Welcome To Absolution, Thread Two.
Thread Link List:
Thread One
Holy War:
From Cape Town Jerusalem to the Druid Isles the world resounds wuth cries to war against the heathen gods. Norsemen Levethian Fanatics revol as stone faced Druid crusaders march south. In Africa Mali and Egypt hear the call and fight the Semerians while the Ethiopians and Libyans fight in Semerias name.
And across the East the Eurasian war spreads blood from Malasia to the Urals, in America revolution spreads as war comes to a close.
Rules
The basic rules for this game are few, Beginning in the year 3300, BC, the assorted nations of earth may, or may not have, beaten themselves into some sense of balance as they have been known to do through History, this is where you, the knew player come in, Creating a new Civ to rise from the dust of another, or taking the reins of an NPC you will likely add another variable to the world :
Select a historic civ, such as Babylon or the Iroquios. Or (to spice things up) you may create your own, customisable civ. For Instance:
I want to create the Solomian tribe so I start by declaring a few things about them:
EXAMPLE
Solomania
Ruler: Me
A Scientific People often noted for their devotion to wisdom and philisophical works, renound to be increadibly wise and nonviolent
Starting stats:
Small Army
Medium Navy (Antiquity)
Religion: Wisdom God
Government: Gerontocratic Democracy
Economy: Stable, Uncontrolled
Traits: Scientific | Swift
Start: Solomnia is a nation centered around Hudson's Bay.
Traits
The Civilizations are different, apparently. Each has it's own specific qualities that seperate it from the others, select two:
Millitaristic Armies can be built up faster than usual. Less of a chance for large army penalties.
Swift Armies move twice as fast, as do trade ships.
Commercial Economy rises faster, people happier, CANNOT have 'controlled' economy.
Religious People support war against other religions more readily, allowing faster build up, and economy build during such times. Religious wonders have more effect.
Industrious Build things faster, except for armies. Includes roads and wonders.
Scientific Gets any advance known by another (non scientific) civ, 2 turns after meeting them or after they getr it.
Expansionist Your people expand your nation more quickly.
Wonders
You may, at any time, propose a wonder to build, any nation with contact with you may compete for it, but you have a head start of 3 turns, this is your 'patent period'. (Industrious civs automatically gain 2 turns)
Wonder List:
Great Library (Philistina) (Finished)
Pyramids (Egypt) (Finished)
Poro Casai (Ainu) (Finished)
Oracle: Greece (Finished)
Great Temple (Phoenecia) (Finished)
Lambeau field (Wisconsin) (Finished)
Collosus (Wisconsin) (Finished)
Hanging Gardens (Greece) [Destroyed]
Tower del Fuego, the Burning Pyramid (Finished)
Statue of Aiona (Ainui) (Finished)
Great Wall (Ingevidia) (Finished)
Art of War Scool (Oregon) (Finished)
Shrine to the Republic (Ingevidia) [Destroyed]
Army Size Penalties
You may build your army to any size you wish, it must take 1 turn per size, but you may. This type of action has penalties though.
If your nation is a Government designated 'Unfree' which is to say a government which ignores the will of the people. I shall not name governments because you can make your own. The Millitary can very well decide to take over the government. Then you will face two options:
Civil War: (If you're lucky, and your people are fond of you)
A Coup: Your orders are ignored for that turn. This can happen over and over again, but never continuously, if you don't choose to go to civil war over this, whch will wreak havok to your economy and population.
Luckily
Fleets won't do that. They may assist, under extreme situations, but they will often support you. Not always though Another thing about fleets is, that while armies will upgrade themselves, fleets always need a helping hand upgrading.
This will be less a problem in the andient ages. But it may be wise not to go all out on the armies.
Democracies and Republics show this problem differently, they may have riots instead, rendering their productive base immobile. They cannot build a thing at such times.
However
All nations receive a Three turn leniancy period, without any such chances, to have an army over Medium (Large for Millitaristic Civs), during which they may have their armies as large as need be. But without a war before then, the armies may strike.
During war all bets are off, armies can be as large as they have to be during, and two turns after, a war (4 turns for Religious civs), without dear of repricussions for the nations with unfree governments.
Free governments may receive riots during war, but they will be minor and not debilitating. They may slow things, but will not end all production.
