Show me your orders/battle plans!

My last set of orders from DisNES II; alas, they were never used... :p

Spoiler :
- Sultanate of Greater Gujarat.
Capital: Champaner
Ruler: \shortguy
Government: Absolute Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Middle Age of Reason
Army (Training): 65 Divisions (Very Good)
Navy (Training): 25 Squadrons (Good) 5 Squadrons (Normal)
Economy: Growing (+2)
Size (points required): Large (4)
Leadership (Military/Civilian): Brilliant/Competent
Infrastructure: Efficient
Education: Educated
Living Standards: Normal
Culture: Average
Confidence: Admiring
Projects: Towards the Rising Sun (+Yanam Economy Centre, Middle Age of Reason) Done!

Spending:

--3 EP for new UU divisions (see below)
--1 EP for training (puts 5 at "very good", other 10 at "good", unless there's a bonus for UUs or something)
--2 EP for logistical support
--1 EP for fortifications

New UU: Sultan's Vanguard

These elite troops are mostly very well trained and disciplined line infantry, with one notable exception--they are also extremely adept at melee combat. These skills will come in handy soon. Very soon.


Defensive positions:

--4 divisions watching Bengal
--4 divisions watching Nepal
--0 divisions in the South (Madras border)
--5 divisions near Mumbai
--8 divisions near Champaner/Ahmedabad

Fortifications:

Our troops should erect significant coastal fortifications both at the bay northwest of Champaner and the bay southeast of it. We need to prevent the enemy from landing near our capital. Also, some (not as significant) land fortifications should be built on the land approaches to Champaner/Ahmedabad. Our navy is hardly significant enough to stop the enemy for long, but hopefully the coastal fortifications and land fortifications can do the trick adequately.


Naval dispositions:

--10 squadrons (5 good, 5 normal) should keep watch on the east coast
--10 squadrons (all good) will guard the mouth of the Indus
--10 squadrons (all good) will guard the coastal approaches to the Champaner/Ahmedabad area

Our navy is very outmatched, so they should be sure to keep it tight and try to protect the coast as best as possible.


War with Ququonids:

--Indus defense- 7 divisions

Much like last turn. They should keep the Khanate's forces from getting loose in the Indus Valley by blocking off their exit from the Quetta passes. Patrols should make sure they don't get through the valley at other places, but I don't think they'd be able to en masse. If they attempt to atatck in this corridor, we should have the advantage, not being in the mountains anymore (so that our firepower advantage is more important than their mobility one).


--Kabul defense- 8 divisions

Like last turn, they should man the fortifications against any marauding Persians. The supply trains should be guarded zealously, and we should still watch the wells and foodstuffs. That said, we're counting on the Khanate being mostly busy elsewhere, and we have rather larger fish to fry this turn.


I've been hinting at it the whole order set, so I'm sure you already know...

War with Britain- 44 divisions

Of course, we'll have to wait for the divisions that have been pulled from elsewhere (mostly Kabul) to arrive. Then...

--Western push- 30 divisions (10 UU)

In preparation for this operation, we should try to get some agents in Goa and see how aware the British are of our troop buildup and how ready they are for an attack. To make their readiness less likely, the troops should gather at a place miles from the border and out of sight of the British land and naval forces. If we seem to have a significant element of surprise in hand, then the first move should be a nighttime lightning strike (say, 10 divisions, mostly UU, though I'll give my commander discretion here) at Goa. Immediately some troops should proceed to the port and burn any British ships they find.

Goa secured, the main body should be not far behind. From this base, the force should strike south quickly, careful not to expose itself to British naval fire, and besiege Calicut. Some forces should stay to ensure the safety of the (rather narrow) supply line. The British will doubtless be prepared at Calicut, and so a headlong attack here would be foolish.

Leaving behind the necessary besieging force, the rest of the army should work to eliminate British resistance, moving counterclockwise from there and around the tip.

Should the British be prepared for an attack on Goa, we shall have to proceed more carefully. The force shall move at once against the city, and after a heavy (but not terribly long) bombardment the city should be assaulted, unless the British seem to have a terribly large force at hand. After the assault, the plan should proceed as earlier stated.

--Action in Madras- 14 divisions (5 UU)

In order that the potential surprise in the west not be spoiled, these troops should not engage before the western attack starts. At that point they should move into Madras, join up with the rest of the Madrasan forces, and work to halt the British advance, possibly even counterattacking. This theater is a bit of a wild card, as we hope for Malay and perhaps even Bengali aid here. Moreso than in the other theater, conservative action is preferred.

--A note on tactics

The British have more reliable and faster loading guns than we do, so lots of skirmishing will not be to our advantage. Our generals should skirmish only as long as it's profitable, and then move in for the kill. This is where our new UU comes in. Anchoring one flank of the line, their superb melee skills should help roll up the enemy flank and cause them to rout. Of course, a numbers advantage helps greatly here.
 
I put quite alot of effort into these two sets of orders, also gathered anything that mentioned Frankland in the new Itnes and tracked down info on the church of sol.

Spoiler :
Info on Church of Sol.
http://forums.civfanatics.com/showpo...postcount=2908

Propoganda:

“These are trying times for the Frankish people; we were lead by a bumbling fool for too long and the Wendish dogs beset us from the east, but at least the fool is dead and Wends honourable enemies, rather then traitorous allies.
Our allies abandoned us while they fought some pointless war, but their armies did not march where they were needed most! To their faithful allies side, no they forced us to sign peace with the Wends, do they think we are some whipped Dog! Too scared to disobey its so-called master? And what did this peace bring?

I have had enough my brothers and sisters, I am thorough with these Gauls, first they side with the Iceni giving them gold, support and treating them as equals, while they treat us like children and then they caused a revolt in the Rhineland aided by their insidious spies, when it was defeated the leader suddenly turned up in Gaul.

