BananaNES1: Zhanguo Shidai - The Warring States

BananaLee

Fruity Penguin
Joined
Nov 3, 2004
Messages
3,800
Location
Vienna
BananaNES1
Zhanguo Shidai - The Warring States


DO NOT POST UNTIL I SAY SO!

Spoiler Background :
Background
It is the reign of Zhou Weiliewang, the 24th year, to be exact. For centuries, the Zhou had reigned over Zhonguo, the Middle Kingdom, but merely in name. While the Zhou emperors happily received piecemeal tribute from their feudal vassals and did the annual prayer to Heaven, the vassals busily warred against each other, assimilating smaller states and fighting larger ones into stalemate or total destruction.

Eventually, even the vassals got sick of fighting and the four major states met for a peace conference, ending a period of constant warfare which lasted for two centuries. The next 150 years brought major developments to the forefront of technology. Crossbows were developed and new forms of cultivation like soybean cultivation created a population boom. New schools of philosophy cropped up like mushrooms after a storm giving rise to the ‘Hundred Schools of Thought’. The Chinese people began to be spoilt for choice as literally hundreds of philosophies abounded proclaiming to tell the ‘Truth’ and various barbarians states have become partly Sinicised like Shu Ba and Yue.

Of course, peace could only last so long as dukes start looking around themselves for more land to conquer and power to gain. The first inklings of war began when the three ruling families of Jin began fighting for power over the state and soon enough, the state was divided into three.

Now, seven Chinese and two semi-barbarian (or semi-Sinicised if you’re one of those optimists) states vie for power over the Middle Kingdom with the absolute aim to unite All-Under-Heaven under one banner. Will it be yours?


Spoiler Game Info :
Game Info
In this game, the player takes one of the seven Warring States or the semi-barbarian states or even the tiny states of Zhongshan and Lu if they are feeling adventurous, with the absolute objective to conquer all-under-Heaven, be it by diplomatic or military means. As such this game will end when one state conquers all the others.
Turns will optimally be divided into two phases, the ‘normal’ and ‘combat’ phase. The ‘normal’ phase would be like other NESes where you spend your economy, talk diplomacy, etc.etc. However, the ‘combat’ phase would represent your command and control of battles. The Warring States period was a melting pot of thousands of intelligent military tactics. During each turn, the player can select one battle from a list PMed to them at the beginning of the combat phase. I will then tell the player of the lay of the land and they can work out their tactics. The other battles would be controlled by me (ie: generals of the state) – unless the player has given specific orders regarding their tactics. The tactical terrain description will be based on real geography as well as a random generator which will determine how advantageous the terrain will be to a player.
After then, the update will be posted. Since I am relatively free nowadays, I can probably do one update per week as long as players keep the orders coming in. I would begin updating once I receive more than half of the players’ orders. However, I prefer that ‘normal phase’ orders be done by Thursdays, ‘combat phase’ by Sundays and updates out on Mondays.
One turn represents the passing of two years.

As another note, I will play the kingdom of Zhou who is the overlord of China. Nobody cares about him since someone needs to be praying to Heaven for fertility and so that the other states can actually do the real business of fighting for supremacy. You may attack Zhou if you wish, but you have to make sure that your people truly believe that you have the Mandate of Heaven. Otherwise, rebellion can start… *evil grin*
Stories, while not necessary, would provide benefits if they impress me sufficiently. And I want innovation! AT Mines to dogs and such! :D


Spoiler Economy :
Economy
Economy represents the taxes received from your cities and their outlying farms both in the form of farm produce and copper/iron cash which can be used to improve the lot of your citizens, build your military or be lavished on personal concubines. Every turn, you will have revenue to spend, depending on your economy level and the number of cities you have. Each city you own apart from your capital provides two ‘revenue points’ in addition to the revenue provided by your capital, which is determined by your economic level. The economy levels, along with their respective capital bonuses are: -

Imploded (1), Shattered (2), Depression (3), Recession (4), Stable (5), Growing (6), Strong (7), Prosperous (8), Booming (9), Powerhouse (10)

So, for example, if you have a Growing economy and three additional cities in your territory, you would have 12 points (6+6) of revenue. Random events and good stories can alter the amount of revenue received and economic level in the capital.

