BirdNES 3: When Worlds Collide

Birdjaguar

Hanafubuki
Super Moderator
Supporter
Joined
Dec 24, 2001
Messages
55,040
Location
Albuquerque, NM
Europe​
Spoiler :
France/Little Boots
Ruler/Heir: Charles VIII/55 / Philipe Orland
Initiative/Prestige/Culture: 6/42/21
Income/Treasury/Debt: 13491/0/

Taxes/Tribute/Plunder: 18190/0/0/
Economy/Trade/Wealth: 19/8/9
Stability/Policies Permitted: 13/1
Army/Navy/Cannon: 5000/27/40
Upkeep: National/Army/Navy 2509/1650/540
Army Description: 8-Matchlocks /3-Cast iron cannon/6-Siege 2/6-Maneuver
Navy Description: Caravels/3-Cannon fire and boarding/5-Winds & Tides
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/50%/16%
Production Skill: Artisan 4
Religion/Church Wealth: Catholic/13
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Charles VIII 5/7
Localized Parliaments 3/1
Catholic Church 5/2
Nobility 5/0
Non Integrated provinces 4/0
Peasants 1/0

Nation Spain/Luckymoose
Ruler/Heir Juan III/ 42
Initiative/Prestige/Culture: 5/34/7
Income/Treasury/Debt: 13460/0/0

Taxes/Tribute/Plunder: 14541/0/3250/
Economy/Trade/Wealth: 13/85/12
Stability/Policies Permitted: 7/1
Army/Navy/Cannon: 4175/83/20
Upkeep: National/Army/Navy 1427/1244/1660
Army Description: 8-Matchlocks /3-Cast iron cannon/5-Fortifications/6-Maneuver
Navy Description: Carracks/4-Cannon fire/6-Ocean Sailing
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/50%/20%
Production Skill: Artisan 4
Religion/Church Wealth: Catholic/10
Useful Discoveries: Corn, tobacco
Maps & Charts:
Trade Routes: ,,,,ECAf,,,WCAf,,Ind O,,,,
Factions: Loyalty\Power
Juan III 5/6
Aragon Nobles 3/0
Castile Nobles 3/1
Catholic Church 3/3
2/0
Peasants 2/0

Nation: England/Immaculate
Ruler/Heir Henry VIII/ 28
Initiative/Prestige/Culture: 4/40/4
Income/Treasury/Debt: 13754/21/5000

Taxes/Tribute/Plunder: 15892/0/0/2600
Economy/Trade/Wealth: 20/11/5
Stability/Policies Permitted: 9/1
Army/Navy/Cannon: 4500/90/34
Upkeep: National/Army/Navy 1473/1465/1800
Army Description: 8-Matchlocks /3-Cast iron cannon/7-Trace italienne (star forts)/7-Combined arms
Navy Description: Galleons/4-Cannon fire/7-Astrolabe: Latitude
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/52%/24%
Production Skill: Artisan 4
Religion/Church Wealth: Catholic/7
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Henry VIII 5/5
Reformist Church 2/0
English Nobles 3/1
Catholic Church of England 2/3
Anglo-Irish Lords 3/1
Peasants 2/0

Nation: Scotland/Matt0088
Ruler/Heir: James V/ 13
Initiative/Prestige/Culture: 5/24/4
Income/Treasury/Debt: 4550/0/0

Taxes/Tribute/Plunder: 7188/0/0/
Economy/Trade/Wealth: 4/32/4
Stability/Policies Permitted: 6/1
Army/Navy/Cannon: 2500/17/10
Upkeep: National/Army/Navy 1573/725/340
Army Description: 8-Matchlocks /3-Cast iron cannon/6-Siege 2/6-Maneuver
Navy Description: Carracks/3-Cannon fire and boarding/6-Ocean Sailing
D-tax/T-Tax/Efficiency/Corruption: 30%/20%/51%/22%
Production Skill: Artisan 4
Religion/Church Wealth: Catholic/6
Useful Discoveries:
Maps & Charts: WCAf (-)
Trade Routes: ,,,,,,,WCAf,,,,,,
Factions: Loyalty\Power
James V 5/4
Nobles 2/2
Parliament 1/2
Lord of the Isles 2/0
Catholic Church 1/2
Peasants 1/0

Nation: Ireland/HMS Vanguard
Ruler/Heir: Gearoid Óg Fitzgerald/
Initiative/Prestige/Culture: 3/19/2
Income/Treasury/Debt: 2959/140/0

Taxes/Tribute/Plunder: 5030/0/0/
Economy/Trade/Wealth: 7/3/2
Stability/Policies Permitted: 5/1
Army/Navy/Cannon: 5325/0/40
Upkeep: National/Army/Navy 340/1731/0
Army Description: 7-Harquebus/3-Cast iron cannon/6-Siege 2/5-Command
Navy Description: Caravels/3-Cannon fire and boarding/5-Winds & Tides
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/50%/33%
Production Skill: Artisan 3
Religion/Church Wealth: Catholic/5
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Gearoid Óg Fitzgerald 5/5
Irish clans 2/3
English/Norman lords 0/0
Catholic Church 1/1
Parliament 2/1
Peasants 1/0

Nation: Portugal/Milarqui
Ruler/Heir: King Alfonso VI/ 50
Initiative/Prestige/Culture: 6/27/6
Income/Treasury/Debt: 13872/0/0

Taxes/Tribute/Plunder: 19689/0/0/
Economy/Trade/Wealth: 8/102/12
Stability/Policies Permitted: 6/1
Army/Navy/Cannon: 2350/45/5
Upkeep: National/Army/Navy 4137/780/900
Army Description: 8-Matchlocks /3-Cast iron cannon/6-Siege 2/6-Maneuver
Navy Description: Galleons/4-Cannon fire/7-Astrolabe: Latitude
D-tax/T-Tax/Efficiency/Corruption: 30%/15%/56%/26%
Production Skill: Artisan 4
Religion/Church Wealth: Catholic/5
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,ECAf,,,WCAf,,Ind O,,,,
Factions: Loyalty\Power
King Alfonso VI 5/4
Beaucracy 3/3
Catholic Church 2/2
Land owners 2/1
Merchants 1/0
Peasants 1/0

Nation: Rome/NPC
Ruler/Heir: Gregorious XIII/
Initiative/Prestige/Culture: 8/41/20
Income/Treasury/Debt: 8125/2849/0

Taxes/Tithes/Plunder: 6256/4011/0/
Economy/Trade/Wealth: 6/2/13
Stability/Policies Permitted: 8/1
Army/Navy/Cannon: 1000/0/0
Upkeep: National/Army/Navy 1892/250/0
Army Description: 8-Matchlocks /2-Bombards/5-Fortifications/6-Maneuver
Navy Description: Galleasses/3-Cannon fire and boarding/6-Ocean Sailing
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/51%/25%
Production Skill: Artisan 3
Religion/Church Wealth: Catholic/12
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Gregorious XIII 5/5
Barons of papal lands 1/1
Cardinals of the Church 3/1
Churches of W Europe 5/2
Churches of E Europe 3/2
Radical Reformers 0/1

Nation: Venice/spryllino
Ruler/Heir: Doge Andrea Gritti/ 70
Initiative/Prestige/Culture: 5/31/5
Income/Treasury/Debt: 5630/2256/0

Taxes/Tribute/Plunder: 10159/0/0/
Economy/Trade/Wealth: 8/32/9
Stability/Policies Permitted: 7/1
Army/Navy/Cannon: 3465/103/21
Upkeep: National/Army/Navy 1433/1076/2020
Army Description: 8-Matchlocks /3-Cast iron cannon/7-Trace italienne (star forts)/7-Combined arms
Navy Description: Carracks/3-Cannon fire and boarding/6-Ocean Sailing
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/50%/26%
Production Skill: Artisan 4
Religion/Church Wealth: Catholic/4
Useful Discoveries:
Maps & Charts:
Trade Routes: SR,RSIn,,,,,,,,,,,,
Factions: Loyalty\Power
Signoria 5/5
Maggior Consiglio [Great Council] 2/1
Senate 2/1
Council of 10 2/1
Judges 2/2
Peasants 1/0

Nation: Genoa/NPC
Ruler/Heir: Andrea Doria/
Initiative/Prestige/Culture: 3/4/2
Income/Treasury/Debt: 4557/3527/0

Taxes/Tribute/Plunder: 6228/0/0/0
Economy/Trade/Wealth: 6/15/1
Stability/Policies Permitted: 3/1
Army/Navy/Cannon: 1800/19/10
Upkeep: National/Army/Navy 741/550/380
Army Description: 8-Matchlocks /2-Bombards/5-Fortifications/6-Maneuver
Navy Description: Caravels/3-Cannon fire and boarding/5-Winds & Tides
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/51%/26%
Production Skill: Artisan 3
Religion/Church Wealth: Catholic/3
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Andrea Doria 3/4
Council of 12 2/1
Nobles 2/1
Popolo Grasso 2/1
Popolo Minuto 2/0
French faction 0/3

Nation: Milan/Germanicus12
Ruler/Heir: Maximilian Sforza / 32
Initiative/Prestige/Culture: 5/15/7
Income/Treasury/Debt: 2770/1043/0

Taxes/Tribute/Plunder: 3899/0/0/0
Economy/Trade/Wealth: 5/2/1
Stability/Policies Permitted: 5/1
Army/Navy/Cannon: 2340/0/9
Upkeep: National/Army/Navy 454/675/0
Army Description: 8-Matchlocks /3-Cast iron cannon/6-Siege 2/3-Tactics
Navy Description: Galleys/1-None/3-Celestial Navigation
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/50%/30%
Production Skill: Artisan 4
Religion/Church Wealth: Catholic/3
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Maximilian Sforza 4/6
Milan Court 2/1
Pavia Court 2/1
Austrian faction 1/2
0/0
Peasants 0/0

Nation: Savoy/NPC
Ruler/Heir: Charles II/
Initiative/Prestige/Culture: 3/5/3
Income/Treasury/Debt: 4133/2100/0

Taxes/Tribute/Plunder: 6001/0/0/0
Economy/Trade/Wealth: 10/4/2
Stability/Policies Permitted: 2/1
Army/Navy/Cannon: 2500/0/0
Upkeep: National/Army/Navy 1118/750/0
Army Description: 8-Matchlocks /2-Bombards/5-Fortifications/6-Maneuver
Navy Description: None/1-None/1-Coastal sailing
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/50%/37%
Production Skill: Artisan 3
Religion/Church Wealth: Catholic/2
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty/Power
Charles II 2/7
0/0
Savoiardi: French-leaning old nobility 1/2
Piemontesi: Italian-speaking 1/1

