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#1 |
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Penguin in a Human Suit
Join Date: Jun 2005
Location: Yukon
Posts: 23,337
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LINESII- Into the Darkness- Part II
Spoiler for The Story so Far:
Welcome to... LINESII- Into the Darkness- Part II I'd like to say that everyone is welcome to join this NES at any time, there's no player limit. NES newbies, you may join, the other NESers and I will show you the ropes. My only request is that you don't just pop in for one turn and wreak havoc by taking over a powerful NPC and wiping out a bunch of neighbours or something like that. So without further ado, the rules! Economy Economy comes from 2 places. Cities, and land, represented by Rural and Urban Economy. 1 Rural Economy point for each region a nation owns. Each special city (I'm using the 3 City system developed by Thlayli, Israelite9191 and Toteone/Camille/Totamille/JessicaKathrinn) will provide one economy point. Example: You have 1 regional economy point to spend at the beginning of the game. You found your first cities and your nation begins to grow. Rural economy increases as you grow larger, Urban as you get more special cities. Economy will be shown like this: Total economy- Rural economy/City economy Military 3 stats. Army, Navy, and UU. As ages advance and more powerful units emerge, units become more powerful. I will use a numerical system. Example: Warrior has (1) power, Spearman has (1.5), Swordsman has (3)... And if you write stories about your units' terrific strength, they may get a little power bonus. 1 economy point will train 1000 soldiers or 10 ships. With UUs, simply describe them to me and I'll put them into your stats. Ages and Unit Power Stone Age The dawn of civilization. Many armies are mere rabbles of warriors, but the spear is rising as a powerful weapon. Also, hunting bows are beginning to be used for military purposes. Warrior (1), Spearman (1.5), Archer (1.5) Copper Age Spearmen dominate the battlefields of the world, but the war-axe is beginning to erode to spear's might. The strengthening bow, as well, is becoming a stronger and stronger counter to the more lightly-armoured axemen. In some regions, cavalry makes its first appearance. Archer (1.5), Spearman (2), Axeman (2.5) Bronze Age All weapons are gaining in strength, but the golden age of the spear is waning. Axes remain very powerful, but they themselves are under threat from the first swords. Early siege weapons are developing. Archer (2), Spearman (2.5), Axeman (3), Swordsman (3), Horse Archer (4.5) Iron Age The sword is the new supreme weapon on the battlefield. The spear and arrow remain as they always have been, but the axe is gradually disappearing. For the first time, melee cavalry is developed. Archer (2), Spearman (3), Axeman (3.5), Swordsman (4), Horse Archer (4.5), Cavalry (5) Imperial Age New technologies both domestic and military define this age. Great works of architecture are completed, as are designs of new military weapons. Siege weapons are growing ever stronger. This age will likely define the path of military technological development in the future. Archer (3), Spearman (4), Axeman (4.5), Swordsmen (5), Horse Archer (5), Cavalry (6) Note: Several units are more expensive: Bajo-Oni (10/Eco Point), Bigun (5/Eco Point), Pentareme (5/Eco Point), Titan (5/Eco Point) Population Is now a word-based stat. Here are the levels. Tiny - <50 000 Small- 50 000-250 000 Medium- 250 000-1 500 000 Large- 1 500 000-10 000 000 Huge- 10 000 000-100 000 000 Massive- 100 000 000-1 500 000 000 Colossal- >1 500 000 000 Conscription You can enlist a portion of your population to fight for you. You can ask for a certain number, and I will determine how many heed your call. You can also draft, but this is less popular. Generally, if these forces are successful, there is no confidence damage, but if they fail, you suffer both economic damage (from less workers) and a loss of confidence in your rule. You can request a conscription in your orders and give a request of how many you soldiers you want to raise. I will determine how many come to fight for you. Education This statistic is fairly useless in the very early ages, as it is very expensive to maintain and a few smart people are all you need. But as the game progresses having an intelligent population can give you many advantages. Education levels 1-3 cost you 1 economy point per turn for every 500 000 people. Education levels 4-6 cost you 2 economy points per turn for every 500 000 people. Education levels 7-9 cost 3 economy points per turn for every 500 000 people. Education level 10 costs 4 economy points per turn for every 500 000 people. Confidence Your people's confidence in nation and leadership. Low confidence=revolts and revolutions. High confidence=militia on the defense, strong faith in your actions. (Hateful, Resentful, Tolerating, Neutral, Respecting, Admiring, Loving, Worshipping) Culture Culture can increase through stories, wonders, and Cultural or Religious centers. It is the collective strength and rich history of a nation, and can lead people to great patriotism and self-sacrafice for their beloved nation, if the culture is strong. (None, Pathetic, Mediocre, Average, Strong, Influential, Outstanding, Wonder of the World) 3 City System Building a city costs 1 economic point. Economic centers- Cities surrounded by red, these provide you with one economy point per turn. Cultural centers- Cities surrounded by blue, these provide you with one economy point per turn and random culture and education levels. These cities are quite bad to lose. Religions centers- Cities surrounded by green, these cities provide you with one economic point per turn and are the beating hearts of your religions. They provide great bonuses to culture, confidence, and the spread of your religion, but are devastating to lose. Wonders At great expenditure, you may create mighty monuments to you and your nations power. You must pay economy points to build them, and they can't be rushed.They have great cultural and confidence bonuses, but won't produce troops and give you spending points for no reason. Wonders often create specialty cities. Government Your government. Religion You start off with a default primitive animism, belief in spirits of nature and things like that. You can create a more advanced religion through a story and the construction of temples. Religions are every bit as powerful here as they are in our world. They give your leader credibility, mold alliances, and break empires. At this point, there are already several strong, established religions, but religion is an oft-changing thing. New sects can arise, and some faiths fade away. Stories I don't give direct bonuses, like +10 galleys, but stories will have positive effects on your nation during the update, maybe giving you a new economic center, better battle results, and the like. Orders If you must send more than one PM of orders, please put the basic movements and actions in the first PM, then put smaller references (IE: How things are to be done). This will make my updating easier, and allow you to get the update and stats faster. We both win! You can do just fine without delving into detail. Kal'Thzar has sent 1 PM orders every turn of the game and look at Khemri. Is it suffering from neglect? No! I don't punish people for being vague in their orders, in fact, I like it. If you just say 'attack the nation to my west', I'll make a logical attack judging from the situation. I won't be a jerk and randomly throw them at the enemy like an uncoordinated mob.In your orders, I want these things: -Your nation's name should be the first word in your order's title. -Your stats should be in your orders, in case I delete the stats somehow. If you wish to start a new nation, fill out the template below please. Nation Template Nation Name Cities: Capital, if any yet. Major cities will also be listed here. Leader: Your Nation's Leader/Your Name Religion: Your Religion. Default religion is animism in uncivilized areas. Government: Your government Economy: 2- 2/0 Population: To be determined by me Army: To be determined by me Navy: None Education: None Technology: Bronze Age Confidence: Tolerating Culture: None Wonders: Description: Please describe your people's appearance and any interesting things about them.
