JNES: Time Tells All

Joined
Mar 3, 2002
Messages
12,050
Location
Bay Area, California
ORDERS DUE MONDAY, JAN. 3 7:00 PM PST

Introduction:

As I continue to work on the Age of Exploration re-launch (slated for Spring/Summer 2011), I’ve decided to start up a fresh start NES. I do this for three reasons: 1. By far I enjoy modding fresh starts on world maps the most, 2. They’re easy to MOD, and 3. There seems to be a lack of fresh starts lately (though correct me if I’m wrong).

The rules that follow are simple and in no way unique to this NES, but also should only act as a guidepost when writing orders. JNES fresh starts are open-ended, if you can think of something to do that isn’t addressed in the rules, try it.

I also want to make clear that I will try my best to be realistic, though I will not hear arguments as to how I am not accomplishing that goal.

Stories are encouraged. They give character to otherwise mundane nations, give me less work to do in order to create storylines, and will most likely see their nation’s influence and popularity in updates increased.

There will be a few BTs of sorts. I will mention more about this later when it becomes pertinent.
And with that short introduction, I give you the rules. Please be aware that they are subject to change as time goes on. To create a nation, just fill out the template and indicate where you would like to start.

Nation Name
Government Type: Ruler/Ruling Party
Capital:
Economy:
Revenue: + (Tax Rate)
Stability:
Nobility: Strength/Loyalty
Peasantry: Strength/Loyalty
Legacy:
Army:
Quality:
Navy:
Quality:

Starting Location:

You have four cradles from which to choose. Each cradle will most likely develop differently, but all start out equal in terms of technology and development. It will always help to start where there are more people – the more players, the more interaction, the more fun you will have, and the less work I will have. It will also help a nation to have trade partners where ideas and goods can be exchanged. If there is a cradle that is left with less than 3 players, it will be dropped and I will ask those three players to choose a different starting location.

The four cradles are: Mesoamerica, Fertile Crescent, the Indus River, and the Yellow River Basin.

EDIT: While starting in a cradle can't hurt, the point of the cradles was to centralize starting locations to minimize the need for NPCs. However, if you start somewhere that also has a lot of other players (2+), that should be fine too.

Economy:

There are two stats for the economy. The first is a descriptive stat for the economy, and is based on a ten point scale. The higher the number, the larger the economy is relative to known civilizations. For example, everyone will start out with a 5, since each nation is neither richer nor poorer than any other in the very beginning. This stat is out of the direct control of the player, though policies and projects can have subtle (or extreme) effects on this stat.

The second stat is revenue. This is all the credits you have to spend any given turn. It reflects the tax revenue your government is currently earning, minus any expenses. The expenses are not shown, and are really just an overall sum of what it costs to maintain your current status (infrastructure, military upkeep, etc). In the beginning of this game, this amounts to mostly pittance, and really should not be a cause for concern. You can at any time ask me for more details by PM or AIM.

You can raise your tax rate up and down, but there is no real way of knowing what exactly will be the effect on your revenue, since higher taxes could stifle economic growth and cancel out any expected revenue gains, while lowering taxes could do the opposite.

Your tax rate can sit at one of five levels. You can change it to whatever level at any point, though moving it three or four levels at one time can have drastic consequences on your economy.

The levels: Very Low, Low, Medium, High, Very High.

Stability:

The various major factions within your nations will be reflected in your stats, and all will have their own views towards how the country should be run. Some are large factions, others are small, and all have different strength in influence. Most of them disagree with each other, and it will be a lucky ruler who can keep them all happy, all the time.

All factions have two key parts: Strength and Loyalty. The Strength of the faction suggests the power of the group and the ability of the faction to enact change and policy. Strength can be affected by the wealth of the faction, the size of the faction, access to weapons, and other factors to be determined. The loyalty of the faction is the rating of how likely they are to turn against you and attempt to overthrow the standing regime. Loyalty changes based on how you act in regards to what the factions hold dear. In your stats they are arranged as so: Strength/Loyalty. Below are the levels of each factor that you should take into account, with a numerical rating. The numbers are used by me to use to determine the various events which take place in regards to your stability.

