LizNES: As You Like It

lol..



<-------considering the place i am from
 
Info on my city state is coming shortly.
 
Player: <nuke>
Nation Name: Drachos
Capitol: Ri'an
Government Type: Imperial Dictatorship: The rule of the civilian aspect of life is handled by women, with the Empress holding absolute authority over the state, and a female bueracracy running the homeland
Leader: Empress Tessa
Culture: Civilized: Drachos is divided into two sections; Citizens and Soldiers. Citizens are the women, responsible for the well being of society, serving as scholars, merchants, writers, rulers, and more. Free thought is encouraged from them, and a capitalistic society has developed in Drachos as each citizen strives to become powerful and wealthy, potentially becoming Empress one day. Soldiers are another matter. Taken from birth, all they know are the never ending fighting that comes with being a part of the Legions of Drachos. Heroes of the Citizens, peacekeepers and one day, husbands, they fight for the honor of Drachos and for its power
Religion: Imperial Cult: The ruler is idolized as a God/Goddess
Stability:
Economics:
Population:
Army: Where the men reside, the only acceptable profession for an able bodied male is a soldier or sailor of Drachos. From a young age, the boys are drilled mercilessly as Cadets in a company of 40-50 boys. When maturity is reached, 40 boys are placed in an arena with wooden weaponry, and they fight until only one can continue. The boy is named a Champion, and he and his men either join the Champion Guard or the Companion Cavalry
Navy: Though aristocracy is not known aside from powerful merchant families, boys from privileged families join the Navy. A similar regimen to the military, the future Captains and admirals have quite a good education to command their barges, rowed by the poorest citizens and slaves
Projects:
 
About a day and some time left, before I lock this up, and start officially working on the update.
 
Ooh! Looks like I'm a bit late :D

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The Free City of Scalla

As elsewhere, the Scallarenes were originally hunter-gatherers. They settled down, switching to a farming lifestyle, around the year 220 RH. The Scallarene people, though, were both more cohesive as a people and less satisfied with simplicity than other groups, and it was these qualities that led to their particular way of life. The Scallarenes, in essence, can be summed up in a simple sentence: They suffer from severe wanderlust.

The city of Scalla was "officially" founded in the year 273 RH; however, even before that time they had begun to band together as a people, and their farming was intensive and tight-knit. Fishing, a staple of the old life, continued along the Scallarenes' particular small bit of coast on a small scale, and it was there, on the coast with Scallarene farms a little inland, that they founded their city. Scalla, though, soon proved to be simply a base for the Scallarenes' insatiable wanderlust, and the Scallarenes soon encountered other nearby tribes and cultures.

Scallarene culture itself is very much a social thing. Communities are very tight-knit and protective of their own, but are always warm and welcoming to outsiders, most of whom are natives of Scalla in any case and just live elsewhere in the city. In the year 300 RH, there are four major markets that happen in Scalla, once every four days - every morning, in other words, there is a market at some place in the city. Here, owing to the growing want for luxuries, craftsmen, fishermen and farmers alike barter with each other for their goods.

The number four itself does hold some significance. In the Scallarene belief system, there are four absolute forms of good: birth, love, prosperity and respect. The four evils, which oppose these, are death, loathing, famine and discourtesy. There are four gods, one for each Good and Evil; they are seen more to be balancing forces than forces for good. Shas&#301;, who represents birth and death, takes the form of a swallow; Chasü, who embodies love and loathing, takes the form of a wolf, an animal seen to exhibit both characteristics; Bün&#301;, the goddess of prosperity and of famine, takes the form of a fish; and the deity of respect and of discourtesy, Nar&#301;, takes form on Earth as a cat. Each of these gods is said to have domain over various of the natural occurrences experienced by Scallarenes - for example, for this reason cats are said to bring safety and luck during thunderstorms and snowstorms.

Th Free City of Scalla, in the year 300 RH, houses approximately twenty thousand people, as well as around fifty thousand livestock, mainly sheep and goats; of course, there are many others travelling. Who knows what they'll find out there? ...Isn't it interesting?
 
