Intro:
It is 300 BCE and the Roman Republic is beginning to rise. However, throughout the world lie many powers. From the Etruscan League to the Kingdom of Carthage to the Seleucid Empire to the Ptolemaic Dynasty in Egypt many powers threaten it's future and many more could also alter it. The Gallic peoples are rising in numbers along with Germanic tribes. Greek City states maintain most of the knowledge in the world and several successor states to Alexander the Great's empire thrive on a power vacuum that spans from the southern Balkans to Western India. To the East several Chinese states divide mainland China and the Mauryan Empire in India maintains an uphold on the sub continent's northern region. There is much power to gain for any nation bold enough and smart enough to obtain it. From new technologies, to cultural wonders to military empires, there are many ways that a nation could rapidly rise to power in this time of great upheaval with the recent fall of Alexander's massive empire and the spread of Greeks across the Mediterranean.
Prologue
The Late Antiquity was full of a mercurial world. One where cultures, religions, languages, and borders rapidly changed and evolved. Warfare varies from heavy infantry to versatile cavalry soldiers. Political factions within nations help balance power and government actions will create epic constructions which's legacy will echo throughout the ages. Your nation will have a good a chance of creating or maintaining an empire as any other nation in that time, not a great one, but should it succeed it could dominate the land for centuries uncontested. Will it be the Romans who claim the glory that had been handed to them in real life? The Carthaginians whom control a massive colonial empire? Could the Chinese Warring States be united to create the great Empire they have potential to be? Perhaps one of Alexander's successor kingdoms varying from Macedon to the still immense Ptolemaic Kingdom, Seleucid Empire or Parthian Empire? Even a mere Barbarian tribe such as the Frisii or Anglii will be able to succeed in their own pursuit of power. All of these endings are not written in stone, and even those that are can easily be shattered. Welcome to the age of ancient power, glory and conquest. The Age of Roma.
Welcome, faithful participants and observers, to the new, shiny version of Age of Roma! Without further ado, let's get started:
In-character thread: http://forum.nationstates.net/viewtopic.php?f=31&t=362443&p=26921994#p26921994
Le Grande App
Country:
Demonyms:
Currency: (Barter, Iron Coin, Gold Coin, etc.)
Name of Ruler:
Do you know where it is on the map?:
Population:
In-Game Focus:
-101- (Keep this so I can find your app)
Le Grande Maps -WIP-
Political
Cultural
Religious
Influence
Nations list -WIP-
Temporary nations list
This is here for those who stumble here before the nation list is completed (hopefully) tomorrow. These are the "key nations", the ones which had a historically significant role in the grand scheme of things. Like the future nations list, they shall be grouped by region and culture.
Arverni: The main defenders of Gallic independence, they led the coalition against Caesar.
Aedui: The allies to foreigners and champions of the future, the Aedui led the pro-Roman coalition in Gaul.
Aedui: The allies to foreigners and champions of the future, the Aedui led the pro-Roman coalition in Gaul.
Vascones: This is the major non-Celtic confederation of Iberia, and the ancestors to modern Basques in Spain.
Aquitani: This is a Basque confederation in Southern Gaul. They were renowned for their horsemanship.
Aquitani: This is a Basque confederation in Southern Gaul. They were renowned for their horsemanship.
Lusitani: Although not Celtic, the Lusitani were an Indo-European people in modern Portugal. Not so much significant as much different.
Roman Republic: I don't need to explain this. The Romans were an Italic (Indo-European) people who settled in the modern region of Rome, adopted many Etruscan cultural and religious aspects while maintaining a distinct faith and language. Fun fact: The Etruscans, when conquered by the Romans, didn't even consider them as a foreign nation. The pre-Republican kings were Etruscans. There were 2 more Etruscan Leagues before Rome; one of which was the Capuan League with its capital at Pompeii which was one of Rome's first conquests.
Etruscan League: Founders of fascism, these are the paleolithic peoples of Italy, like the Basques are to Spain. Their government consists of 12 cities whose kings vote for a high king, who also functions as the high priest.
Veneti: Masters of the sea, even before Venice, the Veneti are an Italo-Celtic tribe with a unique style of ship. Smaller and with leather sails, these ships were even noted by Caesar himself.
Samnite Kingdom: The Samnites were a confederation of warlike Oscans, closely related to the Romansm, and their primary rival in Italy for a good deal of time.
Syracusae: Syracuse is a Greek colony without a Greek population. It's the home of Archimedes, and was a wealthy trade center.
Italiot League: The Italiotes were the primary wave of Greek colonists in Southern Italy. They are remnant after a costly war ending in defeat against Syracusae. Their descendants still linger in Italy today as the Griko people.
Etruscan League: Founders of fascism, these are the paleolithic peoples of Italy, like the Basques are to Spain. Their government consists of 12 cities whose kings vote for a high king, who also functions as the high priest.
Veneti: Masters of the sea, even before Venice, the Veneti are an Italo-Celtic tribe with a unique style of ship. Smaller and with leather sails, these ships were even noted by Caesar himself.
Samnite Kingdom: The Samnites were a confederation of warlike Oscans, closely related to the Romansm, and their primary rival in Italy for a good deal of time.
Syracusae: Syracuse is a Greek colony without a Greek population. It's the home of Archimedes, and was a wealthy trade center.
Italiot League: The Italiotes were the primary wave of Greek colonists in Southern Italy. They are remnant after a costly war ending in defeat against Syracusae. Their descendants still linger in Italy today as the Griko people.
Iceni: A tribe known for its charioteers, the Iceni were the native tribe of the warrior-queen Boudicca, who led a rebellion against the Romans. After her capture, she poisoned herself to avoid life as a slave.
Caledinii: Known today as Fortriu, the kingdom of Uerturio would rise to be the most prominent of the Pictish kingdoms. It even led a unified Pictish state in retaliation to Rome for a while in the Dark Ages. Now, however, they are the Caledonian Confederacy, and their name is lent to Latin Caledonia.
Brigantes: The largest Celtic tribe of Britain, the Brigantes are a massive tribal confederation with enough power to easily expand into surrounding areas.
Caledinii: Known today as Fortriu, the kingdom of Uerturio would rise to be the most prominent of the Pictish kingdoms. It even led a unified Pictish state in retaliation to Rome for a while in the Dark Ages. Now, however, they are the Caledonian Confederacy, and their name is lent to Latin Caledonia.
Brigantes: The largest Celtic tribe of Britain, the Brigantes are a massive tribal confederation with enough power to easily expand into surrounding areas.
Suebi: The Suebi were famous pikemen from Germania. They invaded Gaul at the same time as Caesar, and acted as mercenaries for him. They were, among the Germanic tribes, a seminomadic people. Their clan elders assigned equal land to all members of the tribe each year, and everyone had to pack up and move to their new land. This was reportedly to keep their people resilient against the elements and physically powerful.
Goths: The Goths were an East Germanic people who migrated from the island of Gotland onto the Pomeranian coast. They famously divided into the Ostrogoths and Visigoths, and settled in Crimea and Spain.
Lugii: The Lugii, later known as the Vandals, were an East Germanic tribe akin to the Goths. They were similar in most aspects, but in their later history they conquered Carthage and established a Germanic kingdom in Africa. They went on to sack Rome, pillaging many treasures and taking the Imperial women hostage without causing much damage. Due to this incident, the Vandals are ironically associated with mayhem and reckless damage.
Burgundians: The Burgundians are yet another East Germanic tribe, living on the island of Burgundaholmr, known today as Bornholm. The Burgundians were famed hunters who migrated to France and lent their name to Burgundy.
Saxones: The Saxons were a fierce Germanic people. They are famous for their efforts during the era of Charlemagne, in which they were the last Germanic pagans left in Germany. Despite valiant effort, Saxony was conquered as Irminsul, a physical representation of Yggdrasil, was burned to the ground. A Saxon named Widukind led a rebellion later, but failed.
Anglii: The Angles were a Frisian tribe who did not do much. In fact, they did so little in their homeland that they migrated en masse to England, where they became famous. At first landed mercenaries, the Anglii quickly grew to culturally dominate the land. Although the modern English are genetically Celtic, they follow the continued Anglic culture and language to this day. Even the name England and English come from the Angles: Englaland (Angle-land) and Anglish.
