Show me your orders/battle plans!

Err, what's so ironic about an order that is based wholly on the idea of killing heretics actually going there and killing heretics? :p

However, I am not sure why is it supposed to be shocking.
 
I find it funny because Chretien was the Canadian Prime Minister a few years ago, and frankly, he's hilarious.
 
I completely agree with iggy. [stops using left side of mouth]“Perhaps there were a few million dollars that might have been stolen in the process. But how many millions of dollars have we saved because we have re-established the stability of Canada by keeping it a united country?”[/stops using left side of mouth]
 
Unless your next move is to denounce Christainity and embrace some demented theist cult instead, ofcourse.

What do you mean his next move?

In any case, there are lots of things that could be said about the Order, and so none of them shall be said.

Sometimes I wish I'd just stayed as France and quietly conquered the continent :p
 
Err, what's so ironic about an order that is based wholly on the idea of killing heretics actually going there and killing heretics?

Nothing. I find it ironic, however, that people align me anti-catholic when I have yet to attack a bloody catholic power. Venice attacked me (so you can't argue that), and the Order isn't a power :). If anything, I have worked more to prevent the damage done to Catholicism in France than help erase it- and, seeing Littleboot's tone, I assume once again that Thy has failed to do his job :). I guess I'll have to jump the bandwagon myself after the update.

Unless your next move is to denounce Christainity and embrace some demented theist cult instead, ofcourse.
What do you mean his next move?

He means when I don't go out of my way to keep the mobs from attacking Catholic churches, when I don't keep masses of protestants seeking out the remaining catholic figures in France, etc. I don't care what you say LB, but France is not the bloody antichrist :). The sooner you realize this, the sooner I can restore France's catholic position. Go and annoy Thy if you care to learn anything of my position.

Sometimes I wish I'd just stayed as France and quietly conquered the continent

Who was it under that France was defeated twice :)?
 
the Order isn't a power

Is too. ;)

Thy has failed to do his job

His job is to make things unnecessarily complicated for friend and foe alike, and to generally cause mayhem. So I'd say he succeeded.

He means when I don't go out of my way to keep the mobs from attacking Catholic churches, when I don't keep masses of protestants seeking out the remaining catholic figures in France, etc.

...I'm not sure what the hell are you even saying here. Please do rephrase.

What I meant was you turning back on Christianity altogether, in which case having a king named Christian WOULD have been ironic. Obviously it was a joke, albeit a rather weak and contrived one.

Who was it under that France was defeated twice ?

I think that was NPC.
 

Apologies- I meant to say that the Order isn't a power in any defination except your own (and Thy's) :).

His job is to make things unnecessarily complicated for friend and foe alike, and to generally cause mayhem. So I'd say he succeeded.

Actually, his job is much, much more sinister this time. It's so sinister that it makes me even sadder.

...I'm not sure what the hell are you even saying here. Please do rephrase.

What I meant was you turning back on Christianity altogether, in which case having a king named Christian WOULD have been ironic. Obviously it was a joke, albeit a rather weak and contrived one.

Actually, it was a response to Littleboots rather than you :). His words were "What do you mean next?". My response was aimed at the fact Littleboots is appearntly under the impression I'm working against him- if anything, I'm merely doing my best to keep France from going all-Protestant. The biggest thing that I said was that after this update, I believe there will be a good chance for peace for everybody (well, except Austria :p).

Pretty much nothing in that reply was aimed towards you :).
 
Apologies- I meant to say that the Order isn't a power in any defination except your own (and Thy's)

You are a real annoyance, you know that? ;) It still is a power, although an extremelly minor one. I am not saying that it is a great power or a regional power; merely that already by the merit of being the Holy Roman Emperor Augustus Bellinus DOES possess some degree of political influence, while the Order IS a military organisation. Far weaker forces have historically been referred to as "powers".

Actually, his job is much, much more sinister this time. It's so sinister that it makes me even sadder.

Nah, it's just that.

His words were "What do you mean next?".

Except I'm pretty sure they weren't addressed to you, and it was a refference to France's impending doom. At least that's how I understood it. ;)
 
Perhaps you and darkening should take this to the While We Wait Thread? ;)
 
Darkening, your powers of deduction never cease to inspire awe ;)

I am neither confused about what das meant, nor particularly compelled by any excessive love for Thlayli or his Order. Neither am I driven by some mad hate for France. What I said was a joke and aimed at das, who, as the intended recipient, has received my jest accurately. I am not given to ambiguous statements attempting to display knowledge of secret goings-on, nor overtly arrogant threats and posturing. I see no reason for either, save for some small and silly self-satisfaction that can be had when one is justified in one's boasting. It is far more likely, however, that those who attempt to show off secret knowledge know very little of what is actually going on and that those who boast will feel their downfall all the more painfully. I am also not laboring under the delusion that the boasting causes one's downfall, merely that those who boast are given to failure and embarrassment, if only because they so loudly proclaimed their superiority.

And finally, as to your implication that I somehow failed as a French king, I will have it noted that I silently conquered Naples, Milan, Savoy, and secured deals with Venice and Tuscany, all while leaving the rest of Europe to its silly and destructive Crusades. Yes, there were two small engagements I was not successful in, but I am not one to continue foolishly attempting to take what is not worth the taking.

I would also like to point out that France is decidedly smaller since you took the reins.
 
Out of sheer boredom here are my orders for Turn 5 of HarlNES 3.

Spoiler orders :
Portugal
Ruler/Player: King João VI / Luckymoose
Capital: Lisboa
Government (Efficiency): Absolute Monarchy (Tolerable)
Size: Large (4)
Income: Wealthy (+3)
Army (Quality): 4 divisions (Well Trained), 14 divisions (Standard), 8 divisions (Acceptable), 9 Colonial divisions (Standard)
Navy (Quality): 60 ships (Prof)
Military Education (Land/Sea): Normal/Able
Morale: Average
Tech-level: Early Industrial
Quality of Infrastructure: Efficient
Level of Education: Educated
Confidence: Admiring
Wonders/Projects: Brazil Reforma (+2 confidence) DONE! Healthy Future (SECRET) 3/4
Description:
Relying on trade and income from the colonies, Portugal can soon face massive difficulties as groups in Brazil are calling out for independence. So far no hostilities have broken out, but with most of South America having gained independence it is likely that Brazil will follow suit soon. Having weathered the worst of the European conflicts, Portugal is still strong enough to fight for what it considers its rightful possession.

Foreign Policy


China: Send ambassadors to China to review the trade in Macao. Anything we can do to improve our income in China is encouraged.

United States of America: Encourage trade with them, mainly from the Brazilian Trade Company.

Economic Policy:

1.) Army Training (11>6) 5 EP: Raise the training of 10 Standard divisions to Trained. Using the 1 point for 2 levels for 2 divisions rule.

2.) Military Logistics (6>4) 2 EP: The basic Logistics for our military Campaigns.

3.) Invest in Project Healthy Future (4>3) 1 EP: Continue this project. Finishing it.

4.) Raise Colonial Divisions (3>2) 1 EP: Giving me 4 Colonial Divisions seeing as we agreed upon this before. Double troops less skill. They stay at Standard training.

5.) Anti-French Propaganda (2>1) 1 EP: Use the Portugal Times and posters and word of mouth to spread the anti-French propaganda. Publish the cruel letters the French have sent to the King mocking our country. Use this to keep the population supporting the war.

6.) Eastern Empire Trading Company (1>0) 1 EP: Much like the Brazilian Trade Company this separate company expands the material income of Portugal greatly. Brazilian Trade Company will command West Africa now as the Eastern Trade Company governs the material and trade from East Africa all the way to China. Use the Times to spread the job listings. This might help our regular economy for gain us an EC in India or someplace.


Domestic Policy:


Chinese and Indian Trade Relations: Expanding our trade in both areas is key to our economic future. Britain is a huge ally of ours and very close trade bonds. We shall use India for natural goods along with Britain. As for China we as stated in Foreign Policy will begin seeking ways to improve the trade relations and capabilities of China.

Testing Foreign Spies: We are sure spies are within our nation and most likely stealing or trying to steal plans and create dissent. We will make fake plans of an Invasion secretly and share it with our top generals. Waiting some time and sending a scout ship to see if the French troops have moved to defend the area will only prove we have Spies. Interrogate everyone suspicious. Imprison them if captured. Do not treat them wrongly.

Brazilian Trade Company: Will continue to be an integral part of the logistics for our war. Seeing as the British and Spanish economies are going downhill we will export many raw materials and foods to these nations. All the surplus we get. To help them in their time of need. Mainly Britain but Spain to is key to victory.

Eastern Empire Trade Company:
Will do much the same as above. Supplying only our armies however.

Completion of Medicine Research: Will give us a huge lead in battlefield and general medicine. Giving us helpful cures to many diseases earlier not known about. It is to be key to our colonies where disease takes place. Tell the people how the medicines are coming.

