FANDOM


PreamblesEdit

Good Idea, but I'm busy on other Wikis. Good luck, I'll spread the word to some other users to.Whipsnade (talk) 17:21, September 26, 2013 (UTC)  

I also hit the 'premote button'!Whipsnade (talk) 18:32, October 6, 2013 (UTC)

Nice work.The River Nile-2 (talk) 15:14, October 14, 2013 (UTC)

Labelled MapEdit

Labelled CTD

DescriptionEdit

  • For one side the Central island is going to be easily taken by Feud, although is a very good place for a developed civilization to arise as its Oceania like and with europe's weather, its fairly a good choice. setting Feud's expansionism aside
  • Æcasium is my landmass, the outlined red, its fairly a similar choice, but has some deserts in its natural borders, the best for trading, and most protected from tribalexternal groups, (ATL Mongol equivalents, or Huns) its like europe in its shapeand weather, and has many rivers so it can help you industrialize and develop as a culture fairly fast, Good choice.
  • Bayessaeu is Eip's Continent, its fairly big, but fragmented, most of its territory is a desertic with only a few regions (Mostly the coastal regions and the Middle island) are of Amazonic, or European continental weather, or mountainious, due to the lack of extended rivers in most of the continent, it can present a big chanllenge for any culture within it, if you don't have a close source for the river. its the one outlined in purple
  • Zurker is the Westernmost and the one with more rivers it presents some Mountainious formations but for the most part its a fairly good choice. the only downside is that is the most isolated so the score for the provincial will be based mostly in the amount of rivers you'll have within your country or that border you. it as well presents several plateau's in the central regions and the southern regions difficulting access to these regions. its the One outlined in cyan
  • Argenterium is the Biggest continent and its ATL equivalent of asia, is big, and desertic although in the continent there's a Green ring or the Green Crescent, Equivalent to the Fertile crescent and it extends For thousands of Kilometers, its equivalent in size to the whole Æcasium or Bayessaeu,Any nation in control of such territories would have a fairly big empire, and power and would easily control trade between the coasts, and the regions, not the best choice, but depending where you set your nation, you can thrive
  • The landmass5 is a Iceland like island is vastly unpopulated, with a only a handfull of tribes through the entire island, and most of them are of the same cultural trend, it can easily be conquered, and unified, its not going to be easy to develop trading empires in the region, and the only real plausible economic thing you could do in this island is fishing and Cutting tree's
  • in the Landmass 6 is a masive desert with plateau's dividing the continent from Argenterium, its Pretty much a gigantic arabian like desert with several Oasis regions and forests in the coasts and some inland, not many nations or tribes live here due to its weather, and its not the best choice for an empire
  • O'aia (insert description here)
  • Rivia is a Mountainous, rainy island, with a large population for its size. It is dominated by the Rivian tribe, and will not fit anymore tribes.
ÆcasiumTopMap
BayessaeuTopMap
EasternHemisphereTopMap
EasternHemisphereTopMap2
EasternHemisphereTopMap3
Top current maps
EasternHemisphereTopMap4
OecumeneTopMap2
Oecumene1
File:Oecumene3.png

Start?Edit

When are we gonna start?

Kytax (talk) 19:44, October 5, 2013 (UTC)

There are still algos which need development, so we should start on Monday or Tuesday. Cookiedamage (talk) 22:59, October 5, 2013 (UTC)

Maps Edit

Hey guys

I've noticed a few people have been uploading maps each turn to the main page. To me, it seems like a bad idea in the long run, so I suggest we upload a map every five years, like PMII. IMO the five-year map plan would not be as disorganizaed as a constant upload of maps.

Thanks!

Cookiedamage (talk) 20:36, October 11, 2013 (UTC)

I agree with Cookie's Opinion and had infact to do as he said. Its more organized than just adding maps. Sine dei gloriem (talk) 21:22, October 11, 2013 (UTC)

Turn start/end? Edit

When will each turn end and the next turn start? I've noticed it's been slightly chaotic, with the new turn occuring sometime around 7:00 - 7:30 PM EST (Eastern Standard Time, US) . I think we should implement something along the lines of PMII's time, so around 21:00 UTC (which would be 5:00 EST or 4:00 on daylight savings time) or maybe 22:00 UTC (which would be around 6:00 EST or 5:00 on daylight savings time). What do you guys think, because I feel a loose turn start/end time would be damaging in the long run for the game. Cookiedamage (talk) 22:51, October 13, 2013 (UTC)

The game is to ancient history for me.Whipsnade (talk) 13:40, December 25, 2013 (UTC)

WarsEdit

War ExampleEdit

Nation XEdit

  • Location:
  • Strength:
  • Tactical Advantage:
  • Provincial Scoring:
  • Random:
  • Motive:
  • Casus Belli:
  • Total:

Nation YEdit

  • Location:
  • Strength:
  • Tactical Advantage:
  • Provincial Scoring:
  • Random:
  • Motive:
  • Casus Belli:
  • Total:

ResultEdit

  • ((WS/(WS+LS)*2)-1) =  ----> x% of Loser's lands beign conquered by Winner

DiscussionEdit

Paedaean-Thalassian warEdit

ThalassiaEdit

  • Location: nearby +5
  • Strength:Side with greater Population +8, Tiny army +3,Control of the seas +2, Build up +14/0 = 14,Expansion -7
  • Tactical Advantage:Attacker's advantage +2
  • Random:+8 - other RNG
  • Motive: Social moral +6
  • Casus Belli: Self Defense +4
  • Total:37 + Random

PaedaeaEdit

  • Location:  In the country of yours +6
  • Strength:  Tiny army +3,Tired military -6,Expansion -3
  • Tactical Advantage:Defender's advantage +4
  • Random: +7 - OTHER RNG
  • Motive: Provoked +8
  • Casus Belli: Self defense +4
  • Total: 16 + Random

ResultEdit

((37/(37+16)*2)-1)  = 0,396222 which means i get 40% of Paedaea and means that i topple the government

((7*37)/16)=16.19/8)=2*1.5 = 3 years the war lasts so by this turn (Turn 10 YIG) the thalassians would get to topple Paedaea's government and annex them or their gains.

DiscussionEdit

Haven't fix the provinciol scoring so didn't added it. Sine dei gloriem (talk) 08:22, October 18, 2013 (UTC)

Revitalization PlanEdit

This is a brief plan involving the revitilzation of CTD. Sine and I, CookieDamage, throughly enjoy the game and hope you all have as well. We would like to see it continue, and seeing it has only been approximately three or four months since the game died, we hope we can revive it.

TurnsEdit

TimespanEdit

Until most or all of the nations come into contact with each other, each turn will represent one decade. It is expected this will end anywhere from a months to four months. 

End/Start DatesEdit

Each turn will begin at 00:00 UTC. If you are confused about UTC times and how they correspond to your time, please click this link http://weatherarc.com/utc-time-conversion .

For example, 00:00 UTC is 7:00 PM EST (New York City, Washington D.C, Miami)

O.K.!Whipsnade (talk) 13:45, December 25, 2013 (UTC)

Mod EventsEdit

Mod events will be much more expansive and intensive, affecting all countries. This is done so the game does not become boring and a challenge is given to the scattered countries before challenges can be presented by players in cases of war, diplomacy, etc...

Stages of Governmental StructureEdit

Here is a chart representing the various types of governments at the start of the game.***

ChartEdit

War/Algorithm

Population

Structure

Stage One

(Tribal Confederacy)

An invading force must conquer +50% to annex

Easily spread in outer areas due to nomadic peoples

Loose tribal gov't, communication sparse

Stage Two

(Tribal Khanate)

An invading force must conquer 35-40% to annex

Grounded/Settled Population, spreads out slower than in a Confed.

Slightly more centralized, monarchial system of governance

Stage Three

(Early Monarchy)

An invading force must conquer 35% to annex

Grounded/Settled Population, early forms of colonists appear (ancient Greek colonies)

Centralization, communication and urbanization greater than stage one. Nobles don't exert any influence, so the monarchy is mostly absolute.

Stage Four A

(Feudal Kingdom)

An invading force must conquer 30-35% to annex

Population split between majority serfs and peasants, and powerful nobles who control a large portion of the government

Monarchy rules country, nobles exert great influence and may not always cater to rule of monarchy. Parliament/Congress may take form.

Stage Four A.1

(Early City State/Republic)

An invading force must conquer 35% to annex

Large merchant class, as well as a significant middle class. Higher classes include politicians and city state leaders.

Upper class rules country, they exert great influence Powerful, merchant based government may take form.

Stage Four B

(Absolute Monarchy)

An invading force must conquer 50% to annex

Middle class achieves prominence, nobles lose power

Power of nobility heavily curbed, Parliament/Congress achieves prominence

Stage Four C

(Constitutional Monarchy)

An invading force must conquer +50% to annex

Middle class achieves more prominence, nobles' power remains somewhat prevalent

Power of monarchy curbed, Parliament/Congress head of gov't

Stage Five A

(Empire)

An invading force must conquer +50% to annex

Middle class exists, however nobility may retain power

Absolute monarchy exists OR a constitutional monarchy may exist as well

Stage Five B

(Capitalist/Mercantile Republic)

An invading force must conquer +50% to annex

Middle class large, lower classes still exist, nobility non-existent

Monarchy non-existent, Legislative body rules government

Stage Five C

(Communist Government)

An invading force must conquer +50% to annex

Middle class idolized,

idea of upper class frowned upon

Monarchy non-existent, Legislative body rules government

NoteEdit

***This is not a progression chart, which means a Stage Four C government can remain that way the entire game and not evolve into Stage 5 A. Similarly, a Stage 4 government (monarchy) can undergo a change and turn into a republic, either retaining Stage 4 traits or moving straight onto Stages 5 B or 5 C. Once more, this is not a progression chart, a nation can be created starting anywhere on this chart and can evolve however is plausible.

