stNNES1: The Years of Rice And Salt

North King

blech
Joined
Jan 2, 2004
Messages
18,165
The year is 1410. Timur the Lame is dead. His army had just penetrated into Europe. Nothing was there except for abandoned cities, towns, lands with the people vanished. What could kill an entire race?

Just south of his grave, the Ottoman Empire attempts to recover from the destruction Timur wrought. Constantinople is their’s, The Byzantines who once dwelt there long dead. The Balkans lay open, ready for their colonization schemes. But can they trust their back?

Far to the west, the Alomohad caliphs have fled the death to North Africa, but are beginning to make a comeback. Their old lands in Granada and Toledo are easy enough to pick up, as are the Christian lands of Spain, but can they hold together their empire once they cross that barrier?

Not far south of that, the city of Zanj has new arrivals. Coming in enormous ships, the largest of which have nine masts and are almost 400 feet in length, fleets with tens of thousands of crew make the village folk gaze in awe and wonder, as they unload tons of precious silks, gems, and gold to give to the Muslims of the coast.

The Chinese ships themselves are pleased. The farthest south expeditions have encountered the mythic animal quiln, said to foretell times of peace, harmony, and prosperity, and these are loaded onto the eight masted “horse ships” to sail back to China. On their way, they dock at Calicut, a massive city that they believe is almost equal to any city in the Middle Kingdom. Onward they sail, past the shores of inventive Travancore, docking shortly at Colombo in Sri Lanka, where they have established a puppet ruler, onward to Malacca, where they have ensured its independence, and back home, home to mighty China, center of the civilized world.

China is poised to rule the world, and to perhaps send its treasure fleets even across the vast Eastern Ocean, perhaps to find the land holding the spices of immortality, which they said that Xu Fu had reached centuries ago. Perhaps they will find new kingdoms there?

In the Americas themselves, the Hodosaunee, Triple Alliance, and the Incas are ready to launch campaigns, to conquer themselves great empires.

The world has lost Europe to the dust of time, but several civilizations are ready to take their place. Can you lead your nation to glory, in the Years of Rice and Salt?

Rules:

Economy

Economy is based numerically, and increasing it takes a turn. You cannot increase anything else that turn. Increasing anything else takes an economy, setting up a trade route takes 2 economies.

You can increase two things for every economy (ex. Increasing army x2 or increasing army and navy), if your nation has done something exceptional or is in an age of great cultural flourishing, or has many trade routes, or so on and so forth. This is a Golden Age. It is decided by the mod, and will be denoted by a * next to your stats in the country list. Note: This will be rather had to earn, don’t expect taming some out of the way barbarian tribe, setting up a couple of trade routes, or increasing education a couple of times in a row will get this. ;)

You can have more than one Golden Age, and they last until your economic supremacy or empire, or whatever caused them, slows down considerably or ends.

Trade

It was earlier mentioned that Trade Routes costed 2 economies each. What a trade route is is essentially an agreement between two countries to trade. Each of them pays 2 economy each, and this will earn them one economy every three turns. However, if you can justify to the mod (me) that a trade route is carrying especially valuable commodities, like luxuries, then it may perhaps earn 1 economy every two turns. If it is EXTREMELY valuable, an example being the Silk Road, the Portugese Voyages for Spices in the Indies, the Fur Trade, then it might earn an economy every turn.

Note: You can have a trade route through multiple countries, as long as they don’t cut it off. They will also earn an economy every three turns from the route, so it is in their profit, as long as you aren’t their enemy. ;)

Waging trade warfare is easy in this NES. If you know for a fact that a trade route passes by your coast, you can order your ships to seize the vessels, and as previously mentioned, you merely need give the order to halt a land trade route through your nation. If you seize a land or sea trade route, you will earn 2 credits if it is normal, 3 if it is very valuable, and 4 if it is exceptional. Note that this is a one time bonus, unless the nations running the route will be stupid enough to continue it. :p

Military

Military is like in many other NESes, and for one economy, you can increase it by 10,000, unless you are in a Golden Age, or merely past the early ages.

