JustoNES ~ Through Words or Through Steel

justokre

咱們走著瞧啊...
Joined
Jan 14, 2003
Messages
689
Location
Florida
Woot, my first NES. I'm going to try real hard to ensure longlasting fun! Many thanks to Israelite9191 for much consolidation and discussion. And, aw crap I can't change the thread title...
-story-based, fictional fresh start-
For beginning NESers, you can check out the NESing Guide.

The Rules

Special Cities: Also, I’ll be using a two city system that was originally developed by some other dudes, but I don’t feel like double-checking: Thlayli, Israelite9191, Toteone... (if you don’t deserve the credit, or if you do and I left you out, lemme know) But I will be putting my own little spins on it.
Economic Centres: Usually these will grant you an extra economy point per turn, for a certain period of time. You’re more likely to get these if you give me good reasons for you to get them.
Cultural/Religious Capitals: These will most likely occur if you write good stories. The main effect of these will just spread the culture or religion, thus making the masses like you more… usually. Each “culture” will only have one of these, unless there is a good reason to have more. There may be additional benefits from these, depending on the situation.
Spoiler Colonies and Protectorates :

Colonies: Yes! You can have colonies. I encourage them. Depending on their success and their loyalty to you will depend on the benefits. They will not have their own military force. You will have to use your own economy to give them some.
Protectorates: If you can convince a player (yeah right) or an NPC to become your protectorate, you get their economy points, although prolly minus some due to corruption.


Government:
Different governments can cause a variety of effects. Corruption may increase, loyalty and citizen approval may increase, etc. Also, if you choose a republic, tribal council, or anything to share your leadership with, I’ll be playing as the other portions of your governments. Democracies are allowed, but keep them realistic and don’t get too ahead of yourself. I'd appreciate it if you let me know if your government was centralized or not.
Spoiler Centralization :

"This is one of the most important issues of politics historically and today. A very centralized state would be harder to run, and thus more prone to corruption... but in a very decentralized state it is harder to impose one policy, how ever reasonable, on all regions, and also such states could, if not well-run, with time devaluate and decentralize automatically, to the point of breaking up. However, it is easier to damage a centralized state by a well-placed blow aimed against its capital then a decentralized state! And the compromise versions don't tend to work neither..." - Das


Religion
"Religion matters greatly in this NES, at least in the beginning. You can declare holy wars on people of different religions. Religious minorities might assist their brethren, and often attract hostility of the majority of your people. Relations are more strained between people of different religions. Religious leaders (such as the Pope) can often be very annoying, especially if they have any real power. You CAN theoretically switch religion, but if its not the one of religious majority, well, your people won’t like it. New religions can appear from time to time, or can even be created - if they gain significant following, then its good. Different religions COULD offer different bonuses. Major religions will be listed somewhere." -Das

Age:
What basic era your civilization is in and what technologies are available to them.
Spoiler Bronze Age Military :
The Bronze Age mainly incorporates spearmen and archers on foot, and chariots. Chariots usually have 2-3 horses and up to five people. Ranged units include archers, slingers, and peltasts.

Economy:
From ITNES: You will have two spend points for every turn, to be spent on increasing any stat save for economy. Otherwise, you could use both spend points to grow economy. Economy can, just like any other stat, grow or decrease due to random events. However it is even more influenced by random events then other stats as this is the crucial one.
Spoiler Banking Economy Points :

“...if you need a big lump sum for something (to start a trade route, for example), you can save a couple of turns. Also, if you fail to send orders, your money will be banked. This bank will be located in your capital, and if you lose it, you will lose your banked money.” -Finmaster


Military:
Ok, so my first attempt at military was a little too complex. So, after some consideration and recomendation, I'm just gonna copy ITNES some more! Woo!
Military consists of army and navy (later to be joined by air force). These will be number-based as it gives more versatility. These will be represented in thousands and ships (divisions and task forces are too modern age, and were not too realistic to begin with due to their sizes). During the bronze age, one economy point equals a thousand men, 500 chariots, or 10 ships.
Unique units are allowed, but I’ll have to keep them reasonable. Also, you can’t have siege units until you have the technology

Confidence:
This can affect corruption, military, revolts, and more. You can increase them through good stories, policies, strategies, wonders, and more. "You can grow confidence by economy (propaganda), but wouldn’t it be easier to write a speech or persuade the people that you are the leader they need?" -Das
Spoiler Confidence Levels :

