It is 77 AD, and the Sakas king finally died. I have now moved on to Aksum, and their new (crappy) ruler, Quastantinos IV (try saying that ten times fast!).
We have an OK starting position. We have plenty of money (that isn't something we'll have to worry about, unlike the Sakas part), and the king was just inaugurated, meaning this should be a long chapter in this game.
The starting position
Here is the world. Although Rome has lost much of their holdings, they are still ridiculously powerful (they now have an army of over 600K men- definitely no one to mess with...

What will happen? There's only one way to find out...
Although we're awesome, we're just one corner in a vast (known) world...
Here are the sliders. For some reason, I forgot to change them before the update.

They seem really good, compared to some I've seen. We are a Despotic Monarchy, which is really good, compared to a Tribal government.
We have pretty decent starting sliders.
We have a 4-ship navy at the start, but no armies. we'll have to fix that.
Our only military force at the start
The economy page of the Domestic Interface. Our inflation is pretty low, and the economy is indeed much better than that of my Sakas situation I was in:
We are in a pretty good economic situation.
The military page. All of the ships we have are triremes, which are known to never make progress in naval battles in this mod. We have a little bit of war exhaustion due to our war taxes.
Our units and war exhaustion
Our religion is Egyptian Religion. We tolerate other religions decently, and have no decisions to enact other than converting (we can't convert to most of them yet , and we are at war, so we can't anyway). The modifiers for being Egyptian Religion are also shown.
Our tolerance is okay.
Religious mapmode. I try to write down (but in horribble handwriting- How well do
you think you'd write with a mouse?) what the different colors mean. Ethiopia's populous has converted to Coptic Orthodoxy already (it'll be interesting to see if they get consumed by rebels trying to convert their nation), and Greco-Roman Religion is still prominent in Rome- there is no sign of Christianity there- yet.
The religions of the (known) world
Unfortunately, I gain no colonists per year. So much for my plan to colonize...
I can't colonize...
List of triggered modifiers (I don't feel like posting a screenie for all of them)
Sir our technology is in the age of Antiquity:
Stability Cost Modifier: -5%
Yearly Cultural Tradition: +4.0(!)
National Trade Income: +5%
Tech Cost: -1%
Discipline: +1%
The Militia Act:
Stability Cost Modifier: +5%
Discipline: +6%
redsea_toll:
National Trade Income Modifier: +50%(!)
This Country is African:
Builld Cost: +5%
National Revolt Risk: -0.2
Trade Efficiency: -25% (!)
Yearly Colonists: +0.00 (?)
Yearly Diplomats: +0.10
Missionary Cost: +200%(!)
Missionary Chance: -5%(!)
Morale of Armies: +0.09
National Manpower Modifier: +1%
Land Forcelimits Modifier: +2%
Infantry Cost: -75%(!)
Cavalry Cost: +20%
Land Attrition: -20%
Monthly War Exhaustion: -0.03
Yearly Cultural Tradition: -2.0
Technology Cost: +40% (on top of the crappy 40% efficiency you get for being in the tech group associated with the modifier)
Discipline: -2%
Land Tech Investment: +0.05(?)
Phew, that was a lot of typing.
Diplomatic mapmode:
I am at war with someone far away, and plan to invade Nubia and possibly Egypt, when they are consumed with another war or with rebels.
I am at war with the Moors, which probably explains why I have no army.
Poor Moors...I guess you won't invade Spain then...
I begin converting my populous from Greco-Roman Religion, whom are considered heretics, and one province of Shamanists, which are considered heathens, but with relatively low chance, as it is affected by a modifier that you get from being in the African tech group.
Converting the populous.
I leave you with the tech mapmode.
We're ahead of the Europeans (for now)!