erezNES - Waves of Civilization

erez87

Lord of Random
Joined
May 16, 2002
Messages
13,500
Order and joining deadline - Friday 14.12 at noon

ErezNES – Waves of Civilization
Welcome
To my first NES in a very long time. I have been wanting to start a NES for ages. I have been toying with us-states NES, Nessos, space NESes, special stories I made up and eventually I decided that the simplest idea for a new starter is this – a world fresh start.
So welcome and I hope we will enjoy this until we reach update million.



RULES

Story-based:
This NES is after all a story. You may not be a great writer, and I don't expect you to be, I'm not. But I expect people to develop some sort of personality to their nation, to their people, to their leaders. This will not be a color bubbles expanding NES. Random expansion itself will be mostly useless or impossible.

Since this NES is story based, your religion, your government, your stability and everything else will have influence on your nation. If you are a nation where the people elect leaders – the people will be the ones electing, and not you. If you are in a highly religious closed society, there will be attacks on minorities with no influence from you. Your country will be alive. Give your people a good personality – or they may not like remaining blocks in your empire.

Since the NES is more story-oriented there are things that can happen that go beyond the rules; like a large army rising out of some nation without that nation having the powerful economy to hold it. It won't be a stable army, but it can happen. Militias will exist, and fight for you (or against you in rebellion) with no connection to your supposed military forces.

One last thing. No single nation lasts forever. Migrations, invasions and losses happen. Deal with it. If you created a powerful culture and gave a strong personality to your people, they will live on, and you could continue your culture, albeit with changing states and leaders.

Economy:
The NES will not be pure story based. People won't be able to tell the story of how they hired a million mercenaries and conquered the world. The game part of the NES will be mostly based on economy and the ways you spend your income to expand your nation, your people, your culture etc…

While spending economic points will be purely gamey, receiving them will depend on a mixture of game and story. Economy will flow through the world, your people will be able to manage their lives on their own. Farmers will farm whether you tell them or not, but they will not give your state a share if you don't tell them, they will sell their products themselves. States eventually take taxes to manage the big things – an all your economy will basically be how much you take away from your people's production. That amount will influence economic growth as well. Too much and your economy may suffer, too little to the people and the growth of inequality might just lead you to lose your head.

And what to do with your taxes? Farmers may farm, but a group of farmers will never build state-wide irrigation systems required for higher development. They won't build roads across the entire nation. Even major ports will not usually appear without any government direction. Standing trained and equipped armies sure won't appear to stabilize a nation on their own (but mercenary, pirates and barbarians may…)

In the end the economic stat will be simply a number of available points to spend. That number will include all income from all areas of state (taxes, trade, less nice ways of gaining cash) but will not include ANY spending, not even the upkeep of your nation. You are tasked with caring about your nation spending. Upkeep will be given to every stat you have, and it will be your choice to pay it, close it, or suffer the consequences.
In brackets will be your bank or…

One small thing – there will be deficit spending. But it won't be a healthy thing. In the second brackets will be your debt. You CAN bank and have a debt at the same time. Debts will have interest.

Civil Stats:
Descriptions of your nation. It will almost always have your nation's name, your government type, your state religion. At times it may keep your rulers… depending on the current time scale.

A special stability stat will take your entire nation into account and it will have 3 levels. Unstable (bad), Stable (normal) and Hyper (good, but can turn bad). For most of the time your nation will probably remain stable but look at this stat for it can change so fast when you go conquering your neighbors.

Another special, sad, but required in my opinion for gamey reasons, is a technological era stat. For the early ages it will be Bronze and Iron, but it will go a bit crazy and may even separate the world into different technological eras for each part of the world. We all start on the Bronze Age. There will be NO, and I mean NO, influence on this stat from the players.

The movement between technological eras will be depending purely on me, and the story and on historical basis (a nation rich in Bronze does not want to be in the Iron Age). New Eras will usually bring some instability as the old economic situation is quickly changing, and some may be left behind…

Military:
This is the third time I am attempting to create a decent military system that is both realistic and fun.