Unique Units
You Create your own Unique Units, they are products of your own creativity, research, or both, they don't replace anything. You may build as many UU's (different UU's) as you wish
Current UU's:
Balliasta (Wisconsin)
Sioux Warrior (Wisconsin)
Ballistae Galley (Wisconsin)
Bireme (Phoenecia)
Quadreme (Phoenecia)
Druid Platoon Leaders (Britain)
Scottish Highlanders (Britain)
English Horsemen (Britain)
Welsh Longbowmen (Britain)
Irish Drunkards (Britain)
Azores Longboats (Britain)
Northern Beserkers (Britain)
Continental Pancakeers (Britain)
Golden Bowmen (Semeria)
Golden Ships (Semeria)
Prewrep Cavalry (Ainu Empire)
Husaria (Poland)
Armored Cart (Poland)
Keshiks (Mongolia)
Golden Riders (Mongolia)
Raider (Phillistea)
War Chariot (Egypt)
Hoplite Conglomerate (Greece)
Catamaran (Urthal)
War Catmaran (Urthal)
Fire Archer (Tierra del Fuego)
Longship (Vikings)
Cossaks (Georgia)
Mountain Archer (Oregon)
Kor Rider (Koryak)
Sawren (Ethiopia)
Archer Cavalry (Egypt)
Emperor's Gaurd (China)
Royal Gaurds (Texas)
Immortals (Persia)
Labrador Legions (Rome)
Republican Gaurds (Ingevidia)
People
Your people are generally in some sort of mood, which is classified by this factor in your stats. Your people are generally alright, though Religious nation's citzenry are generally happy. Happy people build things faster, they will build great wonders to honor their leaders, they will follow you wherever you go, Extremely happy people (Fanatical) will follow you into war, without any fear of weariness (No riots)
Angry people may revolt, deciding to place you in a dungeon and a new leader on the throne (effects of Army Coup) You can use the army to hold them at bay, but will this seriously fix the problem?
The Levels Are:
Revolting
Furious
Angry
Dissapointed - Sad (Can be either, depends)
Alright
Happy
Exhuberant
Rather Gleeful Actually
Fanatical - Exstatic (Depends)
Eras
Stone Age: You have stone weapons and crude mettalurgy skill. Rafts are your ships, and they move poorly when away from the coast.
Bronze Age: Your people can now work Bronze, allowing better weaponry for offensive wars and defense. Galleys can now be built.
Antiquity: Iron can now be molded to your will, Republics also begin appearing. As do the first Empires.
Imperial Age: The Empires of the Early world are growing to fruitition and can now build catapaults and fortresses.
Coming Soon
Barbaric Age: the world begins to crumble as the Barbaric tribes that had once held the world begin to build force once more, striking boldly against empires and pushing them back. The people of the falling empires learn to build Greek fire, and to build Fire Galleys.
The Era of the Seige: Trebuchets replace Catapaults and new artillary take the feild. Seige tactics are perfected and your nobles suddenly begin demanding Autononomy. Of course nations under a Republic won't.... maybe.
The Church's Time: Monotheism rises with a vengance, nations fall down before the Curch, Nobles ally with the church to seize power. Absolute Monarchies rise to their heydey. Pikemen and Knights take to the feild, Early firearms are used sparingly.
The Rennaisance: Beginning in a single nation with the Construction of a Wonder (You'll see ) The world suddenly bursts forth again to life. A time of Culture, with no new armies.
Age of Reformation: Churches fall, divided, and Cannon take the field of warfare between the reformers and the old regimes.
Age of Growth: A burgeoning populous turns to merchantilism to enhance everything. Urban centers grow and Frigates take to the waves.
An Overview
Basically this NES is a test of creative skill, If you are creative enough to create a new civ, a new religion, and a whole set of wonders never before concieved upon this earth, you have a good shot at doing well. The idea is not to win, but to create an epic history spanning from the dawn of time, as far as any of you care to go.
Religions
The following religions continue to be influential in the world:
Druidism: A religion as old as time the Druid faith was formed in Scotland with the Druid Empire, it's followers can be found in Europe, North Africa, South West Asia and America.
Levithianism: Founded in Reims the religion took Europe by storm, bringing followers from so far as the Nordic penninsula to Libya. Though it diesn't reach so far as Druidism it's followers are devout and it;s proximity to the Druid heartland make it constant threat to the older religion, leading to massive reaction in Druid lands.
Palapathism: Founded in the Phoenecian town of Mecca Palapathism has spread throughout Asia though it's following is substantial few moves have been made to utilise the following, other than a failed attempt to unite them under a single political bound.
Pyroism the primary Religion of the Americas Pyroism is the modern manifestation of Tierran Fire Worship, stretching from Oregon to the Cape the following is huge, and yet utterly unharnessed.
Kamui: The ethnic religion of the Ainui dominates the Far east, from Australia to Koryakia, despite it's small following the religion binds these states together against attackers.
Yiddism: An angry, relativly young religion in South Africa, prepared to surge north.
