-POLITICAL and GEOGRAPHIC- Name: The Five Banners Player: Huojin
Stability: Very Stable Centralization: Very Centralized
-SOCIAL- Population: 4,153,000
Position: God-Chainers
Internal Problems:
Cobbled together from various nations around the world, low social cohesion even if its all centralized around the ruānuku.
Low amount of resources, making them heavily reliant on their magic to keep their civilization going.
Virtually universally despised, being the first chainers and the ones responsible of unleashing the plague on the world.
-INDUSTRY and MONEY- Major Industries: Mostly everything has to be imported, their major industry is producing absolutely crystal clear glass products from the sand/blood of their god which they infuse with magic and use it as any material they might need. Creating crystal boats, swords, shields and whatever else. Merchant Fleet: 50 Small Crystal Trading Ships
-POLITICAL and GEOGRAPHIC- Name: Temples of Inys Nanron Player: Coinneach
Stability: Low level of Mediocre Centralization: Mildly decentralized
-SOCIAL- Population: 2,641,223
Position: God-Chainers
Internal Problems:
Isolated from trade - many of the people still use stone tools or obsidian blades.
Civil strife still a bitter memory, and heretical priests still hold one sea-stack.
Massive ecological damage from the lack of tree-cover and punishment by gods.
-INDUSTRY and MONEY- Major Industries: Having seal-people at their disposal, they can hunt deeper and more exotic animals then any other human, which they turn into remedies, trinkets or sell as they are. Which is good because they also have to import virtually everything besides food to survive Merchant Fleet: 34 Small Wooden Trading Canoes
Number of Foreign Actions between Updates: 4 [+1 plunder bonus]
-POLITICAL and GEOGRAPHIC- Name: Seven Pyramids of Irkazu Player: Gesar
Stability: Very Stable Centralization: Heavily Centralized
-SOCIAL- Population: 6,941,223
Position: God-Fearers
Internal Problems:
Resource and tech poor.
Overpopulation, massive amounts of people on three small islands.
Becoming an ashipu [leaders of society] requires communing with the gods and dabbling in strange arts, from dealing with spirits to taking of psychoactive substances. Ashipu themselves are twisted and terrifying creatures, then humans.
-INDUSTRY and MONEY- Major Industries: Terrace gardens and fishing provide most of the food for a high population, and while it is...adequate, it is barely more than that. Most resources are purchased by alchemical or magical services. Merchant Fleet: 71 Small Wooden Trading Canoes
-FIGHTING DUDES- Army
6,1274 Initiate Spear-men (lightly armed and armored, with a brittle obsidian tipped spear)
1,273 Awilu infantry (Leather armor, shields, bronze spears)
321 Death Searchers [Elite light infantry armed with bows]
3 Battle Ashipu
Number of Foreign Actions between Updates: 4 [+1 trade fleet bonus]
-POLITICAL and GEOGRAPHIC- Name: Society of the L’wol Player: Doctor of Oblivion
Stability: Mediocre at best Centralization: Heavily Centralized
-SOCIAL- Population: 2,941,223
Position: God-Fearers
Internal Problems:
Low Population.
Strictly aesthetic, very expansionist society, not allowed to drink, eat meat, or engage in song bubbling from inside to wake up the gods around them.
Having lost half of their population in one of their gods waking up, they are still rebuilding society and military. There is a lot of internal strife, despite centralization.
-INDUSTRY and MONEY- Major Industries: Furnaces and bronze smelting, they are one of the more industrially advanced societies. Merchant Fleet: 32 Small Wooden Trading Canoes
-FIGHTING DUDES- Army
1990 Advanced Infantry
321 Elite heavy infantry
50 Zhuge cross-bowers
Number of Foreign Actions between Updates: 4 [+1 trade bonus]
-POLITICAL and GEOGRAPHIC- Name: The New Union of the Clans of Trochia Player: OYID
Stability: Low Centralization: Low
-SOCIAL- Population: 4,287,496
Position: Neutral
Internal Problems:
Very shaky economy due to revolutionary situation.
