IsrNES2: Cities of Glory

Israelite9191

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Welcome to ‘IsrNES2: Cities of Glory.’ It’s been a long time since my first NES, and I am ready to have another go. This will be an IT/BT fresh start NES using the Das eco system. Unlike many, if not most Mods, I will not go into specifics in the update on stats. If I feel like some action deserves some response in your stats, you will get that response in you stats, simple as that. I am encouraging people to choose less traditional starting location for this NES, that’s why I have more extensive civ zones than most people. The first update will be without orders and will come sometime in next week (the week of the ninth) after I return from a Model UN conference. I am posting the thread now because I would like some discussion to get going and any criticisms people might have to come out and be dealt with before the NES actually starts, I also want to give people as much time as possible to join. Good luck people, and please make this a fun one!

RULES

Template:

Nation Name [replace this whole line of text with the name of your nation]
Ruler/Player: [Nation’s Ruler/CFC Name]
Capital: [Nation’s Capital]
Government: [Your government, be creative, but don’t be farfetched]
Religion: [Nation’s religion, use general polytheism if bored/uncreative]
Economy: {I fill this in}
Important Cities: {I fill this in}
Dependencies: You have none at this time
Army: {I fill this in}
Navy: {I fill this in}
UU: You have none at this time.
Education: {I fill this in}
Age: {I fill this in}
Culture: {I fill this in}
Confidence: Tolerating
Infrastructure: {I fill this in}
Projects: You have none yet
Nation Background: [You fill this out]

Starting Date:
1500 BCE

Civilization Zones:
Displayed on the civilization zones map as red and green areas, they are where you can found your nation. Red Zone nations will be most established and most powerful at the start, but they will also suffer the most negative random events due to corruption and are the least militarily powerful since they are settled and glutinous. Green Zone nations are newer and fresher, they are smaller (in population) and less powerful, but are less corrupt, more adept militarily, and are less glutinous. What will you be?

Government:
Government is how you rule your people. If you are an elected government, I will take the place of the senate/parliament. If you are a feudal monarchy, I will take the place of feudal lords. Government helps to determine how happy your people are, how confident they are, and how likely rebellions are.

Religion:
Practically every mod says this, and means it, but for me it will actually be true. I intend to make religion extremely important. Religion will be the basis for many alliances and wars. Religion will be crucial to this NES.

Economy:
This is pretty much ripped from ITNES I, but not exactly. Your economy will be represented in a word level. However, no matter the level you will receive two economy (eco) points to spend. If you wish to have more eco points to spend, there are two main ways of achieving this. First is by sacrificing a level to gain three points to spend. Sacrificing will give you more points, but constant sacrifice as well as sacrificing when your economy is not in very good shape will cause unease among your populace. The other way to gain more eco is through ‘important cities,’ these will be explained later on. The economy levels are:
Bankruptcy- Severe Depression- Depression- Recession- Stability- Growth- Wealth- Abundance- Prosperity
Dependencies, however, have very different economy stats. While dependencies have a word level, the important things to take note of in a dependencies economy stat are the number outside the parentheses, the number inside, and the number in brackets. The number outside is the total amount of economy points that the country produces. The number inside parentheses is the amount given to the parent country, which is dependent on the kind of dependency the country is. The number in brackets is the amount of economy points left after deductions. If a player is running a dependency, this is the amount of points they have to spend in a turn.

Important Cities:
This NES will utilize the three city system as developed by myself with the aid of Thlayli, who should be accredited with the two city system. The system is based on the previous Das and Kamilian city systems. As the name suggests, there are three types of cities:
Centres of Economics: Most of these are centres of trade (all will be until such things as the stock market are developed). They will provide you with extra eco every turn or so with the amount and frequency at the discretion of the Mod. Examples would be New York, Singapore, and London. These are the most common type of important cities.
Centres of Culture: These can be educational, artistic, philosophical, pan-national, etc. centres. These will provide you with a variety of bonuses of any type at any interval, it is all to the discretion of the Mod. Examples would be Paris (Enlightenment era in particular), Oxford, and Chicago. These are less common than economic centres but more common than religious centres.
Centres of Religion: These cities are the centres of major religions. They will provide economic bonuses (less than those of economic centres), religious bonuses (easier proselytizing, higher loyalty, etc.), and other random bonuses, all of these are at the discretion of the Mod. These are the least common type of important cities.

Dependencies: There are three main kinds of dependencies that can be created or negotiated. A PC can negotiate any of these with an NPC or another PC. NPCes may also enter into these kinds of relationships together. Economy is different for dependencies than for independent sates, for info see Economy. The different kinds of dependencies are:
Colony- The nation to which a colony is dependent receives all of the colony's eco points. Since colonies are geared towards commerce almost entirely they are more prone to have eco centres. However, colonists tend to have little to no loyalty to their home country and are much more likely to rebel. Colonial armies are at the control of the colony, but remain small and inefficient, normally dependent on the home country's military. Non-economic affairs are run in-colony, so the home country can not control things such as education directly.
Protectorate- Half of a protectorate's eco (rounded down) goes to the parent country's coffers. The protectorates military is also under the command of the home country. Unlike colonies they are not geared towards economy and will not have such economic bonuses. Also, a protectorate maintains much of the areas independent features and aristocracy making rebellions more successful. However, since protectorates maintain home rule without a governor from the home country they are less likely to rebel since they feel more independent.
Client States- Client States, or 'Puppet States,' maintain independence in name. Since they are not actually under the rule of the home country they are not likely to rebel, although like any territory in an empire different things could cause the region to rebel, in this case to throw out their government and most likely install a more independent government. A client state's military is completely controlled by the home country; however a client state maintains its economy and control of all domestic affairs.

Army and Navy:
This is the military power of your nation. All will be based on infantry (in thousands and hundreds), cavalry (in hundreds and thousands), and ships. The amount of infantry and cavalry received per eco is, by age, as follows:
Late Stone Age- 1 hundred infantry, 0 cavalry, 1 ship
Early Bronze Age- 2 hundreds infantry, 1 hundred cavalry, 2 ships
Late Bronze Age- 4 hundreds infantry, 2 hundreds cavalry, 3 ships
Early Iron Age- 5 hundreds infantry, 3 hundreds cavalry, 4 ships

Unique Unit (UU):
You can have one UU at a time. When you enter a new age your UU will be absorbed into your regular military, however, you can change your UU at any time, the demoted UU just wont like it. Land based UUs increase at 10% of your total ARMY, not population or military, per eco. Naval UUs increase at 10% of your total NAVY, not population or military.

Education:
This is how educated your people are. The better it is, the more likely you are to increase to the next age. You can fund education, but it is more likely to go up do to random events, increasing with economy points will always cost 10 economy points. The levels are:
Hopelessly Idiotic- Very Idiotic- Idiotic- Ignorant- Below Average- Average- Above Average- Clever- Smart- Wise- Enlightened

Age:
The age you are in gives a general idea of the level of technology in use at the time. If you are of a more developed age than another civilization, than that is a decisive advantage, but only to an extant. While Bronze Age nations have little chance against Renaissance nations, they stand a strong chance against Early Iron Age nations. You can either enter a new age on your own, or find your way to it by following another civilization. The list of ages, for now, runs as follows:
Late Stone Age
Early Bronze Age
*Late Bronze Age*
Early Iron Age
Late Iron Age

Culture:
This is how influential your people are. The higher this is, the more likely ideas from your nation are to spread and the more likely your nation is to be successful in diplomacy. The base rating will be on a scale of 1-100, but this can be surpassed. You can not raise your economy through investing eco, but you can raise it through creative policies and stories, which are highly encouraged.

Confidence:
This is how confident your people are in their government and nation. The higher, the less likely you are to face revolts and the more successful your policies will be, particularly if you are an elected government. Confidence is effected by just about everything, but if your county is doing good, then confidence will be high, if it is doing bad, then confidence will be low. The levels are as follows:
Lynching- Hateful- Resentful- Barely Tolerating- Tolerating- Respecting- Admiring- Loving- Cult of Personality

Infrastructure:
This is basically the quality of your road network, ports system, etc. A higher level means your nation runs better and you are able to transport troops within your nation more easily. However, a higher level also means that enemies are able to manoeuvre within your territory more easily, and are able to take advantage of your nation’s resources more easily. The levels are:
None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent

Projects:
Tell me what you want it to do, what it's called, a description of it, and I will say in the update how long it will take. But please, don’t give me just one or two of the above, if you don’t give me all of them, you will not get the project.

Orders:
Please keep in list form, and please include your stats for the turn. Orders will be due on Fridays at 6:30 PM U.S. Central Time (GMT -6). Now I could figure out what that is in every NESer containing time zone in the world, but I’m too lazy. Please PM orders, although if you absolutely insist on e-mailing them for some acceptable reason, see below about e-mail under ‘Contact’.

