JNES: Learning to Walk

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Mar 3, 2002
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Location
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JNES: Learning to Walk

Welcome to possibly the most innovative JNES I have ever modded…that’s pulling from a stream of dozens of NES’s. I hope that this one will work out, and will lead us to some great stories, outstanding histories, and addictive NESing :)

RULES

Economy

In most NES’s, one will say that this is the most important part of your nation. While it still remains for the most part true, it is slightly skewed. Your economy is the wealth of the combined population of your nation. A high economy means a strong and vibrant nation, but what it does not mean is a strong military.

The economy will be in levels: depression, recession, poor, okay, good, prosperous, outstanding, incredible. You can not increase your economy by asking for it to be increased, it will increase or decrease in its own time, based upon the status of your nation. Use your own imagination for how to increase it.

Now what you can increase is your income. This will be rather simple, unlike the other recent rule sets I have come up with. It will basically be a number, which is how many eco-points you have to spend per turn, and in parentheses right next to it, will explain, in percentages, where the income comes from. Example: +3 (70% land taxes, 25% import tariffs, 5% trade surplus). This will tell you where you need to improve, and what you need to defend.

Military

This is the different part then most NES’s. Your nation does not constantly recruit troops in order to compete with rivals. Nay, that is not what really happened in real life. Instead, you keep a standing army, only slightly increasing it each turn as population increases.

And so, this is how it will be. Your stat will display your manpower in terms of the amount of men in your standing army. It will slowly increase as your population increases, or decrease etc. You may disperse this however you want in your military, each unit type you want. Based on what you tell me, I will then tell you the cost of your military each turn, and you can adjust as you see fit.

For example, I give you 100,000 troops at your disposal. You decide to make 50,000 swordsmen, 20,000 spearmen, 10,000 archers, 5,000 chariots (x2 since its two per chariot), and 1,000 galleys (x10 since its 100 men per galley). I then tell you that this will cost you 5 points a turn. You throw up because it is so expensive. Instead, you make 100 galleys instead of 1,000, and make 9,000 more spearmen.

I expect you to do all the math, which there isn’t really that much, and I will correct your mistakes (likewise).

It is a good idea to not use all of your manpower right of way into converting into military. You may want to keep them in the manpower stat, and wait for until you have casualties in war, so that you can replenish them.

You can of course use less men then what is available in order to have a smaller yet stronger force, and save some money.

Of course you can conscript, which is a one-time cost. You can order it, and see what you get for the money you put out. It will be more then normal, and be much less trained then your regular troops.

Culture

This is a huge part in this game, just as much as the military. Your culture will have an impact on whether you need to garrison a country or not, build a fort or not, or even if your borders expand on their own.

You build culture by building things within your cities. Whether it be a temple, monument, memorial, university, cathedral, or anything you can think of. You decide the extent onto how long it will take to be done, the longer, the more important it obviously is. Same with the price tag.

A highly cultured city will appear a different shape on the map (will be explained on the map). This city will exert a certain amount of culture, and may even spread over into your neighbor’s side of the border. What will become of this is up to the players.

A stronger culture also means a better economy. Why? Because it just does, so shut up and be obedient!

Your people will be happier to join the military as well if the culture is up.

You will also have some trouble expanding if your culture is low, or even assimilating the cultures you conquer, especially if they are stronger then yours. You may end up being assimilated!

Expansion, Occupation, and Garrison

You cannot have in your orders, now, “spread army in my territory.” Instead, each major city will be displayed on the first page, and will tell you a brief description of the city and its people. If you are having trouble with that city, you may need to garrison it with some troops.

Also, it difficult to conquer territory. You will loose men, but it is even harder to occupy it. If your culture isn’t strong enough to assimilate the people, you will have trouble on your hands. You may need to build forts (eco-point each) to garrison your troops in these areas. Or, if your cheap, you need to build camps for your armies. In other words, you must garrison your land according to how the people are, and outside influence.

