SheepNES: Aegean Sea.

Sheep

Orange Shrooms!
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Edited so Moose cant find me
SheepNES: Classical War.

Hello all. Before I begin I would like to tell everyperson that is reading this that they are going to receive a bribe. They will receive 10 AUD (Australian Dollars) from me if they join this nes, might not seem like much but I don’t think that nesers have ever been paid for. The story is this. If I don’t make this nes last more than five updates, the nesers will receive the money. In return all players will be required to send a one paragraph story and good orders in each turn, before the deadline. Failure to do so will result in forfeiting the money ;)

Updates will thus be every Sunday my time. This is update day and this if you wait til the last minute you might miss out. I am liable to update at any period on a Sunday and thus it might be morning or night. Oh and for the Americans Australia is in GMT+!0, you figure my Sunday out.

Stats Overview

Instead of writing huge rules I am going to keep this nice and simple, and in that make it complicated. (PM me if you don’t understand this concept) Thus I will be discussing military matters and economic matters in greater detail later, this list will give you an idea of what the extended stat system I use means and how they interact with each other.

Stats

Information
Name: The name of your city state
Capital: The City where you started from.
Other Cities: Name of other cities that you currenltly hold ownership of.
Government: Type of government you use. (Will effect gameplay through fictional means and this will be up to MOD discretion)
Principal God: Choose one of the five main gods for the principle god of the city state.
Education: Determines how smart your people are (goes, Dumb, Ignorant, Bewitched, Thoughtful, Learning, Englightned, Wise, cant go above wise)
Culture: Destermines how refined your people are. More refined people require more a peaceful apporach and more trade goods to remain happy. I will control this and will give each nation a numerical value.
Food Levels: Determines how much food you are currently producing. Ensure it doesn’t drop below 100% or people will starve.
Tech Level: Current tech level of troops and the like in your nation.
Confidence – Upper Class: Upper Class confidence
Confidence – Lower Class: Lower Class confidence.
Projects: Wonders in construction (you can invest one credit a turn into this maximum and are allowed on project a turn. The number of turns remaining will be shown in stat)
Wonders: Completed Wonders.
UU: Current UU (one strength and one weakness allowed only)

Economica

Expenses: Total credits needed to maintain services at current levels
Taxes: Total Revenue in credits from taxing your people. We all LOVE taxes don’t we? So be AWARE!
Trade: Total Revenue in credits from making trade deals.
Treasury: Credits banked from previous turns
Balance: Tax+ Trade +Treasury – Expenses = Balance.

Units

Army (Infantry, Cavlary, Archers and Artillery)
Naval (Warships)
Trade (Trading ships and caravans.)
Slaves (Slave Regiments)

Notes on Specifics

Economics

Economics is pretty straight forward. You earn money to spend money and thus a simple you want to keep more money then you spend comes into play. I will not be setting up a bank of sorts to lend money so don’t expect it. Make your own deals, like the nations do in RL.

As for Trade I require a PM sent by BOTH players or an addition to the treaty, link and proof of signing or something for me to include it into your stats. I will be keeping a list of trade treaties so I suggest you give the treaty a name or something.

Gods

There are five principle gods. They are:

Ares: The God of War: Military tactics are improved and cost of upkeep is downsized a little.
Posideon: The God of the Sea: Naval tactics are improved and cost of upkeep is downsized a little.
Hades: The God of the Dead. The people are not afraid of death and will be often seen as ceaseless defenders of what they hold dear. Doesn’t mean they wont die though, and soldiers of Hades sometimes seek death!
Aphrodite: The God of Love: Diplomatic missions are easier and trade missions always seem to end more in your favour.
Zeus: God of Sky and Thunder : Harvests are good and the people do not go hungry.

Military

First of all no conscription and no mobilizations. Now to look at troop types.

Infantry :

Spearmen: The ordinary spear and shield phalanx that is so unmovable (good defence, bad attack) 100 men per a credit
Swordsmen: Sword and spears lightly armoured (good attack, bad defence) 100 men per a credit

Cavlary

Horse Archers: Archers on horseback, (good attack, bad defence, not good in hand to hand) 50 men per a credit
Heavy Horsemen: Swords incoming (good attack, not so bad defence, suffers from missile fire) 50 men per a credit.
War Chariots: Fast and moveable joint strike (missile, spear force) (difficult to train however and not good in mountains meaning limited capablities in Greece) 50 charots per a credit.

