YosefNES I: Oif Gelt, Oif Gelt, un Oif Gelt

Israelite9191

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YosefNES I: Oif Gelt, Oif Gelt, un Oif Gelt

Oif drei zachen stait di velt: oif Torah, oif Avodah, un oif G’milut Hassidim.
The world stands on three things: Torah, Prayer, and Acts of Righteous Benevolence.
– Rabbinic Teaching

Oif drei zachen stait di velt: oif Gelt, oif Gelt, un oif Gelt.
The world stands on three things: Money, Money, and Money.
– Yiddish Proverb

Shalom and welcome, after one year and eight months of on-and-off work, to the first installation in the YosefNES series, YosefNES I: Oif Gelt, Oif Gelt, un Oif Gelt.

The Series

Named after the extraordinary first-century Jewish historian Yosef ben Matihyahu, otherwise known as Titus Flavius Josephus, YosefNES will be my second series. The main difference between the YosefNES series and my first series, IsrNES, is the dedication of YosefNES to alternately historical and historical NESes, rather than the fresh start and related NESes I have pursued in the past. Hopefully, with the inspiration of Yosef ben Matiyahu, we will together be able to make the YosefNES series as successful as any other.

The NES

YosefNES I: Oif Gelt, Oif Gelt, un Oif Gelt is a continuation of my alternate history timeline “The Age of Elisabeth.” The premise underlying this alternate history is the unbearable power of money. Throughout the history of mankind the exchange of gold, silver, copper, and paper trinkets has proved decisive in determining the fates of empires and civilisations, of kings and peasants. In the world into which we are about to delve one queen mother, intent on achieving greatness for her beloved son, has wielded the power of gold to give birth to an empire like none that Europe had ever seen before. Pushed by the irresistible lure of Magyar florins the world was thrust into a new, unforeseen direction as the great empires of history fell and new ones rose. Now, it is your chance to take up the reins of history and see if you cannot as well wield the might of gelt.

Rules

Starting Date

1503 CE

Alternate History Timeline

The Age of Elisabeth - I-III, IV-VI, VII, VIII, IX, X, XI, XII, XIII, XIV

Nations

There are two kinds of nations, Player Countries (PCs) and Non-Player Countries (NPCs) which, as the names suggest, are, respectively, those nations that have a player controlling them and those nations that do not. NPCs will be controlled by me and while I won’t control them in the same way I would a PC in someone else’s NES, I will make them challenging opponents.

Players

There is no limit on the number of players, at least for now. To join pick an NPC from the list or approach me with an idea for a new nation, independence movement, secret organisation, etc. Please do note that some nations have been reserved and are not available. Additionally, certain nations, given their power and important role in the NES, require my confirmation in order to be assumed. In general, I will try to assign these based on a first-come, first-served policy, but I may deviate from this.

Now, remember that by joining you are making a commitment. I expect a lot out of all of you, but I also understand that things happen and that certain obligations must come before NESing. As such, I am more than will work with you as situation arise. However, I also expect that you will work with me. Imagine my policies as being similar to those of that favourite teacher of yours, the one who always challenged you to do better and always expected you to fulfil your potential and obligations, but also recognised that your life was more than their class and didn’t jump down your throat if you couldn’t do one assignment.

Orders

Orders are, simply, a description of what your nation is to do for the turn. Preferably they will be sent to me via Private Message (PM); however, if absolutely necessary, I will accept orders via e-mail. They are required to include all diplomatic agreements, your stats, and calculations (i.e. 5 eco X 5 blah per eco = 25 blah). It is advisable that you maintain a balance between detail and concision.

Over time, experience has taught me that a constant, weekly schedule is simply impossible for me. Thus, I will be implementing what used to be the preferred system, changing deadlines. With each update I will give a different deadline. However, the time that orders are due will always be 4:30 PM (16:30) U.S. Central Time (GMT -6).

Now, as I said above, I understand that things happen and that life doesn’t always go according to our own plans. As such, I am more than willing to work with you. However, I will (almost always) need you to tell me about complication before the deadline. I will generally continue to accept orders after the update in any case, but send orders late at your own risk. If you do not send orders four times in a row without giving me reasons, you will be NPCed and your nation thus freed up for others to take. Furthermore, if you do not send orders, and in particular if you do not give me notification or a reason, you are basically giving me full range to manipulate your nation as I see fit for the turn. Generally, I will maintain a hands-off approach, but if I see it as particularly advantageous to the NES and the player, I may throw in some twists (a ruler dying, for instance). Don’t be scared though, I don’t bite (hard).

Interesting Times (IT) and Boring Times (BT)

I will be using North King’s, as opposed to Das’, definition of the IT/BT system. The main reason for this is that while Das’ definition is focused on military conflict, North King’s is broader. To paraphrase North King:

IT is like a normal NES, with much smaller time passing every turn, a BT will be like a traditional story NES, just much more general and vague than normal. Orders in an IT should be rather specific and direct orders on what you want your nation to be doing, including spending and military recruitment. BT orders are like general guidelines; you can say where you want your finances to go in general, or to focus on military recruiting, etc, but not specific things like “3 points into UU” or what have you.”

Updates

My updates are slightly different from what has become the norm. Rather than being designed primarily as game updates, they are stories written as historical record. As such, I will not include troop casualties, stat changes, etc. within the update, but will rather give you an narrative of what happened. For specifics you will have to look at how the stats have changed by comparing the updated ones to the previous turn’s. Updates will also likely include a spotlight (though I plan to do these quite differently than is standard), “special bonuses” à la ITNES I – An Epoch of Change (in other words, rewards for various things such as having the most fleshed-out religion, the funniest stories, the best tactics, etc. depending on my mood), and OOC (including the orders deadline for the turn). In addition, if necessary, “privileged” information will be sent via PM to the necessary parties.

Map

I will be using the standard CFC map. Cities will be shown as black circles, eco centres as black circles with red rings, cultural centres as black circles with green rings, religious centres as black circles with blue rings, capitals as black circles with white rings, colonial capitals as black circles with yellow rings, and cities that are both capitals or colonial capitals and something else as a combination of white or yellow and the respective colour. If a city is both, say, a religious and an economic centre, it will be shown as religious; economic and cultural, as cultural; cultural and religious, as religious. Fortifications will be shown as lines of black squares. Rebellious regions will be shown as light grey. Thick borders on the map are those in between two nations, thin but solid borders show the boundaries between pseudo-national entities that have varying levels of independence but do not have an independent foreign policy (if they do have an independent foreign policy but are in some way not technically independent, i.e. the OTL states of the Holy Roman Empire, they will have their own colour), and thin, broken borders show a variety of things including political subdivisions and geographic, cultural, ethnic, and religious regions (these will often overlap). Finally, the map includes the names of the various peoples and other entities that have some sort of cohesive identity but do not form strong political states, otherwise known as “barbarians.”

Important Cities

This NES will utilize the three-city system of economic (eco), cultural, and religious centres. Unlike in previous incarnations of the three-city system, all benefits are at the discretion of the mod. This does not, however, mean the cities will have no effect and aren’t important. They will be key contributors to your economy, your culture, and practically all other stats. If you lose even one of them to an enemy it could be disastrous. In addition, maintaining your important cities will be much more fickle than before. Finally, it is possible to get a centre due to a project, just as before, but such centres may be more likely to lose their status.

Economic Centres: Economic centres are cities where economic activity is greatly concentrated. Eco centres are almost always due to the concentration of trade, but industry, finance, banking, etc. can also cause an eco centre to come about. The benefits of an economic centre will be one eco per turn, unless for some unforeseeable reason I make an exception. Modern examples of eco centres would include Tokyo, Dubai, Hong Kong, London, Mumbai, and New York.

Cultural Centres: Cultural centres are cities where the culture of a nation, a region, or even of the world is personified. Art, education, nationalism, regionalism, philosophy, science, pan-nationalism, media, etc. can all contribute to the creation of cultural centres. The benefits of these cities are just as varied as their causes. Modern examples would include Paris, Tel Aviv-Yafo, Tehran, Oxford, Buenos Aires, and Chicago.

Religious Centres: Religious centres are cities where major religions and movements find there centre(s) and where great pilgrimages take place. While religious centres will generally form without outside coaxing, government approval and conversion always help in the forming of such cities. The status of religious centres is a little different than that of cultural and eco centres, being somewhere between special city and capital city. They can be primarily administrative and more like a political capital (i.e. Canterbury) or spiritual and more like a special city (i.e. Glastonbury). The benefits will be mostly religious in nature, but may also extend into those areas benefited by cultural and economic centres. Modern examples would include Dharamsala, Jerusalem, Mecca, Rome, Istanbul, and Mexico City (Guadalupe).

Stories

While not required, stories are highly encouraged. In the past I have been very lenient on stories, but no longer. You will still be able to progress without stories, but stories will lend immense, nearly necessary, help. Also, keep in mind that stories, at least in my book, come in many forms. Flags, descriptions of your government, descriptions of your religion, “historical records,” and just about anything else that helps to flesh out you nation in a creative/artistic way will count as a story.

Deterioration

Your stats may deteriorate over time. In order to prevent this, invest eco and keep up a forward momentum.

Intelligence

There are two options here. First, you ask me questions. Depending on the particulars of the situation, I will give you an answer holding a varying amount of truth and ambiguity. Your other option is to include espionage in your orders. This can include anything from simple information gathering to sabotage to assassination and everything in between. As your espionage network expands and contacts develop, the information you receive through espionage in your orders as well as through direct conversation with me will improve in quality and reliability.

Diplomacy

All diplomacy, public and private, needs to be brought to my attention. Secret alliances, double crosses, and all other such deals must be included either in orders or in other communiqués.

Template

The template is the layout for stats. Each nation, both PC and NPC, will have a full and every-changing set. Unlike in other NESes, however, the stats are not meant to be the focus, and should be seen only as an aide in the development of our world.

Nation Name
Ruler/Player:
Capital:
Government (Efficiency):
Dependencies:
Size:
Army (Quality):
Navy (Quality):
Religion:
Culture:
Economy (Points) (Total Points):
Infrastructure:
Education:
Technology:
Confidence:
Projects:
Nation Background:

Ruler

The name of your ruler will generally follow the format: personal name, ordinal, epithet (if applicable), name of royal house, title. Normally, only one title, that closest associated with the state, is listed. This title will generally only include the position (such as “Emperor”) without the territorial designation (not “Emperor of Hungary”). If the territorial designation follows a different pattern than the name of the nation, then the territorial designation will be included (“King of Bohemia and Bavaria”, not “King”). In the few, select, occasions where more than one title, with different territorial associations, are equally or almost equally important, multiple titles are listed (“Emperor, Duke of Saxony,” for example). While I will try to maintain this formula in all cases, in some specific instances this may not be possible.

Capital

The capital is the political centre of your nation. Capitals also have a greater chance of becoming cultural, economic, or religious centres. Furthermore, keep in mind that capitals have the ability to either unite or divide a nation. For instance, if you place your capital in between two or more bitterly opposed factions you may be able to prevent divisiveness. On the other hand, if you are not careful, a capital’s location in one region of a nation may cause hatred and secessionist feeling in another area. Capitals are also often essential components of a national identity. Their loss can cause the collapse of nations, their mistreatment by foreigners can cause immense, uncontrollable hatred, and their glorification can cause unparalleled national pride. Capitals are powerful political and cultural tools, use them wisely.

Government

Your government is, simply, how you govern your people. Ranging from dictatorial to anarchist and revolutionary to reactionary, the variations on governmental systems are inexhaustible. No matter what sort of government you have, be it a dictatorship or a democracy, you will always have to face off against political adversaries and juggle the balance of power between various factions. In dictatorial governments you will generally have more control over your opponents, but this is not always the case. While government can be changed, the mechanisms to do this are not constant. In some cases all that is needed in gradual reform, in others brutal revolution. So be careful, whatever it is you choose to do.

Additionally, government has an efficiency stat that shows how corrupt, how lazy, how bloated, how bureaucratic, etc. the government is. The levels of efficiency are:

Imaginary-Corrupt-Incompetent-Blundering-Tolerable-Improving-Competent-Efficient-Brilliant

Dependencies

Many nations, particularly the more powerful ones, have dependencies. Generally, particularly as the Age of Discovery is now upon us, these take the form of colonies. They can, however, also take on the form of protectorates, dominions, or anything else you all come up with. In this line I will list the names of the dependencies you have along with their capitals in parentheses. There will be no additional information on the dependencies listed here, but you should be able to surmise their general value and status based on the updates, stories, and general progress of the NES.

Size

This is, as the name suggests, the size of your nation. Size is an amalgam of both population and land area, as well as how easy it is for each part of the nation to reach the other part (a colonial empire, by its nature, will have a higher size stat than a nation of equal land and population size that is on one continuous chunk of land). What this means is that a nation like the Khanate of Sibir, while having a tiny population, will have a very large size stat because of the immensity of its land area and the difficulty of connecting various communities to one another. As nations’ technology advances and efficiency and communication improve, their size stat will go down. Size determines how costly it is to upgrade a stat, as well as the effectiveness of various factors (plagues, military strategies, increased taxation, etc.). The levels, and the corresponding points, are:

Tiny (1)-Petite (2)-Small (3)-Medium (4)-Large (5)-Huge (6)-Gargantuan (7)-Monstrous (9)

Unless otherwise noted, all stats require the number of eco points corresponding to their size in order to grow by one level.

Army

The army is your nation’s land forces. The army will be divided into thousands with five thousands available per eco point. In addition, remember that if you do not pay for military campaigns, those campaigns will almost certainly fail. An army does, after all, march on its stomach. Likewise, if you do not provide for maintaining your standing troops, you will experience troop desertion and deterioration. Besides the quantity of your military forces, the army stat also shows the quality. This is an amalgam of training and leadership. Quality levels are:

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

In order to raise the quality of your forces, you must spend one eco per three thousands per level up to good and two eco per three thousands per level up to juggernaut.