To upgrade your economy, you need to invest the economy of the next level plus 1. For example, if you have a Stable economy, you need to invest 6 RP to upgrade to Growing.

Of course, where there is revenue, there are always expenses. Your armies and navies need to eat and earn something in return for their services, don’t they? Unit upkeep is determined on the will of God (i.e. me).

The Economy stat will show how much have invested and how much you generate. Below it would be stats showing your effective eco generation (ie: after upkeep has been taken off) and how much you have in your bank. If your effective generation is negative, your troops will fight badly and one random stat will drop one level for each negative point.


Spoiler Military :
Military
What would the Warring States be without war? Or the objects to execute that war? I’m talking about your military! Your armed forces are divided into two general branches, Army and Navy. To increase either one, write in your orders how many troops of what type you want recruited. The number of troops recruited will depend on your population and how many people volunteer. Of course, you can start a press-gang but the people won’t like it. Just as a note, you may think that the numbers involved are huge. However, you have to remember that this is China and all sorts of agricultural innovations (like iron ploughs and irrigation systems) have caused a population boom, creating a total population numbering in the tens of millions. Battles in this period involve any number between 500 combatants to 1 million!

Army
The usual group of people. Footsloggers and the such. In this case, the Army runs (or ruins) your battles on land.
Navy
You may wonder, why do I need a Navy in a landlocked place like China? Well, for one thing, China has lots of rivers and for another, the rivers are huge. Sometimes, a battle may be decided by the prowess of your Navy, especially when you want to fight across the border.

If you wish to create your own units, feel free to. Just tell me what they are and I shall determine whether it is possible and the prices to recruit and train such units.


Spoiler Education :
Education
The Warring States period was a time of unprecedented technological innovation. Your technological level determines your chances of being able to create a new invention, or being able to notice another army’s new-fangled unit and develop a version of it. You may spend revenue points to upgrade it or write really good stories. The technological levels and their costs to increase are listed below.

None (1), Dumb (1), Illiterate (2), Barely Literate (3), Literate (5), Educated (7), Intelligent (10), Enlightened (no need to upgrade)


Spoiler Confidence :
Confidence
This reflects how much confidence the people have in you as a leader. If they really like you, you may be able to recruit more people into your armed forces and can speed up your projects. If they don’t like you, you might find them aiding the enemy in battle or even trying to revolt against you. To upgrade this stat, you would either have to write a good speech to the people, or spend revenue points, which represents tax cuts, bribes, etc. The levels of confidence and the cost to upgrade are: -

Lynching (cannot upgrade with RP), Furious (cannot upgrade with RP), Angry (8), Resentful (6), Tolerating (3), Respecting (4), Admiring (6), Loving (8), Ecstatic (no need to upgrade)


Spoiler Philosophy :
Philosophy
The closest thing in this NES to religion, the Spring and Autumn period and the following 150 years prior to the Warring States period was a catalyst of thinking and promoted the Hundred Schools of Thought. The philosophy you choose would have an impact on the people in various ways, discussed in the Philosophies post below. You can create your own philosophy if you want but changing the peoples’ beliefs will cause a change in confidence, depending on how you propose the transition as well as the differences in philosophy. If you change from a repressive philosophy to a free one, you may get an increase in confidence but more often than not, you’ll get a drop since there is such a thing called ‘mental inertia’.
Each different official state philosophy has different effects on your governments and will also determine how your generals act in combat situations, so look carefully at the descriptions.


Spoiler Projects :
Projects
Feel free to start projects which improve (or worsen) the lot of your people. Tell me the project, and I’ll tell you how long it would take and how much you need to invest. Establishing a city is also considered a project which will require at least 10 revenue points and a number of turns, which depends entirely on how large your own state is, etc.


