SKNES: Architecture of Aggression

SouthernKing

crickety cricket
Joined
Dec 29, 2010
Messages
6,914
Location
Deva Loka


Turn 11 (980 AD) orders due Wednesday, August 15



To eliminate your enemy,
Hit them in their sleep,
And when all is won and lost,
The spoils of war are yours to keep.

Great nations built from the bones of the dead,
From mud and straw, blood and sweat,
You know your worth when your enemies
Praise your architecture of aggression.


Hi y’all! I’m SouthernKing. If you don’t know me, I am fairly new to this forum; I joined my first NES (Nuke Nes IX: Genesis and Armageddon) in late summer last year, and since then played in ten or so different NESes, some where I have done well, some not so well. This is my first attempt at modding a NES. It is a slight variation of the standard “fresh-start NES;” instead of a world map in the Bronze Age or earlier, this is a medieval Roman Europe and Middle East start, starting in 750 AD.

I want to make this a simple to play, simple to mod, yet fun NES.This NES should have week-ishly updates, each spanning 25 years at first, and I hope that this NES will at least reach 1000 (update 10) although ideally I wish to see it go much, much longer than that.

Special thanks should go to GamezRule and the players of the beta of this ruleset, which was mainly a test to see whether or not I could mod such a game: mayor, General Olaf, Tycho, Civ’ed, Yoshiegg737, hoplitejoe, Tomorrow’s Dawn, Mosher, christos200, west india man.

SKNES: Architecture of Aggression

The year is 750 AD. Rome, once a grand city of a million, is now little more than an abandoned, run-down hamlet with nothing more special than reminders of a past age and the seat of Western Europe’s glorified bishop. Its great empire has all but vanished off the face of the earth. Europe is in the cold grip of the Dark Ages. In the east, the dying light of Constantinople is the last enclave of the glory that was Rome. Even farther east, armies march, not in the name of Christ, but in the name of Muhammed. Even in this blanket of night, a new dawn is just over the horizon. A bright future awaits you. Will you seize it?

Joining the Game

Even though the game has started, it is not too late to join. I'd prefer if you started in an already populated area, although I can make case-by-case exceptions. Either that, or you can pick an already existing NPC. Contact me, either in-thread, by PM, or by AIM.


The Stats


The stats show your nation’s current status; therefore, you should pay close attention to them, as in any stat-based NES. I will also be using them to explain the rules.

Kingdom of Savoy/Mosher

Government: Despotic Monarchy
Stability: 0
Economy: 5/0
Army: 1 Irregular Company
Navy: 2 Galley Squadrons
Religion: Savoyard Christianity (5)
Religious Minorities: Roman Catholicism (2/3), Gallic Animism (2/2), Orthodox Christianity (1/3)
Literacy: 10 (Low Middle Ages)
Influence: 8
Projects: Road Restoration (0/10)

Governments and Rulers:
Throughout all of history, having a powerful authority has been the norm, and that did not change even in the Dark Ages. Currently, all nations except the 2 starting NPCs are either Despotic Monarchies or Tribal Federations. Generally, Despotic Monarchies are a united nation under one ruler or king who is all-powerful, and Tribal Federations are many different autonomous groups under the collective rule of a group of people or possibly even one person.

Your government plays a huge role in the running of your country, and how your country will be shaped. With Despotic Monarchies, it is easier to raise quality troops but harder to raise large numbers of troops, while Tribal Federations allow a higher number of soldiers but lower quality. Tribal Federations are also able to add more land faster, while Despotic Monarchies are able to expand economically faster. As time passes, however, you will find that your starting government will grow more and more obsolete, and internal factions within your county will start demanding change.

Another thing that is vital to your nation is Stability, which for the purposes of this NES, is how a combined stat of how much internal problems within your country are affecting your government’s authority. Stability in this game is measured on a scale of -3 to +3. If you are a Europa Universalis III player this should seem familiar to you. A country with +3 stability has no internal problems whatsoever, while a country with a stability of -3 has control over its people in name only. As a rule of thumb, if your stability is below 0, then there is the risk of rebellion. However, maintaining +3 stability for extended periods of time will be a massive drain on your nation’s resources, as almost everything can and most likely will impact your stability.

Economy: Your little state’s wealth is a mere shadow of what it would have been under Rome. But be glad for what you have, for it is more than most of the rest of the known world. Economy is a measure of your country’s wealth, and the economy stat is shown as two numbers, such as 5/0. The first number (5) is your income per turn, this is basically your usable number of EPs per turn. The second number (0) is what is stashed away in your treasury; this is basically “banked” EPs that have either been traded or unused. Unused EP automatically gets banked for future use.

Economy is your lifeblood. Without a stable, growing economy, your nation will struggle. But watch out; if your economy outgrows itself and becomes too bloated, you will face severe problems down the road. So be sure to always keep a close watch. EPs can be traded, gifted, or forced to be given up in peace deals. However, since modern banking systems do not exist yet, EPs do not earn any interest of any sort for the time being.

Warfare: This is Dark Age Europe. War is a part of everyday life.

Your army strength is measured in companies. These can vary in number, but on average they are around 1000 men for game start. Since these are long periods of time per turn (25 years for now) this stat measures not the amount of soldiers you have at any one time, but instead the total number of capable soldiers that you can raise; few nations had any semblance of a standing army during this period.

As a general rule for army building, 1 EP will get you:

3 Irregulars – Ill-trained, ill-equipped units, poor all-around, but cheap.
2 Melee – Good at offensive, but they can be overpowered extremely easily by mounted units.
2 Ranged – Good at defensive, even more so in fortified locations, but in the offensive they are near-useless.
1 Mounted – Excellent all-around in the open, but near-useless in urban combat.
0.5 Siege – They are expensive, unwieldy, and only good for attacking fortified locations, only wealthy and powerful nations can actually afford to use them, but they can speed up advances in dense regions by a lot.

Navies are measured in groups; again the number of ships per group varies greatly. Navies are much simpler, with no real categories; just use historical background here.

To declare war, simply provide a casus belli; a reason to fight; this will determine background stuff, including the war’s name. Details on campaigns, including maps, are extremely useful. It may be useful to spend some money on funding your campaign; otherwise your soldiers will be forced to live off the land and morale will drop as fast as a boulder rolling off a cliff. Combat will be calculated using an RNG depending on number, type and other factors of units, and battle casualties calculated using that same RNG roll.

For each age, your nation may have one unique land unit and one unique sea unit; PM me if you are interested.

Religion: Faith determines a lot in this world, and it is all that many are left clinging to for hope; as such, it is an important mechanic in this NES. Under “Religion” is the religion of your nation’s rulers, and therefore your nation’s accepted main religion. The number in parenthesis next to it is the number out of a truly random selection of 10 of your nation’s denizens that follow that faith; in other words, multiply it by 10 and you get a very approximate percentage of people who are followers of that religion.

Under “Religious Minorities” are listed those faiths which have a major group of devotees in your nation but are not that of your rulers. In the parenthesis next to each one of these, there are two numbers. The first number is the number out of 10 that follow that faith. The second number is willingness to side with the accepted religion, out of 5: a number of 5 means that this minority is effectively a subsect of the accepted religion, while a number of 1 means that this minority is either outlawed or in open revolt.

At game start, Europe is divided into a multitude of clashing faiths. The south and east are mainly Muslim lands, contested between the Sunni and Shia sects, although Christianity, Judaism, and even Zoroastrianism have managed to eke out an existence. Roman Catholicism, with a nominal power structure vested in the Pope in Rome, has managed to establish some level of dominance over western Europe. In the East Roman Empire, a slight variance of Christianity, defined by the Ecumenical Councils of Constantine’s time and led by the Ecumenical Patriarch of Constantinople, has established itself as the permanent religion. Especially in the north, in places where the Roman Empire was never able to reach, the scattered pagan and animist beliefs thrive, but missionaries from the south are slowly but surely making progress.

