FANES I - The Years Of Rice And Salt

Flavius Aetius

Ruler Of Liguria
Joined
Jun 30, 2007
Messages
774
FANES - The Years Of Rice And Salt

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Settings
“The Black Death, the terrible epidemy of plague, knocked down itself on Europe in the 14th century with devastating effects: about one third of the population of the Old World was obliterated.
But what would happend if the 99% of European population had been killed by the plague?
How the world would be changed? This NES explores just what would be happened in the course of the time: the rises and the falls of nations, the scourge of horrible famines and the progresses chained to the great inventions, in a world where the Buddhism and the Islam are the most widespread and influent religions, while the christianity is only a footnote.
The protagonists, soldiers and kings, explorers and philosophers, slaves and scholars, share, in the subsequent reincarnations, the “Years of Rice and Salt”, or rather the years of the terrestial life distinct from the ones where the soul is disembodyed and doesn’t need food.”
- Translation from the italian introduction of the book-

The setting for the NES came from a famous book, The Years Of Rice An Salt.
The book features a even deadlyer Black Death in Europe, erasing completly European nations and culture.
So, in this NES, Europe will be pratically empty, except few zones: montainous regions and far away territories from the center of Europe survives, but in a minimal extent; Over 99% of European Pepole die with Black Death.
The NES starts in 1350, so let's expect that many "colossus", like China or Delhi Sultanate, will go into chaos unless an experienced player takes over.
The ruleset is taken from AFSNES (except the military section, that is ITNES's), and the map is made by Noth King.

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

Players - no limit, no constraints. my only request is true commitment. Don’t join if you dislike the rules or don’t have enough time or have any other such problems.

Stories - not necessary, but very encouraged. Rest assured that I will read them and will at least try to find some way to fit the superior ones in.

Orders - orders are to be PMed, preferably in list format. You can put anything you want to do with your nation there, but you must put such stuff as spending orders, diplomacy (basically, the concise terms of all and any diplomatic agreements you signed, if you want them to go into effect) and military deployments/movements there. It is preferable for orders to be, above all, clear and concise; detail can be useful, but excessive detail is often annoying. As for specific strategy, it is very important that you are, once again, very clear as to what do you want to do exactly; in this, a map might help greatly, though it is not necessary. Lastly, given that we have 5 years in a turn, giving precise dates for some of your actions might be useful.

Also – early orders are greatly encouraged, last-moment orders will be punished, last-moment additions and corrections might or might not be too late.

NPCs - as they're NPCs (Non-Player Controlled nations), I'll play them. Most of them might be expected to be comparatively passive and apathic… but I make no promises and given the right situation these NPCs might prove as vigorous, dangerous and treacherous as PCs themselves. Underestimate them as you would underestimate any sleeping giant.

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 multitude of tiny tribes (however, I will give you the names of the main ethnic groups), though short-term tribal leagues are possible (also, some of those might evolve into civilized states if given the right conditions, whether on their own or under the guidance of a player). It is possible to try and communicate with them, but that's rather unlikely to work, due to the aforementioned decentralization; so it’s 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...

Updates – these will be posted as they become apparent. The exact time of the deadline is 16:00 GMT+1. Updates will cover five years each and consist of “domestic events”, “international events”, “military events”, “random events” (really random now - a random number of random countries will get random - positive, negative or neither - effect, that will probably be rather more complex than previously), "special bonuses" (stat-related awards for all sorts of things - like early orders, best order sets, best stories, and whatever I think of) and “ooc” (OOC comments and death threats). Also I will PM secret reports to some people as part of the update.

Map - I will use a modified NK world map of 1343. The map is updated with every update. Each nation will have its own colour, used in all the owned, controlled and occupied territories. Thick borders will mean normal borders between nations; thinner borders will separate nations from their more autonomous regions and vassal states. Black circles will mark the cities – cities with white lining are national capitals, cities with red lining are trade and/or manufacturing centers (historically those were usually the same), cities with blue lining are key religious and cultural centers. A city that is both a capital and a religious centre is, in all the probability, a trade centre as well. None of these “special cities” influence stats directly, but their significance still is as great as it is obvious.; The rebel colour is white, unless said rebels are as organized and as serious as to gain a colour (and stats) of their own.


Countries - pick a NPC, create your own (but first, give me some vital info so that I can give you stats) 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 out of character; that doesn’t mean that your ruler can’t be an anti-traditionalist reformer, but that does mean that he would face about as much trouble because of it as his historical analogues did. Another note: rebel movements don't have stats before they take over some territory.

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

Government

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

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 overridden, 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 it’s 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. Know that centralisation efforts are likely to incur some serious opposition in a traditionally-decentralised state, whether from the masses or from the local political elite.

Culture

Under this stat I will list the major cultures, their "strength" (as in, unity and devotion), the minorities and the foreign cultural influences, plus any other useful information. 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

I will use a very different variation on the level system. In the miscellaneous section of the stats, the general features of the assorted technological levels that coexist in the game world (like the European Renaissance, the Andean Bronze Age and such) –will be listed. In the stats, the technological level to which the nation in question belongs will be mentioned; and after it, the significant deviations from the given norm, whether good (“superior firearms”) or bad (“inferior ships”) will be listed. Things will be more flexible this way, and the stats themselves more informative while also concise. That, in any case, is the idea.

