Origo Mundi (Map Game)

Welcome to Origo Mundi, a game about creating your own alternate nation in an unknown world.

In this game you will create your own alternate nation, starting from the dawn of its creation. Players will be able to explore to find new players and uncover the rest of the map, spread their culture and practices, and create the foundations of new empires.

The main features of the game are as follows:


 * Completely alternate nations, cultures, religions, etc., that are all player created and developed.
 * Fictional world map that is unknown to each player at the start. Each player will receive a map of only what their nation has discovered so far, and must explore the world to piece together the bigger picture,
 * Computer programs for easy war algorithms and realistic statistics tracking, which will be run by the moderators.

Moderators
Full Moderators:
 * Vandenhoek (talk)

Plausibility Moderators:
 * Nathan1123
 * ForsakenPear

Rules
Currently being expanded.

Maps



 * At the start of the game each player will receive their own personal map (PMed from the mods via Discord), which will show you where your starting location is situated. You will not be able to view the entire world map, only what you have discovered so far.
 * Each turn players may choose to explore the area around them. The mods will then send you a new map, expanding upon what you have knowledge of. Remember to be specific about where you send explorers.
 * No sharing your map with other players that you are not in contact with. If you have discovered another player you may arrange to trade maps in-game, at which point the mods will update each of your maps with details from the other person’s.

Population

 * The population of each nation will be tracked by the moderators, by tracking each individual city, rural area, and their individual classes. The exact population of your nation will be unknown to you.
 * To find out the approximate population of your nation you can conduct a census, but keep in mind that this will require an investment of time and money for your nation. Additionally, how accurate the census information is will be based on a number of factors, including amount of money spent, technology level, your nation’s infrastructure, and overall area.
 * When you select the population of your city/nation in the nation creation section, keep in mind that you are only selecting the male population (or female if a matriarchy), so your total population will be approximately double what you select.
 * Cities and nations should have a plausible amount for each class. Noblemen represent the ruling elite and wealthiest inhabitants, citizens typically represent your middle class or lesser property owners, and the third tier represents the majority of your inhabitants. Noblemen should be the smallest fraction of the population, with most of your nation’s inhabitants being landless poor or serfs. (A generic city might have 1000 nobles, 2500 citizens, 6000 landless poor, for example.)
 * Recruiting armies will be based on the manpower you select. For example, infantry will be drawn from your landless inhabitants typically, elite cavalry will be drawn from your noblemen, and any foreign auxiliaries will be drawn from your foreigner section. Keep in mind that this limits how many of each type of unit you can recruit into your army.
 * Your population will grow as turns pass, based on a growth rate determined by the moderators. This growth rate will be set based on the actions you take in your turns to either positively or negatively affect your population, as well as your climate/biome, random chance, and other factors. Additionally each class of your society may have different growth rates depending on your actions.

Money

 * At the start of the game no currency exists, however, each player may invent their own forms of currency as the game progresses.
 * The starting wealth section of the nation creation represents how much money your nation has saved in its treasury, in either gold or whatever valuable you choose to use.
 * Your income in the form of taxes will be based on your government type, level of administration, infrastructure, classes, legislative policies, and other factors, and will be tracked by the moderators.
 * Anything undertaken ordered by the government, buildings, ships, armies, or other projects will require money to be spent, and if too many things are built at once expect it is possible to exceed your income.

