SHaNES
Ancient Age Rules
Cities
Cities take the place of economy in this NES. Cities give you one credit per turn. You start off with one city. To build a new city, you cannot do anything else that turn. It is recommended that you do this over the first few turns. You still collect credits when you build a city.
Armies
Armies are your only land fighting units. Instead of containing a certain number of men, armies contain a certain amount of health. The black in an army represents health, and the white represents an absence of health. Armies lose health by fighting battles or not having a connection to a friendly city. Armies gain health by having a connection to a friendly city. Armies cost five credits to build.
Fleets
Fleets are your only naval fighting units. Instead of containing a certain number of ships, fleets contain a certain amount of health. The (your country's color) in an fleet represents health, and the white represents an absence of health. Fleets lose health by fighting battles or not having a connection to a friendly city. Fleets gain health by having a connection to a friendly city. Fleets cost five credits to build. You need a city by the ocean to build a fleet.
Training
You may increase your national training level for 3 credits. Army and Navy Levels are seperate.
LEVELS: Conscript, Regualr, Trained, Veteran, Elite(Only if your country was at war in the last 5 turns)
Overseas Supply Lines
When an army lands in enemy territory after an amphibious invasion, a line is drawn between your army and the nearest coastal city. If an enemy fleet moves onto that line, the line is erased and your army starts losing health.
Transporting Armies Overseas
When an army is next to a fleet, you can order that army to board the fleet. When a loaded fleet is next to a coastline, you can order that army to unload. Fleets may only carry one army at a time.
Education
Education is done in numbers. On any turn, you may convert x credits into x education points.
Advancing Ages
To advance to the Classical Age, you must have the highest amount of Education of any nation in the Ancient Age. Only one nation advances an age this way each turn.
Ex:
Germany has 30 Education, China has 27, and France has 24.
In 2000 BC Germany advances to the Classical Age. China advances in 1900 BC, followed by France in 1800 BC.
Technology
There are three technology levels for the Ancient Age; Ancient 1, Ancient 2, and Ancient 3. It costs 2 credits and 1 education point to increase technology level. If you are at war with a country that has a higher tech level than you, you may pay 1 credit to reach their tech level if it is 1 higher than yours, 2 if it is 2 higher than yours, etc. To reach classical age techs, you need to be in the Classical Age. Increasing technology levels makes your armies fight better.
Culture
Culture is done in numbers. At any time, you may convert x credits into x culture points.
Wonders
When you have 10 culture points, you may start a wonder. Wonders may have any effect possible, and take one turn to build. (Wonders with many effects take longer.) After the wonder is built, your culture is set to 0 and the wonder appears on the map.
Template
Nation Name
Income: 1 credit per turn
Credits(Banked + Income): 1
Army Training Level: Conscripts
Navy Training Level: Conscripts
Education Points: 0
Age: Ancient Age
Army Tech Level: Ancient 1
Navy Tech Level: Ancient 1
Culture Points: 0
Wonders: None
CHEAT SHEET:
Ancient Age Rules
Cities
Cities take the place of economy in this NES. Cities give you one credit per turn. You start off with one city. To build a new city, you cannot do anything else that turn. It is recommended that you do this over the first few turns. You still collect credits when you build a city.
Armies
Armies are your only land fighting units. Instead of containing a certain number of men, armies contain a certain amount of health. The black in an army represents health, and the white represents an absence of health. Armies lose health by fighting battles or not having a connection to a friendly city. Armies gain health by having a connection to a friendly city. Armies cost five credits to build.
Fleets
Fleets are your only naval fighting units. Instead of containing a certain number of ships, fleets contain a certain amount of health. The (your country's color) in an fleet represents health, and the white represents an absence of health. Fleets lose health by fighting battles or not having a connection to a friendly city. Fleets gain health by having a connection to a friendly city. Fleets cost five credits to build. You need a city by the ocean to build a fleet.
Training
You may increase your national training level for 3 credits. Army and Navy Levels are seperate.
LEVELS: Conscript, Regualr, Trained, Veteran, Elite(Only if your country was at war in the last 5 turns)
Overseas Supply Lines
When an army lands in enemy territory after an amphibious invasion, a line is drawn between your army and the nearest coastal city. If an enemy fleet moves onto that line, the line is erased and your army starts losing health.
Transporting Armies Overseas
When an army is next to a fleet, you can order that army to board the fleet. When a loaded fleet is next to a coastline, you can order that army to unload. Fleets may only carry one army at a time.
Education
Education is done in numbers. On any turn, you may convert x credits into x education points.
Advancing Ages
To advance to the Classical Age, you must have the highest amount of Education of any nation in the Ancient Age. Only one nation advances an age this way each turn.
Ex:
Germany has 30 Education, China has 27, and France has 24.
In 2000 BC Germany advances to the Classical Age. China advances in 1900 BC, followed by France in 1800 BC.
Technology
There are three technology levels for the Ancient Age; Ancient 1, Ancient 2, and Ancient 3. It costs 2 credits and 1 education point to increase technology level. If you are at war with a country that has a higher tech level than you, you may pay 1 credit to reach their tech level if it is 1 higher than yours, 2 if it is 2 higher than yours, etc. To reach classical age techs, you need to be in the Classical Age. Increasing technology levels makes your armies fight better.
Culture
Culture is done in numbers. At any time, you may convert x credits into x culture points.
Wonders
When you have 10 culture points, you may start a wonder. Wonders may have any effect possible, and take one turn to build. (Wonders with many effects take longer.) After the wonder is built, your culture is set to 0 and the wonder appears on the map.
Template
Nation Name
Income: 1 credit per turn
Credits(Banked + Income): 1
Army Training Level: Conscripts
Navy Training Level: Conscripts
Education Points: 0
Age: Ancient Age
Army Tech Level: Ancient 1
Navy Tech Level: Ancient 1
Culture Points: 0
Wonders: None
CHEAT SHEET: