• We are currently performing site maintenance, parts of civfanatics are currently offline, but will come back online in the coming days. For more updates please see here.

Finmaster's Brand Old Nes III: The Final Countdown!

Finmaster

The White Ghost
Joined
Apr 13, 2003
Messages
2,716
DO NOT POST UNTIL I SAY YOU CAN!

Welcome to FBONES III. I know many of you wanted to see a continuation of the original FBONES, but I decided I have no interrest in that game anymore. Instead, I am going to use a ruleset very similiar to the original game. I'm sure we can create an atmosphere that is as good as - or maybe even better than - in the original game ;)

Oh yes and this WILL be my last attempt at modding! Hopefully it will be more succesful than all the previous ones, and I believe it will!

1. Introduction

Or: some basic stuff about the game, and the necessary ranting


Its a fresh start world map. Want to know more?

Spoiler :

This game is what some have called a "Retro NES". I want to emphasize that it does not copy rules from two or three year old NESes directly (even I have to admit that the economy rules were rather unpractical back then), instead I try to unite the best parts of old NESes with the best parts of modern NESes in good retro spirit.

Why would I want to do that?

Because I used to enjoy the old type NESes so much. Modern NESes are all about long and detailed orders, you are playing not only your country leader but also all the diplomats, the bureaucrats and the entire army staff. Well I think that your soldiers know how to pee even if you don't specifically mention it in your orders that they must do so, goddammit! While in the old ones it was more about diplomatic manouvering, which I think is the true spice of NESing.

One of the things I most miss about old NESes were the national traits, and they will once again play a big part in this NES, just like in the other Brand Old NESes.


2. Rules

A ground rule is, there is a numerical measure for everything, I think its easier that way. If I use words in the stats, they are only to compare the size of whatever stat is in question to other nations and their developement of that particular stat.

2.1 Economy

Very self-explanationary. Single stat, the more you grow it the more expensive it will become to grow it further.

You will also have a bank, where your money will go if you don't use it / if you get benefits (from trading, looting, stealing, whatever..)

2.2 Army and navy

I will use the term "unit" to describe army sizes; it is simply a number you can use to compare the size of your army. But for the sake of storytelling, we can agree that one army unit will contain approximately 1000 men and a navy unit will contain 10 ships.

Army/navy quality includes both training level of your army and leadership level it has. The more you grow it, the more expensive it will become to grow it further. Notice that an army even 7 times bigger can still lose a war if they are extremely incompetent compared to the enemy (there are examples of this in OTL history).

There will also be a more personal description of your army. It changes based on stories, orders, etc.., and you won't need money to change it. It also contains info on the technological developement of your army.

Army upgrades itself AUTOMATICALLY when you reach new tech levels.

UU's: 1 per nation, write a describtion.

2.2 Science and technology

Very similiar to the education stat we often see, but includes all elements of people's scientific thinking and developement of the academic research, not just the learning part. High science always results in faster technological growth, as well as in cultural growth. The more you grow it, the more expensive it will become to grow further.

Technology has less to do with culture, and gives more direct benefits than science. It is expensive to get, but it can be bought from other nations.

LIST OF LEVELS:

BRONZE AGE:

Tech level 1 - Includes all ancient technology from currency and trading to bronze age weaponary (spearmen, primitive triremes, etc..). Everyone has this at the beginning.
Tech level 2 - Early siege weaponary such as catapults. Cost: 5 gold.
Tech level 3 - Improved road network. Speeds up expansion, makes trading more profitable. Cost: 10 gold.

IRON AGE:

Tech level 4 - Iron age weaponary far more developed than the old one. Swordmen, cavalry, galleys. Cost: 15 gold.
Tech level 5 - Bureaucracy. Effective state creates economic benefits due to developed taxation. +1 gold each turn, can use temporary tax increase and other creative ways to temporarily gain more money. Cost: 17 gold.
Tech level 6 - ????

2.3 Culture and confidence

In my NES, culture and confidence will play more important part than in most NESes. If they are low, they will not only cause uprisings against the government, they will also cause PASSIVE RESISTANCE: economy will suffer as people become corrupt (who wants to pay taxes to a government they hate?), army will not fight as fiercly, etc...

The difference between culture and confidence is that confidence describes how much the people trust their LEADER, while culture describes the people's patriotism towards their NATION. Needless to say, confidence is less imporant and shifts more easily and more often from one direction to another. Culture is slow to grow and it also decreases slowly.

Can't be grown with money directly.

2.4 Misc: projects, religion, etc..

Projects/wonders will not cost you anything except time. You tell me what it does, I tell you how long it takes. Notice that projects require a story to describe them written in the thread if you want to receive full benefits from them!

Religion affects culture. Nation that hasn't got one will never reach the highest levels of culture.

And as this is a story NES, the more you write good stories the more benefits you receive from them!

***

3. Starting your nation!

3.1 About traits


Spoiler :


In the template below, you get to chooce one trait out of 5. These traits are described here, read through before choocing.

Traits will not give direct benefits, but in the end are still very beneficial in two more undirect ways.

1. They will deterine how your nation developes in the beginning of the game and if you are temporarily NPC'd for whatever reason.
2. Most importantly traits will have very big effect on your CONFIDENCE and CULTURE, and these two play a very big part in the game! If your confidence is low, even your economy will begin to suffer! So you need to plan carefully how you intent to play beforehand, because if you take a scientific nation and raise a huge stone-age military army to go on a crazy killing spree, there are going to be people who won't like it.

NOTICE: Your people might still accept your contradictional decisions if you can explain it - for example if you can explain why waring benefits your nation technologically, then your scientific people might be content. Never underrestimate the stupidity of your people!

MILITARISTIC

GOOD SIDES: People support you going to wars unconditionally wether you have a casus belli or not. They will not be mad at you spending money on large armies, and you are likely to get more volunteers.
BAD SIDES: Losses in wars will make the people angry, so don't go to one if you don't intent to win! Also, if you get too much minorities into your kingdom, you might end up with problems, as militaristic people are rarely tolerant. With low culture, the army has low morale, so beware of cultural decreases.

PEOPLE SUPPORT: Army growth, army quality growth, navy growth, navy quality growth, victorious wars.
PEOPLE DISLIKE: Losses in wars, long eras of peace (short ones can be accepted as "bulking up time"), tolerance.

IMPERIALISTIC

(aka seafaring, expansionist)

GOOD SIDES: People support fast expansion and want to spread their ideology and culture (which, of course, is the most civilized one) to all over the world. It will be easier to hold on to a massive colonial empire, and to get one in the first place.
BAD SIDES: Warfare against members of the same culture group is disliked among the people, everything you do must have something to do with you growing a vast colonial trading empire which can lead to cultural problems regarding domestic growth.

