staznesV: Gateway to an Alternate World

Azale

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staznesV: Gateway to an Alternate World​

Well, technically, its not another world persay...but the same world. Yes, its the NES people love or hate. The grand fresh-start NES, where people can envision and create (almost) anything thier imagination can think of.

Seeing as thier is only 1 currently going on, and the fact that I school is winding down and summer is barely 5 weeks away, I decided to open this. Ive been eager to try my hand at another fresh-start since I re-read my last attempt....it was rather unrealistic and expansion occurred waaaay to fast. Now I hope to add more realism, a more jason like style. Not a carbon copy I hope, but a blending of the two styles.

This NES wont be easy, PC's wont be destroyed off the bat or anything, but youll be mad at the game several times in the ancient period alone most likely ;)

No American nations, no crazy nations, you can start in Antarctica...but lets just say the Mod wont be too kind. Updates every 3 or so days, you dont have to send first-update orders but thier reccomended. Have fun guys, and gals! Oh, and do read the rules, Im gonna change up some things.

AND IF YOU POST BEFORE I SAY, THEN YOU WILL BE DAMNED TO THE DEPTHS OF THE UNDERWORLD!!!!
 
Rules

Economy
In the most primitive of societies, the ruler had what he wanted. And thus his actions, i.e. increasing the army, building a temple, expanding, etc, affected the economy. Therefore, in order to increase anything, you must use and economy level. To grow your economy, you cannot be using it the same turn, and you must state how you are growing it (taxing more/less, expansion into rich areas, increase in trade, etc).

Levels of the economy goes as follows: Depression, Recession, Failing, Unstable, Stable, Growing, Prosperous, Outstanding, Powerhouse. (notice the two new level editions to the stJNES series, all those stJNES fans will notice)

Military
The military consists of, in the beginning, your army and navy. They will be in number format, and each economy can increase your army and navy by the amount according to the nation’s age, which you will be informed of on the front page. When your nation increases in an age, i.e. Bronze to Iron age, then you must spend an economy to upgrade your army, and an economy to upgrade your navy.

Units available to the military vary according to your age, and will be shown on the front page.

Note: Planned rule additions include the showing of your armies and navies on the map, and the addition of Unique Units, probably around the time when armies start to become much larger. I dunno when exactly, to be honest.

Unique Units

Any PC nation can make one, but it cannot be uber-powerful and there cannot be more than 1 per age. Give a little description with the UU aswell.

Culture
The culture of your nation is essential to the people, and to your expansion progress throughout the game. With a strong culture, you can exert influence over your neighbors (they will agree with you more often), your people will be happier with your rule (just as long as it is following their custom), the people will resist foreign rule more, and expansion will be greater. To increase, spend an economy on it. It is kept track of by numbers.

Education
Your people can’t go into the next age without education, period. To increase your education, spend economies on building temples, where they teach, and academies. Hire and train teachers for your elite.


Government
A shared government, i.e. power is rested in both a dictator and a body of nobles, or some kind of parliament, will be treated as just that: a lack of total power. Some of your orders may be vetoed by the other power holder, and you will be notified of this hopefully (though not all the time) before it is too late to change them. However, your people are much happier with some kind of split power, and are less likely to rebel. DONT bring in advanced governments waay before thier discovery (Communism in the Midieval age...)

Wonders
Wonders must be structures in this game. And their effect will be obvious (that way, the Great Lighthouse doesn’t increase the amount of farmland, or something). You must spend the amount of economies required before it is complete, which will be displayed in your template. All wonders automatically increase your culture by two. Please write a bit about what you are building, so I will have an idea of how much it will cost.

Trade
Only available for those in the iron age.
Basically you trade all the time. But you can set three priority trade routes with three different nations. You must have a road connected, which costs 1c to build, from one of your cities (not towns/villages) to one of their cities. Or you must share the same body of water, and both have a city port. The you each must pay to set up the route, which is basically agreeing to a right of trade. Then, you have to pay three economies to set up the route, and then every three turns you gain one economy.
The routes can be broken during war with armies/navies, and random events do distort outcomes of trade.

Template

Nation (replace)
Government (replace)
Capital:
Ruler: ?/player
Economy: Stable
Army: 500 Spearmen, 500 Archers
Navy: 50 Galleys
Culture: 1
Education: 0
Wonders:
Notes:

Please state your location, too, if it is not obvious. NO AMERICAN NATIONS AT START. The old world wont have a clue whats going on in America (which really, wont be much), until its being discovered by explorers. Ooo, fun stuff.
 
Player Nations

Nation: Caledonia
Government: Druidic Theocracy
Capital: Aberdeen
Ruler: Donnchad mac Crínáin/Kal'thzar
Age: Iron
Economy: Depression
Army: 50 Archers, 150 Druids, 500 conscripts, 100 horse archers, 100 lance archers
Navy:
Culture: 1
Education: 0
Wonders: The Book of Grudges (this lists all betrayals and loss of blood from other nations, +1000 conscripts, +2 army increase) 1/3
Notes: A warlike race, a tough enviroment has taught them the need to fight for survival. Social order is maintained by the druids, who arbitrate crimes, marital advice and everything in-between. The people are generaly forced to adopt new ideas to survive, wether this will continue in the future is down to the fates. They see little need for luxeries seeing it as a waste of resources, and hence are only inclined to trade for nessecities.

