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[Forum Games] Nations RP II

Last posted May 10, 2016 at 10:07AM EDT. Added Mar 17, 2016 at 11:49AM EDT
986 posts from 28 users

Shape wrote:

Also, two questions:

1) Will we have some sort of a tech tree? Research in the previous game was very chaotic and huge leaps were made without practically required technology.

2) How realistic do we aim for this one to be? All-crazy like the last one, or without SF elements?

There will not be player-driven research in this particular game. Technologies will develop along a defined path and you will gain access to them depending upon the state of your nation and what resources it has access to. In general, technology will evolve along historical paths. More on this later, though.


Also, just so you all know,I am very ill and the game may be delayed until beyond Wednesday. Although I would like Turn 0 to go up on that day, it might take me a bit longer to get everything together. Signups still end on that day, though.

Last edited Mar 20, 2016 at 05:40PM EDT

The Mechanicum of Zaris
Starting Location:

Nation Flag:

History:
The Mechanicum of Zaris originally was just a small coastal village of Zaris surrounded by eight other villages. It had rather low amounts of soldiers and adequate weaponry, so it'd often be raided by the other eight. One day, however, a person who's name and even gender has been lost to history known as "the Prophet" came to the village, and taught them many things such as metallurgy and how to invent simple machines. With this new knowledge, not only did the village repel the raiders, but eventually absorbed the other other 8 villages into itself. Over time, the citizens began to revere the Prophet as an avatar to a God and began to revere technology as the gifts of the God. Because of this, the Mechanicum of Zaris uphold science and research above other aspects. As well, they call all other religions "The Dead-End Paths" and is very intolerant to them. In fact, they even have an active (and merciless) inquisition to stop the spread of said paths within the nation. They do not care for nature besides the food it provides, and will actively set up farms and mines anywhere, and either exterminate or domesticate any animals they find.
Basically it's a nation were science is their religion.
Capital: Zaris
Cities:
Ferrio
Litheria
Galis
Irida
Chro
Radi
Yttri
Aur

Last edited Mar 20, 2016 at 07:57PM EDT

Cale wrote:

Because that would be fun.

Because I think the phrase "medieval technology" is an oxymoron.

I'm not saying you can't have bear cavalry. I'm saying that I disagree with the existence of "technology" as a concept before the industrial era.

Elreigh wrote:

Because I think the phrase "medieval technology" is an oxymoron.

I'm not saying you can't have bear cavalry. I'm saying that I disagree with the existence of "technology" as a concept before the industrial era.

That doesn't really change things though. Things were still invented/discovered/innovated during the Medieval period, this is just moving to a hands-off approach.

Cale wrote:

That doesn't really change things though. Things were still invented/discovered/innovated during the Medieval period, this is just moving to a hands-off approach.

If it doesn't change things then what's the problem?

Here's a map of the world with unclaimed territory far from other players shaded in red.

For those of you who have not chosen a starting region yet.

Elreigh wrote:

Here's a map of the world with unclaimed territory far from other players shaded in red.

For those of you who have not chosen a starting region yet.

I hope no one picks the southern continent (besides that guy who did), I like the idea of a wild territory.

Actually, I'm going to back out. I'm sorry for my commitment issues-- this really looks like fun, but I'm a bit too intimidated atm. Sorry, I realize that doesn't make much sense. Have fun!

Name: Doon
Flag:

Location: (I am not good with tech so…) Place me at the southern continent, preferably in the east coast.
History: Doon is named after a mythology of bears; bears which roamed a desolate, red sand and in turn created a basic civilization. As the land grew, so too did its people, all vastly influenced by this mythology that it has spanned into a new branch of study in schools and campuses, a topic very few choose to partake in but in which those few are praised and regarded as wise. The capital city of Sera, along with the city Aether, are just two of where museums and education are preached as one of the largest learning centers in all the land, gathering knowledge from near and far for all to access.

Turn 0

Map

Legend


The game has now begun. No new players may join at this time. If you did not specify the name of your nation I selected a "premade" nation for you and slapped it somewhere random.

TO SEND ACTIONS send me a pm titled "Nations RP" without the quotes. Please for the love of god keep your pm short. I do not have the time to read 50k words every single day of my life. I won't set an exact limit on your actions yet; use your best judgement.

