hybrid EQNES- Historical Realism/Civ3

EQandcivfanatic

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OOC

This is mainly a 4000 BC NES based somewhat on the rules of my EQNES: Modern Combat. It consists of the same ideas plus some others. Also this is based very much on the civilization 3 rules, and i have tried to make it as close to the game as possible. Resources, wonders, and units will all be the same (though some units will be added). Hopefully it isnt too complicated. If it is, tell me and i will try to trim it down a little.

RULES

Civilization Set Up

Set up your civilization like this:

Nation Name
Government: Despotism
Capitol City:
WC per turn: 1
WC: 1
Population: 40,000
Army: 1,000 Warriors
Navy: none
Army Morale: 60%
Civilian Support: 90%

Civilization

When choosing your civ i am not picky about what you choose, as long has it is in the Old World. Please don't create a civ in the New World, as i want to save that for colonization.

Government

Each government will have some advantage or another, with exception of Despotism. The availible governments will be listed below (currently only despotism).

Economy (WC)

Economy is in the form of World Coins and WCs per turn. If you want to increase the amount of money you make, you must bank all of your gold you made that turn and next turn the new amount of money will take place.

YOU CAN ONLY SPEND THE MONEY YOU HAVE IN THE BANK AT THE START OF THE TURN.

Population

Having people is vital to any nation. You can increase your population by 1,000 for each WC (before new advances are made). You need population to train an army. The amount of people needed is shown below. Population is also lost and gained as war begins.

As another note, your population's morale is determined by the Civilian support option. This is effected by wonders you build, victories in battle, and the relative freedom of the people. In Despotism, it will slowly decline by 1% a turn. If it gets too low, BEWARE.

Military

You purchase military with below prices. When you give attack orders, you can be general or specific, though to warn you, i look favorably on tactics and maps with arrows. However, cool maps with arrows does not make a 100 man army beat a million man army.

Your army's morale is very important. It is increased in victorious battles and by certain units.

Units

Warrior- basic stone age infantry. The worst of the worst when it comes to units, but the only availible units at the beginning of the game. 1,000 can be trained for 1 WC.

Spearman- Bronze Age defense infantry. As bad as warriors on the attack, but shines on the defense. 1,000 can be trained for 1 WC.

Archer- Ranged foot soldiers of the ancient age. Will improve over time and is highly useful in support of attacking or defending troops. 500 can be trained for 1 WC.

Shaman- Ancient preists, minor leaders in the armies of the ancient empires and bring up the morale of the army by 3% a turn for every 100 shamans you have. 100 Shamans can be trained for 1 WC.

Chariot- The first "armor". These are powerhouses and the ancient army's answer to archers. 50 can be built for 1 WC and 500 population. Chariots require horses to build.

Boomerang Archer- Aborigine UU. Cheaper than normal Archers, they can be trained in larger numbers with less WCs. At the price of this they have shorter range than normal archers. 1000 can be built for 1 WC.

Gondor Archer- Gondor UU. As good on defense as spearmen, and far better than any normal archers on defense. 500 can be trained for 1 WC.

Unique Units

Every civilization can have one unique unit per age. You can only create a new UU when the tech with the unit you want to replace has been discovered. Say what its advantages are and i will determine the disadvantages as well as the cost, both WC and population. NO MAKING A SUPERPOWERFUL UNIT.

Golden Age

When you win your first battle with a UU, you gain a one time Golden Age. In the Golden Age you get double income for 8 turns.

Technology

You may choose to start with any ONE of the 6 below techs. Below the tech will be a list of who's discovered it, when all people have discovered a technology, it will be removed from the list.

Technology can be researched to build new units, to increase amount of WC per turn you make, to double population growth, or to improve existing ones. You can pay them over time and the amount paid out of the amount needed will be mentioned below your main nation stats. Technology can be traded.

Wonders

The same wonders in Civ3 will be availible for construction, given mentioned effects in the below wonders section. They will be paid for via WC. You can pay in a lump sum or over time.

