NEXT UPDATE IS THURSDAY, January 22.
Introduction
This is by far the simplest NES Ive done in a long time, and it is so only for my convenience. Despite that, I hope Ive provided enough complexity for some, and players will have to make tough choices and decisions about the direction of their race and people.
What is different about this NES, is that quite frankly, I make no claims to it being truly never-ending. Instead this NES is the first in several installments of the Times for Heroes, focused on the creation of the various races in the world of Azmenaal. Each installment will be another major part of the worlds history and character, and the decisions you make in this and following NESes are likely to linger for quite some time. Each one of these chapters will be around 10-40 turns, depending on what takes place. I will not cut an NES short if theres an intriguing story-line underway or a major war which needs resolving. This is not an Interesting/Boring Times NES, there will be no Boring Times orders, though the decisions you make during the NESes will be seen upon the arrival of the following chapters.
Taking a bit of the idea of corporations in a very loose way from TWTUD II, I have creating the underlying groups of heroes. Players can choose whether they want to play a traditional nation, or if theyd like, they can play the role of a Hero. Heroes are powerful characters and will have more RPG like stats based on their race and what theyve done. While they may serve alongside a nation, they are not a part of one, and they operate independently, whether player or non-player controlled.
For more information of the various gods of the NES, especially for the creation of heroes, see the following thread:
http://forums.civfanatics.com/showthread.php?p=7620027#post7620027
Background Story
No one is sure how long the war lasted, but all agree that the gods fought amongst themselves, tearing the world asunder. Ultimately, neither side managed to win the battle for Azmenaal and the gods retreated and regrouped. It is said that the gods met and decided among themselves that they could no longer fight among themselves directly. It was determined that the future for Azmenaal will be determined by the lesser races .
Creating a Race
The Race is the foremost part of this section of the NES series. The race you create here will possibly last for thousands upon thousands of years, and will change and evolve over time. The race will not be up for player based change after this point, so be careful in how you create it. To enter the NES, you must first create the race youre playing as (unless someone has already created what you wanted) and then create the nation. How to do this is rather self explanatory, as you can see below. The various stats you pick will have long term effects on the development of your race.
If you do not want to go into depth of your races description or creation, then simply leave those spots blank, and Ill fill it in based on your choices of stats and alignment.
My only two rules for this are as follows: no undead, and all races must be humanoid.
Race Format
Race Name
Alignment (Good, Evil, or Neutral)
(Spread a total of 10 points among the following five categories)
Strength: This is the physical prowess on average of the race, higher numbers being stronger.
Intelligence: This is the scholarly or academic IQ of a race, the higher numbers are more intelligent.
Ingenuity: This is the worldly wisdom of a race, the higher numbers are the more crafty and creative.
Mysticism: This is the tendency towards magic that a race has, the higher the number the more likely this race is to produce magic users.
Diplomacy: This is a reflection of how well a race gets along with others, the higher the number the better they seem.
Approximate Starting Location
Basic Physical Description
Background and Creation
Sample
Human
Neutral
Strength: 2
Intelligence: 2
Ingenuity: 2
Mysticism: 2
Diplomacy: 2
Basic Physical Description
Background and Creation
And now we go on to create our nation, and just to clarify, you can create a nation without creating a race, as long as you choose a race which has already been created:
Nation Format
Nation Name
Race
Government Type (Can be whatever you feel best fits your race and nation)
Patron God (Choose from Appendix)
Production Points: 10,000
Cities: none
Military: none
Technologies: none
Stuff to Buy
Production Points act as the base for building your nation, and they are basic cost for all that follows. As a warning, Production Points are NON renewable. The only exception is a small amount which is produced by cities and villages. Spend your costs wisely, you may regret hastiness.
Units
You are allowed to create unique units based on your race. Tell a story or history about them, and youll soon find them up here with the rest of these units.
Warrior: Basic soldiers armed with not very much. 1 point for 1.
Archer: Ranged soldiers armed with bows, requires Archery tech. 1 point for 1.
Galley: Basic warship and transport, requires Sailing. 5 points for 1.
Anomono Units
Dai-Amonomo: Elite infantry, 2 points for 1.
Gilimakiri: Light spider cavalry, 2 points for 1. Requires Animal Husbandry
Dai-Gilimakiri: Heavy spider cavalry, 3 points for 1. Requires Animal Husbandry.
Wiseman: Priest and Summoner, has a line to the gods, 3 points for 1. Requires Divine Connection.
Marine Dwarf Units
Delurtn: Heavy Infantry, 2 points for 1.
Garsun: Bear Cavalry, 3 points for 1.
Bargurn: Heavy naval vessel, 7 points for 1.
Elven Units
Ulric: Healer and medic, 2 points for 1.
California Units
Policeman: very light infantry, weaker than regular warriors, 1 point for 2.
Mrmydions: Heavy infantry of California, 2 points for 1.
Marquis: Very heavy infantry of California, 3 points for 1.
Kelhitsum Units
Actiputil: heavy infantry of the Kelhitsum, 2 points for 1.
Cenatan Units
Hunter: Archer units of the Cenatan. Requires Archery, 2 points for 1.
Loricatus: The heavy infantry chieftains of the Cenatan, 3 points for 1.
Peit'hom Units
Veibeunon: The archer of the Peithom. Requires Archery, 1 point for 1.
Hechieron: The Peithom heavy infantry. 2 points for 1.
Eipi'ohn: The light infantry of the Peithom. 1 point for 2.
Mountain Dwarf Units
Highlanders: Specialized mountain warriors, 2 points for 1.
Orc Units
Bigurs: The heavy infantry of the orc. 2 points for 1.
Arrers: The archers of the orcs. Requires Archery, 1 point for 1.
Shamans: The mystics of the orcs. Requires Divine Connection, 1 point for 1.
Stunties: The light infantry of the orc. 1 point for 2.
GilGaleth Units
Handlers: The masters of the various different races that the Galeth have enslaved, but heavy warriors in their own right. 3 points for 1.
Cyho: These are the various priests and priestesses of the GilGaleth, warriors through mysticism and cunning. Requires Divine Connection, 1 point for 1.
Naga Units
Dervish: The heavy infantry of the Naga. 2 points for 1.
Minotaur Units
Druid: Heavy infantry and early mystics. 3 points for 1.
Doko Rider: Minotaur cavalry of the doko beasts. 3 points for 1.
Structures
Structures appear on the maps. I would heartily recommend providing descriptions of your cities and so forth; are they underground, do they rest in the trees, or are they just a collection of buildings. I encourage creativity, it may help you in the long run. Villages and Cities may not provide much short-term benefit, but remember that you are building a civilization to last, and those require organized settlement. If you are looking to create a specialized structure or wonder, the cost may vary depending on what you want to build. Please describe what you want in story form in order to gain a cost for your wonder.
City: Costs 500 points; creates 5 points a turn.
Fortress: costs 250 points, acts as a place of refuge and shelter in a time of major war. Requires Engineering
Technology
All technologies cost 1,000 points, and only one can be researched a turn. Id heartily recommend avoiding attempting to research all of them, as it will likely leave you deprived of cities and homes for your people. The techs are as follows:
Animal Husbandry: Allows the creation of mounted unique units.
Archery: Allows construction of Archers.
Civil Order: Doubles amount of points produced by cities.
Divine Connection: Increases the likelihood of your patron god directly assisting you.
Engineering: Allows the construction of Fortresses.
Forestry: Improves the use of forests for your nation in construction and for military means.
Mining: Allows the mining of underground sources and the creation of Legendary Weapons.
Sailing: Allows construction of Galleys.
Legendary Weapons
It could be a sword, bow, ring, or dagger. Some weapons are endowed with extraordinary power. Some of these are created by the gods, others can be forged in powerful nations. If you want to create a legendary weapon to be wielded by a hero of the nation, then you can spend 1000 points along with a description of the weapon. Try not to get too elaborate with what the weapon does (if anything), as simplicity is a virtue. As a side note, these weapons can last for thousands of years, and something you create now could be seen in the NESes which follow.