Strength: None-Weak-Medium-Strong-Powerful

Loyalty: Rebellion (0)-Mutinous (1)-Riotous (2)-Faltering (3)-Wary (4)-Loyal (5)

Legacy:

No nation or empire lasts forever. Except, of course, in the stories and histories of other people. The Legacy stat is perhaps the most important statistic in this rule set. The Legacy refers to the overall influence in a numerical form that your nation has had on the world as a whole. This is to help distinguish the glorious empires from the barbaric regions of the world. The Legacy stat represents both the international prestige of a nation as well as nationalism relating to it. The higher your legacy, you will receive bonuses to the fighting ability of your soldiers, the amount of population you receive from immigration from other countries, the loyalty of your subjects, and an increase to the likelihood of technological advancement or other one-time bonuses.

If your nation is destroyed or overrun (something which ALL of you should expect at one point or another) fear not! Your Legacy will remain, though it will proceed to dwindle with time. The more wonders you built during your reign as a nation, the longer your Legacy will take to wear down. If your wonders are destroyed by your opponents, then your Legacy will drain faster. While your country may fall, your heritage as a people will not, and even if your people should fade away, a truly high Legacy may carry its echoes even into planets beyond this one. Fear not if your nation falls, if you built it well, it's story will live on for millennia.

Legacy reflects the culture of your civilization, and can be increased through a large variety of actions. Some examples: large monuments that will stand the test of time, proliferation of language, religion, etc, large empires under your command, central trade hub, etc.

Military

This is a standard stat. To buy units to add to your army, simply spend revenue credits on them. The cost of units are based on what quality the military has. Each price shown below is based on a military with a quality of 1. For each successive quality level, add 1c to the cost of each unit.

Army:
Infantry Regiment – 1c
Chariot Regiment - 2c
Mounted Regiment – 4c

Navy:
War Galley – 1c

The quality of each branch of the military is also shown. This is out of the direct control of the player, except that it can be voluntarily decreased if you decide you’d prefer a cheaper, lousier force. For the most part, the quality reflects policy and history. Please see below for a description of each quality type so far:

1: Soldiers are basically peasants that you have called up in time of need. There is no real standing army. Peasants fight mostly with weapons they brandish themselves. Boats are civilian boats commandeered for a specific operation.

2: Soldiers are still peasants and there is still no real standing army, but they are better equipped and the populace is generally better trained and lead by a few professionals. Boats are mostly civilian still, though there may be a few lead ships that are owned by the government.

3: About half your soldiers are part of a standing army, but the rest come from the stock of peasants. Boats are mostly owned and maintained by you, and your sailors are professional seamen.

4: Most of your soldiers are part of a professional standing army and are led by competent and experienced tacticians. The boats are of great quality and meticulously maintained, and the seamen are of the highest caliber.
 
Ghortha – Among Savag
Tribal Federation: Chief Homey Gee You Knit
Capital: Gashtak
Economy: 7
Revenue: +4 (Medium)
Stability:
Nobility: Medium/Loyal
Ghorthan Peasantry: Weak/Loyal
Maloutan Peasantry: Weak/Loyal
Legacy:
Army: 6 Infantry Regiments
Quality: 1
Navy: 15 Homans, 4 Hilkers
Quality: 1

Tarnessan Empire
Absolute Monarchy
Capital: Candomo
Economy: 7
Revenue: +6 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Valin: Weak/Faltering
Sunna: Weak/Wary
Legacy:
Army: 12 Infantry Regiments
Quality: 1
Navy:
Quality:

Hynta
Absolute Monarchy:
Capital: Hynta
Economy: 5
Revenue: +2 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 5 Infantry Regiments
Quality: 1
Navy:
Quality:
Irrigation Project (In Progress, 2 invested)

