StKalNES2: 'We make war that we may live in peace'

Kal'thzar

Deity
Joined
Apr 1, 2005
Messages
7,655
Location
Scotland
First; The General Idea behind this series of NES's
Ok My general Idea is based around the IT/BT system.

basically The Map will start as Greece with some of Asia Minor on it (Turkey).
I will produce a Rule Set with a template, you make a Greek City State. Then We play for (1st turn BT, then rest IT). However oncethat particular IT is over, the map will expand to encompess more of the world (Europe/Med and Middle east. And again we play for an IT then maybe two ITs later on the BT the map expands to an OLD World map, then another two IT's it turns into a World Map (with new world).

This means that I will be putting in events (like Huns, turks moving through etc), which will knock on down to your nations in some form or another.

At the beginning I expect LOTS of deaths (in the Greek City States) I want to be left with about 4-5 Player. I will be uncomprimising, if your opponenet gets a brilliant strategy, and you can't defend it, I won't be giving you a second chance. EDIT: So as not to confuse you, I want to start with 20 players. Nations will be killed.

So Order of map changing
BT1(Greece) -> IT1 -> BT2 (Europe/Middle East) -> IT2 -> BT3 -> IT3 -> BT4 (map change to Old World) -> IT5 -> BT6 -> IT6 -> BT7 (map change to New world + Old World) ->IT7 until end of play....

Anyway, that loos to be about 75 Turns of playing there. So urmmm This might go on for a while, But as it is I expect new people to join each time the map expands, as such i would probably post a New Thread for these occasions.

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Now That you know the background Let us start With the Rules for this Nes.


NATIONAL TEMPLATE:
Nation Name [delete and replace with]
Capital:
Ruler:
Government:
Economy: Normal (+1)
Army (Training): 10 (Tolerable)
Navy (Training): 0
Leadership (Military/Civilian): Tolerable/ Tolerable
Infrastructure: None
Education: Illiterate
Culture:Average
Confidence: Barely Tolerating
Projects:
Nation Background:


Little Description:


Quote:
Nation Name [delete and replace with]
Capital:
Ruler:
Government:


Basically Descriptive but possible for it to have an effect (Revolts etc, Succession, corruption etc)

Economy:

Economy levels still play the vital role. However, the amount of economy points that you have differs from level to level (if you get a negative amount of them, I will decrease 6 random stats and increase your economic level to poor); it is also influenced by random events and by economic centers (cities that are either trade centers, industrial centers or capitals of agriculturally-rich provinces); each of the latter provides one eco. point per turn to whoever holds it at the time (i.e. if it is on occupied territory, the occupier receives the eco. point). To grow economy (i.e. to advance from one level to another), you have to a) not spend your eco. points, apart from those received from eco. centers, on anything else that turn and b) to point out what exactly are you going to do to grow it (note that eco. growth might not always be succesful, depending on what you do and how things fold out).

Eco. points could (and should) be spent on growing military, miscellanous stats (see below), logistical support for the military and on continuing projects. Speaking of the latter, you could also invest a whole eco. level into a project to speed it up by two turns.

Eco. points cannot be banked.

Eco. levels still could be "sacrificed", i.e. converted into Double the number of eco points you usually get. (i.e. 2 becomes 4, whilst 3 becomes 6 etc)


Bankrupt (-1)-Very Poor (0)-Poor (0)-Not Bad (+1)-Normal (+1)-Good Enough (+2)-Growing (+2)-Rich (+3)-Very Rich (+3)-Richer (+4)-Richest (+4)-Economic Powerhouse (+5)-Monopoly (+6) (after Monopoly, you get Monopoly+x (+6+x), where x is the amount of economy levels beyond Monopoly)


Military

This will consist of army and navy. These will be number-based as it gives more versatility. These will be represented in Hundreds and well Single Ships (they cost a lot).

What will you have in it? Anything that is reasonable. Each “stat-growth” will increase any part of military by 5 (however, there will be exceptions). But know that if you have too large an army, your economy will probably suffer, as will perhaps, depending on your culture's stance on war, your confidence; ofcourse, both could be restored by succesful military campaigns.

