Show me your orders/battle plans!

I'm still tryig to find a balance in my orders. I'm an old wargamer and can dwell too long on grand tactical planning. I don't have enough experience to second guess anybody's battle plans so I just wait and hope I have all my bases covered. I try to find ways to make my plans come across as credible to the mod. I still haven't figured out how best to handle private diplo. I always feel like I'm not doing enough.
 
I don't care about your war with Britain- wasn't the reason I made my move. I did it simply because you were swallowing me up whole- I was losing leadership and otherstuff every turn to France. I wouldn't have minded being your ally if it wasn't for one thing- your arrogance (I still hold to the fact you're arrogant ;]).

Well, my arrogance (and I admit, I can be arrogant) was only turned on by your little rant against my selling of land to you :p. With my allies, I am anything but arrogant and hard to deal with - ask Josef, Symphony, North King, Azale, and a handful of others. Heck, even ask Dachspmg, he was my ally before he up and decided to invade me :p

Also, I know the war over Britain was not your reason for the move against me, but that didn't stop you ranting towards Luckymoose about how I only wished to conquer all of Britain when in reality, I just didn't want Britain to become powerful. ;) Anyways, enough of THAT.
 
I'm gonna be honest, I pretty much operate the opposite from Captain. I don't trust any of you loonies except for Darkening, but thats really only because I have alliances with him in two separate NESes and he has proven he's trustworthy. Oh, and BananaLee, for our loads of private conversations about DisNES. My favourite kiwi so far :p

As for Panda, well the way I see it, having not had the pleasure of talking to him in anything other than a few PMs, I can trust him simply because Finland isn't worth invading, but is worth supporting against Russia to keep them out of the Baltic. So, though I don't really know him, I do know that I'm not worth the trouble. That and the fact that I've been loyal throughout really means there's no reason to worry.

Others... well, I've recently started chatting with Josef and while we share a lot of the same views on things and he's fun to talk to, I get the feeling he'll have no qualms betraying an OOC friend for IC reasons, which I think is a good thing and something I need to get used to/start trying out :p

One thing I can't get used to is making secret alliances, especially the thought of actually approaching someone with a plan, for example, to secretly attack another nation together that turn. I'm pretty much convinced the person will turn right around and send my message to the nation in question and then tell me they'll go along with and leave me with my pants down.

Also, I echo the sentiments on espionage networks. That's a very large part of NESing I don't quite grasp the mechanics of yet.
 
One thing I can't get used to is making secret alliances, especially the thought of actually approaching someone with a plan, for example, to secretly attack another nation together that turn. I'm pretty much convinced the person will turn right around and send my message to the nation in question and then tell me they'll go along with and leave me with my pants down.

Also, I echo the sentiments on espionage networks. That's a very large part of NESing I don't quite grasp the mechanics of yet.


About the espionage: its not that hard :]. I understood easy- hence how I knew of Imago's plan to invade in LINES II. You infilitrate their governmentsl offices, send in some pretty women, bribe some people, etc. I'm not really that trusting with most people - I keep my plans to myself unless I'm sure I can trust the person. Despite that, I have had some people sell me right out- most obvious a certain moose.
 
Is that really it? I've done some of that in SBNES and it worked, but then again it was on an NPC and it was ancient age. Thanks for the tip :)

And to get this back on topic, I'll post some of my Athens orders. One thing to note is that these are unusually specific on... well everything. Most of my orders are maybe half this length, but I go into story mode when writing my Athens orders (mainly because, as stated before, I don't worry about specifics when it comes to EP as Stormy said he doesn't mind working it out from player's orders) and get carried away. Admittedly, a lot of it should be in a story and not in orders, but c'est la vie. Essentially, almost every turn is similar to BT orders until things start moving faster.

Criticisms, pointers, encouragements, mocking, etc are all welcome on my orders. Not on my French :p

Spoiler :
Athens Orders

Spoiler Stats :

Nation Name: Athens
Capital: Athens
Ruler: Basileus Solon/LittleBoots
Government: Hellenic Republic
Tech. Level: Bronze Age
Army (Training): 5 divisions (Normal)
Navy (Training): 2 squadrons (Rabble)
Economy: Growing +2
Leadership (Military/Civilian): Barely Tolerable/Tolerable
Infrastructure: Dirt Paths
Education: Tolerable
Living Standards: Lery Low
Culture: Average
Religion: Hellenic Polytheism
Confidence: Tolerating
Projects:



Domestic Orders

- Focus nearly all of our economic efforts on increasing our trade and native agriculture (olive oil and wines), as well as expanding into the Bosporus, around the traditional Constantinople area. This is where the vast majority of our resources shall go.

