stXNES1; the freshmaker

Xen

Magister
Joined
Feb 10, 2003
Messages
16,004
Location
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Welcome to stXNES1 :) pay attention now, because here be the Rules

Army and Conquest]
The Military is an Importan tfeature in this game- it is after all, the bloody dark ages, so keep all these in mind

Infantry
The mainstay of "Civilized armies", armies who recive these troops do not get access to warband- proficient in all terrians except forests, and mountains, you can count on these troops as being a solid choice for any campaign- 1000 per econ

Warband
the alternative to Infantry for the nations of the world, it is thier exact oppsite- unorthadox and disorginzed, these troops are best used in rough conditions liek forests and mountains, and even then, best of the offensive, unless defending on thier most favorable conditions- 1000 per econ

Archers
These troops main use are defenders, and they suck mightilly unless used skillfully on the offensive- though my advice is dont even try, you'll get mixed results at best- 1000 per econ

Cavalry
troops used best on the offensive, they do have limited defensive roles i fyou can make the right tactics- 750 per econ

Mercenaries
These troosp make up for what a nation lacks in either infantry or warband- remember, warband are basically crappy outside of thier hometurf, while infantry excell at most areas- the number sgiven are also to make things more realistic

-Warband mercs- 1500 per econ
-Infantry mercs- 500 per econ

-Conquest
if you capture an entire entire nations, or make peace with nation where you have any of its territory at all, you will get plunder, the more plunder for the larger the conquest, and the richer the nation you conqoured

-note some UUs feature the ability to gian plunder on an offenisve- this means regardless fo your eventual conquestsd and plaunder, you will get somthing every turn or two or three as long as you are on the offensive

Federate Nations
Okay, there are two different kinds of federates in this game- troops,a nd nations-

federate troops are basically troops from a nation who offers its services to you as part of an army- lets say the franks offer to be the western romans federates for one econ every three turns- the franks are still indipendent, but the western romans can now send franksh troops on roman military missions, and have full military control over them, as long as they arnt used to attack the franks, or an ally of the franks exact number sof troops, if not the entire nation will dpend on the exact deals made

federate nations these are natiosn who have lost thier lands due to invasion- for severl turns after invasion, they are considerd natiosn with out lands, and will apply to different states to "have" a peice of land, and in return fight for the nations that gives it to them- however, the land will still be part of the parent empire- it will be made distinf by a sub-bounary in the empire- eventually, depedning on how the federates are treated, how often they are called to war and what not, and if the parent empire conqoures more land to give to them, or just out right gives them land to form a real nation, the federates will either rebel, or be assimilated intot he parent nation

Economy
Simple enough- if you spend nothing on a turn, and order an incresed economy, you get another point added to your econ, if you spend your econ, even just 1, you cannot raise it

trade routs cost 2 econ to open, and you get an added point of econ every three turns regardles of your expensis or orders, unless the trad route is cut territorially

no cap for treasury or trade rout amounts

Bonuses
the "*" you see by all the current player natiosn names are a bonus sign- you get bonuses for acheving great feats in your NES, military victories, badically anything I feel that you have done to diserve one.

you can save the bonus forever if you wish, and they willadd so you can have multiple bonuses at oen time

you can spend you bonus by incresing one statisc by a single leval, buy one econ worth fo the troosp of your choice, or 'chance it", anf let my dice decide both what area your bonus is in, and if you get multiple bonuse upgrades- it is also possible to bet multiple areas "bonuesd" by chancing it- the risk is, even with multiple bonuses, they could be all the areas you didnt need...

