ITNES I - Interesting Times

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das

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ITNES I - Interesting Times

Well, here it is.

DO NOT POST UNTIL I SAY YOU CAN!

Setting

This is an - as far as I know - unique experiment. Well, you probably already know what it is. Yes, its my "fresh start with a twist". But I DO have a story! Remember how a farmer in Mesopotamia always is killed in 3000 BC? Well, I think that's too minor, I mean, the chances of ONE farmer's death changing history as much as tends to happen in your average NES... well, basically, that's just ain't gonna happen. Probably. But I have a better - yet similar! - idea...

In 3000 BC, all over the world, polar bears in tiny faster-then-light helicopters hunted down a million of randomly-picked farmers. As soon as they found a farmer, they deployed a puny nuke on his back, and then, after they marked a million farmers, they all groupped in the atmosphere and pressed the Activation Button. A million farmers and lots of innocent and not-so-innocent bystanders died! And, well, I doubt something like THAT can't change history a real lot.

For your usage, each nation has a national background.

Introduction

Alright. This is a grand experiment. I already have been told that it is a great an idea, and that it will never work. We'll see.

Oh, and, READ THE RULES DAMNIT. Unlike the last time.
 
Civilized Zones:

At the beginning of the NES, and then at the beginning and the end of each IT, I will post a Civilized Zones map. As you could see on a CZ map, there are red zones, green zones and white "zones". Red is Primary CZ. Green is Secondary CZ. White is no CZ at all. You could start in either of the first two; in red, however, you will start out more developed and built-up and usually less threatened by barbarians... and more surrounded by NPCs. However, nations in these regions will all have to face major existing problems from the start - like corruption, overpopulation and stagnation. In green, you will be less developed, maybe even more backwards, and menaced by barbarians. HOWEVER - people in "green" countries are more ferocious, more warlike. It is easier to lead them to conquer and plunder the richer, but more stagnant, more lazy red countries then vice versa. Also, you COULD start in a white area if you could give a very good explanation as to why do you think you could do that.

Interesting Times (IT)

This is, basically, the same as what happens in most NESes. You know, the usual thing with updates, orders, etc. The main difference from your average fresh start is that turns will take more like 20-15 turns, or eventually even less. Oh, and it only goes on for a certain amount of turns - either until the loss of interest, either until the end of all major wars if the IT was on for over five turns.

Boring Times (BT)

In between of the ITs, there are the BTs. While ITs are the shorter, yet more interesting and exciting periods of history, the BTs are the (probably) longer periods of quiet growth and expansion, slow progress and (mostly) minor wars. Unlike with IT, you don't have any direct control over what happens to your country during that time. HOWEVER, a) its development will be based to some degree on what happened in the last IT and b) you could leave something of a development plan, parts of which might be followed, at least in the beginning. Oh, and some nasty things could happen to some of your countries during the BT - know that it will only happen if I think there are good reasons for it. But if after a BT you decide that you are completely disillusioned with your nation/the way it developped, you probably should try and find another nation for yourself.

So:

You should at first create a nation. To do that... no, don't fill out any templates, but simply write down a description of your nation (you know - the ruler, the government, the centralization, the capital, oh, and starting location) and its culture. And maybe some sort of a development plan for the first BT.

Expansion

*sigh* Its pretty much a given that you will try to expand your empire. Yes, you still could send your legions to conquer the nearby unclaimed lands, and, if that works, you could try to make your people go there. But you will probably have to drag them there unless they want to go there all by themselves, and for that they need to have a really good reason to do it. Military occupation does not yet mean settlement. Meanwhile, if your city is overpopulated and there is an almost-free valley just across the border which you for whichever reason didn't take it, then the settlers will go there, kill or enslave the natives, and settle there all by themselves. Mere occupation without settlement will be "outside" of your borders, but settlement will bring lands within them. Lands without your settlements... you could control them, as protectorates or as mere occupied territories, but these will be much harder to control. Ofcourse, if you don't try to control your "automatic" expansion (or, rather, don't garrison what is gained and don't make a true effort at paying attention to it), you might slowly lose control over your new territories to those settlers...
 
Players, stories, orders, NPCs, barbarians, updates, map, countries.

Players - 20 players maximum (I might raise this). Please only join if you trully have the time to PARTICIPATE, and that doesn't simply mean telling me to "grow economy" at every turn.

Stories - not necessary, but very encouraged. For good (and FULL-LENGTH, i.e. two-three lines will not be considered one) stories, I will give out story bonuses. I also really need your stories to form a better view of your nation's culture.

Orders - orders in a list. Please, not only stat-based and military orders - I encourage innovative solutions of various problems, like introducing special propaganda-filled education to grow both education and confidence for the price of one stat-growth. There will also be projects - the local analog of wonders, but more about that later.

NPCs - lol, considering they’re NPC, I will play them, kinda. Same as the NPCs in all other NESes of late.

Barbarians - well, this is a fresh start NES of sorts, so the barbarians will be there. Not innovatively, they will be light gray and have no stats. They will have their names written on them, unless I forget to do that. And many of them are likely to attack you and try to eat you; others only want to be left alone, and when somebody tries to change that they will... well, they'll try to eat whoever tries that too. The barbarians are NOT to be underestimated, some of them could bring out a horde of ferocious warriors five times larger then your army.

Updates - Updates come on WedNESdays, yet the orders have to be sent in for Tuesday. Where I live the deadline for orders is 21:00, GMT it should be 16:00, apparently, and I don't know nor want to know what time it should be on the western coast of North America (which is where I know for sure there are at least three NESers of note). Updates will consist of “military events”, “other events” (mostly domestic, but also foreign), “random events” (random events - people who write good stories get good random events, often related to what they’re writing about. And there is also always a “bad” random event for a random nation), “spotlight” (a more detailed description of something that happened) and “ooc” (OOC comments and death threats).

(boldened to make sure you people actually notice it this time)

Map - I will use what I call the Jason-North King-das World Map. I will put in cities (black circles), fortifications (line of black squares) and rebellion areas (dark gray area within nations). A capital is a city with white borders; a trade center is a city with red borders (a capital trade center will have a combination of the two).

