Here is something that was sent to me from Erez during Stjnes5.
Not orders but interesting nonetheless.
This message was sent to Amon Savag, Azale, Dexter, emu and Jason The King all togheter. Jason is here for NPC moves
OOC ARRRG I can't upload maps into CFC.
Anyhow for a map of after war borders contact me in AIM. For now everyone will conquer lands not in their country name but in the alliance name. Another diffrent color from us all. I belive it will be ok with Jason, it will also show Romans were not there to conquer (yeah right ) but to free...
So
Greece, if you join now attack Roman asia, give aid to Judea to make their own country.
Iron Face, If you join now attack Roman Europian holdings with as much army as you can.
Burgundy, With my aid push Rome out of France and begun pushing into Northern Italy with Iron Face.
Aragon, Invade Roman islands in Western mediterian with our naval aid (and NPC naval aid)
Morroco and Galicia, Send troops to Burgundy and islands to aid, Also to African front in case it get opened. Send their navy to the final hit on Roman navy and for a blockad over Rome borders and ship. That way we will break Rome to two, Egypt and Italy.
Portugal, I will send aid to Burgundy and Aragon, my navy will be in the naval war and blockade and I'll take Sicili and Malta.
Don't forget, any lands we take for now will be under 1 color called "Allied Forces" (In WW2 Britian didn't conquered France to free it...).
All in all.
We this turn should aim on throwing Rome out of Burgundy, Taking the islands, blockading Roman empire and eating lands from North and East.
Most important is Blockade and destruction to Roman navy and throwing them out.
As a side note about the future look of Rome. We will create several small vassal city states in Europe, some lands will be gicen to us. Egypt will be recreated neither free or as a Greek vassal and Judea will be recreated in thanks for help in the world.
Now that the Time Police have had a chance to visit my earlier posted ITNES orders, I should state that anything I write is subject to censorship and modification after the fact, and thereby request none of my earlier orders be posted unless I'm allowed to review them first.
Farow NES orders. Eventually made into a story and should have been story format to begin with, but I liked doing it this way anyway. Yay timocracy/aristocracy (in the REAL meaning of the word...)!
Spoiler:
NOTE: My domestic reforms might be a little confusing. PM me with any clarifications, I have a pretty good idea what I have in mind for all of this so I should be able to field pretty much any question.
Spoiler:
Nation: Ilion
Ruler/Player: Basileus Lycurgus and various councils/LittleBoots
Major Cities: Ilion, Megara, Lacedaemon
Age: Bronze Age
Population: 25,000 (25,000 Other)
Religion: Polytheism (to be elaborated on later)
Government: Autocracy (to be elaborated on, essentially an extraordinarily controlling state)
Economy: 2/2/1
Army: 3000 Infantry, 500 Cavalry
Navy: 10 ships
Education: Horrible
Infrastructure: Horrible
Confidence: Horrible
Culture: Horrible
Projects/Wonders:
Description: The life of a citizen of Ilion is regimented from beginning to end. The government is all powerful, but not tyrannical due to various divisions, balances, and oddities. The average citizen understands that his life belongs to the state, not to himself, and that the same goes for the product of his mating. Life is communal, and everything is geared toward the production of a powerful, though insular, people.
EP Spending
- 3 to Cavalry (1500>3000)
- 1 to found a city (Sparti) at the tip of the point in this map, as well as to set the borders to this map.
- 1 to project Shame Culture (+2 Culture, +2 Confidence, + 2 Education)
Domestic Orders
Lycurgan Reforms
- First off, we must define the classes:
SpoilerClasses :
- Citizens: Citizens are residents of Ilion. They are the highest class. They are the minority but are infinitely superior in combat to the lower classes. (approximately 20% of the people are citizens)
- Perioikoi: "Nearby Dwellers" are the second highest class. They have no say in government, but are not slaves. They are conquered peoples who proved themselves honourable adversaries or who joined the nation willingly. They are the second smallest minority. (approximately 30% are Perioikoi)
- Slaves: Slaves are those who fought dishonourably or who created problems for the Citizens (approximately 50% of the population). They have very little experience in war and were not warlike people when conquered.
- Outlaw the personal ownership of precious metals among all citizens, perioikoi, and slaves. Replace Citizen currency with extraordinarily heavy rocks of a determined value, but no intrinsic value (as they're just rocks). All precious metals are to be turned over to the state in exchange for rocks of the fixed value (inscribed with specific symbols, made from rocks only found in Ilion, hard to counterfeit simply because its hard to get at the rocks).
- If anyone hides precious metal and is discovered, that person will suffer torture and execution.
