stJNES9 - Changing Times

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stJNES9 – Changing Times

Rules
Key: Bold are key words that describe what is in the paragraph.

The starting age is 3000bc. Each turn will represent 200 years for a while, until I decide to decrease it.

Economy for each nation is represented by a word. The sizes go: Depression, Recession, Failing, Stable, Growing, Prosperous and then Outstanding.. You have no direct control over your economy, as this is based off of your society and how it interacts. You can try though, and sometimes it will be successful, by starting and finishing projects that would make sense that would help your people get richer and thus give more taxes. A higher economy means a happier population, and generally a richer population, which will lead to better taxes usually…usually. Also, you can have one of two kinds of economies. A free economy means, for the most part, the government does not interfere with the market (capitalism), so economies are more unstable, but can reach heights that no other economy can. You can also have a command economy, where the government decides what is done, and generally leads to low economy progress, but is much more stable.

What you do get to spend is your taxes, in the form of credits. These can either be banked, spend on domestic institutions, given away, or spent on military. You can raise this by increase taxes, somehow increasing your economy, or you can even impose higher taxes upon the people you conquer. Each have their obvious consequences, so be careful (I definitely do not have a reputation of being nice to players). Each tax credit can be used to increase one thing in your stats.

Your military is represented in numbers. When you increase your army, it will be increased by a certain number, determined by myself, based on the population of your civilization, and the predetermined number. You can also train your army, which costs an additional tax credit.

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 a tax credit, or you can have your army build them which will take 2 turns.

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)

Confidence mostly reflects how much you write.
Conscription is not possible for a while.
Mobilization is not possible for a while.

Education is available to increase. To increase, you must build temples in the ancient ages, schools in the more modern, and universities in the far modern (pay a tax credit). This is but one way you can increase. When you jump an age, you education sinks two levels.
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.

Infrastructure: None, some, quite developed, plentiful, abundant, 1st world.

Everyone you have contact you have trade. It is to my descretion to a certain point on how much you trade with someone. I will be using Rome as an example. Rome has trade with practically everyone in Europe and North Africa, since that is who they have contact with. However, trade is less popular with Sweden, since they have little to offer Rome at this point and are so far away. Trade is rapant with Barbary Coast, since Barbary Coast has much to offer in the type of luxuries and man power.

An asterik (*) will appear by your nation's name should you be experiencing a huge trade increase (non-priority) 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.

You cannot give away atechnology anymore. You may send generals to other countries to train them in the new ways of fighting (i.e. Holland sends generals to Britain). Whenever they increase their army after that, it is in Medieval Age men, but they only get the amount per economy as stated for the age they are in. I.E. Holland trained Britain's army in turn A. In turn B, Britain spends one economy on the army, but since they are still in Empire Age, they get only 300 men. However, those 300 men are Medieval Age.

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. However, in this NES governments are much more important. If you have a government where the person in charge shares power (democracy, republic, parliamentary, etc) then some of your decisions in your orders may be overturned in the update (by ruling of the senate/parliament/congress), which could be annoying. What is the benefit? A happy people, generally better economy. When you have a dictatorial government, your people are less happy, and more likely to revolt. However, you have complete control.


NEW STUFF

Army/Navy Upkeep

It is not cheap to run a war. One of the ways I will convey this to the game is army upkeep. There will be a set rate in which you will have to pay upkeep, determined by me in the game, and will be recorded on the front page. These upkeeps will be expensive, and will require probably loans of some kind that will put your nation in debt, unless you have built up a treasury strong enough for this. You must pay upkeep for an army always, but it is only really expensive when it is in war (4x expensive). To get around the upkeep, you can try to feed your army from the land, though this probably will not be enough, or you can raise taxes on the people you conquer.

Upkeep for each nation differs, and is represented in your template. I base it off of the resources available to your nation, the amount you have invested into barracks, fortresses, etc where the army stays, and how happy the people are. Training and equipment is also VERY expensive, so watch out before you increase your training/equipment.

Loans and Debt

You may take out loans from other nations. They, of course, will charge you interest. You can also take out loans from your own banks in your country, though it will probably prove to be more expensive as the war goes on. If you become in debt, then after somewhere around five turns in debt, your economy will begin to drop.

Increasing your Army

Increasing your army is free now, and the increases are based upon your people’s confidence, happiness, and if they agree with what your doing with them. You can conscript, but moral and performance will drop almost 75%. There is no set amount as to how much you receive, but generally nations with a larger population will receive more increases when they call for it. The cost of your military is expressed in upkeep.

Training and Equipment

These two are very important. Your army’s training always relies upon how happy the soldiers there are. They don’t cost anything to increase, but your upkeep increases.

Amount of training is shown as asterisk marks next to the unit. Equipment is shown as a ^.

And that’s it, mighty simple, ain’t it? Here’s the template:

Nation
GOVERNMENT:
RULER/PLAYER:
ECONOMY:
TAX INCOME: /per turn, /treasury
ARMY:
NAVY:
INFRASTRUCTURE;
EDUCATION:
CONFIDENCE:
PROJECTS:
 
Nations

Player Countries

ATLANTIS
GOVERNMENT: Theocratic Republic
RULER/PLAYER: Archon Numerius/Xen
ECONOMY: Failing, Free
TAX INCOME: 9/per turn, 27/treasury
MILITARY UPKEEP: 9/per turn
ARMY: 36,200 Infantry, 28,900 Archers. 32,500 Cavalry, 46 Catapults
NAVY: 645 Triremes
INFRASTRUCTURE: 9
EDUCATION: 7
CONFIDENCE: 4
PROJECTS:

BACTRIA
GOVERNMENT: Feudal Monarchy
RULER/PLAYER: North King
RELIGION: 80% Buddhist, 20% Pagan
ECONOMY: Growing, Command
TAX INCOME: 8/per turn, 16/treasury
MILITARY UPKEEP: 7/per turn (-1 temp)
ARMY: 35,800 Royal Guards; 19,500 Royal Longbows, 2,800 cavalry Royal Marahattas, 12 catapults
NAVY: 200 galleys
INFRASTRUCTURE: 8
EDUCATION: 7
CONFIDENCE: Okay
PROJECTS: Academy of Ajanta (4c invested): A fine new building with massive lecture halls, theaters, research facilities, it is in a new “Bactrian” style of building, with massive peaked arches dominating doorways, fine minarets adorning the outside, and massive domes as a finishing touch (vaguely looks like the Taj Mahal of our world).