Countries - pick a NPC, create your own (tell me where and tell me some details - ruler, brief history, culture - and I will give you the stats) or start a rebellion or demand for independence. Also, please read your nation background, and don’t act uncharacteristically. Right now, you could only create your own; you should do it within a Civilized Zone (more on that later), and you should either make it historic for the period, either make an althistoric nation, hopefully an original one; in the latter case especially, you should write down the basics of your culture and generally of what makes your people unique. Note that while there are no alliances in the beginning, some nations are much more likely to ally then the others, dependant on past history (that’s why you probably should read the nation backgrounds and the history thread if I get around to creating one (otherwise, read ye the thread... in fact, do that anyway)), culture, and the presence/absence of a common threat.

NATIONAL TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Centralization:
Tech. Level:
Religion:
Army (Training):
Navy (Training):
Economy:
Leadership (Military/Civilian): /
Infrastructure:
Education:
Culture:
Confidence:
Projects:
Nation Background:

Government

Government - is your form of government. Now note that I DON’T want the “Sheep2’s [insert nation ever played by Sheep2 in a non-Fresh Start NES here]” syndrome in this NES. You are free to change your government, and explain it how ever do you want, but that can piss off followers of the previous governments, and might lead to nation-wide riots. Or a civil war, depending on what mood I am in. Also, please, please, keep it historical. Um, that is, you could invent your own government, but it must make sense for YOUR nation of THAT time. You could consult me about that.

Nations with democratic forms of government (Parliamentary Monarchy, Democracy, Republic, maybe some more later) are quite unique in that the player orders are reviewed by the parliament (me) and the parliament then states its objections, if any. If there are no objections, then I don’t send any such review PM. If no changes were made to the orders after objections, they will not be carried out at all. OFCOURSE, the ruler might send the parliament’s opinion… somewhere else, and go on with the plan, but will the army follow him? And besides, such an action will probably either result in a parliament-led coup or in a civil war.

Coups

Lets face it - your actions might often be... unpopular. If you piss off your people (or just your nobles) too much, there will one day be no satisfying them... and at that point you will be couped, overthrown. I have been struggling with that problem for some time, and I decided that these coups are in... however, those overthrown will get a last-moment PM notification, already as I update. The coup is already on; they could try to make a last stand with their personal guard, to try and flee into the countryside to lie down or gather support, to commit suicide and start as a new nation, or continue playing as nation.

By default (i.e. if the PM is not replied to), the ruler will be torn into pieces by the coupers and the new government will take over.

Centralization

This is one of the most important issues of politics historically and today. A very centralized state would be harder to run, and thus more prone to corruption... but in a very decentralized state it is harder to impose one policy, how ever reasonable, on all regions, and also such states could, if not well-run, with time devaluate and decentralize automatically, to the point of breaking up. However, it is easier to damage a centralized state by a well-placed blow aimed against its capital then a decentralized state! And the compromise versions don't tend to work neither...

You COULD change your centralization "slider" once per turn, and ofcourse only move forward or backward a level. However, do know that changes are unlikely to be welcomed by those who like the way things are AND ofcourse those who want to move in the opposite direction...

League-Loose Confederation-Confederation-Loose Federation-Federation-Tight Federation-Unitary with Exceptions-Unitary-Uberunitary-More Unitary-Overcentralized

Technology Level

Will use the age system. It is the same as in other NESes of other people, ofcourse the ages are not identical. They will advance at their own pace, though nations with higher education are likelier to advance to the next age. This (probably) begins in the Early Iron Age.

Middle Iron Age: The chariots are still present, but horsemen are beginning to supplant them in several parts of the world. Swordsmen are rising in importance, but so are the spearmen, while slingers are as good as obsolete for the most part. Meanwhile, in the sea, the triremes are THE ultimate ships, and the quinqueremes are yet to appear. Barbarians are still moving, but by now they have to face powerful, rising empires, and those empires themselves too begin to fight each other and the smaller nations.
Late Iron Age: The horsemen fully supplanted the chariots, whilst spearmen, organized in phalanx, definitely dominate the battlefield. Bigger, stronger and better ships are beginning to appear at sea. The barbarian acitivity is again at one of its highest points, while the old empires are increasingly troubled by stagnation and the overstretch.
Early Imperial Age: Swordsmen - and spearmen, and archers, and horsemen - for the most part still seem to be all that matters on the land, albeit great innovations took place in the field of formations and training. Not much change on the sea, though. Barbarians are pushed back everywhere while new empires rise to greatness, and some of the luckier old ones are prominent as well.
What does the future hold?

Religion

Religion matters greatly in this NES, at least in the beginning. You can declare holy wars on people of different religions. Religious minorities might assist their brethren, and often attract hostility of the majority of your people. Relations are more strained between people of different religions. Religious leaders (such as the Pope) can often be very annoying, especially if they have any real power. You CAN theoretically switch religion, but if its not the one of religious majority, well, your people won’t like it. New religions can appear from time to time, or can even be created - if they gain significant following, then its good. Different religions COULD offer different bonuses. Major religions will be listed somewhere.

Military

That will, as of now, consist of army and navy (later to be joined by air force). These will be number-based as it gives more versatility. These will be represented in thousands and ships (divisions and task forces are too modern age, and were not too realistic to begin with due to their sizes).

What will you have in it? Anything that is allowed by your tech. level (see Technology Level)! Each “stat-growth” will increase any part of military by 5. But know that if you have too large an army, your economy will probably suffer, as will perhaps, depending on your culture's stance on war, your confidence; ofcourse, both could be restored by succesful military campaigns.

Using advanced tactics and strategy is advised. If you just order “attack enemy on the border with 10 divisions”, I will think that you order me to launch a mere charge at the enemy. That might work, but rarely. Also, pay attention to supplies and logistics; while not in the stats, you have to understand that sometimes, a smaller but well-equipped force is much more effective then a huge horde that has nothing to eat and is surrounded by barren, hostile terrain; also, that your fleets need good ports to operate at their best.

Mercenaries - if you pay an economy level, you will get 10 thousands of well-trained fighting men. They will be separated from your own hundreds in the stats, and will leave after two turns, unless you pay them another economy level. Yes, they are expensive, but they are quite worth the price. Btw, you can also hire “mercenary” ships that can also act as privateers.