- Separate the people into the categories:

Spoiler Social Classes :
Pentacosiomedimnoi: The Five Hundred Measure Men, those upper upper class citizens who have an income of 500 measures of grain or oil a year. They are eligible for all positions of state, including the coveted Treasurer position (they are the only ones eligible for the Treasurer position). They will also have the heaviest tax burdens, but the wide range of civil position open to them should compensate.
Hippeis: The "knights", those upper class men who have an income of between 500 and 300 measures a year. They are open to almost all positions, not the Treasurer, and are the elite of the army (they themselves are warriors, they are not feudal lords with their own armies). They also have the largest representation in the Council of Strategoi, as a result of their military expertise. They provide their own well crafted armour.
Zeugitai: The "yeomen", the small landowners, between 300 and 200 measures. Admission to lower offices of state, main body in the Assembly of the People and the democratic courts. These are also the backbone, along with the lowest category, below, of the citizen armies of Athens. They have the lightest tax burden (as the class below is not taxed).
Thetes: The "landless labourers" have no tax requirements, as it will cultivate loyalty at very little cost as they have very little to begin with. They also form the backbone of the citizen armies and have admission to the Assembly, and the democratic courts, but no positions of office.


- The purpose of the social classes is to appease any class tension issues while raising revenue for the government by a restructuring of taxes. The taxes are offset by increased political power, which will appease the nobles. Even so, reactionary reforms are impossible due to

- Abolish the office of Basileus. Institute the Office of Lawgiver, which is essentially the same thing but sounds less authoritarian.

- Appoint a Council of Archons, with age and monetary requirements (+30 years of age, 5 seats for the upper classes, 5 for the lower classes). There are to be 10 Archons with the Lawgiver as the 11th, and most influential, member of the Council. This is the supreme body of the land.

- All citizens are equally protected and prosecuted under the law. Similar municipal bodies are to be set up in the other cities. A Senate in Athens is to be created composed of representatives of Athens and other cities of the Hellenic Republic. Sessions are to be presided over by the Lawgiver.

Military Orders

If Delphi's army can be easily defeated... [this vague modifier was added because Stormy had left NPC stats out for a while to speed up updates and I wasn't exactly sure of their strenght]

- Instruct the sympathetic nobles we have been cultivating to begin pushing for annexation with Athens/the Hellenic Republic. Foment pro-Hellenic Republic riots among the populace we have been influencing.

- If the above is successfuly, offer to peacefully absorb Delphi, promising a smooth transition. If Delphi refuses, cite pleas by the nobility and the people, and invade, crushing their forces in pitched battle and liberating their people.

If Delphi's army cannot be easily defeated...

- Begin spying on Delphi's army and report back as to their official numbers/training levels.

- Report back on the general mood of the populace.

- Report back on the actions of the Delphian government, domestic and foreign.


These are based off of the real Athens, obviously, but are not strictly true (i.e. there were only 10 Archons, but I made 11 just 'cause).

Spoiler :
LittleBoots said:
Spoiler :
Nation Name: Athens
Capital: Athens
Ruler: Basileus Archon/LittleBoots
Government: Hellenic Republic
Tech. Level: Bronze Age
Army (Training): 5 divisions (Normal)
Navy (Training): 5 squadrons (Rabble)
Economy: Rich +3
Leadership (Military/Civilian): Tolerable/Competent
Infrastructure: Tolerable
Education: Educated
Living Standards: Tolerable
Culture: Influential
Religion: Hellenic Polytheism
Confidence: Tolerating
Projects:


Domestic Orders

- Pass ordinances increasing taxes on farmers who produce grain to discourage its cultivation. Greece is much more suitable for olives and grapes and the government strongly urges the people to focus on these things in Greece Proper. Grain will be traded for from the islands/other holdings or from other nations, such as Cyrenaica. If we optimize our production, we will more than make up for the lost grain through increased trade.

- Form a council called the Ephorate with the purpose of auditing public officials. The Ephorate will also investigate public officials actions during their terms and provide information to the Assembly. The Assembly will then decide if the crime warrants punishment (or if their good deeds warrant recognition by the State). If they need punishment, they will be referred to the Areopagus, which will hear the evidence and decide the criminal's fate. Crimes such as embezzlement are punishable by death. Acts that considerably harm the State are to be considered treason and are also punishable by death. This should all serve to greatly increase the capabilities of Hellenic public servants, as they will be held accountible.

- Found the Strategoi Academy to begin training wealthy young men for military command from a young age (teens). Graduation from the Academy warrants position on the Eupatrid Council, a body formed with the specific purpose of choosing worthy Strategoi. The men will have knowledge of military strategy and therefore will be able to make an informed, apolitical decision. This should also help inrease our military leadership.

- Found Ilion in Asia Minor, in the northwest, or generally wherever trade routes are naturally converging.

Military Orders

- Raise the bar in regards to military training. Run large scale wargames between Strategoi and small unit tactics (using tactics adapted from Sparta) with lower level leaders from the Eupatrid council.

