stNNES8: Empires in Flames

North King

blech
Joined
Jan 2, 2004
Messages
18,165
stNNES8: Empires in Flames

Welcome to the... eighth, by now, installment of the stNNES series. The same series that brought you the renowned stNNES III: Ruins of Empires, the critically acclaimed stNNES7: Worlds and Empires. And now we move on, once again, to number eight. Be welcome, have fun, and be cautious.

Rules: READ

Timekeeping: So I’ve been wanting to do an IT-BT system such as in das’ NES. But then, this isn’t really fair to players who want to retain control of their nation throughout. Yeah. That’s pretty much the two sides of the debate. Not much more to it. Right. So, uh...

Basically we’ll start out with a fast paced sort of timekeeping. 250 years per update. A little faster than usual, but still fairly normal. Except they won’t really be updates in the normal NES sense. I’ll limit them to 2 pages in Word unless I desperately need more space; they’ll be short and sweet, more like a history, a story, than a game update. And you won’t really have stats in between actual game times. It will be about as darned close as you can get to the original story NES, except I’ll be deciding the outcomes.

So basically, in the in between times, you’ll send in vague and general orders, and I’ll tell you what they result in.

Now, in the normal times, it will be like a typical NES. Probably around 10 years per update in earlier times. Once we get to a dull point, I’ll go on to the in between time keeping system and we’ll speed along to the next nice time. Got it?

Economy: Economy in this NES is going to be fairly streamlined and simplified. You won’t have to deal with it at first, aren’t you lucky. But eventually, once we get to normal times, you will, so listen up.

1. There’s taxes. These are the money or goods you levy off of your people. You can try raising them, and you’ll get more but get a confidence decrease. You can lower them, and you’ll get less, but get a confidence boost. You can conquer new land, and the people there will pay you more. Or your population will grow normally, and you’ll get more. Fairly simple.

2. Industries are nice. Basically, these are the economic activities of your people. You’ll have a few major ones and they’ll earn you money. You can try artificially expanding them, but you can’t do much unless your in a state owned economy. And if you do manage to artificially expand them, you might exhaust them sooner. Hope you’re still following.

3. Trade. You’ll have a few major trading partners. These will be the people you’re trading with. Yep. Your people might have fairly voracious appetites for foreign goods, so it’s nice not to disrupt these routes. You can always kill the nations and take the goods for yourself, of course.

Military: Army, navy, and later air force. It’s fairly straightforward. You can recruit more by buying some with your spare money.

However, it’s advisable not to go over your manpower limit. Manpower, you see, is how many able bodied folks who can serve in warfare you have lying around. If you go over the amount of people who can easily be supported by your manpower, your economy, confidence, and culture will slowly start hurting. Not advisable, but occasionally unavoidable.

Manpower will go down if your people start dying. It will go up if you get more people. Minorities are not counted unless you are a really tolerant nation. And lucky for you (Wheeee, let’s use these weapons to kill our oppressors!).

Oh, lastly. You can hire mercenaries. For a price. There will usually be some of them wandering around after a certain time period. I’ll keep track of them somewhere.

UU: You can create one unique unit. This is, simply put, whatever you want, keeping it realistic (moderator enforced). If you choose to change it, the old UU will be absorbed into the regular army.

Domestic Issues:

1. Education: Education is pretty boring in the early ages. You really won’t get much in the way of an education system. You’ll get more later on. Note also that there are always a few different education systems, the only listed ones will be the ones that your nation uses. There are these types of education systems:

Apprenticeships: These are a few hard workers, passing down their knowledge from person to person the old fashioned way. A respectable means of transferring knowledge, but not really efficient. Doesn’t cost much.

Guilds: These are a group of people who pass down knowledge within their organization very well. Unfortunately for you, these are also highly independent of the government, fiercely so, and can be quite a threat when not controlled. Not that costly, since they are private. UNAVAILABLE AS OF YET.

Private: Schools run by private individuals. Free of government influence. Only of medium cost, but they won’t always train people in the opinions you like. UNAVAILABLE AS OF YET.

Public: Schools run by the government. Highly efficient, good for indoctrinating people. Or just providing everyone with a good education. High cost, though. UNAVAILABLE AS OF YET.

Level: This is how good it is, overall. This won’t always be under your control. Especially if it is through private individuals, like the first three. Fortunately, you can grant money to private individuals to make their institutions better.

Very Poor, Poor, Weak, Average, Strong, Good, Excellent

2. Infrastructure: Roads, and farms, and bridges, oh my! Yes, haha NK, now get to the point.

Ahem.

These things are what get your people around, and feed them. It’s generally a good thing to keep it in good shape. There are two factors to this.

