EltNESIII: Some Assembly Required

Eltain

Deity
Joined
Jul 30, 2009
Messages
2,040
Location
ROC, NY, US
Orders due Friday, April 29th at 8PM Eastern Standard Time.

This is intended as a semi-frequently updated Fresh Start NES with a somewhat customizable board-game type feel. It will hopefully be story driven, and I will give bonuses to players based on their stories.

Players- Anybody can create or claim a nation. I don't mind or care, as long as they get orders in on time. Those that miss multiple orders will be warned then dropped, should someone else want that country. (Ample warning and sufficient reasoning shall save players this painful process.)

Stories- Stories posted in-thread will be given bonuses, based on what the story is about, or just a generic bonus. Once per update, I will select one player's story, and write one inspired by it, and include it in the update. This player will receive a nice extra bonus for that.

Orders- Orders should be sent by PM. Orders will be accepted up until the posting of the update itself, but I will start updating without you if you're late. If late orders would require me to re-write some of the update, it will not happen. Getting your orders in early won't kill me either. I'd like the orders categorized thusly however:

Stats, Spending, Domestic, Military, Religious, Other.

All spending HAS to be at the top of the orderset, or else it will be ignored. PLEASE do not have blocks of descriptive text in the spending area- have it referred to later, in it's appropriate place, if you need to have blocks.

Updates- Updates, at the moment, unfortunately, will be a bit randomly designated, but given time a regular schedule will be set up. Imagine two updates this week, one this week, etc, for now, depending on how much time I have to write. The map will be with the update, but stats might take a day or two to update, if I get enough players.

Now, onto things:​


Nation template: This is what your nation will look like eventually, if you're lucky. The basic stat layout is thus- if it's confusing or I didn't explain in enough detail any part of the following, just ask, privately or otherwise.
Eltain
Roman Empire

Government: Imperial Autocracy
Economy: 17/20
Upkeep: 7
Techs: Classical Age. Roman Sewers, Roman Archetecture, Refined Steel

Army: 14 Roman Legions (0/4/3/5/2), 5 Cavalry Auxillia (0/0/5/0/0), 5 Archer Axullia (0/1/4/0/0), 3 Onagers (1/0/0/2/0)
Navy: 8 Trade Cogs (0/0/4/2/2), 4 Corvus Triremes (0/0/0/0/4)
UUs: Roman Legions, Cavalry Auxillia, Archer Auxillia, Onagers, Trade Cogs, Velites, Triarii

Projects:
Trade:
RE-Parthia: Trade Cog(3) (0/0/0/1/0)
RE-Britton: Trade Cog(3) (0/0/0/1/0)
RE-Rhodes: Trade Cog(3) (0/0/0/1/0)
RE-Egypt: Trade Cog(3) (0/0/0/1/0)
RE-Breton: Trade Cog(3) (0/0/1/0/0)

Other: (Cornith, Greek Provence) A minor rebellion is taking place in Greece. The leaders demand autonomy and the removal of tariffs against them. Gone over in detail in the last update.

Player name. Somewhat self-explanatory.

Country Name. Semi self-explanatory.

Government: Your type of government. Feel free to invent your own, or stick to the classics. When we reach shorter-timespan updates, a leader will be given or chosen by you. Whether this person is a great leader or a figure head.

Economy: A simple system: Income/Banked. Combine these two numbers (and trade/colony income) together to get how much you have to spend. Income can be increased in any number of ways. Investment in agriculture, industry, infrastructure, war, trade, anything. Please only spend in whole numbers.

Upkeep: The amount of EP it costs each turn to maintain your military and minor domestic expenses. If you neglect this for long enough, you will suffer the consequences. (Basically, every 5 units you own will cost you 1 upkeep.)

Techs: Your countrys' base tech level. Technology will not be in any direct control of the player, but they can sway or influence it one way or the other. Left entirely unaugmented it will evolve and develop along the lines of our history. Develop your culture, society and country, and technology will come along with it.

Army: Your troop numbers and their qualities. (0/0/0/0/0) Quality is as follows: Very Bad / Bad / Average / Good / Very Good. The higher the quality, the better your troops. Quality can be improved through training (spent EP) or experience (combat). Quality will effect how well your troops do in combat and anything else you have them do.

Navy: See army.

UUs: Unique Units. A list of units you have developed. To develop a unit, simply tell me what you want it to be called, it's strengths and weaknesses, it's armaments, strategies, tactics, what have you. If you don't, I'll just fill in the details. It costs you 10 EP up front.

