This NES is my first modding job and is modeled partially from EQ's Return to Our Roots II and influenced heavily by Among Savag's My Return to Our Roots (can be found here: http://forums.civfanatics.com/showthread.php?t=295967 ).
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.
As said before this is my first NES and I hope it to be a success, and I hope it's enjoyable to you, the player.
The Ruleset
Stats
Rome / Jesusman4240
Republic
Age: Bronze Age
Color: Red
Economy: 4/2 (1 of 6 invested)(-1 upkeep)
Army: 6 Bronze armies, 2 Legions (5)
Navy: 2 Stone navies (3)
Tech: 4/15
Culture: 5
Wonders: Coliseum (+2 culture, +1 army quality)
UUs: Legion (Tough armies good for pressing an assault. Bronze. 1 gold per.)
Now pay close attention because there is a little clutter here.
Name/Other name
The first stat is simply the name of your nation, followed by the name of the player managing that nation. If there is none, the second position will be blank, and that nation will be open to be taken by a new player.
Government
This stat represents the civil government of your nation. It doesn't matter technically what government is here, but it can speed production on certain civic-specified wonders. Ultimately you decide what government you want, and is completely unrelated to the other stats, and all governments will be able to produce special wonders.
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. With each age you advance, you get 1 culture for free. Advancing in age does not necessarily advance your army, though - that requires additional spending.
AGES- Stone, Bronze, Iron, Classical
Color
This stat represents the color of your nation on the map.
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, called "gold" simply, are used to grow the economy, spend on armies/navies, build wonders, and do research. Gold cannot be spent on culture. In the example, Economy: 4/2 (1 of 6 invested), the first number in the slash (4) represents the number of gold generated per turn. The second number (2) represents the stash of gold which can be called upon at any time. The third and fourth numbers (1, 6) represent the amount of gold invested in growing the economy and the amount of gold required to grow it. To grow the economy you must spend one and a half times your current revenue. The fifth 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 losing army/navy quality that way.
Army/Navy
This stat displays the number and types of armies and navies in your nation. Armies/navies cost 1 gold per. As time goes on, more complex units will be available, and you can even make your own unique units. Armies/navies are used to expand your borders and fight other armies/navies. To upgrade your armies and navies, you must spend 1 gold for every 5 armies OR navies you have. You don't have to spend this all at once, and it is possible to have some Stone armies and some Bronze armies, for example. All new units you build will be of your present age level. The final number shown represents the quality of that part of your military on a scale of 1 thru 5. It is difficult to increase this quality through direct action, however sending your armies to battle and keeping the armies around longer generally has a positive impact on quality, which in turn effects how effective they are in battle. In this scale, 1 is considered terrible, 3 is considered average, and 5 is considered superb. If your armies sit around and do nothing, or if your military remains small or stagnant for a long period of time, the quality will drop. Additionally, quality can increase by building wonders. Finally, you must pay an upkeep of 1 gold per turn for every 5 armies and every 10 navies you have. You do not pay upkeep on technologically inferior units (including unique).
Tech
This stat represents the number of tech points you have out of the number required to advance to the next age. You can spend gold on tech points, and the number required to advance is generally static all across the board however can be increased/decreased by circumstance and random events. Once you reach the next age this number is reset and you must start over. Having tech points and indeed higher tech levels also makes your unique units more effective at fighting abroad.
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 neighbors. Careful, though, the advantages culture provides is purely relative, so having 10 culture when all of your neighbors have roughly equal will have a much smaller effect than having 5 culture when your neighbors have 1. Culture cannot be grown through investment of gold, and can only increase by writing stories for your nation and building wonders.
Wonders
This stat displays the number and types of the wonders you have. Wonders can be built by spending gold, and a list of wonders is available further down the page. They can have a variety of effects on your nation, and whenever you build a wonder it's yours forever - they can only be taken if your entire nation is destroyed and annexed. In the event that multiple nations gang up on you, they will be divvied randomly according mainly to who took the most of your land.
To build a wonder, you must announce its construction in your orders. You can either build unique wonders, where you detail the nature of the wonder and your desired benefits to be received from that wonder, or you can build generic wonders which will be revealed over time and which all civilizations can compete to build. If you are beaten to a generic wonder, the gold you spent trying to build it will be refunded to your treasury for free. As a general rule of thumb, unique wonders are much more expensive than generic wonders, and you can only build two unique wonders for all time. This counts even if you lose any unique wonders, and unique wonders you have captured do not count towards this limit.
Unique Unit
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 neighboring regions but as the borders are pushed, they will become less effective as camels are no good at fighting in, say, tundra. To remedy this the nation must either adopt a new unique unit to accomodate the new borders of the nation, or invest in tech points. 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 of the corresponding tech level.
Creating Your Own Nation
Please use this template to present your nation idea.
Nation Name / Player
Government Type
Color:
Location:
An example is:
Rome / Jesusman4240
Republic
Color: Red
Location: Roman peninsula
As an added bonus you may provide blueprints for your unique unit ideas immediately and get the cost updated to this page as soon as possible.
Storywriting
Writing stories is encouraged in this NES to provide not only culture but flavor to your nation and help customize that nation to your specific tastes. They don't need to be particularly well-written or verbose, but a feeling of knowing that you're trying is all that's necessary.
Orders
Can be given in the thread or sent by PM; your choice, however RTOR tradition has posting as the method of choice.
Credits
EQandcivfanatic, for starting me up with regards to NESing and for originally making RTORII.
