Intro
I have to admit I am a mite tired of some of the so-called story NESes popping up that arent really story NESes. So i've decided to make a NES with the original story NES rules, and without "gold" or specific units and buildings. I will of course have wonders and things like that, and i think i will follow china's way of scientific advancement, with education levels and all. THis one i will follow all the way, unlike the first EQNES. I'll give it a shot anyways.
Rules
-Set Up-
Same as usual (please when setting up dont include parts in
parenthesis)
Nation Name:
Player Name (AIM Name if you want to or if i dont already know it):
Where to start:
Government (make up your own):
Religion (your choice once again):
Army: tiny/very small Stone Age
Navy: tiny/very small Stone Age
Air Force: NA
Economy: Stable
Education: Terrible
Confidence in Leader: Average
-Military Levels-
Fighting occurs same way they do any true story NES, based on logic and numbers of the armies involved to determine winners.
Sizes: tiny-very small-small-medium-large-very large-gigantic-imperial
-Economy-
Economy is what you spend on each other thing. Prices below:
2 military levels growth (combination of army and navy or just in one)- 1 economy level
Rebuilding a military (upgrading a stat from none to tiny)- 1 economy level
growing education (1 economy level over 2 turns)
Grow economy by ordering it, however, if you give a decent explanation of growing the economy, there may be a bonus. You can only spend a max of 2 economy levels a turn.
Sizes: Nonexistent- Depression-Recession-Stable-Growing-Prosperous-Booming
-Education-
Education takes two turns to increase. You can pay the 1 econoym it costs on either the first or second turn of increasing it. You must advance in education to reach the next age, when you reach genius education level, you need to take 2 more turns to research the next age. Each education level within the age provides new benefits and advantages. Education levels are as follows.
-Stone Age-
Terrible: basic stone weapons, huts and caves as dwellings
Bad: rudimentary farms, quicker growth
Poor: rudimentary stone working and city walls, 1-story stone buildings
Decent- bow-and-arrows, larger buildings, massive stone structures
Above Average- Chariots, fighting ships, roads
Good- fortifications, better infractsure in the cities.
Genius- Required for next age
-Confidence in Leader-
Same way china does it. More of a story you write the better confidence is. No story makes it go down, a couple of sentences make it stay the same, a paragraph or more makes it go up one.
Sizes:
Near revolt-Bitter-bad-poor-average-good-very good-fanatical backing
-Wonders-
You say what the wonder does and I'll determine the amount of time it takes to build and whether you can build it or not (look at education levels to see what is within reason).
-Ages-
Past Ages:
Current Age: Stone Age
Next Age: Copper Age
-Game Ages-
Early Days: 4000 BC-
I have to admit I am a mite tired of some of the so-called story NESes popping up that arent really story NESes. So i've decided to make a NES with the original story NES rules, and without "gold" or specific units and buildings. I will of course have wonders and things like that, and i think i will follow china's way of scientific advancement, with education levels and all. THis one i will follow all the way, unlike the first EQNES. I'll give it a shot anyways.
Rules
-Set Up-
Same as usual (please when setting up dont include parts in
parenthesis)
Nation Name:
Player Name (AIM Name if you want to or if i dont already know it):
Where to start:
Government (make up your own):
Religion (your choice once again):
Army: tiny/very small Stone Age
Navy: tiny/very small Stone Age
Air Force: NA
Economy: Stable
Education: Terrible
Confidence in Leader: Average
-Military Levels-
Fighting occurs same way they do any true story NES, based on logic and numbers of the armies involved to determine winners.
Sizes: tiny-very small-small-medium-large-very large-gigantic-imperial
-Economy-
Economy is what you spend on each other thing. Prices below:
2 military levels growth (combination of army and navy or just in one)- 1 economy level
Rebuilding a military (upgrading a stat from none to tiny)- 1 economy level
growing education (1 economy level over 2 turns)
Grow economy by ordering it, however, if you give a decent explanation of growing the economy, there may be a bonus. You can only spend a max of 2 economy levels a turn.
Sizes: Nonexistent- Depression-Recession-Stable-Growing-Prosperous-Booming
-Education-
Education takes two turns to increase. You can pay the 1 econoym it costs on either the first or second turn of increasing it. You must advance in education to reach the next age, when you reach genius education level, you need to take 2 more turns to research the next age. Each education level within the age provides new benefits and advantages. Education levels are as follows.
-Stone Age-
Terrible: basic stone weapons, huts and caves as dwellings
Bad: rudimentary farms, quicker growth
Poor: rudimentary stone working and city walls, 1-story stone buildings
Decent- bow-and-arrows, larger buildings, massive stone structures
Above Average- Chariots, fighting ships, roads
Good- fortifications, better infractsure in the cities.
Genius- Required for next age
-Confidence in Leader-
Same way china does it. More of a story you write the better confidence is. No story makes it go down, a couple of sentences make it stay the same, a paragraph or more makes it go up one.
Sizes:
Near revolt-Bitter-bad-poor-average-good-very good-fanatical backing
-Wonders-
You say what the wonder does and I'll determine the amount of time it takes to build and whether you can build it or not (look at education levels to see what is within reason).
-Ages-
Past Ages:
Current Age: Stone Age
Next Age: Copper Age
-Game Ages-
Early Days: 4000 BC-