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Nations RP: Further Beyond

Last posted Feb 21, 2019 at 05:24PM EST. Added Aug 18, 2017 at 08:07PM EDT
481 posts from 20 users

Send your actions to Triangle directly. Do not post them in the thread. The thread is meant for diplomacy only.

Last edited Aug 25, 2017 at 04:53PM EDT

McDonalds™ accepts Mir's offer of a trade-military alliance.


McDonalds™ wishes to use Redline as a means to establish an export trade route to the distant southwestern continent, and is willing to pay a reasonable fee. We condemn Switzerland III's overt attempts to monopolize trade to Europa and will seek alternative means of reaching the Golden Empire.

We would also like to participate in the racing.

Last edited Aug 25, 2017 at 05:08PM EDT

Whiteshack, enticed by their ally Birgerelm' s addition to an upcoming bloc asks to join in on the trade-military alliance, offering salt, copper and wool to Mir if they accept.

Last edited Aug 25, 2017 at 05:09PM EDT

Deblod100 wrote:

I might have Vesperia spy on some people if there is a possible lack of resources in the nation.

Vesperia checkin everyone out a few turns from now

Twisty

an envoy is sent to the city-states of gentoo and 90210

Gentoo submits the the threat, accepting to becoming a march under Swizz jurisdiction. 90120 refuses, striking an alliance with Andorra II and Clasm, which rejected and felt insulted by the royal marriage offer.

another envoy is sent to the golden empire

Hastin readily accepts, taking the spot of the main export port to Switzerland III's warehouses.

the same deal is sent to the rexania empire.

Rexanian Realms are eager to export the grain and wine to Oudane, and shortly after the deal is offered first bags of Rexanian grain arrive at Swizz doorsteps.

the city states of clasm and avalon prima are sent a request by the king

Aren't you a merchant republic?

Xia

Aoxia sends emissaries to Liuhuang, seeking an alliance. It pledges to defend the city-state from its enemies.

Liuhuang readily agrees to an alliance, and welcomes the pledge of protection.

Crow

Al Amarja will agree to the demands of Carcosa if they only they don’t get to lower their tariffs in turn.

Carcosa's emissary takes the offer as a diplomatic insult (even though it wasn't intended), given that their King has already stated his position about the matter. He returns then to his Kingdom, notifying the King of the unacceptable Al Amarjan behaviour.

Pon3

The Simmer Isles sends envoys bearing local signs of celebration and peace to the City States of Wassail and Chammomile

They both agree to those terms and join the Simmer Isles.

The Simmer Isles offers the Oolong-Jasmine Kingdom the same agreement

Oolong-Jasmine Kingdom cathegorically refuses the offer, although does not take it as a threat or a diplomatic insult.

Particle Mare

McDonalds™ wishes to use Redline (which they don't know exists) as a means to establish an export trade route (no ports or land access) to the distant southwestern continent (which for all they know isn't there), and is willing to pay a reasonable fee. We condemn Switzerland III’s overt attempts to monopolize trade to Europa and will seek alternative means of reaching the Golden Empire.

Yes, this is about it.

Well, an inland country surrounded by jungles and mountains doesn't know too much about anything else than its continent.

As for Redline, some countries know that it exists due to stories of the traders, but the only major nations who would know about it at this point are Golden Empire, Whiteshack, Switzerland III and Al Amarja.

Kainereka wishes to send envoys to the nations of Birgerelm, Grimmoria and Kuzuhona. The clans wish to enter in a trade and defensive alliance to help bolster defence in these trying times. The clans also wish to enter into trade with multiple nations in range, including the Sasmenids, Rexanian Kingdoms and Mir. The envoys are friendly, bearing with them fine crafts as gifts defended by fine warriors. We wish peace through cooperation.

Okay that is good to know, now I know who I can actually talk to.

Redline sends exhibition teams to the Golden Empire, Whiteshack, Switzerland III and Al Amarja with the sole intent of drawing attention to the competitive sailing sports. Each nation is invited to sending teams to Redline to participate in races.

Laika wrote:

Okay that is good to know, now I know who I can actually talk to.

Redline sends exhibition teams to the Golden Empire, Whiteshack, Switzerland III and Al Amarja with the sole intent of drawing attention to the competitive sailing sports. Each nation is invited to sending teams to Redline to participate in races.

