stJNESX3: Nations Rising

Joined
Mar 3, 2002
Messages
12,050
Location
Bay Area, California
stJNESX3: Nations Rising

Welcome to the third installment of the stJNESX series. The rules are different, most of them are unique, a trademark of my series. You may first perceive them to be difficult because they are different. I tell you now, it is not more difficult for the player, only for me .

Credit goes to erez for 99% of the economy system was thought out by him.

Read more, and you will know why I can do this on top of my other NESs.

Rules

Economy

Your economy is divided into four traits: tax income, trade income, colonial profits, and tribute. Together they give a final sum, which is your economy. However, to increase each of them requires different things, which will be explained the more you read. All together, everything fits nicely together through the economy.

Increasing your economy:
-Tax Income: the base of most nations’ economy is the tax income, which means it generates the most amount of money in the economy. To increase the income from tax, you need to increase your population. There are two ways you can do this: conquer other population, and force them to pay taxes (for a better increase when you conquer, you can force them to pay higher then normal taxes since they are conquered, but then it requires a heavier military occupation); or you can increase your culture which, in turn, increases the population gradually.

-Trade: will be separated into what you import, and what you export. If you’re Egypt, you do not need much food, since you have pretty much all the food you want, but you do need wood for shipbuilding. So, if you import more then you export, you will owe money. If you export more then you import, you will gain money, that simple. What do I have control over, you may ask. Well, if you do not want to import wood anymore…conquer some forests. .

-Colonial Profits: when you establish colonies, you will gain income from them at my discretion. Warning: in this game, it will be almost required to leave garrisons in colonies, or else they will revolt.

-Tribute: if it is necessary for the survival of certain states, they will give tribute to you in return for allowing them to survive. This is what we call a vassal, or puppet state.

Note: You can put economies into a treasury for emergency use. You will have economy per turn + treasury to spend every turn.

Culture

Culture is a huge thing in real life, and so will be fully represented in this game, regardless of the norm for most NES’s. Population, citizenry happiness, and the difficultness of foreigners to occupy your nation are all affected by culture. So how do you increase it? In the early times, you increase it by building temples. You can build as many as you want, and you must specify into what city you build them. The result will be stronger culture for the more you build in a city, and weaker for the cities you don’t build in. It may be necessary to have strong culture in some cities, and not in others (perhaps a border city, so to be able to resist stronger if ever invaded, and the capital for obvious reasons). As time goes on, other structures will be available to be built. Perhaps even later, these structures can be targeted in a siege, perhaps by catapults, artillery, or even strategic bombers. The price list for culture structures will be kept updated, and mostly there will be a new structure to build for every age.

For now, the temples are 1 economy each.

A note: if you are isolated (like Egypt in RL, Japan, China, etc) then you may want to concentrate your money on culture. This will increase your population, and when you burst into the world, you can raise a great army. Plus, stories help your culture as well.

Wonders
***NEW RULE***​
Wonders in this NES are not like ones in others. In this NES, they must be constructions (a temple, statue, forum, colloseum, whatever) that take place in one of your cities. They then will cost money, at my descretion, based upon how big they are and how long it will take. What will they do? Well, anything that is practical for them. A Statue of Zeus does not practically increase your army by three thousand men. It may strengthen the will of the people and the culture by seeing a statue built for their god. A huge Colossus might actually be used as a lighthouse. Hanging Garders will appease the nobles of your land, giving them a place of relaxation. See what I mean?

Cities and Roads

Cities will be shown on map according to their population, and so will be done entirely by myself. Roads can be constructed between cities, and to foreign cities, by either 100 soldiers (the bad thing: will make the soldiers tired and upset), or by paying an economy.

Updates

A golden new thing for this NES. Updates are no more. If any of you have played wargame before, then you know what I am about to explain. The turns are ongoing. Sure, there will still be “turns” in the sense, but orders will be done as soon as I see them. For example, it is the year 900bc, and you are Babylon invading Egypt. You order for the siege upon Thebes. Instead of in the update, I will see you orders and write a little something about it, and say your siege was successful. You may then continue on with your campaign, and, in the same turn, your army is on the move south and they encounter an Egyptian army. The outcome would be done again, and it may only be 859bc. So there are no more 100-year sieges, or 1,000 year wars. You can do a whole war in 100 years, with different events as you order them.

