ASNES-Operation motherhen

Amon Savag

The Great
Joined
Jul 9, 2003
Messages
5,451
Location
Beyond the hill and threw the swamp
Rules

Economy

Your economy is based off of your tax, collected from your citizens. Basically, the economy is by numbers, and is based upon the purchase power your populace. This plainly means that even a small country, given that it is rich, can make the same amount of money a larger nation does. So the main idea is to keep your people rich and happy.

So, you can use every bit of your economy each turn. Say your economy is at 3; you can use it on any number of your stats, one economy point per stat, including your army. The way you raise your economy is by conquering new land, generally having your population increase, trade more, make your people rich somehow, or anything else, be creative. However, it happens gradually. It’s not like the old system, where you just say “increase economy” or, not even when you give a reason. It happens in stories, in diplomacy, or in side notes. It may even happen in a random event. There is a good chance your economy will increase also when you do things your people want, which will be expressed in updates.

You may also put aside money, into a treasury. Sort of like a bank account, you can use this money whenever you need it (war, depression, etc.). There is no max that you can have in your treasury, no limit to the time you can have it there.

Army

Army is simply put.You have your men,and they fight for you.There is training,and technology and age also plays a good part in the equipment your nation is using.

Training levels: Conscript, Militia, Good, Veteren, Elite (Veteran and Elite is only after they've fought in battle)

Equipment

You can also upgrade the equipment of your army.Equipment will be measured in levels.You can upgrade 1 thousand men 1 equipment level per industry point you have.The highest equipment level is 4

Navy

The highlight of any colonial game,or it should be.There were various ships used in the naval battles of the day.And each are createable.Some will be more expensive than others...Depending upon how high your industry is how many you can make with 1 economy level....I will be the one to decide in the end how many is made by the different countries based on their industry

You can organise trading fleets,and set their destinations,and every time they come back home from this trading expidition,you will gain an amount of economy as per their trading..You can fit any ships up to be trade vessals...Sometimes the meanest warship is the best for transporting goods.The downside to this,is that fleet will be uncontrolable till it gets back...And depending upon where you send it,you might not even profit.

If you need to transport men from one place to another,you can transport 1 ship's cargo space time 10 worth of men (A Flemish Galleon can carry 540 men from point a to point b).Keep in mind,though,that if you say in your orders "Send as many men from here to there using my flemish galleon" that distance may be able to be made many times durring the length of a turn...And thus it is wise,if you're going to do war overseas that you prepare for a turn or 2(To transport your men),then launch the attack.Although if you are to land on enemy territory they might be able to drive you into the sea before you can save them with reinforcements.

You can design your own ships if you wish...Just tell me what their stats would be and I have it made,and with a price.

Education
Of course there’s education! What does it do? Guess. For those who are new, it helps with technology advancement. The backfire is that if your people become too educated, they may want a more representative type government, or their own nation. Your nation could also be at the forefront of scientific discovery and prosperity. Education drops when you jump a tech. level, or when you stop paying attention to it.
Infrastructure
The more you invest into this the happier your people, and the more modern your nation will be. It will help with the economy as well, at some point, and will lead to higher populations as more migrate to live in such a modern nation.
Trade
The more you invest in this, the larger your markets become, and also helps with the roads and ports that connect to other nations. This also enlarges your ports to handle more trade. It has a huge impact on how much you can utilize of other trading partners – if you have ten partners, but only a size 1 trading level, then you are wasting much of your revenue you could gain from the trade. But if you have 10 partners and size 15 trading, then you will be making much money.
Industry
The more of this,the more men you can equip better,and the more ships you can build per economy level.
Defense
The things under the defense budget include your city walls, forts, and watchtowers. With a higher defense budget, you will put up a heavier fight to an invader. It also can cover the National Guard of your nation or the modern militia.
Projects
Well, there are no ‘wonders’ in this game, they are more like projects. These are used to, over time, develops certain things in your country. For example, you can have a naval expansion project, which over time gains you a few ships per update, and cost you nothing. You can have one that slowly repairs your infrastructure, like an International Highway Project. It could also be research: like the Manhattan project. Only one per nation per 15 turns.
Age
Some countries are in different ages.This means they're either more or less technologically advanced...When you go up an age your technology goes back down to 1.The highest your technology can go is 5,in which it upgrades to the next age(So if you wanna get technical...You can only go to 4 before going back to 0).Age effects everything in a nation.
Stories
Good to have because I like to read stories about my NES's countries!:D (And they're a good tool to use in the raising of any nation)

