Africa
Carthaginian Empire
Capital: Carthage
Ruler/Player: King Hasdrubal I/Alex994
Government: Thalassocratic Monarchy
Religion: Ba’alism 60%, Berber Polytheism 20%, G-ddess Worship 10%, Other 10%
Economy: Growth, +7
Dependencies: None
Infantry (Training): 20 thousands (Normal)
Cavalry (Training): 10 thousands (Barely Tolerable)
Navy (Training): 20 ships (Good) 15 Punic Triremes (Professional)
Mercenaries (Training)(Duration of Employment): 10 thousands Numidian Spearmen (Good)(5 turns) 15 thousands Berber Cavalry (Very Good)(5 turns)
Military/Civilian Leadership: Better/Moronic
Education: Above Average
Age: Imperial Age
Culture: Carthage is Punic with a unique North African identity. They are naval, commercial, have an affinity with mercenaries, and are influenced by the entire Mediterranean.
Confidence: Tolerating
Infrastructure: Efficient
Projects: None
Nation Background: Carthage was for a long time part of the Phoenician Empire, under whom it quickly grew to become a world-class city. When Phoenicia began to collapse, it was to Carthage that Empress Dido escaped. Here she founded the new Carthaginian Empire which quickly absorbed Phoenicia’s other N. African colonies. As time progressed they absorbed the entirety of Syracuse and Napoli as well as the islands of Corsica and the Balearics and Minoan Libya. They are now a major power, however they have increasing competition from all sides as well as internal problems, the most obvious of which is corruption among the civilian leadership.
Egyptian Empire
Capital: Thebes
Ruler/Player: Pharaoh Mernemptah/Kentharu
Government: Pharonic Monarchy
Religion: Egyptian Polytheism 85%, G-ddess Worship 5%, Hellenic Polytheism 5%, Other 5%
Economy: Stability, +8
Dependencies: None
Infantry (Training): 10 thousands (Good) 10 thousands (Rabble) 20 thousands (Semi-Rabble)
Cavalry (Training): 20 thousands (Normal)
Navy (Training): 20 ships (Normal) 10 ships (Tolerable)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Incompetent/Better
Education: Above Average
Age: Imperial Age
Culture: A culture unto itself with few influences from outside. Within Egypt the varying regions maintain distinct features, particularly in Hellenic Cyrenaica, but overall cultural hegemony is present
Confidence: Respecting
Infrastructure: Efficient
Projects: None
Nation Background: Even when the unstoppable Moesians stormed up the Nile, even when the unbreakable armies of Israel marched on Goshen, even when the Libyan horsemen came in locust-swarms out of the desert, Egypt did not fall. The farthest south they have ever been driven is Thebes, and in Thebes Egypt has always won. When the Moesians drove Egypt south, Egypt conquered Kush. When the Moesians retreated back down the Nile, the Egyptians followed. They have been unsuccessful in finally riding the land of Aramaeans and Israelites, but Egypt is at its strongest. The old and once glorious empire of Cyrenaica is now ruled from Thebes and the old civil wars appear over. However, Egypt still has many challenges ahead. Rashid remains in the hands of G-ddess worshipers and the powers that be in Egypt continue to bicker. Strong leadership will guarantee Egypt’s stature in the world, but weak leadership will lead it to destruction.
Americas
Caddo Confederation
Capital: Nadaco
Ruler/Player: High King Tahwin/
Government: Monarchy
Religion: Great Southern Cult
Economy: Stability
Dependencies: None
Infantry (Training): 5 thousands (Normal)
Cavalry (Training): None
Navy (Training): 5 ships (Semi-Rabble)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Tolerable/Competent
Education: Idiotic
Age: Late Stone Age
Culture: Culturally unique and strongly independent, however, they have absorbed Muskogean religion and Olmec agriculture.
Confidence: Tolerating
Infrastructure: Dirt Paths
Projects: None
Nation Background: Bound together for generations upon generations, the Hasinai, Kadohadacho, and the Natchitoches as well as the oppressed and mostly killed in genocide Wichita and Pawnee, form the Caddo Confederation. Up to now the Caddo have resisted the Comanche and Apache, carving out a thriving agricultural and militant civilization. They are a second-tier power compared to Muskogeans and other Mississippi powers. However, the Caddo have a strategic power base and position that could be utilized in a grand rise to power, although they first must continue to stand up to the constant attacks on their borders by the Plains tribes.