BURGUNDY
GOVERNMENT: Monarchy
RULER/PLAYER: Plexus
ECONOMY: Stable, /Free
TAX INCOME: 7/per turn, 14/treasury
MILITARY UPKEEP: 3/per turn
ARMY: 18,200 Infantry, 15,000 archers, 4,500 Cavalry, 22 Catapults
NAVY: 170 Galleys
INFRASTRUCTURE: 5
EDUCATION: Average
CONFIDENCE: Okay
PROJECTS:

THE CHESAPEAKE TRIBE
GOVERNMENT: Tribal Chiefdom
RULER/PLAYER: Chief Bluefish/ conehead234
ECONOMY: Stable, Free
TAX INCOME: 8/per turn, 3/treasury
MILITARY UPKEEP: 2/per turn
ARMY: 16,200 Infantry, 2,400 Archers
NAVY: 330 Galleys
INFRASTRUCTURE: 4
EDUCATION: 7
CONFIDENCE: Okay
PROJECTS: Temple of the Fields: Philosophers and scholars everywhere will meet here in the capital to discuss and invent new farming techniques. 5c invested. FINISHED!
Dear Domestication (4c invested FINISHED): Domestication of deer for source of food.
Great Lakes Trade Network: (3c invested): Sets up ports and trading posts along Lake Erie and invests in traders to trade throughout the Great Lakes, spreading my goods and influences throughout the Great Lakes area.

CHUBU
GOVERNMENT: Despotism
RULER/PLAYER: Chubu Family/Fantasmo
ECONOMY: Stable
TAX INCOME: 10/per turn, /treasury
MILITARY UPKEEP: 8/per turn
ARMY: 21,500 Infantry, 1,800 archers, 3,200 Cavalry, 20 catapults
NAVY: 300 galleys
INFRASTRUCTURE: None
EDUCATION: Idiotic
CONFIDENCE: Okay
PROJECTS:

ENTIRA
GOVERNMENT: Forum Republic
RULER/PLAYER: King Almo/erez87
ECONOMY: Stable, Free
TAX INCOME: 7per turn, 30/treasury *was 13*
MILITARY UPKEEP: 16/per turn
ARMY: 28,000 Legion-Phalanx Infantry**, 15,000 Archers Auxiliaries*, 10,000 Cavalry Auxiliaries*, 28 Onagers
NAVY: 500 Galleys*
INFRASTRUCTURE: 9
EDUCATION: 8
CONFIDENCE: Poor
PROJECTS: Suez Canal (9c Invested): A canal that stretches through the Sinai peninsula to connect the Mediterranean sea to the Red Sea, so that ships may pass through.

GARAMANTES
GOVERNMENT: Despotism
RULER/PLAYER: Azale
ECONOMY: Outstanding, Command
TAX INCOME: 10/per turn, 0/treasury
MILITARY UPKEEP: 2/per turn
ARMY: 8,900 Infantry, 2,100 Archers, 10,000 Cavalry, 2 Catapults
NAVY: None
INFRASTRUCTURE: 4
EDUCATION: 5
CONFIDENCE: Good
PROJECTS:

GEORGIA
GOVERNMENT: Early Despotism
RULER/PLAYER: Stormbringer
ECONOMY: Recession, Command
TAX INCOME: 2/per turn, 14/treasury
MILITARY UPKEEP: 1/per turn
ARMY: 14,000 Infantry, 3,200 Archers, 2,500 Cavalry, 23 Catapults
NAVY: 130 Galleys
INFRASTRUCTURE: Abundance
EDUCATION: Smart
CONFIDENCE: Okay
PROJECTS:

HODINOSHONE
GOVERNMENT: Iroquois Confederacy
RULER/PLAYER: Grand Chief Hiawatha/Warman17
ECONOMY: Stable, Free
TAX INCOME: 4/per turn, /treasury
MILITARY UPKEEP: 1/per turn
ARMY: 17,200 Infantry, 2,000 Mohawk Warriors, 12,300 Archers
NAVY: 145 Galleys
INFRASTRUCTURE: Quite Developed
EDUCATION: Smart
CONFIDENCE: Okay
PROJECTS: Iroquois Highway (4c invested): A series of paved, elevated roads connecting the cities.

KINGDOM OF JUDEA
GOVERNMENT: Monarchy
RELIGION: 95% Jewish, 5% Pagan
RULER/PLAYER: King David/Amirsan
ECONOMY: Stable, Free
TAX INCOME: 5/per turn, 17/treasury
MILITARY UPKEEP: 4/per turn
ARMY: 13,400 infantry; 7,000 archers, 3,600 cavalry, 18 catapults
NAVY: 120 galleys
INFRASTRUCTURE: Some
EDUCATION: Poor
CONFIDENCE: Okay
PROJECTS: David’s Temple (2c invested): A large and beautiful temple constructed in the center of Jerusalem to serve as a monument to the Jews.

KESULTANAN MELAYU MELAKA
GOVERNMENT: Sultanate (Absolute Monarchy)
RULER/PLAYER: Sultan Shah Zaman/BananaLee
ECONOMY: Growing, Free
TAX INCOME: 7/per turn, 7/treasury
MILITARY UPKEEP: 9/per turn
ARMY: 15,800 Malay Warriors***, 5,700 Hulubalang*, 1,000 Bajau Horsemen, 104 Fork Carts
NAVY: 710 Fighting Carracks***
INFRASTRUCTURE: 1st World
EDUCATION: 5
CONFIDENCE: Okay
PROJECTS: Wise Men’s Durbar (3c invested): Wise men from all over the land are invited to the palace once every three years to show their new inventions. The best invention or philosophy would be rewarded. The purpose of this is to promote education and knowledge throughout the land.

MONGOLIA
GOVERNMENT: Depotism
RULER/PLAYER: Kerand Aming
ECONOMY: Stable, Command
TAX INCOME: 4/per turn, 12/Booty
MILITARY UPKEEP: 1/per turn
ARMY: 1,600 Infantry, 800 Archers, 19,300 Archer Horsemen
NAVY:
INFRASTRUCTURE: Little
EDUCATION: Idiotic
CONFIDENCE: Okay
PROJECTS:

PERSIA
GOVERNMENT: Depotism
RULER/PLAYER: Xerxes/ emu
ECONOMY: Stable, Command
TAX INCOME: 6/per turn, 11/treasury
MILITARY UPKEEP: 3/per turn
ARMY: 23,800 Blackguard, 15,500 Archers, 11,000 Parthian Cavalry, 38 Catapults
NAVY: 193 Galleys
INFRASTRUCTURE: Quite Developed
EDUCATION: Average
CONFIDENCE: Okay
PROJECTS:

PRUSSIA
GOVERNMENT: Authoritarian Monarchy
RULER/PLAYER: Von Dunkelheit / Stalin006
AGE: Antiquity
ECONOMY: Stable, Free
TAX INCOME: 2/per turn, /treasury
MILITARY UPKEEP: 1/per turn
ARMY: 20,000 Infantry*, 14,000 Archers*, 3,400 Cavalry, 2 Catapults
NAVY:
INFRASTRUCTURE: None
EDUCATION: Ignorant
CONFIDENCE: Okay
PROJECTS:

SEMINOLES
GOVERNMENT: Tribalism
RULER/PLAYER: Cheif Alohut
ECONOMY: Stable, Free
TAX INCOME: 4/per turn,1/treasury
MILITARY UPKEEP: 1/per turn
ARMY: 10,200 Infantry, 4,500 Archers
NAVY: 150 Galleys
INFRASTRUCTURE: Some
EDUCATION: Ignorant
CONFIDENCE: Okay
PROJECTS:

SIAM
GOVERNMENT: Monarchy
RULER/PLAYER: Death
ECONOMY: Stable, Command
TAX INCOME: 8/per turn, 19/treasury
MILITARY UPKEEP: 5/per turn (-1 temp)
ARMY: 22,000 Infantry*, 16,000 Archers*, 1,000 cavalry*, 20 catapults*
NAVY: 425 Galleys*
INFRASTRUCTURE: Plentiful
EDUCATION: Smart
CONFIDENCE: Great (up because of ties cut with Sri Lanka)
PROJECTS:

SINHALA
GOVERNMENT: Monarchy
RULER/PLAYER: Insane Panda
ECONOMY: Stable
TAX INCOME: 12/per turn, 18/treasury
MILITARY UPKEEP: 9/per turn (-1 temp)
ARMY: 31,000 infantry; 16,000 archers, 4,000 cavalry, 24 catapults
NAVY: 240 galleys
INFRASTRUCTURE: 6
EDUCATION: 6
CONFIDENCE: Okay
PROJECTS: The Markets of Sinhala (0c invested): Focuses our economy towards that of a trade one, and opens up many markets to the Bactrians to the north, and myriad other nations, lessening our dependency on Sri Lanka. The project also increases the profitablity of colonial trading ports and improves infrastructure vastly throughout our nation.


SLAVENIA
GOVERNMENT: Monarchy
RULER/PLAYER: Comrade Slavomir Slavenski I/AAminion00
AGE: Antiquity
ECONOMY: Stable, Free
TAX INCOME: 2/per turn,1 /treasury
MILITARY UPKEEP: 1/per turn
ARMY: 3,000 Infantry, 4,300 Horsemen (trained)
NAVY:
INFRASTRUCTURE: None
EDUCATION: Idiotic
CONFIDENCE: Good
PROJECTS:

REPUBLIC OF SRI LANKA
GOVERNMENT: Republic
RULER/PLAYER: PERM. NPC
ECONOMY: Stable, Free
TAX INCOME: 7/per turn, 0/treasury (-1 temp)
MILITARY UPKEEP: 18/per turn (war)
ARMY: 28,100 infantry**; 17,500 archers, 6,100 cavalry, 24 catapults
NAVY: 300 galleys*
INFRASTRUCTURE: 8
EDUCATION: 7
CONFIDENCE: Okay
PROJECTS:

SUMERIA
GOVERNMENT: Feudalism
RULER/PLAYER: Sheep
ECONOMY: Prosperous, Command
TAX INCOME: 9/per turn, 1/treasury
MILITARY UPKEEP: 9/per turn
ARMY: 15,300 Infantry*, 13,900 Archers*, 4,200 Cavalry*, 20 Catapults
NAVY: 130 Galleys
INFRASTRUCTURE: 5
EDUCATION: 3
CONFIDENCE: Okay
PROJECTS: Port of Basra (3c invested): Creates a large and magnificent port facility in the coastal city of Basra.

THE DOMINION OF TRIKK
GOVERNMENT: Dictatorship
RULER/PLAYER: SKILORD
AGE: Antiquity
ECONOMY: Prosperous, Command
MILITARY UPKEEP: 1/per turn
TAX INCOME: 2/per turn, /treasury
ARMY: 6,000 Warriors
NAVY:
INFRASTRUCTURE: Little
EDUCATION: Idiotic
CONFIDENCE: Great
PROJECTS: Nerai Irrigation (0c invested): improves the irrigation systems from the river Nerai, in the farmlands just north of the capital of Trikk.

THRACE
GOVERNMENT: Enlightened Monarchy
RULER/PLAYER: Avtokrator Terekos/das
ECONOMY: Stable, Free
TAX INCOME: 9/per turn, 18/treasury
MILITARY UPKEEP: 5/per turn
ARMY: 16,600 infantry 5,800, Thessalin Phalanx, 6,000 Avotorian Guard, 17,900 Trojan Longbowmen, 16,800 cavalry 5,000, Thracian Cataphracts
NAVY: 221 Galleys, 40 Catapult Triremes
INFRASTRUCTURE: 7
EDUCATION: 7
CONFIDENCE: Okay
PROJECTS: Bosphoros Docks (2c invested COMPLETE): A gigantic and modern port facility for the capital of Thrace.

TRIBE OF THE COAST SALISH
GOVERNMENT: Tribal Council
RULER/PLAYER: Chief Is-Whoy-Malth / RealGoober
ECONOMY: Failing, Command
TAX INCOME: 8/per turn, /treasury
MILITARY UPKEEP: 3/per turn
ARMY: 16,000 Infantry, 8,400 Archers
NAVY: 140 Galleys
INFRASTRUCTURE: Some
EDUCATION: Average
CONFIDENCE: Okay
PROJECTS: Irrigation project (5c invested): Bring water to the fields to sustain a better crop yield.

QIN DYNASTY
GOVERNMENT: Despotism
RULER/PLAYER: Emperor Shai Khaw/Alex
ECONOMY: Growing, Free
TAX INCOME: 8/per turn, 8/treasury
MILITARY UPKEEP: 3/per turn
ARMY: 28,400 Infantry, 5,400 Archers, 8,300 Cavalry, 34 Catapults
NAVY: 89 Galleys
INFRASTRUCTURE: 5
EDUCATION: 7
CONFIDENCE: Okay
PROJECTS: Road Modernization (10c invested COMPLETE): Brings road up to modern standards.

