WhiteRobber
Twinkle twinkle Wunderbar
ChesterIOT
Spoiler for map
Spoiler :

Spoiler for map of existing NPC nations:
Spoiler :

NPC nations: Connaught, Brittany, Holstein, Genoa, Tunisia, Athens, Dobrogea, Antioch, Pskov, Nogai.
A map of Europe. Sounds simple, right?
Rules?
1) Everyone starts with max 20 provinces, who must have a land connection to each other. So you can be a big round blob or a thin line from Venice to Mecklemburg, as long as nothing interrupts you. Every island is on it's own. If you're coastal, you can also have some islands, but still in the limit, and not too far from your original province (like, if you're Aragon, you can get the Baleares, but no Sardegna. Only exception is Iceland, which is in reach from the northernmost Scottish provinces and all of Norway's coast.
2) Each year (turn), everyone gets to spend 50 Points. Points can be changed into money, at a rate of 1 Pt. = 10 EP. Points can also be exchanged into Tech Points. Tech points are used to get technologies. 1 tech point costs 10 Points. With Income points( EP), you can buy armies.
Armies cost:
1 Infantry - 2 EP
1 Cavalry - 4 EP
1 Artilery - 6 EP
Infantry has a power of 1, Cavalry has a power of 1.5 and Artillery has a power of 2. The combined power of your armies is both the “health” and the “damage” of your armies in battle. Having more inf/cav/art than the enemy gives a 10% bonus to the total power given by that category.
NOTE: Artillery works at full strenght only when it is the attacker. When defending, artillery has a power of 1, just like infantry.
3) Trade; each nation has a Center of Trade (CoT) as long as it exists. If the country is conquered, no more CoT. Sending a merchant to a CoT anywhere costs 2 Points. Your CoT has already full merchants in it. ( 20 - that's the max number of merchants a nation can have in a trade center). Each merchant brings 1 Point per turn.
4) Religion: be either Christian or Muslim; your choice. Further religious divisions are useless, as Religion is only a stat, which receives different bonuses from different techs.
Expanding you territory: Expansion is easy: as long as a land is adjacent to you, you can take it ( one of the technologies allows taking over land that’s 2 provinces away).
TECHNOLOGY is a HUGE factor in your progression. Spend Tech points to get the technologies. Each technology costs 1 Tech point.
Each technology must be bought in the order you see them, so if you want one of them, you must first get all the ones before it. Each tech can be bought only ONCE, except those who state otherwise.
NO MORE THAN 6 TECHS CAN BE BOUGHT EACH TURN, NO MORE THAN 2 OF EACH TECHTREE PER TURN. So, you can max 2 techs from each techtree per turn, max 6 techs total per turn.
Spoiler for Techtrees
Spoiler :
Military techtree:
techs: 1) Horse Archers - cavalry gains +10% power when it is the attacker.
2) Royal Guards - outnumbered Infantry gains +10% power when it is the defender.
3) Naval Transports - allows transportation overseas ( altough not too far - for example, someone in Tunisia can now take Sardegna, which was impossible before)
4) Supply Lines - allows miltiary units to expand further into unclaimed land, being able to take over more provinces by being able to expand to the provinces adjacent to adjacent provinces.
5) Improved Artillery - decreases cost of Artillery by 1 EP.
6) Siegecraft - Artillery gains +50% power bonus when it is the attacker. Penalty for artillery when defending is halved.
Science techtree:
techs: 1) Biology Studies - Infantry gains +10% power when it is the attacker.
2) Fortified Walls - gain 5 Infantry and 5 Artillery when defender.
3) Alchemy - Cavalry gains +10% bonus when defending.
4) Metallurgy - Infantry and Cavalry gain +5% bonus when defending.
5) Astronomy - Will give random warnings when you're going to lose a war. Further increases expansion distance overseas (for example, someone in Greece can now get land in Egypt)
6) Regulation of Medical Profession - some armies are recovered after being defeated, instead of being lost. (25% more armies will survive)
Trade techtree :
1) Tax Collectors - adds 5 Points per turn.
2) Banking - allows players to bank Points, with an interest rate of 10% per turn.
3)Trade League - doubles incomes from Merchants.
4)Trade Monopolies - ads 5 Points every turn for each trade center in which you have more than 10 merchants. Received Points fluctuate depending on changes in trade centers.
5) Peace taxes - player receives 1 Point for every existing nation not at war with him. Nobody loses the money actually. The total income fluctuates depending on the player's wars.
6) War Tax - player receives 20 more EP. Can be used only when at war. Player gains 20 EP for each war he’s in, but pays 10 EP after the end of each war. Each new war gives the money.
Religious techtree :
1) Defender or the True Faith - Christian infantry and Muslim Cavalry get a 10% power bonus when defending; Muslim Infantry and Christian Cavalry gain a 10% power bonus when attacking.
2) Conflicting Beliefs - get 5 infantry and 5 cavalry for every nation not of your religion on the map. Every war with someone not of your religion gives you 5 infantry and 5 cavalry
3) Crusades/Jihad - gain 12 infantry and 10 cavalry. You're forced to declare war on at least 3 other nations ( of opposed religion) and use those armies, otherwise your nation will be eaten up by internal strife. Can be bought multiple times.
4) Religious Expansion - Gives a one-time 25 Points.
5) Holy City - - simply doubles your Points and EP from that turn. Can be bought multiple times, but each subsequent time ads another Tech Point to the cost
Battles:
Each army, wether Inf/Cav/Art, can fight only one battle per turn.so it’s good to specify how many of each unit type to send to each of your enemies. If you don’t specify the exact number, I will spam your Inbox. After each military victory, you can discuss peace this way: 1) the winner may ask for land/troops/religious conversion/ Points/EP. 2) The defeated humbly offers whatever he has elft to not be completely conquered.
Also, if your nation get pwned, and destroyed, you can rejoin, just as if you were a new player. Just not in the same place.
The size of the nation is also important. While not counting the actual number of provinces, if a player feels big enough, he may ask to be promoted to the next tier.
Each tier is named according to the religion.
Sheikdom / County - small size (no bonuses) - starting size ( 0-30 provinces)
Emirate / Duchy - medium size ( adds 15 Points per turn) - ( 31-55 provs)
Sultanate / Kingdom - big size ( adds another 15 Points per turn) - (56-85 provs)
Caliphate / Empire - HUGE ( adds another 20 Points per turn) - (86+ provs)
PRESTIGE
All nations gain prestige from almost anything they do. Prestige is like a "total score" Winning a battle awards 10 prestige. Losing a battle gives 1 prestige. Completing a techtree awards 50 prestige. Becoming a Caliphate/Empire awards 50 prestige. Conquering any of the NPC nations awards 50 prestige. Winning a war against a player nation awards 75 prestige..
The player with the most Prestige will be the Overlord. Overlord gains 25 Points and 5 infantry armies every turn. Sadly, the overlord's armies suffer a -20% power penalty in combat.
Expand, kill, screw people up.
Also, the name of your nation is unimportant. As long as you acknowledge you're human and have only medieval weaponry, (around year 1200), I do not give a pony on your nation's name.
Any questions?