How centralized it is determines how much is focused on your main areas and how much it simply peters out once you get far from the capital. The higher it is, the better it will be in the urban areas and the poorer in the isolated areas. The lower it is, the more evenly distributed. You can change it once per turn (once we get to actual turns), but the less centralized you make it, the actual quality of it drops one level. Centralize it by one level, though, and it remains the same.

Evenly distributed, Well distributed, Fairly spread, Not spread, Focused, Highly Focused, Centralized.

The level determines how good it is. No, really.

Dirt Paths, Terrible, Very Poor, Poor, Average, Good, Very Good, Excellent, Superb.

3. Confidence: I’ll give you a hint. This is how much they like you. Determined by many things. Nice to keep it high. Do so by winning in general. :p

Revolution, Despondent, Terrible, Very Poor, Poor, Average, Decent, Good, Very Good, Patriotic, Loving.

4. Culture: This is how well your nation’s culture is seen in the world. Having a high amount will allow you to assimilate minorities faster, and make people all in all want to be part of your nation more. I think you get the picture, so onto the levels:

Barbaric, Pathetic, Very Poor, Poor, Average, Decent, Good, Very Good, Superb, Spectacular.

5. Projects: Tell me something you want to get done, and I’ll tell you how long they will take to get done. Pretty simple.

Here’s the template for a joining player wanting to start from scratch:

Nation [replace this entire line of text or you will be drawn and quartered]
Capital: [Name of Capital]
Ethnicities: [Insert your majority Ethnicity]
Religions: [Insert your majority Religion, or leave default Animism]
Government: [Insert Government type, or leave default Tribal Cheifdom]
Total Income: ...-...=..., Treasury: 0
Taxes: ...
Industries: ... (Major Industries: )
Trade: ... (Major trading partners: )
Manpower: ... (allowable army size without upkeep)
Army: ...
Navy: ...
Upkeep: ...
Education System: Apprenticeships (Poor), Cost: ... [determined by manpower]
Infrastructure: Very Poor, Centralized, Cost: ...
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: [Fill this in]

You can fill in the first 5, and the description, but not the rest. Sorry.

You can start in a number of areas, which will be designated by the map to be posted below. In short,

Red stands for areas of highly developed civilization, where nations are already established... but they might be rather decadent at the same time. Examples are Crete, Malta, Egypt, the Fertile Crescent, the Indus Valley, and Shang area of China.

Green will be newer areas, less sophisticated and latecomers to the idea of civilization. They will also be more receptive to new ideas, though, and less decadent, more pure. Examples include the Orkney Islands, Tartessos, the Maghreb, Southern Italia, Greece, Southern Anatolia, Armenia, Persia, Sabae Arabia, Ethiopia, Gujarat, the Western Gangetic Plain, Korea and some of the outer Chinese regions.

Gray, well, these are downright barbarians. You’ll be lucky to survive here, but if you do, you’ll have a civilization bursting with energy, ready to challenge the dominance of the old, fat, civilized nations. Examples include much of the rest of the world, but certainly not all of it.
 
Player Nations:

Asteria
Leader: Hafrii dynesty / erez87
Capital: Asterii
Ethnicities: 80% Asterians, 20% Other Italics
Religions: The Anderian Pantheon (majority, official)
Government: Despotism
Total Income: 9-6=+3, Treasury: 0
Taxes: 4
Industries: 2 (Major Industries: wine, olives, finished goods)
Trade: 3 (Major trading partners: Sarisca, Rome, Messina)
Manpower: 20 (16)
Army: 15,000 men
Navy: 10 galleys
Upkeep: 2
Education System: Apprenticeships (Poor), Cost: 1
Infrastructure: Poor, Centralized, Cost: 3
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: The city state of Asterii have been formed not long ago out of several villages in southern Italia. The people there united the eight large villages and walled all around them creating a well defended fort in southern Italia. After years of being landlocked, they have annexed the coastal regions of Campania and Napoli, taking these lands for their own. Tensions have risen, however, with the Messinans who rule the tip of the toe, and with the Romans for more obvious reasons. Who will rule all of Italy? Who will go on to strive for rule of the Mediterranean?