Swedes: The Swedes are the Germanic tribe which, despite some Swedish claims to the Geats, were the actual lords of Sweden. They lend their name to the land, and spawned famous men such as Alfred Nobel, Ragnar Lothbrok, and Ivar the Boneless.
Nervii: In Belgium, there are none more fearsome than the Nervii. some strange mix of Germanic and Celtic, Caesar considered these the most barbaric of all the peoples living in Gaul. They maintain a proud and terrifying warrior-culture more pronounced than anywhere else in North Europe.
Goths: The Goths were an East Germanic people who migrated from the island of Gotland onto the Pomeranian coast. They famously divided into the Ostrogoths and Visigoths, and settled in Crimea and Spain.
Lugii: The Lugii, later known as the Vandals, were an East Germanic tribe akin to the Goths. They were similar in most aspects, but in their later history they conquered Carthage and established a Germanic kingdom in Africa. They went on to sack Rome, pillaging many treasures and taking the Imperial women hostage without causing much damage. Due to this incident, the Vandals are ironically associated with mayhem and reckless damage.
Burgundians: The Burgundians are yet another East Germanic tribe, living on the island of Burgundaholmr, known today as Bornholm. The Burgundians were famed hunters who migrated to France and lent their name to Burgundy.
Saxones: The Saxons were a fierce Germanic people. They are famous for their efforts during the era of Charlemagne, in which they were the last Germanic pagans left in Germany. Despite valiant effort, Saxony was conquered as Irminsul, a physical representation of Yggdrasil, was burned to the ground. A Saxon named Widukind led a rebellion later, but failed.
Anglii: The Angles were a Frisian tribe who did not do much. In fact, they did so little in their homeland that they migrated en masse to England, where they became famous. At first landed mercenaries, the Anglii quickly grew to culturally dominate the land. Although the modern English are genetically Celtic, they follow the continued Anglic culture and language to this day. Even the name England and English come from the Angles: Englaland (Angle-land) and Anglish.
Swedes: The Swedes are the Germanic tribe which, despite some Swedish claims to the Geats, were the actual lords of Sweden. They lend their name to the land, and spawned famous men such as Alfred Nobel, Ragnar Lothbrok, and Ivar the Boneless.
Nervii: In Belgium, there are none more fearsome than the Nervii. some strange mix of Germanic and Celtic, Caesar considered these the most barbaric of all the peoples living in Gaul. They maintain a proud and terrifying warrior-culture more pronounced than anywhere else in North Europe.
Macedon: Macedon is the successor to Alexander the Great. The Primary, anyway. It was this kingdom that Alexander led in his conquests, and even after collapse, it continued its strong hold politically on the minor Greek states.
Athens: The center of democracy, Athens was the homeland of Greek culture, philosophy, art, and naval power.
Sparta: The antithesis of everything Athens.
Crete: The last remnants of the Minoan civilization fester on Crete, famed for its archers and being distinctly not quite Greek yet. Related closely to the Etruscans and Cypriots, the Cretans are a paleolithic populace, and the oldest known civilization in Europe.
[spoiler=Pannona et Illyricum]Ardriaei: This difficult-to-spell name is attributed to an Illyrian tribe is most famous for its queen Teuta, a warrior who led raids against the Romans. Like most Illyrians, they tend to be pirates and focus on naval supremacy. Excellent marines are born here. These are the descendants of modern Albanians.
Odrysian Kingdom: This confederation of Thracian tribes was the most powerful Thracian state to ever exist. At its height, it controlled everything from Constantinople to Romania, including most of modern Bulgaria.
Getae: A Thraco-Dacian tribe, these are noted among the Greeks most prominently of any Dacian people. Why? I'm not quite sure, but it's something.
Scythia Minor: The Scythian colonists, the only ones to ever exist, have pushed their way into Dacia and now sit with hatred and conquest in their hearts.
Athens: The center of democracy, Athens was the homeland of Greek culture, philosophy, art, and naval power.
Sparta: The antithesis of everything Athens.
Crete: The last remnants of the Minoan civilization fester on Crete, famed for its archers and being distinctly not quite Greek yet. Related closely to the Etruscans and Cypriots, the Cretans are a paleolithic populace, and the oldest known civilization in Europe.
[spoiler=Pannona et Illyricum]Ardriaei: This difficult-to-spell name is attributed to an Illyrian tribe is most famous for its queen Teuta, a warrior who led raids against the Romans. Like most Illyrians, they tend to be pirates and focus on naval supremacy. Excellent marines are born here. These are the descendants of modern Albanians.
Odrysian Kingdom: This confederation of Thracian tribes was the most powerful Thracian state to ever exist. At its height, it controlled everything from Constantinople to Romania, including most of modern Bulgaria.
Getae: A Thraco-Dacian tribe, these are noted among the Greeks most prominently of any Dacian people. Why? I'm not quite sure, but it's something.
Scythia Minor: The Scythian colonists, the only ones to ever exist, have pushed their way into Dacia and now sit with hatred and conquest in their hearts.
Seleucids: The strongest heir to Alexander, and the one controlling the most territory, they have most of the former Achmaenid Empire vassalized. They are based in Syria, and hold a largely mutliethnic empire with a particular focus on Persians.
Parthia: This state, not Persian but still Iranian, grew to fill the power vacuum left by the Alexandrian conquests. It was a large threat to Roman supremacy, and fought vigorously against the Italian expansion in Mesopotamia.
Himyar; A small state in Yemen, Himyar would, by the 4th century of the Common Era, dominate all the tribes around it. Yemen was the most developed region of Arabia, the only one to properly have large cities and ports. Himyar was notable for having converted to Judaism, alongside great architectural feats not seen in its predecessor (dominant power at the moment) Sabaea.
Maurya: This Indian empire, one of the few to unite India in entirety, is all an empire could want to be. I almost feel like playing as them is cheating.
Zhou: With their capital at Luoyang, the Zhou are the remnant of what was once China. Now small and landlocked, there is not much hope for the Zhou. Could a player save them?
Xiongnu: A confederation of Turks and Mongols, the Xiongnu are a large nomad entity which proudly destroyed the Han dynasty of China. They are most famous for being the antagonists in Disney's Mulan, and their collapse having spawned the Turkic invasions of Europe, the most notable of which being the Huns and, later, the Ottomans.
Kroran: The most powerful Tocharian state, Kroran is a powerful trade empire. The Tocharians are an Indo-European people almost as old as the Hittites themselves, and predate the major split of the Proto-Indo-Europeans.
Lydia: The last bastion of Hittite culture, Lydia is under Hellenistic governance. The people slowly fade as they are assimilated into Greek society, but there is hope yet for a revival.
Parthia: This state, not Persian but still Iranian, grew to fill the power vacuum left by the Alexandrian conquests. It was a large threat to Roman supremacy, and fought vigorously against the Italian expansion in Mesopotamia.
Himyar; A small state in Yemen, Himyar would, by the 4th century of the Common Era, dominate all the tribes around it. Yemen was the most developed region of Arabia, the only one to properly have large cities and ports. Himyar was notable for having converted to Judaism, alongside great architectural feats not seen in its predecessor (dominant power at the moment) Sabaea.
Maurya: This Indian empire, one of the few to unite India in entirety, is all an empire could want to be. I almost feel like playing as them is cheating.
Zhou: With their capital at Luoyang, the Zhou are the remnant of what was once China. Now small and landlocked, there is not much hope for the Zhou. Could a player save them?
Xiongnu: A confederation of Turks and Mongols, the Xiongnu are a large nomad entity which proudly destroyed the Han dynasty of China. They are most famous for being the antagonists in Disney's Mulan, and their collapse having spawned the Turkic invasions of Europe, the most notable of which being the Huns and, later, the Ottomans.
Kroran: The most powerful Tocharian state, Kroran is a powerful trade empire. The Tocharians are an Indo-European people almost as old as the Hittites themselves, and predate the major split of the Proto-Indo-Europeans.
Lydia: The last bastion of Hittite culture, Lydia is under Hellenistic governance. The people slowly fade as they are assimilated into Greek society, but there is hope yet for a revival.
Ptolemaic Kingdom: This Alexandrian successor controls Egypt. It tends to suffer due to Egyptian nationalism, but it also the naval leader of the successors and arguably the wealthiest. It spawned Cleopatra, the last pre-Islamic leader of independent Egypt. Its main rival is the Seleucid Empire.
