Overview:
The Middle Ages have advanced differently from otl thanks mostly to the fact that this NES is based on the C3C Middle Ages conquest. While not necessarily the most realistic thing to base an NES on, its a fun way to do it! Anyways read the national backgrounds for more historical info. Start Date: 1455
Stats
Nation
Government
Capital:
Dissent:
Production Capacity:
Population:
Productivity:
Trading Centers:
Army:
Army Quality:
Navy:
Navy Quality:
Governments:
Feudal Monarchy: The King is forced to share his power with various nobles who may undermine his authority. (-0.2 productivity, +5% dissent)
Absolute Monarchy: The King has complete control over his kingdom and everyone is subordinate to his rule. (+10% dissent)
Early Constitutional Monarchy: The King has decided to shed some power to grant nobles and citizens rights and power. (-0.1 productivity)
Production Capacity:
Your economy will be known as production capacity. It is a rating which represents the total capacity of commerce, industry, and agriculture in your nation. It is mostly determined at this stage by your population, the vast majority of which are farmers. Technology, Productivity, and Government, are three modifiers that are added onto the base PC created by your Population. PC will be represented as a fraction, the numerator being the actual available PC for one turn, and the denominator as the base PC.
Dissent
Dissent represents the percentage of people, and more importantly nobles, who oppose the current dynastys rule. Once Dissent reaches around the 40% mark civil war is all but inevitable. However, smaller rebellions can still occur at lower dissent ratings.
Cities/Population:
Cities represent not only a center of culture, commerce, and industry, but also represent the greater population of the area surrounding it.
Small City: 200,000 people
Large City: 700,000 people
Metropolis: 1 million people
Note: While a city itself may have a population of say 5,000 the remaining 195,000 surrounding it are represented by the city. If the city is captured, so is the population.
Population is important as it is directly linked to Production Capacity. Every million people provide 1 base PC from which other PC modifiers are added. Population is rounded so 1.4 = 1 and 1.5 = 2.
Cities will appear and grow on their own.
Productivity:
Productivity is another base number much like above population. It represents just how much output each individual is giving out in regards to agriculture, industry, and commerce. A nation with a productivity rating of 1 means that each million persons give 1 PC. A nation with 1.25 means each million people give 1.25 PC and so on. Basically productivity takes into account things like corruption, upkeep, infrastructure, good crops, natural resources, etc. Should a gold rush occur, productivity will go up without effecting population. Should a famine or plague occur, not only will population most likely decrease but so will productivity as fields die out and people become too sick (or nervous) to work and trade. In other words it determines if your empire is economically effective. Usually the bigger the kingdom the worse the productivity and the smaller the kingdom, the better.
Productivity effects the rounded PC base score of your population, not the population itself.
Trade Centers:
Trade Centers will also affect PC and will be separate from both population and productivity. They easily represent the commercial wealth of a nation. A Trade Center will be a city of any size and marked by red. Each will introduce and additional 0.5 modified PC and do not round up. As such you will need an even number to maximize PC from trade centers. Trade Centers can and will shift based on trade routes. There are also Regional Trade Centers which represent a city's trade control over an entire region. This city gives 1 additional PC by itself and is marked separately from other trade centers in the stats, but not on the map.
Current Regions/Regional Trade Centers:
Western Region: Paris
Northern: Bergen
North-Central: Poznan
South-Central: Constantinople
Eastern: Sary Su (ancient local otl name)/Bursa (name in civ3 game)/Volgograd (modern otl name)
Southern: Alexandria
Armies:
Each consist of mixed cavalry and infantry
Feudal Banner: ~1000 men under command of a noble. Mixed bag of militia and knights. 1 PC for 2.
Mercenary Company: ~1000 men under command of a mercenary captain. Professional soldiers for hire, loyal to the coin not the crown. 1 PC for 1.
Professional Regiment: ~1000 men under command of a career military commander. Well-trained, equipped, and experienced men loyal to the crown. 2 PC for 1. (May only account for 1/5 of your total army until Professional Armies is learned)
Navy:
Early Ships: Simple ships based on ancient designs. 1 PC for 15.
Medieval Warship: A sturdier sailing vessel. 1 PC for 10.
Longship: Sturdy Viking sailing ships. 1 PC for 10. (Can only be built by Norway and Sweden)
Caravel: Well-built sailing vessel with the potential of ocean travel. 1 PC for 5.
Religion:
Europe at this point in time is split between three religions: Catholic Christianity, Orthodox Christianity, and Islam. Each religion is headed by an NPC who wields great political clout. The Pope, Patriarch, and Caliph each have the power to make and break kings at this point in time, and it would be unwise for even the most powerful monarch to move against them.
Catholicism: Headed by the Pope in Rome
-Norway, Sweden, Brittany, France, Castile, Germany, Holy Roman Empire, Hungarian Empire, Kingdom of Pisa, Papal State, Catholic Crusader State
Orthodoxy: Headed by the Patriarch in Constantinople
-Byzantine Empire, Bulgarian Empire, Empire of Kievan Rus, Orthodox Crusader State
Islam: Headed by the Caliph in Baghdad
-Abbasid Caliphate, Fatimid Sultanate, Cordova, Sardinian Emirate, Turkish Sultanate
Outside/Grey World
At current times I would like to keep things focused on the west (west being defined as the Christo-Islamic world west of central Asia and north of the Sahara). That is not to say an outside world doesnt exist. There is still a China, India, Mesoamerica, Africa, etc. However at this time the influence they exert on the region the game focuses on will be considered minimal. While this is obviously unrealistic, the games premise in and of itself is unrealistic being based on a civ3 game. At this point in time there is little capacity to attempt to explore and try to make contact with the outside world; this will change as technology advances. As technology begins to allow exploration the map will slowly expand to include new areas, which will most likely be represented by the below colors, but may get their own kingdoms if there is high enough demand.
