MjMNES IV - A Fresh Start

MjM

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Joined
Jun 12, 2004
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Location
California
ORDER DEADLINE: OCTOBER 26TH

Introduction

Hi everyone.

A lot of you know me, a lot of you don't. To those that do, I'm glad to be back and it's good to see you. To those who don't, I am glad you are taking the time to read this and would hope you would like to give my NES a chance. I've been gone for a few years, and NESing has changed quite a bit since then, but it is still here and I am glad it has not died. A lot of things have changed, however.

I wanted to mod another NES a few weeks after returning, because I saw that the forum is practically absent of fresh starts. It seems they have fallen out of favor. This may be due to them being inaccurate, and not making much sense in a historical way. However, I had always thought of fresh starts as the ultimate creative venture, guiding your nation from it's early beginnings (around 2000 BCE) to the modern eras. That's something that has still not changed about NESing it seems, creativity and the desire to have fun. That said, it is still a strategic game, with stories and descriptions required. That was is what drew me to NESing, to have fun guiding your nation down it's strategic path of your choice, and engaging in various forms of diplomacy, war, national development, and of course, story writing.

I hope to bring back a fresh start NES we can all play, hence the title of my NES. I realize some of you don't like them, that is fine. I am trying to appeal to those who do, and I hope you will read through this and give it a chance. My other NESes were popular, but were modkilled by myself. I blame being young, inconsistent, and not having enough time. All these things, I hope, have been alleviated by age, taking a look at what I did wrong, and moving away from all my friends and having way too much free time.

I am hoping this NES will have weekly updates.

Please don't post after this post, as I am going to need a few more.
 
Civilized Zones:

At the beginning of the NES, and then at the beginning and the end of each IT, I will post a Civilized Zones map. As you could see on a CZ map, there are red zones, green zones and white "zones". Red is Primary CZ. Green is Secondary CZ. White is no CZ at all. You could start in either of the first two; in red, however, you will start out more developed and built-up and usually less threatened by barbarians... and more surrounded by NPCs. However, nations in these regions will all have to face major existing problems from the start - like corruption, overpopulation and stagnation. In green, you will be less developed, maybe even more backwards, and menaced by barbarians. HOWEVER - people in "green" countries are more ferocious, more warlike. It is easier to lead them to conquer and plunder the richer, but more stagnant, more lazy red countries then vice versa. Also, you COULD start in a white area if you could give a very good explanation as to why do you think you could do that.

Interesting Times (IT)

This is, basically, the same as what happens in most NESes. You know, the usual thing with updates, orders, etc. The main difference from your average fresh start is that turns will take more like 10 years, or eventually even less. Oh, and it only goes on for a certain amount of turns - either until the loss of interest, either until the end of all major wars if the IT was on for over five turns.

Boring Times (BT)

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

So:

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

Expansion

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

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

Players

No limit, no constraints.

Stories

Not necessary, but very encouraged. There WILL be story bonuses, although what defines a story is up to my decision. Anything creative, such as conventional narratives, poems, graphs, graphics, etc. may count as a story. You are of course welcome to ask me what constitutes a story.

Orders

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

I limit to 2 PMs. I would love to do just 1 PM, but well, sometimes 2 may be needed.

NPCs

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

Barbarians

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

Updates

For me, a reason why my past NESes have failed, is because of a not strict update policiy.I hope I can change that. I won't specify a specific day for it every week, but it WILL be well advertised, and WILL change from update to update, ex: it wont be on Wednesday every week. There may be more than one a week, etc.

Map

I will use fc's new World Map with terrain. I will put in cities (black circles), fortifications (line of black squares) and rebellion areas (white area within nations). A capital is a city with white borders; a trade center is a city with red borders (a capital trade center will have a combination of the two). Also, there will be (vague geographically, rounded numerically) army positions on the map for the larger armies, these will be represented by a simple number that represents the approximate amount of units (thousands) present (NOTE: the armies will be deployed in the first update). Thick borders are normal borders, thin borders are borders of autonomous regions or between "semi-integrated" nations (puppets or members of a particularily tight alliance).
If you have an army, but there is no number, assume they are spread roughly equally throughout a given area. Or, are not in service.

Countries

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

NATIONAL TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Culture:
Technology:
Army:
Army Description:
Navy:
Navy Description:
Economy (Base/Manufacturing/Trade):
Area:
Infrastructure:
Population:
Education:
Confidence:
Projects:
Nation Background:

Government

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

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

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

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

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

Culture

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

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

Technology Level

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

Early Bronze Age - Early Bronze spears are used, chariots. Archers aren't profilic yet, slingers are still dominant. Most armies consist of recruited young men from the country side, with very few trained soilders. No towering walls to protect cities.

Middle-Late Bronze Age - Shipping is improved, ships can go father, but still are only rudimentary gallies. Swords are fashioned out of bronze and copper. Cities only spring up aurond centers of trade, or an important place.

Iron Age - Iron has been invented. Swords are now stronger, and so are spears, galley ramheads, armor, farming equipment. Mankind leaps forward. Less people have to farm because of improved techniques, though almost everyone still is. Armies appear to be more than unrecreuited rabble from the countryside. Trade flourishes.

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

Military

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

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

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

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

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

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

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

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

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

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

Economy

The economy system has been reworked once again. The level system is still gone; instead, a one-word appraisal of the economy’s general status (along the lines of Growing, Static or Recessive) is given, followed by brackets in which the income you receive from assorted sectors of economy is listed. Base is the basic income (i.e. from 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. This is somewhat simplified, but not excessively so.

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 particularily intricate schemes tend to be particularily prone to backfiring. There will often be some kind of bankers from whom you could take loans and suchlike as well. 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; basically, your investments are various schemes to influence one or several stats, especially those that are not level-based), 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), and corruption might also prove a problem.

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 overhauled. 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 – simple enough, I believe.

Population

Why, ofcourse the people matter! Where did you think recruits and taxes come from? Fun aside, 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, your military cap and your levying capabilities.

Infrastructure

Roads, bridges, boats - all things used for transportation of goods and men - are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, high infrastructure will influence such things as Culture (binding the nation together!), Government Efficiency and Trade.

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

Education

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

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

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

Confidence

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

It cannot be grown by eco. points directly.

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

Projects

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

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

Limit of 2 per IT periods.

Nation Background

To better fit in as the ruler of your country, you will have a brief history of each country. They will be provided by you intially, updated by me periodically.

Intelligence

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

Thank you for letting me use it fc. It is probably my favorite map on this forum.

Spoiler Blank Map :
lJZsu.jpg


Spoiler CZ Zone Map :
fw8SF.png


Spoiler Taken Start Positions :
ca1Nr.png


Spoiler Named Map 500 BC :
KHKYo.png
 
PC Stats

Spoiler Americas :
Tuntun
Capital: Tontua
Ruler: Itolpa A’axaca/nutranurse
Government: Tribal Confederacy
Culture: Polytheistic worship of gods. These gods explain natural phenomena; they are to be revered and feared. The culture is unified in their practice of various ritualistic and important cultural features, such as the ball games, works of art, and stoneworking projects. Their culture is highly developed in camparison to tribes surronding them.
Technology: Late Stone Age
Army: 16 Hundreds (Tolerable)
Army Description: Warriors armed with stone weaponry, as well as stone-tipped bows and arrows. Slings are common.
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Growing (1/0/1)
Area: 1
Infrastructure: None
Population: 1
Education: Dumb
Confidence: Respecting
Projects: Temple of Ixca: +1 Confidence +1 Infrastructre; increased political cohesion and unity (1/4)
Nation Background: The Tuntun are a tribal confederacy who highly value works of art, and largely dedicate their time to it. Agriculture is their main form of economic activity, with trade limited, and contact with those outside of their valley also limited. They are a polytheistic nation with many rituals, including sacrifice, rituals for meeting a new person, ritualstic blood sports, as well as many other complex rituals.