EDITS must include all of your actions. I will only read the latest pm titled "Nations RP" that you send to me, so make sure all of your actions are in it.

24 HOURS are guaranteed to you before the next turn will go up. I may write as frequently as once per day, so make sure to send new actions as soon as you can.

FONTS represent government type. All government types are listed in the legend. Underlined nation names represent republics. Any government can be a republic; a republican monarchy, for instance, is simply a government with only one ruler who is elected into power.

TECH is roughly classical era at the start of the game. Although you cannot personally advance the game out of the present era, feel free to "invent" whatever you please within the present era. You will be notified when the era changes.

CITIES shown on the map only represent major cities, regional capitals of sorts. There are plenty of other, smaller cities scattered throughout your empire.

OTHER RULES may be made up on the fly, so be on the lookout for them. Any new rules will be placed at the very start of the turn.




PLAYERS

KYFPMM - Txabesco
Stalemate - Syraus
ProfessorRivers - Orobostan
Roarshack - Onvast
Triangle Mare - Ambrosia
You Are Reading This - Suiyektu
Spider-Byte - Narthuria
Taryn - Divus
Owen, The Communist Tree - Striate
A Tiny, Tiny, Smug Commander - Egypt
Twisty - Kathian
Sergeant Arch Dornan - Sprawl
Cale - Vilanoa
Tchefuncte Bonaparte - Portugal
Starscream - Iran
Major Bummer - Cuba
Tyranid Warrior - Zaris
Chewybunny - Korea
RocketPropelledPanda - Fittaland
CrowTheMagician - Carim
Black Graphic T - Hessaria
Laud Piestrings - Doon
ShiJo - Japan

Last edited Mar 23, 2016 at 02:45AM EDT

Shape wrote:

How many actions can we make per turn?

I have not set a limit on this yet, but might in the future.

Last edited Mar 23, 2016 at 02:45AM EDT

I am writing the turn no, so no new edits please. It will take a little while to finish, and I will probably end up going to sleep and school/work before completing it, so please be patient. If you have not sent a pm yet, please do.

Last edited Mar 24, 2016 at 03:57AM EDT

Those are city states. They exist to be conquered.

I'm surprised that Owen actually went through the almost 200 cities on the map to figure out that Redwall was one of my own invention.

Turn 1

Map

Legend


Ancient Era
"And when Alexander saw the breadth of his domain he wept, for there were no more worlds to conquer."


There are four categories listed below your nation, described as follows.

MILITARY describes the main units used in your armies and also reflects their organization. Higher diversity is good, to a point, but too much can cause chaos in the ranks.

DOCTRINES are laws, rules, and policies that your country's administration has chosen to adopt. You may add and remove doctrines at will, but do not be surprised if the people react negatively.

CULTURE describes the cultural assets of your country. Mostly these are just peculiarities that make your people unique, but a lot of cultural traits will also color your foreign relations and alter the way your people think about what you do. You cannot add and remove culture as with doctrines; culture evolves over time on its own.

ISSUES are problems that you need to resolve quickly before they get out of hand. This is also where wars with city states and rebel groups will be shown.


Txabesco (KYFPMM)

Military: Skirmisher Warbands, Light Cavalry

Doctrines: Egalitarianism, Mandatory Service

Culture: Pacifists, Alcohol Aficionados, Fish Fanatics

Issues: None

-Democratic elections tend towards the left over time. Liberal concepts, such as egalitarianism, public education, an impartial justice system, universal equality, and civic duty, take over the government.

-A universal draft is established and soldiering becomes a standard of citizenry.

-Fishing fleets take to the seas as the nation's cold northern climate is compensated for with larger hauls of fish. Smoked, salted, and pickled varieties are produced for long term storage.


Syraus (Stalemate)

Military: Spear Warbands, Light Cavalry

Doctrines: Egalitarianism

Culture: None

Issues: Grezny War (Imminent Victory), Unitology missionaries

-Egalitarian reforms are passed to make the republic a fairer society. Multiculturalism is embraced, expanding the delegate significantly as people throughout the empire who otherwise would have been barred from doing so are now able to vote.

-The army has been sent south to conquer Grezny. The surrounding country has been occupied, but the city itself holds out. The siege seems to be going well, although it has been joined by an Orobostan army which is imposing itself from the south.