Nation: Naples/Kentharu
Ruler/Heir: Alfonso II/ 77
Initiative/Prestige/Culture: 5/16/8
Income/Treasury/Debt: 5463.25/3024/0

Taxes/Tribute/Plunder: 7133/0/0/
Economy/Trade/Wealth: 8/3/3
Stability/Policies Permitted: 7/1
Army/Navy/Cannon: 1755/13/12
Upkeep: National/Army/Navy 851/558.75/260
Army Description: 8-Matchlocks /2-Bombards/5-Fortifications/7-Combined arms
Navy Description: Caravels/3-Cannon fire and boarding/5-Winds & Tides
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/52%/26%
Production Skill: Artisan 3
Religion/Church Wealth: Catholic/4
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Alfonso II 4/5
Nobility 3/1
Alfonso of Aragon (b 1481) 2/2
Ferdinand (b 1469) 2/2
1/0
Peasants 1/0

Nation: Florence/NPC
Ruler/Heir: Piero II d' Medici
Initiative/Prestige/Culture: 2/5/3
Income/Treasury/Debt: 3749/3500/0

Taxes/Tribute/Plunder: 5078/0/0/0
Economy/Trade/Wealth: 7/3/2
Stability/Policies Permitted: 2/1
Army/Navy/Cannon: 1000/25/5
Upkeep: National/Army/Navy 529/300/500
Army Description: 8-Matchlocks /2-Bombards/5-Fortifications/6-Maneuver
Navy Description: Galleasses/3-Cannon fire and boarding/5-Winds & Tides
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/50%/33%
Production Skill: Artisan 3
Religion/Church Wealth: Catholic/4
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Piero II d' Medici 2/3
Council of 12 1/3
Nobles 0/3
Popolo Grasso 0/1
Popolo Minuto 1/0
Cappette 0/0

Nation: Austria/Agent 89
Ruler/Heir: Phillip/ 47
Initiative/Prestige/Culture: 5/36/6
Income/Treasury/Debt: 9467/530/0

Taxes/Tribute/Plunder: 19812/0/0/0
Economy/Trade/Wealth: 23/9/22
Stability/Policies Permitted: 9/1
Army/Navy/Cannon: 18757/0/68
Upkeep: National/Army/Navy 3698/6647/0
Army Description: 8-Matchlocks /3-Cast iron cannon/5-Fortifications/6-Maneuver
Navy Description: Galleasses/2-Ramming & Boarding/4-Compass: Direction
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/50%/24%
Production Skill: Artisan 4
Religion/Church Wealth: Catholic/8
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Phillip 5/6
Catholic Church 3/2
Dutch Nobles 2/1
Dutch Free Cities 2/1
Hapsburgische Armee 2/0
Peasants 2/0

Nation: Hungary/NPC
Ruler/Heir: Janos Corvinus/
Initiative/Prestige/Culture: 4/4/3
Income/Treasury/Debt: 5568/4850/0

Taxes/Tribute/Plunder: 11388/0/0/
Economy/Trade/Wealth: 11/11/18
Stability/Policies Permitted: 3/1
Army/Navy/Cannon: 10842/0/57
Upkeep: National/Army/Navy 1712/4108/0
Army Description: 8-Matchlocks /3-Cast iron cannon/5-Fortifications/5-Command
Navy Description: None/1-None/1-Coastal sailing
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/50%/34%
Production Skill: Artisan 4
Religion/Church Wealth: Catholic/7
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Janos Corvinus 3/5
Nobles 0/1
Catholic Church 0/1
Black Army of Hungary 2/3
0/0
Peasants 0/0

Nation: Brandenburg/NPC
Ruler/Heir: Joachim I Nestor/ 41
Initiative/Prestige/Culture: 5/14/7
Income/Treasury/Debt: 8935/5500/0

Taxes/Tribute/Plunder: 14118/0/0/0
Economy/Trade/Wealth: 13/5/3
Stability/Policies Permitted: 3/1
Army/Navy/Cannon: 2500/2/5
Upkeep: National/Army/Navy 4443/700/40
Army Description: 8-Matchlocks /3-Cast iron cannon/6-Siege 2/6-Maneuver
Navy Description: Caravels/2-Ramming & Boarding/5-Winds & Tides
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/50%/34%
Production Skill: Artisan 4
Religion/Church Wealth: Catholic/2
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Joachim I Nestor 3/4
Nobles 1/2
Catholic Church 1/3
Burghers 1/1
0/0
Peasants 0/0

Nation: Bavaria/Karalysia
Ruler/Heir: Albert IV/78 / William / 32
Initiative/Prestige/Culture: 3/11/4
Income/Treasury/Debt: 3332/5950/0

Taxes/Tribute/Plunder: 5099/0/0/0
Economy/Trade/Wealth: 7/3/1
Stability/Policies Permitted: 5/1
Army/Navy/Cannon: 3000/0/5
Upkeep: National/Army/Navy 792/975/0
Army Description: 8-Matchlocks /2-Bombards/5-Fortifications/6-Maneuver
Navy Description: None/1-None/1-Coastal sailing
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/50%/29%
Production Skill: Artisan 3
Religion/Church Wealth: Reformist/2
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Albert IV 3/6
Landschaft (Nobles) 1/2
Catholic Church 1/1
Reformist Church 2/1
0/0
Peasants 0/0

Nation: Kalmar Union/Toteone
Ruler/Heir: Christian II/ 44
Initiative/Prestige/Culture: 1/4/3
Income/Treasury/Debt: 9469/1790/0

Taxes/Tribute/Plunder: 13209/0/0/
Economy/Trade/Wealth: 9/10/15
Stability/Policies Permitted: 2/1
Army/Navy/Cannon: 5280/25/11
Upkeep: National/Army/Navy 1491/1749/500
Army Description: 8-Matchlocks /3-Cast iron cannon/6-Siege 2/6-Maneuver
Navy Description: Converted merchantmen/3-Cannon fire and boarding/6-Ocean Sailing
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/50%/36%
Production Skill: Artisan 4
Religion/Church Wealth: Catholic/2
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Christian II 3/3
Danish Royal Court 0/1
Hanseatic League 0/2
Norwegian Nobles 0/1
Catholic Church 0/1
Swedish Separatists 0/2

Nation: Teutonic Order/Prinny
Ruler/Heir: Grandmaster Duke Frederick of Saxony/ 51
Initiative/Prestige/Culture: 3/17/4
Income/Treasury/Debt: 2456/612/0

Taxes/Tribute/Plunder: 4376/0/0/
Economy/Trade/Wealth: 4/5/3
Stability/Policies Permitted: 2/1
Army/Navy/Cannon: 2500/15/5 500 knights, 2000 soldiers
Upkeep: National/Army/Navy 795/825/300
Army Description: 8-Matchlocks /2-Bombards/5-Fortifications/6-Maneuver
Navy Description: Converted merchantmen/2-Ramming & Boarding/3-Celestial Navigation
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/50%/36%
Production Skill: Artisan 4
Religion/Church Wealth: Catholic/4
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Grandmaster Duke Frederick of Saxony 2/4
Livonian Knights 1/3
Prussian Gentry 1/0
Catholic Church 1/2
Merchants & Burghers 1/1
Peasants 0/0

Nation: Poland/Stuck in Pi
Ruler/Heir: Michael Glinski/ 57
Initiative/Prestige/Culture: 5/9/6
Income/Treasury/Debt: 12917/8614/0

Taxes/Tribute/Plunder: 21430/0/0/
Economy/Trade/Wealth: 17/17/19
Stability/Policies Permitted: 4/1
Army/Navy/Cannon: 7036/10/21
Upkeep: National/Army/Navy 5887/2426/200
Army Description: 8-Matchlocks /2-Bombards/5-Fortifications/6-Maneuver
Navy Description: Converted merchantmen/2-Ramming & Boarding/1-Coastal sailing
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/51%/27%
Production Skill: Artisan 4
Religion/Church Wealth: Catholic/7
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Michael Glinski 3/6
The Sejmik (Parliament) 0/1
Szlachta: Polish Nobility 2/1
Lithuanian Nobility 0/1
Cossacks 0/1
Serfs 0/0

Nation: Muscovy/das
Ruler/Heir: Tsar Demetrius II/ 42
Initiative/Prestige/Culture: 7/19/6
Income/Treasury/Debt: 12978/4000/0

Taxes/Tribute/Plunder: 17453/0/0/
Economy/Trade/Wealth: 13/13/22
Stability/Policies Permitted: 8/1
Army/Navy/Cannon: 5425/5/4
Upkeep: National/Army/Navy 2688/1687.5/100
Army Description: 9-Snaplocks 1/3-Cast iron cannon/6-Siege 2/6-Maneuver
Navy Description: Converted merchantmen/1-None/5-Winds & Tides
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/50%/21%
Production Skill: Artisan 4
Religion/Church Wealth: Orthodox/12
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Tsar Demetrius II 5/7
Great Prince's Court 4/1
Lithuanian Nobility (Catholic) 2/1
Dvoryans (bureaucratic nobility) 2/0
Russian Orthodox Church 5/1
Serfs 1/0
 
European NPCs​
Spoiler :

Swiss Confederacy/Vorort, the presiding canton of the Tagsatzung
Gold/Initiative/Stability 4375/1 2
Army/Navy/Cannon: 3500/0/0
Army Description: Matchlocks /2-Bombards/4-Castles/5-Command
Navy Description: None///
Religion/Church Wealth: Protestant/1
Factions: Loyalty/Power
Vorort, the presiding canton of the Tagsatzung 3/2
Tagsatzung: A diet which met several times a year, with each conton represented by two representatives 3/3
Cantons: 13 autonomous cities/areas bound together by overlapping pacts and bilateral treaties 0/5
/


Saxony/
Gold/Initiative/Stability 3475/2 2
Army/Navy/Cannon: 2675/0/5
Army Description: Matchlocks /2-Bombards/4-Castles/5-Command
Navy Description: None///
Religion/Church Wealth: Catholic/2


