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Those sneaky Seleucids
July 19, 2004 -
The death of Alexander the Great brought dissolution to his empire almost before his corpse was cold. It may have been the largest empire the world had ever seen, but it proved fragile once the man himself was gone. His generals fought for control of what remained, but none of these Diadochi, or successors, was strong enough to be a new Alexander. The empire fragmented, and Seleucia was one of the splinter kingdoms, held together by the descendants of Seleucus, one of Alexander's able lieutenants. Seleucus I came close to seizing the throne of Macedonia too, but was murdered before he could achieve this ambition. There have been tensions with Macedonia and Egypt ever since despite occasional marriages between the ruling houses of these states. The Seleucids hold the former Babylonian provinces of Alexander's empire, an area of ancient cities and rich farmlands along the Tigris. (As an historical aside, the later Seleucid capital city of Ctesiphon is now under a suburb of Baghdad in Iraq; the earlier capital, Seleucia, was on the other riverbank). This region also sits on the trade routes to the mysterious east, something that generates large revenues for the Seleucid kingdom. This, combined with the manpower and military expertise that are available, could make the Seleucids into masters of much of the known world. A Greek-Persian empire, combining the best of both systems as Seleucus tried to do, could be formidable indeed, and perhaps unstoppable.
알렉산더 대왕이 죽은후, 역사상 가장 거대했던 그의 제국 마케도니아는, 그의 시체가 미처 식기도 전에 분열되기 시작했다. 그의 후계자들은 이를 막으려 고군분투하였으나, 그 어느 후계자Diadochi 들도 제 2의 알렉산더가 되지는 못했다. 분열된 제국에서 떨어져 나온 셀레우코스Selucia는, 알렉산더의 심복 중 하나였던 셀레우코스Seleucus의 후손들에 의해 하나의 왕국으로 발전했다. 셀레우코스 1세Seleucus I는 마케도니아의 왕좌에 거의 오를뻔 하였으나 직전에 피살되었다. 이 지역을 둘러싸고 마케도니아와 이집트의 긴장상태가 계속되었다. 셀레우코스는 알렉산더 제국의 한 영토인 바빌로니안Babylonian에 터를 잡게 되었다. 고대 도시 바빌로니안은 티그리스 근처의 풍족한 농지였다. (역사적으로 후에 셀레우코스의 수도 Ctesiphon은 지금의 이라크 바그다드 근처에 해당한다.). 이 지역은 또한 미지의 동방 교역에 있어서 중요한 위치로서, 셀레우코스 왕국의 경제에 중요한 영향을 미쳤다. 인력이 풍부하고 고급 전투력을 지닌 셀레우코스는 당대 일대를 제패한다. 그리스-페르시아 제국은 실제 무시무시한 영향력을 가졌으며, 누구도 대항할수 없었다.
***해석에 있어서, 역사적으로 잘못된 부분 지적바랍니다.
Buildings
Governor's House:
The Governor's House is the centre for all administrative functions in a settlement. This is the culture and knowledge of the Greek world made solid for the people who live here. The administrator based here collects taxes, issues instructions to improve the settlement and manages the small day-to-day business of an empire. While not exactly luxurious, the Governor's House is usually the best building in the settlement. Competition for an invitation to dinner is often fierce, and the locals vie to build their own houses close by so that some prestige might rub off on them!
Governor's Villa:
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Governor's Palace:
A Governor's Palace is a deliberately impressive symbol of Greek authority and power. Its grandeur shows the locals the benefits of Greek rule and the futility of rebellion. Because it is a major centre of government, diplomats receive training here too. The Palace allows further development to continue in the settlement around it, as the town becomes a place that attracts wealth and influence. Improvements to existing structures and new, advanced building projects can now be carried out.
Councillors' Chambers:
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Royal Palace:
A Royal Palace is the ultimate expression in marble and stone of Greek authority. The building's imposing size and ultimate luxury is intended to impress everyone. Those who live nearby have no doubts as to where power lies, while those inside influence and control every aspect of life within the city. The Royal Palace allows the most advanced construction works: magnificence in all things can be the result.
Wooden Wall:
A rough wooden wall is a better defence than a palisade of stakes, but it is still not much of a problem to organised attackers. It will delay attackers getting into the settlement, and so is a good barrier against surprise raids. More organised attackers will, however, break the wall down sooner rather than later. The wall also keeps locals and their livestock safe at night and gives a sense of permanence to a town. These walls are easy to construct with an unskilled workforce.
Stone Wall:
Stone walls are fairly substantial but truly determined attackers will be able to breach them. With towers and gatehouses, these are formidable defences but not completely impregnable. The need for security - and civic pride - will mean that stone walls are desirable. These are defences that can protect the local people and offer protection to rural folk who flee from raiders.
