uknemesis
The Nemesis
- Joined
- Jan 16, 2002
- Messages
- 2,293
Strange events, predicted only by a mad priest, have altered the course of European history.
The year is 1800, and Napoleon rules France with an iron fist. Otto von Bismarck, born decades before he should have, rules Prussia with just as much strength.
The Duke of Wellington has sworn to lead Britain to glory once more. And King Phillip II has ascended to the Spanish throne in a weird rising from the dead.
Austria is led by a famous German scientist, who is known world wide for his Theory of Relativity. Albert Einstein just hopes he can be as successful as a ruler. The Byzantines are rising again under their leader Emperor Barborossa, who was only a general of that Empire but now commands it.
Rome's Julius Caesar has usurped control, and now strives to rule an Empire again.
Peter the Great has risen to command Russia once more, and put an end to the threats to his nation. Hannibal, Rome's greatest enemy, has mounted his elephant once more to control Carthage.
In Sweden, Gustavus Adolphus has taken power, and swears to do as well as he did the last time he ruled.
What strange magic has brought all these powerful leaders together is unknown, but it seems that they have their work cut out for them.
But as the storm gathers over Europe, can these great rulers maintain peace, or will the temptation of war for men who know it so well prove too great?
AIM OF THE NES: You must control 7 of the 10 capitals.
COSTS AND INCOME
Provinces bring in 3 gold per turn. Dockyards, barracks, towns and cities bring in 5 gold per turn.
You can upgrade a province to a town for 5 gold. Barracks and dockyards may only be built in a town, and cost 10 gold each. You may only upgrade to a city from a town that has either a barracks or a dockyard in it, and this costs 15 gold.
Towns give a -1 modifier to all attacks on them. Barracks and dockyards give a -2 modifier to all attacks on them. Cities give a -3 modifier to all attacks on them.
Armies cost 3 gold and can move one province per turn. Fleets cost 5 gold and can move one sea per turn.
Armies can't attack as soon as they are built, and fleets can't be used for transporting to hostile provinces on the turn it is built.
Armies can board and disembark without any movement cost. However, if the fleet has to move while the army is on board, then the army may not disembark until the next turn.
All enemy fleets must be sunk before troops can be landed, even if onto your own province(for example, all French fleets would have to be sunk in C if Britain was at war with France and trying to move troops to Province 10).
Fleets and armies CAN move in their first turn, just not to attack.
Fleets from different nations can co-exist in a sea, but armies of different nations CANNOT co-exist in a province due to the tensions and mistrust of the time.
THERE IS A BANKING LIMIT OF 10 GOLD. Sending money to someone, whether to buy a province, send them aid or buy peace(or war if you want to bribe someone to attack) is added to their next turn's money, as if you banked it for them. It cannot exceed their banking limit with what they have banked already.
COMBAT AND CLAIMING PROVINCES
You can move an army into an unclaimed province and pay 3 gold to claim it.
When you attack an enemy, if you succeed the province becomes a disputed province, one which is yours but can only be claimed at a cost of 10 gold while still at war, or for 3 gold as normal if you make peace with its last owner. Disputed provinces don't bring in any income until they are claimed.
When armies of two nations try to take the same province, they automatically fight due to the tensions between nations. These skirmishes should rarely cause war however, unless it is over the claimed land itself. Only if one side has orders not to fight to take it over does combat not occur.
In combat, units roll two 6 sided dice each. On a roll of 7 or under, they kill an opposing unit. Each unit has only one shot, and if there are any defenders left at the end, then the attackers retreat. If all the defenders are dead, and there is at least one attacking army left, the attacker takes the province(it becomes "disputed"). If it is an unclaimed province, then the side with the fewer armies remaining retreats. In a sea, it stays as it is.
Defenders also have militia. Normal militias have to roll 5 or under to kill. Your capital militia has to roll 7 or under to kill.
Militias count as defenders, and have to be killed to take a province.
NATIONS
Britain[The Duke of Wellington](Gruban)
Capital 6(London)
France[Emperor Napoleon Bonaparte](Poto)
Capital 9(Paris)
Spain[King Phillip II](Revolutionairy)
Capital 16(Madrid)
Carthage[Hannibal](Dexter)
Capital 25(Carthage)
Rome[Julius Caesar](Kennelly)
Capital 29(Rome)
Prussia[Otto von Bismarck](Demetrias)
Capital 37(Berlin)
Austria[Albert Einstein](RoddyVR)
Capital 41(Vienna)
Byzantium[Barborossa](The Troquelet)
Capital 48(Constantinople)
Russia[Tsar Peter I](Jason the King)
Capital 61(Moscow)
Sweden[King Gustavus Adolphus](Toasty)
Capital 69(Stockholm)
MAP(AS OF TURN 13, or 1813)
Of course, everyone has 5 gold to begin with.
I think I've covered everything. If you have any questions, ask!
Good luck all!
