Finmaster's Brand Old NES 2: Grande Finale!

Finmaster

The White Ghost
Joined
Apr 13, 2003
Messages
2,716
1. INTRODUCTION

I do enjoy the "new generation NESes". They are complicated but that makes them interresting... IF the mod has the will to mod it well, that is. Usually they run out of stamina. Thats when these new generations NESes turn uninterresting; updates every 2 weeks (or even more seldom). We can't all be das. Those of us who aren't might want to try something different.

Retro NESes - which seem to have multiplied greatly since I started FBONES1 (Jason's NES being the recent new "old timers" NES) - can also be interresting, in a different way. They aren't more boring (how could they be, with updates coming almost as regular as twice a week!), actually sometimes they might even be more interresting. Its like drinking white wine but sipping a glass of red wine every now and then too. Its good to do something different for a change. Well, like said, I'm not das, but..

Go ahead and try it, you might even like the older version of a NES.

Updates twice a week (altough occasionally I might fail to deliver that promise, like last time :(). No ec centers (economies explained further in the rules) and no civilized zones. No IT/BT. Just a basic fresh start.. altough it does start from the bronze age, none of us wants to play through the boring stone age phace now do we? ;) :D

There are some rule changes from FBONES1. So read the rules even if you played in the first version of my Brand Old NES series.

Oh.. and why the name "Grande Finale"?

As some of you maybe noticed, I was away for a couble of months between FBONES1 and this. I realized that I didn't miss NESing at all. I was about to retire from this entirely, but then I thought..

This is not me. I can't just leave.

Most of the new generation players don't even know my name! I CAN'T just go before making my last Grande Finale!

This NES is it. Well not only this NES, but the entire time I spend on these forums from now on. Until one day, this NES ends.. and with it shall end my NESing career!

And how final is this decision? Who knows. Hockey goaltending legend Dominic Hasek has retired several times and is now playing for the Ottawa Senators as a forgotten former star, being just way too old to play the game. Maybe I'll suffer his fate.. altough I might have already done so.

***

2. RULES:

***

2.1: REGARDING ORDERS:

1 PM maximum. I repeat: 1 PM maximum. Why not colossial orders? Because I try to keep this fast-paced. Simple as that. You can write detailed military orders, but you don't have to write orders for every friggin sergeant on your army! Your men do know how to take a leak every now and then even if you don't mention it in your war novel!

ORDERS LONGER THAN 1 PM WILL BE IGNORED!

I know I'm a bit tuff, but I have to be if I wanna keep it fast-paced.

***

2.2: ECONOMY:

Your total points to spend is an income of three sectors: infrastructure, trade routes, and money you have banked.

***

INFRASTRUCTURE:

For every Infrastructure level, you get one spending points. Its the combination of your nation's entire economic system: roads, cities, harbours, etc. Growing it will be (especially on the long run) more expensive than starting trade routes, but you have to remember that infrastructure does more than just grow the economy. It is vital for transportation, city- and national growth, and people's happiness. And the wealth it produces isn't so easy to lose as one that comes from a trade route. So do not underrestimate Infrastructure.

The more you develope your infrastructure, the more expensive it will get to grow it further.

***

TRADE ROUTES:

Once you reach Late Bronze Age, you can start TRADE ROUTES. They get cheaper the more you develope tech, but in the beginning they are rather expensive:

-Trade route with a neighbouring nation: 5 SP payment by both sides
-Trade route with a nation behind a sea / other nation / white, passable area on the map : 7 SP payment by both sides

Once you reach Late Iron Age, the trade routes are gonna be severely cheaper as road technology and monetary systems develope.

***

BANKING:

Unlike last time, you can also bank your money. It doesn't do you much good, but if you need a big lump sum for something (to start a trade route, for example), you can save a couple of turns. Also, if you fail to send orders, your money will be banked. This bank will be located in your capital, and if you lose it, you will lose your banked money. If you have money banked, it will be included in the points you have to spend. Thats why commercial nations have 7 points to spend in the 1st turn.

***

ABOUT CITIES:

While there are no eco centers, cities WILL play a key role! They represent the level of your infrastructure. If you lose land areas with cities, you will lose more money than losing just a blank land area! Same way you can make more money in wars by conquering areas that are widely populated by cities.

***

2.3: MILITARY:

Very simple. With one point, you can get one unit, or one navy squadron. When tech developes, your military developes automatically too. The more training levels you get, the more expensive it will be to train your units further.

Why "units"? Because last time people didn't like divisions. I could say "1000 men", but there are more than just men involved, including siege weaponary etc.. Unit will do just fine as its purpose is only to show your military strenght compared to other nations, but if you want to use numbers, we can agree that one units contains approximately 1000 men.

