Africa
In Africa, nations expand towards the south at top haste, now that all the northern coast has been totally occupied by the people of the four countries in there. Berberia and Eskimogypt are the ones who have the most chance to do so, as the first has more coast to expand to, and the latter can expand along the Red Sea and use the Nile River as a place to settle down more people than in the desert in which the other nations are forced to expand into. The expansion of religions all through the nations is furthered as the people start to believe that, to ease the dead ones' transition into wherever people go after their deaths, they need to have them go through a series of rituals that will make sure they will have the best afterlife.
Berberia: expands, discovers Stone Mining, +2% Imshal
Carania: expands, discovers Ceremonial Burial (+5% Molok), investigates Writing (3/10), finishes Stables (+1 EC, +1 Culture/turn), +6% Molok
Eskimogypt: expands, discovers Ceremonial Burial (+5% Trianglism), investigates Wheel (1/5), finishes Holy Obelisks of Trianglism (+1 Culture/turn, +1% Trianglism/turn), +2% Trianglism, starts trade with Tripolitania
Tripolitania: expands, investigates Mysticism (6/10), +1% Elemental Spirits
America
In America, things are getting quite interesting for several nations. For example, the nations of Ciboney and Taino have started to plan for an eventual union, based on the fact that both nations are very similar and follow the same religion. Meanwhile, Maya and Taino run towards the south in order to take as much land as possible, with Taino taking the Caribbean coast and Maya the Pacific coast. Trade continues to expand all through the continent with nations exchanging products that are becoming very important to their economies, with Maya, for example, exporting corn while Taino sells woods and the Azteca many small rock statues that are bought by the richest people. Wanalu finally breaks their isolation as they meet the Ciboney in the east of South America. Also, the Kingdom of Utul manages to finish their new war when they finally wipe out the remaining Prisman forces (see Utul-Prisma War) and start to make plans to rebuild the newly conquered regions.
Azteca: chills (+1 Strike, money banked), +3% Quetzalcoatl, allies with Maya, starts trade with Tototl
Ciboney: expands, investigates Wheel, starts Union of the Animist (Ciboney and Taino join into 1 nation) (3/20), +2% Animism, meets Wanalu
Kingdom of Utul: expands, discovers Agriculture and Stone Mining, continues war with Nation of Prisma, +6% Utulian Pantheon
Maya: expands, discovers Wheel, investigates Calendar (1/10), works on Noh Ishim Qaash (7/24), +11% Mayan Polytheism, allies with Azteca, starts trade with Tototl
Nation of Prisma: chills (+1 Strike, money banked), continues war with Kingdom of Utul, +6% Cannabism
Taino: expands, scraps Sage's House, starts Union of the Animist (Ciboney and Taino join into 1 nation) (4/20), +2% Animism
Tototl: expands, discovers Ceremonial Burial, +5% Xolapan, starts trade with Azteca and Maya
Wanalu: expands, discovers Animal Husbandry, starts Roads of the Wanalu Lands (1/8) (+1 EC), +6% Jaguapi, meets Ciboney
Asia
Every nation in the world finally knows each other. The Feicui Empire, which had remained isolated for more than three centuries, has managed, in their expansion towards the north, to find two other nations that may prevent them to continue their expansion in that direction. Abalonia becomes unique in the whole world, as their knowledge of the world dramatically expands and what will be called in the nation “Bronze Age” becomes a very important matter. This change gives them an important advantage against every other nation. Meanwhile, the three Middle-Eastern nations fortify their friendship through the opening of trading relationships among each other (and they also meet other nation in the Anatolia region), and Khambat suffers a break-up when a group of settlers become independent from their motherland and turn into a new nation called Sedlan. Khambat, despite the loss this supposes, rapidly accepts their independence and strikes a deal that now ties Sedlan economically to Khambat, if not politically. Also, the Holy Arcadian Empire will have it easier to trade with their mainland counterparts, as they reach the mainland from their northernmost possessions.
