amirsan
King of all Kings
Gold Per Turn: The economy of this NES. Each city initially produces 1 gpt. Gold can be used to upgrade units, rush improvements or units, to purchase technology, or as currency for international trading. The way to make gold per turn is this:
Increase city size: each city size adds another gold produced by the city.
Build roads: for 1 production, you can build a road to connect two cities. Roads provide 1 gold per turn between each city. It also increases speed of units between locations where a road is set.
Trade: you can set up a free trade route for 3 gold which will allow each player to earn 2 more gpt.
Build Trade Improvements: build things like marketplaces, banks, or stock exchanges
Shields per Turn: The production of cities. Each city initially produces 1 spt. Shields are used to build units, improvements, and wonders. To improve production you can do one of the following things:
Increase City Size: Each city size adds another spt
Build production improvements: build factories and power plants.
Build railroads: each city-connecting railroad is another spt added to your total.
Cities: This is a huge part of the game like regular civ3. Each city gives you 1gpt (5 cities=5gpt). It also increases productivity for other upgrades like army, will be explained differently for each upgrade below. This is also how you expand your territory. The cost to build a city is 1 production plus 1 more production for every other city you have (so you have 5 cities and you want to build your 6th one for 6 gold). In addition to the gold pay, you will need to send military garrison to the city or else it will never be built. You can send any type of military and as many as you want and must stay in the city forever. The more units that was sent to garrison the more territory it receives when it is built. If you settle a city on a resource than you will get 2gpt instead of one from that city. As you can see, cities will be VERY valuable in this game.
Increasing City Size: After researching new technologies cities can grow. There are 4 sizes of cities represented on the map. Each size can is another gpt and spt added. After researching required techs, you can increase a citys size by spending 5 shields. Here is a list of sizes and when they are available:
Size 1: Base city, produces 1 gpt/spt.
Size 2: Requires Construction, produces 2 gpt and spt.
Size 3: Requires Sanitation, produces 3 gpt and spt
Size 4: Requires Sanitation, can only be created in grasslands, produces 4 gpt and spt.
Armed Forces: Ok, this is all about civ so the only armed force you can build at the moment is the warrior. Every military unit has a stat that shows how powerful it is to other units. Battles will be decided story NES style with numbers of each different unit.
"Warrior: Warriors are troops armed with slings and stone axes, a fighter of the late stone age. They have both horrible attack and horrible defense. Can upgrade to swordsmen
That is how each unit description will look when someone discovers it. Please ask questions.
Navy: Pretty much the same as troops, will be explained more when someone discovers the technology, which allows boats.
Unit Upgrades: for every 1000 troops, it costs another gold to upgrade them to next level, like from Warriors to Swordsmen. So if I had 3000 warriors which I wanted to upgrade to swords it would cost 6 gold.
Training: The good ol' NES way, since we cant put the bars on each soldier we will just do it by levels. Conscript, Regular, Veteran, Elite, Leader.
Unique Units: You have the same UU as every civ has in the real Civ3 game. They will be described like the other troops.
Technology: This is the second most important thing in the game. This is what unlocks everything. We will be using the Conquests tech tree, you dont need Conquests to play this though, just download the below pdf for this game. You need it regardless if you have Conquests or not. It has A LOT of info for the game, I will also put it on the tech post but its better if you have the whole thing, it has some reference to other things in the game.
http://www.civfanatics.net/uploads5/c3cref31.zip
On the Tech Tree:
The Name of the tech is in Big Bold Letters inside each box, to the right is the cost of the tech in gold. This is how much you must pay to acquire the tech. Below it is what each tech unlocks for you when you research it. The words with the military stats next to them are the military units (ground, air, or sea). The Shield next to the unit is the cost, this is the actual cost without the zero, so a spearmen which is 20 shields in the actual civ game will cost 2 shields in this NES. A warrior which is 10 shields will cost 1 shields in the NES. In green is the wonders which will be explianed later. In Blue/Purple is improvements which do just as they say, if it says, "increase production" when you build it, it will increase production. The number next to the name is the cost without the zero. So a Granary which is 60 shields will cost only 6 shields in the NES. Then finally is the resources which look just like they are shown on the map. Governments are the same effect, you can switch when you have the technology for it.
Government: This is a lengthy portion of the NES. All nations start in Despotism, but as technology for other governments is discovered you can switch. As new governments are researched their data will be posted below.
Resources: They are shown on the map with the same images on the tech tree. There are two types of resources, strategic and luxury. Strategic resources are shown on the map until they are obsolete. They allow you to build valuable units and buildings and do special other things. They can be aquired through trade as well. Luxury resources are shown by thier initials on the map. So Dyes would be "D" on the map and Spices would be "SP" on the map. To use resources you must build a city or road in the general area where the resource is located.
