SerfNES I - Shattered Imperium

Head Serf

Emperor
Joined
Aug 6, 2005
Messages
1,564
Location
Michigan, USA
SerfNES I - Shattered Imperium

SerfNES_Roman_Pic.PNG


Introduction

The NES is an alternate historical NES. History has diverged in the middle of the 1st Century BC (depending on the nation), and the NES begins in the year 20 AD.

The first major change occurred in 31 BC, when a major storm destroyed most of the navy of the Roman Empire under Augustus. Soon after Grand Aegyptus, under Mark Antony, defeats the rest of Augustus's navy at the battle of Actium. Mark Antony's soldiers receive much-needed supplies and are able to break through Octavian's fortifications one month later, destroying his army in a costly battle. This leads to independence of Grand Aegyptus under Mark Antony, as Augustus is unable to defeat Antony's navy.

A major revolt takes place in Numidia Superior, which soon spreads to Numidia Inferior, Africa, and Mauretania in 8 AD. The revolting territory of Imperial Numidia was defended from attack by Augustus when Mark Antony used his large navy to, yet again, destroy the Roman navy and stop them from landing troops in Africa.

The Roman army in the north is mostly destroyed at the battle of Teutoburg Forest in 14 AD. A major revolt is started in Belgica by the governor of Belgica. After another Roman defeat at the Battle of Hochberg (17 AD), the Belgians went on to conquer parts of northern Gallia, which gladly joined the new nation of Belgica-Gallia.

The Catuvellauni of Britain have expanded their land holdings signifigantly over the course of the last 50 years BC until they reached their current size. Ordovices combined with several other nearby nations to form a new tribal confederacy. The Picts have built their first city, well fortified in the mountains of northern Britain.

The Cherusci tribe of Germania has held together despite strong inner turmoil after the Battle of Teutoburg Forest. The Gotones crossed into eastern Germania in the middle of the first century BC. The Marcomanni, Quadi, and Cimbri have all expanded their previous land holdings but are all struggling from conflicts with surrounding Germanic tribes.

Dacia has greatly expanded the infrastructure in and between their cities, a process which has improved their population and economy. The Scythians have conquered the Greek city of Olbia, making it their capital, and protected it against foreign attackers.

Galatia and Cappadocia, though greatly influenced by Grand Aegyptus and Parthia, are independent nations (at least for now). Armenia has kept independent from Parthia. Parthia has kept their dynasty in absolute power and not allowed themselves to waver in the face of political conflicts. Judea, controlled by King Herod, was passed down to his only son. This unified Judea, which was friendly to Grand Aegyptus, has rebelled late in 19 AD, and may face an invasion. A man named Jesus has also begun his teaching in Judea, preaching a new covenant with God.

Lastly, the nations of Meroe and Aksum have remained as they did historically, Aksum as a commercial powerhouse, and Meroe a Nubian nation caught between Grand Aegyptus and Aksum.

Players and Nations
As many players may join as the want, until all of the nations have been taken. No players may start a revolt until after the first update (30 AD). You may choose one of the created nations (so long as it isn't reserved by another player), or create your own nation in the gray section of the map, either from or not from one of the local tribes. Players who have reserved nations must choose their nation within 3 days; otherwise the nation is open to all players. Lastly I would prefer if only fairly experienced players chose the Roman Empire, Grand Aegyptus, and Parthia.

NPCs will be played by me. You can initiate diplomacy with them, or anything you would normally do with a human player.

Lastly, many barbarian tribes may act at times like other nations. They can initiate raids on neighboring nations, they can be conquered, and if they grow large enough, may form a nation themselves.

Stories
Writing stories is not required, however, those who do may be rewarded, and oftentimes good stories will have an effect on the update.

Orders
Orders, as usual, should be PMed to me. You may organize them however you like, just remember to be as clear as possible. Unclear or poor orders will make my life more difficult, and will make the update take longer. Don't tell me you're invading another country; explain exactly how many armies, how they're organized, include a map if you can, etc. Include new programs, military maneuvers, diplomatic agreements you want official (and public), and other things you want done with your empire. Send your orders ASAP, late orders may or may not be included, while early orders will be rewarded.

