SerfNES I - Failed Imperium?

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SerfNES - Failed Imperium?

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Introduction
Firstly, this is the first NES I've ever modded, so please bear with me.

The NES is a alternate historical NES. History has diverged in the middle of the 1st Century BC (depending on the nation), and the NES begins in the year 20 AD.

The first major change occurred in 31 BC, when a major storm destroyed most of the navy of Augustus. Soon after Mark Antony defeats the rest of Augustus's navy at the battle of Actium. Mark Antony's soldiers receive much-needed supplies and are able to break through Octavian's fortifications one month later, destroying his army in a costly battle. This leads to independence of Grand Aegyptus under Mark Antony, as Augustus is unable to defeat Antony's navy.

A major revolt takes place in Numidia Superior, which soon spreads to Numidia Inferior, Africa, and Mauretania in 8 AD. The revolting territory was defended from attack by Augustus when Mark Antony used his large navy to, yet again, destroy the Roman navy and stop them from landing troops in Africa.

The Roman army in the north is mostly destroyed at the battle of Teutoburg Forest in 14 AD. A major revolt is started in Belgica by the governor of Belgica. After another Roman defeat at the Battle of Hochberg (17 AD), the Belgians went on to conquer parts of northern Gallia, which gladly joined the new nation of Belgica-Gallia.

The Catuvellauni of Britain have expanded their land holdings signifigantly over the course of the last 50 years BC until they reached their current size. Ordovices combined with several other nearby nations to form a new tribal confederacy. The Picts have built their first city, well fortified in the mountains of northern Britain.

The Cherusci tribe of Germania has held together despite strong inner turmoil after the Battle of Teutoburg Forest. The Gotones crossed into eastern Germania in the middle of the first century BC. The Marcomanni, Quadi, and Cimbri have all expanded their previous land holdings but are all struggling from conflicts with surround Germanic tribes.

Dacia has greatly expanded the infrastructure in and between their cities, a process which has improved their population and economy. The Scythians have conquered the Greek city of Olbia, making it their capital, and protected it against foreign attackers.

Galatia and Cappadocia, though greatly influenced by Grand Aegyptus and Parthia, are independent nations (at least for now). Armenia has kept independent from Parthia. Parthia has kept their dynasty in absolute power and not allowed themselves to waver in the face of political conflicts. Judea, controlled by King Herod, was passed down to his only son, because his other two died. This unified Judea, which was friendly to Grand Aegyptus, has rebelled late in 19 AD, and may face an invasion. A man named Jesus has also begun his teaching in Judea, preaching a new covenant with God.

Lastly, the nations of Meroe and Aksum have remained as they did historically, Aksum as a commercial powerhouse, and Meroe a nation caught between Grand Aegyptus and Aksum.

Players and Nations
As many players may join as the want, until all of the nations have been taken. No players may start a revolt under after the first update (30 AD). You may choose one of the created nations (so long as it isn't reserved by another player), or create your own nation in the gray section of the map, either from or not from one of the local tribes. Players who have reserved nations must choose their nation within 3 days, otherwise the nation is open to all players. Lastly I would prefer if only fairly experienced players chose the Roman Empire, Grand Aegyptus, and Parthia.

NPCs will be played by me. You can initiate diplomacy with them, or anything you would normally do with a human player.

Lastly, many barbarian tribes may act at times like other nations. They can initiate raids on neighboring nations, they can be conquered, and if they grow large enough, may form a nation themselves.

Stories
Writing stories is not required, however, those who do may be rewarded, and oftentimes good stories will have an effect on the update.

Orders
Orders, as usual, should be PMed to me. You may organize them however you like, just remember to be as clear as possible. Unclear or poor orders may result in actions happening you didn't mean to have happen in the update. Don't tell me you're invading another country; explain exactly how many armies, how they're organized, include a map if you can, etc. Include new programs, military maneuvers, diplomatic agreements you want official (and public), and other things you want done with your empire. Send your orders ASAP, late orders may or may not be included, while early orders will be rewarded.