Trade: Trade is determined independently by players to exchange resources for gpt or a lump sum, or even cities and territory. As mentioned above, basic trade routes can be establish between nations for 3 gold from each nation. To do this you MUST have a sea or land route connecting the two nations.
Blockades: a blockade can prevent trade between one nation and another. This is only at sea.
Roads: They can be built for either faster movement inland or for trade with another nation. Each road costs 1 production and will take as long as 1 turn to build. But a lengthy one like the Silk Road might take a while. Roads also increase the amount of gpt for the city it was built in. So roads can be pretty powerful. Roads can be cut and blocked from an enemy and stop trade, this also implies for the Sea Trade. These are also nessecary for military transport and use of resources.
Wonders: Wonders give you almost exactly what they say. So Great Libraries will give you techs for free and the Statue of Zues will give you an Ancient Cavalry every 3 turns. Some of the effects may have to be bended becuase it doesn't fit in the rules of this game but we will notify it then. There will be a list of them posted somewhere with thier effects and turns to build.
Improvements: It was explained most of it already but there will also be a list with all the info on it about Improvements available to build as tech becomes available.
Civilization Traits: It is shown on the bottom of the pdf you should've downloaded.
Expansionist: You start with 50 Scout Units for scouting resources and stuff. Barbarian NPC are more nicer and more nicer random events (sometimes).
Commercial: Cities with higher populations recieve more gold per turn and take less time to build when going farther.
Industrious: Like commercial but receive more shields instead of gold.
Militarialistic: You start with a Regular training instead of a Conscript. You can bribe other military units and you start with more.
Religous: You start with the Ceremonial Burial Technology. You citizens are more happier when beginning and they will not grow unhappier when switching government. Army fights better when fighting another nation with a different religion and culture.
Scientific: You can start with a technology of your choice. Scientific buildings cost 1 less gold. You also gain one free technology with every era advancement.
Seafaring: You start with the Alphabet technology and can build Curraghs to travel the coasts. You start on a coastal area. Ships move faster and sea improvements are cheaper.
Agricultural: You start with a Pottery Technology. City Population grows faster than normal becuase of more farms and farm technology. Food based improvements are cheaper by one gold.
Each civ starts with thier real traits so the Greeks are Commercial and Scientific.
Template It must be a Civ3 Conquests Civ!!
Nation-Player:
Government: Despotism
Number of Cities: 1
Gold per Turn: 1 Gold
Total Gold: 5 Gold
Sheilds per turn: 1 Shields
Army: 0
Navy: 0
Air Force: n/a
UU:
Wonders
Edit your template to go with your civ traits!
Increase city size: each city size adds another gold produced by the city.
Build roads: for 1 production, you can build a road to connect two cities. Roads provide 1 gold per turn between each city. It also increases speed of units between locations where a road is set.
Trade: you can set up a free trade route for 3 gold which will allow each player to earn 2 more gpt.
Build Trade Improvements: build things like marketplaces, banks, or stock exchanges
Shields per Turn: The production of cities. Each city initially produces 1 spt. Shields are used to build units, improvements, and wonders. To improve production you can do one of the following things:
Increase City Size: Each city size adds another spt
Build production improvements: build factories and power plants.
Build railroads: each city-connecting railroad is another spt added to your total.
Cities: This is a huge part of the game like regular civ3. Each city gives you 1gpt (5 cities=5gpt). It also increases productivity for other upgrades like army, will be explained differently for each upgrade below. This is also how you expand your territory. The cost to build a city is 1 production plus 1 more production for every other city you have (so you have 5 cities and you want to build your 6th one for 6 gold). In addition to the gold pay, you will need to send military garrison to the city or else it will never be built. You can send any type of military and as many as you want and must stay in the city forever. The more units that was sent to garrison the more territory it receives when it is built. If you settle a city on a resource than you will get 2gpt instead of one from that city. As you can see, cities will be VERY valuable in this game.
Increasing City Size: After researching new technologies cities can grow. There are 4 sizes of cities represented on the map. Each size can is another gpt and spt added. After researching required techs, you can increase a citys size by spending 5 shields. Here is a list of sizes and when they are available:
Size 1: Base city, produces 1 gpt/spt.
Size 2: Requires Construction, produces 2 gpt and spt.
Size 3: Requires Sanitation, produces 3 gpt and spt
Size 4: Requires Sanitation, can only be created in grasslands, produces 4 gpt and spt.
Armed Forces: Ok, this is all about civ so the only armed force you can build at the moment is the warrior. Every military unit has a stat that shows how powerful it is to other units. Battles will be decided story NES style with numbers of each different unit.
"Warrior: Warriors are troops armed with slings and stone axes, a fighter of the late stone age. They have both horrible attack and horrible defense. Can upgrade to swordsmen
That is how each unit description will look when someone discovers it. Please ask questions.
Navy: Pretty much the same as troops, will be explained more when someone discovers the technology, which allows boats.
