TNESI: The Glorious Mysteries

Thlayli

Le Pétit Prince
Joined
Jun 2, 2005
Messages
10,660
Location
In the desert
Introduction

This is a chance. For me, to mod. For you, to win. And for all of us, to have fun.

Hello there. My name is Thlayli, in case you didn’t know, and this is a NES. You will take a nation, and lead it to triumphant hegemony, or perhaps brutal, unquestionable defeat. In case you decide to leave, exits are located at the front and rear of the universe. Below, there is a timeline, which I recommend that you read. Thanks for joining, and enjoy the ride! Oh, and please READ THE RULES, OR THE FORCES OF TRUTH, JUSTICE, and NAO will smite you!

Yes, I realize that Troquelet used to use the TNES acronym, but I’m taking over the franchise. Thank you to das, for the map, the nation descriptions, and the rules, and thank you to Dis for adding the economy centers.

Spoiler The Timeline :
11th Century: Norse explorers first discover Avalon, but no long-term settlement is established and knowledge about it is lost. Canute unites England, Denmark and Norway; after his death they are divided between his sons, but maintain ties. Schisms divide the Christian Church between Catholicism, the Celtic Rite and the Orthodoxy; Ireland drifts into isolation. Leon predominant in Christian Spain; Toledo captured. The HRE is ascendant. Almoravids raid Ghana, conquer Morocco and Andalusia. Kievan Rus disintegrates. Byzantine resurgence under the Macedonian emperors; Bulgars are conquered, Anatolia and South Italy consolidated, Turks and Normans defeated. Peasant "crusades" mostly fail to reach the Levant. Nevertheless, the Fatimids decline and suffer from civil wars. The Druzes first appear. Seljuk Turks conquer Persia and the Levant. Chola zenith in south India. Paganese zenith.

12th Century: Toltec predominance in Mesoamerica ends; Tollan is sacked, native Mayans resurge around Mayapan. Irish Empire is born, Viking raiders driven off. The Norse Realms (Canutian successor states) are reunited, reforms ensure some degree of unity at the price of decentralization. Sverker unites Sweden, defeats Norse attackers. French Capetians querrel with the powerful Angevin nobles. Leon falls apart, Navarre becomes insecurely hegemonic in Christian Spain. Almoravids lose power, but are replaced by more peaceful Almohads. The Hohenstauffens come to power in the HRE and begin centralization, expand into Poland, querrel with the Pope, defeat the Welfs and the Franco-Hungarian attackers. Venice, Hungary, the Pope, mercenaries and rebels form anti-Byzantine coalition; Byzantines defend succesfully, but are severely weakened. Kievan Rus briefly reunited under Vladimir II Monomakh, later falls apart again. Christian Ethiopia revived. Islamic conquest of India begins. Jurchens conquer northern China, form Jin dynasty, but the Song survive and enter a renaissance in the south. Civil war ends Heian Period in Japan; birth of the Shogunate.

13th Century: Incan Empire emerges. The Irish rediscover Iceland, Greenland, Avalon, establish settlements. Norse civil wars. Failure of French centralization efforts. Leon begins to recover; Aragon unites with Catalonia and Navarre, becomes new Christian Spanish hegemon. Almohads stagnate, collapse, but Andalusia is reunited by the Majardids and the Reconquista is eventually stopped. The HRE survives civil war, French and Mongol invasions. Milan briefly unites Lombardy, but is razed by the Imperials. The Swedes conquer Finland, Estonia, Lettia. Malinese Empire ascends in West Africa, displacing Ghana. The Ducas come to power in the Byzantine Empire, ally with the Mongols, regain lost territories. The Fatimid Empire collapses altogether. Genghis Khan unites the Mongols; the Mongol Empire conquered the Eurasian Steppe, Korea, Jin China, Tibet, Persia and Russia, devastates the Levant and Hungary, but is fought to a grinding halt by the HRE in the west and the Southern Song in China. The Mongol Empire stagnates and eventually disintegrates. The Delhi Sultanate is established in India, attains hegemony in northern India but later falls to civil war. Hojo Shoguns come to power in Japan; thanks to the kamikaze storms, Japan avoids Mongol conquest.

14th Century: The Great Age of Discovery begins; Ireland is joined by the Majardids and the Leonese in the colonization of Avalon; the Leonese utilize chaos and division to conquer Mesoamerica. First Natchez Empire. The Incans unite Peru, but suffer from European-brought diseases. The Norse Empire stagnates, feudal strife increases. Under a new Capetian branch the French finally defeat the Flemings, the Bretons, the Angevins and other rebels, and introduce centralization-aimed reforms; Imperials and the Aragonese fail to stop French ascendance. Leon also surges forth; the Reconquista ends and the three states of Iberia sign an uneasy peace - Leon concentrates on the northern Atlantic, the Majardids conquer Morocco and concentrate on the southern Atlantic, and Aragon concentrates on the Mediterranean. The Hohenstauffens crush rebels, conquer Hungary, the HRE attains hegemony in Central Europe. The Black Death ravages Europe, along with internicine strife weakens the Golden Horde and allows the ascendancy of Muscovy, expansion of Sweden and Galicia. The Byzantine Empire reaches its zenith, reconquers the Levant and Egypt. Zanzibar unites the Swahili city states of East Africa. Delhi reformed under the Tughluqids. Bahmani Sultanate and the Vijayanagara Empire dominate southern India. Yuan China stagnates, falls into civil war, is nearly crushed by the new Min Dynasty in southern China. Srivijaya collapses, is replaced by the Malayuns and the Kadiris.

15th Century: Fall of the old empires, rise of the new ones; considered by many the end of the Middle Ages. Second Natchez Empire fights off Leonese invasion with Andalusian help. Incan Empire recovers. Irish Empire stagnates, is displaced by Leon as chief colonial power. Norse Empire, Brittany, Aquitaine and Genoa join the colonial race. In the Flemish War, France and the HRE collapse, chaos reigns in the former Carolingian territories, the Norse Empire and Sweden both ascend, expand southwards. Eventually new states emerge out of the chaos in France and the HRE; Aquitaine, Bavaria and Austria are particularily important. Aragon declines badly, tries to regain predominance in the Western Mediterranean in a series of wars but fails, enters general and dynastic crisis. Civil war in the Byzantine Empire results in loss of the Levantine and Egyptian gains, but the restored Comnenids initiate renaissance, impose puppet government in Hungary and annex periphereal territories. Galician ascendancy is cut short as Nostradat Khan unites Central Asia and revives the Golden Horde, is barely stopped at Kiev but recaptures the eastern half of Russia. The Mali Empire collapses, is eclipsed by Songhay but partially revived later on. Druzes form the Muwahhidun Empire in Egypt, create powerful military, conquer vast territories but antagonize all neighbours. Zanzibar forges a colonial empire as the Indian states enter general decline and stagnation. Gilanids unite Persia, expel foreign warlords, foster a cultural renaissance, claim Caliphate. Khasarids take over the Yuan Empire, briefly conquer Japan; war with the Min is reintensified, but no decisive results are achieved. The Min build up a great fleet, expand southwards, impose a puppet government in Japan. Ayutthaya ascendant. Malayuns defeat the Kediris, attain local hegemony but remain unstable.

16th Century: The world goes mad.


Theoretically you could post before I say, but that would be a profoundly bad decision.

General stuff you should know by now:

Players – There’s no limit right now. If the nations fill up, rebel! But when you join, commit! You’re going to lead a nation or rebel group fully and totally, there’s no 50%. It’s not hard, all you have to do is want to succeed.

Stories – Stories are excellent! I strongly encourage them. It gives me, the mod, a feel for your nation, your people, and your culture. No, you won’t get special bonuses, rainbows, and pats on the back for writing stories. But your nation will do better. Good stories make a country thrive, because your citizens need heroes, leaders, and legends. Your stories can potentially determine the path of your nation (almost) as much as your orders. I’m not forcing you to write stories, not everyone’s a Tolstoy or a Tolkien, but you should try.

The Update - The portion of the NES where all pre-existing hopes and dreams are shattered. Done in NES2 format.

Orders – If you don’t know what orders are, please repeatedly douse your head in hot oil, and then read this. They’re orders, you send them, end of story. Please, don’t be vague, and don’t write an epically crafted novel about the individual tactics of each soldier. If you’d like to do that, put it in a story! If you’re one of those silly people in a democracy, I get to be that annoying elected body that makes life difficult. And trust me, your actions will have effects. Think carefully before you raise taxes, abolish slavery, or make a law…what’s going to happen? Maybe cheering crowds throwing flowers! Maybe not.

NPCs – NPC’s are like everyone else, really. They don’t want to lose as much as you do! But each one will have different attitudes, strategies, and strengths. PM me if you’d like to know them…but you can only know so much, without spies that is.

Barbarians – You know, big shirtless people with massive swords. They have a nasty habit of pillaging and slaughtering all that they see, but who knows? You might find allies among the wild tribes. (No seriously, don’t try.)

Map – The map we’ve all come to know and love. No surprises here…*checks* Yep. Cities are black circles, fortifications are little black squares, rebelling areas…well, you’ll notice them, and capitols have white borders. City centers have colors, too! See below.

Countries – So, you have some options. You might take one of the nations seen here. Or…you could rebel as an oppressed group. Or, if you’re really suicidal, start a coup or civil war! Here is your template:

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

Size and Living Standards stats may be implemented later, if I see the need for them.

The Stats:

Government: (The Man)

Government – Well, this is your government. I’d probably insert some Sheep-related comment, but I’m one of those new NESers who has an arrogant disrespect for tradition. (Just kidding!) You can change it, but expect things to happen. And no unrealistic governments please, try to institute a corporate kleptocracy in the Middle Ages and I’ll sink your nation into the depths of the ocean. Then again, if you can justify it with althistorical accuracy, go ahead! Ask me if you have questions.

Centralization:

Well, there are centralized states, which are easier to control and more organized, but one good strike on the capitol could take out the entire nation. Conversely, a decentralized state can be defended easily, and rebellions don’t work as much, but it will be more difficult to keep the nation from fragmenting in times of trouble. You might choose a happy medium between the two.

You can move your centralization up or down once per turn. But again, these things will probably be opposed by those silly people with opinions different than yours…so think before you act!

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

Economy:

Ok now, I’m using Dasian economics as a base…but wait, there’s more!

First, the basics. There are economy levels, which give you your income. If you have a negative economy level…well, various bad things will happen to you. Here are the levels:

Please Quit (-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)

If you would like to increase this level, you have several options. The first is to send me copious amounts of bribe money. The other is to not spend your economy (besides what you get from city centers) on growing that economy, and tell me how it’s going to grow. Then you plant a little eco seed, water it every day, and presto!

These levels can be sacrificed for 6 economic points. Up to 2 levels can be sacrificed at once.

Simple, right? Well, you can get also get economic points from:

The Three City System: (Developed by me, Israelite, and Toteone)

Here’s how it works. There are three kinds of special cities:

Economic centers: Centers of trade, agriculture, or industry! These are fairly common, and investing money (or being lucky) can get you one. They provide one economic point per turn. If you lose it, you lose the money. These appear as a red dot.

Cultural Centers: Centers of the arts, of science, architecture, music, etc. These cities are the beating heart of a culturally active nation, and contribute significantly to national pride. It’s good to have these, because not only do they give one economic point, but they also will randomly give out culture or education levels. To gain one, you’d need to invest lots of money, or lots of stories, and be, well, creative. If you lose one, well…that’s really bad. Like France losing Paris, or Byzantium losing Constantinople. They appear as a blue dot.

Religious Centers: You won’t see these very often. The global center of a worldwide religion can make the owner a very happy person. Not only will members of the same religion be friendlier to the owner, but pilgrimages will bring in one economic point per turn. And you could get random culture, education, or confidence bonuses! To lose a religious center would be devastating, as there are very few. To capture one would be a windfall! But be careful. If you destroy one, you could make a lot of faithful believers very, very mad. And no one likes a crusade in their back yard. (Except the Knights Hospitaller, please ignore them.) They appear as a green dot.

So, you want to get your total income? Add the number of points from your economy level with the number of city centers you have, and that is your income for the turn.

Military:

The military is made up of your army and navy, with air force added later. Each stat point invested will buy 5 thousand troops, or 5 ships. At a later technology level, I’ll transfer to divisions and squadrons. Anything that your technology level allows can be in your army, but ask me if you have questions.

If your army becomes too large, problems will occur. Your economy might shrink, and confidence could suffer as well, if your people are peace loving. Having a militaristic culture nullifies this, to some degree.

Your army will have a training level, as will your navy, and at later dates your air force. You can increase the training with economy points. One economy point will raise the training level for twenty thousand men, or 20 ships. If you add troops to your army too quickly, training will probably shrink.

As of Update 5, Enlightened nations spend 2 eco points to train 20,000 troops up one level. Those still in the previous Age will stick to the old rules.

Every nation can have a Unique Unit (UU), which is unique or better than its counterparts in some way. They are one training level above the rest of your troops, and could be on land or sea. They are grown in the same way as other forces.

You can also conscript troops if you like, but they’ll be poorly trained, and will also have lower morale, with rare exceptions. Your people might not like this, either.

For large-scale invasions, it would be a good idea to invest money for logistics, as well. One or two economy points should cover everything, depending on the skill of your quartermasters. Defensive operations don’t need to have economy invested into them. And keep your supply lines safe…

None-Rabble-Semi-Rabble-Tolerable-Normal-Better-Good-Very Good-Professional-Elite-Elite+1



The Other Stats:

You can grow these stats with economy points also. One economy point should do it, for now, though I may put in a size stat at a later date.

Leadership

This is rather self-explanatory. If you have excellent military leadership, then your generals will come up with brilliant tactics on their own, and good civilian leadership can make projects finish on time and efficiently. But poor military leadership can lead an experienced army to disaster, and bad civilian leadership will make all sorts of awful things happen to your nation. The better your military and civilian leadership, as a rule the better your invasions and domestic projects will turn out.

None-Imbecile-Moronic-Incompetent-Barely Tolerable-Tolerable-Average-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

Higher education will mean better technology, better weapons, and a better nation. When two armies of equal strength and skill clash, education may very well decide the outcome. Having a high education will lower the investment needed to develop all those secret weapons, as well.

When a nation gets to an Enlightenment education level, going to the next age is likely. (Even better for Buddhist nations.) They’ll also lose two education levels.

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

Culture

This determines how patriotic and unified the citizens of your nation are. If you have high culture, irregular divisions will spring up when an enemy invasion occurs, and your citizens will resist to the death! On the other hand, a low culture will make a country easily fractured and prone to rebellion. Your army’s morale is tied to this stat, among other things.

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

Confidence

Well, most people are patriotic, but they might personally hate your guts. In fact, they might love their country enough to rise up together and slaughter that annoying ruler who keeps telling them to “grow economy” all the time. You could invest money into propaganda, but it would be better to actually do things to earn your people’s respect and admiration.

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

Projects

Tell me what they do, and I tell you how long they’ll take. Invest the economy points, and presto! 1 eco for one turn of progress, 3 eco for 2 turns, and 5 for three turns. You shouldn’t invest more than that on a project, or your people will freak out at the new harbor that builds itself in two weeks. Your projects might have side effects…probably good ones, though.

Nation Background

Read them! You just might learn something. Over time I’ll add to them, too.

Public Allies

These are the alliances that you have declared. They’re viewable in your stats, or in the Alliances area at the top of the thread. If you’ve signed a new alliance, specify the type and duration, if any, in your orders. The same goes for treaties. If you decide to end an alliance, you should also mention that in your orders…if you want it known, that is.

Order Deadline:

Every week, unless I tell you otherwise, orders are due at 3 PM, Eastern Standard Time, on Friday. GMT –5, for reference. The time for New York, Washington, etc, the working time of the global hegemon. That’s 12 noon on the West Coast, and some ungodly hour over in Asia. So, I recommend that you send orders on Thursday, to keep horrible things from happening.

If you send orders late, I’ll probably accept them until the end of Friday, but lots of weird things will happen to your nation. (Raining lawn furniture, rivers of olive oil, etc.) You won’t like it. I can only update on the weekend, so it's necessary that you get orders in by Friday afternoon, so I can finish by Sunday night.

 
Non-Aggression Pacts:

Muwahhidun Empire of Egypt/Vijayanagaran Empire (expired 1506)
Bavaria/Byzantine Empire (expires 1513)
Bavaria/Norse Empire (expires 1512)
Bavaria/Kingdom of Sweden (expires 1513)

Alliances:

Catholic League: Alliance of the Holy Austrian Empire, Bavaria, Papal States, Aquitaine (status unclear), Provence, and the Spanish Empire
Irish-Breton Alliance
Irish-Byzantine Alliance
Norse-Irish Alliance
Bavaria-Westphalia Mutual Protection Pact
Aquitaine-Spanish Alliance
Aquitaine-Lothringen Alliance
Austro-Lombard Alliance
Austro-Provencal Alliance
Austro-Florentine Alliance (Tuscany)
Austro-Papal Alliance
Genoa-Andalusian Alliance (semi-defunct)
Genoa-Byzantine Alliance
Zanzibari-Hadramut Alliance
Min-Ava Mutual Protection Pact (expires 1520)
Min-Japanese Alliance

Puppets/Vassals:

Any subservient nation is a puppet, unless an official Vassalage agreement is signed. A puppet is held in de facto control of the ruler, and a vassal is subservient by law.

Principality of Kostroma: Vassal of the Golden Horde
Hungary: Puppet of Byzantine Empire (semi-defunct, status unclear)
Westphalia: Puppet of Bavaria (inactive due to Norse occupation_

Treaties:

Trade Agreement between The Republic of Genoa and the Khanate of the Golden Horde. Signed pre-1500.

Trade Agreement between the Muwahhiddun Empire of Egypt and the Vijayanagaran Empire. Signed in 1503.

Declaration of Kermartin: Gaelic Rite and Orthodox Christianity declared in full communion, mutual excommunication of the Pope in Rome. Signed in 1502.

Wars:

War of the Ambassador's Head/Great Egyptian War: Sultanate of Hadhramaut, Sultanate of Zanzibar, Byzantine Empire, Gilanid Shahdom of Persia vs. Muwahhidun Empire of Egypt, Hafsid Sultanate (Zayanid Sultanate/Berber status unclear)

The Greater German War: Norse Empire, Kingdom of Greater Lothringen, Aquitaine vs. Kingdom of Bavaria, Kingdom of Poland

The Feliben Conquests: Min China vs. Mindanao Tribes

The War of Hungarian Succession: Holy Austrian Empire vs. Byzantine Empire

War of the Pines: Irish Empire vs. The Four Nations (sporadic)

The Second War of the Horde: Golden Horde, Principality of Kostroma vs. Galicia, Byzantine Empire (nominally)

Note: The Position of Catholic League members in the War of Hungarian Succession and the Greater German War is unclear, due to Aquitaine's attack on Bavaria.

Updates:

1501-1503
1504-1505
1506-1507
1508-1509
1510

A Note on Religion: The Norse Rite is a technically localized form of Roman Catholicism, as there has been no official break from the Roman Catholic Church. The Gaelic Rite has officially separated from Rome, however. There are more similarities than differences between the OTL Christian groups. Within officially Roman Catholic lands in Germany and elsewhere, there is also considerable autonomy from the Papacy in Rome. With that said, feel free to continue burning heretics.
 
Nation Stats

PC's:

Irish Empire
Capital: Cathair na Gallimhe
Ruler: /Conehead234
Government: Absolute Monarchy
Centralization: Loose Federation
Religion: Celtic Rite Christianity
Tech. Level: Age of Exploration
Army (Training): 20 Thousands (Good), 16 Thousands (Tolerable)
Navy (Training): 80 Ships (Professional),
Economy: Very Rich (+3)
Leadership (Military/Civilian): Tolerable/Better
Infrastructure: Good
Education: Perfect
Culture: Patriotic
Confidence: Respecting
Projects: Irish Reforms (secret) (1/6)
Public Allies: Brittany, Byzantine Empire, Norse Empire
Nation Background: Further isolated from the rest of Europe by the ongoing Viking raids and the final schism with Rome in 1061, Ireland languished in internicine strife until the late 12th century, when Ruaidri mac Aedh Ua Conchabair of Connacht defeated his enemies in a series of campaigns, declared himself the Emperor of Ireland and went on to crush a major invasion by the Norse vassals, reuniting Ireland. His later campaign to free Wales had ultimately failed, however, and so his successors in the 13th century went by a different path; having completely turned their backs towards Europe and cut most of their ties with it (not that they had many left, between the pirates and the Inquisition), they concentrated on internal reform, rebuilding Ireland from the ruination of war and centralizing the monarchy. With new-found strenght and vigour, the Irish expelled Vikings from the seas in a series of campaigns, and conquered Iceland in 1223. As their fishermen - and after them, traders, explorers and missionaries - travelled further and further to the west, the Irish discovered Avalon sometines in the 1240s and soon started the colonial age, by establishing colonies and trade outposts there. Though their monopoly on the trade with the Amerinds was broken in the 14th century, this was Ireland's Golden Age, as it prospered both economically and culturally. The 15th century, however, was a time of decline. Though still prosperous, Ireland was increasingly overtaken by Iberia as the colonial and commercial hegemon of the Atlantic; it had also grown careless over the decades and allowed its military to decrease in size and training, resulting in the rude awakening of 1483, when Ireland's attempt to conquer Iberia's key Atlantic islands resulted in a humiliating defeat. Meanwhile, just across the Irish Sea the Norse Empire was on the rise, and begun to cast greedy looks at Ireland itself... The first few decades of the 16th century will decide Ireland's fate - either it will win its right to exist, either it will be consigned to the list of would-be great powers.

