-Intro-
In the 14th Century, the Mongols swept across Europe, destroying Christian and Islamic cities and nations alike. Berlin, Paris, Rome, and London all went into flames, the hopes and lives of their people with them. The Church fled to Sicily, the prayers of the Papacy seemingly unable to turn the tide of conflict. Then the miracle happened. An outnumbered Scottish and Norse army led by the great general William Wallace, fighting the might of the Mongol Horde, fought and defeated the Mongols at the great battle of Stirling Bridge, securing the independence of the newly formed Scottish Kingdom. The Mongols had been beaten...
2004...
The Great War just ended 5 years ago, and the Grand Alliance of Mongolia and the Seminole Empire was brutally defeated all across the world by a coalition of nations. The French have gained their independence, causing the still lasting independence groups of Germany, Poleland, and Russia to riot and rebel. Now an uneasy time of peace has emerged. The Grand Alliance is greatly decreased, the people of the world restless, independence and rebel groups emerge all around the world. Which of the world's nations can survive this time of stife and one day perhaps reach for the stars?
OOC: The technology of this timeline is behind that of our own real life time. In 2004 of this timeline, the technology is of World War 2 style. It has been a while since i've done an NES here, and this is based off the rules of my last good NES, EQNES Modern World. As a note this world is based off of Skilord's alternate history story "Stains of Blood and Ash." Good luck to all players.
RULES
-Civilization-
Choose a civilzation from the below post that best suits your interest and playing skill.
-Economy-
Economy is in the form of World Credits 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.
-Religion-
With the Mongols invading nations with no regard for religion, and the lack of a Martin Luther or any reforms in the Catholic Church, the Papacy retained much of its power. Similar insitutions exist in the Aztec Empire and the Byzantine Republic. Whoever leads these nations leads the religion. The leaders of other nations with the same religion do not have to follow the leading nation's religious commands, but if they don't they will face the wrath of the people. These instituions can call upon the peoples of their religions to do these things:
Crusade: to war against another nation with a different religion. Sometimes people of the lands rise up as Irregulars to follow their religion's desires. This works for revolts in other lands as well.
Embargo: to declare a trade embargo against an opposing nation of different religion. If this occurs and at least 1 other nation of same religion supports the embargo, the victim nation's WCPT decreases by 2.
-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. As some advice, you can use your infantry (with exception of mech infantry) as paratroops or helicopter assualt forces. Just say so in detailed orders and it will be done.
Units
Irregulars- badly trained and armed irregular troops. 10000 can be armed for 1 WC.
Infantry- Regular trained armed forces, the base of any Army. 5000 of these men can be armed for 1 WC.
Tanks- Your basic armored force, an essential to any civilization wanting more land. 50 can be built for 1 WC.
Fighter- The only planes at the beginning, include bombers, in an air battle, numbers make the difference. 30 can be built for 1 WC
Destroyer- Armored basic naval vessel. Armed with anti-submarine weapontry. 2 can be built for 1 WC.
Cruiser- Faster than a battleship, but more powerful than a destroyer. A few of these helps make a well-balanced navy. 1 can be built for 1 WC.
Battleship- Most powerful ships afloat with exception of carriers. 1 can be built for 2 WC.
Carrier- Holds aircraft and is equiped with heavy weapons. 1 can be built for 2 WC.
Submarine- Torpedos ships and hold nuclear weapons. 1 can be built for 1 WC.
Technology
Technology can be researched to build new units or to improve existing ones. You must pay in a lump sum to keep updating simple for me. Technology can be traded.
Availible technology:
Commando Tactics: Allows training of Commandos, which are advanced infantry forces. Costs 20 WC.
Mechanized Tactics: Allows training of Mechanized Infantry, which are mobile assualt troopers, vital to any armored offensive. Costs 25 WC.
Atomic Theory: Allows for advancement of newer levels of technology. Costs 30 WC.
More to be announced....
Example orders
For a person making 3 WCs a turn-
Nation Name
Grow WC per turn
gain 3 WCs into the bank
For a person making 4 WCs a turn-
Nation Name
Build 10,000 Infantry (2 WC)
Build a Carrier (2 WC)
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.
