Finmaster's Brand Old NES!

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Finmaster

The White Ghost
Joined
Apr 13, 2003
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I'm dreaming of a fresh start story NES, just like the ones I used to know..

1. INTRODUCTION: STATE OF NESSING

Rant is removed due to failure to practice what I preach. I still try to keep this NES fast-paced, and I still suggest mods to try to do the same.
 
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
 
mappie o'map

The_World_0.jpg
 
Nation: Turkish Empire
Leader/Player: Sultan Khorvash I/andis
Economy: Growing Fast, 3 points to spend (4/5 to next level)
Technology level: 3 (0/10 to next level)
Army/training/level: 8 divisions/Moderate (0/2 to next level)/spearmen, archers, chariots
Navy/training/level: 2 squadrons/crappy (0/2 to next level)/galleys
Education level: None (can't be grown beyond crappy until level 4 technology) (1/2 to next level)
Confidence: Moderate
Religion: aminism
Wonders/Projects:
TRADE ROUTES:
-Persia (700-)
-New Hedjaz (700-)
Starting Location: Capital in Ankara
Traits: Militaristic and religious
-Armies more confident, thus more likely to win tight battles, militia troops can also be used for offensive war. No war weariness. Education is less respected, so well-grown education is less likely to bring you benefits in technological research.
-People are fundamental in their belief that their leader is a God, thus revolts never occur. Commercialism is less respected, occasionally trade pacts might not pay off.

Nation: Carthage
Leader/Player: Genneral Hamilcar Barca/MjM
Economy: Stable, 4 points to spend (+1 from not sending orders, +1 from peace with Morocco) (2/5 to next level)
Technology level: 2 (0/5 to next level)
Army/training/level: 3 divisions (+1 volunteer)/Not-So-Well Trained (0/2 to next level)/spearmen, archers, chariots
Navy/training/level: 2 squadrons/Not-So-Well-Trained (0/2 to next level)/galleys
Education level: None (can't be grown beyond crappy until level 4 technology) (0/2 to next level)
Confidence: Near nil
Religion: aminism
Wonders/Projects:
Great Naval Academy (+1 squadron every 3 turns, +1 navy training every 6 turns, made obsolete by tech level 4. COMPLETED!)
-navy: 1/3
-navy training: 4/6
Starting Location: Carthage!
Traits: Expansionist and Militirastic
-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.
-Armies more confident, thus more likely to win tight battles, militia troops can also be used for offensive war. No war weariness. Education is less respected, so well-grown education is less likely to bring you benefits in technological research.

Nation: Frans
Leader/Player: Emperor Goyer/Erez 87
Economy: Growing Fast, 3 points to spend (2/5 to next level)
Technology level: 2 (2/5 to next level)
Army/training/level: 3 divisions (+3 volunteers)/conscript (0/2 to next level)/spearmen, archers, chariots
Navy/training/level: 2 squadrons/crappy (0/2 to next level)/galleys
Education level: Crappy (can't be grown beyond crappy until level 4 technology)
Confidence: Moderate
Religion: aminism
Wonders/Projects:
All Roads leads to Paris - road system across Frans and into neigboring countries, (+1 economic level, +3 SP’s on tech, *COMPLETED!*)
Starting Location: Paris.
Traits: Scientific, Commercial
-Technologic discoveries more easier to achieve with high education, but pacifism spreads easily in intellectuality, thus higher war weariness.
-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.

Nation: United Zubar Kingdoms
Leader/Player: Sultan Pem/Dis
Economy: Rich, 3 points to spend (2/10 to next level)
Technology level: 3 (0/10 to next level)
Army/training/level: 8 divisions/Not-So-Well-Trained (0/2 to next level)/spearmen, archers, chariots
Navy/training/level: 12 squadrons/Not so well trained (0/2 to next level)/galleys
Education level: None (can't be grown beyond crappy until level 4 technology) (0/2 to next level)
Confidence: Decreasing
Religion: aminism
Wonders/Projects:
African Trade Fleet (+1 Eco Level, +1 naval training, +4 Squadrons, COMPLETED!)
Unity (+1 education level, +1 Confidence, +3 points into economy, 0/5)
Starting Location: Guess
Traits: Commerial and Expansionist
-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.
-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.

