amirsan
King of all Kings
stANES1- Rise of Empires
Well I have decided to open this nes with the slowness of my last nes in SCC. Sinse the community is not strong over there yet, and I am still working on the site, I have decided to take a break from promoting it. Therefore, my first nes in the stANES series will begin. I am no longer a noob with modding. After many un-successful neses sinse my discovery of this addictive game in August 2003, I have learned from my mistakes, from others, and from just plainly spending so much time going back in the forum's archive to read over old NES'. Therefore, I am ready to realy start modding the right way and plan to make this nes fun, entertaining and enjoyful for you and I aswell. So welcome to stANES1- Rise of Empires!
Overview
This nes begins in 2000BC. Most games begin around 4000BC and 3000BC with the start of civilization, but I stand true to my title, which is the start of empires. Around this time in history is when the first actuall empires realy began to take form from the tribal and ancient governments they once had. This is when territory mattered and when small nations began to grow and when surrounding ones envied. You must take the place of an Emperor and bring your nation to life and take its stand to the test of time. It is the Age of Rising Empires.
Guidlines
-PLEASE READ THIS BEFORE JOINING:
I must tell you, that I realy do not quiters who join my nes' and then after the third turn decide to leave it. The rules will most likely not change from now and three turns, so if you like what you see, there shouldn't be a reason for you to quit later becuase of them. If you dont like what you see, then simple do not join. I rather have players that will play then players who will not.
I encourage you to join wherever you like and wherever you think you will have fun, or the most inspiration for writing. You can even make your own nation but dont make it stupid like "Poopyville".
Updates will be every day to every other day in this nes until the time comes where more time is needed to do orders and diplo. I plan to get to the Middle Ages pretty quick (but not too fast). Expansion will be moderate, not to fast and not to slow. You will encounter barbarians and NPC. Some may be stronger, or very weak. Dont be discouraged, I dont realy intend on placing an NPC to take you out of a game. If there is a strong one, I expect that you would take him out strategically. Strategy maps, tactics will surely help you and CAN dramatically turn the tide of battle instead of just heading straight for the enemy lines.
Well thats all I have to say, now on to the real rules...
Rules
They are quite simple if you read them through.
ECONOMY
-Your economy is ran by levels that are represented by numbers. You start with an economy of 1, meaning you get 1 economy every turn for you to use on any other stat. You can increase this stat in a couple of ways. Most important way is cities.
In this game, cities will do much importance to your nation. Every city you gain will bump your economy level per turn by 1, and so on. You can gain cities by writing stories, random events based on your gaming, whatever. You can also buy cities, which will cost 10 economy levels payed over the course of two turns (this is subject to change). Cities are not only for economy, but they are also defense capable. If you control a city on an entrence of a peninsula, it will be extra harder for your enemies to get through.
There are three levels for taxes on your people. Low will give you 1 economy for every city you control. Medium will give you x2 economy for every city you control. And High will give you x3 economy for every city you control. This comes for soon to be a large treasury of economy levels soon aswell, making this a very economy dynamic game.
You can bank your eco. per turn in which it will be safe from anyone's use.
Trade will also be a factor available in the first age. Trade costs 5 economy (subject to change) to make and for now, you can only start one for each nation (will be increased through time). One trade route increases your economy level per turn by 1.
Overview Example: Lets say I had 2 cities. Therefore my base eco. per turn is 2. I decide to increase taxes to High, therefore my eco per turn is now 6. Next turn I will have 6 gold.
MILITARY
Alright, for this, I will not be making a unit list with prices, I dont want to make you guys spend half an hour on orders. Instead, I will determine the number of troops, cavalry, artillery, etc. that you get for each economy based on your nations amount of land, and/or industry (agriulture etc). You can specify what type of military you would like to spend your economies on to make your military more dynamic and powerful. Defualt for this age is just Spearmen.
EDUCATION
This will determine how fast your advance from age to age and more importantly, what technologies you discover between ages. Your nation will aquire more abilities to build better weapons, tools or ways of life which will help the way your empire grows. With a better education, it will increase the chances of that happening. It costs 10 (subject to change) economy levels to increase your levels.
edit: Rule Change: -I have decided to change the rules on Education, I think that lowering the cost to 5 economy (subject to change) is better for *now* each level you increase will get you a random technology that benefits you in some way whether it be cultural, military, whatever, based on your trends of orders and stories. These techs can be traded only to those with the same of over the education level as yourself.
You can, when getting towards an increase in education bend on researching a type of technology (like das did with Horseback Riding), it will higher the chances of you getting it. Age sucession will be determined on your education, technology, and industry.
INFASTRUCTURE/INDUSTRY:
This will determine the modernization of your nation. The more you spend in this stat, the faster you will be able to produce more things like troops, ships, roads, and everyday things needed in an empire like yours. Your people will be happier, and better. This will put an example to the nations around you. Many may migrate to your nation becuase of the prosperity shown in your nation (can even spark a new city). This is highly important to a nation. Should not be taken for granted.
Template
Nation Name
Ruler Name/CFC Name
Government (Monarchy, Republic, Despotism)
Religion:
Treasury/Per Turn: 0/2
Cities: 1
Taxes: Medium
Trade:
Army: 500 Spearmen
Navy: 3 Fishing Boats
Education: 0
Industry: 0
Well thats it. Have Fun!
Oh, and dont post until I say you can.
Well I have decided to open this nes with the slowness of my last nes in SCC. Sinse the community is not strong over there yet, and I am still working on the site, I have decided to take a break from promoting it. Therefore, my first nes in the stANES series will begin. I am no longer a noob with modding. After many un-successful neses sinse my discovery of this addictive game in August 2003, I have learned from my mistakes, from others, and from just plainly spending so much time going back in the forum's archive to read over old NES'. Therefore, I am ready to realy start modding the right way and plan to make this nes fun, entertaining and enjoyful for you and I aswell. So welcome to stANES1- Rise of Empires!
Overview
This nes begins in 2000BC. Most games begin around 4000BC and 3000BC with the start of civilization, but I stand true to my title, which is the start of empires. Around this time in history is when the first actuall empires realy began to take form from the tribal and ancient governments they once had. This is when territory mattered and when small nations began to grow and when surrounding ones envied. You must take the place of an Emperor and bring your nation to life and take its stand to the test of time. It is the Age of Rising Empires.
Guidlines
-PLEASE READ THIS BEFORE JOINING:
I must tell you, that I realy do not quiters who join my nes' and then after the third turn decide to leave it. The rules will most likely not change from now and three turns, so if you like what you see, there shouldn't be a reason for you to quit later becuase of them. If you dont like what you see, then simple do not join. I rather have players that will play then players who will not.
I encourage you to join wherever you like and wherever you think you will have fun, or the most inspiration for writing. You can even make your own nation but dont make it stupid like "Poopyville".