UUs - one per nation, but can be changed at any point (though the newly-“demoted” UU units will not be happy). I will keep a list of them, somewhere. Could be land, sea, or air at a later point. They will be separated from other battalions/ships in the stats. They are grown as normal units. Remember to keep them REALISTIC.

Conscripts - in the early ages, these are the feudal/town levies, raised by your feudals and/or your cities. Their amount is determined by me, and I will determine it according to a whole lot of factors. Note that these - especially the town ones - only would want to fight against immediate danger to their homes, or, at best, other parts of your nation. The feudals COULD be persuaded - but it will not be all that easy most of the time! - to participate in a campaign against other lands. Also, keeping your conscripts in action for a long time, ESPECIALLY if there is no obvious threat nearby, is NOT a good an idea. In the later ages... you'll see.

Training - it is done in levels. There are separate training stats for army, navy and fleet, and it is grown with eco. points. UU is assumed to be one level higher then the average training level for its branch, but the conscript training, before the "Age of Nationalism" equivalent with the Levy en Masse and the like, will depend on several issues, such as your decentralization level and the general amount of military action and the like (i.e. if your feudals often have to fight bandits, rebels, invaders, etc their conscript armies will probably be as well-trained, if not more, as your own). If your army grows too quickly, there will be a chance of training level lowering.

None-Rabble-Semi-Rabble-Tolerable-Normal-Better-Good-Very Good-Professional-Elite

Economy

I think that NES2 I economic system was, in a way, much better and easier for me then the one I had in NES2 III and NES2 IV. So, I will return to it.

Unlike in the other NESes, you don’t have to pay economy levels to do anything (my reasoning is that no matter what some people say, national economy is not as unstable and absurd as to rise and drop in turns as the years go). You will have two spend points for every turn, to be spent on increasing any stat save for economy. Otherwise, you could use both spend points to grow economy.

If you want to hurry up a project by two turns, you can sacrifice an economy level, please note that you can do it only once during a project. Otherwise you can sacrifice an economy level (one per turn only, although compatible with the project being hurried up) to receive six extra spending points for a turn.

Economy can, just like any other stat, grow or decrease due to random events. However it is even more influenced by random events then other stats as this is the crucial one.

Depression-Bankrupt-Recession-Very Poor-Poor-Not Bad-Normal-Good Enough-Growing-Rich-Very Rich-Richer-Richest-Economic Powerhouse-Monopoly (after Monopoly, you get Monopoly+x, where x is the amount of economy levels beyond Monopoly)

Trade Centers

Great centers of trade and prosperity, situated where many trade routes meet, these cities rise and decline with time. Control of them would bring irregular economic profits; if you raise tariffs, you could get more profit, but the city's decline as a trade center can be sped up if there are other suitable candidates in the area with lower tariffs...

Leadership

Whether military or civilian, leadership is an important factor. Competent military leaders will succesfully carry out plans or will even attain some successes on their own without orders; competent buerocrats will greatly help all government programs and assist the development of the land. But incompetent generals will even with the best plan stagger and blunder, while incompetent civilian administrators will embezzle funds and otherwise will be corrupt. So, this is quite crucial, and cadre preparation thus should be an important priority.

None-Imbecile-Moronic-Stupid-Incompetent-Barely Tolerable-Tolerable-Competent-Better-Good-Brilliant

Infrastructure

Roads, bridges, boats - all things used for transportation of goods and men - are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, infrastructure could sometimes slightly grow economic benefits from trade centers, and it is a must for maintenance of a high culture level in large empires, as well as actually maintaining your grip on faraway provinces.

None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent

Education

This is just how your people are... educated, I guess. Obvious enough. With a good education, you have better chances of receiving a “miraculous invention”. You could design better walls and siege engines, and ships for that matter, with higher education. It also affects just how advanced are your weapons, and thus the success of your army in a battlefield.

Once someone reaches Enlightenment education, he becomes much more likely to reach the next age as soon as it becomes possible at all. When he does, he loses two education levels.

None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment

Culture

This is how culturally strong, patriotic and unified your nation is. A nation with strong patriotism is less likely to fall into a civil war, and it’s people would resist most invaders and otherwise help their government. This also influences army morale. A nation with weak patriotism is unlikely to be as resistant to outside threats, there will often be rebellions and defections.

None-Divided-Untrusting-Average-Strongly Cultured-Devoted-Patriotic-Hyperpatriotic-Jingoist-Uberpatriotic

Confidence

People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact, a strongly cultured nation with little confidence in its leaders can, in its cultural unity, lynch the rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Not that the rulers will care by then... You can grow confidence by economy (propaganda), but wouldn’t it be easier to write a speech or persuade the people that you are the leader they need?

Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified

Projects

Local equivalent of wonders (that name is inappropriate in most NESes, as these are often modernization programs, national revival and other PROJECTS, not just huge and magnificent buildings). You tell me what it does, I tell you how long do you build it. You don’t have to mention it is being worked on every turn. You can sacrifice an econ. level once for a project to speed it up by two turns.

Nation Background

To better fit in as the ruler of your country, you will have a brief history of each country. You probably shouldn't fill it in at first.
 
Here There Be CZ Map I.
 

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PCs:

Olmecia
Capital: Tlictato
Ruler: The 19th Crown Prince/Kal'thzar
Government: Theocratic Feudal Kingship
Centralization: Tight Federation
Tech. Level: Middle Copper Age (Obsidian)
Religion: Cult of the Jaguar
Army (Training): 11 thousands (Elite+5), 31 Jaguar Warrior thousands
Navy (Training): 36 ships (Better)
Economy: Growing
Leadership (Military/Civilian): Better/Competent
Infrastructure: Efficient
Education: Academic
Culture: Hyperpatriotic
Confidence: Respecting
Projects: Khuba Exploitation (+1 Economy, +10 ships, +1 Naval Training) (Done!)
Nation Background: The great Olmec Empire has expanded greatly in the past few decades until the Cuiculco hordes of warlord Qlatlan nearly destroyed the Mesoamerican civilization. With Qlatlan's death, the Cuiculcos have however fallen apart into squabbling tribes and were defeated, while Olmecia is beginning to recover.

