StKNES2: Rags to Riches, Tribes to Empires

Kamilian

Deity
Joined
Oct 5, 2002
Messages
3,473
Basic important things to remember:
1. Don't mix other NESs and events of other NESs w/ this one and events in this one. It will only serve you negatively.
2. I will try to update every 2 or 3 days. It also depends on how many orders I have, remember that. Once I post "Starting update", then I will not accept orders unless I see that you posted them within 5 minutes of my notificaiton. If there is a mistake in the update, please notify me, but don't start b****ing at me, because that will not help me at all, and it will only serve to either make me NOT fix the mistake, even if it is an honest one, OR to make you suffer within the next 1 or 2 turns.
3. If anyone gets into a spam war here (for reference, see "emu v. aaminion", in stjnes5), I will not tolerate. If it ends up filling one whole page, then I will start to deduct either army, navy, or economy from the two that are quarreling, based on which is the strongest point of each individual, REGARDLESS of who started it. If it spills over into filling up another page or more, then I am not afraid of being called a "rat" or a "snitch" for notifying the forum mods. OOC banter is allowed but only to a LIMITED, non-continuous extent.

Military
A. Army Increases.
100 men = 1 level of increase; 75 Chariots = 1 level of increase; 100 horsemen = 1 level of increase; Conversion from 100 men to 100 Horsemen = 1 level of increase.

B. Training. You cannot train yet. I will notify you in the update and in this section of this post when you can begin training. Training will decrease your Army since some of the troops will be unable to handle the rigid discipline and either die, in which case morale has 1/6 chance of dropping (I will roll a die and if it goes on "1" then it drops. Otherwise, stays the same), or they will decide to leave the Army.

C. Weapons-upgrades. These come as you advance into new Ages. If you make weapons-upgrades your Economy level will decrease by 1 and your Army will also decrease somewhat. (Note: By weapons-upgrades, I mean like Bronze Age weapons to Iron Age weapons).

D. Unique Units (UUs). You may make UUs for your country. If it is a land-based UU, these will be counted separately from the regular Army ranks. Default number of UUs you get is 300. Right now, the increase of the number of UUs will go up by 50 men. Economy level will decrease by 1. In your orders, you should state the name of the UU, why it's different from the normal Army, and what it does. Remember that the UU, whatever it does, should be reasonable within the age - no laser-shooters in Iron Age!!! You may have only one UU per Age. And if you have an land-based UU, then you can't ask for a marine-based UU, though it's a different type of UU because it is still a UU. When you advance into a new Age, the UU can remain in action, but it will be weaker against the newer Age armies. When you disband the UU by making a new UU for the new Age, whether land- or sea-based, half of those UUs may join the ranks of the regular Army. The other half goes back home, seeing as how they are now useless. So sad.

E. Colonial Armies
Colonial Army is basically the separate Army that you keep in your Colonies – lands separated physically (geographically) from your mainland – so that you don’t spread your Army too thin. (I care so much about you all ;) ) Anyways they are mainly there for defensive and local peacekeeping purposes. You CAN use them to expand the Colony into un-claimed (white on the map) area, but they CANNOT be used to fight wars against another nation. Remember that if the Colony rebels, the Colonial Army will most likely become their main military force, as the troops are inhabitants of that Colony, which means that they have loyalties to the homeland but also to the Colony’s best interests, so that’s a risk. As for increases, it is the same as standard Army - same amount, same units,

F. Increasing Military. 100 men = 1 economy.
75 Chariots = 1 economy.
100 Horsemen = 1 economy.
Conversion of 100 men to 100 Horsemen = 1 economy.
The maximums that you can increase per turn is the following:
500 men or Horsemen = 5 levels = 5 economy cost.
Conversion from 100 men to 100 Horsemen = 1 level = 1 economy cost.
50 UU increase = 1 level = 1 economy cost.
150 Chariots increase = 2 levels = 2 economy cost.

Navy
A. Ship Increases.
Bronze Age: Canoes. 5 Canoes = 1 level of increase. Canoes cannot attack - they only act as transports - pretty much defenseless AND ofenseless.
Iron Age: 10 Triremes = 1 level of increase.

B. Training rules for Navy are the same as for Military - look above.

C. Weapons-upgrades rules for Navy are generally the same as for Military - look above.

D. Unique Units (UUs). Generally the same as for Military UUs. Say why this UU ship is better than whatever ships are available in the current Age and give it a name, as long as whatever it does is reasonable and fits within the Age (no Destroyers in Iron Age!). Default starting number for UU ships is 10. Increasing is 5 ships and costs an Economy level. If you build a Navy UU, you CANNOT ask for a Military UU as well - and that goes vice-versa as well. If you advance to a new Age, the UU will remain in action, but it will now be more likely to be beaten by common navies of the newer Age. If you disband and make a new UU, whether land- or sea-based, then the old UU ships will be put in museums and possibly increase education.

E. Increasing Navy. You can increase by a maximum of 4 levels per turn. But remember that 1 level still = 1 economy level, so if you increase by 4, you lose 4 economies. For UUs, you get 25 UUs as one level of increase and an increase regularly costs 1 economy. For UUs, you can only increase by 1 level at a time.

Air Force
NOT AVAILABLE UNTIL EARLY-MODERN AGE! DON'T EVEN ASK!

Economy, Cities, and Trade
A. Economy. Economy will be done by numbers. You default-start with 4 and work your way up. If you increase economy, that is the only thing you can increase in the turn - no increasing army or navy or education or UU in the same turn. If you try it, I will invalidate the "increase [insert non-economy here]". When you increase anything other than Education, your Economy will be dropped by 1. If you Increase Education there is 1/3 chance of a drop in Economy. You must say what you are doing to increase the Economy. Don't just say "increase economy" and be done with it - it didn't work in my original NES, didn't work in any of Jason's NESs that I know of/have been in, not gonna work here, either.

B. Cities.
1. Capital. You MUST have a Capital. You start of with one at the beginning. Loss of your Capital will result in a huge blow to morale and your Economy MIGHT be also affected.

3. Roads. Cities must be able to communicate with each other and with the capital. Roads will not increase Economy. They may bring some economic bonuses later on, in isolated cases (got this from Jason's StJNES5). Troops will move around better, but if invaded by another nation, the foreign troops will not be blind and they WILL also take advantage. If you don't build roads to connect your country then it will become sectionalized and diverse, increasing risks for civil war as differences, conflicts of interests, and clashes will occur. Also, some cities may even break off if not connected to other cities "without you even knowing it" (you'd only be able to invade and force them back in or do it diplomatically a turn AFTER the secession).

C. Trade
When you ask a country for a trade, you basically ask them to allow your goods to be imported into their country. If they agree, then 2 Economies are deducted from your Economy stat. 1 Economy goes to facilitate the beginning of the export; the other 1 Economy goes to the recipient of the trade (it's fair - every trade bonus, only YOU, the exporter, gain the bonus, not them, so this is kinda a one-time compensation fee). IF, however, the recipient asks for you to also allow their exports to be imported into your country the same turn you are establishing trade w/ them, then the 1 economy that is supposed to go to them is not deducted, because they give you 1 economy compensation and you give them 1 also so it nullifies. If they ask at a different turn, then you still get 2 economies deducted. Every trade bonus you get, it is deducted from that other country's economy unless it is a two-way trade (example: Norway: Britain (3/3)... Britain: Norway (3/3), so they ARE paying for the things they get.

