stGMNES2: The Middle Ages

Grandmaster

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It is the Year of Our Lord 1200, and throughout Europe and the Middle East new empires are arising to rival ancient Rome. In the West, the Franks and Germans vie for dominance of Charlemagne’s divided realm, while the Spanish Christians are finally starting to push the Moors back to the south. In Italy, numerous states compete to unify the peninsula, and in Britain the emerging English kingdom is beginning its conquest of the Celtic states. In the East, the Byzantine Empire is the last bastion of ancient Roman glory, defending the knowledge of the ancients from increasingly aggressive Muslim Arabs and Turks. All the while, the eastern wind blows word of an advancing horde of Asian horsemen…

The Middle Ages will see the rise and fall of great empires and small states. Can you rule the greatest kingdom of the world? Will you retake Jerusalem for Christendom and attain the blessing of the Pope upon your nation? Will you smash the resistance of the Byzantine infidels and spread the word of the Prophet? It is your Divine Right to rule your people; make good use of it, or history will remember you only as a footnote to the history of a conquered nation.

Economy
Economy is a simple aspect of this game. Your economy is measured in two numbers, your treasury and your income-per-turn. The treasury is the amount of money in your bank at the beginning of a turn; it consists of any money banked during your turns and the money gained from your income the previous turn. YOU MAY ONLY SPEND THE MONEY THAT IS IN YOUR TREASURY AT THE BEGINNING OF A TURN. Your income is the amount of money you gain each turn. It can vary from turn to turn. If you gain land, open trade with a foreign country, implement a positive economic policy, or just get a good random event, your income will increase. If you lose land, take heavy civilian casualties in a war, or institute poor economic policies, your income will decrease. YOU MAY NOT SPEND YOUR INCOME UNTIL THE NEXT TURN, WHEN IT IS ADDED TO YOUR TREASURY.

Military
The Middle Ages was one of the most violent periods in history. As such, your military will play an important rule in the affairs of your nation. In addition to the obvious importance of having an army to fight wars, the military will serve other purposes. NPC nations will respect a militarily strong nation more. Using your military to fight a holy war may curry favor for your nation from the head of your religion. Military is done by numbers, according to the following list:

Swordsmen: The basic infantry of the Middle Ages, lightly armored and wielding swords and shields. Good on the offensive, and still somewhat effective on the defensive. 1000 can be built for 3 credits.

Pikemen: Defensive infantry, wearing heavier armor and fighting with long iron pikes. They are very poor on the offensive, useful only against primitive barbarians or in huge numbers. However, they are excellent on the defensive, particularly against cavalry. 1000 can be built for 3 credits.
Swiss Guards: Unique to the Papal States, the Swiss Guard is the personal force of the Pope, acting as his personal bodyguard and militia. They defend slightly better than regular Pikemen, and are more motivated. 800 can be built for 3 credits.

Halbardiers: Improved defensive infantry wielding long poleaxes (a combination of a pike and an axe), Halbardiers are deadly effective against charging cavalry, and are better offensively than regular Pikemen. So far, they have only been researched by Venice. 700 can be built for 3 credits.

Crossbowmen: Ranged infantry, wearing very little or no armor and fighting with stock-mounted crossbows. When used alone, they are mediocre at offense and very poor at defense; however, when used to support melee forces, they are very powerful. 750 can be built for 3 credits.

Longbowmen: Unique to England, Longbowmen are more powerful and more expensive than the normal Crossbowmen. English Longbowmen are highly skilled elite archers using yew bows, and are much better at attack and defense than the Crossbowmen. Longbowmen are particularly good at ranged defense from fortifications, and ambushes in forests. 500 can be built for 3 credits.

Knights: The elite feudal cavalry of Christian Europe, Knights dominate the battlefield on both the offensive and defensive. They are fast, aggressive, and heavily armored. Despite their dominance, well-led Pike/Archer formations pose a significant threat to attacking Knights. 500 can be built for 4 credits.

