staxnes: To Kill a Mockingbird

alex994

Hail Divine Emperor!
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staxnes: To Kill a Mockingbird

My first nes, if I open this nes with no one joining I swear I will be extremely sad.

DO NOT POST UNTIL I SAY YOU CAN!

Setting

This is obviously as you may have noticed, a rip off version of das’s ITNES with a few (relatively) additions and changes. In place of the polar bears hunting down a farmer in Mesopotamia or a few thousands to change history, Elite Panda Operatives hunt down and assassinate every “dumb and lazy” village idiot well… in every village.

Oh yeah, if any polar bears, penguins, insane pandas, walruses, chipmunks or whatever other divine being interferes there shall be war to pay. And the Poacher’s Alliance? I heard that human skin is quite a delicacy in Olmecia in the ITNES Universe :p

Introduction

As you see… This is my first “normal” fresh start nes and my second nes which isn’t a continuation. Yes, I do consider myself an expert on all things Chinese so if anyone of you decides to start worshipping a God named Xen as a Chinese state… :mischief:
 
Civilized Zones:

At the beginning of the NES, and then at the beginning and the end of each IT, I will post a Civilized Zones map. As you could see on a CZ map, there are red zones, green zones and white "zones". Red is Primary CZ. Green is Secondary CZ. White is no CZ at all. You could start in either of the first two; in red, however, you will start out more developed and built-up and usually less threatened by barbarians... and more surrounded by NPCs. However, nations in these regions will all have to face major existing problems from the start - like corruption, overpopulation and stagnation. In green, you will be less developed, maybe even more backwards, and menaced by barbarians. HOWEVER - people in "green" countries are more ferocious, more warlike. It is easier to lead them to conquer and plunder the richer, but more stagnant, more lazy red countries then vice versa. Also, you COULD start in a white area if you could give a very good explanation as to why do you think you could do that.

Interesting Times (IT)

This is, basically, the same as what happens in most NESes. You know, the usual thing with updates, orders, etc. The main difference from your average fresh start is that turns will take more like 20-15 turns, or eventually even less. Oh, and it only goes on for a certain amount of turns - either until the loss of interest, either until the end of all major wars if the IT was on for over five turns.

Boring Times (BT)

In between of the ITs, there are the BTs. While ITs are the shorter, yet more interesting and exciting periods of history, the BTs are the (probably) longer periods of quiet growth and expansion, slow progress and (mostly) minor wars. Unlike with IT, you don't have any direct control over what happens to your country during that time. HOWEVER, a) its development will be based to some degree on what happened in the last IT. Oh, and some nasty things could happen to some of your countries during the BT - know that it will only happen if I think there are good reasons for it. But if after a BT you decide that you are completely disillusioned with your nation/the way it developped, you probably should try and find another nation for yourself.

Oh yes, I follow Mjm’s mantra, You have absolutely no control over your nation during a BT. See his second nes where das’s upstart northern Italian nation became the ruler of the Western Mediterranean Sea.

So:

You should at first create a nation. To do that... no, don't fill out any templates, but simply write down a description of your nation (you know - the ruler, the government, the centralization, the capital, oh, and starting location) and its culture. And maybe some sort of a development plan for the first BT (The only BT plan I’ll let you do.)

Expansion

*sigh* Its pretty much a given that you will try to expand your empire. Yes, you still could send your legions to conquer the nearby unclaimed lands, and, if that works, you could try to make your people go there. But you will probably have to drag them there unless they want to go there all by themselves, and for that they need to have a really good reason to do it. Military occupation does not yet mean settlement. Meanwhile, if your city is overpopulated and there is an almost-free valley just across the border which you for whichever reason didn't take it, then the settlers will go there, kill or enslave the natives, and settle there all by themselves. Mere occupation without settlement will be "outside" of your borders, but settlement will bring lands within them. Lands without your settlements... you could control them, as protectorates or as mere occupied territories, but these will be much harder to control. Ofcourse, if you don't try to control your "automatic" expansion (or, rather, don't garrison what is gained and don't make a true effort at paying attention to it), you might slowly lose control over your new territories to those settlers...
 
Players, stories, orders, NPCs, barbarians, updates, map, countries.

Players - 20 players maximum (I might raise this). Please only join if you trully have the time to PARTICIPATE, and that doesn't simply mean telling me to "grow economy" at every turn.

Stories - not necessary, but very encouraged. For good (and FULL-LENGTH, i.e. two-three lines will not be considered one) stories, I will give out story bonuses. I also really need your stories to form a better view of your nation's culture.

Orders - orders in a list. Please, not only stat-based and military orders - I encourage innovative solutions of various problems, like introducing special propaganda-filled education to grow both education and confidence for the price of one stat-growth. There will also be projects - the local analog of wonders, but more about that later.

NPCs - lol, considering they’re NPC, I will play them, kinda. Same as the NPCs in all other NESes of late.

Barbarians - well, this is a fresh start NES of sorts, so the barbarians will be there. Not innovatively, they will be light gray and have no stats. They will have their names written on them, unless I forget to do that. And many of them are likely to attack you and try to eat you; others only want to be left alone, and when somebody tries to change that they will... well, they'll try to eat whoever tries that too. The barbarians are NOT to be underestimated, some of them could bring out a horde of ferocious warriors five times larger then your army.