-Considerable development is required for units of a higher caliber- the example, Roman Legion, would take decades if not centuries of fine-tuning to achieve. Keep it simple early on, or suffer the consequences, and possible mod-MODDING. You've been warned.

--Units already available to all countries are not very good. People should develop them own and design their military how they want it to be. Larger empires will be able to use more UUs than backwaters. I'd like you to design units using the resources available to the region- a country in Iberia is more likely to have horse cavalry than one in the Americas, for example.

Projects: Projects require major monetary investment and multiple turns to create. To create a project, tell me what you want it to be called, and what you want it to do. I will quote you an EP price and number of turns it will take, and let you go from there. You'll get its benefits the turn after it is completed. Projects can be anything, to influence anything.

Trade: A trade route is a mutually beneficial agreement between two countries. It will gain you a certain amount of income, depending on the unit that works it. Only one unit per trade route. The better the unit and its' quality, the better the benefit, obviously. See Units below. It costs minumum 3 EP by each participating party to start, and must have a pre-determined route. Protecting a sea route with ships against piracy or enemy navies is a must. Land trade routes can be patrolled by any unit, but gain you little compared to sea trade.

-Your basic "raft" that works a sea route gains you one (1) EP per turn. To gain more than one, invent units that gain you more, or increase that particular raft's quality. Each quality level brings you 1 additional EP per turn.

--Examples:

RE-Breton: Trade Cog (3) (0/0/1/0/0)

What that means, is that the Roman Empire's (RE) Trade Cog (which gives 3 EP per turn, flat, hence the (3)), which is also quality Average, (which gives +3 EP per turn), the Roman Empire gains 6 EP per turn from this trade route. Lucrative, no?

CE-LS: Raft(1) (1/0/0/0/0)

What this one means, is that the Cypriot Empire's (CE) Raft (which gives +1 EP per turn, flat, hence the (1)), which is also quality Very Bad (which gives +1 EP per turn), the Cypriot Empire gains 2 EP per turn from this trade route. Not too shabby.


Other: Everything else, should it arise.

----

Wonders: World Wonders will appear semi-randomly in countries with likeminded projects, stories and culture. It will act as a really good Project with no monetary investment. They can only be captured militarily, not gifted, traded, bought or otherwise lost. Good orders and stories will increase your chances of a wonder, though they're pretty rare.

Quality increase cost: The cost to increase a single unit's Quality is it's Quality level, plus two more, in EP. Once again, Qualities: Very Bad (Quality 1) / Bad (Quality 2) / Average (Quality 3) / Good (Quality 4) / Very Good (Quality 5)

-So, to increase an Average Quality unit to Good Quality, it needs (3) plus two EP to create it. These quality increases very greatly help you win wars, if it seems they are not worth it at first. All units start at the lowest quality level, unless augmented by a project or wonder.

Nation Creation: (That rhymes.)

Fill this out: (choose 2 military units available to everybody.)

Nation template:

<Player name>
<Country Name>
Government:
Economy: 3/0
Upkeep: 0
Techs: Late Copper-Early Iron. Do not expect it to be easy if you choose the latter.

Army:
Navy:
UUs: leave blank

Projects: leave blank
Trade: leave blank

Other:

Give a brief description of your nation, it's people, or it's religion. Whatever. If you don't, I will. And you may not like what I write.

I will require that you start in Eurasia and the Med, please. If you stick to the cradles of civilization, it is likely that you will fare better.

Map:
Spoiler :
 
Unit creation template: Fill the following out.

<Unit's name>
Cost: Cost to purchase unit. (Your suggestion is a suggestion. My suggestion is law. Feel free to critique.)
Developped by: Who it was developped by, and when.
Available to: Who is able to purchase this unit.
Description: A description of numbers, weapons, tactics.
Melee attack: A number between 1-9.
Melee defense: A number between 1-9.
Ranged attack: A number between 1-9.
Ranged defense: A number between 1-9.
Movement Speed: A number between 1-9.

