Cuivienen
Deity
- Joined
- Nov 26, 2003
- Messages
- 8,011
stCVNNES III: Rising Empires
TABLE OF CONTENTS (By Post #):
1: Foreword and Rules
2: Player Nation Stats
3: NPC Stats
4: Placeholder for more NPC Stats
5: Current Map
6: Timeline
7: Trade Routes and Famous Battles
8: First and Greatest Achievements of Civilization
Foreword
The rules for this NES are largely adapted from North Kings highly successful stNNES III: Ruins of Empires, which I think is the best NES on the forums. Kudos to North King for most of the rules. This NES will begin in 3000 BCE and proceed until everyone gets wholly sick of it.
Rules
Each nations Economy is represented by a word describing the strength of your economy. The possible sizes are: Bankrupt, Depression, Recession, Failing, Stable, Prosperous, Robust and Outstanding. If you go above and beyond, then it will be reflected by a +#, the number referring to how many levels above Outstanding you have. Saying how you increase it makes me more likely to give special bonuses, so you will want to do that. You must increase your economy by expanding, conquering, or trading or by building roads and hiring tax collectors, in which case you cannot increase anything else the same turn. Economy can also be increased by Wonders.
If your nation is Bankrupt, your military will begin to abandon you until your economy returns to Depression or above. If you cannot pay your soldiers, they will not fight for you.
Your Military is represented in numbers. When you increase your army, it will be increased by a certain number, determined by the age of your nation. Your army may grow without you saying so (unless you say for it not to happen) by volunteers joining or through random events, though it will not be by much. Same goes for navy.
A new addition to the military section of this NES is Great Leaders. These men and women can be used to multiply the effectiveness of your fighting forces immensely or to inspire your populace to complete civic projects and greatly increase your nations effectiveness for a short period of time. To get a Great Leader is no small task. The only ways to get them are through a random event triggered by a good story (the most likely, but still unlikely way), or through a historical event (less likely, but more dependable... if you know your history). To use them, have in your orders Move army led by Great Leader to such and such an area for example. Of course, that wont win you a battle. Great Leaders merely augment the force. You still need to develop good strategy and tactics for the encounter...
You can also Build cities and roads between your cities. Cities and roads will both be present on the map and both contribute to your nation. A larger number of cities means a larger populace, which means a larger tax income and a large pool from which to draw military forces. Cities can also be used for defense when invaded, as they must usually be laid siege before being captured. Roads mean faster transportation and thus greater commerce and more effective defenses for your nation. Of course, roads can also work against you when invaded, since captured roads speed the enemy as they once sped you. Cities and roads will both appear naturally in expanding nations, advanced nations and large nations, and they can also be ordered constructed. Of course, you cannot connect your entire empire in a road network in a single turn; it is my discretion what road projects are realistic and what are not. Same goes for cities.
You can have your people construct Wonders. These are great projects that will increase your nations power and prestige. You must supply a name and a group of effects for a Wonder and the time it takes will depend on the effects of the project, the time period, your economy, what precisely the wonder is, and, of course, my own whims. Only 3 Wonders may be built per age per nation.
Education is available to increase once you learn writing. To increase Education costs an economy which represents building schools or implementing new doctrines of learning. It can, of course, also be increased by random events. The levels are: None, Idiotic, Ignorant, Poor, Average, Smart, Wise, Enlightenment and Beyond Enlightenment. Nations whose education level reaches Beyond Enlightenment have a good chance of advancing radically in technology to another Age, at which point Education drops to Average.
You can set up Trade Routes. You can set up an unlimited number of official trading routes, each costing two economies for both nations involved. To open up a trade route, both nations must agree to it. You gain an economy each turn, and if you have a luxury (silks from China would be a luxury to Sumer and Indian spices would be a luxury to Rome), you gain two economies every three turns. Luxuries must travel great distances and may not remain luxuries for long. For example, if India trades spices to Kongo, eventually Kongo will begin growing its own spices in the similar environment and Indian spices will lose their luxury status.
Trade routes, official or otherwise, will begin to appear naturally first on land, then on the sea as the nations advance. Nations located a key locations for trade may eventually become trade hubs and benefit slightly from the great amount of trade passing through them even though they may have no official trade routes.
