Sheep
Orange Shrooms!
Welcome! to my new nes, The Odyssey of Civilization. For those who do not realise what a NES is, read the rules, for those who do, read the rules, the rules system is diffrent and has a few new stats making their first apprences. The Rule system is slightly diffrent yet vaguely familiar at the same time, a nice touch I feel.
On a side not any complaints now, or during the game are requested to be send via PM or MSN/AIM. Look at my profile for the contacts. Any flaming will be reported to the forum Mods by me or someone else if they beat me to it, and no allowances shall be made if you are banned due to actions perpertrated on this thread.
Stat Template
Nation name
Ruler: guys name/your CFC sign on.
Govt type: Can either be Chiefocracy or Loose Tribal Confederacy to begin with.
Economy: 1/0/0/0/0 (to be discussed futher dont be too confused)
Trade: Not allowed for the current time.
Industry: 5
Shipping: 5
Population: 10,000
Nationalities: 100% (your nationality)
Relgions: Local Pagan Beliefs
Age: Early Bronze Age
Army: 100 stickmen, 100 slingers
Navy: 5 Rafts(1)
Military Supplies: 250/1000
Education: Moe Syzlak
HealthCare: Moe Syzlak
Transportation: Moe Syzlak
Military Morale:
Civilian Morale:
Projects in construction: none
Completed Wonders: none
Traits: Choose two of them.
Rules
Government Types
Your government types will change throughout the game. With the ages progressing new governnment types will become available, each will have diffrent affects on morale, education, healtcare and the like. This will be decided by me, as they become available.
It is possible to create a new government type through story. To change the government however requires a period of revolution or reform. This is where the stories come in. Revolutions may bring bonuses or it may bring disaster. See the French Revolution for example. However you will be in Revolution for one turn, and during that time no other stats or economy may be spent. The gold that you have stored in the bank will be halved at the samt time. This will prevent nations changing governments all that often.
Futhermore outdated government types will have more problems then more updated types later on in the game as their beuracracies are as not as closely formed. You do need to keep up with the times here guys.
Current Government types
Tribal Confederacy - A Tribal council rules the nation and thus this is a more diplomatic and democratic government type availiable at the beggining of the game.
Chiefocracy - A Chief rules the state completley and controls everything himself.
Economy, Trade, Industry, Shipping
The Economy system is numerical based. the five numbers are:
Credits generated each turn/ Trade credits per turn/ Credits in Treasury/ Credits invested towards growth/ Credits owing to other nations.
(1)
Credits are generated through taxes and commerce within your nation, to expand this requires stories along with good investments.
Trade is important in this nes as is it in the Real World. It will not become available until the Late Bronze Age. When it does become available I will bring trade into more detail. At the moment you need to work out what you are trading, and what route the trade route shall take. I need remind you that this is not available yet!
Credits in Treasury is a no brainer, however this can be stolen, it can grow through intrest (paid randomly) and will be halved during revolutions.
(1)
When the Credits invested in growth becomes one more than the current credits generated, then the economy is booming. The Credits generated each turn will jump by a random number between 1 and 10. This will be compiled by dice rolling and thus like all games an element of luck is required to do well in this nes.
Credits owing to other nations means that you have borrowed money. This will not come into play for some time yet.
Industry is a numerical multiplier for the amount of troops you shall produce per each credit. Say for example you make 10 stickmen for every credit, then you with the industry of 5 will produce 50 stickment per a credit.
Shipping is the naval equivlant of Industry, enough said?
Population, Nationalities and Relgions
Population, Nationalities and Relgions play an important role in the real world and they shall play an important role in the nes. At the start all your people are your nationality and follow the same relgion however as you conquer new regions or other nations, more nationalities shall begin to reside within your borders. Futhermore new relgions will be introduced and I dont care what anyone says, NO NATION is completely mono-relgious. These are just stats and you cant affect the too much unless you pass laws and stuff to excise a nationalitiy from society or in silvers case, you just go on a genocidal rampage.
Population shows you how many citizens call your empire home and thus your available manpower. You armed services can never go above 10% of this number (ships are multiplied by 10 in this) This restricts smaller nations from having grand armies, preventing a nation like RL Canada owning an army of 10 million men in a nes.
Army, Navy and Military Supplies
The Army is the number of troops you have, training will come into play soon enough, for the time being there is no proffessional forces per se. The Navy is the number of ships you have. More types of units will become available each new age. Later in the game research will come into play to build unique units, until then you guys are stuck with the generic types.
Military Supplies are the amount of supplies you have compared to the amount you are using. If the first number exceeds the second beware, the affects wont be pretty either which way.
Education, HealthCare and Transportation
In case there isnt enough to worry about already, these stats cast reflections on your society's society. Education reflects how much your people know, it is an average and geniuses will pop out of nowhere in almost any setting although they become more prevlant in a knowledgeable setting. The higher this is in the levels, the more likely your people will be able to make that breakthrough technology wise you are looking for.
