StNNES III: Ruins of Empires

North King

blech
Joined
Jan 2, 2004
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StNNES III: Ruins of Empires

Welcome to the third installment of the StNNES series.

TABLE OF CONTENTS (By Post#):

1: Rules
2: Player Nation Stats
3: NPC stats and current map
4: Timeline
5: Trade Routes and Famous Battles
6: First and Greatest Achievements of Civilization.

Rules

Economy for each nation is represented by a word. The sizes go: Depression, Recession, Failing, Stable, Growing, Prosperous, and then Outstanding. If you go above and beyond, then it will be reflected by a +#, the number referring to how many levels above Outstanding you have. Saying how you increase it makes me more likely to give special bonuses, so you will want to do that. You must increase your economy by expanding, conquering, or trading. In the early ages you may also expand economy by building roads and hiring tax collectors, in which case you cannot increase anything else the same turn.

Your military is represented in numbers. When you increase your army, it will be increased by a certain number, determined by the age of your nation. Your army may grow without you saying so (unless you say for it not to happen) by volunteers joining, or through random events, though it will not be by much. Same goes for navy.

A new addition to the military section of this NES is Great Leaders. These men (and in some cases, women), will multiply the effectiveness of your fighting forces immensely. To get a Great Leader is no small task. The only ways to get them are through a random event triggered by a good story (the most likely, but still unlikely way), or through a historical event (less likely, but more dependable... if you know your history). To use them, have in your orders “Move army led by Great Leader to such and such an area”, for example. Of course, that won’t win you a battle. Great Leaders merely augment the force. You still need to develop good strategy and tactics for the encounter...

You can also build roads between your cities, and will be represented on map. These will help you should you have to move a lot of troops over long distances (less tired to fight) or when you are invaded. However, if you are invaded it could be tragic as well with the enemies capturing your roads. They increase your economy (you have a chance of gaining economies here and there should you have many roads), and they make your people happier. You may destroy roads whenever you like. You may only build one road (from one city to the other) a turn, and they cost an economy level, or you can have your army build them (at least 100 men per road needs to be working, meaning not fighting), then it will be free but you army hates you more, but are more disciplined. So it swings both ways again.

NOTE: Expansion will be extremely slow in this game, to reflect reality, especially in the ancient age. Also, watch out for real life events (example: America when Europeans came)

You can make a wonder, the time it takes depends on what the wonder is or does, what age we are in, how your economy is like, and the overall stats of your nation. Only 3 per age per nation.


Conscription is not possible for a while.
Mobilization is not possible for a while.

Education is available to increase once you learn writing. To increase takes an economy, and that represents building schools or implementing new doctrines of learning. It can, of course, increase by random events.
The levels are: Idiotic, Ignorant, Poor, Average, Smart, Wise, Enlightment.

The training of your armed forces will go down by one level each time you upgrade your army or navy to a new age. Same goes for air force when we get there.
Training your armed forces is not possible for a while.

You can still set up trade routes, however they are a little different. You can only set up an unlimited number of official trading routes. To open up a trade route, both nations must agree to it. To open a route it costs two economies. You gain an economy each turn, and if you have a main luxury (silks from China would be a luxury to Sumer and Indian spices would be a luxury to Rome) you gain two economies every three turns.

NOTE: I will be strict on the luxury trading. This means luxury trades will most likely be very hard to get, and very hard to keep.

Also, main routes, either main official routes the countries are running or unofficial but lucrative routes will be represented on the map. If they run overland through your nation, you can order them seized, however, this will not make the people on either side of the route like you, and it will likely drive the route out through another path. At sea you can harass and pirate the trade routes, however, intercepting them is not going to be so likely, they will often defend a bit better, however, there is more chance of the organizers of the trade route not finding out about it.

Addtion: Centers of Trade are cities which have such an enormus amount of riches flowing through them that they can fully be considered hubs of trade, represented by a square on the map. Cities like Constantinople, Copenhagen, London, Alexandria, Chengdu, Calicut, etc. in the real world. The trade through these cities makes the country so much off of tarriffs that every three turns they add a(several) bonus economy level(s). Multiple asterisks after especially lucarative centers indicates how many bonus levels. These cities are hard to get, hard to keep, and nearly impossible to conquer, as conquest dries up local trade significantly.

Farmland will begin to show up on your map and a stat with a number will appear in your stats. Farmland will appear randomly, and may disappear randomly, and can be thought of as areas in the world where agricultural production is at its peak. Farmland can be used as economic points that you gain every turn. So if you have Farmland of 7, you can use 7 economic points each turn that you have it. The problem – the one time you start to use it, your people will become dependent on it. This means if anything is to happen – a new bug, drought, famine, foreign occupation – anything, then your people can really be affected by the loss of the farms. The less you use it, the less your people will become attached to it. Farmland are like squares of different shades of green on the map – the different shades mean nothing, its just for looks, but the amount of squares you have is the amount of points in your template.

An asterik (*) will appear by your nation's name should you be experiencing a huge trade increase (non-official) with other nations, or you are conquering or just got done conquering some land. It represents the extra money you get from trading, or the extra land/population/slaves you get from conquering nations. Usually you can upgrade two things per economy with it, but sometimes more, and sometimes less. It will last a couple turns after you conquer a nation (and during), or as long as you are trading so much. It can be taken away just as quick as it is given. Think of it as a golden age, just that once it is gone, you can regain it again if you’re good enough.

UU’s can be made, one per age, for each nation.

Governments must keep in line with the age. You may make up any kind of government you want, though it is up to me to determine if it is the right age for it.

Category is another new idea, this is essentially how your government’s politics and ideals translate into the real world. It will change one way or another automatically with some decisions you make relating to the government, and will certainly change if you change your government type drastically. It is generally an analysis on the state of the politics of your nation, for example “Liberal Capitalism”, “Authoritarian Communism”, “Religious Theocracy”, etc.

Religion and Culture are closely intertwined and they have a huge significance in the greater scheme of things. If you were to create a strong, influential religion, then your culture would shoot up, you would have a strong influence over all those who converted to your religion, and your populace would be more loyal. A strong religion means a strong culture, and a strong culture can do all sorts of nifty things like make your people more resistant to foreign invasion and your army fight harder. If you don’t want to be bothered to make your own, then you can stick to generic polytheisms, though they will not gain you much in any category, or convert to another unique religion, though this will likely result in religious turmoil for a while, and probably a group that will follow your lead and convert and another that will not.

Religion, however, is not the only way to increase your culture. Culture can be increased by many things: a spectacular wonder, a golden age, certain scientific discoveries, an archaeological find (in the Modern Age, at least), are all ways to increase culture. If you think you have an innovative way to increase it, don’t hesitate to put it in your orders.

NOTE: A strong religion requires a lot of writing. You have to specify its main doctrines, gods, etc., else it will be viewed by the masses as a very stupid and undetailed religion. They are looking for answers, after all, that is what a religion is for. This is a Story based NES, you realize.

You can make a nation wherever you want, however, starting in the Americas is not recommended, due to the fact that they will lag far behind in technology and be very vulnerable when encountered by old worlders.

I like stories, I like to read stories, and they make your nation more likely to receive positive random events, and as a bonus they generally make you more interested in your nation, me more interested in your nation, and me more likely to update the NES. However, I’m aware that some people lack the skills and/or the time. So they are not required. But Encouraged.

To join, just ask.

NEW RULES:

Centers of Trade (see above), September 25, 2004.
 