In addition to your normal military forces, there are levies. In times of war when large numbers of troops are needed as quickly as possible, you can conscript your population. Additionally, when your territory is invaded, existing citizen militias as well as new ones raised by the local inhabitants in resistance will become available for your use. These troops have minimal, if any, quality in most cases and are basically cannon fodder. However, extraordinary leadership can, at times, instil enough nationalistic vigour to make them more useful than one might expect.

In general, particularly if you are a European nation, do not expect to have a very large army, at least for now anyway. The mass of your forces during war time will undoubtedly be new recruits and levies, not standing forces. The fact of the matter is that standing forces are simply too expensive to maintain in exorbitant numbers and European populations too small to produce large armies. As time progresses the numbers will begin to increase. For instance, OTL France in the 1550’s was able to field approximately 20 thousands, while by 1700 France could mobilise 255 thousands. Obviously, a lot of this has to do with the European population boom’s effects on the numbers resulting from conscription, but there are also much larger standing armies involved in this equation. So, basically, just sit back and wait. Eventually, you will be able to get those gigantic armies you all love so much.

Navy

The navy is your nation’s military force on the sea. The navy will be divided into ships with five ships available per eco. Just as with the army, the navy has a quality stat combining training and leadership. Also as with the army, you must always account for logistics when operating your navy. You will need to pay for campaigns by your navy, or your navy will be forced to either return home or continue sailing and die of starvation, dehydration, scurvy, or some other nasty ailment. In fact, it is advisable to fund even non-military ventures. Likewise, you ought, as with the army, to plan for maintenance investments.

Similarly to the army, when necessary it is possible to boost your naval ranks through conscription. By pressing your nation’s merchant fleet into service, you can significantly boost your numbers. While the crew of these ships will generally be of a higher quality than the levied troops used in the army, the design of the ships, which are meant for transporting goods and not for fighting, will result in lower quality rankings than your standing navy.

In order to raise the quality of your navy, you must spend one eco per three ships per level up to good and two eco per three ships per level up to juggernaut.

Religion

The religion stat shows the various belief systems present in your nation. If a nation has an official state religion then it comes first, whether it is the most widespread faith or not; otherwise the most adhered to faith comes first. Religion will play a very important role in this NES, as it should but doesn’t in most NESes. Furthermore, I consider myself something of a religion/theology buff, which means I will vastly enjoy watching all of you develop the religious atmosphere of your nations.

A note on churches and official religions: In this era there is a significant divide between the theology and administrative structure of religion, particularly in the Reformation areas of Europe and the Orthodox Christian regions of Europe and the Middle East. As a result, a distinction must be made between the churches and the religions. Where this is applicable, the first item listed under the religion stat of a country will be the official (or dominant) religion followed by the name of the church(es) in parentheses. For example, in Ireland the line would read “Celtic Reformed Christianity (Reformed Church of Ireland)” followed by any other significant religious denominations present in the country. Where a similar situation exists but the religion/church is not the official religion of the state, the pattern will take place later in the line, as appropriate. In the Ottoman Empire, for example, the religion line would partially read “Oriental Orthodox Christianity (Armenian Apostolic Church, Coptic Orthodox Church (Ethiopian Orthodox Church), Syriac Orthodox Church).” As you may have noticed, following the Coptic Orthodox Church entry is “Ethiopian Orthodox Church” in parentheses. This is because the Ethiopian Orthodox Church is a major, semi-autonomous subset of the Coptic Orthodox Church that is important enough to legitimise its being listed independently. Wherever else this is the case, the pattern will be repeated. However, minor subsets that are not significant will not be listed.

Culture

Culture here will be a general description of important cultural changes taking place. Examples would include a cultural renaissance, religious upheaval, Westernisation, and urbanisation.

Economy

I will be using a modified ITNES I (b) eco system. There will be a descriptor, chosen from stagnant, stable, expanding, quickly expanding, receding, or depressing, as well as two numbers. The first number will show you the base point value of your economy, including agriculture, industry, etc. The second number shows the total available eco points when added to the points coming from important cities and any other sources of eco points for that turn. Players are encouraged to experiment with different fiscal policies and economic policies in order to develop their economies.

Infrastructure

Infrastructure is the transportation network of a nation. A good infrastructure is invaluable, aiding everything from army movement to culture cohesiveness to government efficiency. The levels are:

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

Education

Education is a composite of: a.) how literate and generally well educated your people are and b.) how educated your élite are. Good education will benefit numerous things, ranging from the availability of the next age to government efficiency to the economy. Bad education, likewise, will have detrimental effects. Since education is a lifelong process, the benefits and detriments of education are long term and may not be felt immediately. However, do not let this discourage you or make you feel safe, for eventually you will feel their effects. Education will most likely go up due to economic investment, but it is not a guarantee. Similarly, economic advancement is not necessary for educational advancement. The levels, and the corresponding points, are:

Idiotic (1)-Illiterate (2)-Ignorant (3)-Below Average (4)-Average (5)-Clever (6)-Smart (7)-Wise (8)-Enlightened (9)

Technology

This is a general descriptor of the technological development in your nation. The stat is entirely relative to the development of the rest of the world. Being more technologically developed than your neighbours has distinct advantages, not just militarily but in economic and social matters as well. However, being technologically superior is not a cure-all. Technologically far inferior forces have on more than one occasion dealt debilitating blows to opponents light-years ahead of them. The levels are:

Ancient (1)-Left Behind (3)-Losing Ground (5)-Average (7)-Modernised (9)-Advanced (11)-Futuristic (13)

The amount of eco points required to advance one level is equal to the size stat divided by the education stat, rounded up, then multiplied by the technology stat. However, due to its highly relative nature, the level is likely to change without the individual player’s input, or more cheaply due to good strategy. Attempts to increase technology may also fail, the chance of which is decreased by the presence of important universities.

Confidence

This is, basically, how confident the people are in their nation’s leadership. If the people are unconfident, then chances of rebellion, secession, etc. rise dramatically. If the people are confident, then chances are they will rise to support you, be it against foreign power, rebels, coups, or anything else. The levels are:

Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Cult of Personality

This stat cannot be raised directly with eco point, but investment will have some impact.

Projects

Projects are the equivalent of wonders. Ranging from large scale social reforms to giant harbours, projects can be just about anything. What really matters is that you: a) give me a name, b) give me the benefits of the project, and c) give me a description of the project; if any of these are missing, then the project will not go through. Depending on the project, there will be a cost in eco, as determined by my judgment. Each turn you must invest one eco to keep the project going. If you do not, it will at first stagnate, and then start to decay; depending on the nature of the project, this decay could be quite rapid. Finally, you may invest two eco to advance the project by one extra turn. You may only do this once every other turn.

Kvetching (i.e. Complaints to the Mod)

I am more than willing to listen to your gripes. In fact, I encourage them. If you believe that there has been a mistake or that you have been unfairly treated, tell me and I will address the problem as best as I can.

Contact

You may contact me in several ways. The preferred methods are AIM via the screen name stignatiusjew and PM. If you do not have AIM but wish to have the kind of fulfilling conversation only available through instant messengers, I can normally be reached on MSN via Israelite9191@hotmail.com . If you insist or if these are not possible, then you are welcome to drop me a line via e-mail at btzalel91@yahoo.com.

Should any modifications become necessary, they will be made and the rules updated to reflect the changes.
 
Maps

Start -1503
Spoiler :
theageofelisabethnn6.png

Update 1 - 1506
Spoiler :
theageofelisabethfa5.png


Updates

1504-1506: Our Daily Bread
 
Stats

Africa
Spoiler :
Benin Empire
Ruler/Player: Ozolua, Emperor/
Capital: Benin
Government (Efficiency): Monarchy (Tolerable)
Dependencies:
Size: Tiny
Army (Quality): 6 thousands (Normal)
Navy (Quality):
Religion: Shamanist Traditions
Culture: Increasing Portuguese influences
Economy (Points) (Total Points): Expanding (1) (2)
Infrastructure: Pathetic
Education: Illiterate
Technology: Left Behind
Confidence: Tolerating
Projects:
Nation Background: Benin first came into contact with Europe when the Portuguese made their way in from the coast in 1485. Since then, they have prospered as suppliers in the trade of tropical produce, ivory, and slaves with Europe. Benin is now the most powerful native state in the region. With the growing presence of the Portuguese their good fortune may soon run out.

Kanem-Bornu Empire
Ruler/Player: Ali Gaji Sayfawa, Emperor/
Capital: Ngazargamu
Government (Efficiency): Monarchy (Tolerable)
Dependencies:
Size: Small
Army (Quality): 8 thousands (Normal) 5 thousands (Better)
Navy (Quality):
Religion: Sunni Islam, Shamanist Traditions
Culture: Increasing Islamisation
Economy (Points) (Total Points): Stable (1) (3)
Infrastructure: Tolerable
Education: Illiterate
Technology: Losing Ground
Confidence: Barely Tolerating
Projects:
Nation Background: Under Ali Gaji Kanem-Bornu has been reunited, recreating one of Africa’s great empires. With the fertile pastures surrounding Lake Chad and control over the eastern Trans-Saharan trade routes, Kanem-Bornu is set to thrive.

Djolof Empire
Ruler/Player: Bukaar Biye-Sungule N’Dyaye, Emperor/
Capital: Linguère
Government (Efficiency): Confederated Monarchy (Blundering)
Dependencies:
Size: Small
Army (Quality): 18 thousands (Mob) 5 thousands (Tolerable)
Navy (Quality): 8 ships (Poor)
Religion: Sunni Islam, Shamanist Traditions
Culture: Strong distinctive identity, Slowly encroaching European influence, Pressure from the Songhai Empire, Weak Islamic presence
Economy (Points) (Total Points): Expanding (2) (3)
Infrastructure: Tolerable
Education: Ignorant
Technology: Losing Ground
Confidence: Barely Tolerating
Projects:
Nation Background: Since peaceful relations were established with Portugal following their failed attempt to put a Christian on the throne in 1492, the Djolof Empire has experienced an economic boom-time as the primary alternative to the trans-Saharan trade routes. However, this economic boom has come at the expense of internal stability. The unity empire, already a weak confederation, has been undermined by the increasing wealth of the coastal vassal states relative the ruling interior. Whether or not the emperors will be capable of correcting this rift and taking advantage of the trade wealth remains to be seen.

Kingdom of Kongo
Ruler/Player: João I Nimi, Lord of the Kongolese/
Capital: Mbanza-Kongo
Government (Efficiency): Imperial Monarchy (Improving)
Dependencies:
Size: Tiny
Army (Quality): 5 thousands (Pathetic)
Navy (Quality):
Religion: Catholic Christianity (Roman Catholic Church), Shamanist Traditions
Culture: Increasing exposure to European/Portuguese culture, Merging of Catholic/European traditions with local traditions, Coalescing national identity
Economy (Points) (Total Points): Expanding (1) (2)
Infrastructure: Dirt Paths
Education: Illiterate
Technology: Ancient
Confidence: Admiring
Projects:
Nation Background: First contact with Europe came in 1482, and by 1485 the Portuguese had successfully converted the ruling élite to Catholicism. Because of this close cooperation with Portugal, Kongo has thrived, rapidly outpacing its neighbours while achieving great success in integrating themselves into the European consciousness. Even so, they remain far behind Europe in development and extremely vulnerable.

Alliance of the Mossi Kingdoms
Ruler/Player: Dulugu, King of Ouagadougou; Sapilem, King of Tenkodogo; Yadega, King of Yatenga
Capital: Ouagadougou; Tenkodogo; Ouahigouya
Government (Efficiency): Loose Confederated Monarchy (Incompetent)
Dependencies:
Size: Small
Army (Quality): 12 thousands (Tolerable)
Navy (Quality):
Religion: Shamanist Traditions, Sunni Islam
Culture: Islamophobia, Small but growing Muslim communities
Economy (Points) (Total Points): Stable (2) (2)
Infrastructure: Pathetic
Education: Ignorant
Technology: Left Behind
Confidence: Tolerating
Projects:
Nation Background: The Mossi people stand as the great bulwark against Islamic expansion into the southern territories of West Africa. Consisting of three independent kingdoms, Yatenga in the north, Tenkodogo in the south, and Ouagadougou in the centre, bound together by a strong alliance, the Mossi are far less united than any other state-actor. While standing strongly united when under threat from outsiders, they are often bogged down in civil strife at other times. The Mossi are an immensely powerful people capable of great achievements, but only if they can be united.

Mutapa Empire
Ruler/Player: Kakuyo Komunyaka, Emperor/Slavic Sioux
Capital: Sofala
Government (Efficiency): Monarchy (Improving)
Dependencies:
Size: Small
Army (Quality): 8 thousands (Tolerable) 3 thousands (Normal)
Navy (Quality):
Religion: Shamanist Traditions, Sunni Islam, Hinduism
Culture: Increasing Islamic influences, Growing internal strife
Economy (Points) (Total Points): Stable (2) (3)
Infrastructure: Barely Tolerable (1/3)
Education: Illiterate
Technology: Losing Ground
Confidence: Tolerating
Projects:
Nation Background: The successors of ancient Great Zimbabwe, the Mutapa Empire rules as the premier state of southern Africa. Trading in gold, salt, copper, ivory, and slaves, Mutapa has grown incredibly wealthy as the westernmost and southernmost station of the Indian Ocean Trade with China, India, and the Near East. With the arrival of the Portuguese as a force in the Indian Ocean in 1498 all of this has been threatened.