Updates
Orders are always due at 3:00 PM American East Coast time. That's 15:00 if you live in Europe. That roughly translates to noon on the American West Coast, and 21:00 in central Europe. Updates will cover 10 years, and I will include information for each country, both domestic, military, and diplomatic, along with random events. Lastly I will give bonuses based on different things, from best orders, to earliest orders, to good stories, etc. I won't punish players for good behavior.

Map
The map will be updated with each update. White borders show borders between different countries; black borders show the different sections in Confederacy-type governments. Cities with white outlines are capitals, cities with red centers are walled/fortress cities, cities with blue centers are centers of production/trade.

Stats
Stats are organized into the following categories:

Capital :
Leader :
Government Type :
Economy (Agriculture/Industry/Trade) :
Army :
Navy :
Infrastructure :
Population :
Confidence :
Culture :
Technology :
Wonders :
Background :
 
Government
This is your type of government; whether it's a monarchy, a confederacy, a republic, and whether it's elected, dynastic, absolute, theocratic, etc. Changing your government type is a major action, and one not to be undertaken without much caution.

Remember that your government type will affect how your orders are carried out. For instance, a republic leaves the chance of orders being overridden, a confederacy could collapse if the different sides disagree too harshly, and monarchies traditionally suffer during transitions of power.

Economy

Economies are divided into three different sections: agriculture, industry, and trade. Each one will give a certain number of eco points. The total number of eco points your nation has is found by adding the three categories together. To improve your economy you must initiate some sort of program or make some change. Don't just say you want to improve your economy; build something in a city, start a program of land reform, piracy, etc.

Eco points may be banked up to a maximum of 10. Eco points may be traded, sold, whatever. Think of an eco point as a large amount of money. They can be used to build new units, start wonders, initiate programs, build cities, etc. If you want to start a program, you may need to use an eco point for funding.

Army and Navy
Military units are created with eco points. Units purchased on a turn become useable slowly during the turn, at a rate of 20 new units a year (each turn is 10 years).

1 Eco-point can buy:
10 Levies
5 Professionals
5 Triremes
10 Transport Galley

Mercenaries can be purchased from surrounding tribes/nations or other players. Costs are whatever you and the seller agree to. Negotiate!

Each person should decide how to organize their armies. A brief description will be included at the start, but the player may make changes if they like. A warning: drastically altering your military structure may result in some unhappy officers!

Be wary of how far and how quickly you wish your units to move. Don't expect your heavy infantry to cross the Russian steppe immediately.

Lastly, an excessively large military will cost you, either in money or other problems...

Infrastructure
A value on a scale from 1 to 10. This will effect how quickly your units move, trade, culture, ability to supply your armies, etc. It includes roads, bridges, boats. This can be increased with the investment of eco points. How many? That depends on how large your empire is... (and the value can be a decimal).

Population

A value on a scale from 1 to 10. This cannot be increased directly, but will slowly increase over time IF you provide for it to. Population effects how able you are to sustain your military, and the economy.

Confidence

Confidence is a value on a scale from 1 to 10. Nations with low confidence are likely to have trouble making their citizens participate, and could even result in civil war. It is easier to make changes under a confident people. If you want to improve Confidence, lead well, and take care of your people!

Culture
A value from 1 to 10. A high culture nation is harder to incorporate into your own, and can more easily absorb weaker cultures. A weak culture nation may struggle to keep independence in the face of culturally superior neighbors.

Technology
A completely different system than has ever been done before (I think). Technology level is a percent, from 0% to 100%. A nation at say, 60%, has a 60% chance of getting a new technology that turn. If a nation gets a technology, the percent returns to zero. Each eco point can raise the technology percent by 20%. If a nation does not get a technology, the percent stays the same for the next turn.

A technology acts as a little monopoly or a bonus for your nation. You might discover paper, bronze working, iron working, algebra, the alphabet for your language, whatever. You can keep the knowledge to yourself, although nations reliant heavily on trade may spread the knowledge accidentally to nearby nations. The bonuses vary from straight stat bonuses, such as +1 culture or +1 manufacturing, to allowing your military to fight in new, better ways.

