stMjMNES1:First Blood

MjM

Deity
Joined
Jun 12, 2004
Messages
7,097
Location
California
Introduction
Hey everyone :) this is my first-time modding an NES. It is a fresh start IT/BT system with a world map. Ive been NESing for almost a year now and know all the rules and whatnot. I will keep my intrest as long as you keep yours. ;) This NES is a story NES as almost all of them on this board are theese days. Enough of me talking, lets get started! :D

Time Frame
This will begin at 3000BC. It is a fresh start NES, so it is the copper age, and chariots are still in wide use.

Updates
There will always be a fixed update on Sunday before 2:00PM US Pacific time. I'm not very good at converting times, so if someone knows the time for Europeans or Eastern Americans, that would help. It will consist of the actual update, map, NPC diplomacy, trade routes, NPC notices, and a little something extra every now and then. If you don't send orders, I will temporialy NPC you and base it off of what I think you'd do.

Deadline is Saturday 12:00AM Pacific Time

Civilized Zones/IT/BT system
In case you still haven't been paying attention, this is a BT/IT fresh start. And here is an explanation if you dont know what that means:

Civlized Zones
You may wonder why the blank map has red and green all over. Those are the Civilized Zones.

Red is vwhere you got your ancient Egypt and Greece and Phoenicia. Theese nations tend to be more rich, slightly more advancded, and more prone to stagnation. The millitary may not be as ferocious as a Green Zone one.

Green is where you have the Olmecs, Lesser Chinese, and some parts of Europe. Theese nations will be more ferocious, although there economies are less developed as is thier infrastructre. But from surviving from all those barbarians and more Civilized nations, they tend to have stronger millitaries and are ready to go out conquering.

White. White Zones. Theese are downright problem filled. From being infested with barbarians to housing only hunter gatherers still, theese Zones are near impossible to forge a nation in, not to mention suriving. Give me a good reason, and Ill let you have your fun in a White Zone.

Do not post till I say!
 
Players
No limit as of yet. If this gets alot of traffic, I might limit it to 20 or somewhere aurond there. Please join if you can give me orders and a good story once in a while. No joining and then forgetting and then complaining because you died.

Orders
Orders need to be short, no more than 2 PMs. They need to be neat and spaced, and if you can, give me a tactical map as well. Include your stats in them. Also when writing orders, please use bullets instead of dashes, they look nicer, and use bolds and italics, makes it easier on my eyes.

Age Level
A word level showing your technological acheivement. For more explanation see Education.

Middle Bronze Age: Chariots are beging to decline but not really. Swordsmen arent in use and there are no horsemen except steppe nations.
Late Bronze Age: Chariots are in a full decline now. Swordsmen begin replacing spearmen. Iron is begining to be used.
Early Iron Age: Chariots are almost gone. Horsemen are still only in the East. Iron is in full swing now. Archers have more effective arrows.
Middle Iron Age: Chariots are gone. Horsemen are begining to appear. Swordsmen are becoming stronger.

Map
I will use thick borders, and won't be representing roads and routes on the maps as it becomes too crowded. If there is any mistakes let me know. I may make changes to the physical map itself (e.g. Malta is bigger so it can fit a city) but rarely. Also I will try not to reuse colors and you can request for a certain color besides black white water blue or gray. The map will be NKs most recent map, as it is the best currently, with light seas.

Nations
Give me a short description Ill generate stats. If you missed the first update and want an NPC, go ahead. Also I will put a template here if you want to make a nation after the first update.

NPCs and Barbarians
NPCs will be played by myself, they will not exploit having knowing all your orders, and by themselves usually cannot do much damage. There stats will change periodically, but no where near as fast as a normal player.

Barbarians will be represnted by Gray on the map. I will write the name, if I forget, tell me. They will not have any stats, but will not just let you take thier land. If you give a good enough offer, they may join you...

