Drake Rlugia
....
This is the actual NES thread for Trials of Many. You can still sign up, just follow the rules needed for stats, which will be my second post. DON'T POST UNTIL STATED.
Setting: It is the dawn of a new century, the 18th century. Europe has left the middle ages for good. Absolutist kings and queens dominate the playing field of Europe, and the most mighty family is that of the Austrian Hapsburgs.
Venice and Genoa struggle to hang on to what little they have, while the Holy Roman Empire sleeps from just across the Rhine, plotting and waiting. Russia too lays further east, expanding into Ottoman dominions, and close to starting war with such a large muslim nation.
Africa and the Americas are still ripe for colonization, as Colonists flood the boats to fill these uncharted lands. Gold and silver are bountiful, as are other exotic spices and sugars valued in the European markets.
China continues to slink into obscrurity, while the Asian nations try their best to fend off the Dutch, English, French, and Portugese. The silk road is still traveled, exotic goods carrying deep into Persia and further west. Japan remains isolated, executing Christians and keeping foreigners out..Asia is growing bleak.
It is the 18th century. Pax Hispanica has ended, the Spaniards no longer dominating the American world. It is a world ripe for changing..will your nation make a scratch, or a mark?
Time: This is how long one year takes to complete. The game goes by Bi-yearly turns, so the game begins in 1700, then 1702, then 1704, ect.
Two weeks will equal the two years.
Week 1 = Year 1
Week 2 = Year 2
Game begins in 1700.
Ages:
For stats.
Ages:
Classical: The name for the American indians and Asian tribes not unfied under a nation. Basically includes ancient era esque fighters. No tribe in the Classical era can advance, but can gain fire-arms from Gunpowder and beyond era nations.
Gunpowder Era: Arquibusters, National conscripted armies, grand batteries, Cavalry, Pikes, and Late Knights. Caravels, Carracks, Galleass. Early Privateers.
Post-Gunpowder: Muskets, Musket Cavalry, Early cannons, Late Pikes. Early Galleons, Late Carracks, Galleasses, early warships. Privateers.
Early Enlightenment: Flintlocks, Flintlock Cavalry, Colonial infantry, Middle Cannons, Militia, early guerrillas. Late Galleons, Frigates, Ships of the Line, Late Privateers.
Inventions come at historical dates.
Army:
Represented in words which equate to sizes-
Tiny- 20,000+
Small- 50,000+
Medium- 100,000+
Large- 500,000+
Huge- 1,000,000+
Gigantic- 2,000,000+ (usually with this many troops the army quality would be more poor than average)
Please, make it realistic or you will be ignored, and next to your army word, add a vague description on its quality, or whatever else you wish to note.
Navy:
Much the same as Army
Tiny- 10+ Ships
Small- 25+ Ships
Medium- 50+ Ships
Large- 75+ Ships
Huge- 100+ Ships
(There is no gigantic for navy, as navies were very expensive to fund)
(Note, for both army and navy, you only use the words, but you can organize it into field armies and numbers with different corps for story purposes if you really want to get detailed and fancy.)
Government:
Whatever you like, but please make it realistic for the period.
Religion:
Whatever you want, but again, realistic please. We shall say Christianity and Islam have come for dating purposes, but you do not need to be those two religions, we make our own history for the past, and the future.
Economy:
There is no stat for economy, just give us a brief description if it is agarian, mercantile, or Piratic.
Description:
A general history of your nation until this point. Doesn't have to be too detailed, but it would be nice if it were, as this NES is mostly story oriented and we don't have anything else to go by.
NPCs:
Non-ruled nations I will control in diplo, and during war if attacked. They won't go taking over the world, and they won't join any alliances. They only fight defensive wars.
Combat:
Two players (or more) shall play out their battles by each typing up segments of it, detailing their plans of attacks, and their opponents. Before battle however, you must, after the declaration of war, post troop movements, so both armies will know where they shall meet, and begin battle.
Players are encouraged to have some fun with these battles, and use all the fancy tactics you like in big story like battle phases.
In General, just have fun with it. Role play your nation from the perspective of your leaders, and don't get too unrealistic. Remember, we make our own history, so don't feel constrained by any historical events. Especially since we are also making our own past history.
Also, there are no real stat increases. Your nation might change tremendously after heavy war, and overall your military might become much smaller or much larger depending on events, and in that case, just make the edits to your template. But try not to worry about stats to much, and just make stories and have fun. Remember, this is just a game, so don't get angry if you don't get your way every time.
