Unique, Tradeable), Motte, Lightning War (Unique, Tradeable), Heavy Forges, Medieval Siege, Windmills, Viking Rumors, European Paper, Guilds, Recurve Bow (Unique, Tradeable), The Mint (Unique, Tradeable), Simple Optics, Pikemen, Merchant Marine (Unique, Tradeable), Wheelbarrows, Castles, Clockwork, Heavy Barding, Banking, Improved Presses, Crude Gunpowder, Compass, Expert Engineers, Astronomy, Walls of Maroc (Unique, Tradeable) Printing Press, Muskets, Expansionist Land Claims, Fine Looms, Caravels
Trade Routes: VT-Argos; 5 gpt for peace, VT-Aztecs x2
Projects: None
Stability: 38 (+8%)

Mughal Empire:
Status: NPC
Color: Light Brown
Government Type: Absolute Monarchy
Capital: Delhi
Other Cities: Agra, Lahore, Kandahar, Kabul, Dhaka, Calcutta, Bombay, Imphal, Pune, Hyderabad, Vishakhapatnam, Goa, Vijayanagara, Bangalore, Madras, Calicut, Madurai, Jaffna, Sri Jayawardenapura-Kotte
GPT: 220 (221 in 7)
Banked Gold: 183
Military: 390 Army, 100 Navy (+40% ATK, +50% DEF)
Tech Points: 0
Technologies: Vassalage, Schiltrom, Caravans, Watermill, Crossbows, Palisade Walls, Monasteries, Advanced Masonry, Militia L3, Motte, Solar Calendar, Libraries, Paved Roads, Levies, Villages, Heavy Forges, Wheelbarrow, Castle, Medieval Siege, Guilds, Simple Optics, Pikemen, Clockwork, Crude Gunpowder, Banking, Compass, Expert Engineers, Astronomy, Horse Archers (Nontradeable), Printing Press, Windmills, Naval Bases, Fine Looms, Muskets, Espionage, Colonial Government, Expansionist Land Claims, Improved Presses, Heliocentric View, Yet-Another-Kind-Of-Mill, Bayonets
Trade Routes: Tibet-Mughals, Mughals-Mings
Projects: None
Unique Unit: None
Stability: 33 (+25%)

Burma:
Status: NPC
Color: Magenta
Government Type: Absolute Monarchy
Capital: Ava
Other Cities: Rangoon, Myitkyina, Mandalay, Akyab, Bassein, Sandoway
GPT: 134 (132 in 7)
Banked Gold: 22
Military: 175 Army, 150 Navy (+20%)
Tech Points: 0
Technologies: Vassalage, Schiltrom, Caravans, Watermill, Crossbows, Palisade Walls, Monasteries, Advanced Masonry, Militia L3, Motte, Solar Calendar, Libraries, Paved Roads, Levies, Villages, Heavy Forges, Wheelbarrow, Castle, Medieval Siege, Guilds, Simple Optics, Pikemen, Clockwork, Crude Gunpowder, Banking, Compass, Expert Engineers, Astronomy, Common Enemy (Nontradeable), Printing Press, Windmills, Muskets, Espionage, Galleons, Printing Press, Viking Rumors, European Paper, Improved Presses, Naval Bases, Fine Looms, Colonial Government, Expansionist Land Claims, Caravels, Heliocentric View, Yet-Another-Kind-Of-Mill, Bayonets
Trade Routes: Burma-Thailand
Projects: None
Unique Unit: None
Stability: 50 (+35%)

Thailand:
Status: NPC
Color: Faded Purple
Government Type: Absolute Monarchy
Capital: Bangkok
Other Cities: Angkor, Phnom Penh, Saigon, Phuket, Chiang Mai, Vientiane, Udon Thani, Chon Buri
GPT: 166 (167 in 7)
Banked Gold: 225
Military: 225 Army, 125 Navy (+30%)
Tech Points: 0
Technologies: Vassalage, Schiltrom, Caravans, Watermill, Crossbows, Palisade Walls, Monasteries, Advanced Masonry, Militia L3, Motte, Solar Calendar, Libraries, Paved Roads, Levies, Villages, Heavy Forges, Wheelbarrow, Castle, Medieval Siege, Guilds, Simple Optics, Pikemen, Clockwork, Crude Gunpowder, Banking, Compass, Expert Engineers, Astronomy, Resistance (Nontradeable), Printing Press, Windmills, Naval Bases, Fine Looms, Muskets, Espionage, Galleons, Printing Press, Viking Rumors, European Paper, Improved Presses, Naval Bases, Fine Looms, Colonial Government, Expansionist Land Claims, Caravels, Heliocentric View, Yet-Another-Kind-Of-Mill, Bayonets
Trade Routes: Burma-Thailand, Mings-Thailand
Projects: None
Unique Unit: None
Stability: 50 (+30%)

Dai Viet:
Status: NPC
Color: Pink
Government Type: Absolute Monarchy
Capital: Hanoi
Other Cities: Than Hoa, Hue, Da Nang, Hai Phong, Vinh, Pleku, Kin Hon
GPT: 161 (162 in 7)
Banked Gold: 159
Military: 200 Army, 100 Navy (+30%)
Tech Points: 0
Technologies: Vassalage, Schiltrom, Caravans, Watermill, Crossbows, Palisade Walls, Monasteries, Advanced Masonry, Militia L3, Motte, Solar Calendar, Libraries, Paved Roads, Levies, Villages, Heavy Forges, Wheelbarrow, Castle, Medieval Siege, Guilds, Simple Optics, Pikemen, Clockwork, Crude Gunpowder, Banking, Compass, Expert Engineers, Astronomy, Resistance (Nontradeable), Printing Press, Windmills, Naval Bases, Fine Looms, Muskets, Espionage, Galleons, Printing Press, Viking Rumors, European Paper, Improved Presses, Naval Bases, Fine Looms, Colonial Government, Expansionist Land Claims, Caravels, Heliocentric View, Yet-Another-Kind-Of-Mill, Bayonets
Trade Routes: None
Projects: None
Unique Unit: None
Stability: 50 (+30%)

Tibet:
Status: NPC
Color: Purple
Government Type: Absolute Monarchy
Capital: Lhasa
Other Cities: Lanzhou, Kathmandu, Thimpu, Golmud, Shiquanhe, Xining, Hotan
GPT: 134 (135 in 8)
Banked Gold: 135
Military: 200 Army, 150 Navy (+30%)
Tech Points: 0
Technologies: Vassalage, Schiltrom, Caravans, Watermill, Crossbows, Palisade Walls, Monasteries, Advanced Masonry, Militia L3, Motte, Solar Calendar, Libraries, Paved Roads, Levies, Villages, Heavy Forges, Wheelbarrow, Castle, Medieval Siege, Guilds, Simple Optics, Pikemen, Clockwork, Crude Gunpowder, Banking, Compass, Expert Engineers, Astronomy, Buddhist Monks (Nontradeable), Printing Press, Windmills, Naval Bases, Fine Looms, Muskets, Espionage, Galleons, Printing Press, Viking Rumors, European Paper, Expansionist Land Claims, Caravels, Heliocentric View, Yet-Another-Kind-Of-Mill, Bayonets
Trade Routes: Tibet-Mughals
Projects: None
Unique Unit: None
Stability: 45 (+20%)

Safavid Empire:
Status: NPC
Color: Yellow
Government Type: Theocracy
Capital: Esfahan
Other Cities: Tehran, Shiraz, Ormuz
GPT: 69 (70 in 7)
Banked Gold: 82
Military: 175 Army, 100 Navy (+40%)
Tech Points: 0
Technologies: Vassalage, Schiltrom, Caravans, Watermill, Crossbows, Palisade Walls, Monasteries, Advanced Masonry, Militia L3, Motte, Solar Calendar, Libraries, Paved Roads, Levies, Villages, Heavy Forges, Wheelbarrow, Castle, Medieval Siege, Windmills, Viking Rumors, European Paper, Improved Presses, Naval Bases, Guilds, Simple Optics, Pikemen, Clockwork, Crude Gunpowder, Banking, Compass, Expert Engineers, Fine Looms, Astronomy, Printing Press, Muskets, Espionage, Galleons
Trade Routes: None
Projects: None
Stability: 33 (+25%)
 