Rebellious
Annoyed
Disrespectful
Nonchalant
Accepting
Appreciative
Admirable
Worshipful


Education:
Education is how educated your populace is. Education can also affect many things, including advancement through the ages, confidence, success in battle (strategically), and stronger culture.
Spoiler Education Levels :

In parentheses is how many economy points you'll need to spend before you reach the next level.
A Pack of Monkeys (4)
Kinda Dumb (3)
Below Average (2)
Decent (3)
Well Educated (4)
Academic (6)
Brilliant


Culture:
Like North King in N3S 1, instead of having culture levels, I will just describe the culture and make it know how influential it is.

Stories:
Stories will get bonuses unless I think they suck. Sorry if that makes me a jerk. If you can’t use capitalization and grammar and creativity, you will get no bonuses. Don’t worry, you can still type out your policies or plans in your orders and if I can make them out well enough, you might get a bonus from that.

Projects can be many things. Perhaps a wonder of the world like the Pyramids? Or a monopoly on a trade good? Stories will produce these =)

Nation Template:
Nation/Player:
Capital and Important Cities: [just your capital for now]
Government:
Religion: [Make something good up, or keep it basic like Animism, Ancestor Worship, etc]
Age: Late Bronze
Economy: 2
Military: [I do this part]
Confidence: Accepting
Education:[I do this part]
Culture:[I do this part]
Projects: [none yet]
Desc: Depending on what you write and how well you write it, this can affect many things. I very much appreciate these, and a civ with a good description is much more likely to survive than one without. Keep it within two paragraphs, please.
Starting Spot: Describe it or make a map. I reserve the right to change anyone’s starting spots regarding culture at my convenicence! I don’t want two ancient cities starting right next to each other with completely different names. Rome and Kyoto could not have started next to each other. So, its kind of a first come-first serve basis. If someone starts near where you want to, and said so before you, and calls their nation Kukumangadingdong, you better not try and start next to him and call your nation Taimtaim. Got it?

Orders:
Try to keep them all the size of 1PM. If you send more than two, then just forget it. Include your stats in your orders. If you’re buying military, include how many you get and exactly what type they are (spearmen,swordsman,archers,etc). Be very clear and specific about everything you want me to know. I'm gonna try and update once a week, so you get to send in orders just as often.

Contacting Me
Please do so! Feel free to PM me. My aim is Justokre and my email is justokre at yahoo.
 
PC STATS
Nation/Player: Karami / Lord_Iggy
Capital and Important Cities: Zarcarnat
Government: Feudal Monarchy
Religion: 81% Pantheism, 12% Hendreniti Polytheism, 7% Gamanimism
Age: Late Bronze
Economy: 2
Military: 6000 infantry, 1000 cavalry, 10 ships
Confidence: Appreciative
Education: Decent
Culture: The culture of the Karami people is not particularly influential, although most neighboring nations are fairly similar, all having much Hendreniti heritage.
Projects:
Desc: Located at the northern end of the ancient river they named after themselves, the Karami people formed a union of small, feudalistic states run by various royal houses. Intrigues between the noble houses dominate politics. It is a double-sided sword. The internal competition causes the Karami Federation to strive forwards, which prevents stagnation. Unfortunately, sometimes the aggression is directed inwards as well.

Nation/Player: Ganthradormia / carmen510
Capital and Important Cities: Maridins
Government: Theocratic Democracy (With non-power King)
Religion: 67% Gamanimism, 20% Pantheism, 13% Hendreniti Polytheism
Age: Late Bronze
Economy: 2 (+3 banked)
Military: 4000 infantry, 500 cavalry, 10 ships
Confidence: Nonchalant
Education: Decent
Culture: Being founded by a variety of different peoples, Ganthradormia has developed a culture with distinct qualities from those around her. It is unknown as to whether that culture will be accepted easily in other places.
Projects:
Desc: Ganthradormia is a confederacy of several small city-states and a dominant democratic tribe. The Theology of Gamanimism of the capital of Maridins and the North conflicts with the democratic qualities of the South. The civil war 10 years ago still has it's effects around the confederacy as the tribes continually conflict with the city states, leaving the economy devastated in small villages used as battlefields. However, the people themselves are continually hard working to improve prosperity and quality of life. They plan to help with farming and trading that has been slowing since the civil war. Only the government really has conflicts. Ethnic groups include Tyti, Henendriti, and the paler folks of the north.

