Story: Take control of one of the fledgling civilizations in the Mesopotamia region and try to dominate the area.
RULES:
TURN LIMIT:
The first remarking feature is the turn limit. This NES will have a limit of 30 Turns making it fast-paced and more important to reach goals then other NESes.
TO WIN:
There are 3 ways to win in this nes. Conquest, Wonder and Legacy(culture). Conquest means you conquer all other civs. Wonder is to own all 7 wonders. And Legacy is when you reach 1000 legacy points, meaning your civilization will be remembered all others forgotten.
GOLD:
Your economy. You will receive a certain income per turn based on the amount and size of your cities.
CITIES:
The mainstay of your civilization. You start with your capital. It costs 10 gold to build a new city. It also costs 10 gold to raise the size of your city. There are 3 sizes: Town, City, Metropolis.
Town: +2 Gold
City: +4 Gold(+1 defense)
Metropolis: +6 Gold(+2 defense)
RESOURCES:
There are 7 resources placed around the map, each is scarce.
Stone: Required for temples and walls and The Pyramids and The Great Lighthouse. Represented with a S on the map.
Bronze: Required for Bronze soldiers and The Colossus. Represented with a X on the map.
Gold: Gives a +1 Gold income and required for the Statue of Zeus Represented with a G on the map.
Marble: Required for The Temple of Artemis and Mausoleum of Mesollos Represented with a M on the map.
Timber: Required for all ships and the Hanging Garden. Represented with a T on the map.
Oil: Required for The Great Lighthouse. Represented with a O on the map.
Horses: Required for cavalry. Represented with a Z on the map.
WONDERS:
All Wonders cost 30 Gold and 3 turns to build. Each also require its own resource to build.
Temple of Artemis: Creates 3 free Temples. And 1 free temple every 5 turns(+100 Legacy)
Statue of Zeus: Creates a free Ancient Cavalry every 3 turns. (+100 Legacy)
The Great Lighthouse: Gives all ships +1 Defense (+150 Legacy)
Hanging Garden: City sizes only cost 7 gold to raise. (+150 legacy)
The Colossus: +5 Gold per turn. (+150 Legacy)
The Pyramids: 1 automatic free city size increase. 1 free increase every 7 turns. (+150 Legacy)
Mausoleum of Mausollos: (+200 Legacy)
TECHNOLOGY:
All technologies cost 10 Gold.
Masonry: Required to harvest stone and construct Pyramids, Great Lighthouse, walls and Temples.
Bronze Working: Required to harvest Bronze and build Bronze Soldiers.
Statues: Required to build the Statue of Zeus and The Colossus.
Horse Training: Required to harvest horses and build Chariots and Cavalry.
Sailing: Required for Galleys.
Epic Works: Required to build all wonders.
Siege Tactics/Weapons: Gives an attacker +1 attack during city fighting. (20 Gold)
IMPROVEMENTS:
Temples: Cost: 10 Gold and 2 Turns
Will raise your Legacy +20 and another +5 every turn. 1 allowed in town, 2 in city and 3 in metropolis.
Walls: Cost: 5 and 1 turn
Allows Towns a +1 Defense boost. 1 allowed in each town
Roads and Ports: Cost 5 and 2 turns
Will connect the capital with an outlying settlement. Will create 1 GPT. Any units traveling on the road get 1.5x movement rate. Ports are for settlement that can't connect via raod.
UNITS:
Warrior: Attack 1. Defense 1 Cost: 2 Gold
First unit you can build. No resources needed. Represented with a W on the map.
Archers: Attack: 2 Defense: 1 Cost: 3 Gold
1 of first u can build. Costs more then Warrior, but has better attack. Represented with an A on the map.
Bronze Soldier: Attack: 2. Defense: 2. Cost: 4 Gold
Requires Bronze and Bronze Working. More powerful then earlier units. Represented with a B on the map.
Chariots: Attack 2. Defense: 1. Cost: 4 Gold
A horse unit with better range then normal ground troops. As strong as archers, but more costly. Requires Horse training and horses. Represented with a C on the map.
Ancient Cavalry: Attack: 2 Defense: 2. Cost: 6 Gold
A horse unit that has better range then normal foot soldier. As strong as Bronze soldier but costs more. Requires Horse training and Horses. Represented with a H on the map.
