recursal/Fanatic-Fandom huggingface dataset:
Biohunter

## **Setting**

Professors Koshigaya and Komada are biohunters, people who hunt the twisted monstrosities that those infected with the "Demon virus" have become. Their latest target is one of the most influential men of Japan.

* Bokudoh Murakami: Bokudoh is a famous and powerful psychic who can sense the Demon virus within someone. He discovered the virus within Masajuro Tabeh, who now hunts him for answers and a cure.
* Darwin: Darwin discovered the theory of evolution and is an influential scientist.
* Hiromi Ishida: Hiromi is a victim of the Lustkiller.
* The Lustkiller: the Lustkiller is the name given by police and media to the serial killer who targets young women and performs acts of cannibalism, unbeknownst to most this is actually Masajuro Tabeh.
* Mary: Mary is a young woman who has been infected with the Demon virus.
* Masajuro Tabeh: Masajuro is the head of the Republican party in Japan and he has been infected by the Demon virus, which now forces him to eat the livers of young women straight from their living bodies, as such he has been killing numerous girls and women and has become known as the Lustkiller.
* Maxim Gilbert: Maxim is a geneticist who discovered "Maxim Gilbert's Law".
* Mikawa: Mikawa is Masajuro Tabeh's main enforcer.
* Professor Komada: Komada is a professor in molecular biology, but he has also been infected with the Demon virus. His immune system, however, grants him a measure of control over his mutation and the accompanying mutations.
* Professor Koshigaya: Koshigaya is a biohunter and college professor, specialising in molecular biology.
* Sayaka Murakami: Sayaka is a young woman and the Bokudoh's granddaughter. She falls in love with Komada, but after he sacrifices his remaining humanity to save her, they both realise that it isn't meant to be.
Baxtris

**Baxtris** is a formable country in Bactria region, representing unification of bactrian tribes.

## Government

### Government Rank

Large States (III)

Can be formed by any of 3 Bactrian countries with 120 total development, owns and cores 50 provinces in Bactria region, including

* Bakhlo (2828)
* Oxeiana (2857)
* Drapsaka (2824)

while other two bactrian countries don't exist.

When formed by a country below government rank of Large State (III) will become Large State (III).

Forming Baxtris adds permanent claims over Bactria region.

## Traditions

Trade Efficiency +10%

Merchants +1

## Ideas

MultireligiousTolerance of Heretics +1

Tolerance of Heathens +1

Greek and Indian InfluenceInstitution Spread +20%

Ferghana HorsesCavalry Combat Ability +10%

Bactrian GoldYearly Prestige +1

SilkroadCaravan Power +33%

War ElephantsCavalry Combat Ability +5%

Shock Damage +5%

Land of the Thousand CitiesGoverning Capacity +200
Zamolxis

## Religious Modifiers

Morale of Armies +10%

Cost of Reducing War Exhaustion -20%

## Religion Mechanics

Religious Authority

Orthodox Icons

## Gods

ZamolxisNational Unrest -1

Advisor Costs -10%

KotysDiscipline +2.5%

Land Fire Damage +10%

GebeleizisIdea Cost -5%

Shock Damage +10%

BendisProduction Efficiency +10%

Manpower Recovery Speed +10%

DerzelasMorale of Navies +5%

Recover Navy Morale Speed +10%

**Zamolxis** (dacian\_religion) is a pagan unorganized religion of Dacian people.

Religious Authority can be gained by random events that happen to every country that has Religious Authority as a mechanic. Orthodox Icons allow you to select gods with different modifiers for 10 religious authority that become active for duration of 10 years.
Italia

**Italia** is a formable country in Italia region, representing Italian Confederacy.

## Traditions

Province War Score Cost -15%

Possible Mercenaries +100%

## Ideas

Gaul Invasion of ItaliaDiplomatic Relations +2

Sacred SpringCore-Creation Cost -10%

The Legend of Sabine womenYearly Prestige +1

Greek ColoniesTrade Efficiency +10%

Military SocietyYearly Army Tradition +1

Bellum SocialeMorale of Armies +10%

Italian ConfederacyPower Projection from Insults +100%

## Ambition

Stability Cost Modifier -15%

Can be formed by Italic country that is not Latin or Etruscan, that owns and cores entire Italia region.

When formed by a country below government rank of a Large State (III) will become a Large State (III).

Renames your capital to "Italica", if tribal changes your government to a Republic enacting League reform, also adds 50 prestige.
Medo-Babylonian War against the Assyrian Empire

The Medo-Babylonian War against the Assyrian Empire started in 626 BC/128 AUC and at the start of the game, it is still raging on. It was an invasion from Media and Babylonia and various other nations against Assyria.

## Medo-Babylonian Side

* The Great Power of Babylonia
* Media
	+ the Median Tributaries of Sagartia,
	+ Parsumash and
	+ Anshan
* Cimmeria
* Elam
* Hume
* Ishkuza
* Urartu

## Assyrian Side

* The Great Power of Assyria
	+ the Assyrian Autonomous Vassals of Parsua,
	+ Zamua and
	+ Ellipi
* The Great Power of Egypt
Etruria

*Manticore on Pearl Background*

**Etruria** is a formable country, located in Italia region, representing Etruscan League.

Can be formed by Etruscan country that owns and cores Etruria Orientalis and Etruria Occidentalis areas.

When formed by a country below government rank of a Large State (III) will become a Large State (III).

## Traditions

Land Force Limit Modifier +20%

Discipline +5%

## Ideas

Indigenous inhabitants of ItaliaInfantry Combat Ability +10%

The Teachers of this LandTechnology Cost -5%

The Etruscan StatesManpower Recovery Speed +15%

The Heirs of the VillanovansProduction Efficiency +5%

Global Trade Power +10%

Rivals of Phoenicians and GreeksSmall Warship Combat Ability +15%

May Raid Coasts

Silver-tonguedDiplomats +1

Improve Relations +10%

Our Gods are TheirsMissionaries +1

Tolerance of True Faith +1

## Ambition

National Unrest -2

Forming Etruria changes your government to a Republic enacting League reform and gives 25 prestige.
Byeonhan

**Byeonhan** is a formable country located in Korea, representing one of the three confederations of South Korea.

Can be formed by any country with a capital in Byeonhan region except Tammura that

* owns 25 provinces in Byeonhan region,
* has at least 60 development,
* has at least 15 prestige.

