Update 7 Deadline is February 14, 2012
Check Here for the list of Updates: http://forums.civfanatics.com/showpost.php?p=11152590&postcount=5
I have in the past experimented with fantasy setting NESes, but this has usually gone poorly, both as a player and a moderator. Then, as I spent my holidays away, playing Skyrim and spending time with family, I was struck with a number of ways to adopt my rulesets and ideas for a fantasy NES. As I was sitting at a restaurant, I was bombarded with plot ideas and enthusiasm. Unfortunately, reality hit and I realized that fantasy NESes were apparently passe and too difficult to do. After putting aside the napkins I had scribbled upon, I came home from vacation and looked to see what NESes were out there. I saw Sekai II and NutraNES IV and was astounded and astonished at the great creativity expressed in both, and was awed, and vowed to launch such an NES myself.
I started tinkering with a fantasy ruleset after warman17's aborted World of Warcraft NES, and that's where this truly began. The fantasy world itself is influence primarily by World of Warcraft and the Elder Scrolls series, though it is not connected to either. Instead, I hope that players will create their own Lore and histories, and I have made things as vague as I could dare. Those who are creative in this NES will be greatly rewarded by material conquest and success. Rather than focusing solely on stories, I have attempted here to allow people to call upon their creativity, while not forcing them to write full stories if they do not want to. The stats provided are meant to be solely a guideline, and I have no problem adjusting the individual stat formats of nations to your preference.
Lastly, I make no promises involving this NES or CIEN. Either one might or might not survive the dual running of NESes. Past experience suggests that both won't make it, and I'd say, it'll largely depend on which turns out to be more interesting. At the moment, I'm interested in seeing how both turn out AND I'm unemployed. Thanks to that, we should be able to get at least five updates out of both before one or the other dies. All that aside, I'd like to add, if you don't play, waiting to see if this lives, the people who come first will beat you to the good spots and nations.
The world upon which the continent of Citana sits is known as Nessan, and is now only a shadow of its former glory. The world used to be strode across by beings of great power, known only as the mysterious Titans. They created the mortal races for their own amusement, and would create and destroy new races solely upon their own whims. One day as they partook in this play, some great cataclysm destroyed the world as they knew it, and the Titans disappeared and the world was shattered beyond even their repair. The mortal races suffered, as they always had, and much knowledge and life was lost in the time, and they nearly vanished as well. Little by little, the mortal races have banded together and begun building new civilizations and nations to light the path of the First Era of Citana's history.
Now, at the dawn of this First Era, Citana's civilizations emerge, and conquest beckons, as the wealth of a continent tempts all who reside in the region. The first wars are coming, and with the bloodshed, they will change the world once more.
NOTE: I'd recommend that you actually read what the various options are used for before making your selections. As another side note, yes, nomadic tribes are allowed, you just need to pick where you want to start. Just make sure you make that clear in your background so that there's no confusion on my end.
Civilization Name:
Dominant Race: See Notes in spoiler below, especially if you want to create your own race
Government:
Leader Name:
Leader Trait: See List Below
Leader Background: optional, story based
Starting Location: Describe Location or Provide map with location marked
Preferred Map Color: (optional)
Preferred Leader Names: (optional, for use when generating heir names)
Preferred City Names: (optional, for use when you establish a new outpost)
Background:
Creating or Choosing Races
The Dominant race of your nation is the one which pulls the strings and rules the rest within your society. While they may not be the only race, or even the majority race, in your empire, they are the ones in charge, and the ones the other nations associate with your empire's name. To begin with I have provided the standard fantasy races of Dwarves, Men, and Elves. These are not the only ones allowed. In fact, if you're encouraged to create your own (whether a variation on the big three or a completely new race). All you have to do is create a stat setup of races like the three below. Then they will be provided here in a similar format. Overall, these racial stats have little to do with the NES as a whole, besides providing some background and influencing your starting stats.
Combat is the level of proficiency in standard (non-magical) combat that the race demonstrates. Magecraft is the proficiency of the race when it comes to magical abilities. Charisma is the influence of your race over other races, when it comes to diplomacy and trade. Stealth is how sneaky the average member of your race is.