Holy Roman Empire/Emperor
Gold/Initiative/Stability 3125/0/3
Army/Navy/Cannon: 4000/0/10
Army Description: Matchlocks /2-Bombards/4-Castles/4-Siege
Navy Description: None///
Religion/Church Wealth: TBD/4
Electors: Loyalty/Power
Emperor 5/2
Archbishop of Trier 3/1
Archbishop of Mainz 3/1
Archbishop of Cologne 3/1
King of Bohemia 4/2
Margranve of Brandenburg 3/1
Elector of Saxony 3/1
Count Palatine 3/1


Asia​
Spoiler :
Nation: China/Abaddon
Ruler/Heir: Zhengde Emperor/ 34
Initiative/Prestige/Culture: 3/46/43
Income/Treasury/Debt: 20659/2593/0

Taxes/Tribute/Plunder: 42659/0/1100/0
Economy/Trade/Wealth: 109/158/53
Stability/Policies Permitted: 3/2
Army/Navy/Cannon: 23750/50/36
Upkeep: National/Army/Navy 17997/4103/1000
Army Description: 8-Matchlocks /3-Cast iron cannon/6-Siege 2/6-Maneuver
Navy Description: Med Junks/3-Cannon fire and boarding/6-Ocean Sailing
D-tax/T-Tax/Efficiency/Corruption: 16%/5%/50%/31%
Production Skill: Artisan 4
Religion/Church Wealth: 0/6
Useful Discoveries: Rockets
Maps & Charts:
Trade Routes: SR,,PGIn,,,InSI,,,CIn,Ind O,,,,
Factions: Loyalty\Power
Emperor: 4/5
Eunuchs (Inner Court): 3/2
Outer Court: 3/0
Gentry Elite: 3/0
Merchants: 2/3
Peasants: 2/0

Nation: Japan/T_F
Ruler/Heir: Shogun Ashikaga Yoshizumi/ 44
Initiative/Prestige/Culture: 3/7/5
Income/Treasury/Debt: 4503/2298/

Taxes/Tribute/Plunder: 12144/0/0/
Economy/Trade/Wealth: 21/38/19
Stability/Policies Permitted: 3/1
Army/Navy/Cannon: 8700/63/25
Upkeep: National/Army/Navy 4637/1744/1260
Army Description: 7-Harquebus/2-Bombards/5-Fortifications/6-Maneuver
Navy Description: Med Junks/3-Cannon fire and boarding/6-Ocean Sailing
D-tax/T-Tax/Efficiency/Corruption: 20%/10%/50%/34%
Production Skill: Artisan 3
Religion/Church Wealth: Shinto/4
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,InSI,,,CIn,,,,,
Factions: Loyalty\Power
Shogunate 3/4
Daimyo 1/2
Samurai 1/3
Buddhist Monks 1/1
0/0

Nation: Korea/NPC
Ruler/Heir: Jungjong/
Initiative/Prestige/Culture: 4/11/7
Income/Treasury/Debt: 4508/4425/0

Taxes/Tribute/Plunder: 10269/0/0/
Economy/Trade/Wealth: 10/0/47
Stability/Policies Permitted: 5/1
Army/Navy/Cannon: 8000/15/0
Upkeep: National/Army/Navy 3461/2000/300
Army Description: 7-Harquebus/2-Bombards/5-Fortifications/3-Tactics
Navy Description: Medium junks/2-Ramming & Boarding/6-Ocean Sailing
D-tax/T-Tax/Efficiency/Corruption: 35%/10%/54%/29%
Production Skill: Artisan 3
Religion/Church Wealth: Buddhist/6
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Jungjong 4/4
Uijeongbo (Council) 2/3
Yangban 2/2
Noble families 2/1
0/0
Slaves/Peasants 0/0

Nation: Ryukyu/Ninja Dude
Ruler/Heir: King Sho Shin / 55
Initiative/Prestige/Culture: 2/3/2
Income/Treasury/Debt: 2461/900/0

Taxes/Tribute/Plunder: 5700/0/0/
Economy/Trade/Wealth: 8/29/12
Stability/Policies Permitted: 3/1
Army/Navy/Cannon: 2450/90/15
Upkeep: National/Army/Navy 1174/715/1350
Army Description: 7-Harquebus/2-Bombards/4-Castles/6-Maneuver
Navy Description: Med Junks/2-Ramming & Boarding/6-Ocean Sailing
D-tax/T-Tax/Efficiency/Corruption: 20%/10%/50%/33%
Production Skill: Artisan 3
Religion/Church Wealth: Buddhism/1
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,CJP,,CIn,,,,,
Factions: Loyalty\Power
Sho Shin 3/4
Anji Lords 2/3
Jito Dai Bureaucrats 1/1
Merchants 0/1
Pechin (Samurai) 0/1

Nation: Malacca/Masada
Ruler/Heir: Sultan Mahmud Shah/
Initiative/Prestige/Culture: 3/3/2
Income/Treasury/Debt: 5746/8975/0

Taxes/Tribute/Plunder: 10348/0/0/1000
Economy/Trade/Wealth: 15/48/28
Stability/Policies Permitted: 4/1
Army/Navy/Cannon: 10000/70/0
Upkeep: National/Army/Navy 2202/2000/1400
Army Description: 7-Harquebus/3-Cast iron cannon/4-Castles/5-Command
Navy Description: Med Junks/3-Cannon fire and boarding/6-Ocean Sailing
D-tax/T-Tax/Efficiency/Corruption: 20%/15%/54%/34%
Production Skill: Artisan 3
Religion/Church Wealth: Muslim/9
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,InSI,CJP,,CIn,,,,,
Factions: Loyalty\Power
Sultan Mahmud Shah 3/7
Bendahara (PM) 1/1
Foreign Merchants 1/2
0/0
0/0
Peasants 0/0

Nation: Vijayanagar/Terrence888
Ruler/Heir: King Raya/ 65
Initiative/Prestige/Culture: 5/36/5
Income/Treasury/Debt: 12056/2658/0
Taxes/Tribute/Plunder: 18553/0/1750/750

Economy/Trade/Wealth: 19/50/38
Stability/Policies Permitted: 5/1
Army/Navy/Cannon: 9565/43/13
Upkeep: National/Army/Navy 6029/2108/860
Army Description: 8-Matchlocks /3-Cast iron cannon/5-Fortifications/5-Command
Navy Description: Dhows/2-Ramming & Boarding/5-Winds & Tides
D-tax/T-Tax/Efficiency/Corruption: 20%/14%/50%/25%
Production Skill: Artisan 3
Religion/Church Wealth: Hindu/8
Useful Discoveries:
Maps & Charts:
Trade Routes: ,RSIn,PGIn,,ECAf,InSI,CJP,,CIn,Ind O,,,,
Factions: Loyalty\Power
King Raya 4/4
Pradhana (Bureaucracy) 3/2
Nayak, vassal Lords 2/1
Various Religious sects 2/1
Merchants 2/2
Peasants 2/0

Nation: Delhi Sultanate/NPC
Ruler/Heir: Sikander Shah/
Initiative/Prestige/Culture: 4/10/5
Income/Treasury/Debt: 9311/6175/0
Taxes/Tribute/Plunder: 16317/0/0/0

Economy/Trade/Wealth: 23/4/7
Stability/Policies Permitted: 4/1
Army/Navy/Cannon: 15114/0/10
Upkeep: National/Army/Navy 3833/3173/0
Army Description: 7-Harquebus/2-Bombards/4-Castles/5-Command
Navy Description: None/1-None/1-Coastal sailing
D-tax/T-Tax/Efficiency/Corruption: 20%/12%/50%/30%
Production Skill: Artisan 3
Religion/Church Wealth: Muslim/5
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Sikander Shah 3/7
Government Bureaucracy 1/1
Army leadership 1/1
Afghan Nobility 2/1
Hindu majority 1/0

Nation: Gujarat/NPC
Ruler: Mahmud Begada
Initiative/Prestige/Culture: 5/12/6
Income/Treasury/Debt: 10367/5500/0
Taxes/Tribute/Plunder: 15546/0/0/0

Economy/Trade/Wealth: 19/34/38
Stability/Policies Permitted: 5/1
Army/Navy/Cannon: 6485/41/0
Upkeep: National/Army/Navy 3062/1297/820
Army Description: 7-Harquebus/2-Bombards/4-Castles/5-Command
Navy Description: Dhows/1-None/5-Winds & Tides
D-tax/T-Tax/Efficiency/Corruption: 20%/12%/50%/30%
Production Skill: Artisan 3
Religion/Church Wealth: Muslim/6
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Mahmud Begada 5/5
Muslim Military aristocracy 2/3
Semi-Islamised Rajput Bureaucracy 1/1
Urban Merchants & Craftsmen 1/1
Peasants 0/0

Nation: Mongols/NPC
Ruler/Heir: Barsbolad Jinong Khan/
Initiative/Prestige/Culture: 0/4/3
Income/Treasury/Debt: 4193/1750/0
Taxes/Tribute/Plunder: 6658/0/0/0

Economy/Trade/Wealth: 5/1/2
Stability/Policies Permitted: 2/1
Army/Navy/Cannon: 17000/0/0
Upkeep: National/Army/Navy 765/1700/0
Army Description: 6-Medieval Melee/1-Stone throwers/4-Castles/6-Maneuver
Navy Description: None/1-None/1-Coastal sailing
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/50%/36%
Production Skill: Artisan 2
Religion/Church Wealth: Pagan/1
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Barsbolad Jinong Khan 2/5
Ongligud 1/2
Ojiyed 0/2
Eastern Clans 0/1
0/0
Peasants 0/0

Nation: Ayutthaya/NPC
Ruler/Heir: /
Initiative/Prestige/Culture: 4/8/5
Income/Treasury/Debt: 4681/4785/0
Taxes/Tribute/Plunder: 10464/0/0/0

Economy/Trade/Wealth: 11/2/1
Stability/Policies Permitted: 3/1
Army/Navy/Cannon: 6250/35/0
Upkeep: National/Army/Navy 3833/1250/700
Army Description: 6-Medieval Melee/2-Bombards/4-Castles/6-Maneuver
Navy Description: Sm Junks/2-Ramming & Boarding/5-Winds & Tides
D-tax/T-Tax/Efficiency/Corruption: 25%/10%/50%/33%
Production Skill: Artisan 3
Religion/Church Wealth: Buddhist/6
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Ruler: 3/4
Bureaucracy 1/1
Religion 1/3
Land owners 1/2
Merchants 0/0
Peasants 0/0


