1. We have added the ability to collapse/expand forum categories and widgets on forum home.
    Dismiss Notice
  2. All Civ avatars are brought back and available for selection in the Avatar Gallery! There are 945 avatars total.
    Dismiss Notice
  3. To make the site more secure, we have installed SSL certificates and enabled HTTPS for both the main site and forums.
    Dismiss Notice
  4. Civ6 is released! Order now! (Amazon US | Amazon UK | Amazon CA | Amazon DE | Amazon FR)
    Dismiss Notice
  5. Dismiss Notice
  6. Forum account upgrades are available for ad-free browsing.
    Dismiss Notice

ShadowNES: The Age of Supremacy

Discussion in 'Never Ending Stories' started by Shadowbound, Aug 28, 2008.

  1. Shadowbound

    Shadowbound Scourge of God

    Joined:
    Mar 4, 2007
    Messages:
    3,866
    ShadowNES


    Age of Supremacy

    This world became different when the Khazars, dwelling between competing Christian and Muslim civilizations, chose the Moon and Crescent over the Cross. Their armies assisted those of the Caliphate in toppling the Byzantine Empire with the capture of Constantinople. Islam advanced, stopped only by the Pyrenees and Alps, and the melting pot of India. The eventual Umayyad collapse saw the rise of the Bulgarians, whose own empire followed into the ash-heap of history only to rise against out of the first Rome to claim the Second. In the East, the Jin built a similar great empire, only to see its fall after waking the dragon of Japan, which crushed the successor states and claimed the Mandate of Heaven for its own, with its rulers existing between Japan and China but of neither, locked in a Hundred Year War with the Mongols. Back in Europe, a pan-Christian empire under the Franks failed, but now France is resurgent, along with Britannia, Sweden, Poland, and Muslim Andalusia, standing in the midst of a cultural and technological renaissance that exceeds the one taking place in the rest of the Dar-al-Islam.

    A new age is beginning, as the rising European states jockey for control over the New World, Affalon, while a similar struggle takes place in southern India over dominance in the Indian Ocean. Against these new powers the Rubin Chinese and Rumadid Bulgarians are still far greater, but stagnating and beset by threats within and without, while the wealth of the Silk Road that connects the two is fought over by the civilizations inhabiting the Pivot of History, Central Asia. Africa’s native states also see a rise of trade, but with the trade from Europe and India come both opportunity and threat.

    The year is 1550, and the world holds its breath.

    Welcome to my First NES

    Credit goes to Symphony D. for the ruleset, Das for the timeline and help with the setting.

    • PLAYERS
    Players may join at any time should they be able and willing to participate fully. I will restrict the positions of major powers to those who I deem worthy.

    • STORIES
    Stories are not mandatory, but strongly encouraged for the atmosphere which they can create. The potential exists for bonuses to be granted for the creation of good stories or other constructive items of interest.

    • ORDERS
    Orders should be clear, concise, and easy to understand. It is likely they will be long, but such length should to be a function of topic breadth. Depth should be saved for important subjects. Examples of past orders can be found here. It is possible that certain orders by a country with a representative form of government, or some other limited system (feudalism) may be found objectionable and not executed, or will need to be reevaluated in order to be completed. Orders may always have unintended consequences as well, good or ill.

    • DEADLINES and UPDATES
    Deadlines will be scheduled at the discretion of the Moderator. Information on the current deadline can be found in the third post.

    • COUNTRIES
    Players may select an open country at any time or attempt to start an independence movement or otherwise scheme to create a new one. In the event of the former, reading the provided national background and following the description given as a guideline recommended. In the event of the later, PM for relevant information.

    • NON-PLAYER ENTITIES
    A Non-Player Entity (being a country or organization, "Character" is not appropriate) is a group, be it official or unofficial, which interacts with Players but is controlled by the Moderator. A Player may take one at any time. Their level of interaction and commitment, as well as their behavior, will vary according to their position and history.

    • UNOCCUPIED TERRITORY
    Unoccupied Territory tends to be inhabited but under weak, loose, or non-existent centralized control and may typically be claimed with only minor military commitments, although other factors such as terrain and disease may inhibit the rate of such occupation.

    • MAP INFORMATION
    The following iconography is utilized on the map:

    - Black Squares: Fortifications
    - Black Crosses: Cities
    - Black Crosses Edged White: Capitals
    - Black Crosses Edged Red: Economic Centers
    - Black Crossed Edged White and Red: Combination Capital and Economic Center
    - White Area in National Territory: Active Rebellion

    ______________________________________________________________

    <NATION NAME>
    CAPITAL: <Location>
    RULER: <IC> / <OOC>
    GOVERNMENT: <Type> (<Efficiency>)
    CENTRALIZATION: <Level>
    POPULATION: <Descriptor> (<Number>)
    AREA: <Descriptor> (<Number>)
    CONFIDENCE: <Level>
    ECONOMY: <Level> (<Numbers>)
    TECH. GRADE: <Level>
    ARMY FORCES: <Units> (<Training>)
    ARMY BASIC: <Level>
    ARMY EDUCATION: <Level>
    NAVY FORCES: <Units> (<Training>)
    NAVY BASIC: <Level>
    NAVY EDUCATION: <Level>
    EDUCATION: <Level>
    LIVING STANDARDS: <Level>
    INFRASTRUCTURE: <Level>
    PROJECTS: <Variable>
    BACKGROUND: <Variable>

    &#8226; GOVERNMENT
    Government is the system of rule employed by a particular country, and its overall level of capability. Governments may be changed at any time, but it's quite likely that adherents of the previous system will not be happy with any major changes in its method of operation. Increased ability generally results in better success in implementing new policies, dealing with unforeseen crises, and other such things.

    Levels: Useless - Inept - Amateur - Decent - Competent - Qualified - Clever - Skilled - Brilliant - Masterful

    &#8226; CENTRALIZATION
    Centralization reflects the overall level of control that the government of a country wields over its constituent parts. More centralized states may direct resources at their disposal more efficiently, but on the other hand are more vulnerable to figurative decapitation. Less centralized states are less efficient, but more durable and flexible to change. It is possible to change one's centralization at any time, but a strong reason must be provided for doing so, and it is possible that it may be changed automatically to more accurately reflect one's actions.

    Levels: League - Coalition - Alliance - Confederation - Federation - Union - Federalist - Oligarchic - Consulistic - Dictatorship - Absolutist

    &#8226; AREA and POPULATION
    Area and Population are measures of a country's ruled territory and the number of people it rules, respectively. Larger areas and larger groups of people are more difficult to rule and thusly implementing policies that affect them takes more money.

    Levels: Tiny (1) - Small (2) - Medium (3) - Large (5) - Huge (7) - Monolithic (10)

    &#8226; CONFIDENCE
    Note: cannot be grown directly.


    Confidence is a measure of how much stock a given country's citizens place in their current regime's ability to rule effectively (in a way that will benefit said citizens). More Confidence generally means more cooperation from the ruled, while low Confidence may result in a large assortment of what the ruling regime would consider bad, such as revolts or revolution.

    Levels: Outraged - Resentful - Disillusioned - Nonexistent - Meager - Growing - Considerable - Great - Boundless

    &#8226; ECONOMY
    Economy is a measure of a country's economic health, and accordingly the amount the government of money the government is able to take through taxes. Each economic level contains four (4) and sometimes five (5) entries, from left to right: 1. a level's description, 2. the level's EP yield, 3. the EP required to reach the next level, 4. the EP yielded from sacrificing the level and dropping to the next, and optionally 5. the number of EP invested into growing the economy. It is possible to invest in growing the economy in increments over time of any amount. Any invested economy will be preserved after a sacrifice, and if it is equal to or greater than the level-up requirement of the dropped to level, will automatically raise the economy again to the initial level.

    Levels: Nonexistent (1/2/0) - Dysfunctional (1/1/0) - Faltering (2/2/1) - Weak (3/3/1) - Stagnant (4/5/1) - Stable (5/7/2) - Growing (7/9/3) - Robust (9/14/4) - Prosperous (12/16/6) - Dominant (15/30/9) - Hegemonic (20/0/15)
    more will be added if necessary

    Economic Centers, marked by red tinged cities on the map, add one extra ep to your available spending whenever they are controlled.

    &#8226; TECHNOLOGICAL GRADE
    Technological Grade denotes the approximate overall level of advancement of a given country in terms of equipment and inventions at its disposal, civilian and domestic. A higher education makes it more likely for you to advance into the next age, increasing with time, effort, and the number of neighbors that have advanced. Development has not in this timeline, and probably will not, mirror OTL, as technology may advance faster, slower, or in different direction from real life.

    &#8226; MILITARY FORCES
    Military Forces constitute the available tools a country has at its disposal for war. Forces are represented by generic, relatively undetailed units of a particular type which will improve with technological progress and may be enhanced in other ways, such as by designated tactics.

    5 Army Regiments or 5 Naval Squadrons can be recruited for 1 EP.

    A given nation is capable of producing two (2) times its Population number of Units per turn at its Military Basic level. Every Unit after that for that turn up to four (4) times its Population number will be at its Military Basic level minus one (1), and every Unit that turn after that up to six (6) times will be at Military Basic minus two (2), and so on.

    A given nation may also have certain &#8220;unique units&#8221;, specialized or elite troops, that only that nation can use and increase. If the amount of UUs exceeds the amount of regular units, they will begin to drop in quality, morale and also in loyalty as their commanders, often being rather arrogant and ambitious (hey, they aren't commanders of an elite unit for nothing), will probably try to use their power base in one way or another. Unique Units are recruited for the same way and at the same cost as regular units.

