StKNES5: A New Lease on NES

Kamilian

Deity
Joined
Oct 5, 2002
Messages
3,473
Welcome to my new NES. We start with 2500 BCE (Before Current Era), and you will begin your empires from the grounds up.

RULES
Economy
From lowest to highest:
Depression (0/2/3)
Recession (1/1/2)
Mild Recession (1/1/2)
Failing (2/2/3)
Stable (3/3/4)
Growing (4/4/5)
Wealthier (5/5/6)
Prosperous (6/6/7)
Outstanding (7/0/0)

Format: Economy Level (X/Y/Z)
X=amount of spending points you can use up per turn
Y=amount of turns you've utilized to increase your economy*
Z=amount of turns you must spend trying to increase your economy

When you "increase economy" in your orders, you will get ONE step closer to improving your economy level. When you increase economy, though, you cannot spend money on anything else. Your economy level increases once you put in the Z amount of turns necessary for improvement.

If you spend too much (ie, more than the X number indicates), you drop by one entire economy level.

Deductibles include military upkeep if you're over the limit given for each population range. More on this below. You will see your deductibles noted on your stats as subtracted from the X number, so do the math and that's how much you can spend that turn.

Bonus spending points come basically from any kind of bonus your country can get - trade route, your people love you so much they shower you with gifts, etc.

Banking is now allowed. Anyone who is in any other NES that has it will know what I'm talking about. You can save your spending points for when times get rough later or you have debts to pay. Just so you don't go crazy, the most amount of points you can bank is 10. On stats it will appear after the whole economy thing as, for example, "+3 banked" or something like that. You can use the bank any time you want or keep it as long as you want.
Keep in mind that if you reach the 10 points maximum, you will not be allowed to bank anymore.
Also, if some bad random event occurs to you financially, like someone steals something from the government, your bank may lose some of its stuff.

Note that in Depression, you can't buy anything. Should be self-explanatory.
In Outstanding level, since you can't get any higher, the Y and Z are both 0. Self-explanatory again.
Remember: Once you hit rock-bottom, you can only go up. However, once you get to the top, you can only drop. You have been warned.


Trade
OK. I kinda changed this. You can ask another country for them to allow your traders into their country. If they agree, then you get a trade route with them. However, only you pay the 2 spending points necessary to begin the route, and then only you get the benefits, since it's your merchants.
Of course, you can agree to let their traders in as well and that way both of you reap benefits (though on the trade list they will be listed separately).
Trade cycle is basic: when you first begin, on the front page, it will be listed as (0/3), and then will go on to (1/3)-->(2/3)-->(3/3), at which point you will get 1 bonus spending point. After that, it will go down to (1/3), and start again.

Your routes with other nations, unless you share direct land border or you have access to like the same sea or ocean or river, may pass through the cities of other nations, either for shelter (land routes) or to re-supply or repair after storms (sea routes). This makes them more likely to get raided by pirates or bandits, and you may not get your money. Also, occasionally, the nations through which your merchants may pass may get some profit from all those times your traders passed through and dropped a few gold coins here and there ;)
If you tick them off, they can refuse to allow your people to pass, and you won't be trading with your partner, at least temporarily.

It should be understood that if you and the nation you send people to go to war, the trade is canceled and you will not be reimbursed for the original 2 points you spent to start it off.

Spoiler jalapeno_dude's tariff system :

-Same as Iggy's except that when tariffs are placed, the nation they're imposed on's trade route doesn't advance at all for one turn. Also, that nation can chose to set tariffs in return, in which case the first nation's trade route doesn't advance that turn, and both nation's trade routes are set to _ /4. Ending tariffs sets both trade routes to _/3, but the trade route doesn't advance that turn. If both nations have tariffs on each other, this action must be taken jointly, and if one nation doesn't end them, the other nation's government won't end them either (so both trade routes advance, but they're out of 4 still).

-Example: Nation A places tarrifs on Nation B. Say both have 1/3 on the trade route.
-Normally, the trade routes would advance to 2/3 for both. But, because of tarrifs, Nation A goes to 2/2 and gets an eco point, while Nation B stays at 1/4.
-Let's say that Nation B is understandably annoyed and imposes tarrifs of its own. So Nation B goes to 2/4, while Nation A stays at 2/4.
-After some diplomacy, both nations decide to end tariffs. The trade routes both stay at 2/3. If no tarrifs had happened, both would have gained an eco point and would be at 1/3.

-So the net result is that if one nation imposes tarrifs, it benefits, while if both do, neither benefit. Ending tarrifs is bad in the short run (the route doesn't advance) but good in the long run (it doesn't have to advance as far).



Special Cities
This is almost completely the same as Israelite's Important Cities system in his IsrNES2: Cities of Glory.
  • Economic Centers: Most of these are centers of trade (all will be until such things as the stock market are developed). If you got quite a few trade routes going through a city and/or there is trade going through there for a while, the city will become an economic Center. Know that while these are the most common special cities, after a while their significance may fade away.
    Possible Effect: Extra spending point(s)
    Frequency: Every 2-3 turns or so
  • Cultural Centers: These can be educational, artistic, philosophical, pan-national, etc. centers. These will provide you with a variety of bonuses of any type at any interval, it is all to the discretion of the Mod. These are less common than economic centers but more common than religious centers.
    Possible Effect: Extra Education point(s) or Extra Culture point(s)
    Frequency: Varying
  • Religious Centers: These cities are the centers of major religions. If they're the same as your state/preferred religion, then you will be getting the goods out of it. If it’s not the state religion, you won’t be getting so much good out of it
    Possible Effect: If the religious center is the same as your state religion, some boost in confidence and some more conversions to that religion, or 1 extra spending point
    Possible Effect: If the religious center is not of your state religion, confidence may actually falter just a bit, there will be conversions to that religion, and you will never get any economic bonuses from the tourism to the non-state religion center
    Frequency: Varying

Army
ARMY UNITS:
-Infantry (ground troops)
-Cavalry (mounted infantry, they are faster than normal infantry, but then again the horses can be pierced by arrows and spears and things like that)
-Siege (catapults, basically)

The amount you can get per spending points depends on the population

Format: "population = # of Infantry per point, # of Cavalry per point, # of Siege (catapults) per point"

