staznesVI: Crucible of Nations

Azale

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STAZNES VI: CRUCIBLE OF NATIONS


Introduction

About time I decided to start another NES....all I can really say is that I hope this NES lasts as long and is anywhere near as fun as those many das PoD nes' we love to play.

oh, and DONT POST UNTIL I SAY!!!!!!

Players, stories, orders, NPCs, barbarians, updates, map, countries

Players - unlimited. Please only join if you trully have the time to PARTICIPATE, and that doesn't simply mean telling me to "grow economy" at every turn.

Stories - not necessary, but very encouraged. For good (and FULL-LENGTH, i.e. two-three lines will not be considered one) stories, I will give out story bonuses (but not as generous as in ITNES I). Don't forget that stories create atmosphere like nothing else (apart from good, precise, in-depth updates perhaps, but that's not my specialty I'm afraid). Im going to follow this rule pretty much, mainly because those writing stories seem to be more into it and devoting more time into the NES....therefor some bonuses are in order.

Orders - orders in a list. Ideally, they should be precise and easily-understandable, because I'll have to deal with lots of them; naturally, they will probably be quite long anyway because you people rarely trust your buerocrats and generals for some reason. In democratic and other councillary forms of government (such as Feudalism), you'll have to take the opinion of your council into account; sometimes, depending on your nation's constitution, it might even take matters into its own hands altogether. This, by the way, is one of the reasons for you to send orders a day before the deadline, so that I have time to inform you if the council disapproves of any parts of your orders; the other reason is that it just makes things easier for me. Oh, and note that some of the actions you order might inadvertly have sideeffects, positive or negative.

NPCs - lol, considering they’re NPC, I will play them, kinda. Same as the NPCs in all other NESes of late. Some will roll over rather easily, some will be harder to fight than PCs...

Barbarians - as not all of the world is civilized yet (most is), the barbarians will be there. Not innovatively, they will be light gray and have no stats. They will have their names written on them, unless I forget to do that. And many of them are likely to attack you and try to eat you; others only want to be left alone, and when somebody tries to change that they will... well, they'll try to eat whoever tries that too. The barbarians are NOT to be underestimated, some of them could bring out a horde of ferocious warriors five times larger then your army (okay, maybe not).

Updates - Updates come on SATURDAYS (unless I say otherwise), yet the orders have to be sent in by Friday barring emergencies. Im in the central standard timezone in the USA, for reference.

Map - I will use the current version of the collectively-improved "Jason map". I will put in cities (black circles), fortifications (line of black squares) and rebellion areas (dark gray area within nations). A capital is a city with white borders; an economic center is a city with red borders (a capital economic center will have a combination of the two).

Countries - pick a NPC, create your own (tell me where and tell me some details - ruler, brief history, culture - and I will give you the stats) or start a rebellion or demand for independence. Also, please read your nation background, and don’t act uncharacteristically.

NATIONAL TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Centralization:
Tech. Level:
Army (Training):
Navy (Training):
Economy:
Leadership (Military/Civilian): /
Infrastructure:
Education:
Culture:
Confidence:
Projects:
Nation Background:

Government

Government - is your form of government. Now note that I DON’T want the “Sheep2’s [insert nation ever played by Sheep2 in a non-Fresh Start NES here]” syndrome in this NES. You are free to change your government, and explain it how ever do you want, but that can piss off followers of the previous governments, and might lead to nation-wide riots. Or a civil war, depending on what mood I am in. Also, keep it historical. That is, you could invent your own government, but it must make sense for YOUR nation of THAT time. You could consult me about that.

Centralization

This is one of the most important issues of politics historically and today. A centralized state is, on one hand, more efficient as its resources are much easier to control, but, on the other hand, is quite vulnerable and less likely to be popular amongst minorities. A decentralized state is less stable, less united, but on the other hand is harder to destroy from within and indeed is more defendable.

You usually (barring random events or unforeseen consequences of your actions) could change your centralization "slider" once per turn, and ofcourse only move forward or backward a level. However, do know that changes are unlikely to be welcomed by those who like the way things are AND ofcourse those who want to move in the opposite direction...

League-Loose Confederation-Confederation-Loose Federation-Federation-Tight Federation-Unitary with Exceptions-Unitary-Uberunitary-More Unitary-Overcentralized

Technology Level

Will use the age system. It is the same as in other NESes of other people, ofcourse the ages are not identical. They will advance at their own pace, though nations with higher education are likelier to advance to the next age. This, for the most part, begins in Middle Industrial Age.

Also note that though I brought up analogical technologic levels of OTL, they aren't entirely identical, and ofcourse there is a chance that technology will advance faster, slower, or even in a different direction than in OTL.

Military

That will, as of now, consist of army and navy (later to be joined by air force). These will be number-based as it gives more versatility. These will be represented in divisions and squadrons (at a later date, I might also add "capital ships" as a separate part of the navy).

What will you have in it? Anything that is allowed by your tech. level (see Technology Level)! Each “stat-growth” will increase any part of military by 5 (however, there could be exceptions). But know that if you have too large an army, your economy will probably suffer, as will perhaps, depending on your culture's stance on war, your confidence; ofcourse, both could be restored by succesful military campaigns.

UUs - one per nation, but can be changed at any point (though the newly-“demoted” UU units will not be happy). I will keep a list of them, somewhere. Could be land, sea, or air at a later point. They will be separated from other units in the stats. They are grown as normal units. Remember to keep them REALISTIC.

Training - it is done in levels. There are separate training stats for army, navy and fleet, and it is grown with eco. points. UU is assumed to be one level higher then the average training level for its branch. If your army grows too quickly, there will be a chance of training level lowering.

Conscription will give you a certain amount of conscript divisions that you could specify if you want; ofcourse, conscription, especially in democratic countries, tends to be quite unpopular, especially the large-scale variety...

As a certain Corsican once said in OTL, an army marches on its stomach. Logistical support is necessary for any real military operations, so you will probably have to invest 1 eco. point into each such operation, whether offensive or defensive; if involving a particularily-large army (or navy), you might have to invest more than one eco. point.

None-Rabble-Semi-Rabble-Tolerable-Normal-Better-Good-Very Good-Professional-Elite

Economy

The NES2 V Economy System is based on a mixture of my old ideas and those of some other people.

Economy levels still play the vital role. However, the amount of economy points that you have differs from level to level (if you get a negative amount of them, I will decrease a random stat per negative point); it is also influenced by random events and by economic centers (cities that are either trade centers, industrial centers or capitals of agriculturally-rich provinces); each of the latter provides one eco. point per turn to whoever holds it at the time (i.e. if it is on occupied territory, the occupier receives the eco. point). To grow economy (i.e. to advance from one level to another), you have to a) not spend your eco. points, apart from those received from eco. centers, on anything else that turn and b) to point out what exactly are you going to do to grow it (note that eco. growth might not always be succesful, depending on what you do and how things fold out).

Eco. points could (and should) be spent on growing military, miscellanous stats (see below), logistical support for the military and on continuing projects. Speaking of the latter, you could also invest a whole eco. level into a project to speed it up by two turns.

Eco. points cannot be banked.

Eco. levels still could be "sacrificed", i.e. converted into 6 eco. points each. Only two eco. levels could be sacrificed per turn.

Creation of economic centers also requires the investment of at least one eco. point into some specific development programs.

