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Rise and Fall: A Civilization RP (SIGNUP/OOC)[OPEN]

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Great Franconia and Verana
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Rise and Fall: A Civilization RP (SIGNUP/OOC)[OPEN]

Postby Great Franconia and Verana » Fri Oct 12, 2018 6:59 pm

Rise and Fall
A Civilization RP
Image
Introduction

Welcome weary settler! You have arrived! Oh it might not look like much now, no no, with its empty fields, rocky shore and immense forests, parched deserts, treacherous swamps, or high mountains. No, it is not much to look at. Your work will be long, you may not live to see the fruits of your labour, but the sweat, the blood, and the tears you shed will be the seed from which civilizations are grown,a great city, Kingdom, then country. Through the ages, your decedents will flourish. They may not know your name, but rest assured, oh productive one, you will not toil in vain.

Sow the field with crops, build ships to traverse these rocky shores, clear the forests and erect great towers from their ashes, reclaim the land stolen by the desert sands, and drain the swamps of their filth. This is where it will all begin, where you can make your name, where you can truly become a man whose voice echoes through the centuries!

But beware, you are not the only one with eyes on this land. Others may come, men just like you, to take what you have spent your life building. With fire, with steel, they will burn your homes, and murder your family. Build high and strong, oh mighty one, for only the stalwart will build a civilization that will stand the test of time!

Welcome and Game Mechanics!


Well met friend! Welcome to Rise and Fall: A Civilization RP. Within this RP, we will be exploring an alternate human history. No, not one I have dreamed of nor written in a book, but rather one we write together. In this RP, you will take your settlers and their humble city, and expand them, following hundreds of years of war, trade and exploration until we reach the modern day. This task will be long, but its rewards great. From your hypothetical nations, we will see great powers rise, and fall, and see who really can triumph in a world of shifting loyalties, technology, and interest.

The early start date for this RP will be around 500 BCE. Using this map, will we expand our cities into vast empires. But, how will it all work, you ask. Easy, I say, once you understand it.

The Basics: Your Home City and Stats
When you fill out your application, you will make a series of choices that impact what kind of culture and country you are creating. Depending on its government, religion, and your own tinkering, you can create a martial empire, or a peaceful trading republic. The choice is yours. More information will come later on the application.

You will start your civilization with one major city, your capital, in the home region of your choosing. Your home city is the hub of all of your Civilizations decision making, and until you found a second, you cannot survive if your home city is taken. Your home city is the seat of Government, Culture, Trade and society. This will be integral for your nations future wealth and growth, so choose wisely.

in your Application, you will get +3 points to spend how you wish, but you also must place -2 points in any given category.

There will be seven main areas for you to pump stats into. They are:
Diplomacy: This will effect your ability to discuss things with other nations. The high your diplomacy stat, the further afield you may trade and contact.
Economics: Straightforward. The more points in this stat, the more powerful your economy is. Powerful economies draw in lots of revenue and trade with other nations, but beware, they also make juicy targets for other civilizations.
Culture: A cultured nation is a patron of the arts, and is adept at spreading their influence far and wide. Strong cultures will face an easier time expanding their territory and attracting intelligent and thoughtful citizens.
Religion: The spirituality of your nation is important. Those with strong religion stats are likely to get a boost in population happiness and control, though it may make you a target for those who view you as heathens.
Science: This stat is indicative of how quickly new technologies can be produced. The higher the stat, the more innovative your civilization will be.
Army: Another easy one. The more points in your Army stat, the more effective your soldiers will be, and the larger army you will be able to field.
Navy: A navy is key to many island nations. High naval points will increase the size and power of your fleet, and will help you expand your oversea trading network.

Keeping a good balance of points is on strategy, or you could focus on one area and go for broke!

Expansion and Point Accumulation
Each nation will start out with two adjacent regions as territory's under your control. Each territory you control outside of your homeland will give you .5 of a point to spend, though you must declare where you are going to put this point. As a RP mechanic, this will represent the type of town or colony that you have established in this territory. A territory giving you +.5 army stats for example might be a military fort, while a +.5 economic boost could be a farming village.
After three days of irl time, you will be able to found two new colonies, giving you a total of 1 new stat point and two new regions to build upon. You may only expand into regions you are adjacent to, or share a sea border with.

There are three layers of building, each with different bonuses.
Village: The baseline territorial creation, giving you .5 of one stat depending on its focus.
Town: An intermediary status, towns grant 1 whole point towards their devoted stat. Villages may be upgraded to towns after 1 week of ownership irl.
City: A city is the pinnacle of civilization. Your home city is the accumulation of all your stats together. You may found only 1 city per 10 territories you own. A city is given +3 to any stat.

Choose where to expand wisely. Placing cities far afield may bring conflict down upon you.

Resources and Economics
This is a fairly straightforward thing, as the resources of the Ancient world are well known. Resources and a lands fertility will be determined by their real life history. Therefore, Italy may be wealthy in wine and clay while Britain has better access to lumber and stone.

Be careful where you begin, as unsuitable environments, like the Libyan Desert or Russian arctic, will be almost impossible to build in. Production will be varied. If you desire to sink a massive amount of resources into a monumental temple, that may take up to a week to build. A new farm may be only a day, and some small projects could take mere hours.

The passage of time will be relative, and OP's/Co-Ops will be on hand to straighten out any confusion.

Government Type
There are several different Government types to choose from.

Classical Republic: Similar to the ancients Roman Senate, this system grants +1 point to Economy, +1 point to culture, and +1 point to Diplomacy. It penalizes you with -1 point in Religion, and -1 point in Army.
Autocracy: Rule by one man, be it a King, Dictator, or Lord, this system grants you a bonus of +1 in either Navy OR Army, +1 in Religion, and +1 in Diplomacy. It penalizes you -1 in science, and -1 in culture.
Oligarchy: Ruled by a wealthy elite, Oligarchies gain +1 bonus to Economy, +1 bonus to religion, and +1 bonus to culture. It penalizes you -1 in Navy and -1 in Army.
Direct Democracy: A pure form of Government, Direct Democracy gives you +1 science, +1 culture, and +1 Diplomacy, but penalizes you -1 economy, and -1 to army OR navy.
Theocracy: Blessed by the Gods, Theocracies get a +2 boost to Religion, and a +1 boost to culture, but are penalized -2 in science, and -1 in economy.
Tribal: Ruled by a chief, the Tribe Government grants +1 to Army, +1 to Culture, and +1 to Religion, but penalizes you -1 to Diplomacy, and -1 to Economy.

Once we move on from Classical Antiquity, a move of about 1500 years, so a long time IRL, we will unlock different Government types. You may switch Government types through a Revolution, but Revolutions are deeply damaging to Civilizations, and take several days IRL to sort out.

Culture Type
Different cultures value different things. Thus, they get different stats.

Militarists: Militant cultures will gain +1 to Army OR Navy. They will also fight more effectively.
Pacifists: Pacific Cultures will gain +1 to Culture OR Economy. They will be thriving in both.
Abstract: Abstract cultures gain +1 to Religion OR Science. They turn their minds to the skies in search of answers.

