The World Becomes Ours




Link to video.

300 IC - 305 IC
0 NA - 5 NA

A Merchant’s Report

Dear Director, I hope this message finds you well.

As per instructions, I have assembled this report for your perusal. Over the past five years I have corresponded with dozens of associates across the three continents, from honourable company men to those little better than brigands, but all have been needed, no matter their reputation, in putting into picture the full extent of trade matters across the known world. Following are passages of letters received from these traders, as I believe it will be more valuable for you to read their own words directly (apologies in advance, they are not all as formal as I would have wished) rather than my reinterpretation of them. In some places I have inserted my own notes to further elaborate some points.


***​

To begin, I believe it would be best to start from western Jiadau, with the remains of Qeng Xo proper and its neighbours. This section is taken from an independant trader based out of the Pardusos.

…Despite the fractured nature of the Qeng Empires, they were still individually almost capable of dominating global trade with their navies and massive amounts of goods produced. Together, the three Empires produced an ungodly amount of goods, I would argue almost a quarter of all goods across the whole known world came out of the Qeng Bay. But their attention has been turned completely inward, and leaving almost all trade to foreigners and independants. While that’s making a great haul for me and my ilk, if not the whole three continents, the amount of capital the Qeng are losing out on is mind boggling. A good example of how inward the Three Empires have turned is just by looking at their neighbours. Sen Ji is still nominally loyal to the Empire, and is only a short distance away, but when it was set upon by the neighbouring kingdoms of Ksezdo and Dradkhar, the Empires didn’t even lift a finger. Sen Ji still controls a bit of the coast, but I’ve personally ceased operations there. Still do business with the Ksez and Drad, they’re not the friendliest folk, but in their ports I’m not as worried about my ship being pillaged by blood-frenzied soldiers sacking a city.

A lot of us Parduso were wary of whatever the Qeng were up to, withdrawing all their ships and such. We had heard rumours, and honestly, it was pretty obvious what was going to happen, but it was still a bit of shock to hear. The Western and Southern Empires launched independent invasions of the crippled Northern Empire, and from what I hear, it was a damned bloodbath. Not many traders go very far into the Qeng Bay since the civil war started, but the few that risked sneaking through the Western Empire’s blockade say that the North is at its breaking point. It’s fields and cities have fallen, its navy sits at the bottom of the bay, and its armies have been mauled and don’t have much further to fall back. If the war itself wasn’t bloody enough, the Shekya, Sagyek and Shao Thulklan have all taken the opportunity to nibble away at the Empires’ borders. While I can’t say I’m all that broke up about the bastards ripping each other apart, I do weep for the lost goods, and we’ll all have more to weep for if it gets any worse...

Indeed, the Three Empires continue to be the largest contributors to trade value across the continents, and as their civil war drags on, we will continue to see our profits drop. The Parduso trader continues, now commenting on Southern Xidau.

...I’d argue that murder must be in Qeng blood, because that’s all I see with them. The Empires tear each other apart, the islands in the Middle Sea are out for the blood of anyone else with a boat (This is covered in a following report. The Parduso does not operate any further east than Suiyang and Mala), and the Xidau half-bloods slaughter their native cousins. Qeng Kubeo and Qeng Varteha both attacked the Surui confederacy that was between them. The Qeng half-bloods were vicious, slaughtered and enslaved the whole lot of the Surui. Can’t say I much like taking slaves aboard my ships, but people down south and further east want them, so I’ll take what I’m given.

Actually, not all Qeng seem to be mad dogs, now that I think about it. Though if they caught me calling them Qeng, they’d probably rip me to pieces anyways. The Qi and their little empire - they’d hang me for saying that too - have been pretty industrious lately. Laid out a whole new irrigation system, all throughout the farms hidden away in their jungles, so I’ve been taking on a good bit of Qi foodstuffs lately. They also started building some big stone forts along their borders. Stone forts in the jungle, sounds pretty impressive, but sounds like it would be hell of hike through those damn jungles to get a look at them.

The Qeng half-bloods’ war spooked some of the other Xidau jungle tribes, and if there’s one way to get the tribes to work together, it’s by spooking them. The Haoxa council apparently had a falling out, and the whole confederacy split up, some tribes joining with the Favante and others with the Buanya, and the Pakuxi and Muntaha confederacies joined up into one big happy confederacy. Honestly, what the jungle tribes do is generally of little concern to me, I know other traders like to stop and let the tribals paddle out to sell some jungle goods, but I’d rather go a bit further east. The Ji Sin have have a nice bay, and get enough goods from the neighbouring tribes. The real game changer in the region for me though is with the Tha’mad. Those crazy bastards have always been a bit of a gamble, but they’re really pulling themselves together, at least in terms of trade. They convinced a bunch of the neighbouring tribal groups to build up their infrastructure, laying out a bunch of trade roads, and all the roads lead right into Tha’mad. The tribes get to trade their goods to the wide world, and the Tha’mad get to be the middlemen funneling all those nice jungle goods to the sea traders. Smart stuff. If only they’d stop hiding bundles of spider legs under all the crew bunks...

***​

The next report is from an northern Xidau overland trader. He’s also independent, though he has no specific base of operations. He travels with a caravan along route between Polavostronya and Deschaen, a horrendously long journey, and honestly wholly unnecessary when compared to sea trade, but he covers a wide territory, and so his report is quite useful.

...The Deschaen are a godawful bunch. Never met people so boring. No wonder my ancestors wanted to get out of there, and thank all the gods they did, or I’d be worshipping a damn turtle. They have a massive army, and let me tell you, they have the money to buy more. What do they use all these warriors, these killers, for? Planting fields. Building fences. Shovelling horsehockeye. Oh yeah, I’m sure that’s what all those guys joined up for. Really living the soldier life there. Yeah, alright, the poor folk appreciated all the attention and free labour, and lots love the guys in armour now, and that’s good for me. Less pissed off peasants playing at brigandry along the road. I will say though, the Deschaen threw a real nice, real expensive party. Preachy as all the hells, of course, but they didn’t skimp on the wine and I sold more than I normally would in a year, so I’m not complaining…

He proceeds to give twelve thousand words detailing his escapades during the festival. To summerise everything of importance, the festival succeeded in bringing some of the commoners’ spirits up, and helped convert some from the Imperial Pantheon over to the Great Three. He then proceeds to shortly comment on the mountain tribes.

…The mountains are cold, ugly and boring. The people that live in them more so. No wonder my ancestors got out of the mountains so fast. The Fenaeni and the Ghanaeni are alway fighting constant, pointless ‘wars,’ though the word is wasted on them, and trade some worthless mountains back and forth…

After insulting the mountain folk for awhile, he explains the situation in the northwest.

...Jiau Fei was always a breath of fresh air after time in the mountains. That sweet, sweet smell of crowded cities. Humans and human waste, the smell of profit to my nose. Safe too, at least compared to the deserts and brush. The Qeng are insufferable though, killers one and all but none will talk straight with you. All ‘civilisation’ this and ‘progress’ that. No wonder my ancestors got out of there so fast. Their empire crumbling didn’t stop from killing, oh no. The Polav Principalities and Jiau Fei came to a trade agreement, can you believe that? Polavs are more likely to rape a Qeng than trade with them. World’s going crazy I tell you. But the Polavs were as civil as they get, and promised Jiau Fei traders passage through Kazah Horde lands to the other coastal Qeng colonies. Of course, the Principalities don’t speak for all Polavs, despite whatever any Boyar will tell you, and the Kazah gave the Qeng anything but safe passage. Like true Polavs they rode down and butchered every last Qeng trader they saw. If there’s one thing you have to say for the Polav hordes, they’re viscious. If you have to say another thing, it would be that they’re stupid. Jiau Fei, backed up by Fengpei and Zhon Xi, completely and utterly smashed the nomads. Horse archers are cool and all, but a horse isn’t very fast when you shoot it in the face. Whatever Kazah were left fled to Soxyn land or to the Petrov Horde, and Jiau Fei declared the whole great swath of dry-arse land their own.

This is a bit of a double edged sword for me, and no doubt for the Polav Principalities too. With Jiau Fei directly connected to the coast and the other Qeng colonies, travel is much easier and safer, and very convenient, as I can trade with the Qeng, Soxyn, and Polavs without having to cross any unpatrolled territory. Say one thing for the Qeng, say they know how to make nice roads. If you have to say one more thing for the Qeng, say they tax the horsehockeye out of their roads, the bastards. The downside for me is that Jiau Fei can now easily trade via the Polav bay, making me quite redundant. The Polavs also make a tidy sum, and have a stranglehold on the Qeng’s trade out of the bay if they ever need to flex, but they also now have to worry about the three Qeng ex-colonies being united in purpose and proximity.

The Polav Principalities also tossed their hat into the Soxyn succession war, and I’m not too sure if that’s a good thing for me or not. The Soxyn aren’t the best traders, and are more wont to kill and strip you of your goods than trade with you. Say one thing for the Soxyn, say they’re arseholes. The Grand Boyer of the Polavs gave his support to the nearest bordering Soxyn Khonate, the Olfbataar, and the lesser Boyers followed along like well trained dogs. The fanatics in Slavabrest were the most enthusiastic supporters of their new Soxyn friends, for some reason, and fairly large expeditionary force fought alongside the Olfbataar, taking great swathes of the Soxlynd Khonate’s territory. They raided the holy hell out of the Soxlynd as well, and lucky for me some of the Slavabrest crusaders brought back some goodies for me to swindle off of them. Maybe the Polavs got it right, and having a god that endorses pillaging, stealing and killing isn’t such a bad idea. Better than worshipping a damn turtle…

The caravan trader does not mention much about the Zaya or neighbouring Deschaen nations, but from some of his comments and other minor traders, it is likely that the all has been relatively peaceful for them. There is some rumours that the High Queen of Zayakutra may have some claim over the other Zaya nations, but she has shown no sign of pressing the issue.

***​

The following letter comes from a Hash’gal trader, though he works for a Ezporatan trade company that has small offices in many coastal North Dofangdau nations. As such, he can provide a wide amount of information for us regarding the Middle Sea Conflict.

...My ships had been docked in Ezporata when the war started, and so I didn’t even hear of it until months after the fighting had come to a standstill. The Exporatas were quiet, as the usually were. The most exciting new was the construction of a great monument, but beyond that the islanders continued about their lives largely oblivious to the outside world. Those on the north end of the continent weren’t much different. The Radaeh nobles were making some massive palace grounds for themselves, and the Insatbar were starting a large harbour expansion, and that was the talk of nearly all Khuranist nations. A monument, a palace, and some docks. A wholly pleasant part of the world, though there was always the uncomfortable annoyance of Bafra’gurk raids, though border patrols pushed them back before they could bother anyone not poor enough to be living on the borders…

He then talks quite extently about the Hash’gal and Hash’unaki, though it is almost completely unrelated to trade matters, so I have spared you having to read it.

...Many blame the Qeng island nations for initiating the Middle Sea Conflict, though the Wind-Prince Republic was heading off to war at the same time anyways, and would have conquered Xiao Dau quickly and mercilessly if Chien Hao and Xo-Che had not also been hungry for battle. I suspect neither side got what they wanted in the war, though the Wind-Princes were obviously hit much harder. I’ve heard Chien sailors talk of the battle with the Wind navy, and praise Khuran that I had not been there to see it. They say the battle raged from midday into the night, when the blackness was chased away by the flames of a hundred burning ships. I doubt there were really that many vessels sent to the deep that day, but I do know that the allied Qeng navy was outnumbered by the Wind fleet, and the Princes’ sailors are experts at their trade. A nasty fight, a horrible waste. So many fine ships on boths sides, sent down to the sleeping gods below. The allied forces won, of course, massed gunboats can unleash horrors that only Anrukh could dream of. The Wind army did relocate to the Republic’s island colony, preventing the alliance’s small army from landing, and from what I’ve heard, the landing on the mainland was called off when the Qeng saw a thousands strong Kogu and Pyong army camped outside of the Wind-Princes’ capital. Who would have thought, the Kogu coming to the rescue of the Princes? The Qeng know how to bring people together. The Kogu and Pyong may have prevented an invasion, but they could do little to stop the Qeng alliance from bombarding the capital and the coastline, and completely cutting off the Wind-Princes from sea trade. Chien Hao and its allies may not have actually taken any Wind territory, but it’s to see it as anything other than a victory.

Chien Hao did not only create a military alliance, but also formed the Dalian League with a number of other independent ex-Qeng colonies in the region. This new League of Dalian, combined with the destruction of the Wind-Prince navy and merchant fleet, has been disastrous for myself and my colleagues, as the members of this new League, and Chien Hao in particular, have taken control of a number of profitable shipping routes through the Middle Sea, while reducing the total value of goods being shipped due to destruction in the Wind-Prince Republic. With all this ‘success’ under his belt, the Chien Hao Prauguan stepped down, replaced by the newly elected Prauguan Feng Dao. I can only hope he will be less successful.

Curiously, Chien Hao’s military ally Xo-Che was not invited into the Dalian League, though that didn’t stop Xo-Che from worming its own way into the Middle Sea trade. The ‘Fengbauji’ Reform’ passed by the admiralty, allowing for merchants to create joint ventures and share the risk of sending out trade ships. In addition to these joint trade missions, the Xo-Che attempted to bribe the Morazen and Rokava into handing over territory for trade colonies. The Morazen bribe failed horrible, as they simply took the bribe then ignored any further diplomats and messages, no doubt put off by the Middle Sea Conflict. This was likely due to Morazen having reestablished relations with the Wind-Prince Republic after purchasing back a coastal island they claimed as their own, but had been under Wind-Prince administration since the Imperial collapse. The Rokava Confederacy was much easier to work with, and some bribes placed into the right hands at the council resulted in a sizeable tract of coastal land being handed over to Xo-Che which, while agriculturally and industrially useless, provides a convenient port for Xo-Che merchants and fleets, as well as other passing traders. On top of this, Xo-Che has begun construction on the Arsenal of Sokoki, which when completed promises to further cement its position as a dominant power in the Middle Sea.

The Xo-Che also threw themselves in bed with the Mungu with a nice little trade deal. Not a bad idea, as the Mungu sit at the centre of the Watu city states. The Mungu have also made their bid to stand with the big players in the Middle Sea trade, making trade agreements with other friendly Watu states. Outside of these trade agreements, the Mungu have also attempted to form a defensive coalition with its neighbours to counter possible Ikhaya aggression, though only those directly bordering the Ikhaya, Ropmji and Nija Kavu, agreed. Likely a prudent move by the Mungu, as the Ikhaya, along with the Yagavu and Jamhay nomads, completely overran Buk. Ikhaya has made it clear that they wish to unite the Watu once again, but by the sword. Alone, I doubt they could overtake the combine Watu city states, but it may stand a chance if the Watu remain splintered, as well as if it can maintain some coordination with the nomad groups. The Jamhay Empire is likely key to Ikhaya’s ambition, but I’ve heard that the nomads have had trouble in the far south with Kalin slavers. Never been that far south myself, but I’ve heard the Kalin are some hard folk, and could tie up the Jamhay if they continue their raids…

***​

We’ll move eastwards over the North Dofangdau mountain range, as the next report is from a Vélache overland trader.

