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Old Feb 20, 2009, 01:05 PM   #1
Milarqui
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Location: Granada, Andalucía, España, Europa
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MilarNES: Birth of A Civilization

This is my first NES, and I have to say that I am not very sure if this is going to work actually, but I am going to do my best in this matter.

This is mostly based on CrezNES: ARTOR, which is the NES I have enjoyed the most so far, but I have also added a few ideas of my own.

This is a fresh start NES, that is, one where there are no established nations at this moment. The map to be used is going to be the normal Earth map.

You will have to pick out a place to start from. Remember that you are only going to start with one city (or cave, as you will be starting with a group of cavemen).

The climate and such of this planet will be very similar to this Earth, so there won't be any problem on that part.

Stat Template and Explanations:
Spoiler:
Stat Template:
Tartessos / Milarqui
Government: Monarchy
Capital: Tartes
Age: Iron Age
Colour: Dark Green
EC: 17/6 (-2 upkeep)
Army: 5 Swordsmen, 3 Archers, 2 Riders, 2 Guerrillas (6)
Navy: 4 Galleys, 1 Oar-Ship, 1 Colony Ship (7)
Air:
Spies: Trist (3)
Culture: 10
Religion: Gaianism (50%)
Researching: Alphabet (5/15)
Completed Research: Stone Age, Archery, Bronze Melting, Calendar, Sailing, Writing, Iron Melting
Projects:
Wonders: Temple of Gaia (gives +3 gold, +3 culture, reduces chances of cultural flip) (12/20)
Land UU: Guerrilla: soldier trained to ambush and make sneak attacks against unprepared enemies and supply trains. 1 EC
Sea UU: Colony Ship: a special vessel that allows you to bring colones to other places and establish new cities and trade ports, but has no true weapons in it, making it quite a weak enemy. 1 EC.
Air Force UU:

Government

Just invent your own idea of a government, but always with a name that can be linked to some known government (you can call it “Personal Dominion of the God-Emperor”, just as long as it is clear that it's the fancy name you give to “Monarchy”). A change of government might require a good story in which you expose your thoughts on how it would change and why, else it might cause you a temporal loss of EC.

Capital

It's your first city and the most important one of your nation. If an attack makes you lose your capital, your income will reduce in a 25% (to make up for the loss of bureaucracy and such), but your army and navy quality will raise 1 point (the soldiers are wishing to take the capital city of their nation back from the enemy, and will do the best to defeat them).

Age

You advance age when you first research one of the techs of that age, but this can't be done until you have researched at least 2/3 of the techs in your current age and all the techs in the age before. The Ages will be as it is:
Stone Age - Bronze Age - Iron Age - Classical Age - Dark Ages - Middle Ages - Renaissance - Age of Enlightenment - Industrial Age - Modern Age - Contemporary Age - Future Age

Color

The color that identifies your territories in the map.

EC

EC is the economical capacity of your nation. In 17/6 (-2 upkeep) the first number tells you how much EC you win per turn. The second number says how much EC you have stored in your Treasury. The last number tells you how much money you lose per turn due to events like your forces' upkeep or occupation of part of your lands during a war. Ways to improve your EC are: researching technologies, building certain Wonders and, the most important, creating Projects to improve the way of life of your people.

Army/Navy/Air Force/Space

It says which troops you have, and the quality level, which can go between 1 and 10, 1 being the worst and 10 being the best. Army/Navy/Air Force/Space Quality can be raised through training, winning battles that are not too dipped in your favor and building certain wonders or getting certain techs before anyone else.

For each 5 army units, you have to pay 1 upkeep. The same for 5 navy units, for 5 air force units and for 5 space units, save for certain units. You don't have to pay upkeep for outdated units.

Having outdated units in your army can be a good idea, sometimes, as they don't cost upkeep, but you can't build them once the new unit has arrived. The only unit that can be built at any time is the Warrior.

Raising your Army's overall level costs their current level in EC times the number of units you have, while updating an unit to a better type costs half the Army level times the difference between the cost of each unit in EC. In both cases, the affected units can't be used to attack, although they will defend against enemy attacks.

Spies

This unit will be used to launch "spy missions" in other nations (see below). One spy costs 1 IC and will always start with 0 experience (unless certain wonders are built). Experience may be won with training (you have to spend their current experience plus 1) or by succeeding in missions. A training spy may not engage in a mission that turn.

Culture

You raise this by writing good stories in the thread and building wonders. 1 story gives you 1 point. This is useful because if one of your neighbors does not have any culture and you have much, you might be able to culture-flip him and then the country will become part of your empire.

Religion

Also a new idea (taken from Civ4), it's supposed to be part of the glue that holds your country together, and it might also expand to other countries, thus easing your way into the enemy's territory or pave the way for a political union between two neighbors. The percentage means how many people are followers of that religion. It is affected negatively by the size of your nation, the kind of government you have and the presence of other religions, and positively by your culture and the money you are willing to spend on it (this won't happen until you get Priesthood). Please, try to make them interesting, don't go to the normal religions (i.e: the 7 religions that can be discovered in Civ4).

Researching

Indicates what is your nation investigating. Up to two technologies can be investigated at the same time. Once you advance an age, the technologies from the age before will reduce their price to a half of their original price.

Starting with Bronze Age, each technology gives a bonus to the first nation that researches it. It can be a economy raise, military help or scientific improvements, to name a few. If two nations get the same advancement at the same time, the one who sent the orders first will get the bonus.

Every new nation will get 1 free technology when they start.

Completed Research

It lists the techs you have already learnt. When you have researched all the techs for an age, all the techs will be substituted with the name of the Age.

Project

This is a small project that might improve the lives of the people in the country in some way. Describe me the idea you have and I will give you a value in IC. Projects can be scrapped if the money is needed, but only half that money is recovered. You can build as many projects as you want at the same time, but try to keep working on them all or else you might start to lose money.

Wonder

Like with the project, this will give you some advantage over the other nations, only that I am designing these. They will be equilibrated so that each person can have the possibility to build one wonder. Only 1 Wonder at the same time.

UU

This is a unit you have to invent from the start. You can base it on one of the normal units, giving it some extra advantages and some disadvantages and a fancy name; or you can create it from scratch (as I have done in the example). You can have 1 Army UU, 1 Navy UU, 1 Air Force UU and 1 Space UU. The Air Force UU won't be used until we reach the Industrial Age (with Flight), and the Space UU until the Contemporary Age (with Space Flight). The UUs can evolution as the ages pass, but they will always have to have the same function and be similar. If you want to change UUs, then the UUs you have will have a probability of joining the normal army that will depend on your army/navy/air force level (the highest the biggest the probability is) and the number of UUs you have (the highest chance will be for the first unit, then decreasing for the next).


Other rules:
Spoiler:
Trading
When you get Wheel (Stone Age), you will be able to start trading across land. Sailing (Bronze Age) will let you trade across the sea, and Compass (Renaissance) will let you trade across the ocean.

You can trade nearly anything. Commercial Trade means the typical kind of trade where your merchants go to your neighbors' markets to sell things and viceversa. Tech Trade (which you won't get until one trader gets Writing) means that you give one of your technologies to other nation in exchange of gold, other technology and/or military help.

Opening a Commercial Trade route has to be done through an order in your PM orders. Once the trade route is started, unless there is disturbances due to war or barbarians, both of your nations will start to get a +1 EC/turn. Every 3 turns the trade route goes unmolested will raise the EC won in 1, until you get a +5 EC/turn.

Spying

A new idea in the RTOR NES field, it gives you the chance to do special attacks against your enemy. To do this, you need the Alphabet technology and at least 1 Spy.

Easy missions for a spy would be to send him and see what information he can get about one enemy or to disrupt a trading route. Other possibilities would be to create riots in your enemies' border cities, reduce the development of a wonder/project, stunt the enemies' economical growth or do some counter-spying to make sure you aren't attacked. Even harder can be to actually steal technologies you don't have, assassinate the leader of an enemy or maybe start up a civil war. And when we get to nuclear bombs, your spy could put one small nuke in your enemies capital and reduce it to tiny shreds.

However, it's not all as easy: you will also have to spend money if you want a mission to happen, and the success of the mission will depend on yours and your enemies achievements; the experience of the spy you are sending and that of any enemy spy doing some counter-spying; how much extra money you spend; and the difficulty of the mission.

La Resistance

Even after losing all your standing army and being completely invaded, you still have a last chance. Resistance/Freedom/Guerilla Fighters might raise against the invader (if your culture and/or religion is strong enough) and start a hit-and-run war that might make the enemy re-consider whether the idea of invading you was good (remember that Napoleon himself, in all his military wisdom, wasn't even able to get rid of the Spanish Guerrilleros). If a friendly army helps you give the boot to them, so much the better.

I Condottieri

When someone gets Currency (an Iron Age Technology), mercenary armies will be available to everyone in the continent is discovered. There will be one or two per continent, and will fight for you if the pay is high enough. Of course, the possibility of a better offer coming from the enemy to turn the mercs against you is very likely, because the mercenaries work for the highest bidder. For starters, mercenaries will be NPCs, although if someone decides to make up and play one of them, he is welcome to it.

Stats:
Name of the company
Headquarters (City & Nation)
Other Bases (From where operations can be launched)
Income (starting 3 IC, represents the money earned from people that might ask for the mercenaries' help in any matter that doesn't require a whole army)
Treasury (self-explained)
Investments (like projects, but oriented to win money in merchantile experiments and acquiring better equipment)
Land/Navy/Air/Space Units (again, self-explained)
Special Unit (the UU)

Example:
The Hideyoki Brothers
Headquarters in: Won-To, Koopa Kingdom
Other Bases: Banga, Singodia; Al-Basra, Babylonian Empire; Memphis, Damietta
Income: 5 EC (-1 Upkeep)
Treasury: 2 EC
Investments: Special Banking System: Allows people to travel without money on them, as they can make a deposit in one of the company's bases and then retire the same money from other base. It also allows the company to give small loans to people for a small interest. (4/10)
Land Units: 4 Knights, 3 Pikemen, 3 Crossbowmen, 2 Mounted Knights, 1 Trebuchet, 1 Ninja
Navy Units: 3 Cogs, 2 Frigates, 2 Galleons
Special Unit: Ninja: used to launch assassination and spying missions. Cost: 1 EC.

Of course, the units cost would be the same as in normality, and to make up for the fact that they can't do much unless they are hired and that they are professional soldiers, their upkeep will cost half the normal upkeep (as in, 1 Upkeep per 10 Units).

Starting Merc Companies will have 5 EC worth of soldiers and ships, at level 5.

Last edited by Milarqui; May 20, 2009 at 12:44 PM.
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Old Feb 20, 2009, 01:06 PM   #2
Milarqui
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Posts: 5,226
Nations by continent
Africa

Spoiler:
Brundagana / D'Artagnan59
Government: Democracy
Capital: Brundagana
Age: Classical Age
Colour: Dark Sea Green
EC: 33/7.25
Trade: Damietta (+5 EC), Babylonia (+2 EC) (2/3)
Army: 1 Warrior, 6 Impis (4)
Navy: 2 Chraiza (4)
Culture: 11
Religion: Tribal Gods (41%), Saharan Pantheon Gods (1%)
Researching:
Completed Research: Bronze Age, Alphabet, Currency, Iron Melting, Parchment, Priesthood, Mathematics, Philosophy
Projects:
Wonders: Pyramids (+7 EC, +2 Culture), Great Library (Every tech you don't have and 3 other nations have, you get it free, +3 Culture/turn)
Land UU: Impi: Blindingly fast warriors. Increase expansion, has a 20% chance of running through blockades. Cost: 1 EC.
Navy UU: Chraiza: A superior Brundaganan ship that could be used for fishing, colonization, and warfare. 25% more warfare, 25% longer sailing range. Cost: 3 EC.