The bare bones of every military are the basic untrained masses. The militia act as the main part of any state's military. They are practically the town watchers, the border guards, the agents, the bodyguards of elites, basic garrisons of castles and forts, the basic guards of camps. Out of these masses everything is trained, including the trained forces of your standing military, if one exists, and the different men who man the ships at sea.

Your militia are also normal people – they are practically a major part of your male population and are required each planting and harvesting season to work in the fields if you do not want to have troubles on your hands. So abusing your militia for constant year-long warfare outside your borders will be very harmful to your economy. You also just cannot pick up men across your state and throw them somewhere new to settle, not like that. Also training massive amounts of your militia into standing forces will take those men away from the fields, so either allow your standing armies to return to fields seasonally, find other food sources (yes using your men to pillage works), or just don't train a standing army that is too big (about 10-20% of your militia is a good boundary).

So who can we use for fighting wars without risking our lives? The trained, the equipped and standing forces, or keeping to fighting seasonal wars if you want a trained militia (think citizen Hoplites). Standing armies will be highly trained and equipped, and will usually be made of excellent and powerful elite forces capable of taking on many militia all on their own. One downturn will be that standing forces will be extremely expensive. Another downturn will be that the more you use elite standing forces the less effective your militia would become, but using few elites will make your militia more important and used – and so more trained, but still having their usual problems (seasonal fighting).

Most of your population will usually not just sit a side when attacked, the women, even if allowed to wield weapons, will not be a part of your military (at this time they have to raise their dozens of children and feed their babies) but will fight to defend themselves in wars. So will the slaves. Militia can also become rebels, or pirates or bandits, if your stability is low and your people unhappy.

The Map:
I love maps. They are probably my favorite part of NESing. The map will show as much information as my mapping ability allows. Nations will have their colors, and there may even be actual borders as time goes by. Population will be marked by small dots for rural population concentration, a bit bigger for a more urban population and big dots for major population centers, usually marking the most central city of them all, but sometimes it will really be just a lone huge city. As time progress and population grows massively, this will change somewhat (not every city with more than 10k people will be marked! Sheesh!).
I will mark major battles with a small X, and I will marked movement of really large armies that cannot possibly hide.

Major trade routes (and highly important minor ones) will show on the map as well.

Religions will also show on a map as they grow and expand. Everything will have its influence on the map, and most likely – eventually – there will be several maps on the front page.

Example state:
Susan/NPC
Absolute Monarchy
Religion: Polytheism
Age: Bronze
Stability: Stable
Economy: 3 (0) (0)
Military: (10 units available); 2 Temple Guards (-2)
Projects: Rural Roads (2/5)

All in all, if you ever played a NES you will understand most things. Any question you have come to me.
 
Joining the NES:
I have decided to have waves of joining, meaning each of the very first turn will allow on a certain amount of players to join (that will be given at the end of each update).

There will be 4 first wavers. The first wave will decide the places where a civilization with language and everything appeared first. You many only join in the grey areas on the map (if you want somewhere else tell me and I will think about it. I don't want a tundra civilization, it makes no sense!). The green areas are the true cradles of civilization, they are meaningless to you.
Direct link
Spoiler grey map :
joinusd.png



List of updates

Update 1: Eurocentric life
http://forums.civfanatics.com/showthread.php?p=12016899#post12016899

Update 2: An Eastern Drug
http://forums.civfanatics.com/showthread.php?p=12021169#post12021169

Update 3: The People of Headache
http://forums.civfanatics.com/showthread.php?p=12032757#post12032757

Update 4: So it's set
http://forums.civfanatics.com/showthread.php?p=12057108#post12057108

Update 5: A holiday treat
http://forums.civfanatics.com/showthread.php?p=12111423#post12111423
Maps:
 
FAQ
Here I will put question that may appear and aren't part of the rules yet. Rules will be updated as I see fit
 
Stats

Iatody
Spoiler :