...The amount of resources pouring out of Vélache into the neighbouring tribes is simply outstanding. While there are certainly some detractors that have been complaining about the spending almost all being focused outside of Vélache borders, the cultural and religious subsidies have placated much of the population both inside Vélache, and in the neighbouring tribal areas. The subsidies have gone a long way in improving opinion of the tribes towards the Vélache, who increasingly share similar values and beliefs. The physical investment into roads, canals and bridges also certainly helped as well, and has made me and my fellow traders’ lives much easier too. The Maqwyan were the only tribals that declined the offered aid, being the fiercely independent mountain folk they are. A handful of Maqwyan princes were accepted into the Donvaj National Academy soon after, though, and the few that have already graduated returned home with much more sympathetic views.

While Vélache’s projects have provided a stablising effect on the region, their efforts have been countered by the expansions of Dofang Xin-Xo and the Yi-qi Onaabe. Dofang Xin-Xo payed off a number Kwasga’a and Mikquin chiefs along its border, then forcibly evicted the tribes to make way for their own settlers. The Yi-qi Onaabe meanwhile didn’t even use the excuse of purchasing land, and instead just moved into Mikquin, Hisgish, and Tlinchone with handcannon gunners, blasting away anyone that didn’t immediately flee. None of the tribes have put up a legitimate defense, and there is essentially no formal war, which keeps the land routes open for me, but the trade paths are becoming more and more dangerous and crowded as tribes are compressed into smaller and smaller territories. I worry that they the tribes may turn on one another for living space rather than band together and stand up for themselves. I’m ashamed to say it, but I do profit from the expansions. The Xin-Xo and the Yi-qi make much more ‘efficient’ use of the land, even if that means cutting down swathes of forest for lumber or agriculture. Further destabilising the region are tensions between the eastern natives and the Pyong and Kogu. Maqwyan warriors have constantly raided Pyong villages, while Nine Spirits worshippers have pouring out of Kogu, fleeing religious oppression. The whole eastern Dofangdau region seems on the brink of both a greater unity through culture, religion and trade, and buckling under expansion and border friction...

The trader also mentions that sea trade along the eastern coast has been hampered by piracy, likely based out of Xau Tai. The land route between North and South Dofangdau is also very insecure, as the Ishiel Imperial garrison finds itself tied up with local tribal revolts.

***​

Southern Dofangdau is a split trade region, with the western side being ideally located in one of the busiest area of the Middle Sea, while the interior and east are more disconnected, covered in mountains and jungles. A trader doubling as a traveling priest out of Eamo submitted the below report.

...Eamo, oh sweet Eamo! The only land in this wide earth that truly is in Mora’s favour. And She has chosen well, for Eamo will defend Her, and spread Her word throughout the wide world. I will play my part as well, as small as it is, in Her righteous ambition. While the lords of the republic build up the glorious army of our Goddess, I travel with my goods, and through them I will deliver Her message to the heathens.

Xi-Peng are imperial dogs, this much is true, and they still worship their blasphemous pantheon, full to the brim with false gods. There are those who know Her word in Xi-Peng, though, and while I hand over my goods, blessed by Her, to the hounds, I whisper to my congregation. Mora runs deep through Xi-Peng, as she runs throughout this wide earth, and Her people will reclaim Her land from the Qeng heathens. In time, all will run back to the sea, this I know. But we are not the only ones in Xi-Peng.

My disgust with the Imperial Pantheon only pales to my hatred that burns for the deceivers - the Morazen. They befoul the grace of Mora by claiming another is equal to Her. Zen, the flame, the lie that the Morazen have created and infected the world with. I have met Her enemies in Xi-Peng, and those that would be in Her flock have been consumed by the Zen devilry. Some say I would earn great profits in the north, making deals with the Zen, as the eathen Wind-Princes have, but I could not so betray Her. I will avoid their evil lands until I return one day, sword in hand, and purify them in Her name.

I go through the mountain kingdoms, simple people that trade well, even if they do have heathonistic tendencies, and stop at the mouth of the isthmus. Trade along the north road is faltering, as tribals raid the old highway, biting away at the imperial dogs who are tasked with keeping it clean. I would wish for the Qeng to fall to the jungle folk, but I know well that the highway would then close, and I would be forced to deal with the tribes themselves, or the Qeng that sail the Middle Sea.

I do not go further east, as the mountain passes grow more unwieldy, and all that awaits is choking jungle I meet other traders from the east, heathens one and all, and we exchange goods and news. The Ngathu build walls, as if the high mountains do not isolate them enough. I weep for the fine weavery that I may no longer be able to bring back to Eamo, but at the same time there is a part of me that envies them. Closing yourself off to all the blackness of the world. But that is not my duty. There are dark tidings from the east coast, tales of war and slaughter as the Zaofang, the cursed imperial dogs they are, invaded and overran the Sahra Confederacy. The nomads and tribes surroudning the Zaofang supply me with cheap raw goods, and I have often dreamed of making the great journey into the jungles to spread her word to the savages, and so I weep for those potential followers of Her word to the imperial wolves…

***​

The final report is from a former Qeng Xo merchant, now owner of a dozen ships based out of Mao Sho that sail throughout the eastern strait up to the Middle Sea. He describes eastern Jiadau as an extremely profitable, but volatile region.

...Between the Zang, the Kar and the Surr nations, I believe the eastern Jiadau may rival even the heartland of the Empire. But I’m sad to say that the east seems to be on the doorstep of the same chaos that is gripping the Qeng Xo Empires. The Occulta nations grow stronger and more fervent by the day, threatening all that surround them, and the Surr kingdoms become ever more restless, feeding the instability in Karnei.

The Zang nations at least are a bastion of peace and stability, and wealth that brings. They remind me of my youth in Qeng, though I have no doubt I am simply blinded by nostalgia. The Empire was in decline when I was a boy, while the Zang are rising up here and now. Mao Sho is the hotbed of activity, and I’m proud to be an official member of a trader syndicate, and therefore a citizen of Mao Sho. Indeed, the pride I feel for Mao Sho is even more than I felt for the Empire, before the Collapse. The Plutocracy supports its own, more so than the Empire did, at least in my time. Even while Mao Sho expands and modernises its military to support its allies against the Occulta threat, it also spend equal amounts to support its citizens. The strain of buying and investing in so much military goods has been offset by a security net for traders, and indeed it has benefited me greatly.

The military expansion is of course desperately needed. The Burned Men worshippers grown in strength. Occulta Nirea, the Karnei breakaway province, has been absorbed by Olakt, and the new kingdom has been rebranded as the Kindgom of Occulta, a foreboding sign to say the least, which has already skirmished with the Karnei Kingdom, as well as pushed into Reqq territory. That’s to say nothing of the Elcata, who have so far avoided direct confrontation with Emang Likong, but have pushed into Athlaq territory with relative ease. Most of the Zang nations have banded together and will come to Emang’s aid if the Occulta do step into Zang territory, but there is also the ever present threat of the Jamhay nomads to the west, no matter if they are busy with the Watu or Kalin.

These worries do not reach the majority of those in Mao Sho, as the government have done a fine job of distracting them with a grand festival. Military horns blared music for crowds as they discussed the latest gossip and rumours. Burned Witches stuffing children into goats; arguments over if sperm is truly created by the appendix; marvel at the fisherman who caught three great white sharks, then proceeded to swim out into the ocean high on hallucinogens to be eaten by the largest shark anyone in Zang had ever seen. While at the festival, I found it easy to forget about the chaos that was threatening to explode in Karnei.

The King of Karnei knew well that his Surr vassals were chomping at the bit to break free, most of all Malat, and so he took extreme measures to bring them under his heel. Taxes were raised, and half of all vassal’s standing armies were called north to defend against the revolting Occulta. Malat was also ordered to hand over its heir. Malat evidently believed that if it rose up, the other Surr vassals would follow with it, and so made a stand against the Kar army. This proved disastrous for them, as Kemor and the Surrian Dutchies decided to wait and watch rather than rush into open rebellion. The Malat rebellion was brutally suppressed, its army humiliated, fields torched, city in ruins and tens of thousands of civilians put to the sword.

The Surr kingdoms to the west denounced the brutal slaughter of their cultural brethren, but made no moves to intervene. The largest Surr kingdom, the now united Surra and Masurra kingdom, was likely busy fortifying its border in case of Occulta attack, as well as an opportunistic invasion of Reqq, which by this time was crippled by the Occulta invasion from the north. Of the three Surr Kingdoms, only the Nonar have been so bold as to declare support for the any Sur under the Karneian Kingdom, though the sincerity of that statement is debatebly given the lack of aid given to the Malat rebellion.

The war with the Occulta, now the Kingdom of Occulta, was largely uneventful, as Karneian troops only met with small skirmishes, and only made minor land grabs. The Occulta seem to be more preoccupied with Reqq, though large reserves of troops have been spotted near Karneian lines. While the Kingdom of Occulta is large, the true danger lies in Accalta and Elcata, as their hatred of anything Imperial may bring them to Occulta proper’s aid…

***​

There are dozens of other reports from smaller traders, which I have included separately, but I believe the above are sufficient to construct a general picture of the three continents. The trade network of the known world post-collapse is still in its infancy, and there is still plenty of opportunity for everyone. But as nations band together into blocs, or expand into their own empires, I have little doubt trade will once again become controlled by the few, profiting the powerful as the small and poor become weaker.
 
Spoiler political map :


Story bonuses
+5ep to Ailedhoo, Immaculate, Zappericus, Seon, Christos200, Tolni, Cadellon, Angst, Erez87. Good job guys, keep it up. Stories feed me.

Player Notes
@Exhera - Crossbows require military development 5. The EP was instead spent on the monument. Please include EP spending in your next orders.
@Tolni - You did not have enough EP to fulfill all your orders. The heavy infantry were not recruited.
@Massive Attack - I don’t want to open the can of worms that is allowing for reduced unit prices. The Arsenal, once completed, will improve seafaring and industry (and therefore trade power and value), as well reducing overall upkeep slightly.
@Ailedhoo - You must specify what you are developing in each field. All EP was banked.
@Lord_Herobrine - You must specify what you are developing in a field. 5 EP was banked.
@Thomas_berubeg, Bair, Terran, Arrow, Southernking - inactive players will be dropped and nations NPC'd if orders are not received this turn.

General Notes
Apologies to anyone who was annoyed by the wait. It will likely remain at this schedule, roughly 3 weeks between updates, as I’m getting busier and busier. Check the stats, and pm me when you find something dicked. Which there will be, I make mistakes all the time. I’m going to say orders for update 2 are due Saturday, October 24th at 12:00am JST.

I’m still not really sure how I want to do updates, so I’ll probably keep playing around with different styles until I find something I like.

If any of you have an abundance of time, and feel like doing something special, I would love to have a better banner. Something that shows more than just the warfare aspect of the game would be nice, but I’m utterly incompetent when it comes to photoshop.
 
Spoiler Northern Xidau :

The Grand Principality of Polavostronya Zappericus
Spoiler :

Elective Monarchy: Grand Boyar Kazimier Yekom Radziwill
Factions:
  • Northerners. Highly influential, control food production
  • Islanders. Influential, control capital city
  • Southerners. Uninfluential, live on poor desert land
Religion:
  • Vasikemkom Faith (80%)
  • Xidau Nomadic Religions (15%)
  • Imperial Pantheon (5%)
Stability: 7 (Heathens, wealth and power disparity between north and south, power of other principalities)
Economy: 68 (+63) (-31)
Vassals
  • Principality of Kazar +1ep
  • Principality of Rusvogorod +1ep
  • Principality of Slavabrest +1ep
Trade Power: 6 (0.9%)
Trade Value: 11 (Metals, Mercenaries)
Development:
- Gunnery 0
- Army 8
- Seafaring 2
- Agriculture 3
- Industry 5
- Infrastructure 4
- Culture 3
Projects:
Army: 2000 light infantry, 1000 archers, 1000 light cavalry, 1000 horse archers
Navy:
Description: Centre of the Polav people, a warrior people that fought long and hard against imperial occupation.

Principality of Kazar (Vassal of Grand Principality of Polavostronya) NPC
Spoiler :

Elective Monarchy: Boyar Basel Khmelnytsky
Factions:
Religion:
  • Vasikemkom Faith (80%)
  • Xidau Nomadic Religions (15%)
  • Imperial Pantheon (5%)
Stability: 6 (Wealth Compared to Other Principalities)
Economy: 19 (+32) (-29)
Trade Power: 4 (0.6%)
Trade Value: 4
Development:
- Gunnery 0
- Army 7
- Seafaring 2
- Agriculture 2
- Industry 4
- Infrastructure 2
- Culture 2
Projects:
Army: 2000 light infantry, 2000 archers, 2000 light cavalry, 1000 horse archers
Navy:
Description: Largely nomadic Polav principality.

Principality of Rusvogorod (Vassal of Grand Principality of Polavostronya) NPC
Spoiler :

Elective Monarchy: Boyar Vladim Dnieper-Kovos
Factions:
Religion:
  • Vasikemkom Faith (90%)
  • Xidau Nomadic Religions (5%)
  • Imperial Pantheon (5%)
Stability: 7 (Power Compared to Grand Principality)
Economy: 45 (+44) (-22)
Trade Power: 8 (1.2%)
Trade Value: 10
Development:
- Gunnery 0
- Army 7
- Seafaring 5
- Agriculture 5
- Industry 2
- Infrastructure 3
- Culture 4
Projects:
Army: 1000 light infantry, 1000 heavy infantry, 2000 archers
Navy: 20 cogs, 10 galleys
Description: Most fertile Polav principality. Skilled traders.

Principality of Slavabrest (Vassal of Grand Principality of Polavostronya) NPC
Spoiler :

Elective Monarchy: Boyar Józef Masłowski
Factions:
Religion:
  • Vasikemkom Faith (100%)
Stability: 7 (Heathens in Principalities)
Economy: 25 (+35) (-26)
Trade Power: 5 (0.7%)
Trade Value: 6
Development:
- Gunnery 0
- Army 8
- Seafaring 2
- Agriculture 4
- Industry 2
- Infrastructure 3
- Culture 7
Projects:
Army: 1000 heavy infantry, 1000 crossbowmen, 1000 heavy cavalry, 1000 horse archers
Navy:
Description: Religious and military centre of the Polav principalites.

Bei Bao NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Imperial Pantheon (100%)
Stability: 10
Economy: 23 (+23) (-11)
Trade Power: 7 (1%)
Trade Value: 5
Development:
- Gunnery 3
- Army 5
- Seafaring 5
- Agriculture 1
- Industry 1
- Infrastructure 2
- Culture 4
Projects:
Army:
Navy: 10 light gunboats
Description: Ex-Imperial fleet and trade port, now independant after admiral named himself King.

Olbaatar Khonate NPC
Spoiler :

Horde:
Factions:
Religion:
  • Soxyn Religion (70%)
  • Vasikemkom Faith (25%)
  • Imperial Pantheon (5%)
Stability: 6 (stretched borders, uncertain neighbours, War of Succesion (90%))
Economy: 15 (+41) (-23)
Trade Power: 4 (0.6%)
Trade Value: 5
Development:
- Gunnery 0
- Army 8
- Seafaring 1
- Agriculture 6
- Industry 3
- Infrastructure 3
- Culture 3
Projects:
Army: 1000 archers, 1000 light cavalry, 2000 horse archers
Navy:
Description: Khonate of the Soxyn Horde. Has some ethnic connection to the Polavs it borders.