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NESLife VI
Life as You've Never Seen it Before! Last edited by Lord_Iggy; Mar 03, 2007 at 12:18 AM. |
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#2 |
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Penguin in a Human Suit
Join Date: Jun 2005
Location: Yukon
Posts: 23,337
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Links and Maps
Pre-Update 1 Map:
![]() Update 1: Dawn of Civilization Update 2: Dawn of War Update 3: Dawn of Empires Update 4: Schisms of Faith Update 5: War at Sea Update 6: Slain Sibling Update 7: Trumpets of Conquest Update 8: Ascendance of Generals Update 9: Knives Fall Update 10: To Slay the Beast Update 11: Tremors of War Update 12: Clash of Titans Update 13: War and Chaos Update 14: Broken Hammer Update 15: Storm from the North Update 16: The Second Exodus Update 17: A Scattering of Blades Update 18: Knives to the Hearts Update 19: The War of Treachery Awards Update 20: Waning Storm Update 21: Hegemon Update 22: Vandrios' Gambit Update 23: Phoenix Resurgent Update 24: Ascendant Crescent Update 25: Blademaster's Strike Update 26: The Sun Sets Awards II Last Turn's Map:
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NESLife VI
Life as You've Never Seen it Before! Last edited by Lord_Iggy; Apr 13, 2007 at 09:05 PM. |
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#3 |
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Penguin in a Human Suit
Join Date: Jun 2005
Location: Yukon
Posts: 23,337
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PC Nation Stats
Player Controlled Nations
Aryie Cities: Karholm Leader: Priest Karzt/LightFang Religion: Bladeism (99%), Oneism (1%) Government: Monarchy Economy: 3- 2/1 Population: Tiny Army: 2500 Swordsmen, 500 Archers Navy: 30 Galleys Education: None Technology: Iron Age Confidence: Neutral Culture: Average Wonders: Hall of Tolerance- Establishes Neutral Meeting point for Diplomacy, +1 Culture, Monuments of Karholm, +2 Culture, +1 Confidence Description: Led by Priest Azlan out of the horrible conditions in Svitzerland, the South Svitzers established a new nation to the south in the mold of Tristaria and named it Aryie. A land of freedoms, personal and religious. On the basis of this idea, the nation has risen to a level of some prominence. Chancosanx Cities: Sobol, Cyrix, Karax Leader: Justok Nictuma/justokre Religion: Chanc (49%) Divotheism (48%), Alse (3%) Government: Pseudo-Theocratic Monarchy with Elected Council Economy: 4- 3/1 Population: Medium Army: 9000 Spearmen, 1000 Swordsmen, 2000 Axemen, 4000 Archers, 2500 Cloud Warriors (4.5) Navy: 90 Galleys Education: None Technology: Iron Age Confidence: Neutral Culture: None Wonders: Description: Chancosanx is the union of the two nations of Chancotol and Sanx, as its name implies. It is the greatest bastion of Divotheist power, containing within it both the commercial cunning of Chancotol and the zeal of Sanx. Where it will direct its power remains to be seen. Citadel of Knowledge Cities: The Citadel, Riverfork, Seaport, Farport, Easthold, Iceport, Southport Leader: The Sojourner/jalapeno_dude Religion: New Eldism (100%) Government: Republic Economy: 5- 2/3 Population: Small Army: 5000 Citadel Guards (6), 2500 Spearmen Navy: 103 Galleys Education: 4 Technology: Imperial Age Confidence: Respecting Culture: Strong Wonders: 2 Revelations 4:16, Creates Great Library of the Citadel, +2 upkeep free education levels, 2 Revelations 4: 17- Advances into Iron Age, +2 upkeep free education levels, 2 Revelations 4:18, +2 upkeep free education levels, +1 upkeep free education level to all nations with a New Eldist population (6/10). Description: The Citadel was founded by the Prophet, also known as the last High Priest Eldan of Eldrania. Eldos revealed to him that his will had been misinterpreted, and that peace was the way. The Citadelers, as the Prophet's followers are called, have now dedicated themselves to pacifism and the spread of knowledge throughout the world. Croyodon Cities: Croyodon City, Nord, Manocon, Caligador, Calvaron, Crosol, Rasgon, Tanadon, Caldinor Leader: Raiticon III the Elect/The Farow Religion: Masra and Nordism (98%), Masra (2%) Government: Oligarchic Republic Economy: 4- 2/2 Population: Medium Army: 2000 Spearmen, 2000 Archers, 1000 Swordsmen, 2000 Axemen, 1500 Guards of the Council (6) Navy: 25 Galleys Education: 2 (1 upkeep) Technology: Imperial Age Confidence: Tolerating Culture: Pathetic Wonders: Temple of Nord- +Calvaron Religious Center; Western Trade- +Calavaron Economic Center, Road built from Manocon to Nord, +1 Region (1/5) Description: After years of nomadic lifestyle the Croyodonians finally decided to settle down along the banks of the River Croy, a tributary to the Wardash. The city for many years was ruled by a chief council who oversaw the affairs of the small settlement. But as Croyodon grew, this became inefficient, and a strong Monarch was instated. The Monarchs have brought their nation into a close relationship with Gorin. Brief war with the Lengels resulted in something of a victory, with the lands west of the Wardash being brought into the control of these two allies. A brief civil war has been ended, due to Gorinese intervention to aid against the hardcore Nordists. Spoiler:
Destre Cities: Avien Leader: King Jayon/a_propagandist Religion: Animism (71%), Trinlinism (29%) Government: Despotism Economy: 2- 2/0 Population: Small Army: 2000 Spearmen, 4000 Swordsmen Navy: None Education: Iron Age Confidence: Neutral Culture: None Wonders: Description: During the fall of Trinlin, Warlord Maral made his bid for dominance. He defeated other western barbarian leaders and took a small slice of Trinlin for himself. Now, Destre is a weak rival of Magland, the primary successor of Trinlin. Fairhelt Cities: Kaliai Leader: Arok the Title-less/Jono Religion: Animism (100%) Government: Monarchy Economy: 3- 3/0 Population: Small Army: 500 Spearmen, 2000 Axemen, 30 Wooly Ramids Navy: 20 Galleys Education: None Technology: Iron Age Confidence: Neutral Culture: None Wonders: Description: One of the two branches of the Merhai race, the Fairhelt consolidated their control around their ancient bay, and banished those who resist their rule. In their recent wars, they have now even conquered the banished, conquering Merhai and establishing themselves as the true Lords of the North. Fwiglo Cities: Fantigo Leader:The Council of Five/Foozicaba Religion: Trinlinism (58%), Bladeism (42%) Government: Oligarchy Economy: 2- 2/0 Population: Tiny Army: 2000 Spearmen Navy: None Education: None Technology: Bronze Age Confidence: Tolerating Culture: None Wonders: Description: Fwinglo is perhaps one of the smallest country in the world. They are isolated from everybody. They found their religion through an old man who been in many countries. Through him, Bladeism was found. Due to its size, their government, The Council of Five, was able to make the country stable. They spent most of their time on economy, building roads, and making farms for efficient. Now, they decide to reveal themselves upon the other empires. Gamorrea Cities: Zam Gamorre, Thula Pax, Greater Gamorra, Mursai, Drascir, Barakuir Leader: High Priest Temuj Azgorra Religion: Gooranism (56%), Gorrahnism (25%), New Eldism (12%), Neo-Animism (4%), Tendai Animism (3%) Government: Theocracy Economy: 4- 3/1 Population: Medium Army: 2000 Takil-Gorrahn, 4000 Horse Archers, 5000 Axemen, 5000 Spearmen Navy: None Education: 1 (1 Upkeep) Technology: Imperial Age Confidence: Tolerating Culture: Mediocre Wonders: Goora's Children, Glory of Gorrah- Builds massive Basilica, +Religious Center (1/4) Description: The Gamorreans were once a loose confederation of tribes, and are now an efficient and powerful theocracy. They are masters of archery and horseback riding, a dangerous combination. Following the long and chaotic War of Treachery, Gamorrea emerged on top, controlling both North Gamorra and Malkavia. In the second Northwest War, it destroyed Ikki. Now, it continues to build itself towards a glorious future. Gerougia Cities: Kallipolis, Elis, Manatea Leader: Basileus Laomedon and Council of Archoi/LittleBoots Religion: Kyriotheism (94%), New Eldism (6%) Government: Autocratic Oligarchy Economy: 2- 2/0 (2 Banked) Population: Small Army: 3000 Spearmen, 1000 Kyrioi (5) Navy: 20 Galleys Education: None Technology: Iron Age Confidence: Tolerating Culture: None Wonders: Eugenidean Academy- +2 upkeep free Education levels, +Kallipolis Cultural Center (3/8) Description: The Gerougioikoi, or Those that make Their Homes in the Lands of the Ancients (Gerougia means Land(s) of the Ancients) have, since the dawn of time, been an intensely varied and often paradoxical people. They are religious zealots and atheistic philosophers, cultural giants and military heroes, loving towards Life and respectful of Death, they have fought many wars amongst themselves while establishing a unique culture that unites all the various peoples. The brilliant Kallipoloi Strategos, Telamon of Ruthless Bronze, subdued all the warring cities and brought around a new era of unity. As trade begins to flourish, Telamon’s successor works on bringing about unity through the increasing belief that the State supercedes not only the individual, but the City as well. The Age of the Poleis (cities) is over. The Age of the Politeia (republic!) has begun. Gorinese Empire Cities: Gorin, Dathan, Shard, Bathar, Dasht, Grarth, Drago, Mathlar, Hemleth, Kemreth, Kratha, Glass, Eastgate, Ivorykeep, Zawasae, Sasako, Alaki, Thar, Gyarth Leader: Lord Kaiser Basu Oborski VII/Kentharu Religion: Masra (82%), Lengri (14%), Crystalism (3%), New Eldism (1%) Government: Imperial Republic Economy: 9- 4/5 (-1 Eco Point) Population: Medium Army: 1000 Spearmen, 2000 Archers, 1000 Mooseys (5), 2000 Cavalry, 10 Catapults, 25 Bajo-Oni, 40 Ramids, 30 000 Conscripts Navy: 10 River Boats, 25 Galleys Education: None Technology: Imperial Age Confidence: Admiring Culture: Strong Wonders: Dula's Statue- Spreads Masra; The Great Libraries of Masra- +1 free education level, Spreads Masra, +1 Culture (5/7) Description: The Gorinese love peace, but are a terror to behold when roused. Since the institution of the Kaisers, or absolute rulers of Gorin, the nation has prospered like never before. They have remained at the cutting edge of technology, and have emerged victorious, or at least undamaged, in every conflict. The years of the Lengel invasion were a heyday for Gorin. They have prospered, expanded, and recently liberated Shalamari, captured Nkondi, genocided the Gerbers and destroyed the Lengels multiple times. They are now the mightiest nation in the world north of Khemri, but remain dangerously overstretched. Spoiler:
Guangfei Cities: Guanzhong, Chanjiang, Hangshei, Shangei, Jianking, Hon Chei, Shysang, Bandong, Faitei, Qingdao, Guangzhou, Wanbei, Dalian, Fujian Leader: Emperor Guang/alex994 Religion: Ancestor Worship (94%), Way of the One (3%), Church of the One (3%) Government: Monarchy Economy: 10- 5/5 Population: Medium Army: 1500 Spearmen (3), 500 Axemen (3.5), 900 Imperial Guardsmen (7), 1500 Crossbowmen (3), 1000 Ma Gun (4), 1500 Ma Bing (4.5), 10 000 Recruits, 10 Ballistae, 45 000 Recruits Navy: 15 River Boats, 40 War Galleys (Western), 30 War Galleys (Eastern) Education: None Technology: Iron Age Confidence: Loving Culture: Wonder of the World Wonders: Temple of Heaven- +3 Culture, Spreads Guangfei ways, Statues of the Ancestors- +2 Confidence, +1 Culture; Flight of the Tiger- +1000 Elite Imperial Guardsmen, no more can be trained without another wonder, Mystery Project (3/?) Description: The Guangfei rise to power has been slow, but seemingly unstoppable. Rebellions from Shangei, war from New Veritas, and invasions from Trinlin have all ended in Guangfei victory, and none of the other aforementioned nations exist outside of history books. Kelios Cities: Kelios, Aldis, Mard, Faran, Lamnia, Allan, Teleo, Tsarin