PEOPLE SUPPORT: Navy growth, navy quality growth, expansion, science when it leads to naval / expansionist discoveries, tolerance and trading towards other civilizations, intolerance towards barbarians.
PEOPLE DISLIKE: Wonders / projects when they are not expansion-related, wars against civilized nations (colonial wars can be accepted though), barbarian nations.

COMMERCIAL

GOOD SIDES: No moral judgement from the people as long as the nation gets richer and richer all the time!
BAD SIDES: Greedy people are eager to fall into corruption which costs you money if confidence and culture are low, so make sure you keep these levels high all the time! Confidence will drop fast if you start losing money, and it will be extremely devastating for a commercial nation!

PEOPLE SUPPORT: Beneficial trading, beneficial wars, beneficial wonders.. everything that is beneficial money-wise, actually.
PEOPLE DISLIKE: Anything that costs money more than brings money.

CULTURAL

(aka scientific)

GOOD SIDES: If used well by a builder-type of player, cultural people can rush their cultural and technological developement beyond other, more barbaric nations. Altough the peaceful, cultural people dislike violence, they are more than willing to defend their nation if their culture is strong. Cultural decrease is less damaging as in other traits, because the people are always working their way to increase it automatically.
BAD SIDES: Offensive wars are very disliked among the people, especially if there is no casus belli. High war-weariness.

PEOPLE SUPPORT: Continuous developement of culture, science, education and peaceful commerce; tolerance; defensive wars when their culture is strong.
PEOPLE DISLIKE: Offensive wars of expansion, intolerance.



3.2 TEMPLATE!

I will write your stats once you've picked your nation, so the template is very short:


NATION NAME:
LEADER / PLAYER:
TRAITS: Militaristic, Imperialistic, Commercial, Cultural (pick 1, see descriptions from above)
STARTING LOCATION:
NATIONAL BACKGROUND: Short description is REQUIRED, consider it to be your BT orders!


***

4. About orders, updates, and other Misc stuff:

ORDER LENGHT MAXIMUM: 1 PM!

Old style NESes arent about 5-page-long military tactics. When writing strategies, you can describe the basic strategy you are using and how your troops are positioned, I suggest to leave the rest to your generals because they are likely to do the job much better than you. I'd suggest you'd rather concentrate on diplomacy.

UPDATES TWICE A WEEK!

I might not manage to accomplish this, but I'll try. The average is propably 6 updates a month, as in the previous games I've modded.

AWARDS WILL BE GIVEN!

I've always wanted to give awards to people. After the NES end, there will be a Winner, Strongest Nation, Best Conqueror, etc.. determined.

One more time, welcome! Lets make this NES (the last one I'll ever mod) an unforgettable one! :)
 

Attachments

  • World_0.png
    World_0.png
    118.4 KB · Views: 97
PC:s

EUROPE:

Nation name: Czardom of Muscovy
Leader / Player: Czar Victor / Luckymoose
Technology: Late bronze age
Tech level 1 - COMPLETED
Tech level 2 - COMPLETED
Tech level 3 - Improved Road Network (0/10)
Tech level 4 - Iron Age Weaponary (0/15)
Economy: 2 points to spend
*Level 2 (1/5 to next level)
*Banked: 0

Army/quality/description: 4 units / level 2 (0/3 to next level) / Bronze age spearmen, horsemen, catapults
Navy/quality/description: 0 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 6/5
Religion: Nordic shamanism (15 % Trogdorist minority)
Wonders/projects:
Trait: Militaristic
National Background: One of the newest empires around, the Muscovites have united all tribes around the area of Moskva over the past couble of centuries. Often seen as barbaric to other, more "cultivated" nations,, the Muscovites have actually formed quite a working and developed society, and have already passed most other European nations in technological discoveries. Now their expansion is facing new challenges: their attempts to expand westwards was halted when they encountered the Novgorodians, who are blocking their route to the Baltic Sea. Now, the Muscovites have had enough and a war has begun..

Nation name: Nordic Empire
Leader / Player: Emperor Josef I / JosefStalinator
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (2/5)
Tech level 3 - Improved Road Network (0/10)
Economy: 2 points to spend
*Level 2 (3/5 to next level)
*Banked: 0

Army/quality/description: 5 units / level 1 (0/2 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 3 units / level 1 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 6/6
Religion: Trogdorism (5% German polytheism, 15 % Nordic shamanism)
Wonders/projects: Temple of Trogdor (+1 culture, +1 economy level, +1 tech, next available in the list), 0/8
Trait: Imperialistic
National Background: A rather new Empire that has only existed for only about a century, the Nordic Empire was formed from the union of various tribes in the Stochholm area. The Nordic people quickly realized the superiority of their race (Blonde hair, blue eyes especially as a physical quality, but not exclusively) over all others, and made it their mission to unite the Nordic peoples and spread their blood throughout Northern Europe. The empire is currently run by Emperor Josef I, the first emperor to officially be crowned Emperor of all Nordics, and the third King of Sweden. Most Nords profess to a faith similar to that of Egyptian King Worship, beleiving that the Emperor is divine and ordained by the Gods (which are a pantheon more similar to OTL Norse mythology). They also live in fear of a beast known as "Trogdor", who they beleive will burn their cottages if they offend the Gods. The afterlife is known as "Venus", to which many great warriors head together, where the Gods welcome them all. These religious beliefs have given them a strong and united culture. It remains a mystery how they will react to Angelns expanding over to the Nordic Peninsula..


Nation name: Leichtigkeiten Reich
Leader / Player: von Dunkelheit / stalin006
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (2/5)
Tech level 3 - Improved Road Network (0/10)
Economy: 4 points to spend
*Level 2 (2/5 to next level)
*Banked: 2

Army/quality/description: 5 units / level 2 (1/3 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 0 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 6/5
Religion: German polytheism
Wonders/projects: German roads (+2 economy levels), 0/7
Trait: Militaristic
National Background: The forests of north central Europe were once home of several simple savage tribes. However after a long series of wars, blood marriages and diplomacy, it was united and a couble of centuries ago, the Leichtigkeiten Reich was born. They have encountered the Angelns in the north (from whom they have already taken some lands in recent wars), Silesians in the east and Bavarians in the southwest. Bavarians especially have not been very friendly towards what they call the "barbarian versions of Germans", and the Reich has responded by recently concentrating their expansion towards Bavarians, who have already lost some areas over the last few decades. War has now begun against Bavarians.