Wonders

You may build glorious wonders for your nation. You decide what you want built, and the effects, and I'll decide how long it takes for you to build it (as long as the effects are reasonable). It costs one eco point to begin construction. After that, it will progress on its own, but you can speed it up by investing an extra eco. point (speeding it up by one turn). Only one eco point extra may be invested per turn.

Background
Just a quick overview of your nation. Many nations will be similar to history; others will be changed. Make sure you understand your nation.

Building a new city will take at a minimum one eco point.

Finally, if you have any questions, feel free to ask either in this thread or via PM.
 
Player-Controlled Nations

Roman Empire
Capital : Rome
Leader : germanicus12
Government Type : Absolute Monarchy
Economy (Agriculture/Industry/Trade) : (3/2/3) = 8
Army : 30 Professional Regiments
Army Type: Mostly Heavy Infantry, with Allied Auxilary Light Infantry and Cavalry
Navy : 10 Triremes, 10 Transports
Infrastructure : 7
Population : 4
Confidence : 4
Culture : 7
Technology : 0%
Wonders :
Color : Purple-Blue
Background : The Western Roman Empire, formed when Augustus failed to defeat Mark Antony at the Battle of Actium. Later lost land when Belgica-Gallia and Imperial Numidia revolted. No state religion, although Roman polytheism is well spread.

Grand Aegyptus
Capital : Alexandria
Leader : Kal'thzar
Government Type : Dynastic Monarchy
Economy (Agriculture/Industry/Trade) : (3/1/3) = 7
Army : 25 Professional Regiments, 15 Levied Regiments
Army Type: Mostly Heavy Infantry, but with more Allied Auxilary Light Infantry and Cavalry than Rome
Navy : 20 Triremes, 10 Transports
Infrastructure : 7
Population : 4
Confidence : 5
Culture : 7
Technology : 0%
Wonders :
Color : Red
Background : The Eastern Roman Empire, formed when Mark Antony defeated Augustus at the Battle of Actium. Holds great influence over Judea, Galatia and Cappadocia. Played a major role in Imperial Numidia's independence from the Roman Empire. Based in Alexandria, the empire is culturally more Greek and Egyptian than Roman.

Imperial Numidia
Capital : Utica
Leader : Slavic Sioux
Government Type : Absolute Monarchy
Economy (Agriculture/Industry/Trade) : (3/1/2) = 6
Army : 10 Professional Regiments, 15 Levied Regiments
Army Type: Mostly Light Infantry and Light Cavalry
Navy : 10 Triremes, 5 Transports
Infrastructure : 5
Population : 3
Confidence : 8
Culture : 5
Technology : 0%
Wonders :
Color : Dark Red
Background : Was the old Roman provinces of Africa, Numidia, and Mauretania. Gained independence through popular revolt, with some assistance from Grand Aegyptus. Culturally Numidian/Berber. Currently at cease-fire with the Romans.

Catuvellauni
Capital : Verlamion
Leader : Abaddon
Government Type : Tribal Monarchy
Economy (Agriculture/Industry/Trade) : (1/1/1) = 3
Army : 8 Levied Regiments
Army Type: Mostly Light Infantry, with poorly equipped Heavy Infantry, and Mounted Nobles
Navy : 2 Triremes, 4 Transports
Infrastructure : 1
Population : 1
Confidence : 3
Culture : 3
Technology : 0%
Wonders :
Color : Medium-Yellow
Background : Small, tribal nation in south-eastern Britain. Maintains strong trade relationships with northern France, although it has been hurt economically with the loss of the Roman market.

Cimbri

Capital : none
Leader : Metaliturtle
Government Type : Tribal Monarchy
Economy (Agriculture/Industry/Trade) : (1/1/1) = 3
Army : 6 Levied Regiments
Army Type: Mostly Heavy Infantry and Cavalry, some Light Infantry
Navy : 2 Triremes, 4 Transports
Infrastructure : 1
Population : 2
Confidence : 3
Culture : 2
Technology : 0%
Wonders :
Color : Pale Blue (in Denmark)
Background : Nation in northern Germania. Relies heavily on the sea for food and trade. Neighbors to the aggressive Teutoni.
 