Resources

Resources will be availible with different techs and can be traded. This only includes stradegic resources and luxuries are not included.

Victory

This is open ended, however, should one nation emerge above all and steadily conquers all other nations, perhaps we may call a halt and declare that player the winner.


If you have questions about the above rules, please post and i will answer them.
 
-Technology-

Masonry: Allows construction of the Pyramids. Cost is 5 WC.

Bronze Working: Allows construction of spearmen and the Colossus. Cost is 3 WC
Discovered by: Morroco, England, Aborginia, China, Mordor

Iron Working: Requires Bronze Working. Allows construction of swordsmen, Legionaries (Rome UU- stronger defense than swords), Shanghai Infantry (Chineese UU- cheaper swordsmen)and Muscovite Guards (Moscow UU- fast, strong attack, weaker defense). Cost is 6 WC.

Alphabet: Required for more advanced technology. Cost is 6 WC
Dicovered by: Rome, Norway, Germany, England

Philosphy: Requires Alphabet. Gives one other free tech. Allows construction of Mausoleum of Mausollos. Cost is 12 WC.

Code of Laws: Requires Alphabet. Discovery raises Civilian support by 5%. Is key to becoming a Republic. Cost is 10 WC.

Literature: Requires Alphabet. Allows construction of the Great Library. Cost is 12 WC.

Pottery: Allows you to increase population by 5,000 instead of 1,000. Cost is 2 WC
Discovered by: Moscovy, England, Aboriginia

Map Making: Requires Pottery and Alphabet. Allows construction of Galleys and the Great Lighthouse. Also discovery of this lets you trade with civilizations overseas. Cost is 14 WC

The Wheel: Allows construction of chariots and the horse resource appears on the map. Cost is 2 WC
Discovered by: Mordor, Gondor

Horse Back Riding: Requires the Wheel and Warrior Code. Allows training of Horsemen. Cost is 8 WC.
Discovered by: Gondor

Ceremonial Burial: Allows construction of the Shaman unit. Cost is 3 WC
Dicovered by: China

Mysticism: Allows construction of the Oracle. Cost is 6 WC.

Warrior Code: Allows construction of archers. Cost is 3 WC
Discovered by: Gondor, Germany, Aboriginia, Rome
 
-Resources-

-Wonders-

The Colossus- not yet built
Cost- 6 WC
Effect- increases wcpt by 3.
Being built by:
Morroco 0/6
 
-Alliances-

-Civilizations-

Morocco- Azale
Government: Despotism
Capitol City: Rabat
WC per turn: 4
WC: 7
Population: 45,750
Army: 1,000 Warriors, 1,000 Spearmen, 500 Archers
Navy: none
Army Morale: 60%
Civilian Support: 89%

Germany- NPC
Government: Despotism
Capitol City: Berlin
WC per turn: 2
WC: 2
Population: 41,500
Army: 1,000 Warriors, 500 Archers
Navy: none
Army Morale: 60%
Civilian Support: 89%

Muscovy- Grandmaster
Government: Despotism
Capitol City: Moscow
WC per turn: 3
WC: 4
Population: 45,000
Army: 3,000 Warriors
Navy: none
Army Morale: 60%
Civilian Support: 89%

China- spacetravler
Government: Despotism
Capitol City: Shanghai
WC per turn: 7
WC: 9
Population: 42,000
Army: 1,000 warriors
Navy: none
Army Morale: 60%
Civilian Support: 89%

Gondor- human-slaughter
Government: Despotism
Capitol City: Minas Tirith
WC per turn: 4
WC:4
Population: 42,000
Army: 1,000 Warriors
Navy: none
Army Morale: 60%
Civilian Support: 89%


Aborginia- Heine
Government: Despotism
Capitol City: Sydney
WC per turn: 4
WC: 6
Population: 41,500
Army: 1,000 Warriors, 1,000 Boomerang Archers
Navy: none
Army Morale: 60%
Civilian Support: 89%