Damietta / Cynovolans
Government: Theocracy
Capital: Damietta
Age: Iron Age
Colour: Dark Green
EC: 25/21.5 (-2 Upkeep)
Trade: Babylonia (+5 EC), Brundagana (+5 EC), Idyll (+5 EC), Rome (+5 EC)
Army: 3 Warriors, 2 Slingers, 8 Iker (4)
Navy: 2 Oar-Ships (4)
Culture:5
Religion: Saharan Pantheon Gods (32%), Babylonian Paganism (8%), Tribal Gods (1%)
Researching:
Completed Research: Bronze Age, Alphabet, Currency, Iron Melting, Parchment
Projects:
Wonders: Colossus (Trade Routes to Max, +2 Culture/turn)
Land UU: Iker: religious, melee soldiers adapted to fighting in the desert. This gives them an advantage when fighting in desert terrain. Cost: 1 EC
Navy UU:

Guanche / The Loser
Government: Monarchy
Capital: Aaiun
Age: Bronze Age
Colour: Burgoyne Red
EC: 22/51 (-2 Upkeep)
Trade: Rome (+2 EC) (1/3), Babylon (+5 EC)
Army: 2 Warriors, 1 Slinger, 10 Silbadores (4)
Navy: 2 Lanchas (4)
Culture: 8
Religion: Achamán Worship (33%), Ancestor and Personality Cult (2%), Animism (3%)
Researching:
Completed Research: Stone Age, Bronze Melting, Calendar, Pottery, Sailing, Writing, Iron Melting, Parchment
Projects: Temple of Achamán (+2% Achamán Worship/turn, +1 Culture/turn), Projecto Acequia Lvl 2 (+3 EC)
Wonders:
Land UU: Silbadores: Special warrior units that use a complicate whistling language to communicate with each other, helping them follow strategies without knowledge of the enemy. Cost: 1 EC.
Navy UU: Lancha: This ship is sturdier than the normal oar-ship and can hold more people, thus making it a great ship to take settlers to new places. Cost: 2 EC


Asia

Spoiler:
Babylonian Empire / Immaculate
Government: Oligarchy
Capital: Babylon
Age: Classical Age
Colour: Dark Purple
EC: 85/92.5 (-24 Upkeep)
Trade: Brundagana (+2 EC) (2/3), Damietta (+5 EC), Gaul (+6 EC), Guanche (+5 EC), Hellenia (+5 EC), Idyll (+2 EC) (2/3), Rome (+5 EC), Singodia (+5 EC)
Army: 2 Slingers, 27 Iron Vultures, 17 Swordsmen, 20 Pikemen, 20 Archers, 12 Riders, (7)
Navy: 23 Dhows (5)
Spies: 001 (5), 002 (6), 003 (5)
Culture: 23
Religion: Babylonian Paganism (43%), Saharan Pantheon Gods (11%) Hellenic Polytheism (7%), Fertility Cult (4%), Militarism (1%)
Researching:
Completed Research: Bronze Age, Alphabet, Currency, Iron Melting, Mathematics, Parchment, Cartography, Construction, Legislation, Metal Casting, Sanitation
Projects: Agricultural Reforms (+12 EC), Babylonian Intelligence Agency (all spies start at level 3, allows raising 2 levels per turn), Caravanserai Lvl.5 (+5 EC, +5 Culture/turn), Grand Bazaar (+5 EC, +1 All Trade Routes Worth, +1 Culture), Merchant Wharves (+8 EC), Postal Services (+5 EC), Road System (+10 EC)
Wonders: Sun Tzu's Art of War (Raises your Army and Navy Quality by 2, +2 Culture/turn)
Land UU: Vultures:
Spoiler:
These are men and women who display an aptitude for wilderness survival or military life. They are trained from very early in childhood in the secrets of stealth, camouflage, wilderness survival, ambush, hit and run tactics and reconnaissance. They do not wear uniforms- instead they are usually clothed in whatever local dress is available and are trained to learn the languages of the people they are fighting amongst so as to take advantage of local informers and populations. They fight as irregular units and their unit composition is usually smaller than a similar tiered unit of melée or missile units. they are, however, extremely competent and one Vulture could probably take out two non-vultures- the only problem is that vulture units are about half the size of a regular unit so they are best not used in single combat. With the advent of archery and iron-working technology, the iron-age vulture is now outfitted with chain mail armour, an short-stabbing sword made of iron, a small iron shield and a long curved bow (usually made from antler if possible or yew wood if not).
Cost: 2 EC
Navy UU: Dhow: The dhow is the primary trading and military vessel of bronze-age Babylon. It has a characteristic triangular or lateen sail arrangement. They are smaller than galleys, but their flexible hull construction and differential sail design means that they are able to travel on waters considered impossible for galleys. In addition, their lighter construction means that they are more manoeuvrable then standard galleys and able to sail up small rivers and streams unavailable to their larger cousins. Cost: 2 EC.

Koopa Kingdom / DarthNader
Government: Absolute Monarchy
Capital: Nyn-Nyn
Age: Iron Age
Colour: Orange
EC: 32/4 (-7 Upkeep)
Trade: Nootka (+1 EC) (1/3), Singodia (+1 EC) (1/3)
Army: 8 Axemen, 1 Slinger, 6 Chariots, 3 Chain Chomps (4)
Navy: 2 Oar-Ships, 11 Galleys, 3 Bloopers (5)
Culture: 7
Religion: Nintendism (39%), Survivalism (16%), Worship of the God-Emperor (3%), Sun and Moon Worship (1%)
Researching:
Completed Research: Stone Age, Bronze Melting, Calendar, Masonry, Pottery, Sailing, Writing, Alphabet, Chariotry, Priesthood
Projects: Port Cheep-Cheep (Ship costs 50% less, +1 Navy Quality)
Wonders:
Land UU: Chain Chomps: The Chain Chomp is a large beast that is used as a shock weapon. It is released from its bonds and charges headlong into enemy units, leaving only carnage and chaos in its wake. It is nearly impossible to stop...except by their masters, which can recall them and control them. Cost: 1.5 EC.
Navy UU: Bloopers These human sized squid monsters are used as weapons for combat on the seas. They move nearly undetected underwater, then attack and board ships, throwing sailors into the water and attacking them with their tentacles and ink. They can attack land, but have limited movement and must retreat back to the water after a while. Cost: 2 EC

Singodia / Abaddon
Government: Oligarchy
Capital: Banga
Age: Bronze Age
Colour: Light Purple
EC: 21/64.5 (-4 Upkeep)
Trade: Babylonia (+5 EC), Idyll (+1 EC) (3/3), Koopa Kingdom (+1 EC) (1/3)
Army: 19 Mounted Happy Whistling Clubman, 1 Archer (4)
Navy:
Culture: 0
Religion: Fertility Cult (40%), Babylonian Paganism (3%)
Researching:
Completed Research: Stone Age, Archery, Bronze Melting, Calendar, Pottery, Writing
Projects: Great Agricultural Works (+2 EC)
Wonders:
Land UU: Mounted Happy Whistling Clubmen: they have two hobbies: to whistle when they are happy, and to ride their albino tigers into combat and see them rip the enemies apart. Considering that they are only happy when they are going to set on a war, it is understandable that hearing that whistle makes the enemies nervous. Cost: 1.75 EC.
Navy UU:


Europe

Spoiler:
Gaulic Federation / Charles Li
Government: Feudal Monarchy
Capital: Paris
Age: Bronze Age
Colour: Blue
EC: 22/0 (-5 Upkeep)
Trade: Babylonia (+6 EC), Hellenia (+2 EC) (1/3), Rome (+2 EC) (1/3)
Army: 8 Axemen, 13 Kriehgeiter Bands, 1 Slingers, 2 Atlatls (4)
Navy: 3 Oar-Ships, 4 Librireme (4)
Culture: 16
Religion: Ancestor and Personality Cult (55%), Celtic Polytheism (9%), Animism (7%)
Researching:
Completed Research: Stone Age, Archery, Bronze Melting, Calendar, Pottery, Writing
Projects: Cultural Acceptance (+1% Ancestor and Personality Cult/turn, -1% Celtic Polytheism), Kirti's Legacy (+1 Army Quality, +1 Project EC/turn, makes expansion easier), People of Tin and Copper (+1 Culture/trade route, +1 Max Trade, +1 Army Quality), Professional Army (+1 Army Quality, -1 Upkeep, Refund of 50% invested money when retiring an unit) (5/12), Sages of the Federation (+1 Tech EC/turn, +1 Culture/tech) (5.5/10)
Wonders:
Land UU: Kriehgeiter Bands: Warbands that can fight from Range, Close Combat, Scouting, Raiding, Sea battles and defence, these use the latest technology to form a perfect co-existence of mobility, power, and range so that it can attack strongly, destroy the enemy, and retreat mostly unharmed. 2 EC
Navy UU: Libriremes- Large galleys with an innovative "Bank and a Half" oar-rower sitting style that allows extra speed, space, weight and fighters while using slightly more resources. Better at making Colonies and transporting troops for amphibious or naval battles. Cost: 1.5 EC

Idyll / NPC
Government: Oligarchy
Capital: Sterzh
Age: Iron Age
Colour: Very Dark Blue
EC: 23/5
Trade: Babylon (+2 EC) (1/3), Hellenium (+1 EC) (1/3), Rome (+1 EC) (1/3), Singodia (+1 EC) (2/3)
Army: 3 Warriors, 1 Multi-Time Slinger (4)
Navy: 4 Oar-Ship (4)
Culture: 0
Religion: Militarism (31%), Babylonian Paganism (2%)
Researching:
Completed Research: Bronze Age, Alphabet, Currency, Iron Melting, Parchment
Projects: Idyllian Markets (+2 EC), Road System (+2 EC)
Wonders:
Land UU: Multi-Time Slingers: these slingers have trained to be able to shoot several stones one after the other, thus making them harder to reach and more deadly enemies. Cost: 1 EC.
Navy UU:
Air Force UU:

Kingdom of Hellenium / NPC
Government: Absolute Monarchy
Capital: Corinthus
Age: Classical Age
Colour: Gold
EC: 25/16 (-1 Upkeep)
Trade: Babylonia (+5 EC), Gaul (+2 EC) (2/3), Idyll (+1 EC) (1/3), Rome (+2 EC) (3/3)
Army: 7 Warrior, 2 Proeliator (5)
Navy: 2 Oar-Ships (4)
Culture: 8
Religion: Hellenic Polytheism (26%), Babylonian Paganism (11%), Roman Paganism (10%)
Researching:
Completed Research: Bronze Age, Alphabet, Currency, Iron Melting, Mathematics, Parchment, Drama
Projects: Odeons (+2 EC, +2 Culture/turn), Odos Lvl 5 (+6 EC)
Wonders:
Land UU: Proeliator: well-trained, lifelong soldiers who act as shock units, charging into enemy formations and emerging victorious because of their high skill and strength. Cost: 1 EC.
Navy UU: Dromon: They are heavier version of the oar ship, with more space for marines and archers (specifically in a central tower), and longer. Cost: 2 EC.

