My first NES will be a story NES, like Kamilian1's, but with a few differences.
MILITARY
Unlike most Story NESes, your army size is unlimited.
You start out with 3000 troops and 6 ships or 6000 troops and 3 ships.
You can buy 1000 troops or 1 ship for 1 gold. Each ship holds 100 troops.
Second, you can train your army. The levels are: Conscripts, Regular, and Elite. It takes 5 gold to train your army. You start out at Conscripts.
Last, you can mobilize your army. It takes 1 turn for every 9000 troops, but you get an attacking bonus.
ECONOMY
To increase your economy, you must say what you are going to do, like raise takes or create more roads. Be creative! You cannot increase anything else while you increase economy.
Eco Sizes:
Depression (+1 Gold per turn)
Recession (+2 Gold per turn)
Failing (+3 Gold per turn)
Stable (+4 Gold per turn)
Growing (+5 Gold per turn)
Prosperous (+6 Gold per turn)
Outstanding (+7 Gold per turn)
TRADE
You create rare resources when you start, and can get more by random events.
You decide the name, effect, and your asking price. (You do not lose the resource when you sell or trade it) Resources can be used to increase military strength or anything else by 1.
Ex: Wine; Increases Citizen Happiness by 1; 2 Gold or another Resource.
Please keep them age and geographically appropriate. No oil in the Stone Age or Horses in America.
You need to share a border with a country to trade. At any time you can change your rare resource.
RESOURCES FOR SALE
Country;Resource;Effect;Asking Price
Somalia;Coffee;+1 happiness;2 gold
Britain;Cloth;+1 economy;3 gold
Canada;Furs;+2 happiness;4 gold
Nubia:Cotton; +1 Happiness, +1 eco; 4 gold
Ireland
otatoes;+1 happiness; 2 gold
Belgium:Jewels +1 economy 3
Iroquois:Chocolate;+1 happiness;2 gold
France:Fine Wine;+1 happiness; 3 gold
TRADE AGREEMENTS
Iroquois is buying Canadian furs.
France is buying Belgian Jewels
Belgium is buying French fine wine.
Citizen Happiness is determined by how much you write stories, random events, and if you are nice to your people.
Levels: From 1 to infinite.
You can create wonders and their effect. I will decide the cost and time.
WONDERS
France: Academy of Arts and Music(2/6)(2 gold per turn)
I decide when you advance an age. Education helps.
Education Levels:
1. Huh?
2. Idiotic
3. Ignorant
4. Very Poor
5. Poor
6. Below Average
7. Average
8. Above Average
9. Smart
10. Wise
11. Philosophers
12. Enlightenment
Create your own civ. Here is the template:
Nation Name
Ruler:
Government: despotism or tribal
Economy: Depression (+1)
Gold: 1
Rare Resource: Name;Effect;Asking Price
Army: 6000 or 3000 Stone Age
Navy: 3 or 6 Stone Age
Age: Stone Age
Education: Ignorant
Citizen Happiness: 10
Color:
Ages:
Stone Age: Clubmen, Stone spears, Rafts
Copper Age: Spears, slings, canoes
Bronze Age: Spearmen, Archers, Galleys
Iron Age: Swords, Spears, Archers, Frigates
Classical Age: Pikemen, swordsmen, archers, fire frigates
Dark Age: Pikemen, Horsemen, Crossbowmen, Galleons(1/6 chance of crossing ocean)
Medieval Age: Knights, Pikemen, better Galleons(1/3 chance)
Gunpowder: Early Guns, Sword Cavalry, Galleons(1/2 chance)
Age of sail: All Gunpowder Infantry, Cannons on land and ships, Galleons(2/3 chance)
Imperial Age:Same as age of sail but better. Galleons(5/6 chance)
Early Industrial Age: Guns, Very Precise Cannons, Steam, Ironclads, Railroads(economy!!!)...(All ships can cross oceans)
Late Industrial Age: Early Tanks, Fighter-Planes ("Red Baron" type of stuff), Bombers
Early Modern Age: Better Tanks, One-wing airplanes
Late Modern Age: Awesome Tanks, Nuclear Missiles, Nuclear Submarines, Jets, Stealth Bombers
MILITARY
Unlike most Story NESes, your army size is unlimited.