Civilizations:
Poland
Leader: SKILORD
Medium Army
Large Navy (Imperial)
Religion: 40% Ethnic Polish Beliefs, 30% Druid, 30% Levithian
Tech: Imperial
Government: Republic
Economy: Stable Free
People: Happy
Traits: Commercial | Religious
United Empire of Druids
Ruler: Sheep
Very Large Army
Large Navy (Imperial)
Religion: 96% Druid, 4% Levithian
Tech: Imperial
Government: Constitutional Monarchy
Economy: Stable Free
People: Happy
Traits: Militaristic | Swift
Semeria
Ruler: Prince Jason
Large Army
Large Navy (Imperial)
Religion: 80% Levithian, 5% Egyptian, 10% Animalism, 5% Druid
Tech: Imperial
Government: Parliamentary Monarchy
Economy: Stable, Controlled
People: Happy
Traits: Militaristic | Swift
China:
Leader: Thud
Large Army (Disorganised)
Medium Navy (Imperial)
Religion: 60% Palapism, 40% Chinese
Tech: Imperial
Government: Monarchy
Economy: Depression, Controlled
People: Happy
Traits: Scientific | Expansionist
Phoenicia
Leader: Nimitz
Large Army
Very Large Navy (Imperial)
Religion: 80% Palapism, 20% Levithian
Tech: Imperial
Government: Republic
Economy: Thriving, Free
People: Exstatic
Traits: Commercial | Expansionist
Greece
Ruler: Concil Icarus
Large Army (Hardy)
Very Large Navy (Antiquity)
Religion: 40% Greek, 20% Levithian, 20% Druid, 10% Palapism
Tech: Imperial
Government: Civil War
Economy: Thriving Free
People: Patriotic
Traits: Scientific | Commercial
Ainu Empire
Ruler: Aioina (plexus)
Very Large Army
Very Large Navy (Imperial)
Religion: 80% Kamui, 17% Palapist 3% Vietnamese
Tech: Antiquity
Government: Gerontocratic Democracy
Economy: Prospering, Free
People: Exstatic
Traits: Militaristic | Religious
Kingdom Of Axum (Ethopia)
Ruler: King Eon I
Large Army
Small Navy (Imperial) (Harassed by Pirates)
Religion: 60% Ethiopian, 20% Druid, 20% Judaism
Tech: Imperial
Government: Monarchy
Economy: Stable, Controlled
People: Alright
Traits: Millitaristic | Swift
Rome (capital: Rome)
Leader: Methril
Large Army
Medium Navy (Antiquity)
Religion: 70% Roman, 10% Levithian, 20% Druid
Tech: Imperial
Government: Monarchy
Economy: Depression, Government Controlled
People: Exstatic
Traits: Expansion | Millitaristic
Texas
Ruler: King Jonny
Army: Large (Rebelling)
Navy: Medium (Imperial)
Religion: 40% Texan, 30% Pyroism, 30% Animalism
Tech: Imperial
Government: Civil War
Economy: Civil War
People: Patriotic
Traits: Expansionist | Religious
Phoenicia
Leader: Nimtz
Large Army
Very Large Navy
Religion: 80% Palapism, 20% Levithian
Tech: Imperial
Government: Republic
Economy: Thriving, Free
People: Happy
Traits: Commercial | Expansionist
NPC’s
The following nations have no player, their diplomacy is conducted through me.
East Egyprian Druid Empire
Leader: Druid Neferseti
Large Army (Fanatical)
Small Navy (Antiquity)
Religion: 99% Druid 1% Dying
Tech: Imperial
Government: Theocratic Autocracy
Economy: Stable, Controlled
People: Fanatical
Agression: ***
Traits: Religious | Millitaristic
Confederation of Druid Low Countries
Leader: Druid Matthias
Medium Army
Small Navy (Imperial)
Religion: 100% Druid
TechL Imperial
Government: Theocratic Autocracy
Economy: Depression; Controlled
People: Blood Thirsty
Agression: *****
Traits: Religious | Millitaristic
Pharoh's Central Egypt
Leader: Pharoh Tutenkamen
Medium Army
No Navy
Religion: 80% Yiddist; 20% Palapithist
Tech: Imperial
Government: Monarchy
Economy: Depression, Free
People: Weary
Agression: **
Traits: Religious | Industrious
Mali
Leader: King Rok
Large Army
Medium n avy (Imperial)
Religon: 80% Druid; 10% Yiddist; 9% Levithian; 1% Palapithist
Tech: Imperial
Government: Monarchy
Economy: Thriving Controlled
People: Fanatical
Agression: ****
Traits: Religious | Swift
Tierra del Fuego
Leader: King Helptia
Medium Army
Medium Navy (IImperial)
Religion: Pyroism
Tech: Imperial
Government: Tribal Chiefdom
Economy: Prospering Free
People: Happy
Agression: **
Traits: Industious | Militaristic
Mongolialand
Ruler: Mogho Khan
Very Large Army
No Navy
Religion: 40% Mongolian, 30% Palapism, 20% Georgian, 20% Chinese
Tech: Imperial
Government: Absolute Monarchy
Economy: Prospering, Free
People: Fanatical
Agression: *****
Traits: Millitaristic | Swift
Philistina
Ruler: Cheif Mobwo
Huge Army
Small Navy (Antiquity)
Religion: 90% Judisism, 10% Ethiopian
Tech: Imperial
Government: Monarchy
People: Fanatical
Economy: Prospering, Controlled
Agression: ***
Traits: Industrious | Swift
Ingevidia
Ruler: GrandMaster Shivsa
Medium Army
Small Navy (Antiquity)
Religion: 80% Palapism, 20% Indegevian
Tech: Imperial
Government: Theocratic Despotism
Economy: Depression Mixed
People: Grumpy
Agression: **
Traits: Religious | Industrious
Urthal
Ruler: Admiral Joseph
Small Army
Large Navy
Religion: 70% Urthalian, 20% Ainui, 10% Vietnamese
Tech: Imperial
Government: Sea Kingdom
Economy: Prospering, Uncontrolled
People: Exstatic
Agression: *
Traits: Commercial | Swift
Wisconsin
Leader: Chancellor Mark
Small Army
Medium Navy (Antiquity)
Religion: Pure worship of Advanced technology and scientific research.
