Welcome to stXNES1
pay attention now, because here be the Rules
Army and Conquest]
The Military is an Importan tfeature in this game- it is after all, the bloody dark ages, so keep all these in mind
Infantry
The mainstay of "Civilized armies", armies who recive these troops do not get access to warband- proficient in all terrians except forests, and mountains, you can count on these troops as being a solid choice for any campaign- 1000 per econ
Warband
the alternative to Infantry for the nations of the world, it is thier exact oppsite- unorthadox and disorginzed, these troops are best used in rough conditions liek forests and mountains, and even then, best of the offensive, unless defending on thier most favorable conditions- 1000 per econ
Archers
These troops main use are defenders, and they suck mightilly unless used skillfully on the offensive- though my advice is dont even try, you'll get mixed results at best- 1000 per econ
Cavalry
troops used best on the offensive, they do have limited defensive roles i fyou can make the right tactics- 750 per econ
Mercenaries
These troosp make up for what a nation lacks in either infantry or warband- remember, warband are basically crappy outside of thier hometurf, while infantry excell at most areas- the number sgiven are also to make things more realistic
-Warband mercs- 1500 per econ
-Infantry mercs- 500 per econ
-Conquest
if you capture an entire entire nations, or make peace with nation where you have any of its territory at all, you will get plunder, the more plunder for the larger the conquest, and the richer the nation you conqoured
-note some UUs feature the ability to gian plunder on an offenisve- this means regardless fo your eventual conquestsd and plaunder, you will get somthing every turn or two or three as long as you are on the offensive
Federate Nations
Okay, there are two different kinds of federates in this game- troops,a nd nations-
federate troops are basically troops from a nation who offers its services to you as part of an army- lets say the franks offer to be the western romans federates for one econ every three turns- the franks are still indipendent, but the western romans can now send franksh troops on roman military missions, and have full military control over them, as long as they arnt used to attack the franks, or an ally of the franks exact number sof troops, if not the entire nation will dpend on the exact deals made
federate nations these are natiosn who have lost thier lands due to invasion- for severl turns after invasion, they are considerd natiosn with out lands, and will apply to different states to "have" a peice of land, and in return fight for the nations that gives it to them- however, the land will still be part of the parent empire- it will be made distinf by a sub-bounary in the empire- eventually, depedning on how the federates are treated, how often they are called to war and what not, and if the parent empire conqoures more land to give to them, or just out right gives them land to form a real nation, the federates will either rebel, or be assimilated intot he parent nation
Economy
Simple enough- if you spend nothing on a turn, and order an incresed economy, you get another point added to your econ, if you spend your econ, even just 1, you cannot raise it
trade routs cost 2 econ to open, and you get an added point of econ every three turns regardles of your expensis or orders, unless the trad route is cut territorially
no cap for treasury or trade rout amounts
Bonuses
the "*" you see by all the current player natiosn names are a bonus sign- you get bonuses for acheving great feats in your NES, military victories, badically anything I feel that you have done to diserve one.
you can save the bonus forever if you wish, and they willadd so you can have multiple bonuses at oen time
you can spend you bonus by incresing one statisc by a single leval, buy one econ worth fo the troosp of your choice, or 'chance it", anf let my dice decide both what area your bonus is in, and if you get multiple bonuse upgrades- it is also possible to bet multiple areas "bonuesd" by chancing it- the risk is, even with multiple bonuses, they could be all the areas you didnt need...