Depression (-2)-Bankrupt (-1)-Recession (-1)-Very Poor (0)-Poor (0)-Not Bad (+1)-Normal (+1)-Good Enough (+2)-Growing (+2)-Rich (+3)-Very Rich (+3)-Richer (+4)-Richest (+4)-Economic Powerhouse (+5)-Monopoly (+6) (after Monopoly, you get Monopoly+x (+6+x), where x is the amount of economy levels beyond Monopoly)

Miscellanous Stats

Those stats below are all grown with eco. points, but, like with growing economy itself, you are supposed to point out what exactly you are doing.

Leadership

Whether military or civilian, leadership is an important factor. Competent military leaders will succesfully carry out plans or will even attain some successes on their own without orders; competent buerocrats will greatly help all government programs and assist the development of the land. But incompetent generals will even with the best plan stagger and blunder, while incompetent civilian administrators will embezzle funds and otherwise will be corrupt. So, this is quite crucial, and cadre preparation thus should be an important priority.

None-Imbecile-Moronic-Stupid-Incompetent-Barely Tolerable-Tolerable-Competent-Better-Good-Brilliant

Infrastructure

Roads, bridges, boats - all things used for transportation of goods and men - are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, infrastructure could sometimes slightly grow economic benefits from trade centers, and it is a must for maintenance of a high culture level in large empires, as well as actually maintaining your grip on faraway provinces.

None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent

Education

This is just how your people are... educated, I guess. Obvious enough. With a good education, you have better chances of receiving a “miraculous invention”. You could design better walls and siege engines, and ships for that matter, with higher education. It also affects just how advanced are your weapons, and thus the success of your army in a battlefield.

Once someone reaches Enlightenment education, he becomes much more likely to reach the next age as soon as it becomes possible at all. When he does, he loses two education levels.

None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment

Culture

This is how culturally strong, patriotic and unified your nation is. A nation with strong patriotism is less likely to fall into a civil war, and it’s people would resist most invaders and otherwise help their government. This also influences army morale. A nation with weak patriotism is unlikely to be as resistant to outside threats, there will often be rebellions and defections.

None-Divided-Untrusting-Average-Strongly Cultured-Devoted-Patriotic-Hyperpatriotic-Jingoist-Uberpatriotic

Confidence

People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact, a strongly cultured nation with little confidence in its leaders can, in its cultural unity, lynch the rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Not that the rulers will care by then... You can grow confidence by economy (propaganda), but wouldn’t it be easier to write a speech or persuade the people that you are the leader they need?

Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified

Projects

Local equivalent of wonders (that name is inappropriate in most NESes, as these are often modernization programs, national revival and other PROJECTS, not just huge and magnificent buildings). You tell me what it does, I tell you how long do you build it. You will have to invest an eco. point once each turn for the work on the project to continue You can sacrifice an econ. level once for a project to speed it up by two turns.

EDIT:
Btw - it has been pointed out that projects are quite unprofitable now. I'm thinking of decreasing the time it takes to build them and allowing people to rush projects by investing 2 additional eco. points (2 eco. points=+1 project progress) an unlimited amount of time. They might also have unexpected, mostly positive, sideeffects.

Nation Background

To better fit in as the ruler of your country, you will have a brief history of each country. You probably shouldn't fill it in at first.
 
Turn 0, 1403 AD

 
Player Nations:

New Vinland
Capital: Kapstad
Ruler: /Finmaster
Government: Feudal-Parliamentary Monarchy
Centralization: Federation
Religion: Hibernian Church
Tech. Level: Late Middle Ages
Army (Training): 10 thousands (Better), 20 levy thousands (Better)
Navy (Training): 60 ships (Professional)
Economy: Richer (+4)
Leadership (Military/Civilian): Better/Better
Infrastructure: Improving
Education: Educated
Culture: Strongly Cultured
Confidence: Tolerating
Projects: The magnificent trade mentality (+2 trade centers)(0/12)
Public Allies: Olafsland, Isondegia
Nation Background: Immediately after Erik the Red's historical discovery of Vinland, the new land was colonized by the last generation of true Vikings, who didn't find for themselves any comfortable position back in the Old World. Formally the subjects of the British crown, the Vinlanders fiercely opposed Emperor Canute III's centralization efforts in the 13th century... and paid the price, having lost the First Vinlander War and their homes. But the most desperate of them fled south, where they established the world's first true parliamentary monarchy (i.e. with commoners represented alongside the feudals and the magnates, though weakly), New Vinland. The British attacks that followed - the Second and Third Vinlander Wars of 1301-1314 and 1367-1382 respectively - were fought off, although New Vinland's southernmost lands gained independence in the process.

Olafsland
Capital: Olafstad
Ruler: /emu
Government: Military Order (like OTL Teutonic Order)
Centralization: Uberunitary
Religion: Hibernian Church
Tech. Level: Middle Middle Ages
Army (Training): 10 thousands (Professional)
Navy (Training): 5 ships (Tolerable) [in the river]
Economy: Normal (+1)
Leadership (Military/Civilian): Good/Barely Tolerable
Infrastructure: Tolerable
Education: Literate
Culture: Hyperpatriotic
Confidence: Tolerating
Projects:
Nation Background: Olafsland, so-called for the founder of the Western Order Olaf the Pious, was always a harsh country, a battleground between the fierce Skraelings and the New Vinlander colonists. On the brink of defeat from the former (during the Third Vinlander War, when Skraelings received British weapons and advisors), the latter agreed to call upon Olaf's new Western Order for protection, in exchange accepting the Military Order's political rule. The WO fought off the attackers, and held on to power, establishing a semi-totalitarian paranoid military regime. Since then, Olafsland engaged in military expansion against all neighbours, but the grand coalition of 1396-1399 fought the Olafslanders back to its pre-expansion borders, though failing to seize Olafstad itself.

Isondegia
Capital: Hesperiania
Ruler: /conehead234
Government: Mercantile Republic
Centralization: Loose Confederation
Religion: Hibernian Church
Tech. Level: Late Middle Ages
Army (Training): 25 thousands (Better)
Navy (Training): 36 ships (Professional)
Economy: Richer (+4)
Leadership (Military/Civilian): Better/Good
Infrastructure: Very Efficient
Education: Well Educated
Culture: Average
Confidence: Respecting
Projects:
Nation Background: The more adventerous of the Vikings that came to Vinland didn't stay in the northern colonies for long, instead immediately moving south; they were followed by some of the Vinlander refugees, and later still by refugees from New Vinland. It was in the land that they all in the end settled down that one of the world's strangest states and cultures would arise, as the local Skraelings were, on one hand, peaceful, but, on the other, numerous and already immune to the European diseases; the Vikings eventually learned to co-exist with them. Numerous Metis city-states arose and trade flourished. The factor that influenced the Isondegian development the most in recent times was the Western Order; its wars have crippled Sorland and its commercial network allowing Isondegian merchants to quickly take over regional trade, and the late 14th century Olafslander invasions of Isondegia itself have forced the city-states to unite into a loose league that fought the Olafslanders back in alliance with other regional states. Isondegians have also begun building a colonial empire in the south.