Remember that the more exports you have, the more trade bonuses you get, but that you are also much more dependent on the exports. So you might have a strong external economy (foreign trade) but a quite weak internal economy (domestic trade). Note also that the more countries you're trading with, the more chances there are of being conflicts of interest in terms of diplomacy, alliances, etc. If you piss off a country that's in alliance w/ several of your export-recipients, and they side w/ their ally and pull a trade embargo on your goods - meaning that the trade is suspended - your economy could go down in flames, as it was highly dependent on foreign trade and the domestic, internal markets were never improved to take on the full weight of the economy.

Trade can go overseas or via land. If you have a land-border with the other country, then it's much safer and you can go directly across the border. Note that there are still some dangers - bandits, etc. But land trade is still safer than marine trade. If you don't have a land-border, but are able to get from here to there via the sea, then you can do it but it is far more risky - pirates roaming around.

Now, a new addition: Free Trade Zones.
OK. This is how it's gonna work. Free Trade Zones are basically agreements between 2 or more countries, in which they dont pay each other just to open a trade.

Pretend Sicily and Italy are in a Free Trade agreement. This makes the entire Italian peninsula and the colonies of Italy and Sicily, respectively, a Free Trade Zone for the 2 countries. This is the basic rule listing:
1. Sicily opens a one-way route to Italy. Instead of having to pay Italy that 1 Economy comp. charge, they don't. Which means that Sicily only has to pay 1 Economy.
2. Italy, as the recipient, DOES NOT get Economy deducted every time Sicily gets a trade bonus.
3. Profits generated within FTZs are 2 Economy instead of the standard 1 Economy.

FTZs can be done between countries in a way in which they would encompass all territories controlled by the partners.

FTZs are not open to ALL countries. Unless you and your partners want it to be universal. So diplomacy comes into significance.

Just so that everyone doesn't go wild and declare FTZs everywhere, I gotta make it a little unaccessible... Each FTZ member must pay 1 Economy to facilitate the beginning of the system in their respective Zone. They must all pay at the same time when the FTZ is first founded. When new members are added, the newcomers only have to pay - it would be just stupid making the founding fathers pay again.

Religion
Self-explanatory. There is no number rating for this but it may impact your influence over other countries and may have a remote effect on whether people support the official government or not. Right now, I'll pick it for you (making sense, of course). As time goes by, new systems of beliefs will arise in different regions of the world, and converstion may occur. Build Temples around the country to get the nonbelievers (or believers if you go atheist) to follow your faith or non-faith. No Economy cost to build temples.

Education
How smart are your people? Or should it be how stupid are they?
You default-start at "Average". Increasing costs an Economy level 1/3 of the time. The higher your Education, the faster you will get a new Age once it becomes available. The lower, the slower. ;)
If it's really low, then even your troops and ships will be affected because your generals and captains will be simply idiots, and will perform poorly on the battlefield.

Levels:
1. Neanderthal
2. Idiotic
3. Pathetic
4. Extremely Poor
5. Very Poor
6. Poor
7. Below Average
8. Average
9. Above Average
10. Good
11. Very Good
12. Great
13. Wise
14. Very Wise
15. Extremely Wise

Ages
Beginning: Bronze Age.
Now: Iron Age
I will update this part as we progress into future Ages.

Wonders
You may build up to two wonders per Age. Tell me what it's called, which city you build in, and what it does and on the update, I'll tell you how long. Every time you are building a wonder, you MUST INCLUDE "Continue wonder" IN YOUR ORDERS. If you don't I'll just think you stopped building it for that turn (doesn't mean it disappears - it's still under construction, but nothing is added to it). You cannot build 2 wonders at once. Even if it's the final turn of your first wonder, you cannot start the second one until in the update it says it is finished.

Morale
Affected by how much you write stories; numerical. I said some things above that may affect it. Look there. Default: 5
A. The lower it is, the more chance for uprising, revolution, or secession of a certain part of the country.

Unifying with other countries
A. Only if you are stronger than the other country.
B. Even then it's still 50/50 chance.
C. Odds increase in your favor if their government falls or they lost their Capital.
D. If morale in your country is lower, then they'll notice that and will refuse to subject themselves to the sadness of being part of you.
E. If it does occur, half their army and navy will join yours.
F. Morale of both countries is averaged (A+B divided by 2). If it goes decimal, then it is rounded up (0.5-0.9) or down (0.1-0.4). Same for Education. So you MIGHT end up getting lower than you had before.
G. They may revolt and secede any time, especially if they're unhappy. Unions can either make or break your dreams of empire.

Nation Template
Nation:
Capital:
Player:
Government: [Right now, Tribal Confederation or Despotism]
Economy: 4
Education: Average
Army: 500 men, Bronze Age
Navy: 10 Canoes, Bronze Age
Morale: 5
Age: Bronze Age
Religion: [I will say it when you post what nation you wanna be. I will do it according to the ancient regionals, such as Germany it would be Germanic Polytheism or Norse Polytheism]
UU: [Do not put anything here yet,. You may ask for UUs after the second update.

Government
Government is obviously Government. It is the ideology, the organized structure that legislates and makes law on the lands. As we go on, more new governments will be available. I will be listing the available Governments here.
Right now, they are:
1. Despotism
2. Tribal Confederation (or Tribal Monarchy)
3. Aristocratic Republic
4. Republic
 
Kamilian_NES.gif
 
Nation: Iceland
Capital: Reykjavik
Player: tossi
Government: Tribal Confederation
Economy: 6
Education: Very Good
Army: 1150 men Iron Age
Navy: 50 Triremes Iron Age
Normandy Colonial Army: 100 men Iron Age
Morale: 5
Age: Iron Age
Religion: Norse Polytheism
UU: 550 Ériu Warrior (These Warriors come from the Iceland. They are known for their massive longswords, which they often use two-handed. The wear almost any armor and sometimes they even fight naked. Ériu Warriors are used in the Icelandic army as core troops, where they fight right net to Icelandic Vikings. )

Nation: China
Capital: Chengdu
Player: North King
Government: Republic w/ federal system
Economy: 4
Education: Very Wise
Army: 1550 men, 600 horsemen Iron Age
Navy: 0 Triremes Iron Age
Morale: 6
Age: Iron Age
Religion: Chen Buddhism and Buddhism
UU: 30 Fu'Chan (slower, but can travel long distances and carry more troops)

Nation: Britain
Capital: Edinburgh
Player: Rika_Heyli
Government: Aristocratic Republic
Economy: 4
Education: Very Good
Army: 600 men 400 horsemen Iron Age
Volunteers: 300
Navy: 70 Triremes Iron Age
Morale: 7
Age: Iron Age
Religion: Druidism
UU: 100 Scottish Swordsmen (great attack, bad defense)