Technological development can be simply ordered, but it will usually require funding, as well as physical feasibility, for it to actually get anywhere. Education levels obviously help as well.

One cannot trade technology as such, but one can supply a different nation with products of superior technology, or one could send advisors and scrolls and other such help to help said nation reach your level.

Military

Pretty much the usual number-based military; we have regiments on the land, ships on the sea. Each stat-growth (i.e. 1 eco. point) could raise 5 regiments or build 10 ships; they come into action within the turn, but probably not immediately.

Unlike origial AFSNES Ruleset (the one I completly copyed XD), I will utilize ITNES I – An Epoch Of Change rules for military.
So, for training, we don’t have a brief description (Too difficult to do for nations that I don’t see from the start) but the usual Quality Level.
This level will increase if you spend EC on it, or after good military reform (but even a reform require some funds). The Army and Navy quality are separate.
Remember, a too large army grown in too little time wil lower the level.

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

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 strength (like city assaults); technically there can also be others, but one must have a clear priority. As for the weaknesses, they usually draw from the strengths themselves; city assault specialists will naturally do rather badly in the open field. You can switch UUs at any point; what will happen with the old UUs will depend on a lot of things. A warrior caste elite, for instance, is likely to rise up in bloody rebellion, while professional army specialised infantry might simply reintegrate with the rest of the troops, though obviously losing in morale, as well as general quality. The Quality leve for the UU will be generally Elite.

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.

Speaking of large armies, every nation will have a military cap, dependant on population size, social base for the military and other such factors. Raising an army (including UUs and, if they are kept for two turns or more, levies) beyond that is possible, but will invite troubles, most notably those of economy and confidence. And the further you keep (or even grow) your army beyond the cap, the worse things will get. For obvious reasons this does not apply to the navy. Note that a military cap that is less than 10 times your population size can be grown with eco. points, by 5 per point; this represents setting up additional military infrastructure and such. Growing beyond that population limit is also possible, but is going to cause additional economic problems. Naturally, military reforms, population growth and so forth will also increase it, but at their own pace.

Technically your troops can move quite far - after all, each update is five years. Still, it’s valuable to take things like infrastructure, geography and starting positions into account... It’s quite hard to predict how far you might get, so use your brains for that. By the way, 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 (except for the colonial militias); usually if they do exist they will be mentioned in the update. As they're virtually impossible to use as regular troops and as they never do have that kind of organization, it’s a bit pointless to put them up in the stats.

Levies, 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 regiments is a pretty good average for most nations per turn. Do note that levying too many troops will be detrimental to the economy and the confidence, and that the levies are generally very incompetent, although they're good cannon fodder and can be used for garrisoning. Also note that in invaded provinces and besieged cities, a certain amount will be levied automatically.

NOTE: Most nations here have smaller armies at first than players may be used to. It should be obvious that most feudal or tribal nations can raise hordes of levies (often not all that poor due to the constant warring) pretty quickly for defensive or offensive purposes. Though sometimes they might not be all that easy to control.

Economy

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.

Infrastructure

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

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

Bureaucracy

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

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

Population

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.

Education

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

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

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

Living Standards

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

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

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

Confidence

This is the degree to which the people trust or mistrust, love or hate you and your government. 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. You can do just about anything with it, but it is advisable to contact me for specifics first; usually it will simply influence one or several stats in some desirable way, but if you want some other kind of effect, it is best for you to contact me. A long-term bonus like superior amounts of troops per eco. point could be tied to either a fixed amount of turns or to some in-game condition (like a Janissary system) that will have its own repercussions and that might be caused to cease to function, in which case the bonus will disappear; such things are also what you should talk with me about first. Anyhow, most projects will have their own unintended consequences, good or bad. It is most advisable to describe a project to me in detail other than simply list the intended effects; i.e. explain how exactly you intend to get there with this.

To start a project, you need to invest 1 eco. point. After that, it will progress on its own, but you can speed it up by investing an extra eco. point (speeding it up by one turn); you can invest a maximum of 2 eco. points per turn. Innovative solutions aside from that can also speed things up (for instance, you can have your engineer UU help build a grand fortification system, or just throw slaves at a problem), but it’s no guarantee.

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

Colonies

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

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

Nation Background

To better fit in as the ruler of your country, you will have a brief history of each country. I will update these occasionally (that is to say, on significant occasions). It is advisable that you role-play.

Intelligence

It works like this: you can PM me questions that I will answer (not necessarily truthfully, and probably in an ambiguous 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.

THANKS TO:
Das, for the rules completly copyed XD
NK, for the map.
 
