Double A: I have a deal for you. Except the 2 unoccupied provinces directly bordering my empire, you can have anything west of my nation. OK? TBH I'm more interested in Asia.
Expansion of contacts and trade is jumpstarting the engines of commerce and development around the globe.
Tensions between Albania and Spain have dissipated, allowing peace in the Mediterranean anew.
In the meantime, war has broken out between the Inca and Colombians; the Incan aggressors, however, did not expect the Colombians to be led by such capable generals nor have such good training, and as such, now face being the victims of this war themselves.
As later archaeologists will discover, seven new societies have arisen in scattered parts of the globe. Though small, they are quite advanced. Scientists say this represents the end of the "Establishment Era," where new civilisations arose.
Events:
These are small variations that will spice the game up a bit. Each event happens at least once a turn; for the first few turns, there are only positive events, but each one has an "evil twin."
Economic Boom - 4 occurrences
This represents a boost of +15 gold to your income(will grow as time goes on). Recessions happen later.
Island Confederacy, Tiwansitsuyo, Patagonia and Antilles have received 15 gold!
Settler Rush - 2 occurrences
Gives you +1 claim for the turn! Plague does the opposite.
Darfur and Patagonia get to claim a new province this turn.
Plague - 2 occurrences
An outbreak of sickness cripples your ability to expand, giving you -1 claim for the turn.
South Africa gets -1 claim, Tiwansitsuyo obviously isn't affected by this.
Scientific Breakthrough - 4 occurrences
Gives you +15 TC(can be exclusively spent on technology) for the turn. Flawed Research does the opposite.
Belgium, Auralia, Tibet and Hawi'i have received +15 TC.
Revolts:
No Revolts.
Notes/Misc.:
The 7 5-province NPCs are the last round. Don't think they're "easy prey" - they have been designed to be able to hold off just like a classical city-state could. This has been done by giving them abnormal amounts of technology; even with these bonuses(they all start at Econ 5), they will fade away with time, as they are still incapable of matching humans, much less the 10-province NPCs. Their army strength is considerable, but they are too small to consider offensive campaigns, and so only aggressors need worry.
Diplomacy:
Spoiler:
Trade:
Habsburgs - Island Confederacy, Salt Empire
Kalmar - United Empire
Japan - Siberia, Wu
Island Confederacy - Habsburgs, Salt Empire, Albania, Echidna
Albania - Salt Empire, Island Confederacy
South Africa - Madagascar
Kenya - Echidna Empire
Spain - Salt Empire, Enerjak
Echidna Empire - Salt Empire, Kenya, Island Confederacy, Spain
Salt Empire - Echidna Empire, Spain, Albania, Habsburgs, Island Confederacy
Echidna Empire, having switched provinces with the Arabs, claims the three Iraqi provinces bordering it. In Africa, it claims the 2 provinces on the western border.
Kalmar claims the lone island off the coast of Canada, and all of Sweden/Finland.
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