Gaul has lost its way it has become corrupt; it is more concerned with greed and power, then with standing by their ally, then spreading the truth and teachings of Sol.
The Church of Sol has been tainted by the hand of Gaul, ever since the death of Judicaelous, the Lord-Avatar of The Church Sol, it has become merely a pawn of Gaul and its lust for power.

How can I know this? Because Judicaelous was the last Avatar, there was no successor for the divine Personification of the Sol, for the Golden Trinity knew the Church had lost its way, it had turned its back on the Light of Sol and spread heresies.

Sol Humanus has spoken to me, he is guiding my hand like Judicaelous before me, and he speaks of a humane mission a one of mercy and for brave souls, the taint that blackens the Church must be cleansed, it will be made anew like the dawning of a new day.
The Corruption of Gaul must be ripped apart for the taint in the Church to be truly vanquished, many solists will call us heretics, but they have been led astray, so much so that they will not recognise the truth but fight it. To strike these men down is not an evil, to strike a man with the sword of truth is a mercy, and a greater mercy then they will ever know.”


Domestic:

-We must be try and get the various factions to unite behind my leadership if not under my leadership, appeal to their want of vengeance against those who betrayed the Frankreich and the need for stability and unity lest the Frankish independence die.

-Arm my followers with any weapons we can get loot from the dead Wendish and franks, pitchforks axes whatever, until we can get some proper weapons.

-Not much domestic things to do, except send spies and informants throughout Frankish and Gauls lands to warn of rebellion or attacks, and the strengths and weaknesses of my enemies.

-Ostracise heathens (Tarunist) and heretics and allow the peoples to lash out against them it will help someway of alleviating the feeling that they are fighting fellow Franks.

-Priests of the existing Church of Sol are to be executed for leading the people into darkness and for answering not to Sol, but to Gaul.

-New priests are to be ordained, most will accompany the army, Teaching the men about the Divine Inspiration their leader has receive from Sol Humanus.

-The purging of the Ranks of the Church will begin once we have secure control over the Majority of Frankish lands, or when the speak out against our “heresies”

Frankish Military Campaign:

-Try to Recruit veterans to our side, with promises of property rights in the lands of defeated enemies.

-Arm as many loyal and faithful men as feasible

-We must build forts in our conquered territory, with a large contingent of fast troops, Horsemen and skirmishers so they can react quickly to threats on our land.

-Identify which of the squabbling factions dislike, or despise each other and support the weaker against its enemy, they will be grateful, we should do this as many times as we can.

-Where we cannot we must use overwhelming force against the faction that stands against us

-Force the enemy into the field, rather then fight them in the hills and forests

-If we defeat an enemy soundly, but they still have some strength give them a chance to surrender and join us in a union, if no surrender kill the leaders, but embrace the people.

-if forced into a siege do not assault until the defenders have been sufficiently weakening

Victory:

-When a faction surrenders, its leader is to be spared but their family shall be in my custody, Advisors will be left to make sure the lands are properly looked after and the man does not stray.

-Any surviving members of its military will swear loyalty to me and join my army, while old veterans from my army who cannot participate in any long campaign shall become the resident garrison.

-Any group was conquered, shall receive an overseer any men at my court who are loyal and able, its people shall be deported to others areas of my lands.

Gaelic campaign:

If victory is a reality in the Majority of the Remaining Frankish lands, then we shall test the lands of Gaul.
Declare a Righteous Crusade to Cleanse Church and the land of Gaul, Sol humanus commands every man who is brave and noble to take up the sword.
Split our forces, an attack from the Southern tip (where forts are on East side of the Rhine) and of course the Northern tip.

-Confiscate fishing boats or anything that floats to get across the river

-We must attack we speed and tenacity, we must strike at the heart of Gaul, and both Forces must converge on the Central fortified city.

-We need a lot of random villagers (grabbed from our travels through Gaul), Beat them and whip, dress them up like Franks and send them ahead of the assault force armed with sticks.

-Have Archers and Skirmishers amongst the villagers, they will have ample cover, if we beat them well enough the villagers will be too weak to do much.

If we get that far into Gaul I imagine we will lose that battle, but it will be entertaining.


I'm not sure what name the Character should be, maybe Wladimar or the Frankish name for Judicaelous (or maybe he will just call himself that


I stole most of the first part of that order set from Perfectionist, because his were very good.
Didnt put much effort into the second half because I assumed I would be stuck in old frankland still.


Spoiler :

Frankland
Capital: ?
Ruler: Waldimar/emu
Government (Efficiency): Theocratic Feudal Monarchy (Blundering)
Culture: National Solist Frankish, very united and fanatical despite minor regionalism; receding Gaelic influences; mainstream Solist and Tarunist minorities.
Tech. Level: Early Medieval Age
Army (Quality): 14 thousands (Better), 7 levy thousands
Navy (Quality): None yet
Economy (Points): Growing (1) (1 banked)
Trade: 0
Size (Points Required): Small (1)
Infrastructure: Improving
Education: Educated
Prestige: Unpopular
Confidence: Loving
Projects:
Nation Background: Though for centuries, the Franks were loyal Gaelic allies and co-religionists, there were some tensions and disagreements that gathered up over time. When the Gauls refused to help the Frankreich's last king against the Wenedians - and, rumours say, even organized anti-Frankish revolts - the Franks had had enough. Although the Frankreich had collapsed, the Franks survived, and were rallied by a man named Waldimar, who preached a new, reformed and Gaelophobic version of Solism. Now, the Franks are engaged in a probably-doomed, but thus far surprisingly succesful war with Gaul.


Orders:
Spend 2 econ points on the army (20 divisions)


Domestic orders:

-The two cities near the Norge border are to be abandoned and the people who lived there will be moved into Gaul and establish a settlement on the east side of the fortifications but west of the Rhine.
This area of land will be occupied by the Wends.

-All Solist Churches that still answer to Gaelic authority will be stripped bare and the priests executed for heresies, any money gathered shall be spent on logistics.