We may send in a team if you allow us to trade with Exhaust and Nitro.

Redline establishes International Championship, this is a type of alliance faction, more of a club if anything, to keep track of who is apart of the international racing championships, it is not a defensive pact or anything of the sort.. Entering this faction requires a representative team from your state and nothing more. You may also name your teams if you wish.

The International Championship
Redline – "Firebirds"
Al Amarja
McDonalds (when they can physically reach us)

Due to the time period the faction is rather disorganized
-------------------------------------------

@Crow
Trade is permitted, it's good to be side by side an old natrp player again.

@Knife
I'll join your alliance for trade and diplomacy as long as I am not obligated to defend you

As a helpful note, here are all the current alliances 10 hours in.

The International Championship
Requires one representative team, based on Redline
Redline – “Firebirds”
Al Amarja
McDonalds (when they can get to Redline)

Unnamed Trade Alliance
Aoxia
Harena
Al Amarja
Free Kingdoms
Simmer Isles

Various Alliances
Birgerelm-Whiteshack
Birgerelm-Mir (Military Alliance)
Mir-McDonalds (Trade-Military)
Birgerelm-McDonalds (Trade-Military)
Redline-Blazing Citadel (No Defense Obligation)

Ten hours in, let's keep it going!

Al Amarja's "Fighting Cephalopods" will join the club once they can reach it… hopefully. But yes it is good to play with another veteran from the old NatRPs.

The envoys from Al Azif set sail to Exhaust and Nitro and upon entering the ports and meeting the diplomats deliver them offers of trading their valuable resources in exchange for the spices, dyes, and coffee in the nation.

Also the unnamed trade alliance is called the Southwest Oceania League.

Last edited Aug 25, 2017 at 09:11PM EDT

Birgerelm accepts the alliance offered by Kainereka, and urges the other northern nations to do so as well.

Cautious at the Blazing Citadel's turbulent past and wide correspondence, Birgerelm does not accept their offer.

Dear Members of the "Southwestern Coalition" formed by Aoxia, as we have nicknamed it until further notice,
(Aoxia, Harena, Al Amarja, and Free Kingdoms)
We intend to send a Trade Mission through the territories in the Alliance, they will be accompanied by an escort of our Naval Forces for protection against Pirate Operations, and we humbly seek advice for the best routes to follow for those seeking:
Simmer's Finest Spices, found only across our lands.
Legendary Black Leaf Black Tea
Samples of local sweet plant dubbed "Sugar Cane" for Higher Wealth tastes
Rare Dyes for artists, and clothes manufacturing.
Woodblock Printings of Local Fauna and Flowers found in the Tropical Simmer Isles, hand painted with full color.

Sincerely,
The Simmer Isles

Last edited Aug 25, 2017 at 10:24PM EDT

To The Simmer Isles, Aoxia is currently building up a navy to maintain and secure the trade routes. It should begin patrol and escort operations by next turn. A caffeine loving people, we look forward to the teas you have in stock, as well as the coffee exports of Al Amarja.

Once Oolong-Jasmine join your ranks, we would happily buy in bulk the luxurious flavors of that region.

Also, while I did form this league, I want to stress that there is no leader here, and no nation takes precedence over another. Again we are all equals, and I encourage everyone to suggest ideas, improvements, and plans, be that through PMs or here on the thread. This isn't a strict union with numerous rules and restrictions, it's all to generate prosperity by supporting each other.


We might as well put this to a vote, what shall we call the union?

Southwest Oceania League or Transcontinental Trading League?

Personally, I am in favor of the former. If anyone would like to suggest another name, post in the thread, and we can add that to the list of potential names. Otherwise, please pick from the two above.


Aoxia would like to send a team to Redline to participate in the championships. We'd like to name our team the "Scarlet Hares". Perhaps our history of chariot driving and horsemanship may be of use in the racing competition. We'll have to try our luck in sailing, those skills are being developed currently alongside our navy.

Furthermore, we offer a non-aggression pact to Redline, to establish basic relations. And to the leaders of Redline, we also send a thoroughbred stallion from the plains of central of Hezhou, as a token of friendship.

However, for the time being, Aoxia reserves its exports and trade to members of the League only.

Last edited Aug 25, 2017 at 10:46PM EDT

I place my vote for the Southwest Oceania League as well and which to add a non-aggression pact to Redline as well. As for defense I'm working on a secret project right now that may assist us against pirates and bandits in the future.