Religion and Culture

these decide how good your diplomatic realtions are with the NPC nations, and how much, if at all they will withstand your forces if you conqoure them- the higher your culture, the less chance of rebellion, the closer your religions, the better your diplomatic relations

Expansion into unclaimed land
Will be diecided by who your nation is, trying to expand into what particuler land- ie; the Roman nations suck at expanding into the Sahara desert- the arabs on the otherhand, if they were over thier would have great success at it, but woudl suck at expanding into north europe, where the germanic tribes are at home

-also note, the more you expand, the further culture and civilzation in general spread- this means that it possibe that you coudl inspire a local people to develope into thier own nation
 
XNES1_with_names1.gif

*note, map will need a fixing because i accidentally made the Noth Ska everyhting the gupta would have accept the origional Gupta territory

1)Franks
2)Angles
3)Saxons
4)Nordsmen
5)Northdmen
6)Tuetons
7)Lombards
8)Vandals
9)Visigoths
10)Ostrogoths
11)Roxoliani
12)Alans
13)Aremenia
14)Kush
15)Nobatia
16)Makkura
17)Alwa
18)Somalis
19)Arabia
20)Hedjaz
21)Mazun
22)Northern Sakas
23)Western sakas
24)Satavahanihara
25)Gupta
 
Assorted **** like rule changes, additions, notices and what not

Rule Addition
There will indeed be technological advancement, and depending on what it is, it could offer a bonus to one fo your stats, or just generally make things better for your existing stats (like the military)

technology will take a while to reserch, and I have not decided weather to include an education stat yet...

however, even though technology can offer great bonuses, it can, and will, eventually, spread to the peoples on your border, and eventually the people on thier border, basically ensureing that only people seperated by oceans are left out from eventually getting a technology- such a rule is due to realism- the exact amoutn fo time a tech stays in one nation will decided depending on what technology it is- soem may even never spread unless the nation who developed it teaches it, or a nation goest out of its way to develop it (example for a spreading tech- the stirrup, making cavalry more efficent, example of a non spreding tech- plumbing, incresing culture, and should plague ever break out, far reducing its effect due to good hygine)
 
Player nations

Western Roman Empire**
Leader- Julian the Apostate/Aaminion00
Economy- 3
Culture- High
Religion- Roman Polytheism 90% Christianity 10% centern in area of carthage and southern Italy/Sicilly
Army- 1730 UU, 3730 Infantry, 500 Cavalry, 1000 Archers, 2640 Mercenaries
Navy- 20 Triremes
UU- Late Legionaries- 300 per econ, strong fighters, are, despite the times and
reputation of them, still the single strongest infantry in the world, however,
they are slow to recruit, and it takes a lot of time and money to build up
significant numbers of them. (Bonus against all other troops types, large bonus
against enemy foot, and archers, disadvantage in heavy forests)
Army Morale- Fair
Wonders- Great Roman Reform- doubles number of citizen military forces [5/10]

Eastern Roman Empire*
Leader- Constantius II/ Amenhotep7
Economy- 2
Culture- High
Religion- Christianity 80% Polytheism 20% centerd in Danube area/ Military outposts and forts
Army- 3900 UU, 0 Infantry, 1500 Archers, 1000 Cavalry, 1400 Mercenaries
Navy- 35 Triremes
UU- Cataphract Cavalry- 650 per econ, the strongest type of heavy cavalry
known, and versatile to the core, fighting with a multitude of weapons, heavily
armored, and heavily trained, their only draw back being their expensiveness,
and the limitations of most horsemen in some terrains. (Large bonus against
foot, ranged, and some cavalry, disadvantage in mountainous, heavily forested,
and desert terrain)
Army Morale- Poor
Wonders- Roman Military Revival- +4 Morale +6 Military (Overall Military) +2 Economy [3/ 15]

Visigoths
Leader- Fretigern/ das
Economy- 1
Culture- Mediocre
Religion- Germanic Polytheism 60%, Arian Chrsitianity 40% centerd in areas bordering E. Roman Empire
Army- 600 UU, 700 Archers, 1700 war band, 750 cavalry, 500 Mercenaries, Ostrogothic federates: 1500 warband, 780 UU
Navy-10
UU- Gothic Huscarls- 400 per econ, these troops are cross breed of traditional
barbarian warfare, and the organized ways of the Romans, strong on the
offensive, they are comparable to even the Western Roman empires premier
troops, the last vestiges of the Imperial Roman Legions, however, this is
generally only on favorable terms, and on the offensive, on the defensive, the
morale of these troops sinks terribly, and more often then not, they would
choose to flee, as their defense is far less then what could be desired when
comparing them to those same Legions (Bonus against most foot troops, large
bonus if in forests of any type, large bonus if on offensive disadvantage in
open terrain, Large disadvantage is facing organized opponents on their
favorable terrain, large disadvantage if on defensive)
Army Morale- Good
Wonders- Gothic Alchemy -+2 Culture, +1 Army Morale, +1 Economy [3/6]