Leader: Revered Saereen Religion: Alse (82%), Atheism (9%), Divotheism (8%), New Eldism (1%) Government: Republic Economy: 6–3/3 Population: Medium Army: 500 Spearmen, 1000 Axemen, 2000 Archers, 2000 Swordsmen, 500 Cavalry Navy: 20 Galleys Education: None Technology: Iron Age Confidence: Respecting Culture: Average Wonders: The Guidehouse- +1 Culture, Spreads Alse, The Cenotaph -Aldis Rebuilt, Restored Aldisir Cultural Center Description: Protected from roaming barbarians by a great mountain range that surrounds their valley, the two cities of Kelios and Aldis rose to become civilized centers of agriculture, trading with each other and with the barbarian tribes beyond the mountains. With a strong history of the will of the people, the two cities are sometimes considered bureaucratic by outsiders, though the people believe that a republic is the only way that Alse may be followed. Recently, the two cities have come to merge their ruling councils in the interests of mutual defense, with a Revered elected from within the newly united council. The recent war with Tsaya has made Kelios the most powerful nation in Azulia, though it left Aldis in smoking ruin. Spoiler:
United Kingdom of Khemri and Kehexou Cities: Khadon, Alexandria, Said, Nikkal, Alaxau, Soloxau, Delhi, Khi, Zang, Andama, Hasko, Khaso, Rae, Tregnau, Netsihasko, Takrau, Swex, Kexoudau, Udar, Saslar, Katar, Kaos, Swadri, Noras, Dysonis, Emor, Zarz, Salvation, Veritas, Anarafar, New Turfar, Arnlar, Antiuch Leader: King Dysonis I Religion: Aegypt (77%), Oneism (2%), Otornosiasm (9%), Crystalism (9%), New Eldism (3%) Government: Monarchy Economy: 10- 4/6 Population: Medium Army: 1000 Pikemen, 1000 Archers, 3000 Royal Guards (6), 500 Horse Archers, 3000 Crystal Knights, 15 Armoured Ramids, 30 000 Militia Navy: 5 Galleys, 35 River Boats, 15 Tridents, 5 Bimarines, 70 Caravels (Kehexou Sea), 10 Galleys, 10 Tridents (Kaosian Ocean) Education: None Technology: Imperial Age Confidence: Loving Culture: Outstanding Wonders: The Island Pinnacles- +3 Culture, +Alaxau Religious center; Silk Route- Creates three coastal Eco. Centers, (6/7)- Note. You can only have two projects because you occupied an area where a large physical project was already partially completed. Description: The histories of the Kehex and Khemri people have always been closely interwined. At times Khemri has occupied Kehexou, more recently the reverse almost came true. At the end of the 2nd Kehexou War, the two nations made peace. King Ptolemy III Khemr married a young Kehex princess to become King Ptolemy I, of the United Kingdom of Khemri and Kehexou. For a generation, Khemri lived subservient to the Lengels, until its chance at betrayay came at last. It destroyed the Lengel Armies of the south, while Gorin and the True Lengels decimated the north. At last, the Lengels are gone, and Khemri is indisputably the strongest nation in the world. No attempts to shake it off of its throne have yet succeeded... yet the greater the height, the greater the fall. Spoiler:
Magland Cities: Magon, Avlain, Zevlain, Trinlin, Urner, Mova, Lotiv, Wiviter, Varlain, Orvit Leader: Emperor Odan/Luckymoose Religion: Trinlinism (100%) Government: Monarchy Economy: 4- 3/1 (+1 Bonus Eco) Population: Medium Army: 3000 Spearmen, 2000 Archers, 4000 Swordsmen, 500 Cavalry, 6000 Recruits Navy: 50 Galleys Education: None Technology: Iron Age Confidence: Neutral Culture: Mediocre Wonders: Odan’s Dynasty- +Coastal Economic Center and a Road to the Capital (1/3) Description: The people of Magland surrendered to Trinlin centuries ago, and for a time were part of the nation. But as Trinlin fell, the Mags leapt free and aided in Trinlin's destruction. But after realizing that Khemri was not going to give them the remainder of former Trinlin, Warlord Tesman took matters into his own hands and seized the entire area for himself. Now, Magland rules more than Trinlin ever did. But so do its rivals. Malereficar Cities: Shagh'Seb-Eyl (City of Seven Islands) Leader: High Servitor Anesh Seb-Eyl Religion: Malerism (100%) Government: Parlamentary Theocracy Economy: 1- 1/0 Population: Tiny Army: 2000 Axemen Navy: 10 Galleys Education: None Technology: Bronze Age Confidence: Tolerating Culture: None Wonders: Description: Followers of the deity Maler, the Anesh-Maler, as the people are called ceremonially (Casually Anesh or Malier), believe that one should always strive for personal gain for oneself and only one's closest allies. To give your word is binding, and thus Malier are usually considered absolutely truthful. The Anesh'Seb-Eyl (From Seven Islands, the official name of the current regent), who is advised by his (legislative) ministers, would face an uproar if he would directly lie. In appearance, the Malier are usually blonde-haired, and are generally a cheerful lot. However, in battle they ingest several types of mushroom, under whose hallucinogenic effects they can fight to the very limits of death before tiring. Stories abound of a Malier who didn't notice his arm was gone before he'd killed two enemies with the protruding bone. Myocaca Cities: Sanctus Tutela, Diliculo, Venustas, Ansamsana, Aronellia, Renucta, Helmthorn, Vicitaro, Kalas, Trenta, Saenium Leader: King Thranwuir II/Wubba360 Religion: Bladism (100%) Government: Monarchy Economy: 8- 3/5 Population: Medium Army: 1000 Swordsmen, 2000 Bigjaur Riders (4), 4000 Cavalry, 2000 Yu-Yan Archers (3.5), 15 Ramids, 7 Ballistae, 25 000 Militia Navy: 5 Ramise Education: None Technology: Iron Age Confidence: Admiring Culture: Average Wonders: Grand Gates of Blade- Two rebuilt Massive Statues of Myocacan Kings Feanor and Fasra; Light of Blade- Massive Religiously Important Lighthouse, +Helmthorn Religous Center, Spreads Bladism, +Culture (4/7) Description: As of late, Myocaca has become the more 'palatable' face of Bladeism, increasing ties with the outside world and trading, while the extremist Swades launch inquisitions and plan to subvert all other