JNES: Age of Exploration

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ORDERS FOR TURN TWENTY-THREE DUE BY 12:00 NOON PST THURSDAY, JANUARY 28TH



Introduction

So what better way for a recent-graduate unemployed-moocher-bum to spend his time then to launch a new NES?

This NES will begin with the age of exploration. As you can see, it is a random map. The first continent, named Astoria, serves as the Old World in this timeline. Because I want you to have a somewhat customized civilization to lead, you will get to create a civilization and then I will set up the main portion of the NES according to a brief lapse in time (ITL the classical and medieval ages were brief) and short descriptions for each nation.

The rules will be much like EQ’s ruleset from ABNW. Though I want you to be creative with your spending, anything you do may increase your EP, grant your technologies, etc.


Ruleset

Government

The government of your nation is important for a variety of reasons. Holding elections, having regime change and your government in general will effect the rise and fall of stability and economy in your nation. For democratic nations, you must determine your party names, or you’ll be stuck with the generic following: Socialist, Liberal, Moderate, Conservative, Reactionary. One can assume that elections happen regularly in a representative country, but they will only be mentioned if there is a dramatic change in power.

Economy

Economic Power: (Total Points Generated a Turn)/(Banked)/(spent on economic growth)

Instead of the previous workings of Industrial Capacity, we now have Economic Power, which represents all elements of the economy, not just industry. Economic power (or points, whichever you prefer) is spent on all other elements of your nation: economy, stability, military, and projects.

You can increase your economic power by spending 1.5x your current economic rating rounded up. In other words, if you have 4 EP, you have to spend 6 on growing the economy to get to 5 EP a turn. For some, this may be slightly different, see protectorates below.

Stability

Stability is a new and expensive addition to EQ's rulesets. This represents the overall social integrity of your nation, and its liability to collapse. To upkeep your level of stability, you must dedicate an amount of EP equal to your stability level. In other words if your rating is 10, you must spend 10 to keep it that way. If you do not, your stability will decline by 1 point each turn. Paying the upkeep will not halt stability drops caused by random events or enemy interference. It only stops the annual regular drop.

The Stability rating goes from 0-12, and the lower it is the more likely you are to have internal disorder and civil strife. In order to increase your level, you merely have to spend the number equal to the level above the level you are at. In other words, in order to go from 10 to 11, you must spend 11 EP. Increases only rise at most 1 a turn from this method in spending. Keep that in mind.

Needless to say this is not very good for the smaller economies of the world. In the weakest of economies and societies, regime change and turmoil is frequent and bloody, but there is an alternative. If you wish to sacrifice your full independence and economic growth, you may become a vassal or join a protectorate. See below for more details on that.

Some types of government have more overt samples of stability than others, but that in no way means that they are less stable than people at the same level.

Manpower

Manpower is vital for creating your army. The more people you have, the more the manpower grows each year. It may be possible to raise manpower by passing reforms on the army and even through luck. When you mobilize, your standing manpower is doubled from reservists called up. WARNING: when you demobilize, the added manpower is subtracted. If you go into the negative, it'll have a DEVASTATING effect on your economy and stability.

All army units (not navy or airforce) can be demobilized for their full manpower cost, though the ep cost is not recoverable.

There is a limit to how much manpower you can use in one turn. You may only call up 50 manpower-worth of units per turn, to represent the amount of time and money it takes to assemble and recruit large numbers of men.

Also, if your manpower gets too low, you could suffer a decrease in EP to reflect the fact that you are pulling all your men from the fields to fight in your army.

Military and Mobilization

Mobilization and total war is a key element of modern warfare. Therefore I introduce a revised version of mobilization. If you wish to declare mobilization in the course of a major conflict the following things happen:

1. You can no longer spend your economy on stability efforts or projects.
2. You receive double amounts of units for price investment, meaning 1 EP and 5 manpower gets 10 Infantry Regiments rather than 5. This represents improvement in production and military logistics. This ONLY occurs for land units, not naval units.
3. Doubles amount of manpower you have on hand (not the amount you produce).

Upgrading Units

While you don’t have to upgrade your units after every new technology research, it may be a good idea to spend some money on them every once in a while. This would refresh their tactics, update their weapons (more so if you don’t spend any money) and reorganize the military structure.

Military Unit Types

You may have noticed that when some units are researched they are given a unique name, either by the player or by me if the player does not specify a name. Even though units may be created with the same tech, that does not make them equal. Different classes of ships or other vehicles can be different in quality even if the same tech unlocked them. A variety of factors determine what makes a unit better than another nation's. This includes the overall techs you have researched, the specialization of your tech research, if it was a solo project or if many contributed, and most importantly, your nation's military quality in the type of unit's field that you've researched.

Research Cap and Technology

EP can be spent towards researching technology. There are three types of technology: army, navy, and domestic. Each nation has a cap on how much EP can be spent on each technology type per turn. This cap can never be surpassed, and is based upon the capabilities and history of your nation. These caps are rigid but not frozen – they can be altered over time, though it is a long-term process and rare. The caps are based on the following:

1. Basic history and trajectory of a nation. If a nation has a far-flung empire of colonies, or is an island-based nation, then it is likely to have a higher navy tech cap. A nation that is constantly at war and maintains armies can have a high army cap, and so on.
2. Projects. Projects can raise or lower a cap, based on their content. For example, an Army Academy can increase cap. Do not expect caps to be increased with every completed project.
3. Already-completed technology also has a bearing on caps. If a nation constantly researches domestic techs, than that builds upon each other, possibly leading to a higher domestic cap.

The stat will be organized as such: Army Cap/Navy Cap/Domestic Cap. So a stat that looks like 4/5/2 will mean the cap for spending into army research is 4 per turn, into navy research is 5 per turn, and into domestic research is 2 per turn.

There is no “cap of caps.” That is to say, you may have as large of caps, in each category, as the education and research powers of your nation can hold.

Technologies CANNOT be shared, traded, or sold.

For each new army or navy technology researched, you will have to upgrade your old units to this new technology. The cost is half the normal price (for example, 1EP for up to 10 infantry regiments). To upgrade, for example, infantry that is two levels behind (so say Infantry II to Infantry IV), you will first have to upgrade to the next level (infantry III), then the next turn you can upgrade to the final level.

Of course, upgrading is not mandatory. And you may still build obsolete units for their upgrade costs. For example, if you are on Infantry IV, 1EP can get you 10 Infantry III units, or 15 infantry II units, etc. Standard manpower costs apply.

It is expected to have some obsolete units in your army, though if you are normally operating (say, 3-4 turns) with, say 50% of your forces outdated, than this can have a negative effect on your quality.

Unit Design

A nation may pay for and design unique units that can be built instead of the standard units. These units will be listed on the front page, and will include specialty stats that set them apart from the standard units and other unique units. The cost is 20EP per design, and must be paid in full upfront (you can bank and save, but no partial payments).

The quality of a newly-designed unit will depend on the quality of the related military stat (so navy quality would pertain to new ship designs etc), the technologies you have researched, and other factors pertaining to your nation. Please reference what type of unit you want, how it is unique, and give a small description of it in your orders when you design it. And remember to NAME it please.

Right now, it is only possible to design ships, firearms, and cannons.

Projects

Projects are the equivalent to wonders in this NES. You may devise any sort of Great Project you please, as long as it fits with your nation and capabilities. Simply inform me of the project and your intended goals for it, and I will give you a price.

Protectorates

Unlike in the original A Brave New World, Protectorates (or vassalages) are not merely an alliance anymore. They are an extension of a larger empire over smaller nations and provide benefits to both the big country and the little one.

For the country under protection they receive one major benefit: they only have to pay half of the listed stability upkeep costs to reflect the security of having a larger protector. The trade-off is that it costs double the price to increase your economy (to reflect foreign economic domination) and you are more susceptible to stability changes and losses in your protector’s country.

For the nation which protects, you receive chances to gain control over parts of your protectees’ economies, as well as the obvious political benefits of dominating more of the world. In some cases it may be less expensive long term to manage a protectorate than to directly rule a fast empire.

Colonies

A colony can be established by sending a military detachment to a desired location, naming it, and then conquering it. Colonies can be small and serve the purpose of an on-call port for merchants in the area, or they can be large and represent an economic institution (sugar industry, spice industry, etc). They can also be colonies of settlers who wish to just start anew in a fresh land. Most colonies will begin at a cost, costing the mother country both EP and military to maintain. However, if the colony grows and prospers, you can turn that loss into gain, both in manpower (native and settler populations) and EP. The mere prestige of ruling a colonial empire may outweigh any adverse economic affects associated with them. Dismantling a colony can have a devastating effect on your prestige and stability.

