Show me your orders/battle plans!

Nope!
 
I have very little use for tactics as a mod, except for writing descriptions of battles. Usually, generals are compenant enough to come up with tactics, but you should come up with the strategy. Of course, if you're making an abrupt shift in tactics, you'll need to do that yourself.
 
Lord_Iggy said:
With me, I'm a fairly free mod, if someone doesn't give many campaign details I'll play general and do it well, while other mods will make your general a total idiot unless you give some details, such as Israelite (remember Egypt?).
Yes, I am a bit harder on the players militarily than most mods, but I don't demand tactics for all battles. I just want some idea. I mean, if you go to war then make a half-a$$ attempt at it, you won't do well. I suppose I was a bit unfairly hard towards Egypt, but that was my first NES. Illyria in IsrNES2, however, deserved it. The orders I got during their war were, litterally, 2-4 lines long, including both war and domestic orders.
 
Illyria? That short?

Hmm... I've yet to have wartime orders like that, except for from MjM once, and he did decently because he was concise.

Although Thlayli still crushed him, but that was also partly due to a stronger army, better technology, and a lucky break in forcing a battle at Zarz.
 
Oh, here's some orders for Kamilian's late NES.

Lord_Iggy said:
Continue project.

Build Balist temples with 1 eco point in some of my Pacific islands to increase my culture.

Pay 2 points to start a trade route with Amazonia. Help establish these routes with 100 Ships.

1 point into improving my education system with the creation of more schools to educate the young.

1 eco point into training 3,600 cavalry.

*****

Establish a city on my easternmost Pacific islands to serve as a trading base with the lands across the ocean.

Defend my border with Kuril'Taria with 10 000 Infantry and 39 Catapults. Keep them back from the border, I don't want anyone to think I'm making an aggressive move here. This is merely for the protection of Malaysia. Hopefully it will not be needed.

I want to move 7500 Cavalry, 7500 Infantry, and 40 Catapults into Vietnam's border with Kuril'Taria. I will not crush the Confucianists, but rather try to come to an understanding with them. Confucianism and Balism can co-exist, if they do not estrange themselves.

Suggest to Vietnam to allow the Confucianists some control over the lands where they are a majority, or let them think up of other ways to co-exist. Of course, they can really do whatever they want, it's just what I'm suggesting.

My purpose in Vietnam is to stop Kuril'Taria. Its violence and aggression must be stopped.

My forces will set up defensive positions on the Kuril'Tarian border along with Vietnam. They will build fortresses.

They can boot me out if they want to for some reason. My forces would leave and join the garrison in Malaysia.

If Kuril'Taria attacks, Keep my infantry in fortresses for the most part (well stocked with food) and launch out anti-cavalry raids with my cavalry forces. Also, fire at the masses of cavalry, or possibly infantry, with my catapults. Infantry will fire arrows from the fortresses, and leave the fortresses (leaving some garrison of course) as mop up or to hassle the invaders.

The remainder of my forces shall be spread out throughout Malaysia. And don't do any 'unbalancing' things, such as fighting civilians with my troops. Fight only if attacked. I will regain the moral high ground!

That should be all Kam!

*****

Nation: Malaysia
Player: Lord_Iggy
Capital: Kuala Lumpur
Government: Imperial Republic
Population: 3,684,700
Economy: Wealthier 5/3/6
Education: Ignorant +2/8
Age: Medieval Age
Army: 27,680 Infantry, 10,100 Cavalry, 79 Catapults Iron Age
Navy: 1,730 ships Iron Age
Religion: Balism and Zoroastrianism (3%) and Shiite Islam (2%)
Culture: Average +2/3
Confidence: Barely Tolerating +0/4
Projects: University of Balance (+2 Education levels) (1/6)
 
From LINESII...

Spoiler for orders :
Orders for LINESII Update 19 said:
Lengel
Cities: Lengeliz, Zawasae, Alaki, Sasako, Strategium, Ardan, Lone
Leader: The Lengelzai/Contempt
Religion: Lengri (80 000), Church of the One (60 000), Pirian Oneism (60 000), Tengri (50 000) Antigotica (30 000), Duality and Balance (20 000)
Government: Despotism
Economy: 2- 2/0
Population: 300 000
Army: 14 500 Horse Archers (4), 5000 Spearmen (3), 3000 Nkondi Spearwomen (3.5), 500 Eagle Hunters (5)
Navy: None
Education: None
Technology: Iron Age
Confidence: Loving
Culture: Influential
Wonders: Nomad's Capital- Establishes Capital of Lengeliz, +2 Culture; St. Pire's Cathedral- Spreads Pirian Oneism, +Ardan Religious Center
Description: A storm from the north, the Lengel War-Host has struck into the northern cradle, destroying and conquering Maugot, Nkondi, Davar and Tristaria in quick succession. Who knows how far their conquests may take them?

Domestic Orders


Total Economy: 3 (2 nomadic, 1 tribute from Citadel)

1: 1 economic point into building a road to connect the Davarian road system to Sasako. Attempt to use the road to link the two trade systems, and also allow for miners to more easily exploit the mountain ranges.

2: 2 economic points into my new UU, Khaidu Cavalry (2000 Khaidu Cavarly)

3: Start new wonder: Legendary Mask of Khaidu (+2 Culture)

4: Decree that Zawasae is the holiest battle site in the world, a place where Koke shows all peoples the truest and most noble struggle of battle by a Lengelzai who was blighted.

5: Similarly decree that St. Pire, while wrong on many aspects of Koke, was still one of his blessed, and that in order that young Lengels understand that Koke wears many faces, that they should make a journey to his Cathedral to understand it.

6: Continue merging the religions in my empire into Tengri. As my whole 'crusade' against the south is to destroy their 'decadence', absorb Duality and Balance into the religion. Similarly make extensive efforts to turn Davar to the idea of the religion, using my 'crusade' against CRA, the favor of former Veritas as reasons that the One (Koke) is working through the Lengel. Really play up the blessing of New Veritas, here

7: Begin extensively trading with Citadel, Ikki, and the former nations of Veritas.

8: Give Iron technology to: Citadel, Kehexou, Kerania, Kalmar, Verta.

9: Call upon half the eligable population (Males 15 to 60 able to wield a weapon) of the nomad areas to fight in the Lengel army by order of the Lengelzai and the will of Koke (around 20,000-30,000 lesser trained horse archers). Also, call upon Nkondians to fight for the Lengelzai, the first Female Lengelzai , and at the same time decree that Khaidu's son, the living repsentation of Koke and a Aneyan wants all who believe in him to fight against his enemies in the south.

10: Recruit Davarians into the army promising them both revenge against Khemri, and if a suitable number of them join the army, a chance to have a local assemblums in each city to govern it automously (5000 Swords)

11: The Current Primary Generals of the Lengel Empire, 1280

Lengelzai (Regent): Yesui the Amazon


The first female Lengelzai ever (if only a regent until the true Lengelzai, Khaidu's son Khori is old enough), Yesui commands the horse archer armies of the Lengel well in conjunction with the foot-based armies of her Valian ancestors. She has adopted the Crystal Ridge alliance tactic of the Testudo formation for the spearmen, using their own innovation to defend against their archers. While the enemy wonders why a Lengel army is using their tactic, a flanking force strikes them from behind. Thus Yesui uses trickery to defeat her opponents.

General of the Horse (Secondary Leader of the Armies): Timur the Lame

Only sixteen years old, but already he is the premier general of the Lengelzai's army, and his position reflects this. He is in a word, brillant. Inspired by Khaidu's struggle, looking at his Mask, Timur entered the army at 14, and won several skimishes, until he managed to defeat a Gorinese army after the death of his commander. It is suspected that this defeat, and the casualties inflicted caused the Gorinese to sign peace with the Lengel. Injured in his leg as child, Timur was lame in one leg, and this injury, after the death of Khaidu, drove him to higher and loftier goals.