Toltec Empire
Capital: Tollan
Ruler: /Kal'thzar
Government: Absolute Monarchy
Centralization: Unitary with Exceptions
Religion: Mesoamerican Polytheism
Tech. Level: Middle Middle Ages
Army (Training): 21 thousands (Elite), 8 levy thousands (Good)
Navy (Training): 5 ships (Better)
Economy: Rich (+3)
Leadership (Military/Civilian): Good/Good
Infrastructure: Efficient
Education: Well Educated
Culture: Patriotic
Confidence: Barely Tolerating
Projects:
Public Allies: Mississippi,
Nation Background: Slightly before the coming of the Vikings, the Toltecs themselves invaded Mesoamerica, overruning Teotihuacan and all the other local states, building the great capital city of Tollan (or Tula) and founding a new empire, though some Toltec rulers instead ruled the Mayan city-states they conquered. The first Toltec Empire collapsed in the early 12th century due to rebellions of vassal tribes and city-states and the diseases brought by the Vikings, but Mixpeltzin, the ruler of Tollan, build a second empire beginning in 1226, augmented by an efficient new buerocratic system and brand-new iron-disciplinned and also iron-armed army (complete with Viking mercenaries). Mixpeltzin and his successors subdued not only the traditional Mexico Valley region, but also the lands of the Mayans and several northern territories; northern nomads and the Vikings alike often attacked the Toltecs, but they proved strong enough to fight back. However, in late 14th century, in spite of the succesful defense against the Dakotans, the Toltec Empire went into decline, its fleet destroyed by Mayan rebels and Viking pirates (who continued raiding the Toltec coast) and its vast buerocracy struck by corruption. Now, it will either fall altogether, either be reinvigorated and led to greater glory.

Viking Britain
Capital: Yorvick
Ruler: Emperor Gustav I/das
Government: Absolute Monarchy
Centralization: Unitary with Exceptions
Religion: Hibernian Church
Tech. Level: Late Middle Ages
Army (Training): 40 thousands (Professional)
Navy (Training): 56 ships (Elite+1)
Economy: Very Rich (+3)
Leadership (Military/Civilian): Good/Good
Infrastructure: Very Efficient
Education: Perfect
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background: One of the first target of the Vikings when their Age begun, England was first permanently conquered by Sweyn I of Denmark. It was up to his son Canute I, however, to solidify the Viking gains and to add Norway, Scotland, Wales and Ireland to this realm. From then on, the Viking British have expanded in all directions. Towards 13th century, when after a succesful civil war Canute III claimed the title of Emperor and destroyed the power of the jarls, they controlled lands from Prussia and Sweden through Brittany in Gaul and to Old Vinland. However, in the 14th century, all things went wrong: the Vinlander Wars gained the British little ground in exchange for lots of money and men; as the Frankreich formed, the British were forced out of Brittany by Dagobert the Great; and in the Swedish War, Novgorodian Rus used the feudal dissent among the Swedes to conquer that land, and also the Danish province of Skane; whereas, with some Novgorodian help, the Prussians attained independence. But the British still remain a force to be reckoned with, especially as an energetic new dynasty came to power and rebuilt the fleet...

Frankreich
Capital: Verden
Ruler: /Insane Panda
Government: Absolute Monarchy
Centralization: Unitary
Religion: Hibernian Church (small Orthodox minority)
Tech. Level: Late Middle Ages
Army (Training): 50 thousands (Professional)
Navy (Training): 25 ships (Better)
Economy: Very Rich (+3)
Leadership (Military/Civilian): Good/Better
Infrastructure: Efficient
Education: Well Educated
Culture: Hyperpatriotic
Confidence: Admiring
Projects:
Nation Background: The first true Frankish Reich was founded by Charlemagne, in the 8th century AD. After Charlemagne failed to subdue the Saxons, he firmly turned south in his expansion, conquering Aquitaine, Iberia and Italy and entering a war with the Byzantines. After some early victories that took him all the way to his grave at Carthage, the Franks, under Charlemagne's incompetent successors, were systimatically crushed by the Byzantines, and eventually, the entirety of Frankia was conquered. Yet the people didn't submit; and eventually, in the 12th century, the Byzantines withdrew from northern Gaul to face other threats. After a brief fragmented period, the Frankish states were united by Karlomann II in 1179, but his disastrous campaigns in southern Gaul and Bavaria delayed the rise of a new Frankish Reich. After his death, the feudals soon grabbed all the power in the country, reducing the king to puppet status and squabbling amongst each other. This allowed most of Frankia's neighbours to encroach on its territory, most notably the British who secured Brittany and ventured even further into Neustria. But in the end, after over a hundred years of civil wars, in 1314 Dagobert IV the Great, a minor noble, founded the Dagobertian Dynasty, declared himself Kaiser and crushed the king, the feudal lords and the foreigners. He and his successors also conquered Bavaria and Byzantine Provence, and now stand poised to rebuild Charlemagne's ancient empire.
 
PCs Cont.

Aquitaine
Capital: Toulouse
Ruler: /Jason The King
Government: Feudal Monarchy
Centralization: Tight Federation
Religion: Orthodox Church (medium Hibernian minority, tiny Judaistic minority)
Tech. Level: Late Middle Ages
Army (Training): 5 thousands (Better)
Navy (Training): 10 ships (Better)
Economy: Growing (+2)
Leadership (Military/Civilian): Tolerable/Better
Infrastructure: Very Efficient
Education: Academic
Culture: Hyperpatriotic
Confidence: Loving
Projects:
Nation Background: Aquitaine was always the least Germanized part of Gaul; it was there that the Orthodox church and the Romance culture catched on the most, and it prospered during the Byzantine reign. Unlike other provinces, it separated from the Byzantine Empire peacefully and remained a loyal Byzantine ally, enjoying protection from the Franks. A recent cultural renaissance turned Aquitaine into one of Europe's primary culture centers, and the crafts - especially the winemaking - are flourishing as well. But the country is weak, the Byzantines are now more interested in the Middle East and the Franks are brooding to the north...

Norman Lusitania
Capital: Barcelona
Ruler: /Disenfrancised
Government: Feudal Monarchy
Centralization: Loose Confederation
Religion: Hibernian Church (large Orthodox majority)
Tech. Level: Late Middle Ages
Army (Training): 32 thousands (Professional), 15 conscript thousands (Good)
Navy (Training): 26 ships (Better)
Economy: Good Enough (+2)
Leadership (Military/Civilian): Good/Barely Tolerable
Infrastructure: Good
Education: Literate
Culture: Patriotic
Confidence: Barely Tolerating
Projects:
Public Allies: Viking Britain
Nation Background: After the final end of the Carolingian Wars in late 9th century, Byzantine Iberia went into a temporary calm. Not much happened at all, and the local garrisons let their guard down. This allowed the Vikings to conquer the westernmost regions of Iberia - namely, Lusitania - in the early 11th century, turning Iberia into a battleground once more. In the end, despite some victories, the Byzantines had to withdraw from the Iberian peninsula - the 13th century demanded that the Byzantines give battle to the Mongol invaders. Powerful Norman lords of Lusitania quickly took over the land, terrorizing the people into submission, and since then fought wars with all their neighbours and raided them ruthlessly. They also fought back a Byzantine counter-invasion and conquered Mauritania. During the late 14th century, Lusitania was in stagnation, especially as the gap between the people and the Norman lords grew, but with the recent conquest of the Carribean Sea, Lusitania seems to have gained a new outlet for Norman energy and bloodlust.