Large Stone Walls:
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Epic Stone Walls:
These awesome walls are an extremely strong array of towers, gatehouses and battlements. They are difficult to breach - almost impossible without the right equipment - and a severe stumbling block to the plans of any conqueror. Raiding armies will sometimes turn back rather than futilely waste their time in front of such defences! Construction of these walls is slow and immensely expensive, making them unlikely to be used except to protect capitals and cities of enormous wealth and importance.
Barracks:
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Militia Barracks:
Militia Barracks have better facilities to train and house semi-regular soldiery. They can be improved as the town, its population and wealth grow. Being citizens-at-arms, militia have chosen to defend their homes and loved ones, but they may not be as 'professional' as full time soldiers. Their barracks are clean, but lack creature comforts - these men are here to learn the skills of war and defend the state, not enjoy themselves!
City Barracks:
A City Barracks is a major building in any town, allowing many troops to be trained here. It is a symbol of the military might of the state, and a vital part of the army's support structure. The men trained here are citizen-warriors: they have a real stake in the community, one worth defending. The skills gained here allow them to fight as organised formations, something that takes time and discipline to learn to do properly.
Royal Barracks:
Royal Barracks are extremely large and well-appointed, as might be expected of a country's most important military buildings. They include extensive drill and training facilities: the very best that can be provided. The barracks themselves are deliberately imposing to show the world the true might of the state. The soldiers live relatively well, although discipline is hard. As a result, the elite trained here are expected to be the finest, bravest soldiers that are sent into battle.
Stables:
This is the basic building required for training all cavalry units. Stables can be improved as the settlement grows so that a wider range of cavalry types - that require different types of horse - can be trained. Horses are far too valuable to be used for farming (oxen, donkeys and slaves are used instead), and are bred for war, not work. Just about every horse-using nation is highly stratified, as horses are expensive to rear and keep. Having the skills to ride one is a mark of belonging to the aristocracy.
Cavalry Stables:
Cavalry Stables produce the superior horses that are needed to train horsemen for more advanced kinds of units. They include training yards where superior horsemanship can be taught to the men, and the horses schooled to face the noise and terror of battle (something that does not come naturally to them). Seleucid stables also include facilities for handling larger war beasts, such as elephants. This building can be upgraded further when the settlement grows.
Elite Cavalry Stables:
Elite Cavalry Stables train some of the finest mounted soldiers available to any army. Horses and men are looked after in considerable luxury - at least compared to where infantry are expected to live! Farriers and specialised armourers are also found here, allowing many types of cavalry to be trained. These stables may also include facilities for training and housing elephants. This alone can make the building a valuable part of the military infrastructure. This building can be upgraded further when the settlement grows.
Royal Cavalry Stables:
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Practice Range:
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Archery Range:
Archery is a skill that takes time and patience to perfect: the strength to use a bow well is only acquired through long hours of practice. Most recruits know how to use a bow from hunting, but this is different from using a bow in battle. An Archery Range gives the space for bowmen to further develop their skills and practice group tactics.
Siege Engineer:
A Siege Engineer designs and builds the largest artillery weapons. Useful during siege operations, artillery can also be used to break up large formations in field battles. Their construction requires skilled work and an understanding of many engineering principles. In addition to making the weapons, a siege engineer also makes sure that the crew know enough to be a danger to the enemy and not themselves! There is also a practice range allowing other missile-armed troops to be trained here.
Trader:
The Trader sells some local produce to other settlements increasing - in a small way - the wealth of the community. Trade carries risks, but it is an excellent way of increasing wealth, because settlements and nations flourish when they are mutually supporting, not attempting to be entirely self sufficient. Trade can, of course, be taxed. It can also be improved when this building is upgraded.
Market:
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Agora:
Trade flourishes where it is encouraged. The Agora is a meeting place as much as a trading centre, and almost anything can be bought here, when the price is right. In the hustle and bustle of this busy market anything and everything is for sale, even a man's secrets - or his sudden death! Trade can, of course, be taxed. It can also be improved when this building is upgraded.
Great Agora:
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Merchants' Quarter:
A Merchants' Quarter is the commercial hub of many provinces. Anything imaginable is available to a man with gold in his purse. Trade can do little else but flourish when a complete section of a city is turned over to the merchant classes. From their villas and warehouses the merchants control all trade within a region, bringing in riches and exotic goods in the process. That trade can be taxed (to the hilt, if need be) is part of the cost of doing business.
Blacksmith:
A Blacksmith provides superior quality weaponry for any troops trained in the settlement. His skills in metalworking are exceptional, far beyond those of ordinary smiths who make agricultural implements. He is an important man in the community, as good weapons are always valued by the men who have to use them. A Blacksmith who can make a strong sword that won't break or bend in combat is a great asset to his people.
Foundry:
A foundry is the final metalworking development found only in the larger cities: a factory where very high quality armour and weaponry can be produced quickly, and in quantity. Any troops trained in this city will be equipped to the highest standard possible, making them formidable in combat, providing of course, that they are well motivated and properly commanded!
