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lM6D5Qk.png

 

http://i.imgur.com/lM6D5Qk.png

 

 

https://www.youtube.com/watch?v=_g0KKmh9yq8&index=43&list=PLC1758FB4D9E2576A

 

 

 

The year is 264 before Christ, but we knew not of Χριστός [Christ]. The entire globe lit alight like flashes of lightning as towns and cities tried their hand against wilderness and fellow man, the forests and deserts and mountains shook, blew, and trembled before the presence of Man. As history would ultimately have it, we would know the year 264 as CCLXIV in the numerical system of the Romani. One of that most exhilarating of feelings is to turn back the clock and see what could have happened from what inevitably would have happened.

 

Perhaps Hannibal Barca would have seized Rome and salted her fields Perhaps the Semitic Peoples of Nabatea and Himyar would rise and transcend their deserts and plant a civilization before the figure of Muhammad came. Perhaps the din of druid chants and coarse barking of those barbarians of Hibernia and Breton would sail into the Mediterranean. All of this is speculation, but you will discover a thousand possibilities. Will your civilization stand the test of time? Now is the time of antiquity, be the fore-bearers of the Classics and be what the future generations will look up to or down upon and what the Renaissance will seek to return to.

 

Shall we begin?

Each Civilization has fifty gold to start with!

 

Out-of-Character Rules to keep in mind

 

1. Avoid metagaming.

2. Avoid powergaming.

3. Remember that you will gain gold from province ownership [2 gold per province], the resources you have, and from having a trade route [if any] in your domain. Add them each new page the Forum Roleplay extends into.

4. Remember that you start with fifty gold plus what every resource is worth and 2 gold per province.

 

Resource Value List

  • Iron: 4 gold
  • Wine: 6 gold
  • Gold: 5 gold
  • Textiles: 2 gold
  • Coal: 2 gold
  • Copper: 4 gold
  • Fish: 2 gold
  • Salt: 8 gold
  • Silk: 12 gold
  • Timber: 1 gold
  • Crafts: 5 gold  [for dirtryhary
  • Wool: 3 gold
  • Marble: 7 gold
  • Grain: 2 gold
  • Horses: 4 gold [for Burkester]
  • Beef: 4 gold
  • Pearls: 8 gold
  • Myrrh: 10 gold
  • Flax: 6 gold
  • Sandstone: 2 gold
  • Trade Routes:
    • Via Maris: 3 gold
    • Silk Route: 12 gold
    • Royal Route: 4 gold
    • Incense Route: 8 gold
    • Grand Trunk Road: 5 gold
    • Amber route: 6 gold

5. Remember the soldier list:

  • Spear Infantry: 2 gold
    • 1 attack, 1 defense, 8+ defense against cavalry
  • Medium Infantry: 4 gold
    • 3 attack, 3 defense
  • Heavy Infantry: 6 gold
    • 6 attack, 5 defense
  • Axe Infantry: 4 gold
    • 4 attack, 2 defense, +3 attack against heavy infantry
  • Pezhetairoi Phalangites: 6 gold
    • 5 attack, 6 defense, +4 defense against cavalry
      Only available for Hellenistic Cultures
  • Hoplitai Ekdromoi: 6 gold
    • 6 attack, 5 defense, +3 defense against infantry
      Only available for Koine Cultures
  • Horzhoae: 5 gold
    • 5 attack, 4 defense, +3 attack against heavy infantry
      Only available for Goedilic Cultures
  • Machimoi Machairophoroi: 4 gold
    • 4 attack, 4 defense
      Only available for Aegyptus Cultures
  • Javelineers: 2 gold
    • 2 attack, 1 defense, +5 attack against elephants
  • Slingers: 1 gold
    • 0 attack, 1 defense, 2 ranged attack, +3 ranged against heavy infantry
  • Archers: 3 gold
    • 1 attack, 1 defense, 4 ranged attack
  • Light Cavalry: 5 gold
    • 3 attack, 1 defense
  • Cavalry Archers: 7 gold
    • 3 attack, 3 defense, 6 ranged attack, 25% to ignore attack
  • Heavy Cavalry: 12 gold
    • 8 attack, 8 defense
  • Siege Engines: 20 gold
    • Crucial for easier sieges and a means to take down defenses
  • Battering Rams: 5 gold

 

  • Unique Units:
    • Rome
    • Hastati - 2 attack, 2 defense = 2 gold
    • Principes - 4 attack, 4 defense = 4 gold
    • Triarii - 3 attack, 6 defense, +5 defense vs cavalry = 7 gold
       
