Erik Mesoy
Core Tester / Intern
Recently I posted a preview of ENES 6 with some half-formed rules. However, I realized that I had not made an ENES 5 yet! Obviously this HAD to come first. So here we are, with another not-quite-usual NES.
Those familiar with Neo Nes 7 will recognize the ruleset.
MONEY:
Represented by Production Points. Each turn you are given a certain amount of PP to spend. These may not be banked.
INCREASING PP:
1) You can spend 5PP in order to increase your PP income by 1. Say you had 50 pp one turn, spent them all on increasing, then you would have 60 pp to spend the next turn and after that.
2) At certain tech levels or points in the game, resources will be found/noticed in your nation. These provide a PP boost every turn you have them and can be traded away, since you only get the benefit from even if you have several.
3) If you invade another nation, you may pillage PP from them. These are a one-time bonus, appearing as a plus after your PP to spend (meaning that you will not earn that amount next turn unless you continue pillaging.) This is the least dependably method, but the one with the highest possible returns.
ARMIES AND NAVIES:
An army/navy will be displayed as a number from 1 to 9 on the map. On the first page, it will be referred like this:
1: {3} (1)-(2) [1]
This means that Army 1 has a size of {3}, attack value of (1) and defense value of (2), and a movement rate of [1].
If your army is in your territory, it will be in black. If not, it is in your color.
An army is increased or built by spending 5pp per size level.
Note that armies need tech level 5 to move outside your territory. You need tech level 12 to build navies.
Armies and navies cost 5pp per size level to build (4 if you have the correct trait.)
EXPANSION:
You territory expands each turn. You can specify which direction main expansion should be in.
EDUCATION:
Spend 5 PP for one point of education. Certain levels give you bonuses.
Education at 3: You may choose your people's trait. (see below.)
Education 5: Armies may move outside your territory.
Education 10: Your armies gain 1 offense value.
Education 12: You may build navies.
Education 15: Your armies gain 1 defense value.
Education 20: Despotism government (3 armies, 2 navies)
More will be revealed as technology advances. After all, you cannot be quite sure what the future holds.
TRAITS:
After reaching tech level 3 (rudimentary) you may choose 1 trait.
Scientific: Only need 4 PP per point of education.
Militaristic: Only need 4 PP per point of army.
Seafaring: Only need 4 PP per point of navy, can build navies without needing lvl 12.
Industrious: Only need 4/5ths the amount of PP to build wonders.
WONDERS:
At certain points of technology, you may begin construction of Wonders. These generally take a lot of time, but give very beneficial effects.
GOVERNMENTS:
You start out as a Tribal Chiefdom. You are restricted to 2 armies and 1 navy (which may be as large as you like.) Better education will give better governments which will allow more armies and navies.
New government- Despotism- 3 armies, 2 navies- requires 20 tech.
NOTES AND CLARIFICATIONS
You can only increase army/navy SIZE. Attack, defense and speed need tech, just like in Civ3.
THERE WILL BE NO COMMERCIAL TRAIT.
YOU CANNOT BANK PP.
NATION TEMPLATE:
#Civ name
#CFC name
PP: 30
Education: 5
Armies:
1: {5} (1)-(1) [1]
Navies:
None.
Resources:
None.
Wonders:
None.
A few civs to get you started if you're not quite up to speed on African civs:
Bantu, Songhai, Mali, Egypt, Zulu. If bored, go look at a map of Africa and pick the current country names.
Don't worry, be happy!
Nation List:
Nubia
Global Nexus
Militaristic
PP: 32
Education: 10
Armies:
1: {7} (2)-(1) [1]
2: {7} (2)-(1) [1]*Veteran
Zealots: {5} (3)-(1) [2]
Navies:
None.
Resources:
None.
Wonders:
None.
Arabia
conehead234
Militaristic
PP: 28
Education: 20
Armies:
1: {6} (2)-(2) [1]
2: {5} (2)-(2) [1]
Navies:
None.
Resources:
Incense (2) +2pp
Wonders:
None.