Soxlynd Khonate NPC
Spoiler :

Horde:
Factions:
Religion:
  • Soxyn Religion (90%)
  • Vasikemkom Faith (5%)
  • Imperial Pantheon (5%)
Stability: 6 (control of territory, War of Succesion (40%))
Economy: 30 (+19) (-15)
Trade Power: 3 (0.4%)
Trade Value: 3
Development:
- Gunnery 0
- Army 8
- Seafaring 2
- Agriculture 2
- Industry 2
- Infrastructure 1
- Culture 3
Projects:
Army: 1000 light infantry, 1000 archers, 1000 light cavalry, 1000 horse archers
Navy:
Description: Khonate of the Soxyn Horde. Contains the capital of the Soxyn people.

Untkonate Khonate Terran Empress
Spoiler :

Horde: Khon Bardel
Factions:
Religion:
  • Soxyn Religion (80%)
  • Xazun (10%)
  • Imperial Pantheon (10%)
Stability: 7 (control of territory, Bei Bao presence, War of Succesion (90%))
Economy: 32 (+33) (-18)
Trade Power: 4 (0.6%)
Trade Value: 5
Development:
- Gunnery 0
- Army 8
- Seafaring 2
- Agriculture 4
- Industry 3
- Infrastructure 2
- Culture 3
Projects:
Army: 2000 light infantry, 1000 archers, 1000 light cavalry
Navy:
Description: Khonate of the Soxyn Horde. Relatively good farmland, compared to the other Khonates. Ethnic connection to the Zaya people.

Osthorda Khonate NPC
Spoiler :

Horde:
Factions:
Religion:
  • Soxyn Religion (70%)
  • Xazun (20%)
  • Imperial Pantheon (10%)
Stability: 5 (religious friction, control of territory, Bei Bao presence, War of Succesion (90%))
Economy: 19 (+23) (-17)
Trade Power: 4 (0.6%)
Trade Value: 3
Development:
- Gunnery 0
- Army 8
- Seafaring 2
- Agriculture 3
- Industry 2
- Infrastructure 2
- Culture 3
Projects:
Army: 1000 light infantry, 1000 archers, 1000 light cavalry, 1000 horse archers
Navy:
Description: Khonate of the Soxyn Horde. Ethnic connection to the Zaya people.

Fengpei NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Imperial Pantheon (80%)
  • Soxyn Religion (15%)
  • Vasikemkom Faith (5%)
Stability: 8
Economy: 25 (+34) (-22)
Trade Power: 7 (1%)
Trade Value: 7
Development:
- Gunnery 0
- Army 4
- Seafaring 4
- Agriculture 4
- Industry 1
- Infrastructure 3
- Culture 5
Projects:
Army: 3000 light infantry, 2000 archers, 1000 crossbowmen, 1000 handcannon gunners
Navy: 10 cogs
Description: Small Imperial territory, mostly civilian refugees from Polav uprising escorted by scattered military regiments.

Zhong Xi NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Imperial Pantheon (80%)
  • Soxyn Religion (15%)
  • Vasikemkom Faith (5%)
Stability: 8
Economy: 25 (+34) (-22)
Trade Power: 7 (1%)
Trade Value: 7
Development:
- Gunnery 0
- Army 4
- Seafaring 4
- Agriculture 4
- Industry 1
- Infrastructure 3
- Culture 5
Projects:
Army: 3000 light infantry, 2000 archers, 1000 crossbowmen, 1000 handcannon gunners
Navy: 10 cogs
Description: Small Imperial territory, mostly civilian refugees from Polav uprising escorted by scattered military regiments.

Jiau Fei NPC
Spoiler :

Military Junta:
Factions:
Religion:
  • Imperial Pantheon (80%)
  • Vasikemokom Faith (10%)
  • Soxyn Religion (10%)
Stability: 7
Economy: 42 (+65) (-51)
Trade Power: 4 (0.6%)
Trade Value: 5
Development:
- Gunnery 1
- Army 8
- Seafaring 0
- Agriculture 7
- Industry 5
- Infrastructure 4
- Culture 5
Projects:
Army: 2000 light infantry, 1000 heavy infantry, 1000 crossbowmen, 1000 light cavalry, 1000 heavy cavalry, 3000 handcannon gunners, 10 light cannons battery
Navy:
Description: Well developed Qeng Xo colony under the rule of an Imperial general.

Petrov Horde NPC
Spoiler :

Nomadic Confederacy:
Factions:
Religion:
  • Vasikemokom Faith (60%)
  • Soxyn Religion (30%)
  • Imperial Pantheon (10%)
Stability: 6
Economy: 13 (+21) (-18)
Trade Power: 3 (0.4%)
Trade Value: 2
Development:
- Gunnery 0
- Army 6
- Seafaring 1
- Agriculture 3
- Industry 2
- Infrastructure 2
- Culture 2
Projects:
Army: 2000 light cavalry, 1000 horse archers
Navy:
Description: Loose confederation of Polav nomads. Rose up against the light presence of Imperials in the region.

Fenaeni NPC
Spoiler :

Tribal Monarchy:
Factions:
Religion:
  • Xazun (60%)
  • The Great Three (30%)
  • Imperial Patheon (10%)
Stability: 6
Economy: 19 (+25) (-18)
Trade Power: 1 (0.1%)
Trade Value: 1
Development:
- Gunnery 0
- Army 5
- Seafaring 0
- Agriculture 4
- Industry 4
- Infrastructure 1
- Culture 3
Projects:
Army: 2000 light infantry, 1000 heavy infantry, 2000 archers
Navy:
Description: Mountain folk related to those on the east coast of Xidau. Largely ignored by the Empire, now loosely connected by a tribal monarch. Rivalry with Ghanaeni.

Ghanaeni NPC
Spoiler :

Tribal Monarchy:
Factions:
Religion:
  • Xazun (40%)
  • Soxyn Religion (40%)
  • The Great Three (10%)
  • Imperial Patheon (10%)
Stability: 6
Economy: 19 (+25) (-18)
Trade Power: 1 (0.1%)
Trade Value: 1
Development:
- Gunnery 0
- Army 5
- Seafaring 0
- Agriculture 4
- Industry 4
- Infrastructure 1
- Culture 3
Projects:
Army: 2000 light infantry, 1000 heavy infantry, 2000 archers
Navy:
Description: Mountain folk of an ethnic mix between Soxyn, Zaya and Deschaen. Largely ignored by the Empire, now loosely connected by a tribal monarch. Rivalry with Fenaeni.

Yazdepur NPC
Spoiler :

Theocratic Monarchy:
Factions:
Religion:
  • Xazun (80%)
  • Soxyn Religion (10%)
  • The Great Three (5%)
  • Imperial Pantheon (5%)
Stability: 7
Economy: 26 (+28) (-16)
Trade Power: 2 (0.3%)
Trade Value: 2
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 4
- Industry 3
- Infrastructure 2
- Culture 4
Projects:
Army: 1000 light infantry, 1000 archers, 1000 light cavalry
Navy:
Description: Fairly isolantionist Zaya state, ethincally related to Soxyn people. Dealing with heathens in its borders, and is not pleased with the growing number of non-Zaya religions in other Zaya states.

Emachn NPC
Spoiler :

Noble Republic:
Factions:
Religion:
  • The Great Three (40%)
  • Xazun (40%)
  • Imperial Pantheon (10%)
Stability: 7
Economy: 25 (+28) (-18)
Trade Power: 3 (0.4%)
Trade Value: 2
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 4
- Industry 2
- Infrastructure 3
- Culture 4
Projects:
Army: 2000 light infantry, 1000 heavy infantry, 2000 archers
Navy:
Description:
  • Diverse nation with heavy influence from both Zaya nations and Deschaen. Power is held by noble families that are divided in religious blocs.

Nasrau NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Xazun (65%)
  • Soxyn Religion (15%)
  • The Great Three (10%)
  • Imperial Pantheon (10%)
Stability: 6
Economy: 22 (+26) (-17)
Trade Power: 3 (0.4%)
Trade Value: 2
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 3
- Industry 2
- Infrastructure 3
- Culture 5
Projects:
Army: 2000 light infantry, 1000 archers, 1000 light cavalry
Navy:
  • Description:
  • Zaya-majority nation of disperate groups that was brought together by a High King following the Imperial collapse.

Zayakutra SouthernKing
Spoiler :

Elective Monarchy: High Queen Daria Zia II
Factions:
  • City Administrators. Highly influential, control cities and vote for High Queen.
  • Scholars. Very influential, highly regarded position in society, control Zaya doctrine to some extent.
  • Qeng Xo colonists. Uninfluential, future uncertain.
Religion:
  • Xazun (75%)
  • Imperial Pantheon (10%)
  • Soxyn Religion (10%)
  • The Great Three (5%)
Stability: 8 (Qeng Xo colonists, uncertain neighbours, stance towards heathens)
Economy: 66 (+62) (-27)
Trade Power: 6 (0.9%)
Trade Value: 10
Development:
- Gunnery 0
- Army 7
- Seafaring 2
- Agriculture 8
- Industry 2
- Infrastructure 4
- Culture 9
Projects:
Army: 2000 light infantry, 1000 heavy infantry, 1000 archers, 1000 light cavalry
Navy: 10 cogs
Description: The centre of the Zaya nations, Zayakutra is one of the most intellectually focused countries in the known world. With the Qeng Xo gone, a High Queen once again sits on the throne.

Barseh NPC
Spoiler :

Merchant Republic:
Factions:
Religion:
  • Imperial Pantheon (40%)
  • Xazun (30%)
  • The Great Three (30%)
Stability: 7
Economy: 44 (+54) (-37)
Trade Power: 9 (1.3%)
Trade Value: 12
Development:
- Gunnery 0
- Army 3
- Seafaring 5
- Agriculture 5
- Industry 2
- Infrastructure 4
- Culture 5
Projects:
Army: 2000 light infantry, 3000 archers
Navy: 3 cogs, 10 galleys
Description:
  • Diverse nation with heavy influence from both Zaya nations and Deschaen. Power is held by rich merchants.

Droenean NPC
Spoiler :

Theocratic Monarchy:
Factions:
Religion:
  • The Great Three (90%)
  • Kaya (5%)
  • Imperial Pantheon (5%)
Stability:
Economy: 18 (+22) (-15)
Trade Power: 2 (0.3%)
Trade Value: 2
Development:
- Gunnery 0
- Army 5
- Seafaring 0
- Agriculture 4
- Industry 3
- Infrastructure 2
- Culture 4
Projects:
Army: 2000 light infantry, 1000 crossbowmen
Navy:
Description: Deschaen sister state, though views its larger neighbour as corrupt for being too accepting of non-Great Three religions.[/list]

Ukreshaen NPC
Spoiler :

Noble Republic:
Factions:
Religion:
  • Imperial Pantheon (60%)
  • Vasikemokom Faith (20%)
  • Soxyn Religion (10%)
Stability: 8
Economy: 44 (+53) (-37)
Trade Power: 9 (1.3%)
Trade Value: 11
Development:
- Gunnery 0
- Army 4
- Seafaring 5
- Agriculture 3
- Industry 3
- Infrastructure 4
- Culture 5
Projects:
Army: 4000 light infantry, 1000 heavy infantry, 2000 archers, 1000 crossbowmen, 2000 light cavalry
Navy: 20 galleys

Mesan Horde NPC
Spoiler :

Nomadic Monarchy:
Factions:
Religion:
  • Vasikemokom Faith (50%)
  • Soxyn Religion (30%)
  • The Great Three (20%)
Stability: 6
Economy: 18 (+22) (-16)
Trade Power: 2 (0.3%)
Trade Value: 1
Development:
- Gunnery 0
- Army 6
- Seafaring 0
- Agriculture 2
- Industry 3
- Infrastructure 2
- Culture 2
Projects:
Army: 1000 archers, 2000 light cavalry
Navy:
Description: Loose confederation of Polav/Southern Xidau Native nomads.

Kainja NPC
Spoiler :

Tribal Monarchy:
Factions:
Religion:
  • Xidau Tribal Religions (60%)
  • Imperial Pantheon (30%)
  • The Great Three (10%)
Stability: 9
Economy: 9 (+22) (-13)
Trade Power: 1 (0.1%)
Trade Value: 1
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 2
- Industry 3
- Infrastructure 2
- Culture 3
Projects:
Army: 2000 light infantry, 2000 archers
Navy:

Panyoja NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (50%)
  • The Great Three (35%)
  • Imperial Pantheon (15%)
Stability: 7
Economy: 11 (+19) (-12)
Trade Power: 1 (0.1%)
Trade Value: 1
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 3
- Industry 2
- Infrastructure 2
- Culture 3
Projects:
Army: 2000 light infantry, 1000 archers
Navy:

Deschaen Mosher
Spoiler :

Military Junta: First Spear Aerik Sytai
Factions:
  • Order of the Seven Spears. Highly influencial, acting government.
  • Bourgeois Farmers. Moderately influential, control agriculture.
  • Commoners. Slightly influencial, give legitamacy to the ruling Order.
Religion:
  • The Great Three (70%)
  • Imperial Pantheon (15%)
  • Zaya (15%)
Stability: 7 (Religious disparity, Qeng Xo population)
Economy: 61 (+97) (-51)
Trade Power: 7 (1%)
Trade Value: 17 (Grain)
Development:
- Gunnery 0
- Army 8
- Seafaring 3
- Agriculture 14
- Industry 4
- Infrastructure 4
- Culture 5
Projects:
Army: 2000 light infantry, 4000 heavy infantry, 2000 archers, 2000 light cavalry
Navy: 10 cogs, 10 galleys
[size]Description:[/size] Once the the bread basket of the Empire's overseas territories, Deschaen is now ruled by a military order known as the Seven Spears. While rich with arable land, the large size and sudden military takeover keep the nation in an unstable state.[/size]
 
Spoiler southern Xidau :

Banija NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (80%)
  • Imperial Pantheon (20%)
Stability: 7
Economy: 4 (+17) (-11)
Trade Power: 1 (0.1%)
Trade Value: 1
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 2
- Industry 2
- Infrastructure 2
- Culture 3
Projects:
Army: 2000 light infantry, 1000 archers
Navy:

Princedoms of Tha'mad Seon
Spoiler :

Princedom Federation: Headmaster Kharazam
Factions:
  • Arms. Very influential, current College. Leader: Headmaster Kharazam.
  • Eyes. Very Influential, current Shadow College. Leader: Shadow Headmaster Khama
  • Farmers. Uninfluential, majority of population.
Religion:
  • Local Religions (90%)
  • Imperial Pantheon (10%)
Stability: 8 (Fear of breaking isolation, Neighbouring tribes)
Economy: 58 (+54) (-20)
Trade Power: 10 (1.5%)
Trade Value: 9 (Tropical spices, jungle wood, Venom Blood Gems, Feather-crafted goods, dried exotic fruits, cotton, sugar)
Development:
- Gunnery 0
- Army 4
- Seafaring 3
- Agriculture 5
- Industry 3
- Infrastructure 3
- Culture 6
Projects:
Army: 2000 light infantry, 1000 heavy infantry, 1000 archers
Navy: 10 cogs

Kaxija] NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (50%)
  • Imperial Pantheon (35%)
  • The Great Three (15%)
Stability: 7
Economy: 4 (+19) (-12)
Trade Power: 1 (0.1%)
Trade Value: 1
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 3
- Industry 2
- Infrastructure 2
- Culture 3
Projects:
Army: 2000 light infantry, 1000 archers
Navy:

Ji Sin NPC
Spoiler :

Merchant Republic:
Factions:
Religion:
  • Imperial Pantheon (90%)
  • Xidau Tribal Religions (5%)
  • The Great Three (5%)
Stability: 9
Economy: 30 (+38) (-21)
Trade Power: 13 (1.9%)
Trade Value: 8
Development:
- Gunnery 1
- Army 6
- Seafaring 6
- Agriculture 2
- Industry 1
- Infrastructure 3
- Culture 5
Projects:
Army: 2000 light infantry, 1000 handcannon gunners
Navy: 10 cogs, 10 light gunboats
Description: Qeng Xo port colony turned merchant republic. On moderately friendly relations with neighbouring natives

