uknemesis
The Nemesis
- Joined
- Jan 16, 2002
- Messages
- 2,293
To be a hero is to give hope to those around you, to lead the lost, to comfort the hurt, to not fear death or defeat, but to try against all odds to succeed where others have failed.
A hero is someone who steps forward to lead, someone who refuses to give in, and carries the flag forwards to victory, or fights to the last in defeat. A hero fights for what they believe in, and holds true to their principles even when faced with certain annihilation.
But heroes can have vices as well as virtues, and it is these that can turn a hero into a tyrant, one who is feared as much by his own people as he is by the enemy.
And fear can encourage another hero to step forward to remove the tyrant, after which some give power back to the people, or rule fairly, but most become a tyrant themselves, being corrupted by the same evil that has ruined the one before - power.
Absolute power corrupts absolutely, and that is what happened in the last war. The Kings of the Eight Nations send armies to fight each other, but do not care about the losses - it is merely a game for them to play against each other.
But now heroes have arisen to remove those Kings from power. Will these new heroes be just and fair, or will they succumb to the corruption that has plagued heroes since the dawn of time?
It is for their consciences to decide, as a conscience is the biggest virtue of all.
For some will be heroes, and some will be tyrants. But can a hero defeat the tyrants and bring world peace, and become a legend? Or will the tyrants win out, plunging the world back into darkness until more heroes can arise?
Any man can be a hero, many of those can be a tyrant, but few can be a legend. Which will you be?
**************************************************
The countries are:
America - Jason the King
China - Toasty
England - AnarchyRulz
France - The Troquelet
Germany - Dexter
Greece - Kennelly
Japan - Naervod
Russia - RoddyVR
Welcome to the UKNES8 - Heroes, Tyrants and Legends
Explanation of the map
The areas that each nation is split up into are the usual UKNES provinces, but each now has 5 settlements(the word I'll use to describe all of the types of building, be it village, town or castle lol). These all have names(which can be changed, more info on that later). There are also seas which have names(they're in bold, just hunt for it lol). Refer to Movement as to what the dotted lines mean.
These provinces are what makes this UKNES easier to mod. Provinces are the things taken into consideration for movement, and fighting(well the actual battle lol, spoils are individual settlements). The settlements are only used when it comes to deciding upkeep, upgrading settlements, and the amount of land taken(one battle win=one settlement taken, see combat for more specific details).
A filled circle to me means the circles that are currently dotted over the map. A dot means the little square dots that used to represent fleets and armies in the old UKNESs, and none of which are currently on the map.
Each black filled circle is a village, each dark grey filled circle is a town, and each white filled circle is a castle. To find out more about these, look further down.
Each white dot(like those armies in UKNES) when they appear will be a regiment, instead of the old armies. An army instead will be a dark grey dot, and will be made up of 5 regiments. The benefits of this will come later.
Each coloured dot in a sea is a squadron of ships belonging to the nation whose colour they are. A coloured filled circle represents a fleet, or a group of five squadrons, which is like an army on land, and belongs to the nation whose colour it is. Fleets get benefits like armies do.
Finally, a coloured dot in someone elses land represents an army belonging to the nation whose colour they are moving through ally's land. Single regiments CANNOT move through other people's territory.
Income
The income system is very simple - 3 gold for a castle, 2 gold for a town and 1 gold for a village. You begin with your capital being a castle, while you have 3 towns. All the other settlements(16) are villages. This gives you a starting income of 25 gold.
Your treasury(bank) can hold a maximum of 25 gold.
Upkeep
Again, a simple system in most ways. In the beginning, a castle can support 3 units for free, a town can support 2 for free and a village can support just one unit for free. Any units over that amount cost 3 gold each for upkeep(unless you research a tech to lower it).
Movement
Each regiment or army can move one province per turn, while each squadron or fleet can move one sea per turn. They are not based in cities, but based in the province as a whole as they can respond to threats quickly within that short distance.
