JalNES I: Quick and Easy

What i believe he means that yours is simple becuases it has three sides where-as *our* conflict has bascially turned into a free-for-all. ;]
 
By yours, I mean the Hittites vs. Troy, Medes, and Sea Peoples vs. Egypt conflict. See? Only three sides.
 
Not that neither Troy nor the Medes have attacked Egypt, of course... :p
 
Of course. I wasn't planning on that. I was rather hoping for the other thing,...

*won't spoil the update*
 
7/10 of the way done. Only the Hittite/Egypt mess left.
 
Egypt section finished. I suspect neither NK or Erez were happy, though I resisted the urge to simply have your armies pass by each other and take the other's capital. :p
 
Update being posted....now!
 
YESSSSSSSSS!!!! *does freak-out dance of eventual cathartic release*
 
Update 7: Where Has All the Bronze Gone?​

1400-1300 BC​

Wars rock the world in this century, even more so than in the last one. But not all of the world is affected by them, though most of it is. Atyria, free from war (+1 confidence), prospers in its absence. Yes, to the southwest Troy is preparing for war, and yes, there are rumors of war farther to the south. And certainly, something must have happened far to the north and west... (see below)

But these events, and the campaigning on the frontiers (-500 Spearmen, -300 Axemen, -200 Archers), are but tiny shadows to the great light of Atyria, which is rapidly becoming the greatest source of civilization in the world (+1 culture). 3 cities are founded this century in Atyria, making it the most urbanized nation by far (+1 urban economy). In the far eastern part of Atyrian territory, Blera, the city of blades and the home of the military, is founded, seperated from the mainland as it should be. In the west is Freina, the city of canals. Due to its location at the mouth of two rivers, it is becoming an agricultural center, and the population has started to boom as irrigation spiderwebs throughout the city.

But most notable is the city of Tronbon, across the Crimean peninsula from Atyrian. From the beginning, it was planned as a city of knowledge, and soon after its construction, work begun on the great Library of Tronbon, a massive stone building that will, it is planned, house the complete knowledge of the world in it (-1 originality point).

The Byzantines are nearly as peaceful, though that was not their plan. A new, elite unit of Axemen is trained--the Varangian Guard. Heavily armed and heavily armored, these highly-trained troops can change the course of a battle with their high power and morale. They can, but they don't, because the Republic chooses to err on the side of caution, building a road system to increase the manuverability of their troops and sticking to the same tactics of only fighting on open ground. While the Byzantine commanders sometimes change tactics slightly, they dare not go completely against orders. As a result, little land is taken (-200 Spearmen, -100 UU). However, the land taken is fertile, and finally pushes the Byzantines to a new level of agricultural sophistication (+1 rural economy).

Meanwhile, Sparta, disdaining the warnings of the locals, lands an expedition on Crete--and the curse seems to have passed, for they are successful in colonizing part of the island. Meanwhile, Sparta pushes north on the mainland, but at a great cost (-1000 Spearmen, -200 Archers, +1 size).

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Under the reign of the Galloglach, Eire continues to have success, although it is success of a rather groutesque sort (+1 Culture, +500 UU). It is natural, then, for the High Kings to continue to harness the Galloglach to remove threats to their power. So in 1388, the High King Domnal III the Axefisted declares the creation of Eirehann, the Kingdom of Ireland, and becomes High King Domnal I of All Ireland. This is not merely a typographic change, for along with the change of name comes a change of governing structure. From now on, the entirety of the country is to be the sole domain of the High King. Although those in Eire proper support this move, those outside it are naturally furious, considering that they had joined Eire because they had been promised land and titles, and rebel. The king's reaction is to remove the Toll of the Twentieth for the true Eireans, and, of course, to send the Galloglach to crush the inferior races and enslave them, then use them for public works projects. In twenty years, this is done, and to celebrate, a large portion of the treasury is given to the true citizens of Eire (+1 confidence). Eirehann is then resettled by those of true Eirean blood. A Council of Royal Advisors is created to advise the King, consisting of the 12 regional governors, as well as the High Priest and Priestess and the Second-in-Command of the Galloglach (the commander nominally being the High King himself). At the same time, a new order of priest arises, perhaps supported by the royal family, known as the Druids. The Druids are a wandering order who live among the common people, and do their best to spread learning throughout the lands.