- All land is owned by the State, not by people. Perioikoi are allotted land to work and are allowed most of the freedoms of a citizen (and in some ways more, as their lives are not as reigmented), but they are not allowed to hold office or participate in government in any way. Slaves are given plots of land to work as well, but are dealt with harshly.
NOTE: This is NOT Communism in the sense that "all men are equal" or "from each according to his means, to each according to his needs" sort of thing. It is still something of a capitalist society with a new kind of currency - honour. Though to be honest, its really separate from both. People are encouraged to be better than other people, to rise above through merit.
- The result of all this is that people are freed from the pursuit of wealth. All citizens are equal, men own nothing, they are only working the land/living in the house/etc. This does not mean all men are equal, it merely redirects their efforts. Whereas before, it was possible for men to compete based on how wealthy one was, now they must demonstrate skill, both in battle and in wits.
- At the age of 7, men are taken from their homes and assigned to a barracks and a group of similarly aged kids. They will live in these barracks until they are 30 years old. They will be trained by the older men in combat, speech (not long flowery speech - our people speak few words, but each word is loaded with meaning and forethought), and civilian leadership. The older men become responsible for teaching the younger generations, which in turn improves them as they learn from the new generation.
- All men eat in communal dining halls while women eat in separate dining halls.
- Women are put through similar (rigorous) physical and mental training from ages 7-20, as our women must be strong to bear strong children and smart to aid int he affairs of state.
- Men and women are selected for in terms of breeding and a man and woman may fall in love and breed, but they cannot live together until age 30, may not have intercourse more than once a week, and understand that they are not monogamous - if the state decides that a man or a woman is a fine speciman, they will breed them with another fine speciman to produce stronger youth. The culture is such that they do not mind this, and, in fact, if one or the other is chosen for this, both are proud for the honour. This should lead to stronger, smarter, generally superior race of people. As Lycurgus said, "One breeds dogs for intelligence, horses for speed, and oxen for strength. We breed humans for all three."
- Another way to increase one's honour, specifically for the perioikoi, is to excel in a trade or a craft. Essentially, honour drives competition as possessions once did.
- The Citizens are freer to pursue combat training, philosophy, education, etc, and the Perioikoi freer to pursure their crafts, as the Slaves do the vast majority of the farming (although the Perioikoi do a good deal too), allowing the upper classes to focus more on higher learning.
- There are elite units in the army, called Krypteia, that sneak out of the city for extended periods of time, sometimes in groups, sometimes alone. They wear terrifying stylized armour and war paint and live off the land for their period of service, sometimes stealing outright from slave households. Their purpose is to strike fear into the slaves hearts so that they deify the Citizens and cower before them. They sometimes hide in ambush and attack and kill random people, sometimes they target a particular strong looking person. They also are on the lookout for those who show any side of discontent and kill them. As of yet, the aren't a UU or anything, just a way we keep the slaves in line.
So, essentially, the citizens are our military elite, the Perioikoi our mercantile middle class (as they can still trade in precious metals, but are rewarded for their profitable deals with honours and status from the State - most of their profit goes to the State, but if they bring enough money in, they can gain limited access to government, possibly even the ability to raise oneself to citizen status; also, they are not allowed to maintain fancy possessions, but can purchase clothes from the state distinguishing them as honored people), and the slaves are... slaves
Military Orders
- Fortify 500 Infantry in each city. They are infinitely better trained than the slaves we rule over, put down any insurrections with brutal efficiency.
- Continue exploring with ships.
Operation Slave Trade The Teraden people have proven themselves too weak to protect themselves
Forces: 1000 Infantry, 3000 Cavalry
- Track the fleeing Teraden exodus and wait for them to camp for the night. Maneuver the infantry so that they cut off their line of retreat, have 500 Cavalry specifically watching for those attempting to flee with orders to run them down, and charge into their camp with 2500 Cavalry while the Teraden sleep. Kill all the men, enslave all the women and children and bring them back to cities.
- Loot everything thats valuable, gift/sell the valuables to Tereno - our people have no need of such things. Take the useful stuff - armour, weapons, tools, etc - back to the cities.
- Do not hold any land after we have taken what we want. We will hold to the borders agreed upon with Tereno.
The main problem - and one of the reasons I still didn't put up the IT III summary - is that I lost most of the IT III orders, don't recall how. Would orders from an earlier age be satisfactory?
Discourage/inhibit materialistic economy among the golden people, the Citizens. They are purely concerned with philosophy, learning, governing, and the military arts (physical training and education, or, in Plato's words musical and physical training).