Nation Creation

 * Player nations must be added to the nations list below before players can enter the game.
 * Nations and cultures should be fictional. Although it is okay to base your nations on real life counterparts, make sure they are still alternate. No real life nation or place names should be used for nations. Real life names for people can be mixed in ("Game of Thrones style"), but it is encouraged that all people have fictional names as well.
 * Nations will be created with a point system, with points being spent on your nation’s starting attributes. Each new nation is limited to 175 points, which can be spent as follows:
 * City’s Start Location (guarantee that you will start in a certain biome):
 * Subarctic climate/tundra: 5 points
 * Desert: 5 points
 * Rainforests, Monsoons, tropical: 10 points
 * Savannas, Grasslands, Steppes: 10 points
 * Continental, Oceanic: 15 points
 * Mediterranean: 15 points
 * Location bonuses:
 * On Body of Water: 10 points
 * On Coast/Ocean: 20 points
 * On River Delta:10 points
 * On Navigable River Delta: 15 points
 * On River: 10 points
 * On Navigable River: 15 points
 * Near mountains: 10 points
 * Major Island (e.g. Britain): 20
 * Small Island: 15
 * Starting resources (guarantee that you start with an abundance of something):
 * Rare Commodities: 30 points
 * Precious Metals: 20 points
 * Precious Gems: 15 points
 * Tin: 10 points
 * Iron: 10 points
 * Copper: 5 points
 * Religion Organization (if any):
 * Animism: 0
 * Disorganized polytheism (Germanic Paganism): 5
 * Formalized traditional (Hinduism): 10
 * Semi-monotheistic/henotheism (Atenism): 15
 * Full monotheistic (Judaism): 20
 * Starting Buildings
 * Granary: 2
 * Town Center/Forum: 5
 * Temple: 3
 * Government Center: 5
 * Harbor (requires Sailing; Coastal or on a Navigable River/Lake): 10
 * Library (requires Writing): 10
 * Walls: 5
 * Barracks: 5
 * Technology:
 * Sailing: 5
 * Ships (requires Sailing): 10
 * Calendar: 5
 * Bronze Working: 5
 * Iron Working (requires Bronze Working): 10
 * Horseback Riding: 10
 * Writing: 10
 * Basic Mathematics: 5
 * Advanced Mathematics (requires Writing and Basic Mathematics): 5
 * Advanced Astronomy (requires Writing and Calendar): 5
 * Negatives:
 * Hostile native population (e.g., Sparta): -15
 * Hostile neighboring natives: -10
 * Disease rife area: -10
 * Unpredictable flooding: -10
 * Drought prone:
 * Volcanism/Seismic Instability:-5
 * Federal government:
 * Theocracy: 15
 * Empire: 15
 * Monarchy: 10
 * Feudal: 5
 * Republic: 20
 * Tribal: 5
 * Administration:
 * Unitary: 15
 * Feudal: 10
 * Republic: 20
 * Oligarchy: 10
 * City-state: 5
 * Nomadic: 0
 * Urban population:
 * Noblemen: 10 points per 1000
 * Citizens: 5 points per 1000
 * Landless poor: 1 point per 1000
 * Foreigners: 0.5 points per 1000
 * Slaves: 0.5 per 1000
 * Rural population:
 * Citizens: 4 points per 1000
 * Poor/serfs: 1 point per 1000
 * Foreigners: 0.5 point per 1000
 * Size of Empire (everyone starts with one urban and four rural, measured per pixel):
 * Urbanized Area: 20 points
 * Rural area: 1 points
 * Loosely claimed: 0.5 point
 * Starting gold/currency supply: 1 point per 1000 kg/gold, or an equivalent value

Government Examples
This chart is to give you an idea of what each government system and administration level might entail:

Example Nation

 * Name: Example
 * Player: (Sign here)
 * Current leader(s):
 * Points:
 * Location:
 * Starting resources:
 * Religion:
 * Starting Buildings:
 * Technology:
 * Negatives:
 * Government Type:
 * Administration Level:
 * Urban population:
 * Rural population:
 * Size of Empire:
 * Starting gold/currency supply:
 * Nation Description and History:

Draka

 * Name: Draka
 * Player: Ethan
 * Current Leader: Archon Erik Von Swartzburg
 * Points -
 * Location: Arid agricultural basin grassland with coastline
 * Starting Resources: Some metals and precious minerals
 * Religion: Idol worship
 * Starting building: Granery, town center, barracks, walls, government center, harbor
 * Technology: Horseback riding, writing, basic mathematics, advanced animal husbrandry, substinence farming
 * Negatives: soil fertility, drought
 * Government type: Aristocratic Republic
 * Administration level: Feudal
 * Urban population .5 noble, 1 citizens, 0.25 landless poor, 1.5 Slaves
 * Rural population: 2 citizens, 13 serfs
 * Size of Empire: Semi urbanized agricultural base
 * Starting gold 5
 * National description and history: Created by a Drakan ethnic group, the society of Drama is rather stratified. It is notorious by neiboring tribes as being slavers who are highly xenophobic. The religion, rather obscure to foreigners, is idol worshippers and founding saints of the nation. Religious unity is strong, but enforced via ruthless ostraczation if one is against the ideals of the Drakan people. Known for their highly spartanic lifestyle, the Draka go as far as to take pride in their atrocities. Despite their great pride, they are obscure and feared by outsiders.

Bangor

 * Name: Bangor
 * Player: Adolf Coffee
 * Current leader(s): Kening Kruger
 * Points: 175
 * Location: Mediterranean Biome on a Major Island
 * Starting resources: Precious Metals
 * Religion: Disorganized Polytheism
 * Starting Buildings: Granary,town center, temple, government center, harbor, library, walls, barracks.
 * Technology: Sailing, Ships, Calendar, Bronze Working, Iron Working, Horseback Riding, Writing, Basic Mathematics, Advanced Mathematics, and Advanced Astronomy
 * Negatives: Volcanism/seismic instability, unpredictable flooding.
 * Government Type: Monarchy
 * Administration Level: Feudal
 * Urban population: 1 Noble, 1 Citizen, 0.5 Landless Poor, 0.25 foreigners, 0.1 Slaves
 * Rural population: 10 Citizens, 4 poor/serfs, 1 foreigner
 * Size of Empire: Urbanized Area
 * Starting gold/currency supply: 15
 * Nation Description and History: Bangor is a gradually modernizing nation on the Island of Kadiff. It was established by George the Great who as a warrior had led his men to conquer and settle in a prosperous area of the island. Named after the hills around the founding city, Bangor has grown from its natural resources and location into a well formulated state. Religious unity remains mildly loose with the beliefs of polytheism remaining intact. Mount Indinues on the outskirts of Bangor tends to erupt often causing minor damage to the outskirts triggered by Goddess Indi's awakening. God Endus, following the eruptions, blesses our people with fruitful harvests. Some mysterious people from across the sea known as the Franics have come over from the Southern Channel and have begun to come in larger numbers in the recent years bringing their culture with them. This has lead to some race mixing and new words into our vocabulary although the Bangor People's beliefs have been challenged as a result leading to mixed relations. Over the last several generations of the Reich's family ruling the Keningdom, Kening Kruger Reich has risen to power as the youngest leader yet. The Library of Harsen remains to be the largest and most protected archive for written literature with a goal of making five more libraries to hold copies of stored literature over the past several generations to be distributed abroad. Nobility and some common folk are the only people who have access to this. Recently, Kruger's wife had given birth to a daughter who is expected to take the throne at the death of Kruger. The Horper River had experienced a major flood recently leading to moderate damage to those living along the banks.