Empire of Calusamul
Capital: Mound Key
Ruler/Player: King Carlos/
Government: Monarchy
Religion: Calusahatchee Polytheism 95%, Maya Polytheism 5%
Economy: Stability
Dependencies: None
Infantry (Training): 5 thousands
Cavalry (Training): None
Navy (Training): 10 ships
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Competent/Stupid
Education: Idiotic
Age: Late Stone Age
Culture: Minimalist agriculture, extensive hunting and fishing, slaveholding, and an emphasis on war define Calusahatchee culture. However, the conquered peoples tend to be the reverse in most areas, as well as having absorbed Olmec agriculture. The largest foreign influence is in language, as the Calusahatchee speak a blend of Kaan Mayan and the native language.
Confidence: Respecting
Infrastructure: Dirt Paths
Projects: None
Nation Background: Facing Mayan pressure, the Calusahatchee emperors consolidated their nation and formed a stiff resistance to the Mayan colonizers. The Calusa are an eager nation with large prospects and great hopes; however, they are restricted by their vigilant and wealthy neighbours. It is time for Calusamul to once again rise to the occasion and make the tough decisions that could forge a great new power in the region.
Kaan
Capital: Kalakmul
Ruler/Player: King B’olon K’awil/Kal’thzar
Government: Monarchy
Religion: Cult of Kukulcan 70%, Cult of Chaak 10%, Taíno Polytheism 10%, Cult of the Jaguar 5%, Other 5%
Economy: Growth, +4
Dependencies: Colony of New Maya and the Isle of Youth, Colony of Xamaica, Colony of Myamaimul and the Lucaya Islands
Infantry (Training): 15 thousands (Normal)
Cavalry (Training): None
Navy (Training): 15 ships (Good)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Tolerable/Competent
Education: Illiterate
Age: Late Stone Age
Culture: Kaan is the cosmopolitan, commercial, naval bizzaro of Mutal. They are fully Mayan and the great exporters of Mayan culture, but have likewise absorbed influences from around the gulf.
Confidence: Tolerating
Infrastructure: Tolerable
Projects: None
Nation Background: As the Golden Age of the Mayan Empire came to an end civil war erupted in the heartland. The major sides were: the central government in Chichén Itzá, Kalakmul, and Mutal. It soon became evident that Chichén Itzá would be completely irrelevant in this war. After many bloody years of fighting the Mayan Empire was split in two: in the north of the Yucatán was Kaan, who also inherited the colonial holdings, and in the south the Mutal Empire. Kaan has continued to focus its attention on the Olmec Gulf [Gulf of Mexico], but they must always keep a vigilant eye on affairs in Mesoamerica.
Karankawamul
Capital: Dogs’ Bay
Ruler/Player: King Tooyalaket/
Government: Monarchy
Religion: Cult of Kukulcan 70%, Karankawan Polytheism 30%
Economy: Stability, +2
Dependencies: None
Infantry (Training): 10 thousands (Normal)
Cavalry (Training): None
Navy (Training): 15 ships (Tolerable)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Competent/Tolerable
Education: Idiotic
Age: Late Stone Age
Culture: Karankawamul has lost much of its original nomadic, hunting-gathering, militaristic, cannibalistic, culture in favour of the colonizing Mutal Mayan culture.
Confidence: Tolerating
Infrastructure: Barely Tolerable
Projects: None
Nation Background: Colonized by the Maya, Karankawamul is part of the Mayan world. After the collapse of the Mayan Empire the Karankawamul colony easily established its independence. They now seek to follow the path of Mutal and create a naval, mercantile empire. However, old habits die hard and with the constant pressure of their sworn enemies, the Comanche, Karankawa has found little room to advance. With luck, all that could change.
Muskogean Confederation
Capital: Nanih Waya
Ruler/Player: High King Hatchootucknee/
Government: Tribal Monarchy
Religion: Great Southern Cult 90%, Cult of Kukulcan 10%
Economy: Stability
Dependencies: None
Infantry (Training): 10 thousands (Normal)
Cavalry (Training): None
Navy (Training): 5 ships (Better)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Tolerable/Tolerable
Education: Idiotic
Age: Late Stone Age
Culture: Similar to Caddo, the Muskogeans are bound together by language. They are a very religious people and form the homeland of the Great Southern Cult. They are also militant to an extent, but not as much as many of its neighbours. Like others they have adopted Olmec agriculture.
