MNES: The Tides of Change

I'd be perfectly happy to resend, but if you don't want us to that's fine.
 
I'm pretty sure I followed the BT orders guideline to the word... I'll recheck and see if I see any problems.
 
I'm pretty sure I followed the BT orders guideline to the word... I'll recheck and see if I see any problems.

Yours were actually very good, 2 or 3 orders, including yours, were essentially perfect.

As for making people resend, that has to be your own choice, as I won't force anyone to. It will certainly help you in the BT though.:) But then again, I'm just going to start working on the update a few hours from now, so there isn't much time. :(
 
Orders resent. Hope they're helpful ^_^
 
Realistically, how long until the update is ready?
 
Realistically, how long until the update is ready?

Tomorrow, the entire north is done, and I'm beginning on the PD countries but I only have about 1 hours of time to work left today.:(
Edit: Aseneik, Kerana, Tsauaod, Srebigo, Vo Lov are all done. Turdeta, The Inth, NWAG3's country, Emitaru are not. I'm half way done with Havaltai, but then again, Havaltai will have a very long section with all the noise NK wanted to make.
 
Update One:
Foundations
c. 500 years​

In the northernmost region of this cradle of civilization, the Chenche of the Queki quickly grew tireless of their limited power base and sought to increase it. However, the three dominant Queki cities of the Chenche, Jure, Kokulen, and Aseneik, went about gaining more power in different ways. Jure expanded south/southwest to the river trying to increase their agricultural output, which only marginally increased its population and to a lesser amount than expected. Kokulen also expanded to the river, except to the east, but instead of trying to utilize the possible increase in output a river could provide, they rather built ships, and explored and colonized along the river, even bringing revelation to the Kerana downriver by briefly contacting them.

Aseneik, in shark difference to their neighbors, focus somewhat inwards, developing what land they currently had, refining their agricultural techniques and introducing a new crop, corn, which had been discovered to the northwest. The Aseneik Chenche also made great efforts to convert Jure to Juniljuk, an effort that largely failed until recent events made this much easier. That is because the Aseneik had united the Queki peoples.

Since their formation, each Queki city state conducted raids against each other; however, raids by Aseneik against Kokulen eventually turned into a full scale invasion by more than 7,000 spearmen and assorted support soldiers who gradually overran Kokulen. Aseneik then consolidated its gains, but many Kokulen colonies were neglected, for the Chenche Jure, being wiser than Kokulen, saw that Aseneik aggression would not stop with just Kokulen, and thus preemptively declared war and quickly put the Aseneik capital under siege. However Metilmati Hungut, the Aseneik Chenche, had prepared for such an occasion, and unleashed a new horse driven device that had been recently invented, the chariot, which along with the small garrison of the capital, managed drive off the besiegers, but only was able to simply delay the besiegers from capturing the capital. Help didn’t appear until Metilmati Hungut and the main Aseneik army was able to travel back from the former Kokulen lands and meet the Jure Chenche and Army in the field, which was quickly routed, and the Jure Chenche, who had commanded the army in person, killed. Afterwards, the Jure war effort simply collapsed, with lesser Chenche formerly of Jure declaring their allegiance to Metilmati Hungut and Aseneik.

(-Kokulen, -Jure, -2,500 Aseneik Infantry, -30 Aseneik Chariots, +Conversion of all Queki to Juniljuk)

Now with Queki people united under Aseneik, many are now calling the current period a golden age, as many Kokulen colonies are being reclaimed and with contact Kerana very recently reestablished, profitable trade has began to commence between the two, especially with the economy booming directly as a result of the recent population boom from the advance Aseneik agriculture techniques being spread throughout allowing some peasants to become artisans who along with workmen have begun construction grand temples for the Chenche.

Speaking of Kerana, they for the most part lived alone in the world and slowly developed their economy, most noticeably by fishing the Paavali extensively and by using nearby stone quarries that were discovered to build some of the most magnificent buildings in the world. Chief among these the Epic Mausoleum of Dead Kings, which, although it took over a century to build and compete, is to all who have seen it, most certainly the most beautiful building in the world, and has gone a long way to increase the fanaticism of the Kerana Ancestor Worship. Contact with the Kokulen and later with Aseneik brought revelation to Kerana that there was other civilization in this world, but strangely no major action or change in policy was taken by Kerana, other than starting the already mentioned trade route with Aseneik.