Alans
Leader- Rheasus/ pawpaw
Economy- 0
Culture- Non Existent
Religion- Animism 100%
Army- 2650 UU, 2750 Cavalry
Navy- 0
UU- Heavy Horse Archer- 400 per econ, These troops are essentially what have
won the peoples of the steppes acclaim since the bronze age, highly
unorganized, they can only be gathered together at either great expense, or at
the promise of riches- skilled at raiding, they can be a dangerous foe on the
offensive (Bonus against other cavalry and archers, large bonus on the
offensive, disadvantage in heavy forests, and against, slight possibility of
generating plunder on offensive)
Army Morale- Fair
Wonders- Great Marketplace- +4 economy [2/6]

Wu*
Leader- Sun Quan/ Alex994
Economy- 4
Culture- High
Religion- Daoism 75% Buddism 25% centered on border with Wei
Army- 3750 Infantry, 1800 Cavalry, 2000 Archers
Navy- 53 UU
UU- River War Barge- 10 per econ, these ships are essentially what separated
and protected the Wu for their long history against the other three kingdom,
patrolling the many rivers of the area that separated the Wu kingdom from the
other ex-Chinese kingdoms (Bonus against all other ships, increases the likely
hood of the Wu being able to repel invasion at the start of it)
Army Morale- High
Wonders-

Roman Kingdom of Britannia*
Leader- Ambrosius Aurelianus/ falling icarus
Economy- 1
Culture- Poor
Religion- Roman Polytheism 60% Celtic Polytheism 40%
Army- 900 UU, 3100 Infantry, 500 cavalry, 1000 Archers
Navy- 25 Triremes
UU- Arthurian Knights- 300 per econ, these are some of the best cavalry
anywhere in the world use to being out numbered, these troops are also use to
relying on vastly inferior supporting troops to help win the battle, armed like
the classic Roman cataphracts, but assembled by traditions of barbarians raise
noble soldiers, these troops offer an interesting mix of both worlds, fiercely
loyal , they can be counted on to defend their homelands at all costs,
particularly from the barbarians across the channel (bonus against all troop
types, Large Bonus in defending actions, large Bonus making naval landing,
large bonus defending from naval landings, disadvantage if heavy forests and
mountains)
Army Morale- High
Wonders-

Persia*
Leader- Khosroe/conehead234
Economy- 2
Culture- High
Religion- Zoroastrianism 85% Crsitianity 25% Cenetered in Mesopotamia
Army- 3550 UU, 2500 Archers, 1500 Cavalry, 2700 Infantry
Navy- 10 Galleys
UU- Clibinarii- 650 per econ, these cavalry are a sort of medium cavalry, a
cross between the old Parthian cataphracts, and their light horse archers, and
greatly responsible for the destruction of the Parthian empire, these troops
are well accustomed to traveling the deserts suppressing the many internal
rebellions of the Persian throne, as such these troops have a superb offence
and speed (Bonus against cavalry, large bonus on offensive, bonus in deserts/
Mesopotamia, disadvantage against ordered infantry, heavy cavalry, and in
mountainous terrain)
Army Morale- Poor
Wonders- Persian Military Training- +2 Troop Morale [2/4]

Teutons*
Leader- Foderick/ Norseone
Economy- 1
Culture- Non Existent
Religion- Nordic Polytheism 100%
Army- 2200 UU, 1000 War band
Navy-0
UU- Tuetonic Axe men- 600 per econ, the semi standard of the incredibly
barbarous Teutons, they aren’t all that different from the standard war
bands of the Germanic tribes, aside form their generally noble upbringing,
though they make the distinction of being some of the most savage fighters
around, they inspire quite a bit of in trepidation in all but the most seasoned
and steadfast of troops (bonus against enemy war bands, Large bonus in forests,
disadvantage in open terrain, disadvantage against ordered foot, territories
conquered with significant amount of them are less likely to rebel from fear)
Army Morale-
Wonders-
Trade- Scandanaves [2/3]