Adahy/Nintz
Tribal Democracy
Religion: Monotheistic Shamanism
Age: Minor Bronze Age
Stability: Stable
Economy: 3
Military: 4500 Militia (0)
Projects:

Taveor Empire
? Militia


Iberia
Spoiler :

Tricarum/SamSniped
Tribal Council
Religion: Polytheism
Age: Bronze
Stability: Stable
Economy: 4 (0) (0)
Military: 3850 Militia, 150 Optimati (-2)
Projects:

Xurxu/bonefang
Tribal Confederacy
Religion: Polytheism
Age: Bronze
Stability: Stable
Economy: 3 (0) (0)
Military: 2800 Militia, 200 Warriors (-2)
Projects:

Iberi/NPC
Tribal Confederacy
Religion: Polytheism
Age: Bronze
Stability: Stable
Economy: 4 (0) (0)
Military: 7800 Militia, 200 Warriors (-2)
Projects:

Celtis Horde
24000 Militia


Nassiri
Spoiler :

Polii/NPC
Absolute Monarchy
Religion: Nassiric Polytheism
Age: Bronze
Stability: Stable
Economy: 18 (0) (0)
Military: 2000 Militia, 400 Warriors, 10 Barges (-6)
Projects:

Troja/NPC
Absolute Monarchy
Religion: Nassiric Polytheism
Age: Bronze
Stability: Stable
Economy: 15 (0) (0)
Military: 7600 Militia, 300 Merchant Guards, 10 Barges (-11)
Projects:

Nassiros/MoreEpicThanYou
Absolute Monarchy
Religion: Nassiric Polytheism
Age: Bronze
Stability: Stable
Economy: 12 (0) (0)
Military: 7200 Militia, 400 Warriors, 50 Boat archers, 10 Barges (-7)
Projects:

Minoa/NPC
Absolute Monarchy
Religion: Nassiric Polytheism
Age: Bronze
Stability: Stable
Economy: 10 (0) (0)
Military: 6000 Militia, 800 Warriors (-8)
Projects:

Hudeos/NPC (yellow, south of Nassiros)
Absolute Monarchy
Religion: Nassiric Polytheism
Age: Bronze
Stability: Stable
Economy: 7 (0) (0)
Military: 1500 Militia (0)
Projects:

Nycheos-Ioni/NPC (redish, between Nassiros and Troja)
Absolute Monarchy
Religion: Nassiric Polytheism
Age: Bronze
Stability: Stable
Economy: 6 (0) (0)
Military: 6500 Militia, 20 Barges (-4)
Projects:

Alderos/NPC (purple, southern Nettered)
Absolute Monarchy
Religion: Nassiric Polytheism
Age: Bronze
Stability: Stable
Economy: 10 (0) (0)
Military: 4800 Militia, 200 Warriors (-2)
Projects:

Nitteris/NPC (green, central Nettered)
Absolute Monarchy
Religion: Nassiric Polytheism
Age: Bronze
Stability: Stable
Economy: 10 (0) (0)
Military: 3600 Militia, 400 Warriors (-4)
Projects:

Trachos/NPC (blue, central Nassiros)
Absolute Monarchy
Religion: Nassiric Polytheism
Age: Bronze
Stability: Stable
Economy: 8 (0) (0)
Military: 4300 Militia, 200 Warriors (-2)
Projects:

Uldered/NPC (greeinish, western edge of Nettered)
Absolute Monarchy
Religion: Nassiric Polytheism
Age: Bronze
Stability: Stable
Economy: 7 (0) (0)
Military: 1800 Militia, 200 Warriors (-2)
Projects:

Ionian League/NPC (4 greeinish city-states around greece)
Tribal alliance
Religion: Nassiric Polytheism
Age: Bronze
Stability: Stable
Economy: 12 (0) (0)
Military: 14400 Militia, 600 Warriors (-6)
Projects:

Ionian Horde left overs
5500 Militia

Dorian Horde
18000 Militia

Aeolian Horde
13000 Militia


Italia
Spoiler :