Forming Byeonhan confederation sets your capital in Byeonhan (1712), when formed by a country below government rank of Large State (III) will become Large State (III), adds permanent claims to Byeonhan region, adds CB to vassalize any country who holds land in those regions, allows a new set of national ideas.

## Traditions

Merchant +1

Infantry Combat Ability +10%

## Ideas

Increased Weapon ProductionInfantry Cost -10%

Common Origin with JinhanImprove Relations +20%

Exporting IronTrade Efficiency +10%

Byeonhan MasonryConstruction Cost -10%

Controlling the Nakdong DeltaDomestic Trade Power +10%

Centralization EffortsYearly Government Organization +0.10

Form a Chief CityAdministrative Efficiency +5%
Enuma Elish

## Religious Modifiers

Monthly Autonomy Change -0.05

Yearly Government Organization +0.10

## Gods

IshtarChance of New Heir +100%

Aggressive Expansion Impact -10%

Nabu Institution Spread +10%

Administrative Technology Cost -5%

DagonNational Unrest -1

Diplomatic Reputation +1

SinProduction Efficiency +10%

Idea Cost -5%

NinurtaSailor Recovery Speed +10%

Monthly War Exhaustion -0.05

***Enūma Eliš*** (mesopotamian\_religion) is a pagan unorganized religion originating from Mesopotamia, named after first words in creation myth, which over the seven tablets, describes the creation of the world, a battle between gods focused on the supremacy of Marduk, the creation of man destined for the service of the Mesopotamian deities, and it ends with a long passage praising Marduk.

Religious Authority can be gained by random events that happen to every country that has Religious Authority as a mechanic.

Gods in this religion are tied to specific cities and are considered patron god of the city. Originally primary God was Enlil but later Marduk was made primary God by Babylonia which controlled Lower Mesopotamia, later Assyria due to rivalry between the cities have adopted Ashur as primary God in their region.

Enuma Elish was also syncretic adopting various semitic and elamite gods.
Arabic

## Religious Modifiers

Cavalry Cost -10%

Land Attrition -10%

## Religion Mechanics

Religious Authority

Orthodox Icons

## Gods

DusharaNational Unrest -1

State Maintenance -10%

ManatDiscipline +5%

Aggressive Expansion Impact -10%

WaddYearly Prestige +0.50

Idea Cost -5%

ShamashProduction Efficiency +10%

National Tax Modifier +5%

TalabTrade Efficiency +5%

Morale of Navies +5%

**Arabic Polytheism** (arab\_religion) is pagan unorganized religion of pastoral tribes in Arabia regions.

Religious Authority can be gained by random events that happen to every country that has Religious Authority as a mechanic. Orthodox Icons allow you to select gods with different modifiers for 10 religious authority that become active for duration of 10 years.

Until influence from Greek and Roman culture their gods were mostly depicted in geometrical stones of various shapes slowly gaining more detail closer to human. They worshipped Gods and Goddesses in various ways from rituals and divinations to pilgrimages and ritual sacrifices.

Gods were often worshipped through idolatry which was used by tribes to assert their dominance, idols would be taken in conquest and brought to conquerors land to force people into pilgrimage, marching into their land and be reminded who they serve. There were also peaceful cases, Bedouin tribes brought their idols into Kaaba where Hubal was chief deity, which helped setting aside any tribal feuds, they would worship their gods in the *Kaaba* and trade with each other in the city.

One of the characteristics of Arab paganism as it has come down to us is the absence of a mythology, narratives that might serve to explain the origin or history of the gods. Many of the deities have epithets, but are lacking myths or narratives to decode the epithets, making them generally uninformative.

Arabic religion was tolerant to other religions, Jewish and Christian communities were not uncommon in Arabia.
Aethiopia

Aethiopia is a formable country in the Aethiopia region.

Aethiopia can be formed by any Cushitic country with 500 total development, that owns and cores the provinces of:

* Axum (868)
* Yeha (870)
* Adoulis (872)

When formed by a country below government rank of Major State (IV) will set government rank to a Major State (IV).

Forming Aethiopia gives permanent claims over the Aethiopia region.
Cimmeria

## Government

### Government Type

Bosporan Kingdom / Bosporan Republic (Mercenary,Trade Focused)(exlusive with Cimmerian Bosporan missions)

### Government Rank

No tied Goverment Rank

**Bosporian Kingdom** (**Kimmerikou Bosporou**) is a formable country, located in the Chersonesus area inside the southern part of the South-Western part of Scythia Subcontinent , Cimmeria region.

Can be formed by the decision "Form the Bosporian Kingdom" which is available to any Hellenic culture country that owns and cores the provinces of:

(If decision doesn't appear , change capital to Pantikapaion(2004) and wait month to tick.)

##### V 3.1.2

* Chersonesos (1996)
* Theodosia (2000)
* Pantikapaion (2004)
* Phanagoreia (2068)
* Kimmerkion(2003)
* Tanais (2013)
* And either of:
* Tanais(2013)
* Kalos Limen(1994)

Forming Bosporian Kingdom adds:

Permanent claims over the "Chersonesus Heraclea" and "Carcinites" area.

Gain 25 prestige.

## Traditions

Global Trade Power +10%

Trade Range +33%

## Ideas

Refuge From the HordesFort Denfense +20%

Greek SettlementsCulture Conversion Cost -20%

Tyrant FoundingInfantry Comat Ability +10%

Ionic MaritimeMorale of Navies +10%

Black Sea TradeTrade Efficiency +10%

Ripe Grain Prroduction Efficiency +10%

Cimmerian Blood National Unrest -1

Promote Culture Cost -33%
Han Chao

Great Han the Milky Way Empire

**Han Chao** is a formable country in China super-region, representing unification of China under one Emperor.

Can be formed by Han of the Rebellion Against Qin bookmark, follows a chinese religion and controls entire China super-region either by direct control or subjects.

Forming Han Chao gives you mandate of heaven, changes your national ideas to "Great Han the Milky Way empire" and proclaims you rightful emperor of China instead of just claimant.

