Jason The King
Deity
Hi everyone! I am starting yet another NES, but this one has a different ring to it, it's a fantasy NES, much like that of FANNES by WarlordMatt.
History
It was the year of turmoil. The elves have shifted from a super power to a race struggling for power, rivaling that of the Human Race now, in the Kingdom of Lenmen.
The elves have been through many kings unfit to rule the kingdom, and numerous wars with the Night Elves have proved devestating for race.
The Humans, on the other hand, have been prospering after their long war with the Demons, in which they won and banished the demons to Forbiddon island.
The dwarves, lying dorment most of history, are begining to open up their caves to visitors and are widening their horizon with actual feilds and cities.
The rest of the world have yet to proven themselves, and only time will tell what will happen in the future.
RULES
MONEY
Gaining money is a little different then that of JNES and UKNES. You recieve 5g per turn for a town, and 10g for a castle. You do
WHAT YOU MAY BUY
You may buy with your money the following:
Your special unit...10g
Regular Army...5g
Regular Navy...10g
A town in a province...5g
Castle...20g
Send it to another player for what every reason
Buy a trading fleet ...5g
Barracks...15g
Harbor...15g
MOVING
Unless specified by your special unit, all units may only move one sea/province a turn.
TRADING
For every nation you share a border with, you may sign a RTT and begin trading with, inwhich you will recieve an extra 1g that turn. RTT's last as long until war is claimed or one nation breaks it off. You may trade by sea as well, but requires the construction of a trading fleet. The trading fleet can be use as many times as you want, but it must reach another province with a harbor to trade.
Fighting is the same as JNES, if you want me to explain it, I will, but otherwise I won't.
LOADING UNLOADING
Loading and unloading does NOT take a units turn. You may unload and load as many times as you wish in one turn, but it must be done before a fleet moves.
BUILDING
There are four structure you may build, HARBOR, BARRACKS, CASTLE, and TOWN. A harbor may only be built on coastal provinces and allow for the construction of a fleet/trading fleet. Barracks all the contruction of armies/special units in that province inwhich it was built. Towns are what yu need to construct to claim a province. Castles are all three put together. Costs are above. To construct a castle, you must have a town, and either a barrack or a dock in that province. In order ot build a structure, you must have amilitary presence in the province. Only one structure can be built ina province at one turn, and building does NOT take a army/special unit's turn.
Militia is only present when there is a town/castle and acts like an army wth a -3 to defense
A Barracks provide a +2 to defense from a land attack, a dock +2 from a bombardment, and a castle +4 to any attack.
Bombardment from the sea can happen to any coastal province from an adjacent sea with the fleet in it. The bombardmet will hault any construction, and has a 1/3 chance to destroy the sturcture in the province, given there are no military troops in it. Every 2 armis/S.U. provide a +1 defense to bombardment.
There are 3 maps, one with names, one with provinces outlined, and one with numbers. The one with names will be updated whenever someone wants to add to it (you may, with your orders, ask me to name something on the map... i.e. Nem's forest...lol. To name something, you must own the province in which it is in). The Province map (w/o numbers) is what will be updated every day (or so I will try). This will show the castles and units etc. on them. The map with numbers is to provide you wti ha way to submit orders and talk amongst yourselves.
Ok, everyone starts out with a Castle in their province and 10g from it. Good Luck!
Demons (95) Uknemesis
Special Unit: Dragon Rider
Attack +1
Defense +1 (if in mountains)
*Need to be made in a Mountain Region
*Can cross oceans
Elves (10) Toasty
Special Unit: Archer
Defense +1
Attack +1 (if in forest)
*Needs wood resource
Night Elves (54)
Special Unit: Dark Swordsman
Attack +1
Defense +1 (if in home forest)
*Needs mountain resource
Goblins (91)
Special Unit: Barbarian
Attack: +1
Defense: +2 (in capital)
Dwarves (77) Trade/Warrior
Special Unit: Axe man
Defense +1
Attack + 1 (in mountains)
Humans (63) RoddyVR
Special Unit: Horseman
Move 2 provinces a turn in grassland
*needs Grassland resource
Orc (40) .:KNAS:.
Special Unit: Orc Raider
Attack +1
Attack +1 (when its a surprise attack)
Mages (25)
Special Unit: Magician
Attack +1
Defense +1 (in capital)
Holy Empire (priests) (85) IceEye
Special Unit: Crusader
Attack +2 (when attacking a non-human race)
Centaurs (20) Demetrias
Special Unit: Satyr (name suggestions?)