Lona
Absolute Monarchy:
Capital: Lona
Economy: 6
Revenue: +4 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 4 Infantry Regiments
Quality: 1
Navy: 7 war Galleys
Quality: 1

Kingdom of Rath
Absolute Monarchy:
Capital: Taken
Economy: 5
Revenue: +3 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 9 Infantry Regiments
Quality: 1
Navy: 5 War Galleys
Quality: 1

Portugal Imperium
Bureaucratic Empire
Capital: Leiria
Economy: 5
Revenue: +3 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 6 Infantry Regiments
Quality: 1
Navy: 5 War Galleys
Quality: 1

Empire of Euskal Herria – Lord of Elves
Absolute Imperial Monarchy:
Capital: Bilbao
Economy: 5
Revenue: +3 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Priestclass: Medium/Loyal
Legacy:
Army: 2 Infantry Regiments
Quality: 1
Navy: 15 Homans, 4 Hilkers
Quality: 1

Polaterra Confederacy – Terrance888
City-State Imperium: King Rondo the Sly
Capital: Verona
Economy: 5
Revenue: +3 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 5 Infantry Regiments
Quality: 1
Navy:
Quality:


Atticus – Erez87
Kingship/Athenian Kings:
Capital: Athenopolis
Economy: 6
Revenue: +3 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Corinth: Medium/Loyal
Sparta: Medium/Wary
Legacy:
Army: 8 Infantry Regiments
Quality: 1
Navy: 7 War Galleys
Quality: 1

Rhodes
Imperial City-State
Capital: Rhodes
Economy: 5
Revenue: +6 (High)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 6 Infantry Regiments
Quality: 1
Navy: 12 War Galleys
Quality: 1

Minoan Empire
Imperial City-State
Capital: Knossos
Economy: 5
Revenue: +2 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Medium/Loyal
Legacy:
Army: 7 Infantry Regiments
Quality: 1
Navy: 6 War Galleys
Quality: 1

Sheol – Abaddon
Oligarchy: Council of Elders
Capital: Lof Yfel
Economy: 6
Revenue: +5 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Military: Medium/Loyal
Amonites: Weak/Riotous
Chaldeans: Weak/Riotous
Legacy: 1
Army: 9 Infantry Regiments, 1 Mounted Regiment
Quality: 1
Navy: 5 War Galleys
Quality: 1

Assyrian Empire - Eltain
Despotism: Emperor Akiya
Capital: Nineveh
Economy: 6
Revenue: +6 (High), 2 banked
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Faltering
Abyis: Weak/Wary
Tonice: Weak/Riotous
Legacy:
Army: 8 Infantry Regiments, 5 Chariot Regiments
Quality: 2
Navy: 5 War Galleys
Quality: 1
Walls of Nineveh (In Progress, 2 invested)

Ovarri Kingdom
Absolute Monarchy: King Ullu
Capital: Ovarrom
Economy: 5
Revenue: +3 (Medium)
Stability:
Nobility: Medium/Wary
Peasantry: Weak/Wary
Legacy:
Army: 4 Infantry Regiments
Quality: 1
Navy:
Quality:

Kintash - ZeletDude
Oligarchy: The Council of Three
Capital: Locet
Economy: 6
Revenue: +4 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Artisan Class: Weak/Loyal
Legacy:
Army: 7 Infantry Regiments
Quality: 2
Navy: 2 War Galleys
Quality: 1

Hittite Empire
Absolute Monarchy
Capital: Hatassus
Economy: 7
Revenue: +6 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Military: Medium/Faltering
Legacy: 2
Army: 13 Infantry Regiments, 4 Chariot Regiments
Quality: 2
Navy:
Quality:
Great Fort of Hatassus (COMPLETE)