Taowang Taiwan
Government: Divine non-Dynastic Monarchy
Capital: Huong-li (OTL Taipei)
Ruler: Emperor Taowang/das
Age: Iron
Economy: Growing
Army: 300 Spearmen, 50 Archers, 100 swordsmen, 300 Imperial Guard
Navy:
Culture: 5
Education: 2
Wonders:
Notes: A mix of East Asian peoples from China and Malayo-Polynesian natives, Taiwan is, currently, a nation of fishermen and village idiots. But maybe, that will soon change.

Byzantium
Government: Monarchy
Capital: Byzantium
Ruler: King Julius/ conehead
Age: Iron
Economy: Unstable
Army: 1,050 Spearmen, 170 Archers, 150 Horsemen, 2,300 swordsmen, 950 longbowmen
Navy: 50 Galleys *Bronze*
Culture: 3
Education: 0
Wonders: Great Port of Byzantium (increased trade and naval strength) 1/3
Notes: Founded at the strategic straits that connect the Aegean to the Mediterranean, Byzantium is in a prime position to dominate the Mediterranean and the trade of it.

Shu Empire
Government: Feudal Monarchy
Capital: Laoti (rl Chongqing)
Ruler: High Lord Rang-Xi/alex994
Age: Iron
Economy: Failing
Army: 550 Spearmen, 260 Archers, 10 Chariots, 375 horsemen, 400 swordsmen, 500 longbowmen
Navy:
Culture: 5
Education: 1
Wonders:
Notes: A people grouped together for protection against horse nomads from the West. Their lands are fertile, and so are all the lands within sight. Perhaps they will be able to expand their ruler to the north, where rumors say of a Great Civilization of God. Also, they have a complete dominance of the Silk Trade which has made the populace of peoples in neighboring countries envious.

Astile
Government: Monarchy
Capital: Amai
Ruler: Tasm Dynesty/erez87
Age: Iron
Economy: Unstable
Army: 2,350 Alupi, 50 Metari
Navy: 14 Aquari *Bronze*
Culture: 2
Education: 0
Wonders:
Notes: This people settled in europe thousands of years ago since the prehistoric ages. As time moved on the people became closer and most settled in the city of Amai and in many villages around. Their culture have begun to grow since a King was crowned and now Astile begin it's grouth towards the future.

England
Government: Tribal Feudalism
Capital: York
Ruler: Mercykiller Harmonium Alliance/emu
Age: Iron
Economy: Recession
Army: 700 Spearmen, 550 Mercykillers, 700 Archers, 300 Harmonium Archers, 750 swordsmen
Navy: 120 Galleys
Culture: 2
Education: 0
Wonders: The prisoners carnival (+2 culture +150 mercykillers +150 Harmonium) (2/4)
Notes:

Spartan Federation
Government: Militaristic Oligarchy
Capital: Sparta
Ruler: King Pesistratus I/Dachspmg
Age: Iron
Economy: Unstable
Army: 550 Spearmen, 150 Archers, 200 Spartiates
Navy: 20 Galleys *Bronze*
Culture: 5
Education: 1
Wonders: Lycurgus' Barracks (+1000 spearmen, +200 Spartiates) (1/3)
Notes: Basically same as OTL, Sparta is...Sparta. Militaristic, use of eugenics to make the "perfect" army, well-trained, and belligerent when need be.

Mori
Government: Feudalism
Capital: Shanghe
Ruler: Warlord Mori/Tyrion
Age: Iron
Economy: Unstable
Army: 50 Spearmen, 300 Archers, 160 Ninjas, 100 horsemen
Navy: 50 Galleys *Bronze*
Culture: 1
Education: 2
Wonders:
Notes: The first established clan within Japan the Mori Family established hold over the surrounding countryside and towns, though mostly farming communities they provide support for the clan. Warlord Mori is the Patriach of teh family and those that follow after him will take his name. To ensure his families survival he has recruited young men from the local villages to fill his growing army. Though no other clans have appeared Mori believes it will only be a matter of time and so is expanding as quickly as possible.

Winterfell
Government: Oligarchy
Capital: Winterfell
Ruler: Eight High Priests/Raistlin290
Age: Iron
Economy: Unstable
Army: 350 Spearmen, 420 Archers, 1,200 Axe-throwers *Bronze*
Navy: 50 Galleys *Bronze*
Culture: 1
Education: 1
Wonders: None
Notes:

Eire
Government: Tribal Cheifdom
Capital: Dubv Lihnn
Ruler: Conchobhar MacNessa/Communisto
Age: Iron
Economy: Failing
Army: 999 Spearmen, 500 Archers, 300 Cuchulainn
Navy: 90 Galleys *Bronze*
Culture: 2
Education: 1
Wonders:
Notes:

Zululand
Government: Dictatorship
Capital: Intombe
Ruler: U.K. Kekkonen/andis-1
Age: Iron
Economy: Unstable
Army: 850 spearmen, 500 archers, 500 Zulu Infantry
Navy:
Culture: 1
Education: 1
Wonders: Great Barracks of Intombe (+1 UU, +2 education) (1/4)
History: Before year 1384bc Zulus were divided into different "city states", waging wars on each other. No city state had proved to be strongest, and it seemed that the war was never going to end. But that was about to be changed as only 16-years old boy U.K. Kekkonen become the leader of one of the smallest city state in Zululand. One by one he took lands of other city states before defeating united forces of three last (and most powerful) states. After Battle of Tali-Ihantala Kekkonen had at last unified country torn apart by needless wars, and people of Zululand expect new age of prosperity and wealth.