Millitary
Theese will be your Army and Navy, and if we get that far, Airforce. They will be represnted first in hundreds, then in thousands, then will be easier to increase. When you are in a war, use tactics please, to just say "Send 10 hundereds to blah blah border and have them attack" I will think of the stupidest way for them to attack, just to show that you need to use tactics. :p

Army
This is your land millitary. It has archers, swordsmen, chariots, etc. It will be generic, not unit specific, that is too much work. In your orders your can say "Have horsemen do blah blah" and it will happen, but do not split your armies into groups of units, they are generic for a reason. Your army will grow by 5 hundreds per eco point for now. If you grow it too much in too little of a time, the training will surely be depleted as will your coffers.

Navy
This is you navy. It can consist of gallies and transports, to wooen planks that float. It will also need tactics and stragety to function, not as much as an army though. It will also grow by 5 ships per eco point. Also if you have a 3 ship navy, you cannot transport a thousand troops, you just cant do it.

Mercs
Theese are mercanaries. Trained, Elite, unpredicable hireable troops. They will join you by the 10 hundreds for an eco level. They can also switch sides if the other side is offering a fatter prize.

Unique Units
Theese are a branch of the Army, Navy, or Airforce, that are differnt, and better, than their normal counterparts. Can be just about anything, as long as your resources/location permits. A Roman civilization cannot have a Horse Archer UU in the begining of the game. They will grow 5 per eco points like the rest of the army. If you decommision your UU, you will get half of them back in their regular millitary branch, half will be too mad to serve because you kicked them out of their place of honor. This will not happen in the Industrial/Modern ages as much.

Training
Will be represented by a word level. Can grow by 1 level per 2 eco points.

Nonexistant-Rabble-Very little-Conscript-Semi Normal-Normal-Veteran-Seasoned-Elite-Uber Elite-After Uber Elite it will get a + and then how many levels after Uber Elite

Some troops will be Levy Hundreds, which are their own training level.

Government
This will be your form of ruling. Can be a despotism to a monarchy from a republic to Communism. It will be age specific, there will msot likely not be a succesful ancient Communist state.

Religion
This will matter alot in the begining ages. It's default is a region-specifc Polytheism, a new religion requires a bit of writing and background for it to be successful. Can be used as excuses for war (crusades,jihads) or a cause for unification. Or reunification.

Economy
Will be word based. You will have 2 points a turn to spend. You can sacrifice an economic level for 6 points counting the 2 you normally get, although mass sacrificing can lead to a total collapse. It cannot just be grown out of thin air, only affectable by random events, stories, or something like a new currency or mass conquerings, or trade centers.

Theese levels were originally written by das, and work great.

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)

Education
This is how smart your people are. It can be raised by 1 stat per 2 eco points. Higher Education means that your people can develop new weapons easier and more efficently. It also lets your people see more clearly how they are being treated... After Genius level, you will proably hit the next age.

None-Barbaric-Stupid-Average-Semi Smart-Smart-Genius

Culture
Only affected by stories and rare random events. The stronger your culture, the more people will most likely defect, and the happier they are. Generally. Once again by das.

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

Confidence
How confident are your people? It depends. If you just won a huge battle, your people will be confident, if you just lost a big war and an economical collapse, you will most likely be unconfident. Stories can boost this alot, so can random events, and player controlled events. Represented by word levels.

Disgusted-Hated-Resentful-Semi-Tolerant-Tolerant-Forgiving-Loving-Nation Personified.

Infrastructre
How good your roads are, how fast news gets from place to place. Word level. The higher this is, the more likely you will get a new trade center. Also armies move quickly through a state with good infrastructre. Ally armies and enemy armies alike. 2 points to improve on level.

None-Barely Existant-Dismal-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent-Grand

Wonders
Tell me what it does, I tell you how long it takes. It doesnt cost anything, but if it is outrageous, it will not work. Just one wonder an age.