    Unit Quality:
    Unit Quality is a function of various factors, all of which influence the overall fighting capability of a unit, such as equipment, training, discipline, and morale. New Units are allocated a training level based upon that nation's Military Basic capability. It Costs 1 EP to upgrade 5 divisions or squadrons one level

    Levels: Untrained - Rabble - Green - Disciplined - Regular - Seasoned - Hardened - Veteran - Professional - Elite - Commando

    Conscription:
    Conscription may be ordered at any time by a given government to bolster the forces available to it. The number of forces so gained is dependent upon the conditions in the country in question, as is their relative ability. Mass Conscription may lead to unintended and likely negative consequences when conducted by democratic-leaning or unpopular governments.

    Partisans:
    Partisans are likely to appear in the event of an invasion by a foreign power, although their numbers and quality and highly variable. They represent the tendency of civilian populations to resist armed occupation by foreigners in semi-unorganized ways, and are generally only suited to combat in the regions in which they appear.

    Logistics:
    Logistical support is critical for a military operation to function properly, and the required amount for an operation to do so is typically dependent upon its size, distance from its typical supply bases, length of supply lines, and the terrain being fought in. As a general rule, 1EP per operation is a wise investment.

    &#8226; MILITARY BASIC
    Military Basic is a concept related to training, and specifically relates to the ability of a nation to initially train its various military units upon their creation. Every given nation starts with a Military Basic level, representing its initial capability at the start of the scenario. Increasing it beyond this requires a payment of Population x Training Level's Cost, as given by the following:

    - Untrained to Regular: 1X
    - Seasoned to Veteran: 2X
    - Professional to Elite: 3X
    - Commando: 5X

    &#8226; MILITARY EDUCATION
    Military Education is the overall capability of a country's military commanders in executing the plans issued by the government in a campaign, or in devising and executing contingency operations outside of those plans as it becomes necessary to do so. Excellent commanders may improvise or see shortcomings in a plan; terrible ones will fumble even the most well-crafted scheme. Additional information such as method of education, strategic and tactical doctrines, and so on, may be of use when working at growing this statistic. Rapid expansion of a military tends to hurt its educational level.

    Military Education costs two (2) EP per 10 Regiments or per 10 Squadrons


    Levels: Useless - Inept - Amateur - Decent - Competent - Qualified - Clever - Skilled - Brilliant - Masterful

    &#8226; EDUCATION
    Education is a reflection of a given country's overall capability at teaching its citizens to be productive and (more especially) creative members of society. A higher Education tends to manifest a better environment to live in, and assists greatly in the solution of a wide variety of complex problems a nation might encounter, such as engineering feats or innovation. Once a country has achieved Enlightened Education, it is that much more likely to reach the next Technological Age as soon as it becomes possible. Should this occur, the country in question will lose three (3) Education levels.

    Education costs one (1) times a given country's Population statistic.

    Levels: Nonexistent - Ignorant - Naive - Illiterate - Literate - Educated - Learned - Intellectual - Academic - Scholarly - Enlightened

    &#8226; LIVING STANDARDS
    Living Standards measure the relative (dis)comfort in which the bulk of which a given country's population resides. Higher Living Standards lead to happier citizens, while lower ones leader to tougher ones. Living Standards are strongly affected by economic prosperity, and thusly by all the things which might affect that, such as war.

    Living Standards cost two (2) times a given country's Population Statistic.

    Levels:
    Wretched - Squalid - Destitute - Impoverished - Sparse - Average - Pleasant - Comfortable - Luxurious - Opulent - Decadent

    &#8226; INFRASTRUCTURE
    Infrastructure is the measure of a country's physical development in the way of transportation. Better infrastructure makes commerce and military deployments easier to undertake and makes communication easier, thus making centralized rule more sustainable. It does however also make it easier for enemies to invade as well.

    Infrastructure costs one (1) times a given country's Area statistic.

    Levels:
    Atrocious - Terrible - Bad - Poor - Mediocre - Passable - Decent - Good - Great - Excellent - Magnificent

    &#8226; Colonization
    Numerous nations of the game have access to uncontrolled regions of Affalon, Africa, and Oceania. While these regions frequently have native populations, it is usually small, and while there is little resistance other than the natural terrain in claiming these regions, there is also little value. Nations can expend EP to give value to these regions, building up population and exploiting natural resources. Your primary income from colonies is in the form of Economic Centers, which come about when there is enough development. ECs are easier to create in colonies, but easier to lose, as they exist because of trade between your colony and homeland. Also, the more developed a colony is, the more capable it will be of raising its own troops to fight off enemies - or rebel from you.

    &#8226; PROJECTS
    Projects are programs or constructions that will in some way benefit a country in a more creative fashion than ordinary investment, and may have a variety of effects, including increasing stats which cannot be paid for. The time required to complete a project will be determined by the Moderator, based on its effects and other factors. A Project requires 1EP per turn to advance by a single (1) turn. This can be increased to two (2) turns by paying 3EP, or to three (3) turns by investing 7EP. 7EP is the maximum that may be spent on a Project on any given turn. Projects may have both their effects or time to completion listed as "SECRET" however this may prolong the time required to complete them due to the measures required to ensure such secrecy.

    &#8226; INVESTMENTS
    Investments are smaller-scale programs or constructions than Projects and represent a more localized effort, such as the creation of an Economic Center, the funding of a technology, or a voyage of exploration. Investments are not listed in statistics and their progress and investment must be kept by the player.

    &#8226; BACKGROUND
    The Background gives a short description of a given country's history.

    Do Not Post
     
  2. Shadowbound

    Shadowbound Scourge of God

    Joined:
    Mar 4, 2007
    Messages:
    3,866
    Claimed Nations
    Incan Empire: Anonymous2U
    Kingdom of Britannia: Symphony D.
    Andalusian Empire: Skeptikalz
    Kingdom of France: a_propagandist
    Kingdom of Sweden: alex994
    League of Nowa Ladowa: Jason_The_King
    Hamburk: conehead234
    Kingdom of Lusatia: NPC
    Kingdom of Bavaria: Dachspmg
    Kingdom of Poland: flyingchicken
    Rumadid Bulgarian Caliphate: Perfectionist
    Khazarian Kaganate: Azale
    Sultanate of Timbuktu: Sparrow55
    Kanem-Bornu: NPC
    Benin: NPC
    Dunqulah: Kentharu
    Oromistan: NPC
    Swahili League: Abaddon
    Great Zimbabwe: NPC
    Sultanate of Yemen: NPC
    Khanate of Karakazakia: Luckymoose
    Ghuzistan: NPC
    Uighur Empire: Disenfrancised
    Tarushkia: NPC
    Tibet: NPC
    Madanapala Empire: silver_2039
    Telinganan League: NPC
    Kerala: NPC
    Chola: Flavius_Aetius
    Vijayabahan Sinhala: NPC
    Paganese Empire: NPC
    Singhasari: Fuschia
    Yuan Empire: Amon_Savag
    Great Riben Empire: Crezth

    <NATION NAME>
    CAPITAL: <Location>
    RULER: <IC> / <OOC>
    GOVERNMENT: <Type> (<Efficiency>)
    CENTRALIZATION: <Level>
    POPULATION: <Descriptor> (<Number>)
    AREA: <Descriptor> (<Number>)
    CONFIDENCE: <Level>
    ECONOMY: <Level> (<Numbers>)
    TECH. GRADE: <Level>
    ARMY FORCES: <Units> (<Training>)
    ARMY BASIC: <Level>
    NAVY FORCES: <Units> (<Training>)
    NAVY BASIC: <Level>
    MILITARY EDUCATION: <Level>
    EDUCATION: <Level>
    LIVING STANDARDS: <Level>
    INFRASTRUCTURE: <Level>
    PROJECTS: <Variable>
    BACKGROUND: <Text>

    Spoiler Affalon Stats :
    Tawantinsuyu (Incan Empire)
    CAPITAL: Cuzco
    RULER: Sapa Inca Huascar / Anonymous2U
    GOVERNMENT: Theocratic Monarchy (Qualified)
    CENTRALIZATION: Federalist
    POPULATION: Small (2)
    AREA: Medium (3)
    CONFIDENCE: Great
    ECONOMY: Stagnant (4/5/1/2)
    TECH. GRADE: Middle Middle Ages
    ARMY FORCES: 29 Regiments (Disciplined)
    ARMY BASIC: Disciplined
    NAVY FORCES: 10 Squadrons (Disciplined)
    NAVY BASIC: Green
    MILITARY EDUCATION: Qualified
    EDUCATION: Naive
    LIVING STANDARDS: Impoverished
    INFRASTRUCTURE: Passable
    PROJECTS: <Variable>
    BACKGROUND: Traditionally, Peru was divided between several empires, that changed each other from time to time in their respective regions. But traditions mattered little when white-clad men from beyond the Ocean came in the 14th century, and destroyed the fledging northern empire of Chimu. However, by this destruction they doomed themselves to eventual defeat. This has served as a grave warning for the southern rivals of the Chimu, the Inca, who decided to let Chimu refugees into their lands and soon finished the unification of non-conquered Peru. Having luckily defeated several Andalusian invasions, the Incans then used a civil war back in Andalusia to push the Andalusians out of northern Peru as well, uniting all of Peru for the first time. Yet the Andalusians have more than recovered since then, and are ready to avenge this dishonour...


