KalNES

Kal'thzar

Deity
Joined
Apr 1, 2005
Messages
7,655
Location
Scotland
Do not post until I say....posters will be damned.

Thank you for paying attention to this Service annoucement.

Background;

This is a fresh start Cradle map, as you can see on the map we have a med type sea. You will create a nation using the template below (after rules). write up your nation, I will fast forward the game in Update 0, include various NPS's and maybe some rotting Empires etc.

Then we begin.

RULESET


Government

Government - This is your form of government. As this is a classical age NES, I hope to emphasise that most of the control IS centralised in one person...usually. As such your orders will have a direct influence on how things go. There will be no leadership scores. If you have higher than average corruption you'll know, and be able to take appropriate steps.


Culture

Much as das's latest incarnation of rules, this is a descriptive part of cultures included within your borders, including severity of rebels/heretics etc (religious strife), and all those other fun details.


Technology Level
Describes your current tech level...start in bronze, continue. To begin with few people will start with horses. They will be introduced. This IS a slow process, and just because you've maxed out your education stat does NOT mean you will advance.


Military

Increase the military by 5000 Infantry, 1000 Cavalry, or 20 Ships. Or some UU with a number decided by me. Please note, that the general "Elite" unit which is more loyal etc and basically perfect will cost the appropriate price. However, if you have a UU that fills a niche and is not perfect and capable of killing all, then that will be more in your favour. As I said however what you decide your UU is, is up to you.

Leveying troops will be the mainstay of many an Army, Levees are not all bad, but understand they have limitations. They come in a few flavours, Spearmen, skirmishers (archers etc), Horsemen (if you be a steepe nation).


Logistics is of varying importance. If you intend to make a lightning quick campaign, this will make it difficult to forage appropriate amounts of food, and thus logistics will be required to fulfil your campaign objectives. Additionally if your enemy is using a scorched earth policy, it again might prove useful to use logistics. To make sure, just PM me.


However if you wish to make a surgical operation where you capture a few strategic points in your campaign, and consolidate your position, and then make the next move next year etc, this will not cause a considerable strain on your need for logistics And thus you require none. As a note, sending galleys with men in them anywhere will almost certainly require logistics. And if you have no direct land route to the place you’re invading....yup logistics.

Do note that particularly huge armies will eat into the economy even without active campaigning (hence why you can levee!).

Troop positions and so on will be required for ALL troops. However I strongly advise that you give me percentages. I have deceided against putting troop numbers on the map for ALL to see. I will instead keep a map with these positions on it. If you wish to know how many troops an opponant has over the border, ask me, I will give you an answer, of some sort.


Lastly, troop training, yes alls well and good; there will however merely be three levels; inferior, adequate and superior. This means that a loss in training hurts more (there being less training) but it also means you/I don't differentiate between Elite +5 and Elite +6....because that doesn't mean anything .

Levees come in at Inferior, Normal troops at Adequate. To get to Superior, win lots of battles. The training will be applied in batched of 1000 (so you might have 2000 Superior, 5000 Adequate, 20000 Inferior Levees). etc.


Economy
Eco is simply a measure of the number of trade centres you have added to a basic value I will attach to your nation, representative of Agriculture and so on.

No sacrificing, no levels, just simple numbers, (and of course, obvious strategic targets to capture, to take and hold etc, they are indicative of rich provinces etc). You can create TC's and Increase your nations base agricultural value by investment of eco, and innovative techniques.

Eco points will not be banked, errors in your spending orders will result in bad things happening. (i.e. you just funded some rebels/governor to go attempt a coup etc). This adds to the flavour of things, and shouldn't usually pose a serious threat to your armed forces etc.

Population
Done with lovely numbers (potential move to size stat later). Total land area isn't too important. This will dictate maximum economic performance, and of course military size. Higher populations will tend to low efficiency and vice versa. Not strictly the case of course.

Infrastructure

Is represented on the map by roads, I’ll come up with a price for stone roads, dirt roads will always exist.

Education

This stat is not strictly about academic learning. The Elites of all societies are taught in one form or another, and this stat represents how well they have been taught, and how smart your Generals are, how smart your goveners are.

Now I want to make a distinction here, steppe type nations and then the "civilised" ones. The Steppe type nation will have slightly better generals on average, on the other hand the civilised nations are more likly to be the centre of a Tech age advancement. This trend of course will peter out, and eventually stop.

