Espírito
Civ Addict
OK, can posty posty now. Links at bottom of this first thread.
Ignore the rules Read the thread to understand how the NES works
Welcome to the first stEspNES, this is based on a fictitious world at the Dawn of Civilization. Enjoy.
Intro: The world is old, and previous civilizations flourished on the planet, unfortunately a Great Ice Age occurred in which all remnants of the civilizations vanished and the people reverted to Barbarianism, now life returns under the suns powerful gaze, tundras persist at the poles and the lack of water in the atmosphere has meant the sun has heated the world fast, now the conditions are ripe for civilization to respawn and tribes are beginning to cease their wandering and settle permanently. As leader of one of these tribes you must lead your people to rediscover civilization but which path will you take, diplomacy, science, or brute force?
Rules:
The world has no calendars now, you can have your people invent them and base it on your reign, or an event, but each turn will last approximately 100 years at the beginning, since this isn't set on the real world and so we have no timeframe to stick to, it matters not whether the Bronze Age lasts 1000 or 10000 years, so long as it doesnt take too many turns.
Players - can play as the Head of State, a Head of Religion, a Revolutionary or as a team playing one of the aforementioned. There is no limit to players other than how many fit on the world. As Head of State - to begin with the Chief of a Tribe - you will have command over the economy, armed forces, technological advances etc, of your country. As Head of Religion you get to invent a religion and attempt to convert people to its worship, these are set on basic guidelines to highlight the points the people care most about - war, heaven etc. Religion is important to the state, if the majority of the people have a religion different to the state religion, there is greater chance of revolt and the values of the religion may contradict the values of the state. As a Revolutionary you are basically starting half way through the game and attempting to gain control of another player's kingdom or part of it to begin your own empire. Players can play individually or as a team, the benefits of a team would be if your empire grew very large or that greater detail can be applied to each aspect of the game e.g. one player could have control of the Military, one control of Domestic Affairs.
Stories - Please write stories, even if it is simply a paragraph with each update, maybe following a person rising through government ranks, discovering a new advance or witnessing a battle, it will make things more interesting. Ideally, an update would be written rather than in bullet points.
Orders cannot be simply: improve economy 1 point, increase army 100 warriors because those aren't options, read on and you will see that if you wish to improve the economy and armed forces you must say how, e.g. begin manufacture of dyed silks for trade to the tribes to the south and begin recruiting more warriors into the army.
Updates will happen every 2-3 days depending on when orders are received, after 3 days if orders have not been received they will not be in the update, you can post orders, e-mail, or pm. If you go on holiday or away from a computer for a while you can post general orders for the period and I will follow these.
The over-riding rule to bear in mind is that if something is sensible it can be done, you suggest it, I'll give the results. For example, if you want to put cannons on elephants backs ;-) then you can say that you try to do this, unfortunately in the update it appears that the cannons are too heavy and frighten the elephants when they go off so this idea doesnt work - better luck next time.
The People:
The people in your tribe determine much of what you can do, the happier your people the more you can get away with e.g. increasing army massively, and the more confident, the more stable your economy. Your people are concerned with five things:
Happiness regarding rulers: This regards the state of the economy and culture, the size of the military, the current government, and the recent decisions the ruler has made.
Confidence regarding rulers: This regards the state of the tribe in relation to its neighbours, the current government, the recent performance of the military, and the religion of the rulers.
Patriotism: How they feel regarding the country in which they live.
Happiness in religion: This regards attittude towards war, the control over the day-to-day lives, and the beliefs.
Confidence in religion: This regards the proporition of the tribe who have embraced this religion, the size of the religion, and whether it compares favourably to other nearby religions.
Resources:
Resources such as copper, tin, iron ores, diamond, gold, silver will appear randomly on the map when you settle in or explore a certain area, they can be depleted, traded, but to acquire them you must mine, you dont simply get them as soon as you find them. Horses, elephants and other creatures will be spread over the map but to use then it is necessary to tame and breed them.
Wonders:
'Wonders' can be built although not all will gain 'Wonder' status. Wonders can also be scientific advancement, or a successful peace negotiation with a bitter enemy. If you begin a 'project' say what it does, why you're doing it and what it looks like (maybe with a story) and it will gradually be built. There is no limit to projects or wonders. A project will become a wonder if I deem it suitable and will then gain a benefit on top of what it already does e.g.