Tech: Antiquity
Government: Representative Republic
Economy: Receding Free
People: Fanatical
Agression: **
Traits: Commercial | Scientific
Viking Empire
Leader: King Olav
Large Army
Large Navy (Longboats)
Religion: 40% Viking, 30% Druid, 20% Georgian, 10%Levithian
Tech: Imperial
Government: Monarchy
Economy: Depressed, Free
People: Happy
Agression: ***
Traits: Militaristic | Expansonist
Oregon
Ruler: President Someone
Medium Army
Meduim Navy (Antiquity)
Religion: 50% Oregon, 40% Pyroism, 10% Kamui
Tech: Imperial
Government: Republic
Economy: Prospering, Uncontrolled
People: Exhuberant
Traits: Scientific | Expansionistic
Georgia
Ruler: King Khova
Huge Army
Small Navy (Imperial Age)
Religion: 60% Georgian, 20% Persian, 10% Palapathism, 10% Levithianism
Tech: Imperial
Government: Warlordship
Economy: Booming, Controlled
People: Alright
Agression: ****
Traits: Millitaristic | Industrious
Confederate Nations of America
Leader: Chief Shol
Small Army
No Navy (Antiquity)
Religion: 60% Animalism 20% Pyroism, 5% Levithian 15% Druid
Tech: Imperial
Government: Confederation
Economy: Depression, Government Controlled
People: Happy
Agression: ****
Traits: Industrious | Militaristic
Ukrania
Leader: King Alexander
Medium Army
Small Navy (Imperial)
Religion: 70% Ethnic Greek Beliefs; 20% Palapathism; 10% Leviathism
Tech: Imperial
Government: Monarchy
Economy: Stable; Free
People: Alright
Agression: **
Traits: Commercial | Swift
Libya
Leader: Minister Auf Blits
Medium Army
Tiny Navy (Imperial)
Religion: 50% Levithian; 20% Ethnic Egyptian; 30% Palapathism
Tech: Imperial
Government: Republic
Economy: Depression; Free
People: Highly Nationalistic
Agression: **
Traits: Commercial | Industrious
Vietnamese
Ruler: King Criaa
VERY Large Army
Tiny Navy (Imperial)
Religion: Fire Worship
Tech: Antiquity
Government: Monarchy
Economy: Stable, Controlled
People: Fanatical
Agression: ***
Traits: Commercial | Swift
Aboriginal Confederation
Ruler: High Cheif Albert
Medium Army
Small Navy (Antiquity)
Religion: 80% Kamui; 20% Aboriginal
Tech: Imperial
Government: Cheifdom
Economy: Booming, Controlled
People: Exstatic
Agression: ****
Traits: Millitaristic | Expansionistic
Incas
Ruler: Sapa Inca Athualupa
Medium Army
Small Navy (Antiquity)
Religion: 100% Pyroism
Tech: Imperial
Government: Monarchy
Economy: Depression, Controlled
People: Happy
Agression: **
Traits: Industrious | Swift
Brazil
Ruler: Queen Redriqhue
Large Army
Medium Navy (Antiquity)
Religion: 90% Pyroism, 5% Roman, 5% Animalism
Tech: Imperial
Government: Monarchy
Economy: Depression, Controlled
People: Grumpy
Agression: *****
Traits: Millitaristic | Religious
Congo
Ruler: Cheif Combwo
Large Army
Small Navy (Antiquity)
Religion: 90% Yiddism; 10% Levithian
Tech: Imperial
Government: Cheifdom
Economy: Depression, Controlled
People: Fanatical
Agression: *****
Traits: Millitaristic | Religious
Kingdom of Koryak
Ruler: High Cheif Ghen Khraa
Small Army
Medium Navy (Antiquity)
Religion: 70% Kamui 20% Reindeer Worship 10% Palapathism
Tech: Imperial
Government: Monarchy
Economy: Depression, Uncontrolled
People: Alright
Aggression: ***
Traits: Commercial | Expansionistic
Starting Map (Thread 2):
Thread Link List:
Thread One
Holy War:
From Cape Town Jerusalem to the Druid Isles the world resounds wuth cries to war against the heathen gods. Norsemen Levethian Fanatics revol as stone faced Druid crusaders march south. In Africa Mali and Egypt hear the call and fight the Semerians while the Ethiopians and Libyans fight in Semerias name.