He became an avid reader of old military tactics, and studied the defeats of the past in order to secure victory for the future. He played Strategy against wise Davarians, and became a genius at it. He tried to learn everything about war in two years, and for the most part, he succeeded. He is the youngest general, but also the most brillant. Timur is able to use almost any tactic sucessfully, so it is said. Timur Lame wears a Bronze mask, in respect to Khaidu, the bronze similarly representing Yesugei and Jebe, the two former Lengelzai's.

Right hand of the Lengelzai: [Insert Davarian Name here]

A northern Davarian, this man is a decent general who has risen through the Lengel ranks, and the most capable man in Davar to lead the charge against Khemri. He hates them with a passion, and is more than willing to lead the crusade against them, especially with New Veritas' blessing.

12: Sign Treaty of Wardash with Gorin.

13: By 1289, make Khori, Khaidu's son, Lengelzai on his 16th birthday. He won't be a brillant general, but Timur should have become even better. Khori will instead be more of a philosopher, trying to combine all the cultures of the Empire into one, through common ground and all.

Suggested Orders for Kerania, Kalmar, Verta

Kerania
: 2 EPs into new UU (Kerania knock-offs of Khaidu Cavarly. Gift them enough horses so they can do this), follow battle order plan below.

Kalmar: 2 EPs to Axemen, 1 EP to Archers, link up army except for 1000 axemen for defense with Tellium/Lengel one in Tellium, while navy links up with Tellium/Kehexou navy off Tellium.

Verta: 2 EPs to Triremes, 1 EP to Phoenix Archers, 10 Vertan Triremes and 1000 Phoenix Archers will stay behind in Verta to defend, while land force meets up with Tellium/Lengel force, and while navy links up with Tellium/Kehexou navy off Tellium to engage Khemri navy.

Battle Orders


Troop placement, 1280​

Black (Gershtoy Volinin)
: 3000 Keranian Spearmen (3), Keranian 2000 Axemen (3.5), 2000 Keranian Cataphacts
Red (Timur the Lame): 4000 Lengel Horse Archers, 5000 Lengel recruits, 3000 Nkondi Spearwomen
Blue (Davarian General): 5000 Lengel Horse Archers, 5000 Davarian Swordsmen, 3000 Spearmen
Green (Lengelzai Yesui): Everything else (20000-25000 Lengel Recruits, Nkondi Volunteers, Antigotica Volunteers, 5500 Lengel Horse Archers, 2000 Khaidu Cavalry)

Pre-Battle Plans and Operations​


Have my spies basically map out as much of Shalamari and Khemri as they can, so that my generals will know the best paths to take, ways around particular terrain, which areas are most important to the enemy, and how to avoid trouble spots. As much troop positioning as possible would also be good.

****​

In order to prevent a commander from being killed during the battle again, and to increase the organization and efficency of the Lengel war-machine, have all generals stay far back from the battle to observe the battle as it goes on, perferably from a hill, so that s/he may observe the entire field. The army will use flag movements to announce attacks and targets silently, as well as organize themselves.

The General will see these flags, and then send orders to those commanders through flags again to give the unit commanders new orders based on changing battle-field conditions. This will prevent the death of the general, and also increase the Lengel efficency on the battle field.

Green Army Tactics​

Invade Shalamari with all the Green forces. Raze and destroy anything in our path until an enemy army attempts to meet our army. At the same time we're looking for an enemy army to fight, do not get drawn into an ambush. Use our extensive spy network and scouts to prevent an ambush or things of that nature. For each battle, bring a supply train carrying food, and extra amounts of arrows for battles (3 extra arrows for each man, meaning three 60 arrow pouches)

Only have Horse archers in the advance force, with the ground troops and Khaidu Cavarly as a flanking force. Once the enemy army is within range, immediately begin barraging them with arrows from our horse archers. Constantly have arrows being fired upon the enemy, but never all archers at one time. Go in waves of large groups to cut down on arrow use, yet at the same time constantly hitting the enemy with arrows. Focus the fire upon the enemy archers (basically, just aim over the foot-soldiers), to force the archers to fall back.

If the enemy ground soldiers move to engage our horse archers to protect the archers, have the horse archers wait until the last moment, and then flee from them, shooting backwards at the same time (Parthian Shot). Once the enemy archers are somewhat driven off from our focused barrage upon them (as the Lengel (mongol) composite bow has a range comparable to the English Long bow, and thus the enemy army wouldn't be able to fully match it), the horse archers should begin barraging the foot-soldiers. The foot soldiers should go into Testudo formation, but keep up the barrage even if they do, as it will accomplish four things:

1: The Testudo formation is ill-suited to meele combat, and thus a flanking ground force taking advantage of this could be devestating.

2: The Testudo formation is a very physically draining formation, and under long barrages of seemingly endless arrows, soldiers could collapse from exhaustion and dehydration, or heat exhaustion.

3: An eastern composite bow can pierce a scutum (the Phalanx's shield), and pin the shields to their hands.

4: The Testudo is very slow moving, and thus the horse archers can run rings around it, perhaps allowing a mobile force to strike from the side or behind.

The reason for the extra arrows in the supply train was so that when the enemy goes to Testudo formation, the barrage upon them will not cease. At this point, the Lengelzai should signal the ground force and Khaidu Cavalry, and the force will charge the enemy from both behind and the side from their flanking positions (they should prevent the enemy from knowing of their position by using lesser paths maped out by the spies, and by killing any scout that learns of their position with Lengel Eagle scouts (former UU)).

At the same time, horse archer part of the army should completely encircle the enemy force while keeping up the barrage. If the archers are undefended, simply charge them from behind in a meele, and then withdraw with a parthian shot when the enemy meele forces move to engage.

As the Testudo formation is not suited for meele combat, due to its packed formation, the enemy will need to make a choice: get out of Testudo formation to fight our meele forces, and then get destroyed by arrows, or stay in testudo to be slaughtered by our meele forces.

If the enemy move to engage our meele forces, getting out of Testudo, do not engage our meele forces, but instead continue to hit them from all sides with arrows. If they then move into Testudo/stay in Testudo, charge the Khaidu cavarly with the ground forces behind them to engage them in meele.

Repeat this cycle until every enemy is dead. Following this battle, begin to move to take enemy cities by starving them to the bone, and then seiging them. Once cities are taken, send back all engineers and artisans to Lengeliz, and then slaughter everyone else. Do this to every city, every village, and to every thing that is in Shalamari. Tell those Artisans that they must not follow Crystalism, or they will be slaughtered like everyone else I kill. This demand has more effect after we take them captive, and then slaughter their homes.

Genocide the people Shalamari, except for those people who would be useful in my other cities. Loot everything that's useful, and burn the rest.

Red/Black Army Tactics​

Flank any force that Shalamari sends into Gerber from the north (Red force) and the South (Black force), to pin them between two armies. The Northern force should skirmish with the enemy first, barraging them with arrows, using Cantabrian circles and Parthian shots, while the black army stays hidden from behind.

If the Shalamari force goes into Testudo (vunerable for the four reasons listed in Green army tactics), the black force should immediately be given a singal (flag or fire arrow, smoke signals, whatever you want), and they will charge into the back of the enemy with Gerber support.