Luvia
Oligarchic Monarchy:
Capital: Lukka
Economy: 4
Revenue: +1 (Medium)
Stability:
Nobility: Medium/Wary
Peasantry: Medium/Loyal
Legacy:
Army: 7 Infantry Regiments
Quality: 1
Navy: 5 War Galleys
Quality: 1

Elam - Oruc
Absolute Monarchy:
Capital: Elamatu
Economy: 5
Revenue: +4 (Medium)
Stability:
Nobility: Medium/Wary
Peasantry: Medium/Loyal
Legacy:
Army: 10 Infantry Regiments, 3 Mounted Regiments
Quality: 1
Navy:
Quality:
Gate of Kirirsha (In Progress, 3 invested)

Tyre
Absolute Monarchy:
Capital: Tyre
Economy: 6
Revenue: +3 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Merchant Class: Medium/Loyal
Legacy:
Army: 5 Infantry Regiments
Quality: 1
Navy: 8 War Galleys
Quality: 1

Ugarit
Absolute Monarchy:
Capital: Ugarit
Economy: 5
Revenue: +3 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Merchant Class: Medium/Loyal
Legacy:
Army: 5 Infantry Regiments
Quality: 1
Navy: 5 War Galleys
Quality: 1
Harbor of Ugarit (In Progress, 3 invested)

Vegas
Oligarchic Monarchy: Don Francos I
Capital: Vegaslas
Economy: 7
Revenue: +5 (Medium)
Stability:
The Chairmen (Nobility): Medium/Loyal
The Finks (Peasantry): Weak/Loyal
Legacy:
Army: 7 Infantry Regiments
Quality: 1
Navy: 17 War Galleys
Quality: 1
Great Harbor of Vegaslas (In Progress, 3 invested)

Hemite Empire – Tree151
Absolute Monarchy: Emperor Jacob II
Capital: Sairet
Economy: 7
Revenue: +10 (High)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Egyptians: Medium/Wary
Yentet: Weak/Loyal
Canaanites: Weak/Mutinous
Issists: Medium/Loyal
Legacy:
Army: 13 Infantry Regiments
Quality: 2
Navy: 3 War Galleys
Quality: 1
Pyramids of Sairet (In Progress, 3 invested)

Kush
Absolute Monarchy:
Capital: Napata
Economy: 6
Revenue: +5 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 12 Infantry Regiments
Quality: 1
Navy:
Quality:

Axum
Absolute Monarchy:
Capital: Naqa
Economy: 7
Revenue: +6 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Wary
Legacy:
Army: 10 Infantry Regiments
Quality: 1
Navy: 7 War Galleys
Quality: 1

Rastafaristan
Direct Democracy: Consul Hallie
Capital: Mogidishu
Economy: 6
Revenue: +3 (Medium)
Stability:
Peasantry: Strong/Wary
Warlords: Strong/Loyal
Legacy:
Army: 5 Infantry Regiments
Quality: 1
Navy: 5 War Galleys
Quality: 1

Saba
Absolute Monarchy:
Capital: Muza
Economy: 6
Revenue: +3 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Wary
Merchants: Weak/Wary
Legacy:
Army: 4 Infantry Regiments
Quality: 1
Navy: 15 War Galleys
Quality: 1

Hadramaut
Concentrated Republic
Capital: Qana
Economy: 6
Revenue: +3 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Wary
Merchants: Weak/Wary
Legacy:
Army: 9 Infantry Regiments
Quality: 1
Navy: 8 War Galleys
Quality: 1

Sarapion
City-State Governorship
Capital: Sarapion
Economy: 6
Revenue: +3 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Wary
Merchants: Weak/Wary
Legacy:
Army: 7 Infantry Regiments
Quality: 1
Navy: 6 War Galleys
Quality: 1

Nikon
City-State Governorship
Capital: Nikon
Economy: 6
Revenue: +3 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Merchants: Weak/Loyal
Legacy:
Army: 9 Infantry Regiments
Quality: 1
Navy: 8 War Galleys
Quality: 1