YAMATO
GOVERNMENT: Despotism
RULER/PLAYER: Yamato Family/Contempt
ECONOMY: Stable
TAX INCOME: 10/per turn, /treasury
MILITARY UPKEEP: 9/per turn
ARMY: 4,450 Yamato Samurai Spearmen*, 8,500 Yamato Samurai*, 6,450 Yamato Samurai Archers, 3,400 Samurai Cavalry, 29 catapults
NAVY: 340 Sango
INFRASTRUCTURE: Plentiful
EDUCATION: Smart
CONFIDENCE: Good
PROJECTS: Tenshi (10c invested FINSIHED): A massive infrastructure movement aimed at developing Yamato’s cities into a “heaven on earth.”
Hayabusa (3c invested): A military school for the army and the general public.

ZULU
GOVERNMENT: Tribal Chiefdom
RULER/PLAYER: Shaka / Fëanor
ECONOMY: Stable, Command
TAX INCOME: 2/per turn, 0/treasury
MILITARY UPKEEP: 1/per turn
ARMY: 6,500 Zulu Impi
NAVY:
INFRASTRUCTURE: None
EDUCATION: Idiotic
CONFIDENCE: Okay
PROJECTS: Vaal Gold and Diamond Mine Construction (2c invested): builds mines along Vaal to further the wealth of the nation.

 
NPCs

Eastern and Southern Asia

MEKONG
GOVERNMENT: Despotism
RULER/PLAYER: NPC
ECONOMY: Stable, Command
TAX INCOME: 6/per turn, 10/treasury
MILITARY UPKEEP: 2/per turn
ARMY: 15,000 Warrior Bowmen, 12,300 Infantry
NAVY:
INFRASTRUCTURE: Some
EDUCATION: Poor
CONFIDENCE: Okay
PROJECTS:

MING DYNASTY
GOVERNMENT: Despotism
RULER/PLAYER: NPC
ECONOMY: Stable, Command
TAX INCOME: 5/per turn, 8/treasury
MILITARY UPKEEP: 2/per turn
ARMY: 19,000 Infantry, 3,000 Archers, 6,300 Cavalry, 19 Catapults
NAVY: 180 galleys
INFRASTRUCTURE: Some
EDUCATION: Okay
CONFIDENCE: Okay
PROJECTS:

Middle East and the Indian Subcontinent

GUJARAT
GOVERNMENT: Republic
RULER/PLAYER: NPC
ECONOMY: Prosperous, Free
TAX INCOME: 4/per turn, 11/treasury
MILITARY UPKEEP: 2/per turn
ARMY: 8,000 infantry; 2,000 archers, 3,600 cavalry, 8 catapults
NAVY: 160 galleys
INFRASTRUCTURE: Plentiful
EDUCATION: Smart
CONFIDENCE: Okay
PROJECTS:

MEDES
GOVERNMENT: Despotism
RULER/PLAYER: NPC
ECONOMY: Prosperous, Command
TAX INCOME: 4/per turn, 20/treasury
MILITARY UPKEEP: 4/per turn
ARMY: 21,300 Infantry, 2,000 Archers, 700 Cavalry, 15 Catapults
NAVY: 80 Galleys
INFRASTRUCTURE: Quite Developed
EDUCATION: Average
CONFIDENCE: Okay
PROJECTS:

Central and South America

AZTECS
GOVERNMENT: Tribal Theocracy
RULER/PLAYER: NPC
ECONOMY: Stable, Controlled
TAX INCOME: 8/per turn, 13/treasury
MILITARY UPKEEP: 3/per turn
ARMY: 25,500 Infantry, 14,020 Archers
NAVY: 180 Galleys
INFRASTRUCTURE: Some
EDUCATION: Poor
CONFIDENCE: Okay
PROJECTS:

CUZCO INCANS
GOVERNMENT: Monarchy
RULER/PLAYER: NPC
AGE: Bronze
ECONOMY: Stable, Command
TAX INCOME: 2/per turn, 3/treasury
MILITARY UPKEEP: 1/per turn
ARMY: 11,000 Incan Scout Warriors, 1,000 infantry
NAVY:
INFRASTRUCTURE: None
EDUCATION: Idiotic
CONFIDENCE: Okay
PROJECTS:

PALENQUE
GOVERNMENT: Mayan Confederation
RULER/PLAYER: King Itzamna/NPC
ECONOMY: Recession, Controlled
TAX INCOME: 6/per turn, 3/treasury
MILITARY UPKEEP: 2/per turn
ARMY: 8,220 Infantry, 3,040 Archers
NAVY: 260 Kabuza Galleons
INFRASTRUCTURE: Quite Developed
EDUCATION: Smart
CONFIDENCE: Great
PROJECTS:

TOLTECS
GOVERNMENT: Tribal Monarchy
RULER/PLAYER: NPC
ECONOMY: Stable, Controlled
TAX INCOME: 4/per turn, 8/treasury
MILITARY UPKEEP: 2/per turn
ARMY: 9,200 Infantry, 4,000 Archers
NAVY: 90 Galleys
INFRASTRUCTURE: Quite Developed
EDUCATION: Poor
CONFIDENCE: Okay
PROJECTS:

YAVIZA PEOPLE
GOVERNMENT: Monarchy
RULER/PLAYER: NPC
AGE: Bronze
ECONOMY: Stable, Command
TAX INCOME: 2/per turn, 4/treasury
MILITARY UPKEEP: 1/per turn
ARMY: 9,800 Warriors
NAVY:
INFRASTRUCTURE: None
EDUCATION: Idiotic
CONFIDENCE: Okay
PROJECTS:

North America

CHEROKEE
GOVERNMENT: Tribal Republic
RULER/PLAYER: NPC
ECONOMY: Growing, Command
TAX INCOME: 4/per turn, 9/treasury
MILITARY UPKEEP: 2/per turn
ARMY: 19,000 Infantry, 2,200 Archers
NAVY: 120 Galleys
INFRASTRUCTURE: Little
EDUCATION: Poor
CONFIDENCE: Okay
PROJECTS:

CHINOOK
GOVERNMENT: Tribal Council
RULER/PLAYER: NPC
ECONOMY: Stable, Command
TAX INCOME: 4/per turn, 6/treasury
MILITARY UPKEEP: 2/per turn
ARMY: 14,400 Infantry, 9,200 Archers
NAVY: 20 Galleys
INFRASTRUCTURE: Quite Developed
EDUCATION: Poor
CONFIDENCE: Okay
PROJECTS:

CLATSOP
GOVERNMENT: Tribal Republic
RULER/PLAYER: NPC
ECONOMY: Growing, Command
TAX INCOME: 6/per turn, 10/treasury
MILITARY UPKEEP: 2/per turn
ARMY: 12,300 Infantry, 2,000 Archers
NAVY: 210 Galleys
INFRASTRUCTURE: Some
EDUCATION: Smart
CONFIDENCE: Okay
PROJECTS:

OHIO
GOVERNMENT: Monarchy
RULER/PLAYER: NPC
ECONOMY: Stable, Free
TAX INCOME: 4/per turn, 6/treasury
MILITARY UPKEEP: 2/per turn
ARMY: 16,000 Infantry, 4,200 Archers
NAVY:
INFRASTRUCTURE: Some
EDUCATION: Ignorant
CONFIDENCE: Okay
PROJECTS:

SIOUX
GOVERNMENT: Monarchy
RULER/PLAYER: NPC
ECONOMY: Stable, Free
TAX INCOME: 4/per turn, 7/treasury
MILITARY UPKEEP: 1/per turn
ARMY: 18,000 Infantry, 4,800 Archers
NAVY:
INFRASTRUCTURE: Some
EDUCATION: Ignorant
CONFIDENCE: Okay
PROJECTS:

Europe

AUSTRIA
GOVERNMENT: Monarchy
RULER/PLAYER: NPC
ECONOMY: Stable, Free
TAX INCOME: 6/per turn, 9/treasury
MILITARY UPKEEP: 3/per turn
ARMY: 17,800 Infantry, 2,900 Archers, 6,000 Cavalry, 20 Catapults
NAVY:
INFRASTRUCTURE: Quite Developed
EDUCATION: Ignorant
CONFIDENCE: Okay
PROJECTS:

BAVARIA
GOVERNMENT: Monarchy
RULER/PLAYER: NPC
ECONOMY: Stable, Free
TAX INCOME: 6/per turn, 9/treasury
MILITARY UPKEEP: 3/per turn
ARMY: 17,000 Infantry, 2,400 Archers, 5,000 Cavalry, 23 Catapults
NAVY:
INFRASTRUCTURE: None
EDUCATION: Idiotic
CONFIDENCE: Okay
PROJECTS:

CYPRUS
GOVERNMENT: Monarchy
RULER/PLAYER: NPC
ECONOMY: Prosperous, Free
TAX INCOME: 6/per turn, 105/treasury
MILITARY UPKEEP: 3/per turn
ARMY: 14,500 Infantry, 12,300 Archers, 500 Cavalry, 4 Catapults
NAVY: 200 Galleys
INFRASTRUCTURE: Quite Developed
EDUCATION: Average
CONFIDENCE: Good
PROJECTS:

VIKINGS
GOVERNMENT: Tribal
RULER/PLAYER: PERM. NPC
ECONOMY: Stable, Command
TAX INCOME: 4/per turn, 7/treasury
MILITARY UPKEEP: Unknown
ARMY: Unknown
NAVY: Unknown
INFRASTRUCTURE:
EDUCATION:
CONFIDENCE:
PROJECTS:

GOTHICA
GOVERNMENT: Tribal System
RULER/PLAYER: NPC
ECONOMY: Stable, Free
TAX INCOME: 4/per turn, 7/treasury
MILITARY UPKEEP: 1/per turn
ARMY: 22,800 Infantry, 14,500 Archers, 8,290 Cavalry, 20 Catapults
NAVY: 110 Galleys
INFRASTRUCTURE: Quite Developed
EDUCATION: Smart
CONFIDENCE: Okay
PROJECTS:

ROME *Vassal of Entira*
GOVERNMENT: Tribal Council
RULER/PLAYER: NPC
ECONOMY: Stable, /Free
TAX INCOME: 2/per turn, 4/treasury
MILITARY UPKEEP: 1/per turn
ARMY: 3,000 Infantry, 2,000 Archers, 2,300 Cavalry, 3 Catapults
NAVY: 120 Galleys
INFRASTRUCTURE: Plentiful
EDUCATION: Poor
CONFIDENCE: Okay
PROJECTS:

RUS
GOVERNMENT: Monarchy
RULER/PLAYER: NPC
ECONOMY: Stable, Command
TAX INCOME: 4/per turn, 19/treasury
MILITARY UPKEEP: 2/per turn
ARMY: 19,600 infantry, 8,000 archers, 6,000 cavalry, 20 Catapults
NAVY: 300 Galleys
INFRASTRUCTURE: Plentiful
EDUCATION: Average
CONFIDENCE: Okay
PROJECTS:

SCOTLAND
GOVERNMENT: Monarchy
RULER/PLAYER: NPC
ECONOMY: Stable, Free
TAX INCOME: 2/per turn, 2/treasury
MILITARY UPKEEP: 1/per turn
ARMY: 17,000 Infantry, 2,000 Archers, 1,500 Cavalry
NAVY: 80 Galleys
INFRASTRUCTURE: Some
EDUCATION: Poor
CONFIDENCE: Okay
PROJECTS:

SCYTHIA
GOVERNMENT: Tribal
RULER/PLAYER: NPC
AGE: Bronze
ECONOMY: Stable, Free
TAX INCOME: 4/per turn, 6/treasury
MILITARY UPKEEP: 2/per turn
ARMY: 2,000 Infantry 1,300 Archers, 10,800 Cavalry
NAVY:
INFRASTRUCTURE: Some
EDUCATION: Idiotic
CONFIDENCE: Okay
PROJECTS:

Africa

AKSUM
GOVERNMENT: Despotism
RULER/PLAYER: NPC
ECONOMY: Stable, Command
TAX INCOME: 6/per turn, 18/treasury
MILITARY UPKEEP: 2/per turn
ARMY: 14,000 Infantry, 3,200 Archers, 2,500 Cavalry, 23 Catapults
NAVY: 130 Galleys
INFRASTRUCTURE: Abundance
EDUCATION: Smart
CONFIDENCE: Okay
PROJECTS:

SOMALIA
GOVERNMENT: Tribledom
RULER/PLAYER: NPC
ECONOMY: Recession, Free
TAX INCOME: 6/per turn, 7/treasury
MILITARY UPKEEP: 6/per turn
ARMY: 7,900 infantry; 4,500 archers, 8,600 cavalry, 8 catapults
NAVY: 20 galleys
INFRASTRUCTURE: Some
EDUCATION: Poor
CONFIDENCE: Okay
PROJECTS:

XHOSA
GOVERNMENT: Tribal Chiefdom
RULER/PLAYER: NPC
ECONOMY: Stable, Command
TAX INCOME: 2/per turn, 3/treasury
MILITARY UPKEEP: 1/per turn
ARMY: 6,500 Warriors
NAVY:
INFRASTRUCTURE: None
EDUCATION: Idiotic
CONFIDENCE: Okay
PROJECTS:

 
THE WORLD'S MILITARY

Entira

greek_pikemen_INFO.jpg

Legion-Phalanx (Entira): History. Recieve the best of both Legion Infantry and the Phalanx Pikemen. Less Pikmen and so less strong against avalry, and espaicaly weakened infront of heavy cavalry, fast artileries and elephants or other massive beasts.

