BLUT UND EHRE II
This is not a new nes, but the contiuation of Neo Nes VII - Blut Und Ehre.
The first part had a life span of 32 updates and stretched from the dawn of civilisation and the classical era to the begining of the dark ages.
Due to lack of time due to school, i had to put the nes in "hold", but now i am giving it a second birth, not by going on where it left off, but by building up the nes from scratch. The nes starts in 1420, 500 years have passed since the nes was placed in hold.
Unlike the first stage of the nes, this one will have its base in colonialism and exploration. read the orders if you are joining this nes or taking control of the nation you had the previous stage.
RULES:
ECONOMY:
The world is divided into territorys and each one has a city in it. Each city has a production value.
Key:
(big squre)- Capital = 5 Production Points
(Big Circle)- City = 3 Production Points
(small circle)-Village= 1 Production Point
the total of citys is equal to your per-turn economy producation, for example, England consists of 1 capital (5), 2 citys (6) and 7 villages (7). 5+6+7=18. Therefore englands treasury increases by 18 every turn.
NOTE: YOU CAN ONLY SPEND WHAT IS IN YOUR TREASURY
How do i increase my economy?
One simple way of increasing your economy is by upgrading a village into a city.
Village upgrade to city costs 10 Production Points.
you cant upgrade a city to a capital tough.
Another and much more profitable way of increasing your economy is by colonies, which ill explain later.
Banking is allowed.
MILITARY:
This is very important, for it is different than any other Neo Nes, it is a hybrid of a hybrid as we might say?
How do i build Units?
As already explained, the world is divided into territorys, each one has a city.
Depending on the size of the city, so is the ammount of troops you can get from it.
Capital= You can build only up to 5 divisions in a given turn
city= you can build only up to 3 divisions in a given turn
village= you can build only up to 1 division in a given turn
To build one army division it will Cost 3 production points
(remeber you can only spend what is in your treasury)
So for example england has enough to build 6 army divisions, she cannot build all of them in a village since a village can only produce one per turn; neither can she build all 6 in the capital since the capital can only build up to 5. She must build 5 in the capital and one in the town.
RESTRICTIONS and MOVEMENT RATE:
Your Army can move to any adjacent territory by land per turn.
You cannot build units in occupied territory, this can only be done in your territory.
NAVY:
Another important thing, for your empire and economy can depend on this alone.
Once you have thriving colonies around the world, a navy is the best and only thing you have to defend them from pirates, privateers and foreign powers.
How do i build fleets and ships?
To Build one navy squadron it will cost you 4 production points
(remember you can only spend what is in your treasury)
Just like the army, you are restricted, you can only build navy squadrons in your capital and citys, but not in villages.
also like the army you can only build so many ships per turn in an specific territory.
you can build up to 5 fleets in your capital
you can build up to 3 fleets in a city
you cannot build any in a village
HOW ARMYS AND NAVYS APPEAR IN THE MAP:
ARMY: Each territory has a number, this number represents how many army divisions are present pure and simple.
Navy: each number represents how many navy squadrons are present.
Transporting Armys in Fleets:
you can transport a number of army divisions as long as the naval squadrons carrying them is equal or larger.
COLONIES:
it is 1420, not exactly the dawn of colonisation or exploration, but close enough to give everyone some time to get used to the nes before the ships sail and the conquistadors plunder.
FIRST STEP:
Before everyone can begin to explore, a major project must be completed, is similar to a wonder, This will give you the technological output to support your sea explorations (read below for more details)
SECOND STEP:
once you have completed this project, you are able to explore.
to pay for an exploration party, it will cost you 5 production points.
once you pay for them, they will leave, you have no control over them but just hope they found land somewhere and made it back alive!.
The more exploration partys you send, the more likely you are to find suitable land to colonise. (please realise that a vast percentage of the exploration partys will not make it in the firts years)
the current known status of all your exploration partys will be on your stat list
THIRD STEP:
Well, the explorers were succesful!, they found some land, now what?
you send colonists!, to give a colonist charter, it will cost you 7 production points.
after some amount of time (and luck), the land will become an official territory of yours, and the colonisation will be complete once a village appears on it.
please realise that you cannot specify where exaclty you want or how big you want the territory to be.
the current known status of your colony will be on the stat list until it becomes a village.