    • Carthage
    • War Elephants - 12 A, 8 D, +6 A vs heavy infantry = 16 gold
    • Poeni Infantry - 3 attack, 2 defense = 3 gold
    • Balearic Slingers - 1 A, 2 D, 3 ranged, +3 R v heavy infantry = 2 gold
       
    • Brigantes
    • Calawre Champions - 7 attack, 4 defense = 6 gold
    • Breton Chariots - 3 attack, 3 defense = 6 gold
       
    • Macedon
    • Phalangites - 5 attack, 8 defense, +6 defense v cavalry, 50% chance to dodge ranged = 5 gold
    • Hetairoi Companion Cavalry - 7 attack, 7 defense = 7 gold
       
    • Raetii
    • Gaesatae - 8 attack, 8 defense, 25% to dodge melee = 8 gold
    • Tekeitus - 3 attack, 2 defense, +6 against heavy infantry = 4 gold
       
    • Han Dynasty China
    • Repeater Crossbowmen - 2 attack, 2 defense, 8 ranged = 3 gold
    • Chinese Chariots - 3 attack, 3 defense = 6 gold
       
    • Parthia-era Persia
    • Sparabara Archers - 2 attack, 4 defense, 5 ranged = 3 gold
    • Anusiya Immortals - 4 attack, 4 defense = 3 gold
    • Grivpanvar Cataphracts - 12 attack, 10 defense = 15 gold
    • Dahae Cav Archers - 6 attack, 6 defense, 8 ranged, 25% to dodge melee = 10 gold
       
    • Ordovices
    • Ordmalik [Hammer-wielders] - 9 attack, 4 defense = 6 gold
    • Drwdae [breton Druids] - 5 attack, 5 defense, special ability: Capable of calming Celtic enemies = 10 gold
       
    • Seleucid Empire
    • Hetairoi - 7 attack, 7 defense = 7 gold
    • Argyraspids - 8 attack, 9 defense, +6 defense against cavalry, 50% chance to dodge ranged = 9 gold
    • Toxotai Syriakoi [syrian Archers] - 3 attack, 3 defense, 6 ranged = 3 gold
       
    • Aedui Gallic Tribes of West France
    • Remi Mairepos [if west] - 7 attack, 7 defense = 8 gold
       
    • Lusotannon of Iberia
    • Scutari - 3 attack, 4 defense = 2 gold
    • Ambakaro - 7 attack, 5 defense = 5 gold
       
    • Ptolemaic Empire
    • Klerouch Agema Phalanx - 8 attack, 8 defense, +6 defense against cavalry, 50% to dodge ranged, 8 gold
    • Hippeis Galatikoi [Galatian Cavalry] - 6 attack, 5 defense, 6 gold
       
    • Saxon-Suebi Germans
    • Thegnoz [Thanes] - 9 attack, 10 defense, 7 gold
    • Hariz [Ambushers] - 3 attack, 2 defense, 25% of dodging melee, 3 gold
       
    • Iceni Tribe
    • Milnaht - 4 attack, 5 defense = 3 gold
    • Breton Chariots - 3 attack, 3 defense = 6 gold
       
    • Himyarite Kingdom
    • Urban Noble Infantry - 6 attack, 7 defense, 7 gold
    • Bedouin Cavalry - 5 attack, 5 defense, 2 gold
    • Hoplitai Troglodutik - 5 attack, 7 defense, +3 defense v all infantry
       
    • Kingdom of Kush
    • Dromas Kamelos Camels - 4 attack, 5 defense, 25% to evade cavalry, 8 gold
    • Nubian Archers - 3 attack, 3 defense, 5 ranged, 4 gold
    • Machimoi - 4 attack, 4 defense, 3 gold
       
    • Maghrebi Tribes of Morocco
    • Mandekalu Cavalry - 7 attack, 7 defense, 9 gold

6. Remember the Culture List:

  • Greek
    • 1. Hellenistic: Macedon, Seleukids, Ptolemaioi
      Access to basic phalangites units
    • 2. Koine
      Access to basic hoplitai units
  • Celto-Germanic
    All Celto-Germanic cultures have javelins except for ranged units, +3 ranged
    • 1. La Tene: Aedui, Lusotanni
      Access to +2 sword attack
    • 2. Hallstatt: Rhaetii, Saxons
      Access to +2 axe attack
    • 3. Brythonic: Brigantes, Iceni
      Access to +4 chariot attack and defense
    • 4. Goedilic: Ordovices
      Access to a basic hammer-wield unit
  • Semitic
    All units have +1 attack/defense in Middle-East provinces.
    • 1. Judaic
      Spear units have +2 attack and defense
      2. Arabic: Himyarites
      All cavalry units have +2 attack and defense, can spend 50 gold to hire a random number of Bedouin units.
  • Roman
    Time will tell.
    • 1. Republican: Romani
    • 2. Marian
    • 3. Imperial
  • Persian
    • 1. Parni Tribal: Parthia
      All cavalry archers have +2 ranged and attack
    • 2. Imperial
      All cavalry have +2 attack and defense
  • Unique Cultures
    • 1. Aegyptus
      Access to Machimoi units
    • 2. Nubian: Kush
      Access to +1 attack for all units
    • 3. Chinese: Han
      Access to improved siege weapons
    • 4. Phoenician: Carthage
      Access to +3 gold per province