1. Wars:
The War of Iceland (England vs. Reykjavik)

2. Available Technologies:

Researchable:

Vassalage: 3% Bonus to Stability and Military Cost: 6 TP
Schiltrom: Gives a 10% bonus to military when defending. Cost: 7 TP
Caravans: Gives a small boost to expansion and a 20% increase on foreign trade routes (when trading resources, you recieve 6 gold instead of 5). Cost: 10 TP
Watermill: Reduces military upkeep cost from "1 per 5" to "1 per 6". Cost: 11
Crossbows: Gives a +10% boost to offensive military. Cost: 17 TP
Palisade Walls: Can build a defensible, if somewhat flimsy, wall across terrain. Cost: 15 TP. Cost of wall is in gold and varies depending on length.
Monasteries: Gives a 15% discount to all tech costs, rounded down. Cost: 21 TP
Advanced Masonry: Enables strong, beautifully engineered buildings and- more importantly- fortifications. Gives a 20% bonus to military when defending a wall, fort or city. Cost: 17 TP.
Holy War: Gives a 20% bonus to military when attacking or defending members of another religion. Only lasts until 1250 AD. Cost: 25 TP. Has expired
Militia: The first technology with three levels. Level one gives crappy protection to cities even when no army is present, level two gives minor protection, and level three gives mediocre protection. While militias cannot keep cities from being captured, they can inflict casualties upon the invaders. Cost: L1:14 TP. L2: 20 TP. L3: 30 TP. This cost does not stack; once level 1 is paid for you still need 20 more to get level 2.
Motte: Forts now have "mottes", or moats, surrounding them. This gives forts an additional 10% boost to military strength. Cost: 20 TP.
Solar Calendar: When bought, gives an additional free 20 Military. Really, don't ask how. Cost: 30 TP.
Libraries: The scholars in these libraries give a permanent 3 Tech Points per turn, every turn, for free. Cost: 24 TP.
Paved Roads: Increases trade between cities. Everyone loves trade! This makes cities produce an extra 1 GPT. Cost: 27 TP.
Levies: The peasants of the nations can be drafted without pay during times of duress. Life sucks for peasants. This gives +24/5 (dependant on Watermills' presence) free military during wartime. Cost: 18 TP
Villages: Can form a smaller version of a city for half the current cost of what it would cost for a full city (ex: You've made 8 cities, so your cost for the next city would be 40. Village, it costs 20), however, the village only addes 1 base gpt. Useful if you want to get money from a contested area without staking too much gold. Cost: 25 TP
Heavy Forges: These are more efficient forges that allow more weapons to be produced, faster. This translates into a free (free as in additional, not free as in no maintenance) 5 military for every 20 bought. Cost: 40 TP.
Wheelbarrow: A new kind of uni-wheeled cart that a single man can handle. Ingenious! This improves the efficiency of building large structures, like forts, so they cost 5 gold less. Cost: 35 TP.
Castle: This allows a city to be reinforced with an interior castle, to be retreated into in case of an emergency. The cost to add a castle to a city is 20 gold. The castle increases the defense boost from 20% to 30%, though the bonus from Adv. Masonry is not added twice, as with a fort, but once. The city icon on the map is changed slightly. This tech Requires Advanced Masonry be researched first in order to research. Cost: 35 TP.
Commanding forts: This is a tech with a double edge. While it means that forts cannot be built within two inches of a city (meaning they cannot aid said city) and, additionally, they cost 35 gold, the defense boost they give rises from 20% to 40%. Cost: 40 TP. ((I would like to make this very clear: This is not a special kind of fort. This affects all forts as soon as you buy the tech. Forts already closer than two inches will not be affected, but you cannot build those anymore.)) Tech declared obsolote on account of: No one likes it.
Medieval Siege: Two important discoveries have been made: The Mangonel and the Trebuchet. Both of these make assaulting fortified positions much easier. When attacking a fort, troops with these get +15%, and against cities it is +10%. Cost: 35 TP.
Windmills: These mysterious mills are powered by neither stream nor mule but the wind itself! They further reduce the army upkeep cost from "1 per 6" to "1 per 7". Requires Watermills to get the bonus, for your people must be slowly introduced to this machinery. Cost: 30 TP
Viking Rumors: Mysterious tablets found in Stockholm, former capital of the Vikings, suggest that a "new land" may be found across a... "Sea of Worms"? Is that right? Cost: 40 TP. ((NOTE: This is how we'll be handling the New World. If you have this tech, you may commit 5 Navy each turn to finding Iceland or Greenland (one of them). If you do (you have a 5% chance of succeeding with this tech, it'll raise with further techs), I'll dig up a map of the corresponding land mass- probably less quality that our current map, but whatever- and give the nation that discovered it a chance to make some small colonies on it. These colonies are pretty heavy on stability, though, and cost 30 gold. They and only they can do this, however they can trade, sell, or give this to other nations. For example, Gibraltar finds Greenland. They establish two colonies there, and are totally secure- however, they decide to give their old friends Maroc a chance at this. Maroc agrees to pay Gibraltar 5 GPT for 10 turns, it's finalized, and now Maroc can build colonies there as well. It's worth saying, though, that if you fail I'll flip a coin, and if it's tails the 5 Navy you sent is lost.))
European Paper: This improved kind of paper makes almost anything dealing with knowledge easier! It increases the chance of finding new lands by 5%, gives a 10% tech point boost (example: you buy 10 TP, you now get one free for 11. You buy five, you get nothing free), and enables the mapping of new routes besides the ones found in the Viking tablets. Cost: 45 TP.
Improved Presses: The new wine presses that this tech gives you makes the quality of all wine, beer and other alcoholic product better. Therefore, your people are happier. Hooray beer! (Adds +10% stability.) Cost: 40 TP
Naval Bases: Improved engineering techniques have made it possible to construct large dockyards for the construction and maintenance of large warships. While this hasn't sped production by much, it has made the sea regions near these bases a good deal more secure. They cost 35 gold to build and give a +20% boost to all friendly naval defense within a roughly two inch radius. They cannot be captured, being destroyed much like forts, and they must be built on coastal land. Cost: 45 TP.