Nation: Gross-Prussian Reich
Capital: St. Fredericksburg
Player: stalin006 (temp NPC)
Government: Despotism
Economy: 4
Education: Very Good
Army: 200 horsemen, Iron Age
Navy: 50 Triremes Iron Age
Morale: 3
Age: Iron Age
Religion: Norse Polytheism
UU: 250 Kroenen SwordDancers (psychologically-effective on enemy, great attack, better training)

Nation: Scandinavia
Capital: Oslo
Player: alex994
Government: Aristocratic Republic (Sweden)/Tribal Monarchy (Norway)
Economy: 4
Education: Average
Army: 750 men Iron Age
Volunteers: 300
Navy: 80 Triremes Iron Age
Morale: 4
Age: Iron Age
Religion: Norse Polytheism
UU:

Nation: Mongolia
Capital: Ulaan Baatar
Player: erez87
Government: Tribal Monarchy
Economy: 4
Education: Average
Army: 2150 horsemen Iron Age,
Navy: 0 Triremes, Iron Age
Morale: 5
Age: Iron Age
Religion: Tatar Polytheism
UU:

Nation: Greater Afghanistan
Capital: Kabul
Player: Sheep2
Government: Tribal Monarchy
Economy: 2
Education: Average
Army: 950 men, Iron Age
Navy: 30 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Pashto Polytheism
UU:

Nation: Sicily
Capital: Palermo
Player: human-slaughter
Economy: 4
Government: Aristocratic Republic
Education: Average
Army: 850 men Iron Age
Navy: 10 Triremes Iron Age
Morale: 7
Age: Iron Age
Religion: Catholic Christianity
UU: 20 Maltese Pirates- Naval soldiers who are extremly good at fast attack and inflicting alot of damage to sea ports. A special skill is that once in a while the pirates can pillage an economy from a city that they attack.

Nation: Bosnia
Capital: Sarajevo
Player: naervod
Government: Tribal Monarchy
Economy: 6
Education: Above Average
Army: 1100 men Iron Age
Volunteers: 75
Navy: 5 Triremes Iron Age
Morale: 3
Age: Iron Age
Religion: Byzantine Orthodox Christianity
UU:
 
Nation: Altay Mountain League
Capital: Urumqi
Player:
Government: Tribal Monarchy
Economy: 4
Education: Below Average
Army: 1800 men Iron Age
Navy: 0 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Buddhism
UU:

Nation: Anatolia
Capital: Yerevan
Ruler:
Government: Despotism
Economy: 3
Education: Above Average
Army: 550 men Iron Age
Navy: 5 Triremes Iron Age
Morale: 6
Age: Iron Age
Religion: Eastern Coptic Christianity
UU:

Nation: Islamic Empire of Arabia
Capital: Mecca
Player:
Government: Theocratic Despotism
Economy: 2
Education: Above Average
Army: 500 men Iron Age
Navy: 0 Triremes Iron Age
Morale: 4
Age: Iron Age
Religion: Islam
UU:

Nation: Assyria
Capital: Nineveh
Player:
Government: Despotism
Economy: 2
Education: Good
Army: 1800 men, 100 chariots, Iron Age
Navy: 0 Triremes Iron Age
Morale: 4
Age: Iron Age
Religion: Assyrian (slightly related to Babylonian) Polytheism
UU:

Nation: Austria
Capital: Vienna
Player:
Government: Despotism
Economy: -3
Education: Extremely Poor
Army: 150 men Iron Age
Navy: 0 Triremes Iron Age
Morale: 4
Age: Iron Age
Religion: Germanic Polytheism
UU:

Nation: Azerbaijan
Capital: Baku
Player:
Government: Despotism
Economy: 4
Education: Below Average
Army: 400 men Iron Age
Navy: 0 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Turkic Polytheism
UU:

Nation: Azteca
Capital: Tenochtitlan
Player:
Government: Tribal Monarchy
Economy: 3
Education: Average
Army: 800 men Iron Age
Navy: 10 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Aztec Polytheism
UU:

Nation: Babylon
Capital: Babylon
Player:
Government: Aristocratic Republic
Economy: 7
Education: Average
Army: 100 men, 175 Chariots Iron Age
Navy: 35 Triremes Iron Age
Morale: 7
Age: Iron Age
Religion: Babylonian Polytheism and Islam
UU: 300 Praetorians (elite troops and can adapt to more terrain and fight pretty well in terrain other than the deserts)

Nation: Bangladesh
Capital: Dhaka
Player:
Government: Tribal Monarchy
Economy: 2
Education: Above Average
Army: 900 men Iron Age
Navy: 10 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Hinduism
UU:

Nation: Kingdom of Belgium
Capital: Brussels
Player:
Government: Tribal Monarchy
Economy: 4
Education: Below Average
Army: 400 men Iron Age
Navy: 0 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Frankish Polytheism and Catholicism
UU:

Nation: Republic of Benghazi
Capital: Benghazi
Player:
Government: Republic (pro-Western Mediterranean Alliance)
Economy: 3
Education: Average
Army: 700 men Iron Age
Navy: 10 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: [Western Coptic] Christianity
NOTE: Puppet of Vichy, very independent, though.

Nation: Bohemia
Capital: Prague
Player:
Government: Despotism
Economy: 4
Education: Below Average
Army: 200 men Iron Age
Navy: 0 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Slavic Polytheism
UU:

Nation: Ceylon
Capital: Colombo
Player:
Government: Republic
Economy: 3
Education: Average
Army: 1000 men, Iron Age
Navy: 10 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Hinduism
UU:

Nation: Clatsop
Capital: Kehwa
Player:
Government: Tribal Monarchy
Economy: 7
Education: Above Average
Army: 300 men Iron Age
Navy: 5 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Pacific-Northwestern Polytheism
UU:

Nation: Denmark
Capital: Copenhagen
Player:
Government: Despotism
Economy: 3
Education: Average
Army: 400 men, Iron Age
Navy: 0 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Norse Polytheism
UU:

Nation: Egypt
Capital: Alexandria
Player:
Economy: 6
Education: Average
Government: Despotism
Army: 250 men, Iron Age
Navy: 30 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Western Coptic Christianity
UU:
NOTE: Puppet of Nubians.

