Etraxia is a large island, geographically isolated from most of the world. Long ago, in times of yore, it was conquered by the Empire of Mann. Centuries passed under their control, until the only emperor, lifespan expanded unnaturally long by magic, was killed in the Meviscus revolt. With the emperor dead, the Empire collapsed, giving way to new nations and leaders in regions that for many years had been repressed. Etraxia is one such region. You are local persons of import, who have decided to take advantage of Mann's collapse and form a new Etraxian nation.
Economic Size: Think of this as your GDP. How much wealth your country is producing. Increased by population, trade routes, investment, etc.
Income: Each nation has a tax rate, defaulted to 5%. Your income is your economic size modified by your tax rate.
Resources: Used for training soldiers, constructing buildings, etc. Increased by population, more income focused on production, mines, etc. Can be traded.
Manpower: The pool of able-bodied men available in your country. Maxes out at 20% of population. Gain manpower each turn dependent on population.
National Power: Diplomatic, Military, Administrative, and Political Power. Ruler is most important factor; you will also acquire Advisors which generate these if you do not use them during a turn. You have a pool which this goes into; you need it to do actions (For example, if you try to mobilize with 0 military power, the action will probably fail).
Advisors: Great people. They are associated with certain things (Diplomats, Traders, etc.). You can use them for tasks or let them advise you and generate National Power.
Public Order: How content/controlled your people are. More bad events happen with negative public order, more good events happen with high public order.
Strategic Resources: Resources that you have an abundance of that other people don't. Provide various bonuses, and increases trade income.
Types: Light Infantry, Medium Infantry, Heavy Infantry, Archers, Cavalry, Knights.
Light Infantry are mobs of poorly-armed troops. Very low resource cost.
Medium Infantry are decently equipped infantry armed with pikes, shortswords, axes, and light armor. Low resource cost.
Heavy Infantry are heavily armed infantry armed with longspears, swords, shields, and heavy armor. Medium resource cost.
Archers are skirmishers armed with bows, javelins, and other ranged weapons. Low resource cost.
Cavalry are mounted soldiers armed with spears, axes, javelins, and light armor. Medium resource cost.
Knights are mounted soldiers armed with lances, swords, shields, and heavy armor. High resource cost.
Other soldier types can be acquired through research and experimentation. Army skill is SEPARATE from troop type. Can get up to a skill of five through training, militia max out at four. Having a Great General or national focus of military can allow higher max skill. Skill can also be increased through experience. Having a large army drains your income.
Ruler Name:
Nation Name:
Government:
National Focus: (The Arts, Science, Military, Diplomacy, Learning, Social Justice, Internal Control, Espionage, Religion, Magic, Trade, Naval, etc.)
Important Laws: (Slavery, Social Laws[cannot be too even unless national focus is social justice], Prostitution, Civil Law, Criminal Law, Religious Law, Immigration, etc.)
National Religion: (Yes/No. If Yes, how much control? Are non-religious allowed? The more detail the better.)
Magic Control: (How controlled is magic, on a scale of 1 to 10; 1 being no control, 10 being banned. 9 is government-only.)
Military: (What % of your units are each type of unit? See military tab for additional info. EXAMPLE: 50% Light Infantry, 20% Archers, 20% Cavalry, 10% Knights.)
Additional Info: (Put stuff here that I did not think to list; for example, stuff unique to your nation.)
Background: (How your nation came into being; think of it as your nation's history.)
Stance: (Events will happen to you, and you may not be able to manually react to it; Aggressive, Diplomatic, and Neutral are three examples, but you may select other stances.)
Turns will take place over the course of six months. Players may post as many actions as they want; actions should be bolded. In order to communicate freely with other players, you must meet with your leaders or build an embassy in each others' lands. Otherwise, you may only communicate with each other two times a turn (each; so four times total). Actions may be privately messaged to avoid spoiling relations with another player OOC.
Some important things you may want to do is search for strategic resources, construct mines/buildings, establish a learning program to increase output of Advisors, start social programs, increase/decrease tax rate, establish trade routes (income from these can be increased by building roads/increasing relations), invest money into research, and send diplomats to neighbors.
The current level of research is basic seafaring vessels (no sailing vessels, although Mann had them) and bronze-age technology. Catapults and Ballista have not been invented. Research will happen automatically, but the chance of success can be increased by investing into research or having a Scientist as an advisor.
I roll either a D6 or a D20 depending on the situation; both rolls and modifiers are hidden.
Max of seven players;
it is NOT a first-come first-serve basis. You have until this Sunday at the latest to post a sheet; I will be taking the most well-written sheets. You have three days to post following the last turn; just a forewarning, however: I will not drop this RTD, but it may take awhile before turns are posted. You have been warned.
A waitlist will be allowed; new nations will be introduced following revolutions, magical anomalies, or exploration. Once again, the most well-written sheets will be brought in first (unless they've already played).
EDIT: Thread moved to FG&RP.