Most Sublime Ottoman State
Ruler/Player: Mehmed II the Just Osmanli, Sultan, Hürem Osmanli, Pharaoh of Egypt, Caliph/flyingchicken
Capital: Alexandria
Government (Efficiency): Theocratic Imperial Monarchy (Improving)
Dependencies:
Size: Gargantuan
Army (Quality): 20 thousands (Normal) 10 thousands (Better) 5 thousands (Good)
Navy (Quality): 15 ships (Better) 10 ships (Normal)
Religion: Sunni Islam, Oriental Orthodox Christianity (Armenian Apostolic Church, Coptic Orthodox Church (Ethiopian Orthodox Church), Syriac Orthodox Church), Shi’a Islam (Alevi Islam), Eastern Orthodox Christianity (Ecumenical Patriarchate of Constantinople), Judaism, Assyrian Church of the East, Druze
Culture: Cultural renaissance, Increasing Egyptisation, Growing strain in relations between Oriental Orthodox and Muslims, Expanding Oriental Orthodox Church
Economy (Points) (Total Points): Expanding (8) (24)
Infrastructure: Tolerable
Education: Average
Technology: Modernised
Confidence: Respecting
Projects:
Nation Background: Since the Ottomans were forced back from Europe by the Hungarians at the Eighth Battle of Adrianople in 1360, they have forged a mighty empire across Anatolia, Crimea, the Caucuses, the Near East, Egypt, Libya, the Sudan, and Ethiopia. Under the rule of great sultans and with the aid of such allies as Shenouda Fanous the Ottomans have risen to be possibly the world’s greatest power. In the meantime, the empire has witnessed massive cultural movements, with the Islamisation and Arabisation of the Turks at the same time as the Coptic Renaissance led to a massive revival of (Oriental Orthodox) Christianity across the empire’s African provinces, and more recently even competing with Islam in its Near Eastern heartland while luring the Sultan’s court to Alexandria and encouraging an ‘Egyptisation’ of national symbols and culture. The great diversity of the empire combined with its cultural vibrancy have, however, created great threats to the stability of the empire. It will take great finesse, or perhaps an iron hand, to maintain the empire’s unity and stability.

Songhai Empire
Ruler/Player: Mohammad Toure the Great Askia, Emperor/~Darkening~
Capital: Gao
Government (Efficiency): Monarchy (Corrupt) (2/5)
Dependencies:
Size: Large
Army (Quality): 6 thousands (Good) 7 thousands (Tolerable) 8 thousands (Normal) 3 thousands (Better)
Navy (Quality): 3 ships (Pathetic)
Religion: Sunni Islam, Shamanist Traditions, Judaism
Culture: Increasing Islamisation, Emerging centre of Islamic scholarship
Economy (Points) (Total Points): Stable (7) (14)
Infrastructure: Improving
Education: Clever (4/5)
Technology: Losing Ground
Confidence: Admiring
Projects:
Nation Background: With the continual shift of gold and salt mining, and thus trade and wealth, eastwards, the Songhai Empire emerged as dominant power of West Africa. With the rise of Mohammed Toure the Great Askia (otherwise known as Askia Mohammed), the glory of the Songhai has only increased. Education has begun to flourish as Timbuktu has once again become one of Dar al’Islam’s great centres of learning. With the emergence of a nautical trade route to supply Europe with Gold from sources around the Indian Ocean the wealth of the Songhai Empire has been threatened. Under the strong leadership of Askia Mohammed, however, the Songhai seem destined to remain as the dominant power of West Africa for years to come.


Americas

Spoiler :
Aztec Triple Alliance
Ruler/Player: Moctezuma II, Tlatoani of Tenochtitlan/
Capital: Tenochtitlan
Government (Efficiency): Tributary Empire (Corrupt)
Dependencies:
Size: Medium
Army (Quality): 10 thousands (Better) 5 thousands (Good)
Navy (Quality): 5 ships (Mob)
Religion: Shamanist Traditions (Cult of Huitzilopochtli)
Culture: Extremely diverse, Growing tension between Mexica and subjugated peoples
Economy (Points) (Total Points): Expanding (3) (4)
Infrastructure: Good
Education: Illiterate
Technology: Left Behind
Confidence: Barely Tolerating
Projects:
Nation Background: Technically an alliance between Tenochtitlan, Texcoco, and Tlacopan, the Aztec Triple Alliance is in fact a dictatorial empire of tributary states ruled by the Tlatoani of Tenochtitlan for the benefits of the Mexica and the Mexica alone. The state is gigantic, with a population practically unparalleled across the world and a capital larger than anything seen in Europe and immense wealth. There have lately been disturbing signs, however. News is beginning to reach the empire of white-skinned men with strange beasts and strange weapons to the north, and diseases that are accompanying them. Whether these rumoured threats and the growing tensions of the diverse empire spell doom for the Triple Alliance remains to be seen.

Haudenosaunee Confederation
Ruler/Player: Confederate Council/The Loser
Capital: Lake Onondaga
Government (Efficiency): Confederated Aristocratic Republic (Improving)
Dependencies:
Size: Small
Army (Quality): 10 thousands (Normal)
Navy (Quality):
Religion: Shamanist Traditions, Celtic Reformed Christianity (Church of Ireland)
Culture: Militant, Increasing conflicts with outside nations, Slow introduction of European culture
Economy (Points) (Total Points): Stable (2) (2)
Infrastructure: Pathetic
Education: Illiterate
Technology: Ancient
Confidence: Loving
Projects:
Nation Background: The Haudenosaunee Confederation has existed for as much as five hundred years. In that time, the People of the Long House have created a thriving melting-pot society, bringing together the five nations of the confederation. The Haudenosaunee Confederation have also formed the world’s only democratic society. The Haudenosaunee world, however, is under threat. With the arrival of European colonists, with their strange animals, strange weapons, and strange diseases, the people of the region have been perishing in droves. While at first sight this poses a horrible threat to the League of Peace and Power, there may be opportunity in the dying off of the Confederation’s enemies. Whether the Haudenosaunee do indeed make this an opportunity remains to be seen.

Lenape Confederation
Ruler/Player: Confederate Council/
Capital: Remkoke
Government (Efficiency): Confederated Aristocratic Republic (Incompetent)
Dependencies:
Size: Petite
Army (Quality): 6 thousands (Normal)
Navy (Quality): 5 ships (Poor)
Religion: Shamanist Traditions
Culture: Militant, Increasing Haudenosaunee and European influences, Fragile unity
Economy (Points) (Total Points): Stable (2) (2)
Infrastructure: Pathetic
Education: Illiterate
Technology: Ancient
Confidence: Resentful
Projects:
Nation Background: The Lenape have long occupied the lands from the Hudson River, now occupied by the Irish, to New Wales. Now, under strong pressure from these European colonisers and with Haudenosaunee leadership they have formed a stronger and more permanent confederation. With internal differences, the rising power of the Haudenosaunee, and increasing pressure from the European colonies the Lenape have much to overcome.

Tawantinsuyu
Ruler/Player: Huayna Capac, Sapa Inka/Birdjaguar
Capital: Cusco
Government (Efficiency): Federated Imperial Monarchy (Competent)
Dependencies:
Size: Huge
Army (Quality): 15 thousands (Better)
Navy (Quality): 10 ships (Tolerable)
Religion: Shamanist Traditions (Cult of Inti)
Culture: Burgeoning militancy and expansionism
Economy (Points) (Total Points): Stable (4) (12)
Infrastructure: Very Efficient
Education: Illiterate
Technology: Left Behind
Confidence: Admiring
Projects:
Nation Background: Since the fall of Chimor to Sapa Inka Túpac Yupanqui, Tawantinsuyu, the Union of Four Provinces, has ruled as the unchallenged hegemon of the vast and wealthy lands of the Andes. With an all powerful emperor, a complex highly developed system of regional administration, an exceedingly efficient system of communication, a powerhouse economy, and an easily defendable territory, Tawantinsuyu seems destined to emerge as one of the world’s great empires. However, with the arrival of outsiders, their animals, their weapons, and their diseases on the great landmass of the Western hemisphere, Tawantinsuyu may soon come under threat from forces that they cannot face down.

Tlaxcala Confederacy
Ruler/Player: Xicotencatl I the Elder, Tlatoani/
Capital: Tlaxcala
Government (Efficiency): Confederated Monarchy
Dependencies:
Size: Tiny
Army (Quality): 4 thousands (Better) 3 thousands (Normal)
Navy (Quality):
Religion: Shamanist Traditions
Culture: Growing anti-Aztec sentiment, Fiercely independent
Economy (Points) (Total Points): Stable (1) (2)
Infrastructure: Improving
Education: Illiterate
Technology: Left Behind
Confidence: Respecting
Projects:
Nation Background: The tiny neighbour of the giant Aztec Triple Alliance, the Tlaxcala Confederacy exists proudly and defiantly independent, despite the numerous attempts of the Mexica of Tenochtitlan to subject their Nahua cousins. With the threats of the white men now seen on the horizon, this state of relations may soon enough collapse. In due time, it may become necessary for Tlaxcala to either succumb to the Aztec onslaught, or rise once and for all to throw off the threat of the Mexica.

Tzintzuntzani Empire
Ruler/Player: Zuangua, Tlatoani/Flavius Aetius
Capital: Tzintzuntzan
Government (Efficiency): Centralised Tributary Empire (Improving)
Dependencies:
Size: Small
Army (Quality): 8 thousands (Better) 3 thousands (Normal)
Navy (Quality):
Religion: Shamanist Traditions
Culture: Anti-Aztec, Increasing national identity, Militaristic
Economy (Points) (Total Points): Stable (1) (2)
Infrastructure: Good
Education: Illiterate
Technology: Left Behind
Confidence: Admiring
Projects:
Nation Background: At the same time that the Mexica of Tenochtitlan forged their empire across the fertile farmlands of the Nahua, the P’urhépecha of Tzintzuntzan created their own empire to the west. Similarly organised but far less diverse, Tzintzuntzan now poses a serious threat to the increasingly strife ridden Aztec Triple Alliance. Whether they will in fact take on the Aztecs, or fall to the threats of the white men coming down from the north only time will tell.

Wabanaki Confederacy
Ruler/Player: Assacumbuit, Massasoit Sakom/
Capital: Sebayik
Government (Efficiency): Confederated Aristocratic Republic (Tolerable)
Dependencies:
Size: Small
Army (Quality): 8 thousands (Tolerable)
Navy (Quality): 7 ships (Poor)
Religion: Shamanist Traditions
Culture: Increasing Haudenosaunee and European influences, Familiar with Europeans, Relatively strong unity
Economy (Points) (Total Points): Stable (2) (2)
Infrastructure: Poor
Education: Illiterate
Technology: Ancient
Confidence: Respecting
Projects:
Nation Background: Unlike the Lenape and Wampanoag, the Wabanaki Confederacy has a long and fabled history. However, it is only recently that the confederacy has been tightened to respond to the encroaching Europeans. Bringing together the Abenaki, Mi’kmaq, Penobscot, Passamaquoddy, and Maliseet, the Five Nations of the Dawn Land form a strong confederacy with great possibilities, if they can only survive, and take advantage of, the European onslaught.

Wampanoag Confederacy
Ruler/Player: Confederacy Council/
Capital: Pokanoket
Government (Efficiency): Confederated Aristocratic Republic (Incompetent)
Dependencies:
Size: Petite
Army (Quality): 5 thousands (Normal)
Navy (Quality): 3 ships (poor)
Religion: Shamanist traditions
Culture: Militant, Increasing Haudenosaunee and European influences, Fragile Unity
Economy (Points) (Total Points): Stable (2) (2)
Infrastructure: Poor
Education: Illiterate
Technology: Ancient
Confidence: Resentful
Projects:
Nation Background: Just a few years ago the constituent members of the Wampanoag Confederacy were at each others’ throats. However, with Haudenosaunee leadership and under pressure from the Europeans, the Wampanoag, Massachusett, and Nauset, the Narraganset, the Pequot and Mohegan, and the Nipmuck came together to form the greater Wampanoag Confederacy. Still facing bitter internal divisions and the immense pressures of encroaching Europeans, the Wampanoag have much to overcome if they wish to survive.


Central Asia and the Near East

Spoiler :
Empire of the Black Sheep Turkmen
Ruler/Player: Hasan Ali, Shah/Dachspmg
Capital: Tabriz
Government (Efficiency): Monarchy
Dependencies:
Size: Small
Army (Quality): 10 thousands (Normal) 5 thousands (Better)
Navy (Quality):
Religion: Shi’a Islam (Alevi Islam), Sunni Islam, Oriental Orthodox Christianity (Armenian Apostolic Church), Assyrian Church of the East, Judaism
Culture: Strong division between rulers and populace, Lack of national identity
Economy (Points) (Total Points): Stable (1) (3)
Infrastructure: Barely Tolerable
Education: Below Average
Technology: Average
Confidence: Resentful
Projects:
Nation Background: The Black Sheep Turkmen, or Kara Koyunlu, were once a dominant force in the Near East ruling lands from Anatolia and the Caucuses through Iran and Mesopotamia to the Arabian Peninsula. With the Treaty of Mosul, though, the Turkmen were forced back into their core territories, left only with the eastern Caucuses and Northeastern Mesopotamia. It would be foolish, however, to discount them. Their territories are still rich, their armies still powerful, and their people still proud; glory may yet return to the tents of the Black Sheep Turkmen.

Chagatai Khanate
Ruler/Player: Badi’ al-Zaman Osmanli Temurid, Emir, Khan in Samarkand and Herat/Stormbringer
Capital: Samarkand; Herat
Government (Efficiency): Monarchy (Incompetent)
Dependencies:
Size: Gargantuan
Army (Quality): 25 thousands (Tolerable) 5 thousands (Normal) 5 thousands (Mighty)
Navy (Quality): 10 ships (Normal) 5 ships (Tolerable)
Religion: Sunni Islam, Shi’a Islam, Theravada Buddhism, Mahayana Buddhism, Assyrian Church of the East, Zoroastrianism, Judaism, Oriental Orthodox Christianity (Armenian Apostolic Church), Shamanist Traditions, Hinduism
Culture: Weak national identity, Emerging Persianisation, Increasing tolerance and Islamist reformism
Economy (Points) (Total Points): Stagnant (7) (11)
Infrastructure: Barely Tolerable
Education: Below Average
Technology: Modernised
Confidence: Respecting
Projects: Heart of the Lion (1/12); Mind of the Lion (1/12)
Nation Background: Despite losing territories in India and bearing terrible damage to infrastructure and agriculture during the years of civil strife and war with the Black Sheep Turkmen, the Chagatai have through grand luck, brilliant alliances, and tremendous leadership emerged to once again rule one of the world’s great empires. From the ancient capital of Samarkand and the young capital of Herat the Turks rule over a massive empire stretching across the Iranian plateau from Mesopotamia to the Hindu Kush and north beyond the mountains to the vast steppes of Turkistan. While the future appears bright, the underlying cultural rifts between the Sunni Turkic élite and North, the Sunni Pashtuns of Afghanistan, and the masses of Shi’a Persians combined with the weakened economy and infrastructure pose a deep threat to the sustainability of the khanate.

