Sons of Mars (Redux)

Tani Coyote

Son of Huehuecoyotl
Joined
May 28, 2007
Messages
15,193
Welcome to Sons of Mars, a game of intrigue, glory, and empire. Starting as a regional power, you will be tasked with leading your nation to worldwide prominence; unfortunately, you will have competition in this pursuit. Use bullets or bullion and friendship or deception to assert your place as the dominant global power.

Keep in mind that while the year is 1550, the European conquests of the Americas have not really gained any traction: Africa has been close to South America in this timeline, thus allowing the spread of technology and diseases to what we call the New World for quite some time already. The indigenous people of the Americas are a force to be reckoned with, having been more or less integrated with the world trade network long enough to not be pushovers.

Sons of Mars’ economy is fairly straightforward: you receive income each turn, as in most IOTs, and spend it on armies, navies, infrastructure, army quality, navy quality, civics, or espionage. Income is determined by your provinces and infrastructure, with maintenance costs subtracted; whatever’s left over is your total income to spend.

Technology and Military

Practically everything costs maintenance. Armies need to be fed, navies need to be regularly repaired, and your training regimens need to remain well-funded. Your roads similarly must remain well-funded, but above all, your government’s effectiveness (Civics) needs the most care; failing to pay Civics costs can lead to rebellions and loss of territory.

Armies cost 5 gold to raise. Armies are tasked with defending territory and capturing new territory, whether owned by another country or neutral. Armies’ movement is determined primarily by infrastructure, whereas their effectiveness in combat is a mixture of numbers and quality. Armies cannot be used the turn they are built.

Navies cost 10 gold to raise. Each navy can ferry one (1) and can go anywhere in their own naval zone (there are three: the Atlantic, Indian, and Pacific) or travel to one other naval zone per turn. They can also blockade nations to cut their income and engage enemy ships. Navies cannot be used the turn they are built.

Army and Navy Quality, Infrastructure, and Civics are all techs; the total cost to upgrade a tech to the next level can be seen on the right of the stats tables. You can upgrade each tech ONCE per turn. This will necessitate taking opportunity costs depending on priorities. As for the techs themselves, army and navy quality are self-explanatory. Infrastructure increases revenues, while Civics increases the number of provinces you can rule without repercussions. Keep in mind that civics represents bureaucracy, and so growing civics too fast can likewise drag your empire down as it suffocates from the weight of your administrators.

Unspent funds will be banked for the next turn.

Espionage

Espionage is simple. Pick a country and dump an amount of income into it. You will be able to launch ONE espionage mission against that country every turn. Espionage can be used for anything within reason; the key detail is it’s a secret way to sabotage your rivals. Blow up bridges, assassinate politicians, incite riots, the works.

Religion

Religion is one of the more distinctive traits of Sons of Mars. Everyone is free to choose their own faith, within reason – the year is 1550, after all.

Choose your state religion. It could be a historical one, slightly historical one (i.e. some sort of explanation would be nice, however slight, for say, Ethiopia being Muslim), or more or less made up (some sort of explanation would be nice, and this time around it’ll have to REALLY work good). Irreligion and secularism won’t be popping up for a few centuries. You collect money from every province in your country that is of your faith, and a global bonus for every worldwide province that is of your faith. While it is fine to be tolerant of other faiths, the fact remains that only your faith is the true faith. If you elect to do so, you can be someone else’s faith as well (i.e. Poland or France could be Catholic like Italy), if you feel it would be more advantageous.

Religious conversion happens naturally in your territory, influenced by your communications, your military power (preachers need protection, after all, and dissidents need something to fear), and your situation (being in a war makes heretics more bold, for example). Conversion of other rulers to your faith is naturally of utmost importance.

When you switch from one faith to another, you will receive a one-time bonus in money that represents confiscation of church property from your last state faith. Understandably doing this kind of peeves people.

War and Diplomacy

You may do anything you wish within reason diplomatically. There is trade between everyone by default, which is invisible, though you may declare other nations to be preferred trade partners (keep in mind this reduces your trade with third parties, obviously) or outright embargo nations. Greater infrastructure will increase your trade values.

When talks break down, there is always the ability to go to war. Fleets will engage for superiority on the waves where applicable, and armies can engage on land. Battles are simplistically determined primarily by random number generator based on relative quality and size, though being sufficiently more advanced and/or numerous can guarantee automatic victory. Bear in mind that you can request military access from third parties so as to march your troops through their land.