Note: Just making it clear here that these stats for races have very little to do with the way the NES functions or you freedom to do whatever you like with the civilization you create. This should just give you some notion of how the NPCs of these races think. Also, this affects the types of classes that heroes will be when they emerge. Also, you can make up whatever lore you like for the existing generic races (though please defer to the creating player if another race you want to play as is added)
Men
Combat: 25%
Magecraft: 20%
Charisma: 30%
Stealth: 25%
Elves
Combat: 20%
Magecraft: 40%
Charisma: 25%
Stealth: 15%
Dwarves
Combat: 40%
Magecraft: 15%
Charisma: 20%
Stealth: 25%
Leader Traits
Leader Traits are what sort of benefits that your leader brings to the faction as a whole. When your leader dies, the following leader will likely have a trait of his own. Yes, this means that your leaders are not permanent, and depending on what sort of government you have, leaders may change frequently or rarely at all.
Fertile: Your leader is a stallion among his people, and they replicate this themselves. In addition to producing more heirs if you're a monarch, your population will have double the growth rate.
Mercantile: A man who knows his figures, this sort of ruler will always get the most out of taxes and trade. You will receive 25% more money from commerce and cities/towns.
Industrious: As a man of the people and a hard worker himself, this sort of leader knows how to get the most out of production. You will receive 10% more lumber and stone minerals from towns that produce them.
Mystic: As a noted mage and caster of spells, the mystic leader is at the height of his realm's casting ability and proficiency. This leader will increase Mana production from your nation by 25%.
Intellectual: As a tinkerer of some renown, this leader is frequently the center of explosions of brilliant ideas and occasionally fire or shrapnel. Regardless, with this leader you will receive 25% more Expertise a turn.
Warrior: A fighter and general known well to his people, the warrior is noted for his prowess in arms. His soldiers are significantly better in battle than those of any other nation.
The Cyrodillian Empire
Dominant Race: Human (Elves, Dwarves)
Absolute Monarchy: Emperor Uriel VII Septim (Intellectual)
Capital: Corrol
Family: Martin (32), Avandiccia (30), Uriel (15)
Population: 400,000
Slaves: 0
Gold: 1,000 (+400)
Lumber: 1,000 (+100)
Minerals: 1,000 (+50)
Mana Reserve: 100 (+50)
Expertise: 100 (+10)
Army: 1,000 Warriors, 50 Novices
Navy: 50 Galleys
Associated Heroes: Dovahkiin
Settlements: 1 City, 2 Towns
Bravil: +100 Lumber, +100 Gold
-Population: 100,000
-Loyalty: 75%
Corrol: +300 Gold
-Population: 250,000
-Loyalty: 85%
Hammerfall: +50 Stone and Minerals
-Population: 50,000
-Loyalty: 80%
Races, Governments, Monarchs, and Family
The Dominant Race of your nation is simply the race that runs the show in your nation. After some time though, or perhaps simply starting out, you will obtain more races within your borders. In such a case they will build up in this portion of your stats. This may have an effect upon various cities' loyalty as well as relations with other nations, but otherwise no concrete effect is had upon the rest of your stats.
Governments can vary to be whatever you want it to be. The only exception I must make for that is that you must have a head of state who has to have one of the leader traits mentioned above. I'd also like to know how often your leader changes, etc. If a leader lives too long or has some bad luck in an update, I will create a new leader based on naming schemes. There is an exception. If you are a monarchy or otherwise hereditary government, new heirs will be born occasionally and will inherit the throne when your leader dies. If none hereditary you can name your own heir or simply deal with it only when the time comes (probably not a good idea).
Population and Slaves
The Population of your nation is the number of people living within your cities total. This does not include people in the territories between your cities or otherwise claimed area. If they aren't in a settlement, they don't count. In terms of game play, your population counts as the free people of your civilization, with full rights provided unto them. Each city's population is provided within the Settlement spoiler of your stats. This all builds up to your total, which will ultimately affect the effectiveness and size of resource collection and town growth.
As for slaves, these are the weakling servants of your empire. You can convert a portion of you Population to slavery at any point, raid other nations for slaves, or even buy population from other nations and turn them to slaves. Because there's no reason to treat slaves right, they are useful for production of lumber and other resources, as well as construction or perhaps sacrifice to the gods.
Gold and Other Resources
Gold, Lumber, and Minerals are the key resources of any empire. Gold will be used in the construction of every unit and is produced by trade between cities and with other nations, as well as by taxing large cities and towns. Lumber is produced from towns or cities in or right next to woodlands, and is used for the construction of buildings and weapons. Minerals are also used for construction and weapon production, and are produced from towns or cities location in or right next to mountains. Prices involving all of these are listed in the appropriate places. It should also be noted that Lumber and Minerals can be used interchangablely with Mana in the construction of buildings.
