BirdNES: 1500 AD: A New World

Birdjaguar

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Welcome to 1500 AD: A New World

The game will begin at the very start of Europe’s colonial expansion when Spain had a trading post on Hispaniola and Portugal had one in Africa and one in India. I see this as pretty much a historical NES with one primary modification: disease won’t totally decimate the Americas. Given that, American nations will be able to catch up to Europe technologically if they are not conquered too quickly after they make first contact and they are played well. I anticipate technology moving along at about the same rate as RL. Being historical does not mean that the same colonization pattern will take place. That will be up to the players.

There are lots of nations and upon request others can be added. In the Americas I have placed the following as player choices: Incan Empire, Aztec Empire, Cahokia in the Mississippi Valley, Calusa in Florida, the Iroquois Nations in the northeast, and Pueblo Indians of the southwest. In Asia choices are: Persia, Mughals, Rajputana, Ming China, Japan, and a variety of other small Indian states. Other nations are possible, just ask. The Mongol tribes and Golden Horde are the decaying remnants of the Mongol Empire. A great leader could attempt to resurrect them, but warfare has changed in 400 years and their time of glory may have passed forever. There is room for those who will want to build a land based European empire without colonies in lieu of the overseas conquests common to the time.

Game begins 1500 AD and updates represent five years of time.

The rules used are a new set called “The Dance of Shiva”. I expect that there will be some corrections and modifications as we go along and the players find things that don’t work as I thought they would.

This rule set introduces several new concepts. Voyages of Discovery and Colonies are two of the most important that players get to control. Warfare in the initial years will be a bit different from typical NESes, especially in Europe. Still other concepts will be controlled by the mod and they will shape the game for players by changing how they plan to grow their nation. I’ve also posted two short sections that 1) summarizes how to do key actions in the game and 2) summarizes the new concepts used for war and technology. These should be quick references once you have read the rules.

Scroll through the nation and NPC lists and choose one to play. I will honor previous sign-ups until Friday night.

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Dance of Shiva Rule Set​

In this set of NES rules each nation has four top level stats: Population, Economy; Culture; and National Confidence that will determine much of a player's success as the games progresses. Players cannot spend to directly increase these stats. Each is improved by other spending choices selected by the player. For example, the National Confidence stat is determined from the Education, Infrastructure, Agriculture and Civil Leadership levels. Each stat is represented by a number; the higher the number the better. The details of how each is calculated will be explained later.

Key Stats:

Population: This approximates the number of people in your nation when compared to other nations. A larger population means more trade and higher costs to improve things like Education and infrastructure. Improvements in Agriculture and infrastructure can influence how quickly your population grows. Population also affects the size of your standing armies.

Economy: this is the number of Economic Points (EP) a player has to spend in a turn; it is calculated from five other stats and special events (Domestic Econ + Trade + Net Econ Freedom + Wealth Transferred – Total Army Upkeep – Events). Unspent EPs may be banked up to a total of 12.

Culture: culture represents how influential a nation is with neighbors and colonies. A high culture score will result in a nation having a strong influence on its neighbors that have lower scores. A low culture score can make a nation subject to the outside influences from strong cultures. It is calculated from Education level + Religion + the number of religious centers (RCs)

National Confidence: this score will contribute to a nation’s domestic economy. A high national confidence will mean more EPs to spend and less chance of your nation being influenced by other nations or going into revolt at bad news. High national confidence means a stable nation and strong local economies. It is calculated like so: Civil Leadership + Education + Infrastructure + Agriculture.

Players cannot spend EPs directly on any of the stats listed above. Spending in the areas listed below will influence the four primary stats.

National Stats:

Spending:
Players can spend EP in a variety of ways. They are listed below. Each stat level has a number associated with it; some are positive and some negative. These numbers are what go into calculations for the primary stat scores. In most cases it will take 1 EP per population point to raise a nation to the next higher level. Only one level change per turn is permitted. Many improvements may be paid for over consecutive turns if desired. Those are indicated by a 0/5 notation to the right of the current stat. The second number may not be a five, but will be your current population level.

As a nation makes progress, there will be times when it outgrows its current infrastructure or tops out its education levels. When that happens players will be told and infrastructure will be reset to (0) or Education to (+1). War and other events could also create unexpected changes in stat levels.

Civilian Leadership measures how well you run your nation and its adjoining conquests. Civilian Leadership will influence both Culture and National Confidence scores. It costs 3 EP to raise this stat one level. Levels: Corrupted (-2); Incompetent (-1); Poor (0); Average (+1); Good (+2); Very Good (+3); Excellent (+4).

Military Leadership Good plans and high leadership scores will create victories. It costs 3 EP to raise this stat one level. Corrupted (-2); Incompetent (-1); Poor (0); Average (+1); Good (+2); Very Good (+3); Excellent (+4).

Colonial Leadership is the effort you put into running your colonies well. Colonial Leadership will affect the amount of wealth that is transferred from colonies. Each time you create a new colony, this stat drops by 1. It can be raise by spending 1 EP per existing colony. Nations begin at level zero (0). This stat cannot go higher than +3

Education is how well a nation’s people are schooled and the degree to which a scientific approach is applied to the study of things. It affects both National Confidence and Culture. Levels range from (-2) to (+5). Changes cost your population level in EP.

Infrastructure is everything related to roads, bridges, harbors, storehouses, water, sewer etc. The higher a nation’s infrastructure level, the better your nation’s National Confidence and Domestic Economy. Levels: None (-1) through a (+5). Infrastructure changes cost your population level in EP. Colonial populations are not included in this calculation. If a country grows substantially in size its infrastructure level may decrease. Changes cost your population level in EP.


Agriculture: is all about farming and animal husbandry. Improvements here affect your National Confidence and encourage population growth. Levels here range from (-1) desert to (+5) rich, skilled farming tradition. Changes cost your population level in EP.

Religion represents how well organized and pervasive a set of beliefs is in a nation. Religion affects Culture and can have a secondary effect if the population gets fanatical about their beliefs. In its early levels Religion will have a neutral or positive effect on culture and not have any fanatical influences, but once a nation reaches the level of State Religion, if Religion gets any stronger hold, fanaticism begins to creep in. In the levels list, the first number is the level of fanaticism and the second the impact on Culture. Levels: Altars ( 0,0 ); Shrines ( 0,0 ); Temples (0,+1); Secular (0,+2); State Religion (0, +3); Religious Education -1, +2); Converting (-2,+3); Jihad/Inquisition (-3,+4);. Radical changes in religion can disrupt the social order of a nation. Other events can also affect the Religious culture stat. Changes cost your population level in EP to move in either direction

Armies & Navies:

Armies & Navies are used to fight wars, quell rebellion and threaten other nation. Troops are bought with EP at the rate of 1 EP for 5 standing divisions or any type squadron and 1 EP for 8 divisions of Mercenary or Professional Army troops. Troops are bought at the prevailing quality level and appear at a nation’s capital unless otherwise designated. Ships appear at the port nearest to the capital. The type of troops and how long they are available for will be determined by time period and technology levels. Prior to the establishment of standing armies in Europe, armies will be bought for campaigns and go away after the war (or turn) is over. Hired armies will need to be paid for every turn you want them available. The list of “Troops in use” show what types of units are in your army. Unless you specify otherwise a mix is assumed. If a player has a particular war plan that is based on a specific unit type, then they should say so in the orders and those preferences will be used to resolve battles.

Purchasing troops in times before standing armies is just like buying standing armies; the difference is that mercenaries and professional armies for hire have to be bought (or re-bought) every turn they are wanted. Standing contingency orders can be used to shift spending from other projects to recruitment at some predetermined level if an unexpected war starts in a turn. Mercenary and hired professional troops will usually be professional or veteran quality and cost less than standing army troops (8 divisions vs. 5 for 1 EP). A standing order might read: “If war breaks out, recruit 16 divisions. Take the EP from….” Ships that are bought are permanent and will not disappear at the end of the turn.

Army/Navy Quality Levels represent the preparedness and skill levels of a standing army. 3 EP will improve the quality level of your existing army and all new recruits in a turn. You must designate whether you wish to improve land unit quality or naval unit. Existing units automatically upgrade when you improve levels. Land Unit Levels: Rabble, Warriors, Conscripts, Recruits, Professional, Veteran, Elite. Sea Units Levels: Pirates, Recruits, Professional, Veteran, Elite. Veteran status can only be achieved after a significant war and Elite status can only be awarded by the mod; it cannot be bought. Repeated defeats can lower quality levels as well as Army Confidence.

Standing Armies & Fleets exist until they are destroyed in battle or disbanded by the owner. The exact composition of them is determined by the player in their orders on a given turn and can change from turn to turn within the limits of what kinds of troops or ships are allowed.

Army Confidence is largely determined by success in battle. It cannot be purchased with EP. The more victories an army has, the higher its confidence will be. High confidence will also increase the potential for future victories especially if the enemy has much lower confidence. EP cannot be used to increase Army confidence. Levels: None (0), Poor (+1), Average (+2), Improving (+3), Very Good (+4), Excellent (+5).

Standing Army/Fleet Upkeep takes effect once a nation has a standing army and represents the costs of having large armies or armies stationed overseas. Standing army costs are 1 EP per turn (for more than 20 divisions). If a nation has more than 40 divisions, it will cost an additional EP. Fleets cost 1 EP for more than 15 Squadrons and 2 EP for more than 30. Stationing troops overseas is an expensive operation and contributes to Army Cost as well. Overseas means the troops (divisions) of a nation stationed in a place not directly connected to the home country by controlled land. The total number of divisions stationed overseas is divided by 10 to determine the EP cost of those troops. This is added to other army costs to determine the total cost of all armies. Overseas costs begin in the turn the army is sent overseas and must be paid that turn. Colonial troops raised and stationed overseas do not count as overseas for Army Costs consideration. Troops at war in an adjacent nation are not overseas. Overseas costs, eliminates the need to fund military expeditions separately.

Your Economy:

Your economy and hence the amount of EP you have to spend, is calculated from your domestic economy, your trade and your population. Larger populations increase both trade and your domestic economy. Military upkeep and other events may affect it, but the most important constituents are the ones names previously. Trade represents the flow of goods between domestic economies. Your domestic economy contributes to the world economy. A weak, war-torn domestic economy will contribute little to trade and will reap few benefits from rich foreign nations. A strong domestic economy will “consume” more trade than a weak one and hence will benefit more from trade.