Nation name: Angeln Empire
Leader / Player: ? / The Farow
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 3 - Improved Road Network (0/10)
Economy: 5 points to spend
*Level 3 (0/7 to next level)
*Banked: 2

Army/quality/description: 4 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 3 units / level 1 (0/2 to next level) / Bronze age triremes.
Confidence/Culture: 5/4
Religion: German polytheism (20 % Trogdorism, 5 % paganism)
Wonders/projects:
Trait: Commercial
National Background: The Angelns are one of the oldest nations of Northern Europe, and richest as well. Their growth has not been strictly commercial, though: they've wasted money on naval forces to form a trading Empire that lasts from Britain to the Nordic Peninsula, as well as on a larger army, which was needed due to a war against the Leichtigkeiten Reich fought a century earlier - which made the Angelns lose some land. All this has made the Anglens a balanced power on the outside, but fragile on the inside: there are many minorities - mainly in Britain, where Britannicans want the Angeln colonies to join the empire of Britannica. As if this wasn't bad enough, it is likely that the Nordic Empire will not enjoy Angeln expansion in the Nordic Peninsula..

Nation name: Brittany
Leader / Player: Blondie / The Major
Technology: Late bronze age
Tech level 1 - COMPLETED
Tech level 2 - COMPLETED
Tech level 3 - Improved Road Network (0/10)
Tech level 4 - Iron Age Weaponary (0/15)
Economy: 2 points to spend
*Level 2 (1/5 to next level)
*Banked: 0
Army/quality/description: 4 units / level 1 (0/2 to next level) / Bronze age spearmen, horsemen, catapults
Navy/quality/description: 3 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 5/6
Religion: Genacrism (10 % German polytheism)
Wonders/projects:
Trait: Imperialistic
National Background: Brittanic barbarians in France united into the kingdom of Brittany very recently under the leadership of a certain Swede called "Blondie". Very quickly the Brittanics conquered whatever was still left under barbarian influence of northwest France, and then sailed to Britain where they - along with Angelns - are now challenging the Britannica's rule over the area. Biggest threats to Brittany seem, however, to be in the east, where old European powers would be more than willing to challenge the new competitor. Normandy, for example, is not happy to see Brittany come to their trading markets. And in the south the Galicians are growing their might..

Nation name: Galicia
Leader / Player: King Garcia / adherence
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 3 - Improved Road Network (2/10)
Economy: 2 points to spend
*Level 2 (3/5 to next level)
*Banked: 0

Army/quality/description: 5 units / level 1 (0/2 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 4 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 6/5
Religion: Genacrism (15 % Mediterranean polytheism)
Wonders/projects: The Beacon of Endovelicus (+1 culture, +faster spread of Gencrism), 0/3
Trait: Imperialistic
National Background: United very recently under the rule of the king Garcia (who originally travelled west from Valencia), the fastly-expanding, naval-oriented Galicians have already taken most of western Iberia and are expanding rapidly as we speak, quickly becoming one of Europe's newest main powers. In the north, they are facing another new expanding nation, Brittany. Their biggest fears, however, lie east, where the Valencians are not happy to see their beloved peninsula taken by a nation they consider to be somewhat barbaric.

Nation name: Genoa
Leader / Player: Consul Crassus / emu
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (2/5)
Tech level 3 - Improved Road Network (0/10)
Economy: 4 points to spend
*Level 2 (1/5 to next level)
*Banked: 2

Army/quality/description: 5 units / level 1 (0/2 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 1 units / level 1 (0/2 to next level) / Bronze age triremes.
Confidence/Culture: 5/6
Religion: Mediterranean polytheism (40 % German polytheism)
Wonders/projects:
Trait: militaristic
National Background: The commercial city-state of Genoa was one of the last cities managing to protect themselves from the cultural assimilation of the Romans, but the rich city was ransacked by barbarians and without Roman protection, the people needed to grow a strong army. Through a circle of vengeances, Genoa grew big and mighty, some say just as mighty as their "big brothers" in Rome. So far these two nations have not batteled against each other, but the room for expansion is getting slim for both of them..

Nation name: Malta
Leader / Player: Merchant council / Lord Iggy
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 3 - Improved Road Network (0/10)
Economy: 3 points to spend
*Level 3 (5/7 to next level)
*Banked: 0

Army/quality/description: 3 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 3 units / level 1 (0/2 to next level) / Bronze age triremes.
Confidence/Culture: 5/6
Religion: Mediterranean polytheism (20 % Genacrism, 15 % Sionism)
Wonders/projects:
Trait: Commercial
National Background: From its history in antiquity, Malta has been a center of trade routes, from both sides of the Mediterranean Sea. This developement speeded up even further as the Romans and Carthagians started fighting and Mediterranean trade was directed to Malta by both sides. Over centuries, the trading post eventually grew into a great merchant city. The population of merchants, with backgrounds from everywhere from Tartessos to Racadonia to Damascus, was always pressured by the possibility of foreign conquest. Already a long time ago - some 500 years - they banded together into one nation to maintain their longstanding economic freedom. Recently, they've been sailing to Africa to build trading posts there - and the results being them becoming the richest nation in the area. Perhaps even too rich; for other Mediterranean nations are almost certain to gaze their greedy eyes on Malta in hopes for big money with little casualties, even though battles have been avoided for now..

Nation name: Racadonian Empire
Leader / Player: Emperor Ryan I / Nuclear Kid
Technology: Late bronze age
Tech level 1 - COMPLETED
Tech level 2 - COMPLETED
Tech level 3 - Improved Road Network (0/10)
Tech level 4 - Iron Age Weaponary (0/15)
Economy: 2 points to spend
*Level 2 (0/5 to next level)
*Banked: 0

Army/quality/description: 6 units / level 1 (0/2 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 2 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 5/6
Religion: Mediterranean polytheism (15 % Sionism)
Wonders/projects:
Trait: militaristic
National Background: The city-state of Ranopolis was the very first in Europe that started growing into an Empire. A millenium ago, the strongest states of Greece - Athens and Sparta - batteled and Athens asked help from Ranopolis, which had already started to unite Turkish coast under its thumb. With Racadonian help, Athens won - but the Racadonians refused to leave! Soon the entire Greek peninsula was under Racadonian command. Their old culture remains strong, but their expansion has slowed down greatly recently. Partly because the Hellenic Empire north from them is growing in might and a couble of wars - that have all ended in a stalemet - were already seen during the last century..