Centers of Trade are cities which have such an enormous amount of riches flowing through them that they can fully be considered hubs of trade, represented by a square on the map. Examples of Centers of Trade in the real world include Constantinople, London, Alexandria, Chengdu, Calicut, etc. The trade through these cities makes the country so much off of tariffs that every three turns they provide a bonus economy level for their nation. Especially lucrative trade centers may provide extra bonus levels; these are represented by asterisks after the citys name. Centers of Trade are hard to get, hard to keep, and nearly impossible to conquer, as conquest dries up local trade significantly and returns the conquered city to standard status.
Farmland will begin to show up on your map and a stat with a number will appear in your stats. Farmland will appear randomly and may disappear randomly, and can be thought of as areas in the world where agricultural production is at its peak. Each area of farmland in your nation provides one economy per turn. So, if you have 7 Farmlands, you receive 7 economies each turn. (Note that 7 Farmlands is ridiculously high and will never happen.) The problem the one time you start to use it, your people will become dependent on it. This means if anything is to happen a new bug, drought, famine, foreign occupation anything, then your people can really be affected by the loss of the farms. The less you use it, the less your people will become attached to it. Farmland are like squares of different shades of green on the map the different shades mean nothing, but the amount of squares you have is the amount of points in your template.
An asterisk (*) will appear by your nation's name should you be experiencing a huge trade increase (non-official) with other nations, or you are conquering or just got done conquering some land. It represents the extra money you get from trading, or the extra land/population/slaves you get from conquering nations. Usually you can upgrade two things per economy with it, but sometimes more, and sometimes less. It will last a couple turns after you conquer a nation (and during), or as long as you are trading so much. It can be taken away just as quick as it is given. Think of it as a golden age, just that once it is gone, you can regain it again if youre good enough.
UUs can be designed for each nation. There can be no more than two UUs per age per nations, one naval and one land-based (and an extra one air-based if this NES makes it to modern times).
Governments must keep in line with the age. You may make up any kind of government you want, though it is up to me to determine if it is the right age for it.
Category is essentially how your governments politics and ideals translate into the real world. It will change one way or another automatically with some decisions you make relating to the government, and will certainly change if you change your government type drastically. It is generally an analysis on the state of the politics of your nation, for example Liberal Capitalism, Authoritarian Communism, Religious Theocracy, etc.
Religion and Culture are closely intertwined and they have a huge significance in the greater scheme of things. If you were to create a strong, influential religion, then your culture would shoot up, you would have a strong influence over all those who converted to your religion, and your populace would be more loyal. A strong religion means a strong culture, and a strong culture can do all sorts of nifty things like make your people more resistant to foreign invasion and your army fight harder. If you dont want to be bothered to make your own, then you can stick to generic polytheisms, though they will not gain you much in any category, or convert to another unique religion, though this will likely result in religious turmoil for a while, and probably a group that will follow your lead and convert and another that will not.
Religion, however, is not the only way to increase your culture. Culture can be increased by many things; a spectacular wonder, a golden age, certain scientific discoveries, an archaeological find (in the Modern Age, at least), are all ways to increase culture. If you think you have an innovative way to increase it, dont hesitate to put it in your orders.
NOTE: A strong religion requires a lot of writing. You have to specify its main doctrines, gods, etc. else it will be viewed by the masses as a very stupid and undetailed religion. They are looking for answers, after all, that is what a religion is for. This is a Story based NES, you realize.
You can make a nation wherever you want in Europe, Asia or the northern coast of Africa. As the game progresses, starting in lower Africa, in Oceania, and eventually in the Americas will be allowed. Nations must be based on a real or theoretically real civilization (Xia China is theoretically real; Atlantis is not), though not necessarily a well-known one.
I like stories, I like to read stories, and they make your nation more likely to receive positive random events, and they generally make you more interested in your nation, me more interested in your nation, and me more likely to update the NES. However, Im aware that some people lack the skills and/or the time, so they are not required.
As a final addendum, these are the currently available troops and the numbers per economy. Every update, the list will be reposted and may change, but will not change here.