As such areas not under control of one of the established kingdoms will be shown in white, grey, and dark grey. The white is an area of little inhabitance and as such little value. Expanding into such an area will not net any real positive benefits. In fact it would be most beneficial to avoid the white areas for now. The grey areas meanwhile are inhabited areas which have no central authority. Grey areas will not be easy to conquer; the people here have fought amongst themselves perhaps for centuries and are well versed in warfare. Theres a reason they have yet to be incorporated into the existing kingdoms. Finally there is the dark grey which represents the civilizations of India. Rather than adding the actual Indian kingdoms I have simply given the area a dark grey color. Considering fighting this area comparable of fighting a more advanced fellow kingdom, it would be difficult to say the least.
Technologies
High Middle Ages:
MILITARY:
Seamanship: Reintroduces sailing tradition to medieval nations. Allows construction of Medieval Warship, +1 Navy quality
Cost: 8 PC 1 PC for each large city ports you own
Being Researched By:
Completed By: Norway, Germany, HRE, Sweden, Byzantines, France, Abbasids, Cordoba, Fatimids, Turks, Sardinia
Improved Ship Building: There are a few good ideas floating around on how ships should be made. Allows construction of Caravel; +1 Navy quality. REQUIRES SEAMANSHIP
Cost: 10 PC 1 PC for each large city port you own
Being Researched By:
Completed By: Fatimids
Medieval Invention: Once polearms were discovered nobles began demanding other ways to increase power.
Cost: 1 PC for every large city you own
Being Researched By: France (1/5)
Completed By: Norway, HRE, Germany, Turks, Abbasids, Catholic Crusaders, Sweden, Hungary, Pisa, Papal State, Brittany, Byzantines, Italian Crusade, Cordoba, Khw., Bulgaria, Orthodox Crusaders, Castile, Sardinia, Kiev
Improved Siegecraft: Improves fortification and siege technology. +1 army quality. REQUIRES MEDIEVAL INVENTION.
Cost: 0.5 PC for every city you own.
Being Researched By: Khwz. (5/10), Bulgaria (2/7)
Completed By: Germany, Catholic Crusaders, Turks, Pisa, Brittany, Hungary, Moldavia, Papal, Sweden, Italian Crusaders, Abbasid, HRE, Norway, Sardinia, Castile, Cordoba, Orthodox Crusaders
Professional Armies: Removes the limit of the number of professional armies allowed. REQUIRES MEDIEVAL INVENTION.
Cost: 3 PC for every 10 PCs worth of military you have
Being Researched By:
Completed By: HRE, Catholic Crusaders, Khwz., Turks
Landsknecht: New system of recruitment and training. Increases the number of feudal banners and mercenary companies produced with 1 PC to 3 and 2. REQUIRES MEDIEVAL INVENTION.
Cost: 4 PC for every 10 PCs worth of army you have
Being Researched By: Sweden (5/8), Byzantines (11/16)
Completed By:
Pike Square: A new fighting style based on the pike and disciplined forces. +1 army quality. REQUIRES PROFESSIONAL ARMIES OR LANDSKNECT
Cost: 2 PC for every 10 PCs worth of army you have
Being Researched By:
Completed By: HRE, Catholic Crusader State
RELIGIOUS/GOVERNEMNT:
Theology: More advanced studies of religion.
Cost: 1 PC per large city
Being Researched By:
Completed By: Norway, HRE, Sweden, Byzantines, France, Germany, Turks, Abbasids, Catholic Crusaders, Castile, Orthodox Crusaders, Hungary, Papal State, Bulgaria, Italian Crusaders, Kiev, Russia, Karelia, Cordoba, Khwz.
Religious Persecution: Forcibly lowers dissent in your nation. -5% dissent. REQUIRES THEOLOGY
Cost: 0.25 PC per city
Being Researched By: Kiev(1/2), Russia(1/3)
Completed By: Norway, HRE, Byzantines, France, Germany, Turks, Abbasids, Catholic Crusaders, Orthodox Crusaders, Bulgaria, Castile, Karelia
Medieval Education: Nobles began learning the secrets of knowledge that monks had held since the fall of Rome. REQUIRES THEOLOGY
Cost: 1 PC per Large City
Being Researched By:
Completed By: HRE, Germany, Turks, Abbasids, Catholic Crusaders, Norway, Sweden, Byzantines, Papal State
Divine Right: Idea that a rulers power comes from a divine source. Gives legitimacy to Absolute Monarchies
Cost: 1 PC per Large City
Being Researched By:
Completed By: Norway, HRE, Byzantines, France, Germany, Turks, Abbasids, Catholic Crusaders, Papal State, Sweden, Bulgaria, Orthodox Crusader State, Cordoba, Pisa, Fatimids, Russia
Parliament: The idea that the king should share control with a group of nobles, I mean representatives of the citizenry. Gives legitimacy to Constitutional Monarchies REQUIRES MEDIEVAL EDUCATION AND DIVINE RIGHT
Cost: 1 PC per large city
Being Researched By:
Completed By: Norway, Catholic Crusaders
ECONOMIC:
The Middle Class: An increase in the number of freemen and merchants allowing further developments.