New units(including sea this time lol) can move but not attack. They will still defend themselves and others in that sea/province though. New squadrons/fleets can transport units to friendly provinces, but not to attack. Also, it costs one turn to load the armies onboard(the fleet can still move), and one turn to unload the armies(the fleet can't move that turn).
Squadrons can carry 2 regiments each, and fleets can carry 2 armies each.
The dotted lines mean that it is all one province. That means you can move regiments/armies from one side of the water to the other without using squadrons or fleets. But to do this you MUST own one settlement in that province on either side of the water. If you don't, you must move them the normal way you would from province to province.
Diplomacy
You can sign Right of Passage(ROP) agreements, MPPs(Mutual Protection Pacts), DPPs(Defence Protection Pacts), non-aggression pacts(NAPs) and any other type you can think of. Be warned, there are no penalties for breaking agreements!
When you want to move units through an ally's territory, this can only be done one way - with an army. Only armies can cross into allied territory - not individual regiments.
Buying
You can buy regiments at 5 gold each, and squadrons at 10 gold each. Armies and fleets cannot be bought, they are simply created by 5 regiments or squadrons banding together.
You can also upgrade a village to a town for 7 credits. No units are required for building. You also can upgrade a town to a castle for 12 credits. When you are upgrading to a castle, you can choose to rename that settlement, and since it is now on the same status as your capital, you may move your capital to there, or even have it as co-capital.
Only castles can build units, and they must be coastal to build fleets(coastal is within roughly a centimetre of the sea on the map).
Also, once again you may buy techs. These will come at the end of these rules.
Combat - The Theoretical Side
Sorry, NO BOMBARDING OR MILITIA this time around!
When you attack on land, the troops you send take on all the enemy soldiers in that province.
Should you kill more than they kill of yours, then you win that battle, and gain the settlement you were aiming for(sorry, if you're aiming for a central settlement, you MUST go through a boundary one first to reach it!). Your army then attacks again and again until either you lose more armies than the other side does, your attack force is equal to or less than half the strength of what you began the attack with, or you have taken everything in that province. In any of these cases, the invasion of that province ends for that turn there(this can mean you're repulsed at the first settlement lol and sent running home with your tail between your legs!). Once your attack has stalled, the enemy will counter-attack in the same way you attacked them unless ordered not to, and they will do so until their counter-attack runs out of steam like yours did. Then finally the battle for that province ends. But if they counter-attack all the way back to the border and are still going, don't be surprised if they cross the border and start invading you unless ordered not to!
At sea the battles are the same, just they don't take any settlements. The attack continues until it is halted, and then the counter-attack happens in the same way. However, at sea the defenders will not enter another sea to continue their counter-attack - it stops there. For invasions, the attacker must have more ships left at the end of the combat.
If you succeed in cutting a settlement off(it is cut off from the rest of its parent nation due to being pinned against an enemy border, the border of the map or the sea, and the nation it belongs to has no fleet in that sea(you can cut if off by sinking that fleet, but if they have one in the sea next to it it isn't considered cut off)) then it is no longer controlled by the player. If it is a castle, it will produce units to defend itself, saving up the money to buy it(the income from it goes to itself, not to the nation that owns it). If it is a town, it will save up for 6 turns to upgrade to a castle and then begin to produce units to defend itself. If it is a village, it will save up for 7 turns to upgrade to a town, then 6 turns to upgrade to a castle and start producing units.
It may produce fleets or armies, depending on where it is(it may build a fleet so it is no longer cut off), and it may already have defending regiments/armies there(depending on what type of settlement it is, how many units were in the entire province and how many were still in their hands).
WARNING! Settlements that are cut off together(ie; you cut off a town and two villages) will pool their resources. In that example, they would most likely save gold for 3 turns then upgrade the town to a castle, and then begin producing units(and with a total then of 5 credits a turn, that would be one army a turn!).
So cutting off settlements can be an effective tactic, but watch your back!
Cut off settlements pay no upkeep, the nation that owns them pays upkeep for the units should they go over the amount it can freely support.
