Unlike most nations, I see this time as a semi-"golden age" for Saruk. For the first time a stable monarch has been insituted. Theosim will unite the Sarukian lands and will cement loyalt to the king, the "Chosen of Eos". Theosim is an extremely observiant religion, with little room for misconseptions. The jiahs (moral codes) will enforce lowered corruption and greater service to the king. All in all, Saruk should grow in substantional size.
Now for orders:
1.) The founding al'Jiaz line is to rule over Saruk for the entire period and should assume a divine monarchy (I might have given credit to some other person for founding it, but just ignore that ;]). The capital, of course, will be Saruk.
In addition to the monarchy there will be a 5 man council set up to serve the King. These fine will be given complete power over the populace and will be deal with the common day running of the empire. The five council members are: The Counciler of Eos (religious), The Counciler of War (war of course), The Counciler of Exchange (trade with other nations), the Counciler of Foreigners (Foreign relations including treaties), and the Counciler of States (Infrastructure and general population).
2.) Saruk (the city) itself is to go under a major reenevation after a "fire burns much of it to the ground" 10 years after the BT starts. In a way to unite the people, a new architectual style will be officially adopted for Saruk (Known as al'Horu). The style will emphasis domes, arches, and refrained elegance. The style is to be advocated in all new buildings and all new temples must be of the al'Horu style. (Btw, "al" in Sarukian means "of" if you were wondering ;].)
The city itself should explode in population size after the fire. Saruk (as I imagine it) is located along a small series of minor lakes and rives, giving the populace much needed water. The Myrdian road will work to bring masses into Saruk and attract the rural classes.
3.) Saruk (Kingdom) itself will undergo a population explosion as a result of stabilized society. No longer is the country in the hands of a few random chiefs, rather the entire region is under the rule of one man (and his advisors.)
Farms are to be set up along the rives to increase the agriculture and population. Also all forms of contraceptions (whateveer ones that might exist) are to be banned, as the prevention of life is "against Eos". Along the coasts small schools are to be set up to instruct men on the proper ways of fishing.
4.) In this time the sea-faring works of the Atlynai are to be collected, stored, and expanded while being placed into a public library in Saruk. Basically, at this time Saruk is to enter the naval arena and begin forming its own navy. Along with the Sea Library, a naval school will be set up in Saruk to teach the officers proper techniques.
The main ship to come in existance in these times is the Khima, a small ocean-faring vessel adapted to warfare by arming it with catapults and boarding crews. The ships, while small, excel in making good use of every available inch of space of transport. They tend to avoid actual fighting and concentrate on transporting the men.
While the number of Khimas is to stay small, their training is to incrediably high. A huge amount of tests are to be administered before any man may command a Khima, and every captain is required to take another test every five years to make sure they know what they're doing.
5.) Saruk during this time is to be marketed as a new trade route between South Asia (Taejon), Africa (Saruk), and Europe (Ys or any other nation). Rather than advocating trade through the Agrinese lands, merchants are to be appealed to come through the waters since its easier to transort across oceans than land. To protect against pirates, Khimas are to be actively used to root them out and destroy them.
6.) Trade with the Ys League itself is to be intensified to the greatest extent. The city of Garbu in particular is to be appealed to trade with Sulchan.
7.) The Myrdian road itself is to be extended to the full extent- running from Xhuastan (and Umidia) all the way south to Timbu. Towns along the route are to be required to maintain their sections and keep the road in good working order.
8.) During this time Theosim is to be fully advocated. A series of missionaries (known as al'Kadiaz- "Of the word") are to journey to foreign lands and spread the word of Eos- along with the Ibya dal Eos (The holy book containing the jiahs and codes, roughly meaning "Given from Eos").
Turuban, the first missionary, is to travel to Sulchan and preach the word there. The man is the first of the missionaries to live a life of poverty to attain his teachings, and should work extensively to gain a followers in the city to continue his work. He is also to found a temple in Sulchan known as the Kiyi- on which the rest of the foreign temples outside of Saruk will be based upon.
After Turuban, Yusu and Juru will be the most prominent of the missionaire. They'll travel north (along the Myrdian road) into Umidia and head towards the capital, preaching along the way. While teaching in Umidia, ht epair are to come up with the idea of "forethought"- that one's life is already decided by Eos before they're born. Extensive work is to be done to convert masses of Umidians to Theosim.
