erez87
Lord of Random
- Joined
- May 16, 2002
- Messages
- 13,500
Well after, I actualy think an year, of thinking to open a NES I decided to open it
. If you will look closly you will see the rules look familiar. Yes thos are stJNES5 rules with some tiny changes... Cool aien't it?
This is a story NES, I do hope to see them coming
.
BTW I know some new NES's just got openned but most have a player limit... Because I have time I have no player limit, don' push it with the orders i'm not the greatest reader
Updates will come every day or every 2 days, not decided yet, for now! If I got a final (got 1 in Civils and 1 second in math and thats all
) I won't update ofcourse before it... If I go to my father i'm not updating to. If you want me to hold an update for a day than Ok players choose then they want updates 
Now to rest of NES
Rules
Key: Bold are key words that describe what is in the paragraph. Italics are either lists or the following:
The starting age is 4000bc. Each turn will represent 100 years for a while, until I decide to decrease it.
Joining Is not hard. Just start in one of the grays
as game goes Gray areas expand as well so you can join in more places than... Please with reality when joining 
Economy for each nation is represented by a word. The sizes go: Depression, Recession, Failing, Stable, Growing, Prosperous and then Outstanding.. You cannot increase your economy by just saying so. You must increase your economy by expanding, conquering, or trading. In the early ages you may also expand economy by building roads and hiring tax collectors and such, though it takes longer that way. Also each country has it's usual economic power. This means that near the word there will be two numbers that mean every how much time your economy grow by 1 by itself (if you got the asterik (*) that is explained later you ge 2 economies)
Your military is represented in numbers. When you increase your army, it will be increased by a certain number, determined by myself and by the age you are in, and based on the population of your civilization. If you have a free government (democracy, republic, etc), then your army may grow without you saying so (unless you say for it not to happen) by volunteers joining, though it will not be by much. Same goes for navy. As of now all men type of units will be men, horsis and chariots as horsmen and artileries as artileris. Don't want tog et too complicated
You can also build roads between your cities, and will be represented on map. These will help you should you have to move a lot of troops over long distances (less tired to fight) or when you are invaded. However, if you are invaded it could be tragic as well with the enemies capturing your roads. They increase your economy (you have a chance of gaining economies here and there should you have many roads), and they make your people happier. You may destroy roads whenever you like. You may build 3 roads free (from one city to the other) a turn, and and nymore than that each more road cost an economy level, or you can have your army build more of them (at least 100 men per road needs to be working, meaning not fighting), then it will be free but you army hates you more, but are more trained. So it swings both ways again.
NOTE: Expansion will be slow in this game, to reflect reality, especially in the ancient age. Also, watch out for real life events (example: America when Europeans came)
You can make a wonder, the time it takes depends on what the wonder is or does, what age we are in, how your economy is like, and the overall stats of your nation. Only 2 per age.
Confidence mostly reflects how much you write.
Training for now it won't exist, too much. The training of your armed forces will go down by one level each time you upgrade your army or navy to a new age. Same goes for air force when we get there. Well not until I might add a Training rule
Conscription is not possible for a while.
Mobilization is not possible for a while.
Education is available to increase once you learn writing. To increase, you must build temples in the ancient ages, schools in the more modern, and universities in the far modern. This is but one way you can increase. When you jump an age, you education sinks two levels.
The levels are: Idiotic, Ignorant, Poor, Average, Smart, Wise, Enlightment.
Everyone you have contact you have trade. It is to my descretion to a certain point on how much you trade with someone. I will be using Rome as an example. Rome has trade with practically everyone in Europe and North Africa, since that is who they have contact with. However, trade is less popular with Sweden, since they have little to offer Rome at this point and are so far away. Trade is rapant with Barbary Coast, since Barbary Coast has much to offer in the type of luxuries and man power.
You can still set up trade routes, however they are a little different. You can only set up three routes until medival ages (including) but after you can have 5, and they will be called your priority trading partners. To open up a Priority trading partner, both nations must agree to it. To open a route it costs two economies. You gain an economy each turn, and if you have a main 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.
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. Farmland can be used as economic points that you gain every turn. So if you have Farmland of 7, you can use 7 economic points each turn that you have it. 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, its just for looks, but the amount of squares you have is the amount of points in your template.
An asterik (*) will appear by your nation's name should you be experiencing a huge trade increase (non-priority) 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.
You cannot give away a technology. You may send generals to other countries to train them in the new ways of fighting (i.e. Holland sends generals to Britain). Whenever they increase their army after that, it is in Medieval Age men, but they only get the amount per economy as stated for the age they are in. I.E. Holland trained Britain's army in turn A. In turn B, Britain spends one economy on the army, but since they are still in Empire Age, they get only 300 men. However, those 300 men are Medieval Age.
UUs can be made, one per age, for each nation. You need to describe them a little. Usualy they will be more trained or speicel units (like elephants?) but if you want they can be less trained in a little (little!) more numbers.
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.
Who believe i'll get a server crash in the middle of openning my NES. Sign for "good" luck?