Non-Player Controlled Nations

Belgica-Gallia
Capital : Reims
Leader :
Government Type : Roman-Led Tribal Monarchy
Economy (Agriculture/Industry/Trade) : (2/1/1) = 4
Army : 10 Professional Regiments
Army Type: A fairly balanced mix of Heavy Infantry, Light Infantry, and Cavalry
Navy : 2 Triremes, 2 Transports
Infrastructure : 4
Population : 3
Confidence : 5
Culture : 4
Technology : 0%
Wonders :
Color : Green
Background : Gained independence from the Roman Empire after the greater part of the Roman army was destroyed at the battle of Teutoburg Forest. Led by the previous governor of Belgica, parts of north-western Gallia were captured before the arrival of more Roman troops. Currently at cease-fire with the Romans.

Ordovices
Capital : none
Leader :
Government Type : Tribal Confederacy
Economy (Agriculture/Industry/Trade) : (1/0/1) = 2
Army : 6 Levied Regiments
Army Type: Mostly Light Infantry, very little Heavy Infantry or Cavalry
Navy : 2 Transports
Infrastructure : 1
Population : 1
Confidence : 4
Culture : 2
Technology : 0%
Wonders :
Color : Pink
Background : Small tribal confederacy of several west Britannic nations, recently formed. Poor economy and a small army, but mostly able to defend itself from nearby Celts.

Picts
Capital : Eildon
Leader :
Government Type : Tribal Monarchy
Economy (Agriculture/Industry/Trade) : (1/1/0) = 2
Army : 8 Levied Regiments
Army Type: Some Heavy Infantry, some Light Infantry, no Cavalry
Navy : 2 Transports
Infrastructure : 1
Population : 1
Confidence : 3
Culture : 1
Technology : 0%
Wonders :
Color : Teal (in Scotland)
Background : Small tribal monarchy in northern Britain. Society revolves around membership in the Chief's army. Poor economy, but has some basic industry-related technologies, such as iron-working.

Cherusci
Capital : none
Leader :
Government Type : Tribal Confederacy
Economy (Agriculture/Industry/Trade) : (2/0/0) = 2
Army : 22 Levied Regiments
Army Type: Mostly Heavy Infantry and Cavalry
Navy : 2 Transports
Infrastructure : 1
Population : 2
Confidence : 2
Culture : 2
Technology : 0%
Wonders :
Color : Dark Yellow
Background : Large tribal confederacy in north-western Germania. Recently combined to fight the German invaders at the Battle of Teutoburg Forest, a major Cherusci victory.

Marcomanni
Capital : none
Leader :
Government Type : Tribal Confederacy
Economy (Agriculture/Industry/Trade) : (1/0/1) = 2
Army : 12 Levied Regiments
Army Type: Mostly Heavy Infantry and Cavalry
Navy : none
Infrastructure : 1
Population : 1
Confidence : 3
Culture : 3
Technology : 0%
Wonders :
Color : Light Blue (in Central Germany)
Background : Nation in central Germania. In an almost constant struggle with surround Germanic tribes, including the Hermunduri, Chatti, and the Burgundiones.

Gotones
Capital : none
Leader :
Government Type : Tribal Confederacy
Economy (Agriculture/Industry/Trade) : (1/0/0) = 1
Army : 8 Levied Regiments
Army Type: Mostly Heavy Infantry and Cavalry
Navy : 2 Transports
Infrastructure : 1
Population : 1
Confidence : 4
Culture : 2
Technology : 0%
Wonders :
Color : Pink
Background : Nation in Eastern Germania. Very poor economy. Migrated here centuries ago. Rose to prominence through the subjugation of nearby tribes.

Quadi
Capital : none
Leader :
Government Type : Tribal Confederacy
Economy (Agriculture/Industry/Trade) : (2/0/0) = 2
Army : 6 Levied Regiments
Army Type: Mostly Heavy Infantry and Cavalry
Navy : none
Infrastructure : 1
Population : 1
Confidence : 3
Culture : 2
Technology : 0%
Wonders :
Color : Light Green
Background : Nation in southern Germania. Heavily reliant on agriculture for sustenance.