Ticuja NPC
Spoiler :

Tribal Despot:
Factions:
Religion:
  • Xidau Tribal Religions (40%)
  • Imperial Pantheon (35%)
  • The Great Three (25%)
Stability: 8
Economy: 14 (+16) (-10)
Trade Power: 3 (0.4%)
Trade Value: 2
Development:
- Gunnery 0
- Army 3
- Seafaring 1
- Agriculture 2
- Industry 1
- Infrastructure 2
- Culture 3
Projects:
Army: 2000 light infantry, 1000 archers
Navy:

Kamaxna NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (40%)
  • Imperial Pantheon (35%)
  • The Great Three (25%)
Stability: 7
Economy: 22 (+24) (-15)
Trade Power: 4 (0.6%)
Trade Value: 3
Development:
- Gunnery 0
- Army 3
- Seafaring 2
- Agriculture 3
- Industry 2
- Infrastructure 2
- Culture 3
Projects:
Army: 3000 light infantry, 2000 archers
Navy:

Cainja NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (30%)
  • Imperial Pantheon (30%)
  • The Great Three (30%)
Stability: 7
Economy: 22 (+24) (-15)
Trade Power: 4 (0.6%)
Trade Value: 3
Development:
- Gunnery 0
- Army 3
- Seafaring 2
- Agriculture 3
- Industry 2
- Infrastructure 2
- Culture 3
Projects:
Army: 3000 light infantry, 2000 archers
Navy:

Mala NPC
Spoiler :

Merchant Republic:
Factions:
Religion:
  • Imperial Pantheon (70%)
  • The Great Three (30%)
Stability: 10
Economy: 32 (+31) (-16)
Trade Power: 9 (1.3%)
Trade Value: 8
Development:
- Gunnery 0
- Army 2
- Seafaring 6
- Agriculture 1
- Industry 1
- Infrastructure 3
- Culture 7
Projects:
Army: 3000 light infantry, 1000 archers
Navy: 20 cogs, 10 galleys

Tapireye NPC
Spoiler :

Tribal Monarchy:
Factions:
Religion:
  • Xidau Tribal Religions (70%)
  • Imperial Pantheon (30%)
Stability: 8
Economy: 14 (+16) (-10)
Trade Power: 3 (0.4%)
Trade Value: 2
Development:
- Gunnery 0
- Army 3
- Seafaring 1
- Agriculture 2
- Industry 1
- Infrastructure 2
- Culture 3
Projects:
Army: 2000 light infantry, 1000 archers
Navy:

Favante NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (80%)
  • Imperial Pantheon (20%)
Stability: 6
Economy: 16 (+21) (-13)
Trade Power: 1 (0.1%)
Trade Value: 1
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 4
- Industry 3
- Infrastructure 1
- Culture 4
Projects:
Army: 3000 light infantry, 1000 archers
Navy:

Pakuxi-Muntaha NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (65%)
  • Imperial Pantheon (35%)
Stability: 7
Economy: 28 (+31) (-24)
Trade Power: 5 (0.7%)
Trade Value: 6
Development:
- Gunnery 0
- Army 3
- Seafaring 3
- Agriculture 4
- Industry 2
- Infrastructure 2
- Culture 4
Projects: Coastal Roadworks 4/14
Army: 6000 light infantry, 4000 archers
Navy:

Qeng Vanteha NPC
Spoiler :

Noble Republic:
Factions:
Religion:
  • Xidau Tribal Religions (55%)
  • Imperial Pantheon (45%)
Stability: 7
Economy: 41 (+59) (-36)
Trade Power: 7 (1%)
Trade Value: 12
Development:
- Gunnery 1
- Army 6
- Seafaring 4
- Agriculture 6
- Industry 4
- Infrastructure 3
- Culture 4
Projects:
Army: 1000 light infantry, 2000 handcannon gunners, 10 light cannons
Navy: 10 light gunboats

Qeng Kubeo NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Xidau Tribal Religions (45%)
  • Imperial Pantheon (45%)
  • Wang-Lingism / Kongxism (10%)
Stability: 7
Economy: 44 (+63) (-37)
Trade Power: 7 (1%)
Trade Value: 10
Development:
- Gunnery 1
- Army 7
- Seafaring 3
- Agriculture 6
- Industry 4
- Infrastructure 4
- Culture 3
Projects:
Army: 1000 light infantry, 2000 handcannon gunners, 10 light cannons
Navy: 10 light gunboats

Waoxana NPC
Spoiler :

Tribal Despotism:
Factions:
Religion:
  • Xidau Tribal Religions (85%)
  • Imperial Pantheon (10%)
  • Wang-Lingism / Kongxism (5%)
Stability: 7
Economy: 26 (+31) (-20)
Trade Power: 2 (0.3%)
Trade Value: 2
Development:
- Gunnery 0
- Army 6
- Seafaring 0
- Agriculture 3
- Industry 4
- Infrastructure 2
- Culture 3
Projects:
Army: 3000 light infantry, 1000 heavy infantry, 2000 archers
Navy:

Mbyana NPC
Spoiler :

Tribal Monarchy:
Factions:
Religion:
  • Xidau Tribal Religions (70%)
  • Wang-Lingism / Kongxism (20%)
  • Imperial Pantheon (10%)
Stability: 7
Economy: 14 (+15) (-10)
Trade Power: 3 (0.4%)
Trade Value: 2
Development:
- Gunnery 0
- Army 3
- Seafaring 1
- Agriculture 2
- Industry 1
- Infrastructure 2
- Culture 3
Projects:
Army: 2000 light infantry, 1000 archers
Navy:

Buanya NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (70%)
  • Wang-Lingism / Kongxism (25%)
  • Imperial Pantheon (5%)
Stability: 6
Economy: 16 (+21) (-16)
Trade Power: 1 (0.1%)
Trade Value: 1
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 4
- Industry 3
- Infrastructure 1
- Culture 4
Projects:
Army: 3000 light infantry, 2000 archers
Navy:

Tupinao NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Xidau Tribal Religions (60%)
  • Wang-Lingism / Kongxism (30%)
  • Imperial Pantheon (15%)
Stability: 7
Economy: 16 (+19) (-14)
Trade Power: 4 (0.6%)
Trade Value: 3
Development:
- Gunnery 0
- Army 3
- Seafaring 2
- Agriculture 3
- Industry 1
- Infrastructure 2
- Culture 3
Projects:
Army: 3000 light infantry, 2000 archers
Navy:

Empire of Qi Christos200
Spoiler :

Absolute Monarchy: Emperor Yangdi
Factions:
  • Bureaucrats. Highly Influential, maintain all vital functions of the Empire
    • Eunuchs. Moderately influential, maintain powerful positions in the bureaucracy.
    • Commoners. Uninfluential, make up majority of population, but have little control.
      Religion:
      • Wang-Lingism / Kongxism (75%)
      • Imperial Pantheon (25%)
      Stability: 10
      Economy: 40 (+60) (-24)
      Trade Power: 6 (0.9%)
      Trade Value: 11 (Tropical goods)
      Development:
      - Gunnery 0
      - Army 7
      - Seafaring 3
      - Agriculture 5
      - Industry 4
      - Infrastructure 3
      - Culture 10
      Projects: (stone border forts 4/30)
      Army: 2000 light infantry, 1000 heavy infantry, 2000 crossbowmen, 10 cogs
      Navy:
      Description: Independant state of rebelled Qeng Xo colonists. Highly developed bureaucracy, but its growth has been stifled by the jungle.
 
Spoiler Northern Dofangdau :

The Republic of Ezporata Exhera
Spoiler :

Federal Republic: Kraetaq Ahgzmirat
Factions:
  • Osporine Islanders. Highlyinfluential, main population.
  • Donfangdau Mainlanders. Moderately influential, work most farms.
  • Qeng Xo colonists. Slightly Influential.
Religion:
  • Khuranism (80%)
  • Xazun (10%)
  • Soxyn Religion
  • Imperial Pantheon (5%)]/list]
    Stability: 7 (Ethnic divides and power division)
    Economy: 47 (+66) (-30)
    Trade Power: 11 (1.6%)
    Trade Value: 19 (marine goods, agricultural products)
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 8
    - Agriculture 6
    - Industry 3
    - Infrastructure 3
    - Culture 5
    Projects: Monument of Reshala (12/24)
    Army: 4000 light infantry, 2000 archers
    Navy: 40 galleys
    Description: An archipelago united in a federal republic. The Ezporatans are skilled sailors, traders, and fishers.

  • Radaeh NPC
    Spoiler :

    Noble Republic:
    Factions:
    Religion:
    • Khuranism (70%)
    • Xazun (20%)
    • Imperial Pantheon (10%)
    Stability: 8
    Economy: 36 (+56) (-35)
    Trade Power: 8 (1.2%)
    Trade Value: 12
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 5
    - Agriculture 6
    - Industry 3
    - Infrastructure 3
    - Culture 4
    Projects: Palace Grounds (14/19)
    Army: 2000 light infantry, 1000 heavy infantry, 2000 archers, 2000 crossbowmen, 2000 light cavalry
    Navy: 20 cogs

    Batizar NPC
    Spoiler :

    Absolute Monarchy:
    Factions:
    Religion:
    • Khuranism (70%)
    • Zaya (20%)
    • Imperial Pantheon (10%)
    Stability: 8
    Economy: 29 (+52) (-37)
    Trade Power: 7 (1%)
    Trade Value: 10
    Development:
    - Gunnery 0
    - Army 5
    - Seafaring 4
    - Agriculture 6
    - Industry 3
    - Infrastructure 3
    - Culture 3
    Projects:
    Army: 2000 light infantry, 2000 heavy infantry, 2000 archers, 2000 crossbowmen, 2000 light cavalry
    Navy: 20 cogs, 10 galleys

    Insatbar NPC
    Spoiler :

    Theocratic Monarchy:
    Factions:
    Religion:
    • Khuranism (95%)
    • Imperial Pantheon (5%)
    Stability: 8
    Economy: 34 (+60) (-36)
    Trade Power: 7 (1%)
    Trade Value: 12
    Development:
    - Gunnery 0
    - Army 5
    - Seafaring 4
    - Agriculture 6
    - Industry 4
    - Infrastructure 3
    - Culture 4
    Projects:
    Army: 2000 light infantry, 1000 heavy infantry, 2000 archers, 2000 crossbowmen, 2000 light cavalry
    Navy: 20 cogs

    Ghazjuk NPC
    Spoiler :

    Nomadic Monarchy:
    Factions:
    Religion:
    • Khuranism (50%)
    • Zaya (30%)
    • Imperial Pantheon (20%)
    Stability: 6
    Economy: 15 (+24) (-27)
    Trade Power: 4 (0.6%)
    Trade Value: 3
    Development:
    - Gunnery 0
    - Army 3
    - Seafaring 2
    - Agriculture 3
    - Industry 2
    - Infrastructure 2
    - Culture 3
    Projects:
    Army: 2000 light cavalry, 4000 horse archers
    Navy:

    Taqar NPC
    Spoiler :

    Nomadic Confederacy:
    Factions:
    Religion:
    • Xazun (50%)
    • Khuranism (30%)
    • Imperial Pantheon (20%)
    Stability: 6
    Economy: 9 (+12) (-10)
    Trade Power: 3 (0.4%)
    Trade Value: 2
    Development:
    - Gunnery 0
    - Army 3
    - Seafaring 2
    - Agriculture 1
    - Industry 1
    - Infrastructure 1
    - Culture 3
    Projects:
    Army: 1000 light cavalry, 1000 archers
    Navy:

    Bafra'gurk NPC
    Spoiler :

    Nomadic Despotism:
    Factions:
    Religion:
    • Xazun (40%)
    • Khuranism (35%)
    • Imperial Pantheon (25%)
    Stability: 6
    Economy: 12 (+20) (-21)
    Trade Power: 1 (0.1%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 6
    - Seafaring 0
    - Agriculture 2
    - Industry 3
    - Infrastructure 1
    - Culture 5
    Projects:
    Army: 2000 light cavalry, 2000 horse archers
    Navy:

    Percee NPC
    Spoiler :

    Tribal Confederacy:
    Factions:
    Religion:
    • Traditional Nine Spirits (80%)
    • Planà Nine Spirits(10%)
    • Imperial Pantheon (10%)
    Stability: 6
    Economy: 11 (+16) (-13)
    Trade Power: 1 (0.1%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 0
    - Agriculture 5
    - Industry 2
    - Infrastructure 1
    - Culture 3
    Projects:
    Army: 2000 light infantry, 1000 archers
    Navy:

    Kwasga'a NPC
    Spoiler :

    Tribal Confederacy:
    Factions:
    Religion:
    • Traditional Nine Spirits (65%)
    • Imperial Pantheon (20%)
    • Planà Nine Spirits(15%)
    Stability: 5 (Corruption in Tribal Council, Expanding Xin-Xo)
    Economy: 18 (+17) (-14)
    Trade Power: 1 (0.1%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 0
    - Agriculture 6
    - Industry 2
    - Infrastructure 1
    - Culture 4
    Projects:
    Army: 2000 light infantry, 1000 archers
    Navy:

    Dofang Xin-Xo NPC
    Spoiler :

    Constitutional Monarchy:
    Factions:
    Religion:
    • Imperial Pantheon (70%)
    • Planà Nine Spirits (25%)
    • Traditional Nine Spirits
    Stability: 8
    Economy: 17 (+75) (-53)
    Trade Power: 9 (1.3%)
    Trade Value: 16
    Development:
    - Gunnery 2
    - Army 7
    - Seafaring 5
    - Agriculture 8
    - Industry 3
    - Infrastructure 4
    - Culture 5
    Projects:
    Army: 2000 light infantry, 2000 light cavalry, 2000 handcannon gunners, 1000 handcannon knights, 10 light cannons
    Navy: 20 light gunboats

    Mikquin NPC
    Spoiler :

    :Tribal Monarchy
    Factions:
    Religion:
    • Traditional Nine Spirits (50%)
    • Imperial Pantheon (30%)
    • Planà Nine Spirits(20%)
    Stability: 5 (Xin-Xo and Yi-qi Expansion)
    Economy: 18 (+28) (-20)
    Trade Power: 5 (0.7%)
    Trade Value: 5
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 3
    - Agriculture 4
    - Industry 2
    - Infrastructure 2
    - Culture 3
    Projects:
    Army: 3000 light infantry, 2000 archers, 1000 light cavalry
    Navy:

    Hash'gal NPC
    Spoiler :

    Absolute Monarchy:
    Factions:
    Religion:
    • Xazun (50%)
    • Imperial Pantheon (30%)
    • Khuranism (20%)
    Stability: 7
    Economy: 13 (+25) (-19)
    Trade Power: 5 (0.7%)
    Trade Value: 4
    Development:
    - Gunnery 0
    - Army 3
    - Seafaring 3
    - Agriculture 2
    - Industry 2
    - Infrastructure 2
    - Culture 3
    Projects:
    Army: 2000 light infantry 1000 archers, 2000 light cavalry
    Navy: 10 galleys

    Innaki NPC
    Spoiler :