Player Countries:
* after a country name denotes a "Golden Age" of sorts, the country may buy everything at half price.

Nation: Arizona
Ruler/Player: Cartilles/NPC
Government: Republic
Category: Liberal Democracy
Age: Age of Enlightenment
Economy: Stable, Uncontrolled
Army: 450 spearmen, 300 archers, 400 legionaries
Navy: 15 Caravels
Great Leaders: N/A
Religion: Cult of the Sacred Bull (sun sect)
Culture: Okay
Education: Mediocre
UU:
Arizona Cardinal - The Cardinal is a fleet-footed infantry-like unit, that excels in the desert and highland conditions of the Rockies. They can equip a bow&arrow if needed, but prefer to fight in the frontlines. They are not as well disciplined as some, but the "patriotism they carry in their hearts supposedly makes up for this...
Wonders: The Arizona Grand Roadway (links every Arizona city with a road, +2 eco's) (1/7)

Nation: Empire of China*
Ruler/Player: Chiuang Dynasty/alex994
Government: Beauracratic Monarchy
Category: Moderate Tyrrany
Age: Age of Enlightenment
Economy: Stable, Uncontrolled, 4 Farmland
Army: 1500 Spearmen, 1500 UU, 1800 swordsmen, 10 catapults, 500 pavaise crossbowmen, 1000 Mounted Crossbowmen, 2000 volunteers
Navy: 140 Fu'Chan, 5 Flying Tiger Warships
Great Leaders: Hong Wu
Religion: Laosim (official), Hinduism, Chinese Polytheism
Culture: Good
Education: Beyond Enlightenment
UU: Chinese Noble Cavalry(Members of the Chinese Nobility, they are extremely well armed and trained. They are master horsemen and do not have the hindarances of the chariots.)
Wonders: Shang Irrigation System(more farms and canals, +3 eco) Complete!
Terracotta Army (+1 culture +2 Light Horsemen) Complete
Chinese Cultural Splendor (Gets the people of China to become more patriotic, industrious, and VERY liberal. +1 economy as well) Complete
Qu Hai THIS IS TOP SECRET!!! COMPLETE!!!

Nation: Egypt*
Ruler/Player: Aset Dynasty/Cuivienen
Government: Liberal Monarchy
Category: Religious Theorocracy
Age: Age of Enlightenment
Economy: Outstanding, Uncontrolled, 3 farmland
Center(s) of Trade: Palmyra* (2/3)
Army: 650 Spearmen, 450 archers, 700 Horse Archers, 700 swordsmen, 500 volunteers, 2300 UU
Navy: 160 Quinquiremes
Great Leaders: Ptolemy (deceased), Khenemetaset (deceased)
Religion: Tripartianism (official), Judaism, Cult of the Sacred Bull.
Culture: Dominating
Education: Enlightenment
UU: UU – Soldiers of Isis (Description: The gradual morphing of the Cult of Isis into a sophisticated, three-god religion has led to the most fanatical supporters of Isis establishing a military branch in service to Isis and the Pharoah. They are fanatical soldiers who believe that Egypt must grow and expand in order to increase the glory of Isis and spread knowledge of her and wariness of her enemy, Set. They are all trained in the Art of War as taught to them from great eastern tomes of knowledge and combine Egyptian swordsmanship, religious zeal and eastern martial arts and discipline to make them the most formidable fighting force in all of the known world.)
Wonders: Nile Irrigation Project (+3 Economy, Better farming) Complete
Imperial Road System (will construct a road between every existing Egyptian city at the time of its completion as well as a road to Petra.) COMPLETE!
Sandstone City of Petra (+2 economy +1 Education) COMPLETE!
Red Sea Canal (+3 Economy, Canal) Complete!
Golden Shrines (effects secret) (3/10)

Nation: Fatehpur Caliphate*
Ruler/Player: King Akbar/Insane_Panda
Merchantile Republic
Category: Liberal Merchantilism
Age: Age of Enlightenment
Economy: Growing, Uncontrolled
Centers of Trade: Dijibouti** (1/3), Baghdad* (3/3)
Army: 1900 Spearmen, 800 archers, 1300 Light Horse, 15 catapults, 500 swordsmen, 900 horse archers, 400 camel riders
Navy: 110 Galleys, 130 Baggalas, 335 UU
Great Leaders: N/A
Religion: Islam, Hinduism, Buddhism, Shiism, Tripartianism
Culture: Dominating
Education: Beyond Enlightenment
UU: Xebec -- See front page.
Wonders: The Kabaa (+3 Education, +3 Economy - Brings monotheistic people from around the Middle East to come and pray in Mecca) COMPLETE!
The Haaj: A pilgrimage Muslims around the world make every year. Brings in Muslims who stay in Mecca, thus increasing our economy. Some of them also choose to stay in the Caliphate and join the army Effects: +2 Economy, +2000 Horse Archers (2/8)
The Grand Markets of Djibouti (+3 Economy +1 Education +1 Culture +100 Naval UU) COMPLETE

Iroquois
Ruler/Player: ? / Amenhotep7
Tribal Confederation
Catagory: Liberal "Democracy"
Age: Iron Age
Economy: Recession, Uncontrolled
Army: 700 spearmen, 400 archers, 400 Braves, 1000 Longhouse Riders, 1000 Longhouse Warriors
Navy: 15 caravels
Great Leaders: N/A
Religion: Animism
Culture: Decent
Education: Idiotic
UU:
Wonders: N/A

Nation: Jutland
Ruler/Player: ?/Norseone
Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Stable, Uncontrolled
Centers of Trade: Copenhagen* (1/3)
Army: 500 spearmen, 200 archers, 200 Swordsmen
Navy: 80 UU
Great Leaders: N/A
Religion: British/Norse Polytheism
Culture: Okay
Education: Poor
UU: Longboat: Fast, shallow bottomed, tough oceanfaring craft.
Wonders: N/A

Khazaria*
Ruler/Player: Prophet-Khagan Sharon/das
Divine Monarchy
Category: Moderate Monarchy
Age: Age of Enlightenment
Economy: Failing, Uncontrolled, 3 farmland
Army: 2400 Spearmen, 1900 archers, 900 UU, 700 Swordsmen, 600 Horse Archers
Navy: 5 Galleys
Great Leaders: Prophet-Khagan Sharon I
Religion: Judaism (official), True Monotheism (official)
Culture: Overpowering
Education: Wise
UU: Baghators (Heavy cavalry armed with swords and bows, well-trained, raises morale of nearby troops. May charge without orders.)
Wonders: City of Itil (+1 Culture, +2 Economy (due to the encouragement of fishing)) COMPLETE!
Fortress of Itil (a mighty stone wall surrounding Itil, +100 Spearmen, +100 Archers, +1 Culture). COMPLETE
Heavenly Mandate (fortifies belief in Khazarian government, increases moral, +1 Education, +1 Culture, +300 UU) COMPLETE!
The Holy Army (+1000 Baghators (UU), +1000 Swordsmen, +1000 Spearmen, +1000 Archers, +1000 Steppe Nomads) (4/12)

Kush
Ruler/Player: Queen Shiva/erez87
Monarchy
Category: Conservative Monarchy
Age: Classical Age
Economy: Depression, Uncontrolled
Army: 500 Spearmen, 500 archers, 500 Camel Riders, 3800 UU
Navy: 100 Triremes
Great Leaders: N/A
Religion: Tripartianism, Ku****e Polytheism, Hinduism
Culture: Okay
Education: Poor
UU: Freedors - Comes in much much bigger numbers than any other infantry. Has no real training but is all devoted to the freedom of Kush and it's colonies. Can pop up more troops by itself (joiners) across all the empire.
Wonders: Kush Naval Expansion (upgrade all ships i got to laytest age, +150 ships) (4/5)