Combat - The Technical Side
To begin with, your units kill on 2 or below on a ten sided dice. Sounds pitiful I know, but consider the style of combat lol! And this can be upgraded with techs.
Attacking a town incurs a +1 penalty to the number you roll(think about it, you want to roll 2 or under lol), due to the superior defences, and attacking a castle incurs a +2 penalty due to the huge defences. These only happen attacking that settlement, not the entire province.
Convoying squadrons/fleets incur a +1 penalty.
Armies and fleets both receive a -1 bonus in defence and attack.
Espionage
See the new rules for espionage here.
Random Events
These will be just little news snippets usually, but don't be surprised if these do occur. Very rarely are they anything major, often they are just rumours, or bonuses/penalties for the nation mentioned.
Updates
Updates will be every day or every other day, depending on my schedule and how many orders I get in.
TECHS THAT YOU CAN BUY!
Land
Crossbows Costs 25 credits
Makes your regiments/armies kill on 3 or below in attack.
Longbows Costs 25 credits
Makes your regiments/armies kill on 3 or below in defence.
Stirrups(REQUIRES CROSSBOWS) Costs 50 credits
Makes your regiments/armies kill on 4 or below in attack
Breastplates(REQUIRES LONGBOWS) Costs 50 credits
Makes your regiments/armies kill on 4 or below in defence
Lances(REQUIRES STIRRUPS) Costs 75 credits
Makes your regiments/armies kill on 5 or below in attack
Pikes(REQUIRES BREASTPLATES) Costs 75 credits
Makes your regiments/armies kill on 5 or below in defence
Cannon(REQUIRES LANCES) Costs 100 credits
Makes your regiments/armies kill on 6 or below in attack
Muskets(REQUIRES PIKES) Costs 100 credits
Makes your regiments/armies kill on 6 or below in defence
Sea
Grappling Hook Costs 25 credits
Makes your squadrons/fleets kill on 3 or below in attack
Pikes Costs 25 credits
Makes your squadrons/fleets kill on 3 or below in defence
Cutlass(REQUIRES GRAPPLING HOOK) Costs 50 credits
Makes your squadrons/fleets kill on 4 or below in attack
Cannon(REQUIRES PIKES) Costs 50 credits
Makes your squadrons/fleets kill on 4 or below in defence
Grapeshot(REQUIRES CUTLASS) Costs 75 credits
Makes your squadrons/fleets kill on 5 or below in attack
Roundshot(REQUIRES CANNON) Costs 75 credits
Makes your squadrons/fleets kill on 5 or below in defence
Naval Guns(REQUIRES GRAPESHOT) Costs 100 credits
Makes your squadrons/fleets kill on 6 or below in attack
PS: Also known as seven-barrelled guns
Muskets(REQUIRES ROUNDSHOT) Costs 100 credits
Makes your squadrons/fleets kill on 6 or below in defence
Economical
Supply Wagons Costs 100 credits
Costs just 2 gold for upkeep per unit over the free limit.
Supply Depots(REQUIRES SUPPLY WAGONS) Costs 250 credits
Costs just 1 gold for upkeep per unit over the free limit.
Tinned Food(REQUIRES SUPPLY DEPOTS AND IMPROVED FARMS) Costs 500 credits
Upkeep is free for all of your units.
Farms Costs 150 credits
Increases the free upkeep for units from settlements to 4 for a castle, 3 for a town and 2 for a village.
Improved Farms(REQUIRES FARMS) Costs 300 credits
Increases the free upkeep for units from settlements to 5 for a castle, 4 for a town and 3 for a village.
Banks Costs 100 credits
Increases the income from each type of settlement to 4 gold for a castle, 3 for a town and 2 for a village.
Stock Exchange(REQUIRES BANKS) Costs 250 credits
Increases the income from each type of settlement to 5 gold for a castle, 4 for a town and 3 for a village.
Military Academy Costs 500 credits
Reduces the cost of regiments to 3 gold and the cost of fleets to 5 gold.