Cost: 1.5x base PC
Being Researched By: Orthodox Crusaders (3/5)
Completed By: Norway, HRE, Byzantines, France, Germany, Turks, Abbasids, Catholic Crusaders, Hungary, Sweden, Pisa, Papal State
Milling: Developments in mechanics have allowed increase in production. + 0.1 productivity. REQUIRES MIDDLE CLASS AND MEDIEVAL INVENTION
Cost: 1.5x base PC
Being Researched By:
Completed By: Norway, Abbasid, Germany, Sweden
Early Mercantilism: As trade developing from the middle class grew, ports and nations wanted control of trading systems. Allows the opportunity of large city trading centers to increase to Metropolis size. REQUIRES MIDDLE CLASS
Cost: Cost: 1.5x base PC 1 PC per Large City port
Being Researched By: Norway (4/10)
Completed By: Abbasid
Exchequer: As trade grew monarchs found it necessary to create a more central treasury. + 0.1 productivity. REQUIRES DIVINE RIGHT AND MIDDLE CLASS
Cost: Cost: 1.5x base PC
Being Researched By: Germany (3/6)
Completed By: Turks, Abbasids, Pisa, France
Early Banking: Early loaners, crediters, and checking providers providing the foundation of modern finance. + 0.1 productivity. REQUIRES EXCHEQUER
Cost: 1.5x base PC
Being Researched By:
Completed By: Pisa
DEVELOPMENTAL:
Renaissance: Launches your nation into a great period of re-learning and innovation opening up a plethora of new technologies. REQUIRES MEDIEVAL INVENTION, MEDIEVAL EDUCATION, AND THE MIDDLE CLASS
Cost: 1.0x modified PC
Being Researched By:
Completed By:
NATIONS:
CATHOLIC:
ISLAMIC:
OTHODOX:
STARTING MAP:
The Middle Ages have advanced differently from otl thanks mostly to the fact that this NES is based on the C3C Middle Ages conquest. While not necessarily the most realistic thing to base an NES on, its a fun way to do it! Anyways read the national backgrounds for more historical info. Start Date: 1455
Stats
Nation
Government
Capital:
Dissent:
Production Capacity:
Population:
Productivity:
Trading Centers:
Army:
Army Quality:
Navy:
Navy Quality:
Governments:
Feudal Monarchy: The King is forced to share his power with various nobles who may undermine his authority. (-0.2 productivity, +5% dissent)
Absolute Monarchy: The King has complete control over his kingdom and everyone is subordinate to his rule. (+10% dissent)
Early Constitutional Monarchy: The King has decided to shed some power to grant nobles and citizens rights and power. (-0.1 productivity)
Production Capacity:
Your economy will be known as production capacity. It is a rating which represents the total capacity of commerce, industry, and agriculture in your nation. It is mostly determined at this stage by your population, the vast majority of which are farmers. Technology, Productivity, and Government, are three modifiers that are added onto the base PC created by your Population. PC will be represented as a fraction, the numerator being the actual available PC for one turn, and the denominator as the base PC.
Dissent
Dissent represents the percentage of people, and more importantly nobles, who oppose the current dynastys rule. Once Dissent reaches around the 40% mark civil war is all but inevitable. However, smaller rebellions can still occur at lower dissent ratings.
Cities/Population:
Cities represent not only a center of culture, commerce, and industry, but also represent the greater population of the area surrounding it.
Small City: 200,000 people
Large City: 700,000 people
Metropolis: 1 million people
Note: While a city itself may have a population of say 5,000 the remaining 195,000 surrounding it are represented by the city. If the city is captured, so is the population.
Population is important as it is directly linked to Production Capacity. Every million people provide 1 base PC from which other PC modifiers are added. Population is rounded so 1.4 = 1 and 1.5 = 2.
Cities will appear and grow on their own.
Productivity:
Productivity is another base number much like above population. It represents just how much output each individual is giving out in regards to agriculture, industry, and commerce. A nation with a productivity rating of 1 means that each million persons give 1 PC. A nation with 1.25 means each million people give 1.25 PC and so on. Basically productivity takes into account things like corruption, upkeep, infrastructure, good crops, natural resources, etc. Should a gold rush occur, productivity will go up without effecting population. Should a famine or plague occur, not only will population most likely decrease but so will productivity as fields die out and people become too sick (or nervous) to work and trade. In other words it determines if your empire is economically effective. Usually the bigger the kingdom the worse the productivity and the smaller the kingdom, the better.
Productivity effects the rounded PC base score of your population, not the population itself.
Trade Centers:
Trade Centers will also affect PC and will be separate from both population and productivity. They easily represent the commercial wealth of a nation. A Trade Center will be a city of any size and marked by red. Each will introduce and additional 0.5 modified PC and do not round up. As such you will need an even number to maximize PC from trade centers. Trade Centers can and will shift based on trade routes. There are also Regional Trade Centers which represent a city's trade control over an entire region. This city gives 1 additional PC by itself and is marked separately from other trade centers in the stats, but not on the map.
Current Regions/Regional Trade Centers:
Western Region: Paris
Northern: Bergen
North-Central: Poznan
South-Central: Constantinople
Eastern: Sary Su (ancient local otl name)/Bursa (name in civ3 game)/Volgograd (modern otl name)
Southern: Alexandria
Spoiler :
Armies:
Each consist of mixed cavalry and infantry
Feudal Banner: ~1000 men under command of a noble. Mixed bag of militia and knights. 1 PC for 2.