Syres

 * Name: United Communes of Syres
 * Player: Vandenhoek (talk) 04:04, October 13, 2018 (UTC)
 * Current leader(s):
 * Points:
 * Location: 35
 * On Coast/Ocean: 20 points
 * Small Island: 15
 * Starting resources:
 * Religion:
 * Starting Buildings: 27
 * Granary: 2
 * Town Center/Forum: 5
 * Government Center: 5
 * Harbor (requires Sailing; Coastal or on a Navigable River/Lake): 10
 * Walls: 5
 * Technology: 35
 * Sailing: 5
 * Ships (requires Sailing): 10
 * Bronze Working: 5
 * Iron Working (requires Bronze Working): 10
 * Calendar: 5
 * Writing: 10
 * Negatives:
 * Government Type: 20
 * Republic - 20
 * Administration Level: 10
 * Oligarchy - 10
 * Urban population: 35
 * Noblemen: 1000 (10)
 * Citizens: 3000 (15)
 * Poor: 10000 (10)
 * Rural population: 13
 * Citizens: 2000 (8)
 * Serfs: 5000 (5)
 * Size of Empire: 0
 * Starting gold/currency supply: 0
 * History: The city of Syres was founded by colonists approximately 120 years ago - descended from the “Darians”, a group of people who inhabited the lands across the sea to the south. According to legend the leader of the first expedition to the present day city was Erian, who established the city’s layout. This later would be declared the Year One. The main city is built upon a hill at the end of an island, surrounded in the north by marshland and small fragmented islands. The many islands of the present-day city initially acted as independent communities, but each was incorporated into a single city over time, becoming present day sections of the city. In the Year Ten Erian the Founder died and was succeeded by his younger brother Yiyis in Syres proper. At this time there existed five sections; Syres, Fensport, Maritis, Loreo, and Dolis. The latter came to be ruled by the two monarchs' father, called Niephan-den Eron. With his aid the first five cities were united with the Compact of the Ages, which became the main component of the city’s law system. A representative body known as the Hensa was created, although in the early years of the city’s history the assembly lacked any real power. The first ruler to be selected under the Compact would be Nephi. Throughout the city’s first 40 years of existence it was largely dominated by the Marani, the original settler party and their immediate descendants. As subsequent groups arrived and settled within the city proper the ruling class became heavily outnumbered by the lower class Raphani, who rebelled and managed to overthrow the ruling class. Many of the city’s early records were destroyed in this chaos, causing ambiguity regarding the exact events. About 20 years after the initial event, however, the Marani reestablished control over the city. Their short return to rule was replaced in Year 75 after a crisis in the monarchy led to the creation of a new process, in which the Hensa would select the ruling monarch. The nation was eventually dominated by a handful of the most powerful and richest dynasties in the city, but their rivalries successfully prevented any attempt to reestablish a hereditary monarchy in the city.

Darna

 * Name: Darna
 * Player:
 * Current leader(s): Chief Danslan III
 * Points:
 * Location: 50
 * Continental, Oceanic: 15 points
 * On Coast/Ocean: 20 points
 * Small Island: 15
 * Starting resources:
 * Iron: 10
 * Religion:
 * Formalized traditional (Hinduism): 10
 * Starting Buildings: 30
 * Granary: 2
 * Town Center/Forum: 5
 * Temple: 3
 * Harbor (requires Sailing; Coastal or on a Navigable River/Lake): 10
 * Walls: 5
 * Barracks: 5
 * Technology: 30
 * Sailing: 5
 * Ships (requires Sailing): 10
 * Bronze Working: 5
 * Iron Working (requires Bronze Working): 10
 * Negatives:
 * Hostile neighboring natives: -10
 * Government Type: 10
 * Monarchy - 10
 * Administration Level:
 * Feudal: 10
 * Urban population: 16
 * Noblemen: 500 (5)
 * Citizens: 1000 (5)
 * Poor: 5000 (5)
 * Slaves 2000 (1)
 * Rural population:
 * Serfs: 6000 (6)
 * Size of Empire: 13
 * Loosely claimed: 26
 * Starting gold/currency supply: 0
 * Nation Description and History: The city of Darna was founded by Danslan as the home of the Linelians on the Island of Linelsey. They are a seafaring nation who inhabit a harsh environment on a small island. They quickly turned to shipbuilding as a means to explore the region around them. They became hostile with many of the neighbors on the coast due to their practice of raiding, which turned Darna into a slave trading hub. They sell captives hundreds of miles - and they also sell timber and other goods on small river boats.