FOURTH STEP:
repeat over and over again and bam! you rule an empire where the sun never dies.
(to civs such as russia, poland, byzantium and others, things will work similarly when expanding eastwards.)
STABILITY:
This is the equivalent for happiness, but this time you will pay attention to it and will somewhat try to keep your people happy.
The Stability stat works the following way, there are up to 7 levels, the smaller the number the more stable and good.
HERES THE TRICKY PART, you must keep the number of troops per territory and stability number at least equal. otherwise you odnt have enough to contrl the land and there will be rebellions.
Example:
England has a current stability level of 3/7, which means she must keep at least 3 army divisions in each territory (including colonies), but then she becomes really naughty and declares war to france for no reason whatsoever, the stability goes to 4/7, and any territory w/ less than 4 army divisions present will be rebellious.
Things that affect stability:
Negative-
Declaring war w.out a "casus belli" or reason to declare war - 2
Declaring war despite an active NAP - 2
Declaring war w/ a nation w/ same religious beliefs - 1
Positive
Being invaded and not being your fault - 2
Declaring war when called from a MMP or allience - 2
Declaring war w. a nation w. a different religious beliefs - 1
there will be others.
OTHER AND SPECIAL:
PRIVATEERS!!:
you are poor, your neighbor is rich and has extensive colonies!, or you just want to mess up w/ him in return for what he did the last war....
Privateers are pretty much state backed pirates.
To build a Privateer ship, it will cost you 3 Production points (can only be build in a city or capital)
once you build them, you will designate a target.....lets say the gulf of mexico, or cape town. and they will be in their way.
Privateers dont show up in the map, and you have no control over them, as time passes by, any gold they raid will find itself in your treasury (i will notify by PM)
Wait wait!, what if i get attacked by one?:
well once a raid has taken place, you will be notified by PM, and you must send a fleet to the location and hope to find them. if you keep your fleet well distributed defending your colonies you wont have any problems.
Privateers will never attack a navy vessel of an enemy fleet, but will try to run away.
privateers may also simply stop supporting you and become normal pirates, perhaps attacking your own colonies!.
RELIGION:
Religion is divided into many, you can change the official religion to another at wish......but hang on for the stability nightmare.
BARBARIANS AND FUTURE NATIONS TO JOIN AS:
As explorers move on, the following nations will be "unlocked" to be played as:
Aztec
Inca
Iroquois
Japanese
Chinese
Vietnamese
India
Plains native american
Zulu.
OK I THINK THATS IT. IF YOU WERE A MEMBER OF THE FIRST STAGE OF THE NES, YOUR PLACE HAS BEEN RESERVED, BUT YOU STILL NEED TO SIGN UP!.
wait.....what about storys!!!!, this looks like a boradgame to me!!!!
nope, storys are still the backbone, even if this seems like more boardgame than story, your battles and nation will do better w/ storys.
HOW TO DO ORDERS:
You must take your time, and tell me which citys to upgrade, where to build your units and so on. orders such as "grow army", "grow economy" will be completely ignored.
---------------------
NEW ADDITION: HISTORICAL LEGENDS
Depending on the current time period and the ammount of storys, a historical character will appear, they are quite rare, but do provide you with good bonuses.
They will appear as random events, you cant buy or ask for one.
Once your nation has one of these great leaders, he will appear in a list bellow the front stats. they will also appear in the map in the form of the (*) symbol.
the same army movement rules apply to him. you can move him one territory per turn, load him to a ship and so on.
There are 5 categories great leaders will fit in, each one has specific bonuses and abilities.
Legendary Fighter:
Conquistadors, National heros, Fighter Aces, and famous front line soldiers belong in this category. Their status is as result of number of confirmed kills, their show of courage, front line leadership etc.
Legendary fighters give your army a morale and killing bonus in the territory it is currently present.
Examples of Legendary Fighters: "The Red Baron", George Wallace, Stonewall Jackson, Joan Of Arc.
Legendary Theater Commander:
Historys Great generals belong in this category. Their status is as result of their great ability to tip the balance of a battle despite heavy odds.
