AoHNES- Roman Empire

EQandcivfanatic

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In our universe there was a mysterious man who lived in Alexandria around the change from BC to AD. His name was Haron (or something like that). He was a great inventor, far ahead of his time. He developed and perfected automatic doors, water fountains, a machine gun, and had the rudimentary ideas of a steam engine. In fact if he had taken one more step the Industrial revolution could have come hundreds of years early, during the Rise of the Roman Empire.

c. 3 AD of this world, Haron has perfected a steam engine, and the first railroad was built to move grain along the Nile. Soon after, with Heron's new engines and weapons, Egypt revolted and gained their independence from the Roman Empire, with Persian support. It is 10 AD and the Romans have just managed to build their own railroad from Rome to Naples. It is an Industrialized Ancient Age. How will the world turn out with these new ideas and the incoming barbarians from the east and south?

-Intro-

This is the first of a series. All the rules are below, hopefully not too confusing, make sure to read them carefully. Remember there are only 20 turns, which means you have a limited amount of time to build a lasting empire. How well you do in this NES will effect how your nation looks in following ones.

-Your Nation-

You can choose to be one of the premade powers; Rome, Egypt, Persia, the Celts, or the Goths. Or you can choose to be a barbarian tribe, newly arriving from the Sahara, Arabia, or the great steppes. More on barbarians below.

-Economy-

Economy is in the form of gold and gold per turn. You need gold to buy stuff. It's different uses include, military, infrastructure, wonders, or technology. More on each below.
To grow your economy you must bank the gold you currently have. To improve economy you are not allowed to buy anything on the turn you order it to be improved.

-Military-

This is probably most important thing. For this NES, there is only Army and Navy. To build it up, just choose from the units below and fashion an army out of what is availible to you. Each turn represents a year, so in most cases army locations and movement doesnt matter. Exception for this is if you want to move troops across seas. You'll need boats for transport and it takes the year to land, plus you must start in a coastal city. Anyways here are the units:

Army:

Warrior: most basic, poorly armed soldier, staple of barbarian tribes. Best in very large groups. 1 gold for 1000

Archer: Basic support troops, decent on defense, combined with warriors makes a somewhat effiecient offense. 1 gold for 500

Swordsman: Generic iron armed soldier, without standardized weapons and any organization. Requires Iron Working. 1 gold for 250.

Horseman: Generic cavalryman, with wooden spears and light armor, no organization. Good for raids or flank attacks. 1 gold for 250.

Legionary: Roman sword forces, with non standardized weapons but very good organization. Are far superior to normal swordsmen. Can only be built by Rome and requires Iron Working. 1 gold for 250

Immortals: Persian sword forces, non standardized with bad organization but fanatical attacks and very skilled. Can only be built by Persia and requires Iron Working. 1 gold for 250.

Advanced Legionary/Immortals/Swordsman/Celtic Warrior: Standardized and organized forces, can only be built by above said nations. They have same costs as the non advanced versions. the old versions of these units cannot be upgraded. Requires Steam Factory.

Bowmen: Organized, standardized archers, who are armored and have better weapons than average archer. Requires Mobile Tactics. 1 gold for 500

Celtic Warrior: fierce warriors of the Celts. Not very well organized and equal of the Persian Immortal. Can only be built by Celts and requires Iron Working. 1 gold for 500

Pollipolas: A "machine archer". Rapidly fires arrows at advancing enemies. Heron managed to build 5 of these before he died. All are in possession of the Egyptians. Unfortunately the designs were lost to the Egyptians. Requires Pollipolas technology. 5 can be built for 1 gold.

Navy:

Galley: Regular oar powered war vessels. used for ramming, transport, and piracy. Requires Shipbuilding. 1 gold for 10

Steam Galley: Fast moving vessels with a massive advantage in speed to regular ones, very good ships of war. Requires Steamships. 1 gold for 5

Iron Galley: Steam ships plated with metal. A ship which could rule the waves. 1 gold for 1.

-Infastructure-

Mainly this is the railroads which need to crisscross your nation. The railroads are represented by little white lines across the map. A railroad, when completed to a city, increases gold per turn. Also it allows your military to respond quickly to a threat no matter how far away it is, as long as it is near a rail line. Without rails, an enemy can advance and hold large areas of your nation.

To build a railroad you must say in orders where you want it to go, and i'll give you a price of gold, and tell you how long it will take. Shorter raillines take less time and gold than longer ones, of course.

Remember, railroads are vital to a nation that wishes to compete in this new world. Do not ignore them.

-Wonders-

See below post for list of wonders, their costs and effects.

-Technology-

Techs allow wonders, railroads, and new units. They are vital to any aspiring emporer. They can be researched by dedicating a little gold each turn (nothing less than 1 gold) or by trade or gift. Check below post for details on tech.