Updates - Updates come on Saturdays or Sundays, yet the orders have to be sent in either Friday or Saturday. I'm pretty lenient on when to accepting orders so unless your orders change the whole update chances are the orders will be accepted. Updates will consist of “military events”, “other events” (mostly domestic, but also foreign), “random events” (random events - people who write good stories get good random events, often related to what they’re writing about. And there is also always a “bad” random event for a random nation), “spotlight” (a more detailed description of something that happened) and “ooc” (OOC comments and death threats).

Map - I will use what I call the Jason-North King-das World Map. I will put in cities (black circles), fortifications (line of black squares) and rebellion areas (dark gray area within nations). A capital is a city with white borders; a trade center is a city with red borders (a capital trade center will have a combination of the two) and a religion center is a city with blue borders

Countries - pick a NPC, create your own (tell me where and tell me some details - ruler, brief history, culture - and I will give you the stats) or start a rebellion or demand for independence. Also, please read your nation background, and don’t act uncharacteristically. Right now, you could only create your own; you should do it within a Civilized Zone (more on that later), and you should either make it historic for the period, either make an althistoric nation, hopefully an original one; in the latter case especially, you should write down the basics of your culture and generally of what makes your people unique. Note that while there are no alliances in the beginning, some nations are much more likely to ally then the others, dependant on past history (that’s why you probably should read the nation backgrounds and the history thread if I get around to creating one (otherwise, read ye the thread... in fact, do that anyway)), culture, and the presence/absence of a common threat.

NATIONAL TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Centralization:
Tech. Level:
Religion:
Army (Training)(Leadership):
Navy (Training)(Leadership):
Economy:
Civilian Leadership:
Infrastructure:
Education:
Culture:
Confidence:
Projects:
Nation Background:

Government

Government - is your form of government. Now note that I DON’T want the “Sheep2’s [insert nation ever played by Sheep2 in a non-Fresh Start NES here]” syndrome in this NES. You are free to change your government, and explain it how ever do you want, but that can piss off followers of the previous governments, and might lead to nation-wide riots. Or a civil war, depending on what mood I am in. Also, please, please, keep it historical. Um, that is, you could invent your own government, but it must make sense for YOUR nation of THAT time. You could consult me about that.

Nations with democratic forms of government (Parliamentary Monarchy, Democracy, Republic, maybe some more later) are quite unique in that the player orders are reviewed by the parliament (me) and the parliament then states its objections, if any. If there are no objections, then I don’t send any such review PM. If no changes were made to the orders after objections, they will not be carried out at all. OFCOURSE, the ruler might send the parliament’s opinion… somewhere else, and go on with the plan, but will the army follow him? And besides, such an action will probably either result in a parliament-led coup or in a civil war.

Coups

Lets face it - your actions might often be... unpopular. If you piss off your people (or just your nobles) too much, there will one day be no satisfying them... and at that point you will be couped, overthrown. I have been struggling with that problem for some time, and I decided that these coups are in... however, those overthrown will get a last-moment PM notification, already as I update. The coup is already on; they could try to make a last stand with their personal guard, to try and flee into the countryside to lie down or gather support, to commit suicide and start as a new nation, or continue playing as nation.

By default (i.e. if the PM is not replied to), the ruler will be torn into pieces by the coupers and the new government will take over.

Centralization

This is one of the most important issues of politics historically and today. A very centralized state would be harder to run, and thus more prone to corruption... but in a very decentralized state it is harder to impose one policy, how ever reasonable, on all regions, and also such states could, if not well-run, with time devaluate and decentralize automatically, to the point of breaking up. However, it is easier to damage a centralized state by a well-placed blow aimed against its capital then a decentralized state! And the compromise versions don't tend to work neither...

You COULD change your centralization "slider" once per turn, and ofcourse only move forward or backward a level. However, do know that changes are unlikely to be welcomed by those who like the way things are AND ofcourse those who want to move in the opposite direction...

League-Loose Confederation-Confederation-Loose Federation-Federation-Tight Federation-Unitary with Exceptions-Unitary-Uberunitary-More Unitary-Overcentralized

Technology Level

Will use the age system. It is the same as in other NESes of other people, ofcourse the ages are not identical. They will advance at their own pace, though nations with higher education are likelier to advance to the next age. This (probably) begins in the Early Iron Age.

Early Iron Age: Chariots dominate the battlefield with large armies of spearmen. Swordsmen have just been invented so to speak and are still relatively weak compared to the spearmen. The slingers are in their decline with bowmen coming in to take their place. Nations are beginning to flex their muscles for expansion.
Middle Iron Age: The chariots are still present, but horsemen are beginning to supplant them in several parts of the world. Swordsmen are rising in importance, but so are the spearmen, while slingers are as good as obsolete for the most part. Meanwhile, in the sea, the triremes are THE ultimate ships, and the quinqueremes are yet to appear. Barbarians are still moving, but by now they have to face powerful, rising empires, and those empires themselves too begin to fight each other and the smaller nations.

