FarowNES1 “Land of Bounty”
Welcome to my first NES. I am experimenting with Lord Iggy’s idea of using provinces instead of an economy stat. I mixed it with some slightly edited rules from North King rules Cuininven is now using in her NES. There will be no “Civilized Zones”; however, I do not want nations like the Kingdom of Siberia or the Empire of Greenland. I also want your nation to have existed at one point or time in history. There will be an occasional BT if everyone thinks the NES has gotten too boring. I will try to pump out two updates a week if I have time which I should.
I think the name is a little corny but I couldn’t come up with anything…
Rules:
Economy
Your economy comes through areas I will call provinces and economic centers. Each province within your empire will generate one economy point. As your nation grows richer you will be able to have more provinces. You may decide on the boundaries of each province and if you don’t I will. Do not get upset if you do not like the way the province borders are represented. Each person will have a stat that states the number of provinces they have. Your province may become “damaged” and will not generate any income until repaired. Damaged provinces will have a red dot on them as representation.
Military
This stat is represented by infantry, cavalry and ships. For each economy point you can buy a 1000 infantry or 500 cavalry. One economy point may also buy 5 ships. All nations starting in the Americas must exchange their 500 horsemen for 1000 infantry.
Everyone may have one UU. Tell me what it is and what is special about it and I will put it on the front page.
Education
This is, obviously, how educated your folks are. This actually only shows how educated your stable manpower pool is; you won’t get to see how educated your minorities are. This falls if you increase Manpower, or if you lose important trading contacts, etc. It’s pretty much the education stat you always knew, though.
Levels:
Horrible, Pathetic, Bad, Poor, Average, Decent, Good, Excellent, Fantastic
Infrastructure
The quality of your nation’s roads, farms, and stuff like that. Logistics. Will decrease if you have a heavy increase in usage (like many new traders, or Manpower increase), or if it is destroyed, either by you for some masochistic reason or due to an invasion.
Levels:
Horrible, Pathetic, Bad, Poor, Average, Decent, Good, Excellent, Fantastic
Confidence
This is how much them folks like your rule. Pretty self explanatory: if they like what you’re doing, it will be good, if not, then bad. However, you cannot increase this via Income points. Stories can help.
Levels:
Horrible, Pathetic, Bad, Poor, Average, Decent, Good, Excellent, Fantastic
Culture
This is your nation’s cultural influence on other nations, and it affects how quickly your religion will spread and how much people will accept your rule. Stories help, Income points do not.
Levels:
Horrible, Pathetic, Bad, Poor, Average, Decent, Good, Excellent, Fantastic
Projects
The main things you’ll want to do with these is increase Culture, Confidence, or just plain build something. They won’t have some magical spawning generator that gets you dozens more men, or something like that. They won’t have a tangible effect, but will instead display your culture and thus make it seem more impressive, or make people more faithful to you.
Or this could be used as a long term project to improve your nation’s standard of living, or a new, deadly military technology (generally only in the late game).
Projects will cost a fixed number of economy points decided by me. If your project is an outstanding monunment it may become a world wonder which will bring you many benefits.
Cities
You may purchase a city for one economy point. Purchasing cities will raise the number of provinces you have showing the growth of wealth and settlement. Also, cities may grow naturally based off a number of things. Too many cities purchased can cause bad things to be determined by me.
Major Cities
Centers of Economic Activity are represented by cities outlined in red 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. Economic centers are usually lost when conquered, though they always have a chance of recovering.
Centers of the Arts are represented by blue dots 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. Cultural centers are always lost when conquered and will never recover under a conqueror unless that conqueror is or becomes very similar in culture to the original nation.
Ages
Early Bronze Age
Late Bronze Age
Early Iron Age
Late Iron Age
Early Classical Age
Late Classical Age
Nation Template:
Nation: [Full Nation Name]
Ruler/Player: [Ruler/Username]
Age: Bronze Age
Religion: [Animism is default]
Government: [Despotism is default]
Provinces: 1
Army: 1000 Infantry, 500 Cavalry
Navy: 10 ships [if your nation is landlocked, exchange these for 1000 infantry]
Education: Horrible
Infrastructure: Horrible
Confidence: Horrible
Culture: Horrible
Projects:
There still may be glitches in the rules and if you notice anything please point it out to me and I will fix it.
Orders will be due on Monday so I can update Wednesday and Thursday so I can update on Saturday. Orders may not be longer then two PMs. I do not want to deal with 10 pages of orders.