Ansar Warriors: The cavalry of the (Arabic) Islamic nations, Ansar Warriors are lightly armored, highly motivated fanatics who fight on horseback with spears, javelins, and maces. They are faster than Knights due to their lighter armor, but are less effective on the defense. 500 can be built for 3 credits.

Cataphracts: Heavily armed and armored professional cavalry fighting for the Orthodox (and particularly Byzantine) nations, Cataphracts are better defenders than Knights, though at the cost of speed. The Cataphracts are on equal ground with western Knights on the attack, though they are much less vulnerable to ranged defenses. 300 can be built for 3 credits.

Horse Archers: Unique to the Mongols, Horse Archers are unarmored nomadic horsemen armed with mighty reflex bows. They are unmatched on the attack, especially when used for hit-and-run raids; however, the price for speed and offensive prowess is near-uselessness at defense. 500 can be built for 3 credits.

Ghazi: The unique cavalry of the Tekishan Empire, the Ghazi's are fierce armored horsemen, fighting with lances, swords, and bows. Their medium armor protects them from both melee and ranged weapons with a good degree of effectiveness, while not weighing them down so much as to decrease their speed. In this way, they avoid the problems of the more heavilly Cataphract. The traditional Turkic bow remains the primary ranged weapon of the Ghazi, but they are also trained and equipped for charging enemy infantry using their lances. Fast, aggressive, and armored, these cavalrymen are a match for any army in the world. 450 can be built for 3 credits.

Cog: The warship/transport of Northern Europe. Not very good at either offense or defense, and limited in its transport capacity. 1 Cog may transport 750 infantry or 300 mounted units. 5 can be built for 3 credits.

Galley: The warship/transport of the Mediterranean. Better at both offense and defense than the Cog. A Galley can transport 1000 infantry or 500 mounted units. 5 can be built for 3 credits.

Dromon: A ship unique to the Byzantine Empire, the Dromon makes use of ancient technology forgotten in the west. The Dromon's unique hull design makes for great speed and stability; but her greatest innovation is the use of Greek Fire as a weapon. Propellelling the burning liquid from tubes onboard the ship, the Dromon can let loose a stream of flaming Greek Fire that can burn enemy ships to the waterline. A Dromon can transport 800 infantry or 400 mounted units; fewer than a regular Galley because of the room needed to store the Greek Fire and its firing mechanisms. 5 can be built for 4 credits.

Dhow: The transport of the Persian Gulf-Indian Ocean nations, Dhows are quicker than the other ships, but only very lightly armed. A Dhow can transport 750 infantry or 300 mounted units. 5 can be built for 3 credits.

Longship: The transport of the Nordic nations. Fast, agile, and capable of navigating rivers, they are very useful for coastal raiding and invasion. A Longship can transport 1000 infantry or 500 mounted units. 5 can be built for 4 credits.

Tactics and Strategy
Medieval armies succeeded and failed based on the strength of their leaders. In this game, your tactics and strategies can be the deciding factor in battle; an inferior force with good leadership may defeat a superior enemy. One major concept that is important in your tactics in this game is combined arms warfare. Swordsmen and Pikemen, on their own, work well enough on the attack and defense. Nonetheless, charging cavalry can overwhelm melee infantry. To counteract this, combining, say, Pikemen and Crossbowmen will increase your defense. Additionally, the more specific you are with your attack orders, the better they will work. If you just say “invade xyz”, then the invasion will come in a random place, and may not be very successful. However, specifically telling me when, where, and how the invasion will work greatly increases your chances.

Religion
People spent more time in Medieval Europe worrying about death than enjoying life. Religion was an integral part of both secular and spiritual life in the Middle Ages; as such, it plays a major role in this game. NPC nations are friendlier to nations of the same religion; they might also hate you for your different religion. Declaring a holy war might motivate your troops to fight better. The leader of each religion (notated by a * after the religion) has great influence over NPC nations of that religion. You may not change the religion of your nation immediately; however, you will eventually be able to do so. If and/or when I think the time and conditions are right, I may start the Reformation or some other schism. Is that schism effects your religion, you may choose which side your nation will take.

