Mandate Of heaven III
Nation Selection - 07 Nov, Sunday 8:00 PM EDT
First Session - 14 Nov, Sunday 7:00 PM EDT
First Session - 14 Nov, Sunday 7:00 PM EDT
Final Rankings - Prestige
Sultanate of Malacca - Iron/Brian - 23 "Paragon of Ganesha"
Tribe of Australia - ekcrbe/Erik - 17
Khanate of the Qing - Braxton - 16 "Dynasty of Tian"
Sultanate of Ryukyu - Reqrium - 15
Tribal Empire of the Mongols - DiePie - 14
Kingdom of Majapahit - lookatall/Blake - 13
Rev. Republic of Shun - Alec - 12
Empire of Japan - William - 11 "Spear of Hachiman"
Rev. Republic of Ava - oriemaster198/Wyatt - 10 "Hammer of Samsara"
Celestial Empire of the Chosokabe - Official MrScruff/Brad - 9
Kingdom of Khmer - YoFly/Nate - 8
Sultanate of Bengal - Demiwar - 7
Rev. Republic of Korea - Dr Decoy - 6
Rev. Republc of Dai Viet - bbaron - 5
Rev. Republic of the Tokugawa - spicylunchbox/Weston - 4
Rev. Republic of the Yamana - unemployedmale - X
Duchy of the Ainu - Blyatt/Wyatt - 3
Rev. Republic of Kotte - Aqulan - 2
Pir. Confederacy of Palembang - Morosaurus - 1
Tribe of Australia - ekcrbe/Erik - 17
Khanate of the Qing - Braxton - 16 "Dynasty of Tian"
Sultanate of Ryukyu - Reqrium - 15
Tribal Empire of the Mongols - DiePie - 14
Kingdom of Majapahit - lookatall/Blake - 13
Rev. Republic of Shun - Alec - 12
Empire of Japan - William - 11 "Spear of Hachiman"
Rev. Republic of Ava - oriemaster198/Wyatt - 10 "Hammer of Samsara"
Celestial Empire of the Chosokabe - Official MrScruff/Brad - 9
Kingdom of Khmer - YoFly/Nate - 8
Sultanate of Bengal - Demiwar - 7
Rev. Republic of Korea - Dr Decoy - 6
Rev. Republc of Dai Viet - bbaron - 5
Rev. Republic of the Tokugawa - spicylunchbox/Weston - 4
Rev. Republic of the Yamana - unemployedmale - X
Duchy of the Ainu - Blyatt/Wyatt - 3
Rev. Republic of Kotte - Aqulan - 2
Pir. Confederacy of Palembang - Morosaurus - 1
Scoring and Campaign specIfic Rules
In-game points will be ignored for this campaign. Instead, players may accumulate points as described below.
Scoring Intervals - Scoring will occur immediately at the election of each new Emperor of the Chinese Empire.
Advice: Scoring Intervals are quasi-random to reduce meta-gaming.
The Mandate of Heaven and Religion - The Religion of the Emperor of China and the status of Imperial Reforms will affect scoring in this campaign. The Emperor will count as foreign if the Emperor's religion does not match the Player's religion(s). Confucian nations count as all religions they have harmonized with. Tengri nations will also count as any religion they have as syncretic.
Advice: Some nations will be innately more versatile than others. Confucian nations can attempt to harmonize with religions in order to increase diplomatic relations with foreign subjects or ease life under a foreign emperor. Tengri nations my change their syncretic religion and Buddhist nations may convert between the three schools for the same reasons. Note that any player attempting to become the Emperor of China will need to own Beijing, Nanjing, and Canton in order to successfully gain Mandate, so plan on capturing these provinces as soon as possible. It would be wise to support any non-foreign Chinese Emperor, since helping him pass reforms can stop most other players in the campaign from scoring.
Scoring with Victory Cards - Players will gain score equal to the full value of any owned victory cards (1000, 2000, 3000, or 4000) minus the full value of any victory cards held by other players or AI on any of their former territory (any provinces that were once owned by the player as identified by the in-game VC score system). This value cannot go below 0. Victory Card values are not affected by the Age because they already scale in value accordingly. Victory Cards that spawn on protected areas will be moved to the area that is the least distance (counted by adjacent provinces and sea zones) to the capital of the Victory Card owner, that contains at least one province of the target player, and shares a border or sea zone with the target player. If the Emperor of China is foreign, players will lose 20% of the value of all Victory Cards for each reform the Emperor has passed (i.e. if all 5 reforms are passed, Victory Cards are worth 0 points). Victory Cards must be fully owned by the nation it is assigned to be scored and cannot be scored if held by a subject, although the Victory Cards assigned to subjects can be scored by the subject and stolen by the overlord as detailed below in Scoring with Subjects.
Advice: Victory cards will target Allies and Rivals that you border. Be wary of allying your neighbours and do not allow your old alliances to prevent you from collecting these points. Helping players to capture Victory Cards on another player's territory may useful if the target player is currently winning through the score gained through their own Victory Cards, as this can help negate that score.
Scoring with Trade Centers - Players can score by controlling Centers of Trade. Owning any Center of Trade in the Trade Nodes listed below will be worth 500 points as long as that Center of Trade is not in a player's Protected Area (all players may reannex land in their Protected Area via decision in-game). If the Emperor of China is foreign for a player, 100 pts (20%) will be subtracted from the score awarded to the player for each reform the Emperor has passed (i.e. if 1 reform is passed, a Center of Trade will be reduced to 400 pts). AI who control Centers of Trade will give points to their Overlord as detailed in Scoring with Subjects.
- The Shinto Emperor - As long as the Shogunate exists, the Shogun and all subject Daimyo will ignore penalties from the Chinese Emperor's reforms as long as the Shogun has more subject Daimyo than the Chinese Emperor has Tributaries. No other subject types are counted in this comparison.
Advice: Because of their distribution and visibility. Centers of Trade are the base objective of this campaign, capturing Centers of Trade is always a good idea, but sometimes you can get a higher net gain or avoid assimilating costly, rebellious lands through subjects. However, no matter how far your spread the reach of your nation, a foreign Chinese Emperor can make it all worthless. The Shogunate is unable to go to war to seize the Mandate of Heaven, but if Kyoto has enough subjects to rival the glory of Beijing, it can hold itself above foreign influence.
Scoring Intervals - Scoring will occur immediately at the election of each new Emperor of the Chinese Empire.
Advice: Scoring Intervals are quasi-random to reduce meta-gaming.
The Mandate of Heaven and Religion - The Religion of the Emperor of China and the status of Imperial Reforms will affect scoring in this campaign. The Emperor will count as foreign if the Emperor's religion does not match the Player's religion(s). Confucian nations count as all religions they have harmonized with. Tengri nations will also count as any religion they have as syncretic.
Advice: Some nations will be innately more versatile than others. Confucian nations can attempt to harmonize with religions in order to increase diplomatic relations with foreign subjects or ease life under a foreign emperor. Tengri nations my change their syncretic religion and Buddhist nations may convert between the three schools for the same reasons. Note that any player attempting to become the Emperor of China will need to own Beijing, Nanjing, and Canton in order to successfully gain Mandate, so plan on capturing these provinces as soon as possible. It would be wise to support any non-foreign Chinese Emperor, since helping him pass reforms can stop most other players in the campaign from scoring.