Less than 5,000 - 10 Infantry, 5 Cavalry, 0 Siege
5,000+ = 25 infantry, 15 Cavalry, 0 Siege
10,000+ = 50 infantry, 30 Cavalry, 1 Siege
20,000+ = 100 infantry, 60 cavalry, 1 Siege
30,000+ = 150 infantry, 90 cavalry, 1 Siege
40,000+ = 200 infantry, 120 cavalry, 1 Siege
50,000+ = 250 infantry, 150 cavalry, 1 Siege
60,000+ = 300 infantry, 180 cavalry, 1 Siege
70,000+ = 350 infantry, 210 cavalry, 1 Siege
80,000+ = 400 infantry, 240 cavalry, 1 Siege
90,000+ = 450 infantry, 270 cavalry, 1 Siege
100,000+ = 500 infantry, 300 cavalry, 5 Siege
110,000+ = 550 infantry, 330 cavalry, 5 Siege
120,000+ = 600 infantry, 360 cavalry, 5 Siege
130,000+ = 650 infantry, 390 cavalry, 5 Siege
140,000+ = 700 infantry, 420 cavalry, 5 Siege
150,000+ = 750 infantry, 450 cavalry, 5 Siege
160,000+ = 800 infantry, 480 cavalry, 5 Siege
170,000+ = 850 infantry, 510 cavalry, 5 Siege
180,000+ = 900 infantry, 540 cavalry, 5 Siege
190,000+ = 950 infantry, 570 cavalry, 5 Siege
200,000+ = 1,000 infantry, 600 cavalry, 10 Siege
225,000+ = 1,100 infantry, 660 cavalry, 10 Siege
250,000+ = 1,200 infantry, 720 cavalry, 10 Siege
275,000+ = 1,300 infantry, 780 cavalry, 10 Siege
300,000+ = 1,400 infantry, 840 cavalry, 10 Siege
350,000+ = 1,550 infantry, 1,000 cavalry, 10 Siege
400,000+ = 1,700 infantry, 1,100 cavalry, 20 Siege
450,000+ = 1,850 infantry, 1,200 cavalry, 20 Siege
500,000+ = 2,000 infantry, 1,300 cavalry, 20 Siege
550,000+ = 2,150 infantry, 1,400 cavalry, 20 Siege
600,000+ = 2,300 infantry, 1,500 cavalry, 20 Siege
650,000+ = 2,450 infantry, 1,600 cavalry, 20 Siege
700,000+ = 2,600 infantry, 1,700 cavalry, 35 Siege
800,000+ = 3,000 infantry, 2,000 cavalry, 35 Siege
900,000+ = 3,200 infantry, 2,200 cavalry, 35 Siege
1,000,000+ = 3,400 infantry, 2,400 cavalry, 40 Siege
2,000,000+ = 4,000 infantry, 3,000 cavalry, 40 Siege
3,000,000+ = 4,600 infantry, 3,600 cavalry, 40 Siege
4,000,000+ = 5,200 infantry, 4,200 cavalry, 40 Siege
5,000,000+ = 5,800 infantry, 4,800 cavalry, 40 Siege
6,000,000+ = 6,400 infantry, 5,400 cavalry, 45 Siege
7,000,000+ = 7,000 infantry, 6,000 cavalry, 45 Siege
8,000,000+ = 7,600 infantry, 6,600 cavalry, 45 Siege
9,000,000+ = 8,200 infantry, 7,200 cavalry, 45 Siege
10,000,000+ = 8,800 infantry, 7,800 cavalry, 45 Siege
15,000,000+ = 10,000 infantry, 9,000 cavalry, 50 Siege
20,000,000+ = 12,000 infantry, 11,000 cavalry, 50 Siege
25,000,000+ = 16,000 infantry, 15,000 cavalry, 50 Siege
30,000,000+ = 22,000 infantry, 21,000 cavalry, 50 Siege


Navy

The amount of ships you get per point depends on population as well.
Format: Population = # of ships per spending point

Below 5,000 = 1 ship
5,000+ = 5 ships
10,000+ = 10 ships
20,000+ = 15 ships
30,000+ = 20 ships
40,000+ = 25 ships
50,000+ = 30 ships
60,000+ = 35 ships
70,000+ = 40 ships
80,000+ = 45 ships
90,000+ = 50 ships
100,000+ = 55 ships
110,000+ = 60 ships
120,000+ = 65 ships
130,000+ = 70 ships
140,000+ = 75 ships
150,000+ = 80 ships
160,000+ = 85 ships
170,000+ = 90 ships
180,000+ = 95 ships
190,000+ = 100 ships
200,000+ = 105 ships
225,000+ = 115 ships
250,000+ = 130 ships
275,000+ = 145 ships
300,000+ = 160 ships
350,000+ = 190 ships
400,000+ = 220 ships
450,000+ = 250 ships
500,000+ = 280 ships
550,000+ = 310 ships
600,000+ = 340 ships
650,000+ = 370 ships
700,000+ = 400 ships
800,000+ = 450 ships
900,000+ = 500 ships
1,000,000+ = 550 ships
2,000,000+ = 750 ships
3,000,000+ = 850 ships
4,000,000+ = 950 ships
5,000,000+ = 1,050 ships
6,000,000+ = 1,150 ships
7,000,000+ = 1,250 ships
8,000,000+ = 1,350 ships
9,000,000+ = 1,450 ships
10,000,000+ = 1,550 ships
15,000,000+ = 1,800 ships
20,000,000+ = 2,050 ships
25,000,000+ = 2,300 ships
30,000,000+ = 2,550 ships

Ages
Surrounded by 1 asterisk in this list will be the Age that the least advanced country is in. Surrounded by 3 asterisks is the Age that the most advanced country is in.
Bronze Age
*Iron Age*
Medieval Age
***Renaissance Age***
The list will most likely be edited as we go on, and I don't wanna jinx it by going too far ahead anyway.

Upgrading your Army or Navy
-You CANNOT UPGRADE if your economy level is below Growing.
-Upgrading your Army costs 4 spending points
-Upgrading your Navy costs 4 spending points
-Half your troops/ships will be lost in the upgrade

More on the Age-reaching part is mentioned just below in the Education section.
Other stats that drop as a result of Age-ascension:
  • Culture will drop -1 level if first to reach Age; -2 levels if others have reached it already; -3 levels if you’re like the last on the bandwagon or if you purchased it from someone
  • Confidence MAY DROP by 1 level if you’re not the first to reach it


Education
From lowest to highest:
Hopelessly Idiotic +10
Very Idiotic +9
Idiotic +8
Ignorant +7
Below Average +6
Average +5
Above Average +6
Clever +7
Smart +8
Scholarly +9
Wise +10
Enlightened

The number after the Education Level represents the amount of spending points you must invest in the Education for it to rise to next level.

The first nation that gets the new Age (ie, reaches Enlightened), drops all the way back to Ignorant education. Reason for this is that your schools and military training facilities, and people, must adapt to the new discoveries and technologies.
After that, a nation must be at least at Clever, and near the first nation to get it, to get the new Age on its own, after which it will drop to Idiotic level as well.
If you buy the technology from an already-ascended nation, then you don't need to be Clever level, but your level will drop all the way to Hopelessly Idiotic level.
Finally, if no nation in your vicinity has reached the new Age, then you won't be reaching it either any time soon. It will go region-by-region basis.



