stCVNNES III: Rising Empires

Cuivienen

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stCVNNES III: Rising Empires

TABLE OF CONTENTS (By Post #):

1: Foreword and Rules
2: Player Nation Stats
3: NPC Stats
4: Placeholder for more NPC Stats
5: Current Map
6: Timeline
7: Trade Routes and Famous Battles
8: First and Greatest Achievements of Civilization

Foreword

The rules for this NES are largely adapted from North King’s highly successful stNNES III: Ruins of Empires, which I think is the best NES on the forums. Kudos to North King for most of the rules. This NES will begin in 3000 BCE and proceed until everyone gets wholly sick of it.

Rules

Each nation’s Economy is represented by a word describing the strength of your economy. The possible sizes are: Bankrupt, Depression, Recession, Failing, Stable, Prosperous, Robust and Outstanding. If you go above and beyond, then it will be reflected by a +#, the number referring to how many levels above Outstanding you have. Saying how you increase it makes me more likely to give special bonuses, so you will want to do that. You must increase your economy by expanding, conquering, or trading or by building roads and hiring tax collectors, in which case you cannot increase anything else the same turn. Economy can also be increased by Wonders.

If your nation is Bankrupt, your military will begin to abandon you until your economy returns to Depression or above. If you cannot pay your soldiers, they will not fight for you.

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

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

You can also Build cities and roads between your cities. Cities and roads will both be present on the map and both contribute to your nation. A larger number of cities means a larger populace, which means a larger tax income and a large pool from which to draw military forces. Cities can also be used for defense when invaded, as they must usually be laid siege before being captured. Roads mean faster transportation and thus greater commerce and more effective defenses for your nation. Of course, roads can also work against you when invaded, since captured roads speed the enemy as they once sped you. Cities and roads will both appear naturally in expanding nations, advanced nations and large nations, and they can also be ordered constructed. Of course, you cannot connect your entire empire in a road network in a single turn; it is my discretion what road projects are realistic and what are not. Same goes for cities.

You can have your people construct Wonders. These are great projects that will increase your nation’s power and prestige. You must supply a name and a group of effects for a Wonder and the time it takes will depend on the effects of the project, the time period, your economy, what precisely the wonder is, and, of course, my own whims. Only 3 Wonders may be built per age per nation.

Education is available to increase once you learn writing. To increase Education costs an economy which represents building schools or implementing new doctrines of learning. It can, of course, also be increased by random events. The levels are: None, Idiotic, Ignorant, Poor, Average, Smart, Wise, Enlightenment and Beyond Enlightenment. Nations whose education level reaches Beyond Enlightenment have a good chance of advancing radically in technology to another Age, at which point Education drops to Average.

You can set up Trade Routes. You can set up an unlimited number of official trading routes, each costing two economies for both nations involved. To open up a trade route, both nations must agree to it. You gain an economy each turn, and if you have a luxury (silks from China would be a luxury to Sumer and Indian spices would be a luxury to Rome), you gain two economies every three turns. Luxuries must travel great distances and may not remain luxuries for long. For example, if India trades spices to Kongo, eventually Kongo will begin growing its own spices in the similar environment and Indian spices will lose their luxury status.

Trade routes, official or otherwise, will begin to appear naturally first on land, then on the sea as the nations advance. Nations located a key locations for trade may eventually become trade hubs and benefit slightly from the great amount of trade passing through them even though they may have no official trade routes.

Centers of Trade are cities which have such an enormous amount of riches flowing through them that they can fully be considered hubs of trade, represented by a square on the map. Examples of Centers of Trade in the real world include Constantinople, London, Alexandria, Chengdu, Calicut, etc. The trade through these cities makes the country so much off of tariffs that every three turns they provide a bonus economy level for their nation. Especially lucrative trade centers may provide extra bonus levels; these are represented by asterisks after the city’s name. Centers of Trade are hard to get, hard to keep, and nearly impossible to conquer, as conquest dries up local trade significantly and returns the conquered city to standard status.

