Hello, and welcome to Sanotra's NES (SNES).
This is SNES- Worlds
The Goal: As a nation rise to become the world's undebatable superpower.
# of players: 6
# of NPC's: 2
Max # of cities: 100
The Nations:
- Singodia / Purple / Abaddon / Lush
- Russia / Dk. Green / Crezth / Tundra
- Bulgaria / Yellow / Charles Li / Lush
- Egypt / Orange / Arian / Dry
- Basconia / Blue / Micbic / Lush
- Prussia / Black / Zuriputsch / Lush
- African Empire / Lt. Blue / Lush
- Qazvin / Red / Desert
The World:
The World Terrain:
The World Military Grid:
Revealed Tech Tree(s):
The Rules:
The world is played out in Europe, Africa, and half of Asia. There is no history, the players and the mod are responsible for rewriting the history of their world. Each player starts with one city, of roughly 1000 people, depending on the terrain. In order to expand the player must upkeep their society by feeding the people, providing for them, and upgrading technology.
There are resources all over the map, players should scout out these resources and expand over them, or at least border touch them, in order to access these valuable goods. Resources will be necessary for various technology's, military growth, economic well being, and even for expansion.
Orders will be sent to the me through the mail, and all updates will be posted here. The world map, will keep changing and I will update the maps here in this post, not elsewhere.
Terrain:
Resources:
Technology:
Interface:
Seasonal Credits:
Trading:
Scouting:
Expansion:
Cost to expand:
Building a Military:
Building a Navy:
Creating a standing army or naval unit:
Marching Armies/Navies & Battle:
This is SNES- Worlds
The Goal: As a nation rise to become the world's undebatable superpower.
# of players: 6
# of NPC's: 2
Max # of cities: 100
The Nations:
- Singodia / Purple / Abaddon / Lush
- Russia / Dk. Green / Crezth / Tundra
- Bulgaria / Yellow / Charles Li / Lush
- Egypt / Orange / Arian / Dry
- Basconia / Blue / Micbic / Lush
- Prussia / Black / Zuriputsch / Lush
- African Empire / Lt. Blue / Lush
- Qazvin / Red / Desert
The World:
Spoiler :

The World Terrain:
Spoiler :

The World Military Grid:
Spoiler :

Revealed Tech Tree(s):
Spoiler :
Starting Tech Tree...
Branching Tech Tree...
Food Tech Tree...
Resources Tech Tree...
Army Tech Tree...
Spoiler :

Branching Tech Tree...
Spoiler :

Food Tech Tree...
Spoiler :

Resources Tech Tree...
Spoiler :

Army Tech Tree...
Spoiler :


The Rules:
The world is played out in Europe, Africa, and half of Asia. There is no history, the players and the mod are responsible for rewriting the history of their world. Each player starts with one city, of roughly 1000 people, depending on the terrain. In order to expand the player must upkeep their society by feeding the people, providing for them, and upgrading technology.
There are resources all over the map, players should scout out these resources and expand over them, or at least border touch them, in order to access these valuable goods. Resources will be necessary for various technology's, military growth, economic well being, and even for expansion.
Orders will be sent to the me through the mail, and all updates will be posted here. The world map, will keep changing and I will update the maps here in this post, not elsewhere.
Terrain:
Spoiler :
-Terrain Specials-
Players establishing in different terrain types, get various benefits.
Mountains:
Pros:
Plenty of Coins, and Stone. Higher Defense against invading nations.
Cons:
Cities closer together. Slower Movement and expansion.
Desert:
Pros:
Very large territorial control, wider borders, faster movement.
Cons:
Barely any resources, weaker attacking tundra nations.
Special:
If over 70% of a players cities are within a desert, centers cost -1 food.
Dry:
Pros:
Large territorial control, wider borders.
Cons:
Scarce resources.
Special:
If over 70% of a players cities are within a dry landscape, centers cost -1 food.
Tundra:
Pros:
Ability to establish distant colonies to collect far off resources.
Cons:
Small territorial control, smaller borders.
Special:
During a war, if it is winter, the player with which you are at war with will have -2 seasonal credits, and you will have +1 credits.
Lush:
Pros:
Plenty of food, and timber. Normal territorial control.
Cons:
Scarce on stone, and metals.
Terrain specific city borders:
Players establishing in different terrain types, get various benefits.
Mountains:
Pros:
Plenty of Coins, and Stone. Higher Defense against invading nations.
Cons:
Cities closer together. Slower Movement and expansion.
Desert:
Pros:
Very large territorial control, wider borders, faster movement.
Cons:
Barely any resources, weaker attacking tundra nations.
Special:
If over 70% of a players cities are within a desert, centers cost -1 food.
Dry:
Pros:
Large territorial control, wider borders.
Cons:
Scarce resources.
Special:
If over 70% of a players cities are within a dry landscape, centers cost -1 food.
Tundra:
Pros:
Ability to establish distant colonies to collect far off resources.
Cons:
Small territorial control, smaller borders.
Special:
During a war, if it is winter, the player with which you are at war with will have -2 seasonal credits, and you will have +1 credits.
Lush:
Pros:
Plenty of food, and timber. Normal territorial control.
Cons:
Scarce on stone, and metals.
Terrain specific city borders:
Spoiler :

