stMjMNES3:Another Go

MjM

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Joined
Jun 12, 2004
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California
Deadline: May 28th Noon PST

First person to send this turn: Starkow

Introduction

Hello all. I find myself with an increasing amount of free time, and it has been a long time since I modded an NES. So why not give it another go?
Theese rules are familiar to you all, yes. They are from the famous ITNES, shamelessly ripped. Theese rules, I feel, are the best fresh start rules out there, and have made great times in the NES forum.
Also note, I have made ever so slight altercations, so, please READ THEM AGAIN! I know many of you won't want to, as they are long, but well, it will do you good as a refresher. :p
Let's get started!

Civilized Zones:

At the beginning of the NES, and then at the beginning and the end of each IT, I will post a Civilized Zones map. As you could see on a CZ map, there are red zones, green zones and white "zones". Red is Primary CZ. Green is Secondary CZ. White is no CZ at all. You could start in either of the first two; in red, however, you will start out more developed and built-up and usually less threatened by barbarians... and more surrounded by NPCs. However, nations in these regions will all have to face major existing problems from the start - like corruption, overpopulation and stagnation. In green, you will be less developed, maybe even more backwards, and menaced by barbarians. HOWEVER - people in "green" countries are more ferocious, more warlike. It is easier to lead them to conquer and plunder the richer, but more stagnant, more lazy red countries then vice versa. Also, you COULD start in a white area if you could give a very good explanation as to why do you think you could do that.

Interesting Times (IT)

This is, basically, the same as what happens in most NESes. You know, the usual thing with updates, orders, etc. The main difference from your average fresh start is that turns will take more like 5 years, or eventually even less. Oh, and it only goes on for a certain amount of turns - either until the loss of interest, either until the end of all major wars if the IT was on for over five turns.

Boring Times (BT)

In between of the ITs, there are the BTs. While ITs are the shorter, yet more interesting and exciting periods of history, the BTs are the (probably) longer periods of quiet growth and expansion, slow progress and (mostly) minor wars. Unlike with IT, you don't have any direct control over what happens to your country during that time. HOWEVER, a) its development will be based to some degree on what happened in the last IT and b) you could leave something of a development plan, parts of which might be followed, at least in the beginning. Oh, and some nasty things could happen to some of your countries during the BT - know that it will only happen if I think there are good reasons for it. But if after a BT you decide that you are completely disillusioned with your nation/the way it developped, you probably should try and find another nation for yourself.

So:

You should at first create a nation. To do that... no, don't fill out any templates, but simply write down a description of your nation (you know - the ruler, the government, the centralization, the capital, oh, and starting location) and its culture. And maybe some sort of a development plan for the first BT.

Expansion

Its pretty much a given that you will try to expand your empire. Yes, you still could send your legions to conquer the nearby unclaimed lands, and, if that works, you could try to make your people go there. But you will probably have to drag them there unless they want to go there all by themselves, and for that they need to have a really good reason to do it. Military occupation does not yet mean settlement. Meanwhile, if your city is overpopulated and there is an almost-free valley just across the border which you for whichever reason didn't take it, then the settlers will go there, kill or enslave the natives, and settle there all by themselves. Mere occupation without settlement will be "outside" of your borders, but settlement will bring lands within them. Lands without your settlements... you could control them, as protectorates or as mere occupied territories, but these will be much harder to control. Ofcourse, if you don't try to control your "automatic" expansion (or, rather, don't garrison what is gained and don't make a true effort at paying attention to it), you might slowly lose control over your new territories to those settlers...

Players, stories, orders, NPCs, barbarians, updates, map, countries.

Players - no limit, no constraints.

Stories - not necessary, but very encouraged. There WILL be story bonuses, although what defines a story is up to my decision.

Orders - orders are to be PMed, prefferably in list format but really its quite arbitrary. I would like to particularily emphasize that you should add all treaties and diplomatic agreements signed by you this turn to the orders, and also make sure to say where exactly your troops are located. Giving some explanations of your motives would also be helpful (especially if you have a "parliamentary" government form, for obvious reasons), and also, when you start a war, a casus belli should be stated to avoid damage to confidence. Maps are unecessary, but useful for military campaigns. In general, I don't require long orders - but I do encourage you to give me all the information necessary (as defined by the rules, by the mod and by yourself). If you don't... then don't complain.

I limit to 2 PMs. I would love to do just 1 PM, but well, sometimes 2 may be needed.

NPCs - as they're NPCs, I'll play them, to a certain extent. Won't give you any warnings here...

Barbarians - the usual - these barbarians occupy wide areas all over the world, and are light gray on the map. They have no stats, and are chiefly divided into a million of tiny tribes (however, I will mostly give you the names of the main ethnic groups, in most cases), though short-term tribal leagues are possible (also, some of those might evolve into civilized states...). It is possible to try and communicate with them, but that's rather unlikely to work, due to the aforementioned decentralization; so its probably better to order the diplomats to try and influence the barbarians to do one thing or another. Note that success isn't at all guaranteed... Also, there will be dark gray barbarians. These are more organized and civilized, they represent the more coherent tribal federations or even protostates, and its easier to communicate with them; often these will break up after a while, but it is also possible for them to suddenly become civilized without any warnings. Barbarians are sneaky like that.

Updates - For me, a reason why my past NESes have failed, is because of a not strict update policiy.I hope I can change that. I won't specify a specific day for it every week, but it WILL be well advertised, and WILL change from update to update, ex: it wont be on Wednesday every week. There may be more than one a week, etc.

