LINES-World of Magic

Starting update now. Das, get your orders in now. This is a bad turn to miss, the Scythians are planning an invasion soon.
 
Update II- 2400 BCE

Betrayal falls,
On our children estranged,
Conflict looms again,
The doom of our time.

-High Priest of Atlantis, on the war between New Atlantis and Atlantica

The Hawaiian Empire has continued its expansion throughout the island chain, and has now charted all of the main islands in the archipelago. While they have claimed Oahu, their expansion is slowing down and the people are beginning to develop their cities. But this slowed expansion is only superficial. The Hawaiians have begun construction of a colossal colonization project. It is primarily a massive ship, 500 meters long and 200 meters wide. It will be covered with farmable soil to make it self-sufficient. This floating city, currently just called 'The Colony Ship' will take a tremendous time to build, but upon its completion, Hawaii will be able to expand all over the Pacific, and beyond.

The Hyperborean remenants are continuing their expansion into native lands. One small tribe to the west joined them, but the rest have fought to the death. The Hyperboreans have also managed to remove some of the savages from the shores of the Sea of Voormithadreth (OTL Hudson's Bay) but further expansion was halted by frenzied resistance. The natives are proving to be much more powerful than the Hyperboreans first thought, and worried rumours say that they may even be learning magic by watching their enemies.

Far to the south of this conflict, the city of Dashiv, soon to be the capital of Elgovia was founded on the OTL Arkansas river. Being native people themselves, relations with nearby tribes are friendly. But in the rare cases of conflict, the Elgovians have proven to be vastly superior with their chaotic magic. This young nation has already laid claim to almost all of the lands along the river, and are uncontested-for the moment.

In an isolated valley on the northern shore of Lake Jurek, (OTL Titicaca) a form of necromancy has developed, and along with it, a nation. Dur Khaz, lead by the necromancer Khaz the Defiler, has expanded northward, finding the lands mysteriously empty of life. But that does not mean that they are empty of DEATH. The necromancers have detected a powerful magic similar to their own emanating from the great jungle to the west. And everyone can attest to the uneaarthly screams heard at night, and the zombies roaming the hillsides.

Across the ocean, on the battlefront between New Atlantis and Atlantica, things had ground to a stop. Fortified on either side of the OTL Dordogne, the two nations had not mustered the troops to launch an assault which is guaranteed to be bloody. Skilled New Atlantean archers had been picking off Atlantican soldiers at night, causing dissension on the northern side. Then New Atlantis broke the stalemate in a stunning way. Golems, hidden underwater for months, charged out of their hiding places, wreaking havoc on the Atlantican army before retreating back to the river. While no territory has been gained, the Atlantican army is almost broken. It seems that General Karrak's scheme to destroy Ur and unite ur is about to come to an end.
(-100 New Atlantean Infantry, -300 Atlantican Infantry)

Gorin now owns all of England except Wales. Lomba rider raids against the Picts have been very successful, vastly reducing the size of the Pict armies while taking very minor losses. The Picts have retreated north, and Gorin has rushed to claim the emptied lands. Things are looking good for the pyromantic kingdom.
(+1 loyalty)

In a cunning tactical move, Karthage has destroyed the Sicilian pirates with a combination of magic and diversionary tactics and claimed the island for itself. When it continued on to take out pirate-held Sardinia however, Karthage discovered that the pirate force numbered about 400 and could not yet be taken. The pirates attacked the fleet, and the battle was very even. In the end, the pirates retreated, but left a considerable dent on Karthage's navy. While engaging the pirates, Karthage has also established a city in southern Italy. The land is still filled with Atlantean and Ur relics, and irrigation systems have allowed the city to grow rapidly.
(-10 Karthaginian Galleys, -50 Infantry, +500 population)

Illyria has continued its expansion into the rich lands of Greece. Local people hae joined them willingly, though some still consider Greece to be a territory of Ur and insist that Illyria is just a province of the old empire. In the Peloponnese however, their expansion has been halted by the same pirates that are plaguing Karthage. A few skirmishes have broken out on the border, but none have been decisive.
(-50 Illyrian Infantry)

Where the Elbe river reaches the sea, a tribe has discovered the powers of Nature magic. They call their new nation Germania, and have united several nearby tribes. Because of their affinity to nature, they do not build cities, but live in and around trees. But with the growth of their population, it seems that cities will be the way of the future.

Things are not going well for Tripolye. Barbarian Scythians are constantly launching raids against the capital, wearing down the Tripolyean army. In crowded southern Scythia, a Scythian warlord called Vargas has created a nation practicing Geomantic magic. He has offered peace and friendship to Tripolye. Will they accept?
(-150 Tripolye infantry)

In western Africa, the nation of Songhai has decided to take vengeance against Ur for the damage the power gave it ages ago. They have sent their entire army marching to Ur, through the Sahara region (which has yet to completely dry up). They have not yet reached their goal, but fortunately, no one has yet succumbed to the dry conditions yet.