Warfare and Diplomacy
War is inevitable.
Therefore, it will play a major role in this game. War will be left as unregulated by rules or stats as possible, to allow each player the chance to insert their own flavour into their Nations army or navy, and focus it on the many different techniques, strategies, and equipment used during War.

War is also, however, brutal. If your nation is a peaceful trading hub but is attacked by your militaristic neighbour, you will likely lose. Dying, losing, and either starting again or serving your new masters is key to having this game work. In order to make this as easy for everyone involved, it is recommended that players discuss war before role playing it out. Try to come to a rational, unbiased assessment of what the outcome would be, and execute it. If no logical outcome can be agreed to by the interest Parties, the OP team will work out a compromise.

The size and effectiveness of your military will be determined by your Army and Navy scores. That being said, poor leadership can prove fatal even to the most powerful of armies.

As important as War can be, Diplomacy may be even more so. Nations with strong diplomatic scores will be able to reach further with their messengers and contact far off civilizations. Therefore, if you have a high diplomacy score, you may be able to from an alliance with a nation halfway around the world. Poor diplomacy scores will result in isolationism for your people. Diplomacy may occur over Telegram, but the final deal and the events leading up to it must be written in the IC thread. Remember, however, that all diplomacy is based on good will, and some treacherous civilizations may break their word.

Religion
You will be allowed to create your own God/Goddess. They will give you bonuses that you can customize! Be careful though, as OP's will not look kindly upon omnipotent rivals. Your Deity should only get a bonus in two areas, limited to one point. Or, if you prefer, one area, giving two points.

Nations with strong religions scores may be able to update their Gods later, and will find it easier to sow unrest among groups with other deities.

Science
Scientific discovery will be a slow and steady process in this Game. Those nations with higher science scores will have the first crack at new tech. All nations will have access to any tech when that tech is known by 3/4s of all nations. Nations you trade with may seep some tech to you, by osmosis.

The Application

Fill out both applications. One will be the raw data we judge your nation by, one will be the extra spice and personalized stories you add to it.

Code: Select all
The Application (Stats and Data)
Nation Name:
Capital City Name:
Capital City Defenses: (Higher Army or Navy scores=strong defenses, like stone walls.)
Starting Region: (Link Map)
Starting Colonies: (Link Map)
Culture Type:
Government Type:
Religion:
Resources:
Stats: [i]Diplomacy:[/i]
[i]Economy:[/i]
[i]Culture:[/i]
[i]Religion:[/i]
[i]Science:[/i]
[i]Army:[/i]
[i]Navy:[/i]

Code: Select all
The Application (Roleplaying Aspects)
Nation Name:
Capital City Name:
Image of City: (If you can find a good analogue)
Capital City Decription:
Name and Title of Leader:
Description of Cultural Practices:
Description of Political System:
Description of Army and Navy:
Description of Economy:
Description of Religion:
Description of Worldview:


Final Thoughts and Rules

Thank your for reading this OP, it took forever for me to design it so I hope it piques your interest! It is quite clear that, if you are applying, you have an understanding of this sites rules. Please keep to them, and lets have some fun!

Similarly, this is my first Civilization style RP, so if there is anything here you desire to improve or change, TG me, I am open to suggestions!
Last edited by Great Franconia and Verana on Fri Oct 12, 2018 11:30 pm, edited 3 times in total.

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Great Franconia and Verana
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HEAVY WIP

Postby Great Franconia and Verana » Fri Oct 12, 2018 6:59 pm

The Application (Stats and Data)
Nation Name: Isorion Republic
Capital City Name: Isoros
Capital City Defenses: Low stone walls, earthen dyke, and light harbour defences.
Starting Region: Southern and Central Sicily. The starting region is in Dark Blue
Starting Colonies: Southern and Central Sicily. The colonies are in light blue. They are focused on Economy in Central Sicily, and Navy in Messina.
Culture Type: Pacifist
Government Type: Classical Republic
Religion: Iso, God of the Sea (+1 Navy and +1 Economy)
Resources: Sicily is well known for its location as a hub of trade, for its incredibly fertile soil which produces a plethora of foods, including expensive citrus fruit and wines, and its mineral wealth of sulfur and salt.
Stats: Diplomacy: 2
Economy: 4.5
Culture: 1
Religion: -2
Science: 0
Army: -1
Navy: 2.5

The Application (Roleplaying Aspects)
Nation Name: Isorian Republic
Capital City Name: Isoros
Capital City Decription: A large city, Isoros is situated on the southern shores of Sicily, the wide, volcanic plains providing flat lands for which a city can flourish. The City itself is classically laid out. The Acropolis stands at the centre of the city, and has upon its peak the primary temple to Iso, as well as the Chamber for the Council of the One Hundred, the governing body of the Republic. The Archon's palace is based at the foot of the Acropolis, showing his subservience to both Iso, and the Council. There is a racing track for charioteering, as well as a small arean for gladiatorial contests. The Harbour is a large cothon, with a fortified islet in the center. From here, the Isorian Fleet is protected. The Agora of Isoros is near the harbour, and is one of the largest markets in the world. The city walls are made of stone, and form a square around the city. On the southern side, there is farmland between the walls and the urban areas, allowing for the growth of food in the case of a siege. Beyond the walls, there is an older earthen dike, along with a low wooden palisade. In times of peace, this is garrisoned with the city watch, but if besieged, only acts as a delaying barrier before the stone walls.
Image of City:
Image

Name and Title of Leader: Archon Hypakles
Description of Cultural Practices: Isorian culture is libertine and free. While they do enjoy the arts, and ceremony, such as the racing of chariots and gladiatorial games, the primary focus of all Isorian citizens is money making. Isorian women are allowed to own land and property, and one or two have even sat upon the Council of the One Hundred. Sexuality is very liberal, and while marriage is kept between men and women, it is not uncommon for young men to have male lovers, and vice versa for females.
Description of Political System: Isoros is ruled in the classically Republican fashion of the ancient world. One every decade, a gathering is held, where all citizens of the city may cast a ceramic ballot for a list of 100 magistrates. These 100 magistrates serve only one term, a decade, and once elected, appoint one of their number to be Archon, that is, premier citizen of the city. The Archon has sweeping powers in the day to day administration of the City and her territory, and in times of crisis, can usurp full control from the Council of Magistrates. However, large scale decisions and important laws must be debated by the Council.

The Archon is assisted by a smaller group of advisors, each with a certain brief of one aspect of the City's administration. For example, the Protostrator is the chief military advisor, while the Sakellarios serves as the Treasurer. Greatly feared, the Isorian Mystikos is in charge of policing, public order, and spying, while the Magistros doles out the City's Justice.

