SKILORD
Insurgent
The Year is 4000 B.C. The world awakes with the march of armies and the birth of minds. Nations are formed in this tumultuous environment, birthed from the struggles as men band together for the common good of themselves or the common evil of their neighbors. It is a blank slate prepared for any name to be written.
Rules
The basic rules for this game are few and as uncomplicated as possible.
Select a historic civ, such as Babylon or the Iroquois. Or (to spice things up) you may create your own, customizable 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 (Bronze) (Poor)
Religion: Wisdom God
Government: Despotism
People: Alright, Dependant
Economy: Stable, Uncontrolled
Tech: Bronze Age
Traits: Scientific | Swift
Start: Solomnia is a nation centered around Hudson's Bay.
Note that if I joined after the first turn I would get an upgrade for every turn since the first one that has passed, allowing my not to be so far behind as I would be otherwise. This rule will not be in effect when there is no more free room on the map.
Traits
The Civilizations are different, apparently. Each has it's own specific qualities that separate it from the others, select two:
Militaristic Armies can be built up faster than usual. Less of a chance for large army penalties.
Swift Armies move twice as fast, as do navies. 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
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.
Your economy can be either controlled or free, a more controlled economy is generally more stable, growing more slowly and falling more slowly, a freer economy will be rather tumultuous unless your people are relatively self-sufficient.
Range
Starving
Repression
Depression
Stable
Growing
Prospering
Booming
Having open trade routes with your neighbors will help your economy, and it causes your people to be less dependant on you, but it is hostile to the idea of a controlled economy as it fosters smuggling under those circumstances.
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
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 ancient 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'. Geographic location will oftentimes effect the training levels, island nations will be given better trained Navies.
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. Slaves can be conscripted into armies, however their training will be bad, their alleigance is questionable, and it is probably a bad precident to teach them how to fight.
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. Your UU's are not measured of themselves, but are assumed to be among your armed forces.
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)
SlaveryNEW
You can enslave people whom you war against, Barbarians and Civilized nations alike, these add to your 'Slaves' stat. Slaves can be converted into economic levels and Slaves can be put into your army in times of desparation.
Levels
Few
Several
Many
Flooded
Education
A better educated people are a more self sufficient people. A better educated people are a people more likely to carry you to technological innovation. A better educated people can be a good thing or a bad thing depending on how you approach the game.
Levels
Despondent
Poor
Standard
Good
Exceptional
Self-Sufficiency
As in real life some people are willing to deal with problems themselves while others are dependant on others to provide for them. A more self sufficient people will take care of themselves and will be more efficient, a less self sufficient people will be more open to your commands. A more self sufficient people will demand an open economy, a less self-sufficient people will be more than happy to let you take care of things for them.
This could well be the hardest to moderate and the hardest to control feature of this game. You cannot buy self-sufficiency, you cannot make your people less dependant on you. To do so you have to withdraw government programs and force them to take care of themselves, you can promote a religion to make your people less dependant on you. However people will slowly over time become less self sufficient and there will be a real challenge in keeping them taking care of themselves from time to time. A more self sufficient people will want a representative government, they will want more freedoms. They will keep your economy relatively stable and may act as militia in the case of invasion.
A less Self-Sufficient people are not so hard to create, they will look to you for everything and obey your every command. They are easy to keep together, they are less prone to riot, they work best for a more controlled system, where he ruler is in full control.
Levels
Obedient
Dependent
Midway
Independent
Self-Sufficient
Eras
Bronze Age: Your people can now work Bronze, allowing better weaponry for offensive wars and defense. Galleys can now be built.
Antiquity: Iron can now be molded to your will, Republics also begin appearing. As do the first Empires.
Coming Soon:
Imperial Age: The Empires of the Early world are growing to fruitition and can now build catapults 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 Siege: Trebuchets replace Catapults and new artillery take the field. Siege tactics are perfected and your nobles suddenly begin demanding autonomy. Of course nations under a Republic won't.... maybe.
The Church's Time: Monotheism rises with a vengeance; nations fall down before the Church, Nobles ally with the church to seize power. Absolute Monarchies rise to their heyday. Pikemen and Knights take to the field, Early firearms are used sparingly.
The Renaissance: 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.
Technological Rule Changes
Attaining certain Technologic levels allows new setting and rules in order to keep the game interesting. A Brief list is herin enclosed:
Education: After Antiquity the level of Education in your nation is measured.
Corruption: After the Era of the Siege you must do your part to stamp out corruption in your nation.
Piety: During, and only during, the Church's Time your nations level of Piety, or devoutness to your religion is listed. It is an easy trait to keep up and you will win friends among the leaders of your religion with a pious nation; But do you want your people vowing themselves to something higher than your rule?