    Spoiler Europe Stats :
    Kingdom of Britannia
    CAPITAL: Caerllion
    RULER: Sean I Ua Briain / Symphony D.
    GOVERNMENT: Feudal Monarchy (Clever)
    CENTRALIZATION: Federalist
    POPULATION: Medium (3)
    AREA: Large (5)
    CONFIDENCE: Growing
    ECONOMY: Prosperous (12/16/6)
    TECH. GRADE: Early Exploration Age
    ARMY FORCES: 21 Regiments (Hardened)
    ARMY BASIC: Hardened
    NAVY FORCES: 35 Squadrons (Veteran)
    NAVY BASIC: Veteran
    MILITARY EDUCATION: Skilled
    EDUCATION: Learned
    LIVING STANDARDS: Pleasant
    INFRASTRUCTURE: Decent
    PROJECTS: <Variable>
    BACKGROUND: For centuries, Britannia was unjustly oppressed by the barbaric Germannics - first, just the Anglo-Saxons, and later Vikings as well. But none of them managed to completely destroy the ancient peoples of this land. While England was torn into pieces by the never-ending Viking-Saxon wars, the green island of Ireland fought back all Viking incursions, and its king Brian II, in the 12th century, has first united all the Celtic realms and then invaded the Anglo-Saxon and Viking fiefdoms, and has, despite all odds, restored the ancient Celtic rule to the easternmost parts of the land. Since then, Britannia was united and went ever-stronger, participating in wars against France and reaching out for the new world of Affalon. Over time, that latter direction of expansion became primary, and tensions begun growing with Andalusia and France.

    Andalusian Empire
    CAPITAL: Ixvillia
    RULER: Ibrahim ibn-Taymiyah / Skeptikalz
    GOVERNMENT: Absolute Monarchy (Skilled)
    CENTRALIZATION: Federalist
    POPULATION: Large (5)
    AREA: Huge (7)
    CONFIDENCE: Meager
    ECONOMY: Prosperous (12/16/6)
    TECH. GRADE: Early Exploration Age
    ARMY FORCES: 37 Regiments (Seasoned)
    ARMY BASIC: Seasoned
    NAVY FORCES: 40 Squadrons (Hardened)
    NAVY BASIC: Hardened
    MILITARY EDUCATION: Clever
    EDUCATION: Academic
    LIVING STANDARDS: Comfortable
    INFRASTRUCTURE: Decent (5/14)
    PROJECTS: <Variable>
    BACKGROUND: Founded from the shards of the Ummayad Caliphate by the Oman tribe, one of those that went all the way from Arabia to the then-Visigothic Iberia, Andalusia rose and fell many times by now. At first, as the Mediterranean was in chaos after the end of the first Caliphate, the Omanids secured all of the Western Mediterranean, and the peninsula of Italy as well. That empire fell to civil war and the vile Frankish invaders, and only after a century were the core Andalusian lands re-united. The Christians by then retook the northern one-fourth of Iberia - but they again lost it to the new Zakkarids, whose had revived the Omanid Empire. They too were eventually pushed out of most of their conquests, but held the line on the Garonne. The present Andalusian Empire was founded by a pretty obscure 13th century taifa state ruler, Ibrahim ibn-Taymiyah, who united the realm yet again, and defeated the French Holy Roman Empire's attempt to subdue Iberia. But this time, Andalusia decided not to go after the Mediterranean; instead, inspired by the recent Britannian discoveries, it too begun building an Atlantic colonial empire, reaching out for West Africa and Central/South Affalon. Despite some 15th century instability that caused a few setbacks, Andalusia has mostly succeeded in its colonial efforts, and will probably go forward for further victories.

    Kingdom of France
    CAPITAL: Paris
    RULER: Raoul II / a_propagandist
    GOVERNMENT: Feudal Monarchy (Clever)
    CENTRALIZATION: Union
    POPULATION: Large (5)
    AREA: Medium (3)
    CONFIDENCE: Considerable
    ECONOMY: Stable (5/7/2/3)
    TECH. GRADE: Early Exploration Age
    ARMY FORCES: 20 Regiments (Hardened)
    ARMY BASIC: Hardened
    NAVY FORCES: 25 Squadrons (Seasoned)
    NAVY BASIC: Seasoned
    MILITARY EDUCATION: Brilliant
    EDUCATION: Learned
    LIVING STANDARDS: Comfortable
    INFRASTRUCTURE: Great
    PROJECTS: National Economic Plan (+1 Infrastructure, +Caen EC) 1/4
    BACKGROUND: Much like Andalusia, France had had its ups and downs. Its first rise was under Charles II (OTL Charlemagne), when the Pope had moved to France and became a French puppet (and remains so to this day, causing many schisms), and when France had headed the Christian resistance to the Muslim advance. In the end the Franks had stopped the Arabs, but failed to reconquer all of Italy and Spain. After the death of Charles II, the Frankish empire has still survived for some time, and tried desperately to press on, and even made some gains at times, but by the 10th century were firmly on the retreat again. When the Zakkarids collapsed in Andalusia and Italy, the Franks were little better themselves and failed to exploit this. However, in 1286, Lothair II the Great had declared the Holy Roman Empire, and advanced into Spain, Italy and Germany, winning battle after battle. Eventually, an international coalition of Muslims and Christians alike was forged out of sheer fear of the seemingly-invincible HRE, and under this united pressure Lothair II, for all his skill, was forced to retreat as his empire crumbled around him. His daughter Catherine I had, with adroit intrigue and diplomacy, saved the French core lands after his death in the great battle at Verden, but had to give up most of his conquests and even some older French lands. It seemed as if France was doomed to mediocrity, especially after Catherine's death caused a full-blown civil war, but in the 15th and early 16th century, a new hope appeared, as France underwent a cultural renaissance and also begun building a colonial empire.

    Kingdom of Sweden
    CAPITAL: Stockholm
    RULER: Haakon III / NPC
    GOVERNMENT: Feudal Monarchy (Clever)
    CENTRALIZATION: Federalist
    POPULATION: Small (2)
    AREA: Medium (3)
    CONFIDENCE: Growing
    ECONOMY: Growing (7/9/3/4)
    TECH. GRADE: Early Exploration Age
    ARMY FORCES: 13 Regiments (Veteran)
    ARMY BASIC: Veteran
    NAVY FORCES: 11 Squadrons (Hardened)
    NAVY BASIC: Hardened
    MILITARY EDUCATION: Skilled
    EDUCATION: Academic
    LIVING STANDARDS: Luxurious
    INFRASTRUCTURE: Great
    PROJECTS: <Variable>
    BACKGROUND: Like all truly great empires, Sweden rose to power not only because of its own strength and often brilliant leadership, but also due to the weakness of its foes. In the west, Denmark and Norway were always busy fighting the Anglo-Saxons... and when both were defeated by Brian II of Ireland, Sweden was there to pick up the pieces. In the east, Novgorod was the Carthage of Sweden's Rome, and like Carthage, despite all the victories of its generals and all the daring raids, it was eventually crushed between the Swedish hammer and the Khazar anvil. And in the south, Germany was an ever-shifting mess of little states and tribes, Germanic and Slavic alike, while France and Poland, the two powers that could have conquered it, were too busy fighting on other fronts, as well as fighting each other. When the War of the Holy Roman Empire came, Sweden played all cards well, only entering the war when Emperor Lothair's star has clearly begun to set. Thus as the 14th century begun, Sweden was in complete control over the Baltic and Scandinavia, and that century indeed proved to be "golden" for it. But it has spoiled the Swedes, and the 15th century saw some turn-arounds, as it has only barely maintained its supremacy - and then, still lost some ground - in a series of wars with Poland, Khazaria and Britannia. This was a pretty rude awakening, as was the Swedish defeat in Affalon.

    League of Nowa Ladowa
    CAPITAL: Corvey
    RULER: John Tarnovsky / NPC
    GOVERNMENT: Feudal League (Qualified)
    CENTRALIZATION: League
    POPULATION: Small (2)
    AREA: Small (2)
    CONFIDENCE: Considerable
    ECONOMY: Stagnant (4/5/1)
    TECH. GRADE: Late Middle Ages
    ARMY FORCES: 15 Regiments (Regular)
    ARMY BASIC: Regular
    NAVY FORCES: 25 Squadrons (Rabble)
    NAVY BASIC: Rabble
    MILITARY EDUCATION: Clever
    EDUCATION: Learned
    LIVING STANDARDS: Average
    INFRASTRUCTURE: Passable
    PROJECTS: <Variable>
    BACKGROUND: The territories that eventually became the feudal league of Nowa Ladowa have changed rulers a countless amount of time throughout the Middle Ages. Saxons, Franks, Danes, Franks again but under the Holy Roman Imperial banner... and finally, Poles and their Wendish vassals. After the disintegration of the greater Polish empire, this westernmost Polish province fell into two decades of feudal strife, called, rather unimaginatively, "the Strife". But finally, in 1522, in the city of Corvey, the strongest feudals of the land met to form a feudal league. However shaky, it provided for the restoration of peace.

    Hamburk
    CAPITAL: Hamburk
    RULER: Heinrich Sudermann / conehead234
    GOVERNMENT: Merchant Republic (Clever)
    CENTRALIZATION: Federation
    POPULATION: Tiny (1)
    AREA: Tiny (1)
    CONFIDENCE: Meagre
    ECONOMY: Stable (5/7/2/3)
    TECH. GRADE: Early Exploration Age
    ARMY FORCES: 9 Regiments (Seasoned)
    ARMY BASIC: Regular
    NAVY FORCES: 12 Squadrons (Hardened)
    NAVY BASIC: Hardened
    MILITARY EDUCATION: Qualified
    EDUCATION: Learned
    LIVING STANDARDS: Comfortable
    INFRASTRUCTURE: Great
    PROJECTS: Military Revival (+1 Army Basic, +2 Military Education) 1/3
    BACKGROUND: Hamburk - or Hamburg, as its German population calls it - was for long a center of commerce of local significance, at the least, and no wars could end its status as such. After the downfall of the first, Carolingian, Frankish empire, the mercantile elite of Hamburk has secured independence for their city in all but in name, not entirely unlike the one Venice enjoyed before its fall to the Sultan Rumad; indeed, Hamburk became the northern Venice, and for a short while in the 10th-11th centuries even dominated the Baltic and North Sea trade. After that, it declined rapidly, and this coincided with growth of outside threats to it. The city was even conquered, but not destroyed, by a Wendish warlord, Drevoslav, who made it the capital of his short-lived northern state. After his death, his successors were overthrown and the city asked for Swedish protection from Poles, Franks and local German/Wendish rulers alike. Under the Swedish rule, Hamburk prospered again, but in the late 14th century declined once more and also lost much of its early political autonomy. In the end, this was used well by the Poles who incited a revolt in the city, and by the peace treaty of Visby that ended the Baltic War Hamburk gained full independence and some nearby lands, becoming a buffer state between the Polish empire in Germany and Sweden. But with the downfall of Poland in the 1430s, Hamburk was ever more threatened by the Swedes, and survived only due to its strong walls and alliance with Britannia...