Politics is generally divided into two groups, the Anthropoi Magistrates being supportive of the poor and the people, and the Archontia defending the interests of business and the landownign aristocracy. These two factions are often engaged in cunning political warfare even when not in a ballot year. Despite this, the vast majority of officials and magistrates are generally Archontia due to their superior resources and some good old fashioned corruption.
Description of Army and Navy: The Isorian Military is a tale of two organizations.

The Army is small, composed of primarily the Archon's own bodyguards and a standing force of volunteers. This group forms the core of the army and are reliable, well trained, and well equipped. Despite this, there are not enough of them. Therefore, Isoros also has a large city watch, made up of volunteers. They are not professional soldiers and are more akin to a policy force than anything. Despite this, in a pinch, they can serve as the Garrison, and in some cases, even field soldiers. Aside from these forces, Isoros relies heavily on its strong economy and hires mercenaries and sell swords to compliments is army with professional troops. For weapons and strategy, the Isorians rely on heavy infantry tactics, with shield and spear walls, to crush enemy forces. Light cavalry forces are small but make good scouts and ambushes. Only the Archon and his guard are true shock cavalry.

By contrast, the fleet is advanced, disciplined, and strong. With ships ranging from small galleys, to the mainstay triremes, to the behemoth Octeres, the Isorian fleet is well suited for combat. It is especially key due to the City's position on Sicily, and its expansive trade network. Once again, the Isorian's only used volunteers, and have a special corps of Marines known as the Naftikoi who serve as the elite force of the city.
Description of Economy: Isoros is a trading hub for much of the region. Centrally located within the Mediterranean, it often draws ships from all across the Sea. Its large harbour can sustain its vast war fleet and ships of all shapes and sizes are observable in the Port. While business friendly policies encourage production and trade, duties and levies on imports, docking permits and trade licences fill the Cities coffers

It terms of its domestic production, a large part of the Isorian economy is agriculturally focused, with vinyards and farms dotting the rich volcanic soils of Sicily. Wine making is a luxurious and prosperous industry, while there is some development within the Island in regards to both Salt and Sulfur mining.
Description of Religion: Religion does not play a central role in Isorian society. Their patron god, Iso, King of the Sea, is only truly invested in the behavior of his realm, so many believe they are safe from divine interference when on land. The Temple to Iso in Isoros is generally populated by traders, sailors, and the families of those at sea. There are many rituals most undertake to earn Iso's favour before a voyage, and the Archon often is blessed by the High Priest before a naval campaign or upon his election. According the the foundational myths of Isoros however, it was Iso who created all life, which was all originally seaborne, and that humans escaped the underwater world but were banished and cursed in anger by Iso, depriving them of their ability to return by making the Ocean water saline and removing humanity's ability to breath under water.
Description of Worldview: Isorians are naturally arrogant, and look down on anyone who lacks Isorian citizenship. As a mercantile society, Isorians viewed the world in an economic fashion, and care more for the continuation of prosperity within their own borders than the well being of foreigners. This makes them fairly duplicitous traders and merchants, but is also a factor in why they are generally a peaceful people. War is bad for business, and Isorians like prosperous peacetimes. In terms of foreign policy, the expansion of trade is paramount, as is protecting that trade. The Isorian Navy is well versed in pirate hunting, and those nations that dare impugn on the trade rights of Isorian vessels are often condemned and may face the wrath of the fleet.

Similarly, Isorians prefer to see a balance of power in the world. Rather than have one nation be dominant, the Isorian policy is to encourage equality of strength so that everyone avoids conflict. Therefore, Isoros is not afraid to bankroll foreign powers rivals if that power is getting too dominant, sometimes even going so far as military action. In that vein, Isoros prefers to fight wars with allies, and they are commonly found negotiating not only trade, but military pacts as well.
Last edited by Great Franconia and Verana on Mon Oct 15, 2018 11:41 am, edited 11 times in total.

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Great Franconia and Verana
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Postby Great Franconia and Verana » Fri Oct 12, 2018 6:59 pm

Reserved

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Pasong Tirad
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Postby Pasong Tirad » Fri Oct 12, 2018 7:12 pm

Interesting. Tagging for now.

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Great Franconia and Verana
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Postby Great Franconia and Verana » Fri Oct 12, 2018 7:13 pm

Pasong Tirad wrote:Interesting. Tagging for now.

Thanks for the tag!

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Third Asopia
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Postby Third Asopia » Fri Oct 12, 2018 8:40 pm

Guten TAG. :p
Presenting my signature signature!
Procrastination... is the art of knowing you have a job to do but know there's like a year till it's due. It's elemental for the Asopin soul to survive in such a slow-paced world.
Bored of having to see Juventus winning the Schudetto too many times? Can wait to see that match where Ronaldo didn’t shoot at all? Tired of seeing Napoli fight for first place when there’s no point? Oh boy, you’ve found a new friend.

I got Theo Theodoridis as my flag model. Showing my love for Greece!

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Great Franconia and Verana
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Postby Great Franconia and Verana » Fri Oct 12, 2018 9:08 pm

Third Asopia wrote:Guten TAG. :p

Welcome!

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St George Territory
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Posts: 480
Founded: Apr 04, 2017
Democratic Socialists

Postby St George Territory » Fri Oct 12, 2018 9:48 pm

The Application (Stats and Data)
Nation Name: An Oileán Uaine (The Green Island)
Capital City Name: Abhainn Naofa (Sacred River)
Capital City Defenses: Earthen forts surrounded by a palisade
Starting Region: Starting in green, colonies are lime green
Starting Colonies: Starting in green, colonies are lime green
Culture Type: Militarists
Government Type: Tribal
Religion: Adymæryð, Cult of the Head (+1 army, +1 religion)
Resources: Iron, copper, lumber, fertile lands and plentiful seas for fishing
Stats: Diplomacy: -3
Economy: +1
Culture: +1.5
Religion: +3
Science: 0
Army: +3
Navy: +.5


The Application (Roleplaying Aspects)
Nation Name: An Oileán Uaine
Capital City Name: Abhainn Naofa
Image of City:
Image

Capital City Description: a town built upon a hill near the coast, within the inner walls are the higher-ups in society
Name and Title of Leader: High King Eógan Cenél nEógain
Description of Cultural Practices:
Description of Political System:
Description of Army and Navy:
Description of Economy:
Description of Religion: As the name 'Cult of the Head' suggests, the Oileánish believe that the head holds the spirit of the body, and the power that is within the warrior. In battle, heads are taken as trophies with the more powerful the warrior, the stronger the soul, that may gain the beholder special powers with the head. The goddess Adymær grants the victor of the engagement with the soul of the less fortunate one in the arrangement as a slave for the rest of eternity in the afterlife. The head is seen as an important part of the faith, with its soul, the point of the faith is that every single thing in the earth has a soul, be it a squirrel, a rock, or your enemy. Adymær teaches to worship nature by listening to the sages.
Description of Worldview:

(Work in progress)
Last edited by St George Territory on Sun Oct 14, 2018 4:24 pm, edited 1 time in total.
St. George Territory- come for the view, stay because you've been mauled by Polar Bears