Zanzibar
City-State Governorship
Capital: Zanzibar
Economy: 6
Revenue: +4 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Wary
Merchants: Weak/Loyal
Legacy:
Army: 8 Infantry Regiments
Quality: 1
Navy: 15 War Galleys
Quality: 1

Uganda
Chiefdom
Capital: Uruwe
Economy: 4
Revenue: +2 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 10 Infantry Regiments
Quality: 1
Navy: 2 War Galleys
Quality: 1



Kanohi Empire – sp1023
Theocratic Despotism: Tahu
Capital: Kanohi
Economy: 7
Revenue: +6 (Medium)
Stability:
Nobility: Medium/Wary
Military: Strong/Loyal
Priesthood: Medium/Riotous
Peasantry: Weak/Wary
Bureaucracy: Weak/Riotous
Ahar: Weak/Wary
Legacy: 1
Army: 19 Infantry Regiments, 2 Mounted Regiment
Quality: 2
Navy:
Quality:

Rarran Oma
Theocratic Despotism: Jotoyanamuna
Capital: Oma
Economy: 6
Revenue: +4 (Medium)
Stability:
Nobility: Medium/Loyal
Priesthood: Strong/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 11 Infantry Regiments
Quality: 1
Navy:
Quality:
Oma-Vasta Road: 1c

Gujarat
Theocratic Despotism:
Capital: Rajkat
Economy: 6
Revenue: +3 (Medium)
Stability:
Nobility: Medium/Loyal
Priesthood: Strong/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 8 Infantry Regiments
Quality: 1
Navy: 8 War Galleys
Quality:
Statue of Toa (In Progress, 1 Invested)

Vatsan Kingdom
Despotic Monarchy:
Capital: Kausambi
Economy: 4
Revenue: +3 (Medium)
Stability:
Nobility: Medium/Wary
Peasantry: Weak/Loyal
Legacy:
Army: 6 Infantry Regiments
Quality: 1
Navy:
Quality:

Mauryan Empire
Despotic Monarchy:
Capital: Campa
Economy: 7
Revenue: +5 (Medium)
Stability:
Nobility: Medium/Wary
Peasantry: Weak/Loyal
Legacy:
Army: 13 Infantry Regiments
Quality: 1
Navy:
Quality:

Assaka
Despotic Monarchy:
Capital: Assak
Economy: 3
Revenue: +2 (Medium)
Stability:
Nobility: Medium/Wary
Peasantry: Weak/Loyal
Legacy:
Army: 6 Infantry Regiments
Quality: 1
Navy:
Quality:

Vidisha
City-State Monarchy
Capital: Vidisha
Economy: 4
Revenue: +2 (Medium)
Stability:
Nobility: Medium/Wary
Peasantry: Weak/Loyal
Legacy:
Army: 5 Infantry Regiments
Quality: 1
Navy:
Quality:

Mathura
City-State Monarchy
Capital: Mathura
Economy: 4
Revenue: +2 (Medium)
Stability:
Nobility: Medium/Wary
Peasantry: Weak/Loyal
Legacy:
Army: 6 Infantry Regiments
Quality: 1
Navy:
Quality:


Bantu – Slavic Sioux
Tribal Chiefdom: Shaka
Capital: Great Ulundi
Economy: 6
Revenue: +4 (Medium)
Stability:
Nobility: Weak/Loyal
Peasantry: Medium/Loyal
Weshi: Weak/Riotous
Legacy: 2
Army: 11 Infantry Regiments
Quality: 1
Navy:
Quality:
Ulundi Beautification Project (Complete)

Taaswi
Chiefdom: Mustafa
Capital: Prie
Economy: 5
Revenue: +2 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 8 Infantry Regiments
Quality: 1
Navy:
Quality:

Kingdom of Malawi
Absolute Monarchy: King Keknet
Capital: Dedza
Economy: 6
Revenue: +2 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 7 Infantry Regiments
Quality: 1
Navy:
Quality:
Dedza Irrigation: 1c