100 Spearmen
100 Archers
10 Chariots
10 Galleys
* UU (depends on the UU)
TABLE OF CONTENTS (By Post #):
1: Foreword and Rules
2: Player Nation Stats
3: NPC Stats
4: Placeholder for more NPC Stats
5: Current Map
6: Timeline
7: Trade Routes and Famous Battles
8: First and Greatest Achievements of Civilization
Foreword
The rules for this NES are largely adapted from North Kings highly successful stNNES III: Ruins of Empires, which I think is the best NES on the forums. Kudos to North King for most of the rules. This NES will begin in 3000 BCE and proceed until everyone gets wholly sick of it.
Rules
Each nations Economy is represented by a word describing the strength of your economy. The possible sizes are: Bankrupt, Depression, Recession, Failing, Stable, Prosperous, Robust and Outstanding. If you go above and beyond, then it will be reflected by a +#, the number referring to how many levels above Outstanding you have. Saying how you increase it makes me more likely to give special bonuses, so you will want to do that. You must increase your economy by expanding, conquering, or trading or by building roads and hiring tax collectors, in which case you cannot increase anything else the same turn. Economy can also be increased by Wonders.
If your nation is Bankrupt, your military will begin to abandon you until your economy returns to Depression or above. If you cannot pay your soldiers, they will not fight for you.
Your Military is represented in numbers. When you increase your army, it will be increased by a certain number, determined by the age of your nation. Your army may grow without you saying so (unless you say for it not to happen) by volunteers joining or through random events, though it will not be by much. Same goes for navy.
A new addition to the military section of this NES is Great Leaders. These men and women can be used to multiply the effectiveness of your fighting forces immensely or to inspire your populace to complete civic projects and greatly increase your nations effectiveness for a short period of time. To get a Great Leader is no small task. The only ways to get them are through a random event triggered by a good story (the most likely, but still unlikely way), or through a historical event (less likely, but more dependable... if you know your history). To use them, have in your orders Move army led by Great Leader to such and such an area for example. Of course, that wont win you a battle. Great Leaders merely augment the force. You still need to develop good strategy and tactics for the encounter...
You can also Build cities and roads between your cities. Cities and roads will both be present on the map and both contribute to your nation. A larger number of cities means a larger populace, which means a larger tax income and a large pool from which to draw military forces. Cities can also be used for defense when invaded, as they must usually be laid siege before being captured. Roads mean faster transportation and thus greater commerce and more effective defenses for your nation. Of course, roads can also work against you when invaded, since captured roads speed the enemy as they once sped you. Cities and roads will both appear naturally in expanding nations, advanced nations and large nations, and they can also be ordered constructed. Of course, you cannot connect your entire empire in a road network in a single turn; it is my discretion what road projects are realistic and what are not. Same goes for cities.
You can have your people construct Wonders. These are great projects that will increase your nations power and prestige. You must supply a name and a group of effects for a Wonder and the time it takes will depend on the effects of the project, the time period, your economy, what precisely the wonder is, and, of course, my own whims. Only 3 Wonders may be built per age per nation.
Education is available to increase once you learn writing. To increase Education costs an economy which represents building schools or implementing new doctrines of learning. It can, of course, also be increased by random events. The levels are: None, Idiotic, Ignorant, Poor, Average, Smart, Wise, Enlightenment and Beyond Enlightenment. Nations whose education level reaches Beyond Enlightenment have a good chance of advancing radically in technology to another Age, at which point Education drops to Average.
You can set up Trade Routes. You can set up an unlimited number of official trading routes, each costing two economies for both nations involved. To open up a trade route, both nations must agree to it. You gain an economy each turn, and if you have a luxury (silks from China would be a luxury to Sumer and Indian spices would be a luxury to Rome), you gain two economies every three turns. Luxuries must travel great distances and may not remain luxuries for long. For example, if India trades spices to Kongo, eventually Kongo will begin growing its own spices in the similar environment and Indian spices will lose their luxury status.
Trade routes, official or otherwise, will begin to appear naturally first on land, then on the sea as the nations advance. Nations located a key locations for trade may eventually become trade hubs and benefit slightly from the great amount of trade passing through them even though they may have no official trade routes.