COLONIES
The money gained from colonies are like old StJNES4 trade routes...Just with colonies!The more colonies you gain the faster,or more economy you'll gain from a colony. (0/2) means that you have 2 turns to go before you reap the rewards of the colony!
 
PCs

Denmark
Ruler/Player: Contempt
Government: Monarchy
Age: Colonial age
Treasury/Economy: 16/3+(2/4) from Africa
Technology: 1
Army: 80,000,Good,1/10,000,Militia,1
Navy: 4 Xebecs,5 Galleons,14 Naos,14 Carracks
Education: 10
Infrastructure: 13
Trade: 12
Industry: 11
Defense: 14
Moral: Ok
Projects: Danish Trading Company [1/9] (Extreme (+20) Increase in Trade Income and Stat);The Great Ports of Copenhagen [COMPLETERED!](great increase in trade income and stat)
Notes:

England
Ruler/Player: JosefStalinator
Government: Constitutional Monarchy
Age: English age
Treasury/Economy: 1/4+1(0/2) from America+(1/2) from Australia+(1/4) From India+(0/3) from Borneo
Technology: 1
Army: 5000,Militia,1(Menstral Brigaid)/ 50,000,Good,1/ 93,600,Good,2/ 34,000,Veteran,2/ 58000,Veteran,3
Navy: 38 Galleons,20 Caravela redondas,10 Carracks,13 Xebecs,5 Turtle ship,2 Turtle ships(Docked in Korea),1 Turtle ship (Eastern North America)
Education: 15
Infrastructure: 21
Trade: 34
Industry: 37
Defense: 17
Moral: Decent
Projects:"Great Shipyard of England" [2/9](Doubles ships per eco.)"Manifest Destiny" [COMPLETE](improves troops morale and speeds up the expansion in North America as the people beleive it is their destiny to someday rule the continent.)Fort Toronto [FINISHED!!](Works more as a trading post than a fort..Should boost trade considerably)
Notes:

France
Ruler/Player: Panda
Government: Monarchy
Age: English age
Treasury/Economy: 0/5+(2/5) from America+1 from North Africa
Technology: 2
Army: 14,000,Good,2/85,veteran,2/27.Veteran,3
Navy: 6 La Reales,10 Venetian Galleasses,17 Naos,30 Light Galleys,5 Carracks,20 Galleons
Education: 10
Infrastructure: 16
Trade: 10
Industry: 41
Defense: 23
Moral: Ok
Projects:
Notes:

Portugal
Ruler/Player: Conehead
Government: Monarchy
Age: Colonial age
Treasury/Economy: 9/3+(0/2) from America+1(1/4) from Africa+(0/2) from Far East
Technology: 3
Army: 25,000,Good,1/27,420,Good,2/9,000,Veteran,1/19,080,Veteran,3
Navy: 18 Galleons,12 Naos,5 Venetian Galeasses,13 Portuguese Carracks,10 La Reales
Education: 14
Infrastructure: 30
Trade: 22
Industry: 20
Defense: 19
Moral: Extremely loyal
Projects: Portuguese Spice Trade [FINISH] (Every turn Portuguese colonies in the far east will grow)
Notes:

Queztal league
Ruler/Player: Council of Few/Das
Government: Oligarchic Theocracy
Age: Queztal Age
Treasury/Economy: 0/3
Technology: 1
Army: 80,200,Veteran,1/30,000,Veteran,2(Using dead enemy equipment)/6000,Elite,2
Navy:
Education: 5
Infrastructure: 6
Trade: 6
Industry: 2
Defense: 4
Moral: Blindly loyal
Projects: the Queztal League [Finished](automatic expansion in all directions by the way of spreading the Queztal Teaching, "hypnotizes" the newly-conquered peoples)
Notes:

Spain
Ruler/Player: toteone
Government: Monarchy
Age: Colonial age
Treasury/Economy: 10/3+2 from America,+(1/2) further from America+(1/2) from Philipines
Technology: 2
Army: 43,300,Good,1/108,000,Veteran,1/47000,Veteran,2/8,700,Elite,4(Conquistidors)
Navy: 40 Galleons,12 La Reales,14 Naos
Education: 14
Infrastructure: 24
Trade: 25
Industry: 28
Defense: 22
Moral: Happy
Projects: Population boom [2/5] (Bigger population in Spain for taxation);Naval Expansion [FINISHED](+2 ships every 5 turns)
Notes:

Venice
Ruler/Player: StormRider
Government: Monarchy
Age: Colonial age
Treasury/Economy: 28/4
Technology: 2
Army: 60,000,Militia,1/47,000.Good,1
Navy: 20 Brigantines,21 Venetian Galleass'
Education: 24
Infrastructure: 20
Trade: 13
Industry: 30
Defense: 15
Moral: Good
Projects:Jacque Ramora Training Academy [3/10](doubles amount of troops trained per economy level)
Notes: Has an abundance of officials since a little under half of Portugal's officials defected there after joining the UEN.

NPCs

Austria
Ruler/Player: NP friggin C
Government: Monarchy
Age: Colonial age
Treasury/Economy: 0/4
Technology: 2
Army: 135,000,Good,1
Navy:
Education: 7
Infrastructure: 13
Trade: 6
Industry: 12
Defense: 12
Moral: Crap
Projects:
Notes:

Bavaria
Ruler/Player:
Government: Monarchy
Age: Colonial age
Treasury/Economy: 6/2
Technology: 2
Army: 65,000,Good,1
Navy:
Education: 5
Infrastructure: 3
Trade: 4
Industry: 6
Defense: 6
Moral: Not all that ok
Projects:
Notes:

Burma
Ruler/Player:
Government: Monarchy
Age: Late midievil age
Treasury/Economy: 0/2 (Owes 6 to Thailand)
Technology: 3
Army: 100000,Good,1/31,000,Elite,1
Navy:
Education: 6
Infrastructure: 9
Trade: 4
Industry: 6
Defense: 9
Moral: Not so ok
Projects:
Notes:

China
Ruler/Player: Shen Zong Zhu Yiju
Government: Monarchy
Age: Chinese age
Treasury/Economy: 20/7+(0/4) from Borneo(1/4) from Sima Wang
Technology: 1
Army: 226,000,Good,1/11,000,Good,2/280,800,Veteran,1/22,000,Elite,2(Yu Wei's Cavalry)/2,200,Veteran,1(Exploding Cannon balls)/100,Good,1(Imperial Chinese Gaurd)
Navy: 2 Junks,6 Naos,6 Caravela Redondas
Education: 21
Infrastructure: 23
Trade: 19
Industry: 25
Defense: 9
Moral: Excited and Loyal
Projects: Chinese Naval Rebirth [6/9](+5 economies worth on junks and better sailors and officers)
Notes:

Dai Vet
Ruler/Player:
Government: Monarchy
Age: Late Midievil age
Treasury/Economy: 0/2
Technology: 2
Army: 17,000,Elite,1
Navy: 15 Light Galleys
Education: 8
Infrastructure: 16
Trade: 6
Industry: 4
Defense: 19
Moral: Ok
Projects:
Notes:

Iroqouis
Ruler/Player:
Government: Tribal Federation
Age: Injin age
Treasury/Economy: 3/1
Technology: 4
Army: 11,000,Veteran,1/4,000,Elite,1/15,000,Good,1
Navy:
Education: 2
Infrastructure: 2
Trade: 5
Industry: 0
Defense: 1
Moral: Ok
Projects:
Notes:

Japan
Ruler/Player: Tokugawa Dynasty
Government: Despotism
Age: Renaissance age
Treasury/Economy: 4/4
Technology: 4
Army: 50,000,Good,1
Navy: 7 Busses,4 Venetian Galleasses
Education: 13
Infrastructure: 20
Trade: 8
Industry: 22
Defense: 11
Moral: Secure
Projects: Capitol City of Tokyo [FINISHED](GIves +1 infrastructure per 10 turns)
Notes:

Korea
Ruler/Player:
Government: Despotism
Age: Late Midievil age
Treasury/Economy: 9/2
Technology: 3
Army: 20000,Militia,1/58,000,Veteran,1
Navy: 10 Light Galleys,1 Turtle ship
Education: 7
Infrastructure: 10
Trade: 3
Industry: 4
Defense: 13
Moral: Ok
Projects:
Notes:

Morroco
Ruler/Player:
Government: Monarchy
Age: Colonial age
Treasury/Economy: 2/2
Technology: 1
Army: 27,000,Veteran,1/10,000,Militia,1/60,000,Conscript,1
Navy: 5 Vetian Galleass',6 light Galleys
Education: 6
Infrastructure: 8
Trade: 7
Industry: 14
Defense: 7
Moral: Ok
Projects:
Notes:

Unified Mughal Empire
Ruler/Player:
Government: Despotism
Age: Late Midievil
Treasury/Economy: 0/2
Technology: 2
Army: 200,000,Veteran,1
Navy:
Education: 6
Infrastructure: 13
Trade: 9
Industry: 3
Defense: 24
Moral: Crap
Projects:
Notes:The new Emperor has rallied together

Navajo
Ruler/Player:
Government: Tribal Federation
Age: Injin age
Treasury/Economy: 1/1
Technology: 3
Army: 44,000,veteran,1
Navy:
Education: 5
Infrastructure: 3
Trade: 4
Industry: 0
Defense: 1
Moral: Ok
Projects:
Notes:

Netherlands
Ruler/Player: King Van der Korv
Government: Monarchy
Age: Colonial age
Treasury/Economy: 10/2+(2/3) from America+1 from far east
Technology: 2
Army: 50,000,Good,1
Navy: 20 Naos,7 Carracks,1 venetian Galleass,1 Galleon
Education: 13
Infrastructure: 10
Trade: 15
Industry: 12
Defense: 12
Moral: Ok
Projects: Great Shipyard of Holland[COMPLETERED!!](Will create mid-sized tradeing and warfare ships each turn)
Notes:

Oman
Ruler/Player:
Government: Monarchy
Age: Renaissance age
Treasury/Economy: 8/1
Technology: 2
Army: 10,000,Militia,1/20,080,Good,1
Navy: 5 Carracks,1 Nao
Education: 6
Infrastructure: 12
Trade: 5
Industry: 5
Defense: 5
Moral: Crap
Projects:
Notes:

Ottoman Empire
Ruler/Player:
Government: Monarchy
Age: Colonial age
Treasury/Economy: 3/2
Technology: 2
Army: 20,000,Militia,1/50,000,Good,1/30,400,Veteran,1/32,000,Veteran,2
Navy:
Education: 8
Infrastructure: 14
Trade: 10
Industry: 7
Defense: 25
Moral: Ok
Projects:Allah's Will[COMPLETERED!!]Increaces Southward expansion and increaces infrastructure every fifth turn.
Notes:

Persia
Ruler/Player: Daorum
Government: Despotism
Age: Renaissance Age
Treasury/Economy: 7/2
Technology: 2
Army: 100000,Militia,1/12,000,Good,1/6,000,Good,2/21,000,Veteran,1/200,Good,2(Gunbladers)
Navy: 8 Brigantines
Education: 7
Infrastructure: 5
Trade: 6
Industry: 4
Defense:
Moral: Good
Projects:
Notes:

Poland
Ruler/Player: NP friggin C
Government: Monarchy
Age: Colonial age
Treasury/Economy: 6/2
Technology: 1
Army: 105,000,Good,1/13,000,Militia,1
Navy: 5 Buss'
Education: 10
Infrastructure: 6
Trade: 6
Industry: 8
Defense: 8
Moral: Ok
Projects:
Notes:

Prussover
Ruler/Player:Erez
Government: Monarchy
Age: Colonial age
Treasury/Economy: 0/4
Technology: 1
Army: 105,000,Good,1
Navy: 4 Light Galleys,5 Brigantine's,1 Galleon,2 Naos
Education: 11
Infrastructure: 23
Trade: 9
Industry: 27
Defense: 30
Moral: Happy
Projects:Germania Inner Project[4/7](Grows education, Industry and infrastructre by a lot!)
Notes:

Russia
Ruler/Player:
Government: Monarchy
Age: Colonial age
Treasury/Economy: 4/5
Technology: 1
Army: 40,000,Good,1/127,000,Veteran,1
Navy:
Education: 15
Infrastructure: 22
Trade: 16
Industry: 23
Defense: 14
Moral: Excited
Projects: Great March East [Finished](Quicker expansion east and slowly improves infrastructure)
Notes:

Sima Wang's Fleet
Ruler/Player:
Government: Dictatorship
Age: Chinese Age
Treasury/Economy: 0/0 (1/4) From France
Technology: (Whatever China has)
Army: 1000,Veteran,4
Navy: 12 Naos,8 Galleons
Education: 0
Infrastructure: 0
Trade: 10
Industry: 0
Defense: 1
Moral: Ok
Projects:
Notes: International Mercantile business going from Europe to the Orient and vice versa.Based in Nice,France

Sweden
Ruler/Player:
Government: Monarchy
Age: Colonial age
Treasury/Economy: 7/3+(1/3) from Madagascar
Technology: 2
Army: 100,000,Good,2
Navy: 4 Galleons,6 Buss',7 Brigantines
Education: 15
Infrastructure: 22
Trade: 14
Industry: 28
Defense: 20
Moral: Ok
Projects:
Notes:

Thailand
Ruler/Player:
Government: Despotism
Age: Renaissance Age
Treasury/Economy: 6/2
Technology: 1
Army: 85,000,Good,1
Navy:
Education: 13
Infrastructure: 16
Trade: 10
Industry: 8
Defense: 13
Moral: Ok
Projects:
Notes:
 
Light Galley

Can't withstand high waves..Is pretty useless out in the open sea,but if you wanted it could be a coast gaurd of some sort...
Maneuverability:Top notch
Speed:17
Durability:32
Crew:20 men
Cargo Space:18
Cannons:10
Cost:Cheap

Caravela Latina

A well ballanced ship,that was used mostly for small trade missions,could be a potent machine if you were to trade with a bunch of em.
Maneuverability:Great
Speed:15
Durability:24
Crew:40 men
Cargo Space:12
Cannons:20
Cost:Cheap

Flemish Galleon

A good war ship,has high sails and rowing ore's to further the speed of this vessel.
Maneuverability: Decent
Speed:16
Durability:64
Crew:200 men
Cargo Space:54
Cannons:30
Cost:Kindof Expensive

Nao

A mid-sized ship with alot of cargo space..Good for adventurous journeys (Such as colonisation)..Can also make a good cannon ship
Maneuverability:Ok
Speed:17
Durability:40
Crew:120 men
Cargo Space:58
Cannons:40
Cost:Medium

Xebec

A large ship,quite easy to maneuver for it's size.Good for warfare.
Maneuverability: Decent
Speed:12
Durability:77
Crew:300 men
Cargo Space:52
Cannons:40
Cost:Expensive

Venetian Galeass

A gigantic vessel of nonstopness...It is all but unstopable in close combat.
Maneuverability: Decent
Speed:14
Durability:100
Crew:400 men
Cargo Space:100
Cannons:50
Cost:Very expensive

Carrack

A very nice warship in the distance...Can also be used as a very potent trading vessel.
Maneuverability:Ok
Speed:16
Durability:55
Crew:160 men
Cargo Space:78
Cannons:50
Cost:Kindof Expensive

