ljNES - The Sentient Beast

Angst

Rambling and inconsistent
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Mar 3, 2007
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ljNES - The Sentient Beast​

0base.png

Introduction

Welcome!
There needs not much introduction for now, although I will write something tasty tomorrow. There has been a quiet detour of many of my old NESing friends; most of them, while excellent NESers, many simply don't have the time to mod anymore and as such are roaming the chatrooms, waiting for fresh starts to show up. Well, I'm not bound to anything committing 'till next fall, and I have an urge to make something constructive and glorious, so here's a grand NES for all of you.

If you're new to NESing, the concept is simple: Write history while managing your empire and stand the test of time. Those are the Never Ending Stories of this forum; and of course, general stories, creativity, pictures, drawings, poetry and even music are appreciated and will serve you well through divine gmodly karma and stat boosts. Let us then begin the tale!

Setting
This cradle NES is a fresh start on a nonearth planet. We begin like when playing civilization, with a secluded area seperated from the rest of the world, the peoples in it mingling and feuding, only to have the shrouded world retract and more exotic things appear from the darkness.

The starting area resembles the Mesopotamian setting, and that's because our starting area resembles the Cradle of Civilization from Earth. I've chosen this to allow for some realistic consistency, as it's something I'm not very good at without enforcing it. When creating your culture, take this into account, at least until we have explored a larger part of the world.

Updates Info
After the first players have submitted their cultures, we will begin the game. The first update will be a BT, and the coming updates will be ITs until a time of depression and instability comes up; at that point, another BT update will be written. BT is short for Boring Time and spans last many, many years. ITs on the other hand, are Interesting Times, and have a much shorter span of years. The first update will last from the equivalent of earth's 2000 BC to 400 BC, and then updates will take 10 years apiece as ITs.

Orders for an update are sent through PM, and I will only accept up to two PMs per update. Also, I prefer concise orders rather than complex ones. If you feel the need to be complex, write it as you wish, but post it as stories, and you will be rewarded. Don't just write "Invest 2 EP to increase education", rather "Build new libraries in my capital and major cities {with interesting info here}" but not an epic about the gathering of materials, the muses' goodwill toward you and the influence on empires 1000 miles away.

The orders are best appreciated when formatted as such:

TITLE: ljNES ; {Update N} ; {My nation} ; Orders
CONTENTS:
Stats
Diplomatic agreements since last update, with links to the posts
Stories since last update, with links to the posts
Actual orders

If you do that, mod likes you.

Stories
One can't have a NES without stories, and they're very encouraged in this one. Infact, they're very rewarded. I prefer quality over quantity, though, and justt writing a lot of random stories doesn't let you gain more bonuses; it doesn't work that way. Rather, I only reward one story an update. I choose this because I like well-written things. :)

Countries

General
At the beginning of the NES, players are allowed to create countries wherever they want in the cradle, and then I'll place NPCs to fill in holes and needs. After the first update players may no longer create nations in the center of the cradle! To join then, players have three options: They may found a nation near the edge of the cradle; they may take over NPCs already present on the map; or they can instigate a revolt in unstable nations. (Whether a nation is prone or not to revolt is usually written in its Confidence stat.)

If founding a new nation, it will usually be much more developed if founded on a barbarian culture. You can still found new nations from the bottom near the edges, but don't expect to be a political juggernaut when doing so. :p Rebel movements don't have stats until controlling territory.

You will lose control of your country if you are conquered and the conquering party wishes you gone or if you don't send orders two turns in a row. However, when losing control of your country due to such a time-out, your country will be reserved for you for one turn.

Below is a list of country stats.

NATIONAL TEMPLATE
Nation Name/player
Capital:
Ruler:
Government:
Culture:
Technology:
Army:
Army Description:
Navy:
Navy Description:
Economy (Base/Manufacturing/Trade):
Size:
Population:
Infrastructure:
Education:
Confidence:
Projects:
Background:

Ruler
Self-explanatory. Won't matter much during BT's.

Government
A qualitative description of the way your country is governed. Absolute power allows for more direct control while a decentralized parlamentary system usually leaves you unable to pass certain policies due to either corruption or unwill.