@ Vesperia: I'm willing to trade with your nation if you still want someone to trade with? Also you wouldn't mind if I ask the same trade agreement deals to the islands of Jafa and Areza right?

@Laika: You don't mind if I ask the islands of Diesel and Gas for trade agreements right?

@Carcosa: Al Amarja envoy returns this time to offer both an apology for whatever caused the the diplomat to find the previous meeting insulting, as a token of good will several pots containing spices, vases with brewed coffee, and a highly decorative mask are given to show good faith to the people of Carcosa. The trade deal is present again this time tariffs remain the same for both parties.

Last edited Aug 26, 2017 at 01:50AM EDT

The Free Kingdoms would like to accept the treaty proposal by The Aoxia Dominion, Trade would be a most beautiful commodity and we would love a chance to extend our sense of magnificent fashion across the world. Have some Purple, if you have any fine metals for jewelry of course.

After a long debate with our Kahunas, we've decided that the "Southwest Oceania League" sounds lovely!
We Vote for that option.


The Simmer Isles will gladly provide Military Support to keep the pressure down, and oppress the criminals.


Dear Blazing Citadel,
We are sorry to say that we are wholly unfamiliar with you, our Northern Neighbors, and wish to have a discussion of National Ideals. For example, our Ports are open for business! Our citizens live under the freedom of choice, and members are elected into power. We much prefer the defensive stance towards conflict, we have no interest in lands outside the Simmer Isles. We ask for you to explain your Agenda as well.
Sincerely,
The Simmer Isles

It's official, all five members of the League have been confirmed! A toast to health and peace! Glad everyone accepted!

I'm going to update that form sheet when the new turn comes, it'll have info on trade, our technologies, and other important details.

The clans are heartened to know that the Birgerelm peoples have become friends of us. Our ideals have similarities, so we hope this friendships last for generations to come.

Last edited Aug 26, 2017 at 03:41AM EDT

Dear Blazing Citadel,
We the Simmer Isles must decline this Alliance based on the lack of description, however we would like to provide a counter offer! Open Trades between our Nations, and the agreement that we will protect the waters of the trade-routes halfway between our Nations from Pirates and Thieves, so long as your country agrees to do the same. Perhaps in time we could consider further pursuits, though for now, we patiently await your response.
Sincerely,
The Simmer Isles

@Crow
The city states of Nitro and Exhaust are happy to receive your trade. I'd permit trade with Diesel and Gas also however I think they may be out of my sphere of control and in the hands of the DM at this moment in time due to lack of influence my capital has over those cities.

@Xia
Redline is happy to establish the pact as a means of creating a basic communication link from way off in the seas. The stallion is well received by the council which see this as a grand gesture.


I'm going to assume that if envoys can reach my isles and multinational trade organisations can be established then the southern nations can reach me by means of Al Amarja

The "Fighting Cephalopods" hailing from Al Amarja alongside the “Scarlet Hares” of Aoxia arrive upon the beaches of the capital city of Turbo after navigating the heavily shipwrecked and debris strewn shores of Redline. They are quickly catered for and given a workshop to operate from alongside the other local teams of Redline. Your reception on the island is warm and inviting. Nothing is valued more than extra competition from far off lands.

The International Championship
Redline – “Firebirds”
Al Amarja – "Fighting Cephalopods"
Aoxia – “Scarlet Hares"
McDonalds (when they can get to Redline)

Twisty

the city states of clasm and avalon prima are sent a request by the king

Avalon Prima, which is an actual kingdom unlike Clasm, an oligarchic republic, agrees to a royal marriage between the two families. Clasm naturally refuses.

(You can't go around asking for personal unions, wtf)

Chrispy92

the clans also wish to enter into trade with multiple nations in range, including the Sasmenids, Rexanian Kingdoms

Both nations agree, with the Sasmenids putting trade pressure on Kainereka to export their iron to the Empire.

Laika

Redline sends exhibition teams to the Golden Empire

Countries within the GE respond enthusiastically to the offer, and three teams from different lands are sent – "Die Blitze", with the Meksteinian elector-count's son on the team, "Die Stürme" from the biggest Free City within the empire – Hastin, and "Imperialrennfahrer", a racing team commisioned by the Golden Emperor himself.