The Pope (Papal State) and the Ecumenical Patriarch (under the control of the player of the East Roman Empire) are game mechanics. (No other major religion had a spiritual leader of note with power vested in him during this time period.) Whoever controls them can issue doctrines, send missionaries, and eventually even call crusades, all in the name of faith. Their influence within a country varies directly with their respective faith’s number of followers within said country.

Literacy and Influence: With civilization committing mass seppuku over the past few centuries, understandably scientific advancement and cultural achievement have declined. You may be able to turn that around.

Literacy represents not just literacy, but scientific knowledge as a whole: it is not proportional to any number, but represents an overall level of advancement. Literacy can be improved not just by building schools and funding monasteries, but by a number of other The “ages” in this game are something like this:

Post-Classical Age: (0-9 literacy) The advancement of the OTL fifth, sixth, seventh, and eighth centuries.
Low Middle Age: (10-19 literacy) The advancement of the OTL ninth and tenth centuries.
Middle Age: (20-29 literacy) The advancement of the OTL eleventh and twelfth centuries.
High Middle Age: (30-39 literacy) The advancement of the thirteenth and fourteenth centuries.
Renaissance: (40+ literacy) The advancement of the fifteenth and sixteenth centuries.

Being in a more advanced age carries all sorts of bonuses, from combat to influence to economy. Note that due to this being a different world, technology need not advance along a RL path; if you so wish, you can completely alter the advancement of this world.

Influence represents an overall level cultural influence and national prestige; through cultural dominance, a nation can make its mark on history. By making tales of your deeds heard across the continent, you can increase your prestige and thusly your influence. Influence carries many benifits; the greater it is, the more diplomatic clout your emissaries carry in foreign courts or royal tents, the easier it is to increase population as people migrate into your lands, and the easier it is to maintain and increase stability.

Update policy/orders/housekeeping/etc.: The NES will have weekly updates (weekly update deadlines, at the least). I will try to get updates done in 1 or 2 days at the most, depending on what is going on in my life at that time. That number should decrease as this school year begins to wind down.

As for orders: please title them something like "SKNES Nation X Orders Turn 1" so it is easy for me to organize. The deadline will be bolded at the top of the OP and in the last post of the update, so I will not be answering any questions as to "When is the deadline?"

If you are within 36-24 hours of the deadline and I have no orders from you, I will PM you; tell me if you don't want this. If you fail to send orders in three updates in a row, your nation will get perma NPC'd; if you wish to return, you then have to wait until the next update. Same rule applies if your nation is destroyed and/or if you want to switch nations.

Stories: One of the beauties of fresh start NESes is seeing the world fleshed out in front of your eyes. Writing stories is definitely a great way to do this. While writing is by no means a prerequisite to play, it does provide stat bonuses in updates, and makes the game thread far more enjoyable to read. I'll keep a running tab of all stories on the front page, a few posts below.

Immerse yourself in this world, ruler. Welcome to a world reborn. Now take your throne, lead your armies, fight to defend your faith, amass wealth, construct great cities, build glorious empires. You have that chance.
 
Spoiler Stats 970 AD :
Spoiler Holy Roman Empire :

Electorate of Venice/SamSniped
Government: Oligarchic Republic, Holy Roman Emperor
Stability: -1
Economy: 10/0
Army: 30 Crossbow Companies, 8 Marinas (Requires 3 Upkeep)
Navy: 4 Cypri-Dromon Groups
Religion: Catholicism (7)
Religious Minorities: Forn Siðr (2/3), Sunni Islam (1/2)
Literacy: 14 (Low Middle Ages)
Influence: 16
Projects: The Venetian Arsenal (5/5), Murus de Italia (4/4), The Golden Port (4/4)

Electorate of France/NPC
Government: Despotic Monarchy, Holy Roman Elector
Stability: -1
Economy: 14/0
Army: 15 Swordsman Companies, 1 Visigothic Legionary Companies, 1 Horseman Companies, 7 Catholic Knights, 6 Crossbow Companies (Requires 3 Upkeep)
Navy: 12 Galley Groups (Requires 1 Upkeep)
Religion: Catholicism (7)
Religious Minorities: Forn Siðr (3/3)
Literacy: 14 (Low Middle Ages)
Influence: 22
Projects: Road Network (5/5)

Electorate of Aquitaine/Terrance888
Government: Feudal Monarchy, Holy Roman Elector
Stability: 1
Economy: 10/0
Army: 8 Visigothic Legionary Companies, 14 Crossbow Companies, 8 Catholic Knights , 13 Swordsman Companies, 3 Marinas (Requires 4 Upkeep)
Navy: 4 Galley Groups, 3 Siege Galley Groups, 1 Cypri-Dromon Groups
Religion: Catholicism (9)
Religious Minorities: Forn Siðr (1/3)
Literacy: 13 (Low Middle Ages)
Influence: 12
Projects: Librus Domni (4/4), Forts of the Pyrenees (6/6)

Electorate of Pisa/NPC
Government: Despotic Monarchy, Holy Roman Elector
Stability: -1
Economy: 5/0
Army: 12 Swordsman Companies, 15 Crossbow Companies, 1 Horseman Companies (Requires 2 Upkeep)
Navy: None
Religion: Catholicism (10)
Religious Minorities:
Literacy: 13 (Low Middle Ages)
Influence: 14
Projects:

Electorate of Naples/DC123456789
Government: Despotic Monarchy, Holy Roman Elector
Stability: -1
Economy: 8/0
Army: 8 Swordsman Companies, 2 Horseman Companies, 1 Catholic Knights, 8 Crossbow Companies (Requires 2 Upkeep)
Navy: 1 Galley Group
Religion: Catholicism (8)
Religious Minorities: Constantinople Orthodoxy (1/3), Hellenic Pantheon (1/3)
Literacy: 14 (Low Middle Ages)
Influence: 12
Projects: Coastal Forts (5/5)

Electorate of Thuringia/NPC
Government: Despotic Monarchy, Holy Roman Elector
Stability: -1
Economy: 5/0
Army: 6 Irregular Companies, 11 Swordsman Companies, 2 Horseman Companies, 6 Crossbow Companies (Requires 2 Upkeep)
Navy: None
Religion: Catholicism (9)
Religious Minorities: Forn Siðr (1/2)
Literacy: 14 (Low Middle Ages)
Influence: 10
Projects:


Spoiler Forn Siðr World :

Kingdom of Jutland/Reserved for thomas.berubeg
Government: Despotic Monarchy, High King of the Dominion
Stability: 1
Economy: 13/0
Army: 3 Irregular Companies, 6 Swordsman Companies, 8 Crossbow Companies, 6 Sons of Odin, 2 Siege Companies (Requires 2 Upkeep)
Navy: 2 Galley Groups, 4 Longship Groups
Religion: Forn Siðr (9)
Religious Minorities: Catholicism (1/3)
Literacy: 18 (Low Middle Ages)
Influence: 19
Projects: Forn Siðr Temple Complex (3/3), Religious Schools (4/4), Temple University (4/4), Road Network (8/8)

Kingdom of Jorvik/NPC
Government: Despotic Monarchy, King of the Dominion
Stability: -1
Economy: 7/0
Army: 11 Norse Raider Companies, 5 Swordsman Companies, 2 Horseman Companies (Requires 1 Upkeep)
Navy: 10 Galley Groups (Requires 1 Upkeep)
Religion: Forn Siðr (6)
Religious Minorities: Catholicism (3/2), Celtic Druidism (1/2)
Literacy: 14 (Low Middle Ages)
Influence: 12
Projects: Roman Road Refurbation (5/5)

Kingdom of Dublin/NPC
Government: Despotic Monarchy, King of the Dominion
Stability: -1
Economy: 7/0
Army: 10 Axeman Companies, 6 Crossbow Companies (Requires 1 Upkeep)
Navy: 8 Galley Groups
Religion: Forn Siðr (6)
Religious Minorities: Catholicism (2/2), Celtic Druidism (2/3)
Literacy: 13 (Low Middle Ages)
Influence: 13
Projects:

Kingdom of Scotland/NPC
Government: Despotic Monarchy, King of the Dominion
Stability: -1
Economy: 5/0
Army: 5 Crossbow Companies, 1 Horseman Companies
Navy: 1 Galley Group
Religion: Forn Siðr (6)
Religious Minorities: Catholicism (3/2), Celtic Druidism (1/3)
Literacy: 13 (Low Middle Ages)
Influence: 10
Projects:

Kingdom of Brythonia/Gem Hound
Government: Despotic Monarchy
Stability: -1
Economy: 17/0
Army: 3 Irregular Companies, 13 Swordsman Companies, 3 Horseman Companies, 4 Crossbow Companies, 2 Siege Companies (Requires 2 Upkeep)
Navy: 4 Galley Groups, 4 Longship Groups
Religion: Forn Siðr (7)
Religious Minorities: Catholicism (2/2), Celtic Druidism (1/4)
Literacy: 14
Influence: 17
Projects: Road Network (6/10), Port Network (6/10)


Spoiler Other European Nations :

The Papal States/Jehoshua
Government: Papacy
Stability: -1
Economy: 5/0
Army: 2 Papal Guard Companies, 3 Crossbow Companies, 1 Horseman Company
Navy: None
Religion: Catholicism (10)
Religious Minorities: None
Literacy: 19 (Low Middle Ages)
Influence: 30
Projects: Papal Schools (4/4)

Kingdom of Brandenburg/NPC
Government: Despotic Monarchy
Stability: -1
Economy: 9/0
Army: 12 Swordsman Companies, 6 Crossbow Companies, 4 Horseman Companies (Requires 2 Upkeep)
Navy: None
Religion: Catholicism (7)
Religious Minorities: Romuva (2/2), Forn Siðr (1/2)
Literacy: 14 (Low Middle Ages)
Influence: 13
Projects:

Kingdom of Bohemia/NPC
Government: Despotic Monarchy
Stability: 0
Economy: 6/0
Army: 9 Swordsman Companies, 5 Crossbow Companies, 3 Horseman Companies (Requires 1 Upkeep)
Navy: None
Religion: Catholicism (7)
Religious Minorities: Romuva (3/2)
Literacy: 13 (Low Middle Ages)
Influence: 14
Projects:


Spoiler Roman Empire, Vassals, and Splinter Factions :

Roman Empire (Constantinople Court)/GamezRule
Government: Imperial Administration
Stability: -1
Economy: 6/0
Army: 6 Swordsman Companies, 1 Siege Company, 1 Crossbow Company, 4 Avar Companies, 5 Tagmata Companies (Requires 1 Upkeep)
Navy: 2 Dromon Groups, 3 Fire Trireme Groups
Religion: Orthodoxy (9)
Religious Minorities: Forn Siðr (1/3)
Literacy: 17 (Low Middle Ages)
Influence: 20
Projects: Great Library of Constantinople (5/5), Road Network Renovation (4/10)

Roman Empire (Angora Court)/NPC
Government: Imperial Administration
Stability: -1
Economy: 5/0
Army: 5 Irregular Companies, 9 Swordsman Companies, 1 Siege Company, 4 Crossbow Companies (Requires 1 Upkeep)
Navy: 2 Dromon Groups, 2 Fire Trireme Groups
Religion: Orthodoxy (8)
Religious Minorities: Sunni Islam (2/2)
Literacy: 17 (Low Middle Ages)
Influence: 17
Projects: Angoran Border Fortification (6/6)

Kingdom of Serbia/NPC
Government: Despotic Monarchy
Stability: -1
Economy: 4/0
Army: 7 Swordsman Companies, 5 Crossbow Companies, 2 Horseman Companies (Requires 1 Upkeep)
Navy: 2 Dromon Groups
Religion: Orthodoxy (6)
Religious Minorities: Catholicism (3/2), Slavic Polytheism (1/2)
Literacy: 14 (Low Middle Ages)
Influence: 11
Projects:

Kingdom of Sparta/NPC
Government: Despotic Monarchy
Stability: -2
Economy: 4/0
Army: 10 Swordsman Companies, 5 Crossbow Companies (Requires 1 Upkeep)
Navy: 4 Dromon Groups
Religion: Hellenic Pantheon (5)
Religious Minorities: Orthodoxy (5/2)
Literacy: 17 (Low Middle Ages)
Influence: 12
Projects:

Kingdom of Pontus/NPC
Government: Despotic Monarchy
Stability: 0
Economy: 4/0
Army: 7 Swordsman Companies, 5 Crossbow Companies, 2 Horseman Companies (Requires 1 Upkeep)
Navy: 2 Dromon Groups
Religion: Orthodoxy (8)
Religious Minorities: Sunni Islam (2/2)
Literacy: 15 (Low Middle Ages)
Influence: 12
Projects:

Kingdom of Sicily/mythmonster2
Government: Feudal Monarchy, Vassal of the Roman Empire
Stability: 2
Economy: 11/0
Army: 7 Irregular Companies, 10 Swordsman Companies, 7 Crossbow Companies, 2 Siege Companies (Requires 2 Upkeep)
Navy: 5 Dromon Groups, 1 War Dromon Groups
Religion: Orthodoxy (9)
Religious Minorities: Catholicism (1/3)
Literacy: 15 (Low Middle Ages)
Influence: 15
Projects:

Kingdom of Bulgaria/BSmith1068
Government: Despotic Monarchy, Vassal of the Roman Empire
Stability: -2
Economy: 5/0
Army: 7 Irregular Companies, 5 Horseman Companies (Requires 1 Upkeep)
Navy: None
Religion: Orthodoxy (6)
Religious Minorities: Slavic Polytheism (3/3), Tengriism (1/3)
Literacy: 13 (Low Middle Ages)
Influence: 11
Project: Keep Reconstruction (4/4), Road Network (3/6)


Spoiler Eastern Europe :

Kipchak Khaganate/NPC
Government: Despotic Monarchy
Stability: -1
Economy: 4/0
Army: 7 Irregular Companies, 6 Swordsman Companies, 4 Horseman Companies (Requires 1 Upkeep)
Navy: 3 Galley Groups
Religion: Tengriism (8)
Religious Minorities: Slavic Polytheism (2/4)
Literacy: 12 (Low Middle Ages)
Influence: 11
Project:

Kingdom of Croatia/NPC
Government: Despotic Monarchy
Stability: -1
Economy: 5/0
Army: 7 Irregular Companies, 8 Swordsman Companies, 10 Crossbow Companies, 2 Horseman Companies (Requires 2 Upkeep)
Navy: 2 Galley Groups
Religion: Catholicism (7)
Religious Minorities: Orthodoxy (2/3), Slavic Polytheism (1/2)
Literacy: 14 (Low Middle Ages)
Influence: 12
Projects:

Polish Tribes/spaceman98
Government: Tribal Federation
Stability: -1
Economy: 6/0
Army: 7 Tribal Warrior Companies, 2 Tribal Bowman Companies, 16 Tribal Swordsman Companies, 1 Horse Archer Companies, 2 Siege Companies (Requires 2 Upkeep)
Navy: 3 Galley Groups
Religion: Romuva (9)
Religious Minorities: Forn Siðr (1/4)
Literacy: 14 (Low Middle Ages)
Influence: 14
Projects: Gdansk Trade (5/5)

Republic of Novgorod/NPC
Government: Republic
Stability: -1
Economy: 12/6
Army: 8 Irregular Companies, 31 Swordsman Companies, 20 Crossbow Companies, 4 Crossbow Companies, 2 Horseman Companies (Requires 6 Upkeep)
Navy: 7 Galley Groups
Religion: Romuva (7)
Religious Minorities: Forn Siðr (3/4)
Literacy: 14 (Low Middle Ages)
Influence: 15
Projects: National Road Network (5/5), Novgorod Harbor (5/5)