Chambesi
Absolute Monarchy
Capital: Yutullu
Economy: 4
Revenue: +2 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 6 Infantry Regiments
Quality: 2
Navy:
Quality:

Zulu Empire
Absolute Monarchy
Capital: KwaZulu
Economy: 7
Revenue: +7 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Army: Medium/Wary
Legacy:
Army: 22 Infantry Regiments
Quality: 2
Navy:
Quality:


Xingbao - Milarqui
Democratic Empire: Emperor Qin Chu Minau/Eunuchs
Capital: Penkin
Economy: 7
Revenue: +5 (Medium)
Stability:
Eunuchs (nobility): Medium/Loyal
Sages (merchants): Weak/Loyal
Templists (priesthood): Medium/Loyal
Peasantry: Weak/Loyal
Legacy: 1
Army: 5 Infantry Regiments, 1 Mounted Regiment
Quality: 2
Navy: 3 War Galley
Quality: 1
Chamber of Leaders (In Progress, 3c invested

Yi Empire
Despotism: Emperor Win
Capital: Xinjao
Economy: 5
Revenue: +2 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 4 Infantry Regiments
Quality: 2
Navy:
Quality:

Zhou
Despotism:
Capital: Louyang
Economy: 5
Revenue: +2 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 4 Infantry Regiments
Quality: 2
Navy:
Quality:

Qin - Luckymoose
Republic:
Capital: Hao
Economy: 5
Revenue: +2 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 5 Infantry Regiments
Quality: 2
Navy:
Quality:

Xia
Dynastic Monarchy:
Capital: Xia
Economy: 5
Revenue: +3 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 10 Infantry Regiments
Quality: 1
Navy:
Quality:

Chu
Dynastic Monarchy:
Capital: Nanjun
Economy: 5
Revenue: +3 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 7 Infantry Regiments
Quality: 1
Navy:
Quality:

Wi
Dynastic Monarchy:
Capital: Shangqiu
Economy: 4
Revenue: +2 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 7 Infantry Regiments
Quality: 1
Navy:
Quality:

Choson
Tribal Council: Jinkung
Capital: Yangpoen
Economy: 4
Revenue: +2 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 3 Infantry Regiments
Quality: 1
Navy: 2 War Galleys
Quality: 1

Yon Po - Azale
Tribal Council: Council
Capital: Kangowon
Economy: 5
Revenue: +3 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Legacy:
Army: 2 Infantry Regiments
Quality: 1
Navy:
Quality:
Great Lighthouse of Kangowon (In Progress, 2 invested)

Jin - ChiefDesigner
Theocracy:
Capital: Jianye
Economy: 5
Revenue: +3 (Medium)
Stability:
Nobility: Medium/Loyal
Peasantry: Weak/Loyal
Priestly Class: Medium/Loyal
Legacy: 1
Army: 5 Infantry Regiments
Quality: 1
Navy: 2 War Galleys
Quality:
 
One more post to go after this.

One point about updates: They will be at least weekly (if not quicker). Deadline will be on the first post of the thread. Update 0 will not be more than a simple opener and a final map, so no orders necessary, though you should send this time to give some background and flavor to your civ (though not required). First update is scheduled for Thursday.
 
Final Post. See Map.

You may post.
 

Attachments

  • Newest Map.png
    Newest Map.png
    324 KB · Views: 108
Not sure if I'm alone in this, but I'd rather start in europe, to be honest. Cradles for me are no fun.
 
The whole point of the cradles was to just centralize nations a bit so we don't have dozens of NPCs for only a few people.

If there are enough people who want to start in somewhere other than a cradle, I'm okay with that, so long as there are 2+ people. So go ahead and start where you like and try to congregate around other people, and we'll sort it out Thursday with the update.
 