Norse Empire
Capital: Yorvick
Ruler: Emperor Canute IV/Perfectionist
Government: Absolute Monarchy
Centralization: Unitary With Exceptions
Religion: Norse Christianity
Tech. Level: Early Enlightenment Age
Army (Training): 85 Regiments (Elite), 30 Tredje Regiments(Elite+1)
Navy (Training): 45 Squadrons (Good)
Economy: Good Enough (+2)
Leadership (Military/Civilian): Brilliant/Good
Infrastructure: Good
Education: Tolerable
Culture: Devoted
Confidence: Respecting
Projects: The Canutian Revolution (1/8) (secret)
Public Allies: Irish Empire
Nation Background: The direct descendant of Canute the Great's 11th century empire (according to others, that very same empire reformed and centralized), the Norse are, at present, the hegemon power of Western Europe, unchallenged in the North Sea. After Canute's death in 1052, England, Norway and Denmark all went to different sons; nevertheless, the three powers remained in close allegience, and all prospered, despite occasional rebels and wars with neighbours. In the middle 12th century, Harthacanute II of England had reunited the kingdoms after succesful intrigue and campaigning, and reformed his empire along the line of Kievan Rus, monopolizing key noble posts in the hands of his descendants, and creating a clear dynastic hierarchy, transforming the Norse Realms into a feudal confederacy. Though this did not prevent civil wars, it paved the way for future centralization, and fostered the trade. Until the 15th century, however, the Realms remained inert and introverted, even though aggressive frontier nobles expanded the Norse territories, especially in Great Britain where all the Celtic lands were conquered, and less succesful wars were waged in the 12th and 13th centuries against Ireland and Sweden. In 1409, it all changed when Harald IV the Great - or the Ruthless - put an end to a particularily vicious period of internicine strife with great ruthlessness by overthrowing both of his warring brothers and taking the throne for himself, then defeating a series of rebellions. The regionalist forces in the Realms broken in the War of the Nobles in 1412-1415, Harald IV took strict measures to centralize all power in the Realms in Yorvick, and after securing control over his homelands, used his new, professional, infantry-based army to intervenne in Europe. He struck a deal with the Pope, getting autonomy for the Norse Church, general support of all of his actions and later coronation as Emperor of the Norse in exchange for intervenning against Friedrich VI's Holy Roman Empire, which back then seemed to be the most powerful nation in Europe. But it was overstretched and bloated, and enjoyed little support in its most wealthy regions, such as the Flanders which Harald had invaded, encouraging the Flemish populace to rise up. In a gigantic Battle at Amersfoort, Friedrich VI's vast, yet outdated forces were routed by the numerically-inferior Norse and Flemish soldiers; a year later, in 1421, the Holy Roman Empire was collapsing, with rebellions literally everywhere and Imperial forces consistantly defeated. Desperate, Friedrich VI recruited the assistance of his old French enemy, Phillippe VIII, who was also fearful of the growing Norse power; however, his invasion of Flanders came to an inglorious end and he himself was captured at Waterloo, while the powerful Angevin nobles rose up in Aquitaine with Norse assistance. After some more campaigns, the Norse Empire established control over nearly a third of Gaul and the entirety of Flanders, plus the city of Bremen which defected early in the Imperial War; both great powers of Western Europe were completely destroyed. Harald's successors were neither as great, as ruthless or as aggressive as he, but they maintained his empire and defeated all revolts against them. Nevertheless, the Norse Empire is now beginning to stagnate; its internal enemies are still out there and Sweden's recent ascendance seems very threatening...

Kingdom of Greater Lothringen
Capital: Strasburg (temporary)
Ruler: King Lothair II/shortguy
Government: Absolute Monarchy
Centralization: Unitary
Religion: Roman Catholicism
Tech Level: Age of Exploration
Army (Training): 40 Thousands (Professional), 8 Levy Thousands (Normal)
Navy (Training): None
Economy: Good Enough (+2)
Leadership (Military/Civilian): Better/Better
Infrastructure: Improving
Education: Educated
Culture: Patriotic
Confidence: Respecting
Projects:
Public Allies: Aquitaine
Nation Background: Hemmed in between France and the HRE, the Duchy of Upper Lothringen - last fragment of Lothair I's Francia Media - was often the battleground of the two, both in war and diplomacy. The French often invaded Lothringen, the Imperials then counter-invaded and the once-prosperous land was ruined, especially during the wars of the 14th century, after which, for the lack of local heirs, the Imperials assumed absolute control here. The Flemish War changed everything; Marc d'Trieves, a local nobleman of French descendance, used the collapse of both France and the HRE to raise a popular rebellion and claim first the entirety of Upper Lothringen, then the lands around it. His son Richard I maintained the alliance with the Norse, whilst Lothringen rebuilt from its past ravages and rose to dominate the trade in the Rhine; however, attempts at military expansion into chaotic Germany failed. As Bavaria begun to dominate Central Germany, the Lotharingians - ever more Francified culturally - increasingly turned to the west, where the Norse Empire was weakening and the French simply called for liberation... and unification. But a new Norse invasion in 1504 may end these dreams once and for all, however.

Kingdom of Aquitaine
Capital: Toulouse
Ruler: King Gilles II/Harleqin
Government: Absolute Monarchy
Centralization: Unitary With Exceptions
Religion: Roman Catholicism
Tech Level: Early Enlightenment Age
Army (Training): 20 Regiments (Professional), 15 Regiments(Very Good)
Navy (Training): 10 Squadrons (Normal)
Economy: Good Enough (+2)
Leadership (Military/Civilian): Brilliant/Competent
Infrastructure: Good
Education: Educated
Culture: Devoted
Confidence: Loving
Projects: Project Supremacy (secret) (Done!) Restoration (secret) (1/6)
Public Allies: Catholic League (minus Bavaria), Kingdom of Greater Lothringen
Nation Background: For much of its Mediaeval history, France's Paris-based Capeting dynasty was in struggle with the powerful Angevin nobility of the south; the former sought to break all feudal resistance to centralization efforts, the latter wanted to retain as much freedom and power as possible. That struggle went on with changing fortunes, but no decisive conclusion; Phillippe VIII did manage to considerably trim Angevin power after the 1397 War of French Inheritance, but this came back to sting him during the disastrous Flemish War; as France crumbled, the Angevins acted quickly and cut all ties with Paris, declaring the Kingdom of Aquitaine. Certainly, apart from the Norse, it is now the most powerful realm in former France; in the last few years, it has prospered, expanded into the Avalon and defeated an Aragonese invasion. But many believe that the Angevins are destined for greater things; not ruling a mere regional power, but expelling the Norse invaders and reuniting France - and then, leading it to greatness.

Kingdom of Provence
Capital: Provence
Ruler: /
Government: Absolute Monarchy
Centralization: Unitary With Exceptions
Religion: Roman Catholicism
Tech Level: Age of Exploration
Army (Training): 20 Thousands (Good), 15 Italian Cohorts (Professional)
Navy (Training): 10 Ships (Very Good)
Economy: Good Enough (+2)
Leadership (Military/Civilian): Tolerable/Competent
Infrastructure: Efficient
Education: Perfect
Culture: Hyperpatriotic
Confidence: Tolerating
Projects: Italian Strength (+2 Civilian leadership, +1 Military Leadership) (2/3)
Public Allies:
Nation Background: After a long and exciting history of Catalonian, Northern French, Angevin, Imperial and local intrigues and wars, Provence, still a great cultural and economic center of Europe, fell to a cadet branch of the French ruling dynasty, retaining close ties with the crown, of course. The devastation in the War of French Inheritance and the general decline of Mediterranean trade ended Provence's Golden Age; however, when after the Flemish War it regained independence under an energetic local ruler Louis III, hopes again arose, as Louis not only defeated an Aquitainian invasion, but also, forming an alliance with Aragon and Austria, greatly gained from the Italian War, seizing Dauphine, Geneve, Savoy and Piedmont by 1452. Though Louis IV and his ambitions were defeated in 1471 at Cremona by an Austro-Italian coalition, since then relations with Austria were restored and now, plentiful opportunities exist for the young kingdom - it could try to reunite France, or it could again try to unite Italy, or perhaps it could press its claims to the Aragonese crown and go for a Mediterranean empire...

Empire of Christian Spain
Capital:
Ruler: Emperor Ferdinand II/Littleboots
Government: Absolute Monarchy
Centralization: Unitary
Religion: Roman Catholicism (De facto autonomy from Rome)
Tech Level: Early Enlightenment Age
Army (Training): 20 Tercio Regiments(Elite+1), 38 Regiments(Elite)
Navy (Training): 63 Squadrons (Elite)
Economy: Very Rich (+3)
Leadership (Military/Civilian): Brilliant/Good
Infrastructure: Very Efficient
Education: Well Educated
Culture: Devoted
Confidence: Nation Personified
Projects:
Public Allies: Catholic League
Nation Background: In the 10th and 11th centuries, Leon, one of the successor states to Asturia, was the hegemon of Christian Spain, coordinating the resistance to Muslim invaders and reaching its initial zenith under Alfonso VI, who declared himself Emperor of All Spain and captured Toledo. But immediately after came decline and the loss of the Imperial title, as the Almoravids revitalized Andalusia and landed a series of defeats on the Christian army. After that, there was chaos and infighting amongst the Spanish Christians; the Leonese Empire fell apart. But the 14th century was a time of true greatness – the Aragonese were defeated, and Castile was re-annexed. This marked the end of the Reconquista, as Aragon turned to the Mediterranean, whilst Leon signed a formal peace treaty with the new Majardid rulers of Andalusia and turned to the Atlantic Ocean and Avalon. Leon is now a great, ascendant power, with a splendid colonial empire, the Atlantic Ocean's strongest fleet and a golden age culture; and before it lie many opportunities - for colonial expansion, for unification of Spain, perhaps even for complete Atlantic hegemony if Ireland could be crushed; hell, with some luck it may replace the Norse Empire as the West European hegemon in the 16th century. Considering the annexation of Aragon, and formation of the Empire of Christian Spain, such an event seems increasingly likely.

Majardid Caliphate of Andalusia
Capital: Ixvillia (Seville)
Ruler: /NPC
Government: Absolute Monarchy
Centralization: Unitary With Exceptions
Religion: Sunni Islam
Tech Level: Age of Exploration
Army (Training): 4 Levy Thousands, 35 Conscript Thousands
Navy (Training): N/A
Leadership (Military/Civilian): Good/Good
Economy: Good Enough (+2) (OOC: Much under occupation)
Infrastructure: Efficient (Virtually all under occupation)
Education: Perfect (non-functioning)
Culture: Hyperpatriotic
Confidence: Barely Tolerating
Projects: Allah's Wishes (+Eco Center in Africa, Europe, Avalon) (2/8)
Public Allies: Genoa
Nation Background: After centuries of interchanging chaos, Berber tyranny and Christian invasions, Andalusia was reunited after the 13th century Almohad collapse by a native Arab - Majard ibn-Suladi, who proved a military genius, reforming the Andalusian army and leading it to victory on several occasions. Though he halted the Reconquista, Majard died before he could reverse it. His son Ibrahim I was of a more peaceful inclination, and so he concentrated on internal reform and peace treaties with Leon and Aragon. The 14th century proved to be a golden age, as its culture soared to even greater heights than before, commerce flourished, and great lands across the Ocean were discovered. The 15th century was likewise a good time, as the colonial and commercial empires of Andalusia expanded further and its rulers claimed the title of "Caliph" in defiance of Persia. But risks were growing as well, as friendly relations with Leon deteriorated due to colonial competition, and the Aragonese recklessly attacked Andalusia's Zayanid vassals. Andalusia is still a great power, but it soon may have to fight for survival and dominance alike.

Kingdom of Bavaria
Capital: Munich
Ruler: King Otto I/The Farow
Government: Absolute Monarchy
Centralization: Unitary With Exceptions
Religion: Roman Catholicism
Tech Level: Early Enlightenment Age
Army (Training): 22 Regiments (Professional), 10 Landsknecht Regiments (Elite)
Navy (Training): None
Leadership (Military/Civilian): Good/Better
Economy: Not Bad (+1)
Infrastructure: Very Efficient
Education: Perfect
Culture: Patriotic
Confidence: Respecting
Projects:
Public Allies: Catholic League (minus Aquitaine), Westphalia (Vassal)
Nation Background: Since the days of Barbarossa a Wittelsbach realm, Bavaria Proper remained quite loyal to the Imperial Crown and the Hohenstauffens almost to the end. Its fortunes were uneven for these two and a half centuries; at first, it greatly expanded and prospered, but in the 14th century it lost ground to neighbors, was divided into three and shaken by struggles between the dukes and the urban population. The 15th century saw a dawn; though the initial post-Imperial chaos was terrible, in 1444 Ruprecht I had successfully reunited Bavaria Proper in a series of campaigns and treaties; having agreed to a partition of the former HRE with Austria, he campaigned against various nearby domains and urban republics, consolidating his hold over the lands gained. His immediate heirs weren't either competent or very committed, but later Ruprecht II came to power; he reformed the army along Norse lines, and defeated a Lotharingian invasion. Now the unification of Germany beckons again, but Austria has grown in power considerably, and already begun eyeing some of the Bavarian borderlands...