I'm building a giant Temple to my God Polio, it will reach to the sky and bring worshippers flocking to my religion. {insert nice little story to improve your chance of getting a wonder }
Four turns later, the Polio Temple has been completed achieving Wonder status, the civilization now gains the ability to convert foreign people to the Worship of Polio by sending Missionaries.
Of course, missionaries could have been sent previously as thats a sensible thing to do, but this Wonder would increase their chance of succeeding and also improve happiness and confidence in the Polio Religion.
Armed Forces:
Your armed forces are completely number based to give versatility, i.e 100 warriors etc. They will have weapons (ofc) so you can have 100 Warriors with stone weapons or 100 with Bronze weapons. There are basic units available to all civilizations, and each tribe can have UUs. I will come back to these later. To increase your army simply say this and how large you would like it to become, and what units to train, however if you increase the size too much, too fast or too often your people will become unhappy, in some governments, having a too large army will also cause unhappiness.
As you advance technologically, different units will become available and you can upgrade a proportion of your troops each turn, any troops can be upgraded into anything, this is simply saying that you cease t raining the old troops and train new recruits in modern warfare. Arming a warrior with bronze weapons rather than stone is not an upgrade, simply a change in weapons, changing from warriors to swordsmen is an upgrade however.
Hand weapons can be made from (weakest first): Stone, Copper, Bronze, Iron, Steel, Tempered Steel
Ranged weapons (pre-gunpowder) include (most primitive first): Darts, Slings, Short bows, Longbow, Composite Longbow, Crossbow
You can divide your army up into divisions, battallions - whatever, and station these throughout your empire, when your empire becomes huge this becomes important as your army cannot be everywhere at once, but to begin with your empire is so small it can easily be traversed in a turn. To station troops it is advisable to build barracks or forts otherwise sleeping on the ground night after night might decrease your soldiers' morale.
The navy will consist of ships which can be used in the same way is the army and should be stationed in a coastal city with a harbor. The air force will come a lot later and is basically the same, any differences are basically common sense - you need an airfield to put your planes on
Unique Units. I refer to these as Elites since they are the Elite fighting force of whichever nation. As such they cannot exceed 10% of that nation's army except if the rest has died You must design the Unique Unit, this can either be an upgrade to a basic unit e.g. Darthian Legionnaires could be Swordsmen with better training, as such they cost more to upkeep and to train, but have a stat bonus, they will also keep morale up in battle because they may hold firm or sway the tide of battle by themselves and your other units will rally when they see this. Elites can also be unique - Warriors trained to fight in the treetops, dropping down upon their foes, or strapping spears to the underside of a horse so that they poke the enemy in a charge. However, I will make up the basic units acceptable, you must make up the Elites. In some circumstances I may say that your idea isnt suitable enough to be Elite but can be incorporated as regular troops, available only to you and those you have fought against - who stole the idea
Combat: Combat takes place in a turn, calculate over four rounds, the army is divided into close combat and missile troops, missile troops cannot fight on their own in a pitched battle.
Please post a strategy - PM or email me if you wnat it to be a surprise - and this will add another element to the combat, it is necessary for you to say when or if you want to retreat, if you dont say you may lose more of your troops than you bargained for even if you win, if you dont say, your general's will make an educated decision based upon their leadership skills, if you want to fight to the death you MUST say so. If you do not post how you wish to attack, I will simply have your generals organise a pitched battle where high casualties and a loss is likely.
Units are given stats with three categories: Attack - their attack strength, Defence - their defence strength, Health - like hit points. Five other things also have an impact upon the result of a battle; Numbers - the number of fighters, Combat Modifiers - morale and leadership of the armies, Tactics - the tactics you give me, Terrain - the terrain upon which the battle is being fought, and a Random element - random numbers are generated and impact upon combat.
Combat Modifiers determine who wins the combat but also how fiercely your soldiers fight through loyalty (morale) or respect (leadership) or patriotism.
Religion:
The basic religion is Animism worship of spirits and animals, this has no effects. At any time, you can try to convert your people to another form of religion (make it up!) Some of your people may change, some may not depending upon its stats. People bordering a religion different (and preferable) to theirs may convert. To spread religion Temples can be built.
Religion Template:
Name:
Head: e.g. Figurehead / Hierocracy / Prophet
Attitude to War: war is encouraged/ good / bad / utterly immoral
Belief about God(s): Animistic / Pantheistic / Monotheistic etc.
Belief about Afterlife: Heaven only / Heaven and Hell / Hell only.
Heretics: Which religions are considered extremely heretical?
