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SKILORD
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Live free or Die
Mar 2002 time: 05:27
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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):

Last edited by SKILORD on 26-06-2003 at 07:35
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plexus
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-Sapporo, Hokkaido, Ainu Empire-
People of the Ainu Empire, the Vietnamese threat has been neutralized! Our allied forces have prevented the expansion of a foe, this will go down in the history of the Ainu Empire as our finest moment!
Orders:
Grow Army and Navy, begin economic stimulus project
Finish roads project
Found Alaskan colony
Grow Island colonies
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DemonSlayer
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Sensing the desire for independence in Arabia King Eon II has sent his son to Chair a conference of the Leaders of the sect. The goal of this conference is to determine what if anything can be done to wield our Arabian Colony to the rest of empire. Since many unmarried women are in the area one of the options include finding a wife. Another Option would be to create a Parlaiment to Make the Laws in the area
____________________________________
Orders:
Army has clearance to move Westward into the Congo. The Advance will be Slow and Secure.
Start Trade with egypt and Phillistine
Gradually Free the Economy
In the End the Monarchy will be the one in control of minting money and not much more.
_________________________________________
To the Congo:
You failed to heed our warning and our highly trained troops are advancing to Conquer your land. As of Now all lands in the Congo our the property of us and our allies.
To Egypt:
We trust our ally we aid us as was promised
To Phillistine:
If you aid our nation we would be willing to cede our claim to the Lower third of the Congo.
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Easthaven I
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Easthaven Khan III looked down upon the great city of Angolia, the capital of the Mongolian Empire! The nation his grandfather created, his father secured, and now his job to make prosperous. And already it is so. The people worship the Khan dynasty, the economy flourishes, feasts are held every week, the conquered people's of old now are true Mongolians.
=========
The Khan begins training the military as much as possible. He begins organizing the military into tens of thousands, thousands, hundreds, and tens.
A new Unique unit has sprouted from the Keshiks. The best of the Keshiks become the Golden Riders. They are expert bowman, swordsmen, and spearmen. They are armored in gold-plated iron. They are the Khan's personal bodyguards. All are veterans of several past military engagements. And they never lose a battle. The Keshiks outnumber them and are still superior to all horseriders on the continent, but the Golden Riders are even more superior. All are taught to know how to lead men into combat, they are geniuses when it comes to ruses and deceptions, and they are the most loyal subjects to the Khan. The Khan himself will usually lead them into battle, they answer to no general other than the Khan himself. The Khan is the god of Mongolia, and the Golden Riders are his angels.
Easthaven Khan III has ordered an extravangant road system connecting all the towns, villages, and cities together and to the capital. The roads between cities are in brick, the roads to towns in stone slabs, the roads to villages is of dirt and gravel.
The Khan has ordered the construction of a HUGE structure of HUGE statues of the first Horse Riders of Mongolia, it will consist of the Great Easthaven Khan himself sword in hand, the man who started it all, he will be flanked on each side by his best friends and second in command generals Sabutai and Kubiko, and behind them will be two lower generals, and behind them will be one more. All will be on horseback racing forward, weapons drawn. It will be named The Greats.
The Khan also begins constructing walls around every city.
To give experience and such to military units of the Mongol army, the Khan sends them out and sometimes leads them into the barbaric lands to the west to plunder and kill the barbaric tribes into submission.
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Jack_www
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The Pharaoh of Egypt gave an adress to the people of Egypt.
"We have seen the evil people of the Congo countinue to defiy the nations of Egypt and Ethopia. After we have claimed land in central Africa, stating clearly that this was land reserved for future Egyptian expansion, the barbarians of the Congo decide that the land it theirs for the taking and invade it. They have also attacked our allie in the south, Ethopia. Then they have the nerve to not pay for the damages they have caused the people of Ethopia. Therefore the Empire of Egypt declares war on the Congo, and its evil people. We will defend what rightfully belongs to both Egypt and Ethopia and show the Congo that they do not defiy us!"
To Congo:
We are now letting you know that our two nations are formally at war.
To Ethopia(secret):
We shall attack the Congo form the Western part of their nation. We are sending swordmen, archers and calvery to the area, and these our best units. We shall defeat the Congo togather!!
To World:
We have no futher interest in the disspute over Greeland, and frankly do not understand why everyone is fighting over a forzen peice of land that is worthless and a horid place to live. We need all our troops to fight a real eneimie of the nation of Egypt and her allies. If you wish to destroy each other over such a worthless piece of land, go right ahead, Egypt will not stop you.
Orders:
Increase size of army to Large and maitain that size for as long as the war goes.
Move swordmen, archers, archer calvery and sword calvery to the area to crush the Congo Army in the Western part of their nation.
ALso remove all troops in Greeland, send them back to Egypt right away.
(ooc: SKILORD, why you send Egyptian troops to Greeland, when we stated we wanted no part in the conflict?? Egypt can care less about the war over Greeland and Greeland itself.
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Jack_www
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UNits in Egyptain Army:
Swordmen, or Sword infantry: Ground units, foot solders who are experts at hand to hand combat and the use of the sword. They also have armor and shields to protect them from Sword strikes and arrows.
