FarowNES02 REVIVED
Okay, I was thinking of some easy rules to do so if when I revived my old NES I could update it regularly and quickly! Added three different types of nations you can play as well. The main thing is wording it so people can understand. I will do a pre-BT update fastforwarded ten years so there will be little if any change to the map. Also, all that was revealed in the BT in the shroud has been changed so don't assume it will be the same. New Players are welcome. If you have any questions feel free to ask. Not to begin.
Rules
Nation Type
There are three different nation types city-state, nation-state and barbarian hordes. Your nation can change from different types depending on events in the game. Each different state has different rules. If you join the game as a new nation you either have to start out as a barbarian horde or city-state but you cannot start as a nation-state.
City-State: The main difference between city-states and nation-states is that they have no size stat. They are usually part of leagues or alliances with neighboring city-states. The best example currently will be Fizcat If there is a league or loose federation of city-states then they will be shown as one stat. If the City-State is fiercely independent like OTL Italian City-States they may have their own stats. To improve infrastructure they just multiply by 1 automatically. So if you want infrastructure level 4 it will cost 4 points.
Nation-States: These states are often the empires of the game. They usually have a strong united culture and government. Their size can range from small to a sprawling empire. These are the states that survived the early days as a city-state to rise to dominant particular regions.
Barbarian Hordes: These are people yet to become “civilized”. Their economy is nearly nonexistent and usual source of income is plunder. These people are wandering either for a home or treasures or both. They can wipe out entire populations and replace them with their own forming a nation-state or continue to rampage. They have no infrastructure or education stat if they are not in a fixed location. You can be on the move or launch raids from a base like Taruq does from the steps. If you are in a fixed location your economy will often remain weak until you develop into a nation-state. Now I made a (Not on the Move) option for nations like Taruq and the Vlakan. They are still limited economically and have to plunder to fill their coffers.
General Stat Descriptions
Name: Your Name
Nation Type: Your nation type which is described above.
Ages: This is the level of tech your nation is. You have no choice on how to reach the next age and are a random sequence of events that lead to it. Investing heavily in technology and knowledge does help to an extent though.
Bronze Age
Iron Age
Early Classical Age (OTL Early Rome)
Late Classical Age (OTL Late Rome)
Medieval Age
Cities: You can found cities and name them whatever you want. They cost 1 EP to found and will cause your population to increase drastically.
Population: This stat will be designed a number which you multiply the number you want to increase your education to. Having a lot of people and a low education number is not bad it just means it is very difficult to educate evenly across the population. A certain tech level (will not say at the moment) will make education cheaper. In the parenthesis are the number of people you have and how many follow a certain faith.
Pre-Classical Population
0-50,000 (1)
50,000-100,000 (2)
100,000-150,000 (3)
150,000-250,000 (4)
250,000-300,000 (5)
300,000-350,000 (6)
350,000-500,000 (7)
Classical Population
0-250,000 (1)
250,000-500,000 (2)
500,000-750,000 (3)
750,000-1,000,000 (4)
1,000,000-1,250,000 (5)
1,500,000-1,750,000 (6)
2,000,000+ (7)
Size: This stat you multiply the level you want to increase your infrastructure by. Many states will not be able to afford to increase their infrastructure in one turn. If a nation for instance has size 3 and wants to go to infrastructure 4 it will cost 12 points to increase. Very expensive for a reason. More developed states will begin the NES with a high infrastructure especially in the Terrian and Great Sea Regions.
Economy: Your economy will be all your special cities plus whatever economic bonuses I decide on. Projects can increase economy and decrease the economy depending on the amount of resources needed for the project. These resources are taken away from the normal and daily economic needs.
The number you have to spend is on the left this takes into account your bonus spending so don’t add it. On the right in parenthesis is the amount of money you are receiving without your special cities. These are called bonus points and will change drastically due to random events.
Upkeep: Most states will have one upkeep per turn to pay. However, larger empires may need to pay large sums of money to maintain often massive empires and borders. This stat is determined by me based on many factors.
Education: The same as infrastructure multiply your population number by the number you want to increase your education to.
Army: Your army. You are permitted to have more then one UU. The more you have the less special each one is. If you wish to give your troops special names you are also allowed. Please remember to state where all troops are located at the end of the update.
1 EP for 1000 infantry
1 EP for 500 UU
1 EP for 500 cavalry
Navy: Same as the army except ships. Give a zone of control for your fleet or positions of your fleet in your orders.
-1 EP for 5 ships
-1 EP for 1 UU
Projects: Can be anything you want to improve your nation. Building grand wonders will take a lot of time but gain a nation-state a lot of cultural influence and far wide popularity.