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.
Rules
The basic rules for this game are few and as uncomplicated as possible.
Select a historic civ, such as Babylon or the Iroquois. Or (to spice things up) you may create your own, customizable 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 (Bronze) (Poor)
Religion: Wisdom God
Government: Despotism
People: Alright, Dependant
Economy: Stable, Uncontrolled
Tech: Bronze Age
Traits: Scientific | Swift
Start: Solomnia is a nation centered around Hudson's Bay.
Note that if I joined after the first turn I would get an upgrade for every turn since the first one that has passed, allowing my not to be so far behind as I would be otherwise. This rule will not be in effect when there is no more free room on the map.
Traits
The Civilizations are different, apparently. Each has it's own specific qualities that separate it from the others, select two:
Militaristic Armies can be built up faster than usual. Less of a chance for large army penalties.
Swift Armies move twice as fast, as do navies. 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
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.
Your economy can be either controlled or free, a more controlled economy is generally more stable, growing more slowly and falling more slowly, a freer economy will be rather tumultuous unless your people are relatively self-sufficient.
Range
Starving
Repression
Depression
Stable
Growing
Prospering
Booming
Having open trade routes with your neighbors will help your economy, and it causes your people to be less dependant on you, but it is hostile to the idea of a controlled economy as it fosters smuggling under those circumstances.
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
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 ancient 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'. Geographic location will oftentimes effect the training levels, island nations will be given better trained Navies.
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. Slaves can be conscripted into armies, however their training will be bad, their alleigance is questionable, and it is probably a bad precident to teach them how to fight.
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. Your UU's are not measured of themselves, but are assumed to be among your armed forces.
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)
SlaveryNEW
You can enslave people whom you war against, Barbarians and Civilized nations alike, these add to your 'Slaves' stat. Slaves can be converted into economic levels and Slaves can be put into your army in times of desparation.
Levels
Few
Several
Many
Flooded
Education
A better educated people are a more self sufficient people. A better educated people are a people more likely to carry you to technological innovation. A better educated people can be a good thing or a bad thing depending on how you approach the game.
Levels
Despondent
Poor
Standard
Good
Exceptional
Self-Sufficiency
As in real life some people are willing to deal with problems themselves while others are dependant on others to provide for them. A more self sufficient people will take care of themselves and will be more efficient, a less self sufficient people will be more open to your commands. A more self sufficient people will demand an open economy, a less self-sufficient people will be more than happy to let you take care of things for them.
This could well be the hardest to moderate and the hardest to control feature of this game. You cannot buy self-sufficiency, you cannot make your people less dependant on you. To do so you have to withdraw government programs and force them to take care of themselves, you can promote a religion to make your people less dependant on you. However people will slowly over time become less self sufficient and there will be a real challenge in keeping them taking care of themselves from time to time. A more self sufficient people will want a representative government, they will want more freedoms. They will keep your economy relatively stable and may act as militia in the case of invasion.
A less Self-Sufficient people are not so hard to create, they will look to you for everything and obey your every command. They are easy to keep together, they are less prone to riot, they work best for a more controlled system, where he ruler is in full control.
Levels
Obedient
Dependent
Midway
Independent
Self-Sufficient
Eras
Bronze Age: Your people can now work Bronze, allowing better weaponry for offensive wars and defense. Galleys can now be built.
Antiquity: Iron can now be molded to your will, Republics also begin appearing. As do the first Empires.
Coming Soon:
Imperial Age: The Empires of the Early world are growing to fruitition and can now build catapults 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 Siege: Trebuchets replace Catapults and new artillery take the field. Siege tactics are perfected and your nobles suddenly begin demanding autonomy. Of course nations under a Republic won't.... maybe.
The Church's Time: Monotheism rises with a vengeance; nations fall down before the Church, Nobles ally with the church to seize power. Absolute Monarchies rise to their heyday. Pikemen and Knights take to the field, Early firearms are used sparingly.
The Renaissance: Beginning in a single nation with the Construction of a Wonder (You'll see

Age of Reformation: Churches fall, divided, and Cannon take the field of warfare between the reformers and the old regimes.
Technological Rule Changes
Attaining certain Technologic levels allows new setting and rules in order to keep the game interesting. A Brief list is herin enclosed:
Education: After Antiquity the level of Education in your nation is measured.
Corruption: After the Era of the Siege you must do your part to stamp out corruption in your nation.
Piety: During, and only during, the Church's Time your nations level of Piety, or devoutness to your religion is listed. It is an easy trait to keep up and you will win friends among the leaders of your religion with a pious nation; But do you want your people vowing themselves to something higher than your rule?
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.