AFSNES I – The New Dawn

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AFSNES I – The New Dawn

The ruleset for the NES Proper.

POST NOT WITHOUT MY MANDATE!

Setting

The setting of this NES is an alternate Earth, where history had diverged from the ancient time and already reached the 8th century AD (according to the Sumerian calendar). It is hard to pinpoint a clear point of divergence, but the balance of power in the early Iron Age Mediterranean was shifted decisively westwards; while Ancient Greece and Phoenicia had failed to get anywhere near their historic heights for this period, the Iberian civilisation of Tartessos rose to a position of predominance. Even though it eventually defeated local competitors, in the Eastern Mediterranean other great powers emerged and eventually turned to the sea: the Mesopotamian-influenced Nilotic empire of Karung, the wealthy Anatolian realm of Paphlagonia, a belatedly-ascendant and increasingly authoritarian Hellas and the Ashaist theocracy of Watchur all took their turns striving for naval hegemony and often clashing with the other Mediterranean powers, especially Tartessos. Watchur was the latest and the most successful of all those, in the terms of territory conquered; under a series of strong kings, it had risen from the ruins of the Nubian Empire in former Karung to total Mediterranean hegemony and varying degrees of control over all the coastal regions, often advancing further inland. The latest Tartessian state – the Arganthine Dominate – too was crushed by Watchurian might. However, during the 6th century AD, the Watchurian Empire had collapsed; central authority degenerated, warlords rose to local dominance and barbarian invasions of Slavs, Germanics, Berbers and Arabs had swept it aside. Nonetheless, a strong legacy remained in the shape of Ashaism, which remains predominant in the Mediterranean. Guided by the Eminent One in Arecomos, the assorted Ashaist successor states remain in control over many important regions. Other religions compete with it, especially in northern Europe: the Ibero-Celtic religion of neo-Tigranism is at the foundation of several northwestern states, numerous Germanic states remain true to their old ways under the influence of the Scandic religious revival, followers of the old god Belenu are still supreme in Liguria, Indic religious influences led to the rise of Slavutianism amongst the Slavic tribes and Akkadian missionaries managed to spread Agade Dag, their religion, into several kingdoms and city-states in southern Europe.

The rest of the world is very different as well. The survival of Avyaktaragan city-states (the shards of the Indus Valley civilisation located in the Gujarat and the whereabouts) resulted in particularily grand changes; the mercantile, coastal Avyaktaragans established colonies and trade routes all over the Indian Ocean, spreading the Paramatmanistic Indic culture far and wide. This civilisation diversified as it expanded; the Ascendancies (hegemonies), such as Nyayana, Somnath and Sunda, had established powerful and prosperous empires, the former briefly achieving factual hegemony in India itself, while the “Bahulatvan” city-states saw a prolonged flourishing of political, religious and mathematical thought. The 6th century AD Dark Age struck here too, but not nearly as harshly as in Europe: the most important effect was probably the destruction of the Nyarnan Empire, though Nyayana itself merely submitted to the new hegemon of northern India – the Huna-ruled Sitivasas Empire. In the western Indian Ocean, the vacuum was partially linked by a huge, though heavily decentralised, Coalescence of Bahulatvan city-states, while in southern India, the long-flourishing Prasannan Empire reached its zenith, establishing a vast colonial empire to the east.

The Middle East saw – after a prolonged period of on-and-off warfare between countless empires, hordes and rebel factions – the rise of two major religions: Agade Dag in Sumeria and Ashaism in Nubia. Both eventually became the chief guiding powers behind the respective mightiest successor states of those two ancient civilisations – Watchur’s hegemony in the Mediterranean has already been described, but the Neo-Akkadian Empire arose earlier and, as of the 2nd century AD, was at its zenith, in control over most of the Middle East and Central Asia. Barbarian and Nubian invasions, as well as local rebellions, greatly weakened Akkad, but it had managed to survive through everything, with a great amount of continuity thanks to the Agade Dag temples. Though now ruled by an Arabic warlord, the Akkadian Empire is once more pretty much hegemonic in the Middle East, which, however, has been generally destabilised by the often-violent Turkic and Arabic migrations prior to and during the Dark Age and is yet to come into any truly stable state.

East Asia has become largely unrecognisable. The Huang He valley civilisation had faltered, to be eventually overran by the Xiongnu Empire and its successors and replaced by the Turkic Sardar culture. However, two other Chinese civilisations – by now very much diverged – have in the meantime reached great prominence. Luoyang, with its mix of Mohism, Legalism and Paramatmanism, had initially flourished in the Chinese Mesopotamia, but later moved to the shores of the South China Sea, where its successor kingdom of Nan is still doing fairly fine after the chaos of the Dark Age that destroyed the greater Luoyangese Empire. On the eastern shores, Xishan or Zhongshan saw the development of a mercantile, republican philosophy in theory and shades of merchant oligarchy (with periods of imperial dictatorship) in practice; in ancient days a supreme naval and colonial power, Zhongshan’s civil wars and abundance of enemies eventually led to its downfall, though not before a zenith during which it dominated much of China. Briefly conquered by Luoyang (an ally against Xiongnu, but an archnemesis aside from that), Zhongshan too was hurt by the Dark Age, but reemerged eventually as the Republic of Guangling, with a rebounding economy and an enlightened culture. Further inland in the Chinese Mesopotamia, a somewhat ragtag Ba Empire emerged, its destination most uncertain. And around the Chinese area there existed the Sardar states, the highly-xenophobic island theocracy of Jomon, the thalassocratic Avyaktaragan kingdom of Ayutamradvipa and the mighty land empires of the Khitans in the north and the Tibetans in the west.

Lastly, the New World saw a far more influential Zapotec culture reach its peak in the 5th century AD, unifying much of Mexico and Central America and establishing trade outposts far to the south, so as to allow contact between the Mesoamerican and Andean civilisations. Though since then both the Zapotec and the Moche empires had succumbed to natural disaster, rebellion and barbarian invasion, their civilisations eventually revived under various successor states that have now improved upon Zapotec advances in agriculture and naval technology.

As the world recovers from the Dark Age and new technological advances spread, a new dawn approaches. A new cultural renaissance is in the works, the trade network is on the rise once more and ambitious rulers and nobles prepare plots and campaigns. The winds of change are blowing and the windwheel of history is turning; as plans collide, chaos approaches. In such a time, nothing is certain, but much is within your reach; see if you can ride out the waves and leave a mark on history.

Introduction

Much as predicted, I have relapsed into my modding habit, and after some thinking and discussion decided to start an Advanced Fresh Start NES, which should combine some of the good traits of an advanced (i.e. historical or althistorical) NES and a fresh start NES. The idea is to start it like a fresh start, and then comparatively quickly advance it to a more advanced (preferably late Middle Ages, but we’ll know when we get there). That will happen in a separate thread, with its own, more ill-defined rules. The following rules will apply for the NES Proper set in that particular setting.

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

Players - no limit, no constraints, although those players that had nations (be they originals or successor states of those they created) at the end of the pre-NES will ofcourse be able to claim them. Veterans and fresh victims alike are welcomed to join in; 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. They help build up flavour and might have some real and felt influence on the NES itself, though it would be more subtle than the bonus system. 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 but not necessarily 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 – I really don’t want to know what cunning secret passwords your spies are supposed to be using. Military tactics should usually be covered by doctrine (see accordingly named section below). 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 (or midget).

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; within those there is usually more cultural interaction, at the very least), 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... Also, there will be dark gray barbarians. These are more organized and civilized, they represent the more coherent tribal federations or even protostates, and it’s easier to communicate with them; often these will break up after a while, but it is also possible for them to suddenly become civilized without any warnings. Barbarians are sneaky like that.

Updates – Due to various complications I will have to adapt more flexible deadline days; these will be posted as they become apparent. The exact time of the deadline remains same as usual, however: 15:00 GMT. 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 the standard CFC World Map. The main map is the political one, 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. Barbarian colours have already been discussed; the rebel colour is white, unless said rebels are as organized and as serious as to gain a colour (and stats) of their own.

During the BT stage I will also use a Civilised Zones map, which shows differing levels of development in the world - red areas are areas of “old civilisation”, where there are many past traditions and institutions to build upon; green areas are areas of “new civilisation”, neither helped nor burdened by past developments quite as much as the old civilisations; and white areas are still barbaric. Obviously all of this will change greatly over the course of the BTs towards the NES setting itself, by which time I suspect a large portion of the world would be in some degree of contact with and influence by civilisation. Still, I will post a beginning CZ map, which I probably won’t update barring particularily epic changes.

Lastly, there shall be an army map updated with every update as well, depicting the approximate end-turn positions of major armies and navies (the former abroad (as opposed to owned, controlled or occupied territory) and the latter everywhere shall be in the colour of their nation; otherwise, black or white, whatever fits best with said colour). Their approximate numbers will also be given on the map. This should generally help both me and the players keep track of things, while not revealing particularily secret or detailed information; indeed, this should allow some of the classical disinformation tricks to be performed like never before.

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

NATIONAL TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Culture:
Technology:
Army:
Army Description:
Army Cap:
Navy:
Navy Description:
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) – as opposed to historical equivalents – 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.

What will you have in the military exactly (including the training of your units) is covered in the army and navy description stats, which contain most of the relevant military information that would be in plain sight. You can change many things about your military – most of the stuff that will be listed there – though it will require effort, money and time. Things like combat experience will obviously grow by themselves given the right conditions. Mass recruitment will tend to cause troubles to the military structure as a whole, especially in the fields of organisation and equipment, though proper preparations might prevent this.

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. Please note that it is also usually presumed to be an elite unit. 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.

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 (given as of the end of the last turn) 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.

To make life easier for all of us, there will be a military doctrine system. A military doctrine covers the basic tactics – and possibly strategy and other such things, like occupation policy – of a military; all players will be required to write ones for their nations at the beginning of the NES Proper and I will write them for the NPCs. These doctrines will be kept secret; I will have them all stored away in a special document (but it is best if you keep your own doctrine somewhere nearby as well). This way, you would be able to refer to this general doctrine as opposed to writing out your tactics on every occasion. You could always make changes to your doctrine, or deviate from it from specific operations (it will be best to point out which). Likewise, if you don’t give any tactics for an operation I will be able to assume that your troops follow standard doctrine.

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

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

You cannot raise economy as such, but you could do things to the effect of raising it, though probably with other consequences as well. You could invest in the construction of more manufactories, or sign trade agreements, or raise taxes, or really just about anything, though particularily intricate schemes tend to be particularily prone to backfiring. There will often be some kind of bankers from whom you could take loans and suchlike as well. Other factors will influence the fluctuation of stats here as well, obviously.

There is a lot of things you could spend your money on. You could raise most level-based stats (but pay attention to Area or Population!), pay for logistics, invest in all kinds of things (including economy-raising measures; basically, your investments are various schemes to influence one or several stats, especially those that are not level-based), pay for projects and so forth. Finally, you can bank money, but it’s value will gradually degrade due to inflation (i.e. you’ll lose 1 banked eco. point per turn when you have more than 1 banked and unused), and corruption might also prove a problem.

You cannot grow a level-based stat beyond the last level. That’s just silly. If it’s any consolation, they will naturally degrade over time, allowing you to grow them back up again. :p

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. So as a certain mustached Georgian said, “cadres decide all”, and 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

They’re back! 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.

Lastly:
- If you have any questions whatsoever (including clarifying questions about things insufficiently or not at all covered by the stats), ask the moderator because you will probably end up doing that anyway if you really want to know the answers;
- Want to do something that isn’t covered by the rules? Contact the moderator all the same - if you could persuade him to allow you to go ahead then you can do that;
- To newcomers especially: do not expect much mercy from the mod or the players. The most I could do is advise against particularily rash and stupid out-of-character actions (as advisors in real life are wont to do), but even that would be limited. Remember – anything you say or do can be turned against you, any plan can go terribly awry, a worst-case scenario is perfectly plausible and everyone is out to get you. That is, most usually, not OOC player malice or biased moderation – rather, that is part of the game. Consider that a fair warning;
- Hopefully this shall be as enjoyable for both myself and my players as the finest moments of my previous NESes, though there are bound to be all sorts of problems and complications. Still, I am mostly optimistic. Let us begin. Err, right after I post some more stuff.
 