Religion

Religion matters greatly in this NES, at least in the beginning. You can declare holy wars on people of different religions. Religious minorities might assist their brethren, and often attract hostility of the majority of your people. Relations are more strained between people of different religions. Religious leaders (such as the Pope) can often be very annoying, especially if they have any real power. You CAN theoretically switch religion, but if its not the one of religious majority, well, your people won’t like it. New religions can appear from time to time, or can even be created - if they gain significant following, then its good. Different religions COULD offer different bonuses. Major religions will be listed somewhere.

Military

That will, as of now, consist of army and navy (later to be joined by air force). These will be number-based as it gives more versatility. These will be represented in thousands and ships (divisions and task forces are too modern age, and were not too realistic to begin with due to their sizes).

What will you have in it? Anything that is allowed by your tech. level (see Technology Level)! Each “stat-growth” will increase any part of military by 5. But know that if you have too large an army, your economy will probably suffer, as will perhaps, depending on your culture's stance on war, your confidence; ofcourse, both could be restored by succesful military campaigns.

Using advanced tactics and strategy is advised. If you just order “attack enemy on the border with 10 divisions”, I will think that you order me to launch a mere charge at the enemy. That might work, but rarely. Also, pay attention to supplies and logistics; while not in the stats, you have to understand that sometimes, a smaller but well-equipped force is much more effective then a huge horde that has nothing to eat and is surrounded by barren, hostile terrain; also, that your fleets need good ports to operate at their best.

Mercenaries - if you pay an economy level, you will get 10 thousands of well-trained fighting men. They will be separated from your own hundreds in the stats, and will leave after three turns, unless you pay them another economy level. Yes, they are expensive, but they are quite worth the price. Btw, you can also hire “mercenary” ships that can also act as privateers.

UUs - one per nation, but can be changed at any point (though the newly-“demoted” UU units will not be happy). I will keep a list of them, somewhere. Could be land, sea, or air at a later point. They will be separated from other battalions/ships in the stats. They are grown as normal units. Remember to keep them REALISTIC.

Conscripts - in the early ages, these are the feudal/town levies, raised by your feudals and/or your cities. Their amount is determined by me, and I will determine it according to a whole lot of factors. Note that these - especially the town ones - only would want to fight against immediate danger to their homes, or, at best, other parts of your nation. The feudals COULD be persuaded - but it will not be all that easy most of the time! - to participate in a campaign against other lands. Also, keeping your conscripts in action for a long time, ESPECIALLY if there is no obvious threat nearby, is NOT a good an idea. In the later ages... you'll see.

Training - it is done in levels. There are separate training stats for army, navy and fleet, and it is grown with eco. points. UU is assumed to be one level higher then the average training level for its branch, but the conscript training, before the "Age of Nationalism" equivalent with the Levy en Masse and the like, will depend on several issues, such as your decentralization level and the general amount of military action and the like (i.e. if your feudals often have to fight bandits, rebels, invaders, etc their conscript armies will probably be as well-trained, if not more, as your own). If your army grows too quickly, there will be a chance of training level lowering.

None-Rabble-Semi-Rabble-Tolerable-Normal-Better-Good-Very Good-Professional-Elite

Military Leadership- Yes, it’s in this section because what I really hate is that the naval and land military leadership are the same one stat in nearly every other nes. The higher your military leadership, the better and more initiative your commanders will be (not always a good thing though) Dumb generals with cause even the best plans to collapse. There’s a Robert Burns quote about the best laid plans of mice and men that I can’t put my finger on…

None-Imbecile-Moronic-Stupid-Incompetent-Barely Tolerable-Tolerable-Competent-Better-Good-Brilliant

Economy

I think that NES2 I economic system was, in a way, much better and easier for me then the one I had in NES2 III and NES2 IV. So, I will return to it.

Unlike in the other NESes, you don’t have to pay economy levels to do anything (my reasoning is that no matter what some people say, national economy is not as unstable and absurd as to rise and drop in turns as the years go). You will have two spend points for every turn, to be spent on increasing any stat save for economy. Otherwise, you could use both spend points to grow economy.

If you want to hurry up a project by two turns, you can sacrifice an economy level, please note that you can do it only once during a project. Otherwise you can sacrifice an economy level (one per turn only, although compatible with the project being hurried up) to receive six extra spending points for a turn.

Economy can, just like any other stat, grow or decrease due to random events. However it is even more influenced by random events then other stats as this is the crucial one.

Depression-Bankrupt-Recession-Very Poor-Poor-Not Bad-Normal-Good Enough-Growing-Rich-Very Rich-Richer-Richest-Economic Powerhouse-Monopoly (after Monopoly, you get Monopoly+x, where x is the amount of economy levels beyond Monopoly)

Trade, Religion and Cultural Centers

Great centers of trade and prosperity, situated where many trade routes meet, these cities rise and decline with time. Control of them would bring irregular economic profits; if you raise tariffs, you could get more profit, but the city's decline as a trade center can be sped up if there are other suitable candidates in the area with lower tariffs... Trade centers give you an extra eco point each turn.