Archers

Shortbowmen Shortbows have a fast rate of fire but a short range (good in close, bad from afar) 100 men a credit
Longbowmen: Longbows have a slow rate of fire but a long range (good from afar, bad in close) 100 men a credit

Artillery

Catapults: Can smash city walls down from a long range (vunerable to missiles, very slow) 2 a credit


Trade Units

Trade Ships – Trading ships ready to conduct trade. You need at least 5 of these available to make a trade route (cant defend itself) 1 credit for 5.
Trade Caravans – Carvans ready to conduct trade over land: You need at least 20 of these available to make a trade route (cant defend itself) 20 men for 1 credit.

Naval Units

Briemes: Ships forces to stay very close to land, have two sails (slow, stays close to land, strong) 10 ships for 1 credit
Triemes Ships that can venture out into the Aegean Sea, have three sails (fast, can go sea, suspectible to storms and not too strong) 5 ships for 1 credit.

Slaves

Slaves are diffrent. You can have Slave Warrior Regiments which are made up of captured soldiers. However you MAY not want to use these against their homelands.

Other slaves are Slaves which you buy into slavery. They cost 1 credit per 1000 and 10,000 are worth half the remaining project length ?(they are sacraficed in the meantime) or it takes 5,000 men to build a road (Greece is moutainous), or a fortress.
 
Starting the Map

greeks.GIF
 
PC City States

Name: Larissa (Gamemaster)
Capital: Larissa
Other Cities: -
Government: Absolute Monarchy
Principal God: Ares
Education: Dumb (1/2)
Culture: Rudiementry (1/3)
Food Levels: 120%
Tech Level: Late Bronze Age
Expenses: 5
Tax: 8
Trade: +3
Treasury: 0
Balance: +6 credits a turn
Army 1000 Spearmen, 120 Sarissaphoroi
Navy
Trade Units: none
Slaves: 20000
Confidence 150%
Confidence 120%
Projects: -
Wonders: -

Name: Khalkis (fantasamo)
Capital: Khalkis
Other Cities: -
Government: DESPOTISM!! BWAHAHAHA!!!
Principal God: Ares
Education: Dumb (1/2)
Culture: Rudiementry (1/3)
Food Levels: 120%
Tech Level: Late Bronze Age
Expenses: 1
Tax: 6
Trade: +2
Treasury: 7
Balance: +7 credits a turn
Army
Navy
Trade Units: none
Slaves: 20000
Tech Level: Late Bronze Age
Confidence 150%
Confidence 120%
Projects: -
Wonders: -

Name: Hellenic Republic of Rhodes (Fëanor)
Capital: Rhodes
Other Cities: Miletus
Government: Oligarchy
Principal God: Aphrodite
Education: Rudimentary (1/3)
Culture: Rudimentary (1/3)
Food Levels: 110%
Expenses: 10
Tax: 15
Trade: +8
Treasury: 2
Balance: +13 credits a turn
Army: 500 Rhodian Silngers, 800 Spearmen
Navy: 30 Briemes
Slaves: 22000 Slaves
Trade: 10 Trade Ships
Tech Level: Early Bronze Age
Confidence – Upper Class: 110%
Confidence – Lower Class: 110%
Projects: The Colossuses of Rhodes (1/10 - +5 credits a turn, trade advantage)
Wonders: -
Wonders:

Name: The Chiosians (Silver Steak)
Capital: Chios
Other Cities: -
Government: Direct Democracy
Principal God: Poseidon
Education: Ignorant (0/3)
Culture: Rudimentry (1/3)
Food Levels: 115%
Expenses: 1
Tax: 5
Trade: 0
Treasury: 4
Balance: +4 credits a turn
Army: 100 Spearmen, 100 Shortbows
Navy 10 Briemes, 10 Floating Fortresses
Trade Units: 5 Trading Ships
Slaves: 20,000
Tech Level: Late Bronze Age
Confidence 140%
Confidence 120%
Projects: - The Watch Flame (+ 1 credit a turn, better defence from invasion, quicker response.) (0/7)
Wonders: -

Name: Hellenic Republic of Thebes (trader/warrior)
Capital: Thebes
Other Cities:
Government: Oligarchy
Principal Goddess: Hades
Education: Ignorant (2/3)
Culture: Rudimentry (1/3)
Food Levels: 110%
Expenses: 5
Tax: 10
Trade: 0
Treasury: 0
Balance: +5 credits a turn
Army: 1000 Spearmen, 100 Chariots, 600 Shortbows
Navy
Trade Units: none
Slaves: 20,000
Tech Level: Late Bronze Age
Confidence – Upper Class: 120%
Confidence – Lower Class: 120%
Projects: The seven gates of thebes (need information mate)
Wonders:

Name: Sparta (conehead)
Capital: Sparta
Other Cities: -
Government: Oligarchy
Principal God: Ares
Education: Dumb (2/2)
Culture: Rudimentry (1/3)
Food Levels: 125%
Expenses: 6
Tax: 15
Trade: 0
Treasury: 9
Balance: +9 credits a turn
Army 250 Spartan Hopilites, 500 Spearmen, 200 Chariots (check the tech tree silver) 100 Shortbowmen
Navy-10 Briemes
Slaves: 40,000
Trade –5 Trade Ships, 20 Caravans
Tech Level: Early Bronze Age
Confidence – 110%
Confidence – 110%
Projects: -
Wonders: -

Name: Maritime Dominions of Naxos (BananaLee)
Capital: Naxos
Other Cities: Latmus
Government: Oligarchy
Principal God: Poseidon
Education: Elementary (1/4)
Culture: Rudimentry (1/3)
Food Levels: 120%
Expenses: 6
Tax: 18
Trade: +4
Treasury: 0
Balance: +16 credits a turn
Army: 100 Spearmen
Navy: 15 Fighting Carracks
Trade Units: 10 Trade Ships
Slaves: 20,000
Tech Level: Late Bronze Age
Confidence – Upper Class: 2 credits to UC Confidence
Confidence – Lower Class: 3 credits to LC Confidence
Projects: - Aegean Trade Stop (doubles shipbuilding rate, +5 credits a turn 0/5)
Wonders: -

Name: Athens
Capital: Athens.
Other Cities: -
Government: Monarchy
Principal God: Poseidon
Ecucation: Ignorant (1/2)
Culture: Rudimentary (1/3)
Food Levels: 125%
Expenses: 6
Tax: 18
Trade: +4
Treasury: 0
Balance: +16 credits a turn
Army: 1100 Spearmen, 500 Shortbowmen,
Navy: 20 Athenian Briemes
Trade Units: 10 Trade Ships
Slaves: 20,000
Tech Level: Late Bronze Age
Confidence – Upper Class: Upper Class confidence
Confidence – Lower Class: Lower Class confidence.
Projects:
Wonders:

Name: The Republic of Byzantion
Capital: Byzantion
Other Cities: -
Government: Senatorial
Principal God: Posideon
Education: Elementary (1/4)
Culture: Rudimentary (2/3)
Food Levels: 110%
Expenses: 6
Tax: 10
Trade: +4
Treasury: 11
Balance: +8 credits a turn
Army: 200 Senate Guard.
Navy:
Trade Units:
Slaves: 20,000
Tech Level: Late Bronze Age
Confidence – Upper Class: 140%
Confidence – Lower Class: 110%
Projects: The Great Harbour of Byzantion (Trade routes double income wise, shipbuilding is doubled, 0/10)
Wonders: Completed Wonders


NOTE IF YOU HAVE ANY QUESTIONS PM ME OR GET ME ON MESSANGER, TRY TO KEEP SPAM TO A MINIMUM SO THE NES CAN GROW
 
Reserved for NPC Stats
 
Tech Tree

Late Bronze (Spearmen, Chariots, Shortbows, Briemes, Trade Units and slaves become avaialble.)
Early Iron (Swordsmen, Horser Archers become available)
Late Iron (Heavy Cavlary, Triemes, Catapults become available. )

NB EVERYONE WILL START WITH LATE BRONZE AGE ALONE, and progression through ages will occur every 5 or so turns

UU Units

Chiosian Floating Fortress: Chiosa A large shorebound ship. Functions as an archer platform at sea. Basically, it's a ship with a box on the deck with platforms streching along the inner walls. It may also room infantry for boarding enemy ships or landing on the shore. It's main strength is the superiority in ranged combat as the "fort" gives higher elevation and thus greater defence and hit rate. It's weakness is its bulkiness and incapability to weather rough seas. (10 per a credit)

Rhodian Slingers Rhodes are highly skilled missile troops but are at a huge disadvantage in hand-to-hand combat, especially against cavalry. These slingers can send a hail of bullets towards the enemy, and target their shots for maximum damage, they can maintain a sustained and concentrated barrage on enemies and then fall back rapidly to avoid hand-to-hand combat. Rhodian Slingers carry a shoulder bag with many pieces of lead shot (they can also use stones picked up on the battlefield) and several spare slings including slings of different length for greater or lesser range and stave slings for maximum power. They also carry a knife and a small shield but no other equipment. A sling is a deceptively simple weapon: a slinger can bring down the strongest man with a single shot. Used to kill enemies from a distance, they are superb missile warriors. After all, they will have been hunting with slings since boyhood. (100 per credit)