Tallette

Used to be popular in Venice.Is a crappy ship,but on the bright side it would take a fool to not be able to navigate it.
Maneuverability: Decent
Speed:19
Durability:16
Crew:20 men
Cargo Space:9
Cannons:15
Cost:Cheap

Buss

Large and durrable,but not too great on the open seas
Maneuverability:Not so good
Speed:12
Durability:77
Crew:200 men
Cargo Space:52
Cannons:40
Cost:Expensive

Brigantine

A fine small vessal good for trading around the coastal seas
Maneuverability:Great
Speed:14
Durability:32
Crew:60 men
Cargo Space:20
Cannons:20
Cost:Medium

Galleon

A gigantic piece of equipment.Almost unbeatable at long range battles.
Maneuverability:Ok
Speed:13
Durability:88
Crew:200 men
Cargo Space:106
Cannons:70
Cost:Very Expensive

Caravela Redonda

easy to handle and makes for smooth sailin over the ocean
Maneuverability: Decent
Speed:18
Durability:24
Crew:40 men
Cargo Space:12
Cannons:20
Cost:Cheap

La Reale

This is a fast motherhen. Has a great bunk space for crew,and not too shabby of a cargo space.
Maneuverability:Top notch
Speed:20
Durability:66
Crew:250 men
Cargo Space:50
Cannons:40
Cost:Kindof expensive

Junk

This thing is gigantic and slow...The kind of ship that megelan saw when he first travelled across the world....Only the chinese can make this ship.
Maneuverability:Laughable
Speed:8
Durability:100
Crew:650
Cargo Space:200
Cannons:110
Cost:As expensive as a mother****er.

Turtle Ship

ships that have an iron shell on top,this shell has spikes,so that it would be quite hard to overrun it with man power,and since it's iron on top,it would be hard to cannon it down.It has some holes in the top where mortars shoot from.This **** is the most expensive ship available to build.Only Britain and Korea may build this ship.
Maneuverability:Ok
Speed:11
Durability:160
Crew:200
Cargo Space:40
Mortars:30
Cost:Most expensive.
 
Unique Weapons

Britain-Double Barrel Cannons
Korea-Double Barrel Cannons
Persia-Gun Blade
Queztal League-Grenade sling
China-Exploding cannon balls
Germania-Vandal Muskets
 
Great...I've finally got it all done.Knock yourselves out...And don't let the ship bull**** intimidate you...Remember bigger numbers mean better ;).
 
Austria
Ruler/Player:
Government: Monarchy
Age: Colonial age
Treasury/Economy: 0/3
Technology: 2
Army: 70,000,Good,1
Navy:
Education: 7
Infrastructure: 8
Trade: 4
Industry: 9
Defense: 12
Moral: Ok
Projects:
Notes: Reserved for Azale

Just making it official :p

Story and orders later. But today.


Orders
- will be pm'ed
 
Nope!
 
Netherlands
Ruler/Player: King Van der Korv/IceEye
Government: Monarchy
Age: Colonial age
Treasury/Economy: 0/2+(0/3) from America+(0/2) from far east
Technology: 2
Army: 20,000,Good,1
Navy: 18 Naos,5 Carracks
Education: 13
Infrastructure: 10
Trade: 12
Industry: 12
Defense: 10
Moral: Ok
Projects:
Notes: Reserved for IceEye

-spend 1 eco on larger army
-spend 1 eco on trade and send the 5 Carracks on a tradeing mission to the far east
-start project "Great shipyard of Holland" - project will each turn build mid-sized tradeing and warfare ships, like Naos and Carracks.
-enlarge the colonies by sending 2 Naos full of men to each, bring back tradeing goods when returning to Holland
 
Are my colonies:
-colony in northern america(east coast)
-colony in northern southern america + 2 islands
-colony in southern Africa
-colonies around Burma
-colony on india´s western coast
-southern tip of Taiwan
?
 
OOC: I'm that brown blob, right?