PCs

Africa and Middle East


Mamluke Sultatante
Capital: Cairo
Ruler: al-Nasir Badr-ad-Din Abu al-Ma'aly al-Hassan/ JosefStalinator
Government: Sultanate
Culture: Arab culture, with Turkish influence. All Sunni Islam, with partically no presences of other religions. There is a very little presence of Coptic Christian.
Technology: Steel Age
Army (Quality) 20 Regiments (Good)
Army Cap: 40
Navy (Quality) 28 Ships (Tolerable)
Economy (Base/Manufacturing/Trade): Static (2/2/1)
Area: 3
Infrastructure: Improving
Bureaucracy: Tolerable
Population: 2
Education: Tolerable
Living Standards: Barely Tolerable
Confidence: Respecting
Projects: An-Nasir Madrasa (+Colonization Efficency, +2 Education, +Cultural and Religious Unity; 3/8)
Colonies (Autonomy/Income/Militia/Loyalty): Al-Milan (Arabian re-populated region/0/0/Loyal)
Mamluk Italy (Arabian re-populated region/0/0/Loyal)
Mamluk Greece (Arabian re-populated region/0/0/Loyal)
Nation Background: Maluke Sultanate is the leading power of the Arab world
Its ruiling class is made by a Turk Slave cast, and it’s very militaristic.
The void left by European disappareance opened a wide spot for conquest and colonization program.
But turbolence are present even here: the ruiling dinsty is being treathened by cyrcassian group that might overthrow them.

Hafsid Caliphate
Capital: Tunis
Ruler: Ishaq II / Lord_Iggy
Government: Caliphate
Culture: Arabic culture and Islam religion, without pratically any influence from other culture and religion. Little presence of Christian
Technology: Steel Age
Army (Quality) 3 Regiments (Normal)
Army Cap: 10
Navy (Quality) 48 Ships (Normal)
Economy (Base/Manufacturing/Trade): Growing(1/1/1)
Area: 1
Infrastructure: Tolerable
Bureaucracy: Tolerable
Population: 1
Education: Literate
Living Standards: Barely Tolerable
Confidence:
Projects: Respecting
Colonies (Autonomy/Income/Militia/Loyalty): Hafsids Western Holdings (Arabian re-populated region/0/0/Loyal)
Al-Massi (Arabian re-populated region/0/0/Loyal)
Al-Rom (Arabian re-populated region/0/0/Loyal)
Nation Background: Hafsid Caliphate is the nation that currently control the eastern part of Maghreb.
It’s glory days are currenly passed, for Plague and competition with Merinid, and Caliph control over country is failing, but without Europeans the possibilities for another day of glory are endless.

Merinid Sultanate
Capital: Fez
Ruler: Abu Inan Faris / Slavic Sioux
Government: Sultanate
Culture: Arabic culture and Islam religion, without pratically any influence from other culture and religion. Little presence of Christian
Technology: Steel Age
Army (Quality) 13 Regiments (Normal)
Army Cap: 20
Navy (Quality) 16 (Normal)
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area: 1
Infrastructure: Improving
Bureaucracy: Blundering
Population: 20
Education: Literate
Living Standards: Barely Tolerable
Confidence: Tolerating
Projects: Great Saharian Caravan Route (+1 Trade, +Colonization and indoctrination speed; 2/6)
Colonies (Autonomy/Income/Militia/Loyalty): Al-Andalus (Arabian re-populated region/0/0/Loyal)
Nation Background: Marinid are in a age of greatness.
This Sultanate, based on Morocco, is fighting for Maghreb predominance, entering in battle versus Hafsid, and campaign aganist berber states are starting.
The plague hit them hevily, but Muslim refugees from Granada help the state to don’t fall in pieces, and now with an empty Europe even Spain might go under Merinid Influence.

Eretna
Capital: Sivas
Ruler: / Justo
Government: Monarchy
Culture: Turkish culture with heavy arab influence. Mostly Sunni Islam. Little presence of Orthodox Christian
Technology: Steel Age
Army (Quality) 16 Regiments (Normal)
Army Cap: 15
Navy (Quality) 5 Ships (Semi.Rabble)
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area: 1
Infrastructure: Improving
Bureaucracy: Blundering
Population: 2
Education: Tolerable (1/2)
Living Standards: Barely Tolerable
Confidence: Tolerating
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background: One of the numerous Turkish Beyliks.
Currently it’s probably the largest and powerfulest one, and has great potential.


Ottoman Empire
Capital: Sogut
Ruler: Murad I / Silver2039
Government: Monarchy
Culture: Turkish culture with heavy Arab influence. Mostly Sunni Islam. Little presence of Orthodox Christian
Technology: Steel Age
Army (Quality) 7 Regiments (Better) 5 Sipha Regiments (Elite)
Army Cap: 15
Navy (Quality) 7 Ships (Norma)
Economy (Base/Manufacturing/Trade): Growing(1/1/1)
Area: 1
Infrastructure: Barely Tolareble
Bureaucracy: Tolarable
Population: 1
Education: Tolareble
Living Standards: Tolerable
Confidence: Tolerating
Projects:
Colonies (Autonomy/Income/Militia/Loyalty): Thrace (Turkic re-populated region/0/0/Loyal)
Nation Background: This is one of the various Beyliks in Turkey.
Barely isnsignificant until the end of Europeans, now with a empty Europe and the conquest of the empty Costantinople, the path for greatness is wide and open.