Spoiler :
Spoiler Unit example :
Roman Legion (Legionaries- Legionaire)
Cost: 5 for 20 EP
Developped by: Roman Empire, 120 BC
Available to: Roman Empire
Description: Heavy Infantry. Roughly 5,000 fighting men that is oft followed by a camp of cooks, prostitutes and everything 5,000 fighting men need. They are divided into groups of 80 called Centuries, and these are all commanded by a Captain or Centurion. They carry steel Gladii and Tower Shields as primary weapons, and specialized bronze Pilum that bend and are unusable after being thrown as secondary weapons. Extremely flexible but solid Steel plate-body cuirasses are their main defense, along with a thick chain mail and leather worn underneath, with a blood-red skirt or robe. The turtle-like Testudo formation and extreme discipline make this unit an unstoppable killing machine. Best used in conjunction with Archers in the back and Cavalry on the flanks, it is quick and adaptable.
Melee attack: 8
Melee defense: 6
Ranged attack: 3
Ranged defense: 9
Movement Speed: 5


Units:

Land:
Spoiler :
Domi Spearband
Cost: 1 for 1 EP
Developped by: Domic Tribes
Available to: Domic Tribes, Avranti
Description: Light infantry, Skirmisher. A mass of 1,000 men armed and trained with short stabbing spears and heavy wooden shields which they use in tight fighting formation. Armored lightly, they wear only leather and thick sandals, except in the winter (during defensive campaigns) when they wear heavier furs, which adds some protection against thrown rocks and spears.

Melee attack: 4
Melee defense: 3
Ranged attack: 0
Ranged defense: 1
Movement speed: 6

Suchi Vyuha
Cost: 6 for 7 EP
Developped by: Kutak Tribes, 178
Available to: Kutak Empire
Description: Light Infantry/heavy cavalry. The Plague is made up of countless Vyuhas, which means formation, and is often the general military unit. 2000 soldiers (1800 infantry, called Suchi, armed with long spears and leather armor that are often used in tight formation, and 200 mounted warriors (known as Kumi) with light throwing spears (known as jinti) and heavier charging lances) make up 80 Vyuha in this case, whose movements on the battlefield and off are fluid like the river snake, and yet powerful and lumbering like the Asian elephant.
Melee attack: 5
Melee defense: 3
Ranged attack: 4
Range defense: 2
Movement speed: 6

Tercio
Cost: 1 for 1 EP
Developped by: Tanresios, 189
Available to: Tanresios
Description: A Heavy Infantry unit with several groups of Light Cavalry, the Tercio is formed by around 800 men, all of them armed with weapons made of bronze and iron from the Tanresian mines.
Heavy Infantry: formed by 600 men, is divided in groups of 15 called Escadas (singular Escada), led by a Caul. They carry medium-sized iron shields to protect themselves, a long lance made of hard wood with a bronze or iron tip to be either thrown at a distance or used to keep the enemy away, and a special weapon developed for them, the Achullo, which can be best described as a combination of an axe and a knife.

Armored with a leather armor below an iron plate, their torso and back are well protected against most attacks, but their limbs aren't. The small size of the Escadas allows for a fast deployment in the field, as well as using them for subterfuge and shadow wars (OOC: guerilla wars).
Light Cavalry: the remaining 200 men form Escadas of ten horse-riding soldiers, all of them armed with long iron lances and short swords with which to strike at the enemy. Their speed is great, so they can act as scouts for the rest of the army, as well as launching fast strikes at the enemy while he is engaged in combat against the Achullo-armed Heavy Infantry Escadas.
Melee attack: 4
Melee defense: 3
Ranged attack: 0
Ranged defense: 2
Movement Speed: 7

Warband
Cost: 5 for 1 EP.
Developped by: Everybody.
Available to: Everybody.
Description: Light Infantry, Skirmisher. An ever-moving mass of about 300 men armed with blunt or pointy objects, and no armor to speak of. They are trained occasionally in a large, emptyy field, and as they are more often than not pressed into service, their loyalty and morale isn't all that high.
Melee attack: 3
Melee defense: 1
Ranged attack: 0
Ranged defense: 0
Movement Speed: 6

Sea:
Spoiler :
Bireme
Cost: 1 for 3 EP
Developped by: Cypriot Empire, 162
Available to: Cypriot Empire
Description: Primarily Trade ship, but also warship and transport. 2 EP income from working Trade Route. A wide, multi-level ship with two rows of 25 oars and 50 oarsmen per side(who double as dockhands). A metal dragon-shaped ramming head on the bow's tip make it ideal for breaching enemy hulls, and either holding and boarding them or retreating and letting the ships sink. Plenty of storage space and ballast holds make this ship ideal for transport of any kind, and resilient in combat.
Melee attack: 4
Melee defense: 3
Range attack: 0
Range defense: 3
Movement speed: 7

Raft
Cost: 3 for 1 EP.
Developped by: Everybody.
Available to: Everybody
Description: 1 EP income from working Trade Route. A large raft of logs, held together by plant fiber or primitive ropes. It's pushed along the shallows by gondlier-type sailors, often calling themselves adventurers. Used for transporting goods or people, it is both a transport and trade cog.
Melee attack: 0
Melee defense: 0
Ranged attack: 0
Ranged defense: 0
Movement Speed: 4
 