Nation: The Mongol Horde*
Ruler/Player: Mongol Republic/ PERMANENT NPC
Government: Republic
Category: Conservative Democracy
Age: Age of Enlightenment
Economy: Failing, Uncontrolled, 3 farmland
Centers of Trade: Karakorum* (2/3)
Army: 1100 Spearmen, 3100 archers, 5000 UU, 500 Heavy Guard, 2500 Horse Archers
Navy: N/A
Great Leaders: Mongke
Religion: Mongol Polytheism (official)
Culture: Dominating
Education: Too High. I'm not even joking.
UU: Demons of Karaz: Fanatical Warriors raised from birth to believe they are Demons sent by Tengri (God) to kill, and only to kill. Basically the Former Khulans, except trained from birth.
Wonders: Glory of the Steepes: (This Wonder would draw the barbarian hordes away from fighting for themselves and rather, for the Golden Horde. Also a great bastion for the Higher beings above.) COMPLETE!
Power of the Steppes: (Effects Secret) COMPLETE
Wealth of the Steppes: (Classified Again) COMPLETE!
Honor of Karakorum [*secert*] COMPLETE

Nation: Tibet
Ruler/Player: Contemptuous vassal
Monarchy
Category: Liberal Tyranny
Age: Classical Age
Economy: Growing, Uncontrolled
Army: 500 spearmen, 200 archers
Navy: 5 galleys
Great Leaders: N/A
Religion: Mix
Culture: Okay
Education: Poor
UU:
Wonders: Sang-po (effects unknown) (3/4)

Nation: Timurid Empire (Western Mongol)
Ruler/Player: Contempt/NPC
Government: Absolute Monarchy
Category: Moderate Tyrrany
Age: Classical Age
Economy: Stable, Uncontrolled
Army: 500 Spearmen, 500 archers, 1000 Cataphracts, 500 swordsmen, 800 UU
Navy: 15 quinqiremes
Great Leaders: Shah Rukh
Religion: Zorastrianism, Cult of the Sacred Bull, Mongol Polytheism (official), Hinduism
Culture: Good
Education: Wise
UU: Demons of Karaz: Fanatical Warriors raised from birth to believe they are Demons sent by Tengri (God) to kill, and only to kill. Basically the Former Khulans, except trained from birth.
Wonders: Altan: (+3 education) (1/4)

Nation: Novgorod*
Ruler/Player: ?/das or Gelion, apparently we don't know yet...
Monarchy
Category: Liberal Aristocracy
Age: Classical Age
Economy: Stable, Uncontrolled
Centers of Trade: Novgorod* (2/3)
Army: 1500 Spearmen, 500 archers, 1800 UU, 200 Noble Cavalry
Navy: None
Great Leaders: N/A
Religion: True Monotheism (official), Trueworship, Cult of the Sacred Bull, Druidism
Culture: Good
Education: Poor
UU: Slavic infantry - Slavic Infantry is a well-equipped foot warriors able to fight with both swords and archers. They march long distances if nesessary and are used to hardships. Also most are equipped with "Russian Chainmail Cuirass" - a handmade chainmail cuirass with metal plates- very good armour for any times.
Wonders: "One Nation" - (should enable my dinasty aquire the throne of Danes and unite the two nations. Even if not all Danes join still our nation will celebrate.) (4/7)

Picts*
Ruler/Player: Wallace/Conehead
Tribal Consil
Category: Moderate Monarchy
Age: Classical Age
Economy: Outstanding, Uncontrolled, 2 farmland
Army: 1500 Spearmen, 1000 archers, 2000 UU, 15 seige weapons, 300 Light Horse, 40 chariots
Navy: 215 Caravels
Great Leaders: N/A
Religion: Druidism (official), Cult of the Sacred Bull
Culture: Good
Education: Idiotic
UU: Highlanders- Fast troops, armed with spears and short swords. good at hiding in forests and ambushing.
Wonders: Great calling (+300 highlanders) Complete
Stonehenge (+2 Culture, +1 Economy) COMPLETE
Grand navy of the Picts (+150 galleys) COMPLETE
Pictish Rebirth- opens schools, theatres, and constructs magnificant buildings will grow my culture and education (+2 culture, +2 education).

Tartessos*
Ruler/Player: King Argantonios/Xen
Government: Federal Republic
Category: Liberal Aristocracy
Age: Age of Enlightenment
Economy: Outstanding+1, Uncontrolled
Centers of Trade: Tartessos* (2/3)
Olisipo* (2/3)
Army: 1600 Spearmen, 1300 archers, 1550 UU, 1200 peasant-fanatics, 200 Numudian Mercenaries, 300 Berber Cavalry, 50 horse drawn artillery
Navy: 30 Caravels
Great Leaders: Leonardo
Religion: Cult of the Sacred Bull (official), Tripartianism
Culture: Imperialistic
Education: Beyond Enlightenment
UU: Contarius: Heavilly armoured on both the horse and the rider; equppied with the finest horses and equpiment; trianed to use the heavy Contos, the sword, the axe, the mace and the bow the Contarius can stand in battle agianst everything from cataphracts and heavy infantry, to light horsemen, and the most determined archers; they are meant to be the pinnacle of military performence in the Modern Tartessian army. Their main (some would say only) two weaknesses are that they are relatively weak against spearmen and they are rather slow on the march and even in battle. For cavalry, at least.
Wonders: Sanctum of the Bull (1000 UU, +3 econ, greatlly increses/augments Tartessian culture in homeland, and abroad) COMPLETE!
Imperial Senate: (binds together the Empire of Tartessos very thouroughly, +2 Culture, Formulates Peasant Fanatics into Tartessian Guard which cannot be grown again without another wonder) (5/10)

Nation: Tyrrhenia
Ruler/Player: Tartessian Puppet State
Oligarchy
Category: Liberal Aristocracy
Age: Iron Age
Economy: Stable, Uncontrolled
Army: 500 spearmen, 600 archers, 600 UU
Navy: 15 triremes
Great Leaders: N/A
Religion: Cult of the Sacred Bull (official)
Culture: OK
Education: Idiotic
UU: Tyrrhenian Axemen, a form of heavy infantry that is adept at hilly, rocky, and mountaous terrain, and at storming cities, and fortifacations
Wonders:
"Grand Hippodrome" (+ 3economy, +300 UU) COMPLETE!
Great Light House of Ostia" (1 free trade routs, +3 economy +5 triremes) 6/11

Nation: Shimazu
Ruler/Player: Daimyo Hakata/Death
Government: Feudalism
Category: Conservative Oligarchy
Age: Classical Age
Economy: Growing, Uncontrolled
Army: 1000 Spearmen, 400 archers, 400 UU
Navy: 30 Galleys
Great Leaders: N/A
Religion: Japanese Polytheism
Culture: Decent
Education: Ignorant
UU: Samurai- Elite warriors,great in all kinds of combat. Armoured and wielding Kitana swords. Trained since birth to fight and serve their leader
Wonders: "Samurai Barracks"- +2 army +2 economy +1000 Samurai (2/7)