Asian NPCs​

Spoiler :
Cambodia/
Gold/Initiative/Stability 2650/1 2
Army/Navy/Cannon: 3250/20/0
Army Description: 6-Medieval Melee/2-Bombards/4-Castles/3-Tactics
Navy Description: med Junks/Ramming & Boarding/6-Ocean Sailing/


Majapahit/
Gold/Initiative/Stability 4565/1 2
Army/Navy/Cannon: 3150/35/1
Army Description: 7-Harquebus/2-Bombards/4-Castles/3-Tactics
Navy Description: med Junks/Ramming & Boarding/6-Ocean Sailing/
Religion/Church Wealth: Muslim/2


Annam/
Gold/Initiative/Stability 2700/1 2
Army/Navy/Cannon: 1200/25/0
Army Description: 6-Medieval Melee/2-Bombards/4-Castles/3-Tactics
Navy Description: med Junks/Ramming & Boarding/6-Ocean Sailing/


Kazan/
Gold/Initiative/Stability 2700/1 1
Army/Navy/Cannon: 5480/0/0
Army Description: 6-Medieval Melee/1-Stone throwers/1-City walls/3-Tactics
Navy Description: None///


Astrakhan/
Gold/Initiative/Stability 1500/0 1
Army/Navy/Cannon: 4250/0/0
Army Description: 6-Medieval Melee/1-Stone throwers/1-City walls/3-Tactics
Navy Description: Dhows//1-Coastal sailing/


Sind/
Gold/Initiative/Stability 5125/1 2
Army/Navy/Cannon:6000/30 0
Army Description:7-Harquebus/2-Bombards 4-Castles 5-Command
Navy Description:Dhows/ 6-Ocean Sailing


Bengal/
Gold/Initiative/Stability 2275/1 2
Army/Navy/Cannon: 7500/35/0
Army Description: 7-Harquebus/1-Stone throwers/1-City walls/3-Tactics
Navy Description: Dhows/Ramming & Boarding/6-Ocean Sailing/


Orissa/
Gold/Initiative/Stability 3580/0 0
Army/Navy/Cannon: 9250/30/0
Army Description: 7-Harquebus/2-Bombards/1-City walls/3-Tactics
Navy Description: Dhows/Ramming & Boarding/6-Ocean Sailing/


Ahmadnagar/
Gold/Initiative/Stability 5000/1 2
Army/Navy/Cannon: 7875/30/0
Army Description: 7-Harquebus/2-Bombards/3-Siege 1/3-Tactics
Navy Description: Dhows/Ramming & Boarding/6-Ocean Sailing/


Gondwana/
Gold/Initiative/Stability 5640/0 1
Army/Navy/Cannon: 6550/0/0
Army Description: 7-Harquebus/2-Bombards/1-City walls/3-Tactics
Navy Description: Dhows/Ramming & Boarding/6-Ocean Sailing/


Malwa/
Gold/Initiative/Stability 2300/1 0
Army/Navy/Cannon: 3250/0/0
Army Description: 7-Harquebus/2-Bombards/1-City walls/3-Tactics
Navy Description: None///
 
Middle East & Africa​
Spoiler :
Nation: Ottoman Empire/NPC
Ruler/Heir: Selim I/
Initiative/Prestige/Culture: 5/15/8
Income/Treasury/Debt: 10323/2850/0

Taxes/Tribute/Plunder: 20830/0/0/1500
Economy/Trade/Wealth: 20/37/21
Stability/Policies Permitted: 7/1
Army/Navy/Cannon: 9910/85/15
Upkeep: National/Army/Navy 7109/3198/1700
Army Description: 8-Matchlocks /3-Cast iron cannon/6-Siege 2/3-Tactics
Navy Description: Galleasses/3-Cannon fire and boarding/5-Winds & Tides
D-tax/T-Tax/Efficiency/Corruption: 25%/10%/51%/25%
Production Skill: Artisan 4
Religion/Mosque Wealth: Muslim/10
Useful Discoveries:
Maps & Charts:
Trade Routes: SR,RSIn,,,ECAf,,,,,,,,,
Factions: Loyalty\Power
Selim I 5/5
Imperial Harem 3/1
Divan (council) 3/1
Janissary 2/3
Balkan Vassals 1/0
Peasants 0/0

Nation: Egypt/Oruc
Ruler/Heir: Kurtoglu/ 34
Initiative/Prestige/Culture: 3/9/6
Income/Treasury/Debt: 8402/2165/0

Taxes/Tribute/Plunder: 12473/0/0/
Economy/Trade/Wealth: 8/46/8
Stability/Policies Permitted: 4/1
Army/Navy/Cannon: 3250/21/10
Upkeep: National/Army/Navy 2688/963/420
Army Description: 8-Matchlocks /2-Bombards/5-Fortifications/5-Command
Navy Description: Galleys/2-Ramming & Boarding/4-Compass: Direction
D-tax/T-Tax/Efficiency/Corruption: 25%/12%/50%/30%
Production Skill: Artisan 3
Religion/Church Wealth: Muslim/3
Useful Discoveries:
Maps & Charts:
Trade Routes: ,RSIn,,,,,,,,,,,,
Factions: Loyalty\Power
Kurtoglu 4/4
Amirs (military commanders) 2/2
Coptic Christian/Jewish bureaucracy 2/1
Ottoman Faction 0/1
Corsair Faction 1/2
Peasants 0/0

Nation: Ethiopia/NPC
Ruler/Heir: Eskender/Amda Seyon II
Initiative/Prestige/Culture: 2/10/5
Income/Treasury/Debt: 2531/5375/0

Taxes/Tribute/Plunder: 4257/0/0/0
Economy/Trade/Wealth: 5/1/4
Stability/Policies Permitted: 3/1
Army/Navy/Cannon: 3650/3/1
Upkeep: National/Army/Navy 921/745/60
Army Description: 5-Late Imperial/1-Stone throwers/4-Castles/3-Tactics
Navy Description: Dhows/2-Ramming & Boarding/5-Winds & Tides
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/50%/33%
Production Skill: Artisan 2
Religion/Church Wealth: Coptic /7
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,,,,,,,,,,,
Factions: Loyalty\Power
Eskender 3/3
Queen Mother Eleni 1/2
The Pretender Na'Od 1/3
Ethiopian Orthodox Church 1/2
0/0
Peasants 0/0

Nation: Songhai/Frozen in ice
Ruler/Heir: Sunni Baru/ 30
Initiative/Prestige/Culture: 5/21/6
Income/Treasury/Debt: 9689/7401/0

Taxes/Tribute/Plunder: 12176/0/0/1000
Economy/Trade/Wealth: 13/47/16
Stability/Policies Permitted: 6/1
Army/Navy/Cannon: 8000/10/0
Upkeep: National/Army/Navy 2087/1200/200
Army Description: 7-Harquebus/2-Bombards/3-Siege 1/2-Formation
Navy Description: Lateen sailer/2-Ramming & Boarding/4-Compass: Direction
D-tax/T-Tax/Efficiency/Corruption: 20%/10%/50%/28%
Production Skill: Artisan 3
Religion/Church Wealth: Muslim/4
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,,TrSa,,,,WCAf,,,WE,,,
Factions: Loyalty\Power
Sunni Baru 4/6
Governors 2/2
Julla (merchants) 2/2
Peasants 1/0
0
0

Nation: Safavids/Blackbard
Ruler/Heir: Ismail/38
Initiative/Prestige/Culture: 5/12/4
Income/Treasury/Debt: 15037/2126/0

Taxes/Tribute/Plunder: 21332/0/0/0
Economy/Trade/Wealth: 12/140/25
Stability/Policies Permitted: 6/1
Army/Navy/Cannon: 10430/20/59
Upkeep: National/Army/Navy 2924/2971/400
Army Description: 8-Matchlocks /3-Cast iron cannon/5-Fortifications/3-Tactics
Navy Description: Galleys/2-Ramming & Boarding/1-Coastal sailing
D-tax/T-Tax/Efficiency/Corruption: 20%/10%/51%/28%
Production Skill: Artisan 3
Religion/Church Wealth: Sufi Muslim/8
Useful Discoveries:
Maps & Charts:
Trade Routes: ,,PGIn,,,,,,,Ind O,,,,
Factions: Loyalty\Power
Ismail 5/6
Qizibashi 2/2
Persian Aristocracy 2/2
Turkic Nobles 2/0
Kurdish Nobles 1/0
Peasants 0/0

Nation: Mughals/NPC
Ruler/Heir: Zahiruddin Muhammad Babur/
Initiative/Prestige/Culture: 5/7/4
Income/Treasury/Debt: 11419/2200/0

Taxes/Tribute/Plunder: 14903/0/0/
Economy/Trade/Wealth: 7/93/20
Stability/Policies Permitted: 5/1
Army/Navy/Cannon: 9240/0/0
Upkeep: National/Army/Navy 1174/2310/0
Army Description: 7-Harquebus/2-Bombards/4-Castles/6-Maneuver
Navy Description: None/1-None/1-Coastal sailing
D-tax/T-Tax/Efficiency/Corruption: 30%/10%/50%/34%
Production Skill: Artisan 3
Religion/Church Wealth: Muslim/4
Useful Discoveries:
Maps & Charts:
Trade Routes: SR,,,,,,,,,,,,,
Factions: Loyalty\Power
Zahiruddin Muhammad Babur 3/6
Mughal Chiefs 3/4
0/0
0/0
0/0
Peasants 0/0


Colonies​
Spoiler :

Colonies (Name/Status (Owner) Economy/Trade/Wealth/Major products
New Spain Settlement (Spain 1497) 1/2/3 Timber, tobacco
Pagonia Surviving (Spain 1524) 0/0/0 Exotics

Bangka Island Indonesia Settlement (China 1499) 1/3/4 Spices
Columbo, Ceylon Settlement (China 1507) 1/4/2 Spices
Mozambique Surviving (China 1523) 0/1/0 Ivory, Gold, Exotics

Tundun (Luzon) Settlement (Ryukyu 1496) 1/3/1 Timber

New Lisbon, Diascia Settlement (Portugal 1500) 1/3/2 Timber
Joania Settlement (Portugal 1506) 1/2/1 Fishing, Mining
Gambia Surviving (Portugal 1517) 0/1/0 Exotics
New Porto (Horn of Africa) Surviving (Portugal 1522) 0/1/0 Ivory, slaves
New Beria (Madagascar) Surviving (Portugal 1523) 0/0/0 Fishing, timber