Updates
Orders are always due at 3:00 PM American East Coast time. That roughly translates to noon on the American West Coast, and 21:00 in central Europe. Updates will cover 10 years, and I will include information for each country, both domestic, military, and diplomatic, along with random events. Lastly I will give bonuses based on different things, from best orders, to earliest orders, to good stories, etc. I won't punish players for good behavior.

Map
The map will be updated with each update. White borders show borders between different countries; black borders show the different sections in Confederacy-type governments. Cities with white outlines are capitals, cities with red centers are walled/fortress cities, cities with blue centers are centers of production/trade.

Stats
Stats are organized into the following categories:

Capital :
Leader :
Government Type :
Economy (Agriculture/Industry/Trade) :
Army :
Navy :
Infrastructure :
Population :
Confidence :
Culture :
Technology :
Wonders :
Background :
 
Government
This is your type of government; whether it's a monarchy, a confederacy, a republic, and whether it's elected, dynastic, absolute, theocratic, etc. Changing your government type is a major action, and one not to be undertaken without much caution.

Remember that your government type will affect how your orders are carried out. For instance, a republic leaves the chance of orders being overridden, a confederacy could collapse if the different sides disagree too harshly, and monarchies traditionally suffer during transitions of power.

Economy
Economies are divided into three different sections: agriculture, industry, and trade. Each one will give a certain number of eco points. The total number of eco points your nation has is found by adding the three categories together, and is shown next to the values in parentheses. To improve your economy you must initiate some sort of program or make some change. Don't just say you want to improve your economy; build something in a city, start a program of land reform, piracy, etc.

Eco points may be banked up to a maximum of 10. Eco points may be traded, sold, whatever. Think of an eco point as a large amount of money. They can be used to build new units, start wonders, initiate programs, build cities, etc. If you want to start a program, you may need to use an eco point for funding.

Army and Navy
Military units are created with eco points. Units purchased on a turn become useable quickly during the turn, at a rate of 20 new units a year (each turn is 10 years).

1 Eco-point can buy:
10 Levies
5 Professionals
5 Triremes
10 Transport Galley

Mercenaries can be purchased from surrounding tribes/nations or other players. Costs are whatever you and the seller agree to. Negotiate!

Each person should decide how to organize their military. A brief description will be included at the start, but the player may make changes if they like. A warning: drastically altering your military structure may result in some unhappy officers!

Lastly, an excessively large military may cost you, although this should not be a concern until your military exceeds 50 units.

Infrastructure
A descriptor on a scale. This will effect how quickly your units move, trade, culture, ability to supply your armies, etc. It includes roads, bridges, boats. This can be increased with the investment of eco points. How many? That depends on how large your empire is... (and the value can be a decimal).

None - Minimal - Pathetic - Barely Acceptable - Fair - Good - Efficient - Very Efficient - Excellent

Population
A value on a scale from 1 to 10. This cannot be increased directly, but will slowly increase over time IF you provide for it to. Population effects how able you are to sustain your military, and the economy.

In an attempt to make population matter, population will now act as a cap for eco points. The total eco points cannot equal more than 2 times the population plus 1. So, for instance, the population of the Roman Empire is 4. So, 4 x 2 + 1 is 9. Therefore, the eco points of Rome cannot excede 9 until the population increases.

Confidence
Confidence is a descriptor on a scale. Nations with low confidence are likely to have trouble making their citizens participate, and could even result in civil war. It is easier to make changes under a confident people. If you want to improve Confidence, lead well, and take care of your people!

Rebellious - Brooding - Resentful - Tolerating - Respecting - Admiring - Loyal - Steadfast

Culture
A descriptor on a scale. A high culture nation is harder to incorporate into your own, and can more easily absorb weaker cultures. A weak culture nation may struggle to keep independence in the face of culturally superior neighbors.

Uncultured - Divided - Poor - Basic - Cultured - Influential - Overwhelming

Technology
A completely different system than has ever been done before (I think). Technology level is a percent, from 0% to 100%. A nation at say, 60%, has a 60% chance of getting a new technology that turn. If a nation gets a technology, the percent returns to zero. Each eco point can raise the technology percent by 10%. If a nation does not get a technology, the percent stays the same for the next turn.

