1220 B.C. - A Bronze Age Collapse GSRP

1220 B.C. - A Bronze Age Collapse GSRP
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It is the year 1220 BC. Civilizations and high cultures stretch the Mediterranean from Greece to Egypt and Mesopotamia. Trade thrives and the world is more globalized, interconnected, and prosperous than ever before. Great works of architecture are commissioned by mighty kings who rule vast stretches of land, and the nations of the world flourish through an extensive network of trading and diplomatic ties.

A mere fourty to fifty years later, after centuries of brilliance, the civilized world of the Bronze Age will come to an abrupt and cataclysmic end. Kingdoms and Palace-States fall like dominoes over the course of just a few decades, along with their writing systems, technology, and monumental architecture. No more Minoans or Mycenaeans. No more Trojans, Hittites, or Babylonians.
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Opening Post - Rules, Legacy Points, Major Powers, Great Powers, Regional Kingdoms

Elvish Trickery

Cynical Fashionista and Ancient History Aficionado
Location
Agri Decumates
1220 B.C. - A Bronze Age Collapse GSRP

It is the year 1220 BC. Civilizations and high cultures stretch the Mediterranean from Greece to Egypt and Mesopotamia. Trade thrives and the world is more globalized, interconnected, and prosperous than ever before. Great works of architecture are commissioned by mighty kings who rule vast stretches of land, and the nations of the world flourish through an extensive network of trading and diplomatic ties.


A mere fourty to fifty years later, after centuries of brilliance, the civilized world of the Bronze Age will come to an abrupt and cataclysmic end. Kingdoms and Palace-States fall like dominoes over the course of just a few decades, along with their writing systems, technology, and monumental architecture. No more Minoans or Mycenaeans. No more Trojans, Hittites, or Babylonians.

What happened, and more importantly... could you save your kingdom or tribe from this fate?



General Rules:
  1. DISCLAIMER: This is the first time I've ever attempted a historical GSRP and am also GMing another Nation Game that has to take precedence at the same time, so it might just go absolutely nowhere or fizzle out halfway through. That's a risk you gotta take when applying. I hope we can all create something fun together, but that requires everyone to contribute and be proactive.
  2. Don't take it too seriously please. It's just an online game, we're all trying to have fun. By the same token, be decent people please. No bullying, going after players, powergaming, rules-lawyering etc. Play because you want to leave your mark on history, not because you want others to lose.
  3. I'm not an expert in this era. I'll try to remain as historically accurate as I can with how little is known about this period, but since I'm trying to create an entertaining and playable scenario much of this is necessarily speculation and with player input it's bound to become AltHistory sooner or later. In places, I used mythology and outdated historical/archaeological theories to make regions that not much is known about more interesting. If you want a 100% scientifically accurate experience that reflects the current historical consensus of this period, read peer-reviewed literature instead.
  4. A minimum of historical knowledge about the era is expected, but you certainly don't have to be an expert. Some recommended sources for getting a good overview of the era:
    , 1177 B.C. – The Year Civilization Collapsed by Eric H. Cline, A History of the Ancient Near East ca. 3000-323 B.C. by Marc Van De Mieroop, Forces of Transformation - The End of the Mediterranean Bronze Age and Cambridge Ancient History Vol. 2, Part 2: The Middle East and the Aegean Region. c.1380–1000 BC (Somewhat outdated but still comprehensive )
  5. This is not first come first serve, and I reserve the right to reject any application for any reason, say if there are already too many players for me to handle.
  6. As par the course for the bronze age, official communication between players will exclusively happen via letters posted in the thread or secretly transmitted via the GM. No direct instant communication is possible.
  7. Roleplaying your characters and nations, fleshing out and flavouring them beyond what's required of you and trying to actively add to the world and story we're creating makes the GM happy 😊
  8. The game will go from the start date of 1220 BC to about 1170 BC. Five years per turn.
  9. With great power comes great responsibility. If you pick one of the seven major/great powers, prepare for a somewhat demanding experience. If you know you're going to be busy or not able/willing to dedicate much time to this, pick a minor country instead.
  10. Depending on the number of players, I may well need one or several Co-GMs. Notify me if you'd be interested in being a Co-GM. I will be assigning you a particular region that you are passionate about to oversee.
  11. You need to join our Discord to participate, it is mandatory. Join the 1220 B.C. Discord Server!
  12. As usual, this game works via a three-claim-system. Post three nation claims in descending order of priority and I will try to accommodate everyone as much as possible. All Great Powers and Major Powers will have to be player-controlled.



How to Win:
"Let me not then die ingloriously and without a struggle, but let me first do some great thing that shall be told among men hereafter."

Homer, the Iliad

This game is not about merely painting the map or conquering as much as possible. Instead, you must amass LEGACY POINTS (LP), a marker for your achievements in history. Every single polity has their own way of attaining legacy points by achieving great things, based on their power, type and historical deeds. There are generic objectives, ie. things every nation of similar standing can do to gain Legacy Points, and unique objectives, things only that particular nation can do to amass more Legacy points, based on the nation's real history and possible ahistorical paths.

Egypt, for example, will receive Legacy points for holding on to Syria and Canaan or recapturing the North from the Hittites while the Hittite Empire receives more points for simply staying alive from 1200 BC onwards, seeing as it collapsed in the face of the turmoil enveloping the Mediterranean. The Phoenician City-State of Byblos receives legacy points for freeing themselves from Hittite overlordship and joining up with other Phoenicians while Alashiya increases its points by exploiting its copper reserves and so on and so forth.

The more Legacy Points you have at the end, the better. You could even be subjugated, conquered or destroyed and keep a good position. Legacy points are permanent.



1220 BC: The Nations and Peoples


MUSIC

I met a traveller from an antique land, Who said—

"Two vast and trunkless legs of stone

Stand in the desert. . . . Near them, on the sand,

Half sunk a shattered visage lies, whose frown,

And wrinkled lip, and sneer of cold command,

Tell that its sculptor well those passions read

Which yet survive, stamped on these lifeless things,

The hand that mocked them, and the heart that fed;

And on the pedestal, these words appear:

My name is Ozymandias, King of Kings;

Look on my Works, ye Mighty, and despair!

Nothing beside remains. Round the decay

Of that colossal Wreck, boundless and bare

The lone and level sands stretch far away."



Great Powers:

Great Powers are the USAs and Chinas of the Bronze Age whose whims dictate the flow of the currents of history. As a Great Power, your might is unparalleled, but with great power comes great danger.

Many foreign peoples chafe under your rule and lurking behind every corner are envious enemies who seek to usurp your throne. Every single one of the factors that grant you your peerless status can be turned against you: your massive armies could rebel be it from military dissatisfaction or the invitation of your rivals, your far-flung borders are pressed by threats on all sides, your numerous vassals stand at the ready for a chance to stab you in the back and regain their freedom.

To maintain your position at the very top, equivalent amounts of vigilance, dexterity, and ruthlessness are required.


Hittite Empire

Description: A belligerent and warlike people hailing from outside of Anatolia and renowned for their expert use of the chariot in warfare, the Hittites have carved out for themselves an empire with almost no equal in the Near East. Achieving supremacy thanks to their well-developed military machine, control over trade routes in Anatolia as well as shrewd diplomacy and misdirection, the Hittites stand tall as one of the premier superpowers of the era.

Far from being mere warmongers however, the Hittites also have an astoundingly advanced law code, with checks and balances on the king. Besides their core territory, the Hittites also maintain control over a number of subservient vassal states that they exert economic, military and diplomatic pressure over and can call on to aid them in warfare. Though they are surrounded by many enemies, the Hittites stand proud and will not back down. However, sooner than they may think, crisis after crisis will strike and bring the mighty empire in great troubles…

Gameplay: The Hittite Empire is the mightiest military power in the world, with numerous vassal states and a thriving economy, but your vast realm is built on a foundation of sand. Mighty rivals from all cardinal directions seek to tear you down while internal rivalries threaten to rend the empire asunder. Right from the get-go, a Hittite king will have to put out fires everywhere. The Mycenaeans, the Egyptians, the Assyrians and the Kaskians are just some of the foes that must be placated or trampled into the dust by your chariots if the Hittite Empire is to survive. And when the Sea Peoples arrive and the lights in the West start going out one by one, it's every man for himself…

Culture Group & Religion: Hittite/Luwian (Indo-European)

Map Colour & Location: Bright Red, hold most of Anatolia and Northern Syria

Type: Constitutional Monarchy

Diplomatic Relations: Client States (Ugarit, Byblos, Troia, Caria, Lukka, Mysia, Alashiya), Rivalry (Kemet, Assyria, Mycenae), Trade Relations (Troia, Caria, Mysia, Lukka, Ugarit, Byblos, Alashiya)

Military: 14,000 Infantry (Spear, Cow Hide Shield), 13,000 Skirmishers (Slings/Bows, Axe), 5,000 Royal Elamite Infantry (Spear, Bronze Helmet, Linen Armor, Bronze-Embossed Wooden Shield), 3,500 Hittite Three-Man Chariots (Bow, Spear, Wooden Shield, Bronze Scale Armor), 350 Ships. Hittite warfare relies heavily on chariots, which are known across the Near Eastern world for being of excellent quality and are manned by extensively drilled professionals.

Political Factions: Viceregal Kings of Karkemiš and Tarḫuntašša [Neutral], Royal Court of Ḫattuša [Content], Royal Princes and Governors [Neutral]

Economy: Immensely Rich. Anatolia is a land with an abundance of natural resources and alongside the dominant agricultural sector the Hittites have an exceptionally strong mining economy. They draw great tributes from their numerous vassal states, bolstering the fortunes of the empire. The Hittites also control the major trade routes across Anatolia and accumulate profits from the thriving trade activity. Hittite stranglehold over Near Eastern trade is so potent that Hittite Kings have often resorted to trade embargos instead of military campaigns to punish a rival.

Trade Goods: Timber, Wool, Iron, Silver, Copper, Luxury Goods

Crucial Imports: Grain, Copper, Tin, Wood, Wine, Olive Oil, Luxury Goods

Important Sites: Walled City of Hattusa, Hanyeri Relief


Unique Objectives:

Weathering the Storm: +10 Legacy for staying alive each turn from 1200 B.C. onwards. +20 Legacy for staying alive each turn from 1180 B.C. onwards.

Emergency Contingents: +15 Legacy for levying troops from a subject state or ally, be that through sheer authority or by paying them off.

New Form of Warfare: +25 Legacy for leveraging your control over trade routes to impose a trade embargo on a foreign power.

A Thorn in Our Eye: +30 Legacy for finally subjugating the Kaskians.

Do You Feel Lukka, Punk?: +30 Legacy for defeating the Lukkans after they declare independence and turn on the Hittites.

Finish What We Started: +50 Legacy for conquering South Syria and Canaan.

Upstarts from the East: +50 Legacy for winning a war against Assyria.

Bring Low the Arch-Enemy: +120 Legacy for destroying or subjugating Egypt.

Kemet (New Kingdom Egypt)

Description: Kemet, better known as Egypt, is a venerable kingdom that has endured for thousands of years, a center of civilization and culture the rest of the world looks up to in awe. Having thrown off the yoke of foreign Hyksos overlordship, Kemet has transformed itself from an isolationist kingdom that kept to its own borders into an expansionist and belligerent empire.