Guilds: These new groups of craftsmen make producing goods a lot easier. Additionally, fine goods made by masters are a lot more plentiful, since the masters are more easily contacted. Cost: 50 TP. Note: Purchasing this tech gives you two options. You could form your system of guilds that gives you an additional UU. Or you could form an economic guild, giving you +10 GPT. The choice is yours.
Simple Optics: A few forms of optical enhancing devices have become known. These allow the eye to see farther than it ever has before! As a result, exploration missions have an additional 5% chance of succeeding and defending armies will have a bit more warning before the enemy attacks, giving them a 10% boost in power. Cost: 50 TP.
Pikemen: The long pike has now become a popular weapon among soldiers, as its long reach and relative simplicity make it a very good weapon for green troops. Every regiment should have some of these! This boosts military by 10% in all situations. Cost: 50 TP
Clockwork: Skilled inventors and craftsmen have discovered how to make small interlocking gears with such precision that they can count time iteslef reliably. Unfortunately, it must be made very large to keep going, but some say eventually such devices could be shrunk enough to carry around with you! Only the wealthy cities, probably with castles, could afford one of these, but having one keeps everyone more efficient and makes that city produce one more GPT than it would have. Cost: 60 TP.
Crude Gunpowder: That's right, the stuff that goes boom is now available! This tech increases military might against cities by 15%, and might in the open by 10%. Navy is not affected, yet. It also increases casualties (on both sides- these things backfire!) by 10%. Cost: 70 TP.
Banking: Some enterprising wealthy men have begun a system of loans and 'banks' for holding money. This has made money a lot more fluid, and more readily available to boot! This tech, once gotten, makes all your banked gold recieve 10% interest per turn. Additionally, you may take out loans from your citizens. The maximum base amount you may withdraw is 20 gold, and it gains 20% interest per turn. For every turn it is not paid, you lose 1% stability. This is instantly removed once you pay. Cost: 65 TP.
Compass: These devices allow generals and especially admirals to always keep their bearings. Having this technology allows armies to move slightly faster and increases the chance of exploration suceeding by 5%. Cost: 70 TP.
Expert engineers: Your people have experimented enough with these cannons that they have developed a few new designs. They can now be mounted on ships, for naval combat. Additionally, land-based cannons have more power to them! This gives +20% Naval strength and another +5% City attack. Cost: 65 TP
Fine looms: Your citizens can dress in style, if you call ridiculously puffy sleeves with garish slashes 'stylish'. This makes them happier, understandably, and adds +5% stability. Cost: 60 TP.
Astronomy: Sailors and scholars alike have been staring at the sky for centuries, and finally they realized that the stars move in predictable patterns. By charting these patterns along with the use of a compass, they found that a ship could actually orient itself in any direction it pleased without use of any landmarks! This has made ships reach their destinations a lot faster, understandably. Cost: 70 TP. Note: Having this tech will decrease the time it takes to transit between maps by 1 turn. For Iceland and Greenland, the time (unteched, of course) is 2 turns (The turn ordered, a transit turn, and then they arrive). For the Americas, the transit will be two turns (unteched).
Printing Press: Gutenberg had big news indeed! He invented a new kind of writing machine that will greatly speed the production of books, making them much more available and cheaper than hand-written ones. This, in turn, will make your citizens more educated, thus increasing their productivity and adding +1 gpt per city. Cost: 80 TP.
Caravels: These new ships are small and fast, built for long voyages. Researching this tech will give +5% to exploration, and +10% to naval combat (as if we ever have a lot of that ) Cost: 85 TP.
Muskets: Aim, Press, Kill. Amazing weapon. These will really change warfare. Knowing this technology will provide +10% to your army, whether they be defending or attacking. (Yeah, I know, a little overdue, but, as I already said, screw historical accuracy.) Cost: 80 TP. Requires Crude Gunpowder.
Espionage: Ah, spies are amazing. They'll tell you about approaching armies, steal things, and kill people. Having this tech will give you more warning of incoming enemies, and as a result, +10% to Defense (It's not good enough yet to do more than that) Cost: 80 TP.
Galleons: These are some marevelous new ships. Big, but not too big. Very sturdy, should give edge in battle. This tech provides +5% to Naval combat, and gives you a +10% chance of exploration. Cost: 90 TP. Requires Caravels and Astronomy.
Colonial Government: Somebody has come with the great idea for colonies to largely choose their own government, so long as it remains loyal to the nation owning them. This makes colonies much happier, and also a bit cheaper to create now that you don't need to pay for all that micromanagement. Researching this tech makes Colonies cost 20 gold instead of 30, and reduces the stability penalty to 5%. (To those of you with projects that have the same effect, don't bother researching this) Cost: 100 TP.
Expansionist Land Claims: Suddenly, people want to and think they can claim and colonize a lot more land. Researching this tech provides a large boost to expansion. Cost: 100 TP
Heliocentric View: Wait, the Earth ISN'T the center of the unverse? And stuff goes around the sun? And Jupiter has Moons? And... well, a lot of stuff. Anyway, it's useful to know more about Astronomy. People can keep better track of time, the seasons, the movement of planets, and more useful stuff now. Having this tech increases the boost from Monasteries a further 10%, so techs cost 75% of their actual cost now. Requires Monasteries. (Cost: 100 TP)
Yet-Another-Kind-Of-Mill: Reduces military maintenence cost to 1 gold per 8 army/navy/other. Really, don't ask why. Requires Watermills and Windmills. (Cost: 110 TP)
Bayonet: Thou shalt take thy bayonet and attach to the end of thy musket, and thou shalt use it to stab thy enemy at close range. Thou shalt not use bayonet to cut cake. Gives +10% to Combat. (Cost: 110 TP)
Anatomy: Religious leaders have decided cutting open dead people isn't taboo, heresy, witchcraft, or any other way of saying "thing that should not be done". More knowledge of the human body is now known, and better medicine can be made. Not being sick makes your people happy, so +5% to Stability. (Cost: 110 TP)

