General Concept: Derived from the inexperienced games on the Forum Games section of this very forum, I bring you my own adaptation. A NESlite with similar characteristics to Imperium Offtopicum, only much improved and over a much larger scale. Provinces divide the world and no two are equal. Economics and military play key roles in the history of this Earth. Designed to be simple, fast and fun I bring you my latest invention.
Rules: Follow these, in the beginning they are a lot simpler than later on, but fear not for they shall never be more complex than the brain of a small mammal.
Economy:
Provinces are ranked on the economic map as follows:
Yellow – 1 EP
Green – 2 EP
Blue – 3 EP
Red – 4 EP
Purple – 5 EP
Developing a Province: Must be paid in one turn! Technology plays a key role in this and as time goes by you can eventually expand the wealth of a single province to the maximum level of Purple. In the beginning you may only expand a province to level Green, worth 2 EP. Improving a province goes like this. To improve a province from Yellow to Green you must invest 4 EP into it, Green to Blue costs 6, Blue to Red cost 8 and Red to Purple cost 10. The price to improve a province is, at least for now, double its final per turn value. Some nations traits smudge these rules.
Expanding Your Nation 101:
Non-Military: You can do this if a province you are aiming to is in range of your technology, if by sea, or is adjacent to your current border and is not currently occupied. All unoccupied territories will be yellow the turn after you claim them. Gaining a province costs 2 EP, however, you can't simply make a chain of expansion across the world. 2 EP for provinces that border you, 3 EP for provinces that are next to those, and etc. Add one EP to the base price for every province away you wish to expand. This is to limit per turn expansion based around your economic means. Some nation traits smudge these rules.
Military: Similarly to every other NES that has ever been or will ever be. Military is pretty simple in this. You got a lot of dudes? Throw them at a province. If your technology level is higher you have an advantage with the same or slightly less troops, but if you are equal an even fight won't go anywhere. Having lower technology you can simply throw way more dudes at a province and hope you break through. Hey it works sometimes!
Military Prices:
Warrior Brigade 1 EP for 1
Spearmen Brigade 2 EP for 1
Archer Brigade 3 EP for 1
Technology:
Levels of technology are simple. They all cost money to get to and they all provide some benefits. Technology will eventually diffuse to neighbors, so use your advantage while you have it. All technologies unlock new units and new nation traits you can pick from. When you first unlock a new tech level you may change your national trait.
Iron Age: 100 EP, Max Province Level Blue
Nation Traits:
These traits give your nation a specific bonus, in the beginning the traits to choose from are very few in number. You may start with one of the following.
Urbanization: -1 EP to improve the wealth of a province. (3 EP to improve to green instead of 4 EP, etc)
Militaristic: Spearmen and Archers cost 1 EP less than their normal base price.
Scientific: -25% on the price of technology levels.
Seafaring: Can make claims across water, don't think this means across oceans. Same rules apply.
Stats Example:
Rome/Luckymoose
Government: Republic
Economy: 8 EP
Trait: Militaristic
Military: 6 Spearmen Brigades, 2 Archer Brigades
Technology: Iron Age (45/100)
Stats Template:
Nation/Player
Government:
Economy:
Trait:
Military: 1 Warrior Brigades
Technology: Iron Age (0/100)
NOTE: In the beginning you may choose your starting provinces according to this rule. 2 Green provinces, or 4 Yellow Provinces. First come first serve and they must all be connected via land.