Taryn

Mir strongly suggests the Moscim leadership to assimilate their state into Mir territory, to avoid imminent conflict.

Moscim fails to give into the threat, striking up a defensive pact with Dunglass instead.

Crow

The envoys from Al Azif set sail to Exhaust

Exhaust agrees to opening their ports and cities up for foreign merchant ships and goods, nothing more. (Nitro is owned by Laika, and he has responded.)

Al Amarja envoy returns this time to offer both an apology for whatever caused the the diplomat to find the previous meeting insulting

They cathegorically refuse to even meet the Al Amarja diplomats.

13 Hours have passed, making this 23 hours in. Time for another update.

The International Championship
Redline – “Firebirds”
Al Amarja – “Fighting Cephalopods”
Aoxia – “Scarlet Hares"
McDonalds (when they can get to Redline)
Golden Empire-Die Blitze (Meksteinian elector-count’s son on team), Die Stürme (From Hastin) and Imperialrennfahrer

Southwest Oceania League
Aoxia
Harena
Al Amarja
Free Kingdoms
Simmer Isles

VARIOUS ALLIANCES
Birgerelm-Whiteshack
Birgerelm-Mir (military alliance)
Mir-McDonalds (Trade-Military)
Birgerelm-McDonalds (Trade Military)
Redline-Blazing Citadel
Birgerelm-Kainereka
Aoxia-Redline (Non-agression, must join League for trade and exports)
Al Amarja-Redline (Same as Aoxia-Redline)
Free Kingdoms-Aoxia (Treaty)
Blazing Citadel-Simmer Isles (Open Trade, Ship Protection)

I am writing the turn now, so no new edits can go through. It will take a little while to finish, so please be patient.

One person has not sent their actions yet – you still can submit them for some time, until the turn goes through.

Whiteshack denies the offer from the Blazing Citadel and is unsure if an alliance would be strategically sound. Whiteshack sends a message to them asking what they have to offer in return. For now the alliance feels a bit unnessecary and a strain on military resources and attention.

Whiteshack likes Redline's idea and would be happy to send a funny lil' boat their way. They do want to know about the rules though before playing. Boats are kinda tricky items and thus they'd prefer to be briefed before sending any crews off.

the kingdom of switzerland 3 sends three of their diplomats to diferent locations in mare circulare-

the kingdom of whiteshack to strike a defense alliance and trade agreement

the kingdom of grimmora for a trade agreement

the kingdom of Kainereka for a trade agreement

Last edited Aug 26, 2017 at 02:11PM EDT

Dear Switzerland 3, we would love help from you Avalon-boys. We look forward to cooperation in strength and trade!

With kind boy regards, Shogun Named Ghurt

Whiteshack accepts

Aoxia-Redline (Non-agression, must join League for trade and exports)

Er please don't jump to conclusions. I wrote that I'm only trading with League members, not that in order to trade with me, you have to join the League. I'm merely reserving my resources to priority routes. This is all subject to change.

Xia wrote:

Aoxia-Redline (Non-agression, must join League for trade and exports)

Er please don't jump to conclusions. I wrote that I'm only trading with League members, not that in order to trade with me, you have to join the League. I'm merely reserving my resources to priority routes. This is all subject to change.

Apologies, good sir. It will be corrected in future updates.

Alright lads, turn will be posted in 8-10 hours from now on, from the looks of it. Now that the template is finished, future turns should take considerably less time to make.

Additionally, diplomacy from the point where I stated that I'm writing the turn will take effect in the next turn.

Random to ask for all of you but what would you all consider to be your national animal and tree?

Al Amarja's national animal is the Komodo Dragon and national tree is the Banyan

Last edited Aug 27, 2017 at 06:22PM EDT


Turn 1







Map Link

Map Legend







Medieval Era (2/3)








Multiple cathegories will be used to describe your nation.

GOVERNMENT TYPE lists the general category under which your nation’s leadership falls under. It affects the degree of personal freedoms and what you can and cannot do. More centralized and absolute forms of government tend to have greater control over its citizens and country’s actions, while more democratic forms of government enjoy greater autonomy in both positive (economical and scientific) sense and negative one.