 

7. Remember the Land Improvement List:

  1. Port: 25 gold
    Allows the chance for formations of sea routes per moderator post
  2. Shipyard: 40 gold
    Allows the construction of ships for military or transport purposes
  3. Mines: 60 gold
    Allows the tax of a province to increase by +2
  4. Ludus [school]: 35 gold
    ???
  5. Temple: 100 gold
    ???
  6. Toll Road: 15 gold
    Allows a civilization to gather +4 gold when they have a trade route in their land

 

Frequently Asked Questions

 

  1. How does getting gold from a trade route work exactly?
    Answer: You don't get gold per province with a route through it, merely for having at least one province in there.
  2. What happens to trade resources when an agreement is signed?
    Answer: I gave the following example to Hellfiazz and it will be easy to understand from it:

     

    You play Rome, you have wine and iron.

    Wine is worth 4 gold, iron worth 5 gold

     

    You sign a trade agreement with Carthage, willing to trade wine and iron. Carthage has ivory [worth 6 gold] and copper [worth 3 gold].

     

    You now get double the gold for each resource each new FRP page:

    For Rome, wine is worth 8 gold [4*2], iron worth 10 gold [5*2]

    For Carthage, ivory is worth 12 gold [6*2], copper worth 6 gold [3*2]

     

    You find a third nation to trade with, then you get another doubling factor ;)

     

    For Rome, wine would be worth 16 [8*2], iron worth 20 gold [10*2]

Can we build land improvements per province?
Answer: Yes and I will determine the benefits from the land improvements as you build them to build a roster of land improvements. My barbarians aren't armed with javelins!
Answer: I am creating a Cultures system that will allow such things as:
All La Tene and Hallstatt Celtic soldiers except ranged units equipped with javelins, but unable to construct siege equipment. All Semitic soldiers will have a desert combat bonus. All Greek civilizations will have access to a basic phalanx unit, etc. What happened to crossbowmen?!
Answer: I am keeping track of time loosely and will do Mod Events to usher in rising civilizations, famous events, and eventual advancements of eras [such as Antiquity -> Late Antiquity -> Early Medieval, etc.]

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The Saxons

--------------------------------------------------

A Tribal Federation


Petty King Hadugato of the Saxons


"The Jutes and Angles sit to the North of us, however our lands act as a gateway from them to the rest of the world. We share common goals so mayhap we can come into agreements later.."


RECRUITMENT


- Four Units of (Light) Spear Infanty (8 Gold)


- Two Units of Medium Infantry (8 Gold)

- Two Units of Thanes (14 Gold)


- Four Units of Axe Infantry (16 Gold)

- One Unit of Hariz (3 Gold)

- One Unit of Slingers ( 1 Gold)


[!] 0 Gold Remains
+ 16 Tax income
+ 3 Wool Production Income
+ 4 Copper Production Income [!]


Saxon Actions (Moderator Needed)


- A Trade Agreement is sent to the Jutes to the 'far' North in the what would be Danish lands.

"Our wool coats would be of much value to them for exchange of fish product and lumber!"


- A Trade Agreement is sent the Angles to the lesser North.

"While they are bountiful in wool as much as we are, we offer copper metal for lumber!"


-An Alliance offer is sent to the more favorable Jutes over the Angles.

"We are a worthy bunch, let us bind our strength together!"


-Small scouting parties are sent forth to the East of Mecklenburg and South of Luneburg.

"Who dares lie past our borders to the Southeast?"


((The exact location for these tribal nations is up to a moderator but I assumed my people would know of them because they share similar attributes and co-existed historically at this time.))


x246yu.png

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The Raetii

-----

A celtic kingdom of old times

under the rule of

Brundir Rix, third King of the Celtic Raetii

 

 

https://www.youtube.com/watch?v=UG_JfTRa7TI

 

"Brundir Rix, the third king of the Raetii ever since his grandfather united the clans and tribes in our mountaineous homeland, has seen a bright future ahead of us. The priests have foreseen and agreed that the gods are willed to aid the Raetii and protect them from harm and dark spirits and evil tongues. So go forth and show the will of our kin."