Huancac
Capital: Huancaco
Ruler: Face-of-the-Sun/Disenfrancised
Government: Theocratic Kingship
Centralization: Loose Federation
Tech. Level: Late Stone Age
Religion: Moche Polytheism
Army (Training): 24 thousands (Normal), 6 Sun-Touched thousands
Navy (Training): 28 ships (Good)
Economy: Good Enough
Leadership (Military/Civilian): Better/Brilliant+2
Infrastructure: Great
Education: Enlightenment
Culture: Patriotic
Confidence: Loving
Projects: The Road of a Thousand Flowers (+2 Infrastructure, +2 Culture) (2/6)
Nation Background: Moche tribes have recently evolved into an urban civilization, some of them uniting around the city of Huancaco under a theocratic government that begun forcefully turning their subjects into a great power, expanding all over Peru, defeating tribes and civilizations alike.

Nortugal
Capital: Nord Lisbon
Ruler: King Arthuro/erez87
Government: Monarchy
Centralization: Tight Federation
Tech. Level: Middle Empire Age
Religion: Iberian Polytheism (medium Atheist minority, small Solist minority)
Army (Training): 15 thousands (Good)
Navy (Training): 40 ships (Good)
Economy: Growing
Leadership (Military/Civilian): Tolerable/Competent
Infrastructure: Improving
Education: Enlightenment
Culture: Devoted
Confidence: Tolerating
Projects: Nordi Harbour (+50 ships, +1 Economy) (8/13)
Nation Background: Founded by Portuguese refugees in Hibernia, Nortugal since then united the island in spite of Ulaid resistance and internal opposition to the atheistic rulers. It also has expanded greatly over the seas, conquering Thule and large parts of Copenhagen.

Dal'Riata
Capital: Dal'Riata
Ruler: King Adain MacNess/Grandmaster
Government: Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Late Iron Age
Religion: Celtic Polytheism (tiny Solist minority)
Army (Training): 15 thousands (Normal), 8 levy thousands (Tolerable)
Navy (Training): 15 ships (Tolerable)
Economy: Poor
Leadership (Military/Civilian): Competent/Tolerable
Infrastructure: Barely Tolerable
Education: Tolerable
Culture: Patriotic
Confidence: Loving
Projects:
Nation Background: Dal'Riata is the kingdom of the Scots, Ulaids who fled Ulster after the Nortuguese invasion. Under the MacNess clan, the influence of Dal'Riata spread over the other clans; the Scots, unified under the Dal'Riatan King Adain MacNess, have established a firm foothold in western Alba.

Cymru
Capital: Caerllion
Ruler: Brenin Hawel II/Toteone
Government: Kingship
Centralization: Confederation
Tech. Level: Late Iron Age
Religion: Church of Sol (tiny Greek Polytheist minority, large Solist minority)
Army (Training): 44 thousands (Tolerable)
Navy (Training): 5 ships (Rabble)
Economy: Normal
Leadership (Military/Civilian): Barely Tolerable/Incompetent
Infrastructure: Improving
Education: Well Educated
Culture: Strongly Cultured
Confidence: Tolerating
Projects: The Cameloth (fortifications around Caerllion, +15 thousands, +1 Culture) (Done!), Excelsior (alchemic development) (1/3)
Nation Background: Formed under certain Nortuguese influence, Cymru nonetheless is a fiercely-independant Celtic nation that has much ambition - and indeed, though at large price, it has united southern Alba.

Gaelic Empire of Aquitaine
Capital: Aurelaeni
Ruler: Dumnorix Sativoleous/Insane Panda
Government: Parliamentary Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Middle Empire Age
Religion: Church of Sol (tiny Gaelic Polytheist minority, small Jezehist minority)
Army (Training): 12 thousands (Elite), 17 Sol Dragonii thousands
Navy (Training): 16 ships (Good)
Economy: Normal
Leadership (Military/Civilian): Brilliant/Better
Infrastructure: Great
Education: Academic
Culture: Devoted
Confidence: Tolerating
Projects: Gaelic Empire (+1 Confidence, +2 Culture) (Done!)
Nation Background: Founded after the all-out chaos in late 2nd century BC Gaul, Armorica has forged close ties with Carthage and went on to unify most of Gaul, reforming and strengthening under the rule of Judicaelous the Great and the uniting religion of Solism. The Belgii have been subdued once more, and the Rhenish invaders have been crushed. Where next?

The Kingdom of Copenhagen
Capital: Copenhagen
Ruler: King Rasmussen I/Israelite9191
Government: Monarchy
Centralization: Loose Federation
Tech. Level: Late Iron Age
Religion: Scandinavian Polytheism (tiny Atheist minority)
Army (Training): 6 thousands (Tolerable), 24 Nerthusian Berserker thousands, 7 levy thousands (Normal)
Navy (Training): 1 ships (Better)
Economy: Poor
Leadership (Military/Civilian): Tolerable/Incompetent
Infrastructure: Improving
Education: Dumb
Culture: Average
Confidence: Admiring
Projects: Odin's Council (+1 Centralization, +1 Civilian Leadership, +1 Confidence) (1/5)
Nation Background: The city-state of Copenhagen has, through capable diplomacy and just-as-capable warfare, recently united a vast area, and still is expanding - but already, it is becoming more and more difficult to control all that land, to keep all those cities and tribes united, especially as the very heartland was occupied by Nortuguese foes...

Burebistatuza/Dacian Rebels
Capital: Burebistatuza
Ruler: Imperator Leo Burebista/Finmaster
Government: Divine Parliamentary Monarchy (Hunnish vassal)
Centralization: Loose Federation
Tech. Level: Early Empire Age
Religion: Dacian Duotheism (small Greek Polytheist minority, large Illyrian Polytheist minority)
Army (Training): 12 thousands (Better), 8 levy thousands (Normal)
Navy (Training): None yet
Economy: Not Bad
Leadership (Military/Civilian): Better/Barely Tolerable
Infrastructure: Improving
Education: Well Educated
Culture: Uberpatriotic
Confidence: Admiring
Projects: Great Academy of Naval Warfare (+2 Navy Training, +2 Military Leadership, +2 Education) (7/8)
Nation Background: Leo Burebista's Dacian-Illyrian Empire was mighty, but short-lived. Under Hunnish attacks, the Imperator's power was limited to only his capital, and it seemed until recently that he was doomed to live in the shadow of his past achievements. But as the fire of rebellion spreads in Dacia, perhaps this fate could be reversed?

