ITNES I - An Epoch of Change

das

Regeneration In Process
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NES RULES

ITNES I - An Epoch of Change

Well, here it is.

DO NOT POST UNTIL I SAY YOU CAN!

Setting

Blah blah blah farmers, blah blah blah polar bears, blah blah blah tiny nuclear devices, blah blah blah change history.

History was altered beyond repair in 3000 BC, but now is 435 AD, and so the world is perhaps even less recognizeable. In the Americas, pandemics and Old World invasions had knocked down the old hegemon power of Olmecia, along with many lesser states and tribes; yet in the same time, even as Phoenicia, Khmeria, Hong Kong, Nihon and Nortugal (atheist Ibero-Irish) reach for the New World, several nascent native states had risen to prominence as well. In Europe, warfare keeps redrawing the map; Tarunia, the Ugro-Finnic hegemon state of the Baltic, has been destroyed, and Solist Gaul, Pagan Slavic Wenedia and Tarunist Nordrike (Scandinavia) and Mordvinia (northern Ugric) are the primary regional powers. The Bimarine Basin (Transpoenic+Mediterranean) saw the destruction of the ancient and powerful Carthaginian Empire; the seas are now dominated by Dacoillyria and its Lucan allies, but this block is not unchallenged, with Phoenicia an immediately-obvious yet not sole threat. The Indian Ocean is in the middle of a war; Sindhu, successor to Kalinga and Aryavarta (basically, an all-Indian state), is embattled by a powerful coalition, and seems likely to go by the path of the Punics, yet still fights on. Against it are arrayed such distinct powers as Tieh China (militaristic empire in China's north, which had subjugated much of the Steppe over the last several decades), Parhae (ambitious Iranian empire which had conquered Arabia), Dukunnugeya (a Sinhalese state based on Madagascar, a great power and colonial empire in its own right though once an Indian colony itself) and Khmeria (probably the greatest power in the world right now, as vigorous and expansive as ever). And in the meantime, Hong Kong and Nihon concentrate their efforts on the conquest of the New World...

For your usage, each nation has a national background, plus there’s an ITNES History Thread.

Introduction

Many of you had already heard of this NES in its previous incarnation; well, this one is the continuation, after yet another BT (see below, though the term has been popularized by now). However, many, many things changed since the end of the last IT, and I mean something greater than the game world. The rules here have been reworked yet again in the best Dassian traditions, only now they’ve been changed more radically than ever before. Which is why I implore you all to read the rules in full detail! No, really! Don’t make me penalize you for asking stupid questions, or add a mandatory quiz about ITNES I continuation rules to check just how much did you read, or do some other crack-brained scheme to ensure that you people finally READ THE RULES!

No, really, that is far more of a problem than it reasonably should be. So please, if you intend to play, read the rules. If you don’t intend to play, get the hell out of here.

Also, a word of warning: my NESes tend to be rather merciless - not even as much due to their mod, although he definitely won't help you neither, as due to its players. Backstabbing, huge invasions and (and this is where I come in) civil wars when you mishandle things a little bit too much are to be expected. Consider yourself warned. ;)

Interesting Times (IT)

This is, basically, the same as what happens in most NESes. You know, the usual thing with updates, orders, etc. The main difference from your average fresh start is that turns will take more like 5 years, or eventually even less. Oh, and it only goes on for a certain amount of turns - either until the loss of interest, either until the end of all major wars if the IT was on for over five turns.

Boring Times (BT)

In between of the ITs, there are the BTs. While ITs are the shorter, yet more interesting and exciting periods of history, the BTs are the (probably) longer periods of quiet growth and expansion, slow progress and (mostly) minor wars. Unlike with IT, you don't have any direct control over what happens to your country during that time. HOWEVER, a) its development will be based to some degree on what happened in the last IT and b) you could leave something of a development plan, parts of which might be followed, at least in the beginning. Oh, and some nasty things could happen to some of your countries during the BT - know that it will only happen if I think there are good reasons for it. But if after a BT you decide that you are completely disillusioned with your nation/the way it developped, you probably should try and find another nation for yourself.

So:

You should at first create a nation. To do that... no, don't fill out any templates, but simply write down a description of your nation (you know - the ruler, the government, the centralization, the capital, oh, and starting location) and its culture. And maybe some sort of a development plan for the first BT.

Expansion

*sigh* Its pretty much a given that you will try to expand your empire. Yes, you still could send your legions to conquer the nearby unclaimed lands, and, if that works, you could try to make your people go there. But you will probably have to drag them there unless they want to go there all by themselves, and for that they need to have a really good reason to do it. Military occupation does not yet mean settlement. Meanwhile, if your city is overpopulated and there is an almost-free valley just across the border which you for whichever reason didn't take it, then the settlers will go there, kill or enslave the natives, and settle there all by themselves. Mere occupation without settlement will be "outside" of your borders, but settlement will bring lands within them. Lands without your settlements... you could control them, as protectorates or as mere occupied territories, but these will be much harder to control. Ofcourse, if you don't try to control your "automatic" expansion (or, rather, don't garrison what is gained and don't make a true effort at paying attention to it), you might slowly lose control over your new territories to those settlers...

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

Players - no limit, no constraints, although those players that had nations at the end of the last IT which still exist will ofcourse be able to claim them within the first day or two (after which the unclaimed nations will become open to all).

Stories - not necessary, but very encouraged. There won't be story bonuses as such (BUT: see Updates), but ofcourse the stories will help both me and the players associate with this world.

Orders - orders are to be PMed, prefferably in list format but really its quite arbitrary. I would like to particularily emphasize that you should add all treaties and diplomatic agreements signed by you this turn to the orders, and also make sure to say where exactly your troops are located. Giving some explanations of your motives would also be helpful (especially if you have a "parliamentary" government form, for obvious reasons), and also, when you start a war, a casus belli should be stated to avoid damage to confidence. Maps are unecessary, but useful for military campaigns. In general, I don't require long orders - but I do encourage you to give me all the information necessary (as defined by the rules, by the mod and by yourself). If you don't... then don't complain.

NPCs - as they're NPCs, I'll play them, to a certain extent. Won't give you any warnings here...

Barbarians - the usual - these barbarians occupy wide areas all over the world, and are light gray on the map. They have no stats, and are chiefly divided into a million of tiny tribes (however, I will mostly give you the names of the main ethnic groups, in most cases), though short-term tribal leagues are possible (also, some of those might evolve into civilized states...). It is possible to try and communicate with them, but that's rather unlikely to work, due to the aforementioned decentralization; so its probably better to order the diplomats to try and influence the barbarians to do one thing or another. Note that success isn't at all guaranteed... Also, there will be dark gray barbarians. These are more organized and civilized, they represent the more coherent tribal federations or even protostates, and its easier to communicate with them; often these will break up after a while, but it is also possible for them to suddenly become civilized without any warnings. Barbarians are sneaky like that.

Updates - Updates come on WedNESdays (unless I say otherwise), yet the orders have to be sent in for Tuesday. Where I live the deadline for orders is 20:00, GMT it should be 15:00, apparently, and I don't know nor want to know what time it should be on the western coast of North America. HOWEVER, you are encouraged to send in orders before Tuesday (I might even introduce special penalties for sending in orders on Tuesday ;) ). Updates will consist of “military events”, “other events” (mostly domestic, but also foreign), “random events” (really random now - a random number of random countries will get random - positive, negative or even other - effect, that will probably be rather more complex than previously), "special bonuses" (stat-related awards for all sorts of things - like early orders, best order sets, best stories, and whatever I think of), “spotlight” (a more detailed description of something that happened) and “ooc” (OOC comments and death threats). Also I will PM secret reports to some people as part of the update.

Map - I will use the standard CFC World Map. I will put in cities (black circles), fortifications (line of black squares) and rebellion areas (white area within nations). A capital is a city with white borders; a trade center is a city with red borders (a capital trade center will have a combination of the two). Also, there will be (vague geographically, rounded numerically) army positions on the map for the larger armies, these will be represented by a simple number that represents the approximate amount of units (thousands) present (NOTE: the armies will be deployed in the first update). Thick borders are normal borders, thin borders are borders of autonomous regions or between "semi-integrated" nations (puppets or members of a particularily tight alliance).

Countries - pick a NPC, create your own (but first, give me some vital info so that I can give you stats; also, it will be preffered if you start countries in dark gray barbarian areas, as these areas have higher nation-forming potential) or start a rebellion (though I'd advise you to consult me about these first, to avoid people starting unviable, doomed uprisings as they tend to do). Also, if you want to take an existing country, please read your nation background, and try to avoid acting uncharacteristically. Note, once more, that certain nations will be considered "reserved" for the first day or so for the players that had them at the end of IT III, everything else is free game and so are those reserved nations that remain unclaimed. Another note: rebel movements don't have stats before they take over some territory.

NATIONAL TEMPLATE
Nation Name
Capital:
Ruler:
Government (Efficiency):
Culture:
Tech. Level:
Army (Quality):
Navy (Quality):
Economy (Points):
Trade:
Size (Points Required):
Infrastructure:
Education:
Prestige:
Confidence:
Projects:
Nation Background:

Government

Government - is your form of government, in some detail (like "Decentralized Feudal Parliamentary Theocratic Monarchy", though I hope to make it shorter).

In the brackets, "Efficiency" - or civil leadership - will be given as well. It is a level stat - i.e. it has a definite level system, and you can raise it by one level per eco. point (divided by size stat, ofcourse - sorry about not pointing that out in the initial version of these rules). Anyway, Efficiency signifies the efficiency of your state apparatus (as opposed to the personal qualities of your leader); a high Efficiency will allow you to control your resources and carry out your plans far more efficiently, a low Efficiency will mean that reforms and suchlike will be hard to carry out, corruption will grind away at the economy, funds appropriated for vital stuff will mysteriously disappear and the people will grow angry. In other words, this is a very important stat, which will mean the difference between success and failure.

If the country is parliamentary - or has some other body or person with some control over your actions - there will be a possibility of some or all of your orders being overriden, if they disagree with it. Which is why argumentation for your actions can be quite important; that said, it might be possible to bribe, blackmail or coerce the "controllers", or just kill them at worst. I do hope I don't need to explain why that is in most cases ill-advised... Also ill-advised are sudden, radical changes in governments and various hasty reforms, especially if they do not make sense at all, for instance due to being completely anachronistic. So perhaps its better to think twice, and maybe consult me about the likelihood of this sort of things. Because in real and NESing history, many empires were doomed by overeager reformers out of touch with the real state of affairs...

Also note that if your country is decentralized (it should be easy enough to figure out from the government form), it will be harder to introduce empire-wide reforms; also, there is greater chance of disintegration should things go badly. However, know that the regional political elites tend to defend their freedoms and priveleges fanatically...

Efficiency: None-Imaginary-Corrupt-Incompetent-Blundering-Tolerable-Improving-Competent-Efficient-Great-Brilliant

Culture

This is radically different from the system I had previously used for culture. It will not at all be in levels now; instead, under this stat I will list the major cultures, their "strenght" (as in, unity and fanaticism), the minorities and the foreign cultural influences. Do note that religions are part of this as well.

I don't think there's much of a point listing all the things that this will affect; it should be easy to guess it all by yourself, so I'll just say that yes, this is an important stat. Also, you can't influence it directly, i.e. by investing eco. points, but your actions - and other things - will ofcourse affect this stat's fluctuation.

Technology Level

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

Late Empire Age: Cavalry rules supreme on the land; on the sea, huge Juggernauts dominate. Still, heavy infantry is also quite important. Also, kites are utilized well, and engineering gets some advances.
Early Medieval Age: Naval technology (shipbuilding, navigation) gets a particularily large boost. On the land, cavalry (and camelry) of all types grows even more important and stronger still due to new advances. In response, powerful modern fortifications have appeared. Also, great achievements have been made in medicine.
Middle Medieval Age: Previous tendencies are likely to continue; in addition to this, there are great advances in navigation, shipbuilding, mechanics and alchemy (gunpowder appears!); advanced ocean-worthy ships appear; marine infantry achieves importance and development, as do "special operations" units. Age of Discovery.

What does the future hold?

Do note that all this info is chiefly to help you orient here; the actual state of technology is far more complicated than that, and as you'll do that anyway you're invited to ask me about the specifics.

Military

Pretty much the usual number-based military; we have thousands on the land, ships on the sea.