The Latin Republic of Lusitania
Capital: Olisipo
Ruler: Senate of the Latins/Thlayli
Government: Republic
Centralization: Loose Confederation
Religion: Orthodox Church
Tech. Level: Late Middle Ages
Army (Training): 4 thousands (Normal), 15 conscript thousands (Semi-rabble)
Navy (Training):
Economy: Good Enough (+2)
Leadership (Military/Civilian): Barely Tolerable/Tolerable
Infrastructure: Good
Education: Literate
Culture: Patriotic
Confidence: Tolerating
Projects:
Nation Background: After the final end of the Carolingian Wars in late 9th century, Byzantine Iberia went into a temporary calm. Not much happened at all, and the local garrisons let their guard down. This allowed the Vikings to conquer the westernmost regions of Iberia - namely, Lusitania - in the early 11th century, turning Iberia into a battleground once more. In the end, despite some victories, the Byzantines had to withdraw from the Iberian peninsula - the 13th century demanded that the Byzantines give battle to the Mongol invaders. Powerful Norman lords of Lusitania quickly took over the land, terrorizing the people into submission, and since then fought wars with all their neighbours and raided them ruthlessly. But a Latin rebellion has deposed the old rulers, and instituted a Republic in it's place. It remains to be seen if the new nation will prosper, or even survive...

Prussia
Capital: Truso
Ruler: /The Farow
Government: Feudal Monarchy
Centralization: Tight Federation
Religion: Hibernian Church
Tech. Level: Middle Middle Ages
Army (Training): 20 thousands (Good)
Navy (Training): None yet
Economy: Normal (+1)
Leadership (Military/Civilian): Good/Better
Infrastructure: Very Efficient
Education: Literate
Culture: Devoted
Confidence: Admiring
Projects:
Nation Background: The Prussians were the only Baltic tribe that wasn't conquered by the Novgorodians. The only thing that saved them from that fate was British intervention and protection. But gradually, towards the 14th century, British rule grew more and more opressive, while the Novgorodians grew stronger and stronger; eventually, as the Swedish War begun, the Prussians rebelled with Novgorodian assistane and gained independence. Though good fighters, the Prussians realize that the only reason for their continued survival is their status of a buffer state between Novgorod and Britain - and if the need for such a state disappears, then...

Byzantine Empire
Capital: Constantinople
Ruler: /MjM
Government: Absolute Monarchy
Centralization: Unitary with Exceptions
Religion: Orthodox Church (tiny Judaistic minority)
Tech. Level: Late Middle Ages
Army (Training): 32 thousands (Professional)
Navy (Training): 40 ships (Very Good)
Economy: Richer (+4)
Leadership (Military/Civilian): Good/Better
Infrastructure: Very Efficient
Education: Enlightenment
Culture: Devoted
Confidence: Respecting
Projects:
Nation Background: Beginning with the reign of Justinian, the Byzantines rapidly restored the Roman Empire. The Carolingian War of 799-874 saw most all of the old empire's territory restored, but after that high point, things worsened - the Saxons fought off a Byzantine invasion, and the Franks kept rebelling until the Byzantines abandoned northern Gaul. Still, even with the Norman conquest of Lusitania, the Mediterranean was a Byzantine lake, and the Byzantines succesfully defended it all the way until the 13th century when hordes of savage Mongols overran Persia and attacked the Byzantines themselves. Though the Mongols were defeated in an epic battle at Edessa, the Byzantines lost most of their West European holdings due to this distraction. After the failure of new reconquest campaigns, the new generation of Byzantine rulers switched the vector of expansion eastwards, where Mesopotamia and Greater Axum were conquered and trade routes to Yuan China were established.

Novgorodian Rus
Capital: Novgorod
Ruler: /Contempt
Government: Mercantile Monarchy
Centralization: Tight Federation
Religion: Hibernian Church
Tech. Level: Late Middle Ages
Army (Training): 25 thousands (Elite)
Navy (Training): 20 ships (Good)
Economy: Rich (+3)
Leadership (Military/Civilian): Better/Good
Infrastructure: Efficient
Education: Perfect
Culture: Patriotic
Confidence: Respecting
Projects: Trading Power [+3 economy] (10/15)
Nation Background: Founded by Rurik I, Novgorod had a tumultous early history. The wars with Khazaria were ultimately unsuccesful, as the Kagan retained his Slavic lands, but Novgorod still did become a great trade center, having gained access to the Dnieper River and trade priveleges in Khazar lands. The knyaz - the Prince of Novgorod - lost much power after 1024, when the new Westernized mercantile elite took power, creating a mercantile republic; it, however, was not particularily peaceful, conquering Finland and most of the Balts. Finally, in 1341, knyaz (by then, the title was mostly that of military and ceremonial importance) Tverdoslav overthrew the mercantile republic, though eventually allowing the old elite to retain some power and influence. He and his successors built up the Novgorodian army, leading it to conquer British Sweden. Since then, Novgorod didn't fight in many serious wars, but with the growing Khazar hostility that seems to be quite unavoidable.

Cahamana Empire
Capital: Delhi
Ruler: /silver 2039
Government: Feudal Monarchy
Centralization: Tight Federation
Religion: Hinduism (small Buddhist minority)
Tech. Level: Late Middle Ages
Army (Training): 6 thousands (Elite), 1 UU thousands (Elite)
Navy (Training): 7 ships (Better)
Economy: Rich (+3)
Leadership (Military/Civilian): Brilliant +1/Better
Infrastructure: Good
Education: Educated
Culture: Hyperpatriotic
Confidence: Respecting
Projects:
Nation Background: After the downfall of both Horsha's Empire in the 7th century and the Gurjara-Pratihara in the 10th, political vacuum filled Northern India, as it became a battleground for a multitude of Rajput warlords and lesser, but more civilized rulers. The Persian invasion and conquest of the Sind in the 12th century and the Mongol incursions in the 13th did seemingly little to unite the locals into anything more lasting than a princely coalition, but in fact they crucially weakened the north-western states, whereas the north-eastern ones weren't particularily strong to begin with. Finally, the Rajput rulers of the central-northern kingdom of Cahamana managed to crush their weakened neighbours and by 1350 united the entire northern half of India. Though southern expansion stumbled thus far due to the rising force of Kakatiya, the Rajputs are never ones to surrender their ambitions easily...

Oriental Confederation
Capital: Dadu
Ruler: /ThomAnder
Government: Divine Monarchy
Centralization: Uberunitary
Religion: Tengrism (large Confucianist majority, medium Buddhist minority)
Tech. Level: Late Middle Ages
Army (Training): 80 thousands (Elite+1)
Navy (Training): 25 ships (Good)
Economy: Richer (+4)
Leadership (Military/Civilian): Good/Brilliant
Infrastructure: Very Efficient
Education: Well Educated
Culture: Patriotic
Confidence: Nation Personified
Projects: Treasure Fleet (+2 Eco level, +10 Ships) (2/6)
Nation Background: When Genghis Khan united the Mongols in the early 13th century, one of his first enemies were the Chinese, disunited as they were. The Northern Jin fell first; the Southern Song had to wait until Kublai Khan assumed power in the Universal Mongol Empire and recovered from his relatives' defeat in the west. As the Mongols concentrated on China, though, they conquered it and consolidated their hold on it in spite of all the resistance, later extending their rule to Korea, Japan, Taiwan, Annam and Luzon. The Yuan Chinese armies are strong and numerous, but the rulers in Dadu preside over a chronically-disloyal population...