Good idea.Whipsnade (talk) 13:41, December 25, 2013 (UTC)

Hey guys im back in the game just had christmas and whatnot :P The Unchallenged Conqueror #FP (Talk to Me)

Provincial Scoring
Edit

Nations are to be divided into Provinces, and the details to creating, maintaining, and understanding Provinces are mentioned below.

River province:
Edit

  • Defined as an area that contains one or more rivers within its territory, having a coast of 4% gain in an algorythm to gain a province that falls under this classification, after the first 5% is achieved to gain more river provinces, the attacker would only need +2% more of gains from the algo to gain them.

Core province:Edit

  • Defined as a heavily populated region of the nation, there can only be 4 core province colonies per every 100px and core provinces can only be declared by economic or ethnic-cultural reasons, for a core province to be taken there's the need of 15% algorythm gain.

Basic /Standard Province:Edit

  • Defined as a territory of no major relevance to the nation, and its a territory that has no major resources for the nation.

Subclasses:Edit

  • R: +4 = River province, a province that possesses one or more rivers within its territory (e.g OTL Mesopotamia or OTL ingame Triple River Tribes basin).
  • B:+2 = Basic / Standard province, a province populated  by the main nations ethnicity, and loyal to the nations government, equally governed by the assigned leadership by the nation leaders.
  • C : +8 = Core province, a core province is an important, heavily populated region, the government seat or a capital region of a territory of the nation.
  • I:+6 = Island/Insular Province, a territory populated and located far from mainland, it can be a Basic Province or a Core province.
  • T :+1 = Territory province, a territory is a province sparsely populated by the main nation ethnicity and lacks major levels of infrastructure.
  • E: +3 = economic province = a region whose unique importance is solely for economic reasons.
  • MP: +5: Military Province= a territory or city that is populated mostly by military forces or nearby troops from the nation.

Provincial Algo Score
Edit

  • A province cannot be small than 5px. for any smaller provinces (e.g 1 px in size) would unfairly affect the algorythm. The maximum size is 50px, increasing as the nation progresses to advanced tiers.

Revised Stages of Governmental StructureEdit

ChartsEdit

Chart 1: Tribal Governments

War/Algorithm

Population

Structure

Tribal Confederacy

An Invading force must conquer +50% to annex

Nomadic in nature, can easily move areas when following herds

Loose tribal government, communication rare.

Tribal Monarchy/Khanate

An Invading force must conquer 35 - 40% to annex

Grounded/Settled population, hierarchies begin to form, populations tend to remain near urban centers

Centralized, despotic monarchy, where a king/queen or chieftain rules. An absolute monarchy may be in place.


Chart 2: Early Governments

War/Algorithm

Population

Structure

Early Monarchy

An Invading force must conquer 35 - 40% to annex

Grounded/Settled population, hierarchies begin to form, populations tend to remain near urban centers

Centralized, communication between regions exist. Due to non-existent nobility or landholding elite, the monarchy is absolute.

Early City-State

An Invading force must conquer 30% to annex

Grounded/Settled population, hierarchies begin to form, populations tend to remain near city. A middle class may exist.

Centralized, communication between regions exist. Upper class rules nation, where a merchant/wealth based government may take form.

Early Republic

An Invading force must conquer 35 - 40% to annex

Grounded/Settled population, hierarchies begin to form, populations tend to remain near urban centers. A voting population may exist.

Centralized, communication between regions exist. Upper class exerts great influence over nation. Nation is ruled by legislative branch(s).


Chart 3: Developing Governments

War/Algorithm

Population

Structure

Feudal Monarchy

An Invading force must conquer 35 - 40% to annex

Population split between serfs and peasants, and nobles who hold the power base.

Monarchy rules country. Nobles exert great influence and a degree of independence. A legislative body may take form.

City-State

An Invading force must conquer 35% to annex

Population split between lowerclass, artisans, and landholding oligarchy.

Oligarchy or elective legislative body rule the country.

Republic

An Invading force must conquer 35 - 40% to annex

Population split between peasants, artisans, small middle class, voting population, and upper class

Oligarchy or elective legislative body rule the country.


Chart 4: Advanced Governments

War/Algorithm

Population

Structure

Absolute Monarchy

An Invading force must conquer 50% to annex

Middle class achieves prominence in society, nobility loses power base

Power of nobility heavily curbed. Monarch rules with absolute power. A legislative body may begin to have a voice in politics.

Constitutional Monarchy

An Invading force must conquer 50% to annex

Middle class achieves prominence in society, nobility remains somewhat prevalent

Power of monarchy heavily curbed. Legislative body leads government.

Advancing Republic

An Invading force must conquer 40 - 45% to annex

Middle class achieves prominence, voting population expanded

Legislative body leads government. A head of state may be appointed.


Chart 5: Global Governments

War/Algorithm

Population

Structure

Empire

An Invading force must conquer +50% to annex

Developed population includes diverse number of ethnicities as well as a grounded middle class.

Imperial government, where an Absolute OR Constitutional monarchy may exist. Emperor/Empress head of monarchy.