Resources

The resources you control will be listed in your stats, plus will be present in the city stat on the first page in the city it is closest too. You need resources to build certain units, but I am going to keep it as simple as I can. Each country only needs one of the resources to build as many units as they want.

For example, India has 2 iron mines, but only needs 1 for her complete equipping of her army. So, she can trade the other one, for whatever she wants, to another country. In the beginning, the only resources needed to build units are timber and iron, the former more widely spread then the latter.

Governments

If your people do not like their government, they can overthrow it. Keep an eye on your citizen approval rates. If you are overthrown, you can loose the ability to send orders for your country for a while. There can also be a civil war, or a revolutionary war.

In a government where there is shared power, I will play the part of the power that is elected by the people. This means I can veto parts of your orders if the majority of the legislature is against it.

Battle Turns

These aren’t really turns, just real-time fighting. Basically, this is how it works. In an update, you can, say, invade Britain. As soon as britain’s player gets online, he can send orders for a counter attack (no recruitment, only using the men he has), and then I will write the result. Germany, the invader, can send more orders, shifting his men, and so on and so on, until the next update comes.

So if you are fighting a war, you can fight the whole war within one turn if you both get on enough.
 
Maps.

TERRAIN MAP

Mini_Terraina.gif


NAME MAP
 
TEMPLATE:

Country Name
Government:
Ruler:
Capital City:
Religion:
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 5,000
Army:
Navy:
Culture: 1
Infrastructure: (sum of all improvements made in cities) <-- Delete this
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background:


CHEAT CARD:

100 men to operate a Galley
5 men to operate a catapult
400 men in an Avernum Cohort
1,500 Spearmen, 500 Archers, and 300 Horsemen in a Tian Army
200 men in an Vespaseilles Compagion.
4,500 Swordsmen in an Artemian Guard
250 men in a Mahabrith Band

If you want to organize your men into certain forces (i.e. you can have your stats look like Army: 10 Legions), then make sure you tell me how many men are in the force.
 
Adarion
Government: Republic
Ruler: Emperor Kidel (Adar) 3rd (jay)
Capital City: Fordme
Religion: Pagan (ism)
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 3,800 (1,200)
Army: Make your army division sizes constant!
Navy: 12 Galleys
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background:

Alahre
Government: Monarchy
Ruler: King Arenac (plexus)
Capital City: Muinar
Religion: Alahric Bitheism
Economy: Okay
Income: +2 (90% Land Taxes, 10% Trade Tariffs)
Men Available: 3,400 (1,750) -1
Army: 500 Spearmen, 250 Bowmen
Navy: 10 Galleys
Culture: 1
Infrastructure:
Approval Rating: 45%
Resources: None
Major Wonders:
Short Background: The Alahren are a coastal people, descended from fishermen that settled near the present day site of the Alahric capital of Muinar. Muinar, at the opening of the Sea of Athrahum, is a prime location for trade, as goods from the North, East and South flow to and from the port. The city is seated at the tip of the Alahre Peninsula, bounded to the West by the Great Sea, the East by the Sea of Athrahum; the Alahre Peninsula is at the Northern bank of the Straight of Laris.

Artemia
Government: Monarchy
Ruler: Irius dynasty
Capital City: Iessia
Religion: Artemic polytheism
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 2,550 (2,450) -1
Army: 1/2 guard
Navy: 2 Galleys
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background: To be added soon.

City State of Aruria
Government: Monarchy
Ruler: King Tangor the 1st of Luthern Dynesty
Capital City: Aruria
Religion: Samite Polythism
Economy: Okay
Income: +2 (100% Land Taxes) [1]
Men Available: 5,400
Army:
Navy:
Culture: 1
Infrastructure: 0?
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background: The Mani river delta have been fertile lands for thousands of years and now people have begun to settle this area. Now the city is growing in population and have finaly formed it's own dynesty after years of tribalism and so under the Luthern dynesty the city state of Aruria have begun.