Magic, Mana, and Spells
Magic is an important part of the world the people of Citana live in, and it can have an influence upon almost every element of life. Rather than being a skill available to only a few of a certain blood type or heritage, any person in the world can use magic with appropriate training, though some are most definitely more skilled than others. Mana is the reserve of magic created by those practicing magic and developing their talents. This mana can then be used as power in battle, to build new buildings and weapons out of nothing, or to cast spells of tremendous power.
Mana functions sort of as mage "ammunition" in a battle. Every type of magical unit uses up an amount of mana in the course of a battle, and when the nation's reserves of mana are empty, these units become effectively useless. While a fully loaded mage is an awesome sight to behold, if you run out of mana, those fancy units will be worthless in battle.
Mana can also be used in lieu of Lumber or Minerals in the construction of buildings, as listed below. This of course represents the simple summoning of buildings from nothing into existence, allowing the possibility of 100% magically constructed towns and cities.
Lastly, but most importantly are the great spells. These spells can be whatever you want them to be. From summoning demons or simply reshaping the world, you can cast any great spell. These function somewhat like projects, but instead cost an unholy amount of magic. They will be located at the bottom of your stats below your settlements. You should also be warned, if you intend to end the world, fear the heroes who will definitely arise to try to stop you.
Expertise
Expertise is the reserves and plans of technical ability with your nation. This implies the ability to design new weapons and buildings for your nation. All projects will cost some level of Expertise, and the strongest weapons will always cost expertise. Furthermore, this is a vital stat in the creation of new units, as each point of expertise spent will be another point in the power of your new units. See the post below for complete pricing and details on unit creation.
Armies and Warfare
Your army and navy stats should be fairly straight forward. There are very few generic units that I have provided below, but all units will be in the unit post below. These make up your larger military which will likely be the focus of your efforts in this NES. Wars for this NES will typically be decided in battles and sieges between cities. Remember, sieges will have a devastating effect upon the local population and economy, and often it may be better to fight out in the open.
As already described, there are only three generic units that will be provided at the beginning of the NES. These are Warriors, Novices, and Galleys. These are the most basic and I would not recommend using them except in the most dire of circumstances. My full recommendation is that you take a look at the post below and work on designing your own unique soldiers for combat.
Towns and Expansion
Rather than "blobbing" across the map like in most fresh start NESes, the focus here is upon cities and settlements. In order to expand your civilization you must construct new towns at whatever location you choose (within reason). The further away a proposed town site, the less likely the expedition to establish the town will be a success. Also, the chances of successfully building a new settlement are increased if the settlement is located along an already existing road or river connected with your capital. Speaking of which, I highly recommend being prepared to dedicate gold to projects building roads to connect your cities. If you wish to control an area or otherwise guard your lands, you can instead build a fort.
Prices for towns and forts are listed in the below post with other buildings.
Loyalty
The Loyalty of your population is loyalty towards the faction, not towards the ruler. A catastrophically low Loyalty number will result in civil war or even complete collapse if the ruler dies. Higher loyalty numbers make your soldiers more dedicated in combat and allow for a smoother transfer of power should your leader ever die. Loyalty is dictated settlement by settlement and may be determined by the majority race of the settlement, when it was captured, and various other attributes as well as by random events. Typically unrest will start in one settlement, and then spread (or not spread) depending on the loyalty of other settlements.
Buildings, Roads, and Projects
Projects are things such as wonders or major structures or endeavors undertaken by your nation. These are much like Great Spells, but are of a more physical nature. They can cost lives, or simply lumber. All you must do is order the construction to begin and I will give you a price, located underneath the rest of your stats.
Like in my previous Fallout-inspired NES, you can build smaller buildings and installations to complement your cities. Also like in the previous NES, I will add these as you think of them, not as I think of them. These will typically be smaller buildings that don't count as great wonders or projects, and will be added as we go.
Roads will be present upon the map and greatly improve commerce and trade between cities and nations. The price of building roads will widely depend on the distance of the road and the terrain it travels through. Like with any other project, you will simply state what you wish the project to do, and I will provide you with a price in your stats.
