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Hidden 11 yrs ago Post by ASTA
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Aristo said
Huh-hoo! Let's bring up the link that was posted earlier in the thread: Now, according to the handy, dandy chart, we have a base population of 4 million. The following takes the numbers used in the link above into account.Assuming that women don't typically fight (only 10% do in this case), we can rule out nearly half our population. We have to subtract percentages of our population that are too old or young to fight, as well as those with professions that disallow them going to war (academia, secular duties, religious affiliation, etc.), also, those who are not physically capable or are otherwise criminals (who are in the dungeons, or don't obey the law at all, and avoid drafts). In all, we have of the base population that is unfit for war. This leaves us with a measly recruiting pool of 484,000 out of 4 million people. Further account must be made for those who fall sick, which is easy to do in camps packed full of men. We'll subtract a further 50% from 484,000, leaving us with 240,000 able bodies. But that's not all! These men are never in a single place, and divided into counties, under the rule of different barons and nobles. They are needed to guard towns, cities, forts, etc. and so we'll subtract 80% to represent them scattered around the land. All this leaves us with a national army of just 48,000 men, readily able to be mustered for war. And that's not taking deserters, rebels and the like into account.


This looks like it depends on the society rather than actual 'unavoidable' restrictions placed on the production of war material and the levying of fighting men. For all we know, some nations push their criminals into military service while their women act as front-line generals. There are some 'hardcaps' you can't dodge--like material cost and the managing of resources--but some deliberating aspects of an army and the creation of that army can be migrated, nullified or even down-right eliminated depending on the mentality of your people and the way their society operates.
Hidden 11 yrs ago Post by Slamurai
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Aristo said
... I'm just trying to give people an idea of the disparity between the total population and the actual war force they can be expected to field.


Yes, it's just one example of a potential many, but it's not meant to apply to everyone. You can use a similar calculation method with different instances.
Hidden 11 yrs ago Post by HazmatMedic
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One full-time soldier for every twenty-five people living in the nation. That means if you have a very powerful but slow-breeding race, you have less soldiers.
The only exception is a State of Emergency, when up to 30% of the population may become an emergency army.
Hidden 11 yrs ago Post by Slamurai
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HazmatMedic said
One full-time soldier for every twenty-five people living in the nation.

4%; sounds pretty reasonable.
Hidden 11 yrs ago Post by TheSovereignGrave
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So, I got most of the important information down for my nation back on Page 4. I still have to do the sheet for my race though.
Hidden 11 yrs ago Post by HazmatMedic
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Name: Elkheim

Flag:

Region/color on map: Zarmid/ Khaki-brown on the western island

Capital: Arakion

Capital Population: 140,000

Other Major Settlements:
Niraph
A small village to the northwest, this settlement not only supplies Elkheim with most of its much needed gemstone, it is also home to the Brotherhood Headquarters

Drakar
In the east lies Drakar, a city renowned for its high Society presence, mainly due to it being the site of the Society Headquaters

Fort Greenhammer
The largest military fort in Elkheim. If this falls, the nation is doomed

Tapira
Home of the Enclave, this city is one of alcohol and gambling. Despite the sinister atmosphere, Tapira continues to be a popular tourist destination.

Population: 3,500,000

Racial demographics: 70% Naida 20% Human 10% Other
Social dynamics: Almost everyone is considered an equal. Women and men are just as powerful and foreigners are treated with respect. Farmers and labourers are treated very well amongst their peers, but Society researchers and Brotherhood soldiers are given the ultimate respect

Fashion: Peasants wear sleeveless tunics and trousers, regardless of sex. They are typically made of cloth, but richer peasants can afford silk and linen. Summer dresses and skirts are becoming popular amonsgt young females.
The rich wear suprisingly similiar clothes, but these are usually amplified by furs, gems and linings. Travelling hoods are still popular amongst the rich.

Calendar: There are three important dates in the Elkheim calendar. The Sostice, or the longest day of the year, Equinox, the shortest day and Founders Day. All three are celebrated with feasting, dancing, music and wine. Typically, these are the days tourism peaks as well.