Great religious centers have always been great scenes of controversy such as Jerusalem between Christianity, Islam and Judaism. However in the ahem “primitive” ages these centers were great centers of knowledge and faith. It could generate either culture point or eco point depending upon the mod’s mood and the way things are going. Leaders who control a religious center with the same religion could call for a “Jihad” or Holy War against the enemy. But be wary if you’re of a different religion… They may cause an uprising…

Cultural Centers probably won’t appear until the 4th or 5th ITs so you don’t have to worry about them yet. When the time comes, it shall be edited.

Civilian Leadership

Civilian leadership is an important factor in any would be Conqueror’s dreams. Competent and hard working bureaucrats will greatly help all government programs and assist the development of the land. Incompetent civilian administrators will embezzle funds and otherwise will be corrupt even losing your entire treasury because of lack of security! So, this is quite crucial, and cadre preparation thus should be an important priority.

None-Imbecile-Moronic-Stupid-Incompetent-Barely Tolerable-Tolerable-Competent-Better-Good-Brilliant

Infrastructure

Roads, bridges, boats - all things used for transportation of goods and men - are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, infrastructure could sometimes slightly grow economic benefits from trade centers, and it is a must for maintenance of a high culture level in large empires, as well as actually maintaining your grip on faraway provinces.

None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent

Education

This is just how your people are... educated, I guess. Obvious enough. With a good education, you have better chances of receiving a “miraculous invention”. You could design better walls and siege engines, and ships for that matter, with higher education. It also affects just how advanced are your weapons, and thus the success of your army in a battlefield.

Once someone reaches Enlightenment education, he becomes much more likely to reach the next age as soon as it becomes possible at all. When he does, he loses two education levels.

None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment

Culture

This is how culturally strong, patriotic and unified your nation is. A nation with strong patriotism is less likely to fall into a civil war, and it’s people would resist most invaders and otherwise help their government. This also influences army morale. A nation with weak patriotism is unlikely to be as resistant to outside threats, there will often be rebellions and defections.

None-Divided-Untrusting-Average-Strongly Cultured-Devoted-Patriotic-Hyperpatriotic-Jingoist-Uberpatriotic

Confidence

People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact, a strongly cultured nation with little confidence in its leaders can, in its cultural unity, lynch the rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Not that the rulers will care by then... You cannot grow confidence by economy (propaganda), it would be easier to write a speech or persuade the people that you are the leader they need?

Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified

Projects

Local equivalent of wonders (that name is inappropriate in most NESes, as these are often modernization programs, national revival and other PROJECTS, not just huge and magnificent buildings). You tell me what it does, I tell you how long do you build it. You don’t have to mention it is being worked on every turn. You can sacrifice an econ. level once for a project to speed it up by two turns.

Nation Background

To better fit in as the ruler of your country, you will have a brief history of each country. You probably shouldn't fill it in at first.
 
Spoiler :
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Player Nations:

Olmecia
Capital: Lorenz
Ruler: The Crown Prince
Government: Monarchy
Centralization: Loose Federation
Tech. Level: Late Stone Age
Religion: Cult of Jaguar
Army (Training)(Leadership): 6 hundreds (Better) (Incompetent), 4 Jaguar Warriors
Navy (Training)(Leadership): None
Economy: Not Bad
Civilian Leadership: Barely Tolerable
Infrastructure: Tolerable
Education: Well Educated
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background: A small nation situated in Central America, the Olmecians are noted traders throughout the region though some tribes are beginning to find their traders quite tasty… The Zapotecs have turn hostile and the Mayans have arouse…

Chavín
Capital: Chavin de Huantar
Ruler: ?/North King
Government: Confederation of City States
Centralization: Confederation
Tech. Level: Late Stone Age
Religion: Shamanistic Religion
Army (Training)(Leadership): 7 Hundreds (Normal)(Barely Tolerable)
Navy (Training)(Leadership): 5 ships (Semi-Rabble) (Incompetent)
Economy: Growing
Civilian Leadership: Competent
Infrastructure: Tolerable
Education: Well Educated
Culture: Devoted
Confidence: Admiring
Projects:
Nation Background: A cultured people in South America, they are however surrounded by barbarians and now being besieged by them! Something must be done…

Umayyad Cordoba
Capital: Cueta
Ruler: Emir Abd-ar-Rahman I/Azale
Government: Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Late Bronze Age
Religion: Iberian Polytheism
Army (Training)(Leadership): 18 Hundreds (Better) (Tolerable)
Navy (Training)(Leadership): 10 ships (Tolerable) (Incompetent)
Economy: Normal
Civilian Leadership: Stupid
Infrastructure: Pathetic
Education: Tolerable
Culture: Average
Confidence: Tolerating
Projects: Umayyad Dynasty (+1 civilian leadership, +5 hundreds, slightly increases expansion and adds more stability to the Empire) (1/4)
Nation Background: A nation formed from the ashes of Tartessos, the Iberian rulers of Cordoba have grand ambitions… Beginning with membership in the Oran Quadrad, they have conquered much of southern Iberia.

