Ekolite
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EkoNES: Fall from Heaven
Concept
Welcome to EkoNES, the third Fall from Heaven based NES.
EkoNES begins around 100 years after the end of the Age of Ice. Mulcarn fell in an explosion of icy blizzards which swept across Erebus, annihilating the Amurite, Doviello and Illian Empires, and scattering their people. But of course, it had to get worse before it could get better, and when the blizzards, which lasted for three and a half years, finally cleared, Erebus was a new world. During the next 100 years the land began to thaw, and people and animals emerged from their cave homes, blinking their eyes in the harsh light of Morning. The Age of Rebirth had begun.
In EkoNES players will each play a faction from the Fall From Heaven 2 mod for Civilization 4. As such all players are expected to have a reasonable amount of knowledge about the setting. EkoNES will revolve around diplomacy and short stories, both from the players and the moderator (Game Master). Players may modify their faction away from the cannon lore of that nation if they wish to, as long as the absolute basics are the same. For example, you can have a Bannor republic, as opposed to a Theocracy, but your population may not be made up of elves. The Bannor are a human nation. For further examples, see Immaculate's excellent series of stories based on his Amurite Empire in FFHNES 1. The idea is that each player is role-playing a leader (or collection thereof) who is leading their civilization to greatness after the retreat of the ice after the Age of Mulcarn.
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Players will need to be committed, as occasional short stories are expected and provide bonuses to your nation. Players need to be able to send orders every week, as updates will be weekly. Players that do not send orders are at risk of being replaced if such behaviour continues.
There is going to be a slight learning curve for players, particularly ones that were not involved in the previous NESes, however if you are willing to give the time to understand the rules and mechanisms of the game I think you will find EkoNES an enjoyable experience.
The Map
Spoiler Terrain Map :

Spoiler Political Map :

The coloured regions show the starting locations of my NPC's. You may now choose a region to be your home region, which is where you capital settlement will be. This can be changed at a lter date if required. I reserve the right to move you to preserve game balance.
Cultural Stability
Cultural Stability is a very broad concept. It represents the strength and unity of your culture as a whole. It is increased by anything that helps bind your people together and decreased by anything that draws them apart into seperate factions.
Having a strong culture can inspire your lands to revolt or mobilise against an enemy, whereas if the conquering nation has a much higher Culture level then the lands they are oppressing, people there are more likely to allow themselves to be subjugated and assimilate into the aggressor's culture. This is the main effect of Culture, although it has many other lesser effects too. Culture can be increased with ''Culture Buildings'' such as Temples, Artist Studios and Gardens.
Culture provides an alternate route to military conquest to become a great nation, as a highly cultural nation will be a fairly unattractive target for conquest.
The average of culture and government approval +50% gives the regional Stability stat.
Government Approval
This has similar effects to Culture, however the effects and causes of it are more short term. Obviously, some groups of people are going to approve of the Government's actions more then others, so you can assume this rating is an average value.
Player's Average Government Approval will be public knowledge. Where each player is on the scale will be displayed in the public stats section of the thread.
Hate-Disgust-Disillusion-Indifference-Approval-Admiration-Worship
This rating effects things like Troop Morale and Random Events among other things, and can be increased by complying with Targets or requests set by the people, buildings like Inns and Public Baths and the general Actions of the player.
Workforces
Workforces are a balance mechanic essentially, which forces the player to make certain choices. Many improvements and buildings require a workforce to be ''bought'' as well as the base cost of the actual improvement. The cost of workforces increases fairly quickly with every workforce you buy, which effectively limits the amount of buildings or improvements you can build in the settlement.
Many players may want to specialise certain regions to take advantage of a rare resource found in that area, this could mean that they would have to forgo potentially important region upgrades, such as infirmaries and temples.