Culture
A qualitative description of your country's religion, ethnicities and the general ways and ideas of your people.

Technology
A qualitative description of your technological age. The NES nations begin in the early bronze age, while some of the central areas will be more developed. Of course

Army
A quantitative count of your regiments.

Army Description
A qualitiative description of your army composition and quality. The quality of your units matters a lot and can be improved by investing into better weaponry, more effecient training, better discipline etc.

The levels are:
Mob-Pathetic-Poor-Tolerable-Normal-Better-Good-Great-Mighty-Juggernaut

Navy
A qualitative count of your fleets.

Navy Description
A qualitiative description of your ship design and quality. The quality of your fleet matters a lot and can be improved by investing into better weaponry, stronger hulls, a more solid naval tradition etc.

The levels are:
Mob-Pathetic-Poor-Tolerable-Normal-Better-Good-Great-Mighty-Juggernaut

Economy (Base/Manufacturing/Trade)
Your wealth. Base income stems from agriculture, mining and fishing, manufacturing from industry and goods, and trade from the exchange of wares that somehow generate wealth due to capitalist theory etc. This is what you use to invest into things, whether that be construction, revolution, reformation, colonization or military.

Size
A larger nation size means it costs more economy to change infrastructure, education and culture. The size is numbered with a flat value, for example 1, 4 or 7.

Population
This shows the population size of your country. A larger population allows for a higher capacity of economy if not the technology is high enough (Of course, the capacity isn't set in stone, but you can only weave that many clothes as a worker) Also, in generaly, if your population is larger than your size, it means that your country is prone to colonize a new area. However, confidence and education are both more expensive to invest in when there is a high population.

Infrastructure
The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, high infrastructure will influence such things as culture and trade. In addition, infrastructure in this NES also takes things like bureaucracy or legal systems into account.

Infrastructure: None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent

Education
This is just how your people are... educated, I guess. Obvious enough. With a good education, you have better chances of receiving a “miracilous invention”. You could design better walls and siege engines, and ships for that matter, with higher education. It also affects just how advanced are your weapons, and thus the success of your army in a battlefield.

Once someone reaches Enlightenment education, he becomes much more likely to reach the next age as soon as it becomes possible at all. When he does, he loses two education levels.

Education: None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment

Confidence
This is the degree to which the people trust or mistrust, love or hate you and your government. Its effects shouldn't be hard to explain, really - a more loyal people will take up arms in your defense, a less loyal people will take up arms to overthrow you. As not even Fortune is as fickle as public opinion, this will fluctuate wildly depending on your (perceived or real) successes or failures, and on the propaganda as well - both yours and that of your enemies. Watch it, though: I will write here if there is a chance another player or NPC will take control of parts of your country.

Confidence: Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Worshipping

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 a certain sum to get the project going (usually 1 eco. point); after that, eco. points can be used to speed the process up (1 eco. point can be used to speed the project up by 1 turn), but not more than 2 per turn. You can make it secret, but in that case you'll have to remind me about the effects every so often.

Background
This is where I write a little snippet about your country to make you feel warm and giving the stats a more human face.

Other things

Military
Military is important in waging war, crushing rebels, keeping order etc.

Troop movement is not to be underestimated. A good infrastructure allows for long walks, but in general you should feed your armies so they won't pillage the countryside or desert. You have to invest additional money into major campaigns just to keep the numbers up.

Prices: For 1 EP you will get 10 regiments worth of standard troops. You can also raise levy regiments to defend your homeland, but the number depends on your population and confidence stats. Lastly, you can hire high-quality professional mercenary armies from different cultures throughout the world. Those will require 1 EP a turn to fight for you. For navies, 1 EP will get you 10 ships.

Barbarians
and barbarian noncountry cultures are very present on the map, and you may interact, manipulate, conquer or ignore them all that you will. Barbarian areas are marked with a gray. Note that whether the barbarians are civilized or not is never really spelled out, and their cultures can be very unique - what's important is that they aren't unified enough to appear on the nation list.

Religions and cultures
Each of these have an important influence on the game and will be written about. Greater religions mean greater influence when controlled by a player. Great culture can allow peaceful (or violent) subjugation. Human society is fleeting, and as such these things aren't represented in the stats, but they're there.

