Jason The King
Deity
JNESVI, World Colonization and the Northern Empires.
The great empires of the north exceeded their home lands, and have begun to expand into unknown territories. Eyes are set on the lands of the south: Africa, South America, and Oceania. Will the great kings and emperors of The North be able to defeat the natives and colonize the dearly-needed land? Will land claims get in the way of expansion for some of the empires and kingdoms? You decide.
RULES
· The gray nations are NPC, and I will control them lightly. There will be no trading, and they will not expand. The one in South America is Incas, Central America is Aztecs, and East Africa is Zimbabwe.
MOVING
It will be like normal : 1 province/sea per turn, unless the certain unit can move 2. Unloading and loading will not take a turn. So that means you can load and unload into two different provinces as many times as you like just so long as the transport doesnt move. If you have to load, move, then unload, it will take 2 turns (1st turn you can load and move, the 2nd turn you can unload, pick up/move away).
GOVERNMENTS
It is simple, basically there are 3 governments: Republic, Despotism (emperor and empire), and Monarchy (king and kingdom). Each have different bonuses. The Republic gives you better negotiation status with natives, both the big nations in S America, Africa, and Central America and the individual small provinces that you conquer early in the game (making them easier conquer). Despotism gives you an advantage on the battlefield against the big NPC nations and player-run nations. Monarchy gives you bonuses in trading, +1c more for each caravan/cargo boat. You begin in anarchy, and you should choose you government when you signup. This will also tell me ifyou read the rules or not
.
TRADING
Trading is relatively simple. You just build a Market for every nation you trade with, limit is one per nation. For each Market, you can have 3 trade units (much like in Wargame), and each trade unit produces +3c per turn. You may also trade resources, the way you do that is this: You must have at least one trade unit trading with the nation in which you want to trade resources with, and from then you can trade unlimited resources. You must anounce what trade route you take (through the sea's or provinces). Trade cogs and caravans can make the round trip anywhere in one turn. If enemy units lie in the way, the trade ships are sunk or caravans destroyed (no bonus to them). You can not send trade caravans over unclaimed territory, but may send it through a player nation (or nation i control) without a ROP as long as your not at war.
RESOURCES
Another copy from UKNES (
). You start out with a certain amount of resources for each nation, and each unit requires one resource point. Once you build the unit, the resource point is attached to the unit for ever, unit it is dispersed or the unit is killed. All human units require grain, horsemen and knights, chariots etc. require horses, and all naval and siege units require wood.
BATTLING
Battling will be done via AOK, and will take into account terrain, amount of units, and your strategy. So it is important you post strategy. If you dont, then I simply charge your units at them as a horde, which will most likely not succeed.
INCOME
You make 6cpt for your capital, and 2cpt for every other province.
TECHNOLOGY
May be added later in the game.
STRUCTURES
You may build a variety of structures. A wall can help protect your province. A tower is very useful in defense as well, and castles are almost invincible against normal units. You may build barracks in any province in order to build infantry units, but you cant build any other unit-production centers, all ships, horses, and siege have to be built in your capital and shipped over. You can build farms, which increase your production in one province by 1cpt. There is no limit to how many farms you may have in one province.
Farms: 15c
Wall: 20c
Tower: 30c
Castle: 40c
Barracks: 20c
(I know these are expensive, but the defense REALLY helps, and it is worth it. Most structures will be hard to bring down without siege)
Ok, I think I got all the basic stuff. Please sign up and ask questions! Here are the unit list and nations:
Warriors
A band of poorly equipped (clubs) and skilled men.
3c
AOK Counterpart: Militia
Spearmen
Men equipped with a long pole and a iron points and heavy armor. Good against mounted units in defense, poor against fast land units.
5c
AOK Counterpart: Spearmen
Archer
A man with a bow and arrow and is good attacking across small rivers and from high altitudes, or behind fortifications. NOT good when attacking or defending by themsekves
5c
AOK Counterpart: Archer
Swordsmen
Basically a knight without a horse and has a shorter sword. Good for melee combat, ok against all units.