Azoz

 * Name: Azoz
 * Player: Nathan1123
 * Current leader(s): Azoz
 * Points: 175
 * Location: 30
 * Steppes (10)
 * Near a river (10)
 * Near a mountain (10)
 * Resources: 15
 * Tin (10)
 * Copper (5)
 * Religion: formalized traditional (10)
 * Starting buildings: 35
 * Granary: 2
 * Town Center/Forum: 5
 * Temple: 3
 * Government Center: 5
 * Library (requires Writing): 10
 * Walls: 5
 * Barracks: 5
 * Technology: 30
 * Bronze: 5
 * Saddles: 10
 * Writing: 10
 * Mathematics: 5
 * Negatives: -20
 * Disease rife: -10
 * Hostile neighbors: -10
 * Government: 15
 * Federal: Monarchy (10)
 * Administration: City-state (5)
 * Population:36
 * Noblemen: 1000 (10)
 * Landless poor: 1000 (1)
 * Serfs: 8,000 (4)
 * Citizens: 4,000 (20)
 * Slaves: 2,000 (1)
 * Size of Empire: 5 px
 * Starting gold/currency supply: none (economy based on a production basis only)
 * Nation Description and History: In ancient times, a thriving civilization had a great empire spanning a huge area in all directions. They were great, and had a sacred location on the same mountain Azoz now resides on. They built many elaborate tombs and gigantic monuments for their gods in and around this area as well. Some 300 years ago, however, a great catastrophe struck the empire of unknown origin, causing it to completely collapse almost overnight. Their tombs and monuments went dilapidated, robbed, and abandoned. Their people eventually died out and were replaced by foreigners, who are now the inhabited of Azoz. After many years of fighting the hostile natives, the people of Azoz have utilized the vast array of catacombs in the mountain to act as a practical fortress. It is unknown what the original name of the city was, but the current ruler has since named the city after himself, King Azoz. The city is partly underground, partly in front of the mountain, surrounded by large walls. The inner caverns of the mountain serve as a natural castle, and home of the nobility and military. On the outside is the ancient ruins, the peasant residents, and the religious centers of temple and library. Outside the city itself, there are many smaller villages surrounding the mountain, managing farmland up to the river. These villages not only provide food for the city, but mine for copper and tin as well. Disease area common problem among the large poor population, as are the constant raids of ugly invaders known as the Ginnai. Money is not something developed yet in this society, as taxes and wealth is measured from direct production. The religion, believed to be passed down from the original inhabitants, is a formalized polytheism based on a handful of powerful deities over a larger collection of nature spirits. This religious tradition, passed down from a powerful oligarchy of priests, also carries a tradition of highly developed mathematics and writing.

Yannis

 * Name: Yannis Empire
 * Player:
 * Current leader(s): The Anointed Catulaes IV
 * Points:
 * Location: 50
 * Mediterranean: 15 points
 * On Coast/Ocean: 20 points
 * On Navigable River: 15 points
 * Starting resources:
 * Religion:
 * Semi-monotheistic/henotheism (Atenism): 15
 * Starting Buildings: 25
 * Granary: 2
 * Town Center/Forum: 5
 * Temple: 3
 * Harbor (requires Sailing; Coastal or on a Navigable River/Lake): 10
 * Walls: 5
 * Technology: 20
 * Sailing: 5
 * Bronze Working: 5
 * Iron Working (requires Bronze Working): 10
 * Negatives:
 * Hostile neighboring natives: -10
 * Government Type: 10
 * Monarchy - 10
 * Administration Level: 10
 * Feudal: 10
 * Urban population: 36
 * Noblemen: 1000 (10)
 * Citizens: 3000 (15)
 * Poor: 10000 (10)
 * Slaves 2000 (1)
 * Rural population: 10
 * Serfs: 10000 (10)
 * Size of Empire: 5
 * Loosely claimed: 10
 * Starting gold/currency supply: 4000 kg (4)
 * History: The Yannis Empire is centered around the Holy City of Ya’gothna-Vis, located along the Soloney River and a fertile plain. The Yannis worship a pantheon of gods, namely Zeon the Old Father, Shibeleth the Mist, and Dandion the Departed. Their king is the nation’s high priest, known as “The Anointed One”. The current king is Catulaes IV.