Map - I will use the standard CFC World Map. I will put in cities (black circles), fortifications (line of black squares) and rebellion areas (white area within nations). A capital is a city with white borders; a trade center is a city with red borders (a capital trade center will have a combination of the two). Also, there will be (vague geographically, rounded numerically) army positions on the map for the larger armies, these will be represented by a simple number that represents the approximate amount of units (thousands) present (NOTE: the armies will be deployed in the first update). Thick borders are normal borders, thin borders are borders of autonomous regions or between "semi-integrated" nations (puppets or members of a particularily tight alliance).
If you have an army, but there is no number, assume they are spread roughly equally throughout a given area. Or, are not in service.

Countries - pick a NPC, create your own (but first, give me some vital info so that I can give you stats; also, it will be preffered if you start countries in dark gray barbarian areas, as these areas have higher nation-forming potential) or start a rebellion (though I'd advise you to consult me about these first, to avoid people starting unviable, doomed uprisings as they tend to do). Also, if you want to take an existing country, please read your nation background, and try to avoid acting uncharacteristically. Note, once more, that certain nations will be considered "reserved" for the first day or so for the players that had them at the end of IT III, everything else is free game and so are those reserved nations that remain unclaimed. Another note: rebel movements don't have stats before they take over some territory.

NATIONAL TEMPLATE
Nation Name
Capital:
Ruler:
Government (Efficiency):
Culture:
Tech. Level:
Army (Quality):
Navy (Quality):
Economy (Points):
Trade:
Size (Points Required):
Infrastructure:
Education:
Prestige:
Confidence:
Projects:
Nation Background:

Government - is your form of government, in some detail (like "Decentralized Feudal Parliamentary Theocratic Monarchy", though I hope to make it shorter).

In the brackets, "Efficiency" - or civil leadership - will be given as well. It is a level stat - i.e. it has a definite level system, and you can raise it by one level per eco. point (divided by size stat, ofcourse - sorry about not pointing that out in the initial version of these rules). Anyway, Efficiency signifies the efficiency of your state apparatus (as opposed to the personal qualities of your leader); a high Efficiency will allow you to control your resources and carry out your plans far more efficiently, a low Efficiency will mean that reforms and suchlike will be hard to carry out, corruption will grind away at the economy, funds appropriated for vital stuff will mysteriously disappear and the people will grow angry. In other words, this is a very important stat, which will mean the difference between success and failure.

If the country is parliamentary - or has some other body or person with some control over your actions - there will be a possibility of some or all of your orders being overriden, if they disagree with it. Which is why argumentation for your actions can be quite important; that said, it might be possible to bribe, blackmail or coerce the "controllers", or just kill them at worst. I do hope I don't need to explain why that is in most cases ill-advised... Also ill-advised are sudden, radical changes in governments and various hasty reforms, especially if they do not make sense at all, for instance due to being completely anachronistic. So perhaps its better to think twice, and maybe consult me about the likelihood of this sort of things. Because in real and NESing history, many empires were doomed by overeager reformers out of touch with the real state of affairs...

Also note that if your country is decentralized (it should be easy enough to figure out from the government form), it will be harder to introduce empire-wide reforms; also, there is greater chance of disintegration should things go badly. However, know that the regional political elites tend to defend their freedoms and priveleges fanatically...

Efficiency: None-Imaginary-Corrupt-Incompetent-Blundering-Tolerable-Improving-Competent-Efficient-Great-Brilliant

Culture

This is radically different from the system I had previously used for culture. It will not at all be in levels now; instead, under this stat I will list the major cultures, their "strenght" (as in, unity and fanaticism), the minorities and the foreign cultural influences. Do note that religions are part of this as well.

I don't think there's much of a point listing all the things that this will affect; it should be easy to guess it all by yourself, so I'll just say that yes, this is an important stat. Also, you can't influence it directly, i.e. by investing eco. points, but your actions - and other things - will ofcourse affect this stat's fluctuation.

Technology Level

Will use the age system. It is the same as in other NESes of other people, ofcourse the ages are not identical. They will advance at their own pace, though nations with higher education are likelier to advance to the next age.

Early Bronze Age - Early Bronze spears are used, chariots. Archers aren't profilic yet, slingers are still dominant. Most armies consist of recruited young men from the country side, with very few trained soilders. No towering walls to protect cities.

Middle-Late Bronze Age - Shipping is improved, ships can go father, but still are only rudimentary gallies. Swords are fashioned out of bronze and copper. Cities only spring up aurond centers of trade, or an important place.

Iron Age - Iron has been invented. Swords are now stronger, and so are spears, galley ramheads, armor, farming equipment. Mankind leaps forward. Less people have to farm because of improved techniques, though almost everyone still is. Armies appear to be more than unrecreuited rabble from the countryside. Trade flourishes.

Do note that all this info is chiefly to help you orient here; the actual state of technology is far more complicated than that, and as you'll do that anyway you're invited to ask me about the specifics.

Military

Pretty much the usual number-based military; we have thousands on the land, ships on the sea.

What will you have in it? Anything that makes sense within your tech. level; however, it is assumed that your army is more-or-less regular and standardized (however, inevitably the armies of different countries have different compositions, some are more cavalry-based, others have an emphasis on heavy infantry, and there are other nuisances, which you may or may not cover within your orders). Each “stat-growth” will increase any part of military by 10. But know that if you have too large an army, your economy will probably suffer, as will your confidence; ofcourse, both could be restored by succesful military campaigns...