Galleys: Attack: 1 Defense: 1. 3 gold
Require sailing and timber. Allows the transport of 1 unit across the sea.
COMBAT:
Based off of a 6-sided die. The defender goes first unless it the first turn of an offensive war. The Defense rating is used by defending units and attack by attacking units. That number or lower must be rolled for te unit to be victorious. If on the first roll of the die the defender wins, the attacker can mearly retreat. Chariots and Ancient Cavalry have a 1/4 chance of retreating if they lose, foot soldiers and galleys only a 1/6.
ARMIES:
There is a 1/36 chance (a 2 from rolling the die twice) that a victorious army will create a leader. The leader can create an Army with 3 similar units. This will be represented with a big A followed by a little what ever the unit is. It may not stack with other units. Armies get a +1 attack and defense bonus, they can lose 3 rolls in a row before retreating/dyeing. They also have a 1/4 chance of retreating(foot) or 1/3 chance(horse). Armies can attack twice in 1 turn.
NOTES(/FAQ):
NOTE: If more people join then there are countries at the time, I will add more.
NOTE: Oil isnt petrol, this is oil made from olives
NOTE: Resources were more placed more along strategic locations rather then actual locations. Exception is the Timber of Lebanon.
NOTE: There are not enough resources to go around. If you do not have access to one you must war for it.
NOTE: Units in cities will be under the stats section rather then the map.
NOTE: Units may be stacked on the map. A small(so look closely) marker will be used to show stacked units. You may only stack 3 units on top of each other for the maps sake. They must also be similar units.
NOTE: You may load and unload units in the same turn as long as he galley can reach its destination. However you may not launch amphibious attack or attack the same turn.
NOTE: There ARE barbarians. Theyll pop up every now and then.
Double NOTE: Barbarians like to live near resources
NOTE: JasontheKing helped me make this(just a little )
NOTE(thanks to emu): You may NOT attack with a newly built unit. It can defend however.
NOTE(Turn 1): You may trade your resources to other nations, this will not hinder your use of the resource. Please note that YOU CAN NOT IMPORT RESOURCES FOR WONDERS, but you CAN build units from it.
RULES:
TURN LIMIT:
The first remarking feature is the turn limit. This NES will have a limit of 30 Turns making it fast-paced and more important to reach goals then other NESes.
TO WIN:
There are 3 ways to win in this nes. Conquest, Wonder and Legacy(culture). Conquest means you conquer all other civs. Wonder is to own all 7 wonders. And Legacy is when you reach 1000 legacy points, meaning your civilization will be remembered all others forgotten.
GOLD:
Your economy. You will receive a certain income per turn based on the amount and size of your cities.
CITIES:
The mainstay of your civilization. You start with your capital. It costs 10 gold to build a new city. It also costs 10 gold to raise the size of your city. There are 3 sizes: Town, City, Metropolis.
Town: +2 Gold
City: +4 Gold(+1 defense)
Metropolis: +6 Gold(+2 defense)
RESOURCES:
There are 7 resources placed around the map, each is scarce.
Stone: Required for temples and walls and The Pyramids and The Great Lighthouse. Represented with a S on the map.
Bronze: Required for Bronze soldiers and The Colossus. Represented with a X on the map.
Gold: Gives a +1 Gold income and required for the Statue of Zeus Represented with a G on the map.
Marble: Required for The Temple of Artemis and Mausoleum of Mesollos Represented with a M on the map.
Timber: Required for all ships and the Hanging Garden. Represented with a T on the map.
Oil: Required for The Great Lighthouse. Represented with a O on the map.
Horses: Required for cavalry. Represented with a Z on the map.
WONDERS:
All Wonders cost 30 Gold and 3 turns to build. Each also require its own resource to build.
Temple of Artemis: Creates 3 free Temples. And 1 free temple every 5 turns(+100 Legacy)
Statue of Zeus: Creates a free Ancient Cavalry every 3 turns. (+100 Legacy)
The Great Lighthouse: Gives all ships +1 Defense (+150 Legacy)
Hanging Garden: City sizes only cost 7 gold to raise. (+150 legacy)
The Colossus: +5 Gold per turn. (+150 Legacy)
The Pyramids: 1 automatic free city size increase. 1 free increase every 7 turns. (+150 Legacy)
Mausoleum of Mausollos: (+200 Legacy)
TECHNOLOGY:
All technologies cost 10 Gold.