Avernum
Government: Republic
Ruler: Magnate Baziron
Capital City: Avernum
Religion: Solivista
Economy: Good
Income: +3 (80% Land Taxes, 20% Spoils of War)
Men Available: 3,000 (5,100) -2
Army: 1 Dervish Cohort, 2 Spearmen Cohorts, 1 Archer Cohort, 1 Reminum Army (1,200 Spearmen, 1,000 Archers, 300 Horsemen)
Navy: 10 Galleys
Culture: 1
Infrastructure:
Approval Rating: 60%
Resources: None
Major Wonders:
Short Background:

Republic of Bistonia
Government: Republic
Ruler: Consul Aphones Belinius (changes with elections)
Capital City: Biston
Religion: monotheisism
Economy: Okay
Income: +1 (98% Land Taxes, 2% Trade Tariffs)
Men Available: 2,000 (3,500) -1
Army: 2,000 Spearmen, 1,000 Archers
Navy: 5 Galleys
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background:

Calas'ai
Government: Imperial Republic
Ruler: Empress Sai'la
Capital City: Calas
Religion: Ant'ail
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 5,000
Army:
Navy: 10 Galleys
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background:

Doleatopia
Government: Absolutel Monarchy
Ruler: Emperor Robert Joseph (Dole) I
Capital City: Dolopolis (dole-opolis)
Religion: Dolastianism
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 5,200
Army:
Navy:
Culture: 1
Infrastructure: (sum of all improvements made in cities) <-- Delete this
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background: Founded by the great leader Robert Dole, soon to be Emperor Robert I of the Dole Dynasty, also just known as the great Dole, the citizens of Doleatopia swear complete loyalty to their King, beleiving in his divine right as absolute ruler of Doleatopia. The people follow the religion of Dolastianism, based on the Great Dole himself, and advocates complete religious devotion and worship of the Dole, who was sent by God as his representative both from God and to God.

Jamailla Eden
Government: ???
Ruler: Nar Ketricken/concona
Capital City: Jamailla
Religion: Mother Nature Religion
Economy: Okay
Income: +1 (100% Land Taxes) [1]
Men Available: 3,000 (2,000) -1
Army: 1,000 Archers, 1,000 Swordsmen
Navy:
Culture: 1
Infrastructure: (sum of all improvements made in cities) <-- Delete this
Approval Rating: 50%
Resources: Timber
Major Wonders:
Short Background:

Liviia
Government: Council of Elders
Ruler: Council members are on equal footing, though Jaquilla Wolf holds much sway over the rest of the council
Capital City: Tiius
Religion: Pantheism
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 1,300 (3,700) -1
Army: 2,000 Spearmen, 1,000 Archers
Navy: 7 galleys
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background: Formed for mutual protection at the delta of the Tiar river, Liviia tries to be at peace with the spirits they percieve to be all around them. They are ruled by a council of eldery men and women who elect a new member when neccessary and serve until death.

Gargari
Government: Tribal Counsel
Ruler: Chief-of-Chiefs Verzo Gargari
Capital City: (name pending)
Religion: Paganism
Economy: Okay
Income: +2 (80% Land Taxes, 20% Spoils of War)
Men Available: 900 (3,200) -2
Army: 1,200 Swords, 1,000 Archers
Navy: 10 galleys
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background:

Mahabrith
Government:Tribal Council (elders)
Ruler:Elder Guten Runner
Capital City: Nein
Religion: Polytheism
Economy: Okay
Income: +2 (80% Land Taxes, 15% Irrigation Tax, 5% Iron Tax)
Men Available: 4,750 (250) -1
Army: 1 Band of swordsmen (250 each)
Navy:
Culture: 1
Infrastructure:
Approval Rating: 48%
Resources: Iron
Major Wonders:
Short Backgroundwelling mostly in teh mountains, the Mahabrith formed together after Guten Runner gather the elders from all the clans and finally got them to band together as one entity. These are a peaceful people but their warriors (swordsmen) are highly trained and have much stamina from their hikes into the mountains to hunt.