PCs:

Chalchitlan
Capital: Chalchitlan
Ruler: High Chief Chanaka II/Abbadon
Government: Tribal Confederacy
Culture: Cochimu with strong Nahuan influences and admixtures; flourishing, but rather divided; assorted Hokan tribes in the far north; in religious revival, relatively advanced.
Technology: New World Bronze Age; generally backwards, but slowly catching up; little in the way of naval technology.
Army: 9 regiments
Army Description: Elite bands of fierce tribal warriors (light infantry).
Navy: 18 ships
Navy Description: Very primitive ships with good crews.
Economy (Base/Manufacturing/Trade): Somewhat Strained (1/1/1)
Area (Points Required): 3
Infrastructure: Improving
Bureaucracy: Ineffectual
Population (Points Required): 1
Military Cap: 10
Education: Literate
Living Standards: Low
Confidence: Tolerating
Projects: Temple of Chanaka (+Religious Centre) (Done!)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: A tribal confederacy created by Nahuan refugees from the southeast when they intermixed with the Cochimu natives. Largely peaceful and backwards at the moment.

Eldsland
Capital: Nya Reykjavik
Ruler: Ingharr Bjornsson/Lord_Iggy
Government: Feudal Monarchy
Culture: Diverse, amalgamous Scandic (with significant neo-Tigranic Celtic settlement in the south); poorly-defined; bitterly divided and greatly troubled.
Technology: Steel Age
Army: 1 regiment
Army Description: Battle-hardened, but poorly-organised warriors.
Navy: 13 ships
Navy Description: Battered but sturdy longships with experienced crews.
Economy (Base/Manufacturing/Trade): Growing (1/0/0)
Area (Points Required): 1
Infrastructure: Tolerable
Bureaucracy: Tolerable
Population (Points Required): 1
Military Cap: 5
Education: Literate
Living Standards: Very Low
Confidence: Admiring
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Eldsland was never a land of plenty, but over the time that passed since it was first colonised it seems to have only been getting worse and worse. Just as Sven Rangarsson, the first king, had managed to establish a viable society towards the 720s, it was swiftly overthrown in a destructive, bloody Hibernian invasion, which was followed by two decades of inefficient governance, underpopulation, neglect and bitter struggle between the Celtic colonists and the Scandic remnants. In the end, however, Magnus Halvorrson – who had discovered the island the first place – had managed to persuade the Hibernians to abandon this failed venture and to allow the reestablishment of a Eldslandic kingdom. The withdrawal of the Hibernian garrisons led to the final abandonment of more ground still, and the strife between the Scandic groups at Nya Reykjavik and the Celts at Chanloech threatens to tear apart the country if it survives the bitter winters ahead. And with the death of Magnus at the hands of a fellow Eldslander leader, the land was left in the unsteady hands of less experienced leaders…

Hibernia
Capital: Lairge
Ruler: High King Coileain mac Adhaimh/Head Serf
Government: Absolute Monarchy with theocratic and feudal elements
Culture: Irish Celtic with minor Old Tartessian and major Caerixian influences; Neo-Tigranist (recently autonomous and at the start of a religious revival), but with remnants of druidic beliefs widespread in the countryside and generally tolerated; decreasingly regionalistic, with a growing national pride; flourishing.
Technology: Steel Age, pretty good metallurgy
Army: 15 regiments
Army Description: Fierce and elite but undisciplined foot warriors gathered from all over Hibernia to be the High King’s army; well-trained.
Navy: 43 ships, 89 Seoltoireacht ships
Navy Description: Small, highly maneuverable war-cogs with experienced crews.
Economy (Base/Manufacturing/Trade): Growing (2/1/1) (1 banked)
Area (Points Required): 1
Infrastructure: Tolerable
Bureaucracy: Incompetent
Population (Points Required): 2
Military Cap: 20
Education: Literate
Living Standards: Tolerable
Confidence: Respecting
Projects: Grand Harbour of Mumhan (+superior shipbuilding, +1 Trade, +Mumhan trade centre) (Done!), Forgery of Chonnacht (+superior equipment, +1 Manufacturing) (Done!), Voyage to the South (prepare a grand naval expedition) (Done!)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Descending from the ancient kingdom of Laigin, modern Hibernia had only recently become reunified to any degree, and even then to a very limited one. The small Irish principalities had no choice but to unify in the face of the mounting threat posed by the Frisians and other Germanic peoples, but still retained as much autonomy as they could, as well as the right to elect the high king. With their efforts united and alliances with other Celtic peoples renewed, the Hibernians had fought off several major raids and invasions, but the threat is yet to recede; in the meantime, trade with the European continent began to pick up again, while the spread of Neo-Tigranism allowed for a great cultural revival.

Celtic Empire
Capital: Caerix
Ruler: Telamondesos Rhodri I/JosefStalinator
Government: Councilliar Bureaucratic Feudal Monarchy with noteworthy theocratic and meritocratic elements; clan-based High Kingdom in the north
Culture: Neo-Arecomician (Arecomician with major Native Britannic admixtures) with major Tartessian influences and minor recent Hibernian influences; partly-assimilated and greatly influenced Pictishp population in the northern half; fanatically Neo-Tigranist, quite united and culturally flourishing; a few scattered Germanic settlements still exist on the eastern coast; culturally-polarised Scandic population in Atithrek (the Scandinavian province), though with a large and devoted Celtic minority; extremely influential.
Technology: Steel Age, with advanced metallurgy
Army: 22 regiments, 5 SirlenKenget regiments
Army Description: Disciplined, well-led, well-trained standing army of dedicated warriors; mostly medium and heavy infantry, but also some elite cavalry.
Navy: 187 ships
Navy Description: Medium-sized advanced war-cogs (less maneuverable, but more tenacious) with good and experienced crews; also, some Germanic-style longships.
Economy (Base/Manufacturing/Trade): Strained (2/2/1)
Area (Points Required): 3
Infrastructure: Improving
Bureaucracy: Tolerable
Population (Points Required): 3
Military Cap: 40
Education: Well Educated
Living Standards: Normal
Confidence: Respecting
Projects: Komostigrano Caeri (+1 Bureaucracy, +1 Manufacturing, +Caerix religious centre) (Done!), Kosmotigranic University (+missionary efforts, +influence, +1 Education, +1 Bureaucracy) (Done!), The Fires of Tigranus (SECRET) (Done!)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The latest incarnation of the ancient Arecomician monarchy – or so it is said, anyway – the Kingdom of Caerix emerged to regional power status under the wise leadership of King Belimar in the early 7th century AD, who finally reunified the Arecomician principalities after the centuries of strife that followed the death of the prophet-king Tureno, founder of Neo-Tigranism. That philosophy was adapted as the new kingdom’s state religion, and along its lines, new institutions were created to bind the realm closer together in the face of the Germanic raids. Also, a standing army was created. As trade routes towards the continent were set up and Neo-Tigranism spread far and wide, Caerix emerged as a local great power, though the Germanic threat is yet to be dealt with conclusively.

Gallien
Capital: Ardenberk
Ruler: Emperor Conrad I/Dachspmg
Government: Centralised Feudal Monarchy with tribal elements
Culture: East Germanic with major Sund-Frisian and Scandic influences; particularly distinct Gothic population in the northeast and Langobardian to the southeast (also some Slavs to the northeast); minor, but growing Neo-Tigranist communities in the northwestern cities; considerable Belenist presence in southeast; very regionalistic and tribalistic; developing
Technology: Dark Age with Steel Age elements
Army: 17 regiments, 12 Royal Archer regiments
Army Description: Loyal, quite disciplined and fairly well-organised army of retainers and frontier guards (mostly infantry, but also large amounts of cavalry).
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Growing (3/4/3)
Area (Points Required): 6
Infrastructure: Efficient
Bureaucracy: Improving
Population (Points Required): 5
Military Cap: 45
Education: Educated
Living Standards: Tolerable
Confidence: Admiring
Projects: Wehrreform (+5 UU, +army reform) (Done!), Alte Rheinbrucken (+1 Infrastructure, strong bridges over the Rhine) (Done!), Wiederaufbau (+2 Bureaucracy, +1 Base Economy, +1 Living Standards, +1 Confidence) (Done!), Staatliche Straßenetz (+2 Bureaucracy, +1 Infrastructure) (Done!), Imperialismus (+new capital, +cultural integration, +cultural revival, +political integration) (1/5)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The Thuringii were among the later-arrivals to Gaul, fleeing from the chaos of post-Tartar Germany and settling down on the Tartessian frontiers. Having briefly served as frontier-guarding foederati for the Tartessians, the Thuringians have subsequently (after the Tartessian collapse) established a strong feudal state, subjugating or integrating many other tribes in eastern Gaul. In recent times, a prolonged period of feudal civil war culminated with King Wideph II taking power and reining in the disloyal feudals, introducing a semblance of centralised rule; though this allowed him to bring the realm closer together, several border provinces have been lost, while the defeated feudals continue to seethe and plot. For now, however, Wideph is safe to try and revive his kingdom’s fortunes.

Nordarike
Capital: Aarhus
Ruler: Raven King Gorm I/Perfectionist
Government: Centralised Feudal Monarchy with minor bureaucratic elements; semi-autonomous, but subordinate tribal principality in Gardarike.
Culture: Scandic with noteworthy East Germanic admixtures and Frisian influences; mostly assimilated ex-Vendelian population in eastern Scandinavia, less assimilated West Scandic and West Germanic populations in the west; also, Germanic populations in the far southwest; considerable Tigranic (Celtic and Scandic) population in the western coast; mostly Slavic, Latgallian and Finno-Ugric populations in the colonies, on varying stages of assimilated; the Danes themselves are for the most part culturally independent, with foreign influences being purely secondary; advanced, very influential; unified and flourishing; very influential.
Technology: Dark Age with growing Steel Age elements.
Army: 29 regiments, 11 Torrsviking regiments
Army Description: Well-trained, well-equipped, loyal and mostly disciplined army of heavy infantry (also, an elite heavy cavalry arm and some siege engines); excellent leadership.
Navy: 324 ships
Navy Description: Sturdy longships with good, experienced crews; also, some war cogs.
Economy (Base/Manufacturing/Trade): Growing (4/4/7)
Area (Points Required): 8
Infrastructure: Very Efficient
Bureaucracy: Efficient
Population (Points Required): 7
Military Cap: 70
Education: Well Educated
Living Standards: Higher
Confidence: Admiring
Projects: Danavirki (fortified wall in southern Jutland) (Done!), Elfsdrapa (+cultural vitality, unity, influence, +1 Education) (Done!), Austriki (+integration of Latgallia and Finland, +assimilation in Latgallia and Finland) (Done!)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Nord-Frisia’s main competitor for Scandic hegemony, Danelaw has arisen in the late 6th century AD to become a mighty military power with surprising amounts of political unity. At some point the Danes were hegemonic in the North Sea, and controlled Vikland. Since then, defeats at Caerixian and Nord-Frisian hands led to Danelaw’s decline, but in more recent times it managed to carve out a new empire of trade outposts and colonies in the Baltic Sea, leading to new tensions with Latgallia and Vendelia. Danelaw remains, above all, a nation of great warriors.

Holy Ligurian Empire of Italy
Capital: Belesova/Cianua
Ruler: Priest-Emperor Arthu XX/Flavius Aetius
Government: Decentralised Feudal Theocratic Monarchy with significant bureaucratic elements
Culture: Ligurian with minor Tartessian, Hellenic and Germanic influences and admixtures, mostly in the past; heavily xenophobic; fanatically Belenist; Ashaist and Agade Dag minorities (until recently repressed); also, suppressed, minor Athanoi and Illyrian populations in the central lands; nationalistic and in some cases quite resistant Ashaist Latin majority in the south with only minor (albeit growing) Ligurian and Belenist presences; the Ligurians themselves are culturally united and nationalistic.
Technology: Steel Age, quite advanced, with considerable Indic Age of Exploration elements and particularly well-developed naval technology
Army: 25 regiments, 13 Sons of Belenu, 20 levy regiments
Army Description: Fanatical, loyal and organised warriors, chiefly light and medium infantry (including particularily masterful archers), but also with a fairly strong new cavalry arm; largely defensive and not very flexible.
Navy: 107 ships
Navy Description: Advanced large galleys with dedicated and experienced crews; also, several advanced Akkadian warships and many primitive galleys.
Economy (Base/Manufacturing/Trade): Growing (2/3/3)
Area (Points Required): 4
Infrastructure: Improving
Bureaucracy: Improving
Population (Points Required): 4
Military Cap: 40
Education: Perfect
Living Standards: Tolerable
Confidence: Admiring
Projects: Centralisation (+more centralised form of government, +1 Bureaucracy, +1 Manufacturing) (Done!), Belenu’s Military Thoughts (+10 Military Cap, +assimilation, +1 Base Economy) (Done!), Holy Ligurian Empire Of Italy (+New Nation Name, +2 Bureaucracy, +1 Base Economy, +2 Education) (Done!), Belenu’s Naval Thoughts (+Indic Age of Exploration naval technology, +1 Manufacturing, +1 Trade) (Done!)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The ancient priest-kingdom of Liguria had weathered many storms thanks to its mighty and zealously-guarded mountain strongholds; in the chaos the Dark Age, the determined and well-organised Ligurians had achieved unprecedented heights, conquering many territories and eliminating numerous threats. Though the expanded Ligurian realm had grown much decentralised, the Priest-King in Belesova still commands great authority. Though traditionally quite isolationistic, Liguria has recently begun to open up to foreign trade, to a very limited extent ofcourse.

