CntNES: Warlords

Contempt

The Barbarian Warlord
Joined
Aug 19, 2004
Messages
2,113
Location
U.S.A
For lack of anything to do except homework and sitting around I’ve decided to start a 2000 B.C game, so it’s fairly straight forward and doesn’t need an introduction. On too the rules. The Economy and trade system is credited to Cones, while the battle system is my idea.

Economy
Lets say that your economy says 2; 5/9 to the next level. You probably have no clue that that mean. The number to the left of the semicolon is the amount of eco you make per turn. And the fraction to the right is the amount of money you have to invest into Agriculture, Industry and Trade. For everyone 1 eco you invest in Agriculture, Industry or Trade, you will get closer to increasing the amount of eco you gain per turn. Banks are not invented yet so you will lose any eco you do not spend on a turn. The amount you have to invent will change from time to time and sometimes you may get economic bonuses from stories or a random event.

Trade
Can be opened when you have 15 trade points. The first one is free, 1 eco for the second and third one, 2 eco for the fourth and fifth one, limit 5 trade routes. Get one Good per turn if you have an active trade route.

Goods: Received from pillaging and trade, 2 goods equal 1 eco. Can be banked

Military
Invest economies to increase economies, fairly simple. I’ll be deciding battles a slightly different way however, until the Early Modern age I’ll be deciding battles in M: TW battle engine. I’ll post the stats of each unit so that you’ll know which ones are better for attack and defense. Training will improve the Attack, defense and morale of your troops.

Wonders
Tell me what it is and I’ll decide.

Religion and Culture
Religion plays a big role in the development of your nation, and your culture is directly intertwined with your religion. For example, if you chose the Nordic religion and you develop it and write stories then your people will be blood thirsty and want to war, and prolonged periods of peace will upset your people. Try to keep your religions realistic, and if at all possible, chose a religion that is a real one so that the mod (me) can look it up. If you do happen to make a religion please give some idea of what the religion worships, be it in a story or charter, whatever.
Large Culture can influence an opposing player or NPC’s population or their population’s religion. The affected civilization will have to relatively low culture compared to your own to have an affect through. Stories help.

Government
Starting gov’t is Despotism, and you’ll have to find other forms of government yourself. However, you will no be able to find new forms of government until the Iron Age. Different governments will have different affects on your production, trade, agriculture, and population.

Strategy: Please submit a battle strategy, if you don’t I’ll take over, and bad things might happen.
UU: One per age per civilization
Golden Age: Will happen at my discretion






Units per Economy
500 Spears = 1 Economy
500 Archers = 1 Economy
100 Chariot = 1 Economy
100 Horse Archers = 1 Economy
100 UU = 1 Economy

Training Levels: Normal, High, Elite

Nations Template
Name:
Capital-
Goverment: Despotism
Age- Bronze Age
Economy-2; 0/9 to the next level
Education-Nonexistant
Religion:Whatever you decide
Army-1000 Spearmen
Navy- 5 galleys (except land locked)
Industry-1
Agriculture-1
Trade-1
History- You decide.



A Note to all Players: Do not start in the Americas, I have specific plans for them. They will play a part.....eventually
 
And here's the map.
 

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Player Nations

Angle-Saxons
Name: alex994
Capital- Londinum
Government: Despotism
Age- Bronze Age
Economy-2; 0/9 to the next level
Education-Nonexistent
Religion: Druidism
Army-1000 Spearmen
Navy- 5 galleys
Industry-1
Agriculture-1
Trade-1
History- People of the British Isles

Irga
Name: Proto dynasty/ erez87
Capital- Irga
Government: Despotism
Age- Bronze Age
Economy-2; 0/9 to the next level
Education-Nonexistent
Religion: Egyptians Mysticism
Army-1000 Spearmen
Navy- 8 galleys
Industry-1
Agriculture-1
Trade-1
History- The Irga people ones lived in Western Europe. They unlike many others migrated southward to the Mediterranean and than left on boats into new lands. Than they landed at the Nile delta and in the eastern part of the Nile Delta, on the coasts they created the city of Irga. From there they aim at creating a mighty culture and empire.

Name: Pawpaw
Capital-Byzantium
Government: Despotism
Age- Bronze Age
Economy-2; 0/9 to the next level
Education-Nonexistent
Religion: Polytheistic
Army-1000 Spearmen
Navy- 5 galleys
Industry-1
Agriculture-1
Trade-1
History- Tell me and I’ll write it in.
Culture:1
 
NPC Nations

Name: Egyptians
Capital-Giza
Government: Despotism
Age- Bronze Age
Economy-2; 0/9 to the next level
Education- Nonexistent
Religion: Whatever you decide
Army-1000 Spearmen
Navy- 5 galleys (except land locked)
Industry-1
Agriculture-1
Trade-1
History- The people of the Nile have survivied for a long time on the edge of the desert, even prospered. They view the Nile as their territory, and can become hostile.
Expansion Number: 1

Name: Britannia
Capital-Mercia
Government: Despotism
Age- Bronze Age
Economy-2; 0/9 to the next level
Education- Nonexistent
Religion: Druidism
Army-1000 Spearmen
Navy- 5 galleys (except land locked)
Industry-1
Agriculture-1
Trade-1
History-The Briton tribes have banded together to eventually conquer their…enemies.
Expansion Number: 1
 
So everyone is using M:TW to do the battles? News to me. I'll explain the battle system a bit more then.