Confidence: Tolerating
Infrastructure: Dirt Paths
Projects: None
Nation Background: The Muskogean confederation, consisting mainly of the Choctaw and Chickasaw, is bound together by language, culture, and faith. It was in Nanih Waya that the Great Southern Cult, which is now the dominant belief system of Mississippi. As the Mayan Empire began to collapse, the Muskogeans dealt a devastating blow by seizing the valuable Mayan colony of Mayan Mississippimul.
Mutalan Empire
Capital: Yax Mutal
Ruler/Player: King K’inich Ehb’/
Government: Monarchy
Religion: Cult of Kulkulcan 50%, Cult of Chaak 40%, Other 10%
Economy: Stability, +1
Dependencies: None
Infantry (Training): 10 thousands (Normal) 10 thousands (Better)
Cavalry (Training): None
Navy (Training): 5 ships (Better) 5 ships (Normal)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Incompetent/Better
Education: Illiterate
Age: Late Stone Age
Culture: Mutal is the militant bizarro of its orthern neighbour Kaan. Both are Mayan and exporters of the Mayan culture. However, Mutal has absorbed more foreign influences than Kaan taking influences from the conquered peoples to its east.
Confidence: Tolerating
Infrastructure: Pathetic
Projects: None
Nation Background: After the collapse of the great Mayan Empire, Mutal emerged as the great power in the south. Prevented from dominating the Yucatan by Kalakmul, they instead focused on expanding eastward into the Mayan and non-Mayan regions that the Old Empire had conquered. They are the more powerful of the Mayan nations in terms of military, but even they must be vigilant against the obsidian clubs of the Zapotec.
Zapotec Empire
Capital: Monté Albán
Ruler/Player: King Cosijoeza/
Government: Monarchy
Religion: Cult of Cocijo 90%, Cult of Kukulcan 10%
Economy: Stability, +2
Dependencies: None
Infantry (Training): 10 thousands (Normal)
Cavalry (Training): None
Navy (Training): 10 ships (Normal)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Incompetent/Tolerable
Education: Illiterate
Age: Late Stone Age
Culture: The Zapotecs are, well, Zapotec, ie militant and agrarian, yet with a knack for overland trade. They have absorbed influences from the conquered Olmec and from the regionally dominant Maya.
Confidence: Tolerating
Infrastructure: Dirt Paths
Projects: None
Nation Background: The Zapotecs were always the militant backwater of the region. However, they quickly rose to prominence by conquering the ancient and revered Olmec. Now, they stand at a stand still. They are not powerful enough militarily to compete with Mutal, nor economically with Kaan; meanwhile, the Nahua tribes are still too powerful to be dealt with easily. The Zapotecs must now make a choice: either maintain their balanced culture and remain in mediocrity, or choose a new direction and learn to compete with their neighbours.
Asia (West/Iran)
Mamlaka of Arabia
Capital: Abu Dhabi
Ruler/Player: Malik Shakhbut bin Zayed al Nahyani/
Government: Monarchy
Religion: Arabic Polytheism 75%, Brahmanism 10%, Hinduism 5%, Judaism 5%, Other 5%
Economy: Growth, +4
Dependencies: None
Infantry (Training): 10 thousands (Rabble)
Cavalry (Training): 15 thousands (Tolerable)
Navy (Training): 40 ships (Good) 10 ships (Very Good)
Mercenaries (Training)(Employment): 10 thousands Arabic Camelry (Good)(10 turns) 10 thousands Assyrian Infantry (Good)(5 turns)
Military/Civilian Leadership: Incompetent/Good
Education: Average
Age: Imperial Age
Culture: Mercantile with strong roots in Bedouin desert nomadism. Thoroughly Arabic, however there are large influences from Mesopotamia, Persia, India, and elsewhere.
Confidence: Tolerating
Infrastructure: Efficient
Projects: There are none at this time
Nation Background: As trade swept through the Persian Gulf several independent nation states arose on the coast. Eventually, Abu Dhabi would rise to the challenge and conquer most of it’s neighbours with the exception of a smaller Bahraini state in the west. After successfully taking Masqat from the crumbling Minaeans, Abu Dhabi absorbed the slowly declining Bahraini Empire, forming the Mamlaka of Arabia. Their position is strong and their coffers overflowing, but they are dependent on mercenaries and the fickle trade routes, should either of these resources dry up they would find themselves in big trouble.