Tesardya

 * Name: Tesardya
 * Player: Solace
 * Current leader(s): Pius Dalavi I
 * Points:
 * Location: 35
 * Humid Continental (15)
 * On Coast/Ocean (20)
 * Starting resources: 15
 * Iron (10)
 * Copper (5)
 * Religion: formalized traditional | 10
 * Starting Buildings: 18
 * Temple (3)
 * Harbor (10)
 * Town Center (5)
 * Technology: 25
 * Sailing (5)
 * Ships (10)
 * Bronze Working (5)
 * Basic Mathematics (5)
 * Negatives: -20
 * Hostile neighboring natives (-10)
 * disease rife area (-10)
 * Government Type: Republic | 20
 * Administration Level: Feudal | 5
 * Urban population:
 * Landless poor
 * Slaves
 * Citizens
 * Noblemen
 * Rural population:
 * Poors/Serfs
 * Foreigners
 * Size of Empire: 5px 20
 * Urbanized (20)
 * Starting gold/currency supply: None, economy based on Cowry shells)
 * Nation Description and History:
 * TBA

Emalia

 * Name: Emalia
 * Player: KawaiiKame
 * Current leader(s): Nysia of Aea
 * Points:175
 * Location:20
 * Grasslands: 10
 * On River Delta: 10
 * Starting resources: 25
 * Iron: +10
 * Copper: +5
 * Tin: +10
 * Religion:+20 (Monotheistic)
 * Starting Buildings: 15
 * Government center: 5
 * Temple: 3
 * Granary: 2
 * Walls: 5
 * Technology: 25
 * Bronze working: +5
 * Writing: +10
 * Basic math: +5
 * Calender: +5
 * Negatives: -20
 * Unpredictable flooding: -10
 * Hostile native neighbors: -10
 * Government Type: 15
 * Theocracy
 * Administration Level: 15
 * Unitary
 * Urban population: +21 (13,500)
 * Nobles:+5  (500)
 * Citizens: +5 (1000)
 * Landless poor +10 (10,000)
 * Foreigners: +0.5 (1000)
 * Slaves: +0.5 (1000)
 * Rural population: +14.5 (21,000)
 * Citizens: +4 (1000)
 * Poor/serfs +10 (10,000)
 * Foreigners: + 0.05 (1000)
 * Size of Empire: +24.5
 * 5px  Urban Area: +20
 * Rural: +4 (4)
 * Loosley claimed land: 0.5
 * Starting gold/currency supply: 0, barter system
 * Nation Description and History: Coming soon to a play near you

Gat

 * Name: Gat
 * Player: Steph (talk)
 * Current leader(s): Kyrkius
 * Points:
 * Location: 35
 * Grasslands: 10
 * On Navigable River: 15
 * Near mountains: 10
 * Resources: 30
 * Iron: 10
 * Precious Metals: 20
 * Religion: Disorganized polytheism: 10
 * Starting buildings: 15
 * Granary: 2
 * Town Center/Forum: 5
 * Temple: 3
 * Government Center: 5
 * Technology: 30
 * Sailing: 5
 * Bronze Working: 5
 * Iron Working: 10
 * Writing: 10
 * Negatives: -20
 * Volcanic: -5
 * 100 year Droughts (as in once every ~100 years a five to eight year drought): -5 (Vand can this be accepted)
 * Hostile neighboring natives: -10
 * Government: 15
 * Federal: Feudal: 5
 * Administration: Oligarchy: 10
 * Urban population: 9
 * 1000 Citizens: 5
 * 4000 Landless Poor: 4
 * Rural population: 32
 * 4000 Citizens: 16
 * 16,000 Landless Poor: 16
 * Size of Empire: 15
 * 15 Rural Areas: 15
 * Starting Wealth: 4
 * 4000 kg of gold
 * Total: 175
 * Nation Description and History: Founded in legend by Gatus, son of Tykus, God of Rain, in the first year, Gat is a minor trade center on the banks of the river Tythies. Legend places the foundation of the city at 287 summers prior to the current day after the conquest of the region by Gatus. The initial conquest came as a response to the exile of Gatus and his folk from a now forgotten city far up the river’s current. This initial conquest was not forgotten by the original inhabitants of the fertile irrigated land on the banks of the Tythies and relations between the nomadic hunters and the city are tenuous. Nowadays, the City of Gat, more of a concentration of small buildings, serves as the administrative and commercial center of the extensive network of small farms and hamlets dominated by trade in cattle, iron, and wheat. The nearby Mountains of Zios are a source of great wealth for the region as iron ore is readily extractable and worked by the smiths of Gat. This wealth, a growing population, and increasing pressure to increase trade power has led to a significant internal pressure to expand and seize more land. With that in mind, Kyrkius the most influential Patriarch of the region has begun an armament mission that mandates each hamlet supply a mounted soldier with three javelins, a thrusting spear, a horse-axe, a set of lamellar, and small round shields, typically tasseled.