Timucua
Capital: Potano
Ruler: King Atimoqua Tomcal/tossi
Government: Tribal Confederation
Centralization: Confederation
Religion: Amerind Spiritualism
Tech. Level: Early Middle Ages
Army (Training): 20 thousands (Good)
Navy (Training): 5 ships (Normal)
Economy: Good Enough (+2)
Leadership (Military/Civilian): Competent/Stupid
Infrastructure: Pathetic
Education: Educated
Culture: Patriotic
Confidence: Loving
Projects: Rise of the Mercantile caste(+1 trade center) (1/3)
Nation Background: Not everywhere in the south did the Skraelings and the Vikings live in peace. The Timucua Skraelings were particularily embittered - and toughened - by their never-ending conflicts with all sorts of Vikings, including the Isondegians. Eventually, a tribal coalition was forged and the Isondegian presence in the region was limited to a small southern port town.

Heavenly Dakotan Empire
Capital: Krishta
Ruler: /Grandmaster
Government: Theocratic Monarchy
Centralization: Federation
Religion: True Dakotan Church
Tech. Level: Early Middle Ages
Army (Training): 10 thousands (Good), 32 levy thousands (Better), 10 conscript thousands (Semi-rabble), 22 Ghost Rider thousands (Very Good)
Navy (Training): 3 ships (Semi-rabble)
Economy: Good Enough (+2)
Leadership (Military/Civilian): Good/Tolerable
Infrastructure: Barely Tolerable
Education: Illiterate
Culture: Devoted
Confidence: Loving
Projects:
Nation Background: Ruled by a God- Emperor descended from Jesus Christ Himself (or so the God-Emperor says, but he has a honest face) and fanatical priests from a millenarian, vaguely-Christian and actually more like twisted native belief sect, the Heavenly Dakotan Empire was founded not too long ago, in 1391, when the God-Emperor finally defeated all of his foes and led his all-conquering mounted hordes to the end of the world (the Pacific Ocean, actually). However, the Dakotans have stumbled since then, having failed to crush the Mississippians or the Toltecs, both of whom hid behind powerful defenses. The Emperor is growing old, the tribes, especially the newly-conquered ones, are getting restless and the Empire might be moving towards collapse...

Reformed Hibernian Church (RHC)
Capital: none
Ruler: The Archbishop of the RHC/Metaliturtle
Government: Theocracy
Centralization: Extremely close bonds among the faithful
Tech. Level: Late Middle Ages
Army (Training): 5 thousands (Good), 19 conscript thousands (semi-rabble)
Navy (Training):
Economy: Not Bad (+1)
Leadership (Military/Civilian): Competant/Competant
Infrastructure:Barely Tolerable
Education: Educated
Culture: Devoted
Confidence: Loving
Projects:
Nation Background: Leaders within the Hibernian Church throughout Europe, but specifically within Saxony (Due to infighting) begin to notice that the government is not giving God the proper respect that He so rightly deserves. This caused several influencial bishops within the Hibernian Church to command the faithful to leave the state-sponsored church, and refuse to support the government that oversteps it's bounds.
 
NPC's Cont.

Paulus Saxony
Capital: Hamburg
Ruler: King Frederick Paulus
Government: Feudal Monarchy (Clanship)
Centralization: Confederation
Religion: Hibernian Church (tiny Pagan minority)
Tech. Level: Middle Middle Ages
Army (Training): 9 thousands (Normal), 15 levy thousands (Better)
Navy (Training): 5 ships (Good)
Economy: Normal (+1)
Leadership (Military/Civilian): Competent/Incompetent
Infrastructure: Barely Tolerable
Education: Tolerable
Culture: Hyperpatriotic
Confidence: Respecting
Projects:
Nation Background: The brave Saxon thegns and eoldermen bow down before no man - whether he is a Saxon king or a foreign conqueror. Though this allowed them to fight off both Charlemagne and Romanus IV, this also prevented anything getting done in Saxony itself, as in the absence of foreign threats the Saxons fought each other just as fiercely. At odds with most of their neighbours, Saxony still is its own worst enemy.

Greater Moravia
Capital: Nitra
Ruler: ?
Government: Feudal Monarchy
Centralization: Loose Federation
Religion: Orthodox Church (tiny Judaistic minority)
Tech. Level: Late Middle Ages
Army (Training): 19 thousands (Better)
Navy (Training): 10 ships (Good)
Economy: Rich (+3)
Leadership (Military/Civilian): Good/Competent
Infrastructure: Efficient
Education: Well Educated
Culture: Patriotic
Confidence: Tolerating
Projects:
Nation Background: United by Prince Mojmir in the 9th century, the Orthodox Slavic Moravians immediately proved to be very good allies for the Byzantine Empire. Being Carolingian vassals, they gladly seized upon the opportunity to free themselves from the Franks, and rebelled in the middle of the Carolingian War, attaining independence and expanding greatly. Moravia remained a good Byzantine ally, and eventually unified all the Western Slavs. Since then, the Moravians mostly squabbled amongst each other or with their various northern neighbours, but now, they must face the Khazarian menace to their east...

Holy Tuareg Empire
Capital: Awdaghost
Ruler: ?
Government: Theocratic Monarchy
Centralization: Tight Federation
Religion: Tuareg Church
Tech. Level: Early Middle Ages
Army (Training): 35 thousands (Good)
Navy (Training): None yet
Economy: Normal (+1)
Leadership (Military/Civilian): Competent/Incompetent
Infrastructure: Dirt Paths
Education: Illitarate
Culture: Jingoist
Confidence: Nation Personified
Projects:
Nation Background: Tuaregs and Berbers, desert peoples of the Sahara, have historically been enemies of the Byzantines and made many attempts to dislodge them from North Africa. None of those attempts succeeded, and punitive raids damaged what few cities were built by those harsh peoples. But by now, they have recovered; united around a heretical Christian sect and a single dynasty from 1387, the Tuaregs have overran the West African states and now stand poised to strike north.

Kanem-Bornu
Capital: Kuka
Ruler: ?
Government: Mercantile Monarchy
Centralization: Federation
Religion: Orthodox Church (small Animistic minority)
Tech. Level: Early Middle Ages
Army (Training): 10 thousands (Very Good)
Navy (Training): None yet
Economy: Growing (+2)
Leadership (Military/Civilian): Tolerable/Better
Infrastructure: Improving
Education: Literate
Culture: Patriotic
Confidence: Tolerating
Projects:
Nation Background: Though this Orthodox African trader empire existed since the 9th century, it didn't do much through all that time, trading all over the northern half of Africa and sometimes fighting each other and the nearby tribes. Time passed by virtually unnoticed, but nothing lasts forever...

Rhaptan Empire
Capital: Rhapta
Ruler: ?
Government: Mercantile Monarchy
Centralization: Loose Federation
Religion: Orthodox Church
Tech. Level: Middle Middle Ages
Army (Training): 15 thousands (Better)
Navy (Training): 40 ships (Good)
Economy: Rich (+3)
Leadership (Military/Civilian): Tolerable/Good
Infrastructure: Very Efficient
Education: Educated
Culture: Patriotic
Confidence: Loving
Projects:
Nation Background: The Greater Axumite Empire first begun the colonization of Eastern Africa in the 11th century. The natives were force-converted, and all heresy and paganism was ruthlessly snuffed out. But the Axumites never did establish enough control over their distant colonies; in fact, they lost what control they had in all but in name by the late 13th century. When in 1378 Axum was conquered by the Byzantines, the governor of Rhapta - a man named Caleb - declared himself emperor Caleb II (the I was a 5th century ancient Axumite ruler). Caleb II retained his claims on the Axumite throne, being a distant relative of the heretofore-ruling dynasty, and this, along with the lucrative target that Rhaptan East Africa is, causes his descendants to live in quite reasonable fear of the Byzantines to this day.

