fcNES: Gods and Despots

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Feb 3, 2007
Messages
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STATUS: HIATUS UNTIL KEYBOARD
You may chat/post stories, but keep spammage to a minimum.
Wait for the update, I'm working on it. Rather, I worked on it, lost my work due to accidental deletion (it happens!), and am now re-working everything.

fcNES: Gods and Despots
Please do not post until I have made my reservations.

Introduction

People fear the gods, and they are always willing follow the gods in fear of retribution or in hopes of reward. A man becomes more godlike the more power he holds, and what mortal holds more power than a despot? And what more does a man want than to mingle with the divine?

This is a time of much power and much ambition in the hands so few. What would come of it, only time will tell. For now, let gods and despots rule.


This is a Fresh Start NES starting in 2000 BC and you can make up a political entity and place in anywhere feasible on the map. American starts are only allowed in the case of there being two or more players in the Americas. NPC's will be added as they come into contact with the players.

Rules

Orders
These will be sent to me via PM or via this thread, but preferably via PM. Have your nation's name anywhere on the title for my convenience. Include spending, domestic policies, military actions, and whatever little tidbits you might want to include. Every turn is 100 years long (it might get shorter by request, in the case of heated wars), so take that into consideration.

Stories
Very much encouraged. Descriptive stories are okay, but "historical" ones are even better (at least for me). Don't let the thread go to waste with only bland diplomacy and simple updates filling its every page.

Diplomacy
Basically nation-to-nation interaction, with everything from anachronistic trade pacts to declarations of war. I will speak in the name of NPCs in this case. Remember that sometimes a lack of a response is a response in itself, but also remember that people aren't online all the time. In character-style diplo is very nice.

Updates
Will be as short or as long as the events take it. Every turn will be 100 years long. These will be descriptive of the events all around the PC-filled world. Domestic and military events will be covered.

Mechanics

Sample Stats
Kingdom of Rome
Leader: King Tarquinius Superbus
Government: Absolute Monarchy
Wealth: 3 (0/2)
Industry: 5 (0/3)
Army: 10 infantry regiments, 1 cavalry regiment
Navy: 50 warships
Notes: High infrastructure with advanced roads, well-organized armies of heavy infantry, moderately bureaucratic, people are unhappy with the government, people are culturally and linguistically united, educated upper class, leadership lightly opposed by the Senate
Projects: Lots of Manufactories (1 point cheaper industry growth, 2/10), Secret (?), Re-organization of Army (Better organized and professionalized troops, Done!)

Leader
The leader is important because he/she leads the entire nation at the helm, his/her importance even greater when it comes to very autocratic nations. Like all other people, leaders have public opinion about them, familial public opinion, strengths of personality, etc (things which you as a player have to worry about, through stories, orders, or some other creative thing like a portrait or some such). Their deaths can be a cause of great mourning, nationwide celebration, or even complete anarchy. With the scope of this NES, this becomes a small detail, but a detail nonetheless.

Government
The government descriptor says much about how your nation is ruled, but more can be defined through stories and such. I will do my best to keep track of all these tiny specifics of your government with a reserved post of extra details hidden behind a spoiler. This is an important consideration when you think about spending and how you act: dove-lobby democracies are reluctant to go to war, for example, while a psychotic dictator can just kill or quiet those annoying dove-lobbyists.

Wealth
This represents your nation's circulating money in a highly abstract manner. Your nation's government can chose to take as much as it wants, but you must always remember that spending over half is not advisable, equivalent to high taxes (remember your Wealth stat is a representation of your nation's monies). Also take note that low wealth tends to lead to unhappy "civilized" people. This can be banked (not the same as leaving it alone for economic growth) with no inflation penalties, except for the fact it has to be kept in physical treasuries (tell me where).