Holy Austrian Empire
Capital: Vienna
Ruler: Emperor Leopold I/Azale
Government: Absolute Monarchy
Centralization: Unitary With Exceptions
Religion: Roman Catholicism
Tech Level: Early Enlightenment Age
Size: Small (1)
Army (Training): 22 Regiments (Professional), 9 Radiant Cross Regiments (Elite)
Navy (Training): 12 Squadrons (Normal)
Leadership (Military/Civilian): Better/Competent
Economy: Good Enough (+2)
Infrastructure: Efficient
Education: Educated
Culture: Hyperpatriotic
Confidence: Admiring
Projects:
Public Allies: Papal States, Catholic League, Lombardy, Tuscany, Provence
Nation Background: Though expelled from Switzerland, the Habsburgs gained a new power base in Austria, and soon replaced the Welfs as the leaders of anti-Hohenstauffen opposition, though of course not very vociferous ones until the Flemish War. When that war did come and the HRE fell apart, the Austrians moved quickly, securing Tyrolia and Krain. Under Maximillian II (r. 1440-1480), the Habsburgs managed to procure an alliance with Bavaria, Provence and Aragon, and in concert with them moved to partition Italy. The Austrians got a guarantee of their place in history with a well-planned capture of Venice and the victory over joint Italian forces at Viterbo; after that, the Austrians managed to force the election of a puppet Pope in Rome, and attained hegemony in Central Italy, confirmed by declaration of the Holy Austrian Empire. Since then, however, Austria had stagnated somewhat; most of its former Italian satellites have broken free again, and the Byzantines have checked the Habsburg ambitions for Hungary, while relations with Bavaria deteriorated. The future remains uncertain.

Genoan Republic
Capital: Ajaccio
Ruler: Chief Executive Giovanni Tettamanzi/Disenfrancised
Government: Mercantile Republic
Centralization: Tight Federation
Religion: Roman Catholicism
Tech Level: Early Enlightenment Age
Army (Training): 5 Regiments (Good), 10 Regiments (Better)
Navy (Training): 40 Squadrons (Very Good)
Leadership (Military/Civilian): Competent/Brilliant
Economy: Growing (+2)
Infrastructure: Very Efficient
Education: Perfect
Culture: Strongly Cultured
Confidence: Admiring
Projects:
Public Allies: Andalusia, Byzantium
Nation Background: Though the Middle Ages were a tumultuous and uneven time for Genoa, it had worked fruitfully with both France and the HRE; after both collapsed, Genoa temporarily declined, but then, with the capture and sack of its primary opponent city Venice and the decline of secondary opponent Barcelona, suddenly leaped forward into its golden age under the watchful eyes of the Grimaldi Doges; using the economical and political vacuum in the Mediterranean, Genoa soon reached a rewarding agreement with the Byzantine and Leonese Empires, funding their various campaigns in exchange for trading privileges; later in the 15th century, Genoa successfully repulsed a few foreign invasions and with pragmatic consent of the Majardids broke into the Atlantic Ocean, soon establishing a noticeable presence in West Africa and Brazil. However, this gained Genoa envy of its neighbors, and it is unclear how well the merchant republic shall fare in the 16th century.

Kingdom of Tuscany
Capital: Florence
Ruler: /Dreadnought
Government: Oligarchic Monarchy
Centralization: Tight Federation
Religion: Roman Catholicism
Tech Level: Early Enlightenment Age
Army (Training): 17 Regiments (Very Good)
Navy (Training): 15 Squadrons (Normal)
Leadership (Military/Civilian): Brilliant/Good
Economy: Good Enough (+2)
Infrastructure: Very Efficient
Education: Perfect
Culture: Hyperpatriotic
Confidence: Respecting
Projects:
Public Allies: Holy Austrian Empire
Nation Background: Arguably the cultural center of Italy, Tuscany was first united by the Attoni Dynasty; after it died out with Matilda di Canossa, the region was balkanized and saw a seemingly-endless struggle between various city states. For long, Pisa was the predominant power, but eventually it was eclipsed by Genoa on the sea and Florence on the land; the latter attained a loose hegemony in Tuscany, but it was only after the fall of first the Holy Roman Empire and then the Florentine Republic (to the Medicis, whose contemporary leader eventually had himself crowned as King Chiarissimo I of Tuscany, though this monarchy retained many traits of the fallen Republic) that it had rose to true greatness; having rallied the opposition to the Viscontis, the Medicis briefly rose to dominate Central Italy in the 15th century, but were considerably thrown back by the Italian War. Nevertheless, they recovered from it, and attained fealty of Pisa, Lucca, Parma and Modena, not without foreign help and promises of considerable autonomy. Presently Tuscany is probably the strongest native Italian state, but it isn't too stable; far from all the rifts between the various Central Italian states have been healed, and several foreign rulers are interested in destroying Florentine power.

Khanate of the Golden Horde
Capital: Serai Berke
Ruler: Mamai Khan/silver 2039
Government: Khanate (Absolute Monarchy)
Centralization: Federation
Religion: Sunni Muslim (various minorities tolerated)
Tech Level: Age of Exploration
Army (Training): 62 Thousands (Good), 2 Thousands (Better), 5 Cossack Thousands (Very Good), 21 Levy Thousands
Navy (Training): 5 Ships (Tolerable) (Rivers), 5 Ships (Semi-Rabble) (Black Sea)
Leadership (Military/Civilian): Good/Better
Economy: Growing (+2)
Infrastructure: Improving
Education: Educated
Culture: Cultured
Confidence: Admiring
Projects: The Great Reforms (Done!)
Public Allies: Principality of Kostroma (Vassal)
Nation Description: The European segment of the greater Mongol Empire, it was prevented from expanding beyond Russia by succession problems and staunch Imperial resistance, but itself defeated all the attempts to dislodge it from its holdings. Though remaining a formidable military force, the Golden Horde deteriorated due to the Black Death and internal strife, and in the late 14th/early 15th centuries almost ceased to exist, allowing Galicia and Sweden to expand further into Russia. However, in 1468-1480, a strong ruler finally emerged from the mess left behind by the Golden Horde's near collapse - Nostradat Khan, who renewed the Horde by bringing new blood into it - that of the Kazakhs and Turkmen, with whom he allied after his initial defeat when he was the Khan of Astrakhan. After conquering Central Asia, he returned with a vengeance, crushed all resistance and officially took power as the Khan of the Golden Horde in Sarai Berke (New Sarai). From there he moved on to reconquer eastern Russia and the Caucasus, although his attempts to advance further were fought to a standstill. Sadly, he died in 1489, before he could either go on a new campaign or put into place some proper domestic reforms. Fortunately his son Mamai Khan wasn't completely incompetent, and managed to hold the Horde together for now; yet it is unlikely that it will survive for much longer, at least without some major changes. Mamai Khan's recent reforms may change that, however.

Byzantine Empire
Capital: Constantinople
Ruler: Basilissa Tryphaina I /Insane_Panda
Government: Absolute Monarchy
Centralization: Tight Federation
Religion: Orthodox Christianity
Tech Level: Early Enlightenment Age
Army (Training): 50 Regiments (Elite), 5 Regiments (Good)
Navy (Training): 31 Squadrons (Elite)
Leadership (Military/Civilian): Brilliant/Good
Economy: Growing (+2)
Infrastructure: Very Efficient
Education: Perfect
Culture: Patriotic
Confidence: Respecting
Projects: Growth (secret) (DONE), Unity (+1 Economy, +1 Centralization, +1 Culture) (1/4)
Public Allies: Tsardom of Galicia, Caliphate of Persia
Nation Description: Centuries of luck and prosperity alternated with those of decline for Byzantium. In the 11th century, the Byzantines underwent a revival, they fought back a variety of foes on all their borders and reconquered the Balkans; in the 12th, Venetian, Hungarian and Turkish onslaught was only barely slowed down, and the Byzantines declined; in the 13th, things were little better at first, but the restored Ducas Dynasty managed to eventually revive the Byzantine fortunes and retake lost ground in the Aegean and East Anatolia. Also, the Byzantine pact with the Mongols allowed the former to turn the tables on both the Turks and the Hungarians. In the 1380s, under Manuel IX Ducas, the Byzantines ascended to a new zenith; southern Italy and the Levant were reconquered, and later on, so was Egypt. However, the Byzantines severely overstretched themselves, and the general chaos and instability of the early 15th century reached the Eastern Empire as well. Renewed succession problems caused a civil war, which was immediately exploited by Aragon, Galicia and Venice. Also, soon enough a major rebellion in the Islamic provinces begun, and the Muwahhidun Empire was born. Only in 1439 did the Byzantines begin to recover, as the Comnenus Dynasty came to power again. Under Isaac III Comnenus, Calabria and Aleppo were recaptured, and considerable gains were made in the Balkans, with the conquest of Wallachia, Moldavia and Croatia. Demetrius I Comnenus encouraged a cultural renaissance, military reforms and intervened in Hungary to impose the rise of a "friendly" Pesti dynasty. All in all, the Byzantine Empire seems to be safe for now. But then again, these are volatile, dangerous times...

 
PC's Continued:

The Papal States
Capital: Rome
Ruler: Pope Pius III/Swissempire
Government: Papacy
Centralization: Unitary With Exceptions
Religion: Roman Catholicism
Tech Level: Early Enlightenment Age
Army (Training): 5 Regiments (Better), 12 Michaelite Regiments (Good)
Navy (Training): 5 Squadrons (Tolerable)
Leadership (Military/Civilian): Tolerable/Competent
Economy: Not Bad (+1)
Infrastructure: Efficient
Education: Well Educated
Culture: Devoted
Confidence: Respecting
Projects:
Public Allies: Catholic League
Nation Background: Since the 11th century, the Papacy remained on uncertain terms with the Holy Roman Empire; depending on who was Pope, who was the Emperor and what was the geopolitical situation, the two either worked together against common threats, and either tried to overthrow each other. However, the two rarely fought each other openly. Still, the threat of Imperial invasion had frustrated many Papal ambitions, and finally, Pius IV struck a deal with the Norse in the early 15th century. The plan succeeded beyond his wildest dreams, as both the HRE and France, the two powers that always threatened Italy, collapsed. However, this disturbance in the stability (and the privileges granted to the Norse Church) weakened the Pope's spiritual authority, while a new round of warfare in Italy had undermined the temporal one; the worst came when a contested Papal election was used as a pretext by the Austrians and their allies to invade; Cardinal Eugenio Fieschi, the challenged candidate, tried to organize a pan-Italian coalition, and with Visconti assistance did just that, but it was broken at Viterbo and the election of an Austrian puppet Pope was assured; as if that wasn't bad enough, the next Pope was an Austrian himself! With the Papacy thus weakened and subjugated, many churches outside of Italy became de facto autonomous, much like the Norse one. A Papal renaissance is not impossible, but is going to be difficult, especially under the watchful Austrian eyes.