Art: There is a large musical culture in Elkheim, namely flutes and music boxes. The recent creation of a basic piano by the Society has astounded and amazed the public. Unfortunately, their creation is yet to be sold to other countries, but is enjoyed in taverns and inns around the nation. The Society announced they will try to improve the simple device (which so far only has the keys, so no fancy effects are possible) but this could take years, and this is a low-priority task.

Law: Other than the basic "theft and murder" laws, the law is quite laid back. Minor crimes like petty thefy usually result in taxes and compensation payments. Moderate crimes like assault, loansharking and larceny result in a stretch in the dungeons. Major crimes like murder and rape will result in the death penalty.

Education: Education is good, with 98% of the population being literate and understanding basic mathematics. However, most children learn from their parents about their trades, and usually follow in their footsteps
Type of Government: Benevolent Despotism

Influence and relations: Elkheim has requested to have an embassy in every major country.

Important People:
High Lord Andohar
Lady Faelen
Lord Tailin
Lady Pinkara
Paladin-General Karus
Brother-Captain Tarkin
Arch-Councilor Ferid Redissimos
"The Shadow"
Trading and tax: Elkheim trades heavily in culinary and gemstones. The food buisness is booming due to low prices and negligable tax rates, simply becase the country has such a huge excess. Gems are a little more valuable, but are still sold relatively cheaply and with low tax. Because of this, the country has never really been poor, and many peasants enjoy a comfortable standard of living.

Major industries: Sugar, wheat, salt, meat, wine, cider, forest fruits, apples, grapes, oak, willow, semi-precious gems (Amethyst, topaz, aquamarine etc)

Major Associations:
The Brotherhood - Anyone seeking adventure, kinship and fame should join the Brotherhood. The Brotherhood is a group of warriors dedicated to the continual defence of Elkheim. They regularly take jobs that are outside the Guards jurisdiction. They will always abide by the law, however.

The Paladin Order - A group of white knights dedicated to the elimination of evil practices (Cannabilism, gravedigging, necrophilia and the like). They are notoriously harsh on the "Reviled" and are merciless in their punishments. They are generally mistrusted, as there presence only ever seems to stir up criminal activity

The Society - A group of scholars dedicated to advancing all forms of peaceful science. They are widely respected and well-known, even outside of Elkheim.Their focuses are medicine, mechanics and physics.

The Enclave - A gathering of the more suspicious members of Elkheim. They consist of scholars of weapons and human anatomy, the thugs that guard them and their work and the mentally insane but highly dangerous "Damned", the results of eating a maddening Taint plant. They live far away from civilisation and are treated with even more fear and mistrust than the Paladins.

Currency: Elkheim Keter
Military - 30,000 Brotherhood Warriors: Light armour cuirass, pauldrons, gauntlets and boots. Variety of swords, hammers, axes, shield etc.
10,000 Brotherhood Archers: Just like Warriors, but they carry shortswords and crossbows rather than longswords and shields.

20,000 Paladin Knights - Heavy plate armours, full body. Tend to use warhammers and mauls.
5,000 Paladin Gunmen: These Paladins carry no melee weapons, but instead utilize single-shot arquebuses. Great killing and armour piercing powers make up for a painfully slow reload time

20,000 Enclave - Heavy full-body half-plate armours, red hoods and masks. Use claymores, zweihanders and bardische axes.
10,000 Enclave Damned: Demented, gibbering madmen, these ferocious creatures can barely be considered sentient. Lightning fast speed and sharp claws make up for their lack of armour and disorganised manner.

30,000 Royal Guards - half-plate hauberks and pauldrons, gauntlets, boots and helmets. Halberds as primary, shortswords and bucklers as secondaries. Reinforced cloth to guard weak spots
15,000 Royal Archers: Archers carry lighter armour than their melee counterparts, and only use shortswords and bows, but they are well trained and dangerously accurate
Landscape: Very grassy and foresty. Pleasant and warm. There are mountains in the north, but they are not very tall. Winter brings a powdery, dusty kind of snow, much unlike that of the more northern nations.

