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by Ralnis » Sun Oct 14, 2018 11:04 am
by Great Franconia and Verana » Sun Oct 14, 2018 1:29 pm
Ralnis wrote:The Application (Roleplaying Aspects)
Nation Name: Runn Karr
Capital City Name:A' Stan
Image of City: At best that I can think of
Capital City Decription: A city of mudbrick and yurts. With fertile lands but less forests, they situated where the wheat fields are large and the pastures can grow. They Seek to keep their precious horses fed and the slaves coming as they seek to expand the growing power of the Runn Karr.
Name and Title of Leader: The ruler gives up his name to only become the title of the People, Saa Piqu
Description of Cultural Practices: As to all Steppe tribes, the horse is king. Horse culture dominant political, military, and economic life. Disputes and political acts are handled through racing and voting, minor debates are held and meritocracy is held to a high standard, royalty is not entire a standard concept.
Description of Political System: They are a tribal society, one ruled by a tribal ring and their leader is the Saa Piqu. Most disputes are revolved around grand horseback races or with minor debates as democracy is starting to blossom in the Runn Karr. Because of this, the Saa Piqu has a term limit around 20-30 years before a new Saa Piqu is voted among the tribal ring.
Description of Army and Navy: As a landlocked nation, the Runn Karr have no navy. The army is focused on cavalry and mobility. The recurve bow is king. They are similar to Hunnic, Mongol, and Scythian horselords in how they are organized. However, unlike the three, they are sedentary. The Runn Karr also have their own levies that are their infantry and have their own support engineers, but they are tribal in nature. They worship the horse and have been able to smash their enemies.
One thing that they are good at doing is logistics. Logistics is one thing that comes from the nomadic past. They have a good understanding of logistics and it helps them, surprisingly, through trade and military that allows them for a better flow of economics than the other tribes in the area.
Description of Economy: They are mostly agrarian and pastoral. Having large amounts of land dedicated to crops and sheep. Logistics plays a very important part of the trade and in the lives of the Runn Karr. They use horses strategically and breeds them for specific uses, but most common horse are breed for endurance. They are knowledgeable on trade and these traders are also handlers of logistics when it comes to how to make an army equipped and fielded.
Another big part of their economy is slavery. Slavery helps them when it comes to building their cities and keeping the labor a surplus. Life is harsh for them but their economy prospers when it comes to capturing slaves.
Description of Religion: The religion is polytheistic but the chief deity is Uruanu, Father of Horses, Patron of nomads and traders, and Teacher of the Bow.
Description of Worldview: They believe the Steppe is theirs but some wish to go even beyond that, to see the world and to expand their power beyond the steppe.
The Application (Stats and Data)
Nation Name: Runn Karr
Capital City Name:A' Stan
Capital City Defenses: Mudbrick walls, wood reinforcement, nothing to big
Starting Region: In Red
Starting Colonies: [url=]https://ibb.co/mmZLpU[in dark blue/url]
Culture Type:Militarists
Government Type:Tribal
Religion: Urunau: Chief Deity to the Runn Karr, Father of Horses, Patron of nomads and traders, and Teacher of the Bow(+1 Army, +1 Economy)
Resources: The Steppes are fertile, with good game and good fertility. Mountains are around that have good iron and resources to build cities of mudbrick and wood
Stats: Diplomacy:-1
Economy:3(0 originally but +3 from the city)
Culture:1.5(from village)
Religion:1.5(from village)
Science:0(stupid as shit)
Army:3(horse culture)
Navy:0(landlocked)
by Ralnis » Sun Oct 14, 2018 3:22 pm
by Gaisia » Sun Oct 14, 2018 3:30 pm
Ralnis wrote:Gaisia wrote:
I see our civilizations are going to be neighbors soon. I am the 'Gaisian Duchies', which is located in Crimea. Let's talk about our civilizations if you have a chance.
Sure, but I must warn you I'm a sore loser if I don't expect to get my way. I will god mod and cheat in order to become better than everyone else. I will make sure you have no fun, you will never like to RP with me, and I will burn all the bridges around me.
