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Nation
Score
AdminMilIntLoreTechDipMorale
Die Values
AdminMilIntLoreTechDipMoraleSpecial
2
Superpowers
3
Serene Duchy of Aeldrum16161212221682d82d82d62d61d12+1d102d82d4
GIGI: Aeldrum can lend its capability dice to foreign powers for institution building purposes as a state action with "full personal control" bonus
4
Fialta Imperium122216161812122d61d12+1d102d82d81d10+1d82d62d6
Military Administrative Complex: All Military Actions use Military Die for Admin, Intel and Tech
5
Shantine Empire101812121416201d6+1d41d10+1d82d62d61d8+1d62d82d10
Church is State: KoA/Shantine/Kirvan interventions in each other's rolls count as "full personal control" [1/2 of intervention above institutional max can be taken as a positive modifier]
6
7
Great Powers2d02d02d02d02d02d02d0
8
Empire of Alusia20181681814162d101d10+1d82d82d41d10+1d81d8+1d62d8
Command economy: the state can run all institutions as business institutions
9
Veiled Dominions121420201212122d61d8+1d62d102d102d62d62d6
Elder Lore: +4 to all lore involving elder gods; Secret Police: +4 to Counterintelligence
10
11
Secondary Powers2d02d02d02d02d02d02d0
12
Republic of Sermaye1481282018121d8+1d62d42d62d42d101d10+1d82d6
Tech Subcontract: may use tech instead of admin for economic activity, and this bonus extends to all Sermayan business institutions
13
Middle Kingdom1012810812101d6+1d42d62d41d6+1d42d42d61d6+1d4Grandeur: +4 Diplomacy toward Celestial Powers
14
Grand Celestial Confederacy8141081414102d41d8+1d61d6+1d42d41d8+1d61d8+1d61d6+1d4
Foreign Advisors: foreign interventions in GCC actions count as "partial control" [1/4 of intervention above institutional max can be taken as a positive modifier]
15
Thalranese Marches62010101410122d32d101d6+1d41d6+1d41d8+1d61d6+1d42d6
Fight to the Last: use Military for Morale in All War or Combat Related Rolls
16
Marches of the Ascendancy6618246662d32d31d10+1d82d122d32d32d3
Soul Tithe: may sacrifice pops for bonus modifiers [1 pop = 100 EU of credit to bonus]
17
18
Minor Powers
19
Serene Republic of Calath1281261816102d62d42d62d31d10+1d82d81d6+1d4
Special Relationship: +2 to All Rolls on Actions In Which Aeldrum Cooperates
20
Serene Republic of Liveth1281261216122d62d42d62d32d62d82d6
Special Relationship: +2 to All Rolls on Actions In Which Aeldrum Cooperates
21
Serene Republic of Percel1281261616122d62d42d62d32d82d82d6
Special Relationship: +2 to All Rolls on Actions In Which Aeldrum Cooperates
22
Republic of Semal814881412122d41d8+1d62d42d41d8+1d62d62d6Trade Power: All Goods Exportable
23
Republic of Chelonia888610882d42d42d42d31d6+1d42d42d4
24
Republic of Telrion81286101082d42d62d42d31d6+1d41d6+1d42d4
25
League of Sovereign Republics12686108102d62d32d42d31d6+1d42d41d6+1d4Firebrands: Use Morale for Diplomacy with Other Republics
26
Independent Republics866610882d42d32d32d31d6+1d42d42d4
27
Aeldman Commonwealth86668682d42d32d32d32d42d32d4
28
Kingdom of Telrion8866146102d42d42d32d31d8+1d62d31d6+1d4Dwarfkraft: +4 Tech on Mechanical Technologies
29
Kingdom of Druz88610168102d42d42d31d6+1d42d82d41d6+1d4Dwarfkraft: +4 Tech on Mechanical Technologies
30
Fialta Freebooters618128128122d31d10+1d82d62d42d62d42d6Low Cunning: Use Mil for Intel In Military Related Rolls
31
Academy of Saldan661018181262d32d31d6+1d41d10+1d81d10+1d82d62d3
Intellectual Export: +2 on Interventions with Foreign Powers Related to Lore or Tech
32
Valdosian Free State16881214882d82d42d42d61d8+1d62d42d4
Bank Property: BoV may intervene as "full personal control" in all VFS actions
33
Elvish Enclaves6161816616202d32d81d10+1d82d82d32d82d10
Heroic Agents: May Lease Greater Agents to Foreign Powers for 1 IP per Turn
34
Orcish Directorate16161061412142d82d81d6+1d42d31d8+1d62d61d8+1d6
35
Empire of Dar'Asmad1412810612121d8+1d62d62d41d6+1d42d32d62d6Mapmakers: +4 on Navigation
36
Brass Cities201668166162d102d82d32d42d82d32d8
Automata: Use Admin for Tech in All Established Technologies, Never Fail Morale in Combat
37
Deutschreich1212861610102d62d62d42d32d81d6+1d41d6+1d4
38
Presidential Republic of Delarma
66666662d32d32d32d32d32d32d3
39
Princely State of Keshig81286810102d42d62d42d32d41d6+1d41d6+1d4
40
Princely State of Limei888681082d42d42d42d32d41d6+1d42d4
41
Princely State of Yushan81212681082d42d62d62d32d41d6+1d42d4
42
Princely State of Kolong88126101082d42d42d62d31d6+1d41d6+1d42d4Trade Power: All Goods Exportable
43
Triad Princes8612661062d42d32d62d32d31d6+1d42d3
Princes of Crime: +4 Int on Economic Subterfuge and Confers Bonus to Foreign Partners
44
Aksai Chin1016108810141d6+1d42d81d6+1d42d42d41d6+1d41d8+1d6Fortress Aksai: +4 Military on Home Territory
45
Kingdom of the Perfect Princes
66121681062d32d32d62d82d41d6+1d42d3
Madness and Genius: Perfect Prince Dice Explode on 1s but All 1s Are Also Critical Failures
46
Guar'dok/Thur'dok Kingdoms101081268121d6+1d41d6+1d42d42d62d32d42d6
Uncanny Timing: May Always Take Average and May Decide Which to Take After Seeing Opponent Rolls
47
Principality of Istomir61020161012122d31d6+1d42d102d81d6+1d42d62d6Cultural Infiltration: +4 to Intel in Elvish and Fialta regions
48
Outremer Kirvan Kingdoms10141210812121d6+1d41d8+1d62d61d6+1d42d42d62d6
49
50
Great Institutions
51
Shantine Kirvan Church12128161012242d62d62d42d81d6+1d42d62d12
Tithe: Profits as Morale Business Institution in Every Theater (proportionate to worship)
52
Bank of Valdos20121020161682d102d61d6+1d42d102d82d82d4
Profits as an Admin Business Institution in Every Valdosian-Influenced Theater; Uses Lore for Counterintelligence
53
Knights of Adarnum122020161012162d62d102d102d81d6+1d42d62d8
Tithe: Profits as Morale Business Institution in Every Theater (proportionate to worship)
54
Church of Dalthad16612161216202d82d32d62d82d62d82d10
Tithe: Profits as Morale Business Institution in Every Shantine Theater and Partially in Foreign Theaters
55
Church of the Spires12128141614162d62d62d41d8+1d62d81d8+1d62d8
Tithe: Profits as Morale Business Institution in Every Aeldman Theater (proportionate to worship)
56
Industrial State Cooperative Board
1668142210102d82d32d41d8+1d61d12+1d101d6+1d41d6+1d4
Profits as a Tech Business Institution in Every Aeldman Theater (and optionally in Aeldman Sphere of Influence)
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