>>7986090EN is more geographically complicated. I'm going to tackle IRyS land first. IRyS land is (sadly) destined to be pushed around and exploited. The north have a similar climate to the Peafowl kingdom, albeit a bit warmer and wetter. With winds blowing onto the Merakyat coast, it'll likely be easy for the Santas to stage raids along the wealthy Merakyrat coast, which will in turn cause the Peafowls to try and project power into the IRyS main island, as well as setting up forts along the coast for defense. the main island will also likely see a lot of trade from the Zomrades, and Peafowl, making money sending goods from the Peafowl Princedom to the Teammates and Takodachi. The southern islands, with no trade route going through them, and being too hot and humid for anything of note to be built their, will be a poor, diseased, outlaw ridden backwater rarely spoken about by the better off northerners
The Takodachi are in a really nice spot. With a nice, inland breeze on the north coast, a drier, more defensible south, and easy trade with the Peafowl, they'll probably be the most stable power in the region. They're also capable of staging naval raids into the Hope Archipelago and the Peafowl Princedom, forcing both to create more naval forts. To the south of them is the Mythical Desert, blocking any advances from that direction. South and West is no issue, allowing them to easily use there raid and trade money to project power east into the underworld.
To the east of the Takodachi is the underworld. The underworld is fucked, and I'll get into why shortly. essentially, the underworld is caught between the interests of two far better equipped powers. the KFP need to secure the source of the Bird Choker river, as well as secure the defense of the City of the majestic phoenix which is fairly close to the border by making the border further inland. In every world, there are Russias, there are Germanies, there are England and there are Frances. There are also Polands: the underworld is a Poland.
KFP on its own is in a pretty good position: plenty of wet, inland blowing winds, plenty of river coverage, which will make lots and lots of farmable land, and easy to navigate internal sea routes that will keep the countries coastal regions fairly well connected. under the assumption that it is similar to Australia it is mountainous, giving it good defensive geography, and apparently 4 separate major cities. They also have access to the incredibly powerful Atlantean trade route (I'll get into that later) which would give them wealth rivaling that of the Takos to the west. They and the Peoples Republic of SHUUDPASNL to the north of them will have amicable relations, with them both being more useful to the other alive than dead, and both of them being incredibly inconvenient for the other to invade. There is however one issue: the open plain to their west. KFP has a river with a source in the underworld. not only that, but its also a river that is awfully close to their capital, which mind you is also awfully close to the border. With this considered, the KFP have two options: take the underworld or die trying.
The KFPTako hell war could go either way. They're both incredibly wealthy, and both have strategic advantages over the other. KFP is larger and has mountains which breed people cultural dispositioned towards being good fighters, meaning that a KFP Deathsquad would likely be the most efficient singular fighting force fielded on the entire HoloEN/ID mega-continent. The Takos have a more experienced navy from coastal raiding, which will allow them to perform raids on KFP's vulnerable coast, undefended by her mountains.
Now for Atlantis. It likely won't be as populated, due to large parts of its interior being desert or inland sea. It will also be swelteringly hot, sitting squarely on the equator. Despite this however, life in Atlantis will be good. Too rife with tropical disease, jungle, and desert, to be an easy target for coastal raiding from gen4 to its south, it gains only benefits from the winds blowing towards it from gen4 and the Teammate republic, as well as their proximity to the KFP, allowing them to take goods from each, and distribute them to the other in exchange for profit, allowing Atlantis to become a wealthy trade hub.
The Teammates find themselves in a similarly enjoyable situation: with a desert, a colossal atoll, and Atlantis between them and any potential threats, plenty of wet, farmable land in the south of the country, and multiple lucrative trade routes on their borders. The only issue they face is having to prevent piracy in the southern inland sea, dealing with the occasional Tako or Santa pirate to the west, and the looming threat of desert bandits in the north.