- Continue our program of slow, steady expansion of the military while maintaining high levels of training.

- Expand to the north, offer limited citizenship to those who join peacefully with the possibility of full citizenship in the future. Offer full citizenship to those who demostrate capability in war and choose to join Hellenic armies.

- Expand the navy through leitourgia, which is where rich citizens in Athens display their wealth through public works, including the commissioning of ships. Crew the boats with Thetes, paying them better, but not more than 1.5x better to save money, than unskilled labour wages.

- Expand the Council of Strategoi to include 5 Nautodikoi, or Admirals and begin studying tactics running wargames with the naval vessels as well, although this is of far less importance at this stage.
LittleBoots said:
These orders are, again, based off of real Athens, but not exactly. For instance, Nautodikoi were judges, not Admirals (I lied :p). Also the Ephorate was in Sparta, not Athens, etc. You know how it goes. Or don't. :p
 
Nope!
 
Likely story emu, we all know you are anti-Portugal.
 
i got through LINESII and chipnes pretty ok without doing massive orders

and i didn't suck in either of them... at least i don't think i have *shrug* it is complete preference like iggy said
 
Opportunism and many routes of expansion, Kentharu, are what has made you strong in LINESII.

Favoritism had nothing to do with it, if that was what you referred to.
 
Opportunism and many routes of expansion, Kentharu, are what has made you strong in LINESII.

Favoritism had nothing to do with it, if that was what you referred to.

As an aside, I suppose thats intresting in and of itself, the mods analayis of the game, and the nations (sucess and failures etc). you should write one each time you issue awards :p (the awards are after all, but bulletpoints of the summary I am suggesting.)
 
Yeah, I would really enjoy a post-NES analysis as opposed to just awards, which don't even begin to cover the sheer scope of most NESes. Never having been a moderator, I suppose this is probably harder than it looks (although personally I would have been dying to either castigate or acclaim players for their mistakes or successes as the "Impartial Mod"), but as a player I would appreciate it.
 
SS said he would do one..........many months ago!
 
Dachspmg said:
Yeah, I would really enjoy a post-NES analysis as opposed to just awards, which don't even begin to cover the sheer scope of most NESes. Never having been a moderator, I suppose this is probably harder than it looks (although personally I would have been dying to either castigate or acclaim players for their mistakes or successes as the "Impartial Mod"), but as a player I would appreciate it.

Even moderaters don't know the full story of the backscenes diplomacy ;).
 
But the players do tell them much of it in their orders, and if they don't, they brag about it postgame anyway.
 
Hmm, remind me to do that (the analysis) at the point that someone blows up the LINESII world sometime in the modern age... :p
 
<.< >.>

Why is everyone looking at me. I only got BRONZE for evil.

Then again, i'm the only Evil one left alive*wrings hands*

MUHAHAHAHHAHAHA
 
Yeah, with the Eldranians and Gerbers gone...:p

Anyway, we're getting a bit off track. Here are my last orders for my beloved nation of Saraza in Cuiv's tragically fallen NES.

Lord_Iggy said:
New UU

Summon my greatest engineers to Sar, to plan and build a new and powerful naval unit.

It's my UU... *cue drum roll*

THE WAR GALLEY!!!

:p

The War Galley is a larger and more heavily armed galley. It is significantly harder to destroy due to strong construction. Multiple sails allow the ship to keep up with most other galleys. The trade off with this is that the War Galley is less maneuverable than most ships. So War Galleys are to be surrounded with smaller Galleys.

The War Galley will hammer at enemies from a distance with increased firepower (and a ballista on the front) while smaller and more maneuverable ships fight and defend the larger War Galley.

*****

Economy
Train War Galleys with 2 eco points, train archers with the remaining 2 points.

*****

Domestic
If my homeland is crowded, encourage families to move to my colonies.

*****

Foreign
Request that Crospunia stops trading with Geraun. Continue my brutal economic policies against Geraun. Allow Ixa's Yexal missionaries to travel with my trading vessels around the known world if they wish to.

*****

NOTE: Anything following in the colour green is to be done if Crospunia/The Farow doesn't plan to attack Geraun. So if he does nothing, I will proceed with the green plans.

But if Crospunia/The Farow does get his orders in AND plans to attack Geraun, follow the red plans.

Military
To be honest, the loss of my northern colony wasn't much of a loss. It was a liability, and now my military is free for more important matters.

1/8 of my army will defend the Dalgan colony. This colony will try to outcompete the Crospunian one, but not nearly as aggressively as I compete with Geraun.

1/4 will defend my colony on the Saracro peninsula (don't forget to add in my expansion from last turn please)

1/8 of my army will found a colony on the coastline further south of the Saracro peninsula.

The remaining 1/2 of my army will defend the Sarazan homeland. Fortifications will be built along my homeland's borders for security.