Heroes of Citana
What would a fantasy world be without heroes of great renown? Unlike other NESes I have done in a fantasy setting, heroes are not playable by ya'll. In fact, heroes never even come under your direct control. Heroes will occasionally appear in the realm (and will have a post to themselves), and journey across the lands seeking adventure, wealth, and reward. You may influence them, offer rewards to incentivize them, or simply try to hunt them down if they've offended you. It should also be said, that not all heroes are truly heroic. Some may be in shades of gray or even outright evil.
Random Events, Orders, and Updates
Updates will take place as a year each turn. This may seem a bit small amount of time at first, but the goal of this first NES is the establishment of nations and cities from the beginning, and perhaps the first great empire to unite the lands of Citana. Orders are suggested to be given through Private Message, but I will accept them on the thread in spoilers or via e-mail. E-mail will be provided if privately asked for (and if I've had experience with you as an NESer in the past).
I will be attempting speedy updates at first, but this will largely depend on speedy orders. It's a two-way street after all.
The continent of Citana is mostly temperate and fertile land for farming and development, with two large deserts. With the exception of the continent itself, nothing has been named. I leave it up to players to name various locations themselves, and they may use whatever names they want. Due to the length of all the eras, names will change as we go, and different races and nations will have different names for other locations. Needless to say, empty grasslands with rivers are by far the best to build cities upon, but you can build cities anywhere. Rivers can be used for trade and commerce much like a natural road.
The world is a small place, and this is only a continent. For a matter of scale, I expect a major power is likely to consist of only 4-5 large cities, and a number of towns and forts. Keep this in mind when plotting out your cities. This should become easier to calculate as we go.
The story is deliberately vague, and I hope you will fill in whatever gaps you can, and tell your own stories. My only rule on this is that you do not directly conflict with another person's own story or history provided. This first NES focuses on the rise of true nations and empires, encompassing what I am calling the First Era. This will gradually shape from cities to nation states, beginning from your first city.
Lastly, the Titans of old left behind relics in the wilderness, and perhaps they will come to light by the efforts of heroes or nations. We'll see, won't we?
World Map
The Following is only the Terrain map with named landmarks and regions. For the latest political map, please consult the list of update links in Post #5.
Check Here for the list of Updates: http://forums.civfanatics.com/showpost.php?p=11152590&postcount=5
Legends of Citana: The First Era
Introduction
I have in the past experimented with fantasy setting NESes, but this has usually gone poorly, both as a player and a moderator. Then, as I spent my holidays away, playing Skyrim and spending time with family, I was struck with a number of ways to adopt my rulesets and ideas for a fantasy NES. As I was sitting at a restaurant, I was bombarded with plot ideas and enthusiasm. Unfortunately, reality hit and I realized that fantasy NESes were apparently passe and too difficult to do. After putting aside the napkins I had scribbled upon, I came home from vacation and looked to see what NESes were out there. I saw Sekai II and NutraNES IV and was astounded and astonished at the great creativity expressed in both, and was awed, and vowed to launch such an NES myself.
I started tinkering with a fantasy ruleset after warman17's aborted World of Warcraft NES, and that's where this truly began. The fantasy world itself is influence primarily by World of Warcraft and the Elder Scrolls series, though it is not connected to either. Instead, I hope that players will create their own Lore and histories, and I have made things as vague as I could dare. Those who are creative in this NES will be greatly rewarded by material conquest and success. Rather than focusing solely on stories, I have attempted here to allow people to call upon their creativity, while not forcing them to write full stories if they do not want to. The stats provided are meant to be solely a guideline, and I have no problem adjusting the individual stat formats of nations to your preference.
Lastly, I make no promises involving this NES or CIEN. Either one might or might not survive the dual running of NESes. Past experience suggests that both won't make it, and I'd say, it'll largely depend on which turns out to be more interesting. At the moment, I'm interested in seeing how both turn out AND I'm unemployed. Thanks to that, we should be able to get at least five updates out of both before one or the other dies. All that aside, I'd like to add, if you don't play, waiting to see if this lives, the people who come first will beat you to the good spots and nations.
The Story
The world upon which the continent of Citana sits is known as Nessan, and is now only a shadow of its former glory. The world used to be strode across by beings of great power, known only as the mysterious Titans. They created the mortal races for their own amusement, and would create and destroy new races solely upon their own whims. One day as they partook in this play, some great cataclysm destroyed the world as they knew it, and the Titans disappeared and the world was shattered beyond even their repair. The mortal races suffered, as they always had, and much knowledge and life was lost in the time, and they nearly vanished as well. Little by little, the mortal races have banded together and begun building new civilizations and nations to light the path of the First Era of Citana's history.