Gupta*
Leader- Chandragupta/ northking
Economy- 8
Culture- Fair
Religion- Hinduism 80% Budism 20% centered in North
Army- 500 UU, 2500 Archers, 2500 Warband
Navy-0
UU- Light Armored Elephant- 100 per econ, these are truly massive beasts of
war, and if properly trained are an almost unstoppable force, virtually
impervious to most archer fire, and cavalry shy away from them as if they were
the plague- so do most foot troops, so much so that’s its only ordered
infantry such as the like Alexander the great, or Scipio Africanus had that can
properly give the beasts any contest in most circumstances (Large bonus against
all other troops types except ordered Infantry, Large bonus against cavalry
disadvantage against ordered Infantry, disadvantage in heavy forests,
Mountains, and deserts)
Army Morale- Mediocre
Wonders-

Scandinaves*
Leader- Sven/ :Knas
Economy- 2
Culture- Non Existent
Religion- Nordic Polytheism 100%
Army- 2000 war band, 1000 archers, 300 Mercenaries, 250 Olfserks
Navy- 27 UU
UU- Longboats- 12- per econ, a ship design dating from the time of the Celts,
it has expanded in popularity all along the North Atlantic, and Baltic coast
line, where it is just beginning to come into popularity among the populaces
warlords- small and swift, it offers no distinctive combat advantages against
other ships, however, it dose give the troops inside of it the step up in
launching sea raids and invasions (bonus when launching sea invasions,
possibility of plunder from sea born attacks)
Army Morale- Fair
Wonders- Scandinave Seamanship- doubles numbers of ships, and thier ability to sail [4/6]
Trade- Teutons [2/3]

Hedjaz*
Leader- Mo, Mohammed ;)/ Grandmaster
Economy-1
Culture-Poor
Religion- Polythiesim 15% Cneterd in South, Chrsitianity 5% no center, Islam 80%
Army- 3700 UU, 1000 warband, 500 cavalry
Navy-0
UU- Dervishes- 700 per econ, these are ferocious desert wariors, thier name translated meaning "wirlwind"- fighting with the distinctive arabic sabers, these troops are about as good as light infantry come- accustomed to desert raiding, all naitons of th sands have reason to fear for thier infantry (Bonus agiastn all non-UU foot troops and archers,bonus agiasnt all disorderd UU foot troops, Large bonus when fighting deserts and near desert conditions, disadvatatge agaisnt cavalry, disadvatage when not in deserts, or near deserts conditions, large disadvatage in forests)
Army Morale- Mediocre
Wonders- Great Mosque of the Ka'aba- +2 culture, +2 morale, completes conversion to Islam [2/5]

Shu
Leader-Liu Bei/ human-slaughter
Economy- 7
Culture- High
Religion- Daoism 76% Buddism 24% centered on Wei border
Army- 1350 UU, 1000 Infantry, 2000 Archers, 550 Cavalry
Navy- 0
UU- Oriental Crossbow- 400 per econ, these archers are devastating on the defensive, but like all archers, dont quite have the same bang when goign on offensive, though do fair better, trained to the skill of an artist, these crossbowmen take great pride in thier skills, and thier state, and will try to make every shot count in its defence (bonus on desfenise, bonus agiastn foot troops, bonus in mountains, disadvatage on offenisive, disagvatge on open terrain, disadvatatge in forests)
Army Morale- mediocre
Wonders-

Yamato
Leader- No clue/ Stalin006
Economy- 5
Culture- Mediocre
Religion-
Army- 300 UU, 1500 Infantry, 1500 Archers, 700 Cavalry
Navy- 22 Junks
UU- Yamato Knights- 400 per econ, these troops are noble and elite of the Yamato kingdom, and stunnign in offense against agiasnt warbands and archers, howeever meet thier match agiastn orginaized infantry (bonus agiasnt warband, archers, bonus on offense, disadavatge on defence, disadvantage agiasnt infantry/infantry mercenaries)
Morale- Fair
Wonders-