The Kerarian Cataphracts should lead the charge in wedge formation, disrupting the enemies formation for the following foot soldiers to take advantage of. This charge should be devestating to the enemy (especially if it is to unprotected archers). If the charge is to archers, immediately pull away after killing a bunch to force the non-missle ground troops to hold Testudo to avoid being destroyed by massed Lengel horse archer attacks, making them tire quickly. After a period of time, forcing them to hold it under sustained missle fire (making them weak and tired), the meele forces (from red and black) would charge them to destroy them.

If the initial charge is to meele troops, immediately after the Black charge, the meele Red forces should charge as well, and the horse archers should move into a better position to volley into the middle of the enemy army to avoid friendly fire.

Should we win the battle, and drive Shalamari from Gerber (and any rebels too), the now combined Red and Black force should invade Shalamari from the side, destroying all they come across, the same tactic of taking useful people and sending them to Lengel lands, and slaughtering everyone else.

Rape, kill, pillage and burn. That's the four step process of the angry Lengel.

Blue Force​


Invade with Kalmar, Verta, and Tellium armies to attack the Khemri force besieging Delphi. Destroy their horse archers using our own horse archers longer range, and experience (along with Cantabrian cicles and parthian (Lengel ) shots). Defeat their Ramids using Spearmen, and engage their swordsmen with Axemen on the flanks, and angry Davarian revenge seekers engaging them in the front.

Break the Khemri army between Kehexou's army in the city, and the multi-ethnic army. At the same time, Verta and Kalmar's navies should reinforce Kehexou's, and from there engage and destroy the Khemri navy. After Delphi (if we win, I'm assuming), the combined force should march to Hasko, and fromt there:

Upon reaching Hasko, the entire army will reunite with the forces stationed there. The Lengel Horse Archers will spread out into the plains and harry the Khemri forces arrayed before Hasko. Then, all of the Spearmen, Kehex, Tellian, Vertan and Kalmar alike, will stream out of the gates of the city, holding shields as well as spears in front of the line to prevent The Khemri horse from advancing. All Archers and Phoenix Archers will be arrayed behind the first five rows of Spearmen. Then, as our Spearmen are all arrayed on the field, they will split down the middle, and all Swordsmen and Axemen will charge forward together at the same time as an arrow barrage from the Archers begins. The Lengel Horse Archers will charge in from the right at the Khemri army as soon as the Swordsmen and Axemen charge, and the Spearmen will move forward on the left only, catching the Khemri army at three points, hopefully forcing them to flee.

From there, continue to conquer and raze, shipping back engineers to Lengel lands, and destroying everything else if they do not surrender.
 
Siltoria orders from fCNES:

Spoiler :
jalapeno_dude said:
Siltoria
Capital: Elania
Special Cities:
Leader: King Nelir/jalapeno_dude
Religion: Siltorian Henotheism
Government: Monarchy
Economy: 3: (0/3/0)
Army: 5,000 Spearmen, 1,500 Archers, 1,500 Axemen, 500 Swordsmen
Navy: None
Education: None
Technology: Copper Age
Confidence: Ambivalent
Culture: Pathetic
Wonders: Wheat Market of Elania (2/5)
Description: A peaceful people who worship the river God, Varuna. Recently united under a new dynasty, they are an agricultural people growing crops on the fertile lands along the river, but lately have started building cities.

-Continue Wonder (3/5).
-Continue selling grain to Ysuly, but sell directly to the villages and people, not the goverment. This will prevent Ysuly from redirecting the grain to Polhinos, and will establish us, in the eyes of the people, as the providers of food and life.
-Start trading more of the grain we sell downriver for bronze and luxuries, making our people happier and hopefully getting us into the bronze age...
-Map for the turn is here
-2 points on recruiting 2000 more axemen.
-1 point on building fortifications on the border with Tassqua (shown on map). Hold them with 1500 spearmen, 500 archers, 1000 axemen.
-We have the capital of Polhinos encircled. Without food, it should be starving, and the defenders should be exhausted. Let's give them some more to be depressed about. Dump some rotting, infested corpses in their water supply upriver of the city (obviously, we should make our camp upriver from that so it doesn't affect us). Then start building rams. When the defenders are dying and thoroughly miserable, offer them a chance to surrender and be spared and fed. If they refuse, assault the city with the rams, 2500 spearmen, 800 archers, 2000 axemen, and all 500 swordsmen. The city should fall easily.
-Hopefully, the fall of the capital should have a ripple effect, as the common people are already revolting and organized government should now have collapsed. The villages should be easy: just offer to give them food if they'll join us. If not, destroy the village. Two small groups will split off from the main force and go through the country gathering support.
-After the capital falls, the main force should march up the river, using the same tactics as above for villages. Hopefully, the cities will surrender or riot, kill their garrisons, and join us, but if not, use the tactics above--siege, infect the water supplies, build rams, offer them a chance to surrender, assault.
-The remaining forces (1000 spearmen, 500 axemen, 200 archers) should remain at home, in a position to defend if our fortifications are broken through or we're invaded (from Ysuly or Crospunia, for instance).
-Start directing trade caravans south and east across the plains, so they can trade directly with Rohirune and Moroya-Gaia.
-Explore and expand west.


Muscat orders from stJNES:

Spoiler :
jalapeno_dude said:
Muscat
Capital City: Muscat
Player/Ruler: jalapeno_dude
Government: Chiefdom
Religion: Animism/Spirit Worship
Age: Bronze Age
Economy: Growing
Military: 250 Archers, 500 infantry
Navy: 5 triremes
Size: 2
Education: None
Infrastructure: Terrible
Happiness: Good
Wonders:
Background:

-Increase economy, due to agriculture from the increased land and trade from the strait of Hormuz.
-Send 400 infantry and 200 archers in our 5 galleys to settle the island in the middle of the strait, and then to take the city across the strait. First offer it a place in our empire, pointing out our superior infrastructure, good organization, devoted population, etc.
-If the city rejects our offer, assault it. Obviously, the commanders can adapt the tactics to fit the situation, but this should be a fairly easy frontal assault. The city probably won't even have walls. If it does, use fire arrows to drive back the defenders, build a ram, knock down the gate, etc. Take out the leadership--presumably the people won't care who rules them. If the seige starts to drag on, weaken the defenders by poisoning their water supply (rotting corpses work well for this).
-The remaining forces will be split in half. One half will garrison the city and expand east and west from it along the coast. The other half should expand south along the coast from Muscat.
-Build a road between Muscat and Hormuz, using the army if needed.
-With complete control of the strait, lots of money should be pouring in...
-Expand the watchtower system, sending regular patrols between them and making sure that the men have means of signalling from afar (gongs, fires, etc).
 
Dachspmg said:
Here's a question for all you warmongers: I've been struck with a constant dilemma in warfighting in NESes, especially das ones. Should I, as the ruler of a nation, make only strategic decisions, or operational decisions as well? Is it the right idea to direct only the campaign when you have a good idea of what you want to do, or should you lay off and let your generals conduct those operations?
I generally like to specify the main thrusts and aims of the campaign - its overall strategic movements, sometimes leaving how things are to be achieved left somewhat open for flexibility, unless it's a very specific job. Even today, the military establishment runs plans by the civilian government, even though the latter doesn't tend to interfere or modify too much. Back in the day, it could be much more coordinated (or just as distant if not more so).

Tactics... it's only much good if you discuss a general tactical focus for your forces, I think. Mapping out tactics for each situation is far too exhaustive and cumbersome, in my estimation.
 
Verily. Mind, there are a few exceptions, but in most cases its just a waste of time. A few general tactical directives is as far as I go most of the times.
 