Abalonia: expands, discovers Pottery (+1 TF, bonus expansion), advances into Bronze Age, + 2% The Holy Cow, meets Feicui Empire
Empire: expands, investigates Chariotry (5/10), finishes Holy Temple of Hestath (+1% Ancestor Worship/turn, +1 Culture/turn), +4% Ancestor Worship, starts trade with Iudea and Mitanni
Feicui Empire: expands, starts Jade Mines (+1 EC) (3/8), +4% Yu Qiong, meets Abalonia and Ming
Holy Arcadian Empire: expands, discovers Wheel, +4% Christianity
Iudea: expands, investigates Archery (5/10), finishes Wandering Traders Level 1 (+1 EC), +3% The Eye That All Sees, starts trade with Empire and Mitanni, meets Attica
Khambat: expands, investigates Sailing (5/10), +8% Khambian, Sedlan separates, starts trade with Ming and Sedlan
Ming: expands, discovers Ceremonial Burial and Stone Mining (+5% The Path), +3% The Path, meets Feicui Empire
Mitanni: expands, discovers Fishing and Stone Mining, +2% Cavalloism, starts trade with Iudea and Empire, meets Attica
Yang: expands, discovers Stone Mining, investigates Bronze Melting, +3% Blak'n'vuait, starts trade with Yazidi Order
Yazidi Order: expands, chills (+1 Strike, money banked), +5% Yazida
Europe
The end of war finally reaches Iberia and Southern Gaul with Arago and the Maternite faction of Marsi triumphing over their enemies (see Iberia War and Marsian Civil War). Attica, in the middle of their war against Sessentia, have also started to build a gigantic port in the Hellespont region in order to help ships find a secure place from potential pirate raids and to build better ships than the ones built before in their nation. Attica is also the first nation in Europe that meets a nation from other continent, in fact two nations, those of Iudea and Mitanni in the Anatolian region. They hardly know each other, but many in Attica hope that they will not bring more death than what Sessentia has brought them already.
Arago: expands, investigates Fishing (2/5), continues war with Nation of Aruhn, +5% Akabarala
Attica: expands, discovers Wheel, starts Port of Hellespont (+2 EC, +2 Navy Quality) (1/40), continues war with Sessentia, +3% Attian Polytheism, meets Iudea and Mitanni
Maternite Marsi: expands, investigates Fire (4/5), continues war with Paternite Marsi, +3% Marsian Tricotheism
Nation of Aruhn: chills (money banked, nation goes NPC), continues war with Arago, +4% Ytrism
Paternite Marsi: expands, investigates Bartering (3/5), continues war with Maternite Marsi, +5% Marsian Tricotheism
Sessentia: expands, continues war with Attica, +3% Lathanism
Special Events
Eastern War
In Eastern Europe, the war continues to make itself known with Attica making themselves quite more prominent in the scene than Sessentia, with their military superiority quite clear. Sessentia has given up recovering their capital for the time being, but this may prove to be their biggest mistake, as their ability to pay their soldiers and such becomes far more difficult with their movement towards the west and the north, as they try to avoid the Attican armies. While these, in general, have little problem in conquering more land, a few soldiers that had been sent upriver along the Danube were killed in a skirmish with the Sessentian armies. If Attica wishes to win this war, they'll have to put up everything towards the total defeat of their enemies.
Attica: -1 Slinger, -1 Warrior
Sessentia: -2 Slingers, loses 1 EC due to Occupation
Iberia War
This is the end of the Nation of Aruhn. Such a huge lack of orders from the leaders of the nation have finally changed everything in the zone. The fall of Mraatoer to advancing Arago armies signals the end of a war that has killed many people in the more than 200 years it has lasted, with many more people having to move to other zones in order to survive their own nation's enemies. The famed Nossair cavalry could hardly do much in the face of innumerable enemy troops that surrounded them continuously and were forced to surrender in droves, so that their beloved Sveloni horses do not die. They are even being offered to join the Army as a special unit, much like they did in the old times of Aruhn, an offer that has been accepted.
So far, the invaders are letting people follow their local customs and religion, but that may change soon when the Arago leadership determines what should be done to prevent the expansion of the Aruhnese religion.