Setting: It is the dawn of a new century, the 18th century. Europe has left the middle ages for good. Absolutist kings and queens dominate the playing field of Europe, and the most mighty family is that of the Austrian Hapsburgs.
Venice and Genoa struggle to hang on to what little they have, while the Holy Roman Empire sleeps from just across the Rhine, plotting and waiting. Russia too lays further east, expanding into Ottoman dominions, and close to starting war with such a large muslim nation.
Africa and the Americas are still ripe for colonization, as Colonists flood the boats to fill these uncharted lands. Gold and silver are bountiful, as are other exotic spices and sugars valued in the European markets.
China continues to slink into obscrurity, while the Asian nations try their best to fend off the Dutch, English, French, and Portugese. The silk road is still traveled, exotic goods carrying deep into Persia and further west. Japan remains isolated, executing Christians and keeping foreigners out..Asia is growing bleak.
It is the 18th century. Pax Hispanica has ended, the Spaniards no longer dominating the American world. It is a world ripe for changing..will your nation make a scratch, or a mark?
Time: This is how long one year takes to complete. The game goes by Bi-yearly turns, so the game begins in 1700, then 1702, then 1704, ect.
Two weeks will equal the two years.
Week 1 = Year 1
Week 2 = Year 2
Game begins in 1700.
Ages:
For stats.
Ages:
Classical: The name for the American indians and Asian tribes not unfied under a nation. Basically includes ancient era esque fighters. No tribe in the Classical era can advance, but can gain fire-arms from Gunpowder and beyond era nations.
Gunpowder Era: Arquibusters, National conscripted armies, grand batteries, Cavalry, Pikes, and Late Knights. Caravels, Carracks, Galleass. Early Privateers.
Post-Gunpowder: Muskets, Musket Cavalry, Early cannons, Late Pikes. Early Galleons, Late Carracks, Galleasses, early warships. Privateers.
Early Enlightenment: Flintlocks, Flintlock Cavalry, Colonial infantry, Middle Cannons, Militia, early guerrillas. Late Galleons, Frigates, Ships of the Line, Late Privateers.
Inventions come at historical dates.
Army:
Represented in words which equate to sizes-
Tiny- 20,000+
Small- 50,000+
Medium- 100,000+
Large- 500,000+
Huge- 1,000,000+
Gigantic- 2,000,000+ (usually with this many troops the army quality would be more poor than average)
Please, make it realistic or you will be ignored, and next to your army word, add a vague description on its quality, or whatever else you wish to note.
Navy:
Much the same as Army
Tiny- 10+ Ships
Small- 25+ Ships
Medium- 50+ Ships
Large- 75+ Ships
Huge- 100+ Ships
(There is no gigantic for navy, as navies were very expensive to fund)
(Note, for both army and navy, you only use the words, but you can organize it into field armies and numbers with different corps for story purposes if you really want to get detailed and fancy.)
Government:
Whatever you like, but please make it realistic for the period.
Religion:
Whatever you want, but again, realistic please. We shall say Christianity and Islam have come for dating purposes, but you do not need to be those two religions, we make our own history for the past, and the future.
Economy:
There is no stat for economy, just give us a brief description if it is agarian, mercantile, or Piratic.
Description:
A general history of your nation until this point. Doesn't have to be too detailed, but it would be nice if it were, as this NES is mostly story oriented and we don't have anything else to go by.
NPCs:
Non-ruled nations I will control in diplo, and during war if attacked. They won't go taking over the world, and they won't join any alliances. They only fight defensive wars.
Combat:
Two players (or more) shall play out their battles by each typing up segments of it, detailing their plans of attacks, and their opponents. Before battle however, you must, after the declaration of war, post troop movements, so both armies will know where they shall meet, and begin battle.
Players are encouraged to have some fun with these battles, and use all the fancy tactics you like in big story like battle phases.
In General, just have fun with it. Role play your nation from the perspective of your leaders, and don't get too unrealistic. Remember, we make our own history, so don't feel constrained by any historical events. Especially since we are also making our own past history.
Also, there are no real stat increases. Your nation might change tremendously after heavy war, and overall your military might become much smaller or much larger depending on events, and in that case, just make the edits to your template. But try not to worry about stats to much, and just make stories and have fun. Remember, this is just a game, so don't get angry if you don't get your way every time.