Actually, I did find some IT III orders (far from all, alas)! Here's a random Roman order set:
Dachspmg said:
Rome:
Res Publica Romanorum
Break an eco level. With the large number of eco points (eight, right? It's been so long since I've done this, since the GTP War smashed my eco...), I recruit another legio (5 thousands, 1 eco), 10 ships (2 eco, regular, not harpax), 5 Praetorian Cavalry thousands (1 eco), ++ training of navy (1 eco), ++ civilian leadership (1 eco), upgrade northern forts to the same as the earliest limes (I read a book by Luttwak on the defense of the OTL Roman Empire, but do not have it with me anymore. Basically, in the north, we will rely on the Gauls and Pictones, faithful Belgian allies included, to defeat barb incursions beforehand, as did the Julio-Claudian Empire, these forts are just a series of Dura Europos-type fortresses. 1 eco), and ++ training of army (1 eco).
Let's get this party started. According to tossi's PM, we can occupy Noricum, and if there is no opposition to this by the controlling groups, we can start sending settlers there. Proconsul Julius Caesar, governor of Cisalpine Gaul, has a legion (Legio III Italica Concors, five thousands). He can support these settlers, but as our efforts are mainly directed elsewhere this decade , we will not really encourage the settlement of Noricum, and only really help if a settler party requires assistance to save them from the *#%$#@ing Germanic tribes. Too bad they already used Hermann the German's name for Dacia.
Without Dacian support, our objective will be slightly harder to pull off. As before, we send in the military advisors to Dacia. Withdraw these if the Dacians start looking like they're going to war. Don't send incredibly good officers, either, and keep them from knowledge of any of our other plans. These fellows should be expendable.
The First Consular Army: Marcus Antonius
The First Consular Army includes four legions (20 thousands, I Italica, II Sabina, IV Scipio Felix, and VI Ferrata. It is led by one Marcus Antonius, consul. They also ship out six Praetorian Cav cohorts. They will ship from Brundisium and Hydruntum in Apulia as early as possible, on board 10 quinqueremes and 5 harpaces. They will blast through any Byzantine blockade as rapidly as possible, with their objective to land at Dyrrhachium, the port city and trade center. Disembark the legios first, to provide a solid base for the cavalry, and then the cav. If there is a Byzantine blockade, then withdraw the ships back to port, where they should be relatively safe. Continue overland to Dyrrhachium, which should not yet be ready for a siege, and storm it if possible. If not, use the standard besieging tactics.
After Dyrrhachium falls, we use it as a base for further land ops. Continue through Epirus in the same fashion. Byzantine phalanxes should be no match for the legios and cav in this terrain, especially using the combined-arms doctrine of last order set. Control the coast of Epirus before marching inland and keep lighter cavalry and skirmishers, as I always do, out in case of ambush. Objective is to control Epirus, Thessaly, and most of Macedonia by end turn. Get agents into Sparta and foment more rebellions, promising support by virtue of the old alliance that Rome and Sparta once had. Send spies ahead to open gates of cities if possible as well, and to get a sense of the terrain for commanders' use. Learn from the Byzantine enemy tactics, and use that Brilliant + 2 that Rome has to take advantage of that and formulate newer versions to take the enemy on better.
The Second Consular Army: Gnaeus Pompeius
This has the remaining 13 thousands (in two legions, V Alaudae and VII Victrix, and one unit of three thousands, the special Guard of Rome). These defend the Roman frontier in the peninsula like we have been since the Punic War, and also detach a thousand or so (a cohort) to watch the Punic border in Gaul. This should also be the purview of Caesar's stuff. Remainder of navy patrols.
Kingdom of Cyprus
Capital: Salamis
Ruler/Player: Basileus Evanoras/Swissempire
Government: Monarchy
Religion: Hellenic Polytheism 95%, Other 5%
Economy: Growing, 2+1
Centralization: Mostly Unitary
Dependencies: None
Infantry (Training): 10 thousands (Good)
Cavalry (Training): None
Navy (Training): 10 ships (Good)
Mercenaries (Training)(Duration of Employment): 15 thousands Hoplites (Very Good)(5 turns), 10 Hellenic Triremes (Good)(5 turns)
Military/Civilian Leadership: Barely Tolerable/Competent
Education: Above Average
Age: Imperial Age
Culture: Originally Punic now fully Hellenic. There are still large Punic influences as well as Egyptian, Aramaean, Isralite, and Hittite influences. Very naval, very trade orientated.