Africa and Asia:

Nation name: Carthage
Leader / Player: Hannibal Barka /MjM
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (2/5)
Tech level 3 - Improved Road Network (0/10)
Economy: 2 points to spend
*Level 2 (3/5 to next level)
*Banked: 0

Army/quality/description: 4 units / level 1 (0/2 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 4 units / level 2 (0/3 to next level) / Bronze age triremes.
Confidence/Culture: 5/4
Religion: Mediterranean polytheism (5 % Sionism, 5 % Genacrism)
Wonders/projects:
Trait: Imperialistic
National Background: Carthage is a middle-aged nation, formed by sailors coming from the east. Legend has it that the nation was formed by Phoenician refugees who ran away from the expanding empire of Damascus some half-a-millenium ago. Seafaring, militarism and fast expansion has been their trademark since, altough the peak of their power seems to be behind them already; their golden age ended in the Sicilian war some 200 years ago, when they lost their part of Sicily to their ancient enemies in Rome. The question is, will there be a new golden age for Carthage, or is it just going to whither away like most middle-aged nations that are facing the quick expansion of newer ones and the stronger culture of the ancient ones?

Nation name: Sion
Leader / Player: High priest / sheep
Technology: Late bronze age
Tech level 1 - COMPLETED
Tech level 2 - COMPLETED
Tech level 3 - Improved Road Network (5/10)
Tech level 4 - Iron Age Weaponary (1/15)
Economy: 2 points to spend
*Level 2 (3/5 to next level)
*Banked: 0

Army/quality/description: 3 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen, catapults
Navy/quality/description: 3 units / level 1 (0/2 to next level) / Bronze age triremes.
Confidence/Culture: 6/7
Religion: Sionism (5 % Mediterranean polytheism)
Wonders/projects:
Trait: Cultural
National Background: the Sionist Empire of Egypt was once the mighest empire on the planet - perhaps along with Mohenjo-Daro. Often the Sionist Empire was the reason why Mediterranean city-states started uniting into empires: It was Egypt that was threatning their security with their strenght. Then, ages of decay hit them, and after a series of bloody civil wars, the great empire was cut into three halfs. Sion is the most cultural one of these, and considers itself to be the cultural continuation of the might of former Egypt. The three Egyptese kingdoms have recently been forced to work together due to Hedjaz's control of the important Red Sea trade, but who knows how long Sion - or the other Egyptian nations for that matter - will accept their dominance..

Nation name: Kush
Leader / Player: King Kashta / foolish icarus
Technology: Late bronze age / Early iron age
Tech level 1 - COMPLETED
Tech level 3 - COMPLETED
Tech level 2 - Early Siege Weaponary (4/5)
Tech level 4 - Iron Age Weaponary (0/15)
Economy: 2 points to spend
*Level 2 (1/5 to next level)
*Banked: 0

Army/quality/description: 3 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 1 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 6/6
Religion: East-African shamanism (15 % Sionism)
Trait: cultural
National Background: One out of the three empires along the Nile that formerly formed the great empire of Sionist Egypt, Kush was the least powerful one for a long time. Only recently, due to developing agriculture, they have started to pose a real challenge to the other African powers. This challenge is mainly a cultural one: others stand in awe as the long line of libraries built during last century has given the Kush an edge in humanist sciences, and altough its military forces are comparatively weak, its scientific achievements and cultural unity make up for much of that.

Nation name: Coinage
Leader / Player: / Swissempire
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 3 - Improved Road Network (2/10)
Economy: 5 points to spend
*Level 3 (3/7 to next level)
*Banked: 2

Army/quality/description: 4 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 1 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 4/5
Religion: South African Wealth Paganism
Wonders/projects:
Trait: commercial
National Background: Coinage is one of the newest nations on Earth; the further the civilizations advanced, the further away they started reaching goods for trading. Soon, a great deal of nations that wanted to benefit from this were born along the African coast, and at the end of the road, there was Coinage, and important commercial nation of trade and natural resources. This African trade route has recently made Coinage very rich, but its position is insecure: would the route be cut off, the nation would collapse - and that just might be waiting in the future, as the neighbours in Namibia and Limpopo haven't acted all friendly recently..

Nation name: China
Leader / Player: King Cheng Tang of Shang / Tycoon101
Technology: Late bronze age
Tech level 1 - COMPLETED
Tech level 2 - COMPLETED
Tech level 3 - Improved Road Network (4/10)
Tech level 4 - Iron age weaponary (0/15)
Economy: 2 points to spend
*Level 2 (2/5 to next level)
*Banked: 0

Army/quality/description: 4 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 0 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 5/6
Religion: Mahayana Buddhism (25 % Theravada Buddhism)
Wonders/projects:
Trait: Cultural
National Background: The Xia dynasty fell after Cheng Tang raised an army and after eleven wars, the culturally-oriented Shang-dynasty was born. At last the nation was internally at peace - but threats seemed to be coming from the outside, for the Koreans are not happy with the fact that recently the Chinese have expanded over to their peninsula, and their Yangish "little brothers" south were strong supporters of the old regime..
 
NPC's:

Europe:

Nation name: Novgorod
Leader / Player: King Ivan / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 3 - Improved Road Network (4/10)
Economy: 2 points to spend
*Level 2 (3/5 to next level)
*Banked: 0

Army/quality/description: 3 units / level 1 (0/2 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 3 units / level 1 (0/2 to next level) / Bronze age triremes.
Confidence/Culture: 5/5
Religion: Nordic Shamanism (10 % Trogdorism)
Wonders/projects:
Trait: Imperialistic
National Background: Just like the Muscovites, Novgorodians have also united the tribes around their area only recently. Under the sword of king Ivan and backed up by the friendship of the Silesians, the only real threat to Novgorodians now seem to be the expanding Muscovites in the east who are not happy being left without a coastline to the Baltic..

Nation name: Silesia
Leader / Player: The Ruckinsky Dynasty / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 3 - Improved Road Network (3/10)
Economy: 2 points to spend
*Level 3 (2/7 to next level
*Banked: 0

Army/quality/description: 3 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 0 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 6/7
Religion: German polytheism (5 % Trogdorism)
Wonders/projects:
Trait: commercial
National Background: Small yet rich and very nationalistic to the point of patriotism, the ancient empire of Silesia has been living the last centuries peacefully trading with Novgorodians, Germans and Slavic barbarians. They seem to be friends with everyone, but their military power is limited would some foreign power attempt to steal their riches - and in the world of growing Empires, it is a threat not to be underrestimated.

Nation name: Flanders
Leader / Player: Duke Todd Flanders / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 3 - Improved Road Network (1/10)
Economy: 2 points to spend
*Level 2 (2/5 to next level)
*Banked: 0

Army/quality/description: 4 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 0 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 4/4
Religion: Paganism (10 % German polytheism)
Wonders/projects:
Trait: cultural
National Background: Mainly refugees from Britannica, the Flanders empire (named after its founder, Ned Flanders), has only existed for 50 years. It is small and poor, and hates its neighbours in Angeln very much - but is way too afraid to act on it.

