Darkness II: The Prophet's Candle

~Darkening~

Weep, Mother.
Joined
Apr 8, 2006
Messages
3,766
Location
Roanoke, Virginia

[size=+3]Darkness II: The Prophet's Candle.[/size]



In my hands I hold a candle
whose flame is small to see
And if I give but one light to you
my life is filled for me.
But...
In your hands you hold a torch
for many eyes to see
So hold it high that they may light
their candlewicks from thee.

The Prophet's Candle







Welcome, all ye who are foolish enough to wade through this cesspit. In the tradition of ruining people's dreams, and wallowing in the depressed pit that is the thought of fresh-starts, I've come up with this pitiful excuse for a NES.


Template:
Nation:
Capital:
Government (Efficiency)
Army (Quality)/ Navy (Quality):
Life Quality:
Religion:
Economy (Provincial/City/Special / Total)
Education:
Projects:
Nation Background: [You fill this out]

Player Countries (PCs):
PCs are, naturally, player controlled nations under the (obvious) control of people rather than me. While the fact they are played by people, the formation of the states is much different than other NESes. To begin with, players are restricted to either of the gray zones (the light or dark). The lighter grey represents areas less civilized, while the darker grey is reserved for more developed regions. Players may take an existing city within the dark grey, start a new city in either region, or take a culture group and migrate out of the zones (explained in-depth in a minute). However, there are consequences for each and benefits to counter those disadvantages.

New Cities: New cities can be built in either the dark grey zone (the higher civilized zone) or the light grey zone (the lower civilized zone). The darker grey represents an area where civilization has already taken deep roots, an area holding a larger population, more access to trade routes, and possessing a larger infrastructure and agriculture base. A city based in the grey zone will be better off in the beginning, but it will suffer after time- larger demands are placed on the government, there will be fierce competition for more lands in the zone, and the city will face internal strife unless ruled properly.

Cities based in the light grey zones tend to be smaller and less developed, living on the fringes of the civilized world. These cities, while lacking much of the wealth their more developed neighbors possess, are made up of hardier citizens. In times of war, these citizens can be counted on to rise up and thicken their leader’s armies, providing a much needed boost in the number of men. In addition, these cities suffer less from the problems of bureaucracy. Finally, these cities are on the fringes of the world- making it easier to expand that their more developed neighbors. On the counter, these cities lack the wealth and sophistication of the developed cities and are far behind in the terms of science.

The grey zones will expand over time, as the world becomes more civilized. The light grey zones will expand over time and fill in the empty areas of the world. In addition, the dark grey zone will expand over the lighter grey as the world grows more civilized.

Established Cities: Existing cities have the benefit of not needing to establish their selves- they already have finished the hard parts. These cities are the true beacons of the age, unrivaled in terms of science; wealth, sophistication, and population- a single established city can often contain a larger population than an entire province of a new kingdom. They stand strong on nearly every front, easily able to defend against any incursion into their territory. Yet, their greatest weakness is this strength- the great number of citizens lying within their cities lays extreme pressure on their government and armies. These cities will find retaining armies, training new armies, and supporting their governments.

Migrations: Migrations can occur from two ways: either from a percentage of a defeated population moving from an old kingdom or a general migration, people from a culture heading from their homes to establish new ones. Either way, a migration has a single benefit over the cities- the ability to choose their own homeland. These people can take to the wind and scope out the best lands, and from there grow. The shortfalls of a migration can be harder to overcome, through, as any city founded by a migration will naturally have a much smaller population, no infrastructure, or immediate trade.

Non-Player Countries:
NPCs are countries placed under my command rather than any player. In general, these will be far less occurring than in other NESes. Rather, they occur only around competitive states and dissatisfied people. These will only occur around existing cities which are already founded, and generally take place in more developed zones. Still, despite this, they should not be underwritten- doing so could possible result in your own defeat.

Capital:
The capital of your empire is the center of your empire. These cities grow faster than your others and tend to be richer than the remaining cities. If destroyed, the loss of a capital can be a deathblow in war. If you manage to take a capital, resistance in your enemies kingdom will much lessened and the war can be easier won. Capitals tend to be the first cities of your kingdom, but if needed, you may change your capital with a minimal loss.