Now, at the dawn of this First Era, Citana's civilizations emerge, and conquest beckons, as the wealth of a continent tempts all who reside in the region. The first wars are coming, and with the bloodshed, they will change the world once more.
Faction Set-up
NOTE: I'd recommend that you actually read what the various options are used for before making your selections. As another side note, yes, nomadic tribes are allowed, you just need to pick where you want to start. Just make sure you make that clear in your background so that there's no confusion on my end.
Civilization Name:
Dominant Race: See Notes in spoiler below, especially if you want to create your own race
Government:
Leader Name:
Leader Trait: See List Below
Leader Background: optional, story based
Starting Location: Describe Location or Provide map with location marked
Preferred Map Color: (optional)
Preferred Leader Names: (optional, for use when generating heir names)
Preferred City Names: (optional, for use when you establish a new outpost)
Background:
Spoiler :
Creating or Choosing Races
The Dominant race of your nation is the one which pulls the strings and rules the rest within your society. While they may not be the only race, or even the majority race, in your empire, they are the ones in charge, and the ones the other nations associate with your empire's name. To begin with I have provided the standard fantasy races of Dwarves, Men, and Elves. These are not the only ones allowed. In fact, if you're encouraged to create your own (whether a variation on the big three or a completely new race). All you have to do is create a stat setup of races like the three below. Then they will be provided here in a similar format. Overall, these racial stats have little to do with the NES as a whole, besides providing some background and influencing your starting stats.
Combat is the level of proficiency in standard (non-magical) combat that the race demonstrates. Magecraft is the proficiency of the race when it comes to magical abilities. Charisma is the influence of your race over other races, when it comes to diplomacy and trade. Stealth is how sneaky the average member of your race is.
Note: Just making it clear here that these stats for races have very little to do with the way the NES functions or you freedom to do whatever you like with the civilization you create. This should just give you some notion of how the NPCs of these races think. Also, this affects the types of classes that heroes will be when they emerge. Also, you can make up whatever lore you like for the existing generic races (though please defer to the creating player if another race you want to play as is added)
Men
Combat: 25%
Magecraft: 20%
Charisma: 30%
Stealth: 25%
Elves
Combat: 20%
Magecraft: 40%
Charisma: 25%
Stealth: 15%
Dwarves
Combat: 40%
Magecraft: 15%
Charisma: 20%
Stealth: 25%
Leader Traits
Leader Traits are what sort of benefits that your leader brings to the faction as a whole. When your leader dies, the following leader will likely have a trait of his own. Yes, this means that your leaders are not permanent, and depending on what sort of government you have, leaders may change frequently or rarely at all.
Fertile: Your leader is a stallion among his people, and they replicate this themselves. In addition to producing more heirs if you're a monarch, your population will have double the growth rate.
Mercantile: A man who knows his figures, this sort of ruler will always get the most out of taxes and trade. You will receive 25% more money from commerce and cities/towns.
Industrious: As a man of the people and a hard worker himself, this sort of leader knows how to get the most out of production. You will receive 10% more lumber and stone minerals from towns that produce them.
Mystic: As a noted mage and caster of spells, the mystic leader is at the height of his realm's casting ability and proficiency. This leader will increase Mana production from your nation by 25%.
Intellectual: As a tinkerer of some renown, this leader is frequently the center of explosions of brilliant ideas and occasionally fire or shrapnel. Regardless, with this leader you will receive 25% more Expertise a turn.
Warrior: A fighter and general known well to his people, the warrior is noted for his prowess in arms. His soldiers are significantly better in battle than those of any other nation.