*****

Navy
8 ships will aid in founding my new colony south of the Saracro.

20 ships will be part of an anti-piracy group. They will hunt down these 'pirates' and destroy them (or capture their ships if possible).

Speak to Geraun and request that they stop their captains from turning to Piracy. We do not want to trigger a war, regardless of our economic policies regarding each other.

The rest of my ships will patrol my trade routes, defending trade ships, helping out in the trade, like they've been doing for most of Saraza's history.

*****

Fancy Contingency Plan
If I'm attacked, get a naval blockade of the enemy and cut off all trade. Destroy any and every ship they have (only if they're naval of course). Get as many forces as I can constructing fortifications in the threatened lands. And try to raise a militia for defense. Call in forces from my colonies for aid. Gradually wear down the invading force.

Once the immediate threat to my lands are settled, begin to campaign against the enemy. If they spent much of their military in the attack, invade quickly. If they still have many reserves, be more cautious. As I can't predict how some campaign would go because it is so abstracted from the present situation and so many variables may change, leave the counterattack up to my generals.(if this enemy happens to be Geraun, send troops to make two landings, northwest and southwest of it, then meet up the forces to surround the capital. Besiege if I have time, attack if possible and practical)


*****

Military
1/8 of my army will defend the Dalgan colony. This colony will try to outcompete the Crospunian one, but not nearly as aggressively as I compete with Geraun.

1/8 will defend my colony on the Saracro peninsula (don't forget to add in my expansion from last turn please) and will help found a colony on the coastline further south of the Saracro peninsula.

1/4 of my army will defend the Sarazan homeland. Fortifications will be built along my homeland's borders for security.

Which leaves half of my army for the upcoming invasion.

*****

Navy
8 ships will aid in founding my new colony south of the Saracro.

The rest of my navy will defend my trade routes like they have for all of my history...

*****

Invasion of Geraun

Crospunia will throw the first blow (if they're waiting for me, tell them to strike first).

They'll attack on the central coast of Geraun, roughly halfway between the capital and the northern border.

My army and navy, meanwhile, will be secretly massing, out of the eyes of Geraun. The 1/2 of my army (1750 Archers, 2000 Spearmen) meant for the invasion of Geraun will assemble outside of my capital. All of my navy other than 10 ships to defend my trade routes and the 8 ships helping colonize will prepare to blockade Geraun and hunt down its fleet.

Give Crospunia's force enough time to draw off Geraun's forces. Then, I will strike.

Order my fleet to destroy all Geraun ships on sight (and all pirates, as always). 1/4 of my offensive fleet will continue to hunt for stray Geraun ships, and the rest will blockade Geraun's coast. My War Galleys will bombard Geraun's capital.

My landing forces will strike just after my fleet. They will land in two equal forces, one northwest of the capital at the base of the peninsula, and one southwest of the capital at the base of the peninsula.

These forces will quickly meet up, cutting off Geraun's capital (Gerig), then advance on the city. Leave some forces at the base of the peninsula to defend my rear. Gerig's garrison will likely be weaker than normal due to the distraction caused by Crospunia's earlier attack. Cut down some trees for rams if the city is walled, break in (archers will kill those on the walls who try to kill my rammers) and conquer the city. The War Galleys bombarding the city from sea should help a lot, with their large ballista bolts.

Once the capital is captured (try to make it quick) leave a garrison of roughly 1/3 of my remaining troops and conquer the southwest of the country with the remainder. Demand its surrender first though. Declare that if it surrenders, its people will be given Sarazan citizenry and will not be harmed.

If it accepts, send in some troops to control the region and obey my promises.

If it refuses, yeah, conquer them with standard tactics.

By this point, all of southern Geraun should be under my control. Consolidate my gains, and send aid to Crospunia if it needs it.

My tactics for battles will be standard. My spear formations surrounding and defending my archers.

In case of betrayal, see my fancy contingency plan (printed above, in the Green section).


*****

May skill lead us and luck aid us, soldiers of Saraza! For too long, Geraun and Saraza have fought a grand war of economics. Now, we will end this, with spear and arrow. Attack!!!

(Speech of General Tamel Sparezsamna of the House of Zarmaz before the attack on Gerig)

Anything else unspecified, leave it up to my generals and governors.

*****

Saraza
Capital: Sar
Special Cities: Sar (EC)
Leader: King Terenas/Lord_Iggy
Religion: Yexal
Government: Monarchy
Economy: 4: (0/3/2) (-1 Education maintenance)
Army: 4,000 Spearmen, 1,500 Archers
Navy: 55 ships
Education: Dumb
Technology: Bronze Age
Confidence: Respectful
Culture: None
Wonders:
Description: The Sarazans are born seafarers. For generations, they have been the masters of merchantry for the coastal peoples of the known world. Their fleet is and has been for as long as memory, unrivalled.
 
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