A technology acts as a little monopoly or a bonus for your nation. You might discover paper, bronze working, iron working, algebra, the alphabet for your language, whatever. You can keep the knowledge to yourself, although nations reliant heavily on trade may spread the knowledge accidentally to nearby nations. The bonuses vary from straight stat bonuses, such as +1 culture or +1 manufacturing, to allowing your military to fight in new, better ways.

Wonders
You may build glorious wonders for your nation. You decide what you want built, and the effects, and I'll decide how long it takes for you to build it (as long as the effects are reasonable). It costs one eco point to begin construction. After that, it will progress on its own, but you can speed it up by investing an extra eco. point (speeding it up by one turn). Only one eco point extra may be invested per turn.

Background
Just a quick overview of your nation. Many nations will be similar to history; others will be changed. Make sure you understand your nation.

Building a new city will take at a minimum one eco point.

Finally, if you have any questions, feel free to ask either in this thread or via PM.
 
Roman Empire
Capital : Ravenna
Leader : germanicus12
Government Type : Absolute Monarchy
Economy (Agriculture/Industry/Trade) : (1/2/1) = 4
Army : 21 Professional Regiments
Army Type: Mostly Heavy Infantry, with Allied Auxilary Light Infantry and Cavalry
Navy : 20 Triremes, 18 Transports
Infrastructure : Efficient
Population : 4
Confidence : Respecting
Culture : Overwhelming
Technology : 0% (Paper (+confidence, +spread of religious ideas))
Wonders : Grand Temple of Mars (Complete, +Confidence), Grand Forums (Completed, +Confidence, +Culture)
Color : Purple-Blue
Background : The Western Roman Empire, formed when Augustus failed to defeat Mark Antony at the Battle of Actium. Later lost land when Belgica-Gallia and Imperial Numidia revolted. No state religion, although Roman polytheism is well spread.

Grand Aegyptus
Capital : Alexandria
Leader : Kal'thzar
Government Type : Dynastic Monarchy
Economy (Agriculture/Industry/Trade) : (2/2/3) = 7
Army : 36 Professional Regiments, 2 Levied Regiments
Army Type: Mostly Heavy Infantry, but with more Allied Auxilary Light Infantry and Cavalry than Rome
Navy : 55 Triremes, 20 Transports
Infrastructure : Excellent
Population : 6
Confidence : Resentful
Culture : Influential
Technology : 0% (Horseshoe (stronger cavalry)) (Toothpaste (+population, +culture))
Wonders : Smiths of Vaul (Completed, +culture, +industry, +technology 20%), Hammer of Vaul (4/5, +1 Industry, +10% tech, +levies from invasion)
Color : Red
Background : The Eastern Roman Empire, formed when Mark Antony defeated Augustus at the Battle of Actium. Holds great influence over Judea, Galatia and Cappadocia. Played a major role in Imperial Numidia's independence from the Roman Empire. Based in Alexandria, the empire is culturally more Greek and Egyptian than Roman.

Imperial Numidia
Capital : Utica
Leader : Slavic Sioux
Government Type : Absolute Monarchy
Economy (Agriculture/Industry/Trade) : (1/1/1) = 3 (2 Banked)
Army : 85 Professional Regiments, 8 Levied Regiments
Army Type: Mostly Light Infantry and Light Cavalry
Navy : 22 Triremes, 4 Transports
Infrastructure : Efficient
Population : 4
Confidence : Loyal
Culture : Basic
Technology : 0% (North-European Fortress (cheap fortress)) (Greek Fire (+huge trireme strength)) (Horse Collar (+industry))
Wonders : (SECRET)(3/6), Trans-Saharan Trade Route (2/5, +trade, +infrastructure)
Color : Dark Red
Background : Was the old Roman provinces of Africa, Numidia, and Mauretania. Gained independence through popular revolt, with some assistance from Grand Aegyptus. Culturally Numidian/Berber. Currently at cease-fire with the Romans.