Stories:
Stories are highly suggested and will receive bonuses. One thing I do suggest though, for the sake of the Mod’s eyes, is to separate longer stories into chapters, preferably in separate posts and posted on separate days.

Kvetching and Hocking Me a Chynick (a.k.a. Complaints to the Mod):
I will probably be more willing to listen than other Mods are. This because a) I have very stable blood pressure and b) I like constructive criticism, it makes things run better. But if you get too annoying, don’t become to angry if hoards of Pashtun barbarians come riding out of the Hindu Kush Mountains to kill you.

Contact:
My AIM is stignatiusjew, if you need to e-mail me your orders for some reason, although I much prefer them PMed, then ask me for my e-mail and I will most likely give it to you.

I believe that is it. If anything comes up later, I will post it here
 
Civ Zones Map
 

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Player Controled Nations Stats

Dardanian Confederation
Ruler/Player: King Priam/Dachspmg
Capital: Troy
Government: Monarchical Confederation
Religion: Hellenic Polytheism 90%, Cult of Isis 10%
Economy: Stability +1
Important Cities: Troy (eco. +1 e/t)
Dependency Status: Independent, you have no dependencies at this time
Army: 20 hundreds infantry 13 hundreds cavalry
Navy: 17 ships
UU: 0 Trojan Chariots
Education: Average
Age: Early Iron Age
Culture: 54
Confidence: Tolerating
Infrastructure: Improving
Projects: You have none yet
Nation Background: The Dardanians, like all of Hellas, have taken part in numerous, bloody wars. Currently, they are engaged in the North Aegean War. With their ancient allies the Athenians they have invaded Macedon. After a successful campaign Macedon has been conquered and split between Dardania and Athens. Dardania is also, officially, a partaker in the Neo-Hittite War, along with their many allies.

Eire
Ruler/Player: The Lords' Council/Silver Steak
Capital: Dun Aillen
Government: Republic
Religion: Erin Druidism 50%, Isles Druidism 40%, Briton Druidism 10%
Economy: Stability
Important Cities: Dun Aillen (Cult. +1 cu/t)
Dependency Status: Independent, you have no dependencies at this time
Army: 19 hundreds infantry
Navy: 10 ships
UU: You have none at this time.
Education: Above Average
Age: Late Bronze Age
Culture: 76
Confidence: Tolerating
Infrastructure: Barely Tolerable
Projects: You have none yet
Nation Background: Ruled by the Lords Council and the Council of Druids, Eire has prospered. It is a high cultured land where music and art flourish. Now, they are also a rising military power with holdings across the Erin Sea (Irish Sea) in Britain, as well as further expanding their cultural realm. A key player in the War of the Isles they have opportunity to rise to greatness, but the Bretons, Picts, and Britons will all try to stand in their way.

Egypt
Ruler/Player: Pharaoh Napharis IV/Kentharu
Capital: Thebes
Government: Monarchy
Religion: Cult of Anubis 60%, Cult of Isis 20%, Cult of Ra 5%, Egypto-Nubian Polytheism 5%, Beje Polytheism 5%, Judaism 5%
Economy: Stability +1
Important Cities: Elephantine (eco. +1 e/2t)
Dependency Status: Independent, you have no dependencies at this time
Army: 25 hundreds infantry 1 hundred cavalry
Navy: 9 ships
UU: 3 hundreds Anubis Riders
Education: Average
Age: Early Iron Age
Culture: 6
Confidence: Admiring
Infrastructure: Tolerable
Projects: The Black Pyramid (0/6)
Nation Background: With the aid of their one time rivals, the Kingdom of Ababda, Upper Egypt has united the Egyptian Nile, at least, for the most part. In the north the rebel Cult of Isis controls a large swath of the delta while Berber rebels control lands immediately west of the delta and Israel controls much of Goshen (Eastern Nile Delta region). Egypt would appear at first to have won the war, but perhaps the fun is only just starting.

Illyria
Ruler/Player: Bardyllis/The Farow
Capital: Dugi Rat
Government: Monarchy
Religion: Illyrian Totemism 85%, Cult of Isis 10%, Hellenic Polytheism 5%
Economy: Growth
Important Cities: You have none at this time
Dependency Status: Independent, you have no dependencies at this time
Army: 16 hundreds infantry 9 hundreds cavalry
Navy: 25 ships
UU: You have none at this time.
Education: Average
Age: Early Iron Age
Culture: 48
Confidence: Tolerating
Infrastructure: Tolerable
Projects: You have none yet
Nation Background: The Fortunes seem fond of playing tricks on the Illyrian people. Generation after generation sees the luck of their nation swing drastically one way or another. One second Illyrian armies had conquered the Moesian capital and were marching on into new territory, the next Sardica is again Moesian and the Illyrians have been driven back. However, the Fortunes are always just. The ill luck of Illyria can be attributed, in sum, to one thing: arrogance. Illyria has the makings for a great nation. If only they can overcome arrogance, they will likely leave a large footprint on history.

Lombard League
Ruler/Player: King Celtilus III of Lombardy/Dreadnought
Capital: Milan
Government: Republican Confederation
Religion: Latin Polytheism 90%, Latino-Hellenic Druidism 5%, Cult of Isis 5%
Economy: Growth +2
Important Cities: Benetía (eco. +1 e/t)
Dependency Status: Independent, Helvetii (protectorate, +1 e/t)
Army: 18 hundreds infantry 9 hundreds cavalry
Navy: 27 ships
UU: You have none at this time.
Education: Below Average (8/10)
Age: Early Iron Age
Culture: 51
Confidence: Tolerating
Infrastructure: Improving
Projects: You have none yet
Nation Background: Celtilus III has begun another war with Massalia. Corsica has easily fallen to the Lombards, but no other battles have been fought. Meanwhile Helvetii has been brought into the League as a client state.

The Kingdom of Massalia
Ruler/Player: Rex Aeliachus/Drake Rlugia
Capital: Massalia
Government: Limited Monarchy
Religion: Latino-Hellenic Druidism 70%, Gallic Druidism 25%, Cult of Isis 5%
Economy: Stability
Important Cities: You have none at this time
Dependency Status: You have none at this time
Army: 28 hundreds infantry
Navy: 20 ships
UU: You have none at this time.
Education: Average
Age: Early Iron Age
Culture: 58
Confidence: Tolerating
Infrastructure: Tolerable
Projects: You have none yet
Nation Background: Originally settled by Greeks and a Punic minority, Massalia is becoming more and more Celtic by the day. Celtic blood running in their veins, Massalia invaded the northern Gallic neighbour of Brittany. While the war is now at a stalemate because of the inexperience of the Massalian soldiers and the experience of the Breton soldiers, Brittany’s situation looks more and more dire by the day.

Maya
Ruler/Player: Chichicna I/Jason the King
Capital: Chichén Itzá
Government: Theocratic Monarchy
Religion: Mayan Polytheism 55%, Cult of Tlaloc 10%, Cult of the Jaguar 10%, Taíno Polytheism 15%, Great Southern Cult 10%
Economy: Stability
Important Cities: Chichén Itzá
Dependency status: Independent, New Maya (colony), Mississippi (colony)
Army: 9 hundreds infantry
Navy: 16 ships
UU: You have none at this time.
Education: Average
Age: Late Stone Age
Culture: 63
Confidence: Tolerating
Infrastructure: Pathetic
Projects: Step Pyramid of Gucumatz (0/6)
Nation Background: The Mayans have taken to the sea. Controlling the most impressive navy in the Americas and the fastest growing population, Maya is expanding its sphere of control. The Mayan Empire now has a booming economy and has recently experienced a boom in education. With the Step Pyramid of Gucumatz now under construction religion is also a growing force in Maya.

Minaea
Ruler/Player: Minaean Trade Council/Symphony D.
Capital: Sana'a
Government: Mercantile Oligarchy
Religion: Arabic Polytheism 80%, Judaism 10%, Hinduism 5%, Brahmanism 5%
Economy: Growth +1
Important Cities: Aden (eco. +1 e/t)
Dependency Status: Independent, you have no dependencies at this time
Army: 10 hundreds infantry 12 hundreds cavalry
Navy: 21 ships
UU: You have none at this time.
Education: Idiotic (1/10)
Age: Early Iron Age
Culture: 54
Confidence: Tolerating
Infrastructure: Improving
Projects: Great Library of Aden (0/6)
Nation Background: As trade congregated at the site of the port of Aden, gateway between the Red Sea and Indian Ocean, civilization gradually took hold in the region amongst an influx of foreign ideas mixed with local customs and the wealth of commerce. Minaea has stretched out its arm to spread its control over a large portion of the Arabian Peninsula while at the same time eradicating the threat to its trade caused by Abyssinia. Now, Minaea has undergone efforts to eradicate competition for Arabian trade. Minaea has launched a campaign into the neighbouring Sultanate of Musqat with overall good results.

