SKILORD
Insurgent
Welcome, fellow players.
It is without doubt that you have heard of Absolution, the renovations that were made in rules of Story NESes are hailed to this day by such masterpieces as STJNES4.
Absolution was intended to be to the Apolyton NES community what RTOR2 was to CFC. I refined EQ's rules, added rules of my own. But, after months of struggle (as I have 'extracurricular activities' to attend to and the other players lost interest) I vow to do my part to make this an exceptional game.
But Absolution lives, now at CFC. What is our goal? To be, simply put, the third horseman. The Third Immortal NES. If I succeed this will be the first self-aware immortal NES.
I have changed to rules a bit, to move them to the absolute cutting edge of Story NES rulemaking.
-
The Year is 2600 B.C. Across the globe Bronze begins to fall into place as the nations expand and conqure. In the Far East Island nations squabble over every spit of land. To the West civil war drags on against an icy backdrop.
The foundations of the world are being set, Ancient rivalries are being formed, Ancient allies are to be won. Make your beds well gentlemen, you will sleep in them when the time comes.
Rules
The basic rules for this game are few, Beginning in the year 2600, BC, the assorted nations of earth may, or may not have, beaten themselves into some sense of balance as they have been known to do through History, this is where you, the knew player come in, Creating a new Civ to rise from the dust of another, or taking the reins of an NPC you will likely add another variable to the world :
Select a historic civ, such as Babylon or the Iroquios. Or (to spice things up) you may create your own, customisable civ. For Instance:
I want to create the Solomian tribe so I start by declaring a few things about them:
EXAMPLE
Solomania
Ruler: Me
A Scientific People often noted for their devotion to wisdom and philisophical works, renound to be increadibly wise and nonviolent
Starting stats:
Small Army (Standard)
Small Navy (Stone) (Poor)
Religion: Wisdom God
Government: Gerontocratic Democracy
People: Alright
Economy: Stable, Uncontrolled
Tech: Stone Age
Traits: Scientific | Swift
Start: Solomnia is a nation centered around Hudson's Bay.
Traits
The Civilizations are different, apparently. Each has it's own specific qualities that seperate it from the others, select two:
Millitaristic Armies can be built up faster than usual. Less of a chance for large army penalties.
Swift Armies move twice as fast, as do trade ships. Upgrading navy only takes 1 level for 2 sizes.
Commercial Economy rises faster, people happier, CANNOT have 'controlled' economy.
Religious People support war against other religions more readily, allowing faster build up, and economy build during such times. Religious wonders have more effect.
Industrious Build things faster, except for armies. Includes roads and wonders. Less damage is taken from natural disasters.
Scientific Gets any advance known by another (non scientific) civ, 2 turns after meeting them or after they getr it.
Expansionist Your people expand your nation more quickly.
Natural Disaster
A new addition, Natural Disasters can strike at any time, anywhere. As you develop technologically you slowly begin to learn to predict them, by one turn at first but later by several. Wonders may help.
Economic Levels
Judging the wealth of your nation Economic levels are the currency of the game. You use them for everything from army construction to Wonder building. It is affected by millitary actions, education and virtually everything you do.
Range
Everyone's Starving, you ate the last cat in the nation.
Repression
Depression
Stable
Growing
Prospering
Booming
Wonders
You may, at any time, propose a wonder to build, any nation with contact with you may compete for it, but you have a head start of 3 turns, this is your 'patent period'. (Industrious civs automatically gain 2 turns) If your Wonder effects are totally out of line I'll ask you to rethink them and you won't build it that turn. How fast you build a wonder depends on how much you put into it. If you have a 'Unfree' government you could always force labor to shave off turns. Any type of government can use additional economy levels to take off a turn per economy level spent.
A new addition this turn are open wonders. These are offered in the Updates and can be built by anyone.
I will list turns until completion in updates. Wonder list on Post 2.
Army Sizes
Self Explanitory
Levels
Miniscule
Tiny
Small
Regular
Large
Giant
Huge
Army Size Penalties
You may build your army to any size you wish, it must take 1 turn per size, but you may. This type of action has penalties though.
If your nation is a Government designated 'Unfree' which is to say a government which ignores the will of the people. I shall not name governments because you can make your own. The Millitary can very well decide to take over the government. Then you will face two options:
Civil War: (If you're lucky, and your people are fond of you)
A Coup: Your orders are ignored for that turn. This can happen over and over again, but never continuously, if you don't choose to go to civil war over this, whch will wreak havok to your economy and population.
Luckily
Fleets won't do that. They may assist, under extreme situations, but they will often support you. Not always though Another thing about fleets is, that while armies will upgrade themselves, fleets always need a helping hand upgrading.
This will be less a problem in the andient ages. But it may be wise not to go all out on the armies.