Large Republic

An Invading force must conquer +50% to annex

A grounded middle and voting class exists.

Legislative body rules government. A head of state may be appointed.

Fenetian-Dunyxargan War 180 - 210Edit

FenetiaEdit

  • Location: +5 Nearby
  • Strength: +10 Side with greater industry, +2 Control of the seas, Size of Army +5, Military built up +14, Expansion -14
  • Tactical Advantage: Attacker's advantage:+2
  • Provincial Score: CR (+12), 7B(+14)
  • Random:+3
  • Motive: Social Moral +6
  • Casus Belli: No casus belli -2
  • Total: 57

DunyxargaEdit

  • Location: +6 in the country withing yours
  • Strength: +8 Side with Greater Population, Size of the Army +5
  • Tactical Advantage: Defender's advantage +4
  • Provincial Score: C(+8), 5B(+10)
  • Random: +3
  • Motive: Provoked +8
  • Casus Belli: Self defense +4
  • Total: 56

ResultEdit

  • Fenetian Pyrrhic victory over the Dunyxargans, the King of the Dunyxargans after the series of wars in with fenetia decides to sue for peace towards the fenetians without claims from neither side.

DiscussionEdit

Tier Progression Score SystemEdit

Tier Progression Score
Tier 10 +1 Military Score, +1 Navy Score, +1 Economy Score Low tech tribes. basic navy and basic military.
Tier 9  +2.5 Military Score, +2 Navy Score, +2 Economy Score Late Neolithic, Bronze Age
Tier 8  +3.5 Military Score, +4 Navy Score, +3.5 Economy Score Bronze Age - 4th Century Bc tech
Tier 7  +4 Military Score, +4.5 Navy Score, +5 Economy Score 4th Century bc tech - 1st Century Bc tech
Tier 6 +5 Military Score, +5 Navy Score, +5 Economy Score Roman - Chinese Tech (1AD - 150 AD tech)
Tier 5  +6 Military Score, +6.5 Navy Score, +6.5 Economy Score Early Middle Ages Tech discoveries (476AD - 815 AD)
Tier 4  +6.5 Military Score, +7 Navy Score, +7 Economy Score Middle ages tech discoveries (815AD - 1000AD)
Tier 3 +7 Military Score, +8 Navy Score, +8 Economy Score Renaissance Technology (1350 - 1550 AD)
Tier 2 +8 Military Score, +9 Navy Score, +9.5 Economy Score Modern Technology (16th - first halve of the 20th Century) Nukes.
Tier 1 +10 Military Score, +10 Navy Score, +10 Economy Score Space Age. 20th Century - 21th century +


DiscussionEdit

  1. That's the current idea i've got to control which nation is going to which tier and avoid nations getting tiers faster than actually doable, and to avoid leaving other nations that should have indeed reached higher tiers behind in comparission.
  2. I'll also do the Score table. Which only mods can accomodate. although users may post their Scores in that cathegory.

Score tableEdit

Nation Tier Scoring
Nation Military Navy   Economy Current tier Player
Thalassia 3.5 4 4 8 SDG
Anatoray 3.5 4.5 4 8 FP
Cevaire 4 4 4 8 CD
Rivia 3.5 3 3 9 LMB
Fenetia 3 2 3 9 RC33
Drakomagic 2.5 3 3 9 SK
Triple River K. 2 2 2 10 UT
Hibernion 2 2 4 10

DI

DiscussionEdit

current table scores. Sine dei gloriem "Ex Initio Terrae" (talk) 04:55, January 17, 2014 (UTC)

World PopulationEdit

I believe its fair to say we have at least 120 million people on the planet right know.

Most of them living under, Thalassian, Cevairian and Anatorayan rulling.

  1. Thalassia : 34.2 millions.
  2. Anatoray-Alsache: 31.2 Millions. (I did the math Sine)
  3. Cevaire: 30.5 Millions.
  4. Rivia: 15 Millions
  5. Hibernion: 8.9 Millions
  6. Zeedom:7.5 Millions
  7. Fenetia: 7.2 Millions.
  8. Drakomagic: 6.1 Millions.
  9. Farsija: 5.5 Millions.
  10. TTK: 2.9 Millions
  11. Argeri: 1.2 Millions
  12. Rest of the world. =75.9 million.