-We must encourage the settlement of Gaul by the Franks, 1 division will help the settlers clear out the heretics, most must be killed some can be used for military purposes.
Military :

-We need a perhaps 3 divisions of men who can ride a horse and has the means to do so, to begin riding through occupied territories near the front lines, killing villages and dumping many of their bodies in the river (preferably in full view of the gauls), the rest will litter the countryside.
We need the Gauls angry.

-While this is going on the army will slaughter most of the Gaelic citizens within Remi, after this is done we need to dress them up looking like us, then they will be strapped to ramparts so they look, at a distance, to be Franks guarding the walls.

-Also we will need to build things to hide, so when the Gauls come along to attack Remi they wont see the army hiding

-It is imperative that should the Gauls cross the river that we must hound and annoy them and draw them on towards the fortress Remi, if they now we are operating from this point then hopefully they will attempt to attack it.

-We need a skeleton crew actually guarding the walls (perhaps all the levies and 2 divisions?)

-If the gauls begin moving to siege or assault the city, the men on horse need to draw any Gaelic Horsemen away for the enemy army by throwing spears or even rocks to force them to deal with us.

-As the gaelic horsemen begin to move away, and the enemy infantry have begun setting up a perimeter to prepare for the assault/siege, the Men inside will open the gate facing the gauls then they will bash their shields and draw attention to themselves.

-The rest of the army (28 divisions by my count, which seems quite insane now that I think about it 28000 people hiding) who have been hiding outside the walls, upon seeing the Gaelic horsemen chase our horsemen, hearing the shield bashing and shouting, shall descend upon the Gaelic army from almost all sides (except where our horsemen led the gaelic horsemen away, as they would see them).


Other Military:

-In the event the gauls expect us to come to them (unlikely) we need to scout out the easiest areas to cross the river and how well defended they are.

-Gather many Gaelic villagers who will be beaten then gagged, with their arms tied behind their backs.

-we will need boats and ships to cross the river so we will confiscate them.

-The men on horses will attack the enemy positions guarding the river first by throwing spears, javelins and firing bows, then they will retreat.

-Following behind them will be the infantry and archers; the archers will fire their volley while using the villagers for cover.

-After the 2nd volley of arrows the infantrymen will grab the villagers and force them across the river with them using them for arrow cover again.


So were those orders good? thats pretty much the first time i've went into that kindoff detail.
 
Nope!
 
stealing is bad emu.

As is genociding the Gauls, in most everyday situations. But does that stop anyone? :p In any case, this thread's main purpose is to help people to help themselves to other people's orders, so what's wrong?
 
As is genociding the Gauls, in most everyday situations. But does that stop anyone? :p In any case, this thread's main purpose is to help people to help themselves to other people's orders, so what's wrong?

No, the purpose of the thread is to give examples of the kind of thought and detail that goes into NESing, not to create a study guide.
 
No, the purpose of the thread is to give examples of the kind of thought and detail that goes into NESing, not to create a study guide.

Yes, being able to read actual orders was a huge help to me when I first began last spring. I may post some of my Egyptian orders once that game either ends for me or stablizes a bit.
 
First turn orders for the Empire of All the Russias in ICNES II.

Spoiler :
I have 7 eco centers I believe, although I would think that there would be at least one in the east given the wealth garnered by the Alaskan fur trade.

Economy/Investment:
Spoiler :
1. I am not spending my 2 base eco, I want to get up to the next eco level (according to the rules I still have my eco center points to spend, which I will do)

2. Invest four eco in UU (see below and in thread)

3. Invest 3 eco in navy


Military/Expansion:
Spoiler :
1. Found new UU: Imperial Cossack Division
1a. Imperial Cossack Division: The Imperial Cossacks are highly trained, highly effective cavalry drawn mainly from the Cossack minority, famed for their cavalry tactics and ferocity, but also from others of Russia's numerous minorities. If a minority has something to benefit the Empire militarily, they are most likely part of the Imperial Cossack Division. Cossacks, Turks, Tartars, and others form the backbone of the division, comprising the horseback warriors that reign terror down upon the enemies of the Motherland. Scouts are drawn from Finno-Ugrics, Evenks, and others known for their skill and knowledge of the land, particularly the vast cold forests, tundras, and plains that make up Russia. The Imperial Cossacks are under the direct command of the Czar or Czarina, their commanders receive orders directly from Czarina. If they disobey these orders, they will face harsh punishments.​
2. Import and find within Russia select successful generals, commanders, etc. They are to begin rigorous training of troops and commanders. I am not directly investing eco into this for now, because I want select generals training select groups. I am not looking right now for an all around military reform, I am looking specifically to create a core of troops that I can rely on. Since this is a very small project, I do not see how direct investment would be necessary at this time.

3. Order expansion in the east. I want to complete my colonization of the Aleutians and begin colonization of the Alaska Peninsula. There is extraordinary wealth to be had from the fur trade (along the coast in particular), and I don't want my people to miss out on this.

4. Position my troops thusly: 10,000 in Poland and Ukraine plus 10,000 Cossacks (this is their native region); 5,000 Cossacks in Central Asia, particularly along the border with the "barbarian" Turks; 10,000 in the Caucuses; 10,000 in the north through the Baltics, Karelia, and the Kola Peninsula; 10,000 in the Russian Far East and Siberia plus 5,000 Cossacks; and 5,000 in the Aleut Colony of the Aleutians, Alaska, and other islands

5. Position my navy thusly, supposing the 10 ships already in my stats are in the Baltic: My Baltic Fleet will continue to have 10 ship, my Azovian Fleet (Sea of Azov, the extension of the Black Sea on which I have a port) will have 10 ships, and my Pacific Fleet (including the Arctic, the Aleutian, Alaska, the Sea of Okhotsk, and the rest of the Pacific) will have five ships (keep most of them on the Aleutians and the route between Asia and Alaska, the rest in the Sea of Okhotsk or in port).