The Isles of Manric Mar Farsind (or Isles of Manric)
Government: Monarchy
Ruler: King Brenreal of Potter's Bay
Capital City: Potter's Bay
Religion: Cult of Manric Mar Farsind
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 2,500 (2,500) -1
Army: 500 Archers; 500 Spearmen
Navy: 15 galleys
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background:

Memnonnar
Government: Monarchy
Ruler: Coram I (emu)
Capital City: Memnon
Religion: i'll think of somthing later
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 3,500 (1,500) -1
Army: 1000 spearmen 500 archers
Navy:
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background: The various people lining the river of Mulan (back the called them themselves Mulani) lived in peaceful coexistence with their neighbours trading, farming being thoroughly boring really.

The Mérovecnate of Vespaseilles
Government: Aristocratic Republic
Ruler: Mérovec (Merh-oh-veyc) Nazaire I (insane panda)
Capital City: Vespaseilles (Vey-pah-say), on the island of Provance (Pro-vanc)
Religion: Eglise De Le Soleil (Church of the Sun) (Simple English Plural form: Eglisians)
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 2,000 (3,000) -1
Army: 4 Merguerrier (lit. - seawarriors) Compagions, 6 Chasseur Compagions (light skirmishers/archers)
Navy: 10 Vespasillian Galéres (Gal-E-rs)
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background: Descendents of avernic fisherman which ploughed the sea of provance since early neolithic times. Since such times, the fisherman have consolidated into a single nation, a single city-state known as Vespasilles, under a single government known as the Vespasillian Mérovecnate. It is here that they have forged a culture similar yet ultimately unique to what is present on the mainland.

Naan
Government: Tribunal
Ruler: 3 Chieftens/Contempt
Capital City: None
Religion: Naan Spirtualism
Economy: Okay
Income: +1 (100% Tribute from Population)
Men Available: 3,000 (2,000) -1
Army: 2,000 Steppe Calvary
Navy: None
Culture: 1
Infrastructure: None
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background: The tribes to the far north have began to unite, albiet shakily, under a tribunal of prominent chieftens. The nation of Naan is prominently a herding driven nation, and does not really have taxes on the amount of land since land is believed to be owned by the tribes as a whole. Instead, its people pay tribute to the Tribunal for protection of the tribes.

Nurmafer
Government: Monarchy
Ruler: King Menodanius (andis)
Capital City: Nurmafer
Religion: Wordship of Venus
Economy: Okay
Income: +2 (98% Land Taxes, 2% Trade Tariffs)
Men Available: 2,700 (2,500) -1
Army: 500 Tasarian knights, 1,000 spearmen, 1,000 archers
Navy:
Culture: 1
Infrastructure:
Approval Rating: 52%
Resources:
Major Wonders:
Short Background: Nurmaferians are mostly steppe people who base their economy on agriculture. About 100 years ago they found their city of Nurmafer at the river Venodic and near it's fertile farmlands.

Olmecia
Government: Fuedal-Theocratic-Imperialist
Ruler: The Prophet
Capital City: Delsa
Religion: Prophet Worship
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 5,000
Army:
Navy:
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background: Olmecia was founded by The First Great Prophet in the Jungles of Vos, God of the World. The People of Olmecia Worship there many Gods through an intermediy; The Prophet. While Titled with a religious name, he is also invariably the secular ruler as well.

Kingdom of Tian
Government: Feudal Monarchy
Ruler: King Kongxi I
Capital City: Tiandong
Religion: Ancestor Worship
Economy: Okay
Income: +2 (97% Land Taxes, 3% Fishing Taxes)
Men Available: 3,000 (2,300) -1
Army: 1 Army, 10 Catapults
Navy: 5 Galleys
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background: Farmers that have gathered together in protection. However, their ancient legends say that they had crossed the great ocean to the south and came here all the way fleeing from attackers based in a city of three lakes. Their customs and way of life have caused many otherwise satisfied unorganized people to join their Kingdom.