Sarisca
Capital: Caralis
Ruler: King Sarasces
Government: Monarchy
Centralization: Tight Federation
Tech. Level: Late Bronze Age
Religion: Greek Polytheism
Army (Training)(Leadership): 33 hundreds (Normal) (Stupid)
Navy (Training)(Leadership): 30 ships (Better) (Competent)
Economy: Growing
Civilian Leadership: Tolerable
Infrastructure: Good
Education: Educated
Culture: Average
Confidence: Tolerating
Projects:
Nation Background: The Sariscans were a rogue Greek colony. As the Greek Mycenian Empire collapsed, the Sariscans survived and thrived. The possibilities for Sarisca are as infinite as the horizon. Which have been significantly reduced as they joined the Oran Triad and seems to be concentrating on Iberia and Gaul.

Jamahiriyan Kingdom of Algerian Berbers
Capital: Algiers
Ruler: King Bocchus
Government: Jamahiriyan Monarchy
Centralization: Federation
Tech. Level: Late Bronze Age
Religion: Berber Polytheism
Army (Training)(Leadership): 19 hundreds(Good) (Tolerable)
Navy (Training)(Leadership): 15 ships (Tolerable) (Incompetent)
Economy: Good Enough
Civilian Leadership: Barely Tolerable
Infrastructure: Barely Tolerable
Education: Tolerable
Culture: Patriotic
Confidence: Respecting
Projects:
Nation Background: Once uncivilized Berbers, they were enlightened by the later Greek and Phoenician merchants and traders. A charismatic tribal chief came north under which Algeria was founded. Despite losing a recent war with Carthage, Algeria has great hopes in regaining her old lands. All the more possible with her new allies.

Carthage
Capital: Carthage
Ruler: Consul Himilco/naziassbandit
Government: Oligarchy
Centralization: Tight Federation
Tech. Level: Late Bronze Age
Religion: Phoenician Polytheism
Army (Training)(Leadership): 20 Hundreds (Better) (Competent)
Navy (Training)(Leadership): 22 Ships (Tolerable) (Stupid)
Economy: Not Bad
Civilian Leadership: Barely Tolerable
Infrastructure: Barely Tolerable
Education: Tolerable
Culture: Average
Confidence: Resentful
Projects: Carthaginian Naval Prowess (+15 ships, +trade) 0/6
Nation Background: Once a colony of Phoenicia that spilt off during the Assyrian occupation of Phoenicia, Carthage is a great land power. Something that doesn’t really mean a lot as the only land neighbor is Algeria. Perhaps the Senate can undo time’s decay and reunite all the lands of the by gone Phoenician Empire? Perhaps it is more then possible since Phoenicia has fallen…

Athenian Empire
Capital: Athens
Ruler: First Citizen Pericles
Government: Republic
Centralization: Federation
Tech. Level: Late Bronze Age
Religion: Greek Polytheism
Army (Training)(Leadership): 17 hundreds (Better) (Barely Tolerable), 8 Peltasts
Navy (Training)(Leadership): 52 ships (Very Good) (Competent)
Economy: Rich
Civilian Leadership: Tolerable
Infrastructure: Good
Education: Perfect
Culture: Patriotic
Confidence: Admiring
Projects: Byzantine Eco Center (+ Byzantium eco center) (1/6)
Nation Background: The First Republic in the world, it has championed and spread Republican Ideals. Her Empire is unrivaled among her neighbors and she posses many allies and equally as much enemies. The Golden Age is no doubt about to begin as Sparta has been crushed, and the Macedonians have been neutralized. Only the Hittites still threaten Athens…

Mohenjo-daro
Capital:Mohenjo-daro
Ruler: King Kalaka/conehead234
Government: Monarchy
Centralization: Uberunitary
Tech. Level: Early Iron Age
Religion: Hinduism
Army (Training)(Leadership): 30 Hundreds (Semi-Rabble) (Stupid)
Navy (Training)(Leadership): 5 Ships (Tolerable) (Stupid)
Economy: Richest
Civilian Leadership: Barely Tolerable
Infrastructure: Improving
Education: Illiterate
Culture: Devoted
Confidence: Respecting
Projects:
Nation Background: A sophisticated and urban society, their large armies and wealthy lands leaves their people with nothing left to desire or fear. Unless you count the Aryan and Dravidians on their borders that is.

Shang
Capital: Kaifeng
Ruler: King Wu
Government: Non-Dynastic Divine Monarchy
Centralization: Uberunitary
Tech. Level: Early Iron Age
Religion: Chinese Ancestral Worship
Army (Training)(Leadership): 38 hundreds (Better) (Tolerable)
Navy (Training)(Leadership): 10 ships (Tolerable) (Incompetent)
Economy: Rich
Civilian Leadership: Competent
Infrastructure: Tolerable
Education: Tolerable
Culture: Strongly Cultured
Confidence: Tolerating
Projects: Rules of Ascension(The ultimate work of the most famous legalists in the nation, a set of laws governing the succession of the heaven mandate.+1 confidence, +1 culture) (1/6)
Nation Background: The oddball in China, their founder’s insistence that the Throne pass on to the most capable has seriously hampered Shang’s ability to exert her military capacity over the rest of China. With the recent enthroning of a new King, a civil war may be imminent… A civil war which has occurred and been crushed by King Wu. However Shang may not have a choice as China moves closer and closer towards total war…
 
