stJNES5.1: From the Beginning

Joined
Mar 3, 2002
Messages
12,050
Location
Bay Area, California
The goal of this NES is to be sort of a remake of stJNES5, a new start for many, and a way for me to make up for all the mistakes I made in my recent past NESs. The rules will be closely the same, though I may decide to change something while I’m writing these.

Rules
Key: Bold are key words that describe what is in the paragraph. Blue indicates that the rule has been added after the game already began, being a new rule that was added during an update. Italics are either lists or the following:

The starting age is 2500bc. Each turn will represent 100 years for a while, until I decide to decrease it.

Economy for each nation is represented by a word. The sizes go: Depression, Recession, Failing, Stable, Growing, Prosperous and then Outstanding.. You cannot increase your economy by just saying so. You must increase your economy by expanding, conquering, or trading. In the early ages you may also expand economy by building roads and hiring tax collectors and such, though it takes longer that way. Every turn you can spend however much your economy can handle, as illustrated by the +x (x=the number of eco-points u can spend). Growing will also take as many turns to increase it as you have to spend.

Your military is represented in numbers. When you increase your army, it will be increased by a certain number, determined by myself, based on the population of your civilization. If you have a free government (democracy, republic, etc), then your army may grow without you saying so (unless you say for it not to happen) by volunteers joining, though it will not be by much. Same goes for navy.

You can also build roads between your cities, and will be represented on map. These will help you should you have to move a lot of troops over long distances (less tired to fight) or when you are invaded. However, if you are invaded it could be tragic as well with the enemies capturing your roads. They increase your economy (you have a chance of gaining economies here and there should you have many roads), and they make your people happier. You may destroy roads whenever you like. You may only build one road (from one city to the other) a turn, and they cost an economy level, or you can have your army build them (at least 100 men per road needs to be working, meaning not fighting), then it will be free but you army hates you more, but are more trained. So it swings both ways again.

NOTE: Expansion will be extremely slow in this game, to reflect reality, especially in the ancient age. Also, watch out for real life events (example: America when Europeans came)

You can make a wonder, the time it takes depends on what the wonder is or does, what age we are in, how your economy is like, and the overall stats of your nation. Only 3 per age.

Confidence mostly reflects how much you write.
Training your armed forces is not possibly for a while.
Conscription is not possible for a while.
Mobilization is not possible for a while.

Education is available to increase once you learn writing. To increase, you must build temples in the ancient ages, schools in the more modern, and universities in the far modern. This is but one way you can increase. When you jump an age, you education sinks two levels.
The levels are: Idiotic, Ignorant, Poor, Average, Smart, Wise, Enlightment.

The training of your armed forces will go down by one level each time you upgrade your army or navy to a new age. Same goes for air force when we get there.

Everyone you have contact you have trade. It is to my descretion to a certain point on how much you trade with someone. I will be using Rome as an example. Rome has trade with practically everyone in Europe and North Africa, since that is who they have contact with. However, trade is less popular with Sweden, since they have little to offer Rome at this point and are so far away. Trade is rapant with Barbary Coast, since Barbary Coast has much to offer in the type of luxuries and man power.

You can still set up trade routes, however they are a little different. You can only set up three routes, and they will be called your 1st priority, 2nd priority, and 3rd priority trading partners. To open up a Priority trading partner, both nations must agree to it. To open a route it costs 4 spending points. You gain a spending point every other turn.

Farmland will begin to show up on your map and a stat with a number will appear in your stats. Farmland will appear randomly, and may disappear randomly, and can be thought of as areas in the world where agricultural production is at its peak. Farmland can be used as economic points that you gain every turn. So if you have Farmland of 7, you can use 7 economic points each turn that you have it. The problem – the one time you start to use it, your people will become dependent on it. This means if anything is to happen – a new bug, drought, famine, foreign occupation – anything, then your people can really be affected by the loss of the farms. The less you use it, the less your people will become attached to it. Farmland are like squares of different shades of green on the map – the different shades mean nothing, its just for looks, but the amount of squares you have is the amount of points in your template.

An asterik (*) will appear by your nation's name should you be experiencing a huge trade increase (non-priority) with other nations, or you are conquering or just got done conquering some land. It represents the extra money you get from trading, or the extra land/population/slaves you get from conquering nations. Usually you can upgrade two things per economy with it, but sometimes more, and sometimes less. It will last a couple turns after you conquer a nation (and during), or as long as you are trading so much.