Scoring with Victory Cards - Players will gain score equal to the full value of any owned victory cards (1000, 2000, 3000, or 4000) minus the full value of any victory cards held by other players or AI on any of their former territory (any provinces that were once owned by the player as identified by the in-game VC score system). This value cannot go below 0. Victory Card values are not affected by the Age because they already scale in value accordingly. Victory Cards that spawn on protected areas will be moved to the area that is the least distance (counted by adjacent provinces and sea zones) to the capital of the Victory Card owner, that contains at least one province of the target player, and shares a border or sea zone with the target player. If the Emperor of China is foreign, players will lose 20% of the value of all Victory Cards for each reform the Emperor has passed (i.e. if all 5 reforms are passed, Victory Cards are worth 0 points). Victory Cards must be fully owned by the nation it is assigned to be scored and cannot be scored if held by a subject, although the Victory Cards assigned to subjects can be scored by the subject and stolen by the overlord as detailed below in Scoring with Subjects.
Advice: Victory cards will target Allies and Rivals that you border. Be wary of allying your neighbours and do not allow your old alliances to prevent you from collecting these points. Helping players to capture Victory Cards on another player's territory may useful if the target player is currently winning through the score gained through their own Victory Cards, as this can help negate that score.
Scoring with Trade Centers - Players can score by controlling Centers of Trade. Owning any Center of Trade in the Trade Nodes listed below will be worth 500 points as long as that Center of Trade is not in a player's Protected Area (all players may reannex land in their Protected Area via decision in-game). If the Emperor of China is foreign for a player, 100 pts (20%) will be subtracted from the score awarded to the player for each reform the Emperor has passed (i.e. if 1 reform is passed, a Center of Trade will be reduced to 400 pts). AI who control Centers of Trade will give points to their Overlord as detailed in Scoring with Subjects.
- The Shinto Emperor - As long as the Shogunate exists, the Shogun and all subject Daimyo will ignore penalties from the Chinese Emperor's reforms as long as the Shogun has more subject Daimyo than the Chinese Emperor has Tributaries. No other subject types are counted in this comparison.
Advice: Because of their distribution and visibility. Centers of Trade are the base objective of this campaign, capturing Centers of Trade is always a good idea, but sometimes you can get a higher net gain or avoid assimilating costly, rebellious lands through subjects. However, no matter how far your spread the reach of your nation, a foreign Chinese Emperor can make it all worthless. The Shogunate is unable to go to war to seize the Mandate of Heaven, but if Kyoto has enough subjects to rival the glory of Beijing, it can hold itself above foreign influence.
Scoring Trade Nodes
Yumen
Lhasa Burma Siam |
Beijing
Xi'an Hangzhou Chengdu Canton |
Girin
Nippon Philippines Malacca |
Scoring with Market Domination - Any player can score by controlling production of high-demand Chinese goods, and outsiders can score by infiltrating the Chinese markets.
- Players will score 1500 points each for being the Production Leader in Silk, Tea, or Chinaware, as long as another nation does not also have the Trading In bonus for that Good. This score will be reduced by 20% for each reform currently passed by a Foreign Emperor of China.
- Players in the Interlopers nation group can score 1500 points for having the Trading In bonus for Silk, Tea, or Chinaware. This is reduced to 500 points if the player is also the Production Leader of the same Good (for a total of 2000 points for the Production Leader and Trading In bonus). This score will be reduced by 20% for each reform currently passed by a Foreign Emperor of China. If two Interlopers posses the Trading In bonus at once, neither nation can claim them and the points are lost.
Advice: Controlling the production of Chinese goods gives all players a good reason to invade and hold the lands of China, Japan, and Siam. Due to their barbaric cultures and religions, the Enterprising Interlopers are unlikely to gain the Mandate of Heaven, but they do have access to far off trade networks that can make Chinese products more valuable to them than a Chinese throne.
Scoring with Subjects - Overlords can score through subject nations.
- Players will take a percentage of the score gained for Victory Cards, Trade Power, Market Domination, or Subjects by any of their Subjects, including Tributaries. This applies to both AI and Player subjects (including AI victory cards which can be used to gain score for their overlords if completely held by the respective subject).
Tributaries - 20%
Vassals/Marches/Personal Unions/Trade League Members - 50%
- AI Overlords will take score from Player subjects in the same manner, but this score is simply lost.
- Any score taken from Subjects by the Emperor of China will be increased to the full value that would have been stolen before penalties from reforms.
- Players will score 1500 points each for being the Production Leader in Silk, Tea, or Chinaware, as long as another nation does not also have the Trading In bonus for that Good. This score will be reduced by 20% for each reform currently passed by a Foreign Emperor of China.
- Players in the Interlopers nation group can score 1500 points for having the Trading In bonus for Silk, Tea, or Chinaware. This is reduced to 500 points if the player is also the Production Leader of the same Good (for a total of 2000 points for the Production Leader and Trading In bonus). This score will be reduced by 20% for each reform currently passed by a Foreign Emperor of China. If two Interlopers posses the Trading In bonus at once, neither nation can claim them and the points are lost.
Advice: Controlling the production of Chinese goods gives all players a good reason to invade and hold the lands of China, Japan, and Siam. Due to their barbaric cultures and religions, the Enterprising Interlopers are unlikely to gain the Mandate of Heaven, but they do have access to far off trade networks that can make Chinese products more valuable to them than a Chinese throne.
Scoring with Subjects - Overlords can score through subject nations.
- Players will take a percentage of the score gained for Victory Cards, Trade Power, Market Domination, or Subjects by any of their Subjects, including Tributaries. This applies to both AI and Player subjects (including AI victory cards which can be used to gain score for their overlords if completely held by the respective subject).
Tributaries - 20%
Vassals/Marches/Personal Unions/Trade League Members - 50%
- AI Overlords will take score from Player subjects in the same manner, but this score is simply lost.
- Any score taken from Subjects by the Emperor of China will be increased to the full value that would have been stolen before penalties from reforms.
- Daimyo - As long as the Shogunate exists, Daimyo give a percentage of their score to the Shogun based on the Daimyo's Isolation Level x 20 (this gives a range of 0 to 80%), up to a maximum of the Shogun's own Isolation Level. Tributaries of a Shinto Overlord give a percentage of their score to their overlord based on the Overlord's Isolation Level x 20 (this gives a range of 0 to 80%). Non-Shinto Daimyo count as Isolation level 1.
- Imperial Shogunate - As long as the Shogunate exists, Tributaries of the Shogunate give a percentage of their score to their Overlord based on the Shogun's Isolation Level x 20 (this gives a range of 0 to 80%), and all Daimyo subjects of the Shogun will gain score from Tributaries of the Shogunate as if they were their own. They must use their own Isolation Level for this calculation but cannot gain more score from a Tributary than the Shogun. Non-Shinto Daimyo count as Isolation level 1. No percentage of this score can be taken by the Shogun. Advice: Scoring through subjects can allow you to gain score from the efforts of other players, much faster than it would take to gain the score yourself. A single war can establish Tributary status and net more score than assimilating a costly province. The score taken by the Shogun from his Daimyo will likely change over time based on the confidence of the Shogun and the relationship he has with his Daimyo. By increasing his Isolationism he can force his high-scoring Daimyo to do the same and contribute to the greater-good of Japan. Daimyo can also gain co-operative score by working together to secure tributaries for Kyoto, and the Daimyo that are most focused on the will of the Shogunate will gain greatest from these overseas conquests. |
Rewards
- $20 worth of Paradox DLC
- Prestige - Earn 1 Prestige for your name on the Campaign Player List for participating in the campaign plus 1 Prestige for each player that you place higher than. The highest scoring player will earn an additional 5 Prestige.