UUs - one per nation, but can be changed at any point (though the newly-“demoted” UU units will not be happy). I will keep a list of them, somewhere. Could be land, sea, or air at a later point. They will be separated from other units in the stats. They are grown as normal units. Remember to keep them REALISTIC.

Training - it is done in levels. There are separate training stats for army, navy and fleet, and it is grown with eco. points. UU is assumed to be one level higher then the average training level for its branch. If your army grows too quickly, there will be a chance of training level lowering.

Conscription; you cannot conscript. You may however receive some units as Conscripts, they will be of 'Rabble' Training.


Training as below, costs one eco point to increase a level.

None-Rabble-Semi-Rabble-Tolerable-Normal-Better-Good-Very Good-Professional-Elite

Leadership

Whether military or civilian, leadership is an important factor. Competent military leaders will succesfully carry out plans or will even attain some successes on their own without orders; competent buerocrats will greatly help all government programs and assist the development of the land. But incompetent generals will even with the best plan stagger and blunder, while incompetent civilian administrators will embezzle funds and otherwise will be corrupt. So, this is quite crucial, and cadre preparation thus should be an important priority.


For You However it is mostly a balencing factor, fighting someone thats really good? Don't send *ANY* Military Orders and the Leadership will do it for you. However Brilliant leadership won't be 100% successfull. (N.B If you wish to do this tell me you want to, otherwise you'll just get burnt)

Civilian Leadership is more of a quiet thing, and will be less noticable.

None-Imbecile-Moronic-Stupid-Incompetent-Barely Tolerable-Tolerable-Competent-Better-Good-Brilliant

Infrastructure

Roads, bridges, boats - all things used for transportation of goods and men - are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, infrastructure could sometimes slightly grow economic benefits from trade centers, and it is a must for maintenance of a high culture level in large empires, as well as actually maintaining your grip on faraway provinces.

N.B I hope to add roads onto the map depending on your infrastructure score.

None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent

Education

This is just how your people are... educated, I guess. Obvious enough. With a good education, you have better chances of receiving a “miraculous invention”. You could design better walls and siege engines, and ships for that matter, with higher education. It also affects just how advanced are your weapons, and thus the success of your army in a battlefield.

Low Education effects you leadership and Training Scores. If it is really low it also effects How well your orders are carried out.


None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment

Culture

This is how culturally strong, patriotic and unified your nation is. A nation with strong patriotism is less likely to fall into a civil war, and it’s people would resist most invaders and otherwise help their government. This also influences army morale. A nation with weak patriotism is unlikely to be as resistant to outside threats, there will often be rebellions and defections.

At Low Culture, Well Cultural Centres Dry up, and the people you conquered of ages past will get riled up and are more likly to rebel.

None-Divided-Untrusting-Average-Strongly Cultured-Devoted-Patriotic-Hyperpatriotic-Jingoist-Uberpatriotic

Confidence

People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact, a strongly cultured nation with little confidence in its leaders can, in its cultural unity, lynch the rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Not that the rulers will care by then... You can grow confidence by economy (propaganda), but wouldn’t it be easier to write a speech or persuade the people that you are the leader they need?

At LOW Confidence there is a high Liklyhood of NPC Civil War.

Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified

Projects

Local equivalent of wonders (that name is inappropriate in most NESes, as these are often modernization programs, national revival and other PROJECTS, not just huge and magnificent buildings). You tell me what it does, I tell you how long do you build it. You don’t have to mention it is being worked on every turn. You can sacrifice an econ. level once for a project to speed it up by two turns.

Nation Background

To better fit in as the ruler of your country, you will have a brief history of each country. You probably shouldn't fill it in at first.




Centers of ______

Centers of Economic Activity are represented by a red circle and give an income bonus, one point per turn to the owner of the center; they must be owned officially and controlled by the nation in question–occupied centers give no bonus to the occupied or the occupier.

Centers of the Arts are represented by a blue circle and give a cultural bonus, either a level per turn of culture or education, or certain other bonuses, randomly decided, to the owner of the center; they must be owned officially and controlled by the nation in question–occupied centers give no bonus to the occupied or the occupier.