Confidence: Tolerating
Infrastructure: Efficient
Projects: None
Nation Background: After the capture of the island by Moesian forces, Cyprus experienced a huge influx of Hellenic immigrants and the creation of a large and power Hellenic nobility. After the fall of the Moesian Empire, the subsequent civil wars and genocide of Punic, and rise of Salamis, Cyprus finally became an independent, and unified, nation. Though they are comparatively weak, they have many allies among the mercenaries who find housing in the ports of Cyprus in-between jobs. Cyprus has apparently little hope of creating a great empire, but far wilder things have happened
Economic Orders:
Spend 1 Eco Point Building the city of Elysion on the Northeast corner of the island. It will be a center of Education, Science and Philosphy, and Cyprus is working to attract the great thinkers and recorders of its time there.
Spend 1 Eco Point significantly expanding to the city of Paphos on the Southwest of Cyprus, and renaming it Aphropolis. It is said to be the birth site of Aphrodite and in OTL is a major cultural heritage site. But i want to expand it so it a is true major and in this sense Modern city, marble and everything. It is to be the center of our Aphrodite Cult, which is to be the major respected branch of Hellenic Polytheism.
Spend 1 Eco point on beginning the project, "The Academies and Galleries of Paradise" This is a project that its end result will be making Elysion a Cultural Center. Eco points invested into this will represnt to patronage of Philosphy and Art by the Cypriot Nobles and Rulers. In the End the city will be covered ith Grand Galleries of Art and Great Academies for the Great thinkers of the time. Recruit them from all over the world, but focus a lot on the Greek Peninsula and such cities as Athens and Corinth.
On the Map I know its hard to fit the cities on the the island itself biut theirs is room for them if you consider to border to be part of the island(which it is) and i don't think i should be Penalized because in NEsing we make our cities rediculously big. If you make my cities another color than black it works fine. And sometime in the future i want to the cities to kind of "Morph" into one Megapolis, but thagt won't be for a while....
_______________________________________
Domestic Orders:
The Basileus and the 15,000 Hoplites loyal to him is going to depose the Archon and claim to title: Archon Basileus, the Megas Tyrant of Cyprus. This taking of more power by this one figure should bring our centralization up to Unitary.
But this is NOT an attack on the Nobles, as they factor into my plans. No, instead of having a very split Government, the Governing of the Island shall be by the Archon Basileus, while the nobles shall be fashioned into a more Patron-Nobility like hybrid, where there is a Noblesse oblige that since these families(its hereditary) are rich, they must patronize the arts or the sciences, hold banquets, sponsor or fund constructions to beautify or help their domains or other things. They are to receive great Educations and be knowledgable in most subjects. These new nobles, called the Peitronoi make up the educated Cadre of Elite in Cyprus. They gain money through merchant trade, and then put it back into the people of the Island.
To further increase the relgious significance of Aphropolis and to up religious confidence in the Archon Basilues, the Archon Basileus is to make Bi-Annual pilgrimages to Aprhopolis to publically worship Aphrodite with prayer, insense, and Public Fornication with the High Preistess of Aphropolis. OTL Sex with a Aphroditian Presitess was considered very important for worship. This should increase the likelyhood of Aphropolis becoming a Relgious Center and its should also increase confidence in the Archon Basileus.
Nation: Gaul
Player: Perfectionist
Capital: Meidolanum
Economy: 1 (1)
Education: 2, Iron Age
Army: 9 000
Navy: 10
Culture: 2
Confidence: 2
Leadership: 2
Army and Navy Training: 2 and 2
Great Projects: None
Background: Tribal Council. Animism. Gaul is a barely civilized nation that thrives on the conquest of weak barbarian tribes.
Economy:
-1 point from 1 economy centre
-1 point banked
-2 points total
-Spend 2 points on training 10,000 new soldiers, bringing our total army strength to 19,000
Domestic Orders:
-The remaining loyal tribal leaders have been sufficiently alarmed by the imminent disintegration of Gaul, and the growing power of Rome, to take action. They will place supreme military power and significant civilian power in the hands of an Arverni noble, Luernios, for the duration of the civil war. I hope to finish a story describing this before the update.
-There is little to be done in the domestic sphere until stability is restored. However, I hope that we can spare enough resources to implement a least a few new policies.
-Improve the road network between my capitol, which I assume is supposed to be called Mediolanum, and my economy centre, which I assume is Gergovia.
-Improve the naval infrastructure at Mediolanum. Hopefully, this will encourage trade with the north to come through Mediolanum, once peace is restored.
-We will develop a network of informants throughout Gaul. Hopefully, they will be able to give us some warning of any future rebellion and we can take steps to prevent it.
Foreign Affairs:
-Try to recruit Greek and Roman scholars, preferably engineers or others with expertise that might be useful in our civil war. Barcelona is the most screwed up country in the world, so hopefully we will be able to entice some of their people to leave for lucrative positions in our nation.