Kingdom of Rome / erez87/NPC
Government: Monarchy
Capital: Rome
Age: Iron Age
Colour: Red
EC: 23/0 (-3 Upkeep)
Trade: Babylonia (+5 EC), Gaul (+2 EC) (1/3), Hellenium (+3 EC) (1/3)
Army: 4 Legions, 7 Chariots, 4 Archers (4)
Navy: 4 Galleys (4)
Culture: 3
Religion: Roman Paganism (33%), Animism (11%), Hellenic Polytheism (8%) (Freedom of Religion)
Researching:
Completed Research: Bronze Age, Alphabet, Chariotry, Currency, Iron Melting, Parchment
Projects:
Wonders:
Land UU: Legion: powerful hand-to-hand fighters with the best weapons and high morale and organization. Cost: 1 EC
Navy UU:
Air Force UU:

United Tribes of Milan / Flavius Aetius
Government: Absolute Monarchy
Capital: Milan
Age: Iron Age
Colour: Light Blue
EC: 26/24 (-8 EC Occupation) (-5 Upkeep)
Trade:
Army: 9 Elite Milanese Warrior, 6 Swordsmen, 2 Guerillas (4)
Navy:
Culture: 15
Religion: Animism (36%), Ancestor and Personality Cult (1%)
Researching:
Completed Research: Stone Age, Bronze Melting, Calendar, Masonry, Pottery, Writing, Iron Melting, Parchment
Projects: Code of Etius (+2 EC, +5 Culture), The Monarchy (+2 EC, +10 Culture)
Wonders:
Land UU: Elite Milanese Warrior: Using the latest technologies and harsh training techniques, the Milanese Elite Warrior is a powerful weapon, devastating in offensive and defensive duties, but he's not very manoeuvrable or quick. Cost: 1.25 EC.
Navy UU:


North America

Spoiler:
Britannian Republic / Dannydehz
Government: Representative Democracy
Capital: Pendragon
Age: Bronze Age
Colour: Dark Blue
EC: 34/6
Trade: Chibchan (+1 EC) (1/3), Nootka (+1 EC) (1/3)
Army: 3 Republican Guard (5)
Navy: 1 Longboat (4)
Culture: 11
Religion: Shara (35%), Aztec Gods (1%)
Researching: Chariotry (2/16)
Completed Research: Bronze Age, Alphabet, Currency, Iron Melting, Parchment, Priesthood
Projects: Cotton Fields (+2 EC, +1 Culture/turn), Granaries (+2 EC), Irrigation Lvl 1 (+2 EC), Paved Roads (+2 EC), Port's Mouth (+2 EC)
Wonders: Oracle (+2 Tech EC/turn, +3 Culture/turn), Hanging Gardens (+3 Project EC/turn for each river in your nation, +2 Culture/turn)
Land UU: Republican Guard: Taken from the best warriors in the nation, these Guards are heavily trained to fulfil their destiny and fight for the glory of the Republic and the expansion of Democracy. Cost: 1.25 EC.
Navy UU: Longboat: Using Oars, this boat is able to travel long distances safely, carrying a large amount of troops. Cost: 2 EC.

Nootka / NPC
Government: Tribal Confederation
Capital: Yuquot
Age: Iron Age
Colour: Dark Purple
EC: 22/6 (-1 Upkeep) (-2 EC from Occupation) (-4.5 from loss of Capital)
Trade: Britannia (+1 EC) (1/3), Chibchan (+1 EC) (1/3)
Army: 4 Sequoya Raiders, 2 Swordsmen, 2 Grass Warrior, 1 Lancer (5)
Navy: 1 Canoe, 3 Galley (6)
Culture: 5
Religion: Sun and Moon Worship (50%)
Researching:
Completed Research: Bronze Age, Alphabet, Currency, Iron Melting, Priesthood
Projects: Farm Channelling Lvl 1 (+1 EC, +1 Culture/turn)
Wonders:
Land UU: Grass Warriors: Good ambushers, their sharp iron knives cut their enemies' throats and their pointed arrows can kill a man at a distance far bigger than normal archers can attack. Cost: 1.5 EC.
Navy UU: Canoe: Long and narrow oar-impulsed ship that takes people further and faster. Cost: 1.75 IC.

Seri / C&cciv3
Government: Despotism
Capital: Socaaix
Age: Bronze Age
Colour: Light Sea Green
EC: 15/7 (-2 Upkeep) (-2 EC Occupation) (-3 EC from Raids)
Trade: Chibchan (+1 EC)
Army: 5 Axemen, 3 Atlatls, 2 Lancer, 2 Seri Greater Hunters, 4 Riders (6)
Navy:
Culture: 5
Religion: Spiritualism (51%), Sun and Moon Worship (4%)
Researching:
Completed Research: Stone Age, Bronze Melting, Writing
Projects: Seri Proving Grounds (+1 Army Quality, -1 Upkeep)
Wonders: Stonehenge (+5 Culture, increases expansion, +1 Tech EC/Turn) (9/10)
Land UU: Seri Greater Hunters; The Seri Greater Hunters are basely the old Seri Hunters but equip Bronze weapons. They are light armoured as ambush specialized. Quick moving and stealthy, armed bronze meleé weapons as well as with javelin with bronze point, able to move deep into enemy territory undetected for short period to set up a surprise attack if the terrain is favourable. On open fields they are able to fight meleé units at the same strength as normal bronze meleé units but weak against range units and mounted units Cost: 2.25 EC
Navy UU:


Oceania

Spoiler:
Sarawak / Haseri
Government: Theocracy
Capital: Sibu
Age: Iron Age
Colour: Light Green
EC: 21/1 (-2 Upkeep) (-5 EC from Occupation) (-2 EC from Raids)
Trade:
Army: 6 Ka'vl Zessaea'sl, 1 Axeman, 3 Guerillas (4)
Navy: 4 Ra'eln Qoidvi'sl (5)
Air:
Spies:
Culture: 6
Religion: Worship of the God-Emperor (51%)
Researching: Chariotry (2/16)
Completed Research: Bronze Age, Alphabet, Iron Melting, Parchment, Priesthood
Projects:
Wonders:
Land UU: God's Warriors (Ka'vl Zessaea'sl): The strongest warriors of the tribe are allowed by the Priest-Wardens to go the Emperor's Throne, a secret shrine deep in the jungle. If they return to Sibu, they become revered throughout the theodom as God's Chosen. Cost: 0.75 EC.
Navy UU: Coast Jumpers (Ra'eln Qoidvi'sl): Canoes designed for quick travel in shallow areas. Due to their small size, they do not make for good cargo or transport ships, but do make good strike craft. Cost: 1.5 EC


South America

Spoiler:
Chibchan / vruchten
Government: Theocratic Democracy
Capital: Chiriqui
Age: Iron Age
Colour: Sea Green
EC: 27/1 (-1 Upkeep)
Trade: Britannia (+1 EC), Inca (+2 EC) (1/3), Nootka (+1 EC) (1/3), Seri (+1 EC) (1/3)
Army: 1 Warrior, 1 Slinger, 5 Eagle Warrior (5)
Navy: 1 Oar-Ship (4)
Culture: 15
Religion: Aztec Gods (75%), Inti (4%), Spiritualism (1%)
Researching:
Completed Research: Bronze Age, Alphabet, Currency, Iron Melting, Parchment, Priesthood
Projects: Aztec Monasteries (+2% Aztec Gods/turn, +1 Culture/turn), Roads of the Eagles Lvl 3 (+4 EC) (1/4)
Wonders: Parthenon (+10 Culture Points, +2 Culture/turn, expansion, +3 Tech EC/turn)
Land UU: Eagle Warriors: Warriors trained through hardships and fights against savage predators, their leather helmets have eagle wings tied to them to make them more terrifying. Cost: 1 EC.
Navy UU:
Air Force UU:

Inca Empire / Arian
Government: Despotism
Capital: Cuzco
Age: Iron Age
Colour: Olive Green
EC: 33/1 (-3 Upkeep)
Trade: Chibchan (+2 EC) (2/3)
Army: 4 Axemen, 4 Lancers, 4 Atlatls, 6 Terror Quechas (4)
Navy:
Culture: 10
Religion: Inti (48%), Aztec Gods (17%)
Researching:
Completed Research: Bronze Age, Alphabet, Currency, Iron Melting, Mathematics, Parchment
Projects: Grand Temple Of The Sun (+1 culture/turn, +1% Inti/turn), Great Inca Road Lvl 3 (+4 EC), Terror Llama Training Stables (+1 Army Quality within own borders), Terror Quecha Proving Grounds (+50% expansion rate in jungles and mountains), Towers of the Sun (+1 Culture/turn, reduces chances of being culture flipped)
Wonders: Mausoleum (Raises your Army Quality by 2 if you are battling on your lands, +1 Culture/turn), Moai Statues (+5 EC, +3 Culture)
Land UU: Terror Quechas: Highly disciplined elite warriors mounted on predatory llamas. Cost: 2 EC
Navy UU:


MERCENARIES
Spoiler:
Anabasis/NPC
Headquarters: Babylon, Babylon
Other Bases: None
Income: 3 EC
Treasury: 9 EC
Investments: Loan Venture (+2 EC) (3/10)
Land Units: 4 Anabasis Warriors (5)
Navy Units:
Special Unit: Anabasis Warriors: These elite soldiers of Persian blood are armed with three spears, an axe, a helmet, and a large shield. Two spears are made for throwing, which the warriors use against advancing enemy units until they get close enough for hand to hand fighting. The axe is to be used against enemy infantry, while the third spear is used to hold off cavalry charges. Because they don't wear much armor besides their helmets, they are best suited to fighting in the desert, though they are formidable foes to whomever they go up against. Cost: 1.25 EC
Background: Anabasis is a new mercenary company of Persian "barbarians" who have decided to stop their old ways of tribal warfare to move to Babylon and open up their services, and superior fighting tactics, to the highest bidder.

The Kingless Clans/Vertinari118
Headquarters: Milan, Milan
Other Bases: None
Income: 3 EC
Treasury: 0.5 EC
Investments: None
Land units: Kinsmen of Bridei, Kinsmen of Taran, Kinsmen of Drest, Kinsmen of Talorgan, 1 Kinsmen, 1 Swordsman, 1 Slinger
Naval units:
Special UU: Kinsmen of Chief:
Spoiler:
The kinsmen of the Kingless Chiefs are the elite of the Highlands clans, knights without horses if you like. They are professional soldiers, unlike much of the Clans' armies which mainly comprise of clansmen given a sword, a shield and a boiled leather shirt, well trained, well discipled, well equipped and insanely loyal. Standard armament with a two-handed sword, a small hand axe, a hunting knife and some javelins and standard armour is a set of mail leggings, a bronze or iron stomach plate and a bronze or iron helmet. The chest is left bare so woad tattoos can be shown in battle; their faces are also covered in tattoos and, normally, horrendous scars. The best shots have just a bow, an axe and a knife and armoured with mail leggings and a thin leather shirt. The elite of the elite are armoured from head to toe in bronze or iron armour as they are expected to carry the fight and protect their chief from harm.


Sabine Brothers/NPC
Headquarters: Rome, Kingdom of Rome
Other Bases: None
Income: 4 EC (-1 Upkeep)
Treasury: 0 EC
Investments: New Headquarters (0.5/6)
Land Units: 1 Axeman, 3 Riders, 5 Swordsmen, 2 Archers (5)
Navy Units: 2 Oar-ships, 1 Galley (5)
Special Unit:
Background: Descendants from an ancient tribe that was once rival of the Roman tribe and absorbed in the Kingdom of Rome after it was formed, the Sabinian Brothers have decided to band in a group that will work as soldiers for anyone that pays them well.



WONDERS

Spoiler for Stone Age:
Stonehenge: +5 culture, increases expansion, +1 Tech EC/Turn. Cost: 20 EC. Obsolete with Compass. Built by Seri.
Moai Statues: +5 EC, +3 culture. Cost: 15 EC. Obsolete with Cartography. Built by the Inca Empire
Pyramids: +7 EC, +2 culture/turn. Cost: 25 EC. Obsolete with Engineering. Built by Brundagana


Spoiler for Bronze Age:
Colossus: NEEDS BRONZE MELTING. All your trade routes raise to the maximum level from the start, +2 Culture/turn. Cost: 35 EC. Obsolete with Banking. Built by Damietta.
Hanging Gardens: NEEDS POTTERY. +3 Project EC/turn for each river in your nation, +2 Culture/turn. Cost: 30 EC. Obsolete with Crop Rotation. Built by Britannian Republic
Mausoleum: NEEDS CALENDAR. Raises your Army Quality by 2 if you are battling on your lands, +1 Culture/turn. Cost: 25 EC. Obsolete with Tactics.
Oracle: NEEDS MASONRY. Gives 2 free techs and +2 Tech EC/Turn, +3 Culture/turn. Cost: 40 EC. Obsolete with Theology. Built by Britannian Republic.