Cittabacco/mayor
Tribal Confederation
Religion: Bonavitisme
Age: Bronze
Stability: Stable
Economy: 8 (0) (0)
Military: 6700 Militia, 300 Populum Sanctum (0)
Projects: Great Temple to Bacco (3/5), Lustrum Coniugo (2)

Romarge/Arrow Gamer
Merchant Republic
Religion: Polytheism
Age: Bronze
Stability: Stable
Economy: 15 (0) (0)
Military: 3950 Militia, 400 Warriors, 50 Marines (-6)
Projects: Port of Romarge (done)

Carome/NPC (Client-state of Romarge)
Military dictatorship
Religion: Polytheism
Age: Bronze
Stability: Stable
Economy: 8 (0) (0)
Military: 2400 Militia, 600 Warriors(!) (-6)
Projects:

Talon/Tycho
Absolute Monarchy
Religion: Polytheism
Age: Bronze
Stability: Unstable
Economy: 10 (0) (0)
Military: 7300 Militia, 800 Warriors (-8)
Projects:

Latin Horde
15000 Militia


Fertile Crescent
Spoiler :

Gutia/spacemen98
Tribal Confederation
Religion: Polytheism
Age: Bronze
Stability: Unstable
Economy: 6 (0) (0)
Military: 5900 Militia, 400 Raiders (-2), 200 Raider (free)
Projects:

Hadraak/Eltain
Theistic Despotism
Religion: Hadraaki Polytheism
Age: Bronze
Stability: Stable
Economy: 5 (0) (0)
Military: 1495 Militia, 5 Harnn (-3)
Projects:

Kadibra/NPC
Theistic Despotism
Religion: Hadraaki Polytheism
Age: Bronze
Stability: Stable
Economy: 3 (0) (0)
Military: 1000 Militia, 200 Warriors (-2)
Projects:

Aryan Horde
7000 Militia

Armass tribe
500 Militia


Galies Bay
Spoiler :

Inglias/Lord_Herobrine
Tribal Confederation
Religion: Polytheism
Age: Bronze Age
Stability: Stable
Economy: 5 (0) (0)
Military: 2800 Militia, 200 Warriors (-2)


Indus Valley

Spoiler NOT DONE :

Bharata/Kentharu
Monarchy
Religion: Polytheism
Age: Bronze
Stability: Stable
Economy: 2 (0) (0)
Military: 5 Militia, 1 unit (-1)
Projects:

Indus city states
Between 10-25 Militias and 2-3 Warriors in each


Xin
Spoiler :

Cheng'Fung/PERMNPC
Generalship
Religion: Ancestor worship
Age: Bronze
Stability: Stable
Economy: 0 (1) (0)
Military: 300 Cheng'Fung (-6)

Xian/Patchy
Absolute monarchy
Religion: Ancestor worship
Age: Bronze
Stability: Stable
Economy: 9 (0) (0)
Military: 5500 Militia, 400 Warriors (-4)
Projects: Terrace Farming (5/5)

Jinzhou/Bair_the_Normal
Absolute monarchy
Religion: Ancestor worship
Age: Bronze
Stability: Stable
Economy: 5 (0) (0)
Military: 3500 Militia (0)
Projects:

Ikenmai/NPC
Absolute monarchy
Religion: Ancestor worship
Age: Bronze
Stability: Stable
Economy: 5 (0) (0)
Military: 4000 Militia (0)
Projects:

Chi'zuna/NPC
Absolute monarchy
Religion: Ancestor worship
Age: Bronze
Stability: Stable
Economy: 6 (0) (0)
Military: 3000 Militia, 200 Warriors (-2)
Projects:

O'mase/NPC
Absolute monarchy
Religion: Ancestor worship
Age: Bronze
Stability: Stable
Economy: 5 (0) (0)
Military: 5500 Militia, 400 Warriors (-4)
Projects:

Yuanti/NPC
Absolute monarchy
Religion: Ancestor worship
Age: Bronze
Stability: Stable
Economy: 6 (0) (0)
Military: 2500 Militia (0)
Projects:

Baozhou/NPC
Absolute monarchy
Religion: Ancestor worship
Age: Bronze
Stability: Stable
Economy: 5 (0) (0)
Military: 4300 Militia, 200 unit (-2)
Projects:

Harhana horde
8500 Militia


Wanju

Spoiler :

Haisho/Krzowwh
Absolute monarchy
Religion: Polytheism
Age: Bronze
Stability: Stable
Economy: 8 (0) (0)
Military: 2800 Militia (0)
Projects: Long Walls (2/4)

Pingjyo/NPC
Absolute monarchy
Religion: Polytheism
Age: Bronze
Stability: Stable
Economy: 4 (0) (0)
Military: 1200 Militia (0)
Projects:

Wanghak/NPC
Absolute monarchy
Religion: Polytheism
Age: Bronze
Stability: Stable
Economy: 7 (0) (0)
Military: 2500 Militia (0)
Projects:

Sujiyong/NPC
Absolute monarchy
Religion: Polytheism
Age: Bronze
Stability: Stable
Economy: 5 (0) (0)
Military: 1000 Militia (0)
Projects:

Julheot/NPC
Absolute monarchy
Religion: Polytheism
Age: Bronze
Stability: Stable
Economy: 5 (0) (0)
Military: 3000 Militia (0)
Projects:

Huljuu-Tamuta horde
15000 Militia


Nogaia
Spoiler :

Yakot/Terrance888
Absolute monarchy
Religion: Nogaia Dualism
Age: Bronze
Stability: Stable
Economy: 6 (0) (0)
Military: 3000 Militia, 150 Tahe (-2)
Projects:

Patu/NPC
Absolute monarchy
Religion: Polytheism
Age: Bronze
Stability: Stable
Economy: 6 (0) (0)
Military: 5000 Militia, 400 Warriors (-4)
Projects:

Fula/NPC
Absolute monarchy
Religion: Polytheism
Age: Bronze
Stability: Stable
Economy: 7 (0) (0)
Military: 1700 Militia, 400 Warriors (-4)
Projects:

Fisofi/NPC
Tribal Union
Religion: Polytheism
Age: Bronze
Stability: Unstable
Economy: 5 (0) (0)
Military: 6700 Militia, 400 Warriors (-4)
Projects:
 
Unique Units
[table="head"]State|Unit|Cost|Upkeep|Description
Everyone|200 Warriors|2ep|2ep|The basic standing force anyone can train. They are not so cheap but are vastly superior to militia. A large warrior army can be unruly.
Everyone|10 Barges (100 men)|1ep|2ep|The barges are actually barges confiscated or conscripted from merchants and conversed into a military vessel. They can always be released back to the merchants. Barges msotly act as large transport ships, but some naval warfare has been seen.
Tricarum|150 Optimati|2ep|2ep|The highly trained Optimati elite force is trained in a sacred technique called "Water dancing" that is both beautiful and deadly.
Romarge|50 Marines|2ep|2ep|These elite force is trained from the top of the Romargian republic. They are powerful and adapt at both land and sea fighting.
Nassiros|50 Boat archers|2ep|1ep|The boat archers are long range archers especially good at fighting from barges at sea but also capable in fortifications.
Cittabaco|100 Populum Sanctum|none|none|The Populum Sanctum are according to some "celebrated peasants" but they are far more then that. While not very equipped they are highly trained and even more motivated. They raise on their own in times of a rightful war. Currently 3 units of these are known.
Armass|50 Harpoonist|none|1ep|The Armassian harpoons are fishermen who are called to battle for the Armass. They are highly skilled in their art of harpooning.
Yakot|150 Tahe|2ep|2ep|The Tahe are practically a police force in the Kele culture of Yakot. Their mere existence aid the stability of the nation greatly, and they are not bad fighters as well.
Gutia|200 Raiders|2ep|1ep|The Gutian raiders are renowned scouts and skirmishers, faster than most other forces.
Troja|100 Merchant Guards|1ep|3ep|The Trojan merchant guard are already trained and so are cheap to hire by the state, but as they are used to the salaries from rich merchants they are expensive to maintain. They are some of the most equipped and trained forces in the world.
Hadraak|5 Harnn (10 men)|3ep|3ep|The Harnn is a small chariot manned by a single rider. The beast being rid is a giant oxen that runs and tramples forces before him. The Harnn are very expensive to train and maintain, but some claim they are worth it.
Haisho|150 Danhoryu|2ep|2ep|Elite archers that also carry heavy shields for protection and, when the time calls, to hit people.
Jinzhou|150 Yan-Gong|2ep|2ep|Elite archers who excel in covert operations and guerrilla warfare.
League of Kings (Xin)|150 Cheng'Fung|3ep|3ep|Highly trained, equipped and influential military force of the Guówáng de Liánméng. These units are not loyal to any single city-state, and are only loyal to the freedom and growth of the entire Xin[/table]
 