Heroes
Heroes act completely free of nations. All you need is to select one of the existing races and let the adventure begin. Orders for heroes can be whatever you want. You can go exploring, wage war for your race, or whatever you choose. Reason alone is the limit. As you quest however, you could gain fancy new weapons or increase your stats. Stats for a hero work about the same as described in the racial format above.
Hero Setup Format
Hero Name:
Race:
Favored God:
Allies With: none
Enemies With: none
Strength: Racial Strength
Intelligence: Racial Intelligence
Ingenuity: Racial Ingenuity
Mysticism: Racial Mysticism
Diplomacy: Racial Diplomacy
Inventory: none
The Map
The map may look familiar to you. It is indeed North America. North America will be acting as Azmenaal for the purposes of these NESes. The primary purpose of this is to allow players to be moderately familiar with the terrain they are dealing with. The differences in terrain and climate are mostly minimal. The main exceptions are the following: Panama is icey mountains and much of northern Canada and southern Alaska are temperate climates. Beyond that thats it. Feel free to name the ranges and rivers whatever you choose to fit your nation. First come first serve to names.
Map Key:
Teal color in eastern Texas: Anantag
Orange in Mexico: Amonomo
Red in California: California
Bright red along Lake Erie: Deff Clan
Dark red along the northern Great Lakes: Dvergar
Yucatan: Roagim Dynasty
Light green in the east: Envalen
Grey in Oregon/Washington: GilGaleth
Purple in Alaska: HekHekath
Blue in the interior: Khazador
Gold in the interior: Lakola
Blueish in Florida: Merlee
Light green in the interior: Mulgore
Green in New England: NadOmzak
Various colors all next to eachother and a great lake: The Peithom kingdoms
Pink on the Mississippi river: Ronra
Green in far northeast: Warden
Magic
Magic it as you may know it from fantasy literature does not exist as of yet. All "magic" which takes place in this NES will come in the form of divine involvement, through use the gods' agents or other "miracles." True magic will enter in the next chapter of Times For Heroes.
Introduction
This is by far the simplest NES Ive done in a long time, and it is so only for my convenience. Despite that, I hope Ive provided enough complexity for some, and players will have to make tough choices and decisions about the direction of their race and people.
What is different about this NES, is that quite frankly, I make no claims to it being truly never-ending. Instead this NES is the first in several installments of the Times for Heroes, focused on the creation of the various races in the world of Azmenaal. Each installment will be another major part of the worlds history and character, and the decisions you make in this and following NESes are likely to linger for quite some time. Each one of these chapters will be around 10-40 turns, depending on what takes place. I will not cut an NES short if theres an intriguing story-line underway or a major war which needs resolving. This is not an Interesting/Boring Times NES, there will be no Boring Times orders, though the decisions you make during the NESes will be seen upon the arrival of the following chapters.
Taking a bit of the idea of corporations in a very loose way from TWTUD II, I have creating the underlying groups of heroes. Players can choose whether they want to play a traditional nation, or if theyd like, they can play the role of a Hero. Heroes are powerful characters and will have more RPG like stats based on their race and what theyve done. While they may serve alongside a nation, they are not a part of one, and they operate independently, whether player or non-player controlled.
For more information of the various gods of the NES, especially for the creation of heroes, see the following thread:
http://forums.civfanatics.com/showthread.php?p=7620027#post7620027
Background Story
No one is sure how long the war lasted, but all agree that the gods fought amongst themselves, tearing the world asunder. Ultimately, neither side managed to win the battle for Azmenaal and the gods retreated and regrouped. It is said that the gods met and decided among themselves that they could no longer fight among themselves directly. It was determined that the future for Azmenaal will be determined by the lesser races .
Creating a Race
The Race is the foremost part of this section of the NES series. The race you create here will possibly last for thousands upon thousands of years, and will change and evolve over time. The race will not be up for player based change after this point, so be careful in how you create it. To enter the NES, you must first create the race youre playing as (unless someone has already created what you wanted) and then create the nation. How to do this is rather self explanatory, as you can see below. The various stats you pick will have long term effects on the development of your race.