You start out with 3000 troops and 6 ships or 6000 troops and 3 ships.
You can buy 1000 troops or 1 ship for 1 gold. Each ship holds 100 troops.
Second, you can train your army. The levels are: Conscripts, Regular, and Elite. It takes 5 gold to train your army. You start out at Conscripts.
Last, you can mobilize your army. It takes 1 turn for every 9000 troops, but you get an attacking bonus.
ECONOMY
To increase your economy, you must say what you are going to do, like raise takes or create more roads. Be creative! You cannot increase anything else while you increase economy.
Eco Sizes:
Depression (+1 Gold per turn)
Recession (+2 Gold per turn)
Failing (+3 Gold per turn)
Stable (+4 Gold per turn)
Growing (+5 Gold per turn)
Prosperous (+6 Gold per turn)
Outstanding (+7 Gold per turn)
TRADE
You create rare resources when you start, and can get more by random events.
You decide the name, effect, and your asking price. (You do not lose the resource when you sell or trade it) Resources can be used to increase military strength or anything else by 1.
Ex: Wine; Increases Citizen Happiness by 1; 2 Gold or another Resource.
Please keep them age and geographically appropriate. No oil in the Stone Age or Horses in America.
You need to share a border with a country to trade. At any time you can change your rare resource.
RESOURCES FOR SALE
Country;Resource;Effect;Asking Price
Somalia;Coffee;+1 happiness;2 gold
Britain;Cloth;+1 economy;3 gold
Canada;Furs;+2 happiness;4 gold
Nubia:Cotton; +1 Happiness, +1 eco; 4 gold
Ireland

Belgium:Jewels +1 economy 3
Iroquois:Chocolate;+1 happiness;2 gold
France:Fine Wine;+1 happiness; 3 gold
TRADE AGREEMENTS
Iroquois is buying Canadian furs.
France is buying Belgian Jewels
Belgium is buying French fine wine.
Citizen Happiness is determined by how much you write stories, random events, and if you are nice to your people.
Levels: From 1 to infinite.
You can create wonders and their effect. I will decide the cost and time.
WONDERS
France: Academy of Arts and Music(2/6)(2 gold per turn)
I decide when you advance an age. Education helps.
Education Levels:
1. Huh?
2. Idiotic
3. Ignorant
4. Very Poor
5. Poor
6. Below Average
7. Average
8. Above Average
9. Smart
10. Wise
11. Philosophers
12. Enlightenment
Create your own civ. Here is the template:
Nation Name
Ruler:
Government: despotism or tribal
Economy: Depression (+1)
Gold: 1
Rare Resource: Name;Effect;Asking Price
Army: 6000 or 3000 Stone Age
Navy: 3 or 6 Stone Age
Age: Stone Age
Education: Ignorant
Citizen Happiness: 10
Color:
Ages:
Stone Age: Clubmen, Stone spears, Rafts
Copper Age: Spears, slings, canoes
Bronze Age: Spearmen, Archers, Galleys
Iron Age: Swords, Spears, Archers, Frigates
Classical Age: Pikemen, swordsmen, archers, fire frigates
Dark Age: Pikemen, Horsemen, Crossbowmen, Galleons(1/6 chance of crossing ocean)
Medieval Age: Knights, Pikemen, better Galleons(1/3 chance)
Gunpowder: Early Guns, Sword Cavalry, Galleons(1/2 chance)
Age of sail: All Gunpowder Infantry, Cannons on land and ships, Galleons(2/3 chance)
Imperial Age:Same as age of sail but better. Galleons(5/6 chance)
Early Industrial Age: Guns, Very Precise Cannons, Steam, Ironclads, Railroads(economy!!!)...(All ships can cross oceans)
Late Industrial Age: Early Tanks, Fighter-Planes ("Red Baron" type of stuff), Bombers
Early Modern Age: Better Tanks, One-wing airplanes
Late Modern Age: Awesome Tanks, Nuclear Missiles, Nuclear Submarines, Jets, Stealth Bombers