N.B Capitals are surrounded by white.



As a Note, it is usefull to note that Economic Centres can Suffer from an Economy crash in the region, this means that you lose 2 eco points per Economic City. (rather than the one it produces). All other Cities will produce agricultural for the most part and will suffer from famines (for a loss of 1 ecomomic point per City). (Economic Cities trade for the Food, say with Egypt, however they are more closly tied to trade and as such an interuption hurts them more.) Don't worry though as these events are to be quite rare, although they will be planned in advance (and not when I feel like it).

Oh and By the way, if a Famine hits its likly to hit the WHOLE of Greece and the same for major Trade disruption.

Colonies Can also be built, the effect will be determined by the success of the Colony.

NATIONAL TEMPLATE:
Nation Name [delete and replace with]
Capital:
Ruler:
Government:
Economy: Normal (+1)
Army (Training): 10 (Tolerable)
Navy (Training): 0
Leadership (Military/Civilian): Tolerable/ Tolerable
Infrastructure: None
Education: Illiterate
Culture:Average
Confidence: Barely Tolerating
Projects:
Nation Background:
 
reserved 1
For the close up view of the City states:
Greece_redone.GIF




To Avoid Confusion; the below is for things you will have little to no Control over, you may make colonies but don't expect long Empire building over here:
Med.GIF
 
PC Statistics:


Byzantium
Capital: Byzantium
Ruler: King Ptolemy/alex994 ()
Government: Monarchy
Economy: Rich (+3)
Army (Training): 30 Hundred Hoplites, 10 hundred archers, 10 Hundred Cataphracti (Good)
Navy (Training): 25 Trimarine (Tolerable)
Leadership (Military/Civilian): Better/ Competant
Infrastructure: Pathetic
Education: Educated
Culture: Devoted
Confidence: Respecting
Projects:
Nation Background: Located on the western end of of the bosporus strait, it is mostly a trading nation with a small fleet and army for self defense.

Carthage
Capital: Carthage
Ruler: ?/das
Government: Oligarchy
Economy: Good Enough (+2)
Army (Training): 20 Hundred Spearmen, 10 Hundred Berber warriors (Tolerable)
Navy (Training): 35 Trimarines (Very Good)
Leadership (Military/Civilian): Tolerable/ Tolerable
Infrastructure: Tolerable
Education: Tolerable
Culture: Average
Confidence: Tolerating
Projects:
Nation Background:


Ionia
Capital:Miletus
Ruler: King Neileus/Warman
Government: Monarchy
Economy: Very Rich (+4)
Army (Training): 30 Hundred Hoplites, 15 Hundred Archers (Good)
Navy (Training): 30 Trimarines, (Very Good)
Leadership (Military/Civilian): Tolerable/ Tolerable
Infrastructure: Improving
Education: Educated
Culture: Loving
Confidence: Respecting
Projects:
Nation Background: led by the Decendents of the man who survived the Flood, the Ionians were a displaced people who having been forced out of their home lands(Achaea). They have come to Anatolia to [err warman?]

Massalia
Capital: Massalia
Ruler: ?/Cuivienen
Government: Republic
Economy: Normal (+3)
Army (Training): 20 Hundred Spearmen, 10 Hundred Archers, 5 Hundred Barbarian Cavalry, 5 Hundred Barbarian Spearmen (Good)
Navy (Training): 25 Trimarines (Good)
Leadership (Military/Civilian): Competant/ Tolerable
Infrastructure: None
Education: Tolerable
Culture: Average
Confidence: Tolerating
Projects:
Nation Background:



Macedon
Capital: Dikaia
Ruler: King Phillip / Azale
Government: Monarchy
Economy: Rich (+2)
Army (Training): 20 Hundred Hoplites, 10 Hundred Archers (Elite)
Navy (Training): 0
Leadership (Military/Civilian): Better/ Better
Infrastructure: Dirt Paths
Education: Literate
Culture: Patriotic
Confidence: Tolerating
Projects:
Nation Background: Although Macedonians are usually seen as "uncivilized" by other greeks, they are brave and furious warriors.