CommentsEdit

Thalassian-Abarrii War 340 - 350Edit

Thalassia:Edit

  • Location: +5 Nearby, Bordering the same sea +2
  • Strength: Side with greater population +10, Side With greater Industry +8, Control of the seas +5,build up +30/0 = 30, Expansion -15, Economy +15, Size of the army: +6
  • Tactical Advantage: Attacker's advantage +2
  • Provincial Score: 0
  • Random: +7
  • Motive: Social Moral +6
  • Casus Belli: No casus belli -2
  • Total: 94 *0.2 = 112.2

Abarri Polis:Edit

  • 'Location:'+6 In the Country Within yours
  • Strength: Size of Army: +5, Allies in War (Aczoreb) +4
  • Tactical Advantage: Defender's advantage +4
  • Provincial Score: C(+5)
  • Random: +5
  • Motive: Life or death +10
  • Casus Belli: Self Defense +4
  • Total: 43

ResultEdit

Doubled the score of the Abarri means annexed and Aczorebia freed. Sine dei gloriem "Ex Initio Terrae" (talk) 04:15, January 27, 2014 (UTC)

DiscussionEdit

Treaty of Ayorica (360-370)Edit

This treaty is to define the spheres of influence of the Aecasian Empires (Cevaire, Thalassia)

Over the New found lands of the western Sea Referred for now as "Aquilomareia" ( Thalassian version of Cevairian Aguilomarans)

The current claims defined Thalassia's claim and Cevaires claim to be east and west halves of the continent respectively. with a few exceptions

The northern island on the western half being Thalassian while the North-Central Island being fully Cevairian.

The treaty is open to players in the known Aecasian world and atlantaean known world.

This are the implications of this treaty if recognized by a nation and or supported.

  1. If a nation agrees on the treaty it will recognize and drop any claim beyond their current holdings in the continent as well. It also has to stay out of any war whose motive is based on the claims or invasion of the Aquilomareaian territories.
  2. If You can't hold your colonies or vassals or any territory you claim, they will be either divided between the other nations (if they are border by two nations or more) and or given to the Biggest nearby nation (If the holding is completely Surrounded by the other nation territories
  3. Support from all nation signing over the treaty to a nation that is being invaded by another one over the motive of gaining land in Aquilomareia.
  4. No military, Trading or Anysort of activity in other regions of Aquilomareia without permission of the other nation player in the region.

The map will be added later.

Claims:Edit

Cevaire agrees with the components of the treaty and holds its claim over Alsache-Anatoray and the north-central island. Cookiedamage (talk) 04:05, January 30, 2014 (UTC)

The Kingdom agrees the (since im back) that in order for survival and as the most civilized peoples on the continent that the kigndom shouldnt be conquered and that Cevaire shall be unimpeded if looking elsewhere on the continent. Due to the huge population of the country its very likely that any attempted attack on the kingdom would result is huge casualties for both sides as well as large ethnic conflict. Anything to the east of us is pretty much free game and we wont really get involved. but for the sake of profitable long term trade, to prevent genocide, and a huge issue on the topic were definitively agreeing that unless certan circumstances present themselves we wont interfere with anything to our East. The nations to the North shall not be infringed upon either. These are our main requests (and considering the diseases and shit wont take me out and im back for good hopefully, then im just going to cross out anything you try against me implausibly anyways cause nobody is on the level of spain yet and the main nations are all essentially nearly on the same tech level.) The Unchallenged Conqueror #FP (Talk to Me)

We agree with the terms in an attempt to expand the sphere of Fenetia and for economic interests as well. Also we have to agree with the Aslache-Anatoreyans when it comes to this treaty, it is mainly for our eastern locations on the continent. We commence the new beginnings of an era of peace with this treay and exploration as well. So final verdict is: we agree. Ratc3333 Here, Prepare for Combat (talk) 08:55, January 31, 2014 (UTC)

Discussion:Edit

Final Result:Edit

Treaty of Alsache (370 - 380)Edit

A treaty aimed at ending hostile relations between the Cevaireans, Thalassians, Fenetians, and Alsache-Anatorayans will be coming soon and will de delivered on this page before the 00:00 UTC turn end on this day, January 31, 2014. Cookiedamage (talk) 05:58, January 31, 2014 (UTC)

Main Body of the TreatyEdit

In order to avoid a devastating war against the already debilitated Alsache-Anatorayans, the most glorious Queen Bedencia III and her effective council have created a treaty to avoid a war of such a vibrantly large scale.

There are Ten conditions to this treaty.

The first condition being: Cevaire and Thalassia will renounce hostilities against Alsache-Anatoray as well as formally renouncing the claim of Alsache-Anatoray.

The second condition being: Alsache-Anatoray may not ally with Fenetia for 70 years upon the signing of the treaty.

The third condition being: Cevaire will be rewarded with universal access to Alsache-Anatorayan ports, as well as a significant trade partnership which will filter wealth into the Cevairean economy. Cevairean military ships may not stay at port for more than 4 months at a time.

The fourth condition being: All Alsache trade will be conducted using Cevairean commerce ships. Anatorayan trade will be left to the Anatorayans.

The fifth condition being: The Cevairean military will have universal access to Alsache-Anatoray's territory and will have access to forts and encampments. However, Cevairean soldiers may not stay in one fort for more than six months at a time.

The sixth condition being: Cevaire will hold claims to the lands of Leore, Immeria, and Aterra.

The seventh condition being: Thalassia will hold claims to the lands of Narviki and Corvin.

The eighth condition being: Fenetia will hold claims to the lands of Felencia and Larition,

The ninth condition being: Fenetia will have commercial access to all western, Alsache ports.