Kazakh Khanate
Ruler/Player: Buryndyq Kerei, Khan/
Capital: Aktobe
Government (Efficiency): Monarchy (Incompetent)
Dependencies:
Size: Medium
Army (Quality): 10 thousands (Normal) 10 thousands (Good)
Navy (Quality):
Religion: Sunni Islam, Shamanist Traditions, Vajrayana Buddhism
Culture: Persistently nomadic, Stagnant
Economy (Points) (Total Points): Stable (1) (1)
Infrastructure: Barely Tolerable
Education: Ignorant
Technology: Losing Ground
Confidence: Admiring
Projects:
Nation Background: The Kazakhs declared their independence from the Golden Horde at the same time as the Sibir Khanate. In the fifty years since the Kazakhs successfully forged a stable state out of the various nomadic clans of their steppes. With the mounting pressure of Lithuania-Novgorod to the east, however, their success may not prove permanent.

Khanate of Moghulistan
Ruler/Player: Mahmud ibn Yunus, Khan/
Capital:
Government (Efficiency): Monarchy (Corrupt)
Dependencies:
Size: Medium
Army (Quality): 10 thousands (Normal) 15 thousands (Good)
Navy (Quality):
Religion: Vajrayana Buddhism, Shamanist Tradition, Sunni Islam
Culture: Largely and fiercely nomadic, Split between nomads and cities, Strong anti-Muslim sentiment
Economy (Points) (Total Points): Stagnant (1) (2)
Infrastructure: Dirt Paths
Education: Ignorant
Technology: Losing Ground
Confidence: Barely Tolerating
Projects:
Nation Background: Once a core territory of the Chagatai Khanate, Moghulistan split off under Tuglugh Timur in an attempt to preserve the nomadic Mongol culture and Buddhist faith against the encroaching Turkic Islam and urbanism. To this day, the Moghuls have remained fiercely nomadic, refusing to establish a political centre. They have also remained fiercely Buddhist and stridently anti-Muslim. Despite their strong military and fierce spirit, Moghulistan has fallen behind everywhere else; they may not be able to hold out for much longer.

Khanate of the Mongols
Ruler/Player: Batumöngke Borjigin Yuan, Dayan Khan/
Capital: Karakorum
Government (Efficiency): Monarchy (Tolerable)
Dependencies:
Size: Large
Army (Quality): 10 thousands (Normal) 10 thousands (Good) 5 thousands (Mighty)
Navy (Quality):
Religion: Vajrayana Buddhism, Shamanist Traditions (Tengriism), Sunni Islam
Culture: Dominated by nomads, Rising anti-Chinese sentiment, Rising zeitgeist
Economy (Points) (Total Points): Stable (1) (1)
Infrastructure: Dirt Paths
Education: Ignorant
Technology: Losing Ground
Confidence: Tolerating
Projects:
Nation Background: Under Batumöngke the Mongols have risen once again. He has united east and west to form one khanate, ruling the whole of the Mongol steppes. The durability of the Khanate remains in question though, with larger and more powerful states pressing relentlessly on.

Sultanate of Oman
Ruler/Player: Mohammad ibn Ismail Nabhan, Sultan/
Capital: Muscat
Government (Efficiency): Monarchy (Blundering)
Dependencies:
Size: Petite
Army (Quality): 10 thousands (Tolerable)
Navy (Quality): 10 ships (Better)
Religion: Ibadi Islam, Sunni Islam, Shi’a Islam, Judaism, Hinduism
Culture: Thriving Arabic culture, Increasing influx of Indian influences
Economy (Points) (Total Points): Expanding (1) (2)
Infrastructure: Pathetic
Education: Below Average
Technology: Average
Confidence: Tolerating
Projects:
Nation Background: A trading state acting as a vital connection in the routes between India and Iran and Africa, Oman has profited wealthily from the Indian Ocean trade. The recent appearance of the Portuguese, however, poses a threat to their wealth, their power, and their very independence.

Khanate of Sibir
Ruler/Player: Muhammad Taibugid, Khan/
Capital: Qashliq
Government (Efficiency): Monarchy (Incompetent)
Dependencies:
Size: Medium
Army (Quality): 15 thousands (Tolerable) 5 thousands (Good)
Navy (Quality):
Religion: Shamanist Traditions, Sunni Islam, Vajrayana Buddhism
Culture: Diverse, Growing but still mild anti-Muslim sentiment, Nomadic
Economy (Points) (Total Points): Stable (1) (1)
Infrastructure: Pathetic
Education: Ignorant
Technology: Losing Ground
Confidence: Respecting
Projects:
Nation Background: During the protracted fall of the Golden Horde a number of provinces fell to the upstart separatist Taibuga family. Four generations later the Khanate of Sibir has weathered numerous assaults and intense internal divisions to emerge strong and united. The pressure of the expanding Commonwealth of Lithuania-Novgorod, however, poses a perhaps irresistible threat.

Khanate of Uyghurstan
Ruler/Player: Mansur ibn Ahmad ibn Yunus, Khan/
Capital: Aksu
Government (Efficiency): Monarchy (Incompetent)
Dependencies:
Size: Medium
Army (Quality): 10 thousands (Normal) 7 thousands (Good)
Navy (Quality):
Religion: Sunni Islam, Vajrayana Buddhism, Shamanist Traditions, Mahayana Buddhism, Confucianism, Taoism
Culture: Split between nomads and urbanites, Split between Muslims and Buddhists
Economy (Points) (Total Points): Stagnant (2) (4)
Infrastructure: Pathetic
Education: Ignorant
Technology: Losing Ground
Confidence: Barely Tolerating
Projects:
Nation Background: Following a succession crisis in 1462 Uyghurstan emerged as an independent state under Yunus Khan. It has in the meantime prospered through its rule of the prosperous Silk Road cities of Eastern Turkistan. Despite this, their populace remains uneducated and their military weak compared to its neighbours. They are truly the greatest prize on the steppe.


East and Southeast Asia

Spoiler :
Kingdom of Ava
Ruler/Player: Maung Maung Kha, King/
Capital: Ava
Government (Efficiency): Monarchy (Tolerable)
Dependencies:
Size: Tiny
Army (Quality): 6 thousand (Tolerable)
Navy (Quality):
Religion: Theravada Buddhism, Sunni Islam
Culture: Reigning capital of Bamar culture, Stagnating with the loss of political influence
Economy (Points) (Total Points): Stable (1) (1)
Infrastructure: Very Efficient
Education: Clever
Technology: Losing Ground
Confidence: Tolerating
Projects:
Nation Background: The great bulwark of the Bamar culture has come under threat. Ava, long the dominant power north of Pegu has begun to fall as the Shan tribes to the north Taungoo to the south have left Ava with nowhere to turn.

Kingdom of Ayutthaya
Ruler/Player: Ramathibodi II Suphannaphum, King/
Capital: Ayutthaya
Government (Efficiency): Buddhist Monarchy (Efficient)
Dependencies:
Size: Medium
Army (Quality): 5 thousands (Good)
Navy (Quality): 3 ships (Normal)
Religion: Theravada Buddhism, Hinduism, Sunni Islam, Mahayana Buddhism, Confucianism, Taoism, Shamanist Traditions
Culture: Emerging nationalism, Thriving cultural centre in Ayutthaya
Economy (Points) (Total Points): Expanding (4) (6)
Infrastructure: Pathetic
Education: Smart
Technology: Average
Confidence: Loving
Projects:
Nation Background: The most powerful state in Southeast Asia, Ayutthaya thrives from the trade engendered by the friendly stance towards foreigners, their well-educated Buddhist populace, and their relatively large populace. A diverse nation surrounded by strong states Ayutthaya has great potential, if only it can keep outcompeting its neighbours.

Sultanate of Brunei
Ruler/Player: Bolkiah Brunei, Sultan/lord joakim
Capital: Bandar Brunei
Government (Efficiency): Thalassocratic Monarchy (Tolerable)
Dependencies:
Size: Tiny
Army (Quality): 1 thousand (Tolerable)
Navy (Quality): 8 ships (Good)
Religion: Sunni Islam, Mahayana Buddhism, Confucianism, Taoism, Shamanist Traditions
Culture: Islamisation, Emerging national identity
Economy (Points) (Total Points): Expanding (1) (2)
Infrastructure: Good
Education: Below Average
Technology: Losing Ground
Confidence: Admiring
Projects:
Nation Background: Under control of Muhammad Shah, Brunei has entered a golden age. Once a city kingdom, the sultanate has expanded rapidly across Borneo, before conquering the Sulu archipelago and expanding into the southern Philippines. With Majapahit tumbling to the south and nothing standing against them in their expansion northwards, Brunei seems set for a brilliant future.
 
Spoiler :
Sultanate of Demak
Ruler/Player: Trenggana Badruddin/
Capital: Demak
Government (Efficiency): Monarchy (Incompetent)
Dependencies:
Size: Petite
Army (Quality): 3 thousands (Poor)
Navy (Quality): 5 ships (Tolerable)
Religion: Sunni Islam, Hinduism
Culture: Islamic Javanese, Emergent
Economy (Points) (Total Points): Stable (1) (2)
Infrastructure: Tolerable
Education: Average
Technology: Average
Confidence: Tolerating
Projects:
Nation Background: Though young, the Sultanate of Demak has emerged as the newly dominant force on Java. With the Hindu Majapahit now in retreat, it is time for Demak to make its move. There remain, however, powerful neighbours among the cities to the south, and the Majapahit are not dead yet.

Ashikaga Shogunate of Japan
Ruler/Player: Yoshimochi Ashikaga, Shogun; Go-Kashiwabara, Emperor/Fëanor
Capital: Kyoto
Government (Efficiency): Feudal Shogunate (Incompetent)
Dependencies:
Size: Medium
Army (Quality): 5 thousands (Mighty) 5 thousands (Normal)
Navy (Quality): 4 ships (Normal)
Religion: Mahayana Buddhism (Amidism, Nichiren, Zen), Shinto, Vajrayana Buddhism (Shingon)
Culture: Dissolving isolationism and renewing contacts with China, Developing new national identity, Emerging artistic consciousness, Rejuvenated religious inventiveness, particularly Zen Buddhism, Shinto renaissance
Economy (Points) (Total Points): Stagnant (2) (5)
Infrastructure: Good
Education: Below Average
Technology: Losing Ground
Confidence: Respecting
Projects: Great Nara Restoration (1/5); Bushido Rebirth (1/7)
Nation Background: Long isolated from the mainland, Japan has in recent years begun to open itself up. While this has lead to flood of innovation and wealth, it has done little to counter the increasing feuding among the daimyo. If Japan wishes to become a great power to rival those on the mainland, it must be ready to undergo deep reforms.

Great Kingdom of Joseon
Ruler/Player: Yi Yeok Joseon, King/dldnjstjr
Capital: Hanseong
Government (Efficiency): Monarchy (Tolerable)
Dependencies:
Size: Medium
Army (Quality): 5 thousands (Better)
Navy (Quality): 8 ships (Good)
Religion: Confucianism, Mahayana Buddhism, Taoism, Shamanist Traditions
Culture: Fiercely independent culture, Renewed freedom of expression, Gradually recovering, Booming economy
Economy (Points) (Total Points): Expanding (3) (7)
Infrastructure: Tolerable
Education: Clever
Technology: Modernised
Confidence: Tolerating
Projects:
Nation Background: Though a powerful kingdom, Joseon has under the previous king, Yi Yung, been sent on a rollercoaster of civil strife. An incredibly egotistical, self-satisfied, and incompetent monarch, he launched massive purges of the country’s literati on two separate occasions, shut down the Seonggyungwan academy, illegalised the popular writing system of Hangeul, and turned the resources of the entire kingdom towards building up his harem and stables. Fortunately, a palace coup replaced him with his half-brother, the current king Ying Yeok. The King has initiated a massive program of rapid, and necessary, reforms. Whether and for how long the conservative nobles that place Yi Yeok on the throne will tolerate this, however, cannot be known.

Khmer Empire
Ruler/Player: Thommaracha I Srei, Emperor/
Capital: Phnom Penh
Government (Efficiency): Monarchy (Blundering)
Dependencies:
Size: Small
Army (Quality): 5 thousands (Tolerable) 5 thousands (Pathetic)
Navy (Quality): 4 ships (Normal) 2 ships (Better)
Religion: Theravada Buddhism, Mahayana Buddhism, Hinduism, Shamanist Traditions, Sunni Islam
Culture: Recent small revival after long decline, Minor reorientation towards the sea
Economy (Points) (Total Points): Stable (1) (3)
Infrastructure: Pathetic
Education: Clever
Technology: Average
Confidence: Barely Tolerating
Projects:
Nation Background: At one time the Khmer dominated Southeast Asia; now they have been driven out of their very heartland. The Khmer Empire is a mere remnant of its former glory, seemingly doomed to a bleak and depressing future.

Kingdom of Lannathai
Ruler/Player: Kaeo Mangrai, King/
Capital: Chiang Mai
Government (Efficiency): Monarchy (Blundering)
Dependencies:
Size: Small
Army (Quality): 5 thousands (Normal)
Navy (Quality):
Religion: Theravada Buddhism, Mahayana Buddhism, Shamanist Traditions
Culture: Declining, Strong pressure from Ayutthaya and Burmese
Economy (Points) (Total Points): Stagnant (1) (1)
Infrastructure: Pathetic
Education: Average
Technology: Average
Confidence: Tolerating
Projects:
Nation Background: The Lannathai golden age has come to an end. At one time the northern Thai kingdom posed a serious threat to its southern neighbours, but now it is struggling to maintain its grip on power. Without clever leadership Lannathai may soon enough fall into the hands of more powerful neighbours.