What will you have in it? Anything that makes sense within your tech. level; however, it is assumed that your army is more-or-less regular and standardized (however, inevitably the armies of different countries have different compositions, some are more cavalry-based, others have an emphasis on heavy infantry, and there are other nuisances, which you may or may not cover within your orders). Each “stat-growth” will increase any part of military by 10. But know that if you have too large an army, your economy will probably suffer, as will your confidence; ofcourse, both could be restored by succesful military campaigns...

For more specialized units, you have one UU per nation. These are managed like the other troops, but in the stats they are listed separately, and should have some single particular strenght (like city assaults); technically there can also be others, but one must have a clear priority. Due to its specialization, it will be hard to convert an UU into a regular unit; it will have low morale and quality, at first anyway; and you can't have more than one UU per nation, so you'll have to choose wisely (I know how scary it sounds for some of you...). Please note that it is usually presumed to be an elite unit.

Logistics are important; you'll probably have to invest at least one eco. point per major campaign, in order to get your troops properly supplied. Without this, they will have to live off the land, a system with too many disadvantages to mention especially if you have a large army in place.

Do note that particularily huge armies will eat into the economy even without active campaigning.

Technically your troops can move quite far - after all, each update is five years. Still, its valuable to take things like infrastructure, geography and starting positions (given as of the end of the last turn) into account... Its quite hard to predict how far you might get, so use your brains for that. Btw, also note that as its hard to control your commanders, your plans might not be carried out; maybe they'll even be radically changed, most often due to a radically altered situation. Consider this a warning. ;)

Irregulars and militias will exist, but not in the stats; usually if they do exist they will be mentioned in the update. As they're virtually impossible to use as regular troops and as they never do have that kind of organization, its a bit pointless to put them up in the stats.

Levies, a.k.a. conscripts, will be in the stats. How many you may raise per turn depends on a variety of factors, so here, again, you'll probably have to ask me... Still, 30 thousands is a pretty good average. Do note that levying too many troops will be detrimental to the economy and the confidence, and that the levies are generally very incompetent, although they're good cannon fodder and can be used for garrisoning. Also note that in invaded provinces and besieged cities, a certain amount will be levied automatically.

Training will be replaced with Quality, which might be defined as a sum of training, experience, military leadership, equipment, organization and so forth. For all the purposes, though, its the same as training. It is raised by eco. points and lowered when you grow your army by too much (so basically its a step back from the NES2 VIb rules). There are separate army and navy Quality stats. A simplification, but its less confusing that way without making any real changes, for the most part.

Mob-Pathetic-Poor-Tolerable-Normal-Better-Good-Great-Mighty-Juggernaut

Economy and Trade

Okay, the economy has gotten more reworked than ever before (within the NES2/ITNES series). The level system is gone; instead, there is a vague description of the economy (is it stable, rising or falling) and eco. points. The exact amount of income you get with time will fluctuate; it is impossible to directly infleunce economy, but investments and other measures (use your imagination here!) may help. In any case, you can simply stay out of economic matters; things might work without state interference, though ofcourse this only applies for those situations where nothing or little is broken and thus doesn't need fixing. Separately from the main economy we have trade, which too gives you eco. points; it is even more volatile, and depends on a wide variety of factors (Prestige, Infrastructure, tariffs, wars, trade centers, etc, etc, etc), and is even more out of your hands, although you COULD try and control it (causing your merchants to grumble, inevitably). Do note that exact income from trade does not correlate to the amount of trade centers on the map; these are simply the main centers of, well, trade, but the amount of trading done there is never the same.

No, trade income and normal eco. points aren't summed up anywhere; it shouldn't be hard for you to do so, though. ;)

You cannot bank eco. points, but you can give them to other people.

It is possible to get one turn extra eco. points, chiefly those taken from conquered territories (however, the economy of those areas will not be part of yours before that territory is properly integrated into your country) or received as bonuses. If you need to get extra funds fast, you might loan them from the merchants, or confiscate them from someone, or raise special taxes; however, all those actions will have their reprecussions...

Eco. points can be used to directly influence those stats that can be influenced thus (including military units, campaign logistics and project progress), or for various specific investments, for instance into development of agriculture (which might help the economy) or into large-scale cultural propaganda (which might increase your main culture's strenght and influence). The latter can be considered the equivalent of the investments in NES2 VIb, if you were there.

You cannot grow a stat beyond the final level. That tends to get a bit ridicilous, so I'm banning it.

Size

As proposed by Disenfrancised, though somewhat altered by me. The larger your country is, the more money you will have to spend to grow any particular stat that might be grown by eco. (i.e. Efficiency, Infrastructure, Education). You could invest money into stat growth over time if your country is large enough; in that case, the stat will still increase, but only in some, probably central, parts of the country.

Small (1)-Medium (2)-Above Medium (3)-Large (4)-Huge (5)-Gargantuan (6)-Half the World (7)

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, high infrastructure will influence such things as Culture (binding the nation together!), Government Efficiency and Trade.

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

Education

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

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

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

Confidence

This is the degree to which the people trust or mistrust, love or hate you and your government. Its effects shouldn't be hard to explain, really - a more loyal people will take up arms in your defense, a less loyal people will take up arms to overthrow you. As not even Fortune is as fickle as public opinion, this will fluctuate wildly depending on your (perceived or real) successes or failures, and on the propaganda as well - both yours and that of your enemies.

It cannot be grown by eco. points directly.

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

Prestige

Much like Confidence, but in the greater world; this is the fame or infamy of a state (and its ruler), as based on its actions (and the actions of its diplomats). It will influence diplomacy, cultural influence and, ofcourse, trade. It might be considered your reputation.

Yes, I know that some of you hate this stat. You might as well ignore it; though many rulers in OTL valued it greatly, there were also many who ignored it. And it didn't always kill them. But it usually did have certain negative consequences, as did ignoring the Confidence stat...

It cannot be grown by eco. points directly neither.

Prestige: Satanic-Rogue-Scorned-Unpopular-Tolerable-Acceptable-Popular-Admired-Exemplary

Projects

Local equivalent of wonders, but is more often some sort of a particularily large project or program as opposed to some huge building. Basically, you can do almost anything reasonable with this (again, consult me for specifics), but the amount of time it will take depends on just what do you plan to do. You have to pay a certain sum to get the project going (usually 1 eco. point); after that, eco. points can be used to speed the process up (1 eco. point can be used to speed the project up by 1 turn), but not more than 2 per turn.

You can make it secret, but in that case you'll have to remind me about the effects every so often.

Nation Background

To better fit in as the ruler of your country, you will have a brief history of each country. I will update these... occassionally.

Intelligence

It works like this: you can PM me questions that I will answer (not necessarily truthfully, and probably in an ambigous way), or add espionage/intelligence orders to your order sets, with the stuff that you want done (both sabotage and other such stuff, and normal information gathering; I will send secret reports after the update, with the results of your operations). Do note that your spies are neither omniscient nor omnipotent, - they aren't even omnipresent, most of the times. The latter can be partially fixed by gradual infiltration and construction of a spy network. Eco. points are not necessary here, but they might be very helpful.
 
PCs:

Algonquian Confederation
Capital: Mohegan
Ruler: Sachem Ayonwentah/Niklas
Government (Efficiency): Highly-Decentralized Tribal Confederacy (Blundering)
Culture: Algonquian, with minor Adena influence, and considerable Nortuguese and Wabanaki influence; developing; somewhat disunited, but with a strong national consciousness and very strong unifying tendencies; sizeable but mostly assimilated Iroquian minority; fairly large and growing Trinitarian minority (especially amongst the Iroquois, over a half of whom are Trinitarian); unassimilated Adenans in the southwestern cities.
Tech. Level: Early Medieval Age
Army (Quality): 43 thousands (Good)
Navy (Quality): 18 ships (Great)
Economy (Points): Growing Slowly (2)
Trade: 5
Size (Points Required): Above Medium (3)
Infrastructure: Tolerable
Education: Educated
Prestige: Acceptable
Confidence: Admiring
Projects: Gayanashagowa (+Expansion, +1 Efficiency, +1 Confidence, +1 Economy) (Done!), Wiikaanisindewin (+cultural unity, +1 Trade) (Done!), Maamawi (+2 Infrastructure, +2 Education, +nationalism) (Done!)
Nation Background: The Algonquian Confederation is one of the newest states in the world, created soon after first contact with the Nortuguese explorers was established. Its size and military power are perhaps deceptive, for it is not an empire, but rather a very decentralised and disunited confederacy; nevertheless, it had succesfully modernised with Nortuguese assistance, and had lead an increasingly proactive policy, incorporating more and more tribes, conquering some of the northern Adena states and criticising Wabanaki expansionism.

Huancac Empire
Capital: Huancaco
Ruler: Face-of-the-Sun/Birdjaguar
Government (Efficiency): Totalitarian Bureaucratic Caste Theocracy (Efficient)
Culture: Highly-united advanced (but stagnant) Sun Cult Central Andean (with tiny isolated Moche and Paracas Polytheist minorities in the east, and occasional secret heresies).
Tech. Level: Early Medieval Age (Middle Medieval elements)
Army (Quality): 59 thousands (Mighty)
Navy (Quality): 48 ships (Mighty)
Economy (Points): Growing (2) (4 banked)
Trade: 5
Size (Points Required): Above Medium (3)
Infrastructure: Very Efficient
Education: Literate
Prestige: Unpopular
Confidence: Respecting
Projects:
Nation Background: The Huancac Empire, the most ancient surviving American state, had appeared in the 1st Century BC and after a while came under the rule of the apparently-immortal god-emperor, Face-of-the-Sun. He had concentrated all power in the hands of his bureaucracy, and used it to impose rigid control over all spheres of Huanc society. These measures were unpopular, but soon paid off, the Huanc overruning most of the Andes in the wake of a population boom caused by the adaptation of long-term agricultural planning. By the 2nd Century AD, Huancac had destroyed all immediate opposition and grew prosperous from trade with the Olmecs. Yet stagnation set in, combined with tensions and serious rebellions. The rapid ascendancy of Tiwanaku in the 4th century and the pandemics of the early 5th had been a rude, but much-needed awakening, as Huancac reformed, established contact and trade with the Old Worlders and conquered the long-defiant Guangala, reaching even further north. A Tiwanakan invasion in the 420s had seriously threatened the Empire, yet having acquired Old World weapons and other knowledge, the Huancac had eventually managed to turn the tables and are now poised to assume full hegemony over the natives of the Andes. That couldn't be more timely, as more and more Old World powers with colonial expansion on their minds arrive in the vicinity. The new era offers many opportunities, but just as many dangers lurk nearby.

Tiwanaku
Capital: Tiwanuku
Ruler: Aputikalu III/Yoshitsune
Government (Efficiency): Absolute Militaristic Bureaucratic Monarchy (Great)
Culture: Polytheist/Earth Cult Central Andean; developing, vibrant, united; very limited Huanc influences; growing Dukunnugeyan influence and Nevasanghist communities; tiny Araucanian and Mojo minorities.
Tech. Level: Transitionary (from Iron to Medieval)
Army (Quality): 33 thousands (Juggernaut), 13 levy thousands
Navy (Quality): None yet
Economy (Points): Growing (3)
Trade: 1
Size (Points Required): Medium (2)
Infrastructure: Efficient
Education: Tolerable
Prestige: Tolerable
Confidence: Barely Tolerating
Projects: The Forward Reforms (+1 Economy, +1 Education, +1 Efficiency, +1 Infrastructure, +1 Army Quality) (1/6)
Nation Background: The rising empire of the Andes, Tiwanaku is the archenemy of the Huanc Empire, for whose position of hegemony the Tiwanakans contend; and yet, that has not at all prevented the Tiwanakans from adapting many things that made Huancac great, especially the agricultural policies and the military organization. Much like Huancac in its time, though perhaps not as totally, the Tiwanakans had conquered and integrated neighbouring lands, and then repelled a Huanc invasion. Yet in both of their invasions of Huancac Proper, Tiwanaku had been thwarted; and the ongoing second war seems to be going worse and worse, as the Tiwanakan grand army had been chopped into pieces, the Huanc hordes flooded into the northern provinces and the rebels threaten the present Emperor's reign.