The world has been divided into 10 regions defined by Voyages of Discovery (VoD) and Overland Trade Routes (OTR). Each of those areas has an economic value based on the EP generated by that region. If a nation has trading contacts in a region then it benefits through trade with that region. A nation’s Trade stat formula adds up the values of all the economies that have contact with the nation. The economic value of a region fluctuates from turn to turn and produces some percent of its maximum potential value. This represents the rise and fall of economic output over time. War can affect this percent.

The World Economy is the total of all Domestic Economies at their current production levels.

Domestic Economy: This represents the amount of internal trade and consumption going on in your nation. This is a calculated stat and it feeds your top level Economy and the number of EP available for spending. It is calculated (Population + National Confidence – Gov Control) / 3.

Economic Centers (EC) represent centers of domestic prosperity and production. Each one will increase your domestic economy by 1. ECs are automatically generated by increases to your domestic economy. Anything that decreases your domestic economy can also reduce the number of ECs you have. EC cities have a blue ring around the outside. When your economy calls for a new EC, you will be notified and get to place and name the city.

Trade Centers (TC) represent important cites that affect ones trade. One TC adds one point to a nation’s Trade stat. TCs cost 4 EP to create, reasons supporting the expenditure must be provided. Wars, conflicts and revolutions can delay or interrupt the creation of a TC. Colonial Trading Posts can be upgraded to TC status or a city can get the upgrade. Capturing a TC will add it to the captor’s TC list for as long as it is held. War and other events can reduce a TC to a regular city. TC cities have a red ring around the outside.

Religious Centers (RC) are like TC, except that they add to culture. They also cost 4 EP and can be created in cities, EC or TC. Reasons or a story need to be provided. A single city could be the nation’s capital, a TC and an RC. Should it be captured, the losing nation would lose the influence of all three. Capturing an RC of a different faith does not provide any benefit to the captor. If the RC is of your faith, then you get a new RC. A nation with secular as its religious state cannot build or benefit from RCs.

Trade: this stat represents your nation’s economic connection to the rest of the world. This stat is calculated from the number of connections you have to other centers of economic prosperity, your population and the number of TCs. It also contributes to your overall economy and available spending.

Voyages of Discovery and Overland Trade Routes: (VoD/OTR) are the way nations explore the world and find places to establish Trading Posts and Colonies. VoD cost 3 EP and only one may be funded in a given turn. VoD represent the mapping of unknown coastlines and perhaps contact with the local residents. A VoD may not carry explorers. They could be sent the following turn to establish a new Trading Post. When Explorers are used to open overland trade routes, it represents sending them into “unknown” lands to make contact with the locals to establish trade connections. Explorers can explore both backward undeveloped regions like central North America and well developed regions like central China and central Europe. When discovered, new VoD and OTR are added to the lists in the stats and trade benefits may ensue. Explorers cost 1 EP. Explorers can only explore from a known place into an unknown place. Voyages of Discovery require an appropriate type of ship for exploring the oceans. Here are the possible VoD and OTRs:

List of VoD & OTR:
Spoiler :

Voyages of Discovery
Northwest Europe NWE
Mediterranean Sea MED
East coast of N. America ENA
Mexico & Caribbean MC
East coast of S. America ESA
West coast of Africa WCA
East coast of Africa ECA
Indian Ocean Sumatra IOS
West coast of S. America WSA
West coast of N. America WNA
Northern Pacific NP
Southern Pacific SP
China & Japan CJ
Indonesia & Philippines IP
Australia & New Zealand ANZ

Overland Trade Routes
Central Europe CE
Central Asia CA
Central China CC
The Silk Road SR
North Central Africa NCAf
South Central Africa SCAf
Amazon Basin AB
Interior North America INAm
Interior Australia IAu

A nation may buy or sell the results of any VoD or OTR to another nation for whatever price both agree on. For a VoD to be useful it must be connected to another VoD that is closer to the home nation. For instance, buying the West Coast of S. America VoD would not be useful to Spain until it had made the East Coast of S. America VoD. Nations cannot send explorers to land unless they have made VoD to that part of the world. VoD and OTR are not necessarily successful; some could yield partial results or ships could be destroyed on either the outward or return legs of the journey. Once a VoD has revealed new lands, then Explorers may be sent to build Trading Posts.

Circumnavigation of the world may be attempted in a single turn for 4 EP:
--From Europe traveling west once ESA is known or traveling east once IP or ANZ is known
--From Asia traveling west once ESA is known or traveling east once WNA or WSA is known
--From the Americas traveling east or west once IOS is known
--From Africa traveling west once ESA is known or traveling east once IP or ANZ is known
The final route taken and lands discovered will be up to the vagaries of fate. A skilled captain and crew will improve the odds of success.

Explorers and Colonists are unit types related to building a colonial empire. They cost 1 EP each. Explorers are built and sent out at the same time in a player’s orders. They are sent to explore an identified area that you already know exists. They carry with them the makings of a Trading Post or in the case of developed areas, trading contacts. Explorers can travel over land or water. Explorers will “discover” an area of land. Later explorers can expand that area and set up new TP in a chain. A TP can be upgraded to a TC with appropriate supporting reasons and payment of 4 EP. Military force may be needed to set up and defend a TP.

Sometimes a player will want to establish a colony on foreign soil. Colonies require more land than a Trading Post. That land must be either given by the current owner or taken by force. Sending colonists costs 1 EP and lowers the nation’s Colonial Leadership level by one (zero becomes -1 etc. Colonial Leadership may be improved in subsequent turns. Once an area is colonized, then in a subsequent turn, any trading posts in that colony may be upgraded to TC at the rate of one TC per turn. Explanations/stories are required to support changing a TP to a TC.

Trading Posts (TP) are the first stage of colonization. They are automatically established when a nation sends an explorer unit to make new contacts. TP are usually subject to permission of the resident player or NPC, but may be established by force of arms. TP may be upgraded to a TC for 4 EP plus reasons or story in any turn after it’s is set up, if both nations agree. Military force can be used to influence a nation to agree.

Colonial Empires

Colonies are a nation’s overseas sources of economic growth. They are established by Explorers and Colonists. The success of a colony may be determined by its location and activity of neighbors, but players do have some control on how a colony contributes to their economy. Colonies have three stats: # of colonists sent, the accumulated wealth stockpiled in a colony and the untapped resources of the colony that can be converted to wealth. The mod will determine the area of a colony and how many colonies are in an area based on the resources of the area and the stories by the player.

Colonial Leadership has a direct effect on how much wealth is transferred from a colony to the home country. A nation’s culture level will determine how quickly local people are assimilated into the ruling culture and their tendency to rebel. A strong culture in a land of weakly cultured people may help enlarge the colony quickly without war. The nature of the terrain of a colony can affect how quickly land is absorbed and what resources are available and how quickly those resources can be converted to wealth.

Colonies may be started in any place not controlled by another player, in an NPC nation with permission of the ruler if you have a trading post there; in an NPC nation after conquest of some territory and after you set up a trading post via an explorer; in a grey area of the map after conquest or where you have a trading post; and in an area conquered by conquistadors (no TP needed).

How to create a colony:
First, discover new lands by way of a VoD. Once you know of land suited to colony formation, you can send an explorer to establish a trading post, or you can use conquistadors to conquer the new land and establish a TC through their victory, or you can send an army to conquer the land and then send an explorer to set up a TP.

Once a TP or TC is established, in the next turn, you may send colonists to establish the colony. The mod will determine the area of a colony and how many colonies are in an area based on the resources of the area and the stories by the player.

A nation’s culture level will determine how quickly local people are assimilated into the ruling culture and their tendency to rebel. A strong culture in a land of weakly cultured people may help enlarge the colony quickly without war.

Every colony, when founded, gets three stats: number of colonists in the colony, a wealth value and a resources value. The first number is a running total of the number of colonists sent to this colony; the second number, wealth, is the number of EP that can be shifted from the colony to the home nation in the next or subsequent turns. The third number is the current resource value of the colony; it represents undeveloped wealth.

Investing in Colonies
Investing EP into an existing colony will do one of three things:

1. EP spent adding colonists (1 EP each) will increase the land area of the colony and may increase the colony’s resource number. No more than 1 group of colonists can be added to a colony in a turn.

2. The posted resource level of a colony is the number of resource EP that can be converted to wealth. One EP spent on resource development will produce some multiple of EP increase of new resources. No more than 1 EP per turn may be spent developing resources

3. If a colony has a resource value, for 1 EP those resources may be extracted and converted to wealth. The rate that resources are converted into wealth is determined by the Mod, but usually it will greater than 1:1 ratio. Converting resources to wealth reduces the resource value. No more than 1 EP per turn may be spent converting resources to wealth.

Adding territory to a colony by conquest may increase the resource value of a colony. Stories and reasons given by players will influence the resource values of colonies. Over time as technology and needs change resource values may increase above any initial caps. Resources in a colony may become completely depleted over time.

Wealth Transfers from Colonies to Home Nation:
In any orders after the orders that established a colony, the home nation may transfer some or all of a colony’s current wealth home (as EP) that will be added to the nation’s stats at the end of the update (i.e. it cannot be spent in the turn it is ordered to be sent home). When that transfer takes place, the wealth stat for the colony is reduced by the number of EP transferred. The number of EP transferred from a colony is changed by the value of the nation’s Colonial Leadership value. If Colonial Leadership is -1 then, 1 EP is taken from each wealth transfer made from each colony. If a nation’s Colonial Leadership is +1 then 1 EP is added to each wealth transfer made from each colony. The Colonial Leadership value represents the level of corruption etc. that exist in a colony. It costs 1 EP x the number of colonies to raise the level of Colonial Leadership by +1.

If a colony is conquered in a turn (that means the port city, trading post or other significant city is captured) then the wealth and resources of the colony are no longer available to the original home nation. Any wealth transfers scheduled for that turn do not take place. Contingency orders will not work to get the accumulated wealth out. The captured wealth is now controlled by the conquering player.

Example: Portugal establishes a colony in Ghana; it has an initial value of 2/5 (wealth /resources). The next turn Portugal spends 1 EP to develop resources there and the colony’s value changes to 2/9 (2/5+4=9). The following turn, Portugal spends 1 EP to convert some of those resources into wealth and the values change again to 6/5 (2+4/9-4). Then in a following turn Portugal brings 4 of those wealth EP home for spending and the colony’s value is now 2/5. This example assumes that Portugal has a colonial leadership value of zero. If it were -1 then when 4 EP of wealth were sent home, only 3 EP would arrive. If the Colonial Leadership value was +2 then 6 would be transferred.