Dainzu
Capital: Dainzu
Ruler: Priest King Azotzl/Lord_Iggy
Government: Oligarchial Priesthood
Culture: Highly complex calendar with unique days and two rotating calendars form the basis for their culture. Understanding these complex calendars and how they work is held in high regard. Dainzu is the most prominent city, and it’s god are held in highest reverance. However, other gods are not ostracized outright, they are usually incoporated into the Dainzu’s own creation stories.
Technology: Late Stone Age
Army: 3 Hundreds (Normal) 13 Laachida Hundreds
Army Description: Warriors armed with stone and obsidian weaponry, as well as obsidian-tipped bows and arrows. Slings are common.
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Growing (1/0/1)
Area: 1
Infrastructure: Barely Tolerable
Population: 1
Education: Illiterate
Confidence: Admiring
Projects: None
Nation Background: The Dainzu is the head city of the Dainzu state, ruling over the lesser cities and the population working the land in it’s control. Agriculture is the main form of economic activity, with it’s rituals held in high regard, as well as the study and understanding of it’s complex calendar system. The Dainzu are a cohesive people who give their utmost loyalty to their Priest-Kings.

Tinak
Capital: Tibes
Ruler: Chieftan Cutzocotl/Polish_Ghetto
Government: Tribal Monarchy
Culture: The Tinak people place the Mesoamerican Ball Games in high regard. They also have a high respect for shamans of their culture as well as a degree of ancestor worship. Their gods are complex and polytheistic.
Technology: Late Stone Age
Army: 13 Hundreds (Normal)
Army Description: Warriors armed with stone weaponry, as well as stone-tipped bows and arrows. Slings are common.
Navy: 13 Ships (Mob)
Navy Description: Not actual ships in the conventional sense, but rather large and intricate canoes. Not capable of long-distant high sea travel, or of holding many goods besides people.
Economy (Base/Manufacturing/Trade): Growing (1/0/0)
Area: 1
Infrastructure: Dirt Paths
Population: 1
Education: Dumb
Confidence: Admiring
Projects: None
Nation Background: The Tinak are ancestor worshippers from the Yucatan penuisla. They have limited experience on the open seas, and have conquered a few neighboring tribes around them. They practice Mesoamerican ball games, believe in a wide variety of polytheistic gods, and have a decentralized society, with each individual town reporting to a cacique, with the caciques reporting to the capital of Tibes. They have angered the tribes surronding them to due to ever-increasing size.

Melalui
Capital: Paitu
Ruler: Council of Elders/LucyDuke
Government: Geriocracy (Oligarchy dominated by elders)
Culture: The Melalui believe that ascension to the heavens is the utmost important achievement mortals can make. They spend their whole lives trying to bring themselves close to the heavens. Their culture is largely tribal based still, although this common longing for the heavens can be found in every village of the Melalui.
Technology: Late Stone Age
Army: 12 Hundreds (Tolerable)
Army Description: Warriors armed with stone weaponry, including clubs made of stone and wood, stone axes, and slings that fire stone projectiles.
Navy: None
Navy Description: Some small fishing ships on Lake Titicaca, but nothing of military importance.
Economy (Base/Manufacturing/Trade): (1/0/1)
Area: 1
Infrastructure: Barely Tolerable
Population: 1
Education: Illiterate
Confidence: Respecting
Projects: None
Nation Background: The Melalui are the dominant tribe in a collection of villages and the larger city of Paitu. They have common goals, and all share a common aspiration, to reach for the stars. Trading and agriculture are their main forms of economic activity. They often defend themselves from outside invasion from enemy tribes. They also like to pick on bears.

Mycin
Capital: Puerach
Ruler: Chosen chieftains/Kan’_Sharuminar
Government: Oligarchy
Culture: The Mycin take a practical approach to life, as their tribe has unified with others in order to increase their influence, and chances of survival. The Pentagon is important to them.
Technology: Late Stone Age
Army: 15 Hundreds (Tolerable)
Army Description: Warriors armed with stone weaponry, including clubs made of stone and wood, stone axes, and slings that fire stone projectiles
Navy: 5 Ships (Poor)
Navy Description: Small canoes that may travel the seas, provided they stay close to shore.
Economy (Base/Manufacturing/Trade): (1/0/1)
Area: 1
Infrastructure: Pathetic
Population: 1
Education: Dumb
Confidence: Respecting
Projects: None
Nation Background: The Mycin have grouped together out of necessity, to fend off the larger, more offensive tribes near them. They have peaceful trading relations with the Melalui to the North, who both mutually benefit. This trade is new however, and given time to mature, both nations can gain much more economic benefit from it. The Mycin are more adept at sea travel than their northern neighbors, albeit not by much.


Spoiler Western Mediterranean :
Tyravus
Capital: Iconius
Ruler: King Terios III/merciary
Government: Monarchy
Culture: The Tyravians are very religious, with their Gods of Creation holding the highest reverance, these gods being Mother Sea and Father Earth. Daughter Fire also plays a role, but not as important as the main gods of creation. Their polytheistic faith is very important to them, and they look down on others who do not share this reverance of Mother Sea and Father Earth.
Technology: Middle Bronze Age (with Late Bronze Age shipping)
Army: 5 Hundreds (Tolerable)
Army Description: Infantry based, with slingers and archers also present. Bronze weaponry is widely available, but mounted units as well as advanced tactics are absent.
Navy: 16 Ships (Normal)
Navy Description: Galleys powered by sail and rowing. The Tyravian design is a normal size, albeit quite fast for the age.
Economy (Base/Manufacturing/Trade): Growing (1/0/1)
Area: 1
Infrastructure: Pathetic
Population: 1
Education: Dumb
Confidence: Tolerating
Projects: Temple to the Sea God: +1 Confidence, increased followers (1/3)
Nation Background: The Travians hail from the island of Tyravus, and look to the sea mostly for their economic activity and sustenance. Agriculture is also present on the island, but is not as important as their various seafaring expedentiures. Their superiority complex makes integration of new peoples hard, however.

Sademoni
Capital: Sademon
Ruler: Elite Merchant and Artisan families/erez87
Government: Republic with Oligarchial elements
Culture: The Sademoni have a fractured culture, with resent lingering between the ruling families. Also, the agriculturists who make up a majority of the population, have no say in this new semi-Republican government. Other than that, the Sademoni are all about economic advancement, and aren’t an overly religious or millitarily minded people.
Technology: Middle Bronze Age
Army: 19 Hundreds (Great)
Army Description: A mercenary army, comprised of the best fighters in the area. Chariots, eiron weapons, hardy infantry, and archer specialists are all features. Also, light Numidian calvary makes up a significant portion. Being entirely mercenary though, they need payment from time to time to continue serving.
Navy: 18 Ships (Normal)
Navy Description: The fleet is not mercenary, and is operated by actual Sademonians. Bronze Age galleys powered by sail and manpower are the features of this navy.
Economy (Base/Manufacturing/Trade): Growing(1/1/0)
Area: 1
Infrastructure: Pathetic
Population: 1
Education: Literate
Confidence: Hateful
Projects: None
Nation Background: The Sademoni have a colorful history, illustrated by the distinct differences between their classes. A tenative union has been reached, and all is well for now. However, the outcasted agriculturists feel that they do not have a sufficient voice in the government, and they are the most populous of the three distinct economic classes. The people also overly rely on their elite mercenary force, which is among the best in the area, but does require payment regularly in order to pledge allegiance to the Sademoni.