Spoiler for Iron Age:
Art Of War: NEEDS IRON MELTING. Raises your Army and Navy Quality by 2, +2 Culture/turn. Cost: 40 EC. Obsolete with Military Theory. Built by Babylonian Empire.
Chichen Itzá: NEEDS PRIESTHOOD. Any improvement of your state religion in any turn is doubled, +3 Culture/turn. Cost: 35 EC. Obsolete with Printing Press.
Colosseum: NEEDS MATHEMATICS. +2 Culture Points/turn, +4 Project EC/turn, +2 Culture/turn. Cost: 40 EC. Obsolete with Gunpowder.
Great Library: NEEDS PARCHMENT. Every tech you don't have and 3 other nations have, you get it free, +3 Culture/turn. Cost: 50 EC. Obsolete with Electricity. Built by Brundagana.
Parthenon: NEEDS PRIESTHOOD. +10 Culture Points, +2 Culture/turn, expansion, +3 Tech EC/turn. Cost: 45 EC. Obsolete with Artillery. Built by Chibchan.


Spoiler for Classical Ages:
Angkor Wat: NEEDS PHILOSOPHY. Gives 1/10 of the sum of your Religious influence in the world in Culture Points, +1 Project EC. Cost: 50 EC. Obsolete with Steel.
Forbidden Palace: NEEDS LEGISLATION. can be used to act as a secondary capital. +5 EC, +3 Culture/turn, reduces EC loss due to loss of capital to one eighth of Base EC (of course, if someone takes both the place where the Palace is and the capital, the loss is the normal one quarter of Base EC). Cost: 55 EC. Obsolete with Trade Unions.
Great Wall: NEEDS CONSTRUCTION +2 army quality on defence, automatic creation of culture/3 units of the best infantry if country is invaded. Cost: 55 EC. Obsolete with Rifling.
Segovia's Aqueduct: NEEDS SANITATION. +3 Project EC/turn and +3 Culture/turn per river in your land, expansion. Cost: 50 EC. Obsolete with Modern Medicine.


Spoiler for Dark Age:
Edinburgh's Castle: NEEDS SOCIAL HIERARCHY. Upkeep and cost of upgrading units reduced to 1/2, +3 Culture/turn. Cost: 65 EC. Obsolete with Industrialization.
Great Mosque of Cordoba: NEEDS DIVINE RIGHT. +5% State Religion/turn, +1 Treasury for each 15% of your State Religion in the world. Cost: 55 EC. Obsolete with Railroads.
Hagia Sophia: NEEDS MUSIC. +2% State Religion/trade level and turn in every country you have a trade route with. Cost: 55 EC. Obsolete with Steam Power.
Krak Des Chevaliers: NEEDS ENGINEERING. Gives 2 Knights, 2 Mounted Knights or 2 Crossbowmen free of charge and upkeep in every turn you are in a war, +1 Army Quality when defending. Cost: 60 EC. Obsolete with Rifling.
Todai-ji: NEEDS HANDICRAFT.


Spoiler for Middle Ages:
Alhambra
Machu Picchu
Notre-Dame


Spoiler for Renaissance:
Masjid al-Haram
Sistine Chapel


Spoiler for Enlightenment:
Versailles:


I have yet to decide the effects of these wonders and what other things should I choose. Any suggestions are very welcome.

Last edited by Milarqui; May 10, 2009 at 01:37 PM.
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Old Feb 20, 2009, 01:07 PM   #3
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Technological Tree

Spoiler for Stone Age:
Agriculture: your people have discovered that some plants can be grown in a certain way, giving them a big source of food. +1-3 EC, depending on where your nation lives.
Cost: 5 EC

Animal Husbandry: your people have realized that there is not as much of a need of hunting animals, as taking care of them will allow you to have a nearer source of food. Also, there are some animals that can be ridden... +1 EC, allows construction of Riders.
Cost: 5 EC

Fire: this is not the discovery of what fire does, but about a fast and easy way to start a fire. It will give your nation a small increment in income, as it will give your people the ability of preserving things better. +2 EC.
Cost: 6 EC

Lance-propeller: the first long distance weapon in your army. Allows construction of Atlatls.
Cost: 5 EC.

Fishing: the waters of the sea and ocean actually hold many small animals that can feed a person. +1-3 EC, depending on where your nation lives, allows creation of Oar-Ships.
Cost: 5 EC.

Stone Mining: some of the people in your nation learn how to find the best kinds of stone for the weapons. Of course, this means that they will also know how to pull out stone blocks to build better houses and buildings... +1 EC, allows Projects.
Cost: 6 EC.

Wheel: It's certainly an important invention, as this will allow your people to transport things easily. +1 EC, makes expansion easier, allows land trade.
Cost: 5 EC.


Spoiler for Bronze Age:
Archery: NEEDS LANCE-PROPELLER. An even better weapon than the Lance-propeller, it allows the archer to kill an animal (or a human) from a very long distance. Allows construction of Archers, 1st to discover gets a free conversion of all Atlatls into Archers.
Cost: 12 EC.

Bronze Melting: NEEDS STONE MINING AND FIRE. The strange metals in the ground can be extracted from it and be mixed to create strong tools and weapons. Allows construction of Axe-Men and Lancers, 1st to discover gets a +1 raise in Army Quality.
Cost: 10 EC

Calendar: NEEDS AGRICULTURE. Ever since your people started to grow plants, a way to find when the best times for planting and raising the plants has been searched for. Now, your people will be able to go at the meter of the stations. +2 Base EC, 1st to discover gets an extra +2 Base EC.
Cost: 10 EC

Masonry: NEEDS STONE MINING OR WHEEL. The knowledge of how to better construct buildings is sure a very important thing, as it will reduce costs and will improve the quality of buildings. +2 Base EC, 1st to discover gets a 25% input in the wonder they are building.
Cost: 12 EC

Pottery: NEEDS FIRE AND AGRICULTURE. The mud on the floor can be used to make beautiful "pots" that make storing foodstuffs (especially grain) easier and keep it away from vermin. +2 Base EC, 1st to discover gets a small extra expansion in all directions.
Cost: 10 EC

Sailing: NEEDS FISHING. Your sea-men have attached a piece of cloth to their ships and now the wind can take them further away than oars could! Allows construction of Galleys and trade through sea (not ocean), 1st to discover gets a +1 raise in Navy Quality.
Cost: 10 EC.

Writing: NEEDS ANIMAL HUSBANDRY. The knowledge of writing is a powerful tool for those who understand it, as well as a very important instrument in the managing of a nation. +2 Base EC, 1st to discover gets +5 Culture.
Cost: 10 EC


Spoiler for Iron Age:
Alphabet: NEEDS WRITING. An improvement over the use of drawings and arbitrary lines as long words, this assigns a sound to a symbol, greatly reducing the complexity of the writing and thus allowing to store knowledge. Also, it allows your people to turn messages into code, thus allowing the launching of “special missions”. Allows “spy missions” and construction of Spies, 1st to discover gets 5 EC for tech-researching.
Cost: 15 EC

Chariotry: NEEDS BRONZE MELTING AND ARCHERY. Your Riders can be subjected to a horrible future if their horses get scared and throw them to the floor. Perhaps using something similar to what the colones use to reach other place, the cart, can be adapted to war... Allows construction of Chariots, 1st to discover gets free conversion of all Riders to Chariots.
Cost: 16 EC

Currency: NEEDS BRONZE MELTING. Bartering can be quite a hard thing, especially when you believe that what the other person is offering you is of a very low quality. What if you used pieces of bronze to fix the prices according to their quality, offer and demand? Even people may offer his services for the adequate price... Gives +2 EC, allows Mercenaries, 1st to discover gets +2 EC or a +3 growth per turn for 15 turns.
Cost: 18 EC

Iron Melting: NEEDS BRONZE MELTING. Something harder than bronze has found its way into your empire, your army and your people. It's time to use it for something. Allows construction of Swordsmen, 1st to discover gets +1 raise in Army Quality.
Cost: 15 EC

Mathematics: NEEDS WRITING. Using long words just to write how many animals you have in a farm it's quite complicated. Those symbols the scribe living in front of you to represent the numbers are suddenly more interesting to you... Allows construction of Catapults, 1st to discover gets +1 EC.
Cost: 15 EC

Parchment/Paper: NEEDS CALENDAR. Either from the skins of the animals or from plants and trees, a surface that can be used to write quite cleanly can be made and easily stored, not like in the past when you had to write on wax or stone... +2 EC, 1st to discover gets 5 EC for tech-researching.
Cost: 15 EC

Priesthood: NEEDS CALENDAR. Before now, religion was hardly organised, thus making it a chaotic thing that couldn't be controlled. Now, the priests can take control of it, signalling the important holy days and making sure that as many people as possible can be converted to it. Allows you to spend money on expanding your religion, 1st to discover gets a 30% extra on his religion.
Cost: 15 EC


Spoiler for Classical Age:
Cartography: NEEDS PARCHMENT/PAPER. Your best drawers can make now descriptions of the lands surrounding your nation, which will allow traders to go and come without getting lost. Gives +10 growth, 1st to discover doubles his land trade routes' worth.
Cost: 20 EC

Construction: NEEDS MATHEMATICS. Buildings will now be even better, as specialized people called architects now know how to design them and make sure that less resources are spent in them, yet making them even more secure. +2 EC, 1st to discover gets a 50% input in the Wonder they are building.
Cost: 20 EC.

Drama: NEEDS ALPHABET. Among your people, a person has realised that writing isn't always needed to make an account of how many cows live in a farm, but that it can be used to express feelings and to represent scenes from real life in an stage. Gives +3 Culture, 1st to discover gets +5 Culture extra.
Cost: 20 EC

Legislation: NEEDS ALPHABET. Your country's laws are hardly known by anyone save a few sages, who keep it on an oral basis. However, you have just put them into words and make it known to everybody, which means less law-breakers and more money into your coffers as those who still break the law have to pay fines. Gives +6 Treasury, 1st to discover gets +2 EC.
Cost: 20 EC

Metal Casting: NEEDS IRON MELTING. Did you have any problem in the past when making metal instruments, having to hammer them to make sure they have the wished form? No more! By using a ceramic cast, you can make anything from swords to nails without exhausting yourself! Gives +2 EC, allows construction of Pikemen, 1st to discover gets a +1 raise in either Army or Navy Quality.
Cost: 20 EC

Philosophy: NEEDS PRIESTHOOD. “Why do we exist? What is the answer to Life, the Universe and Everything Else? Cogito, ergo sum?” These questions are now being asked by several people in your cities and towns. However, alongside with these, philosophers are making other questions that have applications in real life. Gives +1 EC, 1st to discover gets 10 EC to be spent in tech research.
Cost: 20 EC

Sanitation: NEEDS CURRENCY OR MATHEMATICS. Now that your cities are cleaner (thanks to those recently built sewers) your people will live in a healthier place, which will let them do a better work and have more children. Gives +1 EC, 1st to discover gets a small extra expansion towards all directions.
Cost: 20 EC


Spoiler for Dark Ages:
Divine Right: NEEDS PHILOSOPHY. The leader of your people has been appointed into its position thanks to the god(s). Since your god(s) have appointed him in the position, then it is obvious that trying to overthrow him might bring the fury of the god(s) to those that try it. +5 EC, 1st to discover gets a 30% extra of influence of the state religion and any other religion loses a 10% of influence.
Cost: 25 EC

Engineering: NEEDS CONSTRUCTION. Your architects are now able to draw, not only the plans to buildings, but also plans for other things. For example, the siege weaponry could use an improvement... Allows construction of Trebuchet, 1st to discover gets free upgrade of Catapults into Trebuchets.
Cost: 25 EC

Handicraft: NEEDS METAL CASTING. People are starting to appear in your cities that are specializing in making certain things on hand. They make them quite beautiful, and are introducing many things of good quality into the economy. Also, a few of them are having new ideas to add to your army. Gives +3 EC, allows construction of Crossbowmen, 1st to discover gets +10 Tech EC.
Cost: 25 EC

Heavy Plough: NEEDS METAL CASTING. This instrument, though simple in appearance, can be used to make the fields give a better yield, and thus more food to feed your people and your soldiers. Gives +3 EC, 1st to discover reduces his upkeep paying in a 25%.
Cost: 25 EC.

