INES Ib: Novus Ortus

Imago

Mirror Wolf
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INES Ib: Novus Ortus

This is a Never Ending Story, or NES, modded by me, Imago. It is the continuation of the story begun in INES I: Anno Domini, but it has a different ruleset, and begins four hundred and eighty years after the last turn in INES I. In those four hundred and eighty years, the world has changed drastically, and darkness and chaos have swept away order.

The Aegyptian Empire has fallen from hegemony in North Africa, and has been replaced by a variety of fanatic Ctha’r nations. In Europe, a variety of competing states seem certain to plunge the continent into war. In The Middle East, the Yehudans have risen, and now rule a vast empire, an empire that seems ripe to fall. Greater India is gone now, too, and the subcontinent is filled with a variety of tangled borders. And in the far east, Mongol hordes loom over China…

And so, the stage is set for a new order. Let the story begin.

A Special Note to Newbies and Lurkers:

Everyone is encouraged to join this NES, and yes, this does mean you, as well. Notable players such as j_eps and Perfectionist have joined this forum by joining my previous NES. I have tried to make the rules as easy to understand as possible, and, if you have questions, feel free to PM me for more information. I hope many new players will begin NESing with my NES this time around, just as they did last time.
 
The Rules

Section One: General Information


Players: There’s no limit to the number of players in this NES. If you want to join, you can choose an unplayed nation, or make up a rebel group, new nation, or organization, and jump right in!

Stories: NES stands for Never Ending Story. While largely the stories are unfortunately an optional part of my NES, they are strongly encouraged. In fact, they are so strongly encouraged, that if you write a on-topic story, and post it here, your nation will gain a bonus to its stats in the ‘Random Events’ section of the update.

The Updates: These come weekly, usually over the weekend. They tell the story of what has become of your poor little nations. Each update will cover ten years.

Orders: These can be posted or PMed to me, though I strongly prefer the latter. In them, you include a copy of your nation’s current stats, a clear explanation of what you want to do with your economy points, and then a description of anything else you might want your nation to do. These are due every week, WedNESday, 20:00 GMT. (aka 12:00 AM PST and 3:00 PM EST, for all you American NESers out there.)

NPCs: These are non-player countries. When the game is in progress, these are the countries you can pick to be. If your nation attacks them, they won’t fall over without a fight, and if your nation props them up, they can prove to be good allies or vassal states, but left to their own devices, they’re rather pathetic. All the more reason to take one, and make the game more interesting.

Barbarians: In all the regions where there aren’t civilized countries, there are barbarians. You can conduct diplomacy with them, to a limited extent, but beware, as they have a nasty habit of periodically invading civilized regions.

Map: With every update, comes a map. Cities are black circles, cities that are capitals have white borders, cities that are economic centers have red borders, fortifications are black squares, and rebelling areas are white splotches within your nation. The uncivilized regions are various shades of grey. The darker that grey is, the more concentrated the barbarians are, and the more likely that region will spontaneously form a new nation.

Section Two: Nations

NATIONAL TEMPLATE

Nation Name
Capital:
Ruler:
Government (Efficiency):
Economy: x (y)
Technology Level:
Education:
Army (Quality):
Navy (Quality):
Culture:
Confidence:
Projects:
Nation Background:

Government

The form of your government will be listed here. This may be simple, such as ‘Monarchy,’ but may also go into some detail, such as ‘Parliamentary Theocratic Monarchy.’

Note that representative governments will be more prone to, say, overrule your actions if you try to do something stupid, but also quite possibly try to overrule your actions if you do something quite sensible, that the people hate. More despotic governments will be easier to command, but tend to be more prone to rebellion, when all the oppressed people decide to rise up.

In brackets, we have your government’s Efficiency. This is expressed as a number one through ten. Each one point increase to Efficiency costs one Economic Point, (more on that later) and Efficiency can only be increased by two points per turn.

The more Efficient your government is, the more smoothly reforms and other procedures you want to carry out will go. The less Efficient your government is, the more your people will feel out of touch with your government, and start to get angry, and the more corruption will be a problem.

Economy

This is your income stat, represented as x (y). X is directly equal to the number of Economy Centers you have in your territory on the map, and y is equal to the number of Economic Points in your treasury.

X is the number of Economic Points you get to spend each turn, by investing them into Government Efficiency, the Army, or something else entirely. Unspent points each turn will be transferred to your treasury.

Y is your treasury. This is where unspent Economic Points go. Your treasury can also increase if you plunder enemy lands, or implement high taxes. You can keep Economic Points in your treasury for as long as you like, or you can spend them, but once you spend a point here, it’s gone.

You can increase your Economy by investing Economic Points into cities, to try to turn them into Economic Centers, but this is a very unscientific process. Depending on conditions, one Eco Point might be enough to upgrade a city, but it also might take two, or three, or even more.

Trade wars can also cause locations of Economic Centers to fluctuate, so you can try to use that fact to your advantage, and try to woo another nation’s trade to your cities, but that might not work, either.