Mercenary Company: ~1000 men under command of a mercenary captain. Professional soldiers for hire, loyal to the coin not the crown. 1 PC for 1.
Professional Regiment: ~1000 men under command of a career military commander. Well-trained, equipped, and experienced men loyal to the crown. 2 PC for 1. (May only account for 1/5 of your total army until Professional Armies is learned)
Navy:
Early Ships: Simple ships based on ancient designs. 1 PC for 15.
Medieval Warship: A sturdier sailing vessel. 1 PC for 10.
Longship: Sturdy Viking sailing ships. 1 PC for 10. (Can only be built by Norway and Sweden)
Caravel: Well-built sailing vessel with the potential of ocean travel. 1 PC for 5.
Religion:
Europe at this point in time is split between three religions: Catholic Christianity, Orthodox Christianity, and Islam. Each religion is headed by an NPC who wields great political clout. The Pope, Patriarch, and Caliph each have the power to make and break kings at this point in time, and it would be unwise for even the most powerful monarch to move against them.
Catholicism: Headed by the Pope in Rome
-Norway, Sweden, Brittany, France, Castile, Germany, Holy Roman Empire, Hungarian Empire, Kingdom of Pisa, Papal State, Catholic Crusader State
Orthodoxy: Headed by the Patriarch in Constantinople
-Byzantine Empire, Bulgarian Empire, Empire of Kievan Rus, Orthodox Crusader State
Islam: Headed by the Caliph in Baghdad
-Abbasid Caliphate, Fatimid Sultanate, Cordova, Sardinian Emirate, Turkish Sultanate
Outside/Grey World
At current times I would like to keep things focused on the west (west being defined as the Christo-Islamic world west of central Asia and north of the Sahara). That is not to say an outside world doesnt exist. There is still a China, India, Mesoamerica, Africa, etc. However at this time the influence they exert on the region the game focuses on will be considered minimal. While this is obviously unrealistic, the games premise in and of itself is unrealistic being based on a civ3 game. At this point in time there is little capacity to attempt to explore and try to make contact with the outside world; this will change as technology advances. As technology begins to allow exploration the map will slowly expand to include new areas, which will most likely be represented by the below colors, but may get their own kingdoms if there is high enough demand.
As such areas not under control of one of the established kingdoms will be shown in white, grey, and dark grey. The white is an area of little inhabitance and as such little value. Expanding into such an area will not net any real positive benefits. In fact it would be most beneficial to avoid the white areas for now. The grey areas meanwhile are inhabited areas which have no central authority. Grey areas will not be easy to conquer; the people here have fought amongst themselves perhaps for centuries and are well versed in warfare. Theres a reason they have yet to be incorporated into the existing kingdoms. Finally there is the dark grey which represents the civilizations of India. Rather than adding the actual Indian kingdoms I have simply given the area a dark grey color. Considering fighting this area comparable of fighting a more advanced fellow kingdom, it would be difficult to say the least.
Technologies
High Middle Ages:
Spoiler :
MILITARY:
Seamanship: Reintroduces sailing tradition to medieval nations. Allows construction of Medieval Warship, +1 Navy quality
Cost: 8 PC 1 PC for each large city ports you own
Being Researched By:
Completed By: Norway, Germany, HRE, Sweden, Byzantines, France, Abbasids, Cordoba, Fatimids, Turks, Sardinia
Improved Ship Building: There are a few good ideas floating around on how ships should be made. Allows construction of Caravel; +1 Navy quality. REQUIRES SEAMANSHIP
Cost: 10 PC 1 PC for each large city port you own
Being Researched By:
Completed By: Fatimids
Medieval Invention: Once polearms were discovered nobles began demanding other ways to increase power.
Cost: 1 PC for every large city you own
Being Researched By: France (1/5)
Completed By: Norway, HRE, Germany, Turks, Abbasids, Catholic Crusaders, Sweden, Hungary, Pisa, Papal State, Brittany, Byzantines, Italian Crusade, Cordoba, Khw., Bulgaria, Orthodox Crusaders, Castile, Sardinia, Kiev
Improved Siegecraft: Improves fortification and siege technology. +1 army quality. REQUIRES MEDIEVAL INVENTION.
Cost: 0.5 PC for every city you own.
Being Researched By: Khwz. (5/10), Bulgaria (2/7)
Completed By: Germany, Catholic Crusaders, Turks, Pisa, Brittany, Hungary, Moldavia, Papal, Sweden, Italian Crusaders, Abbasid, HRE, Norway, Sardinia, Castile, Cordoba, Orthodox Crusaders
Professional Armies: Removes the limit of the number of professional armies allowed. REQUIRES MEDIEVAL INVENTION.
Cost: 3 PC for every 10 PCs worth of military you have
Being Researched By:
Completed By: HRE, Catholic Crusaders, Khwz., Turks
Landsknecht: New system of recruitment and training. Increases the number of feudal banners and mercenary companies produced with 1 PC to 3 and 2. REQUIRES MEDIEVAL INVENTION.