To join during the first turn
I want the cradle to be consistent, and as such players should take into account that they're creating peoples inspired by our Earth's ancient Middle East. I won't accept things that don't fit, so no Europeans, Asians or Americans right now. Oh, and if you don't take your neighbours into account when writing a backstory of your country, its culture or mythos, I will and change your background slightly to moderately to fit in - Sorry, but it's a necessary sacrifice for the greater good of this NES as well as preservance of this forum's more hardcore historians' sanity.

Lastly
I would like to say thanks for MjM's understanding when completely ripping off many of his NES' rules. <3
 
Reserved for maps & updates.

Turn 0 map:
Spoiler :
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Geography:
Spoiler :
0terrain.png
 
Reserved for info about cultures and religions.

Join template:

Player: Write whice player you are.
Nation name: Write the name of your nation
Capital/Cities: Write the names of different cities you want.
Position: An edited image of my map with the claimed area would be good.
History: What made your nation what it is through the last 1-2000 years? Where did you migrate from? What interactions have you made with other civs?
Cultural values: What can be said about your culture? Art? Social interactions? Heritage?
Civilization perks: What can be said about your military, what's special about your politics, what is your economy founded upon?
Mythos: What oral tales are there to be told about your civ? How was the world created? Do you believe in dragons?
Goals for Update 0: What do you wish to have happened when the BT is over? (This is a wild card and a wish, you most probably won't get your goals done.)
 
Nice to see you both in!

@kkmo
Did I say I didn't have time? When? :confused:
 
I was referring to the other "lord" in this thread. :p
 
Alright kkmo, I'm feeling in a distinctly more able-to-NES mood now that I'm done my latest round of exams and presentations. I'm writing up a nation proposal for you too. ;)
 
2000bc to 400bc means a giant part of the map will be discovered by the end? Since in real world by 400bc most of the Mediterranean sea was already known and the Persian empire ruled the middle east.

Will be joining soon!
 
To Lord Iggy: :) I only nag because I appreciate your talents.

To lj: I'll post my full profile sometime in the next day or two.
 
Great kkmo. :)

2000bc to 400bc means a giant part of the map will be discovered by the end? Since in real world by 400bc most of the Mediterranean sea was already known and the Persian empire ruled the middle east.

Will be joining soon!

Ugh, didn't think of that. The problem is by NESing definition, the real world had an IT that began just about year 500 bc - with Archaic Greece. That's at least what I've gathered. Of course there's Egypt, the Hittites, Babylon, the Akkad etc., but much of their rule is hard to gather information about for me other than their structures and how widespread they were. I might choose to start this by 1000 bc anyways, that's going to fit the map somewhat, and then go 25 or 50 years an update, without the "Ruler" stat. Also it really allows for Egyptian/Israel-esque civilizations to shrine. What do people think? I don't want to unshroud lengths of the map right during the first update, since much of the map is designed as such there are plenty of interesting or important areas and choke points to take into mind when building. - While looking good that is.
 
Great kkmo. :)



Ugh, didn't think of that. The problem is by NESing definition, the real world had an IT that began just about year 500 bc - with Archaic Greece. That's at least what I've gathered. Of course there's Egypt, the Hittites, Babylon, the Akkad etc., but much of their rule is hard to gather information about for me other than their structures and how widespread they were. I might choose to start this by 1000 bc anyways, that's going to fit the map somewhat, and then go 25 or 50 years an update, without the "Ruler" stat. Also it really allows for Egyptian/Israel-esque civilizations to shrine. What do people think? I don't want to unshroud lengths of the map right during the first update, since much of the map is designed as such there are plenty of interesting or important areas and choke points to take into mind when building. - While looking good that is.
I disagree there was ever really a boring time in RL. Sumer, Akkadia etc was a very interesting time. Anyway I say start in 2000bc with 300-500 years updates, at 1000bc go to one or two hundred of years per update.

My best idea is not give times. Just development history (like state which material age we are in, like bronze age, and make it more vague until dating and counting years becomes widespread and time spans get shorter for more intricate stuff).
 
I disagree there was ever really a boring time in RL. Sumer, Akkadia etc was a very interesting time. Anyway I say start in 2000bc with 300-500 years updates, at 1000bc go to one or two hundred of years per update.