Silla
Leader- No Clue/Rika_Heyli
Economy- 5
Culture- Mediocre
Religion-
Army- 1000 UU, 2000 Warband, 2500 Archers
Navy- 15 Junks
UU- Native Levies- 750 per econ, these troops are the true men of the land, the farmers, the artisans, the potters, the bakers- as such, they fight both feircelly for thier home, and as infantry men following the Chinese model (bonus defending, bonus in Korean penninsula, disadvatage on offence, disadvatage outside of korean penninsula)
Morale- Mediocre
Wonders-

Funan*
Leader- No Clue/binyo66
Economy- 6
Culture- Poor
Religion-
Army- 1500 UU, 2000 Warband, 1500 Archers
Navy- 10 Junks
UU- Chen-la Archers- 500 per econ, Chen la archers are archer snative ot the land of Funan and its region, and are perhpas some of the only archers to be able to match the infantry of the region in offence- with an added bonus of being able to work well in forests and the like- the disadvatage is that these troops are in comparison, as bad on defence as stadard archers are on offense (Bonus on offence in surrounding area, bonus in forests, disadavtageon defence)
Morale- Mediocre
Wonders-

Wei
Leader- cao cao/Amon Savag
Economy- 5
Culture- High
Religion-Buddism
Army- 2000 UU, 4000 Infantry. 2000 Archers
Navy- 20 Junks
UU- Hsiung-nu Light Cavalry- 700 per econ, these troops are not actually chinese, but are rather mercenaries from the barbarian tribes of the Mongolian steppe, adept in the light cavalry tacvtics, and loyal to thier source of money, these troops can dominate mostfoot and cavalry regiments in thier home turf of the steppe and leval terrain, however, caution goes to the Chinese leader hwo wishes to use them agaisnt thier homeland, though even so, one can generally count on the greed of these mercenaries to keep them loyal to rich china fighting for, rather then agiasnt them(bonus on the the steppe, bonus on level teerian, bonus agaisnt warban, archers, and standard cavalry, bonus on offensive, possibility of generteing plunder on offensive, disadavtege in forest, disadvatage agiast stepp barbarians, slim possibility of changing sides when attackign steppe peoples)
Army Morale- Poor
Wonders-
 
Curentlly Not Played nations 1
Note- because of the time it takes to research and make good nations stats, particuraley for UU descritions, these will be added over time, hopefully in short order- you may carry on diplomacy with nations who stats are not posted, but please refrain from going to war with them until thier stats are posted, or unless they act first ;)

Ostrogoths (Federates of Visigoths)
Leader-
Economy-2
Culture- Poor
Religion-Germanic Polytheism
Army- 1000 UU, 1500 Warband
Navy- 0
UU- Gothic Cavalry- 550 per econ, these troops ar ein the basic style of the cataphract used throughout the eastern, hellinsitc world for ages, though due to the basic inadequacies of the Gothic facilites, tend to come out far less well equipped then their Byzantine counter parts- however, dont let that fool you, for the Gothic Cavalrymen are indeed a step above even the Eastern Romans cavalry in thier sheer impetuousness, and the results are generally a feared charge on the offensive (Bonus against foot troops, bouns agaisnt orderd Infantry, large bonus on offenise, large disadvatge on defensive, disadavtge in moutanius, and forested terrain)
Army Morale- Mediocre
Wonders-

Picts
Leader-
Economy- 1
Culture- Poor
eligion- Celtic Polythiesm
Army- 2500 UU
Navy- 0
UU- Clansmen- 400 per econ, these aredistingctive troops to anyone who oppose them, painted from head to toe over all exposed body parts in intricate, often non-permanent blue woad tatooing, centerd around the clans noblemen pledging allaignce, in a feudal like structure to more powerful clan leaders via a long standing system of familly alliegences, the clansmen, assumign they are working together, as opposed to agaisnt eachother, are a fercious force onthe battlefield (bonus in mountains, bonus on general uneven terrains, bonus on defence, disadavtage agaisnt orderd troops, disadvatatge on flat, open terrains)
Army Morale- High
Wonders-