And across the East the Eurasian war spreads blood from Malasia to the Urals, in America revolution spreads as war comes to a close.
Rules
The basic rules for this game are few, Beginning in the year 3300, BC, the assorted nations of earth may, or may not have, beaten themselves into some sense of balance as they have been known to do through History, this is where you, the knew player come in, Creating a new Civ to rise from the dust of another, or taking the reins of an NPC you will likely add another variable to the world :
Select a historic civ, such as Babylon or the Iroquios. Or (to spice things up) you may create your own, customisable civ. For Instance:
I want to create the Solomian tribe so I start by declaring a few things about them:
EXAMPLE
Solomania
Ruler: Me
A Scientific People often noted for their devotion to wisdom and philisophical works, renound to be increadibly wise and nonviolent
Starting stats:
Small Army
Medium Navy (Antiquity)
Religion: Wisdom God
Government: Gerontocratic Democracy
Economy: Stable, Uncontrolled
Traits: Scientific | Swift
Start: Solomnia is a nation centered around Hudson's Bay.
Traits
The Civilizations are different, apparently. Each has it's own specific qualities that seperate it from the others, select two:
Millitaristic Armies can be built up faster than usual. Less of a chance for large army penalties.
Swift Armies move twice as fast, as do trade ships.
Commercial Economy rises faster, people happier, CANNOT have 'controlled' economy.
Religious People support war against other religions more readily, allowing faster build up, and economy build during such times. Religious wonders have more effect.
Industrious Build things faster, except for armies. Includes roads and wonders.
Scientific Gets any advance known by another (non scientific) civ, 2 turns after meeting them or after they getr it.
Expansionist Your people expand your nation more quickly.
Wonders
You may, at any time, propose a wonder to build, any nation with contact with you may compete for it, but you have a head start of 3 turns, this is your 'patent period'. (Industrious civs automatically gain 2 turns)
Wonder List:
Great Library (Philistina) (Finished)
Pyramids (Egypt) (Finished)
Poro Casai (Ainu) (Finished)
Oracle: Greece (Finished)
Great Temple (Phoenecia) (Finished)
Lambeau field (Wisconsin) (Finished)
Collosus (Wisconsin) (Finished)
Hanging Gardens (Greece) [Destroyed]
Tower del Fuego, the Burning Pyramid (Finished)
Statue of Aiona (Ainui) (Finished)
Great Wall (Ingevidia) (Finished)
Art of War Scool (Oregon) (Finished)
Shrine to the Republic (Ingevidia) [Destroyed]
Army Size Penalties
You may build your army to any size you wish, it must take 1 turn per size, but you may. This type of action has penalties though.
If your nation is a Government designated 'Unfree' which is to say a government which ignores the will of the people. I shall not name governments because you can make your own. The Millitary can very well decide to take over the government. Then you will face two options:
Civil War: (If you're lucky, and your people are fond of you)
A Coup: Your orders are ignored for that turn. This can happen over and over again, but never continuously, if you don't choose to go to civil war over this, whch will wreak havok to your economy and population.
Luckily
Fleets won't do that. They may assist, under extreme situations, but they will often support you. Not always though Another thing about fleets is, that while armies will upgrade themselves, fleets always need a helping hand upgrading.
This will be less a problem in the andient ages. But it may be wise not to go all out on the armies.
Democracies and Republics show this problem differently, they may have riots instead, rendering their productive base immobile. They cannot build a thing at such times.
However
All nations receive a Three turn leniancy period, without any such chances, to have an army over Medium (Large for Millitaristic Civs), during which they may have their armies as large as need be. But without a war before then, the armies may strike.
During war all bets are off, armies can be as large as they have to be during, and two turns after, a war (4 turns for Religious civs), without dear of repricussions for the nations with unfree governments.
Free governments may receive riots during war, but they will be minor and not debilitating. They may slow things, but will not end all production.