Productivity
Unlike both of it's predecessors, Production capability, or ''Productivity'', is going to be a national stat. This means that it is contributed by via buildings and events, and can be spent anywhere in the Empire. Productivity can never be stored. Productivity can be spent on buildings, projects and other things, if you do not have enough production to build it in one turn you can invest point into a Construction project and finish it in later turns. All buildiings also have a gold cost that must be payed fully in one turn. Production can be provided by Buildings like Smithies, Improvements like mines, events and specialists.
Tax Rate
EkoNES will allow for variable tax rates. The 5 categories of tax are:
Very light: Domestic Commerce Income multiplied by -50%. 10% Approval Increase
Light: Domestic Commerce Income multiplied by -25%. 5% Approval Increase.
Normal: No Change, Standard Tax Rate
Heavy: Domestic Commerce Income multiplied by 25%. 7.5% Approval Decrease.
Very Heavy: Domestic Commerce Income multiplied by 50%. 15% Approval Decrease.
Amounts of gold gained or lost from improvements are rounded up. Running light taxes regularly can increase your Culture rate, whereas running high taxes regularly can decrease it.
The Very Heavy and Very Low Tax options are unavailable until the ''Currency'' tech.
I may change the Tax mechanic so that it runs on a formula, what this would basically do is allow a player to choose the tax rate specifically, so things like +40%, or -25% would be possible, and provide the appropriate increase/decrease in Approval.
Resources and Trade
Gaining Resources, Natural and Manufactured
Many settlement upgrades (improvements and buildings) provide a resource as part of their effect. Improvements have a basic, non-resource-providing version, which provides some effects, such as food for a farm or productivity for a mine. These require a workforce to run. However, if you were to add an additional workforce to the improvement, let's say it's a mine, you could specialise it to produce a minable resource available in the region. You will know what is available before hand, as all regions have a certain amount of natural resources. If there is a choice of two mineable resources, you can choose which one you want (you can always specialise another mine to mine the other). Let's say you pick gold to specialise the mine as. You will now have a ''gold'' resource listed in the resources and trade section of your statsheet, which provides 5% extra gold per turn. Resources provide their benefit in all settlements you control, so in reality the gold is providing 5% extra gold in every settlement you own, every turn. There are many, many resources available in EkoNES, each with a stat box that can slide neatly into your resource sheet when you acquire it.
Many buildings also provide a resource. However, these usually require you to own a resource (either by producing it yourself or importing it). Continuing with the above example, you may now want to build a Jeweller's Workshop, allowing you to create gold jewellery. Luckily, you have recently made a discovery that allows the construction of these buildings, so you go ahead and build one, also training a workforce to run it. (as this is a building, it only needs one workforce, not two). To make gold jewellery, the jeweller uses gold. This halves the effect of the gold to 2.5% gold. Resources have their effects halved when they are either converted into something else, or exported elsewhere. Anyway, you now also get a Gold Jewellery resource, which provides 10% gold and 3% approval in each of your settlements. So in total, you now have 12.5% gold and 3% approval, a big increase from the raw Gold resource's original output.
Specialising more mines as Gold mines will provide you with more gold resources, resource effects stack so with every extra resource that's 5% more gold all over. Having another gold resource available allows you to build another Jeweller's Workshop (in another settlement, you can't have more then one of the same building in a single settlement), which would let you convert another instance of gold into gold jewellery, netting you a bunch more money. An instance of a resource being used to manufacture something else cannot be exported elsewhere, although you could always export a third instance of gold if you couldn't build any more jewellers.
Import and Export
Trade is important in EkoNES, in fact it is crucial. If you have a trade route (more on them later) with another player you can trade resources with them. You do not lose the effects of the resource you export, but the effect is halved. However, your trade partner will get the full, 100% effect of the resource you are giving them. Likewise (assuming you have a neutral economy), you will get the full effect of the resource they are exporting to you, so overall, you get more goodies if you're trading.