Hellenic Empire
Capital: Thebes
Ruler: Lord-Hegemon Antiochus/emu
Government: Kingship (Rebellion)
Centralization: Tight Federation
Tech. Level: Middle Empire Age
Religion: Greek Polytheism (tiny Byzantine Empire Cult minority)
Army (Training): 33 thousands (Good), 11 levy thousands (Tolerable)
Navy (Training): 1 ships (Normal)
Economy: Not Bad
Leadership (Military/Civilian): Good/Better
Infrastructure: Good
Education: Perfect
Culture: Jingoist
Confidence: Admiring
Projects: Peace and Harmony (+1 Military Leadership, +10 thousands, +1 Culture) (4/6)
Nation Background: The kingdom of Macedonia, formed in the ruins of the Byzantine Empire, was ruled by Lord Krichevskoy - a man of no small ambition. He intended to build a Hellenic Empire, and through shrewd maneuvering and betrayal managed to achieve his goal. Where shall the mighty united Hellenic Empire go next?

Tarunia
Capital: ?
Ruler: Holy Emperor Mielus I/Reno
Government: Council Theocratic Monarchy
Centralization: Confederation
Tech. Level: Late Iron Age
Religion: Tarunism (medium Finnish Polytheist minority)
Army (Training): 12 thousands (Tolerable)
Navy (Training): 10 ships (Tolerable)
Economy: Good Enough
Leadership (Military/Civilian): Tolerable/Barely Tolerable
Infrastructure: Dirt Paths
Education: Tolerable
Culture: Jingoist
Confidence: Admiring
Projects:
Nation Background: As civilization spread across the Baltic, Tarunia became the first Ugro-Finnic state, based around the first Ugro-Finnic organized religion. Yet will it last for long in this dangerous world?

Hunnish Empire
Capital: none
Ruler: Shilla the Hun/silver 2039
Government: Tribal Despotism
Centralization: Unitary with Exceptions
Tech. Level: Early Empire Age
Religion: Hunnish Polytheism (tiny Mithraist minority, tiny Halabani minority, small Dacian minority)
Army (Training): 15 thousands (Normal), 15 Hunnish Horsemen thousands, 9 levy thousands (Normal)
Navy (Training): 8 ships (Tolerable)
Economy: Very Poor
Leadership (Military/Civilian): Better/Barely Tolerable
Infrastructure: Barely Tolerable
Education: Illiterate
Culture: Untrusting
Confidence: Tolerating
Projects:
Nation Background: The Huns have migrated into easternmost Europe in 230s BC, and since then have been united in a very loose tribal alliance against Bactrashans to the south and Tripolyeans to the west. But now, using the growing population pressure and the frustration of most Huns with the "inactive" tribal elders, one Shilla the Hun has united these men into an empire and went on a general conquering spree.

Punic Empire of Carthage
Capital: Carthage
Ruler: Gisco Naples I/Sheep
Government: Kingship
Centralization: Tight Federation
Tech. Level: Middle Empire Age
Religion: Punic Empire Cult (tiny Greek Polytheist minority, small Elaist minority, tiny Byzantine Empire Cult minority, small Latin Polytheist minority, tiny Dacian minority, tiny Solist minority)
Army (Training): 58 thousands (Professional), 18 Imperial Stormtrooper thousands, 30 levy thousands (Tolerable)
Navy (Training): 43 ships (Elite)
Economy: Poor
Leadership (Military/Civilian): Brilliant+1/Tolerable
Infrastructure: Good
Education: Perfect
Culture: Patriotic
Confidence: Tolerating
Projects: Rebuild Carthage (+1 Culture, +2 Confidence, +1 Economy, +Carthage trade center) (4/7)
Nation Background: After the great victory in the Great Transpoenic War, the Punic Empire entered a temporary period of decline, losing allies, provinces and stability. The Fourth Transpoenic War went on unevenly, but now, Dacia and Rome have finally been crushed. Luca remains, though, and it seems to have found new friends...

The Khorvashid Empire of Luca
Capital: Nagara
Ruler: Khorvash V/andis-1
Government: Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Early Empire Age
Religion: Halaban (tiny Mosesite minority, tiny Greek Polytheist minority, small Zoroastrian minority, medium Byzantine Empire Cult minority, medium Mithraist minority, tiny Dacian minority)
Army (Training): 31 thousands (Elite), 14 Royal Companion Cataphract thousands, 16 levy thousands (Tolerable), 16 mercenary thousands
Navy (Training): 64 ships (Elite+1)
Economy: Not Bad
Leadership (Military/Civilian): Brilliant+3/Tolerable
Infrastructure: Improving
Education: Literate
Culture: Strongly Cultured
Confidence: Resentful
Projects: Greater Empire of Luca (SECRET) (6/10)
Nation Background: Albeit the Lucans lost their empire long ago, their unique nation has endured, reformed and even regained a few of the lost lands. Khorvash V continued this tendency - having finished the build-up of the best army in the western world, he expanded in all directions and defeated an Israeli invasion.

Parhae
Capital: Persepolis
Ruler: Taraxes/Lord_Iggy
Government: Monarchy
Centralization: Federation
Tech. Level: Middle Empire Age
Army (Training): 19 thousands (Very Good)
Navy (Training): 15 ships (Tolerable)
Economy: Poor
Leadership (Military/Civilian): Better/Barely Tolerable
Infrastructure: Tolerable
Education: Literate
Culture: Average
Confidence: Admiring
Projects:
Nation Background: Once, centuries ago, Parhae was a great empire, albeit not a superpower later generations often thought it to be. That came to an end when first Mohenjo-darans, and later Bactrashans conquered it. Bactrasha itself, albeit at first adopting many Parhaen cultural elements, eventually became more repressive and begun to stomp out the very Parhaen culture, but resistance lingered on, and now that Bactrasha, beset by rebellions and foreign attacks, has finally ceased to exist, Parhae regained its independance and works towards regaining its empire.