ECONOMY reflects the average wealth of your citizens and entities in your nation. It is subjected to scaling, so a small nation with a prosperous economy may be overall poorer than a gigantic nation with meagre economy. Its levels can go up and down depending on multiple factors, including trade, national decisions and in-game events. There are eleven different levels of it, which go as follows:

Destitute – Very poor – Poor – Meagre – Modest – Moderate – Decent – Good – Wealthy – Spectacular – Powerhouse

Additionally, economic growth can be included in the section, which shows the prospective outlook of your nation’s economy in the next turn if nothing major changes. It goes as following:

Crashing – Declining – Stagnating – [Regular/Nothing] – Growing – Flourishing – Booming

MILITARY and NAVY in turn serve as gauges of the might of your land and sea forces. Unlike economy, they are not subjected to scaling, which means that no matter the size of two countries their military power will be roughly comparable, not taking into account possible advantages and units matchups. The power scale goes like this:

Nonexistent – Feeble – Weak – Small – Modest – Moderate – Decent – Robust – Strong – Mighty – Terrifying

UNITS describe the main units used in your armies and also reflects their organization. Higher diversity is good, to a point, but too much can cause chaos in the ranks. It also shows the specialization in different kinds of warfare and terrain.

DOCTRINES are laws, rules, and policies that your country’s administration has chosen to adopt. You may add and remove doctrines at will, but do not be surprised if the people react negatively.

CULTURE describes the cultural assets of your country. Mostly these are just peculiarities that make your people unique, but a lot of cultural traits will also color your foreign relations and alter the way your people think about what you do. You cannot add and remove culture as with doctrines; culture evolves over time on its own.

INDIVIDUAL TECHNOLOGIES are scientific milestones achieved by your nation that are ahead of the times. With each subsequent era, countries will learn past technologies with a couple exceptions from truly unique technologies. Over time, the technologies will spread throughout the region, and if enough players discover one technology it will become common knowledge by the next turn.

DIPLOMACY lists your diplomatic relations: alliances, trade agreements, non-agression pacts and various other possible treaties.

ISSUES are problems that you need to resolve quickly before they get out of hand. This is also where wars with city states and rebel groups will be shown.





World events


- Sasmenid Empire goes on to reconquer the rebellious provinces, winning decisively in two major campaigns. Their armament efforts make them a good target for iron exports.

- Daur Khal of the Khalkha clan has in mere five years united the Chunsi tribes under himself, and went forward to march south with his hordes. His brother, Bahkar Khal, went with a portion of the armies westwards. Before any of the Southwest Oceania League nations could react, the cities of Eremus and Leng have been long sacked. Initial response by Harena and Aoxia went poorly, with Khalkans reaching as far as Liuhuang and Montis. Khalkhans have subjudicated the Ahir tribes, making them their tributaries.
- As the Khalakhian hordes marches south, a re-organized forces of Aoxia and Liuhuang army remnants went ahead to stop them, suffering a defeat in the Battle of Qiaohai Pass. Scattered, the amies retreated south as the hordes marched forwards to Yarid and Antsaam.
- Combined forces of Harena and Simmer Isles stopped the Khalkhan hordes at the Albis River, encircling them and winning an overwhelming victory. Bahkar Khal was killed in battle, and scattered horde was either driven back east or hunted down by the League’s armies.





Mir (Taryn)

Government Type: Elective Monarchy
Economy: Modest
Military: Decent
Navy: Modest
Units: Spearmen, Arquebusiers, Galleys
Doctrines: Mercenary Employment
Culture: Militarists
Individual Technology:
Gunpowder
Diplomacy:
Alliance: Birgerelm, McDonalds™
Trade Agreement: McDonalds™
Issues:
War exhaustion (Very low)

- Armies of Mir march into the jungles in a combined offensive with their allies, and slowly but surely drive away the rallied Kentucky tribes, taking their land and causing a great migration northwest.
- Gunpowder is invented and slowly introduced as a military weapon, in the form of a primitive arquebus. Still fail-prone and closer to a hand cannon than actual long firearm, they serve as more of a supplement to a close-quarters combat regiments rather than primary weapon.
- Additional hereditary vassal titles are created in newly conquered lands rather than granted to previously existing families, ensuring that the monarch can raise more levies in the times of war.
- Cities of Mir start providing military training to willing individuals, most of whom tend to be lesser nobles, second sons and townsfolk. Promise of prospective wars increases the number of employable mercenaries, which tend to be hired by the magnates to increase their levy armies. Thus, Mir becomes the biggest supplier of mercenaries in the region.
- The government sends forwards settlers to the unoccupied area northwest, with a moderate success. Only after incentives such as promising land ownership to lower citizens did they consider settling in the region.