Great Zimbabwe
Capital: Great Zimbabwe
Ruler: ?
Government: Tribalism
Centralization: Loose Federation
Religion: Animism
Tech. Level: Late Ancient Age
Army (Training): 10 thousands (Good), 5 conscript thousands (semi-rabble)
Navy (Training): None yet
Economy: Normal (+1)
Leadership (Military/Civilian): Tolerable/Incompetent
Infrastructure: Dirt Paths
Education: Illiterate
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background: The Karanga peoples are quite primitive in comparison with the mainstream civilized world, but they have created the southernmost civilization in the world. Will it fall to barbarians or to foreign empires - or will it, despite all, survive?

Sorland
Capital: Pamlikia
Ruler: ?
Government: Mercantile Republic
Centralization: Unitary with Exceptions
Religion: Hibernian Church
Tech. Level: Late Middle Ages
Army (Training): 15 thousand (Tolerable)
Navy (Training): 15 ships (Better)
Economy: Normal (+1)
Leadership (Military/Civilian): Barely Tolerable/Competent
Infrastructure: Tolerable
Education: Well Educated
Culture: Patriotic
Confidence: Admiring
Projects:
Nation Background: The rulers of Pamlika didn't want to expose themselves and their profitable trade routes to British attack during the Second Vinlander War and declared independence, using the fact that the New Vinlanders were too busy fighting in the north. Since then, it played Britain and New Vinland off against each other, but this strategy has failed against the third force of the Western Order emerging in the, well, west. Devastated by the Olaflander invasion, conquest and the subsequent independence war, Sorland only barely begun to recover now.

Chimu Empire
Capital: Chan Chan
Ruler:
Government: Divine Monarchy
Centralization: Tight Federation
Religion: Peruvian Polytheism
Tech. Level: Middle Middle Ages
Army (Training): 35 thousands (Normal)
Navy (Training): 35 ships (Good)
Economy: Richer (+4)
Leadership (Military/Civilian): Tolerable/Good
Infrastructure: Very Efficient
Education: Well Educated
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background: Peru was a land of ancient civilizations and developed cultures, beginning from the very ancient Chavin. Yet none of them united all of Peru. The Chimu Empire, a rather young state, first emerged in the early 13th century AD, but only became a true force a century later, especially as the stronger, older local states suffered the worst from the Viking diseases. A seafaring people, the Chimu quickly exploited the spread of maritime trade in Vinland and established trade links with the Toltecs, and with the treasury full of gold they methodically conquered the rest of Peru. Now the Chimu stand ready to conquer the Pacific Ocean on the new, Polynesian-Viking hybrid ships designed in Chan Chan... or perhaps, take advantage of the weakened state of the Toltecs?

Cholas
Capital: Ahuradhapura
Ruler:
Government: Absolute Monarchy
Centralization: Federation
Religion: Hinduism (medium Buddhist minority)
Tech. Level: Late Middle Ages
Army (Training): 25 thousands (Good)
Navy (Training): 50 ships (Elite+1)
Economy: Very Rich (+3)
Leadership (Military/Civilian): Good/Good
Infrastructure: Excellent
Education: Perfect
Culture: Patriotic
Confidence: Admiring
Projects:
Nation Background: The ancient Cholas have survived to this day, still strong and quite deserving the title of the rulers of the waves. After a brief period of Deccanian hegemony (through conquest and inheritance) in the 11th-12th centuries, they suffered numerous respites on the mainland, culminating with the devastation of Cholan Proper lands by the Palavans in the 14th century; since then, the Cholan capital remained in the more safe Sinhalese city of Ahuradhapura. Regardless, the Cholas continued to prosper due to maritime commerce and the flourishing of crafts; the former was particularily assured by the establishment of an Indian Ocean colonial empire, mostly-succesful naval wars with Bantam and the maintenance of good relations with Yuan China. However, all this also won the Cholas many enemies who are only waiting for them to slip...
 
NPC's Cont. Again

Second Chi Empire
Capital: Chijing
Ruler: ?
Government: Divine Monarchy
Centralization: Unitary with Exceptions
Religion: Neo-Confucianism (small Taoist minority, tiny Zoroastrian minority)
Tech. Level: Late Middle Ages
Army (Training): 35 thousands (Good)
Navy (Training): None yet
Economy: Good Enough (+2)
Leadership (Military/Civilian): Good/Good
Infrastructure: Improving
Education: Literate
Culture: Strongly Cultured
Confidence: Loving
Projects:
Nation Background: The Chinese first came to Central Asia under the Han Dynasty, but back then they failed to influence its culture decisively. Things were different under the Tang - they marched all the way to the Caspian Sea and imposed a protectorate all over the region. Though it wasn't very long-lasting - the Tang Dynasty fell in early 10th century - it was followed up by the rule of Chinese and Sinified Turkic warlords, and the region was thoroughly Sinified. The First Chi ("Western") Empire didn't last for long - it was displaced by Mongol conquerors in the early 13th century. After the Mongol Wars and the collapse of the "Universal" Mongol Empire, Sinified Turkic warlords once more begun fighting for this region, until finally one of them founded the Second Chi Empire in 1375.

Ertgutlid Persia
Capital: Esfahan
Ruler: ?
Government: Theocratic Monarchy
Centralization: Tight Federation
Religion: Neo-Zoroastrianism (medium Zoroastrian minority, tiny Turkic Polytheist minority)
Tech. Level: Late Middle Ages
Army (Training): 50 thousands (Good)
Navy (Training): 15 ships (Good)
Economy: Growing (+2)
Leadership (Military/Civilian): Good/Good
Infrastructure: Efficinet
Education: Educated
Culture: Hyperpatriotic
Confidence: Loving
Projects:
Nation Background: After the defeat at the hands of the Tang Dynasty Chinese, many Turkic tribes from Central Asia fled west, destroying the stagnant, disintegrating Sassanid Empire in late 9th century. The Turks accepted Zoroastrianism and, by bringing new blood into it, saved the religion from its crisis and caused a cultural renaissance. The new Karakhazid Dynasty of Persia immediately entered conflict with the Byzantine Empire, and won many victories; only with the Khazar help could the Byzantines turn the tide, reconquering Syria in early 11th century and generally routing the Turks. After that defeat, Persia fell into civil war and by the 13th century there were five Turkic and two native Persian warring states in its stead. It was a cakewalk for the Mongols, but they failed to consolidate their gains and after the 1238 defeat at Byzantine hands at Edessa they lost control over Persia to a popular rebellion. But Persia then fragmented into even more states, despite another cultural renaissance. Byzantines conquered the Perso-Turkic states of Mesopotamia in 1387, frightening the rest of Persia into a coalition. After this coalition failed to defeat the Byzantines due to lack of coordination, Persia fell into a new cycle of violence that ended only recently, when the Neo-Zoroastrian Turkic religious and tribal leader named Ergutl reunited Persia and begun preparing it for war with the Byzantines.