Some more stuff on history and culture. Hopefully it should be enough to get started.
Nation Name: Onis (Currently a single, powerful City-State)
Government: Democratic Assembly
Leader: Consulate Jeori Arloc

Before the founding of the City-State, the Onis people were actually an amalgam of several nomadic groups that often clashed and intermingled with each other at the time, later developing into a single cultural group. Oddly enough, seeing as everyone who ever attempted to lead them was killed in battle, assassinated, or overthrown in a relatively short period of time, the Onis people have grown accustomed to living without an all-powerful head of state. Rather than a king, the Onis city-state is instead lead by a Consul of twelve popularly elected officials, who are in turn lead by a Consulate who more or less decides which way the city-state should go. Very few rules govern the Consul, which functions more or less in a state of controlled chaos. One week, for instance, saw the office of Consulate change hands no fewer than twenty six times. Thankfully, a healthy bureaucracy keeps the city running smoothly while the Consulate makes the major decisions.

Seeing as there is no real ruling class in Onis, there is also no serious attempt to establish any sort of class structure either. Class divisions still exist, but they are rarely enforced, and social mobility is somewhat easier than in other city-states. The easiest way to get ahead in Onis is to join the military or get elected to an official post, although other methods are possible. Crime is strictly punished within Onis, with the punishment usually involving slavery for a period of time and execution. Bandit groups and barbarians are often executed right on the spot.

Constant warfare in the early years of the Onis has also taught the Onis people the importance of having a strong military. The Onis military is mostly filled with volunteers, who serve as soldiers for their entire lives. While not quite as highly trained as other armies, the Onis army is well-supplied with high-quality weapons, and regularly train by fighting bandits and barbarian tribes when the Consul has no need of them. Consequently, banditry and crime near Onis is lower than normal, and the military is always eager to lend a hand bringing them down. Despite the occasional barbarian fighting, the Onis military is best protective weapon a city could ask for. Buoyed by the high walls of Onis, the archers and spearmen of the Onis military are unstoppable on the defensive.

On a side note, the city of Onis is also a popular destination for merchants and traders due to a combination of healthy farmlands with surplus food and safety from barbarian attacks and banditry. In addition to foodstuffs, metalworking is popular in the city, both in weapons manufacturing and more artistic ventures. Statues and figurines of bronze and electrum are especially desirable among traders and the elite of other nations.

Culture: Civilized
Religion: Unorganized Polytheism.

The Onis do not yet have a belief system that represents a majority of the Onis people. A general set of beliefs exist, but they have yet to be organized into a major religion. Despite this, some men and women choose to live a life in service to the Gods, signifying their devotion with pendants cast of electrum. Electrum is considered a blessed material even among the nonpracticing Onis, and to own electrum is said to bring blessings and a happy life to the possessor and his family. Soldiers who prove themselves heroic in battle are rewarded with an electrum ring, and a plain bracelet forged of electrum is the mark of office for the Consulate.
 