There aren't any unique units. If you want to use one, however, write about it in orders and stories, and it might have an effect.

***

2.4: TECHNOLOGY:

Spend money on tech and get new tech levels to out-tech your neighbour. 5 points for Late Bronze Age, and 10 points more for Early Iron Age.

AGES:

Middle Bronze Age: Where every1 starts off. Basic bronze age weaponary, such as spearmen and archers.
Late Bronze Age: Trading possibility. 5 points.
Early Iron Age: Catapults and other siege weapons included in weaponary. 10 points.
Middle Iron Age: GREAT developement in weapon technology! Swords replace spears, and juggernaughts join galleys in the seas. 15 points.
Late Iron Age: As road network developes, both trade routes and infrastructure will become cheaper. I haven't yet decided how much cheaper. 15 points.

Don't forget the importance of education.

NOTE: you can't trade tech, altough sometimes nations under your influence (friends, neighbours, vassals, trade partners) will learn from your wise men and grow their technology level automatically that way.

***

2.5: CULTURE / CONFIDENCE

Is VERY important in this NES. Think about it: if army doesn't believe in its leader and its country, it will lose to an equal army that does. If a merchant doesn't care about his nation, he will avoid paying taxes and corruption and waste will occure. So even if you don't face rebellions, culture and confidence are important in order to keep up in developement with the rest of the world.

Culture: Its how much people love your nation. Changes very slowly.
Confidence: Its how much people lover their leader. Can change dramatically every turn. BAsically its your approval rating.

Bottom line is: if you don't wanna face a rebellion, keep them both above 5.

Cannot be raised with money.

***

WONDERS / PROJECTS:

They are free to build moneywise, but can take a lot of time. U tell me what it does, I tell you how many turns it takes. ALSO: you need to give a DETAILED DESCRIPTION OF WHAT IT IS! You can't just say: "I wanna build a qhurluqurlie, it gives me 5 everything".

***

3. PICKING YOUR NATION

***

No civ zones, just chooce where to start. Write a little background about your nation. Remember that if you want, it could've existed for thousands of years despite the fact that its a fresh start NES. Its bronze age, not stone age.

Template:

Nation name:
Ruler / Player:
Economy: 2 points to spend
Infrastructure: level 2 (0/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0

Technology level: Middle Bronze age (0/5 to late bronze age)
Army: 5 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: (some sort of a polytheism / aminism / whatever seems fit, however monotheisms becomes available at iron age)
Culture, Confidence: 5/10, 5/10
Wonders / Projects: NONE!
Trait: Pick 1 out of 6, options are below.
Background:

ABOUT TRAITS:

READ CAREFULLY!

The trait you chooce will haunt you through the rest of the game, so think clearly which one you'll pick. Because unless you use your money on something that the people prefer, your confidence and eventually culture points too will drop, and we don't want that now do we? :p

NOTE:

-ALL people prefer military growth when there is a crisis nearby, or if they feel threatened by one.
-ALL people prefer economic growth if they feel they need money to reach their ultimate goal, whatever it may be

So basically, you CAN build anything, as long as you explain to your people why its good for them!

Commercial nations

Friendly and commercial people are very people-oriented. They like to make money just like the industrial people, but they'd rather do so through international trading instead of domestic growth. This pro-people attitude makes them very non-militaristic.

-Starting bonus: +5 banked gold.
-People prefer: Trade routes, infrastructure, economic wonders/projects, being richer than the next guy.

Industrial nations

Its not enough for industrious people to make money, they also want to construct a working, dynamic society. And once they've accomplished building one, they are ready to die defending it.

-Starting bonus: +5 points on infrastructure (i.e. +1 inf level)
-People prefer: infrastructure, ALL kinds of wonders/projects.

Cultural nations

Cultural people are often religious thinkers and wonderers. More than anything, religion and national pride is important to them.

-starting bonus: +2 culture, +2 confidence
-people prefer: Education, religious/cultural influence on other nations, ALL kinds of wonders.

Militaristic nations:

These crazy warmongerers get bored quickly unless they see battles and actions. They get their thrills "protecting" their nation, even if that would mean a crazy and pointless offensive war oceans away. They are willing to grow money and research technology too, but only if it means supporting their military machine.

-starting bonus: +5 army units
-people prefer: army/navy units, training, military wonders/projects, patriotic wars, being superior to others

Scientific nations:

Thinkers and philosophers are respected, but unlike in Cultural nations, they aren't so much into humanities, and much more into technological advancement. Moneys and armies are, for them, just a bypass on the way for further knowledge of the truth.