Ghortha
Government Type: Chief Homey Gee You Knit/Tribe Federation
Capital:Gashtak
Economy:
Revenue: + (Tax Rate)
Stability:
Nobility: Strength/Loyalty
Peasantry: Strength/Loyalty
Legacy:
Army:
Quality:
Navy:
Quality:


Ghortha Is Birthed

Big Chief Homey Gee You Knit has taken, through some severe bloodshed, the tribes that inhabit the big balearic island. Now he rules them with a bronze fist. He sets up a city called "Ghashtak" on the northeastern coast, and from there he governs the island. Now that the tribes are all unified, and there are no further wars to attend to, the people of Ghortha are free to pursue other ventures, such as trade. Though no trade has been established outside the island yet.
 
Sheol // Abaddon
Ruler: Szandor LaVey the Great
Capital: Lof Yfel
Government: Council of Elders
Religion: Animalistic Polytheism, with a bit of "Our-leader-is-god-on-earth" mixed in depending on the ruler at the time
Ideology: Defencive, cautiously trading
Economic Base: The fish in the sea, the gems in the mountains, and the crops on the banks of the river between.
Nation Names: Sheol, Shayol, Sharnol, Heol, Heoal
City Names: Lof Yfel, Singodia, Yfel, Hi Yfel, Abyis
Place Names: The LaVey River runs through the Yfel Valley, starting at the Verdun Mountains and ending in the Endless Lake.

Nation Background: Sheol is a riverine/agricultural country, increasingly reliant on the bountiful harvest the river banks provide. The people of Lof Yfel used to be fishermen and farmers living in small family groups and communities. Growing outside pressures from barbarians and slavers caused them to call out for a leader who could lead them in successful resistance. Such a suitable leader was Szandor LaVey. A grand figure, gifted in the way of the word as much as the sword. He united the people, and together they drove the barbarians far away from their lands. With lands secured the "nation" expanded up the river, with its numbers rapidly swelling. Now, as the community grows, with many families migrating to the relative safety of Sheol's capital Lof Yfel pressures are beginning to mount. The original city is cramped within the walls Szandor LaVey built, and beyond its safety farming families still risk raiders and brigands. Up the river several smaller nations have sprung up, and the trade flowing to Lof Yfel is the source of much wealth. This has caused Sheol to be become less xenophobic and aggressive society to outsiders.

newstart.png
 
Isn't the Nile supposed to be a cradle? If not, I'll choose something else.

Hem
Government Type: King Atakanothem/Absolute Monarchy
Capital: Sairet
Economy:
Revenue: + (Tax Rate)
Stability:
Nobility: Strength/Loyalty
Peasantry: Strength/Loyalty
Legacy:
Army:
Quality:
Navy:
Quality:
Religion: Polytheism, closely resembling ancient Egyptian polytheism

History
Hemites were originally nomads who who came to the land from the northeast, after they reached the Nile river, they saw it as a perfect place to settle down, since they could base off the fertile banks of the river, creating a settlement called Sairet. Soon, they had grown in numbers and now consider expanding in area to gain more land on the Nile.

lyrs_36b_u5x43.png
 
Welcome everyone.

A quick note about geography: you may name any feature to fit your language, however, if you don't name it, I will use OTL name for it.
 
OOC: You speak of Cradles, but I have two questions about them. First, how exactly large are each of them? Each one is said, but you never said the boundries of them. Secondly, you talk about starting outside of a cradle, but there is no rule about them execpt for saying its (possibly) okay. What are the advantages/disadvantages of starting in a cradle compared to not starting in one?
 
OOC: You speak of Cradles, but I have two questions about them. First, how exactly large are each of them? Each one is said, but you never said the boundries of them. Secondly, you talk about starting outside of a cradle, but there is no rule about them execpt for saying its (possibly) okay. What are the advantages/disadvantages of starting in a cradle compared to not starting in one?

Thats because I was defining the cradles broadly. Fertile crescent generally means the area around Tigris and Euphrates, the Levant, and the Nile. Hence the crescent. The other cradles are the land around their respective rivers.