Player: theDright
Nation Name/Capitol: Sariath
Culture Name: Sariathi
Government Type: Tribal Republic
All land owning males and clan elders (there is some overlap) vote every two years for two Solons, men chosen to manage, rule, and lead the army and navy of Sariath. They are assisted by the Dracons; men elected from each tribe to help make laws and manage the state, the Ofize; the standing army of the tribes, and the Terazujani priests.
There are many tribes in the republic, but the ones with the most influence are the Mal, the Kyr, and the Lia. They represent the ancient roots of the people, as a union of southern savannah hunters/herders, northwestern miners/fishers, and northeastern farmers/traders. Skin and hair color varies from black to ruddy, but is completely unimportant in Sariathi culture due to centuries of intermarriage and cooperation. Currently a Mal and a Kyr are the Solons, but a Lia is the High-Ofize.
Leaders: Mal Lijusa, Kyr Awain, Lia Alahadga
Culture: Civilized
Sariath controls a fairly large area, and has a very diverse economy. The city itself serves as a market for the farms, mines, and herders for many leagues up and down river, and is a trade hub, merchants and artisans controlling valuable trade from the city-states of the Weste River and Sea to the Este River and Sea. Many workshops exist in Sariath turning the metals and clays of the hill mines into weaponry, armour, and potteries, as well as many other goods. The most noticeable feature of Sariath is the Monsariath, a large monolith in the center of the lake-like confluence of the Weste, Neste, and Este Rivers. The Monsariath serves an important religious and military role, creating a perfect fortess and largely inaccessible ceremonial ground.
Religion: Terazujani Polyanimism
The religion of Sariath blends a native animism and ancestor worship with imported beliefs from contact with Teressians, Thejans, and Azzurhans. As such, animist and ancestor shrines are intermixed with Teressian-style temples, Azzurhan-like seers of the Four, and Thejan belief in a 'force' that keeps the world in balance, creating a mix that is truly Sariathi.
Army: Light Horse Archers, Heavy Longspear-and-Short Sword, Medium Spear-and-Short Sword, Light Javelin-and-Pickaxe (units will be designated Conscripts, Regulars and Veterans)
In addition to the citizens which are called up in times of war with their ancestral equipment, the Ofize are trained Thejan-style, training for 3-5 years from age 15, after the mandatory 2 years of training that every citizen gets from age 13-15.
Navy: Galley/Long Ships with Canoe Boats for river, lake, and coastal travel (units will be designated Conscripts, Regulars and Veterans)
Color: Deep Purple
 
OOC: Will there be negative economic and demographic effects for too much mandatory training? :p. How much is realistic and how much is too much and simply "Well everyone has 2 years of training, so my troops should beat your 1 year of training easily" :p Or even "Spartan Traininv >>>>>> Everyone else".

BTW, Description updated with religion.
 
Player: Son of Erdrick
Nation/Capitol: Great Jian/Jian
Culture Name: Anji-Sariathi
Government Type: Tribal Despotism
The Anji-Sariathi homeland has undergone a remarkable series of sociopolitical changes in the past few centuries, beginning with the introduction of Sariathi culture to the Anji natives through the Sariathi's efforts to colonize the rich and fertile region. Once the two peoples existed much like the current Sariathi do, coming together as 'equals' in an elective government. This changed with the Wazji conquest in 120RH.

The Wazji were once a vaguely important clan within the Sariathi federation, held back from political prominence due to their lack of land. Former nomadic raiders and merchants who were late comers during the last years of the Sariathi exodus, the dark-skinned Wazji tribesmen never truly relinquished their wandering lifestyle. They amassed a small fortune as merchants, mercenaries, and marauders of sordid character. By 100RH the Wazji's travels brought them into contact with the most distant pockets of Sariathi civilization, colonies scattered around Lake Suthwa and the rivers that poured from it. Captivated by the untapped riches of the region, a young Wazji scion, Jian, vowed to return and carve himself a kingdom. He did just this some two decades later through a brutal conquest that put to death hundreds of Anji and Sariathi.

Jian, now Mkuu Jian (Great Jian), spent the rest of his reign restructuring the Anji-Sariathi society. The old offices of Solon, Dracons, and Ofize took on new meanings as they became tied to the royal Wazji family, and later the cadet branches of the Wazji clan. From the very onset the Wazji Mkuu were jealous of their power and out of this jealousy came a distinct mistrust of the fairer skinned Anji, whose roles in society subsequently became relegated to the lowest of offices. The native Sariathi, now by this point a population of a largely mixed heritage, enjoyed much better fates and took on middling roles as craftsmen, soldiers, and merchants under the thumb of Wazji commanders.