Damot: This small kingdom is the spawn of Ethiopia as we know it. It is an early start to development in the region, and though it did not survive the onslaught of later kingdoms, it was the precedent for its conquerors.
Carthage: The last free Phoenician state, Carthage is a land wealthy and powerful. Though it has a small population, it can afford massive mercenary armies. It is most famous for being Rome's early rival, and for Hannibal's march of elephants across the alps.
Damot: This small kingdom is the spawn of Ethiopia as we know it. It is an early start to development in the region, and though it did not survive the onslaught of later kingdoms, it was the precedent for its conquerors.
Carthage: The last free Phoenician state, Carthage is a land wealthy and powerful. Though it has a small population, it can afford massive mercenary armies. It is most famous for being Rome's early rival, and for Hannibal's march of elephants across the alps.
Zoomed and Marked Maps -WIP-
Britain
Gallia et Hispania
Africa et Orientalis
India et Sinis
Fennoscandia
Pannona et incorporatum
Scythia
Mesoamerica
Nation Stats and Modifiers
Player: Zacahry Nichols
Form of Government: Republican Consulate
Culture: Latin
Religion: Hellenism (Latin)
Language: Latin
Modifiers:
Soldiers who build the Roads they walk: Rome gets military bonuses due to its focus on its road systems as a way of moving forces from city to city
Masters of Water: Can build Aqueducts and thus withstand long term sieges
Sons of Jupiter: Have a very expansionist tendency, can invade any nation with the cause of war "Glory for Rome"
Civil Engineering: Civil technology advances faster than in other nations, this includes roads, walls, etc.
Latin Hellenism: Diplomatic bonus with all Latin and Hellenic nations
Form of Government: Republican Consulate
Culture: Latin
Religion: Hellenism (Latin)
Language: Latin
Modifiers:
Soldiers who build the Roads they walk: Rome gets military bonuses due to its focus on its road systems as a way of moving forces from city to city
Masters of Water: Can build Aqueducts and thus withstand long term sieges
Sons of Jupiter: Have a very expansionist tendency, can invade any nation with the cause of war "Glory for Rome"
Civil Engineering: Civil technology advances faster than in other nations, this includes roads, walls, etc.
Latin Hellenism: Diplomatic bonus with all Latin and Hellenic nations
Player: Jaslandia
Form of Government: Alexandrian monarchy
Culture: Greek
Religion: Hellenism (Greek)
Language: Koine
Modifiers:
Alexander's Heir: As an heir to Alexander, the Ptolmiac Kingdom gains a claim to all of Alexander's Empire until 275 BCE.
Egyptian Monarchy: Cultural Spread Bonus, with time others learn to love the Pharoh as much as he/she loves himself/herself.
The Nile: Massive Food Bonus for the Egyptian Heartland
Egyptian Desert: Fighting Bonus against nations not from a desert region when fighting in the desert.
Cult of Serapis: Less risk of religious revolt from Kemetic, Nubian, and Berber provinces.
Form of Government: Alexandrian monarchy
Culture: Greek
Religion: Hellenism (Greek)
Language: Koine
Modifiers:
Alexander's Heir: As an heir to Alexander, the Ptolmiac Kingdom gains a claim to all of Alexander's Empire until 275 BCE.
Egyptian Monarchy: Cultural Spread Bonus, with time others learn to love the Pharoh as much as he/she loves himself/herself.
The Nile: Massive Food Bonus for the Egyptian Heartland
Egyptian Desert: Fighting Bonus against nations not from a desert region when fighting in the desert.
Cult of Serapis: Less risk of religious revolt from Kemetic, Nubian, and Berber provinces.
Form of Government:
[b]Player:Terrocca
Form of Government: Alexandrian Monarchy
Culture: Greek
Religion: Hellenism
Language: Koine
Modifiers:
Cultural Syncretists: Following the legacy of Alexander, the Seleucid Empire excels at integrating cultures and nations into her national identity. Boosts cultural conversion.
Alexander's Heir: Gain claims on all of the former Alexandrian Empire until 250 BCE.
Hellenism: Diplomatic bonuses with all Hellenic nations.
Heirs to the Companion Cavalry: Alexander the Great's Companion Cavalry were led by Seleucus. His cavalry's legacy has lasted and Seleucid cavalry carry on his traditions to this day.
Innovative Military: A Mixture of Greek and Local military Tactics are prevalent in the Seleucid Military. Light Phalanxes are allowed to be trained along with Cataphracts
[b]Player:Terrocca
Form of Government: Alexandrian Monarchy
Culture: Greek
Religion: Hellenism
Language: Koine
Modifiers:
Cultural Syncretists: Following the legacy of Alexander, the Seleucid Empire excels at integrating cultures and nations into her national identity. Boosts cultural conversion.
Alexander's Heir: Gain claims on all of the former Alexandrian Empire until 250 BCE.
Hellenism: Diplomatic bonuses with all Hellenic nations.
Heirs to the Companion Cavalry: Alexander the Great's Companion Cavalry were led by Seleucus. His cavalry's legacy has lasted and Seleucid cavalry carry on his traditions to this day.
Innovative Military: A Mixture of Greek and Local military Tactics are prevalent in the Seleucid Military. Light Phalanxes are allowed to be trained along with Cataphracts
Player: Arulean States
Form of Government: Alexandrian Monarchy
Culture: Greek
Religion: Hellenism (Greek)
Language: Old Macedonian
Modifiers:
Heir to Alexander: Claims on all of Alexander's Empire
Greatest Power in the Aegean: Relative Dominance over trade in the Aegean sea.
Alexandrian Hoplites: Macedon can recruit unique pike infantry.
Still living in Alexander's Glory: Since Alexander was born in Pella its people fervently still believe that Alexander's Glory is embodied by their nation.
Dark Age remnant: Macedonian culture is remnant from the Greek Dark Age. As a result, they're much more warlike than other Hellenes. Infantry fights better against barbarians.
Form of Government: Alexandrian Monarchy
Culture: Greek
Religion: Hellenism (Greek)
Language: Old Macedonian
Modifiers:
Heir to Alexander: Claims on all of Alexander's Empire
Greatest Power in the Aegean: Relative Dominance over trade in the Aegean sea.
Alexandrian Hoplites: Macedon can recruit unique pike infantry.
Still living in Alexander's Glory: Since Alexander was born in Pella its people fervently still believe that Alexander's Glory is embodied by their nation.
Dark Age remnant: Macedonian culture is remnant from the Greek Dark Age. As a result, they're much more warlike than other Hellenes. Infantry fights better against barbarians.
Armenia
Player: Mesrane
Form of Government: Satrapy
Culture: Armenian
Religion: Zoroastrianism (can convert to Aetsag)
Language: Armenian
Modifiers:
Sper's gold mines: So tempting that it led a nation to invade Armenia, suffice to say, Armenia won, and they still have that gold. Economic Bonus.
Rock and a Hard Place: Armenia has been long lodged between two large empires, surviving, somehow, against all odds. Defensive bonus.
Cataphracts of the mountains: Ancient writers were baffled at how the mountainous Armenians managed to attain superior cavalry. Armenia gets a bonus to heavy cavalry.
Somewhere only we know: Armenia lies in a strange, if not strategic, position between Europe and Asia. Their neutral position makes this easy to exploit. Trade bonus.
Hayastan: The legendary patriarch of Armenia, Hayk, was a warrior king who left a proud tradition behind him. Armenia gets a bonus to all archer and cavalry-archer units.
Player: Mesrane
Form of Government: Satrapy
Culture: Armenian
Religion: Zoroastrianism (can convert to Aetsag)
Language: Armenian
Modifiers:
Sper's gold mines: So tempting that it led a nation to invade Armenia, suffice to say, Armenia won, and they still have that gold. Economic Bonus.
Rock and a Hard Place: Armenia has been long lodged between two large empires, surviving, somehow, against all odds. Defensive bonus.
Cataphracts of the mountains: Ancient writers were baffled at how the mountainous Armenians managed to attain superior cavalry. Armenia gets a bonus to heavy cavalry.
Somewhere only we know: Armenia lies in a strange, if not strategic, position between Europe and Asia. Their neutral position makes this easy to exploit. Trade bonus.
Hayastan: The legendary patriarch of Armenia, Hayk, was a warrior king who left a proud tradition behind him. Armenia gets a bonus to all archer and cavalry-archer units.