Perhaps the easiest way to gain Economy is to declare war, and conquer other nation’s Economic Centers by force.

It is also important to note that you can spend Economic Points on anything you like, and not just what is listed below. Want to secretly fund a rebellion? You can do it.

Technology Level

Scientific achievement in this NES is divided into different Ages. The following is a list of Ages applicable to this NES. The list might get edited later, if the NES goes on for a long enough time.

Late Empire Age
Early Medieval Age
Middle Medieval Age
Late Medieval Age
Early Renaissance Age

Ages lower on the list are more advanced than Ages higher on the list. Nations that are more advanced in Age than others have significant military and domestic advantages. How does one advance to the next level on the list? See below.

Education

The Education of your nation is expressed as a number one through ten. To get to the next number, you must invest one Economic Point in Education. You can increase Education no more than two times per turn.

Nations with higher Educations are closer to discovering the next Age, as well as generally more technologically advanced then their brethren with lower Educations in the same Age. There are three ways to get to the next Age, listed below.

Breakthrough: If your Education level ever reaches 10, your nation reaches the next Age, and your Education level drops to 3. This is the only way to reach a new Age first.

Diffusion: If your Education level is 7 or higher, and a nation close to yours has reached the next Age, after a couple turns or so, you will reach the next Age, and your Education level will drop to 2.

Trade: If your Education level is 5 or higher another nation you have contact with may teach you the secrets of the next Age in exchange for something, or nothing at all. If your nation accepts, you will reach the next Age, and your Education level will drop to 1.

Military

By spending one Economic Point, you can raise five Regular Divisions on land, or five Squadrons (of ships) on sea.

Quality for both your Army and your Navy represents the general state of training and military leadership for that branch of your armed forces. It is represented as a number one through ten. To raise Quality for either branch by one point, you must invest one Economic Point. You can raise neither your Army Quality nor your Navy Quality by more than two points each per turn.

There can be one type of Unique Unit per nation, so make it count. I reserve the right to make these units more expensive then Divisions or Squadrons. Also, note that your Unique Units are supposed to be elite, so don’t make them minesweepers, or something.

For any reasonably sized military operation, it is important to invest Economic Points in Logistics. If you’re just trying to raid an enemy, or you’re conducting a purely defensive operation, Logistics are unnecessary, but if you’re trying for any sort of offensive assault, it would be a good idea to invest one or more Economic Points in Logistics, or else your military will suffer from lack of supplies.

If you double or more than double the size of your army and/or navy in one turn, you will loose one point in Army Quality and/or Navy Quality.

Also note that you may call for Irregular Divisions. These soldiers are not a part of your main army, and how many will come when you call is largely dependant on your Culture stat, but they can still be useful, if you are in a tight spot, and need extra soldiers to throw at the enemy. Also note that you can conscript Irregulars, but this will decrease your nation’s Confidence, and those soldiers might be less wiling to fight then your other troops.

Culture

This stat is expressed as a number one through ten. One Economic Point invested will grow this stat by one point, and you can grow it no more than two points per turn.

Higher Cultures mean that your nation’s people have a stronger and more united identity, and are more likely to risk their lives for their country, and less likely to accept any sort of foreign rule over their lands. Lower Cultures mean that your nation is in danger of disintegrating.

Confidence

This stat is expressed as a number one through ten. One Economic Point invested will grow this stat by one point, and you can grow it no more than two points per turn.

Higher Confidence mean that your nation’s people respect their government more, and are more likely to go along with you, even if you make odd decisions, such as allying with habitual enemies. Lower Confidence means that your nation is more likely to have revolts and revolutions, and, if your nation ever has a confidence of one, watch out.

Projects

These are not necessarily huge buildings; they can also be reforms, or anything you want. You tell me what kind of project you want, exactly, and I will tell you how many turns it will take. Projects need one Economic Point invested each turn to keep going, and can only be rushed through stories.

Nation Background

This is a description of your nation. These might get updated as the NES progresses, if I am bored, but then again, they might not.

Section Three: Questions/Intelligence

You can PM me any questions you might have about other nations, or about the game in general, and I will do my best to answer them. However, note that if the answers to the questions are not common knowledge in this world, and the nations you ask about have significant counter-intelligence services, their players might find out, and those players might not be happy. A major war in INES I was started for just such a reason.
 
PCs

Adena, Empire of the Sun God
Capital: Iowana
Ruler: Wubba360
Government (Efficiency): Decentralized Monarchy (4)
Economy: 3 (0)
Technology Level: Late Empire Age
Education: 2
Army (Quality): 12 divisions, 5 Children of the Moon divisions (1)
Navy (Quality): 5 squadrons (1)
Culture: 4
Confidence: 1
Projects: Temple of the Moon (+3 confidence, +3 culture) 1/4
Nation Background: Adena, the Empire of the Sun God, was born in the 500s at the convergence of the Tennesee, Ohio, and Mississippi rivers. Highly civilized, compared to their neighbors, the Adenas have spent the centuries slowly expanding southwards, in search of the mythical “Great Waters.” In recent times, these Waters have indeed been found, but the Adenan hegemony is far from secure. The Hiwassee nation has risen on the borderlands, and the Adenan army has proved itself rather incapable in recent conflicts.