Aram Damascus
Capital: Damascus
Ruler/Player: King Haza’el/Azale
Government: Monarchy
Religion: Elism 40%, Judaism 30%, Ba’alism 15%, Hellenic Polytheism 10%, Other 5%
Economy: Growth, +8
Dependencies: None
Infantry (Training): 25 thousands (Normal), 15 thousands (Good)
Cavalry (Training): 10 thousands (Barely Tolerable)
Navy (Training): 30 ships (Better), 15 ships (Good)
Mercenaries (Training)(Duration of Employment): 10 thousands Arabic Camelry (Very Good)(5 turns) 10 Punic Triremes (Preofessional)(5 turns)
Military/Civilian Leadership: Tolerable/Competent
Education: Average
Age: Imperial Age
Culture: Descended from Darmasheq, Aram Damascus is primarily Aramaean with heavy influences from the Israelites and slightly lower from the Hellenes, Egyptians, Punics, and various Mesopotamian nations.
Confidence: Respecting
Infrastructure: Good
Projects: None
Nation Background: Following the collapse of the Moesian Empire, Aram Damascus filled the power vacuum in Syria. Overtime Aram Damascus successfully brought the collapsed Israelite and Phoenician (except for Sidon, Byblos, and Cyprus) kingdoms under its control. Soon after, both Judaism and Ba’alism began to gain wild popularity in the kingdom. However, during the reign of Hadadezer the prophet Bar’el spread the new religion of Elism, a blend of Jewish, Ba’alist, traditional Canaanite, and traditional Aramaean elements. Elism quickly became the dominant faith of the Aramaeans and many of their subjects gaining a plurality in Aram Damascus. Now, under the zealously religious rule of Haza’el, Aram Damascus is at a crossroads. They are one of the greatest powers in the world, but they are also surrounded by the others of the greatest powers in the world. They now have the choice to either propel themselves forward into a new Golden Age, or stagnate as so many other empires have.
Kingdom of Asia
Capital: Enopolis
Ruler/Player: Basileus Basileon Ziaelas I/LittleBoots
Government: Monarchy
Religion: Hellenic Polytheism 90%, Hittite Polytheism 5%, G-ddess Worship 3%, Hittite Polytheism 2%
Economy: Growth, +4
Dependencies: None
Infantry (Training): 25 thousands (Normal) 10 thousands (Very Good)
Cavalry (Training): 10 thousands (Normal)
Navy (Training): 20 ships (Normal) 10 ships (Better)
Mercenaries (Training)(Duration of Employment): 10 thousands Hoplites (Very Good)
Military/Civilian Leadership: Good/Competent
Education: Clever
Age: Imperial Age
Culture: Greeks in culture and faith with small Scythian, Hittite, and other influences. Though united politically, Pontus and Bithynia remain divide in many ways culturally with Bithynia being more militant and land-focused and Pontus more commercial and naval.
Confidence: Respecting
Infrastructure: Good
Projects: None Yet
Nation Background: The region now occupied by the Kingdom of Asia has a very long and complicated history. At different points in time ruled by Hittites, Armenians, Neo-Hittites, Dardanians, and Trojans, it was after the collapse of the Moesian Empire that independence for the region was finally won. Two separate kingdoms, Bithynia in the west and Pontus in the east took shape. Pontus quickly evolved into a commercial and naval power controlling much of the Anatolian coast, the Lesser Armenian coast, and even Crimea after the successful conquest and colonization of Crimean Scythia. Bithynia on the other hand evolved into a militant power, ruling a small part of the Anatolian coast as well as all of north-central Anatolia, including inner Hatti. Bithynia even briefly controlled Dardania and Thrace, though not Troy. Under the leadership of Basileus Polemon of Pontus and Basilissa Etazeta of Bithynia, Pontus and Bithynia were peacefully united as the Kingdom of Asia with the capital in the new city of Esnosis Polis (Union City), which has evolved into Enoplis. The Kingdom of Asia now stands as a strong power with both commercial naval traditions and military traditions. However, it is trapped between the more powerful Troy and Scythia with little room to move.