Nation name: Normandy
Leader / Player: King Franz / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 3 - Improved Road Network (0/10)
Economy: 2 points to spend
*Level 2 (1/5 to next level)
*Banked: 0

Army/quality/description: 2 units (1 volunteer) / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 1 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 4/6
Religion: German polytheism (25 % paganism, 5 % Genacrism)
Wonders/projects:
Trait: Commercial
National Background: Normandy is among the middle-aged nations of Europe, having survived for some 500 years. Their expansion has been slow because they've wasted more time to set up a trading empire. Now their trading is in decrease, as more militaristic empires are surrounding them and their expansion is damaging Normandy. Most especially they look unkindly towards the constantly-expanding empire of Brittany..

Nation name: Bavarian Empire
Leader / Player: Count Friedrich / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - COMPLETED
Tech level 3 - Improved Road Network (0/10)
Tech level 4 - Iron age weaponary (0/10)
Economy: 1 points to spend
*Level 1 (2/3 to next level
*Banked: 0

Army/quality/description: 3 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 0 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 4/5
Religion: German polytheism (5 % Genacrism, 5 % Mediterranean polytheism)
Wonders/projects:
Trait: cultural
National Background: Another middle-aged nation, Bavarians were once a lot stronger than they now are. Using the strategy of the Romans, they united most German tribes around their area with peaceful accumulation. Soon, they had to resort to arms, however, as strong new neigbours in northeast (the Reich) and southwest (the Genevans) appeared. Drowning in their sword, acting against the only strenght they had - cultural one - turned out to be a mistake. They've now lost areas to both the Reich and to Genevans. A new war has now started against these two, and the empire seems to be falling..

Nation name: Geneva
Leader / Player: Emperor Wilhelmus III / NPC
Technology: Late bronze age
Tech level 1 - COMPLETED
Tech level 2 - COMPLETED
Tech level 3 - Improved Road Network (1/10)
Tech level 4 - Iron Age Weaponary (0/15)[/i]
Economy: 2 points to spend
*Level 2 (0/5 to next level
*Banked: 0

Army/quality/description: 4 units / level 1 (1/2 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 0 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 6/5
Religion: German polytheism (10 % Genacrism, 25 % Mediterranean polytheism)
Wonders/projects:
Trait: militaristic
National Background: For a long time, Geneva was nothing but an unusually strong city-state - one of the few lasting city-states in Europe. It jumped on the bandwagon of creating empires a couble of centuries ago when the infamous emperor Wilhelmus III rose to power. Nowdays Geneva is mainly known for thier opportunistic ways; they usually do not go to wars unless someone pays good money for it. This makes them a threat to anyone who has rich enemies.

Nation name: Valencia
Leader / Player: Emperor Alfred III / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 3 - Improved Road Network (2/10)
Economy: 2 points to spend
*Level 2 (3/5 to next level
*Banked: 0

Army/quality/description: 4 units / level 1 (0/2 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 3 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 4/4
Religion: Mediterranean polytheism (25 % Genacrism, 15 % German polytheism, 15 % Mediterreanean polytheism)
Wonders/projects:
Trait: commercial
National Background: Yet another middle-aged nation on downhill, Valencia was once a strong commercial power. But as time passed by, they began losing their power - mostly because their army wasn't strong enough to keep the southern barbarians away. Now, the nation has lost most of its holdings in southern Iberia, an area which would be quite rich to recapture.. the growing might of Geneva, Brittany and Valencia is keeping their hands tied, though.

Nation name: Republic of Rome
Leader / Player: NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (1/5)
Tech level 3 - Improved Road Network (6/10)
Economy: 2 points to spend
*Level 2 (1/5 to next level)
*Banked: 0

Army/quality/description: 3 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 3 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 6/7
Religion: Mediterranean polytheism (5 % German polytheism, 5 % Sionism)
Wonders/projects:
Trait: Cultural
National Background: One of the oldest empires in Europe, the culturally strong city of Rome grew big in a rather strange way: almost a millenium ago they started expanding through peaceful cultural assimilation, as other city states on the Italian peninsula wanted protection. Rome has a history of strong culture that is awed upon all around the Mediterranean. It has been mainly this cultural strenght that made it possible for them to conquer most of Sicily from Carthage around 200 years ago - the locals rebelled against their Carthagian masters immediately after the war started. So far Rome's history has been glorious, but they are currently surrounded by nations potentially hostile towards them - such as Genoa in the north - and only time will show how they will deal with this.

Nation name: Hellenic Empire
Leader / Player: King Philippos the Spartan / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 3 - Improved Road Network (9/10)
Economy: 2 points to spend
*Level 2 (0/5 to next level
*Banked: 0

Army/quality/description: 3 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 0 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 6/6
Religion: Mediterranean polytheism (5 % German polytheism, 5 % Sionism)
Wonders/projects:
Trait: cultural
National Background: One should not underrestimate the power of the Hellenic culture even though the nation is rather new, only a couble of centuries old; for the nation sees itself as a continuation of what once was a thriving Hellenic culture led by Athens in the Balkan. The nation consists not only of Macedonians, but also of Greek refugees who ran away from the growing might of Racadonia, and they want to redeem the Hellenic glorious culture, making them a natural enemy of the Racadonians whom they've already challenged in a couble of wars last centuries - both of which ended in a stalemate.

Africa:

Nation name: Karamana
Leader / Player: City council / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 3 - Improved Road Network (0/10)
Economy: 4 points to spend
*Level 2 (3/5 to next level
*Banked: 2

Army/quality/description: 2 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 1 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 5/5
Religion: East-African Shamanism (25 % Red Sea Paganism, 20 % Sionist)
Wonders/projects:
Trait: Commercial
National Background: At the age of 1200 years, Karamana is not only the oldest surviving city-state in the world, but also the oldest independent state there is. Karamana has lived under Sionist pressure for a long time, and has survived mainly due to Hedjaz's protection - which now very strongly controls what goes on in Karamana, so one could question its independence. Now it is rumoured that Gebel and Karamana might unite to form a better opposition for Sionist aggression, and on the other hand for Hedjaz's dominance over the area.

Nation name: Gebel
Leader / Player: City council / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 3 - Improved Road Network (1/10)
Economy: 3 points to spend
*Level 2 (3/5 to next level
*Banked: 1

Army/quality/description: 2 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 0 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 5/5
Religion: Red Sea Paganism (30 % East-African shamanism, 20 % Sionist)
Wonders/projects:
Trait: commercial
National Background: As Karamana's little brother, Gebel is the second-oldest surviving city state in the world. Just like Karamana, it has lived due to Hedjaz's protection and support, and has pretty much became a vassal of Hedjaz. Now it is rumoured that Gebel and Karamana might unite to form a better opposition for Sionist aggression, and on the other hand for Hedjaz's dominance over the area.