For more specialized units, you have one UU per nation. These are managed like the other troops, but in the stats they are listed separately, and should have some single particular strenght (like city assaults); technically there can also be others, but one must have a clear priority. Due to its specialization, it will be hard to convert an UU into a regular unit; it will have low morale and quality, at first anyway; and you can't have more than one UU per nation, so you'll have to choose wisely (I know how scary it sounds for some of you...). Please note that it is usually presumed to be an elite unit.

Logistics are important; you'll probably have to invest at least one eco. point per major campaign, in order to get your troops properly supplied. Without this, they will have to live off the land, a system with too many disadvantages to mention especially if you have a large army in place.

Do note that particularily huge armies will eat into the economy even without active campaigning.

Technically your troops can move quite far - after all, each update is five years. Still, its valuable to take things like infrastructure, geography and starting positions (given as of the end of the last turn) into account... Its quite hard to predict how far you might get, so use your brains for that. Btw, also note that as its hard to control your commanders, your plans might not be carried out; maybe they'll even be radically changed, most often due to a radically altered situation. Consider this a warning.

Irregulars and militias will exist, but not in the stats; usually if they do exist they will be mentioned in the update. As they're virtually impossible to use as regular troops and as they never do have that kind of organization, its a bit pointless to put them up in the stats.

Levies, a.k.a. conscripts, will be in the stats. How many you may raise per turn depends on a variety of factors, so here, again, you'll probably have to ask me... Still, 30 thousands is a pretty good average. Do note that levying too many troops will be detrimental to the economy and the confidence, and that the levies are generally very incompetent, although they're good cannon fodder and can be used for garrisoning. Also note that in invaded provinces and besieged cities, a certain amount will be levied automatically.

Training will be replaced with Quality, which might be defined as a sum of training, experience, military leadership, equipment, organization and so forth. For all the purposes, though, its the same as training. It is raised by eco. points and lowered when you grow your army by too much (so basically its a step back from the NES2 VIb rules). There are separate army and navy Quality stats. A simplification, but its less confusing that way without making any real changes, for the most part.

Mob-Pathetic-Poor-Tolerable-Normal-Better-Good-Great-Mighty-Juggernaut

Economy and Trade

Okay, the economy has gotten more reworked than ever before (within the NES2/ITNES series). The level system is gone; instead, there is a vague description of the economy (is it stable, rising or falling) and eco. points. The exact amount of income you get with time will fluctuate; it is impossible to directly infleunce economy, but investments and other measures (use your imagination here!) may help. In any case, you can simply stay out of economic matters; things might work without state interference, though ofcourse this only applies for those situations where nothing or little is broken and thus doesn't need fixing. Separately from the main economy we have trade, which too gives you eco. points; it is even more volatile, and depends on a wide variety of factors (Prestige, Infrastructure, tariffs, wars, trade centers, etc, etc, etc), and is even more out of your hands, although you COULD try and control it (causing your merchants to grumble, inevitably). Do note that exact income from trade does not correlate to the amount of trade centers on the map; these are simply the main centers of, well, trade, but the amount of trading done there is never the same.

No, trade income and normal eco. points aren't summed up anywhere; it shouldn't be hard for you to do so, though. :p

You cannot bank eco. points, but you can give them to other people.

It is possible to get one turn extra eco. points, chiefly those taken from conquered territories (however, the economy of those areas will not be part of yours before that territory is properly integrated into your country) or received as bonuses. If you need to get extra funds fast, you might loan them from the merchants, or confiscate them from someone, or raise special taxes; however, all those actions will have their reprecussions...

Eco. points can be used to directly influence those stats that can be influenced thus (including military units, campaign logistics and project progress), or for various specific investments, for instance into development of agriculture (which might help the economy) or into large-scale cultural propaganda (which might increase your main culture's strenght and influence). The latter can be considered the equivalent of the investments in NES2 VIb, if you were there.

You cannot grow a stat beyond the final level. That tends to get a bit ridicilous, so I'm banning it.

Size

As proposed by Disenfrancised, though somewhat altered by das. The larger your country is, the more money you will have to spend to grow any particular stat that might be grown by eco. (i.e. Efficiency, Infrastructure, Education). You could invest money into stat growth over time if your country is large enough; in that case, the stat will still increase, but only in some, probably central, parts of the country.

Small (1)-Medium (2)-Above Medium (3)-Large (4)-Huge (5)-Gargantuan (6)-Half the World (7)

Infrastructure

Roads, bridges, boats - all things used for transportation of goods and men - are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, high infrastructure will influence such things as Culture (binding the nation together!), Government Efficiency and Trade.

Infrastructure: None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent

Education

This is just how your people are... educated, I guess. Obvious enough. With a good education, you have better chances of receiving a “miracilous invention”. You could design better walls and siege engines, and ships for that matter, with higher education. It also affects just how advanced are your weapons, and thus the success of your army in a battlefield.

Once someone reaches Enlightenment education, he becomes much more likely to reach the next age as soon as it becomes possible at all. When he does, he loses two education levels.

Education: None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment

Confidence

This is the degree to which the people trust or mistrust, love or hate you and your government. Its effects shouldn't be hard to explain, really - a more loyal people will take up arms in your defense, a less loyal people will take up arms to overthrow you. As not even Fortune is as fickle as public opinion, this will fluctuate wildly depending on your (perceived or real) successes or failures, and on the propaganda as well - both yours and that of your enemies.