Summary of the effects of the colony creation process:
1. Every colony needs a name. Players may assign the name. The name will be listed in a nation’s stats.
2. Each colony a player establishes will reduce their Colonial Leadership stat by 1.
3. Every time wealth is shifted from a colony to the home country, the value of colonial leadership is added to or subtracted from that transfer.
4. It costs 1 EP x the number of colonies to improve colonial leadership 1 level.
5. TPs located in a colony can be upgraded to a TC for 4 EP and thus add further income to a nation’s economy. TCs will not reduce the resources or wealth of a colony. A colony though does not need a TC to transfer wealth.
6. Armies based in a colony do not count as “overseas” for army upkeep purposes as long as they are at peace. But if those troops attack an existing player or NPC nation from that colony base, then overseas upkeep must be paid to support those efforts in that turn.

There are some limitations and restriction on Colonies. Explorers and colonists may be sent to any grey areas on the map (excluding Europe) and establish TPs and colonies in those areas. Colonies and TPs may be set up in colored areas of the map (named nations) by conquest or agreement. Colonies must have a reason for existing and being valuable. The mod will be the final arbiter of what constitutes a colony. Nations must have a VoD that includes the coastline of the area to be colonized and explorers or Conquistadors must begin the process of settling grey colored areas. Only European nations may buy conquistadors (see below).

Economic Freedom will be an important factor in driving the pace of change in a nation. The more economic freedom, the faster the pace of change and the more new discoveries a nation will make. But it brings a price. The more economic freedom in a nation the greater the possible unrest if stability is upset or the government gets too controlling. Similarly, if a very controlling government is in charge, adding economic freedom may create instability and unrest as the people clamor for more freedom. Economic freedom can bring economic bonuses to a nation. Players will characterize their nation’s level of economic freedom from none to high. Changes can be made any time, but may cause unintended side effects. The scale is a 0 to +5 scale where 0 is little to no economic freedom and +5 is lots of freedom. Players may only move their level of economic freedom by one level (in either direction) each turn. It costs 3 EP to change this stat.

Government control represents how repressive and controlling your government is. Players may move Government Control one or more levels in either direction in a given turn, but a move of more than one on the scale per turn may cause unexpected side effects. Stories, reasons, etc. may mitigate these side effects. More repressive governments will slow the pace of change and technological advancement in a nation and perhaps stir rebellion should opportunity appear. The scale is from 0 to +5 where 0 is least repressive (a republic or democracy) and +5 most repressive. It costs 3 EP to change this stat.

A nation’s government control level will affect the domestic economy (a higher number reduces it). A nation’s net economic freedom level will affect available spending. If government control approaches zero unrest or other ill effects may occur.

Stories are encouraged. If in a story, you create a named sea captain or general, then I will track that personage though the game and they could gain status and skills to become “great”. This “greatness” will improve their successes in voyages and war. Of course, they can also die during such endeavors and will die after some number of years anyway. Nations can have only one named sea captain and one named general at a time.

Projects are possible, but less important than in an Ancient Age game. Let me know what you want to do and the effect you are looking for, and I will let you know the cost and time.
 
Key summaries of player actions

Order format example:
Spoiler :

List Stats first (copied from page 1 is fine)

Spending Summary
3 EP to improve Education
1 EP to Rome to support Catholic efforts in Europe
3 EP for a VoD to ESA
1 EP for 5 sqds

Goals or priorities for this update
1. Defend homeland if attacked
2. VoD
3. Use sqds to blockade Genoa
4. Everything else

Turn overview is a short description of what you are trying to achieve this turn. This section is usually only necessary if your orders are very complicated or involve a war with another player.

Order details
1535 events or actions:
1536 events or actions
1537 events or actions
1538 events or actions
1539 events or actions

General descriptions of what you are doing in each year and where are usually sufficient. I do not need extreme detail unless the particular operation can happen/will happen regardless of what the enemy does. “Lay siege to Vienna,.” is insufficient. Give me enough information so that I know you have an understanding of war and how it was fought. Think about distances and what was actually possible in the mid 16th C. If you plan a campaign in the Ganges valley that depends you’re your musket troops to easily beat a less advance enemy and then tell me it will take place in August (in the middle of the monsoons), you might be sorely disappointed in the results.

Contingencies
What I should do when things go awry.


Costs and How to do Things
Spoiler :


Using the format below will be helpful to me and make updating faster and easier:
What should be in your orders?
--Years covered
--Current Stats (before any spending)
--Treaties, other agreements, and espionage in place
--Spending overview list
--Any other actions related to Stats
--Army list overview: (Name or designation, # of troops in army, front or location)
--Changes to economic freedom and government control levels
--Doings of any named generals or sea captains
--Turn overview or priorities list
--Details for the turn. Each turns span 5 years, please let me know in which year things should be started or implemented.

When you buy explorers please focus their mission on establishig a TP in a area that is known to you. If you give them other tasks along the way they are apt to be side tracked and fail to complete their mission as you directed.

Having a turn goals section before your order details may help some of you (and me) keep priorites clear. Such a section will allow me to have your generals adapt to changing circumstances. If I know what your big picture plans are, it is esier for me to carry them out even in the face of opposition. A good overview can help reduce the need for tedious details.

Costs population number in EP per level, one level per turn max, may be purchased partially over several turns.
Costs 3 EP per level or VoD
Costs 4 EP to create; requires sound reasons, may be denied if there are too many in an area.
Costs 1 EP per existing colony per level increased; 1 level max per turn; drops -1 for each new colony added.
Hired armies (Europe only) 8 division for 1 EP
Armies: Recruit Standing armies: 5 divisions for 1 EP
Navy: 5 squadrons for 1 EP
Explorers: 1 EP, creates a TP or “discovers” land based VoD (CE, CA, CC, SR, CAF)
Colonists: 1 EP, cannot be created until the turn after a TP is established.

Khmer Empire/Alex944
Ruler: You choose your ruler and when they die
Religion: Typically historical, but Europe has seen some exceptions
Population: A number I assign based on size, location events, Agriculture stat
Available Spending: 14/0 (Economy/Bank) EP you have available to spend this turn and EP in your bank (max bank now 12)
Economy/Culture/National Confidence: 14/6/9 Primary stats that increase through other spending
Leadership: (max 4/4/3): 3/3/1 (Civilian/Military/Colonial) Civil effects Nat Confid; Military effects war, Colonial effects moving wealth from colonies.
Education (max 5): 3 0/5 Effects culture and Nat. Confidence
Infrastructure (max 5): 2 0/5 Effects National Confidence
Agriculture (max 5): 1 0/5 Effects National Confidence and Population
Religion: 0/2 (Fanaticism/Culture) Fanaticism effects play in various ways, Culture effects Culture above
Domestic Economy 4 Calculated, adds to economy above
Religious Centers: 1 (Angkor Wat) Adds to Culture
Trading Centers: 2 (Ayutthaya City, Malacca) Number adds to Trade
Trade: 7.2 + 1 Spice monopoly bonus Calculated from world trade, Population and TCs
Voyages of Discovery: (ECA, IOS) Determines world trade potential
Army Confidence/Max Divs: 3/ 50 Mod determines Army Confidence, Population drives max standing army size.
Army (Divs)/Navy (Sqds): 32/29 Current Army/Navy strength
Army/Navy Quality: Professional/Professional Military training level; Veteran or better determined by Mod.
Standing Army/Fleet Upkeep: 2 Calculated, military upkeep costs
Divisions Overseas: 10 (not in colonies) Divisions stationed overseas, adds to cost of upkeep
Overseas Army Cost: 1 Calculated
Total Army Upkeep: 3 (Subtracted from Economy) Subtracted from available EP above
Projects: 0 of 0 (Description) Any projects and spending progress
Economic Freedom: 3 used to calculate Net Econ Freedom below
Government Control: 2 Higher numbers reduce Domestic economy, used to calculate Net econ freedom, low numbers encourages revolution.
Net Economic Freedom: 1 Effects main Economy Stat above
Wealth Transferred: 5 EP transferred from colonies that turn
Total # Colonies: 2 (Colonists/Wealth/Resources)
Cebu (Philippines) 5/2/6 Wealth can be transferred to home nation, resources can be converted to wealth.


How to fight wars with Mercenaries and Professional armies for hire:
1. Decide how many divisions you want to purchase and allocate the EP
2. Choose what types of troops (from the list of what is available) that will make up your army.
3. Write your war orders based on the types of troops and the type of warfare common to the time and place of your nation.
4. You may assign a “named” general to your army
5. Troops will disappear at the end of the update, generals may not.

Establishing a colony: Explorers & Trading Posts method
1. Use a VOD to explore the shoreline of the area you want to colonize (3 EP)
2. Build and send an explorer to that coast (1 EP) to set up a Trading Post with agreement from natives.
3. Build and send Colonists to settle the land around the Trading Post (1 EP).
4. Upgrade TP to TC (4 EP)

How to exceed the cap on standing armies:

Standing armies are capped at 10 divisions per population point, but there could be circumstances in which a player might want to exceed that limit. For every division raised that is over the maximum, a player must spend twice the EP. For example, if nation's max is 20 divisions and it already has 10 divisions, then in its orders it can:

buy 10 more divisions for 2 EP to bring it up to the max
buy 10 more divisions (30 total) for another 4 EP.

A nation cannot buy more than two times it standard maximum or its maximum +30 divisions, which ever is smaller.

If your population is 10, the most divisions you can ever field is 130 (100+40), not 200.
If your population is 2, the most divisions you can field is 40 (2*20).

All regular upkeep costs apply.


Warfare Concepts
Spoiler :

Overview of new concepts for War and Technology

Warfare will change as nations make progress in technology and tactics. Warfare will be shaped by combinations of dominant tactics, recruiting practices and technology. In general, each “continent” (Europe, Asia, Americas, Africa) will move along its own warfare path until everyone learns to fight the same way with similar weapons. The pace of change will depend upon game play.

Type of warfare/dominant tactics are meant to reflect the typical style of warfare in an area at a particular time. Player orders should reflect the type of warfare currently being used n your area. Inappropriate orders may be ineffective. For example if your area’s warfare type is siege, and you command your armies to attempt a double envelopment of the enemy on the battlefield, more than likely it will not work.