Farmland will begin to show up on your map and a stat with a number will appear in your stats. Farmland will appear randomly and may disappear randomly, and can be thought of as areas in the world where agricultural production is at its peak. Each area of farmland in your nation provides one economy per turn. So, if you have 7 Farmlands, you receive 7 economies each turn. (Note that 7 Farmlands is ridiculously high and will never happen.) The problem – the one time you start to use it, your people will become dependent on it. This means if anything is to happen – a new bug, drought, famine, foreign occupation – anything, then your people can really be affected by the loss of the farms. The less you use it, the less your people will become attached to it. Farmland are like squares of different shades of green on the map – the different shades mean nothing, but the amount of squares you have is the amount of points in your template.

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

UU’s can be designed for each nation. There can be no more than two UUs per age per nations, one naval and one land-based (and an extra one air-based if this NES makes it to modern times).

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

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

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

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

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

You can make a nation wherever you want in Europe, Asia or the northern coast of Africa. As the game progresses, starting in lower Africa, in Oceania, and eventually in the Americas will be allowed. Nations must be based on a real or theoretically real civilization (Xia China is theoretically real; Atlantis is not), though not necessarily a well-known one.

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

As a final addendum, these are the currently available troops and the numbers per economy. Every update, the list will be reposted and may change, but will not change here.

100 Spearmen
100 Archers
10 Chariots
10 Galleys
* UU (depends on the UU)
 
Player Nation Stats

Spoiler PC Stats :
Nation: Petra
Ruler/Player: ?/North King
Government: Despotism
Category: Liberal Tyranny
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 100 Archers
Navy:
Great Leaders:
Religion(s): Arabic Polythiesm
Culture: Insignificant
Education: None
UU: Phoenician Galley (Early Mediterranean biremes adapted from fishing vessels)
Wonders: Sandstone City of Petra (Center of Trade, 2 Free Roads) (2/6)

Nation: Parthia
Ruler/Player: Shahanshah Arasces/Amenhotep7
Government: Monarchy
Category: Conservative Monarchy
Age: Copper Age
Economy: Depression, Uncontrolled
Center(s) of Trade:
Army: 800 Spearmen, 250 Archers
Navy:
Great Leaders:
Religion(s): Zoroastrianism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Sinhala
Ruler/Player: ?/Constantine
Government: Despotism
Category: Moderate Tyranny
Age: Copper Age
Economy: Growing, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 100 Archers
Navy: 5 Galleys
Great Leaders:
Religion(s): Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Wu
Ruler/Player: Wu Dynasty/alex994
Government: Despotism
Category: Moderate Tyranny
Age: Copper Age
Economy: Growing, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 100 Archers
Navy: 5 Galleys
Great Leaders:
Religion(s): Polytheism
Culture: Insignificant
Education: Ignorant
UU:
Wonders: Chinese Irrigation Project (Increases farm productivity) (1/5)

Hansea
Ruler/Player: King Aarhus/Azale
Government: Despotism
Category: Moderate Tyranny
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 100 Archers
Navy: 5 UU
Great Leaders:
Religion(s): Nordic Polytheism
Culture: Insignificant
Education: None
UU: Hansean Trade Galley (Description: Improve Galley which holds more cargo and can travel longer distances.)
Wonders: Port of Hansea (+20 UU, +2 Economy) (2/5)

Nation: Scythia
Ruler/Player: Beukan/Contempt
Government: Khanate
Category: Conservative Tyranny
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 400 Spearmen, 50 Archers, 50 UU
Navy: 5 Galleys
Great Leaders:
Religion(s): Steppe Polytheism
Culture: Insignificant
Education: None
UU: Scythian Horse Archer
Wonders: Groz (Effects Secret [Center of Trade, +2 Economy]) (2/4)