Cost: 4 PC for every 10 PCs worth of army you have
Being Researched By: Sweden (5/8), Byzantines (11/16)
Completed By:
Pike Square: A new fighting style based on the pike and disciplined forces. +1 army quality. REQUIRES PROFESSIONAL ARMIES OR LANDSKNECT
Cost: 2 PC for every 10 PCs worth of army you have
Being Researched By:
Completed By: HRE, Catholic Crusader State
RELIGIOUS/GOVERNEMNT:
Theology: More advanced studies of religion.
Cost: 1 PC per large city
Being Researched By:
Completed By: Norway, HRE, Sweden, Byzantines, France, Germany, Turks, Abbasids, Catholic Crusaders, Castile, Orthodox Crusaders, Hungary, Papal State, Bulgaria, Italian Crusaders, Kiev, Russia, Karelia, Cordoba, Khwz.
Religious Persecution: Forcibly lowers dissent in your nation. -5% dissent. REQUIRES THEOLOGY
Cost: 0.25 PC per city
Being Researched By: Kiev(1/2), Russia(1/3)
Completed By: Norway, HRE, Byzantines, France, Germany, Turks, Abbasids, Catholic Crusaders, Orthodox Crusaders, Bulgaria, Castile, Karelia
Medieval Education: Nobles began learning the secrets of knowledge that monks had held since the fall of Rome. REQUIRES THEOLOGY
Cost: 1 PC per Large City
Being Researched By:
Completed By: HRE, Germany, Turks, Abbasids, Catholic Crusaders, Norway, Sweden, Byzantines, Papal State
Divine Right: Idea that a rulers power comes from a divine source. Gives legitimacy to Absolute Monarchies
Cost: 1 PC per Large City
Being Researched By:
Completed By: Norway, HRE, Byzantines, France, Germany, Turks, Abbasids, Catholic Crusaders, Papal State, Sweden, Bulgaria, Orthodox Crusader State, Cordoba, Pisa, Fatimids, Russia
Parliament: The idea that the king should share control with a group of nobles, I mean representatives of the citizenry. Gives legitimacy to Constitutional Monarchies REQUIRES MEDIEVAL EDUCATION AND DIVINE RIGHT
Cost: 1 PC per large city
Being Researched By:
Completed By: Norway, Catholic Crusaders
ECONOMIC:
The Middle Class: An increase in the number of freemen and merchants allowing further developments.
Cost: 1.5x base PC
Being Researched By: Orthodox Crusaders (3/5)
Completed By: Norway, HRE, Byzantines, France, Germany, Turks, Abbasids, Catholic Crusaders, Hungary, Sweden, Pisa, Papal State
Milling: Developments in mechanics have allowed increase in production. + 0.1 productivity. REQUIRES MIDDLE CLASS AND MEDIEVAL INVENTION
Cost: 1.5x base PC
Being Researched By:
Completed By: Norway, Abbasid, Germany, Sweden
Early Mercantilism: As trade developing from the middle class grew, ports and nations wanted control of trading systems. Allows the opportunity of large city trading centers to increase to Metropolis size. REQUIRES MIDDLE CLASS
Cost: Cost: 1.5x base PC 1 PC per Large City port
Being Researched By: Norway (4/10)
Completed By: Abbasid
Exchequer: As trade grew monarchs found it necessary to create a more central treasury. + 0.1 productivity. REQUIRES DIVINE RIGHT AND MIDDLE CLASS
Cost: Cost: 1.5x base PC
Being Researched By: Germany (3/6)
Completed By: Turks, Abbasids, Pisa, France
Early Banking: Early loaners, crediters, and checking providers providing the foundation of modern finance. + 0.1 productivity. REQUIRES EXCHEQUER
Cost: 1.5x base PC
Being Researched By:
Completed By: Pisa
DEVELOPMENTAL:
Renaissance: Launches your nation into a great period of re-learning and innovation opening up a plethora of new technologies. REQUIRES MEDIEVAL INVENTION, MEDIEVAL EDUCATION, AND THE MIDDLE CLASS
Cost: 1.0x modified PC
Being Researched By:
Completed By:
NATIONS:
CATHOLIC:
Spoiler :
Norwegian Empire Sheep
Early Constitutional Monarchy
Capital: Trondheim
Dissent: 20%
Production Capacity: 10/10
Population: 10.3 million
Productivity: 0.8
Trading Centers: 3, 1 regional center
Army: 55 Feudal Banners, 11 Professional Regiments (50 PC)
Army Quality: 3
Navy: 120 Longships
Navy Quality: 2
Sweden
Absolute Monarchy
Capital: Sigtuna
Dissent: 15%
Production Capacity: 7/4
Population: 3.6 million
Productivity: 1.5
Trading Centers: 2
Army: 28 Feudal Banners, 7 Mercenary Companies (21 PC)
Army Quality: 3
Navy: 30 Longships
Navy Quality: 2
France - a_propagandist
Absolute Monarchy
Capital: Paris
Dissent: 8%
Production Capacity: 10/6
Population: 5.7 million
Productivity: 1.1
Trading Centers: 4, 1 regional center
Army: 40 Feudal Banners, 7 Professional Regiments (34 PC)
Army Quality: 2
Navy: None
Navy Quality: 2
Germany - justo
Absolute Monarchy
Capital: Regensburg
Dissent: 10%
Production Capacity: 6/4
Population: 4.0 million
Productivity: 1.3
Trading Centers: 3
Army: 32 Feudal Banners, 3 Mercenary Companies, 6 Professional Regiments (31 PC)