Norway
Government: Monarchy
Capital: Oslo
Ruler: Thorbjørn I/toteone
Age: Iron
Economy: Stable
Army: 650 Spearmen, 300 Archers *Bronze*
Navy: 17 Galleys *Bronze*
Culture: 2
Education: 0
Wonders:
Notes:

Yan Dynasty
Government: Dynastical Monarchy
Capital: Bejing
Ruler: Emperor Quin/ThomAnder
Age: Iron
Economy: Unstable
Army: 1,300 spearmen, 250 archers
Navy: 10 Galleys *Bronze*
Culture: 3
Education: 1
Wonders:
Notes:

Mauryan Empire
Government: Indian Monarchy
Capital: Pataliputra
Ruler: Maurya-Nanda Dynasty/North King
Age: Iron
Economy: Stable
Army: 1,100 Swordsmen, 770 Spearmen, 600 Archers, 150 elephants, 40 Kali Elephants
Navy: 50 Galleys
Culture: 2
Education: 1
Wonders: The Great Academy of Pataliputra (+3 Education, +2 Culture) (1/6)
Notes: Magadha was a small, but powerful nation, founded on the Ganges in the wake of a Bactrian invasion. Though they fought hard, the best they could wring out of the deal was a stalemate peace. Avanti was their medium sized neighbor... and when Chandragupta gave his young daughter, his only heir, to the Nandas of Avanti, a new Empire was born.

Sarmatia
Tribal Confederation
Capital: Uspe
Ruler: King Beukan
Economy: Failing
Age: Iron
Army: 1,200 Sarmatian Horsemen
Navy: 50 Galleys
Culture: 1
Education: 0
Wonders:
Notes: The Sarmatians are a fierce nomadic people from the Asiatic steppes. Over a succession of centuries, the various Sarmatian tribes have migrated west, occupying the plains between the Don and Volga rivers. The tribes have been confederated under the rule of a single King, who commands an army assembled from each of the tribes. The Sarmatians have maintained their traditional way of life, living as nomads on horseback; few have settled in the towns along the Don and Volga. A lifetime spent on horseback has made the Sarmatians some of the finest horsemen in the world.

Mali Empire
Monarchic Federation
Capital: Timbuktu
Ruler: Sundiata Keita/Global Nexus
Economy: Growing
Age: Iron
Army: 500 Spearmen, 500 Archers
Navy: None [?]
Culture: 1
Education: 0
Wonders:
Notes: For years the Mandinka people lived as the rulers of numerous nearby tribes, but it wasn't until Sundiata Keita that this rule became solidified into a true civilization. This civilization was given the name Mali, and from there Sundiata expanded his power to even more nearby tribes. All of this was done peacefully, and the Mali people are great lovers of peace.

Bactria
Government: Aryan Monarchy
Capital: Bactra
Ruler: Diodotus II/Insane Panda
Age: Iron
Economy: Unstable
Army: 1,400 Spearmen, 820 horse archers, 450 longbowmen, 70 swordsmen, 380 Baktrian Upheriaspidai, 30 Ballistas
Navy:
Culture: 1
Education: 0
Wonders: "Riches of the Balkh" (+3 economy) 1/3
Notes: Bactria is a Greek kingdom far away from Greece, though the other cultures of the region have been almost entirely assimilated by Greek culture. It serves one of the primary links between the East and the West.

The New Republic
Government: Republic
Capital: Estrusca
Ruler:
Age: Iron
Economy: Unstable
Army: 150 Spearmen, 1,000 Swordsmen, 250 Archers, 450 Custodes, 1,000 conscripts
Navy: 30 Triremes
Culture: 1
Education: 1
Wonders:
 
Non-player Nations

Emirate of Aden
Islamic Emirate
Capital: Aden
Ruler: Caliph Mehmet
Age: Iron
Economy: Stable
Army: 1,250 spearmen, 200 archers
Navy: 30 Galleys *Bronze*
Culture: 1
Education: 1
Wonders:
Notes:

The Emirate of Al-Andalus
Emirate
Capital: Cordoba
Ruler: Emir Ibn-Khaldun
Age: Iron
Economy: Recession
Army: 400 spearmen, 180 Archers *Bronze*
Navy: 40 Galleys *Bronze*
Culture: 1
Education: 1
Trade: Tahret Kingdom(1/3)
Wonders:
Notes: Locked in an alliance with the Tahret for thier survival, they are really little more than a tool for the Greater Tahret Kingdom.

Angkor Wat
Monarchy
Capital: Angkor Wat
Ruler:
Age: Iron
Economy: Stable
Army: 600 spearmen, 300 archers, 50 horsemen
Navy: 20 triremes
Culture: 2
Education: 1
Trade: Fuzhou(1/3)
Wonders:
Notes:

Athens
Tribal Republic
Capital: Athens
Ruler: Athens Council
Age: Iron
Economy: Stable
Army: 400 Spearmen, 400 Archers
Navy: 140 Triremes
Culture: 2
Education: 1
Wonders:
Notes: Has a right of passage agreement with Sparta, but is hesitant in an outright alliance with the Federation..