Can you please tell me what age system do you use? Meaning, what ages are there (between the "Injin Age" and the "Colonial Age")? Also, I take it in Injin Age we have the standard pre-Columbian American weaponry?

IceEye, as far as I know, all these colonies are indeed Dutch - apart from the "colonies around Burma", which I think are Mughal Empire and Siam.

IC:

Queztal League
Ruler/Player: Council of Few/das
Government: Oligarchic Theocracy
Age: Injin age
Treasury/Economy: 0/1
Technology: 3
Army: 27,000,Good,1
Navy:
Education: 4
Infrastructure: 3
Trade: 6
Industry: 0
Defense: 4
Moral: Ok
Projects:
Notes: Reserved for Das

Story (the Illustrated History of How the Most Terrifying Religion and Empire in the World Came to Be or IHHMTREWCB):

Chapter One: The Beginning

Year 1617. Missisippi River valley, just alittle to the west from the river.

One hundred and fifty years ago, year 1467

There is a peaceful agricultural community, the shamans are wise, the tribal chieftains are strong, the hunters are cunning, the warriors are brave, the food is plenty, everyone is happy. The community is pretty average.

Fifty four years from there, 1521

Far to the south, Hernan Cortez and his conquistadors capture Tenochtitlan. The Aztec Empie is over.

Twenty years from there, 1541

The Spanish now control the core of Mexico. Though after the conquest, the Aztec culture was not entirely underminded, now the local authorities and the missionaries are stomping out the pagan faith. A disappointed Aztec priest and his followers flee the city while the hunt is on for the remaining Aztec pagans.

He travells north. His name is lost, as he abandons it with the temple, the city and his old faith. He knows that the Gods have turned away. And he creates a new teaching, which while less bloody, is more terrifying - the Queztal Teaching.

Five years of travelling through a desert later, 1546, in the Missisippi community again

A strange man in a golden armorsuit appears, along with a few other men armed with strange, black swords. They are given refuge.

The man begins preaching a strange faith, of an other world, Otherworld (OOC: pun intended), a white and barren spiritual world where the real life takes place though it should be the afterlife, and of this world, Thisworld (OOC: pun intended), a colourful world where the false life takes place, for in reality it is death, slow decay. Life-in-death, death-in-life.

The Shamans challenge him, in the name of the Great Spirit, but lightning comes and kills the eldest shaman. The man, now known as The Queztal, is granted full control by the terrified shamans. He begins shaping the small community to be more dead-like.

Year 1617.

The once colourful community is now a very creepy sight. The Queztal is sort of dead, but it is not important for in reality, he now lives in all of the Queztal Peoples.

Where once was a small vilalge there is now a city. A large, scary city. All of the buildings look the same, white tomb-like buildings, placed in a perfect grid throughout the city, between them are the paved streets, always similar each to another. The people live as if they are already dead, in half-sleep, they are all hypnotized by the Queztal Teaching. There are no social classes, no places of worship, no art nor crime. There are no names, save for the adresses or current tasks (some exclusions are made). Every aspect of life is controlled by the Few, an anonymous and shadowy ruling elite, but it is just as hypnotized as everyone else. There is no morality. These people have no spirit, they have sacrificed it instead of sacrificing humans, an useless crudity.

The entire society is merely a gigantic immortal organism, with every person a cell. One cell dies, and even if it is one of the Few, it is perfectly expendable.

And that immortal organism is hungry, like any organism, it needs to consume and grow. The Queztal League already consumed it's immediate neighbors, some by peace, some by force (it's forces are very well disciplinned, as they have virtually no emotions). But the real trial is ahead. The Few made plans. The world must be conquered, and all of the humanity must become dead in life, to become alive in death. There are many foes - not only the locals, but also the white men, but even the white men with their thundersticks are no gods, mere mortals, to be consumed by the Queztal League.