Nation:Amizonia
Leader/Player:Ulcheck/Swiss Bezerker
Economy: Growing Fast, 3 points to spend (1/5 to next level)
Technology level: 1 (5/10 to next level)
Army/training/level: 5 divisions/conscript (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: Crappy (can't be grown beyond crappy until level 4 technology)
Confidence: Moderate
Religion: aminism
Wonders/Projects:
Starting Location:central amizon
Traits: commercial/expansionist
-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.
-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.

Persian Empire
Leader/Player: Emperor Cyrus/Lord Iggy
Economy: Growing Fast, 3 points to spend (4/5 to next level)
Technology level: 3 (5/10 to next level)*
Army/training/level: 10 divisions/Fine (0/2 to next level)/spearmen, archers, chariots
Navy/training/level: 4 squadrons/crappy (0/2 to next level)/galleys
Education level: None (can't be grown beyond crappy until level 4 technology) (0/2 to next level)
Confidence: Growing
Religion: aminism
Wonders/Projects:
The Forge of Persepolis (+5 SP's on tech, +5 free SP's for one turn, COMPLETED!)
TRADE ROUTES:
-Egypt (650-)
-Turkey (700-)
Starting Location: Persepolis (Near Shiraz, Iran)
Traits: Militaristic, Commercial
-Armies more confident, thus more likely to win tight battles, militia troops can also be used for offensive war. No war weariness. Education is less respected, so well-grown education is less likely to bring you benefits in technological research.
-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.

Eygpt
Leader/Player: Pharoh Kunafu V / TerrisH
Economy: Growing Fast, 3 points to spend (4/5 to next level)
Technology level: 3 (5/10 to next level)
Army/training/level: 5 divisions/Not-So-Well-Trained (0/2 to next level)/Spearmen, chariots, archers
Navy/training/level: 4 squadrons/crappy (0/2 to next level)/Galleys
Education level: Crappy (can't be grown beyond crappy until level 4 technology)
Confidence: Great
Religion: aminism
Wonders/Projects:
The Royal Stables (+5 SP's on tech, *COMPLETED!*)
The Great Port City of New Thebes (+1 education level, +2 points on tech, +2 on economy, turns from expansionist to commercial, 2/10)
TRADE ROUTES:
-New Hedjaz (600-)
-Persia (650-)
-Nubia (650-)
Starting Location: Nile river
Traits: Expansionist, Scientific
-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.
-Technologic discoveries more easier to achieve with high education, but pacifism spreads easily in intellectuality, thus higher war weariness.

Nation: Yawaya
Leader/Player: tabaras (king) Mursilas III
Economy: Stable, 2 points to spend (0/5 to next level)
Technology level: 1 (1/10 to next level)
Army/training/level: 3 divisions/Fine (0/2 to next level)/stone-aged warriors with clubs
Navy/training/level: 0 squadrons/conscript (0/2 to next level)/red-painted fishing boats
Education level: None (can't be grown beyond crappy until level 4 technology) (0/2 to next level)
Confidence: Growing
Religion: aminism
Wonders/Projects:
Kururiyahh Akkadema, "Academy of War" (+1 Army Training, +1 Navy Training, +1 Education, 2/5 turns)
Starting Location: Greece (capital at the site of OTL Thebes, but called Hatos)
Traits: Militaristic/Religious

Nation: Empire of Dubya
Leader/Player: Sovereign King Walter II/Azash
Economy: Rich, 3 points to spend (1/10 to next level)
Technology level: 1 (1/10 to next level)
Army/training/level: 4 divisions/Not-So-Well-Trained (1/2 to next level)/Fanatic 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
Religion: aminism
Wonders/Projects:
Oracle of the Snake-God (+Fanatic soldiers, +new division every 5 turns, *COMPLETED!*)
-division: 2/5
Starting Location: Central America, directly to the west of Cuba
Traits: Militaristic/Expansionist

Nation: Scotland
Leader/Player: Amon III / Amon Savag
Economy: Growing Fast, 4 points to spend (+1 from not sending orders) (3/5 to next level)
Technology level: 2 (0/10 to next level)
Army/training/level: 4 divisions/conscript (1/2 to next level)/Very loyal spearmen, archers and chariots with more prestige
Navy/training/level: 3 squadrons/conscript (0/2 to next level)/Dressed-up war-like galleys
Education level: None (can't be grown beyond crappy until level 4 technology) (0/2 to next level)
Confidence: Moderate
Religion: aminism
Wonders/Projects:
The Rockwenge (+1 confidence, +1 economy level, COMPLETED!!)
Statue of Amon (+1 confidence, soldiers more loyal, can raise levyy troops more easily, COMPLETED!)
Starting Location: Scotland
Traits: religious, industrious