Edom

 * Name: Edom
 * Player: Willster22
 * Current leader(s):
 * Points:
 * Location: 20
 * Desert: 5
 * On navigable river: 15
 * Resources: 30
 * Precious Metals: 20
 * Iron: 10
 * Religion: 5
 * Disorganized polytheism: 5
 * Starting Buildings: 15
 * Granary: 2
 * Temple: 3
 * Walls: 5
 * Barracks: 5
 * Technology: 55
 * Bronze Working: 5
 * Iron Working: 10
 * Horseback Riding: 10
 * Writing: 10
 * Calendar: 5
 * Basic Mathematics: 5
 * Advanced Mathematics: 5
 * Sailing: 5
 * Government: 15
 * Monarchy: 10
 * City-State: 5
 * Urban Population: 25
 * 1000 Noblewomen: 10
 * 2000 Citizens: 10
 * 5000 Landless Poor: 5
 * Rural Population: 6
 * 1000 Citizens: 4
 * 2000 Serfs: 2
 * Starting Gold: 4
 * 4000 kg of gold: 4
 * Nation Description and History: WIP

Tsardom of Algeorgia
Tropical 10
 * Name:
 * Player: DRAFIGO 13
 * Current leader(s): Tsar Alexei I
 * Points:
 * Location: Mayor island 20
 * Starting resources:
 * Religion: animist
 * Starting Buildings:harbor
 * Technology:
 * Sailing:
 * Writing:
 * Bronze working:
 * Ship:
 * calender
 * Negatives:
 * Government Type: monarchy 15
 * Administration Level: unitary
 * Urban population: 10
 * 2000 citizens
 * Rural population: 10
 * 2000 citizens
 * Size of Empire:
 * Starting gold/currency supply:dodo feathers

Qera
Player; Ycasto
 * Name: Qera
 * Current Ruler; Hnaxâtl (Prince) Ygran II

26.25): 29):
 * Location (all: 45)
 * mongroves (10)
 * navigable river (15)
 * iron (10)
 * religion (all; 10)
 * organized animism? (10)
 * Buildings (all: 35)
 * granary: (2)
 * 1 major temple (3)
 * harbor (10)
 * government center (10)
 * barracks (5)
 * city walls (5)
 * Technology (all: 50)
 * sailing + ships (15)
 * iron working (10)
 * copper working (5)
 * mathematics (10)
 * writing (10)
 * Negatives (all: -15)
 * Disease rife area (-10)
 * seismic activity (-5)
 * Federal Government:
 * Monarchy (-10)
 * City-State (-5)
 * Urban Population (all;
 * Noblemen: 500 (5)
 * Citizens: 3000 (15)
 * Landless Poor:4000 (4)
 * Slaves: 2000 (1)
 * Foreigners: 1500 (1.25)
 * Rural Population (all; 7,5):
 * Citizens: 1000 (4)
 * Serfs: 3000 (3)
 * Foreigners 1000 (0.5)
 * Size of the Empire (all;
 * Urban area: 20
 * Rural area: 3
 * Loosely claimed: 6
 * Starting wealth:
 * Currency supply: 3 = 3000 kg pearls
 * History: The foundation myth of the Qeran Empire starts one generation before the first prince Zâretl arrives and brings the forest tribes to the river, where today the city of Qera stands, which was around 160 years ago. The tribes settled on the various small islands in the calm and very wide river, hence the name of the city which means in their language of Âtluâm "place of islands" (from Qer meaning Island, the suffix -ha or -a indicates a place). According to language the islands were created in a great pre-human conflict between the animals of the forest, led by the god Uon, a xenomorphic lemur who fought the animals of the water, let by Xamehe, a crocodile like creature. The islands were once a land bridge, where a freshwater spring extended into two directions. When the Apes and Lemurs (predecessors of humanity) found shiny copper, the water animals grew envious and destroyed the land bridge and separated the land creatures, forcing the creatures to either drown or flee into the forest. Today the city is inhabited by humans and lemurs too, either as pets or as wild animals in the streets. Because of their religion it is not allowed to eat land animals, so the fishing economy is huge and pearls are used as a currency. Around the area of the city there are some amounts of copper and iron, which are used to create weapons and jewelry. The empire is a trading hub and because of this language and some traditions are in constant change. unfortunately it is also a hub for diseases coming with the merchants. Earthquakes can also happen from time to time, which are seen as revenge from the gods towards the citizens or the current prince. Outside of the city there is nothing but thick and dangerous mangroves and jungle with only a few roads, so the citizens focus on their river as the way to get around. Exceptions are the various arms of the rivers, where the peasants breed water animals, or cultivate rice. These regions are even poorer than the poor of the capital, as they are so far away.