-starting bonus: +5 points on tech (i.e. start at late bronze age)
-people prefer: tech developement, scientific wonders/projects, education, military innovations

Seafaring nations:

Seafarers are a naval people who want to control the sea and its shores. They are eager to build colonies even far away, or sometimes just to explore. Handling large armies and growing tech is acceptable but only if it suits their colonialist desires. One thing is certain; you don't want to get into a naval battle with them.

-starting bonus: +5 squadrons
-people prefer: navy units / training, naval wonders/projects, expanding overseas and trade routes.

***

Well that's it then. Have fun playing!

P.S. STORIES WILL BE SUPPORTED! ;)
 
I found a map. Now to see if it works..
 

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PC's:

Africa:

Nation name: Eygpt
Ruler / Player: Alicia / TerrisH
Economy: 3 points to spend
Infrastructure: level 3 (1/6 to next level)
+Trade Routes: 0
+Banked: 0
Technology level: Late Bronze age (1/10 to Early Iron Age)
Army: 5 units, training level: 1 (0/2 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: crappy (0/2 to next level, not until iron age)
Religion: Eygyptian Polythisim
Culture, Confidence: 6/10, 5/10
Wonders / Projects:
Great Port of Thebes: The Great Port of Thebes (+4 points to infistructure, +1 point to Ship Training, +1 ship every 3 turns) (3/8 turns)
Trait: Industrial
Background: Born in the Rich and Fertil Nile Vally, Eygypt - one of the oldest surviving empires - seeks to grow again. So far they have not been able to do so due to continuous wars, but in the most recent civil war queen Alicia took over and is now starting to stabilize the nation again.

Nation name: Carthage
Ruler / Player: King Ballihan / alex
Economy: 3 points to spend
Infrastructure: level 3 (0/6 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (0/5 to late bronze age)
Army: 4 units, training level: 1 (0/2 to next level), Bronze Age spearmen, chariots and archers.
Navy: 6 squadrons, training level: 1 (0/2 to next level), Bronze Age Galleys
Education: crappy (0/2 to next level, can't reach until iron age)
Religion: carthagian polytheism
Culture, Confidence: 6/10, 6/10
Wonders / Projects: King's Lighthouse (+2 infrastructure levels, +1 culture, 1/11)
Trait: Seafaring
Background: These seacrossers have already reached southern Italy and are expanding massively around the Mediterranian.

Americas:

Nation name: Maya
Ruler / Player: King Asta-Jaguar/Lord_Iggy
Economy: 3 points to spend
Infrastructure: level 3 (3/6 to next level)
+Trade Routes: 0
+Banked: 0
Technology level: Late Bronze age (2/10 to Early Iron age)
Army: 6 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: crappy (0/2 to next level, not until Iron Age)
Religion: Mayan Polytheism
Culture, Confidence: 6/10, 5/10
Wonders / Projects: Pyramid of Fastistalquenal (+1 culture, +5 points to tech) (0/6)
Trait: Scientific
Background: The Mayans are a young race, skilled engineers and great builders. From the city of Chichén-Itzá, King Astistalquen has united the Yucatán under his rule. Now, his burgeoning people look outwards, to the rest of Mesoamerica.

Nation name: Timucua Confederation
Ruler / Player: Atimoqua Satouriona II / Israelite9191
Economy: 3 points to spend
Infrastructure: level 3 (0/6 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (1/5 to late bronze age)
Army: 5 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: 2 squadron, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: crappy (0/2 to next level, can't be grown further until iron age)
Religion: Wangaluk
Culture, Confidence: 8/10, 5/10
Wonders / Projects: Trinity Mounds (+1 education level, +2 culture/confidence, +Wangaluk expansion) (3/6)
Trait: Cultural
Background: Many moons ago, in a time before the sun's yearly rotation was calculated, the heir apparant to the position of Atimoqua of the Yustagua, Satouriona, began a mission to bring the revelations of the Three Mothers to the Timucua peoples. After twenty years of missionizing and performing miracles, the Timucua converted. In a council of all four tribes held on the coast in the spot where Satouriona recieved his the message of the Three Mothers, the tribes agreed to form a confederation, and while Satouriona had refused to become Atimoqua of the Yustagua, he accepted the position of the first Atimoqua of the Yimucua Confederation, founding a dynasty that would last for moons immemerable.