Finally, in 1351, Eirehann is ready to crush its last remaining rebels--the League of the True Irish, in combination with Wessex and Britannia. Wessex sends its entire navy, and Britannia promises their navy soon. The Galloglach, allong with the High King, board the 40 ships, crewed by Wessex sailors, and set sail for the Isle of Man. A week out from Dublin, however, an urgent message is given to the Admiral by carrier pigeon. Shocked at the content, he prepares to turn the fleet around. The Galloglach, however, wish to know what the Admiral is doing. In his excited state, the Admiral says only that the fleet must return to Plymouth. The Galloglach, naturally, interpret this as treachery, slaughter the Admiral and all of the sailors, and crew the ships themselves. As a result of this action, the doom of Wessex is sealed.

Because the Britannians had never intended to help Eire. Indeed, they had sent secret messages to the Irish promising help (as well as the nonintervention of Wessex) in return for a ceasing of the attacks against them, which are duly stopped. Indeed, as Wessex ships are heading east, so are Britannian ships--but to Plymouth, not Dublin. Wessex had made the mistake of trusting the Britannians to keep their NAP, and thus had taken their entire navy to aid Eirehann. So Britannian ships drop an army of 2000 Axemen and 1000 Archers at the gates of Plymouth, and begin sieging the city. And then Britannia nearly has a Wessex-like moment of its own.

In 1348, while the entire Britannian navy is occupied in the southwest, an armada of ships suspiciously similar looking to those that raided Britannia so many years ago sails from the east to the shores of Britannia, with no navy to oppose it. And worse, the rest of the army has just departed west, for reasons that will be revealed shortly. Britannia is helpless.

So it is a good thing that the Prussians have not come to raid, but to trade. For the first time, the Prussians reveal the sea routes they used to sail to Britannia, and two-way trade is initiated, centered on an island just northwest of Prussia. Soon trade flourishes between the two countries, especially of tin (+1 trade economy to Britannia, Prussia).

Meanwhile, the Britannians are seiging Plymouth. Wessex breathes a sigh of relief, for their army is much larger than this meager force--a sigh of relief that is cut off with a choking gasp, as the rest of the Britannian army has marched west and taken the rest of Wessex. The two armies meet up at Plymouth, and the city--along with Wessex, falls (-Wessex as an independant nation, -1100 Spearmen, -2000 Axemen, -1100 Archers, +1 size, +1 infrastructure, +2 rural economy). This also has some interesting effects far to the south and east (see below)...

None of this, of course, matters to the Galloglach, who methodically destroy the Irish navy by boarding every Irish ship (-30 ships, -25 Irish ships, -200 Galloglach). That achieved, the Galloglach are free to land on the Isle of Man and assault the city, which eventually falls in 1341 after a long, brutal siege (Eirehann: -800 Galloglach, Irish: -400 Axemen, -400 Archers. The inhabitants, of course, are massacred except for the children (+200 Galloglach).

The next twenty years are spent chasing the remnants of the Irish around northern Britain, in a long, grinding campaign (-400 Galloglach). Finally, they are defeated, but at a terrible price--the High King is killed by an arrow, some say shot by the leader of the Irish as his last action (-League of the True Irish, -200 Galloglach).

With nowhere else to go, the remnants of the League of the True Irish flee to Britannia, the only nation that did not attack them. They settle there, and bring the treasury of the League as a gift...

Exhausted from their long campaign, the Galloglach sail for home in 1321. On the anniversary of the Night of Blood, they land outside of Dublin, expecting a joyous welcome. Instead, they are met by an army.