Government
The following are the current governments allowed (this will be updated as tiem goes on, and you can PM or IM me asking if you can create a government of your own if you tell me its features, or if you want to start a historical government type as well)
Spoiler Autocratic :
  • Absolute Monarchy - the monarch (whatever the title may be - emperor, king, sultan, etc.) has all power. This type of government can only have Unitary centralization.
  • Feudal Monarchy - the monarch is, technically, the absolute authority of this government. However, the various princes, dukes, etc. have a lot of freedom and in orders, some may refuse to send their armies and it can be quite an unstable economy at times. On the other hand, as they already enjoy so much autonomy, they would be a lot less likely to rebel against you to join others. Obviously, this government can only be Confederate.
  • Feudal Warlordism - central authority is, in fact, very weak, and the various warlords control the country, sometimes having minor battles with each other as rivals but only if confidence is really low splitting the country into civil war. But if a foreign army ever enters their country's soil, the warlords will put their pettiness aside to defend their continued personal freedoms! Confederate government.
  • Divine Monarchy - religion and state are blended in together and the monarch is absolute with a lot of loyalty from the people. The ruler may either be an actual hereditary monarch who is regularly advised by the leader of the religion or is the leader of the religion itself. Only the one religion is permitted to practice. Unitary government.
Spoiler Democratic :
  • Theocratic Monarchy - there is only one religion that is represented in the government, others having still ability to worship but somewhat-limited rights. Federal government.
  • Theocratic Republic - there is a council of all the religious leaders, from all religions in the country, and the regional governments have more autonomy as well. Confederate government.
  • Aristocratic Republic - the landed nobility is the legislative assembly, which elects one of its own to lead the parliament as an executive. All the legislators, as they are aristocrats, are hereditary positions, however. Federal government.
  • Imperial Republic - the office of the leader of the assembly is hereditary, but not all legislators are hereditary and the franchise is extended somewhat. Unitary government.
  • Tribal Republic - different tribes and clans are represented in the assembly. It is the most democratic government in this time, but it takes away much power from central government and disperses it among the regions. Confederate government.
Note that these governments each may possess aspects of either autocratic or democratic governing, but I just classified according to what I think each is more inclined towards.
Also, at this time, even in the republics you can't have organized political parties yet.
In this time and age, slavery is still legal even in the republics.
For certain governments, your PM orders will be reviewed by the legislature (or aristocrats or clerics, where appropriate). These governments are:
  • Feudal Monarchy
  • Feudal Warlordism
  • Theocratic Republic
  • Imperial Republic
  • Aristocratic Republic
  • Tribal Republic
If you have those governments, then I will look over your orders, and you will get a PM back, with notes made by the legislators and councils – some orders may be demanded to be changed, but some may be OKed. If you don’t make the requested changes, you may experience some troubles and if your refusals to consider the legislatures and councils accumulate, it may end up in revolts.
NOTE: I am still brainstorming on how to make the governments each have a pro and con about stats, such as “+1 spending point every few turns” or “3 maximum trade routes allowed”. So the Government list may still change, and some government forms may actually be merged if they are almost essentially the same thing.



Religion
Religion does have some effect here. See the Religious Center for some of the detail.
Right now, you can still only have ONE state/preferred religion, but of course still choose if you want the others legal or if you’re going to repress them. Careful if there’s a generous quantity of people adhering to a faith you’re gonna be harassing – they may end up resolving to violence. Your state religion will, on stats, be bold-font.



Culture
Culture can be increased not by economy increases, but through education (schools, libraries, museums, and the sort), religion (you build temples, etc.), and if you write stories. If you have higher culture than neighboring nations, border regions may revolt to join yours sometimes. Your culture may decline if you don't take care of it, if you don't write stories (!), or if some really bad things happen to your lands and stuff.
Levels:
Barbaric +10
Pathetic +8
Lame +6
Weak +4
Average +3
Good +4
Strong +6
Influential +8
Dominating +10
Superior



Confidence
Influenced by the stories you write, also by other factors such as how strong your economy is, how educated your people are, your religion, your culture, and, if you're warring, on your military success or lack thereof. It may decline if you lose a lot of battles, if you ally with "the wrong people", if you neglect to write stories, or some other random events.
Levels:
Lynching +10
Hateful +8
Resentful +6
Barely Tolerating +4
Tolerating +3
Respecting +4
Praising +6
Admiring +8
Loving +10
Cult of Personality



Projects
Tell me what you want it to do, what it's called, and I will say in update how long it will take. That's all.


Stories
Please write stories, help make it interesting. My update stories won't always be interesting, and if you don't help keep it interesting, then it will be just a snooze.
Stories will give bonuses.


Orders and Complaints
PM your orders or post your orders on the thread.
A few notes about how to do your orders:
  • Always include your pre-update stats.
  • Remember that if you wanna be secretive, PM is the best way - any orders posted on the thread are fair game for others to take advantage of.
  • When you increase army, remember to include, in addition to how much econ points you spend on it, but also include the calculation of how many troops should be added. Same with Navy increases.
  • Confidence and Culture cannot be increased by paying for it. You gotta do stories, build libraries (which can be done if you also want to increase education), win battles (increases confidence only).
  • When you're building a Project, please include "continue wonder" or "continue project" in orders, just for further assurance.
  • The only acceptable methods of giving me orders are PM and posts. No IMs
  • Deadlines for orders will be posted at the end of updates. Get your orders in by then. If you don't, your nation will get punished in some way, shape, or form, and don't dare come back and complain about something or other. It's not fair for people who do orders on time to have to wait for update an extra day or two for procrastinators. And it is not fair to me either, really, because if I'm busy the day after the update was originally scheduled for, then that means that the update won't come until at least 2 days after the original scheduled date, and that time I had available can't be regained, unfortunately. So this whole bulletpoint may be just a huge rant but it has been an issue in the past, the procrastination, and I don't want to encourage it by not acting against it.
  • Make any type of notification or complaint about a mistake I did in your orders, you're free to do that. But do not come to me telling me "well 3 turns ago I did this but you didn't add it". I will just tell you to get over it and move on. Since updates are weekly, it's been 3 weeks since that update occurred. I don't remember what I did then, and quite frankly I don't really give a rat's ass. You can go sulk all you want, but don't tell me about something I did or didn't do weeks ago.
  • If you don't do orders, I don't want to hear any complaints from you. Period. It's one of the most irritating things ever if a person finds the time to complain to me but seems incapable of doing orders.


Contact
My AIM is EuroYami. Contact to ask any questions, or, in the future, to do some secret diplo to plot with NPCs ;).