Companies/Corporations

Companies can be established to help manage and run a colonial empire. Companies, unlike the mother country, can operate at a loss in the short term. They are treated as separate entities, but are not allowed to conduct foreign policy. They can raise private armies and navies, tapping into the same manpower of the mother country. They can establish colonies in their mother country's name without permission.

Companies incur the costs and benefits of the colony, only passing on select taxes to the mother country.

Income: (Income earned from colonies)/(Financing from banks/shareholders) = (Total Available Funds to Spend each turn)

Orders, Tips, and Updates

If a question is asked in which the answer is clearly in the above ruleset, I will not answer it and will ignore you until you figure it out.

Orders in on time will always help you.

While stories or elaborate economic growth programs are no longer needed for a nation’s success, I’m not discouraging them. If you do programs, projects, and so forth and tell good stories, there may very well be rewards for your efforts.

The Update time will always be at the top of the thread in this post. Therefore I will not ever answer the question: “when is the update?”

If anything is not clear or confusing above, please let me know and I will strive to fix it. If you have questions which are not clearly answered here, I will be more than willing to add a section on this page to prevent future confusion.

My greatest recommendation for any new NESers who join is to pay attention to the whole updates, not just your part. You never know what opportunities you may find.
 
TECHNOLOGY
Spoiler :

Army Technology

Infantry Level II: Equip your forces with new wheel lock muskets, longbows, pikes, along with the strategy to use it.
Cost: 30
Researched By: Keadan Empire
Dalman (22/30)
Peren (23/30)
Taifa (5/30)
Araminia (18/30)
Lundy (5/30)
Karolound (15/30)
Zhonguan (18/30)
Yaduamal (10/30)
Middesta (5/30)
Galvanor (6/30)
Almec (2/30)

Infantry Level III: The next level in infantry modernization. Your armies will be equipped with flintlock weapons, grenadiers, and better strategy.
Cost: 50
Researched By:

Cavalry Level II: Instead of getting heavier, with the advent of firearms, cavalry are getting lighter and quicker. Still equipped with sabers.
Cost: 30
Researched By:
Kernastan (15/30)
Taifa (29/30)
Lundy (15/30)
Keadan Empire (19/30)
Karolound (15/30)
Araminia (15/30)
Triar (2/30)

Siege Level II: Enjoy the benefits of rudimentary siege cannons.
Cost: 30
Researched By: Keadan Empire, Middesta, Belgicia, Taifa, Dalman, Uichi, Araminia, Gethalian League, Yaduamal, Peren, Lundy, Zhonguan, Karolound
Belgicia (24/30)
Poran (12/30)
Tonn (3/30)
Marichosian League (3/30)

Siege Level III: Bigger cannons, faster cannons, more accurate cannons.
Cost: 50
Researched By:

Advanced Fortifications: Design better forts that are made for more modern armies. Includes protection against cannon fire.
Cost: 30
Researched By: Lundy

Advanced Fortifications II: Design star forts that can withstand naval and siege bombardments. Requires Advanced Engineering I.
Cost: 50
Researched By:


Navy Technology

Large Hull Ships: These ships are best for troop transportation and trading. They tend to be large, with multiple decks, and well defended.
Cost: 30
Researched By: Taifa
Poran (14/30)
Tonn (12/30)
Belgicia (5/30)
Karolound (8/30)
Yaduamal (5/30)

Ships of Discovery: Caravels and the like are good ships of discovery because they are nimble, quick, and streamlined. Equipped with triangle sails for upriver sailing.
Cost: 30
Researched By: Gethalian League, Belgicia, Taifa, Tonn, Uichi, Poran
Lundy (25/30)
Zhonguan (19/30)
Peren (13/30)
Manaca (4/30)
Araminia (3/30)

Gun-Equipped War Ships: These are the basic galleys and cogs equipped with 3-4 cannons to make war from a distance. Requires Siege Level II.
Cost: 30
Researched By: Taifa, Dalman
Gethalian League (15/30)
Uichi (5/30)
Peren (5/30)
Yaduamal Confederation (5/25)

Modern Warship: These are bigger ships, somewhere around 200 tons, that carry a full deck devoted to cannons, usually holding 20-30 guns.
Cost: 50
Researched By:
Taifa (24/50)


Domestic Technology

Advanced Engineering: Get your heads out of the sky and into science.
Cost: 50
Researched By: Lundy
Middesta (37/50)
Keadan Empire (35/50)
Taifa (16/50)

Advanced Forges: For sturdier machines and better metals, you need a good smelting process. That’s where the Finery Forge comes in. Requires Adv. Engineering.
Cost: 30
Researched By:
Lundy (5/30)

Medieval Industrialization: This technology is not necessarily a preclude to actual industrialization. There is no linear path to modern industrialization. This refers to the improvement of contemporary things, like waterwheels and windmills.
Cost: 30
Researched By: Lundy, Taifa
Peren (2/30)
Zhonguan (12/30)
Araminia (7/30)
Uichi (7/30)

Theory of Banking: Establish those early banks and get the mercantilist companies running.
Cost: 25
Researched By: Taifa, Dalman, Gethalian League
Lundy (5/25)
Uichi (10/25)
Karolound (12/25)
Yaduamal Confederation (8/25)

Theory of Medicine: Maybe its not a good idea to through waste into the streets.
Cost: 50
Researched By:
Keadan (10/50)
Taifa (10/50)
Dalman (10/50)



UNIT DESIGNS
Spoiler :

Please refer to the Unit Design section of the rules.

Firearms
*Firearms increase the quality and strength of your infantry – you do not have to recruit special infantry that use the firearm, it will be assumed standard issue.

Wheel Lock Musket
Researched By: Generic
Date Discovered: Generic
Approved For Production: Infantry Level II
Accuracy: 1
Rate of Fire: 1
Safety: 1
Technical: 1
Size: Large

Ships

Caravel
Cost: 2EP, 1 Manpower for 5
Researched By: Generic
Date Discovered: Generic
Approved For Production: Ships of Discovery
Type: Ship of Discovery
Armament: 1
Hull: 1
Speed: 2
Range: 2
Durability: 1

Carrack
Cost: 2EP, 1 Manpower for 3
Researched By: Generic
Date Discovered: Generic
Approved for Production: Large Hull Ships
Type: Large Hull/Transport
Armament: 1
Hull: 2
Speed: 1
Range: 2
Durability: 1



GENERIC UNIT COSTS

Infantry: 1EP, 5 Manpower for 5 Regiments
Cavalry: 2EP, 2 Manpower for 5 Regiments
Siege: 1EP, 1 Manpower for 2 Regiments

Galley: 1EP and 1 Manpower for 10 Galleys
Longboat: 1EP and 1 Manpower for 5 Longboats
Cog: 1EP and 1 Manpower for 5 Cogs
 
Spoiler Western and Northern Astoria and Alquivia :


Duchy of Araminia
Council of Nobles: Consul Alrifed/Agent 89
Capital: Havadan
Stability: 7
Economic Power: 21/0
Technology Caps: 7/2/4
Manpower: 49 (+13)
Army: 38 Infantry Regiments, 13 Cavalry Regiments, 2 Siege Regiments
Army Quality: 5
Navy: 00 Galleys
Navy Quality:
Project: Sonoma Irrigation Project (COMPLETE)
Olive Oil Industry (COMPLETE)

Beluchi League *OCCUPIED*
Federation of Duchies: Grand Duke Sayes/NPC
Capital: Doran
Stability: 9
Economic Power: 1/2
Technology Cap: 3/3/3
Manpower: 89 (+0)
Army: 0 infantry regiments
Army Quality: 3
Navy: 45 Galleys
Navy Quality: 3

Republic of Galvanor
Republic: Republic Party/NPC
Capital: Alistar
Stability: 8
Economic Power: 14/1
Technology Cap: 4/3/2
Manpower: 104 (+10)
Army: 16 Infantry Regiments, 5 Cavalry Regiments, 6 Siege Regiments
Army Quality: 3
Navy: 00
Navy Quality: 2

Gethalian League
Federalist Council: Hetterponsman Maren Segell/Lord_Iggy
Capital: Vors
Stability: 8
Economic Power: 7/2
Technology Cap: 3/8/6
Manpower: 12 (+8)
Army: 37 Infantry Regiments, 5 Cavalry Regiments, 8 Siege Regiments
Army Quality: 3
Navy: 75 Galleys, 20 Cogs, 17 Caravels
Navy Quality: 7
Colonies: +5 EP, +7 manpower
Spoiler :
Tuysland: +3 EP, +2 manpower
- Garrison: (2 infantry regiments, 1 cavalry regiment)
Dern Auver: +1 EP, +1 manpower
- Garrison: (1 infantry regiment, 1 cavalry regiment)
Vellesbei: +0 EP, +0 manpower
- Garrison: (1 infantry regiment)
Hesperpon: -1 EP, +0 manpower
- Garrison: (1 infantry regiment)
Ulverbei: +1 EP, +1 manpower
- Garrison: (1 infantry regiment) (6 infantry regiments, 3 cavalry regiments)
Belumond: +1 EP, +1 manpower
- Garrison: (3 infantry regiments)
Neu Felder: +0 EP, +1 manpower
- Garrison: (4 infantry regiments, 3 cavalry regiments)
Tyrellsbei: +0 EP, +1 manpower
- Garrison: (1 infantry regiment)
Neu Terner: +0 EP, +0 Manpower
- Garrison: (1 infantry regiment)
Rasterpon: +0 EP, +0 Manpower
- Garrison: (5 infantry regiments)