Unbeknownst to the Galloglach, the High Priests had another purpose besides spreading knowledge--to rally the country against the already-unpopular Galloglach. As soon as the Galloglach left, the Crown Prince declared them heretical, traitors, demonically possessed. They had ruined, he said, the once-proud Eirean people, enslaving them to their needs. But no more! For together with the druids, the Crown Prince traveled all Eirehann, raising an great army of peasants to combat the demons. And when they landed, the force was ready.

The Galloglach quickly realize they are being attacked, and that they are greatly outnumbered. And the Galloglach have never been the type to fight a losing battle. On the Night of Blood, they fled rather than be slaughtered. And they do the same here, on this Second Night of Blood. Crying "remember the blood!", half of them escape, running back to the Isle of Man. It is simple to explain what happened--the Crown Prince was not the true Crown Prince. Without the Galloglach to replace him, he had been replaced by a demonic impostor. So, they founded the nation of Eire, and trained more Galloglach, and waited.....

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It is a time of new discoveries and contacts for Prussia. After settling an island between two great seas, the Prussians initiate trade with the Britannians, and trade booms, based on the same island (see above). In addition, the city of Mermel is founded in the north, tying Prussia closer together.

The biggest news, though, is the news that a scouting exhibition brings back from the south. A new nation has arisen, Noricum, founded by refugees fleeing from Prussia's armies. Completely surrounded by barbarians, they believed themselves the only civilization in the world, until meeting Prussia. That is, presuming they think of Prussia as civilized...

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The military is finally quiet in Carthage. In fact, the generals who have ruled Carthage have promised that a Republic will be established in Carthage, though only after much time and great expenditure. Though some cynics believe this will never happen, for the most part the people of Carthage look forward towards this bright future.

With the rest of the world, seemingly, at war, Carthage has become more active in trade, selling to all sides. (+1 trade economy)

Meanwhile, Sicily continues to expand in southern Italy, founding a city there, while Rome stagnates, focusing on internal programs.

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Egypt and the League of the Sea Peoples have been, understandably, fairly hostile since the Sea Peoples began raiding Egyptian coasts. The cold war has finally melted down into a hot war. On one side are the Egyptians, one of the most ancient peoples, with massive manpower and economy. On the other are the Sea Peoples, one of the newest nations, with a small economy and population. The one thing they have on their side, however, is naval power.

This obviously means that the Sea Peoples will attempt a landing in the delta, and the Egyptians are ready for it, with a force over three times as large as the meager force the Sea Peoples land. The Egyptians attempt to sink the League's ships with fire arrows, but they withdraw far too quickly. The army then begins taunting the Egyptians, as if having a death wish. The Egyptians are only too happy to oblige, and attack. They have fallen right into the trap.

....or they would have, but for a coincidence. The League's plan was to sneak a force through the Sinai, with the aid of the Hyksos peninsula and encircle the attackers. Unfortunately, the Egyptians have sent an even larger force to drive through the Sinai and burn Tyre to the ground.

It would have been ironic if the two forces had passed by each other. However, it was simply impossible for either force to move stealthily. So the two forces found themselves facing each other; with the Hyksos aid to the Egyptians, they were nearly equal.

The Sea Peoples were still confident, having developed what they believed was a foolproof way to deal with enemy chariots--simply shoot the horses with arrows when they approached. And indeed, this would have worked had they been fighting the Hyksos. But the Egyptians did not just have chariots, but chariot archers. Instead of having to approach, they could stay back and loose arrows at the foe.

The first part of the battle was anticlimactic, as both sides merely loosed arrows at each other. They Egyptians, however, had more arrows. And the Sea Peoples could not merely withdraw, for they knew that if they did, Tyre would fall. So the two sides charged at each other, and many fell. At the end of the day, the Hyksos-Sea Peoples force was destroyed (League: -1100 Spearmen, -1050 Archers Egypt: -1200 Spearmen, -500 UU, -750 Archers Hyksos: -500 Chariots). The Egyptian force advanced, but was too weak to break through the Hittite resistance.