Like legendary fighters, Theater commanders move just like a regular army.
Legendary Theter Commanders give your army much better leadership and chances to win a battle despite being out-numbered. this bonus occurs only in the territory he is currently present.
Examples of Legendary Theater Commanders: Erwin Rommel, RobertE. Lee, Duke of Wellington, George Patton
Legendary Naval Commander:
Historys Great Admirals belong in this category. Their status is as result of their great ability to win against odds at sea.
They have the same movement rate and normally stays close to a specific fleet of your choosing.
Legendary Naval Commanders give your fleets much better leadership and chances to win a battle despite being out-numbered. this bonus occurs only in the conflicts he is currently present.
Examples of Legendary Naval Commanders: Tirpitz, Nelson, Nimitz, Yamamoto, Drake
Legendary National Leader:
Those extraordinary persons whose gift of speech, organization, charisma, originality and ability to move a nation through the hardest times fit in this category (iron hand rulers also apply).
There are more rare than the commanders and fighters.
they also appear in the map, but most likely will only stay in the safety of the capital.
A legendary National Leader inspires the nation to produce a random ammount of extra PPs per turn and increases overall stability.
Examples of Legendary National Leaders : Winston Churchill, Abraham Lincoln, Bismark, Ho Chi Minh.
Legendary National Icon :
The extra extra rare personalities that are known for more than one field, those persons in history that are known to be great theater commanders AND national leaders fit in this category.
these are the hardest to come by and only lucky ones get them.
National icons have the same movement rate as everything else.
They are pretty much a hybrid of the Theater commanders and national leaders, giving you better leadership in territorys hes present and provide the PP/stability bonus of national leaders.
Examples of Legendary National Icons: Frederick II (The great), Gustavus Adolphus, Napoleon Bonaparte, Shogun Tokugawa.
NOTE: even tought they have the movement rate of an army......they are not an army!, dont think that the (*) symbol means that you have a strong force in the territory, the (*) symbol represents the indivudials location. (yes one person)
The leaders will not last forever, normally i do 10 year updates, so they will be around for 4 or 5 updates only. (real lifespans)
This is not a new nes, but the contiuation of Neo Nes VII - Blut Und Ehre.
The first part had a life span of 32 updates and stretched from the dawn of civilisation and the classical era to the begining of the dark ages.
Due to lack of time due to school, i had to put the nes in "hold", but now i am giving it a second birth, not by going on where it left off, but by building up the nes from scratch. The nes starts in 1420, 500 years have passed since the nes was placed in hold.
Unlike the first stage of the nes, this one will have its base in colonialism and exploration. read the orders if you are joining this nes or taking control of the nation you had the previous stage.
RULES:
ECONOMY:
The world is divided into territorys and each one has a city in it. Each city has a production value.
Key:
(big squre)- Capital = 5 Production Points
(Big Circle)- City = 3 Production Points
(small circle)-Village= 1 Production Point
the total of citys is equal to your per-turn economy producation, for example, England consists of 1 capital (5), 2 citys (6) and 7 villages (7). 5+6+7=18. Therefore englands treasury increases by 18 every turn.
NOTE: YOU CAN ONLY SPEND WHAT IS IN YOUR TREASURY
How do i increase my economy?
One simple way of increasing your economy is by upgrading a village into a city.
Village upgrade to city costs 10 Production Points.
you cant upgrade a city to a capital tough.
Another and much more profitable way of increasing your economy is by colonies, which ill explain later.
Banking is allowed.
MILITARY:
This is very important, for it is different than any other Neo Nes, it is a hybrid of a hybrid as we might say?
How do i build Units?
As already explained, the world is divided into territorys, each one has a city.
Depending on the size of the city, so is the ammount of troops you can get from it.
Capital= You can build only up to 5 divisions in a given turn
city= you can build only up to 3 divisions in a given turn
village= you can build only up to 1 division in a given turn
To build one army division it will Cost 3 production points
(remeber you can only spend what is in your treasury)
So for example england has enough to build 6 army divisions, she cannot build all of them in a village since a village can only produce one per turn; neither can she build all 6 in the capital since the capital can only build up to 5. She must build 5 in the capital and one in the town.