Nation name: Nubia
Leader / Player: Queen M'bhas / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (3/5)
Tech level 3 - Improved Road Network (0/10)
Economy: 2 points to spend
*Level 2 (2/5 to next level
*Banked: 0

Army/quality/description: 6 units / level 1 (0/2 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 0 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 5/5
Religion: East-African Shamanism (35 % Sionist)
Wonders/projects:
Trait: militaristic
National Background: One of the three nations that used to form the great Sionist Empire of Egypt, Nubia - unlike the other Nile nations - believe in militarism and force instead of culture.

Nation name: Djibouti
Leader / Player: King Dholor
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 3 - Improved Road Network (6/10)
Economy: 2 points to spend
*Level 2 (3/5 to next level
*Banked: 0

Army/quality/description: 3 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 3 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 5/5
Religion: East African Shamanism (35 % Red Sea Paganism, 25 % Sionist)
Wonders/projects:
Trait: commercial
National Background: Djibouti was once part of Hornia, but when Hedjaz and Hornia started fighting over the control of Red Sea trade some 250 years ago, the Djiboutians saw their chance to rebel. WIth help from Hedjaz, they received their independence, but - surprisingly enough - have not been helping Hedjaz to achieve their Red Sea hegemony. Now they are becoming more and more important in the African trade route, but enemies are everywhere - Hornia still thinks Djibouti belongs to them, while Hedjaz is not happy how Djibouti has abandoned their former allies.

Nation name: Hornia
Leader / Player: King Horny / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (3/5)
Tech level 3 - Improved Road Network (0/10)
Economy: 2 points to spend
*Level 2 (2/5 to next level
*Banked: 0

Army/quality/description: 4 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 5 units / level 1 (0/2 to next level) / Bronze age triremes.
Confidence/Culture: 6/5
Religion: Red Sea Paganism (40 % East African Shamanism, 15 % Sionist)
Wonders/projects:
Trait: Imperialistic
National Background: The ancient empire of Hornia has slowly developed into being a key member in the African trade route: would the horn be closed, no ships could come in or out from the Red Sea. Using this position to their advantage, Hornia has recently begun building one of the strongest naval forces on Earth, while spreading their empire towards the Arabian peninsula. Most Hornians still think Djibouti - which rebelled and was freed 250 years ago - belongs to them. Hedjaz used to help Djibouti in this, and thus became the mortal enemy of Hornia, and only the hope for developing trading has prevented them from starting a series of wars against these nations.

Nation name: Kenya
Leader / Player: King Ken Ya / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 3 - Improved Road Network (4/10)
Economy: 2 points to spend
*Level 2 (3/5 to next level
*Banked: 0

Army/quality/description: 3 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 2 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 5/6
Religion: East African Shamanism (10 % Red Sea Paganism, 5 % Sionist)
Wonders/projects:
Trait: commercial
National Background: Kenya, just like Hornia, is one of the last places where civilization spread during the age of city states. Kenya was often regarded as the last line of defence against barbarism for the civilizied world, thus it has a long history of cultural tradition. Recently it has been focusing on economic growth, as it has became an important player in the commercial field.

Nation name: Zanzibar
Leader / Player: King model / mod
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 3 - Improved Road Network (4/10)
Economy: 2 points to spend
*Level 2 (3/5 to next level
*Banked: 0

Army/quality/description: 4 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 3 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 6/6
Religion: East-African shamanism (5% South-African wealth shamanism)
Wonders/projects:
Trait: cultural
National Background: 5 centruries ago, the formerly-aggressive barbarians started trading with Kenyans. Zanzibar became the important place of trading, where Kenyans saw the old line of tradition and culture this barbarian people had had since the dawn of time. United with Kenyan help, Zanzibar quickly surpassed their helpers in culture and commerce, as all tribes from the area wanted to join the empire of their brethren. It is now regarded as the nation continuing the old culture the eastern African barbarians in the area once had.

Nation name: The Upper and Lower Zulu Empires
Leader / Player: King Shaka / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (3/5)
Tech level 3 - Improved Road Network (0/10)
Economy: 2 points to spend
*Level 2 (0/5 to next level
*Banked: 0

Army/quality/description: 5 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 4 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 4/4
Religion: East-African shamanism (10 % South-African wealth shamanism)
Wonders/projects:
Trait: Imperialistic
National Background: Zulus south continued the example set by Zanzibar, and with Kenyan and Hornian help (who wanted the trade route to increase), the two Zulu Empires were formed a couble of centuries back. They are officially two separate empires but are currently united due to a personal union. This union has made the Zulu Empires grow in power, but the people are no longer happy with unification. It would take good leadership skills to keep the Union together.

Nation name: Limpopo
Leader / Player: King Zhapi
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - COMPLETED
Tech level 3 - Improved Road Network (0/10)
Tech level 4 - Iron Age Weaponary (0/15)
Economy: 2 points to spend
*Level 2 (2/5 to next level
*Banked: 0

Army/quality/description: 5 units / level 1 (0/2 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 1 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 5/5
Religion: East-African Shamanism (20 % South-African Wealth-shamanism)
Wonders/projects:
Trait: militaristic
National Background: Last century, the newer African civilizations decided to spread the civilized thinking even further south, all the way to the Limpopo valley. The barbarians of the area were quick to learn and they did adopt themselves as part of the African trade route, but shockingly enough they also developed a strong national-militaristic tradition. Considering Coinage as their number one enemy, they have recently working together with Namibia.

Nation name: Namibia
Leader / Player: King Namnam / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (1/5)
Tech level 3 - Improved Road Network (0/10)
Economy: 2 points to spend
*Level 2 (0/5 to next level
*Banked: 0

Army/quality/description: 3 units / level 1 (0/2 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 0 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 5/4
Religion: South-African shamanism (35 % South-African Wealth Shamanism)
Wonders/projects
Trait: militaristic
National Background: Barbarian tribes on the area united together only a few decades ago. As one of the newest civilizations on Earth, Namibia is still not very strong but is determined on growing, more than anything on the expense of its enemies is Coinage
 
More NPC's

Asia:

Nation name: Damascus
Leader / Player: King Gurio / NPC
Technology: Late bronze age / early iron age
Tech level 1 - COMPLETED
Tech level 3 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 4 - Iron Age Weaponary (2/15)
Economy: 2 points to spend
*Level 2 (0/5 to next level
*Banked: 0

Army/quality/description: 3 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 2 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 6/6
Religion: Sionist (25 % Babylonian polytheism, 20 % Mediterranean polytheism)
Wonders/projects:
Trait: cultural
National Background: The old city-state of Damascus grew greatly two centuries ago in a series of wars. Basically these wars were over the control of the eastern shore of Mediterranean, as nations battled to get their port into Mediterranean trading. Damascus - altough not militaristically strong - managed to win after getting the people of the area on their side, and Phoenicians and Arameans - their two main competetors - gave up all their lands after most small city-states in the area joined Damascus. So far getting access to Mediterranean has helped them more scientifically than commercially, though, as all spare money has been wasted on technology.