religions. Myocaca also holds the honour of being the number one location refugees fleeing religious persecution in the Swade Ascendancy, though the Swades have now begun to attack heretics even in this nation. Otaria Cities: Afettoh, Falas, Danalas, Pax Leader: The White Rider/Swissempire Religion: Bladeism (100%) Government: Military Despotism Economy: 2- 1/1 Population: Small Army: 2000 Bigjaur Riders, 20 000 Swade Conscripts Navy: 25 Bladeremes, 10 Titans Education: None Technology: Iron Age Confidence: Tolerating Culture: Mediocre Wonders: Description: After slaying Evern III Wilipi, the White Rider led his followers to the islands of Exilsium, renamed to 'Otaria', then began to build his nation from the ground upwards, on the ruins and empty cities of the destroyed Valins. Rozan Cities: Rozan, Hevberg Leader: King Ilbar/Azale Religion: Trinlinism (92%), Animism (4%), Ancestor Worship (4%) Government: Monarchy Economy: 1- 1/0 Population: Small Army: 1000 Spearmen, 1000 Axemen, 2000 Swordsmen Navy: None Education: None Technology: Bronze Age Confidence: Neutral Culture: None Wonders: Description: Rozan is a young nation south of Guangfei. It was a Trinlinist tribe in competition with several others, until one generation ago when a great leader named Cozair led the Rozan to victory over their enemies and to nationhood. Sintonia Cities: Sintonia, Paleras Leader: Sultan (Or King-Emperor, whichever you prefer) Hazim II/Shadowbound Religion: Bladeism (100%) Government: Monarchy Economy: 2- 2/0 Population: Small Army: 500 Ky, 0 Swordsmen, 0 Archers Navy: None Education: None Technology: Iron Age Confidence: Resentful Culture: None Wonders: Description: The Sintonians first arrived in their present location with during the great spreading of the Swades. At first they were the most successful of the generally weak or botched spreadings, but their borders with New Veritas led to their conquest. For years they lived in occupation as a minority, but during the heat of the Valfei war they rebelled, starting a brutal back and forth war, which they eventually won, guaranteeing their independence. Swade Ascendancy (Placeholder until the cities’ fates are decided) Cities: Swade, Krenel, Jarade, Naraz, Wesate, Kyrnez, Nurnord, Damas, Emor, Fulfilment Syracia Cities: Jara, Iolar Geimhread, Ean Samhradh Leader: Emperor Jara/LBaeldeth Religion: Atheism (51%), Divotheism (30%), Alse (19%) Government: Monarchy Economy: 3- 2/1 Population: Small Army: 2000 Spearmen, 1000 Axemen, 1000 Sparakae (4.5) Navy: 15 Galleys Education: None Technology: Bronze Age Confidence: Respecting Culture: None Wonders: Description: After the destruction of Tsaya, the Sycarians eliminated all of their competitors and took the eastern portion of the nation for themselves. Spoiler:
Tir Tairngire Cities: Murias, Nog, Shae da Dale, Tiria Leader: Chief Kenna One-Hand/itsund3rmykilt Religion: Divotheism (93%), Banism (7%) Government: Tribal Council Economy: 2- 2/0 Population: Small Army: 1000 Spearmen, 4000 Swordsmen Navy: None Education: None Technology: Iron Age Confidence: Hateful Culture: None Wonders: Description: The Tuatha (which simply means "people" in their tongue) are a fierce warrior people. Tir Tairngire is one of the most unstable Azulian nations, due to both its mercenary habits and warlike leaders. It has just recently overcome a civil war, where Divotheist forces overthrew their Pirian brethren and reestablished the nation’s original religion. It remains to be seen whether this will become the new status quo, or if it will be overthrown in the near future, continuing an ancient cycle of instability. Union of Ardan Cities: Davar (Occupied): Ardan, Lone, Strategium; Arcadia: Vael Dash, Cuastia, Venix, Adrax, Tinatopia, Cronith, Caridython, Erax, Radis; Orum: Orum, Soran Leader: Styatior Vain/~Darkening~ Religion: Pirian Oneism (56%), Tengri (23%), New Eldism (9%), Gooranism (5%), Orthodox Oneism (5%), Duality and Balance (2%) Government: Autarchy Economy: 6- 4/2 Population: Medium Army: 1000 Spearmen, 1000 Urban Militia, 1000 Tuatha Volunteers, 1000 Davian Marines Navy: 4 Sloops, 10 Tiranes, 55 Jyuphia (Galleys) Education: 1 (1 Upkeep) Technology: Iron Age Confidence: Respecting Culture: Pathetic Wonders: Marble Tomb- +1 Culture, +1 Confidence, Reborn Glory- + Cities of Dava and Boro, + Dava and Boro eco centers (3/7) Description: A brother race to the extinct Eldranians and defeated Veritasians, Davar was the last of the three to fall. Part was occupied, part fled over the Exodian Ocean. Now, the ancient land is embroiled in the chaos of war, and government comes from Arcadia, on the far side of the Ocean. Valin Republic of Veritas Cities: Old Veritas: Veritas, Tellium, Emor, Andama, Salvation, Lux, Noras; Norvalin: Unias, Varlas, Paridum Leader: Assemblum Popularum Veritasum/Thlayli, Imago, Cleric Religion: Church of the One (90%), Aegypt (5%), Pirian Oneism (3%), New Eldism (2%) Government: Federation of Republics Economy: 8- 4/4 Population: Medium Army: 0 Rose Knights (6), 0 Palantioi (4.5), 0 Phoenix Archers (4.5), 500 Scimitari, 0 Pelarioi (4), 8000 Urban Militia, 1000 Cavalry Militia Navy: 60 Septaremes, 10 Triremes, 5 Galleys Education: None Technology: Imperial Age Confidence: Respecting Culture: Strong Wonders: New Dawn- Makes Paridium an Eco. Center, +1 Free Education level, (4/6) Description: After centuries of separation, the Valin Republics of Norvalin and New Veritas have united into one nation. Exilsium was soon added to the growing Republic, but Khemri and the Bladeists invaded and laid siege to Redemption, starting the War of the White Rose. The Tellium-based Order of the White Rose soon rejoined Veritas, bringing it to its strongest level since the Great War... Yathai Cities: Viskas, Polaz Leader: ?