Jason The King
Deity
(this means the death of my board game, JNESXII. This may seem very complicated, but it really isn't. Just read it and ask questions.)
Welcome to JNESXIV
This is my 14th (I think) addition to the JNES family of board games, starting back to the 4th NES (again, I think) ever created. This NES is a mix between story NES and board game NES, much based off of the NEO NES series and RDNES.
Economy
This is where it may persuade you to not join this game, so I put it on top to allow you to avoid the rest of the rules. Every nations economy is based on a little thing called a settlement. The stats are actually numbers, unlimited, and you will begin with a 5 economy. Your economy goes like this: for every 2 military units you have, you need one village to support it. If you are over your limit, your economy will drop one level each turn until it is fixed. To grow your economy, you must have more settlements then you need to support your units. So if you have 2 villages and only 3 armies, your economy will increase by one stat every turn. If you have only 2 armies and 2 villages, it will increase by two for every turn. And so on.
Settlements
There are three settlements. In the stone age all the way to classical age, you may only have villages. Then from classical to Victorian age you may only have towns. Then from Victorian age to Late Industrial, you may have Cities. Then from Late industrial to Future, you may have metropolitans. A village can support 2 units, a town can support 3 units, a city can support 5 units, and a metro. can support 6 units! To build a settlement, you must pay two economic levels, and it takes 2 turns for it to come up. You can only start building a settlement ONE per turn. During those two turns, you cant build another one. To upgrade a settlement to next age, it costs one economic level and happens right away. Also, settlements might jump an age when you not even there yet if it is placed in a geographically good place for a city (good production, food, etc). You must be able to get to your city without going through another nation's land. ALSO, YOU MAY NAME YOUR SETTLEMENT
Units
You can build an army by paying one economic level. You start out with one. To upgrade the army to the next age, its one economic level per 2 units. If you have an army left over, it is upgraded for free. The same thing goes for navy. Also, the army and navy must both be in an upgraded settlement (so if you wanted to upgrade your Iron age army to classical age, then you must be in a town to upgrade, not a village) to upgrade. You can only build units in settlements.
Governments
While only a few governments are available each age, your government does have an effect. Each government bonuss/negatives will be posted each age.
Expanding
You may conquer more land by moving an army to conquer it. However, if it is far away, it is best if you keep the army there or it might revolt.
Trade
To open a trade route, it costs 3 economic levels and you must have a road to the recipients settlement. You gain 1 economic level ever 3 turns. (rip off from Stalin ). You must have a shared border, or you can do it by sea (then you gain 1 economic level every 5 turns). You can trade through a friendly nation to another nation on the other side if you have permission.
Roads
Allow double movement then normal. Costs one economic level. Must be built between settlements.
Age We are In:
Stone Age: Club men and canoes. Movement is slow, one-city empires (unless u congest, not a good idea).
Copper Age: Spearmen and chariot warfare dominate the flatlands. Movement in flat area are faster then stone age, but in mountaneous and wooded areas its the same.
Governments Available Now:
Stone Age:
Despotism: Only 2 cities you can make. No Negatives or Bonus
Tribal: Can make 3 cities, one less military unit you can make then normal.
Copper Age:
Theocracy: You can have as many cities as half of your confidence level, rounded up. No army penalty. Citizens will revolt should your confidence dip.
Template:
Nation Name
Player:
Starting Location
Government
Economy: 5
Units:
Army Forces: 1
Navy Forces:
Age:
Villages: 1
Towns:
Cities:
Metros:
Confidence:
Notes:
I feel like Im missing something, so more might be added. Please ask questions.
The first post after the map is a Notes Section, read that as well.
Welcome to JNESXIV
This is my 14th (I think) addition to the JNES family of board games, starting back to the 4th NES (again, I think) ever created. This NES is a mix between story NES and board game NES, much based off of the NEO NES series and RDNES.
Economy
This is where it may persuade you to not join this game, so I put it on top to allow you to avoid the rest of the rules. Every nations economy is based on a little thing called a settlement. The stats are actually numbers, unlimited, and you will begin with a 5 economy. Your economy goes like this: for every 2 military units you have, you need one village to support it. If you are over your limit, your economy will drop one level each turn until it is fixed. To grow your economy, you must have more settlements then you need to support your units. So if you have 2 villages and only 3 armies, your economy will increase by one stat every turn. If you have only 2 armies and 2 villages, it will increase by two for every turn. And so on.
Settlements
There are three settlements. In the stone age all the way to classical age, you may only have villages. Then from classical to Victorian age you may only have towns. Then from Victorian age to Late Industrial, you may have Cities. Then from Late industrial to Future, you may have metropolitans. A village can support 2 units, a town can support 3 units, a city can support 5 units, and a metro. can support 6 units! To build a settlement, you must pay two economic levels, and it takes 2 turns for it to come up. You can only start building a settlement ONE per turn. During those two turns, you cant build another one. To upgrade a settlement to next age, it costs one economic level and happens right away. Also, settlements might jump an age when you not even there yet if it is placed in a geographically good place for a city (good production, food, etc). You must be able to get to your city without going through another nation's land. ALSO, YOU MAY NAME YOUR SETTLEMENT
Units
You can build an army by paying one economic level. You start out with one. To upgrade the army to the next age, its one economic level per 2 units. If you have an army left over, it is upgraded for free. The same thing goes for navy. Also, the army and navy must both be in an upgraded settlement (so if you wanted to upgrade your Iron age army to classical age, then you must be in a town to upgrade, not a village) to upgrade. You can only build units in settlements.
Governments
While only a few governments are available each age, your government does have an effect. Each government bonuss/negatives will be posted each age.
Expanding
You may conquer more land by moving an army to conquer it. However, if it is far away, it is best if you keep the army there or it might revolt.
Trade
To open a trade route, it costs 3 economic levels and you must have a road to the recipients settlement. You gain 1 economic level ever 3 turns. (rip off from Stalin ). You must have a shared border, or you can do it by sea (then you gain 1 economic level every 5 turns). You can trade through a friendly nation to another nation on the other side if you have permission.
Roads
Allow double movement then normal. Costs one economic level. Must be built between settlements.
Age We are In:
Stone Age: Club men and canoes. Movement is slow, one-city empires (unless u congest, not a good idea).
Copper Age: Spearmen and chariot warfare dominate the flatlands. Movement in flat area are faster then stone age, but in mountaneous and wooded areas its the same.
Governments Available Now:
Stone Age:
Despotism: Only 2 cities you can make. No Negatives or Bonus
Tribal: Can make 3 cities, one less military unit you can make then normal.
Copper Age:
Theocracy: You can have as many cities as half of your confidence level, rounded up. No army penalty. Citizens will revolt should your confidence dip.
Template:
Nation Name
Player:
Starting Location
Government
Economy: 5
Units:
Army Forces: 1
Navy Forces:
Age:
Villages: 1
Towns:
Cities:
Metros:
Confidence:
Notes:
I feel like Im missing something, so more might be added. Please ask questions.
The first post after the map is a Notes Section, read that as well.