This NES is a copy of an NES i had to abandon since i was far too busy. Now that summer is here and i have nothing else to do with my time i can run this NES. There will be updates at least 4 times a week, and i won't give it up before the players do.
Mainly i'm posting this preview to determine what type of map to use. I can use a "random map" like those in civ3, allowing players to name the terrain and land, or i could use a world map. Just to tell y'all the problem with a world map is that it is damn big, much bigger than any civ3 map. I'll leave that choice up to the players. That's what this poll is for anyways. Another option is player-personal maps, to show each player only the territory he's discovered, and no more. these could be traded and such.
I've added some stuff to the original rules to make for a faster game. Starting techs and civ bonuses are an example.
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
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.
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.
Unique Units
Every civilization can have ONE unique unit. 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.
Army Morale and Citizen Support
No nation can last long without support of the military and people. Your nation's morale increases with victories in battle and the construction of Great Wonders. Your army's morale becomes obsolete with Nationalism.
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 start with different techs depending on which Traits you choose. All the techs are on the below list. 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.
Civ Traits
You may choose 2 starting traits, in any combination.
Commercial- You produce 25% as much gold as the said amount. (i round down, so you must be collecting at least 4 gpt to collect anything.)
Industrious- Wonders cost 25% less to build.
Expansionist- You gain more land, more quickly. Civilian Support doesnt decrease when nation grows.
Relgious- Civilian Support never goes below 50%, Anarchy takes one turn.
Seafaring- Your navy is superior to others of same size and you produce 25% more ships for 1 WC. Has better chance of crossing wide bodies of water early on.
Militaristic- Your army is superior to others of the same size and you produce 25% More ground troops than other nations.
Scientific- Advances are 20% cheaper than other nations.
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.
Mainly i'm posting this preview to determine what type of map to use. I can use a "random map" like those in civ3, allowing players to name the terrain and land, or i could use a world map. Just to tell y'all the problem with a world map is that it is damn big, much bigger than any civ3 map. I'll leave that choice up to the players. That's what this poll is for anyways. Another option is player-personal maps, to show each player only the territory he's discovered, and no more. these could be traded and such.
I've added some stuff to the original rules to make for a faster game. Starting techs and civ bonuses are an example.
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
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.
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.
Unique Units
Every civilization can have ONE unique unit. 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.
Army Morale and Citizen Support
No nation can last long without support of the military and people. Your nation's morale increases with victories in battle and the construction of Great Wonders. Your army's morale becomes obsolete with Nationalism.
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 start with different techs depending on which Traits you choose. All the techs are on the below list. 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.
Civ Traits
You may choose 2 starting traits, in any combination.
Commercial- You produce 25% as much gold as the said amount. (i round down, so you must be collecting at least 4 gpt to collect anything.)
Industrious- Wonders cost 25% less to build.
Expansionist- You gain more land, more quickly. Civilian Support doesnt decrease when nation grows.
Relgious- Civilian Support never goes below 50%, Anarchy takes one turn.
Seafaring- Your navy is superior to others of same size and you produce 25% more ships for 1 WC. Has better chance of crossing wide bodies of water early on.
Militaristic- Your army is superior to others of the same size and you produce 25% More ground troops than other nations.
Scientific- Advances are 20% cheaper than other nations.
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.