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Emperor Walter

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Nov 26, 2007
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Sign up is TIERED. Only once the first tier of states is claimed will subsequent states be available for players. Political maps are up right now, culture/religion maps will be placed later. Australia/NZ map is not up right now as there are no significant states there and it is not yet available for colonization. Blank spaces should be taken to be one-province tribes. Blank spaces with a blue dot are civilized one-province states that are too minor to represent as a seperate faction.

State information will be posted later.

Europe:
NtiVrlx.jpg


Culture/Religion

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vaeW06A.jpg

Asia:
C6NeP0V.jpg


Culture/Religon

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Africa:

8LVL4yE.jpg


Culture/Religion
jFdwnbX.jpg

Americas:

7FiLfGt.jpg


Culture/Religion

5dHkB8D.jpg


Available for signup [SIGNUP WILL REMAIN OPEN THROUGHOUT THE GAME]:



-HRE (in PU with Spain, Burgundy)[Kingoflords]
-France [Janha]
-England (in PU with Ireland) [DragonOfAtlantis]
-Poland (in PU with Lithuania) [Walter]
-Ottomans
-Ming Dynasty [XxMantoxX] Strike One

-Timurids
-Safavids [Tufto]
-Russia [NLS] Strike One


Discord Server for ingame discussion:

https://discord.gg/ZaU9j6m
 
Last edited:
Rules:
1. Timescale

Each turn represents ten years in time. Each player represents a single state. A state is defined as a unit which is defacto independent.

2. Characteristics of a State

Each state has the following characteristics: Territory, Economy, Military, Government, Religion, Culture, Happiness, Stability.

2. Territory

The game map is divided into provinces. Every province is controlled by a state. A fully settled state is worth the economic value displayed on the province map. Each province also has a religion and a culture. Territories may be ceded to another state or granted full independence at any time, which if they do not match the state's religion or culture will improve happiness according to their proportion within the state.

3. Economy

Each state derives income from the territories it controls. The income for a state may be represented as the sum of all province values multiplied by up to three modifiers plus government traits. Income may be spent on: Military, Increasing or maintaining stability, Cultural or religious conversion, or colonization. Income does not carry over from turn to turn.

4. Military

Military is the armed strength of the state. An economic investment of 10 in the military will normally yield 10 military strength.

5. Government

Each state has a government. Governments may only be changed via revolution, at the discretion of a senior partner in a vassalage, or via reform. Government may only be reformed if the government shares a word between the two, ie, from Liberal Democracy to Social Democracy because they both share the word "democracy"; each reforms incurs a stability and happiness hit of one. Each government has a certain trait that provides benefits and/or penalties.

Tribal governments must be briefly noted since they operate rather differently from other states. They have a military modifier of x5 (capping at 60), but they only have a stability of 2, cannot profit from defensive wars, and cannot form alliances; they have no happiness counter. To move from a tribal state to a normal state, they must either border a civilized state and convert to their religion, conquer 3 civilized territories, or invest half of their income for a turn for a 1/50 chance of becoming civilized. On becoming civilized, all territories held by the tribal state at that time become fully settled.

6. Religion and Culture

Religion and culture have no special characteristics, but each state has one. Changing religion or culture incurs a stability hit of 1 and a happiness hit of one, unless it was already the majority in the states territory. Converting religion or cultures entails investing into that territory it's full economic value (it may be paid in installments, but it will not be processed until that is fully paid), and then taking either a 1/20 chance for religious conversion or a 1/40 chance of cultural conversion.

Every territory not matching the religion or culture of the state detracts from the maximum happiness of the state according to it's proportion (thus if a territory is 1/4 of the states economic power and has neither the correct religion nor the correct culture, maximum happiness will be brought down by 25%).

7. Happiness

Happiness is a measure of the satisfaction of the people with the government. It goes from 5 being the happiest to 1 being Revolution. When happiness hits one it will trigger a revolution, in which all wrong culture provinces are set free and if wrong religions are in the majority, change the state religion. Once a revolution occurs, the player must change the government to a different one. Once a revolution occurs, happiness is reset to 5. A revolution instantly triggers national uprisings, if applicable.