Campaign Medals: Will be given out to all who are in the Coastal Blockade and those who took Malta. This is mainly to keep morale up.

Free Beer: For all the service men currently active. Only one beer. But a free one.


Military Policy:

Top Generals:
Are to be gathered for the coming Invasion.


Mediterranean Blockade [20 Ships (Prof)]

We will maintain the Blockade of the entire Southern Coast of France. Hunting down any French Ships and destroying them. Not allowing merchants in or out.

Limoges Campaign [2 Divisions (Well Trained), 10 Divisions (Trained), 2 Divisions (Standard), 10 Ships (Prof)]

This is our new glory campaign. If it works we will cut off the French Supplies to Barcelona and save the Spanish front while trapping the French. Heroes or Zeroes this determines it.

Campaign Planning and First Stages:

hqnesiiifrenchwarlimogebg8.png


As stated earlier we will assembly our top generals. Also telling them of another Campaign in south France first and waiting to see if any French Spies turn up.

Contact British and Spanish leaders in Corsica: We will over go our plans in Corsica with the Spanish and British to finalize our campaigns supplies and in the future reinforcements.

Kings Seal: Is to be put on all the uniforms. As a sign of trust and loyalty and respect from the King. Morale booster.

Campaign Slogan: “Every Portuguese Man is Worth One Hundred French” This should be spread through the ranks by the officers before battles to give everyone the edge of hype and mental strength.

Setting Sail from Lisboa: Our men will return to Lisboa for rest before the battles to come. Once they get their free beers and are prepared we shall set sail for the city in Spain right on the front Line.

I. We set sail from Lisboa and head to Bilbao where we will give supplies to the Spanish seeing as they will most likely not have the supplies they need. We will tell them we are going to try to save them. Giving away no plans. After we give out much needed supplies that they will most likely not have on their own. We will re-supply ourselves and prepare for the voyage at sea.

IIa. We will leave port in Bilbao. Making sure to head out to sea far enough to not be seen by the French on land. To keep our approach secret. Once north enough to be in horizontal position to invade La Rochelle we will head back inland. We have 10 war ships and countless other supply ships and troop transports with us. Along with 14 total divisions. Approaching the coast will be easy. The British have a Blockade in this area. But maybe not as heavy as further North. So we should be able to approach with ease. Once in site of the city we will begin bombarding it. But the invasion will take place North of the City on more firm and solid ground to set up a secure base camp.

IIb. To test further the French a distraction of ships from the blockade will pretend to be making a landing at Barcelona. This will make the French move troops to defend the city. As if they wouldn’t have already thinking we would rather defend Spain proper.

hqnesiiilimogeslandingff5.png


III. The landing north of La Rochelle. It could be either easy or bumpy. We will consider it bumpy. Say the French have a couple divisions defending this area. Not likely but they may have some men here. Most likely irregulars not suited for combat with a professional Army. As our ships continue to bombard the city we will set up a continuous supplied base camp at the landing site. With the Standard Divisions defending it at all times also manning cannons and setting up a fortification system. The other more well trained Divisions. 2 Well Trained and 10 Trained. Well begin a march down the road network towards La Rochelle. By this time it should be in ruins from cannon fire and the cannon fire shall stop. We will take up formations outside the city and send in a scout for look for French armies. If none present march in but carefully the people will hate us.

Continued Landing Operations:

I and II covered above in III.

III. The march from La Rochelle to Niort. This will undoubtedly begin to get rough. I suspect the French will send divisions of Irregulars and maybe a few professionals to stop our invasion. Combat them. We might not have the best generals but theirs will be in the other Fronts and not in the middle of the country. So we should be able to do flanking maneuvers to defeat them. Also our fresh soldiers and constant supplies should help us a lot to. If we defeat or make the French retreat at Noirt. Continue on.

IV. The Final part of this Campaign. The long and rough road to Limoges. I know this will be the hardest part of the campaign and we will fight the larger organized French forces. As a contingency plan do not fight the large more professional French army. Just defend what we have. But if like I suspect the French are not at Limoges or not in enough force to stop us. March on. Using artillery to destroy their emplacements of artillery and troops. Using this era flank tactics to defeat them even if we have lesser numbers. We should be able to approach the city from the North, possibly stopping the supply chain at the same time. Which will help the Spanish and ourselves if we can out last them on supplies alone. If all this fails or the city is to well defended we will turn and march to Angouleme to the South. Just as important to the Spanish front.

Post Initial Plans: Whether we take Limoges or Angouleme we will use some of our forces to back fill and take the lands securing them for a future reinforcements from Britain and Spain. Using Artillery first t hen standard formations of the time. Flanking the enemy and taking no huge risks.

Note: We have all the best generals of our Empire at this Campaign.

In South America: One of our non colonial guard divisions will go and take French lands north of Brazil. This should be easy. Use some ships. Immediately incorporate this into our economy and exploit its resources.

In Africa: Small Expansion.





Army Locations: Not in Actions this Turn


Army I
1 Well Trained Divisions in Portugal Proper
4 Acceptable Division in Portugal Proper
Army II
1 Well Trained Division in Brazil
1 Acceptable Division in Brazil
6 Colonial Divisions in Brazil
Army III
2 Acceptable Divisions in Africa
4 Colonial Divisions in Africa
Army IV
1 Colonial Division in India
Army V
2 Colonial Division in China


Navy Locations: Not in Actions this Turn

5 Ships Portugal Proper
11 Ships Brazil
5 Ships Africa West Coast
3 Ships Africa East Coast
3 Ships in China
3 Ships in India
 
Chinese and Indian Trade Relations: Expanding our trade in both areas is key to our economic future. Britain is a huge ally of ours and very close trade bonds. We shall use India for natural goods along with Britain. As for China we as stated in Foreign Policy will begin seeking ways to improve the trade relations and capabilities of China.

Ah-ha-ha-ha. ;)
 
I was talking mostly about China, which, under my rule anyway, had absolutely no intentions of "improving the trade relations and capabilites". And besides, how the hell did you envision doing that anyway?
 
I was talking mostly about China, which, under my rule anyway, had absolutely no intentions of "improving the trade relations and capabilites". And besides, how the hell did you envision doing that anyway?

By moving loads of new resources through Macao of course.
 
Here are typical orders from me. American orders for Harleqin's last NES before his disappearance.

Lord_Iggy said:
Economy
4 Points to Russia, the Second Payment of the Treaty of St. Petersburg, which gave Russian America to me.
3 Points to building the Transcontinental Railway.
2 Points to building new ships.
1 Point to improving their training.

If I overspent, cut back on the ship construction.

If I underspent, train my worst army groups with the rest of my economy.

Domestic
Continue to encourage the development of the west. Encourage immigration from Europe and other countries, to America's West- The Final Frontier.

In the prairies, more farms and ranches will develop. In the Rocky Mountains, mining operations and forestry will develop.

Encourage development on the West Coast, both in resource extraction and trade. Encourage trade across the Pacific Ocean. Once the railroad is completed, this will provide a great economic boost.

My military will defend my cities. 3/4 will be in the east, 1/4 will defend the West.

Begin a few expeditions in the Arctic to scout out my new northern claims. Hire some of the local Inuit to help me do so.

Stats
United States
Ruler/Player: President John Quincy Adams / Lord_Iggy
Capital: Washington
Government (Efficiency): Republic (Competent)
Size: Gargantuan (6)
Income: Wealthy (+3)
Army (Quality): 4 divisions (Well Trained), 2 divisions (Well Trained), 4 divisions (Trained), 2 divisions (Standard), 9 divisions (Acceptable)
Navy (Quality): 15 ships (Standard)
Military Education (Land/Sea): Normal/Normal
Morale: High
Tech-level: Early Industrial
Quality of Infrastructure: Barely Tolerable
Level of Education: Educated
Confidence: Respecting
Wonders/Projects: Trans-Continental Railway (+2 infra) 2/10
Description:
Having recently proclaimed the Monroe Doctrine, the US is currently not very popular in Europe. The nation is rapidly growing though and is becoming increasingly wealthy. It does have some problems though. To the west the Russians have claimed lands they see as theirs and, eventually, they’d also like to claim the Mexican lands of California and Texas. Internally, disagreement is starting to grow between the northern and southern states.
 
Every Order I Ever Wrote (Almost):​

LINES (last turn I played only)
Spoiler :
Karthage
Capital: Karthage/Messana(wartime capital, until Karthage is repaired)
Ruler: Hamilco/ The Strategos
Government: Rule by the 12 Noble Houses/ Democracy
Population: 350 000
Economy: Growing (4/3/5)
Trade: Balaeria (1)
Education: Clever (0/6)
Technology: Iron Age
Loyalty: Worshipping
Army: 3.5 thousand infantry, 4 thousand archers, 6 thousand militia
Navy: 60 galleys
Magic: 80 Aquamancers (Aquamancy)
UU: 50 Leviathans
Projects: Library of Ba'al- +1 education level, Can spend 2 points on increasing education per turn

Economy
1) 1 to Khemri (conditional see below)
2) 3 to ships
3) 1 to cavalry (Balaeria trade)
4) 2 to aquamancers (from Ur)
5) 2 to ships (from Songhai see below)

Orders
1) Khemri has agreed to peace. They will pull out of the city in rebellion and we will send them 1 eco point. Apparently they will then even join our side in the war. So if it looks like they’re going to fulfill their part of the bargain, send them the eco point.
2) Songhai has agreed to peace and agreed to send us 2 eco points in exchange for iron. Teach them iron (assuming they send us the eco of course).
3) Continue to encourage Abyssinia’s rebellions. Focus especially on the pro-republican groups, but encourage any group that is anti-current government.