Directly east of the Kerana, the competitive Tsauaod acted quite unknowingly like the Aseneik and focused inward making many of the same improvements in agriculture but also greatly improving their mining techniques. These combined with natural population growth allowed the amount of silver mined out of the mountains to nearly triple, which proved to be extremely lucrative when contact and trade was established with the Havaltai. Recently, small kingdoms and chiefdoms have arisen between Tsauaod and Havaltai and have further increase the profits reaped from trade downriver, and also limited the affect that the wars of the south have had on trade.

I will save these southern wars for last, and instead go to Tsauaod’s distant relatives, the Srebigo, who mined and traded as much as ever. However, the trade proved to be even more lucrative when agriculture was gradually adopted to their mountainous homelands, and they became somewhat self supporting and less grain needed to be imported, but large amounts were still needed to replace the food lost by peasants who instead mined in the copper and tin mines or by the many warriors who frequently raided the tribes and small chiefdoms that gathered around lake Zreva. Soon after when it became obvious that there was soon very little left to plunder around the lake, a rather disorganized occupation of the lands that were once raided began, and eventually the entirety of the coastline was occupied except for what the Vo Lov occupied themselves. Noticeable attempts were also made to explore the Hreva Mountainous, but these and those involved were deemed a failure for only discovering more endless mountains.

(+1 EP for Srebigo due to Plunder)

South of Srebigo, the Vo Lov continued to dominate the vital trade routes between Srebigo and the increasingly large Bronze Age world, especially as contact with Havaltai was made. The Vo Lov slowly expanded southwest along the Kevlea River to the first major fork in the river and around Lake Zreva. Soon, the Council of Olve tried to cut down on corruption, and a large bureaucracy was created as a means to that end, but while corruption has been limited, some say that elements of the bureaucracy itself are corrupt. A side effect of the creation of this bureaucracy is that Vo Lov overall has become very efficient and organized compared to the rest of the known world. This has allowed a new idea of the council, currency, to start to spread rapidly throughout the country, and recently into the trade routes. This has cause trade to reach unprecedented levels, especially when silver from Havaltai merchants was made the standard material of the currency of what was for very long time, the richest nation in the world.

Now, to the southern wars, which seem to occupy the rest of known world, but this is mostly due to the fact, that the chief architect of these wars, the Aivastai (Council) of Havaltai are in the center of it. Initially however, Havaltai peacefully developed internally a agricultural output was increased through new techniques that been discovered here as well as throughout the world, which allowed some of the populace to become artisans, workmen, and engineers. Infrastructure and temples to the Havalta Polytheism were all built, a small bureaucracy created, and the military vastly reformed, which soon allowed it to become the best trained and organized military in the world. It was immediately put to use since Havaltai started to constantly expand along the Kevlea to the north and south, and later to the east when rumors of a western river were investigated and turned out to be true. However, the massive spending required for these advancements nearly bankrupted the Havaltai state, but the development of trade routes with the Tsauaod and assorted smaller countries to the north, with Turdeta and Vo Lov to south, and with the Kelgorohhinth of the east brought Havaltai into the center of three great trade routes in the world, and that is, into most of the trade in the world, and soon the empty treasury was more adequately refilled.

