FANES II - The Merchant and the Warrior

Flavius Aetius

Ruler Of Liguria
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Jun 30, 2007
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FANES II – The Merchant and the Warrior

A new era has begun a century ago, in this world: in 1407, the merchant and explorer Jacopo Doria, during a voyage to circumnavigate Africa, lost his way due to a storm, and discovered a new continent, calling it Doreana.
He explored the coast of the new continent, interacting and trading with new people, he then returned to the Old World, spreading stories about enormous amount of wealth and exotic goods lying in the New World.
This triggered a series of new development in Europe: the Italian Confederacy took the role as the leading trading power, with colonies in Viscontia and Verazia; France reconfirmed its role as an European superpower, conquering Mexico and taking its wealth, while colonizing Verazia; Leon subjugated the Incan Empire, starting to ask an annual tribute; other powers also started to colonise and exploit the New World.
Now, Europe is in turmoil: Venezia, unable to colonize, strengthened its control over the Eastern Mediterranean, and while controlling the Red Sea trade, they forged an alliance with Burgundy to counter French growing power. A conflict is escalating over Constantinople and the Byzantine Crown, with Turks, Bulgarian and Venetian each supporting their own candidate.
In Eastern Europe, everyone is looking with hunger at the declining Polish Empire, while the Black Horde and its vassal the Golden Horde are advancing in the Steppes, in Persia and in India.
In the Far East, finally, after the recent revival of Yuan China, a great war is soon to start.
This world is ruled by Merchants and Warriors, cooperating and antagonizing: who will win?


I created this setting after combining a Map I made for fun at school, that featured the original France-Aragon and the original Italian Confederacy, with an idea for a What If that I originally thought about searching Hungarian history: What If Pietro Orseolo, King of Hungary and son of a Venetian Doge, while being a slightly better ruler, tried to use his power basis in Hungary to unite Venezia and its Kingdom?
From this, I developed a multi-polar world, adding interesting ideas to the setting, like a surviving Timurid-like empire, a Orthodox Turkish Empire and a Sea-faring Ming empire.
Albeit implausible, I hope I created an interesting enough NES, filled with strong empires, small nations with potential and crumbling empire to be revitalized.
I hope you will enjoy my NES.


The Ruleset

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

Players – There won’t be any limit or constraints to the player if they want to join. If you don’t like the rules, or if you foresee time constraints in your future…I will try to help, changing rules that I also think they should be changed and helping those with time-related problems, but don’t expect too much.

Stories – Stories are obviously not necessary to play in the NES, but they are very encouraged. I almost newer wrote a story so I understand those that will do the same, but I will surely find a way to reward the best ones

Orders – Order are to be sent with PM’s, except if you can’t send a PM because of inevitable problems. I prefer a list format for you orders, it will be more easy for me to traduce your plans in the NES itself. But everything you want in the orders (avoiding unnecessary/stupid moves), but two thing are always needed: Spending orders and Military deployments/movements. Also a Diplomatic section is very helpful (New diplomatic agreements with other nations). You need also to be clear and concise (the fact that I’m not English or American may not help me to understand too long and complicated plans). Maps for military movements help me a lot to understand everything perfectly, and some dates, as a turn is 5 years long, should help as well.
Early orders are greatly encouraged (Or even rewarded), last-moment orders will be punished, last-moment additions and corrections might or might not be too late.

NPCs – NPCs (Non-Player Controlled nations), naturally will be played by me, the Mod. Most of them will be passive, or apathic, but some of them can be pretty active, politically and diplomatically…so they won’t be mere punch bags for the PCs.

Barbarians – Barbarian are pratically everywhere there is not a nation, except areas like the Amazon, deserts or the Russian steppes. Barbarians doesn’t have stats, and are divided in numerous tribes and proto-states. The transformation of a group of tribes in a full-fledged nation is possible, especially with the help of a human player. You can communicate with them, but it’s difficult.

Updates – Updates will be obliviously posted when they will be ready. I will choose a deadline after each update. Update, each one lasting 5 years long, using das’s style, will be divided in “domestic events”, “international events”, “military events” and “random events” (very rare). “Special bonuses” will be given each time, and each time for different motives (Early updates, good stories and so on). Also there will be an OOC part, with OOC comments and questions.

Map - The map is updated with every update, of course. Each nation will have its own colour (except a few, Paint palette of colours is very small, and I prefer using Paint to do maps), and it will be used for owned, controlled or occupied countries. Thick borders will divide different nations, thinner borders will divide vassal nations and more autonomous regions. Black circles are cities, cities with a with lining are capitals, cities with a red lining will be Trade/manufacturing centres. Trade/Manufacturing centres will not influence the stats directly, but loosing (or getting) one will affect the stats. Rebel colour is with, unless rebels are organized and became a serious problem.

Countries – Pick a NPC, create you own nation (you have to give me some basic information on the nation to do so, and I advise against creating a brand new country, if I didn’t put a nation on the map it’s because there wasn’t the good situation to do so) or start a rebellion (again, ask me first, just to avoid rebellion doomed from the start). If you want to get a NPC, just ask me and I will give you a background for the nation to give to information about your nations and to avoid playing Out Of Character; playing OOC will be surely a problem, as it will trigger rebellions or national distress.

NATIONAL TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Culture:
Technology:
Army (Quality)
Army Cap:
Navy (Quality)
Economy (Base/Manufacturing/Trade):
Area:
Infrastructure:
Bureaucracy:
Population:
Education:
Living Standards:
Confidence:
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:
 
Government

Government – It’s your form of government. I kept this stat very short, only giving information about the basic structure of the government and about its centralization. If your country is republican or parliamentary, your orders can be partially or completely overridden, especially if the go against the interest of the parliament. Also, don’t try to change your government too suddenly or too radically, or it will obliviously trigger national problems. Consult be before even thinking about changing government: a lot of countries were doomed by fervent reformers that exaggerated in reforming the nation.

Also note that if your country is decentralized (it should be easy enough to figure out from the government form), it will be harder to introduce empire-wide reforms; also, there is greater chance of disintegration should things go badly. Know that centralisation efforts are likely to incur some serious opposition in a traditionally-decentralised state, whether from the masses or from the local political elite.

Culture

Under this stat I listed all the major cultures present in a country, the influences coming from other countries, and the religious overview of the country. Obiviously tou cant affect this stat directly, but government-ordered colonisations and migrations can affect this.

Technology

Technology will be described using a basic phrase, like “Age of exploration”, with simple information, to describe how much the nation is technologically advanced compared to the basic stat. To advance technologically, you have only to orders it and to give some basic directives on the area you want to advance. Obliviously everything need funding Education level also help. To favour technological evolution. You can’t trade technologies, but anyone can supply another nation with products of superior technology, that can be later copied to acquire the technology itself.

Military


The usual Number-based military: we have regiments for land troops, ship on the sea. You can, with 1 Economic Point, raise 5 Regiments or build 10 Ships. The troops/ships you raised/built will come in action as soon as possible in the turn you ordered their creation, but not immediately.

Unlike AFSNES, and like the first FANES, I will utilize ITNES rules for Military.
So, for training, we don’t have a brief description, but a number-based stat, the Quality Level.
This stat will increase if you spend EC on it, or after a military reform (But even a reform require some funds). The Army and Navy Quality are separated.
If you grow your army too much in a too little time, your quality level will suffer.
The quality levels are:

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

For more specialized unit, we have the UUs, one per nation. They are managed like normal troops, but they are listed separately in the stats, and should have a particular strength (like city assaults); you can have more, but one should be the more important one. Usually also some kind of weaknesses will be drawn from the strength: units good at city assaults may be non very powerful on the open field. You can switch UU freely, at any time, but it would cause problems for the military: a warrior caste elite may raise up in a blood rebellion, or lesser specialized troops may only lose some morale. The basic quality level for a UU is Elite.

Logistic is very, very important: you should at least invest one Eco Point to fund a major campaign, to supply your troops. Without a supply, your troops will loose rapidly morale and even quality, especially if used in a particularly difficult campaign.

Every nation will have a Military Cap, dependant on a large number of factors, like population or military structure. Raising an army beyond the Military Cap (or even on par with it) will invite troubles, most notably with confidence and economy. If you continue to grow your army over the cap, the situation will get worse. The navy doesn’t have a cap. You can increase the Military Cap, but it will be extremely difficult and expensive.