Mughal Empire
Ruler/Player: Grand Mogul Babar/Finmaster
Capital: Delhi
Government: Despotism
Religion: Brahmanism
Economy: Stability
Important Cities: You have none at this time
Dependency Status: Independent, you have no dependencies at this time
Army: 33 hundreds infantry
Navy: 10 ships
UU: 9 hundreds War Elephant
Education: Average
Age: Early Iron Age
Culture: 66
Confidence: Tolerating
Infrastructure: Improving
Projects: School of Brahmanic Studies (1/7)
Nation Background: A nation found on religion, the Mughal Empire is powerful, perhaps too powerful for its neighbours. The Mughal have a strong feud with the powerful Sindu kingdom to the southeast of them, born out of a mutual claim by each nation to the other’s throne. The Great Mogul, now at a ripe old age, has expanded his empire to include the short lived Mughals and many more petty kingdoms between Gujarat and the home provinces of the Mughal Empire.

Olmecia
Ruler/Player: Red Monkey/Swiss Bezerker (2 turns absent)
Capital: Tres Zapotes
Government: Monarchy
Religion: Olmec Polytheism 80%, Cult of the Jaguar 15%, Mayan Polytheism 5%
Economy: Recession
Important Cities: You have none at this time
Dependency Status: Independent, you have no dependencies at this time
Army: 5 hundreds infantry
Navy: 5 ships
UU: You have none at this time
Education: Below Average
Age: Late Stone Age
Culture: 60
Confidence: Resentful
Infrastructure: Barely Tolerable
Projects: You have none yet
Nation Background: Olmecia is the great mother civilization of Mesoamerica. Olmecia, however, is falling from grace with the g-ds, or so it would seem. The Zapotecs have invaded, and have been quite successful. Tres Zapotes is now but a shadow of its former self. The new leader Red Monkey has much work ahead of him, but it will all be worth it if the Olmecs can but turn the tide of war.

Phoenicia
Ruler/Player: King Triam/Lord_Iggy
Capital: Tyre
Government: Imperial Republic
Religion: Ba’alism 80%, Berber Polytheism 10%, Cult of Isis 10%
Economy: Stability +2
Important Cities: Tyre-Sidon-Beirut (eco. +1 e/2t) Carthage (eco. +1 e/t)
Dependency Status: Independent, Tunis (colony +2 e/t), Algeria and Sardinia (colony +1 e/t), Syria (client state)
Army: 40 hundreds infantry
Navy: 33 ships
UU: 2 hundreds Imperial Marines
Education: Average
Age: Early Iron Age
Culture: 65
Confidence: Tolerating
Infrastructure: Tolerable
Projects: You have none yet
Nation Background: The large colonial empire of Phoenicia has experienced great, and positive, change. The nation is almost united by their faith and a new government gives more power to the people. However, Phoenicia is now involved in the Neo-Hittite War desperately fighting alongside its allies to defeat the rampaging juggernaut that is the Neo-Hittite Empire.

The Russ League
Ruler/Player: Grand Chief Vladin/~Darkening~
Capital: Muscov
Government: Tribal Democracy.
Religion: Slavic Polytheism
Economy: Stability
Important Cities: You have none at this time
Dependency Status: Independent, you have no dependencies at this time
Army: 18 hundreds infantry 6 hundreds cavalry
Navy: 0 ships
UU: You have none at this time.
Education: Below Average
Age: Late Bronze Age
Culture: 41
Confidence: Tolerating
Infrastructure: Barely Tolerable
Projects: You have none yet
Nation Background: When the Scythian raids on the towns near the edge of their border increased, the local leaders decided to band together. The chief of every local town attended a meeting where they elected Valdin, the ruler of Moscow, Grand Chief. The group then took the name of the Russ League, indicating their difference from the Southern Scythian. Their government is very similar to that of the Athenian Confederation whose culture has spread north to this area over the centuries.

Sindu
Ruler/Player: Raja Parthivachudamani/justokre
Capital: Amri
Government: Monarchy
Religion: Hinduism 80%, Zoroastrianism 10%, Brahmanism 10%
Economy: Growth +2
Important Cities: Hormuz (eco. +2 e/t)
Dependency Status: Independent, you have no dependencies at this time
Army: 28 hundreds infantry 16 hundreds cavalry
Navy: 24 ships
UU: You have none at this time
Education: Average
Age: Early Iron Age
Culture: 61
Confidence: Tolerating
Infrastructure: Improving
Projects: Trimurti Hall (+1 cu/t) (0/5)
Nation Background: Sindu, with vast hordes of gold from their ports on the Persian Gulf have expanded into the unknown lands of the Iranian Plateau. With the aid of the ferocious Afghans the southern Persian tribes have been absorbed into the Sindhese holdings in Baluchistan and the Persian Gulf Coast.

Yamato Shogunate
Ruler/Player: Emperor Jimmu I/Azale
Capital: Kyoto
Government: Theocratic Monarchy
Religion: Shinto 85%, Jeju Ancestor Worship 9%, Ainu Shinto 5%, Korean Ancestor Worship 1%
Economy: Stability
Important Cities: Jeju (eco. +1 e/t)
Dependency Status: Independent, Liu Qiu (colony +1 e/t)
Army: 40 hundreds infantry
Navy: 14 ships
UU: 2 Hundreds Jimmu Samuri
Education: Below Average
Age: Late Bronze Age
Culture: 48
Confidence: Tolerating
Infrastructure: Pathetic
Projects: You have none yet
Nation Background: The Yamato have shown their strength in Japan, but much is still to be won. To their north the Ainu Kingdom stands as a threat, and whether Korea is to be feared or praised is yet to be answered. They have very recently attained the island of Tamna (Jeju-Do) from Jin and developed it into a major port city. In addition the Yamato’s navy has made major expeditions in recent years discovering and claiming the Ryukyu Islands and Liu Qiu (Taiwan) for the Shogunate.
 
Non-Player Controled Nations Stats

Kingdom of Ababda
Ruler/Player: King Osman Degna/NPC
Capital: Mina Barabis
Government: Monarchy
Religion: Beje Polytheism 85%, Cult of Ra 10%, Egyptian Polytheism 5%
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 2 hundreds infantry 15 hundreds cavalry
Navy: 10 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 36
Confidence: Tolerating
Infrastructure: Barely Tolerable
Projects: There are none at this time
Nation Background: The Ababda, once desperate merely for survival, are now striving for empire. Joining their ally Upper Egypt they have invaded Lower Egypt in a successful sneak attack.

The Abyssinian Empire
Ruler/Player: Negusa Negast Sembrouthes/NPC
Capital: Aksum
Government: Monarchy
Religion: Abyssinian Polytheism 70%, Judaism 20%, Arabic Polytheism 10%, Nubian Polytheism 10%
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 19 hundreds infantry
Navy: 6 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 42
Confidence: Tolerating
Infrastructure: Barely Tolerable
Projects: There are none at this time
Nation Background: At one time Abyssinia held the dream of becoming the pre-eminent power on the Red Sea with control over its valuable trade, that dream is now dead. The Abyssinians have since turned their attention inland and to their swords. Now, they have the mightiest army south of the Sahara, good relations with most of their neighbours, and a very large empire. They may not have taken their preferred path, but they are still well on their way to greatness.

The Afghani Empire
Ruler/Player: Shah Shuja/NPC
Capital: Kandahar
Government: Monarchy
Religion: Pashtunwali 30%, Brahmanism 40%, Vedic Hinduism 20%, Zoroastrianism 10%
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 2 hundreds infantry 16 hundreds cavalry
Navy: 3 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 52
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: Taking to the mountain yet again the Afghans have joined Sindu in an invasion of the Persian tribes in the Iranian Plateau. The expansion of the Afghan empire is frightening to its neighbours, for who knows where it will strike next?

Algeria and Sardinia
Ruler/Player: Governor Prince Yakinbaal/NPC
Capital: Algiers
Government: Governorate
Religion: Berber Polytheism 50%, Ba’alism 45%, Iberian Polytheism 5%
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Colony of Phoenicia
Army: 8 hundreds infantry 2 hundreds cavalry
Navy: 8 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 60
Confidence: Resentful
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: While a historically loyal colony of Phoenicia, its history is quite different from that of its neighbour Tunis. The lands of Algeria and Sardinia were brought into the Phoenician Empire by war, Algeria one Berber tribe at a time and Sardinia through war with the Balearics. This has left strained relations between the Punics and the Berbers and Sardinians. In recent years Berber nationalism has swept through North Africa, and in a colony where a majority of the population and about half of the urban population is Berber, trouble seems to be on the horizon. However, Phoenicia has taken many steps to prevent revolt. Perhaps this and only this has prevented a full scale civil war in the Phoenician Empire.

