EQNES: The World Turned Updside-down/backwards

EQandcivfanatic

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Intro: In 1492 Colombus sailed the ocean blue, east to find a new route to China. He discovered a new world, and thus sparked an age of colonization. This is the world you know, turned around, Europe is America and America is Europe. The world is at your feet, for some at least. Make of it what you would.

Economy

Gold

I have decided to revert back to the tried and true method of using gold to measure economy production. You can gain gold through creating productive colonies and opening trade with other nations.

Trade

You may open trade with any nation. This will encourage technological growth as well as increase gold production per turn. You can embargo at will. Pirating can also have an effect. You need caravans to make a trade route with another nation. There is no limit to how many routes you can have with one nation. To gain more caravans you must found colonies. For each prosperous or mediocore colony you gain one caravan.

Colonies

Since this is an NES about colonizing, here are the rules for colonies. It costs 1 gold to found a colony and you can found one anywhere there is white land. You can not found colonies if you are an uncivilized nation. I would like it if you named your colony, though if you don't I will happily name it after RL historical colonies. Colonies can be prosperous or not. Extremely prosperous colonies can provide you with both gold an a trade caravans, mediocore ones will provide only caravans, while poor colonies provide absolutely nothing for your investment. The status of the colony depends mostly on the terrain, locals, and luck. You can expand a colony by spending another gold after founding it.

National Power

Some nations are more advanced than others. This can be because of production, population, or colonial possessions. For this NES the catogories are: uncivilized, minor civilized, major civilized, and colonial. Each type can do certain things, colonial ones being the best. To advance from one level to the next usually requires help from a more advanced nation, a certain action, or luck.

Uncivilized Powers: you can advance to being a major or minor civilized power depending on your military strength and size. This reflects technological backwardness and a lack of modern ideas. To advance you must have help from another power or be very lucky.

Minor civilized powers: You are better off than a uncivilized power, but you cannot create colonies. To become a major civilized power you must, in the case of Italian and German nations, unify or defeat a major civilized or colonial power in a war.

Major Civilized powers: This is almost the top of the power chart. You can create colonies and by doing so you automatically become a colonial power. You can be reduced to minor power status if defeated by a minor power in a war.

Colonial powers: This is the peak of the era's civilization. Make it here and you are envy of the world and can play with the big dogs. If you lose your colonies in some fashion you become a major or minor power. This level has bonuses when expanding colonies.

Military

Army

These is the armies that can be built, it is fairly straightforward. Spend the gold and get the men. It costs 1 gold to build any type of battalion. Each has different advantages and disadvantages, which I dont feel like explaining, so i'll let you figure it out for yourselves as time progresses.

Irregular- infantry group able to be built by uncivilized nations, varies in strength and makeup by nation.
Heavy Horse- cavalry forces without guns, able to be built by any nation
Early Infantry- pikes and arbueques, only able to be built by civilized nations
Dragoons- gunpowder armed cavalry, with swords for the occasional charge
Artillery- cannons, duh, only long range forces

navy

Same buying procedure goes for ships. Only civilized nations can build ships of war.

Corvette: 1 gold for 6. This is the cheapest, but most versatile ship available. No fleet is complete without some for patrols or scouting.
Frigate: 1 gold for 4. This is the mainstay of a battlefleet. It is well-rounded in all fields, though no match in one on one conflict with a Man-o-War.
Man-o-War: 1 gold for 2. This is a floating fortress. A fleet which has one can sail with pride and a feeling of invulnerability.

Military Rating

This displays how good your armies are in combat in relation to others. The scale is 1-10, can be improved by spending 10 gold.

The most important catorgory: Miscellaneous

Religion

Religion is important because if your Catholic the Papal States can have some influence on you. Also it determines which nations may align with you if they are NPC.

Nationality

This is important in colonies and at home. The majority nationality usually controls the nation or colony, but if it doesnt, beware of troubles.
 
COLONIAL POWERS

Spain
Government: Absolute Monarchy
Capital: Madrid
Nationality: Spainish, Catalan
Religion: Catholic
Gold Per turn: 3
Gold: 3
Caravans: 1
Army: 30 Infantry Battalions, 5 Dragoon Battalions, 3 Cannon Battalions
Navy: 10 Men-o-Wars, 20 Frigates, 40 Corvettes
Military Rating: 4
Trade Routes: none

Portugal
Government: Absolute Monarchy
Capital: Lisbon
Nationality: Portuguese
Religion: Catholic
Gold per turn: 3
Gold: 3
Caravans: 0
Army: 25 Infantry Battalions, 3 Dragoon Battalions, 2 Cannon Battalions
Navy: 12 Men-o-Wars, 25 Frigates, 40 Corvettes
Military Rating: 3
Trade Routes: none