It cannot be grown by eco. points directly.

Confidence: Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified

Prestige

Much like Confidence, but in the greater world; this is the fame or infamy of a state (and its ruler), as based on its actions (and the actions of its diplomats). It will influence diplomacy, cultural influence and, ofcourse, trade. It might be considered your reputation.

Yes, I know that some of you hate this stat. You might as well ignore it; though many rulers in OTL valued it greatly, there were also many who ignored it. And it didn't always kill them. But it usually did have certain negative consequences, as did ignoring the Confidence stat...

It cannot be grown by eco. points directly neither.

In the early game, this stat will mean virutally nothing.

Prestige: Satanic-Rogue-Scorned-Unpopular-Tolerable-Acceptable-Popular-Admired-Exemplary

Projects

Local equivalent of wonders, but is more often some sort of a particularily large project or program as opposed to some huge building. Basically, you can do almost anything reasonable with this (again, consult me for specifics), but the amount of time it will take depends on just what do you plan to do. You have to pay a certain sum to get the project going (usually 1 eco. point); after that, eco. points can be used to speed the process up (1 eco. point can be used to speed the project up by 1 turn), but not more than 2 per turn.

You can make it secret, but in that case you'll have to remind me about the effects every so often.

Nation Background

To better fit in as the ruler of your country, you will have a brief history of each country. I will update these... occassionally.

Intelligence

It works like this: you can PM me questions that I will answer (not necessarily truthfully, and probably in an ambigous way), or add espionage/intelligence orders to your order sets, with the stuff that you want done (both sabotage and other such stuff, and normal information gathering; I will send secret reports after the update, with the results of your operations). Do note that your spies are neither omniscient nor omnipotent, - they aren't even omnipresent, most of the times. The latter can be partially fixed by gradual infiltration and construction of a spy network. Eco. points are not necessary here, but they might be very helpful.
 
Nation Name: Singodia
Capital: Singod
Ruler: /Abaddon
Government (Efficiency): Cheiftan (Blundering)
Culture: Mesoamerican, very few none Singodians
Tech. Level: Early Bronze Age
Army (Quality): 2 Hundreds (Poor)
Navy (Quality): 5 Ships (Poor)
Economy (Points): Growing (+2)
Trade: 0
Size (Points Required): Small (1)
Infrastructure: None
Education: Dumb
Prestige: Tolerable
Confidence: Respecting
Projects:
Nation Background:ingod is the base for Raykund's Empire. Raykund's power was assured when he was born the son of Singodia's previous leader Abasloz. Abasloz was well respected and built up the close nit community trading with other small tribes near Singod. Based near the heavily fish stocked river fed by many tributarys, the land nearby is being ripped up and turned to agriculture to support the growing population.

Nation Name: Aztecs
Capital: Tenochtitlan
Ruler: Great Speaker Hidden Panther
Government (Efficiency): Monarchy
Culture: Aztec; Large Tlaxcalan Minority; Large Toltec Minority
Tech. Level: Middle Bronze Age
Army (Quality): 12 Hundreds (Tolerable)
Navy (Quality):
Economy (Points): Failing (+1)
Trade: 0
Size (Points Required): Shrinking (2)
Infrastructure: Dirt Roads
Education: Dumb
Prestige: Barely Tolerating
Confidence: Resentful
Projects:
Nation Background: The Aztecs are a proud people, who have risen to dominince through war. They have signed an alliance with 2 other tribes, making them the most feared in the region

Nation Name: Valencia
Capital: Valencia
Ruler: King Jose IIII
Government (Efficiency): Monarchy (Tolerable)
Culture: Ibanismo Valencian, Small Baleric Minority, Small Sardinian-Corsican Minority
Tech. Level: Middle Bronze Age
Army (Quality): 8 Hundreds (Tolerable) 1 Hundred Elite Guard
Navy (Quality): 36 ships (Poor)
Economy (Points): Booming (+2)
Trade: 1
Size (Points Required): Above Medium (3)
Infrastructure: Barely Tolerable
Education: Illeriate
Prestige: Tolerable
Confidence: Admiring
Projects: Fuentenumerodos (+Marseillies eco center, +Naval Quality) (3/5)
Nation Background: The Valencians have long been traders in the Western Mediterranean, but finally under God-King Jose's guidance, they have united to form their own small Kingdom. They practice a form of polytheism in which the God-King José is divinely ordained to rule as head of the faith, and is imbued with the blood of a God upon his birth into the royal family and ascension to the throne.

Nation Name: Dominion Of Sicily
Capital: Maelstrom
Ruler: Amon Savag
Government (Efficiency): Despotism (Competent)
Culture: Sicilian, tiny Tarentinian minority, tiny Native minority
Tech. Level: Middle Bronze Age
Army (Quality): 14 Hundreds (Poor)
Navy (Quality): 18 Ships (Pathetic)
Economy (Points): Flourishing (+2)
Trade: 1
Size (Points Required): Small (+1)
Infrastructure: Barely Tolerable
Education: Illeriterate
Prestige: Tolerable
Confidence: Barely Tolerating
Projects:
Nation Background:The ruler of Maelstrom, Taishi Kuam took over the nearby cities and established a relatively beaurocratic system of government. When he died, his eldest son took over and ruled as he did. These rulers were held as the fathers of their land. They ruled halfway benevolently, and the people of this land prospered.