Known for its enormous wealth, fertile lands and monumental works of architecture, Kemet has also been increasingly infamous for its well-organized military machine. In the centuries before, Kemet has expanded its control into Syria and Palestine. For the last century, it has been embroiled in an exhausting conflict with the rising power of the Hittites over control of the Levant, culminating in the titanic but inconclusive battle of Kadesh and a subsequent peace treaty. For now, there is an uneasy truce.

Gameplay: Kemet is an almost peerless power in 1220 BC, with the only rival that could possibly match it being the Hittites. While Kemet is not as threatened by the Bronze Age Collapse as many of the powers in the North and West, the adverse effects of the transformations occurring in this period will mount as 1170 BC approaches. A Pharaoh of Kemet must prepare for severe loss of profits, collapsing trade networks, droughts, famines, natural disasters, revolts, and invasions by marauding foreign peoples. To endure in the dark ages to come will not be easy.

Culture Group & Religion: Late Egyptian (Afro-Asiatic)

Map Colour & Location: Dark Yellow, All of Egypt, Southern Syria, Canaan/Levant

Type: Theocratic Empire

Diplomatic Relations: Client States (Tyros, Ashkelon, Hazor), Trade Relations (Alashiya, Ugarit, Knossos, Byblos, Tyros, Ashkelon, Hazor)

Military: 6,000 Standing Army Archers (Composite Bows), 10,000 Standing Army Soldiers (Khopesh/Axes, Animal Hide Shields, Spears, Metal Scale Tunics), 2,000 War Chariots (Composite Bow), 400 Ships. The Egyptian army is extremely tightly organized, with divisions of 5,000 divided further into companies and platoons with NCOs and junior officers. Additional forces can be levied in times of need from the Egyptian heartland or the vassal states.

Political Factions: Lords and Governors [Content], Memphis Priesthood [Neutral], Theban Priesthood [Content]

Economy: Richest in the World. The fertile lands of the Nile Delta produce a constant surplus of grain, vast quantities of gold are mined from Nubia and Egyptian luxury goods are traded through the entire Mediterranean and beyond. New trade contacts that provide valuable imports and export markets as well as regular tributes exacted from the vassal states have made Kemet even richer and more prosperous than in any era before.

Trade Goods: Gold, Grain, Fine Pottery, Silver, Linens, Papyrus, Ivory

Crucial Imports: Copper, Tin, Wood, Wine, Olive Oil, Silver, Resins

Important Sites: Thebes (Luxor Temple & Necropolis of Saqqara), Mortuary of Hatshepsut, Valley of the Kings, Abu Simbel Temples, Giza Pyramid Complex, Colossi of Memnos


Unique Objectives:

Pharao's Supreme Authority: +10 Legacy for forcing a vassal state to provide valuable resources, troops for Egyptian campaigns or one of their princesses to be wed to the Pharaoh.

Lashed to the Slave Stick: +15 Legacy for enslaving an entire population group as punishment.

Don't Ever Come Back Here Again: +25 Legacy for winning a war against Assyria.

Looking to the West: +30 Legacy for subjugating the Berber tribes of Libya such as the Meshwesh.

Curbing the Clergy: +40 Legacy for appropriating the tax-exempt estates of the rich and influential priesthood and increasing the power of the Pharaoh.

An Egyptian Empire: +50 Legacy for holding on to Southern Syria and Canaan until the end of the game (1170 BC).

Reconquista: +50 Legacy for reconquering Northern Syria.

Bring Low the Arch-Enemy: +100 Legacy for subjugating or destroying the Hittite Empire.

Assyria

Description: Long just a vassal under the thumb of the hegemons of Mesopotamia, Assyria is the rising star of the Near East. Tukulti-Ninurta reigns as king of Karduniash, king of Sumer and Akkad, king of Sippar and Babylon, king of Tilmun and Meluhha and has extended the sphere of control of his empire beyond any previous Assyrian king through a series of ruthless military campaigns.

The Assyrian Kingdom is vast, but it is surrounded by enemies that look at its meteoric rise with worry. The fortunes of Assyria rise and fall with the ability of its kings. If this vigorous, young, and militaristic kingdom that believes itself empowered by Ashur himself to conquer, vanquish and depopulate will decline just as quickly as it rose shall be shown in time.

Gameplay: While the Bronze Age Collapse will have a comparatively lesser effect on Assyria in this time frame, you will face two great challenges, and there is a danger of becoming caught between them: on the one side is the great rival empire of the Hittites. It would be advisable to attempt to coordinate with the enemies of the Hittites such as Mycenae or Kemet. When the Hittites show weakness, strike, and you will have a good chance of establishing yourself as the premier power in Western Asia. On the other hand, there is Babylonia, which chafes under your rule. Revolts and uprisings will inevitably follow. Having to fight a two-front war against Hittites and Babylonians or even Elamites must be avoided at all costs. To thrive, an Assyrian king must be clever and ruthless in equal measure.



Culture Group & Religion: Akkadian (East Semitic)

Map Colour & Location: Lime Green, Upper Mesopotamia

Type: Centralized Kingdom

Diplomatic Relations: Rivalry (Hittite Empire), Client State (Kassite Babylon), Trade Relations (Hittite Empire, Alashiya, Ugarit, Hazor, Kassite Babylon)

Military: 9,000 Assyrian Archers (Bows, Unarmored), 7,000 Assyrian Shield-Bearers (Reed-Shields, Spears, Unarmored), 4,000 Royal Infantry (Lamellar Corselettes, Bronze-Embossed Wooden Shields, Axes/Swords/Spears), 1,500 Assyrian Chariots (Scale Armor, Composite Bows, Javelins). Assyrian soldiers are known far and wide for being exceptionally well-drilled as well as adept at siege warfare.

Political Factions: Ashur Priesthood [Content], Assyrian Nobility [Content], Assyrian Merchant-Class [Content]

Economy: Strong, mostly due to the plunder of foreign nations that has brought great wealth into the land of Assur, but also due to the thriving international trade. There are Assyrian trade enclaves spread across Anatolia.

Trade Goods: Grain, Lead, Textiles, Glass, Tin

Crucial Imports: Copper, Tin, Gold, Silver, Pottery

Important Sites: Royal Palace, Great Ziggurat, Ishtar-Temple at Assur, Statue of Marduk


Unique Objectives:

Destined by Ashur to Conquer: +5 additional Legacy for military victories.

Depopulate and Repopulate: +15 Legacy for capturing and resettling an entire population group.

Words Have Consequences: +20 Legacy for deposing and executing the king of Babylonia after he rebels and/or sends a rude letter.

To Set an Example: +25 Legacy for imposing an exceptionally cruel and frightful punishment upon war enemies or rebellious vassals.

King of Sumer and Akkad: +30 Legacy at the end of the game if Assyria is still in control of Babylon.

Unstoppable Juggernaut: +35 Legacy for winning a war against at least two major or great powers at the same time.

New Model Army: +40 Legacy for introducing a standing professional army that replaces the seasonal conscripted native levy.

A Bid for Syria: +50 Legacy for having the Assyrian borders reach up to the Mediterranean shores.

Here's Johnny!: +120 Legacy for conquering Egypt.

Great Power Objectives:
The things all great powers can do to earn Legacy Points.
Trade Hub: +1 Legacy per turn for each active trade relation.

Trampled into Dust: +2 Legacy for winning a minor military victory.

Imperial Subjects: +2 Legacy each turn per subject the superpower has.

A Worthy Enemy: +10 Legacy for a military victory against a fellow great power.

Deep Pockets: +10 Legacy for hiring another nation's warriors as mercenaries.

Imperial Rule: +10 Legacy for forcing another nation or people into a tributary, vassal or client state relationship.

Strengthen the Ties: +10 Legacy for a marriage alliance with a regional kingdom, +15 for one with a major power. +25 Legacy for a marriage contract with a great power.

As Ramses III: +15 Legacy for winning a victory against the sea peoples.

To the Strongest: +20 Legacy for forcing another Superpower to cede clay/cities.

Centralise Rule: +20 Legacy for integrating a vassal, culturally integrating a people or consolidating rule in some other way.

Trade Stranglehold: +25 Legacy for importing at any one time at least four different, rare goods that the empire does not produce domestically or have access to at the start

Create a Grand Army: +25 Legacy for having the largest army in the known world (if you did not start with it).

Vanity Project: +30 Legacy for building an important site.

Quelling Unrest: +30 Legacy for destroying an uprising or winning a civil war.


Major Powers:
Major Powers do not quite reach the height of a Great Power, but they have impressive weight to throw around in any case. They may be exceptionally military powerful, highly culturally developed or extremely rich, with expansive trade relations that stretch through the entire Mediterranean.

Major powers have force projection that is to be reckoned with and can subjugate smaller isolated kingdoms and tribes that defy them with ease, but they will have to be careful not to arouse widespread disdain, for a coalition of lesser states could well bring them down.

Alashiya

Description: Alashiya is a prosperous, recently unified island kingdom on the island of Cyprus. Alashiya is not a great military power or exceptionally large or culturally advanced, but instead derives its importance from the simple fact that Cyprus is the source of the largest deposits of copper in the known world. Copper fuels the bronze-based economies of the Mediterranean, which is why Alashiya has gained outstanding importance and influence on the world stage.

Alashiya is technically a client state of the Hittite Empire as Tudhalija IV conquered it a decade prior, but with a considerable amount of autonomy. Native Alashiyan kings rule their lands themselves and occasionally pay tribute, the Hittites have little direct influence over the island.

Gameplay: Alashiya thrives, but it will face a great amount of problems in the coming years. Even if you manage to repel the marauding peoples landing at your shores and keep order in your own lands, the almost complete collapse of international trade and demand for copper will greatly diminish your economic prosperity, the foundation of your power. You will also have to decide if Alashiya should stay with the Hittite Empire or make a bid for independence. If deciding to break away, the correct moment must be chosen with great care. Too early and the Hittites will show up and crush you, too late and you may risk going down alongside the Hittites.

Culture Group & Religion: Cypro-Minoan (Indo-European)

Map Colour & Location: Grey, Cyprus

Type: Unified Island Kingdom

Diplomatic Relations: Trade Relations (Ugarit, Kemet, Mycenae, Hittite Empire, Knossos, Troia, Assyria, Babylon, Hazor, Athens), Client State to (Hittite Empire)

Military: 1,500 Heavy Royal Infantry (Bronze Plate Armor, Wooden Shields, Spears & Axes), 4,000 Light Infantry (Light Armor/Unarmored, Javelins, Swords, Cow Hide Shields), 300 Light Chariots (Bows, Javelins, Linen Armor/Unarmored), 160 Ships

Political Factions: Palace Administration [Content], Priesthood [Neutral], Cypriot Merchant-Aristocracy [Content]

Economy: Thriving due to a near-monopoly on the vital copper resource. Cypriot copper is shipped by merchants across the entire Mediterranean and Near Eastern world in the form of oxhide ingots that were coined by the Cypriots themselves.

Trade Goods: Huge deposits of Copper, Cypriot Pottery, Stone, Wood

Crucial Imports: Mycenaean Pottery, Tin, Silver, Grain, Gold, Luxury Goods

Important Sites: Palace at Alassa, Copper Mines at Enkomi


Unique Objectives:

Island of Calm: +5 Legacy for continuing to exist each turn after 1205 BC.