If you do not want to go into depth of your races description or creation, then simply leave those spots blank, and Ill fill it in based on your choices of stats and alignment.
My only two rules for this are as follows: no undead, and all races must be humanoid.
Race Format
Race Name
Alignment (Good, Evil, or Neutral)
(Spread a total of 10 points among the following five categories)
Strength: This is the physical prowess on average of the race, higher numbers being stronger.
Intelligence: This is the scholarly or academic IQ of a race, the higher numbers are more intelligent.
Ingenuity: This is the worldly wisdom of a race, the higher numbers are the more crafty and creative.
Mysticism: This is the tendency towards magic that a race has, the higher the number the more likely this race is to produce magic users.
Diplomacy: This is a reflection of how well a race gets along with others, the higher the number the better they seem.
Approximate Starting Location
Basic Physical Description
Background and Creation
Sample
Human
Neutral
Strength: 2
Intelligence: 2
Ingenuity: 2
Mysticism: 2
Diplomacy: 2
Basic Physical Description
Background and Creation
And now we go on to create our nation, and just to clarify, you can create a nation without creating a race, as long as you choose a race which has already been created:
Nation Format
Nation Name
Race
Government Type (Can be whatever you feel best fits your race and nation)
Patron God (Choose from Appendix)
Production Points: 10,000
Cities: none
Military: none
Technologies: none
Stuff to Buy
Production Points act as the base for building your nation, and they are basic cost for all that follows. As a warning, Production Points are NON renewable. The only exception is a small amount which is produced by cities and villages. Spend your costs wisely, you may regret hastiness.
Units
You are allowed to create unique units based on your race. Tell a story or history about them, and youll soon find them up here with the rest of these units.
Warrior: Basic soldiers armed with not very much. 1 point for 1.
Archer: Ranged soldiers armed with bows, requires Archery tech. 1 point for 1.
Galley: Basic warship and transport, requires Sailing. 5 points for 1.
Anomono Units
Dai-Amonomo: Elite infantry, 2 points for 1.
Gilimakiri: Light spider cavalry, 2 points for 1. Requires Animal Husbandry
Dai-Gilimakiri: Heavy spider cavalry, 3 points for 1. Requires Animal Husbandry.
Wiseman: Priest and Summoner, has a line to the gods, 3 points for 1. Requires Divine Connection.
Marine Dwarf Units
Delurtn: Heavy Infantry, 2 points for 1.
Garsun: Bear Cavalry, 3 points for 1.
Bargurn: Heavy naval vessel, 7 points for 1.
Elven Units
Ulric: Healer and medic, 2 points for 1.
California Units
Policeman: very light infantry, weaker than regular warriors, 1 point for 2.
Mrmydions: Heavy infantry of California, 2 points for 1.
Marquis: Very heavy infantry of California, 3 points for 1.
Kelhitsum Units
Actiputil: heavy infantry of the Kelhitsum, 2 points for 1.
Cenatan Units
Hunter: Archer units of the Cenatan. Requires Archery, 2 points for 1.
Loricatus: The heavy infantry chieftains of the Cenatan, 3 points for 1.
Peit'hom Units
Veibeunon: The archer of the Peithom. Requires Archery, 1 point for 1.
Hechieron: The Peithom heavy infantry. 2 points for 1.
Eipi'ohn: The light infantry of the Peithom. 1 point for 2.
Mountain Dwarf Units
Highlanders: Specialized mountain warriors, 2 points for 1.
Orc Units
Bigurs: The heavy infantry of the orc. 2 points for 1.
Arrers: The archers of the orcs. Requires Archery, 1 point for 1.
Shamans: The mystics of the orcs. Requires Divine Connection, 1 point for 1.
Stunties: The light infantry of the orc. 1 point for 2.
GilGaleth Units
Handlers: The masters of the various different races that the Galeth have enslaved, but heavy warriors in their own right. 3 points for 1.
Cyho: These are the various priests and priestesses of the GilGaleth, warriors through mysticism and cunning. Requires Divine Connection, 1 point for 1.