This is a story NES, I do hope to see them coming

BTW I know some new NES's just got openned but most have a player limit... Because I have time I have no player limit, don' push it with the orders i'm not the greatest reader

Updates will come every day or every 2 days, not decided yet, for now! If I got a final (got 1 in Civils and 1 second in math and thats all


Now to rest of NES
Rules
Key: Bold are key words that describe what is in the paragraph. Italics are either lists or the following:
The starting age is 4000bc. Each turn will represent 100 years for a while, until I decide to decrease it.
Joining Is not hard. Just start in one of the grays


Economy for each nation is represented by a word. The sizes go: Depression, Recession, Failing, Stable, Growing, Prosperous and then Outstanding.. You cannot increase your economy by just saying so. You must increase your economy by expanding, conquering, or trading. In the early ages you may also expand economy by building roads and hiring tax collectors and such, though it takes longer that way. Also each country has it's usual economic power. This means that near the word there will be two numbers that mean every how much time your economy grow by 1 by itself (if you got the asterik (*) that is explained later you ge 2 economies)
Your military is represented in numbers. When you increase your army, it will be increased by a certain number, determined by myself and by the age you are in, and based on the population of your civilization. If you have a free government (democracy, republic, etc), then your army may grow without you saying so (unless you say for it not to happen) by volunteers joining, though it will not be by much. Same goes for navy. As of now all men type of units will be men, horsis and chariots as horsmen and artileries as artileris. Don't want tog et too complicated

You can also build roads between your cities, and will be represented on map. These will help you should you have to move a lot of troops over long distances (less tired to fight) or when you are invaded. However, if you are invaded it could be tragic as well with the enemies capturing your roads. They increase your economy (you have a chance of gaining economies here and there should you have many roads), and they make your people happier. You may destroy roads whenever you like. You may build 3 roads free (from one city to the other) a turn, and and nymore than that each more road cost an economy level, or you can have your army build more of them (at least 100 men per road needs to be working, meaning not fighting), then it will be free but you army hates you more, but are more trained. So it swings both ways again.
NOTE: Expansion will be slow in this game, to reflect reality, especially in the ancient age. Also, watch out for real life events (example: America when Europeans came)
You can make a wonder, the time it takes depends on what the wonder is or does, what age we are in, how your economy is like, and the overall stats of your nation. Only 2 per age.
Confidence mostly reflects how much you write.
Training for now it won't exist, too much. The training of your armed forces will go down by one level each time you upgrade your army or navy to a new age. Same goes for air force when we get there. Well not until I might add a Training rule

Conscription is not possible for a while.
Mobilization is not possible for a while.
Education is available to increase once you learn writing. To increase, you must build temples in the ancient ages, schools in the more modern, and universities in the far modern. This is but one way you can increase. When you jump an age, you education sinks two levels.
The levels are: Idiotic, Ignorant, Poor, Average, Smart, Wise, Enlightment.
Everyone you have contact you have trade. It is to my descretion to a certain point on how much you trade with someone. I will be using Rome as an example. Rome has trade with practically everyone in Europe and North Africa, since that is who they have contact with. However, trade is less popular with Sweden, since they have little to offer Rome at this point and are so far away. Trade is rapant with Barbary Coast, since Barbary Coast has much to offer in the type of luxuries and man power.
You can still set up trade routes, however they are a little different. You can only set up three routes until medival ages (including) but after you can have 5, and they will be called your priority trading partners. To open up a Priority trading partner, both nations must agree to it. To open a route it costs two economies. You gain an economy each turn, and if you have a main 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.
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. Farmland can be used as economic points that you gain every turn. So if you have Farmland of 7, you can use 7 economic points each turn that you have it. 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, its just for looks, but the amount of squares you have is the amount of points in your template.
An asterik (*) will appear by your nation's name should you be experiencing a huge trade increase (non-priority) 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.
You cannot give away a technology. You may send generals to other countries to train them in the new ways of fighting (i.e. Holland sends generals to Britain). Whenever they increase their army after that, it is in Medieval Age men, but they only get the amount per economy as stated for the age they are in. I.E. Holland trained Britain's army in turn A. In turn B, Britain spends one economy on the army, but since they are still in Empire Age, they get only 300 men. However, those 300 men are Medieval Age.
UUs can be made, one per age, for each nation. You need to describe them a little. Usualy they will be more trained or speicel units (like elephants?) but if you want they can be less trained in a little (little!) more numbers.
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.
Who believe i'll get a server crash in the middle of openning my NES. Sign for "good" luck?