Nation: The Scandinavian Empire
Leader/Player: Emperor Josefus I/ JosefStalinator
Economy: Growing Fast, 3 points to spend (2/5 to next level)
Technology level: 2 (0/5 to next level)
Army/training/level: 7 divisions (+1 volunteer)/Veteran (0/2 to next level)/spearmen, archers, chariots and the loyal imperial guard
Navy/training/level: 4 squadrons/crappy (0/2 to next level)/galleys
Education level: Crappy (can't be grown beyond crappy until level 4 technology) (1/2 to next level)
Confidence: Uber-Awesome
Religion: aminism
Wonders/Projects:
Glory (nation-wide worship for God-King, +1 confidence, +2 divisions, +1 army training, COMPLETED!)
Starting Location: Norway
Traits: Militaristic, Religious
-Armies more confident, thus more likely to win tight battles, militia troops can also be used for offensive war. No war weariness. Education is less respected, so well-grown education is less likely to bring you benefits in technological research.
-People are fundamental in their belief that their leader is a God, thus revolts never occur. Commercialism is less respected, occasionally trade pacts might not pay off.

Nation: Grand Dukedom of Greater Poland
Leader/Player: Grand Duke of Cooldom/Metaliturtle
Economy: Stable, 2 points to spend (3/5 to next level)
Technology level: 2 (3/5 to next level)
Army/training/level: 8 divisions/crappy (0/2 to next level)/furrily-dressed spearmen, archers and chariots
Navy/training/level: 2 squadrons/crappy (0/2 to next level)/galleys
Education level: None (can't be grown beyond crappy until level 4 technology) (0/2 to next level)
Confidence: Awesome
Religion: aminism
Wonders/Projects:
Great Wall of Greater Poland (a long line of walls and fortifications on the western borders of Poland, COMPLETED!)
Knowledge House (+2 tech levels, 1/20, grows 2 points/turn as Geneva is involved)
Scientific and Industrious.
Location: the big white patch east of Germany

Nation: Czardom of Muscovy
Leader/Player: Czar Peter the Great / Luckymoose
Economy: Growing, 2 points to spend (0/5 to next level)
Technology level: 2 (2/5 to next level)
Army/training/level: 7 divisions (+1 volunteer)/conscript (0/2 to next level)/spearmen, chariots, archers
Navy/training/level: 0 squadrons/crappy (0/2 to next level)/galleys
Education level: Crappy (can't be grown beyond crappy until level 4 technology)
Confidence: Growing
Religion: aminism
Wonders/Projects:
Muscovy Military Academy (+1 army training level, +1 Division, 3/4)
Starting Location: Moscow
Traits: Militaristic, Expansionist
 
NPC:

Nation: Magadha
Leader/Player: King Shishunga
Economy: Stable, 2 points to spend (4/5 to next level)
Technology level: 2 (0/10 to next level)
Army/training/level: 8 divisions/conscript (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: decreasing
Religion: aminism
Wonders/Projects:
Starting Location: Pataliputra (Modern day Patna)
Traits: Militaristic/Industrial

Nation: Incas
Leader/Player: Apatahupataho
Economy: Stable, 2 points to spend (0/5 to next level)
Technology level: 1 (4/10 to next level)
Army/training/level: 7 divisions/Not-So-Well-Trained (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
Religion: aminism
Wonders/Projects:
Starting Location: Peru
Traits: Scientific, Industrious

Nation: Panama Rica
Leader/Player: Emperor S. Bolivar
Economy: Growing, 2 points to spend (0/5 to next level)
Technology level: 1 (5/10 to next level)
Army/training/level: 9 divisions/conscript (0/2 to next level)/stone-aged warriors with clubs
Navy/training/level: 3 squadrons/crappy (1/2 to next level)/fishing boats
Education level: None (can't be grown beyond crappy until level 4 technology) (0/2 to next level)
Confidence: Decreasing
Religion: aminism
Wonders/Projects:
Starting Location: Panama
Traits: Militaristic, Commercial

Nation: Mali
Leader/Player: Mansa Musa
Economy: Growing, 2 points to spend (1/5 to next level)
Technology level: 3 (1/10 to next level)
Army/training/level: 3 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
Religion: aminism
Wonders/Projects:
Starting Location: Mali
Traits: commercial, expansionist