Angel Mounds
Ruler/Player: Chief Saracan/NPC
Capital: Angel Mounds
Government: Theocratic Chiefdom
Religion: Angelic Southern Cult
Economy: Stability
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 11 hundreds infantry
Navy: 2 ships
UU: There are none at this time
Education: Below Average
Age: Late Stone Age
Culture: 49
Confidence: Barely Tolerating
Infrastructure: Barely Tolerable
Projects: There are none at this time
Nation Background: Having been invaded by an ill prepared force of Iroquois, Angel Mounds is now involved in a stalemated war of attrition. Both sides are fierce, and the effects of this war should not be underestimated.

Armenia
Ruler/Player: King Ashot II/NPC
Capital: Yerevan
Government: Monarchy
Religion: Armenian Polytheism
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 13 hundreds infantry 9 hundreds cavalry
Navy: 10 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 67
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: The Armenians have seen empire, and near destruction. Now, they are engaged in a war for their life, and the lives of all of their allies. The Neo-Hittite War is a war that this reinterpretation of the Armenian Kingdom has gotten involved may be more than they can handle.

The Assyrian Empire
Ruler/Player: King Shalmaneser/NPC
Capital: Nineveh
Government: Monarchy
Religion: Assyrian Polytheism 50%, Babylonian Polytheism 30%, Sumerian Polytheism 10%, Zoroastrianism 10%
Economy: Stable
Important Cities: Nineveh (cult. +1 cu/t, +1 co/t)
Dependency Status: Independent, has no dependencies at this time
Army: 23 hundreds infantry 3 hundreds cavalry
Navy: 3 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 72
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: Assyria, honouring its alliances, has become a participant in the Neo-Hittite War. So far they have failed to succeed, but the war has only just begun. A nation with a long history of war and conquest, this is a heartening fact.

Athenian Confederation
Ruler/Player: The Citizens’ Forums/NPC
Capital: Athens
Government: Confederated Direct Democracy
Religion: Hellenic Polytheism
Economy: Stable +1
Important Cities: Athens (cul. +Increased Education) Tonterus-Dodona (eco. +2 e/t)
Dependency Status: Independent, has no dependencies at this time
Army: 18 hundreds infantry
Navy: 18 ships
UU: There are none at this time
Education: Above Average
Age: Early Iron Age
Culture: 72
Confidence: Tolerating
Infrastructure: Improving
Projects: There are none at this time
Nation Background: The Athenian Confederation is a winner in the eyes of history. Now, they have joined their historic allies the Dardanians in the North Aegean War. Already they have won back Athenian territory from Macedon. It would appear that Athens is on its way to yet another victory.

The Briton Confederation
Ruler/Player: King Beldgabred/NPC
Capital: Stonehenge
Government: Monarchy
Religion: Briton Druidism
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 17 hundreds infantry
Navy: 11 ships
UU: There are none at this time
Education: Average
Age: Late Bronze Age
Culture: 45
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: Even though the Briton Confederation has lost the important and large province of Kent, they remain an important nation in the British Isles. Due to pressure from the War of the Isles many tribes have joined with the Briton Confederation. They may have been loosing the war up until now, but that may very well change.

Brittany
Ruler/Player: King Nevenoe/NPC
Capital: Brest
Government: Monarchy
Religion: Breton Druidism 75%, Briton Druidism15%, Gallic Druidism 10%
Economy: Stable
Important Cities: Bodmin (eco. +1 e/t)
Dependency Status: Independent, has no dependencies at this time
Army: 16 hundreds infantry
Navy: 14 ships
UU: There are none at this time
Education: Average
Age: Late Bronze Age
Culture: 46
Confidence: Tolerating
Infrastructure: Improving
Projects: There are none at this time
Nation Background: With the wealth of the Tin Route the Bretons have embarked on the war path. Allied with Eire, Brittany has made great strides, both against the Britons and against the Gallic tribes of the mainland. Brittany seems to have reached its day of maturity, entrance into the leagues of the great nations. Or, perhaps it is the beginning of the end as its enemies grow in strength.

The Caddo Confederation
Ruler/Player: High Chief Ishshahomo/NPC
Capital: Caddo
Government: Confederated Theocratic Chiefdom
Religion: Caddo Southern Cult 50% Great Southern Cult 50%
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 9 hundreds infantry
Navy: 3 ships
UU: There are none at this time
Education: Ignorant
Age: Late Stone Age
Culture: 45
Confidence: Tolerating
Infrastructure: Pathetic
Projects: There are none at this time
Nation Background: The Hasinai, Kadohadacho, and Natchitoche tribes united around the city of Caddo to form a confederation. They have conquered the Pawnee and Wichita tribes. Recently the Great Southern Cult has expanded from neighbouring petty chiefdoms into the Caddo Confederation. Sitting at the western edge of Mississippi, Caddo is on the edge of civilization, whether this will cause their fall to the Sioux, or the mastery of warfare and rise to empire, is as of yet unknown.

The Caledonian Confederation
Ruler/Player: High King Calgacus of all the Picts/NPC
Capital: Perth
Government: Tribal Elective Monarchy
Religion: Pictish Druidism 90%, Briton Druidism 10%
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 12 hundreds infantry
Navy: 8 ships
UU: There are none at this time
Education: Average
Age: Late Bronze Age
Culture: 43
Confidence: Tolerating
Infrastructure: Barely Tolerable
Projects: There are none at this time
Nation Background: As Eire and Brittany have begun to further encroach is Britain and as the Britons of the south have begun to grow in power, the Picts have become worried. Under the leadership of the Caledonii tribe and their leader King Calgacus the Caledonian Confederation was formed. Caledonia, though a new nation, rules over a large and decently powerful nation.

Celtiberia
Ruler/Player: King Variathus/NPC
Capital: Barcino
Government: Monarchy
Religion: Iberian Druidism 85%, Iberian Polytheism 5%, Punic Polytheism 5%, Hellenic Polytheism 5%
Economy: Stable
Important Cities: Palma (eco. +1 e/t)
Dependency Status: Independent, has no dependencies at this time
Army: 19 hundreds infantry
Navy: 15 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 42
Confidence: Tolerating
Infrastructure: Improving
Projects: There are none at this time
Nation Background: Celtiberia is a strange mix of Celtic and Iberian customs. Drawing on a fierce and fanatical army and a powerful navy the Celtiberians took most of the Kingdom of the Balearics in the Balearic War with the rest of the kingdom going to Celtiberia’s allies Massalia and Phoenicia. Celtiberia is now a powerful nation, but its greed could be its downfall.

Cuzcatlán
Ruler/Player: Topiltzin Ce Acatl III/NPC
Capital: Cuzcutlán
Government: Theocratic Monarchy
Religion: Cult of Tlaloc 60%, Mayan Polytheism 35%, Cult of the Jaguar 5%
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 8 hundreds infantry
Navy: 10 ships
UU: There are none at this time
Education: Below Average
Age: Early Iron Age
Culture: 41
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: The Pilpil tribes of Cuzcatlán have been brought together by a strong leader from somewhere in the unknown north, Topiltzin Ce Acatl I. At least, that is what the legends say. Only recently has Cuzcatlán risen to any kind of prominence, but that does not mean that the nation was not there, hidden among the jungles. They have brought the majority of the Lenca tribes to the east under their dominance through royal marriage, resulting in a large Mayan Polytheistic community alongside the native Cult of Tlaloc and the Zapotec export of the Cult of the Jaguar.

Euskal Herria
Ruler/Player: King Eneko III/NPC
Capital: Iruñea
Government: Monarchy
Religion: Iberian Polytheism 90%, Iberian Druidism 10%
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 16 hundreds infantry
Navy: 10 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 52
Confidence: Tolerating
Infrastructure: Improving
Projects: There are none at this time
Nation Background: The Basque Country has potential, but has yet to utilize it. The Basques have in the past preferred a semi-isolationist existence over one of forceful foreign affairs, which most of its neighbours prefer.

Gojoseon
Ruler/Player: King Garyeuk/NPC
Capital: Pyongyang
Government: Monarchy
Religion: Korean Ancestor Worship 80%, Chinese Ancestor Worship 20%
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 11 hundreds infantry 9 hundreds cavalry
Navy: 12 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 50
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: Eyeing the weak state of Henan, Gojoeson has made its attack. They have ended their invasions for now, but they have already done possibly irreparable damage to Henan.

Helvetii
Ruler/Player: King Celtillus VI of Helvetii/NPC
Capital: La Tenè
Government: Monarchy
Religion: Gallic Druidism
Economy: Stability 2 (1) [1]
Important Cities: There are none at this time
Dependency Status: Protectorate of the Lombard League
Army: 10 hundreds infantry
Navy: 0 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 40
Confidence: Tolerating
Infrastructure: Barely Tolerable
Projects: There are none at this time
Nation Background: Gaul, long the centre of pan-Celtic culture, is all but gone. Helvetii, the successor state to Gaul, has given up independence seeking refuge in becoming a protectorate of the much more powerful Lombard League. Many see the fall of this age old empire as a sign of things to come, a power shift in the region the likes of which has never been seen.

Iroquois Confederacy
Ruler/Player: Chieftan Hiawatha
Capital: Tuscarora
Government: Electoral Communal Confederation
Religion: Five Spirits 70%, Angelic Southern Cult 20%, Great Southern Cult 10%
Economy: Stable
Important Cities: You have none at this time
Dependency Status: Independent, you have no dependencies at this time
Army: 9 hundreds infantry
Navy: 6 ships
UU: You have none at this time.
Education: Ignorant
Age: Late Stone Age
Culture: 5
Confidence: Tolerating
Infrastructure: Barely Tolerable
Projects: You have none yet
Nation Background: The stalemate has been broken and the Iroquois march on against the people of Angel Mounds, but this is still very shaky. New forces are rising to their south and Angel Mounds still has a formidable army and much power.

Israel
Ruler/Player: King David/NPC
Capital: Jerusalem
Government: Monarchy
Religion: Judaism 95%, Arabic Polytheism 5%
Economy: Stable
Important Cities: Ezion-Geber (eco. +1 e/t)
Dependency Status: Independent, has no dependencies at this time
Army: 18 hundreds infantry 7 hundreds cavalry
Navy: 14 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 50
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: Israel is unique for its religion, and as a regional power it has made something of itself, but that is about it. In recent years Israel has taken advantage of conflicts in Egypt to seize Sinai and create a trade centre out of Ezion-Geber. They still haven’t weighed in on the Neo-Hittite War, but their allegiance could go either way.

Jin
Ruler/Player: King Museong/NPC
Capital: Seoul
Government: Monarchy
Religion: Korean Ancestor Worship
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 18 hundreds infantry
Navy: 13 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 47
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: The Jin are the second nation of Korea. Only recently have they risen to power. They still are less developed than their neighbours, but they have potential. In particular they have already begun to participate in trade with Gojoseon, China, and Japan.

Kahokia
Ruler/Player: Chief Big Elk/NPC
Capital: Kahokia
Government: Theocratic Chiefdom
Religion: Kahokian Southern Cult 70%, Angelic Southern Cult 15%, Five Spirits 15%
Economy: Stability
Important Cities: Kahokia (cult. +Strong Resistance to Invasion)
Dependency Status: Independent, has no dependencies at this time
Army: 10 hundreds infantry
Navy: 6 ships
UU: There are none at this time
Education: Below Average
Age: Late Stone Age
Culture: 68
Confidence: Tolerating
Infrastructure: Barely Tolerable
Projects: There are none at this time
Nation Background: Kahokia is the bastion of Mississippian culture. The oldest, most populous, and most developed of the Mississippian states, they have already made great achievements. Less warlike than their neighbours, they depend on words and culture to defend themselves. Recently, refugees escaping the Ohio War have caused a population boom in Kahokia.

Kievan Russ
Ruler/Player: Velikii Knyaz Sviatopolk/NPC
Capital: Kiev
Government: Grand Principality
Religion: Slavic Polytheism
Economy: Stability
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 5 hundreds infantry 7 hundreds cavalry
Navy: 0 ships
UU: There are none at this time
Education: Below Average
Age: Late Bronze Age
Culture: 40
Confidence: Tolerating
Infrastructure: Barely Tolerable
Projects: There are none at this time
Nation Background: North of Scythia the Slavic peoples of the area termed “Russ” or “Russia” are dominated by the Grand Principality of Kievan Russ. Bordered to the south by the earlier Russ League, a formerly completely surrounded outpost of Slavic culture, and the Kingdom of Crimean Scythia, to the north by more Slavs, to the west by Scythians, and to the east by Scythians, they have had little contact with the more civilized people of the Mediterranean. They have absorbed little Hellenic culture and are the pinnacle of civilized Slavic culture in the eyes of all Slavs.

Kush
Ruler/Player: Pharaoh Shebitku/NPC
Capital: Meroë
Government: Monarchy
Religion: Egypto-Nubian Polytheism
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 17 hundreds infantry
Navy: 4 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 49
Confidence: Tolerating
Infrastructure: Improving
Projects: There are none at this time
Nation Background: Kush is the southernmost of the Egyptian civilizations, but it is more African than Egyptian. Kush is the gateway between the nations of the Nile and those of below the Sahara. Situated perfectly for trade, it has a bright future if only it can harness the flow of the Nile to its advantage.

Liu Qiu
Ruler/Player: Governor Daimyo Ingyo/NPC
Capital: Taipei
Government: Governorate
Religion: Austronesian Polytheism 90%, Shinto 10%
Economy: Stable 1 (1) [0]
Important Cities: There are none at this time
Dependency Status: Colony of the Yamato Shogunate
Army: 9 hundreds infantry
Navy: 6 ships
UU: There are none at this time
Education: Below Average
Age: Late Bronze Age
Culture: 40
Confidence: Barely Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: Liu Qiu (Taiwan) was discovered by Yamato sailors exploring down the Ryukyu Islands. Upon exploration of the island large scale immigration began in quickly, but the Yamato were not to have their way. Rather than role over, the Liu Qiueese demanded some form of self government and were granted status as a colony. The massive amount of immigration was also stopped by the natives. While Liu Qiu has been content for some time, the chance of a revolt is always there.

Macedonian Confederation
Ruler/Player: King Philip VIII/NPC
Capital: Thesaloniki
Government: Monarchic Confederation
Religion: Hellenic Polytheism
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 6 hundreds infantry 10 hundreds cavalry
Navy: 9 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 41
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: Long victors in wars of the past, Macedon may be seeing its last days. With the Athenians one side, the Dardanians on the other and no viable allies in sight, Macedon seems certain to fall. However, they still have potential, and it could be possible for the Macedonian Confederation to turn the tide under strong leadership.

Magadha
Ruler/Player: Raja Ajashatru V/NPC
Capital: Pataliputra
Government: Monarchy
Religion: Brahmanism
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 10 hundreds cavalry
Navy: 3 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 50
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: Magadha is a new nation that has adopted its neighbour’s, the Mughals, religion of Brahmanism. There is little to look back on in predicting the future of this country, but being centred in one of the most agriculturally productive regions in the world can’t hurt.

Maharashtra
Ruler/Player: Raja Satakami/NPC
Capital: Sopala
Government: Monarchy
Religion: Dravidian Hinduism
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 13 hundreds infantry
Navy: 15 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 53
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: Rising in the prosperous western coast of India among the Dravidian tribes, Maharashta is a nation of traders. Trade in the port of Sopala has yet to equal the trade seen elsewhere in the likes of Hormuz, Aden, and Masqat. However, with access to the prosperous trade of the Arabian Sea and Indian Ocean, as well as the vast resources of Central India, Maharashta seems poised to take world trade by storm.
 
Non-Player Controled Nation Stats Continued

The Sultanate of Masqat
Ruler/Player: Sultan bin Saif/NPC
Capital: Muscat
Government: Monarchy
Religion: Arabic Polytheism 75%, Hinduism 10%, Zoroastrianism 10%, Judaism 5%
Economy: Stable
Important Cities: Muscat (eco. +1 e/t)
Dependency Status: Independent, has no dependencies at this time
Army: 6 hundreds infantry 12 hundreds cavalry
Navy: 15 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 54
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: Masqat’s rise to prominence is very recent, and very startling. Situated slightly off of the Persian Gulf Route the city state was never expected to develop into anything. However, the Sultans were smart enough to develop a trade between Aden and the Red Sea and the Persian Gulf ports. Masqat has already been successful in several campaigns winning territory from Sindu in Arabia. The time may soon come when the Sultan overtakes his neighbours to become the “King of all the Arabs.”

Minoan Confederation
Ruler/Player: King Minos X/NPC
Capital: Knossos
Government: Monarchic Confederation
Religion: Hellenic Polytheism 85%, Berber Polytheism 15%
Economy: Stable
Important Cities: Knossos (eco. +1 e/t)
Dependency Status: Independent, has no dependencies at this time
Army: 10 hundreds infantry
Navy: 20 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 57
Confidence: Tolerating
Infrastructure: Improving
Projects: There are none at this time
Nation Background: Minoa was once the dominant power of Hellas and the Mediterranean, after being on the loosing side of the Aegean War, they began to fade into the background. It was then that they saved themselves. In assisting the Sicilians to independence and annexation of Malta, Minoa was able to take over Malta’s colonies in the Peloponnesus and Cyrenaica. Minoa has found new life, but history has yet to call if it will be enough to survive.