 

Treasury

 

 

50 bags of gold (Starting treasury)

+10 bags of gold (Region tax)

+4 bags of gold (Iron resource)

+8 bags of gold (Salt resource)

+6 bags of gold (Amber route (traderoute))

 

78 bags of gold in total in treasury this season.

 

 

 

Recruitment

 

 

"The gods have chosen you to stand up and protect your home and what is dear to you."

 

5 units of Spear Infantry (-10 bags of gold in treasury)

2 units of Medium Infantry (-8 bags of gold in treasury)

3 units of Archers (-9 bags of gold in treasury)

3 units of Slingers (-3 bags of gold in treasury)

2 units of Light cavalry (-10 bags of gold in treasury)

 

Summarizing: An expense of 40, 38 bags of gold remain in the treasury.

 

 

Raetii Orders

 

((Need mod for all of this.))

 

https://www.youtube.com/watch?v=KXvzdWMTZkA

 

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"We know not much about the mountains west of us, so we shall send scouts and envoys to look for lost kin of the Raetii. If the lands to be traversed are empty and rich, we shall consider settling one of our many families there."

 

 

BHrps59.png

 

"Towards the East, we know of the Norii, kin not far, close by blood and faith. Send envoys to ask for trade and peace, a mutual understanding that our gods are the same and I open my arms for all my brethren, brothers and sisters alike."

 

"Towards the South, the land begins to flatten and become warmer, ideal meadows for horses and cattle, which we need to survive the long and hard winters to come. Let us carefully tread and begin a settlement there, but be wary, as I have heard rumours of men in white linen clothes. They speak a foreign tongue and heed other gods than the true ones of us."

 

 

- Scouting party West for contacting and discovery, examining the lands.

- Due to already knowing the lands roughly, attempt to establish a settlement south.

- Envoys to the Norii about trade and prosperity, a hint towards joining up with the Raetii.

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Brigantes

Gold:

From previous: 50

Tax: 10

Resources: 2 (Coal) + 4 (Copper)

Total before expenditure: 66

"We of the Brigantes control the path from Breton to Caledonia. We must maintain and consolidate our power in this regard. We must unite the Northern folk under us that we all may prosper and progress as the dominant power in Brytenwalda."

"To achieve our noble and righteous goals we must have a force to defend against those who wish us harm."

Recruitment:

2 Spearmen: -4 Gold

3 Heavy Infantry:-18 Gold

3 Calawre Champions:-18 Gold

4 Archers: -12 Gold

2 Bretons Chariots: -12 Gold

Total expenditure: -64 Gold

Net gold: 2

"We know little of our neighbouring lands and peoples. Ignorance will bring death, knowledge will bring strength."

3 exploratory missions:

1 to Province directly north of Lothian

1 to province directly west of Lothian

1 to province directly west of the North-East Yorkshire region

(Lothian = north most province, NE Yorkshire = southern most)

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Royal Parthia

 

King of Kings Xerxes of the royal and opulent Mahz house. Ascending to power after a bitter civil war, he now controlled the reigns for a nation on the cusp of something. Be it ascension to glorified heights, or a decline back to the tribal days, that was up to fate-and fate alone-. Xerxes however was a manipulator, and knew that fate was not always what it was meant to be. A clever statesman, and perfectionist horseman, he was not a man to let fate chose his path. 

 

Parthia was a fractured and imperfect state, one of tribal warlords and statesmen. Peerless horse archery and quickly raised armies were their forte, along with a wonderful base of trading goods. That however was the extent of their good fortune, and action would have to be taken to change that. King of Kings sat in his throne room, sipping Roman wine and pondering the slip before him.

 

Economy

Fifty golden chest lie dormant in the treasury

Fourteen gold chest gathered from newest tax

Five more chest from Parthia's gold mines

Five more from Parthia's tradable commodities

 

All together, Parthia's treasury was relatively full. Seventy four chest of gold was enough to start working with, and Xerxes needed every last bit to see his plan set in motion. Firstly, a Parthian army is drafted to assemble in the capital province. Immortals would bet he cheap back bone of this new force, and they would take a few seasons to muster. Gold to pay them, weapons to arm them, and food to feed them is brought in across the whole kingdom. Once the details were fleshed out, Xerxes was brought a list of the recruited troops and the cost that came with them.