Military Orders
1) Khemri has given us our enemies plans, so we should have at the beginning an advantage over our enemies, at least until they realize something is amiss and change their plans accordingly.
2) Dedicate the entire allied fleet to preventing our enemies from landing anywhere new or reinforcing any of their positions (specifically if they send a fleet to attack the city of Karthage, like I expect they will). Using abandoned merchant ships/fishing vessels as fire vessels have some of our leviathans tow them to the enemy’s fleet so that they run right into the enemy. The enemy will be close together, (because otherwise their ships won’t be able to participate in the battle and will be worthless), so that there should be little room to maneuver to escape. Exploit the ensuing confusion. Use our aquamancers (preferably the bulk of both ours and Balaeria’s) to stop their ships and then ram them (you know the drill, same effective tactics that I’ve done all along), have leviathans (preferably ours and Balaeria’s both) along to defend our aquamancers from any threat and to attack the enemies magic users if they bring some along to counter our magic. If they try to board us and fight, pull back, then use aquamancy to cause giant waves to clear their decks, then go back to ramming. If their giant ship thingy is operational, use our magic to “sink” it. Remember to account for the fact that our battle-hardened ships with their long heritage of sea combat and training will have an advantage over what will basically be massively conscripted sailors who won’t have much of an idea about basic sea-battle tactics (think the outnumbered Athens vs Persia at Salamis). Use small fast ships to patrol the waters and warn us of enemy movements. Have some do the same in the Atlantic just in case they try to surprise us from that direction.
3) Leave the militia in southern Italy BUT DON”T ATTACK. Instead do everything in our power to mask the fact that our enemies are only facing militia and make them think they are still facing the bulk of the Karthaginian army. Make it seem like we’re making preparations to attack to keep them on the defensive and prevent them from trying an attack of their own.
4) Throw the main bulk (the rest guarding key areas such as Karthage) of the allied forces against Illyria in the north and push them back to the Alps. Keep some troops there to harass them and prevent them from reforming (N. Atlantis’ geomancers should be good here for collapsing the mountains on them) while moving the rest to whatever new threat appears.
5) Make no attempt to attack Crete or Rhodes unless circumstances are very advantageous to us (ie, it is certain for us to win). Also don’t attack S. Italy until a bomb is disarmed/detonated (we think there is one down there so use our aquamancers to sniff it out, but only after the enemies’ fleets are destroyed). If Abyssinia attacks with their magic users, hit them in a quick strike/ambush with our cavalry, then retreat, don’t pursue them. Use their speed to their advantage to get through any magic quickly enough to reach them. If/when they come back, do the same. Don’t stray from Karthage to far unless the war pretty much is wrapped up, especially don’t chase them into a desert where they can whip up the sand and create sandstorms. If there is troops with them, slowly retreat and bunker down in Karthage to wait for the main army. Other than those things, precede as situation dictates it.
6) Oh yeah, on the off chance Khemri breaks our agreement, attempt the same maneuver that Balaeria/New Atlantis did against Illyria last update.



LINESII
Spoiler :

Spoiler 1st Turn Playing :
Ikki
Cities: Enryakuji, Dazjyki
Leader: Gyoja/The Strategos
Religion: Neo-Animism (25 000), Animism (10 000), New Eldism (10 000)
Government: Theocratic feudalism
Economy: 2- 2/0
Population: 45 000
Army: 1000 Spearmen (2), 1000 Archers (1.5), 1000 Sohei (3)
Navy: None
Education: None
Technology: Copper Age
Confidence: Tolerating
Culture: None
Wonders:
Description: Starting off in a simple Monastery at Enryakuji, the Ikki are spreading, and more and more monasteries are joining them for protection.

-1 eco into joining with city-state Shugyoku (ie found new city)
-1 eco into starting wonder “Masurao’s Academy.” As will be revealed in future story arc, Masurao, Gyoja’s friend, organized the military in the formation of Ikki. At the end of his life, he wrote “Book of Five Elements” a military handbook similar to the “Book of Five Rings” in our world. Masurao’s Academy will be a place where would-be military commanders would study his tactics. The goal of the Academy is to build up a cadre of professional military leaders to lead their men. As Masurao states in the Book of Five Elements “An army without a wise leader is like a snake without its head.” As for what in game effects it causes, I leave that up to you.

A note about religion: Obviously I don’t control the religion of my people, but the way I see the various religions playing out is similar to how I described it in my story, Neo-Animism strong in the monasteries and poor, New Eldism strong among rich, and Tendai Eldism strong in the middle class. Whatever you decide is fine, but based off the character of my people, the way I described it seems the most likely to play out.


Spoiler 2nd Turn :
Ikki
Cities: Enryakuji, Dazjyki, Shugyoku
Leader: Gyoja/The Strategos
Religion: Neo-Animism (35 000), New Eldism (20 000), Tendai Animism (5000)
Government: Theocratic Feudalism
Economy: 2- 2/0
Population: 60 000
Army: 1000 Spearmen (2), 1000 Archers (1.5), 1000 Sohei (3)
Navy: None
Education: None
Technology: Copper Age
Confidence: Tolerating
Culture: None
Wonders: Masurao's Academy, A place for military leaders to train- (1/4)
Description: Starting off in a simple Monastery at Enryakuji, the Ikki are spreading, and more and more monasteries are joining them for protection.

-1 eco into wonder
-1 eco into archers

Military Orders:
-Send men to seize every pass that would lead into Ikki territory. Send spies to keep an eye on any movement by the Lengels. Pay attention to any attempts at flanking our country by going through the mountains to either the north or south.
-A very brief overview about my defenses. I am visualizing using a defense of depth where the outermost troops buy time for the innermost troops to improve their defenses. Thus as the Lengels advance, they get weaker (because of the casualties suffered) while Ikki gets stronger as they fall back upon stronger and stronger fortifications. Ideally we will be able to hold out long enough that our troops would start feeling fatigued, in which case they will be replaced by the troops building fortifications behind them as the frontline troops march all the way to the rearmost fortifications to rest, everyone else moving up one. Fortifications are basic but effective, wooden stakes, avalanches, caltrops, ditches, maybe even a small wall, anything to impede the Lengels movement and slow them down.
-On a tactical level, have the spearmen/sohei up front protecting the archers as the archers keep up a continual fire from the rear. Our archers can do better than their archers because 1) we’re on foot, they’re firing from a moving platform, 2) because we’re on foot our bows can be larger, meaning they are able to fire farther with more power, 3) we’re on the defensive with defensive coverings protecting us from their fire while they have to move across open ground to reach us, making them vulnerable to us.


Spoiler 3rd Turn :
Ikki
Cities: Enryakuji, Dazjyki, Shugyoku
Leader: Gyoja/The Strategos
Religion: Neo-Animism (35 000), New Eldism (30 000), Tendai Animism (15 000)
Government: Theocratic Feudalism
Economy: 2- 2/0
Population: 80 000
Army: 1000 Spearmen (2), 2000 Archers (1.5), 1000 Sohei (3)
Navy: None
Education: None
Technology: Copper Age
Confidence: Tolerating
Culture: None
Wonders: Masurao's Academy, A place for military leaders to train- (2/4)
Description: Starting off in a simple Monastery at Enryakuji, the Ikki are spreading, and more and more monasteries are joining them for protection.


-1 eco into wonder
-1 eco into sohei

Military Orders:
-Continue to fortify the passes. Continue to have spies to keep an eye on any movement by the Lengels. Pay attention to any attempts at flanking our country by going through the mountains to either the north or south and counter accordingly.
-A very brief overview about my defenses (in case you forgot what I worked on last turn). I am visualizing using a defense of depth where the outermost troops buy time for the innermost troops to improve their defenses. Thus as the Lengels advance, they get weaker (because of the casualties suffered) while Ikki gets stronger as they fall back upon stronger and stronger fortifications. Ideally we will be able to hold out long enough that our troops would start feeling fatigued, in which case they will be replaced by the troops building fortifications behind them as the frontline troops march all the way to the rearmost fortifications to rest, everyone else moving up one. Fortifications are basic but effective, wooden stakes, avalanches, caltrops, ditches, maybe even a small wall, anything to impede the Lengels movement and slow them down. Remember, as this is the second turn in a row I’ve been working on them, I should be even a tougher nut to crack.
-On a tactical level, have the spearmen/sohei up front protecting the archers as the archers keep up a continual fire from the rear. Our archers can do better than their archers because 1) we’re on foot, they’re firing from a moving platform, 2) because we’re on foot our bows can be larger, meaning they are able to fire farther with more power, 3) we’re on the defensive with defensive coverings protecting us from their fire while they have to move across open ground to reach us, making them vulnerable to us.