-Barbarians-

What Amon should do. Create a tribe with the below template and roam across the map sowing havoc in your path. You gain gold by victory in battle. Also, you are allowed to settle down and form a real "nation". However, this can only happen after you roam around for at least 5 years.

Your nation will be represented by different colors without borders. It will move constantly and not naturally expand. Remember you may be a barbarian in this NES, but who you conquer now, and where you end up living could mean your decesendants will be around there somewhere in a following NES.

You may start anywhere in the gray. Ireland is the only excluded area.

Follow this template for creating a barbarian tribe:

Tribe Name: Leadername/Player
Gold: 2
Army: 5,000 Warriors, 2,000 Horsemen
Starting Location:
Background (optional):

-Victory-

Players will vote at end of NES for the best player. The next NES will be determined by your actions in this one. What you do in these 20 updates will effect the world for thousands of years. Remember your limited time and plan your game accordingly. Good luck.
 
-Civilized Nations-

Rome: Amon Savag
Military Dictatorship
Gold: 10
Gold per turn: 6
Army: 4,750 Warriors, 5,250 Legionaries, 1,900 Archers, 2,150 Horsemen
Navy: 108 Galleys
Background: After the loss of Egypt, the Roman Empire went into a semi-depression and a minor civil war. Most of the land afterwards was in confusion. The Romans with their new railroad have begun rebuilding their economy.

Egypt
Theocracy
Gold: 9
Gold Per turn: 9
Army: 4,000 Advanced Swordsmen, 1,500 Archers, 1,000 Horsemen, 5 Pollipolas
Navy: 11 Galleys, 9 Steam Galleys
Backgroud: With its advances in technology Egypt is the most advanced, developed nation on the face of the earth, not to mention the richest. Now it remains to be seen where Egypt will go from this lofty point

Persia: Alex994
Monarchy
Gold: 6
Gold per turn: 7
Army: 8,000 Immortals, 1,750 Archers, 3,000 Horsemen
Navy: NA
Background: Somewhat rich from Eastern trade, the Persians lag behind both Rome and Egypt in technology but don't plan on letting that stop them from empire.

Celts: JosefStalinator
Republic
Gold: 5
Gold Per turn: 5
Army: 4,250 Celtic Warriors, 900 Advanced Celtic Warriors, 500 Archers
Navy: 20 Galleys
Background: recently united, the Celts have big plans ahead. They have begun moving into towns and may one day become a true nation like those of the Mediteranean.

Franke-Goth
Tribal Union
Gold: 4
Gold per turn: 4
Army: 5,400 Warriors, 700 Archers, 150 Horsemen
Navy: NA
Background: Also recently unified, the Goths are preparing to fight their old Roman enemies.

Numidians: Juba IV/Global Nexus
Monarchy
Gold: 1
Gold per turn: 1
Army: 5,000 Warriors, 1,000 Archers, 500 Swordsmen, 750 Horsemen
navy: NA

-Barbarians-

Early Mongols: Genghis Tanjir Khan/erez87
Gold: 3
Army: 7,900 Warriors, 3,800 Horsemen
Background: The mongols are the people of the eastern sttepes. in 30bc they entered a war with a tribe named huns. As the huns move west in this world a mongol army follows and run after them. now 3AD the mongols continue their presue into a continent called europe meeting it's people for the first time.

The Iron Eyes: Krar/Tyrion
Gold: 3
Army: 5,000 Warriors, 2,250 Horsemen
Background (optional): Krar had risen to become leader of the Iron eyes in his early teens. Though many underestimated him because of his young age he soon proved them horribly wrong when he destroyed all the local villages, rounding all willing men and women into hsi barbaric host. The Iron Eyes origanated in east asia migrating over in search for wealth and fortune. Already they have pillaged a few towns and have started gaining a reputation for destruction. They were last seen in sweden.

Crimeans: Chieftain Enegeris/Specialist290
Gold: 2
Army: 1,400 Warriors, 1,500 Horsemen
Background: After several years of intertribal warfare, the Crimean tribes, on their tiny peninsula ignored by the rest of the world, finally reached a decision to unite. Having by now outgrown their little land, they are preparing to move northward.
 
-Technology-

Remember techs can be traded or given as gifts to allies/pawns.

Iron Working: Base tech for strong units, including Swordsmen. costs 5 gold
Known by: Egypt, Rome, Persia, Celts

Shipbuilding: base tech for a navy, allows galleys. Costs 8 gold.
Known by: Egypt, Rome, Persia, Celts

Steam Power: Entry tech for the Industrial Ancient Age. Costs 10 gold.
Known by: Egypt, Rome, Persia, Celts

Railroads: must first research Steam Power. Allows construction of railroads. Costs 10 gold.
Known by: Egypt, Rome, Celts

Steam Factories: Must first research Steam Power and Iron Working Gives a 1 gold bonus per turn when researched. Allows Advanced Units. Costs 15 Gold
Known by: Egypt, Celts

Mobile Tactics: Must first research Steam Factories. Allows Bowmen, 2nd Best unit of the game. Costs 25 gold.

