Abaddon
Deity
Spoiler my orders :
Abaddon said:Years Covered: 2BF – 3AF (Before the Fires, After the Fires)
Nation: Singodia
Capital: Singod
Ruler: Warlord Abaddon
Government: Depositism
Economy:4/1
Population: 313 000
Culture: Strongly Unified (fear!), People kept too close to grindstone to rebel in any meaningful fashion. Now uniting around religion.
Stability: -2
Prestige: Dread 2
Army (Quality):22000 Infantry, 950 Angels, 1500 Abyssal Riders (Adequate)
Education: 1
Tech. Level: Bronze Age
Projects: Education Centre (Goody hut effect...) (1/6)
Spending
1.Abyssal Riders (+300)
2.Abyssal Riders (+300)
3.Abyssal Riders (+300)
4.Infantry (Archers) (+5000)
5.General War construction works or towards the Education Centre.
DOMESTIC ORDERS
With war the only possible outcome between the Krengel and Singodia, council is sought with Prophet Josaul I, the Gaznelan spiritual leader. The alliance is strong and much aide is received. Josaul I agrees to send 600 Warrior Monks to defend the border, as well as educate the general of Abaddon's army to the best of his ability (+600 Monks, +2 education). In return the religion of Hehm is spread through out Singodia with Abaddon’s strong sponsorship. The People of Singodia rejoice and are spiritually uplifted. As such fear is no longer such a strong binding agent of this nation. Abaddon’s deeds cannot be forgotten overnight of course, but there is also now the binding sense of righteousness against the Krengel. Josaul I tours the country to spread the word of Hehm throughout and ensures everyone feels connected to their God.
Halds logging camp is to be constructed north east of the education deep into the Great Forests of Azerok. It will ensure the forts are supplied with the wood they need. The wood will reach the futherest away forts via the rivers, with the rest being transported over land. Previously hampered by people being worried of the forest spirits, Josaul I has offered blessing to all those that will help which will ward against such spirits.
The 600 Gaznel Warrior Monks are sent to the battle front at Fangar.
WAR ORDERS
Apart from a very thin scattering there will be a withdrawal from the lands (see image) If any attack is made, the lands will be obviously lost... if no attack comes we still have it vaguely controlled.
The land in front of the northern city Fangar was laced with briars and thorned bushes 5 years ago in preparation of the attack that never came. Also spiked pits were dug. By now those bushes should be big and thick, but the pits will have to be re-dug. Assumedly easier second time around though. The Nation is going to be levied to raise roughly 25,000 extra infantry. All getting trained in the art of archery. If that many are fired were bound to hit something! They will man the forts walls and rain down arrows on the enemy.
Initially though a network of forts needs to be hastily constructed with basic roads between. Any spare time will be spent constantly improving them. Adding raised areas, digging pits around them etc. ALL the land around is to be prepared when possible. The majority of the populace spare will be implementing this. The river flowing from the north will be blocked and directed onto the land in fount of the forts. Firstly this will stop any meddling by the Krengel, and create a boggy, marshy, thorny, spiky pity mess. Once these preparations are done, the 5000 poorer skilled of the levied soldiers will return to normal life, those showing some kind of mettle will remain. This will ease the initial strain on the economy. Each fort is to be stocked with supplies and the army evenly distributed between forts. This includes the Abyssal Riders and the Gaznel Monks. The Monks are to encourage the spirit of all those around them and lead counter attacks along with the Abyssal Riders. The generals high level of education (+2) gleaned from Gaznel should put them in good stead against the rabble hordes of Krengel. Each attack should bring the army into the boggy land to which they will be peppered with arrows. Carefully plotted firmer land will be used to launch any counter attacks once they are stuck. In the event of any attack fires will be lit to alert all the other forts. The two near forts army will then close in to help defend the fort. If the battle is really really intense and obviously the big thing a second fire will be lit and the majority of the army will be moved to the fort, also the previously levied troops which may have returned to normal life will get called up quick!
This is a war where we sit and let them throw themselves at us, counter attacks will be small and only to mop up attackers, not a full scale attack into Krengel.
The remaining 950 Abaddon’s Angels have another mission of mayhem! They are to skirt around the southern border of Krengel in the event of a dry summer. The tinderbox of the steppes is to be exploited to Singodian advantage. They will keep a good distance as to not be spotted. On the Summer solstice, with the winds whipping north they will advance. They will then split up into 5 groups and advance at night as deep as possible into Krengel territory. On location of any cattle they are to be killed and meat harvested to ensure the Angels remain fed. Once killed the land is then to be set alight. At worst this is a suicide mission, they will spread the fires as much as possible, and get out if they can. I want the steppes burnt; Krengel's wealth is in the land in his cattle, what are cattle worth if they are dead or have nothing to eat? (((Is this the date setter? When there was “Hell on earth/solstice” Before the Fires and After the Fires BF/AF)))
Longest...orders..for..me...ever!
I had 25,000 people building defences ALL around that border, with fires between each fort to ensure army remained prepared at all points.How was their progress directly to my Capital so easy?...also distance travelled, they were still all fighting fresh once they reached the capital. I NEVER attacked... how can it fail so horribly?
Im asking this to anyone because i simply havnt "won" a turn against anyone thus far NESing.. what am i missing?