In the 14th Century, the Mongols swept across Europe, destroying Christian and Islamic cities and nations alike. Berlin, Paris, Rome, and London all went into flames, the hopes and lives of their people with them. The Church fled to Sicily, the prayers of the Papacy seemingly unable to turn the tide of conflict. Then the miracle happened. An outnumbered Scottish and Norse army led by the great general William Wallace, fighting the might of the Mongol Horde, fought and defeated the Mongols at the great battle of Stirling Bridge, securing the independence of the newly formed Scottish Kingdom. The Mongols had been beaten...
2004...
The Great War just ended 5 years ago, and the Grand Alliance of Mongolia and the Seminole Empire was brutally defeated all across the world by a coalition of nations. The French have gained their independence, causing the still lasting independence groups of Germany, Poleland, and Russia to riot and rebel. Now an uneasy time of peace has emerged. The Grand Alliance is greatly decreased, the people of the world restless, independence and rebel groups emerge all around the world. Which of the world's nations can survive this time of stife and one day perhaps reach for the stars?
OOC: The technology of this timeline is behind that of our own real life time. In 2004 of this timeline, the technology is of World War 2 style. It has been a while since i've done an NES here, and this is based off the rules of my last good NES, EQNES Modern World. As a note this world is based off of Skilord's alternate history story "Stains of Blood and Ash." Good luck to all players.
RULES
-Civilization-
Choose a civilzation from the below post that best suits your interest and playing skill.
-Economy-
Economy is in the form of World Credits 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.
-Religion-
With the Mongols invading nations with no regard for religion, and the lack of a Martin Luther or any reforms in the Catholic Church, the Papacy retained much of its power. Similar insitutions exist in the Aztec Empire and the Byzantine Republic. Whoever leads these nations leads the religion. The leaders of other nations with the same religion do not have to follow the leading nation's religious commands, but if they don't they will face the wrath of the people. These instituions can call upon the peoples of their religions to do these things:
Crusade: to war against another nation with a different religion. Sometimes people of the lands rise up as Irregulars to follow their religion's desires. This works for revolts in other lands as well.
Embargo: to declare a trade embargo against an opposing nation of different religion. If this occurs and at least 1 other nation of same religion supports the embargo, the victim nation's WCPT decreases by 2.
-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. As some advice, you can use your infantry (with exception of mech infantry) as paratroops or helicopter assualt forces. Just say so in detailed orders and it will be done.
Units
Irregulars- badly trained and armed irregular troops. 10000 can be armed for 1 WC.
Infantry- Regular trained armed forces, the base of any Army. 5000 of these men can be armed for 1 WC.
Tanks- Your basic armored force, an essential to any civilization wanting more land. 50 can be built for 1 WC.
Fighter- The only planes at the beginning, include bombers, in an air battle, numbers make the difference. 30 can be built for 1 WC
Destroyer- Armored basic naval vessel. Armed with anti-submarine weapontry. 2 can be built for 1 WC.
Cruiser- Faster than a battleship, but more powerful than a destroyer. A few of these helps make a well-balanced navy. 1 can be built for 1 WC.
Battleship- Most powerful ships afloat with exception of carriers. 1 can be built for 2 WC.
Carrier- Holds aircraft and is equiped with heavy weapons. 1 can be built for 2 WC.
Submarine- Torpedos ships and hold nuclear weapons. 1 can be built for 1 WC.
Technology
Technology can be researched to build new units or to improve existing ones. You must pay in a lump sum to keep updating simple for me. Technology can be traded.
Availible technology:
Commando Tactics: Allows training of Commandos, which are advanced infantry forces. Costs 20 WC.
Mechanized Tactics: Allows training of Mechanized Infantry, which are mobile assualt troopers, vital to any armored offensive. Costs 25 WC.
Atomic Theory: Allows for advancement of newer levels of technology. Costs 30 WC.
More to be announced....
Example orders
For a person making 3 WCs a turn-
Nation Name
Grow WC per turn
gain 3 WCs into the bank
For a person making 4 WCs a turn-
Nation Name
Build 10,000 Infantry (2 WC)
Build a Carrier (2 WC)
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.