Yemen
Capital: Zabid
Ruler: al-Mujahid Ali / The Loser
Government: Monarchy
Culture: Arabic culture. Islam religion with no influence from other religion or culture.
Technology: Steel Age
Army (Quality) 13 Regiments (Normal)
Army Cap: 10
Navy (Quality) 10 Ships (Better)
Economy (Base/Manufacturing/Trade): Static (1/1/2)
Area: 1
Infrastructure: Tolerable
Bureaucracy: Tolerable
Population: 1
Education: Literate
Living Standards: Barely Tolerable
Confidence: Respecting
Projects:
Colonies (Autonomy/Income/Militia/Loyalty): Horn of Africa (Occupied Coastal Cities/0/0/Unloyal)
Nation Background: Yemen is currently ruled by the Rasulid dinasty, descendant from rasul, a turkmenn messenger of Abbasid.
The Rasulid came to power after the Ayyubid left the country, and now there is a lot of commercial possibilities in the Indian Ocean.

The Knights Hospitaller
Capital:
Ruler: Philip Thame / Toltec
Government: Military Order
Culture: Europena culyure, maybe the last stronghold of Europe. They are fervent Cristhian, and they persecute other religion.
Technology: Steel Age
Army (Quality) 3 Regiments (Mighty) 8 Levy Regiments
Army Cap: 10
Navy (Quality) 6 Ships (Good)
Economy (Base/Manufacturing/Trade): Crisis (1/0/0)
Area: 1
Infrastructure: Good
Bureaucracy: Competent
Population: 1
Education: Educated
Living Standards: Normal
Confidence: Nation Personified
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background: The Kights Hospitaller are the last stronghold of Europe and cristhianesim.
They barely survived the plague by being on a island, but theiy are on the brink of the doom: other nations are muslim, and only few, weak nations can help this order to survive.


Ethiopia
Capital: Addis Ababa
Ruler: Sayfa Ar`ed / goou
Governement: Monarchy
Culture: Culturally its form of Christianesim its fanaticizing, and islamic influence is very little. Ethiopian culture.
Technology: Steel Age
Army (Quality): 20 Regiments (Better)
Army Cap: 30
Navy (Quality): 15 Ships (Normal)
Economy (Base/Manufacturing/Trade) Growing (2/1/1)
Area: 3
Infrastructure: Tolerable
Bureaucracy: Tolerable
Poulation: 2
Education: Literate
Living Standards: Tolerable
Confidence: Admiring
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
National Background: Ethiopia is currently ruled by the Solomonic Dinasty.
As one of the remaining Christian powers, fanaticism is spreading into the country, and contrast with Muslim nations are growing.

Europe

Yurken Khanate
Capital: Buda (actually Budapest)
Ruler: Oghla Khan/Nederland
Government: Khanate
Culture: Mostly central-europen with Mongol influence and Ruiling Class; the biggest part of the native population is Christian, so as the Mongol ruler class.
Technology: medieval technologies.
Army (Quality) 5 Regiments (Normal)
Army Cap: 20
Navy (Quality) None
Economy (Base/Manufacturing/Trade): Growing (1/1/0)
Area: 2
Infrastructure: Improving
Bureaucracy: Blundering
Population: 1
Education: Illiterate
Living Standards: Barely Tolerable
Confidence: Barely Tolerating
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background: The Yurken Khanate is a young kingdom in the east of the europe. Its power rose a few years ago, when the Golden Orde Khanate was having a moment of internal disorders. At this time a Khan, Khuikai, guided a rebellion to take the crown of the khanate for him. But his temptative failed pitifully, and his young child was forced to escape to east, with little fellows. There he decided to created his own Khanate, in the rich and unabitated lands of the eastern europe.
Today the capital city of the new khanate is Buda and the mongol population have not entirely lost its nomadic traditions, but Oghla Khan is ready to expand his influence on the land that surround his realm, where he hope to built a new and powerful state


Asia

Philippines
Capital: Manila
Ruler: ???
Government: Tribal Council
Culture: Philippine Austronesian culture with influences from India and China. Philippine polyteism.
Technology: Iron Age
Army (Quality) 5 Regiments (Poor)
Army Cap: 10
Navy (Quality) 5 Ships (Poor)
Economy (Base/Manufacturing/Trade): Growing (1/1/0)
Area: 1
Infrastructure: Pathetic
Bureaucracy: Blundering
Population: 1
Education: Tolerable
Living Standards: Low
Confidence: Admiring
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background: the Philippine nation rose to prominence in the Luzon island thanks to Khmer offensives. In fact the Philippines banded together to repulse their attacks.