Stats correct as of Update VI.
Spoiler :
Abaddon
Aneb-Hetch
Government: Monarchy
Economy: 4/2
Upkeep: 3
Techs: Mid Bronze, Writing
Army: 5 Warband (5/0/0/0/0)
Navy: 10 Raft (4/6/0/0/0)
UUs: none
Projects: (Irrigation (+1 EP) (done)
Trade: (AH-ND: Raft(1) (0/1/0/0/0)), (AH-LS: Raft(1) (0/1/0/0/0), (AH-CE: Raft(1) (0/1/0/0/0)), (AH-RA: Raft(1) (0/1/0/0/0)), (AH-SE: Raft(1) (0/1/0/0/0)
Other: none

Eltain/NPC
Ackum
Government: Oligarchic League
Economy: 3/0
Upkeep: 0
Techs: Mid Bronze
Army: 1 Warband
Navy: 1 Raft
UUs: none
Projects: none
Trade: none
Other: none

Luckymoose
Arkital
Government: Despotic Monarchy
Economy: 5/0
Upkeep: (1)
Techs: Late Copper
Army: 1 Warband (0/1/0/0/0)
Navy: 1 Raft (1/0/0/0/0)
UUs: none
Projects: (Rice Empire (+1 EP) (done)) (Yellow Irrigation (+1 EP) (done)), (Grand Structures (+1 EP, boost internal influence) (4/9))
Trade: none
Other: none

FreemanUCG
Avalon
Government: Druidic Theocracy
Economy: 3/0
Upkeep: 0
Techs: Early Iron
Army: none
Navy: none
UUs: none
ProjectS: (Stonehenge (+1 EP, boost internal influence, spread religion (Drudaism)) (12/13))
Trade: none
Other: none

Eltain/NPC
Avranti
Government: Tribal Matriarchy
Economy: 7/0
Upkeep: 4
Techs: Late Copper
Army: 15 Warband (9/6/0/0/0)
Navy: 6 Raft (6/0/0/0/0)
UUs: Domi Spearband
Projects: (Bretta Hill Forts (city(Lünde), +1EP) (done))
Trade:
Other: none

Eltain/NPC
Barber Minor
Government: Absolute Monarchy
Economy: 0/0
Upkeep: 1
Techs: Mid-Bronze, Writing
Army: none
Navy: 5 Warbands (4/1/0/0/0)
UUs: none
Projects:
Trade: (BM-PD: Raft(1) (0/1/0/0/0))
Other:

Eltain/NPC
Bascland Union
Government: Council
Economy: 2/0
Upkeep: 1
Techs: Mid Bronze, Currency
Army: 4 Warband (6/0/0/0/0)
Navy: 4 Raft (4/0/0/0/0)
UUs: none
Projects: (Basc Trade Center (Change city (Bilbao) to TC (+1 EP) (3/10)), (Basc Markets (+1 EP) (2/6))
Trade: (BA-TA: Raft(1) (1/0/0/0/0))
Other: (Aragon) A new rebellion has arisen in the Mediterranean portions of the country, causing the Councilors to believe a Mediterranean power is funding these rebellions. Their attention looks to the Med.

Eltain/NPC
Brito-Gullic Kingdom
Government: Theocratic Monarchy
Economy: 3/2
Upkeep: 1
Techs: Late Copper
Army: 5 Warbands (5/0/0/0/0)
Navy: 3 Rafts (3/0/0/0/0)
UUs: none
Projects: (Riosi le Gul (+1 EP, +religious spread) (3/10))
Trade: none
Other: none

Eltain/NPC
Councilship of Andorr, Vassal of Tanresios
Government: Council
Economy: 1/0
Upkeep: 0
Techs: Mid Bronze, Currency
Army: none
Navy: none
UUs: none
Projects: none
Trade: none
Other: none

Menanish
Cypriot Empire
Government: Monarchy
Economy: 3/0
Upkeep: 1
Techs: Late Copper, Sanitation, Currency
Army: 2 Warbands (2/0/0/0/0)
Navy: 3 Rafts (3/0/0/0/0), 1 Bireme (1/0/0/0/0)
UUs: Bireme
Projects: (Haliphast (city, +1 EP) (4/10))
Trade: (CE-LE: Bireme(2) (1/0/0/0/0)), (CE-AH: Raft(1) (1/0/0/0/0)), (CE-SA: Raft(1) (1/0/0/0/0)), (CE-ND: Raft(1) (1/0/0/0/0))
Other: none

