DaftCivNES

@Matt, that is true, you must commit all Raw points to raising troops, or to claiming resources.

The 'Armies' represent organisation/leadership. You'll get free units sometimes, but really need to use Raw/Eco points to build up troops (maybe it could be simplified in a later game).

Update soon!
 
I don't think it could be any simpler to be honest.

EDIT:
Well, i mean, we could play checkers... but this is as simple as a NES should ever be. I say that as a compliment.
 
Yes... I aspire to being a great artist, one who begins with simplicity, evolves through complexity, and then returns again to simplicity, where every stroke is considered genius :)
 
Orders have been changed accordingly:

Zora: Matt0088
Culture: Phoenician / Egyptian
Traits: Commercial, Expansionistic
Com / Raw / Eco: 1 / 2+1 / 1
Military: 1 Warrior, 1 Archer, 2 Galleys
Civics: +1 Freedom, +2 Enterprise, +1 Decentralised
Techs: Irrigation, Bronze Working, Currency
Spoiler CAMPS, THEY'RE EVERYWHERE!!! :
1.) Use 1 Raw point to create a camp [Sparicis] next to the grain in between Karsat and Atenak.
2.) Use 1 Raw point to create a camp [Itonor] on the coast near the horse between Hattar and Shawa.
3.) Use 1 Com point to help gain influence over Nashwan, so when a Zorite camp [Phalan] is established down river, no or little hindrance is met from them. Specifically settle the camp in the middle of the two grain resources with 1 Raw point.
4.) Use 1 Eco point to create a market in Zora, or some similarly related building to boost trade.
PLAN:
- Currently, the plan is to gain access to as many trade markets and peoples to interact and gain from to amass a trade network based in Zora, which goes in nice synergy with my Expansionist trait. However, probably by next turn, I'll have to slow down the pace of expansion and actually develop any of my 6 camps and in general, consolidate.

Feel free to change any of the names. The only had a 10 seconds of thought put into them, so I wouldn't mind in the least if you do.:)

:salute:
 
3500 to 3000 BC

The peoples of Orn build a great monument: the 'Great Rendezvous Mound' as it is known in the old language. Beginning as a trading post, it soon evolves into a great gathering place and ceremonial centre. Ornite influence and trade continue to spread across the region. The Ornites currently enjoy a very stable leadership, and have begun taking to the sea in simple galleys. But for now they remain an isolated civilization...

In the south, the armies of Kirumba grow stronger. And nearby, the civilized city-state of Chauka emerges. Will there one day be conflict between these two peoples?

The sea kings of Ymo travel further across the waves and forcefully annex the lands of Okor, angering the other tribes of the north. Meanwhile the great 'Sea Stones' are built on the island of Gerb, functioning as a navigation aid, calendar, and a monument to the seafaring skills of the Ymo, which are clearly beyond anything else in the world at this time. While Gerb is not fully assimilated into Ymo culture, the amount of trade goods flowing into Ymo itself sees the old settlement evolve into a bustling city, on par with those in the east. Already, coins of the Zora and Tirza find their way into the Ymo treasure hoards. The Ymo are however dangerously short on allies in the region...

The Tirza begin an aggressive expansion eastwards, learning the idea of horse taming in the process. Meanwhile the blacksmiths of Tirza develop superior metal casting to anything else in the world; armed with fine bronze weapons and fearsome war chariots, the Tirza now have a formidable war machine. It is however worn down by many small battles with the eastern peoples (-1 Spearman, -1 Swordsmen); the Nurt and Hattar are evicted from their homelands, but are not totally defeated.

The Thugge enjoy more peaceful times in the north, building the offshoot-city of Taer-Saggar; there is friendship with the Taer peoples, while the people of Riusa are more forcefully 'encouraged' to enter the Thugge sphere of influence.

The city-state of Narui emerges in the east, benefiting from both Thugge and Tirza influences.

The Zora enjoy further expansion of trade, and gain influence over the southern peoples of Nashwan. But their interfering begins to offend some of the other tribes. Partly driven by the need to keep track of trade deals, the Zora make breakthroughs in mathematics. But the Zora leadership now becomes notoriously unstable; settlements near the Nashwani river threaten to break away, while the trade outpost on Aruete island also threatens to go independent, perhaps to form a new city-state, like the newly-risen city of Nrete - culturally influenced by the Zora, but currently on an independent path.