Nortugal
Capital: Nord Lisbon
Ruler: Dorius I/Queen-Mother Amadara and General Zoita/erez87
Government (Efficiency): Bureaucratic Absolute Technocratic Monarchy/Triarchy (Tolerable)
Culture: Atheist Iberoceltic (with past Gaelic and Greek, and newer Dacoillyrian and Dukunnugeyan influences); quite developed and vibrant, and more-or-less united; there are rumoured crypto-Solist communities, however, and a more open, small, yet thriving and rapidly growing Nevasanghist and Trinitarian ones; medium Imperialist Punic minority in African and Carib colonies; Trinitarian and spiritist minorities in the New World colonies (a few Trinitarian and more Nevasanghist colonists there as well); tiny Imperialist Punic and Nevasanghist Gaelic refugee communities in the colonies too
Tech. Level: Middle Medieval Age
Army (Quality): 113 thousands (Great), 25 levy thousands
Navy (Quality): 110 ships (Juggernaut), 5 Floating Fortresses
Economy (Points): Growing (4) (1 banked)
Trade: 5
Size (Points Required): Above Medium (3)
Infrastructure: Efficient
Education: Academic
Prestige: Rogue
Confidence: Loving
Projects: Rebuilding Hibernia (+1 Trade, +1 Economy) (Done!), City of Dawn Lisbon (new colonial capital, +2 Economy, +1 Trade, +colonists, +colonial stability) (0/4)
Nation Background: Descendants of native Hibernians and the Lusitanians fleeing from Carthaginian conquest in the 3rd/2nd centuries BC, the Nortuguese had created an unique civilisation, combining mercantilism and egalitarianism of the Lusitanians, warrior tradition, ambition and patriotism of the Hibernians and the eerie atheistical philosophy of the Greeks, that had found Hibernia a good safe haven. Burning with desire to create a new empire, the Nortuguese had fought in the Northern Wars of the first two centuries AD and despite scoring great and glorious victories, including the conquest of Copenhagen, were ultimately defeated and forced to entrench on their island, falling into an era of chaos and isolation. They had reemerged from it in the late 3rd Century, this time seeking an empire in the west, where a new world was discovered. The early 5th century had seen the Nortuguese embark on a risky Atlantic-wide campaign in a bid for predominance; it is not over yet, but thus far luck was with the bold sons of Nortugal: they had eliminated the naval power of Carthage and the Solist states alike, while constructing a colonial empire in the New World and signing alliances with many local tribes and states to destroy all competition. Yet should luck fail the Nortuguese, and should their naval power be broken, it would all be for naught...

Holy Tarunist Empire of Greater Nordrike
Capital: Vikborg
Ruler: Holy Emperor of the Western Tarunist Church and High King of Caledonia Magnus V the Great (or the Dark, or the Nortubane)/emu
Government (Efficiency): Absolute Monarchy (Feudal Monarchy in Svearland and Caledonian Highlands) (Improving)
Culture: West Tarunist Scandinavian; developed; decreasingly disunited: there are three main ethnicities, Norge, Svear and Jute; the Norge are the predominant ones, fairly united and independent, but primitive; the Svears are slightly more developed, but far more disunited, and are heavily-influenced by the Norge; the Jutes are united and developed, but under Solist influence; there are tiny crypto-Solist and traditionalist minorities all over the Nordrike; in general, the culture is vigorous, and quite fanatical as of late; various Solist and Druidist Celts predominate in Alba, with a minor native Tarunist presence.
Tech. Level: Early Medieval Age (with many Middle Medieval elements)
Army (Quality): 52 thousands (Mighty), 10 Berserkir Guard thousands, 3 levy thousands
Navy (Quality): 111 ships (Juggernaut)
Economy (Points): Growing (4) (1 banked)
Trade: 4
Size (Points Required): Large (4)
Infrastructure: Good
Education: Literate
Prestige: Acceptable
Confidence: Admiring
Projects:
Nation Background: Ever since the fall of Copenhagen, Scandinavia was chiefly a battlefield for the Nortuguese, the Solists and the Tarunists, while its North Germannic peoples became mere pieces in the game of grand strategy played from afar. Though several independent native kingdoms - Norge, Svearland and Jutland - had emerged, they all eventually became Tarunian clients. The least dependent of those kingdoms was Norge; mostly dormant for centuries, it was awakened in the early 5th, and in one of the most spectacular and unexpected ascendancies in world history had, under its great king Magnus V, defeated the Nortuguese and the Tarunians, entered a personal union with Svearland and crushed the short-ruled Solist king of Jutland. Having thus united Scandinavia for the first time in history, Greater Nordrike (as the new empire was called) had become a great power of Northern Europe, working with Mordvinia to erase the Tarunian Empire and with Nortugal to deny the North Sea to the Solists. After the downfall of Tarunia, Magnus had taken the title of Holy Emperor of the Western Tarunist Church, amongst many others. It is uncertain whether his successors will be able to live up to his legacy, though, as many divisive forces linger on in the Nordrikian realm.

Wenedia
Capital: Kruml
Ruler: King Emeryk Czeslaw II/The Farow
Government (Efficiency): Clan-based Feudal Monarchy (Improving)
Culture: West Slavic; very independent, but still slightly influenced by Tarunia and Nadruvia; fiercely anti-Germannic, nationalistic; stagnating development; disappearing regionalism; small Germannic and Baltic minorities in Wenedia Proper; major Nevasanghist (especially in the northwest) and Tarunist (especially in the centre-north) minorities; Solist and National-Solist Frankish majorities in the far west, tiny Solist communities elsewhere; native polytheist reaction growing.
Tech. Level: Early Medieval Age (with Middle Medieval elements)
Army (Quality): 89 thousands (Mighty)
Navy (Quality): 75 ships (Juggernaut)
Economy (Points): Recessive (2) (1 banked)
Trade: 6
Size (Points Required): Above Medium (3)
Infrastructure: Good
Education: Well Educated
Prestige: Tolerable
Confidence: Respecting
Projects:
Nation Background: Wenedia never seemed fated for true greatness; although it was a fairly large and prosperous realm, it was nothing outstanding, and if anything its fortunes only worsened in the 4th century, when the Frankish Soliades devastated the country and ripped away its western territories. Yet early in the 5th century, a spectacular ascendancy had begun; under Emeryk Czeslaw I, Wenedia transformed into a great military and regional power, beating back and destroying Frankreich whilst defeating a Cernorusian invasion. Now under his son Wenedia continues to prosper, integrating its gains and going further abroad to create a minor colonial empire.

Kingdom of Rome
Capital: Rome
Ruler: Konig Alaric V/MjM
Government (Efficiency): Absolute Monarchy (Improving)
Culture: Solist Germanno-Etruscan, largely syncretized by now; influenced by Roman and Greek cultures, to a lesser extent - by Gaul, DIE and Carthage; surprisingly united, despite some remaining regionalism and polisism (however, there seems to be a dualism between Mantua and Italcart now); developing, but beginning to stagnate; unassimilated, traditionalist minorities on both parts, plus Greeks, Samnites and Latins, who too retained a separate identity; in a state of religious frenzy at present; in the western Italian and Didonian lands, there are some (large in Didonia) Punic Imperialist minorities.
Tech. Level: Early Medieval Age (with Middle Medieval elements)
Army (Quality): 5 thousands (Great), 4 Royal Guard thousands
Navy (Quality): 26 ships (Good)
Economy (Points): Growing (2)
Trade: 3
Size (Points Required): Medium (2)
Infrastructure: Good
Education: Well Educated
Prestige: Admired
Confidence: Loving
Projects: Zeriheyt (+20 UU) (Done!), Ancient Roman Roads (+1 Infrastructure, +1 Economy, +Rome trade center) (Done!), Ancient Roman Military (+1 Army Training, +1 Navy Training, +1 Confidence) (2/5)
Nation Background: The nearest heir to Rome, Cimberland is however mostly a mix of the Germannic Cimbrians and the Italic Etruscans. As such it was born in the mid-4th century, when the Alpine state of Cimberland, then led by Alarich II, forcefully united the Padanian city league with itself, countering Dacoillyrian intervention with help from their Gaelic allies. Afterwards, the young state was hemmed in between Carthage and Dacoillyria; that difficult position caused a further militarisation of the society, and far-reaching preparations for a showdown that came in the early 5th century. The Cimbrians seemed doomed at first, despite their tactical victories, but after signing a separate peace with Dacoillyria (ceding the Adriatic coast in exchange for help against Carthage) they managed to rout the Carthaginians and participated in the Sixth Transpoenic War until the final destruction of the hated Poenicion. Now Cimberland remains a firm and loyal ally of the Gaelic Empire, whilst domestically it recovers from the war. Yet it has great potential of its own, and is a regional power in its own right. It seems to have sincere ambitions for the restoration of Rome as well, as the capital was recently moved to the recovered city...

Mordvin Empire
Capital: Valdakva
Ruler: Holy Emperor Vald III/Wubba360
Government (Efficiency): Militaristic Absolute Monarchy (tribal autonomy in the Kola province) (Competent)
Culture: East Tarunist Ugro-Finnic, with only slight actual Tarunian influences, and also weak Slavic and Hunnish ones; chiefly an independent, united, but somewhat stagnant culture; major Orthodox Tarunist minority in the west.
Tech. Level: Early Medieval Age (with Middle Medieval elements)
Army (Quality): 50 thousands (Great), 8 Kantir thousands, 9 levy thousands
Navy (Quality): 35 ships (Normal)
Economy (Points): Stagnant (4)
Trade: 2
Size (Points Required): Large (4)
Infrastructure: Efficient
Education: Educated
Prestige: Tolerable
Confidence: Admiring
Projects: Social Reform (+1 Education, +trade center, +1 Infrastructure) (Done!)
Nation Background: The poorer, but also hardier cousins of the Tarunian Finns, the Mordvins had been united by Vald I around 298 AD, forming a militaristic empire that went on to defeat all surrounding threats. Having adapted Tarunism, the Mordvins soon diverged from the then-orthodox Tarunian path, first due to disagreements of a purely political nature and later due to theological ones as well. The ultimate showdown came in the early 5th Century, with the Tarunian armies being humiliatingly crushed after their bungled preemptive invasion. Now the Mordvins had become one of the greatest regional powers in Eastern Europe, and the present Emperor had crowned himself the Holy Emperor in the captured Tarunian capital of Palmenia; an alliance had been crafted with Greater Nordrike, and as of late expansion into the barbaric northern frostlands had gained priority.

Bulghar Onoghur Empire (Onoghuria)
Capital: Bulghar
Ruler: King (Khagan?) Erdem I/ThomAnder
Government (Efficiency): Bureaucratic Monarchy with Counciliar and Theocratic elements (Efficient)
Culture: Nevasanghist Turkic, with strong Hunnish, Parhaen and North Chinese influences; very united; vigorous; Slavic, Dacoillyrian minorities; large Nevasanghist presence all over the empire; unassimilated Turanese east of the Caspian.
Tech. Level: Middle Medieval Age
Army (Quality): 64 thousands (Juggernaut), 25 Onoghuret thousands
Navy (Quality): 37 ships (Great)
Economy (Points): Growing (4)
Trade: 4
Size (Points Required): Above Medium (3)
Infrastructure: Efficient
Education: Well Educated
Prestige: Tolerable
Confidence: Loving
Projects: Heroic Epic (+2 Confidence, +1 Education) (Done!), Karma (+1 Education, +cultural unity, +propagation of Nevasanghism) (Done!)
Nation Background: Driven west by the domino effect of the Tieh Chinese anti-Turkish campaigns, the Bulghars arrived on the Itil in the late 3rd Century. They found the Hunnish Empire already dead, and filled up its niche. Unlike their predecessors, the Bulghars built a developed, semi-sedentary, urban civilization, with a strong state apparatus, and only then went on the war-path again. When they did, the combined-arms Bulghar army defeated Huns, Alans and Slavs alike, and ultimately slaughtered a Dacoillyrian army as well; in the wake of that campaign, Onoghurian (Eternal) Empire's size was doubled, and these gains were also thoroughly integrated. In the 5th Century, the Bulghars had turned to the east, participating in the partition of Turan. At the same time, vigorous diplomacy had gained a wide network of alliances for Bulghar: Cernorus, Alania, Ugria and the faraway dragon of Tieh Dynasty China can all be relied upon, to one extent or another. All seems to be going just great, though future Bulghar plans remain unguessable.