Nation Name: La Repubblcia di Calabria
Capital: Sybaris
Ruler: Consul Lystus Bellamare and Presidente Genovivus di Ricadi / Israelite9191
Government (Efficiency): Monarchy
Culture: Italic, tiny Maltic minority, small Pescaran minority
Tech. Level: Middle Bronze Age
Army (Quality): 2 Hundreds (Normal) 21 Hundreds La Legione
Navy (Quality): 18 Ships (Poor)
Economy (Points): Growing (+2)
Trade: 0
Size (Points Required): Medium (2)
Infrastructure: Dirt Paths
Education: Dumb
Prestige: Tolerable
Confidence:Tolerating
Projects: L'Accampamento della Legione - Massive networks of barracks and training ground in Calabria's interior near Sybaris, dedicated to training La Legione. +1 army quality, +30 hundreds La Legione (COMPLETED!)
L'Iniziativa di Sviluppo dell'Infrastruttura - A government infrastructure program designed to bring Calabria to the forfront of Mediterranean trade and to allow for quick redevelopment of the conquered regions in the north of La Repubblica. +2 infrastructure, +Sybaris Eco Center, +Valletta Eco Center
(3/7)
Nation Background: With the conclusion of Italian War, the Calabrians came out on top, due to thier timely betrayal of Rome, they have gained almost all of Central and Southern Italy, except for Sicilian Puglia. But it is watched with hungry eyes by Calabria.... who knows what will happen to it?

Nation Name: Carthage
Capital: Carthage
Ruler: Azale
Government (Efficiency): Oligarchy (Tolerating)
Culture: Punic, small Sicilian minority, small Numidian minority
Tech. Level: Middle Bronze Age
Army (Quality): 15 Hundreds (Normal)
Navy (Quality): 15 Ships (Pathetic)
Economy (Points): Normal (+2)
Trade: 1
Size (Points Required): Medium (2)
Infrastructure: Dirt Paths
Education: Dumb
Prestige: Tolerable
Confidence: Tolerating
Projects:
Nation Background: Carthage is a mix of Numidian fighters and overseas rulers. It is said the first ruler of Carthage came from Heaven itself, and ruled by mandate of Ba'al. Theese days are long over, although Carthage has a mighty army to counqer with, the rulers aren't as benevelont as they once were.

Nation Name: Sparta-Athens
Capital: Sparta and Athens are both the administrative capitals.
Ruler: King Achebeilates of Sparta / Contempt
Government (Efficiency): Elective Monarchy (switch from Sparta to Athens, and vice versa, every reign.)
Culture: The Athenians out populate the Spartans, but Spartan culture is prevalent on all of the Peleponnessus.
Tech. Level: Early Iron Age
Army (Quality): 30 Hundreds (Better)
Navy (Quality): 35 Ships (Normal)
Economy (Points): Slowly Growing (+2)
Trade: 1
Size (Points Required): Normal (2)
Infrastructure: Good
Education: Tolerable
Prestige: Tolerating
Confidence: Respecting
Projects:
Nation Background: The Empire of Sparta-Athens is the strongest in the world. It rules the seas with the Athenian worships, and the lands with the undefeated Spartan crack troops. The only power which can contest it at the moment is Thebes, who is their long time enemy. The Athenians are also still bitter about losing their colonies on Anatolia.

Nation Name: Troy
Capital: Troy
Ruler: germanicus12
Government (Efficiency): Monarchy (Incompetent)
Culture: Trojan, medium Greek minority
Tech. Level: Early Iron Age
Army (Quality): 3 Hundreds (Poor)
Navy (Quality): 5 Ships (Poor)
Economy (Points): Slowly Growing (+1)
Trade:0
Size (Points Required): Small (+1)
Infrastructure: Dirt Paths
Education: Illierate
Prestige: Tolerable
Confidence: Tolerating
Projects:
Nation Background: After migrating for several years they came upon the narrow strait between Europe and Asia and decided to settle, they were shocked to see the amount of trade that came through and immediatly saw the wealth that will come out of that area.

Nation Name: Mylassia
Capital:Mylassius
Ruler: The Farrow
Government (Efficiency): Oligarchy (Tolerable)
Culture: Large Athenian minoirty, mostly Mylassian
Tech. Level: Middle Bronze Age
Army (Quality): 5 Hundreds (Tolerable)
Navy (Quality): 5 Ships (Poor)
Economy (Points): Slowly Growing (+1)
Trade: 0
Size (Points Required): Small (1)
Infrastructure: Pathetic
Education: Dumb
Prestige: Tolerating
Confidence: Barely Tolerating
Projects:
Nation Background: The Mylassians aren't very strong, but if Mylassius were to fall, they could always retreat to Cyprus.

Nation Name: Ioannou
Capital: Oradea
Ruler: King Béla
Government (Efficiency): Monarchy (Dominated by a Merchant Oligarchy)
Culture: Illyrian
Tech. Level: Middle Bronze Age
Army (Quality): 18 Hundreds (Tolerable)
Navy (Quality): 5 Ships (Poor)
Economy (Points): Booming (+1)
Trade: 0
Size (Points Required): Small (1)
Infrastructure: Barely Tolerable
Education: Dumb
Prestige: Tolerable
Confidence: Tolerating
Projects:
Nation Background: The Illyrian people long settled along the coast of the Black Sea, living peacefully in small communities. Soon, trade with the Greeks began, and these coastal people, corrupted by trade ended their life of anarchy, and established a Kingdom, a Kingdom known only as Ioannou. Under King Béla, the Kingdom has risen out of the darkness, although it remains isolated from the affairs of the Greeks further south.