Yuan Empire
Capital: Dadu (present Beijing)
Ruler: Hukhaantu Khan
Government: Khanate
Culture: Mostly Chinese with Mongol influence and Ruiling Class; Flourishing, but the two dominant cultures are in contrast. Flourishing Tibetan Buddhism, suppressed Taoist and growing Nestorian and Chatolic presences.
Technology: Age Of Explorations, with avanced priting techniques.
Army (Quality) 18 Regiments (Normal)
Army Cap: 50
Navy (Quality) 15 Ships (Normal)
Economy (Base/Manufacturing/Trade): Recessive (2/2/3)
Area: 5
Infrastructure: Good
Bureaucracy: Corrupt
Population: 5
Education: Well Educated
Living Standards: Tolerable
Confidence: Hateful
Projects:
Colonies (Autonomy/Income/Militia/Loyalty): Zanzibar (Occupied coastal cities /1/0/Unloyal)
Nation Background: The Yuan Dynasty is coming to the end.
The Chinese population barely tolerate the mongol presence, and mongol hate the sinicization of the various Khan; Struggle, Famine and Bitterness among pepole are ravaging the country, and more dynamic and agressive nations around China are looking for richness.
The court itself is very divided, with coup and counter coup.
If no one is going to change the situation seriously, all is going to go into chaos.


Khmer Empire
Capital: Angkor
Ruler: / sp1023
Government: Monarchy
Culture: Khmer, with Indic influence. It’s Buddhistm particulary the Theravada one, but Induism and Mhayana Buddhism have big presences. In decadence.
Technology: Steel Age, with an evoluted engineering
Army (Quality) 20 Regiments (Tolerable)
Army Cap: 25
Navy (Quality) 10 Ships (Tolerable)
Economy (Base/Manufacturing/Trade): Recessive (2/1/1)
Area: 3
Infrastructure: Improving
Bureaucracy: Incompetent
Population: 3
Education: Literate
Living Standards: Normal
Confidence: Resentful
Projects:
Colonies (Autonomy/Income/Militia/Loyalty): Philippines (Occupied Islands /0/0/Unloyal)
Nation Background: Khmer once was the greatest and most powerfull empire in the area, but now is in decadency.
Neighbour are growing economically and military, while Khmer empire is every day less powerful.
It’s still a great power, but something may change in the area in a matter of few years.



Majapahit Empire
Capital:Majapahit
Ruler: Rajasangara / Shadowbound
Government: Monarchy
Culture: Indonesian Culture. Buddhism and two branch of Induism (Shaivism and Vaishnavism) are widespread among the country in equal parts. Litlle presence of Islam
Technology: Steel Age
Army (Quality) 18 Regiments (Normal)
Army Cap: 30
Navy (Quality) 45 Ships (Better)
Economy (Base/Manufacturing/Trade): Growing (1/1/2)
Area: 4
Infrastructure: Improving
Bureaucracy: Tolerable
Population: 3
Education: Literate
Living Standards: Tolerable
Confidence: Admiring
Projects: Our Sea (+1 Trade, +1 Confidence, +1 Bureaucracy; 3/7)
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background: Majapahit is the rising empire of Indocina.
After 60 years to create the empire, a new and strong leader Rajasnagara, along with his prime minister Gajah Mada, is going to lead the nation to the path of greatness, thanks to its growing economical power and its mighty army and navy.


Ashikaga Shogunate
Capital: Kyoto
Rulerl: Ashikaga Takauji / Omega David
Government: Shogunate
Culture: Mostly completly Japanese, with minor Chinese and Mongol influence. High influence over Ainu in the north. Zen Buddhism and Shintoism are gaining influence
Technology: Steel Age
Army (Quality) 5 Regiments (Normal)
Army Cap: 15
Navy (Quality) 15 Ships (Better)
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area: 2
Infrastructure: Barely Tolerable
Bureaucracy: Incompetent
Population: 2
Education: Literate
Living Standards: Barely Tolerable
Confidence: Respecting
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background:
This Shogunate, founded by Ashikaga Takauji by overthrowing the last Kamakura bakufu, is currently very divided, the feudal chiefs are gaining power and the old emperor Go-Daigo is rebelling in the sothern part of the nation.
Can a great ruler bring Japan to the path of greatness? Or the Shogunate is going to fall in pieces?

Dai Viet
Capital: Ha Noi
Ruler: Tran Du Tong/Charles Li
Government: Kingdom
Culture: Their army is good, like the navy. Their culture is vietnamese with Indian and Chinese influence. Mainly Buddhist, but Taoism and Confucianesim are widespread..
Technology: Steel Age
Army (Quality) 12 Regiments (Normal) 7 Viet Nang Regiments (Elite)
Army Cap: 20
Ships (Quality) 7 Ships (Normal)
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area: 2
Infrastructure: Tolerable
Bureaucracy: Tolerable
Population: 2
Education: Tolerable
Living Standards: Barely Tolerable
Confidence: Respecting
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background: The Lý Dynasty is currently ruiling the country.
After years of succesfull wars aganist Mongols to liberate the country, Dai Viet is entering in a period of prosperity, and war for expansion are going to happen, looking to Champa as a natural theatre for expansion.