Israel
Ruler: Israelite9191
Capital: Jerusalem
Ethnicities: 75% Israelite, 20% Phoenician, 5% Canaanite
Religions: Judaism (majority, official)
Government: Theocratic Monarchy
Total Income: 9-7=2, Treasury: 0
Taxes: 3
Industries: 3 (Major Industries: olives, wines, timber)
Trade: 3 (Major trading partners: Egypt, Malta, Cyprus, Mesopotamia)
Manpower: 15 (12)
Army: 10,000 men
Navy: 20 galleys
Upkeep: 2
Education System: Apprenticeships (Weak), Cost: 1
Infrastructure: Average, Centralized, Cost: 4
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: After escaping slavery under the Egyptians, they now rule over a kingdom in Palestine, having totally replaced the Canaanite tribes. under the leadership of King David, they captured the city of Jerusalem for there own and made it their capital and holy city. Fiercely religious, they believe in one almighty God who rules over Heaven and Earth, but there roots as desert nomads and oppressed slaves are not forgotten. They are fiercer warriors than there settled neighbors and not afraid for a fight. They are farmers of the Fertile Crescent's crops, such as wheat, but also of the Mediterrnanean's crops, such as wine grapes. They are also easily adept to trade do to there location. Under the strong ruling of King David, they have subjugated the Phoenicians and conquered far afield, while trade links and industries promise greatness further still.

Malta
Ruler: Kal’thzar
Capital: Malta
Ethnicities: 30% Greek, 60% Phoenician, 10% Italic
Religions: Stoic Philosophy (majority, official)
Government: Republic
Total Income: 8-7=+1, Treasury: 0
Taxes: 1
Industries: 1 (Major Industries: finished goods)
Trade: 6 (Major trading partners: Crete, Cyprus, Egypt, the Levant, Italy, Sarisca, Greece)
Manpower: 5 (5)
Army: 1,000 men
Navy: 40 galleys**
Upkeep: 2
Education System: Apprenticeships (Average), Cost: 1
Infrastructure: Average, Centralized, Cost: 4
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: Malta is highly developed Island city/Fortress, using its navy it controls the seas and trade routes from east to west Mediterranean, fishing and trading it takes in raw materials from as far afield as Albion, and turns them into Luxuries and products to sell on to the other cultured peoples. However to stay viable in the modern world, Malta has had to keep a strong maritime tradition, so most assaults against this rich target are destroyed before reaching the Island. Surprisingly, the destruction of Phoenicia by Israel has affected them in a strange way–it has vastly increased the number of people; fleeing Punic peoples have settled under their banner all over.

Macedonia
Ruler: Grandmaster
Capital: Aigai
Ethnicities: 90% Macedonian Greeks, 10% Other
Religions: Hellenic Polytheism (majority, official)
Government: Hereditary Monarchy
Total Income: 8-6=+2, Treasury: 0
Taxes: 3
Industries: 2 (Major Industries: grain, timber )
Trade: 3 (Major trading partners: Dacians, Illyrians, Troy, Thebes, Crete)
Manpower: 15 (11)
Army: 10,000 men
Navy: 10 galleys
Upkeep: 2
Education System: Apprenticeships (Weak), Cost: 1
Infrastructure: Average, Centralized, Cost: 3
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: The Macedonian kingdom is a Greek state on the northern frontier of Greece. Because of its de facto role as a barrier between the Greek and non-Greek worlds, Macedonia has developed a strong military tradition. Furthermore, because its territory lends itself better to large estates than does the rocky terrain of southern Greece, Macedonia has developed a strong landed aristocracy, an economy focused on agriculture, and a strong tradition of horsemanship. These traditions have combined to create a strong, centralized kingdom with a stable, if simple, economy and lifestyle. Recently, a trade dispute with Troy has been flaring, and southern Thessaly has turned into a trouble zone with Macedon, Thebes, and Delphi disputing it.

Orcadians
Ruler: Disenfranchised
Capital: Kirkkey
Ethnicities: 100% Pict
Religions: Animism (majority)
Government: Tribal Monarchy
Total Income: 4-3=+1, Treasury: 0
Taxes: 1
Industries: 1 (Major Industries: fishing, farming)
Trade: 2 (Major trading partners: Picts)
Manpower: 5 (allowable army size without upkeep)
Army: 1,000 men
Navy: 40 galleys
Upkeep: 1
Education System: Apprenticeships (Weak), Cost: 1
Infrastructure: Average, Centralized, Cost: 1
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: Pictish Sailors have settled on the Orkney Islands as fishermen and crofters, mainly living in underground 'Weems'. Developments in Shipbuilding under the pressure of the harsh yet abundant seas have tied the Islands tightly together; with much intermarriage between tribes and the formation of a governing council and High King. The dense town populations supported by fishing have driven a much more sophisticated society than those found on the mainland. Tensions with the mainland Pictish are rising, however, and bad weather threatens the crops of the isles.