England
Capital: London
Ruler: The_Farow
Government (Efficiency): Feudal Monarchy (2)
Economy: 4 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 14 divisions, 14 Housecarl divisions (2)
Navy (Quality): 23 squadrons (3)
Culture: 3
Confidence: 2
Projects:
Nation Background: Abruptly turning its back on sympathizers for a national church, the English monarchy has grown closer to the Holy Celtic Empire, a nation with which they were once bitter enemies. When the War of the Isles erupted, the English were granted Holy Celtic support, even though they were attacking Celtic brethren in Scotland. However, now the Holy Celtic Empire is in a fight for its life against the Ctha’ri and Kyrian heathens, and it remains to be seen if England will reciprocate the kindness.

Novgorod
Capital: Novgorod
Ruler: Azash
Government (Efficiency): Monarchy (2)
Economy: 1 (2)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 5 divisions (2)
Navy (Quality): 5 squadrons (2)
Culture: 2
Confidence: 3
Projects:
Nation Background: Novgorod the city was founded by Vikings of the Copenhagen Union of old, but Novgorod the nation-state has come into being only quite recently. United under a thirst to expand northward, and perhaps to take advantage of the turmoil thrust upon Scandinavia in the aftermath of the War of the North, Novgorod is a threat to be reckoned with on the regional stage.

The Holy Celtic Empire
Capital: Paris
Ruler: Perfectionist
Government (Efficiency): Feudal Monarchy (5)
Economy: 6 (1)
Technology Level: Early Medieval Age
Education: 3
Army (Quality): 16 divisions, 12 SECRET divisions, 11 irregular divisions (4)
Navy (Quality): 6 squadrons (2)
Culture: 4
Confidence: 8
Projects: Revitalization (+2 economic centers) Done!
Nation Background: The Holy Celtic Empire has long since been the leader of Trinitismdom. United at Paris in the 500s, the Holy Celtic Empire quickly expanded, and became the predominant power of Europe. When Svearland attempted to break with the Celtic Church, Holy Celtic forces and a host of allies violently put down the insurrection. However, as time passed, the enemies of the Empire that lurked into the shadows slowly began coming out into the light, and now the Holy Celtic Empire finds itself defending Europe and indeed its very existence against a vicious Ctha’r and Kyrian onslaught.

Iberia
Capital: Madrid
Ruler: Luckymoose
Government (Efficiency): Feudal Monarchy (2)
Economy: 2 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 4 divisions, 17 Crusader divisions, 6 irregular divisions (2)
Navy (Quality): 5 squadrons (2)
Culture: 3
Confidence: 3
Projects: Brothers in Faith (SECRET) Done!
Nation Background: Iberia of the present day has its roots in the Madria founded in antiquity by a renegade Roman general. In the centuries that passed, Madria morphed into Iberia, and fought a variety of wars to maintain its independence from the Ctha’ri, to the south. Entering close alliance with the Holy Celtic Empire following a religious conference in Genoa, the Roman Trinitist Iberians began to feel less pressure from the Celtic Trinitists to the north, and started eying Morocco as a possible route of expansion. Alas, the Ctha’ri struck first, and quickly penetrated the eastern and western Iberian coasts simultaneously. Cut off from the Holy Celtic Empire by a Tunisian force occupying the Pyrenees, Iberia now fights for its homeland, rather then to conquer lands abroad.

Tunis
Capital: Tunis
Ruler: Lord_Iggy
Government (Efficiency): Theocratic Monarchy (2)
Economy: 5 (0)
Technology Level: Early Medieval Age
Education: 3
Army (Quality): 24 divisions, 5 irregular divisions (4)
Navy (Quality): 33 squadrons (2)
Culture: 3
Confidence: 1
Projects:
Nation Background: For decades, Tunis was always considered the lesser of the two main Aegyptian successor states. Ctha’r, largely assimilated to the Egyptian culture, and yet at the same time largely ethnically Punic, Tunis was often a source of laughter for scholars. However, in recent years, Tunis has begun to pick itself up. Shaking off influences from the Nile, Tunis turned Morocco into a vassal state, and then launched the greatest crusade against the Trinitists the world had ever seen. Large portions of Iberia were conquered in short order, but it remains to be seen if Tunis can withstand the Trinitist counterattack.

