Plexus
Architeuthidae puericomedentis
This will be a special story NES, starting from 500 AD, this is perhaps the first nes with a set end, the game will end in 1700 AD. Realism is key. I will be basing this nes off of Skilord's Absolution, Jason's stJNES4, Naervod's stNANES3 and My stPLXNES1.
Creating your Nation
Select a historic Civ from an area shown on the map, such as Wales or the Berbers. Or you may select a region and make a Civ out of them like Prague or Lyons. Nations are subject to review before they are added, I reserve the right to force a player from the game or deny anyone's entrance into the game, by posting your nation, you acknowledge those rights I have as a mod by joining.
If you're low on ideas, or you need a ruler name; I've found this site to be helpful: http://www.hostkingdom.net/regindex.html
Let's say I want to create the Latvians, so I start by saying a few things about them:
EXAMPLE
Latvia
Ruler: Hermann Balk/ Me
Army: Small/Farmers
Navy: Small/Fishermen
Religion: Norse Mythology
Government: Knightly Order (Monarchy, Knightly Order, Theocrasy, Republic)
Economy: Stable (Non-existent, Depression, Recession, Failing, Stable, Growing, Prosperous, Booming, Outstanding)
Confidence: Alright (Mad as Hell, Angry, Depressed, Sad, Alright, Happy, Excited, Fanatical)
Education: Rudimentary (Rudimentary, Literate, Educated, Sagely)
Start: Latvia is a nation along the Baltic sea.
Bio: Much like Prussia, Latvia came into the purview of European civilization when it was occupied by a monastic order of Knights, the Sword brothers. This order was annexed to the Teutonic Order, but continued to exist as a subsidiary. Like the Teutonic Order, the region was converted into a secular Duchy in the 16th century.
Like that, but remember: be original!
Armed Forces:
There are limitations in armed forces. First off, it will be the standard stJNES sizes: None, Tiny, Small, Medium, Large, Very Large, Gigantic and Imperial. To increase, it takes 1 turn, and costs one economy level.
Training your army is important, for armies the training is: Farmers, Militia, Superior and for navies: Fishermen, Sailors, Superior. To train it takes one turn and one economy level.
Armed Forces Size Penalties
You may build your army to any size you wish, it must take 1 turn per size, but you may. This type of action has penalties though.
If your nation is a Government designated 'Unfree' which is to say a government which ignores the will of the people. I shall not name governments because you can make your own. The Military can very well decide to take over the government. Then you will face two options:
Civil War: (If you're lucky, and your people are fond of you)
A Coup: Your orders are ignored for that turn. This can happen over and over again, but never continuously, if you don't choose to go to civil war over this, which will wreak havoc to your economy and population.
This will be less a problem in the ancient ages. But it may be wise not to go all out on the armies.
Democracies and Republics show this problem differently, they may have riots instead, rendering their productive base immobile. They cannot build a thing at such times.
However, all nations receive a Three turn leniency period, without any such chances, to have an army over Medium, during which they may have their armies as large as need be. But without a war before then, the armies may strike.
During war all bets are off, armies can be as large as they have to be during, and two turns after, a war (4 turns for Religious Civs), without dear of repercussions for the nations with unfree governments.
Free governments may receive riots during war, but they will be minor and not debilitating. They may slow things, but will not end all production.
Unique Units
You Create your own Unique Units, they are products of your own creativity, research, or both, they don't replace anything. You may build as many UU's (different UU's) as you wish
Current UU's:
Teutonic Swordsbrother Knight- High Attack
Icelandic Longboat- Swift Craft
Palatine Knight- Well Trained
Ages
Dark Ages- Europe after the fall of Rome
Rise of Kings- New Empires Replace Rome
Age of Feudalism- Feudal lords war
The Rebirth- The renaissance, an age of discovery
Age of Enlightenment- Luther, liberalism and the Church loses power.
Age of Scientific Discovery- Newton and scientific method.
Trade
Trade routes were vital in the middle ages, if goods were traveling through your land, you could charge a toll, if ships were using your docks, you could also charge. In fact, until a sea route to the Indies was discovered, Arabia was a center for knowledge and wealth, but once that overland route was nolonger neccessary, Arabia shriveled into what you see today. I will make trade with Africa, Asia(later) and the Americas(much later) and you will be able to negotiate trade with off-map NPCs, more on those later. Economy gained due to trade routes will be up to me and the location of your nation.
Off-map NPCs
To make Asian/African/American trade avaliable in game, there must be Asians/Africans/Americans. This will be allowed by off-map NPCs, with whom you can negotiate trade. These nations will have little to no bearing on Europe, with the exception of groups that may decide to spread into europe, like the Mongols.
Natural Disasters
Droughts, Mini Ice-Ages, Plagues and other natural disasters will be in this game. They can be spurred by trade to far-away lands, but they will most likely be random events.
Wonders
You may, at any time, propose a wonder to build, any nation with contact with you may compete for it, but you have a head start of 3 turns, this is your 'patent period'.
Wonder List:
-Great Lighthouse; Reykjavík, Iceland
-Mosel Wine Press; Trier, Palatine
-Palatine Chapel; Trier, Palatine (Construction-3 turns)
Stories and Role-playing
You will be rewarded with confidence if you continuously post orders and stories, if you do not, you will be penalized.