Government:
The government of your people is the institution put in place to direct their lives. Based on the aptitude of your government, a number of things could happen. A well governed state remains in full control, experiencing no rebellions. A well governed state will increase in wealth and sophistication. In addition, a poorly governed state will experience the worse side of those two. In the beginning, only despots are allowed. Over time, new methods of governing will be opened up.

Ranking: None (-5)-Pretend (-4)-Corrupt (-3)-Inept (-2)-Blundering (-1)-Tolerable (0)-Improving (1)-Competent (2)-Efficient (3)-Great- (4) Brilliant (5).

Armed Forces:
A strong and capable armed force can mean the difference between defeat and victory, in both defense and offense. Troop numbers will remain static for each time period, and will only change after a nation successfully reaches the required thresh level. To raise your training up a level, you have to pay two points for every ten thousand troops you want to raise.

Ranking: None (-5) – Rabble (-4) - Weak (-3) –Poor (-2)-Tolerable (-1)-Normal (0)-Better (1)-Good (2)-Properly Trained - (3) Above Average (4)- Exceptional (5)

The number of troops you get for each point is as follows:

-25,000= 1,000 Infantry, 100 Cavalry, 5 Galleys.
-25,000- 50,000= 2,000 Infantry, 200 Cavalry, 10 Galleys
-50,000- 100,000= 5,000 Infantry, 400 Cavalry, 10 Galleys
-100,000-250,000= 6,000 Infantry, 400 Cavalry, 10 Galleys
-250,00-500,00= 10,000 Infantry, 500 Cavalry, 15 Galleys
-500,00- 1,000,00= 10,000 Infantry, 1000 Cavalry, 15 Galleys
-1,000,000- 2,000,000= 15,000 Infantry, 1500 Cavalry, 20 Galleys
-2,000,000- 3,000,000= 20,000 Infantry, 2000 Cavalry, 20 Galleys.


Life Qaulity:
Life Quality is more a mesh of other stats such as confidence, infrastructure, culture, and living standards. A higher quality will result in a stronger people standing behind you, something than can never be overrated. Nations with a higher life quality have a stronger belief in the ability of their government, s better system of transport in their state, and a better off populace. In addition, a stronger life quality will result in a larger population. When combined with a strong government and education; a good life quality can make a state undefeatable.

Ranking: None (-5)- Barely There (-4)- Wretched (-3)- Poor (-2)- Barely Acceptable (-1)- Acceptable (0)- Above Average (1)- Decent (2)- Good (3)-Exceptional (4)- Incomparable (5)

Religion:
The religion stat shows the various belief systems present in your nation. If a nation has an official state religion (which most if not all will at least in the beginning of the NES) then it comes first, whether it is the most widespread faith or not; otherwise the most adhered to faith comes first. Religion will play a very important role in this NES, as it should but doesn’t in most NESes. A strong religion can prove important in the overall development of a nation, as it can bring great benefits to the people.

Economy:
The economy system I’ll be using is a mixture of different styles, hopefully with the best results. Your economy is basically made up of three different parts: the Provincial economy, the City economy, and the Special economy.

-The Provincial economy is the first number and is derived from the number of provinces you have at the moment.
-The City economy is the second number and is derived from the trade centers you possess. These cities are ringed in red.
-The Special economy is the third number and may come form a number of things, including payments, special incomes, and tribute. In addition, religious cities are ringed in green and included in the special economy.
-The final number is the total economy you have at your disposal, with any temporary payments included at the end. The number of turns that you will receive the payment is included in parenthesis, and the actual payment number is beside it.

For example, the following is a simple economy: 1/0/1/2 + (1) 1. The first number shows that you have one province; the second is proof that you don’t have any trade centers; the third number shows that you have one special economy, and the fourth shows that your total economy is two. Finally, the last pair of numbers shows that you will receive an additional point for one turn.