Nation/Player: Geharld / The Farow
Capital and Important Cities: Berdin
Government: Monarchy
Religion: 95% Geharldish Animism, 5% Animism
Age: Late Bronze
Economy: 2 (+1 economy boost)
Military: 8000 infantry, 500 cavalry, 15 ships
Confidence: Accepting
Education: Decent
Culture: These mostly blonde, blue-eyed people are industrious and strong, though their culture is nothing spectacular, yet.
Projects: Great Port of Berdin-(+plus Berdin as a economic center) (2/3 turns)
Desc: A industrious people that used the fertile lands along the delta of the Dangur River to feed the people of the young city-state. The people are hard at work maintaining the irrigation works when floods seasonally ravage the farmlands. Lake Canur served as a major source of food as well with its plentiful population of food. This nation has been feverishly building a capital for all to be proud of using the plentiful lush forests found nearby.

Nation/Player: The Sigmarite Empire / Sheep
Capital and Important Cities: Altdorf
Government: Imperial Dynastical throne
Religion: 90% Unified Church of Sigmar, 2% Northern Polytheism, 3% Animism
Age: Late Bronze
Economy: 2
Military: 7000 infantry, 1000 cavalry
Confidence: Accepting
Education: Decent
Culture: The Sigmarite Empire has managed to impose their religion upon many of those surrounding them.
Projects:
Desc: These caucasian people settled here long ago, basing their existence on the expansion of their empire and their religion.

Nation/Player: The Panthemariiq Dynasty / DereQ
Capital and Important Cities: Roquan
Government: Hierarchy
Religion: 87% Polymacronism, 13% East Polytheism
Age: Late Bronze
Economy: 2
Military: 6000 infantry, 1000 cavalry
Confidence: Accepting
Education: Decent
Culture: Panthamariiq has enhanced the older culture of Phiulani, especially in their music and dance. Still, it is not very influential in the surrounding lands.
Projects: [none yet]
Desc: Previously ruled by the tyranical Phiulani Empire, Sultan Panthmariiq fought and won for control of the land previously ruled by the falling empire. Panthemariiq is a culturally vibrant and exciting community with great pride in there tribal music, dance and spirituality. It is yet to see how this new government will deal with the surrounding threats.

Nation/Player: Tian / ~Darkening~
Capital and Important Cities: Hin'den'aech'ther
Government: Monarchy
Religion: 96% Tan-Kim, 4% Animism
Age: Late Bronze
Economy: 2
Military: 6000 infantry, 500 cavalry
Confidence: Accepting
Education: Decent
Culture: Similar to the Tannotri tribes that surround them, but their religion has a definite influence.
Projects: [none yet]
Desc: Helped to be founded by a wanderer from the south, Tian came together with a unification of ten tribes and have their own belief system.

Nation : Inia
Leader/Player: Vikel*King* Shidel Rembaliph /Luckymoose
Capital and Important Cities: Inia
Government: Absolute Monarchy
Religion: 100% Inian Polytheism
Age: Late Bronze
Economy: 2
Military: 5000 infantry, 500 cavalry, 10 ships
Confidence: Accepting
Education: Decent +1
Culture: The Inians have a somewhat unique culture, although no one’s really aware of it.
Projects: [none yet]
Desc: After many decades of Tribal warfare on the Peninsula of Inia, and the killing of three great warlords in the Last Battle of Gine, the people began to unite. Slowly they all formed new villages and connected the two shorelines under one united nation. A few years after the Great Uniting as they call it, a great man who seemed infinite in wisdom came along. His name was Shidel Rembaliph, with words not swords he united the people even further. With the people loving him, they eventually named him Vikel or King of Inia. The people adored him and he led them to greater things. Only time will tell if the Rembali Dynasty will make this nation stand out in this world.


Spoiler NPC STATS :

Nation/Player: Thurissa
Capital and Important Cities: Thurisses
Government: Republic
Religion: 59% Hendreniti Polytheism, 15% Tyti Blood Cult, 20% Gamanimism, 6%Pantheism
Age: Late Bronze
Economy: 2
Military: 8000 infantry, 5 hundred cavalry
Confidence: Accepting
Education: Decent
Culture: Though Thurisses was once the great capital of an empire of Hendrenti, most of the old culture was forgotten.
Projects: [none yet]
Desc: Half a century ago, Thurisses was the capitol of a great Hendreniti empire. Problem arose eventually, and internal strife combined with barbarians migrations and attacks from the north and east caused the great empire to fall. Many of the surviving Hendrenits were absorbed into the other countries, and some other fled to the gentle green hills to the northwest. The rest stay to form the two successor stats, Thurissa being composed of the most Hendrenti populace. Other than Hendrenti, some Murtytes and even some of the northern folk make up Thurissa’s population.

