CrezNES - Another Return to Our Roots

Crezth

Shadow Sunflower
Joined
May 26, 2006
Messages
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Location
Scaduview
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.
 
ASIA

Abalonia / Abaddon
Feudal Monarchy
Age: Bronze Age
Color: Heliotrope
Economy: 14/0 (-4 upkeep)
Army: 12 Bronze Armies, 4 Stone Armies (4)
Navy: 10 Bronze Fleets (3)
Tech: 0/10
Culture: 0
Wonders: None
UUs: None

Betal-Dare / Churchill25
Immortal God-King Emperor Xerxes' Domain
Age: Iron Age
Color: Electric Blue
Economy: 10/17 (-1 upkeep) (-3 occupation)
Army: 8 Immortals (4)
Navy: 2 Bronze Fleets (2)
Tech: 0/15
Culture: 0
Wonders: None
UUs: Immortal: Elite soldiers, devoted to the cause of their emperor, who will gladly sacrifice themselves for the cause. 1 gold per.

Empire of the Rising Sun / Warhead
Imperial Monarchy
Age: Iron Age
Color: Lemon
Economy: 5/0 (6 of 8 invested) (-1 upkeep)
Army: 3 Iron Armies, 1 Militia (3)
Navy: 10 Iron Fleets (5)
Tech: 5/15
Culture: 3
Wonders: Stonehenge (+3 culture and doubles efficacy of culture flips) (complete), Never Again (doubles economy) (0/20)
UUs: Stormtrooper: Fast, highly-trained BAMFs who rule the battlefield, trained and prepared for the Imperial destiny. 4 gold per.

Jasiran / Neverwonagame3
Constitutional Democracy
Age: Iron Age
Color: Rose
Economy: 13/0
Army: 1 Stone Army (3)
Navy: 6 Macken Ships, 3 Bronze Fleet, 1 Stone Fleet (4)
Tech: 0/15
Culture: 12
Wonders: None
UUs: Macken Ships: Powerful juggernauts of the sea, these ships have only one weakness- their complete and total uselessness near the shore. But everywhere else... 2 gold per.

Koryo / Amon Savag
Despotism
Age: Classical Age
Color: Red
Economy: 12/6 (7 of 21 invested) (-1 upkeep)
Army: 7 JugguhNOTaughts (5)
Navy: 2 Iron Fleets (3)
Tech: 0/20
Culture: 6
Wonders: Koryo Trade Network (+2 economy) (complete)
UUs: JugguhNOTaught: Warriors laiden in the finest quallity scale mail, who train like crazy in all varieties of combat. They're great at executing non-conventional tactics such as ambushes and the like, but they're untouchable when it comes to conventional combat. Their use of different formations for different enemy types, and their skill at both bow and close-quarters weapons make them an adversary few wish to jack around with. 3 jack per.

Wu Empire / Adrogans
Absolute Monarchy
Age: Iron Age
Color: Vivid Burgundy
Economy: 11/0 (-2 upkeep)
Army: 14 Iron Armies (4)
Navy: 5 Iron Fleets (4)
Tech: 0/15
Culture: 6
Wonders: Pledge of Allegiance (+1 army quality, +1 navy quality) (complete) Most Awesome University (+2 growth, +2 culture, +2 tech each turn) (18/20)
UUs: None


EUROPE

Hellenic Republic / sp1023
Monarch with Weak Parliament
Age: Iron Age
Color: Royal Blue
Economy: 6/12
Army: 3 Classical Armies (3)
Navy: 3 Cataphract Navies (3)
Tech: 0/15
Culture: 0
Wonders: A Wonder That Will Automatically Bring All Military Forces Into the Next Age (obsolete) The Acropolis (brings builder into the Iron Age) (complete)
UUs: Cataphract Navy: Advanced ships made in Athens which are strong, cheap, and durable. 1 gold per.