My best idea is not give times. Just development history (like state which material age we are in, like bronze age, and make it more vague until dating and counting years becomes widespread and time spans get shorter for more intricate stuff).

Actually, not presenting years would be interesting, but it wouldn't make sense between civilized states. So while I was initially very receptive to the idea, thinking about it, I just decided not to.

I'm going to begin the first update with a BT though. It allows for creation of initial history as well as tension between different states and goes around a lot of bothersome exoduses.

But I just realized we don't even use bc here, so I'm making trouble out of nothing anyways. The first BT will last 'till Update 0, Years ?-0. The center parts of the cradle will be in late bronze age while the outskirts will be early to middle bronze age.
 
Actually, not presenting years would be interesting, but it wouldn't make sense between civilized states. So while I was initially very receptive to the idea, thinking about it, I just decided not to.

I'm going to begin the first update with a BT though. It allows for creation of initial history as well as tension between different states and goes around a lot of bothersome exoduses.

But I just realized we don't even use bc here, so I'm making trouble out of nothing anyways. The first BT will last 'till Update 0, Years ?-0. The center parts of the cradle will be in late bronze age while the outskirts will be early to middle bronze age.
Late Bronze Age? Wow, that's before RL Mycenaean culture fell and Dorians invaded Greece, soon to start the Iron age with Greeks!

Anyway:

Player: erez87
Nation name: Aphaym
Capital/Cities: Nefat, Dahi, Umpor, Rehaf
Position: North continental semi temperate area on the coast, towards the islands but not on them.
History: Prehistorically the Aphaym are people from a eastern migration wave, but as far as history can remember they have always remained on this coasts. Some credit them them with the invention of urban agriculture as some of the very first (yet terribly ununited) cities existed here. Most of the more ancient cities have already been destroyed by ages of prehistory and history and are not considered true Aphaym. Aphaym are mostly urban folk which own their large urban population to a rich area where farmlands are easy to maintain and food supplies are large. The farming population dots the land and normally have nothing to do with history. The coastal urban centers have made both trade and war with each other and with neighboring cultures and peoples. Each urban center, with the major ones quickly developing into large bumbling cities, is considered a free city-state of its own. The rising population and pressure from non-coastal groups have caused the Aphaym to become a more maritime culture. The large rich islands and overpopulation of the cities have also pushed many waves of colonization and the creation of many newer free city-states on the coasts of the islands and any other far away good location that was not taken, or could have been easily conquered. (Think Phoenicia-Greek)
Cultural values: The Aphaym have a strong material culture of beautifully crafted colored pottery that is sold to anyone who wishes for it. The material culture constantly pressured the Aphaym to develop a more simplified language for communication of trade and eventually, after learning from outsiders about writing, they have invented their own simplistic yet powerful writing, called Nefatish for its source was the monarch of the powerful trade city, who is credited with inventing the entire writing system by himself with only help from merchants in need of the system. The Aphaym cherish trade and peace and will prefer to remain on the defensive in wars on their homelands. In the colonial zones it is different and whenever a weakness is seen a good spot for a colony people will make a strong attempt to settle the area, at the expense of those who are already there. Slavery is not at all widespread and private slaves are a very private business. A secondary type of slavery is people who have no land or money and have to choose to be enslaved by a land owner as his workers in return for a home and food, or leave the state and become colonists (the latter is usually seen like a hero while the first will be considered like any other slave). The culture is almost completely based around their material culture with pottery and other tools considered every day tools, but also in architecture that seems to mimic their pottery in a very large scale. The simplistic writing system is rarely used for anything other than documentation of goods, trade and relations. Historical accords and written or spoken art is usually done in other languages and is not cared for among the Aphaym. The culture is mostly male based but in some remote locations women do gain some influence and power, but that is again a personal matter, like slavery. The cit states are usually ruled by a king of a long line of kings usually dating their relations with the gods in writing (usually as propaganda). Some less important cities that have lost their monarch line have turned to a certain aristocracy of the land owners and some turned to a larger communal meetings ideal, but this are fringe things to the kings of the major city states.
Civilization perks: The army fights with defense in mind. The Aphaym despise death and greatly fear it. They tend to not go out and conquer lands other than coastal ones. Their lines are usually manned by a long line of Spearmen that never assault the enemy and always await them to come. The bulk of any Aphaym force is ranged forces. Slingers, Spear-throwers and most of all archers, are the key troops to a Aphaym city-state, and while they prefer to fight at range they will carry a small stabbing tool for melee fighting, this rarely is needed.. These are usually great at fighting at distance, mostly from forts that dot strategic locations and walls the surround every city from the smallest ones... A strange thing in the Aphaym army is the chariot. While many great spots for horse-breeding exist the idea did not spread among the Aphaym until they were introduced with the chariot by an outside invader. The chariot ideal spread like wildfire among the Aphaym that quickly used it to move their range troops across the battlefield with ease and speed. The chariot itself was taken further than ever with the invention of what can only be called small wooden forts. Usually smaller chariots run across the battlefield with 4 horses at their head, but some greater cities hold massive fort-like chariots that are carried by more than ten specially bred horses. While these war ideals are amazing, they are truly rarely used as Aphaym prefer to protect their walls rather than fight in open ground. While at land they are afraid at sea they are masters. Their very large warships carry at times hundreds of archers that use flames to set fire to enemy boats and rain death upon sailors. The ships are moved with several lines of roarers (who are also the archers) to crash into any ship that dares stand against them. Preferring to colonize coastal lands the Aphaym also use their ships to lay siege to lands they want before settling them and quickly building walls to protect themselves before advancing further. Walls are the key idea to an Aphaym state. They constantly build longer and taller walls around their cities to always be protected. The richer cities also go as far as to wall vast territories of the countryside, all in the name of defense. That is also one of the ways through which colonies are formed in enemy lands. First a strategic coastal area is won using their navy and than quickly walled with a small city inside. Than as the enemy losses grasp of the nearby territories the walls are constantly expanded outwards until the city does not grow anymore. Than it is a matter of time until the enemy stopped his attempts at assaulting the city and its population has diminished than the Aphaym can go out and make attempts at conquering the farmlands and key resources.
Mythos: The Mythos of the Aphaym was usually passed by with pottery paintings. Usually telling stories of the gods and their families and how they created everything. These stories slowly move forward in time and introduce the kings, sons of gods, that have been given control over the land. The stories than begin to describe actual history in pottery drawings and paintings rather than in writing. Pottery slates are used to inscribe the special Nefatish writing style for commerce and keeping tabs on resources. As of late it is also used to describe the family ties of different people, especially the kings and their connections to the gods.
Goals for Update 0: Read up and you will know. Think Phoenicia, with strangeness.
 