Spoiler Credits :
Credits
I combined some aspects of rules from almost everyone else’s NES, but most notably, das, Stormbringer, RealGoober, erez87 and North King. Also, thanks to Insane_Panda for doing up the map – twice, if I may add. The ‘combat phase’ is something I thought up of and it certainly won’t work for a world-scale NES (too many things to think about) but I thought I’d try it out on this small-scale NES. I’d also like to thank my mother, my father, my grandpa, my mechanic, my mechanic’s sister-in-law’s cousin’s maid’s granddaughter’s niece’s uncle’s son-in-law, my recording company, God, the fans………


Spoiler Disclaimer :
Disclaimer
I have done a lot of research into this period. However, for the sake of simplification, I have omitted some details regarding the period and as such, have diverged somewhat from the real occurrences during the Spring and Autumn Period and Warring States period in China. Also, due to a slight lack of some sources, I have taken the liberty to add other details as necessary. So, to all the reality police out there, my sincerest apologies… Also, since this is my first NES, I want to see how well I can mod something.
 
Military Units

Spoiler General Units :
Peasant Levy (Army)
Exactly what is says. By enacting a call-to-arms, a percentage of the able male population would be called up to war. Usually rather pathetically armed, with nought more than the clothes on their back as armour, and their farming implements as weapons. All they need, though, is just food to keep their bellies filled. Needless to say, if you don’t control them well, or take them to battle for too long, the crops will fail, morale will drop and there won’t be anymore peasants to fight for you.

Regular Infantry (Army)
These people are the professional soldiers in the army. They are certainly better than the peasant levy and are armed with a variety of bronze weapons usually the dagger-axe or gu) and lightly armoured (leather pieces, hardened with urine, and strapped together). Of course, they want more than just food to sustain them but at least they won’t be thinking so much about their crops back home.

Archers (Army)
Professional soldiers armed with recurved short bows. In Chinese warfare, archers are typically used as skirmishers or to provide volley fire against cities or enemy armies. Depending on the training level of your archers, they can achieve ranges of 50 to 150 metres and a rate of fire of between 5 to 15 rounds per minute.

Crossbowmen (Army)
The new invention of the crossbow during the Spring and Autumn Period created a weapon with further range and more power than the conventional recurved bow. Unlike Western crossbows, the construction of the Chinese crossbow was relatively simple and didn’t have such a slow reload time, though it was slower than a recurved bow due to the greater power of the crossbow. Its only downside is that crossbows are more expensive to make. A typical crossbowman can achieve a rate of fire of 3 to 9 rounds per minute and achieve ranges of between 100 to 400 metres.

Chariots (Army)
These are the elite of your troops. On the heavy side, Chinese chariots are typically pulled by four horses and holds three soldiers, one chariot driver and two warriors who can be armed with spears or bows. They are highly expensive to recruit and maintain but have a massive shock value against foot-troops. One of the principal tactics for chariots during this period was that a small body of infantry (about 50 men) is attached to the chariots so that the chariot becomes the nucleus of the formation which fights around the chariot.

Fighting Junk (Navy)
The basic workhorse of any Navy, this ship is a typically beamy junk ship, powered by sails and can hold marines who will fire arrows onto enemy ships or even board them and fight hand-to-hand. They are the general river warfare boats and have limited seafaring capability.

Spoiler Unique Units :

Qin Infantry (Army – Qin only)
The Qin, being a highly militaristic organisation, discovered that their vast supplies of iron ore were good not only for ploughs and farming implements but also for weapons. As such, Qin armies use iron weapons which are not only cheaper, but superior in combat.

