CONES2-North America

conehead234

Braves on the Warpath
Joined
Jan 24, 2003
Messages
4,384
Location
maryland
Welcome to the second Conehead NES. This one takes place in North America, 4000 BC. The nes starts in the stone ages and we will see how far we can get. The rules are basically ripped from Espirito and I thank him for letting me use them.

Rules:

Stories - Please write stories, even if it is simply a paragraph with each update, maybe following a person rising through government ranks, discovering a new advance or witnessing a battle, it will make things more interesting. Ideally, an update would be written rather than in bullet points so:

King Theoduses felt that to improve the economy it was necessary to introduce a standard weight for currency and so ordered minting of gold and silver coins to replace those already in circulation, by doing this he hoped to reduce the amount of fraud and so improve the economy. He also ordered the building of a road between his two cities so that not only could merchants travel faster but also his army could travel easier, to do this he diverted people from the building of his palace to the building of the road. The Two explorationary forces under the commands of General Bringa and Lieutenant Policlops continued to penetrate the thick jungles in an attempt to find the natives who had ambushed them previously and then disappeared.
Mint New Currency
Build Road
Continue Exploration

This is just something short, further description is encouraged but this would be nice for a start. Orders, if not with a story, must at least be developped, simply 'Recruit Soldiers' will not do and I am liable to either ignore this or do something such as recruiting 10% of your populaton and starting a riot

Orders cannot be simply: improve economy 1 point, read on and you will see that if you wish to improve the economy and culture etc. you must say how, e.g. begin manufacture of dyed silks for trade to the tribes to the south and begin recruiting more warriors into the army.

The over-riding rule to bear in mind is that if something is sensible it can be done, you suggest it, I'll give the results. For example, if you want to put cannons on elephants backs ;-) then you can say that you try to do this, unfortunately in the update it appears that the cannons are too heavy and frighten the elephants when they go off so this idea doesnt work - better luck next time.

The People:

The people in your tribe determine much of what you can do, the happier your people the more you can get away with e.g. increasing army massively, and the more confident, the more stable your economy.

The Economy:

Economy is represented in word-levels and is a reflection on the confidence and happiness of the people, the amount of trade occurring, the size of your army, the current government. It can be improved by finding a way to improve it, decreasing taxes, beginning trade with other tribes, or anything else you can think of that will benefit the economy. Whatever way you choose there will be a knock on effect, reducing taxes means you cant support so large a military, beginning trade means you are dependent on the other Empire's goodwill, if you went to war you would lose the trade and your economy could suffer. You choose the way to improve the economy, I will give the results, for example,

Your economy is currently in a recession so you decide to introduce a new currency to stop the hyper-inflation, this stabilises your economy. Repeating this the next turn however would mean your economy would go back into a recession as your people are confused as to all the new currencies.

It is easier to gain levels the lower down you are, levels may be gained over time simply from maintaining a happy and confident populace. The word levels go:

Depression - Recession - Awful - Bad - Stable - Good - Very Good - Excellent - Booming - Excessive

Culture:

Culture is a reflection upon your religion, government and non-military achievements. Building temples or something of aesthetic beauty will increase your culture, if your economy is good, your culture will increase because there is more opportunity for art, literature and poetry. This is of little importance except determining your people's happiness and the greater your culture, the less chance of a revolt, it will also help to keep the peace in territories recently captured and will help to spread the state religion. This also determines the feelings of the people towards the country and so will effect whether they fight to defend the country (enlist in the army of their own free will) and the morale of the army. The more you write stories, the higher your culture because you have described your culture a bit. The word-levels go:

Negligible - Little - Average - Good - Strong Culture - Multi-cultural (you must have several cultures to get this )

Learning:

Learning is a reflection of the amount of resources you divert from agriculture and industry towards education and higher learning. Learning has an influence over culture and happiness and will determine whether or when you manage to discover technologies you have tried to get. There will not be ages as in other NESes, but to be able to do something you must know how to do it, for example to make bronze, not only must you have copper and tin you must have asked your scientists to find a way to make a metal stronger than copper, then later, how much later depends upon your learning they will come back and tell you that you can now make bronze, or maybe they will have found iron ores and made iron skipping bronze altogether, or maybe they will have invented a broadsword instead of the ones you are currently using. Science is unpredictable Word levels refer to the learning currently happening, you do not need to get to extremem to advance, the higher up the ladder, the faster and more effective your research will be:

None - Negligible - Little - Some - Average - Standard - Lots - Extreme

Resources:

Resources such as copper, tin, iron ores, diamond, gold, silver will appear randomly on the map when you settle in or explore a certain area, they can be depleted, traded, but to acquire them you must mine, you dont simply get them as soon as you find them. Bison, pack dogs and other creatures will be spread over the map but to use then it is necessary to tame and breed them.