Belgica-Gallia
Capital : Reims
Leader : Starkow
Government Type : Roman-Led Tribal Monarchy
Economy (Agriculture/Industry/Trade) : (2/1/1) = 4
Army : 36 Professional Regiments
Army Type: A fairly balanced mix of Heavy Infantry, Light Infantry, and Cavalry
Navy : 2 Triremes, 2 Transports
Infrastructure : Fair
Population : 4
Confidence : Respecting
Culture : Cultured
Technology : 20%
Wonders : New Project: Merchant Harbor of Carentan (4/8, +2 Trade), New Project: Arsenals of Brugge (4/10, +2 Industry, 7 Triremes per eco point)
Color : Green
Background : Gained independence from the Roman Empire after the greater part of the Roman army was destroyed at the battle of Teutoburg Forest. Led by the previous governor of Belgica, parts of north-western Gallia were captured before the arrival of more Roman troops. Currently at cease-fire with the Romans.

Catavelu
Capital : Verlamion
Leader : Abaddon
Government Type : Tribal Monarchy
Economy (Agriculture/Industry/Trade) : (4/2/1) = 7
Army : 53 Professional, 1 Levied Regiments
Army Type: Mostly Light Infantry, with poorly equipped Heavy Infantry, and Mounted Nobles
Navy : 2 Triremes, 7 Transports
Infrastructure : Minimal
Population : 4
Confidence : Tolerating
Culture : Poor
Technology : 0%
Wonders : Trade Market of Verlamion (Complete, +1 Trade, Easier to increase infrastructure) Industrial Docks (Complete, +2 Industry) New Seed Stores (Completed, +2 Agriculture) Royal Barracks (Complete, Better trained Levies), Fields of Spain (3/6, +Agri +Pop +Trade), Great Naval Shipyard (3/6, +Industry, +Infrastructure, 6 Triremes per 1 eco point, 6 transports per 1 eco point)
Color : Medium-Yellow
Background : Small, tribal nation in south-eastern Britain. Maintains strong trade relationships with northern France, although it has been hurt economically with the loss of the Roman market.

Picts
Capital : Eildon
Leader : Lord_Joakim
Government Type : Tribal Monarchy
Economy (Agriculture/Industry/Trade) : (1/1/1) = 3
Army : 21 Professional, 4 Levied Regiments
Army Type: Some Heavy Infantry, some Light Infantry, no Cavalry
Navy : 12 Transports, 10 Trireme
Infrastructure : Minimal
Population : 1
Confidence : Tolerating
Culture : Uncultured
Technology : 30% (Mediterranean Trireme (stronger triremes))
Wonders : Seven Forges of Ekholme (1/8, +2 Industry)
Color : Teal (in Scotland)
Background : Small tribal monarchy in northern Britain. Society revolves around membership in the Chief's army. Poor economy, but has some basic industry-related technologies, such as iron-working.

Cherusci
Capital : Cherscia
Leader : Charles Li
Government Type : Tribal Confederacy
Economy (Agriculture/Industry/Trade) : (3/0/0) = 3
Army : 9 Professional, 29 Levied Regiments
Army Type: Mostly Heavy Infantry and Cavalry
Navy : none
Infrastructure : Minimal
Population : 2
Confidence : Brooding
Culture : Uncultured
Technology : 0%
Wonders : Council of Cheruscia (Completed, +Culture, +Confidence), Grand Forges Project (1/5, +infanstructure, +industry)
Color : Dark Yellow
Background : Large tribal confederacy in north-western Germania. Recently combined to fight the German invaders at the Battle of Teutoburg Forest, a major Cherusci victory.

Cimbri
Capital : Odense
Leader : Demetrias
Government Type : Tribal Monarchy
Economy (Agriculture/Industry/Trade) : (2/1/2) = 5
Army : 18 Professional, 9 Levied Regiments
Army Type: Mostly Heavy Infantry and Cavalry, some Light Infantry
Navy : 19 Triremes, 13 Transports
Infrastructure : Minimal
Population : 3
Confidence : Respecting
Culture : Divided
Technology : 0% (Better Trireme Production (7 Triremes for 1 eco point)) (Iron Plow (+agriculture, +population)) (Kongming Lantern (+night communication)) (Siege Rams (+siege ability))
Wonders : Feast Hall of Fyn (Completed, +better Levied soldiers, +confidence), Grand Temple of Woden (Complete, +Confidence, +Culture, +Trade), Great Naval Shipyard (4/6, +Industry, +Infrastructure, 8 Triremes per 1 eco point, 6 transports per 1 eco point)
Color : Pale Blue (in Denmark)
Background : Nation in northern Germania. Relies heavily on the sea for food and trade. Neighbors to the aggressive Teutoni.