Provinces:
Provinces are the true lifeblood of your nation, contributing to both your economy and stability. Each province you have that does not include the national capital has a special city ringed in yellow and black that represents the capital of the Province. These cities are among your best shots for trade centers, requiring little more investment put into them, and are the centers of defense if the province is invaded. If the capital of a province is taken, then the rest of the province will fall much easier. Finally, provinces spread out the bureaucracy of your government, and allow for the easier rule in the area- as a result, provinces are naturally less taxing to control than a vast area organized into just a single kingdom.

To make a new province, you need three things. The first is an acceptable city- as surprising as it many sound; you can not build a province in a recently conquered region, an uninhabited wasteland, or on top of a standing capital. In addition to the city, you need an acceptable level of government (Inept or above), and you need enough economy points to fund the development. As a general rule, the following formula can be used to derive the cost of a new province: [X]+Y=Z. X stands for the government level you have, y stands for the number of provinces you currently have, and Z is the final cost. (The [] is my cheap method of saying the Absolute value clause.)

For example, if you have a government level of Inept (-2), and one current province, then your formula would be: [-2] + 1= 3. If you have a level of Improving (1), and three provinces, your formula would be: [1] +3= 4. Finally, the number of provinces you have can not exceed the ratio of 2 provinces for every 250,000 people.


Population:
In short terms, this reflects the number of people living within your nation. This is represented by both a general term (and number) and the number of cities you have shown on the map. A larger population means more troops can be recruited, and in addition a larger population results in more troops being recruited.

Education
Education is how enlightened your people are. Good education will benefit numerous things, ranging from the availability of the next age to government efficiency to the economy. Bad education, likewise, will have detrimental effects. Since education is a lifelong process, the benefits and detriments of education are long term and may not be felt immediately. However, do not let this discourage you or make you feel safe, for eventually you will feel their effects. Education will most likely go up due to economic investment, but it is not a guarantee. Upon reaching a new age, education will almost certainly go down by two levels. The levels are:

Hopelessly Idiotic (-5) Idiotic (-4) - Illiterate (-3)- Ignorant (-2)- Below Average (-1)- Average- (0) Above Average (1)- Clever (2) – Smart (3)- Wise (4)- Enlightened (5)

Projects:
Projects are the equivalent of wonders. Ranging from large scale social reforms to giant harbors, projects can be just about anything. What really matters is that you: a) give me a name, b) give me the benefits of the project, and c) give me a description of the project; if any of these are missing, then the project will not be done. Depending on the project, there will be a cost in turns, as determined by my judgment. You will also have to pay some amount, assumed to be one eco unless I say otherwise, to get to the project started. A project is advanced over time, moving up by one each turn. Finally, the project will advance by one for each point you invest into it, with a max of one point being able to advance the project a turn.

Stories
While not required, stories are highly encouraged. In the past I have been very lenient on stories, but not any longer. You will still be able to progress without stories, but stories will definitely help. Also, keep in mind that stories, at least in my book, count as many things. Flags, descriptions of your government, descriptions of your religion, "historical records," and just about anything else that helps to flesh out you nation in a creative/artistic way will count as a story.

Updates:
Orders are due Wednesday, with the update generally taking place either Friday or Saturday. The first two updates will be 500 years a peice, the second two will be 250 years a piece, the next ten turns will be one hundred years a piece, and so on.

Template:
Nation:/Player
Capital:
Government (Efficiency): You decide (Tolerable)
Army (Quality)/ Navy (Quality): Either 5000 infantry and 10 ships or (if landlocked) 5000 infantry 400 cavalry or (if lacking horses) 7000 infantry and 15 ships.
Life Quality: None
Religion: You decide upon the faith you want. If you’re uncreative, you may adopt another player’s faith or wait for one to develop in your lands.
Economy (Provincial/City/Special / Total)- You start off with one Province and one Special (you’ll always have one point in Special)
Education: None
Projects:
Nation Background: [You fill this out]

Cultural Name Migration/ Player
Staring Location:
Government (Efficiency): Despot (Corrupt)
Army (Quality)/ Navy (Quality): 5000 Infantry, 400 Cavalry, 3000 peasents.
Religion:
Economy: 0/0/2/2
Education: None
Projects:
Nation Background:

Example
Nation: Sumer/Somebody
Capital: Sumer
Government: Despot (Corrupt)
Army (Quality)/ Navy (Quality): 5000 Infantry and 10 Galleys
Life Quality: None
Religion: Sumer Polytheism
Economy: 1/0/1/2
Population: 50,000
Education: None
Projects: None
Nation Background: Sumer, a rising city based in the Crescent, has recently taken control of its surrounding countryside.