My orders for Drake NES that never got used. 5 pms that was.
Spoiler :

The United Kingdom of Great Britain and Hannover
Capital: London (Great Britain), Hannover (Hannover)
Ruler: King George IV/silver_2039
Government: Constitutional Monarchy (The British Parliament)
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 116 Divisions (Good) (2/5), 19 Royal Marine Divisions (Professional)
Navy (Training): 175 Squadrons (Elite)
Economy: Richer (+4)
Size (points required): Huge (5)
Leadership (Military/Civilian): Competent/Better
Infrastructure: Good
Education: Well Educated
Living Standards: Normal
Culture: Jingoist
Confidence: Loving
Projects:
Nation Background: Great Britain is the only European nation to come out of the Napoleonic wars unscathed. True, many young men were lost in the battlefields of Europe, but overall, her economy is unharmed and her large empire is still intact. Pax Brittanica is beginning to form, and Britain, with the world's largest navy is there to ensure trade continues to flow--and of course, enrich Britain.

-16 eco a turn in total

-3 eco on Army Training
-5 eco on logistics
-5 eco on Royal Marine divisions
-2 eco on Squadrons
-1 eco on Divisions

Total Forces

-121 divisions
-44 Royal Marine divisions
-180 squadrons

Dutch Violation of British Waters

-The Dutch have declared war on Spain and intend to sail to war against them. They will undoubdtly wish to use our waters. We find any large foreign force sailing so close to our territory to be absolutely unacceptable. It is a grave threat to the British Mainland and sovergnity thus it must be dealt with. We will not however communicate our disapproval so as to lull them into a false sense of security.

-In the Channel Islands we will have deployed a force of 40 squadrons. The Islands are also equipped with costal fortresses and batteries. So as the Dutch fleet unwarily sails to make war on Spain our fleet will have taken position in the Channel Islands blocking it.

-Meanwhile as they have sailed into the English Channel another fleet of 40 squadrons waiting in the North Sea will have slipped in behind them effectively trapping them in the English Channel.

-When the Dutch fleet comes up to the Channel Islands they will find their path completely blocked. At this point our fleet positioned there will open fire on them and engage them. Our costal fortresses and batteries will fire as well. Meanwhile the 40 squadrons behind them will engage them as well thus catching the Dutch in a neat trap.

-The Dutch fleet caught between our two fleets will be utterly annihilated. They will have nowhere to run or hide as this area had rocky shores and they will be dashed to pieces and our costal batteries and the fact they are trapped between two fleets will utterly decimate them.

-Now after the destruction of the Dutch fleet we will inform the newspapers, Parliament and the British public of the Dutch violation of sovereign British waters with a large fleet prepared for war. Despite repeated communications with the Dutch fleet they refused to stop as ordered and we had no recourse but to destroy it. Then request Parliament for an official declaration of war against the Dutch for this violation and for suspected incidents of atrocities upon Belgians who desire independence from their yoke.

- I want to send agents south to Belgium to stir up discontent and aid and organize rebels. We will encourage them to rise up and issue a guarantee of independence

-Having most likely received our declaration of war our 80-squadron fleet will regroup in London with 40 divisions who will be taken on our invasion fleet.

-Our 80 squadrons will impose absolute blockade upon Holland and bombard costal cities particularly Amsterdam to soften in up before the landing. Our fleet will first bombard the island chain along the north Dutch coast which will likely contain coastal defenses this includes the city of Den Holder which control the opening of the bay, It will be bombarded and utterly destroyed to completely neutralize it.

-Our fleet will sail into the Bay and we will land about 10 divisions behind the city and assault it with full naval support. Meanwhile a portion of our fleet say 20 squadrons will separate carrying 10 divisions which they will land near Harlem who will assault the city with naval support and an attack from the forces in Amsterdam as well. Those forces will then march south along the coast to seize the Hauge and then re-embark on the ships to sail into the channel toward Rotterdam to surprise the Ducth who will be expecting an attack overland after seeing us take the Hauge in such a manner.

-Having secured that area we will once again take to our 20 squadrons neutralize Dordechet with heavy bombardment. Our forces will then make a landing and march overland to Tillburg and Eidenhoven seizing both in a general assault. This will have effectively spilt Holland from Belgium allowing the Belgians to revolt without fear and throw off the Dutch yoke.

-Meanwhile in the north our 10 divisions who seized Amsterdam and aided in seizing Harlem will march on Uterchet, Arnhem and Nigmegan and seize the cities in a general assault.

-We will have another 20 of our squadrons depart north with 20 divisions. 10 of these divisions will be dropped near Leeuwarden on the coast and march overland to seize the city. This shall be repeated with Assen.

-Further north Defuzli shall be bombarded and our 10 divisions will be landed there to seize the city. Gorenginen will be assaulted overland and our forces will meet up with the other group at Assen.

-From Assen our combined forces will push on to Zowelle and Arnhem to seize the city in the case of the former and aid in the seizure in the case of the latter.

-These assaults will see the large portion of Holland proper conquered. In the south Belgium will most certainly have broken free and will be recognized by us. Holland will be incorporated into the United Kingdom and we will be known as the United Kingdom of Great Britain, Hanover, and Holland. Holland will have the same status as Hannover.

Mediterranean Theater

Treaty of Constantinople

Article 1

Britain, France, Greece, the Ottoman Empire, and Egypt will cease hostilities under the following conditions

Article 2

The state of Greece is to be created consisting of the Pennneoplesian, and the Attic Peninsula extending north into Thrace. It will consist of all Aegean Islands and Ionian Islands.

Article 3

All signatories of this treaty will recognize the new nation of Greece and the said nation shall be in an alliance with Great Britain and France who will assure their independence




Article 4

The lands of the Barbary Coast shall be ceded to Great Britain this includes the ports of Tripoli, Benghazi, and Tobruk

Article 5

The Regency of Algiers, Beylik of Tunisia and Eyalet of Egypt shall be freed from Ottoman influence no longer unwillingly be bound as slaves to the Ottoman Empire

Article 6

The Eyalet of Egypt shall pay the sum of 1,000,0000 Francs every year for five years to France as payment for its mischief

Article 7

The Ottoman Empire shall cede the island of Cyprus to Great Britain

Article 8

The Eyalet of Egypt shall cede the Sinai Peninsula including the city of Said to Great Britain

Article 9

The Ottoman Empire shall cede the land of Judea to France who will place it and its Jewish population under its protection.

Article 10

All signatories will release all prisoners held during the fighting

Article 11

Great Britain and France shall sign an alliance with the Ottoman Empire

-All sides have supposedly agreed to this treaty. However our forces in Greece will stay until it has been clear the Ottomans intend to pull out. If the Ottomans do not pull out our forces will take defensive positions and entrench themselves. Coordinate any further actions with the Greeks but leave it to the impetus of my commanders.

-Meanwhile my forces from Cyprus will occupy the stipulated territory in Egypt from the treaty. I also want to begin this project:

Suez Canal: (+Canal through Sinai Peninsula, +Port Said eco center)

-I want to secure control over the rest of Barbary Coast so about 10 divisions from Greece. Send several divisions to each of my port cities and have them attacks as the arrows show and largely secure the territory and drive back the attack Tunisian armies.

-To ensure Tunis withdraws we will send 5 squadrons from Malta to blockade and bombard the capital to force Tunis to capitulate. We will be carrying 4 Royal Marine divisions who will make a landing and seize the city. They will then secure the city if necessary employing street fighting without regard for civilian life if there is large scale resistance. A defensive perimeter will then be formed around the city. The government and military leaders who may be in the capital will be held hostage. We will then demand Tunis become our protecrate. Gun boat diplomacy at its finest.

-Reaming forces from Greece after it has become clear the Ottomans are complying will withdraw.

Indian Theater

-Nepal’s belligerence and defiance of our authority and us is most disturbing. Nepal will have to be put in its place.