Spoiler 4th Turn :
Cities: Enryakuji, Dazjyki, Shugyoku
Leader: The Gyoja/The Strategos
Religion: Neo-Animism (35 000), New Eldism (31 000), Tendai Animism (28 000)
Government: Theocratic Feudalism
Economy: 2- 2/0
Population: 94 000
Army: 1000 Spearmen (2.5), 2000 Archers (2), 2000 Sohei (3.5)
Navy: None
Education: None
Technology: Bronze Age
Confidence: Tolerating
Culture: None
Wonders: Masurao's Academy, A place for military leaders to train- (3/4)
Description: Starting off in a simple Monastery at Enryakuji, the Ikki are spreading, and more and more monasteries in the high Kerans are joining them for protection.

-1 eco into Masurao’s Academy
-1 eco into spearmen

Military Orders (Yes these are just copied/pasted from my last turn, well except for the last point):
-Continue to fortify the passes. Continue to have spies to keep an eye on any movement by the Lengels. Pay attention to any attempts at flanking our country by going through the mountains to either the north or south and counter accordingly.
-A very brief overview about my defenses (in case you forgot what I worked on last turn). I am visualizing using a defense of depth where the outermost troops buy time for the innermost troops to improve their defenses. Thus as the Lengels advance, they get weaker (because of the casualties suffered) while Ikki gets stronger as they fall back upon stronger and stronger fortifications. Ideally we will be able to hold out long enough that our troops would start feeling fatigued, in which case they will be replaced by the troops building fortifications behind them as the frontline troops march all the way to the rearmost fortifications to rest, everyone else moving up one. Fortifications are basic but effective, wooden stakes, avalanches, caltrops (lots of caltrops, I like caltrops), ditches, maybe even a small wall, anything to impede the Lengels movement and slow them down. Remember, as this is the third turn in a row I’ve been working on them, I should be even a tougher nut to crack.
-On a tactical level, have the spearmen/sohei up front protecting the archers as the archers keep up a continual fire from the rear. Our archers can do better than their archers because 1) we’re on foot, they’re firing from a moving platform, 2) because we’re on foot our bows can be larger, meaning they are able to fire farther with more power, 3) we’re on the defensive with defensive coverings protecting us from their fire while they have to move across open ground to reach us, making them vulnerable to us.
-Is that river navigable or is it mostly waterfalls and whatnot making it impossible to navigate. Well, if it is navigable, stack some wood by the river so I can make lots of fireboats and fire arrows and anything dealing with fire to attack any venture up the river by Lengels.


Spoiler 5th Turn :
Ikki
Cities: Enryakuji, Dazjyki, Shugyoku
Leader: The Gyoja/The Strategos
Religion: Neo-Animism (35 000), Tendai Animism (33 000), New Eldism (31 000)
Government: Theocratic Feudalism
Economy: 2- 2/0
Population: 99 000
Army: 2000 Spearmen (2.5), 2000 Archers (2), 2000 Sohei (3.5)
Navy: None
Education: None
Technology: Bronze Age
Confidence: Neutral
Culture: Pathetic
Wonders: Masurao's Academy, A place for military leaders to train.
Description: Starting off in a simple Monastery at Enryakuji, the Ikki are spreading, and more and more monasteries in the high Kerans are joining them for protection.

-1 eco into building roads to help with trade with Lengels
-1 eco into building fort(s). Incorporate the defenses we built the last few turns, hopefully making them cheaper to build, so more can be built for 1 eco. Prioritize building forts in areas to protect the trade route.

-start trade with Lengels.


Spoiler 6th Turn :
Ikki
Cities: Enryakuji, Dazjyki, Shugyoku
Leader: The Gyoja/The Strategos
Religion: New Eldism (40 000), Neo-Animism (35 000), Tendai Animism (35 000)
Government: Theocratic Feudalism
Economy: 2- 2/0
Population: 110 000
Army: 2000 Spearmen (2.5), 2000 Archers (2), 2000 Sohei (3.5)
Navy: None
Education: None
Technology: Bronze Age
Confidence: Neutral
Culture: Pathetic
Wonders: Masurao's Academy, A place for military leaders to train.
Description: Starting off in a simple Monastery at Enryakuji, the Ikki are spreading, and more and more monasteries in the high Kerans are joining them for protection.

-1 eco into archers
-1 eco into helping refugees (see below)

-Continue trade with Lengels
-Malkavians and Gamorreans hate each other, so there will naturally be some Malkavians who will refuse to live under Gamorrean rule. Offer protection and a new life for any who wish to leave Gamorrea. Use the 1 eco to help support them and “get them on their feet.” It is possible that some of these Malkavian refugees will want to wage a guerilla war against Gamorrea, using our mountains as a base. Don’t encourage it, and in fact officially discourage it, but don’t take any action against them either. Transfer 2000 Spearmen and 2000 Archers to the east in order to protect the refugees from any retaliatory action taken against them.


Spoiler 7th Turn :
Ikki
Cities: ?, Dazjyki, Malkavi, Shugyoku
Leader: The Gyoja/The Strategos
Religion: New Eldism (55 000), Neo-Animism (40 000), Tendai Animism (45 000)
Government: Theocratic Feudalism
Economy: 2- 2/0 (-1 Economy Point This Turn)
Population: 140 000
Army: 1000 Spearmen (2), 3000 Archers (1.5), 2000 Sohei (3)
Navy: None
Education: None
Technology: Bronze Age
Confidence: Neutral
Culture: Pathetic
Wonders: Masurao's Academy, A place for military leaders to train.
Description: Starting off in a simple Monastery at Enryakuji, the Ikki are spreading, and more and more monasteries in the high Kerans are joining them for protection.


-1 eco point into sohei

-Name city labeled “?” in stats Kioku

-Change government type to “Military Dictatorship”

-I may write a story about this, but I may not have time/motivation. So in brief, the military leaders consulted a haruspex (someone who is trained to inspect the entrails of animals) who sacrificed a red cock (ummm…yeah the bird of course) in order to study its liver (the reason for a red cock is the magical principle of association, red associates with the fire, while the cock is a more land-bound tending animal, which would associate itself with land, specifically the mountain). The liver “reveals” that the mountain explosion is a result of the Ikki abandoning their traditional ways. The military, being in temporary control over the nation after the destruction of the previous government, are loath to give up their powers and see the New Eldists pacifism as a threat to their way of life, so of course they publish this information far and wide.

-This provides the excuse for the military to start the “persecution” of the New Eldists. It’s not a real persecution, at least not yet. Instead, everyone, regardless of their religion, is required to either join a local militia or suffer a crippling fine. The reason for the needed militia is because it has been announced that the Lengel purist rebels have devised plans (which our spies have discovered) to invade Ikki while the nation is still reeling from the natural disaster and thus every patriotic person would see it as their duty to either join the militia or “contribute” their wealth to national defense. These militia don’t ever have to show up in the stats, their purpose is not so much for their military value as it forces New Eldists to either abandon their pacifism (at least in principle) or face crippling fines that will put them into severe debt, and thus marginalize them.

-At the same time, commission Neo-Animist monks to spread through the people in order to “fight” the New Eldists on an intellectual/emotional level. (New Eldists of course will never be mentioned by name, merely the benefits of Neo-Animism will be trumpeted, of course at the expense of other religions. Nor will Neo-Animists debate New Eldists, instead they will appeal to the emotions, specifically patriotism and the desire to protect ones family)

-Mobilize the army on the Lengel rebel borders, garrisoning the forts and securing the passes. Use the militia (read mobs who don’t need to ever appear in the stats) to put down any rebellion that might occur in Ikki (which would be ironic, New Eldists rebelling). Send a small detachment of 500 archers and 500 sohei to the Lengel purist controlled mountains as a scouting force. If no enemy forces are sighted, start securing the passes and building advance fortifications to hold up Lengel purists and buy time for Ikki proper. If enemy is sighted, use the fact that we are in mountainous terrain, and thus cavalry is at a disadvantage, to our advantage by harassing the enemy, blocking their advance when feasible, and generally making a nuisance.




Spoiler 8th Turn :
Ikki
Cities: Kioku, Dazjyki, Malkavi, Shugyoku
Leader: The Gyoja/The Strategos
Religion: New Eldism (45 000), Neo-Animism (45 000), Tendai Animism (45 000), Gooranism (15 000)
Government: Military Dictatorship
Economy: 2- 2/0
Population: 155 000
Army: 1000 Spearmen (2), 3000 Archers (1.5), 3000 Sohei (3)
Navy: None
Education: None
Technology: Bronze Age
Confidence: Neutral
Culture: Pathetic
Wonders: Masurao's Academy, A place for military leaders to train.
Description: Starting off in a simple Monastery at Enryakuji, the Ikki are spreading, and more and more monasteries in the high Kerans are joining them for protection. A massive volcanic eruption has recently destroyed their capital, leaving the military to take over from the deceased government, putting Ikki into a highly unstable and unpredictable situation.