Democracies and Republics show this problem differently, they may have riots instead, rendering their productive base immobile. They cannot build a thing at such times.
However
All nations receive a Three turn leniancy period, without any such chances, to have an army over Medium (Large for Millitaristic Civs), during which they may have their armies as large as need be. But without a war before then, the armies may strike.
During war all bets are off, armies can be as large as they have to be during, and two turns after, a war (4 turns for Religious civs), without dear of repricussions for the nations with unfree governments.
Free governments may receive riots during war, but they will be minor and not debilitating. They may slow things, but will not end all production.
Training
The armies and fleets of your nation are at some or another level of training. These levels range from 'Laughingstock' to 'Exceptional'. What makes this different from the other games that include training? Geography.
Your Geographic location affects the training of your armies. Mountains (I know where the mountains on Earth are) help your army training and islands and peninsulas add to your naval training. You add 1 training for holding such a province but it doesn't add up after the first If you capture such land during war the effects don't hit until afterwards).
Levels
Laughinstock
Poor
Substandard
Standard
Fine
Good
Exceptional
Tech Level
You must pay 1 Economic level for each size of your fleet (Over Small) to upgrade it; Armies upgrade automatically. However Armies will loose 1 training level every Tech, when they are introduced to new weapons.
Conscription
You can conscript troops the entire game, though they will be exceedingly poorly trained until Industrial Ages, after which they will only be substandard
Unique Units
You Create your own Unique Units, they are products of your own creativity, research, or both, they don't replace anything. You may build as many UU's (different UU's) as you wish. You may have conscriptable UU's, but despite their high training and cheapness these UU's are unpredictable, sometimes rebelling for no reason.
People
Your people are generally in some sort of mood, which is classified by this factor in your stats. Your people are generally alright, though Religious nation's citzenry are generally happy. Happy people build things faster, they will build great wonders to honor their leaders, they will follow you wherever you go, Extremely happy people (Fanatical) will follow you into war, without any fear of weariness (No riots)
Angry people may revolt, deciding to place you in a dungeon and a new leader on the throne (effects of Army Coup) You can use the army to hold them at bay, but will this seriously fix the problem?
The Levels Are:
Revolting
Furious
Angry
Dissapointed - Sad (Can be either, depends)
Alright
Happy
Exhuberant
Rather Gleeful Actually
Fanatical - Exstatic (Depends)
Eras
Stone Age: You have stone weapons and crude mettalurgy skill. Rafts are your ships, and they move poorly when away from the coast.
Bronze Age: Your people can now work Bronze, allowing better weaponry for offensive wars and defense. Galleys can now be built.
Coming Soon:
Antiquity: Iron can now be molded to your will, Republics also begin appearing. As do the first Empires.
Imperial Age: The Empires of the Early world are growing to fruitition and can now build catapaults and fortresses.
Barbaric Age: the world begins to crumble as the Barbaric tribes that had once held the world begin to build force once more, striking boldly against empires and pushing them back. The people of the falling empires learn to build Greek fire, and to build Fire Galleys.
The Era of the Seige: Trebuchets replace Catapaults and new artillary take the feild. Seige tactics are perfected and your nobles suddenly begin demanding Autononomy. Of course nations under a Republic won't.... maybe.
The Church's Time: Monotheism rises with a vengance, nations fall down before the Curch, Nobles ally with the church to seize power. Absolute Monarchies rise to their heydey. Pikemen and Knights take to the feild, Early firearms are used sparingly.
The Rennaisance: Beginning in a single nation with the Construction of a Wonder (You'll see ) The world suddenly bursts forth again to life. A time of Culture, with no new armies.
Age of Reformation: Churches fall, divided, and Cannon take the field of warfare between the reformers and the old regimes.
Age of Growth: A burgeoning populous turns to merchantilism to enhance everything. Urban centers grow and Frigates take to the waves.
Technological Rule Changes
Attaining certaint Technologic levels allows new setting and rules in order to keep the game interesting. A Breif list is herin enclosed:
Education: After the Imperial Age the level of Education in your nation is measured.
Corruption: After the Era of the Seige you must do your part to stamp out corruption in your nation.
Piety: During, and only during, the Church's Tiime your nations level of Piety, or devoutness to your religion is listed. It is an easy trait to keep up and you will win freinds among the leaders of your religion with a pious nation; But do you want your people vowing themselves to something higher than your rule?
(Air Power and Living Standard Techs are unlisted as of yet and therfore these changes are not listed)
An Overview
Basically this NES is a test of creative skill, If you are creative enough to create a new civ, a new religion, and a whole set of wonders never before concieved upon this earth, you have a good shot at doing well. The idea is not to win, but to create an epic history spanning from the dawn of time, as far as any of you care to go.