Mississippi
Ruler/Player: Governor Lord Yax Ain/NPC
Capital: New Jaina
Government: Governorate
Religion: Great Southern Cult 70%, Mayan Polytheism 10%, Taíno Polytheism 10%, Cult of Tlaloc 10%
Economy: Stable 1 (1) [0]
Important Cities: New Jaina (eco. +1 e/2t)
Dependency Status: Colony of Maya
Army: 6 hundreds infantry
Navy: 5 ships
UU: There are none at this time
Education: Average
Age: Late Stone Age
Culture: 50
Confidence: Barely Tolerating
Infrastructure: Barely Tolerable
Projects: There are none at this time
Nation Background: Like its sister in New Maya, Colonial Mississippi (to distinguish from the Mississippi region) was founded by colonists from Maya. A younger colony, it none the less thrives on trade between the Mississippian peoples to the north and the Mayans themselves to the south. Less cultural developed than New Maya with less of an independent streak; they are none the less increasingly revolutionary, mainly due to the prevalence of the Great Southern Cult. However, this has yet to truly manifest itself, even as increasing numbers of people migrate to the colony from the Mayan motherland.

Moesia
Ruler/Player: King Cotiso VII/NPC
Capital: Peuce
Government: Monarchy
Religion: Hellenic Polytheism
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 3 hundreds infantry 10 hundreds cavalry
Navy: 8 ships
UU: There are none at this time
Education: Below Average
Age: Early Iron Age
Culture: 41
Confidence: Tolerating
Infrastructure: Barely Tolerable
Projects: There are none at this time
Nation Background: Once the strong man of the Balkans, Moesia has fallen on hard luck. A first war lost to Illyria, they are now engaged in a second war, and not faring very well at all. Now only Moesia Inferior is left, and that may soon fall as well.

The Muskogean Confederation
Ruler/Player: High Chief Pushmataha/NPC
Capital: Nanih Waya
Government: Confederated Theocratic Chiefdom
Religion: Great Southern Cult
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 16 hundreds infantry
Navy: 8 ships
UU: There are none at this time
Education: Below Average
Age: Late Stone Age
Culture: 60
Confidence: Tolerating
Infrastructure: Barely Tolerable
Projects: There are none at this time
Nation Background: The Muskogean Confederation, consisting of the dominant Choctaw tribe and the Chickasaw tribe, is united around the capital of Nanih Waya. Under pressure from their increasingly unified neighbours and the newly arrived Maya, the Muskogeans have risen above their differences to form a religious union of great strength and determination.

Neapolitan League
Ruler/Player: King Penthius/NPC
Capital: Neapolis
Government: Monarchic Confederation
Religion: Hellenic Polytheism
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 11 hundreds infantry
Navy: 13 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 49
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: A union of Greek culture and political ideas with Lombard political ideas the Neapolitans are just as Greek as “Italian.” The League is a union of city states in the mould the Lombard League. Each city has a strand of nationalism running through it, but they have all, for the most part, given in to unification under Napoli. If the Neapolitans have one regret, it is that Sicily remains out of their reach. The Neapolitans are well positioned for trade, but they need strong leadership if they are to take advantage of this. The Neapolitan League has all the necessary components for success; it just needs a little luck to get there.

Neo-Hittite Empire
Ruler/Player: King Hatusili II/NPC
Capital: Hattusa
Government: Monarchy
Religion: Hittite Polytheism 75%, Syrian Polytheism 20%, Punic Polytheism 5%
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 7 hundreds infantry 21 hundreds cavalry
Navy: 9 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 49
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: The Neo-Hittite Empire, the reincarnation of the once great Hittite Empire, is now the centre of the Neo-Hittite War. For now they seem unstoppable, a massive army of far superior strength, training, and experience to anything their enemies have. However, the war has only just begun, and the Fortunes are fickle in how they treat the arrogant.

New Maya
Ruler/Player: Governess Lady Yohl Iknal/NPC
Capital: New Chichén Itzá
Government: Governorate
Religion: Taíno Polytheism 60%, Mayan Polytheism 30%, Great Southern Cult 10%
Economy: Stability 1 (1) [0]
Important Cities: There are none at this time
Dependency Status: Colony of Maya
Army: 3 hundreds infantry
Navy: 7 ships
UU: There are none at this time
Education: Average
Age: Late Stone Age
Culture: 60
Confidence: Tolerating
Infrastructure: Barely Tolerable
Projects: There are none at this time
Nation Background: Established by colonizers from Maya, New Maya is majority Taíno, although other groups such as the Mayans and Mississippians, have moved to the island. The colonial economy flourishes from the growing of sugar cane and cacao. The people are loyal to the Mayan hierarchy, although extremely independent in their cultural identity apart from the Mayans.

Nok
Ruler/Player: King Oba Eweka/NPC
Capital: Nok
Government: Theocratic Monarchy
Religion: Nok Vodun
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 4 hundreds infantry
Navy: 0 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 50
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: Nok is the only civilization to inhabit West Africa. However, they are surrounded by other peoples that are not quite sedentary. The Hausa, the Benin, the Songhai, and others threaten Nok supremacy, but if the Nok overcome these challenges, they will have endless opportunities ahead.

Olmecia
Ruler/Player: Red Monkey/NPC
Capital: Tres Zapotes
Government: Monarchy
Religion: Olmec Polytheism 80%, Cult of the Jaguar 15%, Mayan Polytheism 5%
Economy: Recession
Important Cities: You have none at this time
Dependency Status: Independent, you have no dependencies at this time
Army: 5 hundreds infantry
Navy: 5 ships
UU: You have none at this time
Education: Below Average
Age: Late Stone Age
Culture: 60
Confidence: Resentful
Infrastructure: Barely Tolerable
Projects: You have none yet
Nation Background: Olmecia is the great mother civilization of Mesoamerica. Olmecia, however, is falling from grace with the g-ds, or so it would seem. The Zapotecs have invaded, and have been quite successful. Tres Zapotes is now but a shadow of its former self. The new leader Red Monkey has much work ahead of him, but it will all be worth it if the Olmecs can but turn the tide of war.

The Persian Empire
Ruler/Player: King Phraortes VI/NPC
Capital: Parsagadae
Government: Monarchy
Religion: Zoroastrianism 70%, Sumerian Polytheism 30%
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 10 hundreds infantry 9 hundreds cavalry
Navy: 13 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 52
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: The Persian Empire has been greatly reduced from the power it only recently held. Persia is still an important, and rising, power in the region. A powerful military and a prime position make it capable of recreating its once awe-inspiring empire, or of falling pray to any number of strong neighbours.

Roman Republic
Ruler/Player: The Senate/NPC
Capital: Rome
Government: Republic
Religion: Greco-Etruscan Polytheism
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 15 hundreds infantry
Navy: 10 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 57
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: The last holdout of the once omniscient Etruscans, Rome is a city of culture. With heavy Hellenic and Lombard influences the republic strives for glory. No longer a mere city state, and not yet an empire, the Romans believe they have yet to see their day of glory, but their neighbours would beg to differ.

Kingdom of Crimean Scythia
Ruler/Player: King Partatua/NPC
Capital: Scythian Neapol
Government: Tribal Monarchy
Religion: Greco-Scythian Polytheism
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 12 hundreds cavalry
Navy: 6 ships
UU: There are none at this time
Education: Average
Age: Late Bronze Age
Culture: 46
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: The Hellenized Scythians, having adopted a slightly more sedentary existence copying the Slavs to their north, have united to form the Kingdom of Crimean Scythia. Maintaining a ferocious horse-riding army they have become a threat to their neighbours, particularly the Slavic Russ. Crimean Scythia holds an important position at in the Black Sea and could thrive from trade if they put their minds to it.

Sicily
Ruler/Player: King Gelo/NPC
Capital: Syracusa
Government: Monarchy
Religion: Hellenic Polytheism
Economy: Stable
Important Cities: Syracusa (eco. +1 e/t)
Dependency Status: Independent, has no dependencies at this time
Army: 22 hundreds infantry
Navy: 28 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 53
Confidence: Tolerating
Infrastructure: Improving
Projects: There are none at this time
Nation Background: Sicily came into existence after seceding from the Maltese, who had gained Sicily from the Greeks, during the Aegean War. Sicily’s capital, Syracusa (Syracuse) has long been a centre of the Trans Mediterranean trade, a cosmopolitan hub of wealth and culture. Hellenic in culture, Maltese culture has barely infiltrated at all. After seceding from Malta, Sicily in turn annexed its former colonial parent. Relatively new as a player on the world stage, Sicily could make a real splash in the Mediterranean if it learns how to harness its power.

Suwarnabhumi
Ruler/Player: King Mindon/NPC
Capital: Thanton
Government: Monarchy
Religion: Natism
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 7 hundreds infantry
Navy: 6 ships
UU: There are none at this time
Education: Average
Age: Early Bronze Age
Culture: 42
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: An isolated Mon-speaking kingdom surrounded by jungle, Suwarnabhumi’s position is perfect for trade, if only they knew of people with whom to trade.