Kalinga
Capital: Sampa
Ruler: Kavi II "The Boy King"/North King
Government: Kingship
Centralization: Unitary with Exceptions
Tech. Level: Late Empire Age
Religion: Zoroastrianism (marginal Mithraist majority)
Army (Training): 23 thousands (Elite), 13 levy thousands
Religion: Kalingan Hinduism (medium Deccanian Hinduist minority, tiny Greek Polytheist minority, medium Shaktist minority)
Army (Training): 44 thousands (Elite+3), 7 engineering corps
Navy (Training): 34 ships (Elite+2), 4 mercenary ships
Air Force (Training): 9 kite squadrons (Tolerable)
Economy: Good Enough
Leadership (Military/Civilian): Brilliant+1/Good
Infrastructure: Excellent+1
Education: Academic
Culture: Uberpatriotic+4
Confidence: Nation Personified+2
Projects: Ashoka's Province (+Mumbai trade center, +Mohenjo-daro trade center, +1 Culture) (Done!)
Nation Background: Kalinga, having united India after the Great Indian War (170-153 BC), was recently facing the same problems as Carthage - overstretchment, few real friends, lots of enemies. It has recently reconciled with Khmeria, though, and together with it destroyed the menacing Bactrashan Empire in the west, and now is helping the Lucans out against the Israelis.

Khmer Empire
Capital: Vyadhapura
Ruler: Empress Fan Li and Emperor Tai Dan/Symphony D.
Government: Divine Monarchy
Centralization: Tight Federation
Tech. Level: Late Empire Age
Religion: Dualism (small Ancestor Worshiper minority, medium Kalingan Hinduist minority, tiny Shaktist minority)
Army (Training): 21 thousands (Elite+1), 13 Imperial Marine thousands, 20 levy thousands (Better), 8 mercenary thousands
Navy (Training): 33 ships (Elite), 7 mercenary ships
Air Force (Training): 2 kite squadrons (Tolerable)
Economy: Normal
Leadership (Military/Civilian): Brilliant/Brilliant
Infrastructure: Good
Education: Academic
Culture: Uberpatriotic+3
Confidence: Nation Personified+4
Projects: Imperial University of Vyadhapura (+2 Education) (Done!), Arsenal of Khmeria (Achin Steel) (Done!), Funan City (+1 Confidence, +1 Culture, +Capital/Trade Center at old Vyadhapura) (4/5)
Nation Background: The Khmer Empire, a mercantile powerhouse of South-East Asia, has recently become a trully great power, alarming the Chinese and the Rising Sunites. The war with them, in spite of the early disaster, is going quite well with Kalingan support, the enemies being driven out and attacked at their own homes (China was forced to sign peace, RS was pushed out of Oceania) - but it is unclear if Khmer economy will ever recover to pre-war levels with the devastation wrecked on colonies and commerce by the Empire of Rising Sun.

Han Empire of China
Capital: Suzhou
Ruler: Emperor Mingzu/alex994
Government: Imperial Divine Republic
Centralization: Unitary with Exceptions
Tech. Level: Late Empire Age
Religion: Confucianism (medium Taoist minority, small Neoconfucianist minority, tiny Sanghist minority)
Army (Training): 36 thousands (Elite+1), 4 Chosen Ma Bing thousands, 8 levy thousands (Better)
Navy (Training): 11 ships (Elite+1)
Air Force (Training): 15 kite squadrons (Normal)
Economy: Normal
Leadership (Military/Civilian): Good/Brilliant+2
Infrastructure: Improving
Education: Well Educated
Culture: Uberpatriotic+7
Confidence: Nation Personified
Projects: Hua Re Xi Xiang (secret) (Done!), Liang ge he bian le yi ge he (secret) (1/5)
Nation Background: The War of Hong Kee Destruction was, arguably, won by the Han Chinese, who at last united all of China. But it was a very hard-gained victory, and Han China only recently recovered enough to think of major foreign adventures, and even that at the cost of granting a large degree of autonomy to Hong Kong lest it rebel. Problematically, its first foreign adventure - the invasion of Khmeria - isn't going very well (and was aborted altogether). In fact, China is now busy reclaiming the lands lost during it.

Dian SAR
Capital: Yelang
Ruler: Governor General Tung Chao/JessicaKathrinn
Government: Constitutional Monarchy (Han Chinese vassal)
Centralization: Tight Federation
Tech. Level: Late Empire Age
Religion: Confucianism (marginal Chinese Ancestor Worship majority, tiny Taoist minority)
Army (Training): 3 thousands (Normal)
Navy (Training): None yet
Economy: Good Enough
Leadership (Military/Civilian): Good/Brilliant+1
Infrastructure: Improving
Education: Educated
Culture: Hyperpatriotic
Confidence: Respecting
Projects:
Nation Background: Actually dominated by the Hong Kee colonists, the Dian province was never in particular easy for the Han Chinese to rule. So, naturally enough, after the precedent of HK SAR was set, Dian soon followed, albeit the Khmer threat to China perhaps forced the Emperor's hand.

Hong Kong Special Administrative Region (SAR)
Capital: Hong Kong
Ruler: Governor General Jian Lun/BananaLee
Government: Constitutional Monarchy (Han Chinese vassal)
Centralization: Tight Federation
Tech. Level: Late Empire Age
Religion: Confucianism (tiny Ancestor Worshipper minority, tiny Neoconfucianist minority, tiny Taoist minority)
Army (Training): 41 ch'ins (Elite+2)
Navy (Training): 30 ships (Elite+3)
Economy: Richer
Leadership (Military/Civilian): Brilliant/Brilliant
Infrastructure: Excellent+1
Education: Well Educated
Culture: Devoted
Confidence: Respecting
Projects: Project Seng Chee (SECRET) (Done!)
Nation Background: Once a great empire, Hong Kong was destroyed in the accordingly-named war, and its homeland was enslaved by Han China. But as war came to the Far East once more, Han China decided to make a radical increase in Hong Kee autonomy, fearful of a possible rebellion; and perhaps, this will one day result in the restoration of Hong Kee independance. Yet there is still much to be done...
 
NPCs:

Pictavia
Capital: None yet
Ruler: King Brude I
Government: Kingship
Centralization: Tight Federation
Tech. Level: Late Iron Age
Religion: Celtic Polytheism
Army (Training): 24 thousands (Normal)
Navy (Training): None yet
Economy: Good Enough
Leadership (Military/Civilian): Competent/Tolerable
Infrastructure: Tolerable
Education: Illiterate
Culture: Strongly Cultured
Confidence: Loving
Projects:
Nation Background: The Picts have lived in northern Alba since the beginning of time, and never have they been united until now, when Dal'Riata threatened them all.