-Titles - In addition, the highest scoring player within each starting group will earn a title for their name on the Campaign Player List.
Top scoring Confucian Kingdom or Tengri Terror - "Dynasty of Tian"
Top scoring Theraveda Throne - "Hammer of Samsara"
Top scoring Shinto Samurai - "Spear of Hachiman"
Top scoring Enterprising Interloper - "Paragon of Ganesha"
- Nation selection in a future campaign will go in order of prestige earned in this campaign, except players who received prizes will pick last (in order of final score).
Standard House Campaign Rules
1. Diplomacy Campaign Rules - Rules to frustrate our most successful players
- The Gametactica campaign mod will make maintaining alliances difficult for Great Powers, forcing them to use other diplomatic options such as Guarantees and Enforce Peace in order to shepherd their sphere of influence.
2. The 30% Treaty Rule - To encourage riskier and shorter wars
In order to encourage more frequent, shorter wars that do not devolve into world-spanning conflicts, we will be using the 30% Rule in this campaign. At any point in a war that the primary aggressor/defender has 30% or more war-score, they may send a peace treaty demanding a white peace or the annexation of one province that they occupy, that is owned by the primary defender/aggressor, and that they share a border with by land or sea, and this peace treaty cannot be refused. To be unrefusable, the treaty must contain no other conditions except a white peace or the annexation of the single province and the province must not be a nation's capital. The sending player may pause the game for this treaty, so that the war-score will not change and the rule can be enforced. For this rule, provinces owned or occupied by non-tributary subjects count as being owned or occupied by their overlord. (Currently under legislative review)
3. Starting Area Protection - Protection rules to maintain a minimal power base of every player.
Any player who loses their capital Area holdings to another nation will be able to pay a nominal fee to immediately seize the territory back. In this way, each player's starting Area is safe from annexation and players are not allowed to eliminate other players.
4. Endless Player Restart - Protection rules to maintain a minimal power base of every player.
If a player is eliminated by the AI, his starting capital, and all provinces in his capital's area that still have cores of his nation, will be released at the start of the next session as a vassal of the nation that now owns his starting capital province.
5. One-Time Absence Protection - Protection rules to maintain a minimal power base of every player.
During a missed session, a player may invoke protection for their nation one time. Other players may not attack a protected nation, and may not demand any peace terms from their nation if they find themselves at war by other means. Otherwise absent players' nations are not protected in missed sessions and players cannot take advantage of protection after the year 1750 regardless. If a war continues into a player's protected session, his enemies may not demand the ceding/release of land they did not occupy at the start of the protected session, or release nations that do not entirely exist within land they occupied at the start of the protected session, but other treaty terms that have no direct effect on province ownership are allowed in this situation. This protection is ignored in any wars initiated by the protected nation that target another player, so players are responsible for ensuring their nation is passive during their absence in their AI settings. Please inform one of the game hosts anytime before the start of a session if you will be absent and would like to use your protection. Protection may be used if arriving late but not for departing early.
6. Switching to a new Nation
A player may use the vassal release mechanic or colonial nation release mechanic to switch to playing another nation. Protected Areas in the campaign will not be changed. Players may switch nations via any in-game decision available, but their Protected Area will never change.
7. Discord War Camps - Public channels for private coordination
Please do not enter occupied War Camp channels unless invited by an occupant. These channels are available for both plotting in peacetime and coordination during wartime. Refusing to respect War Camp privacy will lead to being kicked from the Discord.
- The Gametactica campaign mod will make maintaining alliances difficult for Great Powers, forcing them to use other diplomatic options such as Guarantees and Enforce Peace in order to shepherd their sphere of influence.
2. The 30% Treaty Rule - To encourage riskier and shorter wars
In order to encourage more frequent, shorter wars that do not devolve into world-spanning conflicts, we will be using the 30% Rule in this campaign. At any point in a war that the primary aggressor/defender has 30% or more war-score, they may send a peace treaty demanding a white peace or the annexation of one province that they occupy, that is owned by the primary defender/aggressor, and that they share a border with by land or sea, and this peace treaty cannot be refused. To be unrefusable, the treaty must contain no other conditions except a white peace or the annexation of the single province and the province must not be a nation's capital. The sending player may pause the game for this treaty, so that the war-score will not change and the rule can be enforced. For this rule, provinces owned or occupied by non-tributary subjects count as being owned or occupied by their overlord. (Currently under legislative review)
3. Starting Area Protection - Protection rules to maintain a minimal power base of every player.
Any player who loses their capital Area holdings to another nation will be able to pay a nominal fee to immediately seize the territory back. In this way, each player's starting Area is safe from annexation and players are not allowed to eliminate other players.
4. Endless Player Restart - Protection rules to maintain a minimal power base of every player.
If a player is eliminated by the AI, his starting capital, and all provinces in his capital's area that still have cores of his nation, will be released at the start of the next session as a vassal of the nation that now owns his starting capital province.
5. One-Time Absence Protection - Protection rules to maintain a minimal power base of every player.
During a missed session, a player may invoke protection for their nation one time. Other players may not attack a protected nation, and may not demand any peace terms from their nation if they find themselves at war by other means. Otherwise absent players' nations are not protected in missed sessions and players cannot take advantage of protection after the year 1750 regardless. If a war continues into a player's protected session, his enemies may not demand the ceding/release of land they did not occupy at the start of the protected session, or release nations that do not entirely exist within land they occupied at the start of the protected session, but other treaty terms that have no direct effect on province ownership are allowed in this situation. This protection is ignored in any wars initiated by the protected nation that target another player, so players are responsible for ensuring their nation is passive during their absence in their AI settings. Please inform one of the game hosts anytime before the start of a session if you will be absent and would like to use your protection. Protection may be used if arriving late but not for departing early.
6. Switching to a new Nation
A player may use the vassal release mechanic or colonial nation release mechanic to switch to playing another nation. Protected Areas in the campaign will not be changed. Players may switch nations via any in-game decision available, but their Protected Area will never change.
7. Discord War Camps - Public channels for private coordination
Please do not enter occupied War Camp channels unless invited by an occupant. These channels are available for both plotting in peacetime and coordination during wartime. Refusing to respect War Camp privacy will lead to being kicked from the Discord.
NAtion Selection
Selection Order - Nation selection in this campaign will draw from the final rankings of each player's most recent Gametactica campaign (using the previous rewards description). Excluding recent title-winners (who will be selecting last), all players returning from previous campaigns will be able to to select nations in order of their final ranking descending from top score to lowest score, followed by any new players in a randomly determined order, followed by recent title-winners in order of final ranking. A player who has played in earlier campaigns but did not participate in the most recent campaign will be allowed to use the final ranking of their latest campaign to determine their selection placement, and will be placed directly behind the player of equivalent ranking from the most recent campaign. Any players who missed more than 50% of sessions in their last campaign will not pick according to score and will be placed in the random pool with new players.
Hidden Nations - Once any tier has had all available nations claimed, any Hidden nations in that tier will become available for selection, with possibly drastic changes to that tier's balance of power. This means that these secret nations will be impossible to pick by those with the earliest picks and that some unfortunate players may be be forced to select a lone available nation before more hidden nations become available. These new nations could be of major or insignificant power, may not appear at all if a tier is left unfinished, and will likely be great sources of hope and disappointment for those stuck with the last picks. The campaign designer(s) is not permitted to select one of these secret nations if any other choice is available.