MAJOR CIVILIZED POWERS

England
Government: Parliamentary Monarchy
Capital: London
Nationality: English, Scottish, Irish
Religion: Protestant
Gold per turn: 3
Gold: 3
Caravans: 1
Army: 10 Infantry Battalions, 5 Dragoon Battalions, 3 Cannon Battalions
Navy: 5 Men-o-Wars, 20 Frigates, 45 Corvettes
Military Rating: 3
Trade Routes: none

France
Government: Absolute Monarchy
Capital: Paris
Nationality: French
Religion: Catholic
Gold per turn: 3
Gold: 3
Caravans: 0
Army: 35 Infantry Battalions, 6 Dragoon Battalions, 2 Cannon Battalions
Navy: 15 Frigates, 30 Corvettes
Military Rating: 2
Trade Routes: none

Netherlands
Government: Republic
Capital: Amsterdam
Nationality: Dutch
Religion: Protestant
Gold per turn: 4
Gold: 4
Caravans: 0
Army: 10 Infantry Battalions, 4 Cannon Battalions
Navy: 6 Men-o-War, 20 Frigates, 20 Corvettes
Military Rating: 3
Trade Routes: none

Austria-Hungarian Empire
Government: Absolute Monarchy
Capital: Vienna
Nationality: German, Hungarian, Ukrainian, Croat, Serbian, Italian
Religion: Catholic
Gold per turn: 3
Gold: 3
Caravans: 1
Army: 25 Infantry Battalions, 5 Heavy Cavalry Battalions, 5 Dragoon Battalions, 1 Cannon Battalion
Navy: none
Military Rating: 3
Trade Routes: none

Ottomon Empire
Government: Absolute Monarchy
Capital: Ankara
Nationality: Turkish, Greek, Arab
Religion: Islam
Gold per turn: 3
Gold: 3
Caravans: 2
Army: 30 Infantry Battalions, 4 Heavy Cavalry battalions
Navy: none
Military Rating: 4
Trade Routes: none

China
Government: Imperial Dynasty
Capital: Bejing
Nationality: Chinese
Religion: bhuddhist/confuscian
Gold per turn: 3
Gold: 3
Caravans: 2
Army: 40 Infantry Battalions, 5 Heavy Cavalry Battalions
Navy: none
Military Rating: 4
Trade Routes: none

Sweden
Government: Absolute Monarchy
Capitol: Stockholm
Nationality: Swedish, Norwegian
Religion: Protestant
Gold per turn: 3
Gold: 3
Caravans: 0
Army: 20 Infantry Battalions, 5 Dragoon Battalions, 4 Cannon Battalions
Military Rating: 4
Trade Routes: none

MINOR CIVILIZED POWERS

Russia
Government: Feudal Monarchy
Capital: Moscow
Nationality: Russian, Ukrainian
Religion: Orthodox
Gold per turn: 2
Gold: 2
Caravans: 0
Army: 150 Irregular Battalions, 15 Heavy Cavalry Battalions
Navy: none
Military Rating: 1
Trade Routes: none

Prussia
Government: Absolute Monarchy
Capital: Berlin
Nationality: German
Religion: Protestant
Gold per turn: 2
Gold: 2
Caravans: 0
Army: 23 Infantry Battalions, 6 Dragoons, 1 Cannon Battalion
Navy: 6 Corvettes
Military Rating: 4
Trade Routes: none

Bavaria
Government: Absolute Monarchy
Capitol: Brandenburg
Nationality: German
Religion: Catholic
Gold per turn: 2
Gold: 2
Caravans: 0
Army: 17 Infantry Battalions, 3 Dragoon Battalions, 1 Cannon Battalion
Navy: none
military Rating: 2
Trade Routes: none

Hesse
Government: Absolute Monarchy
Capitol: Dresden
Nationality: German
Religion: Protestant
Gold per turn: 1
Gold: 1
Caravans: 0
Army: 8 Infantry Battalions
Navy: none
Military Rating: 2
Trade Routes: none

Saxony
Government: Absolute Monarchy
Capitol: Breslau
Nationality: German
Religion: Catholic
Gold per turn: 1
Gold: 1
Caravans: 0
Army: 9 Infantry Battalions
Navy: none
Military Rating: 3
Trade Routes: none

Hannover
Government: Absolute Monarchy
Capitol: Hannover
Nationality: German
Religion: Protestant
Gold per turn: 1
Gold: 1
Caravans: 0
Army: 4 Infantry Battalions
Navy: none
Military Rating: 2
Trade Routes: none

Pomerania
Government: absolute Monarchy
Capitol: Leipzig
Nationality: German
Religion: Protestant
Gold Per turn: 1
Gold: 1
Caravans: 1
Army: 6 Infantry battalions, 1 Dragoon Battalion
Navy: 8 Corvettes
Military Rating: 3
Trade Routes: none