If you are in a war, you can call for volunteers, who may or may not fight. If your nation is particularly nationalist, then it may get many, if in a war of vicious attrition, none at all. You do have to call for them, though, and this costs an economy.

Who wins wars will often depend on who writes better tactics in their orders. Strategy really does shine in this NES, unless the enemy has a better one, or you have a bad one. ;)

Now, on to the new part, Great Leaders. These may come at a specific time in history (for example, if there is political turmoil in Corsica in the 1700s... :D Needles to say, these may either come historically, or, they may be created if you show good strategy during war, or if your nation is not very aristocratic, or any number of factors. Depending on who they are and how they are created, then these will greatly influence battles, mostly in the owner’s favor. In the early ages, I will let you know they are coming before the turn when they come, so you can make good use of them, ;) , and then you can use them the turn afterward. Be wary, though. They may win you battles, but if the time is ripe, they can lead revolutions against you...

Navy

Simple, it acts like the military, but only if you are coastal or on a great river, and it comes originally in 10 boats for civilized people. Increases are by 10 for each economy (excepting the Golden Age).

Unique Units

One per age, land or sea, they increase by 5,000 on land, and by five on sea. Write their strengths, and weaknesses will either be determined, or you can determine them. Just keep them reasonable. ;) One per age.

Training

Yes, your military can be trained! The better trained it is, obviously, the better it performs on the battlefield. Training takes one economy to increase, or may be increased by battle experience. The levels are (best to worst):

Elite
Excellent
Good
Mediocre
Militia
Bad
Conscript

Education

Is counted by levels, one economy to increase to the next level. How Educated you are effects how quick you advance to the next age and how fast you make innovations in your age that give you a tech edge. Levels are:

Enlightened
Genius
Smart
Excellent
Above Average
Mediocre
Below Average
Poor
Illiterate
Bad
Idiotic

Ages

If you are in a higher age, obviously your military will perform better, and expansion will go quicker. They are rather important to attain.

The ages so far are (in ascending order):

Stone Age
Copper Age
Bronze Age
Iron Age
Classical Age
Early Middle Ages
High Middle Ages
Age of Exploration

(More Will be Added As we go along)

Religion

Often Religion is a “so what?” addition tacked on to most NESes. Not in this one. Firstly, nations with the same religion as you will be much improved towards you where relations are concerned, whereas, if you are worshipers of a faith contradictory to yours, they may not even stoop to communicating with you.

Second, you can call a holy war down on people of a different, contesting religion, and this will greatly increase your troops morale, and also your numbers as volunteers swell your ranks. A Holy War costs one economy to call.

Third, each religion comes with a special bonus. If you make up your own religion, then you can decide what it is. Real world religions will come with a bonus depending on what they are and what the historical circumstances in the world are at that point in time. Examples are better morale in battle for Islam, or easier colonization as Protestant Christians (Not saying that is what they will have, or if they will even be there).

Making up your own religion is highly recommended, or just convert to a religion others have already made. If you stick with a generic polytheist religion, then no bonus for you. :) Making a religion is not easy, and it involves storytelling–as you must explain in the game how it came about, explaining its doctrines would help the moderator, and also deciding on its bonus.

Remember, if your subjects begin converting en masse to another religion, then you would be very advised to switch to that officially, or persecuting them. Religions often do not agree well, unless you are in a very tolerant state, which is not likely to happen until modern democracies come about.


Government

This will affect how happy your citizens are, and basically how well your country runs. In the modern age, especially, having a different government than your neighbor, like a Communism next to a democracy, will often impair relations.

Wonders

Ah, wonders of the ancient world. Marvelous, and very imposing. It is the same in this NES as it is in all others, specify what it does, and I’ll decide how many turns it takes. They can do almost anything. If it is an actual building, like the Pyramids, then they will often take longer, but may have hidden benefits, like economy boosting or morale boosting from tourism and pride in the nation. Who knows, if they survive, then they may increase your nation’s economy years in the future as tourist attractions. :p

You are limited to two per age, and you can only build one at a time.