Medicine: NEEDS SANITATION. There were many people that tried to heal others through observation and perhaps some rituals. Now, there are people that know that the best way to heal someone else is to treat it with specially treated herbs and giving the unhealthy person a treatment. Healthier people means more work done by the end of the day, and healthier soldiers means they can fight better. +2 EC, 1st to discover gets +1 in Army Quality.
Cost: 25 EC

Milling: NEEDS CONSTRUCTION. Isn't that river in there going very fast? Does the wind around here blow hard? If any of the answers is yes, then the Mother Nature herself can do in a few minutes what you can't do in half an hour. Just put a big, round stone that can turn around with the movement of the wind or the water and you can grind grain and anything else you think without doing a lot of work. Gives +5 EC, 1st to discover gets some extra expansion.
Cost: 27 EC.

Music: NEEDS DRAMA. Your people already know how to sing and to play some instruments, home-made or made by an artisan. However, never until this moment had someone tried to write music, but now that written music exists, it is hoped that the teaching of music can be easier. Gives +3 culture, 1st to discover gets a 50% of his current culture.
Cost: 25 EC.

Navigation: NEEDS CARTOGRAPHY. This is a magnificent occasion, as your ships are now much better and can hold much more load and people. Your new vessels can travel easier through storm, and even carry more specialized troops for sea battles! Allows construction of Cogs, 1st to discover doubles his sea trade routes' worth.
Cost: 25 EC

Social Hierarchy: NEEDS LEGISLATION. With time, several people have been rising over others: some due to accumulated riches, others because of their military prowess, or thanks to the political or religious influence they have. Whichever the way, it has given raise to a new social structure in which some people hold power over others. Gives +3 EC, 1st to discover gets +10% in your State Religion's influence.
Cost: 25 EC

Trivium and Quadrivium: NEEDS PHILOSOPHY. The establishment of study programs based upon the seven liberal arts (Trivium=grammar+rhetoric+dialectic, Quadrivium=arithmetic+geometry+astronomy+music) in new schools will help your people to start to think better and to apply that knowledge in science. Gives +5 Tech EC, 1st to discover gets +4 Tech EC/turn during 6 turns.
Cost: 30 EC.


Spoiler for Middle Ages:
Alchemy: NEEDS MEDICINE. Despite what the ignorant might think, the alchemist doesn't attempt to find a way to create a stone that transforms anything into gold or something that can heal all illnesses. The alchemist is someone that attempts to reach wholeness through his experiments, as he accidentally discovers many things that will become important in the future. Gives +5 Tech EC, 1st to discover gets +15 Tech EC.
Cost: 30 EC.

Algebra: NEEDS TRIVIUM AND QUADRIVIUM. This new mathematical tool will help you not only to make more calculations, but it can also be used to make better buildings and weapons! +3 EC, 1st to discover gets +5 Tech EC.
Cost: 30 EC

Banking: NEEDS MILLING. Carrying your coins everywhere with you can be quite tiring, and keeping them at your home is only a magnet for thieves and robbers. Remember those people in the market, the ones that said that would keep it safe and give you some interests? That sure sounds as a good deal... +3 Treasury, +1 EC, 1st to discover gets +3 EC.
Cost: 30 EC

Compass: NEEDS NAVIGATION. A magnetized iron needle always points to the same place! Although it has yet to give your people the possibility to really orientate yourself through the sea, at least this tool can be used for people that get lost or to direct the march of a group of traders. +3 EC, allows construction of Frigates, 1st to discover doubles worth of all trade routes for 5 turns.
Cost: 35 EC

Crop Rotation: NEEDS HEAVY PLOUGH. Why does a field that is always seeded with grain tend to produce less crops as time passes? It was by chance that, after you accidentally seeded the field with lentils, you realised that the quantity of crops in that place was bigger. So, if you actually changed what you seeded in a part of the field, the actual quantity of crops would be much bigger than normal. +5 EC, small expansion, 1st to discover gets +10 EC.
Cost: 33 EC.

Feudalism: NEEDS SOCIAL HIERARCHY. The existence of a higher social class has developed the society to a level where slavery isn't needed. However, this doesn't mean that the people aren't tied to their former masters, because, although they might be free, they are still dependant on their lord to protect them through the use of their clique of warriors. Allows Knights, 1st to discover gets +5 EC.
Cost: 30 EC

Guilds: NEEDS HANDICRAFT. All the artisans in a city are starting to form groups to control how many artisans of each kind can live and work in a city. But these “guilds” are there to take care of its ailing members, as well as examine anyone that wishes to join their ranks. Gives +5 EC, 1st to discover gets +5 EC more.
Cost: 30 EC

Optics: NEEDS TRIVIUM AND QUADRIVIUM. Using sand, lead oxide and some other things, your best artisans have managed to make an artefact that allows people to see further than their eyes alone can. This will surely help the Navy, as new kinds of ships appear in the shipyards of your nation! Allows construction of Galleons, 1st to discover gets +1 Navy Quality.
Cost: 30 EC

Tactics: NEEDS MUSIC. At the sound of a drum roll, or of a trumpet, your army can be directed to do what you think they should do. When you are away from battle, the use of flags for the signals is good, but the soldiers that are in the middle of combat will need something quite more penetrating than just a couple of coloured flags. Allows construction of Mounted Knights, 1st to discover gets +1 Army Quality.
Cost: 30 EC

Theology: NEEDS DIVINE RIGHT. What is God / are the gods exactly? Is he / Are they really all-powerful being(s) that can do (and actually do) anything at their own will, or only being(s) that prefer to watch what happens in the world? Should we really change the way we believe him / them to be? Allows you to spend money on Inquisitorial duties (kicking other religions out of your country), 1st to discover has a raise of 40% in the state religion and the others lose a 20%.
Cost: 35 EC


Spoiler for Renaissance:
Agricultural Revolution: NEEDS CROP ROTATION. The use of new methods to labour the lands, and the employment of several new ideas like fertilizers will surely make the soil richer and the crops bigger in number. Gives +10 EC and expansion, 1st to discover gets +15 EC.
Cost: 40 EC

Astronomy: NEEDS OPTICS. The telescopes may be used to better see the stars! And not only it makes them bigger to the human eye, but it let's you see many more than before! Now, this instrument not only proves its worth for the navy, but for the scientists too! Allows trade through the ocean, 1st to discover gets +1 Navy Quality.
Cost: 35 EC

Education: NEEDS ALGEBRA. The institution of new schools where the most intelligent (and rich) people may go to expand their knowledge, thus assenting the basics of a new cultured class that will dramatically make the level of knowledge raise up. Gives +10 Tech EC, 1st to discover gets +5 Tech EC/turn for 5 turns.
Cost: 35 EC

Gunpowder: NEEDS ALCHEMY. 75% saltpetre, 15% charcoal, 10% sulphur. That is the mixture required to make a seemingly innocuous, yet incredibly powerful substance that can be used to make more powerful weapons that can shoot from a long distance, far longer than what an archer can shoot and far deadlier than an arrow. Allows construction of Musketmen and Cannons (with Metallurgy), 1st to discover gets +1 Army Quality.
Cost: 35 EC

Metallurgy: NEEDS GUILDS. The artisans of the country are managing to make better use of the minerals given to them, by making metallic objects that are far more resistant than before. They can even stand an explosion! Allows construction of Cannons (with Gunpowder), 1st to discover gets +10 EC.
Cost: 40 EC

Nationalism: NEEDS FEUDALISM OR THEOLOGY. A normal man may fight for his country if he is paid, but if he feels that he is worthy and that his nation needs his help, he will do that for free. Allows construction of Militias, 1st to discover gets +1 in either Army or Navy Quality.
Cost: 35 EC

Military Tradition: NEEDS TACTICS. Sometimes, the ideas of the ancient wars can be used to better the tactics used in actuality. Of course, one has to adapt them to each situation, and using new kinds of weapons can also change the tactics used in war. 10 EC to buy/upgrade new units, 1st to discover reduces the upkeep in a 50%.
Cost: 35 EC

Paper Money: NEEDS BANKING. Even keeping your coins in the bank can be quite tiring, especially because you still need to go to the bank to take out the money you need to buy anything. The bank should really work out something that allowed you to spend money without actually having to carry it, no? Gives +5 EC, 1st to discover gets +5 EC extra.
Cost: 35 EC

Printing Press: NEEDS ALGEBRA, BANKING OR THEOLOGY. Before this was discovered, making books was a long and difficult task, because they had to be written on hand, one by one, by people that could hardly do anything else. Now, with the printing press available, many books can be made in the time only one book is hand-written! Gives +5 Culture, 1st to discover gets +5 Tech EC.
Cost: 35 EC

Scientific Method: NEEDS ALCHEMY. Making experiments step by step, following a set of rules and procedures, might be slower, but it certainly gives scientists better chances to discover something important. Gives +10 Tech EC, 1st to discover gets +10 Tech EC/turn for 5 turns.
Cost: 40 EC


Spoiler for Enlightenment:
Advanced Mathematics: NEEDS EDUCATION. Better mathematical tools have been discovered lately: integrals, derivatives, and the logarithm are a few among them. They can be used to work out better architectural wonders and projects, as well as being used to provide better results in scientific investigation. Gives +10 Tech EC, 1st to discover gets +50% in Wonder.
Cost: 45 EC

Artillery: NEEDS METALLURGY AND GUNPOWDER. These new weapons can be used to attack objectives that can be kilometres away from your position, as well as bring panic against the enemy as death rains over them. Allows use of Artillery, 1st to discover gets free upgrade of Cannons into Artillery.
Cost: 40 EC

Biology: NEEDS AGRICULTURAL REVOLUTION. A study of known animals and plants is given many clues pertaining the kinship between living beings. This can be applied to crops and farm animals, which can be cultivated and crossed in order to make sure they give out the best production. Gives +5 EC, 1st to discover gets +5 Tech EC.
Cost: 40 EC

Chemistry: NEEDS SCIENTIFIC METHOD. It could be called Modern Alchemy, but one doesn't thrive any more to achieve wholeness through experiments: instead, the chemist lives to discover new things that may be applied to the society, be it for the agriculture, the industry or even the army. Gives +5 Tech EC, 1st to discover gets +5 EC.
Cost: 40 EC

Economics: NEEDS PAPER MONEY. The economy of the nation could be actually directed through careful manipulations of the market and of the trade with other nations, as well as changing tax imposition to provide more money to the State. Gives +5 EC, 1st to discover doubles trade routes' worth for 10 turns.
Cost: 40 EC

Law of Universal Gravitation: NEEDS ASTRONOMY. “Every object in the Universe attracts every other object in the Universe with a strength proportional to the masses of both objects and inversely proportional to the distance between the objects raised to square.” Gives +10 Tech EC, 1st to discover gets +10 Culture.
Cost: 45 EC

Laws of Motion: NEEDS EDUCATION. “An object will remain still unless a force is applied to it.” “Force equals mass times acceleration.” “Every action will have a reaction of the same quantity in the opposite sense.” Gives +5 Tech EC, 1st to discover gets +5 Culture.
Cost: 40 EC.

