Talk:Konig des Menschen Chapter VI (Map Game)/@comment-31011021-20200613083830

Ahuric Empire
 * Government and Policy:
 * Government: The Ahuric Empire is a Kingdom, formed by the union of two distinct houses ruling two groups; the Adnanites and the Granens (?). There are increased call for reforms that were established under Grane rule, however the Ahuric leadership, largely conservative, try to remain an absolute monarchy.
 * Population: 5,294,597
 * Policy: 
 * The Elamite Question: The new lands captured across the Gulf of Gerrha (Persian Gulf wouldn't make sense in this timeline) are a mix of ethnicities and cultures. Traditionally, this area has gone through Elamite, Gerrhan, Granen, Qarshid and Arashenan rule, to not mention the others. The cultural make-up of this region is no where close to that of the Arabian peninsula from which we rule, thus making centralised rule from Ahuras a difficult endeavor. However, if one thing can unite a nation, it is a common enemy. Propoganda is to be passed out regarding the Qarshids and Arashenans. A large game of Chinese Whisper is to be had. A rumour passes on to a small number of merchants, who then provide a different, and usually more violent version to their customers, who pass it on, albeit with changes, to others, and so on and so forth, eventually being different from the original rumour, and more extremified. After an initial drive, the rest of the propoganda would be done locally, without any move by Ahuras, as people conjure up their own stories based on the initial rumours. This propoganda should keep people pretty angered and worked up, and willing to co-operate with our nation to effectively combat the enemies. This could be effective, however it might not be enough. Reformists in Arabia call for a more decentralised rule in the region, which are not accepted by the conservative, absolutist ruler and leadership of the Ahuric Nation.
 * Grane, the homeland of the nation: Grane had been the capital of Grane, one of the members of the Union that formed the Ahuric Nation. The significance of recapturing the city is not lost on anyone. A parade is to be held in Grane, lasting days. The latest military technology are to be paraded there, with the navy and army wooing crowds. This becomes a yearly ritual, held every year on the 15th of May, the day Grane was recaptured. This instills a stronger feeling of nationalism, people proud to be Ahuric. However, Grane has not been under our control for decades. Rebuilding, reintegrating and restructuring Grane has become a critical process. We want to place Grane back on the map as an important crossroads for trade coming from Muscat and elsewhere.
 * The Political Trenches: The Ahuric Empire is an absolute monarchy, with advisors and statesmen dealing with much of the administrative affairs, and many tribes who are left largely on their own with their own land and laws and rules. While the Ahuric Empire, basking in the growth of trade and income might seem very united. However, a silent power struggle is raging on between two factions of nobility and statesmen. The reformist faction, consisting mainly of younger individuals, is pushing for a number of reforms, chief of which is the introduction of an assembly of advisors, with more extremist members calling for a constitution and limiting imperial rule. The other faction, the conservative faction, intend to continue the status quo, with an absolute monarch in control, while keeping the tribes largely untouched. There are smaller factions too, albeit these are almost insignificant at this point. These parties are usually much more extreme, and interesting ones (which might be involved later on) are:
 * The Divine Rule Party: A party advocating a theocratic leadership based upon extremely conservative Zoroastrianism. They want a nation ruled by an arch priest, who rules for life (imagine papacy with local cardinals).
 * The Absolutists: A zealous group of monarchists who advocate complete rule by the monarch. They differ from the conservatives, who want less interference with the tribes, by advocating for bringing all the tribes under rule, by force if necessary.
 * The People's Assembly Party: A party advocating for the complete removal of the monarchy. This is a fringe party and largely underground and contains many members of the Cult of Alagadda (KdM IV flashbacks).
 * Home Rule Party: A party pushing for home rule. They advocate decentralisation and for regions to be allowed to rule themselves. A few of the recently urbanised tribes are a part of this party.
 * The Peasant's Party: Even more underground than the People's Assembly, and having split from them due to their peculiar ideology, this party advocates for small councils of people in charge of their own land, all coming together to form the United Councils of Ahuras (Insert Soviet Anthem)
 * Trade, the lifeline of Muscat: Trade comes into Muscat in waves and fleets, making Muscat a very diverse and international city. A lot of this is from India and China, towards Europe and vice versa. However, we need to make sure this doesn't collapse. Muscat has effectively different laws to the rest of the nation in regards to trade and tax. Large foreign nations are welcomed to establish a headquarters of sorts in Muscat, allowing for effective communication in regards to trade, while Ahuric ships try to fight off pirates close to the coastline, sometimes running patrols further into the Indian Ocean. Another improvement is the paving of roads from Muscat, through to Ahuras, to Grane and towards Inbar. This should make the movement of goods faster and easier to protect. Cavalry patrols frequent the path to make sure there aren't any raids, or if they are, they are dealt with. The Royal Carriers is established as a for-hire group of carriages that took goods from Muscat to other cities along the path. This should increase trade flow and make it cheaper to trade in other cities in the Empire, decreasing the need for traders to purchase their own horses and carriages.