Americas

Aztec Empire
Capital: Tenochtitlan
Ruler: / germanicus12
Government: Monarchy
Culture: Tipical Aztec culture and religion, with few influence from other cultures in Mexico
Technology: Post-Classic Age
Army (Quality) 13 Regiments (Good)
Army Cap: 20
Navy (Quality) None
Economy (Base/Manufacturing/Trade): Growing (1/1/0)
Area: 1
Infrastructure: Barely Tolerable
Bureaucracy: Tolerable
Population: 1
Education: Illiterate
Living Standards: Barely Tolerable
Confidence: Admiring
Projects:
Colonies (Autonomy/Income/Militia/Loyalty):
Nation Background: The Aztec Enpire is the rising power of the Aztec Valley.
Currently it’s not very powerful compared to the other powers, but a competent leader can lead the nation to greatness.

Incan Empire
Capital: Cuzco
Ruler: Inca Roca / Feanor
Governement: Monarchy
Culture: They have Incan culture and polytheism.
Thechnology: Post-Classic Ae
Army (Quality) 9 Regiments (Normal) 4 Immortal Regiments
Army Cap: 20
Navy (Quality): Landlocked
Area: 1
Economy (Base/Manufacturing/Trade) Growing (2/1/0)
Infrastructure: Tolerable
Bureaucracy: Tolerable
Population: 1
Education: Illiterate
Living Standards: Barely Tolerable
Confidence: Respecting
Projects: (Cuzco-Wankan Imperial Roads, +1Bureaucracy, +1 Infrastructure, +1 Base Economy, 1/7)
Colonies (Autonomy/Income/Militia/Loyalty):
National Backgorund: The Incan nations is on of the most promisin nations in the Andean area.
Contrast with Wanka and neighbouring people are growing, but the Incan nation is likely to be able to handle them easily.
They have Incan culture and polytheism.
Their army is good compared to sorrounding nations.
 
NPC

Africa and Middle East


Muscat
Capital: Muscat
Ruler: Nabhani Dinasty
Government: Sultanate
Economy (Base/Manufacturing/Trade): Static (1/0/1)
Nation Background: Muscat is currently ruled by the indigenous Nabhani Dinasty.
It’s sea oriented, and its fortune are uncertain. Their army is not very good, the navy is better.
Arabic. Islamic Religion without any influences from outside.

Hadramaut
Capital: Al Mukalla
Ruler: ???
Governement: Emirate
Economy Growing (1/0/1)
Nation Background: Hadramaut is another sea.oriented arabic nations.
Its fortune are uncertain, as like its eastern neighbourn

Chobanids
Capital: Tabriz
Ruler: Malek Ashraf
Government: Monarchy
Economy (Base/Manufacturing/Trade): Static (1/1/0)
Nation Background: The Chobanids are a mongol familiy that, taking advantage of Ilkhanate decendence, took part of its territoy after the end of the nation of the Il-Khan.
They ae technically mongol, but most of their population is Persian. Thay are mostly Muslim, with strong persian culture, They have a very little army.

Jalaryds
Capital: Baghdad
Ruler: Hasan Buzurg
Governement: Monarchy
Economy Growing (1/1/0)
National Background: The Jalaryds are a Mongol family that rise to power thank to Ilkhanate decadency. After Ilkhanate downfall, they placed thair capital at Baghdad, ruiling over most of Iraq.
They are Persian with Mongol ruiling class. They are Muslim, with strong Persian culture. They have a sub-par army.

Muzzafarids
Capital: Isfahan
Ruler: Mubariz ad-Din Muhammad ibn al-Muzaffar
Governement: Monarchy
Economy Static (1/1/0)
National Background: The Muzzafarids are a Arabic family who settled in Khorasan during the reign of the Caliph. During the Ilkhanate, they served the Ilkhan, but the took the first possibility to rise to power during the downfall of the Khanate.
Thay are Arabic with heavy Persian influence. Pratically all Muslim. They have a small and organized army

Injuids
Capital: Shiraz
Ruler: Amir Ghiyas al-Din Kai-Khusrau
Governement: Monarchy
Economy Static (1/1/0)
National Background: The Injuids are a Persian family that rose to power during the Ilkhanate collapse.
They are Persian culturally and pratically all Muslim. They have a small and poor army.


Khorasan
Capital: ???
Ruler: ???
Governement: Monarchy
Economy Static (1/1/0)
National Background: This is the earlyest rebel faction in the Ilkhanate. They are culturally persian with mongol presence, and mostly islamist. Their army is made mostly my rebellious citizens.

Sharifate of Mecca
Capital: Mecca
Ruler: Aljan Abul-Sarjah
Governement: Sharifate (Mamluks vassal)
Economy Static (1/1/1)
National Background: The Sharifate is a autonomous region, controlled nominally by the Mamluke Sultanate, that has the assignment to defend the holy cities of Mecca and Medina, and to secure the passage of pligrims.


