WarNES1: The Coming
Note: This is the 1st of 4 consecutive NESes. Each will last 15 turns like EQs AoHNES. Although there is a general plot I have developed, you will decide the details through each NES.
Story: In year is 1300 AA, 1300 years after arrival. 1300 years ago the races that inhabit this part of the world arrived on the peninsula over the mountains and across the seas. The trek was arduous and few survived, but they have rebuilt. Now nations span across this land as each try to gain dominance. A new threat has arrived however, a group of warlike creatures has arrived over the Great Barrier Mountains. They now pose a serious threat to the stability of the region. Only time will tell what will happen.
Economy:
Economy is in the form of gold and gold per turn. You need gold to buy stuff. It's different uses include: military, wonders, or technology. More on each below.
To grow your economy you must spend the amount of gold you make per turn +1.
Military:
This is probably most important thing. For this NES, there is only Army and Navy. To build it up, just choose from the units below and fashion an army out of what is available to you. Each turn represents a year, so in most cases army locations and movement doesnt matter. Exception for this is if you want to move troops across seas. You'll need boats for transport if you want to cross water (if you need to be told that you probably shouldnt be playing). Poor< Mediocre< Good< Great< Perfect. Anyways here are the units:
Warrior: The basic foot unit. poor attack and defense. 1 gold for 500
-Dwarfish Warrior: mediocre attack and defense in mountains. Costs same.
Archer: The staple of defensive and long range warfare. Poor attack, good defense. 1 gold for 250.
-Elvish Archer: mediocre attack and great defense in forests. Costs same.
Raider: strong warriors bred for combat. Good attack, poor defense. 1 gold for 250.
-Goblin Raider. Same stats. 1 gold for 400.
Horseman: the best troops around, they can only work in open spaces however. Forests and mountains hinder their effectiveness -1 each. Good attack, good defense. 1 gold for 100
-Human Horseman: great attack, good defense. Same price
Races:
Elves: The elves were the largest group to arrive in Warth and have sustained the balance of power for the last 1300 years. They however have not been able to capitalize their power as infighting has continued for a millennia. Three Elvish nations now stand at odds with each other. Elves are expert archers and can build the Elvish Archer.
Humans: The second largest group to arrive in Warath, only 150 years after the elves. The Humans settled the large plains to the north and have mastered the art of cavalry. Humans have been able to build large cities and group together inside them. Humans can build the Human Horseman.
Dwarves: They arrived only 700 years ago and settled the once thought inhospitable Central Mountains. The Dwarves have excelled at living where they are and their vast metal resources make them rich. The Dwarves are great warriors and can build Dwarfish Warriors.
Goblins: Creatures unknown to all three races. They have recently crossed the Great Barrier Mountains only 25 years ago and have quickly settled the area. They spread like wildfire and reproduce quickly. They can build Goblin Raiders.
Technology:
Naval Warfare: Allows construction of Warships. Cost 15 gold
Siege Warfare: Allows construction of Catapults. Cost 20 gold
Armor: Allows the construction of Footmen. Cost 25 gold.
Crossbow: Allows production of Crossbowmen. Cost 25 gold.
Wonders: Only one of each my be built, ever.
Guild of Dominance: A guild of your races most powerful fighters. Your UU is more effective. 10 Gold
(Illoria 8/10)
Great City Walls: The most powerful walls in all existence. Will protect your capital. Cost 15 gold.
Supreme Temple: This large temple to the gods of Warath will grant you favor with them. It really just makes your troops more confident. Troops more effective in attacking. Cost 20 gold.
Grand Bazaar: Increases gold income by 2 and provides 25% increase in troop production. Cost 25 gold.
(Dwarves 4/25)
Union of [race name]: Will bring a chunk of other nations with same race land and military to your side. If a race is undivided theyll be given a sudden increase in expansion and some free troops. Cost: 30 Gold
Nations:
ELVES:
Illoria: Fantasmo
Gold: 4
Gold per turn: 4 (3/5)
Army: 2000 Warriors, 1750 Elvish Archers, 550 Raiders
Background: The largest and most powerful of Elvish kingdoms to the southwest. They have always controlled the Ilorian forest. Illoria as fought Davania over control of the Western lake for centuries. They consider themselves the true rulers of the elves.