Industry
This represents your nation's resources, resource exploitation methods, and manufacturing in general. This is used for building projects, war materiel, and such and such. Remember that your nation could never produce anything worthwhile with just money. Industry can be raised by investing 5 wealth and/or industry for 1 industry, until a certain point (moderator's discretion: can be raised through projects and more land). If you spend over half of your Industry stat (equivalent to too much government meddling in the means of production), the numbers will be taken from wealth growth (discussed below).

Spending and Stat Growth

"Little else is requisite to carry a state to the highest degree of opulence from the lowest barbarism but peace, easy taxes, and a tolerable administration of justice: all the rest being brought about by the natural course of things."
–Adam Smith​
That lone quote should have caught your attention, yes. Spending means "taking" some from your Wealth and/or Industry stat. Be warned however: When calculating the growth of your weath stat, a value equal to what's "left" of that stat minus half of your Wealth stat will be added to the wealth growth (the left number in the parentheses next to your stat shows how much you have "invested," while the number to the right shows how much more you need in the left side to increase your stat by 1). These calculations also done to Industry, but instead of adding/subtracting to industry growth, it is added/subtracted to Wealth Growth instead. Increasing Industry growth costs 1 Wealth and/or Industry for 1 Industry Growth.

Military
The military is vital to the state's survival. Combat is as in any other NES: orders will direct the war at a grand strategic level (maybe up to a strategic level too, sure, but not ever the nitty-gritty tactical level – unless it's a detailed plan of city defenses or something, with pretty diagrams and such). You may spend wealth and industry for the national standing/draft army, wealth alone for mercenaries (they have their prices: ask the mod for availability) or feudal lords' services. Prices may change: for example, a nation of highly fanatical warrior-people might only need industry for the soldiery, or maybe a highly efficient industry might produce more for the same prices. Military doctrines will be nation-specific and player-made: if you don't make one, I'll pick a generic yet appropriate one for you.

For the purposes of this NES, the standard will be 1 wealth and 1 industry for 5 infantry regiments, 1 cavalry regiment, or 10 warships. 1 wealth point can be spent on upping industry growth by 1. Be creative with your money. Build houses, shrines, or make crop circles if you want.

Notes
This is where all the non-numerical things about your nation goes to. How your nation is organized, how happy are your people, rival political factions within your system, and such and such. The mod has absolute power here, but he is generally as just and fair as can be, will accept complaints and such, and will concede to great reasoning and/or general consensus (consensus...sometimes).

Projects
Generally beneficial to your nation, what these are is limited only by your imagination and the moderator. These need to be funded and sometimes supported by the industrial might of your nation (in the case of construction). Projects are not necessarily "wonders" that give massive tangible effects like in Civ, nor do these always give tangible (i.e. numerical) effects (but more likely its because of the nature of the rules themselves). Housing projects, educational projects, sewers, and so on and so forth.

Joining

This section will be subject to change as the game goes on, of course. For now, just fill in the following template with the appropriate data, and we're set.

<nation name>
Leader: <who is your leader?>
Government: <describe your government>
Wealth: <do not fill>
Industry: <do not fill>
Army: <do not fill>
Navy: <do not fill>
Notes: <give me suggestions, or a background, and other things you might want to say about your nation>
Projects: <do not fill>
Starting location: <where do you want to start?>
Color: <what is your preferred color? RGB format works best here>

You may also pick an NPC (not too well-defined as of turn one: Which is good for you!) to play.
 
Orders for the second update are due on:
Thursday, 10:00pm (GMT+8) of December 27, 2007.

Alternatively, they are due on Wednesday, 2:00pm (GMT-12) of December 26, 2007.

If we all send orders early, we can all have a nice early update. Well, as early as it can be because it takes a while writing all that down, keeping track of all your orders, and opening up Google and Wikipedia for the map and things.