7c
AOK Counterpart: Champion
Long Bowmen
An archer with a bigger range of firing.
7c
AOK Counterpart: Long bowman
Horsemen
A man atop a horse with no saddle and equipped with a spear and shield. The horsemen can move 2 provinces at a time.
8c
AOK Counterpart: Scout (horse)
Knight
An armored man and horse, the man equipped with a long sword, strong armor, and a spear. Good when used alone, and even better when paired with more. Possibly the unit in the game.
10c
AOK Counterpart: Knight
Chariot
A cart drawn by two horses. Chariot is very fast on flat ground, but extremely limited on hilly, forested, or watery surfaces. Chariot can move 2 spaces on normal terrain (I will make the decision), and uses bows and arrows for weapons.
AOK Counterpart: War Chariot
Conquistador
A horsemen, lightly armored, with a musket.
12c
AOK Counterpart: Conquistador
Catapult
A great unit to use against breaking fortresses and walls. Also good for defending against archers or hordes of warriors or swordsmen, when grouped with other defending units. Poor alone.
10c
AOK Counterpart: Catapult
Cannon
The best unit to use against structures. TERRIBLE at defending or attacking other units, except for another cannon. Needs provided defense from other units. Can attack Castles, for instance, without being hit from the castle, so the castle better have some defense UNITS too.
12c
AOK Counterpart: Trebuchet
Battleship
The best ship to use against another navy ship, but most expensive.
15c
AOK Counterpart: Galleon
Frigate
Smaller then a battleship, and significantly weaker.
10c
AOK Counterpart: War Galley
Trireme
Smallest of the navy ships, and slowest with the weakest firepower, but is good in huge numbers.
6c
AOK Counterpart: Galley
Fire Boat
A small, fast boat that lays fire to any naval ship or siege craft on the shore. Also most expensive.
18c
AOK Counterpart: Fire Galleon
Transport
A transport boat for humans and horses, can carry 5 units a boat.
5c
AOK Counterpart: Transport
Siege Transport
A transport for siege craft, can transport 3 units on each boat.
8c
AOK Counterpart: Transport
NATIONS
England
Government:
Ruler: (Uknemesis)
Economy:
25 Grain
35 Wood
10 Horses
Germany
Government: Despotism
Ruler: (AnarchyRulz)
Economy:
30 Grain
15 Wood
25 Horses
Spain
Government: Despotism
Ruler: Emperor Ferdinand (Jason the King)
Economy:
15 Grain
25 Wood
30 Horses
France
Government:
Ruler: (Toasty)
Economy:
30 Grain
25 Wood
15 Horses
Ottoman Turks
Government: Monarchy
Ruler: (Skilord)
Economy:
30 Grain
10 Wood
25 Horses
Russia
Government: Republic
Ruler: (Das)
Economy:
40 Grain
15 Wood
20 Horses
India
Government:
Ruler:
Economy:
30 Grain
20 Wood
10 Horses
China
Government: Despotism
Ruler: Emperor Guan Yu The Yu Dynasty (Dexter)
Economy:
30 Grain
10 Wood
20 Horses
Japan
Government:
Ruler:
Economy:
15 Grain
30 Wood
15 Horses
Union
Government:
Ruler:
Economy:
30 Grain
25 Wood
5 Horses
Confederacy
Government:
Ruler:
Economy:
30 Grain
25 Wood
5 Horses
Oh, and I am playing because I have a random system of battle. And, I will record every battle so that if someone needs proof and they have AOK, I will just send them the recording. And updates will be daily.
When you send in order, please use this as a template. If orders aren't like this, then I will send them back to you and ask for you to make them more like this:
Nation Name
Government
CPT, Treasury, Total to spend this turn
Purchases
Units:
xxxx...xc
xxxx...xc
Structures
xxxx...xc
xxxx...xc
Total Spent:
Total left in bank:
Trade
With XXXX
---Trade cog/caravan
---Trade cog/caravan
---Trade cog/caravan
Through XXXX route.
Moves
Move xxxx unit from xxxx province/sea to xxxx province/sea
---or---
Attack xxxx province/sea with xxxx units
I have a ROP with XXXX.