At one political happiness, the player may choose to trigger a civil war instead, which will reset happiness to 5 without requiring a government, but cause the player to have the Economic Crisis modifier and a stability hit. Feudal Monarchies and Despotic Monarchies must take civil wars before Enlightenment is researched.

Happiness is divided into political happiness, national happiness, and religious happiness. Drops in national and religious happiness trigger an independence war or a religious war depending on which drops to zero.

Happiness is determined semi-randomly, plus happiness hits taken by decision and events.

8. Stability

Stability is a measure of the power of the central government, 4 being the most stable and 1 leading to the collapse of the central administration. A stability hit causes stability to drop by 1. At 2 Stability, the Anarchy modifier comes into effect. Tribals are not affected by Anarchy, and have their stability and happiness reset when they civilize.

For a single province state, falling into one stability incurs a 50% penalty on their income, which can only be removed by improving stability.

9. Modifiers

All modifiers cause a 25% decrease in economic power. They are cumulative with each other but not with stability, so for example if you are operating at 50% economic power then the 25% reduction is to the remainder, not 75%.

Anarchy is not eliminated except through increasing stability.

Economic crisis may in addition to civil war be gained through a 1/10 random chance. It has a 1/2 chance of being eliminated per turn.

Pestilence, representing both famine and plague, has a 1/10 chance of being eliminated per turn and a 1/20 chance of being gained.

10. Interregnums and Personal Unions

All Monarchies have a 1/50 chance per turn of having an Interregnum. That causes a stability hit and a happiness hit. In addition the player may not declare war for the rest of the turn. All Feudal Monarchies have a 1/20 chance of entering into a Personal Union. This gives the player full control over that state, which however remains a separate state. It may be Annexed by the player if they take a stability and happiness hit. A civil war or revolution automatically terminates the personal union.

11. Technology

The player will automatically gain new technology if they have an acceptable government type at the time the new technology becomes available. if they do not, then they do not gain the new or any subsequent technologies until they change their government. Every technology they fall back on incurs a 25% penalty to military strength.

12. Diplomacy

Diplomacy is primarily the domain of the players. In addition to PU, three other types of diplomatic relationship require recognition by the game, which is to say the must be officially declared in game to be valid. These are, Alliances, Satellite states, and wars.

Finally a state can choose to give Subsidies to another state, constituting no more then 25% of it's income. Subsidies may only be given to a single state at a time.

13. Alliances

Alliances represent a mutual obligation to come to war for one another. It involves adding the respective military strengths of both partners in a war together, and concurrently making them both liable for defeat or victory according to their contribution.

14. Satellite States

Satellites can be acquired by diplomacy or event. The junior partner pays 25% of their economic power to the senior partner, and may not leave the relationship except by consent of the senior partner (winning a war against them counts as consent). Satellites may be annexed for a stability hit and a happiness hit. The senior partner can also change the junior's government type if they choose.

15. War

War is calculated automatically by the ratios of military strength between combatants. If the two sides are within 25% of one another, then the war operates on a 1/3 chance of either victory, defeat, or white peace. If one side has 25% or more, the it operates on a 1/2 chance of victory, 1/4 chance of white peace, or 1/4 chance of defeat.

Victory has a 1/10 chance of allowing 100% in conquests (ie, full annexation), 1/10 for 75% or 1/10% for 50%. 1/4 25%, and 1/4 for 10%. If the defeated state is a single province, then only 50% or higher is required for annexation. Converting them to a satellite requires only 50% or higher. Percentages are calculated based on the proportional value of their provinces. Capital provinces (those marked with a black dot) may not be annexed unless their is no other choice. Annexations must be contiguous. Annexation over water are not allowed unless the player does not share a land border.

Only one war may be started per continent, per alliance. Allies will only be called into wars on different continents following Enlightenment.