Rhodos
Capital: Rhodos
Ruler: Strategos Antipatros/Grandmaster
Government: Republic
Economy: Rich (+4)
Army (Training): 30 Hundred Hoplites, 10 hundred Archers (Tolerable)
Navy (Training): 70 Triere Polemo, (Elite)
Leadership (Military/Civilian): Better/ Tolerable
Infrastructure: Tolerable
Education: Educated
Culture: Devoted
Confidence: Respecting
Projects:
Nation Background: Rhodos is an island state off the southwest coast of Asia Minor, at the southern edge of the Aegean Sea. The island's commanding location at the crossroads of the Aegean-Mediterranean and Crete-Asia shipping lanes has greatly influenced the development of the Rhodoi; they have become by necessity superb sailors and skilled merchants, and these talents have made the island and its capital city prosperous. Along with prosperity came representative government, and the republic has thus far flourished under strong and able leadership.

Roman Republic
Capital: Roma
Ruler: A pair of Consols/andis
Government: Res Publica
Economy: Rich (+3)
Army (Training): 25 Hundred Legionarries, 10 hundred Archers (Professional)
Navy (Training): 10 Trimarines (Good)
Leadership (Military/Civilian): Tolerable/ Tolerable
Infrastructure: Tolerable
Education: literate
Culture:Average
Confidence: Tolerating
Projects:
Nation Background: Devolping in isolation compared to the rest of the world, Rome would form first as a kingdom. Seven kings would rule over the city during its infancy. Finally, after tiring of the rule of Tarquinius Superbus, the romans had enough. The expelled the king and decided to never again allow a king to rule over them. A republican style of government was set up and Lucius Junius Brutus along with Lucius Tarquinius Collatinus were elected the first consuls of Rome.


Samnite Leauge
Capital: Bovianium
Ruler: Lucilus I of Aesernia / silver2039
Government: Tribal Council
Economy: Normal (+2)
Army (Training): 20 Hundred Spearmen, 10 Hundred Swordsmen (Tolerable)
Navy (Training): 0
Leadership (Military/Civilian): Tolerable/ Tolerable
Infrastructure: Pathetic
Education: Illiterate
Culture:Average
Confidence: Barely Tolerating
Projects:
Nation Background: The Samnite Leauge spanning the center south of the Italian Peninusla is made of four major tribes, the Penetri, Carricini, Caudini, and Irpini. They are said to have migrated from the lands once occupied by the Osci from the nearby land of the Sabinis from whom they are descended linking these fierce rugged people who inhabit the Apennian Highlands to the Spartans. The Samnites tribes have banded together and they are a force to be recokned with in Italy.

Sarepta
Capital: Sarepta
Ruler: ?/Darkening
Government: Republic
Economy: Rich (+3)
Army (Training): 40 Hundred Hoplites, 15 Hundred Archers, 5 Hundred Chariots (Good)
Navy (Training): 10 Trimarines (Tolerable)
Leadership (Military/Civilian): Tolerable/ Tolerable
Infrastructure: Tolerable
Education: Tolerable
Culture: Average
Confidence: Tolerating
Projects:
Nation Background:


Sparta
Capital: Sparta
Ruler: Leondias the first/Contempt
Government: Monarchy
Economy: Rich (+3)
Army (Training): 50 Hundred Spartan Hoplites, 10 Hundred Hoplites, 10 Hundred Archer (Elite)
Navy (Training): 5 Trimarines (Tolerable)
Leadership (Military/Civilian): Good/ Competant
Infrastructure: None
Education: Literate
Culture: Patriotic
Confidence: Admiring
Projects:
Nation Background: The Spartans are a militaristic culture in Southern Greece, choosing to fight rather than trade. They are strong militaristically, and very little effort in everything else.
 