Vyzkae
Government: Egalitarian Non-Hereditary Monarchy
Ruler: ?/North King
Capital City: Gypae
Religion: Absurdly complex polytheism without a name yet.
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 4,300 (900) -1
Army: 1 unit of 500 woodsmen (archers, essentially)
Navy: 20 long-planked galleys (think Vikings), each with 20 crew (400 total).
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background: Basically, a very distinct people, with an ancient culture, too complicated to explain. They live among beautiful, densely wooded forests of pines, and have relative equality throughout their society.

Werkasely
Government: Tribal Council
Ruler: Bharis/das
Capital City: Okarad ("city-that-is-famous-across-the-world")
Religion: Harkan Polytheism
Economy: Okay
Income: +1 (98% Land Taxes 2% Trade Tariffs) -1
Men Available: 3,400 (1,820) [1]
Army: 2,300 Warriors, 30 Scouts, 400 Foreign Warriors
Navy:
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background: Harkan tribes are many, though they are small. The Harkans are fierce warriors, but are very hard to control or to give them any discipline; most of them are in a state of constant warfare with some other tribe over past feuds. Insanely brave, they nonetheless do not turn their national resources towards any goal worthy of them. Recently, however, a man called Bharis united several tribes, or sely (literal translation is "realms") into a single tribal league...

Zuoguo
Government: Despotism (Warrior-Priest King and priestly bureaucracy)
Ruler: Aflomen the Scoundrel [foolish]
Capital City: Caecan
Religion: Spirit worship
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 3,000 (2,000) -1
Army: 1000 spearmen, 2 groups of 500 archers
Navy:
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background:
 
NPCs

Davia
Government: Monarchy
Ruler: NPC
Capital City: Davia
Religion: Pagan
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 900 (2,300) -1
Army: 1,000 Spearmen, 1,000 Archers, 300 Horsemen
Navy:
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background:

Denins
Government: Monarchy
Ruler: NPC
Capital City: Poltia
Religion: Pagan
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 1,800 (1,950) -1
Army: 650 Spearmen, 1,000 Archers, 300 Horsemen
Navy:
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background:

Domitia
Government: Republic
Ruler: NPC
Capital City: Dantiu
Religion: Pagan
Economy: Okay
Income: +2 (90% Land Taxes, 10% Trade Tariffs)
Men Available: 700 (4,300) -2
Army: 1,000 Spearmen, 1,000 Archers, 300 Horsemen
Navy: 20 Galleys
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background:

Initcal
Government: Theocracy
Ruler: NPC
Capital City: Tentichland
Religion: Pagan
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 1,700 (3,500) -1
Army: 1,500 Spearmen, 1,000 Archers, 1,000 Warriors
Navy:
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background:

Ludana
Government: Monarchy
Ruler: NPC
Capital City: Ludana
Religion: Pagan
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 2,700 (2,300) -1
Army: 1,000 Spearmen, 1,000 Archers, 300 Horsemen
Navy:
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background:

Paminia
Government: Monarchy
Ruler: NPC
Capital City: Paminia
Religion: Pagan
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 2,700 (2,600) -1
Army: 1,000 Spearmen, 1,000 Archers, 300 Horsemen
Navy: 3 Galleys
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background:

Yannian Empire
Government: Despotism
Ruler: NPC
Capital City: Davia
Religion: Pagan
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 2,700 (2,300) -1
Army: 1,000 Spearmen, 1,000 Archers, 300 Horsemen
Navy:
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background:
 
Great Cities of the World

Jamailla Eden

Jamailla - Capital
Population: 30,000
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: Better defenses.

Aruria

Aruria - Capital
Population: 32,500
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: Better Irrigation

Bistonia

Biston - Capital
Population: 16,000
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: More attention by trade.

Doleatopia

Dolopolis - Capital
Population: 25,000
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: More irrigation.

Avernum

Avernum - Capital
Population: 34,000
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: More defenses.

Reminum -
Population: 30,000
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: More culture.

Calas'ai

Calas - Capital
Population: 14,000
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: More jobs.

Liviia

Tiius - Capital
Population: 27,000
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: More irrigation.

Nurmafer

Nurmafer - Capital
Population: 26,500
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: Less water pollution.