Northsmen
Leader-
Economy- 1
Culture- Non Existent
Religion- Germanic Polytheism
Army- 1000 UU, 1000 Warband, 500 Archers
Navy- 15 raiding ships
UU- Olfserks- 450 per econ, these raiders are on something, literally, clad in wolfskins and pants, and generally little else in the way of armor then a sheild, these troops could be described as light, if it wasnt for the fact hat all of them are either overweight,ususally with a more then healthy beer belly from the mead and ales, heavilly muscled, or somewhere in between, these guys are armed with an assortment of axes, and swoards, leadinf to them being perhaps the most fercous raiding warband of all the germanic tribes (bonus when on offensive, possibility of genertaeinf plunder nf offensive, bonuswhen making amphibious assults, disadvatgae on open terrains, disadvantage agaisnt ordered infantry)
Army Morale- High
Wonders-

Wei
Leader-
Economy- 4
Culture- High
Religion-Buddism
Army- 2000 UU, 4000 Infantry. 2000 Archers
Navy- 20 Junks
UU- Hsiung-nu Light Cavalry- 700 per econ, these troops are not actually chinese, but are rather mercenaries from the barbarian tribes of the Mongolian steppe, adept in the light cavalry tacvtics, and loyal to thier source of money, these troops can dominate mostfoot and cavalry regiments in thier home turf of the steppe and leval terrain, however, caution goes to the Chinese leader hwo wishes to use them agaisnt thier homeland, though even so, one can generally count on the greed of these mercenaries to keep them loyal to rich china fighting for, rather then agiasnt them(bonus on the the steppe, bonus on level teerian, bonus agaisnt warban, archers, and standard cavalry, bonus on offensive, possibility of generteing plunder on offensive, disadavtege in forest, disadvatage agiast stepp barbarians, slim possibility of changing sides when attackign steppe peoples)
Army Morale- Poor
Wonders-

Kush
Leader-
Economy- 3
Culture- Poor
Religion- Buddism
Army- 2000 UU, 1000 Cavalry, 2000 Infantry
Navy- 0
UU- Kidarite Cavalry- 800 per econ, these cavalry are an atempt by the Kushan resergents to recreate the forces they had before Persia had conqoured them, and thier rebellion from them, and while they meet with limited success as far as preimire forces go, these guys dont have a great deal going for them, other thien thier adeptness as thier home mountain terrian, and thier desperation to keep thier nations alive when surreounded by expanding powers (bonus on defense, bonus in mountains, disadvatge in forests)
Army Morale-
Wonders-

Ethiopia
Leader-
Economy- 3
Culture- Mediocre
Religion- Christianity
Army- 2000 UU, 2000 Warband, 1000 Cavalry
Navy- 0
UU- Kush-ite Archers, 600 per, these troops are fearsoem on the defensive, using a form of longbow traditionalyl in use for hundreds of year previous, and contuing a long standting tradition of archery dateing back to the time of the Pharaohs (Large bonus on defence, fair skill at offensive actions, suffers no terrain penalty
Army Morale-
Wonders-

Arabia
Leader-
Economy- 2
Culture- Poor
Religion- Arabic Polyhteism
Army- 2000 UU, 1000 Warband, 500 Archers
Navy- 0
UU- Desert Raiders- 500 per econ, skille din the ways of the desert, these troops have the distinction of being adept at fighting both as warband, and as cavalry, and being dtrong on the offensive, though lacking somewhat on the defensive- feared throughout the sands, hey are not to be taken lightlly when thier blades are pointed at your troops (bonus on offensie, bonus agiast cavalry, bale to get plunder on offensive, disadvatage in mountains, disadvatge on defensive)
Army Morale- Fair
Wonders-

Mazun
Leader-
Economy- 3
Culture- Poor
Religion- Arabic Polyhteism
Army- 1000 UU, 1000 Warband, 500 Archers
Navy-0
UU- Camel Riders- 450 per econ, Making good use of the so calle d”ship of the desert”, the Mazunite Camel riders are a force to be reckoned with on the sands, though suffer greatlly once outside the desert due to the camel being otherwise inferior to the horse, except as a pack animal- but as most handlers woudl tell you, they would take a a horse over a camel as thier animal of choise anyday (Large bonus fighting non- desert nations in desert, bonus fighting any troops in desert, large disadavatge in any non desert terrain)
Army Morale- Mediocre
Wonders-