Melee warfare was mostly organized groups of men banging away at each other with edged weapons and pointy sticks. They were set piece battles with few changes in deployment or plan once the battle begins.
Siege warfare dominated 16th century Europe and parts of Asia as heavy cannon came into general use. There were fewer pitched battles on open fields and losers could hide out in fortified cities.
Tactical maneuver appeared in Europe in the 30 Years War and shifted military thinking away from siege warfare to battlefield maneuver. It became more effective to destroy the enemy army rather than capture his cities. This change coincides with the first standing armies in Europe and more mobile artillery.
Strategic maneuver: this logical extension of tactical maneuver shows up as battlefields grew from small patches of land to “theaters of war”.

Army Types: National leaders used different methods of raising armies in the years from 1500 to 1800. Those changes will be reflected in the game as different stages of recruitment practices. These stages will change over time and alter how armies are used.
Mercenaries: governments hire mercenaries to fight their wars. These troops are hired for a war (turn) and “disappear” when the war (turn) is over. Generally they are experienced soldiers, but can be bought by the highest bidder. They may not be reliable and can cause economic and social unrest as they pillage the countryside for booty.
Professional armies for hire are a step above mercenaries. They also are hired to fight a specific war and disappear unless rehired the next turn. They are better quality than mercenaries and less disruptive to the social order.
Small standing armies first appeared in Europe at the end of the 30 Years War as kings decided they were good insurance. Traditional NESing takes over here as troops are hired and remain in play until destroyed, but the total number available for a campaign may be limited or subject to additional army costs. Outside of Europe nations have small standing armies, but different types of troops.
Large Standing Armies show up in the 1790s.
Garrisons: All nations will automatically have garrisons for borders, forts and important locations. They will not have to be purchased, but they will be limited and not sufficient to withstand a major attack.

Navies will not disappear after the turn in which they are bought. The conditions of warfare will list the types of ships available for purchase. Galleons and better ships can reduce a coastal TC to zero value for a turn through cannon fire. Pirate ships are always equal to the best available level of a nation and can be used for formal naval activities when not attacking trade to steal EP.

Technology will also make progress as the game moves along and introduce new weapons and troop types. When one nation in an area develops a new technology for war, it will quickly spread to other nations in the area. Secrets do not survive the first battle where they show up, but money must be spent to develop the new technology and ways of production. Contact via trade and conquest can introduce new technology into backward areas depending upon how fertile the ground is for change. Effective production of firearms for warfare requires a steady need, access to the production technology as it evolves, and financial resources to develop production resources and raw materials. The type of troops in use in an area show what the current armies are using in an area. Unless specified by a player, all armies will be a mix of those troops available. Players do not need to specify types when they buy troops or ships. Any specificity can be outlined in the orders if desired. Army makeup can be changed from turn to turn.

Melee troops are hack and slash of a wide variety and include archers and crossbowmen and are available everywhere.
Pike men—troops armed with long spears to fend off mounted troops
Mixed arms (1500 AD) like the Spanish Tercios combined pikes with early firearms
Musketeers (1600) firearm dominated formations that drove all other infantry weapons from the battle field
Line infantry (1660) flintlock weapons deployed in lines 2-4 mean deep
Riflemen 1840
Horsemen of wide variety armed with a variety of weapons; includes steppe armies
Knights—heavily armored mounted troops for shock and melee
Cavalry—light to no armor mounted troops of the post medieval eras

War galleys: Mediterranean and coastal vessels that cannot cross open ocean
Junks: Pre gunpowder ships in Asia with limited open ocean capabilities
War Junks: Junks armed with naval cannon; similar to galleons in use.
Galleons: Early sea-going ships armed with naval cannon
Warships: Armed with naval cannon
Ships of the line: Armed with naval cannon
Pirates: Privateers of perhaps undetermined nationality

Artillery
is not purchased separately, but is embedded in the other troop purchases.
Siege cannon
(1450)—made stone walls obsolete and forced a rethinking of forts and city defenses
Naval cannon
(1500)—made ships an effective conveyor of military dominance to distant lands and enabled nations to protect trade routes
Field artillery
(1625)—changed battle tactics and effective relationship between infantry, cavalry and artillery

Continental areas will have distinct levels of technology and warfare that change over time and as nations make contact. Game play will determine the pace and spread of these elements. For example, in 1500 AD this might represent the status of the four areas:



How to Write War Orders
Spoiler :
Writing war orders can be a terrible thing. It is easy to spend hours and never know if any of the effort was worth it, or if half the effort would have produced the same result. I hope this will help you feel comfortable writing shorter war orders.

In a war situation this is what I generally already know:
Which side has more troops
Which as better military leadership
Which is better trained
Who has the most experience
Which has better weapons
If technology is changing and you can introduce a new weapon or use of old weapons, let me know.
Who has the higher confidence
What the terrain is likely to be

75% of what happens can be figured out from the above. It is very difficult to plan tactical situations when you only get to write one side of the story. Your brilliant river crossing idea may be a winner, but what if the enemy is not defending the river? Now if you know that the enemy will be in a specific place, details about how to put him at a disadvantage in that place may be helpful. Great imbalances in the items listed above are very difficult to overcome (re-read the Lhasan attack on Bengal in Update 10).

Here is what will serve you best:

Give me the big campaign picture; initial goals, secondary goals, points of attack, etc.
Tell me how many troops are where, doing what and if you have any reserves to be committed after the initial thrusts.
If your mix of troops is non standard let me know
If you plan on sieges, tell me
If you don’t want to besiege, but keep battles on the battlefield, let me know.
If you have a policy about how to treat enemy citizens or prisoners, tell me.
Outline your special tricks, the unusual, the surprises that will turn the advantage in your favor.

I don’t need pages of stuff. If I have questions, I will ask you.

I know enough military history from 500 BC to 1945 to fit tactics to the skill levels of your armies. Few battles are like Cannae; most are like Waterloo or Gettysburg. I need to know that you have thought about the war and where you are fighting and the realistic capabilities of your troops. Don’t plan to move 40 divisions across the Sahara from Mali to Tunis and expect many, if any, of them to arrive.
 
Map 1505 AD

White rimmed cities: capitals
Red rimmed cities with black centers: Trade Centers
Black rimmed cities with red centers: Trading Posts
Black rimmed with green centers: Religious Centers

Most colored nations are considered sufficiently organized to be played.
Light grey areas: primitive tribes; poorly organized
Dark grey areas: Unorganized or very small states of more advanced culture and tech. (HRE; central India and SE Asia). Nations in these areas could reach critical mass and show up on the map
Golden Horde in decay: Areas once ruled by the Mongols, but now poorly organized. Strong leadership could build a nation within these bounds.
Mongol Tribes: Heartland of the Mongol Empire, now disorganized and weak. Gunpowder weapons have greatly reduced the effectiveness of the horse archer.
Tibetans: Unorganized peoples of the Himalayan Plateau with a strong Buddhist culture.

 
Stats

State of warfare by area
Area: Type of warfare, Army type, (troops in use) artillery stage, naval stage (ships in use)

Europe: siege warfare; mercenaries (melee troops, pike men, gunpowder weapons, horsemen, knights); siege cannon; naval cannon (war galleys, galleons)
Asia: strategic maneuver; standing armies (melee troops, pike men, gunpowder weapons, horsemen, knights); siege cannon; naval cannon (war galleys, warjunks, sea going junks)
Americas: melee warfare; standing armies (melee troops); Similar to Europe.
Africa: melee warfare; mercenaries (melee troops); no cannon; Coastal trading ships; Mali and Ethiopia similar to Europe

Europe
Spoiler :

Austria/fantasmo
Ruler: Maximillian
Religion: Catholic
Population: 4
Available Spending: 4/0 (Economy/Bank)
Economy/Culture/National Confidence: 4/2/2
Leadership (max 4/4/x): 1/0/0 (Civilian/Military/Colonial)
Education (max 5): 0 0/4
Infrastructure (max 5): 1 0/4
Agriculture (max 5): 0 0/4
Religion: 0/2 (Fanaticism/Culture)
Domestic Economy 1.7
Important Cities: TC/EC/RC: 2/1/0
Important Cities (names): Vienna, Split/--/
Trade: 3.2
Voyages of Discovery: (NWE, MED, ESA, CE)
Army Confidence/Max Divs: 0/ n/a
Army (Divs)/Navy (Sqds): 0/7
Army/Navy Quality: Recruits/Recruits
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 0 (Subtracted from Economy)
Projects: 4 of 4 (Roads: +1 Infrastructure +1 EP)
Economic Freedom: 3
Government Control: 3
Net Economic Freedom: 0
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
//
Bavaria/Pyrrhus Epirou
Ruler: Albert
Religion: Catholic
Population: 3
Available Spending: 5/0 (Economy/Bank)
Economy/Culture/National Confidence: 5/5/6
Leadership (max 4/4/x): 2/2/0 (Civilian/Military/Colonial)
Education (max 5): 2 0/3
Infrastructure (max 5): 2 0/3
Agriculture (max 5): 0 0/3
Religion: 0/3 (Fanaticism/Culture)
Domestic Economy 2.5
Important Cities: TC/EC/RC: 2/1/0
Important Cities (names): Munich, Augsburg/--/
Trade: 3
Voyages of Discovery: (NWE, CE, MED, ESA)
Army Confidence/Max Divs: 0/ n/a
Army (Divs)/Navy (Sqds): 0/5
Army/Navy Quality: Recruits/Recruits
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 0 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 3
Government Control: 3
Net Economic Freedom: 0
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
//