Nation: United Geneven Tribes
Leader/Player: Chief Wilhelmus Tellus
Economy: Stable, 2 points to spend (2/5 to next level)
Technology level: 1 (0/10 to next level)
Army/training/level: 13 divisions/Moderate (0/2 to next level)/stone-aged warriors with clubs
Navy/training/level: 4 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
Religion: aminism
Wonders/Projects:
Starting Location: Switzerland
Traits: militaristic, expansionist

Nation: Morocco
Leader/Player: Shaman Abzunkah
Economy: Stable, 2 points to spend (0/5 to next level)
Technology level: 2 (0/5 to next level)
Army/training/level: 4 divisions/conscript (1/2 to next level)/spearmen, archers, chariots
Navy/training/level: 2 squadrons/crappy (0/2 to next level)/galleys
Education level: crappy (can't be grown beyond crappy until level 4 technology)
Confidence: Moderate
Religion: aminism
Wonders/Projects:
Starting location: Casablanca
Traits: scientific, commercial

Nation: Burman Empire
Leader/Player: Sir Gregory Handsfree
Economy: Stable, 2 points to spend (3/5 to next level)
Technology level: 2 (4/5 to next level)
Army/training/level: 6 divisions/crappy (0/2 to next level)/spearmen, chariots, archers
Navy/training/level: 2 squadrons/crappy (0/2 to next level)/galleys
Education level: None (can't be grown beyond crappy until level 4 technology) (0/2 to next level)
Confidence: Moderate
Religion: aminism
Wonders/Projects:
Starting location: Burma
Traits: scientific, religious

Nation: Nubia
Leader/Player: Queen Indira
Economy: Stagnant, 2 points to spend (1/5 to next level)
Technology level: 3 (0/10 to next level)
Army/training/level: 5 divisions/conscript (0/2 to next level)/archers, chariots, spearmen
Navy/training/level: 3 squadrons/crappy (0/2 to next level)/galleys
Education level: None (can't be grown beyond crappy until level 4 technology) (0/2 to next level)
Confidence: Moderate
Religion: aminism
Wonders/Projects:
TRADE ROUTES:
-Egypt (650-)
Starting location: along the Nile
Traits: industrious, militaristic

Nation: Ethiopia
Leader/Player: Haile Selassie
Economy: Growing, 2 points to spend (0/5 to next level)
Technology level: 1 (8/10 to next level)
Army/training/level: 5 divisions/crappy (0/2 to next level)/stone-aged warriors with clubs
Navy/training/level: 3 squadrons/conscript (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
Religion: aminism
Wonders/Projects:
Starting location: Ethiopia
Traits: commercial, scientific

Nation: California
Leader/Player: Governator Arnold I
Economy: Stable, 2 points to spend (2/5 to next level)
Technology level: 1 (7/10 to next level)
Army/training/level: 10 divisions/crappy (0/2 to next level)/stone-aged warriors with clubs
Navy/training/level: 4 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
Religion: aminism
Wonders/Projects:
Starting location: California
Traits: commercial, militaristic

Nation: Empire of Rio Grande
Leader/Player: Emperor Rio
Economy: Stable, 2 points to spend (3/5 to next level)
Technology level: 1 (7/10 to next level)
Army/training/level: 6 divisions/conscript (0/2 to next level)/stone-aged warriors with clubs
Navy/training/level: 3 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
Religion: aminism
Wonders/Projects:
Starting location: along the Rio Grande
Traits: industrial, expansionist

Nation: Java
Leader/Player: Boss Jakahurta
Economy: Growing, 2 points to spend (0/5 to next level)
Technology level: 1 (8/10 to next level)
Army/training/level: 4 divisions/conscript (0/2 to next level)/stone-aged warriors with clubs
Navy/training/level: 4 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
Religion: aminism
Wonders/Projects:
Starting location: Java
Traits: industrial, religious

Nation: Akartan Empire
Leader/Player: Emperor Akarta
Economy: Growing, 2 points to spend (2/5 to next level)
Technology level: 1 (8/10 to next level)
Army/training/level: 5 divisions/conscript (0/2 to next level)/stone-aged warriors with clubs
Navy/training/level: 4 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
Religion: aminism
Wonders/Projects:
Starting location: India
Traits: industrial, expansionist