    Kingdom of Lusatia
    CAPITAL: Misen
    RULER: Albin II / NPC
    GOVERNMENT: Feudal Monarchy (Qualified)
    CENTRALIZATION: Union
    POPULATION: Small (2)
    AREA: Small (2)
    CONFIDENCE: Nonexistent
    ECONOMY: Weak (3/3/1)
    TECH. GRADE: Late Middle Ages
    ARMY FORCES: 15 Regiments (Regular)
    ARMY BASIC: Regular
    NAVY FORCES: Landlocked
    NAVY BASIC: Landlocked
    MILITARY EDUCATION: Qualified
    EDUCATION: Learned
    LIVING STANDARDS: Average
    INFRASTRUCTURE: Mediocre
    PROJECTS: <Variable>
    BACKGROUND: Lusatia has been one of the earliest Polish gains in the west, but even it was lost after the Polish Time of Troubles. Unfortunately for the Lusatians, this didn't save them from troubles of their own - since they became subjects of a king of their own, Lusatia became a battleground between various local noble lineages, and between them all combined and the king himself. Since the Battle at Modla and the Charter of Misen in 1491, peace has reigned in the kingdom, but will this last for long?

    Kingdom of Bavaria
    CAPITAL: Ingolstadt
    RULER: Albrecht IV / dachspmg
    GOVERNMENT: Feudal Monarchy (Skilled)
    CENTRALIZATION: Federalist
    POPULATION: Small (2)
    AREA: Small (2)
    CONFIDENCE: Considerable
    ECONOMY: Stable (5/7/2)
    TECH. GRADE: Late Middle Ages
    ARMY FORCES: 10 Regiments (Regular)
    ARMY BASIC: Green
    NAVY FORCES: Landlocked
    NAVY BASIC: Landlocked
    MILITARY EDUCATION: Competent
    EDUCATION: Learned
    LIVING STANDARDS: Pleasant
    INFRASTRUCTURE: Great
    PROJECTS: Rüstungsbetriebe (Economy to Growing, +1 Army Basic) 2/6
    BACKGROUND: Bavaria, like the rest of Germany, kept falling under one foreign ruler or another, but, unlike much of the rest, also had a pretty long tradition of independence despite the above fact. Having fallen, at times, to French, Muslim and Polish rule, it still remained independent for most of the times, having always rebelled against invaders and used their natural enemies against them. Indeed, only the Carolingian Franks and the Poles maintained control over this land for over a decade, and then they often had to grant considerable autonomy to it. Thus, after the fall of the Polish empire and the final fragmentation of the lands sometimes reffered to, quite uncorrectly, as Germany, Bavaria split off rather easily and peacefully, avoided the civil wars of the northern Slavic-ruled states and even prospered. For now, it tried to remain neutral in all affairs, but it is clear that sooner or later, one greedy conqueror or another will set his eyes on this land.

    Kingdom of Poland
    CAPITAL: Warsaw
    RULER: Wladimir V / flyingchicken
    GOVERNMENT: Absolute Monarchy (Qualified)
    CENTRALIZATION: Oligarchic
    POPULATION: Medium (3)
    AREA: Medium (3)
    CONFIDENCE: Considerable
    ECONOMY: Robust (9/14/4)
    TECH. GRADE: Late Middle Ages
    ARMY FORCES: 23 Regiments (Hardened)
    ARMY BASIC: Hardened
    NAVY FORCES: 3 Squadrons (Regular)
    NAVY BASIC: Regular
    MILITARY EDUCATION: Brilliant
    EDUCATION: Intellectual
    LIVING STANDARDS: Comfortable
    INFRASTRUCTURE: Excellent
    PROJECTS: <Variable>
    BACKGROUND: Poland, as of the year 1550, is at the crossroads. The past, since its conversion to Christianity and entry into big European politics in the 11th century, was very indecisive. Polish kings warred against their neighbours, sometimes winning brilliant tactical victories, but until the 13th century they rarely secured any major, and lasting, territorial gains, apart from Boleslaw I's 12th century conquest of Greater Moravia, which however was eventually lost to the Bulgars. During the late 13th century War of the Holy Roman Empire, and the early 15th century Baltic War, the Poles were at their best, their armies winning loud victories against first the French Imperials, and then the Swedes, and after 1411, Wladimir IV had ruled a Poland that stretched all the way to the Rhine. Alas, it was a badly-overstretched Poland, and Wladimir's less competent successors have lost pretty much all the western gains. Poland itself fell into a civil war, and remained quite weak after that. Yet in more recent times, Wladimir V, and more importantly his uncle Ludwig, the Bishop of Krakow, have defeated all internal opposition, purged the ranks of aristocracy and transformed Poland into a centralized, buerocratic state. Now, empire beckons... but in which direction to go in its pursuit?

    Rumadid Bulgarian Caliphate
    CAPITAL: Tsarigrad
    RULER: Rumad IX / NPC
    GOVERNMENT: Absolute Monarchy (Qualified)
    CENTRALIZATION: Federalist
    POPULATION: Huge (7)
    AREA: Huge (7)
    CONFIDENCE: Considerable
    ECONOMY: Prosperous (12/16/6)
    TECH. GRADE: Early Exploration Age
    ARMY FORCES: 60 Regiments (Hardened)
    ARMY BASIC: Hardened (13/14)
    NAVY FORCES: 20 Squadrons (Seasoned)
    NAVY BASIC: Seasoned
    MILITARY EDUCATION: Skilled
    EDUCATION: Academic
    LIVING STANDARDS: Luxurious
    INFRASTRUCTURE: Great
    PROJECTS: <Variable>
    BACKGROUND: Since the Bulgars inadvertly landed the finishing blow on the Byzantine Empire by invading it in the 7th century just as the united Muslim armies were about to retreat, it was clear that the Bulgars were guided by fate, were favoured by Allah as the Muslim theologicians explained to Khan Krum in the next century. Khan Krum considered this, and made the next step on the Bulgarian path to hegemony, by agreeing to convert to Islam. After the downfall of the Ummayad Caliphate, the Bulgars were the obvious heirs apparent, and the then-Khanate's forces soon overran the entirety of Eastern Mediterranean using the chaos there, but the first great Bulgar empire didn't last, it soon collapsed into feudal strife and local revolts, and by the 11th century all that remained of it were several "Bulgar" states in the Balkans and south Italy. But already in 1089, one of the Bulgar Italian warlords by the name of Tervel defeated all of his enemies, fought off a French invasion and, having moved his capital to Rome, changed his name accordingly. Under that new name and title - Sultan Rumad - he went down in history. Rumad lived for long - for long enough to finish his conquest of Italy, even seizing the virtually-impregnable city of Venice in one of history's most brilliant military operations, and also for long enough to, having strenghthened his fleet with the captured Venetian fleet, conquer the Balkan Bulgars - but eventually died in 1133. His son was Ibrahim I, one of the few Rumadid rulers that weren't named "Rumad" as well. This Ibrahim has moved the capital to Constantinople, and begun the conquest of the Middle East. The next several Rumads that ruled after him built up the Empire - along the way changed into the Caliphate - into what it is today, advancing on all fronts. But by the middle 16th century, this vast empire begun to stagnate, its buerocracy being barely apable to control all of its lands, and its many enemies eyeing its territory greedily...

    Khazarian Kaganate
    CAPITAL: Itil
    RULER: Kagan Baghatur / Azale
    GOVERNMENT: Theocratic Monarchy (Qualified)
    CENTRALIZATION: Union
    POPULATION: Large (5)
    AREA: Large (5)
    CONFIDENCE: Considerable
    ECONOMY: Growing (7/9/3/4)
    TECH. GRADE: Late Middle Ages
    ARMY FORCES: 39 Regiments (Hardened)
    ARMY BASIC: Hardened
    NAVY FORCES: 30 Squadrons (Seasoned)
    NAVY BASIC: Seasoned
    MILITARY EDUCATION: Clever
    EDUCATION: Educated
    LIVING STANDARDS: Pleasant
    INFRASTRUCTURE: Great
    PROJECTS: <Variable>
    BACKGROUND: Khazaria has always been a strong power, which however was not always a good thing for it as its various neighbours kept uniting in coalitions to stop the Kaganate's expansion. The fact that their southern neighbours participated in this has only proven that they are ungrateful dogs, for without Khazar help the Caliphal forces would never have taken Constantinople. Still, though often enough kept at bay, the Khazars made gains in most directions, over time. Recently revived and reformed by Kagan Iyas IV, Khazaria, despite some backwardness, is ready to press on, but the problem is that of choice, for the southern Bulgar lands and the access to the Mediterranean, Central Asia and the control of the Silk Route and Swedish Baltic colonies and the access to the Baltic look equally seductive.