Byzantium
Capital: Constantinopolis
Ruler: LittleBoots
Government (Efficiency): Selective Dynastic Monarchy (3)
Economy: 7 (0)
Technology Level: Early Medieval Age
Education: 4
Army (Quality): 26 divisions, 10 Kyriohippeis divisions (6)
Navy (Quality): 24 squadrons (2)
Culture: 4
Confidence: 3
Projects:
Nation Background: Byzantium turned Kyrian in the 200s, but has remained a largely stable state as the centuries rolled by. A Mesopotamian empire was gained from the Persians, and lost to the Rubenids, but Greece and Asia Minor remained secure, a bastion against the change that swept the world during the Hunnic invasions. More recently, Byzantium has begun to come out of isolation. Ties with the Bulgar Khanate were reaffirmed, and Emperor Alexandros decided it would be advantageous to side with the Ctha’ri in the Great Crusades. Elite Byzantine armies embarked on a true campaign of conquest for the first time in many years, and northern Mesopotamia and southern Germany quickly fell under the control of Constantinopolis. However, history may prove that Alexandros has played his cards too soon. No longer able to wait patiently as the world fights its wars, Byzantium is fully committed to a conflict that spreads from Scotland to the Indus.

Aegypt
Capital: Thebes
Ruler: Kal’thzar
Government (Efficiency): Theocratic Monarchy (3)
Economy: 8 (1)
Technology Level: Early Medieval Age
Education: 3
Army (Quality): 10 divisions, 11 Temple Guard divisions, 6 Knight divisions, 15 irregular divisions (5)
Navy (Quality): 15 squadrons (2)
Culture: 6
Confidence: 3
Projects:
Nation Background: The first Aegypt was the greatest empire the world ever knew. Stretching from Iberia to the crux of the Nile in its heyday, Aegypt dominated the Mediterranean, and crushed such rivals as Israel, and Rome. However, religious strife tore the nation apart, and in the centuries that followed, it was only recently that Aegypt reemerged with that name. In its second incarnation, Aegypt is Ctha’r, and vastly smaller, but its people still remember with pride the glory days of antiquity. A recent war against the Benjid Empire is going well, and may yet win the Aegyptians huge Asian tracts of land, and in the west, Aegypt fights with the Tunisians and the Byzantines against the Trinitists. Hypothetically, if Aegypt wins all its wars, that could mean the dawn of the Second Empire. However, it is too early to tell if such thoughts will prove true, or are merely folly.

Awakar
Capital: Timbuktu
Ruler: Nuclear_kid
Government (Efficiency): Tribal Confederacy (2)
Economy: 1 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 10 divisions (2)
Navy (Quality): None
Culture: 2
Confidence: 3
Projects:
Nation Background: In sub-Saharan West Africa, a tribe known as the Ghana settled down in the Seventh Century, and now forms a bud known as the Awakar Kingdom, that could grow into a great empire.

Axum
Capital: Axum
Ruler: j_eps
Government (Efficiency): Parliamentary Monarchy (3)
Economy: 5 (0)
Technology Level: Early Medieval Age
Education: 6
Army (Quality): 31 divisions (3)
Navy (Quality): 15 squadrons (2)
Culture: 7
Confidence: 4
Projects: Sifriya HaGadol (+2 education, +2 culture, +1 confidence, +1 government efficiency) Done!
Nation Background: If Aegypt was the world’s most enduring empire, Axum is the world’s most lasting trade state. From the years before Anno Domini up until the present day, Axum’s merchants influenced the Red Sea and the Indian Ocean, and now, that influence is felt stronger then ever. Seemingly intent on wanting an empire, in addition to wealth, the Axumites took on Malagasya, and won, securing colonies across the eastern seaboard, and much of the north of the Malay island. Now, with the Great Crusades raging in the north, Axum has the opportunity to intervene.

Khazaria
Capital: Itil
Ruler: shortguy
Government (Efficiency): Tribal Monarchy (3)
Economy: 4 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 17 divisions, 9 Mikaelite divisions, 13 Khazar irregular divisions (3)
Navy (Quality): 6 squadrons (2)
Culture: 3
Confidence: 3
Projects: Irot Benjamin (+10 cities, +2 economic centers) 3/5
Nation Background: After the Rubenid Empire fell, Yehudan Khazaria gained its independence in the 500s, and became the sole civilized state in Eastern Europe. Occupying the lands above the Black Sea, the Khazar nation is even now surrounded by barbarians.

Ghaznavid Persia
Capital: Ghazna
Ruler: Sheep
Government (Efficiency): Monarchy (2)
Economy: 3 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 12 divisions, 3 irregular divisions (3)
Navy (Quality): 3 squadrons (2)
Culture: 2
Confidence: 2
Projects:
Nation Background: Persian forces were routed at the Battle of the Caspian, only to regroup, in order to be routed yet again at the Battle of Peresopolis, when the ancient capital was burnt to the ground. The Persian Empire died, though one of its military leaders, General Harpagus, led a good number of Persians eastward to reunite with the Zoroastrian natives of the Greater Indian province of Iran, and established Ghaznavid Persia. After fighting some nominal wars of independence from Greater India, Ghaznavid Persia was largely left alone, as the Greater Indian Empire was stagnating, and its rulers saw the value of a buffer state between them and the Rubenid hordes. (Relations between Ghaznavid Persia and Greater India were actually quite good from then on, until the latter’s fall, whereupon the former took advantage of the Tibetian invasion, to sieze the lands of the Indus.) Quite soon after the creation of Ghaznavid Persia, stagnating Sogdiana was incorperated into that empire, in a brief war.