NPC Nations

Maya
Capital: Chitzen-Itza
Ruler: Confederation of City States
Government: Monarchy
Centralization: Confederation
Tech. Level: Late Stone Age
Religion: Mayan Blood Cult
Army (Training)(Leadership): 12 hundreds (Tolerable) (Incompetent),
Navy (Training)(Leadership): 5 Ships (Semi-rabble) (Stupid)
Economy: Normal
Civilian Leadership: Incompetent
Infrastructure: Tolerable
Education: Literate
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background: A small nation situated in Central America, the Mayans find themselves in a similar situation as the Olmecians. Even if they’re human sacrifice worshippers…

Sienna
Capital: Sienna
Ruler: King Hyrus/NPC
Government: Monarchy
Centralization: Tight Federation
Tech. Level: Late Bronze Age
Religion: Etruscan Polytheism
Army (Training)(Leadership): 17 Hundreds (Better) (Incompetent)
Navy (Training)(Leadership): 5 Ships (Semi-Rabble) (Moronic)
Economy: Not Bad
Civilian Leadership: Stupid
Infrastructure: Tolerable
Education: Dumb
Culture: Average
Confidence: Respecting
Projects:
Nation Background: Having conquered Northern and Central Italy from Roma’s dead hands, Empire is but a stone away. The journey may prove difficult however as the remaining Italics in the North as well as Greek Sicily in the South may attempt to carve up the Kingdom. Sienna has been invaded by Italics from the North and using her distraction Sicily conquered Napolia, bad times area ahead…

Sicilian Empire
Capital: Syracuse
Ruler: King Priam/NPC
Government: Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Late Bronze Age
Religion: Greek Polytheism
Army (Training)(Leadership): 27 hundreds (Better) (Tolerable)
Navy (Training)(Leadership): 15 ships (Better) (Tolerable), 10 “privateers”
Economy: Very Rich
Civilian Leadership: Tolerable
Infrastructure: Improving
Education: Educated
Culture: Devoted
Confidence: Tolerating
Projects:
Nation Background: Rumored to be of Minoan Origins, a claim scoffed at by many Sicily is however not a threat to be dealt with lightly as her near complete control of the Central Med. Sicily has triumphed! Apollonia’s Italian holdings were taken at little to no cost and Napolia has fallen as well! Empire!

Minoa
Capital: Knossos
Ruler: King Minos/NPC
Government: Monarchy
Centralization: More Unitary
Tech. Level: Late Bronze Age
Religion: Greek Polytheism
Army (Training)(Leadership): 5 Hundreds (Rabble) (Moronic)
Navy (Training)(Leadership): 22 Ships (Semi-Rabble) (Stupid)
Economy: Not Bad
Civilian Leadership: Imbecile
Infrastructure: Dirt Paths
Education: Illiterate
Culture: Divided
Confidence: Hateful
Projects:
Nation Background: Defeated in various wars, Minoa is nothing but a small shadow to her once great self. Revolts are constant and it has been a miracle that no other power has yet to waltz in and conquer her. All seems doomed… But the arrival of Bithynian Ships may signal a rise to Minoa once more…

Helicarnassus
Capital: Helicarnassus
Ruler: Senate/NPC
Government: Republic
Centralization: Federation
Tech. Level: Late Bronze Age
Religion: Greek Polytheism
Army (Training)(Leadership): 20 Hundreds (Normal) (Tolerable)
Navy (Training)(Leadership): 10 Ships (Barely Tolerable) (Barely Tolerable)
Economy: Growing
Civilian Leadership: Tolerable
Infrastructure: Improving
Education: Perfect
Culture: Strongly Cultured
Confidence: Respecting
Projects:
Nation Background: Formed by Greeks fleeing the famed Minoan War or so it’s said they have carved out a sizeable domain in Anatolia only to be eyed by the power of the New Hittites… All the more powerful with the conquest of Bithynia though the victory of her ally Athens may be a sign of better times to come with the Hittite eye in the Levant…

New Hittite Empire
Capital: Hattusa
Ruler: King Mursulis IV/NPC
Government: Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Late Bronze Age
Religion: Hittite Polytheism
Army (Training)(Leadership): 56 Hundreds (Good) (Competent)
Navy (Training)(Leadership): 15 Ships (Barely Tolerable) (Stupid)
Economy: Very Rich
Civilian Leadership: Tolerable
Infrastructure: Improving
Education: Literate
Culture: Devoted
Confidence: Respecting
Projects: Empire Reborn (+15 hundreds, +1 army training) (1/5)
Nation Background: Formed in the power vacuum after the collapse of the Assyrian Empire in Anatolia, after centuries of constant struggle one man in the form of King Mursulis IV united Anatolia 60 years ago. He defying death itself led an army into Bithnyia and then Phoenician and conquered both lands for the Empire. A rebirth is truly possible.

