As a small thing of how things could be with this story, how my stats were by the end of the game (sadly, only 5 turns...). Very stat heavy, but very, very possible to use to draw your own nation. (BTW, the religion points can also be used to get something done)
Civilization: Tartessos
Player: Milarqui
Stability: 8
Religion: Gaianismo: 7 in Tartessos, 3 in Ireland
Total: 179
Technology: Classical Age
Magic: Age of the Mind (Universal from Primordial Age, Elemental from Age of the Forge)
Economy
Points
Sistema de Acequias
(Farming Improvements): this set of artificial rivers connects natural rivers to fields placed away from them. 3
Carreteras Hispanas
(Hispanic Road System): these roads connect all the cities Tartessos has in the Iberian Peninsula, bringing resources needed for the Gremios of each city and town. The army also takes these roads in order to reach their destinations faster. 2
Carreteras Africanas
(African Road System): like the Hispanic Road System, the African Road System connects the cities in the African mainland and the hundreds of towns in the regions of Tingitania, Carania and Río De Oro. 5
Minas de Cobre
(Copper Mines): these mines are continuously worked on in order to provide the Army and the Gremios with copper that will later be converted in bronze, a hard metal that can be melted into lethal weapons and armours for the soldiers and sturdy tools for the workers. 3
Minas de Hierro
(Iron Mines): this metal extracted from Tingitanian mines, is being more used than bronze, thanks to its sturdiness and other qualities that make it better than bronze. Most of the army uses normal iron, but the Guerrilleros and other elite groups use Magical Iron. 3
Minas de Oro
(Gold Mines): the soft, yellow metal extracted from the mines in Baética and Carania is used as a mean to exchange products between merchants and other people. The magical troops use it to enhance their own power, and the priests use it to create delicate ritual tools. 1
Puertos
(Ports): these constructions all along the Tartessian coasts serve one important purpose: they are used as places from where soldiers may get into a ship, places from where communication with other places is faster than land communication, and places where trade is a very important thing. 2
Colonias Africanas
(African Colonies): once more, Africa will be the place where the Reyno de Tartessos will survive in. With the northern barbarians closing in, people flow into Africa and the Canary Islands in hopes of finding a new home where they will be able to live away from the barbarian raids. 10
Colonias Hispanas
(Hispanic Colonies): it survived once the attack from the Undead, but now other menace threatens Hispania, as the northern barbarians that have already laid devastation to western Fenrir have now entered Hispania. 5
Colonias Canarias
(Canary Island Colonies): claimed back years after the Catastrophe, many settlers have come to the Canary Islands again, creating new towns, irrigating more lands and basically improving life in there. 4
Army
Points
Caballería
(Cavalry): when the recruit shows an affinity with horses and other creatures, he or she is sent to this group. Here, they will learn how to treat the animals they will be riding and learn how to mount them before actually learning how to direct them to make sure that they go where it is needed. While the horse riders tend to become a support unit for the Infantería, attacking the enemy from a side, the hippogriff and griffon riders can act as scouts thanks to the flying abilities of both animals, as well as provide lightning-fast attacks if the situation requires it. 5
Guerrilleros
: the elite group of the Tartessian Army, it is formed by those who have the innate ability to go on unnoticed (there is the case of one recruit who somehow blended so well with his surroundings that, in order to be tested, he had to shout to the testers that he was there: he would become one of the most decorated soldiers of the Army, although for some reason people didn't actually see him until he called their attention). Guerrilleros are taught to survive in the most inhospitable conditions, to find food in the middle of the driest wasteland, to hide in places where kids would find difficulties to enter, and many other things. Armed with a weapon that combines an axe and a knife, they can be lethal when ambushing the enemy and can storm into a building and spare nobody. 4
Infantería
(Infantry): the field soldiers. This is, naturally, the most common destination, as it only requires some muscle and ability to work next to others. Every soldier is given a short sword, an armour and a rectangular shield and then, depending on their abilities, a bow or a lance. 5