 

Anusiya Immortals -Nine units- Twenty Seven gold chest

Sparabara Archers -Six units- Eighteen gold chest

 

Over all the army would drain forty five gold chest brining Parthia's treasury down to only twenty nine gold chest. This was a calculated risk, but it would pay off. The units Xerxes mustered were cheap, numerous, and devils in the battlefield. They would take time to fully assemble, but they were paid off.

 

34p07Zh.jpg?1

The two already revealed lands with trade routes marked with red dots signify where Parthia's military actions will begin. An updated report is needed on how the discovered land fares and who lives there. The one dark area with a red dot it where actual scouting missions are to be launched.

 

The gold left is locked away in the treasury, as Xerxes waits to see if his ploy bid well.

 

A diplomatic entourage is sent to the Seleucid Empire, a force mainly of nobleman on horse. A large retinue, they head for lands under Seleucid governance would be entirely up to their leader to ignore or welcome the Parthian envoys.

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The Kingdom of Macedon

((Phone post))

Antigonos II of the Antigonid dynasty and King of Macedon. After the death of his father he looked to return Macedon to its former greatness. A laughable remnant of its former self, which Alexander worked so hard to create. By diplomacy or through force, Antigonos was determined to have Macedon as a great eastern power and the unification of the Sucessor Kingdoms.

Economy

50 Gold to start

6 from resources (Iron, Fish)

24 from Tax Income

Total: 70

After actions: 20

Military

"Through Ares' might we shall conquer!"

2 Units of Companion cavalry (14 Gold)

4 Units of Slingers (4 gold)

4 Units of Phalangites (20 Gold)

3 Units of Spear Infantry (6 Gold)

1 Unit of Heavy Cavalry (12 Gold)

2 Battering Rams (10 Gold)

Actions ((Mod needed))

-Scouts dispatched to 1 regions directly east and 1 directly east of Pulpudeva (Macedon's most eastern province)

-Scout party dispatched to Crete

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Seleucid Empire

 

50 Gold + 80 Gold (40 Provinces) + 11 Gold (Resources) + 16 Gold (Trade Routes)

159 Gold In Treasury

 

Basileus Antiochus II watched over the sprawling capital city of Antioch, Antiochus had moved the city there in order to bring the Basileus closer to the Mediterranean and the profitable European trade routes that had filled the Seleucid Empire's coffers for some time. The new capital had been constructed to model the cities of the Greeks from which the great conquer Alexander hailed.

 

Scouts were sent out to the east toward the fabled Hindustan, hoping to expand Seleucid control of trade routes in the east. They also move to expand north toward Parthia, hoping to secure trade routes that move slightly further from Seleucid control. The hope would be to keep the Parthians from profiting too much, and maintaining Seleucid monopoly over the route into Europe. The Seleucid also send scouts in Nicea, hoping to reach further into the fertile area just beyond the north-western most borders of the Empire.  

 

z4daIxY.png

 

Scouts also make their way toward the Arabian desert where they hope to find new resources for the Empire. The Empire also hopes to secure an asset in the rumored "Incense Route" which runs through the southern coastal areas of the desert, so say Ptolemaic merchants who visit Antioch, anyway. The hope is to secure a strong, stable source of income from all directions and a powerful base from which to grow manpower and new, fertile lands to feed the vast empire. 

 

The nation of Parthia's convoy is accepted by the local government, however the local governor sends the Parthian group west toward Antioch to meet with the Basileus himself should they wish to discuss deeper issues than simple non-aggression in the region.

 

Meanwhile, a convoy departs from Antioch filled with diplomats and some soldiers to escort the group. They march toward the Ptolemaic capital where they hope to open up negotiations about trade, military alliances, and tight diplomatic bonds in such an unstable time following the death of Alexander. 

 

TROOPS IN TRAINING

(3) - Regiments of Toxotai Syriakoi [syrian Archers] - (-) 9 Gold

(4) - Regiments of Argyraspids - (-) 36 Gold

(4) - Regiments of Hetairoi - (-) 28 Gold

 

 

TOTAL TREASURY - RESULTS

159 (- 73 Gold)

86 Gold

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Walholant - The Land of the Gallic and Germanic Celts

 

 

https://www.youtube.com/watch?v=fCLPH615utU

 

 

 

hIo1p4u.png

 

 

http://i.imgur.com/hIo1p4u.png

 

 

A thing1 is convened between the Jutes and Angles upon receiving the members of the Saksamaa. Various chieftains and their retinues argued for or against amiable relations with the Saxons and only one option became clear: Join them. A priest is sent south to announce the congregation of the Jutish and Anglo-Saxon warbands and their bent knees towards Hadugato.

