erez87
Lord of Random
Army:
Each time you grow army it will grow in a number I will determine. It will never be less than 100 for now.
Navy:
Each time you grow navy it will grow in a number I will determine. It will never be less than 3 for now.
Training:
Each time you grow training it will grow up in one level.
Militia --------- Deckboy
Conscripts --- Recruit
Green --------- Underling
Dogface ------ Seamen
Vetran -------- Sailor
Elites ---------- Elites
Economy:
To Increase your economy, you must do something first - build roads, decrease taxes, do something. If you want to increase economy, that is the only thing you can increase in a turn. It takes one turn. If you build roads say, you might be able to use them in story later on.
Shattered
Depression
Crashing
Recession
Failing
Wavering
Stable
Expanding
Growing
Inflationary
Strong
Prosperous
Outstanding
World benchmark
Education:
I will determine when each person advances an age. Education helps. Educationa Levels are as follows
Rudimentry
Scribial
Philisophical
Aristocrical
Mercantile
Literate
Wide Spread
Public System
Trade:
To trade it costs: A,) 2 economic levels per route per person. B.) a sea route clear of any enemies or a land connection. A trade route can be broken by an enemy. You get an economic boost every three turns for each partner. You can have a sea route without a navy, but you must have a coastline.
Confidence:
Confidence in leader is determed on how much you right stories. If it is high, your military will fight better, and you may recieve gifts and such. There are no set terms for Confidence.
Wonders and Speicel Buildings.:
You can make wonders, and say what they do. I will then determine the amount of turns it takes. Wonders that do many benefits may incur an econmic penalty. i also reserve the right to change its effects for sake of balance.
You can also make Speicel Buildings like great ports or great barracses and stuff like that that will help in growing the army or navy for example. I will determine the number of turns.
You may have UU's that you make. You can only have one per nation per age. You make it and describe it. Once again I reserve the right to change them for the sake of balance.
Ages:
Stone age
Agriculture revolution
Copper age
Bronze age
Mythics age
Antiquity age
Iron age
Age of Empires
Barbarian hordes Age
Fall of Empires
Dark ages
Classical
Medevil age
Fedual agw
Barabity age
First Reformation
Crusadial age
Age of Holy Empires
Second Reformation
Printing revolution
Age of Renaissance
Age of Sail
Mercantilism age
Colonialism age
Imperialism age
Age of The Seven seas
Industrial Revolution
Steam engines revolution
Middle Industrial age
Nationalism awakens
Combustion age
Late Industrial age
Age of Flight
Miliateristic revolutions
Atomic age
Computers age
Modern age
Giving orders:
Every two things you grow cost 1 economy. You can grow as many things as you want in 1 turn but remember the economic fee
If you grow economy than you can't grow nothing else. It grows by 1 level.
You can add tech reserch that might take some time and will give you a speicel unit (like tanks).
Joining:
To join you need to feel this:
Name:
Ruler:
Goverment: (please keep it right to the age...)
Economy:
Army: ### troops @@@ Training
Navy: ### vassals @@@ Training
Education:
Chosen traits: This is not like civ3... You in here say if you country wish to start as a naval country a land country, both? somthing else? maybe a economic start? or smart one? whatever your country he is you can say. And Than I will choose your army, navy, education and Economy sizes
Each time you grow army it will grow in a number I will determine. It will never be less than 100 for now.
Navy:
Each time you grow navy it will grow in a number I will determine. It will never be less than 3 for now.
Training:
Each time you grow training it will grow up in one level.
Militia --------- Deckboy
Conscripts --- Recruit
Green --------- Underling
Dogface ------ Seamen
Vetran -------- Sailor
Elites ---------- Elites
Economy:
To Increase your economy, you must do something first - build roads, decrease taxes, do something. If you want to increase economy, that is the only thing you can increase in a turn. It takes one turn. If you build roads say, you might be able to use them in story later on.
Shattered
Depression
Crashing
Recession
Failing
Wavering
Stable
Expanding
Growing
Inflationary
Strong
Prosperous
Outstanding
World benchmark
Education:
I will determine when each person advances an age. Education helps. Educationa Levels are as follows
Rudimentry
Scribial
Philisophical
Aristocrical
Mercantile
Literate
Wide Spread
Public System
Trade:
To trade it costs: A,) 2 economic levels per route per person. B.) a sea route clear of any enemies or a land connection. A trade route can be broken by an enemy. You get an economic boost every three turns for each partner. You can have a sea route without a navy, but you must have a coastline.
Confidence:
Confidence in leader is determed on how much you right stories. If it is high, your military will fight better, and you may recieve gifts and such. There are no set terms for Confidence.
Wonders and Speicel Buildings.:
You can make wonders, and say what they do. I will then determine the amount of turns it takes. Wonders that do many benefits may incur an econmic penalty. i also reserve the right to change its effects for sake of balance.
You can also make Speicel Buildings like great ports or great barracses and stuff like that that will help in growing the army or navy for example. I will determine the number of turns.
You may have UU's that you make. You can only have one per nation per age. You make it and describe it. Once again I reserve the right to change them for the sake of balance.
Ages:
Stone age
Agriculture revolution
Copper age
Bronze age
Mythics age
Antiquity age
Iron age
Age of Empires
Barbarian hordes Age
Fall of Empires
Dark ages
Classical
Medevil age
Fedual agw
Barabity age
First Reformation
Crusadial age
Age of Holy Empires
Second Reformation
Printing revolution
Age of Renaissance
Age of Sail
Mercantilism age
Colonialism age
Imperialism age
Age of The Seven seas
Industrial Revolution
Steam engines revolution
Middle Industrial age
Nationalism awakens
Combustion age
Late Industrial age
Age of Flight
Miliateristic revolutions
Atomic age
Computers age
Modern age
Giving orders:
Every two things you grow cost 1 economy. You can grow as many things as you want in 1 turn but remember the economic fee
If you grow economy than you can't grow nothing else. It grows by 1 level.
You can add tech reserch that might take some time and will give you a speicel unit (like tanks).
Joining:
To join you need to feel this:
Name:
Ruler:
Goverment: (please keep it right to the age...)
Economy:
Army: ### troops @@@ Training
Navy: ### vassals @@@ Training
Education:
Chosen traits: This is not like civ3... You in here say if you country wish to start as a naval country a land country, both? somthing else? maybe a economic start? or smart one? whatever your country he is you can say. And Than I will choose your army, navy, education and Economy sizes