Government/Other Internal Affairs:
Spoiler :
1. Begin measures to gain the preference of the Evenks. In modern OTL Russia, the Evenks control the largest swath of territory next only to the Russians themselves. With the borders of this NES they control a large swath Northern China. I want the Evenks to prefer me to the Chinese. My officials are to give gifts to the Evenks, honorary titles to their leaders, fill as many local government positions as possible without getting other native groups angry with Evenks, etc. Do whatever it takes to make the Evenks love Mother Russia, as long as it doesn't cause other groups to feel badly towards the Russians. The Evenks are also already Orthodox Christians (by choice), even in China, so this should add some clout. Perhaps place some Russian Orthodox clergymen as officials in the region so that they will like us more. In the very small area were Tibetan Buddhism is predominant, don't use the Russian Orthodox clergymen, they could be a little over-zealous. Also do this very low key, I don't want the Qing catching on to anything either.

2. Do similar things with groups that I have conquered in East Europe, particularly the Finno-Ugrics. I want those under my control (Poles, Lithuanians, etc.) to feel affection for Mother Russia and feel that they have power, at least in their own land, under me. For the Finno-Ugrics I want them to feel that I am the best power around to live under. Currently the Swedes and Austrians rule over other Finno-Ugrics (in particular the Finns and the Hungarians). These two initiatives fit in with my reforms, as the reforms give some power in national government to non-Russians through several bodies, included the highest one (well, at least for Slavs and particularly for Ukrainians and Belarusian’s who are considered part of a Greater Russian ethnic group, the Russian flag feature a color for each [red for Russia, blue for Ukraine, and White for Belarusian IIRC])


Other Foreign Affairs:
Spoiler :
1. In co-ordination with the last two programs mentioned under the "Government/Other Internal Affairs" section, secretly maneuver loyal Evenks over the border and into China where they can spread word of the better treatment of Evenks in Russia the in China, which they should probably believe easily considering the Qing were pretty hostile to their subjects and the Evenks were always capable of rebellion. I DO NOT WANT THE QING TO KNOW ABOUT THIS!!!!! Take every precaution to prevent the Qing from finding out. I don't really expect that they could considering it is on the border of their empire and I have a NAP with them, but still, TAKE ALL PRECAUTIONS!!!!


Stats:
Spoiler :
Empire of All the Russias
Capital: St. Petersburg
Ruler: Tsaritsa Catherine II (The Great)/Israelite9191
Government: Monarchy (Romanov)
Centralization: Federation
Tech. Level: Late Enlightened Age
Army (Training): 45 Divisions (Normal)
Navy (Training): 10 Squadrons (Semi-Rabble)
Economy: Good Enough (+2)
Treasury:
Size (points required): Gargantuan (6)
Leadership (Military/Civilian): Barely Tolerable/Incompetent
Infrastructure: Barely Tolerable
Education: Literate
Living Standards: Low
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Nation Background: Another victor of the past war. Russia captured East Prussia and some of West Prussia and was critical in cutting Prussia off from the sea. A growing problem is the mal-content of the serfs who are constantly trying to liberate themselves. They are now aided by the Polish and Prussians that now have to work in the same way. A conspiracy could brew but there is always the Russian Army to take care of things.


OOC: Sorry I couldn't fit it in the same PM, I hope you don't mind.

Instigate these reforms (same ones as in thread):

Spoiler :
1. Establishment of the Great Duma:

1a. Establishment of the Boyar Duma and its Functions:

1aa. Membership and Leadership: Consists of all Slavic nobility who are not serving other duties and are not barred from participation by the reigning Czar or Czarina. Once barred, a noble family may not return until the reigning Czar or Czarina allows them to return. The head of the Boyar Duma is appointed by the reigning Czar or Czarina for life and given the title "First of the Nobility." He/she may be replaced by the reigning Czar or Czarina.

1ab. Functions: The main functions of the Boyar Duma are to pass legislation, represent their families, and advise the Czar or Czarina. The reigning Czar or Czarina may veto a proclamation of the Boyar Duma unless a unanimity of the Russian nobility, nine tenths of the Ukrainian and Belarusian nobility, and three quarters of the rest of the nobility override the reigning Czar or Czarina. The Boyar Duma is the highest body of the Great Duma and can veto decisions of lesser bodies unless the required votes are achieved to override the Boyar Duma or the reigning Czar or Czarina interferes.

1ac. Location: Meets in the Winter Palace of St. Petersburg during the Winter when the Czar or Czarina is present and in St. Basil's Cathedral in Moscow while the Czar or Czarina is present. During the fall and spring the Boyar Duma does not meet.​

1b. Establishment of the Lesser Boyar Duma and its Functions:

1ba. Membership and Leadership: Consists of all the non-Slavic nobility who are not barred. Same rules as those in the Boar Duma apply in concern to banning etc. The head of the Lesser Boyar Duma is appointed by the reigning Czar or Czarina for life and given the title "Second of the Nobility." He/she may be replaced by the reigning Czar or Czarina.

1bb. Functions: The main functions of the Lesser Boyar Duma are to pass legislation, represent their families and people, advise the Boyar Duma, and advise the Czar or Czarina should it be requested. The Lesser Boyar Duma is the second highest body of the Great Duma and may have its passed bills vetoed by the Boyar Duma, although it may veto lesser bodies. In order to overrule a veto by the Boyar Duma a nine tenths majority must be achieved.

1bc. Location: Meets in the Winter Palace while the Czar or Czarina is in residence there, meets in St. Basil's Cathedral while the Czar or Czarina is there. Does not meet during the spring and autumn.​

1c. Establishment of the People's Duma and its Functions:

1ca. Membership and Leadership: Consists of chosen representatives of the Russian people. There are one hundred seats, fifty of which belong to city dwellers, twenty-five to free country dwellers, and twenty-five to serfs. Members serve for twenty year terms that may be renewed. The head of the People's Duma is appointed for life (the only member with a life-time seat) and is given the title "First of the People." He/she may be removed by the reigning Czar or Czarina.