-We will employ 10 divisions with many battalions of Gurkhas in them. The Gurkhas are from Nepal but they flock to us due to our far superior pay, wages, conditions, and benefits. They are mercenaries to a certain extend but very loyal. We will tell them that the current king of Nepal has been carrying out atrocities on his people. We will replace the current king with a kind we are much more easily able top control.

- Simultaneously 5 divisions from the east and 5 divisions form the south will march on the capital of Khatmandu. Our Gurkhas overseen by British officers will spearhead the offensive. The Gurkhas will clear out the mountain valleys and passes defeating any troops. The Gurkhas are extremely skilled at such mountain fighting and close combat fighting. They can move much faster which will surprise the enemy. They will be backed up with regular forces as well.

-The combined offensive will surprise and overwhelm the Nepalese forces defending the capital.

-We will form a cordon around the capital to ensure no one gets out and then we will launch a general assault together with light artillery we managed to transport with us. When we enter the city we will immediately seize the palace and other government and military buildings holding the King, and other government and military officials hostage.

-We will exile the King to Malaya and execute any government and military officials who are known to oppose us.

-We will then replace the King with a young child from the royal family. We will then appoint a British regent for the child. Thus we can easily control Nepal.

-After ensuring that this has been successful carried out we will withdraw 5 divisions with the other 5 divisions remain for perhaps a few years to ensure that our interests are secured.

Malay Peninsula

-We will employ 20 divisions to occupy Jahore. Despite repeated offers to join our Empire as a Princely State and retain wealth and prestige we have received no response. Our hand of friendship has been turned away. Thus Jahore will be forcibly incorporated into the British Empire.

-20 divisions will be deployed to our cities in Malaya. In the northern city 5 divisions will march down south and assault the capital while from the south another 5 divisions march north. The two forces will assault the capital from both sides trapping the forces in the city. Artillery will be employed to help break into the city.

-In the south another 5 divisions will strike along the east coast as 5 divisions do the same from the north. They will travel along the eastern coastline meeting up with the southern prong. At the completion of this offensive all of Jahore will be secured.

-Jahore will be renamed Malaya and incorporated into our Empire without any princely state benefits.

Attack on Indonesia

-Dutch occupied Indonesia will have to be wrested from their control

-We will employ 40 squadrons and 20 Royal Marine divisions for this attack. We will start with the island closest to Malaya.

-5 squadrons with 2 divisions shall land on the tip of the nearby island and blockade and bombard the city and seize it in a landing with full naval support. Each arrow in the sea represents 5 naval squadrons and 2 Royal Marine divisions with bombardment and blockade and naval support shall take every city from our squadrons. We are basically using the same formula for all the cities so basically its just rinse and repeat.

-This will be repeated for every city in Indonesia. Our priority is the closest island to Malaya, which controls the Straits of Malacca this island, is vital to our Far Eastern Empire. The next wave of attacks will be on Borneo followed by the island south of Borneo and Iran Jaya.

-The Dutch Navy shall be destroyed wherever it is encountered.

-We will not advance into the jungle interiors of the islands instead we will seize the cities and coastal areas. The interiors can be secured later as long as the important places are in our hands.

-Spain may be attacking as well cooperate with them if necessary. We will deal with land partition at a later time.

East African Theater

-Deploy 20 Royal Marines and 20 squadrons to the coastal cities of India and the British Indian Ocean Islands.

-10 squadrons and 10 Royal Marines shall set sail from the ports of Karachi and Bombay respectively.

-The force from Karachi consisting of 5 Royal Marine divisions and 5 squadrons shall assault the capital of Oman blockading and bombarding it. Our forces will land and seize the capital holding the Sultan his government and military leaders hostage.

-Meanwhile our force shall march inland seizing the other city in a general assault and then striking north into the modern day UAE and such with the goal of securing this territory.

-From Bombay 5 Royal Marine divisions and 5 squadrons will set sail and land in the southern part of the country blockading and bombarding the southernmost city and landing in it. They will then march north across the mainland of Oman with the goal of securing the territory and engage any forces that are left in the area.

-From the British Indian Ocean Islands we will have 10 squadrons and 10 Royal divisions, 5 Royal divisions and 5 squadrons will land in the north part of Zanzibar using our usual blockade and bombard to soften up resistance. They will then march south to secure the vast majority of the country.

-In the south with another 5 Royal divisions and 5 squadrons we will blockade and bombard seizing the islands of Zanzibar as well as the trade center and then proceeding to strike north to take that city.

-Oman and Zanzibar shall both be incorporated into the British Empire.



Defenses Across the Empire

-This leaves us with 41 divisions and 35 squadrons free who are not participating in any campaign.

-Also it should be noted that we are displeased with The Qing Governments ban on opium. Thus I want to grow opium in India and ship large quantities of it to Hong Kong and Macau. From Hong Kong and Macau they will then be smuggled into China via ship. I want to deploy 5 squadrons to protect the islands of Hong-Kong and Macau and escort the opium vessels to the Mainland. I believe that we have no trade restrictions placed on us by the Chinese. I want to make Hong-Kong in particular the key location of the opium trade to give it a trade center status. Any Chinese attempts to stop and seize our vessels will result in our squadrons engaging the ships that are trying to stop us and destroying them.

-We will deploy 20 divisions to India close to the Sikh border they will take defensive positions in fortifications in case of a Sikh attack. We will use our superior training and firepower as well as artillery to completely decimate the attacking forces and throw them back.

-We will have 10 squadrons deployed in India who will suppress piracy and escort trade ships.

-In our homeland we will have 10 divisions of troops deployed through the land (Mainly in Wales, Scotland, and Ireland to put down any dissent) and 10 squadrons deployed in the English Channel and North Sea who will make a naval attack on England impossible.

-We will have 5 squadrons deployed in Canada to defend it against naval attack and we will have 5 divisions who will secure our land. We will encourage settlers to move to the west where there is a breadbasket by offering extremely cheap or even free land. Note we have agreed to the 49th parallel as the border in Oregon that continues the current border. We also have an NAP with the US.

-In Australia will be 1 of our divisions and 5 squadrons. Our squadrons and divisions will be claiming islands nearby in the name of our Empire. Specifically New Zealand, New Guinea, Rabul and basically the many islands to the east are ones we wish to secure starting with the larger islands first.

-In Australia we will encourage expansion throughout the continent by giving away very cheap or free land.

-In our far-flung colonies I want to local governors to organize regional defense with militia who can be can be called up on short notice. We should use this in Africa, South American, the various islands, Canada, Australia and such basically lands which are upon the periphery of our Empire.

-In all parts of our Empire we shall be watchful for rebellions and assassinate people who show desires to revolt and such. We will however be tolerant of native peoples practices and beliefs and traditions and not try to interfere or change them. We will seek cooperation from native people that we rule and try to include them so as to give them a sense of power. The Princely States of India and regional representation in Canada are examples of this (I still have no created Dominions, that will be done later perhaps if necessary). However should any rebellion occur it should be put down brutally if necessary.


-Pax Britannia
 
The Ottoman Empire shall cede the land of Judea to France who will place it and its Jewish population under its protection.
As if Christians have treated Jews any better than Muslims historically. You just wanted my eco centers. :p
 
See? If anyone can confirm that I really do mostly stick to general tactical directives, its Panda. :p
 
Thanks, everyone. I was just wondering, because in the first IT of NES2 VI, I suffered rather heavy casualties fairly frequently, despite good training, numbers, and military leadership, and was wondering if it was due to tactical vagueness.
 
Which one?
 
As if Christians have treated Jews any better than Muslims historically. You just wanted my eco centers.