Singidun
Capital: Singidun
Ruler: Prince Orbeospor/Frozen in Ice
Government: Feudal Monarchy; autonomous coastal city-states
Culture: Thracian with minor Illyrian, Magyar and Slavic admixtures and influences; Agade Dag, but conflicted culturally with major Thracian Polytheist and considerable Ashaist presences, but fairly centralised culturally, and flourishing; Daesitan Thraco-Illyrian populations to the northwest, Slavutian or Agade Dag Slavic (with occasional Singidunian colonies) population in the far north, large pagan (and occasional Ashaist) Thracian populations to the south and a Helleno-Illyrian population in the coastal area.
Technology: Steel Age.
Army: 24 regiments, 2 levy regiments
Army Description: Elite, dedicated, well-equipped, well-led, well-organised warriors (mostly heavy infantry with some cavalry).
Navy: 55 ships
Navy Description: Standard galleys with experienced crews and some river barques.
Economy (Base/Manufacturing/Trade): Growing (2/1/2)
Area (Points Required): 2
Infrastructure: Very Efficient
Bureaucracy: Improving
Population (Points Required): 3
Military Cap: 30
Education: Literate
Living Standards: Tolerable
Confidence: Loving
Projects: Orbeospor’s Military Reforms (+assorted military boons (leadership, efficiency, organisation)) (Done!), Mir Didzos (+2 Manufacturing, +advanced manufacturing technology) (1/4)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Singidun, one of the greatest traditional Thracian centres, survived the chaos of the Dark Age in a surprisingly good shape, and its princes have since then began to reassert their power. This principality may well be a fair match for Odrysa if left unchecked for a while longer.

Odrysa
Capital: Odrysa
Ruler: Odrys Jeno IV/Chandrasekhar
Government: Centralised Feudal Monarchy with noteworthy mercantile and theocratic elements
Culture: Thracian with considerable Magyar, Bulgar and Slavic admixtures and influences (and some half-assimilated tribes of these ethnicities); state and predominant religion is Agade Dag (Odrysianised), but polytheistic beliefs linger on in some parts and Ashaists are widespread in the southeast; still, an Agade Dag religious revival is under way; largely unified, though southeastern regions are relatively unintegrated; in renaissance; increasingly influential.
Technology: Steel Age
Army: 12 regiments, 2 Red Wolf regiments
Army Description: Dedicated and well-organised host of warriors, chiefly heavy cavalry.
Navy: 77 ships
Navy Description: Standard galleys with experienced crews.
Economy (Base/Manufacturing/Trade): Growing (3/3/2)
Area (Points Required): 2
Infrastructure: Efficient
Bureaucracy: Efficient
Population (Points Required): 3
Military Cap: 25
Education: Perfect
Living Standards: Very High
Confidence: Respecting
Projects: Teachings of Ek-Enlil (+1 Education, +religious indoctrination, +cultural centralisation) (Done!), Healing the Damaged Lands (+1 Infrastructure, +economic recovery) (Done!), Soul of Odrys (SECRET) (Done!), Blood of Thrace (+urbanisation, +agrarian reform, +1 Population) (Done!)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The Black Sea trade port of Odrysa played many roles over the course of Thracian history. It was the cradle of Thracian civilisation and the capital of the earliest Thracian empire, but also, as an independent principality, frequently collaborated with foreign invaders against other Thracian centres. A major cosmopolitan outlet and trade centre, it became a major religious centre as the faith of Agade Dag took hold in eastern Thrace. After the Dark Age Odrysa came under the rule of Thracianised Magyars, most notably Prince Jeno, who used its numerous advantages and influential position to unify, peacefully or forcefully, a large chunk of Thrace. Despite some complications in centralising this vast domain, the Odrysan monarchy has managed to emerge as one of the preeminent Balkan powers, and now seems poised to reclaim old Thracian glory.

Imperial Hellenic Ascendancy
Capital: Archopolis
Ruler: Ascendant Hegemon Archelus/Thlayli
Government: Monarchic Ascendancy/City-State Confederacy with major mercantile and feudal elements
Culture: Hellenic with major Illyrian admixtures and influences; advanced Hellenised Agade Dag, with other religions (especially a small Ashaist community) mostly suppressed in the islands (Ashaism is existent, but declining in mainland Greece; still fairly strong elsewhere); fairly cosmopolitan; tolerated, half-assimilated Italic and Libyan populations; religiously-divided (between Ashaism and Agade Dag) Karrist population in Karung (Egypt) with minor Hellenic and Arabic presences; Ashaist Numidians with various minorities in Numidia; Ashaist Latins in southwestern Italy; increasingly united culturally, but with some local backlash; quite advanced and in renaissance.
Technology: Steel Age, with naval and alchemical innovations
Army: 8 regiments, 3 Archelian Guards regiments, 6 levy regiments
Army Description: Loyal, well-trained, well-organised citizen-soldiers; also, a large professional mercenary force (heavy infantry with a large amount of cavalry).
Navy: 83 ships
Navy Description: Advanced, sleek, maneuverable but also quite strong galleys with experienced crews; also, some galleasses with good (but still inferior) crews.
Economy (Base/Manufacturing/Trade): Growing (2/3/4) (1 banked)
Area (Points Required): 5
Infrastructure: Improving
Bureaucracy: Improving
Population (Points Required): 6
Military Cap: 35
Education: Perfect
Living Standards: Normal
Confidence: Admiring
Projects: Dimokratia (greater system of urban fortifications, +1 Confidence) (Done!), Mare Pentagranos (SECRET) (Done!), The Polykratic Academies (+2 Education, +Agade Dag Hellenisation) (Done!), Archopolis (SECRET) (Done!)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Illyria, eastern Italy and the various Adriatic islands had always been out of effective control of most empires; as such, they became a natural destination for refugees fleeing from the fall of first the Tarantine Republic and then the Hellenic Empire. These waves of refugees created a vibrant Greek community, which dominated the local urban civilisation as it developed. After the fall of the Watchurian Empire, the city-states of this region asserted independence, but in the face of Ashaist ankhades aimed against the local Agade Dag temples, the more southern city-states formed a league around the island-city-state of Corcyra, which was already then a significant naval power. Having fought off the ankhades, Corcyra asserted its loose hegemony within the league and spearheaded the efforts that confirmed Corcyran naval dominance in the Eastern Mediterranean and established a colonial empire of forward ports and trade outposts. The League is increasingly overstretched now, however, and the lesser members are ever less eager to participate in wars far abroad. Bad omens abound.

Mahapura Ascendancy
Capital: Mahapura
Ruler: Shofet Eliyahu ben-David/Insane_Panda
Government: Mercantile Oligarchy with minor theocratic elements/Ascendancy
Culture: Jewish with large Indic and smaller Bantu minorities, and major Avyaktaragan cultural influence; Yahweist, but with tolerated and widespread Paramatmanistic movements amongst the Indics; culturally flourishing and more or less unified; in renaissance; influential.
Technology: Age of Exploration; recent advances in naval technology, engineering, medicine, metallurgy and chemistry/alchemy.
Army: 30 regiments
Army Description: Professional, well-trained, well-organised long-term mercenaries (chiefly medium infantry).
Navy: 185 ships
Navy Description: Advanced long-range militarised catamarans with experienced crews.
Economy (Base/Manufacturing/Trade): Growing (2/2/4)
Area (Points Required): 3
Infrastructure: Excellent
Bureaucracy: Brilliant
Population (Points Required): 3
Military Cap: 30
Education: Enlightenment
Living Standards: Very High
Confidence: Loving
Projects: The Great Andanan Harbour System (+naval advantages, +1 Trade, +1 Confidence) (Done!), Abundance (+2 Base eco. points, +advanced agriculture, +Andanan interior cities) (1/5)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: A distant successor to the Yahweist Ksayarnan Ascendancy, Mahapura was born of an uneasy alliance of southwestern “New Bahulatvan” city-states and post-Ksayarnan Yahweist pirates, whose most ambitious local leader, named Mordechai ben-Yishai, used a combination of sheer force, intimidation and cunning diplomacy to create an empire. Under his successors, the empire expanded, while also converting into a more peaceful state; eventually (approximately four decades ago), a peaceful coup in the capital/stronghold of Mahapura itself saw the dynasty replaced by a mercantile oligarchy, though still a largely Yahweist one.

Kipchak Empire
Capital: Kinval
Ruler: Kagan Dagbeg I/.SinClaire.
Government: Tribal Monarchy with theocratic elements
Culture: West Turkic with diverse North Caucasian admixtures and major Akkadian influences; fervently Agade Dag; developing; somewhat regionalistic; major disgruntled Ashaist Colchian populations in the south.
Technology: Dark Age with Steel Age elements
Army: 16 regiments
Army Description: Elite, well-organised, disciplined warriors (chiefly medium cavalry, some heavy infantry).
Navy: None yet.
Navy Description: None
Economy (Base/Manufacturing/Trade): Recovering (1/0/2) (1 banked)
Area (Points Required): 2
Infrastructure: Improving
Bureaucracy: Tolerable
Population (Points Required): 2
Military Cap: 25
Education: Literate
Living Standards: Tolerable (1/2)
Confidence: Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Having arisen from an Akkadian-inspired holy war against Colchis, the Kipchak Turks had conquered and now unified much of Caucasus, forming a new Agade Dag policy. Though burdened with many grand problems, it has been off to a mostly auspicious start, and possesses great potential.

Third Neo-Akkadian Empire
Capital: Enlilba
Ruler: Dag’Uru Agad-Wen/Niklas
Government: Bureaucratic Absolute Monarchy with major theocratic and militaristic elements
Culture: Sumerian with considerable Iranian admixtures, as well as some subtle Indic, Turkic and Arabic influences; Arabic tribes in Mesopotamia and western Persia, and Turkic tribes in Mesopotamia, eastern Persia and Central Asia (both the Turkic and the Arabic tribes are semi-assimilated and Agade Dag in their majority); also, rather discontent Arranian minority to the north; Anatolian Arabic, Old Anatolian and East Greek mishmash in the new northwestern province; Ashaist Arabs in most of Arabia; Sumerians and Sumerianised Iranians are nevertheless the majority in most territories. Fervently Agade Dag, with underground Ashaist communities (mostly in the northwest) and assorted heresies heavily suppressed; culturally centralised, though with growing regionalistic tendencies; very advanced, but somewhat stagnant. Very influential.
Technology: Steel Age with considerable Age of Exploration elements.
Army: 16 regiments, 18 Turk Cavalry regiments, 28 levy regiments
Army Description: Dedicated, well-trained and generally well-equipped standing army (chiefly medium and heavy infantry, with a strong cavalry arm and some camelry; also, elite but inexperienced units of heavy infantry and cavalry).
Navy: 79 ships
Navy Description: Large war dhows, advanced war galleys and Indic tall warships with good crews.
Economy (Base/Manufacturing/Trade): Growing (4/3/3)
Area (Points Required): 8
Infrastructure: Very Efficient
Bureaucracy: Efficient
Population (Points Required): 5
Military Cap: 50
Education: Well Educated
Living Standards: Tolerable
Confidence: Respecting
Projects: Great Desert Wall Reconstruction (revived southern fortifications and stronger local levies) (Done!), Ekki (SECRET) (Done!), Kanam’ek (major missionary efforts to the southeast) (Done!), Memene (+2 Infrastructure) (Done!), Dag Shamdar (SECRET) (4/12)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Sumeria, the cradle of civilisation, remained a key player in Middle Eastern politics for millenniums. Dynasties changed a lot during that time, but outside of short intermissions the existence of a Sumerian Empire was a well-established fact, and indeed, the Neo-Akkadian Empire created in the 1st century AD gained the epithet of the Eternal Empire. That empire was perhaps the height of the Sumerian civilisation; its birth was intertwined with the emergence of Agade Dag, the modern Sumerian/Akkadian religion, which had evolved into one of the main world religions over the subsequent centuries, while the Akkadian armies, driven by a religious zeal, conquered vast lands from Lake Balqash to Sahara. Though subsequent rebellions, barbarian invasions and in particular the rise of Nubian Ashaism with its associated empires (first Nubia itself and then Watchur) led to the collapse of that empire, it still was later rebuilt once more. The Dark Age with its new waves of barbarians ultimately resulted in the creation of the present empire, ruled by an Arabic dynasty. Though that dynasty’s position is getting precarious as of late, it had managed to reassert Akkadian hegemony in the Middle East; however, this isn’t exactly unchallenged, and several new threats seem poised to arise in the neighbouring regions.
 