Government
Easy enough. Nations with the same government get along better. If your government is too repressive, your people may revolt. If your government isn’t strict enough, renegade nobles may break away from your nation.

Education
Education is another really easy concept. The better your education is, the better your people will live, and the more likely you are to develop better weapons and ships as time goes by. It costs 8c to increase education 1 level. The levels of education are: (1) ignorant, (2) poor, (3) mediocre, (4) average, (5) good, (6) enlightened.

Wonders
Wonders will not play a major role in this game. I will allow 10 wonders to be built, total… this may change later. Each nation may only build 1 wonder until future notice. Wonders may be either buildings or abstract ideas; just please make them relevant to the Middle Ages. You say what they do, and I’ll decide on the time it will take to build.

Turns
Each turn will be 10 years at the beginning. It might get slower later on.
 
Player Nations

France
King Louis VIII / Rika_Heyli
Capital: Paris
Government: Absolute Monarchy
Religion: Catholic Christianity
Income: 6
Treasury: 6
Army: 12500 Swordsmen, 9000 Pikemen, 7500 Crossbowmen, 2500 Knights
Navy: 25 Cogs (English Channel), 20 Galleys (Med Sea)
Education: Mediocre
Wonders: French Royal Might (+2 education +3 economy) COMPLETE
-Rise of the Middle Class (+1 education, +10 cogs, stable economy) 1/6

England
King Richard Coeur de Lion / Constantine
Capital: London
Government: Limited Monarchy
Religion: Catholic Christianity
Income: 7
Treasury: 8
Army: 8060 Swordsmen, 5700 Pikemen, 6200 Longbowmen, 2400 Knights
Navy: 79 Cogs
Education: Mediocre
Wonders: Magna Carta (+ loyalty, +2 education, +500 Knights) COMPLETE
Bank of England (+2 economy, stabilized English economy) 1/5

Kingdom of Sicily
Duke Charles I / IceEye
Capital: Naples
Government: Absolute Monarchy
Religion: Catholic Christianity
Income: 4
Treasury: 4
Army: 1900 Swordsmen, 1000 Pikemen, 2000 Crossbowmen, 1275 Knights
Navy: 48 Galleys
Education: Average
Wonders: Cathedral of Naples (+ faith in the Sicilian government) 1/3

Republic of Venice
Doge Pietro Ziani / Xen
Capital: Venice
Government: Republic
Religion: Catholic Christianity
Income: 9
Treasury: 12
Army: 2800 Pikemen, 2900 Swordsmen, 2050 Halbardiers, 2050 Cataphracts
Navy: 100 Galleys
Education: Average (2/10 towards increase)
Wonders: Classical Rebirth (+4 economy, +1000 Cataphracts) COMPLETE

Sweden
King Canute II / Heine
Capital: Stockholm
Government: Absolute Monarchy
Religion: Catholic Christianity
Income: 5
Treasury: 5
Army: 7645 Swordsmen, 400 Pikemen, 3000 Crossbowmen, 900 Knights
Navy: 35 Longships
Education: Mediocre
Wonders: Bank of Sweden (+5 economy) 3/5

Novgorod
Prince Yaroslav / Emu
Capital: Novgorod
Government: Limited Monarchy
Religion: Orthodox Christianity
Income: 2
Treasury: 3
Army: 6500 Swordsmen, 1500 Pikemen, 600 Cataphracts
Navy:
Education: Mediocre
Wonders:

Tekishan Empire
Sultan Goker / aaMinion00
Capital: Khiva
Government: Absolute Monarchy
Religion: Sunni Islam
Income: 4
Treasury: 4
Army: 6700 Swordsmen, 4000 Horse Archers, 450 Crossbowmen, 1350 Ghazis
Navy:
Education: Mediocre
Wonders:

Mongol Khanate
Genghis Khan Temujin / Erez87
Capital: N/A
Government: Despotism
Religion: N/A
Income: 2 + 1 (Delhi tribute)
Treasury: 10
Army: 15800 Keshiks
Navy:
Education: None
Wonders: “Call of the Horde” (+4000 Horse Archers) 3/5

Byzantine Empire
Emperor Gilad / alex994
Capital: Constantinople
Government: Empire
Religion: Orthodox Christianity*
Income: 7
Treasury: 10
Army: 4500 Swordsmen, 8100 Pikemen, 2850 Cataphracts, 1650 Crossbowmen
Navy: 62 Galleys, 5 Dromons
Education: Good
Wonders: -Byzantine Imperial Rebirth (+3 economy +500 Cataphracts) COMPLETE
-Fortification program (3rd ring of walls in Constantinople, castles throughout the land, walls aroudn every city) (costs 4c) COMPLETE

Non-Player Nations

Holy Roman Empire
Emperor Frederick II / CFC Name
Capital: Aachen
Government: Feudalism
Religion: Catholic Christianity
Income: 5
Treasury: 12
Army: 13000 Swordsmen, 8000 Pikemen, 6000 Crossbowmen, 2000 Knights
Navy: 45 Cogs
Education: Mediocre
Wonders:

Burgundy
King Maximilian I / CFC Name
Capital: Aix-en-Provence
Government: Absolute Monarchy
Religion: Catholic Christianity
Income: 4
Treasury: 6
Army: 9000 Swordsmen, 6000 Pikemen, 2000 Crossbowmen, 500 Knights
Navy: 25 Galleys
Education: Mediocre
Wonders:

Flanders
Count Philip / CFC Name
Capital: Ghent
Government: Absolute Monarchy
Religion: Catholic Christianity
Income: 3
Treasury: 3
Army: 3000 Pikemen, 1000 Crossbowmen, 500 Knights
Navy: 15 Cogs
Education: Mediocre
Wonders:

Aragon
King James I / CFC Name
Capital: Zaragoza
Government: Absolute Monarchy
Religion: Catholic Christianity
Income: 4
Treasury: 3
Army: 3000 Swordsmen, 3000 Pikemen, 400 Knights
Navy: 45 Galleys
Education: Mediocre
Wonders:

Castile
King Alfonso VIII / CFC Name
Capital: Leon
Government: Absolute monarchy
Religion: Catholic Monarchy
Income: 4
Treasury: 3
Army: 3000 Swordsmen, 2000 Pikemen, 700 Knights
Navy: 10 Galleys
Education: Mediocre
Wonders:

Papal States
Pope Innocent III / CFC Name
Capital: Rome
Government: Papal Bureaucracy
Religion: Catholic Christianity*
Income: 1
Treasury: 10
Army: 2000 Pikemen, 1000 Swiss Guards
Navy:
Education: Average
Wonders:

Serbia
King Stefan II / CFC Name
Capital: Raska
Government: Absolute Monarchy
Religion: Orthodox Christianity
Income: 2
Treasury: 4
Army: 2500 Swordsmen, 2500 Pikemen
Navy:
Education: Poor
Wonders:

Hungary
King Andrew II / CFC Name
Capital: Budapest
Government: Absolute Monarchy
Religion: Catholic Christianity
Income: 4
Treasury: 4
Army: 6000 Swordsmen, 6000 Pikemen, 400 Knights
Navy:
Education: Mediocre
Wonders:

Poland
Prince Henry I / CFC Name
Capital: Krakow
Government: Absolute Monarchy
Religion: Catholic Christianity
Income: 3
Treasury: 4
Army: 8500 Swordsmen, 4000 Pikemen, 701 Knights
Navy: 25 Cogs
Education: Mediocre
Wonders:

Denmark
King Canute VI / CFC Name
Capital: Copenhagen
Government: Limited Monarchy
Religion: Catholic Christianity
Income: 3
Treasury: 3
Army: 5500 Swordsmen, 2000 Crossbowmen
Navy: 35 Longships
Education: Mediocre
Wonders:

Norway
King Olav Haraldsson / CFC Name
Capital: Oslo
Government: Absolute Monarchy
Religion: Catholic Christianity
Income: 3
Treasury: 5
Army: 3000 Swordsmen, 900 Pikemen, 450 Crossbowmen
Navy: 40 Longships
Education: Mediocre
Wonders:

Scotland
King Alexander II / CFC Name
Capital: Edinburgh
Government: Absolute Monarchy
Religion: Catholic Christianity
Income: 2
Treasury: 3
Army: 6500 Swordsmen, 2000 Pikemen
Navy: 15 Cogs
Education: Mediocre
Wonders:

Eire
Lord John / CFC Name
Capital: Dublin
Government: Feudalism
Religion: Catholic Christianity
Income: 2
Treasury: 2
Army: 3000 Swordsmen, 2000 Pikemen
Navy: 15 Cogs
Education: Poor
Wonders:

Kievan Rus
Prince Andrey / CFC Name
Capital: Kiev
Government: Feudalism
Religion: Orthodox Christianity
Income: 4
Treasury: 3
Army: 7000 Swordsmen, 1500 Pikemen, 1000 Knights
Navy:
Education: Mediocre
Wonders:

Muscovy
Prince Daniil Aleksandrovich / CFC Name
Capital: Moscow
Government: Feudalism
Religion: Orthodox Christianity
Income: 2
Treasury: 3
Army: 7000 Swordsmen, 2500 Pikemen
Navy:
Education: Poor
Wonders:

Abbasid Caliphate
Caliph an-Nasir / china444
Capital: Baghdad
Government: Theocratic Monarchy
Religion: Sunni Islam
Income: 5
Treasury: 9
Army: 12000 Swordsmen, 6000 Pikemen, 4000 Ansar Warriors
Navy: 10 Galleys
Education: Good
Wonders:

Fatimid Caliphate
Caliph al-Adid / CFC Name
Capital: Cairo
Government: Theocratic Monarchy
Religion: Shi’ite Islam
Income: 4
Treasury: 5
Army: 9000 Swordsman, 5000 Pikemen, 4000 Ansar Warriors
Navy: 15 Galleys
Education: Average
Wonders:

Emirate of Cordoba
Emir Hisham III / CFC Name
Capital: Cordoba
Government: Absolute Monarchy
Religion: Sunni Islam
Income: 4
Treasury: 3
Army: 5000 Swordsmen, 800 Pikemen, 2000 Ansar Warriors
Navy: 15 Galleys
Education: Good
Wonders:

Arabian Umma
Caliph Mohammed / CFC Name
Capital: Mecca
Government: Theocracy
Religion: Sunni Islam**
Income: 2
Treasury: 2
Army: 6000 Ansar Warriors
Navy:
Education: Poor
Wonders:

Persia
Shah Yazdegerd / CFC Name
Capital: Esfahan
Government: Absolute Monarchy
Religion: Shi’ite Islam
Income: 4
Treasury: 4
Army: 6000 Swordsmen, 3000 Pikemen
Navy: 15 Dhows
Education: Average
Wonders:

Khanate of Delhi
Khan Babur / Permanent NPC (Erez87 vassal)
Capital: Delhi
Government: Absolute Monarchy
Religion: Local population mostly Hindu or Buddhist
Income: 2 (both paid to Mongols as tribute)
Treasury: 5
Army: 5000 Swordsmen, 4000 Horse Archers
Navy: None
Education: Poor
Wonders:

Knights Templar
Grand Master Jacques / Permanent NPC for now
Religion: Catholic Christianity
Army: 850 Knights

Knights Hospitaler
Knight Commander John / Permanent NPC for now
Religion: Catholic Christianity
Army: 1000 Knights
 
Starting Map
Middle_Ages_NES_Map_Update_04.png



Alliances


Wonders


Wars in History
 
You forgot map

Why Mongols economy is 1!???!!!
By the time they wen westward they already conquered Korea, China, and prety much most of asia except India and South china and everything south to it.... I think such an empire... won't make 1 gold...