Internal rivalry and spiritual-religious divergences felt at every level
Reactionary royalist and militarist factions still roaming about
-INDUSTRY and MONEY- Major Industries: Food, one of the largest islands in the world with one of the most productive farms and villages and a solid population to extract it but not too much so that all the food goes to them. Exports heavily. Merchant Fleet: 50 Small Wooden Trading Canoes
Navy:
60 Wooden War Wakas (large catamarans)
40 Wooden Wakas
Number of Foreign Actions between Updates: 4 [+2 trading fleets]
-POLITICAL and GEOGRAPHIC- Name: Thirteen Cities of Denython Player: LBJ
Stability: Low Centralization: Mediocre
-SOCIAL- Population: 3,175,532
Position: Neutral
Internal Problems:
All magic is blood magic, and requires sacrifice to sustain and create.
Slave revolts : due to the above, the people need large amounts of slaves to sacrifice, knowing their fate, they often revolt, though never successful
Disunited people : While the thirteen cities are strong in their own right, they are divided and fight amongst themselves, leaving them vulnerable to the outside world.
-INDUSTRY and MONEY- Major Industries: Their cultures are city and sheep farming based, due to being fire-resistant to an extent, they have some of the best bronze forgers, who touch and shape the bronze with their own hands. They also export slaves. Merchant Fleet: 100 Small Wooden Trading Canoes spread around the cities
-FIGHTING DUDES- Army
1,753 Citizen Soldiers (Lightly armored and armed)
500 Hoplites spread around the cities
200 Fire Archers
2 Blood Ruānuku from the two largest cities
Navy:
13 Biremes spread around the cities
about 100 smaller vessels of various makes and sizes spread around the cities
Number of Foreign Actions between Updates: 4
-POLITICAL and GEOGRAPHIC- Name: The Shoal Player: Snacks
Stability: Low Centralization: Low
-SOCIAL- Population: 572 772 Position: Neutral
Internal Problems:
Cursed to wander- Though the occasional castaway may find succor amongst his marked but civilized kin, the Shoal does not found villages, not build forts.
Scavengers- they have no shipwrights, no forges, no farmers. Many goods necessary to their survival must be bought- or else stolen.
Chaotic -The downside of the Shoal’s following of undisciplined opportunists and aspirants is that they’re more like a partially-trained animal than a weapon.
-INDUSTRY and MONEY- Major Industries: The Shoal is not a civilization of villages, farms, and cities, but of people and ships. Its fleet, by virtue of being both home and weapon of war, is huge, and its best warships are a fearsome match for those of great empires, and crewed by lifelong sailors. Merchant Fleet: virtually none, as most trade is done by the warships themselves
-FIGHTING DUDES- Army
Whatever bronze clad marines their ships have, nobody really could sit down and count them.
Navy:
1 Trireme
37 Biremes spread around the elite captains
around 100 smaller vessels of all makes
Number of Foreign Actions between Updates: 4 [+1 Plunder]
-POLITICAL and GEOGRAPHIC- Name: Tanum Republic Player: Smyg
Stability: Medium Centralization: Medium-Low
-SOCIAL- Population: 1,134,321 Position: Neutral
Internal Problems:
Lack of settlement permanence leaves them threatened and weaker than most
Worship of hero-saints fractures them spiritually, and causes sectarian dissent.
Proto-democratic form of governance carries all the troubles of democracy.
-INDUSTRY and MONEY- Major Industries: Trade is the bread and butter of the civilization, with food production and trade being close second. Merchant Fleet: 100 Knarr ships spread along the tribes
-FIGHTING DUDES- Army
~2000 Sun-Warriors (Bronze Clad, hammer and axes wielding) spread between the tribes
300 Berserkers spread between the tribes
10 Hero-Saints leading the tribes
Navy:
1 Special Flat Bottomed Ship [The Van]
365 Flat Bottomed Ships spread along the tribes
Number of Foreign Actions between Updates: 4
-POLITICAL and GEOGRAPHIC- Name: Arenujalapura Player: Shebedaone
Stability: High Centralization: High
-SOCIAL- Population: 1,763,912 Position: Neutral
Internal Problems:
Island City and is vulnerable to Blockades has fallen victim to both before only barely surviving
Main threat is the neighboring Kingdom of Mahayagah.
Piracy has recently hit the city massively, their fleet is not enough to effortlessly push the pirates away. Meaning they have to rely on Mercenaries, who are not always effective.