Diplomacy

You can do almost anything with or to a nation with diplomacy. Refer all NPC Diplo to me, and talk about inter-player diplomacy among yourselves. You may want to notify me if you make peace after a war, so I don’t still have your people sneak attacking each other. ;)

What is this story-thing, anyway, and why does it matter?

Stories do matter in this game. I know some of you play NESes purely for the joy of NESing, and not for writing stories, so I won’t penalize you for not writing them. You may receive bonuses for your stories, depending how good they are, though, so don’t just write them off. And you cannot create your own government or religion without stories. A Golden Age may come about if you have really good stories. It depends on your preference.
 
Player Nations

Name: Ottoman Empire*
Capital: Constantinople
Player: das
Government: Absolute Monarchy
Religion: Sunni Islam
Economy: 4
Army: 250,000 men, 40,000 UU, Good
Navy: 50
Education: Above Average
Age: High Middle Ages
Unique Unit: Janissary: Extremely effective on the attack and defense, disciplined, these are not to be underestimated as a fighting force, and are perhaps the best infantry in the world.
Wonders: Constantinople Reborn (+3 Economy) Complete!
Roma Rebuilt (+3 Economy, +2 Education) (2/6)

Name: Alomohad Caliphate
Capital: Tunis
Player: aaminion00
Government: Absolute Monarchy
Religion: Sunni Islam
Economy: 7
Army: 50,000 men, 20,000 UU, Good
Navy: 30
Education: Mediocre
Age: High Middle Ages
Unique Unit: Berber Cavalry, Highly effective in the desert, undisciplined, brave, very fast, excellent on the offensive.
Wonders: Frankistan Expansion (Massive Expansion Spurt to the North) Complete!

Name: Inca Empire
Capital: Cuzco
Player: Global Nexus
Government: Absolute Monarchy
Religion: Sun God Worship
Economy: 5
Army: 240,000 men, 50,000 UU, Mediocre
Navy: 20 boats
Education: Above Average
Age: Bronze Age
Unique Unit: Death Rainers: These ferocious warriors rain death in the form of Bronze tipped aroows down on their enemies heads, and then attack at close range with clubs. They are, however, lightly armored and vulnerable to flank attacks.
Wonders:Temple of the Sun God [+2 economy, random increase of religious influence on neighbors] (Complete!)

Name: Ming China
Capital: Nanjing
Player: Emperor Yondi/alex994
Government: Constitutional Monarchy
Religion: Confuciusm (Majority), Buddhism, Islam (Far West)
Economy: 4
Army: 600,000 men, Elite
Navy: 1500, 505 UU
Education: Enlightened
Age: Age of Exploration
Unique Unit: Treasure Ship: Enormous, Fast, excellent for carrying goods, fighting, long distance sailing, impressively enormous at 400 feet.
Wonders: Forbidden Palace (Move Capital to Beijing, +5 army, Increase army morale and effectiveness by a lot) Complete!
Port of Shanghai +2 economy, +trade routes to Zanji, Malacca and Philipines (2/9)

Name: Atjeh
Capital: Atjeh
Player: binyo66
Government: Monarchy
Religion: Islam
Economy: 3
Army: 20,000 men
Navy: 20 ships
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders: Agung Mosque (Education +1, Economy +2) (2/4)

Name: Zanj
Capital: Zanj
Player: Rika_Heyli
Government: Monarchy
Religion: Sunni Islam
Economy: 4
Army: 20,000 men
Navy: 30
Education: Above Average
Age: High Middle Ages
Unique Unit:
Wonders: Zanji Naval Power +200 ships, +1 economy (2/10)

Name: Triple Alliance of Tenochitlan, Tlacopan, and Texcoco
Capital: Tenochitlan
Player: Specialist290
Government: Blood Cult
Religion: Huitzilpochitli Sacrificialism
Economy: 4
Army: 80,000 men, 10,000 UU, Mediocre
Navy: 10 Ships
Education: Below Average
Age: Bronze Age
Unique Unit: Jaguar Warrior: The cream and elite of the Aztec Army, these ferocious men heft obsidian bladed swords that can behead a horse in a single blow, or a man. They are lightly armored and fight to capture.
Wonders:

Name: Hodosaunee League
Capital: Salamanca
Player: conehead
Government: Tribal Republic
Religion: Pagan
Economy: 2
Army: 50,000 men, Militia
Navy: None
Education: Below Average
Age: Copper Age
Unique Unit:
Wonders: Hodosaunee fishing. +3 economy and +10 ships. (3/5)

Name: Travancore
Capital: Travancore
Player: Thundercow
Government: Keralate
Religion: Hinduism
Economy: 2
Army: 160,000 men, Above Average
Navy: 15
Education: Above Average
Age: High Middle Ages
Unique Unit:
Wonders:

NPC Nations

Name: Mamaluke Sultanate
Capital: Cairo
Player: NPC
Government: Weak Monarchy
Religion: Sunni Islam
Economy: 3
Army: 75,000 men, 15,000 UU, Mediocre
Navy: 30
Education: Below Average
Age: High Middle Ages
Unique Unit: Mamaluke Cavalry: Fast, heavy cavalry, well suited for the offensive, also fanatical.
Wonders: Mosque of Cario (+2 economy and +2 education) (3/5)

Name: Timurid Empire
Capital: Samarqand
Player: NPC
Government: Absolute Monarchy
Religion: Sunni Islam (ruling minority), Shiite Islam (Majority), Hinduism (India)
Economy: 1
Army: 100,000 men, 30,000 UU, Mediocre
Navy: None
Education: Mediocre
Age: High Middle Ages
Unique Unit: Mongol Horseman: The Timurids still have a little Mongol blood in them, and the army’s best unit is this. Though it is generally used to pepper the enemy with arrows and lure them into traps, it is also an effective melee unit.
Wonders:

American Minors

Name: Tarsacan
Capital: Michihihogan
Player: NPC
Government: Tribal Monarchy
Religion: Pagan
Economy: 3
Army: 20,000 men
Navy: none
Education: below average
Age: bronze age
Unique Unit:
Wonders:

Name: Zapotec
Capital: Monte Alban
Player: NPC
Government: Tribal Monarchy
Religion: Pagan
Economy: 3
Army: 30,000 men
Navy: 10
Education: below average
Age: Copper Age
Unique Unit:
Wonders:

Name: Tlaxcala
Capital: Tlaxcala
Player: NPC
Government: Tribal Monarchy
Religion: Pagan
Economy: 2
Army: 10,000 men
Navy: none
Education: below average
Age: Copper Age
Unique Unit:
Wonders:

Name: Tikal
Capital: Tikal
Player: NPC
Government: Monarchy
Religion: Blood Cult
Economy: 2
Army: 40,000 men
Navy: none
Education: average
Age: Copper age
Unique Unit:
Wonders:

Name: Chichen Itza
Capital: Chichen Itza
Player: NPC
Government: Monarchy
Religion: Blood Cult
Economy: 2
Army: 40,000 men
Navy: none
Education: average
Age: Copper age
Unique Unit:
Wonders:

Name: Copan
Capital: Copan
Player: NPC
Government: Monarchy
Religion: Blood Cult
Economy: 2
Army: 40,000 men
Navy: none
Education: average
Age: Copper age
Unique Unit:
Wonders:

Name: Paleneque
Capital: Paleneque
Player: NPC
Government: Monarchy
Religion: Blood Cult
Economy: 2
Army: 20,000 men
Navy: none
Education: average
Age: Copper age
Unique Unit:
Wonders:

Name: Chimu
Capital: Chan Chan
Player: NPC
Government: Weak Monarchy
Religion: Solar Worship
Economy: 2
Army: 50,000 men
Navy: none
Education: Below Average
Age: Copper Age
Unique Unit:
Wonders:

Name: Tiahuanuco
Capital: Tiahuanuco
Player: NPC
Government: Monarchy
Religion: Solar Worship
Economy: 1
Army: 50,000 men
Navy: none
Education: Mediocre
Age: Copper Age
Unique Unit:
Wonders:

Middle Eastern Minors

Name: Teke
Capital: Teke
Player: NPC
Government: Monarchy
Religion: Sunni Islam
Economy: 2
Army: 50,000 men
Navy: none
Education: Mediocre
Age: High Medieval Age
Unique Unit:
Wonders:

Name: Karaman
Capital: Tarsus
Player: NPC
Government: Monarchy
Religion: Sunni Islam
Economy: 2
Army: 50,000 men
Navy: none
Education: Mediocre
Age: High Medieval Age
Unique Unit:
Wonders:

Name: Candar
Capital: Sinope
Player: NPC
Government: Monarchy
Religion: Sunni Islam
Economy: 2
Army: 50,000 men
Navy: none
Education: Mediocre
Age: High Medieval Age
Unique Unit:
Wonders:

Name: Trebizond
Capital: Trebizond
Player: NPC
Government: Monarchy
Religion: Orthodox Christian
Economy: 1
Army: 60,000 men
Navy: none
Education: Mediocre
Age: High Medieval Age
Unique Unit:
Wonders:

Name: Armenia
Capital: Yerevan
Player: NPC
Government: Monarchy
Religion: Orthodox Christian
Economy: 1
Army: 60,000 men, 15,000 UU
Navy: none
Education: Mediocre
Age: High Medieval Age
Unique Unit: Armenian Heavy Cavalry-Highly experienced, these are second to none in melee combat, though they are somewhat slower than the average horseman.
Wonders:

Name: The Caliphate
Capital: Baghdad
Player: NPC
Government: Caliphate
Religion: Sunni Islam (Ruling), Shiite Islam (Minority)
Economy: 1
Army: 20,000 men
Navy: none
Education: Mediocre
Age: High Medieval Age
Unique Unit:
Wonders:

Name: Oman
Capital: Muscat
Player: NPC
Government: Monarchy
Religion: Shiite Islam
Economy: 0
Army: 40,000 men
Navy: 30
Education: Mediocre
Age: High Medieval Age
Unique Unit:
Wonders:

Name: Yemen
Capital: Aden
Player: NPC
Government: Monarchy
Religion: Sunni Islam
Economy: 1
Army: 70,000 men
Navy: none
Education: Mediocre
Age: High Medieval Age
Unique Unit:
Wonders:

Name: Nubia
Capital: Dongola
Player: NPC
Government: Monarchy
Religion: Orthodox Christian
Economy: 1
Army: 40,000 men
Navy: none
Education: Mediocre
Age: High Medieval Age
Unique Unit:
Wonders:

Name: The Hedjaz
Capital: Mecca
Player: NPC
Religion: Sunni Islam
Economy: 2
Army: 50,000 men
Navy: none
Education: Mediocre
Age: High Medieval Age
Unique Unit:
Wonders:

Indian Minors

Name: Sultanate of Delhi
Capital: Delhi
Player: NPC
Government: Monarchy
Religion: Sunni Islam, Hindu
Economy: 3
Army: 75,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

Name: Hyderabad
Capital: Hyderabad
Player: NPC
Government: Monarchy
Religion: Sunni Islam, Hinduism
Economy: 2
Army: 60,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

Name: Bengal
Capital: Dhaka
Player: NPC
Government: Monarchy
Religion: Hinduism, Sunni Islam
Economy: 2
Army: 60,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

Name: Orissa
Capital: Orissa
Player: NPC
Government: Monarchy
Religion: Hinduism
Economy: 2
Army: 30,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

Name: Sinhala
Capital: Columbo
Player: NPC
Government: Monarchy
Religion: Hinduism
Economy: 2
Army: 10,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

Name: Tibet
Capital: Lhasa
Player: NPC
Government: Monarchy
Religion: Buddhism
Economy: 2
Army: 30,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

Name: Assam
Capital: Assam
Player: NPC
Government: Monarchy
Religion: Buddhism
Economy: 2
Army: 30,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

Name: Pagan
Capital: Rangoon
Player: NPC
Government: Monarchy
Religion: Buddhism
Economy: 2
Army: 30,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

Name: Ayuhutta
Capital: Bangkok
Player: NPC
Government: Monarchy
Religion: Buddhism
Economy: 1
Army: 10,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