Koniaga
Ruler / Player: Chief Kodiak/ ~Darkening~
Economy: 7 points to spend
Infrastructure: level 2 (0/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 5
Technology level: Middle Bronze age (0/5 to late bronze age)
Army: 5 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: 8 squadrons, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: Aluetian polythesim
Culture, Confidence: 5/10, 4/10
Wonders / Projects: Kodiak's Oath (+Loyalty, +Culture) (2/?, needs a description)
Trait: Seafaring
Background: After crossing the Bering strait, the tribes diffused throughtout the American continents. While many went further south, some tribes moved onto the Kodiak island and settled down after being attracted to its warmer climate and good fishing waters. The tribes eventually merged into the single Koniaga tribe and took control over the island. The society truly became "civilized" under the rule of Kodiak, third chieftan of the people.

Asia:

Nation name: Japan
Ruler / Player: Emperor Kōtoku / Kentharu
Economy: 6 points to spend
Infrastructure: level 2 (0/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 4
Technology level: Middle Bronze age (0/5 to late bronze age)
Army: 10 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: 3 squadrons, training level: 1 (0/2 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: polytheism
Culture, Confidence: 5/10, 4/10
Wonders / Projects: NONE!
Trait: Militaristic
Background: Japan has, and always will be, a regional power in asia, however due to the strange periods of isolationism in the nation, it had prevented it from gaining a foot hold. However that would change with the new emperor who looked to the main land asia as a lamb, ready for the slaughter

Nation name: Aryaraj ("Aryan Empire")
Ruler / Player: Emperor Bharat/das
Economy: 2 points to spend
Infrastructure: level 2 (0/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (2/5 to late bronze age)
Army: 10 units, training level: 2 (0/3 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: Aryanism (a nastier proto-Hinduism)
Culture, Confidence: 8/10, 7/10
Wonders / Projects: NONE!
Trait: Militaristic
Background: Chaos ruled supreme throughout what would later be called the Bharatan Sub-continent, after natural disasters crippled the Indus Valley civilization and send hordes of refugees fleeing further to the east. Into this anarchy and vacuum came the invaders from the west, the Aryas; not very numerous, they had however far better organization and were born warriors. Having overran the northern parts of the sub-continent, the Aryas subdued and enslaved all the natives they could find, and now begun founding kingdoms, the largest being situated on the Gangetic Plain, under the rule of the ambitious Dushyanta who declared himself Rajah of all the Aryas.

Nation Name: Aksum
Ruler / Player: King Ezana I/NPC
Economy: 3 points to spend
Infrastructure: level 3 (2/6 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (0/5 to late bronze age)
Army: 5 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: 4 squadrons, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: Aksumite Henotheism
Culture, Confidence: 5/10, 5/10
Wonders / Projects: King Ezana’s Stele (+1 culture, +1 confidence, +1 infrastructure) (3/5 turns)
Trait: Industrial
Background: The Kingdom of Aksum, centered around the city of Aksum, is a large nation located just to the north of the Horn of Africa. Its people are primarily traders, but most of what they trade is produced in Aksum; the nation has acquired a flair for production and for agriculture, allowing them to outcompete their neighbors. It has yet to be seen whether this trend will continue.

Nation name: Persia
Ruler / Player: ?/Stormbringer
Economy: 3 points to spend
Infrastructure: level 3 (0/6 to next level)
+Trade Routes: 0
+Banked: 0
Technology level: Late Bronze age (0/10 to Early Iron age)
Army: 7 units, training level: 1 (0/2 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: crappy (0/1 to next level)
Religion: Polytheism
Culture, Confidence: 5/10, 5/10
Wonders / Projects: NONE!
Trait: Commercial
Background:

Nation name: Ma-Sacae
Ruler / Player: Koris / Justokre
Economy: 2 points to spend
Infrastructure: level 2 (0/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (0/5 to late bronze age)
Army: 12 units, training level: 2 (1/3 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: Ma-Sacae Sun Cult (The Sun is the only true God. Sacrifice some horses!)
Culture, Confidence: 5/10, 5/10
Wonders / Projects: NONE!
Trait: Militaristic.
Background: The Ma-Sacae, also known as the Massagetae, are a fierce tribe very similar to the Scythians. Koris established a camp forvarious uses of the captured members of rival tribes, and soon some of the Ma-Sacae didn't leave. Thus, the capitol of Sakas Camp was born.