Copper Monopoly: +15 Legacy for each turn in which you export copper to seven or more nations.

Trade Embargo: +25 Legacy for severing trade relations with a major or great power and thereby depriving them of copper.

Masters of Our Own Destiny: +30 Legacy for successfully gaining independence from the Hittite Empire.

Bonds of Friendship: +40 Legacy if Ugarit still exists in 1170 BC.

To the Bitter End: +50 Legacy if you are still aligned with the Hittite Empire in 1170 BC.

Kassite Babylon

Description: Beset on both sides by the rising powers of the Assyrians from the West and the Elamites of the East, Babylon is no longer the powerhouse it once was. Following the catastrophic reign of Kashtiliash IV, the city fell under Assyrian rule in 1225 BC. Yet even now, Babylon continues to inspire. Babylon's status as the holiest city of Western Asia and capital of the Mesopotamian religion has not been diminished, with even the Assyrians grudgingly admiring it. If it can throw off the yoke of Assyrian overlordship and fend off the Elamites, it may emerge as one of the winners of this tumultuous time.

Since the early 16th​ century BC, non-native but popular Kassite dynasty rules the city. Though exhausted and ravaged by years of warfare, Babylon still stands tall as a center of civilization in Mesopotamia and is most advanced in art, medicine and architecture, its splendor famous far and wide. The land of Marduk may well regain its dominant status in the coming years.

Gameplay: Kassite Babylon starts off weakened and under the thumb of the more powerful Assyrians. Prime priority should be to build up, then rebel and gain independence at an opportune moment and crush the Assyrians. This gambit must succeed for if it does not, Assyrian vengeance will be terrible. For a better chance, it may be possible to coordinate a strike against Assyria with their rivals, the Hittites. Once independence is gained and Assyria reduced to vassalage or dust, the world is your oyster. Due to its far-off location, the Bronze Age Collapse will likely have little impact on Babylonia at this time. It is time to reclaim Sumer and Akkad and make Hammurabi proud.

Culture Group & Religion: Akkadian (East Semitic)

Map Colour & Location: Orange, Lower Mesopotamia

Type: Kingdom

Diplomatic Relations: Client State to (Assyria), Trade Relations (Alashiya, Hazor, Assyria)

Military: 3,000 Skirmishers (Bows/Slings, Unarmored), 5,000 Light Infantry (Reed-Shields, Spears, Unarmored), 2,000 Royal Infantry (Bronze Scale Armor, Bronze-Embossed Wooden Shields, Axes/Swords/Spears), 800 Chariots (Scale Armor, Composite Bow/Javelins, Lance).

Political Factions: Kassite Nobility [Unhappy], Babylonian Priesthood [Unhappy], Babylonian Administration [Unhappy]

Economy: Reeling. The sack and plunder of Babylon by the Assyrian king Tukulti-Ninurta just a few years before has greatly impacted Babylonian prosperity. However, it is still a prosperous country and the tin shipped in from the East and exported further West is a source of great profits.

Trade Goods: Grain, Lapis lazuli, Leather Goods, Jewelry, Glass, Tin

Crucial Imports: Copper, Luxury Goods, Silver, Iron, Gold, Tin

Important Sites: Babylonian Temple-Complexes, Babylonian Libraries, Stele of Hammurapi


Unique Objectives:

Aššur-nirari is a Slovenly Drunk: +10 Legacy for writing and sending a rude letter to the Assyrian king.

Frontier Barbarians: +10 additional Legacy for military victories against the Elamites.

Marduk Triumphant: +25 Legacy for bringing the statue of Marduk back to Babylon.

Neo-Babylonian Empire: +25 Legacy for elevating a native Mesopotamian to the throne of Babylonia.

Adad-shuma-usur's Revolt: +30 Legacy for successfully gaining independence from the Assyrians.

The Son Outshines the Sun: +30 Legacy for bringing a statue of the Assyrian deity Assur back to Babylon.

King of Sumer and Akkad: +30 Legacy for owning all of Mesopotamia.

King of the Four Corners: +60 Legacy for having an Empire that encompasses all of Mesopotamia as well as Northern Syria.

Mycenae

Description: The great citadel of Mycenae is the center of the Mycenaean "koine", the richest, most prosperous, and mightiest of the Achaean palatial centres with a variety of subservient vassal palaces of lesser importance like Tiryns and Nauplios. It has hegemony over the entire Mycenaean cultural area and is recognized internationally as important hub of trade as well as a powerful and belligerent newcomer on the world stage that has supplanted the formerly dominant Minoans.

Mycenae is assertive and proud, not afraid to interfere in international affairs such as when it incited and supported revolt against the Hittites in Arzawa and Millawanda. It stands at the zenith of its power, but soon, it will face great crises as circumstances beyond its control escalate into catastrophe.

Gameplay: Mycenae is prosperous and powerful and maintains good relations as well as a web of alliances with its Achaean neighbours. At least at the beginning, Mycenae is free to grow richer, engage in trade across the Mediterranean and cement its hold over the Aegean and Asia Minor, likely by antagonizing the Hittites. However, around 1215-1210 BC, problems will start intensifying for Mycenae. Large scale population movements, invasions, droughts, famines, earthquakes will almost certainly spell doom for this great civilization, unless calculated steps are taken to mitigate or prevent disaster.

Culture Group & Religion: Achaean (Indo-European)

Map Colour & Location: Yellow, Northern Peloponnesian (Argos)

Type: Palace-State Kingdom

Diplomatic Relations: Alliance (Lakedaimon, Knossos), Rivalry (Hittite Empire), Trade Relations (Cicones, Troia, Thebes, Athens, Lakedaimon, Alashiya, Knossos, Messenia, Ugarit, Byblos)

Military: 3,500 Heavy Mycenaean Infantry (Bronze Plate Armor, Tower Shields, Spears & Axes), 8,000 Light Infantry (Light Armor/Unarmored, Javelins, Swords/Axes, Shields), 500 Light Chariots (Bows, Javelins), 400 Heavy Mycenaean-Type Chariots (Javelin, Lance, Bronze Panoply), 130 Ships

Political Factions: Palace Administration [Content], Mycenaean Priesthood [Neutral], Military Aristocracy [Content]

Economy: Flourishing. The Mycenaeans have taken over trade activity in the Western Aegean from the Minoans and profit from an integration into the larger Mediterranean trade expansion. All economic activity is centrally organized and catalogued from the palatial administrative center with a remarkable level of sophistication.

Trade Goods: Silver, Mycenean Pottery, Jewelry & Gem-Stones, Wine, Olive Oil, Unguents, Amber

Crucial Imports: Stone, Iron, Amber, Tin, Gold, Luxury Goods, Textiles, Copper, Glass, Horses

Important Sites: Lion's Gate, Palace of Agamemnon, Treasury of Atreus


Unique Objectives:

Manifest Destiny: +5 additional Legacy for military victories against Anatolians.

And Yet, We Endure: +10 Legacy for staying alive each turn after 1210 BC.

Apoikiai: +25 Legacy for establishing a Mycenaean foothold in Asia Minor.

Lord Marshal of the Achaeans: +30 Legacy for going to war with Troia while leading at least three other Mycenaean states.

Ilium Delenda Est: +30 Legacy for destroying Troia.

Atreid Bonds: +30 Legacy if Lakedaimon still exists at the end of the game and is in an alliance with Mycenae.

We Won't Stop: +30 Legacy for successfully supporting the independence of a Hittite client state.

The Mycenaean Empire: +60 Legacy for unifying all the Achaeans, by force or by diplomacy.

Troia

Description: Troia, also known as Wilusa, Wilion or Ilios, Queen of Cities is a city of gold amid amber fields of wheat, located in the Northwest Anatolian region of Troad or Troas. The legendary city is experiencing its high point in this era. It has amassed huge amounts of wealth due to its strategic maritime advantage, controlling the trade both up and down the narrow straits of the Dardanelles, but also made many enemies who look at its riches with envious eyes.

To protect itself, Troia has its sizeable military on one hand and its intricate web of alliances with nations across Anatolia on the other. Rule of the Troas is split between the two branches of the royal family, those being the Dardanoi who control the rural areas around the great city and the urban Troian royals who control great Ilios itself.

Gameplay: As Lord of Troia, you command immense wealth and power. Your sprawling city is a strategic and commercial center, your armies are vast, and your allies are many. However, a storm is coming. To the West, the envious Achaeans stand at the height of their economic and military power and will surely turn their eyes eastwards to their great rival in the Aegean. To weather that storm will require strategic ability, courage as well as diplomatic acumen as you rally your numerous allies in Anatolia to come to your aid. After the Danaans have been defeated, you could even turn on the collapsing Hittite Empire and establish yourself as the prime power in Anatolia. Even then however, the sea peoples will remain a constant threat. Will you be able to protect this bustling city from destruction?

Culture Group & Religion: Luwian (Indo-European)

Map Colour & Location: Beige, Northwestern Anatolia near Dardanelles

Type: Kingdom City-State

Diplomatic Relations: Client State to (Hittite Empire), Alliance (Lukka, Caria), Trade Relations (Hittite Empire, Mysia, Caria, Athens, Thebes, Mycenae, Byblos, Tyros)

Military: 2,500 Heavy Infantry (Bronze Plate Armor, Tower Shields, Spears & Axes), 3,000 Light Infantry (Light Armor, Javelins, Swords, Shields), 5,000 Archers, 700 Hittite-Type Chariots, 180 Ships. The warrior contingents are split between the Dardanoi and Troians, with the Troians having most of the heavy infantry while the Dardanoi command the greater part of the light infantry.

Political Factions: Royal Dardanoi [Neutral], Urban Priesthood [Neutral], Royal Troians [Content]

Economy: Rich & powerful due to the extensive trade networks in the Aegean and Mediterranean. Troy acts as a hub of trade between East and West.

Trade Goods: Textiles, Wool, Horses, Jewelry, Pottery, Gold, Grain

Crucial Imports: Luxury Goods, Mycenaean Pottery, Iron, Silver, Copper, Tin, Textiles

Important Sites: Royal Citadel


Unique Objectives:

Cassandra Was Wrong: +5 Legacy each turn for existing post-1205 BC.

Down with the Danaans: +10 Legacy for every substantial military victory against Mycenaeans.

Capitalist Peace: +10 Legacy each turn for having active trade relations with at least one Mycenaean, one Anatolian and one Mesopotamian or Levantine power.

Besika Bay Beach Battle: +15 additional Legacy for repelling an assault on Troian beaches.

Pay the Toll: +15 Legacy for navally blocking another power's access to the Black Sea, Anatolia or Europe.

Trojan Battle Order: +20 Legacy for going to war alongside at least two foreign allied contingents.

Abduction of Helen: +30 Legacy for stealing a princess from Lakedaimon and bringing her to Troia.

Scattered Like Leaves: +75 Legacy for conquering, subjugating or destroying the three main Achaean palace-states of Mycenae, Thebes and Pylos.

Major Power Objectives:
The things all major powers can do to earn Legacy Points.
Trade Hub: +1 Legacy per turn for each active trade relation.

Art of War: +5 Legacy for winning a minor military victory.

Royal Rivalries: +10 Legacy for winning a military victory against a fellow major power.