Componente de Asedio
(Siege Wing): the most technology-minded soldiers are sent to this group. The Siege Wing is the engineering team of the Army, nearly constantly coming up with new ideas for weapons and other things that can make life better for the Army and worse for the enemies. They are also in charge of the siege weaponry. 2
Armadura Mágica
(Magic Armour): created as a joint effort by the Equipos de Sabios and the Magos Elementales, these armours are given to all the Infantry soldiers and the Guerrilleros, because they protect them against many horrible things that would kill a normal person. 9
Experiencia de Batalla
(Battle Experience): the war against the Ursuling has provided the Tartessian Army with lots of experience in fighting against an unexpected enemy. They will need this experience when the barbarians attack Tartessos in the near future. 3
Buitres
(Vultures): these magical aircraft, designed by Proyecto Pájaro and made of wood and Magical Iron, have become one of the best weapons of the army, raining fire literally onto the enemy, which can't do much against the Pájaros thanks to the defensive protections they have. 3
Navy
Points
Galeras de Guerra
(War Galleys): the first ships the nation had, they have become the flagships of the navy. Their single-row oar provides speed when there is no wind, but that doesn't happen soon since the Magos Elementales can make the wind push in one direction. 4
Trirremes
: having three rows of oars at each side, these ships are fast and furious, and the ones that do the rowing can also join the battle, thus becoming quite important as they join in. 3
Marineros
(Sailors): these are the ones who take care of the ships, sail them and defend them if they find an enemy ship. Well armed thanks to the Ingenieros, they normally have no problems in taking care of anyone that attempts to board their ship. 4
Magos Elementales
: their main job in the Navy is to provide the War Galleys and Trirremes with fast winds and good weather so that they may reach their destination sooner, but they can also join the battle and destroy the enemy ships with a flick of their hands. 3
Buitres
: based in specially modified Galleys, the Buitres are used to help the Navy destroy enemy ships, as well as to make exploration of the surroundings of each ship. 3
Nidos
(Nests): these modified Galleys can hold up to 20 Buitres on the deck, and many more below it. The galleys can still fight against other ships, but their real strength lays in the Buitres that can be constantly flying around the ship, keeping watch for other ships and, if they are hostile, bombard them with arrows and magic projectiles. 3
Magic
Points
Guerreros Gaianos
(Gaian Warriors): channelling the essence of Gaia through their bodies, they are able to shape their own bodies to be stronger and faster, thus being able to defeat their enemies with deadly punches and kicks, as well as use small weapons such as knives and armours made of Magical Iron, which makes them even deadlier. 9
Magos Elementales
(Elemental Mages): the most powerful of all the magic users in Tartessos, their training is considered a big secret, as no one wants any possible enemy to counteract their abilities. Some things that aren't a secret are that every apprentice of the group is given a small 8-sided pyramid, representing all the facets of magic the apprentice may learn from. Some of them decide to concentrate on one of said facets, while others choose to practice a little of everything. As Elvania are very long-lived people, along their lives they can get a great repertoire of spells that can defeat the enemy quite easily, and the most powerful of the Magos can even summon incredibly powerful creatures (which are said to be the children of Gaia). No one has, however, managed to reach the highest order of ability in the 8 facets of magic. 10
Investigadores Mágicos
(Magical Investigators): an off-shot from the Magos Elementales, their job in the Cuerpos Mágicos Tartésicos (Tartessian Magical Corps) is to investigate and research magic, any potential use it might have and change other kinds of magic so that they may be used by the Tartessian Mages. They were the ones behind the creation of Magical Iron, as well as being in charge of the manufacture of Proyecto Pájaro, the project to create a flying vessel. 1
Hierro Mágico