Birgerelm (Stoffe)

Government Type: Tribal Federation
Economy: Meagre, Growing
Military: Moderate
Navy: Decent
Units: Skirmishers, Axemen, Drakkars
Doctrines: Mining focus
Culture: Seafarers
Individual Technology:
None
Diplomacy:
Alliance: Mir, McDonalds™
Defensive Pact: Whiteshack, Kainereka
Trade Agreement: Rexania, McDonalds™, Kainereka
Issues:
None

- An expedition is sent to the north, aiming to establish whether the planet is cylindrical. After a long journey, the expedition is stopped by a huge landmass of ice in the North, and returns to Birgerelm with their findings – there seemed to be no edge, at least as far as they have ventured.
- A small settlement is established east of the nation, to serve as a trade stop to the nation of Rexania.
- Kattefål and Standros accept joining Birgerelm on equal grounds to the tribes already in the federation.
- Raids on the coasts of Oxford begin, bringing in textiles, tools and slaves to the homeland. Drakkars manage to avoid direct confrontation with the raided kingdom’s navy.
- Mining commences in the mountains neighboring Harma, bringing in decent-quality stone. About twenty years after the beginning of mining efforts, a copper-rich area is discovered with ores containing little impurities.


Vesperia (Deblod100)

Government Type: Despotism
Economy: Poor, Declining
Military: Robust
Navy: Moderate
Units: Spearmen, Archers, Primitive Cannons, Hulks
Doctrines: Mandatory Conscription
Culture: The Pit (Religion)
Individual Technology:
Gunpowder
Diplomacy:
None
Issues:
Series of famines (Light severity)

- Serfs and peasants undergo mandatory conscription, which greatly increases the army size, as well as the amount of cannon fodder in Vesperian Army. However, the decision has brought a wave of famines upon the land, since not only were a large portion of farmers and fishers conscripted, but also the strongest physically joined the ranks of the nation’s conscripts in an era where agriculture is still inefficient. All of this has brought the Vesperian economy to a grinding halt, and then light decline.
- A fleet is being made, primarily of warships – hulks. As the docks in port cities expand and price of the food goes up, fishers invest in bigger vessels, rooting out smaller competition.
- Gunpowder is invented and quickly applied in the form of primitive cannons. While wildly inaccurate, they fare well against weak fortifications and infantry.
- Demands are delivered to Altheria-Berthy Kingdom, asking for complete submission or else they will face military action. Altheria-Berthy stands firm, instead trying to bolster their own forces. Vesperia makes an official claim on their lands, declaring them as rightfully Vesperian.
- The Pit becomes a place of worship, where some people even throw themselves into it believing in a brighter world on the other side of it.

Last edited Aug 27, 2017 at 07:23PM EDT


Free Kingdoms (Black Graphic T)

Government Type: Federal Monarchy
Economy: Modest
Military: Moderate
Navy: Small
Units: Swordsmen, Light Cavalry, Galleys
Doctrines: Cartography
Culture: Innovative
Individual Technology:
Gunpowder
Diplomacy:
Member of the Southwest Oceania League
Trade Agreements: Sikong
Issues:
War Exhaustion (Very low)

- Decorative weapons and armor become the basic parts of every new aristocratic and noble trend. Merchants and rich townsfolk who want to live beyond their means spend small fortunes on getting the newest silver-imbued cavalry sabers. They still serve their original purpose, naturally.
- Avarantine is greatly expanded with the High King’s funding, and becomes the major trading port for the region.
- Three major explorations succeed in creating the most detailed shore maps of the Southern Continent available, and become the base which scholars copy into their books and new maps.
- Another two expeditions are launched, one deeper into the mainland and second to survey the southern shores. Mainland expedition returns with stories about the enormous river-based city of Bhainsara and relatively peaceful Ket tribes. It is impossible to conduct diplomacy with these tribes as a whole due to a lack of government, but trade lines could be established with one of the bigger clans to distribute the goods to others. Naval expedition returns with nothing of value.
- Gunpowder is invented, and consequentially fireworks become the centerpiece of every major celebration.