  • 8 units of Spears
  •  
  • 4 units of Medium Infantry
  •  
  • 2 units of Thanesgard
  •  
  • 4 units of Archers
  •  
  • 3 units of Slingers
  •  

The scouts to the south discovered nothing but dense forests and the rare warband or two. Meanwhile, the scouts sent to the east by the Saxons discover to their horror the following:

 

"The manners of the Androphagi are more savage than those of any other race. They neither observe justice, nor are governed, by any laws. They are nomads, and their dress is Scythian; but the language which they speak is peculiar to themselves. Unlike any other nation in these parts, they are cannibals."2

 

What is more is that these Androphagi and Venedae tribes seem very consolidated and wielding a good amount of power due to their connections with the famous Amber Route. Your scouts warn you to beware.

 

 

Bands of Norii intercepted the scouts from the Rhaetii, alarming the scouts as woman and child are found among the bands. This is abnormal and clearly not a military maneuver, the chieftain of the Norii hurriedly bent the knee before the scouts and warned them of what lies east: the Boii and other tribes of unknown names.

  • 3 units of spear
  •  
  • 2 units of medium infantry
  •  
  • 2 units of heavy infantry
  •  
  • New Unique Unit for recruitment: Tekeitus Axemen - 3 attack, 2 defense, +6 against heavy infantry, 4 gold
  •  

Southern settling continued unabated. Western scouting revealed a Gallic tribe known as the Arverni Confederacy. The tribal confederacy inquired suspiciously concerning the scouting by the Rhaetii.

 

 

Prydain - The Land of the Briton Tribes

 

For the Brigantes, they found moors, hills, and plains everywhere except to their absolute north. There upon the north stood highlands and hinterlands, crags lit alight with fires of many camps. Caledonians, a restless and free sort, congregated where a stretch of flat land would hold them. The scouts were looked at suspiciously, but they did nothing more.

 

Makedona - The Land of the Macedonians and the Greeks

 

The scouts found nothing but rolling hills and a road leading to an ancient city called Byzantum as they moved east. The scouts sent by ship to Krete were greeted by a fledgling tyrant who scoffed at them and presented his finest archers, he noted that all men ought know of the superiority of the Toxotai Kretikoi in that Alexander the Great brought Cretan Archers with him on his conquests. The tyrant knew a gamble when he saw one and asked the scout to send for his King to explain why Crete should bow to the Macedonian throne.

 

Asia Minor/Maior - The Land of the Seleucids and Parthia

 

The two provinces giving passage to the Silk Route fold easily for the Parthians along with an admonishment that there is a great air of revolution and disdain for the former satrapy of Seleucis I Nicator. The province scouted to the Parthians' north is an empty stretch of steppe, easy to move into. The Parthians are offered the service of some Dahae nomads:

  • Unique Unit: Dahae Grivpanvar Cavalry Archers - 6 attack, 6 defense, 8 ranged, 25% to dodge melee, 10 gold
  •  

 

Meanwhile, the Seleucids face the anguished face of phalanx soldiers readying their ranks and haughty strategos3 and Soters4 springing alive in most of the directions in which the Empire scouted. The northerly expansion to congregate more land around the Silk Route proved the only one with a worthwhile result. To the Seleucids' west, a city-state of Pergamon stood backed by Halicarnassus and distant Rhodos and Mithradites I of Pontus shrewdly maneuvered to block expansion in northern Mikra Asia5. To the Seleucids' east, scouts hurried to the Palace of the Basileus to report the following:

 

"That extremely wealthy Bactrian empire of 1000 cities - opulentissimum illud mille urbium Bactrianum imperium"6

 

A Soter named Diodotus announced the independence of the hellenized eastern-most regions beyond Seleucids' eastern borders and warned against any scouting or affronts to his reign. He warned that a thousand thousand horses could come bearing down on the Seleucids' frontier when the time comes.

 

Meanwhile, to the South, the city of Palmyra warned against scouting and the Nabataean Kingdom denounced the scouting in the Levant and warned their past anti-Semitic enemies of the Seleucids that involvement with the Ptolemaic Dynasty may be requested if the Seleucids continued their trespassing.

 

Notes

 

1. An assembly

2. From Herodotus's Histories

3. military general

4. Savior

5. Asia Minor

6. From Justinus

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PS: Please do not forget to click the 'Follow Topic' button at the top right portion of this forum thread!