(Magical Iron): this iron is created through a very interesting procedure: after being melted and put in a gigantic pot engraved with Tartessian runes one or two for each of the elements, depending on how powerful this Magical Iron is to be several Magos Elementales cast spells on the pot, charging the runes the magical energy associated to their element, with more runes needing more energy. Once this happens, the Magos raise a prayer to Gaia, directed by a Sacerdote, that funnels the energy in the melted iron, which, upon being cooled, it can have more runes engraved so that the tools and weapons made with that iron can be given special properties: the most known example is the limbs made for Rey Emilian IV, which were made with a triple-rune pot (probably the most powerful magical objects ever done) and then engraved with Air and Fire runes so that the limbs could move as if they were made of human flesh. 2
Culture
Points
Templo de Gaia
(Gaia's Temple): Gaia's Temple is the religious center of Gaianismo, and a place every Gaian will go in pilgrimage to experiment the holiness of our Mother Gaia and Her love towards Her children. 6
Gremio de Maestros
(Masters' Guild): as they are in charge of the education of all people in the Reyno de Tartessos, they have a great deal of influence in the nation: the knowledge they keep is what maintains the technological prowess of the nation. 5
Leyendas del Origen
(Legends of the Origin): these set of stories, told from father to son and from mother to daughter, have formed part of the oral culture of the Reyno de Tartessos ever since the far away past. 1
Influence
Current Points
Consejo de Sabios
(Sages' Council): ruling the nation alongside the Rey, the Consejo de Sabios is formed by people chosen by each of the Gremios according to their intelligence and ability to revert possible problems. 6
Primeros Gremios
(First Guilds): these guilds are in charge of obtaining raw materials and food that will later be sold to others. 3
Segundos Gremios
(Second Guilds): they are in charge of using the raw materials obtained by the First Guilds and create tools, weapons and other manufactured products from them, as well as selling them to the public. 3
Terceros Gremios
(Third Guilds): their role, while not directly related to the obtaining of products, are as important for the Reyno as the other two branches of the Tartessian economy, as they are in charge of the education, both material and spiritual, of the Tartessian people. 35
Technology
Points
Gremio de Forjadores
(Forgers' Guild): in charge of using the raw ores and converting them into tools and weapons, they have become one of the most important Guilds in the nation, especially when considering that their efforts are what may keep the nation alive. 7
Gremio de Maestros
(Masters' Guild) 6
Equipos de Sabios
(Sages' Teams): formed by combining the best of the best from the Gremios de Forjadores and the Gremio de Maestros, they are in charge of the most important investigations, especially the secret investigations that might become the most important for the nation very soon. 7
Ingenieros de Marina
(Navy Engineers): the Navy counterpart to the Componente de Asedio, they are more appreciated in their own corps than the latter. They are the ones who design new ships that can be added to the Navy, the ones who design new weapons for the Marineros and for the ships themselves and the ones who direct the reparations of any ship captured by the Navy. Of course, they fare well in the middle of the battle, but not as well as their companions, on whom they can always count on to defend them. 4
Herramientas de Minería
(Mining Tools): this development, created in the middle of the war against the Undead, was a very important thing for the Primeros Gremios, as they allowed them to extract better ores with less work. One of these created tools was the Metal Compass, which points out the direction the best ores are, and thus show the miners in which direction are they to excavate. A future development will also say the distance to those ores. 7
Escuelas
(Schools): the cornerstone of the Tartessian education is this institution that makes sure that the children know the history of their nation, the Tartessian language, mathematics, geography... summarizing, all that they need for their future lives. 1
Political Factions
Influence
Rey
37.00%
Consejo de Sabios
20.00%
Primeros Gremios
14.00%
Segundos Gremios
14.00%
Terceros Gremios
14.00%
Consejos Regionales
1.00%
Economic Factions
Influence
Primeros Gremios
27.00%
Segundos Gremios
27.00%
Terceros Gremios
27.00%
Rey
19.00%
(Well, now that I think about it, the latter makes less sense, but, well, maybe it still can be used...)