Important note, This stat is LOOSELY tied to tech advancement, just because you have it maxed out does not mean you will advance an age. Much will depend on culture and so on, and just how bored I am.


Represented by a value between 1 and 10.

Stability

Lets just say that Confidence was representative of one thing, Stability. Low stability means rebellions, and other petty matters. High Stability means fewer rebellions (less NPC ones anyway). Random events will be determined by your stability, by how high, or low it is. Lastly everything will have an effect on stability, declaring war, diplomacy etc.

Measured from -3 to 3


Prestige

Much like Confidence, but in the greater world; this is the fame or infamy of a state (and its ruler), as based on its actions (and the actions of its diplomats). It will influence diplomacy, cultural influence and, of course, trade. It might be considered your reputation. It breaks down into Dread or Nobility, depending on whether you’re a benevolent ruler or an evil despot. I would like to point out that having a high Dread is not a bad thing, what is perhaps worse is a low rank in Dread or Nobility. As either you are seen as crazy and idiotic, or a bit wet behind the ears. Dread and Nobility will be governed by things like your spy networks, your treatment of prisoners, how you conduct a war, how you conduct your Diplomacy.
It cannot be grown by eco. Points directly Either

Dread: 1-10
Nobility: 1-10

Projects

Local equivalent of wonders, but is more often some sort of a particularily large project or program as opposed to some huge building. Basically, you can do almost anything reasonable with this (again, consult me for specifics), but the amount of time it will take depends on just what do you plan to do. You have to pay 1 eco a turn until completion.

You can make it secret, but in that case you'll have to remind me about the effects every so often.

Nation Background

To better fit in as the ruler of your country, you will have a brief history of each country. I will update these... occasionally.

Intelligence

It works like this: you can PM me questions that I will answer (not necessarily truthfully, and probably in an ambiguous way), or add espionage/intelligence orders to your order sets, with the stuff that you want done (both sabotage and other such stuff, and normal information gathering; I will send secret reports after the update, with the results of your operations). Do note that your spies are neither omniscient nor omnipotent; - they aren't even omnipresent, most of the times. The latter can be partially fixed by gradual infiltration and construction of a spy network. Eco. points are not necessary here, but they might be very helpful. THIS IS A VERY INTRESTING PART OF THE GAME; I have seen plans failing horribly because someone used intel correctly, do NOT underestimate it. However recognising that poorer nations are less likely to be able to throw money at their intelligence problems, I am giving you plenty of room to try other options. (Like during an war that two powers to your north are undergoing, bribing elements of the population during the chaos, etc).



Eco Guide:
1 eco points buys you;
1000 Cavalry
5000 Infantry
20 Ships
X UU

1 level in these stats;
Stability
Education
Projects

Investment towards a TC
Investment towards Increased land value
Investment towards Intel

YOUR NATION;

To create a nation simply fill out this template;

NATIONAL TEMPLATE
Nation Name {replace with your nation name}
Capital:
Ruler:
Government:
Economy (Points): 3 {base value}/TC's
Population:
Culture:
Stability: -3
Prestige: Choose one; Dread 2, Neutral 0, Noble 2
Army (Quality): 0 (Adequete)
Navy (Quality): 0 (Adequete)
Education: 0
Tech. Level: Bronze Age
Projects:
Nation Background:

You also have 7 eco to spend to custimise your stats as you wish, please note, you cannot Invest in economy at this point. You CAN start projects
 
Binikos
Capital: Kesala
Ruler: Dardos of the Exile/Toltec
Government: Absolute Monarchy
Economy (Points): 5 /1
Population: 300 000
Culture: Highly Unified, Strong religious identity
Stability: 0
Prestige: Neutral 0
Army (Quality): 15,000 (Adequte)
Navy (Quality): 220 ships (Adequete)
Education: 2
Tech. Level: Bronze Age
Projects:
Nation Background: A free spirited people, the Binikans migrated from the mainland to their islands some hundreds of years ago: their tales tell them that they were the first to ever brave the ocean waves (unless one counts the sea nymphs). Indeed, they were fleeing the persecution of all other men and the gods themselves, and only stole away through the barest of chances; Mother Ocean then took it upon herself to destroy their ragtag fleet, and they were tossed and turned. But the goddess Filiquan of Love took pity upon them, and guided them safely to safe harbor. They built themselves a home away from home, a city in exile of magnificence, and vowed to bow to no men or gods: they would ever be free. Now they build a multitude of sailing ships that ply the seas with the wares of a hundred nations, trading for their livelihood, but warring when necessary. Their sole goddess is Filiquan, for Love alone sided with them in the darker times: temples to her are a mainstay of their culture. Friendly competitions are frequent (the game talquon is a favorite), but the people are quite fond of one another, and aid each other as best they can: few starve on the island kingdom, unless the island kingdom is starving itself. Thus, disregarding the judgement of others, but not unreasonably so, the people of Binikos remain free and defiant.