Temporary NPC...
If you will for any reason whatsoever not have access to a computer and thus do orders - if you're goin on a short vacation somewhere or your computer breaks down or something - please notify me before you leave. That way, I will not punish your nation for not having your orders in, and I don't NPC it for anyone to take. Because then when you come back you'll be like "why the heck is my nation suffering from disease AND being invaded AND NPC?". In the event that you leave for a short while and you notify me, I will write "Temp NPC" next to your name in your stats and NPC orders will be done, unless you foresee what your goals are and give me like a plan of what you want to do.

Nation Template
Nation: (please make it a more historical name/country)
Player:
Capital:
Government:
Population: 2,000
Economy: Stable 3/3/4
Education: Average +5
Age: Bronze Age
Army: 500 troops Bronze Age
Navy: 20 ships (unless you're landlocked, in which case it's zero) Bronze Age
Religion:
Culture: Average
Confidence: Tolerating
Projects:
 
2500 BCE - World Map Before Update 1
 

Attachments

  • NES Map.PNG
    NES Map.PNG
    166.1 KB · Views: 1,128
PC Nations

Nation: Amazonia
Player: jalapeno_dude
Capital: Paramaribo
Government: Imperial Republic
Population: 3,789,100
Economy: Stable 3+2/0/4
Education: Below Average +3/6
Age: Medieval Age
Army: 5,500 Infantry Medieval Age
Navy: 10 ships Iron Age
Religion: Amazonism (30%), Amazonian Polytheism (60%), Mayan Polytheism (9%), and Ohakanthy (1%)
Culture: Good +0/4
Confidence: Respecting +0/4
Projects: Harvesting the Rainforest (+1 Economy level) (1/4)

Nation: Danubian Empire
Player: Israelite9191
Capital: Belgrade
Government: Absolute Monarchy
Population: 5,799,300
Economy: Prosperous 6/2/7
Education: Ignorant +0/7
Age: Medieval Age
Army: 22,750 Infantry, 8,800 Cavalry Medieval Age
Navy: 60 ships Iron Age
Religion: Byzantine Orthodox Christianity (75%), Judaism (21%), Roman Catholic Christianity (4%)
Culture: Average +0/3
Confidence: Respecting +2/4
Projects:

Nation: Germany
Player: The Farow
Capital: Berlin
Government: Absolute Monarchy
Population: 7,201,400
Economy: Stable 3/0/4 +1 bank
Education: Ignorant +0/7
Age: Medieval Age
Army: 15,540 Infantry, 4,610 Cavalry, 24 Siege Medieval Age
Navy: 1,129 ships Medieval Age
Religion: Roman Catholic Christianity (59%) and Judaism (41%)
Culture: Weak +0/4
Confidence: Tolerating +2/3
Projects: Berlin Project (build many buildings dedicated to German military heroes, make the city a very vital part of Germany and trade) (4/5)

Nation: Japan
Player: lordnickigawa
Capital: Kyoto
Government: Divine Monarchy
Population: 5,670,300
Economy: Stable 3/0/4 +0 banked
Education: Hopelessly Idiotic +3/10
Age: Medieval Age
Army: 6,700 Cavalry, 9,500 Infantry Iron Age
Navy: 243 ships Medieval Age
Religion: Shintoism (49%) and Siberian Polytheisms (4%) and Ohakanthy (1%) and Balism (40%) and Choson Polytheism (6%)
Culture: Average +1/3
Confidence: Tolerating +0/3
Projects: Grand Temple of Ise (+1 economy level and +3 culture points) (3/5)

Nation: Kuril'taria
Player: justokre
Capital: Karakorum
Government: Feudal Monarchy
Population: 4,361,700
Economy: Growing 4+1/4/5 +0 banked
Education: Ignorant +0/7
Age: Medieval Age
Army: 16,025 Cavalry, 6,100 Infantry Iron Age
Navy: Medieval Age
Religion: Balism (20%), Shaivism (58%), Sunni Islam (1%), Shiite Islam (2%), Himalayan Polytheism (3%), Buddhism (16%)
Culture: Good +0/4
Confidence: Respecting +2/4
Projects: Tabriz Academy (increases scouting and spying abilities) (4/4)

Nation: Malaysia
Player: Lord_Iggy
Capital: Kuala Lumpur
Government: Imperial Republic
Population: 3,684,700
Economy: Wealthier 5/3/6
Education: Ignorant +2/8
Age: Medieval Age
Army: 27,680 Infantry, 10,100 Cavalry, 79 Catapults Iron Age
Navy: 1,730 ships Iron Age
Religion: Balism and Zoroastrianism (3%) and Shiite Islam (2%)
Culture: Average +2/3
Confidence: Barely Tolerating +0/4
Projects: University of Balance (+2 Education levels) (1/6)

Nation: Travancore
Player: greenbud69
Capital: Travancore
Government: Absolute Monarchy
Population: 6,983,400
Economy: Growing 4+1/1/5 +1 banked
Education: Idiotic +1/8
Age: Medieval Age
Army: 32,150 Infantry, 11,540 Cavalry Iron Age
Navy: 3,098 ships Iron Age
Religion: Hinduism and Zoroastrianism (4%) and Himalaya Polytheism (5%) and Buddhism (15%)
Culture: Lame +0/6
Confidence: Praising +4/6
Projects: Travancore Academy (+1 economy, education, and culture) (0/6)
 
NPC Nations 1

Nation: Afghanistan
Player:
Capital: Kabul
Government: Feudal Monarchy
Population: 990,400
Economy: Growing 4/0/5 +0 banked
Education: Idiotic +0/8
Age: Medieval Age
Army: 23,400 Infantry, 6,060 Cavalry Iron Age (of this, 20,000 Infantry and 5,660 Cavalry are in the rebellion against the feudal lords)
Navy: Medieval Age
Religion: Zoroastrianism (88%), Shiite Islam (12%)
Culture: Pathetic +0/8
Confidence: Hateful +0/8
Projects:

Nation: Aghlabid Empire
Player:
Capital: Tripoli
Government: Absolute Monarchy
Population: 678,400
Economy: Failing 2/0/3
Education: Above Average +1/6
Age: Iron Age
Army: 1,760 Infantry, 2,570 Cavalry Iron Age
Navy: 884 ships Iron Age
Religion: Shiite Islam (85%), Sunni Islam (15%)
Culture: Good +0/4
Confidence: Tolerating +0/3
Projects:

Nation: Andes Republic
Player:
Capital: Cuzco
Government: Aristocratic Republic
Population: 2,396,900
Economy: Growing 4+1/0/5
Education: Idiotic +0/8
Age: Medieval Age
Army: 23,050 Infantry Iron Age
Navy: 10 ships Iron Age
Religion: Inca Polytheism (90%) and Amazonism (10%)
Culture: Weak +0/4
Confidence: Respecting +1/4
Projects:

Nation: Greater Armenia
Player:
Capital: Yerevan
Government: Aristocratic Republic
Population: 7,921,500
Economy: Prosperous 6/1/7
Education: Average +0/5
Age: Medieval Age
Army: 2,350 Infantry, 24,160 Cavalry Iron Age
Navy: 46 ships Iron Age
Religion: Zoroastrianism (50%), Judaism (28%), Shiite Islam (12%), Sunni Islam (10%)
Culture: Lame +0/6
Confidence: Respecting +0/4
Projects:

Nation: Australian Republic
Player:
Capital: Sydney
Government: Aristocratic Republic
Population: 2,577,200
Economy: Stable 3/1/4 +0 banked
Education: Average +0/5
Age: Medieval Age
Army: 700 Infantry Iron Age
Navy: 15 ships Iron Age
Religion: Demosism (79%) and Balism (21%)
Culture: Good +0/4
Confidence: Respecting +2/4
Projects:

Nation: Byzantine Empire
Player:
Capital: Byzantium
Government: Theocratic Monarchy
Population: 4,281,500
Economy: Prosperous 6/0/7
Education: Clever +0/7
Age: Iron Age
Army: 29,980 Infantry, 5,000 Cavalry Iron Age
Navy: 670 ships Iron Age
Religion: Byzantine Orthodox Christianity (78%), Sunni Islam (20%), Zoroastrianism (2%)
Culture: Good +1/4
Confidence: Respecting +0/4
Projects: Hagia Sophia (+5 culture points, +1 economy level, spread of Byzantine Orthodoxy in the region) (3/7)

Nation: Caribbean Confederation
Player:
Capital: Havana
Government: Tribal Republic
Population: 452,800
Economy: Stable 3/3/4
Education: Average +0/5
Age: Medieval Age
Army: 2,000 Infantry Medieval Age
Navy: 1,863 ships Iron Age
Religion: Ontarism (60%) and Quetzalism (40%)
Culture: Average +0/3
Confidence: Respecting +1/4
Projects:

Nation: Eire
Player:
Capital: London
Government: Absolute Monarchy
Population: 2,090,600
Economy: Growing 4+2/0/5 +0 banked
Education: Below Average +0/6
Age: Renaissance Age
Army: 19,700 Infantry, 2,850 Cavalry Medieval Age
Navy: 1,072 ships Medieval Age
Religion: Judaism (4%), Roman Catholic Christianity (15%), Eirian Christianity (73%), Ohakanthy (8%)
Culture: Average +0/3
Confidence: Barely Tolerating +0/4
Projects:

Nation: Egypt
Player:
Capital: Cairo
Government: Absolute Monarchy
Population: 1,398,600
Economy: Stable 3/2/4
Education: Average +3/5
Age: Iron Age
Army: 1,010 Infantry Iron Age
Navy: 4 ships Iron Age
Religion: Shiite Islam (56%) and Sunni Islam (44%)
Culture: Average +0/3
Confidence: Tolerating +1/3
Projects:

Nation: Ethiopia
Player:
Capital: Addis Abbaba
Government: Theocratic Republic
Population: 2,191,500
Economy: Wealthier 5+1/2/6
Education: Wise +0/10
Age: Medieval Age
Army: 7,000 Infantry, 1,210 Cavalry Iron Age
Navy: 120 ships Iron Age
Religion: Judaism (65%) and Islam (28%) and African Polytheisms (7%)
Culture: Average +0/3
Confidence: Tolerating +0/3
Projects:

Nation: France
Player:
Capital: Paris
Government: Absolute Monarchy
Population: 2,540,400
Economy: Growing 4/0/5 +0 banked
Education: Idiotic +0/8
Age: Renaissance Age
Army: 5,900 Infantry, 630 Cavalry Medieval Age
Navy: 600 ships Medieval Age
Religion: Catholic Christianity (86%) and Judaism (14%)
Culture: Good +0/4
Confidence: Respecting +0/4
Projects:

Nation: Emirate of Hejaz
Player:
Capital: Jeddah
Government: Absolute Monarchy
Population: 613,400
Economy: Stable 3/0/4
Education: Above Average +4/6
Age: Iron Age
Army: 2,410 Infantry Iron Age
Navy: 64 ships Iron Age
Religion: Sunni Islam (76%) and Shiite Islam (24%)
Culture: Average +0/3
Confidence: Tolerating +1/3
Projects:

Nation: Illinois
Player:
Capital: Chicago
Government: Theocratic Monarchy
Population: 9,194,500
Economy: Growing 4+1/0/5 +0 banked
Education: Below Average +1/6
Age: Renaissance Age
Army: 2,750 Infantry, 3,370 Cavalry Renaissance Age
Navy: 1,888 ships Renaissance Age
Religion: Ohakanthy (82%), Ontarism (7%), Quetzalism (5%), and Eirian Christianity (3%), Siberian Polytheisms (3%)
Culture: Strong +0/6
Confidence: Praising +1/6
Projects: Solidifying the Empire (+5 Culture points, +5 Education points, conversion of some more people in nations Illinois trades with to Okahanthy) (5/7)

Nation: Israel
Player:
Capital: Jerusalem
Government: Theocratic Monarchy
Population: 5,733,600
Economy: Stable 3+5/0/4
Education: Above Average +5/6
Age: Medieval Age
Army: 10,000 Infantry, 3,000 Cavalry Medieval Age
Navy: 1,100 ships Medieval Age
Religion: Judaism (60%) and Sunni Islam (33%) and Zoroastrianism (7%)
Culture: Good +0/4
Confidence: Praising +1/6
Projects:

Nation: Lithuania
Player:
Capital: Kaunas
Government: Absolute Monarchy
Population: 6,274,100
Economy: Stable 3/0/4
Education: Clever +0/7
Age: Iron Age
Army: 17,800 Infantry, 2,500 Cavalry Iron Age
Navy: 90 ships Iron Age
Religion: Roman Catholic Christianity (65%), Byzantine Orthodox Christianity (25%), Judaism (3%), East Slavic Polytheism (7%)
Culture: Good +0/4
Confidence: Tolerating +2/3
Projects:
 
NPC Nations 2

Nation: Mediterranean Kingdom
Player:
Capital: Naples
Government: Absolute Monarchy
Population: 2,686,300
Economy: Growing 4/0/5 +0 banked
Education: Idiotic +0/8
Age: Medieval Age
Army: 1,100 Infantry Iron Age
Navy: 890 ships Iron Age
Religion: Roman Catholic Christianity (69%) and Arianism (7%) and Israelite Judaism (19%) and Hassidic Judaism (5%)
Culture: Weak +0/4
Confidence: Respecting +2/4
Projects:

Nation: Jewish Sultanate of Morocco
Player:
Capital: Fez
Government: Divine Monarchy
Population: 1,544,800
Economy: Failing 2/0/3 +0 bank
Education: Above Average +2/6
Age: Iron Age
Army: 6,020 Infantry, 2,600 Cavalry Iron Age
Navy: 1,405 ships Iron Age
Religion: Hassidic Judaism and Sunni Islam (13%) and Shiite Islam (2%) and Catholic Christianity (4%)
Culture: Weak +2/4
Confidence: Barely Tolerating +1/4
Projects: Book of Hassid (+3 Confidence points, +3 Culture points, population boom) (4/5)