Literature: NEEDS PRINTING PRESS. Books don't need to be always boring science texts or even more boring religious texts. They can be used to write stories which the reader might like nad use to transport himself to other world without having to move from his comfortable chair. Gives +10 Culture, 1st to discover gets +10 Culture extra.
Cost: 40 EC

Military Theory: NEEDS MILITARY TRADITION AND NATIONALISM. Studying the theory about how wars can be directed could allow you to win battles with lower costs in both money, ammunition and loss of military units. Allows construction of Grenadiers, 1st to discover gets +1 in Army and Navy Quality.
Cost: 45 EC

Rifling: NEEDS GUNPOWDER. Muskets, in spite of their power, are really slow weapons, because introducing the gunpowder and the bullet in the musket and making sure that it doesn't fall down if you accidentally move it around takes a lot of time. What if you put the powder and the bullet together into a cartridge that can be easily loaded into your weapon? Allows construction of Riflemen and Cavalry, 1st to discover gets free upgrade of Muskets into Riflemen.
Cost: 45 EC

Last edited by Milarqui; Mar 07, 2009 at 12:13 PM.
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Old Feb 20, 2009, 01:08 PM   #4
Milarqui
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Continuation of the Tech Tree:

Spoiler for Industrial Age:
Amphibious Warfare: NEEDS MILITARY THEORY AND ARMOURED CAR. The new idea for war calls for invasions of terrain from the coast, as they aren't as heavily protected from land attacks as other points are, giving your people an edge in war. Allows construction of Marines and Transports, 1st to discover gets +1 Navy Quality.
Cost: 45 EC

Armoured Car: NEEDS COMBUSTION AND STEEL. Take a vehicle, protect it with steel plates, give it a motor so that it moves without animal aid and you'll see how powerful this weapon can be against enemies. Allows construction of Armoured Car, 1st to discover gets +1 Army Quality.
Cost: 45 EC

Battlefield Medicine: NEEDS AMPHIBIOUS WARFARE AND MODERN MEDICINE. It really pays to have a guy that can heal you in the middle of the battle, no? Now, your armies will be able to advance further and with better health than they did before! -25% Upkeep, 1st to discover gets +1 Army and Navy Quality.
Cost: 50 EC

Combustion: NEEDS CHEMISTRY. As they studied how wood or coal burns, your scientists realised that it could give you the means to create great quantities of energy that can be used for many things. +5 EC, 1st to discover gets +5 EC extra.
Cost: 45 EC

Electricity: NEEDS ELECTROMAGNETISM. Finally, the studies on Electromagnetism have given its results, and you can produce electricity to feed the lights in the city if you build the proper buildings near them. +10 EC, 1st to discover gets +10 EC extra.
Cost: 50 EC

Electromagnetism: NEEDS ADVANCED MATHEMATICS. The relationship between magnetism and electric phenomenons has been explained by some of your scientists, and now many practical things can be done through the study of this new theory. +10 Tech EC, 1st to discover gets +5 Tech EC/turn for 5 turns.
Cost: 50 EC

Flight: NEEDS LAW OF UNIVERSAL GRAVITATION AND THERMODYNAMICS. One of the dreams of Man has always been to be able to fly through the sky like the birds can. This dream is right now one step nearer, as you now can build machines that let you leave the floor and surge the skies, although so far it's at a leisure pace. Allows construction of Airships, 1st to discover gets 2 free Airships.
Cost: 45 EC

Heavier Than Air Flight: NEEDS FLIGHT AND INDUSTRIALIZATION. There is no true need of using light gases to join the birds in the sky! It only takes a very fast motor, a propeller and two wings, and you can fly at faster speeds than before! Allows Fighters, 1st to discover gets 2 free Fighters.
Cost: 50 EC

Industrialization: NEEDS ELECTRICITY AND STEAM POWER. The construction of factories where all sort of consumer goods can be made for everybody will surely make it cheaper for the normal people to get what they want. Gives +15 EC, 1st to discover gets +15 Tech EC extra.
Cost: 50 EC

Modern Medicine: NEEDS BIOLOGY. New knowledge of how the human body works allows doctors to find new and better ways to heal it. Surgery, anaesthesia, vaccines... all these result in a better, healthier world. Gives +5 Tech EC, 1st to discover gets +10 Culture.
Cost: 45 EC

Rail Roads: NEEDS STEAM POWER AND STEEL. Finally, a fast transport that can connect the whole country can be built. It also gives your people the chance to meet new people and making the introduction of new ideas an easy thing.Gives +10 EC, 1st to discover gets +10 Culture.
Cost: 45 EC

Steam Power: NEEDS COMBUSTION AND THERMODYNAMICS. Using the combustion of coal to heat water at high temperatures will give you the first artificial motor, which can be given many new applicationsGives +10 EC, allows construction of Ironclads (with Steel), 1st to discover gets +10 EC extra.
Cost: 50 EC

Steel: NEEDS CHEMISTRY. A reinforced metal that comes from iron but enriched with carbon, it can be used on new things, like to reinforce the armour of ships. Gives +5 EC, allows construction of Destroyers and Ironclads (with Steam Power), 1st to discover gets +1 Army and Navy Quality.
Cost: 45 EC

Thermodynamics: NEEDS LAWS OF MOTION. Studying how energy can pass between objects and how objects change temperature is a very important task, because it holds the clues about many things that, in the future, will become truly important. Gives +10 Tech EC, 1st to discover gets +10 Tech EC extra.
Cost: 50 EC

Trade Unions: NEEDS INDUSTRIALIZATION. With the advent of industrialization, workers need to associate in groups to protect themselves from being tyrannized by greedy businessmen who only seek to get the biggest benefit without taking care of what the workers want. Gives +5 EC, 1st to discover gets +10 EC extra.
Cost: 50 EC


Spoiler for Modern Age:
Advanced Warfare: NEEDS BATTLEFIELD MEDICINE. New knowledge brought in from your specialists in war can give you the edge in war, especially as certain new weapons can devastate everything they encounter. Gives Tanks, 1st to discover gets +1 Army Quality.
Cost: 50 EC

Assembly Line: NEEDS TRADE UNIONS. This new industrial method is far more productive than any many others, as it takes a line of workers and just has them do one task, which makes it faster and cheaper, but many claim it dehumanizes the work. Gives Machine Gun, +3 EC, 1st to discover gets +7 EC extra.
Cost: 50 EC

Atomic Theory: NEEDS ELECTROMAGNETISM AND THERMODYNAMICS. Knowing the basic structure of matter and how it works will be fundamental, as it answers many questions that you had before but you weren't able to find an answer to. Gives +5 Tech EC, 1st to discover gets +10 Tech EC.
Cost: 55 EC.

Explosives: NEEDS ADVANCED WARFARE AND HEAVIER THAN AIR FLIGHT. Using gunpowder or special mixtures that will explode when burned or shook violently will give your army a more powerful and destructive weapon. Allows construction of Bombers, 1st to discover gets +1 Air Force Quality.
Cost: 50 EC

Fission: NEEDS QUANTUM PHYSICS. The atoms that form the matter can divide in half, creating great quantities of energy which, if done in the correct circumstances, can be used for important purposes. Gives +10 Tech EC, 1st to discover gets +10 EC.
Cost: 50 EC

Mass Production: NEEDS ASSEMBLY LINE. The use of the method of assembly line will help your industries to produce many more things, which can be sold for a cheaper price and that it will still give great benefits to you and your industries. Gives +10 EC, 1st to discover gets +15 EC.
Cost: 55 EC.

Motorized Transportation: NEEDS MASS PRODUCTION. The introduction of self-propelled vehicles like cars or motorcycles will be a big boost to the economy of the country, and cheap public transport like buses or the metropolitan train can provide the population with easy access to their workplaces. Allows construction of Motorized Division, 1st to discover gets +5 EC.
Cost: 50 EC

Nuclear Weaponry: NEEDS FISSION AND ROCKETRY. The most destructive weapon to be ever known to humankind is in your hands! One of these nukes, which use the fission of a pellet of U-235 to provide great quantities of energy in a few seconds, can easily reduce a medium-sized city to cinders. Allows construction of Nuclear Weapons and Silos, 1st to discover gets 1 Nuclear Weapon and 1 Silo Lvl 1.
Cost: 55 EC

Plastics: NEEDS REFINING. Petrol isn't the only product extracted from oil: there are also several sub-products that can be used to fabricate a substance that, when cooled, has many uses: even cheaper weapons can be built, which allows the army to save money. Gives +10 EC, 1st to discover gets -50% upkeep.
Cost: 50 EC

Quantum Physics: NEEDS ATOMIC THEORY. According to the Uncertainty Principle, certain physical quantities (like the position and momentum) cannot have precise values at the same time: the narrower the probability distribution is for one, the wider it is for the other. Gives +10 Tech EC, 1st to discover gets +15 Tech EC.
Cost: 55 EC

RADAR: NEEDS ROCKETRY AND RADIO. Using radio waves helps a lot to detect enemy planes as they approach your position, which helps your better anti-air defensive units to destroy those planes, since they will know where the plans are. Allows construction of SAM Batteries, 1st to discover gets 2 SAM Batteries.
Cost: 50 EC

Radio: NEEDS INDUSTRIALIZATION. This practically magical apparatus can be used to communicate between positions. Although the civil applications of this are quite great, its uses in the military aspect are far more reaching than thought. Gives +10 Culture, +1 Army Quality, 1st to discover gets +5 Culture and +5 EC.
Cost: 50 EC

Refining: NEEDS ASSEMBLY LINE AND REFRIGERATION. The process of extracting better products from oil will be a very important thing, as petrol will be a very important resource in the near future. Gives +10 EC, allows construction of Submarines, 1st to discover gets +1 Navy Quality.
Cost: 50 EC

Refrigeration: NEEDS ELECTRICITY AND AMPHIBIOUS WARFARE. Using electricity to keep things at low temperatures is very important: it allows you to send perishable goods at long distances and your Navy can finally have nearly fresh products even after staying a lot of time without arriving to a port. Gives +10 EC, +1 Navy Quality, 1st to discover gets an extra +1 Navy Quality.
Cost: 50 EC

Rocketry: NEEDS EXPLOSIVES AND REFINING. Using specially designed, fuelled and armed weapons to attack at long distances is a sure way to improve your chances of defeating your enemy's tanks and artillery units. Allows construction of Explosive Rocket and Bazooka, 1st to discover gets +1 in Land, Navy and Air Force Quality.
Cost: 55 EC


Spoiler for Contemporary Age:
Alternative Energies: NEEDS ECOLOGY AND SATELLITES. The advent of the new energies will give a boost to your nation's economy, because using those energies will allow you to be less dependable on fossil fuels and other things. Gives +5 EC, allows Space Stations, 1st to discover gets +15 EC extra.
Cost: 65 EC

Basic Robotics: NEEDS ELECTRONICS. If you put automatons in your industries, all the work will be automatic and it will reduce the level of work accidents, thus freeing more people to do important things that only humans know how to do. Gives +10 EC, 1st to discover gets +10 EC.
Cost: 55 EC

Computers: NEEDS ELECTRONICS AND PLASTICS. These new machines can make calculations at a very high speed, thus helping your scientists solve problems that would have taken them years in hardly a few minutes. Gives +15 EC, 1st to discover gets +15 Tech EC.
Cost: 60 EC

