YOU CAN UPGRADE TWO THINGS A TURN FOR 1 ECONOMY(army, navy, culture, education or Living Standards. ENLISTMENT LEVEL COSTS 1 ECONOMY. SHIP BUILDING LEVEL COSTS 1 ECONOMY. TRADE ROUTS COSTS 2 ECONOMY
TO RAISE ECONOMY YOU MAY ONLY UPGRADE ONLY THAT FOR THE TURN
MILITARY
uses numbers not levels.
New to this is the enlistment level. Each age has 5 enlistment ages, going from 1 to 5. This determines how many troops each turn will you get if you. Level 1= smallest amount level 5= largest. Your enlistment goes down 2 levels when you advance an age. Shipbuilding level is the enlistment level, but for navy.
Training: Will go down 1 level every age advancement
Army: Farmers, Militia, Warriors, Veterans, Elite
Navy: Fishers, Sailors, Marines, Vetreans, Elite
ECONOMY:
Collapsed, Depression, Recession, Weak, Stable, Growing(Copper Limit), Strong, Prosperous, Very Prosperous, Juggernaught (+s)
CULTURE:
Determines how fast you expand and how NPC nations treat you.
Minuscule, Tiny, Small, Medium(Copper Limit), Large, Very Large, Gigantic(+s)
EDUCATION:
Determines how often you will receive new technologies and age advancement.
Stupid, Dumb, Slow, Average(Copper Limit), Smart, Intelligent, Genius, Enlightened
LIVING CONDITIONS:
The better the conditions, the better the happiness. These conditions do not count toward urban environment, which are all big buildings.
Woods, Caves, Tents, Huts(Copper Limit), Hovels, Casas, Houses, Rich Homes
TRADE:
A nation will gain 1 economy level every 5 turns, until better technologies are researched. Costs 2 economy to open up a trade route.
CITIES:
Every 5 turns will generate +1 Economy for your nation. Cities will appear on the map and disappear from the map upopn my whim. Criteria for cites are 1) stories 2) living conditins 3) culture and 4) education. if these are good enough a new city might be put on the map.
TECHNOLOGY:
Education will determine when you get them:
The Wheel(Old): First 2 civs get +1 army training
Writing(Old): First two civs get +1 economy
Construction(Both) First 2 nations will get +1 Living Condition
Domestication(America): First 2 civs get +1 Economy
Pottery(America): Will allow trade in America.
WONDERS:
Wonders require research and will vary in time. A nation may only make 1 wonder at a time.
Chariot Works(The Wheel, 2 allowed, 2 turns): Raises Army Training +1
Megalith(Construction, 2 allowed,, 2 turns): Raises culture +1
Pottery Works(Pottery, 2 allowed, 2 turns): 1 Free Trade route.
AGES:
Old World:
Copper- 4000- bc
America:
Stone Age: 4000- bc
TEMPLATE:
Nations Name
Player:
Economy: Depression
Army: 500 (Farmers)
-Enlistment: 1 (100 per increase)
Navy: 10 War Rafts (Fishers)
-Shipbuilding: 1 (1War Raft per increase)
Culture: Miniscule
Education: Stupid
Living Condition: Caves
AGE: Copper(Old World) Stone(America)
Technologies: none
Wonders: none
TO RAISE ECONOMY YOU MAY ONLY UPGRADE ONLY THAT FOR THE TURN
MILITARY
uses numbers not levels.
New to this is the enlistment level. Each age has 5 enlistment ages, going from 1 to 5. This determines how many troops each turn will you get if you. Level 1= smallest amount level 5= largest. Your enlistment goes down 2 levels when you advance an age. Shipbuilding level is the enlistment level, but for navy.
Training: Will go down 1 level every age advancement
Army: Farmers, Militia, Warriors, Veterans, Elite
Navy: Fishers, Sailors, Marines, Vetreans, Elite
ECONOMY:
Collapsed, Depression, Recession, Weak, Stable, Growing(Copper Limit), Strong, Prosperous, Very Prosperous, Juggernaught (+s)
CULTURE:
Determines how fast you expand and how NPC nations treat you.
Minuscule, Tiny, Small, Medium(Copper Limit), Large, Very Large, Gigantic(+s)
EDUCATION:
Determines how often you will receive new technologies and age advancement.
Stupid, Dumb, Slow, Average(Copper Limit), Smart, Intelligent, Genius, Enlightened
LIVING CONDITIONS:
The better the conditions, the better the happiness. These conditions do not count toward urban environment, which are all big buildings.
Woods, Caves, Tents, Huts(Copper Limit), Hovels, Casas, Houses, Rich Homes
TRADE:
A nation will gain 1 economy level every 5 turns, until better technologies are researched. Costs 2 economy to open up a trade route.
CITIES:
Every 5 turns will generate +1 Economy for your nation. Cities will appear on the map and disappear from the map upopn my whim. Criteria for cites are 1) stories 2) living conditins 3) culture and 4) education. if these are good enough a new city might be put on the map.
TECHNOLOGY:
Education will determine when you get them:
The Wheel(Old): First 2 civs get +1 army training
Writing(Old): First two civs get +1 economy
Construction(Both) First 2 nations will get +1 Living Condition
Domestication(America): First 2 civs get +1 Economy
Pottery(America): Will allow trade in America.
WONDERS:
Wonders require research and will vary in time. A nation may only make 1 wonder at a time.
Chariot Works(The Wheel, 2 allowed, 2 turns): Raises Army Training +1
Megalith(Construction, 2 allowed,, 2 turns): Raises culture +1
Pottery Works(Pottery, 2 allowed, 2 turns): 1 Free Trade route.
AGES:
Old World:
Copper- 4000- bc
America:
Stone Age: 4000- bc
TEMPLATE:
Nations Name
Player:
Economy: Depression
Army: 500 (Farmers)
-Enlistment: 1 (100 per increase)
Navy: 10 War Rafts (Fishers)
-Shipbuilding: 1 (1War Raft per increase)
Culture: Miniscule
Education: Stupid
Living Condition: Caves
AGE: Copper(Old World) Stone(America)
Technologies: none
Wonders: none