Brandenburg/The Farow
Ruler: Joachim Frederick
Religion: Protestant/Catholic
Population: 3
Available Spending: 3/0 (Economy/Bank)
Economy/Culture/National Confidence: 3/4/4
Leadership (max 4/4/x): 0/0/0 (Civilian/Military/Colonial)
Education (max 5): 2 0/3
Infrastructure (max 5): 2 0/3
Agriculture (max 5): 0/0
Religion: 0/2 (Fanaticism/Culture)
Domestic Economy 2
Important Cities: TC/EC/RC: 0/1/0
Important Cities (names): /--/
Trade: 1
Voyages of Discovery: (NWE, CE, MED)
Army Confidence/Max Divs: 0/ n/a
Army (Divs)/Navy (Sqds): 0/10
Army/Navy Quality: Professional/Recruits
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 0 (Subtracted from Economy)
Projects: (+1 Civil Leadership, +1 Military Leadership)
Economic Freedom: 3
Government Control: 3
Net Economic Freedom: 0
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
//
Great Britain/Kal'thzar
Ruler: Edward VI & Mary I
Religion: Church of England
Population: 5
Available Spending: 9/0 (Economy/Bank)
Economy/Culture/National Confidence: 9/4/5
Leadership (max 4/4/x): 2/1/0 (Civilian/Military/Colonial)
Education (max 5): 2 0/5
Infrastructure (max 5): 1 0/5
Agriculture (max 5): 0 0/5
Religion: 0/2 (Fanaticism/Culture)
Domestic Economy 4.2
Important Cities: TC/EC/RC: 3/2/0
Important Cities (names): London, Edinburgh, Dublin/--/
Trade: 4.6
Voyages of Discovery: (NWE, MED, ENA, CE, MC)
Army Confidence/Max Divs: 0/ n/a
Army (Divs)/Navy (Sqds): 0/29
Army/Navy Quality: Professional/Professional
Standing Army/Fleet Upkeep: 1
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 1 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 3
Government Control: 1
Net Economic Freedom: 2
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
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France/~Darkening~
Ruler: King Chretien
Religion: Catholic
Population: 4
Available Spending: 8/0 (Economy/Bank)
Economy/Culture/National Confidence: 8/2/7
Leadership (max 4/4/x): 4/3/-1 (Civilian/Military/Colonial)
Education (max 5): 1 2/4
Infrastructure (max 5): 2 0/4
Agriculture (max 5): 0 0/4
Religion: 0/1 (Fanaticism/Culture)
Domestic Economy 4
Important Cities: TC/EC/RC: 4/2/0
Important Cities (names): Paris, Lyons, Rouen, N. Espoir/--/
Trade: 5.6
Voyages of Discovery: (NWE, MED, CE, ENA, ESA)
Army Confidence/Max Divs: 1/ 10
Army (Divs)/Navy (Sqds): 5/22
Army/Navy Quality: Recruits/Professional
Standing Army/Fleet Upkeep: 1
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 1 (Subtracted from Economy)
Projects: 1 of 0 Paris Academy (+2 Civil Leadership, +1 Education)
Economic Freedom: 3
Government Control: 3
Net Economic Freedom: 0
Wealth Transferred:
Total # Colonies: 1 (Colonists/Wealth/Resources)
//
Nouvelle Espoir 1/2/4
//
Kingdom of Greater Genoa/Swissempire
Ruler: King Antonio I
Religion: Catholic
Population: 4
Available Spending: 8/5 (Economy/Bank)
Economy/Culture/National Confidence: 8/2/7
Leadership (max 4/4/x): 3/3/0 (Civilian/Military/Colonial)
Education (max 5): 1 0/4
Infrastructure (max 5): 2 0/4
Agriculture (max 5): 1 0/4
Religion: 0/1 (Fanaticism/Culture)
Domestic Economy 4.2
Important Cities: TC/EC/RC: 2/2/0
Important Cities (names): Genoa, Nova Roma/--/
Trade: 3.4
Voyages of Discovery: (MED, NWE, MC, ESA, WCA, ECA, IOS, IP, ENA, WSA, WNA, CE)
Army Confidence/Max Divs: 0/ 10
Army (Divs)/Navy (Sqds): 10/45
Army/Navy Quality: Professional/Professional
Standing Army/Fleet Upkeep: 2
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 2 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 3
Government Control: 2
Net Economic Freedom: 1
Wealth Transferred: 2
Total # Colonies: 2 (Colonists/Wealth/Resources)
Nova Roma 1/0/6
Nino (Nouvo Pascoli) 2/2/5
//
//
//
Greece/DuxTexanii
Ruler: King Konstantinos
Religion: Orthodox
Population: 4
Available Spending: 4/0 (Economy/Bank)
Economy/Culture/National Confidence: 4/2/2
Leadership (max 4/4/x): 2/0/0 (Civilian/Military/Colonial)
Education (max 5): 0 0/4
Infrastructure (max 5): 0 0/4
Agriculture (max 5): 0 0/4
Religion: 0/1 (Fanaticism/Culture)
Domestic Economy 2.2
Important Cities: TC/EC/RC: 0/1/1
Important Cities (names): /--/Athens
Trade: 1.2
Voyages of Discovery: (MED, ESA, CE)
Army Confidence/Max Divs: 2/ n/a
Army (Divs)/Navy (Sqds): 0/0
Army/Navy Quality: Professional/Recruits
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 0 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 2
Government Control: 1
Net Economic Freedom: 1
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
//

Kalmar/Nuclear Kid
Ruler: King Christian VI
Religion: Protestant
Population: 5
Available Spending: 7/1 (Economy/Bank)
Economy/Culture/National Confidence: 7/3/8
Leadership (max 4/4/x): 2/2/-3 (Civilian/Military/Colonial)
Education (max 5): 2 /5
Infrastructure (max 5): 3 0/5
Agriculture (max 5): 1 0/5
Religion: 0/1 (Fanaticism/Culture)
Domestic Economy 5
Important Cities: TC/EC/RC: 4/2/0
Important Cities (names): Copenhagen, Guthrie, New Sweden, Danzig/--/
Trade: 5.6
Voyages of Discovery: (NWE, CE, ENA, ESA, WCA, ECA, IOS)
Army Confidence/Max Divs: 0/ 10
Army (Divs)/Navy (Sqds): 0/20
Army/Navy Quality: Recruits/Professional
Standing Army/Fleet Upkeep: 1
Divisions Overseas: 22 (not in colonies)
Overseas Army Cost: 3
Total Army Upkeep: 4 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 2
Government Control: 1
Net Economic Freedom: 1
Wealth Transferred:
Total # Colonies: 4 (Colonists/Wealth/Resources)
New Sweden 6/6/7
New Oslo 2/1/4
Nova Scotia 5/3/14
Christinia (OTL SC) 1/1/3

Muscovy/Chukchi Husky
Ruler: Ivan IV
Religion: Orthodox
Population: 6
Available Spending: 7/9 (Economy/Bank)
Economy/Culture/National Confidence: 7/4/8
Leadership (max 4/4/x): 4/3/0 (Civilian/Military/Colonial)
Education (max 5): 2 0/6
Infrastructure (max 5): 1 0/6
Agriculture (max 5): 1 0/6
Religion: 0/1 (Fanaticism/Culture)
Domestic Economy 5
Important Cities: TC/EC/RC: 2/2/1
Important Cities (names): Novgorad, Riga/--/Constantinople
Trade: 3.6
Voyages of Discovery: (NWE, CE, CA)
Army Confidence/Max Divs: 1/ 60
Army (Divs)/Navy (Sqds): 24/2
Army/Navy Quality: Professional/Recruits
Standing Army/Fleet Upkeep: 1
Divisions Overseas: 8 (not in colonies)
Overseas Army Cost: 1
Total Army Upkeep: 2 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 3
Government Control: 2
Net Economic Freedom: 1
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
//
The Netherlands/LuckyMoose
Ruler:
Religion: Protestant
Population: 2
Available Spending: 4/0 (Economy/Bank)
Economy/Culture/National Confidence: 4/1/3
Leadership (max 4/4/x): 2/0/0 (Civilian/Military/Colonial)
Education (max 5): 0 0/2
Infrastructure (max 5): 1 0/2
Agriculture (max 5): 0 0/2
Religion: 0/1 (Fanaticism/Culture)
Domestic Economy 1.7
Important Cities: TC/EC/RC: 2/1/0
Important Cities (names): Amsterdam, Antwerp/--/
Trade: 2.9
Voyages of Discovery: (NWE, MED, MC, CE, WCA)
Army Confidence/Max Divs: 0/ n/a
Army (Divs)/Navy (Sqds): 0/10
Army/Navy Quality: Recruits/Recruits
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 0 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 3
Government Control: 2
Net Economic Freedom: 1
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//

Papal States/Little Boots
Ruler: Julius III
Religion: Catholic
Population: 3
Available Spending: 2/3 (Economy/Bank)
Economy/Culture/National Confidence: 2/9/4
Leadership (max 4/4/x): 1/0/0 (Civilian/Military/Colonial)
Education (max 5): 3 0/3
Infrastructure (max 5): 0 0/3
Agriculture (max 5): 0 0/3
Religion: -2/5 (Fanaticism/Culture)
Domestic Economy 2.2
Important Cities: TC/EC/RC: 0/1/1
Important Cities (names): /--/Rome
Trade: 1
Voyages of Discovery: (NWE, MED, CE, MC)
Army Confidence/Max Divs: 0/ n/a
Army (Divs)/Navy (Sqds): 0/0
Army/Navy Quality: Recruits/Recruits
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 0 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 1
Government Control: 2
Net Economic Freedom: -1
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
//
Poland-Lithuania/das
Ruler: Sejm
Religion: Catholic
Population: 4
Available Spending: 2/0 (Economy/Bank)
Economy/Culture/National Confidence: 2/4/1
Leadership (max 4/4/x): 1/0/0 (Civilian/Military/Colonial)
Education (max 5): 0 0/4
Infrastructure (max 5): 0 0/4
Agriculture (max 5): 0 0/4
Religion: -2/4 (Fanaticism/Culture)
Domestic Economy 1.7
Important Cities: TC/EC/RC: 1/1/0
Important Cities (names): Kaffa/--/
Trade: 2.2
Voyages of Discovery: (NWE, MED, CE, CA)
Army Confidence/Max Divs: 2/ 5
Army (Divs)/Navy (Sqds): 0/0
Army/Navy Quality: Veteran/Recruits
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 0 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 1
Government Control: 2
Net Economic Freedom: -1
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
//
Portugal/Abaddon
Ruler: John
Religion: Catholic
Population: 3
Available Spending: 16/0 (Economy/Bank)
Economy/Culture/National Confidence: 16/4/6
Leadership (max 4/4/x): 3/0/0 (Civilian/Military/Colonial)
Education (max 5): 2 0/3
Infrastructure (max 5): 1 0/3
Agriculture (max 5): 0 0/3
Religion: -1/2 (Fanaticism/Culture)
Domestic Economy 3
Important Cities: TC/EC/RC: 5/1/0
Important Cities (names): Lisbon, Zanzibar, Aden, Cape Diogo, Mogadishu/--/
Trade: 6.8
Voyages of Discovery: (NWE, MED, CE, WCA, MC, ECA, IOS, ESA, ENA)
Army Confidence/Max Divs: 0/ n/a
Army (Divs)/Navy (Sqds): 23/11
Army/Navy Quality: Professional/Recruits
Standing Army/Fleet Upkeep: 1
Divisions Overseas: 23 (not in colonies)
Overseas Army Cost: 3
Total Army Upkeep: 4 (Subtracted from Economy)
Projects: 0 of 0
Economic Freedom: 3
Government Control: 1
Net Economic Freedom: 2
Wealth Transferred: 10
Total # Colonies: 3 (Colonists/Wealth/Resources)
Congo 2/4/8
Mogadishu 3/4/7
Madagascar 3/4/8