Hanakai
Capital: Kateryia
Ruler: Council of Hanakai/ZeletDude
Government: Oligarchy ruled by a Council of 4.
Culture: Highly integrated polytheistic religion marks the main feature of this culture. The Council endorses the will of the Gods upon the people, and the nobility also holds high power in this culture. A seafarng tradition also runs deep for the Hanakai.
Technology: Early Bronze Age
Army: 3 Hundreds (Tolerable)
Army Description: Infantry based, with slingers and archers also present. Bronze weaponry is widely available, but mounted units as well as advanced tactics are absent.
Navy: 17 Ships (Normal)
Navy Description: Galleys are wind and manpower operated. Normal sized for the era.
Economy (Base/Manufacturing/Trade): Growing (1/0/0)
Area: 1
Infrastructure: Dirt Paths
Population: 1
Education: Dumb
Confidence: Barely Tolerating
Projects: None
Nation Background: The Hanakai are the peoples of the Adriatic Sea. Avid traders, they are at home on the sea. They have their own oligarchy, elected by the nobility, which from time to time, becomes rather problematic, as especially influential nobles try to elect themselves. For the most part, however, it runs more or less smoothly. Trade is extensive, and they have made contact with people outside their immediate area. They have unfriendly neighbors to their North-West, the Veneti, who can prove to be problematic in the future.

Raka
Capital: Ekdhan
Ruler: King Abdosir/lord_joakim
Government: Monarchy with mercantile influence
Culture: The Rakan culture is that of many, that is, it has been heavily influenced by outsiders. The Tyravians to the North have spread their polytheism South to them, and they are both similar in nature. Their disdain of other polytheisms is also shared, although the Rakans are a tad more understanding than their Northern cousins of alien cultures.
Technology: Middle Bronze Age
Army: 12 Hundreds (Better) 13 Rakan Levy Hundreds
Army Description: Mostly light infantry with light cavalry as well. Archers are also present, but to a lesser extent than most other cultures in the area. Numidian mercenaries are als present
Navy: 26 Ships (Normal)
Navy Description: Bronze Age galleys powered by sail and manpower are the features of this navy.
Economy (Base/Manufacturing/Trade): (1/0/1)
Area: 1
Infrastructure: Pathetic
Population: 1
Education: Dumb
Confidence: Admiring
Projects: Temple to Sdhedleva: +2 Confidence (DONE!)
Nation Background: The Rakans are descendants of tribal peoples east of Egypt, who migrated West to present day Ekdhan. Ekdhan’s location was a natural harbor, and agriculture is actually possible in a small area inland and near the coast, unlike much of Africa. It’s location is well suited to trade, and it’s people take advantage of this fact. Ekdhan’s largely influenced by Tyravus to the North, as Tyravian traders have sometimes opted to stay in Ekdhan, brining the culture of their home island with them.

Numidia
Capital: Sitifu
Ruler: King Nerah/Abaddon
Government: Tribal Monarchy
Culture: The Numidians are largely tribe-like still, however, their mercenaries are renowned and the outsourcing of them has brought economic prosperity to Numidian royals in Sitifu. The various polytheistic tribal gods are still followed, and no unified polytheism has been achieved.
Technology: Iron Age weaponry, Bronze Age society
Army: 30 Hundreds (Good)
Army Description: Mostly light cavalry, with small amounts of light infantry.
Navy: 18 Ships (Tolerable)
Navy Description: None
Economy (Base/Manufacturing/Trade): Growing (1/0/1)
Area: 2
Infrastructure: None
Population: 1
Education: Dumb
Confidence: Respecting
Projects: None
Nation Background: The Numidians are a loosely united set of tribal peoples spanning from the West of Raka to the border of Cyraenica. They have elite light cavalry, often which are used as mercenaries by others.


Spoiler Eastern Mediterranean :
Koyunlu
Capital: Katan
Ruler: Ravus Menza/SouthernKing
Government: Monarchy
Culture: The Koyunlu culture consists of various ethnic tribal groups, largely united under the Katan supercity which has one the highest populations in the known world.
Technology: Iron Age
Army: 13 Levy Hundreds
Army Description: Levy troops, raised out of desperation
Navy: None
Navy Description: A small fleet of unadept sailors in the Black Sea with traditional Iron Age galleys.
Economy (Base/Manufacturing/Trade): Shrinking Rapidly (1/0/0)
Area: 1
Infrastructure: Tolerable
Population: 1
Education: Tolerable
Confidence: Tolerating
Projects: None
Nation Background: The Koyunlu used to have much more influence and size than they currently have, however, they were hit especially hard by Sea Peoples raids, as well as their unfortunate experiment with democracy, that, in the end, failed. However, the Koyunlu have somewhat rallied, and still hold a sizable portion of Eastern Anatolia through the conquest of other cities and tribes out of the capital of Katan.

Tianot
Capital: Sgino
Ruler: King Isuzi/Luckymoose
Government: Monarchy
Culture: Fanatical followers of Ossnos. There are no other prominent views in society on that of religion.
Technology: Iron Age
Army: 18 Hundreds (Normal)
Army Description: Light infantrymen with chariots and archers as well. Armed with iron weaponry.
Navy: 36 Ships (Normal)
Navy Description: A large fleet of Iron Age galleys.
Economy (Base/Manufacturing/Trade): Growing(1/0/1)(1 banked)
Area: 1
Infrastructure: Dirt Paths
Population: 1
Education: Dumb
Confidence: Loving
Projects: None
Nation Background: The Tianot live on the island of Tiano, and are fanatical followers of Ossnos, their own homebred religion of ancestory worship. They lived largely in peace before the invasion of the Sea Peoples who disrupted life on the island for years. Eventually, the Sea Peoples mostly left, but those who remained where driven out, and normal life allowed to continue. The sizable Tianot possesions in southern Anatolia shrank due to this though, as some of the people of Tianot are afraid to leave their island for they fear it may happen all over again.

Amorak
Capital: Kurug
Ruler: Council of Five/Yui108
Government: Oligarchy
Culture: Mostly polytheist majority, with the greatest power believed to be held by the fire and sky god, Zee. There is a small monothestic sect, they are largely ostracized however.
Technology:
Army: 45 Hundreds (Tolerable)
Army Description: Chariots and Medium infantry spearmen make up most of the army, with archers present as well.
Navy: 55 Ships (Normal)
Navy Description: The Navy has grown strong in recent years, in order to better fend off attacks from the Rash’a. Iron Age galleys.
Economy (Base/Manufacturing/Trade): Growing (1/1/2)
Area: 1
Infrastructure: Tolerable
Population: 3
Education: Educated
Confidence: Barely Tolerating
Projects: None
Nation Background: The Amorak originally hail from the city of Kurug, and have dealt with infighting amongst the various city-states of the Levant, as well as the Sea People invasions. The Sea People invasions did allow the Kurugites to take over most of Levant, although the decisive battle of Ashkelon n the South was lost by the Amorak, so the Sea Peoples were able to hold on to an urban center in order to launch an invasion of Lower Egypt from. The Amorak have largely recovered from these attacks, and been able to fend off recent Rash’a raids rather successfully.