Kingdom of Poland
Capital: Warsaw
Ruler: King Kazamir I/Luckymoose
Government: Feudal-Aristocratic Monarchy
Centralization: Loose Federation
Religion: Roman Catholicism
Tech Level: Age of Exploration
Army (Training): 25 Thousands (Better)
Navy (Training): None
Leadership (Military/Civilian): (Better/Better)
Economy: Normal (+1)
Infrastructure: Improving
Education: Educated
Culture: Average
Confidence: Respecting
Projects:
Public Allies: Bavaria
Nation Background: Though both Bohemia and Poland were gradually conquered by the HRE and colonized by Germans, the Slavic population there was far from defeated, and peasant risings occured again and again. After the initial chaos of the Flemish War subsided, the Polish and Bohemian nobility rallied around Siemowit Tarnowski, who had created a Prague-based noble federation - a somewhat belated feudal state, with the king (obviously, Siemowit I) only the first amongst equals. But the Prague Confederacy collapsed after the antics of Mad King Siemowit II, allowing the Polish nobles of the Confederacy to finally regain their freedom.

Tsardom of Galicia
Capital:
Ruler: Tsar Vasili II/Josefstalinator
Government: Absolute Monarchy
Centralization: Unitary With Exceptions
Religion: Orthodox Christianity
Tech Level: Age of Exploration
Army (Training): 19 Thousands (Elite), 10 Kulikovan Thousands (Elite+1), 13 Thousands (Tolerable), 10 Levy Thousands
Navy (Training): 5 Ships (Normal)
Leadership (Military/Civilian): (Good/Better)
Economy: Not Bad (+1)
Infrastructure: Improving
Education: Literate
Culture: Patriotic
Confidence: Tolerating
Projects:
Public Allies: Byzantium
Nation Description: The only Russian state to escape Swedish or Mongol domination, Galicia-Lodomeria had also avoided falling to either the Hungarians or the Byzantines; nonetheless, the Galicians had come under a certain amount of influence from both - while the Galician culture was very much influenced by the Byzantines, the reformed armies of Daniel III were definitely inspired by the Hungarians. Though to survive the Galicians at first had to pay tribute to the Mongols, after the end of the Golden Horde's heyday and the Mongol defeat at Liegnitz, the Galicians immediately broke with the Mongols and fought back several attacks, both by the Mongols and later by the resurgent Hungarians. Since then, the peaceful, industrious Galicians gradually began to transform into a warrior people, with a formidable military tradition; thus, surrounded by enemies, they survived, and in the 14th century - expanded. But in the late 15th century, the Golden Horde was suddenly revitalized and Nostradat Khan razed Vladimir and Moscow, and was only barely stopped outside of Kiev. Frightened, the Galicians had no choice but to reconcile with the Byzantines, whose assistance proved crucial in saving Galicia and by extent Europe from a new Mongolian invasion. By now Galicia has recovered, while the Golden Horde is shaking again; soon shall be the time to reunite Russia, but it would seem that there shall be strong competition... and also, is it at all safe to trust the wily Byzantines?

Gilanid Shahdom/Caliphate of Persia
Capital:
Ruler: /Sheep
Government: Absolute Monarchy
Centralization: Unitary With Exceptions
Religion: Sunni Muslim (significant Shiite minority)
Tech Level: Age of Exploration
Army (Training): 11 Thousands (Good), 35 Immortal Thousands (Very Good) (OOC: You need to train the UU soon.)
Navy (Training): 15 Ships (Normal)
Leadership (Military/Civilian): Good/Competent
Economy: Good Enough (+2)
Infrastructure: Good
Education: Perfect
Culture: Patriotic
Confidence: Respecting
Projects:
Public Allies: Byzantine Empire
Nation Description: After three centuries of Turkic and Mongol rule, a native Persian dynasty, the Gilanids, picked up what remained after the disastrous, incompetent rule of the il-Khans, or, rather, as nothing really remained from them, simply reunited Persia in a series of well-executed campaigns in the early 15th century, removing the Turkic and Mongol warlords from power. The Gilanids proved enlightened and competent rulers (then again, they had a favorable background), and fostered a new Persian cultural renaissance, in combination with domestic reforms and the creation of a pseudo-meritocracy under their second ruler, Tahmasp I. Having already claimed the title of Shah, Tahmasp I nonetheless also took the title of Caliph with the backing of the Arabian clergy; after the Druze revolution in Egypt, Persia became the strongest Sunni power left in the world, though possibly Andalusia, another Caliphate, was its equal. In any case, taking in Sunni refugees from Egypt, Persia soon prospered indeed, even moreso after its modernized military conquered Oman. Following a pragmatic foreign policy, the Gilanids have recently befriended the Byzantines, as both had mutual enemies in the Golden Horde and in the Muwahhidun Empire.

Muwahhidun Empire of Egypt
Capital: Cairo
Ruler: /Wubba360
Government: Totalitarian Monarchy
Centralization: Unitary
Religion: Druze (Significant Sunni Muslim and small Orthodox Christian minorities)
Tech Level: Age of Exploration
Army (Training): 7 Thousands (Very Good), 40 Medjai Warrior Thousands (Professional), 15 levy divisions (Normal)
Navy (Training): N/A
Leadership (Military/Civilian): (Good/Better)
Economy: Not Bad (+1)
Infrastructure: Good
Education: Well Educated
Culture: Devoted
Confidence: Tolerating
Projects: Military Juggernaut (+2 Training, +1 Military Leadership) (Done!)
Public Allies:
Nation Description: Ever since the collapse of the degenerated Fatimid Empire in the mid-13th century, Egypt - and the Levant - were in chaos, with short-lived local empires, constant nomad attacks, Mongol invasions and finally, in the later 14th century, a complete Byzantine conquest; no wonder that, no matter how bad the later Fatimid era was, it eventually came to be idolized by the people as something of a golden age. When the Egyptians rose up and drove out the Byzantine conquerors, the ones to take control of the rebel masses called themselves the Muwahhiduns and who were also known as... the Druzes. Led by a man called Korkmaz, who declared himself Imam and al-Hakim's regent, the Druzes established an ultra-theocratic regime in Egypt, and with surprising speed and ruthlessness suppressed the Sunnis and pretty much all other Muslim movements in their lands. With their traditional emphasis on hierarchy, subordination and cohesion, the Druzes managed to build a strong, if highly oppressive, state and a modern, extremely well disciplined military that pushed the Byzantines out of virtually the entire Levant. The elite Muwahhidun forces proceeded to crush all resistance, and conquer, within the rest of the 15th century, Hejjaz, Yemen, the realms of the Lower Nile and Abyssinia. Also, as dissent begun to grow, the Empire transformed into a (somewhat) model totalitarian state, with an efficient suppression apparatus, a dedicated elite and massive public works at the expense of commerce and living standards. With the southern campaigns brought to a logical conclusion, it would seem that the Muwahhidun Empire shall soon either stagnate, decline and eventually collapse as is hoped by most of its neighbors, either continue its thus far successful struggle with all around it, striking into Arabia, Anatolia or the Mediterranean...

Sultanate of Zanzibar
Capital: Zanzibar
Ruler: /Cuivienen
Government: Mercantilist Monarchy
Centralization: Federation
Religion: Sunni Muslim (Hindu majority in Indian territories)
Tech Level: Age of Exploration
Army (Training): 19 Thousands (Good), 3 Thousands (Normal), 5 Levy Thousands
Navy (Training): 30 Ships (Professional)
Leadership (Military/Civilian): Better/Competent
Economy: Rich (+3)
Infrastructure: Efficient
Education: Well Educated
Culture: Patriotic
Confidence: Admiring
Projects:
Public Allies: Sultanate of Hadramut
Nation Description: All the Swahili city-states were melting pots of Islamic cultures - African, Persian and Arabic - but none of them were quite as, uh, meltingpotty and as prosperous as Zanzibar, on the island of the same name. With its far-reaching trade network, powerful (by local standards) navy and excellent strategic position, Zanzibar became the natural capital of East Africa, which was united in the 14th century as a side-effect of the great turmoil caused in the Muslim Indian Ocean by the Byzantine reconquest of the Levant. The general decline of commerce led to fiercer economic competition, whilst social strife resulted in several dynasty changes; eventually, economic and social strife moved to a political level, and from there - to a series of intensified conflicts. Under the new Hadimi Dynasty, founded by Farid Hadimi, Zanzibar came out on top as a result of this struggle; after its mercenaries sacked Mombasa in 1357, the other city-states surrendered as well, in exchange for retaining considerable autonomy and local laws (it would have been quite difficult to establish centralized control over the entire East African coast anyway). United around what some termed "the Carthage of the Indian Ocean" or "the Swahili Srivijaya", East Africa truly entered the world stage for the first time since the fall of Axum; for Zanzibar's commercial empire was, for various reasons, beginning to transform into a colonial one, extending eastwards and securing various islands there; perhaps the greatest sign of Zanzibar's new ascendancy was the recent conquest of Calicut and several other parts of Malabar Coast; but Zanzibar isn't at its zenith yet.

Sultanate of Hadhramaut
Capital:
Ruler: Sultan Amin al'Afar/Lord_Iggy
Government: Mercantile Monarchy
Centralization: Tight Federation
Religion: Sunni Muslim
Tech Level: Age of Exploration
Army (Training): 14 Thousands (Good), 10 Desert Walker Thousands (Professional)
Navy (Training): 15 Ships (Normal)
Leadership (Military/Civilian): Competent/Tolerable
Economy: Normal (+1)
Infrastructure: Improving
Education: Educated
Culture: Strongly Cultured
Confidence: Admiring
Projects:
Public Allies: Sultanate of Zanzibar
Nation Description: Hadhramaut is a rather average, uninteresting coastal state, forged by charismatic tribal leaders who soon formed an alliance with local merchants who supported the rulers financially. For many centuries they have profited off the trade between Egypt and India, and it seems that things will continue that way, unless the Bedouins or Zanzibaris kill them all. Strangely, in 1501 a small black and white bird burst through the doors of the Sultan's palace, waving a machete and screaming wildly, "Wait one month! Wait one month!" Court astrologers believe this to be an omen of impending armageddon.

Sultanate of Delhi
Capital: Delhi
Ruler: /Birdjaguar
Government: Absolute Monarchy (in theory, in practice Feudal Monarchy)
Centralization: Loose Federation
Religion: Sunni Muslim (large Hindu majority, small Buddhist minority)
Tech Level: Age of Exploration
Army (Training): 30 Thousands (Better), 10 Thousands (Tolerable)
Navy (Training): 10 Ships (Semi-Rabble)
Leadership (Military/Civilian): Good/Better
Economy: Normal (+1)
Infrastructure: Good
Education: Enlightenment
Culture: Patriotic
Confidence: Respecting
Projects:
Public Allies: Sultanate of Zanzibar
Nation Description: Founded by the Ghurid commander Mu'izz-ud-Din Muhammad ibn Sam, the Sultanate of Delhi - one of the greatest Turkic states thus far - has seen the rule of several dynasties. Its first ascendance was under the slave-sultan Iltutmish; sadly, his successors had failed to defend what he had gained, and instead fought a lengthy, exhausting civil war. Late 13th-early 14th centuries saw the rule of the Khaljis, who had come to control, directly or not, the greater part of the Indian sub-continent; they were followed by Muhammad ibn Tughluq, who lost the southernmost territories to the Bahmanis, but in the north fought back a Mongol invasion and introduced reforms to establish a centralized, benevolent Muslim-dominated monarchy; though his attempts to Islamify India resulted in many rebellions, he achieved partial success with the help of refugees fleeing from the war-torn Middle East. The Tughluqids ruled on into the 15th century, failing to recover Deccan, and eventually losing some other territories, as the empire grew ever more decentralized and stagnant. A brief renaissance was achieved in the middle 15th century under Husayn I Tawfiqi, an usurper general, but in truth, Delhi still only looks strong, despite the best efforts of its rulers, it has again devolved into a feudal confederacy, and the slightest shake of the central authority might cause it to implode.