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

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

Economy

A simple word stat will define the economy’s general status ( Growing, Static or Recessive), followed by brackets in which the income you receive from assorted sectors of economy is listed. Base is the basic income ( taxation, agriculture and internal commerce), Manufacturing is the income from manufacturing and industry, usually tied to cities, and Trade is the income from external commerce.

You cannot raise economy as such, but you could do things to the effect of raising it, though probably with other consequences as well. You could invest in the construction of more manufactories, or sign trade agreements, or raise taxes, or really just about anything, though particularly intricate schemes tend to be particularly prone to be backfired. Other factors will influence the fluctuation of stats here as well, obviously.

There is a lot of things you could spend your money on. You could raise most level-based stats (but pay attention to Area or Population!), pay for logistics, invest in all kinds of things (including economy-raising measures), pay for projects and so forth. Finally, you can bank money, but it’s value will gradually degrade due to inflation (i.e. you’ll lose 1 banked eco. point per turn when you have more than 1 banked and unused).

You cannot grow a level-based stat beyond the last level. That’s just silly. If it’s any consolation, they will naturally degrade over time, allowing you to grow them back up again.

Area

Area is a Size stat. It now means specifically the territory size of the nation in question (NOT including the colonies and the occupied, non-integrated areas) and, apart from other things, is used for calculation of the amount of eco. points needed to raise Infrastructure and Bureaucracy. Now, level-based size stats had a lot of problems with them, so instead it is now number-based, allowing for greater precision. The number is the amount of eco. points you need to pay .
Infrastructure

Roads, bridges, boats, all things used for transportation of goods and men, are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; it also influences things such as Trade, Military Cap and Culture.

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

Bureaucracy

One system of civil service or the other is inevitable in any complex society; while central leadership concentrates on truly grand affairs of state, those below manage much of the everyday routine, as well as help (or hinder) the implementation of the central government’s programs. So while good bureaucrats might not save an empire with bad central leadership, the best ruler can be undone by rotten ones.

Bureaucracy: None-Ineffectual-Corrupt-Incompetent-Blundering-Tolerable-Improving-Competent-Efficient-Great-Brilliant

Population

This is the Population stat, and it is much like the Area stat: it shows the population size of the nation itself (not including non-integrated and colonial territories), it is number-based and is used to calculate the amount of money you spend on Education and Living Standards per the same formula as before. Also, it naturally influences your economy and your levying capabilities.

Education


Education is education is how educated your people are. This obviously influences the speed of technological progress, as detailed under Technology. If you reach the Enlightenment levels, the chances of jumping to a whole new age will be increased considerably, though this would automatically degrade your education by two levels.

Education influences other things as well – most noticeably, a less educated population would be less open to both reformism and revolutionary sentiments, while a more educated one is likely to demand such things if even slightly discontent with the situation; leaps in education can therefore be particularly dangerous, as they are known to revolutionise a population. It is best to take this stat into account; with a very educated population, reaction would rarely be the path to go, but likewise enlightened reformism in an Illiterate country would usually be just plain stupid if not backed up by force.

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

Living Standards

Living Standards are very tricky, but generally higher living standards decrease dissent, make revolts less likely (your people will have more to lose) and maybe even help you out with economy and education. However, there is a peril involved – if your high living standards fall, whether due to economic woes or war or simple neglect, people will be angry and desperate, and a lot of other problems will come. Basically, it can be rather spoiling.

A fairly educated nation with low living standards surrounded by nations with higher living standards will have a lot of problems also.

Living Standards: None-Slums-Very Low-Low-Barely Tolerable-Tolerable-Normal-Higher-Very High-Splendid

Confidence

This is the degree to which the people trust or mistrust, love or hate you and your government. A more loyal people will take up arms in your defense, a less loyal people will take up arms to overthrow you. This will fluctuate wildly depending on your (perceived or real) successes or failures, and on the propaganda as well - both yours and that of your enemies.

It cannot be grown by eco. points directly.

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

Projects

Local equivalent of wonders, but is more often some sort of a particularily large project or program as opposed to some huge building. You can do just about anything with it, but it is advisable to contact me for specifics first; usually it will simply influence one or several stats in some desirable way, but if you want some other kind of effect, it is best for you to contact me. Anyhow, most projects will have their own unintended consequences, good or bad. It is most advisable to describe a project to me in detail other than simply list the intended effects; i.e. explain how exactly you intend to get there with this.

To start a project, you need to invest 1 eco. point. After that, it will progress on its own, but you can speed it up by investing an extra eco. point (speeding it up by one turn); you can invest a maximum of 2 eco. points per turn. Innovative solutions aside from that can also speed things up (Like throwing slave at it), but it’s no guarantee.

You can make it secret, but in that case you'll have pay one more EC to start it.

Colonies

Colonies, in this case, are major and effective overseas possessions (i.e. bigger than single trade outposts or forts); they have separate, though much simplified, stats and a fair (though varying) degree of autonomy ensured above all else by distance. That degree, along with other related things, is mentioned in the “government” stat; naturally, it can be dictated by the colony’s owner, but this can lead to trouble. The “income” a colony brings in will depend on many factors (such as resources, investment and population), but particularily in settler colonies it is likely to start out at zero but grow overtime, especially with additional investment. The “militia” stat represents the amount of militia regiments that could be raised to fight off an invasion, or to rebel against you. You could use militias in aggressive campaigns, but usually that won’t work too well, especially far from home. You could also place your troops in the colonies, ofcourse, though they might be some complications in that case as well, especially if you don’t pay for the logistics. Lastly, a colony’s Loyalty is basically the same as Confidence (it even uses the same levels), only for the colony specifically.

You need to pay 1 eco. point to establish a colony; note that this would not necessarily be successful, so you might need to invest more over time to set the colony up properly.

Nation Background

To better fit in as the ruler of your country, you will have a brief history of each country for each of the PC nations. I will update these occasionally (that is to say, on significant occasions). It is advisable that you role-play.
 
Khanate of the Black Horde
Capital: Samarqand
Ruler: Ulugh Sayd Khan / Nederland
Government: Centralized Khanate
Culture: Mongolic and Turkic, slowly integrating and Persianizing. Persian population in Persia. Heavy Indian influences, with Indian population in India. Islamic with significant Hindu presences in India and Orthodox influences near Karamanid Persia.
Technology: Late Medieval Age with some Age of Exploration Elements.
Army (Quality) 61 Regiments (Good) 14 Sipahi Regiments(Elite) 12 Levy Regiments
Army Cap: 120 Regiments
Navy (Quality) 12 Ships (Tolerable)
Economy (Base/Manufacturing/Trade): Growing (4/3/2)
Area: 5
Infrastructure: Improving
Bureaucracy: Improving
Population: 4
Education: Tolerable
Living Standards: Tolerable
Confidence: Resentful
Projects: Holy Jihad (+3 Confidence, +1 Quality, +National Unity) (5/15)
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background: Unlike most of the empire founded by a single Great Man, the Khanate of the Black Horde is an untypical example. Created a century ago by Muhammad Khan, a warrior and a good statesman, the first Black Khan succeeded in laying the basis for a somewhat united country, a nation that remained united after the death of its great leader.
Since the day the world saw that the Khanate wasn't an empire born from nowhere, its borders expanded considerably, occupying most of Persia and a big area of India, subjugating the Golden Horde and making it its own vassal.
But now the Black Horde, notwithstanding the efforts of Muhammad Khan, it's a fragile nation, particularly on the ethnic side, maybe united only by the Muslim faith. Now the Khanate is at a crossroad: will it crumble under the weight of its conquest, or it will survive the attacks of time, assuring a shiny future?