    Tribal Despotism:
    Factions:
    Religion:
    • Traditional Nine Spirits (85%)
    • Planà Nine Spirits(10%)
    • Xazun (5%)
    Stability: 8
    Economy: 0 (+20) (-12)
    Trade Power: 1 (0.1%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 0
    - Agriculture 3
    - Industry 3
    - Infrastructure 1
    - Culture 3
    Projects:
    Army: 2000 light infantry, 1000 archers
    Navy:

    Hisgish NPC
    Spoiler :

    Tribal Confederacy:
    Factions:
    Religion: [*]Traditional Nine Spirits (50%)
    • Planà Nine Spirits(30%)
    • Imperial Pantheon (20%)
    • )
    Stability: 5
    Economy: 8 (+14) (-7)
    Trade Power: 1 (0.1%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 3
    - Seafaring 0
    - Agriculture 2
    - Industry 2
    - Infrastructure 1
    - Culture 3
    Projects:
    Army: 1000 light infantry
    Navy:

    Yi-qi Onaabe NPC
    Spoiler :

    Administrative Republic:
    Factions:
    • Qeng Xo colonists. Highly influential, majority of government positions.
    • Dofangdau natives. Very influential, make up majority of population, occupy positions in government.
    Religion:
    • Planà Nine Spirits(40%)
    • Imperial Pantheon (35%)
    • Traditional Nine Spirits (25%)[
    Stability: 7
    Economy: 34 (+67) (-52)
    Trade Power: 9 (1.3%)
    Trade Value: 15
    Development:
    - Gunnery 0
    - Army 5
    - Seafaring 5
    - Agriculture 8
    - Industry 2
    - Infrastructure 4
    - Culture 6
    Projects:
    Army: 4000 light infantry, 2000 heavy infantry 3000 archers, 2000 crossbowmen, 1000 light cavalry, 20 light cannons
    Navy: 10 cogs

    Hash'unaki NPC
    Spoiler :

    Absolute Monarchy:
    Factions:
    Religion:
    • Imperial Pantheon (45%)
    • Xazun (40%)
    • Khuranism (15%)
    Stability: 6
    Economy: 20 (+41) (-33)
    Trade Power: 5 (0.7%)
    Trade Value: 7
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 3
    - Agriculture 4
    - Industry 4
    - Infrastructure 2
    - Culture 3
    Projects:
    Army: 3000 light infantry, 1000 heavy infantry, 3000 archers, 1000 light cavalry
    Navy: 30 cogs, 20 galleys

    Maqwyan NPC
    Spoiler :

    Tribal Monarchy:
    Factions:
    Religion:
    • Traditional Nine Spirits (75%)
    • Planà Nine Spirits(15%)
    • Wind-Cult (10%)
    Stability: 6
    Economy: 15 (+24) (-21)
    Trade Power: 1 (0.1%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 3
    - Seafaring 0
    - Agriculture 3
    - Industry 4
    - Infrastructure 1
    - Culture 3
    Projects:
    Army: 5000 light infantry, 3000 archers
    Navy:

    Tinchone NPC
    Spoiler :

    Tribal Confederacy:
    Factions:
    Religion:
    • Planà Nine Spirits(50%)
    • Traditional Nine Spirits (30%)
    • Imperial Pantheon (20%)
    Stability: 5 (Yi-Qi expansion)
    Economy: 10 (+21) (-15)
    Trade Power: 1 (0.1%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 2
    - Seafaring 0
    - Agriculture 4
    - Industry 3
    - Infrastructure 1
    - Culture 6
    Projects: Road, Bridge and Cannal Development (11/18)
    Army: 3000 light infantry, 1000 archers
    Navy:

    Most Honorable Wind-Prince Republic Cadellon
    Spoiler :

    Federal Republic: Wind-Prince Syngman
    Factions:
    • Hyeobhoes. Highly influential, control overseas trade.
    • Beucracracy. Highly influential, control government functions.
    • Citizens. Influential, 'pure-bloods' that make up the upper class, about a quarter of the population.
    • Mixed-bloods. Slightly influential, less rights than pureblood citizens, but also less obligations.
    • Slaves, Uninfluential
    Religion:
    • Wind-Cult (45%)
    • Geonism (35%)
    • Imperial Pantheon (15%)
    • Atheism (5%)
    Stability: 6 (Colonial security, legitimacy of ruler, wealth disparity, naval blockade, War with Dailan League 75%)
    Economy: 45 (+37) (-23)
    Trade Power: 3 (0.4%)
    Trade Value: 3
    Development:
    - Gunnery 0
    - Army 3
    - Seafaring 6
    - Agriculture 5
    - Industry 3
    - Infrastructure 3
    - Culture 6
    Projects:
    Army: 2000 light infantry, 2000 heavy infantry, 2000 archers
    Navy:
    Description: Strong naval republic with imperial history. Overthrew Qeng-Xo governor along with neighbouring nations, now maintains some colonies.

    Chien Hao <nuke>
    Spoiler :

    Republic: Prauguan Feng Dao
    Factions:
    • Six Charter Families. Highly influential, directly control supreme court, and inderectly control senate and the Prauguan.
    • Qeng-Xo colonists/officers. Highly influential, control much of the admiralty, and therefore Chien Hao's navy.
    • Senate. Somewhat Influential, votes on laws proposed by the Prauguan. Made up of wealthy citizens, and largely controlled by the Charter Families.
    Religion:
    • Imperial Pantheon (100%)
    Stability: 7 (public criticism of Qeng-Xo influence on government, corruption, hold on southern islands, War with Wind-Prince Republic and allies 70%)
    Economy: 35 (+59) (-31)
    Trade Power: 16 (2.4%)
    Trade Value: 16
    Development:
    - Gunnery 3
    - Army 3
    - Seafaring 8
    - Agriculture 2
    - Industry 2
    - Infrastructure 4
    - Culture 9
    Projects:
    Army: 1000 heavy infantry, 2000 handcannon gunner
    Navy: 30 light gunboats
    Description: Materialistic maritime republic with strong Qeng-Xo imperial remnants. Strong naval presence in the crowded central sea.

    Xiao Dau NPC
    Spoiler :

    Theocratic Military Junta:
    Factions:
    Religion:
    • Imperial Pantheon (100%)
    Stability: 10 (War with Wind-Prince Republic and allies 65%)
    Economy: 17 (+27) (-11)
    Trade Power: 11 (1.6%)
    Trade Value: 5
    Development:
    - Gunnery 3
    - Army 8
    - Seafaring 5
    - Agriculture 1
    - Industry 1
    - Infrastructure 2
    - Culture 2
    Projects:
    Army:
    Navy: 10 light gunboats

    Pyong NPC
    Spoiler :

    Absolute Monarchy:
    Factions:
    Religion:
    • Wind-Cult (40%)
    • Geonism (30%)
    • Imperial Pantheon (15%)
    • Traditional Nine Spirits (10%)
    Stability: 8 (War with Dailan League 85%)
    Economy: 21 (+23) (-15)
    Trade Power: 2 (0.3%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 0
    - Agriculture 2
    - Industry 3
    - Infrastructure 2
    - Culture 3
    Projects:
    Army: 2000 light infantry, 1000 heavy infantry, 1000 archers
    Navy:

    Kogu NPC
    Spoiler :

    Theocratic Oligarchy:
    Factions:
    Religion:
    • Wind-Cult (80%)
    • Traditional Nine Spirits (10%)
    • Imperial Pantheon (5%)
    • Geoism (5%)
    Stability: 7 (War with Dailan League 80%)
    Economy: 47 (+61) (-46)
    Trade Power: 7 (1%)
    Trade Value: 12
    Development:
    - Gunnery 0
    - Army 6
    - Seafaring 4
    - Agriculture 7
    - Industry 4
    - Infrastructure 3
    - Culture 4
    Projects:
    Army: 3000 light infantry, 1000 heavy infantry, 3000 crossbowmen, 2000 light cavalry, 1000 heavy cavalry
    Navy: 20 galleys

    Haishian NPC
    Spoiler :

    Tribal Confederacy:
    Factions:
    Religion:
    • Planà Nine Spirits(55%)
    • Traditional Nine Spirits (40%)
    • Weather Cult (10%)
    Stability: 6
    Economy: 13 (+25) (-17)
    Trade Power: 1 (0.1%)
    Trade Value: 1
    Development:
    - Gunnery 0
    - Army 3
    - Seafaring 0
    - Agriculture 3
    - Industry 4
    - Infrastructure 1
    - Culture 5
    Projects: Road, Bridge and Cannal Development (11/20)
    Army: 2000 light infantry, 1000 heavy infantry, 2000 archers
    Navy:

    Vélache Immaculate
    Spoiler :

    Meritocratic Oligarchy
    Factions:
    • Administrators. Highly influential, run government systems.
    • Merchants. Somewhat influential, confrom to traditional communal ownership.
    • Qeng Xo colonists. Uninfluential, largely absorbed into native population.
    Religion:
    • Planà Nine Spirits(85%)
    • Imperial Pantheon (10%)
    • Traditional Nine Spirits (5%)
    Stability: 7 (Effective control over territory, integration of Qeng Xo colonists, Yi-qi Onaabe expansion)
    Economy: 53 (+97) (-47)
    Trade Power: 6 (0.9%)
    Trade Value: 16 (Cotton textiles, medicine, incense, silver, lumber, leather-goods, furs, honey, rice and grain, dried fish)
    Development:
    - Gunnery 0
    - Army 3
    - Seafaring 2
    - Agriculture 14
    - Industry 4
    - Infrastructure 4
    - Culture 10
    Projects: Road, Bridge and Cannal Development (10/29), Educational Subsidies (-10 a turn), Religious Subsidies (-10 a turn)
    Army: 9000 light infantry, 7000 archers
    Navy:
    Description: Meritocracy of Dofangdao natives that prospered greatly from Qeng-Xo influence. Breadbasket of Dofangdau, but its overseas trading capabilites were vastly reduced during the fall of the Empire.

    Ceethuche NPC
    Spoiler :

    Tribal Confederacy:
    Factions:
    Religion:
    • Planà Nine Spirits(60%)
    • Traditional Nine Spirits (35%)
    • Mora (5%)
    Stability: 7
    Economy: 6 (+15) (-10)
    Trade Power: 3 (0.4%)
    Trade Value: 3
    Development:
    - Gunnery 0
    - Army 4
    - Seafaring 2
    - Agriculture 2
    - Industry 1
    - Infrastructure 1
    - Culture 5
    Projects: Road, Bridge and Cannal Development (10/18)
    Army: 2000 light infantry, 2000 archers
    Navy:

  • Spoiler Southern Dofangdau :

    Ishiel Province Arrow Gamer
    Spoiler :

    Miltary Junta:
    Factions:
    • Imperial Military. Highly Influencial, control the western coast line and highway.
    • Qeng Xo Merchants. Very Influential, provide the military the funds to function.
    • Dofangdau Natives. Influential, majority of population, control most of the jungle east of highway.

      • Religion:
        • Traditional Nine Spirits (45%)
        • Imperial Pantheon (45%)
        • Mora (10%)
        Stability: 6 (Native uprisings, uncertain relations with neighbours, funding for military)
        Economy: 26 (+51) (-30)
        Trade Power: 11 (1.6%)
        Trade Value: 11
        Development:
        - Gunnery 3
        - Army 10
        - Seafaring 6
        - Agriculture 3
        - Industry 2
        - Infrastructure 5
        - Culture 5
        Projects:
        Army: 3000 light infantry, 1000 heavy infantry, 1000 handcannon gunners, 10 light cannons
        Navy: 10 galleys
        Description: Imperial military remnants based around a port and trade road through the Dofangdau isthmus. Hostile relations between Qeng-Xo soldiers and natives.


    • Xao Tai NPC
      Spoiler :

      Despotism:
      Factions:
      Religion:
      • Imperial Pantheon (50%)
      • Traditional Nine Spirits (35%)
      • Mora (15%)
      Stability: 7
      Economy: 5 (+30) (-21)
      Trade Power: 12 (1.8%)
      Trade Value: 5
      Development:
      - Gunnery 1
      - Army 5
      - Seafaring 5
      - Agriculture 2
      - Industry 1
      - Infrastructure 2
      - Culture 3
      Projects: Docks Expansion (12/30)
      Army: 1000 handcannon gunners
      Navy: 30 galleys ,10 light gunboatss
      Description: Defected Qeng-Xo 5th fleet turned to piracy and brigandry.

      Masel NPC
      Spoiler :

      Tribal Monarchy:
      Factions:
      Religion:
      • Imperial Pantheon (35%)
      • Traditional Nine Spirits (35%)
      • Mora (30%)
      Stability: 7
      Economy: 16 (+24) (-17)
      Trade Power: 4 (0.6%)
      Trade Value: 5
      Development:
      - Gunnery 0
      - Army 3
      - Seafaring 3
      - Agriculture 4
      - Industry 2
      - Infrastructure 1
      - Culture 4
      Projects:
      Army: 4000 light infantry, 2000 archers
      Navy: 20 cogs

      Morazen NPC
      Spoiler :

      Absolute Monarchy:
      Factions:
      Religion:
      • Morazen (85%)
      • Imperial Pantheon (10%)
      • ziNweta (5%)
      Stability:
      Economy: 23 (+43) (-28)
      Trade Power: 8 (1.2%)
      Trade Value: 11
      Development:
      - Gunnery 0
      - Army 3
      - Seafaring 4
      - Agriculture 6
      - Industry 2
      - Infrastructure 4
      - Culture 5
      Projects: Grand Temple 10/24
      Army: 3000 light infantry, 2000 archers, 1000 light cavalry
      Navy: 20 cogs, 10 galleys

      Ek' Cenra NPC
      Spoiler :

      Tribal Despotism:
      Factions:
      Religion:
      • Morazen (40%)
      • Mora (40%)
      • ziNweta (20%)
      Stability: 7
      Economy: 29 (+33) (-20)
      Trade Power: 4 (0.6%)
      Trade Value: 3
      Development:
      - Gunnery 0
      - Army 4
      - Seafaring 1
      - Agriculture 3
      - Industry 3
      - Infrastructure 3
      - Culture 3
      Projects:
      Army: 3000 light infantry, 1000 heavy infantry, 2000 archers
      Navy:

      amaNganathuze Cived
      Spoiler :

      Clan Confederacy:
      Factions:
      • isiKabuye. Influential, skilled weavers.
      • isiYozambe. Influential, strong agriculture.
      • isiMrigwethi. Influential, skilled pottery and metalworking/
      • isiTswebehe, skiled woodworking.
      • isiMlweti. influential, traders.
      Religion:
      • ziNweta (90%)
      • Mora (5%)
      • Imperial Pantheon (5%)
      Stability: 9 (Isolationism, uncertain relations with neighbours)
      Economy: 29 (+38) (-19)
      Trade Power: 2 (0.3%)
      Trade Value: 2
      Development:
      - Gunnery 0
      - Army 5
      - Seafaring 0
      - Agriculture 3
      - Industry 5
      - Infrastructure 2
      - Culture 5
      Projects: Great Border Wall 9/25
      Army: 2000 light infantry, 1000 heavy infantry, 2000 archers
      Navy:
      Description: Decentralised group of five clans. Rebelled constantly against the Empire, and is now once gain largely isolated from the outside world.