    Spoiler Africa Stats :
    Sultanate of Timbuktu
    CAPITAL: Timbuktu
    RULER: Ouali II / NPC
    GOVERNMENT: Theocratic Monarchy (Qualified)
    CENTRALIZATION: Union
    POPULATION: Tiny (1)
    AREA: Small (2)
    CONFIDENCE: Considerable
    ECONOMY: Stable (5/7/2/3)
    TECH. GRADE: Middle Middle Ages
    ARMY FORCES: 15 Regiments (Hardened)
    ARMY BASIC: Hardened
    NAVY FORCES: Landlocked
    NAVY BASIC: Landlocked
    MILITARY EDUCATION: Skilled
    EDUCATION: Educated
    LIVING STANDARDS: Sparse
    INFRASTRUCTURE: Passable
    PROJECTS: <Variable>
    BACKGROUND: Timbuktu is but the last of a series of West African empires; though not the most powerful in its history, it certainly is the most prosperous, having entered good trading relations with Andalusia after the first few incidents. However, there don't seem to be any good targets for expansion nearby...

    Kanem-Bornu
    CAPITAL: Kuka
    RULER: Dunama VI / NPC
    GOVERNMENT: Absolute Monarchy (Qualified)
    CENTRALIZATION: Federalist
    POPULATION: Tiny (1)
    AREA: Tiny (1)
    CONFIDENCE: Nonexistent
    ECONOMY: Stagnant (4/5/1)
    TECH. GRADE: Early Middle Ages
    ARMY FORCES: 10 Regiments (Regular)
    ARMY BASIC: Regular
    NAVY FORCES: Landlocked
    NAVY BASIC: Landlocked
    MILITARY EDUCATION: Clever
    EDUCATION: Naive
    LIVING STANDARDS: Impoverished
    INFRASTRUCTURE: Poor
    PROJECTS: <Variable>
    BACKGROUND: Just as Lake Chad is a giant oasis in the middle of the world's greatest desert, so Kanem-Bornu is an oasis of civilization in a desert of barbarianism. The real desert, Sahara, has saved this unique civilization from a foe much worse than either the heat of these lands or the barbarian tribes - from the other civilizations. But it has also caused it to stagnate and weaken, despite the recent re-awakening of trade between North and Subsaharan Africas, with Kanem-Bornu as one of the middlemen.

    Benin
    CAPITAL: Ijaw
    RULER: Orhogbua / NPC
    GOVERNMENT: Feudal Monarchy (Clever)
    CENTRALIZATION: Union
    POPULATION: Tiny (1)
    AREA: Tiny (1)
    CONFIDENCE: Growing
    ECONOMY: Stagnant (4/5/1)
    TECH. GRADE: Early Middle Ages
    ARMY FORCES: 5 Regiments (Seasoned), 5 Regiments (Seasoned)
    ARMY BASIC: Seasoned
    NAVY FORCES: None
    NAVY BASIC: Green
    MILITARY EDUCATION: Qualified
    EDUCATION: Naive
    LIVING STANDARDS: Sparse
    INFRASTRUCTURE: Decent
    PROJECTS: <Variable>
    BACKGROUND: The obas of Benin have ruled this sub-Saharan country since the 13th century, but their own royal power was not always very strong, with the nobles and the tribes retaining much autonomy. Royal authority was at its best under the reign of Equare the Great in the middle 15th century, but since then it once more declined, and this in a time when a new rise of trade has happened in the area, promising profits... and threatening with foreign conquest.

    Dunqulah
    CAPITAL: Dunqulah
    RULER: Amara Dunqas / Kentharu
    GOVERNMENT: Absolute Monarchy (Clever)
    CENTRALIZATION: Oligarchic
    POPULATION: Small (2)
    AREA: Medium (3)
    CONFIDENCE: Growing
    ECONOMY: Stable (5/7/2)
    TECH. GRADE: Middle Middle Ages
    ARMY FORCES: 6 Regiments (Seasoned) 7 Regiments (Disciplined) 6 Regiments (Rabble) 3 Ghazi (Rabble)
    ARMY BASIC: Seasoned
    NAVY FORCES: None
    NAVY BASIC: Green
    MILITARY EDUCATION: Clever
    EDUCATION: Literate
    LIVING STANDARDS: Sparse
    INFRASTRUCTURE: Passable
    PROJECTS: <Variable>
    BACKGROUND: The lands of the very upper Nile have been contested between Muslim Arabs and Christian Nubians since the Arab conquest of Egypt. Yet while the Nubians regarded it a battle for survival, the Arabs did not particularily care about Nubia, having other things to do. So did the Bulgars, albeit after the collapse of the first Bulgar Empire Merkurios III of Maqurrah briefly conquered, but didn't hold on to, Egypt. Yet after that, Maqurrah, which by then united Nubia, went into decline and was finished off by a coalition of non-Arabic Muslim desert peoples that eventually founded the Sultanate of Dunqulah and by now eradicated Christianity in their lands.

    Oromistan
    CAPITAL: Gonder
    RULER: ? / NPC
    GOVERNMENT: Feudal Theocratic Monarchy (Competent)
    CENTRALIZATION: Federation
    POPULATION: Small (2)
    AREA: Small (2)
    CONFIDENCE: Growing
    ECONOMY: Stagnant (4/5/1/2)
    TECH. GRADE: Middle Middle Ages
    ARMY FORCES: 14 Regiments (Disciplined)
    ARMY BASIC: Disciplined
    NAVY FORCES: None
    NAVY BASIC: Green
    MILITARY EDUCATION: Qualified
    EDUCATION: Naive
    LIVING STANDARDS: Very Low
    INFRASTRUCTURE: Poor
    PROJECTS: <Variable>
    BACKGROUND: The Christian rulers of Abyssinia also resisted Islamic encroachment. They, however, had an even less intense conflict with the Arabs, at first. But after the fall of the first Bulgar empire, the Abyssinians came into conflict with their fellow Christians in Maqurrah, and this weakened both, allowing the various pagan and Muslim peoples from the west and the south to overrun them. The Abyssinians were particularily unlucky as they were assaulted both from the north by Yemeni raiders and from the south by the ferocious Oromo hordes. Eventually, in the 14th century, despite all Abyssinian efforts the Oromos, in alliance with rebelling feudals, overran the Ethiopian Highlands and established their own reign in the Abyssinian cities. At first there was a possibility of the Oromos being assimilated, but after their rulers chose Islam over Christianity, the chances of that dwindled by the weeks. The Abyssinian nobility tried to stage a large revolt, but despite their early successes they were all cracked down upon, and so were those that rebelled afterwards. Yet here, unlike in Sudan, the new Muslim rulers have failed to eliminate Christianity, as there were simply too many of them. In the recent years, by the 1473 decree of Husuni II, religious tolerance (albeit with taxation) was officially practiced, but this was only a fragile peace between the Muslim ruling elite and the Christian masses, and soon, civil war is likely to recommence.

    Swahili League
    CAPITAL: Mombasa
    RULER: Utendi wa Tambuka / Abaddon
    GOVERNMENT: Mercantile League (Qualified)
    CENTRALIZATION: League
    POPULATION: Tiny (1)
    AREA: Tiny (1)
    CONFIDENCE: Growing
    ECONOMY: Stable (5/7/2)
    TECH. GRADE: Middle Middle Ages
    ARMY FORCES: 5 Regiments (Regular), 5 Regiments (Disciplined)
    ARMY BASIC: Regular
    NAVY FORCES: 10 Squadrons (Seasoned)
    NAVY BASIC: Seasoned
    MILITARY EDUCATION: Qualified
    EDUCATION: LEarned
    LIVING STANDARDS: Pleasant
    INFRASTRUCTURE: Decent
    PROJECTS: <Variable>
    BACKGROUND: In the 9th century, while the Caliphate back home begun to stagnate and crumble, Arabs begun colonizing East Africa. First, as usual, came merchants and missionaries, and both had some success; later, their families followed them as well, as did the more curious. They mixed with the local African populations, and founded an unique Afro-Arabian Muslim culture that eventually became known as the Swahili. The various Swahili city-states prospered from the trade, but this has made them good targets for the nearby barbarians, and despite the tall walls that were eventually built these barbarians still did cause trouble. And also, in general, trade begun to decline in recent times, after the Bulgar conquest of the Persian Gulf caused it to shift northwards.

    Great Zimbabwe
    CAPITAL: Zimbabwe
    RULER: ? / NPC
    GOVERNMENT: Tribal Monarchy (Competent)
    CENTRALIZATION: Confederation
    POPULATION: Tiny (1)
    AREA: Small (2)
    CONFIDENCE: Growing
    ECONOMY: Stagnant (4/5/1)
    TECH. GRADE: Late Ancient Age
    ARMY FORCES: 15 Regiments (Rabble)
    ARMY BASIC: Rabble
    NAVY FORCES: Landlocked
    NAVY BASIC: Landlocked
    MILITARY EDUCATION: Qualified
    EDUCATION: Illiterate
    LIVING STANDARDS:Very Low
    INFRASTRUCTURE: Bad
    PROJECTS: <Variable>
    BACKGROUND: Since 8th century AD, Zimbabwe - "Stone Dwelling" - was the house and the capital of the Karanga Bantus, who built the world's southernmost empire out of it. Although of regional importance, in truth Zimbabwe is utterly insignificant on the world stage, and perhaps will always be like that. Then again, it is very wealthy with gold, which means that maybe it will be conquered by someone greedy enough to go all the way here.
     