-INDUSTRY and MONEY- Major Industries: The largest trade port in the Western Sea makes the city the place where one can get anything they need or desire. Home to a Holy Shrine that holds a well said to be blessed by Ibu Pertiwi (Mother Earth) herself many pilgrims from afar travel to the city, and features the world's best diplomats, able to wrestle anything with their silver tongues. Merchant Fleet: about 200 ships of various sizes, both flat bottomed, canoes and wakas
-FIGHTING DUDES- Army
3000 Citizen Soldiers, Heavy Infantry
300 Archers
10 Catapults along the walls
30 Balistae
Navy:
93 ships of various sizes, mostly re-equipped trade ships
Number of Foreign Actions between Updates: 4
-POLITICAL and GEOGRAPHIC- Name: Osidaea Player: Serenissima
Stability: High Centralization: High
-SOCIAL- Population: 2,434,654 Position: Neutral
Internal Problems:
The Citizen Assembly is divided between two opposed political factions. This makes agreement hard to come by when the interests of the two are opposed, and both fear a coup by the other faction.
The engine of their economic prosperity relies on the import of slaves. Social inequality is on the increase.
With their economy based on trade, they are vulnerable to anything that reduces this, such as losing control of the sea in war, plagues making the city have to be quarantined by other nations, or economic collapses in their own city or elsewhere that wreck the interdependent web of commerce.
-INDUSTRY and MONEY- Major Industries: The largest trade port in the Eastern Sea makes the city the place where one can get anything they need or desire. The city prospers from industry and trade, and not even the slaves go hungry from this bounty Merchant Fleet: about 200 ships of various sizes, both flat bottomed, canoes and wakas
-FIGHTING DUDES- Army
3000 Citizen Soldiers, Heavy Infantry
300 Archers
10 Catapults along the walls
30 incendiary weaponeers [Greek Fire]
Navy:
2 Triremes (To be completed this turn)
3 Triremes
20 Biremes
50 ships of various sizes
100 hippocampus riders
Number of Foreign Actions between Updates: 4
-POLITICAL and GEOGRAPHIC- Name: Bu'hersson Republic Player: LordMoose
Stability: Medium Centralization: High
-SOCIAL- Population: 4,165,252 Position: Fearer
Internal Problems:
No actual military, mostly supported by mercenaries
Wealth attracts both immigrants and worse, pirates, has a huge pirate problem, as well as people coming to live on the island. And since it doesn't have the fields to feed all of them, hunger is an issue.
Huge income inequality, the citizens are fine, but the newly arrived immigrants are pushed to the side, as well as poorer citizens that are pushed out of the production cycle
-INDUSTRY and MONEY- Major Industries: Smelters of the island have produced high quality goods, including complex mechanism like differential gears and complex water clocks. Merchant Fleet: about 81 ships of various sizes, both flat bottomed, canoes and wakas
-FIGHTING DUDES- Army
500 Citizen Soldiers, Heavy Infantry
3000 Various Mercenaries
100 crossbowmen
-POLITICAL and GEOGRAPHIC- Name: The Five Banners Player: -NPC-
Stability: Very Stable Centralization: Very Centralized
-SOCIAL- Population: 4,153,000
Position: God-Chainers
Internal Problems:
Cobbled together from various nations around the world, low social cohesion even if its all centralized around the ruānuku.
Low amount of resources, making them heavily reliant on their magic to keep their civilization going.
Virtually universally despised, being the first chainers and the ones responsible of unleashing the plague on the world.
-INDUSTRY and MONEY- Major Industries: Mostly everything has to be imported, their major industry is producing absolutely crystal clear glass products from the sand/blood of their god which they infuse with magic and use it as any material they might need. Creating crystal boats, swords, shields and whatever else. Merchant Fleet: 50 Small Crystal Trading Ships
Number of Foreign Actions between Updates: 4 + 2 [Confederacy of the Free Peoples; Trade]
-POLITICAL and GEOGRAPHIC- Name: Temples of Inys Nanron Player: Coinneach
Stability: Low level of Mediocre Centralization: Mildly decentralized
-SOCIAL- Population: 2,641,223
Position: God-Chainers
Internal Problems:
Isolated from trade - many of the people still use stone tools or obsidian blades.