Another example: say you are playing, and you decide to attack Carthage. So you post your orders, strategy, etc. Now instead of waiting 2, 3 or possibly a week to see your outcome, I do it right then. You may siege and capture the city of Hippo in 492 bc. Then you decide to attack the city of Carthage. You write in your orders strategy, etc, and I do the outcome again. In 491 bc, you sack carthage. So it is continuous, there isn't "one update." Every turn change I will anounce "it is turn 4 now, 1600bc," so you know when you can do purchases for that turn since you can only do that once in a turn. I may also recap on what happened the past turn.

Of course you can only increase, say your army, once a turn, as you only get one income per turn.

Military

In numbers, different units, different increases according to age, training introduced later, the same thing I have been doing for many NES .

Template

Nation
Ruler/Player:
Government
Age: Iron Age
Tax Income:
Trade Income:
Colonial Profits:
Tribute:

Culture: # temples/city
Notes:

Please include your location if it is not obvious. And, please write in the italic brackets again, so to make it easier for me to copy and paste.
 
Western Europe

Burgundy
Ruler/Player: Sheep
Monarchy
Age: Iron Age
Tax Income: 5
Trade Income: Import – 0, Export - 0
Colonial Profits: 0
Tribute: 0
Economy per turn: 5
Treasury:

Army: 6,000 swordsmen, 3,000 spearmen
Navy: 10 War Galleys

Culture: 2 temples/Dijon, 2 temples/Paris
Notes:

England
Turn 6
Ruler/Player: King Josef/JosefStalinator
Monarchy
Age: Steam Age
Tax Income: 5
Trade Income: Import – 0, Export - 0
Colonial Profits: 0
Tribute: 0
Economy per turn: 5
Treasury:

Army: 4,000 swordsmen, 1,150 spearmen, 920 archers
Navy: 10 Steam Galleys

Culture: 6 temples, 1 Oracle/London, 4 temples/Southampton, 4 temples/Leeds
Education: Rudimentary
Notes:

Hispana
Ruler/Player: NPC
Monarchy
Age: Iron Age
Tax Income: 3
Trade Income: Import- 0, Export - 0
Colonial Profits: 0
Tribute: 0
Economy per turn: 3
Treasury:

Army: 6,000 swordsmen, 2,000 spearmen
Navy: 15 War Galleys

Culture: 4 temples/Malaga
Notes:

Navarre
Ruler/Player: NPC
Monarchy
Age: Iron Age
Tax Income: 3
Trade Income: Import- 0, Export - 0
Colonial Profits: 0
Tribute: 0
Economy per turn: 3
Treasury:

Army: 6,000 swordsmen, 2,500 spearmen
Navy: 10 War Galleys

Culture: 3 temple/Navarre
Notes:

Normandy
Ruler/Player: NPC
Monarchy
Age: Bronze Age
Tax Income: 3
Trade Income: Import- 0, Export - 0
Colonial Profits: 0
Tribute: 0
Economy per turn: 3
Treasury:

Army: 2,000 swordsmen, 2,000 spearmen
Navy: 10 War Galleys

Culture: 3 Temples/Rouen
Notes:

Portugal
Ruler/Player: NPC
Monarchy
Age: Bronze Age
Tax Income: 2
Trade Income: Import- 0, Export - 0
Colonial Profits: 0
Tribute: 0
Economy per turn: 2
Treasury:

Army: 4,000 swordsmen, 2,000 spearmen
Navy: 20 War Galleys

Culture: 2 temples/Lisbon
Notes:

Rome
Turn 6
Ruler/Player: Gaius Julius Caesar/Amenhotep7
Monarchy
Age: Iron Age
Tax Income: 3
Trade Income: Import -0, Export +0
Partners: Israel (Wine for Grain) (Olives for Honey)
Colonial Profits: 2
Tribute: 0
Economy per turn: 5
Treasury:

Army: 11,550 legionaries, 1,500 auxiliaries, 500 cavalry
Navy:

UU: Legionary – twice as powerful as normal infantry, and cost the same.
Culture: 1 temple/Rome, 1 temple/Taranto, 1 temple/Massilia
Wonders: Colloseum (+tax income, +happiness) [0/4]
Notes:

Wales
Ruler/Player: NPC
Monarchy
Age: Iron Age
Tax Income: 2
Trade Income: Import – 0, Export - 0
Colonial Profits: 0
Tribute: 0
Economy per turn: 2
Treasury:

Army: 4,000 swordsmen, 3,500 spearmen
Navy: 10 War Galleys

Culture: 1 temple/Cardiff
Notes:

Eastern Europe

Bavaria
Ruler/Player: NPC
Monarchy
Age: Bronze Age
Tax Income: 5
Trade Income: Import – 1, Export +2
Partners: Danes (Wheat for Cheese)
Colonial Profits: 0
Tribute: 0
Economy per turn: 6
Treasury:

Army: 3,000 spearmen, 1,000 archers
Navy: 10 War Galleys

Culture: 3 temples/Munich, 2 templs/Berlin
Notes:

Belarus
Ruler/Player: NPC
Monarchy
Age: Bronze Age
Tax Income: 3
Trade Income: Import – 0, Export - 0
Colonial Profits: 0
Tribute: 0
Economy per turn: 3
Treasury:

Army: 6,000 swordsmen, 2,500 spearmen, 1,000 archers
Navy: 10 War Galleys

Culture: 1 temple/Minsk
Notes:

Byzantium
Ruler/Player: NPC
Monarchy
Age: Iron Age
Tax Income: 3
Trade Income: Import -1, Export +3
Partners: Egypt (timber for grain)
Phoenicia (Cedar for Olive Oil)
Colonial Profits: 1
Tribute: 0
Economy per turn: 5
Treasury:

Army: 4,000 swordsmen, 4,720 spearmen, 500 horsemen 1,000 archers
Navy: 15 War Galleys

Culture: 5 temples/Byzantium, 2 temples/Troy
Notes:

Danes
Turn 6
Ruler/ Player: King Oalf/Contempt
Monarchy
Age: Iron Age
Tax Income: 3
Trade Income: Import -1, Export +3
Partners: Prussia (wool for timber) (dairy for iron)
Bavaria (Cheese for Wheat)
Colonial Profits: 0
Tribute: 0
Economy per Turn: 5
Treasury:

Army: 2,500 Vikinglandsmen, 1,700 archers, 1,225 Spearmen, 500 horsemen
Navy: 15 War Galleys
Culture: 4 temples/Copenhagen
Wonders: Guild of Yssdragil (easier scientific discoveries, easier weapons making, and +trade{get +2 in export instead of +1}) [2/5]
Notes:

Delphian League
Turn 6
Ruler/Player: Insane Panda
Monarchy
Age: Iron Age
Tax Income: 5
Trade Income: Import -2, Export +4
Partners: Egypt (timber for grain)
Delphi (Stone for Wine)
Phoenicia (Marble for Cedar)
Colonial Profits: 0
Tribute: 0
Economy per turn: 9
Treasury:

Army: 10,000 swordsmen, 6,000 Spartan Hoplites, 6,000 delphian phalangites, 2,000 hypasists, 500 archers
Navy: 65 War Galleys

Culture: 3 temples, 1 oracle/Delphi, 3 temples/Athens, 3 temples, 1 oracle/Sparta
Notes:

Kiev
Ruler/Player: NPC
Monarchy
Age: Bronze Age
Tax Income: 3
Trade Income: Import- 0, Export - 0
Colonial Profits: 0
Tribute: 0
Economy per turn: 3
Treasury:

Army: 6,000 swordsmen, 2,500 spearmen, 1,000 archers
Navy: 10 War Galleys

Culture: 1 temple/Kiev
Wonders:
Notes:

Macedonia
Ruler/Player: NPC
Monarchy
Age: Iron Age
Tax Income: 3
Trade Income: Import-0, Export +0
Partners: Israel (Timber for Wine)
Colonial Profits: 0
Tribute: 0
Economy per turn: 3
Treasury:

Army: 6,000 swordsmen, 3,000 spearmen
Navy: 10 War Galleys

Culture: 2 temples/Pella
Notes:

Minoa
Ruler/Player: NPC
Monarchy
Age: Iron Age
Tax Income: 2
Trade Income: Import- 1, Export +3
Partners: Egypt (wines for grain)
Phoenicia (wine for cedar)
Colonial Profits: 0
Tribute: 0
Economy per turn: 4
Treasury:

Army: 6,000 swordsmen, 2,000 spearmen, 500 archers
Navy: 15 War Galleys

Culture: 3 temples/Knossos
Notes:

Prussia
Turn 5
Ruler/Player: alex
Monarchy
Age: Iron Age
Tax Income: 4
Trade Income: Import -1, Export +2
Partners: Danes (timber for wool) (Iron for dairy)
Colonial Profits: 0
Tribute: 0
Economy per turn: 5
Treasury: 0

Army: 2,180 spearmen, 850 archers, 500 horsemen
Navy: 30 War Galleys

Culture: 3 temples, 1 amphitheater/Konegsburg, 2 temples/Riga
Education: Rudimentary
Notes:

Swediv
Turn 5
Ruler/ Player: King Goran Gostaf NPC
Monarchy
Age: Iron Age
Tax Income: 2
Trade Income: Export-0, Import-0
Colonial Profits: 0
Tribute: 0
Economy per Turn: 2
Treasury:

Army: 800 swordsmen, 700 spearmen
Navy: 15 War Galleys
Culture: # temples/City
Notes:

Vikingland
Ruler/ Player:
Monarchy
Age: Iron Age
Tax Income: 3
Trade Income: Export-0, Import-0
Colonial Profits: 0
Tribute: 2
Economy per Turn: 5
Treasury:

Army: 7,700 swordsmen, 3,200 Spearmen
Navy: 25 War Galleys
Culture: 3 temples/Trondheim, 1 temple/Oslo
Notes: Research on better ships: 1 econ

Yarosavl
Ruler/Player: NPC
Monarchy
Age: Bronze Age
Tax Income: 3
Trade Income: Import – 0, Export - 0
Colonial Profits: 0
Tribute: 0
Economy per turn: 3
Treasury:

Army: 6,00 swordsmen, 2,000 spearmen, 1,000 archers
Navy: 10 War Galleys

Culture: 2 temples/Yarosavl
Notes:

Middle East

Babylonia
Turn 5
Ruler/Player: NPC
Monarchy
Age: Iron Age
Tax Income: 4
Trade Income: Import- 0, Export - 0
Colonial Profits: 0
Tribute: 0
Economy per turn: 3 (-1 Army Support)
Treasury:

Army: 200 spearmen, 1,900 pikemen, 200 horsemen, 500 swordsmen
Navy: 20 War Galleys

Culture: 3 temples/Babylon
Notes:

Hatti
Ruler/Player: NPC
Monarchy
Age: Iron Age
Tax Income: 5
Trade Income: Import- 0, Export - 0
Colonial Profits: 0
Tribute:
Economy per turn: 5
Treasury: 0

Army: 9,000 swordsmen, 3,800 spearmen, 640 chariots, 1,600 archers
Navy: 10 War Galleys

Culture: 3 temples/Bogazkoy, 3 temples/Nineveh
Notes:

Turkey
Turn 6
Ruler/Player: Emperor Sejulin/Amon Savag
Despotism
Age: Iron Age
Tax Income: 4
Trade Income: Import -0, Export +0
Colonial Profits: 0
Tribute: 0
Economy per turn: 4
Treasury: 0