Philistia
Capital: Gaza
Ruler: the Council of Seranim
Government: Oligarchy
Centralization: League
Tech. Level: Late Bronze Age
Religion: Phoenician Polytheism
Army (Training)(Leadership): 15 hundreds (Semi-Rabble) (Stupid)
Navy (Training)(Leadership): 10 ships (Tolerable) (Incompetent)
Economy: Richer
Civilian Leadership: Competent
Infrastructure: Good
Education: Academic
Culture: Devoted
Confidence: Admiring
Projects:
Nation Background: Originating as the Sea Peoples, they have settled down or so to say in the Ancient Phoenician Cities that they captured and established a glorious culture that rivals their northern neighbors in size and splendor. Now that Phoenicia is gone, Philistia best prepare her arms against the Hittites…

Republican Egypt
Capital: Memphis
Ruler: General Hamse/NPC
Government: Military Leadership
Centralization: Tight Federation
Tech. Level: Late Bronze Age
Religion: Egyptian Polytheism
Army (Training)(Leadership): 12 Hundreds (Normal) (Stupid), 12 Levy Hundreds
Navy (Training)(Leadership): 15 Ships (Semi-Rabble) (Stupid)
Economy: Growing
Civilian Leadership: Barely Tolerable
Infrastructure: Pathetic
Education: Illiterate
Culture: Average
Confidence: Tolerating
Projects:
Nation Background: Egypt the lands of the Pharaohs and Pyramids has lasted for over a millennium already though this fraction seek to change it and turn it into a Republic…

Royalist Egypt
Capital: Thebes
Ruler: Prince Hokiadotes/NPC
Government: Divine Monarchy
Centralization: Uberunitary
Tech. Level: Late Bronze Age
Religion: Egyptian Polytheism
Army (Training)(Leadership): 9 Hundreds (Barely Tolerable) (Incompetent) 15 Levy Hundreds
Navy (Training)(Leadership):
Economy: Not Bad
Civilian Leadership: Barely Tolerable
Infrastructure: Pathetic
Education: Illiterate
Culture: Average
Confidence: Tolerating
Projects:
Nation Background: This Egyptian Fraction seeks to bring back the glory of the Pharaoh to Egypt…

Babylon
Capital: Babylon
Ruler: King Hammurabi III/NPC
Government: Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Early Iron Age
Religion: Babylonian Polytheism
Army (Training)(Leadership): 39 Hundreds (Normal) (Tolerable)
Navy (Training)(Leadership): 10 Ships (Barely Tolerable) (Stupid)
Economy: Good Enough
Civilian Leadership: Tolerable
Infrastructure: Barely Tolerable
Education: Literate
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background: Babylon had it’s glory days under Hammurabi I before the Sumerian Conquest. Even though Babylon has fought for her independence twice before, it has never lasted. It has been shown that only one power will be allowed to reign over Mesopotamia and thus war has begun.

Assyria
Capital: Nineveh
Ruler: King Sargon/NPC
Government: Monarchy
Centralization: Tight Federation
Tech. Level: Early Iron Age
Religion: Assyrian Polytheism
Army (Training)(Leadership): 44 Hundreds (Normal) (Tolerable)
Navy (Training)(Leadership): 5 Ships (Semi-Rabble) (Moronic)
Economy: Not Bad
Civilian Leadership: Tolerable
Infrastructure: Pathetic
Education: Literate
Culture: Devoted
Confidence: Barely Tolerating
Projects:
Nation Background: Assyria once had an Empire that stretched from Sumer to the Aegean. That Empire has long been lost, and Assyria has been reduced to a small country in her homeland now trying to reclaim her Empire.

Sawai
Capital: Sawai
Ruler: King Alif
Government: Despotism
Centralization: Unitary
Tech. Level: Early Iron Age
Religion: Sumerian Polytheism
Army (Training)(Leadership): 30 hundreds (Better) (Tolerable)
Navy (Training)(Leadership): 5 ships (Normal) (Incompetent)
Economy: Good Enough
Civilian Leadership: Incompetent
Infrastructure: Tolerable
Education: Tolerable
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background: A rather new cultural group in Mesopotamia they are based on the ancient culture of the Sumerians competing with Babylon and Assyria for control of Mesopotamia already at war.

Persia
Capital: Persepolis
Ruler: Shah Khan
Government: Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Early Iron Age
Religion: Persian Polytheism
Army (Training)(Leadership): 40 hundreds (Better) (Competent)
Navy (Training)(Leadership): None
Economy: Good Enough
Civilian Leadership: Incompetent
Infrastructure: Tolerable
Education: Tolerable
Culture: Strongly Cultured
Confidence: Tolerating
Projects:
Nation Background: Arising from barbaric Mede, they have quickly become a great force to be reckoned with. Armed with the first horsemen in the civilized world, they cast their hungry eyes upon Mesopotamia…

Shizavi
Capital: Kasmi
Ruler: King Sanga/NPC
Government: Monarchy
Centralization: Unitary with Exceptions
Tech. Level: Early Iron Age
Religion: Hinduism
Army (Training)(Leadership): 45 Hundreds (Tolerable) (Imbecile)
Navy (Training)(Leadership): None
Economy: Not Bad
Civilian Leadership: Incompetent
Infrastructure: Tolerable
Education: Literate
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background: Typical Hindu Nation

Sampa
Capital: Patna
Ruler: King Bhoj/NPC
Government: Monarchy
Centralization: Uberunitary
Tech. Level: Early Iron Age
Religion: Hinduism
Army (Training)(Leadership): 30 Hundreds (Tolerable) (Barely Tolerable)
Navy (Training)(Leadership): 10 Ships (Barely Tolerable) (Stupid)
Economy: Growing
Civilian Leadership: Competent
Infrastructure: Tolerable
Education: Educated
Culture: Devoted
Confidence: Respecting
Projects:
Nation Background: Typical Hindu Nation