Xiongnu (Huns)
Ruler/Player: Bleda/tossi
Government: Tribal Monarchy
Category: Moderate Tyrrany
Age: Classical Age
Economy: Stable, Uncontrolled
Army: 2000 Light Horse, 2000 Horse Archers
Navy: NONE
Great Leaders:
Religion: Steppe Polythiesm
Culture: Good
Education: Ignorant
UU:
Wonders: N/A
 
NPC Countries (A-L):

Nation: Amazonia
Ruler/Player: ?/NPC
Government: Republic
Category: Moderate Democracy
Age: Iron Age
Economy: Stable, Uncontrolled
Army: 800 spearmen, 500 archers
Navy: 60 Canoes
Great Leaders: N/A
Religion: Animism, Cult of the Sacred Bull
Culture: Okay
Education: Poor
UU:
Wonders: N/A

Nation: Ashanti
Ruler/Player: NPC
Monarchy
Category: Conservative Tribal
Age: Classical Age
Economy: Failing, Uncontrolled
Army: 900 spearmen, 200 archers, 1000 swordsmen
Navy: None
Great Leaders: N/A
Religion: Animism
Culture: Okay
Education: Idiotic
UU:
Wonders: Great Capital of the Ashanti (+5 economy, +2000 swordsmen) (3/11)

Nation: Ayutthaya
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Stable, Uncontrolled
Army: 500 spearmen, 200 archers, 1000 swordsmen, 30 UU
Navy: 5 galleys
Great Leaders: N/A
Religion: Hinduism
Culture: Okay
Education: Poor
UU: War Elephants: These are essentially identical to normal elephants, just they do not need access to India or North Africa.
Wonders: N/A

Nation: Bactria
Ruler/Player: ?/NPC
Government: Republic
Category: Moderate Tyranny
Age: Classical Age
Economy: Failing, Uncontrolled
Army: 1900 spearmen, 900 archers, 750 swordsmen, 800 Cataphracts
Navy: 50 Galleys
Great Leaders: N/A
Religion: Zoroastrianism, Hinduism
Culture: Strong
Education: Mediocre
UU:
Wonders: N/A

Nation: Benin
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Failing, Uncontrolled
Center of Trade: Obo* (2/3)
Army: 500 spearmen, 300 archers, 400 Light Horse
Navy: 30 Galleys
Great Leaders: N/A
Religion: Animism
Culture: Okay
Education: Ignorant
UU:
Wonders: N/A

Nation: Brittany
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Failing, Uncontrolled
Army: 500 spearmen, 200 archers, 300 Light Cavalry
Navy: 75 caravels
Great Leaders: N/A
Religion: Cult of the Sacred Bull
Culture: Okay
Education: Mediocre
UU:
Wonders: N/A

Nation: California
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Bronze Age
Economy: Stable, Uncontrolled
Army: 700 spearmen, 300 archers, 100 light Horse
Navy: 30 Galleys
Great Leaders: N/A
Religion: Animism
Culture: Okay
Education: Ignorant
UU:
Wonders: N/A

Nation: Carthage
Ruler/Player: Hannibal Barca/NPC
Government: Oligarchic Republic (Council of Elders with a ruling melek)
Category: Conservative Oligarchy
Age: Classical Age
Economy: Depression, Uncontrolled
Centers of Trade: Carthage* (2/3)
Army: 950 Spearmen, 300 archers, 700 Spartan Hoplites (Sacred Band)
Navy: 25 Galleys, 35 UU, 60 Privateers
Great Leaders: N/A
Religion: Cult of the Sacred Bull (official), Tripartianism, Hellenism, Berber Polytheism
Culture: Good
Education: Poor
UU: Carthaginian Quinquereme: A trireme, but with 5 banks of oars instead of 3, but also a very heavy assault ship, these are the true masters of the mediterranean. Equipped with skilled heavy Archers and Pheoni Marines (note: just basic carthaginian spearmen, but better training), it is a perfect Ship for naval warfare. The ship is slow, but still very powerful... The Dreadnought of its day..
Wonders: Great Port of Carthage (+2 econ, 2 free trade routes) 6/7

Nation: Champa
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Iron Age
Economy: Stable, Uncontrolled
Army: 500 spearmen, 200 archers, 300 Light Horse, 300 Swordsmen
Navy: 5 galleys
Great Leaders: N/A
Religion: Hinduism
Culture: Okay
Education: Ignorant
UU:
Wonders: N/A

Nation: Cholas
Ruler/Player: NPC
Monarchy
Category: Moderate Aristocracy
Age: Classical Age
Economy: Stable, Uncontrolled
Army: 800 Spearmen, 200 archers, 400 Swordsmen
Navy: 155 Galleys
Great Leaders: N/A
Religion: Hinduism
Culture: Okay
Education: Mediocre
UU:
Wonders: N/A

Nation: Coast Salish
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Bronze Age
Economy: Stable, Uncontrolled
Army: 500 spearmen, 300 archers, 100 Light Horse
Navy: 50 Galleys
Great Leaders: N/A
Religion: Animism
Culture: Okay
Education: Ignorant
UU:
Wonders: N/A

Nation: Dacia*
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Iron Age
Economy: Recession, Uncontrolled
Army: 800 Spearmen, 500 archers, 1000 UU
Navy: 5 Galleys
Great Leaders: N/A
Religion: Cult of the Sacred Bull
Culture: Okay
Education: Idiotic
UU: Falxmen: Essentially barbarians, but experts at carving paths through formations. Can raise a eerie warcry that frightens enemies and encourages their other men.
Wonders: N/A

Nation: Dai Viet
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Stable, Uncontrolled
Army: 1000 spearmen, 750 swordsmen, 500 archers, 500 light horse
Navy: 5 galleys
Great Leaders: N/A
Religion: Hinduism
Culture: Okay
Education: Ignorant
UU:
Wonders: N/A

Nation: Dravidia
Ruler/Player: NPC
Monarchy
Category: Liberal Monarchy
Age: Classical Age
Economy: Stable, Uncontrolled
Centers of Trade: Calicut** (1/3)
Army: 700 Spearmen, 400 swordsmen, 250 archers, 60 War Elephants
Navy: None
Great Leaders: N/A
Religion: Hinduism
Culture: Okay
Education: Mediocre
UU:
Wonders: N/A

Nation: Ethiopia
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Iron Age
Economy: Depression, Uncontrolled
Army: 500 spearmen, 900 swordsmen, 200 archers, 600 Light Horse, 300 Cataphracts
Navy: None
Great Leaders: N/A
Religion: Tribal
Culture: Okay
Education: Idiotic
UU:
Wonders: N/A

Nation: Finland
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Stable, Uncontrolled
Army: 500 spearmen, 200 archers, 500 UU
Navy: 5 galleys
Great Leaders: N/A
Religion: Lapplander
Culture: Okay
Education: Mediocre
UU: Ski Infantry: To most people other than Finns, gliding across the snow on two thins slats of wood is nothing short of insanity. They share no such inhibitions, though.
Wonders: N/A

Nation: Garamantes*
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Failing, Uncontrolled
Centers of Trade: Fezzan* (3/3)
Army: 1000 spearmen, 1400 archers, 2200 UU, 700 camel riders
Navy:
Great Leaders: N/A
Religion: Polytheism
Culture: Okay
Education: Ignorant
UU: Four Horse Chariot - While it would seem that a chariot is useless in this age of modern combat, in reality it makes a much more stable fighting platform than a horse and is quite efficient in the Sahara.
Wonders: N/A