Nation Name: Nubians
Capital: Eanatum (Alexandria)
Ruler: King Eanatum
Government (Efficiency): Monarchy (Incompetent)
Culture: Nubian Ethniticty, but huge Egyptian cultural influence
Tech. Level: Middle Bronze Age
Army (Quality): 13 Hundreds (Normal)
Navy (Quality): 2 Ships (Pathetic)
Economy (Points): Growing (+1)
Trade: 0
Size (Points Required): Medium (2)
Infrastructure: Tolerable
Education: Illierate
Prestige: Tolerable
Confidence: Respecting
Projects: The Great Lighthouse of Alexandria - *SECRET* (2/8)
Nation Background:After wandering for years along the banks of the Nile, the Nubians have decided to settle in it's delta on the coast of the Mediterranean sea. Their Polytheistic beliefs have begun to evolve into an organized religion.

Nation Name: Zyle
Capital: Aras
Ruler: King Nyr
Government (Efficiency): Monarchy (Incompetent)
Culture: Zylian, small Nubian minority
Tech. Level: Middle Bronze Age
Army (Quality): 11 Hundreds (Better) 3 Scythed Chariot Hundreds
Navy (Quality): 8 Ships (Poor)
Economy (Points): Normal (+2)
Trade: 1
Size (Points Required): Above-Medium(+3)
Infrastructure: Dirt Paths
Education: Iliterate
Prestige: Tolerable
Confidence: Respecting
Projects:
Nation Background: Having migrated up from the Arabian peninsula generations ago, the people of Zyle have lived through many different situations, from peace and prosperity to war and conquest.

Nation Name: Aksum
Capital: Aksum
Ruler: King and High Preist Ak
Government (Efficiency): Monarchy (Competent)
Culture: Sumian, small Ethiopian minority
Tech. Level: Middle Bronze Age
Army (Quality): 13 Hundreds (Normal)
Navy (Quality): 5 Ships (Pathetic)
Economy (Points): Slowly Growing (+2)
Trade: 0
Size (Points Required): Medium (2)
Infrastructure: Dirt Paths
Education: Dumb
Prestige: Tolerable
Confidence: Tolerating
Projects:
Nation Background:From their roots as Nomads to the south, the Sum people immigrated north and settled down. They trade and have advanced much, and started their own religion, based around water-worship. Once barbarians, they are now peaceful on the outside, but will their bloodthirsty roots show through?

Georgia
Capital: Tbilisi
Ruler: Council of Three
Government (Efficiency): Oligarchy
Culture: Georgian, Small Hittie Minority
Tech. Level: Middle Bronze Age
Army (Quality): 9 Hundreds (Tolerable)
Navy (Quality):
Economy (Points): Growing (+1)
Trade: 0
Size (Points Required): Small (1)
Infrastructure: None
Education: Dumb
Prestige: Tolerable
Confidence: Respecting
Projects:
Nation Background: Migrated from Europe, the Georgians decided to become one of nations great powers after having a stable economy.

The Sindhu Empire of the Holy Lingam
Capital: Mahasindhuhara(near the Indus Delta)
Ruler: Samraat Hanuman
Religion: Shaivism
Government (Efficiency): Monarchy
Culture: Sindhese Indian, minor outside influence
Tech. Level: Middle Bronze Age
Army (Quality): 6 Hundreds (Tolerable)
Navy (Quality): 10 Ships (Poor)
Economy (Points): Slowly Growing (+2)
Trade: 0
Size (Points Required): Normal (2)
Infrastructure: Barely Tolerable
Education: Dumb
Prestige: Tolerable
Confidence: Respecting
Projects:Sikander(+30 Hundred Horsemen(Good), +40 Hundreds(Good), +30 Elephants(Good), +Early Iron Age) 5/14
Nation Background: The Civilizations and Cultures in the Indus Valley region has flourished for millenia, but were never truly united until the Shaivas came along. A largely militant, but wise and cultured group of religious zealots who promoted the worship of Shiva as an all powerful supreme being who all gods were a part of. Through Coversion, Coercion, and Killing they secured a large empire for themselves that Encompassed the Indus River Valley and some land to the west. Who can know where the Samraat's, and by extension the Great Shiva's, gaze will next fall?
 
Nation Name: Thebes
Capital: Thebes
Ruler: NPC
Government (Efficiency): Monarchy (Blundering)
Culture: Theban, tiny Spartan and Athenian minority
Tech. Level: Early Iron Age
Army (Quality): 20 Hundreds (Better) 5 Hundreds Theban Sacred Band
Navy (Quality): 10 Ships (Poor)
Economy (Points): Growing (+2)
Trade: 0
Size (Points Required): Normal (2)
Infrastructure: Dirt Paths
Education: Tolerable
Prestige: Tolerating
Confidence: Barely Tolerating
Projects:
Nation Background: The Thebans are the other empire. Although larger in size to Sparta-Athens, they are far from its greatness in almost every aspect. They will never reach their full power as long as thier hated enemy lives.

