Kentharu
Zebra Commander
Orders are due Wednesday 9th of September 2009
Welcome to my second NES, hopefully it will fair better than my first one.
The stats were based off a combination of Iggy's LINESII model, and Thlayli's TNESII model so I'd like to thank both of them. Also Iggy helps a lot with creating the map so thanks some more.
A brief explanation of my concept, I wanted to introduce the aspect of gods, as I think it would make for a very interesting game play mechanic. It is a fresh start cradle NES, so think of unique nations and cultures please.
Government:
This is rather self-explanatory, however I would like to add that the type of government will influence how your nation performs under certain conditions. For example a high centralized form of government like that of a King/Emperor, would be able to respond more quickly to an attack than say a Senate/Council type government. However a Senate/Council might be better equipped to handle dissent and such things.
Changing forms of government will effect your Confidence/Stability, however sometimes it might effect it for the better, and sometimes it may effect it for the worse.
Confidence/Stability:
This is a measurement of everything from the confidence your people have in your form of government to the amount of corruption that is eating away at your government. All forms of government have a small amount of dissent and a small amount of corruption by default.
This is measured on a scale of 1-10.
Economy:
I will be using the 3 city system that Iggy currently uses in his NES with a few minor changes.
All of these fall under the broad term of Economic Center
Trade Center: As the name suggests this is a place where a lot of trade happens and hence it gives you a boost of 1 EC. It is possible to improve a trade center since some cities, though they may also be trade centers, may garner less trade than other trade centers. When a trade center initially forms it will just be +1, if it improves it will be +2 and so on.
Religious Center: As the name suggests this is a center of religion. Normally these occur when a religious monument or particularly strong religious presence is located with in the city. This religious presence will attract people who will consequentially trade and such with each other and hence give a +1 to EP. However, unlike a Trade center, losing this may give you a hit to your confidence as well as your Economy. Also if you gain another person’s Religious Center, then you sometimes may not receive the bonus from it depending on how you react to that religion.
Cultural Center: As the name suggests this is a place where your particular culture is very strong. This is very much like a trade center however with the added bonus of particular cultural wonders. These do not necessarily have to be wonders personally created by you, but may be things that have become very well known over time. This differs from a Religious Center in that it is not specifically tied to your religion or any religion really but to a nations culture. Unlike a Religious Centers you will never receive a bonus from other nation’s Cultural Centers if you capture them unless it is a very rare case.
All of these can increase in economic significance, i.e. receive +2,+3 and so on.
All these individual cities will be listed in the “important cities” along with their +’s so if a Center forms in your nation please give it a name, if not I will simply name it City 1 and so on.
There is also an agricultural portion to your economy represented by large agricultural zones. If you are a huge nation, like China, you will have more than say, the Netherlands. Losing the EP garnered from these zones requires that more than 50% of the zone be occupied by someone other than you, including rebels. These zones can vary in size depending on density of agricultural development. I.e. much of Russia would be considered a rather large agricultural zone while parts of Ancient Egypt would have rather small agricultural zones due to the high density of agricultural development.
Economy Power
This is your total Economic wealth, with all centers added up as well as other bonuses. I decided to add this because even though cities are focal points of economic growth, sometimes broad economic growth over a whole nation can occur. Such things as an increase in over all trade would bump this up.
Military:
This is where you kill stuff. Be aware that logistics and such play an important role in determining your success or failure in a conflict. If you are far into enemy territory then you should probably make sure your supply lines and such are kept in order (1 EP normally works) but if you are defending then you will have less trouble defending your supply lines, since they are right by you. All of this is dependent on the size and nature of your nation in relation to the nature of the conflict. Over all logistics also impact this, i.e. the allocation of supplies to the right place and making sure they get to that place at the right time.
I would advise leaving tactical maneuvers to your generals and would recommend thoroughly thinking through strategical decisions as well as macro-strategical decisions.
Army:
1000 Spearmen - 1 Ep
1000 Archers- 1 Ep
Navy:
10 ships costs 1 EP (Available at the Copper Age)
On Quality:
This will be represented as a number on a scale of 1-10 next to each “unit” i.e. you have 3000 Spearmen (5) and 1000 Spearmen (2). The number represents everything from the quality of your unit’s weapons to how well they are trained. Sometimes broad military reforms can increase the quality of all units across the board. It costs 1 Ep to raise 1000 of a unit, up 1 level. Units can also receive experience from combat and in most cases will. Technological advances can effect the quality of your units. This applies to ships as well.