Unique Units
You Create your own Unique Units, they are products of your own creativity, research, or both, they don't replace anything. You may build as many UU's (different UU's) as you wish
Current UU's:
Balliasta (Wisconsin)
Sioux Warrior (Wisconsin)
Ballistae Galley (Wisconsin)
Bireme (Phoenecia)
Quadreme (Phoenecia)
Druid Platoon Leaders (Britain)
Scottish Highlanders (Britain)
English Horsemen (Britain)
Welsh Longbowmen (Britain)
Irish Drunkards (Britain)
Azores Longboats (Britain)
Northern Beserkers (Britain)
Continental Pancakeers (Britain)
Golden Bowmen (Semeria)
Golden Ships (Semeria)
Prewrep Cavalry (Ainu Empire)
Husaria (Poland)
Armored Cart (Poland)
Keshiks (Mongolia)
Golden Riders (Mongolia)
Raider (Phillistea)
War Chariot (Egypt)
Hoplite Conglomerate (Greece)
Catamaran (Urthal)
War Catmaran (Urthal)
Fire Archer (Tierra del Fuego)
Longship (Vikings)
Cossaks (Georgia)
Mountain Archer (Oregon)
Kor Rider (Koryak)
Sawren (Ethiopia)
Archer Cavalry (Egypt)
Emperor's Gaurd (China)
Royal Gaurds (Texas)
Immortals (Persia)
Labrador Legions (Rome)
Republican Gaurds (Ingevidia)
People
Your people are generally in some sort of mood, which is classified by this factor in your stats. Your people are generally alright, though Religious nation's citzenry are generally happy. Happy people build things faster, they will build great wonders to honor their leaders, they will follow you wherever you go, Extremely happy people (Fanatical) will follow you into war, without any fear of weariness (No riots)
Angry people may revolt, deciding to place you in a dungeon and a new leader on the throne (effects of Army Coup) You can use the army to hold them at bay, but will this seriously fix the problem?
The Levels Are:
Revolting
Furious
Angry
Dissapointed - Sad (Can be either, depends)
Alright
Happy
Exhuberant
Rather Gleeful Actually
Fanatical - Exstatic (Depends)
Eras
Stone Age: You have stone weapons and crude mettalurgy skill. Rafts are your ships, and they move poorly when away from the coast.
Bronze Age: Your people can now work Bronze, allowing better weaponry for offensive wars and defense. Galleys can now be built.
Antiquity: Iron can now be molded to your will, Republics also begin appearing. As do the first Empires.
Imperial Age: The Empires of the Early world are growing to fruitition and can now build catapaults and fortresses.
Coming Soon
Barbaric Age: the world begins to crumble as the Barbaric tribes that had once held the world begin to build force once more, striking boldly against empires and pushing them back. The people of the falling empires learn to build Greek fire, and to build Fire Galleys.
The Era of the Seige: Trebuchets replace Catapaults and new artillary take the feild. Seige tactics are perfected and your nobles suddenly begin demanding Autononomy. Of course nations under a Republic won't.... maybe.
The Church's Time: Monotheism rises with a vengance, nations fall down before the Curch, Nobles ally with the church to seize power. Absolute Monarchies rise to their heydey. Pikemen and Knights take to the feild, Early firearms are used sparingly.
The Rennaisance: Beginning in a single nation with the Construction of a Wonder (You'll see ) The world suddenly bursts forth again to life. A time of Culture, with no new armies.
Age of Reformation: Churches fall, divided, and Cannon take the field of warfare between the reformers and the old regimes.
Age of Growth: A burgeoning populous turns to merchantilism to enhance everything. Urban centers grow and Frigates take to the waves.
An Overview
Basically this NES is a test of creative skill, If you are creative enough to create a new civ, a new religion, and a whole set of wonders never before concieved upon this earth, you have a good shot at doing well. The idea is not to win, but to create an epic history spanning from the dawn of time, as far as any of you care to go.
Religions
The following religions continue to be influential in the world:
Druidism: A religion as old as time the Druid faith was formed in Scotland with the Druid Empire, it's followers can be found in Europe, North Africa, South West Asia and America.
Levithianism: Founded in Reims the religion took Europe by storm, bringing followers from so far as the Nordic penninsula to Libya. Though it diesn't reach so far as Druidism it's followers are devout and it;s proximity to the Druid heartland make it constant threat to the older religion, leading to massive reaction in Druid lands.
Palapathism: Founded in the Phoenecian town of Mecca Palapathism has spread throughout Asia though it's following is substantial few moves have been made to utilise the following, other than a failed attempt to unite them under a single political bound.
Pyroism the primary Religion of the Americas Pyroism is the modern manifestation of Tierran Fire Worship, stretching from Oregon to the Cape the following is huge, and yet utterly unharnessed.
Kamui: The ethnic religion of the Ainui dominates the Far east, from Australia to Koryakia, despite it's small following the religion binds these states together against attackers.
Yiddism: An angry, relativly young religion in South Africa, prepared to surge north.
