Show me your orders/battle plans!

He's not even lurking anymore, having recently talked to him. School has caught up to him, to an extent.
 
Orders for the BT in Daft's NES. (Not sure if they're actually any good.)

Spoiler :

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
Spoiler :
1st.PNG


2nd
Spoiler :
2nd.PNG


3rd
Spoiler :
3rd.PNG


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.


And to compare, this is from a previous turn (maybe one or two before.)

Spoiler :

1. Send a force of Impis rushing up the river that the northern city (Tardun) is on- also send them west along the river.
2.) Found the city of Lambu further down river from Hlobane when the river makes its first turn.
3.) send a force west to capture the grapes and send one east to capture the elephants.



Hlobane: ~Darkening~
Spending Points: 1
Culture: African
Government: stable despotism
Economy: small (+)
Infrastructure: tiny
Production: tiny
Science rate: tiny
Techs: early ancient
Military: 25 Impi (trained)
Navy: none
Wonders: none
Description: A strong African kingdom, recently encountered by both Altynai and the Ys League. Hlobane may soon be in a position to attack their wealthy trading posts and seize them for itself, unless its leaders see more to be gained through peace…
 
I don't have any copies on hand. Maybe das might, but I doubt it.
 
I do have them, actually. Want me to post them?

In the meantime, Darkening, I really do think that BT orders should be less specific and more ambigous. For comparison, here are mine, for the same BT in the same NES:
Spoiler :
Well, not really orders I suppose, more like some guidelines and a discussion of some possible developments.

- In post-Konstantyn Era, reforms will mostly cease, but those present will not be rolled back either. Under Aleksandyr II, Agre will begin to stagnate somewhat; on the other hand, he and his son Karlyk III would concentrate on expanding the Empire. Their reigns, and the reigns of the next few successors, will be known as "the Imperial Age", or the "Age of Conquest".

The Imperial Age:
- If under Konstantyn we concentrated on domestic issues and reforms, now we will shift to a more extroverted and expansionist course; this is, however, a natural product of the Great Embassy, the growth of Agrinese commerce (and thus the "economic imperialism") and the Karthian Crisis that served as something of an awakening call, causing military reforms and the creation of an alliance network.
- At home, we will mostly continue things as they are; however, there WILL be some changes: commerce will be greatly encouraged, newly-conquered regions (including Karthia) will be integrated and assimilated, Argosification will continue (but it will be somewhat restrained; in any case, by now a new, Argosified generation should rise to prominence), and conflict with the local nobility will grow; in particular, the already-existant dualism between the liberal, progressive Agre and the conservative, traditionalist Antalyak will continue and grow into very real strife, to the point of rebellion and civil war (but that will more probably come later). Also, its likely that clashes between our intellectual and political elites may soon begin; at some point, reaction might start, with censorship, repressions of the more vehement critics of government (we'll probably just expel them) and possible curtailing of the powers of the urban councils.
- Religious tolerance will be practiced as long as the religious leaders don't attack our policies and don't proselytize too zealously. At the same time, meddle in their policies - encourage various "councils" and debates, under our auspices, hopefully causing some schisms (though the main goal here is the satisfaction of intellectual curiosity - sure, Aleksandyr II is no Konstantyn, he has an empire to run, but still, he does have the title of "Patron of Arts and Sciences").
- We are to take a defensive stance vis-a-vis Ulakam; at the same time, our diplomats are to try and pull everyone around them into an alliance with us. If Ormash allies with Ulakam, try and ally with Taejon. Should the Ulaks attack a major (non-gray) civilized country, we (and hopefully our allies) shall declare war upon them to prevent them from getting too strong; avoid penetrating too far into Ulakam, but try and take its eastern territories, and ofcourse Samark (both at war and on the peace table; at the latter, also support any initiatives that will strenghthen Rayam, for it is our natural ally). Should our attacks be defeated, just fight a defensive war and conscript as might become necessary.
- The vector of our expansion is now an eastwards one, though. From north to south, here are our expansion opportunities there: the conquest of Libria, union with Mycenae (as a result of dynastic marriages and agreements with Mycenean oligarchs that shall be bribed by our cash and our promises of wealth and greatness), war with Umidia (first and foremost, we want Tarnas; Judea is a nice bonus, though we'll probably just set up a vassal state there), war with Kaladar (total conquest and integration), war with Sar (conquest, integration). For this purpose, we are to build up a powerful fleet, a spy network and special procedures for transmarine operations (most importantly, we need good supply routes - the rest shouldn't be too hard, really, especially if we get any local support).
- If we actually succeed in all that, we might also launch some crazy naval and overland invasion of the Mediterranean and Europe, Persian-style (and probably with similar results).