The tenth condition being: This treaty will only be valid upon the signatures of the diplomats of Cevaire, Thalassia, Fenetia, and Alsache-Anatoray

Our Great King of Alsache-Anatoray makes a counter proposition that the 1st condition is fine but the rest must be restructured or scrapped.

2nd: we will not ally with Fenetia for 50 years.

3rd: Cevaire, Thalassia, and Fenetia will all be allowed trade level access to the United Kingdoms.

4th: The united Kingdoms stakes its claims to Khmer and Felencia due to proximity and possible cultural ties with Felencia.

5th: Cevaire has claim to Immeria

6th: Thalassia has claim to Narviki.

7th: The Rest of the continent must be left up to limited settlement or the self determination of multiple existing cultures that are not being conquered or integrated. If they are conquered or integrated for whatever reason their cultures must be preserved and not wiped out or destroyed in their entirety.

SignaturesEdit

The Realm of Cevaire, lead by Queen Bedencia III, signs  this treaty.  the counter-treaty authored by the smart King of Alsache-Anatoray Cookiedamage (talk) 21:49, January 31, 2014 (UTC)

The Fenetian Republic, lead by Consul Jolerius II, signs this treaty. Ratc3333 Here, Prepare for Combat (talk) 23:07, January 31, 2014 (UTC)

The Unchallenged Conqueror #FP (Talk to Me) 00:01, February 1, 2014 (UTC)

Discussion:Edit

Hemeroids?

Thalassia-Fenetian 430-440 WarEdit

ThalassiaEdit

  • Location: Flatlands +8, Border the same Sea +2, Isolated nation -5
  • Strength: Side with greater industry +10, Side with greater population +8, Control of the seas +2, Size of army +8, Allies in war Aczoreb (+4) military built up:15*2 +30, expansion -15, Economy +10
  • Tactical Advantage: Attacker's advantage +2
  • Provincial Scoring: 9R (+36), 1C (+8) 2I (+12) 5B (+10)
  • Random: +10
  • Motive: Political+5
  • Casus Belli: Intervention +5
  • Total: 150 * 0.1 = 165

FenetiaEdit

  • Location: Isolated nation +10, within the country of yours +6
  • Strength: Control of the seas +6, Size of Army +6, Military built up :0, Expansion -4, Economy:+15
  • Tactical Advantage: Defender's advantage +4
  • Provincial Scoring: 1C (+8), 1ME (+8) 1E (+3) 2B (+4) 1M (+5) 1ER (+7)
  • Random: +8
  • Motive: Life or Death +10
  • Casus Belli: Self defense +4
  • Total: 100

ResultEdit

  • ((165/(165+100)*2)-1) = 0,2452830188679245 ----> Equals 25% of Fenetian lands beign conquered by Thalassia.

DiscussionEdit

  • The sole purpose of this war is to avoid the fenetians into declaring war to take down the Cevairian government and reinstaurate Bedencia and His son in power. I'm only hiting you with a stick to avoid it ratc, lol.
  • With that being said the result will be this. firstly, Thalassia gets the River province, mainly to control eastern Aecasian trade as well as to explore towards the east. they will also get a hold of 5 px in Fenetian penninsular region. and Fenetia will drop any claim to anything beyond the Daralhian Strait (Including Atlantaea's sphere to thalassia). Sine dei gloriem "Ex Initio Terrae" (talk)
  • WHAT!!!!!!!!!!!!!!!!!!!!! NOT HAPPENING! Why? Cuz this algo is FUCKING BULLSHIT!!! OK!!! What right do you have to attack me unprovoked? What is the meaning of this? Ratc3333 Here, Prepare for Combat (talk) 22:25, February 6, 2014 (UTC)
  • Seriously? You've spent the last two or so turns provoking Cevaire, so there is a provocation as well as legitimate cause considering Cevaire and Thalassia are in a joint alliance. Cookiedamage (talk) 22:33, February 6, 2014 (UTC)
  • Dude, I did NOT expect a war with u yet. What do you think is going to happen when the Atlanteans are able to secure a sphere of influence. Also this war ain't over until one of us is completely destroyed. Got IT! Ratc3333 Here, Prepare for Combat (talk) 23:22, February 6, 2014 (UTC)
  • Firstly, The war was cause you wanted to use tangogi's crisis to invade cevaire. too i'm not annexing you, but i can. yet what do i gain from that. three, the war is over, fenetia is in crisis. Sine dei gloriem "Ex Initio Terrae" (talk)
  • Well right now, my people will cry for vengeance against you two. In the somewhat near future, we WILL have revenge. You know that right?Ratc3333 Here, Prepare for Combat (talk) 15:36, February 7, 2014 (UTC)
  • What an irrelevant Comment, Ratc.
  • Yeah, and Dude, I haven't done anything to take over you, Because believe me i Could easily have taken you down without much difficulty, however i gain nothing out of that. Sine dei gloriem "Ex Initio Terrae" (talk) 23:54, February 7, 2014 (UTC)

