JNES: Civilizations

Joined
Mar 3, 2002
Messages
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Location
Bay Area, California
Introduction

Okay, so I guess the first thing I should do is welcome you to another JNES, quite possibly the last one I will ever mod since I am getting older and have already gravitated away from this forum (the past 8 or so months I have had little to no activity here). I do wish to mod one last NES, sort of closing my time here and to say goodbye.

With that said, this NES will be keeping in line with the type of NES I have modded the most and the type that has been, at least for me as the mod, the most fun. That is, this NES is a fresh start, world map, with simplified rules (at least compared to the rulesets I have seen around here lately). That is not to say that it is not “realistic.” Really, it is as realistic as you want it to be. While I will provide most of the events (civil wars, outcomes for battles, the normal things in a story NES) it is up to you to make it fun, worth while and realistic for yourself.

Okay, so the preliminary settings: you may start wherever you want on the map. I encourage to group around each other (starting in the middle of Siberia or Tierra del Fuego is allowed, but I encourage to settle where there are already other people) and fictional civilizations are even more so encouraged. By that I mean try to make your own culture, your own people. Just because we are using an earth map doesn’t mean you can’t be creative. That means your own civilization name, too.

The rules are evolutionary. They will evolve to represent the circumstances in the game. When trade becomes more important, I will add some concrete trade rules. When the industrial age comes, you can bet there will be a production stat. But for now they are rather simple. If you want to know specific things about your civilization (like what is the primary crop grown, the biggest trade asset, etc) please feel free to ask me or, if you use good judgment, make it yourself.

As for the update schedule, since updates will not be as big, nor fancy as many other modders nowadays, I should be able to update two times a week, sometimes more, and on busy weeks most certainly less. But I do intend to keep this a fast paced game. That said, I will be in London at the end of this week for about three days, but that shouldn’t seriously hinder the update progress.

Okay, so I guess that does it for introductions. The rules for this NES are as follows.
 
JNES RULES, V. 2.0

This is the second version of for the JNES: Civilization game, built for the world of 500 b.c.e. You will find I have added a lot more depth to some of the rules, though the fundamental philosophy of the NES remains in place: ultimate flexibility is given to the players to do what they wish, and build a nation of their liking, a history of their creation. The mod is supposed to play a limited role with these rules, giving ultimate creative license to the players. That means the updates are to be shorter, and stories should be longer :). Do not be afraid to write, all stories are welcome.

Economy and Military

While I still want the economy to be focused on creativity and openness, I am introducing more standard, modern rules, based off of EQ’s rules for A Brave New World. They are a bit different, so even players of his game should read through.

Your economy will be divided into three stats: trade, public spending, and military. Each has a different impact on your country. You have a base economic point income, under the economy stat, that you can then decide how to divide among these three sub categories.

Trade

Investing in the trade category is perhaps one of the most important decision regarding your economy. While your economy can surely grow without trade, by means of population growth, war, etc. it grows more quickly and more often through the exchange of goods and services with other nations. When you invest in trade, you are funding small, autonomous trade missions to your neighboring countries and along any major trade route you may be connected to. The more income invested into trade, the more it can grow. Beware, if you center completely on trade, your economy may sky rocket but it remains vulnerable, susceptible to the whims of your trading partners and access to trade routes.

Trade EP can also be used to fund major trade expeditions. These are expeditions that will cross oceans, continents, and mountains to reach strange and foreign lands in hopes that they will buy what you bring and sell what you want. You can invest in a Trade Mission by saying so in your orders, and clearly plotting the route and destination of your caravan. If you want to get more specific, you can also state what you want to sell and buy. A minimum cost for an expedition is 5 trade EP, though that is with just the bare essentials, offering little protection for the mission and carrying a small load to be traded. You can expect to earn minimal, if not usually breaking even, from a mission funded with only 5 EP. Your best bet is to save up. You can save a portion of your trade EP by saying so, and it will be shown as a [bracketed] number next to your normal trade EP.

Remember, if you spend too much on trade missions and neglect the normal maintenance of your regional trade, than you risk weakening your economy and losing out on home trade.

Public Spending

These EP represent your investment to the building of new and up keeping of old public works projects such as temples, great structures, roads, education facilities, markets, harbors, etc. This category really has an all-encompassing aura, since it touches all aspects of your economy. With little public spending, you can expect the defenses of your country (walls, forts, towers, etc) will be sub-par and sparse. Likewise, the neglecting of markets and roads will hurt your trade.

This is also where you get your EP to spend on upgrading your infrastructure and education stats. You can only upgrade those stats using EP from this category. Be sure to leave enough each turn to upkeep your current stuff. If you are a highly developed civilization, you will need more upkeep than a more rural and land-based country.

Military

Like the other stats, the military category refers to both the amount of spending points you have to put towards your military as well as the upkeep of those forces. The larger your force, or the more trained and well-equipped your force, the more upkeep you will have to spend.

To increase the size of your force, you may purchase men, their price listed on the front page. You will also notice a quality stat now, replacing the morale stat. This stat is not able to be directly upgraded by you, but reflects the amount of upkeep you spend on the soldiers, how much experience they have, their culture, where they come from (mercenaries, slaves?), how fast you recruit them (recruiting too much at one time will have an adverse effect) among other factors.

Your army, you will find, is divided into four, sometimes five, different types. The men category is the regular standing army, made from the same people who govern you nation. So if you are Troy, these men are Trojans who fight for you. They are generally you’re best fighters, though that can vary. They are also susceptible to rebelling if they don’t agree with your motives or actions. The next segment is the mounted forces of your nation, pretty much the same as your regulars but on horses. The next category are your slaves. These are the most loyal of your troops, and are made up of those you capture in war or you trade for. They are not your own slaves of your own people. They are also the weakest of fighters, though the cheapest. The last are the most expensive. Mercenaries come from foreign places as well, and can come from either civilized nations or the barbarians on your fringes. For example, most of Troy’s mercenaries are Scythian horsemen from Scythia (also as a consequence most her slaves come from the same place). They can range from your best fighters to just barely as good as your regular men, depending on where they come from. They are the least loyal, susceptible to leaving whenever they want.