Army Quality: 3
Navy: 38 Medieval Ships
Navy Quality: 2
Holy Roman Empire
Absolute Monarchy
Capital: Poznan
Dissent: 10%
Production Capacity: 8/4
Population: 4.2 million
Productivity: 1.4
Trading Centers: 3, 1 regional center
Army: 50 Feudal Banners, 12 Professional Regiments (49 PC)
Army Quality: 4
Navy: 10 Medieval Ships
Navy Quality: 2
Hungary
Feudal Monarchy
Capital: Pest
Dissent: 30%
Production Capacity: 2/2
Population: 1.7 million [1.7 occ by Bulgaria]
Productivity: 1.2
Trading Centers: 1 [1 occ. By Bulgaria]
Army: 24 Feudal Banners, 3 Mercenary Companies, 2 Professional Regiment (19 PC)
Army Quality: 3
Navy: 15 Early Ships
Navy Quality: 1
Castile
Absolute Monarchy
Capital: Leon
Dissent: 20%
Production Capacity: 4/2
Population: 1.5 million (.2M occ. By Cordoba)
Productivity: 1.5
Trading Centers: 2
Army: 20 Feudal Banners, 3 Professional Regiments (15 PC)
Army Quality: 3
Navy: 32 Early Ships
Navy Quality: 1
Principality of Pisa
Absolute Monarchy
Capital: Pisa
Dissent: 20%
Production Capacity: 3/1
Population: 1.1 million
Productivity: 1.8
Trading Centers: 2
Army: 11 Feudal Banners, 4 Mercenary Companies (10 PC)
Army Quality: 3
Navy: 45 Early Ships
Navy Quality: 1
Papal State:
Absolute Monarchy
Capital: Rome
Dissent: 5%
Production Capacity: 1/1
Population: 200,000
Productivity: 1.0
Trading Centers: 0
Army: 6 Mercenary Companies (6 PC)
Army Quality: 3
Navy: 15 Early Ships
Navy Quality: 1
Catholic Crusader State
Early Constitutional Monarchy
Capital: Ankara
Dissent: 25%
Production Capacity: 2/2
Population: 1.7 million
Productivity: 1.2
Trading Centers: 1
Army: 6 Feudal Banners, 13 Mercenary Companies, 1 Professional Regiment (18 PC)
Army Quality: 4
Navy: None
Navy Quality: 1
Italian Crusader State
Ferudal Monarchy
Capital: Pescara
Dissent: 20%
Production Capacity: 1/1
Population: 400,000
Productivity: 1
Trading Centers: 1
Army: 7 Feudal Banners, 2 Mercenary Company (6 PC)
Army Quality: 3
Navy: None
Navy Quality: 1
Kingdom of Karelia
Absolute Monarcy
Capital: Visby
Dissent: 15%
Production Capacity: 1/1
Population: 1.2 Milion
Productivity: 0.9
Trading Centers: 0
Army: 10 Feudal Banners, 1 Mercenary Company (6 PC)
Army Quality: 2
Navy: 15 Early Ships
Navy Quality: 1
Early Constitutional Monarchy
Capital: Trondheim
Dissent: 20%
Production Capacity: 10/10
Population: 10.3 million
Productivity: 0.8
Trading Centers: 3, 1 regional center
Army: 55 Feudal Banners, 11 Professional Regiments (50 PC)
Army Quality: 3
Navy: 120 Longships
Navy Quality: 2
Sweden
Absolute Monarchy
Capital: Sigtuna
Dissent: 15%
Production Capacity: 7/4
Population: 3.6 million
Productivity: 1.5
Trading Centers: 2
Army: 28 Feudal Banners, 7 Mercenary Companies (21 PC)
Army Quality: 3
Navy: 30 Longships
Navy Quality: 2
France - a_propagandist
Absolute Monarchy
Capital: Paris
Dissent: 8%
Production Capacity: 10/6
Population: 5.7 million
Productivity: 1.1
Trading Centers: 4, 1 regional center
Army: 40 Feudal Banners, 7 Professional Regiments (34 PC)
Army Quality: 2
Navy: None
Navy Quality: 2
Germany - justo
Absolute Monarchy
Capital: Regensburg
Dissent: 10%
Production Capacity: 6/4
Population: 4.0 million
Productivity: 1.3
Trading Centers: 3
Army: 32 Feudal Banners, 3 Mercenary Companies, 6 Professional Regiments (31 PC)
Army Quality: 3
Navy: 38 Medieval Ships
Navy Quality: 2
Holy Roman Empire
Absolute Monarchy
Capital: Poznan
Dissent: 10%
Production Capacity: 8/4
Population: 4.2 million
Productivity: 1.4
Trading Centers: 3, 1 regional center
Army: 50 Feudal Banners, 12 Professional Regiments (49 PC)
Army Quality: 4
Navy: 10 Medieval Ships
Navy Quality: 2
Hungary
Feudal Monarchy
Capital: Pest
Dissent: 30%
Production Capacity: 2/2
Population: 1.7 million [1.7 occ by Bulgaria]
Productivity: 1.2
Trading Centers: 1 [1 occ. By Bulgaria]
Army: 24 Feudal Banners, 3 Mercenary Companies, 2 Professional Regiment (19 PC)
Army Quality: 3
Navy: 15 Early Ships
Navy Quality: 1
Castile
Absolute Monarchy
Capital: Leon
Dissent: 20%
Production Capacity: 4/2
Population: 1.5 million (.2M occ. By Cordoba)
Productivity: 1.5
Trading Centers: 2
Army: 20 Feudal Banners, 3 Professional Regiments (15 PC)
Army Quality: 3
Navy: 32 Early Ships
Navy Quality: 1
Principality of Pisa
Absolute Monarchy
Capital: Pisa
Dissent: 20%
Production Capacity: 3/1
Population: 1.1 million
Productivity: 1.8
Trading Centers: 2
Army: 11 Feudal Banners, 4 Mercenary Companies (10 PC)
Army Quality: 3
Navy: 45 Early Ships
Navy Quality: 1
Papal State:
Absolute Monarchy
Capital: Rome
Dissent: 5%
Production Capacity: 1/1
Population: 200,000