Updates will be every day to every other day in this nes until the time comes where more time is needed to do orders and diplo. I plan to get to the Middle Ages pretty quick (but not too fast). Expansion will be moderate, not to fast and not to slow. You will encounter barbarians and NPC. Some may be stronger, or very weak. Dont be discouraged, I dont realy intend on placing an NPC to take you out of a game. If there is a strong one, I expect that you would take him out strategically. Strategy maps, tactics will surely help you and CAN dramatically turn the tide of battle instead of just heading straight for the enemy lines.
Well thats all I have to say, now on to the real rules...
Rules
They are quite simple if you read them through.
ECONOMY
-Your economy is ran by levels that are represented by numbers. You start with an economy of 1, meaning you get 1 economy every turn for you to use on any other stat. You can increase this stat in a couple of ways. Most important way is cities.
In this game, cities will do much importance to your nation. Every city you gain will bump your economy level per turn by 1, and so on. You can gain cities by writing stories, random events based on your gaming, whatever. You can also buy cities, which will cost 10 economy levels payed over the course of two turns (this is subject to change). Cities are not only for economy, but they are also defense capable. If you control a city on an entrence of a peninsula, it will be extra harder for your enemies to get through.

There are three levels for taxes on your people. Low will give you 1 economy for every city you control. Medium will give you x2 economy for every city you control. And High will give you x3 economy for every city you control. This comes for soon to be a large treasury of economy levels soon aswell, making this a very economy dynamic game.
You can bank your eco. per turn in which it will be safe from anyone's use.
Trade will also be a factor available in the first age. Trade costs 5 economy (subject to change) to make and for now, you can only start one for each nation (will be increased through time). One trade route increases your economy level per turn by 1.
Overview Example: Lets say I had 2 cities. Therefore my base eco. per turn is 2. I decide to increase taxes to High, therefore my eco per turn is now 6. Next turn I will have 6 gold.
MILITARY
Alright, for this, I will not be making a unit list with prices, I dont want to make you guys spend half an hour on orders. Instead, I will determine the number of troops, cavalry, artillery, etc. that you get for each economy based on your nations amount of land, and/or industry (agriulture etc). You can specify what type of military you would like to spend your economies on to make your military more dynamic and powerful. Defualt for this age is just Spearmen.
EDUCATION
This will determine how fast your advance from age to age and more importantly, what technologies you discover between ages. Your nation will aquire more abilities to build better weapons, tools or ways of life which will help the way your empire grows. With a better education, it will increase the chances of that happening. It costs 10 (subject to change) economy levels to increase your levels.
edit: Rule Change: -I have decided to change the rules on Education, I think that lowering the cost to 5 economy (subject to change) is better for *now* each level you increase will get you a random technology that benefits you in some way whether it be cultural, military, whatever, based on your trends of orders and stories. These techs can be traded only to those with the same of over the education level as yourself.

INFASTRUCTURE/INDUSTRY:
This will determine the modernization of your nation. The more you spend in this stat, the faster you will be able to produce more things like troops, ships, roads, and everyday things needed in an empire like yours. Your people will be happier, and better. This will put an example to the nations around you. Many may migrate to your nation becuase of the prosperity shown in your nation (can even spark a new city). This is highly important to a nation. Should not be taken for granted.
Template
Nation Name
Ruler Name/CFC Name
Government (Monarchy, Republic, Despotism)
Religion:
Treasury/Per Turn: 0/2
Cities: 1
Taxes: Medium
Trade:
Army: 500 Spearmen
Navy: 3 Fishing Boats
Education: 0
Industry: 0
Well thats it. Have Fun!
Oh, and dont post until I say you can.