Eltain/NPC
Cyseean Imperium
Government: Imperial Autocracy
Economy: 4/0
Upkeep: 3
Techs: Late Copper, Currency, Pottery
Army: 11 Warband (11/0/0/0/0)
Navy: 4 Raft (4/0/0/0/0)
UUs: none
Projects: (Imperial Tax-houses (+1 EP) (done)), (Paved Roads (+2 EP) (7/12))
Trade: (CI-PD: Raft(1) (1/0/0/0/0)), (CI-SE: Raft(1) (1/0/0/0/0))
Other: none

Eltain/NPC
Domic Tribes
Government: Tribal Federation
Economy: 2/0
Upkeep: 0
Techs: Late Copper
Army: none
Navy: 2 Rafts (2/0/0/0/0)
UUs: Domi Spearband
Projects: (Great Granaries (+1 EP) (done), (Reist Temples of Domi (spread Domic Reism) (done), (Domic Centralization (Change city (Domi) to TC (+1 EP) (4/10))
Trade:
Other: none

Eltain/NPC
Heinen
Government: Despotic Monarchy
Economy: 4/0
Upkeep: 0
Techs: Late Bronze
Army: 4 Warbands
Navy: none
UUs: none
Projects: (Anyan Markets (Change City (Anya) to TC (+1 EP) (done)) (Walls of Anya (City Walls) (4/15))
Trade: none
Other:none



Kraznaya
Ilium
Government: none
Economy: 0/0
Upkeep: 0
Techs: none
Army: none
Navy: none
UUs: none
Projects: none
Trade: none
Other: none

Eltain/NPC
Kingdom of the Barbers
Government: Monarchy
Economy: 5/0
Upkeep: 1
Techs: Late Copper, Currency, Pottery
Army: 5 Warbands (4/1/0/0/0)
Navy: none
UUs: none
Projects: (Great Wandering Ranches (+1 EP) (done)), (Temple of Mareas (Spread Devi Mareas) (done)), (North African Roads (+2 EP) (3/12)), (Barber Mines (+1 EP) (done)), (Sahara Traders (+1 EP) (3/6))
Trade: (KB-PD: No unit), (KB-TA: No Unit)
Other:

Terrance888
Kettick Empire
Government: Theocracy
Economy: 7/2
Upkeep: 0
Techs: Early Bronze
Army: 2 Warbands (2/0/0/0/0)
Navy: none
UUs: none
Projects: (Farms of the Indi (+2 EP) (done)) (Temple on the Und (+1 EP, spread religion) (done)), (Imperial Palace (+1 EP) (done)), (Zanari Bazaar (+1 EP, advance to Mid Bronze Age) (3/16))
Trade: none
Other: none

Eltain/NPC
Kutak Empire
Government: Tribal Monarchy
Economy: 4/0
Upkeep: 1
Techs: Early Bronze
Army: 6 Warbands (6/0/0/0/0)
Navy: 1 Raft (1/0/0/0/0)
UUs: Suchi Vyuha
Projects: (Temple of Eshna (+1 EP) (done)), (Elephant herding (+2 EP) (7/12))
Trade: none
Other: none

Lord of Elves
Lyscovian Empire
Government: Feudal Monarchy
Economy: 4/1
Upkeep: 1
Techs: Late Copper, Sanitation, Currency
Army: 3 Warband (3/0/0/0/0)
Navy: 4 Raft (4/0/0/0/0)
UUs: none
Projects: (Irrigation Canals (+1 EP) (4/6)) (Imperial Highway (+1 EP) (done)), (Infrastructure Improvements (city, Lirscarda, +1 EP) (City, Koert, +1 EP) (8/20))
Trade: (LE-CE: Raft(1) (1/0/0/0/0)), (LE-AH: Raft(1) (1/0/0/0/0), (LE-AH: Raft(1) (1/0/0/0/0))
Other: none

Eltain/NPC
Nile Dynasties
Government: Theocratic Monarchy
Economy: 5/0
Upkeep: 1
Techs: Mid Bronze
Army: 2 Warbands (2/0/0/0/0)
Navy: 3 Rafts (3/0/0/0/0)
UUs: none
Projects: (Agriculture of the Nile (+2 EP) (done)), (Edu (Change city (Edu) to TC (+1 EP) (1/10))
Trade: (ND-AH: Raft(1) (1/0/0/0/0)), (ND-SE: Raft(1) (1/0/0/0/0))
Other: none

Eltain/NPC
Norselk
Government: Chiefdom
Economy: 3/0
Upkeep: 1
Techs: Late Copper
Army: 3 Warband (2/1/0/0/0)
Navy: 4 Raft (4/0/0/0/0)
UUs: none
Projects: (Ice Fishing (+1 EP) (3/6))
Trade: none
Other: none