Economy types
You can choose how tightly you control trade in your nation. You do this by choosing to have a ''Closed'' economy, which assumes that your government strictly controls what goods your people have access to, as well as similar things such as immigration, an ''Open'' economy, which assumes you have very little control over these things, or a ''Neutral'' economy, which assumes you do keep some tabs on what comes in and out of your nation, but not so strictly that trade can't flourish. The effects of the various economy types are:
Closed: All imported resources have their effects multiplied by 0.5, the cost of conducting an espionage mission against you is divided by 0.5. All settlements provide 40% extra espionage points.
Neutral: No effect
Open: All imported resources have their effects multiplied by 2, the cost of conducting espionage missions against you is divided by 2. All settlements provide 10% extra gold.
Also, your economy type dictates how explicit your public stats are. Economy types provides the player with an interesting choice to make, should you adopt an Open economy and let free trade fill your coffers to the brim, or should you adopt a Closed economy and protect your secrets from the watchful eyes of your enemies. Changing your economy type causes temporary instability, and imported resources provide no effect at all on the turn you switch.
Trade Routes
In EkoNES trade routes work very differently from how they worked in its predecessors. Traderoutes need to be established between two players, who both pay a certain amount of gold. The price for a new traderoute increases depending on how many the player already has, and how long the trade route will be. The trade route can be across land once ''Caravans'' have been discovered, and across the sea once ''Merchant Fleets'' have been discovered. Traderoutes have a limit of how many resources can be traded across it, and they can be upgraded to allow for more. Once a route is established, the two factions are linked and they can exchange as many resources as the level of the route allows, having a route between them also allows them to exchange Gold, food or productivity. There will be a map showing the traderoutes of Erebus, which can be disrupted and pillaged by the nasties of the world. For this reason, you should try to make sure you can defend the route. On the first turn that a resource crosses a traderoute they do not provide any effect, this is to encourage people not to change them every turn, which is annoying for everyone. Also, if a traderoute was for some reason interrupted, on the first turn after the resources do not provide an effect, as it takes a while for large numbers of merchants to build up the confidence to make the journey again. If no resources cross a traderoute for a few turns the route can dissapear, and a new one would have to be established if the two players wanted to trade again.
Land Routes:
Beaten Track: 2 resource limit
Stone Road: 4 resource limit (requires a stone resource)
Highway: 6 resource limit (requires a stone resource)
Sea Routes:
Small merchant fleet: 3 resource limit
Large merchant fleet: 6 resource limit
Discoveries
Making discoveries is how your nation progresses and develops technologically. Generally you can't really control what your people discover, but having more research points banked increases the chance of discovering something. All discoveries have a ''research cost'' which is how many research points it costs to make a basic idea, such as a metal lock, a reality. When the discovery is made, it's cost will be deducted from your stockpiled points. Quite often, you will make discoveries based on what you have been focusing on lately. For example, if you've just built a load of farms, then you have a load of farmers, and one of them is bound to notice sooner or later how he water collects in a ditch at the bottom of his plot which he can use to water his crops during the dry season, and has the idea that maybe, if someone could dig a few more ditches, everyone would have enough water and the harvest would be better for everyone. Thus, irrigation ditches are born.
However, continuing with my theme of player creation, the players can send me ideas for discoveries that they would like to make, with some possible effects, such as a new civic or building (note: individual discoveries provide less benefits then techs do in FFHNES). You will have to pay a small amount of gold for this privilege, but I will then balance the discovery and at some point in the near future, usually as soon as you can meet the tech point cost, you will discover it. Players are expected to do this fairly often, and should be inventive. If you want to improve your mining, do a little research into ancient to medieval mining techniques and draw inspiration. Alternately, you could make up your own way of improving mine output, but these must be realistic and believable. Player-designed discoveries will not usually be discovered independently by another player, but they can get their hands on the knowledge in other ways. (See Discovery Spread)
I have a few ideas mapped out for discoveries throughout the game, but the majority will be designed on the spot, and either provide new things or improve old ones. I'm sure that some of you are a bit dubious about the effects this will have on game-balance, but I stand by my belief that it will only increase balance. For example, if espionage has proven to be over-powered, I can prevent discoveries providing more espionage points, and I could throw in a new one that provides a building reducing the number of espionage points you get in exchange for providing another benefit. I could not do this if I had a player teching quickly up the espionage line, getting more and more goodies and unbalancing the game.