Nation: Rome
Ruler/Player: Minionines/Xen
Government: Non-Hereditary Monarchy
Category: Moderate Tyranny
Age: Stone Age
Economy: Growing, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 100 Archers
Navy: 5 Galleys
Great Leaders:
Religion(s): Minoan Goddess Cult
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Lusitane
Ruler/Player: King Viriato/Insane_Panda
Government: Semi-feudal Monarchy
Category: Moderate Aristocracy and Monarch
Age: Copper Age
Economy: Failing, Uncontrolled, 1 Farmland
Center(s) of Trade:
Army: 500 UU, 100 Archers
Navy: 5 Galleys
Great Leaders:
Religion(s): Philos de Lusitane
Culture: Insignificant
Education: None
UU: Bandeirantes (Advanced spearmen who use spears, simple swords and round shields), Lusitanian Galley (Medium-sized, oceanfaring bireme)
Wonders: Chateau de Philosiphe (+4 Culture, +2 Education, +2 Economy, Spreads Philos de Lusitane) (1/9)

Nation: Rhaetia
Ruler/Player: Berekwold/das
Government: Tribal Despotism
Category: Tribal Tyranny
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 100 Archers, 100 UU
Navy:
Great Leaders:
Religion(s): Rhaetian Polytheism
Culture: Insignificant
Education: None
UU: Solduri (Fierce, copper-armed foot soldiers)
Wonders: Wotanfurt (City Walls, +100 UU, +100 Archers, +1 Culture), (1/5)

Nation: Anglo-Saxonia
Ruler/Player: ?/Amon Savag
Government: Despotism
Category: Moderate Tyranny
Age: Stone Age
Economy: Growing, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 100 Archers
Navy: 5 Galleys
Great Leaders:
Religion(s): Religion of the Gods
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Carthage
Ruler/Player: ?/Jason the King
Government: Monarchy
Category: Liberal Monarchy
Age: Copper Age
Economy: Failing, Uncontrolled
Center(s) of Trade:
Army: 600 Spearmen, 100 Archers
Navy: 5 Galleys
Great Leaders:
Religion(s):
Culture: Insignificant
Education: None
UU:
Wonders: White Walls of Carthage (Defensive City Walls) (2/3)

Nation: Calcutta
Ruler/Player: Chief Elder/jalapeno_dude
Government: Tribal Assembly
Category: Tribal Aristocracy
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 200 UU
Navy: 5 Galleys
Great Leaders:
Religion(s): Tritheism
Culture: Insignificant
Education: None
UU: Black Archer (Description: Poison-arrow-firing stealth Archers.)
Wonders: Great Fleet of Calcutta (+25 Galleys, +2 Economy) (2/5)

Nation: Novgorod
Ruler/Player: Ivan I/Norseone
Government: Monarchy
Category: Moderate Monarchy
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 100 Archers
Navy:
Great Leaders:
Religion(s): The Nation
Culture: Okay
Education: None
UU:
Wonders: The Rakman (+1000 Spearmen, +1 Culture, Expansion) (2/4)

Nation: Mongolia
Ruler/Player: ?/Death
Government: Tribalism
Category:
Age: Stone Age
Economy: Failing, Uncontrolled
Center(s) of Trade:
Army: 600 Spearmen, 100 Archers
Navy:
Great Leaders:
Religion(s): Steppe Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Sarmatia
Ruler/Player: Sarmatae Dynasty / Grandmaster
Government: Tribal Confederation
Category:
Age: Stone Age
Economy: Failing, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 100 Archers, 50 UU
Navy:
Great Leaders:
Religion(s): Steppe Polytheism
Culture: Insignificant
Education: None
UU: Sarmatian Horseman (Rigorously-trained light cavalry; earliest horsemen in the West)
Wonders:
 
NPC Nation Stats

Spoiler NPC Stats :
Nation: Athens
Ruler/Player: King Kallikrates/NPC
Location: Greece
Government: Oligarchy
Category: Liberal Aristocracy
Age: Bronze Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 300 Spearmen, 100 Archers, 200 UU
Navy: 15 Galleys
Great Leaders:
Religion(s): Minoan Goddess Cult
Culture: Insignificant
Education: None
UU: Hoplite
Wonders:

Nation: Babylon
Ruler/Player: King Hammurabi/NPC
Location: Mesopotamia
Government: Monarchy
Category: Liberal Monarchy
Age: Copper Age
Economy: Growing, Uncontrolled
Center(s) of Trade:
Army: 600 Spearmen, 200 Archers
Navy:
Great Leaders:
Religion(s): Sumerian Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Barcelona
Ruler/Player: King Aengus/NPC
Location: Iberia
Government: Despotism
Category: Liberal Tyranny
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 400 Spearmen, 100 Archers
Navy: 10 Galleys
Great Leaders:
Religion(s): Celtic Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Cholas
Ruler/Player: Queen Anupama/NPC
Location: Southern India
Government: Despotism
Category: Moderate Tyranny
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 100 Archers
Navy: 25 Galleys
Great Leaders:
Religion(s): Hinduism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Cilicia
Ruler/Player: King Atchabahian/NPC
Location: Anatolia
Government: Despotism
Category: Moderate Tyrrany
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 400 Spearmen, 100 Archers
Navy: 5 Galleys
Great Leaders:
Religion(s): Hittite Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Colchis
Ruler/Player: King Aietes/NPC
Location: Armenia
Government: Despotism
Category: Moderate Tyrrany
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 400 Spearmen, 100 Archers
Navy: 10 Galleys
Great Leaders:
Religion(s): Minoan Goddess Cult, Turkic Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Dyfed
Ruler/Player: Queen Blodeuyn/NPC
Location: Britain
Government: Despotism
Category: Moderate Tyranny
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 400 Spearmen, 100 Archers
Navy: 15 Galleys
Great Leaders:
Religion(s): Celtic Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Egypt
Ruler/Player: Pharoah Imhotep/NPC
Location: Egypt
Government: Theocratic Monarchy
Category: Conservative Theocracy
Age: Copper Age
Economy: Stable, Uncontrolled, 1 Farmland
Center(s) of Trade:
Army: 600 Spearmen, 200 Archers
Navy: 5 Galleys
Great Leaders:
Religion(s): Egyptian Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Etruria
Ruler/Player: King Avle/NPC
Location: Northern Italy and Balkans
Government: Despotism
Category: Liberal Tyranny
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 100 Archers
Navy: 5 Galleys
Great Leaders:
Religion(s): Etruscan Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Han
Ruler/Player: King Han Ronghuang/NPC
Location: Northern China
Government: Despotism
Category: Moderate Tyranny
Age: Copper Age
Economy: Failing, Uncontrolled
Center(s) of Trade:
Army: 650 Spearmen, 200 Archers
Navy:
Great Leaders:
Religion(s): Chinese Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Hittites
Ruler/Player: King Khattasulis/NPC
Location: Anatolia
Government: Tyranny
Category: Moderate Tyranny
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 100 Archers, 20 UU
Navy:
Great Leaders:
Religion(s): Hittite Polytheism
Culture: Insignificant
Education: None
UU: Three-Man Chariot
Wonders:

Nation: Liang
Ruler/Player: King Liang Guoxiong/NPC
Location: Northern China
Government: Despotism
Category: Moderate Tyranny
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 600 Spearmen, 100 Archers
Navy:
Great Leaders:
Religion(s): Chinese Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Kiev
Ruler/Player: ?/NPC
Location: Eastern Europe
Government: Despotism
Category: Conservative Tyranny
Age: Stone Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 200 Archers
Navy:
Great Leaders:
Religion(s): Nordic Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Libya
Ruler/Player: King Osorkon/NPC
Location: Northern Africa
Government: Despotism
Category: Moderate Tyranny
Age: Stone Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 300 Spearmen, 100 Archers
Navy: 10 Galleys
Great Leaders:
Religion(s): Minoan Goddess Cult, Berber Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Magadha
Ruler/Player: Queen Kamalaa/NPC
Location: Northeast-Central India
Government: Despotic City-States
Category: Moderate City-States
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 650 Spearmen, 100 Archers
Navy:
Great Leaders:
Religion(s): Hinduism
Culture: Insignificant
Education: None
UU:
Wonders:
Notes: Queen Kamalaa rules only the most powerful city-state. The others are independent of her rule and have their own kings and queens. The cities function together sometimes and separately sometimes – they will usually band together to fight an invasion, for example, but will also go behind each others’ backs to establish good trade contacts.