Updates so far

Further reading
 
List of PCs

Abalonia
Leader: King Alba II/Abaddon
Government: Feudal Monarchy with a council of high lords
Wealth: 1 (0/1) (3 banked)
Industry: 6 (0/5)
Army: 7 Infantry Regiments (organized, balanced, moderately armed)
Navy:
Notes: Good infrastructure with advanced fortifications, moderate and efficient bureaucracy run by nobility, powerful nobility, people are happy with the government, people are somewhat culturally and linguistically united with an east-west divide, educated priesthood and slightly learned nobility, leadership supported by high lords, priests are indifferent
Projects: House of Bureaucracy (+bureaucratic efficiency, DONE!), House of Daggers (+leader protection, 1/3), House of Pleasures (+happiness, 1/3)

Bedouins
Leader: Cyrus II/Slavic Sioux
Government: Monarchy
Wealth: 2 (0/1)
Industry: 1 (0/5)
Army: 1 Horseback Regiment, 1 Camel Regiment (ragtag, demoralized/irritated, experienced)
Navy:
Notes: Limited infrastructure with no roads, light and corrupt bureaucracy run by former chiefs, people are happy with the government, people are culturally and linguistically united, educated priesthood and nobility, leadership supported by priests, former chiefs slightly resent leadership
Projects:

Israelites
Leader: King Herod/Fuschia
Government: Theocracy
Wealth: 1 (0/1)
Industry: 1 (0/5)
Army: 1 Infantry Regiments (organized, very fanatical,)
Navy:
Notes: Limited infrastructure with dirt roads, moderate but growing and slightly efficient bureaucracy run by priests and Jewish civil servants, absolutely powerful priesthood, people are satisfied with with the government, people are strongly united by culture, language, and religion, educated priesthood and learned, leadership strongly supported by priesthood, people practice Judaism, a significant part is fanatical
Projects:

Urartu
Leader: Emperor Tucheri/justokre
Government: Absolute Monarchy
Wealth: 4 (0.5/3)
Industry: 5 (0/5)
Army: 2 Infantry Regiments, 1 Charioteer Regiment, 1 Mercenary Charioteer Regiment (organized, uninspired, experienced)
Navy:
Notes: Average infrastructure with dirt roads, moderately large and very corrupt bureaucracy run by nobility, locally powerful nobility, people are very unhappy with the government, people are culturally and linguistically united in the south and to a lesser extent in the north, educated priesthood, nobility are indifferent to the leadership
Projects:

Scythians
Leader: King Kassir/Anonymous2U
Government: Centralizing Tribal Confederacy
Wealth: 4 (0.5/2)
Industry: 4 (0/5)
Army: 2 Infantry Regiment, 3 Horseback Regiments (semi-organized, enthusiastic, experienced, brutally efficient)
Navy:
Notes: Limited infrastructure with some dirt roads, small and very corrupt bureaucracy run by chiefs, laws are nearly non-existent, subjugated peoples are unhappy with the government, people who are tribally-related to the leadership are indifferent with the government, people are somewhat culturally and linguistically united, little to no education, leadership is slightly supported by the nobility, some subjugated peoples practice the orthodox and unorthodox beliefs of the Cult of Malik Nous with much persecution especially in the Ruskhan area
Projects: Kyzyl-Yar (+city development, +1 industry, 2/6)

Celts
Leader: Leffe Leffeson/Haseri
Government: Tribal Council
Wealth: 1 (0.5/1)
Industry: 1 (0/5)
Army: 9 Infantry Regiments
Navy: 2 Warships
Notes: Limited infrastructure with dirt roads, light and moderately efficient bureaucracy run by chiefs, people are happy with the government, people are culturally and linguistically united, little to no education, leadership is highly supported the nobility, druids are indifferent
Projects:

Kingdom of Angeln
Leader: King Cynefrid the Younger/The Farow
Government: Tribal Monarchy
Wealth: 2 (0/1) (1 banked)
Industry: 2 (0/5)
Army: 5 Infantry Regiments
Navy: 16 Warships
Notes: Limited infrastructure with no roads, light and slightly corrupt bureaucracy run by chiefs, people are happy with the government, people are culturally, linguistically, and circumstantially united, little to no education, leadership is resented by a majority of the nobility, priests are unhappy
Projects:

Picts
Leader: King McBeth the Lesser/e350tb
Government: Monarchy with elements of representation
Wealth: 2 (0/1)
Industry: 1 (0/5)
Army: 3 Infantry Regiments
Navy:
Notes: Limited infrastructure with no roads, light and moderately efficient bureaucracy run by chiefs, people are happy with the government, people are culturally and linguistically united, little to no education, leadership is supported the nobility and the druids
Projects:

Egyptian Empire
Leader: Pharaoh Mentuhotep I/HMS Vanguard
Government: Absolute Monarchy
Wealth: 4 (0/3)
Industry: 6 (2/5)
Army: 8 Infantry Regiments, 1 Charioteer Regiment
Navy:
Notes: Moderate infrastructure, moderate and slightly corrupt bureaucracy run by nobility and priests, powerful priesthood and nobility, people to the south are unhappy with the government, people to the north are indifferent to the government, people are culturally and linguistically united but a slight division exists between north and south, educated priesthood and nobility, leadership is resented by the nobility, the priesthood is supportive
Projects:

Greek City Confederacy
Leader: Parchiles/Head Serf
Government: Confederacy
Wealth: 4 (0/3)
Industry: 4 (0/5)
Army: 9 Infantry Regiments, 10 Warships (organized, good morale, inexperienced, good siege equipment)
Navy:
Notes: Very good infrastructure, moderate and moderately efficient bureaucracy run by nobles and civil servants, moderately powerful nobility, people are very happy with the government, people are culturally and linguistically united, good education for most boys, nobility and priesthood are indifferent
Projects:

Kingdom of Aragon
Leader: King John II the Great/Kol.7
Government: Monarchy with an advisory council of knights and nobles
Wealth: 3 (1/2)
Industry: 2 (0/5)
Army: 5 Infantry Regiments
Navy:
Notes: Limited infrastructure with dirt roads, moderate and slightly corrupt bureaucracy run by nobility and knight caste, locally powerful nobility and knight caste, people are unhappy with the government, people are culturally and linguistically united, little to no education, leadership is resented by the nobility and priesthood
Projects:

Kingdom of Rome
Leader: King Romulus/germanicus12
Government: Absolute Monarchy
Wealth: 3 (0/2) (1 banked)
Industry: 3 (0/5)
Army: 11 Infantry Regiments
Navy: 9 Warships
Notes: Good infrastructure, moderate and moderately efficient bureaucracy run by nobles and royal servants, powerful nobility, people are indifferent to the government, people are culturally and linguistically united, slightly learned nobility, leadership has popular support, nobility and priesthood are indifferent
Projects:

Kingdom of Liguria
Leader: King Genu/Flavius Aetius
Government: Absolute Monarchy with strong aristocracy
Wealth: 4 (2/3)
Industry: 3 (0/5)
Army: 4 Infantry Regiments
Navy: 8 Warships
Notes: Good infrastructure, moderate and moderately efficient bureaucracy run by nobles, powerful nobility, people are happy with the government, especially the mercantile caste, people are culturally and linguistically united, slightly learned nobility and mercantile caste, leadership is supported by the nobility, priesthood is indifferent
Projects:

Remuslo
Leader: King Remus/Charles Li
Government: Monarchy with elements of representation
Wealth: 4 (1/3)
Industry: 3 (0/5)
Army: 7 Infantry Regiments
Navy:
Notes: Good infrastructure, moderate and moderately efficient bureaucracy run by nobles and civil servants, locally powerful nobility, people are happy with the government, people are culturally and linguistically united, slightly learned nobility, nobility and priesthood are indifferent
Projects:

Zaratian Empire
Leader: King Zaras/lord_joakim
Government: Absolute Monarchy
Wealth: 3 (0.5/2)
Industry: 4 (3/5)
Army: 14 Infantry Regiments
Navy: 10 Warships
Notes: Moderate infrastructure, moderate and slightly corrupt bureaucracy run by nobility, locally powerful nobility, people are unhappy with the government, people are culturally and linguistically divided right at the Gibraltar strait, educated craftsmen, leadership is resented by the nobility, priesthood is indifferent
Projects:

D'mt
Leader: King Sembrouthes/Luckymoose
Government: Absolute Monarchy
Wealth: 1 (0/1)
Industry: 6 (0/5)
Army: 24 Infantry Regiments
Navy:
Notes: Limited infrastructure, moderate and corrupt bureaucracy run by nobility, weak nobility, people are happy with the government, salves are not, people are culturally and linguistically united, slaves are somewhat alienated, little to no education, leadership supported by nobility, priests are indifferent
Projects:

Kh'mer
Leader: Raikonen/The Loser
Government: Absolute Monarchy
Wealth: 1 (0/1)
Industry: 3 (0/5)
Army: 8 Infantry Regiments
Navy:
Notes: Below average and improving infrastructure with dirt roads, moderate and corrupt bureaucracy run by nobility, locally powerful but weakening nobility, people are indifferent with the government, people are somewhat culturally and linguistically united, educated priesthood, leadership resented by the nobility, priests are highly supportive
Projects: Taming the River (+industry, +infrastructure, +living standards, 2/6)

Central Empire of the Rising Sun
Leader: Empress Thayet/Nuclear kid
Government: Despotic Monarchy
Wealth: 2 (0.5/2)
Industry: 2 (0/5)
Army: 4 Infantry Regiments, 1 Mercenary Cavalry Regiment
Navy: 5 Warships
Notes: Limited infrastructure with dirt roads, moderate and corrupt bureaucracy run by nobility, locally powerful nobility, people are indifferent to the government, people are culturally and linguistically united, educated priesthood and slightly learned nobility, leadership supported by the central Honshu nobility and priesthood, female leaders in a male-dominated society
Projects:

North Honshu
Leader: Warchief Kawarikibo
Government: Highly Decentralized Despotism
Wealth: 1 (0/1)
Industry: 1 (0/5)
Army: 3 Infantry Regiments
Navy: 1 Warship
Notes: Limited infrastructure with dirt roads, small and very corrupt bureaucracy run by nobility, locally powerful nobility, people are indifferent to the government, people are culturally and linguistically united, educated priesthood and slightly learned nobility, leadership disdained by the northern Honshu nobility and priesthood
Projects:

Southern Empire of the Rising Sun
Leader: Emperor Kikuchi
Government: Despotic Monarchy
Wealth: 1 (0/1)
Industry: 1 (0/5)
Army: 3 Infantry Regiments
Navy: 4 Warships
Notes: Limited infrastructure with dirt roads, moderate and corrupt bureaucracy run by nobility, locally powerful nobility, people are unhappy with the government, people are culturally and linguistically united, educated priesthood and slightly learned nobility, leadership disdfained by the southern Honshu nobility and priesthood
Projects:

Missouri Nation
Leader: Chief Grey Fox/Missouri Nation
Government: Tribal Confederacy
Wealth: 3 (1.5/2)
Industry: 2 (0/5)
Army: 4 Infantry Regiments
Navy:
Notes: Limited infrastructure with no roads, moderate and slightly corrupt bureaucracy run by chiefs, locally powerful chiefs, people are indifferent to the government, people are somewhat culturally and linguistically united, little to no education, leadership resented by the nobility, shamans are indifferent, relies on river trade
Projects:

Tikal
Leader: Fire-Jaguar/Lord_Iggy
Government: Feudal Monarchy
Wealth: 3 (0.5/2)
Industry: 4 (0/5)
Army: 10 Infantry Regiments
Navy:
Notes: Limited infrastructure with dirt roads, moderate and corrupt bureaucracy run by chiefs and knight caste, locally powerful chiefs and knight caste, people are indifferent to the government, people are somewhat culturally and linguistically united, little to no education, leadership resented by the nobility, priesthood is very supportive
Projects:

Wambiri Confederation
Leader: Elders' Council/Fëanor
Government: Tribal Confederation
Wealth: 2 (0/1)
Industry: 1 (0/5)
Army: 5 Infantry Regiments
Navy:
Notes: Limited infrastructure with no roads, very basic and slightly corrupt bureaucracy run by local elders, people are happy with the government, people are culturally and linguistically united
Projects: The Grand Harbor of Mawarra (needs resources)
 
List of NPCs

The Heavenly Empire
Leader: Deus Fëanor Primus/NPC
Government: Divine Monarchy with local autonomy
Wealth: 4 (0/3)
Industry: 4 (0/5)
Army: 6 Infantry Regiments, 1 Charioteer Regiment
Navy:
Notes: Good infrastructure, moderate and moderately efficient bureaucracy run by nobility, locally powerful nobility, people are indifferent to the government, people are culturally and linguistically united, educated priesthood and nobility, leadership is supported by the nobility and priesthood
Projects:

Various city-states in China
Wealth: Generally weak
Industry: Generally moderate to high
Military: Mostly bronze-age, low morale, high organization, weak to no navies
Notes: Generic Far Eastern culture, many are polytheistic, some are animistic, somewhat religious

Various city-states of Greece
Wealth: Generally moderate to weak
Industry: Generally moderate to weak
Military: Bronze-age, moderate morale, high organization, moderate navies
Notes: Generic Greek culture, polytheistic (Greek), not too religious

Various tribes in Africa
Wealth: Generally very weak
Industry: Generally weak to moderate
Military: Some bronze-age, good morale, low organization, very weak to no navies
Notes: Generic African culture, some are polytheistic, many are animistic, quite religious

Various tribes in Arabia
Wealth: Generally weak
Industry: Generally very weak
Military: Mostly bronze-age, high morale, low organization, weak or no navies
Notes: Generic Arabic culture, many are polytheistic, quite religious

Various tribes in Europe
Wealth: Generally weak
Industry: Generally weak
Military: Bronze-age, high morale, low organization, sturdy war-boats if applicable
Notes: Generic Germanic culture, many are polytheistic, some are animistic, somewhat religious

Various tribes in Mesopotamia
Wealth: Generally weak
Industry: Generally average
Military: Bronze-age, low morale, moderate organization, weak or no navies
Notes: Generic Mesopotamian culture, many are polytheistic, quite religious

Various tribes in the Asian jungles
Wealth: Generally weak
Industry: Generally moderate to weak
Military: Some are bronze-age, low morale, low organization, weak or no navies
Notes: Generic South Asian culture, some Vedic, many are polytheistic, some are animistic, very religious
 
The map as of 2000 BC, pre-game start. It is blank because there are no PCs yet, duh. If anyone has a better map for me to use, then bring it here.
Spoiler :
NES_Map.png

You may now post, I think.
 
Can I play as Rome?

I have longed to play as Rome in a NES that looks as if it could go the distance.

Kingdom of Rome
Leader: King Romulus
Government: Absolute Monarchy
Wealth: <do not fill>
Industry: <do not fill>
Army: <do not fill>
Navy: <do not fill>
Notes: Built around 7 hills Rome is in a great defensive position. They are a civilization of bandits, thiefs and murderers who excel at what they do. But King Romulus is changing Rome, he is adding more and more law abiding citizens. How will Rome fare during this transition?
Projects: <do not fill>
Starting location: Rome, Italy
Color: Red
 
D'mt
Leader: King Sembrouthes
Government: Absolute Monarchy
Wealth: <do not fill>
Industry: <do not fill>
Army: <do not fill>
Navy: <do not fill>
Notes: Warlike kingdom bent on local and foreign domination. Prominent slave traders, resource conquerers and warriors. The ideal goal of D'mt is to have enough population enslaved to not have the original tribe or locations population conduct any fighting at all.
Projects: <do not fill>
Starting location: North-East Ethiopia
Color: Pale Green


Yes I know boring.
 