Gaznel
Capital: Joseron
Ruler: Prophet Josaul II / Bombshoo
Government: Theocracy
Economy (Points): 4/1
Population: 300 000
Culture: Religious devout, strongly ordered
Stability: -1
Prestige: Noble 4
Army (Quality): 18,000 Infantry, 600 Gaznel Warrior Monks (Adequete), 9 000 levee (inferior)
Navy (Quality): 20 (Adequete)
Education: 3
Tech. Level: Bronze Age
Projects: Great Temple of Joseron (DONE)
Nation Background: The Gaznelans are a theocracy ruled by a Prophet who speaks for their Supreme God called Hehm. The first Prophet, Babera I was born roughly 130 years ago. He was actually of a foreign tribe to the south and was exiled by his own people for his ideas. When he found the Gaznelans, they happily accepted his teachings, and quickly made him their leader. The current Prophet Josaul I was hand picked by his successor, and the third person to hold the title of Prophet among the Gaznelans (fourth overall). Though they are highly religous and follow whatever their leader says, they still have a good mind for trade and war.

Huran
Capital: Hra
Ruler: King Ynnead / Wubba 360
Government: Divine Monarchy
Economy (Points): 5/1
Population: 497 000
Culture: Strongly unified (in fear!)
Stability: -2
Prestige: Dread 6
Army (Quality): 800 Death Guard (Superior) 15 000 Infantry, 4000 Cavalry, 500 Death Guard (Adequete), 16 000 Levees
Navy (Quality): 25 Ships (Adequete)
Education: 0
Tech. Level: Bronze Age
Projects:
Nation Background: They worship a God of death, who knows what they will do...

Kingdom of Kamikos
Capital: Kamis
Ruler: King Sasakis
Government: Monarchy
Economy (Points): 6 /1
Population: 510 000
Culture: Stagnant
Stability: 0
Prestige: Neutral 0
Army (Quality): 15 000, 10, 000 Hoplites (Adequete)
Navy (Quality): 50 Ships (Inferior)
Education: 0
Tech. Level: Bronze Age
Projects: Mirrior Causeway (1/3)
Nation Background: Founded by a great Warrior king, this nation is stagnating, but that does not hide the true potential of this nation.

Karsa
Capital: Katesa
Ruler: The 26th Patriarch. / Jalapeno Dude
Government: Patriarchy (Monarchy/Despotism with a high degree of control).
Economy (Points): 5/0
Population: 411 000
Culture: Isolated, other people are aliens!
Stability: -1
Prestige: Dread 6
Army (Quality): 5,000 Infantry, 3000 levees (adequate), 35 000 Levees (Inferior)
Navy (Quality): 0 (Inferior)
Education: 0
Tech. Level: Bronze Age
Projects: Extreme Self-Sufficiency [Done] Ruthless Control (1/4)
Nation Background: The Karsans don't like change. Their lives are governed by strict laws, and their society is extremely rigid. Under the iron rule of the Patriarch, the Karsans aspire to live exactly as their ancestors did--and they don't intend to change that.

Krengel Clans
Capital: None
Ruler: Khan Krez/ Contempt
Government: Tribal Khanate
Economy (Points): 6/0
Population: 199 000
Culture: Loosly bound steppe tribes, getting closer due to Religion and common cause
Stability: 1
Prestige: Dread 7
Army (Quality): 4,000 Cavalry (Superior), 4,000 Cavalry (Adequete), 17, 000 Levees (inferior)
Navy (Quality): 0 (Inferior)
Education: 0
Tech. Level: Bronze Age
Projects: The Tale of the Mask (DONE), Glory (1/4) (spreads Kgrit to all Steppe peoples)
Nation Background: Banding together in the far north, this nation dedicates themselves to warfare, so that in time they may conquer the world as their God, Kgrit decreed. The Masked God watches these peoples from afar, and waits for the time when they take truly take up his cause.