Occupied territory is reorganized temporarily into an occupation zone, which does not count against your Civics limit; it does not generate standard income but instead sends plunder back to your capital. After the war you can decide what happens to an occupied zone: annexation, partial annexation, returned to original nation, turned into a puppet, etc.

Every nation has a "status." This is what each one means:

Independent - Self-explanatory. This nation has full control over its affairs.
Ally of X - This state is allied to another and will generally respect its interests. NPCs will only choose one ally generally. However, they have full control over their affairs and can desert or change allegiance at will.
Client of X - This state follows the foreign policy of another, but remains more or less independent in domestic affairs. It pays 10% of its income to its partner.
Vassal of X - This state is subordinate to another. It follows foreign policy moves and pays 25% of its income to its suzerain. Suzerains can also direct what it spends money on each turn. The best type of nation if you want to make use of foreign armies.
Puppet of X - This state cannot break away at all and pays 50% to its overlord. On the other side of the coin, it cannot raise its own military forces and will require foreign military forces to defend it. The best type of relationship if you want money for your own purposes.

Sign Ups, Orders and Resignations

Spoiler :
9WDRm8p.png


Mark 25 provinces with a color of your choice on the map; please mention your nation’s name and its state religion. You can add as much as you like beyond that; bear in mind detail is rewarded.

You may send your orders to me either publicly or via PM each turn; sending via PM is suggested to make sure I do not miss them and also because it’s more convenient if you plan on using espionage. Every turn I will lock orders after there is no activity in a thread, and then proceed to update.

If you are going away for whatever reason, do not hesitate to tell me so I may put your country in a state of automation. Similarly, if you lose interest, please formally resign. Going AWOL (that is, you simply drop the game without any indication) is disruptive; it also makes me put you on a list that, if you are on it too many times, I will submit to a moderator to ask for permission to auto-ban you from future games. It takes two seconds to type the words “I’m quitting,” or some variant, so please take the time to do so.

Update I
Update II
Update III
Update IV
Update V
 
POjl71b.png


wtficantdecideonanationsodauphine

Le Grand Royaume du Dauphiné Montélimarais

The Grand Kingdom of the Dauphiné-Montélimarais

Capitale: Grenoble

Religion: Dauphinois Christianity

Gentilé: Dauphinois(e)

Langue: Français Royal, Languedest

Chef: Le Grand Roi Guy IV de Montélimar
 
The Manden Kurufaba in Exile
Shortform: Mali Empire

Spoiler :
K7hVNvn.png


Current Ruler: Regency Council for Mansu Maghan IV
Religion: Sunni Islam
History:
Spoiler :
550-900 AD: Trade with the Ghana Empire leads to the rise of several city states along the coast of Brazil. The
1235 AD: The Manden Kurufaba is founded after the Battle of Kirina. The Gbara (Great Assembly) convenes for the first time, establishing the Kouroukan Fouga, which would serve as the constitution and framework for Malinese society.
1278-1292 AD: The War of the League occurs in Brazil. The League of Four (comprised of the Potiguara, Tupinamba, Tupiniquim, and Caete tribes) conquers and/or subjugates most of the tribes along the Brazilian coastline.
1312–1337 AD: The reign of Mansa Musa I. His reign marked the beginning of the Mali Golden Age, with great expansions to Mali's cultural and scholarly traditions.
1354 AD: Early cannons from Morocco are introduced to the Malinese Empire.
1390-1392 AD: In an effort to stop raids against the empire's southern borders, Mansa Maghan II leads an expedition against the states along the Slave Coast. Many of the states that are defeated are forced to cease not only their raids, but cease trading slaves across the Atlantic.
1393 AD: In response to Mansa Maghan II's expedition, the League of Four begins to impose trade restriction against the Mali. Several subjugated states, who have become more aligned religiously and economically aligned with the Mali, revolt against the League.
1395 AD: After rebels defeat the League at the Battle of Aimore, Mansa Maghan II pledges his support to rebelling states. Mali ships begin to attack trade ship and bombard the coastline, while a force lead by the Mansa himself lands at the mouth of the Amazon. League forces sent to oust him are repulsed.
1396 AD: The League surrenders to the Mali Empire. Several major and minor states are completely conquered, with their territory split between the Mansa and the victorious rebels. The rest are forced to pledge their loyalty to the Mansa.
1399 AD: Mansa Magha II manages to incorporate many of the free states in Brazil into the Empire, by providing financial aid and protection in exchange for fealty. Eventually, several of the states leaders are allowed to become members of the Gbara.
1423 AD: After a series of raids nearly cripple several fledgling colonies, Mali administrators in Brazil are able to secure control over small militias to defend the Mansa's territory in his name.
1430 AD: After several succession crisis weaken the Mali, the Sonni Dynasty secures its independence, establishing the Songhai Empire.
1430-1534 AD: As successive Mansas focus more and more on fighting the Songhai Empire, colonial administrators manage to secure greater control over the colonies, dictating economic policies and managing diplomatic relations with native tribes.
1546 AD: Whilst in battle against the Songhai, Mansa Mahmud III died in combat, leaving his 6 year old son to succeed him as Mansa Maghan IV. Maghan IV's uncle declares his intent to sieze the throne and marches against his nephew. Maghan IV is forced to flee to Brazil with members of the Royal Court. Once their, a Regency Council is established to rule in his stead. His uncle seizes the throne, declaring himself Mansa Musa IV.
1547 AD: Mansa Musa IV is defeated in battle against the Songhai Empire. The rest of the Royal Court and many other officials and tribal leaders flee to the colonies.
 