Productivity: 1.0
Trading Centers: 0
Army: 6 Mercenary Companies (6 PC)
Army Quality: 3
Navy: 15 Early Ships
Navy Quality: 1
Catholic Crusader State
Early Constitutional Monarchy
Capital: Ankara
Dissent: 25%
Production Capacity: 2/2
Population: 1.7 million
Productivity: 1.2
Trading Centers: 1
Army: 6 Feudal Banners, 13 Mercenary Companies, 1 Professional Regiment (18 PC)
Army Quality: 4
Navy: None
Navy Quality: 1
Italian Crusader State
Ferudal Monarchy
Capital: Pescara
Dissent: 20%
Production Capacity: 1/1
Population: 400,000
Productivity: 1
Trading Centers: 1
Army: 7 Feudal Banners, 2 Mercenary Company (6 PC)
Army Quality: 3
Navy: None
Navy Quality: 1
Kingdom of Karelia
Absolute Monarcy
Capital: Visby
Dissent: 15%
Production Capacity: 1/1
Population: 1.2 Milion
Productivity: 0.9
Trading Centers: 0
Army: 10 Feudal Banners, 1 Mercenary Company (6 PC)
Army Quality: 2
Navy: 15 Early Ships
Navy Quality: 1
ISLAMIC:
Spoiler :
Sardinian Emirate
Feudal Monarchy
Capital: Cagliari
Dissent: 10%
Production Capacity: 2/1
Population: 400,000
Productivity: 1.5
Trading Centers: 0
Army: 6 Feudal Banners, 3 Mercenary Companies (6 PC)
Army Quality: 3
Navy: 22 Early Ships, 9 Medieval Ships
Navy Quality: 2
Cordoba
Absolute Monarchy
Capital: Cordoba
Dissent: 20%
Production Capacity: 5/3
Population: 3.1 million
Productivity: 1.2
Trading Centers: 1
Army: 18 Feudal Banners, 2 Mercenary Companies (11 PC)
Army Quality: 3
Navy: 30 Early Ships
Navy Quality: 2
Fatimid Sultanate - Immaculate
Feudal Monarchy
Capital: Tripoli
Dissent: 23%
Production Capacity: 6/6
Population: 5.7 million
Productivity: .9
Trading Centers: 3
Army: 33 Feudal Banners, 6 Professional Regiments (29 PC)
Army Quality: 2
Navy: 45 Early Ships, 40 Caravels
Navy Quality: 2
Abbasid Caliphate - skeptikalz! ***
Absolute Monarchy
Capital: Jerusalem
Dissent: 32%
Production Capacity: 13/10
Population: 9.7 million
Productivity: 1.1
Trading Centers: 3, 1 regional center
Army: 48 Feudal Banners, 10 Professional Regiments (44 PC)
Army Quality: 3
Navy: 30 Medieval Ships
Navy Quality: 2
Turkish Sultanate - Adrogans
Absolute Monarchy
Capital: Ghuzz
Dissent: 20%
Production Capacity: 5/3
Population: 3.3 million
Productivity: 1.3
Trading Centers: 1, 1 regional center
Army: 26 Feudal Banners, 6 Professional Regiments (25 PC), 6 Feudal Banners [Turk rebels]
Army Quality: 3
Navy: 30 Early Ships, 10 Medieval Ships
Navy Quality: 2
Khwarezmian Empire
Feudal Monarchy
Capital: Urgench
Dissent: 35%
Production Capacity: 8/8
Population: 7.5 Million
Productivity: 0.7
Trading Centers: 5
Army: 50 Feudal Banners, 6 Professional Regiments (37 PC)
Army Quality: 2
Navy: 15 Early Ships
Navy Quality: 1
Feudal Monarchy
Capital: Cagliari
Dissent: 10%
Production Capacity: 2/1
Population: 400,000
Productivity: 1.5
Trading Centers: 0
Army: 6 Feudal Banners, 3 Mercenary Companies (6 PC)
Army Quality: 3
Navy: 22 Early Ships, 9 Medieval Ships
Navy Quality: 2
Cordoba
Absolute Monarchy
Capital: Cordoba
Dissent: 20%
Production Capacity: 5/3
Population: 3.1 million
Productivity: 1.2
Trading Centers: 1
Army: 18 Feudal Banners, 2 Mercenary Companies (11 PC)
Army Quality: 3
Navy: 30 Early Ships
Navy Quality: 2
Fatimid Sultanate - Immaculate
Feudal Monarchy
Capital: Tripoli
Dissent: 23%
Production Capacity: 6/6
Population: 5.7 million
Productivity: .9
Trading Centers: 3
Army: 33 Feudal Banners, 6 Professional Regiments (29 PC)
Army Quality: 2
Navy: 45 Early Ships, 40 Caravels
Navy Quality: 2
Abbasid Caliphate - skeptikalz! ***
Absolute Monarchy
Capital: Jerusalem
Dissent: 32%
Production Capacity: 13/10
Population: 9.7 million
Productivity: 1.1
Trading Centers: 3, 1 regional center
Army: 48 Feudal Banners, 10 Professional Regiments (44 PC)
Army Quality: 3
Navy: 30 Medieval Ships
Navy Quality: 2
Turkish Sultanate - Adrogans
Absolute Monarchy
Capital: Ghuzz
Dissent: 20%
Production Capacity: 5/3
Population: 3.3 million
Productivity: 1.3
Trading Centers: 1, 1 regional center
Army: 26 Feudal Banners, 6 Professional Regiments (25 PC), 6 Feudal Banners [Turk rebels]
Army Quality: 3
Navy: 30 Early Ships, 10 Medieval Ships
Navy Quality: 2
Khwarezmian Empire
Feudal Monarchy
Capital: Urgench
Dissent: 35%
Production Capacity: 8/8
Population: 7.5 Million
Productivity: 0.7
Trading Centers: 5
Army: 50 Feudal Banners, 6 Professional Regiments (37 PC)
Army Quality: 2
Navy: 15 Early Ships
Navy Quality: 1
OTHODOX:
Spoiler :
Byzantine Empire - D'Artagnan59
Absolute Monarchy
Capital: Constantinople
Dissent: 40%
Production Capacity: 11/10
Population: 9.7 million [0.4M occ. by Pisa, 0.2M occ. By Ita. Cru.]
