SNES: Absolution 2

SKILORD

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Behind you!
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 :D ) 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.
 
Religions:

The following Religions are influential:

Aztecian:
The primary beleif system of Central America the Aztecian religion is the first to unite multiple nations in it's grasp (Texas and Havana) A description can be found here

Wonders:

Code:
[b]Wonder[/b]                    Nation          Finished         Effects
Imperial Roads            Sovietka         3200 B.C.       2x Economy Growth
Pioneer Statue            Bombay           2800 B.C.       2x Expansion
Standard Arms             Egypt            2600 B.C.       +2 Training Armies
Stonehenge                African Fed.     2600 B.C.       +2 Pop Happiness
Market of Kings           Havana           2400 B.C.       +2 Economic Levels
Ziggurat                  Java(Jambi)      2200 B.C.       + Barbarian Surrender
Silver Trade Fleet        Sovietka         2200 B.C.       +2 Economic Levels
Big Wall                  Eyto             2200 B.C.       +1 Army Training
Organised Theater         Zeeland          2000 B.C.       +2 Pop. Happiness
Great Temple              Carthage         1800 B.C.       + Expansion
Great Slave Yard          Byzantium        1800 B.C.       -1 Turn Wonder Build
Millitary Academy         Texas            1600 B.C.       +2 Army Training Levels
Naval Academy             Zeeland          1600 B.C.       +2 Navy Training Levels
Suez Channel              Egypt            1600 B.C.       +2 Economic Levels
Forbidden Palace          African Fed.     1600 B.C.       +2 Pop. Happiness

Unique Units

The following Units can only be built by specific nations.

Code:
[b]Unique Unit[/b]                  Nation               Developed          Type
Dragon Fleet                 Sovietka             Stone Age          Sea
Ferry Boat                   Javapahit            Stone Age          Sea
Temple Warrior               Havana               Stone Age          Foot
Bone Axe Warrior             Egypt                Stone Age          Foot
Teuthoidean War Catamaran    Jambi                Stone Age          Sea
Mounted Scout                African Fed.         Stone Age          Mounted
Numidian Mercenary           Carthage             Bronze Age         Foot
Imperial Phalanx             Texas                Bronze Age         Foot
Tiger Phalanx                Jambi                Bronze Age           Foot

Alliances

The following alliances are presently in effect:

Indo-Asian Alliance: Bombay and Jambi
 
Nations:

Ferithia
Ruler: Jason the King
Large Army (Fine)
Small Navy (Bronze) (Standard)
Religion: Hudson Sea gods
Government: Tribal Confederacy
People: Alright
Economy: Growing, Uncontrolled
Tech: Antiquity
Traits: Commercialist | Swift

Colichis
Ruler: Sheep2
Medium Army (Fine)
Small Navy (Bronze) (Poor)
Religion: Colchis, the God of Commerce
Government: Despotism
People: Happy
Economy: Booming (+1), Uncontrolled
Tech: Antuquity
Traits: Commercialist | Swift

Zeeland
Ruler: SKILORD
Large Army (Fine)
Giant Navy (Bronze) (Exceptional)
Religion: Paganism
Government: Republican Empire
People: Gleeful
Economy: Stable, Controlled
Tech: Bronze Age
Traits: Industrialist | Swift

Bombay
Ruler: Azale
Large Army (Standard)
Large Navy (Bronze) (Sub-Standard)
Religion: Various Hunting Gods
Government: Cheifdom
People: Alright
Economy: Stable, Uncontrolled
Tech: Bronze Age
Traits: Militaristic | Swift

Sovietika
Ruler: Stalin006
Gargantuan Army (Sub-Standard)
Giant Navy (Bronze) (Sub-Standard)
Religion: Ancestor Worship
Government: Imperial Republic
People: Alright
Economy: Booming, Uncontrolled
Tech: Bronze Age
Traits: Commercial | Swift

Javapahit
Ruler: NPC
Medium Army (Sub-Standard)
Large Navy (Bronze) (Fine)
Religion: Javaism
Government: Tribal Council of the Priests
People: Alright
Economy: Repression, Uncontrolled
Tech: Bronze Age
Traits: Religious | Industrious

The Order of the Havana
Ruler: China444
Giant Army (Fine)
Medium Navy (Bronze) (Standard)
Religion: Aztecian Beliefs
Government: Rough Monarchy
People: Delighted
Economy: Growing, Uncontrolled
Tech: Bronze Age
Traits: Industrious | Commercial