16. Colonization

Any state held by a tribe which is conquered by a civilized state is considered to be uncolonized; it has an economic value of only 1 until it is colonized (states with a value of only 1 are considered to be automatically settled once annexed). To colonize, the player must pay for the value of the province (this may be done in installments, although it will not increase value until it is fully paid for). Once that is done, it functions as a normal province and is never considered uncivilized again.

Uncivilized areas are marked with a red dot on the map.

17. Religious Wars

If a religious minority is in a wrong culture area, then hitting zero for religious happiness will trigger a national uprising. If the religious minority is from the primary culture, is greater then 33% but less then 66%, then hitting zero lowers political happiness by 1 and resets religious happiness to 3. If it is from the primary culture and greater then 66%, then it will seek to change the state religion. Any others have no effect.

Appendix:

Contains a more thorough description of government types and technology changes.
 

Attachments

  • Appendix.zip
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Last edited:
State Statistics:

Europe:
Kingdom of England
Economic Power: 41
Government: Feudal Monarchy
Culture: English
Religion: Catholic
Stability: 4/4
Political Happiness: 2/4
National Happiness: 4/4
Religious Happiness: 3/4
Modifiers:

Kingdom of Ireland
Economic Power: 8
Government: Feudal Monarchy
Culture: English
Religion: Catholic
Stability: 3/4
Political Happiness: 4/4
National Happiness: 3/4
Modifiers: PU With England

Kingdom of Scotland
Economic Power: 5
Government: Feudal Monarchy
Culture: Scots
Religion: Catholic
Stability: 4/4
Political Happiness: 3/4
Modifiers: Alliance with France

Kingdom of France
Economic Power: 57 (55)
Government: Feudal Monarchy
Culture: French
Religion: Catholic
Stability: 3/4
Political Happiness: 4/4
National Happiness: 3/4
Religious Happiness:
Modifiers: Economic Crisis

Kingdom of Spain
Economic Power: 42 (46)
Government: Feudal Monarchy
Culture: Spanish
Religion: Catholic
Stability: 4/4
Political Happiness: 4/4
National Happiness: 4/4
Religious Happiness: 4/4
Modifiers:

Duchy of Burgundy
Economic Power: 24
Government: Feudal Monarchy
Culture: Spanish
Religion: Catholic
Stability: 4/4
Political Happiness: 4/4
National Happiness: 4/4
Modifiers: PU with Spain

Holy Roman Empire of Germany
Economic Power: 54 (72)
Government: Feudal Monarchy
Culture: German
Religion: Catholic
Stability: 2/4
Political Happiness: 3/4
National Happiness: 4/4
Religious Happiness: 3/4
Modifiers: Anarchy, PU with Spain

Kingdom of Bohemia
Economic Power: 10
Government: Feudal Monarchy
Culture: Czech
Religion: Catholic
Stability: 3/4
Political Happiness: 4/4
Religious Happiness: 4/4
Modifiers: PU with Hungary, Satellite of HRE

Kingdom of Navarre
Economic Power: 2
Government: Feudal Monarchy
Culture: Basque
Religion: Catholic
Stability: 4/4
Political Happiness: 4/4
Modifiers: Satellite of Spain

Kingdom of Hungary
Economic Power: 8
Government: Feudal Monarchy
Culture: Hungarian
Religion: Catholic
Stability: 3/4
Political Happiness: 3/4
National Happiness: 4/4
Religious Happiness: 4/4
Modifiers:

Kingdom of Portugal
Economic Power: 23
Government: Feudal Monarchy
Culture: Portuguese
Religion: Catholic
Stability: 4/4
Political Happiness: 4/4
National Happiness: 4/4
Religious Happiness: 4/4
Modifiers:

Kingdom of Denmark
Economic Power: 9
Government: Feudal Monarchy
Culture: Danish
Religion: Protestant
Stability: 4/4
Political Happiness: 4/4
Modifiers:

Kingdom of Norway
Economic Power: 6
Government: Feudal Monarchy
Culture: Norwegian
Religion: Protestant
Stability: 4/4
Political Happiness: 3/4
National Happiness: 4/4
Modifiers: PU with Denmark