Europe:

Nation name: Tsardom of Muscovy
Ruler / Player: Tsar Peter I/Luckymoose
Economy: 2 points to spend
Infrastructure: level 3 (2/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 1
Technology level: Middle Bronze age (1/5 to late bronze age)
Army: 11 units, training level: 2 (0/3 to next level), Bronze Age spearmen, chariots and archers.
Navy: NONE, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: Trogdoreism (Russian Polytheism 25 %)
Culture, Confidence: 6/10, 5/10
Wonders / Projects: For the Empire (faster expansion rate) (1/4)
Trait: Militaristic
Background: The Muscovian people,coming from assorted tribes from the areas around Moscow,have formed up.With the vast number of men whom were once hunters,are now soldiers.All show cowar in fear to the Tsardom of Muscovy!

Nation name: Rhodes
Ruler / Player: Duke ____ / Dreadnought
Economy: 4 points to spend
Infrastructure: level 2 (1/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 2
Technology level: Middle Bronze age (0/5 to late bronze age)
Army: 5 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: 10 squadrons, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: Polythesism
Culture, Confidence: 5/10, 5/10
Wonders / Projects: NONE
Trait: Seafaring
Background: One of the oldest civilizations in the world, the seafaring people of Rhodes have quickly started to expand along the Eastern Mediterranian. Children of the Mycenenas have now made contact with two neighbours, the Byzantines and the Macedonians.

Nation name: Gaulanglia
Ruler / Player: King Norman II/NPC
Economy: 2 points to spend
Infrastructure: level 2 (2/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (1/5 to late bronze age)
Army: 5 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: 6 squadrons, training level: 1 (0/2 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: Druidism
Culture, Confidence: 4/10, 5/10
Wonders / Projects: NONE!
Trait: Seafaring
Background: After the fall of Angleland, the Gauls set up their vassal state of Gaulanglia

Nation name: Scandinavian Empire
Ruler / Player: Emperor Josef I/Josefstalinator
Economy: 4 points to spend
Infrastructure: level 2 (0/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 2
Technology level: Middle Bronze age (1/5 to late bronze age)
Army: 10 units, training level: 2 (0/2 to next level), Bronze Age spearmen, chariots and archers who can't swim long distances.
Navy: 1 squadron, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: Crappy (0/2 to next level, cant be grown until iron age)
Religion: Trogdorism (Mixture of polytheistic King worship and trogdor fear)
Culture, Confidence: 6/10, 5/10
Wonders / Projects: Trogdarium (+1 confidence, +1 culture, +1 infrastructure level) (3/5 turns)
Trait: Militaristic
Background: One of the newer, more militaristic civilizations, they've founded a new religion called trogdorism. So far the people consider it to be just another good excuse to search for battles.

Nation name: Germania
Ruler / Player: von Dunkelheit
Economy: 3 points to spend
Infrastructure: level 3 (5/6 to next level)
+Trade Routes: 0
+Banked: 0
Technology level: Late Bronze age (1/10 to Early Iron age)
Army: 5 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: crappy (0/2 to next level, not until iron age)
Religion: polytheism
Culture, Confidence: 5/10, 6/10
Wonders / Projects: Das qurluqhurlie (+5 SP's, 1/5)
Trait: Industrial
Background: A Newer civilization, formed when formerly barbaric Germanic tribes merged after a series of wars.
 
NPC's

Africa:

Nation name: Fez
Ruler / Player: Sultan Saddam
Economy: 2 points to spend
Infrastructure: level 2 (2/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Late Bronze age (0/101 to early iron age)
Army: 9 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: 2 squadrons, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: (some sort of a polytheism / aminism / whatever seems fit, however monotheisms becomes available at iron age)
Culture, Confidence: 5/10, 4/10
Wonders / Projects: NONE!
Trait: Commercial
Background: Its in Morocco.

Nation name: Nubia
Ruler / Player: Queen Kenuzidongo
Economy: 2 points to spend
Infrastructure: level 2 (0/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (4/5 to late bronze age)
Army: 7 units, training level: 1 (0/2 to next level), Bronze Age spearmen, chariots and archers.
Navy: NONE, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: crappy (1/2 to next level)
Religion: Nubian polytheism
Culture, Confidence: 6/10, 7/10
Wonders / Projects: NONE!
Trait: Cultural
Background: Formerly lower Egypt, Nubia drifted apart from its motherland during the age of Great Decay, some 400 years ago.