Civilizations:
Poland
Leader: SKILORD
Medium Army
Large Navy (Imperial)
Religion: 40% Ethnic Polish Beliefs, 30% Druid, 30% Levithian
Tech: Imperial
Government: Republic
Economy: Stable Free
People: Happy
Traits: Commercial | Religious
United Empire of Druids
Ruler: Sheep
Very Large Army
Large Navy (Imperial)
Religion: 96% Druid, 4% Levithian
Tech: Imperial
Government: Constitutional Monarchy
Economy: Stable Free
People: Happy
Traits: Militaristic | Swift
Semeria
Ruler: Prince Jason
Large Army
Large Navy (Imperial)
Religion: 80% Levithian, 5% Egyptian, 10% Animalism, 5% Druid
Tech: Imperial
Government: Parliamentary Monarchy
Economy: Stable, Controlled
People: Happy
Traits: Militaristic | Swift
China:
Leader: Thud
Large Army (Disorganised)
Medium Navy (Imperial)
Religion: 60% Palapism, 40% Chinese
Tech: Imperial
Government: Monarchy
Economy: Depression, Controlled
People: Happy
Traits: Scientific | Expansionist
Phoenicia
Leader: Nimitz
Large Army
Very Large Navy (Imperial)
Religion: 80% Palapism, 20% Levithian
Tech: Imperial
Government: Republic
Economy: Thriving, Free
People: Exstatic
Traits: Commercial | Expansionist
Greece
Ruler: Concil Icarus
Large Army (Hardy)
Very Large Navy (Antiquity)
Religion: 40% Greek, 20% Levithian, 20% Druid, 10% Palapism
Tech: Imperial
Government: Civil War
Economy: Thriving Free
People: Patriotic
Traits: Scientific | Commercial
Ainu Empire
Ruler: Aioina (plexus)
Very Large Army
Very Large Navy (Imperial)
Religion: 80% Kamui, 17% Palapist 3% Vietnamese
Tech: Antiquity
Government: Gerontocratic Democracy
Economy: Prospering, Free
People: Exstatic
Traits: Militaristic | Religious
Kingdom Of Axum (Ethopia)
Ruler: King Eon I
Large Army
Small Navy (Imperial) (Harassed by Pirates)
Religion: 60% Ethiopian, 20% Druid, 20% Judaism
Tech: Imperial
Government: Monarchy
Economy: Stable, Controlled
People: Alright
Traits: Millitaristic | Swift
Rome (capital: Rome)
Leader: Methril
Large Army
Medium Navy (Antiquity)
Religion: 70% Roman, 10% Levithian, 20% Druid
Tech: Imperial
Government: Monarchy
Economy: Depression, Government Controlled
People: Exstatic
Traits: Expansion | Millitaristic
Texas
Ruler: King Jonny
Army: Large (Rebelling)
Navy: Medium (Imperial)
Religion: 40% Texan, 30% Pyroism, 30% Animalism
Tech: Imperial
Government: Civil War
Economy: Civil War
People: Patriotic
Traits: Expansionist | Religious
Phoenicia
Leader: Nimtz
Large Army
Very Large Navy
Religion: 80% Palapism, 20% Levithian
Tech: Imperial
Government: Republic
Economy: Thriving, Free
People: Happy
Traits: Commercial | Expansionist
NPC’s
The following nations have no player, their diplomacy is conducted through me.
East Egyprian Druid Empire
Leader: Druid Neferseti
Large Army (Fanatical)
Small Navy (Antiquity)
Religion: 99% Druid 1% Dying
Tech: Imperial
Government: Theocratic Autocracy
Economy: Stable, Controlled
People: Fanatical
Agression: ***
Traits: Religious | Millitaristic
Confederation of Druid Low Countries
Leader: Druid Matthias
Medium Army
Small Navy (Imperial)
Religion: 100% Druid
TechL Imperial
Government: Theocratic Autocracy
Economy: Depression; Controlled
People: Blood Thirsty
Agression: *****
Traits: Religious | Millitaristic
Pharoh's Central Egypt
Leader: Pharoh Tutenkamen
Medium Army
No Navy
Religion: 80% Yiddist; 20% Palapithist
Tech: Imperial
Government: Monarchy
Economy: Depression, Free
People: Weary
Agression: **
Traits: Religious | Industrious
Mali
Leader: King Rok
Large Army
Medium n avy (Imperial)
Religon: 80% Druid; 10% Yiddist; 9% Levithian; 1% Palapithist
Tech: Imperial
Government: Monarchy
Economy: Thriving Controlled
People: Fanatical
Agression: ****
Traits: Religious | Swift
Tierra del Fuego
Leader: King Helptia
Medium Army
Medium Navy (IImperial)
Religion: Pyroism
Tech: Imperial
Government: Tribal Chiefdom
Economy: Prospering Free
People: Happy
Agression: **
Traits: Industious | Militaristic
Mongolialand
Ruler: Mogho Khan
Very Large Army
No Navy
Religion: 40% Mongolian, 30% Palapism, 20% Georgian, 20% Chinese
Tech: Imperial
Government: Absolute Monarchy
Economy: Prospering, Free
People: Fanatical
Agression: *****
Traits: Millitaristic | Swift
Philistina
Ruler: Cheif Mobwo
Huge Army
Small Navy (Antiquity)
Religion: 90% Judisism, 10% Ethiopian
Tech: Imperial
Government: Monarchy
People: Fanatical
Economy: Prospering, Controlled
Agression: ***
Traits: Industrious | Swift
Ingevidia
Ruler: GrandMaster Shivsa
Medium Army
Small Navy (Antiquity)
Religion: 80% Palapism, 20% Indegevian
Tech: Imperial
Government: Theocratic Despotism
Economy: Depression Mixed
People: Grumpy
Agression: **
Traits: Religious | Industrious
Urthal
Ruler: Admiral Joseph
Small Army
Large Navy
Religion: 70% Urthalian, 20% Ainui, 10% Vietnamese
Tech: Imperial
Government: Sea Kingdom
Economy: Prospering, Uncontrolled
People: Exstatic
Agression: *
Traits: Commercial | Swift
Wisconsin
Leader: Chancellor Mark
Small Army
Medium Navy (Antiquity)
Religion: Pure worship of Advanced technology and scientific research.