Nation name: Assyria
Leader / Player: King Belekenissos / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (2/5)
Tech level 3 - Improved Road Network (3/10)
Economy: 2 points to spend
*Level 2 (2/5 to next level
*Banked: 0

Army/quality/description: 5 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 0 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 4/6
Religion: Babylonian polytheism (15 % Sionist, 5 % Zarathustrian)
Wonders/projects:
Trait: Imperialistic
National Background: When it comes down to sad stories, the story of Assyria sure is one. A few hundred years ago this empire formed around the ancient city-state of Mari controlled the entire Mesopotamia along with their good trading buddy Babylon. Then Babylon fell in the Great Mesopotamian war 350 years ago, and Assyria also lost some land to Akkad. Still, the nation was strong for a while, until last century, their northern borders couldn't stand the continuous attacks of northern barbarians. The Assyrians lost all connection with their northern side, that is now controlled by barbarians. There'd be great riches waiting for Assyrians if only they could manage to gain these areas back..

Nation name: Akkad
Leader / Player: King model / mod
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (2/5)
Tech level 3 - Improved Road Network (2/10)
Economy: 2 points to spend
*Level 2 (1/5 to next level
*Banked: 0

Army/quality/description: 6 units / level 1 (0/2 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 0 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 5/5
Religion: Babylonian polytheism (5 % Sionist, 20 % Zarathustran)
Wonders/projects:
Trait: Militaristic
National Background: When the glory of Babylon came to an end some 350 years ago in the Great Mesopotamian War, it was Akkad who played the key role in militaristic action. With their powerful army and in cooperation with Babylon's old rivals in Ur, Babylon was ripped apart and its strong culture burned down to the ground. Akkad has been a semi-powerful power (there really is no truly powerful nations in the area after the destruction of Babylon) since.

Nation name: Ur
Leader / Player: King Nebakadassarnasar / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 3 - Improved Road Network (4/10)
Tech level 4 - Iron Age Weaponary (0/15)[/i]
Tech level 5 - Bureaucracy (0/17)
Economy: 2 points to spend
*Level 2 (3/5 to next level
*Banked: 0

Army/quality/description: 5 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 1 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 5/6
Religion: Zarathustrianism (45 % Babylonian polytheism, 5 % Sionist)
Wonders/projects:
Trait: commercial
National Background: Together with Akkad, Ur rose to power in the Great Mesopotamian War a few centuries ago, when the Great Babylon was torn apart and destroyed. Ur had been batteling against its growing culture for ages as a minor trading power, but the more Babylon strenghtened itself the more it hurt trading for Ur. Finaly Ur saw its chance come, when Akkad attacked Babylon from the north. Ur set its armies moving too, and together with Akkad is now controlling the ruins of what once was the Great Babylon.

Nation name: Persia
Leader / Player: King Xerxes / NPC
Technology: Late bronze age
Tech level 1 - COMPLETED
Tech level 2 - COMPLETED
Tech level 3 - Improved Road Network (1/10)
Tech level 4 - Iron Age Weaponary (0/15)
Economy: 2 points to spend
*Level 2 (1/5 to next level)
*Banked: 0

Army/quality/description: 6 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 1 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 5/7
Religion: Zarathustrianism (5 % Babylonian polytheism, 5 % Veda-hinduism)
Wonders/projects:
Trait: Cultural
National Background: One of the fastest-growing empires on Earth, Persian religion of Zarathustrism has greatly helped the nation in achieving trust over local barbarians who have then joined the Empire. Over the last two centuries, the empire has spread itself from the western borders of Mohenjo-Daro to the eastern borders of Mesopotamian nations, and it looks like it will continue to grow, as more and more Zarathustric influence is spreading over to Mohenjo-Daro - the old greatness in decay...

Nation name: Mohenjo-Daro
Leader / Player: Emperor Vushni
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - COMPLETED
Tech level 3 - Improved Road Network (3/10)
Tech level 4 - Iron Age Weaponary (0/15)
Economy: 3 points to spend
*Level 3 (0/7 to next level)
*Banked: 0

Army/quality/description: 7 units / level 1 (0/2 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 3 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 3/3
Religion: Veda-hinduism (35 % Gita-Hinduism, 30 % Zarathustrism)
Wonders/projects:
Trait: Imperialistic
National Background: The old Mohenjo-Daro is still perhaps the strongest empire on Earth. At least it is the oldest: it has already been a thousand years when the city of Mohenjo-Daro started uniting the cities of Indus Valley into together, and since it has rapidly expanded westwards. Now the expansion has been halted for a couble of centuries though, and the once-so-great empire seems to be falling apart as a wide of nationalism is shaking the world! Religious minorities near the borders seem to be ready to start rebellions any day now, and neighbours in Zarathustric Persia and Gita-Hinduist India are gazing their greedy eyes on the falling empire, still swearing in the name of the old books of Veda..

Nation name: Gujarata
Leader / Player: Mahatma Guj-Lavar / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 3 - Improved Road Network (5/10)
Economy: 2 points to spend
*Level 2 (3/5 to next level)
*Banked: 0

Army/quality/description: 3 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 0 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 6/6
Religion: Gita-Hinduism (10 % Veda-Hinduism)
Wonders/projects:
Trait: Cultural
National Background: Gujarata is still a new empire, but is already preparing to challenge Mohenjo-Daro in cultural power. Home of the Gita-Hinduist religion, their strong opposition against Mohenjo-Daroan Veda-Hinduism is a part why the people near Mohjeno-Daro's eastern border are starting to rebel. This, of course, Gujarata doesn't oppose at all, as doesn't Palia and Lahorea in the north from them..

Nation name: Palia
Leader / Player: King Mohandas / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (3/5)
Tech level 3 - Improved Road Network (0/10)
Economy: 2 points to spend
*Level 2 (2/5 to next level)
*Banked: 0

Army/quality/description: 4 units / level 1 (1/2 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 0 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 6/5
Religion: Gita-Hinduism (10 % Veda-Hinduism)
Wonders/projects:
Trait: Militaristic
National Background: Another somewhat young Gita-Hinduist nation, Palia interprets the religion a bit differently from their southern and northern neighbours. Instead of peaceful and friendly economic and cultural growth, Palia concentrates on expanding their religion through use of strong army and military. It is one of the several threats for the hegemony of Mohenjo-Daro.

