-The Story-
The year is 1411 AD. In the 1st century AD there lived a great inventor who spread steam engines and new ideas across the civilized world. His inventions would change the world as the people of his time knew it. From the steam galleys of Egypt to the well organized Celtic Warriors, the Industrial Revolution changed life and warfare. However, none of man's great inventions or developments could shield it from the bubonic plague which swept its way through Europe and the Middle East fueled by the ancient rail lines. 3/4 of the civilized world died in the 10th century alone. Railroads and industrial development came to a screeching halt. Now in 1400 AD, the world has finally rebuilt itself.
A new material of explosive qualities has arrived in once great Persia. Yet another revolution seems to be soon to occur, bringing the world a new era of war.
-Your Nation-
You may only choose from the nations on the 3rd post. Each has advantages and disadvantages.
-Economy-
Economy is in the form of gold and gold per turn. You need gold to buy stuff. It's different uses include: military, wonders, or technology. More on each below.
To grow your economy you must bank the gold you currently have. To improve economy you are not allowed to buy anything on the turn you order it to be improved.
-Military-
This is probably most important thing. For this NES, there is only Army and Navy. To build it up, just choose from the units below and fashion an army out of what is availible to you. Each turn represents a year, so in most cases army locations and movement doesnt matter. Exception for this is if you want to move troops across seas. You'll need boats for transport if you want to cross water (if you need to be told that you probably shouldnt be playing). Anyways here are the units:
Foot Soldiers
Swordsman: Basic fuedal servant, poorly trained and badly equiped. However they are easy to produce. 1 gold for 500.
Crossbowmen: Mass production and industry has allowed this armored archers to take a prominent place on the battlefield, replacing the out of date and unreliable pollipolas. However, their lengthy load time has not completely made melee combat extinct. 1 gold for 250
Pikemen: Well equiped Renassaince style infantry, the staple of most armies. 1 gold for 250.
Arbeques: Gunpowder infantry, can't fight in wet areas, very slow, horrible aim, but with great punch in a volley. 1 gold for 50
Musketmen: Gunpowder Infantry equiped with bayonets. Better range than Arbeques. Basically obsoletes all other units. Easier to produce than Arbeques. 1 gold for 100.
Cavalry
Heavy Cavalry: Knights and other things of that sort. Used for shock action, not many armies have ever survived a charge of heavy cavalry. 1 gold for 100.
Steam Tank: a heavy mobile veichle capable of pounding anything in its way. Is susecptible to artillery. 3 gold for 1.
Artillery
Catapult: Ancient siege weapon, still the only method for knocking walls down. 1 gold for 10.
Bombards:early gunpowder artillery. has significantly more firepower than a catapult, but only useful for sieges, as they are highly immobile. 1 gold for 5
Cannon: Powerful artillery, best in the NES. Can fire grapshot and as such is devastating to infantry forces and cavalry. Easier to produce than Bombards. 1 gold for 10
Naval Forces
Galley: oldest of ships, obsolete in most areas, though still in service in some nations. 1 gold for 20
Steam Galley: Current main battle ship in the civilized world. Relies on Iron rams and marines for combat. 1 gold for 10
Iron Galley: Strongest ship the world has ever known. This is a steam galley plated with iron, and armed with powerful trebutchets as well as Greek Fire. no wooden ship could possible win a battle with this monster. 1 gold for 5.
Caravel: Though it is not iron-plated like the Iron Galley, the caravel combines steam and light cannon in a most effective combination, allowing this to be the top choice for merchants and navies. 1 gold for 5
-Wonders-
See below post for list of wonders, their costs and effects.
-Technology-
Techs allow wonders, railroads, and new units. They are vital to any aspiring emporer. They can be researched by dedicating a little gold each turn (nothing less than 1 gold) or by trade or gift. Check below post for details on tech.
As a side note, when you are the first to research a tech that allows a unit, you may have a chance of creating a unique unit involving the new weapon for your nation. Only 1 UU is allowed per nation.
-The Church and Citizen happiness-
The Church is a playable nation in the form of the Papal States. The Church has much influence on the citizens of all Catholic nations, which at the start of the game includes ALL nations. The player who is the Pope can do the following things:
Excommunicate those who do not recognize papal authority.
Lead investigations of soldiers or leaders of nations to cause unrest and a decline of military effiency in that nation.
Commands inquisitions against a people or religion.
Can call for alms from catholic nations to enrich the papal treasury.
Can declare holy crusades against excommunicated people or heretics.
This is linked with the Happiness stat of your nation. Though other events can influence your peoples happiness the feeling of the Church toward your regime will also have a great effect.
-Victory-
Players will vote at end of NES for the best player. The next NES will be determined by your actions in this one. What you do in these 20 updates will effect the world for thousands of years. Remember your limited time and plan your game accordingly. Good luck.