Axum
Despotism
Capital: Addis Abeba
Ruler:
Age: Iron
Economy: Stable
Army: 450 Spearmen, 400 Archers
Navy: 20 Galleys *Bronze*
Culture: 1
Education: 2
Wonders:
Notes:

Bulgarian Empire
Kingdom
Capital: Sofia
Ruler:
Age: Iron
Economy: Unstable
Army: 1,300 spearmen, 100 archers
Navy: 15 Galleys *Bronze
Culture: 2
Education: 2
Wonders:
Notes:

Congo Tribe
Tribal Despotism
Capital: Kinshasa
Ruler:
Age: Iron
Economy: Stable
Army: 900 spearmen, 100 archers
Navy: 5 galleys
Culture: 3
Education: 1
Wonders:
Notes:

Dai Vet
Despotism
Capital: Saigon
Ruler:
Age: Iron
Economy: Unstable
Army: 200 spearmen, 600 archers, 100 swordsmen
Navy: 10 triremes
Culture: 1
Education: 1
Trade: Fuzhou(1/3)
Wonders:
Notes:

Daneland
Viking Clan
Capital: Copenhagen
Ruler:
Age: Iron
Economy: Unstable
Army: 1,250 spearmen, 120 archers
Navy: 60 Galleys
Culture: 1
Education: 0
Wonders:
Notes:

Dhaka
Indian Monarchy
Capital: Dhaka
Ruler:
Age: Iron
Economy: Failing
Army: 600 spearmen, 600 archers, 1000 swordsmen
Navy: 30 Galleys
Culture: 1
Education: 2
Wonders:
Notes:

Egypt
Pharoedom
Capital: Memphis
Ruler: King Ramesses IV
Age: Iron
Economy: Growing
Army: 200 spearmen, 800 horsemen
Navy: 10 Galleys *Bronze*
Culture: 2
Education: 1
Wonders:
Notes:

Fuzhou Dynasty
Chinese Monarchy
Capital: Fuzhou
Ruler: Emperor Wan
Age: Iron
Economy: Recession
Army: 600 spearmen, 50 horsemen
Navy: 10 Galleys *Bronze*
Culture: 1
Education: 1
Trade: Dai Vet(1/3) Angkor Wat(1/3)
Wonders:
Notes:

Kingdom of Galicia
Monarchy
Capital: Bilbao
Ruler: King Geraldo
Age: Iron
Economy: Failing
Army: 300 spearmen, 200 archers
Navy: 40 Galleys
Culture: 1
Education: 2
Trade: Tartessos(1/3)
Wonders:
Notes:

Harappa
Indian Monarchy
Capital: Mumbai
Ruler:
Age: Iron
Economy: Stable
Army: 650 spearmen
Navy: 10 Galleys
Culture: 3
Education: 0
Wonders:
Notes: A vassal of Bactria.

The Hedjaz
Government: Islamic Caliphate
Capital: Mecca
Ruler: The Hedjaz Royal Family
Age: Iron
Economy: Unstable
Army: 1,100 horsemen, 1,200 spearmen
Navy: 10 triremes
Culture: 2
Education: 1
Wonders:
Notes: The symbolic leader of the Islamic countries.

Hyderabad
Indian Monarchy
Capital: Hyderabad
Ruler: Sultan Bhavik
Age: Iron
Economy: Recession
Army: 900 spearmen, 500 archers, 100 elephants
Navy: 15 Galleys *Bronze*
Culture: 2
Education: 2
Trade: Muscat(1/3)
Wonders:
Notes:

Korea
Dynastical Monarchy
Capital: Pusan
Ruler: Wang-kon
Age: Iron
Economy: Stable
Army: 1,500 spearmen, 400 archers, 200 horsemen
Navy: 20 Galleys *Bronze*
Culture: 1
Education: 1
Wonders:
Notes:

Kievan Rus
Monarchy
Capital: Kiev
Ruler:
Age: Iron
Economy: Stable
Army: 700 spearmen, 500 swordsmen *Bronze*
Navy: 10 Galleys *Bronze
Culture: 1
Education: 0
Wonders:
Notes:

Mozambiquens
Tribal Despotism
Capital:
Ruler: Chief Intonotto
Age: Iron
Economy: Unstable
Army: 300 spearmen, 200 archers, 100 horsemen
Navy: 10 Galleys *Bronze*
Culture: 2
Education: 1
Wonders:
Notes:

Muscat
Oligarchy
Capital: Muscat
Ruler:
Age: Iron
Economy: Failing
Army: 300 Spearmen, 100 Archers
Navy: 60 Triremes
Culture: 2
Education: 2
Trade: Hyderabad(1/3)
Wonders:
Notes:

Nubia
Emirate
Capital: Al-Kufah
Ruler:
Age: Iron
Economy: Failing
Army: 200 spearmen, 50 archers, 700 horsemen
Navy:
Culture: 2
Education: 0
Wonders:
Notes:

Persian Empire
Despotism
Capital: Persopolis
Ruler: King Xerxes II
Age: Iron
Economy: Unstable
Army: 2,000 Spearmen, 1,000 swordsmen, 200 Archers
Navy: 20 Galleys
Culture: 1
Education: 1
Wonders:
Notes: Locked in a vicious war of mentalities at the moment. Persia is the home of Zoroastrianism, a religion Xerxes should reign over all others.

Salzburg
Government: Tribal Fuedalism
Capital: Salzburg
Ruler:
Age: Iron
Economy: Growing
Army: 3,520 Spearmen, 500 Archers
Navy:
Culture: 2
Education: 1
Wonders:
Notes: Salzburg is so named for the large salt mines of the city, a massive source of income, due to the highly prized nature of salt in these times. It is centrally located in Europe, also, which means it has the potential to become a burgeoning trade center. It is also highly defensible, being in the Alps as it is.