The Oskfite peoples return to simple tribalism, abandoning their political and ceremonial centres to the ravages of time. No one can say for sure why their civilization collapsed, but it may have something to do with a chain of migrations at this time...

The Ikraami continue to fight with the Ghula, these ceremonial battles gradually become more serious. The Ikraami also come into contact with the Ujad nomads, and these battles are serious from the start. Bunjin religious influence is noted among both these tribes (-2 Warriors). The Ikraami expand their territory, forcing the Ujads west, and begin farming horses, making use of them to drive war chariots - Ikraami may have been the first to use chariots, the concept being spread westwards to the Tirza, though this is debatable.

While Bunjin influence spreads westwards, so far there is no direct conflict with Ikraami. Bunjin culture and philosophy reach new heights, and inspire the people of Gaiu, who build a city-state based on the Yanshan model. Bunjin religion spreads in other directions, but is rejected by the peoples of Hamapura, who are rapidly emerging as a new power in the south.

NOTE: Terrance888 is now in the game. But MYSTERY PLAYER is welcome to re-ignite Oskfite culture if they want.

NOTE: The Ikraami 'Art of War' wonder is still incomplete. 4 of any kind of points (Com, Raw or Eco) are needed to complete it.

NOTE: I decided that NPC city states can now compete for and own resources.

MAP:

Spoiler :
t2aa.png


mapexper.png


STATS:

Spoiler :
Orn: Blaze Injun
Culture: Algonquian (native american) with Norse elements
Traits: Commercial, Seafaring
Com / Raw / Eco: 2 / 3+1 / 1
Military: 2 Warrior, 1 Archer, 1 Galley
Civics: +2 Centralised
Techs: Bronze Working, Alphabet, Masonry

Kirumba: Badunoff
Culture: Mayans, with Roman aspects
Traits: Expansionistic, Scientific
Com / Raw / Eco: 1 / 2 / 0
Military: 1 Warrior, 4 Archers
Civics: +2 Control, +2 Privilege
Techs: Alphabet, Masonry

Ymo: Massive_Attack
Culture: Saxon, Frank, with Korean aspects
Traits: Commercial, Seafaring
Com / Raw / Eco: 1 / 4+1 / 1
Military: 2 Warriors, 3 Galleys
Civics: +1 Freedom, +3 Enterprise
Techs: Alphabet, Mysticism, Bronze Working, Currency

Zora: Matt0088
Culture: Phoenician / Egyptian
Traits: Commercial, Expansionistic
Com / Raw / Eco: 1 / 2+2 / 1
Military: 2 Warrior, 1 Archer, 2 Galleys
Civics: +1 Freedom, +2 Enterprise, +2 Decentralised
Techs: Irrigation, Bronze Working, Currency, Mathematics

Tirza: Nuclear Kid
Culture: Hebrew, Ottoman, with Roman aspects
Traits: Militaristic, Industrious
Com / Raw / Eco: 1 / 3+1 / 1
Military: 1 Spearman, 1 Swordsman, 1 Archer, 1 Chariot
Civics: +2 Control, +1 Centralised
Techs: Bronze Working, Masonry, Currency, Metal Casting, The Wheel

Thugge: Immaculate
Culture: mainly Babylonian
Traits: Commercial, Secretive
Com / Raw / Eco: 2 / 3 / 2
Military: 1 Warrior, 3 Spearmen, 3 Archers
Civics: +2 Control, +1 Enterprise, +2 Centralised
Techs: Bronze Working, Alphabet, Mysticism, Irrigation, Currency

Ikraami: Eltain
Culture: Mongolian, Egyptian
Traits: Expansionistic, Militaristic
Com / Raw / Eco: 1 / 4 / 0
Military: 2 Swordsmen, 2 Archers, 1 Chariot
Civics: +2 Control, +1 Privilege
Techs: Bronze Working, Mysticism, The Wheel

Bunjin: ChiefDesigner
Culture: Jin or Bunjin tribes resemble other Southeast Asian semi-Sinicized tribes.
Traits: Diplomatic, Religious
Com / Raw / Eco: 2 / 2+1 / 1
Military: 1 Warrior, 1 Archer, 1 Chariot
Civics: +2 Freedom, +2 Decentralised
Techs: Mysticism, The Wheel, Writing, Bronze Working, Irrigation, Philosophy

Hamapura: Terrance888
Culture: Siamese/Confucian, with Japanese and Germanic elements
Traits: Industrious and Militaristic
Com / Raw / Eco: 1 / 2 / 0
Military: 2 Warriors, 1 Archer
Civics: +1 Control, +1 Centralised, +1 Privilege
Techs: Bronze Working, Mysticism, Alphabet
 
Cool burning hut effect.