Yuan Empire
Capital: Tatu
Ruler: /Icmancin
Government: Absolute Monarchy
Centralization: Unitary
Religion: Buddhism, Confucianism, Taoism, Ancestor Worship (none preferred)
Tech Level: Age of Exploration
Army (Training): 60 Thousands (Normal), 10 Thousands (Professional), 20 Yuan Archer Thousands (Professional)
Navy (Training): 30 Ships (Better)
Leadership (Military/Civilian):
Economy: Good Enough (+2)
Infrastructure: Good
Education: Well Educated
Culture: Cultured
Confidence: Admiring
Projects:
Public Allies:
Nation Description: Probably the primary successor state to Genghis Khan's Mongol Empire (by the virtue of controlling Mongolia itself, amongst other things), the Yuan Empire is a curious mix of the Mongol tradition with those of the various conquered peoples, most notably the Chinese; in theory a meritocratic melting pot (obviously, this is rather harder to achieve in practice), the Yuan Empire has combined the Chinese bureaucratic tradition with the Mongolian and Jurchen military one, and is thus very formidable indeed, if not for the continued dissent both amongst the various conquered peoples and amongst the conservative Mongol tribes themselves; this and internicine strife greatly weakened the Yuan, especially in the 14th century. However, back in the 13th one, under Kublai Khan, the Yuan have all but conquered both China and Japan; however, the Song used their technological prowess and natural defenses to greatly slow down the Yuan advance, and bad weather had crippled the Yuan fleet, also, Kublai Khan died inconveniently in battle with the Chinese. Though the Song dynasty soon collapsed anyway, the 14th century Mongol civil wars and stagnation allowed a new Chinese dynasty to rise, the Min, who later nearly reconquered all of China Proper. In the early 15th century, however, the increasingly weak, decadent and "Sinified" Ghenghisids were overthrown by the more brutal and barbaric, and also more vigorous Khasarids, led by Galdhan Khan, who had defeated the Min outside of Tatu, and defeated several rebellions. Though his invasions of China mostly failed, he succeeded elsewhere - he had conquered Japan. Sadly, his heirs too weren't terribly competent, and lost Japan, but the Yuan-Min war now stalemated south of the Huang He, and all the Min attempts to expel the Yuan altogether had failed. It remains to be seen whether this "Three Hundred Years War" would ever come to a decisive conclusion or not.

Min Empire
Capital: Suzhou
Ruler: Emperor Hongwu/alex994
Government: Divine Monarchy
Centralization: Unitary With Exceptions
Religion: Buddhism, Confucianism, Taoism, Ancestor Worship
Tech Level: Age of Exploration
Army (Training): 39 Thousands (Good), 15 Thousands (Very Good), 10 Thousands (Tolerable)
Navy (Training): 35 Ships (Good), 10 Ships (Very Good)
Leadership (Military/Civilian): Better/Good
Economy: Growing (+2)
Infrastructure: Very Efficient
Education: Enlightenment+1
Culture: Hyperpatriotic
Confidence: Admiring
Projects: Meimeihenqi (+3 education) (Done!) Inner Development Project (+Wuhan, Chongqing eco centers) (4/7)
Public Allies: Japanese Empire
Nation Description: Successors to the Song Dynasty, the Min have successfully revived and reformed China, mixing Song commercialism and innovation with strong, autocratic rule and a military tradition encouraged by the Mongol presence in the north. Using the time gained by the Mongol civil wars to rebuild southern China and create a strong new army, the Min have in the late 13th century come close to expelling the Mongols from China. Though ultimately, they only reconquered Central China, great gains were made elsewhere; Japan was vassalized, Annam was properly subdued and several islands were conquered by the new Min fleet, built to counter the Yuan one. However, the war with the Yuan remains the main concern for the Min, preventing them from making full use of the opportunities in South-East Asia...

Kingdom of Ayutthaya
Capital:
Ruler: /justokre
Government: Absolute Monarchy
Centralization: Uberunitary
Religion: Theravada Buddhism
Tech Level: Age of Exploration
Army (Training): 30 Thousands (Professional) 10 Thousands (Normal)
Navy (Training): 15 Ships (Normal)
Leadership (Military/Civilian): Better/Competent
Economy: Good Enough (+2)
Infrastructure: Improving
Education: Educated
Culture: Hyperpatriotic
Confidence: Respecting
Projects:
Public Allies:
Nation Description: Having eclipsed, conquered and in a way replaced the Khmers, Ayutthaya has, by contrast to Ava, become a heavily centralized, absolutist bureaucratic state with a king cult. Under the great mid-15th century King Trailok, Ayutthaya not only repulsed a Min Chinese invasion, but also signed an alliance with the Yuan (later disbanded, but friendly relations remained) and conquered Lan Na and Melaka. Though the latter was temporarily lost by his successors, the army, reformed along Yuan lines, had, in combination with some well-managed diplomacy, placed the entire Malay Peninsula under Thai rule in the end of the previous century. Now Ayutthaya stands at the crossroads; Ava, Chinese Annam and Atjeh all beckon to the ascendant imperial power; where shall the legions of the god-kings march next?

NPC's:

Natchez Empire
Capital: Nochi
Ruler: /
Government: Theocratic Monarchy
Centralization: Tight Federation
Religion: Cult of the Sun
Tech. Level: Late Middle Age
Army (Training): 10 thousands (Good)
Navy (Training): 5 ships (Semi-Rabble)
Economy: Good Enough (+2)
Leadership (Military/Civilian): Better/Better
Infrastructure: Improving
Education: Literate
Culture: Average
Confidence: Admiring
Projects:
Public Allies:
Nation Background: The smallpox epidemics that devastated the Mississippi civilization in the 14th century proved to be a blessing in disguise for the Natchez, as through a combination of luck and seclusion they, though still hard-hit, weren't as damaged as most of their neighbours. Led by their Pakachilu Ulatchuhna, the Natchez used the power vacuum to subjugate many of the nearby tribes that previously exacted tribute from them; having led his tribe to great victories, Ulatchuhna overthrew the Great Sun (domestic leader) as well and took full power in the land, reforming it into a highly-militaristic empire and proceeding to lead it to further greatness, conquering - or at least vassalizing - nearly all the tribes of the Mississippi Valley and the whereabouts. His empire was vastly overstretched, however, as were the Natchez themselves; accordingly, after his death in 1297, it all fell apart into chaos and internicine strife. Nonetheless, one of his self-declared successors, Makup Hayuhana, had reunited the core of his empire again in the middle 15th century, just in time to repulse an Iberian invasion. Employing the Iberian weapons, he forged a new, though lesser, empire and, with typical luck, befriended Andalusian merchants. As a result, he managed to modernize his empire and military, and repulse another invasion. His empire is still alive this day, but his successors weren't nearly as great leaders; meanwhile, the subservient tribes in the south and the north are getting rebellious, the leadership is increasingly corrupt and the Iberians are unlikely to repeat any of their past mistakes...

Incan Empire
Capital: Cuzco
Ruler: /
Government: Theocratic Empire
Centralization: Unitary
Religion: Sun-Worship
Tech. Level: Middle Middle Age
Army (Training): 60 thousands (Better)
Navy (Training): 10 ships (Normal)
Economy: Growing (+2)
Leadership (Military/Civilian): Better/Good
Infrastructure: Efficient
Education: Educated
Culture: Patriotic
Confidence: Nation Personified
Projects:
Public Allies:
Nation Background: Though not yet directly affected by the European intrusions to any reasonable extent, indirectly the Incan Empire was ravaged by smallpox and other diseases in the 14th century, and nearly fell apart in the beginning of the 15th, when the first contact with both Iberia and Andalusia was made. In the end, after a major civil war, it was held together, and begun to rebound from its losses, reclaiming several lost provinces, in the process coming into conflict with Andalusian merchants and missionaries in the north; although they were expelled, the Andalusians failed to do anything about it. The Incan Empire and the Iberians and Andalusians both have some knowledge about each other, mostly based on rumours and only barely reliable, but it seems inevitable that sooner or later, they shall clash - one way or another.

Kingdom of Brittany
Capital:
Ruler: /
Government: Absolute Monarchy
Centralization: Tight Federation
Religion: Celtic Rite Christianity (Significant Catholic minority)
Tech. Level: Age of Exploration
Army (Training): 15 Thousands (Better)
Navy (Training): 30 Ships (Professional)
Economy: Normal (+1)
Leadership (Military/Civilian): Competent/Tolerable
Infrastructure: Efficient
Education: Well Educated
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Public Allies: Irish Empire
Nation Background: The single most fiercely independent - because of its unique Celtic identity - part of France, Brittany remained a nearly independent French vassal under Nomenid dukes for much of the Middle Ages. Resisting various French centralization efforts, Brittany was finally incorporated into France in 1387 by force; however, when France collapsed in the Flemish War, the Nomenids quickly returned and with the help of local rebels reclaimed the Duchy, now declared a kingdom. Using its beneficient strategic position and great relations with Ireland, Brittany built a prospering colonial empire of its own. However, now the powerful Norse Empire is looking hungrily both at Brittany and at its patron...

Westphalian League
Capital: Westphalia
Ruler: /
Government: Feudal Aristocracy
Centralization: Tight Federation
Religion: Roman Catholicism
Tech Level: Late Middle Ages
Army (Training): 7 Thousands (Normal)
Navy (Training): None
Leadership (Military/Civilian): Tolerable/Tolerable
Economy: Not Bad (+1)
Infrastructure: Improving
Education: Educated
Culture: Average
Confidence: Tolerating
Projects:
Public Allies: Bavaria
Nation Background: Once a part of Greater Saxony, Westphalia since then had become a completely separate political entity - or, rather, entities - under the Holy Roman Empire. A comparatively quiet and backwater region, Westphalia nevertheless gained greatly in religious and judicial influence in all of Germany. In the Flemish War it was one of the most loyal regions, and Friedrich VI managed to briefly recover there before his final defeat; after it, chaos erupted, and rebellious peasants roamed through Germany. Desperate, the local counts and bishops decided to form a league and make a common front against the rebellious peasantry, successfully restoring order. Now Westphalia is a quiet, peaceful region, the peasantry rebellious no more, but should war erupt in Germany, this near-idyll will end, and probably so will the League's independence.

Swiss Republic
Capital:
Ruler: /
Government: Republic
Centralization: Loose Federation
Religion: Roman Catholicism (OOC: With OTL Calvinist influences, however.)
Tech Level: Age of Exploration
Army (Training): 15 Thousands (Professional)
Navy (Training): None
Leadership (Military/Civilian): Good/Better
Economy: Not Bad (+1)
Infrastructure: Improving
Education: Well Educated
Culture: Jingoist
Confidence: Admiring
Projects:
Public Allies:
Nation Background: Threatened by expansion of feudal and Imperial power alike, the Swiss people of the Alps were in a state of near-perpetual rebellion since the late 13th century. Though in the 14th, the rebels were temporarily overwhelmed by superior numbers thrown at them by the Imperials, as soon as the Holy Roman Empire broke down, the Swiss rose up in arms once more, and expelled or slaughtered all the nobility and clergy, creating a "commune of equals" in reaction to past oppression. Though it was immediately declared an abomination by all of its neighbors, they all proved unwilling and unable to do anything about it. Of course, the Swiss Commune collapsed a few years after it was created anyway. Eventually, a far more federation of free cities was set up and some degree of reconciliation with Rome was reached. The Republic still is, however, a safe haven for those unwanted elsewhere; also, though it is a small country with few natural enemies, it had fostered a strong military tradition, and its mercenaries have thrived in the chaos.