You cannot give away a technology anymore. You may send generals to other countries to train them in the new ways of fighting (i.e. Holland sends generals to Britain). Whenever they increase their army after that, it is in Medieval Age men, but they only get the amount per economy as stated for the age they are in. I.E. Holland trained Britain's army in turn A. In turn B, Britain spends one economy on the army, but since they are still in Empire Age, they get only 300 men. However, those 300 men are Medieval Age.

UU’s can be made, one per age, for each nation.

Governments must keep in line with the age. You may make up any kind of government you want, though it is up to me to determine if it is the right age for it.


Nation(change this)
Leader: \player(this to)
Government:
Age: Bronze Age
Economy: Stable +3 [0/3]
Army: 1,000 Spearmen, 1,000 Archers, 500 Horsemen
Navy:
Confidence: Normal
Eduction: Idiotic
UU:
Notes: (including location)
 
Nations

Antigot
Leader: Sufu dynesty\erez
Government: Monarchy with Eldery council
Religion: Other (80%), Sionism (20%)
Age: Iron Age
Economy: Stable +3 [0/3]
Army: 18,000 Faalim, 3,000 Archers, 75 Horsemen, 6 Catapults, +10,000 Conscripted Swordsmen
Navy: 150 Galleys, 40 Catapult Triremes
Confidence: Good
Education: Okay
UU: Faalim: Heavy infantry with long pikes and large shields.
Wonder: "The Port of the East" - creates a huge port in a city that will be renamed to Rujari (RL Alexandria). (+200 ships, open a great new port in the east to improve trade, improve Antigot-Egyptian loyalty to Antigot (I care about them), +1 economy) (1/8)
Port of Marssalis: +2 economies +2 navy growths (DONE)
Notes:

Finland
Leader: andis-1
Government: Monarchy
Age: Iron Age
Economy: Growing +4 [1/4]
Army: 3,200 Spearmen, 2,200 Archers, 2,000 Finnish Swordsmen, 1,500 Horsemen, 30 Siege
Navy: 20 Galleys
Confidence: Great
Education: Poor
UU: Finnish Swordsmen: These swordsmen are elite of Finnish army. They all have been chosen very carefully, only strongest and bravest men could become swordsmen. Their weapons and armors are top quality, and they are very disciplined because of their good training. But providing this training and equipments is not cheap, and because of this, they are not widely used in the army.
Notes:

Holy Sionist Assyrian Empire*
Leader: Sargon the Great/ Sheep2
Government: Elector Theologican Monarchy
Religion: Sionism
Age: Iron Age
Economy: Stable +3 [0/3]
Army: 6,300 Swordsmen, 4,000 Spearmen, 4,500 Archers, 3,500 Assyrian Horsemen, 1,000 Chariots, 9,000 Holy Warriors
Navy: 30 galleys
Confidence: Great
Eduction: Idiotic
UU: Assyrian Horseman. The first horsemen to use the device known as the styrrup. These soldiers are able to fight on horseback better than what many soldiers can fight on the ground. Swift they are armed with shortbow and arrows dipped in lethal poison for ranged attack and a curved sword known as a sabre for devestatting assaults. The pride of Assyria.
Wonder: Great University of Sargon the Great located in the Assyrian Capital of Nineveh (increase education five times, increase economy level once) (2/12)
Notes:

United Kingdoms*
Leader: Clan MacDonald \ Fëanor
Government: Absolute Monarchy
Age: Iron Age
Economy: Stable +3 [0/3]
Trade: Sweden (0/3)
Army: 500 Spearmen, 19,000 Swordsmen, 800 Archers, 4,600 Highlanders 200 Horsemen
Navy: 110 Galleys, 360 Longships
Confidence: Normal
Education: Idiotic
UU: Highland: Fierce and Fearless warriors from the Scottish Highlands Highlanders are exceptionally skilled at warfare in Mountains, Hills and Forests. They wear practically no armor and can move with incredible speed however their lack of armor renders them vulnerable to missiles.
Iron: Longship, powered both by sails and oars longships are one of the earlyest thruly seaworthy vessels partially thanks to the caftmanship of their desing and constuction and partially thanks to the seamanship of their sailors making the Longships undoubtly the masters of the sea.
Wonder: Grand Educational Reform: builds 10 universities across the United Kingdoms, the sites for these Universities are, Aalborg, Arbedeen, Belfast, Cambridge, Copenhagen, Dublin, Edinburgh, Glascow, Oxford and St. Andrews. (enlightened education) (0/5)
Great Lighthouse of Cornwall: (Establish Contact with lots of civilizations who live far away, One Free Trade Route) (COMPLETE)
“The Tunes of War” (Music that inspires war) (COMPLETE)
Notes:

Helvetia*
Leader: Toteone
Government: Monarchy
Age: Iron Age
Religion: 50% Antigotican, 50% Other
Economy: Growing +4 [1/4] +2 Banked
Army: 18,000 Swordsmen, 2,500 Spearmen, 10,800 Archers, 2,500 UU, 3,300 Horsemen
Navy: 20 Galleys
Confidence: Great
Education: Super
Trade: Holland (0/3)
UU: Helvettian Halberdier: Wears leather armor. They weigh almost nothing, are very inexpensive and they protect against arrows and basic martial weapons
Wonders: Helvet Ice: The building of marketplaces throughout Helvetia (+2 economy level) [1/10]
The High Road Gates: (+3,000 UU, extra defense on all sides of the nation) (COMPLETE)

Enlightened Empire of Magadha*
Leader: Buddha Guatama I\das
Government: Kingship
Religion: Hindu (65%), Buddhist (35%)
Age: Medieval Age
Economy: Prosperous +5 [0/5] +3 Farm
Army: 2,800 Swordsmen, 14,500 Spearmen, 14,600 Archers, 4,200 Horsemen, 5,000 Militia, 8,000 Kaliyashans, 4,000 Magadhavatrapalas, 50 Siege Engines
Navy: 200 Galleys
Confidence: Super
Education: Good
UU: Magadhavatrapalas. A very formidable infantry unit, capable of fighting with swords, spears and bows alike - as the name implies, these are best at defense, but not as much the passive defense in fortresses as flexible defense, namely guerrilla warfare. Wonder: Hel-Vasha Hall: (+1 Confidence, +1 Education, +2 Spearmen growths, +2 Archer growths, +2 Horsemen growths) (8/8)
Notes: Obsessed with the conquering of “Helvettica”

Muscovy
Leader: Tsar Rurik\Kamilian1
Government: Absolute Monarchy
Age: Iron Age
Economy: Stable +3 [0/3]
Army: 4,000 Swordsmen, 1,200 Spearmen, 6,000 Archers, 10,000 Rurik Riders, 50 Catapults
Navy: 100 Galleys
Confidence: Great
Education: Okay
UU: Rurik Riders: Greater agility than the standard run-of-the-mill horsemen, as well as more strength in offensive battle.
Wonder:
Rurik Educational Reform - build more schools across Muscovy (increase education by 2 levels) (COMPLETE)
Rurik Palace: Increase in confidence. (COMPLETE)
Notes:

Thrace*
Leader: Kal’thzar
Government: Monarchy
Age: Iron Age
Economy: Growing +4 [0/4]
Army: 7,000 Swordsmen, 6,000 Spearmen, 4,500 Archers, 500 Horsemen, 10 Catapults
Navy: 20 Galleys
Confidence: Normal
Education: Great
UU:
Notes:

Saba
(Line of)Leader(s): TNG
Government: Despotism
Religion: Aslama Lati (50%), Other (50%)
Age: Iron Age
Economy: Recession +1 [0/1]
Army: 4,000 Swordsmen, 3,000 Spearmen, 1,000 Archers, 400 Camel Riders
Navy: 25 Blockader, 20 Galleys
Confidence: Normal
Eduction: Idiotic
UU: Blockader: to ensure their total domination over the Red Sea and secure the strategic waterway of the straits of Ethiopia, the very first Mukkaribs modified the standard Sabaean trade ship to blockade opposing ports and starve their people of food and luxuries. Most or all of the blockaders were destroyed in the War of the Unity of the Four Cities, however, the plans for the ships are still known and they can be built on a whim by the mukkaribs.
Wonder: Great Port and Trade City of Aden. (make a trade route with Arabia and Assyria) [0/8]
Notes:

Spartan Federation
Leader: Grandmaster
Government: Despotism
Age: Iron Age
Economy: Stable +3 [2/3]
Army: 2,000 Spearmen, 12,500 Phalanx, 2,000 Archers, 400 Horsemen, 40 Catapults
Navy: 100 galleys
Confidence: Normal
Education: Idiotic
UU: Phalanx: A much longer, hardier spearman.
Notes:
 
Non-Player Countries

Arabs
Leader: NPC
Government: Monarchy
Age: Iron Age
Economy: Growing +4 [0/4]
Army: 17,500 Swordsmen, 9,000 Spearmen, 3,000 Archers, 5,000 Bedouin Riders, 5,000 Camelriders
Navy: 60 galleys
Confidence: Normal
Education: Poor
UU: Bedouin Riders: Faster, stronger and more ferocious in battles then camelriders.
Wonder: The Arabian "Revolution" (ushers in the new age of Arabian modernity, adds a more complex road system, more unity, allows me to introduce religion without turmoil) (+2 education, +1 army, +1 confidence) (3/6)
Notes:

Bactria
Leader: NPC
Government: Tribledom
Age: Iron Age
Economy: Growing +4 [0/4]
Army: 9,000 Spearmen, 2,000 Archers, 4,500 Horsemen
Navy:
Confidence: Normal
Education: Idiotic
UU:
Notes:

Bulgars
Leader: NPC
Government: Tribledom
Age: Iron Age
Economy: Stable +3 [2/3]
Army: 12,000 Swordsmen, 3,000 Spearmen, 2,000 Archers, 500 Horsemen
Navy:
Confidence: Normal
Education: Idiotic
UU:
Notes:

Carthage
Leader: NPC
Government: Republic
Age: Iron Age
Economy: Failing +2 [0/2]
Army: 2,500 Spearmen, 19,500 Swordsmen, 8,000 Archers, 2,600 UU, 1,200 Horsemen, 36 Siege
Navy: 5 Galleys
Confidence: Bad
Education: Idiotic
UU: Numidian Horsemen: much faster and stronger horsemen
Wonder: Carthaginian Military Academy (+5000 UU) (2/6)
Notes:

Dravidia
Leader: NPC
Government: Despotism
Age: Iron Age
Religion: 60% Hindu, 40% Other
Economy: Recession +2 [0/2]
Army: 14,000 Swordsmen, 2,000 Spearmen, 1,000 Archers, 800 Horsemen
Navy: 10 Galleys
Confidence: Normal
Eduction: Idiotic
UU:
Notes:

Egypt
Leader: NPC
Government: Monarchy
Age: Iron Age
Economy: Failing +2 [1/2]
Army: 2,500 Spearmen, 5,500 Swordsmen, 2,000 Archers, 500 Horsemen
Navy: 20 galleys
Confidence: Bad
Education: Idiotic
UU:
Notes:

Etruscans
Leader: NPC
Government: Monarchy
Age: Iron Age
Economy: Growing +4 [0/4]
Army: 11,000 Swordsmen, 3,000 Spearmen, 2,000 Archers, 500 Horsemen
Navy: 180 galleys
Confidence: Normal
Education: Idiotic
UU:
Notes:

Guangxi
Leader: NPC
Government: Absolute Monarchy
Age: Iron Age
Economy: Growing +4 [0/4]
Army: 10,000 Swordsmen, 9,000 Spearmen, 1,000 Archers, 500 Horsemen
Navy: 20 Galleys
Confidence: Good
Education: Ignorant
UU:
Notes:

Hittites
Leader: NPC
Government: Monarchy
Religion: Other (70%), Sionism (30%)
Age: Iron Age
Economy: Recession +2 [0/2]
Army: 6,400 Swordsmen, 7,000 Spearmen, 3,500 Archers, 1,500 Horsemen
Navy: 20 galleys
Confidence: Normal
Education: Idiotic
UU:
Notes:

Holland
Leader: NPC
Government: Monarchy
Age: Iron Age
Economy: Stable +3 [0/3]
Army: 3,000 Spearmen, 2,000 Swordsmen, 4,000 Archers, 1,000 Horsemen
Navy: 150 Galleys
Confidence: Normal
Eduction: Idiotic
UU:
Notes:

Japan
Leader: NPC
Government: benevolent dictatorship
Age: Iron Age
Economy: Stable +3 [2/3] +12 Banked
Army: 9,000 Swordsmen, 1,000 Spearmen, 1,000 Horsemen
Navy: 10 Galleys
Confidence: Okay
Eduction: Idiotic
UU:
Notes:

Kenya
Leader: NPC
Government: Monarchy
Age: Iron Age
Economy: Stable +3 [2/3]
Army: 8,000 Spearmen, 2,000 Archers, 1,000 Camel Riders
Navy: 20 Galleys
Confidence: Normal
Eduction: Idiotic
UU:
Notes:

Korea
Leader: NPC
Government: dictatorship
Age: Iron Age
Economy: Stable +3 [1/3] +6 Banked
Army: 6,000 Swordsmen, 5,000 Spearmen, 1,000 Horsemen
Navy: 20 Galleys
Confidence: Okay
Eduction: Idiotic
UU:
Notes:

Kush
Leader: NPC
Government: Monarchy
Age: Iron Age
Economy: Stable +3 [0/3]
Army: 6,000 Spearmen, 1,000 Archers, 2,000 Camelriders
Navy: 10 galleys
Confidence: Normal
Education: Idiotic
UU:
Notes:

The Tribal Confederacy of Lapland
Leader: NPC
Government: Tribal Chiefdom
Age: Bronze Age
Economy: Recession +2 [0/2]
Army: 7,000 Spearmen, 1,300 Archers, 700 Coldland Clansmen, 500 Horsemen
Navy:
Confidence: Normal
Education: Idiotic
UU: Coldland Clansman: Their toughness regarding the environment has bred a good generation of fighting, plus they are equipped well by the metal workings of the clan.
Notes:

Kingdom of Lydia
Leader: NPC
Government: Kingdom
Age: Iron Age
Economy: Stable +3 [0/3]
Army: 8,000 Swordsmen, 1,700 Spearmen, 1,000 Archers, 500 Horsemen
Navy: 195 Galleys
Confidence: Normal
Education: Idiotic
Trade Routes: Thrace (2/3)
UU:
Wonders: Trade Center, Sardis (+2 econ, +galleys) [6/8]
Notes:

Malaga
Leader: NPC
Government: Monarchy
Age: Iron Age
Economy: Stable +3 [1/3]
Army: 24,000 Swordsmen, 4,500 Spearmen, 1,000 Archers, 500 Horsemen
Navy: 100 galleys
Confidence: Normal
Education: Idiotic
UU:
Notes:

Mali
Leader: NPC
Government: Republic
Age: Iron Age
Economy: Prosperous +5 [2/5]
Army: 10,000 Swordsmen, 8,000 Spearmen, 6,000 Archers, 6,000 Camel Riders
Navy: 45 Galleys
Confidence: Normal
Eduction: Okay
UU: Mali Trade Caravan: Can cross the Sahara desert fast.
Notes:

Persia
Leader: NPC
Government: Absolute Monarchy
Religion: Zoroastrianism
Age: Iron Age
Economy: Failing +2 [1/2]
Army: 5,000 Spearmen, 7,500 Immortals, 5,000 Peasant Army, 1,700 Archers, 250 Horsemen
Navy: 40 Galleys
Confidence: Normal
Education: Ignorant
UU: Immortal: Stronger heavy infantry, bred from the mountain fighting against the Bactrians. Equipped with spear and bow and arrow, bodyguards of the King in peace time.
Wonder: Great Sea Route (+economy level) [0/5]
Gate of All Nations: ? (COMPLETE)
Notes:

Picts
Leader: NPC
Government: Monarchy
Age: Iron Age
Economy: Failing +2 [1/2]
Army: 6,000 Swordsmen, 4,000 Spearmen, 1,000 Archers, 2,000 Woad Warriors
Navy: 20 Galleys
Confidence: Normal
Education: Idiotic
UU: The Woad Warrior: Patriotic Fighters
Notes:

Sarmatia
Leader: NPC
Government: Monarchy
Age: Iron Age
Economy: Stable +3 [2/3]
Army: 10,000 Swordsmen, 10,000 Spearmen, 2,000 Archers, 800 Horsemen
Navy:
Confidence: Normal
Eduction: Idiotic
UU:
Notes:

Sionist State of Nabatia
Leader: NPC
Government: Despotism
Religion: Sionism
Age: Iron Age
Economy: Depression +0 [0/1]
Army: 1,500 Swordsmen, 500 Archers, 2,500 Camel Riders, 1,000 Chariots
Navy:
Confidence: Okay
Eduction: Idiotic
UU:
Wonder:
Notes:

Sicily
Leader: PERM. NPC
Government: NONE
Age: Iron Age
Economy:
Army: UNKNOWN
Navy: UNKNOWN
Confidence:
Eduction:
UU:
Notes:

Silesia
Leader: NPC
Government: Monarchy
Age: Bronze Age
Economy: Stable +3 [1/3]
Army: 20,000 Swordsmen, 8,000 Spearmen, 2,000 Archers, 500 Horsemen
Navy:
Confidence: Normal
Education: Idiotic
UU:
Notes:

Sinhala
Leader: NPC
Government: Monarchy
Age: Iron Age
Religion: 30% Hindu, 70% Other
Economy: Stable +3 [2/3]
Army: 14,000 Swordsmen, 4,700 Spearmen, 4,000 Archers, 800 Horsemen
Navy: 90 Galleys
Confidence: Normal
Eduction: Idiotic
UU:
Notes:

Somalia
Leader: NPC
Government: Monarchy
Age: Iron Age
Economy: Growing +4 [0/4]
Army: 6,000 Swordsmen, 5,000 Spearmen, 2,000 Archers, 500 Camel Riders
Navy: 20 Galleys
Confidence: Normal
Eduction: Idiotic
UU:
Notes:

Song Dynasty
Leader: NPC
Government: Dynastical Monarchy
Age: Iron Age
Economy: Stable +3 [2/3]
Army: 7,000 Spearmen, 1,000 Archers, 500 Horsemen
Navy: 20 Galleys
Confidence: Normal
Education: Idiotic
UU:
Notes:

Songhai
Leader: NPC
Government: Monarchy
Age: Bronze Age
Economy: Stable +3 [2/3]
Army: 12,000 Swordsmen, 7,000 Spearmen, 1,000 Archers, 500 Camel Riders
Navy:
Confidence: Normal
Eduction: Idiotic
UU:
Notes:

Sweden
Leader: NPC
Government: Monarchy
Age: Iron Age
Economy: Stable +3 [1/3] +1 Banked
Army: 21,000 Swordsmen, 3,000 Archers, 3,000 Spearmen, 500 Cavalry
Navy: 20 Galleys, 40 Longboats
Confidence: Okay
Eduction: Poor
UU: Longboats
Wonder: Statue of the Ancients (series of statues of ancient Vikings whoever they are) +1 eco lvl, +20 longboats, +1 education.(2/8)
Notes:

Tindouf
Leader: NPC
Government: Monarchy
Age: Iron Age
Economy: Stable +3 [1/3]
Army: 14,000 Spearmen, 2,000 Archers, 500 Camel Riders
Navy: 20 Galleys
Confidence: Normal
Eduction: Idiotic
UU:
Notes:
 
Per Economic Spending Point:

Bronze Age...
1,000 Infantry
200 Cavalry
10 Ships

Iron Age...
2,000 Infantry
500 Cavalry
10 Siege
20 Ships

Medieval Age...
3,000 Infantry
1,000 Knights
30 Siege
20 Ships

(Some infantry can include longbowmen, pikemen, swordsmen, heavy swordsmen, crossbowmen, etc)

*Recruitment numbers per nation vary. Many factors can be brought in for a country not to recruit as many, or to recruit more, then the numbers listed above. I do this frequently, almost always some nation does not get enough, or gets more, for every SP. Also, if you spend, say, 5 SP on just recruiting infantry, you could only end up getting 9,000 infantry (if in Iron Age) since you are recruiting so many.

**UU recruitment varies with the individual UU.
 
TIMELINE


2600bc-2500bc
The Mycenean civilization collapsed upon itself, but from the shards, the rest of the Mediterranean civilization was founded.

2500bc-2400bc
Magadha rises. Zoroastrianism starts in Persia. The Persians defeat a Bactrian army. Sicilians conquer the rest of their island.

http://forums.civfanatics.com/showthread.php?t=120974&page=8&pp=20
 
Kingdom of Lydia
Leader: King Alyattes I\Azale
Government: Kingdom
Age: Bronze Age
Economy: Stable +3 [0/3]
Army: 1,000 Spearmen, 1,000 Archers, 500 Horsemen
Navy:
Confidence: Normal
Eduction: Idiotic
UU:
Notes: Located on the western coast of Anatolia. Capital is at Sardis.
 
