Birth Of An Empire: Game Thread. Again.

Backwards Logic

Emperor Palpatine
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Birth Of An Empire: Game Thread. Again

Hosted by: Pinman and Backwards Logic

Posting Open!!!

READ THE RULES!!!

Much has been changed since Pinman recruited me to help GM. Read the rules and if you need clarification on something, pm me or Pinman and we will address it.

Order Deadline: Saturday, May 3rd @ 6:00 P.M. Eastern Standard Time

Game has started, sign-ups are closed to forming a new nation, but NPC's are available.

North American, South American, African, and Middle Eastern nations send orders to Backwards Logic
European, Asian, and Australian nations send orders to Pinman


1) Getting Started:
Spoiler :
In the beginning, the Earth was without form. And void. Yadda yadda yadda. Anyway, the year is now 4000 BC. To play, all we need is a country name, capital name, color, and government. When choosing a color, no blacks, whites, grays or blues are allowed. The whites are too close to the blank terrain, grays are for barbarians, blacks are too close to the border colors, and light blues too close to water.


2) The Turn:
Spoiler :
Turns will be done on a one-per-week basis. During the turn, you may discuss trades, deals, wars, agreements, backstabbing (okay, that might go on behind closed doors), or anything else that pertains to the game in the forums. Posts in the forums do not have to be truthful! Only what is sent to your respective GM will count.


3) Orders:
Spoiler :
Orders are your plan of action which you send to your GM. Backwards Logic will handle orders from nations in North America, South America, and Africa. Pinman will handle orders from nations in Europe, Asia, and Australia. It is important you get your orders in to us in a timely fashion. Again, your orders are due before the deadline posted! If you miss the deadline, your nation will be automated. To clarify, automating a nation results in all gold banked for that turn along with no expansion or attack. Missing orders three times in a row results in your nation turning into an NPC.


4) Economy and Infrastructure: Please Read This!
Spoiler :
Your nation's economy is determined in Gold Per Turn (GPT). This is your nation's income per turn. This income is what you will use to improve your nation, either by building cities, researching technology, building your army and navy, or in a limited role, buying infrastructure. You can also bank your gold for spending at a future date, but it will not accumulate interest until a specific tech is introduced by me and researched. Also note your GPT will naturally rise over time due to inflation. If your GPT is in between 1 and 50, it takes 3 turns for it to rise by one. From 50 to 75, it will raise by one every 5 turns. As the game progresses and economies grow higher, I will notify everyone what the growth will be past 75.

Pinman and I have decided to scrap the infrastructure aspect of the game. We have deemed it too powerful and it affects game balance and gameplay. However, as consolation to all nations that have made infrastructure, every nation can make up to nine infrastructure. Period. Once at nine, you cannot build anymore.


5) Technology:
Spoiler :
Technology is very important to your civilization's advancement. Roughly every 6 turns or so, an unspecified number of technologies will be introduced to the game. These will have specific bonuses relating to military, the economy, expansion, or anything else we can think of. To research these, you will need to purchase the required amount of tech points to acquire it. One Tech Point (TP) is = One Gold. Once you acquire a tech, you are allowed to trade it as long as one nation involved in the trade has alphabet researched and trade distance requirements are satisfied. More on this in Resources/Trade section.


6) Special Projects:
Spoiler :
Special Projects are what can make your nation unique to the rest. You are allowed to create a project to do anything realistic to your nation (NO METEOR STRIKES, DIVINE PLAGUES, MAGICAL POWERS, etc). You can, however create projects that boost expansion, attack, defense, etc. Just pm your idea to your GM and we will assign a monetary value to it. Be warned, if you create something deemed too powerful, we can veto it. If you'd like to make a unique tech, again, tell us what you would like and what it's ability is. Again, we have absolute veto power pertaining to techs deemed too powerful. Once your unique tech is created and researched, you can trade this like any other tech. Be warned, if your stability is low (to be covered later), your tech might get leaked to another country.


7) Military Creation:
Spoiler :
As time goes on, units will be introduced and assigned a build value. NOTE: The cost for individual units will be different for each type of unit. Certain techs will allow different units, which will allow for different strategies to be employed by you. The more varied your army, the more options you have at your disposal in battle.

You will notice each military unit has a base strength value. To calculate your army's total strength value, we will add up the total strength present in your army. This will be known as your base strength. Whatever troops you designate for a particular battle, we will add up the base strength present in that army and then add or subtract whatever modifiers necessary.

Also, military will cost you upkeep. 40 military will be free always (this is what everyone started with). Afterwards, every 8 Military Points invested into total military will cost 1 GPT of upkeep, rounded up. Later on, techs will be introduced that will lower this cost.


8) Unique Units:
Spoiler :
Unique units are allowed! They will give your army unique abilities that otherwise you may not have. To make a unique unit, just pm your GM what you have in mind and what base strength and ability it will have. Keep in mind: The unique unit you create must be realistic to the era and technology situation! No paratroopers, tanks, Imperial AT-AT's (although that would be cool...no, wait, you can't have them), etc. We will assign a project value for this and once the required amount of gold is spent on it, you will be allowed to make it. You are limited to one unique unit per age. These units are also upgradeable, but only to a new unique unit. You will need to create a new project every time you wish to upgrade your unique unit.