Player: G-tech Corporation
Form of Government: Empire
Culture: Sanskrit
Religion: Hinduism (can convert to Buddhism or Jainism)
Language: Sanskrit
Modifiers:
Land of Three Faiths: India is home to three religions: Jainism, Buddhism, and Hinduism. The three get along well, and don't fight much. Bonus to converting Dharmic faiths.
Indus and Ganges:The holy rivers of India provide much fertile land. If this were to be used properly, population damage would be minimal. Rapid reinforcement of troops.
Indian bow: The famed Indian longbow, standing nearly 6 feet tall, are an imposing threat to any that come across them. Bonus to foot-based archers.
Vedas: The Vedas, not yet present in Dravidian cultures, guides Aryan life through divine word. Everyone has their part in the world. Significantly less revolt risk.
Kama Sutra Kinkiness +10
The Great Bath-house India has an ancient culture with many common elements in both Dravidian and Aryan lands. Bonus to cultural conversion, assimilation, and acceptance.
Form of Government: Empire
Culture: Sanskrit
Religion: Hinduism (can convert to Buddhism or Jainism)
Language: Sanskrit
Modifiers:
Land of Three Faiths: India is home to three religions: Jainism, Buddhism, and Hinduism. The three get along well, and don't fight much. Bonus to converting Dharmic faiths.
Indus and Ganges:The holy rivers of India provide much fertile land. If this were to be used properly, population damage would be minimal. Rapid reinforcement of troops.
Indian bow: The famed Indian longbow, standing nearly 6 feet tall, are an imposing threat to any that come across them. Bonus to foot-based archers.
Vedas: The Vedas, not yet present in Dravidian cultures, guides Aryan life through divine word. Everyone has their part in the world. Significantly less revolt risk.
The Great Bath-house India has an ancient culture with many common elements in both Dravidian and Aryan lands. Bonus to cultural conversion, assimilation, and acceptance.
Player: Imperial Idaho
Form of Government: Tribal monarchy
Culture: Gaelic
Religion: Druidism
Language: Gaelic
Modifiers:
Namesake: The Iverni lend their name to Hibernia. This could make for useful propaganda. Iverni gains claim on all of Ireland.
The fertile land: The name "Iverni" means "Fertile land". The land in Iverni territory is very productive. Population growth bonus.
Erainn: The Iverni left their mark on history as the Erainn, an ethnicity attested in the Middle Ages across Ireland. Bonus to prestige.
Cú Chulainn killer clan: Our tribe famously killed a legendary high king of the past, and our fierceness is remembered for it. Morale damage to enemies in combat.
Gaellenic trade: The Iverni have a long history of positive relations with the Greeks. The Iverni get along better with people of Hellenic (Greek) religion.
Form of Government: Tribal monarchy
Culture: Gaelic
Religion: Druidism
Language: Gaelic
Modifiers:
Namesake: The Iverni lend their name to Hibernia. This could make for useful propaganda. Iverni gains claim on all of Ireland.
The fertile land: The name "Iverni" means "Fertile land". The land in Iverni territory is very productive. Population growth bonus.
Erainn: The Iverni left their mark on history as the Erainn, an ethnicity attested in the Middle Ages across Ireland. Bonus to prestige.
Cú Chulainn killer clan: Our tribe famously killed a legendary high king of the past, and our fierceness is remembered for it. Morale damage to enemies in combat.
Gaellenic trade: The Iverni have a long history of positive relations with the Greeks. The Iverni get along better with people of Hellenic (Greek) religion.
Player: Togeria
Form of Government: Federation
Culture: Korean
Religion: Muism (can convert to Shen)
Language: Korean
Modifiers:
Dagger culture: The Jin and its predecessors are known largely for leaving behind copious amounts of daggers. Jin gets a bonus to all sword-based infantry.
Embassies to China: The Jin sent many embassies to China, and had a great amount of interaction with them. Jin gets a large trade bonus.
Korean federation: The Jin formed as a result of smaller states banding together in defense. The Jin, thus, get a large bonus to combat in their own territory.
Little brother: Jin is the lesser-known of the two Korean states, as such a bitter rivalry has formed. Jin gets a combat bonus against other Koreans
Land of jade: Jin holds the majority of jade in Korea. This valuable trading material makes it seem richer than it is. Bonus to prestige and smaller bonus to trade.
Form of Government: Federation
Culture: Korean
Religion: Muism (can convert to Shen)
Language: Korean
Modifiers:
Dagger culture: The Jin and its predecessors are known largely for leaving behind copious amounts of daggers. Jin gets a bonus to all sword-based infantry.
Embassies to China: The Jin sent many embassies to China, and had a great amount of interaction with them. Jin gets a large trade bonus.
Korean federation: The Jin formed as a result of smaller states banding together in defense. The Jin, thus, get a large bonus to combat in their own territory.
Little brother: Jin is the lesser-known of the two Korean states, as such a bitter rivalry has formed. Jin gets a combat bonus against other Koreans
Land of jade: Jin holds the majority of jade in Korea. This valuable trading material makes it seem richer than it is. Bonus to prestige and smaller bonus to trade.
Player: Arana
Form of Government: Tribal monarchy
Culture: Gaelic
Religion: Druidism
Language: Gaelic
Modifiers:
West side: The Nagnatae hold the best position in Hibernia, an easily defensible spot away from non-Gaelic states. The Nagnatae get a combat bonus in their own territory.
Center of assembly: The Nagnatae possess what Greeks call a 'city', but is more properly an assembly. The Nagnatae govern more effectively, and get diplomacy and tax bonuses.
Islands on an island: The Nagnatae possess a string of sizable islands off the coastline, and as a result are better adapted to naval technology than other Gaels.
Fort of Angus: An ancient Fae fort lying on one of the islands is said to harbor the spirit of a god. The Nagnatae fight better when defending in battle.
Diverse landscape: The lands of the Nagnatae are diverse: mountains to plains to fjords and lakes all exist. The Nagnatae suffer less from terrain during combat.
Form of Government: Tribal monarchy
Culture: Gaelic
Religion: Druidism
Language: Gaelic
Modifiers:
West side: The Nagnatae hold the best position in Hibernia, an easily defensible spot away from non-Gaelic states. The Nagnatae get a combat bonus in their own territory.
Center of assembly: The Nagnatae possess what Greeks call a 'city', but is more properly an assembly. The Nagnatae govern more effectively, and get diplomacy and tax bonuses.
Islands on an island: The Nagnatae possess a string of sizable islands off the coastline, and as a result are better adapted to naval technology than other Gaels.
Fort of Angus: An ancient Fae fort lying on one of the islands is said to harbor the spirit of a god. The Nagnatae fight better when defending in battle.
Diverse landscape: The lands of the Nagnatae are diverse: mountains to plains to fjords and lakes all exist. The Nagnatae suffer less from terrain during combat.
Player: Togeria
Form of Government: Absolute monarchy
Culture: Nubian
Religion: Nubian (can convert to Egyptian)
Language: Nubian
Modifiers:
Meriotic Language:Fuck archaeology Kush possessed a language somewhere between Nubian and Egyptian for court use. Kush gets a diplomatic bonus.
25th Dynasty: The Kushites conquered Egypt once. Once. Don't let it get to your head. Increased combat ability against Egyptians or Ptolemaic military.
Sudan:The warriors of the Sudanese desert are specialized and fearsome. They even drove off the Romans. Kush gets increased combat in their own territory.
420: Sarcasm reloaded
Nubian pyramids: The Nubian adoption of the pyramid tomb has made everything simply more impressive. Kushite leaders have increased legitimacy and prestige.
Trade empire: Kush thrives on trade passing between Ethiopia and Egypt, and even in the shadow of Egypt finds wealth. Increased trade.
Form of Government: Absolute monarchy
Culture: Nubian
Religion: Nubian (can convert to Egyptian)
Language: Nubian
Modifiers:
Meriotic Language:
25th Dynasty: The Kushites conquered Egypt once. Once. Don't let it get to your head. Increased combat ability against Egyptians or Ptolemaic military.
Sudan:The warriors of the Sudanese desert are specialized and fearsome. They even drove off the Romans. Kush gets increased combat in their own territory.
Nubian pyramids: The Nubian adoption of the pyramid tomb has made everything simply more impressive. Kushite leaders have increased legitimacy and prestige.