Persia
Ruler: andis-1
Capital: Persepolis
Ethnicities: 90% Elamite, 10% Iranian
Religions: Zoroastrianism (majority, official)
Government: Monarchy
Total Income: 8-6=+2, Treasury: 0
Taxes: 4
Industries: 2 (Major Industries: textiles)
Trade: 2 (Major trading partners: Susa, Sumer)
Manpower: 20 (15)
Army: 15,000 men
Navy: None
Upkeep: 2
Education System: Apprenticeships (Poor), Cost: 1
Infrastructure: Poor, Centralized, Cost: 3
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: For long the Elamites had been just a band of "barbarians" roaming around the asia minor. Recently they settled their capital Persepolis in the middle of Iran and annexed the surrounding barbarian tribes. Today, Persians possess powerful army filled with bloodthirsty and fanatical warriors, waiting for next enemy to destroy. All in all Persians are very militaristic and highly religious people. Susa appears to be the target they have been gearing up to attack next... but there is the significant threat of the Iranians.

Roman League
Ruler: Dachspmg
Capital: Rome
Ethnicities: 60% Latin, 40% Other Italics
Religions: Latin Polytheism (majority, official)
Government: Elected Kingdom (King is elected by people on the death of the previous king)
Total Income: 8-5=+3, Treasury: 0
Taxes: 3
Industries: 2 (Major Industries: finished goods, olives, wine)
Trade: 3 (Major trading partners: Asteria, Gauls, Sarisca)
Manpower: 15 (11)
Army: 10,000 men
Navy: 10 galleys
Upkeep: 2
Education System: Apprenticeships (Weak), Cost: 1
Infrastructure: Poor, Centralized, Cost: 2
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: Rome was founded by a descendant of a Trojan emigrant, Romulus (descendant of Aeneas) on the seven-hills site on the Tiber River. Basically the same as OTL. Recently tensions have risen with their main Italian rival: Asteria.

Sarisca
Ruler: Lord_Iggy
Capital: Caralis
Ethnicities: 90% Sariscan, 5% Balearic, 5% Celtic
Religions: Greco-Egyptian Polytheism (majority, official)
Government: Monarchy
Total Income: 7-5=+2, Treasury: 0
Taxes: 2
Industries: 1 (Major Industries: fishing)
Trade: 4 (Major trading partners: Malta, Messina, Asteria, Rome, Gauls)
Manpower: 10 (8)
Army: 5,000 men
Navy: 30 galleys*
Upkeep: 1
Education System: Apprenticeships (Weak), Cost: 1
Infrastructure: Average, Centralized, Cost: 3
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: The Sariscans are descended from migrants that entered their island millennia ago while the sea levels were low. They have claimed the island of Sardinia as their own, and live happy lives on their island and the sea. Recently they have solved their crowding problem by expanding onto Corsica, the Balearic Islands, and founding a colony on the Gallic Coast. Their trade empire is great, but rather in competition with the Maltese.

Sindh
Ruler: Cuivienen
Capital: Mohenjo-daro
Ethnicities: 95% Dravidian, 5% Aryan
Religions: pre-Vedic Hinduism (majority, official)
Government: Isa Council
Total Income: 12-9=+3, Treasury: 0
Taxes: 5
Industries: 3 (Major Industries: grain, finished goods)
Trade: 4 (Major trading partners: Dubai, Gujarat, Multan)
Manpower: 25 (17)
Army: 15,000 men
Navy: 20 galleys
Upkeep: 2
Education System: Apprenticeships (Weak), Cost: 2
Infrastructure: Average, Centralized, Cost: 5
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: Sindh is name of both the river and the nation. Bound to the Sindh darya, the Sindh civilization is one of complex cities and great wealth. Due to outside pressures from other civilizations and barbarian tribes, the lords of the various cities of Sindh have united. With the capital at the largest city, Mohenjo-Daro, the Sindh lords rule the entire realm as a council rather than each city individually. The fertile lands of the Sindh darya have made the nation exceedingly wealthy, and union has provided security and strength to all the land. Troubles loom, however, with the Aryans growing more restless and their neighbors to the north jealous and greedy.

Sumer
Capital: Ur
Ethnicities: 60% Sumerian, 30% Babylonian, 10% Chaldean.
Religions: Sumerian Polytheism (majority, official)
Government: Monarchy
Total Income: 15-11=+4, Treasury: 0
Taxes: 8
Industries: 3 (Major Industries: grain, papyrus, finished goods)
Trade: 4 (Major trading partners: Susa, Persia, Dubai, Mitanni, Assyria)
Manpower: 40 (17)
Army: 15,000 men*
Navy: 20 galleys
Upkeep: 3
Education System: Apprenticeships (Weak), Cost: 2
Infrastructure: Average, Centralized, Cost: 6
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: The oldest civilization in the world, the Sumerians are the inventors of writing and the wheel and pioneers in other fields. Experienced farmers, they have learned how to control the Tigris and Euphrates and have built extensive irrigation systems. In the main cities of Ur and Nippur, culture has flourished. Trade has begun around the Persian Gulf, and traders go far to get resources that are scare in the Sumerian homelands. Over the years they have expanded control over most of Mesopotamia, having a firm grip on the south, but trouble looms in the north.