Singod
Capital:Singod
Ruler: Warlord Abaddon / Abaddon
Government: Depositism
Economy: 4/1
Population: 400 000
Culture: Strongly Unified (fear!), People kept too close to grindstone to rebel in any meaningfull fashion.
Stability: -1
Prestige: Dread 4
Army (Quality): 23000 Infantry, 600 Abyssal Riders (Adequete)
Education: 2
Tech. Level: Bronze Age
Projects: Education Centre (Goody hut effect...) (2/6)
Nation Background:
Singod is the rapidly expanding base for Warlord Abaddon’s Empire. Abaddons power was assured when he was born the son of Singods previous leader Abasloz. Abasloz was well respected and built up the close nit community trading with other small tribes near Singod. Based near the heavily fish stocked Lake Tsvaro fed by three rivers, the land nearby is being ripped up and turned to agriculture to support the growing population. Abaddon does not have such meagre plans as his late father. Abaddon sees great things for Singod. Abaddons large army of Infantry and Cavalry may be poorly trained and stupid; anyone can sign up and receive his weapon and rations. Abaddon is a bully, aggressively expanding and claiming land against the poorly organised tribes in the area surrounding Singod. Victory and spoils is a strong pull for any male who wants to make it in this world. The cavalry has more prestige and is comprised purely by women - Abaddons Angels. Their slighter form and hardened leather armour mean the Singod cavalry is extremely swift, designed more for surprise smash and grab missions than being a heavy cavalry.
 
NPC stats

Aarkiania
Capital:Avail
Ruler: Tiberas Casatas
Government: Depositim
Economy (Points): 5 /1
Population: 400 000
Culture: Vibrant island culture, some Opato minorties
Stability: 1
Prestige: Noble 2
Army (Quality): 17000 infantary, 4000 Cavalry (Adequete)
Navy (Quality): 55 ships (Adequete)
Education: 0
Tech. Level: Bronze Age
Projects:
Nation Background: Born upon the sea they are known as great admirals and sailors based upon this island

Acheron
Capital: Arcades
Ruler: Veruis Resche
Government: Supreme Dictatorship
Economy (Points): 5 /1
Population: 1 100 000
Culture: Unified, strong identity, infulences by southern nations
Stability: 0
Prestige: Dread 2
Army (Quality): 10,000 Pratagi {Infantry}(adequete), 2000 Cavarly (inferior)
Navy (Quality): 20 (Inferior)
Education: 0
Tech. Level: Bronze Age
Projects: Carnos Vulcari [Done]
Nation Background: An often-violent, overcrowded series of city-states that lie along the coast and within the core of the delta.

Attolia
Capital: Adria
Ruler: Empress Aria
Government: Absolute Monarchy
Economy (Points): 5 /1
Population: 430 000
Culture: Infulenced by Binikos, developing culture
Stability: -1
Prestige: Neutral 0
Army (Quality): 18,000 Infantry, 8000 Legionaries (Adequete)
Navy (Quality): 100 (Adequete)
Education: 3
Tech. Level: Bronze Age
Projects:
Nation Background: Attolia is a nation of ship builders and traders, however, they are trained warriors, and their Yakata Archers are legendary in the region.


Caladan
Capital: Port Atreus
Ruler: Lord Leto I
Government: Absolute Monarchy
Economy (Points): 3 /0
Population: 488 000
Culture: A calm quite life, the general population is educated better than any-other.
Stability: -1
Prestige: Noble 6
Army (Quality): 15, 000, 1000 Cavalry (Adequete), 15000 levees
Navy (Quality): 0 (Inferior)
Education: 6
Tech. Level: Bronze Age
Projects: House of Atreus (done)(secret)
Nation Background: The Caladanians are a peaceful nation of farmers and traders. All people there are treated equally and they are known for their honour. Having had to flee their homelands due to flooding, they are bent on making a new life for themselves.

Darude
Capital: Darude
Ruler: Emperor Tiesto
Government: Absolute Monarchy
Economy (Points): 6/1
Population: 980 000
Culture: Recently unified, no strong identity yet
Stability: -3
Prestige: Neutral 0
Army (Quality): 38 000 infantry, 5000 Cavalry (Adequete)
Navy (Quality): 80 ships (adequete)
Education: 1
Tech. Level: Bronze Age
Projects:
Nation Background: The people of Darude are a people with a long and proud tradition. They are proud artisians and engineers, and their works both culutral and practical are sought after in other other lands. They are also a martial people with a long tradition of militarism, boys taken from their homes at the age of 8 to train in their barracks, and learn in the 'state-run' schools and universities, for the betterment of their nation.

