Nation: Name of The Nation
Player: Name of whom controls the nation
Government: Form of Government, under Monarchy stability is more difficult to be affected (for better and for worse), under a Republic stability will be more easily affected, for better and for worse. You can create your own type of government however it will be very difficult to make it work.
Religion: what religions are present in your nation, nations without a single, dominant religion will tend to be unstable and prone to civil unrest. Certain religions (Eastern Orthodox, Catholicism) are also prone to unrest in the case that the Local rulers defy decrees from that religion’s leadership (Pope, Patriarch etc). You can create your own religion but this would be very difficult to make it work however it could give you awesome advantages (Cultural, Military etc.)
Economy: Largely based on the NES2 V Economy System which is based on a mixture of Das' old ideas and those of some other people.
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 a random stat per negative point. To grow economy (i.e. to advance from one level to another), you have to a) not spend your eco. Points. b) to point out what exactly are you going to do to grow it (note that eco. growth might not always be successful, depending on what you do and how things fold out).
Cities: Cities are represented by black squares on the map the higher the economy the more cities you will have, each city represents one economic level, the capitol represents the first 4 economic levels and it is represented by a black square with white rim. If a city is conquered its former owner will lose an economic level and, after one turn, the new owner will gain one, capturing or losing a capitol will also effect the stability & confidence of all nations involved it that war.
Eco. points could (and should) be spent on growing military, miscellaneous 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.
The Economic Levels are:
Bankrupt (-2)- Depression (-1)-Recession (-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)-Powerhouse (+5)-Monopoly (+5) Monopoly + X (+X)
Monopoly + X (+X)?
Were is the first x is the amount of economy levels beyond Monopoly, each 2 levels after Monopoly+1 will give you one economic point, these points will be automatically be calculated and put in the parenthesis ( ). Example Monopoly+3 (+7) means you get 7 Eco. Points to spend.
Military:
That will, as of now, consist of army and navy (later to be joined by air force). These will be number-based as it gives more versatility. These will be represented in divisions and squadrons (at a later date, I might also add "capital ships" as a separate part of the navy).
The Units and the amount of units recruited per eco will change as new ages are reached Age will have different units and different
UU’s - 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. If the amount of UUs exceeds the amount of regular units, they will begin to drop in quality, morale and also in loyalty as their commanders, often being rather arrogant and ambitious (hey, they aren't commanders of an elite unit for nothing), will probably try to use their power base in one way or another.
Culture & Education: (These two stats have been consolidated because seldom one was is low and the other high) When high your nation will be able to assimilate foreign citizens faster and you will advance through the ages faster, it will also allow you to create complex projects that might even become wonders (see info on Projects below for more info about projects & wonders) extremely low Culture & Education will prevent you from constructing projects of significance and will hamper economic and technological progress. Culture & Education can be grown (i.e. to advance from one level to another) through projects or by directly investing economic points, when investing directly you should point out what exactly are you going to do to grow it, however note that it might not always be successful, depending on what you do and how things fold out.
The Levels are Barbaric-Illiterate-Literate-Educated-Academic
Stability & Confidence: (Like Culture and Education, these stats have been consolidated in one because practically only in modern democracies the two are not tied together)
When high your orders will be executed smoothly, your citizens will resist foreign invaders and groups of volunteers will join your army, when low you risk revolts, your army will suffer desertion and in extreme cases your country will plunge into civil war.
This statistic cannot be altered by direct funding, it is affected mostly by the way you rule your nation. Military victories, long lasting peace, friendly and stable neighbors affect it positively while military defeats, constant warfare, neighbors getting invaded and neighbors in civil wars will affect it negatively. Stories and Projects may also affect it.
The Levels Are: Civil War-Rebellious-Unrest-Neutral-Admiring-Loving-Patriotic
Projects: You tell me what it does, I tell you how much it will cost and how long it will take to build it. You will have to invest an eco. point once each turn for the work on the project to continue You can sacrifice an econ. level to speed it up by 3 turns, or invest 2 additional eco. points to speed it up by 1 turn. Particularly creative, complex or/and massive projects might receive “wonder” status that might give some extra bonus.
Stories: Stories might give their writers quasi-random bonuses depending on quality, length and my mood
Spam: CFC Moderators will give the due punishment to major spammers as prescribed in the
http://forums.civfanatics.com/forumrules.php, Spammers, especially those whom write no stories, are also more likely to be struck by bad events than others, so if your army gets wiped out by a plague, your navy by a violent storm and your economy by droughts, wildfires and rampaging barbarians, you got only yourself to blame.