2. RULES
2.1. ECONOMY:
-Everyone starts with "Stable" level, i.e. you have 2 spending points to spend per turn.
-Levels in which you have one spending points to spend are: Depression, Recession, Slowing (5 points needed to next level)
-Levels in which you have two spending points to spend are: Stagnant, Stable, Growing, (5 points needed to next level)
-Levels in which you have three spending points to spend are: Growing Fast, Rich, Uber-Rich (10 points needed to next level)
-Level in which you have four spending points to spend is: Monopoly (20 points needed to next level)
-You can form trade pacts with other nations once you get the technology for it. Right now you don't.
2.2. TECHNOLOGY AND EDUCATION
-it costs money to get to the next tech level. BUT: IF you have a well-developed education, then it might become cheaper for you. So don't underestimate the importance of education!
-GROWING EDUCATION COSTS 2 SPENDING POINTS!
-and by the way, it IS possible to give away (or sell) technology that you've discovered. But you can't sell level 4 to a nation that is currently on level 2 until you've also sold level 3.
2.2.1. TECH TREE
Level 2 - Bronze gets invented. Spearmen, chariots and galleys appear. 10 SP's.
Level 3 - It becomes possible to make trade pacts. 5 SP's needed.
-level 4: libraries and mathematics. Education level can be grown beyond level 4, cataults appear. Polytheistic religions become available. 10 SP's required.
-level 5: Iron working. Imroved military: swordmen, axemen, horse riders. 15 SP's required
-level 6: Monetary systems, metal productions. DOUBLES PRODUCTION (i.e. X2 SP's from economy level)! 25 SP's required
-level 7: Improved road connections. No more expansion limits when expanding on land, more cities begin to born, FIRST TO REACH GETS +1 ECONOMY LEVEL! 20 SP's required
MORE LEVELS WILL APPEAR HERE ONCE PEOPLE REACH THEM!
2.2.2. EDUCATION LEVELS:
None - Crappy - Stupid - Illiterate - Moderate - Literate - Understanding - Brilliant - George W. Bush
2.3. NATIONAL DIFFERENCES
-I made traits so you can make your nation look more like you! I might make it possible for you to change your traits later in the game, but we'll see about that later.
-If you want a neutral nation, then pick traits that are controversial to each other: Militaristic/Scientific, Commercial/Religious, Expansionist/Industrial. These trait pairs will automatically cancel ALL each other's upsides and downsides.
2.3.1. TRAITS (2 PER NATION):
Militaristic: Armies more confident, thus more likely to win tight battles, militia troops can also be used for offensive war. No war weariness (unless Scientific). Education is less respected, so well-grown education is less likely to bring you benefits in technological research.
Scientific: Technologic discoveries more easier to achieve with high education, but pacifism spreads easily in intellectuality, thus higher war weariness. If your nation is also militaristic, armies lose the "confidence in battle" -edge.
Commercial: Extra spending point every now and then if trade pacts are made. People less religious and more demanding for commercial freedom, thus leader is required to keep his people happy in order to avoid revolts.
Religious: People are fundamental in their belief that their leader is a God, thus revolts never occur (unless commercial). Commercialism is less respected, occasionally trade pacts might not pay off.
Expansionist: Faster expansion through both land and sea, both settlers and military troops move faster, fighting barbarians is easier. Wonders and projects are a bit slower to build.
Industrial: Wonders/projects are faster to build, expansion is a bit slower though.
NOTICE: If you are militaristic and expansionist and the NPC next to you is Scientific and Industrial, they are gonna hate you.
2.4. ARMY AND NAVY
-3 things that count: the amount of military units (either divisions or squadrons in this NES), their training level, and the technology you have. So 5 divisions of crappy-trained spearmen are likely to lose to one division of well-trained Panzer-tanks.
-with one spending point, you get one division or squadron. It might get more costly, though, once your army grows huge.
-you can get volunteers for defence war, but not for offensive war (unless militaristic).
2.4.1. ARMY/NAVY TRAINING LEVELS:
Crappy / Conscript / Not so Well-Trained / Moderate / Fine / Veteran / Well-trained / Elite / Uber-Superb
2.5. MISCELLANEOUS: UPDATES, STORIES, ORDERS, WONDERS, RELIGION ETC...
-Updates twice a week, most likely on tuesdays and fridays. NOTICE: IF UPDATE IS ON TUESDAY, THEN ORDERS WILL HAVE TO BE IN DUE MONDAY NOON FINNISH TIME (there are no exceptions because I will make the update offline most of the time!)
-Orders should be PM'd. I will read the thread too, but I'm less likely to miss them accidentally if you PM them.
-ORDERS MUST NEVER BE LONGER THAN ONE (1) PM!
-Stories might get you good stuff. I support stories in story nesses.
-If you make a wonder, you will HAVE to make a story about it too! Otherweise you will not receive all it's benefits. Other than that, wonders/projects are produced as normal: you tell me what it does, I tell you how long it takes.
-I'm implying RELIGION as a factor to the game! You will all have aminism for now. After reaching tech level 3, you can change your religion to polytheism (either polytheism, or with such attachments as meditative polytheism or caste-based polytheism). You can name your religion (if so, then write a story about it), but it will have to be either aminism or some sort of polytheism.
2.6. TEMPLATE
-Fill in this, please
Template
Nation:
Leader/Player:
Economy: Stable, 2 points to spend (0/5 to next level)
Technology level: 1 (0/10 to next level)
Army/training/level: 2 divisions/crappy (0/2 to next level)/stone-aged warriors with clubs
Navy/training/level: 2 squadrons/crappy (0/2 to next level)/fishing boats
Education level: None (can't be grown beyond crappy until level 4 technology) (0/2 to next level)
Confidence: Moderate
Wonders/Projects:
Starting Location: (ANYWHERE YOU WISH!
)
Traits: pick 2