Suomi
Despotism
Capital: Turku
Ruler:
Age: Iron
Economy: Growing
Army: 600 spearmen, 350 archers
Navy: 5 Galleys
Culture: 1
Education: 2
Wonders:
Notes:

Kingdom of Tahret
Kingdom
Capital: Tripoli
Ruler: King Bakr
Age: Iron
Economy: Unstable
Army: 1,750 Spearmen, 200 Archers
Navy: 40 Galleys
Culture: 1
Education: 0
Wonders:
Notes:

Taranto
Despotism
Capital: Taranto
Ruler: King Prometheus
Age: Iron
Economy: Failing
Army: 500 Spearmen, 2,000 Swordsmen
Navy: 20 Triremes
Culture: 1
Education: 1
Wonders:
Notes:

Kingdom of Tartessos
Atlantean Monarchy
Capital: Tartessos
Ruler: King Marcellus I
Age: Iron
Economy: Recession
Army: 200 archers, 500 Fanatics
Navy: 10 Galleys *Bronze*
Culture: 2
Education: 2
Trade: Galicia(1/3)
Wonders:
Notes: The more Atlantean of the former Atlantis colonies, it tries to carry on the legacy of the civilization...

Teutonia
Despotism
Capital: Riga
Ruler: Knights Council
Age: Iron
Economy: Unstable
Army: 500 spearmen, 400 archers, 500 horsemen
Navy: 15 Galleys *Bronze*
Culture: 1
Education: 0
Wonders:
Notes: The only nation brave enough to call out the steppe hordes, it is yet to be seen if thier the only nation that can defeat them aswell.

The Kingdom of Tingis
Government: Monarchy
Capital: Tingis
Ruler: King Rhun
Age: Iron
Economy: Stable
Army: 300 spearmen, 250 archers
Navy: 50 galleys
Culture: 2
Education: 1
Wonders:
Notes: Result of the expansion of the former colony of Atlantis at Tingis. The less "Atlantean" of the two, while keeping its monarchy, has blended largely with the native Morrocans and is more akin to the Tahret Kingdom than to Atlantis.

Mongolia
Government: Khanate
Capital: Ulaan Baatar
Ruler: Temujin Khan
Economy: Stable
Age: Iron
Army: 500 Spearmen, 500 Archers, 2,000 horsemen
Navy:
Culture: 3
Education: 0
Wonders:
Notes: Now ruled by Temujin Khan, who has a powerful army of his own but prefers to use the various vassal states under his control as the main force of his attacks. Either way, the Chinese are starting to sweat a little...

Armenia
Kingdom
Capital: Ani
Ruler: King Artashes V
Age: Iron
Economy: Growing
Army: 600 spearmen, 300 archers, 100 horsemen
Navy: 10 Triremes
Culture: 3
Education: 1
Wonders:
Notes:

Judea
Republic
Capital: New Tyre
Ruler: King Matthias
Age: Iron
Economy: Stable
Army: 300 spearmen, 400 swordsmen, 500 conscripts
Navy: 20 Triremes
Culture: 5
Education: 1
Wonders:
Notes:

Kush
Despotic Republic (woo, new phrase)
Capital: Khartoum
Ruler: Warlords Council
Age: Iron
Economy: Failing
Army: 200 spearmen, 600 horsemen
Navy: 5 Triremes
Culture: 3
Education: 0
Wonders:
Notes:

Sokoto Kingdom
Kingdom
Capital: Hellifiknowopolis
Ruler: King Vapula
Age: Iron
Economy: Prosperous
Army: 400 spearmen, 200 swordsmen, 100 longbowmen
Navy: 20 Triremes
Culture: 4
Education: 1
Wonders:
Notes:

Oranje
Despotism
Capital:
Ruler:
Age: Iron
Economy: Unstable
Army: 600 spearmen, 400 conscripts, 100 longbowmen
Navy: 2 Triremes
Culture: 2
Education: 0
Wonders:
Notes:
 
Really, a very nice map. Kudos to Jason & North King.

Jason-NK_World_Map.GIF
 
Age of Militaries​

Bronze Age
Military: Infantry: 500, Chariots: 100, Horsemen: 150, Artillery: 0, UU: 300
Examples of available units:
-Spearmen
-Archers
-Chariots
-Horsemen (cheaper than Chariots, and faster, but not as strong)
-Galleys (ever play Civ3? Dont send them to far out, or pay the price)

Iron Age
Military:Infantry: 1,000, Cavalry: 300, Artillery: 10, UU: 300 (unless its an artillery UU)
Examples of available units:
-Spearmen
-Archers
-Swordsmen
-Longbowmen
-Horsemen
-Horse Archers
-Caravels
-Catapults
*many are the same from Bronze Age, but are stronger with Iron.
 
Wonders of the World​

The Pagoda of Xian Feng- Shu Dynasty, Completed 1400BC

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To honor the Spirit of Xian Feng, the High Lord (who’s power had greatly increased after the fire incident) ordered the construction of a grand new Pagoda to honor the great spirit and bring glory to Shu.

Spoiler :
Xian Feng is the guardian Spirit of Laoti. A great many years ago, at the foundation of the city by the Great Lords Xi Li, Li Bei, and Huang Lao a temple had been erected in the same place as the foundations of the Pagoda. The Temple had defended the city from a great fire which swept the city 20 years ago. The great fire had roared on for 5 days destroying most of the outer cities and had begun to creep in to the Inner City where the government buildings as well as the estates of the Lords and Temples to the Gods were at. As the fire reached the Inner City on the 6th day with no rain in sight, it reached the ancient Temple of Xian Feng and as it was about to reach the entrance rain came from no where and poured on the fire for 2 days.

