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.
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.