Tech: Antiquity
Government: Representative Republic
Economy: Receding Free
People: Fanatical
Agression: **
Traits: Commercial | Scientific
Viking Empire
Leader: King Olav
Large Army
Large Navy (Longboats)
Religion: 40% Viking, 30% Druid, 20% Georgian, 10%Levithian
Tech: Imperial
Government: Monarchy
Economy: Depressed, Free
People: Happy
Agression: ***
Traits: Militaristic | Expansonist
Oregon
Ruler: President Someone
Medium Army
Meduim Navy (Antiquity)
Religion: 50% Oregon, 40% Pyroism, 10% Kamui
Tech: Imperial
Government: Republic
Economy: Prospering, Uncontrolled
People: Exhuberant
Traits: Scientific | Expansionistic
Georgia
Ruler: King Khova
Huge Army
Small Navy (Imperial Age)
Religion: 60% Georgian, 20% Persian, 10% Palapathism, 10% Levithianism
Tech: Imperial
Government: Warlordship
Economy: Booming, Controlled
People: Alright
Agression: ****
Traits: Millitaristic | Industrious
Confederate Nations of America
Leader: Chief Shol
Small Army
No Navy (Antiquity)
Religion: 60% Animalism 20% Pyroism, 5% Levithian 15% Druid
Tech: Imperial
Government: Confederation
Economy: Depression, Government Controlled
People: Happy
Agression: ****
Traits: Industrious | Militaristic
Ukrania
Leader: King Alexander
Medium Army
Small Navy (Imperial)
Religion: 70% Ethnic Greek Beliefs; 20% Palapathism; 10% Leviathism
Tech: Imperial
Government: Monarchy
Economy: Stable; Free
People: Alright
Agression: **
Traits: Commercial | Swift
Libya
Leader: Minister Auf Blits
Medium Army
Tiny Navy (Imperial)
Religion: 50% Levithian; 20% Ethnic Egyptian; 30% Palapathism
Tech: Imperial
Government: Republic
Economy: Depression; Free
People: Highly Nationalistic
Agression: **
Traits: Commercial | Industrious
Vietnamese
Ruler: King Criaa
VERY Large Army
Tiny Navy (Imperial)
Religion: Fire Worship
Tech: Antiquity
Government: Monarchy
Economy: Stable, Controlled
People: Fanatical
Agression: ***
Traits: Commercial | Swift
Aboriginal Confederation
Ruler: High Cheif Albert
Medium Army
Small Navy (Antiquity)
Religion: 80% Kamui; 20% Aboriginal
Tech: Imperial
Government: Cheifdom
Economy: Booming, Controlled
People: Exstatic
Agression: ****
Traits: Millitaristic | Expansionistic
Incas
Ruler: Sapa Inca Athualupa
Medium Army
Small Navy (Antiquity)
Religion: 100% Pyroism
Tech: Imperial
Government: Monarchy
Economy: Depression, Controlled
People: Happy
Agression: **
Traits: Industrious | Swift
Brazil
Ruler: Queen Redriqhue
Large Army
Medium Navy (Antiquity)
Religion: 90% Pyroism, 5% Roman, 5% Animalism
Tech: Imperial
Government: Monarchy
Economy: Depression, Controlled
People: Grumpy
Agression: *****
Traits: Millitaristic | Religious
Congo
Ruler: Cheif Combwo
Large Army
Small Navy (Antiquity)
Religion: 90% Yiddism; 10% Levithian
Tech: Imperial
Government: Cheifdom
Economy: Depression, Controlled
People: Fanatical
Agression: *****
Traits: Millitaristic | Religious
Kingdom of Koryak
Ruler: High Cheif Ghen Khraa
Small Army
Medium Navy (Antiquity)
Religion: 70% Kamui 20% Reindeer Worship 10% Palapathism
Tech: Imperial
Government: Monarchy
Economy: Depression, Uncontrolled
People: Alright
Aggression: ***
Traits: Commercial | Expansionistic
Starting Map (Thread 2):
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