I have alliance with XXXX.
Have fun! And don't forget to join SNES! It won't be hard to manage this game!
The great empires of the north exceeded their home lands, and have begun to expand into unknown territories. Eyes are set on the lands of the south: Africa, South America, and Oceania. Will the great kings and emperors of The North be able to defeat the natives and colonize the dearly-needed land? Will land claims get in the way of expansion for some of the empires and kingdoms? You decide.
RULES
· The gray nations are NPC, and I will control them lightly. There will be no trading, and they will not expand. The one in South America is Incas, Central America is Aztecs, and East Africa is Zimbabwe.
MOVING
It will be like normal : 1 province/sea per turn, unless the certain unit can move 2. Unloading and loading will not take a turn. So that means you can load and unload into two different provinces as many times as you like just so long as the transport doesnt move. If you have to load, move, then unload, it will take 2 turns (1st turn you can load and move, the 2nd turn you can unload, pick up/move away).
GOVERNMENTS
It is simple, basically there are 3 governments: Republic, Despotism (emperor and empire), and Monarchy (king and kingdom). Each have different bonuses. The Republic gives you better negotiation status with natives, both the big nations in S America, Africa, and Central America and the individual small provinces that you conquer early in the game (making them easier conquer). Despotism gives you an advantage on the battlefield against the big NPC nations and player-run nations. Monarchy gives you bonuses in trading, +1c more for each caravan/cargo boat. You begin in anarchy, and you should choose you government when you signup. This will also tell me ifyou read the rules or not

TRADING
Trading is relatively simple. You just build a Market for every nation you trade with, limit is one per nation. For each Market, you can have 3 trade units (much like in Wargame), and each trade unit produces +3c per turn. You may also trade resources, the way you do that is this: You must have at least one trade unit trading with the nation in which you want to trade resources with, and from then you can trade unlimited resources. You must anounce what trade route you take (through the sea's or provinces). Trade cogs and caravans can make the round trip anywhere in one turn. If enemy units lie in the way, the trade ships are sunk or caravans destroyed (no bonus to them). You can not send trade caravans over unclaimed territory, but may send it through a player nation (or nation i control) without a ROP as long as your not at war.
RESOURCES
Another copy from UKNES (

BATTLING
Battling will be done via AOK, and will take into account terrain, amount of units, and your strategy. So it is important you post strategy. If you dont, then I simply charge your units at them as a horde, which will most likely not succeed.
INCOME
You make 6cpt for your capital, and 2cpt for every other province.
TECHNOLOGY
May be added later in the game.
STRUCTURES
You may build a variety of structures. A wall can help protect your province. A tower is very useful in defense as well, and castles are almost invincible against normal units. You may build barracks in any province in order to build infantry units, but you cant build any other unit-production centers, all ships, horses, and siege have to be built in your capital and shipped over. You can build farms, which increase your production in one province by 1cpt. There is no limit to how many farms you may have in one province.
Farms: 15c
Wall: 20c
Tower: 30c
Castle: 40c
Barracks: 20c
(I know these are expensive, but the defense REALLY helps, and it is worth it. Most structures will be hard to bring down without siege)
Ok, I think I got all the basic stuff. Please sign up and ask questions! Here are the unit list and nations:
Warriors
A band of poorly equipped (clubs) and skilled men.
3c
AOK Counterpart: Militia
Spearmen
Men equipped with a long pole and a iron points and heavy armor. Good against mounted units in defense, poor against fast land units.
5c
AOK Counterpart: Spearmen
Archer
A man with a bow and arrow and is good attacking across small rivers and from high altitudes, or behind fortifications. NOT good when attacking or defending by themsekves
5c
AOK Counterpart: Archer
Swordsmen
Basically a knight without a horse and has a shorter sword. Good for melee combat, ok against all units.
7c
AOK Counterpart: Champion
Long Bowmen
An archer with a bigger range of firing.
7c
AOK Counterpart: Long bowman
Horsemen
A man atop a horse with no saddle and equipped with a spear and shield. The horsemen can move 2 provinces at a time.