The Kingdom of France-Aragon
Capital: Paris
Ruler: Henry II / Milarqui
Government: Centralized Monarchy
Culture: French Culture in France and colonies, Catalonian culture in Aragon and South Italian culture in Naples. Culturally disunited, with attempts of forced cultural conversion done by the French leadership. Catholic, heavily supporting the Pope authority.
Aztec, Mixtecan, Caribic Appalachian and Mississippian cultures in the colonies, but slowly integrating.
Technology: Early Exploration Age
Army (Quality) 45 Regiments (Good)
Army Cap: 80 Regiments
Navy (Quality) 95 Ships (Tolerable)
Economy (Base/Manufacturing/Trade): Growing (4/5/3)
Area: 4
Infrastructure: Good
Bureaucracy: Competent
Population: 4
Education: Literate
Living Standards: Normal
Confidence: Tolerating
Projects: Project Feria (+1 Manufacturing, +1 Trade, +1 Economy in each Colony) (Completed!)
Colonies (Autonomy/Income/Militia/Loyalty):
Terre de l’Or (Viceroyalty/ 3/ 5 Regiments /Tolerating)
Terre de Fluve (Viceroyalty / 2 / 5 Regiments / Tolerating)
Nouvelles Balears (Viceroyalty / 2 / 2 Regiments / Tolerating)
Nation Background: The Kingdom of France-Aragon, the greatest power in Europe, rose from the ashes of the old medieval French kingdom. After the downfall of the French Monarchy, the Hautevilles family rapidly started to recreate the kingdom: from their possessions in Normandy, they conquered duchy after duchy, and even getting a personal union with the Kingdom of Aragon.
Since the end of that union, Aragon was ruled by a cadet branch of the Hautevilles, and a couple of decades after the end of the reunification process in France, the King of Aragon died heirless, and the Iberian country was inherited by the French King.
Now France-Aragon, with its Italian ally, is on the way to dominate Europe, but Venice is creating and Anti-French alliance to stop French expansionism.
Will the Kingdom be able to survive those threats, or it will collapse one more?

Italian Confederacy
Capital: Genoa
Ruler: Consul Ambrogio Doria / germanicus12
Government: Centralized City-States Confederacy
Culture: Italian with French, Aragonese and Hungarian influence, Heavy regionalism but mitigated over the years. United Culturally. Caribic, Mayan, Amazonian and African cultures in the colonies, but slowly integrating. Catholic, heavily supporting the Pope authority.
Technology: Early Exploration Age
Army (Quality) 50 Regiments (Great) 10 Mountain Guards Regiments (Elite)
Army Cap: 60
Navy (Quality) 200 Ships (Mighty)
Economy (Base/Manufacturing/Trade): Growing (2/2/4)
Area: 2
Infrastructure: Good
Bureaucracy: Competent
Population: 3
Education: Educated
Living Standards: Normal
Confidence: Respecting
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nuova Roma ( Territory Administered by the Confederacy / 1 / 1 Regiment / Admiring)
Viscontia and Nuova Toscana (Territory Administered by the Confederacy / 2 / 2 Regiments / Admiring)
Finale and Surrounding territories (Territory Administered by the Confederacy / 1 / 2 Regiments / Respecting)
Indian Territories (Vassalized City-States and trading posts / 1 / 4 Regiments / Tolerating)
Iucatania and Islands (Territories administered by the Confederacy / 1 / 2 Regiments / Admiring)
Nation Background: Originally created as an alliance to repel, for the umpteenth time, a Germanic invader, this nation, always supported and allied with the Hautevilles, rapidly developed into a united Confederacy, prevailing over the most of the cultural divisions and particularism that characterized the various cities, as the threat of possible invasions, Venetian or Germanic, was too high.
Exploiting the richness of the Italian lands, the Confederacy at first expanded in Italy, then in the Mediterranean, discovering and then colonizing the New World at the stat of the 15th century.
Now Italian power could be at its zenith: external aggressors are powerful and numerous.
Will the Doges of the Confederacy be able to protect the interests, and the survival, of the confederacy?


Veneto-Hungarian Kingdom
Capital: Venice (Budapest)
Ruler: Peter XIV / Justo
Government: Centralized Dual Monarchy
Culture: Venetian, but heavily mixed with Hungarian culture, both of them very mixed and integrated after various centuries of union. Hungarian cultural indipendentist movements still active. Slavic presence in the south, Arabic and Indian in the colonies, Greek in Greece. Italian and French influences. Arabic and Indian presences in the Colonies. Catholic but antagonizing heavily the Pope authority, on the brink of a schism, with Muslim and Orthodox presence.
Technology: Early Exploration Age
Army (Quality) 48 Regiments (Good)
Army Cap: 85 Regiments
Navy (Quality) 195 Ships (Great)
Economy (Base/Manufacturing/Trade): Growing (3/5/3)
Area: 3
Infrastructure: Efficient
Bureaucracy: Improving
Population: 3
Education: Educated
Living Standards: Tolerable
Confidence: Admiring
Projects: Venetian Economic Project (+2 Manufacturing) (Completed!)
Colonies (Autonomy/Income/Militia/Loyalty):
Venetian Middle East (Vassalized City-States and little Principalities / 1 / 5 Regiments / Tolerating)
Aden and Far Eastern Territories (Vassalized City-States and little Principalities / 1 / 5 Regiments / Tolerating)
Nation Background: Child of the efforts of Gabriele Orseolo, the Veneto-Hungarian Kingdom is the unopposed ruler of the Eastern Mediterranean, and the biggest rival for the French Kingdom in Europe and above all in Italy. Obtaining enormous riches from their trade routes, going from Venice to Egypt, from the Near East to India, the Venetian army is one of the most modern in Europe, and their fleet it’s surpassed in numbers only by the Italian fleet.
The Kingdom, nevertheless, still divided between Venetian and Hungarian, might face a dark future: The French, being more powerful, blocks Venetian aims in Italy, while in the east the Venetian King is supporting an heir of a cadet branch of the last Imperial dynasty of Constantinople that escaped in Venice after the fall of the city, so both Bulgaria and Karaman Turks are hostile towards the Kingdom.

Kingdom of Poland-Lithuania
Capital: Warsaw (Vilnius)
Ruler: Wladyslaw VIII / T_F
Government: Feudalized Dual Monarchy.
Culture: Polish and Lithuanian, in competition and un-integrating. German, Ukrainian, Baltic, Byelorussian, Galician and Russian presences. Venetian and German influences. Catholic, supporting weakly the Pope. Orthodox and Muslim presences.
Technology: Late Medieval Age, with minor Age of Exploration elements.
Army (Quality) 50 Regiments (Normal)
Army Cap: 100 Regiments
Navy (Quality) 50 Ships (Tolerable)
Economy (Base/Manufacturing/Trade): Static (4/4/1)
Area: 4
Infrastructure: Improving
Bureaucracy: Improving
Population: 3
Education: Literate (2/3)
Living Standards: Normal
Confidence: Barely Tolerating
Projects: Defedualization (+Centralization, +1 Bureaucracy, +1 Base EC) (5/20)
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:The tired Lion of the East, the Kingdom of Poland-Lithuania, is obliged to change something in this new era of developments, both militarily and politically. Forged with the force of the arms and of the diplomacy, the Polish Kingdom at fist, and then the union between Poland and Lithuania, manoeuvred with skilfulness in the chaos of Central Europe: Germans, Danish, Russians and Venetians were forced to acknowledge Polish power. But now the Kingdom might not be modernized enough to survive the test of time: the feudal system is reigning supreme, and the nobility, even though weaker than decades ago, is still plaguing the country with corruption and ineptitude. A lot of more modern countries are looking with hunger at Poland: the Tired Lion of the East is obliged to change.


Kingdom of Saxony
Capital: Dresden
Ruler: Erich VII / The Farow
Government: Feudal Monarchy, slowly centralizing.
Culture: German, heavy differences on the regional basis. Burgundian, Danish Polish and Bavarian Influences. Catholic, slowly developing a national Church.
Technology: Early Exploration Age, but some Late Medieval Age elements are still present.
Army (Quality) 25 Regiments (Better) 5 Landsknecht Regiments
Army Cap: 45 Regiments
Navy (Quality) 25 Ships (Normal)
Economy (Base/Manufacturing/Trade): Growing (2/2/1)
Area: 2
Infrastructure: Good
Bureaucracy: Efficent
Population: 2
Education: Tolerable
Living Standards: Normal
Confidence: Respecting
Projects: Glory of Saxony (+25 Military Capacity, +1 Quality) (8/20)
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background: The Kingdom of Saxony is the Archenemy of the Empire of Bavaria and of the entire, former, Holy Roman Empire.
Always fiercely independent, Saxonian expansionism was the trigger of the collapse of the HRE: its (successful) attempt to annex the Electorate of Hanover caused the century-long series of "Imperial War", the war that resulted in the division of the Holy Roman Empire between Bavaria, Burgundy and Saxony itself. After the war, the Kingdom of Saxony consolidated its gains, annexing vassal statelets and strengthening its economy. Now, both Saxony and Baviera are ready to fight: the widespread tension in Europe is only exacerbating the hatred between the two Germanic Kingdoms, as both of them might became the factor that will disrupt the European Balance.