Prestige Awards - Accumulated by participating in Gametactica campaigns, Prestige can be "spent" during Nation Selection to allow for certain alternative options or gain a certain bonus. A player can never purchase any of the below benefits more than once during a nation selection session, but may purchase multiple benefits. Prestige can be used in the following ways:
Cadet Branch - 30 Prestige - Declared while selecting a nation (can declare after selecting a nation and before 1st session with host permission but a player who has already selected a nation should not change nations). Cadet Branches are designed for players who are introducing another player to the game or Gametactica and wish to play on a team with them for the entire campaign. A player that has already selected a nation cannot switch to playing a Cadet Branch nation, so please ensure that the intended Cadet Branch player is not a Confirmed Player included in the nation selection list.
Founding a Cadet Branch nation - A player who founds a Cadet Branch chooses a subject that can be released by his nation, a current subject, a current AI trade league member, or a AI federation member to be the Cadet Branch. The Cadet Branch cannot be a Personal Union or Tributary subject or a trade league leader. The Cadet Branch cannot share a protected area with another player or an objective province. In cases where the founding nation does not have a possible option for the Cadet Branch, the founding can be deferred until later in the game when the founding nation can meet the criteria for a Cadet Branch. Both players may play the same nation until a suitable nation can be released. The Cadet Branch nation is an additional nation added to the campaign and will be added to the same group or tier as the founding nation/player. The player that will play as the Cadet Branch must be designated before nation selection begins and will not be included in the nation selection list. The Cadet Branch nation does not have to be decided during nation selection but must be determined before the first session.
Playing with a Cadet Branch nation - The Cadet Branch player will be added to the same group as the nation/player that founded it. The Cadet Branch will always give half of any score gained to the nation/player that founded it, similar to score gained through a subject. Though it will start as a subject, trade league member, or federation member, there is no requirement for the Cadet Branch to maintain any specific relationship with the founding nation.
Espionage - 30 Prestige - Declared while selecting a nation. The player using Espionage selects one nation group that still has Hidden nations. The host will then reveal to that player what the Hidden nations in that group will be. This does not allow the choosing player to actually select any of the Hidden nations.
Usurper - 50 Prestige - Declared before nation selection officially begins. The player using Usurper will advance in the selection order by 1. This can be effectively nullified by the passed-over player also using Usurper.
Mandate - 60 Prestige - Declared before nation selection officially begins. The player using Mandate selects one nation group. If at any point only one nation remains available for selection in that group, it will be automatically assigned to the purchasing player. Only up to two players may purchase Mandate before nation selection begins and may not choose the same nation group. If more than two players wish to purchase Mandate or two players want to specify the same group, players will be prioritized based on earliest position in the starting selection order.
Enlightenment - 100 Prestige - Declared while selecting a nation. The player using Enlightenment selects one nation group that still has Hidden nations. The Hidden nations of that group will be immediately revealed and become available for selection by any player. If any other player has used Enlightenment during this campaign's nation selection, Enlightenment cannot be purchased (only one use by one player per nation selection). The campaign designer may not use this Award.
Imbalance - Obviously, even within tiers, the nation choices are imbalanced in strength, making earlier selection positions very valuable for grabbing the "best" nations in any one tier. The choices available have been selected to allow each player good opportunities to use diplomacy and intrigue to compensate for any lacking in raw military or economic might. Any viewing of the previous campaign final rankings should be sufficient evidence to support the fact that starting nation strength does not predict final ranking.
Hidden Nations - Once any tier has had all available nations claimed, any Hidden nations in that tier will become available for selection, with possibly drastic changes to that tier's balance of power. This means that these secret nations will be impossible to pick by those with the earliest picks and that some unfortunate players may be be forced to select a lone available nation before more hidden nations become available. These new nations could be of major or insignificant power, may not appear at all if a tier is left unfinished, and will likely be great sources of hope and disappointment for those stuck with the last picks. The campaign designer(s) is not permitted to select one of these secret nations if any other choice is available.
Prestige Awards - Accumulated by participating in Gametactica campaigns, Prestige can be "spent" during Nation Selection to allow for certain alternative options or gain a certain bonus. A player can never purchase any of the below benefits more than once during a nation selection session, but may purchase multiple benefits. Prestige can be used in the following ways:
Cadet Branch - 30 Prestige - Declared while selecting a nation (can declare after selecting a nation and before 1st session with host permission but a player who has already selected a nation should not change nations). Cadet Branches are designed for players who are introducing another player to the game or Gametactica and wish to play on a team with them for the entire campaign. A player that has already selected a nation cannot switch to playing a Cadet Branch nation, so please ensure that the intended Cadet Branch player is not a Confirmed Player included in the nation selection list.
Founding a Cadet Branch nation - A player who founds a Cadet Branch chooses a subject that can be released by his nation, a current subject, a current AI trade league member, or a AI federation member to be the Cadet Branch. The Cadet Branch cannot be a Personal Union or Tributary subject or a trade league leader. The Cadet Branch cannot share a protected area with another player or an objective province. In cases where the founding nation does not have a possible option for the Cadet Branch, the founding can be deferred until later in the game when the founding nation can meet the criteria for a Cadet Branch. Both players may play the same nation until a suitable nation can be released. The Cadet Branch nation is an additional nation added to the campaign and will be added to the same group or tier as the founding nation/player. The player that will play as the Cadet Branch must be designated before nation selection begins and will not be included in the nation selection list. The Cadet Branch nation does not have to be decided during nation selection but must be determined before the first session.
Playing with a Cadet Branch nation - The Cadet Branch player will be added to the same group as the nation/player that founded it. The Cadet Branch will always give half of any score gained to the nation/player that founded it, similar to score gained through a subject. Though it will start as a subject, trade league member, or federation member, there is no requirement for the Cadet Branch to maintain any specific relationship with the founding nation.
Espionage - 30 Prestige - Declared while selecting a nation. The player using Espionage selects one nation group that still has Hidden nations. The host will then reveal to that player what the Hidden nations in that group will be. This does not allow the choosing player to actually select any of the Hidden nations.
Usurper - 50 Prestige - Declared before nation selection officially begins. The player using Usurper will advance in the selection order by 1. This can be effectively nullified by the passed-over player also using Usurper.
Mandate - 60 Prestige - Declared before nation selection officially begins. The player using Mandate selects one nation group. If at any point only one nation remains available for selection in that group, it will be automatically assigned to the purchasing player. Only up to two players may purchase Mandate before nation selection begins and may not choose the same nation group. If more than two players wish to purchase Mandate or two players want to specify the same group, players will be prioritized based on earliest position in the starting selection order.
Enlightenment - 100 Prestige - Declared while selecting a nation. The player using Enlightenment selects one nation group that still has Hidden nations. The Hidden nations of that group will be immediately revealed and become available for selection by any player. If any other player has used Enlightenment during this campaign's nation selection, Enlightenment cannot be purchased (only one use by one player per nation selection). The campaign designer may not use this Award.
Imbalance - Obviously, even within tiers, the nation choices are imbalanced in strength, making earlier selection positions very valuable for grabbing the "best" nations in any one tier. The choices available have been selected to allow each player good opportunities to use diplomacy and intrigue to compensate for any lacking in raw military or economic might. Any viewing of the previous campaign final rankings should be sufficient evidence to support the fact that starting nation strength does not predict final ranking.
Gametactica Mod
Gametactica Campaign Mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2388202502
Increased Diplomat Reliance:
- Alliances require a mutual 75+ opinion to create and maintain. This means your diplomats will be more vital to alliances, and actions such as guaranteeing independence and enforcing peace will be more useful as unilateral actions.