Armenia
Leader-
Economy- 3
Culture- Mediocre
Religion- Chrsitianity 85% Zoroastrianism 1r% centerd in south
Army- 2400 UU, 1500 Infantry, 2500 Archers
Navy-0
UU- Isaurian Infantry- 600 per econ, these infantry men have the great distinction of having a a tradion of activity for hundreds of years, and have become adept at fighting int mountains of their homelands (bonus in mountians, bonus in defence, large bonus when fighting Persians, disadvatage in forests)
Army Morale- poor
Wonders-
 
reserved for non-played nations because post letter limit is only 15000 words now, and i ran out of space when trying to combine just the current list of played and not played nations together ;)
 
reserved- jut in case
 
you may proceed to post!
 
fill me in on the alternative history a bit please. Err, or the actual history that i don't immediatly recognize lol
 
oh hell.

its 350 CE; ther isnt much alternative history yet, aisde from the plitical siuation in china, which I'm note sure what it would be at this time, only about 50 years before this date.

that and the germanic tribes are 10 fold more centrilized then they were in real life, aside from the Gothic, and Frankish nations
 
Yes but how exactly did the Eastern and Roman halfs split without Rome growing weak at all... I've forgotten quite a bit about this time-period. So Constantine took off with the Eastern Half, but Julian managed to keep the Western Half, and the Western Half has remained polytheistic, and this is in the years directly following the split?
 
ahh, okay, julian is actually a relitive of COnstatine "the great", as is the the COnstantine on the throne of the E. Roman empire

Julian was born a christian, raised in a monestary, and taught by Christian theolgans, but one day curiosty got the bes tfo him, he traveld down the coast of Ionia and Athens, and came back to constantinople a polytheist, if unoffically, disliked by Constatine III, and his ancestors, most of Julians familly had been killed, but for some reason, perhaps as a humiulaiton to what every one considered the scholarlly book worm, and at least unoffically polytheistic at hat tiem julian, sent him off to the troubled west, as a junior emperor no less! an to everyones surprise, nto only did Julian manage to survie- not only did he manage to whoops ass, bu he totally reversed the treands in barbarian migrations, though amde some settlements in the empire- mor eover, he became fully polytheistic, and woudl eventually write a detailed, logical, apperntlly to well written for christian comfort book on why monotheism as a whole was wrong (the book dose not survive to this day, to my knowledge, despite a intriguigin lead from amazon.com of all places)

if I were to say anythign more, t wuld give away some of the things your natiosn woudl gain another bonus for, of which i want to save for a PM (every one will get one in tis NES< to be secret, and it will detail the history, and immideate circumstances of your nation- hence the "oh hell" at the beginnign fo this ;))
 
@ jason and conehead thank you :)


Announcement!
be sure to keep using the previw thread, i want to knwo what the next 5 nations you guys most want/need up

and please, send in your orders ASAP! i want to get in as many updates as possible before June 13
 
Wu Orders*secret*
Increase Economy
Have all ships and soldiers on high alert
 
Rheasos khan walked to the top of the hill, followed by his favorate son. Blood still ran off his sabre from the last of the 5 who had challanged his right to unite the clans. No longer seperate parts but one nation--the alani, and only one would be khagan--Rheasos khan!

As he looked over the valley he saw the huge tent city of the clans, soon changes would begin, the tribe was now a nation, the nation had a khagan and a proper khagan needed a proper capital. Tomorrow parties would begin searching for the stone and lumber to begin that capital. It would be named MAGHUS--after the spirit god who had lead the people here so many generations ago.

It was a rich land, in the basin of 3 mighty rivers, to the north the rich soil of the steppes grew great fields of wheat, the forest swarmed with mink and sable. In the foothills of the mighty caucasdus mountains ran streams filled with gold. A rich land indeed, and it now had a strong hand to guide it.
 
Brittania to the Westen Roman Empire :

Greetings from the north. We are ever loyal to our friends the Romans and wish you continued strength and prosperity. If you ever need any aid, we would be pleased to help in any way we can.

Orders : Increase economy
 
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