It is without doubt that you have heard of Absolution, the renovations that were made in rules of Story NESes are hailed to this day by such masterpieces as STJNES4.
Absolution was intended to be to the Apolyton NES community what RTOR2 was to CFC. I refined EQ's rules, added rules of my own. But, after months of struggle (as I have 'extracurricular activities' to attend to and the other players lost interest) I vow to do my part to make this an exceptional game.
But Absolution lives, now at CFC. What is our goal? To be, simply put, the third horseman. The Third Immortal NES. If I succeed this will be the first self-aware immortal NES.
I have changed to rules a bit, to move them to the absolute cutting edge of Story NES rulemaking.
-
The Year is 2600 B.C. Across the globe Bronze begins to fall into place as the nations expand and conqure. In the Far East Island nations squabble over every spit of land. To the West civil war drags on against an icy backdrop.
The foundations of the world are being set, Ancient rivalries are being formed, Ancient allies are to be won. Make your beds well gentlemen, you will sleep in them when the time comes.
Rules
The basic rules for this game are few, Beginning in the year 2600, BC, the assorted nations of earth may, or may not have, beaten themselves into some sense of balance as they have been known to do through History, this is where you, the knew player come in, Creating a new Civ to rise from the dust of another, or taking the reins of an NPC you will likely add another variable to the world :
Select a historic civ, such as Babylon or the Iroquios. Or (to spice things up) you may create your own, customisable civ. For Instance:
I want to create the Solomian tribe so I start by declaring a few things about them:
EXAMPLE
Solomania
Ruler: Me
A Scientific People often noted for their devotion to wisdom and philisophical works, renound to be increadibly wise and nonviolent
Starting stats:
Small Army (Standard)
Small Navy (Stone) (Poor)
Religion: Wisdom God
Government: Gerontocratic Democracy
People: Alright
Economy: Stable, Uncontrolled
Tech: Stone Age
Traits: Scientific | Swift
Start: Solomnia is a nation centered around Hudson's Bay.
Traits
The Civilizations are different, apparently. Each has it's own specific qualities that seperate it from the others, select two:
Millitaristic Armies can be built up faster than usual. Less of a chance for large army penalties.
Swift Armies move twice as fast, as do trade ships. Upgrading navy only takes 1 level for 2 sizes.
Commercial Economy rises faster, people happier, CANNOT have 'controlled' economy.
Religious People support war against other religions more readily, allowing faster build up, and economy build during such times. Religious wonders have more effect.
Industrious Build things faster, except for armies. Includes roads and wonders. Less damage is taken from natural disasters.
Scientific Gets any advance known by another (non scientific) civ, 2 turns after meeting them or after they getr it.
Expansionist Your people expand your nation more quickly.
Natural Disaster
A new addition, Natural Disasters can strike at any time, anywhere. As you develop technologically you slowly begin to learn to predict them, by one turn at first but later by several. Wonders may help.
Economic Levels
Judging the wealth of your nation Economic levels are the currency of the game. You use them for everything from army construction to Wonder building. It is affected by millitary actions, education and virtually everything you do.
Range
Everyone's Starving, you ate the last cat in the nation.
Repression
Depression
Stable
Growing
Prospering
Booming
Wonders
You may, at any time, propose a wonder to build, any nation with contact with you may compete for it, but you have a head start of 3 turns, this is your 'patent period'. (Industrious civs automatically gain 2 turns) If your Wonder effects are totally out of line I'll ask you to rethink them and you won't build it that turn. How fast you build a wonder depends on how much you put into it. If you have a 'Unfree' government you could always force labor to shave off turns. Any type of government can use additional economy levels to take off a turn per economy level spent.
A new addition this turn are open wonders. These are offered in the Updates and can be built by anyone.
I will list turns until completion in updates. Wonder list on Post 2.
Army Sizes
Self Explanitory
Levels
Miniscule
Tiny
Small
Regular
Large
Giant
Huge
Army Size Penalties
You may build your army to any size you wish, it must take 1 turn per size, but you may. This type of action has penalties though.
If your nation is a Government designated 'Unfree' which is to say a government which ignores the will of the people. I shall not name governments because you can make your own. The Millitary can very well decide to take over the government. Then you will face two options:
Civil War: (If you're lucky, and your people are fond of you)
A Coup: Your orders are ignored for that turn. This can happen over and over again, but never continuously, if you don't choose to go to civil war over this, whch will wreak havok to your economy and population.
Luckily
Fleets won't do that. They may assist, under extreme situations, but they will often support you. Not always though Another thing about fleets is, that while armies will upgrade themselves, fleets always need a helping hand upgrading.
This will be less a problem in the andient ages. But it may be wise not to go all out on the armies.