Fort Henry Surviving (England 1518) 0/2/0 Sugar, Cotton
Ft Eleanor Surviving (England 1524) 0/1/0 Exotics
Zanzibar/Pemba Surviving (England 1522) 0/1/0 Cloves

Palawan Settlement (Japan 1511) 1/3/1 Fishing
Atsujima (New Guinea) Surviving (Japan 1522) 0/1/0 Fishing

Nova Scotia Surviving (Scotland 1517) 0/1/0 Fishing, timber

Banks​
Spoiler :

Bank: House of Lee/Alex994
Head: James W. Lee
Main Office/Branches: London (2) Antwerp (1) Lisbon (1)Copenhagen (1)
San Marino (2) Glasgow (1) () ()
Cash/Investments/Capacity: 24243/10038/55000
Outstanding loans: 0
Armies: Size/Description/Combat Bonus
205 Dutch Arquebusiers +0 Cannon +0 Ships +18%
1350 German Landsknecht +4 Cannon +0 Ships +12%
1600 Swiss Pikemen +0 Cannon +0 Ships +20%
275 Polish Hussars +0 Cannon +0 Ships +12%
620 German Landsknecht +0 Cannon +0 Ships +10%
500 English Demi Lancers +0 Cannon +0 Ships +10%
1760 German Landsknecht +5 Cannon +0 Ships +10%


Investments (Return%) Balance
London 1378 (13%) 1557
Antwerp 1535 (23%) 1888
Lisbon 1384 (10%) 1522
Copenhagen 886 (11%) 983
San Marino 1827 (28%) 2339
Glasgow 1605 (9%) 1749
English Wool 6225 (0%) 6225
Timber in Austria 5580 (0%) 5580
Spice Expedition 2000 (600%) 14000
 
Introduction

Welcome to BirdNES 3 an updated reprise of “The New World”. This NES is a historical NES with alt history elements and is rooted in the world of OTLs 16th Century. It begins in 1490. Players are expected to assume the role of a nation and lead that nation to glorious success.

New Concepts
This game has several concepts that are new to my games and may have had little use in other NESes. I will introduce the concepts here, but each is further explained in the rules themselves.

Initiative Points represent the ability of a leader to act through his/her government agencies or agents. In game terms it will act as a constraint on the ability of players to do as much as they want whenever they want. The leader of a nation in turmoil may have little ability to act at all while his neighbor is able to initiate several important efforts. Players can act without initiative points, but incur great risk of unintended consequences if they do.
Wealth represents the prosperity of your nation as a whole. Where there is wealth, there is plunder. Wealth can be converted into gold should a ruler choose to diminish his nation’s prosperity, but of course such actions may carry consequences.

Prestige is a measure of success at doing things from winning wars to discovering new lands. Prestige helps to keep the various factions happy.

Open ended spending: Spending in this game is open ended. If you have 10,000 gold to spend, you can spend it anyway you want in any amount. The only specified costs are for troops, cannon and ships and those will change over time and place. For example, with 10,000 gold you could recruit 5,000 new troops for 5,000 gold, invest 750 into your government practices, buy 4 new warships for 1000, fund a merchant enclave with 250, spend 500 to build support among your bureaucrats and another 500 to bribe your neighbor’s bureaucrats to be disloyal to him. The last 2000 you can add to your treasury. As a player you could substitute any combination of numbers that added to 10,000.

Factions are the internal groups that have influence and can affect your power and leadership. Factions may strengthen or weaken over time and some may disappear while new ones appear. They are the political forces at work in your nation. A sizable or influential faction that is disloyal to you can cause real problems.

Policies are not new to previous BirdNES players, but have not been used in the same way in others’ games. Policies are broad statements of intent that direct your government apparatus along a specified path. Policies don’t cost money, but can be instrumental in shaping your nation.

Order structure: I will set a structure orders that I expect to be followed reasonably closely. I do this so that it is easier for me to update and so I will make fewer mistakes. Part of that structure will be the requirement to include dates (the year at least) of when things happen.

Stories: Traditional NESes encourage in-thread stories as part of the on-going story. I want to re-direct that effort for this game and encourage players to include 100-500+ word “stories” as part of their orders. Those stories should be descriptive of the efforts they are including in their orders for that turn. I will use them as part of the update. Now since what players want or expect to happen is not always what actually does happen, there will be times in which I will re-write bits and pieces. The pomp and ceremony of the start of your glorious campaign against the Turk may start out as you plan, but have a wholly different ending.

I am hoping that this approach will have two major effects. First, player efforts will be part of the game and the fabulous detail that many of you create will find its way into the updates. Second, it will make the updates easier and faster for me. I will be able to focus on transitions and outcomes and spend less time trying to create the settings for events. It is easier for me to edit that to create from scratch. I don’t have any firm limits on what these stories should be, but at this point I’m thinking that a quarter to a half page (in word) should be sufficient for most events; a page for more complex plots. If they are too long, I will cut them down. Since these stories are related to what you are trying to accomplish in your orders they shouldn’t be posted in the thread, but will see the light of day when the update is completed. Faction intrigues, assassination attempts, war plans, battles fought, sea voyages etc. are all fair game for these mini stories. You may write them in any style you want and include rich details of your nation and its events. Here are two examples of stories about a campaign that could have come from different players who were at war against the same enemy.

Spoiler :
North Sea coast of Germany 1555
Mikolaj Jazlowieki surveyed the wreckage that had been Bremen as it lay beneath his perch in the cathedral spire. His 10 divisions had been unexpected cargo in the holds of Portuguese merchant ships and the city quite unprepared. His troops had spent the last 10 days pacifying the heretical Protestants who dominated the city and all of western Germany for that matter. The stupid bastards hadn’t rolled over and converted or died like he had thought. They had fought back and he had no choice, but to kill them all and burn their hiding places. It’s a pity, he thought, but such was the will of God. The summer would be a long one. He would now move south to connect up with his Spanish allies moving up the Rhine from Brussels and the Knights of St. Stephen moving down the Rhine from their headquarters inside the League of Strasburg.
Rhine Valley summer 1555
For Sir Hugo Berlin, Knight of the Order of St. Stephen, the ride up the Rhine had been exhilarating. The thousand knights in his two battalions raced against the other thousand knights who advanced up the eastern bank. The prize: Cologne. His troop had won by three days. The swathe of dead heretics and burned villages they left behind was wide and long. Petty nobles cowered in their castles or fled the avenging swords of the holy knights. Hesse and Nassau mustered a few divisions, but those were routed and then put to the sword when Spanish troops from Belgium closed in on their rear.


Nations & Roles
Spoiler :

The nation roles are familiar to most NESers and I won’t discuss them here. Two other roles are less known: the Pope, ruler of the Papal States and Banking houses. While the Pope has a small nation, his primary role is leader of the Catholic Church. His participation should reflect that role. The Pope can influence kings and church factions with money and perhaps lands and the ability to call for a crusade. If kings refuse to accommodate the Pope’s wishes or say yes and then do nothing, the Pope can use his influence on catholic factions to influence politics, religious pressure or peasant unrest. In addition, should a Pope excommunicate a king, then, perhaps he would call a crusade against said king forcing other kings to go to war against the heretic. If they don’t, then trouble would spread and well that could get interesting. The Pope’s stats will be constructed differently than the typical nation even if they appear similar.

Holy Roman Empire
Control of the HRE will convey some money and some prestige to the Emperor and provide him some clout in the factions of member nations. The HRE will also provide some troops in support of the Emperor.

Bankers:
Bankers are in the game to provide financing for nations that need money. Bankers will start with a fixed amount of cash. This cash can be loaned to nations, invested in regional markets where they have an office, used to purchase and maintain armies or kept as cash. Gold kept as cash does not earn any return over time.

Loans: They loan gold in any amount they have access to and can charge interest of their choosing. Bankers will have to arrange their own collections, but cannot use armies to do so. Bankers may refuse to make loans to any nation. Bankers may arrange any investment deal that makes sense to them and for the time. They could loan money for an expedition and then share in any windfall profits or income from that venture. All loan arrangements need to be included in the orders for both parties. Arrangements are up to the players to agree upon.

Banks can invest cash into the markets where they have an office. These investments are likely to produce profits, but not necessarily all the time. All accounts are resolved every turn and adjusted for profits and losses with every update. Different markets will have different rates of return. Banks can spend money to set up offices in new cities and open new opportunities for income to help sustain their operations and raise capital. The size of particular offices may limit the amount of cash that can be processed through the office.

Bankers can also invest in mercenary armies and rent those troops to nations. They need not expand into this business if they do not want to. Should they choose to, then they would recruit specific armies that could be hired. Recruiting costs are the same as those of player nations, but these special armies will begin with a 10% combat bonus that can go higher if the army is successful in battle. These armies also will require upkeep. Those costs are listed in the army stats. Sample armies:
• 6,000 Swiss pikemen with 6 cannon
• 4,000 Dutch Musketeers

Bankers would set a price for each army based on its cost and upkeep. Unused armies could be disbanded, but to be rented, an army has to be “in inventory” at the start of the turn. Reasonable guidelines should be used when renting armies. Scottish crossbowmen should not be deployed far into Eastern Europe or where it does not make historical sense.

There will be at least one NPC banker/army broker to represent the rest of the market and keep the world safe from monopolies and price fixing.

Banking Stats:


Bank: James W. Lee/Alex994
Head: James Lee
Main Office/Branches: London (4) Antwerp (1) Lisbon (1) ()
Space for other branches: () () () ()
Funds Available/Capacity/Funds in Use: 15515/30000/25895
Outstanding debts: 13100
Armies: Size/Description/Bonus
5000 Scottish Crossbows +2 Cannon +0 Ships +25%

Branches (size): each office is listed along with its size. The size controls how much money can be handled through that each turn. Total size when offices are added together controls the total volume of business capacity for the Bank.

Funds available is the total cash available for use after army and office upkeep.

Capacity is the total amount of funds the bank can manage. Capacity can be grown by investing in the size of your offices and the number of offices.

Funds in Use is the total of all cash and debt. It cannot exceed a bank’s capacity.

Army information describes the armies you have available for rent.