Wagadou Empire
Capital: Kourounkorokale
Ruler: Ghana Sumbrike I the Conqueror/silver2039
Government (Efficiency): Mercantile Bureaucratic Absolute Monarchy (Competent)
Culture: Mande, with noteworthy, but still minor Berber and Punic influences; somewhat disunited (due to tribal structure), but vibrant and energetic, quickly-developing; minor Nevasanghist presence.
Tech. Level: Early Medieval Age (with Middle Medieval elements)
Army (Quality): 82 thousands (Mighty), 50 Imperial Berber Camel Rider thousands
Navy (Quality): 35 ships (Tolerable)
Economy (Points): Growing (4)
Trade: 3
Size (Points Required): Large (4)
Infrastructure: Improving
Education: Tolerable
Prestige: Acceptable
Confidence: Admiring
Projects:
Nation Background: The primitive Mande have always been well-situated for trade - even moreso in recent times, as Carthage rose to the north and the Kwa city-states appeared to the south. Trans-Saharan trade made the Wagadou rich, as did the new Senegal trade route, and the new trader elite, further encouraged by word of Carthaginian unity and Punic influences, had teamed up with local chieftains to create the Wagadou trade empire, backed by military force of the key tribes. The 5th century had provided Wagadou with many opportunities - and Ghana Sumbrike I did not let any of them fly past him, launching campaigns against Berber and Mande tribes as well as the Carthaginians to ultimately unite a huge, if somewhat unwieldy, empire in West Africa, also prospering from trade with the various Atlantic powers. Will this empire outlive its creator, though?

Sri Dukunnugeya
Capital: Tissapura
Ruler: King Istirikkaya/Disenfrancised
Government (Efficiency): Semi-Theocratic Semi-Parliamentary Monarchy (Brilliant)
Culture: Nevasanghist Sinhalese/African; tiny Hindu and Nevasanghist Indian and Nortuguese-style atheist Sinhalese minorities are present, as are Hindu and Nevasanghist Bantus (chiefly-assimilated) in the African and various unconverted natives in the New World colonies (by now these are a minority in their own lands; incidentally there are also pretty large Bantu-dominated colonies as well), also semi-assimilated Guarani in former Tavytera; Hindu Indian majority in the northern East African colonies; very flexible and vibrant; diverse; rapidly-developing, in a renaissance; influenced by the Sinhalese legacy obviously, and to a lesser extent by Kalinga/Aryavarta, native Africans (including the Luigeyans in the last decade), Nortugal (and via Nortugal, Ancient Greece), Oceanica and Phoenicia; very influential.
Tech. Level: Middle Medieval Age
Army (Quality): 85 thousands (Mighty), 86 Ekadaahalokumiiyaas
Navy (Quality): 200 ships (Great)
Economy (Points): Growing (7)
Trade: 12
Size (Points Required): Large (4)
Infrastructure: Good
Education: Enlightenment
Prestige: Popular
Confidence: Admiring
Projects: Mahasamatman (detheocratization, +1 Efficiency, +missionary efforts outwards, +stronger culture, +integration of African elements) (Done!), Ujjhativaruna (greater cultural dissemination and commercial presence all over the Atlantic Ocean) (Done!)
Nation Background: The distant island of Dukunnugeya - then Madagascar - had became something of a safe haven for the Sinhalese and their culture, and for the Nevasanghist faith. As it increasingly grew apart from Kalinga, it was only natural that when the Kalingan Empire was put into crisis by piracy and naval defeats in the Sile War, which cut communications between the island and the metropoly, Sri Dukunnugeya simply seceded from Kalinga with little bloodshed, under the leadership of the religious leader Devatissa. All attempts of reconquest were repulsed due to ingenious tactics of the defenders and poor logistics and morale of the attackers, and Dukunnugeya had survived thus far; furthermore, it managed to build a colonial empire of its own. The 5th century saw Sri Dukunnugeya enter its golden age; detheocratisation at home coincided with the flowering of the syncretic, eclectic Nevasanghist culture, which proved extremelly good at securing footholds in the hearts and minds of people all over the world; and at the same time great technologic progress was made, to be subsequently utilised for oceanic voyages and the foundation of colonies in Nirritihariya. Dukunnugeyan colonial empire had expanded and prospered in general, cultural influence, adroit diplomacy and clandestine tactics helping it nip all possible resistance in the bud. And Sindhu (the reformed Kalinga), that had so long hung like Damocles' sword over Sri Dukunnugeya's neck, has not only been repulsed in the latest (still-ongoing) war, but was utterly destroyed on the sea, Sri Dukunnugeya's Parhaen and Khmer allies taking the battle to India itself. All is going well so far.

More below.
 
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Pervashid Empire of Luca
Capital: Nagara
Ruler: Sultan Atal Pervashid II/andis-1
Government (Efficiency): Militaristic Deified Absolute Monarchy (Efficient)
Culture: Halabani Imperialist Lucan (with past Hittite, Arabic, Scythian, Phoenician, Trojan influences, and more recent, but weak Dacoillyrian, Parhaen and Egyptian influences); very united and nationalistic; actively-developing; politian Greek, Byzantine (in Thrace) and Hunnish (in Bosporan) most of them Halabani, but some retaining their own religions; there is also a minor Solist community; medium Punic minority in Africa, plus smaller Berber and Garamantean ones.
Tech. Level: Early Medieval Age (with Middle Medieval elements)
Army (Quality): 39 thousands (Juggernaut), 41 Companion Cavalry thousands
Navy (Quality): 20 ships (Juggernaut)
Economy (Points): Quickly Growing (3) (1 banked)
Trade: 4
Size (Points Required): Above Medium (3)
Infrastructure: Efficient
Education: Well Educated
Prestige: Unpopular
Confidence: Tolerating
Projects: Homefront (SECRET) (Done!), Nightfall (SECRET) (Done!)
Nation Background: The ancient empire of Luca never did recover its Middle Eastern hegemony of the golden 7th-2nd Centuries BC, but on the other hand it had survived to this day, and despite various economic, social and political woes and numerous foreign invasions, remained independent. To ensure this continued independence, Luca underwent heavy militarisation, whilst forging closer ties with Dacoillyria. All this paid off in the 5th Century, when the Lucans, under the new Pervashid dynasty, scored a series of impressive victories. The greater part of Hellas, and the very heart of the expired Carthaginian Empire, along with northern Mesopatamia and southern Caucasia had been conquered thus far, and warfare in Egypt and Phoenicia is ongoing as well. However, the Lucans seem to have stumbled there; might this be the end of their good fortunes?

Phoenicia
Capital: Byblos
Ruler: Jerubalis V/tossi
Government (Efficiency): Bureaucratic Parliamentary Monarchy (Competent)
Culture: Polytheist Phoenician (but with Solist, Elist and even Hindu communities; out of these, the Elists are the most widespread and influential, and in fact have the majority by now; however, a major schism has recently occured between the Modernists and the Fundamentalists); fairly independent, but influenced considerably by the Greeks (who have their own urban quarters, and are a small, but wealthy (and, of late, growing due to Hellenese immigration, although these tend to separate from the "Megalans") minority), and by Carthage; there is considerable, though degrading urban regionalism; the culture is on the crossroads, especially in religious matters, but seems to be developing well, with a growing sense of patriotic pride; small Egyptian minority in Sinai; tiny Imperialist Punic communities; various unassimilated natives in the colonies; Lucans and Assyrians in the northernmost cities; Lucans and Greeks on Cyprus (though there are Phoenicians there as well).
Tech. Level: Middle Medieval Age
Army (Quality): 79 thousands (Juggernaut), 27 Tyrian Sea Guard thousands
Navy (Quality): 85 ships (Juggernaut)
Economy (Points): Growing (3)
Trade: 6
Size (Points Required): Medium (2)
Infrastructure: Great (1/2)
Education: Well Educated
Prestige: Exemplary
Confidence: Admiring
Projects: A New Government (government change, +2 Efficiency) (Done!), Towers of Byblos (overall improved defenses) (Done!), Prophylaxisis (SECRET) (Done!)
Nation Background: Once the primary colonial empire of the world, Phoenicia was far overgrown by its greatest colony, Carthage. While Carthage grew and prospered, Phoenicia switched several oppressive foreign rulers and inefficient domestic rebels. It did regain independence on several occassions, but inevitably it was gobbled up again due to weakness and instability... A new beginning came in 84 AD; with the downfall of Israel; although Phoenicia remained heavily unstable, nobody was strong enough to annex it. The city league that was Phoenicia had actually seen a new golden age, with intensive development, creation of excellent, world-famous harbours and a cultural rise, in part associated with the spread of Elism, a monotheistic religion developed abroad, but born in Phoenicia. However, at the same time, Phoenicia was also chronically-unstable; fortunately, its instability manifested itself behind the curtains, and instead of Egypt's unceasing civil wars, Phoenicia became famous for assassinations, intrigues and secret power blocks. Foreign meddling also proved influential; Carthaginians, during the Sile War, imposed a monarchy under Ahiram III of Byblos, who allowed Carthaginians to use Phoenician harbours and gave them his navy, and his son Ahiram IV was overthrown at the start of the Fifth Transpoenic War under Lucan pressure. Nevertheless, Phoenicia remained a monarchy, and under the Jerubalids - best represented by Jerubal IV, who had reformed Phoenicia into a parliamentary monarchy, crafted its far-reaching colonial and commercial empire and created a superior defensive system - had entered a real golden age, particularily illustrated by the highly-succesful intervention in an Egyptian civil war after which the entirety of Egypt came, whether directly or through client rulers, into the Phoenician sphere. Yet the prosperity and ascendancy of Phoenicia drew in envy, and in 432 AD a Lucan invasion had begun. The Phoenicians resist bravely and efficiently, but there seems to be only so much they could do against the Lucan-Dacoillyrian onslaught. And to make things worse, the invasion had come in the worst of possible times, just as colonial competition with the Dukunnugeyans in the New World entered a vital phase...

Shahdom of Parhae
Capital: Persepolis
Ruler: Shah Tirius I/Lord_Iggy
Government (Efficiency): Bureaucratic Monarchy (Efficient)
Culture: Zoroastrian Parhaen, with strong (but mostly past) Bactrashan, Lucan, Mesopatamian and Hindu influences; now largely independent; sizeable Mithraist and Hinduist religious minorities; large Urielid Judaist religious minority, mostly in Parhaen Mesopatamia and Arabia; ethnic Urrian, Arabic, Aranian, Assyrian, Hayq, Lucan, Charatian minorities (but assimilated to a large extent, except for the latter two); vibrant; Turanese, other Turkic, Mohenjo-Daran and other Indian minorities in the eastern holdings; Indians in the southeastern Arabia; core culture unified.
Tech. Level: Middle Medieval Age
Army (Quality): 47 thousands (Great), 25 Eternal Legions
Navy (Quality): 65 ships (Good)
Economy (Points): Growing (4)
Trade: 4
Size (Points Required): Large (4)
Infrastructure: Very Efficient
Education: Educated (2/4)
Prestige: Acceptable
Confidence: Loving
Projects:
Nation Background: Reborn from the ashes of the Bactrashan Empire, the second Parhaen Empire - a rightful successor to the ancient one - had quickly become more powerful than anyone had expected, and by the reign of Xerxes III had expanded from its heartland into all possible directions. Under Xerxes III, Parhae conquered eastern Luca and Central Arabia, and allied with Carthage, pushing back the Kalingans and their allies. However, some of the gains had to be given up in the eventual peace treaty, and after the death of Xerxes' son, Darius II, in mid-3rd Century, the overstretched Parhae fell into civil war and lost ground to separatists and foreign invaders. Still, more recently, Taraxes II had reunited Parhae and succesfully defended its heartlands, plus some of its conquests; and Shah Saraxeres, though he had lost northern Mesopatamia and the Caucasian provinces to Luca, had defended Parhae from foreign invasions and domestic conspiracies, moving on to take over Arabia and striking back against Sindhu (the successor state of Kalinga that had taken some eastern Parhaen provinces in the past). Parhae seems to be doing just fine so far, but its future is far from assured, especially as Luca is once more on the march in the Middle East.