March of Civilization: +10 Legacy for winning a military victory against a tribe.

An Epic for the Ages: +10 Legacy for drawing up a royal epic, a letter, a chronicle or a royal inscription detailing a recent event such as a treaty, a trade deal, a disaster or a military victory (as IC post in the thread).

Drive them into the Sea: +15 Legacy for winning a military victory against the sea peoples.

Acknowledge Your Betters!: +20 Legacy for subjugating a tribe and getting it to swear allegiance.

Monarchical Rivalries: +20 Legacy for exchanging hostages with another kingdom.

Strengthen the Ties: +20 Legacy for a marriage alliance with a regional kingdom or major power. +30 Legacy for a marriage contract with a great power.

Bourgeoning Superpower: +25 Legacy for at least doubling territorial extent.

Code of Law: +25 Legacy for codifying noteworthy legislation such as reforming land ownership or inheritance, levelling social stratification, granting more rights to women and slaves or protections for foreigners or workers/peasants.

Monarchical Birthright: +25 Legacy for forcing another state into a tributary, vassal or client state relationship.

Wonders of the World: +30 Legacy for building an important site.

Rise of an Empire: +50 Legacy for becoming a great power by growing in power and importance to eclipse your peers.


Regional Kingdoms:
Regional Kingdoms are smaller, regionally important players in the Bronze Age Mediterranean. In many cases, you command sizeable armies and large stretches of land and have impressive wealth on your hand, but you are not on the level of the more potent players. Unlike major or great powers, a regional kingdom will have to rely more on webs of alliances to secure its own protection.

Caria

Description: Caria, also called Karkissa/Karkya by the Hittites is a rich Western Anatolian Kingdom. Its capital is Millawanda/Miletus, a walled city-state on the coast of Asia Minor between Lukka and Arzawa, built on the ruins of a formerly Mycenaean city-state. Due to its geostrategic location, it has often come into conflict with the Mycenaean states dotting the Aegean. Pylos famously raided the city and took many of their women as slaves, a slight which the Carians are not keen on forgive.

Caria has mighty walls over a kilometer long and is known far and wide for its wealth, its infantry captains decked out in gold. It maintains alliances with Troia and is a client state of the Hittite Empire after its rebellion that was supported by the Achaeans failed, but that may change. Due to its precarious situation near the hostile Achaeans and the soon-to-come troubles that will be plaguing their Hittite overlords, it is in a tough spot.

Gameplay: Being seated on the Western Anatolian Coast, Caria has many different avenues of increasing its power and influence, but a Carian king will have to be smart about it. Caria might hedge its bets by continuing to side with Troia to make war on the scattered Danaan Palace-States to the West, or bury the hatchet with the Greeks, turn against Troia and the Hittites and side with the Mycenaeans to win its independence. Either way, Caria will have to contend with powerful enemies and the Sea Peoples' invasions around 1200 BC.

Culture Group & Religion: Luwian/Mycenaean (Indo-European)

Map Colour & Location: Yale Blue, Western Anatolia/Asia Minor

Type: Kingdom City-State

Diplomatic Relations: Alliance (Troia), Client State to (Hittite Empire), Rivalry (Mycenae, Athens, Pylos), Trade Relations (Troia, Hittite Empire, Tyros, Athens, Thebes, Messenia)

Military: 300 Heavy Infantry (Clubs, Axes, Scale Armor), 2,500 Light Infantry (Unarmored, Javelins, Slings, Bows, Spears), 120 Hittite-Type Heavy Chariots (Three Crewmen, Spears, Bows, Javelins), 70 Ships. Carian troops are known as well-equipped but inexperienced.

Political Factions: Carian Aristocracy [Neutral], Carian Priesthood [Content], Military Captains [Content]

Economy: Wealthy due to Hittite support and favorable location

Trade Goods: Pottery, Ivory, Iron, Silver

Crucial Imports: Luxury Goods, Gold

Important Sites: Caria' Mighty Walls


Unique Objectives:

Not One of You Anymore: +10 additional Legacy for each military victory against Achaeans.

Legacy of Pyama-Radu: +10 additional Legacy for each military victory against other Anatolians.

Bastion of Calm: +10 additional Legacy for existing each turn after 1200 B.C.

Playing Both Sides: +10 Legacy each turn for maintaining trade relations with at least two Achaean and two Anatolian powers.

Three Brothers: +30 Legacy for uniting the regions Mysia and Lydia in an alliance. +50 Legacy for conquering these regions.

Eye for an Eye, Wife for a Wife: +40 Legacy for beating Pylos and taking its women as slaves.

Returning to the Roots: +40 Legacy for gaining independence from the Hittites.

Third Way: +100 Legacy for burning down Troia before the Mycenaeans or anyone else can do so.

Knossos

Description: Knossos was once the center and hegemon of the prosperous Minoan civilization that dominated the Aegean. After a devastating earthquake and volcanic eruption, Minoan civilization reeled but slowly recovered, gradually becoming more influenced by Mycenaean culture than the other way around. Taking advantage of the weakness, the Mycenaeans from Argos came to Crete around 1380 BC and subjugated it.

When the Argolids came, they razed the splendid "labyrinth" of the Minoans to the ground and built up a palace-city in their own style. Knossos is now just another outpost of the Mycenaean civilization on Crete, though traces of Minoan culture remain in pottery, culture, language and religion.

Gameplay: Knossos is a Mycenaean palace-state like the many others that dot the Aegean and due to its location, it is excellently positioned to take advantage of the thriving trade between East and West. Around 1200 BC however, things will get progressively harder. With the downfall of the Mycenaean palace-centres, the general collapse of international trade and the arrival of many Mycenaean refugees as well as invaders from outside it will only be a matter of time until things will get worse for Knossos. But it may also present a chance to reinstate the all but lost Minoan culture…

Culture Group & Religion: Mycenaean/Minoan (Indo-European)

Map Colour & Location: Light Green, Crete

Type: Kingdom Palace-State

Diplomatic Relations: Alliance (Mycenae), Trade Relations (Mycenae, Kemet, Ugarit, Alashiya, Byblos, Tyros, Lukka, Lakedaimon)

Military: 300 Heavy Infantry (Bronze Plate Armor, Axes/Spears, Tower Shields), 1,000 Light Infantry (Light Armor/Unarmored, Shields, Javelins, Spears), 2,000 Cretan Archers (Bows, Daggers/Axes), 80 Heavy Chariots, 60 Ships.

Political Factions: Mycenean Administration [Content], Minoan Nobility [Neutral], Knossos Priesthood [Neutral]

Economy: Thriving due to firm integration into the trade of the wider Mediterranean world.

Trade Goods: Luxury Goods, Minoan-Mycenaean Art & Pottery, Textiles, Wool

Crucial Imports: Copper, Olive Oil, Ivory, Stone, Silver, Tin

Important Sites: Knossos Megaron


Unique Objectives:

Effete Minoans?: +10 additional Legacy for winning a naval battle.

Idomeneus' Pride: +20 Legacy for going to war against Troia alongside at least two other Mycenaean states.

Knossos Resurgent: +25 Legacy for unifying Crete, diplomatically or by force.

Reverse Apoikia: +25 Legacy for settling a province on the Greek mainland.

Reject Athena, Return to Potnia: +30 Legacy for reinstating the Minoan religion.

King Minos Sends His Regards: +30 Legacy for subjugating a Mycenaean state. +50 Legacy if it's Athens.

Messenia/Pylos

Description: Pylos is a major Mycenaean palace-state which dominates the rural Messenian lands. It is a cultural and economic centre of Mycenaean Greek civilization along with Mycenae and Thebes.

The advanced palace-state of Pylos has a massive population of many thousands, with tens of thousands more in the lowlands and valleys of Messenia. It is famed for its beautiful carved gemstones and jewelry as well as the mighty Palace of Nestor.

Gameplay: Pylos is powerful both militarily and economically and has, at least at the start, a relatively safe position. A player of Pylos can choose to subjugate the rest of Achaea under their hegemony or go after Troia, Caria and their Hittite overlords. Imports of raw materials from the East such as metals, ivory and glass will be crucial for maintaining the processed commodity trade that keeps the economy going.
Still, for all its splendor, drought, famines, earthquakes, civil unrest and the Sea Peoples present a ticking doomsday clock for the glorious kingdom, and only a talented wanax will be able to save Pylos from certain destruction.

Culture Group & Religion: Achaean (Indo-European)

Map Colour & Location: Light Brown, Western Peloponnesian

Type: Kingdom Palace-State

Diplomatic Relations: Alliance (Athens), Rivalry (Troia, Caria), Trade Relations (Mycenae, Knossos, Athens, Lakedaimon, Caria)

Military: 1,600 Heavy Mycenaean Infantry (Bronze Plate Armor, Tower Shields, Spears & Axes), 4,000 Light Infantry (Light Armor/Unarmored, Javelins, Swords, Shields), 250 Light Chariots (Bows, Javelins), 150 Heavy Mycenaean-Type Chariots (Lance, Bronze Panoply), 90 Ships

Political Factions: Urban Nobility [Content], Achaean Priesthood [Content], Rural Representatives [Neutral]

Economy: Rich due to its extensive commodity trade and enormous population, which translates to impressive industrial capacity

Trade Goods: Jewelry & Gem-Stones, Mycenaean Pottery, Luxury Goods, Wine, Unguents

Crucial Imports: Iron, Copper, Tin, Ivory, Glass, Lapis Lazuli, Horses

Important Sites: Palace of Nestor


Unique Objectives:

Not Doomed After All: +10 Legacy each turn for existing post-1205 BC.

To Set an Example: +10 Legacy for winning a military victory against Hittites/Anatolians.

Commodity Production Center: +10 Legacy each for trading Mycenaean Pottery or Gemstones in exchange for raw resources with Kemet, a Canaanite civilization, Assyria or Babylon.

This Land Is Our Land: +15 Legacy for bringing Elis into the fold.

Trojan War: +15 Legacy for being allied to at least three other Mycenaean states at one time.

We Did It Once, We'll Do It Again: +20 Legacy for beating Caria in a war and taking their women as slaves. Again.

Better Safe Than Sorry: +25 Legacy for conquering or destroying Lakedaimon.

Nestor Smiles Upon You: +50 Legacy for conquering or subjugating, but not destroying Troia.

Thebes

Description: Thebes, famous city of the seven gates, is one of the mightiest Achaean palace-states in 1220 BC. As the story goes, Thebes was founded by the Phoenician Cadmus in mythical pre-history; its imposing citadel, surrounded by Cyclopean walls is called "Cadmeia" and was inhabited since the third millennium BC.

In the Late Bronze Age, Thebes is one of the most prominent Danaan states and has supranational importance, even having traded extensively with Cyprus and Babylon before it was destroyed and reemerged. It is home to the largest Mycenaean acropolis and engages in busy trade with powers such as the Hittites, Milet or Alashiya.

Gameplay: Thebes is powerful and has plenty of weight to throw around but is very much endangered. City states around it desire its power, the Dardani tribes in the North are an ever-present danger, droughts and famine threaten its economic output and even its Cyclopean walls will be hard-pressed to fend off the waves of Sea Peoples that will begin to devastate Mycenaean Greece around 1200 BC. Whoever wants to survive and thrive as Thebes must be ruthless, cunning and a master of defense.