Syria
Ruler/Player: King Shuttarna V/NPC
Capital: Darmasheq
Government: Monarchy
Religion: Greco-Semitic Polytheism 70%, Ba’alism 10%, Hittite Polytheism 10%, Armenian Polytheism 5%, Assyrian Polytheism 5%
Economy: Stable 2 (0) [2]
Important Cities: There are none at this time
Dependency Status: Client State of Phoenicia
Army: 10 hundreds infantry 9 hundreds cavalry
Navy: 0 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 40
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: Syria, and in particular Darmasheq (Damascus), has been a regional power for centuries. Recently, however, they have fallen prey to the Neo-Hittites. The loss of Upper Syria, while less important than Lower Syria, was still devastating to Syria. With aid from Phoenicia and its other allies, much of Upper Syria has been recovered. However, desperate to find a way to secure some sort of future for his people, King Shuttarna IV made his kingdom a client state of Phoenicia. While they are regaining some of their former glory, Syria is still a war torn nation of scorched earth with makeshift cemeteries spreading for miles.

Tartessos
Ruler/Player: King Arganthonios VI/NPC
Capital: Tartessos
Government: Monarchy
Religion: Iberian Polytheism 70%, Iberian Druidism 10%, Breton Druidism 5%, Briton Druidism 5%, Punic Polytheism 5%, Hellenic Polytheism 5%
Economy: Stability +1
Important Cities: Tartessos (eco. +1 e/t)
Dependency Status: Independent, has no dependencies at this time
Army: 20 hundreds infantry
Navy: 24 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 59
Confidence: Tolerating
Infrastructure: Improving
Projects: There are none at this time
Nation Background: Tartessos, long the supreme power of Iberia, has suffered from its arrogance. In a failed attempt to capture more land, the Basques have retaliated to capture the fertile lands of North Lusitania. Tartessos is still supreme, but with the Tin Route bringing in less money as the Bronze Age draws to a close and new powers on its borders, Tartessos may be on its last leg.

Tunis
Ruler/Player: Governor Prince Phelles/NPC
Capital: Carthage
Government: Governorate
Religion: Ba’alism 45%, Berber Polytheism 40%, Cult of Isis 5%, Hellenic Polytheism 5%, Iberian Polytheism 5%
Economy: Growth 2 (2) [0]
Important Cities: Carthage (eco. +1 e/t)
Dependency Status: Colony of Phoenicia
Army: 10 hundreds infantry
Navy: 10 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 60
Confidence: Barely Tolerating
Infrastructure: Improving
Projects: There are none at this time
Nation Background: Established by the Punics of Tyre, the colony of Carthage soon outgrew itself to encompass lands across North Africa, earning it the new name of Tunis. Driven by the economic success of Carthage as an important port on the Trans-Mediterranean trade routes, the coffers of Tunis are some of the richest of any colony’s. Though the large cities like Carthage are majority Phoenician and Ba’alist with large alien minorities, the rest of the colony is inhabited almost entirely by the Berbers, who still refuse to give up their faith. Tensions in the region run high as the Berbers are starting to demand more of a say, but Tunis is still the happy colony when compared its neighbour Algeria and Sardinia.

Xiongnu
Ruler/Player: Chanyu An-Gao/NPC
Capital: Baotou
Government: Theocratic Monarchy
Religion: Xiongnu Shamanism 80%, Chinese Ancestor Worship 20%
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 3 hundreds infantry 19 hundreds cavalry
Navy: 1 ship
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 39
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: After the collapse of the Xiongnu Empire the tribes retreated away from the Chinese states to form a more centralized kingdom to the west around Baotou. It was only a few years ago that the Xiongnu re-emerged, striking Henan and capturing vital territory.

Yue
Ruler/Player: King Ming Di/NPC
Capital: Hangzhou
Government: Monarchy
Religion: Sino-Yue Ancestor Worship 90 %, Chinese Ancestor Worship 10%
Economy: Stable
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 12 hundreds infantry
Navy: 15 ships
UU: There are none at this time
Education: Average
Age: Early Iron Age
Culture: 51
Confidence: Tolerating
Infrastructure: Tolerable
Projects: There are none at this time
Nation Background: Yue is now the only true Chinese power. Henna could still revive itself, but this is unlikely. Yue is now on the fast track from a barely Sinified kingdom on the southern edge of Chinese civilization to the supreme power in the Middle Kingdom.

Zapotecia
Ruler/Player: Lord Eight Deer/NPC
Capital: Monte Albán
Government: Despotism
Religion: Cult of the Jaguar
Economy: Stability
Important Cities: There are none at this time
Dependency Status: Independent, has no dependencies at this time
Army: 6 hundreds infantry
Navy: 3 ships
UU: There are none at this time
Education: Below Average
Age: Late Stone Age
Culture: 37
Confidence: Tolerating
Infrastructure: Pathetic
Projects: There are none at this time
Nation Background: The Zapotecs are a warlike people with a strong religious identity, skilled craftsmen, and a relatively high level of education. However, they are the newest civilization to rise in Mesoamerica and have the greatest struggles ahead of them.
 
Interesting Info

Cities
Largest City in the World- Syracuse, Sicily
In Europe- Benetía, Lombard League
In Africa- Thebes, Upper Egypt
In West Asia- Tyre-Sidon-Beirut, Phoenicia
In South and Central Asia- Delhi, Mughal Empire
In East Asia- Hangzhou, Yue
In the Americas- Chichén Itzá, Maya
Most Cultured City in the World- Athens, Athenian Confederation
In Europe- Dun Aillen, Eire
In Africa- Carthage, Phoenicia
In West Asia- Nineveh, Assyria
In South and Central Asia- Delhi, Mughal Empire
In East Asia- Jeju, Yamato Shogunate
In the Americas- Kahokia, Kahokia
Most Profitable City in the World- Benetía, Lombard League
In Europe- Syracuse, Malta
In Africa- Tanis, Lower Egypt
In West Asia- Hormuz, Sindu
In South and Central Asia- Amri, Sindu
In East Asia- Jeju, Yamato Shogunate
In the Americas- Chichén Itzá, Olmecia

Nations
Largest by Population in the World- Assyria
In Europe- The Lombard League
In Africa- Upper Egypt
In West Asia- Persia
In South and Central Asia- Sindu
In the Americas- Maya
Smallest by Population in the World- Nok
In Europe- The Russ League
In Africa- Kingdom of Ababda
In West Asia- Syria
In South and Central Asia- Suwarnabhumi
In East Asia- Kingdom of the Ainu
In the Americas- Zapotecs
Largest by Land Area in the World- Sindu
In Europe- Illyria
In Africa- Abyssinia
In West Asia- The Persian Empire
In South and Central Asia- Afghanistan
In East Asia- Xiongnu
In the Americas- Maya
Most Developed in the World- The Athenian Confederation
In Europe- Sicily
In Africa- Upper Egypt
In West Asia- Phoenicia
In South and Central Asia- Sindu
In East Asia- Yue
In the Americas- Olmecia
Strongest Army in the World- Neo-Hittite Empire
In Europe- The Lombard League
In Africa- Upper Egypt
In West Asia- Dardanian Confederation
In South and Central Asia- Afghanistan
In East Asia- Xiongnu
In the Americas- Iroquois
Strongest Navy in the World- Phoenicia
In Europe- Sicily
In Africa- Abyssinia
In West Asia- Minaea
In South and Central Asia- Sindu
In East Asia- The Yamato Shogunate
In the Americas- Maya
Stongest Overall Military in the World- The Dardanian Confederation
In Europe- The Lombard League
In Africa- Abyssinia
In West Asia- The Persian Empire
In South and Central Asia- Sindu
In East Asia- Yue
In the Americas- Angel Mounds
Weakest Militarily in the World- Suwarnabhumi
In Europe- The Russ League
In Africa- Nok
In Asia- Kingdom of the Ainu
In the Americas- Zapotecia

Other
Most Important Trade Route in the World- Trans Mediterranean Route (East Med. to West Med.)
In Europe- Adriatic Route (Scilly Islands to Mediterranean)
In Africa- Red Sea Route (Indian Ocean/Arabian Sea to Israel)
In West Asia- Persian Gulf Route (Mesopotamia to India)
In South and Central Asia- Persian Gulf Route (India to Mesopotamia)
In East Asia- Yellow Sea Route (China/Korea to Japan)
In the Americas- Trans Mesoamerican Route (Oaxaca Valley to Yucantan Peninsula/Taíno Sea)
Most Feared Barbarians in the World- Xiongnu
In Europe- Celts
In Africa- Berbers
In West Asia- Arabs
In South and Central Asia- Persians
In East Asia- Yue
In the Americas- Aztecs
Most Dominant Pan-National Culture in the World- Hellenic
In Europe- Celtic
In Africa- Egyptian
In West Asia- Sumerian-Mesopotamian
In South and Central Asia- Indian
In East Asia- Chinese
In the Americas- Olmec
 