Celts
Leader: Leffe
Government: Tribal Council
Wealth: <do not fill>
Industry: <do not fill>
Army: <do not fill>
Navy: <do not fill>
Notes: Not paticularly aggresive, but this tribe is quick to cross, and certainly won't give up until they beleave justice has been done. But before they attack, they will always let the opposed to say sorry in some way.
Projects: <do not fill>
Starting location: Thames River, Britain
Color: 69R 105G 50B

How's that?
 
Kh'mer
Leader: Raikonen
Government: Absolute Monarchy
Notes: A tough ruled empire, with a strong religion around the god-leader: Raikonen.
Starting location: In the south of Thailand.
Color: red.
 
Another Liguria?

Kingdom Of Liguria
Leader: King Genu
Government: "Mild" Absolute Monarchy, where a council made by the chief of the more important family in Genova have a great influence over the king
Wealth: <do not fill>
Industry: <do not fill>
Army: <do not fill>
Navy: <do not fill>
Notes: The kingdom is made by a confederacy of coastal cities in Liguria.
The confederacy has a king, that control all actions made by local governor and is the chief of the army and the navy.
The kingdom is very sea-orientated, and has a big naval and commercial tradition.
Projects: <do not fill>
Starting location: In the coastal area of the historical place where ligurian pepole lived.
Color: An light blue will work perfectly
 
Egyptian Empire
Leader: Pharoah Mentuhotep I
Government: Asolute Monarchy
Wealth: <do not fill>
Industry: <do not fill>
Army: <do not fill>
Navy: <do not fill>
Notes: Arising out of the turmoil of the First Intermission period, Egypt is ready to conquer the world, rising above the power of the First Kingdom
Projects: <do not fill>
Starting location: Egypt
Color: Yellow

That right?
 
Greek City Confederacy
Leader: Parchiles
Government: A Confederacy. Made up of two cities at the moment, Athens and Corinth. Each one picks representatives for the Confederate Council (Athens by popular vote and Corinth by having the king choose.) This council decides what is to be done by the confederacy.
Wealth: <do not fill>
Industry: <do not fill>
Army: <do not fill>
Navy: <do not fill>
Notes: Greek culture. Many people want to expand the confederacy to include nearby city states, or have the people come together and build new cities, which will then be governed to some extent how they want, and to some extent by the Confederate Council. Science and technology are of great interest in Athens, while Corinth is very interested in accumulating wealth through trade.
Projects: <do not fill>
Starting location: Where Athens and Corinth are located (southeast Greece).
Color: Red 21, Green 138, Blue 255
 
The Heavenly Empire
Leader: Deus Fëanor Primus
Government: Divine Monarchy
Wealth: <do not fill>
Industry: <do not fill>
Army: <do not fill>
Navy: <do not fill>
Notes: Located in Mesopotamia, one of the most fertile areas known to mankind, the Heavenly Empire is ruled by the supreme authority of the God-King, the lands are administered by rulers of Empire's highly autonomous city-states.
Projects: <do not fill>
Starting location: Babylon
Color: Dark Orchid
 
Kingdom of Aragon

Leader: King John II the Great
Government: Monarchy with a counil of Knights/Nobles which offer advise etc. to the king. The Knights each govern a small region of the kingdom and are responsible for running that region and supplying troops for the army in imes of war. The are also 3 prominent famillies of nobles of which the Knights and King belong to.
Wealth: <do not fill>
Industry: <do not fill>
Army: <do not fill>
Navy: <do not fill>
Notes: Located in North-East Iberia. The kingdom of Aragon has a well structured society of Nobles and Knights serving the King, governing small regions. The king is well loved and even the lowliest peasant can appeal to their governing Knight or Noble without fear, for example, if bandits were troubling a village of peasants they would appeal to their Noble/Knight who would lead his small army to deal with them himself.
Projects: <do not fill>
Starting location: Northwest Iberia (capital: Zaragoza)
Color: Red 231 Green 214 Blue 7

(this is only very loosely based on RL, that's alright isn't it?)
 