After the Imperial Age, things become far more confusing and might go just about any way. Nevertheless, here are some general guidelines:
- Agre will stagnate even further; overstretched, the empire will probably have to combat corruption and rebellion. For this purpose, our military ranks will swell further, how ever much the economy will suffer; also, we will have to create a more powerful secret police system, and generally increase the level of our control over the society, to crush all possible conspiracies.
- Reaction and oppression will be magnified considerably as well.
- Administrative reforms will eventually be introduced, creating a system of military districts and imposing military protectorates over the troublespot provinces.
- If foreign religions grow influential, we will probably start to persecute them out of simple, possibly-justified paranoia.
- In foreign affairs, we will probably continue to try and project power everywhere at first (see, for instance, the proposed European campaign; also, a full-scale, ambitious invasion of Ulakam is now possible). After a few setbacks - or generally after it turns out that all of our army is tied down by the never-ending rebellions - we will have to go on the defensive.
- If things go badly (due to decline of commerce, crackdowns on religions and the defensive stance in foreign affairs), that might turn into semi-isolation.
- Civil wars will begin after a while - some for the throne of Bazilevs, others, under weaker Bazilevses, will be feudal struggles and "court intrigues by other means".
- Technology will probably stagnate too, apart from alchemistry - that we will encourage greatly, due to our economic woes.

Afterwards, it becomes even harder to predict anything... Still, here are some different scenarios:
- The Agrinese Empire, ever more dystopian and grim, will nevertheless soldier on into the next IT, possibly losing some ground but maintaining unity.
- Things break down at some point, but after a civil war a new dynasty from Antalyak (the Kristinyds) will rise to power, maintaining the key regions of Agre (Antalyak, Agre and their surroundings, as a minimum) and introducing large-scale reforms; a native variation of Phosism will become state religion, the role of aristocracy will grow, a more decentralized system will begin, warlords in the Agrinese borderlands will become semi-autonomous hereditary military dictators in their lands, in exchange for assistance in wartime and protection of the borderlands (feudalism, in other words). Wars against some of the breakaways and neighbours are possible. A religion-driven cultural revival is also likely to occur.
- Things break down into warlordism, as commanders of the military districts get more and more involved in civil wars; possibly a highly decentralized feudal monarchy will be a result (see OTL Japan or OTL Holy Roman Empire in the obvious periods), or perhaps all unity will disappear and instead distinct post-Agrinese states will emerge.
- Another Balkanization scenario would have a Phosist Kristynid state based in Antalyak, and an Agre-based republic (secular or Taoist); Karthia, Libria, Altynai, lands conquered in the Imperial Age, Baralyk and Argos might also gain independence.

But, ofcourse, there are also many other scenarios, and only the Hamsters Above (on the top of the globe, i.e. in the North Pole) know the answer to the eternal question "Whither Agre?"


Then again, ofcourse, everyone has different order styles and that, in most cases, is for the best.
 
This is a typical wartime orderset from me, from Dis's old NES where me and das were fighting.

Sometimes I make longer orders (here the shortness was partly due to my defensive stand on the war), especially if I want to make and explain a whole lotta domestic reforms etc.., but u people should realize that most of the time u do just as well with shorter orders. Its the quality, not the quantity that counts. In this NES, I did moderately well against das's Tsarist Russia despite the fact that his nation was somewhat stronger. Unfortunately the winner in this war was never found out, as Dis closed the NES.

