For lack of anything to do except homework and sitting around Ive decided to start a 2000 B.C game, so its fairly straight forward and doesnt 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. Ill be deciding battles a slightly different way however, until the Early Modern age Ill be deciding battles in M: TW battle engine. Ill post the stats of each unit so that youll 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 Ill 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 NPCs population or their populations religion. The affected civilization will have to relatively low culture compared to your own to have an affect through. Stories help.
Government
Starting govt is Despotism, and youll 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 dont Ill 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
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. Ill be deciding battles a slightly different way however, until the Early Modern age Ill be deciding battles in M: TW battle engine. Ill post the stats of each unit so that youll 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 Ill 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 NPCs population or their populations religion. The affected civilization will have to relatively low culture compared to your own to have an affect through. Stories help.
Government
Starting govt is Despotism, and youll 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 dont Ill 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