Sheep
Orange Shrooms!
SheepNES: Classical War.
Hello all. Before I begin I would like to tell everyperson that is reading this that they are going to receive a bribe. They will receive 10 AUD (Australian Dollars) from me if they join this nes, might not seem like much but I dont think that nesers have ever been paid for. The story is this. If I dont make this nes last more than five updates, the nesers will receive the money. In return all players will be required to send a one paragraph story and good orders in each turn, before the deadline. Failure to do so will result in forfeiting the money
Updates will thus be every Sunday my time. This is update day and this if you wait til the last minute you might miss out. I am liable to update at any period on a Sunday and thus it might be morning or night. Oh and for the Americans Australia is in GMT+!0, you figure my Sunday out.
Stats Overview
Instead of writing huge rules I am going to keep this nice and simple, and in that make it complicated. (PM me if you dont understand this concept) Thus I will be discussing military matters and economic matters in greater detail later, this list will give you an idea of what the extended stat system I use means and how they interact with each other.
Stats
Information
Name: The name of your city state
Capital: The City where you started from.
Other Cities: Name of other cities that you currenltly hold ownership of.
Government: Type of government you use. (Will effect gameplay through fictional means and this will be up to MOD discretion)
Principal God: Choose one of the five main gods for the principle god of the city state.
Education: Determines how smart your people are (goes, Dumb, Ignorant, Bewitched, Thoughtful, Learning, Englightned, Wise, cant go above wise)
Culture: Destermines how refined your people are. More refined people require more a peaceful apporach and more trade goods to remain happy. I will control this and will give each nation a numerical value.
Food Levels: Determines how much food you are currently producing. Ensure it doesnt drop below 100% or people will starve.
Tech Level: Current tech level of troops and the like in your nation.
Confidence Upper Class: Upper Class confidence
Confidence Lower Class: Lower Class confidence.
Projects: Wonders in construction (you can invest one credit a turn into this maximum and are allowed on project a turn. The number of turns remaining will be shown in stat)
Wonders: Completed Wonders.
UU: Current UU (one strength and one weakness allowed only)
Economica
Expenses: Total credits needed to maintain services at current levels
Taxes: Total Revenue in credits from taxing your people. We all LOVE taxes dont we? So be AWARE!
Trade: Total Revenue in credits from making trade deals.
Treasury: Credits banked from previous turns
Balance: Tax+ Trade +Treasury Expenses = Balance.
Units
Army (Infantry, Cavlary, Archers and Artillery)
Naval (Warships)
Trade (Trading ships and caravans.)
Slaves (Slave Regiments)
Notes on Specifics
Economics
Economics is pretty straight forward. You earn money to spend money and thus a simple you want to keep more money then you spend comes into play. I will not be setting up a bank of sorts to lend money so dont expect it. Make your own deals, like the nations do in RL.
As for Trade I require a PM sent by BOTH players or an addition to the treaty, link and proof of signing or something for me to include it into your stats. I will be keeping a list of trade treaties so I suggest you give the treaty a name or something.
Gods
There are five principle gods. They are:
Ares: The God of War: Military tactics are improved and cost of upkeep is downsized a little.
Posideon: The God of the Sea: Naval tactics are improved and cost of upkeep is downsized a little.
Hades: The God of the Dead. The people are not afraid of death and will be often seen as ceaseless defenders of what they hold dear. Doesnt mean they wont die though, and soldiers of Hades sometimes seek death!
Aphrodite: The God of Love: Diplomatic missions are easier and trade missions always seem to end more in your favour.
Zeus: God of Sky and Thunder : Harvests are good and the people do not go hungry.
Military
First of all no conscription and no mobilizations. Now to look at troop types.
Infantry :
Spearmen: The ordinary spear and shield phalanx that is so unmovable (good defence, bad attack) 100 men per a credit
Swordsmen: Sword and spears lightly armoured (good attack, bad defence) 100 men per a credit
Cavlary
Horse Archers: Archers on horseback, (good attack, bad defence, not good in hand to hand) 50 men per a credit
Heavy Horsemen: Swords incoming (good attack, not so bad defence, suffers from missile fire) 50 men per a credit.
War Chariots: Fast and moveable joint strike (missile, spear force) (difficult to train however and not good in mountains meaning limited capablities in Greece) 50 charots per a credit.
Archers
Shortbowmen Shortbows have a fast rate of fire but a short range (good in close, bad from afar) 100 men a credit
Longbowmen: Longbows have a slow rate of fire but a long range (good from afar, bad in close) 100 men a credit
Artillery
Catapults: Can smash city walls down from a long range (vunerable to missiles, very slow) 2 a credit
Trade Units
Trade Ships Trading ships ready to conduct trade. You need at least 5 of these available to make a trade route (cant defend itself) 1 credit for 5.
Trade Caravans Carvans ready to conduct trade over land: You need at least 20 of these available to make a trade route (cant defend itself) 20 men for 1 credit.
Naval Units
Briemes: Ships forces to stay very close to land, have two sails (slow, stays close to land, strong) 10 ships for 1 credit
Triemes Ships that can venture out into the Aegean Sea, have three sails (fast, can go sea, suspectible to storms and not too strong) 5 ships for 1 credit.
Slaves
Slaves are diffrent. You can have Slave Warrior Regiments which are made up of captured soldiers. However you MAY not want to use these against their homelands.
Other slaves are Slaves which you buy into slavery. They cost 1 credit per 1000 and 10,000 are worth half the remaining project length ?(they are sacraficed in the meantime) or it takes 5,000 men to build a road (Greece is moutainous), or a fortress.