Egypt
Jason the King
Militaristic
PP: 36
Education: 17
Armies:
1: {3} (2)-(2) [1]
2: {2} (2)-(2) [1]
Navies:
None.
Resources:
None.
Wonders:
None.
Zululand
binyo66
Militaristic
PP: 34
Education: 10
Armies:
1: {6} (2)-(1) [1]
2: {3} (2)-(1) [1]
Navies:
1: {3} (1)-(1) [1]
None.
Resources:
None.
Wonders:
None.
Saharan Kingdom
erez87
Scientific
PP: 51
Education: 15
Armies:
1: {2} (2)-(2) [1]
Navies:
None.
Resources:
None.
Wonders:
None.
Other:
Great City completed!
South Africa
Gladinia
Scientific
Despotism
PP: 44
Education: 24
Armies:
1: {2} (2)-(2) [1]
2: {1} (2)-(2) [1]
Navies:
1: {1} (1)-(1) [1]
2: {1} (1)-(1) [1]
None.
Resources:
Fish (3) +2pp
Wonders:
None.
Carthage
Specialist290
Seafaring
PP: 30
Education: 11
Armies:
1: {5} (2)-(1) [1]
1: {5} (2)-(1) [1]
Navies:
1: {7} (1)-(1) [1]
Resources:
None.
Wonders:
National Sports Team (PP 35/50)
Kenya
China44
Industrious
PP: 36
Education: 8
Armies:
1: {4} (1)-(1) [1]
2: {3} (1)-(1) [1]
Navies:
None.
Resources:
None.
Wonders:
None.
NPC Nations:
Niger
Militaristic
PP: 46
Education: 8
Armies:
1: {10} (1)-(1) [1]
2: {11} (1)-(1) [1]
Mitanni
Militaristic
PP: 36
Education: 8
Armies:
1: {5} (1)-(1) [1]
2: {8} (1)-(1) [1]
Congo
PP: 40
-Specify Trait-
Education: 10
Armies:
1: {5} (2)-(1) [1]
Masai
Scientific
Despotism
PP: 42
Education: 20
Armies:
1: {5} (2)-(2) [1]
Those familiar with Neo Nes 7 will recognize the ruleset.
MONEY:
Represented by Production Points. Each turn you are given a certain amount of PP to spend. These may not be banked.
INCREASING PP:
1) You can spend 5PP in order to increase your PP income by 1. Say you had 50 pp one turn, spent them all on increasing, then you would have 60 pp to spend the next turn and after that.
2) At certain tech levels or points in the game, resources will be found/noticed in your nation. These provide a PP boost every turn you have them and can be traded away, since you only get the benefit from even if you have several.
3) If you invade another nation, you may pillage PP from them. These are a one-time bonus, appearing as a plus after your PP to spend (meaning that you will not earn that amount next turn unless you continue pillaging.) This is the least dependably method, but the one with the highest possible returns.
ARMIES AND NAVIES:
An army/navy will be displayed as a number from 1 to 9 on the map. On the first page, it will be referred like this:
1: {3} (1)-(2) [1]
This means that Army 1 has a size of {3}, attack value of (1) and defense value of (2), and a movement rate of [1].
If your army is in your territory, it will be in black. If not, it is in your color.
An army is increased or built by spending 5pp per size level.
Note that armies need tech level 5 to move outside your territory. You need tech level 12 to build navies.
Armies and navies cost 5pp per size level to build (4 if you have the correct trait.)
EXPANSION:
You territory expands each turn. You can specify which direction main expansion should be in.
EDUCATION:
Spend 5 PP for one point of education. Certain levels give you bonuses.
Education at 3: You may choose your people's trait. (see below.)
Education 5: Armies may move outside your territory.
Education 10: Your armies gain 1 offense value.
Education 12: You may build navies.
Education 15: Your armies gain 1 defense value.
Education 20: Despotism government (3 armies, 2 navies)
More will be revealed as technology advances. After all, you cannot be quite sure what the future holds.