Nation/Player: Sei-Ylaz
Capital and Important Cities: Sei-Ylaz
Government: Oligarchy
Religion: Sei-Ylaz Polytheism 79%, Gamanimism 10%, Animism 11%
Age: Late Bronze
Economy: 2
Military: 6000 infantry, 25 ships
Confidence: Accepting
Education: Decent
Culture: The Sei-Ylaz are generally only interested in expanding their territory, thus most of the people they take over retain their original culture.
Projects: [none yet]
Desc: The Sei-Ylaz are, as expected from their island home, a seafaring people. They believe that Sea Goddess is the most powerful of all deities, and in conquering more peoples, she will be impressed with them. Sei-Ylazi are very dark hair and skinned, but have blue eyes. They see blue eyes as a sign of power through oceanic association.

Nation/Player: Miersogoi
Capital and Important Cities: Uratao
Government: Democracy
Religion: 5% Tyti Blood Cult, 5% Hendreniti Polytheism, 350% Tuochaianity, 55% Urataoism
Age: Late Bronze
Economy: 2
Military: 4000 infantry, 1000 cavalry, 10 ships
Confidence: Accepting
Education: Decent
Culture: Miersogoi is very newly formed and is still fighting very hard for it’s survival. Culture is not an option at this point.
Projects: [none yet]
Desc: Miersogoi was formed by migrating peoples from the islands to the east and dynasties to the south. Ethnic groups include Taichoese, Dounese, and Has-Poese. They did not agree with the controlling dynasties in their homelands. Many Hendrenits have established themselves in this new country, as well as some Tyti people.

Nation/Player: Saites
Capital and Important Cities: Saites
Government: Monarchy
Religion: 40% Hendreniti Polytheism, 26% Pantheism, 29% Tyti Blood Cult, 5% Gamanimism
Age: Late Bronze
Economy: 2
Military: 4000 infantry, 5 hundred cavalry, 10 ships
Confidence: Accepting
Education: Decent +1
Culture: Common Hendreniti culture, but the barbarism of the Tyti is rapidly changing society in Saites.
Projects: [none yet]
Desc: Saites is a very new state, centered around the old city of the Old Hendrenti Empire of which the state is named. Many Tyti barbarians have made this city their home, and the population is made up of slightly more Tyti than the Hendreniti that form the government.

Nation/Player: Shourgard
Capital and Important Cities: Gumfer
Government: Monarchy
Religion: Animism 96%, 4% Geharldish Animism
Age: Late Bronze
Economy: 2
Military: 6000 infantry, 500 cavalry 25 ships
Confidence: Accepting
Education: Decent
Culture: Common northern folk. Nothing spectacular.
Projects: [none yet]
Desc: The Shourgardi are similar to the Tennish. They love to sail the open seas.

Nation/Player: Corcritz Republic
Capital and Important Cities: Minnli
Government: Republic
Religion: 28% Northern Polytheism, 61% Animism, 11% Sigmarite Church
Age: Late Bronze
Economy: 2 +1
Military: 6000 infantry, 1000 cavalry, 10 ships
Confidence: Accepting
Education: Decent +1
Culture: The Republic takes examples from the Sigmarites, but mostly keep a similar culture to their kin to the north.
Projects: [none yet]
Desc: The Republic has somewhat of a boring history. It was founded by a radical barbarian seer named Corcritza from the Tanntori tribes of the north. The traditional Tanntori remained closer to nature in their homelands, while those that followed Corcritza became wealthy and prosperous in their cities. Borders skirmishes are routine in the north.

Nation/Player: Burmarl
Capital and Important Cities: Gohra
Government: Despotism
Religion: 60% Animism, 40% Northern Polytheism
Age: Late Bronze
Economy: 2
Military: 10000 infantry
Confidence: Accepting
Education: Below Average
Culture: They are too busy focusing on more important things like eating, reproducing, and fighting.
Projects: [none yet]
Desc: Burmarl was founded by a powerful warlord named Dartu. They are savage and impolite.