Unit Upgrades: for every 1000 troops, it costs another gold to upgrade them to next level, like from Warriors to Swordsmen. So if I had 3000 warriors which I wanted to upgrade to swords it would cost 6 gold.
Training: The good ol' NES way, since we cant put the bars on each soldier we will just do it by levels. Conscript, Regular, Veteran, Elite, Leader.
Unique Units: You have the same UU as every civ has in the real Civ3 game. They will be described like the other troops.
Technology: This is the second most important thing in the game. This is what unlocks everything. We will be using the Conquests tech tree, you dont need Conquests to play this though, just download the below pdf for this game. You need it regardless if you have Conquests or not. It has A LOT of info for the game, I will also put it on the tech post but its better if you have the whole thing, it has some reference to other things in the game.
http://www.civfanatics.net/uploads5/c3cref31.zip
On the Tech Tree:
The Name of the tech is in Big Bold Letters inside each box, to the right is the cost of the tech in gold. This is how much you must pay to acquire the tech. Below it is what each tech unlocks for you when you research it. The words with the military stats next to them are the military units (ground, air, or sea). The Shield next to the unit is the cost, this is the actual cost without the zero, so a spearmen which is 20 shields in the actual civ game will cost 2 shields in this NES. A warrior which is 10 shields will cost 1 shields in the NES. In green is the wonders which will be explianed later. In Blue/Purple is improvements which do just as they say, if it says, "increase production" when you build it, it will increase production. The number next to the name is the cost without the zero. So a Granary which is 60 shields will cost only 6 shields in the NES. Then finally is the resources which look just like they are shown on the map. Governments are the same effect, you can switch when you have the technology for it.
Government: This is a lengthy portion of the NES. All nations start in Despotism, but as technology for other governments is discovered you can switch. As new governments are researched their data will be posted below.
Resources: They are shown on the map with the same images on the tech tree. There are two types of resources, strategic and luxury. Strategic resources are shown on the map until they are obsolete. They allow you to build valuable units and buildings and do special other things. They can be aquired through trade as well. Luxury resources are shown by thier initials on the map. So Dyes would be "D" on the map and Spices would be "SP" on the map. To use resources you must build a city or road in the general area where the resource is located.
Trade: Trade is determined independently by players to exchange resources for gpt or a lump sum, or even cities and territory. As mentioned above, basic trade routes can be establish between nations for 3 gold from each nation. To do this you MUST have a sea or land route connecting the two nations.
Blockades: a blockade can prevent trade between one nation and another. This is only at sea.
Roads: They can be built for either faster movement inland or for trade with another nation. Each road costs 1 production and will take as long as 1 turn to build. But a lengthy one like the Silk Road might take a while. Roads also increase the amount of gpt for the city it was built in. So roads can be pretty powerful. Roads can be cut and blocked from an enemy and stop trade, this also implies for the Sea Trade. These are also nessecary for military transport and use of resources.
Wonders: Wonders give you almost exactly what they say. So Great Libraries will give you techs for free and the Statue of Zues will give you an Ancient Cavalry every 3 turns. Some of the effects may have to be bended becuase it doesn't fit in the rules of this game but we will notify it then. There will be a list of them posted somewhere with thier effects and turns to build.
Improvements: It was explained most of it already but there will also be a list with all the info on it about Improvements available to build as tech becomes available.
Civilization Traits: It is shown on the bottom of the pdf you should've downloaded.
Expansionist: You start with 50 Scout Units for scouting resources and stuff. Barbarian NPC are more nicer and more nicer random events (sometimes).
Commercial: Cities with higher populations recieve more gold per turn and take less time to build when going farther.
Industrious: Like commercial but receive more shields instead of gold.
Militarialistic: You start with a Regular training instead of a Conscript. You can bribe other military units and you start with more.
Religous: You start with the Ceremonial Burial Technology. You citizens are more happier when beginning and they will not grow unhappier when switching government. Army fights better when fighting another nation with a different religion and culture.
Scientific: You can start with a technology of your choice. Scientific buildings cost 1 less gold. You also gain one free technology with every era advancement.
Seafaring: You start with the Alphabet technology and can build Curraghs to travel the coasts. You start on a coastal area. Ships move faster and sea improvements are cheaper.
Agricultural: You start with a Pottery Technology. City Population grows faster than normal becuase of more farms and farm technology. Food based improvements are cheaper by one gold.
Each civ starts with thier real traits so the Greeks are Commercial and Scientific.
Template It must be a Civ3 Conquests Civ!!
Nation-Player:
Government: Despotism
Number of Cities: 1
Gold per Turn: 1 Gold
Total Gold: 5 Gold
Sheilds per turn: 1 Shields
Army: 0
Navy: 0
Air Force: n/a
UU:
Wonders
Edit your template to go with your civ traits!