  3. Shadowbound

    Shadowbound Scourge of God

    Joined:
    Mar 4, 2007
    Messages:
    3,866
    Spoiler Asia Stats :
    Sultanate of Yemen
    CAPITAL: Mocha
    RULER: Rasul IV / NPC
    GOVERNMENT: Theocratic Monarchy (Clever)
    CENTRALIZATION: Oligarchic
    POPULATION: Small (2)
    AREA: Tiny (1)
    CONFIDENCE: Considerable
    ECONOMY: Stable (5/7/2/4)
    TECH. GRADE: Middle Middle Ages
    ARMY FORCES: 5 Regiments (Seasoned)
    ARMY BASIC: Seasoned
    NAVY FORCES: 15 Squadrons (Seasoned)
    NAVY BASIC: Seasoned
    MILITARY EDUCATION: Skilled
    EDUCATION: Intellectual
    LIVING STANDARDS: Pleasant
    INFRASTRUCTURE: Decent
    PROJECTS: <Variable>
    BACKGROUND: Having briefly been a part of the greater Ummayad Caliphate, after its fall Yemen was isolated from the rest of Muslim world by the brief rise of the Qarmatic Empire in Arabia. During the 10th-12th centuries, the Yemenis, well-positioned as they were, dominated the Red and Arabian Seas, wrought havoc on the Abyssinian coast and colonized the Swahili coast; alas, they failed to solidify their empire, and with the eventual rise of the Rumadid Caliphate, they were lucky to retain their independence. But Yemen has now entered a renaissance along with the rest of the Islamic world, and its potential has been further boosted by the competent new Qahtanid Dynasty with its grand South Arab ambitions. But then again, the Caliphate is still strong, and perhaps it is much more promising to restore the naval supremacy and build a great colonial empire?

    Khanate of Karakazakia
    CAPITAL: <Location>
    RULER: Khak-Nazar Khan / NPC
    GOVERNMENT: Tribal Monarchy (Qualified)
    CENTRALIZATION: Federation
    POPULATION: Small (2)
    AREA: Medium (3)
    CONFIDENCE: Considerable
    ECONOMY: Stable (5/7/2/2)
    TECH. GRADE: Middle Middle Ages
    ARMY FORCES: 40 Regiments (Seasoned)
    ARMY BASIC: Hardened
    NAVY FORCES: Landlocked
    NAVY BASIC: Landlocked
    MILITARY EDUCATION: Clever
    EDUCATION: Educated
    LIVING STANDARDS: Sparse
    INFRASTRUCTURE: Mediocre
    PROJECTS: <Variable>
    BACKGROUND: Kazaks - wanderers, nomads - have for ages inhabited northern Central Asia. Their exact ethnic composition changed over time, although they all were Turkish, but their lifestyle didn't, and those tribes that moved elsewhere, like the Khazars did once, were soon replaced by new ones. That was the way things always were... until 1374, when a tribal leader named Abish Khan has united several Kazak tribes and led them with war and conquest south, into Central Asia, where at the time there were numerous small states. The armies of Abish Khan advanced all the way to the Indian Ocean and Mesopatamia, but his empire did not survive his death and crumbled again. However, the days of glory were not forgotten, and in 1532 one of Abish' self-declared descendants, Tenghiz, has re-united some of the Kazak tribes - the fearsome "Karakazaks" - and conquered the others, eventually retaking Bukhara in the south and making it his capital. Now his descendants are ready to lead the Horde to further conquests...

    Ghuzistan
    CAPITAL: Herat
    RULER: Sheikh Junayd / NPC
    GOVERNMENT: Theocratic Monarchy (Qualified)
    CENTRALIZATION: Union
    POPULATION: Small (2)
    AREA: Medium (3)
    CONFIDENCE: Meagre
    ECONOMY: Stagnant (4/5/1)
    TECH. GRADE: Middle Middle Ages
    ARMY FORCES: 15 Regiments (Regular)
    ARMY BASIC: Regular
    NAVY FORCES: None
    NAVY BASIC: Rabble
    MILITARY EDUCATION: Qualified
    EDUCATION: Literate
    LIVING STANDARDS: Impoverished
    INFRASTRUCTURE: Poor
    PROJECTS: <Variable>
    BACKGROUND: The Ghuzz Turks have for long wrecked havoc upon the Persians and the Indians alike, in the 13th century even founding a short-lived Kalimid Empire from the Euphrates to the Ganges. Alas, after Kalim's death it all fell apart, and in the end the Turks came out even weaker from it all, especially as Persia re-emerged. Eventually, the more sedentary Turkmen have forced the Ghuzz Turks out of many of their traditional lands, forcing them to settle in the barren west of the Central Asia. In revenge, the Ghuzz Turks have allied with Abish Khan in the 14th century, and formed one of the main parts of his army, but after this conqueror too has died, they did not despair for long and founded a new state of their own, Ghuzistan, in some of the lands Abish had conquered. There they hold out to this day, but they have fallen into ever-growing tribal strife and decline, and thus will probably make easy prey for Karakazakia.

    Uighur Empire
    CAPITAL: Kucha
    RULER: Tonyukuk III / Disenfrancised
    GOVERNMENT: Absolute Monarchy (Skilled)
    CENTRALIZATION: <Level>
    POPULATION: Small (2)
    AREA: Medium (3)
    CONFIDENCE: Growing
    ECONOMY: Robust (9/14/4/7)
    TECH. GRADE: Late Middle Ages
    ARMY FORCES: 25 Regiments (Hardened)
    ARMY BASIC: Hardened
    NAVY FORCES: Landlocked
    NAVY BASIC: Landlocked
    MILITARY EDUCATION: Clever
    EDUCATION: Academic
    LIVING STANDARDS: Comfortable
    INFRASTRUCTURE: Great
    PROJECTS: <Variable>
    BACKGROUND: The Uighurs are definitely a curious people, and even more curious is their refined, complex civilization in the middle of a barbaric steppe, a country where such diverse religions as Buddhism, Manicheanism and Nestorian Christianity exist side by side. The first Uighur Empire arose somewhat to the west from its current center, on the ruins of the Tang Chinese empire; it has greatly prospered due to the Silk Route, which is still one of the main foundations of their economy. This first era of prosperity has ended when in the 9th century the Kyrgyz peoples have devastated the empire, but they could not destroy the Uighur civilization, which started anew in the east, around its modern capital. A peaceful people, the Uighurs managed to get on the good side of the Jin Empire when it was on the rise, and remained of their few allies; yet after the fall of the Jin and the strenghthening of the steppe nomads, the Uighurs had to build up a good army, first to defend themselves and later to expand in the nearby territories. Now, in the 14th-16th centuries, Uighuria has trully became an imperial power, with its enlightened and still rather pacifist civilization protected by tall walls and elite soldiers that also begun bringing the light of civilization to the barbarians around them, securing even more of the Silk Route along the way.

    Tarushkia
    CAPITAL: Multan
    RULER: Marwat Khan / NPC
    GOVERNMENT: Feudal Monarchy (Qualified)
    CENTRALIZATION: Union
    POPULATION: Population (3)
    AREA: Small (2)
    CONFIDENCE: Meager
    ECONOMY: Stagnant (4/5/1/1)
    TECH. GRADE: Middle Middle Ages
    ARMY FORCES: 6 Regiments (Seasoned)
    ARMY BASIC: Seasoned
    NAVY FORCES: Landlocked
    NAVY BASIC: Landlocked
    MILITARY EDUCATION: Clever
    EDUCATION: Educated
    LIVING STANDARDS: Pleasant
    INFRASTRUCTURE: Passable
    PROJECTS: <Variable>
    BACKGROUND: Tarushkas - Turks - are only the latest of the Central Asian, and Muslim, invaders that came into India. But they are notable in that, since their arrival in the 13th century with Kalim Khan, they stayed, and remained a notable military power, as well as retained, despite quite some influence, many elements of their culture. From their well-fortified citadels up the Indus, these fierce warriors have protected the land they had conquered from countless Indian and other Turkish conquerors. But now that Karakazakia is rising in the north and Madanapala Gangetic Empire - in the east, the warlords of Tarushkia might just be doomed.

    Tibet
    CAPITAL: Lhasa
    RULER: Sonam Gyatso / NPC
    GOVERNMENT: Theocracy (Qualified)
    CENTRALIZATION: Oligarchic
    POPULATION: Tiny (1)
    AREA: Small (2)
    CONFIDENCE: Boundless
    ECONOMY: Weak (3/3/1)
    TECH. GRADE: Middle Middle Ages
    ARMY FORCES: 5 Regiments (Regular)
    ARMY BASIC: Regular
    NAVY FORCES: Landlocked
    NAVY BASIC: Landlocked
    MILITARY EDUCATION: Skilled
    EDUCATION: Intellectual
    LIVING STANDARDS: Pleasant
    INFRASTRUCTURE: Poor
    PROJECTS: <Variable>
    BACKGROUND: This country is the Roof of the World, and its capital is the Mecca of Buddhism, by the virtue of its ruler being the Dalai-Lama, since the 13th century. By this value and by the value of there not being much of, well, value in the entire country apart from that, the Tibetians are quite free to sit on their Roof and watch the world history fly by.