In the aftermath of the great fire with so many homeless, High Lord Rang-Xi whom many suspect of making a deal with the Gods in the far north after 100 years before the Great Fire due to a sudden disappearance and discovered the secrets of immortality. Never less, the High Lord saw this fire as a gift from Heaven and requested each of Lords of Shu to come to Laoti with money and goods to help rebuild the City Under Heaven. The Lords came and as much money as possible were squeaked out from the Lords and the City was to be rebuilt. Grander then ever, it would be the finest city in the World. Large roads, broad avenues, areas closed off for parks and public entertainment were all built. In no time, the city was grander then it ever was.



Temple of Zeus- Spartan Federation, Under Construction

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Zeus, the greatest of the Olympian gods, was the youngest son of Cronus (ruler of time, a Titan, and also of the universe until Zeus brought him down) and Rhea, another Titan. His five brothers and sisters were swallowed by his father to prevent his son from fulfilling the prophecy that he would be dethroned by said son. Rhea replaced Zeus with a rock, so Cronus swallowed a boulder and not the young god, who was whisked away to Crete to be raised by nymphs.
His mother made him Cronus' cupbearer, and the Ruler of the Universe still had no idea his son was not in his stomach. Zeus put a special herb in Cronus' wine, so his father spewed up all of the other five Olympians, who joined with Zeus to chase off their dad, who fled to Italy and beyond. Shortly thereafter, Zeus and the other Olympians were challenged by the huge monster Typhon, who was interned beneath Mt. Etna in Sicilia (Magna Graecia). The mountain still "exhales" fire to this day.
Zeus fathered most of the others of the Olympian gods, getting around as he did. His wife (and sister) Hera, was not amused. Zeus' thunderbolts can destroy virtually anything, from a wayward sun god's son to Typhon himself. The most powerful of all of the Olympians is accorded the greatest shrine.
It is rumored that Sparta began construction on this great temple to bring rebellious Rashkan subjects back to the fold...
 
Unique Units of the World

**Bronze**

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Caledonian Druid: Recently a new branch has been formed following from the recent failure of the commen soldier to fight effectivly. They follow a mantra of through conflict; strength is gained. They are to be found at the forefront of any battle, the spearpoint of a tactial manuvere. They are used to break a strong point utterly, in short shock troops. Armed with a copper(?) scimeter and a sheild and taking the unusual step of wearing armour, They are the most effective troops a Caladonian General has access to.

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Note: Pic not entirely accurate, but cool.

Atlantean Fanatic:
Spoiler :
Thier are men in Atlantis, fervent men, who heed the call of the Titans to a degree little else matched; these men are the Fanatics; before the cities firm establishment, religion was all they had, and it was from this religious fervor that men devoted to infamous War Cults dedicated to one Titan or another sprang up, to defend the people agianst Hesperide incursions; remarabley trained, honing thier fightign techniques, and thier physical health, they at one point were not only the most dangerous defence of Atlantis- but the most dangerous threat as well! But through diplomacy -or violence- the war cults were brought under the banner of Atlantis- severla bloody battles wer fought between different siding war cults, the losing cult going to the control of the victor, and yet blood was also avoided

-equipment-
-Protective and stylistic helm gives a huge amoutn go protection without hinderign the senses
-arm and leg armour protects the advancing leg, and the weapon holding arm; meanign what faces the enemy, and is most likelyl to be cut is protected, while other wise minimizing weight, giving the Fanatic more freedom to move, fight, and use his skills
-domed sheild more strong then a flat sheild
-huge, serrated cleaver; -the Atlantean Cutlas- can cut through an armoured man in a single blow to his mid section

-fighting style-
the Fanatics are form of heavy infantry, or perhaps medium infantry- well armoured and protected from harm, they are armoured ina way to offer a huge amount fo protection, and yet give them a freedom of mobility to use thier trianing-perfected fighting techniques; yet for all the ephisis put onto invidual fightign skills, and stregth, they warriors are at thier peak when workign in a team, and are pefrectlly at hoem either fighting alone, or as part of a mighty army, or a small squad of troops

Winterfellian Axe Thrower: Heavy infantry, equipped with throwing axes and a short sword. Good vs. spearmen, bad vs. archers

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Mori Blades:
Spoiler :
Mori saw the need to bring into being a unique fighting force that could perform certain feats that other more regimental soldiers couldnt.
He saw the effectiveness of lightly armored soldiers in his first battle against the local Warlord, though of course not every enemy he would encounter would be drunk or sleeping he knew the ability to get soldiers into an enemies base without being noticed would prove invaluable during the first days of his empire. They could assasinate problem warlords or town leaders, steal weapons and armor or simply break them, set fire to structures and cause distractions.

And so he brought together the people that he noticed were best fit to this style of warfare to his town and began their training.

Equiped with light leather and in some cases cloth armor they could move swiftly without creating noise, as was vital in their training. They used daggers and occasionally swords depending on the situation. They also were well learnt in the ways of poisoning and sabotage. Ocassionally they were required to work alone though in most cases the more of them around the more havoc they could wreak before the main army arrived.
The were given a simple name best suited to their function, 刃 or Blades.

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English Mercykiller:
Spoiler :
Justice is perfection. The Mercykillers believe that Justice is everything, or at least everything that's important. In fact, Justice is the only reason that laws exist in the first place - to make sure Justice is served. Justice is a fire that burns away the evil and chaos in a person, and makes them better for it. It cleanses the soul, and balances past transgressions. And once everyone has been cleansed, the Earth will be perfect.

So Justice must be applied without hesitation, and without mercy. Mercy is an excuse made by the criminals and the wrongdoers. Mercy is the greatest obstacle in the application of perfect Justice. Every crime must be punished so that the transgressors can know Justice's purifying caress.