Sample Game Stats
Spoiler :
The Cyrodillian Empire
Dominant Race: Human (Elves, Dwarves)
Absolute Monarchy: Emperor Uriel VII Septim (Intellectual)
Capital: Corrol
Family: Martin (32), Avandiccia (30), Uriel (15)
Population: 400,000
Slaves: 0
Gold: 1,000 (+400)
Lumber: 1,000 (+100)
Minerals: 1,000 (+50)
Mana Reserve: 100 (+50)
Expertise: 100 (+10)
Army: 1,000 Warriors, 50 Novices
Navy: 50 Galleys
Associated Heroes: Dovahkiin
Settlements: 1 City, 2 Towns
Spoiler :
Bravil: +100 Lumber, +100 Gold
-Population: 100,000
-Loyalty: 75%
Corrol: +300 Gold
-Population: 250,000
-Loyalty: 85%
Hammerfall: +50 Stone and Minerals
-Population: 50,000
-Loyalty: 80%
The Rules
Spoiler :
Races, Governments, Monarchs, and Family
The Dominant Race of your nation is simply the race that runs the show in your nation. After some time though, or perhaps simply starting out, you will obtain more races within your borders. In such a case they will build up in this portion of your stats. This may have an effect upon various cities' loyalty as well as relations with other nations, but otherwise no concrete effect is had upon the rest of your stats.
Governments can vary to be whatever you want it to be. The only exception I must make for that is that you must have a head of state who has to have one of the leader traits mentioned above. I'd also like to know how often your leader changes, etc. If a leader lives too long or has some bad luck in an update, I will create a new leader based on naming schemes. There is an exception. If you are a monarchy or otherwise hereditary government, new heirs will be born occasionally and will inherit the throne when your leader dies. If none hereditary you can name your own heir or simply deal with it only when the time comes (probably not a good idea).
Population and Slaves
The Population of your nation is the number of people living within your cities total. This does not include people in the territories between your cities or otherwise claimed area. If they aren't in a settlement, they don't count. In terms of game play, your population counts as the free people of your civilization, with full rights provided unto them. Each city's population is provided within the Settlement spoiler of your stats. This all builds up to your total, which will ultimately affect the effectiveness and size of resource collection and town growth.
As for slaves, these are the weakling servants of your empire. You can convert a portion of you Population to slavery at any point, raid other nations for slaves, or even buy population from other nations and turn them to slaves. Because there's no reason to treat slaves right, they are useful for production of lumber and other resources, as well as construction or perhaps sacrifice to the gods.
Gold and Other Resources
Gold, Lumber, and Minerals are the key resources of any empire. Gold will be used in the construction of every unit and is produced by trade between cities and with other nations, as well as by taxing large cities and towns. Lumber is produced from towns or cities in or right next to woodlands, and is used for the construction of buildings and weapons. Minerals are also used for construction and weapon production, and are produced from towns or cities location in or right next to mountains. Prices involving all of these are listed in the appropriate places. It should also be noted that Lumber and Minerals can be used interchangablely with Mana in the construction of buildings.
Magic, Mana, and Spells
Magic is an important part of the world the people of Citana live in, and it can have an influence upon almost every element of life. Rather than being a skill available to only a few of a certain blood type or heritage, any person in the world can use magic with appropriate training, though some are most definitely more skilled than others. Mana is the reserve of magic created by those practicing magic and developing their talents. This mana can then be used as power in battle, to build new buildings and weapons out of nothing, or to cast spells of tremendous power.
Mana functions sort of as mage "ammunition" in a battle. Every type of magical unit uses up an amount of mana in the course of a battle, and when the nation's reserves of mana are empty, these units become effectively useless. While a fully loaded mage is an awesome sight to behold, if you run out of mana, those fancy units will be worthless in battle.
Mana can also be used in lieu of Lumber or Minerals in the construction of buildings, as listed below. This of course represents the simple summoning of buildings from nothing into existence, allowing the possibility of 100% magically constructed towns and cities.
Lastly, but most importantly are the great spells. These spells can be whatever you want them to be. From summoning demons or simply reshaping the world, you can cast any great spell. These function somewhat like projects, but instead cost an unholy amount of magic. They will be located at the bottom of your stats below your settlements. You should also be warned, if you intend to end the world, fear the heroes who will definitely arise to try to stop you.
Expertise
Expertise is the reserves and plans of technical ability with your nation. This implies the ability to design new weapons and buildings for your nation. All projects will cost some level of Expertise, and the strongest weapons will always cost expertise. Furthermore, this is a vital stat in the creation of new units, as each point of expertise spent will be another point in the power of your new units. See the post below for complete pricing and details on unit creation.
Armies and Warfare
Your army and navy stats should be fairly straight forward. There are very few generic units that I have provided below, but all units will be in the unit post below. These make up your larger military which will likely be the focus of your efforts in this NES. Wars for this NES will typically be decided in battles and sieges between cities. Remember, sieges will have a devastating effect upon the local population and economy, and often it may be better to fight out in the open.