Nation/Player: The Jahurgans
Capital and Important Cities: Fort Hurlog
Government: Despotism
Religion: 90% Animism, 7% Northern Polytheism, 3% Geharldish Animism
Age: Late Bronze
Economy: 2
Military: 5000 infantry, 500 cavalry
Confidence: Accepting
Education: Below Average
Culture: They are too busy focusing on more important things like eating, reproducing, and fighting.
Projects: [none yet]
Desc: Founded by Jahurga as resistance to Geharldish expansion.

Nation/Player: Ogemarl
Capital and Important Cities: Dorfinter
Government: Feudalistic Monarchy
Religion: 69% Animism, 38% Northern Polytheism, 3% Geharldish Animism
Age: Late Bronze
Economy: 2
Military: 6000 infantry, 1000 cavalry
Confidence: Accepting
Education: Decent
Culture: The Ogemari are not much different than any of the surrounding peoples.
Projects: [none yet]
Desc: Formerly a set of independent city-states, the Ogemari people have united and formed Ogemarl, their new kingdom. They practice the same general animism that almost all of the area follows, although they have a feudalistic government.

Nation/Player: Rogder
Capital and Important Cities: Burga
Government: Despotism
Religion: 81% Animism, 9% Geharldish Animism
Age: Late Bronze
Economy: 2
Military: 6000 infantry, 1000 cavalry
Confidence: Accepting
Education: Below Average
Culture: Rogder has very little cultural influence.
Projects: [none yet]
Desc:

Nation/Player: Werturl
Capital and Important Cities: Omumgr
Government: Despotism
Religion: 95% Animism 5% Northern Polytheism
Age: Late Bronze
Economy: 2
Military: 5000 infantry, 1000 cavalry
Confidence: Accepting
Education: Decent
Culture: The Werturi are not much different than any of the surrounding peoples.
Projects: [none yet]
Desc: Werturl was formed by a paranoid barbarian that didn’t want his people to fall under the rule of brutal Burmarl. However, it didn’t stop Burmarl’s expansion at all, and they are now fighting for their lives.

Nation/Player: Farlgry
Capital and Important Cities: Artog
Government: Monarchy
Religion: 50% Sigmarite Church, 45% Animism, 5% Hendreniti Polytheism,
Age: Late Bronze
Economy: 2
Military: 5000 infantry, 1000 cavalry
Confidence: Accepting
Education: Below Average +1
Culture: Forlgry is most like their kin from the north, but also take from Hendreniti and Sigmarite culture.
Projects: [none yet]
Desc: The King of Farlgry desires peace and prosperity above all else. Though he forged his country by wars, he has no intention of continuing them.

Nation/Player: Murtyte
Capital and Important Cities: Murtyte
Government: Despotism
Religion: 90% Tyti Sun Cult, 5% Pantheism, 5% Hendreniti Polytheism
Age: Late Bronze
Economy: 2
Military: 6000 infantry
Confidence: Accepting
Education: Below Average
Culture: Murtyte has a decent influence with their unique Sun-worshipping culture.
Projects: [none yet]
Desc: The King of Farlgry desires peace and prosperity above all else. Though he forged his country by wars, he has no intention of continuing them.

Nation/Player: The Tennish Empire
Capital and Important Cities: Redmulento
Government: Monarchy
Religion: 71% Animism, 5% Hendreniti Polytheism, 15% Northern Polytheism, 6% Tyti Blood Cult, 3% Sigmarite Church
Age: Late Bronze
Economy: 2
Military: 4000 infantry, 1000 cavalry, 15 ships
Confidence: Accepting
Education: Decent +1
Culture: The Tanntori roots are obvious, although the Tennish have definitely developed culture. Their sailing songs are especially noteworthy.
Projects: [none yet]
Desc: The Tennish Empire began long ago and is of Tanntori descent. Its original name was Tanntoria, but a king long ago changed it, feeling that his people had evolved from the primitive barbarians of the north. The people are fiercely loyal to their country, and recently have become suspicious of their neighbors, the Sigmarites. Sigmarite churches have been burned and the religion is outlawed.