Civil strife still a bitter memory, and heretical priests still hold one sea-stack.
Massive ecological damage from the lack of tree-cover and punishment by gods.
-INDUSTRY and MONEY- Major Industries: Having seal-people at their disposal, they can hunt deeper and more exotic animals then any other human, which they turn into remedies, trinkets or sell as they are. Which is good because they also have to import virtually everything besides food to survive Merchant Fleet: 34 Small Wooden Trading Canoes
Number of Foreign Actions between Updates: 4 [+1 plunder bonus]
-POLITICAL and GEOGRAPHIC- Name: Seven Pyramids of Irkazu Player: Gesar
Stability: Very Stable Centralization: Heavily Centralized
-SOCIAL- Population: 6,941,223
Position: God-Fearers
Internal Problems:
Resource and tech poor.
Overpopulation, massive amounts of people on three small islands.
Becoming an ashipu [leaders of society] requires communing with the gods and dabbling in strange arts, from dealing with spirits to taking of psychoactive substances. Ashipu themselves are more twisted and terrifying creatures, then humans.
-INDUSTRY and MONEY- Major Industries: Terrace gardens and fishing provide most of the food for a high population, and while it is...adequate, it is barely more than that. Most resources are purchased by alchemical or magical services. Merchant Fleet: 71 Small Wooden Trading Canoes
-FIGHTING DUDES- Army
6,1274 Initiate Spear-men (lightly armed and armored, with a brittle obsidian tipped spear)
1,273 Awilu infantry (Leather armor, shields, bronze spears)
321 Death Searchers [Elite light infantry armed with bows]
3 Battle Ashipu
Number of Foreign Actions between Updates: 4 [+1 trade bonus]
-POLITICAL and GEOGRAPHIC- Name: Society of the L’wol Player: Doctor of Oblivion
Stability: Mediocre at best Centralization: Heavily Centralized
-SOCIAL- Population: 2,941,223
Position: God-Fearers
Internal Problems:
Low Population.
Strictly aesthetic, very expansionist society, not allowed to drink, eat meat, or engage in song bubbling from inside to wake up the gods around them.
Having lost half of their population in one of their gods waking up, they are still rebuilding society and military. There is a lot of internal strife, despite centralization.
-INDUSTRY and MONEY- Major Industries: Furnaces and bronze smelting, they are one of the more industrially advanced societies. Merchant Fleet: 32 Small Wooden Trading Canoes
-FIGHTING DUDES- Army
1990 Advanced Infantry
321 Elite heavy infantry
50 Zhuge cross-bowers
Number of Foreign Actions between Updates: 4 [+1 Missionary bonus]
-POLITICAL and GEOGRAPHIC- Name: The New Union of the Clans of Trochia Player: OYID
Stability: Low Centralization: Low
-SOCIAL- Population: 4,287,496
Position: Neutral
Internal Problems:
Very shaky economy due to revolutionary situation.
Internal rivalry and spiritual-religious divergences felt at every level
Reactionary royalist and militarist factions still roaming about
-INDUSTRY and MONEY- Major Industries: Food, one of the largest islands in the world with one of the most productive farms and villages and a solid population to extract it but not too much so that all the food goes to them. Exports heavily. Merchant Fleet: 50 Small Wooden Trading Canoes
Navy:
60 Wooden War Wakas (large catamarans)
40 Wooden Wakas
Number of Foreign Actions between Updates: 4
-POLITICAL and GEOGRAPHIC- Name: Thirteen Cities of Denython Player: LBJ
Stability: Low Centralization: Mediocre
-SOCIAL- Population: 3,175,532
Position: Neutral
Internal Problems:
All magic is blood magic, and requires sacrifice to sustain and create.
Slave revolts : due to the above, the people need large amounts of slaves to sacrifice, knowing their fate, they often revolt, though never successful
Disunited people : While the thirteen cities are strong in their own right, they are divided and fight amongst themselves, leaving them vulnerable to the outside world.
