Finmaster
The White Ghost
- Joined
- Apr 13, 2003
- Messages
- 2,716
Yup, this another one rtor-type of NES.
You must choose one (and only one) trait for your country. A trait cannot be changed later (unless there is a random even that for some reason allows it).
You can build wonders but contact me first.
There can be a "golden age". This is done pretty much in Civilization-style; if your UU's are victorious or if you build a wonder that gives you an advantage of the trait you have (i.e. if you build a big temple when being "religious" or if you build a military academy when being "militaristic), you can enter a golden age.
You can only grow one thing at a time. It always costs an economy level.
Upgrading army/navy to a new age always costs one level in army size and also an economy level.
Culture will make NPC nations respect you more, and even cultural flips are possible.
Fighting morale is just as important as the army size.
Confidence is determined by many things. The bottom line is that you can always grow it by making great stories. But even that might not help if you've screwed up with your nation completely...
Also, fights are easier to win if you write battle plans.
TRAITS:
Religious - your units have a better fighting morale and confidence in leader cannot go below "average". However, upgrading education will cost 2 economy levels instead of one.
Industrious - You get to upgrade your military to a new age for completely free, without a loss in neither size or economy. and you finish wonders faster. The downside is, your expansion will slow down as your people would rather build big towers and houses in their cities than go on adventurous exploration trips.
Commercial - Your economy cannot go below "slowing", which means that you'll never be facing the fear of losing army levels. However, your people will not like it if you keep on growing stuff for free while your economy sticks in "slowing" because that free growth is paid with their blood and tears, so taking that advantage might eventually lead into rebellions.
Scientific - You get to grow education all the way to "superb" while other have to wait for new ages to get their education to the skies. You are also more likely to make great discoveries than others at your education level. There is a downside though - your enlightened people won't like being treated poorly and they will start rebellions if they aren't satisfied with their leader.
Militaristic - Growing army and navy is completely free. However, you must pay 2 ecnomy credits when upgrading something else (culture and education, basically). Plus, your nation is seen as barbaric among non-militaristic NPC nations.
EDIT: Notice that upgrading armies to a new age doesn't cost any money, either, altough there still is a decrease in army size, as usual.
ARMY/NAVY/ECONOMY/EDUCATION/CULTURE SIZES:
There are seven sizes for each of these (5 for military morale). Tiny/very small/small/medium/adequate/large/very large for navy/army/education/culture and
Depression/recession/falling/stable/growing/prosperous/wealthy for economy.
More levels might appear when time developes.
near nil/low/medium/high/outstanding for confidence in leader and military morale.
NATION TEMPLATE:
Country name:
Country trait:
Starting location:
Leader name/CFC name:
Army size: tiny/very small (if you don't have a navy at start, you will get it to tiny for free once you reach the sea)
Navy size: tiny/very small
Army morale: medium (high if you are a religious civ)
Economy: stable
Education (amount of): tiny
Culture (amount of): tiny
Age: stone age
Confidence in leader: medium
UU's:
EACH NATION CAN ONLY HAVE 3 (three) UU'S DURING THE WHOLE GAME. Think carefully when you make your UU's. UU's can have greatly improved offense, defense or fighting morale.
EDIT: The benefit of one UU lasts for two ages.
FINLAND - Alpine Warrior (starting from COPPER AGE)
NUBIA - Grand Axe Warrior (starting from COPPER AGE)
HISTORY:
4000 BC:
Civilizations spawn all over the world. The Industrious people in China, Rome, America, Carthage and Iraq have formed their own civilizations, as well as the scientific people of Suomi and the commercial people of England.
Carthage undertakes a great project, a temple of arizaba.
3900 BC:
Commercial nation of Same, religious nation of Nubia and militaristic nation of Amazon founded, along with Cuba (industrious) and Parthon (militaristic).
America enters copper age!
Rumours of upcoming barbarian threat in Europe...
3800 BC:
Religious nations of Seychelles and Negara Brunei Darussalam (Borneo) are born, and the commercial nation of Korea.
Cuba reaches copper age.
Age of barbarians starts in Europe, slowing down expansion dramatically.
AGES:
(Universal ages are in bold. These are also the ages that count as ages for UU's)
Stone age ( - 3900 BC)
Copper age (3900 BC - 3600 BC)
Age of barbarians in Europe (3800 BC - 3600 BC)
Bronze age (3600 BC - )
You must choose one (and only one) trait for your country. A trait cannot be changed later (unless there is a random even that for some reason allows it).