Bulgarian Empire
Capital: Constantinople
Ruler: Ivan X / Cynovolans
Government: Feudal Monarchy.
Culture: Bulgarian, great presence of Greek population in Constantinople and along the coast. Turkic and Venetian influences. Slavic presence in the interior. Orthodox, with catholic influence in the south.
Technology: Late Medieval Age, with some Age of Exploration elements.
Army (Quality) 69 Regiments (Good) 5 Levy Regiments
Army Cap: 80 Regiments
Navy (Quality) 70 Ships (Normal)
Economy (Base/Manufacturing/Trade): Static (3/3/2) (-1 Base EC Temporary)
Area: 3
Infrastructure: Good
Bureaucracy: Improving
Population: 3
Education: Literate (1/3)
Living Standards: Tolerable
Confidence: Tolerating
Projects: Hellenization (+Hellenization of Bulgarian culture, +1 Infrastructure, +1 Education) (2/18)
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background: The Bulgarians, since their arrival from the east, were always in contrast with the Byzantine Empire, with alternating fortunes, between greatness and slavery. When Byzantium entered in crisis, the Bulgarians moved rapidly to fill the void left by the Empire.
The zenith of the expansion was the conquest of Constantinople, an event that shocked the European nations. Notwithstanding the great value of the conquest, since that event Bulgarian expansion slowed and stopped: in the east, the Turks in clear contrast against the Bulgarians, as the two powers both claimed the crown after the fall of Constantinople, and in the West the Venetians are supporting the heir of a cadet branch of the last Imperial Dynasty of Byzantium.
Will Bulgaria be able to find foreign support in Europe?

Grand Duchy of Moscow
Capital: Moscow
Ruler: Dimitri III / Circuit
Government: Feudal Monarchy
Culture: Russian, with heavy Polish and Lithuanian influences and minor Mongolic ones. Orthodox with minor Muslim influences.
Technology: Late Medieval Age with minor Age of Exploration elements.
Army (Quality) 28 Regiments (Normal)
Army Cap: 40 Regiments
Navy (Quality)
Economy (Base/Manufacturing/Trade): Growing (2/2/1)
Area: 2
Infrastructure: Tolerable
Bureaucracy: Improving
Population: 1
Education: Tolerable
Living Standards: Barely Tolerable
Confidence: Admiring
Projects:
Colonies (Autonomy/Income/Militia/Loyalty): (Internal Development Act: +3 Base EC, +1 Living Standards, +1 Education) (7/30)
Nation Background: The Grand Duchy of Moscow is the last independent Rus' nation, a fiercely independent, Mongol-Phobic and Orthodox country.
Always in the middle between great conflicts, between Polish, Mongols, Turks and other Russians, the City-State managed to survive in the mess that was Russia in the last two centuries, expanding and becoming a Grand Duchy.
As the situation is somewhat pacified, with the end of the Mongol Resurgence (at least in Russia) and with Poland more interested in internal conflicts, Moscow needs to expand, searching for allies and for weaker opponents.
If Moscow will be able to unite Russia, it will became a Great Power; if not, it will be probably erased from the records of History.


Ming China
Capital: Nanjing
Ruler: Hongzhi / Kraznaya
Government: Centralized Empire
Culture: Chinese, with minor Mongolic influence in the North. Heavy Mongolic-Phobic. Japanese population in Kyushu. Buddhist, Confucian and Taoist, mayor presence of Shintoist in Kyushu.
Technology: Asian Age of Exploration
Army (Quality) 34 Regiments (Good) 20 White Lotus Cultist Regiments (Tolerable)
Army Cap: 130 Regiments
Navy (Quality) 105 Ships (Good)
Economy (Base/Manufacturing/Trade): Growing (4/3/4) (-1 EC) Temporary (10 EC banked)
Area: 4
Infrastructure: Good
Bureaucracy: Good
Population: 5
Education: Improving
Living Standards: Tolerable
Confidence: Loving
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background: The Ming Empire, born after the great rebellion against the Mongol emperors of the Yuan Dynasty, at first didn't succeed in unifying the territories of China, and was obliged to be content with the territories of Southern China. From this rich and populated area, unable to defeat, at least for now, the Yuan, the Ming dynasty turned to the creation of a commercial and colonial empire in the Far East, creating colonies, occupying coastal territories and setting up commercial basis.
The direst results of this policy was the colonization of Taiwan and the occupation of the southern part of Japan, base of pirates, and also Dai Viet entered in the Chinese influence sphere, becoming a close ally.
Until now, Ming and Yuan maintained a substantial balance of power, but now, as both of them reached the apex of their power, a new conflict is probable, that might unify China or might destroy both nations.


Sultanate of Malacca
Capital: Malacca
Ruler: Mahmud Shah / Karalysia
Government: Decentralized Sultanate
Culture: Malaysian, with Khmer, Chinese, Arab and Indian influences. Sumatran and Bornean presences on the islands. Muslim, with considerable Hindu and Buddhist presences.
Technology: Asian Age of Exploration, still with minor Late Asian Medieval Age elements
Army (Quality) 23 Regiments (Normal) 10 Malaccan Marines (Elite)
Army Cap: 60 Regiments
Navy (Quality) 60 Ships (Good)
Economy (Base/Manufacturing/Trade): Growing (2/2/2) (7 EC banked)
Area: 3
Infrastructure: Improving
Bureaucracy: Competent
Population: 3
Education: Improving
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Autonomy/Income/Militia/Loyalty): Philippine Colonial Territories (Territory administered by the Sultan/ 1 / 3 Regiments / Respecting)
Nation Background:

Shogunate of Japan
Capital: Kyoto / Ninja Dude
Ruler: Ashikaga Yoshizumi
Government: Decentralized Shogunate
Culture: Japanese, with minor Ainu presences in the north. Heavy Chinese influences from the south. Shintoist and Buddhist, with minor Confucian influence from the south.
Technology: Late Asian Medieval Age, with major Asian Age of Exploration elements
Army (Quality) 15 Regiments (Better) 6 Kensei Regiments (Elite)
Army Cap: 44 Regiments
Navy (Quality) 14 Ships (Normal)
Economy (Base/Manufacturing/Trade): Static (3/2/1) (+2 Banked)
Area: 2
Infrastructure: Efficent
Bureaucracy: Tolerable
Population: 2
Education: Improving
Living Standards: Tolerable
Confidence: Admiring
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:


Kingdom of Joseon
Capital: Hanseong
Ruler: Yi Yung / Carmen510
Government: Centralized Monarchy
Culture: Korean, with heavy Mongolic and Chinese influences. Confucian, with major Buddhist and Taoist influences and presences
Technology: Late Asian Medieval Age, with major Asian Age of Exploration elements.
Army (Quality) 19 Regiments (Better) 4 Joseon Imperial Guard Regiments (Elite) 15 Levy Regiments
Army Cap: 50 Regiments
Navy (Quality) 21 Ships (Normal)
Economy (Base/Manufacturing/Trade): Growing (2/2/1) (10 Banked)
Area: 2
Infrastructure: Good
Bureaucracy: Competent
Population: 3
Education: Tolerable
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:
 
Kingdom of Burgundy
Capital: Bruges
Ruler: Charles III / Fuschia
Government: Decentralized Monarchy, but slowly centralizing.
Culture: Flemish, French, German, Burgundian, Wallonian and Dutch, but slowly uniting in an united New Burgundian Culture. Disunited but slowly integrating. Catholic, but slowly getting independent from the Pope authority .
Technology: Early Exploration Age
Army (Quality) 25 Regiments (Good)
Army Cap: 50 Regiments
Navy (Quality) 80 Ships (Good)
Economy (Base/Manufacturing/Trade): Growing (3/2/2) (16 Banked)
Area: 2
Infrastructure: Good
Bureaucracy: Competent
Population: 3
Education: Educated
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Autonomy/Income/Militia/Loyalty): Charleterra (Territory administered by the Crown/1/
3 Regiments/Respecting)
Philippia ( Territory administered by the Crown / 1 / 2 Regiments / Respecting )
Nation Background: Burgundy, created after the deep crisis of the French state in the thirteenth century, born along with other numerous duchies, it's the only remaining survivor of the French reunification process under the Hautevilles.
At first a mere collection of titles and territories in the hand of a Duke, Burgundy transformed rapidly in an united state and subsequently in a united nation, creating a national identity for the Burgundians.
While France was occupied in reunifying the Kingdom, Burgundy created the basis for its colonial and commercial empire. But now, as France-Aragon is ready to complete the reunification of the old French nation, the future might not be very lucky. Now Burgundy needs allies.