Tawantinsuyu​
(The Four United Provinces)
(Inca Empire)

Banner_of_the_Inca_Empire.svg



nKQXGAf.png


Government: Semi-Feudal Absolute Theocratic Monarchy
Monarch Title: Sapa Inka (the only Inca)
Head of State: Sapa Inka Wayna Qhapaq (Huayna Capac "the young mighty one")
Capital: Qosqo (Cusco)
Language: Quechua
Religion: Incan Sun Worship
Deity: Inti (Sun God)
Holy City: Qosqo
 
Haudenosaunee Confederation AKA the Iroquois League AKA League of Peace and Power

I will join as the Iroquois AKA Haudenosaunee AKA Goano'ganoch'sa'jeh'seroni AKA Ganonsyoni.

Iroquois.png

Religion: the Haudenosaunee faith; it should be noted that the Great Law of Peace provides freedom of religion.
Primal Goverment Body: the Grand Council, made up of 50 cheifs as represenatievs of all the nations of the Confederation.

More details will come later
 
The Great Song Empire​

RMQkNec.png

Government: Absolute Monarchy
Capital: Fuzhou
Language: Cantonese Chinese
Ethnic Groups: Han Chinese are the majority, although there are certain minorities, like Taiwanese Aborigines.
Religion: Combination of Traditional Chinese Religion, Worship of the Ancestors, Confucianism, Taoism and Buddhism (Chinese religious system - for short)
Emperor: Jingzong (Age 58)
 
fqgeJv0.png


Country Name: Italy
State Inquisitor: Valentinian IV
Roles: The State Inquisition, under the Edict of Rome, was tasked with the suppression of heresy. The edict gave little power to the Inquisition, but the vagueness of the wording allowed Valentinian to expand the role of the Italian Inquisition. The Italian Inquisition, since 1544, has gained the ability to levy a tax on provinces and cities, recruit Inquisitors from all provinces and cities, and a slew of other powers that effectively make the State Inquisitor into a dictatorship.
Government: Theocratic Imperium
Religion: Roman Catholicism
Trade Policy: The Edict of 1547 marked five port cities for special status within the empire. Within these cities, the normal laws against heresy and being a heathen are lifted, allowing people of nearly any faith to trade and live within these cities (albeit with a special tax placed on their heads). These cities, more importantly, are directly administered by the Inquisition. The Inquisition seized these cities following the civil war during Valentinian's Ascension.
=====

Early in the century, great social dishevel rocked the peninsula. A combination of strategic marriages, wars, and the backing of the Roman Catholic Church, led to the parties coming to terms at the Council of Rome which united the city-states into a confederation and created several peninsula-wide governmental offices that were designed to be weak, including a King of Italy and Chief Judge. However, one of these "weak" positions, the State Inquisitor, would be given to a pious former mercenary captain named Valentinian. The Italian Inquisition, in the framework created and written down during the Council of Rome, was given no real powers.

However, the State Inquisitor saw an opportunity to expand the power of the Inquisition. Using the contacts gained during his time as a mercenary, Valentinian turned the Inquisition into a powerful intelligence apparatus. In 1519, ten years after the Council, Valentinian and the Italian Inquisition charged a lesser merchant with heresy and confiscated his ships and wealth. The merchant wasn't important, and Valentinian, of course, the wealth went to the King (who being a puppet, distributed it).

The ships, however, belonged to the Inquisition. Suddenly, the Inquisition entered world of trade.