YOU MAY NOW POST
As soon as four people fully join (just fill up a stat, leave everything empty but name and government and add lots of description, even 1 unique unit) I'll post a first update.

Only full joining posts will be considered. There are no reserves. I want this to go fast.

Sign up sheet:

Name/player
government
Religion: Polytheism/or something of your choice
Age: Bronze
Stability: Stable
Economy:
Projects:
Information:
Unique unit:
 
I cannot possibly resist such a brilliant name :mischief:

I'm definitely in

Info and such once I get out if this class and behind my laptop
 
Name/Player: Tricarum/SamSniped (adjective: Tricarian)

Government: Tribal Council- As was decided by the First Council, the nation of Tricarum is divided up into seven tribes, with each one being a section of Tricarian land. Each tribe chooses one member as its leader, and this leader convenes at the Council with the others. The method of choosing differs between tribes- Tricarum elects its official, while Batria uses trial by combat. The Council is the ruling body of Tricarum, and each tribe is responsible for a certain function of the nation. Tricarum, the first of the tribes, is responsible for trade and administration. Batrius handles war and expansion, Hytaria deals with religion and education, Matiria is the tribe in charge of water supply and the sea, Tarinia organizes construction and mining, Altheria controls the farms, and Zatoria trains the Optimati, and aids the craftsmen.
Spoiler Plans for the future I want to remember :
With the expansion of land, this system will most likely be changed into having these seven tribes for each region, with each region having one of the Council elected to the Grand Council, which will rule the nation.


Religion: Polytheism- Three main gods, representing the sky (Hytarius), sea/water (Marius), and land (Tarinus), with other gods for thing such as war (Batrius), farming (Altherius), hunting, artisans (Zatora), etc. The main concept of Tricarian Polytheism is betterment of yourself through honoring and aiding the people of Braavos, the leaders, and your gods. This latter is the excuse given for many wars ("In the revered name of Batrius..."), as it is honoring the god of war.

Age: Bronze

Stability: Stable

Economy: Currently based on a simple barter system. If person A needs something that person B has, and person B needs something person A has, they will probably trade the needed items. The government is funded by having an official barter center, which trades all day for needed materials, and gives away surplus from the donations and/or official government farms/mines. Fishing is an integral part of the economy, as well.

Projects: N/A- None yet

Military: Tricarum is relatively peaceful, although as has been proven to many tribes of the region, is dangerous if provoked. The men of Tricarum all receive military training, and can be called to arms for five years after their eighteenth birthdays, providing a strong force to be called upon at any time. After the five years pass, they can join the standing army upheld by Tricarum, either in the navy or army. The best soldiers, called the Optimati, learn the arts of command and work on improvement of their fighting style, in order to learn to think on their own and form chains of command within themselves. Although the Optimati are divided like a normal army, there is less rigidity, and small units will usually form within the division, and yet they work together with better cohesion than the average division. This structure of the military has helped Tricarum stay together for many years, and it will for many more.

Language: Reminiscent of IRL Latin, and many words mimic Latin exactly.