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The Han Empire of China

50 + 64 (32 provinces) + 13 (resources) + 12 (Silk Road) = 139 Gold Treasury before expenses

 

Trade went through the Celestial Empire towards lands unknown, and hopefully would for centuries. Past their fertile valleys almost nothing was known but emptiness, and the only route out that the citizens of Nanking and the rest of the nation was through the Silk Road, through which the resources of China flowed to the world past.

 

The nation was, for all intents and purposes, centralized in its meritocratic noble houses. The Emperor controlled the council, who then controlled the provinces other than Nanking. Ports and fishing villages line the coast, while the river valleys themselves are covered in farms and villages.

 

Scouts are sent to the provinces south of the Han border nearest the coast and along the Silk Road.

 

E1loDu6.gif

 

Troops begin to be trained as well:

 

10 Repeater Crossbowmen: 30 Gold

10 Han Chariots: 60 Gold

15 Spear Infantry: 30 Gold

 

139 - 30 - 60 - 30 = 19 Gold left in treasury

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Kingdom of Kush

50 + 10 (5 provinces) + 8 (6 Flax, 2 Sandstone) = 68 Gold

     King Amanislo looks out along his city of Meroe, observing the Nile flowing by.  The Nile is what sustains his Kingdom.  It supports the agriculture that feeds his people.  It serves as an important means of transportation.  It shapes his culture and his peoples' way of life.  Down the Nile the lighter-skinned Egyptians enjoyed the gift of the river.  Up river, though, was a land filled with uncertainty.

Kushtrn1_Copy.png

Olive=Kush Pink=Ptolemaic Egypt Blue line=Nile river

Yellow=Exploration Green=Trade Red line=Cataract

Green dots=Capitals (Meroe and Alexandria for Kush and Ptolemaic Egypt)

ECONOMY (GREEN)

68 Gold

  • A trade convoy floats down river towards the Grand Port of Alexandria, seeking to establish trade relations with the Ptolemaic Dynasty8 Gold is sent as incentive.

-8

60 Gold

EXPLORATION (YELLOW)

  • Scouts are sent up the Nile to the three territories south-west of Kush.
  • Scouts are sent down the Nile to the territory west of Kush.
  • Scouts are sent east of Kush, to a territory bordering the Red Sea.

MILITARY (MAROON)

  • 5 Dromas Kamelos Camels (- 4 attack, 5 defense, 25% to evade cavalry, 8 gold) are conscripted! -40 Gold
  • 5 Nubian Archers (3 attack, 3 defense, 5 ranged, 4 gold) are conscripted! -20 Gold

0 Gold

 

((well that's awkward.  I assume I don't get the gold from this turn?

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Brigantes

Gold:

From previous: 2

From tax: 10

From resources: 6

Total before expenditure: 18

"New lands and new neighbours. Many options are open to us: conquest, diplomacy, trade. We choose the first, for the Gods prize strength. But before we show strength we must increase it."

Recruitment:

1 Calawre Champion: -6 Gold

2 Axe Infantry: -8 Gold

1 Spearman: -2 Gold

Total spending: 16 Gold

Net: 2 Gold

"While we do this we must find out more about these neighbours, and also find out more about the lands to the south"

A scout is sent to the discovered settlement in Caledonia, disguised as a grain merchant. He will attempt to find out the military strength of these peoples. ((MOD REQ))

Meanwhile, 2 exploratory missions are dispatched to the other two of the three provinces to the south of Brigantes land. ((MOD REQ))

A band of people are sent to the already discovered province in the South, accompanied by a small band of soldiers ((1 Spearman)). They begin constructing a fort in the moors, and the province is claimed for the glory of the Brigantes. ((1 turn til fort is constructed))

"Land is not the only medium by which men may travel. The sea beckons."

The construction of a basic trading port begins on the west coast of Brigantes land, in the Northumbria region. ((HEY GAIUS, what stats does it do and how long do it take to do))

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The Anglo-Saxons

--------------------------------------------------

A Tribal Federation


Petty King Hadugato of the Anglo-Saxons

Treasury
23 Gold
+ 32 Tax Income
+ 3 Wool Production
+ 4 Copper Production

52 Gold before Expenditure:

Military
-------------------
The New Northern Levy of the Jutes and Angles:
-------------------
- Eight units of Spears

- Four units of Medium Infantry

- Two units of Thanes

- Three units of Archers

- Theee units of Slingers

-------------
King Hadugato's Levy and Recruitment:
-------------
- Four Units of Spear Infantry [with an addition of Four new Units. (8 Gold)]

- Two Units of Medium Troops [with an addition of Two new Units. (8 Gold)]

- Two Units of Thanes [with an addition of Four new Units (28 Gold)]

- Four Units of Axe Infantry

- One Unit of Hariz

- One Unit of Slingers [with an addition of Five new Units (5 Gold)]


[!] 49 Gold Expenditure [!]