Derios
Capital: Derios
Ruler: King Thyrus
Government: Monarchy
Economy (Points): 5 /1
Population: 467 000
Culture: Mercantile, independently minded.
Stability: -3
Prestige: Noble 3
Army (Quality): 20,000 (Adequete), 2000 Cavary (adequete)
Navy (Quality): 70 (Adequete)
Education: 1
Tech. Level: Bronze Age
Projects: Statue of Malus (+1 prestige, +1 education,+ 1 stability)
Nation Background: A large group of peoples moved and settled in the regions around the straights of now Derios. As time passed the peoples slintered into little tribes and city-states. The tribe in modern day Derios had the strategic location of being on the straights and quickly rose to prominance. The merchants gained more power then the kings and a Aristocratic Republic slowly evolved. Now they begin to look outward colonizing and finding markets for which to trade in.

Kingdom of Polita
Capital: Polita
Ruler: King Diknois
Government: Monarchy
Economy (Points): 7/0
Population: 897 000
Culture: Proto-Egyption, less Religion of course.
Stability: 0
Prestige: Noble 2
Army (Quality): 15,000 (adequete)
Navy (Quality): 20 (adequete)
Education: 3
Tech. Level: Bronze Age
Projects:
Nation Background: The Politans were considered one of the most Prestigest nations in the world, other nations would sign peace treaties and resolve differences in the comfort of Polita.

Kingdom of Ordos [Vassal of Copticates]
Capital: Karazhan
Ruler: King A'dal Harkonnen III
Government: Kingdom
Economy (Points): 4 /2
Population: 550 000
Culture: ...Some steppe infulences, levee based army
Stability: 2
Prestige: Dread 2
Army (Quality): 10000 Miltia (Inferior), 2000 Miltia (Adequete)
Navy (Quality): 0 (Inferior)
Education: 5
Tech. Level: Bronze Age
Projects: Bronze Hammer (Done)
Nation Background: The people of Ordos were once quite divided and lacked centralized leadership until they became under attack from the neighbouring barbarians. This forced them to band together and create disciplined levy army to protect the foundation of their prosperity, the rich farmlands. After centuries of developement, Ordos has become a Kingdom with a powerful King leading the people, and their military still relies completely on the levies (well motivated to protect their farmlands) and well-educated generals. Economy is well balanced between western mining and blacksmithing industry and eastern agricultural area, and Ordos is largely self-sufficient in it's materials.

Lois [Civil War}
Capital: Litha
Ruler: Ulthar
Government: Monarchy
Economy (Points): 6 /2
Population: 1 233 000
Culture: Unstable! Civil WAR!
Stability: -3
Prestige: Neutral 0
Army (Quality): Theocrats: 33, 000 Infantry, 3,000 Cavalry (Adequete) 200000 levee (inferior) Aristocrats: 35, 000, 7000 Cavalry (adequete)
Navy (Quality): 30 Ships (Adequete)
Education: 7
Tech. Level: Bronze Age
Projects:
Nation Background: The First empire is dying. Its current ruler Ulthar has briefly stabalised it, but it is only a matter of time...

Rahinin
Capital: Nakirahon
Ruler: The Rahakal
Government: Divine Monarchy
Economy (Points): 4 /1
Population: 466 000
Culture: Polytheistic worship, Considerable infulences from the other Divine Kingdoms
Stability: 0
Prestige: Noble 2
Army (Quality): 7000 Infantry (Superior) 11 000 Infantry, 4000 Cavalry (Adequete), 11 000 Levees (inferior)
Navy (Quality): 25 (Adequete)
Education: 2
Tech. Level: Bronze Age
Projects:
Nation Background: After a great migration from the southwest, the Rahinon people settled and were peacefully united under the Rahakal, the heavenly sovereign, believed to be descended from the Gods themselves. In this way, the nation of Rahinin was born. Choosing to settle in fertile valleys, the Rahinon are strongly agrarian, but they look to other lands for their exotic goods and wares as well. With these attitudes, they have built a strong, cohesive society, always looking forward, and always looking up. And indeed, they look up, to their main deity: Sutarua, Goddess of the Sun. Under the guidance of the deities and the king, the Rahinon have faith in the future of their nation and in the midst of an uncertain world.