Historically formed by a rebel leader Liu Bang, later known as Emperor Gaozu of Han, a minor law enforcement officer within conquered state of Chu, as a result of rebellion against Qin during the political chaos, as Qin was partitioned into eighteen kingdoms he was not satisfied with his position in poor Bashu region he was given and rised up against his former leader Xiang Yu who partitioned Qin, taking over all eighteen kingdoms and proclaiming himself Emperor of China under Han dynasty of house Liu.

## Traditions

Land Force Limit +33%

Advisor Cost -15%

## Ideas

Inheriting the System of QinAdministrative Efficiency +10%

Restoring Social PowerYears of Separatism -10

Order to Expand FavoursMonthly Autonomy Change -0.05

Liberty Desire in Same Continent Subjects -10%

Official Control of Salt and IronProduction Efficiency +10%

National Tax Modifier +10%

Unified Ideological SystemMaximum Government Organization +25

Inspection and Recommendation SystemYearly Meritocracy +1

Enemy, Though Faraway, Must be AnnihilatedMorale of Armies +20%
Slavic

## Religious Modifiers

National Unrest -1

Leaders Without Upkeep +1

## Religion Mechanics

Harmonization

Secondary Religion

**Slavic** (slavic\_religion) is pagan unorganized religion of slavic people. Highly syncretic in nature but lacks organization, should be played through harmonization rather than conversion.

Uses Harmony mechanic that allows country to syncretize with other religions.

Harmonizing a religion takes 34 years, and decreases harmony in a country by 3 yearly while harmonizing.

Once a religion is harmonized, it will provide a permanent bonus depending on the religion and provinces following it will not harm religious unity. Slavic faith also allows to select any of the harmonized faiths as a secondary for additional benefits.

Slavic polytheism was different for every tribe, often the gods and customs did not match, there was no organized pantheon nor was there organized priesthood caste. Volkhvy who serve as diviners, augurs and mystics, would often wander preaching heresy and doomsday prophecies.

Early Slavdom was ethnoreligious before being ethnonational; that is to say, belonging to the Slavs was chiefly determined by conforming to certain beliefs and practices rather than by having a certain racial ancestry or being born in a certain place.

Slavic people used to live under protection of foreign tribes and for the most part were barely distinguishable from them, thus obscure to history until later on. Slavic faith and culture were very syncretic and often conquerors ended up dissolving into slavic melting pot. Slavic religion was an outgrowth of a purported common Proto-Indo-European religion, sharing strong similarities with other neighbouring belief systems such as those of Balts, Thracians and Phrygians.

The first known to history slavic tribe Veneti, the only slavic country present in our mod, used to live known under the name "Sporoi" with the Scythian tribes, when one of the youngest tribes of Royal Scythians moved to Baltic so did the Sporoi, eventually becoming dominant and becoming known as Veneti (supposed ancestor of all later slavic tribes).
Lusitania

**Lusitania** is a formable nation in Lusitania region, representing unification of ibero-celtic Lusitani tribes.

Can be formed by Lusitani country that owns and cores 16 provinces in Lusitania region, with total population (development) of 50.

## Traditions

Land Maintenance Modifier -10%

Movement Speed +10%

## Ideas

Lusitanian GodsReinforce Speed +20%

Tolerance of True Faith +1

Mineral RichProduction Efficiency +10%

Lusitanian WeaponsmithsShock Damage +5%

Shock Damage Recieved -5%

Guerilla AdeptsAttrition for Enemies +1

Iuventus LusitaniManpower Recovery Speed +20%

Yearly Army Tradition Decay -0.5%

Lusitanian WarsMorale of Armies +15%

Dependant TribesLiberty Desire In Subjects -10%

## Ambition

Land Force Limit Modifier +25%

When formed by a country below government rank of Large State (III) will become Large State (III).

Forming Lusitania adds permanent claims over Lusitania Occidentalis and Lusitania Orientalis.
Pontus

**Pontus** is a formable country located in Pontus region, representing Trapezous conquest of Pontus area.

Can be formed by any greek colony after event "Koine Greek" which changes Ionic to Pontic Greek in Pontus area, owns and cores provinces of:

* Trapezous (2232),
* Amisos (2228),
* Sinope (2225),
* Amaseia (2237).

Forming Pontus adds permanent claims over Helenopontus, Pontus Polemoniacus and Paryadres Mons areas.

## Traditions

Infantry Combat Ability +10%

Ship Costs -10%

## Ideas

Fortified PositionGarrison Size +25%

Trade with CaucasusGlobal Trade Power +15%

Natural HarbourNaval Maintenance Modifier -25%

Local TribesPower Projection from Insults +100%

Fighting the PiratesNaval Force Limit Modifier +10%

Trade Ship Combat Ability +10%

Holy Springs of mt. MinthrionMissionary Strength +1%

Important Logistics CenterReinforce Cost -25%
Iberia

**Iberia** is a formable country in Cartaginensis and Hispania Tarraconensis regions, representing unification of Iberian tribes.

Can be formed by any Iberian Group country that owns and cores provinces of :

* Edeta (159)
* Dianum (157)
* Indibilis (209)
* Baetulo (253)

When formed by a country below government rank of Large State (III) will become Large State (III).

## Traditions

Morale of Armies +10%

Institution Spread +20%

## Ideas

Iberian City WallsFort Defense +25%

Iberian MiningProduction Efficiency +10%

Iberian WarfareMovement Speed +5%

Land Fire Damage +10%

Ambushes and Guerilla TacticsAttrition for Enemies +1

Iberian HorsemenCavalry Combat Ability +15%

Worship of CariociecusDiscipline +5%

Greek and Phoenician GodsTolerance of Heretics +2
Assyria

*Profile of a Lamasu on beige background*

Assyria is a Great Power located in the Middle East. It stretches from the Mediterranean into Mesopotamia and from Anatolia into Palestine. Historically, it was a major player for much of the Bronze and Iron Age before it's collapse in 609 BC.