Culture Group & Religion: Achaean (Indo-European)

Map Colour & Location: Orange, Boeotia

Type: Aristocratic City-State

Diplomatic Relations: Trade Relations (Athens, Elis, Troia, Caria), Rivalry (Athens), Alliance (Elis)

Military: 1,000 Heavy Infantry (Bronze Plate Armor, Axes/Spears, Tower Shields), 3,000 Light Infantry (Light Armor, Shields, Javelins, Spears), 150 Heavy Chariots, 50 Ships

Political Factions: Palace Administration [Content], Priesthood [Neutral], Equeta [Content]

Economy: Decently prosperous, mostly agricultural

Trade Goods: Olive Oil, Wine, Mycenaean Pottery

Crucial Imports: Stone, Copper, Amber, Silver

Important Sites: Theban Acropolis, Citadel of Cadmeia


Unique Objectives:

They Come in Waves: +10 additional Legacy for military victories against the Sea Peoples.

Thin Danaan Line: +10 additional Legacy each turn for continuing to exist post-1210 B.C.

Unruly Descendants: +15 Legacy for subjugating the Dardani.

Cadmeian Fortress: +25 Legacy for winning a defensive siege.

The First-Named: +30 Legacy for destroying Troy.

An Old Relationship: +40 Legacy for establishing trade relations with Babylon.

Regional Kingdom Objectives:
The things all regional kingdoms can do to earn Legacy Points.
Trade Hub: +1 Legacy each turn for each active trade relation.

Holding on to Power: +5 Legacy for each turn the kingdom keeps existing

Art of War: +5 Legacy for winning a minor military victory.

Expanding the Economy: +5 Legacy for producing enough of a new good to export it, or achieve self-sufficiency when they were previously importing a certain good.

Royal Rivalries: +10 Legacy for winning a military victory against a fellow kingdom.

March of Civilization: +10 Legacy for winning a military victory against a tribe.

Tyrian Purple: +10 Legacy for getting access to a rare trade good the kingdom does not possess from the start.

Drive them into the Sea: +15 Legacy for winning a military victory against the sea peoples

Bourgeoning Superpower: +25 Legacy for at least doubling territorial extent.

Code of Law: +25 Legacy for codifying noteworthy legislation such as reforming land ownership or inheritance, levelling social stratification, granting more rights to women and slaves or protections for foreigners or workers/peasants.

Monarchical Birthright: +25 Legacy for forcing another state into a tributary, vassal or client state relationship.

Our Pride: +25 Legacy for building an important site.

To Rise through the Ranks: +50 Legacy for becoming a major power by growing in power and importance to eclipse your peers.

(Tagging some people who expressed interest: @bookwyrm, @Kirook, @Count, @Dovahsith, @Altzek, @nocarename, @Furrybacon, @DanBaque)
 
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Opening Post Continuation - Tribes, Minor Kingdoms and City-States
Tribes:
Though civilization is at a historical high point, many peoples in the Late Bronze Age have not yet adopted a settled lifestyle. There are a variety of peoples with varying degrees of settledness that can be classified as tribes instead of kingdoms.

As a tribe, your people do not live in fixed abodes and in the face of changing circumstances may migrate to a different place that suits them better. Tribes usually punch above their weight class because many of their men are called up as warriors in times of need, but a military defeat can be disastrous and spell doom for you. If you are a savvy and courageous chief however, you will be able to make the settled weaklings cower in terror and grow rich off their plunder while preserving your people's free way of life.

Bryges

Description: The region known as Mygdonia is inhabited by a fierce Thracian tribe known as the Bryges that has merged to some extent with the indigenous Pelasgian, pre-Indo-European population of Mygdonia.

According to tradition, the Bryges would later cross the straits into Anatolia from Macedonia and Thrace and into Anatolian Phrygia, giving the region its name.

Gameplay: At the start, the Bryges only have to worry about sporadic attacks or raids from other tribes or the Mycenaeans. However, around 1210 BC, population movements will intensify and famine, natural disasters and large-scale upheaval will strike. Sooner or later, the tribe will have to migrate to greener pastures. Will you attempt to stake out a life in ravaged Greece, migrate to Anatolia and contribute to the downfall of Hittite hegemony or will you join the waves of "Sea Peoples"?

Culture Group & Religion: Proto-Thracian (Indo-European)

Map Colour & Location: Grey, Chalkidike

Type: Tribal Kingdom

Diplomatic Relations: -

Military: 1,200 Tribal Warriors (Bronze Plate/Scale, Spears, Shields, Javelins), 1,500 Tribal Skirmishers (Unarmored, Cow Hide Shields, Axes, Bows/Javelins/Slings), 110 Chariots. Thracian weapons of war are known far and wide for being of excellent quality, and Thracian warriors are known for their ferocity.

Political Factions: War Chiefs [Content], Shamans [Neutral], Tribal Administration [Content]

Economy: Insignificant tribal economy.

Trade Goods: Cattle, Wine, Olive Oil

Crucial Imports: -


Unique Objectives:

Move, Bitch, Get Out the Way: +10 additional Legacy for every military victory against Anatolians.

Homeric Terror: +10 additional Legacy for winning a battle against Mycenaeans.

This Is My Hole! It Was Made For Me!: +15 additional Legacy for settling down permanently in Phrygia. +30 additional Legacy if the Bryges remain in Phrygia until the end of the game.

Phrygian Contingent: +25 Legacy for fighting alongside Troia against the Mycenaeans.

Cicones

Description: The Cicones are one of the numerous Proto-Thracian tribes around the Far Northern Aegean, the Black Sea and North-Western Anatolia. Among their Southern neighbours, the Achaeans, the Thracians are generally known as a shaggy, rowdy and uncivilized bunch of red-haired barbarians with a penchant for making war. Only their constant political fragmentation prevents them from overrunning the lands around them, or so it is said.

Far from being the uncivilized savages they are slandered as however, the Cicones are gifted at metalworking, especially concerning weapons, as well as talented charioteers. If they curb their internal infighting and defend their position against the other Proto-Thracians, they may well achieve great things.

Gameplay: Cicones have the potential to become a power to be reckoned with, but it will not be easy, as outside enemies both Proto-Thracian and foreign in nature as well as infighting threaten them greatly. If a shrewd Ciconian War Chief manages to consolidate their power, there are many possible avenues that promise power and wealth. They could carry out raids on the Mycenaean palace-states as they collapse, establish trade relations with other nations, strike at the Dardanelles or the Bosporus to disrupt trade, migrate over to Anatolia to settle there, try to unify the Proto-Thracians tribes at least for a short period of time and so on and so forth.

Culture Group & Religion: Proto-Balkan (Indo-European)

Map Colour & Location: Light Green, Thrace

Type: Tribal Chiefdoms

Diplomatic Relations: Trade Relations (Mycenae)

Military: 1,000 Tribal Warriors (Bronze Plate/Scale, Spears/Thracian Swords, Shields, Javelins), 2,000 Tribal Skirmishers (Unarmored, Cow Hide Shields, Axes, Bows/Javelins/Slings), 110 Chariots. Thracian weapons of war are known far and wide for being of excellent quality, and Thracian warriors are known for their ferocity.

Political Factions: War Chiefs [Content], Shamans [Neutral], Tribal Administration [Neutral]

Economy: Unremarkable, barely any trade relationships with the wider world

Trade Goods: Thracian Weapons, Thracian Wine, Cattle

Crucial Imports: Mycenaean Pottery, Olive Oil, Copper


Unique Objectives:

Our Own Worst Enemies: +5 addditional Legacy for each military victory against fellow Proto-Thracians.

Homeric Terror: +10 additional Legacy for winning a battle against Mycenaeans.

Dionysus Was a Thracian: +15 Legacy for exporting wine to at least three other nations. +20 Legacy if all those nations are Mycenaean.

Taking Care of Alexander: +20 additional Legacy for permanently settling down in Macedonia.

Troia Calls, We Answer: +25 Legacy for fighting on the side of Troia against the Mycenaeans.

The Black Sea Is Ours!: +30 Legacy for holding both sides of the Bosporus and blocking any incoming trade.

Military-Industrial Complex: +30 Legacy for exporting Thracian weapons to both sides of a conflict.

Herodotus' Worst Nightmare: +100 Legacy for unifying all Proto-Thracian lands.

Dardani

Description: The Dardani are an Illyrian tribe populating the hills and mountains named "Dardania" after them, not to be confused with the "Dardanoi", allies of Troy from the Iliad, though they might well be linked.

The Dardani are a simple semi-nomadic people, who depend on arable farming and rearing livestock to survive and up until now only very sporadically make contact with their civilized neighbours down South. However, events beyond their control will soon force difficult choices on them.

Gameplay: The Dardani live at the edges of Bronze Age Mediterranean civilization. Inevitably, they will be some of the first affected by the large-scale population movements sweeping in from the North. Will they resist the enigmatic invaders on their own, move South and warn the Mycenaeans of what's coming, will they make peace with them or will they be forced to go back to their nomadic ways either by natural disaster or invasion, join the great migration and become part of the "Sea Peoples" while attempting to find fortune elsewhere? These are the questions a Dardani chieftain will have to ask himself.

Culture Group & Religion: Proto-Balkan/Illyrian (Indo-European)

Map Colour & Location: Pink, North Macedonia

Type: Tribal Kingdom

Diplomatic Relations: -

Military: 2,000 Tribal Warriors (Lightly Armored, Sica Curved Swords/Sybina Spears/Axes, Round Shields), 1,000 Skirmishers (Lightly Armored/Unarmored, Bows/Javelins), 300 Elite Warriors (Bronze Plate, Double-Edged Axes, Round Shields), 60 Chariots

Political Factions: Prominent Clans [Content], Shamans [Neutral], Tribal War Chiefs [Content]

Economy: Insignificant, a tribal mixed farming economy with barely any contact to the outside world

Trade Goods: Leather, Cattle

Crucial Imports: -


Unique Objectives:

Humble Beginnings: +10 Legacy for exporting goods to another nation.

Here to Stay: +20 additional Legacy for permanently settling down in Dardania near Troia.

Confusing Future Linguists: +20 additional Legacy for permanently settling down in Thrace.

Paying the Ancestor a Visit: +20 Legacy for establishing relations with Thebes, be they friendly or hostile.

An Example for Bardilys: +30 Legacy for forcing a different nation into a marriage contract.

Dardani or Dardanoi?: +50 Legacy for migrating to the Dardanelles (Northwest Anatolia), settling down there and fighting the Mycenaeans on the Trojans' side.

Wanax of the Hill: +100 Legacy for settling down in Greece and being the only polity still standing there.

Kaskians

Description: The Kaskians, also known as Kaska or Kaška are a people living in the mountains of Northern Anatolia, having settled there after displacing the autochthonous Palaic peoples and conquering the holy city of the Hittite Storm-God Nerik. They constantly carry out raids against the Hittite Empire, going so far as to burn down their capital of Hattusa around 1380 BC.

Though the Hittites have carried out many punitive campaigns against the Kaskians, they have never been successful in subduing them permanently, although they have managed to temporarily regain control of Nelik. The Kaskian tribes form a loose confederation but are plagued by constant infighting. Only once in their history have the Kaskians been united under a king named Pihhuniya of Tipiya, but they immediately fractured again after his death.