On Unique Units:
I will be allowing you to design your own unique unit. These do not necessarily have to be an “elite” unit, it could be a very large unit that is trained as well as a regular sized unit, there by being available to purchase at something like:
2000 awesome dudes- 1 Ep
Or they can be a hyper-elite branch of the military that you can only get 10 or 20 per Ep. They can be both army or navy (and latter on air force perhaps). I encourage you to create a unique concept for these and perhaps even have a back story for them. All of this will help me better understand the intent behind your UU and there by represent it better in updates.
On Conscription/Mobilization:
As always this is an option however it has its obvious down sides. You might take a hit to confidence (or sometimes it may even go up depending), you may lose the EP from an agricultural zone for 1 turn or more. Conscription and Mobilization are different however.
Conscription is simply getting a large number of people and very quickly and cheaply training them as soldiers, giving you a lot of soldiers for a very cheap price. This amount varies as nation size’s vary (larger nations can conscript more). This normally impacts agricultural zones the most as well as confidence.
Mobilization is the act of setting a majority of your nations economy towards the purpose of war such as the production of implements of war as well as diverting food and other supplies from their previous destination and focusing them on war efforts. This forces you to spend 1/3 of your economy (rounded up) on war related things (logistics, buying more units) but it also gives you an EP bonus that can only be spent on war related things. Over time however your economy will take a hit. Your agricultural zones may be impacted and your confidence may also take a hit, although in some cases mobilization may increase confidence.
Initially I will determine how many spearmen you have and if you even have a navy or not. This will depend on what kind of nation you are. After the first turn you can obviously modify this by spending Ep and “buying” more spearmem. Be warned though, if your army becomes to big in relation to your nation then you may see EP deductions for upkeep.
Education:
Having an intelligent population can give you many advantages. You will be more likely to discover new technology sooner or even improve the efficiency of your military. Education also impacts how well your government works. Education levels 1-3 cost you 1 economy point per turn. Education levels 4-6 cost you 2 economy points per turn. Education levels 7-9 cost 3 economy points per turn. Education level 10 costs 4 economy points per turn. It costs 1 EP to raise education 1 level, plus maintenance.
Technology:
Increases in technology come through either time or a concentrated effort of honing existing methods as well as developing new methods of doing things.
Stone Age
The dawn of civilization. Many armies are mere rabbles of warriors, but the spear is rising as a powerful weapon. Also, hunting bows are beginning to be used for military purposes. No navy for military purposes.
Copper Age
Spearmen dominate the battlefields of the world, but the war-axe is beginning to erode to spear's might. The strengthening bow, as well, is becoming a stronger and stronger counter to the more lightly-armoured axemen. In some regions, cavalry makes its first appearance. Basic ships are now availible as well.
Bronze Age
All weapons are gaining in strength, but the golden age of the spear is waning. Axes remain very powerful, but they themselves are under threat from the first swords. Early siege weapons are developing.
Iron Age
The sword is the new supreme weapon on the battlefield. The spear and arrow remain as they always have been, but the axe is gradually disappearing. For the first time, melee cavalry is developed.
Imperial Age
New technologies both domestic and military define this age. Great works of architecture are completed, as are designs of new military weapons. Siege weapons are growing ever stronger. This age will likely define the path of military technological development in the future.
Culture:
This will be a description of your culture (the minorities and majorites) and such, done by me. On a scale of 1-10
Religion:
Religion will play a significantly larger role in this NES than most but not the extent that some may think. Through your religion and worship you, a sense, manifest your god as a conscious being (albeit on a different plain from you). These gods gain a certain degree of power and influence among your people and they are essentially characters, with personalities just as complex as you or I. These gods can perform certain miracles (to be determined by me) for you. That being said, these miracles will not be OMG DIE FIREBALLZZZ -_-. They will be minor things such as getting a better harvest, or the god appearing in physical form and there by inspiring confidence in your people. Be warned though, your religion, and thus your god/gods once created are SEPARATE characters from you. If your government acts outside of the religion, and your religion plays an important role in your nation, then your god might become displeased. He/she might perform, not-so-good miracles, they might even seek to turn your people against you. Having a strong religion means that whatever god that religion is related to will become stronger (via having more worshiper) but it also affords you minor miracles, but also means that if you go against the god/gods then there may be consequences.
I would also like to note that sometimes even your religious leaders can act outside the bounds of your god's will. Your people (even those that are part of the religious structure) are separate from each other.
