Kozmos
Jew Detective
No offense, but IMO all you multi PM people are crazy freaks.
Swissempire said:As a mod i'm fine with both. Either Sadrith Mora orders or Ath'ane orders are fine![]()
North King said:(Not, JD, by depriving the player of vital strategic information, like implying that ships were quadruple the cost when in reality they were the exact same cost.)
Yours were the longer more detailed onesLittleBoots said:Are mine longer or shorter? Shorter I assume, considering the only thing I went in depth on was killing people. And I don't think I've ever filled a PM, though pretty much all my nations are too small to warrant one.
NK, did you just.........quit nesing.............
Can i have Krakow
But i have to agree with Symph that you do need to specify stuff, especially when it makes all the difference, but i almost never have time to go into that much detail, and when i do it feels like it gets over looked!
But i agree with NK that excessive detail could be annoying.
As a mod i'm fine with both. Either Sadrith Mora orders or Ath'ane orders are fine
Orders for the Kingdom of Naples, Turn One
The Kingdom of Naples
Capital: Naples
Ruler: King Ferdinando III of Sicily, IV of Naples/Imago
Government: Absolute Monarchy
Centralization: Unitary
Tech. Level: Early Industrial Age
Army (Training): 10 Divisions (Normal)
Navy (Training): 5 Squadrons (Tolerable)
Economy: Normal (+1)
Size (points required): Medium (+2)
Leadership (Military/Civilian): Tolerable/Competent
Infrastructure: Tolerable
Education: Literate
Living Standards: Tolerable
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Nation Background:
Spending Points-
Put one eco point into Army, gaining five Divisions to grow the army to a total of 15 divisions.
Put one eco point into Navy, gaining five Squadrons to grow the navy to a total of 10 squadrons.
Put one eco point into Army Training, to raise that stat to Better.
Do NOT spend the eco point from the economy itself, so that the economy of Naples can grow from Normal (+1) to Good Enough (+2).
Domestic and Foreign Policy-
Encourage the merchants and traders of Naples to, well, trade. (This is to make sure the Economy Level grows) Make indirect attempts to have said merchants focus their efforts on trading with the Papal States. and Tuscany, especially the latter, in an effort to make the peoples of both lands (or at least those who interact with the traders) feel like they have more in common with Naples than with the Pope, and Austria, respectively.
Create the New Rome Society, INDIRECTLY. Have Verità, a man bent on creating a New Roman Empire, and completely devoted to Naples, work on this semi-autonomously. He will be the only one working on the society, that has anything to do with the Neapolitan government. He will receive no government funding, and he will strive to keep his name out of the papers. While the story I wrote made him out to be a madman, he is not, and he is rather brilliant. He does have the ability to create such a society. The New Rome Society itself is, more or less, a society of the lower class. Its goal is, of course, to restore glory to Italy once more, by recreating a Roman Empire out of the Kingdom of Naples, as it is the strongest of the Italian states. The society will be created to have a very favorable opinion King Ferdinand. Verità will do most of his work on the Society in the Kingdom of Naples. If the Society spreads to other Italian countries, well, that’s their problem. I MUST STATE, REGARDLESS OF WHAT EXACTLY WAS IN MY STORY, VERITA IS NOW FANATICLY LOYAL TO THE NEAPOLITAN CROWN. HE WILL NOT TURN THE SOCIETY AGAINST THE KING.
The Goals of the Society are threefold. Firstly, to increase the patriotism of Neapolitan citizens, secondly, to set the stage for the unification of Italy, and thirdly, to divert any energy the commoners might have, that might trigger something like the French revolution in Naples, off to a much better goal.
As for the Neapolitan government, carefully conduct reform. Create a lesser parliament in Sicily, and a second one in Naples, elected by male landowners. Have these parliaments have very little power. A third parliament should be created, called the Parliament of the Two Sicilies, also in Naples, that over looks both of the other parliaments, and promotes unity between both the kingdoms. Again, it should have very little power.
Military-
Train the troops to have loyalty to the combined crown, and very much to NOT have the inclination to assist any activities of the New Rome Society, since the king is against such actions.
Use ships to patrol the coasts of Neapolitan lands, and, if there are clearly enough ships to clearly sink a fleet clearly bound for an invasion of Neapolitan lands, engage.
Station five of the already created army divisions in Naples proper, and five in Sicily. As the new divisions become trained, split them up evenly between Naples and Sicily, with the extra division going to Naples.
If any enemy attacks Sicily, supply the island from the mainland, forcing through blockades, if both necessary, and feasible. If an enemy attacks in either Sicily or Naples proper, or both, send all available units to the front(s), and have Verità (who is really quite good at this), stir the commoners into a frenzy against the invaders, hopefully creating many irregulars to also throw into battle. DON’T conscript, just have the pro-Neapolitan New Rome Society mobs deal with any who express disinterest in helping to save their country.
Spain and the Papal States are the most likely to attack, so have the generals prepare accordingly. If the latter is the one to attack, start spreading propaganda through the New Rome Society that the pope should not be in charge of a nation in the secular world, and should be confined to more religious duties.
Eco Spending:
4SP to echonemy (you also seem to have forgoten the bonus point fromt he update. I was 0/5 last turn, should I not be 1/5? if so, this should put me at rich)
1SP to recrute more army.
1SP to build more ships.
1SP to set up a trade rout with Persia.
1SP to set up a trade route with Nubia.
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Other Orders: continue the project, expand a bit to connect the west city properly to the empier.
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Trade Orders:
sell L3 tech to Carthrage for 1SP
give Genevia L2 tech, in exchange for theri invasion of new rome.
Sell Turky L3 for 1SP and right of passage for our troops.
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Millitary orders:
first thing, my ships will be loaded with one division of troops apeice (2 divisions) and sent off to assicite the Carthrage forces, first by engageing the Yawaya ship(s) and capturing them is possible. soften them up first with a hail of arrows, and if they still have to many men to capture, use arrows with little bits of oil soaked cloth that has been lit of fire. Note on this, do note engage imidialy when they leave port. instead, after they leave port, follow them,a nd try to get them traped between the Carthrage ships and our own.
once the ships are sunk/captured (I would really like to try to capture them), repeat witht he new roman fleet (hopefully, they will group with the Yawaya fleet and be taken at the same time).
once that is done, return to Egyptian Port witht eh newly captured ship, and pick up another division (or 3, if I can use the divisions I created this turn). they shall then sail due north and take Yawaya capitil City. take it, loot it, then burn it. they will then sail to minos and occupy the city and Island.
Meanwhil, a second group of troops, consicting of 4 divisions, will march up through Turky, and invade through the east. they will make as much noise as possible onece they enter Yawaya proper, and attempt to draw off any defensive forces the Yawaya left behind. if they don't meet with anybody, march north and sack the city on the coast, then head west to sack the city on the north boarder.
NOTE: this IS NOT AN INVASION FORCE. other then Minos, I am not attmpting to claim any teritoyr. Standard tactics are to burn EVEYTHING!. the armies eat what they find, and burn the rest, they only stop to pilliage. in otherwords, Maximum damage. I seek to cripple Yawaya, not conquer it.
-Launch an Invasion of Volans: start with a wave of horsemen and then followed closely behind by infantry, maybe totaling 10 thousand infantry maximum, 1 thousand cavalry maximum.
-Leave enough troops behind to hold off any attacks from the waterways.