Gelion
Retired Captain
THE GAME
Well here it is
, my attempt to make a NES in the Middle Earth universe created by JRR Tolkien. There were a number of attempts on a Tolkiens NES before, so I decided to try a little different approach to them to make the game more enjoyable. I changed some of the standard rules to make the game fit into the universe. This NES will be in a way unique, because of the change of rules, and also because of the enormous amount of information available on this fantasy universe. I really have my heart on this NES and if you are interested I promise to make this one work and work good
. The only thing I ask of you is commitment.
The game itself will start shortly after the Noldor have returned to Beleriand (2nd Age). Those who dont know what Im talking about should skip to Short History of the Arda. First part of the game those players who have chosen Noldor Nations will have to find themselves a place to settle. Those who pick nations that already are established in Beleriand just start. The storyline should evolve around Elves withstanding against the power of Morgoth, but it is really up to the players.
LORE
Note that the NES is based on the book Silmarillion by Tolkien and NOT Lord of the Rings. Knowledge of the book is not necessary, but very encouraged. For those who do not know the lore I recommend to read the book
, but I realize its not possible in a short time. I made a short history and encyclopaedia just below the rules as well as links to sites where you can learn more of the lore if you wish. It you dont read this all I ask is to try to fit into the lore (by guessing) and things should go fine.
RULES/SETUP
Population/Nations/Nationality
This is the new bit. Population represents a number of people able to work in your nation. The quantity and quality of your production is determined by the number your population and nationality(ies). Population in this sense works as a substitute for economy. Population grows automatically in good conditions and decreases in time of disasters. You can population to work towards a goal each turn. This can be manufacturing weapons (for a certain number of special soldiers), work on a wonder, live happily (increases population even more than usual), build ships or siege engines, smith weapons or armor, work towards prosperity (increase treasury gold) and so on. Types of orders are only restricted by the lore. Just tell me exactly want to do. Note: When you raise an army your population decreases.
Nationality is a linguistic, racial and cultural division of your people. In the beginning your nation should consist of only one nationality, but with time you might find more people joining your nation even of a different race (by the way the word people means intelligent beings
to avoid confusion). Some may assimilate into your nation some will never assimilate. Different nations and races have different nation abilities.
Some nations or races are better at some things than others. Dwarfs are generally better at mining and weapon-smiting, elves are better archers and scholars. You get the picture. Abilities can be acquired randomly (living background/terrain specifics) or lost (plague, war, skills not used). They affect your productivity and army performance as well as some other areas. Abilities can also be acquired through wonders/projects. Abilities generally apply to a dominant nation (esp. those acquired by wonders).
Projects and Arfifacts
Work like in other NESes, but are restricted by Lore and the game universe. You can work on new weapons, domesticating animals, or new nation abilities. Projects are measured in people work 5 years
. For example Great Karantir Wall may cost 120000 of people working for 5 years (1 turn). If you have less people it will take longer than one turn. This may persuade you to hire workers. Projects also include artifacts.
Artifacts can appear at random and can be crafted by skilled people. These act like wonders affecting your nation as a whole. Artifacts are portable and can be traded or stolen. Usually are located in a nations treasury (in capital) unless stated otherwise.
Army (armed forces)
Army is represented in numbers of each type of troops (units) Troops differ according to type of armor or weaponry they get. Race (or nationality) also plays a role. Troops can work with some of the creatures i.e. elven cavalry or wolf-mounted orcs. Army also includes siege engines (that need to be built) and fleet (that doesnt play an important role in this NES). Weapons and Armor need to be crafted by your population and will be stocked in treasury. When you recruit an army your population lowers. You can also specify which nation or race you would like to recruit. You can only recruit the number of people you have weapons for, unless you want the rest to go to militia.
Treasury
Treasury is usually located in a capital city. Simple: everything your nations owns is stored in there: weapons, armor, gold, artifacts, you name it.
Dependent Nations
Some tribes or nations may swear allegiance to your king and serve him for protection or any other reward. These contribute to overall productivity and can provide additional army if needed, while they retaining their own rulers. A vassal state to be short.
Slaves and Workforces
Prisoners can be used as slaves by bad nations. Good nations do not seem to take prisoners in war
. Its generally bad for your reputation to use slaves, but is somewhat productive. You can though make contracts to sell your workers for some period of time to other nations.
Gold.
I decided to add gold as means of trade between players. Each kingdom has a turn income represented in gold equivalent of goods (yes I did economics recently). This will not be shown in the stats, but is directly affected by your population number. Gold is added to your treasury every turn even if you order not to increase economy. If you focus on gold only you will get more than if you focus on both gold and something else. You can only spend as much as you have in your treasury. Gold as I said will be used as a means of exchange, speeding up something or building projects
Story
Most importantly guys this NES is about story, not wining. NESes became more of a game that storytelling. This NES is about wining as well, but a good story of a defeat is better than an easy win.
Maps
I will use two maps. One map is for relief reference and will not be changed. Second map is a political map that will show everything that has happened in a NES.
Capitals, important cities, fortifications, walls and other important things will be shown on the map.
Turns
3 years per turn. Technically the history of the First Age after we start the NES lasted over 600 years. I chose 3 years/turn to balance between the long time span and the realism of giving orders every month.
Creatures
Some creatures may appear in the course of the game. Some may join your army, or be trained to join your army (orcs on werewolves or elven cavalry). Some can be a source of threat (Giant Spiders) or protect your borders (Eagles of Manve). Most creatures can fight within the army and their numbers will be proportional to their power. Some can be domesticated and breed.
Personalities
No personalities in the game as of yet. If it works well I might add some later, but for now we play without them.
NOTES:
Morgoth is an NPC by the popular vote. There are NO Human or Orcs nations as of yet. If you want to play either one of those just say so and I will add them to the game. Humans might come to Beleriand any time after the first update (if humans are a PC then IN the first update). Orc nations might not appear unless people play them.
2 Noldor nations are shown on the map as dots because they just came to Beleriand and did not yet find a place to settle. Its up to the player to decide where to build the first city (capital). Green Elves are spread out in the Eastern Beleriand. If they become a PC, a player will have to choose a "capital position and a state will be formed.
For the map of former Elven kingdoms click here
[Don't post untill I say you can]
Well here it is