NPC Stats

Hitties
Capital: Hattusa
Ruler: Pithana The Ready/NPC
Government: Monarchy
Economy: Normal (+2)
Army (Training): 15 Hundred Spearmen, 10 Hundred Archers, 10 Hundred Chariots, 10 Hundred Swordsmen (Good)
Navy (Training): 5 Trimarines
Leadership (Military/Civilian): Better/ Competant
Infrastructure: Pathetic
Education: Tolerable
Culture: Average
Confidence: Tolerating
Projects:
Nation Background:

Sidon
Capital: Sidon
Ruler: ?/NPC
Government: Monarchy
Economy: Very Rich (+4)
Army (Training): 20 Hoplites, 5 Hundred Archers, 5 hundred Pelasts (Good)
Navy (Training): 10 Trimarines (Tolerable)
Leadership (Military/Civilian): Tolerable/ Better
Infrastructure: Tolerable
Education: Literate
Culture: Devoted
Confidence: Respecting
Projects:
Nation Background:

Tyre
Capital: Tyre
Ruler: ?/NPC
Government: Monarchy
Economy: Rich (+3)
Army (Training): 25 Hundred Hoplites, 10 Hundred Archers, 5 hundred Chariots (Good)
Navy (Training): 15 Trimarines (Tolerable)
Leadership (Military/Civilian): Tolerable/ Tolerable
Infrastructure: Tolerable
Education: Tolerable
Culture: Average
Confidence: Tolerating
Projects:
Nation Background:

Lower Egypt
Capital: Thebes
Ruler: ?/NPC
Government: Monarch
Economy: Normal (+2)
Army (Training): 25 Hundred Spearmen, 10 Hundred Archers, 5 Hundred Chariots (Tolerable)
Navy (Training): 5 Trimarines (Toleable)
Leadership (Military/Civilian): Stupid/ Incompetant
Infrastructure: Tolerable
Education: Tolerable
Culture: Average
Confidence: Tolerating
Projects:
Nation Background:

PERM NPC
Persia
Stats: If you do ANYTHING REALLY STUPID, Persia will invade, and kill you. Got that? KILL.
 
Units to buy, You can buy from the Greece List, Ship List; Other units can be bought aas mercenaries if you desire them in your army (with all the inherent risks too).

Greece:
Archers
Hoplites (or Chariot)
Peltastes
Chariots (or Hoplite)
Battering Ram
Catapult

Middle East (Egypt, Hittites, Phoenicians):
Chariot
Spearmen
Unorganised Infantry
Archer
Cavalry
Battering Ram

Schytians:
Horse Archers
Horsemen

Fleet:
Triteme






People's UU
Spartan Hoplite: Kick Ass Hoplite, what more do I have to say?
Cataphracti: Flexable, Horse archers/ Cavalry.
Triere Polemo: The Best naval Unit out there
Falangii: Proto-type Roman Legionare type units.

Agreements
 
And you may now: I hope it will say post. :haha:

I'd like a Theban state please:

NATIONAL TEMPLATE:
Nation Name: Thebes
Capital: Thebes
Ruler: King Euphlituis II/MjM
Government: Monarchy/City-state
Economy:
Army (Training): 10 (Average)
Navy (Training):
Leadership (Military/Civilian): /
Infrastructure:
Education:
Culture:
Confidence:
Projects:
Nation Background: A very millitant and not a very tolerant greek state. Thebes has a very nationalistic sense of pride and spit on people who reject their often radical ideas. They currently are more of a land power, with little of a navy.
 
Megara
Capital: Megara
Ruler: ?/North King
Government: Oligarchy
Economy: Normal (+1)
Army (Training): 10 (Tolerable)
Navy (Training): 0
Leadership (Military/Civilian): Tolerable/ Tolerable
Infrastructure: None
Education: Illiterate
Culture:Average
Confidence: Barely Tolerating
Projects:
Nation Background: A small nation along the southern coast to the east of the Corinthian Isthmus, Megara is a small city, somewhat active in trade but not too much, somewhat powerful militarily, but not too much, all in all desiring just peace and trade all around. Of course, that's what the people want. The Oligarchs, on the other hand, are all for bloody-handed expansion, and that's just what they'll do...
 