9) Military Orders:
Spoiler :
Should you decide to attack someone, in your orders should be a brief summary of how many units you wish to send to battle and where they are going At The Minimum! Since this is a story based game, it would greatly help your battle odds by providing tactics, strategies, and anything else you think will be helpful in your efforts. Going beyond the minimum is a definitely suggested! The more specific you are, the better your results will be. It's that simple. In fact, tactics will be a LARGE part of deciding the outcome of the battle! So, while you could outnumber an opponent, if you aren't specific about tactics you could find yourself with a ton of casualties or worse, losing the battle!


10) Cities and Forts:
Spoiler :
The first of these are cities. Give a name and location, you get a city on the map that adds 2 gpt to your economy. This bonus will increase as the game goes along. Cities cost 5 gold for the first two, and for every two after the cost increases by 5. However, building cities causes instability in your nation (see stability for details). Also, if the city is lost, the gpt bonus transfers away. In other words, if at the time cities give 2 GPT and you lose that city, you lose 2 GPT. You can also build forts for 20 gold, and these give +20% power when defending the area. These are all shown on the map and have an effective radius of about a half inch, so strategic placement is key. Cities are shown as circles, and forts are pluses. Note: cities and forts can be captured, and this will be covered later.


11) Expansion and Attack:
Spoiler :
Expansion: As your nation advances, you will likely want to grow your borders. Any white areas are fair game. However, don't over-expand, as your stability will suffer for it. Expansion overseas has been altered. Fishing tech allows expansion over rivers and inland seas. Sailing will allow expansion along the coast of continents at a much faster rate than if it were to be done on land.
Attack: Already has been covered, but a few things need to be addressed. Cities and Forts can be captured or razed. Capturing a city results allows you to get the GPT bonus for it later. However, this city will be in rebellion for a few turns. Pinman or I will flip a coin, and if it lands heads it will come out of rebellion. Tails, it stays in rebellion and no GPT bonus is added. A cap of three turns is in place should one be that unlucky. However, you can spped this up by spending gold. The cost is 5 gold for the ancient age, then it doubles for each age. Spending the gold brings it out of rebellion that turn, and you will get the GPT bonus next turn. Razing cities will net in the ancient era will net 5 gold, and as each Age starts this bonus will double (5->10->20 etc).


12) Resources/Trade:
Spoiler :
On the map, there will be colored shapes representing resources. Each resource is worth 5 GPT. If traded to another nation, is nets another 5 GPT. This trade bonus may increase with various techs. (Note: All trade bonuses associated with current tech have been removed. There are currently no techs that increase this bonus however...)

Intercontinental Trade: MUST READ

Trading in the old version was ridiculous and unrealistic. Therefore, various changes have been made to reflect realistic trading situations. Certain techs will allow certain trade abilities to open up.

Before anything is researched, nations can only trade from 1 inch away from the edge of your cultural boundary. This distance shall be referred to as the Trade Distance. On the map are various rivers and lakes. Teching fishing will allow trade to travel up these rivers (as long as part of it is in your cultural boundary). From the river, you can then travel that one inch away to another nation. Note: If two nations wish to trade, but the end of their trade movement doesn't end up in the target nation's territory, trade cannot happen. Also, river hopping in neutral territory is NOT allowed. You must start in a river that is in your territory and stay in that river until you decide to get out. Once out, you cannot get back in. However, you can travel the trade distance to a river, get in, then ride that river to another nation. To summarize, you either start in a river in your territory to a point where you can get to another nation in under a 1 inch movement, travel to a river in under 1 inch and ride it to the nation, or without fishing only move the one inch.

For coastal/sea trade to happen, both nations need sailing teched. This opens this avenue of trading up for those nations. Coastal/Sea trade gives your navy a 3 inch/7.6 cm trade distance for your ships to travel. You must start in a port city and end up in a port city. Also note that you are allowed to sail to a river and travel up that river to another nation and trade with them, as long as the river ends up in the target nation's territory. Traveling in a river does not count toward your sea trade distance - only traveling to the mouth of the river does.

This trade distance will be increased with various techs. Also, you are allowed to expand in the direction you wish to trade it before using the trade distance to factor if you make it to the other nation or not - but be warned, expanding has negative effects on your stability.

Also, any trading that occurred previously before this was introduced was fine, but the new rules now forbid this from happening in the future.


13) Wonders:
Spoiler :
In the old version, world wonders were nation-specific and open to just that nation. In this version, I will introduce new wonders available to any nation that wishes to build them. They will have a specific cost and will have powerful ability, so diverting funds to complete them will be worth-while. However, only one can be built. If you wish to build a wonder, just tell the GM which city you wish to build it in. But be warned, if you miss out on the wonder, you will only get back 50% of what you spent. If two nations complete the wonder during the same turn, the tie-breaker will be whoever sent in complete orders first. No "oh spend X to finish wonder, I'll let you know the rest later." Once you send a batch of orders in that includes completing a wonder, that's it. No edits are allowed. Wonder progress will be kept secret from all other nations. The only thing you will know is if the wonder construction has started and where it is. There will be no national wonders assigned. If you want a specific type of national wonder for you, bring it to a GM as a special project. Note: we may ask you to rename a national wonder to something else, since we may add it as a world wonder later. Give it a fancy fictitious name or something.


14) Stability/Rebellions:
Spoiler :
Several things affect stability. Negative modifiers include size of empire, cities, the age the world is in, and different types of government. Bonuses include military presence, government, religion, wonders and techs with stability multipliers. High stability is good. Low stability can cause unique techs to be leaked or worse, a full scale rebellion.

Cities: Cities cause instability, at a cost of 5% per city. This trait can be lowered when appropriate techs are introduced.

Military: Having military increases your stability. For every 6 Gold invested into your current army, you receive a 1% boost to stability.