"The levy to the North shall stay positioned in Holstein and King Hadugato's army will move South of Mecklenburg towards the forests and small warbands. Many a family, two, or three will accompany them. (Mod Needed) King Hadugato confronts the warbands in the South in an attempt for their submission. If successful, a family, food, and One Unit of Light Infantry (Spearmen) will garrison the region."


"Send the scouts deeper into the South and search for anything of interest!"


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Construction:


With the dramatic increase it our population, it seems noble enough to feed our new families. Land clearances will be developed along our territories; the lumber and stones gathered are to be converted into granaries, homes, and delivered North to the Jutes. Our woman and young boys will convert these lands into farms to grow produce for us to eat and raise cattle for meat. Furthermore, after the lumber is sent North, it is to be constructed into small ports along our Eastern coast toward the Baltic Sea."




WIP

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Lusitani tribes of Iberia

 

Warlord Santiago Merida

Vamos a violarla allí esposas y matar allí los niños.”

 

 

Treasury

50 bags of gold (Starting treasury)

+14 bags of gold (7 provinces-page 1) 2x4 (iron) + 2x4 (horses)

+14 bags of gold (7 provinces-page 2)

+4 bags of gold (iron-page 1)

+4 bags of gold (iron-page 2)

+4 bags of gold (horses-page 1)

+4 bags of gold(horses-page 2)

 

94 bags of gold total.

 

 

Recruitment

10 Medium Infantry (-40 bags of gold to treasury)

5 Archers (-15 bags of gold to treasury)

 

Total expense of 55, 39 bags of gold remaining.

 

 

 

Lusitani Tribe’s Actions (Moderator Needed)

-Scouts are sent towards the water due to the Lusitani tribal people having no connection to any ocean or large body of water. Due to them being people of the valleys and inner land regions they wish to get more knowledge or perhaps one day venture out across the blue sea.

-Multiple envoys of settlements are sent out to the nearby tribal lands that was once owned by the celtics. Due to them moving north the land is generally open and those who remain have been left behind or have created their own small villages.

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Royal Parthia

 

Economy

Eighteen in newest tax

Twelve from silk road

Five from gold mines

Five from trade commodities

Twenty Nine in treasury

Sixty Nine in total

 

The newest tax brought in much needed money, as the expenditure on the army was paid off. With Parthia now controlling a part of the silk road the gold from that would be an added benefit. Two more units of Immortals are recruited to bring the army up to eleven units of troop (Sixty Three left). Now that the army was paid off it was time to generate gold with gold in the treasury. Gold is invested in building toll roads on the two provinces in which the silk road ran through. It was hoped to make it more easy to gather in money from the route. Besides that, the gold mines in Parthia's capital are improved and expanded. (Mod to determine out come and expenditure/reward?)

 

Culture in Parthia was flourishing as they expanded and brought in new resources from the silk road. Scholars, priest of various religions did not have to worry about survival. All in comfortable tenements popping up in Parthia's capital, they practiced their true callings. Ten gold was given over to the capital, to support housing, places of science and culture, and civil parks and fountains. 

 

The retinue in the Seleucid Empire headed further into their lands, seeking audience in Antioch. The nobleman brining word from Xerxes assuring that no military actions would be taken. Wishes for a non aggression pact and trade agreement are made clear, and the Seleucids asked if they wished for any other pacts.

 

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With the provinces with the silk road running through it, the Parthian troops could move again. Leaving behind light garrisons, the army split in half. One group comprising mostly of Immortals headed west at the double march. Expecting to get their quickly, they would then worry about taking it. To the east marched orderly columns of archers and immortals. Marching more orderly, they would descend on the province in a tactical wave. To the north Parthians establish control of the Dahae tribes, and move in citizens of their own. Giving the tribesman full rights and no additional taxes, a military occupation was also avoided. Control was effectively established and the province brought into the kingdom. (Purple Dots)-Mod

 

A diplomatic entourage bearing gifts heads to Bactria. They ask to open a trade route, and a possible defensive alliance. -Mod

 

Scouting expeditions are sent both north and east. Mounted on quick Parthian horses, the scouts would gallop across the land looking for anything notable. (Green Dots) -Mod

 

Ten was deducted from the treasury containing sixty nine gold chest for the capital project. Another six was taken for the two newly raised Immortal units bringing it to fifty three. More was taken for the toll roads and gold mine expansion, but the cost was yet to be projected to Parthia.

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