Kataka
Capital: Kataka
Ruler: ?
Government: Feudal Monarchy
Centralization: Federation
Religion: Hinduism
Tech. Level: Late Middle Ages
Army (Training): 5 thousands (Normal)
Navy (Training): 10 ships (Tolerable)
Economy: Not Bad (+1)
Leadership (Military/Civilian): Tolerable/Competent
Infrastructure: Improving
Education: Educated
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Nation Background: Kataka is a shard of the once-great empire of the Eastern Gangas. During the Indian Dark Age (10th-14th centuries), that empire at first flourished as one of the last remnants of the great Hindu culture, but eventually was destroyed by civil war and Rajput invasions. Later, the city-state of Kataka recovered, but was nearly-conquered by the Cahamanas in 1397, and only was saved by the Kakatiyans. But the saviours of Kataka are also eyeing it hungrily now...

Kakatiya
Capital: Orungallu
Ruler: ?
Government: Absolute Monarchy
Centralization: Unitary
Religion: Hinduism
Tech. Level: Late Middle Ages
Army (Training): 30 thousands (Very Good)
Navy (Training): 10 ships (Good)
Economy: Growing (+2)
Leadership (Military/Civilian): Competent/Better
Infrastructure: Very Efficient
Education: Perfect
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background: The Andhras of the south are another one of the peoples that grew in power during the Indian Dark Age. Their Kakatiya dynasty, emerging in the 11th century, has soon become the main opposition to the Rajput expansionism. Though the early 14th century saw it stagnate and decline, under Naraya I it recovered just in time to counter the greatest Rajput empire in existance, the Cahamana Empire. Though the Kakatiyas failed in their more ambitious plans for northern and/or southern expansion, they have succesfully united central India and fought back the Rajputs, becoming a strong centralized state poised to dominate Deccan in the process.

Palavas-Hoysalas
Capital: Dvarasamudra/Kanchipuram
Ruler: ?
Government: Absolute Monarchy
Centralization: Tight Federation
Religion: Hinduism (tiny Jainist minority)
Tech. Level: Late Middle Ages
Army (Training): 40 thousands (Good)
Navy (Training): 10 ships (Good)
Economy: Rich (+3)
Leadership (Military/Civilian): Good/Competent
Infrastructure: Efficient
Education: Well Educated
Culture: Patriotic
Confidence: Tolerating
Projects:
Nation Background: The marriage of Later Pavalas and Hoysalas was perhaps the only way to prevent eventual succumbing to the greater Indian powers around them. Still, the current ruler has the unenviable task of trying to keep his new nation together as seperatist bands look to rip it apart at the seams.

Pagan
Capital: Ava
Ruler: ?
Government: Divine Monarchy
Centralization: Tight Federation
Religion: Buddhism (tiny Hinduist minority)
Tech. Level: Middle Middle Ages
Army (Training): 15 thousands (Better)
Navy (Training): None yet
Economy: Normal (+1)
Leadership (Military/Civilian): Competent/Tolerable
Infrastructure: Improving
Education: Literate
Culture: Hyperpatriotic
Confidence: Respecting
Projects:
Nation Background: After the early Paganese golden age of the 9th-13th centuries, Pagan suddenly and abruptly was brought near collapse by civil wars and foreign invasions. Though Thabawatha, in the late 13th century, managed to preserve its independence, the northernmost provinces have been occupied by the Mongols, whereas Pegu became first a Cholan vassal and then a province. As for the remnants of Pagan, they still maintain a precarious existance with the help of their former Khmer enemies.

Khmer Empire
Capital: Angkor
Ruler: ?
Government: Divine Monarchy
Centralization: Unitary
Religion: Buddhism
Tech. Level: Late Middle Ages
Army (Training): 25 thousands (Professional)
Navy (Training): 30 ships (Very Good)
Economy: Rich (+3)
Leadership (Military/Civilian): Good/Good
Infrastructure: Efficient
Education: Perfect
Culture: Hyperpatriotic
Confidence: Admiring
Projects:
Nation Background: Founded by Javayarman II in the 8th century AD, the Khmer Empire was and still is one of the primary powers in South-East Asia, especially as the weakened China was in no position to slow down the Khmer expansion. Economically, culturally and militarily strong, Khmeria, in spite of some complications and even civil wars, remained strong enough to fight back the Mongol invasions of the 13th and 14th centuries, if only in alliance with Bantam and not without territorial losses. In the process, to fight the Yuan allies in Chola, the Khmer navy was created, whereas the army underwent modernization. Now, the Khmers are waiting for Chola and/or Yuan China to make some fatal mistake, such as distracting themselves elsewhere, so that a bid for greater power ould be made.

Bantam
Capital: Bantam
Ruler: ?
Government: Mercantile Monarchy
Centralization: Federation
Religion: Buddhism (small Hinduist minority)
Tech. Level: Late Middle Ages
Army (Training): 20 thousands (Good)
Navy (Training): 45 ships (Very Good)
Economy: Rich (+3)
Leadership (Military/Civilian): Better/Good
Infrastructure: Good
Education: Perfect
Culture: Patriotic
Confidence: Admiring
Projects:
Nation Background: The great empire of Srivijaya, and the not-so-great, or rather not-so-long-living empire of Singhasari and Majapahit, the two predecessors of Bantam, were both destroyed by Mongol invaders throughout the 13th and early 14th centuries, but in neither case could the Mongols gain a permanent foothold on Java or Sumatra. The Bantamese, led by King Rajakertana, united Java and allied with the Khmers, engaging in an irregular war with the Cholas and the Yuan Chinese and keeping both at bay, with bribes if not with fleets (which isn't to say that the Bantamese fleet was weak...).

Khazarian Kaganate
Capital: Itil
Ruler:
Government: Divine Monarchy
Centralization: Tight Federation
Religion: Judaism (tiny Hibernian minority, tiny Pagan minority)
Tech. Level: Late Middle Ages
Army (Training): 60 thousands (Better)
Navy (Training): 10 ships (Good)
Economy: Rich (+3)
Leadership (Military/Civilian): Better/Better
Infrastructure: Good
Education: Well Educated
Culture: Jingoist
Confidence: Nation Personified
Projects:
Nation Background: Khazaria is an unique nation, the only Judaistic empire in the world. A traditional Byzantine ally, it helped Constantinople in its struggles with the Persians and then the Mongols (who invaded Khazaria itself along the way, only barely defeated at Itil) as well, while itself fighting the Novgorodians and Slavic rebels in their own lands. However, in recent days, a wave of Judaistic fanaticism spread over the Kaganate, and the fundamentalist court faction effectively took control. Without any serious common enemies left to unite the Khazars and the Byzantines, the old history was forgotten in favour of current squabbles over the Caucasus and Crimea, whereas another Byzantine ally, Moravia, has been caught supporting Derevlian rebels in Khazarian west. War is drawing near...

Mississippi
Capital: Houma
Ruler:
Government: Absolute Monarchy
Centralization: Confederation
Religion: Amerind Spiritualism
Tech. Level: Middle Middle Ages
Army (Training): 17 thousands (Better)
Navy (Training): 11 ships (Normal)
Economy: Normal (+1)
Leadership (Military/Civilian): Tolerable/Competent
Infrastructure: Good
Education: Educated
Culture: Hyperpatriotic
Confidence: Respecting
Projects:
Nation Background: The Mississippi River was always a fairly civilized land, and the Mound-Builder culture flourished long before the arrival of the Vikings, but the region was already beginning to stagnate by the time the Viking Age of Vinland begun. The diseases brought from the east have destroyed the old system, but after a brief dark age in the 11th century a renaissance, stimulated by trade with the Vikings, begun. Eventually, the region was united by the great Timican Empire, which lasted until 1329, when civil war and the attacks of the increasingly-dangerous Great Plains nomads tore it into pieces. The Houma emerged the strongest from the post-Timican wars and stood poised to conquer the rest when the Dakotans came, burning most city states and forcing the others to submit. Only the Houmans and the Chitimachans resisted, and they united to form the Mississippian Confederation. Eventually, the Dakotans were defeated at Houma itself, and the Mississippians gained a brief break. But the Dakotans always followed the rule of "if at first you don't succeed, try and try again..."
 