Trade empire: Kush thrives on trade passing between Ethiopia and Egypt, and even in the shadow of Egypt finds wealth. Increased trade.
Player: Yuzhou
Form of Government: Celestial monarchy
Culture: Chinese
Religion: Shen
Language: Chinese
Modifiers:
Chu burials: The Chu have developed a distinctive style of burial with unique items left with the dead. Increased legitimacy comes from honoring the ancestors thus.
Shamanism: Among the Chinese, the Chu in particular had shamanistic tendencies adopted from neighbors. The Chu get increased religious conversion.
Baiyue: The Chu adopted elements of the cultures around them, particularly Vietic peoples. The Chu get increased culture conversion.
Naturalistic art: Chu art often revolved around nature to a degree uncommon to the rest of China. Increased prestige.
Decadence: The Chu were a people who enjoyed the pleasures of life under Vietic, unlike their neighbors. Significantly less revolt risk.
Form of Government: Celestial monarchy
Culture: Chinese
Religion: Shen
Language: Chinese
Modifiers:
Chu burials: The Chu have developed a distinctive style of burial with unique items left with the dead. Increased legitimacy comes from honoring the ancestors thus.
Shamanism: Among the Chinese, the Chu in particular had shamanistic tendencies adopted from neighbors. The Chu get increased religious conversion.
Baiyue: The Chu adopted elements of the cultures around them, particularly Vietic peoples. The Chu get increased culture conversion.
Naturalistic art: Chu art often revolved around nature to a degree uncommon to the rest of China. Increased prestige.
Decadence: The Chu were a people who enjoyed the pleasures of life under Vietic, unlike their neighbors. Significantly less revolt risk.
Player: Aden Protectorate
Form of Government:Tribal Federation
Culture: Brythonic
Religion: Druidism
Language: Brythonic
Modifiers:
Dominant: The Brigantes are the largest and most influential tribe on the island of Britain. As a result, they get increased diplomacy towards everyone.
Tribal Federation: While most large tribes are loosely held together, the Brigantes are very unified. Less revolt risk.
There can be only one:The Brigantes are in the highlands of Britain, and as such experience increased fort strength.
Brigantia: "The High Lady", known as Andraste to other tribes, is connected to the Brigantes in many aspects. Increased prestige.
Cumbrians: The Brigantes have their own dialect of Brythonic, and will flaunt it if given the chance. Increased culture strength and conversion.
Form of Government:Tribal Federation
Culture: Brythonic
Religion: Druidism
Language: Brythonic
Modifiers:
Dominant: The Brigantes are the largest and most influential tribe on the island of Britain. As a result, they get increased diplomacy towards everyone.
Tribal Federation: While most large tribes are loosely held together, the Brigantes are very unified. Less revolt risk.
There can be only one:The Brigantes are in the highlands of Britain, and as such experience increased fort strength.
Brigantia: "The High Lady", known as Andraste to other tribes, is connected to the Brigantes in many aspects. Increased prestige.
Cumbrians: The Brigantes have their own dialect of Brythonic, and will flaunt it if given the chance. Increased culture strength and conversion.
Player: The Orson Empire
Form of Government:Celestial monarchy
Culture: Chinese
Religion: Shen
Language: Chinese
Modifiers:
That's a religion?: The Qin literally followed Legalism as a religion. Increased administration means better tax income.
Confucius: A great thinker, though not a forward thinker, the Qin strictly follow his teachings. Increased legitimacy.
Wrath of the dragon: Qin actions are aggressive and efficient, very to-the-point. Qin experiences combat bonus when on the offense.
Productivity: The Qin are highly industrious, and can produce capable equipment for soldiers rapidly. Quicker reinforcement of damaged regiments.
Dragon Emperor: The Qin king is the most feared aspect of the kingdom. He possesses the blood of a dragon, and so legitimacy is more resilient, but not necessarily higher.
Form of Government:Celestial monarchy
Culture: Chinese
Religion: Shen
Language: Chinese
Modifiers:
That's a religion?: The Qin literally followed Legalism as a religion. Increased administration means better tax income.
Confucius: A great thinker, though not a forward thinker, the Qin strictly follow his teachings. Increased legitimacy.
Wrath of the dragon: Qin actions are aggressive and efficient, very to-the-point. Qin experiences combat bonus when on the offense.
Productivity: The Qin are highly industrious, and can produce capable equipment for soldiers rapidly. Quicker reinforcement of damaged regiments.
Dragon Emperor: The Qin king is the most feared aspect of the kingdom. He possesses the blood of a dragon, and so legitimacy is more resilient, but not necessarily higher.
Player: Airkhaos
Form of Government: Tribal confederation
Culture: Saxon
Religion: Odinist
Language: Saxon
Modifiers:
Seax: The Saxons are famous for their blades, even named after them. These hunting knives are useful in warfare against less sophisticated tribes. Gain sword infantry combat bonus.
Irminsul: The Saxons possess a living embodiment of the World Tree. This lends them much religious authority in continental Germanic belief. Increased religious conversion.
Norse ships: The Saxons build their ships like the Norse: Clinker style with overlapping planks. The Franks and their dirty smoothsides must be destroyed. Causus belli against Franks and Belgae.
Saxon castes: Saxon society is divided into 3 castes. This provides a rigid social structure, and thus firmer control of the populace. Less revolt risk.
Ingvaeonic champions: The Saxons represent the epitome of "Ingvaeonic" culture, and their status as a hearth does not go unnoticed. Increased culture conversion.
Form of Government: Tribal confederation
Culture: Saxon
Religion: Odinist
Language: Saxon
Modifiers:
Seax: The Saxons are famous for their blades, even named after them. These hunting knives are useful in warfare against less sophisticated tribes. Gain sword infantry combat bonus.
Irminsul: The Saxons possess a living embodiment of the World Tree. This lends them much religious authority in continental Germanic belief. Increased religious conversion.
Norse ships: The Saxons build their ships like the Norse: Clinker style with overlapping planks. The Franks and their dirty smoothsides must be destroyed. Causus belli against Franks and Belgae.
Saxon castes: Saxon society is divided into 3 castes. This provides a rigid social structure, and thus firmer control of the populace. Less revolt risk.
Ingvaeonic champions: The Saxons represent the epitome of "Ingvaeonic" culture, and their status as a hearth does not go unnoticed. Increased culture conversion.
Player: Intermountain States
Form of Government: Celestial monarchy
Culture: Korean
Religion: Muism (can convert to Shen)
Language: Korean
Modifiers:
Knife coins: Ow. Just...stop. What are you even doing? Go home. Occupied Gojoseon provinces are more likely to revolt.
Foreign relations: The Joseon have had a troubled past with China, with a decent deal of border conflict. Joseon gains combat bonus against Chinese states.
Central authority: The more centralized and advanced Joseon government allows more efficient administration. Joseon gains tax income boost.
Ancient ones: The Gojoseon are of incredible antiquity, reportedly having been founded thousands of years ago. Increased legitimacy.
First to iron: Iron tools from China recently arriving in Korea means that Joseon gets better crops. Population growth bonus.
Form of Government: Celestial monarchy
Culture: Korean
Religion: Muism (can convert to Shen)
Language: Korean
Modifiers:
Knife coins: Ow. Just...stop. What are you even doing? Go home. Occupied Gojoseon provinces are more likely to revolt.
Foreign relations: The Joseon have had a troubled past with China, with a decent deal of border conflict. Joseon gains combat bonus against Chinese states.
Central authority: The more centralized and advanced Joseon government allows more efficient administration. Joseon gains tax income boost.
Ancient ones: The Gojoseon are of incredible antiquity, reportedly having been founded thousands of years ago. Increased legitimacy.
First to iron: Iron tools from China recently arriving in Korea means that Joseon gets better crops. Population growth bonus.
Player: Hastiaka
Form of Government: Republic
Culture: Punic
Religion: Punic
Language: Punic
Modifiers:
Sacred Band: The Carthaginian Sacred Bands were elite hoplite-style units, some of the few professional soldiers in the Carthaginian army. Spear and pike infantry combat bonus.
Africans: Carthage is the only civilized nation to have access to African elephants for war. Carthage can recruit superior elephant units.
Quiquireme: Carthage invented a new type of boat to best all others in speed and power. Carthage can recruit superior ship units.
Phoenician legacy While the Phoenician trade empire has collapsed, Carthage carries on what was lost. Massive trade bonus.