Siege Crossbow (Army – Qin only)
One of the scarier weapon systems to come out of Qin, the siege crossbow is a crossbow about 7 feet in width and manned by two men. The first man lies on the ground, pushing out the bow with his feet and pulling the string while the second man loads the quarrel onto the weapon system. While the rate of fire is usually limited to 3 or 4 rounds a minute, the range which can be achieved by these bows are up to 1000 metres, with the capability to pierce wooden structures at 600 metres. Needless to say, a LOT of training is needed to master shooting and loading this weapon.

Shu Infantry (Army – Shu Ba only)
Being brought up in the mountainous terrain of the state of Shu, the semi-barbarian Miao minorities have superior skill in the mountains and are willing to fight to defend their homeland. They are also highly patriotic and willing to answer calls-to-arms as necessary. They are lightly armed with various equipments like bows and other Chinese weapons.

Ba Boat (Navy – Shu Ba only)
The Ba boat is the naval unit of the Ba (Miao) people. Used as transportation up and down the Yangzi, the Ba boats are oar-powered and on occasion, have been used for military purposes, carrying archers. While unable to fight with the Fighting Junk one-on-one, the Ba Boat can navigate the shallower and narrower waters upriver.
 
Philosophies

Spoiler Local Philosophies :
Confucianism
Analects II. 3. said:
"Lead the people with administrative injunctions and put them in their place with penal law, and they will avoid punishments but will be without a sense of shame. Lead them with excellence and put them in their place through roles and ritual practices, and in addition to developing a sense of shame, will order themselves harmoniously."
A philosophy based on the Analects of Confucius, which uses analogy and tautology to explain its ideas. The general concept of Confucianism is that everything has its own fixed and defined purpose in life and all must conform to it to maintain order. Behaviour is highly formalised and the concept of rulership is based on a “leadership-by-example” method.

Daoism
Daoism is based on the concept of wu wei, or ‘action with inaction’. This does not mean, "sit doing nothing and wait for everything to fall into your lap". It describes a practice of accomplishing things through minimal action. By studying the nature of life, you can affect it in the easiest and least disruptive way (using finesse rather than force). The practice of working with the stream rather than against it is an illustration; one makes progress the most not by struggling against the stream and thrashing about, but by remaining still and letting the stream do all the work.

Legalism
Han Feizi said:
…if a gate guard go fetches a blanket for the king who has just dozed off, he is being irresponsible to his official duty and deserves punishment.
Legalism is the closest one could get to totalitarianism in China. The belief of Legalism is that men are naturally evil and in order to control them, severe laws must be enforced on the people. If the laws are enforced, then the position of the ruler, and not the ruler himself would have all the power.

Mohism
Mohism is a deviation of Confucianism but deviates sufficiently to be considered Confucian heresy. Mohists have a highly utilitarian concept of the world and promotes the concept of universal love. Tradition, the Mohists believe, are inconsistent. The Mohist book, Mo Zi, denounces offensive warfare, extravagant funerals, and music, amongst other things but promotes early marriage and frugality. Mohists also have an obsession with developing the sciences (especially that of fortification).

Spoiler Foreign Philosophies :

Who knows...? They might just come in....
 
Nation Stats

all cities are listed in an anti-clockwise direction from the capital

Spoiler PC Nations :
Shu Ba
Leader/Player: King Shan / fantasmo
Capital: Shu
Other Cities: Ba
Philosophy: None
Economy: Recession (0/6)
Effective Revenue: 3 eco / turn ; Banked Eco: 0
Education: Barely Literate (2/3)
Confidence: Loving (0/8)
Military: -
Army: 100,000 Shu Infantry
Navy: 350 Ba Boats
Projects:
Completed Projects:
Notes: The semi-barbarian states of Shu and Ba are the homes of the Miao minority people. Simple and peace-loving, they have nothing to worry about as their lands are suitable only for pasture and small-time agriculture. Like the Scottish Highlanders, the Miao people are very friendly to visitors, even the Chinese.