Prices for increasing your soldiers are as follows:

Footmen, the regular fighting force of your nation. Quality: Medium. Upkeep: Medium High. Cost: 2EP per 500.
Horsemen, regular mounted soldiers. Quality: Medium. Upkeep: High. Cost: 1 EP per 200.
Slaves, loyal foreigners forced to fight for you. Quality: Very Poor. Upkeep: Low. Cost: 1 EP per 500.
Mercenaries, everything depends on where you get them from (neighbor, nearby barbarians, etc). Ask me where you want/where they are available from, and I will tell you how much and their strength. Typical mercenaries for regions, though, are as follows. If you are on the fringes of these regions, or want to know other options, contact me.


Western North America:
Saskies of Saskatchewan, light footmen, poor quality, low upkeep, cost: 1 EP per 400
Navajo Warriors, light footmen, medium quality, low upkeep, cost: 1 EP per 200
Lakota Horsemen, light and quick horsemen, good quality, low upkeep, 1 EP per 100.

Eastern North America/Caribbean
Mohegan Warriors, medium footmen, medium quality, medium upkeep, cost: 1 EP per 450.
Cherokee Warriors, heavy footmen, good quality, high upkeep, cost: 1 EP per 200.
Taino Pirates, skilled trireme force, great quality, high upkeep, cost: 1 EP per Trireme.
Carib Warriors, skilled light footmen, great quality, high upkeep, cost: 1 EP per 150.
Lakota Horsemen, skilled light horsemen, good quality, low upkeep, 1 EP per 100.

Rest still to come.


---------

Special Cities

On the map you will notice some cities are outlined in red or blue. The red cities indicate a city with a high volume of trade, whether its from trade missions or local trade, or perhaps part of a long trade route. These cities give you +1 extra trade EP, and will be noted as a + (however many you have) next to your trade stat. Likewise, blue cities are cultural centers, and do the same but with your public spending stat. These are re-occurring, every turn you get the extra bonus. It can count towards funding of expansion (upgrading infrastructure/education or funding trade missions) or serve as upkeep, thus freeing up other EP to be re-allocated to military.

Changing Eps

If you change EP between one category and the other without an increase, you may suffer adverse reactions from your population. For example, if you income EP remains steady at 5, but you decide to move one EP from public spending to military, your population may get angry and revolt due to lack of attention given to their problems, or you may see the degradation of your infrastructure/education stats. Don’t do it often.

Golden Ages

Golden Ages are still a part of these rule sets. Your nation enters a golden age when it enters a period of great growth, either economic, cultural, or geographic, etc. When you enter a golden age, you will see an asterisk near your nation’s name in the stats. A golden age gives you +5 income EP to do so what you wish each turn. You are not allowed to use it as upkeep, but you can use it towards building a new project, trade missions, upgrading stats, etc. In other words, they are “wild EPs” and can be used for anything expect upkeep. They last about 1 or 2 turns.


Other Stats


Government

Government in this NES is important, just as in my past NESs. In a government where you (the executive) must share power, I reserve the right to act as that other body of government, just as I represent the people of your nation. That means they can block some of your orders, add new ones, or change some. Different governments have different advantages and disadvantages. Specifically, they are I would hope obvious enough.

Religion

Religion is until some major and important religion is found, paganism for every civilization. Religion can be both an advantage to a civilization and a burden.

[Population

Population is a stat that gauges how many people live in your nation relative to the rest of the world. This is NOT just based upon the number of cities you have (though it may sometimes look like that). A nation can have a ton of people, but not very many living in cities. A high population can mean a stronger economy, though it can also mean heavier revolts, more strain on your infrastructure, etc.

Stability

The stability of your civilization is based on your people’s approval of your leadership, which weighs heavily on your economy, policies, wars, etc. It also takes into account foreigners you have conquered and how rebellious they are, etc. Keep an eye on this stat. Don’t let it get too bad les you want to fight a civil war.

Infrastructure

Your civilization will indeed need good if its economy is to grow, its troops to move quickly, and its people to be fed and multiply. Spend points on this to grow it.

None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent

Education

Education is a stat that reflects, yes you guessed it, the education of your people. Better education means quicker age advancements, and more susceptible to discovering something revolutionary (sails, currency, gunpowder, automobile, etc). A highly educated populace, though, has its drawbacks. If you are an authoritarian state, the educated may push for freedom and liberty. They may also protest your policies. For the most part though a higher educated populace is normally a good thing.

None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment
 
Nations

Europe

Republic of Canfre
Player/Ruler: germanicus/Senate
Government: Senate Republic
Capital: Rome
Religion: 50% Brudi, 10% Rilist, 30% Anwellism, 10% Other
Population: 9
Economy: Growing +2
Treasury:
Age: Iron Age
Education: Literate
Army: 8,200 men, 3,000 horsemen, 3,200 slaves, 1,500 mercenaries
Quality: 6
Navy: 15 triremes, 20 galleys
Quality: 6
Stability: Stable
Infrastructure: Well-developed
Great Structures: Senate Hall of Rome, Temple of Brudi (Rome), Marketplace of Rome, Palace of the King (Canfre), Brudi Harbor (Ravenna)

United Cuetan Colonies
Player/Ruler: NPC/King Tamar
Government: Federalist Senate
Capital: New Cueta
Religion: 50% Other, 10% Jewish, 10% Rilist, 30% Anwellism
Population: 5
Economy: Stagnant
Treasury:
Age: Iron Age
Education: Illiterate
Army: 3,500 men, 3,200 horsemen, 1,400 slaves, 2,400 mercenaries
Quality: 4
Navy: 20 triremes
Quality: 3
Stability: Stable
Infrastructure: Some
Great Structures: None

Venetian Empire
Player/Ruler: Flavius Aetius/ Marco Todero
Government: Despotism
Capital: Venice
Religion: 70% Wealthism, 15% Rilism, 10% Brudi, 5% Other
Population: 9
Economy: Prosperous +4
Treasury:
Age: Iron Age
Education: Literate
Army: 2,000 footmen, 1,200 horsemen, 2,500 slaves, 7,800 mercenaries
Quality: 7
Navy: 55 Triremes, 20 galleys
Quality: 7
Stability: Stable
Infrastructure: Highly developed
Great Structures: Great Wealthy Ports of Venice, Venetian Square, Harbor of the Angel (Vienna), Great Marketplace (Vienna), Temple to Wealth (Venice), Cypriot Port (Cyprus)