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Great Franconia and Verana
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Founded: Apr 21, 2013
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Postby Great Franconia and Verana » Fri Oct 12, 2018 10:13 pm

St George Territory wrote:The Application (Stats and Data)
Nation Name: An Oileán Uaine (The Green Island)
Capital City Name: Abhainn Naofa (Sacred River)
Capital City Defenses: Earthen forts surrounded by a palisade
Starting Region: Starting in green, colonies are lime green
Starting Colonies: Starting in green, colonies are lime green
Culture Type: Militarists
Government Type: Tribal
Religion: Adymæryð, Cult of the Head (+1 army, +1 religion)
Resources: Iron, copper, lumber, fertile lands and plentiful seas for fishing
Stats: Diplomacy: -3
Economy: +1
Culture: +1.5
Religion: +3
Science: 0
Army: +3
Navy: +.5


The Application (Roleplaying Aspects)
Nation Name: An Oileán Uaine
Capital City Name: Abhainn Naofa
Image of City:
Capital City Description: a town built upon a hill near the coast, within the inner walls are the higher-ups in society
Name and Title of Leader: High King Eógan Cenél nEógain
Description of Cultural Practices:
Description of Political System:
Description of Army and Navy:
Description of Economy:
Description of Religion:
Description of Worldview:

(Work in progress)


Looks promising!

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Danceria
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Founded: Aug 13, 2015
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Postby Danceria » Fri Oct 12, 2018 10:21 pm

Tag
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

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Great Franconia and Verana
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Founded: Apr 21, 2013
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Postby Great Franconia and Verana » Fri Oct 12, 2018 10:49 pm

Danceria wrote:Tag

Welcome!

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Danceria
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Founded: Aug 13, 2015
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Postby Danceria » Fri Oct 12, 2018 11:07 pm

Great Franconia and Verana wrote:
Danceria wrote:Tag

Welcome!

I am going to be around the area of Nancy in France, along the Rhine. Crashing my navy stats with no survivors!

Hopefully technology and eventual expansion to the ocean would allow me to figure out how sailing works...
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

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Great Franconia and Verana
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Posts: 5543
Founded: Apr 21, 2013
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Postby Great Franconia and Verana » Fri Oct 12, 2018 11:19 pm

Danceria wrote:
Great Franconia and Verana wrote:Welcome!

I am going to be around the area of Nancy in France, along the Rhine. Crashing my navy stats with no survivors!

Hopefully technology and eventual expansion to the ocean would allow me to figure out how sailing works...


I was wondering who would bit the bullet and be our first land locked Civ!

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Plzen
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Postby Plzen » Fri Oct 12, 2018 11:22 pm

Tag!

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Great Franconia and Verana
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Postby Great Franconia and Verana » Fri Oct 12, 2018 11:30 pm

Plzen wrote:Tag!

Welcome aboard!

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Ralnis
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Postby Ralnis » Sat Oct 13, 2018 7:13 am

Tag but the link to your map is messed up on the OC.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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St George Territory
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Posts: 480
Founded: Apr 04, 2017
Democratic Socialists

Postby St George Territory » Sat Oct 13, 2018 7:20 am

Ralnis wrote:Tag but the link to your map is messed up on the OC.


The map in his application works, that's what I used for my app. Not sure what's up with the oc map
St. George Territory- come for the view, stay because you've been mauled by Polar Bears

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Skarten
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Postby Skarten » Sat Oct 13, 2018 7:53 am

Tag

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The Black Party
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Postby The Black Party » Sat Oct 13, 2018 8:00 am

The Application (Stats and Data)
Nation Name: The Nordic Liege
Capital City Name: Lappeenranta
Capital City Defenses: Natural Mountains and Hills with dugouts and caves, thought to be impassable from the South-East.
Starting Region: In Purple.
Starting Colonies: In Pink.
Culture Type: Militants
Government Type: Classical Republic
Religion: Lappeenranta, God of The Nordics (+2 Navy, +0 Army, +0 Culture)
Resources: The Nordic Liege is known for being abundant in ice, extensive fishing agriculture, lumber and foresting, and iron mines covered beneath the snow.
Stats: Diplomacy: 0
Economy: +1
Culture: +2
Religion: -2
Science: 0
Army: +2
Navy: +3

The Application (Roleplaying Aspects)
Nation Name: The Nordic Liege
Capital City Name: Lappeenranta
Image of City:
Image

Capital City Decription: A small central village, with lines of cabin homes and dirt roads, protected from the South-East by looming large mountains that tend to keep citizens in.
Name and Title of Leader: Lakeland Cenel, Federator of The North.
Description of Cultural Practices:
Description of Political System:
Description of Army and Navy:
Description of Economy:
Description of Religion:
Description of Worldview:
Last edited by The Black Party on Sat Oct 13, 2018 12:20 pm, edited 1 time in total.
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Great Franconia and Verana
Negotiator
 
Posts: 5543
Founded: Apr 21, 2013
Ex-Nation

Postby Great Franconia and Verana » Sat Oct 13, 2018 11:12 am

The Black Party wrote:The Application (Stats and Data)
Nation Name: The Nordic Liege
Capital City Name: Lappeenranta
Capital City Defenses: Natural Mountains and Hills with dugouts and caves, thought to be impassable from the South-East.
Starting Region: In Purple.
Starting Colonies: In Pink.
Culture Type: Militants
Government Type: Classical Republic
Religion: Lappeenranta, God of The Nordics (+2 Navy, +1 Army, +0 Culture)
Resources: The Nordic Liege is known for being abundant in ice, extensive fishing agriculture, lumber and foresting, and iron mines covered beneath the snow.
Stats: Diplomacy: +1
Economy: +1
Culture: +1
Religion: -2
Science: 0
Army: +2
Navy: +3

The Application (Roleplaying Aspects)
Nation Name: The Nordic Liege
Capital City Name: Lappeenranta
Image of City: (If you can find a good analogue)
Capital City Decription: A small central village, with lines of cabin homes and dirt roads, protected from the South-East by looming large mountains that tend to keep citizens in.
Name and Title of Leader: Lakeland Cenel, Federator of The North.
Description of Cultural Practices:
Description of Political System:
Description of Army and Navy:
Description of Economy:
Description of Religion:
Description of Worldview:

Looks good so far, but remember your God may only give 2 points to your stats.