-Unitology missionaries from Sprawl have been moving between cities, sometimes illegally without proper papers, to spread the word of their lord. A great many people are swayed by their words, but public reaction has mostly been sour. Many are calling for the converts to be punished and the missionaries thrown out.


Orobostan (ProfessorRivers)

Military: Skirmisher Warbands, Camel Riders, Galleys

Doctrines: None

Culture: Pacifism

Issues: Grezny War (Imminent Victory)

-Two armies are sent forth to conquer Grezny and Blarion. The former has held out against attack. Although the siege may end soon, it is possible that the Syrausans may take the city. Blarion, however, was much less capable in the field, and once their army was destroyed they posed no resistance.

-The construction of a fleet of bireme galleys has begun. The first of these ships helped, alongside civilian fishing boats, in moving the army across the narrow straits to Grezny.

-Desert fighting and transport, for ages has been led by camels. Orobostan is the world leader in camel raising and has excellent mounts.

-The harbors of Abattlon and Erigar are fortified so that they cannot be easily entered by hostile ships.


Onvast (Roarshack)

Military: Light Infantry, Archers, Galleys

Doctrines: None

Culture: None

Issues: None

-Nothing happens.


Ambrosia (Triangle Mare)

Military: Pike Phalanxes, Swordsmen, Archers, Cavalry, Galleys

Doctrines: Mandatory Service, Structured Military, Egalitarianism

Culture: Seafarers

Issues: Rasht War (Victory Imminent)

-A universal law codex is established, bringing the autonomous regions closer under the legal control of the federal government. Trade regulations, egalitarian reform, public education, guaranteed rights, mandatory military service, and political guidelines are all established or supported under this new codex.

-A military reform is issued, organizing the nation's military into structured regiments and specialist occupations. A wide diversity of weapons are produced, applied to a loose set of standards, and distributed to soldiers. The reform also applies to the navy, which now has several devoted drydocks for galley production.

-Once the so-called Maurician reforms were entirely in place, a few 'new model armies' were commanded to go north and east. Waalwijk has fallen, but Rasht is holding out under siege.


Suiyektu (You Are Reading This)

Military: Heavy Cavalry, Cavalry Archers, Galleys

Doctrines: Mercantilism

Culture: Free Enterprise

Issues: None

-Mercantilist policies are adopted. Merchants and traders are guaranteed the right to trade freely within Suiyektu's borders, but when dealing with foreign trade the state is heavily involved.

-Production is on the rise as people living in the more hostile or barren regions of the empire seek to supplement their income with something more fruitful than farming. Orbanish has begun exploring food to other provinces in huge masses as it necessarily becomes the breadbasket of the empire.

-The nation's military is, at present, almost primarily focused around cavalry. To expand the grazing grounds for their equine companions, the hordes have moved north.

-Experiments are conducted on the navy to test how far they can sail into open waters to the south. The conclusion that was reached is that there is no land worth exploring out there that they can reach with reasonable supplies.


Narthuria (Spider-Byte)

Military: Heavy Infantry, Heavy Cavalry, Archers

Doctrines: Public Investment

Culture: Knights Tharos

Issues: None

-Public investments are doled out to support the expansion of agriculture and mining.

-The army is sent out to conquer Walstun and does so.


Divus (Taryn)

Military: Pike Phalanxes, Archers, Galleys

Doctrines: None

Culture: Crab Cruelty, Stellar Surveyors, Tower of Babel (under construction)

Issues: None

-In an attempt to expand the height of their great tower even further toward the stars, engineers have created "bagged breath" so that the builders can survive the thin atmosphere. Unfortunately, the oxygen in their bags is quickly polluted by carbon dioxide, and the workers suffocate anyway.

-A famous philosopher, in a vain attempt to reach the sun, built a catapult from which he launched several of his undergraduate students. They all died, and he is currently facing an indictment, but his colleagues have since developed a theory on gravity.

-To further the goals of his mad mentor, one of the philosopher's students created a concoction that he called "sunpowder" which exploded upon contact with heat. Loading this powder into a barrel, he ignited it with himself sitting atop a chair mounted to the top. He died and the secret to sunpowder was forever lost.