Rash’a Iguodala
Capital: Iversin
Ruler: Rash’a Qobe/Kraznaya
Government: Monarchy
Culture: The Rash’a Iguodala have a unique history. A segment of their population are descendants of the Sea Peoples, feared raiders of the eastern Mediterranean. Their population is slowly rising, however, not as fast as their enslaved worker base population, which consists of a majority of Egyptians, with few people of Levant origin as well. The Fourth Caste compromised is gaining influence.
Technology: Iron Age
Army: 34 Hundreds (Good)
Army Description: The Egyptian slave army makes up the light/medium infantry core, while the Daqu’an Iguodala make up the elite part of the army. The Daqu’an Iguodala are largely heavy infantry armed with auxilary wepons such as a bow, and spears.
Navy: 47 Ships (Normal)
Navy Description: The navy are normal Iron Aged Galleys, although the Rash’a Iguodalan design is slightly faster than the rest found in the Eastern Mediterranean.
Economy (Base/Manufacturing/Trade): Slowly Growing(2/2/1)
Area: 2
Infrastructure: Barely Tolerable
Population: 3
Education: Illiterate
Confidence: Barely Tolerating
Projects: Fourth Caste: +1 Education +1 Manufacturing (COMPLETE!)
Nation Background: The Sea Peoples, as the Rash’a Iguodala were intially called, brought terror down upon the Eastern Mediterranean in the form of terrifying raids and naval attacks. The Sea Peoples originated in Greece after the destruction of the Mycenian civilization, and slowly made their way South to their present day location as the Rash’a Iguodala in Lower Egypt. The Rash’a Iguodala do not have friendly relations with anyone on their borders as they have attacked them all except Cyrenaica (who doesn’t like them because of what they did do their Greek forefathers), and still have border skirmeshes with New Khambat in the South from time to time.

Narmur
Capital: Narmur
Ruler: High King Naeru/Agent_89
Government: Monarchy
Culture: Ashkun reigns supreme and must be followed, something also unique to the Narmurians.
Technology: Iron Age
Army: 31 Hundreds (Better)
Army Description: Mostly light/medium infantry, with chariot components as well.
Navy: 18 Ships (Tolerable)
Navy Description: Decent sized navy that can sail downriver to trade in the Mediterranean.
Economy (Base/Manufacturing/Trade): (2/0/1)
Area: 1
Infrastructure: Improving
Population: 2
Education: Tolerable
Confidence: Respecting
Projects: None
Nation Background: The Narmurians originate from their city of Narmur, originally part of the Lower Egyptian kingdom of Khambat, but have long since formed their own kingdom much farther South, if only to avoid all the turmoil on the Mediterranean. They have peacefully expanded to their current size, and their economy is largely agricultural.

Kingdom of Cyrenaica
Capital: Cyrenos
Ruler: King Asklepios/~Darkening~
Government: Monarchy
Culture: Semi-Greek with Egytpian influences. The Greek colonies establish here lost contact with the mainland during the Sea People invasions, and established their own autonomous kingdom. The resulting culture has been influenced greatly by their Egyptian neighbors to the East, as well as somewhat influecned by their Numidian neighbors to the West. The culture still retains it’s native Greek influence to a lesser degree though.
Technology: Iron Age
Army: 22 Hundreds (Normal)
Army Description: The army is still compromised of mostly heavy infantry as per it’s Greek origins, however, light Numidian cavalry is also prevalent due to it’s close proximity to Numidia.
Navy: 30 Ships (Poor)
Navy Description: Typical Iron Age galleys, although the shipping is regularly attacked by pirates and the experienced sailors usually do not live long enough to pass on their experience to the younger sailors. This explains their relative inexperience.
Economy (Base/Manufacturing/Trade): Growing (1/0/2)
Area: 1
Infrastructure: Pathetic
Population: 1
Education: Illiterate
Confidence: Barely Tolerating
Projects: None
Nation Background: The Kingdom of Cyrenaica was formed after lost of contact with the Greek mainland around 1300 BCE. The original settlers have mixed with native Numidian and Egyptian populations, to form the unique compistion of the Kingdom of Cyrenaica. They grow weary of Rosh’a to their East, as this is the modern incarnation of the Sea People that attacked their homeland so many years ago.
 
NPC Stats

Spoiler Americas :
None as of yet.


Spoiler Western Mediterranean :
Clusium
Capital: Clusium
Ruler: King Closios
Government: Monarchy
Culture: Native Italian majority, with few outsiders from Tyravus. The Clusium’s have an array of gods, with each prominent city have it’s own, and Clusium’ Cretos being the most powerful, as Clusium is the most powerful city.
Technology: Middle Bronze Age
Army: 21 Hundreds (Normal)
Army Description: Largely light infantry with some medium infantry spearmen as well. Still use bronze weapons.
Navy: 12 Ships (Poor)
Navy Description: Small bronze-age galley fleet.
Economy (Base/Manufacturing/Trade): (2/0/0)
Area: 2
Infrastructure: Dirt Paths
Population: 2
Education: Dumb
Confidence: Respecting
Projects: None
Nation Background: The Clusites are a northern city-state of Italy who have recently conquered a few other townships around them. They are a relatively new state, and their strong land military enables them to have great control over the northwest of the Italic peninsula. They have trading relations with both the Sademoni, Tyravians, Veneti, and the Raka.


Spoiler Eastern Mediterranean :
Thebes
Capital: Thebes
Ruler: King Thebos
Government: Monarchy
Culture: There used to be many city-states in northern Greece, but the Thebans have conquered them all one-by-one to become it’s present day size.
Technology: Iron Age
Army: 35 Hundreds (Normal)
Army Description: Classical Heavy Greek infantry with a hoplite core, as well as a sizable archery auxilary wing.
Navy: 25 Ships (Normal)
Navy Description: Iron Age sized galleys, with adept sailors.
Economy (Base/Manufacturing/Trade): Slowly Growing (2/0/1)
Area: 1
Infrastructure: Tolerable
Population: 2
Education: Dumb
Confidence: Respecting
Projects: None
Nation Background: Thebes also arose out of the ashes of post-Sea People Greece. The various northern Greek city-states fell one by one to Thebes’ army, and this is how it came to dominate all of them, save for Athens and Sparta.

Athenae
Capital: Athens
Ruler: Kings Plumos and Eretos
Government: Oligarchy
Culture: The Athenian culture began to form after the Sea People raids began to stop affecting the region. They worship the goddess of their city, Athenae, whom their populace and city is named after.
Technology: Iron Age
Army: 28 Hundreds (Tolerable)
Army Description: Classical Heavy Greek infantry with a hoplite core, as well as a sizable archery auxilary wing.
Navy: 75 Ships (Good)
Navy Description: Advanced Galleys commanded by some of the best naval commanders the world has ever seen.
Economy (Base/Manufacturing/Trade): Growing (1/1/2)
Area: 1
Infrastructure: Tolerable
Population: 2
Education: Literate
Confidence: Tolerating
Projects: None
Nation Background: The Athenian state formed after the Sea Peoples largely left the region.They originally had a semi-democractic body of government, but, in the wake of the formation of rival Greek entities, the semi-democratic government was not efficient enough. In the wake of this, the most powerful ruling families seized power around 900 BCE, and establish an Oligarchy that has ruled the city-state ever since.