Unique:
Reconquista: +10% To military when fighting in Spain and North Africa (I think).
Cog: +10% To all Naval Actions.
Orthodox Church: IDK, but it doesn't really matter, it's nontradeable
Chainmail: -10% To Casualties.
Longbows: +10% To offensive Military.
Stirrups: +10% To offensive Military.
Proffesional Clergy: +10% To Stability.
Crossroads of Echajinia: +3% To Military.
Longboats: I don't remember- it gives some bonus to navy
Lightning War: +50% To Offensive Military on the first turn of a war ONLY.
The Mint: Gives a 10% boost to your gpt, which is only applied once but lasts forever.
(For example, let's say I have 50gpt. getting Mint would increase my gpt by 5, forever. However, if I increased or decreased by gpt so that the 10% would change, for example, it got to 60 gpt, the bonus from the Mint would stay at +5gpt.)
Walls of Maroc: Same as Lightning war, except on defense instead of offense.
Recurve Bow: Enemy suffers 10% More casualties.
Merchant Marine: Enables the owner to transform trade routes into navy in times of duress. It can be sacrificed at a rate of 20 navy per trade route- the route is still established, but it's inactive for both parties. They navy can then, assuming there is enough left, be transformed back. They stay as long as you like.
Heavy Barding: 10% less Casualties for you.
Bloodlust: +10% to military
Unwavering Faith: +10% to stability
Balloons: Allows air units, but cap of 20
Free Architecture: Makes the city cap be three instead of two. In other words, it's 5,5,5,10,10,10,15,15,15... for cities instead of 5,5,10,10,15,15...
Horse Archers: +10% to military
Religious Tolerance: +10% to stability
Common Enemy: +10% to stability
Resistance: +20% to defense vs. nations located on another map (Thailand has this tech, if England were to invade them, Thailand would get a defense bonus vs. them)
Buddhist Monks: +15% to stability
Confucianism: +5% to stability
The Great Wall of China: +10% to defense, +15% to defense vs. barbarians
Tower Defense: +10% to land defense
Turtle ship: +10% to Navy
Bushido Code: +5% to stability
Ninjutsu: +10% to military