    Madanapala Empire
    CAPITAL: Varanasi
    RULER: Ajayapala / silver_2039
    GOVERNMENT: Absolute Monarchy (Skilled)
    CENTRALIZATION: Federalist
    POPULATION: Large (5)
    AREA: Medium (3)
    CONFIDENCE: Considerable
    ECONOMY: Robust (9/14/4)
    TECH. GRADE: Late Middle Ages
    ARMY FORCES: 44 Regiments, 8 Agni Regiments (Seasoned)
    ARMY BASIC: Seasoned
    NAVY FORCES: 5 Squadrons (Regular)
    NAVY BASIC: Regular
    MILITARY EDUCATION: Skilled
    EDUCATION: Intellectual
    LIVING STANDARDS: Pleasant
    INFRASTRUCTURE: Excellent
    PROJECTS: <Variable>
    BACKGROUND: The Madanapala Empire, centered in the ancient city of Varanasi, is the third of the great Gangetic empires. The first one was Magadha; the second, Gupta; and the Madanapalas intend to best even those two. And thus far, the process is going well. Since the 14th century when the Madanapala Empire emerged from one of the petty princedoms of the Gangetic Plain, led by its charismatic first ruler Madanapala I after whom the empire and the dynasty were named, it has built up a strong buerocratic system, a numerous, disciplinned army, and has overwhelmed much of Northern India, with only Telingana and Tarushkia holding their ground. Kekapala I has prevented it from collapsing to exhausting in the 16th century, after a particularily grueling war with Telingana, and now the ambitious Gangetics are prepared to campaign once more.

    Telinganan League
    CAPITAL: Warangal
    RULER: Chandrashekar / NPC
    GOVERNMENT: Feudal Monarchy (Skilled)
    CENTRALIZATION: Union
    POPULATION: Medium (3)
    AREA: Small (2)
    CONFIDENCE: Meagre
    ECONOMY: Stable (5/7/2)
    TECH. GRADE: Late Middle Ages
    ARMY FORCES: 20 Regiments (Seasoned)
    ARMY BASIC: Seasoned
    NAVY FORCES: None
    NAVY BASIC: Disciplined
    MILITARY EDUCATION: Clever
    EDUCATION: Learned
    LIVING STANDARDS: Average
    INFRASTRUCTURE: Decent
    PROJECTS: <Variable>
    BACKGROUND: The states of Central India have been numerous and fiercely independent, which was what nearly doomed them in the 1390s-1440s when the Madanapalas begun their systematic conquest of this land. But the princes of this land, in their despair, united around a little-known, yet popular leader of vaguely-noble descent, Adakkamalla, who has routed the Madanapala army in an epic battle at Warangal, in 1425. That proved to be the turning point, but the Madanapala threat remained powerful enough. Adakkamalla, using the power vacuum, has rose to power in Warangal itself, and, now as a true equal and maybe even superior (Warangal was a very good city, and Adakkamalla still had his loyal army) to the other princes, proposed the creation of the Telinganan League, led by him and his successors ofcourse, but with them still retaining many, many powers. The naive princes agreed, perhaps because they were so weak after the war with the Madanapalas they knew that there was no real alternative. Adakkamalla staid true to his word, but his descendants gradually transformed this Telingana into their own fief, reducing the other rulers to nonsignificance. This proved to be a rather bad decision when the discontent princes of western Telingana rose up in 1492 and asked for Madanapala assistance; in the end, the Telinganans persisted, but had to cede some territories, especially in the east, while the princes of Warangal had to give some of the old autonomy back to the nobles, who also formed a council that would "advise" the League leader. In recent times, the political struggle between Warangal and the rest of the League begun to intensify, which is not a good thing as the Madanapalas are already amassing their forces...

    Kerala
    CAPITAL: Shrirangapattanam
    RULER: Achuthanandan / NPC
    GOVERNMENT: Feudal Monarchy (Clever)
    CENTRALIZATION: Federation
    POPULATION: Small (2)
    AREA: Small (2)
    CONFIDENCE: Considerable
    ECONOMY: Stable (5/7/2)
    TECH. GRADE: Middle Middle Ages
    ARMY FORCES: 15 Regiments (Regular)
    ARMY BASIC: Regular
    NAVY FORCES: 10 Squadrons (Seasoned)
    NAVY BASIC: Hardened
    MILITARY EDUCATION: Qualified
    EDUCATION: Intellectual
    LIVING STANDARDS: Average
    INFRASTRUCTURE: Passable (1/2)
    PROJECTS: <Variable>
    BACKGROUND: Shielded from practically all threats by its geographic and geopolitical position, Kerala at the same time profited from commerce due to the same reasons. A peaceful state and a tolerant civilization, it is one of the few places where Islam, Hinduism and Buddhism co-exist in peace, and indeed this mix allowed a great cultural flowering to take place in the 15th and 16th centuries. Culture or no culture, it is a wealthy, and at the same time rather insignificant state for now, unthreatened... and unambitious. But perhaps it could build a great colonial empire? Or maybe it should go east instead, uniting Deccan?

    Chola
    CAPITAL: Vikrampura
    RULER: Vikrama II Chola / Flavius_Aetius
    GOVERNMENT: Absolute Monarchy (Skilled)
    CENTRALIZATION: Federalist
    POPULATION: Small (2)
    AREA: Small (2)
    CONFIDENCE: Great
    ECONOMY: Growing (7/9/3)
    TECH. GRADE: Late Middle Ages
    ARMY FORCES: 15 Regiments (Seasoned), 10 Regiments (Rabble)
    ARMY BASIC: Seasoned
    NAVY FORCES: 20 Squadrons (Hardened), 15 Squadrons (Seasoned), 10 Fire Ships (Seasoned)
    NAVY BASIC: Seasoned
    MILITARY EDUCATION: Clever
    EDUCATION: Learned
    LIVING STANDARDS: Average
    INFRASTRUCTURE: Passable
    PROJECTS: (+Early Exploration Age, Economy to Robust) 2/7
    BACKGROUND: Since the days of the legendary king Karikalan, the Cholas, despite occasional setbacks, only grew, both in territory and in power. Having united much of south India's eastern coast through war and marriage, the Cholas have however met their match in the Vijayabahas of Ceylon, who not only resisted the attempts to conquer their island fully, but eventually even expelled the Cholas from it and defeated them on the sea. From the 13th century onwards, two great naval powers fought indecisively; the Cholas made a few gains, but the Sinhalese Vijayabahas still dominated much of the Indian Ocean trade. Perhaps this struggle is futile, but on the other hand, no future is as promising to the Cholas as that of the colonial empire.

    Vijayabahan Sinhala
    CAPITAL: Anuradhapura
    RULER: ? / NPC
    GOVERNMENT: Absolute Monarchy (Skilled)
    CENTRALIZATION: Oligarchic
    POPULATION: Tiny (1)
    AREA: Tiny (1)
    CONFIDENCE: Growing
    ECONOMY: Stable (5/7/2/3)
    TECH. GRADE: Late Middle Ages
    ARMY FORCES: 10 Regiments (Seasoned)
    ARMY BASIC: Seasoned
    NAVY FORCES: 30 Squadrons (Hardened)
    NAVY BASIC: Hardened
    MILITARY EDUCATION: Skilled
    EDUCATION: Learned
    LIVING STANDARDS: Comfortable
    INFRASTRUCTURE: Great
    PROJECTS: <Variable>
    BACKGROUND: Sinhala, or Ceylon, or Sri Lanka, is in the perfect position to build a colonial empire in the Indian Ocean, and many of the preconditions for that have been fulfilled - a great fleet was built, and much of the trade has been taken over. But alas, the Sinhalese have their hands full with keeping the vile Cholas at bay. The arrogant south Indians once had invaded Ceylon itself, but were eventually repulsed by the great Vijayabaha, whose descendants united the island and led its people to victory. Yet the Cholas remained strong, they expanded in southern India and now are ready for another stage in their struggle for the position of middleman of the Indian Ocean. As long as the Cholas are a threat, the Sinhalese don't have much of a chance for expansion in South-East Asia.

    Paganese Empire
    CAPITAL: Pegu
    RULER: Uzanthu / NPC
    GOVERNMENT: Feudal Monarchy (Skilled)
    CENTRALIZATION: Federalist
    POPULATION: Small (2)
    AREA: Medium (3)
    CONFIDENCE: Considerable
    ECONOMY: Growing (7/9/3)
    TECH. GRADE: Late Middle Ages
    ARMY FORCES: 20 Regiments (Hardened)
    ARMY BASIC: Hardened
    NAVY FORCES: 10 Squadrons (Seasoned)
    NAVY BASIC: Seasoned
    MILITARY EDUCATION: Brilliant
    EDUCATION: Educated
    LIVING STANDARDS: Average
    INFRASTRUCTURE: Decent
    PROJECTS: <Variable>
    BACKGROUND: The Buddhist kingdom of Pagan has united all of Myanmar under the Burman banner by 1057, and, prospering from the trade with India and Indonesia, it has also rose in fame and diplomatic significance. Having defeated a Sinhalese invasion in 1076, the Paganese, in alliance with Srivijaya and Champa, have destroyed Khmeria and forced back, temporarily at least, the Sinhalese imperialists. During the 13th century, the Paganese Empire was generally in decline, and some territories, including Khmeria, broke off, but there were no strong enough enemies nearby that weren't occupied otherwise, and in the 15th century, under Ayushwehti, have recovered and even expanded further, using the fact that Srivijaya was no more and its Singhasari successors were more interested in eastwards expansion. Now, Pagan is the strongest - and the only surviving - Indochinese state, and it is in position to threaten any of the foreign possessions in the region; or perhaps, it could seek its empire in the west, in Bengalia.

    Singhasari
    CAPITAL: Singhasari
    RULER: Sarhu / Fuschia
    GOVERNMENT: Feudal Monarchy (Brilliant)
    CENTRALIZATION: Union
    POPULATION: Medium (3)
    AREA: Medium (3)
    CONFIDENCE: Growing
    ECONOMY: Robust (9/14/4/5)
    TECH. GRADE: Late Middle Ages
    ARMY FORCES: 15 Regiments (Seasoned)
    ARMY BASIC: Seasoned
    NAVY FORCES: 35 Squadrons (Hardened)
    NAVY BASIC: Hardened
    MILITARY EDUCATION: Skilled
    EDUCATION: Educated
    LIVING STANDARDS: Pleasant
    INFRASTRUCTURE: Good
    PROJECTS: <Variable>
    BACKGROUND: Insular South-East Asia was always a whole region, commercially and culturally if not politically. Since the 7th century, the process of political unification has also started, although the commercial-oriented empire of Srivijaya eventually overstretched itself and was destroyed after the loss of a naval war with Sinhala. In the late 13th century, however, the Hindu-Buddhist Javan empire of Singhasari begun its ascendance; its power was based as much on the commerce as on its powerful fleet, and towards 1550 it has taken over practically all the importance positions in the region.