Diplomatic Info

Wars

Current Wars:
North Aegean War- Athenian Confederation and Dardanian Confederation vs. Macedonian Confederation
War of the Isles- Brittany and Eire vs. the Briton Confederation
Moesian War- Illyria vs. Moesia
Greater Egyptian War- Kingdom of Ababda and Upper Egypt vs. Lower Egypt
Neo-Hittite War- Neo-Hittite Empire vs. Armenia, Assyria, Dardanian Confederation, Phoenecia, and Syria
Ohio War- Iroquois vs. Angel Mounds

Famous Past Wars:
Prior to Game-
Peloponnesian War- Athenian League vs. Spartan League, Athenian Victory
Hellenic War- Athenian League vs. League of Epirus, Athenian Victory
Tutnokamian War- Lower Egypt vs. Canaan & Philistia, Lower Egyptian Victory
Egypto-Syrian War- Lower Egypt vs. Syrian Empire, Syrian Victory
First Gaza War- Lower Egypt vs. Israel, Lower Egyptian Victoy
Second Gaza War- Lower Egypt vs. Israel, Israelite Vicotry
First Arganthoniosian War- Tartessos vs. Lusitania, Tartessian Victory
Second Arganthoniosian War- Tartessian Empire vs. Beatica, Tartessian Victory
Gujarati War- Sindu vs. Gujarat, Sindu Victory
BT1-
Nineveh War- Assyria vs. Persia, Armenia; Persian, Armenian Victory
Trans-Mesopotamian War- Persia vs. Armenia vs. Assyria; Assyrian, Persian Victory
War of Sumer- Assyria vs. Persia, Persian Victory
Agean War- Dardania, Athens vs. Macedon, Minoa; No Clear Victorious Side
Alpine War- Lombardy, Gaul (1st Half) vs. Massalia, Gaul (2nd Half); Lombard Victory
Balearic War- Balearics vs. Celtiberia, Massalia, Phoenicia, Celtiberian, Masalian; Phoenician Victory
Egyptian War- Lower Egypt vs. Upper Egypt, Stalemate
Great Chines War- Yue, Gojoseon, Henan Rebels vs. Xiongnu; Yue, Gojoseon, Henan Victory

Alliances, Defensive Pacts, Etc.
Middle Eastern Defensive Pact- Armenia, Assyria, Dardanian Confederation, Phoenicia, and Syria

Non-Agression Pacts
Sindu and the Afghan Empire (0/3)
Sindu and the Mughal Empire
 
Nation Specific Info

Projects

School of Brahmanic Studies, Delhi, Mughal Empire-
The School of Brahmanic Studies is a gathering of the great Brahmanic scholars from all over the Indian world. Yogis, priests, and missionaries are trained here to spread the Gita-Hindu faith, or Brahmanism. (+1 education, +Delhi as religion centre) (0/7)

Trimurti Hall, Lothal, Sindu-
The Hindu Hall is a small, elongated rectangular building. The temple is central to the Veda-Hindu faith, with sculptures dedicated to the most rpominant Hindu deities, the Trinity of Vishnu, Brahma, and Shiva. (+culture 1/pt, increased spread of Hinduism) (0/5)

Unique Units
Trojan Chariot, Dardanian Confederation- Iron Age chariots utilizing spears, archery, etc. The riders are extremely well trained and extremely capable. The Trojan chariot drivers are some of the best cavalry in the world.

Anubis Riders, Upper Egypt- Camelry trained in the middle of the desert under harsh conditions, they are an elite light cavalry that are best when raiding and flanking. They normally function under the cover of darkness.

Jimmu Samurai, Yamato Shogunate- Created by Shogun Jimmu I, the Jimmu Samurai are dedicated to the Shogun and no one else. First warriors abiding by a strict militaristic Bushido code, they are known as the most fearsome warriors in the Yamato world.
 
Maya
Ruler/Player: Chichicna I/Jason the King
Capital: Chichen Itza
Government: Theocratic Monarchy
Religion: Mayan Polytheism
Population: {I fill this in}
Economy: {I fill this in}
Important Cities: {I fill this in}
Dependencies: You have none at this time
Army: {I fill this in}
Navy: {I fill this in}
UU: You have none at this time.
Education: {I fill this in}
Age: {I fill this in}
Culture: {I fill this in}
Confidence: Tolerating
Infrastructure: {I fill this in}
Projects: You have none yet
Nation Background: In a couple minutes.
 
hmm might go with somethign difrent, but since I've gotten good at playing it. I'll take Eygpt.

Eygpt
Ruler/Player: Kunafu I/Terris H (incress the Number by one each update please.)
Capital: Thebes
Government: Monarchy
Religion: Ra-Centric Eygyptian Polythism
Population: {I fill this in}
Economy: {I fill this in}
Important Cities: {I fill this in}
Dependencies: You have none at this time
Army: {I fill this in}
Navy: {I fill this in}
UU: You have none at this time.
Education: {I fill this in}
Age: {I fill this in}
Culture: {I fill this in}
Confidence: Tolerating
Infrastructure: {I fill this in}
Projects: You have none yet
Nation Background: Born on the mighty Nile River, Eygypt stands to rise once more to be a great power.
 
Yamato Shogunate
Ruler/Player: Emperor Jimmu I/Azale
Capital: Kyoto
Government: Theocratic Monarchy
Religion: Japanese Polytheism
Population: {I fill this in}
Economy: {I fill this in}
Important Cities: {I fill this in}
Dependencies: You have none at this time
Army: {I fill this in}
Navy: {I fill this in}
UU: You have none at this time.
Education: {I fill this in}
Age: {I fill this in}
Culture: {I fill this in}
Confidence: Tolerating
Infrastructure: {I fill this in}
Projects: You have none yet
Nation Background: Ill think of one...

Im going to give this a shot, its another chance for me to make a good Japan!
 
Nation Name: Lombard League
Ruler/Player: Alexander III / Dreadnought
Capital: Milan
Government: Confederation - one house legistature with elected consul
Religion: Latin Polytheism
Population: {I fill this in}
Economy: {I fill this in}
Important Cities: {I fill this in}
Dependencies: You have none at this time
Army: {I fill this in}
Navy: {I fill this in}
UU: You have none at this time.
Education: {I fill this in}
Age: {I fill this in}
Culture: {I fill this in}
Confidence: Tolerating
Infrastructure: {I fill this in}
Projects: You have none yet
Nation Background: A union of northern Italy. The cities in the confederation hope to defend their liberties. The League is a peaceful nation but, when provoked, can unlease a fury upon attackers. Lombard soldiers might with extra zeal to defend their nation.
 
Say hello Jason :)

Nation Name: Olmecia
Ruler/Player: purpleMonkey/Swiss bezerker
Capital: Tres Zapotes
Government: Monarchy
Religion: American Polytheismic
Population: {I fill this in}
Economy: {I fill this in}
Important Cities: {I fill this in}
Dependencies:
Army: {I fill this in}
Navy: {I fill this in}
UU:
Education: {I fill this in}
Age: {I fill this in}
Culture: {I fill this in}
Confidence: Tolerating
Infrastructure: {I fill this in}
Projects: You have none yet
Nation Background: [You fill this out]

now all we need are some aztecs :D
 
Coutl
Ruler/Player: The Gods/erez87
Capital: Aldirni
Government: Rules by gods
Religion: Coutl Gods
Population:
Economy:
Important Cities:
Dependencies: You have none at this time
Army:
Navy:
UU:
Education:
Age:
Culture:
Confidence: Tolerating
Infrastructure:
Projects: You have none yet
Nation Background:

Start in maya place :) Beliz area where there are many jungles. If Olmecia too near start in Panama area.

I'll add background later
 
Fresh start number 50......moving along.
 
Jason The King said:
erez, unless u want to be literally next door, i already started as Maya! Start in South America or Congo if u want jungle.
Panama Culombia than :) thanks!
 
Nation Name: Upper Egypt
Ruler/Player: i shall go look up pharos/Kentharu
Capital: [Nation’s Capital]
Government:Monarchy
Religion: Egyptian polytheism (is there any better name?
Population: {I fill this in}
Economy: {I fill this in}
Important Cities: {I fill this in}
Dependencies: You have none at this time
Army: {I fill this in}
Navy: {I fill this in}
UU: You have none at this time.
Education: {I fill this in}
Age: {I fill this in}
Culture: {I fill this in}
Confidence: Tolerating
Infrastructure: {I fill this in}
Projects: You have none yet
Nation Background: It has rivers... big ones
 
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