Kingdom of Cyprus
Capital: Salamis
Ruler/Player: Basileus Evanoras/Swissempire
Government: Monarchy
Religion: G-ddess Worhsip 80%, Elism 15%, Other 5%
Economy: Growth, +2
Dependencies: None
Infantry (Training): 10 thousands (Good)
Cavalry (Training): None
Navy (Training): 10 ships (Good)
Mercenaries (Training)(Duration of Employment): 15 thousands Hoplites (Very Good)(5 turns), 10 Hellenic Triremes (Good)(5 turns)
Military/Civilian Leadership: Barely Tolerable/Competent
Education: Above Average
Age: Imperial Age
Culture: Originally Punic now fully Hellenic. There are still large Punic influences as well as Egyptian, Aramaean, Isralite, and Hittite influences. Very naval, very trade orientated.
Confidence: Tolerating
Infrastructure: Efficient
Projects: None
Nation Background: After the capture of the island by Moesian forces, Cyprus experienced a huge influx of Hellenic immigrants and the creation of a large and power Hellenic nobility. After the fall of the Moesian Empire, the subsequent civil wars and genocide of Punic, and rise of Salamis, Cyprus finally became an independent, and unified, nation. Though they are comparatively weak, they have many allies among the mercenaries who find housing in the ports of Cyprus in-between jobs. Cyprus has apparently little hope of creating a great empire, but far wilder things have happened.
Mamlaka of Himyar
Capital: Aden
Ruler/Player: Malik Rabiah ibn Mudrah/Cuivienen
Government: Monarchy
Religion: Judaism 80%, Arabic Polytheism 15%, Other 5%
Economy: Growth, +5
Dependency: Independent, No Dependencies
Infantry (Training): 20 thousands (Better)
Cavalry (Training): 20 thousands (Better)
Navy (Training): 25 ships (Tolerable) 15 ships (Better)
Mercenaries (Training)(Duration of Employment): 10 thousands Arabic Camelry (Very Good)(5 turns), 10 thousands (Good)(5 turns), 10 ships (Good)(5 turns)
Military/Civilian Leadership: Incompetent/Competent
Education: Average
Age: Imperial Age
Culture: Basically Arabic in culture with large Jewish (most notably in religion) and Ethiopian influences. Himyar is a nation of merchants and farmers, but they have not forgotten their Bedouin roots as desert nomads.
Confidence: Tolerating
Infrastructure: Improving
Projects: None
Nation Background: As the decadence and corruption of Minaea grew, so did rebellions and with them social change. While the government strived desperately to keep hold of its valuable border territories, a threat even closer to home was brewing. The Minaean Arabs were relatively quickly converted en masse to the imported faith of Judaism. By the time the authorities noticed, it was too late. The rebellion came and the Minaean kingdom was overthrown to be replaced by the new, Jewish, Himyarite Kingdom. Himyar has focused on consolidating its holdings and improving its trade network. Now could well be the time for the young kingdom to take up the sword and march forwards for the glory of the kingdom. Himyar may be young, but it has boundless potential.
Kingdom of Kizzuwatna
Capital: Kummanni
Ruler/Player: King Paddatishu I/
Government: Monarchy
Religion: Hittite Polytheism 70%, Ba’alism 15%, Hellenic Polytheism 10%, Other 5%
Economy: Stability, +2
Dependencies: None
Infantry (Training): 20 thousands (Tolerable)
Cavalry (Training): 25 thousands (Normal)
Navy (Training): 20 ships (Barely Tolerable)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Competent/Tolerable
Education: Average
Age: Imperial Age
Culture: Inheritors of the Hittite legacy, they have a militaristic, nomadic root but have in large part adapted to their coastal, Mediterranean existence. Kizzuwatna has absorbed major influences from the Punics and Hellenes, as well as lesser ones from the Egyptians, Israelites, and Aramaeans.
Confidence: Tolerating
Infrastructure: Tolerable
Projects: None
Nation Background: After the collapse of the Neo-Hittite Empire at the hands of its neighbours, the remaining Hittite aristocracy fled south to the formerly Luwian region of Kizzuwatna. Here they created a new kingdom. Successfully resisting the efforts of the Phoenicians to conquer and colonize the region, Kizzuwatna managed to hold out until the collapse of the Phoenician Empire. They have subsequently grown slightly and entered the political region as a third-tier power. Surrounded by more powerful neighbours, it is often said that it is only by the Grace of the G-ds that Kizzuwatna still exists. Inhabiting a strategic position, Kizzuwatna has great potential, but it could be excruciatingly hard to utilize that potential given the geo-politics.