Control over people: Intense / Strong / Normal / Weak / Negligible
Religious Center:
Culture: None / Negligible / Weak / Normal / Strong / Very Strong / Intensive
Each of these options is extremely important.
The Head of the Religion: This will determine how attactched the people are to the religion, and more specifically, the formation of the reigion, in case of a schism, the people would prefer having a leader more down-to-earth than having a remote leader.
Attitude to war: This is extremely important because this determines the people's support for war, if the people have beentaught war is good, they will support a war and like to maintain a larger army, but are less attached to the religion. There are only the four options.
Belief about God(s): Having Monotheistic beliefs brings stronger attatchment to the religion, but it is harder to be converted unless you are already monotheistic. There are any number of options here, each will be put on a scale as they come into play.
Belief about Afterlife: Having only a heaven encourages people to join the religion but doesnt give them a need to be good, having only a Hell prevents people (apart from sadists) joining in large numbers, it allows larger support of an army however, having both encourages people to be good, and is in the middle for whether they convert to the religion.
Heretics: Having an heretical religion encourages the people to go to war with them and makes them much less convertable, but it can also bring about incidents of racial hatred which could be embarrassing to explain.
Control over People: The stronger the control, the less likely the people are to go against the beliefs or convert, but it also makes the religion less likely to convert people.
Religious Centre: Where the religion is centred, could be a cathedral, or could be individual chapels, having a remote location means the bond to the people is weaker but it also means that culture increases faster, having each priest in each village being the highest level of clergy would induce deep bonds but have little effect on increasing culture.
Culture: This is dependent upon how long the religion has existed for, the religious centre, and some other things I shan't mention This is a factor in considering whether people convert and prevents schisms.
Submitting Orders:
During this phase you can say what you want to be done (obviously). You should:
Write a story (optional).
Say what is to be done, why and what effect it is expected to have.
When fighting, submit orders for tactics, when/if you want to withdraw.
Move your army - I will post maps of each kingdom showing where units are located.
Anything else.
You may post your orders, PM them or e-mail (oh2beapepsibottle@hotmail.com).
Please note that these aren't all the rules but simply the most important/different to other story NES's. The full version can be found here as they take up too much space otherwise.
Links
Full Rules
All Units - Descriptions and Stats
Preview Thread
Ignore the rules Read the thread to understand how the NES works
Welcome to the first stEspNES, this is based on a fictitious world at the Dawn of Civilization. Enjoy.
Intro: The world is old, and previous civilizations flourished on the planet, unfortunately a Great Ice Age occurred in which all remnants of the civilizations vanished and the people reverted to Barbarianism, now life returns under the suns powerful gaze, tundras persist at the poles and the lack of water in the atmosphere has meant the sun has heated the world fast, now the conditions are ripe for civilization to respawn and tribes are beginning to cease their wandering and settle permanently. As leader of one of these tribes you must lead your people to rediscover civilization but which path will you take, diplomacy, science, or brute force?
Rules:
The world has no calendars now, you can have your people invent them and base it on your reign, or an event, but each turn will last approximately 100 years at the beginning, since this isn't set on the real world and so we have no timeframe to stick to, it matters not whether the Bronze Age lasts 1000 or 10000 years, so long as it doesnt take too many turns.
Players - can play as the Head of State, a Head of Religion, a Revolutionary or as a team playing one of the aforementioned. There is no limit to players other than how many fit on the world. As Head of State - to begin with the Chief of a Tribe - you will have command over the economy, armed forces, technological advances etc, of your country. As Head of Religion you get to invent a religion and attempt to convert people to its worship, these are set on basic guidelines to highlight the points the people care most about - war, heaven etc. Religion is important to the state, if the majority of the people have a religion different to the state religion, there is greater chance of revolt and the values of the religion may contradict the values of the state. As a Revolutionary you are basically starting half way through the game and attempting to gain control of another player's kingdom or part of it to begin your own empire. Players can play individually or as a team, the benefits of a team would be if your empire grew very large or that greater detail can be applied to each aspect of the game e.g. one player could have control of the Military, one control of Domestic Affairs.
Stories - Please write stories, even if it is simply a paragraph with each update, maybe following a person rising through government ranks, discovering a new advance or witnessing a battle, it will make things more interesting. Ideally, an update would be written rather than in bullet points.
Orders cannot be simply: improve economy 1 point, increase army 100 warriors because those aren't options, read on and you will see that if you wish to improve the economy and armed forces you must say how, e.g. begin manufacture of dyed silks for trade to the tribes to the south and begin recruiting more warriors into the army.