Name: Malacca
Capital: Malacca
Player: NPC
Government: Monarchy
Religion: Islam
Economy: 2
Army: 10,000 men
Navy: 10 ships
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

Name: Mataram
Capital: Mataram
Player: NPC
Government: Monarchy
Religion: Hinduism
Economy: 2
Army: 30,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

Name: Makassar
Capital: Makassar
Player: NPC
Government: Monarchy
Religion: Hinduism
Economy: 2
Army: 30,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

Name: Dai Viet
Capital: Hanoi
Player: NPC
Government: Monarchy
Religion: Buddhism
Economy: 1
Army: 150,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

Name: Phillipines
Capital: Manila
Player: NPC
Government: Monarchy
Religion: Confucism, Filipino Tribal Religions
Economy: 2
Army: 30,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

Asian Minors

Name: Korea
Capital: Seoul
Player: NPC
Government: Monarchy
Religion: Confuciusm
Economy: 1
Army: 20,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

Name: Manchu
Capital: ???
Player: NPC
Government: Monarchy
Religion: Animism
Economy: 3
Army: 150,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

European Minors

Name: Croatia
Capital: Zagreb
Player: NPC
Government: Taifia Emirate
Religion: Sunni Islam
Economy: 2
Army: 30,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

Name: Austria
Capital: Wein
Player: NPC
Government: Taifia Emirate
Religion: Sunni Islam
Economy: 2
Army: 30,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

Name: Poland
Capital: Krakow
Player: NPC
Government: Monarchy
Religion: Catholic Christianity
Economy: 2
Army: 50,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

Name: Aquitaine
Capital: Bourdeaux
Player: NPC
Government: Monarchy
Religion: Catholic Christianity, Some Muslims
Economy: 2
Army: 30,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:

Name: Nsara
Capital: Nsara
Player: NPC
Government: Monarchy
Religion: Sunni Islam
Economy: 4
Army: 50,000 men
Navy: none
Education: Mediocre
Age: High Middle Ages
Unique Unit:
Wonders:
 
Wonders:
China-Forbidden Palace (Move Capital to Beijing, +5 army, Increase army morale and effectiveness by a lot) Complete!
Port of Shanghai +2 economy, +trade routes to Zanji, Malacca and Philipines (3/9)

Ottomans-Constantinople Reborn (+3 Economy) Complete!
Roma Rebuilt (+3 Economy, +2 Education) (2/6)

Alomohads-Frankistan Expansion (Massive Expansion Spurt to the North) Complete!

Mamlukes: Mosque of Cario (+2 economy and +2 education) (3/5)

Inca: Temple of the Sun God [+2 economy, random increase of religious influence on neighbors] (Complete!)

Zanj: Zanji Naval Power +200 ships, +1 economy (2/10)

Hodosaunee: Hodosaunee fishing. +3 economy and +10 ships. (3/6)

Atjeh: Agung Mosque (Education +1, Economy +2) (2/4)

Trade:

Ottomans-Alomohads (3/3)
Ottomans-Caliphate (1/3)
Atjeh-China (1/3)

Alliances:
China-Phillipines-Calicut-Zanj-Atjeh-Malacca
Ottoman Empire-Teke-Candar-Karaman
 
Beginning Map:
 

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Reserved Countries (Will Receive Special Bonus [if claimed], to be determined):

Inca-Global Nexus
China-alex994
Ottomans-thebignastyone
 
You got 'em.

Indian minor countries are up, and by the afternoon, so will all the rest. :)
 
interesting, though IMO, it would have been better if you just made every thing completly alternate in hos all history developed rather then commiting genocide on all europe
 
It is based on the book "the years of Rice and Salt, lying right beside my desk, as a matter of fact.
 
Several major nations are still ready to be taken, BTW. The Aztecs, Timurids, and several others come to mind...
 
I'll still be Ming China...
 
Bah, four are enough to run this with. Update tomorrow.

Write orders if you want.
 