As already described, there are only three generic units that will be provided at the beginning of the NES. These are Warriors, Novices, and Galleys. These are the most basic and I would not recommend using them except in the most dire of circumstances. My full recommendation is that you take a look at the post below and work on designing your own unique soldiers for combat.
Towns and Expansion
Rather than "blobbing" across the map like in most fresh start NESes, the focus here is upon cities and settlements. In order to expand your civilization you must construct new towns at whatever location you choose (within reason). The further away a proposed town site, the less likely the expedition to establish the town will be a success. Also, the chances of successfully building a new settlement are increased if the settlement is located along an already existing road or river connected with your capital. Speaking of which, I highly recommend being prepared to dedicate gold to projects building roads to connect your cities. If you wish to control an area or otherwise guard your lands, you can instead build a fort.
Prices for towns and forts are listed in the below post with other buildings.
Loyalty
The Loyalty of your population is loyalty towards the faction, not towards the ruler. A catastrophically low Loyalty number will result in civil war or even complete collapse if the ruler dies. Higher loyalty numbers make your soldiers more dedicated in combat and allow for a smoother transfer of power should your leader ever die. Loyalty is dictated settlement by settlement and may be determined by the majority race of the settlement, when it was captured, and various other attributes as well as by random events. Typically unrest will start in one settlement, and then spread (or not spread) depending on the loyalty of other settlements.
Buildings, Roads, and Projects
Projects are things such as wonders or major structures or endeavors undertaken by your nation. These are much like Great Spells, but are of a more physical nature. They can cost lives, or simply lumber. All you must do is order the construction to begin and I will give you a price, located underneath the rest of your stats.
Like in my previous Fallout-inspired NES, you can build smaller buildings and installations to complement your cities. Also like in the previous NES, I will add these as you think of them, not as I think of them. These will typically be smaller buildings that don't count as great wonders or projects, and will be added as we go.
Roads will be present upon the map and greatly improve commerce and trade between cities and nations. The price of building roads will widely depend on the distance of the road and the terrain it travels through. Like with any other project, you will simply state what you wish the project to do, and I will provide you with a price in your stats.
Heroes of Citana
What would a fantasy world be without heroes of great renown? Unlike other NESes I have done in a fantasy setting, heroes are not playable by ya'll. In fact, heroes never even come under your direct control. Heroes will occasionally appear in the realm (and will have a post to themselves), and journey across the lands seeking adventure, wealth, and reward. You may influence them, offer rewards to incentivize them, or simply try to hunt them down if they've offended you. It should also be said, that not all heroes are truly heroic. Some may be in shades of gray or even outright evil.
Random Events, Orders, and Updates
Updates will take place as a year each turn. This may seem a bit small amount of time at first, but the goal of this first NES is the establishment of nations and cities from the beginning, and perhaps the first great empire to unite the lands of Citana. Orders are suggested to be given through Private Message, but I will accept them on the thread in spoilers or via e-mail. E-mail will be provided if privately asked for (and if I've had experience with you as an NESer in the past).
I will be attempting speedy updates at first, but this will largely depend on speedy orders. It's a two-way street after all.
The World as we Know It: Map and Stories
The continent of Citana is mostly temperate and fertile land for farming and development, with two large deserts. With the exception of the continent itself, nothing has been named. I leave it up to players to name various locations themselves, and they may use whatever names they want. Due to the length of all the eras, names will change as we go, and different races and nations will have different names for other locations. Needless to say, empty grasslands with rivers are by far the best to build cities upon, but you can build cities anywhere. Rivers can be used for trade and commerce much like a natural road.
The world is a small place, and this is only a continent. For a matter of scale, I expect a major power is likely to consist of only 4-5 large cities, and a number of towns and forts. Keep this in mind when plotting out your cities. This should become easier to calculate as we go.
The story is deliberately vague, and I hope you will fill in whatever gaps you can, and tell your own stories. My only rule on this is that you do not directly conflict with another person's own story or history provided. This first NES focuses on the rise of true nations and empires, encompassing what I am calling the First Era. This will gradually shape from cities to nation states, beginning from your first city.
Lastly, the Titans of old left behind relics in the wilderness, and perhaps they will come to light by the efforts of heroes or nations. We'll see, won't we?
World Map
The Following is only the Terrain map with named landmarks and regions. For the latest political map, please consult the list of update links in Post #5.
Spoiler :