Arabic Migration/ Player
Staring Location: Near modern Sinai
Government (Efficiency): Despot (Corrupt)
Army (Quality)/ Navy (Quality): 5000 Infantry, 400 Cavalry, 3000 peasents.
Religion: Polythesim
Economy: 0/0/2/2
Population: 25,000
Education: None
Projects:
Nation Background:

Credits:

I owe credit to Isrealite for numerous things including the Province system, for the Three City System, and for seveval of the end sections. In addition, I'll give credit to the other developers of the Three City System. Finally, credit goes to Symph for the map.
 
[size=+2]PC Stats[/size]

Nation: Byzantion/ germanicus12
Capital: Byzantion
Government (Efficiency): Absolute Monarchy (Corrupt)
Army (Quality)/ Navy (Quality): 15,000 Infantry
Life Quality: None
Religion: Sadythian Polythesim
Economy (2/0/1/3)
Population:500,000- 1,000,000
Education: Hopelessly Idiotic
Projects: Grand University (1/3)
Nation Background: The nrothern most member of the Central Kingdoms, Byzantion is a quiet place these days. The nobility grows annoyed with the king, the king desperatly tries to remain in power, and a prelude to war has been playing recently. Whether the kingdom will last for another millenia still stands.

Edenists/ cvlowe
Capital: (Name?)
Government: Despot (Corrupt)
Army (Quality)/ Navy (Quality): 5000 Infantry, 400 Cavalry
Life Quality: None
Religion: (Name?)
Economy: 1/0/1/2
Population: 100,000 - 250,000
Education: None
Projects: None
Nation Background: Growing out of a band of nomadic natives in South America, the people known as the Edenists settled and started to build a civilization. Their cities are a mix of development and nature. With the entire Pacific open to them, trade will be a major factor in their way of life.

Nation: Egypt/ Behind_The_Mask
Capital: Alexandria
Government: Despot (Corrupt)
Army (Quality)/ Navy (Quality): 8500 Infantry, 400 Cavarly, 50 War Elephants (Rabble) and 10 Galleys, 1 Immortial Division
Life Quality: Barely There
Religion: Egyptian Mythology
Economy: 1/2/2/5
Population: 250,000- 500,000
Education: Hopelessly Idiotic
Projects: None
Nation Background: An early civilization built along the Nile.

Kanzu/ Daftpanzer
Capital:
Government (Efficiency): Divine Monarchy (Corrupt)
Army (Quality)/ Navy (Quality): 5000 Infantry, 400 Cavalry
Life Qaulity: Wretched.
Religion:
Economy: 1/0/1/2
Population: 50,000-100,000
Education: None
Projects:
Nation Background: Leaving the upper reaches of the Huang He to escape the constant fighting, the Kanzu have migrated down the reaches of the river util reaching their current homelands.

Nation: Huanese Empire/ das
Capital: Huanjing
Government: Absolute Monarchy (Blundering)
Army (Quality)/ Navy (Quality): 25500 Infantry, 600 Cavarly, (Rabble) 5 Ships
Life Quality: None
Religion: Tianism
Economy: 3/1/1/5 +1 (1 turn)
Population: 1,000,000-2,000,000
Education: None
Projects: None
Nation Background: Founded by a minor noble, Huan Je, the smallest of the three dynasties can be considered to have the worst bite. After taking peace when offered, the Huan expanded greatly and are at the present moment edging close to war once more.