Great Jian—named after the first Wazji conqueror—is ruled firmly by its Mkuu, whose powers are limitless and despotic. Within the realm itself no tribes exist, though outside of the little kingdom client tribes are allotted a certain degree of autonomy in exchange for tribute paid to Great Jian's ruler.
Leaders: Mkuu Jihn II
Culture: Semi-Civilized
To the eyes of their northern cousins, the Anji-Sariathi are an odd collection of half-cultured barbarians. The majority of the Anji-Sariathi are ruddy-skinned native tribesmen whose lives were quiet prior to the arrival of the darker Sariathi colonists and the later Wazji conquerors. Much of the Jian economy is based around the rivers and lakes that dominate the Anji-Sariathi homeland; fishing, clay pottery and crafts, and the sale of rare plants and herbs are all valuable products of the abundant waterways.

Unlike the fairly inclusive Sariathi, the Anji-Sariathi society is firmly stratified between the fairer-skinned natives, those of mixed heritage, and the dark Wazji who rule over the region. Jealous of their power, the Wazji attempt to maintain a firm division between the ruling class (i.e. the Wazji and their client clans) and those beneath them. Generations spent under this hierarchy has bred a yielding nature into the Anji population, though from time to time the Wazji and Sariathi 'purge' their subjects to remind them of their rightful place and instill fear. Life, however, is not all bad for the Anji. Most live quiet lives as farmers or as unskilled craftsmen within the capital of Jian, a few even find some distinction within the Great Jian army and over the realm's history there have been several famed Anji commanders.
Religion: Terazujani Polyanimism
The Anji-Sariathi maintain a similar religion as their Sariathi cousins, however the Anji have injected elements of their own native faith that sees the veneration of several water-spirits.
Army: Medium Spearmen, Light Javelin-And-Swordsmen (Javelinmen employ poison-tipped javelins)
Navy: Long-Boats for river-based travel
Color: Forest Green
 
Tycho
Nation: Ironfang
Capitol: Ashes Rest
Government Type: One king with a smattering of nobles called Jerls
Culture: Civilized
Religion: Tal-Sha
Stability: 1-5
Economics: Bank(+Income)
Population: Total(+Growth)
Army: Made up of small groups of raiders for the most part, except for the Red Guard who protect the nobles and the king.
Navy: Large amounts of small longships and other vessels, as well as dedicated warships made for battle.
Projects:



I will be expanding on this in a little bit, quite busy over here at the moment.
 
Terrance said:
OOC: Will there be negative economic and demographic effects for too much mandatory training? . How much is realistic and how much is too much and simply "Well everyone has 2 years of training, so my troops should beat your 1 year of training easily" Or even "Spartan Traininv >>>>>> Everyone else".

BTW, Description updated with religion.

So long as people are using base units, the training is roughly the same, and all soldiers should be on par with each other, save for how much actual combat experience they have. If someone wants 'Spartan' soldiers, they'd have to create a UU for that, and the training time and pricing would reflect it.
 