Democracies and Republics show this problem differently, they may have riots instead, rendering their productive base immobile. They cannot build a thing at such times.
However
All nations receive a Three turn leniancy period, without any such chances, to have an army over Medium (Large for Millitaristic Civs), during which they may have their armies as large as need be. But without a war before then, the armies may strike.
During war all bets are off, armies can be as large as they have to be during, and two turns after, a war (4 turns for Religious civs), without dear of repricussions for the nations with unfree governments.
Free governments may receive riots during war, but they will be minor and not debilitating. They may slow things, but will not end all production.
Training
The armies and fleets of your nation are at some or another level of training. These levels range from 'Laughingstock' to 'Exceptional'. What makes this different from the other games that include training? Geography.
Your Geographic location affects the training of your armies. Mountains (I know where the mountains on Earth are) help your army training and islands and peninsulas add to your naval training. You add 1 training for holding such a province but it doesn't add up after the first If you capture such land during war the effects don't hit until afterwards).
Levels
Laughinstock
Poor
Substandard
Standard
Fine
Good
Exceptional
Tech Level
You must pay 1 Economic level for each size of your fleet (Over Small) to upgrade it; Armies upgrade automatically. However Armies will loose 1 training level every Tech, when they are introduced to new weapons.
Conscription
You can conscript troops the entire game, though they will be exceedingly poorly trained until Industrial Ages, after which they will only be substandard
Unique Units
You Create your own Unique Units, they are products of your own creativity, research, or both, they don't replace anything. You may build as many UU's (different UU's) as you wish. You may have conscriptable UU's, but despite their high training and cheapness these UU's are unpredictable, sometimes rebelling for no reason.
People
Your people are generally in some sort of mood, which is classified by this factor in your stats. Your people are generally alright, though Religious nation's citzenry are generally happy. Happy people build things faster, they will build great wonders to honor their leaders, they will follow you wherever you go, Extremely happy people (Fanatical) will follow you into war, without any fear of weariness (No riots)
Angry people may revolt, deciding to place you in a dungeon and a new leader on the throne (effects of Army Coup) You can use the army to hold them at bay, but will this seriously fix the problem?
The Levels Are:
Revolting
Furious
Angry
Dissapointed - Sad (Can be either, depends)
Alright
Happy
Exhuberant
Rather Gleeful Actually
Fanatical - Exstatic (Depends)
Eras
Stone Age: You have stone weapons and crude mettalurgy skill. Rafts are your ships, and they move poorly when away from the coast.
Bronze Age: Your people can now work Bronze, allowing better weaponry for offensive wars and defense. Galleys can now be built.
Coming Soon:
Antiquity: Iron can now be molded to your will, Republics also begin appearing. As do the first Empires.
Imperial Age: The Empires of the Early world are growing to fruitition and can now build catapaults and fortresses.
Barbaric Age: the world begins to crumble as the Barbaric tribes that had once held the world begin to build force once more, striking boldly against empires and pushing them back. The people of the falling empires learn to build Greek fire, and to build Fire Galleys.
The Era of the Seige: Trebuchets replace Catapaults and new artillary take the feild. Seige tactics are perfected and your nobles suddenly begin demanding Autononomy. Of course nations under a Republic won't.... maybe.
The Church's Time: Monotheism rises with a vengance, nations fall down before the Curch, Nobles ally with the church to seize power. Absolute Monarchies rise to their heydey. Pikemen and Knights take to the feild, Early firearms are used sparingly.
The Rennaisance: Beginning in a single nation with the Construction of a Wonder (You'll see ) The world suddenly bursts forth again to life. A time of Culture, with no new armies.
Age of Reformation: Churches fall, divided, and Cannon take the field of warfare between the reformers and the old regimes.
Age of Growth: A burgeoning populous turns to merchantilism to enhance everything. Urban centers grow and Frigates take to the waves.
Technological Rule Changes
Attaining certaint Technologic levels allows new setting and rules in order to keep the game interesting. A Breif list is herin enclosed:
Education: After the Imperial Age the level of Education in your nation is measured.
Corruption: After the Era of the Seige you must do your part to stamp out corruption in your nation.
Piety: During, and only during, the Church's Tiime your nations level of Piety, or devoutness to your religion is listed. It is an easy trait to keep up and you will win freinds among the leaders of your religion with a pious nation; But do you want your people vowing themselves to something higher than your rule?
(Air Power and Living Standard Techs are unlisted as of yet and therfore these changes are not listed)
An Overview
Basically this NES is a test of creative skill, If you are creative enough to create a new civ, a new religion, and a whole set of wonders never before concieved upon this earth, you have a good shot at doing well. The idea is not to win, but to create an epic history spanning from the dawn of time, as far as any of you care to go.