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Archer Auxiliaries (Entira): History. As any Archer has bonus in defending high walls and agaisnt Infantry, this guys are also as trained as any infantry to hold much more in battle. Can use fire arrows. A huge weakness to Cavalry (any type) because that they are a little slower than other archers becuase of the armor.

Cavalry Auxiliaries (Entira): History. Strong vs. archers, unraroumered or scattered infantry. Huge weakness to Pikes as it's not very armoured. Also weak against camels and elephants cause horses scare easily from this two animals.

roman_onager_INFO.jpg

Onager (Entira): History. Good in breaking heavy infantry formations (cause their slow) and in breaking walls and towers. Weak against anything that come near it and fire archers.

"Yellow" Galley (Entira): History. The history of this vassal is from ancient Egypt. This ships were built so the egyptian could move across the Nile and sail fast from North to South Egypt. They are the same as galleys but only 2\3 of the size. They carry less, but unlike Large Galleys they can sail in almost all of the Nile. Their strengh is in the Nile, outside of it they always loose.

Hodinoshone

Mohawk Warrior: The Mohawks have always been the defenders of the Hodinoshone homelands. Are excellent defenders. Prove ineffective when attacking.

Thrace

Avtorian Guard (Thrace): Formed by Terekos as a personal guard and the elite infantry unit. It is disciplinned, armed with broadswords and carries out orders without questions. It, however, is rather vulnerable to archers.

Thessalin Phalanx (Thrace): Thracians are great learners, and managed to copy the best Spartan ideas in this unit. It is, just as a Greek Phalanx, is powerful in defense and cannot be broken by a frontal attack. It is slow, though.

Trojan Longbowmen (Thrace): Half-Greek, half-Hittite inhabitants of Western Anatolia have always been great sharpshooters. In exchange for payment in land after their service, they agreed to fight for Thrace. They are great archers with long range and capable of inflicting large casualties on armored troops. They are vulnerable to cavalry, though.

Thracian Cataphracts (Thrace): Formed by Avtokrator Mierek during the Fez War. They are strong and fast, good in charges. However, they are rather vulnerable to spearmen and archer fire.

Catapult Triremes (Thrace): A recent innovation, it was created for the sole purpose of the war with Sparta. It is a powerful new naval siege weapon. However, it is slow and not very maneuverable.

Yamato

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Yamato Samurai (Yamato): The Yamato Samurai are not as heavily armoured as some of their conterparts, but rather are lightly armoured in a combination of Iron platied armor and leather. Their Swords are hand-crafted by the Yamato Blacksmiths, the most skilled in all the world.

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Yamato Samurai Spearmen (Yamato): Almost identical to the Yamato Samurai except that they are Spearmen instead of Swordsmen. Their spears are almost 6 feet long, and the Spearmen are skilled at the tactic called the "Spearwall", where a 100 Spearmen can keep a 1000 men at bay.

Yamato Samurai Archer (Yamato): Very lightly armoured except for the standard Samurai Chest plate and helm. These men are good archers and can fire as well as any other men. Basically just Archers with Samurai mentalilty.

Samurai Cavalry (Yamato): Heavily Armoured cavalry used as shock troops. Mobile and heavy hitting, their armour costs so much that there are few actually in service.

Siam

Siamese Knight (Siam): elite swordsmen. Strong when fighting on the ground against other infantry. Weak against archer fire because of light armor.

Kesultanan Melayu Melaka

Malay_Warrior.png

Malay Warrior (Melaka): Trained under the Kesateria traditions millennia old, Malay Warriors are highly trained infantrymen, strong and disciplined. Malay Warriors are trained to extremely high standards and are top-notch fighters, highly disciplined, especially skilled in jungle warfare and can cover long distances quickly. Being lightly armoured, however, means that Malay Warriors can’t hold their own in frontal fights with heavier armed units.

Hulubalang.png

Hulubalang (Melaka): The advent of the repeating magazine crossbow 50 years ago has meant the development of a new elite fast archer force. Hulubalang, like Malay Warriors can cover long distances quickly and are skilled in jungle warfare, including sharpshooting while the crossbow’s mechanism allows unheard of rates of fire. The repeating crossbow used by Hulubalang, however, has an inferior range to normal crossbows and longbows.

BajauHorse.png

Bajau Horsemen (Melaka): Bajau Horsemen are troops recruited from the plains of South Borneo and Java, where the Bajau minority, a horse-riding minority live. Their strengths lie in being capable of providing massive heavy shock capability with a strong and disciplined charge thanks to their double swords. However, Bajau Horsemen are difficult to recruit as they are taken from Bajau noblemen who provide their own equipment.

ForkCart.png

Fork Cart (Melaka): The Fork Cart was the answer to the difficulty of moving large catapults in the jungles of Kesultanan Melayu Melaka. There's no chance of missing, no chance of damage to friendly troops and simple enough that it can be constructed on the field as needed. However, Fork Cart has to be adjacent to the enemy walls to do its work.

FightCarrack.png

Fighting Carrack (Melaka): 1,000 years of naval tradition have allowed Melaka to develop one of the best naval units in the world, the Fighting Carrack. The Fighting Carrack, with its elite crew and superior construction is extremely fast, can sail very close to the wind and could defeat most ships on the water easily. However, its construction is such that the Fighting Carrack has a rather deep draft, making it dangerous to sail in uncharted shallow water.

Bactria

Royal Guard (Bactria): With the advent of the Second Sri Lankan War, the Royal Family determined that relying on the nobles for a trained army was foolish. Thus they decided to make a new, disciplined, and hardened, professional army under purely royal control. The Royal Guard is a trained, professional organization, that knows exactly what it is doing on the battlefield. Master swordsmen, quick on the march, and fully able to hold a line or pick up a pike and defend against cavalry if need be.Their main weaknesses, are that they are rather expensive to maintain and difficult to recruit.

Royal Marahattas (Bactria): With the advent of the Second Sri Lankan War, the Royal Family determined that relying on the nobles for a trained army was foolish. Thus they decided to make a new, disciplined, and hardened, professional army under purely royal control. Their main strengths are in their mobility, fearsome charge, and the fact that they can almost ignore sword blows due to their carefully crafted chain mail armor.Their main weaknesses, are that they are rather expensive to maintain and difficult to recruit, and their vulnerability to the front teeth of a phalanx.