By this point, Havaltai was agreeably the great country in the world, for it soon surpassed Vo Lov if only for its great strategic position in the trade routes, but the Aivastai soon wanted to cement themselves as the greatest power the world has ever seen, and so they went on the warpath. Using the wealth from trade, they financed the largest, best equipped, and best trained military in the world, and sent it out in all directions. To the north and along the Kevlea River, many infant countries were crushed, simply to young and weak to put up much more than a feeble resistance. To the south, the largest force was sent, expanding almost to the first major fork in the river, while raids against Turdeta, Vo Lov, and Srebigo were sent out. Lastly, a major force was sent west to the Paavali River, but this time, the Havaltai soldiers and officers came against the much more organized resistance of the Kelgorohhinth. Here, the first defeat fell upon Havaltai, for the more numerous Inth combined with their better archers allowed them to simply overwhelm the Havalta army and win a strategic victory, though the casualties were very disproportionate. However, instead of retreating, Havaltai simply expanded further up north away from Kelgorohhinth, and still managed to secure connections between the two great rivers. Havaltai is now clearly the superpower of the world, but one wonders how long it can keep up its continuous expansion on all fronts before internal cracks begin to appear?

(-2000 Havaltai Infantry, -500 Havaltai Mounted from all campaigns, -3000 Kelgorohhinth Infantry)

Kelgorohhinth, for their own part expanded rapidly like Havaltai, but instead of strengthening themselves internally, neglected their economy, and the signs have gradually begun to tell. The massive army used to almost quintuple its size around the Paavali and between the mountains to the northwest and southeast have drained the treasury and economy, the latter already weakened by numerous raids from hostile tribes nearby. Many breathed an ironic sigh of relief when victory over the Havaltai aggression was achieved, for over almost a third of the army had been killed and no longer had to be supported, but Kelgorohhinth is still at a turning point. They have a large amount of land and a huge population, but one that is still stuck in agriculture and is beginning to slide towards rebellion, and the large army still burdens the economy, and any attempt to increase it without developing economy first would be most certainly suicidal, yet with hungry powers such as Havaltai and Acolhnahuacatahkushtal nearby, doing so may not be an option. These are indeed troubling times for Kelgorohhinth.

Acolhnahuacatahkushtal had a remarkably similarly policy as Kelgorohhinth, with rapid expansion to the west and north, but had the foresight to invest more in their own economy. They also managed to support their rapid expansion by raiding and plundering from those who couldn’t, Kelgorohhinth. At its peak, one would have thought that most of the Acolhnahuacatahkushtal tribes and confederations were at war with Kelgorohhinth, and perhaps they were, but Acolhnahuacatahkushtal numbers were limited, and occupation was not an option, and eventually the Kelgorohhinth learned to maintain a large border force with Acolhnahuacatahkushtal and the raids died down, but the damage was done to Kelgorohhinth. Recently, some more naval oriented Acolhnahuacatahkushtal tribes, which have made noticeable improvements in ship quality, have either established colonies or simply sailed across the sea to lands neighboring Emitaru but found the land to be no improvement over their homeland, and if anything, more arid.

(+1 EP for Acolhnahuacatahkushtal from plunder)

Emitaru, despite neighboring Kelgorohhinth, has had none of the troubles that are brewing just over the border spill over into their lands, and have peacefully developed their country. Expansion occurred general in all directions, and an extensive road system was built to connect it. Exploration was also made around the mountains to the west, and sightings of a civilized peoples on eh other side of the mountains were made, but no formal contact has been made. Most significantly, the Emitaru made many advances in metallurgy that have inadvertently led to a boom in the creation of magnificent pieces of copper metalworking, many of which fetched a high price on the Paavali Delta trade routes.

Last of all, Turdeta prudently secure its main source of income, the fruits around the south of the Kevlea delta, and soon were able to domesticate them, and thus, the need for the last vestiges Turdeta had of its former hunter gather lifestyle were gone, and the gathers or old slowly melted into society. However this was of little notice to the theocracy, who were concentrating on the tribes along the river to the north who were to be converted to the worship of Gaia, and these tribes were converted easily enough, and were essentially annexed. This however, brought Turdeta into conflict with Vo Lov, which had expanded to the land just northeast of these newly converted tribes, and had the intention of continuing to expand. Armies were raised, and sent to the fork in the delta, even in number, training, and in experience using bronze weapons. Turdeta though, possessed one thing that Vo Lov didn’t, fanaticism for their religion, Triad, which provided enough incentive for the Turdeta Swordsmen to give the final effort that won the decisive battle of the conflict and allowed Turdeta to keep the fork in their possession. Yet, with a large Havaltai army gradually moving down the Kevlea, how long will Turdeta be able to retain control of these lands before blood will again have to be split to keep them?

Notes:
Sorry about the whole orders debacle. I only mentioned it in the first place just to avoid giving some BS excuse to explain why the update had yet to appear. This turn, I’ll give some orders as examples of what to do, overhaul the BT order structure, and explain the setting for this turn in more detail. Also, because I was feeling guilty about it, I was a nice moderater this turn.

The reason Havaltai was so successful this turn was because NK sent the best orders, Havaltai is extremely rich off of trade, as it has 36 trade, compared to Vo Lov, the next highest, with 19, and the fact that this turn was 500 years, which is plenty of time to do things like NK planned.

Something I learned this turn, is that I’m a very slow updater, considering I put about 12 hours of work I put in this. Maybe some of that was because this was my first official update, or because I had a loose guide for doing to update, which needs to be overhauled to, but still, I’m slow.

The deadline for order will be Friday the 17th, at 6:00 AM EST.

Preliminary stats will be up soon, the NPCs have not been put in stats or the map, so they will change, though not by much.

Current Trade Routes:
LPD: Lower Paavali Delta
SKR: Southern Kevlea River
NKR: Northern Kevlea River
UPR: Upper Paavali River

Some of you will notice that you have 0 for available spending, that is because that some of you have large armies with their maintanence costs which are about equal to what your combined domestic and trade economies put out. Decrease the former or increase the latter and you'll have some spending again.

Countries with chariots, like Aseneik, have the prices of 200 mounted units for 1 EP, while other countries who have horsemen have 500 mounted units for 1 EP. Now, you can switch between the two if you want(All countries have horsemen as default), but only if you have both. However, expect knowledge of chariots to defuse south along the trade routes rather quickly.:)

Lastly, noticed that many of you got ECs(Which are red), and even TCs(Which are green), yet I didn't mention it in the update like I did last update. That was a one time thing, and now I'm just letting the stat calculator auto calculate them like its suppose too, which is hard to explain in the update why they appeared as something other than just economic growth which all are, so I won't even try. This also applies for Religious Centers.


Map:

turn1gifwithnames.gif
 
I did ask what to put here because I did not understand that particular stat. To quote
Vertinari118 said:
Army size: 75% (?What do I put here?)

Other than that it was a brilliant update. I now have a much better idea of how to write orders for this NES. One other misunderstanding; the new bow designs were meant to be deployed in hunting, to improve food levels, as well as war and my archers have not been trained rather they have gain superior technology and that is a crucial difference. An experienced and trained but slightly less advanced force can beat a militia armed with best equipment of the day, well not quite but you know what I mean.
 
I did ask what to put here because I did not understand that particular stat. To quote

Other than that it was a brilliant update. I now have a much better idea of how to write orders for this NES.

Sorry, it seems like many didn't fully understand that particular input, and I had to half the max soldier support just to meet some, like yours.

Also, I just realized this, but I didn't add the gray civilized zones to the map that had grown or appeared this turn. I'll do that along with NPCs tomorrow.:)
Edit: Ok Vert, will change tomorrow.
 
Nice update indeed. (I'm third, behind first by 100 points! Woo!)

Looking forward to sample orders, though I also already have a better idea.
 
Looking forward to sample orders, though I also already have a better idea.

What? I'm all ears.:)

Also, I forgot to also put this in the notes, but Kerana is about to make contact with Havaltai, while Aseneik will with Tsauaod, albiet later than the former. All civilizations south Havaltai(including Havaltai) are going to make contact with each other. Lastly the northern civilizations will make contact with the southern ones last, if only because they're be trading with Havaltai.:)
 
What? I'm all ears.:)

Guess that didn't come out right - I've got a better idea about how to write orders than I did before the update.

Hah, I just noticed that right now Emitaru looks like Austria.
 
Is the next update a BT or IT, BTW? You didn't mention it in the update.
 
Is the next update a BT or IT, BTW? You didn't mention it in the update.

I will(in detail), tomorrow as with everything esle, but basically, its a BT like this turn, through in the mid to possibly late bronze age, think Bronze Age empires.:)
 
I realized that for the BT turn order structure, only a few things needed to be tweaked, but here is the BT turn order structure regardless:

Spoiler SHINY NEW BT TURN ORDER STRUCTURE :
BT Long turn order structure
Any turn longer than 50 years will require this type of order structure.

1. Stats from the last update as posted

2. Tell me the extent that each of the listed choices influences your nation’s Leadership. Please put a percent next to each that shows the balance of power between them. If there is a 20% change or more from last turn, please describe why. They should total 100% and 0% values are acceptable for individual items.
• King, queen, monarchy or other similar ‘secular’ leadership
• Council, advisors, elite or other group rule
• Religious leadership by priests and others
• Military leadership by generals who are not kings etc.
• Other (explain)

3. Please allocate a percent of your available resources to each item (total to 100%); then list at least 1 specific goal for each area in which you have at least 5% of your resources; and multiple goals for each area in which of have at least 20% of your resources, you may write a few sentences if further explanation is needed. Those items with a higher percentage attached are more likely to actually happen. An allocation of greater than 50% in a single area might well unbalance your nation and cause unintended consequences. An allocation of less than 5% will be treated as 0%.
• Domestic Economy
• Territorial Expansion
• Religious & Cultural
• Technology
• Military Practices
• Exploration
• Government Practices

4. Military Matters. This section doesn’t require much more than a word or number entry unless you are actually planning a war. If are you going to war, then do as what you would any other in any other NES, explain your plans and goals, and including a map is always helpful.
• Army size: percent of whatever the most current maximum is, be reasonable
• Percent infantry vs mounted
• Favored weapon for each branch of service
• UU description if you can have one.
• Size of navy: small, medium, or large
• Nations which you will attack in this 50 year period:
• Nations you will attack only if they attack you first:
I assume you will defend against all attacks.

5. Anything else you want to say that might be in BT turn orders. (optional) You can add any flavor text or details that will fill out nation's story.

Here is some additional formation to help you allocate resources and formulate goals in section 2 above:

Your Domestic Economy typically includes things like these:
• Agriculture
• Aquaculture
• Infrastructure
• Roads
• Crafts, production, commercial enterprises
• Engineering
• Education

Territorial Expansion includes expanding the borders of your main nation or already existing colonies or holdings not directly connected to your main nation. It is focused on expansion and not necessarily war unless your expansion is into another player’s territory. See war section.

Religious & Cultural efforts would include popularizing your religion or encouraging its spread to other places; increasing the cultural influence of your nation relative to your neighbors. If you wanted to increase or decrease the fanatical nature of your religion, it would be noted here.

Technology: learning or discovering new ways of doing things across the entire range of categories listed here. Please keep them appropriate to the stage of our development. Limit is 2, remember.

Military Practices: Both naval and army related items can be included. Gaining the ability to have a UU would be here. If that is a goal, then please describe your UU.

Exploration: unrolling the cloak of blackness from land and sea areas, improving shipbuilding and navigation, adding trade routes, creating new settlements distant from your home nation.

Government Practices: Anything related to how you govern your people can be here: civilian leadership, bureaucracy, taxation, important policies, succession plans.

Sample (and simple) Orders: (Without stats listed)
Spoiler :
Leadership:
• King, queen, monarchy or other similar ‘secular’ leadership 80%
• Council, advisors, elite or other group rule 0%
• Religious leadership by priests and others 20%
• Other (explain)

Resources allocation

Domestic Economy: 30%, Improve roads and craft production
Territorial Expansion: 10%, Expand north into the river
Religious & Cultural: 10%, Increase the influence of religious leadership and spread our religion to nations south of us.
Technology: 10%, learn to make steel and navigate across open ocean
Military Practices: 10%, Develop Primitive Bronze Armor
Exploration: 10%, explore the coastline to the north
Government Practices: 10%, create a primitive legal system

Military matters:
• Army size: percent of whatever the most current maximum is 75%(Was 60% the previous turn)
• Percent infantry vs mounted 80%
• Favored weapon for each branch of service: gladius and bow
• Size of navy: small medium or large: small
• Nations which you will attack in this 50 year period: None
• Nations you will attack only if they attack you first: Mayas


Here are to examples of good orders, which may be useful as guides, from last turn from Lord Iggy and Milarqui:
Spoiler Srebigan Orders :
Srebigan Orders
________________________________________
Stats
Srebigo/Lord_Iggy -
Ruler/Heir: /
Overall Score: 192
Leadership/Stability/Culture: 1/1/2
Available Spending: Economy/Treasury: 1/3
Population/Area/Diversity: 1/0/1
Domestic Econ/Trade Econ: 5/2 Growing
Upkeep: National/Army/Navy 0/0/0
Confidence/Corruption: 20%/46%
EC/TC/RC: 1/0/0
Maps & Charts: ,,LZ,,,,,,,,,,,
Religion/Fanaticism Level: Serbigo Polytheism: 0 / 0
Significant natural resources: 2 (Copper, Tin)
Policies Permitted: 0
Indexed Army/Navy Value: 3/1
UU: Name/Type 0/0
Army: 1000-I, 0-M, no -aUU (12700-max)
Navy: 0-W, 0-T, 0-nUU
Projects: No
Army Costs: 1 EP buys: 1000-I, 200-M, 200-aUU
Navy Costs: 1 EP buys: 50-W, 25-T, 10-nUU
Leadership (Civ/Mil/Rel) 1/1/1
Government: Despotism
Military: Early Bronze Age Weapons, Untrained Spearmen and Swordsmen
Naval:
Economic: Mining
Culture/Religion: Serbigo

Leadership
• King, queen, monarchy or other similar ‘secular’ leadership (25%)
• Council, advisors, elite or other group rule (5%)
• Religious leadership by priests and others (0%)
• Military leadership by generals who are not kings etc. (70%)
• Other (explain)

Resource Allocation
• Domestic Economy (20%)- Copy agricultural practices from our neighbours, and adapt them for use in our rugged homeland. Significant additional income is gained from sending out regular raiding parties to plunder the lands and possessions of the simple tribes around Lake Zreva.
• Territorial Expansion (25%)- Gradually expand around the Zreva, taking the lands that our raiders seize and plunder- land is very valuable in our society, and we believe in the rights of the conquerors to keep what they take. Additionally, expand northwards into the mountains, herding sheep, goats, or whatever beasts are available in the vales.
• Military Practices (30%)- We will equip our army with weapons of skillfully-forged metal, focusing on creating a deadly and fast striking force.
• Exploration (25%)- Many attempts will be made to develop a greater understanding of the world beyond Lake Zreva and the Hreva Mountains. [Censored!]

Military
• Army size (30%)
• Percent infantry vs mounted (90%/10%)
• Favored weapon for each branch of service (Axes and Spears for Infantry, Spears for Cavalry)
• Size of navy: Small
• Nations which you will attack in this 50 year period: The grey-toned tribes around Lake Zreva.
• Nations you will attack only if they attack you first: [Censored!]

Miscellaneous
Our capital is named 'Ahndigo', and in this time, our most notable Kings are Merido Vacleg, a great raider and expander of the nation, and Zeryan Malledeg, the great King who launched many explorations to chart the world.

Overall, we are a rather decentralized state with a lot of emphasis on the individual tribes, and their military capacities. Happy updating!

Spoiler Turdeta Orders :
[ToC]: Turdeta, 1st Turn Orders

--------------------------------------------------------------------------------

1. Stats
Turdeta/Milarqui -
Ruler/Heir: /
Overall Score: 207
Leadership/Stability/Culture: 1/1/3
Available Spending: Economy/Treasury: 1/4
Population/Area/Diversity: 2/0/2
Domestic Econ/Trade Econ: 4/1 Growing
Upkeep: National/Army/Navy 0/0/0
Confidence/Corruption: 28%/46%
EC/TC/RC: 0/1/0
Maps & Charts: ,SKR,LZ,,,,,,,,,,,
Religion/Fanaticism Level: Triad: 0 / 0
Significant natural resources: 1 (Apples)
Policies Permitted: 0
Indexed Army/Navy Value: 3/1
UU: Name/Type 0/0
Army: 1000-I, 0-M, no -aUU (17300-max)
Navy: 0-W, 0-T, 0-nUU
Projects: No
Army Costs: 1 EP buys: 1000-I, 200-M, 200-aUU
Navy Costs: 1 EP buys: 50-W, 25-T, 10-nUU
Leadership (Civ/Mil/Rel) 1/1/1
Government: Despotic Theocracy
Military: Copper Age Weapons, Untrained Spearmen and Swordsmen
Naval:
Economic: Agriculture, Gathering
Culture/Religion: Iveriz

2. Influence
• King: 30%
• Council Of Sages: 20%
• Priests: 20%
• Military leadership: 20%
• Food Gatherers (they have some influence, as without their input, people would die of hunger): 10%

3. Goals:
• Domestic Economy: 20% Improve Agriculture (10%) and Infrastructure (10%)
• Territorial Expansion 15% Expand towards the north and along the river Iveriz in order to secure the source of the Apples resource.
• Religious & Cultural: 20% Spread our religion to those unenlightened nations (15%) and build temples in all or our cities so that people may worship Gaia (5%).
• Technology: 25% Learn to make iron tools and weapons (15%) and learn to sail in the seas for exploring and searching for new food sources (10%).
• Military Practices: 10% Train our soldiers so that they have more experience with their weaponry.
• Exploration: 10% Explore towards the south-east.
• Government Practices: 10% Have the priests back up a claim that corruption will mean immediate loss of said job.

4. 4. Military Matters. This section doesn’t require much more than a word or number entry unless you are actually planning a war. If so, then tell me what you plan on achieving as a result of the war.
• Army size: 60%
• Percent infantry vs mounted: 75%
• Favored weapon for each branch of service: Sword and Bow
• Size of navy: small
• Nations which you will attack in this 50 year period: None
• Nations you will attack only if they attack you first: Havaltai, Vo Lov

5. Other things:
• Attempt to find more resources in order to make our nation richer and thus able to do more things.
• Finding Iron mines will go a long way in the nation's long term plans.


Lastly(for detailing orders), this turn will be 500 years, that means that everyone has the ability to do many things, even more than this turn compared to last now that there is more resources at your disposal. Fx. Havaltai could conquer both Deltas(with lots of luck), build an extensive road system, and grand temples, and still have time to interact with the north. So be ambitious but reasonable!:)

The 500 years will be like the middle to possibly late bronze age, so think bronze age empires! The bronze age collapse might sneak in there too so be prepared!:mischief: Also, I'm loosely using AFSNES and N3S-EoE as guides, so it may help you to look in those for some help about what I'm trying to describe.

Finally, I completed Update One(:D), please look at the notes section, which has more notes and at the map, which has two new NPCs(who are in the stats) plus many little countries which are not yet powerful enough to be colored NPCs, but will put up more resistance then the barbarians or tribes in the gray areas. Now I only have to update the front page...
 
I don't know much and will probably be more annoyance than use but... here goes nothing:

Norwan (Norwanians)

Starting Location:
Spoiler :
turn1mapgif.png
(randomize whatever color you like, expt pink)
Society:

Most boys are though one profession and basic military skills, they learn skills (like hunting) far away from home(location is chosen randomly). While away, their time will be spread between learning a profession, learning military skills and doing state/village labor. Girls are also taken to new randomly chosen village to learn basic skills under local women (like herb gathering and skin tanning). This learning period lasts from ages 8 to 14-20 (Depending of profession). Some of the boys will be trained militaristic leaders or traders, those are very valuable professions and only chosen boys (according to their skills etc.) can become those.

After obtaining profession they can then ask bride (or groom) from either of villages (from the one they were born in or the one they learn in.) They can ask to be married with certain villager or ask council(s) to assign them one(or few more, depending of many factors). Council assigns people together according to many variables (including how well did those students work). Male is then forced to work 1 year in his "learning village", during that time, he usually marries.

Before marriage men and women do not have rights to talk about issues in society, make decisions or own property(other than what they can carry with them). After marriage, couple must move into new "village" they like, (usually, the state they were trained in won't accept them). Village has right to refuse accepting new immigrants, if they have profession(s) that village does not want or need.

Once young couple arrives to new village, village helps them to build a house. Funding can vary from "you can build hut here" words to state labor (by teens) and/or some (or all)materials needed - according to how needed couple(or triple) profession(s) is(are) in chosen village. After 2 years of living in village. They will be treated as "locals".

Once treated as locals, person can join with local council, if he or she wishes. But applicant has to have enough knowledge and wisdom to pass council "tests", usually the ones who are able enough to lead and have some life experience(aged 40 with few kids) can pass the tests.
Council is shared into three factions :
*Male council (deals with mostly outside issues and food gathering)
*female council (deals with crime, village job allocations teenage abroad sending, marriage etc.).
Both councils choose "leaders" (male choose 2 leaders to represent them while females choose only 1), who will make final decision and see that those decision are followed. Council leaders can be changed after 20 years or with council votes.
*"3rd council" contains only militaristic leader, who is chosen for 30 years and his aids(who he chooses). Militaristic leader dictates village teen-recruits training and any military defense (and offense), if need should arise. He is chosen from locals by council leaders.

All villages are linked into this system making nation have many village-states, only things that connect those "states" are teens who are "abroad" and trading leftover products with other villages.

*Thanks to large knowledge in medical herbs, people live long and many injuries (that are fatal) can be healed.
*Thanks to medium knowledge in herding animals(including healing them thx to herbs!), people rarely reach starvation point.
*Thanks to "forced immigration" between villages, village-states do not, often, war among each other.

Lineage: People know who are their parents and who are they brothers/sisters. Parents have right to demand their sibling to feed and house them(should they need this). When marrying, male chooses one nature-form(animal, element, plant) to be his second name and wife(s) also get(s) that name, their children only have first name. There are no further connections with family.

Values: Honor(quite extreme!), Life-experience(respect them), bravery, hard work/talent(they get better starting conditions from villages), laws, loyalty to partner(s) and to village they live in (both are rather important!).

Religion(s): Nothing atm but general draft -> Every human has spirit (that has form of some creature). The place where you get your first kid is holy to you and must be protected at all costs. Nature is the most powerful and unbeatable ally of believers.


Language(s):
Many words are "rough" and "short"(like in German), "describing" words are nice and "smooth/poetic", so orders like: "Go there!" or "do this with that" can be given fast, but if needed (to teach or to guide) more poetic words can be used to add much more describing details and "beauty".

Mythos: nothing atm
Economic Base:
Food=> Hunting, herding and growing/gathering medical herbs/plants. (no real agriculture)
Trade=> exporting medical potions, dyes, cleaned fur (other animal&plants products).
Importing tools or raw materials needed to produce tools or goods(clothes, ropes, iron etc.). Tools and crafts are made by male craftsmen/smiths while plants and their products(cloth, dyes, juice for few examples) are prepared by females.


Nation Names: Usually 4-5 chars long. Arium, Ontom, Orka, Afom, Ikus

Person Names: Foro'k Salamdus, 'Momman Efomnum, A'phidos Fashramandum, Ankhor Delawareas, Rho'kan Juyuantom, Hurm Leianukaium. (strong first name, long "soft" second name (more describing version of nature element ))

Place Names: Afk (afraianus), Problom (Problakiandus), Urk (Urghaiand), Mort (Mordianatus) ShortStrongForm (LongerMoreDescribingForm ending with -(t)dus or -and)

OTL Mix: Prolly some American natives tribe.

Low level of river trade (2 rivers near starting location). Professional trained-at-the-age-of-8 traders.
Skilled militaristic leaders, poor military quality.
No real agriculture - thanks to mountains and hills surrounding starting area.
Large knowledge in herbs (like spices, healing drugs etc.).
 
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