Location: Tricarum is nestled between the Mountains of Hytarius and the River of Marius, and borders the Tricarian Sea. Formed by coastal tribes who unified, Tricarium is highly focused on the sea, but has also started to expand across land. On the map, it's the navy blue circle.
attachment.php

NOTE: SEA OF BRAAVOS SEA OF TRICARUM
 

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(Sorry for double post) Can we get a bigger map, please? it's a bit hard to zoom in on without making everything blurry at the moment.
 
Romarge/Arrow Gamer
Merchant Republic
Religion: Polytheism
Age:
Stability:
Economy:
Military:
Projects:

Description: This small nation started off neutral in many of the volatile conflicts around them. Soon, this neutrality evolved to dealing in supplies, weapons and even information with both sides. Soon, the nations economy became centered around trade, and merchants rose to prominence in the government, soon changing it to a merchant republic. They have built up a sizable navy to protect their trade interests, and have decided to begin using it to give weight to their opinion on the regional scale.

Eventually, they became richer than any other nation near them, and they began to feel entitled. As luck would have it, a large war was going on just as they decided to expand. As the tenants of the other nations finally came to a peace agreement, Romarge struck. They quickly swept away all resistance, taking the region for themselves. By now, most of the subcultures have lost their will to rebel, and the Romarge don't have many problems on their hands.

Unique Unit: The Marine.

The Marines are adept fighters on both land and sea, and usually are used in boarding actions or amphibious landings. They are accomplished sailors, although they don't often put this skill to work.

Notable Figures:
-President: Anton Nemore
-Vice-President: Julius Nonom
-Richest Merchant: Marc Flan

Religion: They believe in many gods, the king of which is Iupit, king of the seas and sky. The most widely worshiped god is Marcuy, god of commerce, trade and roads. However, religion doesn't play a large part in the average Romarginian's life, and worship is usually reserved for festivals or times of duress.
OOC: No access to a CPU for a map. It will be in about 45 minutes.
 
Example state:
Arrow Gamer
Merchant Republic
Religion: Polytheism
Age:
Stability:
Economy:
Military:
Projects:

Description: This small nation started off neutral in many of the volatile conflicts around them. Soon, this neutrality evolved to dealing in supplies, weapons and even information with both sides. Soon, the nations economy became centered around trade, and merchants rose to prominence in the government, soon changing it to a merchant republic. They have built up a sizable navy to protect their trade interests, and have decided to begin using it to give weight to their opinion on the regional scale.

Unique Unit: The Marine.

The Marines are adept fighters on both land and sea, and usually are used in boarding actions or amphibious landings. They are accomplished sailors, although they don't often put this skill to work.

Notable Figures:
-President: Anton Nemore
-Vice-President: Julius Nonom
-Richest Merchant: Marc Flan
President? Of a Bronze Age nation? ... grrrr!

Also - you gave it no name, and no location. And a trading community as a first civilization? Maybe you should prefer joining next turn :)
 
I guess I'll be in the second wave in, definitely interested in this NES.
 
EDIT: Never mind, changing my post now...
I have added one. It's very simplistic. Information - go wild.

Tycho - why? No one joined yet. There is one civilization, but it is not even named... and has a president grrrrrr
 
Hey, I couldn't think of what to call him! It is much like an Athenian democracy, and they were pretty early on too. And it has a name now.
 
Hey, I couldn't think of what to call him! It is much like an Athenian democracy, and they were pretty early on too. And it has a name now.
I don't think it was a president. Anyway, still no location :) but for now I'll accept you as first joiner - but you won't be the first civilization since you are saying your society evolved by trading with others existing societies.
"Soon, this neutrality evolved to dealing in supplies, weapons and even information"
So you will have others around you popping up first - NPC's of course.
 
I'm actually finishing up a description where I conquer them all.

And, my iPod is 2nd generation, so I cant even see the map. If it is real world, then I'll take south Italy and Sicily. If it is fake world... I'll get back to you.
 
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