Kingdom of Denmark
Capital: Copenhagen
Ruler: Eric XI / Espoir
Government: Feudal Monarchy, highly decentralized (Swedish and Norwegian Viceroyalties retain a good amount of independence)
Culture: Danish, with Swedish and Norwegian presences, but slowly integrating into an unites Scandinavian culture. Polish and German influences. Anglo-Saxon presence in England. Catholic, but increasingly independent from the Pope’s authority.
Technology: Early Exploration Age but still lagging behind in numerous areas.
Army (Quality) 35 Regiments (Good)
Army Cap: 70 Regiments
Navy (Quality) 50 Ships (Good)
Economy (Base/Manufacturing/Trade): Growing (3/3/2) (16 Banked)
Area: 4
Infrastructure: Tolerable
Bureaucracy: Improving
Population: 3
Education: Tolerable
Living Standards: Tolerable
Confidence: Respecting
Projects: Northern League (+Naval Quality, +1 Trade, +Centralization) (2/9)
Colonies (Autonomy/Income/Militia/Loyalty):Bay of Harold (Viceroyalty/ 1 / 3 Regiments / Respecting)
Nation Background: Denmark, ruler of the Scandinavian peninsula, is a nation with strong medieval roots that it is rapidly transforming into a modern nation. Heir of the great Viking nations of the past, the Kingdom, more similar to a confederacy of nations, acquired its territorial extension with wars, like the one to conquer Sweden, or with royal marriages, like to acquisition of Danelaw.
Denmark, internally, it's deeply divided and feudal, and externally it had not any great enemies: only Wessex is in serious antagonist with the Kingdom. But the Scandinavian nation is also deprived of allies: if the surrounding nations will decided that the years of expansion for Denmark are no more, the situation might become very dangerous.


Empire of Karamanid Turks
Capital: Karaman
Ruler: Michael V / conehead234
Government: Feudal Monarchy, still retaining some Tribal elements, and slowly centralizing.
Culture: Turkic, with heavy Greek influence with Greek presence all over coastal Anatolia.
Arab population in Mesopotamia , slowly integrating. Persian and Armenian presences. Orthodox with big Islamic communities in Mesopotamia and Persia.
Technology: Late Medieval age with some Age of Exploration elements.
Army (Quality) 30 Regiments (Good) 8 Levy Regiments
Army Cap: 120 Regiments
Navy (Quality) 69 Ships (Good)
Economy (Base/Manufacturing/Trade): Growing (5/3/2) (10 Banked)
Area: 5
Infrastructure: Efficent
Bureaucracy: Competent
Population: 4
Education: Tolerable
Living Standards: Tolerable
Confidence: Tolerating
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background: The Turks of Karaman, arriving from the steppes of Central Asia, decided to put themselves in service of the Byzantine Crown more than two centuries ago, converting to Orthodoxy and getting some marginal lands around a city renamed by them Karaman.
In the subsequent decades, the Turks served very well the Emperor, getting praises and territories, working as a buffer state against Arabs and Turkish raids, attracting numerous Turkish immigrants, that settled in Anatolia and converted to Orthodoxy.
At the start of the Byzantine crisis, though, the Turks freed themselves from Greek control, and then, expanding at Byzantine and Muslim expenses, they founded a great Empire, Turkish and Orthodox. Claiming the Byzantine Crown after the fall of Constantinople by the hands of the Bulgars. the Turks are encircled by powerful and organized enemies: Bulgarians in the west, Venetian in the south and the dangerous Black Horde in the east. Can the Turkish Empire, the greatest Orthodox power, survive?


Ayutthaya Kingdom
Capital: Ayutthaya
Ruler: Ramathibodi II / Condorgreen
Government: Decentralized Kingdom
Culture: Thai, with Indian, Chinese, and minor Burmese and Khmer influences and presences. Buddhist, with heavy Hindu and minor Muslim presences and influences.
Technology: Late Asian Medieval Age, with some Asian Age of Exploration elements.
Army (Quality) 23 Regiments (Normal) 10 Red Guard Regiments (Elite)
Army Cap: 50 Ships
Navy (Quality) 15 Ships (Normal)
Economy (Base/Manufacturing/Trade):Static (2/2/1) (10 Banked)
Area: 3
Infrastructure: Good (2/3)
Bureaucracy: Barely Tolerable
Population: 2
Education: Tolerable
Living Standards: Tolerable
Confidence: Tolerating
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:

Empire of Leon
Capital: Lisbon
Ruler: Alfonso XII
Government: Centralized Empire
Culture: Leonese, with significant French and Aragonese influences. Lusitanian and Arabic presences. Catholic, but slowly getting independent from the Pope authority . Muslim presence in the south. Andean cultures in the colonies, but slowly integrating
Technology: Late Middle Age, with significant Early Age of Exploration elements.
Army (Quality) 36 Regiments (Better) 13 Levy Regiments
Army Cap: 65 Regiments
Navy (Quality) 62 Ships (Normal)
Economy (Base/Manufacturing/Trade): Growing (3/2/2) (14 Banked)
Area: 3
Infrastructure: Improving
Bureaucracy: Improving
Population: 3
Education: Tolerable
Living Standards: Tolerable
Confidence: Loving
Projects:
Colonies (Autonomy/Income/Militia/Loyalty): Nuevo Leon (Viceroyalty / 1 / 3 Regiments / Tolerating)
Incan Protectorate ( Protectorate / 2 / 7 Regiments / Resentful )
Nation Background: Leon, the son of the reconquista, it's an empire born form the united efforts of the Christian Hispanic forces to banish the Muslim from the peninsula.
At the end of the reconquista, with the movement of the capital to Lisbona, Leon satisfied its maritime ambitions, subjugating the Incan Empire to the Leonese Crown, and creating numerous colonial basis on the African coast.
The creation of France-Aragon has put now Leonoese hegemonic aims in the Hispanic peninsula, and the survival of Leon itself in a serious danger, while in Africa Moroccan is becoming more and more ambitious.
Will Leon be able to continue its rose to power, or it will be destroyed by external dangers?

Anglo-Saxon Kingdom of Wessex
Capital: Winchester
Ruler: Alfred XIII
Government: Feudalized Monarchy, but increasingly Centralised.
Culture: Anglo-Saxon with heavy French and Danish influences and Welsh Culture in Wales. Heavily united, both culturally and religiously (Catholic).
Technology: Late Medieval Age, with some Early Age of Exploration Elements.
Army (Quality) 25 Regiments (Better)
Army Cap: 40 Regiments
Navy (Quality) 50 Ships (Good)
Economy (Base/Manufacturing/Trade): Static (2/1/1)
Area: 2
Infrastructure: Tolerable
Bureaucracy: Tolerable (1/2)
Population: 2
Education: Tolerable
Living Standards: Tolerable
Confidence: Loving
Projects:
Colonies (Autonomy/Income/Militia/Loyalty): Alfredia (Territory administered by the Crown / 1 / 3 Regiments / Respecting )
Nation Background: Wessex is a relic of the past, that is trying desperately to modernize, to defend itself against the expansionist mire of its aggressive neighbours. Heir of the Heptarchy, it's the last of those kingdoms to survive until now. Constantly at war against the Danish in England, the Danelaw, Wessex found itself boxed on its island, without resources to do more than defending against its enemies. Now, after the developments of the last century brought Wessex in a new situation: the discovery of the New World allowed the Kingdom to found a social, economic and military valve, but the absorbing of Danelaw into the Danish Kingdom put the survival of the old Anglo-Saxon kingdom in a serious danger.