## Traditions

Monthly War Exhaustion: -0.05

Yearly Army Tradition Decay: -1%

## Ideas

King's ArmyNational Manpower Modifier: +20%

Library of AshurbanipalIdeas Cost: -10%

Assyrian BrutalityHarsh Treatment Cost: -33%

Assyrian WarfareSiege Ability: +15%Land Fire Damage: +5%

Resettlement of ArtisansGoods Produced Modifier: +10%

Assyrian FortressFort Defense: +20%

Worshiping of AshurStability Cost Modifier: -10%

### War

The Medo-Babyllonian War against the Assyrian Empire started in 626 BC/145 AUC and at the start of the game, Assyria is in the middle of it. The North and the East and as well the Assyrian subjects are occupied by its enemies.

### Reforming

If Assyria loses the war, Assyro-Hurrian nation of Hanigalbat can reform it after accepting Assyrian identity over independent Hannigalbat identity.

After several months of being released as vassal or independent state Hanigalbat will have an event that makes them question their identity, in order to chose between them Hanigalbat needs:

* Stability: 2
* Splendor: 100
* Administrative power: 100
* Legitimacy: 100
* Army Tradition: 20

Becoming fully Assyrian grants access to Reform the Assyrian Kingdom decision, you must own and core the provinces of:

* Ninuwa (2476)
* Kalhu (2478)
* Aschschur (2479)

Forming Assyria as Hanigalbat will result in Assyrian ideas being replaced by Akkadian.

## Traditions

State Maintenance -20%

Prestige Decay -1%

## Ideas

Mastering the Tigris and Euphrates RiversProduction Efficiency +10%

Goods Produced Modifier +10%

Enuma-Anu-EnlilTechnology Costs -5%

Development of Siege MachinerySiege Ability +10%

Akkadian EngineeringConstruction Cost -10%

Construction Time -10%

State PropagandaStability Cost Modifier -10%

Shar KishatimYearly Legitimacy +1

Monthly Splendor +1

Faithful and DevotedTolerance of True Faith +2
Shang

**Shang** is a formable country located in China, representing restoration of Shang dynasty.

Can be formed by: Song, Ji Shi, Dai, Xiao, GuZu or Quan.

Playing as one of them you need to own and core all provinces in Ji Zhou, Si Zhou and Yu Zhou regions.

Forming Shang will change your national ideas.

## Traditions

Morale of Armies +20%

Diplomatic Reputation +1

## Ideas

TaoFa Fatuous ZhouCore-Creation Cost -15%

Administrative Agency of the New Shang DynastyConstruction Cost -20%

New LuTaiDomestic Trade Power +33%

Establish Nine Major ArmyLand Force Limit Modifier +33%

The EmperorAdministrative Efficiency +20%

Bronze Square DingNational Tax Modifier +10%

Shang Civilization Will Not Be Cut OffMax Promoted Cultures +3
Margiana

Margiana is a formable country located in Aria-Margiana region, representing unification of margianan tribes.

Can be formed by Margianan country that owns and cores 40 provinces in Aria-Margiana region or Bactria region, has total development of 100, owns and cores provinces of Eucratidia (2832) and Mouru (2835).

When formed by country with government rank below Large State (III) will become Large State (III).

## Traditions

Yearly Army Tradition +1

Province War Cost -20%

## Ideas

The Haoma PlantTolerance of True Faith +3

Homeland of ZoroasterMissionary Strength +3%

Continuation of the AvestanInstitution Spread In True Faith Provinces +20%

Syncretism with the SakasCavalry Combat Ability +10%

Promote Culture cost -15%

Rebellious PeopleMonthly War Exhaustion -0.10

Large tribesNational Manpower Modifier +15%

Expansion of CitiesNational Tax Modifier +10%

## Ambition

Years of Separatism -5

Forming Margiana adds permanent cores over Aria-Margiana region and Bactria region.
Numidia

**Numidia** is a formable country, located in Africa region, representing unification of numidian tribes.

Can be formed by Numidian country with 250 total development that owns and cores provinces of

* Cirta (589)
* Capsa (624)
* Mina (563)
* along with 25 other provinces in Africa

If formed by Massylia , Masaesyllia must not exists , and vice versa.

if formed by neither of those , both Massylia and Masaesyllia must not exists.

When formed by a country below government rank of Large State (III) will become a Large State (III).

Forming Numidia adds permanent claims over Africa, Mauretania and Libya regions.

## Traditions

Cavalry Combat Ability +20%

Land Fire Damage +10%

## Ideas

Tolerating the PunicsImprove Relations +20%

The Two TribesCost of Reducing War Exhaustion -10%

Recover Army Morale Speed +10%

Import Agricultural TechniquesNational Manpower Modifier +15%

Urbanization and RefinementDiplomatic Reputation +0.5

Institution Embracement Cost -10%

Participants in the Punic WarsPrestige from Land Battles +25%

Changing AllegiancesLand Force Limit Modifier +25%

Stability Hit to Declare War -1

Jugurtha's GiftsSpy Network Construction +20%
Illyria

**Illyria** is a formable country located in Illyria region, representing unification of Illyrian tribes.

Can be formed by Delmatae, Ardiaei or Dardani country that owns and cores 28 provinces in Illyria region, with total development of 100.

When formed by a country below government rank of Large State (III) will become Large State (III).

## Traditions

May Raid Coasts

Chance to Capture Enemy Ships +10%

## Ideas

Brave and SkilledMorale of Armies +10%

Masters of the Adriatic SeaMorale of Navies +15%

Pirates and RaidersPrivateer Efficiency +50%

Looting Speed +50%

Tribal ConflictsChange Rival Cost -75%

Fort Maintenance on Border With Rival -50%

Illyrian NavyNational Sailors Modifier +25%

Naval Force Limit Modifier +25%

Human SacrificesNational Unrest -2

Great Illyrian RevoltReduced Morale Damage Taken By Reserves +20%

## Ambition

Ship Costs -20%Regiment Costs -20%

Forming Illyria adds permanent claims over Illyria region.
Etrusca Disciplina

*Stylized Hellenic Profile (Green)*

## Religious Modifiers

Morale of Armies +5%

Tolerance of Heretics +1

## Religion Mechanics

Religious Authority

Orthodox Icons

## Gods

ZeusNational Unrest -1

General Cost -15%

AresLand Maintenance Modifier -10%

Possible Citizen Units +10%

AthenaIdea Cost -5%

Institution Embracement Cost -15%

HephaistosConstruction Cost -10%

National Tax Modifier +5%

PoseidonMorale of Navies +5%

Morale Hit When Losing a Ship -10%

**Etrusca Disciplina** (etruscan\_religion) is a pagan unorganized religion of native Italic people.

Religious Authority can be gained by random events that happen to every country that has Religious Authority as a mechanic. Orthodox Icons allow you to select gods with different modifiers for 10 religious authority that become active for duration of 10 years.