1cb. Functions: The main functions of the People's Duma are to pass legislation, advise the reigning Czar or Czarina should it be requested, and to represent the Russian people. The People's Duma is below the Lesser Boyar Duma and may have its passed bills be vetoed by the Lesser Boyar Duma. In order to overrule a veto a nine tenths majority is needed. However, it may veto the bills passed by lower houses.

1cc. Location: Meets in the Imperial Senate building in St. Petersburg while the Czar or Czarina is in residence, meets in the Church of St Alexius the Metropolitan in the Chudov Monastery in Moscow when the Czar or Czarina is there. Does not meet during the fall and spring.​

1d. Establishment of the Lesser People's Duma and its Functions:

1da. Membership and Leadership: Consists of chosen representatives of the non-Russian peoples of the Empire. There are fifty seats, twenty-five of which belong to peoples in Europe, and twenty-five to those in Asia. Members serve for twenty year terms that may be renewed. The head of the Lesser People's Duma is appointed for life (the only member with a life-time seat) and is given the title "Second of the People." He/she may be removed by the reigning Czar or Czarina.

1db. Functions: The main functions of the Lesser People's Duma are to pass legislation, advise the reigning Czar or Czarina should it be requested, and to represent their peoples. The Lesser People's Duma is below the People's Duma and may have its passed bills be vetoed by the People's Duma. In order to overrule a veto a nine tenths majority is needed. However, it may veto the bills passed by the First Duma (see below).

1dc. Location: Meets in the Imperial Senate building in St. Petersburg while the Czar or Czarina is in residence, meets in the Church of Michael Maleinos in the Starodevichy Convent (Ascension Convent) in Moscow when the Czar or Czarina is there. Does not meet during the spring and fall.​

1e. Establishment and Functions of the First Duma:

1ea. Membership and Leadership: Consists of fifty seats, with ten twenty devoted to Russian nobility, ten to other Slavic nobility, ten to non-Slavic nobility, five to Russian commoners, and five to other Slavic commoners. Members serve for twenty year terms that may be renewed. Barring etc. follow the same rules as those applied to the other bodies of the Great Duma. The head of the First Duma is appointed for a renewable twenty year term and given the title "Fifth of the Great Duma."

1eb. Functions: The main function of the First Duma is to receive proposed bills and pass legislation on to the upper houses. Any member of the Great Duma as well as any member of the royal family who is not barred by the reigning Czar or Czarina from doing so may introduce legislation. The First Duma can not overrule a veto by the Lesser People's Duma.

1ec. Location: Meets in the Imperial Senate building in St. Petersburg while the Czar or Czarina is in residence, meets in the Church of The Twelve Apostles in Moscow when the Czar or Czarina is there. Does not meet during the spring and fall.​

2. Affirmation of Power:

2a. The Czar: The reigning Czar or Czarina maintains ultimate authority within the Empire of All the Russias subject to none.

2b. Religious Matters:

2ba. Russian Orthodoxy: Only the Most Holy Governing Synod may make statements that influence the religious lives of members of the Russian Orthodox Church with only the reigning Czar or Czarina having any power above it.

2bb. Other Orthodoxy: If the patriarch, archbishop, metropolitan, etc. of an Orthodox Church within the realm of the Empire of All the Russias makes a ruling that contradicts Orthodox dogma or any ruling that is seen by the Most Holy Synod to endanger the full communion of the Eastern Orthodox Church the Most Holy Synod may intervene and overrule the offending governing office and, if drastic means are necessary, replace the offending official with a new punishing the offender as seen fit.​

3. Enshrinement of the Great Duma:

3a. Disestablishment: All previous governmental legislative bodies are from here on out disestablished. The members of these bodies will be the first considered for membership, rank, and privilege within the Great Duma.​

4. The Titles and Imperial Style of the Czar or Czarina and Spouse:

4a. The Czar or Czarina: From here on out the title of the reigning Czar or Czarina is the following (given here in the masculine): His Imperial Majesty Czar [Name] [Ordinal] [Further Person Specific Title if Applicable] of the House of Romanov, Heir to Rome, Father of His Country, Guardian of the Holy Orthodox Faith, and Emperor of All the Russias.

4b. The Spouse of the Czar or Czarina: From here on out the title of the reigning Czar or Czarina's spouse is the following (given here entirely in the masculine): His Imperial Highness [Name] [House of Birth] of the House of Romanov, Upholder of Tradition, Protector of Moscow and Saint Petersburg, [Gender Specific, See Further On] Consort Emperor of All the Russias by the Grace of Czar [Name, Ordinal, and Further Specific Title if Applicable of Czar or Czarina].

4ba. Gender Specific Titles: Where specified, the gender specific additive for a woman should be added "Bearer of the Heir" while for a man "Progenitor of the Line."​
 
No, the purpose of the thread is to give examples of the kind of thought and detail that goes into NESing, not to create a study guide.

Well, the ORIGINAL purpose of this threat was to satisfy tossi's academic curiosity. I do agree that what you said applies too, but I don't think one could deny that people DO use it as a "study guide" (in any case, examples exist to be learned from, which makes your statement, taken in full, self-contradictionary).
 
You always have to get into the technicalities of things dont you das? :-P
 
So, I was bored.

Battleplan_Errai.gif

Yes, it does transit fast. You can pause it by hitting ESC, but you'll have to refresh the page to get it going again. I do think animated .gifs would work pretty well for standard ground combat, personally. You know, presuming you had the time to make them (it wouldn't take that long).
 
Turan's last gasp, edited very slightly for undisclosed reasons. Never did get around to giving the Khagan a name...