Kyrgys
Capital: Cherlak
Ruler: Bodhisattva Savas/Symphony D.
Government: Theocratic Tribal-Regional Confederacy
Culture: Turkic with noteworthy Toban and Tibetan influences; Buddhist, with Agade Dag, Tengarist and polytheist minorities (the Agade Dag are particularly prominent); largely unified, though tribal; developing.
Technology: Steel Age
Army: 18 regiments
Army Description: Dedicated, disciplined, battle-hardened, well-organised cavalry.
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Growing (1/1/2)
Area (Points Required): 4
Infrastructure: Improving
Bureaucracy: Improving
Population (Points Required): 2
Military Cap: 15
Education: Tolerable (1/2)
Living Standards: Tolerable
Confidence: Loving
Projects: Sakyamuni (+2 Bureaucracy, +Solidarity) (Done!), Noble Eightfold Path (+2 Infrastructure, +Missionary Efforts, +Trade) (1/4)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Although Agade Dag religious influences had for a long time been predominant in Central Asia, patient Tibetan missionary efforts have resulted in Buddhist predominance in certain peripheral regions. The Kyrgys Turkic tribal confederacy has arisen from the alliance of several Buddhist tribes in the north, growing to encompass a far wider range of tribes due to the need for unity in the face of the Nisan/Samarkandian menace to the south. Having already demonstrated considerable military skill – and secured control over a profitable trade route – the confederacy definitely does have potential for greatness.

Sitivasas High Kingdom
Capital: Sehmendari
Ruler: High King Konavrttaijt II/Luckymoose
Government: High Kingdom (autonomous Irinate in Nyayana) with some bureaucratic elements
Culture: Avyaktaragan Indic (Indianised Huna and Nyarnan rulers) with some Turkic and Banghan influence; Paramatmanistic (predominantly Essentialist); minor Agade Dag, Yahweist and Buddhist communities (the former two being more widespread in the Arabian colony); quite regionalistic; advanced and recently flourishing, but now increasingly stagnant. Embittered, unintegrated, divided ex-Zubhrabhanu Orissan population to the southeast; largely Zubhrabhanu Paramatmanistic or Buddhist.
Technology: Age of Exploration with innovations in metallurgy, manufacturing and especially naval technology
Army: 65 regiments, 23 levy regiments
Army Description: Well-organised, well-trained, well-led and equipped modern standing army (chiefly heavy infantry and cavalry); also, an elite engineering corps.
Navy: 247 ships
Navy Description: Ocean-worthy large warships with uneven crews; somewhat neglected of late, but there are new Jomonese-style ships as well; also, a large flotilla of smaller, more maneuverable warships.
Economy (Base/Manufacturing/Trade): Strained (5/2/3) (2 banked)
Area (Points Required): 6 (5 controlled)
Infrastructure: Good
Bureaucracy: Efficient
Population (Points Required): 10 (8 controlled)
Military Cap: 90
Education: Perfect
Living Standards: Very High
Confidence: Respecting
Projects: Shakthi (+1 Base Economy, +1 Manufacturing, +1 Bureaucracy) (Done!), Of the Huna (+Stability, +Military Training/Leadership Quality, +Naval Tech Progress) (Done!)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Founded by the great king Konavrttaijt in the early 6th century AD, after a series of grand military campaigns that ended in the conquest of all of northern India, the Sitivasas High Kingdom remains one of the key Indic great powers. Though for much of the 7th century AD it had suffered greatly from constant rebellions and border wars, gradually having to retreat from some of its peripheral territories, it had more recently managed to stop the retreat and fight off attacks from several neighbouring empires and may now look to reverse the previous trends.

First Bahulatvan Coalescence
Capital: Rotating between key member cities
Ruler: Grand Negotiator Anshel Aviram/Azale
Government: Highly-Decentralised City-State Confederation
Culture: Avyaktaragan Indic with considerable Jewish and Sinhalese influences, as well as a thriving Yahweist Jewish community; Coalescent Paramatmanistic majority, but other movements are tolerated as well (including some Agade Dag temples); very regionalistic, but mostly interconnected culturally; in renaissance.
Technology: Indic Age of Exploration, with particularily advanced naval technology and commercial practices.
Army: 34 mercenary regiments
Army Description: None
Navy: 86 ships
Navy Description: Combined elite fleet of tall warships and catamarans, with professional sailors and an unified command.
Economy (Base/Manufacturing/Trade): Growing (1/0/4) (2 banked)
Area (Points Required): 4
Infrastructure: Very Efficient
Bureaucracy: Efficient
Population (Points Required): 5
Military Cap: 10
Education: Perfect
Living Standards: Very High
Confidence: Barely Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The Bahulatva Coast of southwestern India has always been at the centre of Indic civilisation’s cultural and scientific development, and perhaps the most advanced area of the world. It was also traditionally disunited, with the local city-states protected by walls, fleets and immense economic influence. The past three centuries saw change, however. First, in the 5th century AD, Nyayana, Sunda and some other mighty Indic states rose to such power that the Bahulatvan city-states were forced to establish a greater degree of diplomatic cooperation to defend themselves and their interests from imperial domination; then, in the Dark Age, social uprisings forced the powers that be to cooperate against the rebels as well. Finally, the 7th century AD threats to the vital Bahulatvan commerce posed by pirates and Kohaitans in the wake of Nyayana’s downfall finally forced the Bahulatvans to form the Coalescence and an unified military command, which succeeded spectacularly in a series of campaigns. Now, the Coalescence is – somewhat inadvertently - the dominant power in the western Indian Ocean. How will it cope with this unexpected situation is yet unclear.

Prasannan Empire
Capital: Poghidi
Ruler: Emperor Yaappa I/~Darkening~
Government: Parliamentary Monarchy with limited feudal and bureaucratic elements
Culture: Indo-Sinhalese with very heavy Avyaktaragan influences and admixtures; Paramatmanistic with competing movements; small, but thriving Yahweist Jewish community; slightly regionalistic; flourishing, but increasingly conflicted with various radical movements.
Technology: Age of Exploration
Army: 46 regiments, 7 levy regiments
Army Description: Professional, well-equipped, well-organised army (chiefly heavy and medium infantry, with a medium cavalry arm and an engineer corps); good siege equipment.
Navy: 234 ships, 18 privateer ships
Navy Description: Advanced, powerful tall warships with uneven crews; also, some advanced catamarans.
Economy (Base/Manufacturing/Trade): Growing (3/1/2) (2 banked)
Area (Points Required): 3
Infrastructure: Great
Bureaucracy: Great
Population (Points Required): 4
Military Cap: 50
Education: Academic
Living Standards: Very High
Confidence: Admiring
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Old Malaya (directly-governed coastal colonies plus some protected inland principalities and tribes/1/1/4 regiments/Loyal)
Sumatra (directly-governed coastal colonies plus some protected inland principalities and tribes/1/1/3 regiments/Loyal)
Nation Background: The near-collapse of the Sinhalese Empire in the early 3rd century AD had a major and largely unexpected effect, when the imperial family fled to the allied Podhigai (now Poghidi) Ascendancy on Lanka and, retaining a great amount of its naval power and colonies, managed to negotiate an union which created the world’s first true parliamentary monarchy. The new Prasannan Empire managed to reconquer southern Deccan and went on to prevail in the various power-games played in Southeast Asia, establishing a grand colonial empire and now looking to expand it further. This kind of success breeds arrogance in the empire itself, and envy amongst its neighbours; in coming days that is sure to be a source of much conflict.

Heavenly Tibetan Empire
Capital: Lhasa
Ruler: Emperor Tagdra Lukong/silver2039
Government: Theocratic Absolute Monarchy with bureaucratic and tribal elements
Culture: Tibetan with major Old Magadhan and considerable Turkic influences; very fanatically Buddhist; regionalism is strong in some parts, but largely suppressed; Turkic tribes in north and Mon-Thai populations in the southeast are Buddhist and mostly integrated though retaining their cultural identity on some level; considerable unassimilated (and increasingly neo-Sunfucianist) Chinese populations in the east are at best lightly-integrated; fairly advanced civilisation in general, and quite influential.
Technology: Age of Exploration
Army: 17 regiments, 19 Tenzin regiments, 5 levy regiments
Army Description: Fanatical, well-organised standing army (chiefly medium infantry, but with a strong cavalry arm and an engineering corps); very well-led.
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Strained (1/4/3)
Area (Points Required): 7
Infrastructure: Good
Bureaucracy: Tolerable
Population (Points Required): 5
Military Cap: 50
Education: Enlightenment
Living Standards: Tolerable
Confidence: Tolerating
Projects: Nirvana (+Age of Exploration, +4 Education, +assorted cultural boons) (Done!), Project Middle Path (large scale omnidirectional missionary activity) (4/8)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Founded largely under the influence of the Magadhan Buddhist movement, Tibet gradually – thanks to the efforts of strong expansionist kings as well as newly-converted Central Asian tribes – became a great military power, expanding heavily in the 7th century AD in a holy mission of world conquest. Needless to say, that got it a lot of enemies, but as implied before, Tibet IS very militaristic and more than willing to fight.

Republic of Guangling
Capital: Guangling
Ruler: Lord-Protector Yun Dan-shek/flyingchicken
Government: Decentralised Representative Republic with major mercantile influences and aristocratic and bureaucratic elements
Culture: Xishan Chinese with limited Luoyangese and Avyaktaragan influences; neo-Sunfucianist, with tolerated but limited Paramatmanistic and (growing) neo-Mohist presences; quite sophisticated and in the midst of a golden agey.
Technology: Age of Exploration, with particular advances in engineering
Army: 21 regiments, 11 levy regiments, 15 Renmin Bing regiments
Army Description: Dedicated, professional, well-organised standing army (chiefly heavy infantry); good artillery.
Navy: 41 ships
Navy Description: Advanced war junks and river war boats with skilled crews.
Economy (Base/Manufacturing/Trade): Strained (1/2/3)
Area (Points Required): 4
Infrastructure: Efficient
Bureaucracy: Efficient (3/4)
Population (Points Required): 5
Military Cap: 50
Education: Perfect
Living Standards: Tolerable
Confidence: Admiring
Projects: SECRET (SECRET) (Done!)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The latest incarnation of the Eastern Chinese civilisation, the Republic of Guangling can be seen as the ultimate triumph of the Xishanese republican tradition. Climbing out of the Dark Age chaos through a combination of luck with diplomatic guile, the republic managed to secure a fairly large area in eastern China, often temporarily allying with various warlords and even giving them positions of power to thwart their less cooperative counterparts. Now seemingly secure, the Republic of Guangling turned to catching up technologically and commercially; however, new threats may be emerging in China.

Jomon
Capital: Fukushima
Ruler: Priestess-Queen Akira Miamoto/Birdjaguar
Government: Centralised Matriarchal Theocracy with strong feudal elements
Culture: Jomonese with very limited Xishanese, Old Khitan, Korean and Avyaktaragan influences; Himikoist (national-mythicism); highly xenophobic and nationalistic, with most foreign influences and religions brutally repressed (neo-Mohism exists on a very limited level); culturally unified and zealous; in religious revival. The Korean population in Korea is fairly nationalistic as well, although more recently in a state of general decline and mostly reconciled with the Jomonese rulers.
Technology: Age of Exploration with various innovations in manufacturing, agriculture and navigation
Army: 30 regiments
Army Description: Well-trained and fanatical warriors (medium infantry); very well-coordinated, excellent leadership.
Navy: 103 ships
Navy Description: Small, highly-maneuverable long-range well-designed ships with excellent, experienced, well-motivated crews.
Economy (Base/Manufacturing/Trade): Growing (3/2/3)
Area (Points Required): 3
Infrastructure: Good (1/3)
Bureaucracy: Efficient
Population (Points Required): 4
Military Cap: 30
Education: Enlightenment
Living Standards: Higher
Confidence: Nation Personified
Projects: Queen’s Court of Naval Science and Navigation (+naval bonuses, +superior navigation, +1 Trade) (Done!)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Having emerged as a brutally nationalistic theocracy after a multi-century independence war against Xishan which finally ended in the 1st century AD, Jomon was faced with a whole new set of challenges. The entire Jomonese civilisation was basically geared towards the never-ending war effort, and so, after the war’s end, emptiness and restlessness took hold; this combined with other complications led to the Jomonese fighting each other, fighting abroad as mercenaries or taking to piracy and raiding. Reunited and reinvigorated after the late 3rd century AD, the Jomonese state mostly focused on the latter activity from then on, causing grave diplomatic complications with pretty much all the other states to Jomon’s general south. Though the Jomonese were beaten back by a coalition fleet in the 6th century AD and subsequently fell into another era of infighting, in more recent times Jomonese naval activities have once more been on the rise, ambitious feudals often launching far-reaching raids of their own.
 