-INDUSTRY and MONEY- Major Industries: Their cultures are city and sheep farming based, due to being fire-resistant to an extent, they have some of the best bronze forgers, who touch and shape the bronze with their own hands. They also export slaves. Merchant Fleet: 100 Small Wooden Trading Canoes spread around the cities
-FIGHTING DUDES- Army
1,671 Citizen Soldiers (Lightly armored and armed)
499 Hoplites spread around the cities
200 Fire Archers
2 Blood Ruānuku from the two largest cities
Navy:
13 Biremes spread around the cities
about 100 smaller vessels of various makes and sizes spread around the cities
Number of Foreign Actions between Updates: 4 [+1 Plunder Bonus]
-POLITICAL and GEOGRAPHIC- Name: The Shoal Player: Snacks
Stability: Low Centralization: Low
-SOCIAL- Population: 572 772 Position: Neutral
Internal Problems:
Cursed to wander- Though the occasional castaway may find succor amongst his marked but civilized kin, the Shoal does not found villages, not build forts.
Scavengers- they have no shipwrights, no forges, no farmers. Many goods necessary to their survival must be bought- or else stolen.
Chaotic -The downside of the Shoal’s following of undisciplined opportunists and aspirants is that they’re more like a partially-trained animal than a weapon.
-INDUSTRY and MONEY- Major Industries: The Shoal is not a civilization of villages, farms, and cities, but of people and ships. Its fleet, by virtue of being both home and weapon of war, is huge, and its best warships are a fearsome match for those of great empires, and crewed by lifelong sailors. Merchant Fleet: virtually none, as most trade is done by the warships themselves
-FIGHTING DUDES- Army
Whatever bronze clad marines their ships have, nobody really could sit down and count them.
Navy:
1 Trireme
37 Biremes spread around the elite captains
around 100 smaller vessels of all makes
Number of Foreign Actions between Updates: 4 [+2 Plunder; Trade]
-POLITICAL and GEOGRAPHIC- Name: Tanum Republic Player: Smyg
Stability: Medium Centralization: Medium-Low
-SOCIAL- Population: 1,134,321 Position: Neutral
Internal Problems:
Lack of settlement permanence leaves them threatened and weaker than most
Worship of hero-saints fractures them spiritually, and causes sectarian dissent.
Proto-democratic form of governance carries all the troubles of democracy.
-INDUSTRY and MONEY- Major Industries: Trade is the bread and butter of the civilization, with food production and trade being close second. Merchant Fleet: 100 Knarr ships spread along the tribes
-FIGHTING DUDES- Army
~2000 Sun-Warriors (Bronze Clad, hammer and axes wielding) spread between the tribes
300 Berserkers spread between the tribes
10 Hero-Saints leading the tribes
Navy:
1 Special Flat Bottomed Ship [The Van]
365 Flat Bottomed Ships spread along the tribes
Number of Foreign Actions between Updates: 4 [+2 Trade bonus; Trade Route]
-POLITICAL and GEOGRAPHIC- Name: Arenujalapura Player: Shebedaone
Stability: High Centralization: High
-SOCIAL- Population: 1,763,912 Position: Neutral
Internal Problems:
Island City and is vulnerable to Blockades has fallen victim to both before only barely surviving
Main threat is the neighboring Kingdom of Mahayagah.
Piracy has recently hit the city massively, their fleet is not enough to effortlessly push the pirates away. Meaning they have to rely on Mercenaries, who are not always effective.
-INDUSTRY and MONEY- Major Industries: The largest trade port in the Western Sea makes the city the place where one can get anything they need or desire. Home to a Holy Shrine that holds a well said to be blessed by Ibu Pertiwi (Mother Earth) herself many pilgrims from afar travel to the city, and features the world's best diplomats, able to wrestle anything with their silver tongues. Merchant Fleet: about 200 ships of various sizes, both flat bottomed, canoes and wakas
-FIGHTING DUDES- Army
3000 Citizen Soldiers, Heavy Infantry
300 Archers
10 Catapults along the walls
30 Balistae
Navy:
93 ships of various sizes, mostly re-equipped trade ships
Number of Foreign Actions between Updates: 4
-POLITICAL and GEOGRAPHIC- Name: Osidaea Player: Serenissima
Stability: High Centralization: High
-SOCIAL- Population: 2,434,654 Position: Neutral
Internal Problems:
The Citizen Assembly is divided between two opposed political factions. This makes agreement hard to come by when the interests of the two are opposed, and both fear a coup by the other faction.
The engine of their economic prosperity relies on the import of slaves. Social inequality is on the increase.