Nation: Ethiopia
Capital: Axum
Player:
Government: Tribal Monarchy
Economy: 4
Education: Average
Army: 1300 men, 150 Chariots, Iron Age
Navy: 30 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Shamanism
UU:

Nation: Finland
Capital: Helsinki
Player:
Government: Aristocratic Republic
Economy: 4
Education: Very Wise
Army: 1300 men Iron Age
Navy: 10 Triremes Iron Age
Morale: 4
Age: Iron Age
Religion: Norse Polytheism

Nation: Principality of Frankfurt
Capital: Frankfurt
Player:
Economy: 1
Government: Despotism
Education: Average
Army: 1400 men Iron Age
Navy: 0 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Germanic Polytheism
UU:

Nation: Gaul
Capital: Marseilles
Player:
Government: Despotism
Economy: 2
Educaton: Average
Army: 800 men, Iron Age
Navy: 10 Triremes Iron Age
Morale: 4
Age: Iron Age
Religion: Catholic Christianity
UU:

Nation: Duchy of Gdansk
Capital: Gdansk
Player:
Government: Despotism
Economy: 3
Education: Average
Army: 500 men, Iron Age
Navy: 0 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Slavic Polytheism
UU:

Nation: Hungarian Republic
Capital: Budapest
Player:
Government: Republic
Economy: 3
Education: Below Average
Army: 300 men Iron Age
Navy: 0 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Byzantine Orthodox Christianity
UU:

Nation: India
Capital: Delhi
Player:
Economy: 1
Government: Despotism
Education: Below Average
Army: 1050 men, Iron Age
Navy: 10 Triremes Iron Age
Morale: 6
Age: Iron Age
Religion: Hinduism
UU:

Nation: Israel
Capital: Jerusalem
Ruler:
Government: Despotism
Economy: 5
Education: Average
Army: 350 men Iron Age
Navy: 10 Canoes, Bronze Age
Morale: 7
Age: Iron Age
Religion: Judaism
UU: 100 Imperial Whites (better offense, better defense, very slow)

Nation: Japan
Capital: Kyoto
Player:
Government: Tribal Monarchy
Economy: 2
Education: Average
Army: 1100 men Iron Age
Navy: 55 Triremes Iron Age
Morale: 9
Age: Iron Age
Religion: Japanese Polytheism
UU:

Nation: Kazakhstan
Capital: Astrakhan
Player:
Government: Despotism
Economy: 4
Education: Below Average
Army: 250 men Iron Age
Navy: 0 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Turkic Polytheism
UU:

Nation: Khanate of Kyrgyzstan
Capital: Bishkek
Player:
Government: Despotism
Economy: 1
Education: Average
Army: 600 men Iron Age
Navy: 0 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Turkic Polytheism
UU:

Nation: Mauritania
Capital: Zourat
Player:
Government: Tribal Monarchy
Economy: 2
Education: Average
Army: 600 men Iron Age
Navy: 0 Triremes Iron Age
Morale: 6
Age: Iron Age
Religion: Berber Polytheism
UU:

Nation: Oman
Capital: Muscat
Player:
Government: Despotism
Economy: 4
Education: Average
Army: 400 men, Iron Age
Navy: 20 Triremes Iron Age
Morale: 7
Age: Iron Age
Religion: Islam
UU:

Nation: Persia
Capital: Persopolis
Player:
Government: Republic
Economy: 3
Education: Average
Army: 450 men, 75 Chariots Iron Age
Navy: 30 Triremes Iron Age
Morale: 4
Age: Iron Age
Religion: Zoroastrianism
UU: 0 Tehran Riders (switft, adapt to terrain, loyal)

Nation: Pomeranian Republic
Capital: Stettin
Player:
Government: Republic
Economy: 4
Education: Below Average
Army: 300 men Iron Age
Navy: 0 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Slavic Polytheism
UU:

Nation: Portugal
Capital: Lisbon
Player:
Government: Despotism
Economy: 2
Education: Average
Army: 1000 men, 100 horsemen Iron Age
Volunteers: 150
Navy: 20 Triremes Iron Age
Libyan Colonial Army: 100 men Iron Age
Morale: 5
Age: Iron Age
Religion: Iberian Polytheism
UU:

Nation: Rhineland
Capital: Cologne
Player:
Government: Republic
Economy: 4
Education: Below Average
Army: 250 men Iron Age
Navy: 0 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Germanic Polytheism
UU:

Nation: Romania
Capital: Bucharest
Player:
Government: Republic
Economy: 4
Education: Above Average
Army: 1050 men Iron Age
Navy: 20 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Byzantine Orthodox Christianity
UU:

Nation: Rome
Capital: Rome
Player:
Government: Aristocratic Republic
Economy: 4
Education: Average
Army: 700 men Iron Age
Navy: 40 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Catholic Christianity
UU:

Nation: Russia
Capital: Moscow
Player:
Economy: 2
Government: Despotism
Education: Average
Army: 650 men Iron Age
Navy: 0 Triremes Iron Age
Morale: 6
Age: Iron Age
Religion: Slavic Polytheism
UU:
Note: Puppet of Huns

Nation: Free City of Shanghai
Capital: Shanghai
Player:
Government: Republic
Economy: 3
Education: Good
Army: 900 men Iron Age
Navy: 70 Triremes Iron Age
Morale: 8
Age: Iron Age
Religion: Buddhism and Japanese Polytheism
UU:

Nation: Somalia
Capital: Mogadishu
Player:
Government: Tribal Monarchy
Economy: 7
Education: Above Average
Army: 1600 men Iron Age
Navy: 20 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Shamanism
UU:

Nation: Spanish Republic
Capital: Madrid
Player:
Government: Aristocratic Republic
Economy: 5
Education: Average
Army: 700 men Iron Age
Navy: 30 Triremes, Iron Age
Morale: 4
Age: Iron Age
Religion: Catholic Christianity
UU:

Nation: Sudan
Capital: Khartoum
Player:
Government: Tribal Monarchy
Economy: 5
Education: Average
Army: 100 men, 850 Chariots Iron Age
Navy: 0 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Shamanism
UU:

Nation: Switzerland
Capital: Zurich
Player:
Government: Despotism
Economy: 2
Education: Very Poor
Army: 1350 men, Iron Age
Navy: 0 Triremes Iron Age
Morale: 4
Age: Iron Age
Religion: Catholic Christianity
UU:

Nation: Syria
Capital: Aleppo
Ruler:
Government: Republic
Economy: 4
Education: Above Average
Army: 350 men Iron Age
Navy: 10 Triremes Iron Age
Morale: 6
Age: Iron Age
Religion: Eastern Coptic Christianity
UU:

Nation: Tadzhikstan
Capital: Dushanbe
Player:
Government: Tribal Monarchy
Economy: 1
Education: Average
Army: 500 men Iron Age
Navy: 0 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Turkic Polytheism
UU:

Nation: Tibet
Capital: Lhasa
Player:
Government: Aristocratic Republic
Economy: 6
Education: Very Good
Army: 700 men, 100 horsemen, Iron Age
Navy: 0 Triremes, Iron Age
Morale: 4
Age: Iron Age
Religion: Buddhism
UU: 50 Iron Monks (skilled in mountain-terrain defense, commands a lot of respect - useful in getting people to cease revolting, and now has iron weaponry)

Nation: Turkey
Capital: Ankara
Player:
Government: Despotism
Economy: 3
Education: Below Average
Army: 900 men, 225 Chariots Iron Age
Navy: 60 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Turkic Polytheism
UU:

Nation: Ukraine
Capital: Kiev
Player:
Economy: 2
Government: Despotism
Education: Average
Army: 700 men Iron Age
Navy: 0 Triremes Iron Age
Morale: 6
Age: Iron Age
Religion: Slavic Polytheism
UU:
Note: Puppet of Huns

Nation: Ural Confederacy
Capital: Chelyabinsk
Player:
Government: Tribal Monarchy (Dominated by Huns)
Economy: 3
Education: Below Average
Army: 1650 Iron Age
Navy: 10 Canoes, Bronze Age
Morale: 5
Age: Iron Age
Religion: Siberian Polytheism
UU:
NOTE: Dominated by Huns

Nation: Uzbekistan
Capital: Tashkent
Player:
Government: Tribal Monarchy
Economy: 1
Education: Average
Army: 900 men Iron Age
Navy: 0 Triremes, Iron Age
Morale: 5
Age: Iron Age
Religion: Turkic Polytheism
UU:

Nation: Vietnam
Capital: Saigon
Player:
Government: Despotism
Economy: 1
Education: Average
Army: 600 men Iron Age
Navy: 0 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Buddhism
UU:

Nation: Vichy Republic
Capital: Vichy
Player:
Government: Republic
Economy: 1
Education: Below Average
Army: 600 men, Iron Age
Navy: 0 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Catholic Christianity
UU:

Nation: Principality of Warsaw
Capital: Warsaw
Player:
Government: Tribal Monarchy
Economy: 4
Education: Below Average
Army: 300 men Iron Age
Navy: 0 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Slavic Polytheism
UU:

Nation: West Prussia
Capital: Berlin
Player:
Economy: 2
Government: Aristocratic Republic
Education: Average
Army: 750 men Iron Age
Navy: 30 Triremes Iron Age
Morale: 6
Age: Iron Age
Religion: Germanic Polytheism
UU:

Nation: Zululand
Capital: Maseru
Player:
Government: Tribal Monarchy
Economy: 5
Education: Average
Army: 800 men Iron Age
Navy: 10 Triremes Iron Age
Morale: 5
Age: Iron Age
Religion: Shamanism
UU:
 
Wonders
China - Grand Library of Chengdu (+1 Economy; +2 Morale; +3 Education) - COMPLETED.
Sassanid Persia - Cyrus' Army (+400 Army, +1 Morale) - COMPLETED
Babylon - Barracks of Maxurabi II (+400 Army) - COMPLETED
Iceland - Wexford Barracks (+500 UU) - COMPLETED
Libya - Tripoli Harbor (+3 Economy; +10 Triremes) - COMPLETED
Britain - Scottish Naval Academy (+20 better Triremes; +1 Morale) - COMPLETED
East Prussia - KriegsAkademie (+3 education; +100 horsemen) - COMPLETED
Babylon - Praetorian Barracks (+400 UU) - COMPLETED
Mongolia - First Economic Plan (+4 economy) - COMPLETED
Bavaria - Great Military Academy of Munich (+300 men) - COMPLETED
Vichy Republic - Benghazi Military Academy (+500 men, +250 horsemen) - COMPLETED
Sassanid Persia - Isis' Journey (+20 triremes, upgrade all existing ships to Iron Age triremes) - COMPLETED
Britain - Continental Irrigating Project (+4 economy; +2 Morale) - COMPLETED
China - Buddhist Temple of Jinan (+1 Morale, +1 Education, +1 Economy) - COMPLETED
East Prussia - Reichstag (+2 Economy; +1 Education) - COMPLETED
Iceland - Fortress of Paris (+500 men + 1 economy) - COMPLETED
Portugal - Tripoli Military Academy (+500 men; +100 Horsemen) - Turn COMPLETED
Pakistan - Pakistani Road Network (links all Pakistani cities by road; +2 Morale) - COMPLETED
Bosnia - Bosnian Growth (+2 economy; +2 Army) - COMPLETED
Sweden - Swedish Military Might (+500 men; +250 horsemen) - Turn 6 out of 8.
Mongolia - Call of the Horsemen (convert all men to horsemen in Army) - COMPLETED
Sicily - Vatican City (capital of Catholic Christianity, raises morale of Sicily by 3 and raises morale of each Christian country by 2) - Turn 4 out of 5.
NATIONS WHO CAN'T BUILD ANY MORE WONDERS IN THIS AGE BECAUSE THEY HAVE ALREADY BUILT TWO WONDERS OR ARE ALREADY BUILDING THEIR SECOND ONE:
China
Babylon
Persia
East Prussia
Britain
Iceland
Mongolia

Trade Routes
Trade Bonus will occur once the marker hits (3/3).
Babylon: Assyria (3/3)
Assyria: Babylon (3/3)
Iceland: Britain (3/3)
Britain: Iceland (3/3); Scandinavia (2/3); Portugal (3/3)
Scandinavia: Britain (2/3)
Tibet: China (3/3)
China: Tibet (3/3); Japan (1/3); Altay Mountain League (3/3); Shanghai (1/3); Vietnam (0/3)
Japan: China (1/3)
Altay Mountain League: China (3/3)
Vietnam: China (0/3)

Free Trade Zones (FTZs)
1. Eastern Asian Free Trade Zone - Altay Mountain League, China, Japan, Shanghai, Tibet.

Debt/Tribute Info
This section is for me to keep track of each debt (if there is a term in a treaty that says that this country has to pay that country "x" economy within "y" amount of turns) or tribute payment. When a debt is due/deadline or a tribute payment is due, I will make sure it's clear when the marker gets full - example: (4/4). If the country does NOT pay the debt or payment, I turn it Red to indicate that it is yet to be paid. When the payment is paid, then it will be indicated with green
 
Barbarian NPCs are PERMANENTLY NPC. Don't try to join as them cuz you can't.
And it is not possible to trade with them - they are barbarians. They will fight fight fight. Their money comes from plunder. By default, each Barbarian NPC will have 4 economy to begin with; Education: Poor; Age: [Depends on the nation that they start nearest]. Usually, they will not have Navy. I will not include Sea Barbarians because those are basically pirates.
Remember that since barbarians are basically military tribes, even though their education sucks, they still can kick @$$

TEMPLATE FOR BARBARIANS (Just so I remember exactly) :
Barbarians:
Point of origin:
Player: PERMANENTLY NPC
Government: Warlords
Economy: 4
Education: Poor
Army:
Age: Iron Age



Barbarians: Huns
Point of origin: Western Mongolian steppes
Player: PERMANENTLY NPC
Government: Warlords
Economy: 1
Education: Poor
Army: 200 men, 50 horsemen Iron Age
Age: Iron Age

Barbarians: Nubians
Point of origin: Southern Nile, near junction of Egypt, Chad, and Eritrea
Player: PERMANENTLY NPC
Government: Warlords
Economy: 2
Education: Poor
Army: 2500 men Iron Age
Age: Iron Age

Barbarians: Siamese
Point of origin: Siam (Indochina)
Player: PERMANENTLY NPC
Government: Warlords
Economy: 3
Education: Poor
Army: 1800 men Iron Age
Age: Iron Age