Masonry: Required to harvest stone and construct Pyramids, Great Lighthouse, walls and Temples.
Bronze Working: Required to harvest Bronze and build Bronze Soldiers.
Statues: Required to build the Statue of Zeus and The Colossus.
Horse Training: Required to harvest horses and build Chariots and Cavalry.
Sailing: Required for Galleys.
Epic Works: Required to build all wonders.
Siege Tactics/Weapons: Gives an attacker +1 attack during city fighting. (20 Gold)
IMPROVEMENTS:
Temples: Cost: 10 Gold and 2 Turns
Will raise your Legacy +20 and another +5 every turn. 1 allowed in town, 2 in city and 3 in metropolis.
Walls: Cost: 5 and 1 turn
Allows Towns a +1 Defense boost. 1 allowed in each town
Roads and Ports: Cost 5 and 2 turns
Will connect the capital with an outlying settlement. Will create 1 GPT. Any units traveling on the road get 1.5x movement rate. Ports are for settlement that can't connect via raod.
UNITS:
Warrior: Attack 1. Defense 1 Cost: 2 Gold
First unit you can build. No resources needed. Represented with a W on the map.
Archers: Attack: 2 Defense: 1 Cost: 3 Gold
1 of first u can build. Costs more then Warrior, but has better attack. Represented with an A on the map.
Bronze Soldier: Attack: 2. Defense: 2. Cost: 4 Gold
Requires Bronze and Bronze Working. More powerful then earlier units. Represented with a B on the map.
Chariots: Attack 2. Defense: 1. Cost: 4 Gold
A horse unit with better range then normal ground troops. As strong as archers, but more costly. Requires Horse training and horses. Represented with a C on the map.
Ancient Cavalry: Attack: 2 Defense: 2. Cost: 6 Gold
A horse unit that has better range then normal foot soldier. As strong as Bronze soldier but costs more. Requires Horse training and Horses. Represented with a H on the map.
Galleys: Attack: 1 Defense: 1. 3 gold
Require sailing and timber. Allows the transport of 1 unit across the sea.
COMBAT:
Based off of a 6-sided die. The defender goes first unless it the first turn of an offensive war. The Defense rating is used by defending units and attack by attacking units. That number or lower must be rolled for te unit to be victorious. If on the first roll of the die the defender wins, the attacker can mearly retreat. Chariots and Ancient Cavalry have a 1/4 chance of retreating if they lose, foot soldiers and galleys only a 1/6.
ARMIES:
There is a 1/36 chance (a 2 from rolling the die twice) that a victorious army will create a leader. The leader can create an Army with 3 similar units. This will be represented with a big A followed by a little what ever the unit is. It may not stack with other units. Armies get a +1 attack and defense bonus, they can lose 3 rolls in a row before retreating/dyeing. They also have a 1/4 chance of retreating(foot) or 1/3 chance(horse). Armies can attack twice in 1 turn.
NOTES(/FAQ):
NOTE: If more people join then there are countries at the time, I will add more.
NOTE: Oil isnt petrol, this is oil made from olives
NOTE: Resources were more placed more along strategic locations rather then actual locations. Exception is the Timber of Lebanon.
NOTE: There are not enough resources to go around. If you do not have access to one you must war for it.
NOTE: Units in cities will be under the stats section rather then the map.
NOTE: Units may be stacked on the map. A small(so look closely) marker will be used to show stacked units. You may only stack 3 units on top of each other for the maps sake. They must also be similar units.
NOTE: You may load and unload units in the same turn as long as he galley can reach its destination. However you may not launch amphibious attack or attack the same turn.
NOTE: There ARE barbarians. Theyll pop up every now and then.
Double NOTE: Barbarians like to live near resources
NOTE: JasontheKing helped me make this(just a little )
NOTE(thanks to emu): You may NOT attack with a newly built unit. It can defend however.
NOTE(Turn 1): You may trade your resources to other nations, this will not hinder your use of the resource. Please note that YOU CAN NOT IMPORT RESOURCES FOR WONDERS, but you CAN build units from it.