Frankland
Capital: None yet
Ruler: Konig Childeric II
Government: Kingship
Centralization: Loose Federation
Tech. Level: Late Iron Age
Religion: Germanic Polytheism
Army (Training): 18 thousands (Normal)
Navy (Training): 5 ships (Tolerable)
Economy: Not Bad
Leadership (Military/Civilian): Competent/Tolerable
Infrastructure: Pathetic
Education: Dumb
Culture: Untrusting
Confidence: Respecting
Projects:
Nation Background: Formed by the Franks a few years after their defeat at Rhenish hands at Tribur, this confederation might or might not last long, possessing external and internal problems combined with much potential. And so far, it is fulfilling its promises, having participated in the Partition of Rhineland.

Garamantes
Capital: Sabha
Ruler: Refctari
Government: Kingship
Centralization: Unitary with Exceptions
Tech. Level: Early Empire Age
Religion: Berber Polytheism (tiny Phoenicean Polytheist minority)
Army (Training): 18 thousands (Tolerable)
Navy (Training): None yet
Economy: Good Enough
Leadership (Military/Civilian): Tolerable/Barely Tolerable
Infrastructure: Good
Education: Educated
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Nation Background: The Garamantean tribes, though stil largely barbaric, have been thoroughly influenced by the Carthaginians in the recent days and now formed a pro-Carthaginian state. A recent civil war is, actually, still ongoing, but a truce has been signed and a semblance of peace is being maintained... for now.

Egypt
Capital: Thebes
Ruler: Ramses V
Government: Imperial Republic
Centralization: Unitary
Tech. Level: Early Empire Age
Religion: Egyptian Empire-Cult (small Mosesist minority)
Army (Training): 36 thousands (Normal), 15 levy thousands (Tolerable)
Navy (Training): 9 ships (Better)
Economy: Richest
Leadership (Military/Civilian): Better/Incompetent
Infrastructure: Improving
Education: Educated
Culture: Uberpatriotic+1
Confidence: Admiring
Projects: The Great Harbours (+1 Economy, +20 ships) (6/7)
Nation Background: Egypt has, a few decades ago, waged and won a series of wars that restored much of the old, pre-Civil War empire. With the recent end of Pharaonic reign, the new Imperial Republic made much early gains, but a botched coup attempt, the illness and death of its leader and the Lucan invasion brought it to the brink of collapse. Only through mobilization of all available resources and massed foreign intervention was Egypt was saved from certain doom, though the northern lands were eventually reclaimed. Isolationism is increasingly popular.

Israel
Capital: Yida
Ruler: David III
Government: Mercantile-Parliamentary Monarchy
Centralization: Tight Federation
Tech. Level: Early Empire Age
Religion: Mosesism (tiny Greek Polytheist minority, tiny Zoroastrian minority, tiny Phoenicean Polytheist minority, medium Mithraist minority)
Army (Training): 9 thousands (Professional), 4 levy thousands (Normal)
Navy (Training): 2 ships (Elite+1)
Economy: Very Poor
Leadership (Military/Civilian): Competent/Competent
Infrastructure: Improving
Education: Educated
Culture: Divided
Confidence: Hateful
Projects:
Nation Background: The Israelis, once known for their militancy and ferocity, were less and less a nation of warriors, and ever more a nation of merchants until the recent triumph of the zealists at the royal court. But its army was insufficient for the ambitious goals set, and after some impressive early gains it was pushed back by an international coalition. The end is drawing near.

Charatian League
Capital: Mandalaputra
Ruler: shannu Linusys I
Government: Feudalism
Centralization: L:eague
Tech. Level: Early Empire Age
Religion: Xiong-nu Polytheism (large Mithraist minority)
Army (Training): 21 thousands (Good)
Navy (Training): None yet
Economy: Good Enough
Leadership (Military/Civilian): Better/Incompetent
Infrastructure: Tolerable
Education: Tolerable
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Nation Background: Charatians, or southernmost Xiong-nu tribes, were invited by Razh Thamasap Sasani during the last days of Bactrashan Empire to help him defend his lands. Bactrasha has fallen, but the Charatians are still "defending" some of the lands, and don't look eager to surrender any of those.

Bod
Capital: Lhasa
Ruler: Sa-phags Bka'-ras-pa
Government: Kingship
Centralization: Unitary
Tech. Level: Early Empire Age
Religion: Kalingan Hinduism (tiny Confucianist minority, tiny Sanghist minority)
Army (Training): 5 thousands (Tolerable)
Navy (Training): None yet
Air Force (Training): None yet
Economy: Bankrupt
Leadership (Military/Civilian): Incompetent/Competent
Infrastructure: Good
Education: Educated
Culture: Average
Confidence: Respecting
Projects:
Nation Background: Bod was forcefully thrown out of its isolation by the Tufanese conquerors half a century or so ago. With the fall of Tufan, the Chinese have restored Bod, but the state is badly damaged and facing an identity crisis.

Chosonian Rebels
Capital: None yet
Ruler: Manhae
Government: Oligarchy (provisional)
Centralization: Loose Federation
Tech. Level: Middle Empire Age
Religion: Chosonian Polytheism (tiny Shintoist minority)
Army (Training): 5 thousands (Better), 8 levy thousands (Tolerable)
Navy (Training): None yet
Economy: Poor
Leadership (Military/Civilian): Competent/Tolerable
Infrastructure: Efficient
Education: Well Educated
Culture: Devoted
Confidence: Admiring
Projects:
Nation Background: Choson had a tumultous history, first being nearly annexed by China only to be peacefully joined with Nagasaki in the Empire of the Rising Sun. As Nagasaki became more and more tyrannic towards the Western Sub-kingdom, the Chosonians, using Rising Sun's weakness, rose up in arms.