Tieh China
Capital: Jingjing
Ruler: Emperor Guangxu/Insane_Panda
Government (Efficiency): Militaristic Bureaucratic Absolute Monarchy (Great)
Culture: North (Han) Chinese, with Chosen (Sinified Chosonian) rulers; limited Hong Kee, Sinhalese (Sanghist) and Nihonese influences, but mostly very independent and "purified" culture; Turkic, Tufanese and Tungut minorities on the western and northern fringes, increasingly assimilated; quickly developing culture; very united, regionalism has been thoroughly crippled; no official religion, but tolerated Neoconfucianist, Taoist and Sanghist teachings, and growth of Ancestor Worship; that said, the state and the court endorse a strange syncretic mix of all these and other traditional Chinese and Chosen elements, plus a strong emphasis on loyalty; unassimilated Turanese in the far west, unassimilated Bodians in the far southwest.
Tech. Level: Middle Medieval Age
Army (Quality): 239 thousands (Juggernaut), 16 levy thousands
Navy (Quality): 130 ships (Juggernaut)
Economy (Points): Stagnant (9) (2 banked)
Trade: 4
Size (Points Required): Huge (5)
Infrastructure: Very Efficient
Education: Perfect
Prestige: Unpopular
Confidence: Admiring
Projects: Zaisheng (SECRET) (DONE!), Insert Chinese Name Here (SECRET) (Done!), Wei-So (Done!), Silk (SECRET) (6/10)
Nation Background: Han China, for long advancing despite all setbacks, was finally broken by the failed Eastern War of the 1st Century AD. Though for a while it seemed as if it still remained a great power, things quickly begun to detiriorated; the southern SARs became virtually independent, while peasant revolts raged. The attempts to rectify the former situation made things even worse; the Hong Kees declared independence and routed the Han army with Khmer assistance. Han China fell apart, and for nearly a century, the warlords fought over its corpse. Finally, the Chosen - Chosonian colonists of far northern China - decided to take power for themselves. Led by their supreme commander Taedi, that formidable war machine (for they were warriors first and foremost) had defeated virtually all warlords and pretenders north of the Yangtze, stumbling only near the old capital, Suzhou, due to Hong Kee intervention. Failing to take it, Taedi built a capital of his own, Jingjing, and turned his armies to the northwest, in what was probably the most anticlimatic clash of the Steppe and the Civilization ever, because the Turks were easily crushed and sent fleeing west or forced to surrender on humiliating terms. Though Taedi is dead, the military powerhouse - and the militarized empire - that he had created remains alive and strong; reforms had ensured its domestic security, whilst the army, utilising the latest in military technology (the "Tieh Fire"), had demonstrated its might in glorious campaigns against Turan and Sindhu. And in the meantime, working relations have been restored with the rest of Asia, and Tieh China has reentered the market in force, initiating an age of economic prosperity. If all keeps going this way Tieh China may well become a great power of the first rank.

Republic of Hong Kong
Capital: Hong Kong
Ruler: Shan Chu Fong Sai Yuk/LuckyMoose
Government (Efficiency): Mercantile Guild-based Republic (Brilliant)
Culture: Confucianist Southern (Hong Kee) Chinese; limited Nihonese, Khmer, Sanghist and Dukunnugeyan influence, somewhat greater Han Chinese influence, but mostly in the past; regional minorities fully or almost fully assimilated; Taoist, Hindu, Sanghist and Nevasanghist religious minorities are tolerated, but are minor in any case; the Hong Kee culture itself is decentralized, especially due to urban regionalism, yet still tied together; it is mostly quite vibrant and developing; increasingly-assimilated miscellaneous natives in the New World colonies (main exception being the highly-developed Olmecs).
Tech. Level: Middle Medieval Age
Army (Quality): 80 thousands (Juggernaut), 7 levy thousands
Navy (Quality): 168 ships (Great)
Economy (Points): Growing (6)
Trade: 3
Size (Points Required): Above Medium (3)
Infrastructure: Very Efficient
Education: Well Educated
Prestige: Popular
Confidence: Admiring
Projects: Project Mun (+1 Economy, +economic reserve) (Done!), Colonial Administration (+1 Prestige, +3 Confidence, +1 Efficiency) (Done!), Grand Port of Hong Kong (SECRET) (Done!)
Nation Background: Hong Kong was once the predominant colonial and commercial empire of Asia; yet in that position, it gained many enemies, and was ultimately partitioned between Han China, Nagasaki and Khmeria, with the Chinese taking its core areas. There, despite all efforts at Hanification, the Hong Kee culture survived, and the Eastern War came and begun to go badly, Hong Kee leaders scared the Emperor into granting them autonomy. Gradually, that autonomy transformed into complete independence - both from imperial rule and from Han China's general decay. When the Yuanti Emperor attempted to remove that independence, the Hong Kee Independence War begun; after the initial attacks, Governor-General Lee Chao decided to formalize Hong Kong's independence; as the Hong Kee ruling dynasty was apparently extinct, he made an unprecedented step and proclaimed the Republic of Hong Kong, which was immediately joined by another SAR, that of Dian (or West Hong Kong). The Republic received Khmer assistance in exchange for a land trade, and crushed the Han armies at Shaozhou. Han China collapsed, while Hong Kong set itself up, consolidated gains, reversed Hanification and gradually built up a formidable trade fleet, competing in Khmer and even Aryavartan markets. Contrary to predictions, Hong Kong survived and prospered, and went on to join the race for the New World, setting up several important colonies.

Oceanic Empire
Capital: Singapura
Ruler: Empress Ammara Vy Chan/Symphony D.
Government (Efficiency): Meritocratic Authoritarian Absolute Monarchy (more democratic on lower levels) (Brilliant)
Culture: Totalist/Dualist intermixed merged Mon-Khmer, with Hindu, Han, Hong Kee and Dukunnugeyan influences; generally very united, Hong Kee, Malay, Javanese, Sulu and Aborigine minorities semi-assimilated; arteficially reinvigorated; major Nevasanghist presences in Tinhtunam (previously New Khmeria) and nearby colonies; two exceptions to the cultural unity rule: Hindu Indian majority in India, very advanced but decreasingly united and rapidly integrated, and Nevasanghist Dukunnugeyans in Kaodin (previously Agnihariya) only slightly influenced, but there is a growing Khmer and halfbreed presence.
Tech. Level: Middle Medieval Age
Army (Quality): 171 thousands (Juggernaut), 81 Imperial Marine thousands, 60 reserve thousands
Navy (Quality): 299 ships (Juggernaut)
Economy (Points): Growing (15)
Trade: 8
Size (Points Required): Gargantuan (6)
Infrastructure: Excellent
Education: Enlightenment
Prestige: Popular
Confidence: Loving
Projects: Galvatron (+2 Infrastructure) (Done!), Megatron (SECRET) (Done!), Energon (+2 Education) (Done!), Fusion (SECRET) (Done!), Diffusion (SECRET) (1/4)
Nation Background: The Khmer Empire got out of the roaring seas of the 1st Century... into the quiet, shallow waters where it had remained until recently. No radical developments occured after the Reconstruction was complete; rather, there was a gradual integration, quiet death of the Khmero-Kalingan alliance, systematic colonization of New Khmeria... Nowhere was the Boring Time quite as boring as in Khmeria. In this long, peaceful era (peaceful despite the rather short war with Han China in the early 2nd Century and with Aryavarta in the late), the country prospered and rested, but gradually, this turned into dangerous stagnation. In recognition of this, Empress Aya Aidan had initiated a new era of "War on Stagnation and Entropy"; great cultural, technological, commercial and colonial advances have already been made, whilst a network of trade agreements and protection pacts has been created. Yet Khmer diplomatic efforts did not forestall war, though perhaps it is because they were not meant to; as Sindhu briefly stumbled in Dukunnugeya, Khmeria quickly rallied a coalition and itself had participated in both the elimination of the Sindhese sea power and in the invasion of the Indian subcontinent. All in all, Khmeria seems to be competing efficiently with the other great powers new and old.
 
Reserved For Later Use
 
NPCs:

Kingdom of the Dawn Land
Capital: Sebayik
Ruler: Great King Sarttocumbait
Government (Efficiency): Centralized Theocratic Counciliar Monarchy (Corrupt)
Culture: Trinitarian Wabanaki; fairly united, developed, spreading, very influential; tiny traditional spiritist native minorities; tiny atheist Nortuguese and mixed Nevasanghist communities in cities.
Tech. Level: Early Medieval Age
Army (Quality): 35 thousands (Good), 31 Brothers of the Blessed Cross thousands
Navy (Quality): 46 ships (Juggernaut)
Economy (Points): Crisis (1)
Trade: 5
Size (Points Required): Small (1)
Infrastructure: Dirt Paths
Education: None
Prestige: Tolerable
Confidence: Respecting
Projects: Port of Sanna (+2 Trade, +2 Navy Quality, +expansion of Trinitarianism) (Done!), Gardens of Nokemis (+2 Economy, +2 Infrastructure, +expansion of Trinitarianism) (3/6)
Nation Background: The Wabanaki unity is a very recent phenomenon; though related, the Dawn Land's peoples have been disunited for as long as remembered, until several generations ago, when the founder of Trinitarianism, prophet Membertou, united them into the modern Wabanaki state. A while later, a whole new age had dawned as contact was made with Nortugal, and rapid modernisation occured. Wabanaki forces had participated in the Atlantic War with the Punic Empire, and their missionaries and ambassadors had travelled all the way to Europe; meanwhile, back at home, friendly relations were forged with the Algonquian Confederation. Yet relations with Nortugal were constantly disrupted by religious disagreements, whilst the Wabanaki expansionism had provoked some clahses with the Confederation as well. And perhaps more importantly, the Wabanaki society has been somewhat shaken by the rapid technological progress... It is hard to say what lies in the future, but at present this is a noteworthy regional power.

United Adena
Capital: Nanih Waiya
Ruler: Pinnacle Chief Nichni the Sun-Blessed
Government (Efficiency): Theocratic Centralized Monarchy (Improving)
Culture: South Mississippian (highly-developed, vibrant and independent, though Olmec- and Nortuguese-influenced); Advanced Spiritialist Polytheism (Sky-Cult); Monotheist and Traditionalist Olmec minorities in the south, Apalachee (Traditionalist, Sky-Cult and Trinitarian) minorities in the east; tiny Trinitarian and Atheist communities; quite disunited; tiny Punic Imperialist and Nevasanghist minorities in the southeast.
Tech. Level: Early Medieval Age
Army (Quality): 37 thousands (Normal), 35 Riverine thousands
Navy (Quality): 38 ships (Better)
Economy (Points): Recessive (3)
Trade: 3
Size (Points Required): Medium (2)
Infrastructure: Excellent
Education: Educated
Prestige: Popular
Confidence: Barely Tolerating
Projects: Mound of Knowledge (+4 Education) (Done!), "The Many Suns Rays" (+2 Infrastructure, +2 Education, +city at the mouth of Mississippi) (Done!), The Pinnacle Cities (+5 cities, +1 Economy, +1 Trade) (2/3)
Nation Background: An unified Adenan state is a comparatively recent phenomenon. Initially it arose in response to Olmec and barbarian threats, as well as in the wake of the decimating epidemics. Since then it grew in unity, strenght and size considerably... but all is at risk of being undone as the Nortuguese hordes draw near with clearly-hostile intentions. Adena will have to work hard to properly face this threat...

Iceni Empire
Capital: Caer Deva
Ruler: Emperor Solpher I (prisoner; real power in the hands of Lord Soltan II)
Government (Efficiency): Absolute Theocrato-Bureaucratic Monarchy (Competent)
Culture: Solist Alban, developed, united and fanatical; very strong Gaelic influences, weaker Brigantean ones; outlawed, officialy-extinct crypto-Druidist minority.
Tech. Level: Early Medieval Age (with Middle Medieval elements)
Army (Quality): 9 thousands (Good), 11 Sons of Sol thousands, 33 levy thousands
Navy (Quality): 1 ships (Great)
Economy (Points): Crisis (1)
Trade: 1
Size (Points Required): Medium (2)
Infrastructure: Improving
Education: Well Educated
Prestige: Acceptable
Confidence: Tolerating
Projects: Solist Reforms (+1 Prestige, +1 Education, +1 Efficiency) (Done!)
Nation Background: The Solist Iceni Empire of southern Alba had defied its nay-sayers, embracing a particularily fanatical strain of Solism, carrying out massacres of Druidists, overthrowing the Cymrese government and holding its own against overwhelming Caledonian forces. Though ultimately Icenia was ravaged by war and forced to sign peace, making numerous diplomatic and theological concessions, it had survived against all odds. Yet its trials are not over; the capital, Caer Bechet, was razed by Nordrikian attackers in 433 AD, initiating yet another struggle for survival.