No PCs here!

---

NPCs:

Tepehuani Empire
Capital: Acatlan
Ruler: Emperor Atlacatl II
Government: Proto-Bureaucratic Monarchy with strong feudal elements
Culture: Nahuan with heavy Zapotec and Mayan influences, and local admixtures; somewhat stagnant, but generally united; distinct, but not very rebellious Olmec and Zapotec minorities in the southeast; more primitive and somewhat rebellious Nahuan tribes to the far north.
Technology: New World Bronze Age; considerably behind in naval technology, but on par or even ahead in other fields, especially land military.
Army: 20 regiments
Army Description: Professional standing army (heavy and medium infantry), very well-organised, good siege equipment.
Navy: 30 ships
Navy Description: Fairly large and impressive ships with uneven crews; very battered.
Economy (Base/Manufacturing/Trade): Strained (2/1/1)
Area (Points Required): 3
Infrastructure: Good
Bureaucracy: Efficient
Population (Points Required): 3
Military Cap: 30
Education: Perfect
Living Standards: Normal
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Founded on the ruins of famine-crushed, revolt-ridden Danipaguachean Empire by a particularily strong and disciplined group of Nahuan invaders, the Tepehuani Empire had at first been little more than a tribal confederacy; however, time, strong rulers and beneficial Mayan and Zapotec influences allowed for an eventual creation of a real and powerful empire, which now seems to be in its zenith. Still, there are many places to conquer left.

Dainzu-Coba
Capital: Dainzu and Coba
Ruler: King Vucub II
Government: Urban Aristocratic City-State League with bureaucratic elements in some regions and autonomous vassal city-states in the west
Culture: Zapotec in the southeast and Mayan elsewhere, with many interconnections; very, very regionalistic, with many malcontent regions outside of the heartlands: very unified and nationalistic coastal regions (around Coba and Dainzu).
Technology: New World Bronze Age, very advanced in shipbuilding and engineering
Army: 42 regiments
Army Description: Disciplined, elite, well-organised heavy and medium infantry with uneven light infantry auxiliaries.
Navy: 80 ships
Navy Description: Large well-crafted ships, with somewhat uneven crews and varying maneuverability.
Economy (Base/Manufacturing/Trade): Strained (2/3/2)
Area (Points Required): 3
Infrastructure: Good
Bureaucracy: Efficient
Population (Points Required): 5
Military Cap: 50
Education: Perfect
Living Standards: Very High
Confidence: Tolerable
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: From its start, the Mayan civilisation had gone through many different cultural centres as war and natural disaster displaced populations. Though at first the most developed southern Mayan lands were culturally dominant, over time the focus of civilisation moved northwards. Coba is the latest of Mayan cultural centres and political hegemonies, and it is in the focus of the present north Yucatan renaissance of the Mayans; controlling many key strategic ports and using them wisely as maritime trade in the Carribean began to pick up, Coba has emerged as an important commercial and colonial power. Despite entering decline early in the 8th century AD, it had recently risen to greater prominence thanks to a personal union with the ascendant Zapotec city-state of Dainzu, now seeking local hegemony.

Zapotec Kingdom
Capital: Pacaltula
Ruler: 2-Shield
Government: Monarchic City-State League
Culture: Zapotec with limited Mayan and Tepehuani influences, as well as elements of native cultures (especially in the far south); in renaissance, but heavily regionalist and increasingly bickering; Taino and other native tribes coexist with the colonists in some of the colonies.
Technology: New World Bronze Age at its best, with particular recent advances in engineering.
Army: 5 regiments (Pacaltula), 15 regiments (assorted other cities)
Army Description: Small, professional and dedicated urban armies (heavy infantry), as the nucleus for various levies to rally around. The king in Quetzaltula is officially the supreme commander, but little real military coordination exists.
Navy: 20 ships (Huijazoo), 26 ships (other cities)
Navy Description: Large, powerful vessels with elite crews.
Economy (Base/Manufacturing/Trade): Growing (1/1/2)
Area (Points Required): 2
Infrastructure: Improving
Bureaucracy: Improving
Population (Points Required): 2
Military Cap: 20
Education: Well Educated
Living Standards: Normal
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Ruled – in a very loose and often nominal manner – by descendants of the Tepehuani general Quetzalcoatl, these Zapotec city-states and their colonies are all that remains from the once-mighty Danipaguachean Empire. They are bickering and incapable of reviving Zapotec military might, but still remain perhaps the most prosperous and advanced of the New World polities. In recent times, the northwestern trade centre of Dainzu had risen to great power and prominence, to the dismay of both the king and the other cities; that said, it hasn’t made them bicker amongst each other any less.

Zaachila
Capital: Zaachila
Ruler: Prince Balam II
Government: Aristocratic Monarchy
Culture: Zapotec with limited Mayan and Tepehuani influences; in renaissance, fairly patriotic; lots of natives in the colonies.
Technology: New World Bronze Age at its best.
Army: 10 regiments
Army Description: Small, professional and dedicated urban armies (heavy infantry).
Navy: 35 ships
Navy Description: Large, powerful ships with elite crews
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area (Points Required): 1
Infrastructure: Very Efficient
Bureaucracy: Improving
Population (Points Required): 1
Military Cap: 10
Education: Perfect
Living Standards: Academic
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Rising to prominence early in the 8th century AD, the Zapotec city of Zaachila was at first an opponent of Dainzu and a stalwart supporter of the king in Qetzaltula. As the defeat of the latter proved to be all but set in stone, however, the Zaachilans had struck a deal with Vucub of Dainzu-Coba, withdrawing from the war and claiming full independence, and fully switching their attentions to their Pacific colonies in exchange for guarantees of safety back in the Zapotec lands.

Antimaqta
Capital: Sisa Llaqta
Ruler: Sun-Emperor Ayachi
Government: Bureaucratic Monarchy with feudal and powerful theocratic elements
Culture: Neo-Tiahuanacan (Moche/Mochefied Pirincar with very major native Tiahuanacan admixtures and influences) with growing modern Moche influences; in renaissance, but fairly united, fanatical and influential; emperor-cult mixed with sun-worship is the state and largely the predominant religion, despite various local cults in the peripheral and northern regions; largely assimilated assorted Moche populations in the northwestern half and wild Chorrera tribes in the northeastern fringe.
Technology: New World Bronze Age – quite advanced in all regards, with additional breakthroughs in metallurgy and engineering.
Army: 33 regiments, 8 Allillantaqmi regiments
Army Description: Dedicated, highly-experienced and very well-organised standing army (chiefly medium infantry).
Navy: 70 ships
Navy Description: Medium-sized ships, similar to Pacatnamu designs; good, well-educated crews.
Economy (Base/Manufacturing/Trade): Static (2/4/3)
Area (Points Required): 5
Infrastructure: Very Efficient
Bureaucracy: Competent
Population (Points Required): 5
Military Cap: 50
Education: Enlightenment
Living Standards: Splendid
Confidence: Admiring
Projects: City of the Sun (+1 Education, +1 Manufacturing) (Done!), Sisa Llaqta (+Sisa Llaqta capital, +1 Manufacturing, +1/2 Living Standards) (Done!)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Tiahuanaco has been one of the earliest cradles of civilisation in the New World, and was the capital of two great Andean empires. Though the third one, formed by the Moche northerners, had successfully conquered Tiahuanaco itself (then known as Cahuachi), after its fall the city reemerged as a significant Andean centre; under new Pirincar rulers, it entered into a renaissance, taking upon a new cultural identity and becoming an important empire. Being a major military power, Tiahuanaco is probably Pacatnamu’s main competitor for Andean hegemony.

Ligania
Capital: Briwer
Ruler: Kadjorix Casticus
Government: High Kingdom (Gallien vassal)
Culture: Celtic with minor Germanic admixtures; under heavy Caerixian influence; fairly sophisticated, but in decline; somewhat regionalistic.
Technology: Steel Age
Army: 2 regiments
Army Description: Dedicated retainers, fairly experienced and disciplined (medium infantry).
Navy: None yet
Navy Description: None yet
Economy (Base/Manufacturing/Trade): Recovering (1/0/0)
Area (Points Required): 1
Infrastructure: Tolerable
Bureaucracy: Blundering
Population (Points Required): 1
Military Cap: 5
Education: Educated
Living Standards: Tolerable
Confidence: Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Ligania entered the 8th century a prosperous, but at the same time divided realm, with Celtic merchants and urban nobles contending with the Germanic tribes to the east. This probably was not fatal in and of itself; however, during the 710s, a sudden coup d’etat brought the “people’s king” Tobias to power. His reign was a disaster, the country imploding completely from ethnic and social strife. The Caerixians who had overthrown him were welcomed as liberators and peacekeepers. However, they failed to heal the wounds of the country, and soon came to neglect it altogether, focusing on adventures abroad. Over time this led to the erosion of Caerixian authority, as well as social order as such, within the continental realm. In the 760s, the Vestlandic War led to the Caerixians withdrawing from the country: the eastern half was sold to Thuringia (now Gallien) and the west became independent. Although the subsequent Danish invasion led to yet another breakdown, upon the war’s end the country was restored once again, but placed firmly into Gallien’s sphere of influence, to the resentment of many.

Lughenburg
Capital: Lughenburg
Ruler: King Americh II
Government: Feudal Monarchy with minor tribal and bureaucratic elements
Culture: West Germanic with strong Ligurian influences; regionalistic, tribalistic; increasingly Belenist, though the rural populations are mostly pagan and the westerners are often Ashaist; developing, conflicted.
Technology: Steel Age
Army: 9 regiments
Army Description: Elite, well-equipped knights (mostly heavy cavalry); not very loyal, but not too undisciplined neither; some siege equipment.
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Recovering (1/0/1)
Area (Points Required): 2
Infrastructure: Good
Bureaucracy: Great
Population (Points Required): 1
Military Cap: 10
Education: Educated
Living Standards: Higher
Confidence: Tolerating
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: After the chaos of Germanic invasions, Tartessian downfall and Watchurian collapse, southern Gaul ended up as a particularily chaotic patchwork of Germanic tribes and principalities. Eventually, pressures from other Germanic states combined with the growth of commerce allowed for stronger kingdoms to arise; during this time, the various Burgundian tribes rose to the forefront, and a few decades ago, King Gundobad of Vinsland managed to unify those tribes into a single empire, Burgundsrich. This state outlived him, but split up in the early 8th century along religious lines, as a separate Belenist kingdom arose around Lughenburg in the east.

Teutonrix
Capital: Burgos
Ruler: Kadjorix Kalamon
Government: Centralised Aristocratic Monarchy
Culture: Teutonic (Far West Germanic) with immense Tartessian influences and Celtiberian admixtures; neo-Tigranist; unified and advanced, though in something of a crisis after a recent defeat; antagonistic towards Ashaism and the Tarekids.
Technology: Steel Age
Army: 9 regiments, 3 levy regiments
Army Description: Somewhat ragtag, poorly-organised army (largely medium or heavy cavalry and medium infantry).
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Recovering (1/0/1)
Area (Points Required): 3 (2 controlled)
Infrastructure: Tolerable
Bureaucracy: Incompetent
Population (Points Required): 4 (2 controlled)
Military Cap: 15
Education: Educated
Living Standards: Very Low
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Inhabiting northwestern Iberia since the 4th century AD, the Teutons had constructed an ascendant, thriving, well-organised neo-Tigranist empire by the end of the 7th century, while many other parts of Europe were still in a dark age. However, they had the misfortune of competing for the hegemony of Iberia with the leading Ashaist empire, the Tarekid Amsurate; and after many years of war in the early 8th century, the empire was finally overwhelmed and crumbled under the many-pronged Ashaist onslaught. The Tarekids and their allies had been unable to properly assert control over the far north, and so it was subsequently ruined by rampant banditry, constant rebellions and increasingly destructive punitive expeditions. As Tarekid rule got at the same time weaker and crueler, the Teutons, inspired by the re-entry of their old Caerixian allies into the conflict, started a new great rebellion.