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Gaisia
Lobbyist
 
Posts: 19
Founded: Apr 23, 2018
Ex-Nation

Postby Gaisia » Sat Oct 13, 2018 7:49 pm

The Application (Stats and Data)

Nation Name: Gaisian Duchies (Къларските Херцогства; "Kŭlarskite Khertsogstva")
Capital City Name: Yalta (Ялта; "Yalta")
Capital City Defenses: Port City protected by hills and high cliffs
Starting Region: Green
Starting Colonies: Light Green
Culture Type: Pacifist
Government Type: Oligarchy
Religion: Liliana, Goddess of Fertility, Daughter of the Stars, Mapmaker of the Universe (+1 Religion, +1 Navy, -1 Economy)
Resources: Fertile Land, Vegetables, Fish, and Freshwater
Stats:
Diplomacy: 0 (-1)
Economy: +1 (-1)
Culture: +2
Religion: +2
Science: 0
Army: -1
Navy: +3


The Application (Roleplaying Aspects)

Nation Name: Gaisian Duchies
Capital City Name: Yalta
Image of City:
Image

Capital City Description: A city cramped among the cliffs and hills. The city's layout is both curse and blessing, making it difficult for invaders to navigate the hilltops while also making it difficult to expand the city. This has subsequently been the reason why structures are primarily vertical, and explaining why the city also looks initially small from an outsider's point of view. Neighboring cities like Massa (Massandra), Livadia, Misor (Miskhor), and Alupka are built and managed in the same manner, given that they too are stuck along the cliffs and hills. While the geography acts as an important defense, the terrain has made the city ports and docks small, due to the sharp incline and height of the hills and cliffs alike.
Name and Title of Leader: High Landmaster Andre Dimka
Description of Cultural Practices: Despite the commercial and materialist nature of the Gaisian Navy and landowners, Gaisian culture is actually a conservationist and religious society. As the children of the Liliana (the Goddess of Fertility), Gaisians believe that it is humanity's intrinsic responsibility to tend and protect the lands over materialist purposes. For instance, the Gaisians plant two to five more trees for every time one tree is cut down, since trees are considered one of Liliana's most treasured plants.

This same religious traditionalism also applies in the Gaisian dietary laws, better known as, Zdrata (Здрата; lit. "Health [of the soul]"). Consuming any meat products from an animal is forbade and punishable by death, hence why the only sources of protein come from vegetables and nuts, such as, kale and chickpeas. While slaughtering animals is forbidden for food consumption, the only reason why fishing is allowed is because of non-consumable fish products (e.g. fish glue, and fish emulsion/hydrolysate - fertilizer), with the same applying for other animals (e.g. parchment and leather).

These are the main reason why the Gaisian economy is more of a 'stable-based' system rather than a 'growth-based' system, valuing quality and health over expansion and growth. But the ever so growing need of feeding a population on a vegan-based diet has left Gaisia with no choice but to expand northward and propose to expand eastward to acquire more land for agriculture, specifically in vegetables and culinary nuts. This has also been why Gaisia is ruled not just by a simple rich nobility, but rather a highly educated ruling class that owns huge acres of land in agriculture and organizes Gaisian society into a caste system called, Redushia (Редушя; lit. "Order [of souls]").

Redushia is divided into four ranks in the following chronological order: 'R' (Pаботници; lit. "Workers"), 'F' (Фермери; lit. "Farmers"), 'N' (Hастойници.; lit. "Guardians"), and 'V' (Владетели; lit. "Rulers"). The workers are servants or slaves owned by landowners, brought into this laborious line of work either from birth or contracts renewed every 10 years, where he/she is either kept or handed over to another landowner (or recruited into the navy as sailors); however, the workers can become farmers if he/she has been working in the fields for 30 years and has no history of prior escapes or rebellion. The farmers are a step up from workers, being allowed to tend to their small patch of land rented from their master (landowners / rulers); however, unlike workers, farmers are not allowed to be recruited or drafted into the military, the expertise and experience of a farmer is too great to lose, since most farmers are either workers that have served for over 30 years or more (earning to become farmers, or respected/skilled laborers in the meantime), or native Gaisians that have inhabited the lands long before the implementation of the Redushia system.

Next, the guardians are the elite warrior/military personnel of the Gaisia civilization. While the navy enjoys recruitment and drafting to expand its numbers, the army and high command of both military branches is subjected to the guardian caste, whom are responsible for providing the army and navy with able-bodied and educated commanders/admirals. Only those of pure Gaisian ancestry or full cultural-religious assimilation into Gaisian society are allowed to be apart of the guardian caste, undergoing years of education since birth/childhood before they are fully commissioned onto the battlefield; however, such long and extensive education also makes commanders/admirals eligible to become apart of the ruler caste if he/she has both excellent reputation and merit.

Finally, the rulers are the top/final caste of the Gaisian civilization. They are the ruling class of Gaisian society, specifically the oligarchy that leads the Gaisian Duchies under the combined leadership of educated landowners called, High Landmasters. Like the guardian caste, only those of pure Gaisian ancestry are allowed to be apart of the ruler caste, but unlike the guardians, one must be born into the ruler caste, with the guardian caste only able to be apart of the ruler caste if he/she and their family have a history of honorable service and skill in their line of work, only serving as a contingency in case the ruler caste is unable to provide enough High Landmasters either from a lack of heir/heiress or from assassination.
Description of Political System: The Gaisian Duchies are ruled by a group of wealthy and educated elite called, the High Landmasters.
Description of Army and Navy: The Gaisian military is divided into two organizations: Army and Navy. Quite interestingly, the army acts more like police and spies than a formal ground force, made clear by the fact that the army uses batons, and implanted informants on their own accord. It is the navy, however, that defines the pride of the Gaisian military.

The Gaisian military has a special sailing vessel called, Yaltalina (Ялталина), which is a single to triple masted ship with lateen sails and a shallow draft, allowing the ship to sail in rivers (specifically the Dnipro river). The Yaltalina is the mainstay of the Gaisian navy, defining the navy with a ship that had exceptional maneuverability, low crew requirement, and low maintenance cost; however, such simplicity and maneuverability made the Yaltalina a lightweight and cramp vessel. While they are not the fastest ships to sail the seas, they are unsuited for sailing anything beyond coastal waters or rivers, hence the introduction of the navy's only other vessel, the Yaltabar (Ялтабар).

Unlike the Yaltalina, the Yaltabar is a single masted ship with a lateen sail and a spanker sail, exchanging speed and lightweight for stability and durability. With its deep-V hull and deeper draft, the Yaltabar is designed for fishing and freight; however, unlike the Yaltalina, the Yaltabar is unable to dock at shallow ports or even riverbanks and beaches. This is why the Yaltabar is often found at deeper ports and docks like at Sevastopol or Kerch, where the larger size and weight of the Yaltabar can be properly accommodated without the ship running aground.

Unsurprisingly, both the Yaltalina and Yaltabar were designed for commercial use, otherwise serving as small military vessels suited for patrolling and hit-and-run tactics. The Yaltalinas with their lightweight and simplicity makes them easy to build, as well as dock or launch from beaches, riverbanks, and shallow ports; however, while the Yaltalina makes for an agile and fast attack vessel, their shallow draft and cramp design layout gives them a small troop and crew capacity. On the other hand, the Yaltabars with their deep draft and and stronger hulls make them ideal for fishing and hauling freight across deep waters, requiring a very small crew to sail just like the Yaltalina at the expense of speed and weight; however, the only things the Yaltabar is suitable for as a military vessel is troop transportation or artillery (ballista).