3. Updates:

Thread One:

Update 1 (625-650): The Christians The Muslims
Update 2 (650-675): The Christians The Muslims
Update 3 (675-700): The Christians The Muslims
Update 4 (700-725): The Christians The Muslims
Update 5 (725-750): The Christians The Muslims
Update 6 (750-775): The Christians The Muslims
Update 7 (775-800): The Christians The Muslims
Update 8 (800-825): The Christians The Muslims
Update 9 (825-850): The Christians The Muslims
Update 10 (850-875): The Christians The Muslims (the real one)
Update 11 (875-900): The Christians The Muslims
Update 12 (900-920): The Christians The Muslims
Update 13 (920-940): The Christians The Muslims
Update 14 (940-960): Christians doesn't exist The Muslims
Update 15 (960-980): The Christians The Muslims
Update 16 (980-1000): The Christians The Muslims
Update 17 (1000-1020): The Christians The Muslims
Update 18 (1020-1040): The Christians The Muslims
Update 19 (1040-1060): The Christians The Muslims
Update 20 (1060-1080): Both Religions
Update 21 (1080-1100): Both Religions
Awards 650-1100
Update 22 (1100-1120): Both Religions
Update 23 (1120-1140): Both Religions
Updaye 24 (1140-1160): Both Religions
Update 25 (1160-1180): Both Religions