Decreased ability to rapidly expand:
- Higher war-score costs for annexations. This means discounts from casus belli will be important to your goals.
- Higher Aggressive Expansion, Over-Expansion, and Increased rebellion strength. This means expanding quickly is far more risky and supporting rebels is far more effective.
Idea Group changes:
- Increased significance of non-military Idea Groups
- Increased significance of Stability - higher cost for Stability increase and Stability cannot be increased while at war
https://steamcommunity.com/sharedfiles/filedetails/?id=2388202502
Increased Diplomat Reliance:
- Alliances require a mutual 75+ opinion to create and maintain. This means your diplomats will be more vital to alliances, and actions such as guaranteeing independence and enforcing peace will be more useful as unilateral actions.
Decreased ability to rapidly expand:
- Higher war-score costs for annexations. This means discounts from casus belli will be important to your goals.
- Higher Aggressive Expansion, Over-Expansion, and Increased rebellion strength. This means expanding quickly is far more risky and supporting rebels is far more effective.
Idea Group changes:
- Increased significance of non-military Idea Groups
- Increased significance of Stability - higher cost for Stability increase and Stability cannot be increased while at war
The nations available are listed below, in order of most desirable starting conditions within each grouping.
The Hidden nations for each group will be revealed when all other nations in the group have been selected or if any player only has a single nation to choose from during his turn.
The Hidden nations for each group will be revealed when all other nations in the group have been selected or if any player only has a single nation to choose from during his turn.
Confucian Kingdoms and Tengri Terrors
Korea - Dr Decoy Dai Viet - bbaron Chagatai - DiePie Udege - Braxton Shun - Alec Ryukyu - Reqrium |
Theraveda Thrones
Khmer - YoFly/Nate Ava - oriemaster198/Wyatt Sukhothai Tsang Kotte - Aqulan |
Shinto Samurai
Satake - William Tokugawa - spicylunchbox/Weston Chosokabe - Official MrScruff/Brad Yamana - unemployedmale Ainu - Blyatt/Wyatt Mandate - Offical Mr Scruff |
Enterprising Interlopers
Majapahit - lookatall/Blake Malacca - Iron/Brian Palembang - Morosaurus Bengal - Demiwar Larrakia - ekcrbe/Erik |
Confucian Kingdoms - Starting Statistics
These kingdoms on the borders of the Ming Empire, are either Confucian or are of the Mahayana school which has become harmonized with Confucianism in the Ming Empire. They will benefit from the continued supremacy of the Ming, but are also well positioned to usurp the Mandate should they grow strong enough. Their geographic proximity to the key provinces of Beijing, Nanjing, and Canton, and their religious proximity to the Chinese peoples will make this task easier than nations from any other group. Furthermore, their Confucian and Buddhist cultures allow some diplomatic flexibility for these nations. Confucians can harmonize with foreign religions to mitigate the penalties of the Mandate passing to a foreign dynasty or accommodate the religions of useful subjects under their own Confucian Chinese Empire. The Mahayana Buddhists can convert to the school of any Buddhist who seizes the Mandate, or offer conversion to useful Buddhist subjects under their own Mahayana Chinese Empire. However, all this can also be simply avoided if any developing threat to Ming rule can be crushed.
The Kingdom of Korea - King Sejong Yi
- Development: 130
- Provinces: 20
- Fort Level: 7
- Tributary under Ming
The Kingdom of Dai Viet - King Nguyen Thi Anh
- Development: 118
- Provinces: 10
- Fort Level: 5
- Tributary under Ming
Princedom of Shun - Prince Gang Mei
- Development: 95
- Provinces: 11
- Fort Level: 7
- Vassal under Ming
Kingdom of Ryukyu - King Shitatsu Sho
- Development: 5
- Provinces: 1
- Fort Level: 1
- Tributary under Ming
- Ming Emperor set to harmonize with Animist at start
The Kingdom of Korea - King Sejong Yi
- Development: 130
- Provinces: 20
- Fort Level: 7
- Tributary under Ming
The Kingdom of Dai Viet - King Nguyen Thi Anh
- Development: 118
- Provinces: 10
- Fort Level: 5
- Tributary under Ming
Princedom of Shun - Prince Gang Mei
- Development: 95
- Provinces: 11
- Fort Level: 7
- Vassal under Ming
Kingdom of Ryukyu - King Shitatsu Sho
- Development: 5
- Provinces: 1
- Fort Level: 1
- Tributary under Ming
- Ming Emperor set to harmonize with Animist at start
TENGRI TERRORS - STARTING STATISTICS
The Tengri nations should expect to be at war constantly, always either expanding or raiding in order to appease their warriors. A large and independent steppe horde is the greatest fear of the Ming and can swiftly lead to the collapse of any Emperor's Mandate, but the Khan of such a horde must first unite a large a realm of diverse peoples under his iron-fisted rule. This task alone should be proof that the Khan is worthy of the Mandate of Heaven, but any who wish for the Mandate must also invade China to seize the traditional seats of power. While the nomadic hordes have been unjustly deprived of the wealth of their southern neighbors, this has allowed them to maintain a superior warrior culture that will be instrumental in correcting this injustice. However, if the nomadic Khans cannot break the strength of the Chinese Empire, there may still be opportunities to feed off its wealth by controlling the surrounding trade routes of its tributaries. The Tengri ways are both pure and pragmatic, and mesh with different cultures without significant dogmatic conflicts, and this can be an asset to both the enterprising Khan that wishes to prosper under the yoke of a southern Emperor, or the conquering Khan who wishes to hold the reins of foreign nations in his own hands.
The Khanate of the Chagatai - Khan Esen Chagatayid
- Development: 83
- Provinces: 13
- Fort Level: 1
- Vassals: Yarkand
- Religion at start date changed from Sunni to Tengri with Sunni syncretic faith
The Khanate of the Udege - Khan Bahabu Udege
- Development: 42
- Provinces: 6
- Fort Level: 1
The Khanate of the Chagatai - Khan Esen Chagatayid
- Development: 83
- Provinces: 13
- Fort Level: 1
- Vassals: Yarkand
- Religion at start date changed from Sunni to Tengri with Sunni syncretic faith
The Khanate of the Udege - Khan Bahabu Udege
- Development: 42
- Provinces: 6
- Fort Level: 1
THERAVEDA THRONES - STARTING STATISTICS
The kings of the southern mountains and jungles can rely on defensible terrain and sparse resources to keep out all but the most determined invaders. While there are plenty of reasons for them to fight among themselves for grudges or control of the few population centers, there will quickly be nothing left worth fighting over once the Ming successfully consolidate their control over Asia via their reforms of Celestial Empire. The Buddhist kings should prepare to unite and strike into the rich lands of the north at any sign of weakness from Beijing. There is no reason that the Mandate of Heaven cannot pass to the illustrious dynasties of the south, but no Buddhist kingdom is strong enough to achieve without support from the others. Meanwhile, the expansion of Muslim and Hindu warlords into the region could undermine any dreams of the Mandate, although particularly far-sighted outsiders might prove valuable allies in exchange for access to the valuable goods of China.