Punic faith: Carthage merged elements of the Canaanite religion with Berber elements. Carthage gets a bonus to religious conversion.
Form of Government: Republic
Culture: Punic
Religion: Punic
Language: Punic
Modifiers:
Sacred Band: The Carthaginian Sacred Bands were elite hoplite-style units, some of the few professional soldiers in the Carthaginian army. Spear and pike infantry combat bonus.
Africans: Carthage is the only civilized nation to have access to African elephants for war. Carthage can recruit superior elephant units.
Quiquireme: Carthage invented a new type of boat to best all others in speed and power. Carthage can recruit superior ship units.
Phoenician legacy While the Phoenician trade empire has collapsed, Carthage carries on what was lost. Massive trade bonus.
Punic faith: Carthage merged elements of the Canaanite religion with Berber elements. Carthage gets a bonus to religious conversion.
Player: Maljaratas
Form of Government: Khanate
Culture: Mongol (can switch to Turkish)
Religion: Tengri
Language Mongol
Modifiers
Great Khan: The Xiongnu the by far the most notable country of Altaic stock. Their might is enough to destroy a unified China. Increased prestige
Steppe warriors: Suffice to say, the Xiongnu are famed for their cavalrymen. Xiongnu gets a significant bonus to all cavalry.
Holy mountain:The Orkhon valley, also known as Mount Otuken, eminates the divine right to rule over the tribes in a spiritual sense. Massively increased legitimacy.
Tributaries: The Xiongnu are excellent at manipulation and warfare. Significant bonus to trade and money gained from raiding.
Syncretism:Tengrism is known for its loosely-defined nature. By allowing regional variants, the Xiongnu convert faster and are more difficult to convert to a new religion.
Form of Government: Khanate
Culture: Mongol (can switch to Turkish)
Religion: Tengri
Language Mongol
Modifiers
Great Khan: The Xiongnu the by far the most notable country of Altaic stock. Their might is enough to destroy a unified China. Increased prestige
Steppe warriors: Suffice to say, the Xiongnu are famed for their cavalrymen. Xiongnu gets a significant bonus to all cavalry.
Holy mountain:The Orkhon valley, also known as Mount Otuken, eminates the divine right to rule over the tribes in a spiritual sense. Massively increased legitimacy.
Tributaries: The Xiongnu are excellent at manipulation and warfare. Significant bonus to trade and money gained from raiding.
Syncretism:Tengrism is known for its loosely-defined nature. By allowing regional variants, the Xiongnu convert faster and are more difficult to convert to a new religion.
Player: Bering
Form of Government: Tribal confederation
Culture; Belgic
Religion: Odinism
Language: Belgic
Modifiers:
Nervous wreck: The Nervii were noted as the most fierce warriors in Gaul, mightier than even the Suebi and Arverni and above other Belgae. Offensive combat bonus.
Barbaric: The Nervii, according to Caesar, were the farthest from any sort of decadence or foreign luxuries. They are resilient, and suffer less from terrain during combat.
Lowlands: The Nervii are at the heart of the Belgae, lying in the lowlands. All Nervii infantry can act as marines.
I hate you all: The Nervii harbored hate for both Celts and Germans. They get a bonus against Druidist or Odinist enemies.
Meritocracy: The Belgae choose their leaders based on wisdom and strength, not hereditary lines. The Nervii thus harbor increased morale and prestige.
Form of Government: Tribal confederation
Culture; Belgic
Religion: Odinism
Language: Belgic
Modifiers:
Nervous wreck: The Nervii were noted as the most fierce warriors in Gaul, mightier than even the Suebi and Arverni and above other Belgae. Offensive combat bonus.
Barbaric: The Nervii, according to Caesar, were the farthest from any sort of decadence or foreign luxuries. They are resilient, and suffer less from terrain during combat.
Lowlands: The Nervii are at the heart of the Belgae, lying in the lowlands. All Nervii infantry can act as marines.
I hate you all: The Nervii harbored hate for both Celts and Germans. They get a bonus against Druidist or Odinist enemies.
Meritocracy: The Belgae choose their leaders based on wisdom and strength, not hereditary lines. The Nervii thus harbor increased morale and prestige.
Player: Kumbhalgarh
Form of Government: Tribal Federation
Culture: Scythian
Religion: Aestag
Language: Scythian (Ossetian)
Modifiers:
Elites: The Royal Scythians harbor elite cavalrymen above even other Scythians. These are much closer to cataphracts than traditional Scythian cavalry. Can recruit armored archers.
Colaxais: The Royal Scythians are descended from Colaxais and are favored by the gods. Large legitimacy boost.
Oiorpata: The Amazons are traditionally placed within Royal Scythia, and are based on Scythian warrior women. Does morale damage against followers of Hellenism.
Skirmishers: Whoever thought this was a good idea, execute them. The Royal Scythians can recruit javelin cavalry.
Natural lordship: The Royal Scythians hold theoretical dominion over all their neighbors. Increased tax and trade income.
Form of Government: Tribal Federation
Culture: Scythian
Religion: Aestag
Language: Scythian (Ossetian)
Modifiers:
Elites: The Royal Scythians harbor elite cavalrymen above even other Scythians. These are much closer to cataphracts than traditional Scythian cavalry. Can recruit armored archers.
Colaxais: The Royal Scythians are descended from Colaxais and are favored by the gods. Large legitimacy boost.
Oiorpata: The Amazons are traditionally placed within Royal Scythia, and are based on Scythian warrior women. Does morale damage against followers of Hellenism.
Skirmishers: Whoever thought this was a good idea, execute them. The Royal Scythians can recruit javelin cavalry.
Natural lordship: The Royal Scythians hold theoretical dominion over all their neighbors. Increased tax and trade income.
Player: Kelvinsi
Form of Government: Tribal monarchy
Culture: Gallic
Religion: Hellenism (Latin)
Language: Venetic
Modifiers:
Venetic shipmakers: The Veneti are famed for their surprisingly effective ships, small but strong. Naval combat bonus.
Boat races: A popular pastime, the Veneti race their ships for fun and sport. This only aids the navy, and so their navy and transports move much quicker.
Celtas Italiae Though not Gauls themselves, the similarities between the two groups are strong. Diplomatic bonus to Celts and Italians.
Venetians: The Veneti hold a strong position in the Adriatic trade, away from Illyrian raiders. Massive trade bonus.
Leather sails: The ships of the Veneti are made of cheap materials and hold a small frame. Boats cost much less.
Form of Government: Tribal monarchy
Culture: Gallic
Religion: Hellenism (Latin)
Language: Venetic
Modifiers:
Venetic shipmakers: The Veneti are famed for their surprisingly effective ships, small but strong. Naval combat bonus.
Boat races: A popular pastime, the Veneti race their ships for fun and sport. This only aids the navy, and so their navy and transports move much quicker.
Celtas Italiae Though not Gauls themselves, the similarities between the two groups are strong. Diplomatic bonus to Celts and Italians.
Venetians: The Veneti hold a strong position in the Adriatic trade, away from Illyrian raiders. Massive trade bonus.
Leather sails: The ships of the Veneti are made of cheap materials and hold a small frame. Boats cost much less.
Player: The Flame Dawn
Form of Government: Tribal confederation
Culture: Illyrian
Religion: Balkan
Language: Illyrian (Albanian)
Modifiers:
'Delmatae' means what?: Sheep. That's what. The Delmatae are herders alongside raiders, and gain increased population growth from it.
Celtic influences: The Delmatae hold more Celtic influence than any other Illyrian tribe. Bonus to diplomacy with Celts.
Migrations: Dalmatian splinters have settled across the surrounding. Bonus to cultural conversion.
Primitive: The Delmatae are more primitive than their neighbors according to archaeology. Simpler ways means increased stability/
Celtic smithing: The Delmatae had advanced weapon crafting compared to neighboring tribes. Sword infantry combat bonus.
Form of Government: Tribal confederation
Culture: Illyrian
Religion: Balkan
Language: Illyrian (Albanian)
Modifiers:
'Delmatae' means what?: Sheep. That's what. The Delmatae are herders alongside raiders, and gain increased population growth from it.
Celtic influences: The Delmatae hold more Celtic influence than any other Illyrian tribe. Bonus to diplomacy with Celts.