The Kingdom of Delhi
Capital: Delhi
Ruler: Birdjaguar
Government (Efficiency): Monarchy (2)
Economy: 7 (0)
Technology Level: Early Medieval Age
Education: 4
Army (Quality): 49 divisions (5)
Navy (Quality): 4 squadrons (2)
Culture: 3
Confidence: 5
Projects:
Nation Background: No longer at war, the revolutionary Sharan consolidated his holdings into the oddly positioned Kingdom of Delhi, which, which its capital was indeed at Delhi, stretched mostly east from there, across the Bay of Bengal, making Delhi a very poorly situated capital, indeed. However, Sharan was too proud to move it, and his son was likewise too proud, after Sharan died. The awkward nation managed to live on, feeding off a sense of Greater Indian-established national identity, but its large holdings were held together by a weak government. When a descendant of Sharan tried to conquer Simhala, his armies were horribly defeated, and the country nearly broke out into civil war. Only Tibetan preoccupation with internal matters prevented a reconquest. Now, at the dawn of the Eighth Century, the Kingdom of Delhi struggles to survive. Compared with its neighbors, even dying Tibet, the Kingdom of Delhi is rife with corruption. It will take a strong hand to save this nation, and make it the true successor to Greater India.

Angkor
Capital: Angkor
Ruler: Niklas
Government (Efficiency): Monarchy (2)
Economy: 4 (0)
Technology Level: Early Medieval Age
Education: 3
Army (Quality): 12 divisions (3)
Navy (Quality): 10 squadrons (2)
Culture: 3
Confidence: 2
Projects:
Nation Background: As Greater India waned, maintaining a hold on the Pagan province, but abandoning its hold on the other, more far-flung colonies, two native states rose to power, the state of Angkor, centered around fallen Cambodia, and the state of Srivijaya, centered around the straits of Malaysia. These two states even now fight amongst themselves for predominance in the region.

The Iron Face Empire
Capital: Karakorum, Lhasa
Ruler: Contempt
Government (Efficiency): Unitary Tribal Confederacy under Supreme Warlord (3)
Economy: 6 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 15 divisions, 13 Iron Face Demon divisions (5)
Navy (Quality): None
Culture: 4
Confidence: 5
Projects: The Empire (SECRET) 1/7
Nation Background: Recently, Xiong-nu and Mongols alike have joined together under the banners of Koeke Moengke Tengri, but the storm has not fallen upon Yang China. As of the year 700, it has only been a single year since Tengri unified the primary tribes of the north. Rising from the Steppes, his tribe begins to unite the scattered tribes under one flag, looking greedily to the south. Soon, the sound of horse hooves will echo in the valleys...

Japan
Capital: Kyoto
Ruler: BEHIND_THE_MASK
Government (Efficiency): Divine Monarchy (2)
Economy: 3 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 4 divisions (1)
Navy (Quality): 15 squadrons (1)
Culture: 2
Confidence: 4
Projects:
Nation Background: Japan was conquered by the Chinese for a time, but its fiercely independent people won their independence back, and now seek to expand their influence off the islands…
 
NPCs

Hiwassee
Capital: Hiwassee
Ruler:
Government (Efficiency): Tribal Confederacy (2)
Economy: 1 (0)
Technology Level: Late Empire Age
Education: 2
Army (Quality): 10 divisions (2)
Navy (Quality): None
Culture: 2
Confidence: 2
Projects:
Nation Background: In the early 700s, along the Upper Tennessee, the nation of Hiwassee was born to counter the threat of Adena under its visionary Emperor Aduawatha. Hiwassee is plagued by disunity as many of the constituent tribal chieftains feel that their nation is nothing more then a military alliance, but nevertheless, Hiwassee has the potential to be the start of a new North American empire, if only the chieftains can play their cards right…

Ireland
Capital: Dublin
Ruler:
Government (Efficiency): Feudal Monarchy (2)
Economy: 1 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 6 divisions (2)
Navy (Quality): 4 squadrons (3)
Culture: 3
Confidence: 2
Projects:
Nation Background: Formed by influence from the Celtic Empire, Ireland has long since outlived its progenitor. The nation of England is a constant threat to Ireland’s existence, but for now, the people of Ireland are unified and free.

