Rules
Stats
Every nation has a stats like this (example)
Ganoiwanda * honzas_cz
Leader: Urgil Batkona
Government: Chiefdom
Capital name: Ondili
Total income: 33 EPs (19 banked)
Confidence: Tolerating
Infrastructure: Efficient
Culture: Influential
Religion: 59% Bathni (state), 11% Kato, 2% Catholic
Army: 7 Axemen bands, 11 Warrior bands, 6 Bowmen bands, 1 Pistol-armed band
Navy: 18 Canoes, 10 Sails
Regions:
City of Ondili (Capital)
Industry: 8 of 8 (Gold)
Trade: 5 of 5 (Onondaga, Mohawk, Washington, Bot, +Market)
Size: 37 of 46 (+4+6+1)
Religion: 94% Bathni, 2% Kato, 1% Catholic
Resources: Gold (+2 income)
Structures: Market (3) (+trade), Temple to Hom (8) (+religion +size), Large Temple to Okindambur (+religion +culture)
Large Town of Bot
Industry: 6 of 6
Trade: 4 of 4 (Onondaga, Washington, Mohawk, +Market)
Size: 20 of 36 (+4+6+1+1)
Religion: 70% Bathni, 12% Kato
Resources: Copper (+size)
Structures: Market (3) (+trade), Temple to Okindambur (+religion +size)
Small Town of Im
Industry: 4 of 4
Trade: 3 of 3 (Ondili, +tobacco, +Market)
Size: 4 of 20 (+4+6)
Religion: 41% Bathni, 24% Kato, 17% Catholic
Resources: Tobacco (+trade)
Structures: Market (3) (+trade), Small Temple to Okindambur (+religion)
Small Village of Tang
Industry: 1 of 1
Trade: 2 of 2 (Onondaga, Washington, Mohawk, +Market)
Size: 4 of 10 (+4+6)
Religion: 60% Catholic, 32% Bathni, 4% Kato
Resources: Tobacco (+trade)
Structures: None
Nation/Leader
You can name your nation/leader with real name or fictive, doesnt matter. This name will represent your nation through years of challenge, peace, wars and times of incoming Europeans.
Government
You could take any government you have in your mind, but if it is fictive, you should send me (or write in history of your nation) the system of this government and its qualities and negatives.
Regions
Here are listed all regions you control. There are many informations you may know and manage.
If you want to found new settlement, you need 1 EP. It will start as a Colony.
Note that every tribe has it's settlement cap. Which allows you to have 3 settlement maximal at the time. You could improve this as you put EPs in some techologies to increase it.
(settlement level) (name) (capital yes/no)
- industry: (industry) of (industry max)
- trade: (trade) of (trade max)
- size: (current) of (next level size) (imigrated)
- religion: (precent) (religion)
- resources: (resource) (bonus)
- structures: (structure name) (bonus/type)
Settlement level this shows you how the settlement in this region is large. It will affect all stats of town as well as its income. Levels are:
Cost to improve means that you must spend as much EPs as there is mentioned to upgrade settlement to the next level. This value is in the entry on Size. Size also improves as citizens are coming to that settlement, so you get +x size per update based on culture of your nation. You can also put EPs into Size to fasten this act.
Name could be chosen by you.
Industry Generates EPs. One Industry point, one EP per Update. Industry can be improved for cost of the level of industry youre going on. So if you have Industry on level 2 and going on level 3, youll pay 3 EPs. Warning! You cant improve industry more than the settlement level can hold.
Trade Generates EPs. One Trade point, one EP per Update. Trade can be improved by Merchants, whose are going to a foreign town, so that they move on trade route which is possible. You must have Trade Agreement with the nation merchants are going and you could have only one trade route with one city of other nations. Warning! You cant improve your trade more than the settlement level can hold.
Others Generate EPs. One Other point, one EP per Update. Others are things like Capital +1, Resources also could gain some EPs. This is on MOD.
Income The total sum of all incomes. This number represents all the economy gained from this settlement.
Resource/Resource bonus Resource is randomely assigned to the region, also there couldnt be any. Resources could be traded or totally sold. Its on your own decision.