Last edited Mar 24, 2016 at 11:57PM EDT


Striate (Owen, The Communist Tree)

Military: Axemen, Longbowmen, Galleys

Doctrines: None

Culture: Militant Patriotism

Issues: None

-Babica is seized in a magnificent display of tactical genius. Very few soldiers are lost and the command in charge of the expedition is given high merits.


Egypt (A Tiny, Tiny, Smug Commander)

Military: Light Infantry, Cavalry Skirmishers

Doctrines: None

Culture: None

Issues: None

-Nothing happens.


Kathian (Twisty)

Military: Zealot Mobs, Heavy Cavalry

Doctrines: None

Culture: Perfectionists, Xenophobia, Kruztatlism (religion)

Issues: Item war (imminent victory)

-The capital, Silam, is heavily fortified with new walls, sentry turrets, moats, and trenches.

-It is finally decided that Kruztatl is the one true god. ALL HAIL AND WORSHIP HIM FOREVER.

-Missionaries are sent out into the wilds of the world to convert those who will listen.

-The armies are sent out upon a MOST HOLY CRUSADE to bring order to the infidels of Item and Illem.


Sprawl (Sergeant Arch Dornan)

Military: Skirmisher Warbands, Light Cavalry, Galleys

Doctrines: None

Culture: Alien Admiration, Unitology (religion)

Issues: None

-Settlers are commanded to go west and lay the groundwork of civilization upon new lands. They all die in the inhospitable desert.

-Missionaries are sent forth to convert the neighbors.

-The latest and best galleys produced by Sprawl's intrepid engineers open the sea lanes for trade or war.

-A road system is built between the cities to facilitate movement across the empire.


Vilanoa (Cale)

Military: Pike Phalanxes, Light Cavalry, Cavalry Archers

Doctrines: None

Culture: Xenophobia

Issues: None

-A road network is laid out across the country. Armies can move from place to place with efficiency like never before.

-Taxes are slated towards favoring rural landowners, driving wealthy city dwellers to turn into farmers and plantation owners. Overall the nation's crop yield has increased as a result.


Monarchy of the Roses (Tchefuncte Bonaparte)

Military: Spear Warbands, Light Cavalry, Galleys

Doctrines: None

Culture: Tulip Traffickers

Issues: None

-The Roses are back, baby!

-A large fleet is commissioned.

-Tulip exports are on the rise.


Orientale (Starscream)

Military: Spear Warbands, Archers

Doctrines: None

Culture: Christianity (religion)

Issues: None

-The king is overthrown. Rejoice! A senate is established in his place with elected representatives being drawn from the oligarchical upper class, but the vote is given to everyone.

-Aqueducts and a road system are built, improving national infrastructure.

-A local man named Jesus preaches the word of the lord. The senate declares "we can dig that" and converts the entire country to his faith.

-Harbors in major cities are heavily fortified, hopefully preventing coastal invasion.

-The country is renamed Orientale and the capital New Jerusalem.


Cuba (Major Bummer)

Military: Spear Warbands, Galleys

Doctrines: None

Culture: None

Issues: None

-An army is sent to conquer the city state of Santiago. The attempt is a spectacular success, and the city topples to the might of Cuba.

-Another army is sent north to conquer the steppes. They make fine progress.

-Traders are encouraged to trade, especially with what used to be called Iran.


Zaris (Tyranid Warrior)

Military: Heavy Infantry, Galleys

Doctrines: None

Culture: Engineer Exaltation, Nature Negation, Mechanarianism (religion)

Issues: None

-The army is sent south and it conquers the city of Radi.


Korea (Chewybunny)

Military: Light Infantry, Galleys

Doctrines: None

Culture: None

Issues: None

-Nothing happens.


Fittaland (RocketPropelledPanda)

Military: Spear Warbands

Doctrines: Patrician Corporatism

Culture: Materialists, Blood Sports, Atheism, Adapted Apes

Issues: None

-Gorillas are bred for strength and docility, making them perfect for BLOOD SPORTS. The people get right on that, and the great apes quickly phase out human involvement in gladiatorial combat.

-The armies are told to expand the empire "peacefully," whatever that word means. Unfortunately they couldn't find their dictionaries, and instead went on a conquering rampage north and south.