TIMELINE
Good luck everyone!
Nemesis
PS: http://www.civfanatics.net/uploads3/uknesviii15.jpg
A hero is someone who steps forward to lead, someone who refuses to give in, and carries the flag forwards to victory, or fights to the last in defeat. A hero fights for what they believe in, and holds true to their principles even when faced with certain annihilation.
But heroes can have vices as well as virtues, and it is these that can turn a hero into a tyrant, one who is feared as much by his own people as he is by the enemy.
And fear can encourage another hero to step forward to remove the tyrant, after which some give power back to the people, or rule fairly, but most become a tyrant themselves, being corrupted by the same evil that has ruined the one before - power.
Absolute power corrupts absolutely, and that is what happened in the last war. The Kings of the Eight Nations send armies to fight each other, but do not care about the losses - it is merely a game for them to play against each other.
But now heroes have arisen to remove those Kings from power. Will these new heroes be just and fair, or will they succumb to the corruption that has plagued heroes since the dawn of time?
It is for their consciences to decide, as a conscience is the biggest virtue of all.
For some will be heroes, and some will be tyrants. But can a hero defeat the tyrants and bring world peace, and become a legend? Or will the tyrants win out, plunging the world back into darkness until more heroes can arise?
Any man can be a hero, many of those can be a tyrant, but few can be a legend. Which will you be?
**************************************************
The countries are:
America - Jason the King
China - Toasty
England - AnarchyRulz
France - The Troquelet
Germany - Dexter
Greece - Kennelly
Japan - Naervod
Russia - RoddyVR
Welcome to the UKNES8 - Heroes, Tyrants and Legends
Explanation of the map
The areas that each nation is split up into are the usual UKNES provinces, but each now has 5 settlements(the word I'll use to describe all of the types of building, be it village, town or castle lol). These all have names(which can be changed, more info on that later). There are also seas which have names(they're in bold, just hunt for it lol). Refer to Movement as to what the dotted lines mean.
These provinces are what makes this UKNES easier to mod. Provinces are the things taken into consideration for movement, and fighting(well the actual battle lol, spoils are individual settlements). The settlements are only used when it comes to deciding upkeep, upgrading settlements, and the amount of land taken(one battle win=one settlement taken, see combat for more specific details).
A filled circle to me means the circles that are currently dotted over the map. A dot means the little square dots that used to represent fleets and armies in the old UKNESs, and none of which are currently on the map.
Each black filled circle is a village, each dark grey filled circle is a town, and each white filled circle is a castle. To find out more about these, look further down.
Each white dot(like those armies in UKNES) when they appear will be a regiment, instead of the old armies. An army instead will be a dark grey dot, and will be made up of 5 regiments. The benefits of this will come later.
Each coloured dot in a sea is a squadron of ships belonging to the nation whose colour they are. A coloured filled circle represents a fleet, or a group of five squadrons, which is like an army on land, and belongs to the nation whose colour it is. Fleets get benefits like armies do.
Finally, a coloured dot in someone elses land represents an army belonging to the nation whose colour they are moving through ally's land. Single regiments CANNOT move through other people's territory.
Income
The income system is very simple - 3 gold for a castle, 2 gold for a town and 1 gold for a village. You begin with your capital being a castle, while you have 3 towns. All the other settlements(16) are villages. This gives you a starting income of 25 gold.
Your treasury(bank) can hold a maximum of 25 gold.
Upkeep
Again, a simple system in most ways. In the beginning, a castle can support 3 units for free, a town can support 2 for free and a village can support just one unit for free. Any units over that amount cost 3 gold each for upkeep(unless you research a tech to lower it).
Movement
Each regiment or army can move one province per turn, while each squadron or fleet can move one sea per turn. They are not based in cities, but based in the province as a whole as they can respond to threats quickly within that short distance.
New units(including sea this time lol) can move but not attack. They will still defend themselves and others in that sea/province though. New squadrons/fleets can transport units to friendly provinces, but not to attack. Also, it costs one turn to load the armies onboard(the fleet can still move), and one turn to unload the armies(the fleet can't move that turn).