Two quick questions:
Should my army have more stars for leveling them up? (2 command points spent)
Should i get more eco for having a second city?

So thats the two thing i was really expecting but i was also sort of hoping for this one:
Does building a city on a major trade hub (the western sea) get me + raw resource like the other nations trading in that region?

Also, just noticed: I got cows now?!? should i get more raw???

Sorry if this sounds petty... i hope it doesn't?

Anyway, cool update- especially the burning huts!

EDIT: The more i look at the map, the more awesome i realize it is.
 
Cool burning hut effect.

Two quick questions:
Should my army have more stars for leveling them up? (2 command points spent)
Should i get more eco for having a second city?

Yes and yes, I messed up, going too fast :) Uploading edited map as I type this.

So thats the two thing i was really expecting but i was also sort of hoping for this one:
Does building a city on a major trade hub (the western sea) get me + raw resource like the other nations trading in that region?

I don't see it placed as a major trade hub right now, however that will probably change later...

Also, just noticed: I got cows now?!? should i get more raw???

I kinda randomly moved a dot from the fish to the cows, seemed like there would be a change of focus, it didn't seem right to have those cows un-used :)
 
Immaculate / Thugge did use Eco to build a city (2 eco per city usually, but you get a minimum of one). I have also made some 'camps' into cities based on what I thought should happen :)
 
Hey,

The rules state:
* build cities: Build one new city for every three Eco points, but you can always build a minimum of one.

The minimum of one is a city? Without 3 Eco? Or is it a minimum of 1 Eco per city?

Questioning is so I do it right not to cause problems.


Blaze Injun
 
Hey,

If anything needs changed can do.

Orn: Blaze Injun
Culture: Algonquian (native American) with Norse elements
Traits: Commercial, Seafaring
Com / Raw / Eco: 2 / 3+1 / 1
Military: 2 Warrior, 1 Archer, 1 Galley
Civics: +2 Centralized
Techs: Bronze Working, Alphabet, Masonry

Orn Orders #3
Spoiler :
1 Command point influencing Turwara
1 Command point influencing the Hoka to join the Orn.
4 Raw for tinkering of anything to do with trade such as Currency, Mathematics, Languages & Writing
1 Eco Point for Research into building bigger & better ships
Send Fleet to Agai to inquire into furs.


This is a test the waters game right. Questions are good right? :)

Blaze Injun
 
NOTE: I changed my stats (which had me at 3 Raw) to 4 raw, to reflect the map, and my captured horse resource.

Ikraami orders:

Spoiler :
Ikraami: Eltain
Culture: Mongolian, Egyptian
Traits: Expansionistic, Militaristic
Com / Raw / Eco: 1 / 4 / 0
Military: 2 Swordsmen, 2 Archers, 1 Chariot
Civics: +2 Control, +1 Privilege
Techs: Bronze Working, Mysticism, The Wheel

1 Command: Add level of veterancy to my newish Army.

4 Raw: Finish Art of War.Villagers rejoice.

Helmet Army: Should be set in defensive mode between Sadaf, Ikram and the Art of War. If the "ceremonial" battles with Ghula continue and become more serious, attack and force their hand, making them retreat into Yanshan homelands, or just send them eastwards. More soldiers should be in here, than in the Sword army.

Sword Army: Move to Rhoa, and capture it. Little resistance should be met, but be prepared. Once it's captured and subdued, move back to the Art of War. Less soldiers should be in here, than in the Helmet army.



QUESTION: Should I, from now on, tell you exactly how many "units" of each kind there are, in each individual army? Basically, placement of units? I don't know how you're going about doing this, so I thought I'd ask before I jump right in. EDIT: laziness forces my hand. I'll adjust accordingly next turn :D
 
An attempt at some background/story:

The origin of Hwe is said to come from one of the early Kyungs* of Ymo--Oswalo. Since before oral history, the people of Ymo have relied upon the sea for much of their food. They have found and harvested many types of fishes.

It was common for fishermen and the people who lived near the harbor to eat parts of the fish raw. Often times it was the parts of the fish the other richer people did not want or because the fisherman did not want to waster precious wood to cook the fish. But for the nobility and king, eating raw food was considered beneath their dignity. Like his father, Kyung Oswalo never ate raw seafood and did not even consider it an option, for his cooks never would suggest it.