You can build wonders but contact me first.
There can be a "golden age". This is done pretty much in Civilization-style; if your UU's are victorious or if you build a wonder that gives you an advantage of the trait you have (i.e. if you build a big temple when being "religious" or if you build a military academy when being "militaristic), you can enter a golden age.
You can only grow one thing at a time. It always costs an economy level.
Upgrading army/navy to a new age always costs one level in army size and also an economy level.
Culture will make NPC nations respect you more, and even cultural flips are possible.
Fighting morale is just as important as the army size.
Confidence is determined by many things. The bottom line is that you can always grow it by making great stories. But even that might not help if you've screwed up with your nation completely...
Also, fights are easier to win if you write battle plans.
TRAITS:
Religious - your units have a better fighting morale and confidence in leader cannot go below "average". However, upgrading education will cost 2 economy levels instead of one.
Industrious - You get to upgrade your military to a new age for completely free, without a loss in neither size or economy. and you finish wonders faster. The downside is, your expansion will slow down as your people would rather build big towers and houses in their cities than go on adventurous exploration trips.
Commercial - Your economy cannot go below "slowing", which means that you'll never be facing the fear of losing army levels. However, your people will not like it if you keep on growing stuff for free while your economy sticks in "slowing" because that free growth is paid with their blood and tears, so taking that advantage might eventually lead into rebellions.
Scientific - You get to grow education all the way to "superb" while other have to wait for new ages to get their education to the skies. You are also more likely to make great discoveries than others at your education level. There is a downside though - your enlightened people won't like being treated poorly and they will start rebellions if they aren't satisfied with their leader.
Militaristic - Growing army and navy is completely free. However, you must pay 2 ecnomy credits when upgrading something else (culture and education, basically). Plus, your nation is seen as barbaric among non-militaristic NPC nations.
EDIT: Notice that upgrading armies to a new age doesn't cost any money, either, altough there still is a decrease in army size, as usual.
ARMY/NAVY/ECONOMY/EDUCATION/CULTURE SIZES:
There are seven sizes for each of these (5 for military morale). Tiny/very small/small/medium/adequate/large/very large for navy/army/education/culture and
Depression/recession/falling/stable/growing/prosperous/wealthy for economy.
More levels might appear when time developes.
near nil/low/medium/high/outstanding for confidence in leader and military morale.
NATION TEMPLATE:
Country name:
Country trait:
Starting location:
Leader name/CFC name:
Army size: tiny/very small (if you don't have a navy at start, you will get it to tiny for free once you reach the sea)
Navy size: tiny/very small
Army morale: medium (high if you are a religious civ)
Economy: stable
Education (amount of): tiny
Culture (amount of): tiny
Age: stone age
Confidence in leader: medium
UU's:
EACH NATION CAN ONLY HAVE 3 (three) UU'S DURING THE WHOLE GAME. Think carefully when you make your UU's. UU's can have greatly improved offense, defense or fighting morale.
EDIT: The benefit of one UU lasts for two ages.
FINLAND - Alpine Warrior (starting from COPPER AGE)
NUBIA - Grand Axe Warrior (starting from COPPER AGE)
HISTORY:
4000 BC:
Civilizations spawn all over the world. The Industrious people in China, Rome, America, Carthage and Iraq have formed their own civilizations, as well as the scientific people of Suomi and the commercial people of England.
Carthage undertakes a great project, a temple of arizaba.
3900 BC:
Commercial nation of Same, religious nation of Nubia and militaristic nation of Amazon founded, along with Cuba (industrious) and Parthon (militaristic).
America enters copper age!
Rumours of upcoming barbarian threat in Europe...
3800 BC:
Religious nations of Seychelles and Negara Brunei Darussalam (Borneo) are born, and the commercial nation of Korea.
Cuba reaches copper age.
Age of barbarians starts in Europe, slowing down expansion dramatically.
AGES:
(Universal ages are in bold. These are also the ages that count as ages for UU's)
Stone age ( - 3900 BC)
Copper age (3900 BC - 3600 BC)
Age of barbarians in Europe (3800 BC - 3600 BC)
Bronze age (3600 BC - )