Abaddon
Deity
˜”*°•.The Many Coloured Lands.•°*”˜
This is a Earth-Map Fresh-Start. That is, we start at the dawn of time, on earth. It is up to you to lead your people to greatness. This is a "classic" NES I hope people are yearning for. I have cut/pasted/ripped/stole/created this rule set from the many NES that have gone before.
The purpose of this NES is to provide a blank environment on which players will create nations of their own invention with qualities of their own design. What if the Gauls were peaceful philosophers? What if Egypt was an agnostic feudal society? What if Aztec was a technological behemoth? Your destiny is your own in this game, and an emphasis is being placed on allowing players a large amount of control over their nation. I'll even allow some silly stuff (bear cavalry?) if you write and spend enough on it! If you provide me with historical data, or other information, I will use it, to your advantage or someone else's disadvantage.. but otherwise, do what you want!
I hope it to be a success, and I hope it's enjoyable to you, the player.
The Ruleset
Stats
Numidia / Abaddon
Religion: Primitive Animism
Age: Early Bronze Age
Size: Petite (2)
Colour: Brown
Economy: 4/2/3 (-2 upkeep)
Army: 4 Archer (2)
Navy: 2 Curragh (1)
Confidence: Resentful
Culture: Average
Projects: Colosseum (++ culture, + army quality), Training Grounds (+ Power), Aqueduct (++ Confidence)
Religion
You start off with a default primitive animism, belief in spirits of nature and things like that. You can create a more advanced religion through a story and the construction of temples. Religions are every bit as powerful here as they are in our world. You can start up a totally original religion, or if your location is suitable, be the birth place for a RL Religion. They give your leader credibility, mould alliances, and break empires.
Age
This stat represents the age your nation is in, tech-wise. The ages of this game will be displayed here as time goes on, however as a general rule of thumb later ages are better. You cannot directly buy advancement, but it shouldn't take much though to what might help. A project building schools across your nation for example. It is a lot easier, and cheaper, for your actions to drive the forward momentum. Trade, war, culture etc etc all will move you forward. Advancing in age does not necessarily advance your army though - that requires additional spending.
Size
This is, as the name suggests, the size of your nation. Size is an amalgam of land area, as well as how easy it is for each part of the nation to reach the other part (a colonial empire, by its nature, will have a higher size stat than a nation of equal land and population size that is on one continuous chunk of land). As nations advance and efficiency and communication improve, the size stat will go down. Size determines how costly change is, as well as the effectiveness of various things (plagues, military strategies, increased taxation, etc.). The levels, and the economic points they require, are:
Tiny (1)-Petite (2)-Small (3)-Medium (4)-Large (5)-Huge (6)-Gargantuan (7)-Monstrous (8)
Economy
This stat is represented on the map by the number of black dots in your nation, which represent major cities and are producers of economy. The economy points, are used to grow the economy, spend on armies/navies, build wonders, and do research. In the example, Economy: 4/2/3 , the first number (4) represents the number of EP generated from cities per turn. The second number (2) represents the number of EP generated by your land per turn. The final number is the stash of EP which can be called upon at any time. There are many different ways to grow your economy. To build a new city costs 4EP, though some will spring up naturally over time. Use your imagination and I will reward you. The negative number (-1) represents the amount of gold lost per turn from upkeep, and you must take it into account by yourself. You can choose not to pay the upkeep in a given turn, but you run the risk of all hell breaking loose if you do it for too long.
Army/Navy
As ages advance and more powerful units emerge, units become more powerful. I will use a numerical system. Example: Warrior has (1) power, Spearman has (1.5), Swordsman has (3)... And if you write stories about your units' terrific strength, they may get a little power bonus.
1EP will train 1 unit or build 10 ships.
1 Unit of Warriors are 1000 Men
1 Unit of Spearmen are 750 Men
1 Unit of Archers are 400 Men
1 Unit of Axemen are 500 Men
1 Unit of Swordsman are 500 Men
With UUs, simply describe them to me and I'll put them into your stats.
Unit Power
Early Bronze Age: Warrior (1), Spearman (1.5), Archer (1.5), Curragh (0.5)
Bronze Age: Archer (1.5), Spearman (2), Axeman (2.5), Chariot (3), Long Boat (0.75)
Late Bronze Age: Archer (2), Spearman (2.5), Axeman (3), Swordsman (3), Chariot (4), Horsemen (3.5), Galley (1)
Early Iron Age: Archer (2), Spearmen (3), Axeman (3.5), Swordsman (4), Chariot (4.5), Horsemen (4.5), Galley (1.5), Early Trireme (1.5)
You can train your units to have any power level, so spearmen really can beat a tank.. if trained well enough. Each level of training costs double the level in EP.
You may have one Unique Unit at a time which is a modified base unit according to your present age level depending on when the unit was first conceptualized. The Unique Unit you provide me with is an idea of how the unit should function or a basic idea of its purpose, and I will assign a cost to it. Unique units are generally better than ordinary units, however are also more susceptible to environmental factors. Say Arabia creates Camel Archers, which are much better than its ordinary units. They will excel in the homeland and in neighbouring regions but as the borders are pushed, they will become less effective as camels are no good at fighting in, say, tundra. When a nation makes a new type of unique unit, all the old unique units will be retired, with a random percentage of those units moving on to become regular units.
Every 5 Land units and 20 ships costs 1EP in upkeep to maintain.
Confidence
Your people's confidence in nation and leadership. Low confidence will result in revolts and revolutions. High confidence and your people will defend you with their lives, resist subversion and have strong faith in you no matter what you do. This a very important stat, one that in this NES encompasses infrastructure, education, and a whole manner of things. Be inventive with projects and this will rise. If it starts dropping, you know you need to spend on your nation's welfare.
(Hateful, Resentful, Tolerating, Neutral, Respecting, Admiring, Loving, Worshipping)
Culture
This stat represents how cultured your nation is, and the more culture the better. Having more culture decreases the chance that a random event will screw you up, and can allow you to culture flip your neighbours. Culture can increase through stories, wonders, and Cultural or Religious centres and other projects.
(None, Pathetic, Mediocre, Average, Strong, Influential, Outstanding, Wonder of the World)
Projects
This stat displays the projects you have, how close to completion they are, and their end effect. To begin a project, detail it in your orders and the desired outcome. I will decide the cost. A Project only advances with EP spent. Projects are where you will get all sorts done and really let your creativity flair. The better the idea, the cheaper the cost for greater benefits.