Rzeka
Capital: Czernin
Ruler: Knes Zmejemysl IV
Government: Tribal Confederacy with monarchic and theocratic elements
Culture: Slavutian Slavic with minor Latgallian influences; very tribalistic, increasingly disunited; sophisticated; xenophobic.
Technology: Dark Age
Army: 10 regiments
Army Description: Elite, battle-hardened but disorganised and undisciplined warriors (mostly medium infantry, but also some cavalry).
Navy: 16 ships
Navy Description: Primitive river boats with uneven crews.
Economy (Base/Manufacturing/Trade): Declining (1/1/1)
Area (Points Required): 2
Infrastructure: Good
Bureaucracy: Competent
Population (Points Required): 1
Military Cap: 10
Education: Well Educated
Living Standards: Higher
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: One of the more advanced Slavic societies, the modern principality of Rzeka emerged only recently, growing out of an earlier tribal confederacy after coming under a severe Latgallian onslaught. Though these conditions naturally resulted in a highly militarised society, the capital city of Czernin also remained significant as a key Slavutian centre and a trade entrepot.

Garamantes
Capital: Zinchecra
Ruler: King Sifow II
Government: Tribal Monarchy with theocratic elements
Culture: Berber with major Watchurian influence; tribalistic, but increasingly unified culturally; quite sophisticated; Ashaist with minor elements of old beliefs, and in a religious revival.
Technology: Steel Age, generally more backwards.
Army: 10 regiments
Army Description: Dedicated, well-organised camelry.
Navy: 40 ships
Navy Description: Somewhat poorly-made galleys with mixed crews.
Economy (Base/Manufacturing/Trade): Static (1/0/1) (1 banked)
Area (Points Required): 3
Infrastructure: Good
Bureaucracy: Competent (2/3)
Population (Points Required): 1
Military Cap: 10
Education: Well Educated
Living Standards: Normal
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Having arisen in the 4th century AD, the Garamanteans existed quietly on the periphery of the civilised world before widespread camel domestication allowed the creation of long trans-Saharan trade routes. The kingdom grew prosperous, while maintaining a consistent policy of siding with the strongest in the Mediterranean, in this manner becoming a Watchurian vassal and adapting the Ashaist religion. After Watchuria collapsed, Garamantes reclaimed its independence and has in recent days expanded greatly. In recent times, the Garamantean leaders have taken to viewing themselves as the forward outpost of Ashaism and sent out missionaries to the more primitive Saharan Berber tribes. Culturally, economically and perhaps even militarily, Garamantes seems posed to expand south.

Mande Empire
Capital: Jenne-jeno
Ruler: Emperor Jemken VI
Government: Tribal Monarchy with mercantile elements
Culture: Mande with minor Berber and Jalion influences; tribalistic and regionalistic; somewhat primitive, but advancing; locally influential.
Technology: West African Iron Age
Army: 20 regiments
Army Description: Unevenly-organised, unevenly-equipped, ferocious but not always reliable hired warriors (chiefly light infantry).
Navy: 25 ships
Navy Description: Somewhat primitive river war boats, with ill-trained crews.
Economy (Base/Manufacturing/Trade): Growing (1/1/2) (1 banked)
Area (Points Required): 2
Infrastructure: Good (1/2)
Bureaucracy: Efficient
Population (Points Required): 2
Military Cap: 20
Education: Well Educated
Living Standards: Higher
Confidence: Loving
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The rise of the trans-Saharan trade routes allowed for the rise of West African city-states in the Jalio valley; by far the most prominent of these city-states was Jenne-jeno. Asserting cultural and economic supremacy, its Mande rulers had also allied with various nearby Berber and Mande tribes, and used them to intimidate several other city-states into submitting to their rule, founding the Mande Empire. It is somewhat ramshackle though, and local dissent is rising.

Jalion
Capital: Jalion
Ruler: King Raib
Government: Tribal Confederacy
Culture: Nok with some Mande and Mediterranean admixtures and influences; syncretistic (Cult of Heke plus native animism); tribalistic, but increasingly united; quite influential; comparatively sophisticated.
Technology: West African Iron Age
Army: 18 regiments
Army Description: Elite, dedicated, well-equipped but poorly-organised warriors (mostly light infantry, but also some cavalry).
Navy: 36 ships
Navy Description: Sturdy river war boats with well-trained crews; also, a few battered coast-worthy ships.
Economy (Base/Manufacturing/Trade): Growing (1/2/2) (1 banked)
Area (Points Required): 2
Infrastructure: Efficient
Bureaucracy: Improving
Population (Points Required): 2
Military Cap: 20
Education: Literate
Living Standards: Normal
Confidence: Admiring
Projects: The Guild of Jalion (-1 Trade, faster Trade growth (especially with trade agreements)) (7/10)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The area presently occupied by Jalion has been the earliest cradle of civilisation in Sub-Saharan West Africa, the site of the Iron Age Nok culture which the present confederacy succeeded. Having likewise benefited from the rise of the trans-Saharan trade routes, the Nok had also intermixed with some small groups coming from beyond the desert. This ultimately added new cultural elements and sped up the creation of the first Nok state, which already emerged as a significant regional power.

New Nubian Empire
Capital: Kohaita
Ruler: Emperor Shebaka
Government: Absolute Monarchy with mercantile and feudal elements; somewhat autonomous fiefs to the north
Culture: Nubian with major Axumite admixtures and Avyaktaragan and Watchurian influences; nationalistic, but fairly cosmopolitan; Ashaist, with suppressed heretical (but tolerated Harbic), Agade Dag and Yahweist minorities; highly regionalistic, with discontent Sumali tribes to the southeast; flourishing, but conflicted.
Technology: Age of Exploration
Army: 27 regiments, 10 Chisulo regiments, 9 levy regiments
Army Description: Disciplined, well-organised, well-led and experienced standing army.
Navy: 96 ships
Navy Description: Sturdy, large war galleys with advanced equipment, well-trained crews and educated leaders; also, advanced river boats.
Economy (Base/Manufacturing/Trade): On Brink of Crisis (2/1/0)
Area (Points Required): 6 (3 controlled)
Infrastructure: Improving
Bureaucracy: Tolerable
Population (Points Required): 5 (2 controlled)
Military Cap: 30
Education: Educated
Living Standards: Tolerable
Confidence: Respecting
Projects: ? (+1 Education, +tech. progress) (Done!)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Another Nubian successor state, Kohaita saw surprising amounts of success in the first century and a half of its existence, largely thanks to the abrupt downfall of the Nyarnan Irinate; under a series of strong thalassophilic rulers, the Kohaitans annexed the tribal kingdom of Sumal and conquered the Nyarnan colonies in the Horn of Africa. However, rebellions and an attack by the Bahulatvan Coalescence fleet destroyed much of the Kohaitan fleet in the 7th century AD, and many of the previous gains were lost to the Bahulatvans. The Kohaitan Empire survived those defeats, but still was severely shaken, and internal tensions had been on the rise since then. Though still possessing a great potential, Kohaita is in an ever more precarious position.

Paphlagonia
Capital: Sinope
Ruler: Lyphatoris III
Government: Absolute Monarchy with strong theocratic elements and recovering feudal ones (Akkadian vassal)
Culture: Old Paphlagonian with major East Greek admixtures and influences; strong new Akkadian influences; Agade Dag, with syncretic elements of the old Paphlagonian polytheism; traditional polytheist and Ashaist minorities strongly repressed; slowly reuniting under Agade Dag influences, but still quite torn.
Technology: Steel Age
Army: 7 regiments, 7 levy regiments
Army Description: Very loyal and experienced but somewhat poorly-organised and ragtag royal guards.
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area (Points Required): 1
Infrastructure: Efficient
Bureaucracy: Competent
Population (Points Required): 2
Military Cap: 15
Education: Well Educated
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: An ancient land and quite often an imperial power, Paphlagonia in its latest incarnation is a broken land. Dragged into hell by the folly of King Pharnaces III, it was rebuilt by an Agade Dag warlord supported by the temples and the Akkadian Empire. As of now Paphlagonia is in ruins and held together by sheer ruthlessness, temple support and Akkadian assistance; however, if it were to recover it might once again rise to great heights.

Najjaria
Capital: Ariha
Ruler: Malik Farid II
Government: Theocratic Monarchy with feudal and tribal elements (Akkadian vassal)
Culture: Arabic rulers and tribes with sedentary Phoenician, Sumerian and Karungian subjects as a majority; also, small loyal Greek colonies; strong Akkadian influences; Agade Dag, with a suppressed Ashaist minority; tribalistic; somewhat primitive rulers increasingly assimilated by more sophisticated subjects.
Technology: Steel Age
Army: 11 regiments
Army Description: Elite, well-organised and dedicated light infantry and camelry.
Navy: 35 ships
Navy Description: Well-built galleys with fairly good hired crews.
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area (Points Required): 1
Infrastructure: Good
Bureaucracy: Improving
Population (Points Required): 2
Military Cap: 15
Education: Educated
Living Standards: Normal
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: During the 6th century AD Arab Flood, Arabic tribes of various religions fleeing from the Khalidid-dominated heartlands swept aside the Watchurian military governorates along the eastern Mediterranean shore and drowned these lands in religious strife. Though the Ashaist Arabs – first the Orthodox ones and then the followers of King Murr – dominated the Levant and southern Anatolia early on, after the Harbic Civil War the Agade Dag tribes, propped up by the Akkadians, emerged triumphant, creating the kingdoms of Ghatafania and Najjaria. The latter has since then tried to develop as a commercial and naval power, but was thwarted in its attempt to consolidate control over the Levantine coast by the Corcyran League.

Saba
Capital: Sana’a
Ruler: Melech David ben-Yoav
Government: Absolute Monarchy with theocratic and tribal elements
Culture: Jewish with considerable Arabic influences and admixtures, as well as major Avyaktaragan influences; Yahweist; somewhat reactionary, with a backlash against some of the Indic influences; some polytheistic and Ashaist Arabic communities as well as Paramatmanistic Indian colonies exist, but are tolerated; in renaissance, increasingly influential.
Technology: Age of Exploration.
Army: 9 regiments
Army Description: Fanatical, well-organised but obsolete guardians (medium infantry and some camelry).
Navy: 55 ships
Navy Description: Comparatively primitive war dhows with very uneven crews.
Economy (Base/Manufacturing/Trade): Growing (1/0/1) (1 banked)
Area (Points Required): 1
Infrastructure: Excellent
Bureaucracy: Brilliant
Population (Points Required): 1
Military Cap: 10
Education: Enlightenment
Living Standards: Splendid
Confidence: Loving
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The sole surviving colony of the original Israelite kingdom, Saba came under Nyarnan protection in the 4th century BC. Though the colony itself became something of a backwater, it still managed to thrive in this prolonged period of peace, while the spreading Jewish community became quite influential in the greater Avyaktaragan world. The 6th century AD collapse of the Nyarnan colonial empire hit the economically-dependent colonies hard, especially as piracy rose and the Kohaitans attacked. Saba itself was overran by the latter, but soon after, the various hardships provoked a religious revival and a national rebellion. Though successful in reasserting independence, Saba was left weakened and impoverished, and culturally alienated from the Avyaktaragans despite still being economically dependant on them.

Magan
Capital: Sohar
Ruler: Malik Yadail
Government: Theocratic Monarchy with mercantile elements (Akkadian vassal)
Culture: Agade Dag Arabic with a considerable, largely-Paramatmanistic Indic population; heavily influenced by the Akkadians, less so by the assorted Indians; fanatically, rigidly Agade Dag; largely united, though somewhat shaken by recent war; fairly advanced and sophisticated.
Technology: Age of Exploration
Army: 3 regiments
Army Description: Fanatical, tenacious, disciplined (but poorly-organised) warriors
Navy: 20 ships
Navy Description: Large war dhows with mixed crews
Economy (Base/Manufacturing/Trade): Growing (1/0/1)
Area (Points Required): 1
Infrastructure: Good
Bureaucracy: Efficient
Population (Points Required): 1
Military Cap: 5
Education: Well Educated
Living Standards: Higher
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Although the early Agade Dag realm of Magan had, not long after finally reaching a reasonable degree of harmony and prosperity, been overran by the Sitivasans, it was subsequently restored under a branch of the old royal family in the northwestern part of the former country, coming under an even greater degree of Akkadian control and influence.