Barbarians: Seminoles
Point of origin: Florida
Player: PERMANENTLY NPC
Government: Warlords
Economy: 1
Education: Poor
Army: 3400 men Iron Age
Age: Iron Age

Barbarians: Iroquois
Point of origin: Eastern Great Lakes
Player: PERMANENTLY NPC
Government: Warlords
Economy: 5
Education: Poor
Army: 1000 men Iron Age
Age: Iron Age

Barbarians: Incas
Point of origin: Peru
Player: PERMANENTLY NPC
Government: Warlords
Economy: 5
Education: Poor
Army: 1600 men Iron Age
Age: Iron Age

Barbarians: Aborigines
Point of origin: Australia
Player: PERMANENTLY NPC
Government: Warlords
Economy: 5
Education: Poor
Army: 2500 men Iron Age
Age: Iron Age
 
This is a list of the ethnicities of this world. Obviously, they will be based on or directly be real-life ethnicities, since this NES itself is based on real-life, although obviously not... Well... You know what I mean. Note that for each racial group, I will not put all of the ethnicities as it would be far too much and it would make the ruling one in each nation only a minority, in some cases. Anyways, here goes:

PHP:
Note:
* = This ethnicity kinda belongs to this family
** = "Israelis/Jews" because w/ the exodus of Jews to other lands, they are becoming an ethnic group, in a way
*** = Portuguese and Spaniards are here because "Latinos" = "Latins", so that was my reasoning.
**** = NOT Native American Indians; Indians from INDIA.
***** = I accidently flipped the locations of Kyrgyz and Uzbek areas when I first mentioned Uzbeks. But now, it will stay that way - Uzbekistan is were Kyrgyzstan is in RL, and vice-versa.

1. Germans
a. Prussians (West Prussia; Frankfurt; East Prussia)
b. Bavarians (Bavaria)
c. Rhinelanders (Belgian Rhineland, along the eastern banks of the Rhine)
d. Swiss (Switzerland)
e. Austria (Austria)

2. Slavs
a. Poles (Poland, some in Belarussian Western Ukraine, near and in Lvov)
b. Bosnians (Bosnia)
c. Romanians* (Austrian Romania, the small Austrian Black Sea coast; Bosnian Romania, pretty much RL-Romania)
d. Slovaks (Southern Poland, near the Hungarian areas, mainly in and near city of Bratislava)
e. Bohemians (Southwestern Poland; Northeastern Bavaria)
f. Belarussians (Belarus, mainly the central area, near Minsk)
g. Serbians (Bosnia)
h. Ukrainians (Ukraine, in southern area of the Belarussian Empire)
i. Russians (Belarussian Moscow, in northeastern area of the Belarussian Empire)

3. Nordics
a. Norwegians (Norway)
b. Danes (Belgian Denmark; British Denmark; Norwegian Denmark)
c. Swedes (Sweden)
d. Icelanders (Iceland; Icelandic East Greenland; minority of Icelandic Northern France; Icelandic Ireland)

4. Baltics
a. Finns (East Prussia, in the RL Finland)
b. Estonians (Belarussian Estonia)
c. Latvians (Belarussian Latvia)
d. Lithuanians (Belarussian Lithuania)

5. Anglos/Celts
a. British (Britain, south half of the island)
b. Scots (Britain, in north half of the island)
c. Irish (Icelandic Ireland)

6. Magyars
a. Hungarians (Austrian Hungary; Polish Hungary)

7. Semites
a. Israelis/Jews** (Israel; Bosnia; Azerbaijan; Kazakhstan; Italy)
b. Assyrians (Israeli Western Assyria; Assyria)
c. Kurds (Babylon)

8. Arabs
a. Arabs (Arabia; Babylonian part of Arabian Peninsula)
b. Babylonians* (Babylon)
c. Kuwaitis* (Babylonian Kuwait)
d. Omanis (Persian Oman)
e. Yemenis (Arabian Yemen)

9. Berbers
a. Libyans (Libya)
b. Carthaginians (Sicilian Carthage)
c. Moroccans (Italian Morocco)

10. Hellenes
a. Greeks (Bosnian Greece)
b. Macedonians* (Bosnian Macedonia)

11. Latins
a. Italians (Italy; Sicily; Malta; some in Italian Gibraltar)
b. Portuguese*** (Portugal; some in Spain; some in Italian Gibraltar)
c. Spaniards*** (Spain; some in Portugal; majority of Italian Gibraltar)

12. Franks
a. French (Vichy Republic; Icelandic North France)
b. Belgians (Belgium; British Calais-Denmark)
c. Gauls (Gaul)

13. Egyptians
a. Egyptians (Egypt)

14. Abyssinians
a. Eritreans (Eritrea; Nubian-occupied)
b. Ethiopians (Ethiopia)
c. Sudanese (Eritrea)

15. Turkics
a. Turks (Turkey)
b. Kyrgyzians (Hun-occupied territory - west of Uzbek League and Tadzhikstan*****)
c. Tadzhiks (Tadzhikstan; some in Uzbek League)
d. Uzbeks (Uzbek League; some in Tadzhikstan)
e. Kazakhs (Kazakhstan; western coastal Turkestan)
f. Azerbaijanis (Azerbaijan; some in Babylonian Southern Azerbaijan)
g. Turkmen (Turkmenistan - Hun-occupied)
h. Turkestanis (Turkestan - Hun-occupied)

16. Tatars
a. Mongolians (Mongolia)
b. Barbarians - Huns (Hun-occupied territory)
c. Ural Tatars (Ural Confederacy)
d. Altay Tatars (Altay Mountain League)
e. Volga Tatars (Volga League)

17. Himalayan
a. Nepalese (Tibet)
b. Tibetese (Tibet)

18. Chinese
a. Yangtze Chinese (Song Republic, along the Yangtze, in western-to-central China)
b. Cantonese (southeastern China - Song Republic)
c. Mandarin (most of eastern China)
d. Manchurians (Song Republic - Manchuria, north of Korea)

19. Choson
a. Koreans (Song Korea)

20. Japanese
a. Japanese (Japan)

21. Indochinese
a. Vietnamese (Song northern Vietnam)
b. Barbarians - Siamese (Siamese-occupied areas)
c. Burmese (Siamese-occupied areas)

22. Filipinos
a. Filipinos (Japanese Philippines)

23. Persians
a. Persians (Persia)

24. Pashtuns
a. Pakistanis (Pakistan)
b. Afghanistanis (Afghanistan)

25. Saharans
a. Chadians (Chad)
b. Barbarians - Nubians (Nubian-occupied areas)

26. Hindis
a. Bangladeshics (Bangladesh)
b. Indians**** (India)
c. Ceylonese (Persian Ceylon/Southern India)

27. Somalians
a. Somalians (Somalia)
 
Nation: Britain
Capital: London
Player: GHOST9
Economy: 4
Education: Average
Army: 500 men, Bronze Age
Navy: 10 Canoes, Bronze Age
Morale: 5
Government: Despotism
Age: Bronze Age
Religion:
UU:
 
Nation: Sassanide Kingdom
Capital: Persopolis
Player: Azale
Government: Tribal Monarchy
Economy: 4
Education: Average
Army: 500 men, Bronze Age
Navy: 10 Canoes, Bronze Age
Morale: 5
Age: Bronze Age
Religion:
UU:
 
Nation: Eritrea
Capital: Asmara
Player: Jason the King
Economy: 4
Government: Tribal Monarchy
Education: Average
Army: 500 men, Bronze Age
Navy: 10 Canoes, Bronze Age
Morale: 5
Age: Bronze Age
Religion:
UU:
 
This is where I am putting the Population count (not histographs - just counts of population), the ethnic majority listings and ethnic minority minority listings.