Kingdom of Lombardy
Capital: Milan
Ruler: /
Government: Absolute Monarchy
Centralization: Unitary
Religion: Roman Catholicism
Tech Level: Age of Exploration
Army (Training): 10 Thousands (Better)
Navy (Training): 5 Ships (Tolerable)
Leadership (Military/Civilian): Tolerable/Competent
Economy: Normal (+1)
Infrastructure: Good
Education: Well Educated
Culture: Devoted
Confidence: Tolerating
Projects:
Public Allies:
Nation Background: Often a contested region between the various powers struggling for Italy, Lombardy itself was for long divided between Milan and the various other cities. The Hohenstauffens skillfully played the two against each other, but eventually in the 13th century, intervened when the disturbingly democratic Milan first got too strong, virtually subjugating the rest of Lombardy. With the help of local rebels and nobles, the Imperials eventually razed Milan, but later rebuilt it, granting power to the Viscontis. In the wake of the Flemish War, the Viscontis made their grand bid for power in northern Italy, but were first checked by their neighbors, and then, in their second attempt (1440s), despite several initial victories, proved to have only paved the way for the Habsburgs and their allies to invade Italy. Reluctantly, Matteo II made peace with his enemies, but the combined army thus raised was routed at Viterbo and Matteo himself fell in battle; Lombardy collapsed accordingly. Under Ottone IV, however, Lombardy had recovered; Ottone himself became King of Lombardy, though this was only a de jure achievement, and fought back a Provencal invasion with Austrian help. Domestically, he oversaw Lombardy's centralization and reconstruction. As Milan recovered its status as Northern Italy's key city, perhaps the Viscontis could unite Italy yet...

 

Principality of Kostroma
Capital:
Ruler: /
Government: Feudal Principality
Centralization: Federation
Religion: Orthodox Christianity
Tech Level: Late Middle Ages
Army (Training): 10 Thousands (Tolerable)
Navy (Training): N/A
Leadership (Military/Civilian): (Tolerable/Barely Tolerable)
Economy: Not Bad (+1)
Infrastructure: Tolerable
Education: Tolerable
Culture: Average
Confidence: Barely Tolerating
Projects:
Public Allies: Golden Horde (Liege Lord)
Nation Description: Forged out of eastern Novgorodian and northern Vladimirian territories after the fall of those two great Russian principalities, and united around the northern trade center of Kostroma, this principality rose in the 15th century with Mongol assistance. Despite its size and strategic position, it is in fact quite weak and backwards, and greatly depends on the assistance of the revived Golden Horde; as said Horde seems to be again reverting into chaos, Kostroma doesn't seem to have a future...

Zayanid Sultanate
Capital: Algiers
Ruler: /
Government: Sultanate
Centralization: Tight Federation
Religion: Sunni Muslim
Tech Level: Age of Exploration
Army (Training): 10 Thousands (Normal)
Navy (Training): 5 Ships (Tolerable)
Leadership (Military/Civilian): (Tolerable/Competent)
Economy: Not Bad (+1)
Infrastructure: Good
Education: Educated
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Public Allies:
Nation Description: Formerly loyal vassals of the Almohads, then, after a brief period of independence, loyal vassals of the Almohad successors - the Majardids. It is a rather weak (due to the shortage of manpower) Berber state, but in recent times it achieved prosperity due to advantageous strategic position of one of its primary cities, Tlemcen, a key segment of the trans-Saharan trade routes. If expansion westwards is unthinkable, northwards - impossible and eastwards - very difficult, then perhaps expansion southwards is the way to go? Though weak, the Zayanids do not entirely lack in potential...

Hafsid Sultanate
Capital: Tunis
Ruler: /
Government: Sultanate
Centralization: Unitary With Exceptions
Religion: Sunni Muslim
Tech Level: Age of Exploration
Army (Training): 20 Thousands (Better)
Navy (Training):
Leadership (Military/Civilian): Competent/Competent
Economy: Normal (+1)
Infrastructure: Good
Education: Literate
Culture: Cultured
Confidence: Respecting
Projects:
Public Allies:
Nation Description: A proud Berber warrior realm, the Hafsid Sultanate is fairly strong, prospering and has a good strategic position, but lacks any allies whatsoever; the Muwahidduns don't really think the Hafsids (or anybody else for that matter, apart from themselves) human, the Zayanids and their Majardid allies have already fought several wars against them, and the Genoese see them as heathens and what's worse - competitors. But not all is lost; the Hafsids are in the same place as ancient Carthage, and thus have similar opportunities; also, in recent times relations between them and the Byzantines have been improving suspiciously...

Mali Empire
Capital:
Ruler: /
Government: Tribal Kingdom
Centralization: Loose Federation
Religion: Sunni Muslim, Animism
Tech Level: Late Middle Ages
Army (Training): 20 Thousands (Tolerable)
Navy (Training): 5 Ships (Rabble)
Leadership (Military/Civilian): Barely Tolerable/Tolerable
Economy: Good Enough (+2)
Infrastructure: Improving
Education: Tolerable
Culture: Patriotic
Confidence: Respecting
Projects:
Public Allies:
Nation Description: Since the 13th century predominant in West Africa, the great trading empire of the Mali however begun to decline immediately upon reaching its 14th century zenith, and in the 15th century, the trade network brought the empire down with it - or nearly so. That was a century of near collapse; several key cities defected, rebelled or were captured by barbarians, and Mali was generally forced to shift southwestwards, especially as to northeast, the new Songhay Empire replaced its predominance along the Niger River and took over the Saharan trade. However, in the southwest, Mali gained a brief break; it befriended and traded with the Majardids, causing the seaport of Cacheu to become a great trade center. Perhaps not all is lost, and past glory could be reclaimed?

Songhay Empire
Capital:
Ruler: /
Government: Tribal Kingdom
Centralization: Tight Federation
Religion: Sunni Muslim, Animism
Tech Level: Late Middle Ages
Army (Training): 25 Thousands (Normal)
Navy (Training): N/A
Leadership (Military/Civilian): Competent/Tolerable
Economy: Normal (+1)
Infrastructure: Barely Tolerable
Education: Literate
Culture: Devoted
Confidence: Respecting
Projects:
Public Allies:
Nation Description: The successors to the Malinese Empire on the Niger, Songhay people have for long lie inert in Gao; after first its conquest by the Malinese and later its succesful rebellion, the Songhay Empire was born under Sulaiman-Mar, and later, for real, under 'Ali Ber who repulsed Gao's various barbarian neighbors and conquered Timbuktu and Djenne. Despite some strife after his death, Songhay remains strong, and is now preparing for the final clash with the suddenly resurgent Mali.

Kingdom of Bornu
Capital: Bornu
Ruler: /
Government: Tribal Chiefdom
Centralization: Loose Federation
Religion: Animism
Tech Level: Early Middle Ages
Army (Training): 10 Thousands (Semi-Rabble)
Navy (Training): N/A
Leadership (Military/Civilian): Barely Tolerable/Incompetent
Economy: Poor (0)
Infrastructure: Dirt Paths
Education: Illiterate
Culture: Patriotic
Confidence: Admiring
Projects:
Public Allies:
Nation Description: Successor to the earlier Kanem Empire (of which Bornu was a province), Bornu has thus far warded off all of the enemies that tried to conquer its comparatively wealthy and good territories, but its long-term survival is far from assured.

Kingdom of Benin
Capital:
Ruler: /
Government: Tribal Monarchy
Centralization: Tight Federation
Religion: Sunni Muslim (Sizable Animistic minority)
Tech Level: Late Middle Ages
Army (Training): 10 Thousands (Tolerable)
Navy (Training): N/A
Leadership (Military/Civilian): Tolerable/Tolerable
Economy: Normal (+1)
Infrastructure: Barely Tolerable
Education: Tolerable
Culture: Patriotic
Confidence: Respecting
Projects:
Public Allies: Majardid Caliphate of Andalusia
Nation Description: For long a weak, primitive tribal state, Benin under Ewuare the Great underwent great transformation, becoming a hereditary monarchy, conquering several nearby territories and greatly befriending their Majardid trading partners. Benin has undergone some modernization, adapting more advanced technology with Majardid assistance, but it remains a rather weak and backwards state - yet on the other hand it only seems so on the world scale, as none of Benin's present neighbors are even nearly a match for it.

Kingdom of Kongo
Capital: Bacongo
Ruler: /
Government: Tribal Monarchy
Centralization: Tight Federation
Religion: Roman Catholicism, Sunni Muslim, Animism (About 10-10-80%)
Tech Level: Late Middle Ages
Army (Training): 20 Thousands (Semi-Rabble)
Navy (Training): N/A
Leadership (Military/Civilian): Barely Tolerable/Incompetent
Economy: Not Bad (+1)
Infrastructure: Tolerable
Education: Literate
Culture: Hyperpatriotic
Confidence: Admiring
Projects:
Public Allies:
Nation Description: Presently the most advanced and coherent of the Bantu states, Kongo, as an empire based on trade, has prospered greatly when the Genoese and the Majardids arrived, trading with both and acting as middlemen between them and the inland tribes. Commercial competition here and elsewhere in Africa has driven something of a wedge in Genoese-Majardid relations; as a result, both sides begun seeking political supporters here, and on the background, a struggle for the souls of the yet-pagan Kongolese is ongoing, as both Muslim and Christian missionaries arrive in ever-greater numbers, much to the dissent of the natives.

Bahmani Sultanate
Capital:
Ruler: /
Government: Aristocratic Monarchy
Centralization: Tight Federation
Religion: Sunni Muslim (Large Hindu minority)
Tech Level: Age of Exploration
Army (Training): 20 Thousands (Good)
Navy (Training): 10 Ships (Normal)
Leadership (Military/Civilian): Better/Competent
Economy: Normal (+1)
Infrastructure: Improving
Education: Literate
Culture: Devoted
Confidence: Respecting
Projects:
Public Allies:
Nation Description: Created by local Muslim nobles in defiance of Muhammad ibn Tughluq's centralization efforts, the Bahmani Sultanate soon enough became a centralized state itself; under Muhammad Shah I, it begun its expansionist agenda, conquering several lesser states and assuming control over much of central India with remarkably good use of artillery, but the revival of Delhi, rise of Vijayanagara and internal troubles prevented any further expansion in the 14th century. In the 15th century, despite having to fend off the attack of the aggressive of the southern Delhian "governors" (read warlords), further gains were made as Telingana was completely annexed and Vijayanagara pushed back, while wazir Mahmud Gawan instituted several reforms aimed at centralization and self-strengthening. However, later still into the century, petty intrigues and internecine strife yet again stopped Bahmani expansion. However, the conquest of western coastal areas has recently allowed the Bahmanis to participate in the general Indian Ocean commercial revival, and close ties were established with the Sultanate of Zanzibar; if the process of regional separation is stopped or reversed, the Bahmani Sultanate will have pretty good chances for a general revival and perhaps then Vijayanagara itself could finally be brought to its knees!