-Change “Leader” from “The Gyoja” to “Shogun” (the rank of the supreme Ikki general). This isn’t a real change, just updating the title to reflect the realties of the past few turns.
-Change military values from copper age strengths to bronze age strengths (I’ve been changing them for the past several turns now when I sent orders to see if you would notice, but you never have)

-1 eco into spearmen
-1 eco into archers

-Regarding the New Eldist situation: The military has achieved its goals of minimizing the influence and power of the New Eldist population, and so they are content. However, to ensure they never regain the power the following policy will be enforced under the guise of preparing to defend the homeland against Lengels:
-All males between 18-40 must belong to a regional militia
-An exception to the above will be made if the person is willing to pay the upkeep of two spearmen per year.
-Any violator of the above will be subject to crippling fines (the nature of which will basically amount to being a slave to the state for the rest of their lives)

Thus, New Eldists must either give up, however abstractly, their pacifism, or at least pay for a substitute, which only the well off can afford

-Keep 2000 Sohei, 1000 Spearmen, 2000 Archers in defensive positions around Ikki, protecting the mountain passes, garrisoning the forts, guarding the cities, the usual. Take the usual precautions that were taken last time the Lengels threatened, obstructing passes, scouts, caltrops, etc.

-With 1000 Spearmen, 2000 Archers, 1000 Sohei march into the Lengel held mountains on their northern border. If no enemy forces are sighted, start securing the passes and building advance fortifications to hold up Lengel purists and buy time for Ikki proper. If enemy is sighted, use the fact that we are in mountainous terrain, and thus cavalry is at a disadvantage, to our advantage by harassing the enemy, blocking their advance when feasible, and generally making a nuisance. When meeting the army, remain on the defensive, don’t allow them to draw us out and ambush us. If possible meet them in narrow passes where their most likely numerical advantage is negated.

-Send some agents into Gamorrea to start sowing discord and fuel the racial hatred among the Malkavians. Promise support to Malkavians to establish their own country if they start an armed rebellion. Do this quietly of course. No need for this to be traced back to us.


Spoiler 9th Turn :
Ikki
Cities: Kioku, Dazjyki, Malkavi, Shugyoku
Leader: The Shogun/The Strategos
Religion: Neo-Animism (42%), Tendai Animism (42%), Gooranism (16%)
Government: Military Dictatorship
Economy: 2- 2/0
Population: Small
Army: 2000 Spearmen (2.5), 4000 Archers (2), 3000 Sohei (3.5)
Navy: None
Education: None
Technology: Bronze Age
Confidence: Neutral
Culture: Pathetic
Wonders: Masurao's Academy, A place for military leaders to train.
Description: Starting off in a simple Monastery at Enryakuji, the Ikki are spreading, and more and more monasteries in the high Kerans are joining them for protection. A massive volcanic eruption has recently destroyed their capital, leaving the military to take over from the deceased government, putting Ikki into a highly unstable and unpredicatble situation.

-Sign peace at current borders with Lengels as they offered

-1 eco point into Sohei

-Take 2000 spearmen, 4000 archers, 4000 sohei and invade Gamorrea. Justification: Gamorrea cavalry invaded our territory when they were hunting down Malkavians causing a border clash where some of our men died. Come from the north and aim for that city that’s in the middle of the forked river. See if I can get some Malkavians to act as scouts/skirmishers in order to protect our army from cavalry raids. Build elaborate base camps at night much like OTL Romans in order to protect our forces. Spend 1 eco point on building forts in order to consolidate our gains and for protection from raids. Use tactics formulated against the planned Lengel invasion that never came in order to protect against Gamorrean cavalry (combined arms with archers/spearmen, aim for horse, denial of mobility through caltrops, superiority of defense, etc.). Proclaim intent to set up independent Malkavian state to see if anyone is still alive to join our cause. Basically, I trust my generals, who I am hoping are better than Malkavians because of my wonder as well as having them plan to fight cavalry since pretty much the birth of Ikki to do the right thing and use their judgment.



Spoiler 10th Turn :
Ikki
Cities: Kioku, Dazjyki, Malkavi, Shugyoku, Barakuir
Leader: The Shogun/The Strategos
Religion: Neo-Animism (45%), Tendai Animism (44%), Gooranism (11%)
Government: Military Dictatorship
Economy: 2- 2/0
Population: Small
Army: 2000 Spearmen (2.5), 4000 Archers (2), 3000 Sohei (3.5)
Navy: None
Education: None
Technology: Bronze Age
Confidence: Neutral
Culture: Pathetic
Wonders: Masurao's Academy, A place for military leaders to train.
Description: Starting off in a simple Monastery at Enryakuji, the Ikki are spreading, and more and more monasteries in the high Kerans are joining them for protection. A massive volcanic eruption has recently destroyed their capital, leaving the military to take over from the deceased government.

-2 eco into spearmen

-massive revolts start, the 2000 spearmen who had just been trained refuse to go to fight in a war that is meaningless to them, discontent runs rampant for the Shoguns, since taking power, had done nothing except war-monger and drive out the New Eldists. Therefore the citizens rise up against their oppressors, some join the Citadel, some join other neighbors, some devolve into city-states with no agreement between each other, all turn inward only wanting peace. Ikki, as a country, is dead.

 
SSNES2
Spoiler :

Spoiler 1st Turn :
Name: Valendale
Hero: Shadowhawk / The Strategos
(Leadership: 8
(Tactics: 7
(Divine: 8
Artifact: Adamantite Gauntlet (+1 Earth magic)
Military: (700/1000)
Wealth: (1/0/0)
Faith: (12 000/1/1/12)
Force: 50
Magic:
Level 2: Nature, Life
Level 1: Earth

Description: A people who worship Nature...



Army Orders
-Train 200 men into army (I think that’s right, 1000*.20=200)
-Send 400 men to seize whatever critical passes there are in the mountain range to my west. If no immediate threat, delegate some men to start looking for metals, gems, anything else of interest.
-Send 150 men to south-east
-Send 150 men to north-east
-Send 200 with settlers
(This is assuming that I can immediately use the men I recruit. If I can’t, just subtract 50 men from each of the four fronts.

Magic Orders
-None

Social Orders
-Spend 1 eco point to sponsor settlers to establish a city to the east by the river where it splits. Send hero with them to oversee establishment of city and make sure they get settled.


Spoiler 2nd Turn :
Name: Valendale
Hero: Shadowhawk / The Strategos
(Leadership: 8
(Tactics: 7
(Divine: 8
Artifact: Adamantite Gauntlet (+1 Earth magic)
Military: (900/1800)
Wealth: (3/0/0)
Faith: (20 000/2/3/20)
Force: 60
Magic:
Level 2: Nature, Life
Level 1: Earth

Description: A people who worship Nature...


Prologue: I don’t like complaining visibly, especially knowing how hard mods work, but since I didn’t cast a spell last turn, I think I should have 2 mana this turn not one.

+1 stat into Divine

Army Orders
-Recruit 300 men
-Fortify the 400 men in the mountain range to the west. If no immediate threat, delegate some men to continue looking for metals, gems, anything else of interest.
-Fortify the 100 men to south-east
-Fortify the 100 men to north-east
-Send 100 men with settlers to east
-Send 500 men north with hero to where barbarians were last seen regrouping. Send some skilled woodsmen ahead as scouts. If we outnumber the barbarians attempt to surround and attack. If they outnumber us, take up defensive positions in the north.

Magic Orders
-None

Social Orders
-Spend 1 eco point to sponsor official search for gems/metals/anything interesting in mountains to west
-Spend 1 eco point to sponsor settlement traveling east along the river to search for and settle an appropriate spot along the river.
-Bank 1 eco point


Spoiler 3rd Turn :
Name: Valendale
Hero: Shadowhawk / The Strategos
(Leadership: 8
(Tactics: 7
(Divine: 9
Artifact: Adamantite Gauntlet (+1 Earth magic)
Military: (1200/2000)
Wealth: (3/1/0)
Faith: (22 000/5/3/22)
Force: 34
Magic:
Level 2: Nature, Life
Level 1: Earth
Cities: Valendale, Oakhaven, Cedarville



Army Placement
-Recruit 400 men for a total of 1600 soldiers.
-400 men in the mountain range to the west still fortified.
-100 men to south-east still fortified.
-Have the 100 men to north-east escort the Pinenoll settlers.
-Send 400 men with The Preserve settlers.
-Add 100 men to the previous northern force of 500 men for a total of 600 men and attack the northern barbarians (see Northern War for plans).