Marcomanni
Capital : Munchen
Leader : Shadowbound
Government Type : Tribal Confederacy
Economy (Agriculture/Industry/Trade) : (2/0/1) = 3
Army : 17 Professional, 14 Levied Regiments
Army Type: Mostly Heavy Infantry and Cavalry
Navy : none
Infrastructure : Pathetic
Population : 2
Confidence : Tolerating
Culture : Poor
Technology : 0%
Wonders : Settlement and Consolidation : (Complete, +Confidence, +Population, +infrastructure, +agriculture), Warrior's Code (Complete, +Culture, +Professional Training)
Color : Light Blue (in Central Germany)
Background : Nation in central Germania. In an almost constant struggle with surround Germanic tribes, including the Hermunduri, Chatti, and the Burgundiones.

Quadi
Capital : Quadion
Leader : Thesk
Government Type : Tribal Confederacy
Economy (Agriculture/Industry/Trade) : (2/1/0) = 3
Army : 5 Professional, 33 Levied Regiments
Army Type: Mostly Heavy Infantry and Cavalry
Navy : none
Infrastructure : Pathetic
Population : 1
Confidence : Resentful
Culture : Uncultured
Technology : 0%
Wonders : Great Markets of Quadion (Completed, +trade, +infrastructure), Southern Urbanization (3/4, 2 New Cities, +infrastructure), Die Academy Militar (1/4, +troop strength, +confidence)
Color : Light Green
Background : Nation in southern Germania. Heavily reliant on agriculture for sustenance.

Dacia
Capital : Sarmizegetusa
Leader : Flavius Aetius
Government Type : Monarchy
Economy (Agriculture/Industry/Trade) : (4/2/1) = 7 (1 Banked)
Army : 32 Professional Regiments, 20 Levied Regiments
Army Type: A fairly balanced mix of Heavy Infantry, Light Infantry, and Cavalry
Navy : 20 Transport, 27 Trireme
Infrastructure : Barely Acceptable
Population : 4
Confidence : Resentful
Culture : Basic
Technology : 0% (Iron Plow (+agriculture, +population)) (Better Trireme Production (7 Triremes for 1 eco point)) (Kongming Lantern (+night communication)) (Covered Siege Ram (+siege ability))
Wonders : Great Academy Of Technological Achievements (Completed, +40% Technology, +1 Trade Economy), Great Granary of the Danube (Complete, +2 Agriculture), Great Wall of Dacia (Completed, Series of fort in Crimea, borders with Scythia, +1 Industry), Merchant Guild of Sarmizegetusa (2/3, +trade)
Color : Brown
Background : Nation north of the Danube. Has improved its infrastructure and technology in recent years, which along with a growing economy, has made Dacia a regional powerhouse.

Parthia
Capital : Ecbatana
Leader : Feanor
Government Type : Dynastic Monarchy
Economy (Agriculture/Industry/Trade) : (3/2/5) = 10 (4 Banked)
Army : 51 Professional Regiments
Army Type: A fairly balanced mix of Heavy Infantry, Light Infantry, and Cavalry, and some War Elephants
Navy : 5 Transports
Infrastructure : Fair
Population : 5
Confidence : Admiring
Culture : Overwhelming
Technology : 10% (Covered Siege Ram (+siege ability)) (Kongming Lantern (+night communication)) (Better Trireme Production (7 Triremes for 1 eco point)) (Paper (+confidence, +spread of religious ideas)) (Mediterranean Triremes (stronger triremes)) (Iron Plow (+agriculture, +population)) (Aeolpile (+culture))
Wonders : Indian Route (Completed, +1 Trade, +Better relations with India, +Infrastructure), Great Harbor of Bathus (Complete, +1 Industry +1 Trade), The Silk Route (3/6, +infrastructure, +trade, +technology), (SECRET, 2/3), War Academy (1/3, +regiment leadership)
Color : Light Blue (in Iran)
Background : Persian empire controlled by the Arsacid dynasty. Maintains strong trade relations with India, and acts as a connection between the west and the east. Few changes from actual history.
 