Centers of Trade are cities which have such an enormous amount of riches flowing through them that they can fully be considered hubs of trade, represented by a square on the map. Examples of Centers of Trade in the real world include Constantinople, London, Alexandria, Chengdu, Calicut, etc. The trade through these cities makes the country so much off of tariffs that every three turns they provide a bonus economy level for their nation. Especially lucrative trade centers may provide extra bonus levels; these are represented by asterisks after the citys name. Centers of Trade are hard to get, hard to keep, and nearly impossible to conquer, as conquest dries up local trade significantly and returns the conquered city to standard status.
Farmland will begin to show up on your map and a stat with a number will appear in your stats. Farmland will appear randomly and may disappear randomly, and can be thought of as areas in the world where agricultural production is at its peak. Each area of farmland in your nation provides one economy per turn. So, if you have 7 Farmlands, you receive 7 economies each turn. (Note that 7 Farmlands is ridiculously high and will never happen.) The problem the one time you start to use it, your people will become dependent on it. This means if anything is to happen a new bug, drought, famine, foreign occupation anything, then your people can really be affected by the loss of the farms. The less you use it, the less your people will become attached to it. Farmland are like squares of different shades of green on the map the different shades mean nothing, but the amount of squares you have is the amount of points in your template.
An asterisk (*) will appear by your nation's name should you be experiencing a huge trade increase (non-official) with other nations, or you are conquering or just got done conquering some land. It represents the extra money you get from trading, or the extra land/population/slaves you get from conquering nations. Usually you can upgrade two things per economy with it, but sometimes more, and sometimes less. It will last a couple turns after you conquer a nation (and during), or as long as you are trading so much. It can be taken away just as quick as it is given. Think of it as a golden age, just that once it is gone, you can regain it again if youre good enough.
UUs can be designed for each nation. There can be no more than two UUs per age per nations, one naval and one land-based (and an extra one air-based if this NES makes it to modern times).
Governments must keep in line with the age. You may make up any kind of government you want, though it is up to me to determine if it is the right age for it.
Category is essentially how your governments politics and ideals translate into the real world. It will change one way or another automatically with some decisions you make relating to the government, and will certainly change if you change your government type drastically. It is generally an analysis on the state of the politics of your nation, for example Liberal Capitalism, Authoritarian Communism, Religious Theocracy, etc.
Religion and Culture are closely intertwined and they have a huge significance in the greater scheme of things. If you were to create a strong, influential religion, then your culture would shoot up, you would have a strong influence over all those who converted to your religion, and your populace would be more loyal. A strong religion means a strong culture, and a strong culture can do all sorts of nifty things like make your people more resistant to foreign invasion and your army fight harder. If you dont want to be bothered to make your own, then you can stick to generic polytheisms, though they will not gain you much in any category, or convert to another unique religion, though this will likely result in religious turmoil for a while, and probably a group that will follow your lead and convert and another that will not.
Religion, however, is not the only way to increase your culture. Culture can be increased by many things; a spectacular wonder, a golden age, certain scientific discoveries, an archaeological find (in the Modern Age, at least), are all ways to increase culture. If you think you have an innovative way to increase it, dont hesitate to put it in your orders.
NOTE: A strong religion requires a lot of writing. You have to specify its main doctrines, gods, etc. else it will be viewed by the masses as a very stupid and undetailed religion. They are looking for answers, after all, that is what a religion is for. This is a Story based NES, you realize.
You can make a nation wherever you want in Europe, Asia or the northern coast of Africa. As the game progresses, starting in lower Africa, in Oceania, and eventually in the Americas will be allowed. Nations must be based on a real or theoretically real civilization (Xia China is theoretically real; Atlantis is not), though not necessarily a well-known one.
I like stories, I like to read stories, and they make your nation more likely to receive positive random events, and they generally make you more interested in your nation, me more interested in your nation, and me more likely to update the NES. However, Im aware that some people lack the skills and/or the time, so they are not required.
As a final addendum, these are the currently available troops and the numbers per economy. Every update, the list will be reposted and may change, but will not change here.
100 Spearmen
100 Archers
10 Chariots
10 Galleys
* UU (depends on the UU)
p), which is approximately in southern Israel... A historical atlas could pinpoint it better, if need be I'm sure I could draw a map. Preferably make the nation a light orange color, but any will do.
)