Description/Culture: A little blurb on your nation’s failures and accomplishments. It also describes how influential your nation’s culture is. This can be used as a gauge to measure if you can alter NPCs or PCs policy on matters. The more influential you are in a nation the more powerful your control over them is. Vassals and dependencies will emerge and will be listed on the front page below your stats.
Nation-State Stats
Name:
Nation Type: Nation-State
Age:
Cities:
Economy:
Size:
Population:
Upkeep:
Education:
Infrastructure:
Army:
Navy:
Projects:
Description/Culture:
City-State Stats
Name:
Nation Type: City-State
Population:
Economy:
Upkeep:
Education:
Infrastructure:
Army:
Navy:
Projects:
Description/Culture:
Barbarian Horde Stats
(On the Move)
Name:
Nation Type:
Age:
Population:
Economy:
Army:
Navy:
Projects:
Description/Culture:
(Not on the move)
Name:
Nation Type: Barbarian-State
Age:
Cities:
Economy:
Size:
Population:
Upkeep:
Education:
Infrastructure:
Army:
Navy:
Projects:
Description/Culture:
Map Icons
Special Cities
Losing a Special City will be a big hit to your economy. If a major city is lost it can cause instability and collapse for a government. These are more likely to happen with the loss of blue or green cities. All three cities the more you control the more influence your nation will have over others.
Red Cities: Important centers of trade for a nation
Blue Cities: Centers of Culture
Green Cities: Centers of Religion
White Rimmed Cities: Nation's capital
V-shaped Icons: Mountains
Light & Dark Grey: Semi-organized peoples not quite any of the three nation types yet. They are harder to conquer then white space.
Update
Each update will cover 25 years. With a mini-BT (50 years) every 5 updates.
Random Events The update will go through each nation. Then I am adding a random events section which will be pretty benign usually but occasionally can be extremely beneficial or devastating.
Orders
I like clear and concise orders. I prefer if order sets are divided into three sections spending, domestic and military with stats. I also would like troop and naval positions included as mentioned before. They do not need to be lengthy just as long as they have the basics. Please send them in on time but I am pretty relax on due dates. Ask me for more time if you need it though.
Order template for those not sure about orders. Make sure you include your nation's name in the title.
Okay, I was thinking of some easy rules to do so if when I revived my old NES I could update it regularly and quickly! Added three different types of nations you can play as well. The main thing is wording it so people can understand. I will do a pre-BT update fastforwarded ten years so there will be little if any change to the map. Also, all that was revealed in the BT in the shroud has been changed so don't assume it will be the same. New Players are welcome. If you have any questions feel free to ask. Not to begin.
Rules
Nation Type
There are three different nation types city-state, nation-state and barbarian hordes. Your nation can change from different types depending on events in the game. Each different state has different rules. If you join the game as a new nation you either have to start out as a barbarian horde or city-state but you cannot start as a nation-state.
City-State: The main difference between city-states and nation-states is that they have no size stat. They are usually part of leagues or alliances with neighboring city-states. The best example currently will be Fizcat If there is a league or loose federation of city-states then they will be shown as one stat. If the City-State is fiercely independent like OTL Italian City-States they may have their own stats. To improve infrastructure they just multiply by 1 automatically. So if you want infrastructure level 4 it will cost 4 points.
Nation-States: These states are often the empires of the game. They usually have a strong united culture and government. Their size can range from small to a sprawling empire. These are the states that survived the early days as a city-state to rise to dominant particular regions.
Barbarian Hordes: These are people yet to become “civilized”. Their economy is nearly nonexistent and usual source of income is plunder. These people are wandering either for a home or treasures or both. They can wipe out entire populations and replace them with their own forming a nation-state or continue to rampage. They have no infrastructure or education stat if they are not in a fixed location. You can be on the move or launch raids from a base like Taruq does from the steps. If you are in a fixed location your economy will often remain weak until you develop into a nation-state. Now I made a (Not on the Move) option for nations like Taruq and the Vlakan. They are still limited economically and have to plunder to fill their coffers.
General Stat Descriptions
Name: Your Name
Nation Type: Your nation type which is described above.
Ages: This is the level of tech your nation is. You have no choice on how to reach the next age and are a random sequence of events that lead to it. Investing heavily in technology and knowledge does help to an extent though.
Bronze Age
Iron Age
Early Classical Age (OTL Early Rome)
Late Classical Age (OTL Late Rome)
Medieval Age
Cities: You can found cities and name them whatever you want. They cost 1 EP to found and will cause your population to increase drastically.