Spoiler :

Novgorod orders:

DOMESTIC:

-Start a new UU: Ski troops! Normal soldiers during summer time but during winter they will take skis under their feet! They will move extremely fast outside of roads during winter time.

-4 ecos to spend (1 from economy center, 3 from economy level). Give one to the Ottomans for attacking Tsarist Russia, as we agreed. Use one on project, one on military training and one on UU.

-Find out who are the traitors inside my system who giveaway info to the Tsar! Secretly infiltrate police officials into governmential offices as civil servants to find this out. After all (or at least several) traitors have been found out, reveal their names to the public. If they are civil servants, fire them. If they are politicians, let parliament decide wether or not they should be fired. Nation must stand united!

-Start an Anti-Tsarist campaign (give speeches, make press publish propaganda, etc..). Try to raise volunteers to defend homeland! (they wouldn't go outside of Novgorod's borders, but I'm going to send all my military elsewhere so if the people would be ready to defend their homeland in case of Tsarist attack, that would be great!)

MILITARY:

After the update, I should have 10 normal-trained divisions and 5 UU's. Poland promised to send some troops and so did Finland, so all of these 15 divisions + my allies troops will move to Zarapozhchina and Muscovy. It has to be noticed that we have propably less troops than the Tsar with worse military leadership and we can't concentrate them on one spot like the Tsar can, so we have to act accordingly: we will concentrate stricktly on defensive warfare, as taking a defensive stand shouldn't cause as much casualties. Our troops should be equally divided between Muscovy and Zarapochina, with perhaps more Polish troops in Z-land and Finnish in Muscovy (as the Polish don't like Muscovy that much).

Strong barricades should be built. In cooperation with Muscovese and Z-landian forces, the Tsarist advancement must be stopped from these barricades. If my troops would have to reatreat, they will regroup ASAP and form a new barricade. My goal here is not to drive the Tsar away completely but to keep Z-land and Muscovy alive until the update! Thats when things get easier, when the Tsar can no longer concentrate all his troops against us because of the Ottoman interference u see .

It has to be noted that my UU's should use its advantages during winter times: by skiing fast into the night, they can make effective strikes behind enemy lines into their supply lines etc.., to slow their advancement down. In a combat situation during winter, they can dodge the enemy and attack them from behind, forcing them into a battle of 2 fronts. During summertime they will stay behind the barricades like regular fighters.

The volunteers back home (if I get any) will form a barricade between mine and Tsar's borders and be prepared to defend themselves if the Tsar would attack me directly. I doubt it but.. better be on the safe side.
 
@Dark- Long enough orders?

Not really. I forgot a bunch of stuff that I wanted to include.

In the meantime, Darkening, I really do think that BT orders should be less specific and more ambigous. For comparison, here are mine, for the same BT in the same NES:

I prefer to set specific goals and then allow the mod to decide whether or not I can accomplish them. I guess "To each his own" then.
 
Unfortunately the winner in this war was never found out, as Dis closed the NES.

Aye, its almost as sad as the fact that Dis STILL didn't update his present NES.
 
IceEye said:
@dark: love your sucking up to the mod in the end ;)

It's nice to recieve orders like that as a mod. Well, not long ones, but ones that suck up. :p
 
Long orders for LuckymooseNES: Cradle to the Grave. ;)

Spoiler :
Doridan Confederacy
Capital: Farowdorm
Major Cities:
Leader: Frank F. Westchesther/carmen510
Religion: Gamanism
Government: Dictatorship
Economy: (2/1/0)
Army: 2400 Spearmen, 700 Horsemen, 1000 Archers
Navy: 5 Ships
Education: None
Infrastructure: Dirt Paths
Technology: Bronze Age
Confidence: Tolerating
Culture: None
Wonders:
Description: After Boris's assassination, Frank F. Westchester bought his way into Dictator status.