Khazar Khaganate/NPC
Government: Early Monarchy
Stability: 0
Economy: 9/0
Army: 10 Tribal Warrior Companies, 10 Swordsman Companies, 5 Tribal Horseman Companies (Requires 2 Upkeep)
Navy: 1 Galley Group
Religion: Tengriism (6)
Religious Minorities: Orthodoxy (2/3), Sunni Islam (2/3)
Literacy: 13 (Low Middle Ages)
Influence: 14
Projects:

Suomi Federation/m.t.cicero
Government: Tribal Federation
Stability: 1
Economy: 11/0
Army: 13 Tribal Warrior Companies, 12 Tribal Horseman Companies, 6 Tribal Archer Companies (Requires 2 Upkeep)
Navy: 4 Galley Groups
Religion: Romuva (8)
Religious Minorities: Forn Siðr (2/3)
Literacy: 13 (Low Middle Ages)
Influence: 15
Projects: Keskitähti (6/6)

Kingdom of Armenia/Lokki242
Government: Military Feudalism
Stability: 0
Economy: 12/2
Army: 4 Irregular Companies, 16 Swordsman Companies, 8 Crossbow Companies, 4 Horseman Companies, 4 Ark'Ayakan (Requires 3 Upkeep)
Navy: 3 Dromon Groups, 1 Fire Barge Groups
Religion: Orthodoxy (9)
Religious Minorities: Sunni Islam (1/2)
Literacy: 16 (Low Middle Ages)
Influence: 12
Projects: Grand Church (4/4), Tner Usuts’um (3/5), National Road Network (5/7)

Duchy of Taman/Reserved for Bair_The_Normal
Government: Elective Monarchy, Vassal of Armenia
Stability: 1
Economy: 13/0
Army: 5 Irregular Companies, 5 Swordsman Companies, 7 Crossbow Companies, 1 Horse Archer Company, 5 Khazaric Horse Archer Companies, 1 Siege Company (Requires 2 Upkeep)
Navy: 6 Catamaran Companies
Religion: Orthodoxy (9)
Religious Minorities: Sunni Islam (1/3)
Literacy: 15 (Low Middle Ages)
Influence: 15
Projects: Northern Wall (5/5), Port Renovation (6/6), Samarkand Expedition (7/7), Heavenly Cathedral (7/7)


Spoiler Africa :

Sultanate of Carthage/Grandkhan
Government: Despotic Monarchy
Stability: 0
Economy: 7/0
Religion: Sunni Islam (6)
Religious Minorities: Catholicism (2/2), Forn Sithr (2/3)
Army: 3 Swordsman Companies, 2 Crossbow Companies, 2 Horseman Companies, 3 Vandal Raider Companies (Requires 1 Upkeep)
Navy: 3 Galley Groups
Literacy: 15 (Low Middle Ages)
Influence: 16
Projects:

Fatimid Caliphate/NPC
Government: Despotic Monarchy
Stability: 1
Economy: 12/0
Army: 24 Swordsman Companies, 9 Crossbow Companies, 3 Horseman Companies (Requires 3 Upkeep)
Navy: 6 Galley Groups
Religion: Shia Islam (6)
Religious Minorities: Sunni Islam (2/3), Coptic Christianity (2/2)
Literacy: 15 (Low Middle Ages)
Influence: 19
Projects: Road Network (5/5), Alexandria Harbor (1/6)


Spoiler al-Andalus :

Emirate of Badajoz/Mickzter97
Government: Feudal Monarchy
Stability: 2
Economy: 14/0
Army: 5 Irregular Companies, 11 Swordsman Companies, 3 Horseman Companies, 1 Siege Company, 4 Badajoz Guardians (Requires 2 Upkeep)
Navy: 5 Galley Groups, 8 Phoenix Galley Groups (Requires 1 Upkeep)
Religion: Sunni Islam (8)
Religious Minorities: Catholicism (1/3), Judaism (1/3)
Literacy: 15 (Low Middle Ages)
Influence: 20
Projects: Grand Port of Lisboa (6/6), Grand Mosque (7/7), Coastal Forts (10/10)

Kingdom of Basqueland/NPC
Government: Despotic Monarchy
Stability: 0
Economy: 7/0
Army: 7 Irregular Companies, 4 Swordsman Companies, 10 Crossbow Companies, 7 Basque Archer Companies, 3 Horseman Companies (Requires 3 Upkeep)
Navy: 6 Brimstone Galley Groups
Religion: Catholicism (8)
Religious Minorities: Judaism (2/2)
Literacy: 15 (Low Middle Ages)
Influence: 12
Projects:

al-Maghribi Caliphate/momo1000
Government: Feudal Monarchy
Stability: 1
Economy: 21/0
Army: 9 Irregular Companies, 15 Swordsman Companies, 2 Horseman Companies, 7 Crossbow Companies, 6 Cordovan Longbowman Companies (Requires 3 Upkeep)
Navy: 8 Galley Groups, 8 Dromon Groups (Requires 1 Upkeep)
Religion: Sunni Islam (7)
Religious Minorities: Catholicism (2/4), Judaism (1/4)
Literacy: 19 (Low Middle Ages)
Influence: 22
Projects: Roman Renaissance (5/5), Grand Mosque and Maderesseh (3/3), Silk Road (15/15), African Trade (7/7), Imperial Declaration (7/7), Provence Defenses (7/7), Islamification of Provence (4/4), Arab Arsenal (5/5), Falcon’s Library (5/5),

Emirate of Barcelona/NPC
Government: Despotic Monarchy
Stability: 2
Economy: 13/4
Army: 25 Swordsman Companies, 4 Crossbow Companies, 6 Horseman Companies, 2 Siege Companies (Requires 4 Upkeep)
Navy: 6 Galley Groups
Religion: Sunni Islam (6)
Religious Minorities: Catholicism (3/4), Judaism (1/4)
Literacy: 16 (Low Middle Ages)
Influence: 17
Projects: Road Network (5/5), Barcelona Trade (5/10)


Spoiler Arabia :

Zengid Sultanate/TheLizardKing
Government: Despotic Monarchy
Stability: 2
Economy: 17/0
Army: 1 Irregular Company, 47 Swordsman Companies, 61 Crossbow Companies, 4 Horseman Companies (Requires 11 Upkeep)
Navy: 8 Galley Groups
Religion: Sunni Islam (8)
Religious Minorities: Shia Islam (2/4)
Literacy: 19 (Low Middle Ages)
Influence: 21
Projects: Road Network (5/5), Port Upgrades (5/5)

Abbasid Caliphate/NPC
Government: Despotic Monarchy
Stability: 2
Economy: 13/0
Army: 34 Swordsman Companies, 10 Horseman Companies, 49 Crossbow Companies, 1 Siege Company (Requires 9 Upkeep)
Navy: 4 Galley Groups
Religion: Sunni Islam (8)
Religious Minorities: Shia Islam (2/4)
Literacy: 18 (Low Middle Ages)
Influence: 16
Projects: House of Wisdom (5/5), Mass Irrigation Project (4/10)

Sharifate of Hijaz/NPC
Government: Despotic Theocracy
Stability: 0
Economy: 6/0
Army: 3 Irregular Companies, 30 Swordsman Companies, 2 Horseman Companies (Requires 3 Upkeep)
Navy: 8 Galley Groups
Religion: Shia Islam (10)
Religious Minorities: None
Literacy: 14 (Low Middle Ages)
Influence: 15
Projects: National Road Network (3/6)

Qasimid Sultanate/NPC
Government: Feudal Monarchy
Stability: 0
Economy: 6/0
Army: 4 Irregular Companies, 11 Swordsman Companies, 4 Crossbow Companies (Requires 1 Upkeep)
Navy: 1 Galley Group
Religion: Sunni Islam (8)
Religious Minorities: Shia Islam (2/2)
Literacy: 17 (Low Middle Ages)
Influence: 13
Projects: Sufi School Construction (3/8)

Imamate of Oman
Government: Islamic Theocracy
Stability: 0
Economy: 5/0
Army: 12 Swordsman Companies, 2 Horseman Companies (Requries 1 Upkeep)
Navy: 1 Galley Group
Religion: Sunni Islam (8)
Religious Minorities: Shia Islam (2/2)
Literacy: 14 (Low Middle Ages)
Influence: 12
Projects:


Spoiler Persia and India :

Ghaznavid Sultanate/NPC
Government: Despotic Monarchy
Stability: -1
Economy: 10/0
Army: 4 Irregular Companies, 20 Swordsman Companies, 4 Crossbow Companies (Requires 2 Upkeep)
Navy: 3 Galley Groups
Religion: Shia Islam (5)
Religious Minorities: Sunni Islam (3/3), Zoroastrianism (2/3)
Literacy: 15 (Low Middle Ages)
Influence: 18
Projects: Hormuz-Samarkand Trade Route (3/10)

Sultanate of Khorasan/NPC
Government: Despotic Monarchy
Stability: 0
Economy: 9/0
Army: 7 Swordsman Companies, 2 Crossbow Companies, 2 Horseman Companies (Requires 1 Upkeep)
Navy: None
Religion: Shia Islam (7)
Religious Minorities: Hinduism (2/2), Zoroastrianism (1/3)
Literacy: 14 (Low Middle Ages)
Influence: 14
Projects:

Sultanate of Baluchistan/NPC
Government: Despotic Monarchy
Stability: -1
Economy: 5/0
Army: 5 Swordsman Companies, 2 Horseman Companies
Navy: 5 Galley Groups
Religion: Sunni Islam (6)
Religious Minorities: Hinduism (2/2), Shia Islam (1/3), Zoroastrianism (1/3)
Literacy: 15 (Low Middle Ages)
Influence: 12
Projects:

Kingdom of Transoxiana/NPC
Government: Despotic Monarchy
Stability: -1
Economy: 10/0
Army: 15 Swordsman Companies, 5 Crossbow Companies, 5 Horseman Companies (Requires 2 Upkeep)
Navy: 3 Galley Groups
Religion: Zoroastrianism (6)
Religious Minorities: Sunni Islam (2/2), Orthodoxy (1/3), Buddhism (1/4)
Literacy: 12 (Low Middle Ages)
Influence: 15
Projects: Expanding the Silk Road (5/10), Hormuz-Samarkand Trade Route (3/10)

Kingdom of Gujarat/NPC
Government: Despotic Monarchy
Stability: -1
Economy: 6/0
Army: 6 Swordsman Companies, 5 Horseman Companies (Requires 1 Upkeep)
Navy: 8 Galley Groups
Religion: Hinduism (8)
Religious Minorities: Jainism (1/4), Sunni Islam (1/2)
Literacy: 16 (Low Middle Ages)
Influence: 11


Spoiler Unlabeled map :


Spoiler Labeled map :
 


Update 0: Born From the Dark... (750 AD/132 AH)

For centuries, Rome had stood as a beacon of civilization, the center of the world. The Eternal City, they called it. Home of the most glorious empire this side of the world had ever seen, from Britannia to Mesopotamia, from Mauretania to Dacia, the Roman Empire could be seen and felt everywhere.

Alas, when the city gates opened for Alaric of the Visigoths in the Christian year 410, Rome’s fate was sealed.

The next western emperors were little more than puppets to whatever leader happened to be passing through the Italian peninsula. The Western Roman Empire was finally put out of its misery by Odoacer in 476, who proceeded to declare himself first King of Italy. Odoacer’s kingdom was not to last; by the mid-sixth century, weak king after weak king could not hold it together, and Justinian’s invasion of Italy finished it off. The Lombards in the seventh century pushed the Romans almost out of Italy, but they were never truly united; instead, Italy fragmented into a number of minor, infighting states.

The two most powerful states in Italy can be found in the north. The Kingdom of Savoy, with its own unique blend of Christianity, has established a sort of Roman remnant, with its Brajoles kings leading over a fused blend of multiple cultures. Fleeing from the barbarian invasions on the mainland, settlers founded the city of Venice on an island just off the coast. That city quickly became the Adriatic’s foremost center of trade, with a relatively powerful kingdom to go with it. The Kingdom of Venice is that state. These two kingdoms stand perhaps the best chance of uniting a fractured Italy, perhaps even reunite the Roman Empire.

To the south, an Orthodox bastion, isolated in a Catholic and Islamic sea, stands firm on the island of Sicily. An independent splinter state of the East Roman Empire, the island stands strong, even against Muslim raiders, in large part due to its strong and advanced navy.

The land once called Gaul has a long and storied history. A land of Celts, conquered by Julius Caesar, then overrun by Franks, who brought with them a new name: Francia. When Charles “the Hammer” Martel stopped the advance of al-Andalus dead in its tracks at Tours in 732, he ensured the survival of the young – now Catholic – state on the north coast. The Frankish Empire rules all of Northern France. But with the conversion of its ruler to the Catholic faith, the old pagan believers face persecution. Many have fled to the Duchy of Aquitaine, a far more tolerant, albeit still Catholic, state ruled by the Visigoth House of Reginald, calling themselves “Romanic Gauls.” The interior of Francia, although nominally claimed by the two states, is little more than a number of minor counties, weak and divided, although still independent.

In the land once known as Britannia, with the retreat of the Roman army, the commoners who had been left behind tried to retain the old Roman administration. But they had no protection from the barbarism that was wreaking havoc on the continent. To rectify that, they hired German mercenaries; this proved to be a bad move. The Germans, mostly Angles and Saxons, seized power and established a new order, with their own kingdoms and law. It seemed that all hope was lost, especially after the King of Gwynedd, considered the last Breton king in southern Britain, was slain in 634.

But that was about to change. The Welsh Tudor family led a popular uprising against the Germans. The rebels consisted of not just Bretons, but Christian Angles and Saxons as well, fighting against the pagan king of Mercia. A war of destruction quickly erupted, as the rebels began sacking the German settlements. Other pagan kings joined the war, attempting to put down the rebellion, but through cunning and deceit the Tudors won. In 639, Oswald of Northumberland was forced to cede the city of Eoforwic/Eboracum [1] to the Tudors. The Kingdom of Eborica was founded, reigning over the east coast. The Tudor uprising convinced the rest of Britain that they, too, could rule for themselves; within decades, the Anglo-Saxons had been all but evicted from the island. The Catavalu peoples control much of this land, loosely unified under one overarching government.

The religious situation in Britain is complicated; groups of Christians, fleeing the Muslim advance in Egypt, dispersed across Europe, especially Britain. When they arrived, a unique fusion of Coptic, Celtic, and Catholic beliefs was the result. This religion is slowly but surely replacing the old Celtic beliefs and even Catholicism in Britain.

In the north is the Kingdom of Jutland, a new state formed by Germanic migrants, specifically the Jutes, closely related to the Anglo-Saxons who migrated to England. Jutland stands as the single strongest country in northern Europe. Germany itself is deeply divided, cut into an uncountable number of shards of nations.

Although the west had fallen, the eastern half of the Roman Empire still survives, with its glorious capital city of Constantinople. Under Justinian I in the sixth century, it proceeded on to conquer Italy, North Africa, and parts of Iberia, but those conquests did not last. The advance of Islam, coupled with plagues and weak emperors, made sure of that. The crippling loss at Yarmuk River lost Constantinople Palestine, and it was slowly reduced to the Balkans and Anatolia. The next emperors made the Empire more Greek than Roman, even as their power steadily declined. As the Emperor was too weak to govern effectively, and in the early eighth century the Despotate of Epir declared independence. Protected by mountains, it is far too poor and weak to directly take on Constantinople, but it is strong enough to maintain independence. Adding to Epir’s quaintness is its adherence to the gods of old, and its preservation of the ancient temples; time will tell if they can survive.

Under the Arabian night, a lone man fled from the city of Mecca, escaping persecution. He returned with an army to reconquer it, and Islam was born. Spreading rapidly, unified under the Umayyad caliphs, Islam came to conquer all of North Africa and the Middle East, destroyed the ancient civilization of Persia once and for all, and even pushed the Christians out of Iberia. But the Umayyads overextended themselves, and within a century it had splintered into a handful of unstable successor states.