Illyria
Player/Ruler: NPC/Oradas Family – Halashi Vassal
Government: Monarchy
Capital: Illyria
Religion: 90% Other, 10% Wealthism
Population: 5
Economy: Recession
Treasury:
Age: Iron Age
Education: Tolerable
Army: 1,500 men, 500 horsemen, 2,000 slaves
Quality: 5
Navy: 5 River Galleys
Quality: 2
Stability: Unstable
Infrastructure: Dirt Paths
Great Structures: None

Dacia
Player/Ruler: NPC
Government: Oligarchy
Capital: Bucharest
Religion: 80% Other, 10% Wealthism, 10% Rilism
Population: 6
Economy: Growing +1
Treasury:
Age: Iron Age
Education: Tolerable
Army: 2,500 men, 2,000 horsemen, 2,500 slaves, 3,000 mercenaries
Quality: 6
Navy: 20 Triremes, 20 galleys
Quality: 5
Stability: Stable
Infrastructure: None
Great Structures:

Troy
Player/Ruler: Xen/
Government: Monarchy
Capital: Troy
Religion: 60% Rilism, 35% Other, 5% Wealthism
Population: 8
Economy: Growing +3
Treasury:
Age: Iron Age
Education: Educated
Army: 9,200 men, 2,500 horsemen, 2,100 mercenaries
Quality: 8
Navy: 25 Triremes, 15 Galleys
Quality: 6
Stability: Relatively Unstable
Culture: Above Average
Infrastructure: Good
Great Structures: Monument to Priam (Troy), Great Walls of Troy, Temple of the Cube (Troy), Shrine to Impa (Troy), Great Ports of Troy, Oracle of Decision (Pylos), Great Temple of Zeus (Pylos), Gates of Corinth (Corinth), Highway of Priam (Troy to ______)

Empire of Hattasus
Player/Ruler: NPC
Government: Despotism
Capital: Hattasus
Religion: Paganism
Economy: Failing
Treasury:
Population: 4
Age: Iron Age
Education: Literate
Army: 6,400 men, 3,000 horsemen, 3,500 slaves, 1,500 mercenaries
Quality: 5
Navy: 25 Triremes
Quality: 4
Stability: Relatively Unstable
Infrastructure: Barely Tolerable
Great Structures: Great Fortress of Mani (East of Hattasus), Port of Tlatel

Pretsnez
Player/Ruler: a_propagandist/ King Druc Dreznekov
Government: Monarchy
Capital: Pretsnez
Religion: 80% Other, 15% Wealthism, 5% Rilism
Economy: Growing
Treasury:
Population: 8
Age: Iron Age
Education: Educated
Army: 6,200 men, 1,200 horsemen, 3,400 slaves, 3,000 mercenaries
Quality: 6
Navy: 15 Triremes, 10 Galleys
Quality: 5
Stability: Stable
Infrastructure: Tolerable
Great Structures: Palace of the Royals (Prestnez), Temple of Isis (Mercio), Harbor of Demetrios

Kingdom of the Danube
Player/Ruler: NPC – Vassal of Taverix
Government: Monarchy
Capital: Danube
Religion: Paganism
Economy: Stagnant
Treasury:
Population: 2
Age: Iron Age
Education: Dumb
Army: 2,500 men, 500 slaves, 2,000 mercenaries
Quality: 4
Navy: 25 River Triremes
Quality: 3
Stability: Stable
Infrastructure: Barely Tolerable
Great Structures: Harbor of Danube, Lighthouse of Deus (Danube)

Kalash
Player/Ruler: NPC/Oradas Family – Halash Vassal
Government: Monarchy
Capital: Kalash
Religion: Paganism
Economy: Failing
Treasury:
Population: 3
Age: Iron Age
Education: Illiterate
Army: 1,500 men, 4,000 Scythian Horsemen, 2,000 slaves
Quality: 5
Navy: None
Quality:
Stability: Stable
Infrastructure: Dirt Paths
Great Structures: None

Kingdom of Taverix
Lord_Iggy/Visitrunax
Government: Monarchy
Capital: Dunolaigh
Religion: 60% Other, 40% Anwellism
Economy: Growing
Treasury:
Population: 6
Age: Iron Age
Education: Literate
Army: 4,600 men, 3,300 horsemen, 2,500 slaves, 3,500 mercenaries
Quality: 6
Navy: 20 Triremes
Quality: 5
Stability: Relatively Unstable
Infrastructure: Tolerable
Great Structures: Hall of Menonax (Dunolaigh), Great Fortress of Adun (Dunolaigh), Temple of Tersus (Semomax), Anwellic Temple Complex of Dunolaigh

Halash
Player/Ruler: Justo/Oradas
Government: Monarchy
Capital: Lodz
Religion: Paganism
Population: 8
Economy: Stagnant
Treasury:
Age: Iron Age
Education: Educated
Army: 4,800 men, 2,200 horsemen, 3,000 slaves, 2,200 mercenaries
Quality: 6
Navy: 10 Triremes
Quality - 4
Stability: Relatively Unstable
Infrastructure: Barely Tolerable
Great Structures: Great Library of Lodz, Oradas Palace (Lodz), Mausoleum of Oradas (Praha), Monument to Victory (Lodz), Monument to King Oradas (Lodz)

Celtia
NPC/Oradas Family - Halash Vassal
Government: Monarchy
Capital: Telex
Religion: 80% Anwellism, 20% Other
Economy: Stagnant
Treasury:
Population: 3
Age: Iron Age
Education: Illiterate
Army: 1,600 men, 2,000 horsemen, 2,500 slaves, 2,000 mercenaries
Quality: 5
Navy: None
Quality:
Stability: Stable
Infrastructure: Pathetic
Great Structures: Anwellic Temple of the Sun (Telex)