Dacia
Capital : Sarmizegetusa
Leader :
Government Type : Monarchy
Economy (Agriculture/Industry/Trade) : (2/1/1) = 4
Army : 5 Professional Regiments, 10 Levied Regiments
Army Type: A fairly balanced mix of Heavy Infantry, Light Infantry, and Cavalry
Navy : none
Infrastructure : 4
Population : 3
Confidence : 4
Culture : 4
Technology : 0%
Wonders :
Color : Brown
Background : Nation north of the Danube. Has improved its infrastructure and technology in recent years, which along with a growing economy, has made Dacia a regional powerhouse.

Scythia
Capital : Olbia
Leader :
Government Type : Monarchy
Economy (Agriculture/Industry/Trade) : (2/0/1) = 3
Army : 5 Professional Regiments, 20 Levied Regiments
Army Type: Almost entirely Cavalry, with some Light and Heavy Infantry
Navy : 2 Transports
Infrastructure : 2
Population : 2
Confidence : 3
Culture : 2
Technology : 0%
Wonders :
Color : Salmon
Background : Recently conquered the Greek city of Olbia and made it the new Scythian capital. An asiatic culture, they rely heavily on horses for hunting and war.

Galatia
Capital : Ancrya
Leader :
Government Type : Heavily Aegyptus-Influenced Monarchy
Economy (Agriculture/Industry/Trade) : (1/0/1) = 2
Army : 4 Professional Regiments, 6 Levied Regiments
Army Type: A fairly balanced mix of Heavy Infantry, Light Infantry, and Cavalry
Navy : none
Infrastructure : 2
Population : 2
Confidence : 3
Culture : 2
Technology : 0%
Wonders :
Color : Pale Green
Background : A client nation of Grand Aegyptus, with citizens who wish to join the new Grand Aegyptian empire. Located in Central Anatolia, with a poor economy and mostly Roman influences.

Cappadocia
Capital : Kayseri
Leader :
Government Type : Heavily Aegyptus-Influenced Monarchy
Economy (Agriculture/Industry/Trade) : (1/1/1) = 3
Army : 2 Professional Regiments, 8 Levied Regiments
Army Type: A fairly balanced mix of Heavy Infantry, Light Infantry, and Cavalry
Navy : none
Infrastructure : 2
Population : 2
Confidence : 2
Culture : 1
Technology : 0%
Wonders :
Color : Dark Blue
Background : A client nation of Grand Aegyptus, with citizens who wish to join the new Grand Aegyptian empire. Located in Eastern Anatolia, with a fair economy and mostly Aegyptian and Parthian influences.

Judea
Capital : Caesarea Maritima
Leader :
Government Type : Theocratic Monarchy
Economy (Agriculture/Industry/Trade) : (1/1/1) = 3
Army : 5 Professionals Regiments, 10 Levied Regiments
Army Type: A fairly balanced mix of Heavy Infantry, Light Infantry, and Cavalry
Navy : 2 Triremes, 3 Transports
Infrastructure : 4
Population : 2
Confidence : 5
Culture : 5
Technology : 0%
Wonders :
Color : Blue
Background : After King Herod died, his empire was passed down to his only son. Judea, though independent, was highly run by the Aegyptian empire until widespread revolt in 18 AD led to a complete severance with Grand Aegyptus. Though mostly Jewish, the teachings of a man named Jesus are gaining popularity.

Parthia
Capital : Ecbatana
Leader :
Government Type : Dynastic Monarchy
Economy (Agriculture/Industry/Trade) : (3/1/2) = 6
Army : 28 Professional Regiments
Army Type: A fairly balanced mix of Heavy Infantry, Light Infantry, and Cavalry, and some War Elephants
Navy : 5 Transports
Infrastructure : 5
Population : 4
Confidence : 7
Culture : 7
Technology : 0%
Wonders :
Color : Light Blue (in Iran)
Background : Persian empire controlled by the Arsacid dynasty. Maintains strong trade relations with India, and acts as a connection between the west and the east. Few changes from actual history.

