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Nation template:
Nation name
Ruler/CFC nick
Government type
Economy: Average (200/0/250), 40 banked
Loyalty: Proud (200)
Military/Magic: (x%/y%)
Overall Military: Offensive/Neutral/Defensive
Economy Agenda: Conservative/Stable/Reckless
Science Level: 1
Population: 100,000
Unique Unit:
Military: 2,000 infantry, 1,000 archers
Mages: 100
Nation background:
Spoiler additional information :
Economy: Average (200/0/250) (Gold per turn per city/Gold in coffers/Gold to spend, per city, IN TOTAL to increase economy level. Minimum 3 turns before economy increases.)
Loyalty: Proud (200) (Gold per city to increase. Minimum 3 turns.)
Military/Magic: (x%/y%) (When starting the game, specify how much you concentrate on which these areas. Sum of these must be 100%. Can be 0%, with predictable results. To change, must spend 100 gold per city during one single turn - changes are instantaneous.)
Overall Military: Offensive/Neutral/Defensive (Choose. Offensive grants a bonus on offense, defensive on defense. No cost to change, but for three turns, you will not concentrate on either aspect, weakening your military considerably. The bonus from offensive/defensive is +20%. Neutral gains +10% on both.)
Economy agenda: Conservative/Stable/Reckless (Can be changed instantaneously, no cost. Cannot be changed the turn after an economical random event. Conservative has smaller chance of positive and negative random economical events. Reckless has larger chance of positive and negative random events.)
Infantry and archers cost 1 gold per soldier/archer. Mages cost 10. Cavalry costs 2 gold per rider.
Mages are divided in Wizards, Clerics and Druids. Wizards are arcane spellcasters, who can excel at anything, but perish easily in melee should their magical defenses fail. Clerics are divine healers and battle-mages, also serving as priests. Druids cannot be drafted, but may sometimes volunteer to defend their homelands.
Science advances are economic random events.
Founding a city costs 50 gold. In the beginning, you can only found max one per turn. You can found more after you research certain techs or complete a project aimed at faster colonization.The max limit for settled cities is five cities at the beginning. Any city over this limit will pay 50g as maintenance each turn. The limit can be increased eventually.
Updates are on Wednesdays, starting on 11th January 2006.
Trade routes cost 200 gold, over three turns, to establish. Maximum one trade route/nation. This can be increased with projects/science. Nations connected by river or sea do not count towards the maximum. Trade routes produce 50 gold for the first city of a nation + 50 for every two cities thereafter. For example, a nation with five cities gains 50 gold for one city, plus 100 for the remaining four.
One city has 100,000 people when founded and grows by 2,000 each turn. When invaded, a city can form a militia using up to 20% of it's population. Ten militia units equal one infantry unit.
Infantry is strong against mages.
Mages are strong against cavalry.
Cavalry are strong against archers.
Archers are strong against clerics.
Clerics are strong against infanry.
Units that are strong against something fight with +25%.
When counting percentage bonuses, the bonuses are added BEFORE calculating the new value. For example, increasing x with two +20% bonuses is calculated as (x + x*(0.2 + 0.2)).
Loyalty: Proud (200) (Gold per city to increase. Minimum 3 turns.)
Military/Magic: (x%/y%) (When starting the game, specify how much you concentrate on which these areas. Sum of these must be 100%. Can be 0%, with predictable results. To change, must spend 100 gold per city during one single turn - changes are instantaneous.)
Overall Military: Offensive/Neutral/Defensive (Choose. Offensive grants a bonus on offense, defensive on defense. No cost to change, but for three turns, you will not concentrate on either aspect, weakening your military considerably. The bonus from offensive/defensive is +20%. Neutral gains +10% on both.)
Economy agenda: Conservative/Stable/Reckless (Can be changed instantaneously, no cost. Cannot be changed the turn after an economical random event. Conservative has smaller chance of positive and negative random economical events. Reckless has larger chance of positive and negative random events.)
Infantry and archers cost 1 gold per soldier/archer. Mages cost 10. Cavalry costs 2 gold per rider.
Mages are divided in Wizards, Clerics and Druids. Wizards are arcane spellcasters, who can excel at anything, but perish easily in melee should their magical defenses fail. Clerics are divine healers and battle-mages, also serving as priests. Druids cannot be drafted, but may sometimes volunteer to defend their homelands.
Science advances are economic random events.
Founding a city costs 50 gold. In the beginning, you can only found max one per turn. You can found more after you research certain techs or complete a project aimed at faster colonization.The max limit for settled cities is five cities at the beginning. Any city over this limit will pay 50g as maintenance each turn. The limit can be increased eventually.
Updates are on Wednesdays, starting on 11th January 2006.