Gaelic Empire
Capital: Aurelaeni
Ruler: Dumnorix Caethaldius
Government (Efficiency): Absolute "Counciliar" Centralized Monarchy (Efficient)
Culture: Solist Gaelic, with noticeable Roman, Greek, Nortuguese and Iceni influences; vibrant, developing; there are Rhenish and Cimbrish Germannic minorities in the east, though both are fairly small and increasingly assimilated; there is also a more resistant Punic Imperialist minority in the southwest (and another one in Iberia - a bit larger, but shrinking quickly); there is also a majority of Solist and National-Solist Franks in the northeast (the balance is increasingly shifting towards the Solist ones); very tiny underground Nevasanghist and Tarunist communities.
Tech. Level: Early Medieval Age (with Middle Medieval elements)
Army (Quality): 4 thousands (Great), 7 Equites Invictii thousands, 42 levy thousands
Navy (Quality): 10 ships (Juggernaut)
Economy (Points): Recessive (3)
Trade: 1
Size (Points Required): Above Medium (3)
Infrastructure: Great
Education: Well Educated
Prestige: Acceptable
Confidence: Tolerating
Projects: Aureus (SECRET) (Done!)
Nation Background: Gaul, "the Second Rome", had been one of the most important European powers and the unarguable leader of the Church of Sol since the days of Judicaelous the Great. Since then, its history developed rather unevenly, but ultimately under the Aemelid Dynasty a new era of imperial expansion begun. With the final destruction of Carthage in the Sixth Transpoenic/Atlantic War of the early 5th Century, Gaul had gained predominance in western Europe, but in the same time its war and trade fleets had both been crippled by Punic and later Nortuguese attacks. Although Dacoillyria had officially pledged support for Gaul against the Nortuguese, the Dacoillyrians do not have the reputation of the most reliable allies, while Gaul's other, Solist allies are not much stronger on the sea. Clearly if Gaul is to survive and maintain its place under the Sol - to say nothing of actually growing stronger - it will have to rely firstly on its own devices.

Nadruvia
Capital: Neman
Ruler: Vaulis I
Government (Efficiency): Decentralized Councilliar Monarchy with Theocratic elements (Improving)
Culture: Tarunist (syncretized) Baltic, very strong Wenedian influence, somewhat weaker Nordrikian, but many native traditions well-preserved; fairly united, vibrant (on the crossroad); small, but unassimilated Slavic minorities in the south.
Tech. Level: Middle Medieval Age
Army (Quality): 20 thousands (Great)
Navy (Quality): 15 ships (Better)
Economy (Points): Growing (2)
Trade: 1
Size (Points Required): Medium (2)
Infrastructure: Great
Education: Perfect (1/2)
Prestige: Acceptable
Confidence: Tolerating
Projects:
Nation Background: Since the dawn of time, the Balts had been in multiple regards the link between the Finns and the Slavs, keeping good relations with Tarunia and Wenedia respectively yet at the same time retaining an independent culture, balancing the foreign cultural influences. Yet as Tarunia was destroyed and Nadruvia was only saved by Wenedian intervention, Nadruvia found itself relying ever more on Wenedian assistance for its security. With the Baltic dominated by hostile powers, Nadruvia is tied with Wenedia even more...

Dacoillyrian Empire
Capital: Burebistatuza
Ruler: Imperator Zalmic II
Government (Efficiency): Theocrato-Bureaucratic Counciliar Monarchy (Improving)
Culture: Duotheist Dacoillyrian (a single culture now; Slavic and Germannic minorities are also mostly assimilated); independent and influential, despite Greek, Lucan, Carthaginian and Egyptian influences; fairly nationalistic; stagnating, but very advanced; closely-united, despite Cimbrians, Greeks and Italics in Italy (however, there are also many Dacoillyrian colonists there); of late, Hellenic Greeks and Imperialist Punics are also dispersed all over DIE; Punic minorities in Dacoillyrian-majority Africa and Iberia; minor Molonikist (African Duotheist) and Nevasanghist communities in North Africa .
Tech. Level: Middle Medieval Age
Army (Quality): 176 thousands (Good)
Navy (Quality): 108 ships (Juggernaut), 40 Imperial Juggernauts
Economy (Points): Growing (6)
Trade: 8
Size (Points Required): Large (4)
Infrastructure: Great
Education: Well Educated
Prestige: Acceptable
Confidence: Respecting
Projects: Mediterranean Academy of Philosophy and Trade (+1 Economy, +1 Education, +1 Prestige, +1 Culture) (Done!), The Breeding Campaign (+1 Economy, +Culture, +Dacoillyrian population) (Done!)
Nation Background: The uncreatively-named union of Dacia and Illyria, the Dacoillyrian Empire was created as such in the Fourth Transpoenic War, and immediately seemed poised to conquer the Mediterranean. Yet between the Carthaginian resistance and the sudden brutal Hunnish invasion, Dacoillyria was thwarted in those ambitions and in fact was nearly destroyed. Yet it survived, and under Imperator Leo III had recovered, integrating various barbarian tribes to repopulate its war-ravaged lands. By the 5th century, Dacoillyria had fully rested and recovered. Under the energetic leadership of Imperator Leo Diocomes, Dacoillyria had finally fulfilled its ancient ambitions, building up a veritable armada and destroying the very state of Carthage, claiming Bimarine (Transpoenic and Mediterranean) hegemony and extensive lands from Greece to Mauri. However, not all both within and outside of the Bimarine Basin are welcoming of this new great power, and though prospects seem bright, there still are many dangers left, including those of stagnation and overstretchment.

Cernorusian Empire
Capital: Groznygrad
Ruler: Velikiy Knyaz Khoriv I
Government (Efficiency): Militaristic Feudal Monarchy (Competent)
Culture: East Slavic, with considerable Dacollyrian, Onoghurian and Dukunnugeyan/Nevasanghist influences, and lighter Wenedian, Tarunian and Nordrikian ones; vibrant, developing, regionalistic; minor Tarunist and major Nevasanghist religious minorities.
Tech. Level: Middle Medieval Age
Army (Quality): 58 thousands (Great), 12 Ljuta Druzhina thousands, 20 levy thousands
Navy (Quality): None yet
Economy (Points): Growing (3)
Trade: 2
Size (Points Required): Above Medium (3)
Infrastructure: Great
Education: Educated (1/3)
Prestige: Acceptable
Confidence: Admiring
Projects: Sveucilisna Baza (+3 Education) (Done!)
Nation Background: Though actually quite good traders, the Cernorusians are famous for a different trait of their culture - for their unique level of militarism and the importance of war for their culture, which stands out even in the war-filled world of 5th century Europe. Hardened by warfare with pretty much all their neighbours, especially the Huns, the state of Slavania (later Cernorus) first came to be in the 2nd century AD, under heavy Dacoillyrian influence. Participating in the eastern campaigns, the Slavanians had expanded greatly. Over time, as the Dacoillyrians turned more towards the Mediterranean, whilst the Slavanians turned to East European issues, the two allies had naturally changed paths. Late 4th/early 5th century ruler Vladimir I, who had transformed Slavania into Cernorus, had attempted to unite all the Slavs by attacking Wenedia; but he was defeated and replaced by one of his nobles, Khoriv I. Under Khoriv, Cernorus had allied with Onoghurian Bulgharia and begun eyeing the "ancestral Slavic" lands also known as far eastern Dacoillyria...

Alania
Capital: Arhas
Ruler: Shayh Kudeyar I
Government (Efficiency): Clan-based Decentralized Monarchy (Tolerable)
Culture: Pagan Alanian, with fairly large competing Mithraist, Zoroastrian, Halabani and Nevasanghist religious minorities; under some Lucan, Parhaen and Bulghar influence; still, mostly independent (fanatically so), although divided.
Tech. Level: Early Medieval Age
Army (Quality): 25 thousands (Good)
Navy (Quality): 15 ships (Normal)
Economy (Points): Growing (2)
Trade: 1
Size (Points Required): Small (1)
Infrastructure: Efficient
Education: Well Educated
Prestige: Unpopular
Confidence: Admiring
Projects:
Nation Background: The fiercely-independent Alan warrior clans could only pull together in the face of enemy threat; but as the threat of the highly-militaristic Lucans seems at the same time permanent and inactive, unity has become necessary at all times. Although perhaps, the Alans themselves are changing, as more and more cities are rising through the land?

Ugria
Capital: Archali
Ruler: King Irnik II
Government (Efficiency): Absolute Feudal Monarchy (Tolerable)
Culture: Nevasanghist Ugrian; small Hunnish and Tarunist minorities; heavy Onoghurian, moderate Mordvin and Turanese influences; fairly united; vibrant, though not very independent; unassimilated Turanese in the east; marginal Pagan Ugric majority.
Tech. Level: Early Medieval Age (with Middle Medieval elements)
Army (Quality): 14 thousands (Mighty), 6 Bakkatoritta thousands
Navy (Quality): 19 ships (Normal)
Economy (Points): Growing (2)
Trade: 2
Size (Points Required): Medium (2)
Infrastructure: Good
Education: Perfect
Prestige: Acceptable
Confidence: Tolerating
Projects:
Nation Background: The Ugrians at the turn of the Itil river have always been the most exposed to various Turkic and steppe influences, which had both positive and negative effects as though these Ugrians grew increasingly apart from their brethren, they also had joined the great trade networks and progressed to civilisation by the mid-4th century. The Ugrian city-states had no unity, however - not until the Turanese had come, anyway. Their efforts at conquering Ugria had backfired horribly; not only did they make the city-states unite around the strongest of them all, namely Archali, but it also caused an Onoghuro-Ugrian alliance to arise. In coordination with Tieh China, this alliance not only repulsed all attacks on Ugria, but also brought the war to Turan, eventually destroying it completely. That was a baptism by fire for the centralised Ugrian army. In the wake of that victory, Ugria had expanded noticeably, as well as became more unified in general. Ugria definitely shows promise, though not as an independent player.

Free City of Didonia
Capital: Didonia
Ruler: Magistrate Khorva Girvash
Government (Efficiency): Counciliar Elective Krytocracy (Competent) ("guided" by the Council of the Bimarine)
Culture: Halabani Imperialist Lucan, with a large Imperialist Punic minority (nearly a half); tiny Duotheist, Nevasanghist and Elist communities present as well.
Tech. Level: Early Medieval Age (with Middle Medieval elements)
Army (Quality): None yet
Navy (Quality): None yet
Economy (Points): Recessive (1)
Trade: 1
Size (Points Required): Small (1)
Infrastructure: Efficient
Education: Perfect
Prestige: Acceptable
Confidence: Hateful
Projects:
Nation Background: In the past, this city was called Carthage and was the capital of possibly the greatest and the most infamous empire in history. Then one day all went wrong, and it was burned and depopulated; yet the conquering Lucans soon rebuilt it as Nova Nagara, the centre of their North African colonial empire. However, the Lucans too were not invincible, and after the quite mishandled Phoenician War a peace settlement was imposed that, amongst other things, turned Nova Nagara into a neutral, independent city, under the guidance of the newborn Council of the Bimarine, created to prevent another such war. The city itself was renamed into Didonia, and the dazzled population is trying to adapt to the situation, though already many colonists call for reunion with Luca.

Pharaohate of Egypt
Capital: Thebes
Ruler: Pharaoh Khufu
Government (Efficiency): Counciliar Monarchy (Tolerable) (Phoenician vassal state)
Culture: Polytheistic Egyptian; recovering from ruin and fairly united; proud legacy; Phoenician, Indian, Dukunnugeyan and Dacoillyrian influences; Solist, Nevasanghist, Duotheist, Elist communities (none particularily powerful); Berber ethnic minority in the west; a few Greek urban communities as well.
Tech. Level: Middle Medieval Age
Army (Quality): 16 thousands (Good)
Navy (Quality): None yet
Economy (Points): Growing (1)
Trade: 1
Size (Points Required): Medium (2)
Infrastructure: Improving (1/2)
Education: Well Educated
Prestige: Tolerable
Confidence: Admiring
Projects:
Nation Background: Egypt's is probably one of the most tragic national histories. Very long (nearly two thousand years long, in fact) history cut short, it was one of the first civilisations and achieved early greatness, but was soon surpassed by other powers. Having missed its chances and underwent a traumatising, devastating 3rd Century BC civil war from which, in a way, it is yet to fully recover, Egypt has tried to improve its place in the world by signing all sorts of alliances - but inevitably it backfired terribly, with the Nile Delta one of the most often-invaded parts of the world. Attempts to close itself to the world had a strikingly similar effect, bringing about a terrible Kalingan (Indian) invasion in the 2nd Century AD. And all along there wre constant intrigues and civil wars. The 5th Century so far seems to be sticking to the pattern, in that things are getting worse and worse; Egypt already had two or three civil wars with barely an interval, and was already occupied in its entirety by Luca once; it is now a vassal of Phoenicia and lost the valuable Sile Canal to it, whilst Nubia, which is practically half of Egypt, seems to have broken off for good this time. The situation, as always, looks very hopeful for the new rulers, and that already is a very pessimistic note indeed, for nowhere else have such high expectations been so often disappointed.