Armed Forces:

Your armed forces are completely number based to give versatility, i.e 100 warriors etc. They will have weapons (ofc) so you can have 100 Warriors with stone weapons or 100 with Bronze weapons. There are basic units available to all civilizations, and each tribe can have UUs. I will come back to these later. To increase your army simply say this and how large you would like it to become, and what units to train, however if you increase the size too much, too fast or too often your people will become unhappy, in some governments, having a too large army will also cause unhappiness.

As you advance technologically, different units will become available and you can upgrade a proportion of your troops each turn, any troops can be upgraded into anything, this is simply saying that you cease t raining the old troops and train new recruits in modern warfare. Arming a warrior with bronze weapons rather than stone is not an upgrade, simply a change in weapons, changing from warriors to swordsmen is an upgrade however.

Hand weapons can be made from (weakest first): Stone, Copper, Bronze, Iron, Steel, Tempered Steel
Ranged weapons (pre-gunpowder) include (most primitive first): Darts, Slings, Short bows, Longbow, Composite Longbow, Crossbow

You can divide your army up into divisions, battallions - whatever, and station these throughout your empire, when your empire becomes huge this becomes important as your army cannot be everywhere at once, but to begin with your empire is so small it can easily be traversed in a turn. To station troops it is advisable to build barracks or forts otherwise sleeping on the ground night after night might decrease your soldiers' morale.

The navy will consist of ships which can be used in the same way is the army and should be stationed in a coastal city with a harbor. The air force will come a lot later and is basically the same, any differences are basically common sense - you need an airfield to put your planes on

Unique Units. This refers to units only one nation has access to, ofcourse these may be replicated by other tribes though obviously with slight differences. Some Unique units I will refer to as Elite, as such they are very good fighters and cannot exceed 10% of your armed forces, nor can they be replicated to the same extent.

Please post a strategy - PM or email me if you wnat it to be a surprise - and this will add another element to the combat, it is necessary for you to say when or if you want to retreat, if you dont say you may lose more of your troops than you bargained for even if you win, if you dont say, your general's will make an educated decision based upon their leadership skills, if you want to fight to the death you MUST say so. If you do not post how you wish to attack, I will simply have your generals organise a pitched battle where high casualties and a loss is likely. I simply decide who wins a combat - and how high the losses are - dependent upon tactics and forces in battle.


Religion:

The basic religion is Animism – worship of spirits and animals, this has no effects. At any time, you can try to convert your people to another form of religion (make it up!) Some of your people may change, some may not depending upon its stats. People bordering a religion different (and preferable) to theirs may convert. To spread religion Temples can be built.


Fill this out if you want to join.
Tribe:
Ruler (Player):
Population: 500
Government:
Religion: Animism
Happiness: Content
Confidence: Average
Economy: Stable
Culture: Negligible
Learning: None
Armed Forces: 50 warriors (stone weapons)
Background:
 
Player Nations

Tribe: Ojibwa
Ruler (Player): Chief Fighting Bear (North King)
Population: 1500
Government: Tribal Democracy
Religion: Animism
Happiness: Content
Confidence: Average
Economy: Stable
Culture: Negligible
Learning: None
Armed Forces: 50 warriors (copper weapons)
Background: Fierce warriors who are oddly enough named for their moccasins, they have conquered their way to the top regionally, and they have quite a bit of natural resources to work with, given their location, which is so rich in copper you can literally pick it up pure off the ground.

Tribe: Pomaria
Ruler (Player): King Hortense / Cuivienen
Population: 1500
Government: Liberal Monarchy
Religion: Istahism
Happiness: Content
Confidence: Average
Economy: Stable
Culture: Negligible
Learning: None
Armed Forces: 150 Warriors (stone Weapons)
Background: The people of Pomaria are famed farmers. They do not seek glory in conquest, but glory in harmony with the earth and in the taming of the wilds. Legends in Pomaria tell that the Pomarian people came from across the Western Ocean long ago, but no Pomerian known has ever crossed the Ocean to see what might be on the other side.