Orders:
- Start project - the Queztal League (automatic expansion in all directions by the way of spreading the Queztal Teaching, "hypnotizes" the newly-conquered peoples)
- Command our people to practice poligamity, or better yet abolish family ties (hey, we Queztals don't have to limit our population growth due to moral issues!). This should increase population and thus eventually economy as well.
- Appoint a half of our non-military population to public work, this too should eventually increase economy.
- Appoint a quarter of our non-military population to study something (invest one economy into education).
- 20,000 men are to expand to northeast and east. They are to be accompanied by one of the Few, let's name him the New Queztal. He will try to persuade the locals to convert to the Queztal Teaching peacefully. If that fails, then 20,000 men will persuade them to either be dead in life, or simply die on place and painfully. The newly-conquered territories will be assimilated. Resistance is futile. Borg.
 
The Injin age is the age of spears and bows and crap...Like,before you guys met the Colonial powers.And yes you're the brown blob that I made spikey for no aparent reason.

Story (the Illustrated History of How the Most Terrifying Religion and Empire in the World Came to Be or IHHMTREWCB):

:rotfl: Great story :D
 
Yes IceEye...Those are all your colonies.
 
WHOA!!!I seem to have made people think that the colonies make that much money!But they're just like old StJNES trade routes!The 0/2 or something means that it has 2 turns in before you reap the benifits!
 
I claim officially:

Ottoman Empire
Ruler/Player: Still looking up official ruler/North King
Government: Monarchy
Age: Colonial age
Treasury/Economy: 0/4
Technology: 1
Army: 140,000,Good,1
Navy: 10 Venetian Galleass',12 Buss',16 Brigantines
Education: 8
Infrastructure: 21
Trade: 17
Industry: 19
Defense: 25
Moral: Ok
Projects:
Notes: Reserved for North King


Story and Orders sometime in the future.

Diplo:

To: Austria
From: Ottoman Empire

Startling, no? A communication between two who consider each other infidels? But true. We wish to sign a Non Agression Pact with you, so you may go after the Protestants who I hear you have much trouble with in Germany, and I can go after Persia... A good deal for all sides, no?
 
Portugal
Ruler/Player:
Government: Monarchy
Age: Colonial age
Treasury/Economy: 0/3+(0/2) from America+(0/2) from Africa+(0/2) from Far East
Technology: 2
Army: 30,000,Good,1
Navy: 7 Galleons,12 Naos,5 Venetian Galeass'
Education: 14
Infrastructure: 15
Trade: 21
Industry: 16
Defense: 12
Moral: Ok
Projects:
Notes: Reserved for Conehead

Spend 1 economy building better docks in Lisbon (trade)
Spend 1 economy improving the Infrastructure in Lisbon (Infrastructure)
Spend 1 economy growing my army (army)

Other orders will be pmed.
 
England
Ruler/Player:King Josef/JosefStalinator
Government: Constitutional Monarchy
Age: Colonial age
Treasury/Economy: 0/3+(0/2) from America
Technology: 2
Army: 120,000,Good,1
Navy: 12 Galleons,20 Caravela redondas,10 Carracks,13 Xebecs
Education: 15
Infrastructure: 17
Trade: 18
Industry: 16
Defense: 17
Moral: Decent
Projects: Naval Expansion Project
Orders: 2 Economy in Military increase
1 in industry

hmm wait, do we need to send a trading fleet to the colonies to gain the economy or is it instant?

also, how many men are in the north american colonies?
 
Instant,and there's about 10 thousand men in your North American colonies.(All spread out)

EDIT-I was overthinking...10 thousand really.The British held light control over the colonies at this time.
 
To: Tzardom of Russia
From: Austria

You must have read our minds! Absolutely.

To: Ottoman Empire
From: Austria

Great idea. We will accept your NAP.
 
Checking in...

Japan
Ruler/Player: Tokugawa Dynasty/Specialist290
Government: Despotism
Age: Renaissance age
Treasury/Economy: 0/2
Technology: 4
Army: 50,000,Good,1
Navy: 4 Buss',2 Venetian Galleass'
Education: 11
Infrastructure: 14
Trade: 8
Industry: 9
Defense: 10
Moral: Ok
Projects:
Notes: Reserved for Specialist

Orders/story/diplo to come later
 
Back
Top Bottom