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.
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.