Nation: German Union
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Recession, Uncontrolled
Army: 2000 spearmen, 1000 archers, 1400 axemen, 1400 Light Horse
Navy: 25 galleys
Great Leaders: N/A
Religion: Arianism, Cult of the Sacred Bull
Culture: Strong
Education: Idiotic
UU:
Wonders: N/A

Nation: Gothic Empire*
Ruler/Player: NPC
Monarchy
Category: Moderate Aristocracy
Age: Iron Age
Economy: Recession, Uncontrolled
Army: 700 spearmen, 300 archers, 1000 UU
Navy: 5 Galleys
Great Leaders: N/A
Religion: Cult of the Sacred Bull (official), Hellenism, Gothic Polytheism
Culture: Weak
Education: Ignorant
UU: Visigothic Cavalry - Fast, not so well armored, but still good enough in hand to hand combat to warrant the name "heavy cavalry". They are excellent in their field and very good at smashing infantry formations.
Wonders: Rise of the Goths (+3 UU, +2 Economy) (5/6)

Nation: Huari
Ruler/Player: ?/NPC
Government: Monarchy
Category: Moderate Tyranny
Age: Iron Age
Economy: Failing, Uncontrolled
Army: 1000 spearmen, 500 archers, 500 swordsmen
Navy: 60 Galleys
Great Leaders: N/A
Religion: Solar Worship
Culture: Okay
Education: Mediocre
UU:
Wonders: N/A

Nation: Khmer
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Stable, Uncontrolled
Army: 500 spearmen, 200 archers, 700 swordsmen
Navy: 5 galleys
Great Leaders: N/A
Religion: Hinduism
Culture: Okay
Education: Ignorant
UU:
Wonders: N/A

Nation: Kongo
Ruler/Player: ?/NPC
Government: Monarchy
Category: Moderate Tyranny
Age: Iron Age
Economy: Failing, Uncontrolled
Army: 500 spearmen, 300 archers, 600 swordsmen
Navy: 30 Canoes
Great Leaders: N/A
Religion: Cult of the Sacred Bull
Culture: Okay
Education: Ignorant
UU:
Wonders: N/A

Nation: Kush Free State
Ruler/Player: ?/NPC
Government: Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Depression, Uncontrolled
Army: 800 spearmen, 800 UU
Navy: None
Great Leaders: N/A
Religion: Kush.ite polytheism
Culture: Okay
Education: Ignorant
UU: Freedor Archers: Skilled Bowmen dedicated to the restoration of the merchant republic of Kush, but with an independent streak.
Wonders: N/A

Laos
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Iron Age
Economy: Stable, Uncontrolled
Army: 500 spearmen, 200 archers, 300 Light Horse
Navy: 5 galleys
Great Leaders: N/A
Religion: Hinduism
Culture: Okay
Education: Poor
UU:
Wonders: N/A
 
Extended NPC listing (M-Z)
(Timeline may now be found under Alex's post, if I ever decide to update that.)

Nation: Madagascar
Ruler/Player: ?/NPC
Government: Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Failing, Uncontrolled
Army: 700 spearmen, 500 archers, 500 Light Horse, 200 UU
Navy: 70 Galleys
Great Leaders: N/A
Religion: Xenoism
Culture: Strong
Education: Poor
UU: Elephant Bird warriors: No, they are not birds that look like elephants. What they are is 10 foot tall, 500 pound domesticated birds. The warriors can't ride them, but they do run into battle with their faithful birds, sowing confusion and devastating enemy forces.
Wonders: N/A

Nation: Magadha
Ruler/Player: NPC
Monarchy
Category: Liberal Aristocracy
Age: Iron Age
Economy: Stable, Uncontrolled
Army: 500 Spearmen, 200 archers, 60 War Elephants, 300 Light Horse
Navy: 5 Galleys
Great Leaders: N/A
Religion: Buddhism
Culture: Okay
Education: Ignorant
UU:
Wonders: N/A

Nation: Mali
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Iron Age
Economy: Failing, Uncontrolled
Army: 500 spearmen, 600 Camel Riders
Navy: None
Great Leaders: N/A
Religion: Cult of the Sacred Bull
Culture: Okay
Education: Idiotic
UU:
Wonders: N/A

Nation: Malta
Ruler/Player: ?/None
Government: Corrupt Monarchy
Category: Liberal Tyrrany
Age: Classical Age
Economy: Depression, Uncontrolled
Army: 200 spearmen, 200 archers, 400 archers
Navy: 130 quinqiremes
Religion: Cult of the Sacred Bull, Cult of Isis
Culture: Weak
Education: Ignorant
UU: None
Wonders: N/A

Nation: Makkasar
Ruler/Player: ?/None
Government: Monarchy
Category: Conservative Tyrrany
Age: Iron Age
Economy: Recession, Uncontrolled
Army: 500 spearmen, 200 archers
Navy: 130 galleys
Religion: Hinduism, Animism
Culture: Weak
Education: Ignorant
UU: None
Wonders: N/A

Nation: Medea
Ruler/Player: ?/NPC
Government: Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Stable, Uncontrolled
Army: 500 spearmen, 300 archers, 500 swordsmen
Navy: 30 Galleys
Great Leaders: N/A
Religion: Shiism, Tripartiantism
Culture: Strong
Education: Mediocre
UU:
Wonders: N/A

Nation: Mexico
Ruler/Player: ?/NPC
Government: Republic
Category: Moderate Democracy
Age: Age of Enlightenment
Economy: Failing, Uncontrolled
Army: 800 spearmen, 300 archers, 300 light horse
Navy: 65 Caravels
Great Leaders: N/A
Religion: Cult of the Sacred Bull
Culture: Okay
Education: Mediocre
UU:
Wonders: N/A

Nation: Mississippia
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Bronze Age
Economy: Stable, Uncontrolled
Centers of Trade: Ponchartrain* (3/3), Cahokia* (3/3)
Army: 900 spearmen, 300 archers
Navy: 30 Galleys
Great Leaders: N/A
Religion: Cult of the Sacred Bull, Animism
Culture: Okay
Education: Mediocre
UU:
Wonders: N/A

Nation: Moche
Ruler/Player: ?/NPC
Government: Monarchy
Category: Moderate Tyranny
Age: Iron Age
Economy: Failing, Uncontrolled
Army: 600 spearmen, 400 archers, 800 swordsmen
Navy: 30 Galleys
Great Leaders: N/A
Religion: Solar Worship
Culture: Okay
Education: Poor
UU:
Wonders: N/A

Nation: Olmec
Ruler/Player: ?/None
Government: Absolute Monarchy
Category: Conservative Tyrrany
Age: Iron Age
Economy: Failing, Uncontrolled
Army: 500 spearmen, 200 archers, 150 light horse mercenaries
Navy: 15 canoes
Religion: Blood Cult
Culture: Strong
Education: Ignorant
UU: None
Wonders: N/A

Nation: Orissa
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Stable, Uncontrolled
Army: 600 spearmen, 200 archers, 400 Light Horse
Navy: 5 galleys
Great Leaders: N/A
Religion: Hinduism
Culture: Okay
Education: Ignorant
UU:
Wonders: N/A

Nation: Pagan
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Iron Age
Economy: Stable, Uncontrolled
Army: 800 spearmen, 200 archers, 300 Light Horse
Navy: 5 galleys
Great Leaders: N/A
Religion: Hinduism
Culture: Okay
Education: Idiotic
UU:
Wonders: N/A