Because both the Yaltalinas and Yaltabars don't use oars as their means of propulsion, aerodynamics and weight-saving techniques are key features of both vessels, such as, interlocking wooden planks and parts, lightweight wood like conifers (imported from the Caucasus), and thin sails made from flax seed or hemp (imported upstream from the Dnipro River). As a commercial naval power, and not so much a military one, however, the Gaisian Navy is able to rely on mass numbers thanks to the smaller size and cheaper expenses of the Yaltalinas and Yaltabars compare to full-size galleys. As such, maritime traditions among the Gaisian Navy is structured around commerce and religious tradition, hence why the Gaisian Navy uses celestial navigation and wind as their means of sailing the seas.
Description of Economy: The Gaisian economy is mostly agrarian, with the small remainder of the economy focused on shipbuilding and fishing.
Description of Religion: Gaisian faith as of now is based around one goddess called, Liliana. According to Gaisian folklore, Liliana was a creation of the first stars that shined the universe, whom were in an eternal war against the forces of darkness. To bring an end to the war and bring peace to the universe, however, all the stars had to destroy the entire universe all over again, give up half of their luminosity to engineer spirits and combined them together to create the ultimate doomsday weapon.

Subsequently, each star offered a spirit of their own, all coming together to eventually lead to Liliana's birth, resulting in a great explosion that brought a new beginning to the universe. Alone upon birth, Liliana was tasked as the sole survivor to rebuild the universe, guided by the combined wisdom of the spirits that created her. With the guidance and powers of the sun spirits, she mapped out the universe with constellations, both to commemorate the long forgotten stars and light a path through the darkness the ancient stars failed to do long ago.

Upon rediscovering every corner of the universe and rebuilding it in the spirits' ideal image, Liliana finally settled down in her garden, eventually naming it, Zemja (Земя; lit. "Earth"). There, she planted the first new seeds of life by leaving them to sink to the bottom of the ocean and sprout to form the landmasses of Earth. Once dirt and rock grew from the waters of life, she nourished the lands so that sentient life would then prosper; however, perhaps her greatest creation is humanity, whom she considered to be the rightful heirs to tending and protecting the lands and life.

In the subsequent times that followed after humanity's first creation, Liliana returned to the heavens so that she could watch over Earth and all life that prospered afterwards. In the times following after her departure, she left behind the Gaisian Duchies, proclaiming herself as the Eternal Queen and Mother of the Gaisian civilization, hence why she is commemorated and revered as the single most important figure of Gaisian culture. The Gaisian people, however, hope one day that she might return to visit Earth, both to bring new life and guidance that can bring the Gaisian civilization to prosperity and fertility.
Description of Worldview: The Gaisians believe that it is their responsibility to expand and bring agrarian prosperity and wisdom to the world. As a conservationist and religious society, they believe that the Earth needs to be protected and nurtured, all the while bringing agricultural and horticultural success and growth to other civilizations. They intend to acquire land and people for its growing power and size, uniting the world under their influence and faith.
Last edited by Gaisia on Sun Oct 14, 2018 2:45 pm, edited 7 times in total.

User avatar
Great Franconia and Verana
Negotiator
 
Posts: 5543
Founded: Apr 21, 2013
Ex-Nation

Postby Great Franconia and Verana » Sat Oct 13, 2018 8:45 pm

Gaisia wrote:
The Application (Stats and Data)

Nation Name: Gaisian Duchies (Къларските Херцогства; "Kŭlarskite Khertsogstva")
Capital City Name: Yalta (Ялта; "Yalta")
Capital City Defenses: Port City protected by hills and high cliffs
Starting Region: Green
Starting Colonies: Light Green
Culture Type: Pacifist
Government Type: Oligarchy
Religion: Liliana, Goddess of Fertility, Daughter of the Stars, Mapmaker of the Universe (+1 Religion, +1 Navy, -1 Economy)
Resources: Fertile Land, Vegetables, Fish, and Freshwater
Stats:
Diplomacy: 0 (-1)
Economy: +1 (-1)
Culture: +2
Religion: +2
Science: 0
Army: -1
Navy: +3


The Application (Roleplaying Aspects)

Nation Name: Gaisian Duchies
Capital City Name: Yalta
Image of City:
Capital City Description: A city cramped among the cliffs and hills. The city's layout is both curse and blessing, making it difficult for invaders to navigate the hilltops while also making it difficult to expand the city. This has subsequently been the reason why structures are primarily vertical, and explaining why the city also looks initially small from an outsider's point of view. Neighboring cities like Massa (Massandra), Livadia, Misor (Miskhor), and Alupka are built and managed in the same manner, given that they too are stuck along the cliffs and hills. While the geography acts as an important defense, the terrain has made the city ports and docks small, due to the sharp incline and height of the hills and cliffs alike.
Name and Title of Leader: High Landmaster Andre Dimka
Description of Cultural Practices: Despite the commercial and materialist nature of the Gaisian Navy and landowners, Gaisian culture is actually a conservationist and religious society. As the children of the Liliana (the Goddess of Fertility), Gaisians believe that it is humanity's intrinsic responsibility to tend and protect the lands over materialist purposes. For instance, the Gaisians plant two to five more trees for every time one tree is cut down, since trees are considered one of Liliana's most treasured plants.

This same religious traditionalism also applies in the Gaisian dietary laws, better known as, Zdrata (Здрата; lit. "Health [of the soul]"). Consuming any meat products from an animal is forbade and punishable by death, hence why the only sources of protein come from vegetables and nuts, such as, kale and chickpeas. While slaughtering animals is forbidden for food consumption, the only reason why fishing is allowed is because of non-consumable fish products (e.g. fish glue, and fish emulsion/hydrolysate - fertilizer), with the same applying for other animals (e.g. parchment and leather).

These are the main reason why the Gaisian economy is more of a 'stable-based' system rather than a 'growth-based' system, valuing quality and health over expansion and growth. But the ever so growing need of feeding a population on a vegan-based diet has left Gaisia with no choice but to expand northward and propose to expand eastward to acquire more land for agriculture, specifically in vegetables and culinary nuts. This has also been why Gaisia is ruled not just by a simple rich nobility, but rather a highly educated ruling class that owns huge acres of land in agriculture and organizes Gaisian society into a caste system called, Redushia (Редушя; lit. "Order [of souls]").

Redushia is divided into four ranks in the following chronological order: 'R' (Pаботници; lit. "Workers"), 'F' (Фермери; lit. "Farmers"), 'N' (Hастойници.; lit. "Guardians"), and 'V' (Владетели; lit. "Rulers"). The workers are servants or slaves owned by landowners, brought into this laborious line of work either from birth or contracts renewed every 10 years, where he/she is either kept or handed over to another landowner (or recruited into the navy as sailors); however, the workers can become farmers if he/she has been working in the fields for 30 years and has no history of prior escapes or rebellion. The farmers are a step up from workers, being allowed to tend to their small patch of land rented from their master (landowners / rulers); however, unlike workers, farmers are not allowed to be recruited or drafted into the military, the expertise and experience of a farmer is too great to lose, since most farmers are either workers that have served for over 30 years or more (earning to become farmers, or respected/skilled laborers in the meantime), or native Gaisians that have inhabited the lands long before the implementation of the Redushia system.