Army: 3,500 cavalry, 2,250 cavalry archers
Navy:

Culture: #temples/city
Notes:

Medes
Ruler/Player: NPC
Monarchy
Age: Iron Age
Tax Income: 4
Trade Income: Import- 0, Export - 0
Colonial Profits: 0
Tribute:
Economy per turn: 4
Treasury: 0

Army: 3,000 spearmen, 2,000 swordsmen, 140 chariots, 600 archers
Navy: 10 War Galleys

Culture: 4 temples/Medes
Notes:

Persia
Ruler/Player: NPC
Monarchy
Age: Iron Age
Tax Income: 4
Trade Income: Import -0, Export +0
Colonial Profits: 0
Tribute: +1 (Indian Tribes)
Partners: Israel (spices for horses)
Economy per turn: 4
Treasury: 0

Army: 3,000 spearmen, 2,000 swordsmen 3,000 camel riders, 25 elephants, 600 archers
Navy: 10 War Galleys

Culture: 4 temples/Persia
Notes:

Phoenicia
Turn 6
Ruler/Player: erez
Monarchy
Age: Iron Age
Tax Income: 3
Trade Income: Import -3, Export +2 (hurt from Tyre harbor burn)
Partners: Israel (Cedar for Honey)
Carthage (Cedar for Ivory)
Minoa (Cedar for Wine)
Delphian League (Cedar for Marble)
Byzantines (Cedar for Olive Oil)
Egypt (Cedar for Grain)
Colonial Profits: 4
Tribute: 0
Economy per turn: 6
Treasury:

Army: 9,100 Phalanxes, 2,600 spearmen, 6,000 swordsmen, 450 archers, 400 chariots
Navy: 75 War Galleys

Culture: 3 temples/Tyre, 3 temples, 1 statue/Jerusalem
Notes:

Sumer
Ruler/Player: NPC
Monarchy
Age: Iron Age
Tax Income: 4
Trade Income: Import- 0, Export - 0
Colonial Profits: 0
Tribute:
Economy per turn: 4
Treasury: 0

Army: 500 spearmen, 140 chariots, 600 archers
Navy: 10 War Galleys

Culture: 4 temples/Uruk
Notes:


Africa

Carthage
Turn 6
Ruler/Player: General Hannibal / Fëanor
Monarchy
Age: Iron Age
Tax Income: 5
Trade Income: Import - 1, Export +2
Partners: Phoenicia (Ivory for Cedar)
Colonial Profits: 2
Tribute: 0
Economy per turn: 8
Treasury: 0

Army: 2,300 pikemen, 1,700 swordsmen, 2,500 archers, 2,500 spearmen, 1,000 horsemen, 28 War Elephants
Navy: 50 War Galleys

Culture: 1 Temple/Carthage, 1 temple/Leptis Magna, 1 temple/Thaena
Wonder: Consortium Commertcialis (trade +2, +2 free roads) [1/4]
Notes:

Egypt
Turn 6
Ruler/Player: King Tut/Conehead
Monarchy
Age: Iron Age
Tax Income: 6
Trade Income: Import -4, Export +8
Partners: Byzantium (grain for timber, Ivory for Olive Oil)
Delphi (grain for timber, ivory for silver)
Sparta (grain for marble)
Minoa (grain for wine)
Phoenicia (grain for cedar)
Colonial Profits: 0
Tribute: 0
Economy per turn: 10
Treasury:

Army: 10,150 swordsmen, 4,000 pikemen, 2,500 horsemen, 2,300 archers, 150 chariots
Navy: 20 War Galleys

Culture: 3 temples/Memphis, 3 temples/Thebes
Notes:

Ethiopia
Ruler/Player: NPC
Monarchy
Age: Iron Age
Tax Income: 4
Trade Income: Import -1, Export +2
Partners: Somalia (Grain for Gold)
Colonial Profits: 0
Tribute:
Economy per turn: 5
Treasury:

Army: 7,000 swordsmen, 3,000 archers, 3,500 camel riders
Navy: 10 War Galleys

Culture: 5 temples/Ababa
Notes:

Kush
Turn 6
Ruler/Player: Capulet
Monarchy
Age: Iron Age
Tax Income: 4
Trade Income: Import -0, Export +0
Colonial Profits: 0
Tribute: +1 (Nubia)
Economy per turn: 5
Treasury:

Army: 10,000 swordsmen, 4,000 pikemen, 2,000 archers, 500 camel riders, 100 chariots
Navy: 20 War Galleys

Culture: 3 temples, 1 statue/Kush
Notes:

Numidia
Ruler/Player: NPC
Monarchy
Age: Bronze Age
Tax Income: 3
Trade Income: Import- 0, Export - 0
Colonial Profits: 0
Tribute: 0
Economy per turn: 3
Treasury:

Army: 4,000 swordsmen, 3,000 spearmen
Navy: 15 War Galleys

Culture: 4 Temples/Numid
Notes:

Somalia
Ruler/Player: NPC
Monarchy
Age: Iron Age
Tax Income: 4
Trade Income: Import -1, Export +2
Partners: Ethiopia (Gold for Grain)
Colonial Profits: 0
Tribute:
Economy per turn: 5
Treasury:

Army: 10,000 swordsmen, 1,000 pikemen, 1,000 archers, 1,500 camel riders
Navy: 20 War Galleys

Culture: 2 temples/Somalia
Notes:
 
Per Economy:

Bronze Age:
500 spearmen
100 chariots
500 archers
5 War Galleys

Iron Age:
2,000 pikemen
2,000 swordsmen
500 Horsemen (I will refer to them as Cavalry)
2,000 archers
300 chariots
10 War Galleys
5 Siege Towers
10 catapults

Steam Age:
2,000 pikemen
1,000 knights
2,000 swordsmen infantry
2,000 cross bow/short bow men
1,500 long bow men
10 steam galleys
5 trebuchets
10 Siege Towers

Culture Costs:

*You must build 3 structures from previous age in a city before building a structure from a new age. No Upgrading*

Bronze Age:
Temple, 1 econ.

Iron Age:
Amphatheater, 2 econ.
Oracle, 2 econ.
Statue, 1 econ.

Steam Age:
Port, 4 econ
Coal Mine, 1 econ

Map, 1440bce.
Turn 6

Last Updated: 9:05pm, 10/19/04
 

Attachments

  • stJNESX3r.gif
    stJNESX3r.gif
    91.3 KB · Views: 157
Kiev
Ivan/Player: Ghost
Monarchy
Age: Bronze Age
Tax Income: 2
Trade Income: Import- 0, Export - 0
Colonial Profits: 0
Tribute: 0
Economy per turn: 2
Treasury:
Army: 1,000 spearmen
Navy: 10 War Galleys
Culture: # temples/city
Notes:

Anything eals i need?
 
you can create your own, i just added a few npcs out of boredom.

in fact, i encourage you create your own.

As more nations rise, I will create more NPCs. So if someone goes into, or starts in russia, i will add a few npcs there (not many, but i will try to find some).

Jason
 
The Tribes of Isreal had been finally united by a man called Joshua. Before the unifiaction, they had been warring amongst each other preventing any one tribe from deveploing any culture or power. The only thing that united them was their common faith, Judiasm. This was different from any other known religion, for the Isrealis worshiped one god, not many.

Joshua worked out from the Palace on the captial of Jersuleam. It was the Kingdom's only true city. Here was the princpal source of revenue for the goverment. Almost all the people of the Kingdom lived in it. This was one of the major problems for Joshua, he must spread his rule and build new citys.

And so the first decree of Joshua's regin was declared. The army will begin to escort settlers to build new farms, towns and citys. Two groups of men would escort any settlers wishing to leave and found new cities.

The navy would embark settlers onto it's ships and convey them to the Island of Isreal. The ships would carry livestock, seeds, tools and wood to build homes on the new island.