Gods will not be fighting against each other, they may however appear in battle and maybe boost the spirits of your warriors.
Again, I will determine what these miracles are, so do not ask me for specific one or anything like that.
Measured on a scale of 1-10 in terms of strength.
Wonders/Projects:
Pretty obvious, whatever fancy things you can think of. Describe what kind of bonuses you want this to have (+cultural center or +religion) and I will tell you how long it will take. You MUST invest EP for the project to continue. Investment increments are as follows.
1EP - 1
3 EP - 2
5 EP - 3
8 EP - 4
Examples:
My project, after the initial investment is at 1, so
Project/Wonder: ZOMGERD STUFF (1/10)
The next turn I invest 3 EP into it, so...
Project/Wonder: ZOMGERD STUFF(3/10)
Specialization:
One of the hallmarks of civilized society is that it affords specialized labor. Certain nations sometimes focus more on certain types of specialized labor to get certain types of effects.. This stat represents your nations focus on a certain aspect of the “specialized labor force”. This does not mean your nation is completely bent on this as it would mean the deteriation of other specialized labor, but it just means a “liking” of that category. For this NES specialized laborers are all people who earn there living through means other than food production. Here are the categories and their bonuses.
Military:All things to do with waging war, including navy. This might cause an increase in quality (through better weapons or better training) and better logistical support in addition to better understanding of tactics and strategy by your generals.
Bureaucratic: All things concerning the workings of your government, from more efficient tax collection to better laws and such. When specialized in this your Confidence/Stability might go up and your government will normally run smoother.
Religion:All things to do with religion. A focus on religious specialization will normally mean an increase of religious power and influence in your nation and sometimes means that it spreads faster to others.
Agriculture:All things to do with agriculture. Even though I stated previously that specialized laborers are all people who earn their living by means other than food production there must still be people outside of those who farm and plow fields to proved the equipment that farmers require. A blacksmith must make the sycthe to cut the crop and someone must sell the farmer a horse to plow his field. A focus on agriculture will normally see perhaps more agricultural zones spring up as well as an increase in population.
Balanced: Quite simply this is a balanced focus on all of the for mentioned specializations and offers a little bit of everything.
Stories and such:
I am a big supporter of stories, mainly because I love to read and I love to write even more. That being said I will be awarding "story" bonuses in the update. I know some people are against this and I understand your reasons however let me state my definition of a story as it pertains to this NES.
"Stories" are seen as anything that increases the immersion of a player into the NES as well as increases the depth, complexity, and reality of the world currently in play. Specifically I will consider Diplomacy, Orders, Traditional Stories, and Poems as "Stories".
On Diplomacy:
If you want to receive a "story bonus" for this, then it should be well organized and thoroughly in character. The better the language the more I will recognize it and the happier I will be. Do not expect to get bonuses for simple diplomacy like:
From mootown
To catville
you stink lolololol
On Orders:
Organized orders that shows forethought and planning as well as effort. This does not mean simply long orders, although if you want this then your orders should be longer than a two lines of
"kill people"
"mk?"
My expectations will change from person to person as I know roughly how experienced certain NESers are over others. There fore I will expect more from them if they wish to receive this bonus. Most of the time this bonus will just mean your orders are carried out with a little more effectiveness.
On Stories:
Something that is longer than a page and isn't ********.
On Poems:
Well developed and good poems. I will be the judge of good poems just like I will be the judge of good stories.
Orders:
Please try to get these in by the deadline, however if you happen to be a little late I will accept them so long as I'm not at your part of the update. Please include your stats in all orders, whether it be first or last or in the middle.
Orders should be in a format that resembles the following:
Stats:
Spending:
Whatever else: (military orders, domestic policies).
Please title your orders: KenNESII (insert nation name) Orders Turn (insert turn #)
Nation Template
Nation/Capital: The name of your Nation and starting Capital here (You)
Leader/Player: The leader (it can be a group, just name the group) and your name here (You)
Important Cities: (me)
Size: (me)
Government: Your form government here (default tribe council) (You)
Confidence/Stability: (me)
Economy: Starts out as 2/0 (me)
Taxation: On a scale of 1-10 (default of 1) (You)
Army: (Me)
NavyMe)
Education: (me)
Technology: Stone Age (me)
Culture: measure of how strong your culture is, as well as a small description of it. (Me)
Religion: Animism as a default. (You)
Wonders/Projects:
Specialization: (You) see rules for explanation.
Description: (You)
Please describe your people in as much detail as you can. Everything from skin color to sedentary status.