Samarkandian Empire
Capital: Samarkand
Ruler: Emperor Elu III
Government: Bureaucratic Theocratic Monarchy with strong tribal and feudal elements
Culture: Turkic with major and long-going Akkadian influences (especially in the west), plus a small, but thriving Sumerian community; fervently Agade Dag, with considerable Buddhist and pagan presences in the north and the east (the unassimilated, restive Kara-Khasari tribes); tribalistic, regionalistic, but increasingly sophisticated and zealous.
Technology: Mediterranean Steel Age with Indic Age of Exploration elements
Army: 20 regiments
Army Description: Elite, well-trained, well-equipped experienced standing army (chiefly medium cavalry and some heavy infantry; also a fair amount of elite heavy cavalry).
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Growing (2/2/3)
Area (Points Required): 5
Infrastructure: Very Efficient
Bureaucracy: Great
Population (Points Required): 3
Military Cap: 30
Education: Perfect
Living Standards: Very High
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The Turkic Toba tribes had moved into Central Asia in the 4th century AD, dominating the countryside around the largely-Sumerianised city-states. It was not long before their cultural influence – combined with the appeal of Agade Dag to all would-be emperors – resulted in the conversion of the Tobans to the Akkadian faith, the first such mass conversion outside of the Eternal Empire itself. The Tobans soon became the primary allies of Nippur; Akkad’s 5th century AD internal difficulties allowed Kohamdug, the Toban Emperor, to unify the two empires and usher in a short-lived golden age. Alas, the Dark Age catastrophes combined with military shortcomings of Kohamdug’s heirs led to it all falling apart, the Toban heartlands themselves being overran by the Kara-Khasars. As Akkad revived, however, it was able to prop up the Kingdom of Nisa, helping it unify the other Toban statelets in west Central Asia and form an united front against the aggressive Kara-Khasari Empire.
 
Makapura
Capital: Makapura
Ruler: Prince Ranenli
Government: Feudal Monarchy with considerable theocratic elements (Sitivasas vassal)
Culture: Huna with major Turkic admixtures and medium Sitivasan and strong Akkadian influences; largely Agade Dag, though various Paramatmanistic movements abound; tribalistic; somewhat advanced.
Technology: Age of Exploration with innovations in metallurgy
Army: 5 regiments
Army Description: Elite, devoted, well-organised warriors (heavy cavalry)
Navy: None yet
Navy Description: None yet
Economy (Base/Manufacturing/Trade): Growing (1/0/0)
Area (Points Required): 1
Infrastructure: Good
Bureaucracy: Tolerable
Population (Points Required): 1
Military Cap: 5
Education: Well Educated
Living Standards: Higher
Confidence: Nation Personified
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Though once the homeland of the Hunas that eventually founded the Sitivasas High Kingdom, the land now known as Makapura had since then been abandoned and become a backwater, an arrangement that caused relatively little trouble until more recently. With renewed Akkadian missionary activities, Agade Dag, a faith that has already spred over much of Central Asia, had gained great following amongst the local Hunas. This was to the displeasure of the paranoid Sitivasan king, Konavrttaijt II; after a war with Akkad caused by his worries, the situation got worse, as many among the Agade Dag Hunas had become actively rebellious. Ultimately, the Sitivasans decided to grant “Makapura” independence under the reign of one of the local Agade Dag feudals. The candidate they picked might soon turn out to be a bit too popular and capable, though.

Girnari Irinate
Capital: Girnar
Ruler: Irin Asimaha
Government: Irinate
Culture: Avyaktaragan Indic with limited Old Magadhan and major modern Bahulatvan influences; Coalescent Paramatmanistic; minor Agade Dag presences; quite unified; flourishing.
Technology: Age of Exploration with breakthroughs in engineering
Army: 23 regiments
Army Description: Professional, dedicated and disciplined warriors (chiefly heavy infantry); also, some professional medium infantry mercenaries.
Navy: 39 ships
Navy Description: Large warships with dedicated professional crews, plus some highly-maneuverable catamarans; battered.
Economy (Base/Manufacturing/Trade): Static (1/1/2) (1 banked)
Area (Points Required): 1
Infrastructure: Very Efficient
Bureaucracy: Brilliant
Population (Points Required): 3
Military Cap: 30
Education: Enlightenment
Living Standards: Very High
Confidence: Admiring
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The modern Irinate has little to do with the Girnari High Kingdom of the past; it was founded by urban rebels led by the mercantile oligarchy that by then had taken hold in Girnar itself and now expelled the Sitivasas rulers. Though fiercely independent and quite united, Girnar is a small state caught between greedy empires, and as such is going to have troubled retaining its independence in the coming century.

Bangha
Capital: Bordhoman
Ruler: King Palaraja III
Government: Absolute Monarchy with conflicting aristocratic, mercantile and bureaucratic elements
Culture: Magadhan Indic with minor Burmese admixtures and considerable Avyaktaragan influences; Buddhist, though with large Vaishanavistic and Paramatmanistic Hindu communities (which form a marginal majority if taken together); mostly unified; increasingly cosmopolitan; in renaissance.
Technology: Age of Exploration, with particular advances in manufacture-related spheres.
Army: 55 regiments
Army Description: Well-organised, well-trained but inexperienced standing army (assorted medium and heavy infantry with a minor cavalry arm and an adequate engineer corps with siege equipment).
Navy: 210 ships
Navy Description: Advanced, greater tall warships with well-educated crews (a few of the ships are heavily battered); also, some catamarans.
Economy (Base/Manufacturing/Trade): Strained (2/2/2)
Area (Points Required): 2
Infrastructure: Excellent
Bureaucracy: Brilliant
Population (Points Required): 4
Military Cap: 40
Education: Perfect
Living Standards: Splendid
Confidence: Loving
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: The successor state of Magadha, Bangha had a lot of ups and downs since the 1st century BC, at some points dominating eastern India and at others ceasing to exist completely, like after Konavrttaijt’s conquest in the 6th century AD. It broke free once again in 653 AD, however, and since then has, despite its shrunken size, been experiencing a cultural and religious renaissance combined with a period of noteworthy technological progress and economical development which also allowed for southeastwards colonial expansion. This golden age might run out pretty soon, though.

Sharmathai
Capital: Sankor
Ruler: King Sharmachaphra I
Government: Centralised Feudal Monarchy with minor tribal and growing bureaucratic elements
Culture: Thai with major Avyaktaragan (and Sundanese in particular) influences; Paramatmanistic (chiefly Coalescent); somewhat tribalistic and regionalistic; developing.
Technology: Age of Exploration, generally more backwards.
Army: 40 regiments
Army Description: Disciplined, dedicated, well-equipped warriors (chiefly heavy infantry; also some elephantry, cavalry and engineers).
Navy: 75 ships
Navy Description: Standard tall warships with fairly good hired crews.
Economy (Base/Manufacturing/Trade): Static (2/1/2)
Area (Points Required): 3
Infrastructure: Very Efficient
Bureaucracy: Efficient
Population (Points Required): 4
Military Cap: 40
Education: Perfect
Living Standards: Normal (2/4)
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Southeast Asia had a troubled recent history, largely thanks to the warmongering Annihilation Tendency Pralayadeshan barons who, at their height in the 6th century AD, utterly ravaged most of the region and destroyed several diverse kingdoms and civilisations. This allowed some heavy-handed Prasannan expansion in the area. Fortunately for the locals, this alarmed the Sundanese, who hurried to prop up the small kingdom of Sankor, allowing it to grow into the present Sharmathai Empire. By now, the Sharmathai have united all of the Indochinese lands not conquered by any of the outer empires, and are hopeful that they would be able to defend what they have from further encroachment, or maybe even reconquer some of the lands lost, especially the Mekong Delta.

Turgulid Empire
Capital: Horqin
Ruler: Nergui Beg
Government: Feudal Monarchy with major tribal and rising theocratic elements
Culture: Turko-Tungusic with major Korean and Xiongnu influences; Agade Dag, with a disgruntled, large suppressed Tengrist minority plus some Buddhist and Paramatmanistic presences; largely Agade Dag (some Tengrist) Sardar Turkic populations to the far south; tribalistic; somewhat primitive, though the eastern and the southern urban areas are comparatively sophisticated; in cultural revival.
Technology: Steel Age
Army: 11 regiments, 6 Sons of Enlil regiments, 12 levy regiments
Army Description: Superbly disciplined and organised hosts of light and medium cavalry; also, a developing infantry force.
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Strained (1/2/1)
Area (Points Required): 2
Infrastructure: Efficient
Bureaucracy: Improving
Population (Points Required): 2
Military Cap: 25
Education: Well Educated
Living Standards: Normal
Confidence: Admiring
Projects: The Teachings of Turgul Beg (massive Agade Dag missionary efforts at home and abroad) (Done!)
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: A distant successor to the ancient Khitan Empire, the modern Khitan state is a Turko-Tungusic tribal confederacy with a strong monarchic element. Though largely a backwater at present, it has, after defeating the Tiele confederacy in the late 6th century AD, emerged as the undisputed master of the northern steppe, and so in position to menace the assorted urban civilisations to its south.

State of Nanyang
Capital: Haijing
Ruler: Governing Council
Government: Oligarchic Aristocracy with minor bureaucratic and democratic elements
Culture: Nanshan Chinese with assorted native southern Chinese admixtures and influences, as well as considerable Guanglingese and Sundanese influences; neo-Mohist, but with many other philosophies present and grudgingly tolerated; some Buddhist Tibetan and Laotian settlements in the west; highly sophisticated and influential.
Technology: Age of Exploration, especially advanced in chemistry and metallurgy
Army: 15 regiments
Army Description: Elite, dedicated guardians (chiefly medium and heavy infantry with some heavy cavalry).
Navy: None
Navy Description: None
Economy (Base/Manufacturing/Trade): Growing (1/1/2)
Area (Points Required): 2
Infrastructure: Good
Bureaucracy: Competent
Population (Points Required): 3
Military Cap: 15
Education: Educated
Living Standards: Tolerable
Confidence: Admiring
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Created by the Treaty of Chengdu soon after the once-mighty Nanyangese Empire’s collapse, the State of Nanyang had been much reduced in size as well as thoroughly traumatized culturally. Still, as trade begun to pick up once again, things begun to look up for Nanyang despite everything it had gone through.

Ayutamradvipa
Capital: Yaajipura
Ruler: Emperor Yaaji III
Government: Absolute Monarchy with parliamentary and feudal elements
Culture: Avyaktaragan Indic, with native Ayutamradvipan admixtures, plus major Sundanese and lesser Chinese influences; some remaining native tribes in the Home Islands plus the large Chinese population and lesser Malay tribes in Borneo are the main ethnic minorities; Paramatmanistic (chiefly Avatar Ushas worship movement), with other religions such as neo-Mohism tolerated; fairly unified.
Technology: Age of Exploration, with particular advances in alchemy and naval engineering
Army: 16 regiments
Army Description: Well-trained, well-equipped elite guard (chiefly medium infantry).
Navy: 213 ships
Navy Description: Standard tall warships as well as some advanced long-range catamarans, with experienced crews; poorly supplied.
Economy (Base/Manufacturing/Trade): Growing (2/1/2)
Area (Points Required): 2
Infrastructure: Great
Bureaucracy: Great
Population (Points Required): 4
Military Cap: 20
Education: Perfect
Living Standards: Splendid
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Kalimantan (Protectorate over local city-states and tribes/1/1/5 regiments/Loyal)
Nation Background: The northeasternmost of the Avyaktaragan polities, Ayutamradvipa started out as a heavily-Sundanised native kingdom, but as refugees and immigrants flowed in from the rest of the Avyaktaragan world the native population was simply overwhelmed and mostly assimilated, while the never-ending stream of new arrivals kept the nation dynamic and abundant in manpower. Though rather decentralised and limited in force-projection abilities for much of its history, in the 7th century AD Ayutamradvipa found itself both at its height and surrounded by a power vacuum after the collapse of the Luoyangese Empire. Under Emperor Yaaji it was reformed into a more centralised state and a potent naval power, allowing it to both ward off the nascent threat of piracy and exploit its unique opportunities, expanding into Borneo and China. However, the empire has grown a bit overstretched, and its early fortunes may be reversed as other regional powers are recovering from the Dark Age.