HealthCare is important in your nation. First of all if HealthCare is not sufficent in your nation, population growth will be stunted, thus slowing your military and economic growth. Second of all a good HealthCare will lead to faster population growth as people will emigrate your superior nation and more people are kept alive.
Transportation assits in the growth of your economy but mainly it is used for military response. A good transportation system will allow your army to quickly respond to any threats, and prevent them from becoming life threatning. Need I remind you however a poor transportation system may sometimes be benefical here as for example Russia in ww2 used its poorly maintained roadways in Western Russia as a defensive meassure against the Hitlerite invasion.
The levels for each three of these stats are:
Moe Syzlak
Barney Gumble
Dr. Nick
Homer Simpson
Krusty the Klown
Ned Flanders
Apu N.
Monty Burns
Morale
Morale refers toi how your people are feeling. Stories are the only way to affect this.
Ages
Early Bronze Age - Stickmen, Slinger, rafts
Late Bronze Age: Bronzeswords, javelins, canoes
Early Iron Age: spearmen, Swordsmen, Fletchers, briemes
Late Iron Age
First Imperial Age
First Barbaric Age
First Relgious Age
Second Imperial Age
Second Barbaric Age
Second Relgious Age
Age of Discovery
Colonisation Age
Reformation Age
Rennassaince Age
Age of Revolutions
Third Imperial Age
Insutrial Age
Early Modern Age
Late Modern Age
Nuclear Age
First - Space Age
Information Age
Post-Modernist Age
Second Space Age
Robotech Age
Nano Age
Third Space Age
you get the picture......
Traits
Each civilisation has something diffrent about it that makes it unique. What makes your nation tick?
The traits are:
Medical - Your HealthCare level is always treated as +1
Diplomatic - Allows for one extra trade route then usually available (trade is still not allowable yet!)
Militiristic - Your soldiers wont surrender easily, and acts of valor encourage the civilian populace.
Scientific - Your Education level is always treated as +1
Swift - Your Transportation level is always treated as +1
Relgious - Your citizens are more frevrent in relgious adherence and will ensure that conversion to the main relgion occurs at frequent intervals or else!
Naval - Your navy wont surrender easily, and acts of naval valor encourage the civilian populace.
Industrious - You begin the game with 10 industry instead of 5. Wonders take one less turn to build.
Shipbuilders - You begin the game with 10 Shipping instead of 5. Your ships are always slightly better than non-shipbuilders' ships of the same type.
Rabbits - Your population growth is always +1 (dice result)
Do Not Post Yet Please
On a side not any complaints now, or during the game are requested to be send via PM or MSN/AIM. Look at my profile for the contacts. Any flaming will be reported to the forum Mods by me or someone else if they beat me to it, and no allowances shall be made if you are banned due to actions perpertrated on this thread.
Stat Template
Nation name
Ruler: guys name/your CFC sign on.
Govt type: Can either be Chiefocracy or Loose Tribal Confederacy to begin with.
Economy: 1/0/0/0/0 (to be discussed futher dont be too confused)
Trade: Not allowed for the current time.
Industry: 5
Shipping: 5
Population: 10,000
Nationalities: 100% (your nationality)
Relgions: Local Pagan Beliefs
Age: Early Bronze Age
Army: 100 stickmen, 100 slingers
Navy: 5 Rafts(1)
Military Supplies: 250/1000
Education: Moe Syzlak
HealthCare: Moe Syzlak
Transportation: Moe Syzlak
Military Morale:
Civilian Morale:
Projects in construction: none
Completed Wonders: none
Traits: Choose two of them.
Rules
Government Types
Your government types will change throughout the game. With the ages progressing new governnment types will become available, each will have diffrent affects on morale, education, healtcare and the like. This will be decided by me, as they become available.
It is possible to create a new government type through story. To change the government however requires a period of revolution or reform. This is where the stories come in. Revolutions may bring bonuses or it may bring disaster. See the French Revolution for example. However you will be in Revolution for one turn, and during that time no other stats or economy may be spent. The gold that you have stored in the bank will be halved at the samt time. This will prevent nations changing governments all that often.
Futhermore outdated government types will have more problems then more updated types later on in the game as their beuracracies are as not as closely formed. You do need to keep up with the times here guys.
Current Government types
Tribal Confederacy - A Tribal council rules the nation and thus this is a more diplomatic and democratic government type availiable at the beggining of the game.
Chiefocracy - A Chief rules the state completley and controls everything himself.
Economy, Trade, Industry, Shipping
The Economy system is numerical based. the five numbers are:
Credits generated each turn/ Trade credits per turn/ Credits in Treasury/ Credits invested towards growth/ Credits owing to other nations.
(1)
Credits are generated through taxes and commerce within your nation, to expand this requires stories along with good investments.