Nation: Nippon
Leader/Player: Emperor Kimiko
Economy: Stable, 2 points to spend (2/5 to next level)
Technology level: 2 (0/10 to next level)
Army/training/level: 6 divisions/crappy (1/2 to next level)/stone-aged warriors with clubs
Navy/training/level: 6 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: Decreasing
Religion: aminism
Wonders/Projects:
Starting Location: Kyoto
Traits: Militaristic/Religious

Nation: Jihor-Borneo
Leader/Player: Maharaja Malim Deman
Economy: Rich, 3 points to spend (0/10 to next level)
Technology level: 2 (4/5 to next level)
Army/training/level: 3 divisions/crappy (0/2 to next level)/chariots, spearmen, archers
Navy/training/level: 9 squadrons/crappy (0/2 to next level)/galleys
Education level: crappy (can't be grown beyond crappy until level 4 technology) (0/2 to next level)
Confidence: moderate
Religion: aminism
Wonders/Projects:
Great Harbor of Johor Bahru: (+1 eco level, +4 navy divisions COMPLETED!)
Starting Location: Borneo
Traits: Expansionist, Commercial
-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.
-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.

Nation: Rihau
Leader/Player: Maharaja Malim Deman
Economy: stable, 2 points to spend (0/5 to next level)
Technology level: 2 (3/5 to next level)
Army/training/level: 5 divisions/crappy (0/2 to next level)/spearmen, chariots etc..
Navy/training/level: 5 squadrons/crappy (0/2 to next level)/galleys
Education level: None (can't be grown beyond crappy until level 4 technology) (0/2 to next level)
Confidence: moderate
Religion: aminism
Wonders/Projects:
Starting Location: Johor Bahru, Approximately Singapore
Traits: scientific, religious
-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
-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.

Thracia
Leader/Player: King Perclian
Economy: Growing, 2 points to spend (1/5 to next level)
Technology level: 1 (8/10 to next level)
Army/training/level: 7 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
Religion: aminism
Wonders/Projects:
Starting Location: Modern-day Bulgaria
Traits: militaristic, commercial

Dacia
Leader/Player: King Burebista
Economy: Growing, 2 points to spend (2/5 to next level)
Technology level: 2 (2/5 to next level)
Army/training/level: 5 divisions/conscript (1/2 to next level)/spearmen, chariots, etc..
Navy/training/level: 4 squadrons/crappy (0/2 to next level)/galleys
Education level: None (can't be grown beyond crappy until level 4 technology) (1/2 to next level)
Confidence: moderate
Religion: aminism
Wonders/Projects:
Starting Location: Dacia
Traits: militaristic, religious

Nation: Wagadou Empire (Ghana)
Leader/Player: 'Ghana' Tunka Manin
Economy: Stable, 2 points to spend (4/5)
Technology level: 3 (5/10 to next level)
Army/training/level: 2 divisions/crappy/Spearmen, chariots, archers, etc..
Navy/training/level: 2 squadrons/crappy/Galleys
Education level: Crappy (can't be grown beyond crappy until level 4 tech)
Confidence: Moderate
Religion: aminism
Wonders/Projects:
Starting Location: Kumbi Saleh (south east corner of modern Mauritania)
Traits: Commercial + Scientific
-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.
-Technologic discoveries more easier to achieve with high education, but pacifism spreads easily in intellectuality, thus higher war weariness

Nation: United Germanic Tribes
Leader/Player: Chief Krieger Eisenhower
Economy: Stagnant, 2 point to spend (0/5 to next level)
Technology level: 1 (3/10 to next level)
Army/training/level: 5 divisions/Moderate (0/2 to next level)/stone-aged warriors with clubs
Navy/training/level: 0 squadrons/crappy (0/2 to next level)/fishing boats
Education level: None (0/2 to next level)
Confidence: Moderate
Religion: aminism
Wonders/Projects:
Unity (+5 divisions, +1 confidence, COMPLETED!)
Starting Location: Berlin
Traits: Militaristic, Industrial
-Armies more confident, thus more likely to win tight battles, militia troops can also be used for offensive war. No war weariness. Education is less respected, so well-grown education is less likely to bring you benefits in technological research.
-Wonders/projects are faster to build, expansion is a bit slower though.