 * Military:
 * Personnel: 53,000
 * 1st Sipah: 
 * Swordsmen: 6,000
 * Spearmen: 3,500
 * Bowmen: 3,500
 * Fire Lancers: 350
 * Crossbowmen: 1,500
 * Light Cavalry: 2,500
 * Heavy Cavalry: 500
 * Ranged Cavalry: 1,500
 * Cavalry Fire Lancers: 85
 * Cannons: 10
 * Trebuchets: 20
 * Polybolos: 25
 * Overall: 20,000 Troops
 * 2nd Sipah:
 * Swordsmen: 6,000
 * Spearmen: 3,500
 * Bowmen: 3,500
 * Fire Lancers: 393
 * Crossbowmen: 1,500
 * Light Cavalry: 2,500
 * Heavy Cavalry: 500
 * Ranged Cavalry: 1,500
 * Cannons: 10
 * Trebuchets: 20
 * Polybolos: 25
 * Overall: 20,001 Troops
 * Patrols:
 * Light Cavalry: 3,000
 * Ranged Cavalry: 3,000
 * Heavy Cavalry: 500
 * Overall: 6,500 Troops
 * Muscat Fleet:
 * Archer Light Sail Ships: 10
 * Polybolos Light Ships: 10
 * Trebuchet Ships: 5
 * Cannon Ships: 45
 * Fire Ships: 30
 * Light Transport Ships: 20
 * Heavy Transport Ships: 2
 * Grane Fleet:
 * Archer Light Sail Ships: 10
 * Polybolos Light Ships: 10
 * Trebuchet Ships: 5
 * Cannon Ships: 35
 * Fire Ships: 30
 * Light Transport Ships: 40
 * Heavy Transport Ships: 10
 * Luluah Fleet:
 * Cannon Ships: 30
 * Light Transport Ships: 15
 * Heavy Transport Ships: 5
 * Military Operations, Domestic Events and the such:
 * Units and Tactics:
 * Fire Lances: Fire Lances aren't anything new. They involve a gunpowder propelled projectile carried within a tube, lit by an external source of fire. They have very long range and shoot an effective and lethal shot. However, they are hard to reload and require time to be lit. Thus, a strategy must be developed with these. Our armies move fast, and are mobile in usual combat and a hard to reload weapon is not one that would usually be considered in an army. Using 2 people per Lance Team, we can increase the speed at which shots are prepared. One aims the shot, while the other lights the weapon. As soon as the fuse has been lit, the lighter prepares gunpowder for the lance, as the shot is shot and the fuse is being reloaded, the gunpowder is entered by the lighter, after which he prepares the flame using a sulphur match and a burning glass (Gerrha was a pioneer in Lens technology, and burning glasses have been known since Archmides IRL). As he prepares the fire, the shooter loads the projectile. This leads to faster shooting. The usage of the weapon would be in 3 methods: Ambushing enemy troops from behind mountains and natural obstacles, Shooting from in front of the army at a far away enemy, until it is too dangerous, then retreating and continuing the shots, as a weapon when under siege to burn far away siege weapons.
 * Cavalry Fire Lancers: These units are much more experimental. Cavalry are known for their speedy movement while Lances are known for their slow nature. Cavalry Fire Lancers consist of one fire lancer on horseback with a fully loaded lance placed on top of their horses head, placed in position with a piece of armour shaped to hold the lance, that was placed on the horses head. The end of the fuse would be sulphurous, and require only a burning glass to set off. After the shot was fired, the soldier would quickly retreat and prepare another shot. The 85 of these in service were to be used in a constant fashion, splitting into 2 groups, one shooting, one reloading, constantly changing as they become prepared. This should keep the pressure on the enemy.
 * Trading Beyond the Horizon: 
 * ​​​​​​​Southern Fronier: While we have reach in our trade towards both east and west, our sights are now on the south, a region we once had a foot in with Ifriqiyah and Sumali, our colonies. The Luluah fleet is sent south, attempting some form of diplomacy, done in 3 stages: First, gifts are given to the nation, or just placed on the docks, depending on how foreign their language, customs and cultures are. These gifts would look flashy, interesting and valuable. Secondly, a small number of people are to integrate themselves into a port town or city, trying to learn the culture and society. Third, if anything foreign or exotic is found, a monopoly on the good is instantly in place as Navy transports are used to ferry the goods. The mission is economic, diplomatic as well as explorative.
 * Maledvipa, our land: Maledvipa has historically been our colony, mostly Gerrhan and Zoroastrian. Its position is one we see as strategic. Hence, the Grane Fleet is to pay a visit. The Maledvipans are demanded to join our nation. If the response is negative, the Grane fleet is to enforce a strict blockade and shell the coast. We hope that'll get them to surrender within a few months. Otherwise, the 1st Sipah is transported into position to siege the nation and assault into the capital if needed.