War of Cevairean Defense 450 - 460Edit

CevaireEdit

  • Location: Varied topography +5, Isolated nation -5
  • Strength: Side with greater industry +10, Side with greater population +8, Control of the seas +2, Size of army +8, support of Thalassia (+4) and Aczoreb (+3) military built up:15*2 +30, expansion -15, Economy +10
  • Tactical Advantage: Attacker's advantage +2
  • Provincial Scoring: 11R (+44), 4C (+32) 1I (+6) 6B (+12)
  • Random: +4
  • Motive: Political+5
  • Casus Belli: Pre-emptive Defense +3
  • Total: 164 * 0.1 = 180 + random = 184

FenetiaEdit

  • Location: Isolated nation +10, within the country of yours +6
  • Strength: Control of the seas +6, Size of Army +6, Military built up :0, Expansion -4, Economy:+15
  • Tactical Advantage: Defender's advantage +4
  • Provincial Scoring: 1C (+8), 1ME (+8) 1E (+3) 2B (+4) 1M (+5) 1ER (+7)
  • Random: +2
  • Motive: Life or Death +10
  • Casus Belli: Self defense +4
  • Total: 94

ResultEdit

  • ((184/(184+94)*2)-1) = 0.3237 ----> 32% of land being conquered by Cevaire.

DiscussionEdit

Hey wait a second, hold on now. What sort of right do you or Sine have to conquer me when I am already risking to launch a major offensive against Sine anyway? And now you step in the F**KING way? Ok screw this, I want you guys to stop before I get so F**KING pissed. OK Ratc3333 Here, Prepare for Combat (talk) 05:41, February 8, 2014 (UTC)

So basically "Why are you attacking me WHEN I WAS PLANNING ON ATTACKING YOU??? You have no right!!!" Cookiedamage (talk) 20:05, February 8, 2014 (UTC)

As far as i know Thalassia has no reason to annex you and i have said already no intention to annex you, I just wanted to snap your hand off cevaire and get the river to open trade routes to the east and northern argenterium bro. However i don't know if cevaire will or not oust you out of fenetia. Sine dei gloriem "Ex Initio Terrae" (talk)

Treaty of OltimaniumEdit

Empress Bedencia IV of Cevaire has issued a treaty to end the War of Cevairean defense. There are Six conditions. If this treaty is refused by Fenetia, war will be continued and the Cevairean government will aim for full annexation of the Fenetian nation.

  1. Fenetia will cede the provinces of Loik and Imaoik.
  2. Fenetia will become a protectorate and vassal of Cevaire.
  3. Fenetia will pledge fealty to Empress Bedencia IV and all future Emperors or Empresses of Cevaire.
  4. Fenetia may not expand without authorization from the head of Cevaire.
  5. The Fenetian navy will be demilitarized and tranformed into trade and commerce vessels.
  6. The new Fenetian navy will be Cevairean run.

SignaturesEdit

Cevairean diplomat, employed by Empress Bedencia IV Cookiedamage (talk) 00:27, February 9, 2014 (UTC)

The Senate refuses the acceptance of such treaty. We would rather be annexed by your forces than sign this. Ratc3333 Here, Prepare for Combat (talk) 05:16, February 9, 2014 (UTC)

About The MapEdit

On the map you made the chain of islands I found blue instead of black. I found thouse islands first. My nation Drakomagic found it first and we explored the island making many ports and building up the islands. - Scarlet (AKA Shadow)

Dragswood VS Hibernion Trade CentersEdit

DrakomagicEdit

  • Location: 20
  • Strength: Side with greater industry +10, Side with greater population +8, Control of the seas +2, Size of army +8, Economy +10
  • Tactical Advantage: Attacker's advantage +2
  • Provincial Scoring: 0
  • Random: +4
  • Motive: Politica l+5
  • Casus Belli: Pre-emptive Defense +3
  • Total: 72

HTCEdit

  • Location: Isolated nation +10
  • Strength: Control of the seas +6, Size of Army +6, Military built up :0, Expansion 0, Economy:0
  • Tactical Advantage: Defender's advantage +4
  • Provincial Scoring: 0
  • Random: +2
  • Motive: Life or Death +10
  • Casus Belli: Self defense +4
  • Total: 42

ResultsEdit

  • ((72/(72+42)*2)-1) = 2.166% 

Steph's Romanian Egypt ThingEdit

Stephs Romanian Egypt Thing Map 620YIG
Ok Sine we had so much trouble on chat so I decided to make you this map. I hope it helps. Also I need to create a name... Stephanus rex (talk) 23:35, June 27, 2014 (UTC)

I have a name now:Errumaniako


Cevairean Conquest of Aicaziiceva (653 - 655)Edit

CevaireVSaicaziiceva

Cevaire in blue, Aicaziiceva in red.