Stats and Other Tracked Items of Importance
Spoiler :

Initiative/Prestige/Culture: These three stats position your nation on the world stage, and are important for different reasons. Of the three Initiative Points are the most important

Initiative Points: these points control how active you can be during a given turn. They represent the capability (willingness?) of your government to carry out what you command. Initiative points are limited and you cannot spend more than you have without risk. They replenish each turn, but the recalculation could change the number you have available from turn to turn based on a variety of circumstances. Not every action consumes Initiative Pints (IP). They cannot be banked. IP are discussed in more detail below.

Prestige: Prestige is a measure of your nation’s standing. Your successes add to it and your failures detract from it. The most important impact of prestige on game play is that it encourages factional loyalty in spite of political differences. Discoveries, exploration, projects, conquests, wealth, tribute, etc. all contribute to the level of your nation’s prestige. Be aware, that a lack of prestige can strengthen your enemies and encourage disloyalty.

Culture: This number represents your culture score and allows you to compare the strength and influence of your nation’s culture on those around you. Your culture is a combination of your investments in things cultural and educational whether they are institutions, practices or related to particular items. A strong culture can be influential in overseas colonies or on sympathetic factions in neighboring nations.

Income/Treasury/Debt: these three items show the financial status of your nation. Income is what you received that turn in the way of cash to spend, your treasury is the cash available from previous turns, and your debt is what you owe others. Income and Treasury added together are what you can spend without borrowing. Players may borrow money even if they have other funds available. Income is net of upkeep.

Income mainly comes from taxes, tribute and plunder. This line shows you your particular income sources for the turn. Gifts from other nations or other odd sources of money will show up as a fourth number. Tax collections represent income before upkeep.

Economy/Trade/Wealth: Your economy is the value of your domestic activity; trade the value of regional and overseas trade; and wealth a measure of the current prosperity of your nation. Your economy and trade are the basis of your tax collections. All of these numbers will rise and fall during the game depending upon circumstances. Should your nation be plundered by another, the plunder they take home is based on the wealth of your nation. So if you are out for plunder, be sure to check out the wealth score of your potential targets. Wealth can be converted to cash as a rate posted in the stat updates. This quick way to raise money will have other effects and represents a variety of methods.

Stability/Policies permitted: The stability your nation is mostly based on the strength and loyalty of the various internal factions that are vying for power. Higher numbers are better. Particular faction details are listed separately. You cannot directly affect this score; you can only change it by changing the strength and loyalty of individual factions. The policies number tells you how many policies you may have in effect at one time. Policies are discussed in more detail below.

Policies: policies are broad efforts to shape aspects of your nation. A nation can have a policy about religious tolerance (or not), or land ownership, or trade, or education, or just about anything. Policies can be changed every turn, but each nation can have only as many policies as shown in this stat. Policies can have a big effect on the various factions in your nation; in fact, not having a policy about an important matter can have an impact on them. Policies are considered “in effect” until replaced. Allowing the Inquisition to operate in your nation would be a policy, as would, depriving peasants of land ownership. It costs IP to implement or change a policy.

Army/Navy/Cannon: these are the sizes of your army and navy in men and ships. Cannon count is listed at the end. The specific makeup of your forces is unspecified and players may establish that mix when they write orders. I expect the make up to be in line with what was historical in the 16th c. These numbers do not include routine garrisons which are assumed to be in place at all key locations. Expanding your army or navy costs Initiative Points, so be efficient.

Upkeep: This is the cost of maintaining your nation and military. National upkeep is all of the government offices, infrastructure, universities, roads, harbors etc. Army and Navy are the cost to keep your military fit for duty. Upkeep costs are generally based on how many troops and ships you have, so the larger your military, the higher your upkeep will be. Government policy can change the rate at which upkeep is charged.

The Army & Navy Descriptions tell you about your military compared to other nations. The Army line provides your commonly used weapons, city defenses, and level of army leadership. For your Navy you see your most advanced ship design, the type of combat your navy uses and your latest navigational advancement. Details on each are explained in the rules below.

Tax Rates/Efficiency/Corruption: Player-set tax rates for domestic collection and trade will determine how much money is extracted from your people. Higher rates will also influence the loyalty of the various factions in your nation. Tax efficiency is how good a job your tax collectors do in actually getting the money from people into the government coffers. If your tax rate is 50%, and your efficiency rate is also 50% then your actual rate for collecting is 50% of 50% or 25%. Policy and spending can influence this rate. Corruption is the percent of tax income that is skimmed away by the various factions. The stronger and more disloyal your factions, the higher your corruption rate will be.

Production Skill: This stat tells you what kind of production you are capable of. Policies and spending can change your production state. Production skill ranges from Artisan 1 to Artisan 4 and then from manufacturing 1 through manufacturing 5. The different levels convey different abilities and can affect the cost of things.

Religion: Your nation’s primary religious affiliation will be listed here, and maybe on the factions list as well. Other religions of significance may also be shown in the factions list. Players may change their religious affiliation, but doing so may have other affects.

Church Wealth: This number estimates the current plunder value of the dominant religion in your nation. This is the wealth that supports the primary church faction in your nation and, of course, taking that wealth, or a portion of it, will create resentment and bitterness among the faithful.

Useful Discoveries: As this game progresses, your nation may make discoveries that are useful. Such discoveries may affect other aspects of the game and your prestige. They will be listed here. In other cases you will learn from your neighbors

Maps & Charts: Here you will see a list of your explorations. Nations must have charted an area to establish a trading fort or colony. Maps and charts are detailed records of voyages and cannot be sold or passed along to other players until a nation has the necessary nautical skills to do so. Such an event would be noted in the “Useful Discoveries” stat.

Trade Routes: This is a list of the trade routes in which your nation is participating and which contribute to your trade economy. As your trading network expands, this list grows. Generally, water trade routes are developed though exploration and the use of Trading Forts in distant lands. Overland routes are opened through explorers or merchant expeditions depending upon whether or not the expedition is into “known” or “unknown” lands. Typically, regional trade is expanded by establishing merchants in important trading centers. See below for more details on trade.

Trading Forts: These are your contact points for connecting to distant areas of trading activity. Trading Forts are an important source of overseas trade income. You pay to establish and support them.

Colonies: are areas where you have established a population of settlers. Not every area can be colonized. Colonies have their own stats that are posted separately.


Initiative & War
Spoiler :

Initiative Points: these points control how active you can be during a given turn. They represent the capability (willingness?) of your government to carry out what you command. Initiative points are limited and you cannot spend more than you have without risk. They replenish each turn, but the recalculation could change the number you have available from turn to turn based on a variety of circumstances. Not every action consumes Initiative Pints (IP). They cannot be banked.
Actions that will cost IP and unless otherwise noted the cost for each is 1 IP:
• Add or change a policy
• Declare war on a nation (3 nations, 3 points)
• Attack any nation or primitive peoples (PC or NPC) in a region where you have an established TF or colony
• Acting against a faction in your nation
• Start a project
• Buy troops or ships when not under attack
• Change state religion (costs 2)
• Set up espionage in a foreign nation
• Launch an exploration expedition
• Establish a trading fort
• Start a Colony
• Convert wealth to gold (costs 2)

Things that do not cost IP, but may need gold:
• Any spending internally not mentioned above
• Establish a merchant enclave in a foreign nation via an overland route.
• Borrowing money or paying debts
• Supporting factions in your nation or other nations
• Defending if attacked

Now, if you choose to enact something that requires IP and you do not have them to spend, then you may do so, but you can expect unintended consequences. As the game progresses, the items on the above lists may change or move from one list to the other.

War
War will be expensive. Keeping large standing armies will be expensive. Building large fleets and maintaining them will be expensive. Wars will drain your economy. Wars on your land will drain your economy more. Wealth is there to be plundered. Keep in mind that the game is in the 16th C and your armies and generals are expected to behave like they are in the 16th C. If you are in Europe, do not expect that a 5,000 man strike force sent to conquer the Congo will have any chance of success, let alone Bengal.

Armies & Navies:
Each has a size stat that provides the number of men you currently have under arms or the number of warships you have available for duty. The Army and Navy description stats are discussed separately below. European nations will not have the economic capability to have anything but a small standing army as the game begins. Those nations will have to rely on hired troops to fight wars. The costs of those troops and cannon will be posted along with the stats after each update. For other nations the costs to add to or replace standing army troops and cannon will also be posted with the stats. Hired troops will automatically disappear after each turn and incur no upkeep like a standing army.

Armies
Sample Stat—Army Description: Harquebus /2-Bombards/4-Castles/5-Command

The Army Description stat will provide you with the basic information you need to know about your army, as well as, other armies. There you will find the common weapon types available, the kind of artillery you can use, the primary city defenses you employ, and the level of your military leadership. The numbers are merely for reference so you can tell which level is more advanced than another.

Levies are troops that are quickly raised and equally quickly set home once they have served their purpose. In this game they will be lower priced recruits that you can order up for attack or defense. They probably won’t appear in stats, but will go into battle resolution if you include them in your orders and provide for recruiting costs.

Weapon types generally fall into two broad categories, pre-gunpowder and gunpowder. Each of these groups has finer gradations. For example, gunpowder weapons could be listed as harquebus, matchlocks, wheel locks, flintlocks etc. Pre gunpowder weapons are mostly melee weapons and could vary from those developed in medieval times to those used by African tribes or the Mongols, Incans and Aztecs. The stat descriptions will vary from player to player and from place to place. As less advanced nations come into contact with more advanced nations, the weapons they have available may change. Pre gunpowder weapons are number to show progress. Higher is better. The classifications are general and encompass a wide variety. You may customize weapons descriptions in your posts or orders to fit your culture.

Your cannon will be similarly described. Pre gunpowder nations may have developed stone throwing devices like catapults and trebuchets. Once a nation has gunpowder, then their cannon will be described along the lines of bombards, cast-iron cannon, field pieces, all the way up through “Napoleons” (the cannon used from the early 1800s through mid century).

“Defenses” is a category that describes your principal city defenses and your ability to overcome those defenses when they are used by others. By achieving a level you automatically are capable of utilizing all previous levels.

• City walls
• Grand city walls—as seen in Constantinople in 1450 or Ming Dynasty China
• Castles
• Siege 1—ability to effectively attack cities defended by any type of masonry city walls
• Fortifications—early attempts to respond to the appearance of bombards and early cannons.
• Siege 2—use of bombards and cannon to attack cities
• Trace italienne (star forts)
• Siege 3—siege techniques to attack star forts
• Battlefield fortifications—temporary, improvised defenses used in the 18th & 19th Centuries
• Trench warfare—as used from the mid 19th Century through the end of WW I

Major nations in this game will begin at the Siege 2 level and will have the ability to build fortifications and effectively attack them.