Royal Longbows (Bactria): With the advent of the Second Sri Lankan War, the Royal Family determined that relying on the nobles for a trained army was foolish. Thus they decided to make a new, disciplined, and hardened, professional army under purely royal control. Their main strengths include their mobility, and range and power of their bow. They are lightly clad with armor so as not to impede movement. They are relatively cheap since the herding and hunting lifestyle of the middle castes of Bactrian society promote archery. They are extremely weak in hand to hand combat.

War Elephants (Bactria): With the advent of the Second Sri Lankan War, the Royal Family determined that relying on the nobles for a trained army was foolish. Thus they decided to make a new, disciplined, and hardened, professional army under purely royal control. The main strengths of this unit are it’s incredible size, it’s ability to frighten horses with the smell, the sheer intimidation factor, and the incredible charge it packs. It’s weaknesses are numerous, though. If frightened, it will go anywhere to escape, including over it’s own men. They remain relatively few in number compared to any branch, rarely reaching the 100 mark. They are also expensive.

Bactrian Galleys (Bactria): With several disastrous defeats in the Sri Lankan war, the Bactrian navy received a wake up call. They decided to come up with something, anything that would let them fight on equal terms with the Sri Lankans. The new tactics were devious, they would turn to the one advantage Bactria had: land warfare...The new galley is to be reinforced to better withstand ramming and arrow fire. It will also carry a massive walkway on a turntable in the fore with a massive spike. It will draw up close to the enemy ship and lower the walkway rapidly, smashing through the deck of the enemy and securing the walkway. Bactrian Marines, specially adapted for this duty (handpicked for their ability to withstand sea sickness, and with large shield to protect from arrow fire), then board the ship. They kill the crew and decisively eliminate the ship from the battle. To the victor goes the spoils – at the end of the battle, the drifting, crewless triremes are to be collected, then recrewed for use by Bactria. Even if the Sri Lankans win the battle, they will have lost valuable crew in the massacres, who are very difficult to replace, and the ships will have to be towed back to Sri Lanka. The main weaknesses are that they are somewhat slower than the normal trireme, and need frequent resupply due to the large complement of marines. Also the ships are rather vulnerable to storms, though this is SLIGHTLY negated by the stronger hull.

 
Economies, Population, and Ethnicities

ATLANTIS
Economy: Most of the economy is based off of trade, fueled by the Gold Coast trade with native Africans in the south. However, since Atlantis has imposed upon itself self isolation from the rest of the Mediterranean, it has lost out on most of the lucrative trade that make the other Mediterranean powers so prosperous. Atlantis, though, has a much better developed infrastructure and industrial base, providing most of its own resources. This makes it mostly self sufficient, and not prone to the economic cycles that major trading nations are susceptible to. The Atlantean economy is one of the more larger and powerful economies that is relatively stable. Roads connect most of the major trading areas, which makes a very modern communication and trading system.

Resources: Atlantis has a major agriculture base, supplying all of its own food stuffs, including rye, oats, olives, and most importantly, wheat. Grapes in New Atlantis, or western Gaul, and southern Iberia produce the finest wine in the world. Along the African coast, resources are scarce, but include the occasion incense and massive wheat fields. The most productive areas include Atlantis, the capital, which is home to the largest markets in the country, and southwestern Iberia where much of the industry is located and trade passes through. Mineral deposits are found mostly in the Atlas Mountains in Africa, which include vast iron mines, and in Iberia, gold mines are common.

Population: Atlantis is not home to a diverse population that is expected. Instead, most of the people are of the same descent, except for New Atlantis in western Gaul, which is the most diverse area of the country.

84% Atlantean*
10% Gaul
5% Afrikan**
1% Other

* Atlanteans are the native peoples of western Iberia, who in prehistoric ages migrated to the Atlantis home islands. ** Native people of the Sahara and Mediterranean coast of Africa.

THE CHESAPEAKE TRIBE

Economy: The economy of the Chesapeake Tribe is very unregulated, the government barely interferes. Fishing is a huge industry, consisting of nearly forty percent of all jobs in the country. The rest is divided among the lucrative merchants and the farmers. Merchants enjoy the richest trade in North America, mostly with the Cherokee in the south and the Ohio in the west. Roads are common along the coast, which aid in the caravans that travel the land. Farmers produce enough food for the country, so no food is imported. Most of the people enjoy the same kind of living standards, which are mediocre in comparison to the rest of the people.

Resources: Fish is the most used and exploited resource, but most fishing spots are declining in the number of fish available. After fish, the growing tobacco industry is fueling many innovations in farming to improve ways of better efficiency. Wheat and maize are the most common food crops, while domesticated turkey remains a much cherished resource. Iron deposits, though relatively small, are utilized in the Appalachians, but no other useful mineral is found.

Population: Most of North America is populated by one of three ethnicities; Cherokee, Chinook, and Plain.

99% Cherokee
1% Plain

CHUBU

Economy: Chubu economy is very basic, and not very efficient. Trading is mostly done with the Korean colony and with the Qin Dynasty, though little trade is even conducted. The economy is mostly fueled by a feudal society, where the surfs work the land and are the subjects of the warlords, who then pay to the monarchy. Those who are not farmers are usually miners or warlords. Few fish or trade. While this creates a very poor and stagnate economy, it is also very stable, especially compared to its southern neighbor. Economic progress in Korea is checked by the Yamato threat in the south, and the Mongol threat in the north. From time to time, settlements in the north pay a demanded tribute to the Mongols to not be attacked.

Resources: Vast resources are located in the Korean colony, including iron, copper, and lead. These make up for the relatively bare Japanese mainland, which supply only a small percentage of the minerals consumed. Fishing is a huge potential, but due to the economic system of Chubu, it is rarely tapped. Most Chubu grow rice, and is the one resource that is in abundant on the mainland. Rice is even exported to the Qin and Korea.

Population: The people of Japan, the Chubu and the Yamato, are composed mostly of Japanese, who migrated from the Korean peninsula in nomad times. They have developed their own culture and writing, independent of Korea and China.

83% Japanese
10% Korean
7% Ainu*

* Ainu are the native people who were already leaving on Hokkaido when the Japanese came.