RESTRICTIONS and MOVEMENT RATE:
Your Army can move to any adjacent territory by land per turn.
You cannot build units in occupied territory, this can only be done in your territory.
NAVY:
Another important thing, for your empire and economy can depend on this alone.
Once you have thriving colonies around the world, a navy is the best and only thing you have to defend them from pirates, privateers and foreign powers.
How do i build fleets and ships?
To Build one navy squadron it will cost you 4 production points
(remember you can only spend what is in your treasury)
Just like the army, you are restricted, you can only build navy squadrons in your capital and citys, but not in villages.
also like the army you can only build so many ships per turn in an specific territory.
you can build up to 5 fleets in your capital
you can build up to 3 fleets in a city
you cannot build any in a village

HOW ARMYS AND NAVYS APPEAR IN THE MAP:
ARMY: Each territory has a number, this number represents how many army divisions are present pure and simple.
Navy: each number represents how many navy squadrons are present.
Transporting Armys in Fleets:
you can transport a number of army divisions as long as the naval squadrons carrying them is equal or larger.
COLONIES:
it is 1420, not exactly the dawn of colonisation or exploration, but close enough to give everyone some time to get used to the nes before the ships sail and the conquistadors plunder.
FIRST STEP:
Before everyone can begin to explore, a major project must be completed, is similar to a wonder, This will give you the technological output to support your sea explorations (read below for more details)
SECOND STEP:
once you have completed this project, you are able to explore.
to pay for an exploration party, it will cost you 5 production points.
once you pay for them, they will leave, you have no control over them but just hope they found land somewhere and made it back alive!.
The more exploration partys you send, the more likely you are to find suitable land to colonise. (please realise that a vast percentage of the exploration partys will not make it in the firts years)
the current known status of all your exploration partys will be on your stat list
THIRD STEP:
Well, the explorers were succesful!, they found some land, now what?
you send colonists!, to give a colonist charter, it will cost you 7 production points.
after some amount of time (and luck), the land will become an official territory of yours, and the colonisation will be complete once a village appears on it.
please realise that you cannot specify where exaclty you want or how big you want the territory to be.
the current known status of your colony will be on the stat list until it becomes a village.
FOURTH STEP:
repeat over and over again and bam! you rule an empire where the sun never dies.
(to civs such as russia, poland, byzantium and others, things will work similarly when expanding eastwards.)
STABILITY:
This is the equivalent for happiness, but this time you will pay attention to it and will somewhat try to keep your people happy.
The Stability stat works the following way, there are up to 7 levels, the smaller the number the more stable and good.
HERES THE TRICKY PART, you must keep the number of troops per territory and stability number at least equal. otherwise you odnt have enough to contrl the land and there will be rebellions.
Example:
England has a current stability level of 3/7, which means she must keep at least 3 army divisions in each territory (including colonies), but then she becomes really naughty and declares war to france for no reason whatsoever, the stability goes to 4/7, and any territory w/ less than 4 army divisions present will be rebellious.
Things that affect stability:
Negative-
Declaring war w.out a "casus belli" or reason to declare war - 2
Declaring war despite an active NAP - 2
Declaring war w/ a nation w/ same religious beliefs - 1
Positive
Being invaded and not being your fault - 2
Declaring war when called from a MMP or allience - 2
Declaring war w. a nation w. a different religious beliefs - 1
there will be others.
OTHER AND SPECIAL:
PRIVATEERS!!:
you are poor, your neighbor is rich and has extensive colonies!, or you just want to mess up w/ him in return for what he did the last war....
Privateers are pretty much state backed pirates.
To build a Privateer ship, it will cost you 3 Production points (can only be build in a city or capital)
once you build them, you will designate a target.....lets say the gulf of mexico, or cape town. and they will be in their way.
Privateers dont show up in the map, and you have no control over them, as time passes by, any gold they raid will find itself in your treasury (i will notify by PM)
Wait wait!, what if i get attacked by one?:
well once a raid has taken place, you will be notified by PM, and you must send a fleet to the location and hope to find them. if you keep your fleet well distributed defending your colonies you wont have any problems.