Techs: Certain techs will increase your stability. Whatever its bonus is will be added to your stability number.

Generally, anything lower than 70% stability can cause small rebellions or tech leakage, and under 60% there's a very good chance of a minor one starting. Under 50% can cause rather crippling rebellions. Note this not concrete, as it may vary depending on situations at the time.

To quell a city rebellion, you can mobilize your army to take control of the city for a cost of 1 gold for every 5 mobilized. The city has a base 50% chance of coming out of rebellion, and every 5 army mobilized adds a 25% chance of the city coming out of rebellion. Note this is on a per city basis. To quell two separate cities, two separate armies will be needed.


15) Governments:
Spoiler :
Government types carry pros and cons. Every system has its strengths and weaknesses. In the beginning you will be restricted to a few basic types, but as time progresses you can PM era-appropriate governments you want to switch to and, if approved, they will be implemented for all to use. In the start you are restricted to:

Tribal Council: Penalty to Stability, neutral to Military, bonus to Expansion, neutral to Technology

Anarchy: Large penalty to All. You're only in this government when you switch government types. Nothing happens in an Anarchy.

Despotism: Penalty to Stability, bonus to Military, neutral to Expansion, neutral to Technology.

City-States: Penalty to Stability, neutral to Military, neutral to Expansion, bonus to Technology.

Chieftainism: Large Bonus to Stability, Neutral to Military, penalty to Expansion, Penalty to Technology.

As time goes on and more people invent new governments in their PMs, new forms of government will be available.

Is a 5% bonus or 5% penalty to stability. Is a 5% bonus or penalty to military strength. Is a reasonable bonus or penalty regarding expansion. Technology bonuses add +1 TP or -1 TP per turn. This will start now.
eg for Technology: If you must put in 9 TP to research your objectives, with a government penalty you must put in 10 TP. With a government bonus you must put in 8 TP.

Note: This WILL be kept track of. So please know what bonuses and penalties you have with your specific government.


16) Religion:
Spoiler :
Each Religion is unique and gives a bonus to all of its members. There is an additional bonus to the leader of the religion based on number of members. This bonus would be designed by the creator of the religion, but it must be reasonable. A list of founded religions and their benefits will be posted on the front page. Also, once a tech to-be-determined in the future is researched, missionaries can be trained to send to convert other nations. The distance they are allowed to travel will be whatever that nation's trade distance is at the time and the missionary's travel will function the same as if the two nations were trading.

If you create a religion, your capital becomes the "holy city." You can spread your religion freely, so long as the other nation chooses to adopt it. However, your religion can be wiped out if your capital is razed by another nation. A three-turn countdown timer will start. This causes mega-ultra-severe instability problems for other nations with that religion (including the nation who just lost the "holy city"). However, you will still get whatever bonus that religion presented for three turns after the capital's destruction. Then afterwards, should you not adopt another religion, you will go religion-less. You are allowed to switch to another religion at anytime with no penalty or anarchy, although you must wait five turns before switching to another.


17) Vassal States/Colonies:
Spoiler :
Both Vassal States and Colonies will be allowed. The details though are entirely up to the players to hash out.


18) Objective:
Spoiler :
Before Space Colonization:

Solo Victory-
A Solo Victory is defined as control of 66% of the earth’s land. This can either be totally controlled by your empire, or divided up among your colonies and vassals. Thus the title “Solo victory” is deceptive, as in fact all of the players serving as your Vassals and Colonies would share in the victory. The title is solo as there is only 1 Empire as victor.

Allied Victory-
An Allied Victory is defined as total control of the earth’s land between two separate empires. There can be no more than two empires involved in the victory. Again, this includes all colonies and vassal, as players controlling these would share in the victory.

After Space Colonization:

At some point, humanity will have advanced to the point where space colonization is possible. There may be challenges involved in this, however victory at this point will be less complex.

Solo Victory-
A Space Solo Victory is defined as:

1) A nation landing on the moon. Once you have landed on the moon, you can begin to construct a colony.

2) The first nation to construct all required colony structures. Each colony structure with be a national project, unlocked by researching a particular tech. Once all required colony structures are built, that nation will win.

Allied Victory-
An Allied Space Victory is defined as two nations agreeing to share the moon between them and simultaneously building one colony together. The two nations share the cost and once finished, both nations will win.





Rules Have Been Finalized.
Please Re-Read Them. If you ask a question that is covered in the rules and is not a clarification question, we GM's have the right to have meteors or hurricanes strike your nation! So please read them!
 
European Stats:

Despotate of Hamburg
Player: choxorn
History: A tribe known as the Germans moved into the area in 4476 BC. They decided to settle down there, and in 4200 BC, the small town of Hamburg was founded, and, 200 years later, it has grown into a large city, headed by a government which can control the surrounding area, with a Despotic Iron fist. Mwahaha.
Capital: Hamburg
Other Cities: Berlin, Amsterdam
Government: Despotism
GPT: 23 (24 in 1)
Infrastructure: 2
Banked Gold: 0
Military: 28 Spearmen, 15 Galleys
Stability: 66% Stable
Technology Points: 0
Technologies: Hunting, Fishing, Alphabet, Masonry, Paganism, The Wheel, Pottery, Agriculture, Bronze Working, Sailing, Writing
Projects:

Greece
Player: merciary
Capital: Athens
Other cities: Knossos
Government: City States
Religion: Greek Parthenon
History:
GPT: 32 (33 in 3)
Banked Gold: 1
Military: 25 Spearmen, 15 Galleys
Stability: 79%
Technology Points: 0
Technologies: Pottery, Paganism, Religion, Alphabet,
Fishing, Agriculture, Bronze working, Hunting, The Wheel, Writing, Animal Domestication, Masonry
Trade Routes: 2x with Macedon
Projects:

Macedon :P
Player: Kol. 7
Capital: Aigai
Other Cities: Abdera, Istrus
Religion: The Greek Parthenon
Government: Despotism
History:
GPT: 35 (36 in 3)
Infrastructure: 9
Banked Gold: 20
Military: 25 Spearmen, 15 Galleys
Stability: 74%
Technology Points: 7
Technologies: Agriculture, Pottery, Bronze Working, Hunting,
Alphabet, Paganism, Writing, Fishing, The Wheel, Archery, Sailing
Trade Routes: 2x with Greece
Projects:

Vikings

Player: Rheinmetall
Capital: Sadby
Other Cities: Fearn, Dearn, Greenland, Olfeim.
Government: City-States
GPT: 31 (32 in 3)
Infrastructure: 9
Banked Gold: 0
Military: 25 Spearmen, 16 Galleys
Stability: 68%
Technology Points: 0
Technologies: Bronze Working, Pottery, Fishing, Alphabet,
Hunting, Sailing, Paganism, Agriculture, Writing, Animal Domestication
Projects:

Asian Stats


China
Player: Stuck in Pi
History: Man first began to settle on the Yangtze River, where the yearly floods would nourish the land, allowing for many crops to be pulled. Now, after building their first city, Beijing, and naming a ruler, Emporer PiMan I, they are ready to undergo the test of time.
Capital: Beijing
Other cities: Shanghai, Tanjing, 1 Unnamed
Government: City-States
Religion: Hinduism
GPT: 29 (30 in 3)
Infastructure: 9
Banked Gold: 3
Military: 25 Spearmen, 15 Galley
Stability: 63%
Technology Points: 0
Technologies: Agriculture, Pottery, The Wheel,
Alphabet, Fishing, Paganism, Animal Domestication, Bronze Working,
Writing, Sailing, Archery, Hunting, Masonry
Projects:

The Amurian Empire
Player: zxcvbnm
History: The Amurian Empire is not located near the Amur river as one might assume, but they wandered from there to their current location between the Russians and Norouth Antarameurasicaustralians during the latest ice age, being the last remnants of Neardenthal humans and extremely hardy as a result. However, their survival has always required intelligence and cunning, so their mental abilities shouldn't be underrestimated. They are the original inhabitants of the area between Urals and the Baltic, naturally bordered by a large river in the south, and will consider that area their age-old hunting grounds and be hostile towards anyone who tries to colonise that land without an approval. Their hardiness has allowed them to pacify down after the ice retreated and they have formed an unique and very developed culture in their own lands, consisting of numerous hill forts defending their villages from enemies.
Capital: Cevedes
Other Cities: Nimar- ail, Dn’Narat
Government: City States
Religion: The Greek Parthenon
GPT: 27 (28 in 3)
Infrastructure: 9
Banked Gold: 0
Military: 25 Spearmen, 15 Galleys
Stability: 73%
Technology Points: 0
Technologies: Bronze Working, Alphabet, Hunting, Agriculture, Pottery,
Paganism, Writing, Sailing, Fishing, Masonry, The Wheel, Animal Domestication,
Religion, Mathematics
Projects: The Academy of Caswallawn (12/35)

India
Player: Backward Logic
Capital: New Delhi
Other Cities: Jaipur, Bombay, Lucknow
Religion: Hinduism
Government: Tribal Council
GPT: 28 (29 in 3)
Infrastructure: 9
Banked Gold: 0
Military: 25 Spearmen, 15 Galleys
Stability: 67%
Technology Points: 0
Technologies: Alphabet, Agriculture, Pottery, Paganism,
Religion, Fishing, Sailing
Projects:

Indonesia
Player: Frozen In Ice
Capital: Jambi
Other Cities: Bangkulu, Medan, Kenawangan
Government: city-states
Religion: Buddhism
GPT: 29 (30 in 3)
Infrastructure: 9
Banked Gold: 4
Military: 25 Spearmen, 15 Galleys
Stability: 66%
Technology Points: 1
Technologies: Fishing, Pottery, The Wheel,
Alphabet, Agriculture, Animal Domestication, Paganism,
Writing, Bronze Working, Sailing, Archery, Hunting
Projects:

Russia
Player: taillesskangru
Capital: Moscow
Other Cities: Pereslavyl, Novgorod, Sevastopol
Government: City States
GPT: 24 (25 in 3)
Infrastructure: 9
Banked Gold: 0
Military: 27 Spearmen, 15 Galleys
Stability: 63%
Technology Points: 0
Technologies: Hunting, Bronze Working, Alphabet, Paganism, Agriculture,
Pottery, Animal Domestication, Religion
Projects:

Japan
Player: Charles Li
Capital: Edo
Other Cities: Seoul, Nagasaki
Government: Chieftainism
GPT: 18 (19 in 1)
Infrastructure: 2
Banked Gold: 19
Military: 26 Spearmen, 15 Galleys
Stability: 75%
Technology Points: 0
Technologies: Fishing, Pottery, Agriculture, Sailing
Projects:

Australia
Player: Lekkric
Other Cities: Brisbane, Sydney
Color: Light Blue
Government: Tribal Council
GPT: 20 (21 in 1)
Infrastructure: 8
Banked Gold: 15
Military: 25 Spearmen, 15 Galleys
Stability: 72%
Technology Points: 0
Technologies: Masonry, Pottery, Agriculture,
Fishing, the Wheel
Projects:

Siam
Player: Sp1023
Capital: Bangkok
Other Cities: Dhakata, Chitagok
Color: Pink
Government: City-States
GPT: 18 (19 in 3)
Banked Gold: 16
Military: 25 Spearmen, 15 Galleys
Stability: 75%
Technology Points: 0
Technologies: Pottery, Agriculture, Paganism,
Hunting, Alphabet, Fishing, Sailing
Projects:

NPCs (please take one )

Siberia
Capital: Amurgrad
Other Cities: Two unnamed
Color: Pale Turquoise
Government: Tribal Council
GPT: 27 (28 in 3)
Infrastructure: 9
Banked Gold: 0
Military: 25 Spearmen, 15 Galleys
Stability: 59%
Technology Points: 0
Technologies: Hunting, Pottery, Agriculture, Writing, Animal Domestication,
Paganism
Projects:

Turkestan

Capital: Kyzylorda
Other Cities: Two Unnamed
Color: Cyan
Government: Chieftainism
GPT: 27 (28 in 3)
Infrastructure: 9
Banked Gold: 25
Military: 25 Spearmen, 15 Galleys
Stability: 72%
Technology Points: 0
Technologies: Paganism, Pottery, Agriculture, Masonry, Writing,
Animal Domestication
Projects:

Grenada
Capital: Grenada
Other Cities: Two Unnamed
Color: Sea Green
Government: City-States
Religion: The Greek Parthenon
GPT: 27 (28 in 3)
Infrastructure: 9
Banked Gold: 0
Military: 25 Spearmen, 15 Galleys
Stability: 73%
Technology Points: 0
Technologies: Alphabet, Pottery, Agriculture, Paganism, Writing, Masonry, Animal Domestication, Bronze, Hunting, Fishing
Projects:

Rome

Capital: Rome
Other Cities: Milan, Florence
Government: City-States
History:
GPT: 26 (27 in 3)
Infrastructure: 9
Banked Gold: 0
Military: 25 Spearmen, 15 Galley
Stability: 70%
Technology Points: 0
Technologies: Bronze Working, The Wheel, Agriculture, Pottery, Writing,
Projects:

Great Britain

Capital: London
Other Cities: Manchester, Yorkshire
Government: Despotism
History:
GPT: 26 (27 in 3)
Infrastructure: 9
Banked Gold: 0
Military: 30 Spearmen, 15 Galleys
Stability: 73%
Technology Points: 0
Technologies: Paganism, Agriculture, Pottery, Writing
Projects:


The Norouth Antarameurasicaustralians (and a flying donkey horde)

History: People came from all 7 continents (yes that includes Antarctica because there were people hidden in Antarctica, no really don't ask) and formed one civilization. And as for the rest, NOTHING YOU NEED TO KNOW! (which is code for I am lazy and can't think of anything)
Capital: Ottosilcowtarberica
Goverment: Despotisim
GPT: 23 (24 in 3)
Infrastructure: 9
Banked Gold: 4
Military: 28 Spearmen, 15 Galleys
Stability: 83%
Technology Points: 0
Technologies: Hunting, Fishing, Alphabet, Masonry, Paganism, The Wheel, Pottery, Agriculture, Pottery
Projects:

France
Player: Nuclear kid
Capital: Paris
Other Cities: Lyons, Calais
Government: despotism
GPT: 26 (27 in 3)
Infrastructure: 9
Banked Gold: 1
Military: 25 Spearmen, 15 Galleys
Stability: 84%
Technology Points: 1
Technologies: The Wheel, Pottery, Agriculture, Writing, Masonry
Projects:
 
North American Stats:

Nunavut
Player: thomas.berubeg
Capital: Taloyoak
Other Cities: None
Government: City-States
GPT: 15 (16 in 3)
Trade Routes: None
Religion: None
Infrastructure: 9
Banked Gold: 28
Military – Army: 25 Spearmen. Navy: 15 Galley
Stability: 81%
Technology Points: 0
Technologies: Paganism, Fishing, Alphabet, Hunting
Projects:

Canada
Player: oneperson
Capital: Ottawa
Other Cities: Niagara Falls
Government: Tribal Council
GPT: 15 (16 in 3)
Trade Routes: None
Religion: None
Infrastructure: 3
Banked Gold: 10
Military - Army: 31 Spearmen. Navy: 15 Galley
Stability: 75%
Technology Points: 0
Technologies: Alphabet, Paganism, Masonry, Fishing, Agriculture, Writing, Mathematics
Projects:

United States of America
Player: Equuleus
Capital: Washington DC
Other Cities: New York, Boston, Charleston, Raleigh
Government: Tribal Council
GPT: 17 (18 in 3)
Trade Routes: None
Religion: None
Infrastructure: 0
Banked Gold: 26
Military – Army: 20 Spearmen. Navy: 15 Galley
Stability: 58%
Technology Points: 0
Technologies: Masonry, Alphabet, Paganism, Pottery, Agriculture
Projects:

Texan Empire
Player: mythmonster2
Capital: Houston.
Other Cities: New Orleans, Brownsville
Government: City-States
GPT: 26 (27 in 3)
Trade Routes: None
Religion: None
Infrastructure: 9
Banked Gold: 1
Military - Army: 25 Spearmen. Navy: 15 Galley (25/15)
Stability: 69% (-5% city, -2% expansion)
Technology Points: 0
Technologies: Pottery, Agriculture, Paganism, The Wheel, Alphabet, Bronze
Projects:

South American Stats:

Amazonia
Player: SS-18 ICBM
Capital: Viridia
Other Cities: None
Government: Tribal Council
GPT: 26 (27 in 1)
Trade Routes: Amazonia – Kendermore (1)
Religion: Naturalism
Infrastructure: 5
Banked Gold: 0
Military – Army: 25 Spearmen. Navy: 15 Galley (25/15)
Stability: 85% (+3% religion, -2% expansion)
Technology Points: 0
Technologies: Hunting, Pottery, Alphabet, Agriculture, Writing, Paganism, The Wheel, Animal Domestication, Masonry, Archery, Iron, Sailing, Religion, Bronze, Fishing
Projects:

Kendermore
Player: Tasslehoff
Capital: Hylo
Other Cities:
Government: Anarchy. Oh wait, can't do that. City-States then.
GPT: 28 (29 in 3)
Trade Routes: Kendermore – Amazonia (1)
Religion: Naturalism
Infrastructure: 9
Banked Gold: 0
Military – Army: 19 Spearmen, 1 Archer, 1 chariot. Navy: 15 Galley (25/15)
Stability: 81% (+3% religion, -5% expansion)
Technology Points: 0
Technologies: Hunting, Alphabet, Pottery, Agriculture, The Wheel, Writing, Paganism, Fishing, Animal Domestication, Bronze, Sailing, Iron, Masonry
Archery, Religion
Projects:

The Republic of Lutzj
Player: Lutzj
Glorious Capital: Lutzjopolis
Other Cities: Anderson
Government: Rule by Lutzj (Despotism)
GPT: 15 (16 in 1)
Trade Routes: None
Religion: None
Infrastructure: 2
Banked Gold: 9
Military – Army: 26 Spearmen, 6 Archers. Navy: 15 Galley (38/15)
Stability: 81% (+2% army, -3% expansion)
Technology Points: 0
Technologies: Alphabet, Pottery, Agriculture, Archery
Projects:

African Stats:

Egypt
Player: D'Artagnan59
Capital: Memphis
Other Cities:
Government: Despotism
GPT: 21 (22 in 1)
Trade Routes: None
Religion: None
Infrastructure: 0
Banked Gold: 0
Military – Army: 25 Spearmen. Navy: 15 Galley (25/15)
Stability: 71% (-3% expansion)
Technology Points: 0
Technologies: Masonry, Agriculture, Alphabet, Wheel, Fishing, Sailing, Bronze
Projects: The Pyramids (under construction)

Verali
Player: Kjaaly
History:
Capital: Crean,
Other Cities: Djoeran, Zeacvheal
Government: City-States.
GPT: 23 (24 in 1)
Trade Routes: None
Religion: None
Infrastructure: 5
Banked Gold: 4
Military – Army: 25 Spearmen. Navy: 15 Galley (25/15)
Stability: 71% (+3 % tech, -5% city, -2% expansion)
Technology Points: 0
Technologies: Wheel, Pottery, Agriculture, Writing, Masonry, Mathematics, Paganism
Projects:

NPC's (Please take one)

Oregon
Capital: Seattle
Other Cities: Two Unnamed
Color: Slate Grey
Government: Chieftanism
GPT: 23 (24 in 3)
Trade Routes: None
Religion: None
Infrastructure: 0
Banked Gold: 0
Military - Army: 25 Spearmen. Navy: 15 Galley
Stability: 85%
Technology Points: 0
Technologies: Paganism, Pottery, Alphabet, Writing, Agriculture, The Wheel, Hunting, Animal Domestication, Fishing, Sailing
Projects:

Panama
Capital: Panama
Other Cities: Two unnamed
Government: City-States
GPT: 23 (24 in 3)
Trade Routes: None
Religion: None
Infrastructure: 3
Banked Gold: 0
Military – Army: 25 Spearmen. Navy: 15 Galley
Stability: 74%
Technology Points: 0
Technologies: Fishing, Pottery, Sailing, Alphabet, Writing, Wheel, Agriculture
Projects:

Tiahuanaco
Capital: Tiahuanaco
Other Cities: Two Unnamed
Color: Magenta
Government: Despotism
GPT: 24 (25 in 3)
Trade Routes:
Religion: None
Infrastructure: 0
Banked Gold: 0
Military – Army: 25 Spearmen. Navy: 15 Galley
Stability: 73%
Technology Points: 0
Technologies: Pottery, Agriculture, Bronze, Iron, Hunting, Archery, Agriculture, Masonry
Projects:

Kenya
Capital: Adis Ababa
Other Cities: Two Unnamed
Government: City-States
History:
GPT: 27 (28 in 3)
Trade Routes: None
Religion: None
Infrastructure: 9
Banked Gold: 0
Military – Army: 25 Spearmen. Navy: 15 Galley
Stability: 80%
Technology Points: 0
Technologies: Agriculture, Pottery, Alphabet, Writing, Masonry, Animal Domestication, Paganism, Religion
Projects:
 
The Map:

Spoiler :
birthofanempirefinalcy3ke5.png
 
Technologies:

Pottery: +1 GPT. 4 TP
Alphabet: Enables Technology Trading, can make own projects. 3 TP
Bronze: +5% military. 6 TP.
Wheel: Expansion bonus, +1/4" trade distance bonus. 4 TP
Masonry: +3% defense, can build Pyramids. 4 TP
Paganism: +3% stability. 3 TP
Agriculture: 1 GPT. 6 TP
Fishing: Can expand/trade through rivers and lakes. 5 TP.
Hunting: +1/4" trade distance bonus. 4 TP