Norway
Capital: Oslo
Ruler:
Government (Efficiency): Monarchy (2)
Economy: 1 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 6 divisions (3)
Navy (Quality): 7 squadrons (2)
Culture: 2
Confidence: 3
Projects:
Nation Background: A Nordic nation, Norway is currently the weak, but has many expansion opportunities. That is, if it can find a way to forge a lasting peace with the Holy Celtic Empire…

Denmark
Capital: Copenhagen
Ruler:
Government (Efficiency): Monarchy (2)
Economy: 2 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 6 divisions (3)
Navy (Quality): 9 squadrons (2)
Culture: 2
Confidence: 3
Projects:
Nation Background: A Nordic nation, Denmark is currently the weak, but has many expansion opportunities. That is, if it can find a way to forge a lasting peace with the Holy Celtic Empire…

Svearland
Capital: Stockholm
Ruler:
Government (Efficiency): Monarchy (2)
Economy: 1 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 5 divisions (3)
Navy (Quality): 7 squadrons (2)
Culture: 2
Confidence: 2
Projects:
Nation Background: A Nordic nation, Svearland is currently the weak, but has many expansion opportunities. That is, if it can find a way to forge a lasting peace with the Holy Celtic Empire…

Finland
Capital: Helsinki
Ruler:
Government (Efficiency): Monarchy (2)
Economy: 1 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 4 divisions (2)
Navy (Quality): 5 squadrons (2)
Culture: 2
Confidence: 3
Projects:
Nation Background: A Nordic nation, Finland is currently the weak, but has many expansion opportunities. That is, if it can find a way to forge a lasting peace with the Holy Celtic Empire…

The Bulgar Khanate
Capital: Pliska
Ruler:
Government (Efficiency): Decentralized Monarchy (2)
Economy: 1 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 13 divisions (3)
Navy (Quality): 5 squadrons (2)
Culture: 3
Confidence: 3
Projects:
Nation Background: The Bulgar Khanate, converted to Kyrianity, settled down into a nation along the Danube. Turning from their warmongering ways, the Bulgars enjoy a healthy trade relationship with the Byzantines, who have managed to withstand the passage of time, if not prosper for it.

Morocco
Capital: Fez
Ruler:
Government (Efficiency): Theocratic Monarchy (2)
Economy: 1 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 8 divisions (2)
Navy (Quality): 6 squadrons (1)
Culture: 2
Confidence: 1
Projects:
Nation Background: Morocco is the weakest of the Aegypt descendants. This Ctha’r state is constantly at odds with Iberia and even Tunis, to the east.

Mangbetu
Capital: Lisala
Ruler:
Government (Efficiency): Decentralized Tribal Confederacy (2)
Economy: 1 (0)
Technology Level: Late Empire Age
Education: 2
Army (Quality): 9 divisions (2)
Navy (Quality): None
Culture: 2
Confidence: 3
Projects:
Nation Background: The Mangbetu people of inner Africa were always friendly with the Axumites to the east, and recently those Axumites have helped them found a nation.

Malagasya
Capital: Tananarive
Ruler:
Government (Efficiency): Monarchy (2)
Economy: 1 (0)
Technology Level: Early Medieval Age
Education: 4
Army (Quality): 8 divisions (3)
Navy (Quality): 8 squadrons (1)
Culture: 2
Confidence: 2
Projects:
Nation Background: In the Second, Third, and Fourth Centuries, Greater Indian colonists occupied the island of Madagascar, along with the African east coast. With the collapse of Greater India at the end of the Fifth Century, Indian colonists on Madagascar attempted to set up a India-within-Africa. This effort failed, and a coalition of Malagasy tribes retook the island. However, they did not disintegrate into barbarism once more, and, helped by Indian collaborators, the Malagasy established a unified state, which even sent up colonies on the mainland, retaking lands for civilization that the Greater Indians had lost during their fall. However, while Malagasya is now a powerful trade state, second to only Axum in the region, the large Indian minority is a constant problem.

Bachira
Capital: Mecca
Ruler:
Government (Efficiency): Decentralized Tribal Confederacy (2)
Economy: 3 (0)
Technology Level: Late Empire Age
Education: 2
Army (Quality): 13 Zealot divisions, 12 irregular divisions (4)
Navy (Quality): None
Culture: 2
Confidence: 2
Projects:
Nation Background: The Bachiran Arabs championed the expansion of the Rubenid Empire, but eventually fell under the control of Baghdad, and the Benjids. However, now they have raised their heads in rebellion, and if one thing seems sure, it is that it will take some doing to disenfranchise them again.

Simhala
Capital: Polonnaruwa
Ruler:
Government (Efficiency): Monarchy (2)
Economy: 2 (0)
Technology Level: Early Medieval Age
Education: 6
Army (Quality): 11 divisions (3)
Navy (Quality): 10 squadrons (2)
Culture: 2
Confidence: 2
Projects:
Nation Background: The Pandya, or rather, the Simhalans, as the Pandya had been integrated into the Ceylonese culture after their exile to the island, saw events on the mainland as an opportunity, and established control over the tip of the subcontinent, easily defeating the majority of the Indian warlords.

Bengal
Capital: Dacca
Ruler:
Government (Efficiency): Confederacy (2)
Economy: 1 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 3 divisions, 18 irregular divisions (3)
Navy (Quality): 5 squadrons (2)
Culture: 2
Confidence: 2
Projects:
Nation Background: The nation of Bengal is struggling to find its footing in a hostile world.