Tanis
Ruler: das
Capital: Tanis
Ethnicities: 90% Tanite Egyptian, 10% Other
Religions: Egyptian Polytheism (majority, official)
Government: Divine Monarchy (de jure; de facto, more like an Oligarchy)
Total Income: 11-9=+2, Treasury: 0
Taxes: 3
Industries: 2 (Major Industries: papyrus, grain)
Trade: 6 (Major trading partners: True Egypt, the Levant, Malta, Crete, Cyprus)
Manpower: 15 (10)
Army: 5,000 men, 2,000 Golden Suns (mercenary company: -1), 5,000 assorted mercenaries (-1)
Navy: 50 galleys*
Upkeep: 4
Education System: Apprenticeships (Average), Cost: 1
Infrastructure: Very Good, Centralized, Cost: 4
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: Tanis is Egypt's gateway to the outer world, and as such is of much commercial value and the city's most prominent families didn't want to share the profits with anybody else; this led them to invite foreign mercenaries (whose commander Androgyn (believed by some to be "Androgeos") became the first king of Tanis, a title that gradually became cermonial) in order to combat the rising power of Memphis; albeit Tanis fought off the first Memphisian attack, it remains threatened, and indeed is on the brink of war.

Tartars
Ruler: Doran/Contempt
Capital: None (encampment at Urumqi)
Ethnicities: 99% Tartar Tribes, 1% Xiong Nu
Religions: Steppe Spirtualism (official, majority)
Government: Tribal Chiefdom
Total Income: 4-3=+1, Treasury: 0
Taxes: 2
Industries: 1 (Major Industries: herding)
Trade: 1 (Major trading partners: Xiong Nu)
Manpower: 10 (10)
Army: 5,000 horse archers**
Navy: None
Upkeep: 2
Education System: Apprenticeships (Very Poor), Cost: 1
Infrastructure: Very Poor, Centralized, Cost: ...
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: Surrounded by numerous, blood thirsty rival tribes, one Chieftan named Doran has risen to prominance in a bid for control of the Steppe plains. A blood thirsty bunch, the Tartar tribes relies on ruthlessness, and stategic planning in battle rather than man power, earning respect, and fear at their battle cry. Difficulties have emerged, however, as the Xiong Nu empire completely subjugated the nation only a few dozen years ago–though Doran is slowly building up his army to rebel.

Troy
Ruler: MjM
Capital: Troy
Ethnicities: 75% Trojan, 20% Anatolian, 5% Greek
Religions: Greek Polytheism (majority, official)
Government: Empire
Total Income: 10-5=+5, Treasury: 0
Taxes: 3
Industries: 3 (Major Industries: timber, olives, iron)
Trade: 4 (Major trading partners: Macedon, Crete, Rhodes, Athens)
Manpower: 15 (15)
Army: 5,000 men
Navy: 100 galleys
Upkeep: 2
Education System: Apprenticeships (Poor), Cost: 1
Infrastructure: Average, Centralized, Cost: 2
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: Troy used to be a colony of one of the many Greek kingdoms, but it's people wanted their own state. Thus the state of Troy was born, and held no allegiance to any Greek state. They are not freindly with the Greeks, and now they have more troubles as well–the Hittites loom on their eastern frontier, a much more powerful kingdom, who wishes to subjugate them entirely.

True Egyptian Kingdom
Ruler: Munkut I/Jason_the_King
Capital: Memphis
Ethnicities: 100% Egyptian
Religions: Egyptian Polytheism (majority, official), Amun-Ra Cult
Government: Absolute Monarchy
Total Income: 14-8=+6, Treasury: 0
Taxes: 6
Industries: 4 (Major Industries: grain, gold)
Trade: 4 (Major trading partners: Tanis, Asyut, The Levant, Malta)
Manpower: 30 (21)
Army: 5,000 men, 15,000 levies
Navy: 10 galleys
Upkeep: 3
Education System: Apprenticeships (Poor), Cost: 2
Infrastructure: Good, Centralized, Cost: 3
Culture: Good
Confidence: Good
Projects: None Yet
Description: Lower Egypt began with small villages and rival tribes. But under the leadership of the first Pharoah, Munkut I, a powerful tribe has risen and named themselves the true rulers of the Nile. From the village of Memphis, the armies of Munkut are ready to unite all of Egypt so that she will be protected and prosper. Unfortunately, with the interfering hand of the mercenary king of Tanis coming in again and again... War is on the horizon.