Hello! Since the image I made doesn't work for some reason I will do my best to describe where I wish to launch my empire. I want to be where the long island thing between Kaiser and Bonefang connects to the main land, if that is still open.
Spoiler :
Player: Badunoff
Nation Name: Ukra
Government Type: Monarchy
Leaders:
Shevchius (King)
Domina (Queen)
Pyotrious (Prince/heir)
Polythena (Princess)​
Culture: Civilized
Religion: Belief in Spirits
Stability:
Economics: Bank(+Income)
Population: Total(+Growth)
Army: Lots of archers, horsemen, and swordsmen. The king was a great leader of his army in his day. His son, Pyotrious, is determined to follow in his father's footsteps, but the king does not yet feel confident in the leadership abilities of his son, so he designated a fairly small contingent to be commanded by the prince. By the law of irony, the prince's pompous and overconfident attitude should have caused him great humiliation on the battle field and the king had even created a contingency plan to hush up and such mistakes so as to allow his heir to take the throne without having people doubt his abilities when the time came. However, despite the enormous potential for humiliation, Prince Pyotrious led his men to victory in several confrontations with roaming barbarians. This seemed like luck to a lot of the soldiers, general's, and even the kings, because even the most unpredictable factors in battle all seemed to turn out in favor of the prince. Oblivious (or so he appeared) to all this, the prince let his success to go to his head and began strutting around and even started to publish writings on the the art of war. His overconfidence finally caught up with him when he was trapped and outnumbered my an enormous horde of barbarians. His defeat was brutal, however rather than humiliate and discredit the prince, it impressed the entire military by his now legendary maneuvers allowing his men to escape in small parties while the rest held off the barbarians. He lost nearly half of his men and was wounded covering the retreat of another party of his men. Fortunately he was taken for dead and managed to survive that battle. In addition, his actions weakened and slowed the barbarians enough for the King's army to catch up to them and exact their vengeance with ease. Now the small group of soldiers led by the prince are the elite of the elite, for unlike so many before him, the Prince managed to live up to his boasts and become an excellent leader of any army, but specializing in small forces.
Navy: From a young age, Princes Polythena has shown an unhealthy, in the opinion of her parents, interest in the sea. To the terror of her nannies and caretakers, she became very adept at escaping the palace and sneaking to the shipyard and on one occasion even cast off as a stowaway on a trade ship. The kingdom had gone through a week of mourning before the ship returned with the Princess unharmed and undiscovered. The highlight of this seafaring obsession came when the princess was twelve. On a trip out at sea, her ship was accosted by barbarians and the captain was pierced by an arrow in the first minutes of battle. The young princess, legend has it, took the whelm and took charge of defenses, fending off the attack and sailing the ship safely back to port. At present, though it is highly unprecedented, she commands the kingdom's fleet and is widely accepted as the best naval commander in decades.
Projects:

^^^
Updated a bit
 
Updated my history post up there with some more cultural stuff.

The number four itself does hold some significance. In the Scallarene belief system, there are four absolute forms of good: birth, love, prosperity and respect. The four evils, which oppose these, are death, hate (although 'hate' in this case does not encompass simple dislike, or conflict, both seen as inevitable or necessary), famine and rudeness.

Not to intrude on your wonderful narrative, but might I suggest using another name for your fourth evil? Rudeness just sounds a little silly to me. Could you perhaps use something like "discourtesy"?

The rest of it's lovely, though. :hatsoff:
 
Yeah, actually those are way better than what I had. :) I guess you can probably tell I was a little lost on how to name those. :p

Edited with suggestions added in.
 
Roughly nine hours before I close this thing up, and begin extensively working on Update 0.

In the mean-time, I'll be trying out Gods and Kings. :)
 
The Scallarene Language

Scallari, the language spoken in Scalla, is a very soft language. It consists of two 'sound indexes', one of vowel sounds and the other of consonants. Sounds are always pronounced in pairs, a consonant sound followed by a vowel.

The vowel index is as follows: [a, e, &#301;, i, o, ü, u]
Spoiler pronunciation :
[a] as in bar
[e] as in bed
[&#301;] as in reach
as in spit
[o] as in song
[ü] as in room
as in rug


The consonant index consists of the following: [sh, sc, ch, s, b, d, g, h, l, n, p, ph, r, th, t, v, y]. These are all pronounced basically how they look.

The language is written in glyphs which each represent a consonant-vowel pair or syllable, and which are strung together to form words. The language is written from top-base, as opposed to left-right or right-left.

Some examples of common words:
scalla [sc.a-l.a] - community or town
chithü [ch.i-th.ü] - goat
tabün&#301; [t.a-b.ü-n.&#301;] - fish
phath&#301; [ph.a-th.&#301;] - market
chiscü [ch.i-sc.ü] - sheep

Words can be tacked onto other words' ends to form compund words; for example, "tabün&#301;phath&#301;" is the word for a fishmarket or a place at a market where fish are sold.
______________________________________

OOC: Editing the names of the gods in my first post to reflect this.
 
Civ5 always has been, and always will be a mediocre, if not highly slightly disappointing game. Regardless, the deadline has passed, everyone is a lock, and I will be working on the update whenever I find the time. If anyone wants to write stories, or give any extra information like Optical, that's great. Anything to flesh out this world a bit more. I'll even try to make mentions of it in the update.
 
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