Spain/Charles Li
Ruler: Queen Isebelle
Religion: Catholic
Population: 4
Available Spending: 8/0 (Economy/Bank)
Economy/Culture/National Confidence: 8/2/1
Leadership (max 4/4/x): 1/0/-2 (Civilian/Military/Colonial)
Education (max 5): 0 0/4
Infrastructure (max 5): 0 0/4
Agriculture (max 5): 0 0/4
Religion: 0/2 (Fanaticism/Culture)
Domestic Economy 1.7
Important Cities: TC/EC/RC: 3/1/0
Important Cities (names): Madrid, Barcelona, Hispaniola/--/
Trade: 4.4
Voyages of Discovery: (MED, NWE, MC, CE, ESA, WCA, ECA, IOS, ENA, WSA, WNA, IP, CJ, ANZ)
Army Confidence/Max Divs: 0/ n/a
Army (Divs)/Navy (Sqds): 0/15
Army/Navy Quality: Recruits/Recruits
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 15 (not in colonies)
Overseas Army Cost: 2
Total Army Upkeep: 2 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 2
Government Control: 2
Net Economic Freedom: 0
Wealth Transferred: 4
Total # Colonies: 3 (Colonists/Wealth/Resources)
Hispaniola 1/6/4
Cuba 1/0/0
New Valencia 2/2/6
//
Sweden/Anonymous2U
Ruler:
Religion: Protestant
Population: 3
Available Spending: 4/0 (Economy/Bank)
Economy/Culture/National Confidence: 4/2/4
Leadership (max 4/4/x): 0/0/0 (Civilian/Military/Colonial)
Education (max 5): 1
Infrastructure (max 5): 2 0/3
Agriculture (max 5): 1 0/3
Religion: 1/1 (Fanaticism/Culture)
Domestic Economy 2.5
Important Cities: TC/EC/RC: 1/1/0
Important Cities (names): Stockholm/--/
Trade: 2
Voyages of Discovery: (NWE, ENA, CE)
Army Confidence/Max Divs: 0/ n/a
Army (Divs)/Navy (Sqds): 0/25
Army/Navy Quality: Recruits/Recruits
Standing Army/Fleet Upkeep: 1
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 1 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 2
Government Control: 1
Net Economic Freedom: 1
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
Order of St. Stephen/Thlayli
Grand Master:
Available to Spend: 1 (net)
Beginning Bank: 1
Member Knights: 125
New Knights Available: 150
Upkeep on Member Knights: 0
Basilicas: 3 (Warsaw, Porto, Madrid)
Army Quality: Professional



Venice/The Vanguard
Ruler: Doge Francesco Donato
Religion: Catholic
Population: 3
Available Spending: 7/0 (Economy/Bank)
Economy/Culture/National Confidence: 7/2/4
Leadership (max 4/4/x): 1/0/0 (Civilian/Military/Colonial)
Education (max 5): 1 1/3
Infrastructure (max 5): 2 0/3
Agriculture (max 5): 0 0/3
Religion: 0/1 (Fanaticism/Culture)
Domestic Economy 2.5
Important Cities: TC/EC/RC: 2/1/0
Important Cities (names): Venice, Verona/--/
Trade: 3
Voyages of Discovery: (NWE, MED, CE, ESA, SR)
Army Confidence/Max Divs: 0/ n/a
Army (Divs)/Navy (Sqds): 0/15
Army/Navy Quality: Recruits/Professional
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 0 (Subtracted from Economy)
Projects: 0 of 0 (Roads: completed)
Economic Freedom: 3
Government Control: 1
Net Economic Freedom: 2
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//



Asia
Spoiler :

Khmer Empire/Alex944
Ruler: Emperor Fiang
Religion: Buddhist
Population: 5
Available Spending: 11/2 (Economy/Bank)
Economy/Culture/National Confidence: 11/5/10
Leadership (max 4/4/x): 3/3/1 (Civilian/Military/Colonial)
Education (max 5): 3 0/5
Infrastructure (max 5): 2 0/5
Agriculture (max 5): 2 0/5
Religion: 0/2 (Fanaticism/Culture)
Domestic Economy 6.2
Important Cities: TC/EC/RC: 4/3/0
Important Cities (names): Ayutthaya City, Malacca, Sumatra, Cebu/--/
Trade: 7.1 + 1 Spice monopoly bonus
Voyages of Discovery: (ECA, IOS, IP, CJ, ANZ, SP, WCA, ECA ESA, WSA,NWE, MED)
Army Confidence/Max Divs: 3/ 50
Army (Divs)/Navy (Sqds): 47/28
Army/Navy Quality: Professional/Professional
Standing Army/Fleet Upkeep: 2
Divisions Overseas: 9 (not in colonies)
Overseas Army Cost: 1
Total Army Upkeep: 3 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 3
Government Control: 2
Net Economic Freedom: 1
Wealth Transferred: 0
Total # Colonies: 3 (Colonists/Wealth/Resources)
Cebu (Philippines) 5/6/2
Suan (Australia) 5/6/9
Kao Nafa (NZ) 1/2/3
//
Bengal/Silver 2039
Ruler: Islam Shah Suri
Religion: Islam
Population: 5
Available Spending: 6/0 (Economy/Bank)
Economy/Culture/National Confidence: 6/3/2
Leadership (max 4/4/x): 2/3/0 (Civilian/Military/Colonial)
Education (max 5): 0 0/5
Infrastructure (max 5): 0 0/5
Agriculture (max 5): 0 0/5
Religion: 0/2 (Fanaticism/Culture)
Domestic Economy 2.2
Important Cities: TC/EC/RC: 4/1/1
Important Cities (names): Chittagong, Ajmer, Delhi, Patna/--/Benares
Trade: 5.6
Voyages of Discovery: (IOS, CA, ECA, WCA)
Army Confidence/Max Divs: 3/ 50
Army (Divs)/Navy (Sqds): 32/28
Army/Navy Quality: Veteran/Professional
Standing Army/Fleet Upkeep: 2
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 2 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 3
Government Control: 2
Net Economic Freedom: 1
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
//
Japan/Riskt8ker
Ruler: Takeda Shingen
Religion: Buddhist
Population: 4
Available Spending: 5/3 (Economy/Bank)
Economy/Culture/National Confidence: 5/2/1
Leadership (max 4/4/x): 1/0/0 (Civilian/Military/Colonial)
Education (max 5): 0 0/4
Infrastructure (max 5): 0 1/4
Agriculture (max 5): 0 0/4
Religion: 0/1 (Fanaticism/Culture)
Domestic Economy 2
Important Cities: TC/EC/RC: 2/1/1
Important Cities (names): Kagoshima, Nagasaki/--/Kagoshima
Trade: 3.2
Voyages of Discovery: (IOS, IP, CJ, ECA, ANZ, WNA, NP, WCA, MED, ESA, MC)
Army Confidence/Max Divs: 0/ 40
Army (Divs)/Navy (Sqds): 11/14
Army/Navy Quality: Professional/Professional
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 2 (not in colonies)
Overseas Army Cost: 1
Total Army Upkeep: 1 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 2
Government Control: 1
Net Economic Freedom: 1
Wealth Transferred:
Total # Colonies: 1 (Colonists/Wealth/Resources)
Philippines 2/2/7
//
//
Gujarat/Explosivesruber
Ruler: Sultana Afia Mahmud Shah
Religion:
Population: 3
Available Spending: 7/0 (Economy/Bank)
Economy/Culture/National Confidence: 7/3/8
Leadership (max 4/4/x): 3/1/1 (Civilian/Military/Colonial)
Education (max 5): 2 0/3
Infrastructure (max 5): 2 0/3
Agriculture (max 5): 1 0/3
Religion: 0/1 (Fanaticism/Culture)
Domestic Economy 4.2
Important Cities: TC/EC/RC: 1/2/0
Important Cities (names): Bender Cassim/--/
Trade: 1.9
Voyages of Discovery: (IOS, ECA)
Army Confidence/Max Divs: 0/ 30
Army (Divs)/Navy (Sqds): 20/15
Army/Navy Quality: Professionals/Professional
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 0 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 3
Government Control: 2
Net Economic Freedom: 1
Wealth Transferred:
Total # Colonies: 1 (Colonists/Wealth/Resources)
Somalia (Bender Cassim) 1/2/3
//
//
Ming China/a propagandist
Ruler: Zhu Yuanyi, Son of Heaven
Religion: Secular
Population: 9
Available Spending: 11/0 (Economy/Bank)
Economy/Culture/National Confidence: 11/4/7
Leadership (max 4/4/x): 2/1/0 (Civilian/Military/Colonial)
Education (max 5): 2 4/9
Infrastructure (max 5): 3 5/9
Agriculture (max 5): 0 0/9
Religion: 0/2 (Fanaticism/Culture)
Domestic Economy 6.5
Important Cities: TC/EC/RC: 3/3/0
Important Cities (names): Guangzhou, Nanjing, Sian/--/
Trade: 5.6
Voyages of Discovery: (CJ, IP, IOS, CA, CC, SR, NP)
Army Confidence/Max Divs: 1/ 90
Army (Divs)/Navy (Sqds): 14/30
Army/Navy Quality: Professional/Professional
Standing Army/Fleet Upkeep: 1
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 1 (Subtracted from Economy)
Projects: 0 of 0 (Silk Road completed)
Economic Freedom: 3
Government Control: 2
Net Economic Freedom: 1
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
//
Mughals/The Loser
Ruler: Humayun
Religion: Muslim
Population: 4
Available Spending: 6/2 (Economy/Bank)
Economy/Culture/National Confidence: 6/2/4
Leadership (max 4/4/x): 3/4/0 (Civilian/Military/Colonial)
Education (max 5): 0 3/4
Infrastructure (max 5): 1 0/4
Agriculture (max 5): 0 0/4
Religion: 0/1 (Fanaticism/Culture)
Domestic Economy 2.7
Important Cities: TC/EC/RC: 2/1/1
Trading Centers: Kabul, ??/--/Bukara
Trade: 3.1
Voyages of Discovery: (CA, SR, CC)
Army Confidence/Max Divs: 1/ 40
Army (Divs)/Navy (Sqds): 19/0
Army/Navy Quality: Veteran/Recruits
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 0 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 2
Government Control: 1
Net Economic Freedom: 1
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
//
Hejaz/germanicus121
Ruler: Sulieman
Religion: Muslim
Population: 2
Available Spending: 1/2 (Economy/Bank)
Economy/Culture/National Confidence: 1/2/0
Leadership (max 4/4/x): 0/1/0 (Civilian/Military/Colonial)
Education (max 5): 0
Infrastructure (max 5): 0 0/2
Agriculture (max 5): 0 0/2
Religion: 0/1 (Fanaticism/Culture)
Domestic Economy 0.2
Important Cities: TC/EC/RC: 0/0/1
Important Cities (names): /--/Mecca
Trade: 0.7
Voyages of Discovery: (MED, IOS, SR)
Army Confidence/Max Divs: 0/ 20
Army (Divs)/Navy (Sqds): 15/5
Army/Navy Quality: Professional/Recruits
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 0 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 2
Government Control: 1
Net Economic Freedom: 1
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
//
Safavid Persia/Bombshoo
Ruler: Tahmasp I
Religion: Muslim
Population: 5
Available Spending: 9/1 (Economy/Bank)
Economy/Culture/National Confidence: 9/4/5
Leadership (max 4/4/x): 2/1/0 (Civilian/Military/Colonial)
Education (max 5): 2 0/5
Infrastructure (max 5): 1 0/5
Agriculture (max 5): 0 0/5
Religion: 0/2 (Fanaticism/Culture)
Domestic Economy 4
Important Cities: TC/EC/RC: 3/2/0
Important Cities (names): Isfahan, Batumi, Samarkand,/--/
Trade: 4.6
Voyages of Discovery: (IOS, ECA, MED, SR, CA)
Army Confidence/Max Divs: 1/ 50
Army (Divs)/Navy (Sqds): 19/9
Army/Navy Quality: Professional/Recruits
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 0 (Subtracted from Economy)
Projects: 3 of 3 (Silk Road)
Economic Freedom: 3
Government Control: 2
Net Economic Freedom: 1
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
//
 