CevaireEdit

  • Location: Nearby +5, Border the same sea +2
  • Strength: Side with greater industry +10, Side with greater population +8, Control of the seas +2, Size of army +8, military built up:15*2 +30, expansion -15, Economy +10 = +58
  • Tactical Advantage: Attacker's advantage +2
  • Provincial Scoring: 11R (+44), 4C (+32), 1I(+6), 7B (+14) = +86
  • Random: +3
  • Motive: Subjugation +1
  • Casus Belli: None -2
  • Total: 155

AicaziicevaEdit

  • Location: Within the country of yours +6, Flatlands +8, Border the same Sea +2
  • Strength: military built up 0, expansion 0, Economy 0
  • Tactical Advantage: Defender's Advantage +4
  • Provincial Scoring: 0
  • Random: +5
  • Motive: Life or death +10
  • Casus Belli: Self Defense +4
  • Total: 39

ResultEdit

  • ((155/(155+39)*2)-1) = Cevaire conquers 60% of Aicaziceva, or, complete annexation over two years.

Cevairean Conquest of Aicazii Boldovi (662 - 667)Edit

CevaireEdit

CevaireVSaicaziiboldovi

Cevaire in blue Aicazii Boldovi in red

  • Location: Nearby +5, 
  • Strength: Side with greater industry +10, Side with greater population +8,, Size of army +8, military built up:15*2 +30, tired army -2, expansion -15, Economy +10 = +56
  • Tactical Advantage: Attacker's advantage +2
  • Provincial Scoring: 11R (+44), 4C (+32), 1I(+6), 7B (+14) = +86
  • Random: +1
  • Motive: Subjugation +1
  • Casus Belli: None -2
  • Total: 149

Aicazii BoldoviEdit

  • Location: Within the country of yours +6, Flatlands +8, 
  • Strength: military built up 0, expansion 0, Economy 0
  • Tactical Advantage: Defender's Advantage +4
  • Provincial Scoring: 0
  • Random: +5
  • Motive: Life or death +10
  • Casus Belli: Self Defense +4
  • Total: 37

ResultEdit

  • ((149/(149+37)*2)-1) = Cevaire conquers 60.2% of Aicazii Boldovi, or, complete annexation over five years.

) Edit

Thalassian War of Conquest of Baidaik & Lurikhaz (660 - 670)Edit

ThalassianEdit

  • Location: -5 mountainious (Baidaik),+8 flatland (Lurikhaz), Nearby +5
  • Strength: Side with greater industry +10, Side with greater population +8, Size of Army +8, build up +26 /0 = 26 Thalassia (5) Aczoreb (4) Expansion -1
  • Tactical Advantage: Attackers Advantage +2
  • Provincial Scoring:  9R (+36), 1C (+8) 2I (+12) 5B (+10)
  • Random:4
  • Motive: to gain land +2
  • Casus Belli:+4 imperial manifesto
  • Total:146

Baidaik & LurikhazEdit

  • Location: 6*2 = 12 +9
  • Strength: Tiny army +2 *2 + 5*2 = 14
  • Tactical Advantage: +8
  • Provincial Scoring: +4
  • Random:6
  • Motive:+10
  • Casus Belli: +4
  • Total: 67

ResultEdit

  • ((146/(146+67)*2)-1) =  ----> 37%

DiscussionEdit

Where are Baidaik and Lurikhaz? If they are two separate places, then you'll have to make two algos for both realms, you can't just group them all into one section so you can win easier. Cookiedamage (talk) 02:22, July 9, 2014 (UTC)

You could have done the same with boldovia and baidaik had you invaded both at the same state, they are all allies ( minus those caught in my eastern borders and your aicaziceva) plus the algos will yield the same result - 5 from the other nation in the war but I still would have won by sufficient to annex :v Sine dei gloriem "Ex Initio Terrae" (talk) 04:34, July 9, 2014 (UTC)

Now that I think of it, you're probably right. Sorry. Cookiedamage (talk) 06:16, July 9, 2014 (UTC)

No problem you wouldn't be a good mod if you didn't care :v Sine dei gloriem "Ex Initio Terrae" (talk) 06:51, July 9, 2014 (UTC)

Cevairean Conquest of Aicazii Peninsulii (691 - 694)Edit

CevaireEdit

  • Location: Nearby +5, bordering same sea +2, Flatlands +8, mountainous -5
  • Strength: Side with greater industry +10, Side with greater population +8,, Size of army +8, military built up:15*2 +30, tired army -2, expansion -15, Economy +10 = +56
  • Tactical Advantage: Attacker's advantage +2
  • Provincial Scoring: 11R (+44), 4C (+32), 1I(+6), 8B (+14) = +88
  • Random: +3
  • Motive: Subjugation +1
  • Casus Belli: None -2
  • Total: 158

Aicazii PeninsuliiEdit

  • Location: bordering same sea +2, nearby +5, home country +6, mountainous +9
  • Strength: Tiny Army +2, Military buildup 15*2 = 30/30 = 0
  • Tactical Advantage: +4
  • Provincial Scoring: 0
  • Random:+10
  • Motive:+10
  • Casus Belli: +4
  • Total: 52

ResultEdit

  • ((158/(158+52)*2)-1) =  ----> 50.4%, or, complete annexation of the Aicazii Peninsulii tribes after three years.
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