/Silver Steak Religion: Mantea (100%) Government: Theocratic Monarchy Economy: 2- 2/0 Population: Tiny Army: 1500 Spearmen (2.5) Navy: 40 Yathai Galleys Education: None Technology: Bronze Age Confidence: Tolerating Culture: None Wonders: Mantea Core- +Viskas Religious Center Description: An island people that gathered together, united by faith in Mantea. They have now civilized almost all of the unclaimed land. They now look at the barbarians to their south. The barbarians do the same northwards. Zamdar Cities: Adar, Zem Kamar, Mithros, Valdir Leader: Justiciar Council/emu Religion: Banism (57%), Ezamri (42%), New Eldism (1%) Government: Oligarchy Economy: 3- 3/0 Population: Medium Army: 1000 Justiciar Spears, 2000 Archers, 1000 Justiciars (4.5) Navy: None Education: None Technology: Iron Age Confidence: Neutral Culture: Average Wonders: Halls of Memoria- +1 Free Education Level, +Valdir Culture Center (3/6) Description: A small group of Malkavians fled to the Citadel before their country's conquest by the Gamorreans. The Citadelers brought them across the sea and helped them found the city of Adar, a new hope for the Malkavian people. Then they turned on the Citadelers, and have become an aggressively isolationist nation. Zuoharra Cities: Windkeep, Gastar Leader: The Warrior Princes/foolish icarus Religion: Otornosiasm (45%), Masra (35%), Aegypt (20%) Government: Military Oligarchy Economy: 2- 2/0 Population: Small Army: 3000 Pikemen, 2000 Sozettar, 1000 Skirmishers, 1000 Greatbowmen Navy: 30 Galleys Education: None Technology: Imperial Age Confidence: Tolerating Culture: Mediocre Wonders: Avenue of Chimes- +2 Culture Description: Originally an isolated fortress in the middle of nowhere, Ivorykeep developed into a centre of trade, living and profession. But over time they became more and more assimilated by Gorin, up to the point where it was peacefully annexed. But Skilv'so lived on, for its patriotic military successfully set up a new state (later known as Zuoharra) in occupied Nurmafer, and is now a vassal of Khemri.
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NESLife VI
Life as You've Never Seen it Before! Last edited by Lord_Iggy; Apr 14, 2007 at 08:06 PM. |
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Penguin in a Human Suit
Join Date: Jun 2005
Location: Yukon
Posts: 23,337
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NPC Nation Stats
Spoiler for Last turn's PC Stats:
NPC Nations Buguan Cities: None Leader: King Cheng Ji Religion: Animism (53%), Ancestor Worship (47%) Government: Monarchy Economy: 1- 1/0 Population: Tiny Army: 1000 Swordsmen, 1000 Cavalry Navy: None Education: None Technology: Iron Age Age Confidence: Tolerating Culture: None Wonders: Description: After the chaos of the Valfei war, Buguan is the only surviving representative of what was once Alatia. It is currently supported by Guangfei, giving it much more strength than one might suspect. Guarela Cities: Galade Leader: Ari Notnis Religion: Bladeism (100%) Government: Monarchy Economy: 1- 1/0 Population: Small Army: 3000 Swordsmen Navy: 30 Galleys Education: None Technology: Iron Age Confidence: Tolerating Culture: None Wonders: Description: The Guarela are a southern group of Bladeists, once thought to be forever lost at sea, now discovered to be running a minor island nation in the south Exodian Ocean. Kalmar Cities: Copenholm, Kallamas, Stockheim Leader: King Vadon II Religion: Church of the One (96%), New Eldism (4%) Government: Monarchy Economy: 4- 2/2 Population: Small Army: 1000 Spearmen, 2000 Archers, 3000 Axemen, 1000 Swordsmen Navy: 55 Galleys Education: None Technology: Iron Age Confidence: Tolerating Culture: Average Wonders: Description: Kalmar is the last remaining successor state of Old Veritas. It has, in the long years since the first fall of Veritas, redeveloped its own culture. It is unique among the Oneist powers due to the fact that it fights on the side of the UKK. Due to the recent massive defeats of the Union of Ardan and the Valin Republics of Veritas, Kalmar is now the most powerful Oneist nation in the world. However, its northern regions are filled with discontent and even rebellion. Spoiler for Last turn's NPC Stats:
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NESLife VI
Life as You've Never Seen it Before! Last edited by Lord_Iggy; Apr 14, 2007 at 08:11 PM. |
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#5 |
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Penguin in a Human Suit
Join Date: Jun 2005
Location: Yukon
Posts: 23,337
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History
Spoiler for History:
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NESLife VI
Life as You've Never Seen it Before! Last edited by Lord_Iggy; Mar 16, 2007 at 11:25 PM. |
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#6 |
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Penguin in a Human Suit
Join Date: Jun 2005
Location: Yukon
Posts: 23,337
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Religion
Religion
Alse- A quasi-philosophical religion whose rather loosely-defined goal is to set the world on the 'Path' towards perfection. Ancestor Worship- The worshipping of One's Ancestors. Animism- The belief in the holiness of nature, and the greater forces controlling it. Neo-Animism- Ikki Animism, centered around humanity's struggle for enlightenment. Gooranism- Gamorrean Animism, rotating around the Supreme Goddess Goora. Atheism- The belief in no gods. Bladeism- Swade belief that blades are holy, and that the almighty Blademaster wields 6 blades, each exemplifying a facet of existence. Church of the One- The first and most organized religion on Tellus, other than possibly Crystalism, the Church originated in Veritas, and is practiced from Emor to Nkondi. Believers follow the One, who is the only true deity, and created all that exists out of Chaos. Man was placed on a paradise by the One, but due to his sins, they were cast down into Tellus. The One and his Three Maxims (Light, Truth, and Order) are praised above all things, and an established hierarchy of priests and disciples spread the faith to new lands as fast as they are found. Path of God- Emoran