Welcome to my first NES. I am experimenting with Lord Iggy’s idea of using provinces instead of an economy stat. I mixed it with some slightly edited rules from North King rules Cuininven is now using in her NES. There will be no “Civilized Zones”; however, I do not want nations like the Kingdom of Siberia or the Empire of Greenland. I also want your nation to have existed at one point or time in history. There will be an occasional BT if everyone thinks the NES has gotten too boring. I will try to pump out two updates a week if I have time which I should.
I think the name is a little corny but I couldn’t come up with anything…
Rules:
Economy
Your economy comes through areas I will call provinces and economic centers. Each province within your empire will generate one economy point. As your nation grows richer you will be able to have more provinces. You may decide on the boundaries of each province and if you don’t I will. Do not get upset if you do not like the way the province borders are represented. Each person will have a stat that states the number of provinces they have. Your province may become “damaged” and will not generate any income until repaired. Damaged provinces will have a red dot on them as representation.
Military
This stat is represented by infantry, cavalry and ships. For each economy point you can buy a 1000 infantry or 500 cavalry. One economy point may also buy 5 ships. All nations starting in the Americas must exchange their 500 horsemen for 1000 infantry.
Everyone may have one UU. Tell me what it is and what is special about it and I will put it on the front page.
Education
This is, obviously, how educated your folks are. This actually only shows how educated your stable manpower pool is; you won’t get to see how educated your minorities are. This falls if you increase Manpower, or if you lose important trading contacts, etc. It’s pretty much the education stat you always knew, though.
Levels:
Horrible, Pathetic, Bad, Poor, Average, Decent, Good, Excellent, Fantastic
Infrastructure
The quality of your nation’s roads, farms, and stuff like that. Logistics. Will decrease if you have a heavy increase in usage (like many new traders, or Manpower increase), or if it is destroyed, either by you for some masochistic reason or due to an invasion.
Levels:
Horrible, Pathetic, Bad, Poor, Average, Decent, Good, Excellent, Fantastic
Confidence
This is how much them folks like your rule. Pretty self explanatory: if they like what you’re doing, it will be good, if not, then bad. However, you cannot increase this via Income points. Stories can help.
Levels:
Horrible, Pathetic, Bad, Poor, Average, Decent, Good, Excellent, Fantastic
Culture
This is your nation’s cultural influence on other nations, and it affects how quickly your religion will spread and how much people will accept your rule. Stories help, Income points do not.
Levels:
Horrible, Pathetic, Bad, Poor, Average, Decent, Good, Excellent, Fantastic
Projects
The main things you’ll want to do with these is increase Culture, Confidence, or just plain build something. They won’t have some magical spawning generator that gets you dozens more men, or something like that. They won’t have a tangible effect, but will instead display your culture and thus make it seem more impressive, or make people more faithful to you.
Or this could be used as a long term project to improve your nation’s standard of living, or a new, deadly military technology (generally only in the late game).
Projects will cost a fixed number of economy points decided by me. If your project is an outstanding monunment it may become a world wonder which will bring you many benefits.
Cities
You may purchase a city for one economy point. Purchasing cities will raise the number of provinces you have showing the growth of wealth and settlement. Also, cities may grow naturally based off a number of things. Too many cities purchased can cause bad things to be determined by me.
Major Cities
Centers of Economic Activity are represented by cities outlined in red 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. Economic centers are usually lost when conquered, though they always have a chance of recovering.
Centers of the Arts are represented by blue dots 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. Cultural centers are always lost when conquered and will never recover under a conqueror unless that conqueror is or becomes very similar in culture to the original nation.
Ages
Early Bronze Age
Late Bronze Age
Early Iron Age
Late Iron Age
Early Classical Age
Late Classical Age
Nation Template:
Nation: [Full Nation Name]
Ruler/Player: [Ruler/Username]
Age: Bronze Age
Religion: [Animism is default]
Government: [Despotism is default]
Provinces: 1
Army: 1000 Infantry, 500 Cavalry
Navy: 10 ships [if your nation is landlocked, exchange these for 1000 infantry]
Education: Horrible
Infrastructure: Horrible
Confidence: Horrible
Culture: Horrible
Projects:
There still may be glitches in the rules and if you notice anything please point it out to me and I will fix it.
Orders will be due on Monday so I can update Wednesday and Thursday so I can update on Saturday. Orders may not be longer then two PMs. I do not want to deal with 10 pages of orders.