With their economy based on trade, they are vulnerable to anything that reduces this, such as losing control of the sea in war, plagues making the city have to be quarantined by other nations, or economic collapses in their own city or elsewhere that wreck the interdependent web of commerce.
-INDUSTRY and MONEY- Major Industries: The largest trade port in the Eastern Sea makes the city the place where one can get anything they need or desire. The city prospers from industry and trade, and not even the slaves go hungry from this bounty Merchant Fleet: about 200 ships of various sizes, both flat bottomed, canoes and wakas
-FIGHTING DUDES- Army
3000 Citizen Soldiers, Heavy Infantry
300 Archers
10 Catapults along the walls
30 incendiary weaponeers [Greek Fire]
Navy:
2 Triremes (To be completed this turn)
3 Triremes
20 Biremes
50 ships of various sizes
100 hippocampus riders
Number of Foreign Actions between Updates: 4
-POLITICAL and GEOGRAPHIC- Name: Bu'hersson Republic Player: LordMoose
Stability: Medium Centralization: High
-SOCIAL- Population: 4,165,252 Position: Fearer
Internal Problems:
No actual military, mostly supported by mercenaries
Wealth attracts both immigrants and worse, pirates, has a huge pirate problem, as well as people coming to live on the island. And since it doesn't have the fields to feed all of them, hunger is an issue.
Huge income inequality, the citizens are fine, but the newly arrived immigrants are pushed to the side, as well as poorer citizens that are pushed out of the production cycle
-INDUSTRY and MONEY- Major Industries: Smelters of the island have produced high quality goods, including complex mechanism like differential gears and complex water clocks. Merchant Fleet: about 81 ships of various sizes, both flat bottomed, canoes and wakas
-FIGHTING DUDES- Army
500 Citizen Soldiers, Heavy Infantry
3000 Various Mercenaries
100 crossbowmen
-POLITICAL and GEOGRAPHIC- Name: The Shoal Player: Snacks
Stability: Low Centralization: Medium
-SOCIAL- Population: 3,237,000
Position: God-Chainers
Internal Problems:
Cobbled together from various nations around the world, low social cohesion, especially after the Shoal invasion.
Low amount of resources, making them heavily reliant on their magic to keep their civilization going, the Banners while serving the Shoal have their own political ideas and operations.
Chaotic, its what happens when you cobble together a nation from a movement and a pirate conclave after an invasion.
-INDUSTRY and MONEY- Major Industries: crystal, glass and obsidian continue to be the major industry of the island, but with the Shoal now in charge, drug production and scavenging and also raiding are brought. Merchant Fleet: ~23 Small Crystal Trading Ships remain
Navy:
4 Crystal Biremes
25 Crystal War Wakas (large catamarans)
13 Crystal Wakas
1 Trireme
29 Biremes spread around the elite captains
~51 Smaller Vessels
Number of Foreign Actions between Updates: 4 + 3 [Plunder; Victorious]
-POLITICAL and GEOGRAPHIC- Name: Temples of Inys Nanron Player: Coinneach
Stability: Low level of Mediocre Centralization: Mildly decentralized
-SOCIAL- Population: 2,641,223
Position: God-Chainers
Internal Problems:
Isolated from trade - many of the people still use stone tools or obsidian blades.
Civil strife still a bitter memory, and heretical priests still hold one sea-stack.
Massive ecological damage from the lack of tree-cover and punishment by gods.
-INDUSTRY and MONEY- Major Industries: Having seal-people at their disposal, they can hunt deeper and more exotic animals then any other human, which they turn into remedies, trinkets or sell as they are. Which is good because they also have to import virtually everything besides food to survive Merchant Fleet: 34 Small Wooden Trading Canoes
Navy:
4 Wooden Biremes
2 Biremes [Reparing captured Ski'fau ships - Completed next year]
4 Wooden war wakas [Under construction - Completed next year]
12 Wooden War Wakas (large catamarans)
700 Seal-Men
Number of Foreign Actions between Updates: 4 [+1 plunder bonus]
-POLITICAL and GEOGRAPHIC- Name: Seven Pyramids of Irkazu Player: Gesar
Stability: Very Stable Centralization: Heavily Centralized
-SOCIAL- Population: 6,941,223
Position: God-Fearers
Internal Problems:
Resource and tech poor.