Steam Ships: Must first research Steam Power and Shipbuilding. Allows steam galleys. Costs 18 gold.

Iron Ships: Must first research Steam Ships and Steam Factories to create the ultimate naval unit. Costs 25 gold.

Pollipolas: The ultimate unit, a "machine Archer". You must research all other techs before you can research this one. costs 40 gold.

-Wonders-

Great Lighthouse
Effect: All ships are superior to others of same type.
Cost: 10 gold, you must have a coastal city to build it in.

Great Library: Alexandria, Egypt
Effect: techs are 10 % off

Great Factory
Effect: 20% increase in amount of troops trained. (1000 warriors becomes 1200 warriors.)
Cost: 25 gold

Possibly more to come as i think of them.
 
oy oy oy evil people messing up my system, here is map.

AoHNES.jpg


I'll attach it next time when my comp isnt evil.
 
ok, here's list of preview reservations:

Rome: Xen
Egypt: Jason the King
 
y'all can post now
 
I'll be Persia(or Egypt if Jason doesn't come)
 
Early Mongols: Genghis Tanjir Khan/erez87
Gold: 2
Army: 5,000 Warriors, 2,000 Horsemen
Starting Location: east in the middle between north of map and caspian sea.
Background (optional): The mongols are the people of the eastern sttepes. in 30bc they entered a war with a tribe named huns. As the huns move west in this world a mongol army follows and run after them. now 3AD the mongols continue their presue into a continent called europe meeting it's people for the first time.



ooc
can i change to 3000 wariars, 3000 horsmen?
 
@ erez, no, but you can disband troops to create others of EQUAL value. 3000 warriors in to 750 Horsemen as example.
 
Franks: Great One/warman17
Gold: 2
Army: 5,000 Warriors, 2,000 Horsemen
Starting Location: The free space between Rome and Goths.
Background (optional): The Franks were shoved out of their homeland by the Goths. They plan to return the favor.

OOC: the map should look more like http://www.roman-empire.net/maps/empire/extent/augustus.html ;)
 
bah, it be more interesting this way.
 
i'll post a starting update in an hour or so, just to give a little time for Amon to post his stuff and for anyone else. After that feel free to send in orders.
 
The Banished: Amon/Amon
Gold: 2
Army: 2500 Banished, 1000 Banished Horsemen
Starting Location:Northern Norway
Background (optional):The chieftain of Torgyer banished a man,Amon,because of his devote practiceing towards Tyr,and Thor,and his lack of acknowledgement to the other gods.What the chieftain didn't know,is that Amon had many others that followed his devote practiceing of only Tyr and Thor.So they all went with Amon.


Amon's Banished Tribe

The chieftain of Torgyer's wife died of a cold...THis was a bad omen.The gods were mad.But everyone respected the gods as they should,except for Amon and his cult.they believed that Thor and Tyr were the only gods who needed to recieve recognition.

So the chieftain stormed over to Amon,with his whole army,and banished him from the land.A few days later,all of the cult soon followed,even though they were allowed to stay,as long as they started respecting the other gods.

Soon the whole of Amon's cult was stored into a few select mountains,for these were the training grounds of them.They went into a village,took their male children,and went back up to the mountains to train these children.

The warriors of the Banished Cult were clad in wolves skins and wore a wolves dead head upon their own,as some sort of weird fearsom although lightly protective helmet.Most of the banished used axes,or weird clubs with a large spike on the swung end.

They also hunted for food in the wild,so they weren't bad at archery.They were a rough tough bunch of mother ****ers who vowed to return to destroy that tribe,in holy war.To prove that Tyr and Thor are the only gods to be recognised.
 
Persian Orders
Spend 5 economy on finishing Steam Power.
 
I...MUST join this...*hopes that his internet actually holds up*

Numidians: Juba IV/Global Nexus
Gold: 2
Army: 5,000 Warriors, 2,000 Horsemen
Starting Location: South of former Carthage
Background (optional): When Numidia was conquered by Rome after the Punic Wars, a small faction formed amongst the shadows that saught to free their people. Now, this faction has grown and, under the descendant of two former Numidian kings, they intend to wreak havoc to Rome's North African holdings and, if they survive that, to rebuild themselves as a sovereign nation.
 
I changed my mind, send in whatever orders, those who do not don't worry about it, civilized nations will grow economy automatically this turn, barbs wont suffer any disadvantage.
 
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