DaftCivNES

Zora: Matt0088
Culture: Phoenician / Egyptian
Traits: Commercial, Expansionistic
Com / Raw / Eco: 1 / 2 / 0
Military: 1 Warrior, 1 Archer
Civics: +1 Freedom, +1 Enterprise, +1 Decentralised
Techs: Irrigation, Bronze Working
Spoiler ORDERS :

1.) Use 1 Com point on spawning a navy on the Areute Sea [The Inland Sea to the northwest].
2.) Use 1 Raw point on creating a trade camp on the Island of Areute [Literally, land of Nrete], near the wine, to increase Zorite trade in region with such a central position, and have the ability to easily gain the wine later. Use the navy to protect and promote trade in this region.
3.) Use 1 Raw Point on creating a trade camp next to Nashawan on the opposite side of the river, to extend trade routes to markets with lots of grain, fish, and wine.

:salute:
 
Thugge: Chapter 2: Part A- The Voice of the Will

Sitting on the edge of his home’s pilings, his feet sunk in the soft clay of the river’s edge, Niiqiarqusu slowly slipped an olive under his visage-concealing cowl and into his mouth. Chewing slowly and scanning the river’s edge where his sons were collecting crabs, he deliberated on the ‘Will’.

The ‘Voice of the Will’ had stood on a small raft on the river at high tide, not one hundred feet from where ne now sat, and called to the inhabitants of the many huts built on pylons at the river’s edge. He had invoked the authority of the ‘Society’ and demanded that the heads of each house meet with him on the riverbank at high-sun. Niiqiarqusu glanced briefly at the searing orb in the sky above him; that time was soon approaching.

Niiqiarqusu was a secret first circle member of ‘The Society’, a secret he shared with none, not even his wives Iltani and Arahunaa. In return for feeding a second circle handler information regarding the coming and goings of his neighbors and any river traffic, he had been able to secure first access to new nets, boat repairs and investment capital when he had expanded his fishing operations to include his brother, Libluth. And so he had met representative of the ‘Will’ before. These were ‘Society’ members who operated openly as representatives of the ‘Circle Society’ but who hid their identity not only behind the customary cowls and veils of Thugge culture but creative and decorative masks behind these as well. The ‘Voices’ were the public face of a very private group. They were often hated, more often feared, but always respected and harkened to by all.

tom_bull.jpg


A river hut much like that of Niiqiarqusu’s features in this painting from nearly 2 centuries after these events.

His handler had not informed him of the visit of the “Voice of the Will’ and so he was nearly as unprepared as any of his neighbors. He considered the potential implications, why this visit was being made. The ‘Will’ was also called the ‘Plan’ or the ‘Mystery’, it was the ultimate goals and direction set forth by the highest echelons of the ‘Circle Society’, whomever, or whatever, they might be. There was no denying that some sort of will coordinated and directed the ‘Society’ and by extension the Thugge and its allies, but its ultimate aims, or the manner in which these were to be accomplished would always remain a mystery to such minor members as Niiqiarqusu.

The fisherman spit out another olive pit, placing it in a neat pile on the edge of the window; he might need these later. Slipping another olive under his cowl, he returned to his thoughts.

He was a mere fisherman. He and Libluth owned between them, four small boats that they, in turn, used themselves or rented to other fishermen. His sons collected crab and sometimes clams in the salty clay flats when the tide was out. His wives wove flax fiber into linen cloth. It was a simple life. His neighbors too were simple people. What did the ‘Voice’ want with them?
 
4000 to 3500 BC

Ornian peoples expand their influence peacefully. Their craftsmen become skilled in the making of silver ornaments, which are already traded far and wide.

The kingdom of Kirumba is stagnant.

The sea kings of Ymo forcefully conquer the island of Gerb with little effort, and begin to exploit its amber mines. To maintain their fleet of galleys, these enterprising people begun to make use of the fine timbers and pitch found in the north.

The Zora establish trading posts, acting as merchants, without trying to grab resources directly. Nearby, the Tirza develop finest bronze alloys yet seen (no iron yet!). Between them, the two cultures develop the concept of standard metal pieces used as currency.