People’s Kingdom of Karolound
Limited Monarchy: People’s King Anold IV (Crown and Saber Party)/NPC
Capital: Keschloc
Stability: 6
Economic Power: 21/0
Technology Cap: 5/4/6
Manpower: 24 (+11)
Army: 177 Infantry Regiments, 48 Cavalry Regiments, 33 Siege Regiments
Army Quality: 4
Navy: 76 Galleys, 25 cogs
Navy Quality: 4
Project: Bilbonan Road Network (7/20)
Colonies: +1 EP, +1 manpower
Spoiler :
New Karo: +1 EP, +0 manpower
- Garrison: (7 infantry regiments, 2 cavalry regiment)


Karzach Republic
Republic: Assembly/NPC
Capital: Russiv
Stability: 4
Economic Power: 3/0 (3 of 5 invested)
Technology Cap: 2/0/1
Manpower: 18 (+2)
Army: 5 infantry regiments, 8 cavalry regiments
Army Quality: 2
Navy: 5 Galleys
Navy Quality: 0
Projects:

Keadan Empire
Theocratic Despotism: Lord Petrev/Conehead234
Capital: Silan
Stability: 6
Economic Power: 22/0
Technology Cap: 12/2/6
Manpower: 199 (+20)
Army: 22 Infantry Regiments, 132 Infantry II Regiments, 31 Cavalry Regiments, 14 Siege Regiments
Army Quality: 6
Navy: 15 Galleys
Navy Quality: 2
Projects: Kandorian Irrigation and Infrastructure Modernization (COMPLETE)

Omania- Monarchists
Elected Monarchy: King Fernigan III/NPC
Capital: Stockton
Stability: 4
Economic Power: 5/0
Technology Cap: 3/0/4
Manpower: 27 (+2)
Army: 30 Infantry Regiments, 13 Cavalry Regiments, 5 Siege Regiments
Army Quality: 2
Navy: 00 Galleys
Navy Quality:

Omania- Republicans
Republican Revolutionary Movement/NPC
Capital: Stockton
Stability: 4
Economic Power: 4/0
Technology Cap: 3/0/4
Manpower: 25 (+2)
Army: 18 Infantry Regiments, 12 Cavalry Regiments
Army Quality: 2
Navy: 00 Galleys
Navy Quality:

Kingdom of Peren
Absolute Monarchy: King Liat III/Justo
Capital: Kern
Stability: 4
Economic Power: 3/0 *Mobilized*
Technology Cap: 8/3/3
Manpower: 10 (+3) 80 mobilized
Army: 40 Infantry Regiments, 22 Cavalry Regiments, 10 Siege Regiments
Army Quality: 4
Navy: 50 Galleys
Navy Quality: 2

Kingdom of Poran
Constitutional Monarchy: King Rofoso (Royal Poran Party)/NPC
Capital: Salvator
Stability: 9
Economic Power: 20/4
Technology Cap: 3/7/5
Manpower: 75 (+9)
Army: 35 Infantry Regiments, 14 Cavalry Regiments, 8 Siege Regiments
Army Quality: 3
Navy: 12 Galleys, 9 Longboats, 25 Caravels
Navy Quality: 4
Rebuilding Program (COMPLETE)
Colonies: +2 EP, +1 manpower
Spoiler :
Menica: +2 EP, +1 manpower


Republic of Taifa
Republic: Imperial Party/Milarqi
Capital: Iliberri
Stability: 6
Economic Power: 12/0 *Mobilized* (8EP occupied)
Technology Cap: 7/7/8
Manpower: 58 (+9) 39 mobilized (3 occupied)
Army: 33 Infantry Regiments, 37 Cavalry Regiments, 14 Siege Regiments
Army Quality: 5
Navy: 45 Galleys, 6 Longboats, 5 Caravels, 7 Carracks
Navy Quality: 5
Projects: Gor Cub-Ken (COMPLETE)
Colonies: -1 EP, +1 manpower
Spoiler Colonies :
Proteia: -1 EP, +0 manpower

Spoiler Quioto Bay Company :

Income: -1/1 = 0EP
Army: 3 Infantry Regiments
Navy: 14 Caravels
-Elektria: +0EP, +1 manpower
-Erokia: +0 EP, +0 manpower
-Neutria: -1EP, +0f manpower


Kingdom of Triar
Absolute Monarchy: King Dani/NPC
Capital: Trieste
Stability: 9
Economic Power: 8/4
Technology Cap: 2/2/2
Manpower: 105 (+4)
Army: 40 Infantry Regiments, 17 Cavalry Regiments, 10 Siege Regiments
Army Quality: 2
Navy: 40 Galleys
Navy Quality: 2

Tynde Kingdom
Monarchy: King Ranz Sargeovo/NPC
Capital: Demina
Stability: 4
Economic Power: 5/0
Technology Cap: 2/0/1
Manpower: 16 (+3)
Army: 15 infantry regiments, 8 cavalry regiments
Army Quality: 2
Navy:
Navy Quality: 0
Projects:

Kingdom of Uralia
Absolute Monarchy: King Cerce/NPC
Capital: Jethro
Stability: 9
Economic Power: 9/0
Technology Cap: 3/0/3
Manpower: 33 (+4)
Army: 30 Infantry Regiments, 9 Cavalry Regiments, 7 Siege Regiments
Army Quality: 3
Navy: 00 Galleys
Navy Quality:

Uulon Confederacy
Confederation of Chiefdoms: Assembly/NPC
Capital: Krazni
Stability: 3
Economic Power: 2/2 (2 of 3 invested)
Technology Cap: 2/0/1
Manpower: 14 (+2)
Army: 8 infantry regiments, 8 cavalry regiments
Army Quality: 2
Navy:
Navy Quality: 0
Projects:

Verem Kingdom – Northern Keadan
Monarchy: King Oslogar/NPC
Capital: Yamanev
Stability: 2
Economic Power: 2/0 (3 of 5 invested)
Technology Cap: 2/0/1
Manpower: 8 (+2)
Army: 6 infantry regiments, 6 cavalry regiments
Army Quality: 2
Navy:
Navy Quality: 0
Projects:

Verem Kingdom – Southern Ethnicities
Revolutionary council: Oska Plovyka/NPC
Capital: Yamanev
Stability: 2
Economic Power: 2/0 (3 of 5 invested)
Technology Cap: 2/0/1
Manpower: 8 (+2)
Army: 4 infantry regiments, 2 cavalry regiments
Army Quality: 2
Navy:
Navy Quality: 0
Projects:




Spoiler Keth Sea Region :


Dalmani Republic
Republic: Supremacists/Shadowbound
Capital: Dalman
Stability: 9
Economic Power: 23/14 *mobilized*
Technology Cap: 7/8/7
Manpower: 29 (+14) 35 mobilized
Army: 77 Infantry Regiments, 26 Cavalry Regiments, 8 Siege Regiments
Army Quality: 5
Navy: 48 Galleys, 8 Longboats, 32 cogs
Navy Quality: 6
Projects: Suthrian Port (2/10)
Colonies: +6 EP, +2 manpower
Spoiler :
Talin Colony: (3 infantry regiments) -1 EP, +0 manpower
- Garrison: (8 infantry regiments)
Tapan Colony (including upriver forts): +3 EP, +2 manpower
- Garrison: (13 infantry regiments)
Lucosa Colony: +3 EP, +0 manpower
- Garrison” (3 infantry regiments)
Suthria: +1 EP, +0 manpower
- Garrison: (1 infantry regiment)


Kingdom of Lundy
Feudal Monarchy: King /Theige
Capital: Lundy
Stability: 6
Economic Power: 18/0 *Mobilized*
Technology Cap: 5/5/6
Manpower: 49 (+9) 36 mobilized
Army: 86 Infantry Regiments, 27 Cavalry Regiments, 16 Siege Regiments
Army Quality: 4
Navy: 20 Galleys, 56 cogs
Navy Quality: 5