Spoiler :
Turan
Capital: Marakanda
Ruler: Khagan ?/shortguy
Government (Efficiency): Theocratic Monarchy (Competent)
Culture: Turkic, but with Aranian and Altaic admixtures; heavily-influenced by Han and Tieh Chinas, Onoghuria, Bactrasha, Parhae Kalinga/Aryavarta, and the Sanghist community (which is a notable minority in Turan, as is the Zoroastrian one); nevertheless, quite independent and unique (most foreign additions were succesfully integrated into the mainstream culture); very advanced, but somewhat stagnant in development; fairly regionalist and diverse, especially in the more barbaric north and the foreign-influenced west.
Tech. Level: Early Medieval Age
Army (Quality): 85 thousands (Better), 20 levy thousands
Navy (Quality): None yet
Economy (Points): Growing (3)
Trade: 2
Size (Points Required): Medium (2)
Infrastructure: Efficient
Education: Perfect (1/2)
Prestige: Popular
Confidence: Respecting
Projects: Royal Roads (+2 Infrastructure) (Done)

As I said in the thread, the project should have finished last turn. I changed the stats accordingly.

Spending:

--4 points to raise 40 thousands
--1 point to raise/keep level training

Domestic plans:

--Call out everyone possible. The very fate of Turan is at stake here. Considering that much of the state is made of those whose fled the Chinese, a Tieh invasion should be inducement enough, especially for those in the eastern reaches. Encourage them to resist the Chinese invader, who so brutally drove their ancestors out of their homelands. Encourage them to avenge their ancestors.

War plans:

Initial dispositions:

--The 16 thousands south of the Aral Sea, with 20 thousand new troops, will try to blunt the Bulghar invasion.

--The 28 thousands in the north (Aqtobe?) will move east to blunt the Chinese invasion. 10 new thousands will move in to support.

--10 of the 20 thousands in the south (near Taraz), with 10 thousands in reinforcements, will try to box in the Chinese horde, keeping it from moving south.

--The other 10 thousands near Taraz--the most loyal and dedicated ones--are to go on a raid behind Chinese lines.

--The 18 thousands southeast of Maracanda should hold tight.

In more detail:

Against the Bulghars: 36 thousands

These forces should try to blunt the Bulghar advance, and inflict as many casualties as possible. Rather than fighting pitched battles, they should raid incessantly. Raid at night, raid isolated forces, raid to destroy supplies, raid to kill people, whatever. Just raid, raid early, and raid often. We should take care not to take too many casualties; our generals should not be too audacious. With our numerical inferiority, we must kill and destroy more than we lose. Employ a scorched earth policy. No land, and nothing, is sacred. Anything that the enemy could use should be burned, if our army and people cannot use it. This force should be very careful to avoid being pinned against the Aral Sea.

Northern Chinese defense: 38 thousands

Similar tactics apply here. Raid them to death, and leave nothing behind. Again, it must be emphasized that no land is sacred. Don't bother defending sieges or cities; it's too costly. Also, this force must be extremely careful that it is not caught between the Bulghars and the Chinese; they must keep tabs on the position of the Bulghars too, and be sure that, if the two enemy forces meet, our troops are south of that meeting. We have no hope of winning this war traditionally; all we can do is make it hurt. A lot.

Southern Chinese defense: 20 thousands

We really have no idea whether the Chinese are going to keep heading west, or whether they'll turn south. This force will ensure that, if they move south, we won't be caught completely off guard. It will also threaten the Chinese with the potential of a flanking maneuver, forcing more caution on their part. It should do what the others are doing: take/burn everything when they are forced to retreat, and raid, raid, raid. With a force to the Chinese horde's west and south, hopefully we can slow it down.

Raid of great daring: 10 thousands

We are on the defensive, be we must not surrender the initiative completely. These men must be the most loyal soldiers we have, because they're probably not coming back. This force will move into the rear of the large Chinese horde and attack its supply lines. They should destroy roads, supply trains, whatever they find. We can't supply them, so they'll have to supply themselves on whatever they can take; they should travel as lightly as possible, taking only what they can use in the near future. They should also burn and destroy any excess crop that the people of the area might grow, so that the Chinese won't be able to commandeer it. They should do everything in their power to make the Chinese supply situation untenable.

It's probably pretty hard for 10 thousand people, even 10 thousand living off the land, to travel quickly enough to avoid attack. It's likely that the Chinese will send a force after them. If attack looms, the force should scatter into small groups, each with a former khaganal courier. These groups will more easily be able to evade detection, they would be harder to catch, and it would be difficult to find them all. Since the couriers know the locations of the stations on the royal roads, the couriers will arrange to meet at a station in a few weeks. The forces will scatter to the winds, still causing trouble wherever possible, just in smaller groups. When the time is right, they will meet at the predetermined place (still behind enemy lines) and resume their havoc as a group.

--Maracanda defense: 18 thousands

Unfortunately, it appears that the Ayavartans may opportunistically attack us. Our strategy here will be a bit different. Here, if they invade, we should attack them mercilessly before they get out of the mountains. Our local scouts, who know the ins and outs of these mountains, should look for small, unknown passes/passages to slip behind the enemy and cause trouble. We should find and use the high ground whenever we can, raining death upon the enemy. We should ambush them in the tight passes and the narrow places. If they attack, our best bet it to stop them before they get into the open.
 
Yes, it does transit fast. You can pause it by hitting ESC, but you'll have to refresh the page to get it going again. I do think animated .gifs would work pretty well for standard ground combat, personally. You know, presuming you had the time to make them (it wouldn't take that long).

Sure I like the premise behind this, but I am unsure how to make them considering my computer skills arent as good as yours in the field of expertise. I must admit that if you were willing to teach me (and I am sure I wouldnt be the only one) I would be more than happy to try and learn how however.

If it was an simple process that would not take TOO much time, I could then perhaps look at ways to incorporate them into my own nes.
 
Most recent ITNES Orders, with some confidential information removed.
Spoiler :

Spending
Spoiler :

2 base + 7 banked + 4 trade = 13 total eco to spend

1.) 1 eco into project (see below under Project)
2.) 1 eco into trade (see below under Domestic Policy)
3.) 4 eco into UU [40 thousands UU]
4.) 3 eco into navy [30 ships]
5.) 3 eco into navy training
6.) 1 eco into logistics (see below under Military Policy- Cree and Military Policy- Nortugal)


Project
Spoiler :

The Port of Sanna is complete. Now, the second part of my three part project series:

Gardens of Nokemis (+2 eco points per turn, +2 infrastructure, +expansion of Trinitarianism): The Gardens of Nokemis are not a single, large entity. Rather, it is a series of convents and monasteries spread across the Kingdom of the Dawn Lands. Within these monasteries and convents live Brothers and Sisters of the Green Mount, a monastic order founded by Saint Alliquippa the Green Lady. The convents act as agricultural communes, producing many goods. They also act as an infrastructure network, being spread throughout the Kingdom and having well-worn paths connecting them.