Nemesis
LINK: http://www.civfanatics.net/uploads/uknesiii13.jpg
The year is 1800, and Napoleon rules France with an iron fist. Otto von Bismarck, born decades before he should have, rules Prussia with just as much strength.
The Duke of Wellington has sworn to lead Britain to glory once more. And King Phillip II has ascended to the Spanish throne in a weird rising from the dead.
Austria is led by a famous German scientist, who is known world wide for his Theory of Relativity. Albert Einstein just hopes he can be as successful as a ruler. The Byzantines are rising again under their leader Emperor Barborossa, who was only a general of that Empire but now commands it.
Rome's Julius Caesar has usurped control, and now strives to rule an Empire again.
Peter the Great has risen to command Russia once more, and put an end to the threats to his nation. Hannibal, Rome's greatest enemy, has mounted his elephant once more to control Carthage.
In Sweden, Gustavus Adolphus has taken power, and swears to do as well as he did the last time he ruled.
What strange magic has brought all these powerful leaders together is unknown, but it seems that they have their work cut out for them.
But as the storm gathers over Europe, can these great rulers maintain peace, or will the temptation of war for men who know it so well prove too great?
AIM OF THE NES: You must control 7 of the 10 capitals.
COSTS AND INCOME
Provinces bring in 3 gold per turn. Dockyards, barracks, towns and cities bring in 5 gold per turn.
You can upgrade a province to a town for 5 gold. Barracks and dockyards may only be built in a town, and cost 10 gold each. You may only upgrade to a city from a town that has either a barracks or a dockyard in it, and this costs 15 gold.
Towns give a -1 modifier to all attacks on them. Barracks and dockyards give a -2 modifier to all attacks on them. Cities give a -3 modifier to all attacks on them.
Armies cost 3 gold and can move one province per turn. Fleets cost 5 gold and can move one sea per turn.
Armies can't attack as soon as they are built, and fleets can't be used for transporting to hostile provinces on the turn it is built.
Armies can board and disembark without any movement cost. However, if the fleet has to move while the army is on board, then the army may not disembark until the next turn.
All enemy fleets must be sunk before troops can be landed, even if onto your own province(for example, all French fleets would have to be sunk in C if Britain was at war with France and trying to move troops to Province 10).
Fleets and armies CAN move in their first turn, just not to attack.
Fleets from different nations can co-exist in a sea, but armies of different nations CANNOT co-exist in a province due to the tensions and mistrust of the time.
THERE IS A BANKING LIMIT OF 10 GOLD. Sending money to someone, whether to buy a province, send them aid or buy peace(or war if you want to bribe someone to attack) is added to their next turn's money, as if you banked it for them. It cannot exceed their banking limit with what they have banked already.
COMBAT AND CLAIMING PROVINCES
You can move an army into an unclaimed province and pay 3 gold to claim it.
When you attack an enemy, if you succeed the province becomes a disputed province, one which is yours but can only be claimed at a cost of 10 gold while still at war, or for 3 gold as normal if you make peace with its last owner. Disputed provinces don't bring in any income until they are claimed.
When armies of two nations try to take the same province, they automatically fight due to the tensions between nations. These skirmishes should rarely cause war however, unless it is over the claimed land itself. Only if one side has orders not to fight to take it over does combat not occur.
In combat, units roll two 6 sided dice each. On a roll of 7 or under, they kill an opposing unit. Each unit has only one shot, and if there are any defenders left at the end, then the attackers retreat. If all the defenders are dead, and there is at least one attacking army left, the attacker takes the province(it becomes "disputed"). If it is an unclaimed province, then the side with the fewer armies remaining retreats. In a sea, it stays as it is.
Defenders also have militia. Normal militias have to roll 5 or under to kill. Your capital militia has to roll 7 or under to kill.
Militias count as defenders, and have to be killed to take a province.
NATIONS
Britain[The Duke of Wellington](Gruban)
Capital 6(London)
France[Emperor Napoleon Bonaparte](Poto)
Capital 9(Paris)
Spain[King Phillip II](Revolutionairy)
Capital 16(Madrid)
Carthage[Hannibal](Dexter)
Capital 25(Carthage)
Rome[Julius Caesar](Kennelly)
Capital 29(Rome)
Prussia[Otto von Bismarck](Demetrias)
Capital 37(Berlin)
Austria[Albert Einstein](RoddyVR)
Capital 41(Vienna)
Byzantium[Barborossa](The Troquelet)
Capital 48(Constantinople)
Russia[Tsar Peter I](Jason the King)
Capital 61(Moscow)
Sweden[King Gustavus Adolphus](Toasty)
Capital 69(Stockholm)
MAP(AS OF TURN 13, or 1813)

Of course, everyone has 5 gold to begin with.
I think I've covered everything. If you have any questions, ask!
Good luck all!
Nemesis
LINK: http://www.civfanatics.net/uploads/uknesiii13.jpg