Srivijava
Capital: Srivijava
Ruler:
Government (Efficiency): Monarchy (2)
Economy: 2 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 15 divisions (3)
Navy (Quality): 15 squadrons (3)
Culture: 3
Confidence: 3
Projects:
Nation Background: As Greater India waned, maintaining a hold on the Pagan province, but abandoning its hold on the other, more far-flung colonies, two native states rose to power, the state of Angkor, centered around fallen Cambodia, and the state of Srivijaya, centered around the straits of Malaysia. These two states even now fight amongst themselves for predominance in the region.

The Chu-Nan Empire of China
Capital: Nanning
Ruler:
Government (Efficiency): Divine Monarchy (2)
Economy: 2 (0)
Technology Level: Early Medieval Age
Education: 3
Army (Quality): 8 divisions, 11 irregular divisions (5)
Navy (Quality): 8 squadrons (2)
Culture: 2
Confidence: 2
Projects:
Nation Background: As the great empires of the west fought and died in their wars, the Chu-Nan Empire prospered. It has now returned.
 
The State of Our World

Current Wars:

The Ninth Crusade - Aegypt, Byzantium, Tunis, Morocco, Bulgar Khanate vs. Holy Celtic Empire, Iberia, Norway, Denmark, Svearland, Finland
Kheti's War - Aegypt, Byzantium, Bulgar Khanate vs. Khazaria, Bachira

Or, popularly: The Great Crusades - Aegypt, Byzantium, Tunis, Morocco, Bulgar Khanate vs. Holy Celtic Empire, Iberia, Norway, Denmark, Svearland, Finland, Khazaria, Bachira

Alliances:

Trinitist Alliance - Holy Celtic Empire, Iberia, England, Ireland
Viking Defensive Coalition - England, Ireland
Celtic-Dane Alliance - Holy Celtic Empire, Denmark
Kyrian Alliance - Byzantium, Bulgar Khanate
Ctha'ri Alliance - Aegypt, Tunis, Morroco
Orthodox Alliance - Axum, Mangbetu
Persian-Delhi Mutual Protection Pact - Ghaznavid Persia, Delhi

NAPs:

Axumite-Aegyptian NAP (701-750)
Axumite-Malay NAP (731-760)
Axumite-Benjid NAP (701-750)
Persian-Simhalan NAP
Delhi-Persian NAP (731-830)
Delhi-Axumite NAP (701-750)
Delhi-Benjid NAP (701-750)
Simhalan-Delhi NAP (731-760)
Bengali-Delhi NAP (731-760)
Delhi-Chinese NAP (701-750)
Delhi-Japanese NAP (701-750)

Other Diplomatic Agreements:

Morroccan vassalage agreement to Tunis
Holy Celtic Empire-Dane Trade Agreement
Holy Celtic Empire-Bulgar Trade Agreement
Holy Celtic Empire-Iberian-Italian Trade Agreement
Tunis-Moroccan Trade Agreement
Axumite-Aegyptian Trade Agreement
Axumite-Mangbetu Trade Agreement
Delhi-Axumite Trade Agreement
Axumite-Bachiran Trade Agreement
Persian-Simhalan Trade Agreement
Axumite-Simhalan Trade Agreement

Unique Units:

Adena, Empire of the Sun God: Children of the Moon - These soldiers excel at defense, and are the elite guard of the Adenan Empire.

England: Housecarls - Ango-Saxon axmen that wear byrnie and a pointed helmet. The byrnie is a short sleeved mail coat giving the soldiers freedom of movement in battle. The helmet is pointed to deflect blows from sword attacks. The main weapon of these soldiers is the battle axe but they also carried a double-edged sword.

Iberia: Crusaders - These elite soldiers can fight in a variety of styles, but are known above all for their fanaticism and devotion to the Trinitist cause.

Holy Celtic Empire: SECRET - SECRET

Byzantium: Kyriohippeis - Also known as Knights of the Guardian, they are an elite order of priest-warriors.

Aegypt: Temple Guard - Heavy Horseman cavalry armed with lances and maces.

Khazaria: Mikaelites - A military-religious knightly order, very strict but also very privileged and popular, formed out of those volunteers from Khazar military ranks and noble families that have been judged worthy on the basis of both their fighting skills and their pious lifestyles, the Mikaelites are highly-disciplined. They generally fight mounted.

Benjid Empire: Zealots - Fearsome and fanatical mounted warriors recruited from the nomadic Yehudan tribes of Arabia, they are a mobile and terrifying force on the battlefield.

Iron Face Empire: Iron Face Demons - The Iron Face Demons are so named for their fearsome helmets, and iron masks, marked with a blood red handprint upon them. This, along with the other red dye splatters upon the armor and the weapons, truly makes these warriors appear to be 'Demons', and thus, gives them their name.

Chu-Nan China: Ancestors - Heavily armed, heavily armoured, and trained to fight from horse and on foot, the Ancestors are the peak of Chinese military training and technology. Devoted to the preservation and expansion of the Chinese state, they have nigh unbreakable morale, and many are believed capable of "magic" such as that seen in Tibet. Many of the descendants of great strategists such as Sun Tzu and Zhuge Liang are officers in the Ancestors, who are seen as the highest service one can do for China.