Nation Name: Phokaia
Capital: Phokaia
Ruler: NPC
Government (Efficiency): Oligarchy (Tolerable)
Culture: Large Athenian minoirty, mostly Phokian
Tech. Level: Middle Bronze Age
Army (Quality): 5 Hundreds (Poor)
Navy (Quality): 5 Ships (Poor)
Economy (Points): Growing (+1)
Trade: 0
Size (Points Required): Small (1)
Infrastructure: Dirt Paths
Education: Dumb
Prestige: Tolerating
Confidence: Tolerable
Projects:
Nation Background: The Phokians, like all the other nations on Anatolia, are old breakaway colonies of Athens. They have befreinded the Thebans though. Is it a false sense of security?

Nation Name: Illionios
Capital: Illionios
Ruler: NPC
Government (Efficiency): Oligarchy (Tolerable)
Culture: Large Athenian minoirty, mostly Illinoian
Tech. Level: Middle Bronze Age
Army (Quality): 4 Hundreds (Poor)
Navy (Quality): 5 Ships (Poor)
Economy (Points): Growing (+1)
Trade: 0
Size (Points Required): Small (1)
Infrastructure: Dirt Paths
Education: Dumb
Prestige: Tolerating
Confidence: Tolerable
Projects:
Nation Background: Theese guys own only the immediate area around their city-state. They need to expand.

Nation Name: Cyrenicia
Capital: Cyrencius
Ruler: NPC
Government (Efficiency): Cheiftan (Incompetent)
Culture: Barbarian, no minorities
Tech. Level:
Army (Quality): 5 Hundreds (Poor)
Navy (Quality):
Economy (Points): Normal (+1)
Trade: 0
Size (Points Required): Small (1)
Infrastructure: None
Education: None
Prestige: Tolerable
Confidence: Tolerating
Projects:
Nation Background: The state is nothing more than a few barbarian tribes banded together for protection. It could be something much more though, if the right ruler was in charge...

Nation Name: Eur
Capital: Gur
Ruler: NPC
Government (Efficiency): Phoaraotic Monarchy
Culture: Egyptian, small Nubian minority
Tech. Level: Middle Bronze Age
Army (Quality): 2 Hundreds (Tolerable) 4 Levy Hundreds
Navy (Quality):
Economy (Points): Slowly Growing (+1)
Trade: 0
Size (Points Required): Normal (2)
Infrastructure: Tolerable
Education: Dumb
Prestige: Tolerable
Confidence: Tolerating
Projects:
Nation Background: The Egyptians were kicked out of their homeland some time ago, by the Nubians. They long for it back, one day....

Nation Name: Sidonians
Capital: Sidon
Ruler: NPC
Government (Efficiency): Monarchy (Blundering)
Culture: Palestinian
Tech. Level: Middle Bronze Age
Army (Quality): 4 Hundreds (Poor)
Navy (Quality):
Economy (Points): Growing(+1)
Trade: 0
Size (Points Required): Small (+1)
Infrastructure: Dirt Paths
Education: Dumb
Prestige: Tolerable
Confidence: Tolerating
Projects:
Nation Background: Weak Palestinian state.

Nation Name: Ellippi
Capital: Ellippi
Ruler: NPC
Government (Efficiency): Monarchy (Blundering)
Culture: Mesopatamian
Tech. Level: Middle Bronze Age
Army (Quality): 10 Hundreds (Poor)
Navy (Quality):
Economy (Points): Growing (+1)
Trade: 1
Size (Points Required): Medium (2)
Infrastructure: Dirt Roads
Education: Dumb
Prestige: Tolerable
Confidence: Tolerating
Projects:
Nation Background: The Strongest Mesopatamian state, poised to counqer the others?

Nation Name: Ur
Capital: Ur
Ruler: NPC
Government (Efficiency): Monarchy (Blundering)
Culture: Mesopatamian
Tech. Level: Middle Bronze Age
Army (Quality): 10 Hundreds (Poor)
Navy (Quality):
Economy (Points): Growing (+1)
Trade: 0
Size (Points Required): Medium (2)
Infrastructure: Dirt Roads
Education: Dumb
Prestige: Tolerable
Confidence: Tolerating
Projects:
Nation Background: Ur is the oldest of the Mesopatamian states. They also surrond the southern Babylonian lands. Maybe they can use this to their advantage?

Nation Name: Babylon
Capital: Babylon
Ruler: NPC
Government (Efficiency): Monarchy (Blundering)
Culture: Mesopatamian
Tech. Level: Middle Bronze Age
Army (Quality): 10 Hundreds (Poor)
Navy (Quality):
Economy (Points): Growing (+1)
Trade: 1
Size (Points Required): Medium (2)
Infrastructure: Dirt Roads
Education: Dumb
Prestige: Tolerable
Confidence: Tolerating
Projects:
Nation Background: Babylon has the most fertile land, which makes it's position enviable.. and surronded by hungry neighbors, who hunger for new land to farm.

Nation Name: Medes
Capital: Agabanta
Ruler: NPC
Government (Efficiency): Monarchy (Blundering)
Culture: Median, small Native minority
Tech. Level: Middle Bronze Age
Army (Quality): 5 Hundreds (Poor) 5 Hundred Mounted Warriors
Navy (Quality):
Economy (Points): Growing (+1)
Trade: 0
Size (Points Required): Small (1)
Infrastructure: Dirt Paths
Education: Dumb
Prestige: Tolerable
Confidence: Tolerating
Projects:
Nation Background: The Medes are expanding at a fast rate, maybe they will counqer Mesopatamia?