kkmo

Nation Name: Mikacoans / Mikacoan Empire

Capital / Cities: Mikacoa / Sagal, Avanice, Halon, Sagsul, Harenon, Thomel

Position: See spoiler below.

Spoiler :
ljnes.png


History: The seeds of Mikacoan culture were planted long ago somewhere northeast of the current known world. The non-sedentary Mikacoan peoples gradually migrated, following herds of animals and livable weather patterns. The twin rivers Hanonel and Enyl, joining to form the River Aurend, were the site of the first long-lasting Mikacoan settlements. Instead of following the herd for food, settlers began to farm the fertile lands around the "Sister Rivers". Thus Mikacoa ("Sister Rivers") was born. The line of leaders who supposedly descended from Deruhn (see "Mythos") gained historical significance in their subjugation of local, unruly tribes, many of which are now part of Mikacoan society.

Cultural Values: At first glance, Mikacoan culture is centered around the following: wisdom, the power of the written word, and an embodied interest in ethics and logic. And then, of course, the god-king, who rules the Mikacoan lands. The public's view towards their king is not one of fear or fury, but rather of benevolence and logical leadership. Nonetheless, the position of king has been responsible for many victories over regional barbarians and lesser city-states. The status of the king as a god on earth originates from a complicated polytheistic religion which will be elaborated upon in the Mythos section. Building upon the Mikacoan religion is Mikacoa's appreciation of the arts. The visual and literary arts are used to record history, such as the bringing of Mikacoan peoples, the subjugation of weaker lands, and the ascension of god-kings. Visually, this can be seen in remarkable steles. From a literary perspective, songs and tales of social and religious history are written and recorded. The arts are also used heavily in burial, along with a complicated series of rites.