Squadrons can carry 2 regiments each, and fleets can carry 2 armies each.
The dotted lines mean that it is all one province. That means you can move regiments/armies from one side of the water to the other without using squadrons or fleets. But to do this you MUST own one settlement in that province on either side of the water. If you don't, you must move them the normal way you would from province to province.
Diplomacy
You can sign Right of Passage(ROP) agreements, MPPs(Mutual Protection Pacts), DPPs(Defence Protection Pacts), non-aggression pacts(NAPs) and any other type you can think of. Be warned, there are no penalties for breaking agreements!
When you want to move units through an ally's territory, this can only be done one way - with an army. Only armies can cross into allied territory - not individual regiments.
Buying
You can buy regiments at 5 gold each, and squadrons at 10 gold each. Armies and fleets cannot be bought, they are simply created by 5 regiments or squadrons banding together.
You can also upgrade a village to a town for 7 credits. No units are required for building. You also can upgrade a town to a castle for 12 credits. When you are upgrading to a castle, you can choose to rename that settlement, and since it is now on the same status as your capital, you may move your capital to there, or even have it as co-capital.
Only castles can build units, and they must be coastal to build fleets(coastal is within roughly a centimetre of the sea on the map).
Also, once again you may buy techs. These will come at the end of these rules.
Combat - The Theoretical Side
Sorry, NO BOMBARDING OR MILITIA this time around!
When you attack on land, the troops you send take on all the enemy soldiers in that province.
Should you kill more than they kill of yours, then you win that battle, and gain the settlement you were aiming for(sorry, if you're aiming for a central settlement, you MUST go through a boundary one first to reach it!). Your army then attacks again and again until either you lose more armies than the other side does, your attack force is equal to or less than half the strength of what you began the attack with, or you have taken everything in that province. In any of these cases, the invasion of that province ends for that turn there(this can mean you're repulsed at the first settlement lol and sent running home with your tail between your legs!). Once your attack has stalled, the enemy will counter-attack in the same way you attacked them unless ordered not to, and they will do so until their counter-attack runs out of steam like yours did. Then finally the battle for that province ends. But if they counter-attack all the way back to the border and are still going, don't be surprised if they cross the border and start invading you unless ordered not to!
At sea the battles are the same, just they don't take any settlements. The attack continues until it is halted, and then the counter-attack happens in the same way. However, at sea the defenders will not enter another sea to continue their counter-attack - it stops there. For invasions, the attacker must have more ships left at the end of the combat.
If you succeed in cutting a settlement off(it is cut off from the rest of its parent nation due to being pinned against an enemy border, the border of the map or the sea, and the nation it belongs to has no fleet in that sea(you can cut if off by sinking that fleet, but if they have one in the sea next to it it isn't considered cut off)) then it is no longer controlled by the player. If it is a castle, it will produce units to defend itself, saving up the money to buy it(the income from it goes to itself, not to the nation that owns it). If it is a town, it will save up for 6 turns to upgrade to a castle and then begin to produce units to defend itself. If it is a village, it will save up for 7 turns to upgrade to a town, then 6 turns to upgrade to a castle and start producing units.
It may produce fleets or armies, depending on where it is(it may build a fleet so it is no longer cut off), and it may already have defending regiments/armies there(depending on what type of settlement it is, how many units were in the entire province and how many were still in their hands).
WARNING! Settlements that are cut off together(ie; you cut off a town and two villages) will pool their resources. In that example, they would most likely save gold for 3 turns then upgrade the town to a castle, and then begin producing units(and with a total then of 5 credits a turn, that would be one army a turn!).
So cutting off settlements can be an effective tactic, but watch your back!
Cut off settlements pay no upkeep, the nation that owns them pays upkeep for the units should they go over the amount it can freely support.
Combat - The Technical Side
To begin with, your units kill on 2 or below on a ten sided dice. Sounds pitiful I know, but consider the style of combat lol! And this can be upgraded with techs.