    Yuan China
    CAPITAL: Dadu
    RULER: ? / NPC
    GOVERNMENT: Theocratic Monarchy (Skilled)
    CENTRALIZATION: Federalist
    POPULATION: Medium (3)
    AREA: Large (5)
    CONFIDENCE: Meagre
    ECONOMY: Growing (7/9/3/1)
    TECH. GRADE: Late Middle Ages
    ARMY FORCES: 29 Regiments (Seasoned)
    ARMY BASIC: Seasoned
    NAVY FORCES: None
    NAVY BASIC: Rabble
    MILITARY EDUCATION: Brilliant
    EDUCATION: Literate
    LIVING STANDARDS: Sparse
    INFRASTRUCTURE: Mediocre
    PROJECTS: <Variable>
    BACKGROUND: The Mongols are definitely one of the unluckiest of peoples that actually survived their misfortunes. Dynasty after dynasty, whenever China was united it has defeated all Mongol raids, and started punitive raids, or, as the Jin did in the 13th century, campaigns of extermination to break the Mongols altogether. In the end, the Mongols might have survived the Jin invasion, but they were badly battered and Temujin's brief confederation, how ever succesful in defeating the Jin, has soon crumbled. Thus the Mongols failed to gain much from the initial crumbling of the Jin in the 13th century, as the banners of the Riben Emperor were rising in East Asia. Yet in the early 15th century, the Mongols were united by Mongke, who declared himself Genghis Khan and led them to war against the overstretched Riben Empire, penetrating deep into China before his death and defeat at Longxing. His successors, however, held on to regions of northernmost China, and, falling victim to the infamous Chinese cultural assimilation, moved their capital to Dadu, beginning the Hundred Years War with the Riben Empire, which is unconcluded to this day.

    Great Riben Empire
    CAPITAL: Shanghai
    RULER: ? / NPC
    GOVERNMENT: Theocratic Monarchy (Skilled)
    CENTRALIZATION: Oligarchic
    POPULATION: Huge (7)
    AREA: Huge (7)
    CONFIDENCE: Great
    ECONOMY: Growing (7/9/3/4)
    TECH. GRADE: Late Middle Ages
    ARMY FORCES: 40 Regiments (Hardened)
    ARMY BASIC: Hardened
    NAVY FORCES: 25 Squadrons (Hardened)
    NAVY BASIC: Hardened
    MILITARY EDUCATION: Brilliant
    EDUCATION: Learned
    LIVING STANDARDS: Pleasant
    INFRASTRUCTURE: Decent
    PROJECTS: <Variable>
    BACKGROUND: To think that once, the great lineage of the Riben emperors was only limited to the Home Islands, with not much chance of future expansion! The 13th century changed everything. The Jin Chinese armies have, despite the storms, invaded and conquered Kyushu, Shikoku and the southwesternmost parts of Honshu, bringing Japan on the brink of collapse. Yet that was like a cure that, if slightly overdosed, will kill, but if given in the right dose will revive a man. Japan was revived by the need to survive; the collapsed Kamakura bakufu was replaced by direct Imperial reign, military and other reforms took place, and in 1287, with the battles at Okayama and at Tsushima, the armies and fleets of the corrupt Jin China were crushed. But Emperor Go-Ojin, often called the "Japanese Alexander", did not stop at that. Leaving the comfort of his court, he led his armies to victory after victory, taking over Korea and Manchuria, while his fleet established a presence on the wild island of Taiwan. And from there, he invaded his Persia - China itself, which was in such a chaotic state by then that he had triumphed. Unlike Alexander, though, he didn't die at that point, and instead created the Great Riben Empire, reforming the buerocracy, consolidating his gains. He moved his capital to Shanghai, away from the still-hostile feudals of Japan, but surrounded himself with a primarily-Japanese initial court. After a while, however, that court was very Sinified, both due to assimilation and the addition of Chinese courtiers. Thankfully, Go-Ojin has prepared his son well for the burden of reign, and this, along with some luck, prevented the destruction of Riben Empire, though the army had to be grown much in order to support garrisons all over the rebellious empire, especially in the Home Islands. Another problem came in the 15th century, when Genghis Khan invaded China, but in the end he was stopped; alas, northernmost China was not retaken, and this doomed the Riben Empire to the Hundred Years War, which, despite occasional victories, remained in the balance and drained the coffers much. The unity of the Empire is fading, based only on the loyalty to the Emperor, and as the economy declines further, it is possible that for all of the splendour and strenght it might soon be over...


    Deadline is Sunday, September 14th, 7:00 AM EST
     
  4. Shadowbound

    Shadowbound Scourge of God

    Joined:
    Mar 4, 2007
    Messages:
    3,866
    Map 1550

    Spoiler :


    World, as of 1555

    Spoiler :


    You May Now Post
     
  5. Luckymoose

    Luckymoose The World is Mine

    Joined:
    Jan 15, 2006
    Messages:
    18,346
    Location:
    Get Back
    Bulgaria!1!!1

    Rumadid Bulgarian Caliphate
    CAPITAL: Tsarigrad
    RULER: ? / NPC
    GOVERNMENT: Absolute Monarchy (Qualified)
    CENTRALIZATION: Federalist
    POPULATION: Huge (7)
    AREA: Huge (7)
    CONFIDENCE: Considerable
    ECONOMY: Prosperous (12/16/6)
    TECH. GRADE: Early Exploration Age
    ARMY FORCES: 60 Divisions (Hardened)
    ARMY BASIC: Hardened
    NAVY FORCES: 20 Squadrons (Seasoned)
    NAVY BASIC: Seasoned
    MILITARY EDUCATION: Skilled
    EDUCATION: Intellectual
    LIVING STANDARDS: Luxurious
    INFRASTRUCTURE: Great
    PROJECTS: <Variable>
     
  6. Azale

    Azale Chieftain

    Joined:
    Jun 29, 2002
    Messages:
    18,713
    Location:
    Texas
    I shall take the Khazarian Kaganate.
     
  7. Dreadnought

    Dreadnought Chieftain

    Joined:
    Mar 15, 2004
    Messages:
    6,896
    Location:
    New Jersey, USA
    EDIT: I will take Sweden.
     
  8. Symphony D.

    Symphony D. Chieftain

    Joined:
    Apr 27, 2003
    Messages:
    8,991
    Location:
    ALNITAHIA FOREVER
    All Hail Britannia!
     
  9. Fuschia

    Fuschia A Little Odd

    Joined:
    Dec 12, 2007
    Messages:
    1,259
    Location:
    Less than a lightyear away
    I'll take Singhasari, if that's okay.
     
  10. skeptikalz!

    skeptikalz! The Truth and the Lie

    Joined:
    Aug 9, 2008
    Messages:
    712
    Location:
    Miami, Florida
    Edit: Taking Andalusia.
     
  11. a_propagandist

    a_propagandist The Light Brigadier

    Joined:
    Jan 25, 2007
    Messages:
    2,123
    Location:
    Where else?
    Argh. Another NES with a great premise.

    Applying for France. Willing to take a lesser power.
     
  12. Crezth

    Crezth Gaslight-Punk

    Joined:
    May 26, 2006
    Messages:
    10,287
    Location:
    Karnaca
    Applying for the Great Riben Empire.
     
  13. Dachs

    Dachs Girlfriend

    Joined:
    Feb 23, 2005
    Messages:
    31,672
    Location:
    Golf'n'Stuff
    Gotta admit, I didn't see this coming. :goodjob: all the same. I'd like to apply for Sweden if Dreadnought hasn't been confirmed as them, or alternatively Bavaria if he has.
     
  14. Amon Savag

    Amon Savag The Great

    Joined:
    Jul 9, 2003
    Messages:
    5,451
    Location:
    Beyond the hill and threw the swamp
    I will become the Yuan Emperor.
     
  15. Kentharu

    Kentharu Zebra Commander

    Joined:
    Apr 16, 2005
    Messages:
    5,908
    Location:
    Place with things
    applying for Andalusian Empire

    If i cannot get it, I'd like the Kingdom of Bavaria
     
  16. Jason The King

    Jason The King Chieftain

    Joined:
    Mar 3, 2002
    Messages:
    12,050
    Location:
    Bay Area, California
    EDIT:

    I choose League of Nowa Ladowa
     
  17. flyingchicken

    flyingchicken 99 117 110 116 115

    Joined:
    Feb 3, 2007
    Messages:
    5,348
    Poland please!
     
  18. Masada

    Masada Koi-san!

    Joined:
    Dec 29, 2005
    Messages:
    12,462
    Location:
    Osaka
    Inca please! actually on consideration im looking more to the Singhasari Empire now... :)
     
  19. BEHIND_THE_MASK

    BEHIND_THE_MASK A Liar... A Cheat...

    Joined:
    Nov 13, 2006
    Messages:
    1,840
    Might I join as the Khanate of Karakazakia?

    They are the state above India right?
     
  20. Abaddon

    Abaddon Chieftain

    Joined:
    Apr 20, 2002
    Messages:
    31,187
    Location:
    NES/FG/SF Activity:Arguing the toss
    Ooh.. interested.. but what nation to pick!?

    Can i have the brown nation towards the top of india?
     

Share This Page