The King also decreed the building of a port city so that one day trade ships may come to the Kingdom and enrich it even further.

The new port city of Haifia was to be built on one of the best natural harbours on the Isreali coast. Sheltered anchorages, breakwaters, piers, docks and marketplaces would all be built enbaling ships to anchor safetly and carry out trade right there.

Heralds were sent to the neibhbouring people of Phoneicia in the hope of friendly relations.

Orders:
Begin Wonder: Port of Haifia(Best port in the E.Med, increases trade and tax revenue, allows ISreal to import/export more efficently.)
Spend One economy on Swordsmen
Spend One on a Temple in Jersuleam.
500 spearmen escort Settlers SW(blue)
500 spearmen escort Settlers NE(purpule)
10 war galleys with all cargo space full of needed items convey settlers to Cyrpus(red)
Yellow dot is Haifia which the 500 fresh army is to begin constructing
Isreal_1.GIF

Diplo:
To Phoneica
From Isreal

Hail Neigbours to the North, the Kingdom of Isreal wishes for peace and trade.
 
Thanks jason. I edited my old post.

Can u tell me where i am on the map or edit it plz?
 
Egypt
Ruler/Player: King Tut/Conehead
Monarchy
Age: Bronze Age
Tax Income: 2
Trade Income: Import- 0, Export - 0
Colonial Profits: 0
Tribute: 0
Economy per turn: 2
Treasury:
Army: 1,000 spearmen
Navy: 10 War Galleys
Culture: # temples/city
Notes:

No inspiration for a story yet.

200 spears expand North into the Nile Delta
200 spears expand east toward Sinai.
400 Spears expand south along the nile
Send the 10 War Galleys to explore the Nile.
Construct a temple in my capital.
Spend 1 eco on swordmen
 
Aido
Ruler/Player: Khan Kardom/erez87
Tribal confederacy
Age: Bronze Age
Tax Income: 2
Trade Income: Import- 0, Export - 0
Colonial Profits: 0
Tribute: 0
Economy per turn: 2
Treasury:

Army: 1,000 spearmen
Navy: 10 War Galleys

Culture: # temples/city
Notes: Start in Bajkal sea
 
1989bce

The Israelis, a newly united kingdom, begins to take matters seriously when the construction of Haifa begins, the first port city in the country. Meanwhile, settlers going east, with escorts, encounter very little resistance as they meet more Israelis who live outside the kingdom. However, when settlers land in the Island of Israel, more commonly known as Cyprus, small kingdoms of the island are already warring, and one has even forced the Israelis out.

Also, the first temple of the world is constructed in Jerusalem, where many of the Jews flock to worship their one God.

ooc: i'm sorry, I made a type in the Per Economy list, it should be spearmen, not swordsmen, so I adjusted your orders correctly.

In the Nile Valley, the Egyptians begin their project of unifying Egypt. A massive army is first sent south, where they captured key villages with the aid of their war galleys. Second, a smaller force is sent north to reach the coast, and conquer the rest of the delta. Scouts are sent east, into the desert, but are never heard from again. Also, Egyptian galleys come back from the south with reports of barbaric "dark-skinned" people, whome they call Nubians.

Losses: 400 spearmen

ooc: now you may continue to give more military orders if you wish. also, remember the more you do, the more tired and fatigued your soldiers get :).
 
Prussian Orders last turn
Spend 2 economies on temples
Expand in all direction, but mostly along teh baltic.
 
~ The Kingdom of Hispania ~

The Kingdom of Hispania was set on a very nice location. It's capitol, Malaga, controlled access from the mediterranean to the Atlantic and it also happened to sit on some very large mineral deposits, full of gold, silver, copper, tin, and iron. The Kingdom started out as a tribal confederation of the area, although the Hispanians quickly gained dominance in the region and assimilated its allies into the newly founded Kingdom of Hispania. Under the riegn of phillipe, Malaga changed from a small village, to a bustling port city, full of merchants from far off lands that the Hispanics had never heard of, lands such as 'Phoenicias' and 'Graecos'. They brought with them wonderful goods such as wine, olive oils, and others, to trade for Hispanic Gold and silver.