Now back to more seriousness, I will love to establish something with if you want. Mostly because I'm landlocked and you have a navy.
by Ralnis » Sun Oct 14, 2018 3:35 pm
Gaisia wrote:Ralnis wrote:Sure, but I must warn you I'm a sore loser if I don't expect to get my way. I will god mod and cheat in order to become better than everyone else. I will make sure you have no fun, you will never like to RP with me, and I will burn all the bridges around me.
Now back to more seriousness, I will love to establish something with if you want. Mostly because I'm landlocked and you have a navy.
"Yeah..."
Jokes aside, Gaisia does not have a frontline army unlike yours. Mine acts more like a police force (government/secret and public), so allying with someone who knows a thing or two about ground warfare would definitely help. On the other hand, my faith and the subsequent agricultural-horticultural expertise alongside it can provide some diversity to the agrarian market.
by Lisbane » Sun Oct 14, 2018 3:43 pm
by Gaisia » Sun Oct 14, 2018 3:51 pm
Ralnis wrote:Gaisia wrote:
"Yeah..."
Jokes aside, Gaisia does not have a frontline army unlike yours. Mine acts more like a police force (government/secret and public), so allying with someone who knows a thing or two about ground warfare would definitely help. On the other hand, my faith and the subsequent agricultural-horticultural expertise alongside it can provide some diversity to the agrarian market.
This is true, but my army is specialized as a giant cavalry and but I do know a thing or two about it, if the numbers show anything. But you could meet me by having your galleys up river to meet the horselords once the IC starts.
by Skarten » Sun Oct 14, 2018 3:56 pm
Gaisia wrote:Ralnis wrote:
This is true, but my army is specialized as a giant cavalry and but I do know a thing or two about it, if the numbers show anything. But you could meet me by having your galleys up river to meet the horselords once the IC starts.
Ah, why not. As a matter of fact, the Gaisian ships are not galleys, not alike those oar-powered vessels. Gaisia has something special to fit its commercial and maritime needs.
The Yaltalina (Ялталина) 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.
(Note the shallow draft of the Yaltalinas, since they ride high in the water, granting them speed and maneuverability with a vastly smaller crew than a galley, but at the expense of space and stability)
The Yaltabar (Ялтабар) 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.
(Note the deeper draft and the single yet taller mast, allowing the Yaltabar to be a seaworthy and ocean-going unlike the Yaltalinas)
by Everhall » Sun Oct 14, 2018 3:59 pm
by Gaisia » Sun Oct 14, 2018 4:00 pm
Skarten wrote:Gaisia wrote:
Ah, why not. As a matter of fact, the Gaisian ships are not galleys, not alike those oar-powered vessels. Gaisia has something special to fit its commercial and maritime needs.
The Yaltalina (Ялталина) 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.(Image)(Image)(Image)
(Note the shallow draft of the Yaltalinas, since they ride high in the water, granting them speed and maneuverability with a vastly smaller crew than a galley, but at the expense of space and stability)
The Yaltabar (Ялтабар) 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.(Image)
(Note the deeper draft and the single yet taller mast, allowing the Yaltabar to be a seaworthy and ocean-going unlike the Yaltalinas)
I'm just going to say that it looks a bit too advanced, does it not? If i remember correctly, people at this time used oar-powered ships, did they not?
I just think it looks too advanced for such beggining, principally the later ones, who look like they could be used in modern days.
by Skarten » Sun Oct 14, 2018 4:02 pm
Gaisia wrote:Skarten wrote:
I'm just going to say that it looks a bit too advanced, does it not? If i remember correctly, people at this time used oar-powered ships, did they not?
I just think it looks too advanced for such beggining, principally the later ones, who look like they could be used in modern days.