Amon Savag, for reviving RTORII and helping me with the rules.
Jason, for the map.
We will begin in 3000 BC, Antiquity.
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.
As said before this is my first NES and I hope it to be a success, and I hope it's enjoyable to you, the player.
The Ruleset
Stats
Rome / Jesusman4240
Republic
Age: Bronze Age
Color: Red
Economy: 4/2 (1 of 6 invested)(-1 upkeep)
Army: 6 Bronze armies, 2 Legions (5)
Navy: 2 Stone navies (3)
Tech: 4/15
Culture: 5
Wonders: Coliseum (+2 culture, +1 army quality)
UUs: Legion (Tough armies good for pressing an assault. Bronze. 1 gold per.)
Now pay close attention because there is a little clutter here.
Name/Other name
The first stat is simply the name of your nation, followed by the name of the player managing that nation. If there is none, the second position will be blank, and that nation will be open to be taken by a new player.
Government
This stat represents the civil government of your nation. It doesn't matter technically what government is here, but it can speed production on certain civic-specified wonders. Ultimately you decide what government you want, and is completely unrelated to the other stats, and all governments will be able to produce special wonders.
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. With each age you advance, you get 1 culture for free. Advancing in age does not necessarily advance your army, though - that requires additional spending.
AGES- Stone, Bronze, Iron, Classical
Color
This stat represents the color of your nation on the map.
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, called "gold" simply, are used to grow the economy, spend on armies/navies, build wonders, and do research. Gold cannot be spent on culture. In the example, Economy: 4/2 (1 of 6 invested), the first number in the slash (4) represents the number of gold generated per turn. The second number (2) represents the stash of gold which can be called upon at any time. The third and fourth numbers (1, 6) represent the amount of gold invested in growing the economy and the amount of gold required to grow it. To grow the economy you must spend one and a half times your current revenue. The fifth 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 losing army/navy quality that way.
Army/Navy
This stat displays the number and types of armies and navies in your nation. Armies/navies cost 1 gold per. As time goes on, more complex units will be available, and you can even make your own unique units. Armies/navies are used to expand your borders and fight other armies/navies. To upgrade your armies and navies, you must spend 1 gold for every 5 armies OR navies you have. You don't have to spend this all at once, and it is possible to have some Stone armies and some Bronze armies, for example. All new units you build will be of your present age level. The final number shown represents the quality of that part of your military on a scale of 1 thru 5. It is difficult to increase this quality through direct action, however sending your armies to battle and keeping the armies around longer generally has a positive impact on quality, which in turn effects how effective they are in battle. In this scale, 1 is considered terrible, 3 is considered average, and 5 is considered superb. If your armies sit around and do nothing, or if your military remains small or stagnant for a long period of time, the quality will drop. Additionally, quality can increase by building wonders. Finally, you must pay an upkeep of 1 gold per turn for every 5 armies and every 10 navies you have. You do not pay upkeep on technologically inferior units (including unique).
Tech
This stat represents the number of tech points you have out of the number required to advance to the next age. You can spend gold on tech points, and the number required to advance is generally static all across the board however can be increased/decreased by circumstance and random events. Once you reach the next age this number is reset and you must start over. Having tech points and indeed higher tech levels also makes your unique units more effective at fighting abroad.
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 neighbors. Careful, though, the advantages culture provides is purely relative, so having 10 culture when all of your neighbors have roughly equal will have a much smaller effect than having 5 culture when your neighbors have 1. Culture cannot be grown through investment of gold, and can only increase by writing stories for your nation and building wonders.
Wonders
This stat displays the number and types of the wonders you have. Wonders can be built by spending gold, and a list of wonders is available further down the page. They can have a variety of effects on your nation, and whenever you build a wonder it's yours forever - they can only be taken if your entire nation is destroyed and annexed. In the event that multiple nations gang up on you, they will be divvied randomly according mainly to who took the most of your land.
To build a wonder, you must announce its construction in your orders. You can either build unique wonders, where you detail the nature of the wonder and your desired benefits to be received from that wonder, or you can build generic wonders which will be revealed over time and which all civilizations can compete to build. If you are beaten to a generic wonder, the gold you spent trying to build it will be refunded to your treasury for free. As a general rule of thumb, unique wonders are much more expensive than generic wonders, and you can only build two unique wonders for all time. This counts even if you lose any unique wonders, and unique wonders you have captured do not count towards this limit.
Unique Unit
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 neighboring regions but as the borders are pushed, they will become less effective as camels are no good at fighting in, say, tundra. To remedy this the nation must either adopt a new unique unit to accomodate the new borders of the nation, or invest in tech points. 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 of the corresponding tech level.
Creating Your Own Nation
Please use this template to present your nation idea.
Nation Name / Player
Government Type
Color:
Location:
An example is:
Rome / Jesusman4240
Republic
Color: Red
Location: Roman peninsula
As an added bonus you may provide blueprints for your unique unit ideas immediately and get the cost updated to this page as soon as possible.
Storywriting
Writing stories is encouraged in this NES to provide not only culture but flavor to your nation and help customize that nation to your specific tastes. They don't need to be particularly well-written or verbose, but a feeling of knowing that you're trying is all that's necessary.
Orders
Can be given in the thread or sent by PM; your choice, however RTOR tradition has posting as the method of choice.
Credits
EQandcivfanatic, for starting me up with regards to NESing and for originally making RTORII.
Amon Savag, for reviving RTORII and helping me with the rules.
Jason, for the map.
We will begin in 3000 BC, Antiquity.