Port:
A port brings trade and wealth to a settlement, and allows the construction of simple ships. Access to the sea is vital for all long distance trade. The sea-lanes are the true highways of the world, and carrying goods by ship is the only way to move them cheaply enough to make a profit. Indeed, it is usually cheaper and quicker to send a cargo halfway across the world by sea than to the next city in a cart! Militarily, ports are important because they have the men and equipment needed to build a fleet.
Shipwright:
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Dockyard:
A Dockyard has the equipment and skilled craftsmen needed to construct the largest and most advanced warships afloat, while the port can speedily handle many merchant vessels. The city's merchants can easily send their cargoes to any port in the world, adding greatly to the wealth of the city and in return exotic goods from all over the world pass through the docks. The Dockyard can produce any warship required by the fleet, and even provide the crews of slave rowers required by these large and powerful ships. By reputation, Greeks remain the finest sailors in the world, and their naval architects are second to none. Even foreigners recognise this skill, and are not above trying to tempt Greek seamen into their service!
Sewers:
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Public Baths:
Public baths play an important part in the social life of the town; they are a place to meet as much as somewhere to get clean. Baths are often among the most magnificent of public buildings, and include cunning heating systems and many slaves to look after the needs of the citizens.
Aqueduct:
The aqueduct supplies fresh, clean water to the city throughout the year. Apart from that used for drinking and washing, there is usually enough left over for public fountains and gardens as well.
Communal Farming:
Once slash-and-burn agriculture has worn out the land, one response is for farming communities to organise, and work collectively. Communal farming produces a surplus through minor economies of scale: tools and resources are pooled, and everyone works as a team to gather the harvest. Individual failures are minimised by these methods. This kind of farming can be upgraded as the settlement grows.
Crop Rotation:
Crop rotation and basic land management techniques stop farms from becoming rapidly exhausted. By changing field usage every year and allowing land to lie fallow or be used as pasture, the goodness of the land is slowly restored. Crop yields and surpluses improve as a result. Slave labour also helps, as peasant farmers generally keep more produce for themselves. This kind of farming can be upgraded as the settlement grows.
Irrigation:
Damming rivers and using waterwheels to raise water to fields is labour intensive, but the pay offs can be spectacular. In some parts of the world it's even possible to gather more than one harvest a year when irrigation is used. Overall, extensive irrigation systems improve all farm production, creating even larger surpluses that can be sent to support a growing urban population.
Roads:
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Paved Roads:
These improved roads allow armies to assemble and then meet approaching enemies swiftly. Paved roads are built for military use first and foremost. They are carefully surveyed and constructed, often including cuttings and extensive causeways. They will not degenerate into muddy rivers in winter or dusty tracks in summer, no matter how hard the usage.
Mines:
Mines are needed to exploit the natural wealth of a province, although the dangerous underground work costs the lives of many slaves. Most mines are not very deep, as they are dug by back-breaking labour and follow the richest seams of ore into hillsides (drift mining), rather than having vertical mine shafts. Where gold and silver are to be found, mining is sure to be a priority of the land's overlords.
Mines+1:
These deeper Mines exploit the wealth of a region more efficiently, allowing seams of ore to be dug out even below the water table. In addition to the miners, teams of slaves are used to lift water out of the workings using treadmill-powered waterwheels. The wealth extracted by these mines is more than enough to make a handsome profit and pay for a constant influx of new slave labourers - working in a mine is usually a not-very deferred death sentence.
Academy:
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Scriptorium:
A Scriptorium holds many laboriously copied books, and the learning to be gained here can improve the skills of present and future leaders alike. Built upon the solid educational foundations of an Academy, this place brings together many teachers and thinkers who, through cogent argument and disputation, impart knowledge to all those willing to listen and learn. A city with a Scriptorium will tend to be efficiently governed because of the educated men that are drawn here. This building can be upgraded as the settlement grows.
Stay tuned for Part 2!
출처:
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첫댓글 그리스, 아니면 마케도니아인가요?
아고라라는 말이 나오는거로 봐선 그리스 같은데..
어느 행성 언어일까...
누가해석좀 ㅡㅡ
크테시폰을 영어로는 Cteshipon이라고 쓰는구려
다시보니 제목이 있군요..ㅡㅡ; Those sneaky Seleucids. 음흉한 셀레우코스.
아.. 그렇군여... 셀레우코스는 그런넘. 그나저나 분담해서 번역하실래여? 양이 좀 어마어마 하네여. Kwesa님은 어떻게 이걸 다하시는지 모르겠네요. 저는 작문실려이딸려서.. 적당한 단어 찾는게 쉽지가 않더군요. 한글로 알면 영어를 모르고, 영어로 알면 한글로 모르는 식. 돌아버리네.
네 저도 해볼려다가 포기했슴다ㅡㅡ; 유닛도 아니고 건물들 정보라서 별로 재미도 없고..
시리아...