The Tirza are attacked by the nomadic Taer peoples. The first attack is repulsed without damage to Jericho, and only adds to the Tirza military tradition.

The Thugge become more settled and prosperous, keeping an air of mystery while trading with the neighbouring civilizations. Assur, Jericho and Zora now become true cities.

The Ost live simple lives in peace and prosperity.

The warriors of the Ikraami find themselves fighting with the Ghula nomads, but these are almost ceremonial battles, where young men can prove their valour. The Ghula show little interest in actually invading the formidable Ikraami highlands. The leaders of the Ikraami begin building a great monument to legendary warriors of the past, which also serves as a training ground for the new generation ('Art of War', 4 more of any points needed).

The religion of the Bunjin spreads further afield. The flow of pilgrims and tribute into Yanshan sees the settlement grow into a large city. Bunjin scribes develop a true system of writing, to properly record the teachings of the enlightened masters.

Note #1: INACTIVITY WARNING: Badunoff and MYSTERY PLAYER. Your civs may revert to NPC settlements and your place taken by new players.

Note #2: 'trade income' is now possible. This is listed as (+bonus) in the stats. For example, the Zora have a Raw points rating of '2+1'. You still spend the total (3), but I'm keeping track of what is the actual 'hard' income from resources etc, and what is the 'soft' income from trade/bonuses. If that makes sense.

@Blaze Injun, yes that is a nomadic 'army', but currently in defensive/peaceful mode.


MAP:

Spoiler :
80987787.png


mapexper.png


STATS:

Spoiler :
Orn: Blaze Injun
Culture: Algonquian (native american) with Norse elements
Traits: Commercial, Seafaring
Com / Raw / Eco: 2 / 3 / 0
Military: 1 Warrior, 1 Archer
Civics: +1 Enterprise, +1 Centralised
Techs: Bronze Working, Alphabet

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

Ymo: Massive_Attack
Culture: Saxon, Frank, with Korean aspects
Traits: Commercial, Seafaring
Com / Raw / Eco: 1 / 4 / 0
Military: 2 Warriors, 1 Galley
Civics: +1 Freedom, +3 Enterprise
Techs: Alphabet, Mysticism, Bronze Working

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

Tirza: Nuclear Kid
Culture: Hebrew, Ottoman, with Roman aspects
Traits: Militaristic, Industrious
Com / Raw / Eco: 1 / 2 / 1
Military: 2 Spearmen, 1 Swordsmen, 2 Archers
Civics: +2 Control, +1 Centralised
Techs: Bronze Working, Masonry, Currency

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

Oskfite: MYSTERY PLAYER
Culture: Indian
Traits: Agricultural, Scientific
Com / Raw / Eco: 1 / 3 / 0
Military: 2 Warriors
Civics: +1 Control, +1 Centralised, +1 Privilege
Techs: Irrigation, Bronze Working

Ikraami: Eltain
Culture: Mongolian, Egyptian
Traits: Expansionistic, Militaristic
Com / Raw / Eco: 1 / 3 / 0
Military: 2 Warriors, 2 Swordsmen, 2 Archers
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 / 1+1 / 1
Military: 1 Warrior
Civics: +1 Freedom, +1 Decentralised
Techs: Mysticism, The Wheel, Writing


EDIT: The Bunjin have Writing!
 
Thugge: Chapter 2- Part B- At the River’s Edge

Niiqiarqusu pulled his hood low over his eyes, let out a long slow breath and slowly allowed the anxiety to bleed from his frame and posture. Most neighbors of the Thagge think them almost superstitiously secretive, conscious of every little nuance in their facial expressions, their posture, their voice. Everything is controlled, but subtly, to avoid presenting too much of one’s hopes, one’s fears, one’s expectations. It was largely the same reason the Thuge chose to constantly cover their faces with cowls and veils. Its also what made them excellent merchants and negotiators. And so Niiqiarqusu drew his hood close, pulled up his cowl and again forced the anxiety and tension from his frame.