8c
AOK Counterpart: Scout (horse)
Knight
An armored man and horse, the man equipped with a long sword, strong armor, and a spear. Good when used alone, and even better when paired with more. Possibly the unit in the game.
10c
AOK Counterpart: Knight
Chariot
A cart drawn by two horses. Chariot is very fast on flat ground, but extremely limited on hilly, forested, or watery surfaces. Chariot can move 2 spaces on normal terrain (I will make the decision), and uses bows and arrows for weapons.
AOK Counterpart: War Chariot
Conquistador
A horsemen, lightly armored, with a musket.
12c
AOK Counterpart: Conquistador
Catapult
A great unit to use against breaking fortresses and walls. Also good for defending against archers or hordes of warriors or swordsmen, when grouped with other defending units. Poor alone.
10c
AOK Counterpart: Catapult
Cannon
The best unit to use against structures. TERRIBLE at defending or attacking other units, except for another cannon. Needs provided defense from other units. Can attack Castles, for instance, without being hit from the castle, so the castle better have some defense UNITS too.
12c
AOK Counterpart: Trebuchet
Battleship
The best ship to use against another navy ship, but most expensive.
15c
AOK Counterpart: Galleon
Frigate
Smaller then a battleship, and significantly weaker.
10c
AOK Counterpart: War Galley
Trireme
Smallest of the navy ships, and slowest with the weakest firepower, but is good in huge numbers.
6c
AOK Counterpart: Galley
Fire Boat
A small, fast boat that lays fire to any naval ship or siege craft on the shore. Also most expensive.
18c
AOK Counterpart: Fire Galleon
Transport
A transport boat for humans and horses, can carry 5 units a boat.
5c
AOK Counterpart: Transport
Siege Transport
A transport for siege craft, can transport 3 units on each boat.
8c
AOK Counterpart: Transport
NATIONS
England
Government:
Ruler: (Uknemesis)
Economy:
25 Grain
35 Wood
10 Horses
Germany
Government: Despotism
Ruler: (AnarchyRulz)
Economy:
30 Grain
15 Wood
25 Horses
Spain
Government: Despotism
Ruler: Emperor Ferdinand (Jason the King)
Economy:
15 Grain
25 Wood
30 Horses
France
Government:
Ruler: (Toasty)
Economy:
30 Grain
25 Wood
15 Horses
Ottoman Turks
Government: Monarchy
Ruler: (Skilord)
Economy:
30 Grain
10 Wood
25 Horses
Russia
Government: Republic
Ruler: (Das)
Economy:
40 Grain
15 Wood
20 Horses
India
Government:
Ruler:
Economy:
30 Grain
20 Wood
10 Horses
China
Government: Despotism
Ruler: Emperor Guan Yu The Yu Dynasty (Dexter)
Economy:
30 Grain
10 Wood
20 Horses
Japan
Government:
Ruler:
Economy:
15 Grain
30 Wood
15 Horses
Union
Government:
Ruler:
Economy:
30 Grain
25 Wood
5 Horses
Confederacy
Government:
Ruler:
Economy:
30 Grain
25 Wood
5 Horses
Oh, and I am playing because I have a random system of battle. And, I will record every battle so that if someone needs proof and they have AOK, I will just send them the recording. And updates will be daily.
When you send in order, please use this as a template. If orders aren't like this, then I will send them back to you and ask for you to make them more like this:
Nation Name
Government
CPT, Treasury, Total to spend this turn
Purchases
Units:
xxxx...xc
xxxx...xc
Structures
xxxx...xc
xxxx...xc
Total Spent:
Total left in bank:
Trade
With XXXX
---Trade cog/caravan
---Trade cog/caravan
---Trade cog/caravan
Through XXXX route.
Moves
Move xxxx unit from xxxx province/sea to xxxx province/sea
---or---
Attack xxxx province/sea with xxxx units
I have a ROP with XXXX.
I have alliance with XXXX.
Have fun! And don't forget to join SNES! It won't be hard to manage this game!