Nation name: Zaratian Empire

Leader: Zaras I
Government: Absolute Monarchy
Wealth: <do not fill>
Industry: <do not fill>
Army: <do not fill>
Navy: <do not fill>
Notes: Naval nation. It is ancient, recently developed from the Imur culture which is inhabiting the area of Numidia, having traded over the mediterranean over the last millenia. Ruling both sides of the Gibraltar strait, the Imur tribes mostly are ununited merchants. Zaras, though, managed to unite both sides of the Gibraltar strait under his rule, effectively marrying the daugther of the African chief. After the African Imur's early death, Zaras declared the new nation of Zaratia born, thus founding the Zaratian Empire.
(Important notes: Industry is not developed, but Wealth is somehow advanced. I begin at the Gibraltar strait, having 2 cities, one city on each side, and I have a good navy. My land military, however, consistents only of inexperienced militia and lacks numbers severely. Also, another bad thing is that the African side, Numidia and Morocco, is filled with Imur tribes).
Projects: <do not fill>
Starting location: Gibraltar strait, one city on each side.
Color: You decide. I prefer
R: 227 G: 255 B: 175

Ready to start :D
 
:) Now, to settle a few things:

@germanicus12: Since I'm a big believer in first come, first serve, do you want your Rome's red to be darker or lighter than The Loser's Kh'mer?

@The Loser: At the tip of the "tail" of Thailand or somewhere further up north?

@HMS Vanguard: Upper/Lower?

@Kol.7: Celtic/Gallic/Germanic, Phoenician, or (unlikely) Greek-ish culture? I'm getting an anachronistic image, funny enough, but it's really just the connotations of the words you used.

@everyone else: Good to have you and a hearty welcome! And if you have any other concerns, feel free to PM/post.

Working on the map right now (I will be adjusting colors arbitrarily if some are too similar btw). I can now put an order deadline of December 13, 2007, 10:00 post meridian GMT+8:00. However, if a majority submits before the due date then you all get a bonus of an even earlier update.
 
Remuslo
Leader: King Remus
Government: King, Concil of 5, Representatives of the state (1 per 500;2500; and 10000 people)
Wealth: <do not fill>
Industry: <do not fill>
Army: <do not fill>
Navy: <do not fill>
Notes: When Remus laughed at his brothers' fortifications, Romulus sought to murdur his twin... how ever, Romulus killed a decoy in the night (ALT-history) and Remus lives on. He escapes to the east away from the 7 hills of Rome. And founded Remuslo at the 3 Rivers of Remus. Most of his men are Farmer, Warriors that are loyal to the New King and his elected Concil and Representative.
Projects: <do not fill>
Starting location: East of Rome, Where 3 Rivers are close togethter (map here)
Color: Oh, Rome is Red and Remus is Blue. I'd like an dark aquamarine.
 
OOC: the Po River vally would be good. I'll paint a map for you.

Spoiler :
NES_fcNES_Map--Rome_and_Remus.PNG


I had grayed the Map to show borders and Barbarians . Dark Gray are Barbs. (None) Red is Rome and North is Remus. (he ran north instead :lol: )
I didn't do all the Isles. But that is just your map with Gray and the 2 Nations... May the Brothers Fight wars forever! ;) :p
 
Sorry, I'm new to this. How does it work? Do I just PM flyingchicken with what I want done with my tribe?
 
@FlyingChicken: meh, it's kind of based on Engans old feudal system, but with a kind of senate as well. However, the King word is law, occasionally he might ask the senate to vote on something if he's feeling particualrly democratic but otherwise he rules. The senate is made up of Knights and Nobles who each belong to one of three houses. Will make up some names later ;D. Oh also, if we get starting areas I will have all of NW spain, palma, etc. They have a strong navy, but ntb on land either, strong Knights/ noble cavalry.

Small scale corruption is always possible by the knights who each tax a small region, but no Knights can seriously threaten the Kingdom as a whole.

The name of my civ is real but all the details are my own. The government is technically a monarchy but with aspects of city states/ republic.
 
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