Next, the guardians are the elite warrior/military personnel of the Gaisia civilization. While the navy enjoys recruitment and drafting to expand its numbers, the army and high command of both military branches is subjected to the guardian caste, whom are responsible for providing the army and navy with able-bodied and educated commanders/admirals. Only those of pure Gaisian ancestry or full cultural-religious assimilation into Gaisian society are allowed to be apart of the guardian caste, undergoing years of education since birth/childhood before they are fully commissioned onto the battlefield; however, such long and extensive education also makes commanders/admirals eligible to become apart of the ruler caste if he/she has both excellent reputation and merit.

Finally, the rulers are the top/final caste of the Gaisian civilization. They are the ruling class of Gaisian society, specifically the oligarchy that leads the Gaisian Duchies under the combined leadership of educated landowners called, High Landmasters. Like the guardian caste, only those of pure Gaisian ancestry are allowed to be apart of the ruler caste, but unlike the guardians, one must be born into the ruler caste, with the guardian caste only able to be apart of the ruler caste if he/she and their family have a history of honorable service and skill in their line of work, only serving as a contingency in case the ruler caste is unable to provide enough High Landmasters either from a lack of heir/heiress or from assassination.
Description of Political System: The Gaisian Duchies are ruled by a group of wealthy and educated elite called, the High Landmasters.
Description of Army and Navy: The Gaisian military is divided into two organizations: Army and Navy. Quite interestingly, the army acts more like police and spies than a formal ground force, made clear by the fact that the army uses batons, and implanted informants on their own accord. It is the navy, however, that defines the pride of the Gaisian military.

The Gaisian military has a special sailing vessel called, Yaltalina (Ялталина), which is a single to triple masted ship with lateen sails and a shallow draft, allowing the ship to sail in rivers (specifically the Dnipro river). The Yaltalina is the mainstay of the Gaisian navy, defining the navy with a ship that had exceptional maneuverability, low crew requirement, and low maintenance cost; however, such simplicity and maneuverability made the Yaltalina a lightweight and cramp vessel. While they are not the fastest ships to sail the seas, they are unsuited for sailing anything beyond coastal waters or rivers, hence the introduction of the navy's only other vessel, the Yaltabar (Ялтабар).

Unlike the Yaltalina, the Yaltabar is a single masted ship with a lateen sail and a spanker sail, exchanging speed and lightweight for stability and durability. With its deep-V hull and deeper draft, the Yaltabar is designed for fishing and freight; however, unlike the Yaltalina, the Yaltabar is unable to dock at shallow ports or even riverbanks and beaches. This is why the Yaltabar is often found at deeper ports and docks like at Sevastopol or Kerch, where the larger size and weight of the Yaltabar can be properly accommodated without the ship running aground.

Unsurprisingly, both the Yaltalina and Yaltabar were designed for commercial use, otherwise serving as small military vessels suited for patrolling and hit-and-run tactics. The Yaltalinas with their lightweight and simplicity makes them easy to build, as well as dock or launch from beaches, riverbanks, and shallow ports; however, while the Yaltalina makes for an agile and fast attack vessel, their shallow draft and cramp design layout gives them a small troop and crew capacity. On the other hand, the Yaltabars with their deep draft and and stronger hulls make them ideal for fishing and hauling freight across deep waters, requiring a very small crew to sail just like the Yaltalina at the expense of speed and weight; however, the only things the Yaltabar is suitable for as a military vessel is troop transportation or artillery (ballista).

Because both the Yaltalinas and Yaltabars don't use oars as their means of propulsion, aerodynamics and weight-saving techniques are key features of both vessels, such as, interlocking wooden planks and parts, lightweight wood like conifers (imported from the Caucasus), and thin sails made from flax seed or hemp (imported upstream from the Dnipro River). As a commercial naval power, and not so much a military one, however, the Gaisian Navy is able to rely on mass numbers thanks to the smaller size and cheaper expenses of the Yaltalinas and Yaltabars compare to full-size galleys. As such, maritime traditions among the Gaisian Navy is structured around commerce and religious tradition, hence why the Gaisian Navy uses celestial navigation and wind as their means of sailing the seas.
Description of Economy: The Gaisian economy is mostly agrarian, with the small remainder of the economy focused on shipbuilding and fishing.
Description of Religion: Gaisian faith as of now is based around one goddess called, Liliana. According to Gaisian folklore, Liliana was a creation of the first stars that shined the universe, whom were in an eternal war against the forces of darkness. To bring an end to the war and bring peace to the universe, however, all the stars had to destroy the entire universe all over again, give up half of their luminosity to engineer spirits and combined them together to create the ultimate doomsday weapon.

Subsequently, each star offered a spirit of their own, all coming together to eventually lead to Liliana's birth, resulting in a great explosion that brought a new beginning to the universe. Alone upon birth, Liliana was tasked as the sole survivor to rebuild the universe, guided by the combined wisdom of the spirits that created her. With the guidance and powers of the sun spirits, she mapped out the universe with constellations, both to commemorate the long forgotten stars and light a path through the darkness the ancient stars failed to do long ago.

Upon rediscovering every corner of the universe and rebuilding it in the spirits' ideal image, Liliana finally settled down in her garden, eventually naming it, Zemja (Земя; lit. "Earth"). There, she planted the first new seeds of life by leaving them to sink to the bottom of the ocean and sprout to form the landmasses of Earth. Once dirt and rock grew from the waters of life, she nourished the lands so that sentient life would then prosper; however, perhaps her greatest creation is humanity, whom she considered to be the rightful heirs to tending and protecting the lands and life.

In the subsequent times that followed after humanity's first creation, Liliana returned to the heavens so that she could watch over Earth and all life that prospered afterwards. In the times following after her departure, she left behind the Gaisian Duchies, proclaiming herself as the Eternal Queen and Mother of the Gaisian civilization, hence why she is commemorated and revered as the single most important figure of Gaisian culture. The Gaisian people, however, hope one day that she might return to visit Earth, both to bring new life and guidance that can bring the Gaisian civilization to prosperity and fertility.
Description of Worldview: WIP

Looking good so far!

The only issue is the map, at the start, each player only gets three regions, on Capital and two colonies.

User avatar
Fedel
Minister
 
Posts: 2059
Founded: Mar 08, 2018
Ex-Nation

Postby Fedel » Sat Oct 13, 2018 9:24 pm

Tag.

User avatar
Great Franconia and Verana
Negotiator
 
Posts: 5543
Founded: Apr 21, 2013
Ex-Nation

Postby Great Franconia and Verana » Sun Oct 14, 2018 8:22 am

Fedel wrote:Tag.

Good to see ya!

