pre-SKNES

SouthernKing

crickety cricket
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Hi y’all! I’m SouthernKing. If you don’t know me, I am fairly new to this forum; I joined my first NES (Nuke Nes IX: Genesis and Armageddon) in late summer last year, and since then played in ten or so different NESes, some where I have done well, some not so well. This is my first attempt at modding a NES. It is a slight variation of the standard “fresh-start NES;” instead of a world map in the Bronze Age or earlier, this is a medieval Roman Europe and Middle East start, starting in 750 AD.

I want to make this a simple to play, simple to mod, yet fun NES.This NES should have week-ishly updates, each spanning 25 years at first, and I hope that this NES will at least reach 1000 (update 10) although ideally I wish to see it go much, much longer than that.

Special thanks should go to GamezRule and the players of the beta of this ruleset, which was mainly a test to see whether or not I could mod such a game: mayor, General Olaf, Tycho, Civ’ed, Yoshiegg737, hoplitejoe, Tomorrow’s Dawn, Mosher, christos200.

SKNES: Architecture of Aggression

The year is 750 AD. Rome, once a grand city of a million, is now little more than an abandoned, run-down hamlet with nothing more special than reminders of a past age and the seat of Western Europe’s glorified bishop. Its great empire has all but vanished off the face of the earth. Europe is in the cold grip of the Dark Ages. In the east, the dying light of Constantinople is the last enclave of the glory that was Rome. Even farther east, armies march, not in the name of Christ, but in the name of Muhammed. Even in this blanket of night, a new dawn is just over the horizon. A bright future awaits you. Will you seize it?

Joining the Game

You may decide to play as any nation, historical or imaginary; just use common sense. There are already 2 pre-existing nations whose lands will be determined by what other players choose to play as: the Papal States and East Roman/Roman/Byzantine Empire. (However, I believe GamezRule has already confirmed ERE, and one of the beta players – I forget who – has expressed interest in the Papal State (Beta players, you may replay your beta nation, just reconfirm and state any changes) To join, I just need the following information, in some form, simple or complex:
Nation name/User name: Self-explainatory
Color: You may choose any color, except for the color of the water (to avoid confusion) and grayscale colors. Please note that I am partially color-blind, so if I mix up colors feel free to correct me, you now know why ;)
Starting location: The site and/or name of your capital (it can be historical, if you wish), and what lands you wish to have within your realm. Please keep it realistic however; the only places I really don’t want people starting in are Iceland, the Sahara, the Rub-al-Khali, and the far north. The rest of the map, from the Horn of Africa to the Russian steppes to Pakistan to Morocco, however, is yours.
Government and religion: Two things I need are your form of government (either Tribal Government or Despotic Monarchy) and your religion (which can be any religion that existing during this time period, even if it is somewhat ahistorical - such as Hellenic/Roman polytheism surviving into the Middle Ages)
History: What is your nation’s history up to 750 AD? Are you a Roman remnant, a settled “barbarian” tribe, an Islamic breakaway dynasty? EDIT: Note that you can mold the area around you to fit your history.

The Stats


The stats show your nation’s current status; therefore, you should pay close attention to them, as in any stat-based NES. I will also be using them to explain the rules.

Kingdom of Savoy/Mosher

Government: Despotic Monarchy
Stability: 0
Economy: 5/0
Army: 1 Irregular Company
Navy: 2 Galley Squadrons
Religion: Savoyard Christianity (5)
Religious Minorities: Roman Catholicism (2/3), Gallic Animism (2/2), Orthodox Christianity (1/3)
Literacy: 10 (Low Middle Ages)
Influence: 8
Projects: Road Restoration (0/10)

Governments and Rulers:
Throughout all of history, having a powerful authority has been the norm, and that did not change even in the Dark Ages. Currently, all nations except the 2 starting NPCs are either Despotic Monarchies or Tribal Federations. Generally, Despotic Monarchies are a united nation under one ruler or king who is all-powerful, and Tribal Federations are many different autonomous groups under the collective rule of a group of people or possibly even one person.

Your government plays a huge role in the running of your country, and how your country will be shaped. With Despotic Monarchies, it is easier to raise quality troops but harder to raise large numbers of troops, while Tribal Federations allow a higher number of soldiers but lower quality. Tribal Federations are also able to add more land faster, while Despotic Monarchies are able to expand economically faster. As time passes, however, you will find that your starting government will grow more and more obsolete, and internal factions within your county will start demanding change.

Another thing that is vital to your nation is Stability, which for the purposes of this NES, is how a combined stat of how much internal problems within your country are affecting your government’s authority. Stability in this game is measured on a scale of -3 to +3. If you are a Europa Universalis III player this should seem familiar to you. A country with +3 stability has no internal problems whatsoever, while a country with a stability of -3 has control over its people in name only. As a rule of thumb, if your stability is below 0, then there is the risk of rebellion. However, maintaining +3 stability for extended periods of time will be a massive drain on your nation’s resources, as almost everything can and most likely will impact your stability.

Economy: Your little state’s wealth is a mere shadow of what it would have been under Rome. But be glad for what you have, for it is more than most of the rest of the known world. Economy is a measure of your country’s wealth, and the economy stat is shown as two numbers, such as 5/0. The first number (5) is your income per turn, this is basically your usable number of EPs per turn. The second number (0) is what is stashed away in your treasury; this is basically “banked” EPs that have either been traded or unused. Unused EP automatically gets banked for future use.

Economy is your lifeblood. Without a stable, growing economy, your nation will struggle. But watch out; if your economy outgrows itself and becomes too bloated, you will face severe problems down the road. So be sure to always keep a close watch. EPs can be traded, gifted, or forced to be given up in peace deals. However, since modern banking systems do not exist yet, EPs do not earn any interest of any sort for the time being.

Warfare: This is Dark Age Europe. War is a part of everyday life.

Your army strength is measured in companies. These can vary in number, but on average they are around 1000 men for game start. Since these are long periods of time per turn (25 years for now) this stat measures not the amount of soldiers you have at any one time, but instead the total number of capable soldiers that you can raise; few nations had any semblance of a standing army during this period.

As a general rule for army building, 1 EP will get you:

3 Irregulars – Ill-trained, ill-equipped units, poor all-around, but cheap.
2 Melee – Good at offensive, but they can be overpowered extremely easily by mounted units.
2 Ranged – Good at defensive, even more so in fortified locations, but in the offensive they are near-useless.
1 Mounted – Excellent all-around in the open, but near-useless in urban combat.
0.5 Siege – They are expensive, unwieldy, and only good for attacking fortified locations, only wealthy and powerful nations can actually afford to use them, but they can speed up advances in dense regions by a lot.

Navies are measured in groups; again the number of ships per group varies greatly. Navies are much simpler, with no real categories; just use historical background here.

To declare war, simply provide a casus belli; a reason to fight; this will determine background stuff, including the war’s name. Details on campaigns, including maps, are extremely useful. It may be useful to spend some money on funding your campaign; otherwise your soldiers will be forced to live off the land and morale will drop as fast as a boulder rolling off a cliff. Combat will be calculated using an RNG depending on number, type and other factors of units, and battle casualties calculated using that same RNG roll.

For each age, your nation may have one unique land unit and one unique sea unit; PM me if you are interested.

Religion: Faith determines a lot in this world, and it is all that many are left clinging to for hope; as such, it is an important mechanic in this NES. Under “Religion” is the religion of your nation’s rulers, and therefore your nation’s accepted main religion. The number in parenthesis next to it is the number out of a truly random selection of 10 of your nation’s denizens that follow that faith; in other words, multiply it by 10 and you get a very approximate percentage of people who are followers of that religion.

Under “Religious Minorities” are listed those faiths which have a major group of devotees in your nation but are not that of your rulers. In the parenthesis next to each one of these, there are two numbers. The first number is the number out of 10 that follow that faith. The second number is willingness to side with the accepted religion, out of 5: a number of 5 means that this minority is effectively a subsect of the accepted religion, while a number of 1 means that this minority is either outlawed or in open revolt.

At game start, Europe is divided into a multitude of clashing faiths. The south and east are mainly Muslim lands, contested between the Sunni and Shia sects, although Christianity, Judaism, and even Zoroastrianism have managed to eke out an existence. Roman Catholicism, with a nominal power structure vested in the Pope in Rome, has managed to establish some level of dominance over western Europe. In the East Roman Empire, a slight variance of Christianity, defined by the Ecumenical Councils of Constantine’s time and led by the Ecumenical Patriarch of Constantinople, has established itself as the permanent religion. Especially in the north, in places where the Roman Empire was never able to reach, the scattered pagan and animist beliefs thrive, but missionaries from the south are slowly but surely making progress.

The Pope (Papal State) and the Ecumenical Patriarch (under the control of the player of the East Roman Empire) are game mechanics. (No other major religion had a spiritual leader of note with power vested in him during this time period.) Whoever controls them can issue doctrines, send missionaries, and eventually even call crusades, all in the name of faith. Their influence within a country varies directly with their respective faith’s number of followers within said country.

Literacy and Influence: With civilization committing mass seppuku over the past few centuries, understandably scientific advancement and cultural achievement have declined. You may be able to turn that around.

Literacy represents not just literacy, but scientific knowledge as a whole: it is not proportional to any number, but represents an overall level of advancement. Literacy can be improved not just by building schools and funding monasteries, but by a number of other The “ages” in this game are something like this:

Post-Classical Age: (0-9 literacy) The advancement of the OTL fifth, sixth, seventh, and eighth centuries.
Low Middle Age: (10-19 literacy) The advancement of the OTL ninth and tenth centuries.
Middle Age: (20-29 literacy) The advancement of the OTL eleventh and twelfth centuries.
High Middle Age: (30-39 literacy) The advancement of the thirteenth and fourteenth centuries.
Renaissance: (40+ literacy) The advancement of the fifteenth and sixteenth centuries.

Being in a more advanced age carries all sorts of bonuses, from combat to influence to economy. Note that due to this being a different world, technology need not advance along a RL path; if you so wish, you can completely alter the advancement of this world.

Influence represents an overall level cultural influence and national prestige; through cultural dominance, a nation can make its mark on history. By making tales of your deeds heard across the continent, you can increase your prestige and thusly your influence. Influence carries many benifits; the greater it is, the more diplomatic clout your emissaries carry in foreign courts or royal tents, the easier it is to increase population as people migrate into your lands, and the easier it is to maintain and increase stability.

Update policy/orders/housekeeping/etc.: The NES will have weekly updates (weekly update deadlines, at the least). I will try to get updates done in 1 or 2 days at the most, depending on what is going on in my life at that time. That number should decrease as this school year begins to wind down.

As for orders: please title them something like "SKNES Nation X Orders Turn 1" so it is easy for me to organize. The deadline will be bolded at the top of the OP and in the last post of the update, so I will not be answering any questions as to "When is the deadline?"

If you are within 36-24 hours of the deadline and I have no orders from you, I will PM you; tell me if you don't want this. If you fail to send orders in three updates in a row, your nation will get perma NPC'd; if you wish to return, you then have to wait until the next update. Same rule applies if your nation is destroyed and/or if you want to switch nations.

A few notes: I will keep polishing up the rules. Any questions, feel free to ask in the thread.


 
The Kingdom of Eborica/Lopaz
Color: A Dark red would be nice.
Starting location: Around York in England I'll upload an image using your map later.
Spoiler :
eboricav1.png

Edit:Is this size and position okay?
Government and religion: Eborica is a Despostic Monarchy which has recently taken up a mixture of celtic, roman catholic, and coptic christianity.

History: In 634 King Cadwallon ap Cadfan of Gwynedd was slain by an army of angles. The Britons thought all was lost until the year 636 when the family of Tudor as it is now known rose to prominence. King Penda of Mercia had conquered the Brythonic Kingdom of Pengwern. It was a short lived conquest as the first Tudor (meaning King of the People in welsh) assembled an army of britons and christian angles, saxons, and jutes and rode out against the Pagan King Penda. The Battle of Pengwern witnessed an odd alliance arrayed against the last pagans in the isles. The Armies appeared to be evenly matched but the strangest members of the alliance turned the tide against King Penda's pagans. These allies were the descendants of the romans that had remained in the Isles, through what knowledge had been passed down and some trial and error they had managed to build a crude ballista which was used to deadly effects on the pagan army. This victory lead to a series of successful battles and sieges of ancient forts that lead to the liberation of Pengwern and restoration of the Kingdom. The alliance did not stop there and continued it's march east devastating the land of Mercia. The First Tudor called off his war of destruction and settled his armies in a region of northern Mercia. The main settlement was built within the ruins of the Roman city of Ratae Corieltauvorum. (Modern day Leicester) The settlement was not easy since the army was filled with the "invaders": angles, saxons, and jutes and the native britons. In the year 639 the "Brytenwalda" or Emperor of all Britain also known as Oswald King of Northumberland lead raids against the Tudor Realm, the Angles of the eastern coast of Britain, the realms north of Northumberland, and the briton kingdoms to its west. The Tudor realm in response called forth another alliance of nations against as the first tudor called him "Puffed up imbecile". This war was far longer and more trying on both sides. The Ballista was unable to turn the tide leading to a long war. The turning point was at the battle of Eoferwic or as it was called in the past by Britons Eboracum and now known as Eborica. The battle was won by the First Tudor tricking Oswald into leading his army into the nearby woods where a series of ambushes and traps had been set that lead to the destruction of nearly all of Oswald's army. Oswald was forced to flee and instead of pillaging the city like the he had in the war on Mercia the First Tudor simply took the city for himself. Eventually after another two devastating defeats when Oswald tried to retake the city a treaty was made confirming the King's defeat and his title of Brytenwalda was revoked and the First Tudor was given his name "Tudor" or King of the People that became his family's name and continued title.

The First Tudor's actual name remained unrecorded and the Historian Bede cursed him for attacking the Devout King Oswald; however he also had to commend the First Tudor for his earlier war on King Penda. The 2nd Tudor who's name is recorded was known as Bleddyn ruled over the realm his father had created upon his death in the year 652. The intervening years from the treaty of 641 to the year 652 the Kingdom of Eborica had seen great progress towars its recovery from the war. The strange mingling of cultures that formed it were beginning to meld together as intermarriage became common. Bleddyn in order to appease the roman-catholic jutes and southern saxons yet also appease the celtic christian angles and britons declared that there would be a bishop for both of the churches one based in Ratae and the other in Eborica. Specifically the Bishop of the Celts was based in Eborica while the Bishop of Rome was based in Ratae. This initially resulted in a split where saxons and jutes settled in the south and the angles and britons settled in the north. However, the Bishops had been chosen carefully both insisted upon mixed settlement and intermarriage between the two sides. Bleddyn's reign was mostly peaceful however some outlying settlements of Northumberland and the angle Kingdom of Lindisware to the south joined the Kingdom. Bleddyn died in the year 673. His successor was Tudor Bran. Bran unlike his father sought to expand his realm and be known as a warrior King like his Grandfather. When the Kingdom of Lindisware attempted to reclaim some of its lands the young King jumped at the chance for war and lead a large host of men south against the invaders. The war was won quickly in a decisive battle at one of the border villages ending in a massive route of the army of Lindisware. By new years day of 675 all of Lindisware had been conquered by the young King. He set about consolidating his holdings and encouraged his soldiers lay down roots in the new lands which they took to with much appreciation and eventually the widows of Lindisware married the newcomers and the melding of the two Kingdoms began. Tudor Bran however was not finished with his wars. The Kingdom of East Engla outraged at the attack on Lindisware lead an alliance of itself, East Sessex, Wessex, and Mercia against the Kingdom of Eborica. The irony was not lost on Bran and he sought his own allies bringing in the restored Kingdom of Pengwern and the Kingdom of Rheged. A great battle was soon fought outside the town of Ratae. The victory was close and if the cavalry of the Kingdom of Rheged had not broken through Mercian lines at the right moment the battle would of been lost. Tudor Bran would never forget the close victory at Ratae. However, he also pursued the war and conquered the Kingdom of East Engla as its punishment for rising against the King of the People. The war ended in the year 679. Tudor Bran spent the rest of his reign squashing small uprisings and consolidating his holdings under his control and resettling entire populations in order to secure loyalty in his new lands. The size of the Kingdom had doubled under Tudor Bran. He would eventually die old in 697 at the age of 40. His 2nd son who he chose to inherit his realm was named Tudor Dilys. Dilys banished his older brother who was unhappy with the succession to the Isle of Man where he would die alone having amounted to nothing. Dilys set about a continuation of his Father's policy of consolidating the new holdings of the Kingdom. Small border skirmishes with the other Kings lead to minor expansions of the borders for the most part. The reign of Dilys was that of peace and consolidation for the most part. However, in the year 708 a group of refugees from a far off land known as Aegypt to the Tudor arrived. The refugees were scholars of the coptic church of Egypt. The Muslims had apparently forced them from their homeland and they had been consistently forced to travel further north since and had now arrived at the Kingdom of Eborica. Dilys decided to let them remain and meet with his own bishops. A long drawn out series of religious talks began between the three different branches of Christianity. Eventually the three factions agreed to merger of their sects under a common head in order to insure unity amongst believers and for the betterment of the land of Brittania. The leaders with funding from Dilys had a grand church of stone built in Eborica for the use of the now larger church staff. Dilys's marriage is the only one recorded as it is quite recent he married a princess of the newly converted Kingdom of Mercia named Aedre. In the year 708 they had a son named Idris while the negotiations between the church leaders were still going on. Idris was eventually baptized in the new rites on the same day construction of the new church began. Idris was raised by both his father and the head of the new church who had britonized his name after being declared Bishop known as Mihangel. In the year 724 Idris's father would die and Idris would marry a noble born daughter of a lesser noble in the Kingdom of Rheged named Meinwen. Their marriage would be celebrated shortly before Christmas at the end of the year 724. Idris has promised to expand his realm and bring a new prosperity to it. The Realms surrounding Eborica have become nervous with this statement from a young Eborican King considering the last one who had stated his goals to be war and expansion.

(Holy....that took a while to type)

(Sorry for the new giant wall of text and my laziness in not capitalizing the names of cultures)
(For now consider this my signing on post.)

(By 636 most of the British Isles was actually converted to Christianity only the Kingdom of Mercia and the Pict country in northern Scotland were still pagan.)
 
Not sure if safe to post. :scan:

Confirming the ERE.
 
Quick question if no one grabs an area that is around another player will you allow the player in the area to sort of fill out the blanks with nations (npcs of course) so their history may fit better or will we default to the historical nations? Asking since my nation is pretty ahistorical.
 
Expressing interest. I am just a bit... discouraged? Is that the word? Due to the fact that I have no clue what is going on in 750 AD other than the fact that the Franks had a really big kingdom.
 
Quick question if no one grabs an area that is around another player will you allow the player in the area to sort of fill out the blanks with nations (npcs of course) so their history may fit better or will we default to the historical nations? Asking since my nation is pretty ahistorical.

Yes, that would be alright.
 
I am intereted in playing I think. What level of detail are you looking for, and what level of commitment? (Obviously we should get orders and maybe a story per turn.. but I am in too many NESes. :()
 
From what I've seen, this is basically a medieval fresh start.
 
Expressing interest. I am just a bit... discouraged? Is that the word? Due to the fact that I have no clue what is going on in 750 AD other than the fact that the Franks had a really big kingdom.

In game, there will be only two nations that actually will take up their historical counterparts: the Papal States, and the East/Roman/Byzantine Empire: both will have their starting situation much determined by who decides to start in their general area.

The rest is a clean slate. You can, if you choose, play as the Franks, but they do not have to be in the game. However, here is what is sort of going on in the real life 750:

-The border between Muslim al-Andalus and the Franks at this point is basically the Pyrenees.
-The first Norse raid on England (Lindisfarne) does not happen for another four decades.
-The Byzantines (for historical non-in-game purposes, I will just call them the Byzantines from now on until the game starts) control a bit of the Italian coast, all of the Balkans, and Anatolia, but they have been pushed out of the Levant/Holy Land and Africa by the Muslims.
-Persia is Muslim
-Most of what was not the Roman Empire is still pagan.

Hope that answers your questions, if you have anything else, or if I answered this wrong just ask.
 
I am intereted in playing I think. What level of detail are you looking for, and what level of commitment? (Obviously we should get orders and maybe a story per turn.. but I am in too many NESes. :()

I want this, ideally, to be comparible to TerraNES in commitment/detail. You do not have to be too immersed in this, but as long as you are able to send orders and follow what is going on you should be fine. (I will update the OP regarding this in more detail tomorrow)
(To the more experienced NES mods reading this, if there is any of this I should be adding to the OPs, let me know ;) )
 
Kingdom of the Slavs/Omega
Color: A Deep Green
Starting location: Kiev and surronding regions
Government and religion: Despostic Monarchy, Slavic Polytheism
History: Later
 
Copypasted from the beta

Name: Kingdom of Savoy

Color: Maroon

Government: Despotic Monarchy

Description: Savoy has cultural influences from both the Gauls in France and from the Italics in Rome. Ancient pagan beliefs from the Celts to the north, combined with Christianity from the East and the Latin religion from the south create for a very odd, complex, Christian religion with minorities of several different influences.
The government, led by the Brajoles family, reaches out to the public by opening up their courts once a year, for a week, to hear the complains and comments of the commonfolk.
History: Though Savoy had always enjoyed relative autonomy relative to the rest of the imperial holdings so near to the Italian peninsula, when the empire fell apart it relied heavily on its neighbors to keep bandits out of its vulnerable towns. King Brajoles, desperate, offered a quarter of the nation's treasury to one, large bandit guild to join the Savoy military. Accepting, they drove out the other bandits and eventually settled down in the nation's capital region.
After using his bandit mercenaries to capture the surrounding areas, Brajoles managed to consolidate his power over his region. Unfortunately, his son was incompetent; when Brajoles died, Brajoles the Lesser was forced to delegate power to the nobles to keep Savoy from falling apart. Wanting to keep Savoy centralized, like his father, but not having the skill, Brajoles the Lesser thought it his divine mission to train his comparitavely bright son to bring the nobles down from power...
 
Glad to have everyone playing!
Beta players, if you just want to say that you are reaffirming, that is fine, I will copy/paste the info for you
 
Requesting the region of Aquitaine.

Perhaps I might get knocked out the first turn, perhaps not. Nonethenes! It will be fun. :)
 
Emirate of Hormuz/General Olaf
Color: Lime green
Starting location: Bandar-Abbas (بندرعباس); the area just above the tip of the Arabic Peninsula, at the mouth of the Gulf
Government and religion: Despotic Monarchy/Shia Islam
History: The breakup of the Caliphate in the late 600s left a number of fractured states, squabbling for control over the region of Persia. In the year 750, the dominant state is Hormuz.
The hereditary Emir has absolute control over the government of Hormuz, a fact reflected in its warlike history. Past Emirs have waged countless wars against the Emirate's neighbours; this has brought many new lands under Hormuzi control - but at the cost of financial security.
Recent Emirs, however, have been less focused on martial prowess and have mainly used diplomatic channels in order to consolidate their fledgling empire. While the Emirate is not expanding its borders in the year 750, its lands are well and truly under their control.

The Emirate of Hormuz has two main rivals; one is the remains of the fallen Umayyad Caliphate, a state now much diminished and centered around the historic cities of Mecca and Medina. The mass conversion of Persian states to the Shia sect of Islam has left the [strictly Sunni] Umayyads sore - and thirsty for revenge on the Hormuzis, upon whom they place the bulk of the blame.
The Hindu states to the east have encroached into historic Persian territory, and also remain a potential threat should a leader attempt to bring them together.
 
@SK: Would it just be possible for me to take over one of the NPCs you create?
 
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