Nation name: Hornia
Ruler / Player: King Horny II
Economy: 5 points to spend
Infrastructure: level 2 (3/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 3
Technology level: Late Bronze age (0/10 to early iron age)
Army: 5 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: 3 squadrons, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: (some sort of a polytheism / aminism / whatever seems fit, however monotheisms becomes available at iron age)
Culture, Confidence: 5/10, 6/10
Wonders / Projects: NONE!
Trait: Commercial
Background: New , trade-minded nation in the Horn of Africa

America:

Nation name: Beatton River
Ruler / Player: Wackychill
Economy: 2 points to spend
Infrastructure: level 2 (0/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Late Bronze age (6/10 to early iron age)
Army: 5 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: 2 squadrons, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: crappy (0/2 to next level)
Religion: North American polytheism
Culture, Confidence: 6/10, 5/10
Wonders / Projects: NONE!
Trait: Scientific
Background: The Alaskan-Beatonist cultural group was divided into two nations recently (leaving lots of barbarians heritated to both nations inbetween). The scientific Beattonists, located southeast from their Koniagan brethrens, is one of these nations.

Nation name: Rio Grande
Ruler / Player: King Rioznigrand
Economy: 4 points to spend
Infrastructure: level 2 (2/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 2
Technology level: Late Bronze age (3/10 to early iron age)
Army: 6 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: North American polytheism
Culture, Confidence: 5/10, 5/10
Wonders / Projects: NONE!
Trait: commercial
Background: Located in northern Mexico, hoping to unite all American nations into a great trade program under their lead once the time is right.

Nation name: Tonton Empire
Ruler / Player: Chief Papadoc
Economy: 3 points to spend
Infrastructure: level 3 (5/6 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (0/5 to late bronze age)
Army: 6 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: 9 squadrons, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: Vodoa
Culture, Confidence: 6/10, 6/10
Wonders / Projects: NONE!
Trait: Seafaring
Background: The Tontons, located in Haiti, are a strange people with a weird, almost scary vodoan religion.

Nation name: Wanglia
Ruler / Player: Chief Mokabashu
Economy: 2 points to spend
Infrastructure: level 2 (0/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (4/5 to late bronze age)
Army: 7 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: 1 (1/2 to next level)
Religion: Wangaluk
Culture, Confidence: 6/10, 6/10
Wonders / Projects: NONE!
Trait: Cultural
Background: Located around the Mississippi area, Wangalians were born after Wangaluk spread to the area from Timucua.

Asia:

Nation name: Babylonia
Ruler / Player: King Hammurabi
Economy: 2 points to spend
Infrastructure: level 2 (4/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Late Bronze age (0/10 to early iron age)
Army: 8 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: (some sort of a polytheism / aminism / whatever seems fit, however monotheisms becomes available at iron age)
Culture, Confidence: 5/10, 4/10
Wonders / Projects: NONE!
Trait: Scientific
Background: One of the oldest empires on Earth, Babylon fought Sumer and Ur to become the ruler of Mesopotamia.

Nation name: Aramean Empire
Ruler / Player: King Tukulti
Economy: 4 points to spend
Infrastructure: level 4 (2/8 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (2/5 to late bronze age)
Army: 6 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: Aramean polytheism
Culture, Confidence: 6/10, 7/10
Wonders / Projects: NONE!
Trait: industrial
Background: Located in upper Mesopotamia, Arameans are the last standing civilization of the area that has kept from falling under Babylonia's influence.

Nation name: Kingdom of Damascus
Ruler / Player: King Ninulta
Economy: 2 points to spend
Infrastructure: level 2 (2/5 to next level)
+Trade Routes: 0
+Banked: 0
Technology level: Late Bronze age (6/10 to early iron age)
Army: 5 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: Aramean polytheism (30 % Egyptian polytheism)
Culture, Confidence: 5/10, 6/10
Wonders / Projects: NONE!
Trait: Scientific
Background: Closely related to the Arameans, Damascus is a former province of Egypt that received independence during the Age of Decay with Aramea's assistance. They are, however, drifting away from the Arameans as the barbarian attacks of the age of decay cut most contacts with the two peoples.

Nation name: Hedjaz
Ruler / Player: King Zaki
Economy: 2 points to spend
Infrastructure: level 2 (0/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (3/5 to late bronze age)
Army: 5 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: 2 squadrons, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: crappy (1/2 to next level)
Religion: Hedjaz meditative polytheism
Culture, Confidence: 7/10, 7/10
Wonders / Projects: NONE!
Trait: cultural
Background: A very new civilization, its people are united by the very unique recently-developed religion that unifies polytheism into eastern meditation.

Nation name: Sindhu
Ruler / Player: High Priest Rigveda
Economy: 2 points to spend
Infrastructure: level 2 (2/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (0/10 to Early Iron age)
Army: 5 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: crappy (1/2 to next level)
Religion: Veda-hinduism
Culture, Confidence: 5/10, 5/10
Wonders / Projects: NONE!
Trait: cultural
Background: One of the two great Aryan civilization in the subcontinent, the Sindhu are located by the Indus river.