There can be no mercy. There are no extenuating circumstances, unless a person does wrong when serving higher justice, though this status is reserved only for Mercykillers in pursuit of criminals - to the Mercykillers' eyes, if one of their own breaks a law in the pursuit of a criminal, then they are guiltless, as they serve a higher justice.

In Northumbria, the Mercykillers make their base York, where the mete out Justice to criminals the punishment is usually death, if only they could find somthing worse then death for the bigger crimes.


**Iron**

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Eire Hounds of Cuchulainn: The hounds of cuchulainn are the elite of the Gaelic Army. They use short stabing and slashing swords made of bronze spear heads forged together at the the holy hill of Tara. the are loyal to the Ard-Righ and the Ard-Righ alone. The Hounds are used as police to enforce the law and shock troops in battle, they usually head off infront of the lighter troops. They crash into the enemy and break their lines for the gaelic regulars to finish the job. They are the deadly blades of the Cuchulain, the Giant slayer on Earth.

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Spartan Spartiate Warrior: Spartan warriors developed along similar lines as the Greek hoplites of the same time. The basic hoplite heavy infantry concept was preserved, with the men leaving for the "fighting" harvest season, and relying on their stronger right wing (because of the way they held their spears and shields) to crush the enemy left, then swivel around and hit the enemy right wing in the rear.
The Spartan hoplites, with far more training than the average spearman, could dish out a lot more pain. The Spartans had superior weaponry compared to the other Greeks. Even though they were more heavily armed, they could still keep up with Athenian or Boeotian spearmen on the move because of their physical conditioning. Also, the Spartan army relied on an organizational procedure that made it easy to dispatch troops as reserves to other parts of the line, as well as enhancing the turning and control abilities of the Spartiate.
Spartan hoplites were divided into basic units called enomotiai, four rows of 8 men deep, similar to the modern-day platoon. Four enomotiai formed a pentekostis or company in modern parlance. Four pentekosteis formed a lochos or battalion. The average Spartan mora would have seven or so of the lochoi. The mora was akin to the division.
Spartiates wore similar-looking armor when compared with the rest of the Achaean states, differing only in the lambda symbol on the shield and the red cape, which was not worn in battle. Spartans would often tie laces around their spears to keep from detaching in the midst of combat.

Winterfellian Hands of Justice: The questioners of the eight gods. They take pleasure in revealing the deepest secrets of all heretics, criminals, and everyone who they think is. They brand criminals on the first offense, and cut of there hand on the second. All criminals die on the third offense.

Taiwanese Imperial Guards: Black-clad spearmen, javelineers and archers, are similar to the OTL Macedonninan phalanx. They will adopt the better of the Fuzhou ideas (that we have seen/will see during skirmishes).

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lol

Magadhan Kali's Elephants: Basically when it first rolls onto the battlefield, it looks like a gigantic hide covered house, with wheels on it; bigger than any elephant which rolls onto the battlefield. The top is a large tower with a large amount of animal fat in the top which burns to create a large flame which scares away enemy elephants.
Inside the tank is a pair of elephants harnessed like in the drawing, so that the harness doesn’t choke them or anything. They are inside the insulated enclosure, so they will remain calm unless the thing itself falls apart.
Anyway, the outside is to be sturdy wooden beams covered in fresh hides so that fire arrows do not effect it. There are great tusks on the front of it resembling an elephant’s tusks. There is a whole floor above filled with archers with many arrow slits: this is the actual killing part of the machine, besides running over people.
In short, a scary weapon, though extremely expensive. Frightens elephants and men alike. Invulnerable to conventional weapons, except large stones hurled at it (like from a catapult, though these catapults would have to be highly accurate, since these MOVE), or dropped on it, or if a person managed to scare the elephants inside. It is very slow, though, and extremely heavy, probably prone to bogging down in mud in the monsoon seasons, though since these aren’t campaigning seasons in India anyway, this doesn’t harm us much.

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Mori Ninjas: Much like the previous Blades, only newer. Thier purpose is mainly the same as the Blades too.

Sarmatian Horsemen: Expert light cavalry, whose equestrian skills have been honed by years on the steppe. They Sarmatian Horsemen wear a unique type of scale armor, consisting of scales made of hardened horsehoof and bone sewn onto a hardened leather breastplate, and reinforced with iron and gold. They fight with bow and lance; Sarmatian Horsemen are highly skilled horse archers capable of firing with great accuracy from horseback, and can run down and smash through enemy infantry with their powerful lance charges
 
Update Links/Alliances/Unique Units​

Updates

Update 1, 2000bc
Update 2, 1800bc
Update 3, 1600bc
Update 4, 1400bc
Update 5, 1200bc
Update 6, 1000bc
Update 7, 900bc

Alliances and Wars

*Alliances*
Northumbria-Caledonia
Spartan Federation-Athens
Athens-Byzantium
Sarmatia-Kievan Rus

*Wars* Red means ongoing war
The Wars for the British Island (Caledonia, Northumbria vs Wessex, Orcadia, Herbridia) Caledonia & Northumbria victorious
The First Roman War (Rome vs Etrusca) Etrusca victorious
Osman's War (Byzantium vs Ottomans) Byzantium victorious
The Fall of Phoenicia (Phoenicia vs Hittites) Hittites victorious
Peloponnesian War (Sparta, Athens vs Thebes-Thermopolye, Byzantium) Byzantium victorious
War of Italia (Etrusca vs Tahret Emirate) Tahret victorious
War for the Mandate of Heaven (Shu Dynasty, Fuzhou Dynasty vs Shang Dynasty) Shu & Fuzhou victorious
War of Tartessian Aggression (Tartessos vs Al-Andalus) Tartessos victorious
King Lucias' War (Astile vs Gothia) Astile victorious
The Conquering of Rashka (Spartan Federation vs Rashka) Sparta victorious
War of the Mesopotamia (Persia vs Babylon) Persia victorious
Taiwanese Civil War (Taowang Faction vs Shao-li Faction vs Fuzhou Faction)
The Great War (Byzantium vs Hittites)
War for Dominance (Astile vs Etrusca)
Invasion of Borie Rus (Sarmatia, Kievan Rus vs Borie Rus)
The Icelandic War (Caledonia vs Norway)
 