Nation: Mauretania
Ruler/Player: King Alyamas/NPC
Location: Northern Africa
Government: Despotism
Category: Liberal Tyranny
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 400 Spearmen, 100 Archers
Navy: 15 Galleys
Great Leaders:
Religion(s): Berber Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Minoa
Ruler/Player: King Sijapuros/NPC
Location: The Mediterranean Sea
Government: Tyranny
Category: Liberal Tyranny
Age: Bronze Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 100 Archers, 100 UU
Navy: 20 Galleys
Great Leaders:
Religion(s): Minoan Goddess Cult
Culture: Insignificant
Education: None
UU: Peltaste
Wonders:

Nation: Mitanni
Ruler/Player: King Roshanira/NPC
Location: Mesopotamia
Government: Tribal Council
Category: Tribal Tyranny
Age: Stone Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 100 Archers, 10 Chariots
Navy: 5 Galleys
Great Leaders:
Religion(s): Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Mycenae
Ruler/Player: King Andronikos/NPC
Location: Greece
Government: Tyranny
Category: Liberal Tyranny
Age: Bronze Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 400 Spearmen, 100 Archers, 100 UU
Navy: 5 Galleys
Great Leaders:
Religion(s): Minoan Goddess Cult
Culture: Insignificant
Education: None
UU: Hoplite
Wonders:

Nation: Orissa
Ruler/Player: King Aakash/NPC
Location: Eastern India
Government: Despotism
Category: Moderate Tyranny
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 450 Spearmen, 100 Archers
Navy: 15 Galleys
Great Leaders:
Religion(s): Hinduism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Persia
Ruler/Player: King Behdin/NPC
Location: Persia
Government: Monarchy
Category: Conservative Monarchy
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 200 Archers
Navy: 5 Galleys
Great Leaders:
Religion(s): Zoroastrianism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Pontus
Ruler/Player: King Eupator/NPC
Location: Anatolia
Government: Despotism
Category: Conservative Tyrrany
Age: Copper Age
Economy: Growing, Uncontrolled
Center(s) of Trade:
Army: 400 Spearmen, 100 Archers
Navy: 15 Galleys
Great Leaders:
Religion(s): Minoan Goddess Cult
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Qi
Ruler/Player: Qi Xiaolong/NPC
Location: Northern China
Government: Despotism
Category: Moderate Tyranny
Age: Copper Age
Economy: Failing, Uncontrolled
Center(s) of Trade:
Army: 700 Spearmen, 200 Archers
Navy: 5 Galleys
Great Leaders:
Religion(s): Chinese Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Shu
Ruler/Player: Shu Xiaoning/NPC
Location: Western China
Government: Despotism
Category: Moderate Tyranny
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 600 Spearmen, 100 Archers
Navy:
Great Leaders:
Religion(s): Chinese Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Sumeria
Ruler/Player: King Mesanepada of Ur/NPC
Location: Mesopotamia
Government: City-States
Category: Moderate City-States
Age: Copper Age
Economy: Growing, Uncontrolled, 1 Farmland
Center(s) of Trade:
Army: 600 Spearmen, 100 Archers
Navy: 5 Galleys
Great Leaders:
Religion(s): Sumerian Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:
Notes: King Mesanepada rules only the most powerful city-state of Ur. The others are independent of his rule and have their own kings.

Nation: Travancore
Ruler/Player: King Darshan/NPC
Location: Southern India
Government: Despotism
Category: Moderate Tyranny
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 400 Spearmen, 100 Archers
Navy: 10 Galleys
Great Leaders:
Religion(s): Hinduism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Yan
Ruler/Player: King Yan Zhengde/NPC
Location: Manchuria
Government: Despotism
Category: Moderate Tyranny
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 400 Spearmen, 100 Archers
Navy: 10 Galleys
Great Leaders:
Religion(s): Chinese Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Yue
Ruler/Player: King Yue Dazhong/NPC
Location: Southern China
Government: Despotism
Category: Moderate Tyranny
Age: Stone Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 100 Archers
Navy: 5 Galleys
Great Leaders:
Religion(s): Chinese Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:

Nation: Zhou
Ruler/Player: King Zhou Desheng/NPC
Location: Northern China
Government: Despotism
Category: Moderate Tyranny
Age: Copper Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 100 Archers
Navy:
Great Leaders:
Religion(s): Chinese Polytheism
Culture: Insignificant
Education: None
UU:
Wonders:
 
Current Map
 

Attachments

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Trade Routes and Famous Battles

Trade Routes:

Petra-Mitanni

Great Battles:

None yet.
 
First and Greatest Achievements of Civilization

3000 BCE:

Largest City: Hangzhou (Wu)
Most Populous Nation: Rome
Most Isolated Nation: Hansea
Most Advanced Nation: Aurulian Empire
Most Aggressive Nation: Scythia
Wealthiest Nation: Petra

2900 BCE:

First PC to Copper Age: Scythia
Largest City: Lisboa (Lusitane)
Most Populous Nation: Petra
Most Isolated Nation: Novgorod
Most Advanced Nation: Aurulian Empire
Most Aggressive Nation: Parthia
Most Powerful Nation: Hansea
Most Culturally Unique Nation: Lusitane
Wealthiest Nation: Petra
 
Nation Template:

Nation:
Ruler/Player: [Ruler or Ruling Dynasty/Player]
Government:
Category: [Leave Blank]
Age: Stone Age
Economy: Stable, Uncontrolled
Center(s) of Trade: [Leave Blank]
Army: 500 Spearmen, 100 Archers
Navy: 5 Galleys [if coastal]
Great Leaders: [Leave Blank]
Religion(s):
Culture: Insignificant
Education: None
UU:
Wonders: [Leave Blank]

And you may post.
 
Nation: Petra
Ruler/Player: ?/North King
Government: Despotism
Category:
Age: Stone Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 500 Spearmen, 100 Archers
Navy: None yet
Great Leaders:
Religion(s): Arabic Polythiesm
Culture: Insignificant
Education: None
UU: None yet
Wonders:

Start me at the site of real life petra (:p), which is approximately in southern Israel... A historical atlas could pinpoint it better, if need be I'm sure I could draw a map. Preferably make the nation a light orange color, but any will do.

(OOC: This is going to kill me once school comes along, and who knows if it will fit in my sig... :rolleyes: :joke: )
 
well, assumign thier are no hard feeligs over my RPing in stNNES (I know I've hit more then few nerves of people playing pomp and arrogence) I woudl liek to join, though understand if you would not have me

Nation: Aurulian Empire
Ruler/Player: Narsean Dynasty
Government: Imperium
Category: [Leave Blank]
Age: Stone Age
Economy: Stable, Uncontrolled
Center(s) of Trade: [Leave Blank]
Army: 500 Spearmen, 100 Archers
Navy: 5 Galleys [if coastal]
Great Leaders: [Leave Blank]
Religion(s): Minoan Goddess cult
Culture: Insignificant
Education: None
UU:
Wonders: [Leave Blank]

*my start place is constatinople, assuming I can join in the first place
 
North King said:
Nation: Petra
Ruler/Player: ?/North King
Government: Despotism
Category:
Age: Stone Age
Economy: Stable, Uncontrolled
Center(s) of Trade:
Army: 500 Warriors, 100 Archers
Navy: None yet
Great Leaders:
Religion(s): Arabic Polythiesm
Culture: Insignificant
Education: None
UU: None yet
Wonders:

Start me at the site of real life petra (:p), which is approximately in southern Israel... A historical atlas could pinpoint it better, if need be I'm sure I could draw a map. Preferably make the nation a light orange color, but any will do.

(OOC: This is going to kill me once school comes along, and who knows if it will fit in my sig... :rolleyes: :joke: )


Actually, your sig is already oversized at 8 lines - 6 is the maximum in small font, 5 in normal font.

(And kindly change the Warriors in your template to Spearmen; I didn't realize my mistake until too late.)