Nation: New Hedjaz
Leader: Khalil Abu
Economy: Rich, 3 points to spend (8/10 to next level)
Technology level: 3 (7/10 to next level)
Army/training/level: 3 divisions/conscript (0/2 to next level)/chariots, spearmen, archers
Navy/training/level: 5 squadrons/conscript (0/2)/galleys
Education level: crappy
Confidence: good
Religion: aminism
Wonders/Projects: none
Trade routes:
-Egypt (600-)
Starting location: western arabian peninsula
Traits: commercial, scientific

Nation: New Rome
Leader: Consul Lucius
Economy: Slowing, 1 points to spend (1/5 to next level)
Technology level: 1 (7/10 to next level)
Army/training/level: 4 divisions/conscript (1/2 to next level)/stone-aged warriors with clubs
Navy/training/level: 3 squadrons/conscript (0/2)/fishing boats
Education level: crappy
Confidence: good
Religion: aminism
Wonders/Projects:
Italian Roads (completed)
Starting location: Old Rome
Traits: commercial, industrious

Nation: Hornia
Leader/Player: King Horny II
Economy: Growing, 2 points to spend (3/5 to next level)
Technology level: 2 (0/5 to next level)
Army/training/level: 5 divisions/conscript (0/2 to next level)/spearmen, archers, chariots
Navy/training/level: 5 squadrons/conscript (0/2 to next level)/galleys
Education level: None (can't be grown beyond crappy until level 4 technology) (0/2 to next level)
Confidence: Growing
Religion: aminism
Wonders/Projects:
Starting Location: Peru
Traits: Commercial, militaristic

Nation: Astrakhania
Leader/Player: King Justokre
Economy: Growing, 2 points to spend (0/5 to next level)
Technology level: 2 (0/5 to next level)
Army/training/level: 6 divisions/conscript (0/2 to next level)/spearmen, archers, chariots
Navy/training/level: 3 squadrons/crappy (1/2 to next level)/galleys
Education level: Crappy (can't be grown beyond crappy until level 4 technology)
Confidence: Great
Religion: aminism
Wonders/Projects:
Justokre Palace (+2 confidence, +2 PP’s, COMPLETED!)
Starting Location: Astrakhan, northwest of Caspian Sea
Traits: Scientific and Industrious

Nation: West India
Leader/Player: King Mohandas
Economy: Growing, 2 points to spend (0/5 to next level)
Technology level: 2 (3/5 to next level)
Army/training/level: 6 divisions/conscript (0/2 to next level)/spearmen, archers, chariots
Navy/training/level: 10 squadrons/Fine (0/2 to next level)/galleys
Education level: Crappy (can't be grown beyond crappy until level 4 technology)
Confidence: Moderate
Religion: aminism
Wonders/Projects:
Starting Location: West India
Traits: Exp and Com

Nation: Moche
Leader/Player: King Montecarlos
Economy: Stable, 2 points to spend (0/5 to next level)
Technology level: 1 (8/10 to next level)
Army/training/level: 3 divisions/Moderate (0/2 to next level)/spearmen, archers, chariots
Navy/training/level: 0 squadrons/crappy (0/2 to next level)/galleys
Education level: Crappy (can't be grown beyond crappy until level 4 technology)
Confidence: Great
Religion: aminism
Starting Location: South America
Traits: Mil and Sci
 
This history section is going nowhere, I haven't updated it for like 8 turns.. I'll write small summaries of each update here later though. Maybe.
 
Feel free to post.
 
Finmaster I love you. I say that seriously.

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Nation: United Germanic Tribes
Leader/Player: Chief Krieger Eisenhower/ contempt
Economy: Stable, 2 points to spend (0/5 to next level)
Technology level: 1 (0/20 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 (0/2 to next level)
Confidence: Moderate
Traits: Militaristic, Industrial
Wonders/Projects:
Starting Location: Berlin
 
Nation: Turkish Empire
Leader/Player: Sultan Khorvash I/andis
Economy: Stable, 2 points to spend (0/5 to next level)
Technology level: 1 (0/20 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
Traits: Militaristic and religious
Wonders/Projects:
Starting Location: Capital in Ankara

I want same colour for my nation which luca had in ITNES.
 
Nation: Rome
Leader/Player: Ceasar
Economy: Stable, 2 points to spend (0/5 to next level)
Technology level: 1 (0/20 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
Traits: Commercial- Militaristic
Wonders/Projects:
Starting Location: ROME
 
And so it begins! :yeah:

Template
Nation: Carthage :evil:
Leader/Player: Genneral Hamilcar Barca/MjM
Economy: Stable, 2 points to spend (0/5 to next level)
Technology level: 1 (0/20 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
Traits: Expansionist and Militirastic
Wonders/Projects:
Starting Location: Carthage!
 