Nation: Pandyas
Ruler/Player: NPC
Monarchy
Category: Moderate Aristocracy
Age: Classical Age
Economy: Failing, Uncontrolled
Army: 800 Spearmen, 200 archers, 700 swordsmen, 30 War Elephants
Navy: 45 Galleys
Great Leaders: N/A
Religion: Hinduism
Culture: Okay
Education: Mediocre
UU:
Wonders: N/A

Nation: Persia
Ruler/Player: ?/NPC
Government: Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Recession, Uncontrolled
Army: 1000 spearmen, 500 archers, 1300 UU, 1000 swordsmen
Navy: 30 Galleys
Great Leaders: N/A
Religion: Cult of the Sacred Bull, Tripartiantism, Zoroastrianism, Judaism, Greek Polytheism
Culture: Okay
Education: Mediocre
UU: Toro-Savara: Tartessian influenced cavlary, who try to combine the influences of all the best cavlary in the world. This unfortunately means that while they are moderately good in all aspects, they will not be the fastest (that title going to the Khulans), the best melee (Timurids claim that), or the best horse archers (going again to the Khulans). All around good heavy cavalry, though.
Wonders: N/A

Nation: Rhodes*
Ruler/Player: NPC
Monarchy
Category: Moderate Aristocracy
Age: Classical Age
Economy: Failing, Uncontrolled
Army: 900 UU, 350 archers, 600 Light Horse
Navy: 110 galleys, 70 Fire Galleys
Great Leaders: N/A
Religion: Hellenic Polytheism
Culture: Okay
Education: Poor
UU: Hoplite: Excellent, well armed, well trained heavy infantry.
Wonders: The Colossus (+2 economy, +4 culture) Complete!
The Neo-Hellenic Navy (+200 fire galleys +2 economy) (1/8)

Nation: Roman Empire
Ruler/Player: Aeneas/NPC
Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Stable, Uncontrolled
Army: 400 spearmen, 300 archers, 1000 UU, 400 Light Horse
Navy: 30 Galleys
Great Leaders: N/A
Religion: Cult of the Sacred Bull
Culture: Okay
Education: Mediocre
UU: Legionaries: With Copied Tartessian armor and Tactics, these are the best swordsmen in the New World.
Wonders: N/A

Nation: Sinhala
Ruler/Player: NPC
Monarchy
Category: Liberal Absolutism
Age: Classical Age
Economy: Failing, Uncontrolled
Army: 800 spearmen, 200 archers
Navy: 115 galleys
Great Leaders: N/A
Religion: Hinduism
Culture: Okay
Education: Ignorant
UU:
Wonders: N/A

Nation: Sirivajaya
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Failing, Uncontrolled
Army: 600 spearmen, 300 archers
Navy: 140 triremes
Great Leaders: N/A
Religion: Tribal
Culture: Okay
Education: Ignorant
UU:
Wonders: N/A

Nation: Southern Maya
Ruler/Player: ?/None
Government: City States
Age: Iron Age
Economy: Failing, Uncontrolled
Army: 500 spearmen, 200 archers, 400 UU
Navy: 15 canoes
Religion: Blood Cult
Culture: Strong
Education: Idiotic
UU: Jaguar Warriors: Using a variety of weaponry, including poison darts, Javelines, stone slings, Spears, bows and arrows, these brave and fierce warriors are prepared to die for their glory in battle.
Wonders: N/A

Nation: Syria
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Iron Age
Economy: Failing, Uncontrolled
Army: 400 Spearmen, 300 archers, 300 camel riders
Navy: 5 Galleys
Great Leaders: N/A
Religion: Eyptian Polytheism
Culture: Weak
Education: Idiotic
UU:
Wonders: N/A

Nation: Tarsacan
Ruler/Player: ?/NPC
Government: Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Failing, Uncontrolled
Army: 800 spearmen, 300 archers, 900 swordsmen
Navy: 30 Galleys
Great Leaders: N/A
Religion: Quetzalcoatlism
Culture: Okay
Education: Smart
UU:
Wonders: Rise of the Tarsacan Empire (+1 education, +2 swordsmen, +2 economy) (2/6)

Nation: Teotihuacan
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Iron Age
Economy: Stable, Uncontrolled
Center of Trade: Teotihuacan** (3/3)
Army: 500 spearmen, 300 archers
Navy: 30 Galleys
Great Leaders: N/A
Religion: Blood Cult
Culture: Okay
Education: Poor
UU:
Wonders: N/A

Nation: Thebian Empire*
Ruler/Player: NPC
Monarchy
Category: Moderate Aristocracy
Age: Classical Age
Economy: Failing, Uncontrolled
Army: 300 archers, 1500 UU, 200 cavalry
Navy: 5 Galleys
Great Leaders: Philip II
Religion: Hellenic Polytheism
Culture: Okay
Education: Poor
UU: Hoplite: Excellent, Well Armed, Well Trained, Heavy Infantry.
Wonders: N/A

Nation: Tiahuanuco
Ruler/Player: ?/NPC
Government: Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Stable, Uncontrolled
Army: 500 spearmen, 300 archers, 700 swordsmen
Navy: 30 Galleys
Great Leaders: N/A
Religion: Solar Worship
Culture: Okay
Education: Ignorant
UU:
Wonders: Temple of the Sun (+2 Culture, +4 economy) (2/6)

Nation: Toltecs
Ruler/Player: Quetzalcoatl/NPC
Government: Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Stable, Uncontrolled
Army: 600 spearmen, 300 archers, 1400 swordsmen
Navy: 30 Galleys
Great Leaders: N/A
Religion: Quetzalcoatlism
Culture: Okay
Education: Ignorant
UU:
Wonders: The Return (+4 economy, +4 swordsmen) (2/9)

Nation: Uganda
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Iron Age
Economy: Recession, Uncontrolled
Army: 500 Spearmen, 200 archers, 900 swordsmen, 600 Light Horse
Navy: None
Great Leaders: N/A
Religion: Kush*ite influenced animism
Culture: Okay
Education: Idiotic
UU:
Wonders: N/A

Nation: Zanzibar
Ruler/Player: NPC
Monarchy
Category: Moderate Tyranny
Age: Classical Age
Economy: Failing, Uncontrolled
Center of Trade: Zanzibar* (2/3)
Army: 800 spearmen, 200 archers
Navy: 100 triremes
Great Leaders: N/A
Religion: Tribal
Culture: Okay
Education: Poor
UU:
Wonders: N/A

Nation: Zapotec
Ruler/Player: ?/None
Government: Absolute Monarchy
Category: Conservative Tyrrany
Age: Iron Age
Economy: Growing, Uncontrolled
Army: 500 spearmen, 200 archers, 100 clubmen
Navy: 15 canoes
Religion: Blood Cult
Culture: Strong
Education: Ignorant
UU: None
Wonders: N/A

Nation: Zimbabwe*
Ruler/Player: ?/None
Government: Absolute Monarchy
Category: Conservative Tyrrany
Age: Classical Age
Economy: Stable, Uncontrolled
Army: 700 spearmen, 200 archers, 700 Light Horse, 1000 swordsmen
Navy: 15 galleys
Religion: Animism, Tripartianism, Hinduism
Culture: Weak
Education: Ignorant
UU: None
Wonders: N/A
 
Trade Routes:

Tartessos-Tyrrhenia (1/3)
Kush-Gujarat (1/3)
Kush-Cholas (1/3)
Kush-Sirivajaya (2/3)
Egypt-Rhodes (3/3)
Kush-Zanzibar (1/3)
Tartessos-Mali (3/3)
Kush-Ethiopia (2/3)
Tartessos-Picts (3/3)
Tartessos-Dacia (1/3)
Tartessos-Ashanti (3/3)
Kush-Zimbabwe (2/3)
Iroquois-Brittany (2/3)
Tartessos-Rhodes (2/3)
Tartessos-Arizona (1/3)

Troop Types:

Infanananatry:

Archers: The staple ranged unit of every army. They are highly effective, often recruited form the peasantry, and can take down hundreds of foes at long range, mowing down anyone foolish enough to attack them without support. They are rather weak in melees, though. Availible in all ages.