Resources:
Spoiler :
There are various resources throughout the map, as technologies advance, some new resources will appear, and I will place them on this list. Below is a list of all known resources.
Animals - Animals provide an excellent food resource, granting a population food, allowing a population to grow. In order to benefit from Animals, a civilization must research all 5 levels of Hunting and Gathering. Food is required in order for a nation to expand. For example 1 food resource is required to provide for 5 cities, and 3 for 10 cities.
Good Soil - Good Soil provides an excellent food resource, granting a population food, allowing a population to grow. In order to benefit from Good Soil, a civilization must research all 5 levels of Farming. Food is required in order for a nation to expand. For example 1 food resource is required to provide for 5 cities, and 3 for 10 cities.
Gold - Gold is an economic resource, providing the controlling player with 1000 coins per season. Gold is rather plenteous in mountains, and nations controlling Gold have a serious edge on nations with inferior economies.
Silver- Silver is an economic resource, providing the controlling player with 200 coins per season. Silver is rather plenteous in mountains, and nations controlling Silver have a serious edge on nations with inferior economies.
Stone- Stone is required to build Territorial Center buildings which allow a nation to establish an extra 5 cities. It is also required to build military establishments, such as forts, to better defend your lands.
Forest - A forest provides a nation with good timber, required for the weapons of war. Wood is also needed to expand, and house the people. Wood abounds in Lush environments, but is rather plenteous in the Tundra.
Metals - Metals are required for weapons of war. Precious alloys can determine a nations fate, Mountainous, Desert, and Dry nations may find it easier to utilize metal weaponry, rather then wood.
Horses - Horses appear on the map once a stables is built. A nation with access to horses will be able to mount them, and have an upper hand in combat. Not all weapons will be allowed to be carried on horseback, and not all weapons are effective while mounted.
Saltpetre - Saltpetre is substance used in the making of gunpowder. This resource appears later on in the game, and allows for weapons utilizing gunpowder to be used in combat, fortification, and naval warfare.









Technology:
Spoiler :
As seasons pass and nations grow older, technology advances. In this NES technology decides how your nation survives, expands, and negotiates with the terrain around it, and the nations which share it's borders. A tech tree has been posted above, showing all known technologic opportunities, weigh your options and choose wisely.
Interface:
Spoiler :
There is an interface bar which will be posted on each update, for every player. Below is an example of said interface. It shows different things, including your economic fortune, and your military strength, so be careful in your decisions, and keep in mind people will get to see your statistics to an extent!

Seasonal Credits:
Spoiler :
Each nation starts out with the ability to get 5 things done per turn. Doing anything consumes 1 credit of the 5. So in essence you are allowed to give me 5 orders per update. Things to be used on include things like; researching a technology, establishing a city, scouting, producing # units in the army, creating a standing army or naval unit, or moving a standing unit.
Trading:
Spoiler :
In order to trade resources between nations, the nations must be within reasonable distance on the map, and both have researched Politics. When trading one nation simply allows the other nation full access to one of its resources (being unable to use that resource itself therefore).
Scouting:
Spoiler :
Once scouting is researched, a player is given the option to consume one of his turn credits on scouting the surrounding terrain of his nation. A scouting trip is essential because it reveals all the resources within the selected area. Knowledge of where resources are, allow the player to know which direction he/she should branch their nation.
When deciding to scout, a player must specify in their orders, which direction they would like to look. The options are NW,N,NE,E,SE,S,SW,W. So an order would look like this: Scout Lv 1 NE of village such and such. or Scout Lv 2 NE of village such and such.
Scouting Lv 1:
Scouting Lv 2:
When deciding to scout, a player must specify in their orders, which direction they would like to look. The options are NW,N,NE,E,SE,S,SW,W. So an order would look like this: Scout Lv 1 NE of village such and such. or Scout Lv 2 NE of village such and such.
Scouting Lv 1:
Spoiler :