Update 26 (1180-1200): The Christians The Muslims
Update 27 (1200-1220): The Christians The Muslims
Update 28 (1220-1240) has no actual updates, just a short run-through crap of what happened
Update 29 (1240-1260): The Christians The Muslims
Update 30 (1260-1280): The Christians The Muslims
Update 31 (1280-1300): The Christians The Muslims
Update 32 (1300-1320): The Christians The Muslims
Update 33 (1320-1340): The Christians The Muslims
Update 34 (1340-1360): The Christians The Muslims
Update 35 (1360-1380): The Christians The Muslims
Update 36 (1380-1400): The Christians The Muslims
Update 37 (1400-1420): The Christians The Muslims
Update 38 (1420-1440): The Christians The Muslims
Update 39 (1440-1460): The Christians The Muslims
Update 40 (1460-1480): The Christians The Muslims
Awards 1100-1480
Update 41 (1480-1500): The Christians The Muslims
Update 42 (1500-1515): The Christians The Muslims
Update 43 (1515-1530): Both Religions
Update 44 (1530-1545): Both Religions
Update 45 (1545-1560): Both Religions
Update 46 (1560-1575): Both Religions
Update 47 (1575-1590): Both Religions
Update 48 (1590-1600): Both Religions
Update 49 (1600-1610): Both Religions
Update 50 (1610-1620): Both Religions
Update 51 (1620-1630): Both Religions
Update 52 (1630-1640): Both Religions
Update 53 (1640-1650): Both Religions

4. Economic Things:

None
 
Okay, everybody, you are now free to post. Update soon to come.

Oh, and a message to the mods. Next time you close the thread, please warn the GM's in advance. It took me HOURS to put all the links bank into post #4, whereas it would have taken me about a minute if I could have clicked the edit button on Post #4 in the last thread and just Ctrl+C Ctrl+V'ed the entire post, links, bolds, underlines, etc.
 
Due to time constraints, I don't have time for the writeup. But I've finished all the actual work! As such, tomorrow is 100%!

Also, yeah, not cool about the whole abrupt-thread-locking.

Also also, Chox, could you add the little hammer icon thingy to the thread? It's kinda an heirloom. :)
 
WOOT! Update and new thread! First not GM post too!
 
I'd add teh hammer if I knew how. :)
 
Also, I'm not a NPC, though I'm confused about who I belong to, I think we decided on choxorn.
 
You'll be in my nation list after the update, we don't update the stats before telling what happened.

Actually, Leeky will edit your stats, then I'll copy them into mine, cause I have no idea what you did. :)
 
*Notices Leeky has updated the maps*

Crap, now I have to think of a good excuse to delay the update a bit longer so I can pla...

...Wait, did I say that out loud? :mischief:

Hey, Leeky, Adriatica doesn't exist anymore, why do they have the map of Iceland? :p
 
I see, the maps are updated, giving us a sneak peak of the update.

EDIT: X-post with Choxorn
 
1500 -1515 Anno Domini

Pope Gascon III nodded his head contemplatively as he listened to his spymaster's report. Previous Popes before him had no need of such creatures, as everyone was very forthright in telling them anything that they desired. But not so anymore... some people were contesting the true and rightful authority of the Church to know anything it desired. Apparently a German peasant priest named Martin Luther was starting to stir up dissent, claiming that only the Bible was infallible, that everyone else sinned- even the Papacy! Gascon publicly decried Luther as a heretic, despite his large follwing. In private, though, Gascon knew he was right, and this knowledge made Gascon even angrier. If enough people got behind Luther, then the Papacy would go bankrupt! Gascon could not allow that to happen.

Which was part of the reason he was glad to hear his spymaster's report. Apparently the German Kaiser got cocky with his conquest of Adriatica and bragged just a bit too much to the other powers. They responded by teaming up against him.

England, enraged by the Kaiser's violation of his agreement to stay out of the Netherlands, drafted an incredibly big army and steamrolled through the Low Countries, taking some of the Rhineland, Denmark, and the North Sea's coast from Germany.