Gargari

??? - Capital
Population: 32,000
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: More food.

Adaria

Fordme - Capital
Population: 25,000
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: More trade.

Farsind

Potter's Bay - Capital
Population: 30,400
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: Better defenses.

Zuogou

Caecan - Capital
Population: 25,300
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: More irrigation.

Memnonar

Memnon - Capital
Population: 34,000
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: More irrigation.

Tian

Tiandong - Capital
Population: 24,000
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: More improvements.

Olmecia

Delsa - Capital
Population: 22,000
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: More food and space.

Alahra

Muinar - Capital
Population: 31,000
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: Better defenses.

Artemia

Iessa - Capital
Population: 27,200
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: More trade.

Mahabrith

Nein - Capital
Population: 24,000
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: More contact.

Vyzkae

Gypae - Capital
Population: 14,000
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: More people.

Wekasely

Okarad - Capital
Population: 14,500
Founded: 1st Turn
Culture: Low
Improvements: None
Great Wonders: None
Needs: More people.
 
Last reserved. I will now edit a few of the reserves, and then you may post.


You May Post.

Make sure to fill out the template to the best of your ability (but dont fill in stats not supposed to) and please attach a clip from the map of where you wish to start.

Significant bonuses will be given to stories. I will not write much in the updates, because when I write stories in the updates about your nations, then you tend to not need to write about them. It is your responsibility to make your own nation fun for you. Write.

Also, I encourage you to make your own calender, with dates, so I can post them as time in the updates. You can also name the surruonding seas, bays, mountains, forests, plains, and other terrain.
 
Doleatopia
Government:
Ruler:
Capital City:
Religion:
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 5,000
Army:
Navy:
Culture: 1
Infrastructure: (sum of all improvements made in cities) <-- Delete this
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background:

Sorry, its late, will finish info tomorrow.

doleatopia9vy.png


Bay: Bay of Dole
Forest: Lord Robert's Brush
River I'm on: The Dole River :p
The Penninsula to my East: Dolian Plains
 
Jamailla Eden
Government:
Ruler: Nar Ketricken
Capital City:Jamailla
Religion: Mother Nature Religion
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 5,000
Army:
Navy:
Culture: 1
Infrastructure: (sum of all improvements made in cities) <-- Delete this
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background: The Jamailla Eden's life in the north of the lands, in the tip of the green left, don't know yet how to post it yet, could someone do it for me, so the most left above spot, the green one :)

Thanx, story later
 
City State of Aruria
Government: Monarchy
Ruler: King Tangor the 1st of Luthern Dynesty
Capital City: Aruria
Religion: Samite Polythism
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 5,000
Army:
Navy:
Culture: 1
Infrastructure: 0?
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background: The Mani river delta have been fertile lands for thousands of years and now people have begun to settle this area. The city state of Aruria (from the group of people named Semites that live across the river in several city states) was formed on the coast of the Ladir sea as it's people found the sea very interesting because their patron god, Ludius, is the god of sea. Now the city is growing in population and have finaly formed it's own dynesty after years of tribalism and so under the Luthern dynesty the city state of Aruria have begun.

OOC: I'll help you with creating my neighboring samite city state if you want :p
Notice the Italic names for places names.

map:
 
The Samite People

About 200 years ago a tribe named Ghani have roamed mountains far to the north. It is said that this tribe have been actualy formed out of two groups of people. The Ghans and the Samites. A tribal council of thw two groups existed and peace was assured between the two people until one Ghan have begun to create a new philisophy in which the Samites are nothing but slaves. This new Philosophy spred out quickly in the larger Ghan half of the tribe and soon the council broken into two with the new Ghani philisophers on one side and the Samites and some Ghani supporters on the other. The two councils organized armies to fight against each other but the Ghan people outnumbered the Samites by far. Soon the Samites lost and many were inslaved.

About a hundred years ago a young men which his name was forever lost led a succesfull Samite rebellion and the samites were allowed to go away from the mountains. The Samites begun to go southward with the Mani river and soon found a new home in the southern reached of the Mani river. The people begun to settle in several Samite tribes that have grown around several villages.