Sparta
Capital: Sparta
Ruler: King Achamedi
Government: Monarchy
Culture: Spartans are the ultimate warriors. Every male is expected to serve in the military, and their economy is propped by the helots, who are the native citizens of the various Greek city-states they conquered. Their ultra fanaticism about military service and battle makes them the best warriors in the world.
Technology: Iron Age
Army: 45 Hundreds (Mighty)
Army Description: Elite Spartan heavy infantry core, with elite archer auxuillary. They never surrender, and will fight to the very last man in any battle.
Navy: 15 Ships (Poor)
Navy Description: The Spartan navy is mostly maintained by enslaved helot sailors, and as such, is in no camparison to their land force.
Economy (Base/Manufacturing/Trade): Stagnating(2/1/0)
Area: 1
Infrastructure: Pathetic
Population: 1
Education: Dumb
Confidence: Hateful (although actual Spartans can be considered Nation Personified, they are not in the majority)
Projects: None
Nation Background: The Spartan city-state also rose out of the ashes of post-Sea People Greece. After the utter destruction brought down upon Greece after the string of Sea People invasions, the Spartans vowed never again to be subjected, or raided. They developed a hyper fanaticism about military service, and decided it was better to conquer rather than be conquered. The Spartan military is largely credited for defeating the remnants of the Sea People tribes who did stay in Greece, and then went on to conquer it’s fellow Pelopennisian city-states and subject them into helot slavery.

Kingdom Of Aegea
Capital: Agros
Ruler: King Thulycidi
Government: Monarchy
Culture: Largely Greek, with some native Anatolian tribal minorities.
Technology: Iron Age
Army: 37 Hundreds (Normal)
Army Description: Greek heavy infantry core, with chariots as well as archers.
Navy: 45 Ships (Normal)
Navy Description: Advanced fleet that must protect the waters of the Aegean sea and Crete from any Athenian incursions, as well as any outsiders. Standard Iron Age galleys.
Economy (Base/Manufacturing/Trade): Growing (1/0/2)
Area: 1
Infrastructure: Pathetic
Population: 1
Education: Dumb
Confidence: Respecting
Projects: None
Nation Background: The Kingdom of Aegea was formed from it’s most powerful city, Argos. Argos began to expand after the mainland city-states did, in order to expand it’s influence alongside them. They took control of Crete from the relatively few native Greeks and raiding peoples who resided on the island, and enjoy it’s strategic position as a beneficial place for trade.

Lycia
Capital: Lycia
Ruler: King Lesmos II
Government: Monarchy
Culture: Greek culture, with a bit of Koyunlu influence as well. However, there is also a distinct unique culture, from the native tribes are the region mixing in with the other two major ethnic groups present.
Technology: Iron Age
Army: 18 Hundreds (Better)
Army Description: Heavy infantry, heavy chariotry, as well as light infantry components.
Navy: 10 Ships (Poor)
Navy Description: Iron Age galleys, with inexperienced sailors.
Economy (Base/Manufacturing/Trade): (1/0/1) (1 banked)
Area: 1
Infrastructure: Dirt Paths
Population: 1
Education: Dumb
Confidence: Loving
Projects: None
Nation Background: The Lycian city-state has been around for a while. However, in face of Koyunlu aggression and the influx of refugees from the neighboring Bithynia and Pamphylia city-states have bolstered the population of Lycia, and this has given them a reason to unite, and form their own, much more powerful than ever before, Lycian state.


Spoiler Mesopatamia :
Rerdu
Capital: Capard
Ruler: King Cenezu
Government: Monarchy
Culture: The Rerdu have their own polytheism, although it isn’t completely uniform across their kingdom, rather each large city pays homage to it’s own set of gods. Also, the Rerdu culture is intrinsically afraid of their Daragi neighbors to the North, as this is why they exist as they do now in the first place.
Technology: Iron Age
Army: 68 Hundreds (Normal)
Army Description: Mostly infantry, with chariot and archers as support units.
Navy: 25 Ships (Normal)
Navy Description: One of the better navies due to their large port city in the South, advanced Iron Age galleys.
Economy (Base/Manufacturing/Trade): Growing (2/0/2)
Area: 2
Infrastructure: Tolerable
Population: 3
Education: Illiterate
Confidence: Respecting
Projects:None
Nation Background: The Rerdu are a kingdom South of the Daragi Kingdom, Originally, the Rerdu were four separate city-states. However, after tha alarming Daragi threat in the North, around 550 BCE they decided to unite in face of this growing power. The unification went much smoother than expected, and although they aren’t in outright war with the Daragi, things could turn differently any moment…


Spoiler Southern Asia :
Panchala
Capital: Panchala
Ruler: King Arora III
Government: Monarchy
Culture: The Panchalans practice polytheism, and worship their own gods through an extremely complex oral tradition. This oral tradition is passed down through the generations through the highly important priesthood, which is in the upper echelons of society. Only the royalty holds more importance than the priesthood. Many of these gods have to do with the Great River (Ganges) that runs through the kingdom.
Technology: Iron Age
Army: 55 Hundreds (Normal)
Army Description: : Iron weaponry is common now, as is the horse and chariot. Standard infantrymen who are trained soldiers, not recruited farmers. Archers make up an important core of the military, as do horse archers.
Navy: None.
Navy Description: None, besides small trade craft of no military importance.
Economy (Base/Manufacturing/Trade): Slowly Growing (2/0/1)
Area: 2
Infrastructure: Pathetic
Population: 2
Education: Illiterate
Confidence: Tolerating
Projects: None
Nation Background: The Panchalans have forged their kingdom by the sword, having conquered various chieftains around them. Their economy is mostly agricultural in nature, with some trade occuring with their neighbors. They have the Himalayans to the North, and the Ranshasskans and Milnarid Empire to their West. To the East, there are the Jharkhand as well as barbarian tribes on their southern end. Because of this, their military is well suited to fighting, and has won numerous engagements in the past. The people trust their king to lead them to greatness.


Spoiler Eastern Asia :
Guanghu
Capital: Guanghu
Ruler: Emperor Han
Government: Monarchy by Mandate of Heaven,
Culture: Rule by Mandate of Heaven, ancestory worship. Large Confucian majority with small minorities of Bhuddist followers.
Technology: Iron Age
Army: 50 Hundreds (Tolerable)
Army Description: Horsemen, chariots, light and heavy infantry with archers. Iron weaponry
Navy: 30 Ships (Poor)
Navy Description: Advanced Iron Age galleys
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area: 2
Infrastructure: Tolerable
Population: 2
Education: Dumb
Confidence: Tolerating
Projects: None
Nation Background: The Guanghu have been the least involved state thusfar as pertains to conflicts. They have a strong Bhuddist influence, and have so far opted to peacefully trade with the other city-states. However, as tensions rise amongst the Chinese stats, Guanghu will have to do something soon.

Xia
Capital: Xia
Ruler: Emepror Shang
Government: Monarchy by Mandate of Heaven
Culture: Rule by Mandate of Heaven, ancestory worship. Mostly Confucian majority with Bhuddist presence in the northern end of the kingdom.
Technology: Iron Age
Army: 50 Hundreds (Good)
Army Description: Horsemen, chariots, light and heavy infantry with archers. Iron weaponry
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Growing (2/0/1)
Area: 1
Infrastructure: Tolerable
Population: 2
Education: Educated
Confidence: Tolerating
Projects: None
Nation Background: The Xia have a strong warrior tradition because of so many tribal invasions that happen in the southern region of their empire. They have recently conquered the Shaoling, which has given them densely populated land in central China.