Wuhan
Ruler: alex994
Capital: Nanxi (OTL Nanjing)
Ethnicities: 85% Wuhanese, 10% Other Sinites, 5% Yue
Religions: Ancestor Worship
Government: Divine Monarchy
Total Income: 12-8=+4, Treasury: 0
Taxes: 8
Industries: 3 (Major Industries: fishing, tea, silk)
Trade: 1 (Major trading partners: Zhongguo)
Manpower: 40 (12)
Army: 8,000 men
Navy: 30 galleys
Upkeep: 2
Education System: Apprenticeships (Weak), Cost: 2
Infrastructure: Average, Centralized, Cost: 4
Culture: Average
Confidence: Good
Projects: None Yet
Description: A normal nation of what you would expect from the land known as "China", however, they seem rather misplaced–they eat northern foods, they are taller, they have different facial structures, and are easily distinguishable to the natives at a glance. All the same, these people have rapidly expanded to the mouth of the Yangtze and Shanghai in the east, and even to the edge of the Three Gorges in the west at times. Now, though, with looming threat of Xiong Nu invasion in the north and Yue in the south, the question comes. Strike north, and help their friends against the greater threat, or south against those which might attack them sooner rather than later?

Zhongguo
Ruler: Insane_Panda
Capital: Zhongjing (modern day Jinan)
Ethnicities: 95% Zhong, 5% Other Sinites
Religions: Proto Confucianist (official, majority), Ancestor Worship
Government: Legalist Dictatorship
Total Income: 14-12=+2, Treasury: 0
Taxes: 10
Industries: 3 (Major Industries: silk, tea, bronze)
Trade: 1 (Major trading partners: Wuhan)
Manpower: 50 (23)
Army: 5,000 men, 15,000 militia
Navy: 30 galleys
Upkeep: 3
Education System: Apprenticeships (Average), Cost: 3
Infrastructure: Good, Centralized, Cost: 6
Culture: Good
Confidence: Poor
Projects: None Yet
Description: Zhongguo means, simply, the "Central Kingdom". An arrogant, urban people who believe themselves to be the perfect center of the world, they have recently discovered to their cost that their arrogance is not very justified–Xiong Nu have invaded the nation and taken control of the north bank of the Huang He. The commanders of this middle kingdom are desperately fighting, regrouping to fight the march of the massive empire, but perhaps some aid from the Wuhanese might be required?
 
NPC Nations:

Barbarians, Religious Orders, Pirate Groups, Merchant Guilds:

The Secret Society of Amun-Ra.
“We serve the sun.”
Wealth: +1 eco point from temples.
Men: 5,000 religious warriors (-1 economy point)
The worst kept secret in Egypt, these people are behind the scenes in Tanis, in Memphis, in Asyut, and in Thebes. They do their best to influence the government and work their policies towards what they wish to happen. So far, they have been relatively undisturbed, even with the new religious trends in Memphis–due to their wealth and power. However, some governments are starting to grow jealous over the easy tithes they collect from every temple in the land.

Arabs:
20,000 men
“Would that I could control the Bedouins–then I could ride to the ends of the Earth.” ~David of Israel
Fierce warriors who know no master, these men are a varied group, desert nomads on foot, on horseback, or on camelback. They are quite undisciplined, though, and as yet don’t truly pose a significant threat to civilized nations, though the occasional raid brings much wealth out of the river valleys and deep into the desert where no civilized man will venture.

Aryans:
15,000 men
“Unwashed savages, men of the hills, barbarians who try to impose their beliefs and ways of life on us... Pah! By what right does the barbarian raid the lion? By what right!?” ~Sindh chronicler of c. 1800 BCE
The Aryans live in the high lands between Persia and Sindh. In the Hindu Kush, in the Iranian plateau; they have several branches, all of which are fierce nomads. The Bactrian camel is being slowly domesticated in order to fulfill their needs, but they use horses for warfare; horses that can ride down any man on foot... And now they seem poised to strike at the fertile lowlands of the Indus...

Dravidians:
25,000 men
“At Least they’re better than Aryans. ~Sindh chronicler of 1900 BCE.
A huge and diverse group spanning northern India, they are nowhere near united, but still a powerful force indeed in Indian politics.