Yue
Leader/Player: King Goujian / alex994
Capital: Wu
Other Cities: None
Philosophy: Confucianism
Economy: Prosperous (0/8)
Effective Revenue: 3 eco / turn ; Banked Eco: 0
Education: Literate (2/5)
Confidence: Respecting (0/4)
Military: -
Army: 177,948 Regular Infantry, 21,000 Crossbowmen
Navy: 30 Fighting Junks
Projects:
Completed Projects:
Notes: By means of trickery and deceit (as well as some intelligent planning), the once tiny state of Yue became a major power by conquering the state of Wu. It ended the Spring and Autumn Period on the way up in the world, and the land-holdings of the Wu capital are large, allowing massive profit for one city.

Zhao
Leader/Player: Duke Xian / blackheart
Capital: Jinyang
Other Cities: Handan, Dai
Philosophy: Confucianism
Economy: Recession (0/8)
Effective Revenue: 3 eco / turn ; Banked Eco: 0
Education: Literate (0/5)
Confidence: Admiring (0/6)
Military: -
Army: 100,000 Peasant Levy, 100,000 Regular Infantry, 50,000 Archers, 30,000 Crossbowmen, 2,100 Chariots
Navy:
Projects: Calligraphy Academy (0/7 eco, 0/2 turns)
Completed Projects:
Notes: Zhao is one of the “Three Jins”, or the states which were formed from the break-up of Jin state 20 years ago. The Zhao people are no strangers to warfare, with constant incursions from the Xiongnu barbarians in the north. These barbarian raids have disrupted Zhao economy for a long time, and as such, a new army has recently been recruited by Duke Xian.

Wei
Leader/Player: Duke Wen / Grandmaster
Capital: Anyi
Other Cities: Puyang, Pingyang
Philosophy: Confucianism
Economy: Prosperous (0/12)
Effective Revenue: 6 eco / turn ; Banked Eco: 6
Education: Educated (0/7)
Confidence: Respecting (0/4)
Military: -
Army: 200,000 Peasant Levy, 120,000 Regular Infantry, 30,000 Archers, 1,100 Chariots
Navy:
Projects:
Completed Projects:
Notes: The second of the “Three Jins”. Wei has the benefit of owning the highly fertile banks of the Wei River and Huang He. However, its territory is very tempting for the surrounding states and its central position might make it difficult to expand.

Qin
Leader/Player: Ying Shi Ti / Warman17
Capital: Qin
Other Cities: Nancheng, Yong
Philosophy: Legalism
Economy: Stable (0/9)
Effective Revenue: 4 eco / turn ; Banked Eco: 0
Education: Literate (0/5)
Confidence: Resentful (1/6)
Military: -
Army: 188,000 Qin Infantry, 15,400 Siege Crossbows, 89,400 Crossbowmen, 530 Chariots
Navy: 50 Fighting Junks
Projects:
Completed Projects:
Notes: The state that saved the Zhou Dynasty. Formerly a mere barbarian state on the fringes of the Middle Kingdom, Qin has developed much over the last 500 years. Influenced by developments in Qu, Qin was the second state to use iron weapons, and to good effect. The people, although extremely resentful against the Qin government due to their Legalist laws, are relatively happy because many victories have been gained and the Qin economy is improving.

Yan (aka Manchuria)
Leader/Player: Duke Xuan / Sheep2
Capital: Ji (aka Beijing)
Other Cities: None
Philosophy: Daoism
Economy: Growing (0/6)
Effective Revenue: 4 eco / turn ; Banked Eco: 0
Education: Barely Literate (1/3)
Confidence: Respecting (0/4)
Military: -
Army: 10,000 Regular Infantry, 5,000 Crossbowmen, 200 Chariots
Navy: 15 Fighting Junks
Projects: Great Leap Forward (3/30 eco, 0/6 turns)
Completed Projects:
Notes: Although relatively large in terms of landholdings, Yan state only had one major city, their own capital, Ji. While the weakest of the seven main Warring States, their only dangers are the states of Zhao and Qi, while the Donghu barbarians are relatively passive.