Nation/Player: Parchetes
Capital and Important Cities: Parchetes
Government: Despotism
Religion: 79% Hendreniti Polytheism, 21% Animism
Age: Late Bronze
Economy: 2
Military: 9000 infantry, 1000 cavalry, 10 ships
Confidence: Accepting
Education: Decent
Culture: A strong Hendreniti culture.
Projects: [none yet]
Desc: Parchetes was a colony of Hendrenits in the past, and now that the parent country has fallen, many of its former citizens have fled to this safe haven. The Emperor has also allowed northern migrants to work as mercenaries for the army.

Nation/Player: Skoyoi Empire
Capital and Important Cities: Skoyo
Government: Monarchy
Religion: 84% Tuochaianity, 9% Hendreniti Polytheism, 2% Selnionism
Age: Late Bronze
Economy: 2
Military: 5000 infantry, 500 cavalry, 20 ships
Confidence: Accepting
Education: Decent
Culture: This culture is Taicho-based, but has influences from Pyntnan, the Hendreniti, the Tyti, and the Chotins.
Projects: [none yet]
Desc: Skoyo was an experimental colony of Taicho that fought for independence long ago.

Nation/Player: Pyntnan
Capital and Important Cities: Pyntnan
Government: Monarchy
Religion: 100% Selnionism
Age: Late Bronze
Economy: 2
Military: 3000 infantry, 1500 cavalry, 10 ships
Confidence: Accepting
Education: Decent
Culture: Pyntnese people are independent. Their culture is unique, but it has barely any influence on any other peoples.
Projects: [none yet]
Desc: Pyntnan seems to have existed for a long time, just not improved or expand much at all. They farm and defend themselves for barbarians and trade with the Skoyoi Empire.

Nation/Player: Olugis
Capital and Important Cities: Olugis
Government: Monarchy
Religion: 100% East Polytheism
Age: Late Bronze
Economy: 2
Military: 5000 infantry, 2500 cavalry
Confidence: Accepting
Education: Decent
Culture: Olugis has a strong Phiulani influence, but was founded by Jemids.
Projects: [none yet]
Desc: Began as a small trading outpost founded by Jemids to trade with the Phiulani empire. Population grew. A lot.

Nation/Player: Saheni
Capital and Important Cities: Fort Saheni
Government: Despotism (female rule)
Religion: 100% Chemeniniism
Age: Late Bronze
Economy: 2
Military: 5000 infantry, 1000 cavalry
Confidence: Accepting
Education: Decent
Culture: The Gurshamemi have a distinct culture of their own, but to expect no Phiulani influences would be foolish.
Projects: [none yet]
Desc: The capitol, named after a great warlord of the past, serves as a fort, and base of operations for the Gurshamemi campaign against the north.



Phiulania and its Revolting States

Nation/Player: Phiulani Empire
Capital and Important Cities: Noxetis
Government: Dynastical Monarchy
Religion: 45% Polymacronism, 55% East Polytheism
Age: Late Bronze
Economy: 2
Military: 4000 infantry, 500 cavalry
Confidence: Annoyed
Education: Decent
Culture: The culture of the empire has influnced every single bordering country, and has reached as far as the Sigmarite Empire and Pyntnan.
Projects: [none yet]
Desc: The Phiulani Empire was, at its height, the largest empire ever known. Unfortunately, a corrupt ruler inherited the throne and thus, the rebellion against him began. It is still underway to this day.

Nation/Player: The Sheqi Dynasty
Capital and Important Cities: Sheqi
Government: Dynastical Monarchy
Religion: 90% East Polytheism, 10% Polymacronism
Age: Late Bronze
Economy: 2
Military: 5000 infantry, 5 hundred cavalry
Confidence: Accepting
Education: Decent
Culture: Just your average Phiulani culture.
Projects: [none yet]
Desc: Sheqi’s story is nothing special. Former general of Phiulani rises up in rebellion and takes control of his own lands, much like so many others. He decided to named his dynasty after the city, however.

Nation/Player: Luxlani
Capital and Important Cities: Machunohid
Government: Dynastical Monarchy
Religion: 30% Polymacronism, 70% East Polytheism
Age: Late Bronze
Economy: 2
Military: 6000 infantry, 1500 cavalry
Confidence: Accepting
Education: Decent
Culture: Luxlani’s culture is that of Phiulani.
Projects: [none yet]
Desc: The Luxlani Emperor has declared himself the Emperor of the second Phiulani Empire.