Gameplay: The Kaskians will inevitably be embroiled in conflict with the Hittites or the Assyrians, and their success largely hinges on when they will strike. If they strike at the wrong time, they may well be crushed, but if they use the mounting troubles of the Hittite Empire to their advantage, they may be able to attain success. Once the Hittites are brought down, they may settle down somewhere in Anatolia or even Greece or migrate to a different place, maybe trouble the city-states of Canaan or venture to the end of the known world. Without an outside foe however, it will be hard for the tribes to stay united.

Culture Group & Religion: Native Anatolian (Non-Indo-European)

Map Colour & Location: Blue, Northern Anatolia

Type: Loose Tribal Confederation

Diplomatic Relations: -

Military: 9,000 Warriors (Unarmored, Axes/Spears/Bows, Shields), 600 Light Chariots

Political Factions: Tribal Nobility [Content], Shamans [Neutral], Representatives of the other Tribes [Unhappy]

Economy: Insignificant, Tribal Nomads

Trade Goods: Linen, Cattle

Crucial Imports: -


Unique Objectives:

Nemesis from The North: +10 additional Legacy for any military victories against Indo-European Anatolians.

Come Hell or High Water: +15 Legacy for turning the settlements in Northern Anatolia into hill-forts.

Insult to Injury: +20 additional Legacy for settling down in formerly Hittite territory.

Lightning Rod: +20 Legacy for retaking the holy city of Nelik.

Legacy of Pihhuniya: +40 Legacy for unifying the tribes, centralizing power and appointing a king of the Kaskians.

We'll Do It Again: +50 Legacy for burning down Hattusa.

Lukka

Description: The lands of Lukka, also known as Lycia to the Greeks occupy a lower part of Western Anatolia and are known for their fierce warriors, vast herds of sheep and fine wine. Lukka is a tightly knit confederation of minor tribal states ruled by a king. The Lukkan people are likely at least in part descendants of the ancient Minoans.

No power has managed to permanently subdue the Lands of Lukka, though many have tried, from the Achaeans to Hittites and Egyptians. The Lukkans are expert seafarers and raiders, having gone so far as to raid the coasts of Egypt.

Gameplay: Lukka is well-positioned to thrive in the waning years of the 13th century BC, even with its rather small size. A shrewd Lukkan king will find it easy to join forces with the Sea Peoples and descend upon the more civilized empires, taking advantage of the general collapse to turn on the Hittite Empire and even attempt to bring low Egypt in concert with Lybian tribes and the Sea peoples (though they were historically crushed twice). The rich lands of Mycenae present suitable prey as well, though the Lukkans will have to act fast.

Culture Group & Religion: Luwian (Indo-European)

Map Colour & Location: Olive Green, Lower Western Anatolia/Asia Minor

Type: Tribal Kingdom

Diplomatic Relations: Client State to (Hittite Empire), Alliance (Troia), Trade Relations (Alashiya, Knossos, Hittite Empire)

Military: 2,500 Infantry (Mail-Clad Shield-Men armed with Axes or Spears), 1,500 Bow-Men, 150 Chariots, 40 Ships. Lycian warriors are renowned for their bravery and skill with bow and arrow and are used as mercenaries in many conflicts.

Political Factions: Xanthos Nobility [Neutral], Lukkan Priesthood [Content], Tribal Lords [Content]

Economy: Modest prosperity due to their rich, fertile lands and trade

Trade Goods: Wool, Wine, Pottery

Crucial Imports: Copper, Gold, Iron

Important Sites: Xanthos (Capital)


Unique Objectives:

Pride of Sarpedon: +10 additional Legacy for any military victory against a Mycenaean state.

Down on their Lukk: +10 additional Legacy for any military victory against the Hittite Empire.

Remember Qadesh: +20 additional Legacy for fighting a battle side-by-side with the Hittites against a major power or great power.

A Return to the Roots: +30 Legacy for breaking free from the Hittite Empire.

An Alternate Iliad: +30 Legacy for breaking the Alliance with Troia and fighting alongside Mycenaeans against it.

Where We Once Failed: +75 Legacy for successfully invading Lower Egypt.

Meshwesh

Description: The Meshwesh are a collection of Berber tribes originating from Lybia, beyond Cyrenaica. They are mostly known as nomadic cattle herders and for being a constant thorn in the eye of the mighty Egyptians as far back as the 18th dynasty at the least. In fact, they were deemed such a large threat that during the reign of Ramses II. the Egyptians built a series of coastal fortresses to protect themselves from the constant incursions coming from the West.

The Meshwesh are nomad hunter pastoralists, living off their goats, camels and other livestock while hunting and gathering at the same time. Milk, meat, hides and wool are gathered from their livestock for food, tents and clothing.

Gameplay: The Meshwesh's history and geographic position inevitably sets them up for migration into and conflict with Egypt, there is no way around it. The Invasion of the Sea Peoples and the Lukka should provide ample opportunities for joining up to wreak havoc on the oppressors of Kemet. It may even be possible that some of the rivals of Kemet may seek to use the Meshwesh to play them out against the Egyptians: a Meshwesh player should be on their guard and try to profit from such efforts.

Culture Group & Religion: Berber (Afro-Asiatic)

Map Colour & Location: Dark Blue, Western Egypt

Type: Tribes

Diplomatic Relations: -

Military: 5,000 Tribal Berber Warriors (Bows, Spears/Hatchets, Wicker Shields), 92 Chariots, 60 Ships

Political Factions: War Chiefs [Content], Shamans [Neutral], Tribal Administration [Content]

Economy: Poor and Isolated Nomads

Trade Goods: Cattle, Wool

Crucial Imports: -


Unique Objectives:

Robbers Ruining Egypt Daily: +10 additional legacy for any military victory against Egypt or pillaging/razing any of their cities or important sites.

Not Like Ramses III Intended: +20 additional legacy for permanently settling in the Western Nile Delta Region.

A Way Out: +20 additional legacy for permanently settling on Crete.

Shoshenq Redemption: +30 Legacy for submitting to Egyptian authority voluntarily.

Merneptah's Worst Nightmare: +75 legacy for successfully invading the Egyptians alongside the Sea Peoples. +85 Legacy if it's alongside the Sea Peoples as well as the Lukka.

Skipping Two Dynasties: +150 Legacy for appointing a Meshwesh as Pharao of Egypt.

Tribe Objectives:
The things all tribes can do to earn Legacy Points.
Stubborn Tenacity: +5 Legacy for each turn the tribe keeps existing.

Make the Ancestors Proud: +5 Legacy for winning a military victory.

Fight Like Real Men!: +10 Legacy for winning a military victory against a civilized nation.

Free Spirits: +10 Legacy for each turn the tribe keeps existing independent of other powers.

To the Strongest: +10 Legacy for conquering at least one territory in the turn.

Pride Goeth Before the Fall: +15 Legacy for executing the king or ruler of a City-State/Minor Power. +25 Legacy for executing the king of a Regional Kingdom. +40 Legacy for executing the king of a Major Power. +60 Legacy for executing the king of a Great Power.

Foederati: +20 Legacy for renting out tribal warriors as mercenaries to a settled power.

Kindred: +20 Legacy for allying with the sea peoples.

To the Victor the Spoils: +25 Legacy for disrupting a civilized power's trade routes or convoys.

Scourge of Civilizations: +25 Legacy for destroying or sacking a civilized place or important site.

Sacrilege!: +25 Legacy for destroying a religious monument or place of worship of a different religion.

Stronger Together: +30 Legacy for forming a tribal confederation with a tribe of the same or a similar culture.

A New Home: +30 Legacy for centralizing governance and settling down somewhere permanently, turning into a Regional Kingdom or Minor Kingdom/City-State depending on territory and specifics of settling.

City-States & Minor Kingdoms:
Numerous small polities such as city-states and comparably insignificant kingdoms or principalities dot the landscape of the Bronze Age Mediterranean. As a small player, you will have to be mindful of not inciting the wrath of the bigger players and arrange yourself with other smaller polities in alliances and coalitions.

Alternatively, you may consider entering a tributary/client state relationship with a larger nation. Often, it can be beneficial to seek out the protection of a more powerful country to be able to continue existing unperturbed. Many of the smaller states even start out that way and can choose themselves when it would be most advantageous for them to regain their independence. It is a dangerous world, but if the small kingdoms are careful, they can thrive.

Ashkelon

Description: Ashkelon is a city of the Canaanites, considered to be a dependency of Kemet. During Ramses II's campaigns against the Hittites culminating in 1279 BC, the city rebelled but was subdued and is now under more strict Egyptian control, with Egypt sending governors to administer the city directly.

In 1220 BC, Ashkelon is a flourishing coastal trade centre, with as many as 20,000 inhabitants and mighty ramparts protecting it.

Gameplay: To thrive as Ashkelon, a player will have to be extremely capable, as there are multiple hurdles to overcome. Throwing off the yoke of Egyptian overlordship may lead to substantial internal division even if the Egyptians don't choose to march their armies in to reclaim Ashkelon, while siding with Egypt may end badly as well when everything comes crashing down and Egypt loses control over Canaan. Either way, the Philistines will come for Ashkelon, and stopping them will be extremely difficult.

Culture Group & Religion: Canaanite (Semitic)

Map Colour & Location: Purple-Blue, South Canaan

Type: Kingdom City-State

Diplomatic Relations: Client State (Kemet), Trade Relations (Kemet, Hazor, Tyros)

Military: 1,500 Canaanite Skirmishers (Cow Hide Shields, Spears, Bows/Slings), 1,000 Canaanite Infantry (Scale Armor, Cow Hide Shields, Swords) 120 Light Chariots, 40 Ships.

Political Factions: Native Urban Aristocracy [Neutral], Temple Priesthood [Content], Egyptian Governors [Neutral]

Economy: Flourishing due to exports and taxing intermediary trade

Trade Goods: Luxury Goods, Wine, Olive Oil, Textiles, Resin

Crucial Imports: Pottery, Grain, Silver, Linen

Important Sites: Sanctuary of Ptah


Unique Objectives:

No Place for Philistines: +10 additional Legacy for existing every turn after 1200 BC.

Pentapolis: +25 Legacy for forming a confederation with at least two other Canaanite (Semitic) states. +40 Legacy for forming one with three or more.

Canaanites Rise Up!: +35 Legacy for burning down the Sanctuary of Ptah, driving out the Egyptians and successfully gaining independence.

Triumph, Ihr Herrn Philister: +50 Legacy for somehow becoming Philistine peacefully.

Last Man Standing: +60 Legacy for being the only city-state to still exist out of all the important Canaanite city-states (Ugarit, Tyros, Byblos, Ashkelon and Hazor).

Athens

Description: Famous Athens of this age is far removed from the "birthplace of democracy" most know it as. Just as the other Danaan states it is a city-kingdom ruled and administered from an opulent palace.

Due to its favorable coastal position, Athens maintains a comparatively mighty fleet and is ideally positioned to conduct trade with the wider Mediterranean world. Due to its location, it received Minoan cultural influences early on, which even now centuries later still resonate.

Gameplay: Around 1220 BC, Athens is a rather minor player in Greece. However, Athens has one particular advantage: All Mycenaean palaces in Greece were burned to the ground, with one exception - the palace at Athens was spared destruction, though it did fall out of use eventually and Athens did experience an economic downturn post-1200 BC. This means an Athens player is well-positioned to gain a dominant status in Greece post-1200 BC.