Expansion followed and by 1531, the Italian Inquisition operated hundreds of trading vessels and several military vessels, all with distinctive black sails. When the King of Italy died, the nobility met once more to elect a new king, and Valentinian declared he wished to run. The Inquisitor's growing wealth and power hadn't gone unnoticed by the nobility, and he was passed over in favor of a lesser noble. Valentinian served the new king.

That King of Italy died in 1544. In Rome, Valentinian declared himself King of Italy. At the command of a powerful merchant fleet and a sizable mercenary force, many nobles simply gave in to his requests. Others did not. The Italian Inquisition declared damnatus on these enemies of the state, and by 1550, has effectively erased them from the public record. Family names were changed, documents destroyed, and in one case, one entire village wiped off the face of the earth.

Today, the two-tier system introduced under the Council of Rome still exists, but radically distorted. Valentinian merged the office of King of Italy into State Inquisitor, bypassing the many legal limits placed upon the King of Italy, including the requirement that the office be electoral.
======
 
500px-Flag_of_the_Cossack_Hetmanat.svg.png

ZAPORIZHIAN SICH
fAfm8Jx.png

Capital: Chyhyryn
Religion: Orthodox Christianity with some Sunni Islam in former Crimean territory
Culture: Cossack, Rusyn, Polish, Crimean Turkic
Leader: Hetman Viktor I, with the Sich Rada underneath him
Viktor I founded the first Cossack state in the Sich, and benefited from the collapse of European society.
 
History of the Creation of the Great Song

SyY5prm.jpg


- Emperor Jingzong

By the early 1500's, the Ming Dynasty had started to decline. Corrupted officers took power, increased taxes, stole the people's money in order to live luxurious lives and executed loyal Generals and officials. The creation of the Yakutian Empire also forced the Mongol tribes to move South, in order to escape from the Yakutian armies and find new pastures. The Mongols sucked Beijing, capital of the Ming Dynasty, in 1532. The Ming Emperor Jiajing was forced to give command of the nation's armed forces to General Wang Jong (later known as Emperor Jingzong).

Wang Jong, born in 1492, was 40 years old when he became Grand Commander of the Ming Dynasty in 1532. Wang Jong has begun his career as an cavalry commander at the age of 21 (1513) and had fought for almost 20 years against the Mongols in the Northern Borders. He had defeated many times the Mongols and had defended the Ming Empire from countless invasions, but in 1527 corrupted officers convinced the Emperor Jiajing to imprison Wang Jong on false charges. However, now that the Mongols sucked the Imperial Capital, the Emperor, as we already said, released him and gave him command of the nation's armed forces.

Wang Jong, who during his time in prison had studied military manuals on the art of artillery warfare, retreated with an army of 70,000 infantry, 20,000 cavalry and 40 cannons in a location a few miles north of Nanjing, now known as the 'Grave of the Mongols'. In 1533, the Mongols, with 60,000 cavalry and 50,000 infantry (mainly made up of former Ming soldiers captured as prisoners), attacked Wang Jong's army. Wang Jong, using his cannons, crushed the Mongol attacks and then ordered an all out offensive which crushed the Mongols. Wang Jong lost 12,000 infantry and 3,000 cavalry. The Mongols lost 40,000 infantry and 30,000 cavalry.

With the Mongol power crushed, Wang Jong quickly moved north to retake Beijing. But to his anger and disappointment, in 1534 the Manchus, a people from the north, under their leader Haijing, invaded Mongol China and in 1535 crushed the Mongols outside Beijing. Haijing was crowned Emperor Kangxi and declared the Qing Dynasty. Meanwhile, plague and diseases killed more than 30,000 people in Wang Jong's army. Wang Jong was forced to retreat once again to South China, as he did not have the forces to face the Manchus, who were also reinforced with Mongol and Ming prisoners.

At the same time, Emperor Jiajing started to lose faith in Wang Jong and plotted against him. But Wang Jong was informed of this from spies and assassinated the Emperor. Emperor Jiajing had left no successor, so Wang Jong claimed the 'Mandate of Heaven', also citing his ancestry from the Song Imperial Family, and declared himself, with the support of the army, Emperor Jingzong. So, the Great Song was created.

In 1537, Kangxi and his Manchu army moved against Jingzong. Jingzong placed his army north of Hangzhou. He had 40,000 infantry, 17,000 cavalry and 30 cannons compared to the Manchu 70,000 infantry, 40,000 cavalry and 10 cannons. Despite this, the Song Cannons were able to crush the Manchu attacks, cause panic in the Manchu army and allow 15,000 Song infantry and 10,000 cavalry to outflank the Manchu Army. The Manchus were crushed and lost 30,000 infantry, 20,000 cavalry and 7 cannons. The Song lost 18,000 infantry and 7,000 cavalry.