Eltain/NPC
Phoolan Devi
Government: Theocratic Despotism
Economy: 6/5
Upkeep: 2
Techs: Late Copper, Currency, Pottery
Army: none
Navy: 8 Rafts (8/0/0/0/0)
UUs: 1 Warbands (0/1/0/0/0)
Projects: (Italian Pasturage (+1 EP) (done)), (Sicilian Pottery Industry (+1 EP) (done)), (Carthago (city, +1 EP) (done))
Trade: (PD-CI: Raft(1) (1/0/0/0/0))(PD-KB: Raft(1)(1/0/0/0/0)), (PD-SE: Raft(1) (1/0/0/0/0)), (PH-BM: Raft(1) (1/0/0/0/0))
Other: none

Eltain/NPC
Polypontian Empire
Government: Despotism
Economy: 3/0
Upkeep: 0
Techs: Late Bronze, Sanitation
Army: 6 Warbands (0/6/0/0/0)
Navy: none
UUs: none
Projects: none
Trade: (Walls of Pontus (city walls) (10/15))
Other: none

Eltain/NPC
Porters
Government: none
Economy: 0/0
Upkeep: 0
Techs: none
Army: none
Navy: none
UUs: none
Projects: none
Trade: none
Other: none

Eltain/NPC
Qing Empire
Government: Monarchy
Economy: 4/0
Upkeep: 2
Techs: Early Bronze
Army: 3 Warband (3/0/0/0/0)
Navy: none
UUs: none
Projects: (Iron Stealing (advance to Early Iron Age) (2/25)), (Qing Agriculture (+1 EP) (done))
Trade: none
Other: none

Eltain/NPC
Raliacki
Government: Monarchy
Economy: 1/0
Upkeep: 0
Techs: Mid Bronze
Army: 2 Warbands (2/0/0/0/0)
Navy: 1 Raft (1/0/0/0/0)
UUs: none
Projects: (Raliackan Pottery industry (+1 EP) (1/6))
Trade: (RA-AH: Raft(1) (1/0/0/0/0))
Other: none

Eltain/NPC
Kingdom of Scythia
Government: Monarchy
Economy: 4/0
Upkeep: 1
Techs: Late Copper, Scythian Warnings
Army: 5 Warbands (4/1/0/0/0)
Navy: 2 Raft (2/0/0/0/0)
UUs: none
Projects: (City of Jujya (city, +1 EP) (done)), (Ciy of Izme (city, +1 EP) (3/10))
Trade: none
Other: none

Eltain/NPC
Spartan Empire
Government: Theocratic Monarchy
Economy: 6/0
Upkeep: 3
Techs: Mid Bronze, Currency, Pottery, Sanitation
Army: 10 Warband (7/3/0/0/0)
Navy: 6 Rafts (6/0/0/0/0)
UUs: none
Projects: (Port of the Hellespont (+3 EP, +1 all navy experience) (3/50))
Trade: (SE-CE: Raft(1) (1/0/0/0/0)), (SE-CI: Raft(1) (1/0/0/0/0)), (SE-PD: Raft(1) (1/0/0/0/0)), (SE-AH: Raft(1) (1/0/0/0/0)), (SE-ND: Raft(1) (1/0/0/0/0))
Other: none

Eltain/NPC
Tabriz
Government: Despotism
Economy: 0/0(3)
Upkeep: 0
Techs: Late Bronze
Army: none
Navy: none
UUs: none
Projects: none
Trade: none
Other: none

Eltain/NPC
Tairon Empire
Government: Dynastic Monarchy
Economy: 4/0
Upkeep: 2
Techs: Early Iron
Army: 6 Warband (5/1/0/0/0)
Navy: 1 Raft (0/1/0/0/0)
UUs: none
Projects: (Monarchs' Statue (+1 EP) (done)), (Monarchs' Harbor (+2 EP) (2/12))
Trade: none
Other: none

Milarqui
Tanresios
Government: Council of Elders
Economy: 7/0
Upkeep: 1
Techs: Early Iron, Currency, Steel
Army: 1 Warband (0/1/0/0/0), 2 Tercios (0/2/0/0/0)
Navy: 5 Raft (5/0/0/0/0)
UUs: Tercio
Projects: (Houses of Learning (advance to Mid Iron) (11/20)) (Tanresan Mines (+1 EP) (done))
Trade: (TA-KB: Raft(1) (1/0/0/0/0)), (TA-BU: Raft(1) (1/0/0/0/0))
Other: none

SKILORD
Wovvolken Tribes
Government: Military Tribalism
Economy: 0/0
Upkeep: 0
Techs: Late Copper
Army: none
Navy: none
UUs: none
Projects: (Bearherding (+2 EP) (done), (Estonian Roads (+1 EP) (done))
Trade: none
Other: (Wovvolk, Stoney) Warlords from Johvi to Granae claim the axe and throne of the Warchief. 3 Warbands loyal to the last Warchief remain in Granae but the rest of the military has dispersed or is loyal to the other Warlords. No numbers currently known.
 