      Isath NPC
      Spoiler :

      Nomadic Confederacy:
      Factions:
      Religion:
      • Mora (40%)
      • Traditional Nine Spirits (30%)
      • IziNweta (30%)
      Stability: 7
      Economy: 9 (+12) (-10)
      Trade Power: 1 (0.1%)
      Trade Value: 1
      Development:
      - Gunnery 0
      - Army 2
      - Seafaring 0
      - Agriculture 4
      - Industry 1
      - Infrastructure 1
      - Culture 5
      Projects:
      Army: 1000 light cavalry
      Navy:

      Emaki NPC
      Spoiler :

      Tribal Republic:
      Factions:
      Religion:
      • Mora (45%)
      • Imperial Pantheon (35%)
      • Traditional Nine Spirits (20%)
      Stability: 7
      Economy: 34 (+43) (-30)
      Trade Power: 6 (0.9%)
      Trade Value: 8
      Development:
      - Gunnery 0
      - Army 3
      - Seafaring 3
      - Agriculture 6
      - Industry 2
      - Infrastructure 3
      - Culture 4
      Projects:
      Army: 4000 light infantry, 1000 heavy infantry, 4 archers
      Navy: 20 cogs, 10 galleys

      Zaofang NPC
      Spoiler :

      Military Junta:
      Factions:
      Religion:
      • Imperial Pantheon (50%)
      • Mora (30%)
      • Traditional Nine Spirits (20%)
      Stability: 8
      Economy: 45 (+72) (-52)
      Trade Power: 10 (1.5%)
      Trade Value: 14
      Development:
      - Gunnery 2
      - Army 7
      - Seafaring 5
      - Agriculture 7
      - Industry 2
      - Infrastructure 5
      - Culture 4
      Projects:
      Army: 3000 light infantry, 1000 heavy infantry, 1000 light cavalry, 2000 handcannon gunners, 20 light cannons
      Navy: 10 light gunboats

      Xi-Peng NPC
      Spoiler :

      Military Junta:
      Factions:
      Religion:
      • Imperial Pantheon (50%)
      • Mora (30%)
      • Mora Zen (20%)
      Stability: 5 (Mora/Morazen uprisings)
      Economy: 24 (+33) (-27)
      Trade Power: 8 (1.2%)
      Trade Value: 8
      Development:
      - Gunnery 2
      - Army 8
      - Seafaring 4
      - Agriculture 4
      - Industry 2
      - Infrastructure 4
      - Culture 4
      Projects:
      Army: 1000 heavy infantry, 1000 light cavalry, 1000 handcannon gunners, 10 light cannons
      Navy: 10 cogs

      Manash NPC
      Spoiler :

      Absolute Monarchy:
      Factions:
      Religion:
      • Traditional Nine Spirits (35%)
      • Mora (35%)
      • Morazen 30%)
      Stability: 6
      Economy: 31 (+45) (-38)
      Trade Power: 2 (0.3%)
      Trade Value: 7
      Development:
      - Gunnery 0
      - Army 4
      - Seafaring 0
      - Agriculture 3
      - Industry 6
      - Infrastructure 2
      - Culture 3
      Projects:
      Army: 5000 light infantry, 4000 heavy infantry, 5 archers
      Navy:

      Ravash NPC
      Spoiler :

      Absolute Monarchy:
      Factions:
      Religion:
      • Imperial Pantheon (60%)
      • Mara (30%)
      • Traditional Nine Spirits (10%)
      Stability: 6
      Economy: 50 (+50) (-26)
      Trade Power: 2 (0.3%)
      Trade Value: 12
      Development:
      - Gunnery 0
      - Army 2
      - Seafaring 0
      - Agriculture 3
      - Industry 6
      - Infrastructure 2
      - Culture 3
      Projects:
      Army: 5000 light infantry, 5 archers
      Navy:

      Min Hao NPC
      Spoiler :

      Noble Republic:
      Factions:
      Religion:
      • Imperial Pantheon (80%)
      • Mara (10%)
      • ziNweta (10%)
      Stability: 7
      Economy: 19 (+23) (-15)
      Trade Power: 2 (0.3%)
      Trade Value: 1
      Development:
      - Gunnery 0
      - Army 3
      - Seafaring 0
      - Agriculture 1
      - Industry 3
      - Infrastructure 2
      - Culture 6
      Projects:
      Army: 2000 light infantry, 1000 heavy infantry, 2000 archers
      Navy:

      Republic of Eamo Tolni
      Spoiler :

      Noble Republic:
      Factions:
      • Nobles. Highly influential, control voting blocks.
      • Merchants. Influential, control trade.
      • Commoners. Uinfluential, majority of populaiton.
      Religion:
      • Mora (80%)
      • Imperial Pantheon (15%)
      • Traditional Nine Spirits (5%)
      Stability: 7 (Uncertain neighbours, power balance between nobles and merchants.)
      Economy: 45 (+72) (-33)
      Trade Power: 9 (1.3%)
      Trade Value: 17
      Development:
      - Gunnery 0
      - Army 5
      - Seafaring 5
      - Agriculture 9
      - Industry 2
      - Infrastructure 4
      - Culture 7
      Projects:
      Army: 2000 light infantry, 1000 heavy infantry, 3000 archers, 1000 light cavalry
      Navy: 20 cogs, 10 galleys

      Maliso NPC
      Spoiler :

      Feudal Monarchy:
      Factions:
      Religion:
      • Mora (60%)
      • Imperial Pantheon (25%)
      • Kar-Sur (15%)
      Stability: 6
      Economy: 19 (+27) (-21)
      Trade Power: 4 (0.6%)
      Trade Value: 4
      Development:
      - Gunnery 0
      - Army 4
      - Seafaring 2
      - Agriculture 4
      - Industry 2
      - Infrastructure 2
      - Culture 4
      Projects:
      Army: 2000 light infantry, 1000 heavy infantry, 2000 archers, 1000 light cavalry
      Navy:

      Imarki NPC
      Spoiler :

      Tribal Confederacy:
      Factions:
      Religion:
      • Imraki Religions (80%)
      • Mora (15%)
      • Imperial Pantheon (15%)
      Stability: 7
      Economy: 11 (+16) (-14)
      Trade Power: 3 (0.4%)
      Trade Value: 3
      Development:
      - Gunnery 0
      - Army 5
      - Seafaring 2
      - Agriculture 4
      - Industry 1
      - Infrastructure 1
      - Culture 4
      Projects:
      Army: 2000 light infantry, 1000 heavy infantry, 1000 archers
      Navy:

      Amraki Ho NPC
      Spoiler :

      Noble Republic:
      Factions:
      Religion:
      • Imperial Pantheon (50%)
      • Mara (30%)
      • Traditional Nine Spirits (20%)
      Stability: 7
      Economy: 32 (+42) (-31)
      Trade Power: 7 (1%)
      Trade Value: 9
      Development:
      - Gunnery 0
      - Army 4
      - Seafaring 4
      - Agriculture 4
      - Industry 2
      - Infrastructure 3
      - Culture 7
      Projects:
      Army: 4000 light infantry, 2000 heavy infantry, 4 archers
      Navy: 20 cogs, 10 galleys
 
Spoiler Western Jiadau :

Ksezdo NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Dzegyekhul (75%)
  • Imperial Pantheon (25%)
Stability: 8 (War with Sen Ji 75%)
Economy: 42 (+44) (-24)
Trade Power: 5 (0.7%)
Trade Value: 6
Development:
- Gunnery 0
- Army 3
- Seafaring 2
- Agriculture 5
- Industry 3
- Infrastructure 3
- Culture 4
Projects:
Army: 2000 light infantry, 1000 heavy infantry, 2000 archers, 1000 light cavalry
Navy:

Sen Ji NPC
Spoiler :

Noble Republic:
Factions:
Religion:
  • Imperial Pantheon (50%)
  • Dzegyekhul (40%)
  • Wang-Lingism / Kongxism (10%)
Stability: 6 (War with Ksezbo/Dradkhar 75%
Economy: 26 (+57) (-41)
Trade Power: 7 (1%)
Trade Value: 10
Development:
- Gunnery 1
- Army 4
- Seafaring 3
- Agriculture 6
- Industry 3
- Infrastructure 4
- Culture 5
Projects:
Army: 1000 light infantry, 1000 heavy infantry, 2000 crossbowmen, 3000 handcannon gunners
Navy: 20 galleys

Dradkhar NPC
Spoiler :

Feudal Monarchy:
Factions:
Religion:
  • Dzegyekhul (75%)
  • Imperial Pantheon (25%)
Stability: 8 (War with Sen Ji 75%)
Economy: 30 (+62) (-30)
Trade Power: 6
Trade Value: 8
Development:
- Gunnery 0
- Army 3
- Seafaring 2
- Agriculture 6
- Industry 4
- Infrastructure 4
- Culture 4
Projects:
Army: 2000 light infantry, 2000 heavy infantry, 2000 archers, 1000 light cavalry
Navy:

The Pardusos NPC
Spoiler :

Feudal Monarchy:
Factions:
Religion:
  • Dzegyekhul (50%)
  • Imperial Pantheon (40%)
  • Wang-Lingism / Kongxism (10%)
Stability: 10
Economy: 14 (+28) (-23)
Trade Power: 7 (1%)
Trade Value: 7
Development:
- Gunnery 0
- Army 1
- Seafaring 5
- Agriculture 2
- Industry 1
- Infrastructure 2
- Culture 7
Projects: Grand Docks 6/20
Army: 1000 light infantry, 1000 archers
Navy: 70 cogs, 40 galleys

Alahesh NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Dzegyekhul (50%)
  • Imperial Pantheon (40%)
  • Wang-Lingism / Kongxism (10%)
Stability: 7
Economy: 22 (+26) (-17)
Trade Power: 4 (0.6%)
Trade Value: 4
Development:
- Gunnery 0
- Army 2
- Seafaring 2
- Agriculture 3
- Industry 2
- Infrastructure 2
- Culture 4
Projects:
Army: 2000 light infantry, 2000 archers
Navy: 20 cogs, 10 galleys

Tsadhek NPC
Spoiler :

Nomadic Monarchy:
Factions:
Religion:
  • Dzegyekhul (50%)
  • Imperial Pantheon (50%)
Stability: 6
Economy: 11 (+17) (-14)
Trade Power: 2 (0.3%)
Trade Value: 2
Development:
- Gunnery 0
- Army 2
- Seafaring 1
- Agriculture 3
- Industry 2
- Infrastructure 1
- Culture 3
Projects:
Army: 2000 light cavalry
Navy:

Grand Principality of Tsangnamdo Bair_the_Normal
Spoiler :

Theocratic Absolute Monarchy: Grand Prince X
Factions:
Religion:
  • Dzegyekhul (95%)
  • Imperial Pantheon (5%)
Stability: 6 (Effective control of territory/sectarian feuds, lack of infrastructure, isolationism)
Economy: 42 (+44) (-24)
Trade Power: 2 (0.3%)
Trade Value: 2
Development:
- Gunnery 0
- Army 4
- Seafaring 0
- Agriculture 5
- Industry 6
- Infrastructure 2
- Culture 5
Projects:
Army: 3000 light infantry, 1000 heavy infantry, 2000 archers
Navy:
Description: Large territory ruled by an absolute, religiously-mandated monarch. Pressured from various factions on all sides.

Sagyek NPC
Spoiler :

Feudal Monarchy:
Factions:
Religion:
  • Dzegyekhul (50%)
  • Imperial Pantheon (50%)
Stability: 6
Economy: 40 (+43) (-30)
Trade Power: 4 (0.6%)
Trade Value: 4
Development:
- Gunnery 0
- Army 2
- Seafaring 0
- Agriculture 7
- Industry 2
- Infrastructure 4
- Culture 4
Projects:
Army: 3000 light infantry, 3000 archers, 2000 light cavalry
Navy:

Western Qeng Xo Empire NPC
Spoiler :

Absolute Monarchy: Emperor Gang Hanzhi
Factions:
Religion:
  • Imperial Pantheon (80%)
  • Dzegyekhul (20%)
Stability: 6 (Qeng Civil War 80%)
Economy: 43 (+211) (-175)
Trade Power: 10 (1.5%)
Trade Value: 51
Development:
- Gunnery 4
- Army 15
- Seafaring 7
- Agriculture 12
- Industry 9
- Infrastructure 8
- Culture 10
Projects:
Army: 10000 levy infantry, 7000 light infantry, 3000 light cavalry, 3000 heavy cavalry, 8000 handcannon gunners, 50 light cannons
Navy: 30 galleys, 30 light gunboats

Northern Qeng Xo Empire NPC
Spoiler :

Absolute Monarchy: Emperor Zhenzi
Factions:
Religion:
  • Imperial Pantheon (95%)
  • Dzegyekhul (5%)
Stability: 3 (Qeng Civil War 30%)
Economy: 40 (+54) (-87)
Trade Power: 0 (0%)
Trade Value: 10
Development:
- Gunnery 3
- Army 10
- Seafaring 2
- Agriculture 8
- Industry 5
- Infrastructure 3
- Culture 7
Projects:
Army: 14000 levy infantry, 2000 light infantry, 2000 heavy infantry, 3000 handcannon gunners, 10 light cannons
Navy:

Southern Qeng Xo Empire NPC
Spoiler :

Absolute Monarchy: Empress Diyi Nuhaier
Factions:
Religion:
  • Imperial Pantheon (100%)
Stability: 6 (Qeng Civil War 80%)
Economy: 45 (+211) (-175)
Trade Power: 8 (1.2%)
Trade Value: 44
Development:
- Gunnery 4
- Army 12
- Seafaring 5
- Agriculture 11
- Industry 11
- Infrastructure 8
- Culture 10
Projects:
Army: 15000 levy infantry, 15000 light infantry, 10 heavy infantry, 5000 light cavalry, 10 handcannon gunners, 50 light cannons
Navy: 30 cogs

Shao Thulklan NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Imperial Pantheon (70%)
  • Drowned Queen (30%)
Stability: 6
Economy: 20 (+21) (-14)
Trade Power: 3 (0.4%)
Trade Value: 2
Development:
- Gunnery 0
- Army 2
- Seafaring 1
- Agriculture 2
- Industry 2
- Infrastructure 2
- Culture 4
Projects:
Army: 1000 light infantry, 2 archer, 1000 light cavalry
Navy:

Bathluk NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Drowned Queen(90%)
  • Imperial Pantheon (10%)
Stability: 6
Economy: 7 (+10) (-8)
Trade Power: 2 (0.3%)
Trade Value: 1
Development:
- Gunnery 0
- Army 1
- Seafaring 1
- Agriculture 1
- Industry 1
- Infrastructure 1
- Culture 3
Projects:
Army: 2000 light infantry, 1000 archers
Navy:

Selndo NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Dzegyekhul (50%)
  • Imperial Pantheon (50%)[
Stability: 7
Economy: 20 (+26) (-19)
Trade Power: 4 (0.6%)
Trade Value: 4
Development:
- Gunnery 0
- Army 2
- Seafaring 2
- Agriculture 3
- Industry 2
- Infrastructure 2
- Culture 4
Projects:
Army: 4000 light infantry, 2000 archers
Navy: 20 cogs

Kangdrak NPC
Spoiler :

Nomadic Confederacy:
Factions:
Religion:
  • Dzegyekhul (60%)
  • Imperial Pantheon (40%)
Stability: 6
Economy: 5 (+9) (-8)
Trade Power: 1 (0.1%)
Trade Value: 0
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 2
- Industry 1
- Infrastructure 1
- Culture 3
Projects:
Army: 1000 light cavalry
Navy:

Suiyang NPC
Spoiler :