Larissan Sarissaphoroi - Larissa Heavy lancers armed with fourteen-foot sarissa pikes and protected by bronze scale armor sewn onto a hardened leather cuirass. Superior attack and charge, but weaker on defense in close combat. (20 per credit)

Spartan Hoplite- Sparta Tough soldiers taken from their families from infancy and raised in harsh military discipline. Made to undergo the most brutal training they have been taught to fight fanatically to the death. Armed with a large round shield of bronze, a helmet, a large spear, and a sword they are amazingly well organized and displined famous for the Phalnax formation. They will never surrender and never give up. “A Spartan comes home with his shield or on it”
Their weakness is that they will not fair well against archers. (50 per credit)

Fighting Carrack Naxos Years of naval tradition have allowed the formation of the ultimate Mediterranean fighting ship, the Fighting Carrack. As opposed to the common oar/sail/ram combination used by most navies, the Naxos Fighting Carrack is powered completely by sail. With its elite crew and superior construction, the Fighting Carrack is extremely fast, can sail very close to the wind and could defeat most ships on the water easily.
The Fighting Carrack has its origins from the merchant navies of Naxos. After many years, Naxos sailors have soundly determined the principles of navigation and wind application. It didn’t take long before these ships were commissioned with skilled Naxos merchant sailors. A typical Fighting Carrack’s complement would be 250 crewmembers, composed of 200 marines and 50 sail-trimmers. Marines are trained archers in addition to being excellent melee fighters. Sail-trimmers on the other hand, do not engage in combat until the boarding phase where they join the marines in taking over the enemy ship.
Motivation for a Fighting Carrack’s crew is the prize money system. Whenever a crew captures an enemy ship and returns it to shore, the Naxos Board of Condemnation will value the ship and money equivalent to the value of the ship will be distributed to the crew at the following ratios: -
Captain of the Ship – 1/8
Captain of the Marines – 1/8
Officers (incl. Marine Lieutenants and Physicians) share in – 2/8
Other Crew share in – 4/8
This is done in addition to the pay of the crew.
However, due to the very deep draft of the Fighting Carracks, they have difficulty sailing in uncharted shallow water, as they may get stuck in shallows. This weakness, though, is usually mitigated as Naxos copies charts from every trade mission they send. (5 per a credit)
 
Reserved for alliance agreements and trade agreements (ones that I know about)
 
City States List (until I can get stats up, and reservations)

1. Knossos - JosefStalinator
2. Cydonia
3. Corinth - Texas toast
4. Argos
5. Pyrgos
6. Sparta - silver
7. Kalamata
8. Patmos
9. Athens - mattyb2
10. Thebes - trader/warrior
11. Iolkos
12. Lamia
13. Khalkis - fantasamo
14. Artos
15. Agrinion
16. Kardistan
17. Naoussa
18. Larissa - Gamemaster
19. Kavala
20. Thessally
21. Ispalia
22. Kavailla
23. Xanthe
24. Byzantion - Dexter
25. Troy - Contempt
26. Penderamus
27. Scotos
28. Bolos
29. Helenopolis
30. Bursos
31. Antandros
32. Thyateira
33. Miletus
34. Smyrna
35. Mytilene
36. Odemis
37. Latmus
38. Mylasa
39. Lydia
40. Lindos - Feanor
41. Naxos - BannaLee
42. Chios - Silver Steak

greeknumbers.GIF
 
its a little thing that I do, most of the city states that are unknowns are weak but some are strong so its a bit of a lucky dip until I post the stats. I also encourage people to join asap so yeah...
 
I shall be reserving Kesan please.

Thanks :goodjob:
 
Knossos is taking by josefstalinator
 
Cut down on my workload and make this nes fair from the start each person will be given 20 eco to spend on miilitary, slaves and ****. They can also spend money on trade units, eductation anc culture if they so wish. After this you will receive your normal income.

The following nations however are stronger city states and thus will receive 30 credits to spend. Sparta, Knosos, Athens, Thebes, Larissa, Salonika, Troy and Myciltene
 
That means with these people joining I want a list of what you are buying in the first turn. This turn is about diplomacy and these intial purposes. For game purposes lets just say the Olympic Games are on and no nation is warring observing the truce. NO war on the first turn, thanks.
 
Btw I am also wanting you all to choose your own gods (although I dont want to see Athens as followers of Ares as they were not warmongers) and government styles (if your city state is a hitorically prominent one go with the historical government as it will give you greater rewards)

The types of government are

Absolute Monarchy
Dual Monarchy
Senatorial
Military Dictatorship
Direct Democracy.
 
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