Updates will happen every 2-3 days depending on when orders are received, after 3 days if orders have not been received they will not be in the update, you can post orders, e-mail, or pm. If you go on holiday or away from a computer for a while you can post general orders for the period and I will follow these.
The over-riding rule to bear in mind is that if something is sensible it can be done, you suggest it, I'll give the results. For example, if you want to put cannons on elephants backs ;-) then you can say that you try to do this, unfortunately in the update it appears that the cannons are too heavy and frighten the elephants when they go off so this idea doesnt work - better luck next time.
The People:
The people in your tribe determine much of what you can do, the happier your people the more you can get away with e.g. increasing army massively, and the more confident, the more stable your economy. Your people are concerned with five things:
Happiness regarding rulers: This regards the state of the economy and culture, the size of the military, the current government, and the recent decisions the ruler has made.
Confidence regarding rulers: This regards the state of the tribe in relation to its neighbours, the current government, the recent performance of the military, and the religion of the rulers.
Patriotism: How they feel regarding the country in which they live.
Happiness in religion: This regards attittude towards war, the control over the day-to-day lives, and the beliefs.
Confidence in religion: This regards the proporition of the tribe who have embraced this religion, the size of the religion, and whether it compares favourably to other nearby religions.
Resources:
Resources such as copper, tin, iron ores, diamond, gold, silver will appear randomly on the map when you settle in or explore a certain area, they can be depleted, traded, but to acquire them you must mine, you dont simply get them as soon as you find them. Horses, elephants and other creatures will be spread over the map but to use then it is necessary to tame and breed them.
Wonders:
'Wonders' can be built although not all will gain 'Wonder' status. Wonders can also be scientific advancement, or a successful peace negotiation with a bitter enemy. If you begin a 'project' say what it does, why you're doing it and what it looks like (maybe with a story) and it will gradually be built. There is no limit to projects or wonders. A project will become a wonder if I deem it suitable and will then gain a benefit on top of what it already does e.g.
I'm building a giant Temple to my God Polio, it will reach to the sky and bring worshippers flocking to my religion. {insert nice little story to improve your chance of getting a wonder }
Four turns later, the Polio Temple has been completed achieving Wonder status, the civilization now gains the ability to convert foreign people to the Worship of Polio by sending Missionaries.
Of course, missionaries could have been sent previously as thats a sensible thing to do, but this Wonder would increase their chance of succeeding and also improve happiness and confidence in the Polio Religion.
Armed Forces:
Your armed forces are completely number based to give versatility, i.e 100 warriors etc. They will have weapons (ofc) so you can have 100 Warriors with stone weapons or 100 with Bronze weapons. There are basic units available to all civilizations, and each tribe can have UUs. I will come back to these later. To increase your army simply say this and how large you would like it to become, and what units to train, however if you increase the size too much, too fast or too often your people will become unhappy, in some governments, having a too large army will also cause unhappiness.
As you advance technologically, different units will become available and you can upgrade a proportion of your troops each turn, any troops can be upgraded into anything, this is simply saying that you cease t raining the old troops and train new recruits in modern warfare. Arming a warrior with bronze weapons rather than stone is not an upgrade, simply a change in weapons, changing from warriors to swordsmen is an upgrade however.
Hand weapons can be made from (weakest first): Stone, Copper, Bronze, Iron, Steel, Tempered Steel
Ranged weapons (pre-gunpowder) include (most primitive first): Darts, Slings, Short bows, Longbow, Composite Longbow, Crossbow
You can divide your army up into divisions, battallions - whatever, and station these throughout your empire, when your empire becomes huge this becomes important as your army cannot be everywhere at once, but to begin with your empire is so small it can easily be traversed in a turn. To station troops it is advisable to build barracks or forts otherwise sleeping on the ground night after night might decrease your soldiers' morale.