Wildlife: Mainly small, herbivorous animals like rabbits and beavers. Biggest animal is the red deer. Capybaras are a common sight

Notable places: The Red Valley - A beautiful and bewildering valley with naturally occuring red stones. The stones are no more valuable than a regular rock, but it gives the valley a unique and stunning look

History: Pending

Strengths: Calm and peaceful, high culinary exports to poorer nations, fairly rich, huge diversity amonsgt villages, happy civillian population, almost non-existant crime rate

Weaknesses: Low population, low production, no major cultural influences, somewhat divided population, few defendable spots, no natural defenses
Name: Naida

Classification: Sentient

Appearance: Similiar to humans, but with pale, almost white, skin, are a bit taller and a bit thinner.

Shared traits: Tend to be content, peaceful, intelligent

Natural abilities: Heatproof - Naida resist both the hot and cold better than humans

Lifespan: 90 years average

Relations with other races : Tend to get along well with Orcs and Elves

Lanuages : N/A

Religious beliefs : N/A

Preferred occupations: Chefs, farmers, labourers, scholars

Famous people: N/A

Strengths: Intelligent, fairly long-lived

Weaknesses: Low populations, rarely ambitious, do not like foreign territory
Hidden 11 yrs ago Post by Cosmic Fury
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Generally, 1% is a good rule-of-thumb when it comes to deciding how big your active military force is compared with your total population, should you decide to have a constantly war-ready nation.
Hidden 11 yrs ago Post by The Incredible John
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Hidden 11 yrs ago Post by Slamurai
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I'm thinking we ought to have a seperate NS thread so it's easier to catalogue the states we have. All the comments can go here, or in an OOC, parallel to the NS thread's IC.
Hidden 11 yrs ago Post by TheSovereignGrave
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HazmatMedic could always just edit his first post to include accepted nations (linking it to the post with the nation). A completely different thread isn't really necessary.

Also, Hazmat, your first two holidays you mention in your sheet would both be Solstices. The Equinoxes are when day and night are the same length.
Hidden 11 yrs ago Post by Slamurai
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That'd work too; just don't want to have to sort through page by page to find specific sheets.
Hidden 11 yrs ago Post by HazmatMedic
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It's just the names. I know about the Spring and Autumn Equinoxes IRL, but the names sounded nice.
Hidden 11 yrs ago Post by Vakte
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I'm backing out of this, I can't get my mind in motion of creating a nation at the moment, wish you the best for this :)
Hidden 11 yrs ago Post by Innovative Engimas
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Aristo are you still gonna be a nation near the action so to speak still, cause I know a good place for you. Also Hazmat you might want some archers unless you plan on hiring some when need be. I'd be happy to oblige.
Hidden 11 yrs ago Post by TheSovereignGrave
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HazmatMedic said
It's just the names. I know about the Spring and Autumn Equinoxes IRL, but the names sounded nice.


Ah, gotcha. I just thought I'd let you know in case you were getting the terms mixed up.
Hidden 11 yrs ago Post by So Boerd
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Reserving Laein
Hidden 11 yrs ago Post by Flash Portal
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Nation Name: The Forge-Cities of Fornax
Flag: (Pending)
Region/color on map: Tasogare (White/ western island)
Capital: Fornax
Capital Population: 43, 476
Other Major Settlements: Varkul, Malkaz, Helmzeir, Jorvund, Randunachz, and Kelzeir
Population: 239, 896
Racial demographics (Discounting visitors): 97% Fire Trolls, 3% Other

Work-In-Progress
Hidden 11 yrs ago Post by Mista Slaya
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Hey, could everyone make a post saying which region they own? To help newcomers out when they join, if anything. I have Baragh
Hidden 11 yrs ago Post by Slamurai
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I've claimed Noruf.
This is why we ought to have the sheets linked to the lirst page or something.
Hidden 11 yrs ago Post by Flash Portal
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I've claimed Tasogare
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