Kingdom of Lan Xang
Ruler/Player: Visunarat, King/
Capital: Luang Prabang
Government (Efficiency): Monarchy (Improving)
Dependencies:
Size: Small
Army (Quality): 3 thousands (Better) 18 thousand levies (Poor)
Navy (Quality):
Religion: Theravada Buddhism, Shamanist Traditions, Mahayana Buddhism
Culture: Pressure from Ayutthaya, Strong and growing differences between upland and lowland
Economy (Points) (Total Points): Stable (1) (1)
Infrastructure: Dirt Paths
Education: Clever
Technology: Average
Confidence: Tolerating
Projects:
Nation Background: Though no longer a tributary state of Ayutthaya, Lan Xang continues to face strong pressure from its neighbour to the southwest. Yet, it continues to grow in strength as the nation urbanises and develops a more efficient economy.

Majapahit Empire
Ruler/Player: Brawijaya VI, Emperor/
Capital: Majapahit
Government (Efficiency): Thalassocratic Monarchy (Corrupt)
Dependencies:
Size: Large
Army (Quality): 6 thousands (Poor)
Navy (Quality): 5 ships (Tolerable)
Religion: Hinduism, Sunni Islam, Theravada Buddhism
Culture: Stagnant
Economy (Points) (Total Points): Depressing (1) (2)
Infrastructure: Tolerable
Education: Below Average
Technology: Average
Confidence: Lynching
Projects:
Nation Background: The Majapahit, once one of the world’s great empires, has run its course. It is only a matter of time now until the empire draws its last breath.

Malacca Sultanate
Ruler/Player: Mahmud Shah, Sultan/Verily
Capital: Malacca
Government (Efficiency): Monarchy (Competent)
Dependencies:
Size: Medium
Army (Quality): 4 thousands (Better) 5 thousands (Tolerable)
Navy (Quality): 10 ships (Good) 3 ships (Better) 2 ships (Normal)
Religion: Sunni Islam, Theravada Buddhism, Shamanist Traditions, Mahayana Buddhism, Confucianism, Taoism
Culture: Islamisation, Emerging regional dominance
Economy (Points) (Total Points): Expanding (2) (5)
Infrastructure: Efficient
Education: Average
Technology: Modernised
Confidence: Resentful
Projects:
Nation Background: Built around the thriving trade centre of Malacca, the Malacca Sultanate is one of the world’s wealthiest trading states. With the fall of Majapahit to the south, the only remaining threat to the power of the sultanate appears to be the Thai of Ayutthaya to the north. Then again, the recent news European ships entering the Indian Ocean is hardly heartening news.

Empire of the Great Ming
Ruler/Player: Hongzhi Ming, Emperor/Azale
Capital: Beijing
Government (Efficiency): Theocratic Imperial Monarchy (Blundering)
Dependencies:
Size: Gargantuan
Army (Quality): 15 thousands (Normal) 10 thousands (Tolerable) 10 thousands (Better) 5 thousand (Mighty)
Navy (Quality): 5 ships (Tolerable)
Religion: Confucianism, Mahayana Buddhism (Chan, Pure Land), Taoism, Sunni Islam, Vajrayana Buddhism, Shamanist Traditions, Judaism
Culture: Isolationist, Philosophical revival, Xenophobic
Economy (Points) (Total Points): Receding (7) (20)
Infrastructure: Barely Tolerable (5/7)
Education: Clever
Technology: Modernised
Confidence: Barely Tolerating
Projects:
Nation Background: The world’s largest and most powerful empire lies as a sleeping dragon in wait. The Ming, under the anti-trade, anti-thalassian policies first enacted as a response to the terribly extravagant costs of the treasure fleets, has cut itself off from the world. The Ming ports lie perpetually vulnerable to Japanese pirates, almost all of its trade is on the black market, its technology has changed little for decades, and their coffers are beginning to run dray. Even so, it would be foolish to discount the great hegemon of Asia. The dragon may be sleeping, but it will undoubtedly awake one day.

Principality of Panduranga
Ruler/Player: Indravaraman VII, Lord/
Capital: Phan Rang
Government (Efficiency): Monarchy (Corrupt)
Dependencies:
Size: Tiny
Army (Quality): 1 thousand (Better)
Navy (Quality): 3 ships (Better)
Religion: Hinduism, Sunni Islam, Mahayana Buddhism
Culture: Fiercely independent, Largely isolated, Pressure from Viet Nam
Economy (Points) (Total Points): Stagnant (1) (1)
Infrastructure: Dirt Paths
Education: Illiterate
Technology: Losing Ground
Confidence: Tolerating
Projects:
Nation Background: Once, a long, long time ago the Cham ruled a vast Hindu empire in Southeast Asia, dominating the southern reaches of the Mekong and trade routes between China and the Malay Archipelago. Now, with the loss to the Vietnamese in 1471, the Cham have been reduced to the tiny Principality of Panduranga. The strength of their faith and the determination in their hearts to remain free and independent may yet allow Panduranga to stave off the encroachment of the Vietnamese.

Kingdom of Pegu
Ruler/Player: Binnya Ram II, King/
Capital: Pegu
Government (Efficiency): Monarchy (Blundering)
Dependencies:
Size: Small
Army (Quality): 5 thousands (Normal) 2 thousands (Tolerable)
Navy (Quality): 7 ships (Normal)
Religion: Theravada Buddhism, Sunni Islam, Mahayana Buddhism, Confucianism, Taoism
Culture: Strong Mon identity, Increasing maritime focus, Strong pressure from Bamar and Shan
Economy (Points) (Total Points): Stable (2) (3)
Infrastructure: Dirt Paths
Education: Clever
Technology: Losing Ground
Confidence: Tolerating
Projects:
Nation Background: Much like the Cham on the Mekong, the Mon on the Irrawaddy are now a shadow of their formal glory. Unlike the Cham remnants, however, the Kingdom of Pegu still has some power yet, controlling the Irrawaddy delta and thus all trade in and out of the region. However, Pegu may not be able to hold off the rise of the Bamar and Shan for much longer.

Kingdom of Ryukyu
Ruler/Player: Shin Sho, King/Ninja Dude
Capital: Naha
Government (Efficiency): Thalassocratic Monarchy (Efficient)
Dependencies: Takasago Koku (Kirun)
Size: Tiny
Army (Quality): 4 thousands (Better)
Navy (Quality): 8 ships (Good) 3 ships (Better)
Religion: Shinto (Ryukyuan Religion), Mahayana Buddhism (Amidism, Nichiren, Zen), Vajrayana Buddhism (Shingon)
Culture: Distinct separation from Japan, Emerging strong national identity, Increasing status of merchants
Economy (Points) (Total Points): Expanding (1) (3)
Infrastructure: Improving
Education: Average
Technology: Average
Confidence: Admiring
Projects:
Nation Background: The Kingdom of Ryukyu has prospered as the centre for pirates and of the black market trade that dominates commerce in East Asia. The keen leadership that turned Ryukyu into a thriving entrepôt has also guaranteed the small kingdom’s independence through tribute to both the Ming and Japan. With a large navy, deep pockets, and good relations, the future of the Kingdom of Ryukyu appears only bright.

Kingdom of Taungoo
Ruler/Player: Mingyinyo Taungoo, King/Luckymooose
Capital: Taungoo
Government (Efficiency): Monarchy (Competent)
Dependencies:
Size: Tiny
Army (Quality): 3 thousands (Good)
Navy (Quality):
Religion: Theravada Buddhism
Culture: Emerging centre of Bamar culture, Rising self confidence
Economy (Points) (Total Points): Expanding (1) (1)
Infrastructure: Improving
Education: Clever
Technology: Average
Confidence: Loving
Projects:
Nation Background: While Taungoo is small now, its dreams are gigantic. With the collapse of Ava and the decline of Pegu, Taungoo is set to catapult to the top of the Irrawaddy hierarchy of states.

Tibet
Ruler/Player: Gendun Gyatso Palzangpo, Dalai Lama/JBOM
Capital: Lhasa
Government (Efficiency): Lamaist Theocracy (Competent)
Dependencies:
Size: Small
Army (Quality): 6 thousands (Mighty)
Navy (Quality):
Religion: Vajrayana Buddhism (Gelugpa, Kagyupa, Sakyapa), Shamanist Traditions
Culture: Emerging centralisation, Growing Gelugpa power, Fading Mongol and Chinese influences
Economy (Points) (Total Points): Stable (1) (2)
Infrastructure: Dirt Paths
Education: Smart
Technology: Left Behind
Confidence: Loving
Projects:
Nation Background: A true theocracy, led by the Buddhist clergy and set on a path towards achieving peace and communal enlightenment, Tibet stands as a testament to the power of faith. Increasingly, Tibet is asserting its cultural independence while sending its missionaries further and further abroad to spread the message of the Buddha. Hopefully, this cultural influence will allow Tibet to maintain its fragile independence in the face of the Chinese hegemon to the east.

Empire of Viet Nam
Ruler/Player: Tranh Lê, Emperor/Charles Li
Capital: Hanoi
Government (Efficiency): Monarchy (Blundering)
Dependencies:
Size: Medium
Army (Quality): 3 thousands (Better) 5 thousand levies (Poor)
Navy (Quality): 7 ships (Better)
Religion: Mahayana Buddhism, Confucianism, Taoism, Hinduism, Theravada Buddhism, Sunni Islam, Shamanist Traditions
Culture: Increasing nationalism, Prominent anti-Chinese sentiment, Emerging cultural centre
Economy (Points) (Total Points): Expanding (3) (4)
Infrastructure: Tolerable
Education: Average
Technology: Modernised
Confidence: Barely Tolerating
Projects:
Nation Background: Viet Nam was first recognised as an independent state by the Chinese following 1418-1427 revolt of Lê Lợi, and since then it has expanded rapidly across the eastern shores of Southeast Asia. Having reduced Champa to barely foothold and pushed the Tai people west of the mountains, Viet Nam is prepared to challenge anyone for dominance of the region.


Europe

Spoiler :
Archduchy of Austria
Ruler/Player: Maximilian I Habsburg, Archduke/fantasmo
Capital: Vienna
Government (Efficiency): Monarchy (Competent)
Dependencies:
Size: Petite
Army (Quality): 4 thousands (Better) 5 thousands (Tolerable)
Navy (Quality):
Religion: Catholic Christianity (Roman Catholic Church), Judaism, Hussite Christianity (Reformed Church of Austria)
Culture: Stagnant, Identifies with a common German culture
Economy (Points) (Total Points): Stable (2) (3)
Infrastructure: Good (1/2)
Education: Average
Technology: Average
Confidence: Barely Tolerating
Projects:
Nation Background: Though fervently Catholic, the Habsburg rulers led Austria into the German War of Religion on the side of the Protestants. Expecting to gain handsomely, they were instead beaten into withdrawal and forced into neutrality by the French. Now independent of the Holy Roman Empire, Austria must face the new challenges of establishing its own role in post-Bruges
Europe.

Kingdom of Bohemia-Bavaria
Ruler/Player: Alfred III Wittelsbach, King of Bohemia and Bavaria/Fuschia
Capital: Prague, Munich
Government (Efficiency): Federal Monarchy (Efficient)
Dependencies:
Size: Small
Army (Quality): 5 thousands (Good)
Navy (Quality):
Religion: Hussite Christianity (Reformed Church of Bohemia and Moravia, Reformed Church of Bavaria), Catholic Christianity (Roman Catholic Church), Judaism
Culture: Emerging national identity, Growing isolationism, Growing xenophobia and anti-Semitism, particularly in rural Bavaria
Economy (Points) (Total Points): Expanding (2) (4)
Infrastructure: Efficient
Education: Clever
Technology: Average
Confidence: Admiring
Projects:
Nation Background: Though Bohemia was the seedbed of Christian reformation, the kingdom took the side of the Catholics in the German War of Religion. This earned them independence from the Holy Roman Empire and a powerful role in the new European order. However, Alfred III will need to overcome post-war apathy, isolationism, and a still-divided country if he wishes to take advantage of new-found strength and realise the potential of his kingdom.

Grand Duchy of Brittany
Ruler/Player: Frañsez III Moñforzh, Grand Duke/
Capital: Nantes
Government (Efficiency): Monarchy (Tolerable)
Dependencies: New Brittany (St. Malo)
Size: Petite
Army (Quality): 3 thousands (Better)
Navy (Quality): 8 ships (Great)
Religion: Celtic Reformed Christianity (Reformed Church of Brittany), Catholic Christianity (Roman Catholic Church), Judaism
Culture: Resurgent pan-Celtic nationalism, Francophobia, Emerging Breton nationalism, Religious zeal
Economy (Points) (Total Points): Stable (1) (2)
Infrastructure: Improving
Education: Average
Technology: Modernised
Confidence: Respecting
Projects:
Nation Background: Since the voyages of Yann-Ber Kervran in the 1480’s, Brittany has emerged as a major colonial and naval power in the North Atlantic alongside their Celtic Reformed allies of Ireland, Scotland, and Wales. This has spurred growth of both pan-Celtic and Breton nationalism alongside the religious fervour of the Reformed Church. Fears still remain strong in the nation, however, with France a constant threat and England beginning to loom large. Potential conflict within the Celtic Reformed bloc also poses a threat to Brittany’s security. The modest but might duchy remains a keystone to the Celtic alliance, however, with great potential to master the ocean.