The game itself will start shortly after the Noldor have returned to Beleriand (2nd Age). Those who dont know what Im talking about should skip to Short History of the Arda. First part of the game those players who have chosen Noldor Nations will have to find themselves a place to settle. Those who pick nations that already are established in Beleriand just start. The storyline should evolve around Elves withstanding against the power of Morgoth, but it is really up to the players.
LORE
Note that the NES is based on the book Silmarillion by Tolkien and NOT Lord of the Rings. Knowledge of the book is not necessary, but very encouraged. For those who do not know the lore I recommend to read the book

RULES/SETUP
Population/Nations/Nationality
This is the new bit. Population represents a number of people able to work in your nation. The quantity and quality of your production is determined by the number your population and nationality(ies). Population in this sense works as a substitute for economy. Population grows automatically in good conditions and decreases in time of disasters. You can population to work towards a goal each turn. This can be manufacturing weapons (for a certain number of special soldiers), work on a wonder, live happily (increases population even more than usual), build ships or siege engines, smith weapons or armor, work towards prosperity (increase treasury gold) and so on. Types of orders are only restricted by the lore. Just tell me exactly want to do. Note: When you raise an army your population decreases.
Nationality is a linguistic, racial and cultural division of your people. In the beginning your nation should consist of only one nationality, but with time you might find more people joining your nation even of a different race (by the way the word people means intelligent beings

Some nations or races are better at some things than others. Dwarfs are generally better at mining and weapon-smiting, elves are better archers and scholars. You get the picture. Abilities can be acquired randomly (living background/terrain specifics) or lost (plague, war, skills not used). They affect your productivity and army performance as well as some other areas. Abilities can also be acquired through wonders/projects. Abilities generally apply to a dominant nation (esp. those acquired by wonders).
Projects and Arfifacts
Work like in other NESes, but are restricted by Lore and the game universe. You can work on new weapons, domesticating animals, or new nation abilities. Projects are measured in people work 5 years

Artifacts can appear at random and can be crafted by skilled people. These act like wonders affecting your nation as a whole. Artifacts are portable and can be traded or stolen. Usually are located in a nations treasury (in capital) unless stated otherwise.
Army (armed forces)
Army is represented in numbers of each type of troops (units) Troops differ according to type of armor or weaponry they get. Race (or nationality) also plays a role. Troops can work with some of the creatures i.e. elven cavalry or wolf-mounted orcs. Army also includes siege engines (that need to be built) and fleet (that doesnt play an important role in this NES). Weapons and Armor need to be crafted by your population and will be stocked in treasury. When you recruit an army your population lowers. You can also specify which nation or race you would like to recruit. You can only recruit the number of people you have weapons for, unless you want the rest to go to militia.
Treasury
Treasury is usually located in a capital city. Simple: everything your nations owns is stored in there: weapons, armor, gold, artifacts, you name it.
Dependent Nations
Some tribes or nations may swear allegiance to your king and serve him for protection or any other reward. These contribute to overall productivity and can provide additional army if needed, while they retaining their own rulers. A vassal state to be short.
Slaves and Workforces
Prisoners can be used as slaves by bad nations. Good nations do not seem to take prisoners in war

Gold.
I decided to add gold as means of trade between players. Each kingdom has a turn income represented in gold equivalent of goods (yes I did economics recently). This will not be shown in the stats, but is directly affected by your population number. Gold is added to your treasury every turn even if you order not to increase economy. If you focus on gold only you will get more than if you focus on both gold and something else. You can only spend as much as you have in your treasury. Gold as I said will be used as a means of exchange, speeding up something or building projects
Story
Most importantly guys this NES is about story, not wining. NESes became more of a game that storytelling. This NES is about wining as well, but a good story of a defeat is better than an easy win.
Maps
I will use two maps. One map is for relief reference and will not be changed. Second map is a political map that will show everything that has happened in a NES.
Capitals, important cities, fortifications, walls and other important things will be shown on the map.
Turns
3 years per turn. Technically the history of the First Age after we start the NES lasted over 600 years. I chose 3 years/turn to balance between the long time span and the realism of giving orders every month.
Creatures
Some creatures may appear in the course of the game. Some may join your army, or be trained to join your army (orcs on werewolves or elven cavalry). Some can be a source of threat (Giant Spiders) or protect your borders (Eagles of Manve). Most creatures can fight within the army and their numbers will be proportional to their power. Some can be domesticated and breed.
Personalities
No personalities in the game as of yet. If it works well I might add some later, but for now we play without them.
NOTES:
Morgoth is an NPC by the popular vote. There are NO Human or Orcs nations as of yet. If you want to play either one of those just say so and I will add them to the game. Humans might come to Beleriand any time after the first update (if humans are a PC then IN the first update). Orc nations might not appear unless people play them.
2 Noldor nations are shown on the map as dots because they just came to Beleriand and did not yet find a place to settle. Its up to the player to decide where to build the first city (capital). Green Elves are spread out in the Eastern Beleriand. If they become a PC, a player will have to choose a "capital position and a state will be formed.
For the map of former Elven kingdoms click here
[Don't post untill I say you can]