Attacking a town incurs a +1 penalty to the number you roll(think about it, you want to roll 2 or under lol), due to the superior defences, and attacking a castle incurs a +2 penalty due to the huge defences. These only happen attacking that settlement, not the entire province.
Convoying squadrons/fleets incur a +1 penalty.
Armies and fleets both receive a -1 bonus in defence and attack.
Espionage
See the new rules for espionage here.
Random Events
These will be just little news snippets usually, but don't be surprised if these do occur. Very rarely are they anything major, often they are just rumours, or bonuses/penalties for the nation mentioned.
Updates
Updates will be every day or every other day, depending on my schedule and how many orders I get in.
TECHS THAT YOU CAN BUY!
Land
Crossbows Costs 25 credits
Makes your regiments/armies kill on 3 or below in attack.
Longbows Costs 25 credits
Makes your regiments/armies kill on 3 or below in defence.
Stirrups(REQUIRES CROSSBOWS) Costs 50 credits
Makes your regiments/armies kill on 4 or below in attack
Breastplates(REQUIRES LONGBOWS) Costs 50 credits
Makes your regiments/armies kill on 4 or below in defence
Lances(REQUIRES STIRRUPS) Costs 75 credits
Makes your regiments/armies kill on 5 or below in attack
Pikes(REQUIRES BREASTPLATES) Costs 75 credits
Makes your regiments/armies kill on 5 or below in defence
Cannon(REQUIRES LANCES) Costs 100 credits
Makes your regiments/armies kill on 6 or below in attack
Muskets(REQUIRES PIKES) Costs 100 credits
Makes your regiments/armies kill on 6 or below in defence
Sea
Grappling Hook Costs 25 credits
Makes your squadrons/fleets kill on 3 or below in attack
Pikes Costs 25 credits
Makes your squadrons/fleets kill on 3 or below in defence
Cutlass(REQUIRES GRAPPLING HOOK) Costs 50 credits
Makes your squadrons/fleets kill on 4 or below in attack
Cannon(REQUIRES PIKES) Costs 50 credits
Makes your squadrons/fleets kill on 4 or below in defence
Grapeshot(REQUIRES CUTLASS) Costs 75 credits
Makes your squadrons/fleets kill on 5 or below in attack
Roundshot(REQUIRES CANNON) Costs 75 credits
Makes your squadrons/fleets kill on 5 or below in defence
Naval Guns(REQUIRES GRAPESHOT) Costs 100 credits
Makes your squadrons/fleets kill on 6 or below in attack
PS: Also known as seven-barrelled guns
Muskets(REQUIRES ROUNDSHOT) Costs 100 credits
Makes your squadrons/fleets kill on 6 or below in defence
Economical
Supply Wagons Costs 100 credits
Costs just 2 gold for upkeep per unit over the free limit.
Supply Depots(REQUIRES SUPPLY WAGONS) Costs 250 credits
Costs just 1 gold for upkeep per unit over the free limit.
Tinned Food(REQUIRES SUPPLY DEPOTS AND IMPROVED FARMS) Costs 500 credits
Upkeep is free for all of your units.
Farms Costs 150 credits
Increases the free upkeep for units from settlements to 4 for a castle, 3 for a town and 2 for a village.
Improved Farms(REQUIRES FARMS) Costs 300 credits
Increases the free upkeep for units from settlements to 5 for a castle, 4 for a town and 3 for a village.
Banks Costs 100 credits
Increases the income from each type of settlement to 4 gold for a castle, 3 for a town and 2 for a village.
Stock Exchange(REQUIRES BANKS) Costs 250 credits
Increases the income from each type of settlement to 5 gold for a castle, 4 for a town and 3 for a village.
Military Academy Costs 500 credits
Reduces the cost of regiments to 3 gold and the cost of fleets to 5 gold.

TIMELINE
Good luck everyone!
Nemesis
PS: http://www.civfanatics.net/uploads3/uknesviii15.jpg