More below.
 
Some more NPCs:

Berberia
Capital: Sebka d'Idjil
Ruler: Agurzil I
Government (Efficiency): Militaristic Tribal Monarchy (Tolerable) (Wagadou vassal)
Culture: Pagan Berber; quite disunited, regionalist and undeveloped; Wagadou and Punic influences; small Punic minority.
Tech. Level: Early Medieval Age
Army (Quality): 20 thousands (Better)
Navy (Quality): None yet
Economy (Points): Stagnant (1)
Trade: 1
Size (Points Required): Medium (2)
Infrastructure: Improving
Education: Illiterate
Prestige: Tolerable
Confidence: Respecting
Projects:
Nation Background: The Berbers of central-northern Sahara have not really had a very exciting history. Though doing their share of trading, fighting and raiding, they failed to leave much of a mark of history until very recently, when their defection helped the Wagadou Empire in its war to finish off Carthage. After that the Berber tribes remained loyal allies of the Wagadou Empire, and initially its (fairly autonomous) subjects as well; in 445, however, the Wagadou Ghana has arranged for the creation of a vassal Berber state under a single native ruler.

The Kwa Confederacy
Capital: Bosumpura
Ruler: Council of Chieftains
Government (Efficiency): Tribal Mercantile City League (Blundering)
Culture: Kwa, disunited, developing; very strong Dukunnugeyan and Wagadou influences, lesser Nortuguese influence; very large Nevasanghist minority.
Tech. Level: Early Medieval Age
Army (Quality): 10 thousands (Normal)
Navy (Quality): 30 ships (Normal)
Economy (Points): Growing (1)
Trade: 2
Size (Points Required): Medium (2)
Infrastructure: Improving
Education: Literate (1/2)
Prestige: Acceptable
Confidence: Respecting
Projects:
Nation Background: The Kwa city-states were always very different from one another, and though not much serious hatred existed between them, even such a loose confederacy had seemed impossible a few years ago. Now, however, as great empires are rising all around them, the Kwa city-states agreed to put aside their differences and unite to stand together in the defense of their profits... and for the worst-case scenario, their lands.

Kingdom of Nubia
Capital: Buhen
Ruler: King Marsis I
Government (Efficiency): Feudal Monarchy (Tolerable)
Culture: Nubian, under heavy Egyptian and mild Aryavartan/Kalingan influence; large Pharaohist Egyptian minority; the Nubians are fairly united and undergoing a national renaissance.
Tech. Level: Early Medieval Age (with Middle Medieval elements)
Army (Quality): 16 thousands (Good), 3 levy thousands
Navy (Quality): 20 ships (Normal)
Economy (Points): Growing (2)
Trade: 1
Size (Points Required): Small (1)
Infrastructure: Very Efficient
Education: Perfect
Prestige: Unpopular
Confidence: Respecting
Projects:
Nation Background: Though Nubia was Egyptian for centuries now and existed under constant cultural influence, its people had retained their roots, and their separatism, and rose up on every occasion. On every occasion, they were defeated and their resistance broken, only to rise anew decades later. The latest Egyptian civil war saw the Nubians secure Phoenician diplomatic assistance, finally winning their independence, at least for the present moment.

Cush
Capital: Tana
Ruler: King Ezana I
Government (Efficiency): Counciliar Monarchy (Blundering) (Dukunnugeyan vassal state)
Culture: Hindo-Cushite, fairly developed and united but not all that numerous, with large separate tribal and colonial Sindhese minorities; under heavy Indian influence, and increasing Dukunnugeyan one.
Tech. Level: Middle Medieval Age
Army (Quality): 12 thousands (Better), 13 levy thousands
Navy (Quality): None yet
Economy (Points): Growing (1)
Trade: 0
Size (Points Required): Medium (2)
Infrastructure: Efficient
Education: Well Educated
Prestige: Tolerable
Confidence: Admiring
Projects:
Nation Background: Modern Cush is a heir to the ancient empire, but its people, after centuries under Indian rule, have become completely unrecogniseable, changed by time and foreign influences. Though a national revival in combination with Sindhu's surprisingly rapid collapse had allowed the Cushites to claim independence, many still regard the whole idea of Cush with a great degree of scepticism.

Tigrada League
Capital: Tigrada
Ruler: Council of Magistrates
Government (Efficiency): Mercantilistic City League (Improving) (Dukunnugeyan vassal state)
Culture: Hindu Indian, quite developed and advanced, but somewhat disillusioned and divided; Indian influence, lesser native and Crown of Gloru..
Tech. Level: Middle Medieval Age
Army (Quality): 10 thousands (Normal)
Navy (Quality): 30 ships (Better)
Economy (Points): Growing (1)
Trade: 2
Size (Points Required): Small (1)
Infrastructure: Great
Education: Well Educated
Prestige: Acceptable
Confidence: Tolerating
Projects:
Nation Background: When Sindhu fell, the Dukunnugeyans decided that they couldn't realistically control all of the heavily-populated Sindhese colonies in East Africa, not even after splitting off Cush. So they have decided to grant the great Sindhese port cities in the African colonies a possibility of forming a vassal league, through which to control the situation. Thus far the arrangement has worked.

Nsigeya
Capital: Nzapura
Ruler: King Nsitripayya
Government (Efficiency): Theocratic Tribal Monarchy (Tolerable) (Dukunnugeyan vassal)
Culture: Nevasanghist Bantu, heavily influenced by Dukunnugeya, more lightly by Carthage, Nortugal and Wagadou; quite disunited; traditionalist Bantu minorities in the east and the south; developed but developing.
Tech. Level: Early Medieval Age (with Middle Medieval elements)
Army (Quality): 62 thousands (Juggernaut)
Navy (Quality): 38 ships (Better)
Economy (Points): Growing (3)
Trade: 3
Size (Points Required): Medium (2)
Infrastructure: Tolerable
Education: Educated
Prestige: Tolerable
Confidence: Admiring
Projects:
Nation Background: The Bantu of what now is Nsigeya have always been fairly advanced, and good traders as well. They traded with Carthage, and with Nortugal, and with Dukunnugeya, gradually undergoing foreign influence. The strongest by far was the Dukunnugeyan one; under it, Nsigeya came to be, in fact even its present ruler is a Dukunnugeyan. Though somewhat dependant on Sri Dukunnugeya, Nsigeya is quite distant and comparatively independent, and in any case has mostly prospered over the last few years. Also, a militaristic tendency has shown lately; with Dukunnugeyan help, the Nsigeyans had secured most of the Kongo.

Luigeya
Capital: Marimba
Ruler: King Manoraha
Government (Efficiency): Decentralized Militaristic Tribal Monarchy (Incompetent) (Dukunnugeyan vassal)
Culture: Nevasanghist Bantu, very heavily influenced by Dukunnugeya; united, developed; increasingly influential.
Tech. Level: Early Medieval Age (with Middle Medieval elements)
Army (Quality): 23 thousands (Normal)
Navy (Quality): 20 ships (Better)
Economy (Points): Growing (1)
Trade: 2
Size (Points Required): Medium (2)
Infrastructure: Barely Tolerable
Education: Well Educated
Prestige: Popular
Confidence: Respecting
Projects:
Nation Background: Initially a loose union of Bantu warrior protostates, Luigeya had become somewhat more united under Dukunnugeyan guidance and with Dukunnugeyan assistance. The very pro-Dukunnugeyan king Manoraha has been largely succesful in defeating the more serious opposition to his reign from some of the warlords, but failed in fully reforming his state towards a more Nevasanghist ideal, at least for now.

Bemgeya Confederacy
Capital: Sesheke
Ruler: King Mengelepaya
Government (Efficiency): Mercantile Tribal Confederacy (Tolerable) (Dukunnugeyan vassal)
Culture: Nevasanghist Bantu, seriously influenced by Luigeya and Dukunnugeya; disunited, developing.
Tech. Level: Early Medieval Age
Army (Quality): 10 thousands (Normal)
Navy (Quality): None yet
Economy (Points): Stagnant (1)
Trade: 1
Size (Points Required): Small (1)
Infrastructure: Tolerable
Education: Tolerable
Prestige: Acceptable
Confidence: Tolerating
Projects:
Nation Background: A more recent newcomer into the family of Dukunnugeya's African vassals, Sesheke is an increasingly-centralised tribal confederacy, united by trade and by Nevasanghism, but not by much else yet.

Suzhou
Capital: Suzhou
Ruler: ?
Government (Efficiency): Enlightened Totalitarian Theocracy (Incompetent)
Culture: Han Chinese, with disproportionate Sanghist influences and lesser Khmer, Hong Kee, Nihonese and Dukunnugeyan ones; very centralized, but stagnant due to repressions; only allowed religion is Sanghism.
Tech. Level: Early Medieval Age
Army (Quality): 79 thousands (Fanatic)
Navy (Quality): 4 ships (Better)
Economy (Points): Growing (2)
Trade: 2
Size (Points Required): Small (1)
Infrastructure: Excellent
Education: Academic
Prestige: Unpopular
Confidence: Loving
Projects: Fanaticism (SECRET) (Done!)
Nation Background: A result of the unhealthy preoccupation of the last few Han emperors with Sanghism, this state was created by the son of the last emperor's guru. Taking Sanghism and the social components of its teaching to the extreme, he created the modern Suzhou state with Hong Kee support, and his successors had succesfully defended it from the Tieh Chinese. Though its repressive policies make it unpopular in the greater world, at home its rulers enjoy fanatical devotion and power unparalleled on this side of the Great Ocean. A huge military keeps this order safe, but it has proven a serious drain on the economy.

The Empire of Choson
Capital: Pusan
Ruler: Wonshin III
Government (Efficiency): Bureaucratic Absolute Monarchy (Tolerable)
Culture: Chosonian (with Nihonese and Han influences in the past; now, Suzhou and Hong Kee influences are more prevalent); fairly united; stagnant; official religion: Chosonian Polytheism, but there is a very large and influential Sanghist community (with major Nevasanghist influence, and fully Nevasanghist communities present as well); at the same time, there is great anti-Shintoist reaction; lots of fringe religious and philosophical groups; renaissance.
Tech. Level: Middle Medieval Age
Army (Quality): 30 thousands (Mighty)
Navy (Quality): 60 ships (Juggernaut)
Economy (Points): Growing (1)
Trade: 2
Size (Points Required): Small (1)
Infrastructure: Excellent
Education: Enlightenment
Prestige: Popular
Confidence: Admiring
Projects: Choikunmul (+2 Economy, alleviates overpopulation problem) (6/7)
Nation Background: Since it was created, Choson was hemmed in between Han (now Tieh) China and Nagasaki (now Nihon) in all regards, and was little more than a prize in the "War of Chosonian Succession", won by the Nagasakans who created, in union with Choson, the Empire of the Rising Sun. At first it was a fruitful union, but Choson increasingly turned into a junior partner; in the Eastern War, when economic ties between the two constituent countries were jeopardized by the Khmer fleet, this became all the more apparent as the Nagasakans launched brutal repressions, provoking an all-out rebellion under the Chosonian national hero Manhae (his descendants still rule in Choson today). Thoroughly-disillusioned by both neighbours, and very paranoid as both of them grow stronger again, Choson had turned to Hong Kong in its search for allies. In the meantime, Choson had entered a cultural golden age, becoming one of the world's most important centers of knowledge. Perhaps some military application for that knowledge could be found as well...