Northern War
-Have hero cast two spells, “Animate Forest” (2 mana) and “Summon Wolves” (1 mana). Animate Forest causes the trees to uproot and attack while Summon wolves, well summons wolves.
-If we could get the barbarians to fight in a forest or near a forest, that would be great, since the animate forest spell would catch them completely off guard and they wouldn’t have time to plan a counter. Otherwise, just use the trees as the storm troopers to break the enemies lines. Use the wolves in a cavalry-like role to attack the flanks and chase the enemy when he hopefully breaks. Use the actual army as reserves to strike when needed most in area needed most.

Social Orders
-Initiate trade with the Duchy of Kinesia as agreed to.
-Spend 1 eco point to sponsor settlers to form the city Pinenoll situated where the Red River terminates in Fishhook Mountains.
-Spend 1 eco point to sponsor official search for metals, gems, anything of interest in the Fishhook Mountains.
-Spend 1 eco point to sponsor settlement traveling east along the river to search for and settle an appropriate spot along the river roughly halfway between us and the Duchy of Kinesia to act as a trading center between us. City name The Preserve.
-Spend 1 eco point to settle in the Chalkos Mountains wherever copper was found in order to mine it more effectively. City name Aerie.


Spoiler 4th Turn :
Name: Valendale
Hero: Shadowhawk / The Strategos
(Leadership: 8
(Tactics: 7
(Divine: 9
Artifact: Adamantite Gauntlet (+1 Earth magic)
Military: (1400/2000)
Wealth: (3/1/1)
Faith: (26 000/5/4/26)
Force: 22
Magic:
Level 2: Nature, Life
Level 1: Earth
Cities: Valendale, Oakhaven, Cedarville, Pinenoll, Aerie

Description: A people who worship Nature...


Army Placement
-Recruit 400 men for a total of 1800 soldiers.
-3 eco into equipping 1800 soldiers with copper weapons.
-400 men in the mountain range to the west fortified.
-100 men to south-east still fortified.
-100 men fortified in Fishhook Mountains around Pinenoll.
-1200 men fortified in northern border.

Social Orders
-1 eco into founding a city named Sidhe up in the north by the Chalkos Mountains in order to act as an administrative/military center in north to help pacify/consolidate the north and act as a center for further military actions/defense in case invaded.
-1 eco into stimulating trade with Kinesia. Primarily, building trade barges in order to more efficiently transport copper, gold, and other products to Cedarville which would then be passed down the river even further. Expand docks in river cities (Aerie, Oakhaven, Cedarville) in order to handle additional river traffic.

Magic Orders
-Spend 1 mana in “Bird Scout” which basically utilizes birds as covert scouts so I can spy on the enemy, hopefully without the enemy realizing they are being spied upon. Specifically, send concentrate on the north, especially following any Travincal army spotted. I want to know how many men, where they’re going, how they’re armed, how well supplied they are, basically anything and everything that would give my army an edge in knowing.

Conditional Orders In the Event of a Travincal Invasion
(In other words, don’t use if they don’t invade)

-1 mana into “Summon Giant Eagles” (NATURE MAGIC)
-1 mana into “Summon Wolves” (NATURE MAGIC)
-2 mana budgeted into healing spells if/when needed (LIFE MAGIC). Self explanatory, heal troops/hero when needed up to using 2 mana, if only need 1 mana, only use 1 mana, whatever the situation calls for.

-Use info gathered by scouts to allow for fighting on ground beneficial to us (preferably to set up an ambush if practical)
-Tactically, trust my generals to deal with whatever situation comes up. Generally, however, I’m envisioning using the giant eagles as basically bombers/dive bombers, dropping large rocks on the enemy, grabbing soldiers and dropping them from great heights, etc. If they, using their superior height allowing them to see the whole battle, could also keep the general apprised of the battle (where the enemy is weak/strong, where the enemy commander is, etc.) that would be bonus. Oh, and I hope it goes without saying if the giant eagles spot the enemy hero, attack him, even if they can’t kill him, hopefully they’ll at least keep him busy enough that he will be to worried about defending himself and not thinking up nasty spells to inflict my army with. The wolves are for quick, cavalry-like strikes. I’m hoping that they’ll be able to get close without getting spotted then move fast enough once spotted that the enemy will have a hard time targeting fireballs and whatnot at them. Oh, while I’m thinking of it, I have no idea currently how to fight flame elementals and whatnot without water, so just use our (hopefully) superior mobility to avoid fighting anything that looks like it might be one. Deploy the rest of the army however the general sees fit depending on local terrain and circumstances. And while I’m thinking of it, if we could manage to wrangle an ambush/fight on a rainy day, that would be awesome in negating at least partially some of the enemy’s fire magic. But you know, do what you can.




PandaNESII
Spoiler :

Spoiler 1st Turn :
The Papal States
Capital: Rome
Ruler: Pope Pius VI/The Strategos
Government: Theocracy
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 5 Divisions (Good)
Navy (Training): 2 Squadrons (Tolerable)
Economy: Normal (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Tolerable/Competent
Infrastructure: Tolerable
Education: Literate
Living Standards: Tolerable
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background:


-1 eco into growing economy. Institute a group of cardinals to take overview of the finances, especially in investigating and rooting out corruption. Start draining the marshes near lands near Città della Pieve, Spoleto, and Trevi and distribute the land among small farmers to help encourage agriculture.
-1 eco (from eco center) into supporting Jesuits and the underground church in France.

-Have newly reestablished Jesuits (reestablished in story) start facing the intellectual challenge of the French Revolution in order to wage intellectual war against the ideas of skepticism, secularism, the terror, etc. Others seek to wage war against the bodies of the revolutionaries, we wish to wage war against their minds, to start separating the leadership from their base.

-French Republic priests who agreed to the Civil Constitution have already been excommunicated the previous year. Quietly fan the religious flames in France, making the revolution in France a war against Catholicism. Have local priests (the loyal, underground ones who historically were popular) insinuate that the Revolution is by its very nature anti-Catholic, and so shouldn’t be supported by good Catholics. Quietly encourage any good Catholic of any rank in the military to desert as being the “Christian” thing to do (especially if they desert to a good Catholic country). At the least, encourage passive resistance among Catholics.


Spoiler 2nd Turn :
The Papal States
Capital: Rome
Ruler: Pope Pius VI/The Strategos
Government: Theocracy
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 5 Divisions (Good)
Navy (Training): 2 Squadrons (Tolerable)
Economy: Normal (+1)
Size (points required): Small (1)
Leadership (Military/Civilian): Tolerable/Competent
Infrastructure: Tolerable
Education: Literate
Living Standards: Tolerable
Culture: Patriotic
Confidence: Admiring
Projects:
Nation Background:

-Grow economy, finish draining the marshes near lands near Città della Pieve, Spoleto, and Trevi and distribute the land among small farmers to help encourage agriculture.
-1 eco (from Rome EC): train army division

-Move army to northern part of territory to defend territory from French troops. Join any Austrian army in the area and follow their plans. Defending Rome, however, is the most critical objective, if events make Rome seem even the least threatened, remove troops to defend Rome.

-If France invades, excommunicate French general and all troops (this was actually done to Napoleon and his army when he occupied Rome). Spread propaganda among French troops that their war against the Papal States is a war against the Church and God.

 
ENES
Spoiler :

Spoiler 1st Turn Playing :

Name: Telvanni Rebels
Leader: Wraith/The Strategos
Government: Temporary Dictatorship
Economy: None
Education: None
Technology: Late Iron Age
Culture: None
Army: None
Navy: None
Magic: None (Illusion)
UU: 10 Masks; It is assumed that Masks were some left over retainers of some minor Telvanni House who remained loyal to their leader after the fall of Telvanni. It is also possible, however, that they were only recently trained as there is no real record of their previous existence. Their origin, however, is not as important as their function. Masks could be crudely classified as illusionists, yet they are so much more. They are students of human behavior and gifted actors. Using their illusions they can take the appearance of any person, using their acting skills, they can impersonate that person to perfection. They are the masters of disguise. We are the masks they wear.
Projects: None
Nation Background: After the fall of Tel Vos to the Neo-Romans, the power of the magical houses that ruled Telvanni was effectively broken. Some houses fled, some joined themselves to the Romans, some simply disappeared. Things appeared to be settling down after the long war, peace seemed likely to descend in the absence of organized resistance. That is what appeared to happen. But we should always remember, in a nation built upon the illusion, we should never trust appearances.

Orders:

What follows are the sequence of events Wraith will be working towards accomplishing as well as how he plans on getting said events to occur.

One day, in the future, an assassination attempt against the Roman governor of Telvanni will be foiled. The assassin would get close, too close, as he penetrated the bedroom of the governor himself unseen. He would attempt to kill the governor through the use of an acid that would within seconds eat away at his features, leaving him both painfully scarred and very dead. Fortunately, the governor awoke just in time. In the struggle that ensued, the assassin got a face-full of his own acid, in poetic justice, leaving his own face unrecognizable as the acid melted the face down to the bone. The governor is incensed at how close the assassination attempt came at success. Clearly the only explanation is that he had help from Telvanni illusionist rebels. It is evident that he had been too lenient, and that his leniency had been misinterpreted as weakness.