Kingdom of Middesta
Absolute Monarchy: King Reames XII/Kentharu
Capital: Tarstala
Stability: 7
Economic Power: 18/0
Technology Cap: 7/3/6
Manpower: 31 (+8)
Army: 35 Infantry Regiments, 26 Cavalry Regiments, 15 Siege Regiments
Army Quality: 4
Navy: 23 Galleys, 32 longboats
Navy Quality: 3
Projects: Road Development (COMPLETE)

Union of Punjan *Vassal of Middesta*
Parliamentary Monarchy: King Hiasinth/NPC
Capital: Ontokya
Stability: 7
Economic Power: 7/6
Technology Cap: 3/1/3
Manpower: 25 (+4)
Army: 34 Infantry Regiments, 8 Cavalry Regiments, 8 Siege Regiments
Army Quality: 4
Navy:
Navy Quality: 3

Kingdom of Tonn
Absolute Monarchy: Bowarn/NPC
Capital: Tonn City
Stability: 8
Economic Power: 17/0
Technology Cap: 3/7/6
Manpower: 48 (+8)
Army: 29 Infantry Regiments, 15 Cavalry Regiments, 10 Siege Regiments
Army Quality: 3
Navy: 30 Galleys, 28 cogs, 24 caravels
Navy Quality: 4
Colonies: +3 EP, +1 manpower
Spoiler :
Olafmark: +2 EP, +1 manpower
Ne Tongres: -1 EP
Grinwaad: +2 EP




Spoiler Xion and Astoric Sea :


Belgician Imperium
Bureaucratic Imperium: Tri-Monarchy/NPC
Capital: Tongres
Stability: 4
Economic Power: 7/20
Technology Caps: 3/5/4
Manpower: 90 (+8)
Army: 9 Infantry Regiments, 7 Cavalry Regiments, 5 Siege Regiments
Army Quality: 3
Navy: 22 Galleys, 2 Caravels
Navy Quality: 4
Colonies: +0 EP, +0 manpower

Kernastan
Council: /NPC
Capital: Reyadad
Stability: 9
Economic Power: 10/2
Technology Cap: 3/2/4
Manpower: 21 (+4)
Army: 27 Infantry Regiments, 13 Cavalry Regiments, 4 Siege Regiments
Army Quality: 3
Navy: 21 Galleys
Navy Quality: 2

Kingdom of Uichi
Feudal Monarchy: King Ando/Ninja Dude
Capital: Uichichi
Stability: 9
Economic Power: 20/0
Technology Cap: 5/10/7
Manpower: 34 (+11)
Army: 55 Infantry Regiments, 7 Cavalry Regiments, 4 Siege Regiments
Army Quality: 3
Navy: 9 Galleys, 19 longboats, 72 cogs
Navy Quality: 8
Project: Buewei’s Vissage (COMPLETE)
Colonies: +4 EP, +6 manpower
Spoiler :
New Geden: +3 EP, +2 manpower
- Garrison: (10 infantry regiments, 2 cavalry regiments, 1 siege regiment)
Buweiki: +2 EP, +3 manpower
- Garrison: (2 infantry regiments)
Haninkuichi: -1 EP, +0 manpower
- Garrison: (5 cavalry regiments)


Yaduamal Confederation
Confederated Island States: Consul Kardinia/Slavic Sioux
Capital: Yadagarang
Stability: 7
Economic Power: 19/29
Technology Cap: 6/6/5
Manpower: 78 (+8)
Army: 56 Infantry Regiments, 0 Cavalry Regiments, 3 Siege Regiments
Army Quality: 3
Navy: 38 Galleys, 20 longboats
Navy Quality: 3
Projects: Yedrea Temple Complex (COMPLETE)
Colonies: +3 EP, +4 manpower
Projects: Great University of Yadagarang (COMPLETE)
Spoiler :
Yumanalaba: +1 EP, +2 manpower
Tuysland: +2 EP, +1 manpower
Monoloba: +0 EP, +1 manpower
Roahaman: +0 EP, +0 manpower


Empire of Zhonguan
Bureaucratic Feudalism: Emperor Qu Jing Yuen/TaylorFlame
Capital: Wasu
Stability: 9
Economic Power: 25/5
Technology Cap: 9/7/6
Manpower: 50 (+12)
Army: 31 Infantry Regiments, 15 Cavalry Regiments, 10 Siege Regiments
Army Quality: 5
Navy: 28 Galleys, 20 cogs
Navy Quality: 4
Colonies: -1 EP, +0 manpower
Projects: Qui Yang Beautification (COMPLETE)
Spoiler :
Han Key: +1 EP
Ning Xunyi: -1 EP, + 0 manpower
Ting Islands: -1 EP, + 0 manpower




Spoiler Gedenkuichi and Cikuchi :


Almec Empire
Theocratic Despotism: Emperor Quatalico/NPC
Capital: Almaclan
Stability: 7
Economic Power: 8/0
Technology Caps: 2/1/1
Manpower: 121 (+5)
Army: 41 Infantry Regiments, 10 Cavalry Regiments
Army Quality: 3
Navy: 20 Galleys
Navy Quality: 1

Kanutan
Tribal Chiefdom: Chief Akumat/NPC
Capital: Kanutan
Stability: 5
Economic Power: 6/0
Technology Caps: 2/1/1
Manpower: 33 (+5)
Army: 24 Infantry Regiments
Army Quality: 3
Navy:
Navy Quality:

Romana Republic
Republic: Council/NPC
Capital: Kotta
Stability: 6
Economic Power: 6/1
Technology Cap: 2/2/2
Manpower: 18 (+3)
Army: 14 Infantry Regiments, 1 Cavalry Regiments, 1 Siege Regiments
Army Quality: 3
Navy: 15 Longboats
Navy Quality: 4
Projects:

Kingdom of Sokichi
Dictatorship Monarchy: Tokuwa/NPC
Capital: Aksan
Stability: 8
Economic Power: 14/0
Technology Cap: 3/3/3
Manpower: 48 (+8)
Army: 38 Infantry Regiments, 31 Cavalry Regiments, 2 siege regiments
Army Quality: 4
Navy: 40 Galleys
Navy Quality: 3

Marichosian League
Federal Council: High Lord Arana/NPC
Capital: Moratal
Stability: 8
Economic Power: 8/2
Technology Cap: 3/6/3
Manpower: 60 (+5)
Army: 78 Infantry Regiments, 12 Cavalry Regiments, 9 siege regiments
Army Quality: 3
Navy: 42 galleys, 50 cogs
Navy Quality: 4

Manaca *Vassal of Uichi*
Despotism: /NPC
Capital: Manaca
Stability: 6
Economic Power: 7/0
Technology Cap: 2/4/3
Manpower: 11 (+4)
Army: 40 Infantry Regiments, 2 siege regiments
Army Quality: 3
Navy: 5 galleys, 25 cogs
Navy Quality: 4

Majapur Amirate
Despotism: Amir Aranahur/NPC
Capital: Sawan
Stability: 10
Economic Power: 14/5
Technology Cap: 4/3/3
Manpower: 141 (+6)
Army: 27 Infantry Regiments, 9 Cavalry Regiments, 8 siege regiments
Army Quality: 3
Navy: 5 galleys
Navy Quality: 3
Projects: Army Modernization (10/20)

Tri-City Union
Federal Council: High Lord Raum/NPC
Capital: Namaste
Stability: 6
Economic Power: 5/0
Technology Cap: 3/6/3
Manpower: 29 (+3)
Army: 28 Infantry Regiments, 12 Cavalry Regiments, 32 siege regiments
Army Quality: 3
Navy: 22 galleys, 32 cogs
Navy Quality: 4




Spoiler Valinicia :


Eroki Confederation
Confederation of Native Tribes: /NPC
Capital: Lominuk
Stability: 7
Economic Power: 7/0
Technology Cap: 1/1/1
Manpower: 43 (+5)
Army: 18 Infantry Regiments
Army Quality: 3
Navy: 00
Navy Quality: 2



PROTECTORATES

Uichi Protectorate
-Manaca

Middestan Protectorate
-Union of Punjan

ALLIANCES

Dalmani-Middestan Alliance

Dalmani-Uralian Alliance

Dalmani-Yaduamal Alliance

United Realms: Kingdom of Lundy, Duchy of Araminia, Omania, Kingdom of Tonn

Liberty League: Kingdom of Poran, Republic of Taifa, Beluchi League, Gethalian League
 
Update Index

Update One: 340 AV - Update Two: 345 AV - Update Three: 350 AV - Update Four: 355 AV - Update Five: 360 AV - Update Six: 365 AV - Update Seven: 370 AV - Update Eight: 375 AV - Update Nine: 380 AV - Update Ten: 385 AV - Update Eleven: 390 AV - Update Twelve: 395 AV - Update Thirteen: 400 AV - Update Fourteen: 405 AV



Major Religions

*Religion in Astoria and Xion for the most part has not been politicized as much as OTL. Faith remains (except in a few cases) an individual experience, untouched by the public as a whole. Major religions that stretch across national boundaries are almost unheard of, but the people are ripe for something in which they can believe and for which they can unite.