Naga Units
Dervish: The heavy infantry of the Naga. 2 points for 1.
Minotaur Units
Druid: Heavy infantry and early mystics. 3 points for 1.
Doko Rider: Minotaur cavalry of the doko beasts. 3 points for 1.
Structures
Structures appear on the maps. I would heartily recommend providing descriptions of your cities and so forth; are they underground, do they rest in the trees, or are they just a collection of buildings. I encourage creativity, it may help you in the long run. Villages and Cities may not provide much short-term benefit, but remember that you are building a civilization to last, and those require organized settlement. If you are looking to create a specialized structure or wonder, the cost may vary depending on what you want to build. Please describe what you want in story form in order to gain a cost for your wonder.
City: Costs 500 points; creates 5 points a turn.
Fortress: costs 250 points, acts as a place of refuge and shelter in a time of major war. Requires Engineering
Technology
All technologies cost 1,000 points, and only one can be researched a turn. Id heartily recommend avoiding attempting to research all of them, as it will likely leave you deprived of cities and homes for your people. The techs are as follows:
Animal Husbandry: Allows the creation of mounted unique units.
Archery: Allows construction of Archers.
Civil Order: Doubles amount of points produced by cities.
Divine Connection: Increases the likelihood of your patron god directly assisting you.
Engineering: Allows the construction of Fortresses.
Forestry: Improves the use of forests for your nation in construction and for military means.
Mining: Allows the mining of underground sources and the creation of Legendary Weapons.
Sailing: Allows construction of Galleys.
Legendary Weapons
It could be a sword, bow, ring, or dagger. Some weapons are endowed with extraordinary power. Some of these are created by the gods, others can be forged in powerful nations. If you want to create a legendary weapon to be wielded by a hero of the nation, then you can spend 1000 points along with a description of the weapon. Try not to get too elaborate with what the weapon does (if anything), as simplicity is a virtue. As a side note, these weapons can last for thousands of years, and something you create now could be seen in the NESes which follow.
Heroes
Heroes act completely free of nations. All you need is to select one of the existing races and let the adventure begin. Orders for heroes can be whatever you want. You can go exploring, wage war for your race, or whatever you choose. Reason alone is the limit. As you quest however, you could gain fancy new weapons or increase your stats. Stats for a hero work about the same as described in the racial format above.
Hero Setup Format
Hero Name:
Race:
Favored God:
Allies With: none
Enemies With: none
Strength: Racial Strength
Intelligence: Racial Intelligence
Ingenuity: Racial Ingenuity
Mysticism: Racial Mysticism
Diplomacy: Racial Diplomacy
Inventory: none
The Map
The map may look familiar to you. It is indeed North America. North America will be acting as Azmenaal for the purposes of these NESes. The primary purpose of this is to allow players to be moderately familiar with the terrain they are dealing with. The differences in terrain and climate are mostly minimal. The main exceptions are the following: Panama is icey mountains and much of northern Canada and southern Alaska are temperate climates. Beyond that thats it. Feel free to name the ranges and rivers whatever you choose to fit your nation. First come first serve to names.
Map Key:
Teal color in eastern Texas: Anantag
Orange in Mexico: Amonomo
Red in California: California
Bright red along Lake Erie: Deff Clan
Dark red along the northern Great Lakes: Dvergar
Yucatan: Roagim Dynasty
Light green in the east: Envalen
Grey in Oregon/Washington: GilGaleth
Purple in Alaska: HekHekath
Blue in the interior: Khazador
Gold in the interior: Lakola
Blueish in Florida: Merlee
Light green in the interior: Mulgore
Green in New England: NadOmzak
Various colors all next to eachother and a great lake: The Peithom kingdoms
Pink on the Mississippi river: Ronra
Green in far northeast: Warden
Magic
Magic it as you may know it from fantasy literature does not exist as of yet. All "magic" which takes place in this NES will come in the form of divine involvement, through use the gods' agents or other "miracles." True magic will enter in the next chapter of Times For Heroes.