If I forgot anything, tell me and I will add it post-haste. :)
 
CZ map 1 Mwhawhahwha
 

Attachments

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PCs:

Nation: Caribbeana
Ruler/player: Citanaf (Chief) Qevic/EQandCivfanatic
Millitary: 11 Hundreds (Veteran) 10 Ships (Rabble)
Government: Monarchy
Religion: Andeism (polytheistic reincarnation beliefs)
Economy: Good Enough
Infrastructre: Barely Exsistant
Education: Barbaric
Confidence: Forgiving
Culture: Loving
Wonders: None
Descrption: The Caribbeanians have united on the isle of Caribeano. The capitol of Rotrowt is a center of commerce for the whole island as the recent growth of inter-island trade has effected the region. Under the new Citanaf, Qevic, the Caribbeanians are preparing to unite the tribes of the Islands under one banner.

Nation: Imperial Empire of Carthage
Ruler/player: Emperor Nohamma I/alex994
Millitary: 22 Hundreds (Seasoned) , 51 Gallies(Elite) 6 Dragon Guard Hundreds 9 Numidian Mercs
Government: Monarchy
Religion: Phoenician Polytheism
Economy: Very Rich
Education: Smart
Age Level: Early Iron Age
Infrastructre: Tolerable
Confidence: Semi-Tolerant
Culture: Devoted
Wonders: Ananth's Citadel *SECRET* 4/5
Descrption: Carthage is a breakaway of a Phoenician colony and has since then grown to a grand size. It has a very rich economy and a strong culture. It has recently overthrown the Oligarchy in favor of the Monarchy which is much less corrupt.

Nation: Britain
Ruler/player: ??/Julius Gandi
Millitary: 23 Hundreds (Normal) 5 Ships (Normal) 5 Frakjuk Hundreds
Government: Monarchy
Religion: British Polytheism
Economy: Poor
Infrastructre: Barely Exsistant
Age Level: Middle Copper Age
Education: Average
Confidence: Forgiving
Culture: Devoted
Wonders: None
Descrption: Out of the British Isles , a small kingdom has arisen out of the endless barbarians. The British are a Monarchy that has adopted a millitirastic way of life. It has 2 other powerful kingdoms as neighbors, Begunum to the West and Flavia to the North. It will need competent leaders in the road ahead, lest it be swallowed by it's neighbors.

Nation: Calabria
Ruler/player: Consul Lystus Bellamare/Israelite9191
Millitary: 14 Hundreds (Seasoned) 33 Hundreds La Legioni
Government: Republic
Religion: Italic Polytheism
Economy: Good Enough
Infrastructre: Normal
Education: Average
Age Level: Early Iron Age
Confidence: Loving
Culture: Average
Wonders:
Descrption: The more corrupt than normal Republic of Calabria has expanded north into barbarian lands and has a loose grip over Sardina Corsica and Sicily. It has a feirce rivalry with Carthage who threatens it's island holdings. But with its extremely strong land millitary, Calabria certainly can tip the odds. It has recently gained a large calony in Iberia and a new trading post.

Nation: Umbar
Ruler/player: King Ersailia/Erik Mesoy
Military: 14 Hundreds (Veteran)
Government: Monarchy
Religion: Italic Polytheism
Economy: Normal
Infrastructre: Dismal
Education: Stupid
Confidence: Semi-Tolerant
Culture: Devoted
Wonders: Great Port of Umbar 3/5 (
Descrption: A medium sized Italian state with strong anti-Republic sentimints.

Nation: Vandals
Ruler/player: ??/NPC
Millitary: 16undreds (Semi-Normal)
Government: Tribalism
Religion: Germanic Polytheism
Economy: Poor
Infrastructre: Dismal
Education: Barbaric
Confidence: Loving
Culture: Normal
Wonders: The Great Fort of Cirta. (2/4) (effects: +3 vandal hundreds, +1 training level, +1 infastructure)
Descrption: Theese are a few tribes who decided to settle down and do some farming. With some tribes in the south and scattered barbarians all aurond , they will have a tough time.

