Abaddon
Deity
.•°*”˜Cradle of Civilization˜”*°•.
This is a fresh start Cradle map, as you can see on the map we have a med type sea. You will create a nation using the template below. Once you have created your nation, I will fast forward the game in Update 0, add various NPC's for you to play with and maybe some rotting Empires.
The world is currently medieval in style. We start with only the most basic of warfare..infantry/cavalry/ships. But if you imagine it and it will happen. There is also Magic! Summon forth Dragons, rain fire from the skys..This world is as flexible as your imagination. For now your nation is but a weak mark upon the world map.. but develope and rise.. take control of what was borne your destiny!
Each Nation has these stats:
Nation Name:
Capital:
Ruler:
Government:
Economy:
Population:
Stability:
Army:
Navy:
Education:
Infrastructure:
RULESET
Government
Spoiler :
Government - This is your form of government. As this is a classical age NES, I hope to emphasise that most of the control IS centralised in one person...usually. As such your orders will have a direct influence on how things go. There will be no leadership scores. If you have higher than average corruption you'll know, and be able to take appropriate steps.
Economy
Spoiler :
Eco is simply a measure of the number of trade centres you have added to a basic value I will attach to your nation, representative of Agriculture and so on.
You can create TC's and Increase your nations base agricultural value by investment of eco, and innovative techniques.
Eco points will not be banked, errors in your spending orders will result in bad things happening. (i.e. you just funded some rebels/governor to go attempt a coup etc). This adds to the flavour of things, and shouldn't usually pose a serious threat to your armed forces etc.
You can create TC's and Increase your nations base agricultural value by investment of eco, and innovative techniques.
Eco points will not be banked, errors in your spending orders will result in bad things happening. (i.e. you just funded some rebels/governor to go attempt a coup etc). This adds to the flavour of things, and shouldn't usually pose a serious threat to your armed forces etc.
Population
Spoiler :
Done with lovely numbers. Total land area isn't too important. This will dictate maximum military size. Higher populations the larger a population is, the more it will cost in eco points to grow stats in education and infrastructure.
Size range:
tiny(1)-small(2)-average(3)-large(4)-gargantuan(5)-global(6)
Size range:
tiny(1)-small(2)-average(3)-large(4)-gargantuan(5)-global(6)
Stability
Spoiler :
Lets just say that Confidence was representative of one thing, Stability. Low stability means rebellions, and other petty matters. High Stability means fewer rebellions (less NPC ones anyway). Random events will be determined by your stability, by how high, or low it is. Lastly everything will have an effect on stability, declaring war, diplomacy etc.
Measured from -3 to 3
You cannot directly alter Stability, but domestic orders will help
Measured from -3 to 3
You cannot directly alter Stability, but domestic orders will help
Military
Spoiler :
Increase the military by 5000 Infantry, 1000 Cavalry, or 20 Ships
Logistics is of varying importance. If you intend to make a lightning quick campaign, this will make it difficult to forage appropriate amounts of food, and thus logistics will be required to fulfil your campaign objectives. Additionally if your enemy is using a scorched earth policy, it again might prove useful to use logistics. To make sure, just PM me.
However if you wish to make a surgical operation where you capture a few strategic points in your campaign, and consolidate your position, and then make the next move next year etc, this will not cause a considerable strain on your need for logistics And thus you require none. As a note, sending galleys with men in them anywhere will almost certainly require logistics. And if you have no direct land route to the place you’re invading....yup logistics.
Do note that particularly huge armies will eat into the economy even without active campaigning (hence why you can levee!).
Lastly, troop training, yes alls well and good; there will however merely be four levels; inferior, adequate and superior and elite. This means that a loss in training hurts more (there being less training). Elite can be only gained through war .
Logistics is of varying importance. If you intend to make a lightning quick campaign, this will make it difficult to forage appropriate amounts of food, and thus logistics will be required to fulfil your campaign objectives. Additionally if your enemy is using a scorched earth policy, it again might prove useful to use logistics. To make sure, just PM me.
However if you wish to make a surgical operation where you capture a few strategic points in your campaign, and consolidate your position, and then make the next move next year etc, this will not cause a considerable strain on your need for logistics And thus you require none. As a note, sending galleys with men in them anywhere will almost certainly require logistics. And if you have no direct land route to the place you’re invading....yup logistics.
Do note that particularly huge armies will eat into the economy even without active campaigning (hence why you can levee!).
Lastly, troop training, yes alls well and good; there will however merely be four levels; inferior, adequate and superior and elite. This means that a loss in training hurts more (there being less training). Elite can be only gained through war .
Education
Spoiler :
This stat is not strictly about academic learning. The Elites of all societies are taught in one form or another, and this stat represents how well they have been taught, and how smart your Generals are, how smart your goveners are.
Important note, This stat is LOOSELY tied to tech advancement, just because you have it maxed out does not mean you will advance an age. Much will depend on culture and so on, and just how bored I am.
Represented by a value between 1 and 10.
Important note, This stat is LOOSELY tied to tech advancement, just because you have it maxed out does not mean you will advance an age. Much will depend on culture and so on, and just how bored I am.
Represented by a value between 1 and 10.
Infrastructure
Spoiler :
Is represented on the map by roads, I’ll come up with a price for stone roads, dirt roads will always exist.
Projects
Spoiler :
Local equivalent of wonders, but is more often some sort of a particularily large project or program as opposed to some huge building. Basically, you can do almost anything reasonable with this (again, consult me for specifics), but the amount of time it will take depends on just what do you plan to do. You have to pay 1 eco a turn until completion.
You can make it secret, but in that case you'll have to remind me about the effects every so often.
You can make it secret, but in that case you'll have to remind me about the effects every so often.
Nation Background
Spoiler :
To better fit in as the ruler of your country, you will have a brief history of each country. I will update these... occasionally.