Privateers will never attack a navy vessel of an enemy fleet, but will try to run away.
privateers may also simply stop supporting you and become normal pirates, perhaps attacking your own colonies!.
RELIGION:
Religion is divided into many, you can change the official religion to another at wish......but hang on for the stability nightmare.
BARBARIANS AND FUTURE NATIONS TO JOIN AS:
As explorers move on, the following nations will be "unlocked" to be played as:
Aztec
Inca
Iroquois
Japanese
Chinese
Vietnamese
India
Plains native american
Zulu.
OK I THINK THATS IT. IF YOU WERE A MEMBER OF THE FIRST STAGE OF THE NES, YOUR PLACE HAS BEEN RESERVED, BUT YOU STILL NEED TO SIGN UP!.
wait.....what about storys!!!!, this looks like a boradgame to me!!!!
nope, storys are still the backbone, even if this seems like more boardgame than story, your battles and nation will do better w/ storys.
HOW TO DO ORDERS:
You must take your time, and tell me which citys to upgrade, where to build your units and so on. orders such as "grow army", "grow economy" will be completely ignored.
---------------------
NEW ADDITION: HISTORICAL LEGENDS
Depending on the current time period and the ammount of storys, a historical character will appear, they are quite rare, but do provide you with good bonuses.
They will appear as random events, you cant buy or ask for one.
Once your nation has one of these great leaders, he will appear in a list bellow the front stats. they will also appear in the map in the form of the (*) symbol.
the same army movement rules apply to him. you can move him one territory per turn, load him to a ship and so on.
There are 5 categories great leaders will fit in, each one has specific bonuses and abilities.
Legendary Fighter:
Conquistadors, National heros, Fighter Aces, and famous front line soldiers belong in this category. Their status is as result of number of confirmed kills, their show of courage, front line leadership etc.
Legendary fighters give your army a morale and killing bonus in the territory it is currently present.
Examples of Legendary Fighters: "The Red Baron", George Wallace, Stonewall Jackson, Joan Of Arc.
Legendary Theater Commander:
Historys Great generals belong in this category. Their status is as result of their great ability to tip the balance of a battle despite heavy odds.
Like legendary fighters, Theater commanders move just like a regular army.
Legendary Theter Commanders give your army much better leadership and chances to win a battle despite being out-numbered. this bonus occurs only in the territory he is currently present.
Examples of Legendary Theater Commanders: Erwin Rommel, RobertE. Lee, Duke of Wellington, George Patton
Legendary Naval Commander:
Historys Great Admirals belong in this category. Their status is as result of their great ability to win against odds at sea.
They have the same movement rate and normally stays close to a specific fleet of your choosing.
Legendary Naval Commanders give your fleets much better leadership and chances to win a battle despite being out-numbered. this bonus occurs only in the conflicts he is currently present.
Examples of Legendary Naval Commanders: Tirpitz, Nelson, Nimitz, Yamamoto, Drake
Legendary National Leader:
Those extraordinary persons whose gift of speech, organization, charisma, originality and ability to move a nation through the hardest times fit in this category (iron hand rulers also apply).
There are more rare than the commanders and fighters.
they also appear in the map, but most likely will only stay in the safety of the capital.
A legendary National Leader inspires the nation to produce a random ammount of extra PPs per turn and increases overall stability.
Examples of Legendary National Leaders : Winston Churchill, Abraham Lincoln, Bismark, Ho Chi Minh.
Legendary National Icon :
The extra extra rare personalities that are known for more than one field, those persons in history that are known to be great theater commanders AND national leaders fit in this category.
these are the hardest to come by and only lucky ones get them.
National icons have the same movement rate as everything else.
They are pretty much a hybrid of the Theater commanders and national leaders, giving you better leadership in territorys hes present and provide the PP/stability bonus of national leaders.
Examples of Legendary National Icons: Frederick II (The great), Gustavus Adolphus, Napoleon Bonaparte, Shogun Tokugawa.
NOTE: even tought they have the movement rate of an army......they are not an army!, dont think that the (*) symbol means that you have a strong force in the territory, the (*) symbol represents the indivudials location. (yes one person)
The leaders will not last forever, normally i do 10 year updates, so they will be around for 4 or 5 updates only. (real lifespans)