Kingdom of Sweden
Economic Power: 10
Government: Feudal Monarchy
Culture: Swedish
Religion: Protestant
Stability: 3/4
Political Happiness: 3/4
Modifiers: PU with Denmark

Confederation of Switzerland
Economic Power: 22 (30)
Government: Oligarchy
Culture: Swiss
Religion: Catholic
Stability: 4/4
Political Happiness: 4/4
Modifiers: Subsidies to France

Duchy of Savoy
Economic Power: 1
Government: Feudal Monarchy
Culture: Italian
Religion: Catholic
Stability: 4/4
Political Happiness: 2/4
Modifiers: Satellite of France

Republic of Genoa
Economic Power: 1
Government: Oligarchy
Culture: Italian
Religion: Catholic
Stability: 3/4
Political Happiness: 4/4
Modifiers: Satellite of France

Duchy of Milan
Economic Power: 12
Government: Feudal Monarchy
Culture: Italian
Religion: Catholic
Stability: 3/4
Political Happiness: 4/4
Modifiers: Allied with Spain

Republic of Venice
Economic Power: 11
Government: Oligarchy
Culture: Italian
Religion: Catholic
Stability: 4/4
Political Happiness: 4/4
National Happiness: 4/4
Religious Happiness: 4/4
Modifiers: Allied with France

Papal States
Economic Power: 17
Government: Feudal Monarchy* (theocracy)
Culture: Italian
Religion: Catholic
Stability: 3/4
Political Happiness: 4/4
Modifiers: Allied with Spain

Republic of Florence
Economic Power: 3 (4)
Government: Oligarchy
Culture: Italian
Religion: Catholic
Stability: 2/4
Political Happiness: 3/4
Modifiers: Anarchy, Allied with France

Kingdom of Poland
Economic Power: 19 (26)
Government: Feudal Monarchy
Culture: Polish
Religion: Catholic
Stability: 3/4
Political Happiness: 4/4
National Happiness: 4/4
Modifiers: Economic Crisis

Duchy of Prussia
Economic Power: 3 (4)
Government: Feudal Monarchy
Culture: German
Religion: Protestant
Stability: 3/4
Political Happiness: 4/4
Modifiers: Satellite of Poland

Duchy of Lithuania
Economic Power: 14 (22)
Government: Feudal Monarchy
Culture: Lithuanian
Religion: Catholic
Stability: 3/4
Political Happiness: 4/4
National Happiness: 2/4
Religious Happiness: 4/4
Modifiers: PU with Poland,

Czardom of Russia
Economic Power: 38
Government: Feudal Monarchy
Culture: Russian
Religion: Orthodox
Stability: 4/4
Political Happiness: 4/4
National Happiness: 3/4
Religious Happiness: 3/4
Modifiers:

Ottoman Empire
Economic Power: 72
Government: Feudal Monarchy
Culture: Turkish
Religion: Sunni
Stability: 4/4
Political Happiness: 4/4
National Happiness: 4/4
Religious Happiness: 3/4
Modifiers:

Principality of Wallachia
Economic Power: 3 (4)
Government: Feudal Monarchy
Culture: Romanian
Religion: Orthodox
Stability: 3/4
Political Happiness: 4/4
Modifiers: Satellite of Ottoman Empire

Principality of Moldavia
Economic Power: 5 (6)
Government: Feudal Monarchy
Culture: Romanian
Religion: Orthodox
Stability: 3/4
Political Happiness: 4/4
Modifiers:

Khanate of Crimea
Economic Power: (9)
Government: Feudal Monarchy
Culture: Tatar
Religion: Sunni
Stability: 4/4
Political Happiness: 2/4
Modifiers: Satellite of Ottomans

Khanate of the Golden Horde
Economic Power: (17)
Government: Feudal Monarchy
Culture: Tatar
Religion: Sunni
Stability: 3/4
Political Happiness: 2/4
Modifiers: Satellite of Ottomans

Khanate of Kazan
Economic Power: 7 (14)
Government: Feudal Monarchy
Culture: Tatar
Religion: Sunni
Stability: 2/4
Political Happiness: 4/4
Modifiers: Anarchy