The Kingdom of Khmer - King Barom II Khmer
- Development: 114
- Provinces: 14
- Fort Level: 1
- Tributary under Ming
The Kingdom of Ava - King Narapati Ava
- Development: 62
- Provinces: 6
- Fort Level: 3
- Tributary Subjects: Kale, Mong Yang, Taungu, Hsenwi, Mong Kawng, Mong Pai, Mong Nai, Hsipaw, Prome
The Kingdom of Sukhothai - Prince Thammaracha IV Suphannaphum
- Development: 39
- Provinces: 3
- Fort Level: 3
- Vassal under Ayutthaya
Chiefdom of Tsang - Chief Norzang Rinpungpa
- Development: 36
- Provinces: 8
- Fort Level: 1
Kingdom of Kotte - King Parakramabahu VII Savulu
- Development: 19
- Provinces: 3
- Fort Level: 1
- Vassals: Kandy
The Kingdom of Khmer - King Barom II Khmer
- Development: 114
- Provinces: 14
- Fort Level: 1
- Tributary under Ming
The Kingdom of Ava - King Narapati Ava
- Development: 62
- Provinces: 6
- Fort Level: 3
- Tributary Subjects: Kale, Mong Yang, Taungu, Hsenwi, Mong Kawng, Mong Pai, Mong Nai, Hsipaw, Prome
The Kingdom of Sukhothai - Prince Thammaracha IV Suphannaphum
- Development: 39
- Provinces: 3
- Fort Level: 3
- Vassal under Ayutthaya
Chiefdom of Tsang - Chief Norzang Rinpungpa
- Development: 36
- Provinces: 8
- Fort Level: 1
Kingdom of Kotte - King Parakramabahu VII Savulu
- Development: 19
- Provinces: 3
- Fort Level: 1
- Vassals: Kandy
Shinto Samurai - starting Statistics
The Ashikaga Shogunate has become weak and complacent, appeasing the ambitions of upstart daimyo to avoid open confrontation. Now these ambitious daimyo have threatened war on their rivals and all watch to see if the shogun has the power and will to maintain order. The weakness of the Ashikaga leave the daimyo of Japan at a crossroads with many different futures possible for the great realm of the Samurai. A strong daimyo can choose to force the shogun to acknowledge their independence from Kyoto and gain the right to forge their own nations across the seas, but if the people of Japan wish to rival the power of the Chinese Emperor, they will likely need to work together. A shogun with loyal daimyo under his command can begin to extend the rule of Kyoto to mainland Asia at the head of a formidable Samurai army, and foreign conquests can in turn be handed to the control of the most loyal. The shogun can also modify his Isolationist policies when the opportunities arise to appease or control the daimyo as the balance of power dictates: restricting foreign influence as much as possible when the shogunate is in a strong position. A clever shogun will ensure that his daimyo remain balanced in power as much as possible, and that those who threaten the balance are punished, while a clever Daimyo will always keep a path clear to Kyoto, should the shogun be complacent and fail to confront the power of the Chinese Empire. At the end of the day, how can any believe in the divinity of the Chrysanthemum Throne if its occupant must defer to a foreign Emperor.
Daimyo of the Satake - Lord Yoshihito Satake
- Development: 6
- Provinces: 1
- Fort Level: 1
- Daimyo under Ashikaga
Daimyo of the Tokugawa - Lord Nobumitsu Matsudaira
- Development: 7
- Provinces: 1
- Fort Level: 1
- Daimyo under Ashikaga
Daimyo of the Chosokabe - Lord Fumikane Chosokabe
- Development: 7
- Provinces: 1
- Fort Level: 1
- Daimyo under Ashikaga
Daimyo of the Yamana - Lord Mochitoyo Yamana
- Development: 29
- Provinces: 4
- Fort Level: 1
- Daimyo under Ashikaga
Tribe of the Ainu - Native Council
- Development: 9
- Provinces: 3
- Fort Level: 1
Daimyo of the Satake - Lord Yoshihito Satake
- Development: 6
- Provinces: 1
- Fort Level: 1
- Daimyo under Ashikaga
Daimyo of the Tokugawa - Lord Nobumitsu Matsudaira
- Development: 7
- Provinces: 1
- Fort Level: 1
- Daimyo under Ashikaga
Daimyo of the Chosokabe - Lord Fumikane Chosokabe
- Development: 7
- Provinces: 1
- Fort Level: 1
- Daimyo under Ashikaga
Daimyo of the Yamana - Lord Mochitoyo Yamana
- Development: 29
- Provinces: 4
- Fort Level: 1
- Daimyo under Ashikaga
Tribe of the Ainu - Native Council
- Development: 9
- Provinces: 3
- Fort Level: 1
ENTERPRISING INTERLOPERS - STARTING STATISTICS
The island kingdoms of the south have not yet drawn the attention of the Ming Empire, but as trade across the seas grows these nations can find great profit in controlling access to the markets and vast resources of the Empire's peoples. However, a strong and unified Chinese Empire will minimize opportunities for foreigners and likely seek to extend their control to the prosperous island nations. No matter how powerful they might become, the foreign dynasties of the southern islands would be unlikely to ever be seen as legitimate rulers of China, and must instead rely on finding regional powers with sympathetic goals and destabilizing hostile empires. Through their connections with the the peoples of India, Persia, Arabia, and Africa, the island kingdoms can profit greatly by usurping control of Chinese exports in ways that the Chinese themselves cannot. Though the island kingdoms might wish to work together in order to rival the Chinese Empire or any other power that seeks to threaten their control of the sea routes, there is never enough gold for all, and only the few who truly dominate the markets will be able to leave their mark on history.