Nation name: Narmada
Ruler / Player: Shankara
Economy: 2 points to spend
Infrastructure: level 2 (2/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (0/5 to late bronze age)
Army: 13 units, training level: 1 (0/2 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: Narmadan aminism
Culture, Confidence: 5/10, 5/10
Wonders / Projects: NONE!
Trait: militaristic
Background: The Narmada river - also a sacred place for Hindus - is the home of the pre-Aryan, original natives of the Indian subcontinent. They are the last living civilization in front of the Aryan expansion towards southern India.

Nation name: Quin
Ruler / Player: Emperor Sun-Tzu
Economy: 2 points to spend
Infrastructure: level 2 (2/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (1/5 to late bronze age)
Army: 5 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: 9 squadrons, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: (some sort of a polytheism / aminism / whatever seems fit, however monotheisms becomes available at iron age)
Culture, Confidence: 5/10, 5/10
Wonders / Projects: NONE!
Trait: Seafaring
Background: Old nation with lots of ships.

Nation name: Gangevhordo
Ruler / Player: King Vishivahma
Economy: 2 points to spend
Infrastructure: level 2 (1/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (2/5 to late bronze age)
Army: 8 units, training level: 2 (0/3 to next level), Bronze Age spearmen, chariots and archers.
Navy: 2 sqadrons, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: crappy (0/2 to next level)
Religion: semi-Hindu Indian polytheism
Culture, Confidence: 6/10, 6/10
Wonders / Projects: NONE!
Trait: militaristic
Background: The "sons of Ganges" moved southeast from their original living areas to run away from the enslaving Aryans.

Europe:

Nation name: Gaul Empire
Ruler / Player: Vercingetorix
Economy: 2 points to spend
Infrastructure: level 2 (2/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (1/5 to late bronze age)
Army: 10 units, training level: 1 (0/2 to next level), Bronze Age spearmen, chariots and archers.
Navy: 3 sqadrons, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: aminism / druidism
Culture, Confidence: 6/10, 5/10
Wonders / Projects: NONE!
Trait: militaristic
Background: the Northern Gaul barbarians in France united themselves some time ago under the lead of Vercingetorix. Now they intent to take over in all Gaul tribes.

Nation name: Geneva
Ruler / Player: Emperor Wilhelmus
Economy: 2 points to spend
Infrastructure: level 2 (0/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (0/5 to late bronze age)
Army: 14 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: 2 squadrons, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: Emperor-worshipping
Culture, Confidence: 5/10, 6/10
Wonders / Projects: NONE!
Trait: militaristic
Background: The crazy Swiss people united under the lead of even crazier Wilhelmus Tellus.

Nation name: Etruscia
Ruler / Player:
Economy: 5 points to spend
Infrastructure: level 2 (0/5 to next level)
+Trade Routes: 0
+Banked: 3
Technology level: Late Bronze age (2/10 to early iron age)
Army: 6 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: 1 squadron, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: Etruscian polytheism
Culture, Confidence: 5/10, 5/10
Wonders / Projects: NONE!
Trait: Commercial
Background: Mutual trading and Carthage's new colonies in southern Italy basically forced the commercial-minded Etruscians to unite under one leader in northern Italy.

Nation name: Thracia
Ruler / Player: Overking Cersobleptes
Economy: 3 points to spend
Infrastructure: level 2 (0/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 1
Technology level: Late Bronze age (0/10 to Early Iron age)
Army: 5 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: 1 (1/2 to next level)
Religion: Thracian polytheism
Culture, Confidence: 5/10, 6/10
Wonders / Projects: NONE!
Trait: Cultural
Background: Thracians, located in northern Greece, are one of the olders peoples on Earth. Recently they've been getting a lot of influence from the Greeks and the Myceneans, part of whom have joined Thracia and part have merged with Rhodos.

Nation name: Byzantium
Ruler / Player: Constantus
Economy: 3 points to spend
Infrastructure: level 3 (5/6 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (2/5 to late bronze age)
Army: 6 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: Thracian polytheism
Culture, Confidence: 5/10, 5/10
Wonders / Projects: NONE!
Trait: industrial
Background: One of the newer civilizations, Byzantium is largely affected by their Thracian neighbours from whom most of them also originate.
 
I'm gonna use this as some sort of a notice board.

NOTICE:

ABOUT AWARDS:

Whenever this game ends (hopefully not for many, many years), the following awards will be handed out:

WINNER - Winner will be the overall best player of the game. Having the strongest nation isn't quite enough, winning requires a good combination of strategic, diplomatic, political and artistic skills!