Ordovices
Capital : none
Leader :
Government Type : Tribal Confederacy
Economy (Agriculture/Industry/Trade) : (2/1/1) = 4
Army : 30 Levied Regiments
Army Type: Mostly Light Infantry, very little Heavy Infantry or Cavalry
Navy : 12 Transports, 15 Trireme
Infrastructure : Pathetic
Population : 1
Confidence : Resentful
Culture : Uncultured
Technology : 0%
Wonders :
Color : Pink
Background : Small tribal confederacy of several west Britannic nations, recently formed. Poor economy and a small army, but mostly able to defend itself from nearby Celts.

Aestigotones
Capital : none
Leader :
Government Type : Tribal Confederacy
Economy (Agriculture/Industry/Trade) : (1/0/1) = 2
Army : 41 Levied Regiments
Army Type: Mostly Heavy Infantry and Cavalry
Navy : 12 Transports and 5 Trireme
Infrastructure : None
Population : 1
Confidence : Brooding
Culture : Uncultured
Technology : 0%
Wonders :
Color : Red-Pink
Background : Nation in Eastern Germania. Very poor economy. Migrated here centuries ago. Rose to prominence through the subjugation of nearby tribes.

Visigotones
Capital : none
Leader :
Government Type : Tribal Monarchy
Economy (Agriculture/Industry/Trade) : (3/0/0) = 3
Army : 44 Levied Regiments
Army Type: Mostly Heavy Infantry and Cavalry
Navy :
Infrastructure : None
Population : 1
Confidence : Resentful
Culture : Uncultured
Technology : 0%
Wonders :
Color : Pink
Background : Nation in Eastern Germania. Very poor economy. Migrated here centuries ago. Rose to prominence through the subjugation of nearby tribes.

Scythia
Capital : Olbia
Leader :
Government Type : Monarchy
Economy (Agriculture/Industry/Trade) : (2/0/1) = 3
Army : 27 Professional Regiments, 5 Levied Regiments
Army Type: Almost entirely Cavalry, with some Light and Heavy Infantry
Navy : 12 Transports, 25 Triremes
Infrastructure : Pathetic
Population : 2
Confidence : Tolerating
Culture : Divided
Technology : 10%
Wonders :
Color : Salmon
Background : Recently conquered the Greek city of Olbia and made it the new Scythian capital. An asiatic culture, they rely heavily on horses for hunting and war.

Holy Kingdom of Galatia
Capital : Ancrya
Leader :
Government Type : Christian Theocratic Monarchy
Economy (Agriculture/Industry/Trade) : (2/1/0) = 3 (1 Banked)
Army : 14 Professional Regiments, 26 Levied Regiments
Army Type: A fairly balanced mix of Heavy Infantry, Light Infantry, and Cavalry
Navy : none
Infrastructure : Minimal
Population : 2
Confidence : Respecting
Culture : Poor
Technology : 0%
Wonders : Great Hall of Christ (Completed, +religious fervor, +confidence), The Church of Galatia (1/3, +confidence, +culture, +relations with Christian nations)
Color : Pale Green
Background : A nation that has become recently very strongly Christian, it has come into much conflict with Grand Aegyptus. At the same time it suffers from a weak economy, but the surrounding terrain and excellent static defenses make for a well protected populace.

Kawili Arabia
Capital : none
Leader :
Government Type : Monarchy
Economy (Agriculture/Industry/Trade) : (1/0/2) = 3
Army : 17 Professionals
Army Type : Heavily Cavalry, with some light infantry support. Little siege equipment.
Navy : none
Infrastructure : Pathetic
Population : 1
Confidence : Tolerating
Culture : Divided
Technology : 0%
Wonders :
Color : Pink
Background : The new nation of Kawili Arabia, governed by Emir Al-Kawili, and supported by their neighbor the Parthians, has been founded in the desert to the east of Judea. The new monarchy has become the dominant tribe over the other nearby Arab tribes and through an iron fist has brought them to an uneasy peace. The nation depends heavily on foreign trade, and acts a link in the trade between the nations of India and the nations of the west, a role only increased by the new India Route.