Abbanism: Prevalent in the Abbani Sultanate. Heavily politicized and is often used as a means of expansion or policy-making. Small minorities exist in Zhonguan and Kernastan.

Cult of Nairo: Popular among Perenese peoples. Semi-politicized. In some states, like the Kingdom of Peren, priests of Nairo hold power and influence with the government. Moderately expansionist. Majority in Kingdom of Peren, Tonn, and Lundy. Minorities in Beluchi League, Araminia, Omania, and Geystral.

Yedrea: The state religion of the Yaduamal Confederation, Yedrea is very much a political ideology as much as it is a religion. Moreso than any other religion in the known world, Yedrea is infused in the government of Yaduamal, in a sense the higher agents of government are considered gods on earth. Because the religion is so infused into the government, it is only as expansionist as the Yaduamali are, not able to survive in non-Yaduamal states. Majority only in the Yaduamal Confederation, virtually no minorities in other countries.

Savilism: The majority religion in the Taifan Republic, it has increasingly becoming a more political and active religion since the Renaissance and the Tetrean Migration. Savilists are very xenophobic and nationalistic. The actual belief centers around a major deity who leads over several lesser-deities. It promotes peace and prosperity, but only if peace is showed to the follower as well.

Major Languages:

*Its worth mentioning that many of these major languages can almost be considered major language “families” in that strong and unique dialects exist at the national and subnational level for most of them.

**Yaduamal and Uichi have separate languages that developed almost completely isolated from other influences. Uichi has only slight similarities with the Abbani language.

Poranese: The language of the west, Poranese is the common tongue of Poran, Taifa, Galvanor, Geystral, Gethalian League, and Beluchi League. There exists minorities in Tetrea, Karolound, and Peren where small numbers speak the language. Poranese is also highly popular as a trading language, and many traders throughout Astoria know how to speak at least a little Poranese.

Veranese: The language of the last great empire, Veranese has spread throughout the known world. It is the most important language of Astoria, and is spoken by all ethnically-Perenese countries, from Peren to Dalman along the Astorian Plains. It is also a very popular language within Middesta, and is a very widespread merchant language. There are many dialects of Veranese, the most unique being the Dalmani tongue. Dalmani is often mistaken for a different language in itself.

Tonnese: A relatively minor language, it is worth mentioning due to Tonn’s mercantile nature. The Tonnesse are very protective of their language against the Veranese expansion.

Tachibanan: The language spoken by the religious and ethnic Tachibana people in central Astoria. It comes from an unknown origin, and is completely unique.

Keadan: The major language spoken throughout the Keadan Empire, Triar, as well as large parts of northern Middesta and Tetrea. Karolound speaks a dialect of Keadan.

Gethalian: Once thought to be the dominate language of the Astorian plains before the arrival of the Veranese, Gethalian is now very much restricted to the Gethalian city-states. The language, though, is increase in popularity as trade begins to shift to the city-states and its merchants travel throughout the world.

Tawanese: Known for its wide-spread dialects, Tawanese is the major language of Zhonguan. Kongbei speaks a particularly different dialect, almost different enough to be argued its own language. Tawanese is also heavily spoken throughout Kernastan.

Abbani: The Abbani script is considered holy by practitioners for its link to the divine in the Abbani religion. Spoken almost entirely within the borders of the Sultanate, Abbani is very much so a cult-language.

Ethnicities of the Known World

Major Trade Routes

Yaduamal Route: The most traveled and busy route in the world connects Alquivia and the Gethalian League to Xion through Yaduamali and Uichi ports.

Major Resource Deposits

Top-Five Lists (updated as of Turn Fourteen)

Largest Population
1. Keadan Empire
2. Republic of Taifa
3. Grand Duchy of Karolound
4. Dalmani Republic
5. Gethalian League

Most Influential
1. Keadan Empire
2. Republic of Taifa
3. Gethalian League
4. Dalmani Republic
5. Empire of Zhonguan

Largest Trading Powers
1. Gethalian League
2. Uichi Kingdom
3. Kingdom of Belgicia
4. Dalmani Republic
5. Republic of Taifa

Greatest Colonial Power
1. Gethalian League
2. Kingdom of Belgicia
3. Yaduamal Confederacy
4. Dalmani Republic
5. Republic of Taifa
 
Wars

Taifan-Poran War
Dates: 340-345 AV
Involved Parties: Republic of Taifa, Kingdom of Poran, Duchy of Karolound
Total Casualties: 20,100 men (6,800 Taifan) (11,800 Poranese) (500 Karo)
Result: Taifan Victory. Kingdom of Poran was re-established with pro-Taifan king as a vassal of Taifa. Constitution and parliament established in Poran. Poranese resistance continued afterwards.

Azlan Heights War
Dates: 340-355
Involved Parties: Kingdom of Uichi, Abbani Sultanate
Total Casualties: 10,700 men (5,700 Uichi) (5,000 Abbani)
Result: Abbani Victory. The Azlan heights were transferred to the Abbani Sultanate.

Galvanorean Civil War
Dates: 345-395
Involved Parties: Kingdom of Galvanor, Republic of Galvanor, Republic of Taifa, Luciun Poranese, Kingdom of Bilbona, Republic of Andoria
Total Casualties: 123,600 men (41,100 Monarchists) (25,400 Republicans) (31,100 Taifan) (12,000 Poranese) (7,500 Bilbonan) (6,500 Andorians)
Result: Galvanor eventually became splintered into three nations: the Kingdom of Bilbona (successor the Kingdom of Galvanor), the Republic of Andoria and the Republic of Galvanor. The last became a vassal of the Taifan Republic. Also to Taifa went the eastern Sierra Province.

Harzen Mountains War
Dates: 345-360
Involved Parties: Kingdom of Kandoria, Tachibana, Keadan Empire
Total Casualties: 41,200 men (12,500 Kandorians) (13,800 Tachibana) (14,900 Keadan)
Result: Keadan Victory. After helping the Kandorians to drive the Tachibana from their lands, the Keadans proceeded to annex Kandoria as well as drive the Tachibana from their ancestral mountain homeland.

Dalmani Civil War
“War of the Arial Straights”
Dates: 350-375 AV
Involved Parties: Republic of Dalman, Kingdom of Dalman, Fennian Empire, Tachibana, Kingdom of Middesta, Duchy of Lundy
Total Casualties: 130,300 men (5,000 Feudals) (42,275 Republicans) (55,875 Fennians) (8,700 Tachibana) (13,350 Middestans) (5,100 Lundians)
Result: Dalmani and allies Victory. The Republic of Dalman is established, while Fennia is defeated and the Barony of Fennipan (a province within Fennia) was given to the Lundians. Tachibana people are incorporated into the Dalmani Republic. The Fennian Keth Sea colonies are granted to Dalman.

Zhonguan Civil War
Dates: 350-375
Involved Parties: Zhonguan, Xu, Upper Kongbei
Total Casualties: 50,500 men (29,500 Zhonguan) (8,500 Xu) (12,500 Kongbei)
Result: Xu Victory. The Zhonguan emperor was deposed and replaced by the Xu leadership under the Emperor Qu Li.

Abbani-Kernastani War
Dates: 365-375
Involved Parties: Abbani Sultanate, Kernastan
Total Casualties: 15,200 men (7,200 Abbani) (8,000 Kernastani)
Result: Abbani Victory. Kernastan is forced to give up the border lands including Tamikstan and the foothills of the Hijez Mountains.

Aksan War
Dates: 385-395
Involved Parties: Kingdom of Aksan, Kingdom of Uichi, Republic of Dalman, Zhonguan, Kingdom of Tonn
Total Casualties: 38,175 men (12,700 Aksani) (11,300 Uichi) (6,275 Dalmani) (7,500 Zhonguan) (400 Tonnese)
Result: The Aksani were given independence, though eventually the Kingdom would be ruled by the rogue Uichi general, Sokossos. The Uichi colony of Hijro was to become an open city, but it too soon became under the control of Sokossos.

War of the Wedding
Dates: 390-395
Involved Parties: Duchy of Karolound, Federation of Geystral, Kingdom of Tetrea
Total Casualties: 48,800 men (14,700 Karo) (11,900 Geystralian) (22,200 Tetrean)
Result: Karo and Geystralian Victory. Tetrea was split almost equally between the two allies.