Ecology: NEEDS NUCLEAR POWER. If you keep wasting resources at this speed, you will break the delicate equilibrium existent in the nature. Through the principles of Reduce, Reuse and Recycle, everyone will be able to put its tiny sand grain into the efforts everyone puts. Gives +10 Culture, +10 Tech EC, 1st to discover gets +10 EC.
Cost: 60 EC

Electronics: NEEDS MASS PRODUCTION. The basic knowledge of how to create electronic components is now in your hands! Now, you can build things like transistors or diodes, which will in the future be very useful for the storage of information. Gives +10 Tech EC, allows construction of Mechanized Infantry, +10 EC, 1st to discover gets free conversion of Light Tanks into Mechanized Infantry.
Cost: 60 EC

Fibre Optics: NEEDS LASER. Light can hold great quantities of information, and light can be directed, through the correct application of physical optics, along a plastic tube that can be easily bendable and fabricated. Gives +15 Tech EC, 1st to discover gets +15 Tech EC.
Cost: 55 EC

LASER: NEEDS NUCLEAR POWER. The application of the correct quantities of energy on a group of atoms can create light, which can then be directed and used for many important things. Gives +5 EC, +10 Tech EC, allows construction of Self-Propelled Artillery and Snipers, 1st gets upgrade of Artillery into Self-Propelled Artillery.
Cost: 55 EC

Liquid Fuels: NEEDS NUCLEAR WEAPONRY. Fossil fuels are something in history if you really want to power up things like a rocket. Now, using hydrogen and oxygen is far more powerful, as the hydrogen burns to create water, and it causes less pollution as well. Allows ICBM and Cruise Missile, 1st to discover doubles size of Silo.
Cost: 55 EC

Mass Media: NEEDS ELECTRONICS AND RADIO. The advent of the age of communications is a very impressive thing. Now, your people can see what happens in other parts of the world practically live, staying in touch with the latest news in the world. Gives +20 Culture, +20% State Religion, 1st to discover spreads +1% State Religion to other nations.
Cost: 55 EC

Miniaturization: NEEDS COMPUTERS. Not everything in the world of computers needs to be big, specially since the silicon-made microchips can be used on computers to substitute anything a computer needs, from transistors to capacitors. +10 EC, allows construction of Modern Armour, 1st to discover gets 1 Modern Armour.
Cost: 55 EC

Nuclear Power: NEEDS FISSION. The same energy that powers up the terrible nuclear weapons can be used for good, in special electric centrals where the heat generated by the uranium creates water vapour that impulses a turbine. +10 EC, allows construction of Nuclear Submarine, 1st to discover gets +15 EC.
Cost: 55 EC

Satellites: NEEDS SPACE FLIGHT. An artificial satellite rotates around the Earth at a distance previously calculated, that makes it pass over certain places at fixed times, giving you a chance to, perhaps, explore at a distance what's happening up there. that Allows construction of Spy Satellites, 1st to discover gets 1 Spy Satellite.
Cost: 55 EC.

Stealth: NEEDS SUPERSONIC FLIGHT. There are special plastics that can absorb radio waves due to their internal structure. If you apply layers of this plastic over your planes and your ships, you will manage to pass them undetected by the radar system. Allows construction of Stealth Bombers and Stealth Destroyers, 1st to discover gets +1 Navy&Air Force Quality.
Cost: 60 EC

Space Flight: NEEDS ROCKETRY AND LIQUID FUELS. Leaving the cradle of Earth has always been the dream of humanity. Now, a few chosen ones can do it, mounting big rockets that are strong enough to overcome Earth's gravitational force and go out of the atmosphere and further. Allows construction of project “Spaceport” and Space Rocket, 1st to discover gets 1 Space Rocket.
Cost: 60 EC

Supersonic Flight: NEEDS RADAR. For some reason, sometimes your planes can't go very fast because there is an invisible barrier that provides a big resistance to the plane. Building planes with a certain structure will allow them to overcome that barrier and go at a very high speed with a BANG! Allows construction of Jet Fighters, 1st to discover gets free upgrade to Jet Fighters.
Cost: 55 EC


Spoiler for Future Age:
Antimatter Generator: NEEDS FUSION ENERGY. Antimatter is like normal matter, only that the polarity of the atomic particles inverted: the electrons are positive and the protons are negative. Upon contact with normal matter, both the antimatter and the matter will annihilate each other liberating great quantities of energy. Allows construction of Space Destroyer and Antimatter Bomb, 1st to discover gets +15 EC.
Cost: 60 EC

Artificial Intelligence: NEEDS CYBERNETICS. An artificial intelligence is a device created by a living being which is designed so that it is able to think and reason. Fail-safes are always in place in order to control it, but one never knows whether it might rebel against its creator... Gives +15 EC, allows construction of Artificial Planet, 1st to discover gets +2 Total Quality.
Cost: 65 EC

Cloning: NEEDS GENETIC ENGINEERING. The techniques of cloning allows your people to regenerate lost members and to receive transplants with a 100% guaranteed compatibility, as they are your own organs cultivated from a batch of mother cells. Gives +10 EC, 1st to discover gets -50% Upkeep.
Cost: 60 EC

Cryogenics: NEEDS SPACE DYNAMICS AND SUPERCONDUCTORS. If a body is cooled at very low temperatures, it can be conserved for many years. Cryogenics deals with doing this to living beings so that they can traverse long distances through space without ageing. Gives +10 EC, allows construction of Colony Ships, 1st to discover gets 1 Colony Ship.
Cost: 60 EC

Cybernetics: NEEDS CLONING AND POSITRONIC BRAIN. If a person has robotic parts implanted in his body, it is usually so that they help him with their day-to-day lives. However, some have a robotic brain, making them Cyborgs, who tend to be quite good at thinking on scientific matters but are very bad at social relationships. That could change in the future, if this thing works... Allows construction of Cyborg Infantry, 1st to discover gets +1 Army Quality.
Cost: 60 EC

FTL Drive: NEEDS CRYOGENICS. The Theory of Relativity states that nothing with mass can go faster than the speed of light in vacuum. In spite of its name, this drive still operates under the same principle, it just folds the space around the ship it is mounted on, thus reducing distances between two points a great deal. Allows construction of Extraterrestrial Base and Space Carrier, 1st to discover gets +1 Space Quality.
Cost: 60 EC

Fusion Energy: NEEDS HYDROGEN CELL. The dream of scientists from all over the world has been fulfilled: the nuclear reactions that take hold in the stars can now be replicated in laboratories! Remember: 2 deuterium atoms can fuse into one helium atom. Gives +15 EC, allows construction of Fusion-Powered Transport, 1st to discover gets +1 Navy Quality.
Cost: 60 EC

Gaia Theory: NEEDS ARCOLOGY. Understanding how our planet works is paramount to humanity, as the delicate equilibrium between all animals and plants can be broken if there isn't any control over it. Now, this understanding allows you to actually create your own ecosystem in a controlled system. Allows construction of Terraformer and Artificial Planet, 1st to discover gets +15 EC.
Cost: 65 EC

Genetic Engineering: NEEDS ECOLOGY. Gives +10 EC, allows construction of Biowarfare Weapon and HAZMAT Soldiers, 1st to discover gets -25% Upkeep.
Cost: 60 EC

Hydrogen Cell: NEEDS ALTERNATIVE ENERGIES. Gives +10 EC, allows construction of Exo-Skeleton and Supercarrier, 1st to discover gets +10 EC.
Cost: 65 EC

Hyperspace: NEEDS FTL DRIVE. Allows construction of Extraterrestrial Base and Space Carrier, 1st to discover gets +1 Space Quality.
Cost: 60 EC

Positronic Brain: NEEDS SUPERCONDUCTORS. Gives +10 EC, allows construction of Anti-Grav Division, 1st to discover gets +15 Culture.
Cost: 60 EC

Space Dynamics: NEEDS SATELLITES. Allows construction of Space Fighter, 1st to discover gets +1 Space Quality.
Cost: 60 EC

Superconductors: NEEDS FIBRE OPTICS. Gives +10 EC, allows construction of Land Battleship and Battleship, 1st to discover gets +10 EC.
Cost: 65 EC


Technological Tree
Spoiler:


Units:

Spoiler for Land Units:
Warriors: BASIC UNIT. 1 Warrior = 0.5 EC. → Axe-Men/Lancers

Axe-Men: NEEDS BRONZE MELTING. 1 Axe-Man = 0.75 EC. → Swordsman.

Swordsmen: NEEDS IRON MELTING. 1 Swordsman = 1 EC. → Knights

Knights: NEEDS FEUDALISM. 1 Knight = 1.25 EC. → Musketmen

Lancers: NEEDS BRONZE MELTING. 1 Lancer = 0.75 EC. → Pikemen

Pikemen: NEEDS METAL CASTING. 1 Pikeman = 1 EC. → Grenadiers

Grenadiers: NEEDS MILITARY THEORY. 1 Grenadier = 1.5 EC. → Machine Gun

Slingers: BASIC UNIT. 1 Slinger = 0.5 EC. → Atlatls

Atlatls: NEEDS LANCE PROPELLER. The first long distance fighters, they carry a propeller with them, which allows them to shoot lances further than the human arm alone can. They fare badly at close quarter combat. 1 Atlatl = 0.75 EC. → Archers

Archers: NEEDS ARCHERY. This unit uses a bow that allows them to shoot arrows at longer distances and higher speeds than a mere propeller would do. Long distance is their strength, but put them against an enemy that is near them and they will drop like flies in the middle of winter. 1 Archer = 1 EC. → Crossbowmen

Crossbowmen: NEEDS ENGINEERING. Using a reduced version of a ballista, these people can kill many people at very long distances. Their iron plates also protect them against enemy long distance attacks, but should they meet a swordsman or similar at a very short distance, the chances are against them. 1 Crossboman = 1.25 EC. → Musketmen

Musketmen: NEEDS GUNPOWDER. Armed with the first firearms ever made, which are just an iron tube with a wooden butt, these soldiers might be slow when reloading, but they are lethal at positions further than what archers are. 1 Musketman = 1.5 EC. → Riflemen

Riflemen: NEEDS RIFLING. After an improvement on the design of the firearms, the ones holding them are now far deadlier than the Musketmen, because now they can reload faster and the bullets they use can be fired with greater precision. Their cheap price makes them the basic unit any modern army must have. 1 Rifleman = 1.75 EC. → Infantry

Infantry: NEEDS RADIO. 1 Infantry = 2 EC. → Cyborg Infantry.

Cyborg Infantry: NEEDS CYBERNETICS. 1 Cyborg Infantry = 2.25 EC

Riders: NEEDS ANIMAL HUSBANDRY. The first mounted warrior, it carries one lance that can be thrown or used to charge at the enemy. Does good against many units, but suffers heavily in tight places. 1 Rider = 1.25 EC. → Chariots

Chariots: NEEDS CHARIOTRY. Riding a two-horse-pulled cart is more secure than riding the horses directly. The two-man team can alternate directing the horses and shooting deadly arrows or lances to their enemies. 1 Chariot = 1.5 EC. → Mounted Knights

Mounted Knights: NEEDS TACTICS. These horse-riding units are heavily armoured and can cut swathes of enemies in one attack, as well as fighting like demons if they are surrounded. However, a frontal charge against Pikemen will result in a sure death, because these people are specially trained to defeat horse-riding units. 1 Mounted Knight = 2 EC. → Cavalry

Cavalry: NEEDS RIFLING. Using firearms to better fight the enemy, these unit can destroy many enemies just by running against them and then shooting at their retreating backs. They can also use sabres to kill the enemy in close quarter, and are very good against artillery, but if the infantry holds a good defensive position against them then the ones cut through will be the cavalry units. 1 Cavarly = 2.5 EC. → Motorized Division

Motorized Division: NEEDS MOTORIZED TRANSPORTATION. Substituting your horses with motorcycles makes them better. For example, it is easier to ride a motorcycle and to make it do what you want than a horse. However, the motorcycles lack the flexibility of the horses and tend to have to do large turns, with the consequent loss of time. 1 Motorized Division = 3 EC. → Anti-Grav Motorized Division.