Scouting Lv 2:
Spoiler :

Expansion:
Spoiler :
A nation starts with 1 city, in order to expand a player must have the required number of coins, which rises with the amount of cities currently in possession. The starting price is 300 coins. In order to build a city, a player must have researched Settlement. To build a new city, a player needs to specify in his orders where his new city will be created. The player can either point out the spot on the Military Grid Map, or specify in detail through the orders.
Cities must be touching the border of the nation, and cannot be further out. Once Shipwright is researched a player may travel short distances across water to establish a city. Establishing a city consumes 2 season credits.
At the start of the game, a nation cannot build past 5 touching cities. In order to raise the cap to 10, they must establish a capitol city (converting one city to be the capitol city). In order to go past 10 they must establish a Territory Center, and the same past 15 and so on. A player may not expand past 100 consecutive cities. Below is a list of how much the cities and centers cost.
Cities must be touching the border of the nation, and cannot be further out. Once Shipwright is researched a player may travel short distances across water to establish a city. Establishing a city consumes 2 season credits.
At the start of the game, a nation cannot build past 5 touching cities. In order to raise the cap to 10, they must establish a capitol city (converting one city to be the capitol city). In order to go past 10 they must establish a Territory Center, and the same past 15 and so on. A player may not expand past 100 consecutive cities. Below is a list of how much the cities and centers cost.
Cost to expand:
Spoiler :
Cities 1-4 cost 300 coins.
- Capitol costs 500 coins, 500 stone. 1 Food
Cities 6-10 cost 600 coins.
- Center costs 1000 coins, 1000 stone. 3 Food
Cities 11-15 cost 900 coins.
- Center costs 1500 coins, 1500 stone. 5 food
Cities 16-20 cost 1200 coins.
- Center cost 2000 coins, 2000 stone. 7 food
--
Cities 21-25 cost 2000 coins.
- Center cost 4000 coins, 4000 stone. 9 food
Cities 26-30 cost 3000 coins.
- Center cost 5000 coins, 5000 stone. 11 food
Cities 31-35 cost 4000 coins.
- Center cost 6000 coins, 6000 stone. 13 food
Cities 36-40 cost 5000 coins.
- Center cost 7000 coins, 7000 stone. 15 food
--
Cities 41-45 cost 7000 coins.
- Center cost 10000 coins, 10000 stone. 17 food
Cities 46-50 cost 10000 coins.
- Center cost 15000 coins, 15000 stone. 19 food
Cities 51-55 cost 13000 coins.
- Center cost 20000 coins, 20000 stone. 21 food
Cities 56-60 cost 16000 coins.
- Center cost 25000 coins, 25000 stone. 23 food
--
Cities 61-65 cost 20000 coins.
- Center cost 30000 coins, 30000 stone. 25 food
Cities 66-70 cost 25000 coins.
- Center cost 40000 coins, 40000 stone. 27 food
Cities 71-75 cost 30000 coins.
- Center cost 50000 coins, 50000 stone. 29 food
Cities 76-80 cost 35000 coins.
- Center cost 60000 coins, 60000 stone. 31 food
--
Cities 81-85 cost 50000 coins.
- Center cost 70000 coins, 70000 stone. 33 food
Cities 86-90 cost 65000 coins.
- Center cost 90000 coins, 90000 stone. 35 food
Cities 91-95 cost 80000 coins.
- Center cost 110000 coins, 110000 stone. 37 food
Cities 96-100 cost 95000 coins.
- National Land Mark (Personalized). +20000 Coins per season. 40 food
Cost 120000 coins, 120000 stone.
- Capitol costs 500 coins, 500 stone. 1 Food
Cities 6-10 cost 600 coins.
- Center costs 1000 coins, 1000 stone. 3 Food
Cities 11-15 cost 900 coins.
- Center costs 1500 coins, 1500 stone. 5 food
Cities 16-20 cost 1200 coins.
- Center cost 2000 coins, 2000 stone. 7 food
--
Cities 21-25 cost 2000 coins.
- Center cost 4000 coins, 4000 stone. 9 food
Cities 26-30 cost 3000 coins.
- Center cost 5000 coins, 5000 stone. 11 food
Cities 31-35 cost 4000 coins.
- Center cost 6000 coins, 6000 stone. 13 food
Cities 36-40 cost 5000 coins.
- Center cost 7000 coins, 7000 stone. 15 food
--
Cities 41-45 cost 7000 coins.
- Center cost 10000 coins, 10000 stone. 17 food
Cities 46-50 cost 10000 coins.
- Center cost 15000 coins, 15000 stone. 19 food
Cities 51-55 cost 13000 coins.
- Center cost 20000 coins, 20000 stone. 21 food
Cities 56-60 cost 16000 coins.
- Center cost 25000 coins, 25000 stone. 23 food
--
Cities 61-65 cost 20000 coins.
- Center cost 30000 coins, 30000 stone. 25 food
Cities 66-70 cost 25000 coins.
- Center cost 40000 coins, 40000 stone. 27 food
Cities 71-75 cost 30000 coins.
- Center cost 50000 coins, 50000 stone. 29 food
Cities 76-80 cost 35000 coins.
- Center cost 60000 coins, 60000 stone. 31 food
--
Cities 81-85 cost 50000 coins.
- Center cost 70000 coins, 70000 stone. 33 food
Cities 86-90 cost 65000 coins.
- Center cost 90000 coins, 90000 stone. 35 food
Cities 91-95 cost 80000 coins.
- Center cost 110000 coins, 110000 stone. 37 food
Cities 96-100 cost 95000 coins.
- National Land Mark (Personalized). +20000 Coins per season. 40 food
Cost 120000 coins, 120000 stone.
Building a Military:
Spoiler :
Once specific technologies are researched a nation may start recruiting troops. Troops vary in type, and ability, requiring different resources, and require coins. Try filling your military with superior weaponry, to get an edge on the enemy. Soldiers can generally be equipped with two different weapons. Matching different weapons together will have varying effectiveness. Players can go beyond the weapon technology seen, and go into detail on the tactics used in combat by their military. Some weapons are more effective then others in battling different enemy advances.
Training an effective military cost time and money, and will greatly determine a nations success in the world. Combining a standing military with military establishments like fortifications and castles, will boost the effectiveness of your army.
Note: an army may only consist of 30% of the nations population. If they have 1000 people, the military is allowed to grow to 300.
Training an effective military cost time and money, and will greatly determine a nations success in the world. Combining a standing military with military establishments like fortifications and castles, will boost the effectiveness of your army.
Note: an army may only consist of 30% of the nations population. If they have 1000 people, the military is allowed to grow to 300.
Building a Navy:
Spoiler :
Once specific technologies are researched a nation may start building a navy. Ships vary in type, and ability, requiring different resources, and require coins. The number of ships within a nations navy is expressed on the interface bar for all to see. Try filling your navy with superior ships, to get an edge on the enemy.
Note: A navy is allowed to consist of 10% of a nations population.
Note: A navy is allowed to consist of 10% of a nations population.
Creating a standing army or naval unit:
Spoiler :
To create a standing army or naval unit present on the map, simply specify how many of each unit type you want in the unit, and tell me where in your orders. A standing army must have at least 100 troops in it. And a standing naval unit must have at least 3 ships in it. If a larger force is struck to numbers below these, the unit will be automatically disbanded and the troops/ships will return home to their families, or perhaps killed by the unit which originally attacked.
Army Unit Icon (Color is National Color):
Naval Unit Icon (Color is National Color):
Army Unit Icon (Color is National Color):
Spoiler :