Gauls:
10,000 men
“Gods. I hate Gauls. My father hated them too. Even before they put out his eyes...” ~Unknown Roman patrician, 1800 BCE.
Powerful warriors who love the trees and nature, they are rather undisciplined, and the eternal archnemesis of Rome.

Libyans:
10,000 men
“Damn the desert nomads. If it weren’t for them, we could control the entire Maghreb and rule the Mediterranean. For them, we can barely retain the coast. Bloody Savages. ~Unknown Maltese farmer, 1900 BCE.
Powerful desert nomads who are wrecking havoc on the coastal provinces of the new Maltese empire.

Yue:
15,000 men
“...Vicious savages who live on the edge of our civilization; my sources tell me they are cannibals as well...” ~Unknown Wuhanese chronicler, c. 1900 BCE.
A people totally unlike the Chinese in many ways, they are one of the few non-Sinite groups in all of China. They are also fierce warriors who threaten Wuhan on their off days.

Mercenaries for hire:

Mediterranean:
The Mediterranean is the first place in the world to have numerous mercenary companies roaming it–this is probably due to the very high demand for them in the highly crowded environment, and also the abundance of a capitalistic spirit there.

The Golden Sons (employed by Tanis)
2000 strong.
“The Blades that Blind.”
A fierce and famous company, perhaps the most famous in the known world, these men are well known to be valorous–a trait almost unknown in the common mercenary–doughty fighters like any other mercenary, well trained, and well disciplined. They are also notoriously faithful to their contracts–highly unbribeable. They are easily identified by their banners of a large golden sun, and by their shields which are layered with burnished copper that shines brilliantly in the sun.

Assorted Mercenaries (5,000 employed)
10,000 strong.
“There are old mercenaries and bold mercenaries, but no old, bold mercenaries.” ~ George RR Martin
Mercenaries are a double edged sword. They are highly proficient fighters, of course, they have to be to have survived this long. At the same time, however, they are notoriously unfaithful, liable to change sides for a few gold coin, or run when the battle looks lost. They will kill for your gold, but never be under the illusion that they will die for it.

Unique Units:
 
Greatest Cities in the World:

(Just for kicks)

Tanis: 26,000 people
Mohenjo Daro: 24,000 people
Zhongjing: 19,000 people
Ur: 16,000 people
Memphis: 16,000 people
 
My 7 Wonders of the World (Subject to frequent change):

...

Build some wonders, peoples.
 
And you may now post nations with descriptions.

General orders for the first 250 years would be good.
 
First to post!!! :D

Wuhan
Capital: Nanxi (OTL Nanjing)
Ethnicities: 100% Wuhanese
Religions: Ancestor Worship
Government: Divine Monarchy
Total Income: ...-...=..., Treasury: 0
Taxes: ...
Industries: ... (Major Industries: )
Trade: ... (Major trading partners: )
Manpower: ... (allowable army size without upkeep)
Army: ...
Navy: ...
Upkeep: ...
Education System: Apprenticeships (Poor), Cost: ... [determined by manpower]
Infrastructure: Very Poor, Centralized, Cost: ...
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: A normal nation of what you would expect from the land known as "China", they have several characteristics that set them apart from their neighbors however. They are a tall people believed to have said to originate from the northern steppes and eat barely, bread, and noodles instead of the typical rice of the south. The economy is mostly dominated by agriculture with farmers each owning their own part of land however with the adoption of notion all lands go to the first son as the land owned by each family shrinks, urban areas are increasing more and more...

stnness8startlocation.png


Huge Black dot is my Capitol City.
 
Macedonia
Capital: Aigai
Ethnicities: Macedonian Greeks
Religions: Hellenic Polytheism
Government: Hereditary Monarchy
Total Income: ...-...=..., Treasury: 0
Taxes: ...
Industries: ... (Major Industries: )
Trade: ... (Major trading partners: )
Manpower: ... (allowable army size without upkeep)
Army: ...
Navy: ...
Upkeep: ...
Education System: Apprenticeships (Poor), Cost: ... [determined by manpower]
Infrastructure: Very Poor, Centralized, Cost: ...
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: The Macedonian kingdom is a Greek state on the northern frontier of Greece. Because of its de facto role as a barrier between the Greek and non-Greek worlds, Macedonia has developed a strong military tradition. Furthermore, because its territory lends itself better to large estates than does the rocky terrain of southern Greece, Macedonia has developed a strong landed aristocracy, an economy focused on agriculture, and a strong tradition of horsemanship. These traditions have combined to create a strong, centralized kingdom with a stable, if simple, economy and lifestyle.
 