Trade routes cost 200 gold, over three turns, to establish. Maximum one trade route/nation. This can be increased with projects/science. Nations connected by river or sea do not count towards the maximum. Trade routes produce 50 gold for the first city of a nation + 50 for every two cities thereafter. For example, a nation with five cities gains 50 gold for one city, plus 100 for the remaining four.
One city has 100,000 people when founded and grows by 2,000 each turn. When invaded, a city can form a militia using up to 20% of it's population. Ten militia units equal one infantry unit.
Infantry is strong against mages.
Mages are strong against cavalry.
Cavalry are strong against archers.
Archers are strong against clerics.
Clerics are strong against infanry.
Units that are strong against something fight with +25%.
When counting percentage bonuses, the bonuses are added BEFORE calculating the new value. For example, increasing x with two +20% bonuses is calculated as (x + x*(0.2 + 0.2)).
Spoiler economy/loyalty levels :
Economy levels:
World Power rank also grants you a +25 Gold per turn bonus to improving loyalty. World Power is more susceptible to negative random events.
Loyalty levels:
Unification grants +25% bonus to defending your homeland. Nationalism grants +15%. Rebellious can lead to civil war. Loyalty plays a considerable role in random events.
- Dreadful (100/0/150)
- Poor (150/0/200)
- Average (200/0/250)
- Above Average (250/0/350)
- Good (350/0/450)
- Outstanding (450/0/650)
- World Power (550/0)
World Power rank also grants you a +25 Gold per turn bonus to improving loyalty. World Power is more susceptible to negative random events.
Loyalty levels:
- Rebellious (50)
- Uneasy (100)
- Indifferent (150)
- Proud (200)
- Patriotic (300)
- Nationalism (450)
- Unification
Unification grants +25% bonus to defending your homeland. Nationalism grants +15%. Rebellious can lead to civil war. Loyalty plays a considerable role in random events.
Spoiler science levels :
You need to research at least three technologies of a certain level to advance to the next. Bonus techs can only be researched after all other techs in the current level have been discovered.
Science Level 1: 50 gold/tech
Science Level 1: 50 gold/tech
- Economics I
+10 gold per city. - Military I
+5% military strength - Naval I
Allows you to build Galleys. Galleys cost 5 gold each and transport up to a 100 people each. - Magical I
+5% magical power. - Bonus Tech I: Rapid Expansion
Can settle two cities per turn.
PLAYER NATIONS:
Kingdom of Kiniber
Magelord Circon/Erik Mesoy
Government type: Magocracy
Economy: Average (200/0/250)
Loyalty: Proud (200)
Military/Magic: (25%/75%)
Overall Military: Defensive
Economy Agenda: Reckless
Science Level: 1
Population: 100,000
Unique Unit: Shieldmage (negates infantry bonus against mages).
Military: 2,000 infantry, 1,000 archers
Mages: 110
Nation background: After unifying the mages of the local towns into one council, Circon decided to form a kingdom.
Techs: Magical I
Cities: 2
Nerill
The Hall of the Church/Silver Steak
Government type: Benevolent Theocracy
Economy: Average (200/100/250)
Loyalty: Proud (200)
Military/Navy/Magic: (60%/40%)
Overall Military: Defensive
Economy Agenda: Reckless
Science Level: 1
Population: 100,000
Unique Unit: Nerillan Carracks (Fast three-masted sailing ship used for trade and naval warfare)
Military: 2,000 infantry, 1,000 archers
Mages: 100
Nation background: A halfling nation with a long seafaring tradition. Known for it's fast ships and divine magic.
Science: Economics I
Cities: 2
Numenor
Tar-Amandil/andis-1
Monarchy
Economy: Average (200/100/250)
Loyalty: Proud (200)
Military/Magic: (70/30)
Overall Military: Offensive
Economy Agenda: Conservative
Science Level: 1
Population: 100,000
Unique Unit: Numenorian Horse Archer
Military: 2,000 infantry, 1,000 archers
Mages: 100
Nation background: Tar-Amandil managed to unite the warring band into one nation, now ruled by him. The warrior traditions are still upheld, though.
Sciences: Military I
Cities: 2
Baldur's Gate
Council of Four/Fëanor
Oligarchy
Economy: Good (350/0/450), 50 banked
Loyalty: Proud (200)
Military/Magic: (65%/35%)
Overall Military: Defensive
Economy Agenda: Conservative
Science Level: 1
Population: 60,000
Unique Unit: Flaming Fist Mercenary (Infantry Specialized in keeping order and defending towns)
Military: 10,000 infantry, 5,000 archers
Mages: 80 Wizards, 90 Clerics
Nation background: Baldur's Gate is a small but thriving port city. It is ruled by the Four Dukes.
Science: Economics I
Military I
Naval I
Magical I
War Forces: 5,000 infantry, 500 archers, 30 mages and 30 clerics marching on the Kingdom of Many-Arrows
Epic units: Uktar Bloodaxe, Commander of the Hordes (+5% military strength)
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