Military Leadership will describe how well your armies are trained and led. There are nine levels of leadership and each one conveys improved opportunities for victory on the battlefield. While the list does move in a distinct progression from basic drill to strategy, it should not be taken literally. The list represents progress in military command and practices. If your nation makes a major change in weapon type such as adopting gunpowder weapons, you could see a drop in military leadership as new approaches to training are learned. Typically once a nation reaches the command level it will not revert to a lower level. An army that is operating at the Combined Arms level will generally have an advantage over one that is at the Command level.

1-Drill, 2-Formation, 3-Tactics, 4-Siege, 5-Command, 6-Maneuver, 7-Combined Arms, 8-Organization, 9-Strategy

Players may spend money to make improvements in any of the four areas just discussed, but keep in mind that improvements in weapon types, artillery and defenses will spill over to your neighbors; advancements in military leadership will not.

Navies
Sample Stat—Navy Description: Galleon/Cannon Fire/6-Ocean Sailing

The Navy description is similar to the one used for the army. It lists the types of ships you have available, the type of naval warfare you can engage in and then a bit about how far along you are in maritime technology and practices.

“Ships in use” will include both large and small versions of galleys, galleasses, caravels, carracks, galleons, junks, frigates, etc. Ship types will tend to determine the kind of naval warfare you can engage in, but it is not necessarily a one-to-one relationship. Also advancement from one ship type to the next is not linear. Other factors may come into play. For example, you cannot move from galleys to galleasses without knowing about bombards. Also, a Scandinavian nation may not have any need to develop galleys that are more suitable for the calmer waters of the Mediterranean Sea.

As your ship type changes, so too will your style of battle. Navies that use galleys will engage in “ramming and boarding”; those navies that use galleons will rely primarily on cannon fire to win battles and so on. Nations can establish a “doctrine” about naval warfare that fits with their ship capability.

Naval Warfare:
• Ramming & Boarding
• Cannon fire and boarding
• Cannon fire dominates
• Squadron Command
• Fleet Command
 
Factions, Exploration & Trade
Spoiler :

Factions: factions are the various political or economic groups that can support or disrupt your nation’s stability. Each nation or region will have different types of factions. Each faction will have two values: its power and its loyalty. “Power” is the potential for trouble that a faction can cause if it is disloyal and the amount of support it can supply if it is loyal. The total power available in a nation is 10 points, so as one factions gains power, others must decline. Peasant factions represent the overall mood of the peasants in your nation. Peasant dissatisfaction and rebellion can lead to severe disruption of your economy and lead to other factions becoming less loyal. Generally, peasants have zero power until they rebel , then their power becomes evident. Factions can also be influenced by other players who may want to contribute to them and their particular cause at your expense. Spending money on a faction is one way to encourage loyalty.
• Loyalty is measured from -5 to +5
• Power is measured from 0 to 10

The factions listed below are just examples and pretty generic. Players will be able to fine tune factions to fit more closely with the nature of their nation.

• Ruler—those leaders and nobles who are ardent supports of the current ruler. Such a faction is likely to be rather small and strongly loyal. Should they turn against you, they could easily topple your regime.
• Bureaucracy—a nation with an entrenched bureaucracy (like China) will likely have such a faction. It could be large and important.
• Religion—catholic, protestant, Buddhist, whatever. At some point European nations will likely have at least 2 religious factions. Religious factions can be large or small and can change size with some speed if the call of god comes to them.
• Land owners—wealthy lords who control lots of land from which they draw power. They might not like the idea of distributing land to peasants.
• Generals—in a military society, the army might play a strong role in politics and deserve its own faction. In most cases this will be a small group.
• Merchants—in a trading nation, merchants may well be a powerful force.
• Peasants—every nation will have a peasant faction. This one will be large and when they get upset, prone to causing trouble.

Exploration
Much of this map in this game starts off black. The only way to roll back the shroud is to explore. Ships can explore coastlines and explorers can trek into the interior of unknown lands to discover what lies there. Each expedition whether by land or sea cost an IP and should be funded. Better funding encourages success; little or no funding tends to waste men ships and initiative. Explorers can put you in contact with other nations and peoples. As a nation explores various areas, their maps & charts stat will get populated. The success of sea explorations is influenced by the level of naval advances a nation has, its ships, and the skills and experience of their crews. Once a coastline has been explored a nation can take other actions in that area such as arrange trade, settle colonists or attack coastal locations. Players should keep time in mind when planning long distance explorations. In 1520 it took 2-3 years to sail around the world and almost as long for a trading ship to go from Europe, around Africa, to India and then make the return trip. Success in such ventures was dependent upon catching the correct seasonal winds so that you didn’t starve or die of scurvy from being at sea too long.
Circumnavigation of the world may be attempted in a single turn. While the initiating player must start the effort with some direction noted, the final route taken and lands discovered will be up to the vagaries of fate. A skilled captain and crew will improve the odds of success. And you should not forget to fund such a venture.

Trade
Trade falls into two categories: regional and long distance. Regional trade is mostly automatic. I’ve divided the world up into regions. All nations within a region automatically trade with one another and the value of that trade is rooted in the strength of each of the national economies. War in a region will affect trade as will rebellion. If a nation wants to establish trade with a neighboring region, the player must set up a merchant enclave in a trading center in that region. Funding such a venture is a must and permission is not needed unless a nation has a policy against foreign merchants within its borders. Having a merchant enclave in a region will link that region to your nation for trading purposes if you can trace a chain of enclaves connecting your nation to each of the other nations. For example, France could set up a merchant enclave in Cairo and connect France to Egypt and Middle Eastern Trade. These chains of enclaves build into overland trade routes and trade routes (TR) add to your trade based income and wealth.

Trade Routes can also be established over the sea lanes. Once a nation has mapped a particular coast it can set up a trading fort (TF) to establish connections with the locals and serve as a base for trade with that region. Such forts cost money to establish and maintain. They can be attacked and captured or destroyed. All TF have a small garrison to protect them against the incidental attack. Players may reinforce those garrisons if they choose. Again, keep in mind that it might take a year for a handful of ships to transport a few hundred men halfway around the world. Don’t even think about moving thousands of men in such an effort.

As the game begins, some TRs already exist for some players. Trade produces both money and wealth. Here are the known regions of the world:

Spoiler :

Western Europe
England
France
Spain
Portugal
Austria
Saxony
Brandenburg
HRE States
Papal States
Venice
Ireland
Scotland
Genoa

Eastern Europe
Kalmar
Prussia
Hungary
Poland/Lithuania
Denmark
Sweden
Muscovy

Middle East
Mameluk Egypt
Ottoman Empire
Persian States
Mughals

India
Delhi
Rajput
Ahmadnagar
Bijapur
Golconda
Orissa
Bengal
Vijayanagar
Gondwana
Gujerat
Malwa
East Asia
North China
South China
Japan

SE Asia
Ayutthaya
Malacca
Annam
Cambodia
Laos
Philippines
Indonesia

Sub Saharan Africa
Ethiopia
Songhai

Central Asia
Various Hordes in decay



Colonies
Sometimes a player will want to establish a colony on foreign soil. Colonies are more complicated than trading forts and more limited in where they can be established. For the most part two general rules apply to founding a colony:
1. Colonies can only be established in areas of where the climate is not too dissimilar from that of the mother nation
2. There cannot be an existing civilization of some substance and sophistication that already has control of that area.

In practical terms this means that most of the “known” areas of the map cannot be colonized. I suspect that there are some areas that cannot be seen at the start that will be suitable once they are discovered. I will let players know if they attempt to colonize an area that cannot be. Once a colony is set up it will have stats. Here are three examples:

• Mexico: Established (Spain) 3/0/2.8 Iron
• Peru: Expanding (Spain) 6/0/9.2 Gold
• Newfoundland: Surviving (Scotland) 0/0/1.5 Timber
Name of the colony, status, (home nation) economy/trade value/wealth and lastly, resources of note if any. The wealth number provides a reference point for plunder available.


Pirates
Spoiler :

Pirates were a troublesome part of the 16th Century world and they exist in this game too. Pirates make their living by preying on sea trade or raiding coastal towns for plunder. Whether actively played or NPCed, pirates follow the same basic rules. For each turn they will target an area, a specific nation or nations or specific nations in a specific area. It is up to the pirate leader to decide. Areas for raiding must be within a reasonable proximity to their home base. Pirate leaders also establish how many ships they will use in their raids. The navies of any targeted nations, depending upon their size and planned actions for the turn, will inhibit the efforts of the pirates and could even capture or destroy some of the pirate ships. Specific orders to go after or guard against pirates will increase the effectiveness of defending navies.

Once the target of the turns’ raids are defined, I establish the value of the trade at risk and that could vary from 25% to as high as 75% of the total value of the trade route depending upon the geography of the area and the defending warships. For example if pirates were attacking a long coastline with a trade value of 100 and no defending ships, then maybe only 50% of that trade would be vulnerable because ships would have lots of flexibility in where they traveled and maybe even multiple destinations. If the same trade was going through a narrow channel similar to Hormuz, then more of the trade would be subject to capture.

Once I know how much trade is available for plunder, I use all the information, the number of pirate ships and the written instructions from any player to calculate how much plunder has been won and how many ships lost. If they get rich enough, pirate kings can decide to end their terrorizing ways and settle down into a small kingdom and try to be accepted as such by the other nations of their world.

Spending
Spoiler :
Spending:
You can spend money anyway you like, on anything that can be bought or built. But to help guide you in writing orders and deciding how to spend your money you can refer to the following. You may spend as much or as little of your gold each turn as you like. You can spend as much or as little on any particular effort as you like. Gold not spent will accumulate in your treasury. All upkeep costs will be removed prior to stat posting so what you see in your stats is what you have to spend. Spending too little is mostly a waste as is spending too much. If you seem to consistently over or under spend I will let you know.

Most spending will fall into one of the categories listed below. Each has a brief overview of how you might think about allocating your money. There are some reoccurring themes in the list that will be addressed first.