States of the Church
Ruler/Player: Pope Alexander VI, Sovereign, Bishop of Rome/Churchill 25
Capital: Rome
Government (Efficiency): Theocracy (Corrupt)
Dependencies:
Size: Tiny
Army (Quality): 1 thousand (Great)
Navy (Quality): 1 ship (Normal)
Religion: Catholic Christianity (Roman Catholic Church), Judaism
Culture: Renaissance in Rome, Provincial elsewhere
Economy (Points) (Total Points): Stable (1) (2)
Infrastructure: Improving
Education: Average
Technology: Advanced
Confidence: Tolerating
Projects: St. Peter's Basilica (1/7)
Nation Background: The power of Rome has been shattered. Between the Hussites of Central Europe, the Lollards of northern England, the Celtic Reformed Churches, and most recently the Protestant Burgenists of Northern Europe and Anglicans of England, the Bishop of Rome has lost huge swaths of territory and innumerable people. At the same time, however, the rising power of Portugal, Spain, and Italy and the revival of Hungarian and French power have yielded new opportunities to spread the Good News. Further, the Renaissance has brought great new triumphs Rome and Catholic dominions of Southern Europe, France, and central Hungary. Despite the losses of His flock to the wolves of Reformation, their remains hope in the Vatican, hope strengthened by the knowledge that G-d remains on the side of the Church, or does he?

Kingdom of England
Ruler/Player: Edward IV of Westminster Lancaster-Plantagenet, King/sp1023
Capital: London
Government (Efficiency): Parliamentary Monarchy (Incompetent)
Dependencies:
Size: Small
Army (Quality): 5 thousands (Better)
Navy (Quality): 5 ships (Tolerable)
Religion: Protestant Christianity (Anglicanism (Church of England, Church of France)), Catholic Christianity (Roman Catholic Church), Lollard Christianity (Reformed Catholic Church (English Communion, Northumbrian Communion), Celtic Reformed Christianity (Reformed Church of Cornwall), Judaism
Culture: Rising Nationalism, Catholic-Protestant Rift, North-South Rift
Economy (Points) (Total Points): Stable (3) (4)
Infrastructure: Improving
Education: Average
Technology: Modernised
Confidence: Tolerating
Projects:
Nation Background: Since the bitter bisection of the United Kingdom at Amsterdam, England has re-emerged as a force for contention over the last twenty years. Winning the War of England to reunite the south with Northumberland, Edward IV marked a new chapter in English history. Even so, strong internal divisions between Protestants, Catholics, and Lollards and between the north and south may yet prove disastrous for England’s plans, as may the increasing strength of the Celtic Reformed bloc and France.

Kingdom of France
Ruler/Player: Louis XI Valois, King, Duke of Orléans, Grand Duke of Provence/alex994
Capital: Paris
Government (Efficiency): Monarchy (Tolerable) (1/4)
Dependencies: New France (Fort Ste. Marie)
Size: Medium
Army (Quality): 7 thousands (Better) 3 thousands (Good)
Navy (Quality): 5 ships (Good) 6 ships (Better)
Religion: Catholic Christianity (Roman Catholic Church), Judaism
Culture: Triumphalism, Rising Catholic Nationalism
Economy (Points) (Total Points): Expanding (6) (9)
Infrastructure: Improving (2/4)
Education: Clever (2/4)
Technology: Advanced
Confidence: Loving
Projects:
Nation Background: With the Treaty of Amsterdam, France has emerged like a phoenix from the fire. Since bisection by the Treaty of Genoa in 1382, it took nearly a century and a half, but France is finally united. With the largest population in Western Europe, arguably its strongest economy, its strongest standing army, and the only non-Celtic colonies in Columbia, France has much reason for optimism and little for pessimism. It is now France’s game to win, but a small misstep, even for the most powerful, can mean devastation.

Free Empire of the German Nation
Ruler/Player: George I the Bearded Wettin, Emperor, Duke of Saxony/Justo
Capital: Torgau
Government (Efficiency): Confederated Aristocratic Parliamentary Monarchy (Incompetent)
Dependencies:
Size: Petite
Army (Quality): 5 thousands (Good)
Navy (Quality): 3 ships (Tolerable)
Religion: Protestant Christianity (Burgenism (Evangelical Protestant Church in Germany)), Hussite Christianity (Reformed Church of Saxony), Catholic Christianity (Roman Catholic Church), Judaism
Culture: Recovering, Nationalistic, Zealously Protestant, Pacifistic
Economy (Points) (Total Points): Stagnant (1) (1)
Infrastructure: Tolerable
Education: Average
Technology: Modernised
Confidence: Tolerating
Projects:
Nation Background: Though they won the German War of Religion, they have suffered greatly for it. The Protestant economy is in shambles, the unity of the empire remains shaky, and the emperor untested; at this point, all that seems to hold the nation together is shared faith and the Emperor. With the death of Albert the Bold, the Free Empire lost its wealthiest and least war-torn provinces. The future looks bleak, but if a strong leader can take hold of power, the Free Empire may yet thrive.

Hungarian Empire
Ruler/Player: Hrvoje I Kotromanić, Emperor/North King
Capital: Buda
Government (Efficiency): Federal Monarchy (Improving)
Dependencies:
Size: Large
Army (Quality): 8 thousands (Good) 4 thousands (Normal) 5 thousands (Poor)
Navy (Quality): 3 ships (Tolerable) 2 ships (Poor)
Religion: Catholic Christianity (Roman Catholic Church), Eastern Orthodox Christianity ((Ecumenical Patriarchate of Constantinople (Romanian Metropolitanate, Hungarian Metropolitanate)), Serbian Orthodox Church, Bulgarian Orthodox Church), Judaism, Hussite Christianity (Reformed Church of Hungary, Reformed Church of Poland), Protestant Christianity (Burgenism (Evangelical Protestant Church in Hungary))
Culture: Hungarian Renaissance, Magyarisation under way
Economy (Points) (Total Points): Quickly Expanding (6) (10)
Infrastructure: Tolerable
Education: Average (2/5)
Technology: Average
Confidence: Loving (2/5)
Projects:
Nation Background: It has been a long time since Louis the Great Tvrtko I led Hungary to dominance across Europe. In the meantime, Hungary has fallen to the point of collapse, weakened by internal divisions and squabbling among the over-powered nobility. The death of Tomaš I Kotromanić without successor sparks a civil war, the Polish nobility refusing to accept the choice of the rest of the empire. First the Polish, then the Bulgarians and the Wallachians, then the Moldovans, then the Albanians and Montenegrins, and finally the Serbs revolt, throwing the empire into complete disarray. Finally, after years of turmoil, Hrvoje Kotromanić, Governor of Naples, emerged to lead the Hungarian forces to a final victory in the civil war. Following the cessation of conflict Hrvoje, now king, proceeds to enact the Great Reforms of 1486, restructuring the empire from the bottom up to create a strong, united state with a powerful monarch. Under his leadership Hungary has re-emerged from its isolation as a, if not the, dominant force in Europe. Though in the interim new powers have emerged to the East and to the West, Hungary remains the single strongest power on the continent, as well as the one with the most promising prospects for the near future.

Kingdom of Ireland
Ruler/Player: Gearóid II Fitzgerald, King/JosefStalinator
Capital: Cork
Government (Efficiency): Parliamentary Monarchy (Tolerable)
Dependencies: Canáchtacuth (St. Patrick’s Church), New Mumha (Gearóidmór)
Size: Petite
Army (Quality): 2 thousands (Tolerable)
Navy (Quality): 11 ships (Better) 4 ships (Good) 5 ships (Tolerable)
Religion: Celtic Reformed Christianity (Reformed Church of Ireland), Catholic Christianity (Roman Catholic Church)
Culture: Resurgent Pan-Celtic Nationalism, Emerging Irish Nationalism, Religious Zeal
Economy (Points) (Total Points): Stable (2) (3)
Infrastructure: Improving
Education: Smart
Technology: Modernised
Confidence: Respecting
Projects: Second Council of Kildare (1/6)
Nation Background: Even though they still play second-fiddle to the Scottish, Ireland’s recent history has been one of rapid ascent. No longer Britain’s backwater, Ireland is now a leading power on the Atlantic with colonies at King’s Town (OTL Manhattan), New Waterford (OTL Brooklyn), and St. Patrick’s Church (OTL Hartford) and the strongest navy at sea. With the Celtic Reformed bloc at its back, Ireland has been able to pursue an aggressive colonisation policy in Columbia (OTL North America) without concern of threats from Europe. However, as Scotland continues to decline and Ireland rises, the unity of the Celtic Reformed Bloc has come under threat. The question for Ireland now, then, is whether to make a final challenge to Scotland for leadership and risk shattering the alliance, or to stay the course, remaining second-fiddle but also assuring a safe future.

Most Serene Republic of Italy
Ruler/Player: Francesco Albizzi, Gonfaloniere/Communisto
Capital: Florence, Genoa, Venice, Bologna, Chambery
Government (Efficiency): Confederated Oligarchic Republic (Incompetent)
Dependencies: Algeria (Algiers), Morocco (Casabianca), Oran (Oran), Tripolitania (Tripoli), Tunisia (Tunis)
Size: Large
Army (Quality): 8 thousands (Better) 5 thousands (Tolerable)
Navy (Quality): 9 ships (Good) 7 ships (Better)
Religion: Catholic Christianity (Roman Catholic Church), Sunni Islam, Judaism, Ibadi Islam, Shi’a Islam
Culture: Italian Renaissance, Emerging Nationalism, Great diversity in and growing cosmopolitanism in North Africa, Flood of Sephardic Jewish and Muslim immigrants, primarily into North Africa
Economy (Points) (Total Points): Expanding (5) (10)
Infrastructure: Improving (2/5)
Education: Clever
Technology: Advanced
Confidence: Barely Tolerating
Projects:
Nation Background: Seventy-seven years have utterly transformed Italy. Once a series of feudal city states, Northern Italy is now united under one oligarchy, if not one capital. Seventy-seven years has also been the difference between passive, mercantile foreign relations, and aggressive colonialism. The Most Serene Republic now completely dominates the western Mediterranean, with naval superiority and colonies across North Africa. However, with North Africa now fully colonised and the Ottomans, French, and Hungarians all on the rise, the Most Serene Republic may have finally run out of steam.
 
Spoiler :
Kalmar Union
Ruler/Player: John I Oldenburg, King of Denmark, of Norway, of Sweden/Disenfrancised
Capital: Copenhagen
Government (Efficiency): Monarchical Personal Union (Blundering)
Dependencies: Iceland (Reykjavik)
Size: Small
Army (Quality): 3 thousands (Good) 2 thousands (Better)
Navy (Quality): 5 ships (Better) 3 ships (Good) 5 ships (Normal)
Religion: Protestant Christianity (Burgenism (Evangelical Protestant Church of Denmark, Evangelical Protestant Church of Norway, Evangelical Protestant Church of Sweden)), Judaism, Shamanist Traditions
Culture: Protestant, Anti-Catholic, Emerging national identity, Ebbing Swedish and Norwegian resentment, Widely variant economic development, Widely variant national attachment
Economy (Points) (Total Points): Stable (2) (5)
Infrastructure: Tolerable (1/3)
Education: Average
Technology: Modernised
Confidence: Tolerating
Projects:
Nation Background: In 1471 Christian I of Denmark led his troops to a stunning victory over Stern the Elder, Viceroy of Sweden, at the Battle of Brunkeberg. With the battle Sweden was finally forced to submit to Danish primacy in the Kalmar Union. Under his son the now fortified Union turned its attention south of Scandinavia, joining the theological debates raging in Germany on the side of Ludvig Burgen and his Protestant supporters. John would go on to lead Scandinavia in the founding of Europe’s first Protestant national churches while playing the crucial role in reversing the Catholic advance in northern Germany and bringing a final end to the war. With Sweden finally brought to heel, interests on the Continent assured, and power clearly on rapid ascension, the future for the Kalmar Union is all but assured, at least for now.

Commonwealth of Lithuania-Novgorod
Ruler/Player: Aleksandras II Sanguszko Gediminid, King/silver 2039
Capital: Novgorod
Government (Efficiency): Federal Oligarchic Monarchy (Blundering) (2/5)
Dependencies:
Size: Large
Army (Quality): 2 thousands (Good) 7 thousands (Normal)
Navy (Quality): 5 ships (Poor)
Religion: Eastern Orthodox Christianity (Ecumenical Patriarchate of Constantinople (Metropolitanate of Yaroslavl)), Judaism, Sunni Islam, Catholic Christianity (Roman Catholic Church), Shamanist Traditions, Hussite Christianity (Reformed Church of Lithuania), Vajrayana Buddhism
Culture: Persistent divisions between Baltic, Slavic, Turkic, and Finno-Ugric populations
Economy (Points) (Total Points): Expanding (4) (10)
Infrastructure: Dirt Paths
Education: Illiterate
Technology: Average
Confidence: Tolerating
Projects: Steppe and Frontier Land Settlement and Development Project (3/7)
Nation Background: Since the Union of Yama created the Commonwealth of Lithuania-Novgorod, the House of Sanguszko has risen through rapid expansion to dominate the eastern fringes of Christendom, ruling with an iron fist the vast expanses of the steppe stretching out from the Hungarian frontier to the Urals. They have subjugated the Russian princes and the last of the Mongol khans and out of their rubble formed a strong, multiethnic, multi-confessional empire. However, with the diversity of the populace, the vast expanses of its territory, and the rising power of its neighbours to the west and south, the future of the Commonwealth cannot be ensured.