sect of Oneism, more interested in what people do than what people say. Pirian Oneism- An orthodox version of Oneism, based around Hypandium scripts, which are believed to be the most true to the original texts of the Church of the One. Practiced in Davar and Arcadia. Way of the One- Guangfei's Oneist Church, which encourages freer thinking and separation from Veritasian religious imperialism. Crystalism- Founded in Yath al'Shanaal of old, the heart of the religion lies in Wardash and the Stone Circles of Ruby. The Red Lady, mistress of death and love, is the matron deity, and rules over Netherworld - the realm of dead souls. The namesake of the religion is the frequent use of crystals in rituals to contact the Netherworld for wisdom, blessings and other things. Crystalism is expected to spread all over the civilized world over the course of the next century by its proponents. Masra- Gorinese form of Crystalism, worships Dula, the husband of the Red lady. It has long since overtaken Orthodox Crystalism as the dominant form of the religion. Divotheism- The name for the varied religions of aboriginal New-Worlders which share one theme- the worship of the 'Sky Gods'. Chanc- Chancotol Divotheism, which claims that the Gods want their children to use their gifts to spread wealth and prosperity through trade. Ezamri- Zemoran Divotheism, which believes that the Gods want their children to use their gifts for the advancement of the human race. Dualism- Malkavian beliefs featuring the two gods, Bane and Ignatia. Their differing interpretations among the Malkavian clans are what lead to much of its violent internal conflicts and political instability. Banism- An evolution of Dualism, Banism states that this world is merely a test that Bane has created for us. Those who hold the ideals of Order, Peace and Justice in high regard and strive to remake the world in their own image shall find a place in Paradise. Peace will never be achieved while the people remain divided, only when the world is under one flag and one culture shall glorious peace reign eternal. Duality and Balance- More of a philosophy than a religion, followers believe in the duality of the world, and the balance that must be kept. Originates from former Dula-Hathran. Only a few surviving Dula practiced this, but the religion experienced a renaissance during Tristaria's existence. But now that its patron nation is gone, the future of this religion is in jeopardy. The Gerbers crushed it with Oratheism, and Kerania forcefully converted people to the Church of the One. Ironically, the Lengels offered the best chance for Duality's survival. With all three of these nations gone now, the future of this faith, for better or for worse, is in the balance. New Eldism- Radically different than its predecessor, New Eldism teaches that all gods are one, and that god is Eldos. He preaches knowledge and peace. Khemri Polytheism- Belief in the Khemri pantheon. The Holy codex documents the gods, the Book of the Dead teaches morals, and Mazdaism offers glimpses at the future of the Khmerian people, as well as being possibly the first step to monotheism. Andues- Khemri polytheism, but there is only one god, Nikkal-Rae. Aegypt- The hybrid of Andues and Oundainty, with one god from each faith. It is the dominant religion of the UKKK. Lengri- The religion of the Lengels, this faith is quite similar to Animism in most of its facets, but several discrepancies reveal deeply rooted differences in Lengel culture. For example, Lengri teaches that battle is the epitome of the human soul, revealing all of its weaknesses and virtues. A respect of a higher power is shown in Lengel worship of the Koke, the Eternal Blue Heaven. Lengri's support is primarily in the Lengel homelands. Outside, different religions and Tengri reign. Mantea- Shu, Goddess of Day, The Good Mother, the Red Lady. Shi, Goddess of Night, The Temptress, the Blue Lady. Both are polar opposites, and both are worshipped equally in the faith of Mantea (Equilibrium in the Yathai tongue). Messianic Gnosticism- A syncretic religion, Messianic Gnosticism, also known as Messianic Oneism, incorporates Bladeism, New Eldism, Oneism, Kyriotheism (itself a modified Oneist religion), and Gerougioikai and Guarelai philosophy. The religion grew from a general disillusionment from the Great Sins of the North. The skeptical southern peoples had always questioned and probed and refined their religion, existing in an atmosphere of constant dialogue, competition, and compromise. The One God of Oneism is split into multiple aspects, as in Bladeism. The aspects correspond to the religions: the kindly Autorex, the mighty Strategos, and the peace bringing Hierophant. Prince, Paladin, and Priest, the God of Messianic Gnosticism is also prophesied to come as a liberator of all men. The Great Prophets of Messianic Gnosticism are Eugenides, Phidias, and Alexandros. Nordism- The belief in one god who is the supreme ruler of everything. The people are his servants in life and the afterlife. The supreme god is often seen as offering people paradise in the afterlife for life of servitude in life maintaining the world he created. People who are lazy or destructive are sent to a life of pain and misery in the core of the earth. They spend one life equal to their afterlife in this tomb of torture which they are reincarnated and given a second chance at making it to eternal paradise. The religion teaches that faith in the supreme god along with hard work, generosity, and just being a good person will lead to paradise. Otornosiasm- Worship of the earth god, Otornos. He will aid his followers, and they will spread his word by holy book and holy sword. The holy book of Otornosiasm, or Yána, teaches the morals of religion and life. Trinlinism- Trinlinism revolves around the belief in 5 gods. Zester is for the sky, Terrium is of the earth, Wiviter is the god of the water, Ouvunter is the god of the wind, and Cinnav is the god of the fire.