Tartessos / Milarqui
Meritocratic Monarchy
Age: Classical Age
Color: Dark Green
Economy: 20/3 (6 of 30 invested) (-3 upkeep)
Army: 11 Classical Armies, 1 Iron Army, 4 Guerilleros Acerados (5)
Navy: 5 Iron Fleets (4)
Tech: 0/20
Culture: 32
Wonders: Temple of Gaia (gives gold each turn, lessens chances of culture flip, +1 culture) (complete) Alligator Farms (++ Culture, +1 army quality, +strength of Guerrilleros) (complete) Parthenon (gains 1000 km of land on all borders, +10 culture) (4/25)
UUs: Guerrilleros Acerados:
Spoiler they're really strong :
these Guerrilleros are undoubtly the most experimented and lethal warriors in all of Tartessos, and perhaps the world. Their training, consisting of learning how to survive in the most extreme conditions (from Eires', the Pirineos' and Sierra Nevada's coldest winters to the extreme heat that hits the North African savannah in the middle of July, and even in tiny islands in the middle of the sea), has taught them how to feed themselves even if there doesn't seem to be anything to eat. Their favoured weapon is the famed (or notorious, depending of who you are) axe-knife, which can help them kill many enemies in a matter of seconds thanks to the iron knife embed in the axe's handle, although they are also able to use small throwing knives and a bow to kill enemies at a long distance. Their most interesting feature is the armour they wear: iron armour covered with Campustellan alligator skin, and a helmet made with an alligator's head and iron, which gives them a terrifying appearance to anyone that faces them. In close quarter combat, sneak attacks and ambushes, they have no rival, but should they face an enemy in a frontal attack, they won't be able to score an easy victory.
1 gold per.

Union of European Peoples / Charles Li
Trade Monarchy w/ Democratic overtones
Age: Iron Age
Color: Sunglow
Economy: 17/7 (6 of 25 invested)
Army: 5 National Armies, 3 Iron Armies, 1 Bronze Army, 1 Militia (3)
Navy: 5 Bronze Fleets (3)
Tech: 0/15
Culture: 22
Wonders: Moai Statues (+1 growth points a turn) (complete), Guild Houses (doubles growth points from all sources, +1 tech/turn, +1 culture) (5/20)
UUs: National Army: Extremely High moral and flexable troops, able for siege, large battles, small skirmishes, defence, assault, marine action and wielding all sorts of weapons. Historians say they combine the Pure Awesomness of the JuggaNOTaughts, Tactical ability of Guileriduros and Moral of the Partisan. 4 for 1.


AFRICA

Madagaskar / The Loser
Monarchy
Age: Classical Age
Color: Blue
Economy: 8/0 (10 of 11 invested) (-1 upkeep)
Army: 5 Bronze Armies (2)
Navy: 3 Bronze Fleets (4)
Tech: 0/20
Culture: 2
Wonders: University of Naval Activity (+2 tech points, +1 tech points per turn, +2 culture, +1 naval quality) (complete)
UUs: None

Songhai / c&cciv3
Monarchy
Age: Classical Age
Color: Light Brown
Economy: 8/1 (11 of 12 invested)
Army: 4 Bronze Armies (3)
Navy: 1 Bronze Fleet (2)
Tech: 0/20
Culture: 15
Wonders: The Colossus (Double growth points gained from trade.) (complete)
UUs: None

Zulu Empire / Arian
Despotism
Age: Classical Age
Color: Chartreuse
Economy: 12/0 (10 of 18 invested) (-5 upkeep) Golden Age!
Army: 17 Iron Armies, 1 Stone Army, 8 Sauron Elephant Cavalry (4)
Navy: None (2)
Tech: 0/20
Culture: 18
Wonders: The Great Stone Fist (obsolete), Zulu Trade Center (+1 economy, +1 culture) (complete), Zulu Irrigation System (+1 growth per turn) (6/10)
UUs: Sauron Elephant Cavalry: Extremely well trained heavy cavalry riding on GIANT Sauron elephants, trampling enemy armies under their mighty feet. 2 per.


AMERICA

Amazonian Empire of Beatledom / DarthNader
Absolute Monarchy
Age: Iron Age
Color: Dark Green
Economy: 18/0 (15 of 27 invested) (-2 upkeep) Golden Age!
Army: 6 Bronze Armies, 5 Jaguar Warriors (3)
Navy: 5 Bronze Fleets (3)
Tech: 4/15
Culture: 14
Wonders: Aurora (provides free tech points every turn) (2100 BC), Fountain of Health (all killed units have 50% chance to revive) (1600 BC), Beatle Itza (+++++ Culture, increases chance of culture flips) (complete)
UUs: Jaguar Warriors: Jungle warriors, expert in guerilla warfare, always fighting camouflaged. They are armed with a bow and a broad-tipped spear. Stone. 2 gold per.