Religion and Culture
these decide how good your diplomatic realtions are with the NPC nations, and how much, if at all they will withstand your forces if you conqoure them- the higher your culture, the less chance of rebellion, the closer your religions, the better your diplomatic relations
Expansion into unclaimed land
Will be diecided by who your nation is, trying to expand into what particuler land- ie; the Roman nations suck at expanding into the Sahara desert- the arabs on the otherhand, if they were over thier would have great success at it, but woudl suck at expanding into north europe, where the germanic tribes are at home
-also note, the more you expand, the further culture and civilzation in general spread- this means that it possibe that you coudl inspire a local people to develope into thier own nation

Army and Conquest]
The Military is an Importan tfeature in this game- it is after all, the bloody dark ages, so keep all these in mind
Infantry
The mainstay of "Civilized armies", armies who recive these troops do not get access to warband- proficient in all terrians except forests, and mountains, you can count on these troops as being a solid choice for any campaign- 1000 per econ
Warband
the alternative to Infantry for the nations of the world, it is thier exact oppsite- unorthadox and disorginzed, these troops are best used in rough conditions liek forests and mountains, and even then, best of the offensive, unless defending on thier most favorable conditions- 1000 per econ
Archers
These troops main use are defenders, and they suck mightilly unless used skillfully on the offensive- though my advice is dont even try, you'll get mixed results at best- 1000 per econ
Cavalry
troops used best on the offensive, they do have limited defensive roles i fyou can make the right tactics- 750 per econ
Mercenaries
These troosp make up for what a nation lacks in either infantry or warband- remember, warband are basically crappy outside of thier hometurf, while infantry excell at most areas- the number sgiven are also to make things more realistic
-Warband mercs- 1500 per econ
-Infantry mercs- 500 per econ
-Conquest
if you capture an entire entire nations, or make peace with nation where you have any of its territory at all, you will get plunder, the more plunder for the larger the conquest, and the richer the nation you conqoured
-note some UUs feature the ability to gian plunder on an offenisve- this means regardless fo your eventual conquestsd and plaunder, you will get somthing every turn or two or three as long as you are on the offensive
Federate Nations
Okay, there are two different kinds of federates in this game- troops,a nd nations-
federate troops are basically troops from a nation who offers its services to you as part of an army- lets say the franks offer to be the western romans federates for one econ every three turns- the franks are still indipendent, but the western romans can now send franksh troops on roman military missions, and have full military control over them, as long as they arnt used to attack the franks, or an ally of the franks exact number sof troops, if not the entire nation will dpend on the exact deals made
federate nations these are natiosn who have lost thier lands due to invasion- for severl turns after invasion, they are considerd natiosn with out lands, and will apply to different states to "have" a peice of land, and in return fight for the nations that gives it to them- however, the land will still be part of the parent empire- it will be made distinf by a sub-bounary in the empire- eventually, depedning on how the federates are treated, how often they are called to war and what not, and if the parent empire conqoures more land to give to them, or just out right gives them land to form a real nation, the federates will either rebel, or be assimilated intot he parent nation
Economy
Simple enough- if you spend nothing on a turn, and order an incresed economy, you get another point added to your econ, if you spend your econ, even just 1, you cannot raise it
trade routs cost 2 econ to open, and you get an added point of econ every three turns regardles of your expensis or orders, unless the trad route is cut territorially
no cap for treasury or trade rout amounts
Bonuses
the "*" you see by all the current player natiosn names are a bonus sign- you get bonuses for acheving great feats in your NES, military victories, badically anything I feel that you have done to diserve one.
you can save the bonus forever if you wish, and they willadd so you can have multiple bonuses at oen time
you can spend you bonus by incresing one statisc by a single leval, buy one econ worth fo the troosp of your choice, or 'chance it", anf let my dice decide both what area your bonus is in, and if you get multiple bonuse upgrades- it is also possible to bet multiple areas "bonuesd" by chancing it- the risk is, even with multiple bonuses, they could be all the areas you didnt need...
Religion and Culture
these decide how good your diplomatic realtions are with the NPC nations, and how much, if at all they will withstand your forces if you conqoure them- the higher your culture, the less chance of rebellion, the closer your religions, the better your diplomatic relations
Expansion into unclaimed land
Will be diecided by who your nation is, trying to expand into what particuler land- ie; the Roman nations suck at expanding into the Sahara desert- the arabs on the otherhand, if they were over thier would have great success at it, but woudl suck at expanding into north europe, where the germanic tribes are at home
-also note, the more you expand, the further culture and civilzation in general spread- this means that it possibe that you coudl inspire a local people to develope into thier own nation