Italicized ethnicities are the ones that control the government/country or have the most influence in it.

BABYLON - 45,500
Babylonians - 27,900
Kurds - 9,500
Kuwaitis - 4,500
Azerbaijanis - 3,600

ARABIA - 48,200
Arabs - 42,200
Yemenis - 6,000

CHINA - 70,000
Yangtze Chinese - 31,500
Mandarin Chinese - 16,500
Cantonese - 6,700
Manchurians - 8,600
Koreans - 4,500
Tibetese - 1,000
Burmese - 1,200

PERSIA - 60,100
Persians - 50,100
Turkmen - 5,000
Babylonians - 3,000
Afghanis - 2,000

ICELAND - 54,000
Icelanders - 45,600
Irish - 6,900
Lapps - 1,500

SICILY - 72,500
Italians - 51,500
Carthaginians - 7,900
Libyans - 13,100

BRITAIN - 40,000
British - 12,400
Scots - 25,900
Danes - 600
Belgians - 1,100

GROSS-PRUSSIA - 8,100
Prussians - 8,100

BOSNIA - 42,100
Bosnians - 21,500
Serbs - 3,700
Israelis/Jews - 6,900
Greeks - 5,100
Macedonians - 4,900

PORTUGAL - 51,700
Portuguese - 36,800
Spaniards - 11,400
Libyans - 3,500

GREATER AFGHANISTAN - 61,800
Afghanis - 47,100
Pakistanis - 14,700

SOMALIA - 40,200
Somalians - 40,200

AUSTRIA - 4,700
Austrians - 4,700

SCANDINAVIA - 64,300
Swedes - 35,600
Norwegians - 28,700

SWITZERLAND - 40,300
Swiss - 39,200
French - 700
Italians - 400

TADZHIKSTAN - 38,800
Tadzhiks - 36,200
Uzbeks - 1,900
Huns - 700

TURKEY - 33,200
Turks - 33,200

BANGLADESH - 49,200
Bangladeshics - 39,200
Pakistanis - 10,000

ETHIOPIA - 41,500
Ethiopians - 40,300
Somalians - 1,200

ISRAEL - 3,500
Israelis - 3,500

SYRIA - 4,500
Assyrians - 3,400
Israelis - 1,100

ANATOLIA - 5,000
Assyrians - 5,000

ALTAY MOUNTAIN LEAGUE - 30,300
Altay Tatars - 30,300

URAL CONFEDERACY - 33,700
Ural Tatars - 29,700
Huns - 1,000
Turkestanis - 3,000

ROME - 47,800
Italians - 36,600
Moroccans - 1,700
Spaniards - 3,000
Portuguese - 1,300
Libyans - 5,200

GAUL - 29,300
Gauls - 27,300
Libyans - 2,000

EGYPT - 27,000
Egyptians - 22,700
Libyans - 1,700
Eritreans - 1,700
Nubians - 900

INDIA - 58,000
Indians - 42,300
Pakistanis - 13,900
Bangladeshics - 1,800

ASSYRIA - 30,900
Assyrians - 30,900

TIBET - 36,400
Tibetese - 23,000
Nepalese - 12,000
Yangtze Chinese - 1,400

JAPAN - 13,400
Japanese - 16,000
Filipinos - 2,400

MONGOLIA - 34,400
Mongolians - 34,400

SPAIN - 18,500
Spaniards - 17,600
Portuguese - 700
Gauls - 200
Libyans - 6,000

UZBEKISTAN - 33,500
Uzbeks - 29,100
Tadzhiks - 3,700
Huns - 700

VIETNAM - 7,600
Vietnamese - 7,600

KYRGYZSTAN - 6, 300
Kyrgyzians - 6,300

FREE CITY OF SHANGHAI - 3,200
Mandarin Chinese - 1,500
Japanese - 1,500
Mix of the Mandarin Chinese and Japanese - 200

WEST PRUSSIA - 28,500
Prussians - 28,200
Bavarians - 300

PRINCIPALITY OF FRANKFURT - 2,500
Bavarians[/] - 1,000
Prussians - 1,500

HUN-OCCUPIED - 310,600 (BARBARIANS)
Huns - 40,400
Turkestanis - 16,400
Turkmen - 30,500
Kazakhs - 33,400
Azerbaijanis - 35,900
Volga Tatars - 1,200
Israelis/Jews - 1,700
Belarussians- 17,500
Hungarians - 21,000
Poles - 29,100
Slovaks - 5,900
Bohemians - 6,200
Prussians - 3,200
Austrians - 35,000
French - 9,200
Bavarians - 27,800
Belgians - 25,300
Rhinelanders - 2,400
NOTE: Puppets and non-fully-occupied countries not included.

DUCHY OF GDANSK - 1,400
Poles - 1,400

VICHY REPUBLIC - 18,000
French - 18,000

DENMARK - 6,200
Danes - 6,200

RUSSIA - 63,900
Russians - 9,300
Lithuanians - 4,900
Estonians - 8,900
Latvians - 3,800
Prussians - 37,000
NOTE: Puppet of Huns.

UKRAINE - 26,800
Ukrainians - 22,800
Volga Tatars - 1,000
Poles - 3,000
Jews - 1,000
NOTE: Puppet of Huns.

NUBIAN-OCCUPIED - 110,700 (BARBARIANS)
Nubians - 23,700
Chadians - 17,000
Libyans - 7,900
Egyptians - 16,000
Eritreans - 42,400
Ethiopians - 3,700
NOTE: Non-fully-occupied countries not included.

SUDAN - 12,400
Sudanese - 12,400

SIAMESE-OCCUPIED - 21,000 (BARBARIANS)
Siamese - 23,000
Burmese - 6,100
Vietnamese - 3,900
NOTE: Non-fully occupied countries not included.