Kingdom of the United Netherlands
Ruler/Player: Henry IV the Pious Wettin, King/Masada
Capital: Luxembourg
Government (Efficiency): Federated Aristocratic Parliamentary Monarchy (Blundering)
Dependencies:
Size: Small
Army (Quality): 3 thousands (Great) 5 thousands (Tolerable)
Navy (Quality): 4 ships (Great) 6 ships (Better) 2 ships (Tolerable)
Religion: Protestant Christianity (Burgenism (Evangelical Protestant Church in the Netherlands)), Catholic Christianity (Roman Catholic Church), Hussite Christianity (Reformed Church of the Netherlands), Judaism
Culture: Minimal common identity, Persistent but weakening clashes of interest between Dutch and French speaking and Protestant and Catholic communities, Emerging norm of toleration in larger cities and mercantile centres, Large influx of Sephardic Jews, European Muslims, and German Protestants and Catholics, Growing discontent and religious fundamentalism in rural areas
Economy (Points) (Total Points): Expanding (3) (6)
Infrastructure: Efficient
Education: Clever
Technology: Modernised
Confidence: Tolerating
Projects: Netherlanders’ Polder-Forts (1/8)
Nation Background: What wealth there is in the protestant world has been concentrated in Europe’s youngest state, the Kingdom of the United Netherlands. However, this vast wealth serves so far only to mask the deep divisions Netherlander society. Dutch-speaking, francophone, Protestant, and Catholic communities have already begun to clash, each one demanding of the young, German-speaking, Protestant, King more and more attention and preference. These two poles of the new Netherlander state, vast wealth and intense division, suggest two future paths one towards glory and one towards destruction.

Kingdom of Portugal
Ruler/Player: Manuel I the Fortunate Aviz, King/Abbadon
Capital: Lisbon
Government (Efficiency): Monarchy (Improving)
Dependencies: Azores Islands (Ponta Delgada), Canary Islands (Santa Cruz de Tenerife), Cape Verde Islands (Praia), Viceroyalty of West Africa (Elmina)
Size: Medium
Army (Quality): 3 thousands (Better) 2 thousands (Normal) 5 thousands (Tolerable)
Navy (Quality): 3 ships (Good) 10 ships (Better) 5 ships (Tolerable)
Religion: Catholic Christianity (Roman Catholicism), Judaism
Culture: Fervently Catholic, Rising wealth from trade, Rising anti-Semitism and Islamophobia, Exodus of Jews and Muslims
Economy (Points) (Total Points): Expanding (2) (5)
Infrastructure: Improving
Education: Clever
Technology: Modernised
Confidence: Respecting
Projects: SECRET (1/4)
Nation Background: Europe’s first power to set out to explore the Atlantic seas, Portugal has at long last begun to see large returns on their investments. Having finally mapped the maritime route to India in 1498, Portugal is set to dominate the lucrative trade in spices and other Asian goods. With a juggernaut navy, a booming economy, stable society, strong faith, and boundless possibilities, Portugal is well set to emerge as a dominant power in the coming years.

Holy Roman Empire
Ruler/Player: Frederick III the Bear Wittelsbach, Holy Roman Emperor, Count and Elector Palatine of the Rhine/Matt0088
Capital: Frankfurt am Main
Government (Efficiency): Confederated Monarchy (Incompetent)
Dependencies:
Size: Small
Army (Quality): 6 thousands (Better)
Navy (Quality):
Religion: Catholic Christianity (Roman Catholic Church), Hussite Christianity (Reformed Church of the Rhineland), Judaism, Protestant Christianity (Burgenism (Evangelical Protestant Church in Germany))
Culture: Anti-Protestant, Reactionary, Zealously Catholic, Isolationist
Economy (Points) (Total Points): Receding (2) (3)
Infrastructure: Tolerable (1/3)
Education: Below Average (1/3)
Technology: Modernised
Confidence: Barely Tolerating
Projects: Großartig Palast (1/5)
Nation Background: The Holy Roman Empire that emerged from the Treaty of Bruges is a rump of what it once was. And yet, though they came out the losers in the German War of Religion, they are still the more powerful of the two German empires. United by strength of faith and a newly empowered central government and emperor, the Holy Roman Empire has much going for it, but only if it can overcome a nobility fearful of growing central power, rising competition from surrounding states, and a national psyche still reeling from the humiliation of the Treaty of Bruges.

Roman Empire
Ruler/Player: Andreas I Palaiologos, Emperor/Thlayli
Capital: Constantinople
Government (Efficiency): Theocratic Monarchy (Incompetent)
Dependencies:
Size: Tiny
Army (Quality): 1 thousands (Good) 2 thousands (Normal)
Navy (Quality): 3 ships (Good)
Religion: Eastern Orthodox Christianity (Ecumenical Patriarchate of Constantinople), Judaism, Catholic Christianity (Roman Catholic Church)
Culture: Stagnant, Reactionary, Xenophobic, Turkophobic, Improving views of Hungary
Economy (Points) (Total Points): Stagnant (1) (2)
Infrastructure: Efficient
Education: Clever
Technology: Losing Ground
Confidence: Admiring
Projects:
Nation Background: The once supreme power of the world has been reduced to a city state existing only at the favour of its dominating neighbours. The Roman Empire now exists as a quasi-theocracy, with two competing forces for control of the city, the emperor and the patriarch, and influence abroad restricted almost solely to the sphere of the Orthodox Church. The future direction of the Empire, as a theocratic city state competing for the hearts and minds of the world’s Orthodox Christians or as a rump monarchy determined to hold on to what remains of Roman glory is yet to be determined.

Kingdom of Scotland
Ruler/Player: James IV Stewart, King/TaylorFlame
Capital: Edinburgh
Government (Efficiency): Parliamentary Monarchy (Blundering)
Dependencies: Nova Scotia (New St. Andrews)
Size: Petite
Army (Quality): 3 thousands (Good) 1 thousands (Better)
Navy (Quality): 10 ships (Better)
Religion: Celtic Reformed Christianity (Reformed Church of Scotland), Lollard Christianity (Reformed Catholic Church (Northumbrian Communion, Scots Communion)), Catholic Christianity (Roman Catholic Church)
Culture: Resurgent Pan-Celtic Nationalism, Strong Anglophobia, Religious Zeal, Growing Rift Between Highland and Lowland Clans
Economy (Points) (Total Points): Stable (2) (3)
Infrastructure: Improving
Education: Clever
Technology: Modernised
Confidence: Barely Tolerating
Projects:
Nation Background: Once the unquestioned leader of the Celtic Reformed bloc, Scotland has begun to decline. Faced with the rising power of the Irish, Scotland has been hard-pressed to respond in kind. At the same time, strong Anglophobic sentiments have lead to an increasing divide between the increasingly powerful Highland clans and the Anglicised Lowland clans. Likewise, rising pan-Celtic nationalism has come to a head against Scottish nationalists fearful of Ireland’s rising power. With growing internal divisions and threats to their power on the international stage, Scotland will need cunning leadership to maintain power.

Kingdom of Spain
Ruler/Player: Ferdinand III Trastámara, King/conehead234
Capital: Teruel
Government (Efficiency): Monarchy (Incompetent)
Dependencies:
Size: Medium
Army (Quality): 6 thousands (Good) 4 thousands (Normal)
Navy (Quality): 8 ships (Good) 5 ships (Tolerable)
Religion: Catholic Christianity (Roman Catholic Church), Sunni Islam, Judaism
Culture: Fervently Catholic, Rising Islamophobia, Rising anti-Semitism, Rising xenophobia, Rising militancy, Persistent split between Castile and Aragon, Exodus of Muslim and Jewish minorities
Economy (Points) (Total Points): Receding (3) (6)
Infrastructure: Improving
Education: Average
Technology: Average (1/7)
Confidence: Respecting
Projects: Iberian Reform (1/12)
Nation Background: With the fall of Castile in 1450 and the completion of the Reconquista with the fall of Granada in 1488, the Kingdom of Aragon rose to dominate the Iberian Peninsula, until, finally, in 1488, Ferdinand II Trastámara established the new Kingdom of Spain in his famous Alhambra Decree. Five years later, in 1493, Ferdinand II moved the capital from Zaragoza to Teruel. With this new name, new capital, and new identity, Spain has emerged as a new force to contend with on the European stage.

Swiss Confederation
Ruler/Player: The Tagsatzung/
Capital:
Government (Efficiency): Confederated Republic (Incompetent)
Dependencies:
Size: Tiny
Army (Quality): 2 thousands (Mighty)
Navy (Quality):
Religion: Catholic Christianity (Roman Catholic Church), Hussite Christianity (Swiss Reformed Congregation), Protestant Christianity (Burgenism (Swiss Evangelical Protestant Confession), Judaism
Culture: Growing distinction between German speakers and other German states, Emerging common national identity, Growth of intellectual circles
Economy (Points) (Total Points): Stable (1) (1)
Infrastructure: Dirt Paths
Education: Clever
Technology: Average
Confidence: Respecting
Projects:
Nation Background: Since 1444 when the Swiss Confederation defeated the upstart Zürich to secure Alpine unity, Switzerland has served as the neutral, mercenary-supplying, fortress-state island of sanity at the heart of Europe. During the German War of Religion they stood on the side lines, and were rewarded for it with independence from the Holy Roman Empire. However, the tranquillity of this peaceful land of dairy cows, republicanism, and preachers is under threat. The aforementioned preachers have begun to grow restless, taking advantage of the country’s history of toleration (that is, excepting witches) have begun to join in the continent’s reformation frenzy, developing new theologies and spreading new heresies. Combined with the fierce loyalty of the central cantons to the Pope and the already fragmented nature of Switzerland’s multilingual society, civil strife on a scale never seen before in Europe may be just beyond horizon.

Kingdom of Wales
Ruler/Player: Gruffud II Glyndŵr, King/
Capital: Machynlleth
Government (Efficiency): Parliamentary Monarchy (Improving)
Dependencies: New Wales (St. David’s Landing)
Size: Tiny
Amy (Quality): 3 thousands (Good)
Navy (Quality): 8 ships (Better)
Religion: Celtic Reformed Christianity (Reformed Church of Wales), Catholic Christianity (Roman Catholic Church), Lollard Christianity (Reformed Catholic Church (Welsh Communion))
Culture: Resurgent Pan-Celtic Nationalism, Radical Anti-Anglo-Saxon Sentiments, Religious Zeal, Resurgent Welsh Nationalism
Economy (Points) (Total Points): Stable (1) (1)
Infrastructure: Improving
Education: Wise
Technology: Modernised
Confidence: Respecting
Projects:
Nation Background: The most religious and culturally vibrant, as well as the most stalwartly Anglophobic, of the Reformed Celtic bloc, Wales is also the smallest and weakest. Nevertheless, the ambitious Glyndŵr family is intent on forging the Kingdom into a leading power in the Celtic Reformed Bloc and across Europe. This ambition may yet be rewarded. With the growing tension between Ireland and Scotland, Wales may end up casting the deciding vote in a leadership struggle. If Glyndŵr leadership remains strong, the future of Wales appears grand beyond its small stature.


India and the Himalayas

Spoiler :
Bahmani Sultanate
Ruler/Player: Mohammed Shah IV Bahman, Sultan/
Capital: Bidar
Government (Efficiency): Monarchy (Incompetent)
Dependencies:
Size: Large
Army (Quality): 8 thousands (Tolerable) 7 thousands (Better)
Navy (Quality): 4 ships (Normal)
Religion: Shi’a Islam, Hinduism, Sunni Islam, Jainism, Shamanist Traditions, Judaism
Culture: Majority Hindu, Persianisation in the ruling classes
Economy (Points) (Total Points): Stagnant (2) (6)
Infrastructure: Tolerable
Education: Average
Technology: Modernised
Confidence: Hateful
Projects:
Nation Background: One of Hindu India’s Islamic states, the Shi’a Bahmani Sultanate is pitted in a constant struggle for power over the Deccan with the Hindus of Vijayanagara. So far, they have been successful, but the increasing corruption of the ruling classes, the division between the Shi’a élite and the Hindu people (as well as the surrounding Sunni states), and the rising power of Vijayanagara to the south all pose possibly insurmountable threats.

Sultanate of Bengal
Ruler/Player: Alauddin Hussain Shah, Sultan/
Capital: Gaur
Government (Efficiency): Monarchy (Blundering)
Dependencies:
Size: Medium
Army (Quality): 5 thousands (Pathetic) 4 thousands (Tolerable) 3 thousands (Normal) 3 thousands (Good)
Navy (Quality): 8 ships (Better)
Religion: Sunni Islam, Hinduism, Theravada Buddhism, Shamanist Traditions
Culture: Increasing Islamisation, Largely multi-confessional society
Economy (Points) (Total Points): Stable (1) (4)
Infrastructure: Barely Tolerable (2/4)
Education: Average
Technology: Modernised
Confidence: Barely Tolerating
Projects:
Nation Background: In 1494 Alauddin Hussain Shah, a mixed Arab-Turk, brought down the corrupt Muzaffar Shahi dynasty and established a new, tolerant order. Bengal, once harshly divided by faith, has experienced an unprecedented period of internal peace between Muslims and Hindus. Whether this internal success will translate into success on the international stage remains unknown.

Delhi Sultanate
Ruler/Player: Sikandar Lodhi, Sultan/
Capital: Delhi
Government (Efficiency): Monarchy (Improving)
Dependencies:
Size: Large
Army (Quality): 10 thousands (Tolerable) 10 thousands (Better)
Navy (Quality):
Religion: Sunni Islam, Hinduism, Shi’a Islam, Vajrayana Buddhism, Shamanist Traditions, Jainism, Mahayana Buddhism
Culture: Hindu majority, Resurgent, Growing Hindu influence
Economy (Points) (Total Points): Stable (3) (8)
Infrastructure: Tolerable
Education: Average
Technology: Modernised
Confidence: Tolerating
Projects:
Nation Background: Under Bahlul Khan Lodhi and Sikandar Lodhi, Delhi expanded rapidly, taking advantage of the weakness and turbulence of neighbours to create a powerful Sunni empire across the Indo-Gangetic Plain. The Indus River Valley, Bihar, Gondwanaland, and northwestern Orissa have all been added to the sultanate (though much of the Indus Valley was later lost to rebels). Now the most powerful Muslim state on the subcontinent, Delhi appears to have a bright future.