Makuku

 * Name: Makuku Kingdom
 * Player: Cybermats, created by the Cybermen, they kill by feeding off Brainwaves 18:48, October 13, 2018 (UTC)
 * Current leader(s): Great Tatu Hahiti.
 * Points:
 * Location:Tropical (+10) On Coast (+20)
 * Starting resources: Tin, Iron, Copper (+25)
 * Religion:Animism
 * Starting Buildings: Temple, Government Center, Walls (+13)
 * Technology: Sailing, Calendar, Bronze Workings, Writing (+25
 * Negatives: Volcanism (-5)
 * Government Type:Monarchy (+10)
 * Administration Level: (+10)
 * Urban population: Citizens (5 points per 1000)
 * Rural population: Citizens (4 points per 1000)
 * Size of Empire: Urbanized Area (+20)
 * Starting gold/currency supply: 80,000 kg/gold (not good with value of gold and stuff, so tell me if this is too much and what a good value would be)
 * Nation Description and History: Way before the establishment of the Maluku Kingdom, the Makuku people had for a long time wondered the tropical and truly magnificent tropical wilderness. The Makuku, unlike other natives, never fought each other or were a part of opposing clans, instead the Makuku people worked with each other, as they were the only people they knew or trusted, even when coming into contact with other natives. The Makuku eventually started to establish some sort of governance for all of the Makuku people, a tribe was formed in order to prevent incursions from enemy tribes and to further unite the Makuku. Over the decades, the Makuku would successfully defend their ancestral land from invader after invader, which caused a expansion of their territory, which led to them expanding their coast line and being able to expand their waters and get more fish. The Makukus were developing and expanding fast, and so was their culture, which was how their culture was made to be. The Makuku culture and religion centered around a prophecy of a great man of power and position that would come to rule the people and soon the world for eternity, and would lead the people and then the entire earth to greatness, this “great man” was known as the “Tatu”, and was said that there could be multiple Tatus around the world, and would their own people to greatness and eventually unite with the other Tatus to unite the earth. The Tatu of the Makukus soon came when a new chief of the Makuku Tribe by the name of “Fahiti” proved to the Makuku threw rapid and aggressive expansion and successful economic policies that he was the prophesized “Tatu” and was able to reform the Makuku governmental structure, Makuku society, and culture to account for the now confirmed coming of the Tatu, and so Makuku religion and culture was now centered around loyalty and confidence in the Tatu (now called Great Tatu), but to also watch the Great Tatu carefully and if it seems like the Great Tatu is leading the Makuku civilization and people to failure, then he is a false Tatu and overthrowing him is justified. Fahiti also made the government of the Makuku into a monarchy and a fully established set of rules and regulations were made (a sort of constitution you could say) known as the “Fahiti Kaliti” (Lit. Fahiti Laws) to govern the populace. Today the Makuku Kingdom and People continue to thrive and the Fahiti Kahiti is left untouched.

Meshwati

 * Name: Meshawti (Alternatively Nebu Confederation, Temenghu or Temengha)
 * Player: FranzJoseph24
 * Current leader(s): Massisni of Oea
 * Points: 154
 * Location: 55
 * Mediterranean (15)
 * On Coast (20)
 * Near a river (10)
 * Near a mountain (10)
 * Resources: 45
 * Precious Gems (15)
 * Religion: Unorganized Polytheism (5)
 * Starting buildings: 23
 * Town Center/Forum: (5)
 * Temple: (3)
 * Government Center: (5)
 * Harbour: (10)
 * Technology: 25
 * Sailing: (5)
 * Horseback Riding: (10)
 * Writing: (10)
 * Negatives: -20
 * Disease rife: (-10)
 * Unpredictable Flooding: (-10)
 * Seismic Instability (-5)
 * Hostile Neighbouring Natives: (-10)
 * Government: 15
 * Federal: Tribal (5)
 * Administration: Oligarchy (10)
 * Population: 41
 * Noblemen: 1000 (10)
 * Citizens: 3000 (6)
 * Rural Citizens: 5000 (20)
 * Poor/Serfs 5000 (5)
 * Starting gold/currency supply: None (Economy based on production-base only)
 * History: WIP

Weritsz

 * Name: Weritsz
 * Player:
 * Current leader: Delneyar ('King") Eizen II Motiesa
 * Points:
 * Location: 25
 * Mediterranean: 15
 * On Body of Water: 10
 * Starting resources: 10
 * Iron: 10
 * Religion: 10
 * Formalized Traditional Religion: 10
 * Starting Buildings: 20
 * Granary: 2
 * Temple: 3
 * Harbor: 10
 * Walls: 5
 * Technology: 30
 * Sailing: 5
 * Ships: 10
 * Bronze Working: 5
 * Iron Working: 10
 * Negatives: 0
 * Government Type: 10
 * Monarchy: 10
 * Administration Level: 5
 * City-State: 5
 * Urban population: 39
 * Noblemen (1000): 10
 * Urban Citizens (5000): 25
 * Urban Poor (3000): 3
 * Foreigners (1000): 0.5
 * Slaves (1000): 0.5
 * Rural population (1000): 0.5
 * Rural Poor (1000): 0.5
 * Size of Empire: 24.5
 * Urbanized Area (1): 20
 * Rural Area (4): 4
 * Loosely Claimed (1): 0.5
 * Starting gold/currency supply: 1
 * Nation Description and History: To be added.