And so the governor clamps down. Harsh measures are imposed, taxes are doubled, then tripled, soldiers are billeted in citizen’s own homes at the citizen’s expense. Ironically, however, instead of putting down the “rebellion,” the governor’s measures only made it worse. His measures had been in that grey area, harsh enough to cause hatred towards the Romans on the part of the Telvanni, without being so harsh that they caused them to cower in fear before them. Thus tensions rose and armed rebellion began to seem more and more likely.

The governor, of course is a Mask, the “assassin” the real governor, so scarred that even his troops wouldn’t recognize him, the body quickly disposed of in order to ensure that no one took a closer look and perhaps discover the truth. When tensions have been sufficiently raised, the “governor” will disappear, and a previously unknown rebel group will claim to have killed him. They will have the body of course (an illusion), and parade it about quickly before disposing of it. To prove their point, more assassinations will shortly follow.

And so the Masks will be sent out. In his vast estate, a Telvanni collaborator will be found dead, killed in bed, the last person seen with him his favorite mistress. Elsewhere a Roman, a commander of a legion, will be found dead in a bath, minutes after a visit from his best friend, a fellow commander. Masks did it, it will be announced, men who can appear to be any person, who can act just like them so as to be indistinguishable from the real person. The person beside you, your shieldmate, is he the person who saved your lives many times over in battle, or an assassin, sent to kill you? Your commanding officer, is he perhaps a Mask, sent to provide you with faulty tactics, in order to destroy the men under your command? That servant, pouring a drink over there, is he a Mask, poisoning the drink he is even now pouring for you?

Thus suspicion creeps in your thoughts, as well as its cousin fear. There is no one you can trust, there is no place you can relax, anyone could be an enemy, anyone could be a Mask.

What happens now depends on others movements. If we get a peasant uprising or the official Telvanni forces join us, start hitting the scattered and leaderless Romans (scattered because of the “governor’s” orders, leaderless because of the rash of assassinations) but only when we massively outnumber them. If Romans manage to concentrate their troops go to hit and run. If we don’t get an army, just continue the assassination/terror campaigns.


Spoiler 2nd Turn :
Telvanni Rebels *
Capital: NA
Leader: Wraith/The Strategos
Government: Temporary Dictatorship
Economy: 2 eco points at the moment
Education: NA
Technology: Late Iron Age
Culture: NA
Army: 500 infantry, 2000 militia
Armal Training: Veteran
Navy: None
Naval Training: Poor
Magic: 10 Illusionists (Illusion)
UU: 10 Masks; It is assumed that Masks were some left over retainers of some minor Telvanni House who remained loyal to their leader after the fall of Telvanni. It is also possible, however, that they were only recently trained as there is no real record of their previous existence. Their origin, however, is not as important as their function. Masks could be crudely classified as illusionists, yet they are so much more. They are students of human behavior and gifted actors. Using their illusions they can take the appearance of any person, using their acting skills, they can impersonate that person to perfection. They are the masters of disguise. We are the masks they wear.
Projects: None
Nation Background: After the fall of Tel Vos to the Neo-Romans, the power of the magical houses that ruled Telvanni was effectively broken. Some houses fled, some joined themselves to the Romans, some simply disappeared. Things appeared to be settling down after the long war, peace seemed likely to descend in the absence of organized resistance. That is what appeared to happen. But we should always remember, in a nation built upon the illusion, we should never trust appearances.

-2 eco into Illusionists.

-Allow the 2000 militia to go guerilla. That is, allow them freedom of movement and operations, using their knowledge of the area to counterweight their lack of training to engage the enemy in ambushes, hitting supply lines, attacking collaborators houses at night, etc.

-Send the 10 Masks to Tel Vos. There mission here is not to assassinate anyone, rather they are to go deep undercover. I want them to take the place of a Roman soldier, but without taking risks. In order to avoid the risks, they need to be careful, to choose there targets with care. In any army, there will be some who are ripe to be taken advantage of. They are the ones who get a loose tongue when drunk, the ones who are susceptible to bribes, or merely the ones who are careless and like to talk, especially to beautiful women. Through whatever means necessary, the Masks are to find out the necessary information that it would take to successfully take the soldier’s place. They are then to do so, and do nothing, as of yet. They can take there time in this, there is no immediate rush.

-Use the 500 veteran infantry and the 30 illusionists to kill as many Roman soldiers as possible. I want to see casualties. The way they are going to do this is thusly: The illusionists are going to create illusions of the army. When the Romans go out of their forts to pursue, they will be ambushed by the real army. Or, when the Romans draw up their lines to fight the illusion, the real army will hit their rear. Regardless, the plan is to use the illusions as bait, then ambush with real army. Of course, the Romans may eventually catch on. But there’s not much they can do. If they send larger forces to attack the illusions (or is it the real army?), they leave there forts vulnerable (which we will be sure to take advantage of). If they don’t leave their forts, ignoring the bait, they are virtually surrendering everything outside the forts to our control. They can’t counter-magic because we outnumber their magicians, making, I am assuming, our magic stronger. They may try to feint leaving the fort, to draw us out to attack the fort, and then ambushing us, but that will fail because we will have a large scout system in place, using both the guerilla militia when available as scouts, sympathetic locals who aren’t part of the militia, or just good old fashion scouts from the army. If they send their entire army to put down the rebels, they leave their own country at risk to militia raids, or perhaps, if the situation seems favorable, to our main army’s raids. But remember, no set piece battles, and always leave an escape, don’t allow our smaller army to be trapped, use scouts and grass-roots intelligence to our best advantage.


Spoiler 3rd Turn :
Telvanni Rebels
Capital: NA
Leader: Wraith/The Strategos
Government: Temporary Dictatorship
Spoiler:
Economy: 2 eco points to spend
Education: NA
Technology: Late Iron Age
Culture: NA
Army: 3000 militia
Armal Training: Veteran
Navy: None
Naval Training: Poor
Magic: 40 Illusionists (Illusion)
UU: 10 Masks; It is assumed that Masks were some left over retainers of some minor Telvanni House who remained loyal to their leader after the fall of Telvanni. It is also possible, however, that they were only recently trained as there is no real record of their previous existence. Their origin, however, is not as important as their function. Masks could be crudely classified as illusionists, yet they are so much more. They are students of human behavior and gifted actors. Using their illusions they can take the appearance of any person, using their acting skills, they can impersonate that person to perfection. They are the masters of disguise. We are the masks they wear.
Projects: None
Techs: None
Nation Background: After the fall of Tel Vos to the Neo-Romans, the power of the magical houses that ruled Telvanni was effectively broken. Some houses fled, some joined themselves to the Romans, some simply disappeared. Things appeared to be settling down after the long war, peace seemed likely to descend in the absence of organized resistance. That is what appeared to happen. But we should always remember, in a nation built upon the illusion, we should never trust appearances.


-1 eco point into infantry
-1 eco point into Illusionists

-Take the newly formed 1000 infantry and march on Tel Vos. But wait a minute, won’t they be discovered and eliminated in the most painful ways imaginable? Well, no, for two reasons 1) They will be skirting the major thoroughfares where Roman soldiers would be patrolling, 2) 50 Illusionists will be accompanying them, busy creating illusions of the surrounding countryside (in shifts of course so that the illusions are always up). Thus, as the army marches, people would only see the same old countryside, in effect, using illusions to simulate invisibility.

-When the army reaches Tel Vos (or more precisely close enough to Tel Vos to be able to get there relatively quickly while still far enough away to avoid being caught), have the undercover Masks open a gate during the night to let the army in (alternatively, if that is impossible, use the Masks to show the weak spot in Tel Vos’ defenses which would then be exploited by a night attack by the still invisible army). Using the information supplied by the Masks, attack whoever would be expected to put up the most fight first, while they are still sleeping. Afterwards, kill all remain Roman troops, Roman citizens/bureaucrats and Telvanni who have been collaborating with the enemy. Take the Roman’s weapons and armor and arm the surrounding countryside.

-Needless to say, at the fall of Tel Vos, the Romans will send a large army to recapture it. Use the 3000 militia to do hit and run attacks on the oncoming hordes, ambushing, cutting supply line, killing messengers, slowing them down, in other words, the usual.