Ancient Era Technologies

Writing: Enables alliances you can make. A free TP per turn. Requires Alphabet. 7 TP.
Iron: +7% military. Requires Bronze. 10 TP.
Animal Domestication: Can build Cavalry with The Wheel. Cavalry are strong against Archers, but weak against Infantry. Also, gives you 1 GPT. Requires Agriculture. 8 TP.
Archery: Can create archers, which can kill infantry with ease. Weak vs Cavalry. Requires Hunting. 6 TP.
Religion (whatever religion assigned): Requires Paganism. Also, +3 Stability. 7 TP.
Mathematics: Enables the catapult siege unit. Requires Masonry and Writing. 9 TP.
Sailing: Can build the Galley naval unit. Sea expansion on continental coast. Enables coastal trading via seas or the coast of the continent of up to 3 inches away from a port city (or roughly 7.6 cm). Requires Fishing. 8 GPT. For coastal trade to happen, both nations need Sailing teched.

Ancient Era Technologies, Part 2

Map Making: Plus 1 inch naval trade distance and ½ inch land trade distance. Requires Writing. Cost: 20 Gold.
Padded Leather Armor: -5% casualties. Cost 25 Gold
Temple to the Gods: Once teched, it gives your nation +5% stability. Requires Religion researched and a national religion. Cost: 25 Gold
Advanced Infrastructure: Upgrades your current road system to something more substantial. Gives each city +1 GPT. Requires that nine infrastructure be already built. (Note: does not allow you to build anymore infrastructure than nine – it’s just a name for the tech). Cost: 30 Gold
Marine Warfare: +5% to naval actions. Allows the construction of Triremes (Base Strength 3, cost 2 Gold). Requires Sailing. Cost: 30 Gold
 
Current Wars:
The War of Southern South America in the South near the South Pole. The Republic of Lutzj vs Kendermore.

Alliances:
The Asian Alliance - Members: Siam, China, Japan, Indonesia, India.

Economic Plans:
None right now.

Religions:
Greek Parthenon
Founder: Greece
Holy City: Athens
Members: Macedon, Grenada, Amur
Bonus: +1 TP per member

Hinduism
Founder: India
Holy City: New Delhi
Members: China
Bonus: +1 GPT per member

Buddhism
Founder: Indonesia
Holy City: Jambi
Members:
Bonues: +3% stability boost

Naturalism
Founder: Amazonia
Holy City: Viridia
Members:
Bonus: +3% stability boost

Slavic Pantheon
Founder: Russia
Holy City: Moscow
Members:
Bonus: None specified

World Wonders: Now can be built by anyone

Pyramids: +10% stability. 35 Gold. Requires Masonry. Under construction in Egypt

The Great Lighthouse: Removes all naval trade distance restrictions, but still your navy cannot cross oceans. Cost: 75 Gold. Requires Sailing. (Note, your navy’s military action movements are still restricted to something realistic).
 
Unit List:

Ancient Era Units:

Spearmen: Cost - 1 Gold. Base Strength = 1. Strong vs Cavalry. No techs required, everyone can make these.
Archers: Cost - 2 Gold. Base Strength = 2. Strong vs infantry. Requires Archery.
Chariots: Cost - 4 Gold. Base Strength = 4. Strong vs Archers. Requires Wheel and Animal Domestication.
Catapults: Cost - 6 Gold. Base Strength = 0. Special: Every catapult in your army subtracts 1% base strength from your opponent's army, and when assaulting a city or fort, adds 1 % to yours (while still subtracting the 1% from theirs). However, they can be captured by opposing forces. Requires Mathematics.

Galley: Cost - 1 Gold. Base Strength = 1. Base naval unit. Requires Sailing to create more in addition to what you already have.
 
And last but not least..... This post!

POSTING OPEN!
 
Birth of an Empire- Update 5


Global News Report

North/Central American News Report

USA MILITARY ON ALERT. The United States of America has decided to continue its policy of expansion into the state of Carolina. The operation was met with a degree of success, primarily because the US Military was on high alert for rebellious activity. However, the alertness of the Military was not sufficient to eliminate all resistance, and they suffered minor casualties. (-2 military Points for USA, -5 Gold on Increased Alertness)

TEXAS KINGS UNDERGOES SHOCK. The king of Texas had finally gotten around to deciding what to do, considering that a few years ago, one of his head shamans claimed that he had heard a message that the world was going to end and chaos reigned. On April 1st, however, some teenagers revealed they had fooled the shaman. The king executed them. Anyways, he was happy with the discovery of these new "resources" near Texas. Interested by these, the king ordered the resources west of Houston to be developed. Also, city-states, the new government had a cool effect: apparently, the scientists now worked without having to be told to! One of them had developed a new alphabet. With this new technology, the king realized infrastructure was seriously lacking. He decided to create a large system of roads between Houston and New Orleans). All other gold would now go to developing a harder, newer substance, "Bronze".

South American News Report

TENSIONS OFFICIALLY DEFUSED. Both the Kendermorian government and the Lutzjian government have announced plans to co-exist with their counter part. According to them, rumors reported by this news service were considerably embellished. Still, the tensions continue.

KENDERMORE AND AMAZONIA COMPLETE MASSIVE TRADE AGREEMENT. In the largest trade in world history, Kendermore has provided the Archery, Bronze Working and Fishing technologies to Amazonia, in exchange for the Religion, Animal Domestication and Masonry technologies. The huge trade is expected to help continue the good relations between the two nations.