For example, you have any army of 1500 spearmen, and 500 archers. You get invaded by a nearby enemy, I'll AIM you or PM you about the invasion, that'll be your scouts. Then you'll give me a battle plan to use to defend your land. If your scout are caught unawares, the advancing army will take more land, but if your scouts are alert then when your army meets the advancing one less land will be under their control.

Terrain advantage matters! Hieght, slope, forests, all of it, it matters. For example, Forests, forests are for ambushes, and men can hide in forests, and forests provide a negitive bonus for horses. So don't put your horses in forests! Hieght provides a +2 bonus to attack and defense, so take the high ground. It is very likely that if you are a attacking the enemy will take the high ground, so devolp stratigies to lure them down.

For the middle east, deserts provide a bonus to Camels, and Camels have a bonus against Horses, so use your Camels agaisnt horses in the desert, but once Camels are out of the desert, and negitive bonus. Lightly armored men in the deserts will fare much better then a roasted enemy in desert. So most Middle-East nations might consider have their men more lightly armored.

Charge is basicly Attack plus charge. So an attack number of 6, and a charge of 5 is 11 attack for as long as the charge lasts. Which is basicly when they hit. It is not recomended to charge with Spearmen, since doing so breaks their ranks and they'll die much quicker.

There is also a system that shows which men are strong agianst which.

Swords -----> Spears
Spears------> Horses
Horses------> Routing troops, and Swords
Camels------> Horses


There are also buildings that you can build, but most will not come into play until the iron age, so the building right now that you can build is temples.

1 Temple-----> 1 economy

EDIT: Also, there are original building that can be built for each age, but I'm not going to tell you, because the real empires of the world didn't know what they could build before they had the necessary technology now did they? :p

Another Note: YOUR speed in responding to the 'scouts' message does not affect how much land they take, only your scouts alertness.


Any helpful ideas and tips are apprecatied....
 
Angle-Saxons
Name: alex994
Capital- Londinum
Goverment: Despotism
Age- Bronze Age
Economy-2; 3/9 to the next level
Education-Nonexistant
Religion: Drudism
Army-1000 Spearmen
Navy- 5 galleys
Industry-1
Agriculture-1
Trade-1
History- People of the British Isles ;).
 
Irga
Name: Proto dynesty/ erez87
Capital- Irga
Goverment: Despotism
Age- Bronze Age
Economy-2; 3/9 to the next level
Education-Nonexistant
Religion: Egyptians Mystisicm
Army-1000 Spearmen
Navy- 5 galleys (except land locked)
Industry-1
Agriculture-1
Trade-1
History- The Irga people ones lived in western europe. they unlike many others migrated southward to the mediterian and than left on boats into new lands. Than they landed at the Nile delta and in the eastern part of the Nile Delta, on the coasts they created the city of Irga. From there they aim at creating a mighty culture and empire.
 
Thanks :goodjob: I'll update with or without more players tonight.
 
If you want help with the NPC's that this game even while having few players will go ok at the beginning contact me in a PM or AIM: erz87 (or MSN erez87@hotmail.com) and ICQ but I think the rest would be enough ;)
 
Update 2000 B.C

All across the world new tribes asert dominace, and bring people together under their rule, creating cities. Armies become commonplace in these nations, but there are still alot of Barbarians surrounding the cities, and they are not usably friendly. The war trumpets are blowing, the Age of Warlords is at hand. The Age of Empires is set to begin. War is on the horizon....

The Irga have left their homes looking for new lands. Boarding their galleys, they find they do not have enough to do the great move. They build more (+ 3 galleys), and set sail. Hugging the coast line they eventually find the Nile river, and settle it immediatly settled the spot. Sending out scouts they find the Eygptians to their south, and the Eygptians condsider the Nile their land.

The Saxons rise to dominance on England, and deveolp their city. They hold power in the south, and my be able to strong arm the barbarians there. However, the Britonians also have created a city in the north. It might become a struggle for control of the Island, as the Britonians are likely to block northern expansion.

In the area named Byzantium, another tribe rises. Their city is named Byzantium, and they hope to tame the ravage land beyond. The barbarians surround them, and in large numbers. Hopefully their empire might survive the barbarian attacks.
 
Here the Map
 

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As you can see, your nations are tiny, and surrounded on all sides by Barbarians. You can either sharpen your sword, or know how to work the crowds. It is your descison. War, or Diplomacy?
 
what MSTK ment anyway?!

Anyhow orders if i don't write a story:
Expand all along the coasts.
Grow navy-1 and trade-1.
also use navy to expand across the mediterian.

to EGypt:
NAP?
 
To Irga
From Eygpt


You take our sacred land, and take it away from us. There will be no NAP, you will leave our land, or die.


Edit: I think I'm going to go on hiatius for this NES for now. I need to think of Original Rules, or think of an original time period to make it more intresting, and thus more players, and thus more fun. So I'll think of something in a week.
 
I may join after I read the rules.
 
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