Productivity: 0.8
Trading Centers: 4, 1 regional center
Army: 52 Feudal Banners, 3 Mercenary Companies, 5 Professional Regiments (40 PC)
Army Quality: 2
Navy: 21 Medieval Warships
Navy Quality: 2
Bulgarian Empire Churchill 25
Absolute Monarchy
Capital: Pliska
Dissent: 35%
Production Capacity: 5/4
Population: 3.7 million (1.4M occ. By HRE)
Productivity: 0.9
Trading Centers: 2
Army: 45 Feudal Banners, 3 Mercenary Companies, 8 Professional Regiments (42 PC)
Army Quality: 2
Navy: 30 Early Ships
Navy Quality: 1
Kingdom of Russia
Absolute Monarchy
Capital: Sarkel
Dissent: 25%
Production Capacity: 5/4
Population: 3.6 million (1.1M occ. By OCS)
Productivity: 1
Trading Centers: 2
Army: 30 Feudal Banners, 6 Professional Regiments (27 PC)
Army Quality: 2
Navy: None
Navy Quality: 1
Kingdom of Kiev
Feudal Monarchy
Capital: Kiev
Dissent: 15%
Production Capacity: 3/3
Population: 2.9 Million (.7M occ. By Russia)
Productivity: 1
Trading Centers: 1
Army: 28 Feudal Banners, 5 Mercenary Companies (19 PC)
Army Quality: 2
Navy: None
Navy Quality: 1
Orthodox Crusader State
Absolute Monarchy
Capital: Bolghar
Dissent: 30%
Production Capacity: 3/2
Population: 1.6 million (1M occ. By Turk rebels)
Productivity: 0.9
Trading Centers: 1
Army: 15 Feudal Banners, 5 Mercenary Companies (13 PC)
Army Quality: 3
Navy: None
Navy Quality: 1
Absolute Monarchy
Capital: Constantinople
Dissent: 40%
Production Capacity: 11/10
Population: 9.7 million [0.4M occ. by Pisa, 0.2M occ. By Ita. Cru.]
Productivity: 0.8
Trading Centers: 4, 1 regional center
Army: 52 Feudal Banners, 3 Mercenary Companies, 5 Professional Regiments (40 PC)
Army Quality: 2
Navy: 21 Medieval Warships
Navy Quality: 2
Bulgarian Empire Churchill 25
Absolute Monarchy
Capital: Pliska
Dissent: 35%
Production Capacity: 5/4
Population: 3.7 million (1.4M occ. By HRE)
Productivity: 0.9
Trading Centers: 2
Army: 45 Feudal Banners, 3 Mercenary Companies, 8 Professional Regiments (42 PC)
Army Quality: 2
Navy: 30 Early Ships
Navy Quality: 1
Kingdom of Russia
Absolute Monarchy
Capital: Sarkel
Dissent: 25%
Production Capacity: 5/4
Population: 3.6 million (1.1M occ. By OCS)
Productivity: 1
Trading Centers: 2
Army: 30 Feudal Banners, 6 Professional Regiments (27 PC)
Army Quality: 2
Navy: None
Navy Quality: 1
Kingdom of Kiev
Feudal Monarchy
Capital: Kiev
Dissent: 15%
Production Capacity: 3/3
Population: 2.9 Million (.7M occ. By Russia)
Productivity: 1
Trading Centers: 1
Army: 28 Feudal Banners, 5 Mercenary Companies (19 PC)
Army Quality: 2
Navy: None
Navy Quality: 1
Orthodox Crusader State
Absolute Monarchy
Capital: Bolghar
Dissent: 30%
Production Capacity: 3/2
Population: 1.6 million (1M occ. By Turk rebels)
Productivity: 0.9
Trading Centers: 1
Army: 15 Feudal Banners, 5 Mercenary Companies (13 PC)
Army Quality: 3
Navy: None
Navy Quality: 1
STARTING MAP:
Spoiler :