Nation: New Illinois
Player:
Capital: Roanoke
Government: Aristocratic Republic
Population: 350,400
Economy: Stable 3/2/4 +0 bank
Education: Clever +0/7
Age: Medieval Age
Army: 3,110 Infantry, 260 Cavalry Medieval Age
Navy: 500 ships Iron Age
Religion: Ontarism (92%) and Quetzalism (7%) and Ohakanthy (1%)
Culture: Average +0/3
Confidence: Lynching +0/10
Projects:

Nation: New Iroquois League
Player:
Capital: Providence
Government: Aristocratic Republic
Population: 1,250,100
Economy: Growing 4/0/5 +0 bank
Education: Ignorant +4/7
Age: Renaissance Age
Army: 3,500 Infantry, 5,030 Cavalry Renaissance Age
Navy: 610 ships Iron Age
Religion: Great Lakes American Polytheism and Ontarism (95%)
Culture: Strong +1/6
Confidence: Respecting +1/4
Projects:

Nation: Republic of Ophir
Player:
Capital: Beira
Government: Aristocratic Republic
Population: 3,033,100
Economy: Stable 3/0/4
Education: Average +3/5
Age: Medieval Age
Army: 7,500 Infantry, 3,400 Cavalry Medieval Age
Navy: 2,201 ships Iron Age
Religion: Judaism
Culture: Good +1/4
Confidence: Praising +1/6
Projects: Temple of Africa (+1 economy level, spread of Judaism among Africa) (0/6)

Nation: Papal Union
Player:
Capital: Rome
Government: Divine Monarchy
Population: 1,785,000
Economy: Stable 3/0/4 +0 banked
Education: Idiotic +6/8
Age: Medieval Age
Army: 5,800 Infantry Iron Age
Navy: 1,020 ships Medieval Age
Religion: Roman Catholic Christianity
Culture: Weak +0/6
Confidence: Admiring +2/8
Projects:

Nation: Russian Republic
Player:
Capital: Moscow
Government: Aristocratic Republic
Population: 1,895,800
Economy: Stable 3/0/4 +0 bank
Education: Ignorant +1/7
Age: Iron Age
Army: 12,620 Infantry, 2,000 Cavalry Iron Age
Navy: 400 ships Iron Age
Religion: Byzantine Orthodox Christianity (70%), Judaism (25%), East Slavic Polytheism (5%)
Culture: Weak +0/4
Confidence: Barely Tolerating +0/4
Projects:

Nation: Ruthenia
Player:
Capital: Kiev
Government: Absolute Monarchy
Population: 1,399,400
Economy: Stable 3/0/4
Education: Average +1/5
Age: Iron Age
Army: 5,760 Infantry, 650 Cavalry Iron Age
Navy: 1,264 ships Iron Age
Religion: Byzantine Orthodox Christianity (84%), Judaism (6%), Roman Catholic Christianity (10%)
Culture: Good +0/4
Confidence: Praising +0/6
Projects:

Nation: Sassanid Empire
Player:
Capital: Persepolis
Government: Absolute Monarchy
Population: 2,675,800
Economy: Stable 3/0/4
Education: Average +3/5
Age: Iron Age
Army: 12,910 Infantry, 8,470 Cavalry Iron Age
Navy: 120 Galleys, 100 Triremes Iron Age
Religion: Zoroastrianism (20%) and Shiite Islam (64%) and Sunni Islam (15%) and Judaism (1%)
Culture: Average +1/3
Confidence: Respecting +1/4
Projects:

Nation: Scandinavia
Player:
Capital: Oslo
Government: Tribal Republic
Population: 3,264,600
Economy: Outstanding 7+1/0/0 +0 banked
Education: Smart +1/8
Age: Medieval Age
Army: 19,955 Infantry, 950 Cavalry Medieval Age
Navy: 367 ships Iron Age
Religion: Eirian Christianity
Culture: Weak +3/4
Confidence: Barely Tolerating +3/4
Projects: Archangel Statue (+1 level of confidence, +1 culture level, a boost of the military by a number to be determined by me [not too large but not too small either ;)]) (1/5)

Nation: Seljuk Empire
Player:
Capital: Astrakhan
Government: Absolute Monarchy
Population: 3,015,000
Economy: Stable 3/0/4 +0 bank
Education: Clever +1/7
Age: Medieval Age
Army: 4,420 Infantry, 3,000 Cavalry Iron Age
Navy: 10 ships Iron Age
Religion: Sunni Islam (77%) and Shiite Islam (15%) and Byzantine Orthodox Christianity (7%) and East Slavic Polytheism (1%)
Culture: Good +0/4
Confidence: Tolerating +0/4
Projects:

Nation: Sioux Empire
Player:
Capital: Wounded Knee
Government: Feudal Warlordism
Population: 1,996,100
Economy: Stable 3/2/4
Education: Clever +0/7
Age: Medieval Age
Army: 8,800 Infantry Medieval Age
Navy: 13 ships Iron Age
Religion: Quetzalism (25%) and Sioux Polytheism (70%) and Okahanthy (5%)
Culture: Strong +0/6
Confidence: Barely Tolerating +0/4
Projects:

Nation: Somalia
Player:
Capital: Mogadishu
Government: Theocratic Monarchy
Population: 594,200
Economy: Growing 4/0/5
Education: Ignorant +0/7
Age: Medieval Age
Army: 1,700 Infantry Iron Age
Navy: 102 ships Medieval Age
Religion: Judaism
Culture: Average +0/3
Confidence: Barely Tolerating +0/4
Projects:

Nation: Songhai Empire
Player:
Capital: Gao
Government: Absolute Monarchy
Population: 990,700
Economy: Wealthier 5/0/6
Education: Clever +5/7
Age: Iron Age
Army: 12,200 Infantry Iron Age
Navy: 93 ships Iron Age
Religion: Hassidic Judaism
Culture: Good +0/4
Confidence: Respecting +0/4
Projects:

Nation: Timucua Republic
Player:
Capital: Tampa
Government: Imperial Republic
Population: 536,600
Economy: Stable 3/0/4
Education: Above Average +2/6
Age: Medieval Age
Army: 700 Infantry, 300 Cavalry Medieval Age
Navy: 485 ships Medieval Age
Religion: Quetzalism (87%) and Ontarism (13%)
Culture: Average +0/3
Confidence: Respecting +0/4
Projects:

Nation: Toltec Republic
Player:
Capital: Tenochtitlan
Government: Merchant Oligarchy
Population: 6,593,800
Economy: Prosperous 6+2/0/7 +0 banked
Education: Ignorant +6/7
Age: Renaissance Age
Army: 2,200 Infantry, 500 Cavalry Renaissance Age
Navy: 3,936 ships Medieval Age
Religion: Quetzalism (66%) and Southern-Aztec Polytheism (5%) and Mayan Polytheism (5%) and Carib Polytheism (1%) and Sioux Polytheism (10%) and Ontarism (4%) and Ohakanthy (2%) and Shamanism (4%) and Israelite Polytheism (3%)
Culture: Strong +0/6
Confidence: Admiring +0/8
Projects: Wealth of Nations (+2 Economy levels, treatise on economics) (7/7)

Nation: Umayyad Empire
Player:
Capital: Riyadh
Government: Theocratic Monarchy
Population: 600,100
Economy: Stable 3/0/4
Education: Above Average +4/6
Age: Iron Age
Army: 2,580 Infantry, 520 Cavalry Iron Age
Navy: Iron Age
Religion: Sunni Islam (62%), Shiite Islam (30%), Judaism (8%)
Culture: Average +0/3
Confidence: Tolerating +2/3
Projects:

Nation: Kingdom of Venezia
Player:
Capital: Venice
Government: Absolute Monarchy
Population: 1,851,000
Economy: Stable 3/1/4 +0 banked
Education: Idiotic +0/8
Age: Medieval Age
Army: 18,750 Infantry Iron Age
Navy: 450 ships Iron Age
Religion: Roman Catholic Christianity and Israelite Judaism (3%)
Culture: Average +0/3
Confidence: Respecting +0/4
Projects:

Nation: Vietnam
Player:
Capital: Saigon
Government: Aristocratic Republic
Population: 3,689,300
Economy: Stable 3/0/4
Education: Idiotic +0/8
Age: Medieval Age
Army: 1,220 Infantry Iron Age
Navy: 118 ships Bronze Age
Religion: Balism and Confucianism (7%)
Culture: Pathetic +0/8
Confidence: Tolerating +1/3
Projects:

Nation: Yoruba Confederacy
Player:
Capital: Oyo
Government: Absolute Monarchy
Population: 297,900
Economy: Failing 2/0/3
Education: Ignorant +5/7
Age: Iron Age
Army: 1,000 Infantry Iron Age
Navy: 93 ships Iron Age
Religion: Shamanism (17%) and Israelite Judaism (83%)
Culture: Good +0/4
Confidence: Tolerating +0/3
Projects:

Nation: Zulu Empire
Player:
Capital: Maputo
Government: Absolute Monarchy
Population: 5,882,600
Economy: Growing 4/1/5
Education: Below Average +5/6
Age: Iron Age
Army: 22,120 Infantry Iron Age
Navy: 280 ships Iron Age
Religion: Shamanism and Judaism (28%)
Culture: Average +0/3
Confidence: Tolerating +0/3
Projects:
 
Treaties/Agreements
Non-Aggression Pacts (NAPs)
Malaysia and Travancore
Ethiopia and Israel
Morocco and Israel
Songhai and Israel
Eire and Israel
Eire and Scandinavia
Hungary and Germany
Malaysia and Sassanid Empire
Songhai Empire and Morocco
Kuril'taria and Illinois Empire



Defensive Alliances/Mutual Protection Pacts (MPPs)
Jerusalem Defense Pact - Israel; Greater Armenia; Somalia; Papal Union
Somalia, Ethiopia, and Tanzania
Palermo Defense Pact - Eire and Israel
Jewish Sultanate of Morocco and Aghlabid Empire
Songhai Empire and Jewish Sultanate of Morocco


Military Alliances
Gulf Alliance - Illinois, New Illinois, Toltec Republic, Sioux Republic
Travancore and Kuril'taria
Catholic League - Papal Union, Kingdom of Venezia, Mediterranean Kingdom, Germany, Lithuania, Kingdom of France
Byzantine Alliance - Byzantine Empire, Danubian Empire, Ruthenia
Zoroastrian Pact - Sassanid Empire, Greater Armenia, and Afghanistan
Sovereign Nations League - New Iroquois League, Timucua Republic, Sioux Empire, Caribbean Confederation


Political Unions
Zulu Empire and Tanzania

Tribute Agreements
Mediterranean Kingdom to Israel (every trade bonus for the first 5 turns) (3/5)



Trade Routes (PCs)
Amazonia: Toltec Republic (1/3); Illinois (3/3); Sioux Empire (2/3); Caribbean Confederation (1/3); Andes Republic (3/3); New Illinois (2/3); Timucua Republic (1/3); Yoruba Confederacy (0/3)
Danubian Empire: Byzantine Empire (1/3)
Germany: Hungary (2/3)
Japan: Vietnam (2/3)
Kuril'taria: Travancore (3/3); Malaysia (1/3); Japan (1/3)
Malaysia: Kuril'taria (1/3); Vietnam (1/3)
Travancore: Kuril'taria (3/3)


Trade Routes (NPCs)
Andes Republic: Amazonia (3/3)
Byzantine Empire: Danubian Empire (1/3)
Eire: Scandinavia (3/3); Illinois (1/3); Toltec Republic (3/3)
Ethiopia: Somalia (3/3)
Illinois: Toltec Republic (2/3); Japan (1/3); Eire (1/3); New Illinois (2/3); Sioux Empire (2/3); Amazonia (2/3); New Iroquois League (3/3)
Israel: Ethiopia (3/3); Mediterranean Kingdom (3/3); Papal Union (3/3); Somalia (3/3)
Mediterranean Kingdom: Israel (3/3)
Jewish Sultanate of Morocco: Songhai Empire (2/3)
New Illinois: Illinois (2/3)
Scandinavia: Eire (3/3)
Songhai Empire: Jewish Sultanate of Morocco (2/3)
Timucua Republic: Amazonia (1/3)
Toltec Republic: Illinois (2/3); Amazonia (3/3); Andes Republic (1/3)
 
Special Cities
This is almost completely the same as Israelite's Important Cities system in his IsrNES2: Cities of Glory.
  • Economic Centers: Most of these are centers of trade (all will be until such things as the stock market are developed). If you got quite a few trade routes going through a city and/or there is trade going through there for a while, the city will become an economic Center. Know that while these are the most common special cities, after a while their significance may fade away.
    Possible Effect: Extra spending point(s)
    Frequency: Every 2-3 turns or so
  • Cultural Centers: These can be educational, artistic, philosophical, pan-national, etc. centers. These will provide you with a variety of bonuses of any type at any interval, it is all to the discretion of the Mod. These are less common than economic centers but more common than religious centers.
    Possible Effect: Extra Education point(s) or Extra Culture point(s)
    Frequency: Varying
  • Religious Centers: These cities are the centers of major religions. If they're the same as your state/preferred religion, then you will be getting the goods out of it. If it’s not the state religion, you won’t be getting so much good out of it
    Possible Effect: If the religious center is the same as your state religion, some boost in confidence and some more conversions to that religion, or 1 extra spending point
    Possible Effect: If the religious center is not of your state religion, confidence may actually falter just a bit, there will be conversions to that religion, and you will never get any economic bonuses from the tourism to the non-state religion center
    Frequency: Varying