Population: This stat will be designed a number which you multiply the number you want to increase your education to. Having a lot of people and a low education number is not bad it just means it is very difficult to educate evenly across the population. A certain tech level (will not say at the moment) will make education cheaper. In the parenthesis are the number of people you have and how many follow a certain faith.
Pre-Classical Population
0-50,000 (1)
50,000-100,000 (2)
100,000-150,000 (3)
150,000-250,000 (4)
250,000-300,000 (5)
300,000-350,000 (6)
350,000-500,000 (7)
Classical Population
0-250,000 (1)
250,000-500,000 (2)
500,000-750,000 (3)
750,000-1,000,000 (4)
1,000,000-1,250,000 (5)
1,500,000-1,750,000 (6)
2,000,000+ (7)
Size: This stat you multiply the level you want to increase your infrastructure by. Many states will not be able to afford to increase their infrastructure in one turn. If a nation for instance has size 3 and wants to go to infrastructure 4 it will cost 12 points to increase. Very expensive for a reason. More developed states will begin the NES with a high infrastructure especially in the Terrian and Great Sea Regions.
Economy: Your economy will be all your special cities plus whatever economic bonuses I decide on. Projects can increase economy and decrease the economy depending on the amount of resources needed for the project. These resources are taken away from the normal and daily economic needs.
The number you have to spend is on the left this takes into account your bonus spending so don’t add it. On the right in parenthesis is the amount of money you are receiving without your special cities. These are called bonus points and will change drastically due to random events.
Upkeep: Most states will have one upkeep per turn to pay. However, larger empires may need to pay large sums of money to maintain often massive empires and borders. This stat is determined by me based on many factors.
Education: The same as infrastructure multiply your population number by the number you want to increase your education to.
Army: Your army. You are permitted to have more then one UU. The more you have the less special each one is. If you wish to give your troops special names you are also allowed. Please remember to state where all troops are located at the end of the update.
1 EP for 1000 infantry
1 EP for 500 UU
1 EP for 500 cavalry
Navy: Same as the army except ships. Give a zone of control for your fleet or positions of your fleet in your orders.
-1 EP for 5 ships
-1 EP for 1 UU
Projects: Can be anything you want to improve your nation. Building grand wonders will take a lot of time but gain a nation-state a lot of cultural influence and far wide popularity.
Description/Culture: A little blurb on your nation’s failures and accomplishments. It also describes how influential your nation’s culture is. This can be used as a gauge to measure if you can alter NPCs or PCs policy on matters. The more influential you are in a nation the more powerful your control over them is. Vassals and dependencies will emerge and will be listed on the front page below your stats.
Nation-State Stats
Name:
Nation Type: Nation-State
Age:
Cities:
Economy:
Size:
Population:
Upkeep:
Education:
Infrastructure:
Army:
Navy:
Projects:
Description/Culture:
City-State Stats
Name:
Nation Type: City-State
Population:
Economy:
Upkeep:
Education:
Infrastructure:
Army:
Navy:
Projects:
Description/Culture:
Barbarian Horde Stats
(On the Move)
Name:
Nation Type:
Age:
Population:
Economy:
Army:
Navy:
Projects:
Description/Culture:
(Not on the move)
Name:
Nation Type: Barbarian-State
Age:
Cities:
Economy:
Size:
Population:
Upkeep:
Education:
Infrastructure:
Army:
Navy:
Projects:
Description/Culture:
Map Icons
Special Cities
Losing a Special City will be a big hit to your economy. If a major city is lost it can cause instability and collapse for a government. These are more likely to happen with the loss of blue or green cities. All three cities the more you control the more influence your nation will have over others.
Red Cities: Important centers of trade for a nation
Blue Cities: Centers of Culture
Green Cities: Centers of Religion
White Rimmed Cities: Nation's capital
V-shaped Icons: Mountains
Light & Dark Grey: Semi-organized peoples not quite any of the three nation types yet. They are harder to conquer then white space.
Update
Each update will cover 25 years. With a mini-BT (50 years) every 5 updates.
Random Events The update will go through each nation. Then I am adding a random events section which will be pretty benign usually but occasionally can be extremely beneficial or devastating.
Orders
I like clear and concise orders. I prefer if order sets are divided into three sections spending, domestic and military with stats. I also would like troop and naval positions included as mentioned before. They do not need to be lengthy just as long as they have the basics. Please send them in on time but I am pretty relax on due dates. Ask me for more time if you need it though.
Order template for those not sure about orders. Make sure you include your nation's name in the title.