*catches on the prayer*

Nation: Mnogoborie
Government: Knyazdom
Capital: Stolengrad
Ruler: Jihar' Mnogoborez/Gelion
Economy: Stable
Army: 500 Spearmen, 500 Archers
Navy: 50 Galleys
Culture: 1
Education: 0
Wonders:
Notes: This is a Slavic tribe located in the middle of so-called "Kieven Rus'". Mnogoborzi are a hard working, "forest"-loving people. Their main archirecural buildings are build from wood due to lack of good stone resources. Order is maintained by "drujina" - a group of skiled men whole sole purpose of life is fight and other military activities. Drujina is supported by the people and treasury directly and head by the Knyaz himself or "battle" generals called voyevodas (army leading people). Mnogoborzi are very adaptable people capable of rebuilding their wooden villages and towns quickly and start to live anew. They are very receptive of various new technologies, but however relatively conservative in religious and family values.

more info added and I'm still first ;)
 
Nation: Scots (scotland :D)
Capital: Aberdeen (i live there, for you stalkers among us)

Edit for the full details.

Nation: Caledonia
Government: Druidic Theocracy
Capital: Aberdeen
Ruler: Donnchad mac Crínáin/Kal'thzar
Economy: Stable
Army: 500 Spearmen, 500 Archers
Navy: 50 Galleys
Culture: 1
Education: 0
Wonders:
Notes: A warlike race, a tough enviroment has taught them the need to fight for survival. Social order is maintained by the druids, who arbitrate crimes, marital advice and everything in-between. The people are generaly forced to adopt new ideas to survive, wether this will continue in the future is down to the fates. They see little need for luxeries seeing it as a waste of resources, and hence are only inclined to trade for nessecities.
Nation motto: "Vero nihil verius" - 'Nothing is more true than the truth'
 
The year is?

*prays to NES god*

Thanks for remembering me. ;)

Taiwan
Tribal Despotism
Capital: Huong-li (OTL Taipei)
Ruler: Huong-ten San/das
Economy: Stable
Army: 500 Spearmen, 500 Archers
Navy: 50 Galleys
Culture: 1
Education: 0
Wonders:
Notes: A mix of East Asian peoples from China and Malayo-Polynesian natives, Taiwan is, currently, a nation of fishermen and village idiots. But maybe, that will soon change.
 
4000 or 3000 BC, apparantly bronze didnt come around till 3300 BC so 3000 seems more likely since I dont want any stone age nonsense.
 
I hoped das notices all the fancy names I picked. Oh well :(....
*continues the prayer*
 
Muscat
Monarchy
Capital: Muscat
Ruler: ?/North King
Economy: Stable
Army: 500 Spearmen, 500 Archers
Navy: 50 Galleys
Culture: 1
Education: 0
Wonders:
Notes: Built nearly on the edge of the desert, Muscat clings to the small strip of shore that is actually green enough to sustain life. In the wet season, at least... Owing to their location, they are accomplished seafarers, and also they have easy access to Bedouin warriors, who they use as mercenary soldiers. Occasionally they launch expeditions into the desert, but none of these has ever come to fruitation. Most of the time, they just use the camel riders to attack other cities, in conjunction with a large corsair fleet...


Location: Muscat is the capital of modern day Oman, on the Arabian Peninsula.
 
Nation: Byzantium
Government:Monarchy
Capital: Byzantium
Ruler: King Julius/ conehead
Economy: Stable
Army: 500 Spearmen, 500 Archers
Navy: 50 Galleys
Culture: 1
Education: 0
Wonders:
Notes: Founded at the strategic straits that connect the Aegean to the Mediterranean, Byzantium is in a prime position to dominate the Mediterranean and the trade of it.
 
Nation: Bactria
Government: Monarchy
Capital: Bactra
Ruler: Diodotus I/Cuivienen
Economy: Stable
Army: 500 Spearmen, 500 Archers
Navy:
Culture: 1
Education: 0
Wonders:
Notes: Bactria is a Greek kingdom far away from Greece, though the other cultures of the region have been almost entirely assimilated by Greek culture. It serves one of the primary links between the East and the West.


OOC: I have no coast, so I guess I shouldn't have any Galleys.
 

Attachments

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Phoenicia
Republic
Capital: Sidon
Ruler: ?/Jason the King
Economy: Stable
Army: 500 Spearmen, 500 Archers
Navy: 50 Galleys
Culture: 1
Education: 0
Wonders:
Notes:
 
Nation Shang
Government Early Monarchy
Capital: Shanghai
Ruler: Emperor Tzu/Constantine
Economy: Stable
Army: 500 Spearmen, 500 Archers
Navy: 50 Galleys
Culture: 1
Education: 0
Wonders:
Notes: An early Chinese state, based in the south of the Yellow River. Perhaps the unifaction of China is possible under a strong ruler?
 
OOC: shanghai's south of the Yangtze River, not the Huang He.
 
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