I welcome all to the NES, and hope that you will get orders in ASAP, first update will be on friday or saturday.

A REMINDER: Please read carefully what your trait does before taking it, they also have negative effects.

P.S. I love you too contempt.
 
ATTENTION!!!

I'm changing the rules a bit already! I just noticed that 20 spending points for one tech level is too much at this stage of the game. So I'm reducing the spending points needed for level 2 technology to 10!
 
Nation: Maseria
Leader/Player: Emperor Goyer/Erez 87
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
Traits: Scientific, Commercial
Wonders/Projects:
Starting Location: Paris.
 
Well I was not around in the old days so lets try this out.

Nation: Kingdom of Zanzibar
Leader/Player: Sultan Pem/Dis
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
Traits: Commerial and Expansionist
Wonders/Projects:
Starting Location: Guess ;)

You mention wonders but don't explain them explicitly - what can they do/cost?
 
Disenfrancised said:
You mention wonders but don't explain them explicitly - what can they do/cost?
You decide what they are and what they do (can be called "projects" just as well as wonders). A big building bringing you the respect of barbarians, a road network bringing you some extra cash, producing a unique unit - anything you want, only your imagination is the limit. Your job is to tell me what it is, what it does and why and then write a story about it, and my job is only to tell you how long it takes to make it. The greater benefits it brings, the longer it will take.
 
Nation: Valencia
Leader/Player: /Jason the King
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
Traits: pick 2
Wonders/Projects:
Starting Location: Valencia, on the eastern coast of Spain.
 
A fire burned in the middle of the forest, casting merry light upon a small clearing. It was darker than most other forests in the deep and numerous forests of the Germanic tribes. Men didn't know which shadows cast were real, and the growls and sounds of various wildlife never helped either. An owl hooted suddenly, and the four men around the fire jumped at the sound, clutching their clubs closer to their body as they looked around the clearing suspicously.

One of the men, with a long dark beard grunted angrily at the biggest and strongest men sitting almost calmly after the owl's inturruption of the meeting in the middle of forest. "I told you," growled the man, "I told you Krieger. The forest could eat a man alive, and this meeting in the middle of this forsaken forest doesn't help things!"

A similarly angry man, scarred from numerous battles, also jumped upon the complaining wagon, "Not to mention our tribial enemies outside of our territory. Our land is fertile, and it good hunting ground, so this little meeting of ours in the middle of this forest could be an ambush so they can take our land. I don't like it Krieger, and I'm not sure why I even joined this united alliance deal."

"Rudolph, Vilhelm," named Krieger respectively, "this meeting will not kill us, nor will it give a chance to our numerous tribial enemies waiting outside our claimed territory. No, it will make us stronger!"

"How much stronger, Krieger?" deadpanned the oldest man amoungest the group, his withered hands belieing his influential might and power as the oldest and longest living Tribial leader of the United Germanic tribes.

"Strong enough," Krieger returned immediatly. "I have found a group of people, a tribe. They are almost insane, painting themselves with red and white dye from the forests and wearing almost nothing. But when they fight, they fight like demons. Ignoring pain and wounds, and dealing death like a wolf does to a deer. I have sent envoys testing their feelings over joining our union of tribes, and I have recieved good reports. They will fight for us..."

The old man leaned forward slightly, ambiation burning in his eyes. "Go on, Krieger. Tell me more..."

New UU: Berserkers [Men who live like animals within the dark Forests of Germany, painting themselves red and white with body paint and wearing nothing. They pray to dark gods of violence and war, and are almost mad with the need to kill and slaughter, ignoring pain and wounds just so they can kill for their gods. They cause fear with their battle cry, and fight like 10 men.]
 
Nation:Amizonia
Leader/Player:Ulcheck/Swiss Bezerker
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
Traits: commercial/expansionist
Wonders/Projects:
Starting Location:central amizon

question:do people who start in certain areas get bonuses like in other NES?(i hate that)
 
Nation: The Hedjaz
Leader/Player: Fakhir Abdullah/Azale
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
Traits: Militaristic, Religious
Wonders/Projects:
Starting Location: Mecca
 
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