Despite this victory, Kangxi still had the loyalty of his men and thousand more troops in the north, while Jingzong had lost far too many men in the Battle of Hangzhou. So, Jingzong was forced to retreat even more to the South. He made Fuzhou his base of operations and Imperial Capital in 1539. For the next few years, neither Kangxi nor Jingzong made any moves. Instead, both of them trained their armies.

In 1543, Kangxi send the Manchu General Hokkajing with 100,000 infantry, 50,000 cavalry and 20 cannons against Jingzong. Jingzong met the enemy army in north-western Fujian with 27,000 infantry, 5,000 cavalry and 50 cannons. Making use of his superior number of cannons and the terrain, Jingzong was able to create a gap in the Manchu right wing, from which he personally led 3,000 cavalry, outflanked the Manchus and killed the Manchu General Hokkajing himself. The Manchus, having lost their commander, had to retreat. The Manchus lost in that battle 30,000 infantry, 10,000 cavalry and 10 cannons, while the Song only 6,00 infantry, 1,000 cavalry and 1 cannon. This battle secured the rule of Jingzong in the South and stopped Kangxi from making any more attempts to take over the Great Song.

After recovering his losses and creating a navy, Jingzong started an invasion of Taiwan in 1547. He landed 10,000 soldiers, mainly infantry, in northern Taiwan and personally led them in a campaign that lasted one and a half year and which brought Taiwan to Song control. Now (1550) Jingzong, who is 58 years old, has managed to amass enough troops to begin an offensive in the North. Will he be able to force the Manchus out of China and realize his ambitions of unifying all Under Heaven under his rule?
 
I'd like to give this a shot, if you wouldn't mind. However, I am curious - would it be completely impossible for European nations to have minor settlements in the New World (akin to the 18th-early 19th century trading posts in West Africa in our timeline)?
 
ROME SHALL RISE AGAIN.

YkZ1LEM.png
 
I'd like to give this a shot, if you wouldn't mind. However, I am curious - would it be completely impossible for European nations to have minor settlements in the New World (akin to the 18th-early 19th century trading posts in West Africa in our timeline)?

Small settler colonies/outposts would be perfectly legitimate. :)
 
We've got 11 or 12 players if I'm not mistaken! Good start!

I'll give it a few days.

I will be placing some NPCs on the map but unlike in Multipolarity there is no real penalty for warmongering unless you neglect your military and civics investments. You could of course conquer a country and then release it as a puppet regime, however.

I guess I'm Austria then.

Dun. Dun. DUNNNN.
 
I'll semi-"port" my Kingdom of Ireland from Bair_the_Normal's indefinitely postponed (or whatever) pre-xIOT:

attachment.php

Spoiler :
attachment.php


Religion: Roman Catholic (I'm somewhat unimaginative...)

Government: Constitutional Monarchy (Hereditary monarchy and a two-house parliament along the lines of the real-life ~1300-1800 Irish Parliament, though with more "politics" being played within by various nobles as it is obviously has not been linked to the British one. Essentially, there is a House of Lords and a House of Commons; the former being hereditary and the latter being elected by those not quite rich enough to be lords from amongst their own number. No smelly peasants in our government!)

History: Will be worked out in more depth later; for now:
The Irish somehow kicked out the hated British (Henry VIII never started his subjugation of the island) and then turned the tables and took Liverpool and the Isle of Man (and a bit more land) from them. Relatively recently in the scope of this IOT, they have also reached the New World and have established a few trading posts along the eastern seaboard (though they've claimed all of "Talamh an Éisc", they haven't really begun to colonize it beyond a few small trading outposts [as it's almost as large as the home island!]).
 

Attachments

  • 9WDRm8p.png
    9WDRm8p.png
    27.1 KB · Views: 633
  • 330px-Ireland.png
    330px-Ireland.png
    50.7 KB · Views: 588
Spoiler :
vcg0zyt.png


Arawak Federation

Government: Tribal Democracy. Each island part of the Federation sends an elected representative (all adult males vote) to the Grand Council, located in the westernmost portion of Cuba.

Religion: Focuses around warding off an evil god intent on doing them harm, with shamans performing rituals to stave off harm. Shamans are very well respected, and generally occupy the positions of government. Called Kalingo.
 
Back
Top Bottom