Anwellic Empire
NPC/Arrg
Government: Despotic Theocracy
Capital: Parix
Religion: 99% Anwellism, 1% Other
Population: 5
Economy: Growing
Treasury:
Age: Iron Age
Education: Tolerable
Army: 4,000 men, 1,400 horsemen, 4,200 slaves, 1,400 mercenaries
Quality: 5
Navy: 15 Triremes, 20 Galleys
Quality: 5
Stability: Stable
Infrastructure: Pathetic
Great Structures: Anwellic Hall of God (Parix), City of Anwell (Parix), Temple of the Moon (Manal), Great Lighthouse of Parix

Republic of Londinum
Player/Ruler NPC/ King Hemanx
Government: Republic
Capital: Hevastia
Religion: Paganism
Population: 3
Economy: Growing
Treasury:
Age: Iron Age
Education: Illiterate
Army: 1,500 men, 1,500 horsemen, 3,500 mercenaries
Quality: 2
Navy: 25 Triremes, 30 Galleys
Quality: 4
Stability: Stable
Infrastructure: Barely Tolerable
Great Structures: Londinum Harbor

Malash
Player/Ruler: NPC/Oradas Family - Halash Vassal
Government: Monarchy
Capital: Petroa
Religion: Paganism
Population: 3
Economy: Failing
Treasury:
Age: Iron Age
Education: Illiterate
Army: 1,500 men, 3,000 horsemen, 1,100 slaves
Quality: 4
Navy: 10 Galleys
Quality: 3
Stability: Stable
Infrastructure: Dirt Paths
Great Structures: Palace of Oradas (Petroa)

Kurugea
Player/Ruler Yui108/ King Manak
Government Theocratic Oligarchy
Capital: Kuru
Religion: Paganism
Population: 7
Economy: Growing +1
Treasury:
Age: Iron Age
Education: Literate
Army: 3,100 men, 3,050 horsemen, 3,000 slaves, 2,100 mercenaries, 2,400 Amorak Riders
Quality: 6
Navy: 17 Triremes, 17 Galleys
Quality: 6
Stability: Stable
Infrastructure: Tolerable
Great Structures: Statues of Kuru, Pier of Kuru, Monument to Amorak (Kuru), Maosoleum of Amorak (Kuru), Great Walls of the Capital (Kuru), Palace Complex of Kuru, Mila Gardens (Kuru), Tri Gardens (Kuru)

Nordia
Player/Ruler NPC/ King Hagar
Government: Monarchy
Capital: Trodo
Religion: Paganism
Population: 4
Economy: Stagnant
Treasury:
Age: Iron Age
Education: Literate
Army: 1,100 men, 1,000 horsemen, 1,200 slaves, 2,700 mercenaries
Quality: 4
Navy: 35 Galleys, 33 Longboats
Quality: 6
Stability: Stable
Infrastructure: Tolerable
Great Structures: Great Lighthouse (Trodo), Harbors of Trondheim, Shipyards of Trodo

Middle East

Judean Egypt
Player/Ruler NPC/ King Hezekiah II
Government: Theocratic Monarchy
Capital: Jerusalem
Religion: Judaism (80%), Egyptian (10%), Rilism (10%)
Population: 8
Economy: Stagnant +1
Treasury:
Age: Iron Age
Education: Literate
Army: 6,500 men, 1,800 horsemen, 3,700 slaves, 4,200 mercenaries
Quality: 5
Navy: 36 Triremes, 10 Galleys
Quality: 5
Stability: Stable
Infrastructure: Tolerable
Great Structures: Temple of the Mount (Jerusalem), Solomon’s Temple (Jerusalem), Great Walls of Jerusalem, Temple of Karnak (Thebes), Library of Heliopolis, Citadel of Giza, Great Pyramids of Giza, Great Sinai Road

Assyria
Ruler/Player: ??/Head serf
Government: Absolute Monarchy
Capital: Assur
Religion: Paganism, Judaism (15%), Rilism (2%)
Population: 7
Economy: Growing +1
Treasury:
Age: Iron Age
Education: Illiterate
Army: 6,500 men, 3,000 horsemen, 5,200 slaves, 1,000 mercenaries
Quality: 6
Navy: 10 River Galleys
Quality: 2
Stability: Unstable
Infrastructure: Pathetic
Great Structures: Temple of Assur, Fortress of Imam (Assur)

Kingdom of Mittani *Vassal of Venice*
Ruler/Player: NPC
Government: Absolute Monarchy
Capital: Mitanni
Religion: Paganism
Population: 3
Economy: Stagnant +1
Treasury:
Age: Iron Age
Education: Tolerable
Army: 2,400 men, 500 horsemen, 3,000 slaves, 1,200 mercenaries
Quality: 5
Navy: 10 galleys
Quality: 5
Stability: Very Unstable
Infrastructure: Dirt Paths
Great Structures: Harbor of Mitanni

Persia
Ruler/Player: NPC
Government: Absolute Monarchy
Capital: Persepolis
Religion: Paganism
Population: 6
Economy: Stagnant +2
Treasury:
Age: Iron Age
Education: Tolerable
Army: 4,200 men, 2,000 horsemen, 2,500 slaves, 1,000 mercenaries
Quality: 5
Navy: 10 galleys
Quality: 4
Stability: Stable
Infrastructure: Pathetic
Great Structures:

Bactria
Ruler/Player: NPC
Government: Absolute Monarchy
Capital: Kerman
Religion: Paganism
Population: 5
Economy: Stagnant +2
Treasury:
Age: Iron Age
Education: Illiterate
Army: 3,200 men, 2,500 horsemen, 2,000 slaves, 1,200 mercenaries
Quality: 5
Navy: 10 galleys
Quality: 4
Stability: Stable
Infrastructure: Sparse
Great Structures:

Transoxiania
Ruler/Player: NPC
Government: Monarchy
Capital: Samarkand
Religion: Paganism
Population: 4
Economy: Stagnant
Treasury:
Age: Iron Age
Education: Illiterate
Army: 2,200 men, 3,500 horsemen, 3,000 slaves, 100 mercenaries
Quality: 5
Navy:
Quality: 4
Stability: Stable
Infrastructure: Sparse
Great Structures:

Khorosan
Ruler/Player: NPC
Government: Monarchy
Capital: Kabul
Religion: Paganism
Population: 4
Economy: Growing +1
Treasury:
Age: Iron Age
Education: Illiterate
Army: 1,500 men, 3,500 horsemen, 2,100 slaves, 500 mercenaries
Quality: 6
Navy:
Quality: 4
Stability: Stable
Infrastructure: Tolerable
Great Structures:

Harappan Empire
Ruler/Player: NPC
Government: Despotism
Capital: Mohenjo-Daro
Religion: Paganism
Population: 10
Economy: Growing
Treasury:
Age: Iron Age
Education: Illiterate
Army: 3,500 men, 4,500 horsemen, 6,100 slaves, 1,500 mercenaries
Quality: 6
Navy: 25 Triremes, 15 Galleys
Quality: 4
Stability: Stable
Infrastructure: Barely Tolerable
Great Structures:

Gujarat
Ruler/Player: NPC
Government: Republic
Capital: Gambay
Religion: Paganism
Population: 5
Economy: Stagnant +1
Treasury:
Age: Iron Age
Education: Illiterate
Army: 2,500 men, 1,500 horsemen, 2,500 slaves, 2,500 mercenaries
Quality: 6
Navy:
Quality: 4
Stability: Stable
Infrastructure: Tolerable
Great Structures:

Gujarat
Ruler/Player: NPC
Government: Republic
Capital: Gambay
Religion: Paganism
Population: 5
Economy: Growing, 6 EP
Treasury:
Age: Iron Age
Education: Illiterate
Army: 2,500 men, 1,500 horsemen, 2,500 slaves, 2,500 mercenaries
Quality: 6
Navy:
Quality: 4
Stability: Stable
Infrastructure: Tolerable
Great Structures:

Africa

Asia

Patwaris
Player/Ruler: NPC
Government: Conservative Monarchy
Capital: ?
Religion: Paganism
Population: 3
Economy: Stable
Age: Iron Age
Education: None
Army: 600 footmen, 300 archers
Navy: 20 river galleys
Stability: Stable
Infrastructure: None
Great Structures:

Harappan Civilization
Player/Ruler: Chief Nahmunipiya/NPC
Government: Loose chiefdom
Capital: Mohenjo-daru
Religion: Paganism
Population: 4
Economy: Stable
Age: Iron Age
Education: None
Army: 600 footmen, 250 archers
Navy: None
Stability: Failing
Infrastructure: None
Great Structures:

Gujarat*
Player/Ruler: King Ayunihari/NPC
Government: Monarchy
Capital: Gujarat
Religion: Paganism
Population: 4
Economy: Stable
Age: Iron Age
Education: None
Army: 550 footmen, 250 archers
Navy: None
Stability: Stable
Infrastructure: None
Great Structures:

Calicut
Player/Ruler: NPC
Government: Monarchy
Capital: Calicut
Religion: Hindu
Population: 2
Economy: Stable
Age: Iron Age
Education: Illiterate
Army: 400 footmen, 250 archers
Navy: 20 Galleys
Stability: Stable
Infrastructure: Some
Great Structures:

Cochin
Player/Ruler: NPC
Government: Monarchy
Capital: Cochin
Religion: Hindu
Population: 2
Economy: Stable
Age: Iron Age
Education: Illiterate
Army: 400 footmen, 250 archers
Navy: 20 Galleys
Stability: Stable
Infrastructure: Some
Great Structures:

Sinhala
Player/Ruler: NPC
Government: Monarchy
Capital: Cochin
Religion: Hindu
Population: 4
Economy: Stable
Age: Iron Age
Education: Illiterate
Army: 500 footmen, 250 archers
Navy: 30 Galleys
Stability: Stable
Infrastructure: Some
Great Structures:

North America

Atalamato Empire*
Emperor Allanao/NPC
Government: Monarchy
Capital: Talomato
Religion: 70% Talomatan Domism, 15% Orthodox Domism, 10% other (animism), 5% other (pagan)
Population: 16 (huge Cherokee minority)
Economy: Prosperous +2
Age: Iron Age
Education: Moderate
Army: 9,000 men, 3,500 horsemen, 5,600 slaves, 3,800 mercenaries
Quality: Very High
Navy: 65 triremes
Stability: Stable
Infrastructure: Well-Maintained
Great Structures: Palace of Talomata (Talomato), Mausoleum of Atalamato (Talomato), Great Temple of Dom (Talomato), Library of Masonry (Talomato), Great Port of Cocho (Cocho), Carcazi Market and Port (Tamano), Shrine of Renda (Fallo)

Choctaw Kingdom (vassal of Atalamato)
King Tatano/NPC
Government: Monarchy
Capital: Ulaan
Religion: 60% other (pagan), 35% Talomatan Domism, 5% Orthodox Domism
Population: 5
Economy: Stable
Age: Iron Age
Education: below-standard
Army: 4,500 men, 1,000 mercenaries
Quality: Low
Navy: 15 triremes, 20 galleys
Stability: Unstable
Infrastructure: Some
Great Structures: Palace of Tatano (Ulaan)

Ohio Nation
NPC
Government: Monarchy
Capital: Ohio Village
Religion: 70% other (animism), 20% Talomatan Domism, 10% other (pagan)
Population: 6
Economy: Stable
Age: Iron Age
Education: below-standard
Army: 5,000 men, 500 horsemen, 2,000 slaves, 500 mercenaries
Quality: Low
Navy: 20 river triremes, 10 galleys
Stability: Unstable
Infrastructure: Some
Great Structures: Great Canal of Ohio Valley (from Ohio to north)

Empire of Curantis*
Player/Ruler: TerrisH/Imperial Senate
Government: Imperial Republic
Capital: Thanto
Religion: 75% Orthodox Domism, 15% Other (pagan), 10% Talomatan Domism
Population: 7 (huge slave population)
Economy: Stagnant +2
Age: Iron Age
Education: Intelligent
Army: 7,000 men, 1,500 horsemen, 7,500 slaves, 2,200 mercenaries
Quality: Good
Navy: 130 Triremes, 20 galleys
Stability: Stable
Infrastructure: First-Class
Great Structures: Imperial Market (Thanto), Great Library (Thanto), Forum of Ninano (Thanto), Imperial Temple of Dom (Thanto), Great Citidel of Thanto (Thanto), Imperial Senate Hall (Thanto), Market of New Thanto (New Thanto), Carib Harbor (New Thanto), Monument of the Empire (Jaharo)