Sultanate of Gujarat
Ruler/Player: Nasir-ud Din Mahmud I Shah, Sultan/
Capital: Ahmedabad
Government (Efficiency): Monarchy (Tolerable)
Dependencies:
Size: Medium
Army (Quality): 6 thousands (Normal) 6 thousands (Better)
Navy (Quality): 7 ships (Normal)
Religion: Sunni Islam, Hinduism, Jainism, Shi’a Islam, Zoroastrianism
Culture: Hindu majority, Cosmopolitan, Thriving Hindu-Muslim syncretism
Economy (Points) (Total Points): Stable (1) (4)
Infrastructure: Improving
Education: Average
Technology: Modernised
Confidence: Tolerating
Projects:
Nation Background: For nearly half a century Gujarat has been set on a course of steady decline. First, the Indus River Valley provinces were lost to Sindhi rebels; then, Gujarat lost the war with the Rajputs. Regardless, Gujarat still has much going for it, including the most cosmopolitan and tolerant society in India and an important position as a centre of trade.

Sultanate of Khandesh
Ruler/Player: Daud Khan Faruqi, Sultan/
Capital: Asirgarh
Government (Efficiency): Monarchy (Corrupt)
Dependencies:
Size: Small
Army (Quality): 8 thousands (Normal)
Navy (Quality):
Religion: Sunni Islam, Hinduism, Buddhism, Jainism, Shi’a Islam
Culture: Hindu majority, Growing anti-Muslim sentiment
Economy (Points) (Total Points): Stagnant (1) (2)
Infrastructure: Pathetic
Education: Ignorant
Technology: Modernised
Confidence: Resentful
Projects:
Nation Background: Under Adil Khan II Faruqi the Sultanate of Khandesh has successfully weathered the storm and emerged stronger for it. Having conquered the Sultanate of Malwa, Khandesh is now prepared to stand side-by-side with the great power of the subcontinent.

Republic of Lahore
Ruler/Player: Malik Ghulam Muhammad, Emir/
Capital: Lahore
Government (Efficiency): Aristocratic Republic (Tolerable)
Dependencies:
Size: Small
Army (Quality): 4 thousands (Tolerable) 2 thousands (Good)
Navy (Quality):
Religion: Sunni Islam, Hinduism, Shi’a Islam
Culture: Thriving intellectual centre, Centre of liberal thought
Economy (Points) (Total Points): Expanding (1) (3)
Infrastructure: Tolerable
Education: Clever
Technology: Modernised
Confidence: Admiring
Projects:
Nation Background: Lahore declared its independence from Delhi in 1462. One of only three states in India to have a Mulsim majority, Lahore has become a thriving centre of progressive Islamic thought and education. A cosmopolitan republic ruled by principles of Muslim equality, care for all People of the Book, including Hindus, distaste for dictatorship, and openness to the world, Lahore is prepared to be a guiding light for India and for the Dar al-Islam into the future.

Rajput Confederation
Ruler/Player: Raimal Sisodia, Rajadhiraja, Maharaja of Mewar/
Capital: Udaipur
Government (Efficiency): Confederated Monarchy (Incompetent)
Dependencies:
Size: Small
Army (Quality): 8 thousands (Mighty)
Navy (Quality):
Religion: Hinduism, Sunni Islam, Jainism, Shi’a Islam
Culture: Militant, Fiercely independent, Regionally fragmented
Economy (Points) (Total Points): Stable (1) (3)
Infrastructure: Efficient
Education: Average
Technology: Modernised
Confidence: Respecting
Projects:
Nation Background: Under the threat of conquest by the Muslim states of Delhi and Bengal, the stalwart Hindu Rajputs came together for the first time under a single banner to resist their destruction. Lead by Raimal Sisodia of Mewar, the Rajputs beat back the Muslim hordes and secured their own independence. While the war is long over, the Rajput Confederation remains. With strong leadership, and united in their determination to keep the Muslim threat at bay, the Rajputs may yet hold Hindu India’s beset hope for the future.

Sultanate of Sindh
Ruler/Player: Rajvir Zahid II Soomro, Sultan/
Capital: Hyderabad
Government (Efficiency): Monarchy (Blundering)
Dependencies:
Size: Small
Army (Quality): 5 thousands (Normal)
Navy (Quality): 5 ships (Normal)
Religion: Sunni Islam, Hinduism, Shi’a Islam, Zoroastrianism
Culture: Increasing Persian influence, Growing Muslim-Hindu tension
Economy (Points) (Total Points): Stable (1) (2)
Infrastructure: Pathetic
Education: Average
Technology: Modernised
Confidence: Tolerating
Projects:
Nation Background: Having declared independence from the Cosmopolitans of Gujarat, Sindh has established itself as a bulwark of Islamic law and Islamic government on the subcontinent. The polar opposite of Lahore to the north, Sindh, and the Soomro family at its helm, are determined to lead a revolution of faith in Muslim in India and a rejuvenation of traditional Muslim values.

Vijayanagara Empire
Ruler/Player: Krishnadeva Tuluva, Raya/Shadowbound
Capital: Vijayanagara
Government (Efficiency): Monarchy (Incompetent)
Dependencies:
Size: Large
Army (Quality): 14 thousands (Normal), 4 thousands (Better), 5 thousands (Good)
Navy (Quality): 5 ships (Normal) 4 ships (Better)
Religion: Hinduism, Sunni Islam, Oriental Orthodox Christianity (Syriac Orthodox Church (Malankara Jacobite Syriac Orthodox Church)), Jainism, Shamanist Traditions, Judaism
Culture: Thriving, Resilient Hindu foundation, Strong multi-confessional pluralism
Economy (Points) (Total Points): Stable (3) (10)
Infrastructure: Tolerable
Education: Average
Technology: Modernised
Confidence: Respecting
Projects:
Nation Background: Once standing on the brink of the abyss, the leadership of Tuluva Narassa Nayaka has brought Vijayanagara back into the fore, conquering new territory in Orissa and subduing rebels throughout the nation before handing the reigns to his very capable son, Krishnadeva Tuluva, who has recently continued the work of bringing internal dissidents under control. With the recent decline of Bihar and the rise of the Tuluva dynasty, Vijayanagara’s future appears relentlessly bright.
 
Diplomacy

Chinese Tributary System

The Empire of the Great Ming guarantees these countries their independence and these countries agree not to act against the interests of the Great Ming and to give full access to their merchants. Additionally, if the Great Ming demands it, these states must send tribute in the form of eco points.

Spoiler :
Kingdom of Ayutthaya, Great Kingdom of Joseon, Principality of Panduranga, Kingdom of Ryukyu, Tibet, Empire of Viet Nam


Thai Tributary System

The Kingdom of Ayutthaya guarantees these countries their independence and these countries agree not to act against the interests of Ayutthaya and to give full access to their merchants. Additionally, if Ayutthaya demands it, these states must send tribute in the form of eco points.

Spoiler :
Kingdom of Lan Xang


Japanese Tributary System

The Ashikaga Shogunate of Japan guarantees these countries their independence and these countries agree not to act against the interests of Japan and to give full access to their merchants. Additionally, if Japan demands it, these states must send tribute in the form of eco points.

Spoiler :
Kingdom of Ryukyu


Royal Houses

These nations are allied by the fact of their leaders coming from the same family. They are expected to join with one another in war, but disregarding such an expectation, particularly in the case of offensive wars, would not receive quite such harsh reprisal in the arena of international opinion.

Spoiler :
House of Wittelsbach – Kingdom of Bohemia-Bavaria, Free Empire of the German Nation, Kingdom of the United Netherlands
House of Osmanli – Chagatai Khanate, Ottoman Empire
House of Fitzgerald-Stewart – Kingdom of Ireland, Kingdom of Scotland


Alliances

Spoiler :
Celtic Reformed Bloc – Grand Duchy of Brittany, Kingdom of Ireland, Kingdom of Scotland, Kingdom of Wales
Burgen’s Alliance – Free Empire of the German Nation, Kalmar Union, Kingdom of the United Netherlands
Free Alliance – Archduchy of Austria, Free Empire of the German Nation, Kingdom of the United Netherlands


Guarantees

In these arrangements the former nation has issued a guarantee on the independence of the later, pledging to go to war in the defence of that nation.

Spoiler :
Hungarian Empire – Roman Empire


Defensive Pacts

Spoiler :
Free Empire of the German Nation, Commonwealth of Lithuania-Novgorod
Treaty of Venice – Hungarian Empire, Most Serene Republic of Italy



Wars

War of Viet Aggression (1504- ) - Kingdom of Viet Nam vs. Kingdom of Lan Xang, Kingdom of Ayutthaya


Projects

Chagatai Khanate

Spoiler :
Heart of the Lion – Overhaul and development of infrastructure and cultural infrastructure and development of a united Chagatai culture merging Persian, Turkic, and Mongol culture with Indian and Chinese influences (+Cultural unity, +2 Infrastructure, + Cultural influence) (1/12)
Mind of the Lion – Vast expansion of educational facilities and the attraction of scholars from across the Dar al-Islam (+3 education) (1/12)


States of the Church

Spoiler :
St. Peter’s Basilica – A grand basilica in the Vatican to serve as the Pope’s primary residence and home replacing Old St Peter’s (+2 eco from Roman religious centre, +Cultural influence, +Religious influence) (1/7)


Kingdom of Ireland

Spoiler :
Second Council of Kildare – The decisions of the Celtic Reformed synod in Kildare, including reformation and expansion of the monastic education system, Establishment of an ecclesiastical university in Kildare (+1 Education, +1 Education in Scotland, Wales, and Brittany, +University of Kildare, +Irish cultural influence, +Pan-Celtic national feelings) (1/6)


Ashikaga Shogunate of Japan

Spoiler :
Great Nara Restoration – Rebuilding of Nara’s Buddhist temples and Shinto shrines (+1 Confidence, +Nara as religious centre) (1/5)
Bushido Rebirth – Expansion of the Bushido code beyond the Samurai classes (+3 Government Efficiency, +More and better confidence) (1/7)


Commonwealth of Lithuania-Novgorod

Spoiler :
Steppe and Frontier Land Settlement and Development Project – Development of infrastructure (including forts and cities) and government infrastructure to encourage the settlement of the Russian steppe and frontier, particularly by minorities and peasantry (+Settlement in the Russian steppe and frontier, +2 Base eco, +2 Infrastructure (in the east), +Fortress system) (3/13)


Kingdom of the United Netherlands

Spoiler :
Netherlanders’ Polder-Forts – A series of polders to reclaim land and forts for defence across the country (+1 Base economy, +Fort system) (1/8)


Kingdom of Portugal

Spoiler :
SECRET – (1/4)


Holy Roman Empire

Spoiler :
Großartig Palast – A grand, expansive royal palace in Mainz (+Mainz cultural centre, +1 Confidence from happier nobles) (1/5)


Kingdom of Spain

Spoiler :
Iberian Reform – Large scale reform of Spanish government, society, and infrastructure (+2 Government Efficiency, +1 Confidence, +1 Infrastructure) (1/12)



Stock Companies

These are companies directed under the auspices of governments, but held by private citizens and with leverage to direct their own activities, for the purposes of colonisation and trade.

Kingdom of the United Netherlands

Spoiler :
The Honourable Gentleman’s League – Operating in Ireland and Celtic Columbia; Trading in Columbian Goods (wood and shipping materials, fur, cod, tobacco); Granted special access by the Kingdom of Ireland; Colony of Fort Leeuwarden

The Most Honourable Company of Gentlemen Burghers – Operating in Spain, Portugal, and their colonies; Trading in New World goods, spice and Eastern imports, African goods (ivory, spice, slaves, gold)

The Gentleman’s Company of Honourable Merchants – France and French Columbia; Trading in Columbian goods

His Most Honourable Servants – Operating in the Baltic and North Seas; Trading in herring, cold, timber and shipping materials, grain, amber

The Burghers Society of Mutual Benefit – Operating in the Mediterranean; Trading in silk, spice, and other Eastern imports
 
Stories

Update 1

Empire of Viet Nam - Charles Li - Youth of Tranh Le
Ashikaga Shogunate of Japan - Fëanor - An oversight of Japan's Shoguns and Emperors of past century
Most Serene Republic of Italy - Communisto - The Navigato
Kingdom of Taungoo - Luckymoose - Taungoo the Haven Kingdom
Commonwealth of Lithuania-Novgorod - silver 2039 - Taming the Steppe
Kingdom of Taungoo - Luckymoose - Untitled
Commonwealth of Lithuania-Novgorod - silver 2039 - In the Name of the Lord
Kingdom of Taungoo - Luckymoose - Why They Run
Commonwealth of Lithuania-Novgorod - silver 2039 - Flag of the Commonwealth of Lithuania-Novgorod
Kingdom of Taungoo - Luckymoose - Flag of the Kingdom of Taungoo
Most Serene Republic of Italy - Communisto - The Flag of the Most Serene Republic of Italy
Empire of Viet Nam - Charles Li - Flag of the Empire of Viet Nam
Kingdom of Bohemia-Bavaria - Fuschia - A Golden Bull
Most Serene Republic of Italy - Communistro - The Brother
Kingdom of the United Netherlands - Masada - But For the Grace of G-d
Mutapa Empire - Slavic Sioux - Great Zimbabwean Dawn ~ Rise of the Impi
Kingdom of France - Flag of France and The Mask of Love
Mutapa Empire - Slavic Sioux - Flag of the Mutapa Empire and Banner of the Mutapa

Update 2

Most Serene Republic of Italy - Communisto - The Explorer
Empire of Viet Nam - Charles Li - The First Retreat
Kingdom of France - Alex994 - The Defender
Malacca Sultanate - Verily - A Return
Ashikaga Shogunate of Japan - Fëanor - The Great Nara Restoration
Kingdom of Taungoo - Luckymoose - Twilight of Maung Maung Kha
Kingdom of Wales - Germanicus12 - The Legacy of King Gruffud II
Malacca Sultanate - Verily - Hussain's Cannon
Mutapa Empire - Slavic Sioux - The City Council's Nine New Laws
 
Meh. Songhai, I mean of course. Nothing else could ever have been here.

(Songhai is the orange nation, right?)
 
How about the Inka.
 
i will take Ayutthaya
 
EDIT: Scratch that, France for me.
 
OOC: Curses, azale took France by three minutes! I'll think of something...
 
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