“Practices” and “institutions” are two important concepts. “Practices” are the way things are done; “institutions” are more concrete: bricks and mortar and personnel. Practices are the “rules” of behavior governing the way things are done. How you collect taxes is a “practices” issue. Improving your tax collection methods is an investment in government practices. A university is an institution. Building one is in investment in a cultural institution. You will see both items repeated in the categories below. For game purposes please do not just say that you are spending X money on government practices. I need more detail. Tell me specifically what are spending it on and what you want to happen because of the spending. Your specificity will make sure that I allocate the spending to the correct stat. And that allocation is an important aspect of the game even though you cannot see how it works.

Economy: In this day and age (the 16th Century) that mostly meant food production of one sort or another whether it involved crops, animals or seafood. A smaller portion of one’s economy is related to “making stuff”. That is called “production” in this game. Investing money in any of the areas listed below will improve your economy in general and specifically increase your capability in the specific area you designate.
• Production
• Food
• Infrastructure
Government: here one needs to identify the specific institutions or practices which one wants to build, implement or improve.
Culture: If you want to improve your culture, then cultural practices or institutions could be created, expanded or improved. Religion, education, and the Arts all fall under this category.
• Cultural Institutions
• Cultural Practices
• Cultural Items
• Religion
Military: there are lots of ways to spend money on your military. In addition to those listed, it helps to spend a little to support your war efforts directly.
• Troops—buy or hire troops to fight your wars
• Weapons—invest in ways to improve your army’s arms and armor.
• Cannon—look for ways to make your cannon more useful and effective
• Ships—buy warships
• Ship design and construction—keeping your navy up-to-date with the latest designs could mean the difference between success and failure on the high seas.
• Military Leadership—invest in improving your army through better commanders and training
• Naval Warfare Tactics—make your warships more effective in battle by investing in better ways to fight at sea.
• Defense—find ways to improve the defense of your cities and overcome the improvements made by your enemies.

The only established costs are for troops, ships and cannon and they can change over time.
1 soldier = 1 gold
1 cannon = 50 gold
Galleys = 200 gold
Converted merchantmen = 150 gold
Galleasses = 250 gold
Dhows =100 gold (Indian Ocean nations only)
Caravels = small junks = 200
Carracks = medium Junks = 250 gold
Galleons = Lg. Junks = 300 gold

Exploration: For those nations that choose to explore the world, there are ways to increase the chances of successful expeditions.
• Navigation—ocean sailing was new in the 16th Century and ships got lost and sometime just disappeared. Improvement in navigation can help.
• Exploration—don’t forget to spend a little to support and supply your nautical explorations
• Captains & Crews—captains and crews are the unsung heroes of a discovering new worlds; the better ones are more successful.

Trade: Trade will be an important source of national income; trade practices and institutions can make it even better. You will need to spend money to establish trading forts or enclaves and to finance overland merchant expeditions. An overseas trading company would be an example of an institution you could fund. The way you treat native populations who are supplying you with goods or raw materials might be considered trade practices.
Colonies: Colonies cost money to establish and may require maintenance to keep them going until they are sufficiently stable to fend for themselves and then produce trade or wealth for the mother country. Money spent early in the life of a colony usually pays off in the long run. You may invest in the institutions and practices of any of your colonies in order to improve them. Colonial investments can vary widely. You could invest in plantations to grow crops like sugar cane, or invest in the slave trade to bring workers to those plantations
Espionage: Keeping tabs on your friends and enemies is always a good idea. You might consider an internal secret police that watches your nation’s factions and for spies from other nations, or you might want to send agents to snoop about in the business of your neighbors. Such networks take money to get going and a bit now and again to keep them running smoothly.

Limits on Spending:
Because spending guidelines are pretty vague, players might overspend thinking that it will bring faster results. Or a player might try to buy a bigger army than is realistic. If you overspend, I will cut you off at the correct level and return the excess to your treasury.

Borrowing: Players may borrow in any agreed upon amount from PC or NPC Bankers. Such arrangements need to be in your orders, but any deal making or collections happen between players. The mod will not enforce collections, just make note of failures to pay.

Projects are possible, but less important than in an Ancient Age game. Let me know what you want to do and the effect you are looking for, and I will let you know the cost and time.


How to write orders
Spoiler :

Nation
Turn:
1,2, etc
I’m going to try to not need current stats; we’ll see how it goes.

Goals: 1-3 major goals you have for the turn. These should be the most important things that you want to accomplish in one sentence or less for each.

Initiative Points: tell me how you will spend them.
• 1 IP spent to declare war on Uncle Sam
• 1 IP spent to act against faction X
• 1 IP spent to buy 5,000 troops

Policies: tell me what policies are in place (carried over or newly implemented).
Borrowing: tell me if you borrow money, how much and from whom.

Spending: List the items/actions you are spending money on/for
• 5000 for troops
• 1000 to bribe the leaders of faction X
• 3000 paid to House of Lee to retire debt
• 2000 to improve government practices
• 500 for the assassination of John Lee

Actions: List your various orders that will enable you to reach your goals. 1-5 sentences for each should be sufficient in most cases. This tells me the how, the why and the what of your efforts. The spending list above is for updating stats; this section is for determining outcomes. Be thoughtful here. You must include a year when the action is to begin or take place. Without a year there is a 50% the activity will not take place at all, but you will have spent the money anyway.

Stories: Include your short stories describing your efforts. Please make sure I can tell which story goes with which action.

Anything else you want to include.
 
Map

Blue cities = Bank offices/trade centers
Red cities = Trade centers
Green cities = Religious centers
Grey nations east of Muscovy are the western remnants of the Golden Horde. Riazan, Kazan and Astrakhan are shown in a slightly different color. They will get limited stats as NPCs.
 

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Current list of players January 10: Please check for any errors.

Muscovy das
Poland Stuck in Pi
Teutonic Order Prinny
Kalmar Union Shadowbound
Brandenburg Nutranurse
Hungary qoou
Austria Agent 89
Milan Germanicus12
Naples Kentharu
Genoa NPC
Venice spryllino
Savoy Zeletdude
Rome LittleBoots
Florence NPC
Portugal Milarqui
Scotland Matt0088
England Immacuilate
Spain Luckymoose
France The Strategos
Ireland HMS Vanguard
China Abaddon
Japan T_F
Ryukyu Ninja Dude
Ottoman Empire NPC
Egypt Oruc
Safavids blackbard
Ethiopia NPC
Songhai Frozen in ice
Aztecs Adrogans
Inka NPC
Vijayanagar Terrence888
Ayutthaya NPC
Malacca NPC
Mughals NPC
Delhi Sultanate NPC
 
Key to the Climate Map
Spoiler :
Columns read left to right and top to bottom. Match the color block or map color to the text.

1st Column:
Af--Tropical Rainforest Climate
Am--Tropical Monsoon Climate
Aw--Tropical Wet and Dry/Savanna climate

2nd Column
Hot Desert
Cold Desert
Hot Steppe
Warm Steppe

3rd Column
Hot Summer Mediterranean Climate
Cooler Mediterranean Climate

4th Column
Humid Subtropical (dry winter)
Maritime Temperate (dry winter)
Generally Cold Temperate (dry winter)

5th Column
Humid Subtropical (wet all year)
Maritime Temperate (wet all year)
Generally Cold Temperate (wet all year)

6th Column
Hot Summer Continental Climate (dry summer)
Warm Summer Continental Climate (dry summer)
Subarctic or Boreal (dry summer)
Very Severe Winter Continental (dry summer)

7th Column
Hot Summer Continental Climate (dry winter)
Warm Summer Continental Climate (dry winter)
Subarctic or Boreal (dry winter)
Very Severe Winter Continental (dry winter)

8th Column
Hot Summer Continental Climate (wet all year)
Warm Summer Continental Climate (wet all year)
Subarctic or Boreal (wet all year)
Very Severe Winter Continental (wet all year)

9th Column
Tundra
Ice Cap

Maps of the new worlds will also be shown in the Koppen-Geiger format as they are discovered.
 

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Exploration and Trade Forts or enclaves will add to your trade economy. All nations sharing a particular trade route will benefit from that participation.


Trade Routes listed in Stats:

Silk Road: SR
Red Sea to India: RSIn
Persian Gulf to India: PGIn
Trans Sahara: TrSa
East Coast of Africa: ECAf
Indonesia & Spice islands: InSI
China Japan Philippines: CJP
West Coast of Africa: WCAf
China to India: CIn

Others will be added as the game progresses.
 
Mercenaries Available

From the House of Lee
750 Dutch Arquebusiers +16% combat bonus
2000 German Landsknecht +5 cannon +10% combat bonus

Terms and prices available from the House of Lee

From the House of the Jaguar:
1000 gold for 400 Stradioti, light mounted troops of Albanian and Greek origin, +12% combat bonus
2500 gold for 1000 German Landsknecht +8% combat bonus
6000 gold for 2500 Swiss Pikemen +15% combat bonus (5% against guns)
1000 gold for 250 French Arquebusiers +7% combat bonus
850 gold for 150 German Arquebusiers +5% combat bonus
20 cannon 250 gold each rent 1 or more.

All troops must be paid for in cash. Price is for a single five year term and includes delivery to your war. Delivery though hostile lands or seas is not guaranteed.

Mercenary troops, however, where ever, purchased, do not add to army upkeep costs.
 
Enough is enough! Let's get going.

Turn 1: 1491-1495 Orders due March 20th

You may post. The game thread is for IC posts and updates. All other comments should be added to the discussion thread.
 
First post, let us rock. Spain is here, we are now adopting the extremely fair policy of deporting the Jewish from our esteemed lands.
 
To Italian City States (Venice, Genoa, Rome)
From Milan


Shall we create a Mutual Protection Pact? We have stronger military powers that have designs on Italy and we could protect ourselves better if we were united.
 
To: France
From: Savoy

We French speaking nations need to look after eachother. There are many threats in this world. How about we enter a alliance?
 
TO: Abu ‘abd-Allah Muhammad XII, of Grenada
FROM: Ferdinand II and Isabella, of Spain


Muslim-kind must be evicted from the Christian lands you hold, you will surrender your lands to the crown of Spain immediately, with no resistance. God wills it that your lands be in the hands of true believers, if you do not comply, war with irreversible consequences for your people will be brought upon thee.
 
lurker's comment: It's ironic that most nations choose the starting turn of the NES to send out a storm of diplomatic correspondence. Must drive the bureaucrats crazy. :p

EDIT: I do plan on joining eventually, Bird. But my entrance is dependent on certain historical individuals.
 
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