Braves: Native Americans, these fierce warriors use a variety of weapons, including bows, tomahawks, and clubs. They are quite effective guerrilla fighters, if less so in stand up combat. Availible, naturally, only to Native Americans, but in all ages.

Clubmen: Primitive, barbarian troops, these men are effective only through brute force, and are quickly outmoded by the end of the stone age. Availble only to Stone age and Bronze age nations.

Hoplites: These troops are more effective spearmen (see below, and can stand their ground against any unit. They are also awesome attackers, shredding their victims alive. Only availible to Greek nations and those in contact with the Greeks (as mercenaries), Bronze age and up.

Pavaise Crossbowmen: These units are another ranged unit, effective in destroying many foes. Armed with crossbows, though, they are much more powerful than normal archers, if with a less effective range, and are protected by a huge shield. Availble only to China and nations allied with China, in the Classical Age and up.

Peasant Fanatics: Fierce and fanatical, as their name would suggest, these poorly armed troops most often appear when their nations call a crusade or for patriotic volunteers. While they are stubborn bastards, they are not equipped for a stand up fight with more powerful troops. Availible only by moderater action.

Spearmen: The basic unit of all armies, these effective troops are well suited to both offense and defense; though if they lose their cohesion of line, they are effective in neither. Availible in all ages.

Swordsmen: These are awesome attackers and mediocre defenders who can literally carve paths in the ranks of enemy armies. They are manouverable, as well as efficient. Availible in ages Iron and up.


Cavalry:

Cataphracts: Heavily armed, heavily armoured cavalry, who have awesome shock power but are somewhat slower in movement than most other cavalry. Extremely powerful on the offensive, unless asked to charge pikes.

Camel Riders: Lightly armed units mounted on camels. Frightens horses, bonus in desert.

Horse Archers: Light Cavalry effective at harassing and destroying an enemy from a distance.

Light Horse: Light Cavalry armed with Spears and Swords with little armor desinged to take on other light cavalry, chase horse archers, or outflank infantry.


Naval forces:

Galley based Units (Biremes, Triremes, or Quinqiremes, it doesn't really matter how many banks of oars): Slow units for basic traveling but fast in combat, effective at ramming due to their high speed, not so maneuverable

Caravels: Faster Units over distances but less of an advantage if any at all in battle, ineffective for ramming, better for ranged attacks.

Fu'Chan: Uniquely Chinese Unit that is effective at traveling over oceans and long distances, distinctive due to it's keel protruding up into the air in front of the ship.

Flying Tiger Warship: Uniquely Chinese Unit that is the best warship in the world, but ineffective at transporting, highly maneuverable, but slow over long distances. Distinct due to it's human driven paddlewheels.

Xebec - This ship is amazingly fast, and slices through water at incredible speeds, faster than any other ship. It combines the engineering designs of the lateen and square sails all into one. Square sails give it the advantage when travelling for long distances, and with a colonial empire as far stretched as that of the Fatehpur Caliphate's then you need ships which can travel long distances. Meanwhile, the Lateen sails allow it to navigate the turbulent waters of the Indian ocean. The Xebec is a blue water warship, able to carry crews of men for boarding, but it's main power lays in its firebombs, launched from small catapults aligned on its deck. (ballista like mechanisms) This ship's only disadvantage is that it is small, but it is still deadly.

Galleass - The Galleass is a deadly coastal ship. It contains large compliments of soldiers, and a deadly ram. It is much larger than the average Galley, but it is only suited to coastal waters. It contains one firebomb catapult, and relies on the ram and its large compliments of archers to overwhelm enemies.


Prices

Essentially, a "unit" of men for the purpose of this section is defined as 100 men.

For one econ, you can get (in the age specified)

Basic Stone Age: 1 unit
Bronze Age: 2 units
Iron Age: 3 units
Classical Age: 4 units
Age of Enlightenment: 5 units
 
Firsts of StNNES III:

First Iron (unusable, but still): Tartessos
First Usable Iron: Tartessos
First multiple banked oared ship: Carthage
First Writing: China
First Alphabet: Tartessos
First Palatable Wine: Khazaria
First Arches: Tartessos, Olympics.
First to Classical Age: Egypt
First Republic: Tartessos
First Atlantic Crossing: Tartessos
First Southern Indian Ocean Crossing: Gujarat
America discovered by: Tartessos
Australia discovered by: Arabia
Anarctica discovered by: Gujarat
First Distinct Religion: Cult of the Sacred Bull

Mosts of StNNES III:

Most Populous Nations:

1. Chinese Empire
2. Tartessos
3. Fatehpur Caliphate
4. Egypt
5. Khazaria

Largest Cities:

1. Tartessos
2. Djibouti
3. Calicut
4. Itil
5. Baghdad

(note: Qingdao was third up until its burning by the mongols)

Longest Trade Route: Tartessos-Nova Tartessia

Longest Wall: The Grand Wall of China

Most "Barbarian": Kongo

Most Agricultural Economy: Amazonia

Most Advanced Nations:

1. Tartessos
2. Chinese Empire
3. Fatehpur Caliphate
4. Egypt
5. Mongol Republic

Most Seafaring Nation: Fatehpur Caliphate

Most Educated Nation:

1. Tartessos
2. Mongol Republic
3. Egypt
4. Fatehpur Caliphate
5. China

Most Powerful Nation:

1. Tartessos
2. Fatehpur Caliphate
3. Khazaria
4. China
5. Egypt

Most Popular Religion:

1. Cult of the Sacred Bull
2. Tripartiantism
3. Hinduism
4. Islam
5. Laoism

Fastest Growing Religion: Buddhism

Largest Armies:

1. China
2. Mongol Republic
3. Khazaria
4. Tartessos
5. Fatehpur Caliphate

Largest Navies:

1. Fatehpur Caliphate
2. Picts
3. Egypt
4. Cholas
5. Rhodes

Largest Nation:

1. Fatehpur Caliphate
2. Tartessos
3. Egypt
4. China
5. Novgorod

Fastest Growing Nation: Egypt
Largest battle: Jinan
Longest war: Sino-Mongolian War



Last updated: Update 15
 
Template
Nation: Shang(put my capitol at Qingdao)
Ruler/Player: Shang Dynasty/alex994
Government: Despotism
Category: N/A(Barter?)
Age: Bronze Age
Economy: Stable, Uncontrolled
Army: 500 Spearmen, 100 archers
Navy: 5 Galleys (if not landlocked)
Great Leaders: N/A
Religion: Polytheism
Culture: Okay
Great Achievements: N/A
Education: Nonexistant (until writing)
UU:
Wonders: N/A
 
Timeline:

The Bronze Age:

Update 0: 2000 BCE (Post #22) AND Update 1: 1900 BCE: The Age of Expansion Begins. (post #39)

The first great nations of the Earth are founded: the Shang in China, with massive populations and harvests, fierce warriors in Arabia on the peninsula of the same name, camel riding Kush in the Nubian Desert along the Nile, agricultural Egypt in the Delta area, Tartessos, a massive liberal city in Iberia, and the Picts in the moors of Scotland.