Overpopulation, massive amounts of people on three small islands.
Becoming an ashipu [leaders of society] requires communing with the gods and dabbling in strange arts, from dealing with spirits to taking of psychoactive substances. Ashipu themselves are more twisted and terrifying creatures, then humans.
-INDUSTRY and MONEY- Major Industries: Terrace gardens and fishing provide most of the food for a high population, and while it is...adequate, it is barely more than that. Most resources are purchased by alchemical or magical services. Merchant Fleet: 71 Small Wooden Trading Canoes
-FIGHTING DUDES- Army
6,082 Initiate Spear-men (lightly armed and armored, with a brittle obsidian tipped spear)
1,251 Awilu infantry (Leather armor, shields, bronze spears)
318 Death Searchers [Elite light infantry armed with bows]
3 Battle Ashipu
Number of Foreign Actions between Updates: 4 [+2 Victory;Trade]
-POLITICAL and GEOGRAPHIC- Name: Society of the L’wol Player: Doctor of Oblivion
Stability: Mediocre at best Centralization: Heavily Centralized
-SOCIAL- Population: 2,941,223
Position: God-Fearers
Internal Problems:
Low Population.
Strictly aesthetic, very expansionist society, not allowed to drink, eat meat, or engage in song bubbling from inside to wake up the gods around them.
Having lost half of their population in one of their gods waking up, they are still rebuilding society and military. There is a lot of internal strife, despite centralization.
-INDUSTRY and MONEY- Major Industries: Furnaces and bronze smelting, they are one of the more industrially advanced societies. Merchant Fleet: 32 Small Wooden Trading Canoes
-FIGHTING DUDES- Army
1990 Advanced Infantry
321 Elite heavy infantry
50 Zhuge cross-bowers
Number of Foreign Actions between Updates: 4 [+1 Missionary bonus]
-POLITICAL and GEOGRAPHIC- Name: The New Union of the Clans of Trochia Player: OYID
Stability: Low Centralization: Low
-SOCIAL- Population: 4,287,496
Position: Neutral
Internal Problems:
Very shaky economy due to revolutionary situation.
Internal rivalry and spiritual-religious divergences felt at every level
Reactionary royalist and militarist factions still roaming about
-INDUSTRY and MONEY- Major Industries: Food, one of the largest islands in the world with one of the most productive farms and villages and a solid population to extract it but not too much so that all the food goes to them. Exports heavily. Merchant Fleet: 50 Small Wooden Trading Canoes
Navy:
60 Wooden War Wakas (large catamarans)
40 Wooden Wakas
Number of Foreign Actions between Updates: 4
-POLITICAL and GEOGRAPHIC- Name: Thirteen Cities of Denython Player: LBJ
Stability: Low Centralization: Mediocre
-SOCIAL- Population: 3,211,532
Position: Neutral
Internal Problems:
All magic is blood magic, and requires sacrifice to sustain and create.
Slave revolts : due to the above, the people need large amounts of slaves to sacrifice, knowing their fate, they often revolt, though never successful
Disunited people : While the thirteen cities are strong in their own right, they are divided and fight amongst themselves, leaving them vulnerable to the outside world.
-INDUSTRY and MONEY- Major Industries: Their cultures are city and sheep farming based, due to being fire-resistant to an extent, they have some of the best bronze forgers, who touch and shape the bronze with their own hands. They also export slaves. Merchant Fleet: 100 Small Wooden Trading Canoes spread around the cities
-FIGHTING DUDES- Army
1,570 Citizen Soldiers (Lightly armored and armed)
497 Hoplites spread around the cities
200 Fire Archers
2 Blood Ruānuku from the two largest cities
10 Balistae
5 Catapults
Navy:
13 Biremes spread around the cities
about 100 smaller vessels of various makes and sizes spread around the cities
Number of Foreign Actions between Updates: 4 [+2 Plunder Bonus]
-POLITICAL and GEOGRAPHIC- Name: Tanum Republic Player: Smyg
Stability: Medium Centralization: Medium-Low
-SOCIAL- Population: 1,134,321 Position: Neutral
Internal Problems:
Lack of settlement permanence leaves them threatened and weaker than most
Worship of hero-saints fractures them spiritually, and causes sectarian dissent.