Persian Empire
Capital: Persepolis
Ruler/Player: Emperor Cyambisis III/Grandmaster
Government: Monarchy
Religion: Zoroastrianism 85%, Other 10%, Pashtunwali 5%
Economy: Stability, +8
Dependencies: None
Infantry (Training): 30 thousands (Normal), 20 thousands (Semi-Rabble), 10 thousands (Better)
Cavalry (Training): 20 thousands (Better)
Navy (Training): 20 ships (Tolerable) 10 ships (Better)
Mercenaries (Training)(Duration of Employment): 10 thousands Pashtun Cavalry (Good)
Military/Civilian Leadership: Competent/Tolerable
Education: Average
Age: Imperial Age
Culture: Persian with minimal Central Asian influences through religion, Arabic and Indian influences through trade, and Pashtun influences through military.
Confidence: Respecting
Infrastructure: Improving
Projects: None
Nation Background: Persia is nearly as eternal as Egypt. For centuries Persia has ruled over their vast empire across the Iranian plateau, at one point even Mesopotamia. They are still extraordinarily powerful and have influence beyond their borders, but the loss of Mesopotamia is still hard felt. Persia is a great power, but needs strong leadership.
Scythian Empire
Capital: Phanagoria
Ruler/Player: Emperor Madya/~Darkening~
Government: Despotic Monarchy
Religion: Hellenic Polytheism 40%, Armenian Polytheism 40%, Slavic Polytheism 10%, Scythian Polytheism 5%, Other 5%
Economy: Stability, +2
Dependencies: None
Infantry (Training): 20 thousands (Semi-Rabble)
Cavalry (Training): 30 thousands (Better) 20 thousands (Good)
Navy (Training): 15 ships (Semi-Rabble)
Mercenaries (Training)(Duration of Employment): None
Military/Civilian Leadership: Good/Stupid
Education: Idiotic
Age: Imperial Age
Culture: The Scythian overlords maintain there militant, nomadic roots, however, they have been significantly Hellenized. The Slavs in the north and the Armenians in the south maintain their identities while the Hellenes in the ports bring outside influences.
Confidence: Barely Tolerating
Infrastructure: Dirt Paths
Projects: None
Nation Background: After the collapse of the Crimean Scythia, the nobility fled across the Crimean Bosporus to seek the aid of its nomadic brethren. From Phanagoria they began to build their empire, first bringing other Scythian tribes under their command and then they destroyed the Slavic states, completely eradicating the Russian Confederation and forcing its civilians into Kyiv, which they subsequently captured.
Trojan Empire
Capital: Troy
Ruler/Player: King Diometrius III/Dachspmg
Government: Monarchy
Religion: Hellenic Polytheism 90%, G-ddess Worship 5%, Other 5%
Economy: Growth, +9
Dependencies: None
Infantry (Training): 30 thousands (Tolerable), 25 thousands (Better)
Cavalry (Training): 15 thousands (Tolerable)
Navy (Training): 25 ships (Better), 15 ships (Good)
Mercenaries (Training)(Duration of Employment): 10 thousands Scythian Cavalry (Good), 10 Hellenic Triremes (Good)
Military/Civilian Leadership: Competent/Incompetent
Education: Below Average
Age: Imperial Age
Culture: Hellenic with little outside influence, that’s it.
Confidence: Tolerating
Infrastructure: Good
Projects: None
Nation Background: After the collapse of the Dardanian Confederation, Troy lost its standing, and it appeared to be for good. Soon they found themselves, for the first time in its history, the subjects of a foreign power, for the Moesian Empire had stretched across the Dardanelles to take the ancient city. Troy, however, would not tolerate this. It was because of Pleistoanax, the rebel leader of Troy, that the Moesian Empire fell. The subsequent kings of the Pleistonaxian Dynasty rebuilt the power Troy had in the Dardanian Confederation. The Trojan Empire has risen to new heights and dominates nearly all of Hellas. They are the greatest power in the region, but that power is constantly under threat.