Makkura
Capital: Dongola
Ruler: ???
Governement: Monarchy
Economy Declining (1/1/1)
National Backround: Makkura is one of the last stronghold of Christianity.
Islam is continuing to infiltrate in the country, and Muslim nations, like Mamluke, continue to try to conquer Makkuran lands.
But with the disappareance of most of Christianity, the fanatic elements may save the country.
They have Nubian culture, with Ethiopian and Arabian influences. Christian, with heavy inflitration of Islam. They army is not wery strong, with army quality failig.

Alwa
Capital: Soba
Ruler: ???
Governement: Monarchy
Economy Static (1/1/0)
National Background: Alwa is one of the last stronghold of Christianity
Their situation is pratically equal as Makkuran one, but Islam infiltrations are lesser.
They have Nubian culture, with Ethiopian and Arabian influences. Christian, with inflitration of Islam. They army is weak.

Kanem-Bornu
Capital: N’jimi
Ruler: Idris I
Governement: Monarchy
Economy Growing (1/0/1)
National Background: Sayfawa dinasty is currently ruiling the country.
Kanem is currently in a chaotic period: more and more feudal lords are breaking in pieces the coutry, and rumors of an invasion coming from the east are louder every day.
Culturally they are northern african, and they are muslim with few animism presence.
Their army is small, largely camelry based.

Mali Empire
Capital: Nian
Ruler: Souleyman
Governement: Monachy
Economy Static (1/1/1)
National Background: Mali is currently the powerfulest native country in alla Africa, but is rapidly declining.
Internal strife is striking the country, and many internal subjects are trining to broke away from the empire.
They are culturally west african, and they religion is musulman, with few animism presence around.
Their army is still powerful, camerly based..

Asia

Chagatai Khanate
Capital: Almalik
Ruler:BayanQulìKhan
Government:Khanate
Economy(Base/Manufacturing/Trade):Static(2/1/1)
Nation Background: One of the Mongol successor states, one of the most turkic and islamist around.
It often fought for preodminace in Asia, fighting The Sultantae of India and the Yuan, but losing all the time.
Currently, the Khante is very decadent, and internal divisions are going to break the nation itself.
They still have a strong army. The culture is mostly Mongol with Turkic presences. The nation is Islamic, with few Animism presences around.


Tibet
Capital: Lhasa
Ruler: The House of Pagmodru
Government: Kingdom
Economy (Base/Manufacturing/Trade): Growing (1/0/1)
Nation Background: Tibet gained only recently the indipendence from Yuan Empire, thank to the House of Pagmodru.
Probably a long period of stability and richness is starting.
Their army is not very good and is even very reduced by wars. Their culture is tibetan, strongly Buddhist with minor Chinese influence.


Champa
Capital: Vijaia
Ruler: Bo-De
Government: Kingdom
Economy (Base/Manufacturing/Trade): Growing(1/0/1)
Nation Background: Champa is one of the oldest kingdom in the region.
This very old kingdom fought a lot of times, and it was never conqered.
Currently it’s in the rise, but northern neighbour, Dai Viet, it’s still more powerful and wealthier.
Their army and navy are not very powerful. They have Champa culture, with heavy Indic and Vietnamese influence. Mainly Induist, with strong Buddhist presence and little Muslim one

Sukhotai Kingdom
Capital: Sukhotai
Ruler: King Phya Lithai
Government: Kingdom
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Nation Background: The Thai Kingdom is on the rise.
It defeated the old Khmer overlord many years ago, and currently is expanding in the area.
But even Sukhotai have problems, like small bunch of terrirories broking away from the central control. Their army is normal. Their culture is Thai, with Khmer and Indic influence. Buddhism religion , but Induism is widespread.

Pegu
Capital: Pegu
Ruler: Bynna U
Government: Kingdom
Economy (Base/Manufacturing/Trade): Recessive (1/1/0)
Nation Background: Pegu is an city-based kingdom, around the city of Pegu.
It was founded long ago by the Mon dinasty, and it’s cuurently ruled my the same dinasty.
It’s fighting with neighnoring states, and its destiniy it’s unceratin. Their army is not very powerful. Mon culture and dinasty. Theravada Buddhism, but influence of Indusim and Mahayana Buddhism.

Delhi Sultanate
Capital: Delhi
Ruler: Muhammad Bin Tughlaq
Government: Sultanate
Economy (Base/Manufacturing/Trade): In the Brink Of a Crisis (2/2/1)
Nation Background: Dheli is at his zenith. The economy is failing, and many pepole don’t like the Sultanate and especially the sultan.
Famine is widespread among populations, while the ruiling class is corrupted.
Many regions of the empire are gaining high indipendence from the national control, and only a strong leader can save the empire. They have a still strong army, with semi-rabble navy. Indian culture, with Arabic and Persian influences. Mainly Islamic, but Induism and Buddhism are quietly widespread.


Nayak Madurai
Capital: Madurai
Ruler: Mahmud Damghan
Government: Monarchy
Economy (Base/Manufacturing/Trade): Growing (1/0/1)
Nation Background: After an Dhelian invasion and a short Chera occupation, the Kingdom return under a Muslim dinasty.
This kingdom have most of interets in defending Tamil Nandu aganist Dheli’s domination, but it has to continue to rebuild his economy, temples and trade network. Relatively good army and navy. Indic culture culture. Islamic with Islami dinasty, with Buddhist and Indiusit preseces.

