[Alright you will see a bunch of spoilers below and that is because I might still change things depending on the Update that Theo was mentioning.]
1.) Kingdom Name:
Confederacy of Caexi
3.) Racial Advantages/Disadvantages:
5.) Kingdom Scale:
Foodstuffs - Foodstuffs are staple foods raised in farms as agriculture, or hunted in the forests and on the plains in order to feed the entire population. They are absolutely essential to the livelihood of a kingdom and without it, a kingdom will quickly drop into recession and its people will begin to starve and die at an alarming rate.
* Feeds the entire population.
* Portion of the population will begin to starve if a Moderate or Massive amount is traded away.
* Generates 1 Economic Point a week unless being traded away in a Moderate or Massive amount.
Iron Ore - Iron Ore is a versatile mineral that is primarily used in the creation of weapons for war. Iron Ore deposits have to be mined to be utilized.
* Generates 2 Economic Points a week unless being traded away in a Moderate or Massive amount.
* Decreases the price of all land based Military Units except Light Infantry by 1 Military Point.
6.) Name of respective capital & town(s):
Captial: Tysol Caexi
City: Molol Sharaes
Description of capital, town(s) (fortress(es) if applicable):
Confederacy - A confederacy is a patchwork of states coming together under a shared banner for a single purpose. They have each decided to support eachother financially, militarily and politically to consolidate their power. A confederacy is power in ways of unity and offering multiple views, but it is weak in that disagreements are often common, and full unanimity is required in all decision making.
* NOTE: This government allows the Kingdom to choose up to three races.
* Elves and Dwarves may not be in the same confederacy.
* Lizardmen and Avians may not be in the same confederacy.
Interkingdom Trade - The confederacy can be seen as two or three kingdoms trading between each others at all times as they still maintain a small form of autonomy. Because of this, even without exterior trade agreements the confederacies economy will still grow.
* 5 Economic Points are awarded every week as a base, even without any Trade Agreements or Resource Nodes.
* Natural Resource Nodes do not generate Economic Points unless being traded to other kingdoms.
Unanimity - Unfortunately, for a confederacy to work the interconfederate kingdoms must come together in unanimity to make a decision. Disagreement amongst the smaller kingdoms can lead to an army at only half strength, or an unfinished trade agreement.
* Decisions take longer to make and without 100% unanimity many decisions will require compromise.
* If this government is chosen, you must choose a "Primary Race" for which to receive pros and cons so that you do not receive multiple racial bonuses.
8.) Name of Leader(s) / Deity:
People of Importance:
9.) Kingdom Traits:
Masters of the Realm - The kingdom's people have grown familiar with a certain environment. They know how to live and fight in it better than others, which gives them a concrete advantage.
* May choose one of the following Environments. The Kingdom has improved martial prowess and logistics in that environment, and resources found in this environment provide +1 extra Economic Points. Your Kingdom MUST be at least half within this environment: -- Plains - Masters of the endless green, cavalry fight much more effectively and your people understand the intricacies of the plains biome.
Great Leadership - The kingdom puts out charismatic and strategic leaders with ease. They are daring, brave, sometimes meticulous. A great leader, even in times where the war is looking sour can pull out a great victory and turn the tide of the war. This is not to say there are not incompetent leaders within the kingdom, but rather to say that the competent ones are much more than that.
* Armies become extremely difficult to route and forced to retreat.
* Enemy armies facing kingdoms armies have lowered morale.
* Increase weekly Cultural Points by 1.
Serfdom - Serfdom is the enforced labor of serfs on the fields of landowners, in return for protection and the right to work on their leased fields. A kingdom with serfdom always has a viable work force, but they are not always happy. If you need something built, you'll always have a large supply of workers. They own only the clothes on their back and for working on their lords fields they are given food and shelter. Civil unrest is common in serfdoms, but someone not working is very uncommon.
* Generates 1 Economic Points a week per 10,000 citizens a week no matter what.
* All Constructs that are built with resources from inside the kingdom cost 1/3 less.
* Civil unrest is increased.
Martial Tradition - The people of the kingdom have a long tradition with war. They know how to fight, and their history tells the story. Those neighbors around them understand it and are fearful, or at least woe at the thought of negotiating with a people who are so eager to fight, but it matters not for this kingdom. Fighting is what they're good at!
* Greatly increases martial prowess in battle.
* Decreases Cultural Points by 1 a week.
* Can take Prisoners of War. Prisoners of War may be enemy soldiers who have surrendered, or if in enemy territory they can be hostile citizens of an enemy kingdom. Every 500 prisoners taken generate 1 Economic Point.
Opposing Political Factions - A certain group of people are disgusted with whose in power. They are planning something, as they always have. It might start with a public protest, but sooner or later an assassination attempt is very likely. In an Aristocracy, it's the opposing party, in an dictatorship, it's the disgruntled advisers, and in a Theocracy, it's those who disagree with the religion itself.
* Increases the chance of an assassination attempt.
* Increases the chance of rioting during wartime.
Breakdown if Economic/Cultural Points
Foodstuff - 1 [master of realm]
Iron - 1 [master of realm]
Economic Point Generation - 16 [when resources are trade 19 possible]
Cultural Base - 2
Great Leadership - 1
Martial Tradition - minus 1
Cultural Point Generation - 2
Available Points: 90 military points
Fields: [Iron Ore - Land based units cost 1 MP less except Light Infantry]
6 Light Infantry Companies [2MP]
10 Heavy Infantry Companies [2MP]
6 Light Calvary Companies [2MP]
10 Heavy Calvary Companies [3MP]
10 Catapults [1MP]
10 Skirmishers [1MP] = 0 MPs Left