Maka /Swissempire
Capital: Maka
Government (Efficiency): Charismatic Despotism (Corrupt)
Army (Quality)/ Navy (Quality): 1000 Infantry, 400 Cavalry, 1000 peasents.
Religion: Shamanism
Economy: 1/0/1/2
Population: 25,000-50,000
Education: None
Projects:
Nation Background:The Mohe People might have been content to live in peace. But as the wave of civilization overtook them, the Saman saw a wave of violence and death approaching. As the Saman was the highest communicator with the spirit world and was the One most blessed with Knowledge, the Mohe people took their knowledge of plows and boats and began to migrate North towards Prosperity. They are a hardy people, who's leaders are the Saman, a High Shaman who achieves his position through Merit. They beleive the spirits bless the one who should be Saman with Oratorical and Martial Prowness. Saman's supposedly have the ability to commune with the Spirits of the World. They have fleed across this Winter Ocean to a rich, fertile land now known as Maka.

Nation: Mycenaea / Grombar
Capital: Mycenae
Government (Efficiency): Monarchy
Army (Quality)/ Navy (Quality): 5000 Infantry / 15 Galleys
Life Quality: None
Religion: Greek Polytheism
Economy (Provincial/City/Special / Total): 1/1/1/3
Population: 100,000- 250,000
Education: None
Projects:
Nation Background: Coming soon

Nation: Phoenicia
Capital: Tyre
Government (Efficiency): Monarchy (Corrupt)
Army (Quality)/ Navy (Quality): 2000 infantry and 80 ships (weak)
Life Quality: Poor
Religion: Judaism
Economy: 2/1/2/5 (-2)
Population: 250,000- 500,000
Education: lliterate
Projects: The Secret Shores
Nation Background: The cities of Phoenicia have some of the oldest and most well-known seafaring traditions in the world. Sitting on the cusp of the Mediterranean, the cusp of glory, they see a marvelous future, perhaps of trade and peace, or perhaps of something more awful.

Nation: Rome/ alex994
Capital: Rome
Government (Efficiency): Monarchy (Corrupt)
Army (Quality)/ Navy (Quality): 4500 infantry 400 cavalry
Life Quality: None
Religion: Polytheism
Economy 1/0/1/2
Population: 50,000-100,000
Education: None
Projects:
Nation Background:

Nation: The Empire of Sadythi/Kal'thzar
Capital: Sithis
Government (Efficiency): Monarchy (Inept)
Army (Quality)/ Navy (Quality): 20700 Infantry 2850 Cavarly (Poor)
Life Quality: None
Religion: Sadythian Polytheism
Economy 2/1/1/4
Population: 1,000,000-2,000,000
Education: None
Projects:
Nation Background: The Path of Glory, Nobility, Evil and Depravity are all paved with Good Intentions; and this Empire suffers from all of the above. The Polytheistic faith of this Empire places them as the inheritors of the world, they merely have to grasp it with both hands. Various cults and societies vie for the Kings attention, often leading to a rather confused execution of the Gods plans.

Nation: Sauvira/Tommy Toon
Capital: Mohenjo-daro
Government: Despot (Corrupt)
Army / Navy: 10500 infantry 500 Cavalry
Life Quality: None
Religion: Early Vedism
Economy: 2/1/1/4
Population:500,000- 1,000,000
Education: None
Projects:
Nation Background: An agrarian society built upon the Indus, they have prospered peacefully up until this point. Religion is the principle force in their daily lives, fighting tooth and nail to defend it.

Nation: Seleucia / Yurope
Capital: Antioch
Government (Efficiency): Monarchy (Corrupt)
Army (Quality)/ Navy (Quality): 38000 infantry (rabble) and 10 ships, 10 Merchant Ships
Life Quality: None
Religion: Greek Polytheism
Economy (Provincial/City/Special / Total)- 2/1/1/4
Population: 250,000- 500,000
Education: None
Projects:
Nation Background: Feeling pressured by neighbors to the east, these hardy people have moved west to start anew

Nation:Shu/ThomAnder
Capital: Chengdu
Government (Efficiency): Monarchy (what else?)
Army (Quality)/ Navy (Quality): 7000 infantry and 15 ships.
Life Quality: None
Religion: Ancestor Worship
Economy 1/0/1/2
Education: None
Projects:
Nation Background: Coming later.