Nation: Gotland
Ruler/player: /North King
Millitary: 6 Hundreds (Normal) 20 Ships (Veteran)
Government: Cheifdom/Monarchy
Religion: Animism
Economy: Not Bad
Infrastructre: None
Education: Barbaric
Confidence: Tolerant
Culture: Average
Wonders: None
Descrption: The people of [name] are seafarers and traders. They live a lazy lifestyle of drink and wealth from their trade, but with recent interal disputes, and the increasing threat of Woods peoples, the [name] need to prepare.

Nation: Byzantium
Ruler/player: Constantine/NPC
Millitary: 10 Hundreds (Veteran) 25 Gallies (Seasoned) 4 Imperial Hoplite Hundreds
Government: City state; Empire
Religion: Greek Polytheism
Economy: Rich
Infrastructre: Good
Age Level: Late Bronze Age
Education: Stupid
Confidence: Tolerant
Culture: Average
Wonders: None
Descrption: Byzantium has the strategic location between two continents, thus controlling a small part of the trade (most is still in Greek hands due to Troy and Greece) and land. The Army and Navy are equal in strength, though small in number.

Nation: Rasit
Millitary: 34 Hundreds (Elite)
Government: City-state
Religion: Sumerian Polytheism
Economy: Growing
Infrastructre: Improving
Age Level: Late Bronze Age
Education: Genius
Confidence: Loving
Culture: Strongly Cultured
Wonders: None
Descrption: The Rasiteans have recently gained a big chunk of prime river land and are putting it too good use. It has recently finished the war with Sippar. It has united with the northern tribes and expanded to Phoenicia.


Nation: Babylon
Ruler/player: Nebuchadrezzar/andis-1
Millitary: 11 Hundreds (Elite) 4 Gallies (Rabble) 16 Hundreds Bowmen (UU)
Government: Monarchy
Religion: Sumerian Polytheism
Economy: Good Enough
Infrastructre: Good
Age Level: Late Bronze Age
Education: Smart
Confidence: Loving
Culture: Average
Wonders: Nebuchadrezzar's Temple (education +1, confidence +1, culture +2) 3/4
Descrpition: The Babylonians have one of the largest land empires present.

Nation: Massagetes
Ruler/player: ??/Grandmaster
Millitary: 3 Hundreds (Elite) 21 Horse Warrior Hundreds (UU)
Government: Tribalism/Weak City-state similiaritys
Religion: Animism
Economy: Not Bad
Infrastructre: None
Age Level: Middle Bronze Age (with horsemen)
Education: None
Confidence: Nation Personified
Culture: Strongly Cultured
Wonders: None
Descrption: A large state of counqering horsemen, the Massagets arent much in the way of sophisticated or settled down civilization.

Nation:Vijayan Sinhalia
Ruler/player: ??/Disenfranchised
Millitary: 11 Hundreds (Normal) 36 Ships (Sesasoned)
Government: Monarchy
Religion: Veddan
Economy: Normal
Infrastructre: Dismal
Education: Stupid
Age Level: Middle Bronze Age
Confidence: Forgiving
Culture: Strongly Cultured
Wonders: The White Sail Fleet (+2 Naval Training, +10 Ships, +1 Confidence) (1/6)
Descrption: With its capital at Anuradhapura, the small kingdom founded by the legendary King Vijaya has grown to be an important merchantile kingdom, gaining wealth from the east-west trade routes and native spices. It has slowly gained control of all the Vedda peoples native to Lanka and is curently sending its navy...outwards

Nation: Qi
Ruler/player: Emperor Huan/tommy_toon
Millitary: 25 Hundreds (Seasoned)
Government: Empire
Religion: Chinese Polytheism
Economy: Very Rich
Infrastructre:Very Effiecent
Education: Average
Age Level: Middle Iron Age
Confidence: Barely Tolerable
Culture: Strongly Cultured
Wonders: None
Descrption: A rich state that is in very close proximy to the most hostile barbarians of all. It is rapidly expanding, and even more river cities want to join Qi for protection.