Keadan-Fennian War
Dates: 390-395
Involved Parties: Keadan Empire, Fennian Empire
Total Casualties: 33,400 men (18,200 Keadan) (15,200 Fennian)
Result: The Fennians signed a treaty that allowed unrestricted Keadan access to the port of. Unfortunately, the loss of the war led to a fracturing of the Fennian Empire, leaving the agreed-upon route and port in two different nations.

War of the Sultan
Dates: 400-
Involved Parties: Abbani Sultanate, Zhonguan, Kernastan
Total Casualties: (22,325 Abbani) (20,200 Zhonguan) (10,500 Kernastani)
Result:

Sonoma War
Dates: 400-
Involved Parties: Araminia, Sonoma, Dalman
Total Casualties: (15,700 Araminian) (10,700 Sonoman) (6,900 Dalmani)

Famous People

General Lucius 315 - 376
Nationality: Poranese
Title: General
He led the monarchist Poranese resistance movement against the republican Taifan occupation in both Poran and Galvanor. Eventually he was captured by Taifan soldiers and hung by Poranese officials in Salvator.

Qu Li 321-391
Nationality: Xu-Zhonguan
Title: General; Emperor
Qu Li was one of three warlords who began the Zhonguan Civil War in 350, but was the only victor. After fighting for decades, the teenage-general became emperor and unifier of all Zhonguan peoples, a hard task after decades of civil war. He became known as Qu Li the Unifier. He presided over the beginnings of a Zhonguan colonial empire.

Captain Domoni 331-362
Nationality: Uichi
Title: Captain; Explorer
Domoni was the first modern man to reach the continent of Cikuchi. Upon arriving he was killed by a tribe of natives.

Captain Hendrijk ver Tuys 332-391
Nationality: Gethalian
Title: Captain; Explorer
Tuys was the first explorer of Gedenkuichi, discovering the island of Yumanalaba and the Gedenkuichi Island that bears his name, Tuysland. He was also the premier Gethalian explorer in the east, mapping the New Belgician lands for the League.

General Armin Gilsay 331-401
Nationality: Gethalian
Title: General
The general was sent by the Gethalian League into the breakaway provinces of Corner and Megelponder to quell dissent and make the transition back into the League. His successes were widely popular in the League and he and later became a prominent politician from Relthipon.

Rikolovof Diminsko 342-387
Nationality: Keadan
Title: Philosopher
Rikolovof pioneered the early research into medicine and the germ theory by discovering the microscope and microscience in early Keadan Empire, when many thought Keadan to be backwater. He easily became a national hero.

Captain Merlen ver Keller 342-388
Nationality: Gethalian
Title: Captain, Explorer
It was the fleet commanded by captain ver Keller that founded the “Gold Lands” of Skuus, the Maulan Empire, and the Gethalian colony of Dern Auver which produces vast sums of wealth for the League.

Ranz Himmerfest 354-390
Nationality: Belgician
Title: Explorer
Himmerfest pioneered the exploration of the plains of Hessland, making contact with the Lunoka tribe and mapping out much of the region which was imperative to the successes of further colonies and trade posts in the region with the help of Gethalian Derk Jenters.

Wan Kanying 357-391
Nationality: Zhonguan
Title: Captain, Explorer
Kanying has become one of the most famous Zhonguan sailors of all time. His explorations established the colonies of Kanying in Hessland and Han Key in Valinicia. He was also a major explorer of the latter region.

General Sokossos 360-405
Nationality: Uichi
Title: General, King
Sokossos led the Uichi attack into Aksan, defeating High Priest Memna. Upon the defeat of Uichi in the Aksan war against Dalman and its allies, Sokossos rounded up soldiers and colonies left in Aksan and declared his own Kingdom. He was also responsible for the defeat of desert nomads who were responsible for the deaths of thousands after a raid on Hijro.

Ranoldio Culombo 364-
Nationality: Poranese
Title: Captain, Explorer
Ronaldio discovered the lands of Valinicia and established the first Poranese colony, Menica, there. He is responsible for a good amount of exploration all around Valinicia. A national hero, he symbolizes the rise of Poran from the ashes of war and civil strife.

Emperor Hertan 331-402
Nationality: Keadan
Title: Emperor
Perhaps one of the most respected leaders in all of history, Lord Hertan accomplished much for the Keadan Empire during his 71 years of life. Greatly improving the farms and thus the lives of Keadan peasants in the homeland, beginning the Meluz Sea Canal and Irrigation Project, keeping Peren at bay and isolated, adding the lands of Kandoria and Tachibana to the Empire, crushing several rebellions in the east, and winning the Fennian war are just a few of his accomplishments.

Remus Lucos 368-
Nationality: Dalmani
Title: Captain, Explorer
One of the first great Dalmani sea explorers to make it to a new colony, Lucos is famed for his adventures down the coast of Skuus, discovering where the endless desert finally turns into jungle. He is famed for being the first great explorer of Dalman who finally brings the Dalmani to the world-scene.

ATLAS

Spoiler Alquivia :

Political


Geographic

Spoiler Southern Astoria :

Political


Geographic

Spoiler Astoric Ocean :

Political


Geographic

Spoiler Xion :

Political


Geographic

Spoiler Northern Astoria :

Political


Geographic

Spoiler Keth Sea Region :

Political


Geographic
 
Nation Name: Middesta
A few city names (capital first): Tarstala, Hagnou, Gorflinda
Short Religion Description: Religiously tolerant, not very many devout worshipers.
Attributes, please distribute 10 points to the following:
1. Militaristic: 1
2. Defensive: 3
3. Religious: 1
4. Industrious: 2
5. Commercial: 3

I would like to be placed around the central lake separating the two continents, if that is too big of an area, then along the eastern bank of the lake.

EDIT: Background:

The people of Middesta (Translated, the nation means "Land of Middes" who is the God of Life) have always been more interested in commerce and industrialization then conquering their neighbors. Through their goals of accumulating wealth, they have been able to buy surrounding lands from many smaller tribes and trade their goods to nations and tribes on both continents.

However, due to the fact that they are situated in a prime trading position between the two lands, they have been the envy of the larger nations surrounding them, and have thus had to build up and maintain their defenses to hold off the inevitable attacks that will and have been launched against their nation.

Their religion is fairly simple. Middes is the God of Life, worshiped by all but save a few Leshtarian cults found in the country side. Leshtar is the God of the Underworld and the main source of evil and corruption in man, according to the Naba, or Holy Book of the Middestan religion. Families build shrines to Middes in their house and pray to him after dinner to bless their next day for safety and prosperity, but other then that, there are few organized religious gatherings, except for a few religious holidays throughout the year to celebrate the harvest and the solstices, most worship is done in the home without a member of the clergy. (The clergy are usually reserved for the higher in Middestan society, such as the kings, queens, princes, lords, and other wealthy landowners who can afford to hire a priest to commune with Middes for them and ask for his favor.)

The Middestan social structure is fairly simple. At the bottom are the slaves, usually house slaves of the wealthy lords, though some rich landowners use them for their farms and fields. Next up are the peasants who are not much different than slaves except for the fact that they are paid for their efforts. Then are the artisans, blacksmiths, farriers, etc., though there are also higher class artisans within this same social group who pursue intellectual pursuits such as art, drama, literature, and philosophy. Finally at the top are the Lords, Clergy, and the Royal Family who oversee and run the nation.
 
Nation Name: Peren
A few city names (capital first): Kern, Duren, Liat, Fort Sene, Grane, Nario (Religious)
Short Religion Description: Belief in a single God which has power over all of the elements, life and death.
Attributes, please distribute 10 points to the following:
1. Militaristic: 2
2. Defensive: 1
3. Religious: 2
4. Industrious: 3
5. Commercial: 2

Starting position


Preferred starting position is anywhere in/around the green area. Otherwise I would like something around the red area.

Once confirmed I will go about naming various landmarks. :)

Edit: Background: The nation of Peren forged by force and diplomacy. Initially Peren started out as a merger of the city states of Kern and Duren. This union ensured that Peren would be significantly stronger than her neighbors. During the previous century Emperor Labren the III and VI using this strength began conquering and/or forcing Peren's neighbors to join the realm with diplomacy.

Domestically Peren has be focused on absorbing her new lands while trying to deal with its growing urban population and constant meddling influence from the Church. As a new era dawns many believe that an unstoppable change is on the horizon for better or worse.

Locations: The main river flowing through Peren is known as the Kale River. As this river opens up into the Ocean Peren's capital city Kern sits.

The main area including and near Kern is known as Lavan. This is the most populous region within Peren.

Further South and to the West of Lavan this coastal region is known as Plane. The main trading and commercial hub of Peren. Liat City controls the largest port within Peren.

North of Lavan lies Greme. This region is the primary agricultural region of Peren. Grane remains the primary hub of the region.

West of Lavan lies Radon. A relatively sparsely populated region compared to the rest of the Peren. Fort Sene acts as the primary source of the Emperors control over this region.