As expected, the smaller League force was crushed. (League: -400 Spearmen, -350 Archers Egypt: -500 Spearmen, -100 UU, -200 Archers)

Although the League suffered a major setback in the major battle, it does have success on the minor fronts. The undefended Cyrene is taken easily, and League forces are able to advance far to the east before Egypt can divert forces there (-200 Spearmen, -50 Archers). In addition, the Nubians are incited to attack in forces, and have encroached far up the delta, surrounding Thebes...

But this is not the only front the Sea Peoples are fighting on. And in the case of the Hittites, the League may prove to be the straw that broke the camel's back.

The Hittites knew that they could not defeat the Medes with anything less than their undivided attention. Their only hope was to hold out until they could finish off their other enemies. So they fortified the Euphrates. And the lines held while the massive Hittite force attacked Troy, held while the chariots sliced through the Trojan forces, held while Troy was sieged, held while Troy burned... but finally, they broke, as the Medes crossed the Euphrates in the far south, then drove northwards up the river, smashing the fortifications from behind. The Hittites, even so, managed to hold out, but they seem likely to crumble at the slightest blow.

And they got two blows. First, the Armenians attacked. That was a minor annoyance, but nothing they couldn't handle.

But second, their allies betrayed them. The League of the Sea People had only a small force, but there were no troops on the border, as they had been diverted to frantically hold the lines against the Medes.

So the League forces walked around the Hittite lines of defense and assaulted the eastern city itself. And it fell, easily.

The Hittites seem near collapse. But will they manage to take someone down with them?

(League: -500 Spearmen, -100 Archers Troy: -3000 Spearmen, -1500 Archers Medes: -2000 Spearmen, -1000 Chariots, -500 Archers Hittites: -4000 Spearmen, -2000 Chariots, -1000 Archers 2 spending points from Troy to Hittites, 1 spending point from Hittites to League)

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Before Plymouth fell, Wessex merchants burned all of their trade maps from spite. Thus, Britannia did not even know about the trade partners in the south, nor could it reach them if it wanted to. As a result, the Tin Route collapsed. Nations suddenly found it harder and harder to make bronze, as the flow of tin halted but the demand increased. Will the nations of the Mediterranean have to resort to copper weapons? Or will they find a different metal that works just as well?

(Price of military units are doubled for the next turn. The turn after, it will double again. This does not apply to Eire, Eirehann, Britannia, or Prussia.)

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NPC Diplo​

From: Eire
To: People of Ireland

Have no fear! We shall rescue you soon!

From: Sparta
To: Byzantium

We're coming to get you...


Rants from the Mod (OOC)​

Don't mix up Eire and Eirehann... (and yes, that is a subtle hint that name changes annoy me)

If anyone can come up with a better capital for Noricum than Prague, I will be grateful.

Iggy, your army is way too big. Hence, you have upkeep.

Descriptions will be updated when everything settles down.

Scapegoat-for-the-turn: Alex994, for not sending orders.

Best orders: Darkening. Simple, yet very good. You're lucky Prussia decided to make nice.

Deadline is Saturday at 6.
 
Stats are up.

jalnesupdate7.png
 
andis-1 said:
I'll take ur.
Yes! Another player! My evil plot has succeeded.

And thanks for taking Ur. Maybe you can slow Iggy down. ;)
 
What's that green nation south of me and that blue one east of me?
 
You know hwo good of a mod you are? Updating liek this is nice thing to do.So nice infact that I think you are one of my top favorite mods of all time this week.
 
Woohoo. I didn't quite expect to tall all of wessex- but its still just as good. ;] awesome update!

Best orders: Darkening. Simple, yet very good. You're lucky Prussia decided to make nice.

I figured that he was going to attack me again, then he'd just raid. yes it was a gamble, but well worth it. The events tot he south are great too!
 
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