Oh, and before I forget, welcome to the clone of your own NES (but hopefully Petra will become more than an Egyptian sattelite in this one).

And of course you can join Xen, no hard feelings.
 
Nation: Parthia
Ruler/Player: Shahanshah Arasces
Government: Monarchy
Category: [Leave Blank]
Age: Stone Age
Economy: Stable, Uncontrolled
Center(s) of Trade: [Leave Blank]
Army: 500 Spearmen, 100 Archers
Navy: 5 Galleys [if coastal]
Great Leaders: [Leave Blank]
Religion(s): Zoroastrianism
Culture: Insignificant
Education: None
UU: None yet
Wonders: [Leave Blank]

I'll post a map as to where you start me...
 
Nation: Wu
Ruler/Player: [Wu Dynasty/alex994]
Government: Monarchy
Category: [Leave Blank]
Age: Stone Age
Economy: Stable, Uncontrolled
Center(s) of Trade: [Leave Blank]
Army: 500 Spearmen, 100 Archers
Navy: 5 Galleys [if coastal]
Great Leaders: [Leave Blank]
Religion(s): Polytheism
Culture: Insignificant
Education: None
UU:
Wonders: [Leave Blank]

Capitol will be named Hangzhou but under where the yangtze river meets the Pacific Ocean.
 
Cuivienen said:
Actually, your sig is already oversized at 8 lines - 6 is the maximum in small font, 5 in normal font.

Holy... That's not much font... Thanks for telling me, though.

(And kindly change the Warriors in your template to Spearmen; I didn't realize my mistake until too late.)

Done.

Oh, and before I forget, welcome to the clone of your own NES (but hopefully Petra will become more than an Egyptian sattelite in this one).

Even better, Egypt will become a sattelite of Petra! :p
 
am I insane- I just tried quoteing alex to say how surprised i was to see him playing a nation at the exact opposite end of the old world from china- but when i tired to quote... it shows his post as him playing the wu

nevermind, seems I must uave gotten a previe of an edit, or somthing
 
Xen said:
am I insane- I just tried quoteing alex to say how surprised i was to see him playing a nation at the exact opposite end of the old world from china- but when i tired to quote... it shows his post as him playing the wu

nevermind, seems I must uave gotten a previe of an edit, or somthing

Blame me, I said "play whichever nation you want, not what your new years resolution was" over MSN. :p

Sorry for spamming already, lol.
 
OOC: i was really deciding whether or not to be britain.. but then i decided to say away from Europe as far as possible... and yes to nk's response. :p

Minor question, would you be updating the mosts and timeline REGULARLY unlike someone else in your nes?
 
North King said:
Blame me, I said "play whichever nation you want, not what your new years resolution was" over MSN. :p

Sorry for spamming already, lol.

well it dosent bother me, as far as I can tell, if he didtn snatch up china every time it, liek Rome usually dose, woudl fall under ill management, and be conqoured every NES (not that i have a particuler problem with that)- but it gets boring after a while knowing that to see your favorite nation prosper, you have to play, which means everyone will ahte you, because they assume your goign to be an arrogent blood thirsty bastard (when that isnt, neccessiarillt the case) havent decided what I'll be in this one- probabley an arrogent blood thirsty bastard though, because things have finally settled down for me in your NES, NK :)

in other words, I dotn car eif he takes china or not- if he dose, good for him if he dosent, well i think its an improvment, but its his call, and he the one who need sot live with it. so good for him if that what he wants to do
 
Sinhala

Nation: Wu
Ruler/Player: [Wu Dynasty/alex994]
Government: Despotism
Category: [Leave Blank]
Age: Stone Age
Economy: Stable, Uncontrolled
Center(s) of Trade: [Leave Blank]
Army: 500 Spearmen, 100 Archers
Navy: 5 Galleys [if coastal]
Great Leaders: [Leave Blank]
Religion(s): Polytheism
Culture: Insignificant
Education: None
UU:
Wonders: [Leave Blank]

Start me on Ceylon please
 
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