Nation/Player: Lez-Amarr
Capital and Important Cities: Rihutama
Government: Monarchy
Religion: 60% East Polythesim, 40% Animism
Age: Late Bronze
Economy: 2
Military: 5000 infantry, 1500 cavalry
Confidence: Accepting
Education: Decent
Culture: Chotin-based with a heavy Phiulani influence.
Projects: [none yet]
Desc: Lez-Amarr was founded somewhat recently by eager Chotin raiders that took advantage of the Phiulani Empire’s tragedy. They burnt the city that was there before, and built a new one as their capitol city.

Nation/Player: The Myeq Dynasty
Capital and Important Cities: Leshi
Government: Dynastical Monarchy
Religion: 40% Polymacronism, 60% East Polytheism
Age: Late Bronze
Economy: 2
Military: 4000 infantry
Confidence: Nonchalant
Education: Decent
Culture: Phiulani-based with a growing influence of Jemid culture.
Projects: [none yet]
Desc: This dynasty came to power much like the others. However, she has been weakened much by the Saheni country, and the Gurshamemi barbarians.

Nation/Player: Menanis Dynasty
Capital and Important Cities: Fexa
Government: Dynastical Monarchy
Religion: 90% East Polytheism, 10% Polymacronism
Age: Late Bronze
Economy: 2
Military: 6000 infantry, 1000 cavalry
Confidence: Accepting
Education: Decent
Culture: Phiulani-based with a growing influence of Jemid culture.
Desc: Fexa is known as the backstabbing nation. Its leader, Muadi, was a general for the empire, but in a twist of events, he split an attacking force in half and attacked the Emperor. As the emperor fled with what little survivors their were after the battle, Muadi took control of his home city, Fexa.
 
Current Diplomatic Agreements:

Non-Aggression Pacts:
Thurissa and Saites
Thurissa and Ganthradormia
Thurissa and Karami
Farlgry and Tennish Empire
Farlgry and Sigmarite Empire
Ogemarl and Shourgard
Geharld and Ogemarl (ends 4th update)
Geharld and the Jahurgans (ends 4th update)
Skoyoi and Pyntnan
Skoyoi and Taicho
Skoyoi and Has-Po
Skoyoi and Dou
Tian and the Corcritz Republic
Olugis and Myeq Dynasty


Alliances:
Luxlani and Lez-Amarr
Tennish Empire and Corcritz Republic
Panthemariiq Dynasty and Myeq Dynasty
Sheqi Dynasty and Menanis Dynasty
Karami and Murtyte


Wars:
Saheni vs Myeq and Panthemariiq
Rogder vs Jahurgans
Burmarl vs Werturl
 
reserved odsnvloinvol.cind
 
First post!!!

Shweet, random map. Nation forthcoming.

Karami
Player: Lord_Iggy
Capital and Important Cities: Zarcarnat
Government: Feudal Monarchy
Population: depends on starting position
Economy: [I’ll fill this in.]
Technology: [I’ll fill this in.] Domestic-, Military-
Age: [I’ll fill this in. Cross your fingers!]
Army: [I’ll fill this in. You can give me a request if you’d like.]
Navy: [I’ll fill this in]
Religion: Pantheism
Ethnic Makeup: I live in the nation of Karami, my ethnicity is Karami. A Europeanesque nation, with a few Persian features.
Confidence: Accepting
Notable Achievements: Internal competition causes the various groups of the country to strive forwards, preventing stagnation and causing the Karami Federation to be one of the most advanced nation known.
Starting Spot:
QSH3.png

In the Purple area, on the coast, where the river/strait hits the open sea. In the middle piece of land on the coast. That place.
Your Description: The Karami are a union of the small states of several royal houses. Intrigues between the noble houses dominate politics. It is a double sided sword. The internal competition causes the Karami Federation to strive for excellence, but sometimes their aggression is directed inwards as well.
 
Not a sign-up just some discussion (not critisms!) on the maps for my own interest :D

What way does the planet rotate? (Something seems rather odd about the climatology)
How did humanity get from whichever megacontinent it started on to the other? Hunter-gathers crossing landbridges? a polynesianesque expansion?
 
Geharld
Player: The Farow
Capital and Important Cities: Berdin (capital
Government: Monarchy
Population: depends on starting position
Economy: [I’ll fill this in.]
Technology: [I’ll fill this in.] Domestic-, Military-
Age: [I’ll fill this in. Cross your fingers!]
Army: [I’ll fill this in. You can give me a request if you’d like.]
Navy: [I’ll fill this in]
Religion: Animism
Ethnic Makeup: Germanic/ European. These people unlike in OTL actually settled down early
Confidence: Accepting
Notable Achievements:
Starting Spot:
Your Description: A industrious people that used the fertile lands along the delta of the Dangur River to feed the people of the young city-state. The people are hard at work maintaning the irrigation works when floods seasonally ravage the farmlands. Lake Canur served as a major source of food as well with its plentiful population of food. This nation has been feverishly building a capital for all to be proud of using the plentiful lush forests found nearby.
 
Disenfrancised said:
Not a sign-up just some discussion (not critisms!) on the maps for my own interest :D

What way does the planet rotate? (Something seems rather odd about the climatology)
How did humanity get from whichever megacontinent it started on to the other? Hunter-gathers crossing landbridges? a polynesianesque expansion?

Well, I didn't put too much thought into the climate, etc. This is my first NES, and I'm not even sure if more than four people will join. My excuse would be that maybe reflection from various moons affects the climate in that way.
As for expansion, ummm... Yeah, the second one. Sorry I can't give a more intelligent, thought-out response. :blush:

Also, thanks to you two for joining!
 
Ok, total change of rules. Hope you like them more.
 
Dont need this anymore, but I am still the Sigmarite Empire, just too lazy to copy and paste.
 
Description will come tommorrow.
 
Ganthradormia
Player: carmen510
Capital and Important Cities: Maridins
Government: Theocratic Democracy (With non-power King)
Population: Depends on starting position.
Economy: 2
Technology: (No idea what this is, help!)
Age: Late Bronze
Military: 3 thousand infantry, 5 hundred calvary, 10 ships
Confidence: Accepting
Religion: Gamanimism (Games and Anime)
Culture: Being founded by a variety of different peoples, Ganthradormia has developed a culture with dinstinct qualities from those around her. It is unknown as to whether that culture will be accepted easily in other places.
Projects: None
Starting Spot: Stick me anywhere next to another PC nation and river mouth to sea.
Description: Ganthradormia is a confederacy of several small city states and a dominant democratic tribe. The Theology of Gamanimism of the capital of Maridins and the North conflicts with the democratic qualities of the South. The civil war 10 years ago still has it's effects around the confederacy as the tribes continually conflict with the city states, leaving the economy devastated in small villages used as battlefields. However, the people themsleves are continually hard working to make themselves prosperous and better the nation and quality of life. They plan to help with farming and trading that has been slowing since the civil war. Only the government really has conflicts.
 
Crap. Everyone keeps copying player posts. I changed the nation template in the rules section =( I already changed Iggy and Farow's countries, but I need Sheep and Carmen to edit your posts and use the new template. Please.
Actually I'd prefer everyone to edit their posts so this problem does not keep occuring.

EDIT: I'll redo your templates, but when I do, edit your posts and paste my stats over yours. I don't want to have to do this for every player.
 
Here's what I've done to the map so far. For folks looking to join, this will show you the territories already taken. Asterisks mean player-controlled. Everything else is NPC. I named most of the barbs and minor cities (or barb camps).
 

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  • pre-update so far.png
    pre-update so far.png
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carmen510 said:
Errrrr..... What should I change exactly?
Edit your post that had the wrong template in it, and put this in there so people are less likely to use that wrong template again.

Nation/Player: Ganthradormia / carmen510
Capital and Important Cities: Maridins
Government: Theocratic Democracy (With non-power King)
Religion: Gamanimism
Age: Late Bronze
Economy: 2
Military:
Confidence: Accepting
Education:
Culture: Being founded by a variety of different peoples, Ganthradormia has developed a culture with dinstinct qualities from those around her. It is unknown as to whether that culture will be accepted easily in other places.
Projects:
Desc: Ganthradormia is a confederacy of several small city states and a dominant democratic tribe. The Theology of Gamanimism of the capital of Maridins and the North conflicts with the democratic qualities of the South. The civil war 10 years ago still has it's effects around the confederacy as the tribes continually conflict with the city states, leaving the economy devastated in small villages used as battlefields. However, the people themsleves are continually hard working to make themselves prosperous and better the nation and quality of life. They plan to help with farming and trading that has been slowing since the civil war. Only the government really has conflicts.
 
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