Later, the Germans, Carthage are founded, and the nations all expand. Tartessos encounters Lusitania, and they found a lasting alliance. Arabia plots war against the Sabaen Arabs, and the Shang encounter silk-weaving Han. Egypt is barely the largest nation.

Update 2: 1800 BCE: Empires expand and new ones are formed. Inspiring, eh? (post #66)

The world begins to fill out as many nations find out they have neighbors.

Most notably, the Tartessians set up their first client state in Italy, and become perhaps the most powerful empire on earth. Arabia attacks their relatives and nearly conquers them, and most stunning of all, Khazaria is close to being invaded from the massive, fierce Scythian horde. Can anything stop them?

The Iron Age:
Update 3: 1700 BCE: The Iron Age Begins. (Post #112)

Iron is discovered in Tartessos! They also develop the first phonetic alphabet, but not all is well: the Allemanii approach. Egypt quickly expands and conquers as well, coming into contact with numerous new nations. Carthage settles Athens in Greece, but is under siege by numerous enemies. Feudalism is developed by the Germans. The Khazars hunker down for a Scythian assault...

Update 4: 1600 BCE: When Barbarians Attack. (Post #146)

Which comes the next century and they barely beat back. Tartessos unites with Aquitaine, but has to deal with the Allemange. The Golden Horde expands greatly and becomes a real threat to China, who has seen Shang grow much larger as a reult of them merging with Han.

Update 5: 1500 BCE: The Battle of Xi'an, et al. (Post #192)

China is wracked with war as Shang smashes the Qin army at Xi'an. Both Arab nations grow quickly, and Kush gains new energy. Khazars halt the Scythian horde miraculously, and the Mongols expand greatly as well.

Update 6: 1400 BCE: The Battle of Cremona, et al. (Post #263)

The world sees more blood spilled as Tartessos crashes into Allemange armies at Cremona and win, barely, though with many losses. Also, the Olympics are first held in Tartessos. Egypt completes vast new farmlands, and the seeds of conflict are lain between Kush and the Ex. Arabs. Khazars drive more Scythians from their midst.

Update 7: 1300 BCE: The expedition to the East, et al.(Post #322)

The Khazars adopt the Jewish religion with gusto and solidify their rule. Lybia and Babylon both are attacked by Egypt. Shang expands even further. Italia is willed to Tartessos, and the Exiled Arabs find out much about the state and history of India.

Update 8: 1200 BCE: Tartessian Agression. (Post #404)

Two massive unions in the East take place: Shang and Chu into the Yangtze Empire, and Golden Horde and the Turks. They may have to face off in a vicious struggle to the death soon, but who can tell? Kush expands its overseas empire greatly, while Tartessos attacks Egypt en masse on several fronts. No one knows which empire will prevail.

Update 9: 1100 BCE: Wars Abound (Post #600)

Tartessos continues its assault on Egypt, but loses many, though it does sack Alexandria. Mongols attack Wei, and the latter pleads to Yangtze for aid.

Update 10: War in China and 'Pax Tartessos'

The Mongols area attacked on several fronts by the Yangtze, but they do not lose much. The Aryan invasion ofr India collapses, Arabia grows even stronger, Tartessos and Egypt make peace, and Tartessos sends out explorers to learn more about the world.

Update 11: Discovery of the New World

The New world is discovered by Tartessos and not much else changes. :p

Update 12: There's a reason I named it RUINS of Empires.

War, famine, and now, plague. To be specific, Persia is invaded from all sides, Tartessos invades too many places to list, the Chinese war goes nowhere, Black Death appears, and malaria is a serious problem in the Tartessian force in Ashantia. Australia is also discovered.
 
Nation: Egypt (Capital at Alexandria)
Ruler/Player: Ptolemid Dynasty/Cuivienen
Government: Theocratic Monarchy
Category: N/A
Age: Bronze Age
Economy: Stable, Uncontrolled
Army: 500 Spearmen, 100 archers
Navy: 5 Galleys
Great Leaders: N/A
Religion: Cult of Isis (Polytheistic)
Culture: Okay
Great Achievements: N/A
Education: Nonexistant
UU: N/A
Wonders: N/A
 
First Update will be either tonight or tommorrow, it depends on time, and if I get at least one more person joining by tonight.
 
Most of the rules look familiar ;).

Kush
Ruler/Player: King Hitt/Jason the King
Monarchy
Category: N/A
Age: Bronze Age
Economy: Stable, Uncontrolled
Army: 500 Spearmen, 100 archers
Navy: 5 Galleys
Great Leaders: N/A
Religion: Polytheism
Culture: Okay
Great Achievements: N/A
Education: Nonexistant (until writing)
UU: Kushi.te Camel Rider (quick, light rider equipped with javelins)
Wonders: N/A
 
Tartessos
Ruler/Player: King Argantonios/Xen
Government: Oligarchic Monarchy
Category: N/A
Age: Bronze Age
Economy: Stable, Uncontrolled
Army: 500 Spearmen, 100 archers
Navy: 5 Galleys (if not landlocked)
Great Leaders: N/A
Religion: Tartessian Polytheism
Culture: Okay
Great Achievements: N/A
Education: Nonexistant (until writing)
UU:Tartessian Marine, well equiped for any combat, be it land or sea, spearman or swordsmen, these troops are well trianed, and hardend troopers. Esseantially heavy infantry, armed in a style that is similer to the classic greek hoplite, but drilled along the lines of Roman legionaries
Wonders: N/A

NOTE;

yes, I have started the past few NES with these guys, but they both seemed to have died really, and I would really like to play through with the guys :)

the starting position is the same as it is in the others, just look at the mapith, belowith;


and as always, I would very much enjoy a blue colour as the colour of my empire :)
 
Picts
Ruler/Player: Wallace/Conehead
Tribal Consil
Category: N/A
Age: Bronze Age
Economy: Stable, Uncontrolled
Army: 500 Spearmen, 100 archers
Navy: 5 Galleys (if not landlocked)
Great Leaders: N/A
Religion: Polytheism
Culture: Okay
Great Achievements: N/A
Education: Nonexistant (until writing)
UU: Highlanders- Fast troops, armed with spears and short swords. good at hiding in forests and ambushing.
Wonders: N/A
 
An Oligarchic Monarchy...? Something sounds just a bit odd in that, but oh well, that's OK. :) Welcome to the NES.

And welcome Conehead.
 
North King said:
An Oligarchic Monarchy...? Something sounds just a bit odd in that, but oh well, that's OK. :) Welcome to the NES.

its basically the proto-governments that led to Greek Democrcies, and the Roman republic, by having nobles decentrilize the the power of the king; read the illiad and odysee, and may attention tot he politics in the royal houses, and of the cities to see how it works :)
 
Eh, I do remember Oligarchies in the ancient world, but mainly in the context of the Athenians and especially the Spartans, who overthrew tyrannies and replaced them with oligarchies, and, later, in the case of Athens, puppet democracies. But I'm sure it would work, it just looked a bit odd. :)
 
no problaemo, that said, if you ever lack for for an interesrting historicle quirk, just ask, and i can either give you soem out right examples, or try to find some good net sources for ye, I would consider it a joy to help really :)
 
Will probably join in later.
 
That's OK, you have plenty of time to make up your mind. The update would come at the very earliest at 9 or 10 tonight (EST, so about 5 hours from now.), since I have something to do from about 10 minutes from now to then.
 
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