Reserve #3. More stats.
 
A list of wars:
Spoiler :
Porter War:
When: 0-74, Tanresios
Who: Tanresios vs Porter
Why: Increased military activity, border skirmishes
How: To start, a Tanresian army marched north to Libbon, while a smaller army sailed around the peninsula, and together they captured the Porter Capital of Libbon. Thereafter the generals of Porter organized themselves, and a climactic battle known as the Battle of Blood Canyon (due to the red stone natural there, but now entirely more appropriately for the blood spilled) where the Tanresans found themselves outnumbered but with a better tactical footing. Needless to say, the Tanresans claimed victory of this battle (though both armies were entirely decimated), and Porter ceased to be on the whole.

Trojan War:
When: 0-122
Who: Spartan Empire vs Ilium
Why: "Freeing the Greeks".
How: An Illiac fleet of 6 rafts blockaded the Greek mainland, as Illiac leaders bribe Grecian islanders to join their loosely affiliated trade alliance, rather than live with Sparta. Spartan retalliation saw an army of nearly 9,000 soldiers recruited and a fleet of 4 rafts commisioned. The Ilium fleet withdrew after initial clashing with the Spartan one, the Spartans losing more in the skirmishing. The Spartan army then sailed from island to island in the Aegean reclaiming the lost Greeks there and eventually landed at the city of Ilium, in northern Anatolia. The army besieged the city and captured it, but with high casualties. The last 22 years of the war were quiet, with little to no casualties on either sides.

Pontus's War:
When: 80-?, ongoing
Who: Pontian Empire vs Tabriz, Minorities
Why: Various non-Pontian minorities were perported to have been causing "trouble" in the outlying regions of the Pontian Empire, and so several "purges" were underwent, wherein all those who refused to be relocated were killed and replace with Pontian families.
How: The Tabriz and several other racial and religious minorities banded together to form the country of Tabriz, which then recruited a massive army of 6,000. Skirmishes on massive scales occured on the Tigris river. The armies of the Pontian Empire and Tabriz clashed lightly, then bypassed eachother and burnt both respective opposing cities to the ground in 177. The war continues, but it is said that this is the kind of war where no one wins.

Stoner War
When: 110-?, ongoing
Who: Wovvolk vs Stoney, Norselk
Why: "Mercy is for the weak"
How: Initial Wovvolk expansion northwards started a quiet war with the Norse. When the Wovvolk stopped campaigning in this region, and headed south, to Stoney, Norselk couldn't help but intervene. The war started with the Wovvolk being held at the city of Stoney itself, which was indeed merely a collection of huts around a nice river and farming region. 2,000 Stoner warriors and 1,500 Wovvolk were slain in the various skirmishes that occured around the plains surrounding the city, but this fighting hasn't resulted in much progress by either side.
 
A list of treaties:
Spoiler :
When: 249
Who: Lyscovian Sultanate, Defecting Rebels
What:Charter of Lyrsella

When: 201
Who: Councilship of Andorr, Tanresios, Bascland Union
What:Treaty of Andorr
 
Update VII
Current/Total Earned:
Wovvolk/SKILORD: 5/17
Scythia/Julius Ganhdi: .5/4.5
Androgans: 2/5
Immaculate: 4/6
Tanresios/Milarqui: 7/15
Lyscovian Sulanate/Lord of Elves: 2/13
Kraznaya: 2/2
Karalysia: .5/2.5
Aneb-Hetch/Abaddon: 0/1
Cypriot Empire/Menanish: 0/1
Kettick Empire/Terrence888: 5/9
Druidia/Freemanuncg: 5/10
 
Yup. Sorry for confusion. Everything is up now I believe.
 