Rome- Warman17
Government: Despotism
Capitol City: Roma
WC per turn: 6
WC: 17
Population: 42,000
Army: 1,000 Warriors
Navy: none
Army Morale: 60%
Civilian Support: 89%

England- GHOST9
Government: Despotism
Capitol City: London
WC per turn: 3
WC: 3
Population: 42,500
Army: 1,000 Warriors
Navy: none
Army Morale: 60%
Civilian Support: 89%

Norway- Amon Savag
Government: Despotism
Capitol City:Oslo
WC per turn: 3
WC: 4
Population: 42,000
Army: 1,000 Warriors
Navy: none
Army Morale: 60%
Civilian Support: 90%

Mordor: erez 87
Government: Despotism
Capitol City: Barad-Dru
WC per turn: 3
WC: 4
Population: 42,000
Army: 1,000 Warriors
Navy: none
Army Morale: 60%
Civilian Support: 90%
 
-Wars-

-Timeline-
 
-World Map-
 
This was a double post, so i'll just use it to inform you i'll have the availible techs to start with up in about 45 minuites.
 
Morocco
Government: Despotism
Capitol City: Rabat
WC per turn: 1
WC: 1
Population: 40,000
Army: 1,000 Warriors
Navy: none
Army Morale: 60%
Civilian Support: 90%
 
Deutschreich
Government: Despotism
Capitol City: Berlin
WC per turn: 1
WC: 1
Population: 40,000
Army: 1,000 Warriors
Navy: none
Army Morale: 60%
Civilian Support: 90%
 
Muscovy
Government: Despotism
Capitol City: Moscow
WC per turn: 1
WC: 1
Population: 40,000
Army: 1,000 Warriors
Navy: none
Army Morale: 60%
Civilian Support: 90%
Start Tech: Pottery
 
technologies are availible, go ahead and choose.

First update will be Thursday.
 
China
Government: Despotism
Capitol City: Shanghai
WC per turn: 1
WC: 1
Population: 40,000
Army: 1,000 Warriors
Navy: none
Army Morale: 60%
Civilian Support: 90%

Start with Ceremonial Burial

ORDERS:
A new power in the east was rising as quickly as the sun. Right now they had only began to develop but already they had distinguished themselfes by creating ceremonies for things. The chinese were a traditional people and one tradition they had was scientific development and a strong economy.

ORDERS:
Expand north on the coast with 500 warriors and south with 500
Bank the WC (increase it)

OOC-What about Warrior Code and cities?
 
only city that matters is the capitol, to keep it relatively simple. Forgot about Warrior Code, will put it in now.

Grandmaster, don't forget to choose your starting tech.
 
Samoa (Starts in New Zealand)
Government: Despotism
Capitol City: Kona
WC per turn: 1
WC: 1
Population: 40,000
Army: 1,000 Warriors
Navy: none
Army Morale: 60%
Civilian Support: 90%
First Tech: warror Code

OOC: can we make uu's now



Orders:
Bank WC
Settle Kona
Begin first Reasearch (warrior Code)
expand in all directions
 
ORDERS:
Settle Berlin
Start with Warrior Code
Expand west with 500 men
Expand south with 300 men
Expand east with 200 men
 
Aborginia
Government: Despotism
Capitol City: Sydney
WC per turn: 1
WC: 1
Population: 40,000
Army: 1,000 Warriors
Navy: none
Army Morale: 60%
Civilian Support: 90%

Orders: Expand at the coast with all my warriors.
Bank WC (increase)
 
HEine, what starting tech you want?


As a reminder, update will come tomorrow.
 
Rome
Government: Despotism
Capitol City: Roma
WC per turn: 1
WC: 1
Population: 40,000
Army: 1,000 Warriors
Navy: none
Army Morale: 60%
Civilian Support: 90%


ORDERS:

Start with Alphabet

Bank and Grow WC

Expand south.
 
Morocco


Orders
- settle Rabat
- begin with Bronze Working
- bank/increase WC

- expand north along the coast, and south along the coast
 
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