-A variety of useful things are invented, such as paper and the animal plow.


Carim (CrowTheMagician)

Military: Assassin Warriors, Lightning Cavalry, Longboats

Doctrines: None

Culture: Gothic, Olympians, Egalitarianism

Issues: Lumina Cloth war (imminent victory)

-Great works of architecture beautiful and sanitize the cities. Sewage, bath houses, aqueducts, and more are built, improving infrastructure.

-Offerings are made to the gods during this architectural expansion through the construction of many new temples and monuments.

-Other public works expansions include the funding of theater, commerce, and colleges.

-The east is invaded and many initial successes are had. However, when the armies reached Lumina Cloth they are turned about through a smashing defeat, forced to retreat back to the newly captured city of Breg Epona.


Hessaria (Black Graphic T)

Military: Heavy Infantry, Archers, Galleys

Doctrines: Mandatory Service

Culture: Dragon Detractors, Seafarers

Issues: None

-Irrigation systems are dug, improving crop output on the islands and reducing reliance on fish. As a result, the navy is able to expand more rapidly by buying up old fishing vessels and refitting them for war and exploration.

-An army is dispatched to the east, conquering Grantus in the hopes of finding new mineral deposits on the islands. The city proves to have very little in the ways of copper or iron, but a silver mine there has made the invaders absurdly rich.


Doon (Laud Piestrings)

Military: Skirmisher Warbands, Light Cavalry

Doctrines: Bill of Rights

Culture: Bear Beholders, Educators, Welfare

Issues: Grisht war (imminent victory)

-Education and innovation are declared by the Doonish monarch as the central pillars of Doonish culture. The presence of advanced, for the time, hospitals and colleges in the country's great cities show that what he has claimed is at least partly true.

-A welfare system is established to share the spoils of taxation with the unfortunate.

-A bill of rights is signed into law, guaranteeing all people certain unconditional rights from birth.

-The armies are commanded to GO WEST! Unfortunately, they come up against the defiant city states of Grisht and Ursa, neither of which fall quickly in an easy siege. In Ursa, an army of the Japanese variety has swept in and taken the prize before Doonish soldiers could breach the walls.


Japan (ShiJo)

Military: Heavy Infantry, Archers

Doctrines: None

Culture: None

Issues: Niigata war (imminent victory), Kagoshima war (imminent victory)

-Armies are sent to conquer the neighboring city states, but they are first offered peaceful integration. Ursa, under threat of imminent pillaging by Doon, accepts and opens a sally port to allow the Japanese army in. Bolstering their defenses with these new reinforcements, the Ursans managed to scare away the invading Doonishmen. The attempts in Kagoshima and Niigata are much less successful, and each city has fallen under a protracted siege.


@Striate and Kingdom of Hessaria

Since the three of us are neighbors want to make a trade agreement and alliance? Maybe even a culture exchange if you two are interested, I'm okay if this idea works or not.

Mom Rivers wrote:

I was considering opening trade routes to Striate and Hessaria as well. We could make a nice network of naval trade routes all together.

I will agree with this trade route idea.

Elreigh wrote:

Those are city states. They exist to be conquered.

I'm surprised that Owen actually went through the almost 200 cities on the map to figure out that Redwall was one of my own invention.

I felt like it would be a good idea, when I saw Redwall, I quickly combed the lists of the players and saw it wasn't there, so woohoo, mice civilization is canon. Also, by missing cities I meant cities that are not on the map. (Where is my Ponere and Nacre Syndic!?)

Last edited Mar 25, 2016 at 03:25PM EDT

Owen, The Communist Tree wrote:

I felt like it would be a good idea, when I saw Redwall, I quickly combed the lists of the players and saw it wasn't there, so woohoo, mice civilization is canon. Also, by missing cities I meant cities that are not on the map. (Where is my Ponere and Nacre Syndic!?)

I was not aware of the Redwall series until just now. Originally I had invented the name as a city for Civ 5, and it has just stuck in my mind since then because it sounds cool.

And as I said before, not all of the city names will end up getting used.

James Blunt wrote:

are trade routes with countries stablished automatically or do we have to ask to make them

You're gonna have to remind to do so me in your pm.

Last edited Mar 26, 2016 at 02:15PM EDT
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