European News Report

MACEDON BECOMES HUB FOR TRADE. In a surprising deal between Macedon and Grenada, several technologies were sold to the struggling Spaniards at a reasonable cost. The resulting influx in cash has allowed Macedon to continue its technological prowess as well as improve its infrastructure. The Vikings have also traded Fishing for Macedon’s Paganism.

VIKING SHIPS REACH AMURIA. The Amurian Empire received a surprise visit from Hurk the Drunk this year. Although the emissaries were fairly incoherent by virtue of being roaring drunk, a trade agreement was working out. The technologies of Fishing and Sailing were traded for Agriculture and Writing.

VIKINGS COLONIZE GREENLAND. Although Viking outposts have existed on the icy new land for years, recently Hark the Drunk has ordered that a city be formed on the new colony- called Greenland. This is believed to reflect the fact the Hark is used to thinking utter opposites.

GREECE CONVERTS AMUR. Greece Missionaries have convinced Amurian leaders to join the religion of the Greek Parthenon. Leaders to the north are now becoming concerned about the extent of Greek influence.

HAMBURGERS FORM AMSTERDAM. In other news this year, the Hamburgers have settled in Amsterdam. Of course, this new land will be helpful in the wake of the discovery of the bow, as it will give the Hamburgers more space to hunt. More dead animals will result in more hamburgers- thus making everybody happy.

African/ Middle Eastern News Report

NEW IDEAS CREEP OUT OF VERALI. The people of Verali, now knowing the benefits of trade, began to research new ideas to make it easier. This lead to the creation of mathematics, which let them work out deals much faster - After all, how else would you figure out how long time it would take to return those 40 jars of grain if you didn't know math? They then sent out explorers to the west, encountering the Greeks. Initially excited about their concept of Religion, they still rejected it because of their inability to imagine someone on a mountain controlling the land between the rivers.
A bit disappointed, some explorers went south, following the coast, until they settled down, fouding the city of Zeacvheal.

Asian/Pacific News Report

RUSSIAN- AMURIAN TRADE RECOVERS. After fears that the new Russian leader would cut off Russian- Amurian trade, observers were relieved this month when trade continued between the two nations. The Russians provided Animal Domestication for the Amurian technology of Writing. Of course, the arrangement is no longer exclusive.

MAJOR REVOLT IN CRIMEA. The Russian leader has ordered a great deal of Russian expansion coupled with the founding of a new city called Sevastopol. The resulting disarray caused a major revolt in Crimea resulting in the deaths of 5 Russian Infantry.

CHINA AND INDONESIA CONTINUE TRADE. Trading has increased between Indonesian traders and the Chinese. Recent years have seen the exchange of Animal Domestication, Writing, Paganism and Bronze Working for Sailing and Archery.

INDIA FOUNDS LUCKNOW. After a significant halt in Indian expansion, the city of Lucknow has been formed within Indian sovereign territory; Initial concerns of an immediate destabilization of India were unfounded, especially after the spread of Hinduism helped stabilize the region.

AUSTRALIA BEGINS NEW EXPANSION. The Australian Tribal Council, having woken up to discover that they were in virtual isolation on a large arid island, finally came to an agreement. They must prioritize expansion and find a way to feed the people that would be living on the new lands. To aid in this, they set people to work finding ways to better exploit the abundant seafood and in developing better irrigation systems for agriculture. They also financed more research into the ideas a woodcutter was developing from having seen a log roll downhill. Maybe his "wheels" could be used to carry more stuff easier than just carrying it on your back. While all these newfangled ideas were coming to fruition, waves of settlers were heading west, looking for new lands and opportunities.

JAPAN EXPANDS INTO CHINA. A peninsula previously neglected by China has fallen into the hands of Japanese settlers. This has caused quite a stir among the Chinese government, and if trade were not in abundance between the two empires, tensions may have flourished.

Map:

Spoiler :
birthofanempirefinalcy3io0.png


OOC:

@EQ- You already had Paganism so the Gold was banked, and then lost.

@Everybody- You may have noticed the new system for resources. Nobody got a second one on their first turn, and more may appear soon in unexpected ways.

@Lutzj- As it turns out, I kinda did lose your orders..... i'm truly sorry and if you send them to me, i'll add it in asap.
Once again I apologize. This is completely my fault.
 
Question: What exactly is the bonus given to us by resources?

Complaints:

-I send to expand in the area between the Elbe and Oder rivers. This has not been done.
-I did NOT say to expand across the Rhine.
-Amsterdam is too far Southwest! It's East of the Rhine, for Christ's sake!
 
1) I apologize, but I considered my erroneous expansion across the Rhien sufficient.

2) Again I apologize. I was given incorrect information. :mad:

3) Ditto

As for the resources, its the same as RFMK. The specifics are in the rules section.
 
If you have a question - READ THE RULES!!!


It's probably in there. ;)
 
I read the rules.
I still didn't find
Why I have
1 more than should be mine?
(1 Extra city! Waaa? Where? All I have is Edo, Nagasaki and Seoul.)
 
Alright Charles, it has been changed.

And the map was updated too.
 
@ Pinman
Thanks!

@ China
If you really desire the land we will let you have most of it. We will keep a small city/outpost there for trade.
 
I am satisfied. :)
 
It doesn't look like I expanded at all. My expansion orders were based on a previous map (with different resources). Did it get cancelled due to the changes? If so, I want my expansion back! ;)
 
You did expand a bit, but if you want more expansion next update I won't object. I didn't want those nations who gave me expansion orders based on incorrect information to get upset.
 
...nevermind..
 
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