Migrations: Dalmatian splinters have settled across the surrounding. Bonus to cultural conversion.
Primitive: The Delmatae are more primitive than their neighbors according to archaeology. Simpler ways means increased stability/
Celtic smithing: The Delmatae had advanced weapon crafting compared to neighboring tribes. Sword infantry combat bonus.
Player: Cartagine
Form of Government: Satrapy
Culture: Pontic (can switch to Assyrian)
Religion" Hellenism (Greek) (Can switch to Ashurism, Zoroastrianism, or Canaanite)
Language: Koine (Can switch to Aramaic or Akkadian)
Modifiers:
Land of two rivers: Mesopotamia is incredibly fertile. Massive population growth bonus.
Hanging Gardens: Possession of the great Babylon, abandoned or not, is a mighty status symbol. Massively increased prestige.
Epic of Gilgamesh: Assyria is the sole inheritor of the ancient Mesopotamian legacy, and seeks to defend it. Increased combat when in home territory.
Waters of Babylon: All Assyrian units can function as marines, unaffected by rivers or other water bodies.
Walls of Babylon: Mesopotamian masonry is near impenetrable. Cyrus the Great had to cheat to succeed in his war. Massive fort strength and defensive siege bonus.
Form of Government: Satrapy
Culture: Pontic (can switch to Assyrian)
Religion" Hellenism (Greek) (Can switch to Ashurism, Zoroastrianism, or Canaanite)
Language: Koine (Can switch to Aramaic or Akkadian)
Modifiers:
Land of two rivers: Mesopotamia is incredibly fertile. Massive population growth bonus.
Hanging Gardens: Possession of the great Babylon, abandoned or not, is a mighty status symbol. Massively increased prestige.
Epic of Gilgamesh: Assyria is the sole inheritor of the ancient Mesopotamian legacy, and seeks to defend it. Increased combat when in home territory.
Waters of Babylon: All Assyrian units can function as marines, unaffected by rivers or other water bodies.
Walls of Babylon: Mesopotamian masonry is near impenetrable. Cyrus the Great had to cheat to succeed in his war. Massive fort strength and defensive siege bonus.
Player: Z̵̸͜a̸̢͢͝l͝͞҉g̵̶o̵͢
Form of Government: Theocratic hereditary oligarchy (12 cities, 12 leaders, each year vote for a theocrat)
Culture: Etruscan
Religion: Etruscan
Language Etruscan
Modifiers
Indigena: The Etruscans are the paleolithic peoples of Italy. Not the Oscans, the Hellenes, or even the Latins come earlier than they do. Etruria gets combat bonuses in Italy.
Children of Minos: The Etruscan split from the Cretans was long ago, but Crete has fallen and only Etruria remains as a major power. Gains claims on Crete, Cyprus, and Rhaetia.
I like your boots: The Greeks wrote of the beautiful jewelry and fine boots of the Etruscans. Etruria gets a large trade bonus.
League of Twelve: The special Etruscan government allows each king to have their say, and the ruler is divinely blessed. Stability boost for a certain level of decentralization.
Tomb of the whipping: Kinkiness +10
Etruscan bronze: Etruria produces the finest bronze in the known world. Is is strong, durable, and beautiful. Heavy infantry combat bonus.
Form of Government: Theocratic hereditary oligarchy (12 cities, 12 leaders, each year vote for a theocrat)
Culture: Etruscan
Religion: Etruscan
Language Etruscan
Modifiers
Indigena: The Etruscans are the paleolithic peoples of Italy. Not the Oscans, the Hellenes, or even the Latins come earlier than they do. Etruria gets combat bonuses in Italy.
Children of Minos: The Etruscan split from the Cretans was long ago, but Crete has fallen and only Etruria remains as a major power. Gains claims on Crete, Cyprus, and Rhaetia.
I like your boots: The Greeks wrote of the beautiful jewelry and fine boots of the Etruscans. Etruria gets a large trade bonus.
League of Twelve: The special Etruscan government allows each king to have their say, and the ruler is divinely blessed. Stability boost for a certain level of decentralization.
Etruscan bronze: Etruria produces the finest bronze in the known world. Is is strong, durable, and beautiful. Heavy infantry combat bonus.
Player: Victores
Form of Government: Satrapy
Culture: Parthian
Religion: Zoroastrianism
Language: Persian (can convert to Parthian)
Modifiers:
Parthian shot: Although not unique to Parthia, this tactic of controlled retreat with horse archers is famously employed by them, moreso than other Easterners. Cavalry bonus.
Gosan: The Parthians did not leave many writings behind in their time, but they had a vibrant culture of oral poetry, similar to the bards. Parthian culture is more difficult to convert.
Feudalism: The Parthians had a system of indentured serfdom very similar to the later Feudal system. Excess farmers means that population grows quicker.
Silk road: Parthia was a hub for the silk road. It was an excellent central point, and being a civilized nation, it was happy to trade with others. Trade income bonus.
Winds of the Caspian: Parthia lies as the Iranian border of the Caspian. This provides a useful ground for naval practice. Parthia gets a boost to naval combat ability.
Form of Government: Satrapy
Culture: Parthian
Religion: Zoroastrianism
Language: Persian (can convert to Parthian)
Modifiers:
Parthian shot: Although not unique to Parthia, this tactic of controlled retreat with horse archers is famously employed by them, moreso than other Easterners. Cavalry bonus.
Gosan: The Parthians did not leave many writings behind in their time, but they had a vibrant culture of oral poetry, similar to the bards. Parthian culture is more difficult to convert.
Feudalism: The Parthians had a system of indentured serfdom very similar to the later Feudal system. Excess farmers means that population grows quicker.
Silk road: Parthia was a hub for the silk road. It was an excellent central point, and being a civilized nation, it was happy to trade with others. Trade income bonus.
Winds of the Caspian: Parthia lies as the Iranian border of the Caspian. This provides a useful ground for naval practice. Parthia gets a boost to naval combat ability.
Player: Bhikkustan
Form of Government: Monarchy
Culture: Greek
Religion: Hellenism (Greek)
Language: Doric
Modifiers:
The Walls of Sparta: There are no walls. Large spear and pike infantry combat bonus.
Laconic Legacy: The quick wit of the Spartan people is famous throughout Hellas, even though it is mostly about how great Sparta is. Large morale boost.
Peloponnesian League: Sparta doesn't technically own all the land it controls, but the cities are subject to it. Increased internal stability.
Patruchoi: Spartan women are given much more liberty than elsewhere in Hellas. They can even inherit land and titles, and compete in the games. Sparta can have a queen.
Helots: The Spartan army consists primarily of expendable slaves, which the hoplites keep in check. Sparta gets much quicker reinforcement.
Form of Government: Monarchy
Culture: Greek
Religion: Hellenism (Greek)
Language: Doric
Modifiers:
The Walls of Sparta: There are no walls. Large spear and pike infantry combat bonus.
Laconic Legacy: The quick wit of the Spartan people is famous throughout Hellas, even though it is mostly about how great Sparta is. Large morale boost.
Peloponnesian League: Sparta doesn't technically own all the land it controls, but the cities are subject to it. Increased internal stability.
Patruchoi: Spartan women are given much more liberty than elsewhere in Hellas. They can even inherit land and titles, and compete in the games. Sparta can have a queen.
Helots: The Spartan army consists primarily of expendable slaves, which the hoplites keep in check. Sparta gets much quicker reinforcement.
Player: Scottish People
Form of Government: Democracy
Culture: Greek
Religion: Hellenism (Greek)
Language: Greek
Modifiers:
Naval power: Athens historically fielded many ships beyond its own capacity simply because they could afford it. Naval combat bonus.
Democratic state: Athens allowed and landed free men to vote on many issues, counting them directly. Less revolt risk.
Acropolis: The city of Athena boasts a powerful and ancient temple to her and others, greatly increasing prestige.
School of Athens: Athens in a flourishing hub of culture, and has been so for a long time. Athenian provinces are easier to convert to Greek, and more difficult to convert away.
Trade power: Athens is very wealthy, which is how they could afford any navy. As a Ptolemaic friend as well, Athens gets large trade income boost.
Form of Government: Democracy
Culture: Greek
Religion: Hellenism (Greek)
Language: Greek
Modifiers:
Naval power: Athens historically fielded many ships beyond its own capacity simply because they could afford it. Naval combat bonus.