Anti-Grav Division: NEEDS POSITRONIC BRAIN. Using a combination of hovering technology and inhibitors of gravity, these specially prepared motorcycles can float over any terrain save for water and precipitous terrain and do so at very high speeds, with a positronic brain taking

Catapult: NEEDS MATHEMATICS. The best scientists of your kingdom have managed to construct this siege weapon that will throw the rain of death over the enemies in the form of rocks. Its crew, specialized in taking care and managing the catapult, will only be cannon fodder if they try to engage the enemy directly. 1 Catapult = 1.5 EC. → Trebuchet

Trebuchet: NEEDS ENGINEERING. Although it uses the same principle as the catapult, the trebuchet can be far more dangerous than the catapult, as it can shoot stones to longer distances and fire-covered projectiles, which can kill a big group of soldiers in one hit. 1 Trebuchet = 2.25 EC. → Cannon

Cannon: NEEDS GUNPOWDER AND METALLURGY. These weapons, made with a large hollow tube of iron and loaded with gunpowder, make a horrible noise that resonates all over the field of battle, and the iron grenades it launches wreak havoc wherever they hit, be it a military unit – both friendly and enemy – or a building. 1 Cannon = 3 EC. → Artillery

Artillery: NEEDS ARTILLERY. 1 Artillery = 3.75 EC. → Self-Propelled Artillery

Self-Propelled Artillery. NEEDS LASER.

Armoured Car: NEEDS ARMOURED CAR. → Light/Heavy Tanks

Light Tanks: NEEDS ADVANCED WARFARE → Mechanized Infantry

Mechanized Infantry: NEEDS ELECTRONICS → Exo-Skeleton Infantry

Exo-Skeleton Fighters: NEEDS HYDROGEN CELL

Heavy Tanks: NEEDS ADVANCED WARFARE → Modern Armour

Modern Armour: NEEDS MINIATURIZATION → Land Battleship

Land Battleship: NEEDS SUPERCONDUCTORS

Marines: NEEDS AMPHIBIOUS WARFARE. 1 Marine = 1.5 EC

Gunships: NEEDS ROCKETRY. 1 Gunship = 3 EC

SAM Batteries: NEEDS RADAR. 1 SAM Batteries = 4 EC

Warriors → Axe-Men → Swordsmen → Knights → Musketmen
Warriors → Lancers → Pikemen → Grenadiers → Machine Gun
Slingers → Atlatls → Archers → Crossbowmen → Musketmen
Musketmen → Riflemen → Infantry → Cyborg Infantry
Riders → Chariots → Mounted Knights → Cavalry → Motorized Division → Anti-Grav Division
Catapult → Trebuchet → Cannon → Artillery → Self-Propelled Artillery
Armoured Car → Light Tanks → Mechanized Infantry → Exo-Skeleton Fighters
Armoured Car → Heavy Tanks → Modern Armour → Land Battleship


Spoiler for Navy Units:
Oar-Ships: NEEDS FISHING. This vessel, which uses only oars as a method of propulsion, is the first thing you can use to cross bodies of water. However, they can only be used to cross rivers, lakes and some seas that are narrow enough. 1 Oar-Ship = 1.25 IC. -> Galley

Galleys: NEEDS SAILING. Putting a big piece of cloth on the mast of your ship does wonders, don't you think so? Although it still uses oars to propel it if there isn't any wind, this ship will let your navy travel further than the oar-ships can. 1 Galley = 1.5 IC. -> Cog

Cog: NEEDS NAVIGATION. 1 Cog = 1.75 EC. → Transport

Transport: NEEDS AMPHIBIOUS WARFARE. 1 Transport = 2 EC. → Fusion Transport

Fusion Transport: NEEDS FUSION. 1 Fusion-Powered Transport = 2.25 EC.

Galleon: NEEDS OPTICS. 1 Galleon = 2 EC. → Destroyer

Destroyer: NEEDS STEEL. 1 Destroyer = 2.5 EC → Stealth Destroyer

Stealth Destroyer: NEEDS STEALTH. 1 Stealth Destroyer = 3 EC.

Frigate: NEEDS COMPASS. 1 Frigate = 2.25 EC → Ironclad

Ironclad: NEEDS STEAM POWER AND STEEL. 1 Ironclad = 3 EC. → Battleship

Battleship: NEEDS SUPERCONDUCTORS. 1 Battleship = 3.5 EC.

Submarine: NEEDS REFINING. 1 Submarine = 2 EC. → Nuclear Submarine

Nuclear Submarine: NEEDS NUCLEAR POWER. 1 Nuclear Submarine = 2.5 EC.

Carrier: NEEDS HEAVIER THAN AIR FLIGHT. 1 Carrier = 3 EC. → Supercarrier.

Supercarrier: NEEDS HYDROGEN CELL. 1 Supercarrier = 5 EC.

Oar-Ship → Galley → Cog → Transport → Fusion Transport
Oar-Ship → Galley → Galleon → Destroyer → Stealth Destroyer
Oar-Ship → Galley → Frigate → Ironclad → Battleship
Submarine → Nuclear Submarine
Carrier → Supercarrier


Spoiler for Air Force Units:
Airship: NEEDS FLIGHT.

Fighter: NEEDS HEAVIER THAN AIR FLIGHT

Bomber: NEEDS EXPLOSIVES.

Explosive Rocket: NEEDS ROCKETRY. → Biowarfare Weapon

Biowarfare Weapon: NEEDS GENETIC ENGINEERING

Nuclear Weapon: NEEDS NUCLEAR WEAPONRY. → ICBM

ICBM: NEEDS LIQUID FUELS

Fighter → Jet Fighter
Airship → Bomber → Stealth Bomber
Explosive Rocket → Biowarfare Weapon
Nuclear Weapon → ICBM


Spoiler for Space Units:
Space Rocket

Satellite

Space Station

Space Fighter

Extraterrestrial Base

Terraformer


Other Things
Spoiler for Order Template:
First, the stats. You know which.
Then, the orders:
- Spending Orders: you say on what you want to spend your EC. Use this order: spending on wonders/projects, military units/upgrades, allocation of resources to spying duties, other orders.
- Military Orders: send your army and/or settlers in a direction, state your battle strategies, your aims, etcetera.
- Spying Orders: spy training and spy missions.
- Other Orders: includes starting/finishing a trade agreement, exchange of technologies and other similar things.


*The swiftness with which you send your orders (at least your first orders, as they might change due to possible contact or offers to trade) is VERY important. Not only because I might start an update sooner if you send orders before it starts, but because the order with which you send them will influence the outcome of your actions.
Examples:
- If you are in a war and both of you launch attacks on your enemy's territory, the biggest chances will be for the one who sent orders first.
- If 2 or more people finish researching a technology at the same turn, the one who sent those orders first wins the bonus.

*Keep your orders stored until the update after those orders's turn ends. As this is my 1st NES, I might be prone to make a couple of mistakes. Don't be scared to point out said mistakes, but always provide your orders as proof of my mistake.

Last edited by Milarqui; Mar 16, 2009 at 10:05 AM.
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Old Feb 20, 2009, 01:09 PM   #5
Milarqui
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Location: Granada, Andalucía, España, Europa
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Acknowledgements:
- To Sid, for creating Civilization.
- To EQandcivfanatic, for modding the first NESes I participated in.
- To Crezth, for modding CrezNES: ARTOR, on which this NES is based.
- To Charles, for being such a great ally in war and giving me good ideas.
- To those that play here, for giving me the opportunity to show them my abilities as a modder.

Updates:
Update 0: The Birth Of A New World (0 AB)
Update 1: The First Steps (50 AB)
Update 2: Walking Without Help (100 AB)
Update 3: The First Words (150 AB)
Update 4: Running Around Like A Banshee (200 AB)
Update 5: Your Parents Wish You Were Again That Silent Baby (250 AB)
Update 6: You Wonder Why Your Tiny Fishes Stopped Moving (300 AB)
Update 6.5: Let's Not Be Foolish (325 AB) (April Fools Joke)
Update 7: These Green And Red Things Are Very Tasty (350 AB)
Update 8: Why Did You Leave Me Here In This Strange Place, Mum? (400 AB)
Update 9: Getting Asleep Because I Don't Want To Go To School (450 AB)
Update 10: Can I do a sleep-over at my friend's house, Mum? (500 AB)
Update 11: That girl is really nice. Will she want to be my girlfriend? (550 AB)

State of things as of 550 AB:
Spoiler for Map with nation's names:

Last edited by Milarqui; May 02, 2009 at 11:19 AM.
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Old Feb 20, 2009, 01:11 PM   #6
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reserved for awesome first posrt!
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Old Feb 20, 2009, 01:15 PM   #7
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The Kingdom of Hellenium, standing by.
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Old Feb 20, 2009, 01:40 PM   #8
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What no coliseum? Rome demands a Great Coliseum!

Put in the Iron age and it could increase culture and economy. Or even increase military quality or add a certain number of men to the army from gladiators? I don't really care but Rome will build a Coliseum.

Oh and the Kingdom of Rome has arrived.
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Old Feb 20, 2009, 01:56 PM   #9
Arian
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Inca Empire here.

Starting tech = Fire
Unique Unit = Terror Quechas
Highly disciplined elite warriors mounted on bloodthirsty lamas.
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Old Feb 20, 2009, 02:00 PM   #10
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If everyone gets the orders for Update 0 soon (on PMs, please), I will be able to start it very soon. Latest date for the orders to reach my account will be MONDAY 23RD FEBRUARY AT 2 PM GMT+1 (8 AM EST).
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Old Feb 20, 2009, 02:38 PM   #11
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Damietta is here. Will send orders quickly.
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Old Feb 20, 2009, 02:52 PM   #12
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We (Singodia) will be building the Pyramids, so everyone else may as well save them selves the hassle and build something else
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Old Feb 20, 2009, 02:55 PM   #13
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Does our starting tech, automatically adjust our economy, or will it take a turn?
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Old Feb 20, 2009, 02:57 PM   #14
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The adjustment happens at the next turn. Just think of it like in Civ: you don't have the effects of a tech until the turn your research has finished.

The effects of the starting tech will count on Update 1, of course.
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Old Feb 20, 2009, 03:02 PM   #15
D'Artagnan59
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Starting Tech=Fire
Land UU: Impi: Blindingly fast warriors. Increase expansion, has a 20% chance of running through blockades.
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Old Feb 20, 2009, 03:08 PM   #16
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Singodia UU: Bengali Cavalry! Tiger Riders! Fast expansion and Vicious!


Last edited by Abaddon; Feb 20, 2009 at 03:11 PM.
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Old Feb 20, 2009, 03:09 PM   #17
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Super Nintendo Land

Starting tech: Fishing

No UU as of yet... This will change as necessity arises.
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Old Feb 20, 2009, 03:13 PM   #18
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Before we get too carried away...

1. Orders are to be sent ON PMS. Only 1st Tech and Land UUs, so don't try to decide where to spend your first 4 EC.

2. Any land UUs that ride any kind of animal can't be used UNLESS Animal Husbandry is your first tech.

3. Sending the UUs is a must. If your units can't be made because you don't have the required tech, then remember that they can "evolution". Arian knows what I am talking about.

EDIT: Also, if you have Fishing, you can start your Navy UUs as well.

Last edited by Milarqui; Feb 20, 2009 at 03:44 PM.
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Old Feb 20, 2009, 03:57 PM   #19
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UU and starting tech sent.
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Old Feb 20, 2009, 04:03 PM   #20
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Milarki.. do you need me to send more, or is what ive sent enough?
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