Papal States
Government: Theocracy
Capitol: Rome
Nationality: Italian
Religion: Catholic
Gold per turn: 2
Gold: 2
Caravans: 0
Army: 10 Infantry Battalions, 2 Dragoon Battalions
Navy: none
Military Rating: 1
Trade Routes: none

Sardinia
Government: absolute Monarchy
Capitol: Piedmont
Nationality: Italian
Religion: Catholic
Gold per turn: 2
Gold: 2
Caravans: none
Army: 14 Infantry Battalions, 3 Dragoon battalions, 1 Cannon Battalion
Navy: none
Military Rating: 1
Trade Routes: none

Sicily
Government: Absolute Monarchy
Capital: Palermo
Nationality: Italian
Religion: Catholic
Gold per turn: 2
Gold: 2
Caravans: none
Army: 12 Infantry Battalions, 4 Dragoon Battalions, 1 Cannon Battalion
Navy: none
military Rating: 1
Trade Routes: none

Switzerland
Government: Absolute Monarchy
Capital: Zurich
Nationality: Swiss
Religion: Protestant
Gold per turn: 2
Gold 2
Caravans: 2
Army: 5 Infantry Battalions, 1 Cannon Battalion
Navy: none
Military Rating: 5
Trade Routes: none

Greece
Government: Absolute Monarchy
Capital: Athens
Nationality: Greek
Religion: Orthodox
Gold per turn: 2
Gold: 2
Caravans: 0
Army: 7 Infantry Battalions
Navy: none
Military Rating: 2
Trade Routes: none

Denmark
Government: Absolute Monarchy
Capitol: Copenhagen
Nationality: Danish
Religion: Protestant
Gold per turn: 2
Gold: 2
Caravans: 1
Army: 14 Infantry Battalions, 2 Cannon Battalions
Navy: 13 Frigates, 20 Corvettes
Military Rating: 2
Trade Routes: none

UNCIVILIZED NATIONS

India
Government: Loosely-connected principalities
Capitol: Delhi
Nationality: Indian
Religion: Bhuddist
Gold per turn: 3
Gold: 3
Caravans: 0
Army: 45 Irregular Battalions
Navy: none
Military Rating: 1
Trade Routes: none

Korea
Government: Imperial Dynasty
Capitol: Seoul
Nationality: Korean
Religion: Bhuddist
Gold per turn: 2
Gold: 2
Caravans: 0
Army: 30 Irregular Battalions
Navy: none
Military Rating: 2
Trade Routes

Japan
Government: Imperial Dynasty
Capitol: Kyoto
Nationality: Japanese
Religion: Imperial worship
Gold per turn: 2
Gold: 2
Caravans: 0
Army: 50 Irregular Battalions
Navy: none
military Rating: 3
Trade Routes: none

Egypt
Government: Theocracy
Capitol: Alexandria
Nationality: Egyptian, Arab
Religion: Islam
Gold per turn: 1
Gold: 1
Caravans: 1
Army: 25 Irregular Battalions, 5 Heavy Cavalry Battalions
Navy: none
Military Rating: 2
Trade Routes: none

Persia
Government: Theocracy
Capitol: Tehran
Nationality: Arab
Religion: Islam
Gold per turn: 1
Gold: 1
Caravans: 2
Army: 40 Irregular battalions, 10 Heavy Cavalry Battalions
Navy: none
Military Rating: 3
Trade Routes: none

Aztecs
Government: Theocracy
Capital: Tenochitian
Nationality: Aztec
Religion: Blood-cult
Gold per turn: 1
Gold: 10
Caravans: 0
Army: 11 Irregular Battalions
Navy: none
Military Rating: 1
Trade Routes: none

Incans
Government: Absolute Monarchy
Capital: Cuzco
Nationality: Incan
Religion: Polytheist
Gold per turn: 2
Gold: 5
Caravans: 0
Army: 8 Irregular Battalions
Navy: none
Military Rating: 1
Trade Routes: none

Mayans
Government: Theocracy
Capital: NA
Nationality: Mayan
Religion: Blood-cult
Gold per turn: 1
Gold: 3
Caravans: 0
Army: 6 Irregular Battalions
Navy: none
Military Rating: 1
Trade Routes: none
 
Hispainola (islands west of RL Morroco)
Owner: Spain
Status: Mediocore
 
World Map.

Key: Squares are capitals, big dots are big cities, small dots are smaller cities.

wtusd2.GIF
 
Ill take Russia if still open, if not Sweeden/Norway thing.
 
I think that Prussia is till open right....so if it is I'd like Britain....if not then the Netherlands :)
 
And where is yourre post in this thread???
 
not needed. Its in the preview.
 
Sorry didn't see :(
 
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