Economic Centers
  • Jerusalem (ISRAEL)
  • Quetzalmoc (TOLTEC REPUBLIC)
  • Dublin (EIRE)


Cultural Centers
  • Yerevan (GREATER ARMENIA) - Armenian culture
  • Dublin (EIRE) - Educational
  • Rome (PAPAL UNION) - Roman/Italian culture
  • Toliara (REPUBLIC OF OPHIR) - Educational
  • Karakorum (KURIL'TARIA) - Tatar culture
  • Astrakhan (SELJUK EMPIRE) - Turk culture
  • Chicago (ILLINOIS EMPIRE) - Illini culture
  • Kaunas (LITHUANIA) - Lithuanian/Baltic culture

Religious Centers
  • Jerusalem (ISRAEL) - ALL Judaism
  • Mecca (HEJAZ) - ALL Islam
  • Rome (PAPAL UNION) - Roman Catholic Christianity
  • Dublin (EIRE) - Eirian Christianity
  • Astrakhan (SELJUK EMPIRE) - Sunni Islam
  • Byzantium (BYZANTINE EMPIRE) - Byzantine Orthodox Christianity
  • Kuala Lumpur (MALAYSIA) - Balism
  • Samarkand (KURIL'TARIA) - Shaivism
  • Quetzalmoc (TOLTEC REPUBLIC) - Quetzalism
  • Providence (NEW IROQUOIS LEAGUE) - Ontarism
 
Nation: Portugalia
Player: Jason the King
Capital: Lisbon
Government: Monarchy
Population: 2,000
Economy: Stable 3/3/4
Education: Average +5
Age: Bronze Age
Army: 500 troops Bronze Age
Navy: 20 ships Bronze Age
Religion: Poly
Culture: Average
Confidence: Tolerating
Projects:
Location: OTL Lisbon.
 
Nation: Gutans (Goths)
Player: Grandmaster
Capital: Scandza
Government: Monarchy
Population: 2,000
Economy: Stable 3/3/4
Education: Average +5
Age: Bronze Age
Army: 500 troops Bronze Age
Navy: 20 ships
Culture: Average
Religion: Germanic Polytheism
Confidence: Tolerating
Projects:
Location and/or background: The Goths are a Germanic people living in a country they alternately call "Scandza" and "Götaland", modern-day southern Sweden and the island of Gotland.

EDIT: Decided to go with the Gothic name for themselves, instead of the modern Swedish place-name.

goth_start.png
 
Nation: Cantivelliaunii
Player: North King
Capital: London
Government: Tribal Confederacy
Population: 2,000
Economy: Stable 3/3/4
Education: Average +5
Age: Bronze Age
Army: 500 troops Bronze Age
Navy: 20 ships Bronze Age
Religion:
Culture: Average
Confidence: Tolerating
Projects:
Location and/or background: A British tribe centered around OTL London.
 
Ah, nevermind... I refuse join because of the idiotic simplicity of the military.
 
Nation: Sinimustvalge Karjal (That's Estonian* for: Blue Black & White Karelia)
Player: Reno
Capital: Äänislinna
Government: Oligarchy
Population: 2,000
Economy: Stable 3/3/4
Education: Average +5
Age: Bronze Age
Army: 500 troops Bronze Age
Navy: 0 ships Bronze Age
Religion: Finnic/Ugric Polytheism
Culture: Average
Confidence: Tolerating
Projects:
Location and/or background: Located in the western shore of lake Ääninen in East-Karelia. The area is not just inhabited by Karelians but by Finnish and their relative tribe Estonians aswell*.

*1 Estonian is a closely related language to finnish so i though that i would type my nation name in Estonian.

*2 Anyone who says that Russians are the original people of that area, will get fed to over zealous Finnish and Karelian nationalists. And i'm not one of them but still. ;)

I'll post a map of the location to make it more clear. :)
 

Attachments

  • Ääninen.PNG
    Ääninen.PNG
    3.2 KB · Views: 1,079
Nation: Travancore
Player: The Kerala/ Blackheart
Capital:Travancore
Government: Oligarchy
Population: 2,000
Economy: Stable 3/3/4
Education: Average +5
Age: Bronze Age
Army: 500 troops Bronze Age
Navy: 20 ships (unless you're landlocked, in which case it's zero) Bronze Age
Religion: Hinduism
Culture: Average
Confidence: Tolerating
Projects:
Location and/or background: Ripped straight from "The Years of Rice and Salt," Travancore is located on the SW tip of India, on the Deccan Penninsula.
 
Nation: Kingdom of the Mamelukes
Player: /Azale
Capital: Cairo
Government: Early Monarchy
Population: 2,000
Economy: Stable 3/3/4
Education: Average +5
Age: Bronze Age
Army: 500 troops Bronze Age
Navy: 20 ships Bronze Age (im on a river, a big river, should I have these?)
Religion: Early Islam mixed with Polytheism
Culture: Average
Confidence: Tolerating
Projects:
Location and/or background: Cairo, Egypt.

good work kamilian.
 
Nation: Babylononia
Player: MjM
Capital: Babylon
Government: Monarchy
Population: 2,000
Economy: Stable 3/3/4
Education: Average +5
Age: Bronze Age
Army: 500 troops Bronze Age
Navy: 20 ships Bronze Age
Religion: Babylonian Polytheism
Culture: Average
Confidence: Tolerating
Projects:
Location and/or background: Start me by where Babylon was.
 
Nation: Nihon
Player: / Symphony D.
Capital: Kyoto
Government: Monarchy
Population: 2,000
Economy: Stable 3/3/4
Education: Average +5
Age: Bronze Age
Army: 500 troops Bronze Age
Navy: 20 ships Bronze Age
Religion: Polytheism
Culture: Average
Confidence: Tolerating
Projects:
Location: OTL Kyoto, Japan
 
Nation: Malagasy
Player: Giio
Capital: Toliara
Government: Tribal Council
Population: 2,000
Economy: Stable 3/3/4
Education: Average +5
Age: Bronze Age
Army: 500 troops Bronze Age
Navy: 20 ships Bronze Age
Religion: Mysticism
Culture: Average
Confidence: Tolerating
Projects:
Location and/or background: Madagascar (little inlet on west coast that lines up with the river on east africa would be ideal)

I'm an awful Newbie when it comes to things like this so I'm fine with leaving or playing a minimal role if you would prefer.
 
Back
Top Bottom