Etruscan Discipline is the complex of all spiritual magic techniques and principles the Etruscans used to embrace for their society. They believed that our world is a reflection of Celestial world of gods and have determined locations for settlements, temples and fields according to it. Etruscans took very seriously purification of such locations from negative energies by rituals, everything in life of Etruscans was according to divine plan.

Divination was important in their society, interpretation of various natural signs that could be interpreted according to where in the sacred area the sign occurred. Depending on which section the phenomena would take place (eg.: lightning), the Etruscans knew and could attribute the natural event to the type of divinity; through interpretation of the divine message the Etruscans could predict future events. Just like Romans Etruscans were heavily influenced by greek culture and religion, their Gods eventually were matched with Greek and then absorbed into Roman religion.
Indo-Greek Kingdom

The **Indo-Greek Kingdom** is a formable country in the Sapta Sindhavah region, representing Indo-Greek population after Alexanders Empire.

The Indo-Greek Kingdom can be formed by Buddhist countries with Greco-Bactrian or Greco-Indian culture that own and core the provinces of:

* Taxila (2930)
* Nikaeia (2951)
* Boukephala (2936)
* Maii-us-than (2927)

## Traditions

Trade Efficiency +10%

Merchants +1

## Ideas

MultireligiousTolerance of Heretics +1

Tolerance of Heathens +1

Greek and Indian InfluenceInstitution Spread +20%

Ferghana HorsesCavalry Combat Ability +10%

Bactrian GoldYearly Prestige +1

SilkroadCaravan Power +33%

War ElephantsCavalry Combat Ability +5%

Shock Damage +5%

Land of the Thousand CitiesGoverning Capacity +200

## Ambition

National Tax Modifier +15%

To get Greco-Bactrian culture you must allow Hellenic influence from discovering a Hellenic country on a map while being of Bactrian culture, it will start to slowly appear in your provinces. Another way is for Hellenic ruler to be in Bactrian or Sapta Sindhavah region and wait for Split of Greek culture event, it triggers by a large Greek state with 400 total development and splits Hellenic cultures further by regions
Dacia

**Dacia** is a formable country located in Dacia region, representing unification of zamolxis worshipping thracian tribes.

Can be formed by Dacian country that owns and cores 30 provinces in Dacia region, with total development of 100.

When formed by a country below government rank of Large State (III) will become Large State (III).

Forming Dacia adds permanent claims over Dacia region.
Gogureyo

**Gogureyo** is a formable country in North Korea, formed after downfall of Go-Joseon in 37 BCE by a prince from Buyeo.

One of the major Later Three Kingdoms after downfall of original Three Kingdoms, Gogureyo has been the strongest and almost unified entirety of Korea, but was defeated by allied efforts of Kingdom of Silla and Tang China in year 668 CE.

A shortened name of it "Goreyo" (Koguryŏ / Koryŏ) has grown to become official name of the region in 5th century.

To form Gogureyo you need:

* Gojoseon must not exist
* Gogureyo culture which appears by event after year 454
* Must own and core Gojoseon region
* Ruler Military skill of 4
* Army Tradition of 40
* Government Organization of 15
* Total Development of 100
* Prestige of 30
* Either reformed Muism, have a Chinese religion or Mil Tech 26

## Traditions

Morale of Armies +20%

Land Fire Damage +10%

## Ideas

Land of HardshipsLand Attrition -20%

The Prince of BuyeoCavalry Combat Ability +10%

Hwandudaedo and Heavy ArmourShock Damage +10%

Raids in ChinaLooting Speed +25%

Movement Speed +10%

Resilience of GogureyoMonthly War Attrition -0.10

Composite Army of GogureyoLand Maintenance Modifier -20%

Taehak Schools Military Technology Cost -10%
Kushan

**Kushan** is a formable nation in Tarim Basin region, representing unification of Tocharian tribes.

Can be formed by Yuezhi country that owns 20 provinces in Tarim Basin and 120 total development.

Forming Kushan adds permanent claims over Tarim Basin region.

## Traditions

Trade Efficiency +15%

Diplomatic Relations +1

## Ideas

State Maintenance -5%

Global Trade Power +10%

Diplomats +1

Cavalry to Infantry Ratio +25%

Tolerance of Heretics +2Tolerance of Heathens +1

Technology Cost -5%

Prestige Decay -1%
Ages

### Age of Empires

Present at the start date and lasts until year 220 AUC, and afterwards in 10 years will change to the Archaic Period.

Notable events:

* Medo-Babylonian conquest of the Assyrian Empire.
* Rise of Cyrus the Great
* Spring and Autumn period in China
* Late Vedic Age struggle for power in India

* Spotlight nations: Babylonia, Media, Lydia, Assyria, Chalybes, Panchala, Zhou, Chu, Qin, Jin, Qi, Yan, Song.

### Archaic Period

Begins 10 years after 220 AUC, and after 310 AUC in 10 years will change to the Classical Period.

Notable events:

* Rise of Buddhism, Jainism, and Ajivika in India.
* Rise of Zoroastrianism and Zurvanism in Persis.
* Rise of Taoism, Legalism, Mohism and Confucianism in China.
* Revolts against Persian rule.
* Persian invasion of Greece.
* Spotlight nations: Persia, Ta-Mehu (revolting Egypt), Armenia, Sparta, Athens, Magadha.

### Classical Period

Begins 10 years after 310 AUC, and after 410 AUC in 10 years will change to the Early Hellenistic Period.

Notable events:

* Golden Age of Greece and End of Persian Invasion.
* Rise of Makedonia.
* Growing power of Carthage.
* Spotlight nations: Makedonia, Sparta, Athens, Korinthos, Qin, Wei, Zhao, Qi.

### Early Hellenistic Period

Begins 10 years after 410 AUC, and after 530 AUC in 10 years will change to the Late Hellenistic Period.