Sunda Ascendancy
Capital: Madhumatapura
Ruler: King Rghadra III
Government: Monarchic Ascendancy with feudal and mercantile elements
Culture: Avyaktaragan Indic with minor Australasian, Malay and Sinhalese admixtures and influences (plus an unassimilated Malay popuia/); Paramatmanistic (chiefly Coalescent); regionalistic; quite sophisticated and influential.
Technology: Age of Exploration, advanced naval technology.
Army: 28 regiments
Army Description: Elite, but somewhat inexperienced guards (chiefly medium infantry); also, professional heavy infantry mercenaries.
Navy: 246 ships
Navy Description: Maneuverable, long-range catamarans with experienced crews.
Economy (Base/Manufacturing/Trade): Growing (2/2/3)
Area (Points Required): 4
Infrastructure: Great
Bureaucracy: Great
Population (Points Required): 4
Military Cap: 40
Education: Well Educated
Living Standards: Higher
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty): Vietnam (city-states and local principalities under state protection/1/2/10 regiments/Mixed)
Nation Background: Emerging from the ruins of the Samkataka Ascendancy in the 1st century AD, the Sunda Ascendancy was quick to reassert control over most of the core regions as well as the key trade routes. Though often plagued by internal divisions and militarily mediocre at best, Sunda remained a leading commercial power to this day, even though its positions have been increasingly assailed by the Prasannan Empire, forcing the Sundanese to commit to all sorts of diplomatic intrigues in order to try and halt the Sinhalese onslaught. Thus far, it is unclear if this is successful or not.
 
...actually, no.
 
Disregard that "continued below" bit for now.
 
Stat Notes:
- A default religion (i.e. that which is assumed unless pointed out to be otherwise) is a traditional local polytheism or what have you.
- Tribal and feudal nations in particular can raise fairly large and experienced – though not always reliable – levies for any actual warring; only their peace-time armies are shown in the stats. These tend to form the nucleus of the levied armies for actual campaigning.
- The economy basically represents what you have to spend, so highly-prosperous but decentralised states can often have surprisingly low income as a lot of money is under local control. In centralised states, such discrepancies may be the result of corruption and embezzlement (these things can often be taken for granted, to some extent).
- A High Kingdom is a highly decentralised elective feudal monarchy; somewhat similar to the HRE.
- An Ascendancy is a hegemony, or a clearly centralised city-state league.
- An Irinate is an elective monarchy/well-organised dictatorship, often with mercantile oligarchic elements.

---

Misc.:

Wars:

Arecoman War: Hellas, Akkad, Najjaria, Odrysa, Liguria, Lughenburg, Pictavia, Teutonrix, Bahulatva vs. Nubia

War of the Four Tigers: Sitivasas High Kingdom vs. Bahulatva, Girnar, Bangha and Prasanna

Second Great Tibetan War: Turgulid Empire, Dinghisic Xanate, Guangling, Ayutamradvipa, Sunda vs. Tibet, Prasanna

Alliances:



NAPs:

Singidun-Odrysa NAP

Other Diplomatic Agreements:

Sitivasas-Tibet Pact (NAP, Trade Agreement)

Treaty of Itil (Kipchak-Kyrgys): ban on Kipchak expansion northwards between Tanais and Itil, Kipchak army restrained to 18 regiments, mutual indefinite NAP.

Technological Levels:

New World Bronze Age: widespread bronze weaponry, advanced agriculture (milpa-based) and naval technology, domesticated llamas; frequent leftovers of previous ages (like obsidian weaponry); fairly large standing armies; developing war fleets.

West African Iron Age: widespread iron weaponry, advancing metallurgy and engineering; advanced river boats; irrigation; camelry.

Dark Age: widespread and advanced iron weaponry, developed horse-riding (stirrups), advancing naval technology (longships and the like); primitive slash-and-burn agriculture; feudal armies; strong cavalry and medium infantry.

Steel Age: widespread and advanced iron weaponry, spreading steel weaponry, advanced metallurgy and engineering; sophisticated, but somewhat stagnant naval technology; advancing agriculture, superior irrigation; elite cavalry, strong heavy infantry, semi-feudal and/or standing armies; advancing alchemy (including naptha-based weaponry).

Age of Exploration: widespread and advanced steel weaponry, very advanced metallurgy and engineering (including irrigation and ship canals); developed hydraulic agriculture; advanced naval technology (including ocean-worthy ships); semi-feudal and/or standing armies; highly-advanced mathematics and advancing mechanics.

World Religions:

Paramatmanism (or Paramatmanistic Hinduism) – a syncretic, diverse religion that originated in the ancient Avyaktaragan city-states and since then spread all over the Indian Ocean and beyond. Roots are in the worship of the oversoul (paramatma); amongst the most widespread elements are the pursuit of enlightenment and the worship of avatar-gods, as well as the tendencies they represent. Yahweist influences have been particularily noteworthy. Modern major movements include the elitist, rationalist syncretistic Coalescent Vehicle and the more simplified and missionary-oriented Essentialist Vehicle.

Buddhism – an increasingly rigid and organised religion that originated in ancient Magadha and since then spread into the greater Tibet and parts of South-East Asia. The core concept is the pursuit of enlightenment; over time it also gained aspects of social radicalism. Main centres/schools are those of Lhasa and Bordhoman, with a growing schism between them.

Yahweism (or Judaism) – a decentralised henotheistic religion that originated in ancient Israel, was carried over during the Exodus to Saba and since then was largely incorporated into the Avyaktaragan culture, coming under significant Paramatmanistic influence. Based on the holy book Torah and the principle of Law. Recently undergoing a monotheistic revival in Saba.

Agade Dag – an organised, centralised (Nippur-based) monotheistic religion that originated in early 1st century AD Sumeria and later spread into some parts of Europe as well as Central Asia; based on the worship of Enlil and the teachings of the prophet Ek-Enlil. Initially little more than a nationalistic imperial faith, it gradually evolved into its present, international form, with concepts of order, unity and knowledge becoming particularily significant. The strong and interconnected urban temple organisations proved to be this religion’s main strength; during the Dark Age, these rose to be the main local cultural and scientific centres, with economical significance and political influence to boot. Though partially adapting elements of local cultures, such as native languages, Agade Dag remained a non-syncretic faith.

Neo-Mohism – a state-backed religion/philosophy that gradually developed over the course of Luoyangese Empire’s existence; by now it has become a mishmash of Mohist (universal love), Legalist (obedience to state law) and Paramatmanistic (pursuit of enlightenment, rationalism) elements. It is mostly limited to Nam, but present elsewhere in China and other nearby regions.

Ashaism – a strongly-organised, centralised (Arecomos-based) monotheistic religion that originated in Nubian Karung in the late 2nd century AD, and since then became the predominant religion in the Mediterranean region; founded by the Prophet Asha and based on his teachings of worship of Amon Ra, universal love and world-wide international proselytism. Since then developed a populist streak and a more organised ecclesiarchy headed by His Eminence of Arecomos, with a special church language (“Hieratic”; a special mix of Nubian and Greek). The Harbic heresy is unaffiliated with Arecomos; it is fairly decentralised, with local preachers taking the lead, and is fundamentalist, with a strong emphasis on killing everyone who deviates from the rightful course.

Neo-Tigranism – increasingly organised and centralised (Caerix-based) caesaropapist monotheistic religion that originated in early Dark Age New Arecomicia and since then spread all over the remnants of the Celtic world as well as some Germanic lands; founded by the prophet-king Tureno and based on the concepts of Naerbomajus (the One God, Tigranus, ancestor of the royal bloodline), Natuetomajus (national unity of Celtic peoples, later extended to the “little brothers” in Teutonia and Ligania), Gala (unifying divine power) and Serna (justice/order/harmony on Earth, to be striven towards). Grew more sophisticated but also more decentralised as it developed and spread in subsequent centuries; still, Caerix, the successor state of New Arecomicia, is recognised as having primacy. Is now in the midst of a centralising effort.

UUs:

Antimaqta: Allillantaqmi – elite fanatical warriors, very fast.

Hibernia: Seoltoireacht – larger war cog with superior tenacity and ramming capability.

Celtica: SirlenKenget – elite force of longbowmen.

Gallien: Royal Archers – skilled foot archers with limited mounted capability.

Nordarike: Torrsviking – fanatical, highly-disciplined “super-heavy infantry”.

Liguria: Sons of Belenu – fanatical heavy infantry; specialised in city assaults.

Odrysa: Red Wolf – elite, disciplined heavy cavalry with strong religious indoctrination. 3 per eco. point.

Hellas: Archelian Guards – elite professional guardian units (heavy infantry and cavalry), loyal to the Emperor personally; good at raising morale. 3 per eco. point.

Nubia: Chisulo – heavy infantry, adept at siege warfare.

Akkad: Turk Cavalry – highly-maneuverable, fierce Agade Dag riders from the steppes and the military settlements.

Tibet: Tenzin – versatile (capable of both ranged and melee combat) fanatical heavy infantry.

Turgulid Empire: Sons of Enlil – fanatical Agade Dag medium cavalry.

Guangling: Renmin Bing – elite/diversion special forces.

Scapegoat-for-the-turn: Perfectionist – for all those political reorganisations, treaties and expansions.

Update Links:

Pre-NES:
2000-1000 BC
1000-500 BC
500-200 BC
200 BC-100 AD
100-400 AD
400-700 AD

IT I:
701-705 AD
706-710 AD
711-715 AD
716-720 AD
721-725 AD
726-730 AD
731-735 AD
736-740 AD
741-745 AD
746-750 AD
751-755 AD
756-760 AD
761-765 AD
766-770 AD
 
The political map for 700 AD and the latest civilised zone map.
 

Attachments

  • AFSNES I CZ Map VII.GIF
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  • AFSNES I Map 700 AD SC.GIF
    AFSNES I Map 700 AD SC.GIF
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Reserved for future use.
 
Thou Shalt Obey Thy Mod.
Thou Shalt Read All The Rules.
Thou Shalt Send Thy Orders At The Appointed Hour Or Earlier.
Thou Shalt Not Spam.
Thou Shalt Not Flame.
Thou Shalt Offer No Criticism But Constructive Criticism.
Thou Shalt Not Covet Thy Neighbour’s Stats.
Thou Shalt Write Stories.
thou Shalt Post.
 
Alright! :woohoo:
 
Teutonic Empire claimed. Bring it on WORLD!
 
Claiming these guys:

Capua
Capital: Capua
Ruler: ?
Government: Centralised Feudal Monarchy
Culture: Latin with major Tartessian influences and admixtures, plus more recent Watchurian influences and minor Germanic additions; Ashaist with persecuted underground Agade Dag and Latin polytheist minorities; quite unified and increasingly influential in neighbouring regions; in the midst of a renaissance.
Technology: Steel Age
Army: 8 regiments
Army Description: Disciplined, organised standing army (chiefly heavy infantry, with a fair amount of cavalry).
Navy: 10 ships
Navy Description: Somewhat sub-par but well-crewed galleys.
Economy (Base/Manufacturing/Trade): Growing (1/1/1)
Area (Points Required): 1
Infrastructure: Improving
Bureaucracy: Improving
Population (Points Required): 2
Military Cap: 15
Education: Well Educated
Living Standards: Tolerable
Confidence: Respecting
Projects:
Colonies (Government/Income/Population/Militia/Loyalty):
Nation Background: Italy’s vast potential, granted to it by fertile terrain and strategic position, has been left unfulfilled for many centuries due to constant wars and foreign invasions. For centuries, Italy was little more than the battlefield of Mediterranean empires. A semblance of peace came after the rise of the Watchurian Empire; with the capital moved to nearby Arecomos, its rulers were able to properly care after Italy, healing its wounds and granting privileges to the loyal Latin subjects so as to counterbalance less reliable peoples. The Dark Age saw Italy attacked by Ligurians and Germanic tribes, but the fortified Latin cities were mostly able to hold out, and in the 7th century AD entered a new cultural renaissance. While the fortified northern city-states remained politically-disunited and heavily regionalistic, the south had, soon after Watchuria’s fall, coalesced into the Kingdom of Capua. Considering itself the rightful successor to the ancient Roman Republic, Capua has already become a surprisingly important Ashaist power for its size.
 
Another das nes!? What da hell?
 
Reluctantly taking Republic of Guangling.
 
I was wondering if there could be a labelled map, as I'm unsure where some nations exactly are.
 
Check the previous thread (pre-AFSNES). There is a labelled map there.
 
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