Aurelia

 * Player: Orwell
 * Current leader(s): King Arthur of Monty
 * Points: 175
 * Location:Continental, Oceanic 15 points, On Coast/Ocean 20 points
 * Starting resources: Iron 10 points, Copper 5 points
 * Religion: Full monotheistic 20
 * Starting Buildings Granary 2, Temple 3, Government Center 5, Harbor (requires Sailing; Coastal or on a Navigable River/Lake) 10, Library (requires Writing) 10, Walls 5,
 * Technology: Sailing 5, Ships 10, Bronze Working 5
 * Negatives:Hostile neighboring natives -10, Unpredictable flooding: -10
 * Government Type: Monarchy - 10
 * Administration Level: Oligarchy - 10
 * Urban population: 1 Noblemen, 22 citizens
 * Rural population: 7 citizens 20 serfs
 * Size of Empire:
 * Starting gold/currency supply: 12k
 * Nation Description and History: Aurelia spawned as a collection of small farming communities who were united behind the faith of the "Divine One" who was the all creator of life. Persecuted from neighboring communities the group of farmers and other settlers to the area united into Osania, Osania managed to fend raiders and invaders, the explorer Shakespeare the Great set off to discover new riches and lands to help finance the defense of the homeland. Aurelia itself would be formed until the main capital city of Andromeda was constructed and was connected to the ocean by the Churchill Road to the neighboring city of Lennon which housed a deep water harbor and would house a navy and merchant fleet. However, Andromeda was built alongside and the Osan river which became the vein of the nation into the mainland.

Atnosia

 * Name: Atnosis
 * Player: User:TheCrimsonOracle
 * Current leader(s): Atnosis XXVIII
 * Points: 175
 * Location:
 * Oceanic: 15
 * Major Island: 15
 * Starting resources:
 * Precious Metals: 20
 * Precious Gems: 15
 * Religion: Atnosian Polytheism (5)
 * Starting Buildings: Temple, Walls, City Center, Granary, Library (25)
 * Technology: Sailing, Ships, Writing, Basic/Advanced Mathematics (30)
 * Negatives: Volcanism, Hostile Native, Hostile Neighbor (-30)
 * Government Type: Monarchy (10)
 * Administration Level: City-State (5)
 * Urban population: 15
 * Noblemen: 500 (5)
 * Citizens: 1000 (5)
 * Landless Poor: 2,000 (5)
 * Rural population: 26
 * Citizens: 4000 (16)
 * Poor/Serfs: 10,000 (10)
 * Size of Empire:
 * 4 px rural (4)
 * 20 px loosely-claimed (10)
 * Starting gold/currency supply: 10
 * Nation Description and History: The term 'Atnosian' refers to a disparate group of people on the volcanic archipelago known as Atnosia. This ring-shaped archipelago - itself a massive caldera of a supervolcano - is prone to producing a wide array of gems, minerals, and metals for which the Atnosians have been famed. Thousands of years ago, Atnosia was ruled by one legendary king - Atnosis - who united the warring clans of Atnosia. Under his tributary system, the Old Atnosian Kingdom reached its height. When he died, the Great Pyramid of Atnosia was constructed. This obsidian-coated pyramid rests in an unpopulated area, untouched by civilization. According to Atnosian legend, Atnosis was reincarnated. The ruling Seekers have been tasked with finding the new Atnosis each time the old one passes away. However, this unified Atnosia of antiquity is either the stuff of ancient history or was merely a legend. With each death of Atnosis, fights between city-states on Atnosia became increasingly frequent, with each state claiming their own Atnosis. Each time a new city-state rose to prominence, they would be struck down violently, either by nature or other city-states.

During the Middle Era of Atnosia, a league of seekers was formed. This league was able to bring such warring to a halt, with the seekers determining who the reincarnation of Atnosis truly is. Each time a new Atnosis was brought to the Seekers, they legendarily slew the claimant to keep the peace between the city states. During this era of uneasy peace, Atnosian trade began to trickle into the various markets far and wide. However, this peace was not meant to last. A series of volcanic eruptions plunged Atnosia into an abyss of volcanic ash and chaos. Now, as the toxic clouds settle and the black rains cease, a new city-state must rise to claim the Obsidian Throne. Time will tell if its power will last or if it will, like all other Atnosian kingdoms, fall to the true master of Atnosia: the will of nature herself....

1-11
'Around the Known World a series of catastrophes has unraveled the old civilizations, leading to the creation of new nations.

'On the island of Linelsey three distinct groups emerge opposing the dominance of the city of Darna. In the west the town of Obelis is formed, in the north the town of Strafen, and in the highlands a tribe known as the Calendians.

'In the city of Bangor discontent emerges from the large foreign-born population, almost all of which belonging to the Anglenite minority (who also inhabit the island to the north), or the Franic minority. Several Anglenites and Bangorians are killed as a result of a skirmish.

'A large band of nomads named the Saemonites launch an invasion of the plains south of them, hoping to carve out a new home in the more hospitable terrain.