Starting Map
KenNESII: Of Gods and Men

Welcome to my second NES, hopefully it will fair better than my first one.
The stats were based off a combination of Iggy's LINESII model, and Thlayli's TNESII model so I'd like to thank both of them. Also Iggy helps a lot with creating the map so thanks some more.
A brief explanation of my concept, I wanted to introduce the aspect of gods, as I think it would make for a very interesting game play mechanic. It is a fresh start cradle NES, so think of unique nations and cultures please.
Government:
This is rather self-explanatory, however I would like to add that the type of government will influence how your nation performs under certain conditions. For example a high centralized form of government like that of a King/Emperor, would be able to respond more quickly to an attack than say a Senate/Council type government. However a Senate/Council might be better equipped to handle dissent and such things.
Changing forms of government will effect your Confidence/Stability, however sometimes it might effect it for the better, and sometimes it may effect it for the worse.
Confidence/Stability:
This is a measurement of everything from the confidence your people have in your form of government to the amount of corruption that is eating away at your government. All forms of government have a small amount of dissent and a small amount of corruption by default.
This is measured on a scale of 1-10.
Economy:
I will be using the 3 city system that Iggy currently uses in his NES with a few minor changes.
All of these fall under the broad term of Economic Center
Trade Center: As the name suggests this is a place where a lot of trade happens and hence it gives you a boost of 1 EC. It is possible to improve a trade center since some cities, though they may also be trade centers, may garner less trade than other trade centers. When a trade center initially forms it will just be +1, if it improves it will be +2 and so on.
Religious Center: As the name suggests this is a center of religion. Normally these occur when a religious monument or particularly strong religious presence is located with in the city. This religious presence will attract people who will consequentially trade and such with each other and hence give a +1 to EP. However, unlike a Trade center, losing this may give you a hit to your confidence as well as your Economy. Also if you gain another person’s Religious Center, then you sometimes may not receive the bonus from it depending on how you react to that religion.
Cultural Center: As the name suggests this is a place where your particular culture is very strong. This is very much like a trade center however with the added bonus of particular cultural wonders. These do not necessarily have to be wonders personally created by you, but may be things that have become very well known over time. This differs from a Religious Center in that it is not specifically tied to your religion or any religion really but to a nations culture. Unlike a Religious Centers you will never receive a bonus from other nation’s Cultural Centers if you capture them unless it is a very rare case.
All of these can increase in economic significance, i.e. receive +2,+3 and so on.
All these individual cities will be listed in the “important cities” along with their +’s so if a Center forms in your nation please give it a name, if not I will simply name it City 1 and so on.
There is also an agricultural portion to your economy represented by large agricultural zones. If you are a huge nation, like China, you will have more than say, the Netherlands. Losing the EP garnered from these zones requires that more than 50% of the zone be occupied by someone other than you, including rebels. These zones can vary in size depending on density of agricultural development. I.e. much of Russia would be considered a rather large agricultural zone while parts of Ancient Egypt would have rather small agricultural zones due to the high density of agricultural development.
Economy Power
This is your total Economic wealth, with all centers added up as well as other bonuses. I decided to add this because even though cities are focal points of economic growth, sometimes broad economic growth over a whole nation can occur. Such things as an increase in over all trade would bump this up.
Military:
This is where you kill stuff. Be aware that logistics and such play an important role in determining your success or failure in a conflict. If you are far into enemy territory then you should probably make sure your supply lines and such are kept in order (1 EP normally works) but if you are defending then you will have less trouble defending your supply lines, since they are right by you. All of this is dependent on the size and nature of your nation in relation to the nature of the conflict. Over all logistics also impact this, i.e. the allocation of supplies to the right place and making sure they get to that place at the right time.
I would advise leaving tactical maneuvers to your generals and would recommend thoroughly thinking through strategical decisions as well as macro-strategical decisions.
Army:
1000 Spearmen - 1 Ep
1000 Archers- 1 Ep
Navy:
10 ships costs 1 EP (Available at the Copper Age)
On Quality:
This will be represented as a number on a scale of 1-10 next to each “unit” i.e. you have 3000 Spearmen (5) and 1000 Spearmen (2). The number represents everything from the quality of your unit’s weapons to how well they are trained. Sometimes broad military reforms can increase the quality of all units across the board. It costs 1 Ep to raise 1000 of a unit, up 1 level. Units can also receive experience from combat and in most cases will. Technological advances can effect the quality of your units. This applies to ships as well.