Northern Barbarians
Ruler: EREZ87
Giant Army (Standard)
Large Navy (Bronze) (Standard)
Religion: Neo Paganism
Government: Monarchy
People: Alright
Economy: Growing, Uncontrolled
Tech: Bronze Age
Traits: Scientific | Miliateristic

Egypt
Ruler: Pharaoh Heine I
Small Army (Fine)
Small Navy (Bronze) (Poor)
Large Conscripts (Poor)
Religion: Egyptian Religion
Government: Total Monarchy
People: Alright
Economy: Booming, Uncontrolled
Tech: Bronze Age
Traits: Industrius | Militaristic

African Federation
Ruler: Puglover
Small Army (Fine)
Small Navy (Stone) (Sub-Standard)
Religion: Worship of Yahweh
Government: Democracy
People: Fanatical
Economy: Booming, Uncontrolled
Tech: Bronze Age
Traits: Expansionist | Commercial

Byzantine Republic
Ruler: Kamillian
Giant Army (Standard)
Small Navy (Stone) (Poor)
Religion: Byzantine Gods
Government: Caesarian Republic
People: Happy
Economy: Prospering ,Uncontrolled
Tech: Bronze Age
Traits: Swift | Expansionist

Maraca
Ruler: Fumanschu
Medium Army (Sub-Standard)
Small Navy (Bronze) (Poor)
Religion: Amazonas Gods
Government: Tribal Confederacy
People: Happy
Economy: Booming(+1), Uncontrolled
Tech: Bronze Age
Traits: Scientific | Religious

Texas
Ruler: Jonny
Large Army (Fine)
Giant Navy (Bronze) (Poor)
Religion: Aztec Gods
Government: Absolute Monarchy
People: Happy
Economy: Repression, Uncontrolled
Tech: Bronze Age
Traits: Religious | Expansionist

Jambi
Ruler: Plexus
Large Army (Standard)
Large Navy (Bronze) (Sub-Standard)
Religion: pre-Hindu Squid Worship
Government: Monarchy
People: Alright
Economy: Stable, Uncontrolled
Tech: Bronze Age
Traits: Commercial | Swift

Eyto
Ruler: NPC
Large Army (Fine)
Medium Navy (Bronze) (Poor)
Religion: War God
Government: Monarchy
People: Alright
Economy: Stable, Uncontrolled
Tech: Bronze Age
Traits: Industrious | Swift

Carthage
Ruler: Amirsan
Gargantuan Army (Standard)
Medium Navy (Poor)
Religion: Mythology
Government: Despotism
People: Alright
Economy: Growing, Uncontrolled
Tech: Bronze Age
Traits: Industrious | Militarialistic

Start Map
 
You do not know how much I want to make Semeria again, lol, but I think I will start anew.

Ferithia
Ruler: Jason the King
The people of Ferithia have long been a people who relied on trading and upon their navy for their riches. Trading beaver skins, as well as hunting fish along the "Hudson" as they call the huge sea to their north, has always supported these people.
Starting stats:
Small Army (Standard)
Small Navy (Stone) (Poor)
Religion: Hudson Sea gods
Government: Tribal Confederacy
People: Alright
Economy: Stable, Uncontrolled
Tech: Stone Age
Traits: Commercialis | Swift
Start: Ferithia's capital is called Sydia, where present-day Churchill is in Canada along the Hudson.
 
Colichis
Ruler: The Nubriyah Dynasty / Sheep2
The people of Colichis are industriuos and wise. However their matrial skills are somewhat not up too scratch.
Small Army (Standard)
Small Navy (Stone) (Poor)
Religion: Colchis, the God of Commerce
Government: Despotism
People: Alright
Economy: Stable, Uncontrolled
Tech: Stone Age
Traits: Commercialis | Swift
Start: Colchis's capital is the mighty city of Johnsaton, it is situated in present day Ukraine.
 
Zeeland
Ruler: SKILORD
Small Army (Sub-Standard)
Small Navy (Stone) (Sub-Standard)
Religion: Higrald, God of Seafarers
Government: Cheifdom
People: Alright
Economy: Stable, Controlled
tech: Stone Age
Traits: Industrialist | Swift

Zeeland is a budding naval community. With plans of constructing an Empire from the unnamed islands to the west to the uncharted forests of the South they set off. We are a naval people, who are quick to wipe the world of any civilization we disaprove of.
 