Naval Unit Icon (Color is National Color):
Spoiler :

Marching Armies/Navies & Battle:
Spoiler :
Above is posted a military grid, with nearly three alphabets and 85 numbers. Using the grid, pinpoint the location in which you wish to march your created unit, and to identify which unit your moving.
Marching:
Battle:
Conquering Cities:
Marching:
Spoiler :
If a player wishes to move his army, he must consume turn credits. An army can only move for as many credits as the season provides, and/or is specified by the player.
Note - Marching units do not reveal resources on the map.
Note - Marching units do not reveal resources on the map.
Battle:
Spoiler :
If a nation is at war with another nation, then any enemy unit walking within that nations 3x3 will be attacked. An armies 3x3 is his control presence.
Any unit moving with this 3x3 (if at war) is subject to aggressive action.
Spoiler :

Any unit moving with this 3x3 (if at war) is subject to aggressive action.
Conquering Cities:
Spoiler :
An undefended contested city which finds itself within the 3x3 of an invading army, will either be destroyed or fall into the hands of the invading force. This all depends on the player invading, he/she must specify whether or not he wants to conquer or raze the city.
Conquered cities do not count towards the 100 city gap, yet still allow for access to the 100 coins per season bonus, and any resources within its borders. Ships can conquer contested cities during war if there is no unit to defend them.
Conquered cities do not count towards the 100 city gap, yet still allow for access to the 100 coins per season bonus, and any resources within its borders. Ships can conquer contested cities during war if there is no unit to defend them.