Empire of the Rising Sun
Capital: Hamamatsu
Ruler: General Kodama Soichiro
Government: Military Dictatorship
Centralization: Confederation
Tech. Level: Middle Empire Age
Religion: Shintoism
Army (Training): 9 thousands (Elite), 8 levy thousands (Normal)
Navy (Training): 2 ships (Professional)
Economy: Not Bad
Leadership (Military/Civilian): Tolerable/Barely Tolerable
Infrastructure: Great
Education: Perfect
Culture: Patriotic
Confidence: Tolerating
Projects: Rising Sun (secret. You people aren't worried that I might forget what the projects were supposed to do?) (Done!), Time of the Rising Sun (secret) (2/9)
Nation Background: Also known as Nagasaki-Choson, the Empire of the Rising Sun is a new regional power in the region. A traditional enemy of Han China , the Empire has shocked the world by allying with the Chinese and attacking their former Khmer allies. Though now, it is facing defeat, it was not before the Khmers lost the fruits of many years of labour that they managed to mount an efficient, decisive counter-attack.
 
Misc.:

Wars:
Oriental/Fourth Transpoenic War: Carthage, Garamantes, Hellenic Empire, Hunnia, Israel, Burebistatuza vs. Luca, Parhae, Kalinga
Eastern War: Rising Sun Empire vs. Khmer Empire, Kalinga
Northern War: Nortugal vs. Copenhagen

Alliances:
Carthaginian Alliance: Carthage, Garamantes
Kalingan-Khmer MPP
Celtic League: Aquitaine, Cymru
Cymru-Rhenish Alliance: Cymru, Rhineland
Chinese Empire: Han China, HK SAR, Dian SAR

NAPs:
Parhaen-Charatian NAP

Diplomatic Agreements:

UUs:
Han China: Chosen Ma Bing - fanatical, yet flexible Korean cavalry.
Olmecia: Jaguar Warriors - agile light infantry, the best in skirmishes and maneuvers.
Rome: Praetorian Cavalry - the descendant of the Praetorian Cohorts, these are elite multi-task heavy cavalry units.
Khorvashid Luca: Royal Companion Cataphracts - flexible heavy cavalry, very loyal.
Khmer Empire: Imperial Marines - an elite fighting force specialized in naval and coastal battles.
Carthage: Imperial Stormtroopers - well-trained, fanatical and ruthless, they know no mercy and they never surrender.
Armorica: Sol Dragonii - awe-inspiring medium-heavy cavalry.
Egypt: Haram-El - the elite Egyptian infantry corps (NOTE - 4 per eco. point).
Kalinga: Engineering Corps - masters of engineering, they are very useful in warfare in harsh conditions but are nifty elsewhere as well.
Huancac: The Sun-Touched - berserk fanatics with spears and nets, they are a most frightening sight to behold.
Rhineland: Berzerkers - MORE berserk fanatics! :p
Copenhagen: Nerthusian Berserkers - even more berserk fanatics, specifying in seaborne raiding.
SAR: ch'in - combined arms backbone unit of the SAR army
Hunia: Hunnish Horsemen - warriors from their very birth, the Hunnish Horsemen are a most formidable cavalry force, maneuverable and powerful.
Trade Federation: Parasite Warship - light, maneuverable vessels outfitted to capture enemy ships.
Israel: Zealots - fanatical warriors ready to die for Israel in a heartbeat.
Rising Sun: Asahi Ships - stronger and more agile than normal ships, built drawing on the lessons of the war with Khmeria.

Players:
- North King
- Sheep
- Kal'thzar
- alex994
- Finmaster
- Symphony D.
- erez87
- Disenfrancised
- Insane Panda
- andis-1
- emu
- Israelite9191
- Grandmaster
- JessicaKathrinn
- silver 2039
- Lord_Iggy
- Toteone
- Reno
(18/20)

Scapegoat-for-the-turn: Someone. Not sure yet.
 
Reserved just in case I will need to reserve something, which I probably won't, but anyway.
 
By the Order of Polarbearum, the Polar Bear Diety That Watches Over All The NESes, I Most Officially Must State...

...that you can post now.
 
Confirming Rome! Heheheheheh!

EDIT: First Post! w00t!
 
Mmmh....... Ill start in Sparta. ill edit stats here. just making sure i got a place reserved
 
das makes the stats, stalin.

You're CLOSING YOUR NES NOOOOOO, right? You just posted to that effect on another thread....
 
Thank god I got up early, overwise I don't think I'd be able to sign up for this.

I'd like something if possible in the green zone over in India.
 
Dachspmg is right, I do the stats. Rather, give me an outline of your nations, and perhaps some ideas of how is it likely to develop in its early days.
 
Start me out in Israel/Palestine. That is not what I'm calling it, though.


Luca


The earliest origins of the the people of Luca are not known; but according to legends written down in the Great Hall, the first Lucans were a group of nomads who crossed the Hellespont into northern Anatolia Thus, we can assume they are Indo-European in origin.

Luca is ruled by the Grand Vizier Achae, who's royal palace lies in the grand capital of Astya, on the coast the Lucans call the, "Sheltered Coast."
According to legend, it has this name because compared to where their ancestors had came from, the coast of Luca was much more calm and peaceful, and thus the early people felt sheltered there.

The Grand Vizier Achae is the Chief of a council of twelve men, the bravest and the most genius of all Imperians. The council, which by Lucan toungue is called the "Magi," meets everyday to decide the course of their nation. The Grand Vizier is chosen from among the Magi. He is thought to be the strongest and wisest of all Lucans and he serves as Vizier until his death, when the Magi meet to elect a new Grand Vizier from among their ranks.

Luca is a strong union of city-states that are all ruled by the Grand Vizier and the Magi. They all share a common culture, language, and heritage. Luca is unique in the fact that it does not yet have a state religion, or any sure religion at all. Religion has not been a very important part of Lucan life for hundreds of years. But recently, there are whispers among the Lucans that the Gods, whoever they are - are upset with them. The Grand Vizier had ordered the Magi to find God and so far, they are still searching.

But in Astya, the son of the Ardashir the Magi, is born. Unknowest to the world, this boy would give Luca it's purpose... and lead it to it's destiny.​
 
Drake, from the looks of it, you're the third person there... Ah well, even better. Where exactly?
 
Towards the south, near the border of the zone if possible.
 
Hmm can I start in the Balkans,I want to make a great Balkan Federation?

Also about the economy system,so if have an Monoploy I could still only spend two points?
 
Wow, there are already 11 players. Four more and it's capped.
 
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