Whenever you want to create a new civic, unit, building, or mage spell, you have to do it as a custom discovery.
Discovery Spread
Discoveries cannot be traded in EkoNES. Not ever. However, occasionally players will simply receive discoveries from their neighbours, this is the result of traders and immigrants bringing knowledge with them to your people, similarly you can get a certain amount of research points towards a discovery, which reduces the amount of research points you have to save to research the discovery, and makes you more likely to discover it when you do have enough points. Discoveries are more likely to leak in this way depending on how open your economy is, and are more likely to spread to plyers you have traderoutes with.
Agents can infiltrate (or simply visit) another player's settlement, for a price in espionage points, and hopefully come back with some knowledge. The more points you pay the more likely you are to steal a discovery, or research points towards one. This isn't necessarily a hostile action, and you could choose to allow your allies' agents to visit your settlements for this purpose. However, it may not be successful, particularly if the settlement has counter-espionage buildings, or the target spent espionage points to try to catch enemy infiltrators.
Random Discovery
Occasionally you will simply make a discovery without any research or experimentation, meaning that you don't even pay research points for them. The entire discovery system is meant to make technological development seem more random and spontaneous, which I think is much more realistic then a gamey tech tree.
Fertility
Every region has a fertility rating. This is basically a multiplier that is added to the output of farms so that farms in highly fertile areas produce more food then farms in less fertile areas. The base output of a standard farm is, at the moment, 10 food per turn, fertility can reach as high as 200% and as low as 0%.
Not every region has to be hugely fertile, areas low in fertility often have other benefits such as high mineral wealth, which could net you a gold resource for example. Other regions can act as a breadbasket and produce food for these regions. There are also other ways to produce food that are unaffected by fertility. In particularly fertile regions, farms will almost always be the best way to produce food, which is vital to feeding and growing your population.
Fertility can decrease as a result of over-farming, and can increase or decrease as a result of buildings, projects, rituals, events, etc etc.
Making your Faction Unique
All factions start off equal, but you are generally rewarded for making yours unique. This can be done in a variety of ways.
Stories
Short stories provide information about what life is like in your nation amongst other things. They don't have to be hugely long, although the longer they are the better. You will occasionally get a small cultural stability bonus for stories, but don't expect it all the time. A player that puts particular effort into stories and orders will be slightly less likely to receive bad events.
Unique Buildings and Units
These help provide additional flavour for your nation. They must be equal to their replacement building, and must replace another building or unit (some possible exceptions). Basically, they can provide additional benefits for a higher cost, or different and equal benefits for the same cost.
Civics
Like both of the previous FFH based NESes, EkoNES will use ''civics'' to represent the government of the nations. Each nation starts with only two civics, but this is increased to three and then four at certain techs.
For civics, I have decided that they will be predominantly player-designed. I want to allow for as much free will as possible. There will be various generic ones at certain technologies, but mainly they are a method for the player to design their civilisation.
Players will design a civic that they want, with some suggested benefits and penalties. All civics must have both pros and cons, and the size of the benefit is directly linked to the size of teh penalty. Some civics I will disallow due to tech levels, you cannot have a theocracy without relevant Priesthood related techs, but you could have something like ''Shamanism''. As your culture develops you may switch your civics to the standardised ''Theocracy'' civic, as well as a unique ''God-fearing'' civic that provides extra benefits to priest specialists and increases production by 10% but makes high crime levels (sinners), and other religions cause greater culture penalties.
Civics can be anything at all that describes and makes your civilization unique.
All Player created civics must fit with the FFH theme. They are all specific to the player that created them, although similar civics for different players are allowed. You should bear in mind how developed your people are when designing a civic, although I am prepared to be slightly lenient with this.