-When the Romans arrive, they will most likely start besieging Tel Vos. At night, send in Masks to kill army commanders, Legionnaire, and Praetors, in that order of priority using their usual tactics. Rome would still be assuming that the Masks have all been eliminated, not knowing how Tel Vos fell, so hopefully their guard will be down. Then do a night attack to exploit the confusion that assassinations caused. Use illusionists (all 50 of them, there’s a reason I have 50, even if Rome spends their entire economy on magicians, I’ll still have more and be able to cast my magic) to mask the attacking army which consists of the militia who had been shadowing the Romans as well as the infantry in Tel Vos (shouldn’t be hard since its also night, which will help in the invisibility aspect). An invisible night attack will hopefully catch the Romans off guard, more so with the assassinations of their leaders. Undoubtedly they will eventually rally. Use illusionists to send the spectres of nightmares at the Romans (you know, general hideous morale killing beasts), as well as illusions of friends retreating (which may cause them, in turn to fall back in order to avoid being encircled) and foes advancing (pretty much anything to cause even more confusion within the Roman lines). Some, probably most of the Romans will hold, but there will be some green troops who will break, or become paralyzed with fear, concentrate hitting these units in order to cause a gap in the Roman line, which can then be exploited to our advantage. If the Romans hold all night (which hopefully won’t happen), have our army retreat as daybreak comes, using the illusionists to cover our retreat. Don’t retreat to Tel Vos (where we would be trapped) but instead melt into the countryside where we would continue our hit and run tactics. If, as will hopefully happen, the Romans break or are killed, consolidate our hold around Tel Vos (and Telvanni in general), using the militia to harass the retreating Romans. Hopefully this will be a decisive battle which will cripple the Roman army while causing a morale boost among Telvanni.


Spoiler 4th Turn :
Economy: 3 eco points to spend
Education: NA
Technology: Late Iron Age
Culture: NA
Army: 588 infantry, 2295 militia
Armal Training: Veteran
Navy: None
Naval Training: Poor
Magic: 38 Illusionists (Illusion)
UU: 9 Masks; It is assumed that Masks were some left over retainers of some minor Telvanni House who remained loyal to their leader after the fall of Telvanni. It is also possible, however, that they were only recently trained as there is no real record of their previous existence. Their origin, however, is not as important as their function. Masks could be crudely classified as illusionists, yet they are so much more. They are students of human behavior and gifted actors. Using their illusions they can take the appearance of any person, using their acting skills, they can impersonate that person to perfection. They are the masters of disguise. We are the masks they wear.
Projects: None
Techs: None
Nation Background: After the fall of Tel Vos to the Neo-Romans, the power of the magical houses that ruled Telvanni was effectively broken. Some houses fled, some joined themselves to the Romans, some simply disappeared. Things appeared to be settling down after the long war, peace seemed likely to descend in the absence of organized resistance. That is what appeared to happen. But we should always remember, in a nation built upon the illusion, we should never trust appearances.

-1 eco point into illusionists
-1 eco point into militia (at 2x recruiting rate of infantry per your PM)
-1 eco point into Masks

-Have a select trusted group of infantry dress up as Olympians (or magically illusioned in order to appear as Olympians) and attack a small village somewhere (preferably one that hasn’t been as enthusiastic about the rebellion as others, but if not, meh, we all have to make sacrifices for the cause). Have enough villagers kept alive so that the story spreads that there are strangers fighting for New Rome. Maybe sprinkle in a few masks posing as peasants to make sure the story is told how I want it to be told (i.e. implicating Olympus). You know, basically to collaborate the story that Olympus and New Rome signed a secret alliance so that the Arkenaar observers will actually think that Olympus is helping, but kind of on the lowdown, so that it appears as if the government is trying to keep it a secret.

-Have some Masks infiltrate New Rome. Not as soldiers, or commanders, or nobles, or anything that would stand out, just simple folk who would be able to move around unnoticed. Have them start spreading rumors in the capital that Olympus is going to help New Rome out. Again, however, have caution, make it appear as if this is a secret, enough information to confirm it for the Arkenaar, not so much information that it makes it appear that its been fabricated to frame New Rome. Also spread rumors that the Arkenaar mission was sent for the express purpose of preventing New Rome from crushing those scum the Telvanni. How dare they interfere, who do they think they are? Why, next time I see them, I’m going to throw some rotten fruit at them. And then do it. Basically use the Masks to start a riot against the Arkenaar in New Rome, insult the Arkenaar’s honor by cascading them with bad fruit, and maybe, if we’re lucky enough, the mob will rush them one day and beat up and/or kill one or two before the military intervenes (which they won’t want to do because those Arkenaar bastards want to prevent our brave soldiers from winning the war).

-So to recap have the goal of setting events so that 1) It appears that Olympus is helping New Rome, 2) Arkenaar receives such an insult that either the Kaiser will bow to popular will and declare war on them, or Arkenaar will be so insulted by the injury/death to their observers of the war that they will be led to declare war on New Rome (or at least that’s the goal).

-Militarily wise, consolidate and harass. Attempt to bleed New Rome dry, but don’t commit to a battle where our army is threatened. If we actually do get this military tech from Arkenaar, well good, use it to our advantage in our conflicts.


Spoiler 5th Turn :
Telvanni Rebels
Capital: NA
Leader: Wraith/The Strategos
Government: Temporary Dictatorship
Population: 115961
Economy: 3/3/5
Education:
Science: 3/0/4
Agriculture: 3/0/4
Military: 4/0/5
Technology: Late Iron Age
Culture: Jingoistic
Army: 54 infantry, 1395 militia (+1000 volunteers this turn; from now on you'll have to train normally)
Armal Training: Veteran
Navy: None
Naval Training: Poor
Magic: 48 Illusionists (Illusion)
UU: 19 Masks; It is assumed that Masks were some left over retainers of some minor Telvanni House who remained loyal to their leader after the fall of Telvanni. It is also possible, however, that they were only recently trained as there is no real record of their previous existence. Their origin, however, is not as important as their function. Masks could be crudely classified as illusionists, yet they are so much more. They are students of human behavior and gifted actors. Using their illusions they can take the appearance of any person, using their acting skills, they can impersonate that person to perfection. They are the masters of disguise. We are the masks they wear.
Projects: None
Techs: None
Nation Background: After the fall of Tel Vos to the Neo-Romans, the power of the magical houses that ruled Telvanni was effectively broken. Some houses fled, some joined themselves to the Romans, some simply disappeared. Things appeared to be settling down after the long war, peace seemed likely to descend in the absence of organized resistance. That is what appeared to happen. But we should always remember, in a nation built upon the illusion, we should never trust appearances.

-1 eco into exploring ancient artifact. Keep what it does (if we ever find out) secret. Instead, publicly announce that it is the throne of the ancient king of Telvanni, dating from the time when New Rome was a province of Telvanni, that gives the one who sits on it the great powers and wisdom of the early Telvanni High Kings. Propaganda never hurt anyone eh?

-1 eco into navy
-1 eco into infantry (at training elite +2 according to your PM)

-Wraith has come to the conclusion that Telvanni can’t continue to go toe to toe with New Rome and ever hope to win. Thus, we have to make a bold gamble to damage New Rome’s economy so that they won’t be able to replace their casualties. Here’s how he’s going to try to accomplish this goal:
-Use existing troops to continue fighting against New Rome, avoiding, of course, any straight up fight, and relying instead on ambushes and hitting their supply lines.
-Build a navy with the 1 eco point on the same side of the coast as New Rome’s most fertile/wealthy land. Use illusionists to create the illusion of a normal city, and have the newly trained infantry clamp down on interlopers in order to keep this secret.
-Set sail with navy, 1000 infantry (elite +2), and illusionists. Use illusionists to do the invisibility illusion trick that they perfected a few turns ago during their assault on Tel Vos. Sail past the border regions of New Rome, where most of their military and forts would be (as well as their worst land since that’s the land that has been fought over the most). Using the invisibility illusion as long as possible, attack the coastal cities of New Rome’s interior, especially the coastal cities with shipbuilding capabilities (I don’t want them to be building a fleet anytime soon). Use the infantry to burn everything, crops, towns, cities, I want their wealthiest regions desolate in order to break New Rome’s economy. There shouldn’t be any regular troops this far in the interior, but I suppose that militia will be called out. Use our mobility gained because of our ships (as well as our troops being smaller in number than their own as well as more professionally trained and thus more mobile) to avoid these militia unless the situation is so advantageous for our own troops that we are guaranteed to destroy the militia while only suffering low casualties. If the opportunity presents itself near the end of the campaign to take some of New Rome’s wealth back to Telvanni with us, take that opportunity. Otherwise, burn everything.

-Wraith is guessing there’s a fifty-fifty chance that Arkenaar attacks us. If that occurs the situation is hopeless, so just have Wraith look out for his own survival and abandon the army, disappearing from the annals of history. As a going away present, however, have tons of documents fall into the victor’s hands detailing exactly our spy network and who is a Mask or at least in our pay. Of course, these documents will be fake (but they won’t know that) and will have the names of very prominent people placed in virtually every government (especially New Rome, detailing Masks in place since before the revolts started and anyone heard of Wraith). Hopefully we’ll bequeath a legacy of blood and suspicion in our wake as lots of innocent people will die in the resulting governmental purges. Oh yeah, and destroy the artifact in this doomsday scenario.

 
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