One day, a fisherman was brought before the Kyung. The ministers claimed this fisherman was stealing from the Kyung stock of fish. The fish were picked for the Kyung were the best and largest, and to take from the Kyung's take was punishable by death.

Oswalo, irate that the man dare steal his food berated the fisherman and demanded to know why he stole from the Kyung's stock.

The fisherman replied that the fish was being wasted. The Kyung asked why it was wasted. The fisherman said becuase it was cooked, that the best fish should be eaten raw so it would provide the best taste.

The Kyung called in the head cook of the house and asked him if what the fisherman said was true. The cook denied it profusely, swearing that fish tasted better and was safer only cooked. Only the lowest poorest persons ate fish raw.

The fisherman protested and asked for a chance to show the truth. If he was right then he did not waste the Kyung's fish, but saved it and should not die. If he was wrong the he would suffer the fate of a fishstealer--to be sacrificed as food to the sea.

Oswalo though on this and decided to a challenge. He ordered his chef to prepare his best cooked fish and to the fisherman to prepare his best raw fish. The one that was better would survive, the loser would be sentenced to death.

The fisherman and the chef retired to prepare their meals. The chef, confident in his skill, prepared his best cooked fish dish--a traditional Ymo fish soup. The fisherman chose the best and freshest fish he saw and with great skill sliced it into thin pieces.

At the dinner, the two presented their meals the Kyung. First Oswalo tasted the fish soup. Oswalo ate the whole soup quickly and when finished it he declared it was the best soup he had ever eaten. The ministers gloated in their superiority, but the fisherman was undeterred.

Oswalo then ate the raw fish with instruction by the fisherman on the proper method. The king ate the first piece very slowly, then then a second and again and again until they were all gone. After the king finished the meal he sat silent for many minutes. Finally, he spoke and declared that the fish was such a joy to his mouth and was fit for a Kyung. It is even said that he cried.

The fisherman became the new head cook for the Kyung, giving him raw fish every day for the rest of his life. The old head chef was sent out on a boat and sacrificed to the sea. To this day, the royalty and nobles eat the finest raw seafood, now named after that fisherman--Hwe.

* - king
 
Hey,

The rules state:


The minimum of one is a city? Without 3 Eco? Or is it a minimum of 1 Eco per city?

Sorry, that should really be two Eco per city (my mistake)... And I guess I should clear up the rules...

Basically I want it to be the case that, if you commit to this action, anyone can always get at least one city. So yes, without the two Eco. And actually, you won't get to build two cities per turn until you get to four Eco, etc.

This is a test the waters game right. Questions are good right? :)

Yes, and thanks again for your interest in this! No problems with your orders.

NOTE: I changed my stats (which had me at 3 Raw) to 4 raw, to reflect the map, and my captured horse resource.

Ah another mistake, I have fixed that too.

QUESTION: Should I, from now on, tell you exactly how many "units" of each kind there are, in each individual army?

At this point I guess its ok to do that. I want to do the thing where each 'army' is just assumed to have an equal share of your 'military pool', although the most veteran armies will get a better share of your bestest units. And defensive armies will have less cavalry etc.

Is that a Japan equivalent in the east? If so I'd like to setup there.

@MYSTERY PLAYER, that is more like the philippines IMO, Japan-esque people would be a little up north. Anyways you can start there, or re-start the Oskfites if you want.
 
I like your story M.A. Makes me want to eat fish.
 
Hamapura: Terrance888
Culture: Siamese/Confucian, with Japanese and Germanic elements
Traits: Industrious and Militaristic
Com / Raw / Eco: 1 / 2 / 0
Military: 2 Warriors, 1 Archer
Civics: +1 Control, +1 Centralised, +1 Privilege
Techs: Bronze Working, Mysticism, Alphabet

Spoiler :
2 Raw to take those apples south of Hamapura
1 command to influence Mataranu with traders, fishermen ect. Try to make them join us.
Army moves slighty south to defend Apples if needed.

Sociaty
Contrasts with Taoists balance with the acceptance of imbalance of honor and respect. Younger siblings give respect to older, who gives it to parents, to their lord, debitors (people they owe too) and traveling scholars.
BTW, the techs are SO ancient chinese! (except writing for alphabet)
 
None, just command them to go. Army organization (command points to make or free spawn) gives them supplies.