Military Orders:
-Use our navy to patrol the Atlantic coast. They are to prevent, or at least give warning of, any raids from barbarians further up the coast.
-Of our 19,000 soldiers, 5,000 are assigned to garrison duty, border watch and miscellaneous duties in the homeland. These troops are to be concentrated in areas of dubious loyalty, to ensure that no further rebellions occur. The remaining 14,000 form the army that will end this rebellion.
Our strategy for ending the rebellion is described below. Overall Strategy:
-First, we should try to identify rivalries within the rebels. There must be some factions that hate each other.
-Once this is done, we should intervene in this rivalries by allying with one group, preferably the weaker one, against their enemy. Do this successively for as long as possible. We should also do everything possible to foment discord between the rebels. In this way, we should be able to prevent the formation of an immediate front against us and reduce the rebellion's strength.
-This strategy, while useful, will have only limited utility. Inevitably, we will have to fight most groups on our own.
-This should be done delicately. We should take pains to characterize any campaign as a campaign against a single tribe, and not against all rebellious tribes. Hopefully, this will allow us to pick off at least some of the rebels one by one.
-We expect that the rebels will eventually form a united front against us. At this point, the campaign will probably become simply our army against their army, and there is really nothing more to say.
Military Strategy:
-Build and expand hill forts throughout the theatre of conflict. This should help us to hold large amounts of territory, and tie up large numbers of rebel troops, with relatively few our own troops and free up more troops for our offensives. The garrisons of these forts should be heavy on cavalry, to allow them to rapidly respond to rebel raids.
-We aim to bring overwhelming force to bear in our offensives. To this end, we will minimize our ongoing commitments, and try to keep only one major campaign going at any one time.
-In the field, speed is of the essence. We do not want to fight a guerilla campaign. Our aim is to force a decisive battle early in the campaign, in which our army fights their whole army. We should try to exploit the Gallic warrior ethos to make them come out and fight us.
-Our army should seek engagement with the enemy, but not recklessly so. It will try to avoid battle in forests, hills and other areas that minimize our numerical advantage. Ideally, battles are to be fought in open, level ground where we can bring our greater numbers to bear, but this may be difficult to accomplish.
-If we win a decisive victory, give the defeated faction a chance to surrender.
-If they refuse to fight us head on, we should not be distracted by raids, but should march to their oppida and take them. Eventually, they will have no choice but to meet us in open battle.
-When campaigning in rebel territory, we will be on ground that is unfamiliar to us but very familiar to the defenders. This is a significant disadvantage, and to combat it, we should try to find locals who have knowledge of the terrain and bribe or coerce them into aiding us.
Tactics:
-I doubt our troops are capable of anything particularly complicated at this point. We should try to get them to at least perform rudimentary flanking and encirclement attacks, rather than the usual mass frontal assault.
-When faced with an oppidum, we are to lay siege. If we have any engineers with expertise in this area, use them to construct siege towers, lines of circumvallation, catapults, etc. If we do not have any, just do the best we can.
-Once an oppidum is besieged, we may be able to move the bulk of the army on to the next objective, leaving enough troops behind to maintain the siege. However, this is only to be done if there is no threat of a relief force arriving or of the besieged mounting a breakout.
-The army is to be patient while laying siege. If the fortification does not surrender, it will be taken by storm; however, this is not to be attempted until the defenders are weakened. It is more important to do it right, and to minimize casualties, than to do it fast.
Treatment of Vanquished:
-Rebel soldiers captured in battle are to be sold as slaves in Rome or Barcelona. The revenue this provides should be divided among the army to help ensure their loyalty.
-Any rebel group that surrenders when we call upon them to do so will be treated relatively leniently. Their leaders will be left in power, but we will take family members as hostages, disarm their soldiers, and appoint a loyal man as overseer of the region. He will answer directly to Luernios and have effective veto power over the group's decisions. Other than that, they will be left alone.
-We expect that at least one tribe will take advantage of our leniency and rebel again as soon as the army departs. If this happens, the army is to retake the territory, using the same tactics as before.
-The treacherous tribe will then be destroyed. Children between 2 and 6 will be spared and given to foster families in loyal tribes. All others are to be exterminated. We will not give them a second chance to betray us.
-Any group that must be conquered will be treated severely. In this case, the leadership is to be executed and the people deported into loyal lands.
-They will not be deported in large groups. No more than 100 are to be sent to any one place. This should prevent them from colluding or maintaining their identity and effectively destroy the tribe.
-The vacant space will be filled with families from loyal tribes. These families will be drawn from many different tribes and intermingled to break down existing tribal loyalties. Once again, a loyal man will be appointed to govern the territory and will answer only to Luernios.
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