The Kingdom of Majapahit - Maharani Suhita Rajasanagara
- Development: 87
- Provinces: 10
- Fort Level: 1
- Tributaries: Palembang, Bali, Banjar, Blambangan
The Sultanate of Malacca - Sultan Ibrahim Srivijaya
- Development: 61
- Provinces: 6
- Fort Level: 1
The Kingdom of Palembang - Maharaja Jisun Shi
- Development: 27
- Provinces: 3
- Fort Level: 1
- Tributary under Majapahit
Sultanate of Bengal - Sultan Nasir-ud-Din Shahi
- Development: 177
- Provinces: 19
- Fort Level: 5
Tribe of Larrakia - Chief Mogo Odern
- Development: 5
- Provinces: 1
- Fort Level: 1
The Kingdom of Majapahit - Maharani Suhita Rajasanagara
- Development: 87
- Provinces: 10
- Fort Level: 1
- Tributaries: Palembang, Bali, Banjar, Blambangan
The Sultanate of Malacca - Sultan Ibrahim Srivijaya
- Development: 61
- Provinces: 6
- Fort Level: 1
The Kingdom of Palembang - Maharaja Jisun Shi
- Development: 27
- Provinces: 3
- Fort Level: 1
- Tributary under Majapahit
Sultanate of Bengal - Sultan Nasir-ud-Din Shahi
- Development: 177
- Provinces: 19
- Fort Level: 5
Tribe of Larrakia - Chief Mogo Odern
- Development: 5
- Provinces: 1
- Fort Level: 1
Session 1 - 1444-1472
1 Imperial Succession
Daimyo of the Yamana Kingdom of Korea Daimyo of the Satake Princedom of Shun Khanate of the Chagatai Kingdom of Khmer Kingdom of Dai Viet Kingdom of Ryukyu Kingdom of Ava Kingdom of Kotte Khanate of the Udege Daimyo of the Tokugawa Daimyo of the Chosokabe Daimyo of the Ainu Kingdom of Majapahit Sultanate of Malacca Confederacy of Palembang Sultanate of Bengal Tribe of Larrakia |
Accumulated Total
1200 800 320 250 200 160 |
Trade Centers
1200 800 320 250 |
Victory Cards
|
Market Domination
|
Subjects
200 160 |
1465 Emperor Shaozong Zhu - Age of Discovery
Session 2 - 1472-1500
1 Imperial Succession
Kingdom of Korea Daimyo of the Yamana Sultanate of Malacca Shogunate of the Satake Princedom of Shun Khanate of the Chagatai Kingdom of Khmer Kingdom of Dai Viet Kingdom of Ryukyu Kingdom of Ava Kingdom of Kotte Khanate of the Udege Daimyo of the Tokugawa Daimyo of the Chosokabe Daimyo of the Ainu Kingdom of Majapahit Confederacy of Palembang Sultanate of Bengal Tribe of Larrakia |
Accumulated Total
1920 1600 800 720 500 400 320 |
Trade Centers
800 400 400 250 |
Victory Cards
|
Market Domination
|
Subjects
320 800 200 160 |
1478 - Emperor Yousi Zhu - Age of Discovery
Session 3 - 1500-1524
1 Imperial Succession
Shogunate of the Satake Kingdom of Korea Sultanate of Malacca Daimyo of the Yamana Kingdom of Ryukyu Princedom of Shun Daimyo of the Tokugawa Daimyo of the Chosokabe Daimyo of the Ainu Kingdom of Khmer Kingdom of Ava Khanate of the Chagatai Kingdom of Majapahit Kingdom of Dai Viet Kingdom of Kotte Khanate of the Udege Confederacy of Palembang Sultanate of Bengal Tribe of Larrakia |
\Accumulated Total
2720 2720 1600 1600 1500 750 500 500 500 480 400 400 400 160 |
Trade Centers
1000 800 1500 250 500 500 400 400 |
Victory Cards
|
Market Domination
|
Subjects
1000 800 500 160 160 |
1514 - Emperor Wenkui Zhu - Age of Discovery
Session 4 - 1524-1559
1 Imperial Succession
Shogunate of the Satake Kingdom of Korea Kingdom of Ryukyu Daimyo of the Chosokabe Sultanate of Malacca Daimyo of the Ainu Princedom of Shun Kingdom of Khmer Daimyo of the Yamana Kingdom of Dai Viet Daimyo of the Tokugawa Kingdom of Majapahit Kingdom of Ava Tribe of the Manchu Khanate of the Chagatai Kingdom of Kotte Confederacy of Palembang Sultanate of Bengal Tribe of Larrakia |
Accumulated Total
10120 5720 4700 4300 3600 2100 1750 1680 1600 1560 1500 1200 1200 1000 400 |
Trade Centers
2000 3000 2000 600 800 1000 800 1000 800 800 1000 |
Victory Cards
|
Market Domination
1200 |
Subjects
5400 3200 1200 1600 400 1400 |
1539 - Emperor Wenkui II Zhu - Age of Reformation
Session 5 - 1559-1590
1 Imperial Succession
Shogunate of the Satake Daimyo of the Chosokabe Kingdom of Ryukyu Celestial Empire of Korea Sultanate of Malacca Tribe of the Manchu Princedom of Shun Daimyo of the Ainu Kingdom of Khmer Kingdom of Dai Viet Kingdom of Majapahit Daimyo of the Tokugawa Daimyo of the Yamana Kingdom of Ava Khanate of the Chagatai Kingdom of Kotte Confederacy of Palembang Sultanate of Bengal Tribe of Australia |
Accumulated Total
17920 9500 7900 6720 6100 4000 3750 3700 3180 3060 2700 2500 2400 2200 400 |
Trade Centers
2000 400 2000 1000 1000 3000 2000 1000 1000 1000 800 1000 |
Victory Cards
|
Market Domination
1200 |
Subjects
5800 4800 1500 1600 500 1500 500 |
1562 - Emperor Yun O - Age of Reformation
Session 6 - 1590-1624
2 Imperial Successions
Shogunate of the Satake Sultanate of Ryukyu Tribe of the Manchu Kingdom of Shun Kingdom of Majapahit Sultanate of Malacca Daimyo of the Chosokabe Kingdom of Khmer Celestial Empire of Korea Kingdom of Dai Viet Daimyo of the Tokugawa Kingdom of Ava Daimyo of the Ainu Khanate of the Chagatai Tribe of Australia Daimyo of the Yamana Sultanate of Bengal Kingdom of Kotte Confederacy of Palembang |
Accumulated Total
35520 25900 17500 15750 14950 13100 10900 10680 9220 8060 6500 4700 3700 2900 2500 2400 1500 |
Trade Centers
5000 15000 7500 7500 2500 4000 1400 7500 2500 5000 4000 2500 2500 2500 1500 |
Victory Cards
6000 |
Market Domination
7500 3000 4500 4500 |
Subjects
5100 5250 3000 |
1593 - Emperor Yeong O - Age of Reformation
1610 - Emperor Hyosun O - Age of Absolutism
Session 7 - 1624-1652
1 Imperial Succession
Shogunate of the Satake Sultanate of Ryukyu Celestial Empire of the Manchu Kingdom of Majapahit Kingdom of Shun Sultanate of Malacca Kingdom of Khmer Daimyo of the Chosokabe Kingdom of Dai Viet Kingdom of Korea Daimyo of the Tokugawa Kingdom of Ava Khanate of the Chagatai Tribe of Australia Daimyo of the Ainu Sultanate of Bengal Daimyo of the Yamana Kingdom of Kotte Confederacy of Palembang |
Accumulated Total
41220 34100 27300 21250 20550 16700 14280 12700 11060 10720 8300 5900 4900 4900 3700 2700 2400 |
Trade Centers
3000 7200 4500 4800 2400 3600 1800 3000 1500 1800 1200 1200 2400 1200 |
Victory Cards
1000 3000 800 |
Market Domination
3600 |
Subjects
2700 2300 2700 1200 |
1625 - Emperor Yong II Niohuru - Age of Absolutism
Session 8 - 1652-1673
1 Imperial Succession
Shogunate of the Satake Celestial Empire of the Qing Sultanate of Ryukyu Kingdom of Shun Kingdom of Majapahit Sultanate of Malacca Daimyo of the Chosokabe Kingdom of Khmer Daimyo of the Tokugawa Tribe of Australia Kingdom of Dai Viet Kingdom of Korea Khaganate of the Chagatai Kingdom of Ava Daimyo of the Yamana Daimyo of the Ainu Sultanate of Bengal Kingdom of Kotte Confederacy of Palembang |
Accumulated Total
49660 42500 38660 28950 23350 19100 18440 16480 12240 11700 11060 10720 10500 8300 5440 5220 3300 |