Nation: Uttarakhand/ foolish icarus
Capital: Dehradun
Government (Efficiency): Despot (Inept)
Army (Quality)/ Navy (Quality): 7,000 Infantry
Life Quality: Wretched
Religion: delightful superstition
Economy (2/0/2/4)
Population: 100,000- 250,000
Education: Ignorant
Projects:
Nation Background: Below the abode of snow on the banks of the River Ganges sits the city of Dehradun, central town of the hill people, a rough and tumble nation nonetheless blessed to sit at the site of the gateway to the gods.

Zajani/ Toltec
Capital: Orat-Ma-Uhjas
Government (Efficiency): Divine Monarchy (Corrupt)
Army (Quality)/ Navy (Quality): 14000 Infantry, 400 Cavalry, 10 shiips
Religion: worship of the desert personified
Economy: 2/1/1/4
Population: 250,000- 500,000
Education: None
Projects:
Nation Background: Leaving the fertile land of Mesopotamia behind, these disgruntled people had gone out to the desert, in search of a new home. Eventually the made thier way along the firnges of the civilized world before reaching Egypt. After being turned back by said Egyptians, the Zajani have settled along the opposite coast.

Nation: Zhengzhou/Azale
Capital: Zhengzhou
Government: Despot (Corrupt)
Army (Quality)/ Navy (Quality): 12000 Infantry and 10 Galleys
Life Quality: Poor
Religion: Chinese Polytheism
Economy: 2/2/1/5 -1 (1 turn)
Population: 1,000,000- 2,000,000
Education: Illiterate
Projects: None
Nation Background:
 
[size=+2]NPC Stats[/size]

Nation: Kush/ NPC
Capital: Kush
Government: Despot (Barely there)
Army (Quality)/ Navy (Quality): 1000 Infantry
Life Quality: None
Religion: Judaism
Economy: 1/0/1/2 -1 (1 Turn)
Population: 100,000- 250,000
Education: None
Projects: None
Nation Background: The Kush are a minor tribe, dwelling on the upper reaches of the Nile. Under a charismatic king, the Kush suceeded in organzing a large kingdom. Trade is dominated by the Zajani, and Kush is now in a war of survival against the Egyptians.

Nation: Hatti/NPC
Capital: Hattusa
Government: Despot (Pretend)
Army (Quality)/ Navy (Quality): 3000 Infantry 400 Cavalry
Life Quality: None
Religion: Hittite Polythesim
Economy: 1/0/1/2
Population: 100,000-250,000
Education: None
Projects: None
Nation Background: A recent rising power, Hatti is located on the fringes of the civilized world. While there is limited trade with thier nearest neighbor- Selucia- there are also numerous border skirmishes. For a peaceful future, something must be done.

Nation: Isreal/ NPC
Capital: Jerusalem
Government: Despot (Corrupt)
Army (Quality)/ Navy (Quality): 4000 Infantry and 10 Galleys
Life Quality: None
Religion: Judaism
Economy: 1/0/1/2
Population: 250,000- 500,000
Education: None
Projects: None
Nation Background: Isreal is a mesh of Egyptian and Phoenician cultures, mostly due to its middle location between the two nations. A recently founded nation, Isreal is most distinct for its own faith. With Judaism spreading rapidly, the antion has become tangled up in the Phoencian war.

Nation: Merchants Guild/ NPC
Capital:
Government: Oligarchy (Pretend)
Army (Quality)/ Navy (Quality): 1500 Infantry, 200 Cavarly, 2 ships
Life Quality: None
Religion: Polythesim
Economy: 1/0/1/2
Population: 50,000 - 100,000
Education: None
Projects: None
Nation Background: Upset about the war with a major trading partner, a small branch of the Merchants Guild broke away in souther Sadythi. Little hope is given for this state to continue to exist, as the Sadythian armies are already en route.