Obviosuly but I couldn't exactly say that IC. And historically the Muslims have always treated the Jews better than the Chrstians. Far better. Especially the Ottoman Empire.
 
Here are all the orders I recieved for update 10. Information that is still sensitive has been removed.

Numbers in the Ur-Medea orders may not add up, since I remove casualties from there while doing the update, then transfer the casualties to the stats.


EDIT: Dammit, 2000 Characters too much!

Spoiler JalNES Update 10 Orders, Part 1 :


UPDATE 10


CARTHAGE

Carthage/Luckymoose
Carthage
Government: Military Stewardship
Color: Red
Economy: 3/1/1
Size: Getting There(2)
Age: Bronze Age
Army: 1500 Spearmen, 600 Axemen, 1150 Longbowmen(UU)
Navy: 10 Galleys
Infrastructure: Dirt Tracks(1/2)
Education: Illiterate(2)
Culture: None
Confidence: Good
Projects: Great Republic of Carthage (+2 Infastructure,+2 culture,+2 confidence,+ Republic Government) (5/10)

2 eco into the project.

1 eco into building a city along the cost.

1 eco into continueing the expansion along the coast,thickining up the lands we own.Getting more rural economy.

1 eco into learning how to harness salt from the Mediterranian Sea coast and land mines.This can be a great trading tool.As salt is worth its weight in gold. around this time.
--------------------------------------------------------
MEDEA

Economy
7 eco points in total.
1 point to Atyria along with my schematics for building chariots and a breeding population of horses (basically a chariot kit) in exchange for tin, so I can produce bronze units at normal price again. Yes!
2 points to training 6000 Spearmen.
1 point to training 750 Chariots.
2 points to training 6000 Khalishada.
1 point to training 1500 Archers.

Domestic
Keep things as they are, keep militia ready to fight off possible Urrian incursions. If anyone tries to sell Tin to the Medes they will be executed and their case investigated.

Minor expansion northwards to the Caucasus.

Military
Total Army: 8000 Spearmen, 1725 Archers, 1100 Chariots, 9000 Khalishada

Homeland Defense
Defend my homeland with 2000 Spearmen, 2000 Khalishada, and 500 Archers.

Urrian War
It’s time to end this war.

200 Spearmen, 100 Archers, 500 Khalishada and 300 Chariots are the hammer that shall crush Ur.

The remainder of my forces are to remain at the battlefield by the central Urrian city and at other parts of my border. They will maintain an illusion of being a large force, with extra tents, fires, etcetera.

My main offensive force will launch minor attacks over the Tigris into the Urrian lands between the rivers. Hopefully this will bring the Urrian army between the rivers down, in which case my whole offensive army will cross and fight them. Standard tactics. If an opening appears in Ur’s army, try using a chariot charge as a wedge through Ur’s forces, like Alexander the Great in his conquest of Persia.

If Ur’s force doesn’t confront me, confront it. Don’t fight it in unfavorable terrain unless absolutely necessary.

If Ur’s force makes a move for my capital, evacuate it and move my offensive army to confront Ur's force and destroy it.

Once the army is dealt with, the fall of Ur will be near. My offensive army will cross the Euphrates to the west of Ur, and prepare for a siege. Surround the city. Fire arrows on any supply ships. Kill any reinforcement armies. Demand Ur’s surrender. If it surrenders, occupy it and take the defenders’ weapons.

If not, starve the city until it is weak, then attack.

Cut down trees for rams, barrage the walls to prevent defensive arrow fire. When I conquer Ur, sack it. Take what I want, and kill Andisallamash V.

Assuming success, all that remains of Ur will be its lands east of the Rivers. 1/3 of my remaining offensive army will defend Ur and the rest will advance eastwards, demanding the rest of Ur’s surrender.

Basic Campaign Goals
Destroy Ur’s army between the rivers.
Capture Ur.
Proceed to conquer the remnants of Ur, liberating all occupied lands as well.

Standard Tactics
Infantry in the middle, defending barraging archers. Chariots on the flanks, launching quick attacks at enemy points of weakness, and exploiting brief chances that may open up.

Miscellaneous
Be careful about taking things from land that was once Ur’s, they may have poisoned wells. Use a taste tester first.
Continue using the River spikes to harm Ur’s naval actions.
Prevent Urrian movement with my River Boats. They can also raid in their spare time, continuing damaging the Urrian economy. Kill farmers on riverside fields, torch fields, etc.
Adapt my tactics if they aren’t working.
If I’m invaded (which I suspect may happen from occupied New Armenia and that general area), use my defending forces and militias to deal a war of attrition on the invaders, slowly retreating and dealing high casualties. Slow Ur down, giving my force the time to capture Ur. Once this is done, I can focus great force on invaders and destroy them. Evacuate cities before they fall, to keep manpower on my side. These people will, naturally, return to their cities when they are liberated later.
Send silent soldiers into Urrian camps and do things like take food (cause suspicion amongst the enemy), torch tents, slit throats in the night. Keep a close watch to make sure Ur doesn’t do this to me.

Of course, for everything unspecified… leave it to my generals and governors. They’re a clever and creative bunch.

C’est tout!/That’s all!

Stats
Medes/Lord_Iggy
Capital: Agbatana
Government: Monarchy
Color: Bluegreen
Economy: 4/3/1 (-1 spending point to Ur)
Size: Healthy(3)
Age: Bronze Age
Army: 2000 Spearmen, 225 Archers, 350 Chariots, 3000 Khalishada(UU)
Navy:
Infrastructure: Dirt Paths(3)
Education: None((1/3)/1)
Culture: Cohering
Confidence: Good
Projects:
Description: The Medes were always a power to be reckoned with in their lands, but they were divided. Until the rise of Iaxeres. The great general of Agbatana united the Medean people, and quickly led the new army to the destruction of all nearby states that could challenge him. The Medes rose to control most of the Fertile Crescent and destroyed the Hittites, but can they win against their former ally Ur?
------------------------------------------
MAAR

Spend 2 economis on archers.

Expand along the coasts to connect most of the Iberian western coast. Be a thin as it may, I need the coasts.

Send ships with some archers and spearmen to raid in the British isles. Mostly that area with 2 cities and a village as it seems rich, and than escape to northern france to be able to hide there.

Try to sign an alliance with the Northern france tribes in order to work together for raids on Britian. Make it look like the Prussians did it, try to anyway.

Expand trade route with Tarttesos and with rest of te medtierian in order to increase trade economy.
------------------------------------------
PRUSSIA

Prussia/The Farow
Konigsburg
Government: Monarchy
Color: Grey
Economy: 3/1/2
Size: Getting There(2)
Age: Bronze Age
Army: 1800 Spearmen, 1700 Archers, 3000 Prussian Axemen (UU)
Navy: 40 galleys
Infrastructure: Dirt Roads(3)
Education: None(1)
Culture: None
Confidence: Great
Projects: Prussian Roads (+4 Infrastructure Levels) (11/24)
Description: The Prussians a people related to the Lithuanians settled in Northern Poland along the Baltic Coastline. They adopted the German language and culture. The Prussians are an extremely militaristic state due to the constant barbarian invasions, which they have beat back easily thus far. They have now become the region's foremost power, as well as its only one.