Andhra
Capital: Avarmanti
Ruler: Queen Skakunlata/NPC
Government: Monarchy
Centralization: Uberunitary with exceptions
Tech. Level: Early Iron Age
Religion: Hinduism
Army (Training)(Leadership): 15 Hundreds (Better) (Incompetent)
Navy (Training)(Leadership): 10 Ships (Normal) (Competent)
Economy: Growing
Civilian Leadership: Competent
Infrastructure: Tolerable
Education: Well Educated
Culture: Devoted
Confidence: Respecting
Projects:
Nation Background: Hindu Nation in the south.

Qin
Capital: Yong
Ruler: King Zheng/NPC
Government: Divine Monarchy
Centralization: Uberunitary
Tech. Level: Early Iron Age
Religion: Chinese Ancestor Worship
Army (Training)(Leadership): 32 Hundreds (Good) (Barely Tolerable)
Navy (Training)(Leadership): None
Economy: Good Enough
Civilian Leadership: Incompetent
Infrastructure: Good
Education: Literate
Culture: Average
Confidence: Barely Tolerating
Projects:
Nation Background: Shang’s greatest enemy and rival, King Zheng leading the Qin seek nothing more then the complete conquest of China. Wei has fallen, who is next? The next victim will come at a much heavier price as only Shang and Shu are left…

Shu
Capital: Ji
Ruler: King Yexi/NPC
Government: Divine Monarchy
Centralization: Uberunitary
Tech. Level: Early Iron Age
Religion: Chinese Ancestor Worship
Army (Training)(Leadership): 25 Hundreds (Normal) (Barely Tolerable)
Navy (Training)(Leadership): 15 ships (Normal) (Barely Tolerable)
Economy: Very Rich
Civilian Leadership: Stupid
Infrastructure: Pathetic
Education: Literate
Culture: Devoted
Confidence: Tolerating
Projects:
Nation Background: Formed from an union of Qi and Yan, the nation they formed is a match for Shang and Qin though the future is unsure who shall unify China and claim the title First Emperor…

Yue
Capital: Wu
Ruler: King Gongju/NPC
Government: Divine Monarchy
Centralization: Uberunitary
Tech. Level: Early Bronze Age
Religion: Chinese Ancestor Worship
Army (Training)(Leadership): 10 Hundreds (Tolerable) (Stupid)
Navy (Training)(Leadership): 10 Ships (Normal) (Tolerable)
Economy: Normal
Civilian Leadership: Stupid
Infrastructure: Pathetic
Education: Well Educated
Culture: Divided
Confidence: Tolerating
Projects:
Nation Background: Small nation at where the Yangtze meets the Ocean aligned with Shang.
 
Misc:

Wars:
The Great War: Epir, Athens vs. Sparta, Macedonia
Italian Colony War: Sicily vs Epir

UUs:

Olmecia: Jaguar Warriors armed with an unique double sided club
Peltasts: Light Auxuillary Infantry well versed in the art of throwing spears

Players:
-Kal'thzar
-North King
-Azale
-Lord Iggy
-Israelite9191
-naziassbandit
-Dachspmg
-conehead234
-Thomander

Scrape goat for the turn: North King, for not saying whether or not he's still in!
 
Just in case the Pandas need anything...
 
In the Glory of the Alexandrine Panda Empire who watches over this nes in outright Rebellion of Polarbearum...

You may now post.

Not that i'm expecting anyone to join of course :cry:
 
Holy Exploding Caesar's Ghost, Batman! That's not the president! It's ROBO-STALIN!

Is there really a lack of fresh starts?
 
I count 8 current fresh starts.
 
ill join alex, dont worry about these pesky guys :)

(i started mine as a fresh start cus everyone told me it was the thing do back then.... I can start a 1600s nes right this instant if i wanted. but i dont think i should close my current one)
 
stalin006 said:
ill join alex, dont worry about these pesky guys :)

(i started mine as a fresh start cus everyone told me it was the thing do back then.... I can start a 1600s nes right this instant if i wanted. but i dont think i should close my current one)

Ooo, we have'nt had a good 1600's NES in ages!

But I'll probably join this one too, out of lack of anything better.
 
I'll join alex. Preparing to fill a nation template.

And the map IS pretty ugly. I see why you put it in the spoiler.
 
Now for a nation that I tried in a Jason NES and NK NES, both of which failed. Third time lucky!

NATIONAL TEMPLATE
Nation Name: Sarisca
Capital: Caralis (Southern Sardinia)
Ruler: King Sarasces
Government: Monarchy
Centralization:
Tech. Level:
Religion:
Army (Training)(Leadership):
Navy (Training)(Leadership):
Economy:
Civilian Leadership:
Infrastructure:
Education:
Culture:
Confidence:
Projects:
Nation Background: The Sariscans are a rogue Greek colony. As the Greek Mycenian Empire collapsed, the Sariscans survived and thrived. Now, Sarisca is a beacon of reason and peace, in an often war-torn Mediterranean.
 
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