Economic Orders:

-Firstly, due to border insecurity, we require several regiments/battalions of men. We would like to invest 1 EP in training a 1,000 man division to help strengthen our army.
- Secondly, the new lands south hold innumerable possibilities. A group of 700 spearmen and 200 archers should found a small town named Xi' Xang. The city layout shall have stone walls surrounding the 'main' buildings and farms to be built outside. Inside, there shall be a garrison of about 1,000 town guards/militia.
- Finally, we wish to erect several schools and colleges to celebrate our new leader. 1 EP shall be spent on this. Our teachers should be the smartest men in their community, and we shall raise our intelligence to Dumb.

Domestic Orders:

- Flesh out several surrounding tribes and look for the most friendly and hostile ones. Bring in the friendlies with open arms. Make sure they are protected from prejudice and abuse. Those who are hostile, will be shown in the military orders.

- Until we have settled our affairs, we wish to enact a new tax regulation. Only those with the official seal will be able to collect the required 10% tax. (It's 10% of their wages)

- In Farowdorm, create a new Bureau of Treasury and a small mansion for our new Dictator. We wish to have the mansion to have room for 100 people.

- Improve the roads leading east from Farowdorm. This is to help not only our army to move, but immigrants, settlers, and traders have an easier journey.

- Improve the port in Farowdorm. Try to create 5 more docks for trading ships, and a special port for our military transports.

- Finally, we wish for an espionage group called the Shadow Priests to be created. It's a spy ring that contains of 50 people to help gain information on riots, unrest, and evil plots. The director will be Dictator Frank, himself.

Foreign Affairs:

- Try to recruit some mercenaries from the neighboring tribes, to help our great nation grow.

- Try to send some diplomats to Porisma to create an embassy to help each other in the future.

Military Orders:

- Use our navy to patrol the river to warn us of any sort of danger to Frank or the people.

- Use 500 spearmen to garrison Farowdorm, along with the militia stationed there. 1,000 spearmen and 500 archers are guarding the border. 700 spearmen and 200 archers are creating the town of Xi' Xang. Finally, the 1,700 spearmen, 300 archers, and 700 horsemen are to find the friendly tribes/hostile tribes and to gain land westwards.

Tribe Strategy

-First, we should try to identify rivalries within the tribes. There must be some tribes 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. (Unless the enemy is way too strong) Do this successively for as long as possible. We should also do everything possible to convince the tribes to join us, even with bribes.

-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. If in the case more than one tribe rise against us, we should get our allies to help defend.

-We expect that the tribes 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. Of course, try to avoid suicide positions and allow armies to surrender.

Military Strategy

-Build and expand forts throughout the areas of conflict. This should help us to hold large amounts of territory, and tie up large numbers of enemy 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 Doridan warrior echoes 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. Unless in the case where they have slaughtered almost our entire army, then just save the 'fresh' troops.

-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. However, we should use archers to draw them to us.

-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 the Captives

-Enemy soldiers captured in battle are to be sold as slaves in Farowdorm or Porisma. (Unless 'fresh' troops) The revenue this provides should be divided among the army to help ensure their loyalty.

-Any enemy 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 Frank 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 8 or elderly between 60 and 100 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 Frank.

Nice orders eh?
 
Never admit to the mod that you think your orders are good. Say, "Sorry for the terrible orders, I'll try harder next time." I get that a lot even with great order sets. :p
 
Quite a bit of that was copied and pasted from a set of Perfectionist's orders, you know. :mischief:
 
In general, appraising the value of your orders in your orders themselves is just bizarre behavior. :p I'd rather see somebody be self-confident about it than try and be self-depreciating, though. That way, if they really are good, you can think "Yeah, you were right," and if they're not, you can smile while writing about their disaster. If they act modest there's no fun either way.

That huge list of double-spaced points hurts my eyes though. In serious need of categorical organization.
 
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