Traksol
Capital: K'Thikne
Ruler: Trak
Government: Theocarcy
Economy (Points): 4 /2
Population: 300 000
Culture: Recently United, vibrant culture
Stability: 1
Prestige: Noble 2
Army (Quality): 15000 Infantry, 2000 Calvalry (adequete)
Navy (Quality): 0 (Inferior)
Education: 1
Tech. Level: Bronze Age
Projects:
Nation Background: Very recently rounded up into a meaningful society by a man who went by the name Kahn, the Traksol, complacency on his part allowed a religious cult to overthrow him and install themselves as the new rulers, this has resulted in a direct increase in the number of forts and other secure locations as the rich are worried about how these new rulers will act.
 
Updates

Update 1
Update 2
Update 3
Update 4
Update 5




UU:
Gaznel Warrior Monks
Trained in battle, these men know they fight for God himself, and will thus almost never run from battle. They also slightly boost moral of all around them.

Singod Abyssal Riders
Elite Horsemen, capable archers and in combat, linked closly with Abaddons "Angels", these spearhead many an assualt.

Huran Death Guard

An elite force of fighters. They are guards of the Holy temples and protectors of the nation. They are skilled at erecting defenses in times of war. The officers also can rally morale amongst the regulars upon their black horses.
 
I'll give thiss a try

Nation Name Attolia
Capital: Adria
Ruler: Empress Aria
Government: Absolute Monarchy
Economy (Points): 3 {base value}/TC's
Population:
Culture:
Stability: -1
Prestige: Neutral 0
Army (Quality): 10,000 Infantry (Inferior)
Navy (Quality): 40 (Inferior)
Education: 1
Tech. Level: Bronze Age
Projects:
Nation Background: Attolia is a nation of ship builders and traders, however, they are trained warriors, and their Yakata Archers are legendary in the region.

Start me in the bay of the southwest, west along the river
 
Karsa
Capital: Katesa
Ruler: The First Patriarch
Government: Patriarchy (Monarchy/Despotism with a high degree of control).
Economy (Points): 3 {base value}/TC's
Population:
Culture:
Stability: 2
Prestige: Dread 2
Army (Quality): 10,000 Infantry (adequate)
Navy (Quality): 0 (Inferior)
Education: 0
Tech. Level: Bronze Age
Projects:
Nation Background: The Karsans don't like change. Their lives are governed by strict laws, and their society is extremely rigid. Under the iron rule of the Patriarch, the Karsans aspire to live exactly as their ancestors did--and they don't intend to change that.
(+5 to stability, +2 to army)

Start me inside that ring of mountains on the west. Perfect place for an insular society.

When are orders due? How long will the first update be (500 years, 100 years, 10 years)?
 
NATIONAL TEMPLATE
Nation Name Aarkiania
Capital:Avail
Ruler: Tiberas Casatas / Xtream_rockstar
Government: Depositim
Economy (Points): 3 {base value}/TC's
Population:
Culture:
Stability: 1
Prestige: Noble 2
Army (Quality): 5000 infantary (Inferior)
Navy (Quality): 40 ships (Inferior)
Education: 0
Tech. Level: Bronze Age
Projects:
Nation Background:
Born upon the sea they are known as great admirals and sailors based upon this island +4 to stablity +2 to ships +1 to army ( put me on the most biggest island that is not connected to the mainland)
 
Nation Name: Traksol
Capital: K'Thikne
Ruler: Trak Khan
Government: Despotism
Economy (Points): 3 {base value}/TC's
Population:
Culture:
Stability: 1
Prestige: Noble 2
Army (Quality): 5000 Infantry, 2000 Calvalry (Inferior?)
Navy (Quality): 0 (Inferior)
Education: 1
Tech. Level: Bronze Age
Projects:
Nation Background: Very recently rounded up into a meaningful society by a man who went by the name Kahn, the Traksol people have yet to do much of note.

Start me out in the little dip on the northern edge of the most northern-western bay.
 
you guys arn't reading the template properly :p


you get to spend the equivilant of 7 eco

heres a few examples


Hurtha
Capital: Hada
Ruler: Consul Thase
Government: Republic
Economy (Points): 3/TC's
Population:
Culture:
Stability: 0
Prestige: Noble 2
Army (Quality): 10 000 Infantry (Adequete)
Navy (Quality): 0 (Inferior)
Education: 2
Tech. Level: Bronze Age
Projects:
Nation Background: Hurtha is a rapidly expanding City state.
(hence normal stability, reasonble army size, and a highish (starting) education.


Lois
Capital: Lois
Ruler: Warlord Gara
Government: Tribal Chiefdom
Economy (Points): 3 /TC's
Population:
Culture:
Stability: -2
Prestige: Dread 2
Army (Quality): 3000 Cavalry (Inferior)
Navy (Quality): 0 (Inferior)
Education: 3
Tech. Level: Bronze Age
Projects:
Nation Background: Lois is the result of a small steppe chiefdom that has established itself with Warlord Gara uniting several of the nearby tribe under his banner.



Orders will be in for next saturday, excluding update 0 which I will aim to do in about 2 days
 
Oh, I thought you wanted that for the first update! Okay, will edit template.

Template edited.
 
Singod
Capital:Singod
Ruler: Warlord Abaddon
Government: Depositism
Economy:3/TC's
Population:
Culture:
Stability: -2
Prestige: Dread 2
Army (Quality):10000 Infantry, 2000 Cavalry (Inferior)
Education: 1
Tech. Level: Bronze Age
Projects:

untitled.JPG


Spending: +1 Stability, +1 education, +1 project, +2 Cavalry, +2 Army

Nation Background:

Singod is the rapidly expanding base for Warlord Abaddon’s Empire. Abaddons power was assured when he was born the son of Singods previous leader Abasloz. Abasloz was well respected and built up the close nit community trading with other small tribes near Singod. Based near the heavily fish stocked Lake Tsvaro fed by three rivers, the land nearby is being ripped up and turned to agriculture to support the growing population. Abaddon does not have such meagre plans as his late father. Abaddon sees great things for Singod. Abaddons large army of Infantry and Cavalry may be poorly trained and stupid; anyone can sign up and receive his weapon and rations. Abaddon is a bully, aggressively expanding and claiming land against the poorly organised tribes in the area surrounding Singod. Victory and spoils is a strong pull for any male who wants to make it in this world. The cavalry has more prestige and is comprised purely by women - Abaddons Angels. Their slighter form and hardened leather armour mean the Singod cavalry is extremely swift, designed more for surprise smash and grab missions than being a heavy cavalry.
 
Gaznel
Capital: Joseron
Ruler: Prophet Josaul II
Government: Theocracy
Economy (Points): 3/TC's
Population:
Culture:
Stability: -2
Prestige: Noble 2
Army (Quality): 5,000 Infantry, 1,000 Cavalry, 300 Gaznel Warrior Monks-Trained in battle, these men know they fight for God himself, and will thus almost never run from battle. They also slightly boost moral of all around them. (Inferior)
Navy (Quality): 0 (Inferior)
Education: 0
Tech. Level: Bronze Age
Projects: Great Temple of Joseron- A Beautiful Structure that should be a placed in the center of the capital to keep records, educate citizins, and increase religous fervor. (increases stability, education, land value.)
Nation Background: The Gaznelans are a theocracy ruled by a Prophet who speaks for their Supreme God called Hehm. The first Prophet, Babera I was born roughly 130 years ago. He was actually of a foreign tribe to the south and was exiled by his own people for his ideas. When he found the Gaznelans, they happily accepted his teachings, and quickly made him their leader. The current Prophet Josaul I was hand picked by his successor, and the third person to hold the title of Prophet among the Gaznelans (fourth overall). Though they are highly religous and follow whatever their leader says, they still have a good mind for trade and war.

I'd like to start on the edge of those moutians in the northest, by the start of that river flowing out of them.
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Edit: Just saw your other post will update my stats in a minute, after I look at it
 
template edited

Can 1 of my eco make a TC?
 
Izanagi
Capital: Thordal
Ruler: The Nagajara
Government: Divine Despotism (or monarchy)
Economy (Points): 3 {base value}/TC's
Population:
Culture:
Stability: -1
Prestige: Dread 2
Army (Quality): 3000 Cavalry (Inferior)
Navy (Quality): 0 (Inferior)
Education: 2
Tech. Level: Bronze Age
Projects:
Nation Background: the Izanagi people united behind a man who became known as the Nagajara, Their god made flesh, his true name forgotten.
They have brought other tribes under their banner, by a ruthless show of force slaughtering those who resisted.

I'd have to start in some steppe type location preferably somewhat near others, I suppose the north will do.
 
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