Reserved.....
 
Reserved once more....
 
You.....may.....poooooooooostttt!!!!
 
Isondegia
Capital: Hesperiania
Ruler: ?
Government: Mercantile Republic
Centralization: League
Religion: Hibernian Church
Tech. Level: Late Middle Ages
Army (Training): 20 thousands (Better)
Navy (Training): 35 ships (Professional)
Economy: Very Rich (+3)
Leadership (Military/Civilian): Better/Good
Infrastructure: Very Efficient
Education: Well Educated
Culture: Average
Confidence: Respecting
Projects:
Nation Background: The more adventerous of the Vikings that came to Vinland didn't stay in the northern colonies for long, instead immediately moving south; they were followed by some of the Vinlander refugees, and later still by refugees from New Vinland. It was in the land that they all in the end settled down that one of the world's strangest states and cultures would arise, as the local Skraelings were, on one hand, peaceful, but, on the other, numerous and already immune to the European diseases; the Vikings eventually learned to co-exist with them. Numerous Metis city-states arose and trade flourished. The factor that influenced the Isondegian development the most in recent times was the Western Order; its wars have crippled Sorland and its commercial network allowing Isondegian merchants to quickly take over regional trade, and the late 14th century Olafslander invasions of Isondegia itself have forced the city-states to unite into a loose league that fought the Olafslanders back in alliance with other regional states. Isondegians have also begun building a colonial empire in the south.
 
First post, just to spite everyone else.

Damn, I wish I had time to join this...

EDIT: :eek: Fourth post! That was scary...
 
Olafsland
Capital: Olafstad
Ruler: ?
Government: Military Order (like OTL Teutonic Order)
Centralization: Uberunitary
Religion: Hibernian Church
Tech. Level: Middle Middle Ages
Army (Training): 10 thousands (Professional)
Navy (Training): 5 ships (Tolerable) [in the river]
Economy: Normal (+1)
Leadership (Military/Civilian): Good/Tolerable
Infrastructure: Tolerable
Education: Literate
Culture: Hyperpatriotic
Confidence: Respecting
Projects:
 
you suck North king, now i cant spite you
 
Byzantine Empire
Capital: Constantinople
Ruler: Empress Irene III Palaeologus/Cuivienen
Government: Absolute Monarchy
Centralization: Unitary with Exceptions
Religion: Orthodox Church (tiny Judaistic minority)
Tech. Level: Late Middle Ages
Army (Training): 35 thousands (Professional)
Navy (Training): 40 ships (Very Good)
Economy: Richer (+4)
Leadership (Military/Civilian): Good/Good
Infrastructure: Very Efficient
Education: Academic
Culture: Devoted
Confidence: Admiring
Projects:
Nation Background: Beginning with the reign of Justinian, the Byzantines rapidly restored the Roman Empire. The Carolingian War of 799-874 saw most all of the old empire's territory restored, but after that high point, things worsened - the Saxons fought off a Byzantine invasion, and the Franks kept rebelling until the Byzantines abandoned northern Gaul. Still, even with the Norman conquest of Lusitania, the Mediterranean was a Byzantine lake, and the Byzantines succesfully defended it all the way until the 13th century when hordes of savage Mongols overran Persia and attacked the Byzantines themselves. Though the Mongols were defeated in an epic battle at Edessa, the Byzantines lost most of their West European holdings due to this distraction. After the failure of new reconquest campaigns, the new generation of Byzantine rulers switched the vector of expansion eastwards, where Mesopotamia and Greater Axum were conquered and trade routes to Yuan China were established.
 
North King said:
'Fraid I took that, emu.

EDIT: :ninja:

I was gonna give it back, I just wanted to amuse myself first
 
@Azale
Please space in the stats in between Holy Tuareg Empire and Khazarian Kaganate

Toltec Empire
Capital: Tollan
Ruler: ?
Government: Absolute Monarchy
Centralization: Unitary with Exceptions
Religion: Mesoamerican Polytheism
Tech. Level: Middle Middle Ages
Army (Training): 25 thousands (Good)
Navy (Training): 10 ships (Better)
Economy: Rich (+3)
Leadership (Military/Civilian): Good/Good
Infrastructure: Efficient
Education: Well Educated
Culture: Patriotic
Confidence: Barely Tolerating
Projects:
Nation Background: Slightly before the coming of the Vikings, the Toltecs themselves invaded Mesoamerica, overruning Teotihuacan and all the other local states, building the great capital city of Tollan (or Tula) and founding a new empire, though some Toltec rulers instead ruled the Mayan city-states they conquered. The first Toltec Empire collapsed in the early 12th century due to rebellions of vassal tribes and city-states and the diseases brought by the Vikings, but Mixpeltzin, the ruler of Tollan, build a second empire beginning in 1226, augmented by an efficient new buerocratic system and brand-new iron-disciplinned and also iron-armed army (complete with Viking mercenaries). Mixpeltzin and his successors subdued not only the traditional Mexico Valley region, but also the lands of the Mayans and several northern territories; northern nomads and the Vikings alike often attacked the Toltecs, but they proved strong enough to fight back. However, in late 14th century, in spite of the succesful defense against the Dakotans, the Toltec Empire went into decline, its fleet destroyed by Mayan rebels and Viking pirates (who continued raiding the Toltec coast) and its vast buerocracy struck by corruption. Now, it will either fall altogether, either be reinvigorated and led to greater glory.
 
Viking Britain
Capital: Yorvick
Ruler: Emperor Gustav I/das
Government: Absolute Monarchy
Centralization: Unitary with Exceptions
Religion: Hibernian Church
Tech. Level: Late Middle Ages
Army (Training): 20 thousands (Very Good)
Navy (Training): 50 ships (Very Good)
Economy: Very Rich (+3)
Leadership (Military/Civilian): Good/Better
Infrastructure: Very Efficient
Education: Perfect
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background: One of the first target of the Vikings when their Age begun, England was first permanently conquered by Sweyn I of Denmark. It was up to his son Canute I, however, to solidify the Viking gains and to add Norway, Scotland, Wales and Ireland to this realm. From then on, the Viking British have expanded in all directions. Towards 13th century, when after a succesful civil war Canute III claimed the title of Emperor and destroyed the power of the jarls, they controlled lands from Prussia and Sweden through Brittany in Gaul and to Old Vinland. However, in the 14th century, all things went wrong: the Vinlander Wars gained the British little ground in exchange for lots of money and men; as the Frankreich formed, the British were forced out of Brittany by Dagobert the Great; and in the Swedish War, Novgorodian Rus used the feudal dissent among the Swedes to conquer that land, and also the Danish province of Skane; whereas, with some Novgorodian help, the Prussians attained independence. But the British still remain a force to be reckoned with, especially as an energetic new dynasty came to power and rebuilt the fleet...
 
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