East of Lavan lies Meon. Duren sits as the major city in this region.

The key religious centre of Peren is the ancient city Nario. Situated between Lavan and Greme thousands journey to this ancient city every year to show their devotion towards the true faith.
 
Gethalian League
A few city names (capital first): Gelner, Melderpon, Terner, Edderpon, Brenas, Morriner, Relthipon, Grover, Ponder, Reddepon, Stalser, Corner, Megelponder, Pargepon, Vors
Short Religion Description: Loosely Coranist, the same monotheistic religion as the Peren. The population is not particularly fervent in their belief, most simply attending church and using religious explanations to provide answers for some of the great unknowns of life.
Attributes, please distribute 10 points to the following:

1. Militaristic: 1
2. Defensive: 2
3. Religious: 0
4. Industrious: 2
5. Commercial: 5


The Gethalians are a collection of merchant republics based out of the Straits of Gethal. Historically they were a minor group, arriving as one of the opportunistic barbarian groups during the fall of the Veran Empire. They briefly had a kingdom, before becoming absorbed by a succession of foreign powers. Denied political and military capacity, the largely agricultural people turned to trade. Developing what is now a strong naval tradition, the City States around the Bay and Straits of Gethal gradually grew into prolific merchants, controlling many of the most farflung trade routes in the world. During the Calperennic Wars two centuries ago, the City States managed to win their independence, forming into a loose league for mutual defense. Gradually, the cities grew closer and closer- today, the 'League' is very tightly bound as a political unit, centered around the great port city of Gelner. Each of the Cities has their own unique government, who sends representatives to dictate the actions of the league in Gelner. Striving in competition against each other, and against their neighbours, the Gethalian League is poised to seize the many opportunities that are opening up in this grand world.
 
I'm not sure if this one counts as Eastern or Western (I'll put up the Backstory and Culture so people can make a better judgement), so I'll delay a decision on where to put it until then. Jason can feel free to put it anywhere though, as I don't care that much.

http://img193.imageshack.us/i/startinglocations2.png/

Nation Name: Zhongguan
A few city names:
Qui Yang
Dai Viet
Xu
Vidyacharan
Vishwamitra
Ishwar

Short Religion Description: Generalistic Polytheism- they have their own Gods, but believe every other culture’s “Gods” (or whatever they arbitrarily assume are their Gods) to be real. In practice, the religion has little effect on either it's practioner's daily lives or government decisions.

Attributes, please distribute 10 points to the following:
1. Militaristic: 1
2. Defensive: 2
3. Religious: 0
4. Industrious: 1
5. Commercial: 6

Zhonguan has no concept of:
-Art
-Religion (they have a religion, but don’t realize it)
-Nations
-Private Property (all property is public, but has individuals on it granted various Rights over it. A cultural clash between centralization and decentralization forces is partially expressed by individuals wanting to acquire Rights which allow them to do as they wish or get as close to that as possible, and the State wanting to abolish as many Rights as possible)
-Democracy
-Human Rights
-Philosophy
-Individualism
-Round Earth (the Zhongguan still do not know the Earth is round)

(NOTE: They also know of but lack professional armies)

Culture:
(NOTE: This is traditional Zhongguan culture. I will make a story once I know who my neighbors are explaining how South Zhonguan has affected Zhongguan culture and thus made it more similar. Also, small parts are taken from each area to allow for further development)

World View- The typical Zhongguan peasant sees the Earth as a half-circle on a pedestal the upper half of which is filled with life. The nobility know enough to see that there are flaws in this, but have not come up with a proper view.

Religiousness- Without even a concept of religion, the people do not take worship as seriously. Gods are seen less as something to pray to and more as a tax on life- you give them sacrifices to ensure they won’t harm you.

Tactics- The Zhongguan have a poor military given their lack of a professional army, and their tactics are based around compensating for this. The traditional emphasis is on outflankment and preventing

Merchants- One of the major feats of Zhongguan culture is it’s mercantile networks. Every nobleman has Merchants as some of their servants- they would make profits with the noble’s funds, and pay contributions when requested. However, they would eventually make enough money through corruption to flee, get a new identity, and become an independent moneymaker. Merchants are despised by all other classes, however more then half of the aristocracy owe them at least some money.

Property- There is no such thing as private property, but in practice it is replicated by other systems. Every person has Rights over some objects- legally, they are therefore permitted to do things with them (for example, a person may have a Right to be on various land, to farm it, and automatically gain a Right to eat the produce. However, they do not always have a Right to even feed their families with it). In practice, the State does not dare take these Rights away, and such a decision would be vetoed if they tried.

Backstory:

Part 1:
When the Zhongguan Empire began, it was the successor state to both the Xiashang Empire and the Kongbei Empire (both had collapsed because their strongly independent feudal magnates had objected to an attempt at dynastic union). It is worth noting to explain their later culture that they were strongly nomadic- both the Xiashang and Kongbei Empires had been forged less then a century before by nomad conquerors.

The Zhongguan held the best agricultural land and had strong mountain defenses, but suffered from a failure to adjust to ruling sedentary peoples combined with strong coalitions against them and a pathetically bad system of government (see Feudal Consulate). A further handicap emerged as highly skilled enemy leaders became admired even by the Zhongguan themselves, leading to lower morale and epic tales such as the Battle of Dai Viet. (notable for the extent to which it extols the enemy whilst putting down the Zhongguan, and relative to other Zhongguan works a literary classic)

What rubbed this humiliation in their faces was that generals both within and outside Zhongguan agreed that it would be easy for them to conquer back to the borders of the old Empire if they would just solve their internal mess. The nobility within Zhongguan knew this as well, but considered victory a possibility even without reform and so decided to keep their privileges.

Despite these problems, and despite ten coalition wars in twenty years, the Zhongguan would prevail- they had a far larger population then their foes combined. Eventually, a series of reforms would bring competent leadership and a state more agricultural then nomadic in it’s leadership. After that, their rivals were easily conquered.

Part 2:
However, Zhonguan had not yet got over it’s problem of incompetent leadership. Having won what future historians would call the Last Coalition War, they annexed about a third of their rival’s territories and withdrew into isolationism- declining to even to try and restore the lands that were in theory Zhongguan’s by right.

A later historian, Liao, would describe them thusly- “The Empire was like a peasant, taxed to starvation all their life, finally having their former master by the neck. He takes leave of his senses, smashing open his master’s head without a thought for the consequences. In the event, it was surprising they only chose to toy with their foes and not kill them.”

This is not completely true, though- for about a decade this would appear to happen, but in reality three of the major families were restraining the other four for fear of the balance of power being upset. Small concessions were permitted in informal agreements in exchange for internal concessions- one of the few uniting elements in the nobility was human nature, and regular massacres of enemy civilians under the pretext of defense took out the wrath of the more sadistic elements of the nobility. (By now, thanks to altering weather patterns only a third to a tenth of the potential armies available was needed to devastate their former enemies)

Eventually, the issues would come to a head when a claimant to the throne, now also King of Xu, invaded and the proposal to raise a force to stop him was Vetoed. Most of the major families tried to ignore the veto, but the Qui followed up on threats to declare them traitors and allied with the minor nobility. The Three-Way War had begun.

Ultimately, the major families would be victorious, but Zhongguan’s once great economic advantage was ruined and all agreed that had the war been lost all of the major families (except the Qui, of course) would have been hunted down and killed. Centralization seemed necessary in order to have a prospect of survival, and the Oligarchic Feudalism (System 2) emerged.

Part 3:
For a time, Zhongguan was prosperous and expansionist. In theory and in practice, former foes were partitioned by agreements of the Council and their lands annexed to Zhongguan and to various nobility. But the country still had internal problems- the common people still resented the nobility for their inconsistent judgments and high taxes- and worse, due to their myths that an Emperor would solve all their problems.

Uniting their claims in dynastic union, the two remaining families with claims to the throne of Zhongguan would, under the leadership of “Emperor Wuyantaso”, take an opportunity gained by a large rise in taxes to try and get back their ancient throne. Demographics were against them (their support was strongest in the West, at that point the least populous area), however the nobility were unlucky enough to have Sui Heng in command of their forces, a man sufficient incompetent to lose a battle with a 2.5 to 1 numerical advantage and thus allow the restoration of the monarchy.

Wuyantaso was, unluckily, infertile. As the laws of succession were lost to history, the country would break up into three parts, each calling themselves Zhongguan (neutral observers would call them West Zhongguan, South Zhongguan, and East Zhongguan based on geographic position). Of these, the West and East would be forced to make concessions to noble families, and in the East an oligarchy was briefly restored.