Abyssinia has continued its rapid expansion through eastern Africa. Several small Red Sea tribes have joined them, awed by stunning shows of aviantric powers. Abyssinia has also sent Rocs and settlers far to the north to establish a city on the Nile delta. But Khemri beat them to it. Unsure of what to do, the Rocs landed their settlers on the Sinai peninsula to build a city. But this rapid expansion is taking a toll on the nation. The more remote cities like Aden and Sinai feel little connection to their mother country, and this feeling is spreading to the Abyssinian homeland. Murmurs of rebellion spread through the nation.
(Population +500, Loyalty -1 level)

Khemri has finally decided to expand into the Nile delta, beating Abyssinia to the land by just a matter of months. The rich soils have provided boom crops of grain, and when this is added to the decreased death rate caused by the necromancers, a population boom has begun.
(+1000 population)

In the nation of Mongolia, massive military buildup continues. But in the center of Mongol lands, a mighty tower is under construction. Called the 'Tower of Karakorum', it will serve as an everlasting reminder of the power of Temujin the Immortal.

In China, the civil war has died down. Shanghai allied itself with Jiang Su, the province to its north, by marrying their heirs. The new allies proceeded to reunite China. Several provinces, realising that they couldn't win, fled with their supporters to establish new nations.
(-300 Chinese infantry, -15 000 population, +5000 Korea population, +4000 Japan population, +6000 Vietnam population)

At the bottom of the world, the penguin kingdom of Ross has reached a time of trouble. Emperor Ross' sons, Bikk and Tiss have left to build their own kingdoms. All of the humans living among the penguins have remained with Ross. By what has become penguin tradition, the new nations are named after their kings. The brothers constantly squabble while their wise father looks on in amusement, considering the best way to retake their lands. The penguins of Ross, aided by the humans, have mastered weather magic. They are subtly altering climate to produce more food, which is significantly increasing their population.
(+500 population in all penguin kingdoms)

And at the south pole, the icemancers begin to claim more of the frozen wasteland of Antarctica as their own. Why they would want any of that land is beyond anyone, even the penguins, who refuse to live in non-coastal areas.
 
Everybody needs a MAAAPPP:
WORLDOFM3.jpg
 
May I propose switching to After 1919 NES education and economic rules.The way it is takes about 15 or more updates just to get to a decent level of economy or education.
 
400 pirates on Sardinia?!?!?! That's the size on the New Atlantis army, whose supposedly a world power and almost double the size of my own army. How did so many of the little devils get on one measly island? And to add injury to insult I've lost 15 galleys and 50 infantry (2 econ points) over two turns fighting disorganized pirates! They're not even an organized nation, just pirates! Are my military leaders that incompetent and my men that poorly trained?[/rant]

Yeah I know, that's how the cookie crumbles, oh well, once I spend three turns building up a large enough army to take one flea-infested island, I'm going to make sure you can walk from one end of the island to the other at night using the light of human torches.
 
And education isn't as important in this NES as other NESes. It only means that the highest education nation beats the others to the next age. Maybe I'll make increasing education cheaper.
 
What bout economy,does still remain on that painful can invest only one eco a turn or can we invest more eco points per turn into economy?
 
Yes. I don't want people to get insanely rich. I'm sticking with my current system. Oh, and the Player Country stats are updated.

Note to Strategos: The pirates aren't as powerful as they seem. They have no magic and they're poorly trained. Plus, you've wiped out most of their navy. Think about magic for a while. You could train a bunch of aquamancers and wipe out the island with a tsunami or a flood. Remember, look to the top of the screen. It says "World of Magic" Use it. :D
 
*sigh* still a lousy limiting system,does more damage than its worth.Where are my magic projects Iggy?
 
Orders sent.
 
Here are the story bonuses:
Strategos- +1 loyalty
jalapeno_dude- +1 turn of production on project
Magenta Man- +10 Great Lions
Disenfranchised- +10 Horrors
Erik Mesoy- +1 loyalty
Kentharu- +1 loyalty

Now for the NPC stats. Whew!
 
Your magic projects aren't here. Here's the system for individual spells: You tell me what magic to use in situations in your orders. Then I'll use them. For example: Launch a surprise attack against Germania. If they pursue when we retreat, block the road behind our army with a rockslide.

On a different note, aren't almost all of those spells from warcraft death knights and liches? :p
 
EDIT:Nevermind accidental post.

Yes they are :) I have no creativity at all :cry: I blame my school.Schools are creativity black holes.
 
Yeah I know I can take the pirates, it's just the diversion of forces is anoying. And tsunamis and floods have too much colateral damgage, I prefer to island hop without destroying the entire island.

And shouldn't I have a higher population or am I misunderstanding the pop system. I had 2000 pop to begin this turn, 3 cities. Each grows 500 for 1500 for a total of 3500. Add 500 this turn as your update said=4000.
 
Okay, here's how the population system works. Your civilization can build 2 new cities per turn without experiencing any negative side effects. Abyssinia expanded to rapidly, as you can see in the update. Anyway, every city increases its population by 500 people per turn until a logical limit is reached. If you expand, you lose population growth for the short term in the cities that send away settlers, but with a long-term gain.

Example- Iggyland has 3 cities and a population of 3000. It sends away a settler from one city and gets growth from the other two. So after the turn, Iggyland's population is 4000.

Oh, I have to tell everyone that the next update will be on Sunday.

Cleric, have you said the creativity black hole thing before? I remember it.
 
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