Qu
Leader/Player: King Dao / Contempt
Capital: Ying
Other Cities: Shoujun, Cai, Chen, Fangcheng, Wan
Philosophy: Confucianism
Economy: Shattered (0/12)
Effective Revenue: 8 eco / turn ; Banked Eco: 0
Education: Literate (0/5)
Confidence: Resentful (0/6)
Military: -
Army: 66,250 Regular Infantry, 87,000 Crossbowmen, 1,665 Chariots
Navy: 140 Fighting Junks
Projects: Roadway Project (2/10 eco, 0/4 turns)
Completed Projects:
Notes: At one stage of the Spring and Autumn Period, Qu state was the strongest hegemon in the region. Several years before, the Duke of Qu declared himself King, going totally against accepted protocol that the Zhou was the overlord of the Middle Kingdom. This action earned the vilification of other Chinese people, who began regarding Qu as less than human.
However, the last king had been assassinated, turning Qu into a state of turmoil. Corruption is rife in the courts, the people suffer under despotic governors as well as constant floods from the Yangzi and the new king, King Dao is under threat of his own assassination. Even now, the “Three Jins” look into Qu territory with greed.

Lu
Leader/Player: Duke Kong / Tyrion
Capital: Qufu
Other Cities: Xie, Teng
Philosophy: Mohism
Economy: Growing (3/10)
Effective Revenue: 6 eco / turn ; Banked Eco: 0
Education: Educated (3/7)
Confidence: Tolerating (0/3)
Military: -
Army: 290,000 Peasants, 100,000 Archers, 100 Chariots
Navy:
Projects:
Completed Projects:
Notes: Although Lu is the birthplace of Confucius, Confucianism did not take strong hold in the small state of Lu. Instead, Mo Zi of Song’s ideas spread a lot in Lu as well of Lao Zi’s Daoist ideas, making Lu a melting pot of intellect. As such, Chinese people agree that people of Lu are the most intelligent and wise and many states want people from Lu to serve them.

Spoiler NPC Nations :
Zhongshan
Leader/Player: Duke Yu
Capital: Zhongshan
Other Cities: None
Philosophy: Legalism
Economy: Stable (2/5)
Effective Revenue: 4 eco / turn ; Banked Eco: 0
Education: Literate (2/3)
Confidence: Resentful (0/6)
Military: -
Army: 15,000 Regular Infantry, 50 Chariots
Navy:
Projects:
Completed Projects:
Notes: The tiny state of Zhongshan is actually nothing more than a city and its surrounding lands. The duke follows a strict Legalist philosophy and because of that, managed to recruit an army larger than was possible for such a tiny state.

Song
Leader/Player: Duke Mu
Capital: Shangqiu
Other Cities: None
Philosophy: Mohism
Economy: Strong (2/7)
Effective Revenue: 6 eco / turn ; Banked Eco: 0
Education: Literate (2/5)
Confidence: Tolerating (2/3)
Military: -
Army: 60,000 Regular Infantry, 30,000 Crossbowmen, 200 Chariots
Navy:
Projects:
Completed Projects:
Notes: Song is the birthplace of Mo Di, founder of Mohism. Considered one of the luckier states, Song has been saved many times thanks to the intervention of loyal and intelligent advisors, one incident involving Mo Zi himself.

Qi
Leader/Player: Duke He
Capital: Linzi
Other Cities: Langya
Philosophy: Daoism
Economy: Stable (3/7)
Effective Revenue: 5 eco / turn ; Banked Eco: 0
Education: Barely Literate (2/3)
Confidence: Tolerating (2/3)
Military: -
Army: 60,000 Regular Infantry, 25,000 Crossbowmen, 200 Chariots
Navy: 15 Fighting Junks
Projects:
Completed Projects:
Notes: Constant harangued by foreign invasions and domestic troubles, Qi state has certainly seen better days. In recent years, Tian He usurped the throne of Qi from the incompetent Jiang Kang, causing yet more domestic turmoil, but hopefully looking to a better future.