Tribe: Toltecs
Ruler: Mixcoaltl/ pawpaw
Population: 1000
Government: Priest-king
Religion: toltoc polyisticism
Happiness: content
Confidence: average
Culture: negligible (almost to the next level)
Learning: none
Armed Forces: 250 warriors (obsidian weapons)
Background: The toltecs migrated southward to north-central mexico till they founded their chief village of tollen. They are as fierce as they are religious.

Tribe: Coast Salish
Ruler (Player): Chief Esquimalt (Goober)
Population: 1500
Government: Tribalism
Religion: Animism
Happiness: Content
Confidence: Average
Economy: Stable
Culture: Negligible
Learning: None
Armed Forces: 250 warriors (stone weapons)
Background: This small but thriving tribe migrated from the East, and found this fertile delta, so they decided to live here. The land was rich, there were plenty of rivers nearby with more fish then they could ever hope to eat. Wild Animals were also plentiful, and very delicious.

Tribe: Mohawk
Ruler (Player): Warman17
Population: 1400
Government: Tribal
Religion: Animism
Happiness: Content
Confidence: Average
Economy: Stable
Culture: Negligible
Learning: None
Armed Forces: 50 warriors (stone weapons) 25 warriors (stone Bow and Arrows)
Background: The Mohawk have finally settled down along the Hudson River. The crop of corn and domestication of small animals have allowed the Mohawk to set up a small village along the shores of the Hudson. The people live in long wooden houses, longhouses as well as smaller huts called Wigwams. The Mohawk tribe is split between the 4 clans of turtle, bear, wolf and deer.

Tribe: Mississippians
Ruler (Player):MjM
Population: 1500
Government: Tribal
Religion: Mississippian
Happiness: Content
Confidence: Average
Economy: Stable
Culture: Negligible
Learning: None
Armed Forces: 60 warriors (stone weapons)
Background: The Mississppi river is the source of life for the Messipians. The God Axecutacatol created the river for them to live off of and to protect. They are very warlike and good with animals. Messissippian is a monotheistic religion in which they worship the God Azecutacatol.

Tribe: Das Reich
Ruler (Player): Fuhrer Wilhelm I(Josefstalinator)
Population: 550
Government: Absolutist Rule
Religion: Fuhrerism
Happiness: unhappy
Confidence: Average
Economy: Stable (dropping)
Culture: Negligible
Learning: None
Armed Forces: 450 warriors (stone weapons)
Background: A group of fanatical followers of the current fuhrer's grandfather and heirs down to the current Fuhrer himself. The first to actually proclaim himself Fuhrer, he has established his tribes dominance and militarism in the Central Valley region of California, where the lands are extrodinarily fertile. Their religion worships the Fuhrer as the one and only God, and establishes that all transgressions of his will will result in eternal dmanation in hell, while serving him and dieing for him will grant many virgins in heaven.

NPCs
Tribe: The Palenque
Ruler (Player): King Itzamna / NPC
Population: 1000
Government: Religious Theocracy
Religion: Mayan Polythesiem
Happiness: Content
Confidence: Average
Economy: Stable
Culture: Negligible
Learning: None
Armed Forces: 300 warriors (stone weapons)
Background: Palenquinians are some of the most civilized people in the Americas, owing their heritage to Olmec and Mayan forefathers. They are good sailors, and are also quite effecient soldiers, and are deeply religious. Their religion is a scientific one, one which stresses for greater understanding of the world, and they stand poised to dominate the americas.

Tribe: Wisconsin
Ruler (Player): NPC
Population: unknown
Government: Tribal System
Religion: Animism
Happiness: Content
Confidence: Average
Economy: Stable
Culture: Negligible
Learning: None
Armed Forces: Unknown
Background:

Tribe: Michigan
Ruler (Player): NPC
Population: unknown
Government: Tribal System
Religion: unknown
Happiness: Content
Confidence: Average
Economy: Stable
Culture: Negligible
Learning: None
Armed Forces: unknown
Background:

Tribe: Morelos
Ruler: NPC
Population: unknown
Government: Tribal
Religion: Unknown
Happiness: content
Confidence: average
Culture: negligible
Learning: none
Armed Forces: Unknown
Background:


Tribe: Guerrero
Ruler: NPC
Population: unknown
Government: Tribal
Religion: Unknown
Happiness: content
Confidence: average
Culture: negligible
Learning: none
Armed Forces: Unknown
Background:


Tribe: Mexica
Ruler: NPC
Population: unknown
Government: Tribal
Religion: Unknown
Happiness: content
Confidence: average
Culture: negligible
Learning: none
Armed Forces: Unknown
Background:


Tribe: Tlaxcala
Ruler: NPC
Population: unknown
Government: Tribal
Religion: Unknown
Happiness: content
Confidence: average
Culture: negligible
Learning: none
Armed Forces: Unknown
Background:

Tribe: Totonac
Ruler: NPC
Population: unknown
Government: Tribal
Religion: Unknown
Happiness: content
Confidence: average
Culture: negligible
Learning: none
Armed Forces: Unknown
Background:

Tribe: Chehalis
Ruler: NPC
Population: unknown
Government: Tribal
Religion: Unknown
Happiness: content
Confidence: average
Culture: negligible
Learning: none
Armed Forces: Unknown
Background:

Tribe: Yakama
Ruler: NPC
Population: unknown
Government: Tribal
Religion: Unknown
Happiness: content
Confidence: average
Culture: negligible
Learning: none
Armed Forces: Unknown
Background:

Tribe: Mohicans
Ruler: NPC
Population: unknown
Government: Tribal
Religion: Unknown
Happiness: content
Confidence: average
Culture: negligible
Learning: none
Armed Forces: Unknown
Background:

Tribe: Afros
Ruler: NPC
Population: unknown
Government: Tribal
Religion: Unknown
Happiness: content
Confidence: average
Culture: negligible
Learning: none
Armed Forces: Unknown
Background:

Tribe: Missouri
Ruler: NPC
Population: unknown
Government: Tribal
Religion: Unknown
Happiness: content
Confidence: average
Culture: negligible
Learning: none
Armed Forces: Unknown
Background:

Tribe: Arkansas
Ruler: NPC
Population: unknown
Government: Tribal
Religion: Unknown
Happiness: content
Confidence: average
Culture: negligible
Learning: none
Armed Forces: Unknown
Background:

Tribe: Black Bear
Ruler: NPC
Population: unknown
Government: Tribal
Religion: Unknown
Happiness: content
Confidence: average
Culture: negligible
Learning: none
Armed Forces: Unknown
Background:

Tribe: Blue Sea
Ruler: NPC
Population: unknown
Government: Tribal
Religion: Unknown
Happiness: content
Confidence: average
Culture: negligible
Learning: none
Armed Forces: Unknown
Background:
 
Religions of North America

Istahism is a simple polytheistic religion with Istah, goddess of the harvest as the central power. It is overwhise similar to Hellenic religions in both the powers and "godliness" of the gods, those it has the potential to evolve into a monotheistic religion due to the central important of Istah.

Mayan Polythesiem is much like any other polythesiem, with hundreds of gods, although only a few are truly worshipped. The Mayan religion has made possible the intricate calendars of the Palenque, and they put much faith into their gods.
 
2 more to go
 

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Tribe: Toltecs
Ruler: Mixcoaltl/ pawpaw
Population: 500
Government: Priest-king
Religion: Toltec polythesiem
Happiness: content
Confidence: average
Culture: negligible
Learning: none
Armed Forces: 50 warriors ( stone weapons )
Background: The toltecs migrated southward to north-central mexico till they founded their chief village of tollen. They are as fierce as they are religious.
 
Why is it that I leave when agood NESes start? :sad: Anyway I'm just subscribing for the thread in case I'm able to play later.
 
Tribe: The Palenque
Ruler (Player): King Itzamna / Insane_Panda
Population: 500
Government: Religious Theocracy
Religion: Animism
Happiness: Content
Confidence: Average
Economy: Stable
Culture: Negligible
Learning: None
Armed Forces: 50 warriors (stone weapons)
Background: Palenquinians are some of the most civilized people in the Americas, owing their heritage to Olmec and Mayan forefathers. They are good sailors, and are also quite effecient soldiers, and are deeply religious. Their religion is a scientific one, one which stresses for greater understanding of the world, and they stand poised to dominate the americas.

make me this color please.
 

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Fill this out if you want to join.
Tribe: Das Reich
Ruler (Player): Fuhrer Wilhelm I(Josefstalinator)
Population: 500
Government: Absolutist Rule
Religion: Fuhrerism
Happiness: Content
Confidence: Average
Economy: Stable
Culture: Negligible
Learning: None
Armed Forces: 50 warriors (stone weapons)
Background: A group of fanatical followers of the current fuhrer's grandfather and heirs down to the current Fuhrer himself. The first to actually proclaim himself Fuhrer, he has established his tribes dominance and militarism in the Central Valley region of California, where the lands are extrodinarily fertile. Their religion worships the Fuhrer as the one and only God, and establishes that all transgressions of his will will result in eternal dmanation in hell, while serving him and dieing for him will grant many virgins in heaven.
 