Military Junta:
Factions:
Religion:
  • Imperial Pantheon (70%)
  • Dzegyekhul (20%)
  • Juunjia (10%)
Stability: 6
Economy: 41 (+54) (-35)
Trade Power: 12 (1.8%)
Trade Value: 10
Development:
- Gunnery 1
- Army 7
- Seafaring 4
- Agriculture 5
- Industry 2
- Infrastructure 4
- Culture 5
Projects:
Army: 3000 light infantry, 2000 crossbowmen, 1000 light cavalry, 2 handcannon gunner
Navy: 20 cogs,10 galleys

Shekya NPC
Spoiler :

Nomadic Confederacy:
Factions:
Religion:
  • Imperial Pantheon (40%)
  • Dzegyekhul (40%)
  • Juunjia (20%)
Stability: 6
Economy: 17 (+22) (-19)
Trade Power: 3 (0.4%)
Trade Value: 2
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 4
- Industry 1
- Infrastructure 3
- Culture 4
Projects:
Army: 1000 light infantry, 1000 archers, 2000 light cavalry
Navy:

Vusteg NPC
Spoiler :

Nomadic Monarchy:
Factions:
Religion:
  • Imperial Pantheon (50%)
  • Juunjia (40%)
  • Dzegykhul (10%)
Stability: 7
Economy: 9 (+13) (-10)
Trade Power: 3 (0.4%)
Trade Value: 2
Development:
- Gunnery 0
- Army 1
- Seafaring 2
- Agriculture 1
- Industry 1
- Infrastructure 1
- Culture 3
Projects:
Army: 1000 light infantry, 1000 archers, 1000 light cavalry
Navy:

Yagavu NPC
Spoiler :

Nomadic Confederacy:
Factions:
Religion:
  • Juunjia (65%)
  • Dzegykhul (30%)
  • Imperial Pantheon (5%)
Stability: 6
Economy: 7 (+8) (-5)
Trade Power: 1 (0.1%)
Trade Value: 0
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 2
- Industry 1
- Infrastructure 1
- Culture 2
Projects:
Army: 1000 archers
Navy:

Talaj NPC
Spoiler :

Tribal Despotism:
Factions:
Religion:
  • Juunjia (60%)
  • Dzegykhul (30%)
Stability: 6
Economy: 16 (+19) (-12)
Trade Power: 1 (0.1%)
Trade Value: 1
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 2
- Industry 3
- Infrastructure 1
- Culture 3
Projects:
Army: 2000 light infantry, 2 archer,
Navy:

Rokava NPC
Spoiler :

Nomadic Confederacy:
Factions:
Religion:
  • Juunjia (60%)
  • Imperial Pantheon (35%)
  • Mara (5%)
Stability: 7
Economy: 12 (+14) (-11)
Trade Power: 3 (0.4%)
Trade Value: 2
Development:
- Gunnery 0
- Army 2
- Seafaring 2
- Agriculture 2
- Industry 1
- Infrastructure 1
- Culture 4
Projects:
Army: 1000 light infantry, 1000 archers, 1000 light cavalry
Navy:

Xo-Che Massive Attack
Spoiler :

Board of Admiralty: Lord Admiral Castine Song
Factions:
  • Sea Lords. Highly influential, control military seats on the board.
  • Civil Lords. Influential, control civilian seats on the board.
  • Merchants. Influential, provide most of the income for the nation.
  • Commoners. Uninfluential.
Religion:
  • Imperial Pantheon (60%)
  • Juunjia (25%)
  • Mara (15%)
Stability: 7
Economy: 20 (+55) (-27)
Trade Power: 19 (2.8%)
Trade Value: 11
Development:
- Gunnery 3
- Army 8
- Seafaring 7
- Agriculture 2
- Industry 2
- Infrastructure 4
- Culture 5
Projects: Arsenal of Sokoki 10/38
Army: 2000 light infantry, 2000 handcannon gunners
Navy: 20 cogs, 10 light gunboats, 10 Sandauchuan
Description: Home of the Imperial 2nd fleet when the empire collapsed. Now ruled by a Lord Admiral.

Usosteg] NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Juunjia (70%)
  • Imperial Pantheon (20%)
  • Mara (10%)
Stability: 9
Economy: 13 (+21) (-18)
Trade Power: 5 (0.7%)
Trade Value: 4
Development:
- Gunnery 0
- Army 3
- Seafaring 3
- Agriculture 2
- Industry 1
- Infrastructure 2
- Culture 4
Projects:
Army: 2000 light infantry, 1000 archers, 1000 light cavalry
Navy: 20 cogs

Jamhuri ya Ropmji NPC
Spoiler :

Oligarchic Republic:
Factions:
Religion:
  • Juunjia (70%)
  • Imperial Pantheon (20%)
  • Mara (10%)
Stability: 9
Economy: 13 (+27) (-18)
Trade Power: 10 (1.5%)
Trade Value: 4
Development:
- Gunnery 0
- Army 2
- Seafaring 3
- Agriculture 2
- Industry 1
- Infrastructure 2
- Culture 4
Projects:
Army: 2000 light infantry, 1000 archers, 1000 light cavalry
Navy: 20 cogs

Kuu Jamhuri ya Yagansteg NPC
Spoiler :

Merchant Republic: Kuu Doge Ikeno Bitok
Factions:
Religion:
  • Juunjia (60%)
  • Imperial Pantheon (20%)
  • Mara (20%)
Stability: 9
Economy: 22 (+31) (-14)
Trade Power: 12 (1.8%)
Trade Value: 5
Development:
- Gunnery 0
- Army 2
- Seafaring 4
- Agriculture 2
- Industry 1
- Infrastructure 2
- Culture 4
Projects:
Army: 2000 light infantry, 1000 archers
Navy: 20 cogs, 10 galleys

Serene Republic of Mulungu Ailedhoo
Spoiler :

Merchant Republic: Serene Doge Bwana Mkubwa Sarr
Factions:
  • Sarr family. Highly Influential, current head is serene doge
  • Sane family. Highly influential, old, prestigious family.
  • Yabaoh. Highly influential, powerful family with royal past.
  • Minor great merchant houses. Influential, combined wealth rivals the big three families.
  • Commoners. Uninfluential.

    • Religion:
      • Juunjia (70%)
      • Imperial Pantheon (20%)
      • Mara (10%)
      Stability: 9
      Economy: 51 (+52) (-18)
      Trade Power: 15 (2.2%)
      Trade Value: 10
      Development:
      - Gunnery 0
      - Army 2
      - Seafaring 5
      - Agriculture 3
      - Industry 2
      - Infrastructure 3
      - Culture 7
      Projects:
      Army: 2000 light infantry, 2000 archers
      Navy: 20 cogs, 10 galleys

    • Umbuso of Ikhaya NPC
      Spoiler :

      Absolute Monarchy: King Langa II
      Factions:
      Religion:
      • Juunjia (90%)
      • Imperial Pantheon (5%)
      • Mara (5%)
      Stability: 7
      Economy: 16 (+33) (-24)
      Trade Power: 2 (0.3%)
      Trade Value: 2
      Development:
      - Gunnery 0
      - Army 4
      - Seafaring 0
      - Agriculture 7
      - Industry 3
      - Infrastructure 2
      - Culture 4
      Projects:
      Army: 3000 light infantry, 1000 heavy infantry, 3000 archers
      Navy:

      Jamhuri ya Damumji NPC
      Spoiler :

      Noble Republic: Kuu Meyar Nergüi Zaya
      Factions:
      Religion:
      • Juunjia (50%)
      • Imperial Pantheon (30%)
      • Mara (20%)
      Stability: 6
      Economy: 16 (+29) (-18)
      Trade Power: 11 (1.6%)
      Trade Value: 5
      Development:
      - Gunnery 0
      - Army 2
      - Seafaring 4
      - Agriculture 2
      - Industry 1
      - Infrastructure 2
      - Culture 4
      Projects:
      Army: 3000 light infantry, 1000 archers, 1000 light cavalry
      Navy: 10 galleys

      Kata ya Njia Kavu NPC
      Spoiler :

      Absolute Monarchy: Kuhesabu Nyo
      Factions:
      Religion:
      • Juunjia (70%)
      • Imperial Pantheon (20%)
      • Mara (10%)
      Stability: 7
      Economy: 14 (+22) (-11)
      Trade Power: 6 (0.9%)
      Trade Value: 1
      Development:
      - Gunnery 0
      - Army 3
      - Seafaring 0
      - Agriculture 1
      - Industry 2
      - Infrastructure 2
      - Culture 4
      Projects:
      Army: 2000 light infantry, 2000 archers
      Navy:

      Khasteg NPC
      Spoiler :

      Nomadic Confederacy:
      Factions:
      • Juunjia (40%)
      • Imperial Pantheon (20%)
      • Mara (20%)
      Religion:
      Stability:
      Economy: 8 (+13) (-11)
      Trade Power: 3 (0.4%)
      Trade Value: 2
      Development:
      - Gunnery 0
      - Army 2
      - Seafaring 2
      - Agriculture 1
      - Industry 1
      - Infrastructure 1
      - Culture 4
      Projects:
      Army: 2000 light cavalry
      Navy:

      Jamhay NPC
      Spoiler :

      Nomadic Empire:
      Factions:
      Religion:
      • Juunjia (70%)
      • Mara (10%)
      • Imperial Pantheon (21%)
      Stability:
      Economy: 7 (+21) (-19)
      Trade Power: 2 (0.3%)
      Trade Value: 1
      Development:
      - Gunnery 0
      - Army 6
      - Seafaring 0
      - Agriculture 2
      - Industry 3
      - Infrastructure 2
      - Culture 3
      Projects:
      Army: 3000 light cavalry, 1000 horse archers
      Navy:

      Kalin Lord_Herobrine
      Spoiler :

      High Council:
      Factions:
      • Military. Highly influential, comprise half of the council.
      • Clergy. Very influential, control half of the council.
      • Commoners. Slightly influential, majority of population, work the mines that fund the nation.
      • Qeng Xo colonists. Uninfluential, future uncertain.
      Religion:
      • Imperial Pantheon (80%)
      • Drowned Queen (10%)
      • Juunhia (5%)
      • Dzegyekhul (5%)
      Stability: 7
      Economy: 33 (+48) (-34)
      Trade Power: 4 (0.6%)
      Trade Value: 6 (silver, metals)
      Development:
      - Gunnery 0
      - Army 4
      - Seafaring 2
      - Agriculture 3
      - Industry 6
      - Infrastructure 2
      - Culture 4
      Projects:
      Army: 3000 light infantry, 3000 heavy infantry, 1000 heavy infantry, 3000 archers
      Navy:
      Description: Mostly composed of tribal people from the south who were relocated north by the Empire.
 
Spoiler Eastern Jiadau :

Mala Leng NPC
Spoiler :

Thalassocracy:
Factions:
Religion:
  • Kengdai Chi (70%)
  • Mara (10%)
  • Juunjia (10%)
  • Imperial Pantheon (10%)
Stability: 7
Economy: 24 (+36) (-27)
Trade Power: 7 (1.1%)
Trade Value: 7
Development:
- Gunnery 0
- Army 3
- Seafaring 4
- Agriculture 3
- Industry 2
- Infrastructure 3
- Culture 4
Projects:
Army: 2000 light infantry, 1000 heavy infantry, 1000 archers
Navy: 3 cogs, 20 galleys

Geng Lavas NPC
Spoiler :

Aristocracy: Regent
Factions:
Religion:
  • Kengdai Chi (90%)
  • Imperial Pantheon (5%)
  • Juunjia (5%)
Stability: 7
Economy: 25 (+31) (-21)
Trade Power: 3 (0.5%)
Trade Value: 2
Development:
- Gunnery 0
- Army 4
- Seafaring 0
- Agriculture 5
- Industry 2
- Infrastructure 3
- Culture 4
Projects:
Army: 3000 light infantry, 1000 heavy infantry, 2000 archers
Navy:

Inuk NPC
Spoiler :

Tribal Monarchy:
Factions:
Religion:
  • Sunken Queen (80%)
  • Imperial Pantheon (10%)
  • Kengdai Chi (5%)
  • Phoenix Path (5%)
Stability: 8
Economy: 19 (+24) (-17)
Trade Power: 1 (0.2%)
Trade Value: 1
Development:
- Gunnery 0
- Army 2
- Seafaring 0
- Agriculture 2
- Industry 4
- Infrastructure 1
- Culture 3
Projects:
Army: 4000 light infantry, 2000 archers
Navy:

Athlaq NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Sunken Queen (70%)
  • Pheonix Path (10%)
  • Kengdai Chi (10%)
  • Burned Men (5%)
  • Imperial Pantheon (5%)
Stability: 6 (War with Elcata 75%)
Economy: 12 (+22) (-12)
Trade Power: 2
Trade Value: 2
Development:
- Gunnery 0
- Army 3
- Seafaring 1
- Agriculture 2
- Industry 3
- Infrastructure 1
- Culture 4
Projects:
Army: 2000 light infantry, 2000 archers
Navy:

Ulthuk NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Sunken Queen (80%)
  • Imperial Pantheon (10%)
  • Kengdai Chi (5%)
  • Phoenix Path (5%)
Stability: 6
Economy: 12 (+17) (-13)
Trade Power: 2 (0.3%)
Trade Value: 2
Development:
- Gunnery 0
- Army 2
- Seafaring 1
- Agriculture 2
- Industry 2
- Infrastructure 1
- Culture 3
Projects:
Army: 3000 light infantry, 2000 archers
Navy:

Grand Thaumaturgy of Sengkan (Mao Sho) Angst
Spoiler :

Technocratic Plutocracy: Grand Mong Daokan
Factions:
  • Chi Tunga/Alchemist Guilds. Very Influential, alchemists who control the doctrine of Kengdai Chi, as well as most matters of high government by being the highest authorities of alchemist guilds.
  • Worker Syndicates. Very influential, due to the syndicate system, the common people have a high degree of economic freedom and movement, and can greatly influence matters of government.
  • Elite. Slightly influential, while of course holding great material wealth that can raise them higher in the guilds, the syndicate system allows for the greater numbers of the common folk to wield a greater influence than the social elite.
  • Qeng Xo colonists. Uninfluential, furture uncertain.
Religion:
  • Kengdai Chi (85%)
  • Imperial Pantheon (10%)
  • Mara (5%)
Stability: 9 (Qeng Xo colonists, uncertain relations with Occulta nations)
Economy: 58 (+76) (-32)
Trade Power: 8 (1.2%)
Trade Value: 13
Development:
- Gunnery 0
- Army 4
- Seafaring 3
- Agriculture 5
- Industry 5
- Infrastructure 4
- Culture 8
Projects: Economic Security Net (13)
Army: 3000 light infantry, 1000 heavy infantry, 2000 Shen den Lavang, 3000 archers, 1000 light cavalry
Navy: 20 cogs
Description: The heart of the Zang nations, Mao Sho is complex society of alchemist guilds and worker syndicates.