Educaton none? come one... you know.. that italian explorer whats his name? Marco Polo, when he reached rich and mighty asia it was in the time of the Mongls... You made them a poor and stupied country with 15,000 horsis...
 
OOC: The eastern Mongol Empire isn't represented on this map, and won't contribute to Mongol power. The Mongols will start as a horde, and have to build their own western empire. Trust me, you will expand fast and once you conquer some of the civilized regions your economy will grow a good deal.

Map added.
 
Already Reserved. :)

Holy Roman Empire
Emperor Frederick II / North King
Capital: Aachen
Government: Feudalism
Religion: Catholic Christianity
Income: 5
Treasury: 10
Army: 12000 Swordsmen, 8000 Pikemen, 6000 Crossbowmen, 2000 Knights
Navy: 45 Cogs
Education: Mediocre
Wonders:
 
Nope!
 
France
King Louis VIII / CFC Name
Capital: Paris
Government: Absolute Monarchy
Religion: Catholic Christianity
Income: 6
Treasury: 7
Army: 11000 Swordsmen, 8500 Pikemen, 6000 Crossbowmen, 2000 Knights
Navy: 25 Cogs
Education: Mediocre
Wonders:

just wondering, shouldn't burgundy really be provence?
 
Already Reserved
Byzantine Empire
Emperor Alexius / CFC Name
Capital: Constantinople
Government: Empire
Religion: Orthodox Christianity*
Income: 6
Treasury: 7
Army: 2000 Swordsmen, 9000 Pikemen, 2000 Cataphracts
Navy: 65 Galleys
Education: Good
Wonders:
 
North King, Emu, Alex, Rika Heyli, welcome. :)
BTW, I edited the map some. I decided to give a little more land in France to England, to give more reason to fight the 100 Years War.

EDIT: According to my map, Burgundy was a part of the HRE at this time, but I wanted them for balance. The map called that area the Kingdom of Burgundy under the HRE, so that's what I called it.
 
No, don't worry about it, you aren't any more annoying than the people I go to school with. Are you new to NESing?

Anyway, orders are pretty simple. You have a certain amount of money in your treasury at the beginning of a turn. You can spend that money however you'd like: to increase your military, your education, whatever. Or you can save it until next turn. If you want to go to war, you order the attack with x number of troops and post (or PM) your strategy for the invasion. Writing stories will gain your nation some favor in terms of random events, so include those with your orders if you can. Other than that, just do diplo like you normally would. An example of typical orders would be as follows:

-Increase army by 800 Pikemen (3c)
-Increase education (8c)
-Invade Kingdom of Sicily. Send 1000 Knights to attack the Sicilian border near Rome, sending a force of 5000 Swordsman and 1000 Crossbowmen into Sicily farther east to distract the defenders.

Get it? :)
 
do we increase our economy by investing certain amounts of credits?

Edit: K
 
Nope!
 
I fthe byzantine empire isnt taken, I will have it

Byzantine Empire
Emperor Alexius / Xen
Capital: Constantinople
Government: Empire
Religion: Orthodox Christianity*
Income: 6
Treasury: 7
Army: 2000 Swordsmen, 9000 Pikemen, 2000 Stratiotai
Navy: 65 Galleys
Education: Good
Wonders:


*note- cataphracts no longer exist at this time, I replaced them with the appropraite cavalryman- though expect a return of the cataphract ASAP!
 
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