Notable events:

* Conquests of Alexander the Great
* Punic and Pyrrhic wars of Roman Republic
* Tensions between Alexander's Successor States (Diadochi)
* Rise of Parthia
* Seleucid-Magadhan Wars
* Consolidation of China under Qin
* Tensions between North Korea (Gojoseon), South Korea (Jin) and Chinese state of Yan
* Spotlight nations: Makedonia, Ptolemaic Empire, Seleucid Empire, Parthia, Roman Republic, Epirus, Syracusai, Magadha, Qin, Chu, Yan, Jin, Gojoseon.

### Late Hellenistic Period

Begins 10 years after 530 AUC, and after 680 AUC in 10 years will change to Imperial Period.
Phoenicia

*Profile of a Phoenician Galley on Blue Sea and White Sky*

**Phoenicia** is a formable nation located in the Palaestina region, representing revolting Phoenician people against foreign control.

## Traditions

Yearly Navy Tradition +0.50

Sailor Maintenance -20%

## Ideas

Lebanon CedarConstruction Cost -5%

Ship Costs -10%

Tyrian PurpleImprove Relations +20%

Egyptian Wine TradeTrade Efficiency +10%

Outposts and ColoniesMerchants +1

Merchant Trade Power +5

Skill in Ship-buildingShip Durability +10%

Phoenician ArtisansProduction Efficiency +10%

Phoenician ThalassocracyGlobal Trade Power +10%

## Ambition

Ship Trade Power +20%

Phoenicia can be formed by county of Phoenician culture that owns and cores the provinces of:

* Ramatha (2320)
* Arwad (2317)
* Gebal (2316)
* Sidun (2300)
* Sur (2299)
* Ako (2287)

When formed by a country below government rank of a Large State (III) will become a Large State (III).
Roman Republic

**Roman Republic** is a playable country in Imperium Universalis. Roman Republic started from Lucius Tarquinius Superbus, who has gained position of King by murder and scheming, people of Rome have risen against him and established a republic, electing two consuls who will rule instead of one king, to ensure no single person in Rome can hold too much power, both consuls had power of Imperator and command over military. Later due to mistreatment of plebeians they left the city of Rome and returned after concessions were made, in particular Councilum Plebis that dealt with mistreatment of Plebeians and two Tribunes of the Plebs who could veto council laws that would harm the plebeians. Corruption and sheer size of the Republic eventually led to Roman Empire also known as **Roman Principate**.

## Traditions

Infantry Combat Ability +10%

Yearly Corruption -0.10

## Ideas

The Two ConsulsAll Power Costs -2.5%

Auctoritas and PotestasStability Cost Modifier -10%

The Comitia CenturiataLand Maintenance Modifier -10%

Forced Military Service to all Social ClassesLand Force Limit Modifier +20%

Concilium PlebisYearly Republican Tradition +1

Expansion of the Ager PublicusProduction Efficiency +10%

National Manpower Modifier +10%

Roman StoicismNational Unrest -1

Monthly War Exhaustion -0.05

## Ambition

Province War Score Cost -25%

Roman Republic is formed by End of Roman Monarchy disaster.
Megale Hellas

*Head of a Grinning Gorgon*

**Megale Hellas** is a formable country located in Magna Graecia region.

Can be formed by Italiote country that owns and cores provinces of:

* Akragas (4)
* Syrakosai (10)
* Rhegion (14)
* Kroton (17)
* Taras (22)

When formed by a country below government rank of a Large State (III) will become a Large State (III).

Forming Megale Hellas changes your government to a Republic enacting League reform, also gives 50 prestige.
Iberian

## Religious Modifiers

Cavalry to Infantry Ratio +25%

Regiment Cost -10%

## Religion Mechanics

Religious Authority

Orthodox Icons

## Gods

CandamiusGlobal Unrest -1

Morale of Armies +10%

CariociecusDiscipline +5%

Land Attrition -20%

BazaTolerance of Heretics +2

Idea Cost -5%

AtaeginaTolerance of True Faith +1

Production Efficiency +15%

BetarunNaval Morale Recovery Speed +10%

Sailor Recovery Speed +10%

**Iberian** (iberian\_religion) is a pagan unorganized religion of native Iberian people.

Religious Authority can be gained by random events that happen to every country that has Religious Authority as a mechanic. Orthodox Icons allow you to select gods with different modifiers for 10 religious authority that become active for duration of 10 years.
Caledonia

**Caledonia** is a formable country located in the Caledonia region, representing unification of the Caledonian tribes.

Can be formed by any Caledonian country with 120 development.

When formed by a country below government rank of Large State (III) will become a Large State (III).

Forming Caledonia adds permanent claims over the Caledonian region.

## Traditions

Land Attrition -15%

Hostile Core-Creation Cost on Us +25%

## Ideas

Northern RaidersLooting Speed +50%

Caledonian WarfareInfantry Combat Ability +10%

Fertile HighlandsNational Tax Modifier +5%

Caledonian ConfederacyDiplomatic Relations +2

Brythonic Resistance FightersMorale of Armies +10%

UnconqueredAttrition +1

Retaking BritanniaCore-Creation Cost -25%
Arachosia

**Arachosia** is a formable country located in Arachosia region, representing coalition of arachosian tribes.

Can be formed by Paropamisadaen country that owns and cores 25 provinces in Arachosia region with total development of 80.

When formed by a country below government rank of a Large State (III) will become Large State (III).

Forming Arachosia adds permanent claims over Arachosia region.

## Traditions

Fort Defense +20%

Aggressive Expansion Impact -15%

## Ideas

Arachosian LogisticsSupply Limit Modifier +25%

Imperial IvoryDiplomatic Reputation +2

Sparabara FormationLand Fire Damage +10%

Hellenization of the ArmiesMilitary Technology Cost -10%

The Zoroastrian FaithTolerance of True Faith +1

Improve Relations +10%

The HarautiGoods Produced Modifier +10%

Crossroads of CaravansCaravan Power +25%
Haattusa

*Double-Headed Eagle on Purple Background*

**Haattusa** is a formable country in Anatolia region. Representing restoration of Hittite Empire by Luwian country Chalybes, is a truly challenging campaign due to time limit and need to conquer some territories in Assyrian land.