TRAITS:
After reaching tech level 3 (rudimentary) you may choose 1 trait.
Scientific: Only need 4 PP per point of education.
Militaristic: Only need 4 PP per point of army.
Seafaring: Only need 4 PP per point of navy, can build navies without needing lvl 12.
Industrious: Only need 4/5ths the amount of PP to build wonders.
WONDERS:
At certain points of technology, you may begin construction of Wonders. These generally take a lot of time, but give very beneficial effects.
GOVERNMENTS:
You start out as a Tribal Chiefdom. You are restricted to 2 armies and 1 navy (which may be as large as you like.) Better education will give better governments which will allow more armies and navies.
New government- Despotism- 3 armies, 2 navies- requires 20 tech.
NOTES AND CLARIFICATIONS
You can only increase army/navy SIZE. Attack, defense and speed need tech, just like in Civ3.
THERE WILL BE NO COMMERCIAL TRAIT.
YOU CANNOT BANK PP.
NATION TEMPLATE:
#Civ name
#CFC name
PP: 30
Education: 5
Armies:
1: {5} (1)-(1) [1]
Navies:
None.
Resources:
None.
Wonders:
None.
A few civs to get you started if you're not quite up to speed on African civs:
Bantu, Songhai, Mali, Egypt, Zulu. If bored, go look at a map of Africa and pick the current country names.

Don't worry, be happy!
Nation List:
Nubia
Global Nexus
Militaristic
PP: 32
Education: 10
Armies:
1: {7} (2)-(1) [1]
2: {7} (2)-(1) [1]*Veteran
Zealots: {5} (3)-(1) [2]
Navies:
None.
Resources:
None.
Wonders:
None.
Arabia
conehead234
Militaristic
PP: 28
Education: 20
Armies:
1: {6} (2)-(2) [1]
2: {5} (2)-(2) [1]
Navies:
None.
Resources:
Incense (2) +2pp
Wonders:
None.
Egypt
Jason the King
Militaristic
PP: 36
Education: 17
Armies:
1: {3} (2)-(2) [1]
2: {2} (2)-(2) [1]
Navies:
None.
Resources:
None.
Wonders:
None.
Zululand
binyo66
Militaristic
PP: 34
Education: 10
Armies:
1: {6} (2)-(1) [1]
2: {3} (2)-(1) [1]
Navies:
1: {3} (1)-(1) [1]
None.
Resources:
None.
Wonders:
None.
Saharan Kingdom
erez87
Scientific
PP: 51
Education: 15
Armies:
1: {2} (2)-(2) [1]
Navies:
None.
Resources:
None.
Wonders:
None.
Other:
Great City completed!
South Africa
Gladinia
Scientific
Despotism
PP: 44
Education: 24
Armies:
1: {2} (2)-(2) [1]
2: {1} (2)-(2) [1]
Navies:
1: {1} (1)-(1) [1]
2: {1} (1)-(1) [1]
None.
Resources:
Fish (3) +2pp
Wonders:
None.
Carthage
Specialist290
Seafaring
PP: 30
Education: 11
Armies:
1: {5} (2)-(1) [1]
1: {5} (2)-(1) [1]
Navies:
1: {7} (1)-(1) [1]
Resources:
None.
Wonders:
National Sports Team (PP 35/50)
Kenya
China44
Industrious
PP: 36
Education: 8
Armies:
1: {4} (1)-(1) [1]
2: {3} (1)-(1) [1]
Navies:
None.
Resources:
None.
Wonders:
None.
NPC Nations:
Niger
Militaristic
PP: 46
Education: 8
Armies:
1: {10} (1)-(1) [1]
2: {11} (1)-(1) [1]
Mitanni
Militaristic
PP: 36
Education: 8
Armies:
1: {5} (1)-(1) [1]
2: {8} (1)-(1) [1]
Congo
PP: 40
-Specify Trait-
Education: 10
Armies:
1: {5} (2)-(1) [1]
Masai
Scientific
Despotism
PP: 42
Education: 20
Armies:
1: {5} (2)-(2) [1]