Kraznaya / Ilium
Government: Oriental Despotism
Economy: 3/0
Upkeep: 0
Techs: Late Copper

Army: 1 Warband
Navy: 1 Raft
UUs: leave blank

Projects: leave blank
Trade: leave blank

Other:

Unstable trading state which dominates the Bosporus region and much of the traffic in the Aegean. Culturally a mix of various influences across around the Aegean as well as those southwards in Asia Minor and as far as the Levant. The religious pantheon takes gods from the aforementioned culture, although the city god Artemos has gained favor especially among the military and the city mob. Has withstood quite a few sieges by migratory hordes and supplements much of its military power through the usage of less civilized mercenary retainers, hired by the relatively vast trading income hoarded by the city.
 
Milarqui
Tanresios
Government: Council of Elders
Economy: 3/0
Upkeep: 0
Techs: Early Iron

Army: 1 Warband
Navy: 1 Raft
UUs:

Projects:
Trade:

Other:

The nation of Tanresios is old, very old. Even the oldest people remember their grandparents told them the nation was old when their grandparents were young. The Straits of Tanresios have always separated the two halves of Tanresios, a long distance only salvageable by raft. Thus, both halves have had slightly different cultures ever since. However, this doesn't mean that they are separate nations. Rather, even mentioning this idea to the people in the south is merit for being shout at as ungrateful or, worse, being lynched - if the person mentioning this were actually trying to provoke a rebellion, he can count on things going straight to the worst.

Tanresian people worship their ancestors, and whenever a big doubt assaults them, they always pray for their ancestors to give them advice. Thus, whenever someone has a spark of an idea, it is said he has had an "ancestor moment".

Where they live: the Straits of Gibraltar (here Straits of Tanresios), both sides.
 
Lyscovian Sultanate//Lord of Elves
Government: Absolute Monarchy
Economy: 3/0
Upkeep: 0
Techs: Late Copper

Army: 1 Warband
Navy: 1 Raft
UUs: leave blank

Projects: leave blank
Trade: leave blank

Description
The Lyscovi have been for many years a nomadic people, until recently settling down near the Great Sea. Their society has since then been in many ways unremarkable, having a collection of animist and otherwise nature-related religions having no immediate unifying collection, and until recent years an equally-separate collection of city-states surrounding the city of Lysrella which dominates the region. A collection of Sultans which ruled over these city-states did have competition between each other, and several minor wars were fought in times past. It was not until recently that the greater Sultanate of Lyscovia was proclaimed, through a series of wars fought by the Sultanate of Lysrella against the other city-states, with myriad and shifting allies, and multiple betrayals on the part of Lysrella towards its so-called allies.

Within the past two centuries since the finality of the wars was brought, the Sultanate has been mostly quiet. Economic competition between the city-states exists, and while they fancy themselves culturally disparate, any outsider would view this proposition as ludicrous. The similarities of architecture and habit, as well as methods of warfare and the various dominating religions, are so great that only the Lyscovians themselves would attempt to draw lines between them, and even among Lyscovians, these lines seem very blurred when they are looked at with any great desire to understand or inspect.

Infrastructure is basic, but it works for the purposes of the Lyscovians, among whom trade dominates the relationship between the city-states. Therefore, there is a modicum of a road system which physically connects them, and upon which merchants make their way. This road system was constructed during the reign of a Sultan three rulers back with the slave labor of the revolt of the city-state of Clyrra.

The future is uncertain.

Start Location: Jerusalem

(Preferred Color: Olive green/burgundy)
 
expressing interest will create nation later.
 
Reserve won't hold past the first update.

For the record, I don't care if you make a copy of a real world nation. A couple people asked me that.
 
<ZeletDude>
<The Cyseean Imperium>
Government: Imperial Autocracy
Economy: 3/0
Upkeep: 0
Techs: Late Copper

Army:
Navy:
UUs: leave blank

Projects: leave blank
Trade: leave blank

Other:

The Imperium began as a nomads who traveled around for years, before anyone could remember. They then suddenly chose a site to create their first city, Cysee, near the Atrel River. The Imperium quickly flexed it's muscles and dominated central (Italy). The Imperium has a very effective army and navy.
The government functions the following way:
There is a Senate which in theory is supposed to have the same powers as the Emperor but in reality it is a mere figurehead while the Emperor dominates all ruling the country. The army and navy are both powerful while the navy is quite important the army is seen as more important and prestigious.

Central Italy.. (Rome)

Darkish Purple color.
 
I will give this about a week (possibly less) for players who have expressed interest to create a nation, and gather a bit more interest, at which point I will write a quick "update 0" setting the stage for the first participatory turn.

There will be NPCs born in the cradles of civilization (or elsewhere just to be a thorn in someone's side) and they will be claimable by new players, should the desire arise.

What do people think of my map choice? I was expecting bashing.
 
Top Bottom