Nation Name: Assyria
Capital: Assur
Ruler: King Ikunum I/
Government (Efficiency): Monarchy (Incompetent)
Culture: Assyrian, small minority of other Mesopatiamians
Tech. Level: Middle Bronze Age
Army (Quality): 10 Hundreds (Poor)
Navy (Quality):
Economy (Points): Growing (+1) (1 banked)
Trade: 0
Size (Points Required): Small (+1)
Infrastructure: Dirt Paths
Education: Dumb
Prestige: Tolerable
Confidence: Tolerating
Projects:
Nation Background: Assyria, founded by the once nomadic peoples of the Fertile crescent and forming into one of the premiere city states in the area. Lead by King Ikunum I, a man who is not shy about his war policy and a people eager for expansion.
 
Wars:


NAPs:

Other Agreements:
Sicily-Italic Trade Pact
Sicily-Valencian Trade Pact
Sicilian-Carthiginan Alliance

UUs:
Valencian Elite Guard - Elite Guard picked by the king himself, to defend the Valencian Monarchy.
Zylian Scythed Chariot - These are the best soldiers of Zylia, armed with sword, spear and bow. They are fast, strong, and deadly shock troopers, deadly against all but the most disciplined and well-prepared foes.

BT Update 1 2000 -600 BC
IT 1 Update 1 600-590 BC
IT 1 Update 2 590-580 BC
IT 1 Update 3 580-570 BC
IT 1 Update 4 570-560 BC
IT 1 Update 5 560-550 BC
IT 1 Update 6 550-540 BC

(Note: Map is always the post after the update.)
 
CZ Mappapopototpsopaamaus 1:

CZMap1.png
 
Grabs middle America Green Zone :)
 
Decides to fight Abaddon through 12 rounds of bareknuckle boxing for that green zone :]

edit: description coming in a bit...
 
Zyle
Capital: Aras (north-central Sinai peninsula, at the edge of the Green zone)
Ruler: King Ilas
Government (Efficiency): Monarchy
Culture:
Tech. Level:
Army (Quality):
Navy (Quality):
Economy (Points):
Trade:
Size (Points Required):
Infrastructure:
Education:
Prestige:
Confidence:
Projects:
Nation Background: Having migrated up from the Arabian peninsula generations ago, the people of Zyle have lived through many different situations, from peace and prosperity to war and conquest.
 
Roman Kingdom
Capital: Rome
Ruler: King Aeneas I/Azale
Government (Efficiency): Despotism
Culture:
Tech. Level:
Army (Quality):
Navy (Quality):
Economy (Points):
Trade:
Size (Points Required):
Infrastructure:
Education:
Prestige:
Confidence:
Projects:
Nation Background: Having recently founded and expanded Rome to a sizeable city-state, Aeneas' reputation soars into mythological status. He will likely have to flash some of that mythological wisdom in order to keep Rome from succumbing to the frequent barbarian invasions that have taken many other a kingdom.
 
lurker's comment: I'd play, but it seems like durring so called "Boring times" or "BTs" it is not actually very boring. I heard in another NES that on a BT alot of countries went all out of shape and I'm thinking to myself "Wow, that's kindof action packed for a boring time". I don't think I could handle any of that garbage. I'd be on top of the world, and then a "BT" would happen and I would not be on top of the world again. It seems to me that these so called "BTs" are more of a turn where the playing field is levelled rather than an actual time of stagnation. If my country's going down, I'd like to have control over it.
 
Valencia
Capital: Valencia
Ruler: King José I
Government (Efficiency): Monarchy
Culture:
Tech. Level:
Army (Quality):
Navy (Quality):
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Trade:
Size (Points Required):
Infrastructure:
Education:
Prestige:
Confidence:
Projects:
Nation Background: The Valencians have long been traders in the Western Mediterranean, but finally under God-King Jose's guidance, they have united to form their own small Kingdom. They practice a form of polytheism in which the God-King José is divinely ordained to rule as head of the faith, and is imbued with the blood of a God upon his birth into the royal family and ascension to the throne.

I'm partial to the colors Orange or Blue.
 
I really want to play this, please don't close it on me.

Nubians
Capital: Eanatum (Alexandria)
Ruler: King Eanatum
Government (Efficiency): Monarchy
Culture:
Tech. Level:
Army (Quality):
Navy (Quality):
Economy (Points):
Trade:
Size (Points Required):
Infrastructure:
Education:
Prestige:
Confidence:
Projects:
Color: Dark Yellow (Like brownish)
Nation Background: After wandering for years along the banks of the Nile, the Nubians have decided to settle in it's delta on the coast of the Mediterranean sea. Their Polytheistic beliefs have begun to evolve into an organized religion.

Thank you Iggy for taking the spot I wanted :p, too bad, I wanted to be the Poenos.
 
Kingdom of Troy
Capital: Troy (Istanbul) (color: Blue)
Ruler: King Tolkis
Government (Efficiency): Monarchy
Culture:
Tech. Level:
Army (Quality):
Navy (Quality):
Economy (Points):
Trade:
Size (Points Required):
Infrastructure:
Education:
Prestige:
Confidence:
Projects:
Nation Background: After migrating for several years they came upon the narrow strait between Europe and Asia and decided to settle, they were shocked to see the amount of trade that came through and immediatly saw the wealth that will come out of that area.
 
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