Caucasion imamate
Economic Power: 1
Government: Feudal Monarchy
Culture: Chechnyan
Religion: Sunni
Stability: 4/4
Political Happiness: 4/4
Modifiers:

Kingdom of Georgia
Economic Power: 2 (3)
Government: Feudal Monarchy
Culture: Georgian
Religion: Orthodox
Stability: 2/4
Political Happiness: 3/4
Modifiers: Anarchy

Kingdom of Morocco
Economic Power: 8
Government: Feudal Monarchy
Culture: North Arabian
Religion: Sunni
Stability: 3/4
Political Happiness: 4/4
Modifiers:

Kingdom of Tlemcen
Economic Power: 7 (14)
Government: Feudal Monarchy
Culture: North Arabian
Religion: Sunni
Stability: 2/4
Political Happiness: 4/4
Modifiers: Anarchy

Kingdom of Tunis
Economic Power: 6
Government: Feudal Monarchy
Culture: North Arabian
Religion: Sunni
Stability: 3/4
Political Happiness: 4/4
Modifiers:

Mamluk Sultanate
Economic Power: 31
Government: Feudal Monarchy
Culture: Egyptian
Religion: Sunni
Stability: 2/4
Political Happiness: 3/4
National Happiness: 4/4
Religious Happiness: 4/4
Modifiers: Anarchy, Economic Crisis

Safavid Empire of Persia
Economic Power: 48
Government: Feudal Monarchy
Culture: Persian
Religion: Shia
Stability: 4/4
Political Happiness: 4/4
National Happiness: 3/4
Religious Happiness: 4/4
Modifiers:

Kingdom of Yemen
Economic Power: 9
Government: Feudal Monarchy
Culture: Arabic
Religion: Zayidi
Stability: 3/4
Political Happiness: 4/4
Modifiers:

Kingdom of Oman
Economic Power: 2
Government: Feudal Monarchy
Culture: Arabic
Religion: Ibadi
Stability: 4/4
Political Happiness: 3/4
Modifiers:

Asia:
Timurid Empire
Economic Power: 13 (25)
Government: Feudal Monarchy
Culture: Persian
Religion: Sunni
Stability: 2/4
Political Happiness: 2/4
National Happiness: 4/4
Religious Happiness: 3/4
Modifiers: Anarchy, Economic Crisis

Khanate of Kazakhstan
Economic Power: 20 (4)
Government: Tribal
Culture: Kazakh
Religion: Sunni
Stability: 2/2
Modifiers:

Moghulistan
Economic Power: 15
Government: Tribal
Culture: Mongolian
Religion: Sunni
Stability: 2/2
Modifiers:

Mongol Horde
Economic Power: 40 (8)
Government: Tribal
Culture: Mongolian
Religion: Confucian
Stability: 2/2

Manchu Horde
Economic Power: 60 (15)
Government: Tribal
Culture: Manchu
Religion: Confucian
Stability: 2/2
Modifiers: Satellite of China

Amur Horde
Economic Power: 10 (2)
Government: Tribal
Culture: Manchu
Religion: Confucian
Stability: 2/2
Modifiers:

Ming Empire of China
Economic Power: 164
Government: Feudal Monarchy
Culture: Chinese
Religion: Confucian
Stability: 3/4
Political Happiness: 2/4
National Happiness: 4/4
Modifiers:

Kingdom of Korea
Economic Power: 23
Government: Feudal Monarchy
Culture: Korean
Religion: Confucian
Stability: 3/4
Political Happiness: 4/4
Modifiers:

Sultanate of Delhi
Economic Power: 65
Government: Feudal Monarchy
Culture: North Indian
Religion: Sunni
Stability: 3/4
Political Happiness: 4/4
National Happiness: 3/4
Religious Happiness: 4/4
Modifiers:

Kingdom of Kashmir
Economic Power: 3
Government: Feudal Monarchy
Culture: North Indian
Religion: Sunni
Stability: 3/4
Political Happiness: 4/4
Modifiers:

Rajput Kingdoms
Economic Power: 8
Government: Feudal Monarchy
Culture: North Indian
Religion: Hindu
Stability: 4/4
Political Happiness: 3/4
Modifiers:

Sultanate of Gujarat
Economic Power: 8
Government: Feudal Monarchy
Culture: North Indian
Religion: Sunni
Stability: 3/4
Political Happiness: 4/4
Religious Happiness: 4/4
Modifiers:

Deccan Sultanates
Economic Power: 33 (44)
Government: Feudal Monarchy
Culture: North Indian
Religion: Sunni
Stability: 2/4
Political Happiness: 2/4
Religious Happiness: 3/4
Modifiers: Anarchy

Empire of Vijayangara
Economic Power: 23
Government: Feudal Monarchy
Culture: South Indian
Religion: Hindu
Stability: 3/4
Political Happiness: 3/4
Modifiers:

Kingdom of Sri Lanka
Economic Power: 3
Government: Feudal Monarchy
Culture: Lanka
Religion: Buddhism
Stability: 4/4
Modifiers:

Kingdom of Orissa
Economic Power: 10
Government: Feudal Monarchy
Culture: North Indian
Religion: Hindu
Stability: 4/4
Political Happiness: 3/4
Modifiers:

Sultanate of Bengal
Economic Power: 42 (56)
Government: Feudal Monarchy
Culture: North Indian
Religion: Sunni
Stability: 2/4
Political Happiness: 4/4
National Happiness: 4/4
Religious Happiness: 4/4
Modifiers: Anarchy

Kingdom of Assam
Economic Power: 6
Government: Feudal Monarchy
Culture: Assam
Religion: Hindu
Stability: 4/4
Political Happiness: 4/4
Modifiers:

Kingdom of Nepal
Economic Power: 4
Government: Feudal Monarchy
Culture: Nepalese
Religion: Hindu
Stability: 4/4
Political Happiness: 4/4
Modifiers:

Kingdom of Tibet
Economic Power: 1
Government: Feudal Monarchy
Culture: Tibetan
Religion: Buddhism
Stability: 3/4
Political Happiness: 3/4
Modifiers:

Kingdom of Vietnam
Economic Power: 6
Government: Feudal Monarchy
Culture: Vietnamese
Religion: Confucian
Stability: 4/4
Political Happiness: 4/4
Modifiers:

Kingdom of Cambodia
Economic Power: 2 (9)
Government: Feudal Monarchy
Culture: Khmer
Religion: Buddhism
Stability: 2/4
Political Happiness: 3/4
National Happiness: 3/4
Modifiers: Anarchy, Pestilence

Kingdom of Thailand
Economic Power: 9
Government: Feudal Monarchy
Culture: Thai
Religion: Buddhism
Stability: 4/4
Political Happiness: 4/4
National Happiness: 4/4
Religious Happiness: 4/4
Modifiers:

Sultanate of Brunei
Economic Power: 2
Government: Feudal Monarchy
Culture: Brunei
Religion: Sunni
Stability: 4/4
Political Happiness: 4/4
Modifiers:

Kingdom of Majahapit
Economic Power: 20
Government: Feudal Monarchy
Culture: Indonesian
Religion: Hindu
Stability: 3/4
Political Happiness: 2/4
Modifiers:

Kingdom of Bali
Economic Power: 1
Government: Feudal Monarchy
Culture: Indonesian
Religion: Hindu
Stability: 4/4
Political Happiness: 2/4
Modifiers:

Ashikaga Shogunate
Economic Power: 7 (27)
Government: Feudal Monarchy
Culture: Japanese
Religion: Shinto
Stability: 1/4
Political Happiness: 4/4
Modifiers: Anarchy, Economic Crisis, Fragmentation

Owari Daimyo
Economic Power: 11
Government: Feudal Monarchy
Culture: Japanese
Religion: Shinto
Stability: 3/4
Political Happiness: 4/4
Modifiers:

Kyushu Daimyo
Economic Power: 5
Government: Feudal Monarchy
Culture: Japanese
Religion: Shinto
Stability: 3/4
Political Happiness: 4/4
Modifiers:


Africa:
Empire of Songhai
Economic Power: 5 (6)
Government: Feudal Monarchy
Culture: Songhai
Religion: Sunni
Stability: 2/4
Political Happiness: 4/4
Modifiers: Anarchy

Empire of Mali
Economic Power: 3
Government: Feudal Monarchy
Culture: Mali
Religion: Songhai
Stability: 2/4
Political Happiness: 4/4
Modifiers: Anarchy

Kingdom of Benin
Economic Power: 6
Government: Feudal Monarchy
Culture: Igbo
Religion: Yoruba
Stability: 4/4
Political Happiness: 4/4
Modifiers:

Kingdom of Kongo
Economic Power: 3 (4)
Government: Feudal Monarchy
Culture: Kongolese
Religion: Catholic
Stability: 3/4
Political Happiness: 3/4
Modifiers: Satellite of Portugal

Kilwa Sultanate
Economic Power: 7
Government: Feudal Monarchy
Culture: Swahili
Religion: Sunni
Stability: 3/4
Political Happiness: 4/4
Modifiers:

Empire of Ethiopia
Economic Power: 10 (13)
Government: Feudal Monarchy
Culture: Ethiopian
Religion: Oriental Orthodox
Stability: 2/4
Political Happiness: 3/4
Modifiers: Anarchy

Kingdom of Adal
Economic Power: 2
Government: Feudal Monarchy
Culture: Somali
Religion: Sunni
Stability: 4/4
Political Happiness: 4/4
Modifiers:

Americas:

Aztec Empire
Economic Power: 19
Government: Feudal Monarchy
Culture: Nahuatl
Religion: Nahuatl
Stability: 4/4
Political Happiness: 2/4
National Happiness: 4/4
Modifiers:

Kingdom of Tlaxcala
Economic Power: 4
Government: Feudal Monarchy
Culture: Tlaxcalan
Religion: Nahuatl
Stability: 4/4
Political Happiness: 4/4
Modifiers:

Mixtec Kingdoms
Economic Power: 3 (4)
Government: Feudal Monarchy
Culture: Mixtec
Religion: Nahuatl
Stability: 3/4
Political Happiness: 3/4
Modifiers: Satellite of Aztec Empire

Kingdom of Teotitlan
Economic Power: 3 (4)
Government: Feudal Monarchy
Culture: Zapotec
Religion: Nahuatl
Stability: 4/4
Political Happiness: 3/4
Modifiers: Satellite of Aztec Empire

Tarascan Kingdom
Economic Power: 7
Government: Feudal Monarchy
Culture: Tarascan
Religion: Nahuatl
Stability: 4/4
Political Happiness: 3/4
Modifiers:

Inca Empire
Economic Power: 22
Government: Despotic Monarchy
Culture: Quechan
Religion: Inti
Stability: 3/4
Political Happiness: 4/4
National Happiness: 3/4
Modifiers: Economic Crisis
 
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Culture/Religion plus slightly revised Americas map up now. State info will follow shortly.
 
State info is now fully posted. The first turn will take place 48 hours from now.
 
Turn 0 1500 AD
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Europe

France invades and annexes the Kingdom of Naples - hitherto a dependency of Spain - in 1494. Unfortunately for the French their own success frightens most of the petty Italian states into the arms of the Spanish. The King of France miraculously manages to avoid having his retreat cutoff at the Battle of Fornovo the following year. The fate of Italy however is still undecided, with Naples still in the hands of the French and much of the rest of the peninsula being increasingly irritated by Venice's expansionism and pro-French foreign policy. Switzerland aids the French by supplying them with mercenaries.

Poland-Lithuania is preoccupied with fighting the Ottomans over Moldavia.

The death of Matthias Corvinus undoes the Hungarian annexation of Austria. Hungary and Bohemia revert to the Hungarian branch of the Jagiellions.

England stabilizes under Henry VII after ten years of relative peace following the devastating wars of the roses. Scotland is undergoing a comparative golden age under James IV.

Sweden remains opposed to the implementation of the Union of Kalmar, against the Danish-Norwegian union.