Nation: Mekaia
Ruler/player: Emperor Tannonth/Lord_Iggy
Millitary: 10 Hundreds (Normal) 1 Ship
Government: Tribalism
Religion: Viet Polytheism
Economy: Good Enough
Infrastructre: Almost Nonexistant
Age Level: Middle Copper Age
Education: Stupid
Age Level: Middle Bronze Age
Confidence: Average
Culture: Devoted
Wonders: None
Descrption: A Vietmanese state They are advanced for their region weilding copper weapons and havingover 4 big tribes under their control , and move coming. Their old Koleth corp has thrown Mekaia into civil war. Which it promptly left. The lazy Koleth are creating problems though.

Nation: Clan Of The White Wolf/Contempt
Ruler/player: ??/Contempt
Millitary: 12 Hundreds (Uber Elite)
Government: None
Religion: Animism
Economy: Recession (+4 Eco points , 6 this turn)
Infrastructre: None
Education: Barbaric
Confidence: Loving
Culture: None
Wonders:
Descrption: Barbarians who happen to live on steppes.
 
NPCs:

Nation: Flavia
Ruler/player: ??/NPC
Millitary: 11 Hundreds (Normal) 5 Ships (Veteran)
Government: Monarchy
Religion: British Polytheism
Economy: Poor
Infrastructre: Barely Exsitant
Education: None
Confidence: Tolerant
Culture: Average
Wonders: None
Descrption:

Nation: Deustchland
Ruler/player: Heinrich/Norseone
Millitary: 11 Hundreds (Normal)
Government: City-state
Religion: Germanic Polytheism
Economy: Poor
Infrastructre: Barely Exsistant
Age Level: Middle Copper Age
Education: Barbaric
Confidence: Forgiving
Culture: Devoted
Wonders: None
Descrption: Theese people are really two major ethniticies, Teutons and Deustchlanders. They are mixing quite well and the Teutons have brought their love of weapons and war with them. Recently Deustchland has founded a few new cities.

Nation: Alraida
Ruler/player: King Brennus/NPC
Millitary: 25 Hundreds (Normal) 5 Gallies (Semi-Normal)
Government: Tribalism
Religion: Animisn/Polytheism
Economy: Poor
Infrastructre: Barely Exsistant
Education: Barbaric
Confidence: Loving
Culture: Average
Wonders: None
Descrption:

Nation: Tuscia
Ruler/player: ??/NPC
Millitary: 9 Hundreds (Seasoned) 8 Gallies (Conscript)
Government: Monarchy
Religion: Italic Polytheism
Economy: Normal
Infrastructre: Dismal
Education: Stupid
Confidence: Forgiving
Culture: Untrusting
Wonders: None
Descrption:

Nation: Dalmatia
Ruler/player: King Dalmatiaus I/NPC
Millitary: 8 Hundreds 7 Hundreds La Legioni (Veteran) 10 Ships (Regular)
Government: Monarchy
Religion: Italic/Greco Polytheism
Economy: Normal
Infrastructre: Tolerable
Education: Stupid
Confidence: Loving
Culture: Strongly Cultured
Wonders:None
Descrption:

Nation: Athens
Ruler/player: King Alckilies/NPC
Millitary: 17 Hundreds (Seasoned) 20 Gallies (Normal)
Government: Monarchy
Religion: Greeko Polytheism
Economy: Richer
Infrastructre: Great
Education: Average
Confidence: Tolerant
Culture: Strongly Cultured
Wonders: None
Descrption:

Nation: Phoenicia
Ruler/player: ??/NPC
Millitary: 36 Hundreds (Normal) 13 Gallies (Seasoned)
Government: Monarchy
Religion: Tyrian
Economy: Good Enough
Infrastructre: Great
Education: Semi Smart
Confidence: Resenful
Culture: Hyperpatrioitc
Wonders: None
Descrption:

Nation: Egypt
Ruler/player: Pharoah Ramses/NPC
Millitary: 22 Hundreds (Seasoned) 10 Galleys (Normal)
Government: Phaorachic Monarchy
Religion: Egyptian Polytheism
Economy: Good Enough
Infrastructre: Tolerable
Education: Semi Smart
Confidence: Semi Tolerant
Culture: Devoted
Wonders: None
Descrption:

Nation: Persia
Ruler/player: King Xerxes/NPC
Millitary: 45 Hundreds (Veteran)
Government: Monarchy
Religion: Persian Polytheism/Sun-Worship
Economy: Rich
Infrastructre: Very Effiecent
Education: Genius
Confidence: Semi-Tolerant
Culture: Devoted
Wonders: None
Descrption:

Nation: Tharia
Ruler/player: Ruler: NPC
Millitary: 19 Hundreds (Seasoned) 15 ships (Very-Little) 4 Elephants (UU)
Government: City-State
Religion: Indian Polytheism
Economy: Richer
Infrastructre: Good
Education: Semi Smart
Age Level: Early Iron Age
Confidence: Tolerant
Culture: Average
Wonders: None
Descrption: A rich peaceful Indian state, they are slowly being surronded by people who hate them for their peaceful ways, and barbarians from the Steppes. With a very good economy and infrastructre, Tharia can easily raise a large army.

Nation: Qatar
Ruler/player: ??/NPC
Millitary: 11 Hundreds (Seasoned) 20 Galleys (Seasoned)
Government: City-state
Religion: Mumbain Polytheism
Economy: Normal
Infrastructre: Barely Tolerable
Education: Barbaric
Confidence: Tolerant
Culture: Average
Wonders: None
Descrption:

Nation: Qin
Ruler/player: ??/NPC
Millitary: 5 Hundreds (Veteran)
Government: Divine Monarchy
Religion: Chinese Polytheism
Economy: Very Poor
Infrastructre: Great
Education: Semi-Smart
Confidence: Tolerant
Culture: Devoted
Wonders: None
Descrption:

Nation: Yue
Ruler/player: Emperor Fungzhou/NPC
Millitary: 17 Hundreds (Seasoned)
Government: Empire
Religion: Yueish Polytheism/Chinese Polytheism
Economy: Poor
Infrastructre: Tolerable
Education: Average
Confidence: Loving
Culture: Strongly Cultured
Wonders: None
Descrption:

Nation: Vera
Ruler/player: NPC
Millitary: 9 Hundreds (Normal) 4 Ships (Rabble)
Government: Monarchy
Religion: Andeism
Economy: Not Bad
Infrastructre: Barely Exsistant
Education: Stupid
Confidence: Forgiving
Culture: Devoted
Wonders: None
Descrption:
 
BIGGEST CITIES IN THE WORLD:

1. Carthage
2. Rasit
3. Byzantium
4. Tsing-tsao(Qin capitol)
5. Ur

MOST INFLUENTIAL RELIGIONS IN THE WORLD:
1. Carthignian/Phoenican
2. Mesopatamian Polytheism
3. Chineses Polytheism
4. Vietnamise Polytheism
5. Greco Polytheism

BEST QUALITY OF LIFE - FROM 1 TO 10, 1 BEING THE BEST:
1. Carthage
2. Rasit
3. Byzantium
4. Athens
5. Calabria
6. Tharaia
7. Babylon
8. Phoenicia
9. Egypt
10. Mekaia
 
Seeing as you haven't posted in an hour, I think it's safe to post...


Your map is in jpeg format, which will make it extraordinarily difficult to edit. I suggest you remake it as a gif or png.

You also need a nation template.


And, seeing as you didn't make this a REAL Wheel of Time NES, I'll make it one anyway.