Africa
Spoiler :

Ethiopia/Perfectioinist
Ruler: Menas
Religion: Coptic Christian
Population: 7
Available Spending: 13/9 (Economy/Bank)
Economy/Culture/National Confidence: 13/4/8
Leadership (max 4/4/x): 4/4/0 (Civilian/Military/Colonial)
Education (max 5): 2 0/7
Infrastructure (max 5): 2 0/7
Agriculture (max 5): 0 0/7
Religion: 0/1 (Fanaticism/Culture)
Domestic Economy 6.2
Important Cities: TC/EC/RC: 5/3/1
Important Cities (names): Addis Abba, Massawa, Khartoum, Cairo, Alexandria/--/Jerusalem
Trade: 7
Voyages of Discovery: (IOS, ECA, MED, NWE)
Army Confidence/Max Divs: 0/ 70
Army (Divs)/Navy (Sqds): 30/5
Army/Navy Quality: Professional/Professional
Standing Army/Fleet Upkeep: 1
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 1 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 3
Government Control: 2
Net Economic Freedom: 1
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
//
Mali/j_eps
Ruler: Askia Daoud
Religion: Tribal/Muslim
Population: 4
Available Spending: 5/0 (Economy/Bank)
Economy/Culture/National Confidence: 5/4/6
Leadership (max 4/4/x): 1/1/0 (Civilian/Military/Colonial)
Education (max 5): 3 0/4
Infrastructure (max 5): 2 0/4
Agriculture (max 5): 0 0/4
Religion: 0/1 (Fanaticism/Culture)
Domestic Economy 4
Important Cities: TC/EC/RC: 4/2/0
Important Cities (names): Timbuktu, Jenne, Serrekunda, Siguiri/--/
Trade: 5.4
Voyages of Discovery: (MED, WCA, NWE, ECA, IOS)
Army Confidence/Max Divs: 0/ 40
Army (Divs)/Navy (Sqds): 28/20
Army/Navy Quality: Professional/Professional
Standing Army/Fleet Upkeep: 2
Divisions Overseas: 25 (not in colonies)
Overseas Army Cost: 3
Total Army Upkeep: 5 (Subtracted from Economy)
Projects: 0 (Big Blue, 7 Seas completed)
Economic Freedom: 3
Government Control: 2
Net Economic Freedom: 1
Wealth Transferred:
Total # Colonies: (Colonists/Wealth/Resources)
//
//
//


America
Spoiler :

Calusa/The Strategos
Ruler: Paramount Dasitoa
Religion: Tribal
Population: 3
Available Spending: 6/1 (Economy/Bank)
Economy/Culture/National Confidence: 6/4/10
Leadership (max 4/4/x): 4/4/0 (Civilian/Military/Colonial)
Education (max 5): 3 0/3
Infrastructure (max 5): 3 0/3
Agriculture (max 5): 0 0/3
Religion: 0/1 (Fanaticism/Culture)
Domestic Economy 5
Important Cities: TC/EC/RC: 1/2/0
Important Cities (names): Calusa/--/
Trade: 2.1
Voyages of Discovery: (MC, NWE, MED)
Army Confidence/Max Divs: 3/ 30
Army (Divs)/Navy (Sqds): 37/43
Army/Navy Quality: Veteran/Veteran
Standing Army/Fleet Upkeep: 2
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 2 (Subtracted from Economy)
Projects: 2 of 2 (Noble Warriors, +1 Civ Leadership, +1 Military Leadership) (Docks, completed)
Economic Freedom: 2
Government Control: 1
Net Economic Freedom: 1
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//

Aztecs/Israelite191
Ruler: Moctezuma II
Religion:
Population: 5
Available Spending: 7/5 (Economy/Bank)
Economy/Culture/National Confidence: 7/4/7
Leadership (max 4/4/x): 3/4/0 (Civilian/Military/Colonial)
Education (max 5): 2 0/5
Infrastructure (max 5): 2 0/5
Agriculture (max 5): 0 0/5
Religion: 0/1 (Fanaticism/Culture)
Domestic Economy 4.7
Important Cities: TC/EC/RC: 3/2/1
Important Cities (names): Tenochtitlan, Xallapan, Lama'an Ai/--/Tenochtitlan
Trade: 4.5
Voyages of Discovery: (MC, ENA, WNA)
Army Confidence/Max Divs: 2/ 50
Army (Divs)/Navy (Sqds): 22/13
Army/Navy Quality: Professional/Recruits
Standing Army/Fleet Upkeep: 1
Divisions Overseas: 28 (not in colonies)
Overseas Army Cost: 3
Total Army Upkeep: 4 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 3
Government Control: 1
Net Economic Freedom: 2
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
//
Sons of Liberty/Symphony D
Pirate King: Robert Morgan
Bank: 13500 doubloons
Available Pirate Ships/Loses this turn: 10 / 0
Pirate Skill: 3
Escape Skill: 1
Recruitment: 5
Pirate Bases: 0
Safe Havens: 1
Convoys Captured: 2 / 17 turn/total
Game Effect:
VoD: MC, ENA, NWE.

Haida/Admiral Hood
Ruler: Skaay
Religion: Tribal
Population: 1
Available Spending: 0/3 (Economy/Bank)
Economy/Culture/National Confidence: 0/1/2
Leadership (max 4/4/x): 1/1/0 (Civilian/Military/Colonial)
Education (max 5): 0 0/1
Infrastructure (max 5): 0 0/1
Agriculture (max 5): 1 0/1
Religion: 0/1 (Fanaticism/Culture)
Domestic Economy 0.5
Important Cities: TC/EC/RC: 0/0/0
Important Cities (names): /--/
Trade: 0.3
Voyages of Discovery: WNA
Army Confidence/Max Divs: 0/ 10
Army (Divs)/Navy (Sqds): 5/5
Army/Navy Quality: Recruits/Recruits
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 0 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 1
Government Control: 1
Net Economic Freedom: 0
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)




Incas/NPC
Ruler:
Religion: Sun Worship
Population: 4
Available Spending: 4/7 (Economy/Bank)
Economy/Culture/National Confidence: 4/6/6
Leadership (max 4/4/x): 2/2/0 (Civilian/Military/Colonial)
Education (max 5): 2 0/4
Infrastructure (max 5): 2 0/4
Agriculture (max 5): 0 0/4
Religion: -2/3 (Fanaticism/Culture)
Domestic Economy 3.7
Important Cities: TC/EC/RC: 2/2/1
Important Cities (names): Cuzco, Quito/--/Cuzco
Trade: 3
Voyages of Discovery: (WSA)
Army Confidence/Max Divs: 1/ 40
Army (Divs)/Navy (Sqds): 20/0
Army/Navy Quality: Professional/Recruits
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 0 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 1
Government Control: 3
Net Economic Freedom: -2
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
//

Iroquois/NPC
Ruler:
Religion: Tribal
Population: 2
Available Spending: 4/7 (Economy/Bank)
Economy/Culture/National Confidence: 4/1/5
Leadership (max 4/4/x): 3/2/0 (Civilian/Military/Colonial)
Education (max 5): 0
Infrastructure (max 5): 2 0/2
Agriculture (max 5): 0 0/2
Religion: 1/1 (Fanaticism/Culture)
Domestic Economy 2.5
Important Cities: TC/EC/RC: 1/1/0
Important Cities (names): Uncasville/--/
Trade: 1.5
Voyages of Discovery:
Army Confidence/Max Divs: 1
Army (Divs)/Navy (Sqds): 20/0
Army/Navy Quality: Professionals/Recruits
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 0 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 1
Government Control: 1
Net Economic Freedom: 0
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
//


 
NPCs

Europe
Spoiler :