Hello all. Before I begin I would like to tell everyperson that is reading this that they are going to receive a bribe. They will receive 10 AUD (Australian Dollars) from me if they join this nes, might not seem like much but I dont think that nesers have ever been paid for. The story is this. If I dont make this nes last more than five updates, the nesers will receive the money. In return all players will be required to send a one paragraph story and good orders in each turn, before the deadline. Failure to do so will result in forfeiting the money

Updates will thus be every Sunday my time. This is update day and this if you wait til the last minute you might miss out. I am liable to update at any period on a Sunday and thus it might be morning or night. Oh and for the Americans Australia is in GMT+!0, you figure my Sunday out.
Stats Overview
Instead of writing huge rules I am going to keep this nice and simple, and in that make it complicated. (PM me if you dont understand this concept) Thus I will be discussing military matters and economic matters in greater detail later, this list will give you an idea of what the extended stat system I use means and how they interact with each other.
Stats
Information
Name: The name of your city state
Capital: The City where you started from.
Other Cities: Name of other cities that you currenltly hold ownership of.
Government: Type of government you use. (Will effect gameplay through fictional means and this will be up to MOD discretion)
Principal God: Choose one of the five main gods for the principle god of the city state.
Education: Determines how smart your people are (goes, Dumb, Ignorant, Bewitched, Thoughtful, Learning, Englightned, Wise, cant go above wise)
Culture: Destermines how refined your people are. More refined people require more a peaceful apporach and more trade goods to remain happy. I will control this and will give each nation a numerical value.
Food Levels: Determines how much food you are currently producing. Ensure it doesnt drop below 100% or people will starve.
Tech Level: Current tech level of troops and the like in your nation.
Confidence Upper Class: Upper Class confidence
Confidence Lower Class: Lower Class confidence.
Projects: Wonders in construction (you can invest one credit a turn into this maximum and are allowed on project a turn. The number of turns remaining will be shown in stat)
Wonders: Completed Wonders.
UU: Current UU (one strength and one weakness allowed only)
Economica
Expenses: Total credits needed to maintain services at current levels
Taxes: Total Revenue in credits from taxing your people. We all LOVE taxes dont we? So be AWARE!
Trade: Total Revenue in credits from making trade deals.
Treasury: Credits banked from previous turns
Balance: Tax+ Trade +Treasury Expenses = Balance.
Units
Army (Infantry, Cavlary, Archers and Artillery)
Naval (Warships)
Trade (Trading ships and caravans.)
Slaves (Slave Regiments)
Notes on Specifics
Economics
Economics is pretty straight forward. You earn money to spend money and thus a simple you want to keep more money then you spend comes into play. I will not be setting up a bank of sorts to lend money so dont expect it. Make your own deals, like the nations do in RL.
As for Trade I require a PM sent by BOTH players or an addition to the treaty, link and proof of signing or something for me to include it into your stats. I will be keeping a list of trade treaties so I suggest you give the treaty a name or something.
Gods
There are five principle gods. They are:
Ares: The God of War: Military tactics are improved and cost of upkeep is downsized a little.
Posideon: The God of the Sea: Naval tactics are improved and cost of upkeep is downsized a little.
Hades: The God of the Dead. The people are not afraid of death and will be often seen as ceaseless defenders of what they hold dear. Doesnt mean they wont die though, and soldiers of Hades sometimes seek death!
Aphrodite: The God of Love: Diplomatic missions are easier and trade missions always seem to end more in your favour.
Zeus: God of Sky and Thunder : Harvests are good and the people do not go hungry.
Military
First of all no conscription and no mobilizations. Now to look at troop types.
Infantry :
Spearmen: The ordinary spear and shield phalanx that is so unmovable (good defence, bad attack) 100 men per a credit
Swordsmen: Sword and spears lightly armoured (good attack, bad defence) 100 men per a credit
Cavlary
Horse Archers: Archers on horseback, (good attack, bad defence, not good in hand to hand) 50 men per a credit
Heavy Horsemen: Swords incoming (good attack, not so bad defence, suffers from missile fire) 50 men per a credit.
War Chariots: Fast and moveable joint strike (missile, spear force) (difficult to train however and not good in mountains meaning limited capablities in Greece) 50 charots per a credit.
Archers
Shortbowmen Shortbows have a fast rate of fire but a short range (good in close, bad from afar) 100 men a credit
Longbowmen: Longbows have a slow rate of fire but a long range (good from afar, bad in close) 100 men a credit
Artillery
Catapults: Can smash city walls down from a long range (vunerable to missiles, very slow) 2 a credit
Trade Units
Trade Ships Trading ships ready to conduct trade. You need at least 5 of these available to make a trade route (cant defend itself) 1 credit for 5.
Trade Caravans Carvans ready to conduct trade over land: You need at least 20 of these available to make a trade route (cant defend itself) 20 men for 1 credit.
Naval Units
Briemes: Ships forces to stay very close to land, have two sails (slow, stays close to land, strong) 10 ships for 1 credit
Triemes Ships that can venture out into the Aegean Sea, have three sails (fast, can go sea, suspectible to storms and not too strong) 5 ships for 1 credit.
Slaves
Slaves are diffrent. You can have Slave Warrior Regiments which are made up of captured soldiers. However you MAY not want to use these against their homelands.
Other slaves are Slaves which you buy into slavery. They cost 1 credit per 1000 and 10,000 are worth half the remaining project length ?(they are sacraficed in the meantime) or it takes 5,000 men to build a road (Greece is moutainous), or a fortress.