On Unique Units:
I will be allowing you to design your own unique unit. These do not necessarily have to be an “elite” unit, it could be a very large unit that is trained as well as a regular sized unit, there by being available to purchase at something like:
2000 awesome dudes- 1 Ep
Or they can be a hyper-elite branch of the military that you can only get 10 or 20 per Ep. They can be both army or navy (and latter on air force perhaps). I encourage you to create a unique concept for these and perhaps even have a back story for them. All of this will help me better understand the intent behind your UU and there by represent it better in updates.
On Conscription/Mobilization:
As always this is an option however it has its obvious down sides. You might take a hit to confidence (or sometimes it may even go up depending), you may lose the EP from an agricultural zone for 1 turn or more. Conscription and Mobilization are different however.
Conscription is simply getting a large number of people and very quickly and cheaply training them as soldiers, giving you a lot of soldiers for a very cheap price. This amount varies as nation size’s vary (larger nations can conscript more). This normally impacts agricultural zones the most as well as confidence.
Mobilization is the act of setting a majority of your nations economy towards the purpose of war such as the production of implements of war as well as diverting food and other supplies from their previous destination and focusing them on war efforts. This forces you to spend 1/3 of your economy (rounded up) on war related things (logistics, buying more units) but it also gives you an EP bonus that can only be spent on war related things. Over time however your economy will take a hit. Your agricultural zones may be impacted and your confidence may also take a hit, although in some cases mobilization may increase confidence.
Initially I will determine how many spearmen you have and if you even have a navy or not. This will depend on what kind of nation you are. After the first turn you can obviously modify this by spending Ep and “buying” more spearmem. Be warned though, if your army becomes to big in relation to your nation then you may see EP deductions for upkeep.
Education:
Having an intelligent population can give you many advantages. You will be more likely to discover new technology sooner or even improve the efficiency of your military. Education also impacts how well your government works. Education levels 1-3 cost you 1 economy point per turn. Education levels 4-6 cost you 2 economy points per turn. Education levels 7-9 cost 3 economy points per turn. Education level 10 costs 4 economy points per turn. It costs 1 EP to raise education 1 level, plus maintenance.
Technology:
Increases in technology come through either time or a concentrated effort of honing existing methods as well as developing new methods of doing things.
Stone Age
The dawn of civilization. Many armies are mere rabbles of warriors, but the spear is rising as a powerful weapon. Also, hunting bows are beginning to be used for military purposes. No navy for military purposes.
Copper Age
Spearmen dominate the battlefields of the world, but the war-axe is beginning to erode to spear's might. The strengthening bow, as well, is becoming a stronger and stronger counter to the more lightly-armoured axemen. In some regions, cavalry makes its first appearance. Basic ships are now availible as well.
Bronze Age
All weapons are gaining in strength, but the golden age of the spear is waning. Axes remain very powerful, but they themselves are under threat from the first swords. Early siege weapons are developing.
Iron Age
The sword is the new supreme weapon on the battlefield. The spear and arrow remain as they always have been, but the axe is gradually disappearing. For the first time, melee cavalry is developed.
Imperial Age
New technologies both domestic and military define this age. Great works of architecture are completed, as are designs of new military weapons. Siege weapons are growing ever stronger. This age will likely define the path of military technological development in the future.
Culture:
This will be a description of your culture (the minorities and majorites) and such, done by me. On a scale of 1-10
Religion:
Religion will play a significantly larger role in this NES than most but not the extent that some may think. Through your religion and worship you, a sense, manifest your god as a conscious being (albeit on a different plain from you). These gods gain a certain degree of power and influence among your people and they are essentially characters, with personalities just as complex as you or I. These gods can perform certain miracles (to be determined by me) for you. That being said, these miracles will not be OMG DIE FIREBALLZZZ -_-. They will be minor things such as getting a better harvest, or the god appearing in physical form and there by inspiring confidence in your people. Be warned though, your religion, and thus your god/gods once created are SEPARATE characters from you. If your government acts outside of the religion, and your religion plays an important role in your nation, then your god might become displeased. He/she might perform, not-so-good miracles, they might even seek to turn your people against you. Having a strong religion means that whatever god that religion is related to will become stronger (via having more worshiper) but it also affords you minor miracles, but also means that if you go against the god/gods then there may be consequences.
I would also like to note that sometimes even your religious leaders can act outside the bounds of your god's will. Your people (even those that are part of the religious structure) are separate from each other.
Gods will not be fighting against each other, they may however appear in battle and maybe boost the spirits of your warriors.