Kotte
Capital: Kotte
Ruler: Alagakkonara Family
Government: Monarchy
Economy (Base/Manufacturing/Trade): Static (1/0/1)
Nation Background: Kotte is a kingdom based around the fortified capital of Kotte (literrally “the fort”).
It repulsed a series of invasion from the north, under the powerful Alagakkonara family, fut its future is unceratin. Not very good army.

Golden Horde
Capital: Sarai Berque
Ruler: Jani Beg
Governement: Khanate
Economy Declining (2/2/1)
National Background: The Golden Horde, one of the leftovers of Gengis Khan’s empire, was seriously hitten by the Plague. This, added with general decadence, put the Golden Horde in a dangerous situation...can this nation suvives long?
Culturally they are mongol, with renmants of Russian influence, and growing turkish one. They are pratically all islamist, with few animist and orthodox renmants. Their army is strong.

Americas

Cahokia
Capital: Cahokia
Ruler: ???
Governement: Chiefdom
Economy Growing (1/0/0)
National Background: Cahokia is the most advanced and united group of tribes in North America.
They setteld down due great abundance of animals to hunt, and they are developing a curious culture around Mounds.
Their army is basically coposed by all citizens.

Chichen-Itza
Capital: Chichen-Itza
Ruler: the Coucil
Governement: Oligarchic Council
Economy Declinig (1/1/0)
National Background: Chichen Itza is the leading mayan power, but it’s glory days are passed.
Chichen Itza is still living, and it has the most developed and influencing culture in the region.
It’s army is very small but organized.


Mixtec Kingdom
Capital: Tilantongo
Ruler:
Governement: Monarchy
Economy Static (1/1/0)
National Background: Mixtec is the center of the ancient mixtecan culture.
The kingdom is not very powerful, and enemies are sorrounding the nation, so Mixtec fate is uncertain.
Its culture is the tipical Mixtecan one, with mixtecal polytheism.
Their army is weak.

Chimu Empire
Capital: Chan Chan
Ruler:
Governement: Monachy
Economy Static (1/1/0)
National Backgorund: Chimu is one of the most long-lived nation in the area.
It’s the hegemon power, but many nations are trying to surpass them.
Culturally Chimu, very infuent, Chimu polytheist.
Their army is average.

Ica
Capital: Ica
Ruler:
Governement: Monarchy
Economy Growing (1/0/0)
National Backgorund: Ica is one of the nations in the region
Ican culture and religion.
Weak army.

Chiribaya
Capital:
Ruler:
Governement: Monarchy
Economy Static (1/0/0)
National Backgorund: Chiribaya is one of the nations in the region
Chiribayan culture and religion.
Weak army.

Ayamara
Capital: Tiwanaku
Ruler:
Governement: Monarchy
Economy Static (1/1/0)
National Background: Ayamara is one of the nations in the Andean region, based on Titicaca Lake.
The associate them with the ancient Tiwanakan culture and religion.
They army is weak.
 
Pacts
Cristhian League: Ethiopia, Alwa, Makkura, Knight Hospitalier
Royal Marriage between Ethiopia and Alwa

Wars


UUs

Sipha - Ottoman UU (??)
Viet Nang - Dai Viet UU: Elite unit very good at Guerrilla and Jungle warfare.
 
Reserved for possible future use...You can now post.
 
You might want to fix that typo in the title before its too late!

/China here
 
Umm... I reserved Ethiopia in the PreNES thread. Also, do you have AIM?
 
I will PC Ethiopia in a couple of hours...Yes, I have AIM, it's ItalianAetius
 
Amongst the Ruins

Captain Abdul ibn Hamid and his crew explored around the ruins for some time.

"So it's true..." breathed one of them.

"I would never have believed it if I hadn't seen this with my own eyes..."

"The plague took them all?"

"Yes." spoke the captain, "All of them."

"No survivors at all?"

"There may be a few, but none of us have seen a thing."

The small group continued to wander through the abandoned city of Napoli. The buildings looked to have been empty for a number of years. Plants and animals had forced their way back into the city- already, it was decaying. After some time, one of the sailors spoke up.

"We must report back to Tunis immediately."

"Indeed. I don't like spending any more time in this city of ghosts than necessary."

"Agreed, back to the ship. Ishaq will want to hear of this."
 
might wna fix that typo in the title before its too late!

/China here

The Yuan suck and are terrible, just go and overthrow them and rebuild a new China :p
 
The Yuan suck and are terrible, just go and overthrow them and rebuild a new China :p

Ya think?! ;)



*mutters about spoiling my plan*
 
Even the title of the thread was incorrect.
 
Indeed, though I am not sure if english is FA's first language from the OP.
 
Ya think?! ;)



*mutters about spoiling my plan*

I think I'm about to spoil your plan, you might as well just surrender now :lol:


The Yuan Empire will crumble, the desert of history is its only rightful destination.
 
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