Davania:
Gold: 8
Gold Per turn: 4
Army: 1500 Warriors, 2000 Elvish Archers, 1250 Raiders
Background: Often referred to as the Elves of the Center. The Davanians have long since been at warred with the Illorians over control of the western lake. Davania broke from Illoria a thousand years ago because of a monarchal feud.
Catalia;
Gold: 4
Gold per turn: 4
Army: 1500 Warriors, 1725 Elvish Archers, 1250 Raiders
Background: They have long been removed from the Elven Wars to the west. They however have been fighting against the Dwarves and Humans for centuries. A second group of elves that crossed the Great Barrier Mountains, they distrust the other Elves.
HUMANS:
Tarakfal: Xen
Gold: 16
Gold per turn: 10(1/11)
Army: 1000 Warriors(held up in Doran), 300 Raiders, 700 Human Horsemen
background: Also known as the land of Tarak, its capital city. Having rich farmland the humans of Tarakfal have ample food. The humans here have waged war with man and elf alike. Tarakfal is home to some of the greatest Human cities ever in existence, one being its capital.
King of Amorfal: Toteone
Gold: 0
Gold per turn: 0
Army: 600 Warriors, 1300 Archers, 50 Raiders, 1100 Human Horsemen
background: The land of Amor, its capital city. Amorfal is a large plain that suits its horses well. Amorfal has long been able to keep Tarakfal at bay because of the small Jana Forest, allowing only a small front for Tarak forces. Amorfal is the closest nation to the goblins.
DWARVES:
Na-Fonar: Cuivienen
Gold: 4
Gold per turn: 4
Army: 1490 Dwarvish Warriors, 250 Archers, 1650 Raiders
background: Na-Fonar is the Dwarvan word for Mountain Kingdom. The Dwarves live in the rough mountains which have protected them from the elves for a millennia. The Dwarves have some of the strongest metals in Warath as they are great smiths.
GOBLINS:
The Tribe: Contempt
Gold: 5
Gold per turn: 4
Army: 500 Warriors, 250 Archers, 3200 Goblin Raiders, 150 Horsemen
background: The Goblins have appeared only 25 years ago, and their power is quickly growing and their lands quickly spreading. The Goblins are able to reproduce at twice the rate of humans and have already reached the population level of the dwarves. Goblins are crafty and make due with what ever they have. The Goblins stand poised to launch a war for dominance.
Note: This is the 1st of 4 consecutive NESes. Each will last 15 turns like EQs AoHNES. Although there is a general plot I have developed, you will decide the details through each NES.
Story: In year is 1300 AA, 1300 years after arrival. 1300 years ago the races that inhabit this part of the world arrived on the peninsula over the mountains and across the seas. The trek was arduous and few survived, but they have rebuilt. Now nations span across this land as each try to gain dominance. A new threat has arrived however, a group of warlike creatures has arrived over the Great Barrier Mountains. They now pose a serious threat to the stability of the region. Only time will tell what will happen.
Economy:
Economy is in the form of gold and gold per turn. You need gold to buy stuff. It's different uses include: military, wonders, or technology. More on each below.
To grow your economy you must spend the amount of gold you make per turn +1.
Military:
This is probably most important thing. For this NES, there is only Army and Navy. To build it up, just choose from the units below and fashion an army out of what is available to you. Each turn represents a year, so in most cases army locations and movement doesnt matter. Exception for this is if you want to move troops across seas. You'll need boats for transport if you want to cross water (if you need to be told that you probably shouldnt be playing). Poor< Mediocre< Good< Great< Perfect. Anyways here are the units:
Warrior: The basic foot unit. poor attack and defense. 1 gold for 500
-Dwarfish Warrior: mediocre attack and defense in mountains. Costs same.
Archer: The staple of defensive and long range warfare. Poor attack, good defense. 1 gold for 250.
-Elvish Archer: mediocre attack and great defense in forests. Costs same.
Raider: strong warriors bred for combat. Good attack, poor defense. 1 gold for 250.
-Goblin Raider. Same stats. 1 gold for 400.
Horseman: the best troops around, they can only work in open spaces however. Forests and mountains hinder their effectiveness -1 each. Good attack, good defense. 1 gold for 100
-Human Horseman: great attack, good defense. Same price
Races:
Elves: The elves were the largest group to arrive in Warth and have sustained the balance of power for the last 1300 years. They however have not been able to capitalize their power as infighting has continued for a millennia. Three Elvish nations now stand at odds with each other. Elves are expert archers and can build the Elvish Archer.