Judea
Capital : Caesarea Maritima
Leader :
Government Type : Jewish Theocratic Monarchy
Economy (Agriculture/Industry/Trade) : (2/1/1) = 4
Army : 42 Professionals Regiments, 17 Levied Regiments
Army Type: A fairly balanced mix of Heavy Infantry, Light Infantry, and Cavalry
Navy : 25 Triremes, 13 Transports
Infrastructure : Efficient
Population : 3
Confidence : Respecting
Culture : Basic
Technology : 0% (Kongming Lantern (+night communication))
Wonders :
Color : Blue
Background : After King Herod died, his empire was passed down to his only son. Judea, though independent, was highly run by the Aegyptian empire until widespread revolt in 18 AD led to a complete severance with Grand Aegyptus. Though mostly Jewish, the teachings of a man named Jesus are gaining popularity.

Aksum
Capital : Aksum
Leader :
Government Type : Monarchy
Economy (Agriculture/Industry/Trade) : (1/0/2) = 3
Army : 19 Professional Regiments, 10 Levied Regiments
Army Type: Mostly Light Infantry, with some Heavy Infantry and Cavalry
Navy : 26 Transports, 19 Triremes
Infrastructure : Barely Acceptable
Population : 4
Confidence : Respecting
Culture : Influential
Technology : 40% (Aeolipile (+culture))
Wonders :
Color : Teal (In Africa)
Background : Extremely trade-based civilization, moderating trade between the east and the west, along with Africa. Ethiopian culture. No changes from actual history.
 
Current Wars

The Great Western War

Military Standing (Professionals count as 2, Levies as 1)

Imperial Numidia : 178
Catavelu : 107
Parthia : 102
Judea : 101
Dacia : 84
Grand Aegyptus : 74
Belgica Gallia : 72
Scythia : 59
Galatia : 54
Marcomanni : 48
Aksum : 48
Cherusci : 47
Picts : 46
Cimbri : 45
Visigotones : 44
Quadi : 43
Rome : 42
Aestigotones : 41
Kawili Arabia : 34
Ordovices : 30


Economic Standing

Parthia : 10
Grand Aegyptus : 7
Catavelu : 7
Dacia : 7
Cimbri : 5
Rome : 4
Belgica-Gallia : 4
Judea : 4
Ordovices : 4
Picts : 3
Imperial Numidia : 3
Aksum : 3
Scythia : 3
Cappadocia : 3
Quadi : 3
Marcomanni : 3
Cherusci : 3
Galatia : 3
Kawili Arabia : 3
Visigotones : 3
Aestigotones : 2

YOU MAY NOW POST

Update 1 is post 31
Update 2 is post 59
Update 3 is post 105
Update 4 is post 159
Update 5 is post 200
Update 6 is post 261
Update 7 is post 364
Update 8 is post 413
Update 9 is post 477
 
Is the message about the trade agreements/deals I made still in effect?
 
Claiming Beligca-Gallia.

Belgica-Gallia
Capital : Reims
Leader :
Government Type : Roman-Led Tribal Monarchy
Economy (Agriculture/Industry/Trade) : (2/1/1) = 4
Army : 10 Professional Regiments
Army Type: A fairly balanced mix of Heavy Infantry, Light Infantry, and Cavalry
Navy : 2 Triremes, 2 Transports
Infrastructure : Barely Acceptable
Population : 3
Confidence : Tolerating
Culture : Basic
Technology : 0%
Wonders :
Color : Green
Background : Gained independence from the Roman Empire after the greater part of the Roman army was destroyed at the battle of Teutoburg Forest. Led by the previous governor of Belgica, parts of north-western Gallia were captured before the arrival of more Roman troops. Currently at cease-fire with the Romans.
 
Aksum
Capital : Aksum
Leader :
Government Type : Monarchy
Economy (Agriculture/Industry/Trade) : (1/0/2) = 3
Army : 6 Professional Regiments, 8 Levied Regiments
Army Type: Mostly Light Infantry, with some Heavy Infantry and Cavalry
Navy : 6 Transports, 4 Triremes
Infrastructure : Barely Acceptable
Population : 4
Confidence : Respecting
Culture : Cultured
Technology : 0%
Wonders :
Color : Teal (In Africa)
Background : Extremely trade-based civilization, moderating trade between the east and the west, along with Africa. Ethiopian culture. No changes from actual history.

how can I resist (4th or 5th time as them?)
 
Confirming Rome. :goodjob:
 
didn't i post in this thread already?
 
thinking about (not taking yet) Parthia
 
Back
Top Bottom