Ryusakid Nihon
Capital: Kaikyo
Ruler: Emperor Tokihito II Ryusaka
Government (Efficiency): Mercantile Absolute Monarchy (Great)
Culture: Shintoist Nihonese, with strong Hong Kee and lesser Han, Chosonian and Khmer influences; not much regionalism, except in the north (where there is also an Ainu minority); few foreign religious presences (although most port cities have tiny, but diverse communities); vibrant, developing.
Tech. Level: Middle Medieval Age
Army (Quality): 41 thousands (Juggernaut), 46 Samurai thousands, 60 levy thousands
Navy (Quality): 204 ships (Juggernaut)
Economy (Points): Stagnant (3)
Trade: 3
Size (Points Required): Large (4)
Infrastructure: Excellent
Education: Enlightenment
Prestige: Tolerable
Confidence: Loving
Projects: Domestic Affairs (+2 Efficiency, +2 Infrastructure, +1 Education) (Done!), Eastern Trade (SECRET) (Done!), PR (SECRET) (Done!), Kowyai (SECRET) (Done!)
Nation Background: Once, long ago, Nihon - then known as Nagasaki - had merged with Choson and created the militaristic Empire of the Rising Sun, which became an Asian great power and even dealt a serious, though not mortal, blow at Khmeria, already then possibly the strongest, and definitely the richest, empire in Asia. But in the end, this "Eastern War" went against the RS; China had abandoned it, and the Khmers concentrated on finishing off the Empire, in which they ultimately succeeded, burning down Nagasaki. Peace was signed, but didn't come; for the next two centuries, the islands were filled with internal strife, dynastic change and civil wars. This ended in 289 AD, when Ryusaka reunited Nihon. After that, the Nihonese again entered global politics, this time more peacefully. They cooperated with Tieh China against the Tungus, competed with Khmers and Hong Kees on their own markets - and sailed across the Great Ocean, to eventually discover a new world where the future of Nihon clearly lies. Already, several major military campaigns have been fought, and wide swathes of land had been conquered and colonised beyond the Ocean. But competition from other colonial powers is growing...

Misc.:

Wars:
Second Atlantic War/the Nortuguese Soliade: Gaul, Icenia, Rome vs. Nortugal, Nordrike
Ugric War: Onoghuria, Ugria, Cernorus vs. Mordvin Empire
Pacific War: Oceanic Empire, Hong Kong, Tieh China vs. Nihon, Suzhou

Alliances:
Daco-Lucan Alliance
Nordrikian-Mordvin Alliance
Pact of Invictus: Gaul, Iceni, Rome, Cymru
Alliance of the Purple Sea: Phoenicia, Nubia, Egypt
Onoghurian Alliances: with Alania, Cernorus, Ugria
Nihonese-Suzhou Alliance
Wagadou-Kwa Defensive Alliance
League of Three Circles: Wabanaki, Algonquia, United Adena

NAPs:
Parhaen-Phoenician NAP (?)
Parhaen-Onoghurian NAP (?)
Huancac-Tiwanaku NAP (440-465)

Other Diplomatic Agreements:
Iceni-Gaul MPP
Elation of Eliat (Phoenicia, Oceanic Empire: exchange of embassies, cultural exchange, trade agreement, technology exchange)
Sublimity of the Southern Seas (Oceanic Empire, Hong Kong, Dukunnugeya: cultural exchange, cooperation against pirates, "East Asian Games")
Nortuguese-Phoenicean Trade Pact (exchange of embassies, trade agreement, sea chart exchange, religious neutrality)
Phoenico-Dukunnugeyan Trade Agreement
Phoenicean-Sindhu Trade Agreement
Phoenicean-Tieh Trade Pact
Phoenicean-Nihonese Trade Pact
Nihon-Suzhou Trade Agreement
Nihon-Choson Trade Agreement
Wabanaki-Algonquian Trade and Technology Agreement
Wabanaki-Nortuguese Trade and Technology Agreement
Algonquain-Nortuguese Trade and Technology Agreement
Nortuguese-Nordrikian Peace (Trade Agreement, no Nortuguese fleets in the North Sea)
Alban Cooperation Treaty (Iceni, Cymru: open borders, full alliance, Sons of Sol operations (subject to territorial ruler's veto))
Oceanic-Hong Kee MTPP
Oceanic-Hong Kee Trade Agreement
Oceanic-Tieh Trade Agreement
Oceanic-Suzhou Trade Agreement
Oceanic-Dukunnugeyan Trade Agreement
Treaty of Ypacarai (Dukunnugeya, Tavytera: Dukunnugeyan technological assistance, treaty of eternal friendship and alliance)
Treaty of Uruguay (Phoenicia, Tavytera: trade agreement, Tavyteran non-expansion into Tupi lands, recognition of Tavytera's reign over all the Guarani)
Tarunic Peace Treaty (Nadruvian army no larger than 20, Nadruvian navy no larger than 15 and not allowed to venture north of border)
Silk Route Treaty (Tieh China, Onoghuria, Ugria: agreement to cooperate on the defense of the Silk Route and to lower tariffs)
Mediterranean Trading League (Dacoillyria, Luca, Gaul, Rome: lowered customs, minor tax relieves for Bimarine merchants, unified gold standard, embargos against enemies of league members)
Dukunnugeyan-Nortuguese Trade Agreement of 446: Dukunnugeya pays a stipend of 1 eco. point per five years, is granted trade rights and lowered tariffs in Erezina
Wagadou-Berber Covenant: Free Trade Agreement, Wagadou UU recruitment arrangement, Berberia's foreign policy subject to Wagadou's and a Military Alliance.
Treaty of Byblos (Dacoillyria, Luca, Parhae, Phoenicia, Egypt, Didonia, Oceanic Empire, Alania, Onoghuria, Cernorus: NAP 450-475; Dacoillyria: not more then 150 ships/thousands; Luca: not more then 1/2 of the Phoenician navy, not more then 1/1 of the Phoenician army; Parhae: not more then then 3/2 of Lucas army; Phoenicia: not more then 3/4 of Dacoillyrias army; Didonia: not more then 20 thousands; the Council of Bimarine is assembled in Didonia)

UUs:
United Adena: Riverines - riverine assault infantry, and as such ideal for wars in the Mississippi; also good at subterfuge.
Iceni: Sons of Sol - military-religious order heavy cavalry shock troopers; very powerful, heavily-armoured, well-trained; fervently loyal; very expensive (5 per eco. point).
Cernorus: Ljuta Druzhina - axe-wielding heavy infantry, specializing in brutal charges and melee fighting.
DIE: Imperial Juggernauts - the latest incarnation of the classic Dacoillyrian heavy warship, built with the use of the latest advances in shipbuilding. Durable, powerful, but sluggish. Expensive (5 per eco. point).
Sri Dukunnugeya: Ekadaahalokumiiyaa - severely, thoroughly trained "special forces", excelling at the Dukunnugeyan trademark unconvetional warfare.
Luca: Companion Cavalry - shock cavalry; less armoured or powerful than the preceding Cataphracts, but considerably more maneuverable and now also armed with composite bows.
Oceanic Empire: Imperial Marines - the modernized version of Khmeria's classic shock troops, excellent at amphibious assaults and engineering.
Rome: Royal Guards - medium cavalry capable of combining functions of horse archers, light cavalry and heavy cavalry.
Parhae: Eternal Legions - all-around powerful conqueror force (5 per eco. point).
Nihon: Samurai - excellent swordfighter infantry.
Mordvinia: Kantir - expert rangers, light infantry excelling in various unconventional operations, such as assassinations, raids, ambushes and assaults; particularily good in the woods.
Gaul: Equites Invictii - elite Dumnorician shock cavalry.
Wagadou: Imperial Berber Camel Riders - nomadic desert warriors, they are very light, and excel at desert warfare, especially against enemy cavalry.
Nordrike: Berserkir Guard - elite, fanatical shock infantry, excells at urban assaults, boarding actions and seaborne raiding.
Onoghuria: Onoghurets - siege troopers, accompanied by siege engineers and the best siege equipment; nevertheless, quite mobile.
Phoenicia: Tyrian Sea Guard - very capable sea infantry, excellent at amphibious and boarding operations.
Dawn Land: (Order) Brothers of the Blessed Cross - militant monks, known for their self-sacrifice, proselytism and ability for unconventional warfare, and capable of organising and leading inferior units.
Nortugal: Floating Fortress - the largest ships in existance, huge, powerful, well-manned and well-equipped, but terribly slow and clumsy; capable of facing huge walls of enemy ships and bombarding coastal cities.
Ugria: Bakkatoritta - maneuverable, but powerful medium cavalry; particularily good in raids, pursuits and flank attacks, not so good in charges against well-formed infantry.

Scapegoat-for-the-turn: Finmaster - for quiting without clarifying the diplomatic situation.

Update Links:
400-405
405-410
410-415
415-420
420-425
425-430
430-435
435-440
440-445
445-450
450-455
 
Starting world map (note changes, especially in the barbarian sphere).
 

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LET THERE BE POSTS!!!

(Also, if any of you still have any sort of NES-related questions after reading the stats, feel free to ask me, in thread or by PM)
 
Yes. The death of a sizeable percentage of one's workforce tends to have negative effects on the economy...

If its any consolation, your neighbours will soon be having something similar. ;)
 
I hope so! Just compared my army sizes with some of the others, I'm but a paperpower at the moment, Just not good AT all.

two things, can you give me some sort of baseline on what my economy was before the pandemics, and secondly the efficiency of my government, what is it?
 
can you give me some sort of baseline on what my economy was before the pandemics

It was Stagnant (3), or, if you mean in greater detail, it was agrarian, with elements of crafts and trade. As that's how things are going to be virtually everywhere until the Industrial Revolution, I decided that it isn't necessary to point that out. ;)

the efficiency of my government, what is it?

It iz zere.
 
Taking Slavania...

Would soemone be kind as to make a map with nation names?
 
Bulghar Onoghur Empire (Onoghuria)
Capital: Bulghar
Ruler: ?
Government (Efficiency): Bureaucratic Monarchy with Counciliar and Theocratic elements (Efficient)
Culture: Turkic, with strong Hunnish, Parhaen and North Chinese influences; fairly united; developing; Hunnic (increasingly assimilated), Slavic, Dacoillyrian minorities
Tech. Level: Early Medieval Age
Army (Quality): 50 thousands (Great)
Navy (Quality): 20 ships (Good)
Economy (Points): Growing (3)
Trade: 2
Size (Points Required): Above Medium (3)
Infrastructure: Good
Education: Educated
Prestige: Tolerable
Confidence: Respecting
Projects:
Nation Background: Driven west by the domino effect of the Tieh Chinese anti-Turkish campaigns, the Bulghars arrived on the Itil in the late 3rd Century. They found the Hunnish Empire already dead, and filled up its niche. Unlike their predecessors, the Bulghars built a developed, semi-sedentary, urban civilization, with a strong state apparatus, and only then went on the war-path again. When they did, the combined-arms Bulghar army defeated Huns, Alans and Slavs alike, and ultimately slaughtered a Dacoillyrian army as well; in the wake of that campaign, Onoghurian (Eternal) Empire's size was doubled, and these gains were also thoroughly integrated. The methodical Bulghar world conquest is likely to resume soon, but at least now their neighbours have been warned...
 
Wenedia
Capital: Kruml
Ruler: ?
Government (Efficiency): Clan-based Feudal Monarchy (Tolerable)
Culture: West Slavic, with East Slavic influxes (chiefly assimilated); very independent, but still slightly influenced by Tarunia and Nadruvia; fiercely anti-Germannic, nationalistic; stagnating development; disappearing regionalism; tiny Germannic and Baltic minorities.
Tech. Level: Early Medieval Age
Army (Quality): 30 thousands (Good)
Navy (Quality): 10 ships (Better)
Economy (Points): Growing (1)
Trade: 2
Size (Points Required): Medium (2)
Infrastructure: Good
Education: Literate
Prestige: Tolerable
Confidence: Respecting
Projects:
Nation Background: The Wenedians themselves had for millenias lived on the Vistula, as quiet herders and traders, though ofcourse they too had their wars with neighbours. It was during the great awakening of Europe, in 1st Century, that they were first disturbed by Germannics fleeing from war in the west and East Slavs fleeing from the Huns. In the centuries of strife that folowed, the Wenedians became a fierce martial race, fighting off attackers coming from all directions. The new military elite ultimately created Wenedia, an united Slavic kingdom, though fairly decentralized. It prospered from commerce and agriculture, until the 3rd-4th Centuries, when the Franks came - first driving their fellow Germannics east, where they were ultimately defeated and enslaved, but not before causing damage, and then coming themselves in their "Soliades" (military-religious expeditions). The Franks won several victories, and conquered the Elbe, "purifying" all the cities there - however, this act hardened Wenedian resistance further south, and in a series of battles, the Franks were stopped on the Vistula and pushed back. The damage was grievous, especially as the Franks continued raiding, and Wenedia is yet to fully recover. Still, should it do so, nice opportunities for revanche may appear...

I will take these guys.
 
I'll claim Turan, if no one else has already.
 
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