Striding confidently to the river’s edge where his neighbors awaited the return of the ‘Voice of the Will’, he took his place amongst his neighbors, many of whom, like him, stood with casual detached patience, very adroitly concealing the tension they no doubt felt as much as Niiqiarqusu did. As the sun continued its climb and the tide slowly returned to the clay-lined river’s edge, the small raft of the ‘Voice of the Will’ finally returned. The ‘Voice’ was guarded by two men with long spears, their faces also covered under their hoods and veils in masks, one of a stork and one of a frog.

As their barge drew close Frog threw a line to the assembled men and women. A fishermen caught it and adroitly pulled the barge to shore. Stork threw out a plank and frog, in what would otherwise be a humorous impression of his mask’s identity, adroitly hopped to shore. Taking position at the edge of the group, he drew himself straight and seemed to stare over the assembled neighbors, his spear at the ready. The Voice casually walked across the plank and into the assembled neighbors, his demeanor serene and detached, his robes, fine charcoal-grey cotton, flowing around him in the warm mid-day breeze.

ews_shot3l.jpg


The Voice of the Will (Re-Enactment from Modern Theater)

As Stork took his position at the other flank, the ‘Voice’ uttered a quick incantation, his veils hardly moving as his lips hurried through the prayer. To outsiders, this may seem strange. Whom or what are the Thugge invoking? Is it their god, or gods, their ancestors? The Thugge, as a people, have an active understanding and curiosity of the world beyond our ken and believe in life after death. Some believe that the highest echelons of the ‘Society’ are in contact with the spirits of the dead or with what can only be interpreted as god(s). Many considered the ‘Society’ as a sort of religion with its highest echelons acting as a sort of priesthood. Of course, this is just hearsay and conjecture; the higher ranking ‘Society’ members do not share their secrets and least of all their prayers with men and women of the lowest ranks and would both politely and arrogantly ignore a request for an explanation from one as lowly as the first circle Niiqiarqusu. Quietly Niiqiarqusu wondered at what circle the prayers were taught, when the secrets of divinity, if there were any, were shared. How high of a rank did this man carry? To what circle did he belong? How many circles were there? The fisherman knew only of two, his own and that of his handler. Above that, there was only, more.

The muffled prayer completed, the ‘Voice’ turned to the assembled people. His words were simple, absolute in their authority, “Gather your possessions and family. Leave your homes upon the river. You have until first sun on market day.”

Not all of the assembled men were able to hide their shock and despair. A slight tremor shook one man’s shoulder. Tension gripped the posture of another. A third tightened his grip on a walking cane, his knuckles turning white. Niiqiarqusu did not break his gaze on the messenger, but within his mind he was breathing out slowly and stretching his limbs. His body did not shake or harden. His breath did not catch and his posture remained calm and serene.

And so it was that over 20 families, over 100 men and women and children lost their homes and not a single person cried out or wept or even spoke. Such was the way of the Thugge.


darn... i was hoping to slip this in before the update.
 
@Blaze try refreshing the page, imageshack seems not to like my map so much
 
Hello everyone:wavey:
I've been playing civ3 pbem games long before I found CivFanatics and this Forum never ceases to amaze me. Blaze thanks for the link:goodjob:

Very creative, I can't wait to read more, I hope lurking is ok:)
I'm a big fan of stretching the limits of this game by adding stories to my pbem games, and feeding other to do so as well;)
It seems I'm a bit to late to participate? perhaps someone could invoke storms, drought, fires or plague, randomly, Hehe or just read.

Spoiler :
I'm not sure when but I have an "age of sails: type scenario that has been in the works for some time now, The Civilopedia is a mess, but when finished this Pirates tale should have quite a bit of stories attached

Anyway, enjoy:wavey:
 
Spoiler :
Tirza: Nuclear Kid
Culture: Hebrew, Ottoman, with Roman aspects
Traits: Militaristic, Industrious
Com / Raw / Eco: 1 / 2 / 1
Military: 2 Spearmen, 1 Swordsmen, 2 Archers
Civics: +2 Control, +1 Centralised
Techs: Bronze Working, Masonry, Currency

Use 1 Eco Point to research military technologies like Iron working
Use 2 raw points to claim Horses by Hattar
Use one command point to conquer the city of Nurt
 
Hey there Eclipse4449, that looks like an interesting PBEM you have there. I think NESing is very similar, just add a human decision-maker :). I can put you down as a reserve player if you are interested.