Culture Group & Religion: Achaean (Indo-European)

Map Colour & Location: Light Blue, Attica

Type: Kingdom City-State

Diplomatic Relations: Alliance (Messenia), Rivalry (Thebes), Trade Relations (Mycenae, Troia, Caria, Messenia, Alashiya, Thebes)

Military: 300 Aristocratic Elite Warriors (Bronze Plate Armor, Swords/Axes, Shields), 2,000 Light Warriors (Unarmored, Javelins, Slings, Shields, Spears), 110 Heavy Chariots, 50 Ships.

Political Factions: Palace Administration [Content], Religious Officials [Neutral], Military Aristocracy [Neutral]

Economy: Middling. Athens profits greatly from trade with the greater Mediterranean but as far as Mycenaean palace-states go it's rather insignificant.

Trade Goods: Silver, Olive Oil, Mycenaean Pottery, Wine

Crucial Imports: Amber, Textiles, Jewelry, Gold, Stone

Important Sites: -


Unique Objectives:

Hey, We're Pretty Good At This: +15 Legacy for winning a naval battle.

Taking Care Of It Early: +25 Legacy for destroying or subjugating Lakedaimon.

Pallas Athene's Pride: +25 Legacy for going to war with Troia alongside at least three other Mycenaean states.

Thalassocracy: +30 Legacy for having the biggest navy in all of Achaea.

The Kratos to the Demos: +30 Legacy for becoming a republic.

Delian League - The Pre-Sequel: +50 Legacy for forming an alliance with or subjugating at least three other coastal Mycenaean city-states or Kingdoms.

Pan-Helladic League: +150 Legacy for uniting the Mycenaean lands by peace or by force.

Byblos

Description: Byblos is one of the oldest cities in the world, a prosperous Phoenician city-state on the coast of Canaan that has recently fallen under Hittite Overlordship during King Suppiluliuma I's reign. It is a growing port city situated on an easy to defend hill, its ports serving as a dock for the Hittite Navy. It is from here that many of the great Punic colonies would later be formed.

Byblos is an important trading partner for many of the different polities of the Mediterranean, ferrying cedar wood, lapis lazuli from the far east and commodities such as pottery to distant places. However, in recent times Ugarit has outstripped Byblos, becoming a more important centre of trade.

Gameplay: Byblos is small port city, a client of the mighty Hittites and wedged in between superpowers, but has a great fleet and wealth that facilitates conditions for trade and colonization across the map. Byblos was also historically spared destruction during these turbulent times, making it one of the easier city-states to play. A Byblos player must strive to achieve independence, outmaneuver and outstrip the other city-state dotting the Levant and if they play their cards right, they might be able to emerge from the ashes as the prosperous leader of the unified Phoenician people or at least a rich trade hub.

Culture Group & Religion: Phoenician (Semitic), Canaanite Religion

Map Colour & Location: Dark Purple, South Syrian Coast

Type: Kingdom City-State

Diplomatic Relations: Client State (Hittite Empire), Trade Relations (Kemet, Knossos, Alashiya, Hittites, Troia, Mycenae)

Military: 1,500 Phoenician Infantry (Lightly Armored, Swords, Shields, Javelins), 90 Chariots, 65 Canaanite Ships for Trade, War and Colonization

Political Factions: Canaanite Priesthood [Content], Nobility [Content], Merchants [Content]

Economy: Flourishing, much trade is conducted in this city

Trade Goods: Cedar Wood, Canaanite Pottery, Wool, Paper, Textiles

Crucial Imports: Mycenaean Pottery, Grain, Silver, Linen, Papyrus, Ivory, Lapis lazuli

Important Sites: Temple of the Lady of Byblos


Unique Objectives:

You Shall Not Pass: +15 Legacy for winning a military victory against Assyrians or Egyptians.

Rule Phoenicia, Phoenicia Rule the Waves: +15 Legacy for winning a naval battle.

As Vultures: +20 additional Legacy for colonizing parts of Cyprus after Alashiya has fallen.

Free at Last: +30 Legacy for gaining political independence from the Hittites.

Stronger Together: +30 Legacy for merging with another Phoenician City-State such as Tyros or Arwad.

Phoenicia Ascendant: +70 Legacy for owning or being allied with all historically Phoenician territory.

Elis

Description: Unlike the numerous other Achaean states in the Aegean, Elis does not have a Mycenaean-style palace and is instead more of a rural backwater, a loose confederation of towns and villages under the rule of a king. There is barely any centralization of power, very much unlike in the more urbanized palace-states. The much more developed Palace-State of Pylos in Messenia has repeatedly laid claim to parts of Elis, leading to tensions between the two regions.

Elis is fairly populous despite its comparatively low level of development, its population being mostly concentrated in the river valleys of Pineois and Alpheios. It is a poor region based mostly on agriculture. In terms of resources, it is almost completely barren.

Gameplay: Elis will need to be wary to not be outmaneuvered and annexed by the much more powerful southern neighbour of Messenia. Some alliances with other Mycenaeans or even Anatolians or a pact directly with Messenia will be necessary. However, Elis' comparative underdevelopment is also a boon, as the collapse of the Mycenaean palaces will affect them less severely. When the Sea Peoples arrive, the Eleans could choose to make amends with Messenia and try to hold them off together or cooperate with them and start migrating southwards to take revenge on their old enemies, the more urbanized Messenians. Elis was actually one of the few regions that experienced a heyday after the Bronze Age Collapse, so once the starting difficulties are overcome, Elis may be able to thrive.

Culture Group & Religion: Achaean (Indo-European)

Map Colour & Location: Light purple, Western Peloponnesian

Type: Kingdom

Diplomatic Relations: Alliance (Thebes), Rivalry (Messenia), Trade Relations (Thebes, Mycenae)

Military: 500 Warriors (Bronze Plate Armor, Spears/Axes, Shields), 1,500 Skirmishers (Unarmored, Javelins, Slings), 140 Light Chariots, 25 Ships. Elean soldiers are rather poorly equipped but known for their bravery.

Economy: Insignificant, mostly rural

Trade Goods: Wine, Olive Oil, Mycenaean Pottery

Crucial Imports: Stone, Copper, Amber


Unique Objectives:

Not Us: +10 Legacy for existing every turn after 1200 BC.

Hoi Barbaroteroi Hellenon: +10 additional Legacy for any military victory against fellow Mycenaeans.

Participation Trophy: +25 Legacy for going to war with Troia alongside at least two other Achaean states.

Now the Sandal's on the Other Foot: +50 Legacy for conquering Messenia.

Last Laugh: +50 Legacy for being the last of the Mycenaean states to still exist.

Hazor

Description: Hazor is the biggest and most important of all the Canaanite city-states, with great temples and opulent palaces, split into an upper acropolis, and lower city. It is one of the Egyptian vassal-states in Canaan. Pharao Seti I. had sacked and burned the city for siding with the Habiru against Egyptian rule in 1285 BC, but it still prospers.

Hazor is known for being a flourishing centre of trade, as it dominates one of the main trade routes from Mesopotamia to the Mediterranean.

Gameplay: Hazor is a rich and influental Canaanite urban centre with many valuable trade goods, but it is in mortal danger. Around 1200 BC, problems will start piling up for Hazor. Only a very cunning and shrewd king will be able to save Hazor from certain destruction. A Hazor player might try to seek the protection of mighty Kemet, Hittes or even Assyria, ally with the other city-states or stake out their own path in this dangerous world, but no matter which path they go down, it will be a rocky road at best.

Culture Group & Religion: Canaanite (Semitic)

Map Colour & Location: Olive Green, Northeastern Israel

Type: Kingdom City-State

Diplomatic Relations: Client State to (Egypt), Trade Relations (Kassite Babylon, Kemet, Assyria, Tyros, Ashkelon)

Military: 1,500 Skirmishers (Unarmored, Bows, Javelins), 1,200 Infantry (Scale Armor, Shields, Spears), 300 Shock Troops (Scale Armor, Square Shields, Swords), 160 Chariots.

Political Factions: Urban Aristocracy [Content], Temple Priesthood [Neutral], Princes and War Chiefs [Neutral]

Economy: Flourishing due to sitting at the trade route to Mesopotamia

Trade Goods: Canaanite Pottery, Ivory, Tin, Luxury Goods

Crucial Imports: Tin, Mycenaean/Cypriot Pottery, Glass, Lapislazuli, Gold, Silver, Glass

Important Sites: The Great Temple


Unique Objectives:

Not Again: +5 additional Legacy for existing every turn after 1200 BC.

Book of Joshua, Chapter 11: +25 Legacy for forming a confederation with at least two other Canaanite (Semitic) states. +40 Legacy for forming one with three or more.

Canaanites Rise Up!: +30 Legacy for winning independence from the Egyptians.

Revenge, Sweet Revenge: +35 Legacy for burning down an Egyptian city.

Last Man Standing: +60 Legacy for being the only city-state to still exist out of all the important Canaanite city-states (Ugarit, Tyre, Byblos, Ashkelon and Hazor).

Lakedaimon

Description: The Lakedaimon of the Bronze Age is an entirely different beast from the (in)famous Sparta of latter days and comparatively small and insignificant as far as Greek states of that era go.

Lakedaimon's biggest advantage is its supply of copper, which is rare in the Late Bronze Age world. It also maintains good relations with the mighty Achaean palace-state of Mycenae. Unlike in the later period, the main centre of Lakedaimon is not in Sparta, but the Megaron-type palace at the site that would later be home to the so-called Menelaion.

Gameplay: Lakedaimon will be hard pressed to achieve success. It should begin to establish alliances with fellow Achaean states soon, as it is possible that Athens and/or Messenia will want to subjugate it. Lakedaimon too could attempt to take over more of the Peloponnesian to cement its power or sail with the rest of the Mycenaeans as they attempt to conquer Asia Minor. Their supply of copper may help them achieve diplomatic success, but may also make Lakedaimon a target... As with all other Mycenaean states, the threat of destruction post-1200 BC always looms.

Culture Group & Religion: Achaean (Indo-European)

Map Colour & Location: Wine Red, Southern Peloponnesian

Type: Kingdom

Diplomatic Relations: Alliance (Mycenae), Trade Relations (Mycenae, Messenia, Knossos)

Military: 2,000 Light Skirmishers (Slingers, Javelin-Throwers), 1,000 Runners (Lightly Armored, Javelins and Spears), 300 Mycenaean Heavy Infantry (Bronze Plate Armor, Axes, Swords, Shields), 150 Heavy Chariots, 40 Ships.

Political Factions: Palace Administration [Content], Religious Officials [Neutral], Military Aristocracy [Neutral]

Economy: Middling, only held up by the copper supply

Trade Goods: Copper, Olive Oil, Wine

Crucial Imports: Luxury Goods, Jewelry, Pottery, Textiles, Stone

Important Sites: -


Unique Objectives:

Laconic If: +5 additional Legacy for existing every turn after 1205 BC.

The One Thing We Have: +20 Legacy for exporting Copper to more nations than Alashiya.

Molon Labe!: +25 Legacy instead of +10 for beating a superior power in battle.

Situational Irony: +30 Legacy for stealing a Trojan princess and bringing her to Lakedaimon.