Structure You can build normal buildings imroving your town or nation and also you can build great wonders for 10s of EPs. But beware! You could only build as many buildings as settlement level allows.
Empire
In there you can see important info about your nation.
Total income This is total income of EPs per one Update. You can use all the EPs or you can use just a bit and keep others on later. You can decide what to do.
Confidence The value which shows you how much do your people trust you. They could love you and you could do anything with them or they could hate you and youll have problems with rebellions and civil wars. Be sure that your people are happy with you.
Rebellious > Brooding > Resentful > Tolerating > Respecting > Admiring > Loyal > Steadfast
Maximum without any advances is Resentful.
Infrastructure All the roads, bridges, etc. in your empire. You should keep them in good condition, they are the main thing to do the trade and also you are able to move your armies faster. If you have bad infrastructure, you people could be inconfident.
None > Minimal > Pathetic > Barely Acceptable > Fair > Good > Efficient > Very Efficient > Excellent
Maximum without any advances is Pathetic.
Culture The cultural power of your nation could be stronger than any army. If your nation has great culture you could better settle down on barbarian lands, also you can annex some barbarian towns which may want to join your great empire. Your culture could also affect other players.
Uncultured > Divided > Poor > Basic > Cultured > Infulential > Great > Overhelming
Maximum without any advances is Poor.
Military
Military:
Army: (unit) (strength)
Navy: (unit) (strength)
There you can see your army. Every unit has its own strength with which it is figuring in battles. Higher the strength, then higher the power is. You could buy any unit you wish, not just units listed, but you must send me discription of that unit and I will decide how much it will cost. Your units could also turn Veteran statement, if they have fought many battles, and they didnt die. This veterancy upgrades their strength.
Normal units:
Axemen Band (1) for 1 EP
Archers Band (1) for 1 EP
Canoe (1) for 1 EP
Other units:
Merchant for 2 EPs
Assasin for 3 EPs
Thief for 3 EPs
Also if you want to trade over seas you have to have canoes.
Merchants are used to start trade routes.
Assasin could be used to assasinate enemy leader or general to put the confidence of this nation down.
Thief could be used to steal technologies or plans to build some buidings, also he could steal some EPs from their treasury.
Advances
You could get any advance you want, but you should think wisely. If you want to research something, you should choose proper technology for this times. I will decide how much youll have to pay.
Example.
Researching Alphabet which total cost is 34 EPs. It is put in your advances queue like this:
Alphabet (0/34 EPs)
Now you can spend EPs to research it. If its maximum is reached, the technology is invented. Every technology has its bonus. So think wisely.
History and background
You should write something about your nation the start. How your nation got leaded by one leader ..... etc. just about starts. You also should write stories from your nation, which could have DRASTIC impact on the game. So write stories. (I havent said that those who will write stories will win, theyll just got better chances.)
Orders
Write orders as clear as possible, but dont write simple orders as Improve industry in Washington, write it nicer like this: As an order from Her Majesty Queen Elisabeth, build new modern factory in Washington. It should improve our industry in this region and bring work to our citizens.. (I know its hard to understand, but you should be able to.) First orders you should write are the orders where you are spending EPs like this:
-3EPs = Build factory in Washington (should improve industry)
As an order from Her Majesty Queen Elisabeth, build new modern factory in Washington. It should improve our industry in this region and bring work to our citizens.
And after all the orders that are spending EPs, write orders for army and other things.
Military = Move 3 Industrial Footmen (8) to the borders of Alaska
A new order was issued to the General Castros men. They should be moved onto the borders with Navajo and they should, as order also says, Defend it to the death. If an peace treaty will be signed, then they should go back to MacKenzie city to restore their ranks. President Washington
You dont have to write it like this, but its nice. If you have experience with NESes, then you know what to do. (Also you can correct mistakes. Im newbie in this. ...x)
Updates
They should be once a week. Youll have time since Monday to Friday to send orders. Friday will be always a deadline for orders. Then Ill make Update over week-end.
Addons to the rules
You could find some throughout the rules. These are important:
Battle System I use for this NES.
War Orders - Army dividing What you should write in your orders if you are in war.
Settlement size surplus You can find rules for enlarging cities here.