This made the city rich indeed, and also infused greek and phoenician culture into the predominately Celtiberian Hispania. This produced an interesting kingdom, full of rich culture and history. The Hispanics were excellent sailors, and knew the waters of the mediterranean and atlantic very well. This made them great traders, and their ships have travelled as far as southern italy, and recently have heard of knew lands farther east, full of rich kingdoms and strange creatures...

King Phillipe sought out these far off lands, and thought it was the responsibility of the Hispanic peoples to find them, to enlighten our nation with whatever these people knew that we didn't, or to perhaps even enlighten them, with the ideals of the Hispanic people..

more to come later..

Orders:
- Send 5 War Galleys full of settlers and cargo to explore the Baelearic Islands and bring them under the fold of the Kingdom of Hispania.
- Send an additiona 5 galleys full of settlers to colonize and establish a city on the other side of the sea (Across the straits of gibraltar into North Africa)
- Invest money into a Great Temple for Malaga, improving the people's faith in the religion and culture of our great country.
- 500 Spearmen are to expand westwards of Malaga, towards the far off lands of Portugal.
- 500 Spearmen are to expand east of Malaga, towards the Mediterranean and Baelearic Isles.
- Invest gold into our War Galleys (one economy)
 
Danes
Ruler/ Player: King Oalf/Contempt
Monarchy
Age: Bronze Age
Tax Income: 2
Trade Income: Export-0, Import-0
Colonial Profits: 0
Tribute: 0
Economy per Turn: 2
Treasury:
Army: 1,000 Spearmen
Culture:None Yet

Orders
10 Galleys Transport Spearmen into Modern Day Sweden
400 Spears advande South from Denmark to take land there settlers
200 Spears Garasion the City
Spend 1 Econ on Swordsmen
Spend 1 Econ on Temples to Odin

The Winters in the frozen north have always been hard, each family fending for themselves just to survive. Recently, a warrior named Olaf gathered all the families of the surrounding areas and settled the area, naming it Denmark. It became a bastion agaisnt the hard winters, and soon all the people flocked to the city and it grew. Now the city cannot support the unlury families any more, and the Chosen King, Oalf, ordered his people to expand, by war or otherwise. Thepeople of Denmark worshiped battle, and have decided to created a great temple to the King of the Gods, Odin.
 
Kiev orders:
1 econ. on temple.
1 econ. on swordmen.
send 500 men to expand north, up the river.
send 500 men to expand south, down the river.

There were always many tribes around the river but they were always sptead out around it. The man named Ivan found a vally next to the river and build shelter for himself there. many others soon joind him and the settelment became a city. The city was named Kiev. Ivan was the ruler and he ordered the construction of a temple so that his people could thank the gods for the land they have found.
More people started to come and Ivan realized that the land they had was not enough. So he decided to send his people to expand up and down the river in the boat they have build hoping to find another good plase to make a city.
 
Aido

The Tribe have begun to move. The nomad people of the northern Bajkal sea have begun to move southward into better climate. Spearmen were over used in the army, but in hunting they were used badly and did not helped the country. The wars with the Tatars and Huns were fought well but only to some extent as they had archers. The decision in Aido was the creating of a major Archer army and invade the Tatar with a full blown invasion WHile using the navy to get to the south reaches of Bajkal sea and into better climate.

In 1988BC the war against Tatars was decleared as an army of 800 Spearmen and 1000 Archers marched northward into Tatar land, this time preapered for their bows with their own bows and shields. Battles were going to be fought at the front as the army preapered a full scale attack on the front Tatar army.

In the Bajkal ship the ships left and begun moving southward loading 100 Spearmen into landing in SOuthern Bajkal sea, the rest of the army was left in Aido capital in preperation of defense.

Orders
10 ships+100 Spears move into southwarn bajkal sea settleing
100 Spearmen defend country
rest of army ivnade tatars
 
Back
Top Bottom