The navy will consist of ships which can be used in the same way is the army and should be stationed in a coastal city with a harbor. The air force will come a lot later and is basically the same, any differences are basically common sense - you need an airfield to put your planes on
Unique Units. I refer to these as Elites since they are the Elite fighting force of whichever nation. As such they cannot exceed 10% of that nation's army except if the rest has died You must design the Unique Unit, this can either be an upgrade to a basic unit e.g. Darthian Legionnaires could be Swordsmen with better training, as such they cost more to upkeep and to train, but have a stat bonus, they will also keep morale up in battle because they may hold firm or sway the tide of battle by themselves and your other units will rally when they see this. Elites can also be unique - Warriors trained to fight in the treetops, dropping down upon their foes, or strapping spears to the underside of a horse so that they poke the enemy in a charge. However, I will make up the basic units acceptable, you must make up the Elites. In some circumstances I may say that your idea isnt suitable enough to be Elite but can be incorporated as regular troops, available only to you and those you have fought against - who stole the idea
Combat: Combat takes place in a turn, calculate over four rounds, the army is divided into close combat and missile troops, missile troops cannot fight on their own in a pitched battle.
Please post a strategy - PM or email me if you wnat it to be a surprise - and this will add another element to the combat, it is necessary for you to say when or if you want to retreat, if you dont say you may lose more of your troops than you bargained for even if you win, if you dont say, your general's will make an educated decision based upon their leadership skills, if you want to fight to the death you MUST say so. If you do not post how you wish to attack, I will simply have your generals organise a pitched battle where high casualties and a loss is likely.
Units are given stats with three categories: Attack - their attack strength, Defence - their defence strength, Health - like hit points. Five other things also have an impact upon the result of a battle; Numbers - the number of fighters, Combat Modifiers - morale and leadership of the armies, Tactics - the tactics you give me, Terrain - the terrain upon which the battle is being fought, and a Random element - random numbers are generated and impact upon combat.
Combat Modifiers determine who wins the combat but also how fiercely your soldiers fight through loyalty (morale) or respect (leadership) or patriotism.
Religion:
The basic religion is Animism worship of spirits and animals, this has no effects. At any time, you can try to convert your people to another form of religion (make it up!) Some of your people may change, some may not depending upon its stats. People bordering a religion different (and preferable) to theirs may convert. To spread religion Temples can be built.
Religion Template:
Name:
Head: e.g. Figurehead / Hierocracy / Prophet
Attitude to War: war is encouraged/ good / bad / utterly immoral
Belief about God(s): Animistic / Pantheistic / Monotheistic etc.
Belief about Afterlife: Heaven only / Heaven and Hell / Hell only.
Heretics: Which religions are considered extremely heretical?
Control over people: Intense / Strong / Normal / Weak / Negligible
Religious Center:
Culture: None / Negligible / Weak / Normal / Strong / Very Strong / Intensive
Each of these options is extremely important.
The Head of the Religion: This will determine how attactched the people are to the religion, and more specifically, the formation of the reigion, in case of a schism, the people would prefer having a leader more down-to-earth than having a remote leader.
Attitude to war: This is extremely important because this determines the people's support for war, if the people have beentaught war is good, they will support a war and like to maintain a larger army, but are less attached to the religion. There are only the four options.
Belief about God(s): Having Monotheistic beliefs brings stronger attatchment to the religion, but it is harder to be converted unless you are already monotheistic. There are any number of options here, each will be put on a scale as they come into play.
Belief about Afterlife: Having only a heaven encourages people to join the religion but doesnt give them a need to be good, having only a Hell prevents people (apart from sadists) joining in large numbers, it allows larger support of an army however, having both encourages people to be good, and is in the middle for whether they convert to the religion.
Heretics: Having an heretical religion encourages the people to go to war with them and makes them much less convertable, but it can also bring about incidents of racial hatred which could be embarrassing to explain.
Control over People: The stronger the control, the less likely the people are to go against the beliefs or convert, but it also makes the religion less likely to convert people.
Religious Centre: Where the religion is centred, could be a cathedral, or could be individual chapels, having a remote location means the bond to the people is weaker but it also means that culture increases faster, having each priest in each village being the highest level of clergy would induce deep bonds but have little effect on increasing culture.
Culture: This is dependent upon how long the religion has existed for, the religious centre, and some other things I shan't mention This is a factor in considering whether people convert and prevents schisms.
Submitting Orders:
During this phase you can say what you want to be done (obviously). You should:
Write a story (optional).
Say what is to be done, why and what effect it is expected to have.
When fighting, submit orders for tactics, when/if you want to withdraw.
Move your army - I will post maps of each kingdom showing where units are located.
Anything else.
You may post your orders, PM them or e-mail (oh2beapepsibottle@hotmail.com).
Please note that these aren't all the rules but simply the most important/different to other story NES's. The full version can be found here as they take up too much space otherwise.
Links
Full Rules
All Units - Descriptions and Stats
Preview Thread