ROMANIA - 15,400
Romanians - 14,600
Serbs - 800

REPUBLIC OF BENGHAZI - 14,600
Libyans - 14,100
Egyptians - 500

FINLAND - 22,900
Finns - 22,000
Swedes - 1,900

CEYLON - 10,300
Ceylonese - 6,400
Indians - 1,900
Pakistanis - 2,000

OMAN - 4,400
Omanis - 4,400

SEMINOLE-OCCUPIED - 8,400 (BARBARIANS)
Seminoles - 6,100
Cherokees - 2,300

CLATSOP - 4,100
Clatsopians - 4,100

AZTECA - 3,800
Aztecs - 3,800

ZULULAND - 4,200
Zulus - 4,200

MAURITANIA - 4,500
Mauritanians - 4,500

IROQUOIS-OCCUPIED - 18,000 (BARBARIANS)
Iroquois - 18,000

ABORIGINE-OCCUPIED - 19,000 (BARBARIANS)
Aborigines - 19,000

INCA-OCCUPIED - 21,000 (BARBARIANS)
Incas - 21,000
 
Nation: India
Capital:Delhi
Player: Norseone
Economy: 4
Education: Average
Army: 500 men, Bronze Age
Navy: 10 Canoes, Bronze Age
Morale: 5
Age: Bronze Age
Religion:
UU:
 
Nation: Turkestan
Capital: Samarqand
Player: Grandmaster
Government: Despotism
Economy: 4
Education: Average
Army: 600 men, Bronze Age
Navy: None
Morale: 5
Age: Bronze Age
Religion:
UU:

Story in the morning.

EDIT: Landlocked country, so no navy.
 
Nation: Prussia
Capital: Berlin
Player: Berlin
Economy: 4
Education: Average
Army: 500 men, Bronze Age
Navy: 10 Canoes, Bronze Age
Morale: 5
Age: Bronze Age
Religion:
UU:
 
Nation: Bavaria :devil2:
Capital: Munich
Player: Amon Savag
Economy: 4
Education: Average
Army: 500 men, Bronze Age
Navy: 10 Canoes, Bronze Age
Morale: 5
Age: Bronze Age
Religion: Teutonic gods
UU:
 
Nation: Vikingland
Capital: Bergen
Player: naervod
Economy: 4
Education: Average
Army: 500 men, Bronze Age
Navy: 10 Canoes, Bronze Age
Morale: 5
Age: Bronze Age
Religion:
UU:

EDIT: Changed to Vikingland
 
In The Beginning
The telling adventure of the beginning of Eritrea

barren-land.jpg


The wind swept across the barren land like as if it were the only land to be swept. Chefa, the tall and dark chief of the tribe Amra stood upon the hill, gazing across the bleak and seemingly hopeless land. Behind him trailed nearly two thousand men, women and children who were tired of searching, searching for the promised land that Chefa had spoke of. It was the reason they abandoned their homeland from where they had hunted alongside a great river as far back as the oral tradition goes.

Once again, his people would be disappointed with the sight that the cliff offered. Chefa even began to question himself and if the vision of Tyro in his dream was nothing more then just a dream. That’s just when something moved in the land below and caught his eye. Carefully watching and squinting his eyes, he made out the shape of a camel, trotting into the distance. Hitting his chest to make sure if was not a hallucination, Chefa let out a loud yell, more of a scream, and barely made the words “Camel! I see Camel!” from his scream. The whole tribe seemed to have heard as they were all crying and talking to each other with excitement. All ran up to the cliff for they themselves to have a look. The fast ones were lucky, they were able to see the small camel in the distance, but most were disappointed when arriving.

The hope for an oasis that the camel would reside in, an oasis large enough to support the population, led Chefa, which in turn led the whole tribe down the cliff along a skinny trail that was probably used by the very camel that they had such high hopes for. The trail winded down the steep side, seemingly cut out of the cliff itself. It would eventually lead to the ground, the hard, broken ground that bored the tracks of a camel.

Weeks went by as the wanderers continued to follow the camel tracks in the sand and dirt, sometimes coming close to starving before reaching a life-giving oasis. So far, there were no good asis to settle upon a city of the grandeur and style that Chefa was searching for.

The days soon grew short, signaling the arrive of Lucid – the god of Winter. They needed shelter for the winter, and all around them were only hard, flat rock and treeless desert. One such man, named Sachawa, decided that Chafa was at fault for leading them into disarray, and would probably kill the whole tribe. Defending his beliefs to the core, an altercation between the two turned into full out assault.

“You low down lier! YOU said that we would find our paradise within days when we left Nilera (their homeland)! It has been eight and three moons since!” cried out Sachara. He was throwing his arms wildly and then was able to grab a wooden club from some bystander that surrounded them. “And what have you to say, chief

By now the whole tribe was gathered around the two men. Calmly speaking, Cefa replied, “We are not ones to question the destiny that Tyro has made for us.”

“Tyro?1 What has Tyro done for us lately? If you ask me, Tyro is a marauding fool who has sent you the image to lead us all to our doom! Tyro is evil, Chefa, can’t you see that? There are no oases out here, its all dead! It’s all empty!”

“It is merely a test, young one,” Chefa was indeed younger then Sachaw in the time they had been living on the Earth, but the people of Aswan did not measure age in time since birth, but ins wiseness, charisma, and experience, which is safe to say that Chefa far exceeds Sachawa in., “a test to really find out how devote our souls are to him.” Then wiping away the sweat that the sun had helped accumulate on his forehead, he turned around and continued in the direction of the camel tracks. Siezing the opportunity, Sachawa grasped Chefa’s left shoulder with his left hand, swung Chefa around to face him, and caught his face with his right fist. Chefa fell to the floor, the hard rocky ground, moaning loudly. The crowd released a shrill shreak when it happened, and the nearest mand seized Sachawa, grabbing his arms and holding them behind his back.

Chefa was on his knees, wiping the blood that his nose had dispersed. He knew if he struck back, the clan would turn on itself – and that was the last thing he wanted.

Sachawa was new free and stared down at the broken leader. “All those who do not wish to starve this winter, and long to see Bilera once again, follow me.” He then turned around as the observers parted for him to exit the crowd. Chefa was now on his feet.

“Sachawa,” he cried, watching as nearly half of the tribe, mostly women and children, followed him into the distance. He turned around, “Good luck my brother.” Chefa yelled and with that Sachawa turned around and disappeared into the bleak and desolate land.

“My people, those who are loyal to Tyro and believe in what he has shown me, you will be greatly rewarded for your strength and valor, I am sure of it. But we must forgive what has just happened, and continue on our way. I am sure we will see our traitors again one day. We will reach the Promised Land come winter, or Tyro has surely forsaken us.”

The continued on, into the sunrise for now it was the next day. It would be another cold month until they would finally reach the rock corral.

....to be continued....
 
Kamilian: As this nes is not yet updated may I give you a few ideas I have been thinking about.
Trade: Instead of making the middleman get the tradepartners economy every other turn make him get economy too(while the trade partners allways get their economy). That way getting into a middleman position would be much more beneficial and we might hopefully even see trade wars to get into a better middleman position!
Military: I think 100 men is pathetic. Why not make it 1000 by default when you increase? Or even 500?
Roads:
Perhaps make this into a more vital part? Show them on the map so that an enemy could plan to cut of roads before attacking and thereby making it get more difficult to get supplies to cities? This could also be included into trade in a cool way. Without road to another city in the other nation - no trade?
Just ideas that I think could improve all story nesses and make warfare/trade much more strategic and cooler!
:)
 
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