Religious dissent is growing in Europe, especially in Germany among the poorer peasants of the Bundschuh movement.

The Hapsburg dynasty controls Spain, Burgundy, and the weak HRE, the dynastic policy of Emperor Maximilian I coming to fruition. The effort to stabilize the realm in 1495 is frustrated after a promising start, and his attempt to reintegrate Switzerland ends in military failure.

The Safavid Empire rapidly manages to conquer Iran and Iraq, establishing a massive Shia dynasty.

Asia

Increasing tensions are evident at the Ming court, and whispers of increasing central weakness.

Japan remains mired in the Sengoku Jidai, the Ashikaga Shogun utterly powerless.

The Timurid Empire continues it's slow collapse.​
 
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The Czardom of Russia
Ivan III Vasilyevich

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Russia, under the wise leadership of Ivan III and with the blessing of god, gathers its forces and strikes into the heathen lands of Lithuania, with the hopes of annexing neighboring lands and expanding the rule of mighty Rus.


Russia Invests all its economic power in the military and invades Lithuania to try and take neighboring provinces with a focus on the more valuable southern provinces
 
Can everyone involved make a bit more of an effort to be active? Thanks.
 
King Henry attempts to Anglicize the Welsh and Cornish in Wales and Cornwall and declares war upon neighboring Scotland.

((Spend Three points on culture converting the Welsh and Cornish, and spend the rest on Military, invade Scotland.))
 
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The Kingdom of France
King Louis XII Valois

King Louis XII is the newly crowned King of France. After his cousin, Charles VIII, passed away, Louis inherited the throne as the closest relative of Charles.

The Kingdom is not in the best of the situations. France's rival, the Kingdom of Spain, has power all over the Europe, preventing France from expanding almost anywhere. In the fear of the Spaniards, France will invest as much as possible to the grand army Charles VIII had built in his reign. France will also try to find allies, especially ones that have as cold relations with Spain as France does.​
 
صفویه‎‎

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The dog at the threshold of Ali, the herald of the Apocalypse, the murshid-i kamil, Isma'il, greets the chorus of heathens and heretics before him. His divinely inspired victories signify the sanctioning of his cleansing of the rosegarden of Iran, as the destruction of that wicked Yazid, Murad ibn Yaq'ub, demonstrates. We have sent his skull as a drinking-cup to the Sultan of Egypt, to remind him:

That our wine is the blood of our enemies
And our cup is the skull of a head.

We seek allies, not enemies, however. We hope that those who eagerly wish to see justice done and the world restored prostrate themselves before our feet, pledging their allegiance to our righteous cause and taking the taj.

(Or in other words, we're looking for allies. I hope we get an HRE/Mamluk player soon).

(Orders: Conversion of southern Iraq and Kuwait to Twelver Shi'ism (6 points). Remaining economic power to be invested as military strength (49 Points).)​
 
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صفویه‎‎

9P44MIM.png


The dog at the threshold of Ali, the herald of the Apocalypse, the murshid-i kamil, Isma'il, greets the chorus of heathens and heretics before him. His divinely inspired victories signify the sanctioning of his cleansing of the rosegarden of Iran, as the destruction of that wicked Yazid, Murad ibn Yaq'ub, demonstrates. We have sent his skull as a drinking-cup to the Sultan of Egypt, to remind him:

That our wine is the blood of our enemies
And our cup is the skull of a head.

We seek allies, not enemies, however. We hope that those who eagerly wish to see justice done and the world restored prostrate themselves before our feet, pledging their allegiance to our righteous cause and taking the taj.

(Or in other words, we're looking for allies. I hope we get an HRE/Mamluk player soon).

(Orders: Conversion of southern Iraq and Kuwait to Twelver Shi'ism (6 points). Remaining economic power to be invested as military strength (49 Points).)​

HRE is Spain, so talk to TheKingofLords
 
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Maximilian I Of The Holy Roman Empire

We denounce the evil "KINGDOM OF FRENCH ". We talked with them peacefully but they just want more land and war. If any nation is attacked by France we will meet them with force