Again, I will determine what these miracles are, so do not ask me for specific one or anything like that.
Measured on a scale of 1-10 in terms of strength.
Wonders/Projects:
Pretty obvious, whatever fancy things you can think of. Describe what kind of bonuses you want this to have (+cultural center or +religion) and I will tell you how long it will take. You MUST invest EP for the project to continue. Investment increments are as follows.
1EP - 1
3 EP - 2
5 EP - 3
8 EP - 4
Examples:
My project, after the initial investment is at 1, so
Project/Wonder: ZOMGERD STUFF (1/10)
The next turn I invest 3 EP into it, so...
Project/Wonder: ZOMGERD STUFF(3/10)
Specialization:
One of the hallmarks of civilized society is that it affords specialized labor. Certain nations sometimes focus more on certain types of specialized labor to get certain types of effects.. This stat represents your nations focus on a certain aspect of the “specialized labor force”. This does not mean your nation is completely bent on this as it would mean the deteriation of other specialized labor, but it just means a “liking” of that category. For this NES specialized laborers are all people who earn there living through means other than food production. Here are the categories and their bonuses.
Military:All things to do with waging war, including navy. This might cause an increase in quality (through better weapons or better training) and better logistical support in addition to better understanding of tactics and strategy by your generals.
Bureaucratic: All things concerning the workings of your government, from more efficient tax collection to better laws and such. When specialized in this your Confidence/Stability might go up and your government will normally run smoother.
Religion:All things to do with religion. A focus on religious specialization will normally mean an increase of religious power and influence in your nation and sometimes means that it spreads faster to others.
Agriculture:All things to do with agriculture. Even though I stated previously that specialized laborers are all people who earn their living by means other than food production there must still be people outside of those who farm and plow fields to proved the equipment that farmers require. A blacksmith must make the sycthe to cut the crop and someone must sell the farmer a horse to plow his field. A focus on agriculture will normally see perhaps more agricultural zones spring up as well as an increase in population.
Balanced: Quite simply this is a balanced focus on all of the for mentioned specializations and offers a little bit of everything.
Stories and such:
I am a big supporter of stories, mainly because I love to read and I love to write even more. That being said I will be awarding "story" bonuses in the update. I know some people are against this and I understand your reasons however let me state my definition of a story as it pertains to this NES.
"Stories" are seen as anything that increases the immersion of a player into the NES as well as increases the depth, complexity, and reality of the world currently in play. Specifically I will consider Diplomacy, Orders, Traditional Stories, and Poems as "Stories".
On Diplomacy:
If you want to receive a "story bonus" for this, then it should be well organized and thoroughly in character. The better the language the more I will recognize it and the happier I will be. Do not expect to get bonuses for simple diplomacy like:
From mootown
To catville
you stink lolololol
On Orders:
Organized orders that shows forethought and planning as well as effort. This does not mean simply long orders, although if you want this then your orders should be longer than a two lines of
"kill people"
"mk?"
My expectations will change from person to person as I know roughly how experienced certain NESers are over others. There fore I will expect more from them if they wish to receive this bonus. Most of the time this bonus will just mean your orders are carried out with a little more effectiveness.
On Stories:
Something that is longer than a page and isn't ********.
On Poems:
Well developed and good poems. I will be the judge of good poems just like I will be the judge of good stories.
Orders:
Please try to get these in by the deadline, however if you happen to be a little late I will accept them so long as I'm not at your part of the update. Please include your stats in all orders, whether it be first or last or in the middle.
Orders should be in a format that resembles the following:
Stats:
Spending:
Whatever else: (military orders, domestic policies).
Please title your orders: KenNESII (insert nation name) Orders Turn (insert turn #)
Nation Template
Nation/Capital: The name of your Nation and starting Capital here (You)
Leader/Player: The leader (it can be a group, just name the group) and your name here (You)
Important Cities: (me)
Size: (me)
Government: Your form government here (default tribe council) (You)
Confidence/Stability: (me)
Economy: Starts out as 2/0 (me)
Taxation: On a scale of 1-10 (default of 1) (You)
Army: (Me)
NavyMe)
Education: (me)
Technology: Stone Age (me)
Culture: measure of how strong your culture is, as well as a small description of it. (Me)
Religion: Animism as a default. (You)
Wonders/Projects:
Specialization: (You) see rules for explanation.
Description: (You)
Please describe your people in as much detail as you can. Everything from skin color to sedentary status.
Starting Map