Updates:

701-710
711-720
721-730
731-740
 
The World, 700 AD

Spoiler :
inesibstartmapfe7.png
 
You May Now Post

Nation confirmations from old players are required, and new players are strongly encouraged to join, as this is a reliable NES, and there are many strong and interesting NPCs untaken.
 
The Holy Celtic Empire
Capital: Paris
Ruler: Perfectionist
Government (Efficiency): Feudal Monarchy (2)
Economy: 4 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 20 divisions (2)
Navy (Quality): 5 squadrons (2)
Culture: 2
Confidence: 2
Projects:

Confirming the Holy Celtic Empire. Very nice BT. Are you going to do a religious map?
 
Confirming Axum. AWESOME BT!!! Especially like certain... sections.
To Empire of the Nile
From Axum

Will you sign an alliance with us? The New African Order.
 
Are you going to do a religious map?

No, unfortunately. I don't have the time anymore to make all the extras I used to. However, the general religious allegiences of each nation should be easy to guess, and you can PM or post any questions you have about the specifics.
 
FROM: The Holy Celtic Empire
TO: Ireland, Scotland


For some time now, our nations have had an understanding. We propose that we now formalize that understanding. We three are the last bastions of the Celtic people. We have many enemies, and if we should fall, the Celts fall with us. To prevent that from ever occurring, we propose that our nations form the Celtic Alliance. We will cooperate against other nation, and if any one of us is attacked, the others will come to his aid. Do you agree?
 
To: Holy Celtic Empire
From: Iberian Empire


We wish for an alliance in trade and defense in the Mediterranean. For the advancement and peace of European Nations.
 
Great BT Imago!

From England
To Scotland, Ireland and Holy Celtic Empire


We mean no ill towards your kingdoms. Our kingdom wishes to purpose a united front against the Viking raiders to protect the commerce and interests of our nations.
 
Tunis
Capital: Tunis
Ruler:
Government (Efficiency): Theocratic Monarchy (2)
Economy: 3 (0)
Technology Level: Early Medieval Age
Education: 2
Army (Quality): 20 divisions (2)
Navy (Quality): 15 squadrons (2)
Culture: 2
Confidence: 2
Projects:
Nation Background: Tunis is a fanatic Ctha’r state that fought a variety of wars with the European Trinitists, one such war leaving Sicily in the odd position of being split between Tunis, and Italia, but for now, for the year 700, things have calmed down once again. The Trinitist-Ctha’r conflict may well resume at any time, however…

I've been meaning to join your NES for a while, but I didn't get the time to catch up. Could you give me a summary of Trinitism, Chta'r and other religions in the area?
 
The BT was pretty much a bummer for me. Not a single one of my BT priorities succeeded (and they were quite modest) and India is in worse shape now than at the start of part 1. :(
 
I've been meaning to join your NES for a while, but I didn't get the time to catch up. Could you give me a summary of Trinitism, Chta'r and other religions in the area?

Trinitism-

Created as a more unitary brand of Celtic Polytheism in the 100s, this religion was expressly used as a tool by the lords of the Celtic Empire to unify their people. The religion spread faster then the Celtic Empire's borders, penetrating Iberia, Italia, and even the Scandinavian lands to the north. As such, the massive faith has begun to split, as Iberia and Italia practice Roman Trinitism, more centered on old Roman polytheistic beliefs then on Celtic practices. The north, while nominally completely Celtic Trinitist, from Scandinavia right down to the Holy Celtic Empire itself, is beset by political divisions, and those political divisions might well turn into religious ones, if given time. England in particular seems on the verge of spliting off, and forming its own church.

Chta'r-

Preached as a purification of Egyptian polytheism by the prophet Chta in the 200s, Chta'r quickly spread throughout North Africa. Chta'rists belive that all gods are but facets of Amon-Ra, and, as such, are monotheistc. The religion sparked a civil war in Aegyptian lands, which splintered the Aegyptian Empire, but made every Egyptian sucessor state Chta'rist. The form of Chta'r practiced in the Empire of the Nile is more moderate then the forms practiced in Morocco and Tunis, mostly because Morocco and Tunis have taken to fighting holy wars with the Trinitsts to the north every few decades or so.

Byzantium is Kyrian, which is quite like OTL Orthodox Christianity in the same region. Khazaria and the Benjid Empire are Yehudan Jewish, which is generally a more agressive version of the OTL religion. (Though Khazaria is much more moderate then the Benjid Empire.)

The BT was pretty much a bummer for me. Not a single one of my BT priorities succeeded (and they were quite modest) and India is in worse shape now than at the start of part 1.

Arguably your empire did better then Aegypt. And India is in better shape then it was at the begining of part one. Your nation isn't at war with the rest of the known world, for one thing, and you have the same number of eco centers as you did then. And there are many Indians in Madagasgar, now. :)

***

I'm going to wait before responding to the diplos adressed to Scotland and Ireland, to give players a chance to join as those countries.
 
The stats say India has only 2 ep but the map shows 4 TCs which is correct?
 
The map. (And your stats are fixed, now. :))
 
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