Humans: The second largest group to arrive in Warath, only 150 years after the elves. The Humans settled the large plains to the north and have mastered the art of cavalry. Humans have been able to build large cities and group together inside them. Humans can build the Human Horseman.
Dwarves: They arrived only 700 years ago and settled the once thought inhospitable Central Mountains. The Dwarves have excelled at living where they are and their vast metal resources make them rich. The Dwarves are great warriors and can build Dwarfish Warriors.
Goblins: Creatures unknown to all three races. They have recently crossed the Great Barrier Mountains only 25 years ago and have quickly settled the area. They spread like wildfire and reproduce quickly. They can build Goblin Raiders.
Technology:
Naval Warfare: Allows construction of Warships. Cost 15 gold
Siege Warfare: Allows construction of Catapults. Cost 20 gold
Armor: Allows the construction of Footmen. Cost 25 gold.
Crossbow: Allows production of Crossbowmen. Cost 25 gold.
Wonders: Only one of each my be built, ever.
Guild of Dominance: A guild of your races most powerful fighters. Your UU is more effective. 10 Gold
(Illoria 8/10)
Great City Walls: The most powerful walls in all existence. Will protect your capital. Cost 15 gold.
Supreme Temple: This large temple to the gods of Warath will grant you favor with them. It really just makes your troops more confident. Troops more effective in attacking. Cost 20 gold.
Grand Bazaar: Increases gold income by 2 and provides 25% increase in troop production. Cost 25 gold.
(Dwarves 4/25)
Union of [race name]: Will bring a chunk of other nations with same race land and military to your side. If a race is undivided theyll be given a sudden increase in expansion and some free troops. Cost: 30 Gold
Nations:
ELVES:
Illoria: Fantasmo
Gold: 4
Gold per turn: 4 (3/5)
Army: 2000 Warriors, 1750 Elvish Archers, 550 Raiders
Background: The largest and most powerful of Elvish kingdoms to the southwest. They have always controlled the Ilorian forest. Illoria as fought Davania over control of the Western lake for centuries. They consider themselves the true rulers of the elves.
Davania:
Gold: 8
Gold Per turn: 4
Army: 1500 Warriors, 2000 Elvish Archers, 1250 Raiders
Background: Often referred to as the Elves of the Center. The Davanians have long since been at warred with the Illorians over control of the western lake. Davania broke from Illoria a thousand years ago because of a monarchal feud.
Catalia;
Gold: 4
Gold per turn: 4
Army: 1500 Warriors, 1725 Elvish Archers, 1250 Raiders
Background: They have long been removed from the Elven Wars to the west. They however have been fighting against the Dwarves and Humans for centuries. A second group of elves that crossed the Great Barrier Mountains, they distrust the other Elves.
HUMANS:
Tarakfal: Xen
Gold: 16
Gold per turn: 10(1/11)
Army: 1000 Warriors(held up in Doran), 300 Raiders, 700 Human Horsemen
background: Also known as the land of Tarak, its capital city. Having rich farmland the humans of Tarakfal have ample food. The humans here have waged war with man and elf alike. Tarakfal is home to some of the greatest Human cities ever in existence, one being its capital.
King of Amorfal: Toteone
Gold: 0
Gold per turn: 0
Army: 600 Warriors, 1300 Archers, 50 Raiders, 1100 Human Horsemen
background: The land of Amor, its capital city. Amorfal is a large plain that suits its horses well. Amorfal has long been able to keep Tarakfal at bay because of the small Jana Forest, allowing only a small front for Tarak forces. Amorfal is the closest nation to the goblins.
DWARVES:
Na-Fonar: Cuivienen
Gold: 4
Gold per turn: 4
Army: 1490 Dwarvish Warriors, 250 Archers, 1650 Raiders
background: Na-Fonar is the Dwarvan word for Mountain Kingdom. The Dwarves live in the rough mountains which have protected them from the elves for a millennia. The Dwarves have some of the strongest metals in Warath as they are great smiths.
GOBLINS:
The Tribe: Contempt
Gold: 5
Gold per turn: 4
Army: 500 Warriors, 250 Archers, 3200 Goblin Raiders, 150 Horsemen
background: The Goblins have appeared only 25 years ago, and their power is quickly growing and their lands quickly spreading. The Goblins are able to reproduce at twice the rate of humans and have already reached the population level of the dwarves. Goblins are crafty and make due with what ever they have. The Goblins stand poised to launch a war for dominance.