Gaisia does not have the large shipyards nor the amount of timber to make large vessels like galleys. Also, the hills and cliffs in Crimea (Gaisia's location) makes it difficult to build and service ships with deep drafts; that can be done by the colonial settlements like Sevastopol and Kerch, which are small fishing outposts compared to the bustling cliff-hillside cities like Yalta.
by Great Franconia and Verana » Sun Oct 14, 2018 4:07 pm
Andsed wrote:Consider this a tag. Also quick question I am a bit confused on stats so can I get a bit of clarification on that?
Lisbane wrote:I don't quite get the Regional/Colonial Development. Could you explain that?
Also, the map isn't working.
by Gaisia » Sun Oct 14, 2018 4:08 pm
Skarten wrote:Gaisia wrote:
Gaisia does not have the large shipyards nor the amount of timber to make large vessels like galleys. Also, the hills and cliffs in Crimea (Gaisia's location) makes it difficult to build and service ships with deep drafts; that can be done by the colonial settlements like Sevastopol and Kerch, which are small fishing outposts compared to the bustling cliff-hillside cities like Yalta.
Once again, i think it's too early to have ships with more than one sail. The Egyptian Ships had only 1, and like i said, they were squared ships used to go against the Nile. I'm just saying, it's a bit too advanced to have all those sails and such advanced ships.
by Skarten » Sun Oct 14, 2018 4:14 pm
Gaisia wrote:Skarten wrote:Once again, i think it's too early to have ships with more than one sail. The Egyptian Ships had only 1, and like i said, they were squared ships used to go against the Nile. I'm just saying, it's a bit too advanced to have all those sails and such advanced ships.
Gaisia has a naval stat of '+3' and an army stat of '-1', hence why they compensate their navy or their own ground defenses. Plus, the Gaisian ships are not very big, and cannot carry as much unlike galleys or triremes. There is not much the Yaltalina or Yaltabars can do or carry unlike larger and more powerful galley/triremes.
A Trireme or Galley can carry multiple ballistas along with hundreds of archers and swordsmen - something the Yaltalinas and Yaltabars cannot match. The Yaltabar can carry a single light ballista, but its weak compared to those wielded by Galleys or Triremes. Also, boarding action is a concept unheard of to the Gaisians.
(EDITED: Yaltalinas and Yaltabars are cramped and small, not very comfortable and spacious unlike a galley. Also, Yaltalinas are not seaworthy beyond coastal waters or rivers; their shallow draft and tall lateen sails will make them capsize. The Yaltabar is built to traverse the sea with better stability, but its slower and just as cramp despite a larger cargo hold)
by Lisbane » Sun Oct 14, 2018 4:46 pm
by Andsed » Sun Oct 14, 2018 4:58 pm
by Ralnis » Sun Oct 14, 2018 5:47 pm
by Great Franconia and Verana » Sun Oct 14, 2018 6:07 pm
Ralnis wrote:Ok, so it says we can get 3 points to put in somewhere, yet a -2 to something. I see the apps and it seems no one has put the points given to us, only the modifiers given to us.
by Great Franconia and Verana » Sun Oct 14, 2018 7:37 pm
by Andsed » Sun Oct 14, 2018 7:43 pm
Great Franconia and Verana wrote:Alright, to clear up any confusion regarding stats.
Each of you should start with a big fat 0 in all categories, before any choices are made. Stats are indicators of how much your civilization specializes in something. There are four ways to get stats at the beginning.
1.) Everyone is given +3 points to distribute as they please. They are also given -2 points that they must use.
2.) Government then adds or subtracts certain points.
3) Your culture and religion fields both add points (+1 depending on your culture, and +2 depending on your religion)
4.) Finally, you get +.5 of a point in each territory you own aside from your home territory. This +.5 is given to one stat, thereby giving that region a focus. After 1 real life week of owning a territory, the land becomes a "town" and gives you a full 1 point to the state you decided it was at the time you colonized it. Finally, per every 10 territories, not including your home territory, you may select one region to expand further, making it a "city region." City regions give +2 to the bonus you ascribed at the beginning of owning the territory, and +1 wildcard point you can put in anywhere.
Does that clear things up?
As for the question regarding expansion of regions, after three days or IRL time, you will choose 2 new territories to colonize.
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