Domestic Policy
Spoiler :

Domestically, this turn is to focus on the economy.

1.) It has been a while since furs took off for the first time in Europe. However, there are undoubtedly more markets to pursue. In particular, the Norse and the Wenedians seem ripe for a boom in the fur trade. Positioned in very cold climates, furs are a necessity for them. This can be easily taken advantage of, due to American furs being a) superior in quality and b) far more abundant.
2.) With long sea voyages increasing dramatically in number, scurvy is undoubtedly becoming a serious problem the world over. We should be taking advantage of this. Utilizing the abundant vitamin c-rich berries and apples of the region in combination with the famed maple sugars of the American North East, encourage the mass production of preserves. These will then be transferred to Sebayik, Sunrise [Bermuda], and my other ports will they will be sold, cheaply, to foreign merchant, and military, ships. This should bring a large boost in trade as all nations that plow the Atlantic will be using our cheep and unspoilable preserves to stave off scurvy.


Foreign Policy
Spoiler :

Evangelism and alliance.

<Confidential>

4.) Lastly, but in no way, shape, or form least, great efforts should be made at converting the Cree. Or, at least, great efforts should be made at creating martyrs to set examples for the Cree of the dedication Trinitarianism creates. This should have a similar effect to the early Christians being willingly martyred in the coliseums, though perhaps on a larger scale as the Amerindian religions tend to value bravery at a very high level.
5.) Sign The Great Law of Peace and Power.


Military Policy- Cree
Spoiler :

The Cree have had their games long enough. It is time to put an end to this war.

1.) 10 thousands Brothers of the Order of the Blessed Cross and 2 thousands of he normal military are to be sent into the Cree territory.
2.) Where as before the focus was on village by village, clan by clan the Cree have shown that this approach isn't going to work as well. As such, the focus now will be on luring the united Cree forces out into open battle. To do this, the troops are to find a location along the main path in the Cree territories, having already made sure that the Cree no my general location. Then, position my normal troops on the path itself while the Brothers take the forests far enough away as not to be detected while close enough as to be at immediate hand.
3.) Once the battle site has been chosen, the Cree being lured out by what appears to them to be a small number of troops (the two thousands) the troops are to take position in lines, and that front, in the middle three "flag bearers" are to take position. Rather than bearing flags, they are to each be bearing a large wooden cross as if it were a staff, though tall enough that it rises to the height a flag would be flown at. The middle cross will be somewhat higher and made of a white wood, that on the left will be of the same wood dyed blue, and than on the right of the same wood dyed green. While the sides stare each other down, the three are to begin singing a battle hymn of some sort, and gradually, line by line, the troops are to join in. This should significantly weaken the morale of the opponents and boos my morale, as well as making it obvious that my side is fighting for the Trinity and that any victory is to be considered a gift of the trinity. As the enemy become more and more unnerved, my Brothers are to slowly close into the battle field, moving to a positions in the woods at the edges of the battle field on either side of the Cree stretching to behind them. Then, suddenly, the troops will stop singing and the Brothers will begin singing a different hymn, one of the forgiving love of the Trinity and the call to serve them, in unison whilst they charge from their cover at the Cree from both sides and in a swing from behind. The Cree forces will be utterly surprised by the charge, and in their confusion my normal troops will raise the song again as they charge (except of course for the cross bearers, who will stand rock still as my forces stream around them) directly at the now thoroughly demoralized and most likely disorganized enemy. With the massive amounts of troops, the enemy should be easily cut down and victory secured. Any troops that admit defeat and ask for mercy are to be given it and be allowed to flee home to spread word of the Battle of the Crosses and the victory of the Trinity over their g-ds. After this conquering and converting the remaining Cree should be easy undertaking the normal town-by-town convert or conquer tactic.


Military Policy- Nortugal
Spoiler :

The Second Atlantic War can no longer be ignored. Nortugal is an ally whose territory has been occupied. Thus, as part of the League of Three Circles, we are entering the war.