Vijayanagaran Empire
Capital: Vijayanagara
Ruler: /
Government: Absolute Monarchy
Centralization: Unitary
Religion: Hindu
Tech Level: Age of Exploration
Army (Training): 15 Thousands (Normal)
Navy (Training): 20 Ships (Better)
Leadership (Military/Civilian): Competent/Better
Economy: Normal (+1)
Infrastructure: Good
Education: Educated
Culture: Hyperpatriotic
Confidence: Respecting
Projects:
Public Allies:
Nation Description: Formed to oppose Muslim (first Delhian, later Bahmani) conquest of Deccan, Vijayanagara has become perhaps the first state to unite virtually all of this traditionally balkanized region. A strong, centralized empire of remarkable grandeur, Vijayanagara greatly prospered throughout the 14th and 15th centuries, but militarily, its fortunes were uneven, Goa and the Krishna-Tungabhadra doab becoming perpetually-contested territories between it and the Bahmanis, changing hands time and again. The later 15th century saw a final decisive result, and it was a one that favoured the Bahmanis - they secured all the contested territories, taking advantage of Vijayanagara's increasing decentralization after the rule of emperor Devaraya; all this and the Zanzibari conquest of Malabar crippled Vijayanagara's commerce, and much like Delhi, the formidable empire seems to be on the brink of total collapse; fortunately, the Bahmanis aren't much better off.

Sri Lanka
Capital:
Ruler: /
Government: Monarchy
Centralization: Loose Federation
Religion: Theravada Buddhism
Tech Level: Age of Exploration
Army (Training): 10 Thousands (Tolerable)
Navy (Training): 15 Ships (Normal)
Leadership (Military/Civilian):
Economy: Not Bad (+1)
Infrastructure: Improving
Education: Literate
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Public Allies:
Nation Description: For much of the Middle Ages, Sri Lanka passed between various weak native and foreign rulers, eventually breaking up into several separate kingdoms/city-states and thus becoming very vulnerable to invasion. It was only after the brief late 15th century Vijayanagaran rule - and the ensuing anarchy - that some semblance of unity was achieved again under Kandy, the one kingdom that remained unconquered for all the time; nevertheless, the island remains highly decentralized, weak and unstable; in its present state, it is ripe for picking, though it is not too late for it to alter that state and perhaps even become a colonial power in and of itself.

Japanese Empire
Capital: Kyoto
Ruler: /
Government: Divine Monarchy
Centralization: Tight Federation
Religion: Shinto, Buddhism, Ancestor Worship
Tech Level: Age of Exploration
Army (Training): 15 Thousands (Better)
Navy (Training): 20 Ships (Good)
Leadership (Military/Civilian): Competent/Tolerable
Economy: Normal (+1)
Infrastructure: Improving
Education: Educated
Culture: Hyperpatriotic
Confidence: Respecting
Projects:
Public Allies: Min Empire (Liege Lord)
Nation Description: For long existing in semi-isolation, Japan was forcefully opened up when, conspiring with some discontent feudal lords, Galdhan Khan successfully invaded Japan in the early 15th century, overthrowing the Shogunate and vassalizing the Emperor through puppet ministers. Since then, Japan became a part of the ongoing Yuan-Min wars for the control of China; fearful that Nagasaki might become a staging ground for a maritime invasion of China, the Min built up a fleet of their own, captured Okinawa and begun conspiring with the discontent Japanese nobles and soon enough incited a destructive civil war in Japan, in which both the Yuan and the Min intervened; in the end, the Min won first the naval war, and then landed a huge expeditionary corps that gradually forced the restoration of the Shogunate; naturally, the Shogun received Min advisors as well... With Min help and urban support, the restored Shogunate had concentrated on centralization; thus, the Yuan are the ones presently backing the various conspiracies of provincial Japanese nobles, but so far, none of them had succeeded. Then again, there are rumors that the Shogun, wary of Min control, is himself secretly corresponding the Yuan Emperor... Could the Japanese play the mainlanders off against each other? Or will the opposite continue?

Kingdom of Ava
Capital:
Ruler: /
Government: Absolute Monarchy (In name alone)
Centralization: Loose Federation
Religion: Theravada Buddhism
Tech Level: Age of Exploration
Army (Training): 20 Thousands (Normal)
Navy (Training): 10 Ships (Tolerable)
Leadership (Military/Civilian): Tolerable/Barely Tolerable
Economy: Not Bad (+1)
Infrastructure: Improving
Education: Literate
Culture: Devoted
Confidence: Barely Tolerating
Projects:
Public Allies:
Nation Description: Ava is the continuer of Pagan's great cultural and political tradition; culturally it is in, if not golden, then at least silver age, but sadly it, much like the Indian states, lacks in political cohesiveness and unity, effective control being only exercised in the Irrawaddy Valley itself, and the prosperous southern ports being ever more separatist (and actually autonomous). Its fierce Shan barbarian vassals in the north - the very same that had once ruined Pagan - are now increasingly turning from vassals to masters, having recently begun to demand tribute and force favorable decisions by the Avan kings.

Sultanate of Atjeh
Capital:
Ruler: /
Government: Sultanate
Centralization: Unitary
Religion: Sunni Muslim
Tech Level: Late Middle Ages
Army (Training): 10 Thousands (Tolerable)
Navy (Training): 15 Ships (Normal)
Leadership (Military/Civilian): Tolerable/Barely Tolerable
Economy: Poor (0)
Infrastructure: Good
Education: Literate
Culture: Cultured
Confidence: Tolerating
Projects:
Public Allies:
Nation Description: After the Ayutthayan conquest of Malaya and the Malayu civil war, Atjeh, Islam's first outpost in South-East Asia, has become a great trade center and the capital of a middling, but rising sultanate. However, its rise is likely to be cut short by one thing or another; then again, likelihood is not an ineluctable necessity, and a visionary ruler may yet turn Atjeh into a great empire.

Empire of Malayu
Capital:
Ruler: /
Government: Absolute Monarchy
Centralization: Tight Federation
Religion: Buddhism, Islam, Animism
Tech Level: Age of Exploration
Army (Training): 15 Thousands (Better)
Navy (Training): 25 Ships (Good)
Leadership (Military/Civilian):
Economy: Good Enough (+2)
Infrastructure: Efficient
Education: Well Educated
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Public Allies:
Nation Description: After the slow, painful death of Srivijaya in the late 13th-early 14th centuries, a fortunately brief dark age came to Indonesia; brief, for soon enough the city of Malayu came to predominate Sumatra, while Java was united around Kadiri. The two empires built naturally-clashing colonial empires; in the eventual war, despite the early naval defeats, the Malayuns made good use of the Kadiri Empire's instability, caused by Java's multipolarity (there were several cities there, and Kadiri hegemony was very challengeable); while the Kadiri dealt with the rebellion of Kutaraja, the Malayuns recovered their military fortunes and with the help of Malay mercenaries first secured the Kadiri colonies on Borneo, and later invaded Java, razing Kadiri itself after a furious battle. Though establishing control over Java itself was a long and arduous process, gradually, through treaties, violence and threats of violence, the proud island was subdued - for now. In the 15th century, however, as trade routes shifted away from Malayu, it entered a general decline. Though it had survived the 1460s-1470s civil war, the Empire of Malayu remains very unstable now, even as the economy is picking up; separatism is high even in some parts of Sumatra itself, to say nothing of Java or Borneo.

OOC: Hmm, I'll be taking suggestions as to how I'll manage this ungodly pile of stats. ;)

 
The Map. 1503, Anno Domini.

TNESI_Map.PNG
 
Expressing interest in the nation in the southeast corner of Arabia.

Though I can't join until November. :(

EDIT: Oh geez. Mods, please delete this post. I thought that Thlayli had just given the clear to post.

*Horribly mangles self in guilt*
 
taking Provence,


Kingdom of Provence
Capital: Provence
Ruler: /
Government: Absolute Monarchy
Centralization: Unitary With Exceptions
Religion: Roman Catholicism
Tech Level: Age of Exploration
Army (Training): 15 Thousands (Good)
Navy (Training): 20 Ships (Very Good)
Economy: Good Enough (+2)
Leadership (Military/Civilian): Tolerable/Competent
Infrastructure: Efficient
Education: Perfect
Culture: Hyperpatriotic
Confidence: Respecting
Projects:
Public Allies:
Nation Background: After a long and exciting history of Catalonian, Northern French, Angevin, Imperial and local intrigues and wars, Provence, still a great cultural and economic center of Europe, fell to a cadet branch of the French ruling dynasty, retaining close ties with the crown, of course. The devastation in the War of French Inheritance and the general decline of Mediterranean trade ended Provence's Golden Age; however, when after the Flemish War it regained independence under an energetic local ruler Louis III, hopes again arose, as Louis not only defeated an Aquitainian invasion, but also, forming an alliance with Aragon and Austria, greatly gained from the Italian War, seizing Dauphine, Geneve, Savoy and Piedmont by 1452. Though Louis IV and his ambitions were defeated in 1471 at Cremona by an Austro-Italian coalition, since then relations with Austria were restored and now, plentiful opportunities exist for the young kingdom - it could try to reunite France, or it could again try to unite Italy, or perhaps it could press its claims to the Aragonese crown and go for a Mediterranean empire...
 
*sigh* I'm glad that you're all eager, but honestly. I'm going to ask the mods to remove those three posts now. No harm done.

Luckymoose, good untaken nations still include: Incan Empire, Tuscany, Tsardom of Galicia, Yuan Empire, Malayu, Sultanate of Delhi, and Ayutthaya. Or you can wait for people to not take their nations.
 
Will technology follow historical lines or be different? If so how?
 
Sultanate of Zanzibar
Capital: Zanzibar
Ruler: Sultan Hamad Hadimi/Cuivienen
Government: Mercantilist Monarchy
Centralization: Federation
Religion: Sunni Muslim (Hindu majority in Indian territories)
Tech Level: Age of Exploration
Army (Training): 15 Thousands (Better)
Navy (Training): 30 Ships (Professional)
Leadership (Military/Civilian): Better/Competent
Economy: Growing (+2)
Infrastructure: Efficient
Education: Well Educated
Culture: Devoted
Confidence: Admiring
Projects:
Public Allies:
Nation Description: All the Swahili city-states were melting pots of Islamic cultures - African, Persian and Arabic - but none of them were quite as, uh, meltingpotty and as prosperous as Zanzibar, on the island of the same name. With its far-reaching trade network, powerful (by local standards) navy and excellent strategic position, Zanzibar became the natural capital of East Africa, which was united in the 14th century as a side-effect of the great turmoil caused in the Muslim Indian Ocean by the Byzantine reconquest of the Levant. The general decline of commerce led to fiercer economic competition, whilst social strife resulted in several dynasty changes; eventually, economic and social strife moved to a political level, and from there - to a series of intensified conflicts. Under the new Hadimi Dynasty, founded by Farid Hadimi, Zanzibar came out on top as a result of this struggle; after its mercenaries sacked Mombasa in 1357, the other city-states surrendered as well, in exchange for retaining considerable autonomy and local laws (it would have been quite difficult to establish centralized control over the entire East African coast anyway). United around what some termed "the Carthage of the Indian Ocean" or "the Swahili Srivijaya", East Africa truly entered the world stage for the first time since the fall of Axum; for Zanzibar's commercial empire was, for various reasons, beginning to transform into a colonial one, extending eastwards and securing various islands there; perhaps the greatest sign of Zanzibar's new ascendancy was the recent conquest of Calicut and several other parts of Malabar Coast; but Zanzibar isn't at its zenith yet.


*Claiming formally*
 
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