The year is 1411 AD. In the 1st century AD there lived a great inventor who spread steam engines and new ideas across the civilized world. His inventions would change the world as the people of his time knew it. From the steam galleys of Egypt to the well organized Celtic Warriors, the Industrial Revolution changed life and warfare. However, none of man's great inventions or developments could shield it from the bubonic plague which swept its way through Europe and the Middle East fueled by the ancient rail lines. 3/4 of the civilized world died in the 10th century alone. Railroads and industrial development came to a screeching halt. Now in 1400 AD, the world has finally rebuilt itself.
A new material of explosive qualities has arrived in once great Persia. Yet another revolution seems to be soon to occur, bringing the world a new era of war.
-Your Nation-
You may only choose from the nations on the 3rd post. Each has advantages and disadvantages.
-Economy-
Economy is in the form of gold and gold per turn. You need gold to buy stuff. It's different uses include: military, wonders, or technology. More on each below.
To grow your economy you must bank the gold you currently have. To improve economy you are not allowed to buy anything on the turn you order it to be improved.
-Military-
This is probably most important thing. For this NES, there is only Army and Navy. To build it up, just choose from the units below and fashion an army out of what is availible to you. Each turn represents a year, so in most cases army locations and movement doesnt matter. Exception for this is if you want to move troops across seas. You'll need boats for transport if you want to cross water (if you need to be told that you probably shouldnt be playing). Anyways here are the units:
Foot Soldiers
Swordsman: Basic fuedal servant, poorly trained and badly equiped. However they are easy to produce. 1 gold for 500.
Crossbowmen: Mass production and industry has allowed this armored archers to take a prominent place on the battlefield, replacing the out of date and unreliable pollipolas. However, their lengthy load time has not completely made melee combat extinct. 1 gold for 250
Pikemen: Well equiped Renassaince style infantry, the staple of most armies. 1 gold for 250.
Arbeques: Gunpowder infantry, can't fight in wet areas, very slow, horrible aim, but with great punch in a volley. 1 gold for 50
Musketmen: Gunpowder Infantry equiped with bayonets. Better range than Arbeques. Basically obsoletes all other units. Easier to produce than Arbeques. 1 gold for 100.
Cavalry
Heavy Cavalry: Knights and other things of that sort. Used for shock action, not many armies have ever survived a charge of heavy cavalry. 1 gold for 100.
Steam Tank: a heavy mobile veichle capable of pounding anything in its way. Is susecptible to artillery. 3 gold for 1.
Artillery
Catapult: Ancient siege weapon, still the only method for knocking walls down. 1 gold for 10.
Bombards:early gunpowder artillery. has significantly more firepower than a catapult, but only useful for sieges, as they are highly immobile. 1 gold for 5
Cannon: Powerful artillery, best in the NES. Can fire grapshot and as such is devastating to infantry forces and cavalry. Easier to produce than Bombards. 1 gold for 10
Naval Forces
Galley: oldest of ships, obsolete in most areas, though still in service in some nations. 1 gold for 20
Steam Galley: Current main battle ship in the civilized world. Relies on Iron rams and marines for combat. 1 gold for 10
Iron Galley: Strongest ship the world has ever known. This is a steam galley plated with iron, and armed with powerful trebutchets as well as Greek Fire. no wooden ship could possible win a battle with this monster. 1 gold for 5.
Caravel: Though it is not iron-plated like the Iron Galley, the caravel combines steam and light cannon in a most effective combination, allowing this to be the top choice for merchants and navies. 1 gold for 5
-Wonders-
See below post for list of wonders, their costs and effects.
-Technology-
Techs allow wonders, railroads, and new units. They are vital to any aspiring emporer. They can be researched by dedicating a little gold each turn (nothing less than 1 gold) or by trade or gift. Check below post for details on tech.
As a side note, when you are the first to research a tech that allows a unit, you may have a chance of creating a unique unit involving the new weapon for your nation. Only 1 UU is allowed per nation.
-The Church and Citizen happiness-
The Church is a playable nation in the form of the Papal States. The Church has much influence on the citizens of all Catholic nations, which at the start of the game includes ALL nations. The player who is the Pope can do the following things:
Excommunicate those who do not recognize papal authority.
Lead investigations of soldiers or leaders of nations to cause unrest and a decline of military effiency in that nation.
Commands inquisitions against a people or religion.
Can call for alms from catholic nations to enrich the papal treasury.
Can declare holy crusades against excommunicated people or heretics.
This is linked with the Happiness stat of your nation. Though other events can influence your peoples happiness the feeling of the Church toward your regime will also have a great effect.
-Victory-
Players will vote at end of NES for the best player. The next NES will be determined by your actions in this one. What you do in these 20 updates will effect the world for thousands of years. Remember your limited time and plan your game accordingly. Good luck.