Sword Calvary: These are troops mounted on horse and have light armor, made for their speed, they are designed to hit hard then run away when it is time too. Thus imploying hit and run tatics.
Achers: These are experts at the use of bows and arrows, they also have fire tiped arrows that they can fire at buildings.
Calavary Archers: these are mounted archers, made for mobolity.
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Jack_www
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ooc:
Here is the post were you said Egyptain troops were in Greeland.
quote: The Garrisons of Greenland, especially those in BeachHead Stretch, have been filled with troops from Etruscia, Poland, Semeria, Egypt , Phoenecia, Greek Mercenaries, and obviously Druids, |
Bold text mine to show you what I am talking about. Maybe just a misstake you made.
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Metaliturtle
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University of Wisconsin Stevens Point
Mar 2002 time: 23:27
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Wisconsin emmissarries to the hardy Inuit (aka Eskimo) peoples of the Arctic circle have found a peaceful nation that associates with the similar peoples that make up Wisconsin much more than the pink-skinned Romans.
The ambassador to the Inuit, a Sioux man known as North Star, informed the Inuit of the coming Romans, and their plans as percieved by Wisconsin.
The Inuit, concerned with the coming attack, has traded exotic arctic furs and meats in exchange for Wisconsinite Crossbows and Ballistae. Those weapons, along with Inuit know-how have been determined more than enough to stop any Invasion the Romans can muster.
The Inuit have also allowed the Wisconsinites to establish military camps to train Inuit warriors in the use of the new machinery.
In other words....
With advanced wisconsin technology, the inuit are prepared to stop a roman invasion, peaceful or otherwise, as the Wisconsinites have informed the inuit of Rome's expansionistic plans.
Wisconsin to Rome: Don't harm the Inuit, they don't want you in their territory. We aren't colonizing this land, but we won't sit idly by while you eliminate our newest trading partner.
Wisconsin to Oregon: Thank you for permission to establish a base in Alaska ((I talked to her on AIM, she wasn't able to go to the site, I can have it verified with SKILORD as soon as they're both online at the same time.))
Wisconsin to American Alliance: We are afraid that the Romans will attack, we ask that you come to our aid if they do.
Wisconsin has followed in the steps of their Texan friends, and is constructing roads and bridges to improve the economy, as river transport is no longer practical in some parts of Wisconsin's territory. Economy is boosted.
In the Wisconsin capital of Sun Prairie, Inuit support groups are marching, angry that Wisconsin didn't do more to help it's northern neighbors.
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Metaliturtle
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University of Wisconsin Stevens Point
Mar 2002 time: 23:27
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Also in Sun Praire, Wisconsinites have gathered representatives dedicated to reform the government peacefully.
WISCONSTITUTION ((I know that's not as funny as I think it is))
We the loyal people of Wisconsin, wishing to protect ourselves from enemies, protect our friends from destruction, and in order to expand our knowledge of the world and technology, have established the following document.
Wisconsin is a nation of intelligent people. As such, we must allow freedoms that are unprecedented in the world in order to assure that intelligence is not stifled by governmental meddling.
Wisconsin's government is composed of 3 areas: The Chiefs of the Homeland, The Chiefs of Diplomacy, and the Chiefs of War. This system has always worked fairly well, but due to the size of Wisconsin, we now need more than one chief.
Each branch will have a head chief, with the exception of homeland, as that is the body elected by the people.
Chiefs of the Homeland.
Duties:
1. Pass laws that will ensure the freedom of commerce and technology.
2. Establish a system of courts that will allow for a fair trial.
3. Work in the best interests of the people FOR the best interests of the people.
Chiefs of Diplomacy.
Duties:
1. Conduct foreign relations with other nations.
2. Propose all agreements, with the exception of military alliances, which are done with the help of the Chiefs of War.
3. Selected by power vacuum (when a higher ranking chief dies, lower chiefs move up and the lowest picks his replacement from a list selected by the highest.
Chiefs of War:
Duties:
1. Allow for swift and decisive victory against enemies of the nation.
2. Assist the Diplomacy chiefs with military alliances.
3. Selected by merit and battlefield accomplishments.
4. Can impose a tax of up to 20% for military spending w/out approval of the Homeland chiefs.
5. May draft soldiers instead of imposing the tax.
This document is apt for revision at any time.
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plexus
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To: Oregon
From: Ainu Empire
Greetings! I am High Elder Hure of the Ainu. We wish to have a colony in the East, namely, Alayska. We hope you will not interfear with a superior nation's dealings.
To: Kor Brethren (Koryakia)
From: Ainu Empire
Brother, I wish to connect my harbor in Kamchatka to your capital, will you help with the road building endevor?
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plexus
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To: Wisconsin Tribe
From: Ainu Empire
Do not threaten me, I hold quite a bit of power in Asia. I laugh at your attempts at claming land, if you had wanted it, you would have settled it. Now that the Ainu People wish to settle there, you turn into a rabid dog. The Ainu do not smile upon the acts of the likes of you.
High Elder Hure,
Sapporo City, Hokkaido Region, Ainu Empire
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Prince Jason
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ORDERS
Continue what I said in PM
Build an intricate road network to expand economy and trade.
Trade with the following in order of priority:
Poland, Etruscans, Egyptians, Druids, Greece, and Vikingland.
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