Civilization Perks: Mikacoan lands benefit from a system of taxes which utilizes labor. Instead of paying taxes in coin, many citizens opt to pay their taxes in the building and repairing of irrigation canals, temples, libraries, and even city walls. Therefore, labor is plentiful and urban dwelling young men are often strong and capable. The citizenry prefers to spend their taxes on a direct contribution to Mikacoan society, rather than an indirect one. Farmers may pay taxes in produce instead of labor, at which point the produce is usually delivered to the local temple. These collective taxes are used to feed a large portion of the populace. The god-king dislikes hungry citizens (you will read why in the Mythos section). Another "perk" of Mikacoan society is the ease in which the god-king rules because of the belief that he is, indeed, a god on earth. He has many children and daughters are often wed to the lesser kings of other regional city-states that share a similar heritage. The god-king's decrees are followed devoutly, and this power has seldom been abused. A deep sense of faith in the Mikacoan religion drives citizens to donate heavily to temples, though this does not outweigh their sense of logic. Thus brings me to the final notable "perk" of Mikacoan society (at least, listed here): a healthy interest in education compels the wealthier citizenry and has created remarkable innovations in astronomy and other sciences.

Mythos: The complicated, confusing religion of Mikacoans has still managed to spread to other lands given its most basic principle: hunger is evil. This is an extreme over-simplification of the Mikacoan faith set, yet it is an apt summary nonetheless. Instead of having several deities representing different aspects of life, Mikacoan mythos features a single deity with several personalities. Technically, their religion would still be called polytheistic, though it is more akin to Hinduism than, say, Greek mythology. Just as in Hinduism, all "gods" or faces are part of a single, over-arching entity called Deruhn. Deruhn is most commonly represented by a man with many faces, yet only two hands. These two hands hold a basket filled with fish, bread, fruit, and spices. Sometimes his symbol is that of a fish, or perhaps a piece of grain. Deruhn also has many types of plants growing from his back and rising up over his head in popular imagery. It is said that during migrations of many centuries past, the Mikacoan ancestors relied heavily on following herds of animals and seasonal harvest in the first settlements. There was said to be a dark time in which severe drought came to the Mikacoan ancestors, and hordes of unruly tribes sacked what were previously plentiful lands. Seeing the plight of the Mikacoans, Deruhn descended to the earth to spawn a king who would deliver his people from famine and unrest. Thus the god-king line began. It is said that the first god-king, Sagal, was forced to endure many trials, which included seeing every face of Deruhn. This frightened Sagal so much that he had many glorious temples built in honor of Deruhn and his other faces. Today, Mikacoan faith is more practical and temples are not only sites of worship, but also of food storage and local administration. Deruhn's mythological enemy, Kalek, symbolizes disease, famine, and loss of logic. Following Kalek are the Hungry Demons, creatures only the god-king can vanquish. Many of these myths are documented in astral arrangements (constellations) and other such tales relating to nature.

Duhnism is not the only religion within Mikacoan society. In recent years, a prophet by the name of Selas has begun to preach that there is no Deruhn and that temples of the large cities have grown corrupt, squandering donations and giving solace to only those capable of providing the most goods. "Selasism" has developed a sizable following. The religion is largely peaceful and it shares many iconographic similarities with Deruhn, while lacking the same foundational philosophy. To many within Mikacoa society, it is the religion for the lower classes.

Goals: I would like Mikacoan culture and influence to continue a down-river spread from the Sister Rivers (Mikacoa itself should be a bit downriver in fertile lands around calmer waters). I want the current god-king to expand the Empire downriver, maintaining the prominence of the city Mikacoa and subjugating weaker, Mikacoan city-states (either through negotiation and the marriage of one of the god-kings many daughters, or through warfare). The Mikacoan people wish to settle on the coast, as they are avid fishers and fish is an important symbol in Mikacoan society. In addition to direct expansion and the consuming of Mikacoan-related city-states in the name of the Empire, I want Mikacoan culture to continue flourishing, perhaps focusing on the sciences and philosophy.
 
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