The Hijaz sharifs, descendents of Muhammed, are arguably rulers of the most influential Muslim state, holding domain over the Red Sea and Arabian Gulf coasts. But it is not the most powerful. Two rival caliphates, the Sunni Abbasids of Iraq and the Shia Fatimids of Egypt, jostle for that spot. Although both have a strong military base, neither is particularly stable, as their respective rulers are unable to cope with the demands of reigning over such a large empire.

The Zengid Emirate of Palestine is a different story. Smaller and less powerful, it is still more stable than the other, larger caliphates, and it seems to be holding its own; if it is able to survive, it may yet become a regional power.

The Persian civilization’s last incarnation, under the Sassanids, was destroyed by Islam. But in the Umayyads’ wake, two states are clashing for control of Persia. In the north, the Tahirid Dynasty has established dominance, but like the other Islamic dynasties it is unstable. In the south sits the Emirate of Hormuz, a state with a more stable ruling base and better able to fight. Can either state form a new Persian dynasty? Only time – and perhaps brilliant ruling – will tell. For now, both states still have to contend with the Gupta Empire of India, seeking to make some advances in a weak region.

In North Africa, Islam reigns supreme. The Vandals, after the fall of Rome, migrated to the lands once belonging in a lost era to Carthage. They could not contend with the sudden march of Islam. The Vandal king Huneric retreated to Sardinia. But a century later, the void left behind by the Umayyad collapse was too alluring to resist; the Vandals returned to Carthage. To preserve his legitimacy as ruler of Carthage, the Vandal king Huneric IV converted to Islam. Today, this is the Vandalic Sultanate, a state with barbaric dreams. To the west is the more traditional Moroccan Sultanate, the one state farther west than any other in Europe, situated in a remote corner; yet, it may one day become a great empire.

Not even Iberia was spared the Muslim onslaught. The Goths that lived there before were pushed out, and only an army from all across Francia could stop the Muslims, but not before all of Iberia up to the Pyrenees was Muslim – al-Andalus. But with the collapse of the Umayyad Caliphate, the deposed caliph was invited to take refuge in the city of Cordoba. That proved to be a fatal mistake; the Umayyad claim on al-Andalus was far better than that of the locals. Al-Andalus, however, did not stay united for long; it split into four roughly equal states; the Emirate of Cordoba in the south, the Emirate of Barcelona in the east, the Sultanate of Badajoz in the west, and the Sultanate of Castille in the north. Al-Andalus may be united someday, but those are long-lost dreams.

Deep in Africa, where Islam has yet to fully penetrate, lie two remnants of antiquity. The Kingdom of Makuria is the last remnant of the Nubian civilization that once rivaled Egypt itself, but as a Christian realm it is deeply threatened by the Fatimids and its days appear numbered. South of Makuria lies the Kingdom of Axum, an Ethiopian nation and Christianity’s southernmost frontier. Axum seems better prepared than Makuria to hold off a future Fatimid assault, but it too has grim chances of survival.

In the plains of the east is a world in flux. This was a land beyond even Rome’s influence, wild an untamed. Even here, there are young nations, barely civilized, yet maturing. In the north, a frozen land, the hardy steppe peoples, influenced by a steady stream of refugees from the south, have united under one king. This is the Kingdom of Novgorod.

Closer to the heart of Europe are the tribes of the Poles, a loosely united confederation of semi-independent cities and counties, far along on the path to unification. Even farther south are the peoples of the Black Sea coast. The Avar Khaganate, sitting on the borders of the Roman Empire itself, is something of a successor state to the Empire of Attila, but it is under heavy threat from the east. Drought in Central Asia has pushed the Tartar horselords, united under a warlord they call the Skull-crusher, west, to the shores of the Crimea, displacing the Bulgar, Cuman, and Khazar peoples previously living there westwards. As they begin to overrun the Avars, it seems likely that this region will plunge into chaos. There is but one stabilizing factor: the Kingdom of the Slavs, united, may well be the first incarnation of a Black Sea Empire, but for now, it must contend with the shifting world around them.

As the sun rises all across the world, it is a time of recovery. It is unlikely that this world will ever be the same, but one can try to forge a new one.

Can he not?

[AH] is the Islamic calendar: all updates will be labeled with both the Christian and Muslim calendars.
[1] York

There isn't going to be any diplo this turn; I will wait and see what happens the first turn, and only Update 1 and after make NPC diplo.


Spoiler Map :


Spoiler Stats :
Spoiler Britain :

Kingdom of Eborica/lopaz
Color: Red
Government: Despotic Monarchy
Stability: +1
Economy: 5/0
Army: 4 Irregular Companies, 3 Swordsman Companies
Navy: 3 Galley Groups
Religion: Celto-Coptic Christianity (5)
Religious Minorities: Celtic Druidism (4/3), Catholicism (1/3)
Literacy: 11 (Low Middle Ages)
Influence: 11
Projects:

Catavalu/Boundless
Color: Light Yellow
Government: Tribal Federation
Stability: 0
Economy: 4/0
Army: 9 Tribal Warrior Companies
Navy: 2 Galley Groups
Religion: Celtic Druidism (5)
Religious Minorities: Celto-Coptic Christianity (3/3), Catholicism (2/3)
Literacy: 8 (Post-Classical)
Influence: 8
Projects:


Spoiler France and Germany :

The Frankish Empire/Nuclear kid
Color: Blue
Government: Despotic Monarchy
Stability: -1
Economy: 6/0
Army: 5 Irregular Companies, 2 Swordsman Companies, 1 Horseman Company
Navy: 3 Galley Groups
Religion: Catholicism (7)
Religious Minorities: Gallic Animism (2/2), Celtic Druidism (1/2)
Literacy: 9 (Post-Classical)
Influence: 12
Projects:

Duchy of Aquitaine/Terrance888
Color: Sky Blue
Government: Despotic Monarchy
Stability: 0
Economy: 5/0
Army: 5 Irregular Companies, 3 Swordsman Companies
Navy: 4 Galley Groups
Religion: Catholicism (6)
Religious Minorities: Gallic Animism (4/3)
Literacy: 9 (Post-Classical)
Influence: 9
Projects:

Kingdom of Jutland/thomas.berubeg
Color: Green
Government: Despotic Monarchy
Stability: 0
Economy: 4/0
Army: 5 Irregular Companies, 3 Swordsman Companies
Navy: 3 Galley Groups
Religion: Odin Worship (7)
Religious Minorities: Catholicism (3/3)
Literacy: 9 (Post-Classical)
Influence: 10
Projects:


Spoiler Italy :
Kingdom of Savoy/Mosher
Color: Maroon
Government: Despotic Monarchy
Stability: -1
Economy: 5/0
Army: 4 Irregular Companies, 2 Swordsman Companies
Navy: 2 Galley Groups
Religion: Savoyard Christianity (5)
Religious Minorities: Roman Catholicism (2/3), Gallic Animism (2/2), Orthodox Christianity (1/3)
Literacy: 10 (Low Middle Ages)
Influence: 9
Projects:

Kingdom of Venice/SamSniped
Color: Navy Blue
Government: Despotic Monarchy
Stability: 0
Economy: 6/0
Army: 4 Irregular Companies, 1 Swordsman Companies
Navy: 3 Galley Groups
Religion: Catholicism (5)
Religious Minorities: Savoyard Christianity (2/3), Gallic Animism (2/2), Orthodox Christianity (1/3)
Literacy: 11 (Low Middle Ages)
Influence: 9
Projects:

Kingdom of Sicily/mythmonster2
Color: Purple
Government: Despotic Monarchy
Stability: 0
Economy: 4/0
Army: 4 Irregular Companies, 2 Swordsman Companies
Navy: 4 Dromon Groups
Religion: Eastern Orthodox (7)
Religious Minorities: Catholicism (3/3)
Literacy: 10 (Low Middle Ages)
Influence: 12