Han
Leader/Player: Duke Lie
Capital: Yangzhuo
Other Cities: Yiyang
Philosophy: Legalism
Economy: Strong (3/9)
Effective Revenue: 7 eco / turn ; Banked Eco: 0
Education: Literate (3/5)
Confidence: Angry (3/8)
Military: -
Army: 100,000 Peasant Levy, 30,000 Regular Infantry, 20,000 Archers, 30,000 Crossbowmen, 500 Chariots
Navy:
Projects:
Completed Projects:
Notes: During the break-up of Jin state, the Han (not to be mistaken with the Han Dynasty later in China) was the state who came out of it worst. Taking a position of the ‘gatekeepers’ to the North China Plain from Qin, constant warfare has taken its toll on the people’s confidence, especially since Duke Lie has constantly recruited troops into the army and the fact that the ruling dynasty, Zhou, has not lifted a finger to help.

Zhou
Leader/Player: Zhou Anwang / Unplayable
Capital: Luoyang
Other Cities: None
Philosophy: Confucianism
Economy: Powerhouse (0/10/0)
Effective Revenue: 0 eco / turn ; Banked Eco: 0
Education: Enlightened
Confidence: Ecstatic
Military: -
Army: 240,000 Regular Infantry, 150,000 Crossbowmen, 1,000 Chariots
Navy: 50 Fighting Junks
Projects:
Completed Projects:
Notes: Ever since the sack of Hao more than 300 years ago, the Zhou Dynasty has never held any real power, maintaining only symbolic power as Emperor and overlord of the Middle Kingdom.

Spoiler Map, In the Beginning :

WarringStatesT1.png

Legend
Yellow - Shu Ba
Red - Qu
Light Green - Qin
Orange - Han
Light Blue - Zhou
Purple - Wei
Dark Blue - Zhao
Magenta - Zhongshan
Brown - Yan
Grey - Qi
Beige - Lu
Dark Green - Song
Translucent Pink - Yue
 
I want Shu!!
 
I want Yue...
 
Somebody is infringing on my Copy-write Spoilers . . . I demand payment!

Spoiler :

I am kidding. But I do want payment *shifty eyes*


Looks like a good NES. No Canada, though, so i cannot join.
 
Once I get 6 players, I think I can start up. I'd prefer more though.

I have three right now.
 
ignore.....for now....;)
 
The rules for this NES look like some of the most innovative and interesting I've ever seen, especially the concept of the Combat Turn, which reminds me of a wargame I played over at SCC.

Therefore, I will join as Wei.

Time to go research ancient Chinese tactics....
 
Yeah and Shu dissapeared. well if i cant be them or Wei as they are taken... I will take Lu. If Shu reapears can i take my previous reservation and join as them and if Wei drops out though im sure he/she wont i will replace them. But for now i will command Lu the thinkers.
 
Oh what the hell I`ll take the Wei.Just dont expect some revolutionary tactics or stories from me.Just plain old crazy horde rush from me.
 
Oh damn,nevermind.
 
Can you put names of the Nations on map too? I have no clue what color Beige is. BTW, who won, historically?

Zhao
Leader/Player: Duke Xian
Capital: Jinyang
Other Cities: Handan, Dai
Philosophy: Confucianism
Economy: Recession (0/4/4)
Education: Literate (0/5)
Confidence: Admiring (0/6)
Military: -
Army: 100,000 Peasant Levy, 100,000 Regular Infantry, 50,000 Archers, 30,000 Crossbowmen, 1500 Chariots
Navy:
Projects:
Completed Projects:
Notes: Zhao is one of the “Three Jins”, or the states which were formed from the break-up of Jin state 20 years ago. The Zhao people are no strangers to warfare, with constant incursions from the Xiongnu barbarians in the north. These barbarian raids have disrupted Zhao economy for a long time, and as such, a new army has recently been recruited by Duke Xian.
 
Back
Top Bottom