Starting outside the cradle is okay. I edited the rule. I just am emphasizing the importance of starting near other people. Generally I don't want one person in Spain, one in Australia, and one in South America, for example. That would make it less fun for the players, create more work for me (creating NPCs) etc etc.

There is no true advantage to starting in a cradle as opposed to another equally fertile area. Obviously there are inherent advantages and disadvantages to starting in a fertile river valley as opposed to, say, Greenland. In general, you will advance faster if there are other major civilizations nearby. But then again, that means an increase chance of violence.

Its up to you to weigh the advantages and disadvantages. There are no direct rules that effect where you start, so long as you aren't completely isolated.
 
Bara Magna
Government Type: Toa Mata
Capital: Kanohi
Economy:
Revenue: + (Tax Rate)
Stability:
Nobility: Strength/Loyalty
Peasantry: Strength/Loyalty
Legacy:
Army:
Quality:
Navy:
Quality:

Bara Magna was born out of a legion of tribal confederacies united into one by Toa Mata, an influential and brilliant leader.

Indus Valley! :D
 
Nation: Bantu
Government Type: Shaka/Tribal Cheiftom
Capital: Great Ulundi
Economy:
Revenue: + (Tax Rate)
Stability:
Nobility:
Strength/Loyalty
Peasantry: Strength/Loyalty
Legacy:
Army:
Quality:
Navy:
Quality:


Location: Place it somewhere in what is Modern OTL Zambia.
 
Nation Name: Kintash
Oligarchy: The Council of Three/The Council of Three
Capital: Locet
Economy:
Revenue: + (Tax Rate)
Stability:
Nobility: Strength/Loyalty
Peasantry: Strength/Loyalty
Legacy:
Army:
Quality:
Navy:
Quality:

Location: Kuwait.

History: The Kintash were originally nomads from the east after a millennium of endlessly traveling they found a great spot to set up a permanent settlement on the Teskin River, which empties into the Geaste. (Persian Gulf). The area was perfect for settlement as the land was fertile for farming, there where plenty of trees for building and the river supplied endless amounts of water to be used.

Religion: Polytheistic.. (more later..)
Color: Orange please.
 
Was hoping to have more of a robust player list, but update will be coming today nonetheless. Will be short and sweet, and we'll shoot for a second update this weekend since this one does not require orders.
 
Xingbao
Democratic Empire: Emperor Qin Chu Minau/Eunuchs
Capital: Penkin
Economy:
Revenue: + (Tax Rate)
Stability:
Nobility: Strength/Loyalty
Peasantry: Strength/Loyalty
Legacy:
Army:
Quality:
Navy:
Quality:

Location: Mouth of the Yellow River

History: the Xingbao have a great history based on the past, normally retold to the commoners in the form of myths. They started as a small tribe in the Great River (OOC: Yellow River), near the coast, which got on by fishing and trading with more inland tribes. It was on a time of great hunger for the inland tribes that the Xingbao tribe, alongside the Tinao tribe, that dedicated itself to agriculture, that they took on a leading role amongst the tribes, a role that intensified when the son of the leader of the Xingbao married the only daughter of the leader of the Tinao, joining both tribes under one rule, and being the start of the whole empire.

Government: It was with the great-grandfather of current Emperor Qin Chi Minau that the system currently in power was implemented. Through it, the people choose who their town leader is, and the town leaders then decide who is to become their representative in the Government of the Emperor. The Emperor himself decides who are to be his advisors, save for the one man who is chosen by the town leaders. Whenever an emperor dies, his sons and daughters are to be subjected to a series of trials of both the intellectual and physical kind, and whomever proves to be the most able will become the new emperor.

Religion: the Worship of the Ancients is the main religion of the whole Empire, with the ancestors of the Emperor being the one that are worshipped by everyone, apart from their own ancestors. They hope that, with their worshipping, their ancestors will give them both luck and the strength necessary to keep on with any trials they may have.
 
Back
Top Bottom