* Phrygia and Kappadokia must not exist
* Prestige of at least 75
* Army Tradition of at least 50
* Total Army Size 100% of Force Limit
* Legitimacy of 100
* Amaseia (2237)
* Mazaka (2218)
* Sacoena (5760)
* Araunia (2195)
* Ikkuwaniya (2210)
* Uru Adaniya (2335)
* Melitea (2342)
* Kummuhu (2344)
* Qarqamis (2347)
* Halab (4899)
* Must be a Great Power
* Done until Age of Empires ends

## Traditions

Manpower Recovery Speed +10%

Movement Speed +20%

## Ideas

Neo-Hittite EmpireMorale of Armies +10%

Restore Hittite IdentityTolerance of True Faith +2

Refine the Hittite MetallurgyShock Damage +10%

Continue our Cavalry TraditionsCavalry Combat Ability +25%

Promote the Neo-Hittite LanguageCulture Conversion Cost -20%

Strengthen Dynastic TiesStability Cost Modifier -10%

Strike back at our ancient RivalsProvince War Score Cost -20%
Babylonia

*Golden Lamasu on Blue Background*

**Babylonia** is existing country located in modern day Iraq, if it ceases to exist, Babylonia can be reformed by Babylonian or Chaldean nation with Enuma

Elish religion.

Reforming Babylonia requires:

* at least 1 stability,
* 10 prestige,
* 100 legitimacy,
* own and core Babylonia and Mesene areas.

Forming Babylonia sets your capital at Babilim (2500), adds 50 age splendor, enacts assyrian government reform, when formed by a country below government rank of Large State (III) will become Large State (III), allows new set of national ideas and adds permanent claims over Mesopotamia region.

## Traditions

National Unrest -1

Cost of Advisors with Ruler's Culture -20%

## Ideas

Babylonian MathematicsAdministrative Technology Cost -10%

Walls of BabylonFort Defense +25%

Hanging Gardens of BabylonGoods Produced Modifier +10%

Chaldean EmpireAdministrative Efficiency +5%

Revival of Old TraditionsPrestige Decay -2%

Religious HierarchyMissionaries +1

Tolerance of True Faith +1

Babylonian EconomyProduction Efficiency +10%
Bosporan Syncretism

## Religious Modifiers

Tolerance of True Faith +2

Trade Efficiency +10%

## Religion Mechanics

Fervor

Bosporan Syncretism (helleno\_scythian) is unorganized pagan religion of Bosporan Kingdom.

Created as part of the Pantikapaion missions.

Has access to fervor mechanics, options being:

* Materialism focus, +10% institution spread and +10% goods produced modifier
* Aesthetics focus, +1 yearly prestige and -0.05 yearly corruption
* Fatalism focus, -2 national unrest

I would put some info about it here but I seriously have no idea.
Euboea

**Euboea** is a formable country in the Euboea Borealis and Euboea Australis areas in the Graeca region, representing a league of Euboean city-states.

Can be formed by an Ionic country that owns 5 provinces in those areas.

Forming Euboea will change your government to a Republic enacting the League reform.

## Traditions

Global Trade Power +10%

Heavy Warship Combat Ability +10%

## Ideas

Phoenician SettlementsTechnology Cost -5%

Euboic ColoniesTrade Range +25%

Trade Steering +25%

Euboic Weights and MeasuresConstruction Cost -5%

Production Efficiency +5%

Athenian ThreatFort Maintenance on border with rival -50%

Grain and CattleGoods Produced Modifier +10%

Aftermath of Persian WarsMonthly War Exhaustion -0.05

Koinon ton EuboieonState Maintenance -10%

Yearly Republican Tradition +0.25

## Ambition

Merchants +1

When formed by a country below government rank of a Minor State (II) will become a Minor State (II) unless blocked by the Greek Polis reform.
Belgica

Belgica is a formable country in the Belgica region, representing unification of most Belgae tribes.

Can be formed by any Belgae country with 90 development.

Forming Belgica as a tribal country changes government to Republic, enacting the League reform.

When formed by a country below government rank of a Large State (III) will become a Large State (III).

Forming Belgica adds permanent claims over the Belgica region.

## Traditions

Discipline +5%

Monthly Autonomy Change -0.05

## Ideas

Mixed OriginMax Promoted Cultures +1

Chariot NoblesCavalry Combat Ability +10%

Raids from the RhineCost of Reducing War Exhaustion -33%

Bravest of PeopleMorale of Armies +15%

Druid AdvisorsNational Unrest -1

Advisor Costs -20%

Belgae ConfederationDiplomatic Relations +2

NumerousNational Manpower Modifier +25%

## Ambition

Land Force Limit Modifier +20%Prestige from Land Battles +50%
Xia

**Xia** is a formable country in China, representing restoration of Xia dynasty.

Can be formed by Yi countries of Yue, Qi (not the big one, the green one), Zeng and Tan.

## Traditions

Morale of Armies +10%

Movement Speed +5%

## Ideas

Born ShooterSkirmisher Combat Ability +10%

Great YiLand Fire Damage +5%

Long-time War with ZhongYuanShock Damage +5%

Inventing WheatYearly Prestige +1

Create WritingTechnology Cost -5%

Live in Harmony with XiaMax Promoted Cultures +2

Coastal TradeMerchants +1

## Ambition

Administrative Efficiency +5%

Who must own and core all provinces in Qing Zhou, Ji Zhou and Si Zhou regions.
Epirus

*Alpha-Pi-Rho-Omega-Sigma Ideogram*

Epirus is a formable country in western Macedonia region, representing unification of the Epirot tribes.

Epirus can be formed by any of the three Epirot culture tribes by eliminating the other two, owning and coring the provinces of:

* Phoinike (1039)
* Ephyra (1036)
* Passaron (1038)

If formed by a tribal nation, becomes a monarchy. When formed by a country with government rank below Large State (III) will become a Large State (III). Forming Epirus adds permanent claims over the Molossia area, Chaonia area and Thesprotia area.