Arago: -2 Slingers, -3 Warriors, +7 Treasury, +3 EC, +Secondary Capital (Mraatoer), +UU (Sveloni Riders), +Animal Husbandry, +Fire (+1 EC)
Nation of Aruhn: -Existence
Marsian Civil War
The Marsian Civil War reaches an end with the final push of the Maternite Army into the Paternite's remaining territory. The few soldiers that were still alive decided to surrender and accept an offer to join the Maternite Army, although they aren't allowed to hold high positions for fear of the rebellion happening again. In the celebrations in Marsi following the victory and the triumphal parade, the King announced that, from then on, the nation would be called “United and Indivisible Kingdom of Marsi” to great acclaim of the population, which had been wishing for the reunification of the two faced nations for years.
Maternite Marsi: +3 EC, +1 Marsian War Band, +1 Slinger, +Secondary Capital (Milano)
Paternite Marsi: -Existence
Utul-Prisma War
This is the third war in these few years that finally ends. The Prisman people, having being left to drift alone due to the abandon they had suffered from their leaders and finally the fall of Grebb, have pushed them into accepting the Utulian King as their new sovereign, with several of them hoping that with him things will go smoother than under those that ruled behind the throne before the war started. Only the most fanatic people and soldiers resisted this, and they were soon eliminated by the advancing Utulian army, which wiped out all the resistance before they could organise into something that could become a nuisance for them. After all of this happened, the Kingdom of Utul started to restore the damage caused during the war through an ambitious planning that will change the face of the Prisman region and transform it into other Utulian region, although with the clear differences of customs and religions that are still part of Prisman life. Only time will tell whether this goes forward or not.
Kingdom of Utul: +4 EC, +2 Treasury, +Secondary Capital (Grebb), +Wheel
Nation of Prisma: -Existence
THE END
@Everyone in a war: the disappearance of the nations that lost in wars were a consequence of those wars, so, while what the stats up there stated that they were expanding or something like it, in the end the war stats actually state their disappearance. You may have also noticed that you are getting the enemies' capitals as secondary capitals. This will help you a lot in the future.
@D'Artagnan59: in the end there weren't enough nations getting Ceremonial Burial to give it to you through the 3/4s rule (currently 5, when you need 6), so I banked the money you had planned to use for the Reconstruction Program plus 1 EC from Wheel, which you managed to complete thanks to the 1 EC Prisma had already spent on it.
@artbell, Sylon: you were kicked out because you didn't send orders. You can still join the game again, though.
@Dannydehz: since you had stated that you were going to send orders, but didn't, you get a strike.
@Haseri: since you didn't specify which technology you wanted to spend your money, I have banked it.
@Everyone: do NOT spend money on expanding, please. Also, notice that Abalonia (NPC) has reached the Bronze Age, which means they have a slight bonus over the rest of you guys. Those of you who have 6 technologies, strive to get a Bronze Age tech before someone else does. (And yeah, I'm looking at you, Arian).
Tech Chart:
Africa (3): Agriculture (1),
Ceremonial Burial (3), Hunting (2), Stone Mining (2)
America (6): Agriculture (3), Animal Husbandry (3), Ceremonial Burial (5), Hunting (2), Stone Mining (3), Wheel (4)
Asia (8): Agriculture (7),
Animal Husbandry (8), Ceremonial Burial (5),
Fishing (8), Hunting (3), Stone Mining (6), Wheel (4)
Europe (3):
Agriculture (3), Animal Husbandry (2), Bartering (2), Ceremonial Burial (2),
Fire (3), Fishing (1), Hunting (1), Stone Mining (1), Wheel (2)
This turn: Attica gets Agriculture, Berberia gets Ceremonial Burial (+5% Imshal), Feicui Empire gets Animal Husbandry, Holy Arcadian Empire gets Animal Husbandry, Iudea gets Fishing, Ming gets Fishing, UIKM gets Fire, Yazidi Order gets Animal Husbandry.
Will update stats as soon as possible.
Next Update's deadline is next Sunday 13th September at 6 PM CET.
Maps (for some reason I can't attach them):