Russia, still harboring resentment to Old Prussia for rebelling, took Germany's northeastern provinces away, though not so much as England, for they had a smaller force involved. Reports say that the Czar flew into a black rage and excecuted many of the citizens in the towns captured.

And Argos, smelling an opportunity, struck out in small bands of men to take Belgrade, Pula and Genoa away from the Germans, thereby cutting them off from the Mediterranean almost entirely. They did the least damage of any of the Allies, but the damage to German pride was perhaps the worst, as great deals of newly-conquered territory was lost.

Luckily for the Kaiser, he made the decision to pull back the majority of his troops, instead of committing them into doomed defesnes. Some were lost, but not as many as would have died if he had been stubborn about things. All the same, Germany's future looks grim unless he can scrape some allies together.

Meanwhile, in the New World, a new nation has formed out of the remnants of the fleeing Adriaticans. Banding together with French citizens who had gotten there somehow, they called themselves Louisiana, in honor of some French king or other, and they were off to a very good start.

In addition to this, Gibraltar has founded a colony on the south end of the biggest island in Los Cabrillos, or the Carribean as the English call it. The colony is called Cuba, and it has the sole city of Guantanamo in it.

And even more good news, the New World nation of the Maya have decided to stay in contact with the European nations. While they aren't Christian, Gascon had high hopes for their future.

As the Spymaster finished his report, Gascon thanked him and checked his schedule again. Apparently there was a man named Johann Gutenberg scheduled to arrive shortly, with some pretty big news. Gascon wondered at the connection between Germans and new things, then sighed as he went into the recieving room.

Printing Press: Gutenberg had big news indeed! He invented a new kind of writing machine that will greatly speed the production of books, making them much more available and cheaper than hand-written ones. This, in turn, will make your citizens more educated, thus increasing their productivity and adding +1 gpt per city. Cost: 80 TP.
 
920-921

(@thomas: Plus, now you have a military base to imprison suspected terrorists in. :))

Adriatica was finished. They knew they were finished and decided to give up. But, they arranged for their territory to come into the hands of their allies. The Argotian government was given their European territory, and their soldiers quickly arrived to stake this claim. Reykjavik was given a map to Greenland and the colony of Godthab. Citizens of Adriatica fled to the continent of this "New World" and founded the nation of Louisiana.

Argos's new land proved invaluable for their soon-to-be-invasion. Argos, England, and Russia were all mad at Germany for some reason and decided to launch a joint invasion. Argos struck with small amounts of troops a little into German territory on their new border, taking the cities of Belgrade and Pula and some resources. They also launched a naval invasion of Genoa, which fell to their army too.

England and Russia took care of the North. Large chunks of land did they capture. England especially dealt damage, taking 6 cities and 3 resources, and Russia took 4 cities and 1 resource. All together, the Holy German Empire has lost 13 cities and 6 resources. Ouch.

Meanwhile, Echajinia continued their "burn everything and run away as fast as possible" strategy, destroying the city of Akithore. (Oh, BTW Leeky, why is their capital still in Sofia on the map? :p) Additionally, they found 3 new resources in Northern Italy.

In Anatolia, The Ottomans seem determined to get rid of the Fatamids. They've reduced them to small regions of coastline, and taken one of their cities. They won't be able to hold on much longer.

However, bad news does sometimes come with good news. Such as, the Plague has left every country in the world- it's finally over.

If only the Ottomans could be dealt with...

(And BTW, your gpts will suddenly get some decreases due to the non-existance of Hellenic Plan and Neptune Plan- Leeky, decrease the gpts of Gibraltar, Kiev, and England, they were in Hellenic Plan)
 
Also, can i mkae a point?

Most colonies were settled by crafstmen and farmers, yes, but accompanying them was a large number of retired soldiers and youger sons (those who could not inherit property)

as such, i think colonies should start out with enough military to defend themselves, and take out nearby barbarians.
 
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