 * Exploration: Ships are spent to the East to survey the land further, and if the Luluah Fleet has completed its mission, they are sent East with the same mission (shouldn't be likely, but if they find no one in the South, to the East they go)
 * Defence of the Realm:
 * The Perpetual War: The war might have been over with the Qarshids, but we are already preparing for another war, this time defensive. Fortifications are built bordering Arashena and the Isetium Land near Hejaz (the rest is next to desert, we can respond before losing cities). This preparation might seem excessive by some, but it is necessary due to our rivalry with the Arashenans
 * The Qarsoon: The Qarsoon used to be our vassal, a nation developed from settlers of a far, far away land. We will intensify our diplomatic relations with them, keeping them close and within our sphere of influence. We try to shore up a new generation of pro-Ahuric individuals, give Qarsoonis grants to settle in our lands, and indoctrinate them there. The Qarsoon sit very close to many important cities, thus we need to keep them close in diplomacy too. 
 * Hejaz: Hejaz is one of the longest continously surviving nations in the region, existing for centuries at this point. We intensify our diplomatic representation to them too, frequently sending delegations their way, and trying to get a trade deal, a non-agression pact, and eventually an alliance if those two work out. If this works out, and the Qarsoons remain close, we propose the "League of the Desert", an defence pact with strong trade links. 
 * Economy:
 * ​​​​​​​Trade Based and strong, the economy puts us in a powerful position in the region, allowing us to spend on things that would usually seem extra or farfetched such as the numerous defences on our border. This surge in income hasn't been coming for long, so corruption which usually cripples nations with this benefit is not as rampant, but it is growing. There is also the national treasury (more like treasuries, as the gold is stored in 3 cities, Ahuras, Al-Khor and Muscat) is being filled up as a store when needed.
 * New Research:
 * ​​​​​​​Easier Fire Lances: Fire Lances are interesting weapons. They are like bows with extra long range, hitting enemy units far before they get close enough to shoot. However, they are difficult to use. Starting a fire to shoot is difficult, and requires 2 people to be effective. In large battles setting up a fire is possible, reducing other equipments used to start fires every time we shoot. However, our army is more used to quick movement in battles. Hence, each fire lancer has to carry many matches, as sitting around a fire isn't much of an option. Thus, research starts into a more effective way of using these lances, someway to reduce the number of people needed, whether it be a more effective way of starting a fire or a more effective method of carrying the fire lance.
 * Cannon Ships: Cannon ships are little more than 3 cannons placed on the bow of the ships. These are effective against fortifications but seem to be equally effective against enemy ships, which enters the question of more effective cannon ships into our mind. We experiment on that front.
 * ​​​​​​​Production and Development:
 * ​​​​​​​The Messenger System: Horses can't make it the whole way from one city to the next. Hence a series of trest houses are built along the grand trade road (Mentioned in the policy section), each 30 kilometres from the other and each housing a few horses. If a message needs to be sent, the messenger can travel from one rest house to the next, changing horses as needed and arriving much faster than usual. This system had been used in Gerrha to a limited degree (much further rest houses, less rest houses, less coverage), however are now used on the road from Grane to Ahuras to Muscat, dedicated to emergency messages only.
 * The Royal Stables: Large Stables belonging to the Monarch are built, breeding horses for the army and nation. This also acted as a method of growing out the best traits in horses as stronger horses were prized and kept to breed in the royal stables while weaker horses were sold off more readily. Initially only in Ahuras, it then expanded to Al-Wakra, building one of the largest stables known to the peninsula.
 * Cannon Production: The navy maintains priority access to cannons and requires more cannon. Thus the production of cannons is being expanded drastically.
 * The Muta'alemin: Muscat and Grane are now hubs of trade. It would be foolish not to use this to our advantage. Muta'alemin, act as Granen diplomats in foreign nations while also learning local knowledge and inscribing it in our language and sending them back. The first groups of these are sent to China, India and Eastern Europe, hopefully bringing some useful knowledge back
 * Diplomacy:
 * ​​​​​​​Hejaz: See Hejaz Section
 * Qarsoon: See Hejaz and Al-Qarsoon Section
 * Malepdiva: See Malepdiva Section
 * Isetium: We send negotiators to negiotiate for a 50 year long none-agression pact in secrecy, hoping to keep the pact secret too if accepted.
 * Indian Nations: We eye up the region, establishing trading groups in the port cities of these nations, hoping to buy up spices at a cheaper price and send them to Muscat. We are also trying to find friends and try to start up diplomacy with these nations, hoping for favourable returns.
 * All nations, effectively: See Muscat section in Policy Section
 * Mods: The Exploration, Southern Frontier and Muta'alemin sections also might involve some diplomatic response.