Name: Mamaluke Sultanate
Capital: Cairo
Player: NPC
Government: Weak Monarchy
Religion: Sunni Islam
Economy: 2
Army: 75,000 men, 10,000 UU, Mediocre
Navy: 30
Education: Below Average
Age: High Middle Ages
Unique Unit: Mamaluke Cavalry: Fast, heavy cavalry, well suited for the offensive, also fanatical.
Wonders:

Orders tommorrow morning?
 
OOC: Good luck, North King!

IC:

Name: Ottoman Empire
Capital: Constantinople
Player: das
Government: Absolute Monarchy
Religion: Sunni Islam
Economy: 3
Army: 200,000 men, 30,000 UU, Good
Navy: 50 galleys
Education: Above Average
Age: High Middle Ages
Unique Unit: Janissary: Extremely effective on the attack and defense, disciplined, these are not to be underestimated as a fighting force, and are perhaps the best infantry in the world.
Wonders: Constantinople Reborn (+3 Economy) (0/4)

Story:

News often spread fast. Especially news of such great magnitude. Timurid raiders entered Europe, to discover dead villages, towns and cities. It was a plague of proportions never seen before.

These were important news, and even those that came along - that Tamerlane has died - were not as important to the Ottomans. Though these too were important. Ever since Beyazid's death, his successors struggled for power. This was the Fetret Devri. Eventually the two most dominant factions were those led by Mûsa and by Mehmed. In 812 a.H. (1410 AD), one faction gained dominance. Thanks to the timely message.

Mûsa knew his brother held not much regard for him, despite their previous alliance. So he moved his forces into the newly-free Europe, into the deserted city of Constantinople. He established control over the straits. Mehmed raised a massive army from Anatolia, but failed to cross the Dardanelles, as Galipoli was fortified by Mûsa's forces just in time. After many casualties, Mehmed's army rebelled. Mûsa used this time to attack with all of his forces. Mehmed died from his brother's sword.

Fetret Devri, the Ottoman Triumvirate, the Ottoman Interregnum, was over. Mûsa I became the Sultan of Ottoman Empire. He knew that his empire was threatened by many. And so he decided to make changes, in politics of the Ottoman Sultanate. The capital was moved to Constantinople - the Ottoman Empire, the Nova Romanae Imperium or Romanistan as some called it (given the new Sultan's interest in Latin and in the Roman Empire), was declared. Work begun on rebuilding Constantinople.

Mûsa I turned the focus of the Ottoman foreign policy from the dangerous Middle East to Europe, to former Roman lands just waiting to be claimed...

Diplo:

From: Ottoman Empire
To: Teke, Karaman, Candar

My Turkish brethren! Timur Lenk, the fierce Mongol warlord, who defeated and fractured our great empire to prevent Turks from ever rising, is now dead. But there still are enemies who do not want to see Turks supreme. There is only one way for us to survive against them. We must unite under one banner - Allah wills it.

So do you agree to join the Ottoman Empire? Or, at least, ally with it and form the Turkish League?

*secret*
From: Ottoman Empire
To: Trebzond

The Europeans have died out. The mighty Greeks and Romans too, but their descendants, I see, still live. I do not want their culture, their people to die out completel, heathen as they may be (they still are People of the Book, which makes them far above from many pagans far to the east).

You know that you hold these people. So here is my offer. If you pay us a tribute of one economy in every three turns, and agreeing to send what army you could gather in our campaigns should we request it, we will protect your kingdom from outside attacks, and allow refugees from your nation to come into our empire should it be required.
*secret*

Orders:
- Continue wonder (1/4)
- Grow economy.
- 20,000 men (if possible) are to board 20 galleys (galleys? Oh come on, shouldn't we Ottomans have ships? Oh well.) and land in Italy.
- 50,000 men, 10,000 UU are to expand north from Thrace (into would-be Bulgaria, from now on Northern Thrace).
- 50,000 men, 10,000 UU are to expand west from Thrace (into former Greece, from now on Hellinistan).
- 50,000 men, 10,000 UU are to expand northwest from Thrace.
- 30,000 men, 30 galleys are to stay home and guard our lands and waters.
 
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