Nation name: Lahorea
Leader / Player: Chairman Nahapesar / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 3 - Improved Road Network (6/10)
Economy: 3 points to spend
*Level 3 (0/7 to next level)
*Banked: 0

Army/quality/description: 3 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 0 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 5/6
Religion: Gita-Hinduism (10 % Veda-Hinduism)
Wonders/projects:
Trait: commercial
National Background: Yet another Gita-Hinduist nation, Lahorea was born as Gita-Hinduist Mohenjo-Daroans were exiled from their home because of their religion just a few decades back. Already they've formed strong trading connections with their southern neighbours.

Nation name: Korea
Leader / Player: Emperor Wong / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (2/5)
Tech level 3 - Improved Road Network (0/10)
Economy: 2 points to spend
*Level 2 (2/5 to next level)
*Banked: 0

Army/quality/description: 4 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 4 units / level 1 (1/2 to next level) / Bronze age triremes.
Confidence/Culture: 5/5
Religion: Theravada Buddhism (35 % Mahayana buddhism)
Wonders/projects:
Trait: imperialistic
National Background: Asia - as well as southern Africa - skipped the entire city-state face in civilization history, and the Korean empire - first one to be born in the fareast - was born half-a-millenium ago when local barbarians united their tribes togeter to keep control of the Peninsula. Not everything worked as planned, though, as an outside force - the Chinese - took a holding in the peninsula.

Nation name: Yang
Leader / Player: King Yin / NPC
Technology: Middle bronze age
Tech level 1 - COMPLETED
Tech level 2 - Early Siege Weaponary (0/5)
Tech level 3 - Improved Road Network (6/10)
Economy: 2 points to spend
*Level 2 (3/5 to next level)
*Banked: 0

Army/quality/description: 4 units / level 0 (0/1 to next level) / Bronze age spearmen, horsemen
Navy/quality/description: 2 units / level 0 (0/1 to next level) / Bronze age triremes.
Confidence/Culture: 5/6
Religion: Theravada Buddhism (40 % Mahayana buddhism)
Wonders/projects:
Trait: commercial
National Background: Refugees from the old Xia dynasty that was driven away from China, Yang has a long tradition of hating their northern neighbour and trading with Korea, who on their part would hope the Chinese to leave the Korean peninsula.
 
NOTICE BOARD

Deadline for update 1: wednesday, 8 PM Finnish time (gmt+2)! I'd appreciate it if you wrote something about your religion for this update, but you don't have to.

Remember the one PM maximum regarding rules, people!
 
There we go. Fill in the nation template, the NES begins on saturday if I get enough players!

You may post now!
 
yes yes finally

Muscovy again.

NATION NAME: Czardom of Muscovy
LEADER / PLAYER: Czar Viktor/Luckymoose
TRAITS: Imperialistic
STARTING LOCATION: Moscow
NATIONAL BACKGROUND: Muscovy. Long a desolate area on the map is now thriving with immigrated peoples. Who have come to call themselves the Muscovites. Eager for expansion and military conflicts. They have gathered the vast numbers they have into militarys. Conquering all around them and continuing to expand. The Czar, Viktor. Is already calling himself the Ruler of Earth. His goals were accomplished as he reached the Baltic sea. And continued expansion westward towards other nations.

I hope that is good enough. I just needed to type it up without saying how cool Muscovy is.
 
Yes, that is good enough. As long as it gives me a vague idea of what you are doing and where you are expanding.
 
NATION NAME: Angeln Empire
LEADER / PLAYER: The Farow
TRAITS: Commercial
STARTING LOCATION: Denmark
NATIONAL BACKGROUND: The Angles have long migrated to this region from various origins across Europe. They soon developed a strong seafaring tradition. After the conquest of Denmark they soon began to establish various trading posts. Far abroad Great Britain lies open to conquest and colonization...

Edit: Had two traits. Now commercial
 
NATION NAME: Leichtigkeiten Reich
LEADER / PLAYER: von Dunkelheit
TRAITS: Militaristic
STARTING LOCATION: Germannia (Berlin)
NATIONAL BACKGROUND:
The forests of north central Europe were once home of several simple savage tribes. However after a long series of wars, blood marriages and diplomacy, it was united. The empire seeks expansion, territory, living space, slaves. All that will lead to a greater empire and simple living. It is however not absent minded towards culture and good relations to those that are worth it.
 
NATION NAME: Republic of Rome
LEADER / PLAYER: Consul Nikkes/alex994
TRAITS: Cultural
STARTING LOCATION: Rome
NATIONAL BACKGROUND: Rome. The Center of the Civilized World, the first founders came from the sea from an area lost to history. They founded the city of Rome on the Tiber River and built great works of culture to awe the surrounding tribes of barbarians. To bring the light of THEIR culture to the world and to subdue all those who would assault their beacon of light. All of Italia beckons, then perhaps the world?
 
Whats the 5th trait?

NATION NAME: Coinage
LEADER / PLAYER: Miztur Mun Ybahgz/Swissempire
TRAITS: Commercial
STARTING LOCATION: South Africa(Johannesburg)
NATIONAL BACKGROUND:
A trading Kingdom built upon the giant gold deposits of Bhank(OTL Johannesburg), the ruling family and the wealthy merchants live in splendor, while the lower classes mine the gold that drives this Kingdom. They mostly trade among their various city-states, but they are looking for more places to trade their Gold and Jewels with every day.....
 
Welcome y'all! :)

@Farow: only 1 trait, not 2! Chooce which one you want to be.

@Swiss: There are only 4, as I united the two builder traits (industrious and scientific) into one, the cultural trait.
 
Revival of Carthage! :D

NATION NAME: Carthage
LEADER / PLAYER: Hannibal Barka / MjM
TRAITS: Imperialistic
STARTING LOCATION: Carthage
NATIONAL BACKGROUND: Carthage was a seafaring warring nation. They are from a distinct Punic race, set out to rule the Medditerranean. Their enemies are the Romans, remaining Sicilians, and other African peoples who do not submit to their rule. Carthage has traveled far and wide on their ships, showing the world their splendor. They now lust for new land.
 
Changed Location
 
NATION NAME: Brittany
LEADER / PLAYER: Blondie /The Major
TRAITS: Imperialistic
STARTING LOCATION: Brittany
NATIONAL BACKGROUND: The Brittanic peoples had allways been called barbarians and looked down upon by others, until, under the leadership of a Swede, one known only as "Blondie," Brittany rose to power. Living off the land, they conquored those tribes around them, and rule over them today. Through tribal infighting and conquest, the Brittanic peoples became known as the most violent in the World. Whenever they aren't fighting they pray to the gods, they pray for a good fight...
 
Back
Top Bottom