Shu
Capital: Shu
Ruler: Emperor Wu
Government: Monarchy by Mandate of Heaven
Culture: Rule by Mandate of Heaven, ancestory worship. Both Confucian and Bhuddist populations live within the kingdom.
Technology: Iron Age
Army: 32 Hundreds (Tolerable)
Army Description: Horsemen, chariots, light and heavy infantry with archers. Iron weaponry
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area: 2
Infrastructure: Tolerable
Population: 2
Education: Illiterate
Confidence: Tolerating
Projects: None
Nation Background: The Shu have also historically had many problems with barbarian invasions, however, the mountains in the Northern and Western parts of their lands offer some protection from the densely populated lowlands. The Shu have a Bhuddist majority in the southern end of their kingdom, which can prove problematic to the sizable population in the north,

Gojoseon
Capital: Gojoseon
Ruler: King Gu’An
Government: Monarchy
Culture: The Gojoseon have their own unique culture, that was the result of the formation from the native people of the Korean peninsula as well as Chinese traders who have settled down there.
Technology: Iron Age
Army: 40 Hundreds (Tolerable)
Army Description: Heavy infantrymen along with archers.
Navy: 30 Ships (Tolerable)
Navy Description: Advanced Iron Age galleys
Economy (Base/Manufacturing/Trade): (1/1/1)
Area: 1
Infrastructure: Pathetic
Population: 1
Education: Dumb
Confidence: Respecting
Projects: None
Nation Background: The Gojoseon is a relatively new kingdom on the Korean peninsula. Out of the internal Chinese strife, it has developed into a semi-powerful kingdom. However, there are barbarians on all sides except for the seas who constantly invade Gojoseon.
 
More PC stats

Spoiler Mesopatamia :
Retokimas
Capital: Da’retoki
Ruler: King Kuas/Terrance888
Government: Monarchy
Culture: The Retokimas have a unique polytheism, Kitokisolism, which is the worship of their three Gods of Earth, Water, and Sun. Each city in the kingdom is slightly more accustomed to worshipping one of the gods, but for the most part, the belief in all three holding high importance is uniform. The Retokimax have a unique view on inheritance; they largely don’t have any. This is very troublesome when integrating new peoples into the empire.
Technology: Iron Age
Army: 14 Hundreds (Good)
Army Description: The army is professional, which explains it’s small size. Most are medium infantrymen, with chariots and archers as auxillary wings of the army.
Navy: 5 Ships (Poor)
Navy Description: They have trade vessels to go up and down the river, however, their full sized galleys on the Black Sea are often outmatched against the raiders there.
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area: 1
Infrastructure:Tolerable
Population: 2
Education: Dumb
Confidence: Admiring
Projects: None
Nation Background: The Retokimas are very different from those around them, and incorporating new people into the kingdom proves difficult because of their unconventional views on inheritance. The Retokimas themselves used to be largely fractured into separate city states, however, Da’retoki is the largest and most prominent of these, and is considered the economic and political center of the kingdom, so for all intents and purposes, they people all answer to one ruler; whoever is king in Da’retoki at the time.

Daragi Kingdom
Capital: Darag
Ruler: King Eurow/skeptikalz
Government: Monarchy
Culture: The Daragi have long believed it is their mission to spread their culture and influence far and wide, although this isn’t usually through peaceful means. The distinct castes in their system are also a feature of their culture. The Darwu make up sixty percent of the population, with the Euwi at around a third, and the rest are Guawu warriors.
Technology: Iron Age
Army: 43 Hundreds (Better)
Army Description: Elite Guawu core of mixed warriors, comprising mostly of medium infantry, but also archers, chariots, and light horse are present in the army.
Navy: None
Navy Description: Only trading riverine craft.
Economy (Base/Manufacturing/Trade): Growing (3/0/1)
Area: 2
Infrastructure: Improving
Population: 4
Education: Literate
Confidence: Tolerating
Projects: The Wuesha[Great School of Arts]: +2 Education (DONE!)
Nation Background: The Daragi are located in central Mesopatamia, and because of this, have extremely productive agricultural lands. However, they have been on the offensive ever sine Darag become a powerful city, subverting and conquering those around them, to contribute to it’s ever growing Euwi slave class, and because of this, do not have friendly relations with their southern neighbors the Rerdu, or the fringe tribes on either of their borders. Still, the strong military tradition runs deep among the Guawu, who have not failed to protect or expand the Daragi, at least yet…

Murdatta
Capital: Dahunamel
Ruler: Priest King Ghasem/das
Government: Monochratic Theocracy
Culture: The Murdatta civilization was originally a collection of city states in the Elam area. Over time, Dahunamel came to be the prominent city-state which overtook all the others, and it’s culture is what the Murdattati civilization is largely centered around. The other city-states still have remnants of their own culture, but at this point, their impact on the civilization as a whole is rather neglible. The Gods of the Murdattati are the only true Gods in their eyes, and all others are viewed upon as Demons.
Technology: Iron Age
Army: 34 Hundreds (Better)
Army Description: Archer core makes up most of the army, however medium infantry in the form of spearmen are also prominent. Horsemen are beginning to make their way on the field, in the way of horse archers.
Navy: 20 Ships (Poor)
Navy Description: Not quite as advanced as the ships of the Milnarid Empire, but definitely moreso than seagoing Mediterranean vessels.
Economy (Base/Manufacturing/Trade): Growing (1/1/1) (1 banked)
Area: 2
Infrastructure: Pathetic
Population: 1
Education: Illiterate
Confidence: Admiring
Projects: Irsheiki Danam: +1 Education +2 Confidence, increased cultural cohesion and unity (3/5)
Nation Background: The Murdattati civilization was originally a vast collection of autonomous city-states. Over time, Dahunamel rose to power as the most prominent, and subjected it’s rule to all the others. It’s powerful army allowed it to do this, as well as it’s convinient location in the highlands East of the rivers. The Murdattati had always shared a similar polytheistic view of the world, which also helped with cohesion. They have always been excellent at metallurgy, and changing the landscape to suit them, such as building large irrigation canals to help water their fields. Their position between East and West will only grow with importance as time passes.


Spoiler Southern Asia :
Milnarid Empire
Capital: Sarita
Ruler: Regent Successor Mirād/flyingchicken
Government: Empire
Culture: The Milnarid Empire has a distinctive culture. The Sverlit of the East were those who inhabited the steppe regions and were mostly animal husbanders, while the Samir were pastoralists. The clash of these two people ended up with the Sverlit conquering the Samir and creating the current Milnarid Empire. However, the distinction between the East and West in the Empire can still be seen in it’s culture, with warrior traditions running more deep in the West, and economic prowress being found more in the East. The nobility of the Empire are decadant in their spending and this isn’t popular with the lower classes.
Technology: Iron Age
Army: 30 Hundreds 40 Sōsin Hundreds (Normal)
Army Description: Iron weaponry is common now, as is the horse and chariot. Standard infantrymen who are trained soldiers, not recruited farmers. Men on horseback are also a feature of this army, although they mostly are cavalry archers, and not meele cavalry troops. Elephants are used in few battalions, but aren’t unheard of in battle.
Navy: 35 Ships (Poor)
Navy Description: Advanced Galley ships, capable of holding more cargo and traveling a little bar farther distance than their Mediterranean cousins.
Economy (Base/Manufacturing/Trade): Slowly Growing (3/1/2) (2 banked)
Area: 3
Infrastructure: Good
Population: 3
Education: Educated
Confidence: Tolerating
Projects: The Bannermen: +20% in army stat increases (DONE!)
Nation Background: The Milnarid Empire are descendants of the ancient Araadid Empire. After the fracturing of the Araadid Empire into many small chieftains, eventually two prominent groups of people arose from the ashes. The Belmar, or Sverlit, and the Samir. The Samir were pastoralists focused mostly on economic gains, while the Sverlit practiced animal husbandry and had a more war-like spirit about them. The Sverlit eventually overtook the Samir and created the current Milnarid Empire. The Empire has enjoyed economic progression into present day, although it is experiencing a big of stagnation, as well as having numerous tribes on it’s outskirts eying it from the outside.