User avatar
Fedel
Minister
 
Posts: 2059
Founded: Mar 08, 2018
Ex-Nation

Postby Fedel » Sun Oct 14, 2018 10:26 am

The Application ( Stats and Data )

Nation Name: Medea.
Capital City Name: Cilos.
Capital City Defenses: Thick stone walls lined with ballistae ring the city. Cilos possesses some coastal defenses in the form of sea walls and coastal towers.
Starting Region: Starting point is in orange.

Image

Starting Colonies: Colonies are in yellow.

Image

Culture Type: Abstract. ( +1 Science ).
Government Type: Classical Republic ( +1 Culture, +1 Economy, +1 Diplomacy, -1 Religion, -1 Army ).
Religion: Medius. God of Crafts and Innovation ( + 2 Science ).
Resources: Timber, Resin, Iron, Copper, Zinc, Fish.
Stats: Diplomacy: 1 ( base stats )
Economy: 2 ( baste stats + two 0.5's )
Culture: 1 ( base stats )
Religion: -3 ( base stats - 2 )
Science: 3 ( base stats )
Army: -1 ( base stats )
Navy: 3 ( base stats + 3 )

The Application ( Roleplaying Aspects )

Nation Name: Medea.
Capital City Name: Cilos
Image of City:

Image

Capital City Decription: A mid-sized city, Cilos is located on the southernmost tip of the Iberian Peninsula in the region of Andalucia. Located north of the equator on the westernmost edge of the Mediterranean, Cilos's lands are fertile and its coasts plentiful with fish. The city is ringed by walls and tower twice over with first layer being known as the Inner Ring and the second layer being known as the Outer Ring. The Outer Ring mostly contains forest and farmland in order to support the city in case of a siege, though there are some outlying structures that have begun to appear within it as nobles and wealthy traders seek to expand their power and fortunes. Cilos gets fresh water from an aqueduct extending from a nearby river to a central reservoir located underneath the center of the Inner Ring. There are numerous public buildings within the Inner Ring, mostly focused on running the city or educating the populace, though there are a number of temples and public bathhouses as well. Surprisingly, many of the buildings meant for the public's entertainment are located in the Outer Ring as a result of citizens beginning to populate the area. A coliseum has been the most lavish recent addition to the Outer Ring, a joint endeavor by an enterprising member of Cilos's merchant guild and a highly successful Medean naval captain.
Name and Title of Leader: Primarch Sirdan.
Description of Cultural Practices: Early on in Medea's history it was decided that legal stand-in's for eligible voters would be allowed. Persons allowed to cast a vote in place of them with their permission. As a result of this policy, a large number of the voters in Medean elections are women. Usually the wives and daughters of sailors on long and arduous journeys. As husbands are usually off at sea for long stretches of time, women generally have the sole raising of their children. Both of these things have lead Medea to have a very progressive outlook on women. There has even been talk that the current Primarch may given women the right to vote as a way of retaining his power for years to come. Whether these rumors hold any actual substance is a subject of hot debate amongst disgruntled and drunken ( often both ) sailors in many a tavern.
Description of Political System: Medea is a Republic ruled by an elected official known as the Primarch for a period of five years before a new election is held. Any male over the age of twenty may run for the office of Primarch. Elections are held over a month long period to ensure that all Medeans are able to have their voices heard. There are three institutions that exist in order to ensure its survival. The Collectors, the Keepers and the Watchers. The Collectors and Keepers are appointed to their positions by the ruling Primarch while the Watchers are an independent institution, its recruits chosen by existing members of the group via unknown methods. Collectors gather the votes from the eligible members of their district ( males over the age of twenty or their legal stand-ins ) and hand them in to the Keepers who keep records of all votes and legal documents and comb through them for discrepancies. If a discrepancy is found, it is reported to the Watchers who take it upon themselves to investigate the matter. Independent investigations will be carried out if suspicion of tampering or corruption is brought to them by sources outside of these institutions. While the Watchers will almost always find out the truth of the matter, they will not act on it. Instead, they will report them to the pubic. Collectors who have demanded payment in exchange for passing on votes, Keepers who forged signatures on legal documents, even Primarchs who have threatened Keepers if they did not count the vote in their favor. All have been brought low by the Madean people on the word of the Watchers.
Description of Army and Navy: The Medean army is made up mostly of members of the City Guard in Cilos with some few members stationed in Medea's North African trading outposts as part of a permanent garrison. While their training is of relatively poor quality, their equipment is among the best in the Mediterranean with each soldiers possessing a set of bronze armor, spears, bows and a short sword. The navy, by contrast, is among the; largest, best trained and most advanced in the world. All ships carry containers of resin and sand below deck. The former to destroy enemy ships and the latter to put out potential resin fires. Most have ballistae lining their port and starboard sides. The exact number usually depending on the wealth of their captain. While non-military crews aren't trained for combat, most have experience fending off enemy boarding parties and raiding lightly defended coastal provinces.
Description of Economy: Medea is a burgeoning trade empire located in the Mediterranean, its success propagated by a large merchant fleet backed up by a powerful navy. Medea possesses two trading outposts in Northern Africa through which they acquire exotic goods and a seemingly endless pool of cheap labor. Its capital, Cilos, is a wealthy city and a center of technological advancement in the ancient world.
Description of Religion: Religion is, for the most part, unimportant to Medea. A coastal people, most Medeans are concerned with the practice of sailing and trade, endeavors that generally do not require the blessings of a god concerned with creation and construction. Even smiths and shipwrights may only be seen offering up a brief prayer before testing the edge of a blade or sending a ship off to sea. This is not surprising when one considers the roots of Medean mythology. Medius was said to have created man out of boredom one drunken night and, when he awoke the next morning, was greatly displeased with his work. This being the case, he set out to destroy his flawed creation. As Medius raised his hammer high above his head to smite the imperfection that had so displeased him, it suddenly cried out in terror, cowering before him in fear, staying the god's hand. A flood of guilt and curiosity consumed the god. He had created many living constructs before and had ended many, but none had ever gazed at him with such intelligence. Setting down his mighty hammer, he gazed in awe upon this thing which he himself had brought forth. He realized that it resembled himself in some ways and, in others, did not. Humbled, Medius crafted more of these beings and set them forth in his garden. It is the belief of the Medeans that Medius is watching and judging them, his interest deciding their fate. This is discomfiting to many though it drives them to accomplish great deeds so that they may gain their god's favor. As a result, Medeans tend to burn bright and quick like the flames of a wick, with many leading short lives characterized by their great impact.
Description of Worldview: Medeans are fascinated by other cultures viewing them as a puzzle to be broken down and studied. Generally, Medeans love discovering and taking part in things that are new to them. Despite this propensity for openness, Medeans tend to view other cultures as less developed then their own and seem to enjoy interacting with natives in a similar manner to how they would with animals in a petting zoo as opposed to a member of their own species.
Last edited by Fedel on Sat Oct 20, 2018 8:07 pm, edited 125 times in total.

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