Kesutlanan Melayu Melaka

Economy
The economy of Melaka is highly maritime with fishing and rice farming being the main food industries all over the empire. In addition, a variety of fruit orchards are available in many places all over the empire. Domestic trade happens in small amounts but is expected to increase as ports all over the empire are upgraded and trade promoted. Products from all over the empire are collected at Kota Melaka, where it would be traded for other products from the Indian subcontinent and the West.
The Melaka waters are also very safe as the Navy has taken many steps to eradicate piracy in their waters against trade vessels, using the ‘Prize Money’ concept for their Navy to their advantage, as most pirates have cargo holds filled with goodies.

Resources
Kesultanan Melayu Melaka is blessed with a diverse multitude of natural resources throughout the empire. The Malayan Peninsula has large deposits of tin on the West Coast, the island of Sumatera contains silver in the central regions and Sulawesi Island is known as the ‘rice-basket’ of the empire, thanks to the extremely rich volcanic soil all over the island.
The island of Borneo, while being less developed, contains many forest products such as wild honey, bird’s nest and timber.
Most of the empire’s land is also highly suitable for growing a variety of spices such as pepper, cloves and cinnamon, with Jawa being the largest spice producer in the empire.
In addition, most of the territory in Kesultanan Melayu Melaka is self sufficient in providing their own food and water with several localised exceptions like Temasik and some islands in the area.

Population
The people of the empire are not officially differentiated by race. However, if divided by ethnicity, the population is Malay along the Malay Peninsula, Bajau and Dayak in Borneo and the islands and Bugis on Sulawesi Island with minorities of other ethnicities in all territories.
There are also indigenous tribes (eg: Sakai, Jakun, Penan) generically known as the ‘Orang Asli’ in the interior of the Malay Peninsula and Borneo forests who live a nomadic life in the jungle.

48% Malay
29% Bugis
15% Bajau
7% Dayak
1% various Orang Asli tribes
 
COMPLETED PROJECTS

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The Bosporus Ports
Thrace, 100 N.A.

The Bosporus Ports have been constructed in the capital city of Thrace, creating a trade center for the great city of wind. Taking advantage of the extensive Aegean trade that has grown since the collapse of the Spartan Empire, nearly seventy-five percent of all eastern Mediterranean trade reaches these distant ports – quite a miraculous accomplishment of the Thracian merchants.

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The Iroquois Highway
Hodinoshone, 100 N.A.

A series of paves roads connect to eachother, while connecting some of America's most prominant cities, to form the Iroquois Highway. Each road was constructed by laying stones of relativly the same size, and then cutting them to make them flat and level. The surface is slightly tilted to to let the water run off the stone, as well as the roads are slightly raised above the ground. To counter snow fall and thus the disappearance of the roads, large wooden polls are stuck into the ground along the road to mark it in the deep snow.

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Deer Farm Establishment
Chesapeake, 200 N.A.

By now, the domestication of deer is widespread throughout the Chesapeake nation, giving the people a reliable and safe source of food. Huge ranches are usually deep inland, with smaller, more sporadic ranches based near the coast. The rivers are usually the main source of food and water for the deer, and so most of the ranches are near the rivers.

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Project Tenshi
Yamato, 200 N.A.

Project Tenshi is complete in Yamato, turning the feeble fishing towns and small wooden huts that once made up Yamato into luxurious towns sprawling of Japanese culture and style. This has created a new sense of nationalism for the Yamato, fueling exploration into the sea and beefing up confidence.

 
Okay, all who wish to join, join now!

My expectations:


Player-begun civil wars, violent put downs of rebellions, wars of aggression, 1 on 1 fights, let this be closer to reality other then our pacifist past! Let this be an NES for fun and stories! PLEASE! And I will do all that I can to help it along the way.
 
Nation: Yamato (in Japan)
GOVERNMENT: Despotism
RULER/PLAYER: Yamato Family/Contempt
ECONOMY: Stable, Free
TAX INCOME: 1/per turn, /treasury
ARMY:
NAVY:
INFRASTRUCTURE;
EDUCATION: Idiotic
CONFIDENCE: Okay
PROJECTS:

What are the starting specs for this so I can edit it in? And Jason, I choose these guys because I never got to see my dream to unite Japan in City-States to Empires realized! :p This time, it'll be different. :)
 
Oh, and the economic system is subject to change...and porbably will end up going back to the simple spend and economy, increase economy, kind of NES dealie. I just wanted to try this one out for a while.

EDIT: To answer Contempt, leave the navy and army sizes blank for now...not everyone will be the same (I can be influences in stories of beginnings :))
 
Nation: Empire of Sri Lanka
GOVERNMENT: Theocracy
RULER/PLAYER:Jalapeno_dude
ECONOMY:
TAX INCOME: /per turn, /treasury
ARMY:
NAVY:
INFRASTRUCTURE;
EDUCATION:
CONFIDENCE:
PROJECTS:

When's the first update?
 
Updates are Mondays, Wednesdays, and one day of the weekend (may be substituted for Fridays sometimes, when the weekend looks gloomy). And so, the next update is Wednesday.
 
Nation: The Dominion of Trikk (Venezuala)
GOVERNMENT: Dictatorship
RULER/PLAYER: SKILORD
ECONOMY: Controlled
TAX INCOME: /per turn, /treasury
ARMY:
NAVY:
INFRASTRUCTURE;
EDUCATION:
CONFIDENCE:
PROJECTS:
 
Bah, I forgot to say that you must declare your economy either command or free, and for those who do not have apparent locations, please state them.
 
Garamantes
GOVERNMENT: Despotism
RULER/PLAYER: /North King
ECONOMY: Stable, Controlled
TAX INCOME: /per turn, /treasury
ARMY: ?
NAVY: ?
INFRASTRUCTURE: ?
EDUCATION: ?
CONFIDENCE: ?
PROJECTS: None


OOC: YES!!!!!!!!!!!!!!!!! I've been wanting to participate as a player in a fresh start NES for AGES! More on these guys in a little bit. I don't know a good leader name.

Start location in a little bit.
 
Nation:Siam (start in southern tip of Siam)
GOVERNMENT:Early Despotism
RULER/PLAYER: Death
ECONOMY: Stable-Command
TAX INCOME: 1/per turn, /treasury
ARMY:
NAVY:
INFRASTRUCTURE: None
EDUCATION: Idiotic
CONFIDENCE: Okay
PROJECTS:
 
Prussia
GOVERNMENT: Authoritarian Monarchy
RULER/PLAYER: Von Dunkelheit / Stalin006
ECONOMY: Stable, Free
TAX INCOME: 1/per turn, /treasury
ARMY:
NAVY:
INFRASTRUCTURE: None
EDUCATION: Idiotic
CONFIDENCE: Okay
PROJECTS:
 
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