Mayan Kingdom
Player/Ruler: NPC
Government: Monarchy
Capital: Chichen Itza
Religion: Mayan Polytheism (70%), Orthodox Domism (15%), Aztec Paganism (15%)
Population: 10
Economy: Stable
Age: Iron Age
Education: Ignorant
Army: 4,000 men, 4,300 slaves, 1,200 mercenaries
Quality: Good
Navy: 25 Triremes
Stability: Stable
Infrastructure: Widespread
Great Structures: Temple of the Sun (Chichen Itza)

Zapoteca Empire
Player/Ruler: NPC
Government: Theocratic
Capital: Oaxaca
Religion: Mayan Polytheism (50%), Aztec Polytheism (35%), Orthodox Domism (15%)
Population: 12
Economy: Growing
Age: Iron Age
Education: Ignorant
Army: 7,500 men, 10,500 slaves, 4,300 mercenaries
Quality: Good
Navy: 15 galleys
Stability: Very Stable
Infrastructure: Some
Great Structures: Reed Palace (Oaxaca), Fort of Chianomax (Chianomax)

Chanton Tribe
Player/Ruler: NPC
Government: Chiefdom
Capital: Chanton
Religion: Aztec (45%), Orthodox Domism (15%), Talomatan Domism (15%), Other - Paganism (10%), Reformed Arlinism (10%), Other - Animism (5%)
Population: 5
Economy: Stable
Age: Iron Age
Education: Ignorant
Army: 4,500 men, 500 horsemen, 4,200 slaves, 5,200 mercenaries
Quality: Good
Navy: 30 galleys
Stability: Stable
Infrastructure: None
Great Structures: Port of Chanton (Chanton)

Aztec Empire
Player/Ruler: NPC
Government: Chiefdom
Capital: Chanton
Religion: Aztec (98%), Orthodox Domism (2%)
Population: 13
Economy: Stable
Age: Iron Age
Education: Good
Army: 8,000 men, 2,500 horsemen, 12,300 slaves, 1,000 mercenaries
Quality: 7
Navy: 25 galleys
Stability: Stable
Infrastructure: Well-maintained
Great Structures: Tiyanquiztli Market (Tenochtitlan), Temple of Quetzalcoatl (Tenochtitlan), Ulama Colosseum (Xochipala)

Wampanoag Tribe
Player/Ruler: NPC
Government: Tribal Chiefdom
Capital: Quinsigamond
Religion: 80% Talomatan Domism, 5% Wampanoagi Paganism, 5% Other (animism)
Population: 7
Economy: Stable
Age: Iron Age
Education: below standard
Army: 3,000 men, 1,000 horsemen, 4,400 slaves, 2,300 mercenaries
Quality: Okay
Navy: 10 triremes, 25 galleys
Stability: Unstable
Infrastructure: Some
Great Structures: Mound Temple of Dom (Quinsigamond)

Mohegan Tribe
Player/Ruler: NPC
Government: Tribal Chiefdom
Capital: Mohegan village
Religion: 95% Talomatan Domism, 5% Mohegan Paganism
Population: 5
Economy: Failing
Age: Iron Age
Education: Good
Army: 2,500 footmen, 500 horsemen, 3,600 slaves, 5,200 mercenaries
Quality: Good
Navy: 20 triremes, 15 galleys
Stability: Stable
Infrastructure: None
Great Structures: Great Hall of Dom (Mohegan), Palace of Shaha (Mohegan)

Delaware
Player/Ruler: NPC
Government: Chiefdom
Capital: Delaware
Religion: 40% Other (animism), 40% Other (paganism), 20% Talomatan Domism
Population: 5
Economy: Stable
Age: Iron Age
Education: below standard
Army: 3,000 men, 750 horsemen, 3,800 slaves, 2,000 mercenaries
Quality: Good
Navy: 20 galleys
Stability: Stable
Infrastructure: None
Great Structures: None

Powhatan
Player/Ruler: NPC
Government: Monarchy
Capital: Powhatan Village
Religion: Paganism
Population: 5
Economy: Stable
Age: Iron Age
Education: Illiterate
Army: 2,500 men, 500 horsemen, 3,000 slaves, 3,500 mercenaries
Quality: Bad
Navy: 20 galleys
Stability: Unstable
Infrastructure: None
Great Structures: None

Mohawk
Player/Ruler: NPC/ Enniska
Government: Tribal Chiefdom
Capital: Anu Doma
Religion: 80% Other (animism), 10% Other (paganism), 10% Talomatan Domism
Population: 7
Economy: Stable
Age: Iron Age
Education: Ignorant
Army: 4,500 men, 500 horsemen, 4,100 slaves, 2,000 mercenaries
Quality: Good
Navy: 10 triremes, 20 galleys
Stability: Stable
Infrastructure: None
Great Structures: Harbor of Winds (Anu Doma), La’ani Lighthouse (Anu Doma)

Algonkin
Player/Ruler: NPC/ Lalota
Government: Chiefdom
Capital: Algonkin Village
Religion: 90% Other (animism), 5% Talomatan Domism, 5% Other (Paganism)
Population: 5
Economy: Failing
Age: Iron Age
Education: Illiterate
Army: 2,000 men, 200 horsemen, 1,500 slaves, 1,500 mercenaries
Quality: Suffecient
Navy: 20 galleys
Stability: Stable
Infrastructure: Some
Great Structures: Great Hall of the Algonkin (Algonkin Village)

Seneca
Player/Ruler: NPC/ Cayuga
Government: Tribal Chiefdom
Capital: Seneca
Religion: 50% Talomatan Domism, 40% Other (animism), 10% Other (Paganism)
Population: 7
Economy: Growing
Age: Iron Age
Education: Good
Army: 4,500 men, 1,400 horsemen, 3,000 slaves, 2,000 mercenaries
Quality: Good
Navy: 25 triremes, 30 galleys
Stability: Stable
Infrastructure: Wide-spread
Great Structures: Temple Complex of Seneca (Seneca), Tri-Pillar Temple of Dom (Seneca), Tohunu Marketplace (Seneca), Fort Tirst (Southern Seneca)