Ranshasska
Capital: Jammu
Ruler: King Ashvik II/Julius_Gandi
Government: Monarchy
Culture: The Ranshasskans are descendants from the old Araadid Empire to the South. The chieftains in the North decided to unite under the prosperous city of Jammu, and create the Ranshasskan culture. The Ranshasskans place a high value on agriculture, as the annual flooding of the river brings the nourishment to the soil that the Ranshasskan’s depend on. Polytheistic values are passed down through oral tradition.
Technology: Iron Age
Army: 60 Hundreds (Normal)
Army Description: Iron weaponry is common now, as is the horse and chariot. Standard infantrymen who are trained soldiers, not recruited farmers. Men on horseback are also a feature of this army, although they mostly are cavalry archers, and not meele cavalry troops.
Navy: 30 Ships (Poor)
Navy Description: Riverine galleys that are capable of navigating up and down the Indus river.
Economy (Base/Manufacturing/Trade): Growing (2/0/2)
Area: 2
Infrastructure: Barely Tolerable
Population: 2
Education: Literate
Confidence: Respecting
Projects: None
Nation Background: The Ranshasskans rose from the ashes of the Araadid Empire, and aimed to establish a more-or-less peaceful state on the Northern parts of the Indus river. Their agriculture has expanded greatly, and they have succesfully grown to their present state through enticing other chieftains to join their ranks. The giant Milnarid Empire is to their South, and although relations are good currently, they could destabilize.

Jharkhand
Capital: Kekkhushurppa
Ruler: Warrior King Mohandas Rohan/Azash
Government: Monarchy with lingering tribal influences
Culture: Largely uniform, the distinct tribal divisions have long since vanished. Warrior tradition runs strong among the people however, and failure is not tolerated.
Technology: Iron Age
Army: 28 Hundreds (Good)
Army Description: Largely heavy infantry based armed with spears, short swords, and heavy shield, although horse archers are used sparingly as well as foot archers. Iron weapons have been recently introduced, and to great effect.
Navy: 10 Ships (Poor)
Navy Description: The Jharkand have a few seagoing vessels, however, the lack of large port towns/cities prevents them from being of much use, militarily or in a trading sense.
Economy (Base/Manufacturing/Trade): Growing (2/0/1)
Area: 2
Infrastructure: Pathetic
Population: 2
Education: Illiterate
Confidence: Respecting
Projects: More Fish in the Sea: +1 Manufacturing, improved ports (3/4)
Nation Background: The Jharkhand are a people of the Ganges river, farming along it since time immemorial. The many tribes and chieftains of the area eventually fell to the superior Jharkhand, thanks in part due to their succesful string of leaders (because the unsuccesful ones were killed outright) and also due to their position on the Ganges river suited for farming the yearly floods which enrich the soil. Their warrior tradition runs strong, and their influence is expanding greatly.

Songtu
Capital: Maheel
Ruler: King Harshal II/Frozen_In_Ice
Government: Monarchy by elder elections
Culture: The Songtu culture places a high value on honor. The God of Life created the Songtu people in his image, as well as the other living things which populate the planet, according to them. The God(desses)s of Light, Death, Valor, and Love also explain various beliefs that the Songtu culture holds.
Technology: Late Bronze Age
Army: 18 Hundreds (Better)
Army Description: Armed with Bronze weaponry and having spearmen infantry at it’s core. Archers are also important in this army, and men on horseback are beginning to emerge.
Navy: 20 Ships (Tolerable)
Navy Description: Bronze Age galleys, powered by wind and manpower.
Economy (Base/Manufacturing/Trade): Growing (2/0/1)
Area: 1
Infrastructure: Pathetic
Population: 1
Education: Illiterate
Confidence: Respecting
Projects: The Pantheon of the Kohans: +1 Confidence, increased cultural/religious conversion of nonbelievers (1/4)
Nation Background: The Songtu civilization is different from it’s Northern cousins, being seperated by the vast jungles of central India. Their polytheism isn’t quite as orally based, instead, some texts are indeed written down for future generations, and their King is elected by a Council of Elders, rather than a royal bloodline of by feuding with others once the previous King has died. They are mostly agricultural, although they have taken to the seas for fishing, and limited trading.


Spoiler Eastern Asia :
Kaiguo
Capital: Kai’An
Ruler: Emperor Kai/justokre
Government: Monarchy by Mandate of Heaven.
Culture: The Kaiguo culture is an advanced state along the mouth of the Yellow river, with their emperor ruling by mandate of heaven, and prevalent ancestor worship. Strong Bhuddist majority, with small Confucian minorities.
Technology: Iron Age
Army: 56 Hundreds (Great)
Army Description: Horsemen, chariots, light and heavy infantry with archers. Iron weaponry
Navy: 35 Ships (Good)
Navy Description: Advanced Iron Age galleys
Economy (Base/Manufacturing/Trade): Growing (2/1/3)
Area: 3
Infrastructure: Improving
Population: 3
Education: Literate
Confidence: Admiring
Projects: Eunuchs: increased government efficency, +1 Confidence (DONE!)
Nation Background: The Kaiguo are extensive farmers and fishermen, and also have a well-trained navy. They have already absorbed a few other Chines kingdomds, it is undoubted that they will not stop there. They were the first place for ancestor worship to become prevalent, it is from here that it spread to the rest of China. The Kaiguo have a strong military tradition as well, and their government is highley centralized, with Kai’An as the center of it’s state.

Fu Kung
Capital: Fu
Ruler: Emperor Pan/Boundless
Government: Monarchy by Mandate of Heaven.
Culture: The Fu Kung culture also believes their ruler rules by Mandate of Heaven. They place a high emphasis on military success. Ancestor worship is prevalent here. Population has large segments of both follower of Bhudda and followers of Confucuis.
Technology: Iron Age
Army: 60 Hundreds (Tolerable)
Army Description: Horsemen, chariots, light and heavy infantry with archers. Iron weaponry
Navy: 25 Ships (Tolerable)
Navy Description: Advanced Iron Age galleys
Economy (Base/Manufacturing/Trade): Growing (1/1/2)
Area: 2
Infrastructure: Tolerable
Population: 2
Education: Literate
Confidence: Tolerating
Projects: None
Nation Background: Fu Kung are a highly centralized state south of the Kaiguo and north of the Guanghu. They have been also quite offensive, taking over nearby kingdoms. They are not as adept on the sea as their northern Kaiguo neighbors, but they also haven’t made as many enemies as the Kaiguo. They have the Ki to the North, who have recently absorbed the state of Xa’Xa, which has brought Ki lands awfully close to the capital of Fu. The relations or good for now, but it does not seem that any one state in China is content with staying how it is now.