## Traditions

Land Force Limit Modifier +20%

General Cost -20%

## Ideas

Tribal ArmyRegiment Costs -10%

Molossian War HoundsShock Damage +10%

Union of VillagesNational Unrest -1

Aecidae DynastyCore-Creation Cost -20%

Oracle of DodonaTolerance of True Faith +1

Protect the CoastNaval Force Limit Modifier +15%

Naval Combat Bonus off owned coast +1

Ties to AlexanderYearly Prestige +1
Countries

### A

Achaea

Aethiopia

Albion

Arabiyya (Arabia)

Arachosia

Areia

Arcadia

Assyria

### B

Baxtris

Belgica

Boeotia

### C

Caledonia

Celtiberia

Cimmeria

Cyclades

### E

Egypt

Epirus

Eranshahr

Etruria

Euboea

### H

Haltamti (Elam)

Haattusa

Hellas

### I

Iberia

Indo-Greek Kingdom

Indo-Scythians

Italia

Israel

Illyria

### K

Kilikia

Krete

Kypros

### M

Makedonia

Mauretania

Margiana

Media

Megale Hellas

Meshwesh

### N

Noricum

Numidia

### P

Panchala

Persia

Phoenicia

Pontus

### R

Raetia

Rhodos

Rome

Roman Republic

Roman Empire

### S

Samnium
Shang

### T

Tamilakam

Thessalia

Thracia

Trinakria (Syracusae Sicily)

### X

Xia

Xiongnu
No World for Tomorrow

## Other attributes

### Fourth

Contains: The Reaping, No World for Tomorrow, The Hound (Of Blood and Rank), Feathers, The Running Free, Mother Superior, Gravemakers & Gunslingers, Justice in Murder, The End Complete I: The Fall of House Atlantic, The End Complete II: Radio Bye Bye, The End Complete III: The End Complete, The End Complete IV: The Road and the Damned, The End Complete V: On the Brink

## **Setting**

Several individuals are mentioned in the works on this source material, though the are all mentioned by title, rather than name:

* The Hound (The Hound)
* Mother Superior (Mother Superior)
Cyclades

**Cyclades** is a formable country located in Cyclades area of the Archipelagos region, representing a league of Aegean islands.

Can be formed by Ionic country that owns 4 provinces in the Cyclades or Archipelagos areas.

Forming Cyclades will change your government to a Republic enacting the League reform.

When formed by a country below government rank of a Minor State (II) will become Minor State (II) unless blocked by the Greek Polis reform.

## Traditions

National Sailors Modifier +50%

Naval Combat Bonus off owned coast +1

## Ideas

The Great SanctuariesTolerance of the True Faith +1

Institution Spread In True Faith Provinces +15%

Aegean ArchipelagoSmall Warship Combat Ability +10%

Median WarsShip Costs -15%

Delian LeaguesDiplomats +1

Diplomatic Reputation +1

Thessalian PiratesFort Defense +25%

League of the IslandersYearly Republican Tradition +0.50

Commercial Power of DelosTrade Efficiency +10%

Interest Per Annum -1
Jinhan

**Jinhan** is a formable country located in Korea, representing one of the three confederations of South Korea.

Can be formed by any country with a capital in Jinhan region that

* owns 30 provinces in Jinhan region,
* has at least 80 development
* has at least 15 prestige.

Forming Jinhan confederation sets your capital in Seorabeol (6027), when formed by a country below government rank of Large State (III) will become Large State (III), adds permanent claims to Jinhan region, adds CB to vassalize any country who holds land in those regions, allows a new set of national ideas.

## Traditions

Fort Maintenance -15%

Attrition for Enemies +1

## Ideas

Integrating Northern Korean ImmigrantsMax Promoted Culture +1

Fenced Villages and FortsFort Defense +20%

Qin Refugees FoundingInstitution Spread +10%

Gift of MahanNational Tax Modifier +10%

Arising from ChaosStability Cost Modifier -10%

Descendants of Jin StateDiplomatic Reputation +2

Ambition of SaroAggressive Expansion Impact -15%
(The) Quiet Girl's Guide to Violence

## **Setting**

Holly has made a resolution, she will finally stand up to bullies and get even with the bullies of her past. This source material follows her for a couple of days as she enacts vigilante vengeance.

* Cathy: Patrick's wife.
* Daud: an artist and Ivy's partner in the Karin Finley-play.
* Jeff: a customer at the coffee bar that Holly works at, he is also a bully from Holly's past.
* Holly: a quiet girl who works both as a librarian and barista, she is the main focus of this source material.
* Ivy: Holly's co-worker at the coffee bar and performer in the Karin Finley play.
* Karin Finley: a character from a play.
* Patrick Templeton: a bully from Holly's past, who also fails to return his library books on time.
* Santa: the personification of Christmas.
Payday: The Web Series

## Other attributes

### Fourth

Contains: First World Bank, The VAult, Hector, The Elephant, Greta: The Assassin, Vlad & Gage

## **Setting**

In a world where most organized crime is run by larger crime networks Bain is instructing and preparing the Payday gang for their biggest heist yet, all while securing and protecting his own criminal empire.

* Agent Frank Ryker: an FBI agent and mole for Crimenet.
* Bain: the Crimenet overseer.
* Chains: a bank robber in the Payday gang.
* Charlie "The Man" Bertram: a lobbyist for clean energy, as well as the leader of a prostitution ring.
* Councilman "Elephant" Simmons: a senate candidate working for Bain.
* Dallas: a bank robber in the Payday gang.
* Don Alias: a crimelord and competitor of Bain's.
* Gage: a wheelchair-bound assassin and weapons-merchant, he killed Charlie Bertram.
* Greta: an assassin working for Bain.
* The Haitian: a criminal mercenary.
* Hector Miles: a cocaine smuggler.
* Hoxton: a bank robber in the Payday gang.
* Isabella: Miles employee.
* Jake: a bodyguard.
* Jesus Christ: a Christian mythological figure.
* John: a First World Bank security officer.
* Katie Dunham: a CNM Reporter.
* The Lord: the Christian deity.
* Lucas: one of Hector's customers and a Hollywood producer.
* Mister & Mrs. Whitmore: the founders of the Whitmore foundation.
* Nancy: a CNM Reporter.
* Nathan Steel.
* Robin Hood: a literary legend.
* Scott: a First World Bank client.
* Sophie: Lucas' assistant.
* Special Agent Jordan Griffin: an FBI agent investigating Crimenet.
* Vladimir Kozak: a Russian mobster who runs Charlie Bertram's club and is his head of security.
* Wolf: a bank robber in the Payday gang.