Trade Centers
3000 7500 4320 4800 2400 2700 1800 900 4800 1200 600 600 |
Victory Cards
3000 240 400 2000 800 |
Market Domination
3600 3600 1800 |
Subjects
5440 4700 2100 3040 3040 3040 1520 |
1660 - Emperor Xuanye Niohuru - Age of Absolutism
Session 9 - 1673-1706
2 Imperial Successions
Celestial Empire of the Qing Empire of Japan Kingdom of Shun Sultanate of Ryukyu Kingdom of Majapahit Tribe of Australia Sultanate of Malacca Daimyo of the Chosokabe Kingdom of Khmer Khaganate of the Chagatai Daimyo of the Tokugawa Kingdom of Dai Viet Kingdom of Korea Kingdom of Ava Daimyo of the Yamana Daimyo of the Ainu Sultanate of Bengal Kingdom of Kotte Confederacy of Palembang |
Accumulated Total
66000 50560 46950 40020 29750 28800 20300 18680 17580 14400 12240 11060 10720 9500 5740 5220 3600 |
Trade Centers
13500 900 10800 1200 300 13500 1200 240 900 3000 300 300 300 |
Victory Cards
6000 160 3600 200 |
Market Domination
7200 4500 900 |
Subjects
4000 6100 |
1677 - Empress Xiaozhuang Gioro - Age of Absolutism
1698 - Emperor Changning Niohuru - Age of Absolutism
Session 10 - 1706-1738
2 Imperial Successions
Celestial Empire of the Qing Kingdom of Shun Empire of Japan Tribe of Australia Kingdom of Majapahit Sultanate of Ryukyu Sultanate of Malacca Duchy of the Chosokabe Khaganate of the Chagatai Kingdom of Khmer Daimyo of the Tokugawa Kingdom of Dai Viet Kingdom of Korea Kingdom of Ava Daimyo of the Yamana Daimyo of the Ainu Sultanate of Bengal Kingdom of Kotte Confederacy of Palembang |
Accumulated Total
86000 63950 50560 50300 48750 40020 20300 18680 17900 17580 12240 11060 10720 9500 5740 5220 3600 |
Trade Centers
14000 14000 17500 4000 3500 |
Victory Cards
6000 3000 4000 |
Market Domination
8000 |
Subjects
7000 |
1709 - Emperor Suiha Niohuru - Age of Absolutism
1730 - Emperor Yongqi Niohuru - Age of Revolutions
Session 11 - 1738-1764
2 Imperial Successions
Khanate of the Qing Celestial Empire of Shun Kingdom of Majapahit Tribe of Australia Empire of Japan Sultanate of Ryukyu Sultanate of Malacca Khaganate of the Chagatai Kingdom of Khmer Kingdom of the Chosokabe Rev. Republic of Ava Sultanate of Bengal Kingdom of Dai Viet Daimyo of the Tokugawa Kingdom of Korea Daimyo of the Yamana Daimyo of the Ainu Rev. Republic of Kotte Confederacy of Palembang |
Accumulated Total
104000 84750 78350 66300 63360 60820 58300 27900 27180 23480 14500 13600 13060 12240 10720 7340 5220 |
Trade Centers
16000 16000 8000 14000 12000 16000 16000 4000 9600 4800 4000 4000 2000 1600 |
Victory Cards
2000 4800 2000 4800 6000 1000 |
Market Domination
6000 16000 6000 6000 |
Subjects
15600 800 |
1748 - Empress Yuying II Tang - Age of Revolutions
1757 - Emperor Cijiang Tang - Age of Revolutions
Session 12 - 1764-1792
1 Imperial Succession
Khanate of the Qing Kingdom of Majapahit Rev. Republic of Shun Sultanate of Malacca Tribe of Australia Sultanate of Ryukyu Empire of Japan Khaganate of the Chagatai Kingdom of Khmer Celestial Empire of the Chosokabe Rev. Republic of Ava Sultanate of Bengal Rev. Republc of Dai Viet Daimyo of the Tokugawa Kingdom of Korea Daimyo of the Yamana Daimyo of the Ainu Rev. Republic of Kotte Confederacy of Palembang |
Accumulated Total
113000 97550 89550 77300 74300 72820 69360 37900 33180 29480 17500 15600 13060 12240 10720 7340 5220 |
Trade Centers
8000 6000 4800 8000 6000 9600 6000 4000 6000 6000 2000 2000 |
Victory Cards
1000 3000 2000 2400 1000 |
Market Domination
6000 8000 6000 |
Subjects
7200 |
1773 - Emperor Kanetsuna Chosokabe - Age of Revolutions
Session 13 - 1792-1821
4 Imperial Successions
Sultanate of Malacca Tribe of Australia Khanate of the Qing Sultanate of Ryukyu Tribal Empire of the Mongols Kingdom of Majapahit Rev. Republic of Shun Empire of Japan Rev. Republic of Ava Celestial Empire of the Chosokabe Kingdom of Khmer Sultanate of Bengal Rev. Republic of Korea Rev. Republc of Dai Viet Rev. Republic of the Tokugawa Rev. Republic of the Yamana Duchy of the Ainu Rev. Republic of Kotte Pir. Confederacy of Palembang |
Accumulated Total
189300 160300 137000 134820 131900 124550 113550 97360 49500 33480 33180 23600 20720 13060 12240 7340 5220 |
Trade Centers
40000 50000 16000 62000 38000 18000 24000 12000 16000 4000 8000 6000 |
Victory Cards
24000 36000 8000 32000 16000 16000 4000 |
Market Domination
48000 24000 |
Subjects
9000 |
1812 - Emperor Fumikane Chosokabe - Age of Revolutions
1819 - Emperor Shigeyoshi Chosokabe - Age of Revolutions
1820 - Emperor Kanemitsu Chosokabe - Age of Revolutions
1821 - Final - Age of Revolutions
Final World State
Confirmed Players 19/21
Legacy Players
1 - moneymaker/Braxton - Placement from Conquest of Paradise II
2 - oriemaster198/Wyatt - Placement from Conquest of Paradise II
3 - DiePie - Placement from Conquest of Paradise II
4 - Dr. Decoy - Placement from Conquest of Paradise II
5 - SpicyLunchbox/weston - Placement from Conquest of Paradise II
6 - YoFlyMyGuy/Nate - Placement from Conquest of Paradise II
7 -lookatall26/Blake - Placement from Conquest of Paradise II
8 - Iron/Brian - Placement from Conquest of Paradise II
9 - Jeudy100/Jordan - Placement from Conquest of Paradise II
10 - Alec - Placement from Conquest of Paradise II
11 - Reqrium - Placement from Emperor II
12 - Official Mr. Scruff/Brad - Placement from Conquest of Paradise II
13 - William/Biggus - Placement from Emperor I
Random Players (14 - 16)
14 - morosaurus - 75
15 - unemployedmale - 63
16 - Demiwar - 42
Title-Winner Penalty Box
17 - ekcrbe/Erik - Placement from Conquest of Paradise II
18 - Blyatt/Wyatt - Placement from Conquest of Paradise II
19 - Aqulan - Placement from Conquest of Paradise II
1 - moneymaker/Braxton - Placement from Conquest of Paradise II
2 - oriemaster198/Wyatt - Placement from Conquest of Paradise II
3 - DiePie - Placement from Conquest of Paradise II
4 - Dr. Decoy - Placement from Conquest of Paradise II
5 - SpicyLunchbox/weston - Placement from Conquest of Paradise II
6 - YoFlyMyGuy/Nate - Placement from Conquest of Paradise II
7 -lookatall26/Blake - Placement from Conquest of Paradise II
8 - Iron/Brian - Placement from Conquest of Paradise II
9 - Jeudy100/Jordan - Placement from Conquest of Paradise II
10 - Alec - Placement from Conquest of Paradise II
11 - Reqrium - Placement from Emperor II
12 - Official Mr. Scruff/Brad - Placement from Conquest of Paradise II
13 - William/Biggus - Placement from Emperor I
Random Players (14 - 16)
14 - morosaurus - 75
15 - unemployedmale - 63
16 - Demiwar - 42
Title-Winner Penalty Box
17 - ekcrbe/Erik - Placement from Conquest of Paradise II
18 - Blyatt/Wyatt - Placement from Conquest of Paradise II
19 - Aqulan - Placement from Conquest of Paradise II