Map
Creating your Nation
Select a historic Civ from an area shown on the map, such as Wales or the Berbers. Or you may select a region and make a Civ out of them like Prague or Lyons. Nations are subject to review before they are added, I reserve the right to force a player from the game or deny anyone's entrance into the game, by posting your nation, you acknowledge those rights I have as a mod by joining.
If you're low on ideas, or you need a ruler name; I've found this site to be helpful: http://www.hostkingdom.net/regindex.html
Let's say I want to create the Latvians, so I start by saying a few things about them:
EXAMPLE
Latvia
Ruler: Hermann Balk/ Me
Army: Small/Farmers
Navy: Small/Fishermen
Religion: Norse Mythology
Government: Knightly Order (Monarchy, Knightly Order, Theocrasy, Republic)
Economy: Stable (Non-existent, Depression, Recession, Failing, Stable, Growing, Prosperous, Booming, Outstanding)
Confidence: Alright (Mad as Hell, Angry, Depressed, Sad, Alright, Happy, Excited, Fanatical)
Education: Rudimentary (Rudimentary, Literate, Educated, Sagely)
Start: Latvia is a nation along the Baltic sea.
Bio: Much like Prussia, Latvia came into the purview of European civilization when it was occupied by a monastic order of Knights, the Sword brothers. This order was annexed to the Teutonic Order, but continued to exist as a subsidiary. Like the Teutonic Order, the region was converted into a secular Duchy in the 16th century.
Like that, but remember: be original!
Armed Forces:
There are limitations in armed forces. First off, it will be the standard stJNES sizes: None, Tiny, Small, Medium, Large, Very Large, Gigantic and Imperial. To increase, it takes 1 turn, and costs one economy level.
Training your army is important, for armies the training is: Farmers, Militia, Superior and for navies: Fishermen, Sailors, Superior. To train it takes one turn and one economy level.
Armed Forces Size Penalties
You may build your army to any size you wish, it must take 1 turn per size, but you may. This type of action has penalties though.
If your nation is a Government designated 'Unfree' which is to say a government which ignores the will of the people. I shall not name governments because you can make your own. The Military can very well decide to take over the government. Then you will face two options:
Civil War: (If you're lucky, and your people are fond of you)
A Coup: Your orders are ignored for that turn. This can happen over and over again, but never continuously, if you don't choose to go to civil war over this, which will wreak havoc to your economy and population.
This will be less a problem in the ancient ages. But it may be wise not to go all out on the armies.
Democracies and Republics show this problem differently, they may have riots instead, rendering their productive base immobile. They cannot build a thing at such times.
However, all nations receive a Three turn leniency period, without any such chances, to have an army over Medium, during which they may have their armies as large as need be. But without a war before then, the armies may strike.
During war all bets are off, armies can be as large as they have to be during, and two turns after, a war (4 turns for Religious Civs), without dear of repercussions for the nations with unfree governments.
Free governments may receive riots during war, but they will be minor and not debilitating. They may slow things, but will not end all production.
Unique Units
You Create your own Unique Units, they are products of your own creativity, research, or both, they don't replace anything. You may build as many UU's (different UU's) as you wish
Current UU's:
Teutonic Swordsbrother Knight- High Attack
Icelandic Longboat- Swift Craft
Palatine Knight- Well Trained
Ages
Dark Ages- Europe after the fall of Rome
Rise of Kings- New Empires Replace Rome
Age of Feudalism- Feudal lords war
The Rebirth- The renaissance, an age of discovery
Age of Enlightenment- Luther, liberalism and the Church loses power.
Age of Scientific Discovery- Newton and scientific method.
Trade
Trade routes were vital in the middle ages, if goods were traveling through your land, you could charge a toll, if ships were using your docks, you could also charge. In fact, until a sea route to the Indies was discovered, Arabia was a center for knowledge and wealth, but once that overland route was nolonger neccessary, Arabia shriveled into what you see today. I will make trade with Africa, Asia(later) and the Americas(much later) and you will be able to negotiate trade with off-map NPCs, more on those later. Economy gained due to trade routes will be up to me and the location of your nation.
Off-map NPCs
To make Asian/African/American trade avaliable in game, there must be Asians/Africans/Americans. This will be allowed by off-map NPCs, with whom you can negotiate trade. These nations will have little to no bearing on Europe, with the exception of groups that may decide to spread into europe, like the Mongols.
Natural Disasters
Droughts, Mini Ice-Ages, Plagues and other natural disasters will be in this game. They can be spurred by trade to far-away lands, but they will most likely be random events.
Wonders
You may, at any time, propose a wonder to build, any nation with contact with you may compete for it, but you have a head start of 3 turns, this is your 'patent period'.
Wonder List:
-Great Lighthouse; Reykjavík, Iceland
-Mosel Wine Press; Trier, Palatine
-Palatine Chapel; Trier, Palatine (Construction-3 turns)
Stories and Role-playing
You will be rewarded with confidence if you continuously post orders and stories, if you do not, you will be penalized.
Map