Maybe raw/eco for gigantic or mordern armies? Daft never said.

Story tomarrow! :D. I love daft's games! They are so Inspirational!

EDIT: You inspired me to write the equation for relative enjoyability of NESes in the WWW thread!
 
Thugge: Chapter 2- Part C- Under the Moon

A preface: These events take place long ago, before the last two updates. I wanted to write a series of stories to go with the first update and I sort of slacked off a bit. So if things sound archaic, that’s why.

Under the moon, Niiqiarqusu was sick with anxiety. Shooing away a mosquito that kept buzzing around his face, he stared up at the nearly full orb he could see shining through his open window; it brought him no comfort. The night was hot and though there was a nice breeze, it seemed to only move the heat without providing any cooling relief. Looking across the wooden planks that were the floor of his hut as well as the bed for his entire family, Niiqiarqusu could see that he was not the only one awake. One of his wives, Iltani, the eldest, held his youngest daughter to her breast, relieving her sister wife, Arahunaa, from the duty of feeding her child and allowing her some much-needed rest. This aptly illustrated the cooperation and harmony that existed between his two wives. The child suckled greedily, her fat baby-cheeks sucking sleepily in the night. Niiqiarqusu smiled at Iltani and the child, some of the anxiety bleeding away. Rising, he pulled a hooded cloak around himself and stepped outside.

The tide was out and the air smelled of the sea, fish, decay, and salt. He breathed deeply; he would miss this great river at the mouth of the sea. The moon’s brilliance was that much brighter outside the hut. Its reflection shone on millions of tiny puddles left by the tide on the clay flats. He could see crabs scuttling from puddle to puddle. Downstream, the torch-lights of Assur’s market area were still lit and he could see tiny figures moving about in the distant dark. Before he stepped off the platform his hut was raised upon, Niiqiarqusu reached back to the window and picked up the tiny pile of olive pits he had accumulated that morning; he had a decision to make.

After the group of neighbors had broken up that afternoon, his brother Libluth, two other fishermen, and he, had gone out on their boats. As they cast their nets the fishermen discussed the validity of resisting the ‘Plan’. They argued that the huts they lived in had been their fathers and before them, their grand-fathers, that they would not be evicted without a fight, that when the ‘Voice’ and his cronies returned, they would be ready for them with nets and clubs. Niiqiarqusu had kept his mouth shut, happy to see his brother follow his example. Talk of rebellion was dangerous, no matter the reason. Dangerous and frankly… stupid.

casting%20net.jpg


The brothers Niiqiarqusu and Libluth cast their nets.

And now he had to choose. He was a member of the Circle Society. It was his duty to the Society to inform them of the chatter and half-formed plans of the fishermen. If he did not warn them, in the best case they would hear the news of the intended violence upon the ‘Voice’ from others and think him disloyal. In the worst case, the fishermen would gather more of his neighbors to their cause and attempt to do violence to the messenger, bringing death and dishonor to all of them, Niiqiarqusu and his family included.

Niiqiarqusu stepped through the thick wet clay, his feet sinking with every step and only coming free with a wet sucking sensation, watching the crabs scuttle about, thinking of his family and his future. He knew there was no good to come from dissuading his neighbors; they were proud and foolish. Proud fools they may be but they were not only his neighbors but also his fellow fishermen that he worked and toiled with everyday. Sometimes they were friends. Could he turn his back upon them?

He didn’t need to walk long before he realized he was not alone. There were other figures moving about under the moon. Two men dressed in hooded robes much like his own but dyed much darker and attempting to hide by moving amongst the pylons of the houses were rushing from one hut to another. Niiqiarqusu continued to walk, hoping his composure, posture or carriage hadn’t changed. Peeking under his hood, Niiqiarqusu realized the two figures didn’t seem to realize that he had spotted them. As he continued his covert observance, he realized that the men were trying to draw the attention of the inhabitant of one of the huts. When they called to the owner, he recognized the voice as belonging to one of the conspirators he had spent the afternoon with.

This made things easier. The intended rebels, while delicate by the standards of most people, were being as indiscrete as was possible for a member of the Thugge nation; they would soon be caught and unless he acted, he knew that he and Libluth would share their fate.

And so Niiqiarqusu continued his walk and when he returned to his home he discreetly dropped the olive pits in a neat pile at the base of his hut. There, it was done. Having made the decision, his anxiety finally started to abet. Yes, he believed he would be able to sleep now… under the moon.
 
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