Switzerland/NPC
Religion: Protestant
Population: 2
Available Spending: 2/8 (Economy/Bank)
Economy/Culture/National Confidence: 2/3/5
Leadership (max 4/4/x): 2/1/0 (Civilian/Military/Colonial)
Education (max 5): 1
Infrastructure (max 5): 2 0/2
Agriculture (max 5): 0 0/2
Religion: -1/2 (Fanaticism/Culture)
Domestic Economy 2.2
Important Cities: TC/EC/RC: 0/1/0
Important Cities (names): //
Trade: 0.5
Voyages of Discovery: (MED, NWE)
Army Confidence: 0
Army (Divs)/Navy (Sqds): 0/0
Army/Navy Quality: Recruits/Recruits
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 0 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 2
Government Control: 2
Net Economic Freedom: 0
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//

Asia
Spoiler :

Amadnagar/NPC (lt tan, west coast of India)
Religion:
Population: 2
Available Spending: 2/5 (Economy/Bank)
Economy/Culture/National Confidence: 2/4/5
Leadership (max 4/4/x): 2/1/0 (Civilian/Military/Colonial)
Education (max 5): 2
Infrastructure (max 5): 1 0/2
Agriculture (max 5): 0 0/2
Religion: -1/2 (Fanaticism/Culture)
Domestic Economy 2.5
Important Cities: TC/EC/RC: 0/1/0
Important Cities (names): //
Trade: 0.7
Voyages of Discovery: (IOS, ECA)
Army Confidence: 0
Army (Divs)/Navy (Sqds): 31/17
Army/Navy Quality: Recruits/Recruits
Standing Army/Fleet Upkeep: 2
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 2 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 2
Government Control: 1
Net Economic Freedom: 1
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
//
Golcanda/NPC ](olive/khaki, east coast of India)
Religion:
Population: 2
Available Spending: 1/7 (Economy/Bank)
Economy/Culture/National Confidence: 1/2/4
Leadership (max 4/4/x): 2/0/0 (Civilian/Military/Colonial)
Education (max 5): 1
Infrastructure (max 5): 1 0/2
Agriculture (max 5): 0 0/2
Religion: 1/1 (Fanaticism/Culture)
Domestic Economy 2
Important Cities: TC/EC/RC: 0/1/0
Important Cities (names): //
Trade: 0.7
Voyages of Discovery: (IOS, ECA)
Army Confidence: 0
Army (Divs)/Navy (Sqds): 15/18
Army/Navy Quality: Professional/Recruits
Standing Army/Fleet Upkeep: 1
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 1 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 2
Government Control: 2
Net Economic Freedom: 0
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//

Orissa/NPC (periwinkle, east cost of India)
Religion:
Population: 2
Available Spending: 2/5 (Economy/Bank)
Economy/Culture/National Confidence: 2/2/4
Leadership (max 4/4/x): 2/1/0 (Civilian/Military/Colonial)
Education (max 5): 0
Infrastructure (max 5): 2 0/2
Agriculture (max 5): 0 0/2
Religion: -1/2 (Fanaticism/Culture)
Domestic Economy 2
Important Cities: TC/EC/RC: 0/1/0
Important Cities (names): //
Trade: 0.7
Voyages of Discovery: (IOS, ECA)
Army Confidence: 0
Army (Divs)/Navy (Sqds): 15/15
Army/Navy Quality: Recruits/Recruits
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 0 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 2
Government Control: 2
Net Economic Freedom: 0
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
Vijayanagar/NPC (green, south India)
Religion: Hindu
Population: 3
Available Spending: 1/5 (Economy/Bank)
Economy/Culture/National Confidence: 1/3/6
Leadership (max 4/4/x): 3/0/0 (Civilian/Military/Colonial)
Education (max 5): 1 0/3
Infrastructure (max 5): 2 0/3
Agriculture (max 5): 0 0/3
Religion: -1/2 (Fanaticism/Culture)
Domestic Economy 2.7
Important Cities: TC/EC/RC: 0/1/0
Important Cities (names): //
Trade: 0.9
Voyages of Discovery: (IOS, ECA)
Army Confidence: 0
Army (Divs)/Navy (Sqds): 22/18
Army/Navy Quality: Recruits/Professional
Standing Army/Fleet Upkeep: 2
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 2 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 2
Government Control: 2
Net Economic Freedom: 0
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//


The Rest
Spoiler :

Cahokia/Player
Religion: Tribal
Population: 2
Available Spending: 0/6 (Economy/Bank)
Economy/Culture/National Confidence: 0/3/6
Leadership (max 4/4/x): 2/2/0 (Civilian/Military/Colonial)
Education (max 5): 1
Infrastructure (max 5): 3 0/2

Religion: -1/2 (Fanaticism/Culture)
Domestic Economy 2.2
Important Cities: TC/EC/RC: 1/1/0
Important Cities (names): Cahokia//
Trade: 1.5
Voyages of Discovery:
Army Confidence: 0
Army (Divs)/Navy (Sqds): 25/0
Army/Navy Quality: Recruits/Recruits
Standing Army/Fleet Upkeep: 1
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 1 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 1
Government Control: 3
Net Economic Freedom: -2
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
//

Pueblos/NPC
Religion: Tribal
Population: 2
Available Spending: 0/3 (Economy/Bank)
Economy/Culture/National Confidence: 0/1/0
Leadership (max 4/4/x): 0/0/0 (Civilian/Military/Colonial)
Education (max 5): 0
Infrastructure (max 5): 0 0/2

Religion: 1/1 (Fanaticism/Culture)
Domestic Economy 0.2
Important Cities: TC/EC/RC: 0/0/0
Important Cities (names): 0//
Trade: 0.5
Voyages of Discovery:
Army Confidence: 0
Army (Divs)/Navy (Sqds): 5/0
Army/Navy Quality: Recruits/Recruits
Standing Army/Fleet Upkeep: 0
Divisions Overseas: 0 (not in colonies)
Overseas Army Cost: 0
Total Army Upkeep: 0 (Subtracted from Economy)
Projects: 0 of 0 (Description)
Economic Freedom: 1
Government Control: 1
Net Economic Freedom: 0
Wealth Transferred:
Total # Colonies: 0 (Colonists/Wealth/Resources)
//
//
//
 
Wars & Treaties

1500-1503 Austria invasion of Venice repulsed
1500- 2nd Ottoman Crusade: Led by Poland, Papal States, Austria, Hungary, Venice, Brandenburg
1505- 1509 War of Italian Indpendence (France, with Milan and Savoy, invades Italy--Genoa, Tuscany, Mantua, Pisa respond in kind) France makes peace 1510.
1520-1524 Greek Orthodox rebellion and the establishment of a Greek state
1525-1534 Scottish Invasion of England
1524-1529 Venetian conquest of Parma and Mantua and failed attack on Rome.
1524-1534 Iberian-Egyptian War: Spanish invasion of the Holy land and the masacre of all non catholics there. Spain captures Jerusalem and the Portuguese attack on the Nile Delta; Alexandria besieged. The war widens as the Persians and Ottoman Empire enter on the side of the Islamic Empire and Poland joins Spain in the defense of Jerusalem. The Catholic expeditionary force is destroyed and Jerusalem is gain back under Muslim control in 1534. Siege of Alexandria abandonned.
1531-1532 France and Greece invade Venice and are defeated at sea and on land. Tuscany joins Venice to repulse France in northern Italy.
1530-1533 War for German Supremacy: Bavaria attacks Brandenburg to

http://forums.civfanatics.com/showpost.php?p=5857120&postcount=5490
 
Most Current List of Nations and Players


There have been some player changes recently

European Nations
Austria/fantasmo
Brandenburg/The Farow
Bavaria/Pyrrhus Epirou
Great Britain/Stormbringer
Genoa/Swissempire
Greece/DuxTexanii
Kalmar/Nuclear Kid
Muscovy/Chukchi Husky
Papal States/Little Boots
Poland-Lithuania/das
Portugal/Abaddon
Spain/Azale
Venice/HMS Vanguard
Order of St. Stephen/Thlayli
The Netherlands/Luckymoose
France/~Darkening~

Asia, Africa & the Americas
Khmer Empire/Alex944
Bengal/Silver2039
Gujarat/explosivesruber
Japan/Riskt8ker
Ming China/a propagandist
Mughals/The Loser
Ottoman Empire/germanicus121
Safavid Persia/Bombshoo
Mali/j_eps
Ethiopia/Perfectionist
Mamarid Sultanate/Slavic Sioux
Calusa/The Strategos
Aztecs/Israelite191
Sons of Liberty/Symphony D

NPCs
Khanate of Kazan/
Sweden/
Switzerland/
Ireland/
Egypt/
Lhasa—Tibet/
Inka/
Iroquois/
Cahokia/
Pueblos/
Duchy of Belgrade/
Bijapur/
Amadnagar/
Orissa/
Golconda/
Vijayanagar/
 
Claiming SPAIN :)
 
Poland-Lithuania -- das

Confirmatorificatorised.

The map still could use some refining, though. For my area that particularily means a better Russian southeastern border, an existant Teutonic Order (including Courland) and Pommerania that is anyone's but Poland's.

As an additional idea, perhaps it would be wise to add some dynastic information as well? Dynastic relations were very important in the 16th century, after all. Thus far that can only be clearly observed on the Jagiellon example (Poland-Lithuania and Bohemia-Hungary), but the Habsburgs have already started their marrying spree. Probably just add those to the diplo agreements.

Also, I presume that it is possible for nations to rise out of the dark gray, right?
 
I'll take Kalmar, unless Niklas wants them too, in which case i guess we'll talk about it...
 
Question; Why do we all start at 0 government control? Is this to imply that we are all republics :p

And as for trade routes, isn't that just asking for tons and tons of trade related spam...?

Oh well, you asked for it ;)

To Ottoman Empire, Egypt
From King Henry VII of England


Greetings; England would like to inquire upon the potential establishment of trade with your fine nations. We will pay highly for your tea, or anything else you may bring from the Orient.

OOC: I'm assuming these are essentially the only two I have real contact with...
 
Since I'm just in the process of starting up my own NES, I'll be happy to step aside and leave Kalmar for The Major. I still find this very interesting though, and I might join at a later point. :)
 
To Austria, England, France, Portugal
From Spain

Why should Europe be plauged by war? We propose a 20 year NAP.
 
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