Al Amarja (CrowTheMagician)

Government Type: Federal Monarchy
Economy: Moderate, Growing
Military: Small
Navy: Moderate
Units: Arquebusiers, Swordsmen, Galleys
Doctrines: Legal Code, Meritocracy
Culture: Xenophiles, Scholars, Cosmicism (Religion)
Individual Technology:
Gunpowder
Diplomacy:
Member of the Southwest Oceania League
Non-Aggression Pact: Redline Islands
Issues:
War Exhaustion (Low)

- A new religion, Cosmicism, begins to spread through the islands like a wildfire. Heavy on the mystical side, the religion constitutes of beliefs of alien entities and worlds beyond the current plane of existence.
- Legal code is implemented, unifying regional justice systems into one central one, overseen by judges and magistrates. Law enforcement becomes just throughout the country as delivery of justice is no longer a subjective decision made by a local landlord.
- Island above Asshai and lands next to Arkham are slowly settled by Amarjan citizens.
- A vetting system is implemented, to ensure that government officials take their place according to their skill rather than family connections.
- The shocking discovery of gunpowder leads to a development of primitive, inaccurate firearms that nevertheless prove to have considerable stopping power.
- A campaign is launched to reclaim the shores of the continent, and Amarjan troops face little resistance from the tribals. The reconquered land is subsequently fortified, enabling the naval deployment of troops to the front.


Aoxia (Xia)

Government Type: Federal Monarchy
Economy: Modest
Military: Moderate
Navy: Decent
Units: Swordsmen, Light Cavalry, Treasure Ships
Doctrines: Food Stockpiling
Culture: Martial, Haughty, Ambitious
Individual Technology:
None
Diplomacy:
Member of the Southwest Oceania League
Issues:
War exhaustion (Moderate)

- Aoxia goes to war with Jinshan, securing a swift victory. Due to cultural similarities, the conquered nobles cause no major revolts for the time being, quickly integrating into the Aoxian system.
- A great library is constructed in Changhui, attracting scholars and artists alike.
- The nation begins to stockpile grain from harvest’s surplus, putting a small tax on farmers, guaranteeing steady food supply even in the times of crisis and natural disasters.
- Treasure ships, massive naval vessels designed for open ocean exploration, serve as the new addition to steadily growing Aoxian fleet.
- Due to the Khalkhan threat, the city of Nanhai agrees to join the Federation after a promise of long-term tax exemptions.


Switzerland III (Twisty)

Government Type: Elective Monarchy
Economy: Decent, Flourishing
Military: Feeble
Navy: Robust
Units: Swordsmen, Galleasses, Frigates
Doctrines: Banking, Universities
Culture: Traders, Inventive
Individual Technology:
Gunpowder
Diplomacy:
March: Gentoo
Royal Marriage: Avalon Prima
Trade Agreements: Golden Empire, Rexania
Issues:
None

- Early colonization sees massive success, with a new major trade port arising in the area.
- First university in the region is established in Bern, attracting scholars from around the inland sea. Generous scholarships given to professors ensure that Bern College becomes the center of engineering and mathematics.
- The first national bank is established and overseen by the ruling dynasty. Doing so greatly increases the investments around the nation and attracting traders. Bern 3 becomes the main trade port in the region, rivalling in wealth only with Hastin and Sili.
- New types of ships are devised, primarily suited for trade and as heavy cannon-utilizing warships. Subsequently, the King invests in docks and a fleet utilizing new designs.


Harena (Olors64)

Government Type: Federal Monarchy
Economy: Meagre, Stagnating
Military: Moderate
Navy: Small
Units: Arquebusiers, Light Cavalry, Galleys
Doctrines: None
Culture: None
Individual Technology:
Gunpowder, Compass
Diplomacy:
Member of the Southwest Oceania League
Issues:
War Exhaustion (Moderate)

- Little of value is found in the exploration to the east – seems like the coastline is mostly clear of natural resources, besides fish.
- Two major inventions are made: the compass and gunpowder. Primitive firearms are distributed to the army, and trade ships don’t leave the ports without compasses.
- The western territories seem to be satisfied with current high autonomy and oppose further integration into the federation, which is especially true amongst the higher officials.
- Due to the Khalkhan invasion and looting, the national economy has entered a period of stagnation, with resources going towards army upkeep.

Last edited Aug 27, 2017 at 07:47PM EDT

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