1.) While we will be fighting as part of the League's forces, we are also doing something a little radical. We are declaring a Crusade (this is appropriate as the 'crus' comes from Latin 'crux' for cross, which is the main symbol of Trinitarianism, all of which I am sure you know) against Nortugal. Do this based on our friendship with Nortugal, the threat that their destruction would cause towards Trinitarianism, and quotes from Membertou, St. M'sartto of the Cross, etc. This should rally troops up, boosting moral, positioning the war as a sort of Trinitarianism vs. Solism thing, and possibly even raise levies from the Trinitarian communities both inside and outside the kingdom.
2.) I have one eco invested into logistics here and with my Cree campaign, but that is only insurance. Adena and the AC have agreed to supply the logistics money for the entire endeavor due to my contributing a larger amount of troops and ships. Thus, my logistics investment is most likely overkill.
3.) I will be dedicating 40 ships and 40 thousands Brothers of the Blessed Cross to the effort. They are to disembark from Sebayik to Sunrise (Bermuda) where they will meet up with AC and Adena navies to form a united League of Three Circles navy. From there they will head to Nortugal stopping over at the Azores. While this will likely avoid confrontation with enemy navies, be prepared just in case. Should we be faced with a Gallic force use or superior numbers, speed (as our design is a hybrid of Nortuguese style with Amerindian technique, which should likely produce a ships designed for speed), and untraditional techniques (reference the naval Battle of Sunrise in which I used flaming arrows and combusting stones) to outmaneuver them and force them into retreat/submission. Should I be faced with a Dacioillyrian force, focus on utilizing our speed advantage to outmaneuver them followed by the flame tactics to force them into retreat or submission.
4.) From the Azores the ships should sail to the ocean southwest of Ireland where they will meet up with the Nortuguese (and I think Norse, though I am not sure) fleet in an attack to destroy the Solist navy utilize similar tactics as above, outmaneuvering the and pressuring them using superior numbers (if we have superior numbers, as I think we will but I am not sure) followed by flame tactics which, combined with the obvious benefits of causing ships fires (just about the worst thing possibly at sea) and the secondary benefits of demoralization should either destroy the Solist fleet, force it into submission, or force it to retreat and thus hand over naval superiority to the Leage-Nortugal-Nordrike alliance. Should the Nortuguese not be there, carry out the plan any way focusing even more on a combination of speed and flame tactics.
5.) From there my fleet is to separate from the rest of the League fleet, heading to the Old Head of Kinsale (see attached map) where the Brothers of the Blessed Cross will disembark into the countryside some ways south of the actual head close to the interior mountains. 1/2 of the remaining ships (20 if all remain) will remain in the region between Mizen Head and Wexford Bay maintaining naval superiority. The other half will head back round Mizen Head to establish naval superiority between Mizen Head and Erris Head, in particular guarding the entrance to the Shannon Estuary and River.
6.) Meanwhile, the Brothers are to rally Nortuguese levies within their region. This is one of the things they are particularly good at. In addition, the Nortuguese appear to be very proud people who would resist foreign occupation whole heartedly. A number of levies should be easy to raise and organize.
7.) The levy and monk army should begin moving through the countryside in the Iceni and Cymru controlled territory, making surprise attacks before retreating back into the mountains. This will utilize the terrain knowledge of the levies and the expertise of the Brothers at untraditional warfare and leading levies. It will also work to demoralize the Solist troops who will not be consistently taken by surprise and unable to face us in battle in the mountains where the Brothers' guerilla tactics and the levies' terrain knowledge is particularly useful.
8.) Begin expanding my raids into Gallic controlled territory around the Nortuguese capital. Try to raise more levies there to join my cause.
9.) Once the Solists have been significantly weakened and demoralized and the Nortuguese significantly rallied, my troops are to enter the open with a majority of the Brothers sticking to the woods and hiding so that my forces appear weak and the Solists are lured out into battle. Specifically, make sure that the battle takes place along Cork Harbor so that the enemy emerge from the town into the countryside along the Harbor and are lined with their backs against the water. When the battle ensues, while the sides are staring each other down, the Solists against the water, the levies lined up opposite them, and the Brothers in the woods on either side. Additionally, a quarter of the ships in the region are to move into the harbor where they will set up archers and catapults for the purpose of flame warfare. The Brothers will begin chanting hymns from the woods. Slowly, on either side three cross bearers (see Military Policy- Cree). After a round of chanting, the chanting will stop for about a minute (though it will undoubtedly seem like much longer to the Solists) and the Brothers will emerge at a run, picking the chant up again, surrounding the Solists on two sides (with the levies on the third and the water on the fourth). At the same time as the Brothers emerge, breaking into a run, the ships are to let loose with the fire volleys. The enemy will certainly break formation making a route easy.
10.) After routing the enemy, proceed to secure the rest of the region south and east of the Shannon. This should be easy given I already have a large force of levies and have just won a large battle against combined Iceni, Cymru, and Gaul forces. My ships are to return to establishing naval superiority.
11.) From there my troops are to march to join the siege on the occupied Nortuguese capital. Additionally, position half of my troops from that region in the river (or bay, its hard to tell from the map) with flame-siege weapons prepared. When the troops and my allies are ready, attack the city utilizing the flaming bombardment to decimate the enemy on the walls, create havoc, and to scare off any reinforcements that approach and any other Nortuguese troops positioned outside the city. As before, use crosses, hymns, and what not to create a religious atmosphere to my attack.
12.) After the city is taken, move into the Roman controlled area where the Battle of Cork is to be similarly redone on the shore of Lough Corrib, including the ships who are to enter the lake from Galway Bay. After the Roman forces have been defeated, maneuver northwards to lay siege to the city in the same manner as the earlier siege, with the ships positioned in the Shannon River (approximate spot is marked on the attached map). If I am entirely mistaken and the city on the map is meant to be Galway, then switch the numbers on the attached map but keep tactics, strategy, etc. the same (just slightly adjusted for the region, such as switching whether the ships go up the Bay of Galway or the Shannon River).


Campaign Map
Spoiler :
irelandcampaignrk9.png


Stats
Spoiler :

Kingdom of the Dawn Land
Capital: Sebayik
Ruler: Great King Assacumbuit/Israelite9191
Government (Efficiency): Centralized Theocratic Counciliar Monarchy (Corrupt)
Culture: Trinitarian Wabanaki; fairly united, developed, spreading, very influential; tiny traditional spiritist native minorities; tiny atheist Nortuguese communities in cities.
Tech. Level: Early Medieval Age
Army (Quality): 8 thousands (Normal), 19 Order of the Blessed Cross thousands
Navy (Quality): 24 ships (Mighty)
Economy (Points): Growing (2) (7 banked)
Trade: 4
Size (Points Required): Small (1)
Infrastructure: Dirt Paths
Education: None
Prestige: Tolerable
Confidence: Admiring
Projects: Port of Sanna (+2 Trade, +2 Navy Quality, +expansion of Trinitarianism) (Done!)

 
If it was an simple process that would not take TOO much time, I could then perhaps look at ways to incorporate them into my own nes.
All that's really needed is finding a decent animated gif maker. Then you create a series of images and put them in sequence, then save. It only works for smaller maps though because otherwise the file sizes get too big.
 
Most recent ITNES Orders, with some confidential information removed.

I noticed you gave lots of detail on things like specific places you wanted to fight battles (e.g., with Cork harbor at the enemy's back). To what extent do you expect those to be followed?
 
Back
Top Bottom