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NESLife VI
Life as You've Never Seen it Before! Last edited by Lord_Iggy; Apr 11, 2007 at 05:48 PM. |
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#7 |
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Penguin in a Human Suit
Join Date: Jun 2005
Location: Yukon
Posts: 23,337
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You May Post!!!
Whoah Septuple post.
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NESLife VI
Life as You've Never Seen it Before! |
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Deity
Join Date: Apr 2005
Location: Scotland
Posts: 7,640
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Post #1
The UKKK shall Arise, a NEW power.
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"All Generalizations are Dangerous, Including this One" LINES: Most Powerfull Nation: Gold Award LINESII: Most Powerfull Nation: Gold Award Aegypt; Winner of INES; the First Age |
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Registered User
Join Date: Nov 2003
Posts: 8,013
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I would have the first post had I not had to upload an image
![]() After a few failed attempts to make a more complex flag for Kelios, I decided on something simple: |
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Deity
Join Date: Apr 2005
Location: Scotland
Posts: 7,640
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Nice map Cuiv.
Iggy can you update the map, For some things don't correspong to the stats.
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"All Generalizations are Dangerous, Including this One" LINES: Most Powerfull Nation: Gold Award LINESII: Most Powerfull Nation: Gold Award Aegypt; Winner of INES; the First Age |
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Penguin in a Human Suit
Join Date: Jun 2005
Location: Yukon
Posts: 23,337
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Cool Cuiv. PM that flag to me in your orders so I can add it to your stats once your nation has been put in (Next update)
@Kal'Thzar- You mean the fact that Khemri and Kehexou are still separate. That's the map as of the end of the update. I did the stats together because I knew the nations were merging AFTER updating.
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NESLife VI
Life as You've Never Seen it Before! |
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Registered User
Join Date: Nov 2003
Posts: 8,013
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Do you need my stats again, Iggy?
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Korra 2011
Join Date: Oct 2005
Location: MA
Posts: 1,874
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yay two main threads how many nes's can say that?
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It's a long, long way to Ba Sing Se
But the girls in the city they look so pretty And they kiss so sweet that you've really got to meet The girls from Ba Sing Se |
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Penguin in a Human Suit
Join Date: Jun 2005
Location: Yukon
Posts: 23,337
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Just PM 'em please. You could send early orders.
As I'm not updating this weekend, to get some work done on RL stuff and write some stories maybe. @Ironman2055- GoobNES is the only one I can think of.
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NESLife VI
Life as You've Never Seen it Before! |
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#15 | |
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Deity
Join Date: Apr 2005
Location: Scotland
Posts: 7,640
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Quote:
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"All Generalizations are Dangerous, Including this One" LINES: Most Powerfull Nation: Gold Award LINESII: Most Powerfull Nation: Gold Award Aegypt; Winner of INES; the First Age |
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Penguin in a Human Suit
Join Date: Jun 2005
Location: Yukon
Posts: 23,337
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I forgot to draw in the EC, but there is one.
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NESLife VI
Life as You've Never Seen it Before! |
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#17 |
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Korra 2011
Join Date: Oct 2005
Location: MA
Posts: 1,874
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wait black dots are cities correct i never bought a second city but i have one
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It's a long, long way to Ba Sing Se
But the girls in the city they look so pretty And they kiss so sweet that you've really got to meet The girls from Ba Sing Se |
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"I'm the hero!"
Join Date: Jul 2006
Location: USA
Posts: 7,521
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Since I absolutely suck at reading maps, I just want to make sure that my country is where I think it is.
![]() That thing, right? I might make a story of the Leaving. I'll start with making a better name for it...
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(-3.75, -5.23)
"I'm Lighty, and I'm a proud member of #fiftychat and #nes!" I'm running a simple mafia game! Come play! |
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target
Join Date: Aug 2002
Location: It's like I'm really in Revleft
Posts: 7,825
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Stories That I have written
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Flaming, trolling or insulting someone who is independent of any conversation. With 'lighter moderation' comes some tolerance for minor flaming of people that you are debating in a given thread. However, this is on the basis that if someone doesn't want to engage in that style of debating, then they can just stay out of the thread / forum. Flaming someone who is not there to defend themselves, or trolling them, is a jerk thing to do. This extends to not flaming someone in a different thread as well. Last edited by Oruc; Sep 28, 2006 at 12:15 PM. |
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Royal Cartographer
Join Date: Jan 2004
Location: Composing.
Posts: 17,172
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I decided against building up a nation in the middle of nowhere, and decided to take a nation already built up in the middle of nowhere.
Skilv'so Cities: Ivorykeep Leader: Chancellor Gobe Religion: Masra Crystalism (100 000) Government: Elective oligarchy Economy: 2- 2/0 Population: 100 000 Army: 9000 Spearmen (2) Navy: 30 Galleys Education: None Technology: Copper Age Confidence: Tolerating Culture: None Wonders: Description: Originally an isolated fortress in the middle of nowhere, Ivorykeep has developed into a centre of trade, living and profession. And... to be honest, they really haven't gotten all that far past being an isolated fortress in the middle of nowhere. Does anyone actually remember anything about these guys beyond their description? I was hunting through the original thread, and couldn't even find who led them... |
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