Nation: Minoa/NPC
Capital: Minoa
Government: Despot (Corrupt)
Army (Quality)/ Navy (Quality): 2200 Infantry, 10 ships
Life Quality: None
Religion: Greek Polythesim, Judaism
Economy: 1/0/1/2
Population: 100,000 - 250,000
Education: None
Projects: None
Nation Background: Minoa has come about again, supported by the Phoenicians. With heavy influence from their allies, the Minoans are begining to reemerge from the choas that once existed.

Nation: Tang/NPC
Capital:
Government: Despot (Corrupt)
Army (Quality)/ Navy (Quality): 3500 Infantry, 500 Cavarly, 6 ships
Life Quality: None
Religion: Polythesim
Economy: 1/1/1/3
Population: 500,000- 1,000,000
Education: None
Projects: None
Nation Background: The Tang are a trade state founded south of the Zhou. Other than claiming the title of Mandate of Heaven for theirselves and a few minor naval clashes, the Tang are relatively neutral towards the Zhou. Prefering tarde above all, the Tang have quickly expanded their markets.

Nation: Timan/NPC
Capital:Tmiak
Government: Despot (Corrupt)
Army (Quality)/ Navy (Quality): 8500 Infantry, 2000 Cavarly (weak)
Life Quality: None
Religion: Polythesim
Economy: 1/0/1/2
Population: 500,000- 1,000,000
Education: None
Projects: None
Nation Background: Sweeping down from the north, the Timani suceeded in establishing a large state. Tensions with its neighbors grow, as both Byzantion and Sadythi block routes further inland, and a large Harappan minority dwell in the lower regions of the empire.
 
[size=+2]Odd Things and Tidbits[/size]

Current Wars
Kush War: Egypt vs. Kush
Phoenician War: Isreal, Phoenicia, Minoa vs. Sadythi

Top Five Religions (Countries Following)
1.)Greek Polythesim: Selucia, Myceanea, Hatti, Minoa, with a small following in Rome.
2.)Judaism: Isreal, Zajani, Kush, and Phoenicia, with a minor following in Minoa.
3.)Sadythian Polytheism: Sadythi, Byzantoon with a large following in Timan, and smaller following in Selucia.
4.)Tianism: Huanese Empire, Tang, (Zhengzhou?), with large following in neighboring lands.
5.)Early Vedism: Sauvira, with a following in Timan.

Top Five Religions (Number of Worshippers)
1.)Tianism
2.)Sadythi Polthesim
3.)Early Vedism
4.)Judaism
5.)Greek Polythesim.

Five Largest Cities in the World
1.)Huanjing
2.)Mohenjo-daro
3.)Sithis
4.)Alexandria
5.)Antioch

Five Largest Nations in the World
1.)The Huanese Empire
2.)Timan
3.)Zhengzhou
4.)Egypt
5.)Sauvira

Five Most Advanced People
1.)Phoenicians
2.)Uttarkhand
3.)Zhou
4.)Sadythians
5.)Selucians

Five Most Respected Nations
1.)Phoenicia
2.)Sadythi
3.)Zajani
4.)Egypt
5.)Selucia

Five Greatest Land Armies
1.)Sadythi
2.)The Huanese Empire
3.)Selucia
4.)Egypt
5.)Sauvira

Five Greatest Navies
1.)Phoenicia
2.)Phoenicia
3.)Phoenicia (thats how bad they are)
4.)Tang
5.)Isreal

Longest Orders
1.)das
2.)North King
3.)Behind_the_Mask
4.)Tommy-Toon
5.)Grombar

Most Missing Orders
1.)Mohe (Swissempire)
2.) Byzantion (germanicus)
3.) Zhengzhou (Azale)
4.) Rome (alex)
 
Final Reserved.

For those not busy weeping at the sight of another fresh start, you may post. Feel free to ask any questions.
 
Nation: Zhengzhou
Capital: Zhengzhou
Government: Despot (Corrupt)
Army (Quality)/ Navy (Quality): 5000 Infantry and 10 Galleys
Life Quality: None
Religion: Chinese Polytheism
Economy: 1/0/1/2
Education: None
Projects: None
Nation Background:
 
Nation: Byzantion
Capital: Byzantion City
Government (Efficiency): Monarch (Tolerable)
Army (Quality)/ Navy (Quality): 7,000 Infantry
Life Quality: None
Religion: Pagan
Economy (1/1/1/3)
Education: None
Projects:
Nation Background: Will fill out later. Place where Northernmost dot is, in dark grey Middle East. Near river.
 