Democratic state: Athens allowed and landed free men to vote on many issues, counting them directly. Less revolt risk.
Acropolis: The city of Athena boasts a powerful and ancient temple to her and others, greatly increasing prestige.
School of Athens: Athens in a flourishing hub of culture, and has been so for a long time. Athenian provinces are easier to convert to Greek, and more difficult to convert away.
Trade power: Athens is very wealthy, which is how they could afford any navy. As a Ptolemaic friend as well, Athens gets large trade income boost.
Player: Terminus Alpha
Form of Government: Tribal monarchy
Culture: Greek
Religion: Hellenism (Greek)
Language: Doric (can switch to Italiote)
Modifiers:
Molossoi: Epirus is not purely tribal, but somewhere between. They are tribal, but act as a civilized state. They also get a bonus against countries of the Balkan faith.
Olympias: The Epirotes were the home of the mother of Alexander the Great. Epirus can form Alexandria despite not being a successor state.
Magna Graecia: The Epirotes have a tradition against the Italians in favor of the Greek colonies there. Combat bonus against followers of Latin Hellenism, and claim to Italy.
Pyrrhic Victory: King Pyrrhus (C. 295-272 BCE) famously won a battle at an extremely high cost. Epirus reinforces faster.
Oracle: Epirus holds an oracle, second only to that of Delphi. Large cultural conversion bonus, increased prestige, and quicker mustering of troops.
Form of Government: Tribal monarchy
Culture: Greek
Religion: Hellenism (Greek)
Language: Doric (can switch to Italiote)
Modifiers:
Molossoi: Epirus is not purely tribal, but somewhere between. They are tribal, but act as a civilized state. They also get a bonus against countries of the Balkan faith.
Olympias: The Epirotes were the home of the mother of Alexander the Great. Epirus can form Alexandria despite not being a successor state.
Magna Graecia: The Epirotes have a tradition against the Italians in favor of the Greek colonies there. Combat bonus against followers of Latin Hellenism, and claim to Italy.
Pyrrhic Victory: King Pyrrhus (C. 295-272 BCE) famously won a battle at an extremely high cost. Epirus reinforces faster.
Oracle: Epirus holds an oracle, second only to that of Delphi. Large cultural conversion bonus, increased prestige, and quicker mustering of troops.
Player: Conwy-shire
Form of Government: Republic
Culture: Pontic (can switch to Gallic)
Religion: Hellenism (Greek)
Language: Pontic (can switch to Gallic)
Modifiers:
Gateway to Gaul: Massalia stands as one of the westernmost civilized ports. It is the opening for others to trade with Celts and Iberians. Can form unique sphere if large enough.
Artemis de Celtae Artemis is one of the deities governing the city, and her domain of the hunt is likewise popular with the Gauls. Bonus to religious conversion and population growth.
Aristocracy: Massalia functions as an aristocratic republic, providing an interesting contrast. Cavalry combat bonus and stability bonus.
Wine and ginger: Massalia was a hub for trade between Italians and Celts. Roman wines went to Gaul, and red-haired slaves went to Rome. Large trade bonus.
Dysia: The most prominent Greek state of the west, Massalia gets the "civilize" causes belli on Gauls and Italians.
Form of Government: Republic
Culture: Pontic (can switch to Gallic)
Religion: Hellenism (Greek)
Language: Pontic (can switch to Gallic)
Modifiers:
Gateway to Gaul: Massalia stands as one of the westernmost civilized ports. It is the opening for others to trade with Celts and Iberians. Can form unique sphere if large enough.
Artemis de Celtae Artemis is one of the deities governing the city, and her domain of the hunt is likewise popular with the Gauls. Bonus to religious conversion and population growth.
Aristocracy: Massalia functions as an aristocratic republic, providing an interesting contrast. Cavalry combat bonus and stability bonus.
Wine and ginger: Massalia was a hub for trade between Italians and Celts. Roman wines went to Gaul, and red-haired slaves went to Rome. Large trade bonus.
Dysia: The most prominent Greek state of the west, Massalia gets the "civilize" causes belli on Gauls and Italians.
Formable NationsRequirements:
-Government is Alexandrian monarchy
-Control 2 of these cities: Pella, Alexandra (Egypt), Antioch, Seleucia
-Be last remaining successor through annexation, puppets, or tributaries
Effects:
-New modifiers
-Massive prestige boost
-Claims to all land held by AlexanderRequirements:
-Culture is Assyrian
-Religion is Ashurism, Zoroastrianism, or Punic
-Capital is Ashur or Babylon
-Owns Ur or Akkad
Effects:
-New modifiers
-Claims on former Assyrian Empire
-If capital is Babylon, then empire is named Babylonia
-Increased legitimacy and prestige
-Gain sphere on Mesopotamia and SyriaRequirements:
-Culture is Gallic or Basque
-Capital is in Gaul
-Owns entirety of Gallia Celtica
-Religion is Druidism or Iberian
Effects:
-New modifiers
-Increased prestigeRequirements:
-Control entirety of Caledonia
-Culture is Pictish, Brythonic, or Gaelic
-Religion is Druidism
Effects:
-If culture is Gaelic, empire is named Scotland
-New modifiers
-Increased prestigeRequirements:
-Culture is Gaelic
-Religion is Druidism
-Conquer 3 tribes in Hibernian region.
Effects:
-New modifiers
-New government type
-Increased prestigeRequirements:
-Control all of Iberia
-Have culture Basque, Iberian, Tartessian, Lusitanian, or Celtiberian
-Have religion Iberian, Druidism, or Tartessian
Effects:
-New modifiers
-Increased prestige
-If Celtiberian or Lusitanian, name is HispaniaRequirements:
-Culture is Anatolian or Armenian
-Religion is Hittite, Zoroastrianism, Ashurism, or Punic
-Control all of Anatolia, Syria, or Mesopotamia
Effects
-New modifiers
-Massive prestige boost
-Claims to rest of Hittite Empire
-Usurp Seleucid sphere of influenceRequirements:
-Culture is Nubian, Egyptian, Himyaritic, or Ethiop
-Religion is Nubian, Waaq, or Djinnism
-Own all East African territory south of Egypt
Effects:
-New modifiers
-Trade boost
-New sphere of influence
-Increased prestigeRequirements:
-Culture is Bedouin, South Arabian, or Himyaritic
-Religion is Djinnism or Judaism
-Own all Bedouin provinces
Effects:
-Increased prestige
-New modifiersRequirements:
-Culture is Dacian or Thracian
-Religion is Balkan or Druidism
-Own all of Dacia
Effects:
-Increased prestige
-New modifiers
-Military bonusRequirements:
-Control all of Illyria
-Culture is Illyrian or Thracian
-Religion is Balkan or Druidism
Effects:
-New modifiers
-Increased prestige
-Claim on Messapia
-Naval bonusesRequirements:
-Culture is Canaanite
-Religion is Jewish, Punic, or Ashurism
-Control Tyre and Jerusalem
Effects:
-New modifiers
-Increased prestige
-Usurp "Carthage" sphere of influence
Possible RebelsSupport: Low
CultureL Greek
Religion: Hellenism (Greek)
Language: Greek
Success requirement: Control Byzantion while at peace
[b[Home:[/b] Thrace (Lysimachus)Support: Moderate-High
Culture: Egyptian
Religion: Kemetic
Language Coptic
Success requirement: Control Thebes and Memphis
Home: Ptolemaic KingdomSupport: Low
Culture: Canaanite
Religion: Punic
Language: Canaanite
Success requirement: Hold Tyre, Sidon, and Byblos for a year.
Home: Seleucid EmpireSupport: Moderate
Culture: Canaanite
Religion: Judaism
Language: Canaanite
Success requirement: Control 50% of the historical Davidian kingdom
Home: Seleucid EmpireSupport: Moderate-High
Culture: Canaanite
Religion: Judaism
Language: Canaanite
Success requirement: Hold Jerusalem or Jericho while at peace.
Home: Ptolemaic KingdomSupport: Low
Culture: Greek
Language: Doric
Success requirement: Control Corinth while at peace
Home SpartaSupport: Low
Culture: Canaanite
Religion: Punic
Language: Aramaic
Success requirement: Hold Antioch while at peace
Home: Seleucid EmpireCulture: Anatolian
Religion: Hittite
Language: Lydian
Success requirement: Sardes does not exist
Home: Sardes