@Immaculate, awesome story again :)

@Nuclear Kid, feedback on your orders:

Spoiler :
Nurt is a 'Camp' which doesn't have any points value, it just potentially blocks you from spreading your influence / access to resources (unless you control it). It also has an army guarding it. You can't use Command points to abstractly 'conquer' something. You can either attempt to influence them, or further raise the the veterancy of your best army, and then attack. Unless you say otherwise, I'll assume you want to do that?
 
Ikraami orders:

Spoiler :
Ikraami: Eltain
Culture: Mongolian, Egyptian
Traits: Expansionistic, Militaristic
Com / Raw / Eco: 1 / 3 / 0
Military: 2 Warriors, 2 Swordsmen, 2 Archers
Civics: +2 Control, +1 Privilege
Techs: Bronze Working, Mysticism, The Wheel

1 Command: "Level up" army.

3 Raw: Attempt to capture horses northwest of Hania.

Army remains on previous duty.

Attempt to peacefully initiate more "ceremonial" training combat with the army at Ghula- attempt to befriend them and get closer ties through this. Also, increase my army's veterancy, in addition to the "command" point spent.



Question: Will Art of War (or wonders in general,) be shown in the stats? (also, swordsmen? and mysticism? and more control? (i assume things like this will change more often in the game, without direct player control, then?)

Another question: can armies capture unclaimed resources, or no?
 
how do we figure out what resources are in good range for control and which aren't. For example, I'm looking at that metal to the southwest...
 
@Eltain, I guess I should make a seperate list of wonders and their effects (and who owns them), rather than putting that in players stats. If a wonder changes hands its the kind of thing I forget to change.

Also yeah I gave everyone some free stuff this time to speed things along. I think there will be lots of bonus goodies that depend on your 'style/flavour' of civ.

Armies can't do anything to unclaimed resources, as there is noone working there, no mines, no fields, infrastructure etc, nothing to capture.

@Massive Attack, are there some NPC/non-friendly settlements that are closer to it than your own? Is it quite further away than the resources you started with? I don't want to make fixed rules for this, but basically if you try to claim that metal, you will probably lose it again within a few turns, unless you Command point -> influence on Caera town or the Hayce nomads, or Raw point -> make your own camp(s) nearby, or Eco point -> build city nearby, or just use your army to clear all non-Ymo out the area. If that makes sense.
 
Kiruma orders
Spoiler :
Kirumba: Badunoff
Culture: Mayans, with Roman aspects
Traits: Expansionistic, Scientific
Com / Raw / Eco: 1 / 2 / 0
Military: 1 Warrior, 2 Archers
Civics: +1 Control, +1 Privilege
Techs: Alphabet, Masonry, Mysticism

1 COM- level up army

2 eco - buy 2 archers
 
@badunoff thanks, but you can't have horsements without horsets and horsement riding :) I guess you could have giant ground-bird cavalry, hmm...
 
Hey,

Orn: Blaze Injun
Culture: Algonquian (native American) with Norse elements
Traits: Commercial, Seafaring
Com / Raw / Eco: 2 / 3 / 0
Military: 1 Warrior, 1 Archer
Civics: +1 Enterprise, +1 Centralized
Techs: Bronze Working, Alphabet

Orn Orders#2
Spoiler :
2 Command points for The Great Rendezvous Mound Great Wonder
3 Raw Points for Wonder construction
cahokia_6.jpg



Blaze Injun
 
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 ORDERS :
1.) Use 1 Com point to create an army.
2.) Use 1 Raw point to actually build that army, and send it to defend Narza, and expand Zorite influence along the wheat rich river.
3.) Use 2 Raw points to claim the wine resource next to Areute, to actively increase trade.

:salute:
 
Matt, one kind of points can only be used on one kind of action at a time IIRC.

Also, I got the impression from the rules that the Command Army is just focus and organization, as in General, staff, grain/rations ect. Don't know how many units an army tho.
 
Back
Top Bottom