-Spend 4 points on project
-Spend one point on more galleys
-Spend one point to found a city

1.) Begin establishing colonies along the German Coast. I want one to be where Hamburg is OTL. If this needs troops send 200 Prussian axemen and 10 galleys.
2.) Raise a large army consisting of 20 galleys, 2000 Prussian Axemen, 800 spearmen, and 700 archers to invade Denmark and crush any orginazation. This army is to come from the north like a storm striking fast into the country side pillaging. If an army is raised to oppose us pull back and wait for intelligence on its size. If it is relatively the same size strike hard using the Prussian axemen in the center with archer fire covering them as they advance. The spearmen will cover the flanks. The galleys are to raid coastal areas to weaken the enemy.
3.) Found the city of Breslau near the Noricum border in honor of the tribe leaving there. I know it is a Polish name but I cannot think of another city in the area that is German.
4.) Begin making good relations with Noricum and ask they halt expansion westward and focus eastward. If they decline say we respect their descision and hope that it does not sour relations.
5.) Proclaim the Prussian Empire of the Baltic. This is because Prussia dominates the Baltic Sea militarily, economically and politically. This should also make the Prussian citizens happier because they live now live under a "empire" not just a "kingdom". The empire will make controling most of the Baltic its goal.

Are the people of Noricum Germanic? Where did you get that name from just out of curiousity?
--------------------------------------------------
IBERIA

Iberia/emu
Zaragoza
Government: Tribal Confederacy
Color: Orange
Economy: 2/0/0
Size: Tiny(1)
Age: Bronze Age
Army: 2400 Axemen, 800 Spearmen, 800 Archers
Navy: 0
Infrastructure: Dirt Paths(2)
Education: None(1)
Culture: None
Confidence: Ehhhhhhhh.......
Projects:
Description: Iberian tribes started to work together and....er...stuff

Orders:
Start Project : Homelands ( +Zaragoze Cultural centre)
Invest in Project

Recruit UU: Hordesmen : lightly armoured, arrow fodder, Hordes of them.

send 1200 Axemen 400 Archers and 400 Spearmen along the river towards the cost, killing those that stand against and recruiting those want to be a part of our glourious....thing

Threst shall head south towards that sicily colony (although we dont know about it.

I hope you arent expecting tactics and all that stuff
---------------------------------------------
EIREHANN

Eirehann/LittleBoots
Dublin
Government: Monarchy
Color: Purple
Economy: 3/0/1
Size: Small(1)
Age: Bronze Age
Army: 600 Spearmen, 400 Axemen, 200 Archers, 300 Druids of the Claw(UU)
Navy: 20 Galleys
Infrastructure: Dirt Roads(3)
Education: None(1)
Culture: Strong
Confidence: Good
Projects: Great Temple of Dagda(+1 culture, +1 confidence)(0/4)
Description: Eire unified Ireland, at least nominally, under the fierce Galloglach. They then removed all threats to their power--first the nobility, then the Galloglach. They weren't entirely successful on the second count, though, and this has come back to haunt them...

EP Spending

- 1 into Great Temple of Dagda
- 3 into Infrastructure (for specifics, see Domestic orders)

Domestic Orders

- Construct a system of wooden tower outposts along the coast line (and towards the capitol), with basic roads connecting them (only along coastline that is invadable - cliffs can have a couple if they view approaches, but they are not as necessary as the ones that can view invadable areas). The outposts are to have giant beacons that can be lit in a chain to warn of an invasion as an early warning system. In addition, a system of runners similar to the Pony Express is to be implemented in the outposts, so that rough numbers and other intelligence information can be given shortly following the lighting of the beacons.

- The purpose of this is to be able to use the army as a rapid response against coastal invasion. Standing orders are to send enough troops to defeat the invasion force as long as the capitol is well defended. If the invasion is too large to defeat with a standing army, forces are to be immediately raised through the basic military knowledge of the citizens.

- Continue encouraging colonization of the empty countryside through landgrants. Offer a small plot of land for free if the people promise to make the land productive (homestead-style). Incorporate the nascent towns into the kingdom through roads. This should help increase our rural economy. Break down the Galloglach's fortifications in the north and use them to build up Dublin's defenses and then to build small Governor's Homes in the larger towns of the countryside.

- Construct a similar outpost system on the long stretches of road between cities in the wild lands, but not as tall and function more as protected government inns. They are used as stop offs for travelers, resting stations for patrolling troops, and and relay points for the Royal Mail Service (again, like the Pony Express with relay runners).

- Expand the concept of citizenship. Allow citizens to elect the Mayor of their town, although the Mayor is still lower than the Governor of the region, who is appointed by the High King.

- Begin work in earnest on the Temple of Dagda.

- Release the Druids from service if they wish. Allow them to return to their wanderer's lifestyle, or to settle in the new cities with a large share of land. If they wish, they can stay on as soldiers. They are not forced to disband, merely given the opportunity if they wish. Those who stay on are to be employed in the early warning system being constructed, taking advantage of their quickness.

- Use the Isle of Man as an early warning outpost and trade port. Don't encourage growth their just yet, military and trade outpost is fine for now.

Military Orders

- Fortify some in Dublin (about half)

- Use the rest to patrol the roads and keep them free of bandits to promote internal trade. Also use them as police in the larger towns of the countryside if problems arise. Give those who finish their tours in the army (similar to the Roman system) landgrants in the countryside or the Isle of Man (only soldiers get the offer of land on the Isle of Man, not citizens).

Notes

If this is too overreaching for 3 EP, then let me know and I'll revise it by Sunday. I figured 3 EP and 100 years would be enough.
---------------------------------------------
SEA PEOPLES

League of the Sea Peoples/North King
Tyre
Color: Light Red
Economy: 3/1/1
Size: Getting There(2)
Age: Bronze Age
Army: 1200 Spearmen, 600 Archers, 300 Arabian Cavalry (mercenaries)
Navy: 4 Sea People Triremes (UU)
Infrastructure: Dirt Paths(2)
Education: None(1)
Culture: Cohering
Confidence: Great
Projects: The Lion Gate (+Tyre Cultural Center, +1 confidence) (complete)
Description: The Philistines, or Sea Peoples, are a vast collection of myriad groups of people who were displaced by the Thira eruption, and fled to found a new nation. Now they exist as a league of free nations, which is quite hostile to most other powers, and is determined to carve out an empire through seaborne and land expansion both at once. They have defeated the Hittites and are well on the way to their goal--but can the prevail against the powerful Egyptians?

Peace, for now.

5 points.

2 points on education to raise it one level.

2 points on galleys to get 20 new galleys to replace our old fleet.

1 point into refounding the city of Troy.

Now, with our 300 Arabian Mercenaries, they’ve gotten plenty of plunder for the campaign, and we paid them up front. Hence, we shall send them on their merry way...

Have our entire military and our entire navy be on alert for any attacks, especially from the Egyptians should they get the idea of betraying us. Our navy will meanwhile patrol around the Eastern Mediterranean to kill pirates before they start being a threat at all.

Meanwhile, trade with Atyria will continue, as will trade with both Byzantium and Sparta.

Since we’re not fighting Egypt, pick up their trade and try to route it through Tyre. That way, we get more money, while at the same time they’ll suffer considerable income damages if they war with us again.

Occupy territory of the Sinai quickly; and if we can convince the Hyksos to join us (they are our allies, after all, though our war didn’t go as planned), let them.

Start a focused effort at building up a colony in Thessalonika. 5 galleys and 300 spearmen should do nicely. If we are attacked by the Dorians, try to turn them into attacking Sparta instead, mainly through the prodigious use of slick talking diplomacy. Basically get enough land for a city there, though we’ll have to save building it for next turn.

--------------------------------------------------
ATYRIA

Tin Trade to Medes
In payment for one Economic point and a breeding population of horses. we will also be supplied for the Plans for Chariots. the Tin shall be shipped by ship, and the economic Payment shall be returned by ship. the horse population shall be taken north overland along the coast to Iggiland. there they shall be kept and spread to the other parts of the empire as they grow and breed.