Egypt
Capital: Thebes
Ethnicities: Egyptian
Religions: Egyptian Polytheism
Government: Dynastic Monarchy
Total Income: ...-...=..., Treasury: 0
Taxes: ...
Industries: ... (Major Industries: )
Trade: ... (Major trading partners: )
Manpower: ... (allowable army size without upkeep)
Army: ...
Navy: ...
Upkeep: ...
Education System: Apprenticeships (Poor), Cost: ... [determined by manpower]
Infrastructure: Very Poor, Centralized, Cost: ...
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: Uh, Egypt. Pyramids, obelisks, sphinxes, that kind of stuff.
 
Asteria
Leader: Hafrii dynesty / erez87
Capital: Asterii
Ethnicities: Asterians
Religions: The Anderian Panteon
Government: Despotism
Total Income: ...-...=..., Treasury: 0
Taxes: ...
Industries: ... (Major Industries: )
Trade: ... (Major trading partners: )
Manpower: ... (allowable army size without upkeep)
Army: ...
Navy: ...
Upkeep: ...
Education System: Apprenticeships (Poor), Cost: ... [determined by manpower]
Infrastructure: Very Poor, Centralized, Cost: ...
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: The city state of Asterii have been formed not long ago out of several villages in southern Italia. The people there united the eight large villages and walled all around them creating a well defended fort in southern Italia. Now after being landblocked and behind the rest of the world for many years the rulers of the Hafrii dynesty wish to see their rule grow far from home as they plan to annex coastal lands and create a better economy for the growing population of the expanding city...

More stories will come :) just don't kill this :rolleyes:
 
True Egyptian Kingdom
Capital: Memphis
Ethnicities: Egyptian
Religions: Egyptian Polytheism, Amun-Ra Cult
Government: Absolute Monarchy
Total Income: ...-...=..., Treasury: 0
Taxes: ...
Industries: ... (Major Industries: )
Trade: ... (Major trading partners: )
Manpower: ... (allowable army size without upkeep)
Army: ...
Navy: ...
Upkeep: ...
Education System: Apprenticeships (Poor), Cost: ... [determined by manpower]
Infrastructure: Very Poor, Centralized, Cost: ...
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: Lower Egypt began with small villages and rival tribes. But under the leadership of the first Pharoah, Munkut I, a powerful tribe has risen and named themselves the true rulers of the Nile. From the village of Memphis, the armies of Munkut are ready to unite all of Egypt so that she will be protected and prosper.
 
Zhongguo
Capital: Zhongjing (modern day Jinan)
Ethnicities: 100% Zhong
Religions: Legalist Ancestor Worship
Government: Legalist Dictatorship
Total Income: ...-...=..., Treasury: 0
Taxes: ...
Industries: ... (Major Industries: )
Trade: ... (Major trading partners: )
Manpower: ... (allowable army size without upkeep)
Army: ...
Navy: ...
Upkeep: ...
Education System: Apprenticeships (Poor), Cost: ... [determined by manpower]
Infrastructure: Very Poor, Centralized, Cost: ...
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: Zhongguo means, simply, the "Central Kingdom". It is a clear symbol of the arrogance of the Zhong people, whom call themselves Zhong, the "Central" peoples. Yet their nomenclature is not unjustified, for whom else lies beyond the walls of their cities and their forts but savage barbarians? Their haughtiness has also made them strong, clustering together in their dense urban communities, unforgiving of those whom seek to undermine their way of life, but eager to preach it upon the 'opressed barbarians'.
 
$#@%#$@#, I always wanted to be Egypt, but it'd be ******** with no coast and constant war with Jason. Here's my new nation:

Sarisca
Capital: Caralis
Ethnicities:Sariscan
Religions: Mix of Greek and Egyptian polytheism.
Government: Monarchy
Total Income: ...-...=..., Treasury: 0
Taxes: ...
Industries: ... (Major Industries: )
Trade: ... (Major trading partners: )
Manpower: ... (allowable army size without upkeep)
Army: ...
Navy: ...
Upkeep: ...
Education System: Apprenticeships (Poor), Cost: ... [determined by manpower]
Infrastructure: Very Poor, Centralized, Cost: ...
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: The Sariscans are descended from migrants that entered their island millennia ago while the sea levels were low. They have claimed the island of Sardinia as their own, and live happy lives on their island and the sea. But it is growing crowded, and the Sariscans need to expand.
 
Insane_Panda said:
OOC: Government is much like Qin China, except without the divine monarch stuff, as divinity and excess titles just lead to an endless string of fat, idle kings. Meritocracy rules the day in Zhongguo, and it governs itself by a sort of organized social darwinism.

Hey, are you making fun of my government? :p
 
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