Lakota
Player/Ruler: NPC
Government: Chiefdom
Capital:
Religion: 80% Paganism, 20% Animism
Population: 11
Economy: Failing
Age: Iron Age
Education: Illiterate
Army: 500 men, 9,500 horsemen, 4,600 slaves, 500 mercenaries
Quality: Ecstatic
Navy:
Stability: Stable
Infrastructure: None
Great Structures: None

Apache
Player/Ruler: NPC
Government: Chiefdom
Capital: Lipan
Religion: 35% Talomatan Domism, 25% Orthodox Domism, 25% Reformed Arlinism, 10% Arlinism, 5% Other (Animism)
Population: 14
Economy: Prosperous
Age: Iron Age
Education: Great
Army: 2,300 men, 5,500 horsemen, 6,700 slaves, 4,500 mercenaries
Quality: Great
Navy: 15 triremes
Stability: Stable
Infrastructure: Well-maintained
Great Structures: Palace of Lipan (Lipan), Great Stone Marketplace of Trisan (Trisan), House of Goan (Goan), Sun Marketplace (Lipan), Divine Temple of Dom (Fenekan), Central Marketplace (Wakan), Siman Roadhouse (Siman), Apache Canal (eastern Apache)

Taronlia
Player/Ruler: bestshot9/Mangar the Fierce
Government: Monarchy
Capital: Mangar
Religion: 95% Reformed Arlinism, 5% Orthodox Arlinism
Population: 9
Economy: Growing
Age: Iron Age
Education: Literate
Army: 4,500 men, 1,000 horsemen, 5,700 slaves, 3,400 mercenaries
Quality: Good
Navy: 10 triremes, 15 galleys
Stability: Stable
Infrastructure: Well-developed
Great Structures: Tower of Arlin (Mangar), Great Temple of Arlinists (Mangar), Palace of Mangar (Mangar), Taro Port and Market (Mangar), Temple of the Holy Saint (Anu), Great Whale Factory (Anu)

Armen
Player/Ruler: NPC
Government: Theocratic Absolute Monarchy
Capital: Jarash
Religion: 90% Orthodox Arlinism, 10% Reformed Arlinism
Population: 8
Economy: Stable
Age: Iron Age
Education: Literate
Army: 4,200 men, 600 horsemen, 7,200 slaves, 3,000 mercenaries
Quality: Okay
Navy: 25 triremes, 15 galleys
Stability: Stable
Infrastructure: Developed
Great Structures: Temple Complex of Arlin (Jarash), Great Wooden Solar Calender (Membot), Palace of Arlin (Jarash), Harbor of Whales (Jarash), Master Totem of the Arlinists (Jarash)

Asotin Tribe
Player/Ruler: NPC
Government: Tribal Chiefdom
Capital: Asotin
Religion: 50% Reformed Arlinism, 45% Animism, 5% Orthodox Arlinism
Population: 9
Economy: Stable
Age: Iron Age
Education: Good
Army: 3,800 men, 1,400 horsemen, 6,500 slaves, 3,400 mercenaries
Quality: Good
Navy: 5 galleys
Stability: Stable
Infrastructure: Some
Great Structures: Shrine of the Bear (Asotin)

Tongass
Player/Ruler: NPC/Eagle Eye
Government: Tribal
Capital: Tongass
Religion: 65% Reformed Arlinism, 25% Animism, 10% Orthodox Arlinism
Population: 5
Economy: Stable
Age: Iron Age
Education: Literate
Army: 3,000 men, 1,500 horsemen, 4,500 slaves, 2,400 mercenaries
Quality: Okay
Navy:
Stability: Stable
Infrastructure: Some
Great Structures: Marketplace of Terin (Terin)

Saskatchewan
Player/Ruler: NPC
Government: Tribal Confederation
Capital: Grasis
Religion: 100% Animism
Population: 4
Economy: Recession
Age: Iron Age
Education: Illiterate
Army: 1,200 men, 500 horsemen, 6,800 slaves, 2,300 mercenaries
Quality: Bad
Navy: None
Stability: Very Unstable
Infrastructure: Beginnings
Great Structures: Fortress of Grasis (Grasis)

Yakima
Player/Ruler: NPC
Government: Chiefdom
Capital: Yakima
Religion: 75% Animism, 25% Orthodox Arlinism
Population: 3
Economy: Stable
Age: Iron Age
Education: Illiterate
Army: 4,500 men, 1,200 slaves, 1,500 mercenaries
Quality: Okay
Navy: 25 galleys
Stability: Unstable
Infrastructure: Beginnings
Great Structures:

Inuit
Player/Ruler: NPC/
Government: Tribal Chiefdom
Capital: Askan
Religion: 98% Animism, 2% Reformed Arlinism
Population: 2
Economy: Stable
Age: Iron Age
Education: None
Army: 1,500 men, 500 mercenaries
Quality: Bad
Navy: 15 galleys
Stability: Stable
Infrastructure: None
Great Structures:

Ohlone
Player/Ruler: NPC/
Government: Tribal Chiefdom
Capital: Awaswas
Religion: 60% Reformed Arlinism, 40% Animism
Population: 6
Economy: Stable
Age: Iron Age
Education: Literate
Army: 3,500 men, 2,000 horsemen, 4,200 slaves, 3,900 mercenaries
Quality: Good
Navy: 20 triremes, 12 galleys
Stability: Stable
Infrastructure: Well-maintained
Great Structures: Temple of the Ragged Mountain (Awaswas)

Navajo
Player/Ruler: NPC
Government: Oligarchy
Capital: Window Rock
Religion: 40% Reformed Arlinism, 60% Animism
Population: 6
Economy: Stable
Age: Iron Age
Education: Literate
Army: 3,900 men, 2,200 horsemen, 4,500 slaves, 3,500 mercenaries
Quality: Good
Navy:
Stability: Stable
Infrastructure: Well-maintained
Great Structures:

South America

Azuro
Nailix/?
Government: Monarchy
Capital: ?
Religion: Paganism
Population: 3
Economy: Stable
Age: bronze age
Education: Illiterate
Army: 550 footmen, 400 archers
Navy: 5 galleys
Stability: Stable
Infrastructure: Beginnings
Great Structures:

Magdalena
NPC
Government: Tribal
Capital: Magdalena
Religion: Paganism
Population: 2
Economy: Stable
Age: bronze age
Education: None
Army: 450 footmen, 300 archers
Navy: 15 galleys
Stability: Stable
Infrastructure: None
Great Structures:

Tequendama
NPC
Government: Monarchy
Capital: Tequendama
Religion: Paganism
Population: 2
Economy: Stable
Age: bronze age
Education: None
Army: 600 footmen, 300 archers
Navy:
Stability: Stable
Infrastructure: None
Great Structures:

Carib Peoples
NPC
Government: Tribal
Capital: Carib
Religion: Paganism
Population: 2
Economy: Stable
Age: bronze age
Education: Illiterate
Army: 300 footmen, 200 archers
Navy: 25 galleys
Stability: Stable
Infrastructure: Sparse
Great Structures:

Chibchan
NPC
Government: Monarchy
Capital: Chib
Religion: Paganism
Population: 3
Economy: Stable
Age: bronze age
Education: None
Army: 700 footmen, 300 archers
Navy: 2 galleys
Stability: Stable
Infrastructure: Beginning
Great Structures:
 
I think I will give this a try.

Nation Name: Canfre
Player/Ruler: germanicus12/King Henry
Government: Monarchy
Religion: Paganism
Economy: Stable
Age: early bronze age
Army: 500 footmen, 250 archers
Navy: None
Stability: Stable
Infrastructure: None
Projects:

Start me near Rome.

Can I make my own religion? If yes;

Brudi (Bru'die)
They follow 3 main gods and 6 minor goddesses. Will list gods and goddesses in story if you accept this.
 
Would it be possible to scrap some of the starting military for a small navy? Not all of it, of course, but it would certainly introduce some flexibility in starting locations and such.
 
Nation Name Kurugea
Player/Ruler Yui108/ High King Hevastio
Government Theocratic Oligarchy
Religion: Paganism
Economy: Stable
Age: early bronze age
Army: 500 footmen, 250 archers
Navy: None
Stability: Stable
Infrastructure: None
Projects:

Southern Scandanavia or Britain please.


and Yes can you create your own religion?
 
Talomata
Chief Otola/EQandCivfanatic
Government: Tribal Chiefdom
Religion: Paganism
Economy: Stable
Age: early bronze age
Army: 500 footmen, 250 archers
Navy: None
Stability: Stable
Infrastructure: None
Projects:

start me in northeastern Florida. I must create a Carib Empire.
 
Kalambayi
Warman17/Big Chief Man
Government: Tribal Chiefdom
Religion: Paganism
Economy: Stable
Age: early bronze age
Army: 500 footmen, 250 archers
Navy: None
Stability: Stable
Infrastructure: None
Projects:

middle of the congo for me please
 
Nation Name: Wampanoag Tribe
Player/Ruler: TheLastJacobite/ Sachem Kesukqut
Government: Tribal Chiefdom
Religion: Paganism
Economy: Stable
Age: early bronze age
Army: 500 footmen, 250 archers
Navy: None
Stability: Stable
Infrastructure: None
Projects:

If you could please put me in southern New England, or Massachusetts, that would be great.
 
A fresh-start! I'd be honoured:

Nation Name: Amestris
Player/Ruler: Crezth/King Zarachyev
Government: Monarchy
Religion: Paganism
Economy: Stable
Age: early bronze age
Army: 500 footmen, 250 archers
Navy: None
Stability: Stable
Infrastructure: None
Projects: None

And place me somewhere near OTL St. Petersburg? Awesome!
 
Will you be sticking around with us for this one.. you kinda dropped off the face of the earth with your last one.. :(
 
Nation Name: Halash
Player/Ruler: Justo/King Hall
Government: Monarchy
Religion: Paganism
Economy: Stable
Age: early bronze age
Army: 500 footmen, 250 archers
Navy: None
Stability: Stable
Infrastructure: None
Projects:

Somewhere in the fertile plains of Poland please.
 
Yes of course you can create your own religion :).

And if you want a starting navy, the you may substitute your army for it. 100 men will give you 5 boats. The boats are not more than small galleys of the most simplistic type, and have trouble even navigating near the coast.

I do want to post the first update tomorrow, so i can get one in on Friday as well before i leave for London for a few days. There are no orders necessary for this update, but a little description of what kind of culture your people are, or anything important to know about, would be nice.

And expect to interact with both OTL civilizations and fictional ones.

EDIT: The map will be of the standard earth sort. I am having trouble uploading it (easy upload is down). If it is still down by the time the update comes I will use photobucket.
 
The Halash people are good farmers mainly focusing on grains and other crops. They have limited skills in Animal Husbandry but are improving in this area. They worship many gods although their most beloved god is the god of the weather Aero since they rely so heavily on good weather to be able to survive and expand. They are similar to Eastern Europeans.

If you want me to add more than this just say and i'll edit this post.
 
Thats fine Justo, its whatever you want to say.

---

As for the map again, I'm thinking of using North King's newest one, the real big one. It does have some minor awkwardness though concerning around the Mongolia and western US areas. And it is rather large. What are people's thoughts on this? By north kings, I mean the one in this thread: http://forums.civfanatics.com/showthread.php?t=259721

So I've narrowed it down to either the one above, or one of the two I've managed to post here.So these are teh choices:

1. North King's map here http://forums.civfanatics.com/showthread.php?t=259721

2.

or

3.
 
I like the first map.

Nation Name: Cueta
Player/Ruler: Abaddon / Abram Sieed
Government: Monarchy
Religion: Paganism
Economy: Stable
Age: early bronze age
Army: 300 footmen, 250 archers
Navy: 10
Stability: Stable
Infrastructure: None
Projects:

-----------------------------------------

Start me on the African side of the mouth to the Med. A nation bourne out of trading across the expanse of sea, and fed on fish.
 
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