Antigot
Leader: Sufu dynesty\guss yourself
Government: Monarchy with Eldery council
Age: Bronze Age
Economy: Stable +3 [0/3]
Army: 1,000 Spearmen, 1,000 Archers, 500 Horsemen
Navy:
Confidence: Normal
Eduction: Idiotic
UU:
Notes: Start in Massilia. more will be added later.


story soon
 
reserve me a palce (as I stronglly suggest you place a player cap)I need to decide on where I shall start however
 
Thrace
Leader: King Hyar\Kal'thzar
Government: Monarchy
Age: Bronze Age
Economy: Stable +3 [0/3]
Army: 1,000 Spearmen, 1,000 Archers, 500 Horsemen
Navy:
Confidence: Normal
Eduction: Idiotic
UU:
Notes: The Capital City Seuthe, (located at present day Istanbull). Is a strange mix between Greek and Barbarian. Their Patron God is Dionysus, the Thracian god of wine, represents not only the intoxicating power of wine, but also its social and beneficent influences. He is viewed as the promoter of civilization, a lawgiver, and lover of peace — as well as the patron deity of both agriculture and the theater. Although Greek in many ways, the Thracians distinguish themselves from them with their Unique form of greek Culture.
 
Finland
Leader: Lalli Piispantappaja \andis
Government: Monarchy
Age: Bronze Age
Economy: Stable +3 [0/3]
Army: 1,000 Spearmen, 1,000 Archers, 500 Horsemen
Navy:
Confidence: Normal
Eduction: Idiotic
UU:
Notes: Finnish nation was born when scattered tribes united to one nation. They built their capital helsinki to southern coast of Finland and have expanded to lands around it.
 
Sicily
Leader: Hiero/Dachspmg
Government: Monarchy
Age: Bronze Age
Economy: Stable +3 [0/3]
Army: 1,000 Spearmen, 1,000 Archers, 500 Horsemen
Navy:
Confidence: Normal
Eduction: Idiotic
UU:
Notes: Capital at Syracuse, controls island of Sicily, a collection of former Greek colony cities.
 
*Pays homage to Jason*

Harappa
Leader: Manu\North King
Government: Empire
Age: Bronze Age
Economy: Stable +3 [0/3]
Army: 1,000 Spearmen, 1,000 Archers, 500 Horsemen
Navy:
Confidence: Normal
Eduction: Idiotic
UU:
Notes: Founded on the banks of the Indus Valley, very trade based and diverse.
 
Also, I will not accept one-player regions. This means that there is only one person in a region (i.e. only alex playing in East Asia, meaning I must make 5 or 6 NPC's just for one person). This is bothersome. So, if by the first update there are people who are playing like that, then I will ask them to join as a different state.
 
Nation: Song Dynasty
Leader: Emperor Zhu Zhang\Kejixu
Government: Dynastical Monarchy
Age: Bronze Age
Economy: Stable +3 [0/3]
Army: 1,000 Spearmen, 1,000 Archers, 500 Horsemen
Navy:
Confidence: Normal
Eduction: Idiotic
UU:
Notes: In China
 
Guangxi
Leader: King Wa Ling/alex994
Government: Absolute Monarchy
Age: Bronze Age
Economy: Stable +3 [0/3]
Army: 1,000 Spearmen, 1,000 Archers, 500 Horsemen
Navy:
Confidence: Normal
Eduction: Idiotic
UU:
Notes: Put me in Guangzhou, in Southern CHina

I will soon write a story about how we Han Chinese got this far south.
 
Hmm... Looks like there will be no one else in India. Should I save you the trouble and move to Europe, Jason?
 
Minoa
Leader: King Minos\Xen
Government: Monarchy(... or... a...DANCE-OCRACY baby!!!!)
Age: Bronze Age
Economy: Stable +3 [0/3]
Army: 1,000 Spearmen, 1,000 Archers, 500 Horsemen
Navy:
Confidence: Normal
Eduction: Idiotic
UU:
Notes:
 
Top Bottom