Trade is important in this nes as is it in the Real World. It will not become available until the Late Bronze Age. When it does become available I will bring trade into more detail. At the moment you need to work out what you are trading, and what route the trade route shall take. I need remind you that this is not available yet!
Credits in Treasury is a no brainer, however this can be stolen, it can grow through intrest (paid randomly) and will be halved during revolutions.
(1)
When the Credits invested in growth becomes one more than the current credits generated, then the economy is booming. The Credits generated each turn will jump by a random number between 1 and 10. This will be compiled by dice rolling and thus like all games an element of luck is required to do well in this nes.
Credits owing to other nations means that you have borrowed money. This will not come into play for some time yet.
Industry is a numerical multiplier for the amount of troops you shall produce per each credit. Say for example you make 10 stickmen for every credit, then you with the industry of 5 will produce 50 stickment per a credit.
Shipping is the naval equivlant of Industry, enough said?
Population, Nationalities and Relgions
Population, Nationalities and Relgions play an important role in the real world and they shall play an important role in the nes. At the start all your people are your nationality and follow the same relgion however as you conquer new regions or other nations, more nationalities shall begin to reside within your borders. Futhermore new relgions will be introduced and I dont care what anyone says, NO NATION is completely mono-relgious. These are just stats and you cant affect the too much unless you pass laws and stuff to excise a nationalitiy from society or in silvers case, you just go on a genocidal rampage.
Population shows you how many citizens call your empire home and thus your available manpower. You armed services can never go above 10% of this number (ships are multiplied by 10 in this) This restricts smaller nations from having grand armies, preventing a nation like RL Canada owning an army of 10 million men in a nes.
Army, Navy and Military Supplies
The Army is the number of troops you have, training will come into play soon enough, for the time being there is no proffessional forces per se. The Navy is the number of ships you have. More types of units will become available each new age. Later in the game research will come into play to build unique units, until then you guys are stuck with the generic types.
Military Supplies are the amount of supplies you have compared to the amount you are using. If the first number exceeds the second beware, the affects wont be pretty either which way.
Education, HealthCare and Transportation
In case there isnt enough to worry about already, these stats cast reflections on your society's society. Education reflects how much your people know, it is an average and geniuses will pop out of nowhere in almost any setting although they become more prevlant in a knowledgeable setting. The higher this is in the levels, the more likely your people will be able to make that breakthrough technology wise you are looking for.
HealthCare is important in your nation. First of all if HealthCare is not sufficent in your nation, population growth will be stunted, thus slowing your military and economic growth. Second of all a good HealthCare will lead to faster population growth as people will emigrate your superior nation and more people are kept alive.
Transportation assits in the growth of your economy but mainly it is used for military response. A good transportation system will allow your army to quickly respond to any threats, and prevent them from becoming life threatning. Need I remind you however a poor transportation system may sometimes be benefical here as for example Russia in ww2 used its poorly maintained roadways in Western Russia as a defensive meassure against the Hitlerite invasion.
The levels for each three of these stats are:
Moe Syzlak
Barney Gumble
Dr. Nick
Homer Simpson
Krusty the Klown
Ned Flanders
Apu N.
Monty Burns
Morale
Morale refers toi how your people are feeling. Stories are the only way to affect this.
Ages
Early Bronze Age - Stickmen, Slinger, rafts
Late Bronze Age: Bronzeswords, javelins, canoes
Early Iron Age: spearmen, Swordsmen, Fletchers, briemes
Late Iron Age
First Imperial Age
First Barbaric Age
First Relgious Age
Second Imperial Age
Second Barbaric Age
Second Relgious Age
Age of Discovery
Colonisation Age
Reformation Age
Rennassaince Age
Age of Revolutions
Third Imperial Age
Insutrial Age
Early Modern Age
Late Modern Age
Nuclear Age
First - Space Age
Information Age
Post-Modernist Age
Second Space Age
Robotech Age
Nano Age
Third Space Age
you get the picture......
Traits
Each civilisation has something diffrent about it that makes it unique. What makes your nation tick?
The traits are:
Medical - Your HealthCare level is always treated as +1
Diplomatic - Allows for one extra trade route then usually available (trade is still not allowable yet!)
Militiristic - Your soldiers wont surrender easily, and acts of valor encourage the civilian populace.
Scientific - Your Education level is always treated as +1
Swift - Your Transportation level is always treated as +1
Relgious - Your citizens are more frevrent in relgious adherence and will ensure that conversion to the main relgion occurs at frequent intervals or else!
Naval - Your navy wont surrender easily, and acts of naval valor encourage the civilian populace.
Industrious - You begin the game with 10 industry instead of 5. Wonders take one less turn to build.
Shipbuilders - You begin the game with 10 Shipping instead of 5. Your ships are always slightly better than non-shipbuilders' ships of the same type.
Rabbits - Your population growth is always +1 (dice result)
Do Not Post Yet Please

it'll be good, update every two days cause it'll be so quick lol