The Papal States/erez87
Color: Light Tan
Government: Papacy
Stability: 0
Economy: 2/0
Army: 3 Papal Guard Companies
Navy: 1 Galley Group
Religion: Catholicism (10)
Religious Minorities: None
Literacy: 10 (Low Middle Ages)
Influence: 20


Spoiler Greece :
Roman Empire/GamezRule
Color: Plum
Government: Imperial Administration
Stability: -2
Economy: 11/0
Army: 5 Irregular Companies, 5 Swordsman Companies, 2 Horseman Companies
Navy: 7 Dromon Groups
Religion: Eastern Orthodox (9)
Religious Minorities: Sunni Islam (1/2)
Literacy: 12 (Low Middle Ages)
Influence: 20

Despotate of Epir/west india man
Color: Blue-Green
Government: Despotic Monarchy
Stability: +1
Economy: 4/0
Army: 5 Irregular Companies, 2 Swordsman Companies
Navy: 1 Galley Group, 1 Trireme Group
Religion: Greco-Roman Polytheism (5)
Religious Minorities: Orthodox Christianity (4/2), Roman Catholicism (1/2)
Literacy: 10 (Low Middle Ages)
Influence: 9


Spoiler Eastern Europe :
Avar Khaganate/NPC
Color: Deep Green
Government: Tribal Federation
Stability: 0
Economy: 4/0
Army: 7 Tribal Warrior Companies
Navy: None
Religion: Slavic Polytheism (6)
Religious Minorities: Eastern Orthodox (3/2), Tengriism (1/3)
Literacy: 9 (Post-Classical)
Influence: 9

Tatar Khanate/NPC
Color: Dark Orange
Government: Horse Nomads
Stability: 0
Economy: 4/0
Army: 10 Horse Archer Companies
Navy: None
Religion: Tengriism (8)
Religious Minorities: Orthodox Christianity (1/4), Slavic Polytheism (1/4)
Literacy: 9 (Post-Classical)
Influence: 15

Polish Tribes/Spaceman98
Color: Orange
Government: Tribal Federation
Stability: 0
Economy: 4/0
Army: 9 Tribal Warrior Companies
Navy: 1 Galley Group
Religion: Romuva (7)
Religious Minorities: Catholicism (2/3), Norse Polytheism (1/4)
Literacy: 8 (Post-Classical)
Influence: 8
Projects:

Kingdom of the Slavs/Omega124
Color: Deep Green
Government: Despotic Monarchy
Stability: +1
Economy: 5/0
Army: 5 Irregular Companies, 2 Swordsman Companies, 3 Horse Archer Companies
Navy: 2 Galley Groups
Religion: Slavic Polytheism (6)
Religious Minorities: Tengriism (2/3), Eastern Orthodox (2/3)
Literacy: 9 (Post-Classical)
Influence: 10
Projects:

Kingdom of Novgorod/Popcornlord
Color: Reddish
Government: Despotic Monarchy
Stability: 0
Economy: 4/0
Army:
Navy: 3 Galley Groups
Religion: Romuva (7)
Religious Minorities: Eastern Orthodox (2/3), Norse Polytheism (1/4)
Literacy: 9 (Post-Classical)
Influence: 11
Projects:


Spoiler Africa :
Fatimid Caliphate/NPC
Color: Hot Pink
Government: Despotic Monarchy
Stability: -1
Economy: 7/0
Army: 5 Irregular Companies, 2 Swordsman Companies, 1 Horseman Companies
Navy: 2 Galley Groups
Religion: Shia Islam (5)
Religious Minorities: Sunni Islam (5/4)
Literacy: 12 (Low Middle Ages)
Influence: 9
Projects:

Sultanate of Morocco/NPC
Color: Light Pink
Government: Despotic Monarchy
Stability: 0
Economy: 5/0
Army: 5 Irregular Companies, 3 Swordsman Companies
Navy: 1 Galley Group
Religion: Sunni Islam (8)
Religious Minorities: Shia Islam (2/3)
Literacy: 11 (Low Middle Ages)
Influence: 10
Projects:

Vandalic Sultanate/Grandkhan
Color: Sienna
Government: Despotic Monarchy
Stability: -1
Economy: 6/0
Army: 5 Irregular Companies, 3 Swordsman Companies, 1 Horseman Company
Navy: 3 Galley Group
Religion: Sunni Islam (6)
Religious Minorities: Catholicism (2/2), Shia Islam (2/3)
Literacy: 10 (Low Middle Ages)
Influence: 10
Projects:

Kingdom of Axum/NPC
Color: Orange
Government: Despotic Monarchy
Stability: 0
Economy: 4/0
Army: 7 Irregular Companies
Navy: 1 Galley Group
Religion: Coptic Christianity (8)
Religious Minorities: Sunni Islam (1/2), Shia Islam (1/2)
Literacy: 9 (Post-Classical)
Influence: 10
Projects:

Makuria/NPC
Color: Rust
Government: Despotic Monarchy
Stability: 0
Economy: 3/0
Army: 4 Irregular Companies
Navy: None
Religion: Coptic Christianity (8)
Religious Minorities: Sunni Islam (1/2), Shia Islam (1/2)
Literacy: 7 (Post-Classical)
Influence: 8
Projects:


Spoiler Al-Andalus :
Emirate of Badajoz/NPC
Color: Red-Purple
Government: Despotic Monarchy
Stability: -1
Economy: 6/0
Army: 4 Irregular Companies, 3 Swordsman Companies, 1 Horseman Company
Navy: 2 Galley Groups
Religion: Sunni Islam (7)
Religious Minorities: Catholicism (2/3), Judaism (1/3)
Literacy: 11 (Low Middle Ages)
Influence: 12
Projects:

Sultante of Castille/Mickzter97
Color: Turquoise
Government: Despotic Monarchy
Stability: 0
Economy: 5/0
Army: 5 Irregular Companies, 3 Swordsman Companies, 2 Horseman Company
Navy: 1 Galley Groups
Religion: Sunni Islam (7)
Religious Minorities: Catholicism (2/3), Judaism (1/3)
Literacy: 11 (Low Middle Ages)
Influence: 12
Projects:

Emirate of Cordoba/momo1000
Color: Yellow
Government: Despotic Monarchy
Stability: -1
Economy: 6/0
Army: 4 Irregular Companies, 3 Swordsman Companies, 1 Horseman Company
Navy: 2 Galley Groups
Religion: Sunni Islam (7)
Religious Minorities: Catholicism (2/3), Judaism (1/3)
Literacy: 11 (Low Middle Ages)
Influence: 12
Projects:

Emirate of Barcelona/NPC
Color: Lime Green
Government: Despotic Monarchy
Stability: -1
Economy: 6/0
Army: 4 Irregular Companies, 3 Swordsman Companies, 1 Horseman Company
Navy: 2 Galley Groups
Religion: Sunni Islam (7)
Religious Minorities: Catholicism (2/3), Judaism (1/3)
Literacy: 11 (Low Middle Ages)
Influence: 12
Projects:


Spoiler Arabia :
Zengid Emirate/NPC
Color: Grass Green
Government: Despotic Monarchy
Stability: 0
Economy: 5/0
Army: 6 Irregular Companies, 2 Swordsman Companies
Navy: 4 Galley Groups
Religion: Sunni Islam (7)
Religious Minorities: Shia Islam (3/4)
Literacy: 11 (Low Middle Ages)
Influence: 7
Projects:

Abbasid Caliphate/NPC
Color: Blue
Government: Despotic Monarchy
Stability: -1
Economy: 8/0
Army: 4 Irregular Companies, 4 Swordsman Companies, 2 Horseman Companies
Navy: 2 Galley Groups
Religion: Sunni Islam (7)
Religious Minorities: Shia Islam (3/4)
Literacy: 12 (Low Middle Ages)
Influence: 9
Projects:

Hijaz/NPC
Color: Forest Green
Government: Despotic Monarchy
Stability: -1
Economy: 7/0
Army: 4 Swordsman Companies, 4 Horseman Companies
Navy: 2 Galley Companies
Religion: Shia Islam (5)
Religious Minorities: Sunni Islam (5/4)
Literacy: 12 (Low Middle Ages)
Influence: 13
Projects:


Spoiler Persia :
Tahirid Sultanate/NPC
Color: Teal
Government: Despotic Monarchy
Stability: 0
Economy: 6/0
Army: 4 Irregular Companies, 2 Swordsman Companies
Navy: None
Religion: Shia Islam (6)
Religious Minorities: Sunni Islam (2/4), Zoroastrianism (2/2)
Literacy: 11 (Low Middle Ages)
Influence: 10
Projects:

Emirate of Hormuz/General Olaf
Color: Lime Green
Government: Despotic Monarchy
Stability: 0
Economy: 5/0
Army: 4 Irregular Companies, 2 Swordsman Companies
Navy: 3 Galley Groups
Religion: Shia Islam (6)
Religious Minorities: Sunni Islam (2/4), Zoroastrianism (2/3)
Literacy: 11 (Low Middle Ages)
Influence: 12
Projects:

Gupta Empire/NPC
Color: Orange
Government: Despotic Monarchy
Stability: -1
Economy: 5/0
Army: 4 Irregular Companies, 1 Swordsman Company, 1 Horseman Company
Navy: 2 Galley Groups
Religion: Hinduism (8)
Religious Minorities: Sunni Islam (2/3)
Literacy: 12 (Low Middle Ages)
Influence: 10
 
You may now post.

This is the OOC thread, for non-game related stuff.


The Scroll of Rulers
Like some other NESes I have seen, I am collecting a number of tips and suggestions that hopefully should be of help.
1. Heed your surroundings. Pay attention to who surrounds your nation. Light Gray areas are tribal lands, inhabited by proto-civilized yet divided polities. Darker Gray are civilized regions, but are still divided into far too many polities to be properly mapped; the taifas of al-Andalus are a good analogy here. While these may appear like easy fodder, they are not just a stomping ground for armies. They have their own people, their own rulers - and their own challenges. That should not deter you from attempting to expand, but be warned.
2. Projects. A "project" is a broad term for any long-term expenditure, and could include such things as city improvements, opening of trade routes, policy changes, inquisitions, and infrastructure. PM me if you want to begin one for details including the total cost and effects.
3. Influence. Influence is not to be underestimated. Countries with higher influence are more likely to get a favorable deal in NPC negotiations, and even can get economy, military, and/or tech bonuses.
4. The barbarians are still out there. Even though the Germanics that took down the Roman Empire have settled, that does not mean that the barbarian threat to Europe is over. Far from it in fact. The eastern steppes are a world of horselords, the northern coasts home to sea raiders, and places like Ireland are not to be trod on. Keep on your guard.


Orders due Wednesday, March 21
 
First Post!


Meet Bernald Reginald III, the famed Duke of Aquitaine, friend of the people, fighter of invaders, and lover [not that way] of Christ.

The Duke of Aquitaine declares that all are welcome without persecution. We will continously ask that you be saved, but we won't use swords to do it.

The Duke of Aquitaine asks if the Frankish Empire would accept the marriage between their royal houses, so that the bond of blood may prevent bloodshed in the land of Francia for the time being. We offer the hand of young Eleanor.

Quiet Eleanor learns the little she could, reciting the bible and play-managing the manor while the play-lord (her brother and heir) is at war.
 
The Roman Empire is here, ready to enter a new golden age.
 
King Nikolaos Valerius has assumed his reign over the Kingdom of Sicily. Having been the strategos, the governor/general of Sicily under Byzantine rule, it is only natural that he be the King in Sicily's newest days. His first actions were to send a series of communiques to neighboring states with which diplomacy would be crucial in order to survive.

To the Vandalic Sultanate:
Although we have been enemies with other Muslims in the past, we hope that our two kingdoms may, for a short time, at least, not have to worry about each other as a threat. To further this goal, we offer an official treaty of peace between our two nations, to ensure that we will take no actions against each other for at least [five turns].

To the Roman Empire:
We recognize that we are a revolter state in your eyes. However, we still stand by our view that you proved unworthy to rule us when you almost allowed the Muslims to conquer our state. Perhaps in the future, we may work together as common Greeks and Christians, but for now, we will go on our separate path.
 
Pope is here

To all catholic nations. Our god and savior is angry! No payment has been given to the holy sit in Rome for several years. How can I continue to pray for your souls when the orthodox heretics and Muslim infidels continue to threaten the holy see? Each nation is requested to send 1 economy this year or risk my judgment in the eye of god.

Other than that the state of the catholic church in Europe must improve! How can you allow pagans in your countries!? God's anger will fall upon all those who have pagans within their borders!
 
To the Pope

I would love to send some money over, but there is a matter of defending Francia from any possible Moorish aggression as well as reconquista of the lands of the formerly Catholic Iberia, due to me from my grandfather's mother's side to the Fall of Visigothic Spain. I will pray for the victory of catholicism.

There is also a matter of petty lords making the routes to the Holy See perilous to send funds through. I promise that all efforts will be spent to reunite the Faithful of Frankia to the Mediterranean.

Judge me as you will.


As for Pagans, we feel that we should get rid of them by converting them. They know their rites are false, and they know that their sons and daughters sneak off one by one to convert to the Truth Faith. Would they still be pagans if they Love the grace of God and convert through the word instead of the sword?

Judge me as you will.
 
To the Pope

I would love to send some money over, but there is a matter of defending Francia from any possible Moorish aggression as well as reconquista of the lands of the formerly Catholic Iberia, due to me from my grandfather's mother's side to the Fall of Visigothic Spain. I will pray for the victory of catholicism.

There is also a matter of petty lords making the routes to the Holy See perilous to send funds through. I promise that all efforts will be spent to reunite the Faithful of Frankia to the Mediterranean.

Judge me as you will.


As for Pagans, we feel that we should get rid of them by converting them. They know their rites are false, and they know that their sons and daughters sneak off one by one to convert to the Truth Faith. Would they still be pagans if they Love the grace of God and convert through the word instead of the sword?

Judge me as you will.
from the POPE
to the Franks

How do you intend to battle the Moors and rebels without the holy see at your side? How do you intend to have us at your side if we are busy feeding ourselves rather than pray for you in the ears of god?

I will judge you through the words of god. All pagans must convert, leave or die!
 
To the Pope

How can we send the funds if petty lords dominate the roads? We will send them when it is possible, no sooner.

Pagans will be converted; no worries about that. All people die and face their judgement; no worries about that. Pagans are coming here instead of leaving, but the more who come the more who convert; no worries about that.
 
To the Pope

How can we send the funds if petty lords dominate the roads? We will send them when it is possible, no sooner.

Pagans will be converted; no worries about that. All people die and face their judgement; no worries about that. Pagans are coming here instead of leaving, but the more who come the more who convert; no worries about that.
God would see fit if the funds will be sent this year. God will protect the convoys from the petty lords with my blessing.
And do not joke with me, Duke of Aquitaine. God only sees your call for a place with no prosecution as heresy. For the son of god said he comes with peace and with the sword.
 
To the Pope

Ah, with your blessing we verily will send the funds. Surely they will be safe!!! Right?

semi ooc said:
"Thou shalt not tempt the Lord thy God."

Who says there won't be prosecution? We see the clever trap we've laid in this land, to attract those fleeing from heavy prosecution while embracing them in the name of God. There is a time for sword against the Mohamettan, but there is still chance for love of the one and only christ to win over the fear of false gods.
 
To the Pope

Ah, with your blessing we verily will send the funds. Surely they will be safe!!! Right?



Who says there won't be prosecution? We see the clever trap we've laid in this land, to attract those fleeing from heavy prosecution while embracing them in the name of God. There is a time for sword against the Mohamettan, but there is still chance for love of the one and only christ to win over the fear of false gods.
I will deal with more ease with the mortals of the world at this chaotic times. For god said to forgive. The Holy See expects the funds as soon as possible.
As for your "plan". I will give you leeway for now. If your plan fails, I ensure you god will not give any leeway.
 
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