Mao Nang Sho NPC
Spoiler :

Technocratic Plutocracy:
Factions:
Religion:
  • Kengdai Chi (85%)
  • Imperial Pantheon (10%)
  • Mara (5%)
Stability: 7
Economy: 36 (+40) (-24)
Trade Power: 3 (0.5%)
Trade Value: 3
Development:
- Gunnery 0
- Army 4
- Seafaring 0
- Agriculture 6
- Industry 3
- Infrastructure 3
- Culture 5
Projects:
Army: 2000 light infantry, 1000 heavy infantry, 1000 archers, 1000 light cavalry
Navy:

Emang Likong
Spoiler :

Technocratic Plutocracy::
Factions:
Religion:
  • Kengdai Chi (90%)
  • Imperial Pantheon (5%)
  • Burned Men (5%)
Stability: 8
Economy: 45 (+48) (-27)
Trade Power: 6
Trade Value: 11
Development:
- Gunnery 0
- Army 2
- Seafaring 3
- Agriculture 4
- Industry 4
- Infrastructure 3
- Culture 10
Projects:
Army: 2000 light infantry, 1000 heavy infantry, 1000 archers, 1000 light cavalry
Navy: 20 cogs, 10 galleys

Elcata NPC
Spoiler :

Theocractic Feudal Monarchy:
Factions:
Religion:
  • Burned Men (90%)
  • Mara (5%)
  • Imperial Pantheon (5%)
Stability: 7
Economy: 26 (+50) (-30)
Trade Power: 5 (0.8%)
Trade Value: 8
Development:
- Gunnery 0
- Army 5
- Seafaring 2
- Agriculture 7
- Industry 3
- Infrastructure 3
- Culture 5
Projects: Highway Expansions 10/18
Army: 3000 light infantry, 1000 heavy infantry, 1000 crossbowmen
Navy: 20 cogs

Accalta NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Burned Men (80%)
  • Mara (10%)
  • Imperial Pantheon (10%)
Stability: 7
Economy: 29 (+36) (-26)
Trade Power: 5 (0.8%)
Trade Value: 5
Development:
- Gunnery 0
- Army 5
- Seafaring 2
- Agriculture 5
- Industry 2
- Infrastructure 3
- Culture 4
Projects:
Army: 3000 light infantry, 1000 heavy infantry, 1000 crossbowmen, 1000 light cavalry
Navy: 10 cogss

Occulta NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Burned Men(60%)
  • Kar-Sur (30%)
  • Imperial Pantheon (10%)
Stability: 6 (War with Karnei 80%, War with Reqq 75%)
Economy: 19 (+39) (-19)
Trade Power: 3 (0.5%)
Trade Value: 4
Development:
- Gunnery 0
- Army 4
- Seafaring 1
- Agriculture 6
- Industry 4
- Infrastructure 2
- Culture 4
Projects:
Army: 5000 levy infantry, 2000 light infantry, 2000 heavy infantry, 2000 archers, 2000 light cavalry
Navy:

Reqq NPC
Spoiler :

Tribal Confederacy:
Factions:
Religion:
  • Kar-Sur (55%)
  • Burned Men (35%)
  • Imperial Pantheon (10%)
Stability: 5 (War with Occulta, Masurra 60%)
Economy: 10 (+12) (-7)
Trade Power: 1 (0.2%)
Trade Value: 0
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 1
- Industry 2
- Infrastructure 1
- Culture 3
Projects:
Army: 1000 light infantry, 1000 archers
Navy:

Surra NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Kar-Sur (70%)
  • Burned Men (25%)
  • Imperial Pantheon (5%)
Stability: 7
Economy: 19 (+25) (-18)
Trade Power: 2 (0.3%)
Trade Value: 2
Development:
- Gunnery 0
- Army 4
- Seafaring 0
- Agriculture 5
- Industry 2
- Infrastructure 2
- Culture 4
Projects:
Army: 1000 heavy infantry, 2000 archers, 1000 light cavalry
Navy:

Masurra NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Kar-Sur (70%)
  • Burned Men (20%)
  • Imperial Pantheon (5%)
  • Pheonix Path (5%)
Stability: 8
Economy: 40 (+45) (-24)
Trade Power: 3 (0.5%)
Trade Value: 5
Development:
- Gunnery 0
- Army 4
- Seafaring 1
- Agriculture 8
- Industry 4
- Infrastructure 2
- Culture 5
Projects:
Army: 1000 heavy infantry, 2000 archers, 1000 light cavalry
Navy: 10 cogss

Kelet NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Kar-Sur (75%)
  • Burned Men (10%)
  • Imperial Pantheon (10%)
  • Pheonix Path (5%)
Stability: 8
Economy: 16 (+26) (-21)
Trade Power: 4 (0.6%)
Trade Value: 4
Development:
- Gunnery 0
- Army 4
- Seafaring 2
- Agriculture 3
- Industry 2
- Infrastructure 2
- Culture 4
Projects:
Army: 2000 light infantry, 1000 heavy infantry, 2000 archers, 1000 light cavalry
Navy: 10 cogs

Nonar NPC
Spoiler :

Absolute Monarchy:
Factions:
Religion:
  • Kar-Sur (75%)
  • Imperial Pantheon (20%)
  • Pheonix Path (10%)
Stability: 8
Economy: 15 (+28) (-21)
Trade Power: 4 (0.6%)
Trade Value: 4
Development:
- Gunnery 0
- Army 4
- Seafaring 2
- Agriculture 4
- Industry 2
- Infrastructure 2
- Culture 4
Projects:
Army: 3000 heavy infantry, 2000 archers
Navy: 20 cogs

House Massoul thomas.berubeg
Spoiler :

Semi-Feudal Clan System: Clan Massoul
Factions:
  • House Massoul. Highly influential, Kishlahi High Clan currently ruling.
  • House Bede. Very influential, Islander High Clin.
  • Clan Ghupta. Very influential, Kishlahi High Clan
  • Clan Samael. Very influential, Kishlahi High Clan.
  • Noble Houses. Slightly influential, if united they may rival the High Clans.
Religion:
  • Sunken Queen (50%)
  • Pheonix Path (35%)
  • Kar-Sur (10%)
  • Imperial Pantheon (5%)
Stability: 7 (poor infrastructure, ruling clan's authority over remote island clans, lack of space for agricultural and industrial growth)
Economy: 33 (+32) (-15)
Trade Power: 5 (0.8%)
Trade Value: 7
Development:
- Gunnery 0
- Army 5
- Seafaring 4
- Agriculture 3
- Industry 3
- Infrastructure 1
- Culture 5
Projects:
Army: 3000 light infantry, 2000 archers
Navy:
Description: Island chain comprised of numerous clans, united in a feudal system. Native islanders have less power than Kishlahi migrants from the north.

Karnei erez87
Spoiler :

Feudal Monarchy: Lord King Maee Trebiler
Factions:
  • Karnei nobles. Highly influential, control most land in Karnei.
  • Imperial soldiery. Very influential, provide legitmacy and stability to the kingdom.
  • Dutchies noblies.Influential, control the Karnei dutchies.
  • Raqq's Gift colonists. Uninfluential, small population.
Religion:
  • Kar-Sur (75%)
  • Imperial Pantheon (25%)
  • Pheonix Path (5%)
Stability: 4 (comparative power of Surr vassals, legitimacy of Lord King, War with Occulta 75%)
Economy: 43 (+79) (-58)
Vassals
  • Xino +1ep
  • Surrian Dutchies +1ep
  • Malat +1ep
  • Kemor +1ep
  • Small Dutchies +1ep
Trade Power: 7 (1.1%)
Trade Value: 12
Development:
- Gunnery 2
- Army 8
- Seafaring 3
- Agriculture 7
- Industry 4
- Infrastructure 4
- Culture 5
Projects: Royal Palace 4/20
Army: 4000 light infantry, 3000 light cavalry, 3000 handcannon gunners, 2000 handcannon knights, 20 light cannon
Navy: 10 galleys

Xino NPC
Spoiler :

Vassal City State:
Factions:
Religion:
  • Imperial Pantheon (60%)
  • Kar-Sur (30%)
  • Pheonix Path (10%)
Stability: 9
Economy: 18 (+27) (-14)
Trade Power: 7
Trade Value: 6
Development:
- Gunnery 0
- Army 2
- Seafaring 5
- Agriculture 1
- Industry 2
- Infrastructure 2
- Culture 4
Projects:
Army: 1000 light infantry, 1000 archers
Navy: 20 cogs, 10 galleys

Surrian Dutchies NPC
Spoiler :

Vassal Dutchies:
Factions:
Religion:
  • Kar-Sur (75%)
  • Imperial Pantheon (20%)
  • Pheonix Path (10%)
Stability: 6
Economy: 34 (+38) (-40)
Trade Power: 6 (0.9%)
Trade Value: 9
Development:
- Gunnery 0
- Army 3
- Seafaring 3
- Agriculture 7
- Industry 3
- Infrastructure 3
- Culture 4
Projects:
Army: 4000 heavy infantry, 3000 archers, 1000 light cavalry
Navy: 20 cogs

Malat NPC
Spoiler :

Vassal Monarchy:
Factions:
Religion:
  • Kar-Sur (75%)
  • Imperial Pantheon (20%)
  • Pheonix Path (10%)
Stability: 5
Economy: 29 (+28) (-30)
Trade Power: 5 (0.8%)
Trade Value: 4
Development:
- Gunnery 0
- Army 4
- Seafaring 2
- Agriculture 3
- Industry 2
- Infrastructure 3
- Culture 4
Projects:
Army: 2000 heavy infantry, 1000 archers, 1000 light cavalry
Navy:

Kemor NPC
Spoiler :

Vassal Kingdom:
Factions:
Religion:
  • Kar-Sur (75%)
  • Imperial Pantheon (20%)
  • Pheonix Path (10%)
Stability: 7
Economy: 10 (+19) (-16)
Trade Power: 2 (0.3%)
Trade Value: 1
Development:
- Gunnery 0
- Army 3
- Seafaring 0
- Agriculture 3
- Industry 2
- Infrastructure 2
- Culture 4
Projects:
Army: 2000 heavy infantry, 2000 archers
Navy:

Small Dutchies (Kishlahi)
Spoiler :

Vassal Dutchies:
Factions:
Religion:
  • Pheonix Path (50%)
  • Kar-Sur (30%)
  • Imperial Pantheon (20%)
Stability: 7
Economy: 29 (+43) (-34)
Trade Power: 6 (0.9%)
Trade Value: 7
Development:
- Gunnery 0
- Army 3
- Seafaring 3
- Agriculture 4
- Industry 3
- Infrastructure 3
- Culture 4
Projects:
Army: 3000 light infantry, 1000 heavy infantry, 1000 archers, 1000 light cavalry
Navy: 20 cogs, 20 galleys
 
Well, that was a bit stupid. It's 5 EP if you make a story, not 5 EPs per story, on which my strategy was based on.

Oh well.
 
Are the stats fully updated and correct for me and my vassals? Should I go forward and take 10% ep from each vassal as ep when I send orders, as I technically did that move this turn? Also malat seem to have gone into the negative again. Not sure if that's intended. I mean I know we fought, but I'm not sure what was the influence.

Also, wonderful update, worth the wait.
 
@erez

I goofed your stats a bit. Your income currently includes the correct 10% vassal income, despite the vassal list saying you're only getting 1ep. You also received the 10% this turn. Disregard the vassal list, and just use the current +78ep.
 
Great update.
 
Well, that was a bit stupid. It's 5 EP if you make a story, not 5 EPs per story, on which my strategy was based on.

Oh well.

Ur "strategy" was to spam stories?
 
from the update said:
...while Nine Spirits worshippers have pouring out of Kogu, fleeing religious oppression.

Spoiler :
messengers from Vélache,


To the Theocrats of Kogu, the crown of Pyong, the crown of Dofang Xin-Xo,


Peace, Serenity, and Harmony,

Your nations have sizable Nine Spirit religious minorities. We ask that you continue your policies of non-interference in their faith and continue to allow them prayer, meditation, and pilgrimages in accordance with their beliefs.

Sincerely,
Etienne Duval,
Minister of National Defense and War
Donvaj, Vélache
messengers from Vélache,

To the Theocrats of Kogu,


Peace, Serenity, and Harmony,

We had previously warned you to not interfere in the religious observances or lives of the followers of the nine-faiths. Initiate protections of these populations and allow them freedom to meditate, worship, and pray immediately.

Or else.

Sincerely,
Etienne Duval,
Minister of National Defense and War
Donvaj, Vélache



To the admirals of the Xiao Dau and Chien Ho,

We need to talk. Privately.

Let us arrange a meeting as soon as possible.

Sincerely,
Etienne Duval,
Minister of National Defense and War
Donvaj, Vélache



To the Tribal Chieftans of the Haishian confederacy

Our brothers and sisters in Kogu are being persecuted and killed by the theocrats of the Wind Cult there. Will you join with us in demanding an end to the oppression of our co-religionists?

Know that should the wars to your west spill inland, we will step forward to protect you as you would protect us.

Sincerely,
Etienne Duval,
Minister of National Defense and War
Donvaj, Vélache



To the Tribal Chieftans of the Haishian confederacy

We will be focusing on the completion of roads and canals through your lands in the coming years. May the spirits protect us.

Sincerely,
Entiat Haida,
Minister of National Roads and Bridges,
Donvaj, Vélache
_______________
 
@erez

I goofed your stats a bit. Your income currently includes the correct 10% vassal income, despite the vassal list saying you're only getting 1ep. You also received the 10% this turn. Disregard the vassal list, and just use the current +78ep.
Sure, so how much do I have to spend? 43 as it says? I still don't know how income is calculated so can't really check it...
 
Yes, you have 43ep to spend.
 
update said:
While Vélache&#8217;s projects have provided a stablising effect on the region, their efforts have been countered by the expansions of Dofang Xin-Xo and the Yi-qi Onaabe. Dofang Xin-Xo payed off a number Kwasga&#8217;a and Mikquin chiefs along its border, then forcibly evicted the tribes to make way for their own settlers. The Yi-qi Onaabe meanwhile didn&#8217;t even use the excuse of purchasing land, and instead just moved into Mikquin, Hisgish, and Tlinchone with handcannon gunners, blasting away anyone that didn&#8217;t immediately flee. None of the tribes have put up a legitimate defense, and there is essentially no formal war, which keeps the land routes open for me, but the trade paths are becoming more and more dangerous and crowded as tribes are compressed into smaller and smaller territories.

Senators of the Yi-qi Onaabe

Cease your invasion of the Mikquin. Return them their lands. Provide compensation for their dead.

Your power is derived from its people and your people are primarily followers of the Nine Spirits and consider themselves natives of this land. They will invariably NOT support an attack upon their co-religionist and cultural and racial brothers. Continue along this path at your own peril.

You have been warned.

Sincerely,
Etienne Duval,
Minister of National Defense and War
Donvaj, Vélache
 
from Karniean Kingdom


to Reqq:
We have not forgotten our old alliance. We wish to resign an alliance with the Reqq tribes and aid you against the Occulta as we bring them back to their rightful place on the order of humanity.

to Malat:
What were you thinking? Such dishonor and shame. Your ruler will be taken into house arrest in the capital and I will have to reconsider your continued rule of Malat. Malat will be 25% tax and we shall see if I must punish you more. Half of your military will be taking the front line against the Occulta. Stability or Pain!

to other vassals:
Your peace and stability is to be commended. Taxes will be lowered to 5% for your show of honesty and honor. Also the war against the Occulta is to be expanded. When we defeat the slaves, our kingdom will be greater than ever! Remember, together we are the most powerful in the world, but disunited we merely kill each other. Stability or Pain!

to Nonar and the Surr kingdoms:
Yes, our treatment of your brethren was harsh, but such will be the treatment for rebels and traitors to the rising crown of Karnei. If you can use your influence over the Surr to calm their hearts and stabilize our kingdom we can come to an agreement against the marauding Occulta. We all know that as long as the slaves roam freely, we are all in danger from the chaos and the gods.

to Zang nations:
We war against the Occulta, and so do you. Why won't we war against the slave people together? Kar and Sur have commanded us long ago that the Occulta are to be enslaves for the world to be whole, will you aid us in this war to enslave them once and for all?
 
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