STRONGEST NATION - Whoever has the overall strongest nation.

BEST CONQUEROR - For best military planning and strategies.

BEST PEACETIME PLAYER - Well, the name says it all. Peacetime building and diplomatic manouvering count.

***

NEXT DEADLINE:

Saturday, 11 pm Finnish time (gmt+2)
 
And so, you may posteth. Start where-ever you like and send first orders ASAP, first update prolly on monday or tuesday.

AND START SENDING ORDERS!
 
Hahahaha Yes!Months of Waiting,its time again!

Nation name: Tsardom of Muscovy
Ruler / Player: Tsar Peter I/Luckymoose
Economy: 2 points to spend
Infrastructure: level 2 (0/4 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (0/5 to late bronze age)
Army: 10 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: Russian Polytheism
Culture / Confidence: 5 / 5
Trait: Militaristic
Background: The Muscovian people,coming from assorted tribes from the areas around Moscow,have formed up.With the vast number of men whom were once hunters,are now soldiers.All show cowar in fear to the Tsardom of Muscovy!
 
Haha yes indeed, moose. Couldn't agree with you more!
 
Aww, we aren't resuming the old NES?

Oh well.

I liked the Damascus Axis!

Uh...

Nation name: Maya
Ruler / Player: King Astistalquen/Lord_Iggy
Economy: 2 points to spend
Infrastructure: level 2 (0/4 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (0/5 to late bronze age)
Army: 5 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers. (If I can only have one, Archers Please.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: Native American Animism
Culture / Confidence: 5 / 5
Trait: Industrial
Background: The Mayans are a young race, skilled engineers and great builders. From the city of Chichén-Itzá, King Astistalquen has united the Yucatán under his rule. Now, his burgeoning people look outwards, to the rest of Mesoamerica.

I don't play native american civs nearly enough.
 
Nation name: Rhodes
Ruler / Player: Duke ____ / Dreadnought
Economy: 2 points to spend
Infrastructure: level 2 (0/4 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (0/5 to late bronze age)
Army: 5 Spearmen units, training level: 0 (0/1 to next level)
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: Polythesism
Culture / Confidence: 5 / 5
Trait: Seafaring
Background:

Rhodes...
 
Welcome every1.

And already I changed the template! I made infrastructure more expensive, so industrious nations won't have such a huge head-start (so iggy if ye wanna change your trait because of this, you still have a chance).

I added also wonders / projects. You can build them. They are free and take just time.

I also edited the template of those who have joined, so you don't have to edit it yourself.

EDIT: and to answer Iggy's question: you can have all the type of soldiers mentioned in the template ;) its just to describe the time period your weapon technology is in.

EDIT2: Added trade routes into seafaring people's "people prefer" list.
 
Nation name: Japan
Ruler / Player: Emperor Kōtoku
Economy: 2 points to spend
Infrastructure: level 2 (0/4 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (0/5 to late bronze age)
Army: 10 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: (some sort of a polytheism / aminism / whatever seems fit, however monotheisms becomes available at iron age)
Culture / Confidence: 5 / 5
Trait: Militaristic
Background: Japan has, and always will be, a regional power in asia, however due to the strange periods of isolationism in the nation, it had prevented it from gaining a foot hold. However that would change with the new emperor who looked to the main land asia as a lamb, ready for the slaughter
 
OOC: Iggy,why couldn't you have corrected my typo in your sig.
Because that's what made it funny.

@Finmaster- Curse you!

I'll switch to scientific. Although I'll still behave in an industrious manner. I wanted to build massive stepped pyramids!!!

Oh well. I'm scientific now. They can calculate angles with the sun, moon, and constellations now.
 
Hey, u still would've got that extra spending point ;)

But as you wish, scientific you are. And no more changin it :p
 
Nation name: Angleland
Ruler / Player: King Richard/Jason the King
Economy: 2 points to spend
Infrastructure: level 2 (0/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (0/5 to late bronze age)
Army: 5 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: Druidism
Culture / Confidence: 5 / 5
Wonders / Projects: NONE!
Trait: Seafaring
Background:
 
A NEW RULE!

(I always forget something ;))

ABOUT CITIES:

While there are no eco centers, cities WILL play a key role! They represent the level of your infrastructure. If you lose land areas with cities, you will lose more money than losing just a blank land area! Same way you can make more money in wars by conquering areas that are widely populated by cities.
 
Lord_Iggy said:
What do you mean by that?
Read about trait starting bonuses.. you would've still received one free infrastructure level ;)

Well, now your gonna start at late bronze age instead of middle. thats not bad either :D
 
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