Thise villages begun to grow and soon the tribes fell a part and city states begun to form out of the dying larger tribes. Aruria was no diffrent.

Aruria Formation

Just a few years ago the Arurian Samites had finaly broke free from a bigger Samite tribe called Defai. Under the leadership of a man named Jari (27yo) they broke away and built their own village on the coast, which later became the city of Aruria. Jari was crowned as the first king of Aruria, King Jari the 1st (31yo), or in his other title 'King Jari the Founder'.

It is now 1JC. This date means that one year have passed since Jari was crowned. He is now an old man in the age of 32 and preperetion before his coming end are made... most likly his older son prince Tangor will be cornated as the next king.

ooc: to come: family tree of Luthern's right now and more about Samite religion and Arurian culture. Is this story Ok JJ?
 
Erez.....!! hahaha.....could you please help me?? with that pic of the land?? I would like to be upper north of you see the story....:)
 
edit to the terrain map now before I go to bed: the furthest northwestern part of the land, north of the mountains, should be all tundra. Sorry concona, it was a mistake.

Also, more hills and forest will be added around the two lakes near the middle of the map.

All to be made when I wake up in the morning. Sorry for the inconvenience.
 
Ok, then we will life in the forest with the lakes east of Aruria, mostly north of that area :)
 
Country Name: Republic of Bistonia
Government: Republic
Ruler: Consul Aphones Belinius (changes with elections)
Capital City: Biston
Religion: monotheisism
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 5,000
Army:
Navy:
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background:

Story and location to come
 
Your're the best :goodjob:
 
*note I offcially reserve the sky blue color given for the location of my capital city.
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Avernum
Government: Republic
Ruler: Magnate Baziron
Capital City: Avernum
Religion: Solivista
Economy: Okay
Income: +1 (100% Land Taxes)
Men Available: 5,000
Army: 10 Cohors (400 men each- 2 cohorts elite Dervish, 4 Spearmen, 4 Archers)
Navy: 10 Galleys
Culture: 1
Infrastructure:
Approval Rating: 50%
Resources: None
Major Wonders:
Short Background: Founded on the shores of the river Aeo, near to where it meets with the sea, the Avernites, a hearty and industrious tribe of people of have finally settled down into a stationary form of life style after developing the arts of growing orchards (the mainstay diet fo Avernites is not grain, but rather is fruit, such as apples, oranges, and melons, and fish), and after setteling down, the general pattern of life was set for many Avernic tribes (a very common tribe stretching from the northern most contienent to the northern half of the contient that Avernum itself is located on) centered on hillfort communities for safty, where mighty and well trained warriors might forth and fight in compitition between the many city states and republic and confederation of tribes and city states that comprise the area known as "Avernia" (not to be confused with Avernum itself "greater Avernia is refernce to all lands which Avenrnite tribes roam) and the very cream of these warriors are the feard Dervishes, masters of war, tall and strong, with thier great biteing blades and whirlwind movements, the Dervishes are the very pinnacle of what the Avernite tribal wars have produced, and amoungst the most feared warriors known to any and all nations

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The feared and powerful Dervish of the Avernites

The people of Avernum itself, on the banks of the river Aeo find themselves now in a good position; a good temperate land, generally warm, even in the winter compared to what other lands have to deal with, and with many areas of natural resources around them find themselves now in a good position to capitalize of these fact; the wide spread of Avernic tribes, thier own good fortune of a location to settle, the many resources around them, and the will fo the republic itself.

(OOC @ erz- all your "Italian" names dont sound very Italian. and dreadnought is whoel sale copying Rome- this leaves me to show you both how its done properlly, ;))
 
Will the three of you start near to each other, so we can assume that its different offshots of the same protoculture?

Hmm, anyway, Vive la Jason!

I came online for a rather short amount of time right now, but anyway... Just so you know, I'm in.
 
if dread settles on thatmountanous penensul between me and erz, then yeah, it would just be one huge area of proto-culture and people
 
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