Eco Orders (7+1 from the trade)
(2) Spearmen!
(1) Axemen!
(2) UU's!
(1) chariots!
(1) Project!
(1) Found the City of Horses, Iggiland (and yes, I meant to name it that. ^_^)
Time to Upgrade our Tactics.

Two-lines of Spearmen, with Axemen behind to finish off and attack those that the spearmen pin in position. the Archers/merchant marines shall remain behind the Wall to rain death upon the foes.
the Flanks are the element that will change. while some of the axemen shall remain and ride shotgun on the charriots. the the chariots are to be the flanking element now. with their high speed ability, they are to chase down the fleeing enemy, defend the flank from enemy flanking manuvers, ect. this should improve Our Combat performance.

----
Project: Metalworks of Blera (+1 infrastructure, +Iron age). devoted completely to the Production, study, and manipulation of various forms of metal, the Metalworks of Blera is a sprawling Complex of structures located just outside the city Blera on a hill.
From here, we shall study the various metals and try to develop a new metals to replace bronze.
(note: if I can't use this project to boost myself intot eh Iron age, or if I get there naturally this turn, change the Iron age thing to +1 education)

Expansion orders:
http://i4.photobucket.com/albums/y113/TerrisHibiki/map44.png

Phase One-Red
the same ships that are to deliver the Tin are to set down the Preliminary Expedition to set up the City of Iggiland. they are to secure the Land and pacify the barbarian tribes.

Phase Two-Yellow
Securing the East coast and found the City of Iggiland. soon after, the horses should arrive. the city is to be built around breeding and caring for these horses. secure the Yellow Land north of the city first. the Yellow land to the south only after that. if meads Expands to take it before I can, so be it. Let them Claim it, at least up to the red area.

Phase Three-Green

(Skip this phase and any remaining if Infrastructure is becoming Strained, and/or less then 1/4th of my army is left)
succouring the West Coast. If the Byzantines have Expand north in the interim, Don't press them and Stabilizer the border where we meet.


Phase Four-Light Purple

(Skip this phase and any remaining if Infrastructure is becoming Strained, and/or less then 1/4th of my army is left)
River Expansion. Expand Downriver on the various rivers to get the fertile land. plenty of farmland to support my expanding population.

Phase Five-Dark Purple

(Skip this phase and any remaining if Infrastructure is becoming Strained, and/or less then 1/4th of my army is left)
Filler. Filling in of Various Claimed Land to Better Defend my Border.

Try to set up friendly relations with the tribes to the northwest, and get them to form a nation on their own to help protect trade. or to join us. or just the fact that peaceful trade through their land will improve the lot of their villages.

hmm.. Let's see, anything I am forgetting..
ah, thank the mod. I really was not expecting to get a cultural center. NEAT!
--------------------------------------
YAMATO

Yamato/Contempt
Asuka
Government: Feudal Aristocracy
Color: Dark Red
Economy: 1/0/0
Size: Tiny(1)
Age: Bronze Age
Army: 1000 Spearmen
Navy:
Infrastructure: None (1)
Education: None (1)
Culture: None
Confidence: Eh
Projects:
Description: The Island of Honshu has given birth to a proud and strong people, willing to fight for their honor and lord. The Yamato serve the Emperor of Honshu as vassals, but other clans also seek honor in serving the Divine Emperor. Will their leader rise to promince, and claim the title of Shogun, or fall into the darkness of history?

1: 1 economy into Samurai, my UU [Extremely skilled swordsmen who serve their masters with unswerving loyalty]

2: Establish the Code of the Bushido as the ultimate Code of Honor in my lands.

3: Creed of the Samurai


Quote:
I have no parents; I make the Heavens and the Earth my parents.
I have no home; I make the Tan T'ien my home.
I have no divine power; I make honesty my Divine Power.
I have no means; I make Docility my means.
I have no magic power; I make personality my Magic Power.
I have neither life nor death; I make A Um my Life and Death.

I have no body; I make Stoicism my Body.
I have no eyes; I make The Flash of Lightning my eyes.
I have no ears; I make Sensibility my Ears.
I have no limbs; I make Promptitude my Limbs.
I have no laws; I make Self-Protection my Laws.

I have no strategy; I make the Right to Kill and the Right to Restore Life my Strategy.
I have no designs; I make Seizing the Opportunity by the Forelock my Designs.
I have no miracles; I make Righteous Laws my Miracle.
I have no principles; I make Adaptability to all circumstances my Principle.
I have no tactics; I make Emptiness and Fullness my Tactics.

I have no talent; I make Ready Wit my Talent.
I have no friends; I make my Mind my Friend.
I have no enemy; I make Incautiousness my Enemy.
I have no armour; I make Benevolence my Armour.
I have no castle; I make Immovable Mind my Castle.
I have no sword; I make No Mind my Sword.


4: When the Toyama attack, have the spearmen face the enemy in deep rows, with the samurai hidden within the ranks. When the two lines meet, have the Samurai reveal themselves, and plunge into the center of the Toyama lines, breaking the spearmen ranks with their advantage and skill in close combat.

While the Toyama spearmen's center is being split, have our own spearmen exploit the weakness in formation, and focus a full strike upon one of the flanks, forcing it to break, which should weaken the other flank greatly, and allow our Samurai and spearmen to overwhelm them.

5: While the Toyama are attacking us, send messages to the other Japanese nations asking for aid against the much larger enemy, as they are obviously planning on conquering every single smaller nation, and subjugating it. Hopefully, a few of the nations will side with us, and attack the Toyama from behind, forcing them to split their troops, and generally weaken its position.
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SRIVIJAYA (+1 confidence)

Srivijaya Orders:
Expansion is slight, but yet it is steady! We are gradually extending the borders of our lands. Let us continue our expansion into the surrounding areas, along the coastline. Continue to remind surrounding peoples of the benefits of uniting with Srivijaya: a relatively stable economy, an improving infrastructure, jobs for those who wish to take one in the construction of the Imperial Palace. It is imperative that an aggressive manner is not taken when interacting and speaking with those not within our borders. Do take defensive measures, though, if anyone decides to be difficult with our men.

Progress with our infrastructure is applaudable! Let us continue this until we have a manageable road system throughout our presently humble lands. (+1 EP into Infrastructure)

Encourage rice cultivation and fishing among the Srivijayan populace. Their health is important!

The construction of the Imperial Palace is admirable! Send more people to act as supervisors at the construction site to oversee the progress being made. Work together with the architects, the artisans, the labourers, the planners. Make sure everything runs smoothly. Hmm... and while you're at it, why don't you get to know these people and talk with them. Happiness leads to production, correct? (+1 EP into Imperial Palace of Palembang)
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Roman Orders

Spend 6 eco points on increasing education to Okay improving the literacy and general intelligence of the nobility and other well off classes vastly.

Spend 1 eco point on continuing project.

Spend 1 eco point on researching the grey metal and trying to find various ways to improve it.
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BRITTANIA

1.) Build three cities along the coast and build Edinburg where it should be. (4 points)
2.) Put 1 point into education (1 point)
3.) Put the last 2 points into infrastructure.
4.) Capute the remaining islands off the Scottish coast with necessary troops.

Brittania/~Darkening~
Caer Troia (London)
Government: Monarchy
Color: Dark Red
Economy: 4/1/2
Size: Respectable(2)
Age: Bronze Age
Army: 3900 Axemen, 2800 Archers
Navy: 53 galleys
Infrastructure: Dirt Roads(3)
Education: Huh?(1/2)
Culture: Tower of Babel
Confidence: Okay
Projects:
Description: Founded by a legendary king named Brutus, the kingdom soon developed well around Caer Troia. Highly influenced by both farming and the sea, the nation developed in isolation--but no more. It is in an uneasy alliance with Eirehann.
 
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