Bombay
Ruler: Me
The liveliness of Bombay depends on the fast hunters. Without them they would become simple nomads again.
Starting stats:
Small Army (Standard)
Small Navy (Stone) (Poor)
Religion: Various Hunting Gods
Government: Cheifdom
People: Alright
Economy: Stable, Uncontrolled
Tech: Stone Age
Traits: Militaristic | Swift
Start: RL Bombay India
 
Sovietika
Ruler: Emperor of the Sio Dinasty
A Scientific and commercial People who prefer culture and education instead of war and conflict, however, their education and technological advances make them a power at war.
Starting stats:
Small Army (Standard)
Small Navy (Stone) (Poor)
Religion: Buddism
Government:Imperial Republic (monarchy but offers many freedoms)
People: Alright
Economy: Stable, Uncontrolled
Tech: Stone Age
Traits: commercial | Swift
Start: east of Beijing (on coast)

UU. The Dragon Fleet.
A faster, stronger navy, that rivlas any on the world!

orders:
expand east and south along the coast.
grow economy.
Begin Wonder: The Sovietikan imperial Roads, (how long and its effects?) it will be an economic wonder.

The emperor moved on the streets of his capital, it was being built and he alread was getting ready to expand, and his navy would help him, the exeptional dragon fleet, would move the settlers faster, an expanding the empire, the wonder, imperial roads, would unite the new settlements to the capital, helping them and increasing economy.
 
Country: Javapahit
Ruler: High Priest Singbula (finmaster)
The religious people of Javapahit did not start their nation as a country, but as a religious movement. They build many great temples to the island of Java and gathered there together for meditation led by the high priest - and basically that was the beginning of the Javapahitian empire
Starting stats:
Small Army (Sub-Standard)
Small Navy (Stone) (Sub-Standart)
Religion: Javaism (to be explained later in a story of some sort)
Government: Tribal Council of the Priests (i.e. some sort of tribal confederation)
People: Alright
Economy: Stable, Uncontrolled
Tech: Stone Age
Traits: Religious | Industrious
Start: The capital of Javapahit is called Pahua, and is located in modern-day Jakarta (i.e. Indonesia, the island of Java)
 
Javapahit orders:
Grow navy
Expand and try to get the entire Java under Javapahitian control - and also land on other nearby islands if that's possible.

Stone age UU:
The Unsinkable ferry boat! The Javapahitian priests, wise men and peasants have together designed and build a ferry boat that is extremely hard to get to sink even when crossing the ocean! With this new ferry boat, the Javapahitians are looking forward of expanding to nearby islands without too much trouble.
 
well ancient greece had republic.


the imperial republic is an ancient government on which an emperor is in full power, but the people are given most freedoms, but if they severely brake the law will be very punished. something like the ancient han dinasty.

change my religion to......Elitism and Ancestral worshiping

where is ur empires startingpoint? tsk tsk, mod on own nes :p
 
Well Stalin, any Mod who runs a game with NPC is technically playing his own game. I played in the original game and it didn't cause any problems. If anything I'm more prone to overcompensate by beating myself up.

Zeeland was a RL nation, located in the low countries of Europe.

I'll take the government Stalin.
 
The Order of the Havana
Ruler: Me
The industious people of the Havana have always built fast and have always been up, not letting anything to get by them. The Havana was just a small group of people who ended up starting an Empire.
Starting stats:
Small Army (Standard)
Small Navy (Stone) (Poor)
Religion: Aztecian Beliefs
Government: rough monarchy
People: Alright
Economy: Stable, Uncontrolled
Tech: Stone Age
Traits: Industrious | Commercial
Start: Havana was started in modern day Cuba, in the eastern half.

Stone Age UU of Havana:
Temple Warrior
Trained in great military temples, these super strong warriors can attack better than any other regular warrior of the age. Also extremely fast, this unit will run in, nail the enemy, and run.
 
The Order of the Havana
ORDERS:
Increase Army.

STORY
From the clean beachs of the Cuban Island, the Havanian people emerged. They built shacks along the beaches, and eventually stone and mud houses on the land, which people who were highed in the chain of people in Havana lived. Hence the rough monarchy, and the 'king' lived in an old Aztecian Palace that was found in Cuba. That is what people worshipped in Havana, the same thing as the Aztecians did when they were around. They worshipped the god of the Sun, and the god of the Moon.

People were happy in havana. And the king had a feeling they would be happy for years to come...
 
Grow Economy
Expand in all directions.
 
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