Proto-democratic form of governance carries all the troubles of democracy.
-INDUSTRY and MONEY- Major Industries: Trade is the bread and butter of the civilization, with food production and trade being close second. Merchant Fleet: 100 Knarr ships spread along the tribes
-FIGHTING DUDES- Army
~2000 Sun-Warriors (Bronze Clad, hammer and axes wielding) spread between the tribes
300 Berserkers spread between the tribes
10 Hero-Saints leading the tribes
Navy:
1 Special Flat Bottomed Ship [The Van]
365 Flat Bottomed Ships spread along the tribes
Number of Foreign Actions between Updates: 4 [+2 Trade bonus; Trade Route]
-POLITICAL and GEOGRAPHIC- Name: Arenujalapura Player: Shebedaone
Stability: High Centralization: High
-SOCIAL- Population: 1,763,912 Position: Neutral
Internal Problems:
Island City and is vulnerable to Blockades has fallen victim to both before only barely surviving
Main threat is the neighboring Kingdom of Mahayagah.
Piracy has recently hit the city massively, their fleet is not enough to effortlessly push the pirates away. Meaning they have to rely on Mercenaries, who are not always effective.
-INDUSTRY and MONEY- Major Industries: The largest trade port in the Western Sea makes the city the place where one can get anything they need or desire. Home to a Holy Shrine that holds a well said to be blessed by Ibu Pertiwi (Mother Earth) herself many pilgrims from afar travel to the city, and features the world's best diplomats, able to wrestle anything with their silver tongues. Merchant Fleet: about 200 ships of various sizes, both flat bottomed, canoes and wakas
-FIGHTING DUDES- Army
3000 Citizen Soldiers, Heavy Infantry
300 Archers
10 Catapults along the walls
30 Balistae
Navy:
93 ships of various sizes, mostly re-equipped trade ships
Number of Foreign Actions between Updates: 4
-POLITICAL and GEOGRAPHIC- Name: Osidaea Player: Serenissima
Stability: High Centralization: High
-SOCIAL- Population: 2,434,654 Position: Neutral
Internal Problems:
The Citizen Assembly is divided between two opposed political factions. This makes agreement hard to come by when the interests of the two are opposed, and both fear a coup by the other faction.
The engine of their economic prosperity relies on the import of slaves. Social inequality is on the increase.
With their economy based on trade, they are vulnerable to anything that reduces this, such as losing control of the sea in war, plagues making the city have to be quarantined by other nations, or economic collapses in their own city or elsewhere that wreck the interdependent web of commerce.
-INDUSTRY and MONEY- Major Industries: The largest trade port in the Eastern Sea makes the city the place where one can get anything they need or desire. The city prospers from industry and trade, and not even the slaves go hungry from this bounty Merchant Fleet: about 200 ships of various sizes, both flat bottomed, canoes and wakas
-FIGHTING DUDES- Army
3000 Citizen Soldiers, Heavy Infantry
300 Archers
10 Catapults along the walls
30 incendiary weaponeers [Greek Fire]
Navy:
2 Triremes (To be completed this turn)
3 Triremes
20 Biremes
50 ships of various sizes
100 hippocampus riders
Number of Foreign Actions between Updates: 4
-POLITICAL and GEOGRAPHIC- Name: Bu'hersson Republic Player: LordMoose
Stability: Medium Centralization: High
-SOCIAL- Population: 4,165,252 Position: Fearer
Internal Problems:
No actual military, mostly supported by mercenaries
Wealth attracts both immigrants and worse, pirates, has a huge pirate problem, as well as people coming to live on the island. And since it doesn't have the fields to feed all of them, hunger is an issue.
Huge income inequality, the citizens are fine, but the newly arrived immigrants are pushed to the side, as well as poorer citizens that are pushed out of the production cycle
-INDUSTRY and MONEY- Major Industries: Smelters of the island have produced high quality goods, including complex mechanism like differential gears and complex water clocks. Merchant Fleet: about 81 ships of various sizes, both flat bottomed, canoes and wakas
-FIGHTING DUDES- Army
500 Citizen Soldiers, Heavy Infantry
3000 Various Mercenaries
100 crossbowmen