Each had it’s strengths and weaknesses, which were well known and would affect what Zhongguan would ultimately become. West Zhongguan was known for it’s superior tactical doctrines and somewhat creating a culture where the new nobility were rightly known for their valor. South Zhongguan was known for being heavily influenced by outsiders, and for it’s ‘traditional’ antipathy towards East Zhonguan. East Zhongguan was known for replicating Zhongguan’s ancient curse of a strong position but very poor government (in this case, through obscure laws of succession creating repeated civil wars).

Eventually, the balance would, strangely enough, be ended by accident- a scouting force of West Zhongguan “noblemen” (it had an unusually high proportion at 50% noblemen, but they were mostly second and third sons) accidentally killed the heir to the South Zhongguan throne. The Emperor of South Zhongguan wanted an alliance with the West but was determined to maintain his prestige and so invaded. The Southern army was worn down by attrition and destroyed, and more importantly the South’s dynasty was exterminated.

This would give the victory to the East, and a vaguely competent leader had emerged anyway. Taking the South’s capital of Xu, he would within a decade subdue the West and South. With the prestige gained from this he reversed some of the effects of decentralization (leading to System 3- Bureaucratic Feudalism), but the problem of Nobility was still in existence.

Political Systems:

System 1- Feudal Consulate:
The Zhongguan were originally run as a Feudal Consulate. All noblemen in the kingdom were formally equal and had the Right (a legal concept, giving practical ownership of property but not ownership in theory) to their lands (and even, in theory, secession on a whim)- decisions were put to the vote, but all noblemen had veto power. This in practice meant no nobleman could be executed as well- it would have to be put to the vote, and they could Veto it themselves.

This shambles was made worse by the fact that all noblemen were part of one of the land’s Families- and all Family members involved in central government affairs saw it as their right and duty to be corrupt in the name of their Family. As if to add icing on the cake, three claimants existed to be rightful King and Emperor (the ruler under the former system had both titles) of Zhongguan, and the nobility were so unpopular that all of them could gain majority support for rebellion merely by promising to end the system.

Finally, although it did not cause particular problems it is worth noting that every nobleman made specific laws to apply to his own lands, and was in no way bound to act in a way even remotely similar to his predecessor. Even the Council could not, even in theory, override this right.

System 2- Oligarchic Feudalism:
After the Three-Way War, a degree of centralization took place. A rotating post was created of Lesser King and Head of Council (a very weak executive) who was authorized to raise armies of defense, suppress corruption, and override one veto during his time of his office. Each “Head” (as they were informally called) would stay in office for one year.

Concessions were made to the people, as noblemen were formally bound by the Will of the Nobility to allow peasants to stay on their land. Corruption was mostly undiminished, but there were now only six major Families who in a crisis could informally agree to put an end to any corruption that existed.

To reinforce this, the Common Law Code was created (different from OTL’s Common Law in that it was not judge-interpreted). Any nobleman could Veto the Code from applying to his own lands in whole or in part, but it did exist by default.

System 3- Bureaucratic Feudalism:
The Emperor is undisputed head, but every area of land has a Military Governor, a Civil Governor, and a Nobleman with jurisdiction over it. The Nobleman and Civil Governor in practice compete to have control of the land area, while the Military Governor and Nobleman compete for the right in practice to raise troops in times of war. Theoretical rights go to the Nobleman, but are “delegated” to the Military and Civil Governor by agreement (this is the crux of the legal issue).

There is a large administrative structure, made up of both Noblemen and Bureaucrats- the bureaucrats being an Imperial measure to try and promote some administrators on merit. The Noblemen are even more corrupt then they used to be, however gain less profit as Civil Governors spend as much money as possible locally.

A Noble Council still exists in theory, but is only convened when the Emperor orders so. Weak Emperors are often forced to call Councils, however each Emperor can veto five decisions of the Council in a lifetime. They can also bribe the major Families to vote their way, as almost half the time in a given Family the Head will be the Emperor’s appointee.
 
Yaduamal
A few city names (capital first):
Yadagarang, Arriyagang, Urra, Garrang, Irragadar, Aruwaluwu, Urra, Algal, Aringyan, Aguni, Axa
Short Religion Description: The Yaduamal believe heavily in the sea and it’s power (which makes since they are an island nation). It provides them with all their materials (excluding stone, fresh water, and metals) that are needed for survival. They don’t believe in one single coherent god or deity (or deities for that matter) but believe that there are many sprits in everything that are the scattered manifestations gods shattered into many pieces long ago. They believe this world in is chaos and is disunited until these incoherent shards of the god is restored chaos, murder, and everything evil will continue to exist. That is why they feel unity is the best thing and without it chaos and anarchy will reign. That is also why despite believe the god as not one single entity but one that has been shattered years ago has very unified society, religious system, and culture. In addition they have little to no internal crime because of the belief of reincarnation and the basis of society being on mostly the group rather than the individual.
Religous Traits: Fundimentalist, Authoritarian, Centralised, Utilitarian, Ultra-Reactionary/Conservative.
Attributes, please distribute 10 points to the following:
1. Militaristic: 1
2. Defensive: 2
3. Religious: 3
4. Industrious: 1
5. Commercial: 3

Location: I would like the islands to the far south of the mainland.
 
I'd like to join this. There is too little action in most NESes I'm playing in.

Nation: Taifa
Cities (capital the first): Iliberri, Lutecai, Spandau, Glaschu, Spor
Short Religion Description: similar to Peren's and the Gethalian League's (will post more later)
Attributes, please distribute 10 points to the following:
1. Militaristic: 2
2. Defensive: 3
3. Religious: 1
4. Industrious: 3
5. Commercial: 1

I'd like to start in the zone near the two lakes in the west of the northern continent (in the attachment).

Other info will come later.
 
Nation Name: Keadan
A few city names (capital first): Silan, Grarn, Tarakan, Hertan
Short Religion Description: They believe in a strong personal god, with a vested interest in every believer. They pray to saints of this God as well. This god's colors are black and white. All they do is geared towards achieving glory in His name.
Attributes, please distribute 10 points to the following:
1. Militaristic:4
2. Defensive: 1
3. Religious: 3
4. Industrious: 1
5. Commercial: 1
 
Name: Grand Duchy of Kuarolound
Cities(capitol first): Keschloc, Isdinloc, Saurdunloc, Rurnisloc, Andosberge, Kelduberge
Short Religion Description: Most people are superstitious and consider some things lucky or unlucky. Although everyone believes in God(s) they are not exactly devout. They are not tolerant of many other religions and specially those that insult their beliefs.
Attributes, please distribute 10 to the following:
1. Militaristic: 3
2. Defensive: 2
3. Religious: 1
4. Industrious: 2
5. Commercial: 2



The Grand Duchy of Kuarolound was founded by the Kesch people on a peninsula they named Kindoschin. On the cold, tundra they were able to learn how to hunt, and even grow crops during certain times of the year. A town turned into a "city", or by their language and definition a "loc" which holds at least one temple, a government office, and a military post. Keschloc the capitol now holds several temples, and a palace for the Grand Duke. The rulers of Kuarolound only take the title of Duke as they feel God is only worthy of the title King or Emperor. Kuaroland has started invading the coast of a land they call Skalvinnelound. The reason why is that they believe Skalvinnelound possesses sheep and more wool and also land more suitable for agriculture. The religion is a "pagan-like" religion with many Gods but only one God is really worshipped among the people, the other Gods just explain how certain things happen. Recently some people have started to mix the monotheistic religion with this one by making all the lesser Gods saints. Both the traditional religion, and the new one have strong beliefs in spirits and superstition.
 
Nation Name: Belgicia
A few city names (capital first):Tongres, Hasslet, Bilzion, Tiens, Akens, Keulien
Short Religion Description:Our people only obey to one god, called "God". Their relogion is also known as Bramism.
Attributes, please distribute 10 points to the following:
1. Militaristic: 2
2. Defensive: 3
3. Religious: 1
4. Industrious:2
5. Commercial:2

I would like the north eastern islands, or most part of them please.
 
Ok, here we are so far.

We seem to have 2 people in the small southern archipeligo, I suggest one of you moving.

And yui, you haven't chosen a spot.
 

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We seem to have 2 people in the small southern archipeligo, I suggest one of you moving.
I am staying put because I feel that my entire culture is based on it's location. To move it would mean I would have to shift the cultural and relgious basis of my nation in order to complete that action.
 
I am staying put because I feel that my entire culture is based on it's location. To move it would mean I would have to shift the cultural and relgious basis of my nation in order to complete that action.

Indeed.

And remember, there are other islands as well. Right now we have no one in one of the largest of islands, the northwest.
 
Ok, here we are so far.

We seem to have 2 people in the small southern archipeligo, I suggest one of you moving.

And yui, you haven't chosen a spot.

I think you have put me in the north-west instead of the north-eastern islands.
I prefer north-east (left) :p
 
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