Nation: Egypt
Capital: Thebes
Government: Despot (Corrupt)
Army (Quality)/ Navy (Quality): 5000 Infantry and 10 Galleys
Life Quality: None
Religion: Egyptian Mythology
Economy: 1/0/1/2
Education: None
Projects: None
Nation Background: An early civilization built along the Nile.
 
I changed my nations stats becuase I decided to move inland more. If you could add the new change please.
 
Er........ Carthage isn't civilized yet. Please look at the map, and then choose a location in either grey zone. Otherwise, set up a migration (basic template execpt adding in a starting location and the word "Migration" instead of nation.) and you'll get there in a turn or two.

EDIT2: Germanicus, you start off with only two points (1 province and 1 special). The middle one is trade centers and comes later. Also, monarchs aren't availble yet (next turn). Mainly I'm doing this to represent the fact you'll only be in control of a city in the early years. After this initial turn, much more opens up.

EDIT: Much better Behind_The_Mask. Thanks.
 
Er........ Carthage isn't civilized yet. Please look at the map, and then choose a location in either grey zone. Otherwise, set up a migration (basic template execpt adding in a starting location and the word "Migration" instead of nation.) and you'll get there in a turn or two.

I know, thats why I changed it to Egypt.

Sigh... I'll only get Carthage by either founding it or conquering it. Hope I dont have to face Mr. Barca.
 
Nation: Meralis/Merlin the crude
Capital: meralis
Government: Despot (Corrupt)
Army (Quality)/ Navy (Quality): 2500 infantry and 15 ships.
Life Quality: None
Religion: Egyptian Mythology
Economy: 1/0/1/2
Education: None
Projects: None
Nation Background: meralis is posidly the most wrenched hive of scum and villainy in all the civilized lands. crude, deceitful, and down right evil, there has never been a day that they have not been planing to attack somebody...


the light Grey Island in the Med.
 
Nation: Meralis/Merlin the crude
Capital: meralis
Government: Despot (Corrupt)
Army (Quality)/ Navy (Quality): 2500 infantry and 15 ships.
Life Quality: None
Religion: Egyptian Mythology
Economy: 1/0/1/2
Education: None
Projects: None
Nation Background: meralis is posidly the most wrenched hive of scum and villainy in all the civilized lands. crude, deceitful, and down right evil, there has never been a day that they have not been planing to attack somebody...


the light Grey Island in the Med.

I'm guessing you're talking about Cyprus, right?
 
Nation: The Empire of Sadythi/Kal'thzar
Capital: Sithis
Government (Efficiency): Despotic Monarchy (Tolerable)
Army (Quality)/ Navy (Quality): 5000 infantry 400 cavalry
Life Quality: None
Religion: Sadythian Polytheism
Economy 1/0/1/2
Education: None
Projects:
Nation Background: The Path of Glory, Nobility, Evil and Depravity are all paved with Good Intentions; and this Empire suffers from all of the above. The Polytheistic faith of this Empire places them as the inheritors of the world, they merely have to grasp it with both hands. Various cults and societies vie for the Kings attention, often leading to a rather confused execution of the Gods plans.



Position: On the map; in such a way to be landlocked.

 
Please plonk me here- as long as there are no nations between us an the sea. If there is, place us on the coast:



Nation: The Empire of Janja/Abaddon
Capital: Janjarant
Government (Efficiency): Despotic Monarchy (Tolerable)
Army (Quality)/ Navy (Quality): 5000 infantry 400 cavalry
Life Quality: None
Religion: Naturalism
Economy 1/0/1/2
Education: None
Projects:
Nation Background: Casting off the folly of Sadythi's many false gods, a group of people strive to build a new nation based on be belief of the greatness of the earth itself.
 
Thought it would be fun :king:
 
Top Bottom