With Menelaus at the Helm: +35 Legacy for destroying Troia.

Taking Care of It Early: +35 Legacy for destroying or subjugating Athens.

Peloponnesian League - The Pre-Sequel: +60 Legacy for bringing all of Achaia under their control, by force or diplomacy

Mysia

Description: Mysia is a small settled chiefdom in the Northwest of Asia Minor located on the South coast of the Sea of Marmara. A wild and barely-tamed region at the far edges of the Hittite empire that barely constitutes a unified "nation". It is more of a very loose collection of villages, towns, and tribes.

As proto-Thracian tribes and families have started migrating over into Anatolia in greater numbers, some have been subsumed into Mysia while others were repelled by force of arms. The Mysians are a fierce people who eschew ranged combat in favor of fighting hand to hand.

Gameplay: The fate of Mysia is tied to the fate of Troia. Should Troia fall, Mysia will either go down along with it or be able to establish itself as an independent power in Anatolia. Around 1200 BC, the migrations from the European part of the Hellespont into Anatolia will turn from a trickle into a stream and then a flood. Tribes from Thracia and "Sea Peoples" will attempt to make this region theirs, and as Mysia you will be at the receiving end of those population movements.

Culture Group & Religion: Luwian (Indo-European)

Map Colour & Location: Turquoise, Northwestern Anatolia

Type: Settled Confederation

Diplomatic Relations: Alliance (Troia), Client State to (Hittite Empire), Trade Relations (Troia)

Military: 2,500 Infantry (Cow Hide Shields, Axes, Spears), 100 Heavy Infantry (Mail Armor, Shields, Spears), 100 Light Chariots (Spears, Javelins), 10 Ships.

Political Factions: Settled Aristocracy [Content], Shamans [Neutral], Tribal Clan Chiefs [Content]

Economy: Insignificant. Mysia does engage in trade with the wider Mediterranean world, but its economy is largely dependent on Troia.

Trade Goods: Cattle, Textiles

Crucial Imports: Metals, Luxury Goods, Jewelry

Important Sites: -


Unique Objectives:

Guardians of Asia Minor: +10 additional Legacy for each victory against Proto-Thracians.

Troia Calls, Telephos Answers: +20 Legacy for going to war alongside Troia.

You Came to the Wrong Neighbourhood, Gamioles!: +25 additional Legacy for defeating a Mycenaean army that lands at your shores.

Plenty of Room: +30 Legacy for managing to peacefully absorb a migrating tribe or group.

Ancestors of Pergamon: +60 Legacy for becoming the most powerful nation in Western Anatolia.

Tyros

Description: A prosperous Phoenician city-state on the coast of Canaan that had been under Egyptian rule since the 17th century BC. Habiru outlaws and desert tribes periodically threaten the city, but for now the Egyptians protect it. The inhabitants are a sea-faring Semitic people who worship the great number of gods of the Canaanite pantheon.

Tyros is most well-known for its Tyrian Purple Dye, their excellent technique of extraction and blending of dyes being the reason why Tyrian purple is so esteemed in the ancient world. Tyrian seafarers are so adept that they procure tin to make bronze from as far away as the British Isles.

Gameplay: Tyros is small, a client of mighty Kemet and wedged in between superpowers, but with its rare resources and mighty fleet it has excellent conditions that facilitate trade and colonization across the world. Tyros was also historically spared major destruction during these turbulent times, Tyros it one of the easier city-states to play. If Tyros plays their cards right, they might be able to emerge from the ashes as the prosperous leader of the unified Phoenician people.

Culture Group & Religion: Phoenician (Semitic), Canaanite Religion

Map Colour & Location: Dark Purple, South Syrian Coast

Type: Kingdom City-State

Diplomatic Relations: Client State (Kemet), Trade Relations (Kemet, Knossos, Alashiya, Caria, Troia, Hazor, Ugarit)

Military: 1,500 Light Infantry (Lightly Armored, Slings, Shields, Swords) as City Guard, 60 One-Man Chariots, 55 sleek Canaanite Ships

Political Factions: Canaanite Priesthood [Content], Nobility [Content], Merchants [Content]

Economy: Flourishing, much trade is conducted in this city

Trade Goods: Purple Dye, Pottery, Tin, Luxury Goods

Crucial Imports: Tin, Olive Oil, Wine, Glass, Ivory, Silver, Textiles

Important Sites: Temple of Melqart


Unique Objectives:

Home of Jezebel: +10 additional Legacy for military victories against Israelites.

You Shall Not Pass: +15 Legacy for winning a military victory against Assyrians or Egyptians

Rule Phoenicia, Phoenicia Rule the Waves: +15 Legacy for winning a naval battle.

As Vultures: +20 additional Legacy for colonizing parts of Cyprus after Alashiya has fallen.

Free at Last: +30 Legacy for gaining political independence from Kemet.

Phoenicia Ascendant: +75 Legacy for owning or being in an alliance with all historically Phoenician territory.

Ugarit

Description: A multicultural, flourishing coastal city-state that has in its turbulent history been repeatedly claimed by both Kemet and Hattusa. Currently, it is a dependent of the mighty Hittite Empire and experiencing its historical high point. It is an important economic and cultural hub and transshipment point for trade from all around the Mediterranean, standing at the end of the lucrative Silk Road.

It has a diverse population of about 7,000 in its city and ca. 25,000 more in the rural surrounding areas. The city population consists of the autochthonic Semitic Canaanites as well as merchants, sailors and migrants from all over the Mediterranean world. In official documents, the administration of Ugarit uses at least seven different languages. In Ugarit's centre is the Royal Palace, one of the largest and most impressive of the ancient world.

Gameplay: Ugarit is a prosperous centre of trade with great importance to every other power in the Mediterranean. There are many possible avenues of leveraging the great wealth and advantageous position of Ugarit to great effect and throwing off Hittite hegemony. The small city can make bigger states dependent on its trade goods. However, the threat of devastating famine and the sea people invasion always looms... Starting around 1200 BC, things will become much, much harder for Ugarit. Only a shrewd King will be able to prevent Ugarit from destruction.

Culture Group & Religion: Mixed (Semitic majority but also Afro-Asians and Indo-Europeans), Canaanite Pantheon

Map Colour & Location: Light Green, Northwestern Syria

Type: Kingdom City-State

Diplomatic Relations: Trade Relations (Alashiya, Kemet, Hittite Empire, Mycenae, Knossos, Tyros, Assyria), Tributary to (Hittite Empire)

Military: ~1,500 Infantry (Skirmish Equipment, Shields, Spears), 100 Heavy Infantry (Mail Armor, Shields, Spears), 100 Light Chariots (Bows, Javelins), 45 Canaanite Trade Ships.

Political Factions: Royal Priesthood [Neutral], Urban Nobility [Content], Merchants [Enthusiastic]

Economy: Booming, largely based on taxing incoming and outgoing trade from the Silk Road to Egypt, Mycenae, Cyprus, Crete and so on

Trade Goods: Stone, Silver, Dyed Wool, Linen Textiles, Luxury Goods

Crucial Imports: Tin, Mycenaean Pottery, Olive Oil, Wine, Glass, Ivory

Important Sites: Royal Palace of Ugarit


Unique Objectives:

Defying History: An additional +10 Legacy for each turn the city-state keeps existing after 1190 BC.

New Canaan: An additional +10 Legacy for colonizing a province in Western North Africa.

Where Ammurapi Failed: An additional +20 Legacy for crushing the Lukkans in battle.

Free at Last: +25 Legacy for gaining political independence from the Hittites.

Market Monopoly: +25 Legacy for cutting off a superior power's access to Silk Road trade.

We Were There First: +30 additional Legacy for colonizing parts of Alashiya/Cyprus before Byblos or Tyre do.

City-State Objectives:
The things all city-states can do to earn Legacy Points.
Trade Hub: +1 Legacy per turn for each active trade relation.

Beacon of Prosperity: +5 Legacy for each turn the city-state keeps existing.

Expanding the Economy: +5 Legacy for producing enough of a new good to export it, or achieve self-sufficiency when they were previously importing a certain good.

Art of War: +5 Legacy for winning a minor military victory.

Underdogs: +10 Legacy for winning a military victory against a superior power.

Free as a Bird: +10 Legacy instead of +5 for each turn the city exists without being under foreign rule

Tyrian Purple: +10 Legacy for getting access to a rare trade good the kingdom does not possess from the start.

Drive them into the Sea: +15 Legacy for winning a military victory against the sea peoples

Personal Union: +20 Legacy for merging with a city-state of the same culture group

Code of Law: +25 Legacy for codifying noteworthy legislation such as reforming land ownership or inheritance, levelling social stratification, granting more rights to women and slaves or protections for foreigners or workers/peasants.

Our Pride: +25 Legacy for constructing an important site.

Free Real Estate: +30 Legacy for colonizing an unsettled province far away.

Thirty Tyrants: +30 Legacy for installing a foreign government in or puppeting another city-state or kingdom.
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None of this is completely set in stone yet! There's bound to be some stuff I have missed or overlooked, so feel free to suggest other suitable objectives or corrections for historical inaccuracies and possible imbalances!
 
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Player List and Scoreboard
Player List and Scoreboard
26/26 spots filled

Great Powers:
Hittite Empire - @bookwyrm
Legacy Points: 0
Status: Alive

New Kingdom Egypt - @Kirook
Legacy Points: 0
Status: Alive

Assyria - @Silvan Eldar
Legacy Points: 0
Status: Alive

Major Kingdoms:

Alashiya - @DrLucky1
Legacy Points: 0
Status: Alive

Mycenae - @Count
Legacy Points: 0
Status: Alive

Kassite Babylon - @Cosmo Rat
Legacy Points: 0
Status: Alive

Troia - @Thiccroy
Legacy Points: 0
Status: Alive

Regional Kingdoms

Caria - @nocarename
Legacy Points: 0
Status: Alive

Knossos - @Duzzit
Legacy Points: 0
Status: Alive

Messenia - @Nevaddy Yankee
Legacy Points: 0
Status: Alive

Thebes - @Red Robyn
Legacy Points: 0
Status: Alive

Tribes:
Cicones - @SteveTheDestroyeOfWorlds
Legacy Points: 0
Status: Alive

Bryges - @Pope Hilarious
Legacy Points: 0
Status: Alive

Dardanii - @Noco
Legacy Points: 0
Status: Alive

Kaskians - @DanMan
Legacy Points: 0
Status: Alive

Lukka - @Qastiel
Legacy Points: 0
Status: Alive

Meshwesh - @JbeJ275
Legacy Points: 0
Status: Alive

City-States and Minor Kingdoms:
Ashkelon - @Carol
Legacy Points: 0
Status: Alive

Athens - @Synergy
Legacy Points: 0
Status: Alive

Byblos - @CT22222
Legacy Points: 0
Status: Alive

Elis - @Sealy
Legacy Points: 0
Status: Alive

Hazor - @Guderian2nd
Legacy Points: 0
Status: Alive

Lakedaimon - @Sidheach
Legacy Points: 0
Status: Alive

Mysia - @The Villain
Legacy Points: 0
Status: Alive

Tyre - @Ghazkull
Legacy Points: 0
Status: Alive

Ugarit- @Texan
Legacy Points: 0
Status: Alive
 
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