Nation Name: Troy
Capital: Troy
Ruler: Desmond
Government: Oligarchy
Economy: Uhh we fill in this too?
Army (Training): 10 (Average)
Navy (Training): Uhh we fill in this too?
Leadership (Military/Civilian): /
Infrastructure:Uhh we fill in this too?
Education:Uhh we fill in this too?
Culture:Uhh we fill in this too?
Confidence:Uhh we fill in this too?
Projects:Uhh we fill in this too?

Nation Background: A city state with Much naval power, due to location. Overall well powered and governed, located on the northwest part of turkey
 
4-5 players?This will be a lonely NES,cmon man think RTOR style.
 
Rhodos
Capital: Rhodos
Ruler: Strategos Antipatros/Grandmaster
Government: Republic
Economy:
Army (Training): 10 (Average)
Navy (Training):
Leadership (Military/Civilian): /
Infrastructure:
Education:
Culture:
Confidence:
Projects:
Nation Background: Rhodos is an island state off the southwest coast of Asia Minor, at the southern edge of the Aegean Sea. The island's commanding location at the crossroads of the Aegean-Mediterranean and Crete-Asia shipping lanes has greatly influenced the development of the Rhodoi; they have become by necessity superb sailors and skilled merchants, and these talents have made the island and its capital city prosperous. Along with prosperity came representative government, and the republic has thus far flourished under strong and able leadership.
 
Nation Name: Thessalonika
Capital: Thessalonika
Ruler: King Pegeus
Government: Monarchy
Economy: Normal (+1)
Army (Training): 10 (Tolerable)
Navy (Training): 0
Leadership (Military/Civilian): Tolerable/ Tolerable
Infrastructure: None
Education: Illiterate
Culture:Average
Confidence: Barely Tolerating
Projects:
Nation Background: The Thessaloniki are considered semi- barbarians by the rest of Greece, and they are by necessity. They maintain a militaristic culture to defend themselves against raiding peoples from the north.

The Thessaloniki themselves consider themselves the 'Defenders of Greece', a wall between barbarism and culture. They wish to be respected for that.
 
Nation Name: Athens
Capital: Athens
Ruler: Pericles
Government: Democracy
Economy: Normal (+1)
Army (Training): 10 (Tolerable)
Navy (Training): 0
Leadership (Military/Civilian): Tolerable/ Tolerable
Infrastructure: None
Education: Illiterate
Culture:Average
Confidence: Barely Tolerating
Projects:
Nation Background: With their new democracy formed the people of Athens now boldy face the coming days in the quest for dominance of Greece. With their reformation they hope the Gods will imbue their city with the strength to show just how superior they are to the other Greek nations. They have now taken a new interest in education and the might of naval power.
 
Nation Name: Sparta
Capital: Sparta
Ruler: Leondias the first
Government: Monarchy
Economy: Normal (+1)
Army (Training): 10 (Tolerable)
Navy (Training): 0
Leadership (Military/Civilian): Tolerable/ Tolerable
Infrastructure: None
Education: Illiterate
Culture:Average
Confidence: Barely Tolerating
Projects:
Nation Background: The Spartans are a militaristic culture in Southern Greece, choosing to fight rather than trade. They are strong militaristically, and very little effort in everything else.
 
Byzantium
Capital: Byzantium
Ruler: King Ptolemy/alex994 (:lol:)
Government: Monarchy
Economy: Normal (+1)
Army (Training): 10 (Tolerable)
Navy (Training): 0
Leadership (Military/Civilian): Tolerable/ Tolerable
Infrastructure: None
Education: Illiterate
Culture:Average
Confidence: Barely Tolerating
Projects:
Nation Background: Located on the western end of of the bosporus strait, it is mostly a trading nation with a small fleet and army for self defense.
 
Nation Name: Ionia
Capital:Miletus
Ruler: King Neileus
Government: Monarchy
Economy: Normal (+1)
Army (Training): 10 (Tolerable)
Navy (Training): 0
Leadership (Military/Civilian): Tolerable/ Tolerable
Infrastructure: None
Education: Illiterate
Culture:Average
Confidence: Barely Tolerating
Projects:
Nation Background: led by the Decendents of the man who survived the Flood, the Ionians were a displaced people who having been forced out of their home lands(Achaea). They have come to Anatolia to
 
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