Meroe
Capital : Meroe
Leader :
Government Type : Monarchy
Economy (Agriculture/Industry/Trade) : (1/0/1) = 2
Army : 4 Professional Regiments, 6 Levied Regiments
Army Type: Mostly Light Infantry, with some Heavy Infantry and Cavalry
Navy : 2 Transports
Infrastructure : 3
Population : 2
Confidence : 7
Culture : 5
Technology : 0%
Wonders :
Color : Pale Yellow
Background : East African nation. Nubian culture. Progressively worse relationship with Grand Aegyptus to the north and Aksum to the south. No changes from actual history.

Aksum
Capital : Aksum
Leader :
Government Type : Monarchy
Economy (Agriculture/Industry/Trade) : (1/0/2) = 3
Army : 6 Professional Regiments, 8 Levied Regiments
Army Type: Mostly Light Infantry, with some Heavy Infantry and Cavalry
Navy : 6 Transports, 4 Triremes
Infrastructure : 4
Population : 4
Confidence : 6
Culture : 7
Technology : 0%
Wonders :
Color : Teal (In Africa)
Background : Extremely trade-based civilization, moderating trade between the east and the west, along with Africa. Ethiopian culture. No changes from actual history.

Armenia
Capital : Yerevan
Leader :
Government Type : Dynastic Monarchy
Economy (Agriculture/Industry/Trade) : (1/0/1) = 2
Army : 8 Levied Regiments
Army Type: A fairly balanced mix of Heavy Infantry and Cavalry
Navy : none
Infrastructure : 2
Population : 1
Confidence : 3
Culture : 2
Technology : 0%
Wonders :
Color : Teal (in the Caucaus)
Background : In the sphere of Parthian influence. Highly independent-minded people who wish to be free of their Parthian neighbors.
 
Here is another post, to be used for extra information, such as formal diplomatic agreements, wars, religion info, etc.

For now, here are the nations that have been reserved:

Kal'thazar - Grand Aegyptus (confirmed)
Slavic Sioux - Imperial Numidia (confirmed)

YOU MAY NOW POST
 
Claiming Imperial Numidia!
 
Dibs on the Cimbri
 
Would like the Roman Empire if not taken.
 
Catuvellauni here :)
 
why not pretty up the intro.. get rid of the DO NOT POST etc, add a centred picture :)
 
Nice twist in the story.... though I believe that Octavian's army would no doubt defeat Antony's army even though Octavian lost the naval battle. Which is why I thought it was a nice twist. :goodjob:

Anyways time for my story. :D

Back in Rome Octavian has finally regained control over what remains of the old Roman Empire, he has lost Egypt to the dog Antony which in turn caused revolts in Africa, Northern Gaul, Britain, among others. Some revolts were squashed but many won their independence or shifted their allegiance to Antony and the new Grand Aegytpus. Augustus will never forget what Antony did to him, he has vowed to revenge his honor and reputation by defeating Antony in a major battle and forcing him to relinquish control of Alexandria and Egypt. He made his vow in the temple of Mars.

"That dog Antony! How dare he incite revolts around Rome!" Augustus slammed his fist into a wall. His army is currently in Rome recruiting new men from Spain and Italy proper, Augustus military aide, Marcus Agrippa replied, "At least we still hold a slight numerically advantage against Antony in soldiers with experience, but his navy prevents us from going by sea. And if we want to go to Alexandria and force Antony to fight us we will have to march thousands of miles across desert lands that supports Antony."
"You dont think I know that!!" Shot Octavian. Augustus swept his hand across the map of the Roman world as if he was trying to wipe out Antony's navy.
"We will worry about Antony later, first we must handle our most pressing problem first." Augustus pointed to a section of the map and Agrippa nodded.
"I shall muster the legions." Augustus nodded and motioned for a slave to bring him water.
 
Ok, I took your advice. It looks a lot better now I think.

@germanicus12 :
Nice story! It'll be interesting to see how this works out with such a large difference in power between the three main nations and the rest of the smaller nations.
 
I am going away on holiday.. all orders to grow economically and militarily.
 
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