This should start more around 1000 bce rather than 4000. This way farming is known to all ^_^
 
JosefStalinator said:
Fill this out if you want to join.
Tribe: The hippies
Ruler (Player): Josefstalinator
Population: 500
Government: Communist
Religion: Atheist
Happiness: Content
Confidence: Average
Economy: Stable
Culture: Negligible
Learning: None
Armed Forces: 50 warriors (stone weapons)
Background: A whole bucnh of hippies who commonly smoke stimulant Drugs based in the bay area.

:lol:

If you can do that, I'll do this:

Tribe: Rednecks
Ruler (Player): Jed Gibbs (WarlordMatt)
Population: 500
Government: Theocracy
Religion: Protestant Christianity
Happiness: Content
Confidence: Average
Economy: Stable
Culture: Negligible
Learning: None
Armed Forces: 50 warriors (stone weapons)
Background: A group of crazy Southerners based in Mississippi, capital is Jackson.
 
Start me in New Jersey :)

Tribe: Pomaria
Ruler (Player): King Hortense / Cuivienen
Population: 500
Government: Liberal Monarchy
Religion: Istahism
Happiness: Content
Confidence: Average
Economy: Stable
Culture: Negligible
Learning: None
Armed Forces: 50 Warriors
Background: The people of Pomaria are famed farmers. They do not seek glory in conquest, but glory in harmony with the earth and in the taming of the wilds. Legends in Pomaria tell that the Pomarian people came from across the Western Ocean long ago, but no Pomerian known has ever crossed the Ocean to see what might be on the other side.

Istahism is a simple polytheistic religion with Istah, goddess of the harvest as the central power. It is overwhise similar to Hellenic religions in both the powers and "godliness" of the gods, those it has the potential to evolve into a monotheistic religion due to the central important of Istah.


(Pomaria from Latin 'Pomarium' - Orchard.)
 
Tribe: Fremen
Ruler (Player): Muad'dib (BlackHeart)
Population: 500
Government: Theocratic Monarchy
Religion: Animism
Happiness: Content
Confidence: Average
Economy: Stable
Culture: Negligible
Learning: None
Armed Forces: 50 Fedaykin warriors (stone weapons)
Background: The Fremen are desert dwellers adept. They are based in SW America with no definitive capital.
 
No idea if I'll have time. But nevertheless...

Tribe: Ojibwa
Ruler (Player): Chief Fighting Bear (North King)
Population: 500
Government: Tribal Democracy
Religion: Animism
Happiness: Content
Confidence: Average
Economy: Stable
Culture: Negligible
Learning: None
Armed Forces: 50 warriors (stone weapons)
Background: Fierce warriors who are oddly enough named for their moccasins, they have conquered their way to the tope regionally, and they have quite a bit of natural resources to work with, given their location, which is so rich in copper you can literally pick it up pure off the ground.

Start me in the Upper Peninsula of RL michigan, preferably near the peninisula that juts out of the larger peninsula (this is a rich area of copper IRL).
 
New religion for me, so new stat template:

Tribe: The Palenque
Ruler (Player): King Itzamna / Insane_Panda
Population: 500
Government: Religious Theocracy
Religion: Mayan Polythesiem
Happiness: Content
Confidence: Average
Economy: Stable
Culture: Negligible
Learning: None
Armed Forces: 50 warriors (stone weapons)
Background: Palenquinians are some of the most civilized people in the Americas, owing their heritage to Olmec and Mayan forefathers. They are good sailors, and are also quite effecient soldiers, and are deeply religious. Their religion is a scientific one, one which stresses for greater understanding of the world, and they stand poised to dominate the americas.

Mayan Polythesiem is much like any other polythesiem, with hundreds of gods, although only a few are truly worshipped. The Mayan religion has made possible the intricate calendars of the Palenque, and they put much faith into their gods.
 
@JosefStalinator and WarlordMatt- For the sack of accuracy change your nations. There is no communists, red necks, or drugs at this time. Change your nation or you will not join.

@everyone else- No crazy stuff like JosefStalinator and WarlordMatt did

@ Warman-I will go with 2000 BC then.

Map will be updated in a few.
 
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