Attack +1
Can move 2 mountain provinces
History
It was the year of turmoil. The elves have shifted from a super power to a race struggling for power, rivaling that of the Human Race now, in the Kingdom of Lenmen.
The elves have been through many kings unfit to rule the kingdom, and numerous wars with the Night Elves have proved devestating for race.
The Humans, on the other hand, have been prospering after their long war with the Demons, in which they won and banished the demons to Forbiddon island.
The dwarves, lying dorment most of history, are begining to open up their caves to visitors and are widening their horizon with actual feilds and cities.
The rest of the world have yet to proven themselves, and only time will tell what will happen in the future.
RULES
MONEY
Gaining money is a little different then that of JNES and UKNES. You recieve 5g per turn for a town, and 10g for a castle. You do
WHAT YOU MAY BUY
You may buy with your money the following:
Your special unit...10g
Regular Army...5g
Regular Navy...10g
A town in a province...5g
Castle...20g
Send it to another player for what every reason
Buy a trading fleet ...5g
Barracks...15g
Harbor...15g
MOVING
Unless specified by your special unit, all units may only move one sea/province a turn.
TRADING
For every nation you share a border with, you may sign a RTT and begin trading with, inwhich you will recieve an extra 1g that turn. RTT's last as long until war is claimed or one nation breaks it off. You may trade by sea as well, but requires the construction of a trading fleet. The trading fleet can be use as many times as you want, but it must reach another province with a harbor to trade.
Fighting is the same as JNES, if you want me to explain it, I will, but otherwise I won't.
LOADING UNLOADING
Loading and unloading does NOT take a units turn. You may unload and load as many times as you wish in one turn, but it must be done before a fleet moves.
BUILDING
There are four structure you may build, HARBOR, BARRACKS, CASTLE, and TOWN. A harbor may only be built on coastal provinces and allow for the construction of a fleet/trading fleet. Barracks all the contruction of armies/special units in that province inwhich it was built. Towns are what yu need to construct to claim a province. Castles are all three put together. Costs are above. To construct a castle, you must have a town, and either a barrack or a dock in that province. In order ot build a structure, you must have amilitary presence in the province. Only one structure can be built ina province at one turn, and building does NOT take a army/special unit's turn.
Militia is only present when there is a town/castle and acts like an army wth a -3 to defense
A Barracks provide a +2 to defense from a land attack, a dock +2 from a bombardment, and a castle +4 to any attack.
Bombardment from the sea can happen to any coastal province from an adjacent sea with the fleet in it. The bombardmet will hault any construction, and has a 1/3 chance to destroy the sturcture in the province, given there are no military troops in it. Every 2 armis/S.U. provide a +1 defense to bombardment.
There are 3 maps, one with names, one with provinces outlined, and one with numbers. The one with names will be updated whenever someone wants to add to it (you may, with your orders, ask me to name something on the map... i.e. Nem's forest...lol. To name something, you must own the province in which it is in). The Province map (w/o numbers) is what will be updated every day (or so I will try). This will show the castles and units etc. on them. The map with numbers is to provide you wti ha way to submit orders and talk amongst yourselves.
Ok, everyone starts out with a Castle in their province and 10g from it. Good Luck!
Demons (95) Uknemesis
Special Unit: Dragon Rider
Attack +1
Defense +1 (if in mountains)
*Need to be made in a Mountain Region
*Can cross oceans
Elves (10) Toasty
Special Unit: Archer
Defense +1
Attack +1 (if in forest)
*Needs wood resource
Night Elves (54)
Special Unit: Dark Swordsman
Attack +1
Defense +1 (if in home forest)
*Needs mountain resource
Goblins (91)
Special Unit: Barbarian
Attack: +1
Defense: +2 (in capital)
Dwarves (77) Trade/Warrior
Special Unit: Axe man
Defense +1
Attack + 1 (in mountains)
Humans (63) RoddyVR
Special Unit: Horseman
Move 2 provinces a turn in grassland
*needs Grassland resource
Orc (40) .:KNAS:.
Special Unit: Orc Raider
Attack +1
Attack +1 (when its a surprise attack)
Mages (25)
Special Unit: Magician
Attack +1
Defense +1 (in capital)
Holy Empire (priests) (85) IceEye
Special Unit: Crusader
Attack +2 (when attacking a non-human race)
Centaurs (20) Demetrias
Special Unit: Satyr (name suggestions?)
Attack +1
Can move 2 mountain provinces