Barbary States (Vassal of the Italian Confederacy)
Capital: Algiers
Ruler: Yahya Pasha
Government: Decentralized City-States Confederacy
Culture: Arabic, with heavy Italian influences. Islamic, with Catholic communities on the coast, mainly among merchants.
Technology: Early Exploration Age, with some Late Medieval Age elements.
Army (Quality) 5 Regiments (Normal)
Army Cap: 15 Regiments
Navy (Quality) 35 Ships (Good)
Economy (Base/Manufacturing/Trade): Growing (1/1/0)
Area: 1
Infrastructure: Improving
Bureaucracy: Blundering
Population: 1
Education: Tolerable
Living Standards: Tolerable
Confidence: Barely Tolerating
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:

Papal States
Capital: Roma
Ruler: Callixtus V
Government: Feudal Theocracy
Culture:
Technology: Italian, with some French influences. Catholic, obviously supporting the Pope.
Army (Quality) 8 Regiments (Good)
Army Cap: 10 Regiments
Navy (Quality) 5 Ships (Good)
Economy (Base/Manufacturing/Trade): Static (1/0/0)
Area: 1
Infrastructure: Good
Bureaucracy: Improving
Population: 1
Education: Literate
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:

Incan Empire (Vassal of the Empire of Leon)
Capital: Cuzco
Ruler: Huayna Capac
Government: Feudal Monarchy
Culture: Incan, with heavy Leonese influences. Incan Polytheistic, but increasingly catholic.
Technology: Late American Bronze Age, with growing Late Medieval Age elements.
Army (Quality) 15 Regiments ( Normal)
Army Cap: 60 Regiments
Navy (Quality) 5 Ships (Poor)
Economy (Base/Manufacturing/Trade): Declining (3/1/1)
Area: 3
Infrastructure: Improving
Bureaucracy: Improving
Population: 3
Education: Barely Tolerable
Living Standards: Barely Tolerable
Confidence: Resentful
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:


Kingdom of Scotland (Vassal of the Kingdom of Denmark)
Capital: Edinburgh
Ruler: Malcolm VIII
Government: Feudal Monarchy
Culture: Scottish, with heavy Danish influences. Minor Anglo-Saxon influences. Catholic, supporting the Pope.
Technology: Late Medieval Age with minor Age of Exploration elements.
Army (Quality) 8 Regiments (Normal)
Army Cap: 20 Regiments
Navy (Quality) 10 Ships (Tolerable)
Economy (Base/Manufacturing/Trade): Static (1/1/1)
Area: 1
Infrastructure: Barely Tolerable
Bureaucracy: Tolerable
Population: 1
Education: Tolerable
Living Standards: Barely Tolerable
Confidence: Barely Tolerating
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:


Sultanate of Egypt (Vassal of the Veneto-Hungarian Kingdom)
Capital: The Cairo
Ruler: Al Mas'ud Ayyub
Government: De-centralized Sultanate
Culture: Arabic, with heavy Venetian Influence and minor Nubian presence, Muslim, with growing Catholic presences on the coast and in the cities. Minor Coptic presences.
Technology: Late Medieval Age, with significant Age of Exploration elements.
Army (Quality) 18 Regiments (Normal)
Army Cap: 50 Regiments
Navy (Quality) 30 Ships (Normal)
Economy (Base/Manufacturing/Trade): Growing (2/2/1)
Area: 3
Infrastructure: Tolerable
Bureaucracy: Improving
Population:2
Education: Tolerable
Living Standards: Tolerable
Confidence: Resentful
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:

Republic of Novgorod (Vassal of the Kingdom of Poland-Lithuania)
Capital: Novgorod
Ruler: Posadnik Alexander Danillovich
Government: De-centralized Republic
Culture: Russian, with heavy Polish influences and minor Mongolic ones. Minor Finnish Presences. Orthodox.
Technology: Late Medieval Age. With minor Age of Exploration elements.
Army (Quality) 12 Regiments (Good)
Army Cap: 25 Regiments
Navy (Quality) 20 Ships (Good)
Economy (Base/Manufacturing/Trade): Growing (1/1/2)
Area: 2
Infrastructure: Tolerable
Bureaucracy: Improving
Population: 1
Education: Tolerable
Living Standards: Barely Tolerable
Confidence: Respecting
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:

Sultanate of Morocco
Capital: Fez
Ruler: Abdallah al-Ghalib
Government: Feudal Sultanate, but slowly Centralizing
Culture: Arabic, with French and Italian influences. Heavy Songhaian presence in Western Africa. Arabic regions culturally divided from the Western African one. Islamic, with animist presences in the south.
Technology: Late Medieval Age with limited Age of Exploration elements.
Army (Quality) 3 Regiments (Normal) 7 Levy Regiments
Army Cap: 55 Regiments
Navy (Quality) 9 Ships (Tolerable)
Economy (Base/Manufacturing/Trade): In Crisis (2/2/2)
Area: 3
Infrastructure: Improving
Bureaucracy: Tolerable
Population: 2
Education: Tolerable
Living Standards: Barely Tolerable
Confidence: Respecting
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:


Empire of Bavaria
Capital: Munich
Ruler: Otto IV
Government: Feudal Monarchy, but slowly Centralizing
Culture: German, heavy differences on a regional basis. Austrian and Bohemian cultural indipendentism still present, continuing to resist cultural assimilation. The country itself is heavily divided. Catholic, supporting weakly the Pope.
Technology: Early Exploration Age, but some Late Medieval Age elements are still present.
Army (Quality) 30 Regiments
Army Cap: 50 Regiments
Navy (Quality)
Economy (Base/Manufacturing/Trade): Static (2/2/2)
Area: 2
Infrastructure: Tolerable
Bureaucracy: Improving
Population:
Education: Tolerable
Living Standards: Improving
Confidence: Tolerating
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:


Golden Horde (Vassal of the Khanate of the Black Horde)
Capital: Sarai Batu
Ruler: Sayid Hamad
Government: Decentralized Khanate
Culture: Mongolic with heavy Turkic presence and influences, slowly integrating. Minor Russian presences. Muslim, with Orthodox Influences.
Technology: Late Medieval Age, with some Age of Exploration elements.
Army (Quality) 12 Regiments (Normal) 10 Levy Regiments
Army Cap: 45 Regiments
Navy (Quality)
Economy (Base/Manufacturing/Trade): Static (2/1/1)
Area: 2
Infrastructure: Barely Tolerable
Bureaucracy: Blundering
Population: 2
Education: Tolerable
Living Standards: Barely Tolerable
Confidence: Tolerating
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:


Khanate of Kazan
Capital: Kazan
Ruler: Sayet Akram
Government: Decentralized Khanate
Culture: Volga Bulgarian, with heavy Russian and Mongolian influences and minor presences. Muslim, with minor Orthodox presence and influences.
Technology: Late Medieval Age with very minor Age of Exploration elements
Army (Quality) 14 Regiments (Normal)
Army Cap: 35 Regiments
Navy (Quality)
Economy (Base/Manufacturing/Trade): Static (1/1/0)
Area: 2
Infrastructure: Pathetic
Bureaucracy: Improving
Population: 1
Education: Barely Tolerating
Living Standards: Barely Tolerating
Confidence: Respecting
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:

Bornu Empire
Capital: Bornu
Ruler: Omar III
Government: Decentralized Monarchy
Culture: Kanuri, with little or without any influences from the outside, except minor Moroccan ones. Muslim.
Technology: Central African Iron Age
Army (Quality) 17 Regiments (Good)
Army Cap: 40 Regiments
Navy (Quality)
Economy (Base/Manufacturing/Trade): Growing (2/1/1)
Area: 2
Infrastructure: Barely Tolerable
Bureaucracy: Tolerable
Population: 1
Education: Illiterate
Living Standards: Barely Tolerable
Confidence: Respecting
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:

Ethiopia
Capital: Addis Ababa
Ruler: Tewodorod V
Government: Centralized Monarchy
Culture: Ethiopic, with minor Nubian influences and increasing Venetian ones. Coptic Christian, with increasingly Catholic Christian influence. Minor Muslim presences.
Technology: Late African Medieval Age, with increasing European Age of Exploration elements.
Army (Quality) 16 Regiments (Good)
Army Cap: 45 Regiments
Navy (Quality) 5 Ships (Poor)
Economy (Base/Manufacturing/Trade): Growing (2/1/1)
Area: 2
Infrastructure: Tolerating
Bureaucracy: Improving
Population: 2
Education: Tolerating
Living Standards: Tolerating
Confidence: Admiring
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:

Makuria
Capital: Dongola
Ruler: David VI
Government: Decentralized Monarchy
Culture: Nubian, with heavy Ethiopic and Venetian influence. Coptic Christian, with increasingly Catholic influence. Minor Muslim presences and influences.
Technology: Late African Middle Age, with minor European Age of Exploration elements.
Army (Quality) 12 Regiments (Normal)
Army Cap: 40 Regiments
Navy (Quality)
Economy (Base/Manufacturing/Trade): Static (1/1/1)
Area: 2
Infrastructure: Tolerating
Bureaucracy: Improving
Population: 1
Education: Tolerating
Living Standards: Barely Tolerating
Confidence: Admiring
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:


Sultanate of Yemen
Capital: Sana’a
Ruler: az-Zafir Amir II Salah adDin
Government: Centralized Sultanate
Culture: Yemenite, with Venetian and minor Omani influences. Islamic, with minor catholic influences and presence on the coast.
Technology: Late Medieval Age, with minor Age of Exploration elements.
Army (Quality) 10 Regiments (Normal)
Army Cap: 25 Regiments
Navy (Quality) 25 Ships (Normal)
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area: 2
Infrastructure: Tolerable
Bureaucracy: Improving
Population: 1
Education: Tolerable
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:

Sultanate of Oman
Capital: Muscat
Ruler:
Government: Centralized Sultanate
Culture: Omani, with minor Yemenite and Venetian influences. Islamic, minor Catholic influences on the coast.
Technology: Late Medieval Age, with mayor Age of Exploration elements
Army (Quality) 15 Regiments (Normal)
Army Cap: 35 Regiments
Navy (Quality) 45 Ships (Good)
Economy (Base/Manufacturing/Trade): Growing (2/2/1)
Area:2
Infrastructure: Improving
Bureaucracy: Improving
Population: 1
Education: Tolerable
Living Standards: Tolerable
Confidence: Admiring
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:

Sharifate of Mecca
Capital: Mecca
Ruler: Barakat II bin Muhammed
Government: Centralized Sharifate
Culture: Arabic, with minor Egyptian and Yemenite influence. Islamic.
Technology: Late Medieval Age
Army (Quality) 12 Regiments (Good)
Army Cap: 40 Regiments
Navy (Quality) 15 Ships (Normal)
Economy (Base/Manufacturing/Trade): (2/1/0)
Area: 2
Infrastructure: Improving
Bureaucracy: Good
Population: 1
Education: Improving
Living Standards: Tolerable
Confidence: Nation Personfied
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:


Kingdom of Tibet
Capital: Lhasa
Ruler: Gongma Ngawang Tashi Drakpa
Government: Centralized Monarchy
Culture: Tibetan, with heavy Chinese and minor Mongolic influences. Heavily Buddhist, with minor influences from other religions.
Technology: Late Asian Medieval Age, with minor Asian Age of Exploration elements.
Army (Quality) 18 Regiments (Good)
Army Cap: 40 Regiments
Navy (Quality)
Economy (Base/Manufacturing/Trade): Static (2/1/1)
Area: 2
Infrastructure: Improving
Bureaucracy: Competent
Population: 2
Education: Literate
Living Standards: Tolerable
Confidence: Admiring
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:


Kingdom of Dai-Viet
Capital: Dong Do
Ruler: Le Hien Tong
Government: Decentralized Empire
Culture: Vietnamese, with Champan, Lao and Khmer presences. Heavy Chinese and Indian influences. Buddhist, with Hindu, Muslim, Taoist and Confucian presences and influences.
Technology: Late Asian Medieval Age, with major Asian Age of Exploration elements.
Army (Quality) 28 Regiments (Normal) 10 Levy Regiments
Army Cap: 50 Regiments
Navy (Quality) 42 Ships (Better)
Economy (Base/Manufacturing/Trade): Static (2/2/1)
Area: 2
Infrastructure: Tolerable
Bureaucracy: Tolerable
Population: 2
Education: Improving
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:
 
Mongolian Confederacy (Vassal of the Ming Empire)
Capital: Dalandzadgad
Ruler:
Government: Decentralized Tribal Confederacy
Culture: Mongol with major Chinese influence. Turkish presences. Buddhist, with major Confucian and Animist presences.
Technology: Asian Medieval Age.
Army (Quality) 18 Regiments (Better)
Army Cap: 40 Regiments
Ships (Normal)
Navy (Quality)
Economy (Base/Manufacturing/Trade): Static (1/0/1)
Area: 2
Infrastructure: Pathetic
Bureaucracy: Blundering
Population: 1
Education: Illiterare
Living Standards: Low
Confidence: Respecting
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:

Khanate of Manchuria
Capital: Ulaan Choto
Ruler:
Government: Decentralized Tribal Khanate
Culture: Manchuria, with mayor Mongol and Chinese influence. Turkish presences. Buddhist, with major Confucian and Animist presences.
Technology: Asian Medieval Age.
Army (Quality) 15 Regiments (Better)
Army Cap: 40 Regiments
Ships (Normal)
Navy (Quality) 70
Economy (Base/Manufacturing/Trade): Static (1/1/0)
Area: 2
Infrastructure: Pathetic
Bureaucracy: Blundering
Population: 1
Education: Illiterare
Living Standards: Low
Confidence: Respecting
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:

??? Khanate
Capital: Kulja
Ruler:
Government: Decentralized Tribal Khanate
Culture: Almost equally Turkish and Mongol culturally. Major Chinese influences. Buddhist, with major Confucian, Animist and Islamic presences.
Technology: Asian Medieval Age.
Army (Quality) 20 Regiments (Better)
Army Cap: 50 Regiments
Ships (Normal)
Navy (Quality)
Economy (Base/Manufacturing/Trade): Static (1/1/1)
Area: 2
Infrastructure: Pathetic
Bureaucracy: Blundering
Population: 1
Education: Illiterare
Living Standards: Low
Confidence: Admiring
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:


Kingdom of Bengal
Capital: Kolkata
Ruler: Sikandar
Government: Centralized Kingdom
Culture: Indian, with minor Mongol, Chinese, Tibetan and Turkic influences. Hindu, with Muslim and Buddhist presences and influences.
Technology: Asian Age of Exploration, with some Asian Medieval Age elements still present.
Army (Quality) 33 Regiments (Better) 10 Levy Regiments
Army Cap: 60 Regiments
Navy (Quality) 70 Ships (Normal)
Economy (Base/Manufacturing/Trade): Static (2/2/2)
Area: 3
Infrastructure: Tolerable
Bureaucracy: Tolerable
Population: 3
Education: Improving
Living Standards: Tolerable
Confidence: Admiring
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:

Vijayanagara Empire
Capital: Vijayanagara
Ruler: Narasimha Raya II
Government: Centralized Empire
Culture: Indian, with minor Mongolic and Arabian influences. Also small European influence on the coast. Hindu, with Buddhist and minor Muslim presences and influences.
Technology: Asian Age of Exploration, with some Asian Medieval Age still presents.
Army (Quality) 33 Regiments (Better) 10 Levy Regiments
Army Cap: 55 Regiments
Navy (Quality) 85 Ships (Better)
Economy (Base/Manufacturing/Trade): Growing (2/1/2)
Area: 3
Infrastructure: Tolerable
Bureaucracy: Improving
Population: 3
Education: Improving
Living Standards: Tolerable
Confidence: Admiring
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:

Bhamani Sultanate (Vassal of the Khanate of the Black Horde)
Capital: Ahsanabad
Ruler: Mohammed Shah IV
Government: Centralized Sultanate
Culture: Indian culture, with Arabic, Mongol and Turkic influences and presences. Muslim, with major Hindu and minor Buddhist presences and influences. European influences on the coast.
Technology: Late Asian Medieval Age with major Asian Age of Exploration elements.
Army (Quality) 20 Regiments (Batter) 10 Levy Regiments
Army Cap: 55 Regiments
Navy (Quality) 35 Ships (Normal)
Economy (Base/Manufacturing/Trade): Growing (2/2/1)
Area: 3
Infrastructure: Improving
Bureaucracy: Improving
Population: 3
Education: Tolerable
Living Standards: Tolerable
Confidence: Admiring
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:


Kingdom of Ava
Capital: Ava
Ruler: Bodawpaya
Government: Decentralized Monarchy
Culture: Burmese, with heavy Indian and minor Chinese, Thai and Tibetan influences and presences. Buddhist, with minor Hindu and Muslim influences.
Technology: Late Asian Medieval Age, with major Asian Age of Exploration elements
Army (Quality) 25 Regiments (Normal)
Army Cap: 55 Regiments
Navy (Quality) 10 Ships (Normal)
Economy (Base/Manufacturing/Trade): Growing (2/2/1)
Area: 3
Infrastructure: Improving
Bureaucracy: Improving
Population: 2
Education: Tolerable
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:

Kingdom of Majapahit
Capital: Majapahit
Ruler: Brawijaya VI
Government: Decentralized Kingdom
Culture: Javan, with Sumatran and Bornean presences, and with Malaccan, Indian and Chinese influences. Hindu, with major Buddhist and Muslim influences and presences.
Technology: Asian Age of Exploration, with major Late Medieval Age elements still presents
Army (Quality) 24 Regiments (Normal)
Army Cap: 60 Regiments
Navy (Quality) 90 Ships (Better)
Economy (Base/Manufacturing/Trade): Static (2/2/2)
Area: 2
Infrastructure: Improving
Bureaucracy: Competent
Population: 1
Education: Tolerable
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:
 
Notes

As I said, I will do a background only for PC nations, so if you want to choose a nation, ask me to add the background.

If you want to ask me something on the setting of this NES, feel free to ask.


Religious Setting

The religious setting of this world is very different yet very similar to our timeline. Like our world, the Catholic Church is on the brink of collapse: the Church prestige was in steep decline since the collapse of the Papal States and its subsequent vassalization by the Italian Confederacy two centuries ago, and this has reflected on religious matters. As the Pope now is a mere puppet of Italy and its ally, France-Aragon, their political enemies like Veneto-Hungary or Burgundy are growingly tired of being under the Pope's authority, and they desire more religious freedom.
There are a lot of possible outcomes for this conflict: it might cool off, and the two parts might come to an agreement, even if it's very difficult as the Italians won't give up their control over the Pope; The Venetians, the Burgundians, the Leonese might simply create their own national churces, regionalizing their beliefs, like Henry VIII did in OTL. This might lead to minor conflict, with France and Italy trying to defend the Pope; Another possibility is the creation of a schismatical, heretical Churchm, like OTL's Luteranism. This possibility is the most destructive one: as OTL, after the creation of a schismatical Church, not confined to a single nation, a lomg series of Europe-wide wars, rebellions and conflicts will be triggered in Europe. This is not the most probable outcome, but it's by far the most destructive and revolutionary.
Also Orthodoxy is in a similar situation, albeit lesser harsh and divided: divided politically over Costantinople, Bulgarians and Turks are slowly being divided even by religious matters. Nevertheless Orthodoxy is far more stronger in the Middle East compared to OTL, being the narrow majoirity in Mesopotamia (55%) and a strong minority (30-35%) in Syria and Western Persia. Instead, in the Steppes the resurgence of the Mongolic power caused a setback for Orthodoxy in Russia.
The Muslim world is fare weaker than OTL, but more united compared to the Catholic and the Orthodox ones: most of North Africa is heavily Catholic influences, while in Mesopotamia, Syria and Persia Muslims sometimes are even a minority. Anyhow, a couple of Muslim nations are still powerful, with the most powerful one being the Khanate of the Black Horde, so Islam can still resurge.
Hinduism in pretty much like OTL, except that Muslim are somewath stronger in India.
Also Buddhism, Confucianism and Shintoism are similar to OTL: one of the few exceptions is the diffusion of Buddhism and Confucianism in Southern Japan, at the expense of Shintoism.


Misc

Wars

War of the Twin Dragons: Yuan Empire, Shogunate of Japan vs Ming Empire, Kingdom of Joseon, Jingdom of Dai-Viet
Result: Dissolution of the Yuan Empire; Unification of Japan; Beginning of the "Unruly Times" in the northern steppes and Manchuria; Formation of the Mongol Confederacy

Black Horde-Indian War: Khanate of the Black Horde, Khanate of the Golden Horde, Bhamani Sultanate vs Kingdom of Bengal, Vijayanagaran Empire
Result: Bhamani Sultanate vassalized by the Black Horde.

Persian War: Empire of Karaman Turks, Theodore I's Persian Resistence, Empire of Bulgaria vs Khanate of the Black Horde, Khanate of the Golden Horde, Bhamani Sultanate

War of the Royal Murder: Empire of Leon vs Sultanate of Morocco

Alliances

Anti-French Alliance: Kingdom of Veneto-Hungary, Kingdom of Burgundy, Sultanate of Egypt

The French League: Kingdom of France-Aragon, Italian Confederacy, Papal States, Barbary States

Anti-Mongol Alliance: Vijayanagaran Empire, Kingdom of Bengal

Ming Sphere of Influence: Ming Empire, Kingdom of Dai-Viet, Mongol Confederacy

UUs

Malaccan Marine (Sultanate of Malacca): soldiers highly skilled at launching naval landings and invasions and fighting on sea.

Red Guard (Kingdom of Ayutthaya): it's an elite trained fighting force designed for frontier fighting and caravan gaurding.

Mountain Guard (Italian Confederacy): These soldiers are drilled nonstop in mountain warfare. Particularly in the Alps, they can fight in summer and winter. Their only weakness is open field combat and city sieges.

Sipahi: Elite Cavalry unit, heavy-drilled and equipped with firearms.

Joseon Imperial Guards: Heavily guarder troops, used as a personal guard for the King but also very powerful as Heavy Infantry.
 
Poland? Can I be this?
 
Ok, you can have it. I will give you the background for your nation as soon as possibl
 
So do I need to be super historical in this one or can I have some fun with Poland?
 
As it is an Althistory, it would be impossible to be super historical. You will have to follow some basic things listed in the background I will provide you to play On Characther, and if you want I can give you sone other informations on your nation by PM.
 
France-Aragon? It will be a difficult nation to play, but your reservation is accepted. The current French dinasty is the Hautevilles, so no Bourbon empire-like super nation...but you can found an Hauteville Empire-Like super nation, yes. ;)
I will give you the background as soon as possible, and feel free to ask any question about your nation.
 
If possible, I'd like to play France-Aragon. (Perchance, there could be some way to create a Bourbon Empire-like super-nation?)

Considering Burgundy is in an alliance to check the French, I doubt it.

Anyway, tentative interest in Ming China. Converting the map to Winkel-Tripel would be preferred, of course.
 
Count your reservation as already accepted, if you want to take the Ming. I think I won't change the projection...probably I'm not able to do it, and I prefer maps with the projection I'm using.
 
Anglo-Saxon Kingdom of Wessex

for me please :)
 
Meh, whatever suits you best.

I do think you could stand to differentiate some of the alike colors a bit, such as Leon-Italy and Burgundy-Turks, the fact that I somehow become colorblind while viewing maps is compounded by the fact that this is quite unfamiliar. :)
 
Ok, reservations accepted, Background soon (I only have to raduce them), and as I said feel free to ask anything about your nations.
 
I do think you could stand to differentiate some of the alike colors a bit, such as Leon-Italy and Burgundy-Turks, the fact that I somehow become colorblind while viewing maps is compounded by the fact that this is quite unfamiliar. :)

The problem is that I prefer Paint to do maps, and it has a very narrow palette of colours. And Burgundy and Turks really have the same colour, but Leon and Italy seems very different to me.
 
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