Andor
Ruler: Queen Elayne/Cuivienen
Capital: Caemlyn
Other stats to be added later.

Location: southern England

Mwahahahaha.
 
The forum was done for maintenance in the middle of my final reservation post. 4 is enough. I thoguht of a quick name, I wanted this posted. And in the rules I said if you give me a description I will generate the stats. Ill elaborate mroe on that in there. Also England has no Green or Red CZ zones at all, and unless you give me some reasoning as why you could survive there, Southern Britain is off limits. I also fixed the map.
 
I'm here as Byzantines. OTL Byzantium/Constanitnople/Istanbul. I'd like Tyrian purple color.

Byzantine Empire (At this moment more a city state)
Ruler: Constantine
Capital City: Constantinople

In this strategic location the city of Constantinople has been founded controlling all trade passing between the Bhosphrous and the Dardllenes, the city and its inhabitants have grown rich and prosperous. Aware of the envy of their neihbors Constantinople is heavily fortified and a powerful Byzantine army and navy in place to dissappoint any delusions of grandeur.
 
I will set up an Indian realm in the Indus Valley. Capital will be Mohenjo-Daro and the name of the nation shall be: Tharia.

Our nation is small, but prosperous located in the fertile lands of the Indus. Farming is good and production is higher than we can consume. The surplus foods allow us to have more specialists making trade an important aspect of our economy.

Peaceful and isolated we have small armed forces relying instead on friendship and peaceful coexistance with our neighbours.
 
Pontus
Ruler: Mithradates I Ktistes
Capital: Sinope


and so on and so forth (see idea thread for location)
 
Moroccon Empire

Northern corner of Morocco

Capital: Casablanca (getting ready for some Humphrey Bogart -related stories.. ;))

Ruler: Emperor Menadsan/Finmaster

EDIT:
And short description comes here (with a brief historical outlook of the Moroccons):
For centuries barbarians have been driving the nomading and commercial-minded Moroccons towards northeast. Under the rule of emperor Menadsan, the Moroccons have realized that commercialism alone won't help them against barbarians, and a strong military force has been created to protect the newly-founded capital city of Casablanca. By 3000 B.C., they have moved to the northeastern corner of Africa and barbarians are surrounding them - but now they are preparing a strong military force that could be used to take over the northern coast of Africa again. Despite turning into a more militaristic direction, the Moroccons are still just as commercial-minded as before.
 
Nation: Mekaia
Capital: Karau Thau

Location: At the Mekong Delta, coastal.

Description: These people have developed into a copper age culture from the constant pressure from nearby barbarian tribes. They now have developed into a powerful militaristic culture, having captured many nearby rival villages.
 
well since nearly all other neses i joined in are now dead, i think i join in this one as babylonia.

Nation: Babylonian Empire
Goverment type: Monarchy
Capital: Babylon
Ruler: Nebuchadrezzar
Location: same as otl babylon, in the red zone.
 
Rasit
ruler: The Mauras dynesty
capital: Rasit

This people are a rather new cultural group in Mesopotamia. Influenced much by Sumerian ancient culture and the city of Babylon the people of the city state of Rasit have had a great civil war between three opposing faction that have tried to hold into it.In the end the Mauris won and created the Mauras dynesty and the first Aba-King Haimon the founder. He walled his new capital and created armies to begin to war with neighboring city states and take over many lands to be under the rising Rasit Empire.

The city of Rasit is located on where the eprthus and the other river merge, a bit north to sumer I think...
 
Ethiopia
Ruler: Tribal Leader Farikh Mbindi
Capital: Aksum
[Preferred Color: Light Purple]

Nomads on the hills of Africa have settled down, looking to lead a prosperous sedentary life...they have called themselves "Ethiopia". Lead by the Mbindi Dynasty, they hope to expand their reach of power to the corners of the globe.

NES newbie, give me some leeway please...
 
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