I'm going to assume I'm on a Temperate River, and go ahead from that. I trust the problems related to my starting location will be cleared up shortly.
I'm still not clear if my neighbour is a PC or an NPC, but I'm going to assume NPC as it seems likely. If it's PC, I'll change these around.
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Aimoni: Orders
Name: Aimoni/Neverwonagame3
Location and colour: Any Temperate River, Green
Government: Despotism
Unique Power: Meritocratic. Officers of the state, whether military or civil commanders, slightly better than they would be otherwise.
Cities: Aimon
(NOTE: For future names, anything that's a word in Old Germaniac works. Yes I know this is a lame way of doing things, but at least it has some liguistic unity)
EP per turn: 10
Stored EP: 0
EP spending:
Army size: 10 units
Description: The Aimoni are an unusual tribe in their system of legitimacy- victory is considered proof of being in the right in the conflict, as it proves endorsement from Heaven. This has pros and cons- hierarchies tend to be meritocratic as internal struggles for power help to ensure only the best suceed, but the society is always close to civil war...
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-4 EP on using our superior officers to start creating the first primitive supply system. Using some of our agricultural surplus on supplying the men in warfare is bound to stunt growth somewhat, but will also make warfare easier.
-4 EP on developing a primitive system of writing. This will probably have to be cuniform (i.e.- no letters of the alphabet, which means an entirely new symbol has to be made for a new concept and also makes writing less efficient), but that's good enough for starters and I can improve on it later.
-2 EP on the creation of primitive books of military theory, i.e. our universe's equivalent of "The Art of War", except with emphasis not on the commander-in-chief but the officer. Particularly considering our primitive writing system, it will be impossible for these books to contain everything. However, if written by skilled officers then those training to become officers but not yet officers can learn it from youth and gain an advantage before they even start on the battlefield.
-A new policy will be introduced for conquering lands, known as Rainarding. Rainnarding will consist of a distribution of the newly conquered lands amongst our soldiers. The soldier is obliged to stay in the army until they are too old, but state administrators can look after the land for them (or they can make some other arrangement- it's their choice). For every new conquest, all soldiers who participated in the campaign will get a piece of land, and the guarentee that the state will help them look after their new profits. This will be determined partially by rank, partially by deeds. Soldiers can, of course, have land in more than one area and send viceroys, or rely on the State, to administer it for them and deliver the profits. This is to encourage soldiers to feel like they have a stake in the Empire, and aid recruitment that way.
-The balance of this is that although the soldiers are nobility, they are under the State. They will be able to extract profits and will have legal rights over the conquered (more specifically, the conquered will become literal slaves of the conquerors), but will still have to obey the law.
-AFTER the war with the enemy, a new policy will be introduced known as Sucession by Mock War. Any candidate with enough influence to secure for themselves 100 supporters, free or slave will travel to the capital. Outside the city gates, these warriors will fight and officers, in minature, wars against each other. They will form alliances, use formations, and fight with real weapons to the death. The victorious candidate will be the new King.
War Plan:
The rival civilisation cannot be allowed to grow in strength, so the King will march on it in full force. We have both superior quantity and superior quality. Our primitive supply system is very unlikely to give us all the food we need, so we will compensate by looting and pillaging for food.
If it comes to all-out battle, we will use our formation strategies for the first time. With those plus superior officer quality, victory should be likely.
If it comes to an attack on the city, our tactics vary:
-If they have stone walls, we will launch a conventional siege assault with pre-built ladders (we build ladders before invading if our scouts report stone walls). If stone walls take us by surprise, we will try to attack with ladders and archery.
-The exception to this is if we could in theory exploit the river and boats in order to get around their walls (highly likely) in which case we do. Our scouts will tell us this, so we take it into account,
-If the enemy buildings are flammable, we use fire to get rid of them.
-If not, then once into the city our strategy is to launch a diversionary attack led by our monarch and his best men that aims either for the enemy King, or a target of great cultural/emotional significance if we know of any.
-Our real target, however, is to send the bulk of our forces to take the Granary. Our enemy must have stored up food, and once we have it the enemy has no choice but to surrender even if our King is dead.
Whatever the case, the existence of a rival civilisation means we will not back down. We throw EVERYTHING into this.
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King Rainnard
King Rainnard had a different name early in his life, but changed it to Rainnard when he became ruler. This is because Rainnard in Aimoni means "The Great", and Rainnard had from his youth an ego to make himself believe he was clearly worthy. Although weak physically, he had been raised with the army and had already gained a reputation for skill at military administration. Since the Aimoni armies were larger than everybody else's, this was an important skill.
King Rainnard was convinced that the Aimoni were the greatest people on the Earth. This was because the size of their armies and the extent of their might exceeded all enemies. All Aimoni believed that victory came from Heaven- and since Heaven would not change its mind, it followed that the trend of victory after victory would continue. Simplicistic reasoning, but Rainnard came from an age before philosophy.
Upon entering into office, Rainnard would begin reforming the state left and right. Naysayers worried in their hearts that he was abandoning the traditions that had brought the Aimoni to their present heights, but as per Aimoni tradition Rainnard would kill any who objected to his policies publically without his permission. To silence such voices, Rainnard "pleaded the Mandate", asking that any who doubt him wait until it was determined if his policies brought victory or defeat.
These reforms would found the core of "Rainnard Aimoni" as a phase of Aimoni history. Though Hughard was the one who both perfected the primitive writing system and suggested it be applied to books of military theory, Rainnard both insisted experienced officers learn to write their experiences of war as best they could and wrote many books himself in old age. Rainnard created Rainnarding, invented many new formations, and popularised the study of books of military theory for officers within ten years.
By this time, Rainnard had fought a great war against a nearby city state, but was sixty-five years of age and without heir. By Aimoni tradition, this would mean a civil war. Fearing a civil war would destroy his legacy and harm the people, Rainnard proposed one last reform- that instead each candidate take one hundred men and fight the war in minature. In his last remaining years, Rainnard arranged this contest and promised to abdicate to whichever candidate was victorious.
After the first "Mock War" (it did involve masses of people fighting to the death) was over, there was a dispute. One candidate had been defeated and fled the field, but argued his opponent had cheated as he had broken his sworn oath of alliance. Rainnard was on his death bed, and his last words resolved the dispute. "There is no honour in war. If you are beaten, you die."
That resolved the dispute fairly clearly, and the complainer in this case was executed.