Tachai- a man of actual Altnyai descent- is to convert to the religion before returing to his homelands to preach there. he's to be a minor missionary, noteworthy only fore his resentless work on converted the Altnyain masses.
Into Kalador Manschai will go. Like Tachai, he won't make a diffrence except for the converts. On the southern island a group of al'Kadiaz will work to stamp out Tarrism and convert the populace. They should point out the easy defeats of the Tarrists in the mainland Africa as proof that there is no Tarr, and rather there is only a divine force now as Eos. Attempts at conversion should also be attempt in Agre, Kenbu, Ys, and Taejon- but none of them are major.
9.) As Saruk ages and grows out of its infancy age, the army is to undergo major changes. The Impi, from what I gathered, were a group of unarmoured warriors that are nothing less than rabble. So instead of Impi, over time they are to evolve into Kaji- similar to Umidia's Phalangites but with the major change being that they're extremely devout in battle (they're extremely effective against non-theosist forces).
The Sarukian War Elephants are to remain the same over all, except for that in addition to a handler two archer will now ride along with the handler into battle. These should be basically semi-"tanks" and extremely effective against forces unused to elephants.
The Camelmen are to stay the same, and generally be phased out in favor of horse troops (they're better on the plains) secured from foreign sources. Know as Aj-Savar (Holy Servants), they'll lightly armoured, extremely mobile cavarly armed with the best weapons and possessing the most devout faith.
10.) Expansion. On the map there are three diffreent color codes: red, blue, and light green. Red is land that should be taken immediatly with all force needed. Blue is land that I really want, but some could be let go if needed. Green is land that should be taken if all of the red and blue are already done.
1st Map
2nd
3rd
Descritpions:
1st: In the red areas use the Aj'Savar (troops not known by the barbarians) to rapidly conquor the regions. To take the blue ares send in the Kaji to professionally defeat the barbarians and crush them under superior forces. Attempt to secure borders with Umidia, Kalador, and Sulchan.
2nd: Use the Khimas immediatly to transport a few War Elephants and some Kijas to establish a beachhead on the island. After this is done the forces are to move rapidly to secure Saruk's domain on the island. Should Kenbu managa to land a colonization force on the island, attack it immediatly and drive them off. In conquored lands Tarrism is to be extinguished- either by force, peaceful conversion, or exile.
3rd: This is to be the most ambisitous of Sarukian exploits and I'll understand if everything doesn't work. But, anyways, send the troops in to conquor the region and establish small cities to serve as outposts.
11.) The overall Sarukian goal concering naval operations is to contain Tarrism to the east and eradicate it from any land thats possible. All Kenbu ships are to be attacked on sight (as are Kenbian soldiers) and should be slaughtered by the more professioinal Sarukian. Grant the Ys any relief they need and permission to dockin Sarukian waters.
Go as far as needed to thwart the Kenbians except for an actual invasion of the main island.
12.) A single currency, known as ginash, is to be adopted in all Sarukian lands. Its to be in the form of small, silver coins about the size of a modern nickel. Strict regulations are to be put in place in Saruk to prevent counterfits. In addition, ginash is to be th eonly currancy allowed within Saruk.
13.) If possible, I'd be extremely happy if you could have a Sarukian event a movable press (or type). The main reason for this will be the allowance of the increased publication of the holy book of Theosim and other religious texts ( a series of which will be published soon after the BT).
A central education system is to be established in Saruk for the nobility and all army officers.
Lets see.....did I forget anything?........Nope- I got it all!I know its a bit ambitious, but hey, what can I say? trying to build a power here ;]. Any questions or anything pm and I'll repsond (thanks alot.)
Wow- first time I've ever gone over 10000 chars.
And, in my opinon, your NES is the best of all right now. You're an awesome mod.
Saruk: ~Darkening~
Spending Points: 2
Culture: African
Government: stable Monarchy
Economy: large, growing
Infrastructure: average (+)
Production: small (+)
Science rate: average (+)
Techs: mid-late ancient (+)
Military: 21 Impi (trained), 8 Sarukian War Elephant (trained), 9 Camelmen (trained)
Navy: 1 Galley (untrained)
Wonders: Nomads Captiol in Saruk (+stability)
Description: A strong African kingdom, recently encountered by both Altynai and the Ys League. Saruk recently attacked and captured the wealthy Altynai trading ports along its southern borders, a move which may not prove so profitable in the long run, as the kingdom Altynai soon collapsed, taking its trade routes with it.