Kikua
Capital: Kikon
Ruler: No clear ruler yet/Starlife
Government: Tribalism
Culture: A distinct culture featuring ancestory worship, as well as complex beliefs that the dead still roam the Earth. They are largely isolated from the mainland still, however, and tribal beliefs beyond ancestor worship still vary widely.
Technology: Early Bronze Age
Army: 18 Hundreds (Normal)
Army Description: Spearmen as well as skilled warriors with bows and arrows.
Navy: None
Navy Description: Fishing boats, but no military craft.
Economy (Base/Manufacturing/Trade): (1/0/0)
Area: 1
Infrastructure: Dirt Paths
Population: 1
Education: Dumb
Confidence: Respecting
Projects: None
Nation Background: In 490 BCE, the Kikua emerged as the strongest tribe in Southern Japan. They have begun to exert their influence outside of their capital at Kikon. They are still largely disorganized, however prominent family lines have arisen within the tribe, and a caste system is beginning to form.


Updates

BT Update 1 2000-500 BCE
IT 1 Update 1 500-490 BCE
IT 1 Update 2 490-480 BCE

Next Update

Next Update is a IT Update and orders are due on October 25th.
 
You May now Post.

The first update is a BT one, and will be on Tuesday. So I need all your cultural descriptions, national outlines, and anything else you think I might want to know for this BT by Tuesday.

The rules have been altered from the preNES page, so please read over them again. Nothing too major, but the changes are significant.
 
SADEMONI

Early in history the Sadenomi were coastal agricultural tribe with a strangely highly developed language that could only be explained by their cultural high regard of education and wisdom. Tribal leaders were the family heads united together behind the wisest elders of the tribe.

The tribe farmed the land, grew animals for food and fished in the seas. They built small boats and later on came to know other cultures, with bigger ships. Those ships tended to like the food of the Sademoni and begun to trade in goods and wisdom. Other cultures also got a hold in the Sademoni.

As more and more big ships entered the Sademoni waters things begun to change. Sademoni farmers had to grow more and more food to feed a growing population of luxury makers and merchants. Stone buildings were built on the coast and wood was brought from forests to build a great port. Merchant families begun to live closer to the shores and the leadership begun to split between between the farming family heads and the merchant and luxury makers family heads. The money decided on the eventual winners.

Using their money to hire foreign marines the merchant-good makers alliance took over the growing port city of Sademon and the farmers were quickly pushed aside. Eventually the farmers built new farming villages around Sademon and no longer cared for the outsiders or the politics of their tribe. They knew the change was forced but their lives did not change much. Food prices raised and their life style improved, and in the end that is all they cared for.

In the growing city of Sademon the good makers population exploded. They were rich and powerful and quickly the merchants were pushed to rule only the port and shipping of the growing city. The goods makers gained the upper hand and begun to arm themselves in case the merchants again bring foreign marines to deal with them as they did together before with the farmers. Each family house had to prepare it's own weapons and the merchants knew they had no chance for a war.

The eventual outcome was a strange form of democracy. A council of family leaders from both workers and merchants begun to rule the city together, voting for major ideas. Traders from abroad also settled into the city bringing their own ideas. A growing ideal among Sademoni families of sending the second son out into the world for studying brought a constant flow of educated men into the city, this men built schools of thought in the city state bringing ideas from all corners of the world.

Sademoni was growing, quickly uniting outside cultures into a growing wonderful city of everyone. Foreigners settled in and accepted into the city as citizens if they brought the right money. The democratic rule of the family heads council was wise enough to grow the power of the city and wall it. All was doing fine.
 
Koyunlu

The Koyunlan civilization was a civilization in Anatolia. It was formed when a local chief named Excelior united the albions (local chiefdoms, now subdivisions of Konyulu) under himself. He became the first ravus (king).

Government and Administration

Koyunlu is ruled by the ravus, in the city of Katan. The ravus is elected by the kanajes, the local governors of the albions, and rules until death or resignation. The ravus makes the general decisions, the kanajes have to administer them over their respective albions. The citizens of the albion vote for the kanaj. To be a citizen, one must be a male born in Koyunlu. Once you turn 15, you become a full citizen, with voting rights.

Society

There is no rigid class system. While some people are richer than others, and wealth and influence do tend to pass down through families, anyone can become rich or poor in a matter of a few years.

catal2.jpg

Katan, the capital city of Koyunlu, at the time Excelior became the first Ravus
 
Considering joining this. Did the dibs from the pre-thread carry over? If so, can you make an updated map of what locations are taken?
 
I guess I'll put my updated history here? Please advise.

The Tribal Union has its basis in an ancient war. Two separate tribes, the Abyssinians and the Hailleans, were at war, and they both assembled large armies on a great plain for a final confrontation. As their armies were about to attack each other, a large earthquake struck the plain, halting the battle. Each tribes' mystics interpreted the earthquake as a sign that the Gods were displeased with their fighting, and as a result the tribal leaders pledged to put aside their petty squabbling and unite. Since then, the two tribes have functioned as one, although some problems remain from the era of division.

The capital city is Aamina, and it is the only settlement in the Union that can properly be described as any kind of city. There are other settlements scattered throughout its territory, but they each have populations of no more than a few hundred. Of course, a large portion of the population is rural. Aamina is located on a river, with the city divided into sections on either side of the river. Generally, the Abyssinians occupy the eastern bank, while the Hailleans occupy the western bank.

The army is large and well-suited to mountainous warfare. The army's biggest advantage lies in the fact that most of the kingdom is located at relatively high altitudes, and all people including soldiers are adapted to function in the relatively thin atmospheres. Invading armies, on the other hand, would have great difficulty working in this environment for that same reason. This makes the army very strong on the defense.

There is no navy to speak of. Because the capital city is located on both banks of a major river, with no bridges, there are plenty of riverine craft though most are civilian barges and the like. The Union has no ability to project power via sea, but it is not vulnerable to sea attack either as its territory is located a large distance from the nearest coastline.
 
Walking like an Egyptian here Boss...
 
Considering joining this. Did the dibs from the pre-thread carry over? If so, can you make an updated map of what locations are taken?

The dibs map from the pre-thread was updated last night and I don't think anything has changed since then.
 
Oh? In that case, I believe I will take a place in Elam.
 
I guess I'll put my updated history here? Please advise.

The Tribal Union has its basis in an ancient war. Two separate tribes, the Abyssinians and the Hailleans, were at war, and they both assembled large armies on a great plain for a final confrontation. As their armies were about to attack each other, a large earthquake struck the plain, halting the battle. Each tribes' mystics interpreted the earthquake as a sign that the Gods were displeased with their fighting, and as a result the tribal leaders pledged to put aside their petty squabbling and unite. Since then, the two tribes have functioned as one, although some problems remain from the era of division.

The capital city is Addis Ababa, and it is the only settlement in the Union that can properly be described as any kind of city. There are other settlements scattered throughout its territory, but they each have populations of no more than a few hundred. Of course, a large portion of the population is rural.

The army is large and well-suited to mountainous warfare. The army's biggest advantage lies in the fact that most of the kingdom is located at relatively high altitudes, and all people including soldiers are adapted to function in the relatively thin atmospheres. Invading armies, on the other hand, would have great difficulty working in this environment for that same reason. This makes the army very strong on the defense.

There is no navy to speak of. Because the capital city is located on both banks of a major river, with no bridges, there are plenty of riverine craft though most are civilian barges and the like. The Union has no ability to project power via sea.

You might want to, uh, make up your own city name.
 
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