Auirin / EQandcivfanatic
Absolute Monarchy
Age: Iron Age
Economy: 2/4
Army: 1 Iron Army, 1 Militia (3)
Navy: 2 Iron Fleets (3)
Tech: 0/15
Culture: 7
Wonders: None
UUs: None

Carolinia
Monarchy
Age: Iron Age
Color: Light Gray
Economy: 2/0 (1 of 3 invested)
Army: 1 Iron Army, 3 Militia (3)
Navy: None (3)
Tech: 0/15
Culture: 7
Wonders: None
UUs: None

Chicago Confederation / Matt0088
Monarchical Confederation
Age: Iron Age
Color: Dark Gold
Economy: 15/14 (-2 upkeep)
Army: 14 Iron Armies (3)
Navy: 9 Iron Fleets (3)
Tech: 7/15
Culture: 2
Wonders: Cincinnati (+1 growth points per turn) (2200 BC), Hanging Gardens (Each river in the empire generates 1 growth point per turn.) (+10)
UUs: Legion: Finest of Chicagoan soldiers, are handpicked from birth and extensively trained in all things military. 2 gold per.

Floridian Empire / D'artagnan
Absolute Monarchy
Age: Iron Age
Color: Green
Economy: 3/0 (1 of 5 invested)
Army: 3 Iron Armies, 5 Militia (2)
Navy: None (2)
Tech: 0/15
Culture: 9
Wonders: The Great Trek (doubles expansion rate and speed of ships) (1/10)
UUs: Mexican Galley: Sturdy long-distance warships. 2 gold per.

Georgin
Monarchy
Age: Iron Age
Color: Dark Maroon
Economy: 3/0
Army: 2 Iron Army, 2 Militia (3)
Navy: None (3)
Tech: 0/15
Culture: 7
Wonders: None
UUs: None

Haitin
Monarchy
Age: Iron Age
Color: Taupe
Economy: 2/0
Army: 1 Militia (3)
Navy: 3 Iron Fleet (3)
Tech: 0/15
Culture: 7
Wonders: None
UUs: None

Louisian
Absolute Monarchy
Age: Iron Age
Color: Cerulean
Economy: 2/0
Army: 4 Iron Army, 3 Militia(3)
Navy: 2 Iron Fleet (3)
Tech: 0/15
Culture: 7
Wonders: None
UUs: None

Massachusetts / TheLastJacobite
Absolute Monarchy
Age: Iron Age
Color: Light Blue
Economy: 7/0 (3 of 11 invested) (-2 upkeep)
Army: 8 Iron Armies, 2 Centurion (4)
Navy: 2 Iron Fleets (2)
Tech: 0/15
Culture: 2
Wonders: None
UUs: Massachusetts Centurions: Heavy infantry, with extensive training, armed with state-of-the-art armor and weaponry. They are trained to fight in formation and are equipped with large square shields for protection, and have spears and swords for attack. 2 gold per.

Miami
Dukedom
Age: Iron Age
Color: Dark Blue
Economy: 2/0 (max)
Army: 2 Iron Army, 2 Militia (3)
Navy: 2 Iron Fleet (3)
Tech: 0/15
Culture: 7
Wonders: None
UUs: None

Orlando
Dukedom
Age: Iron Age
Color: Greenbrown
Economy: 2/0 (max)
Army: 4 Iron Armies (3)
Navy: 4 Iron Fleets (3)
Tech: 0/15
Culture: 7
Wonders: The Great Lighthouse (All fleets automatically upgraded to Iron, fleets can traverse oceans.) (complete)
UUs: None

Ricin
Monarchy
Age: Iron Age
Color: Dark Green
Economy: 2/0 (max) (-1 occupation)
Army: 1 Iron Army, 1 Militia (3)
Navy: 2 Iron Fleet (3)
Tech: 0/15
Culture: 7
Wonders: None
UUs: None

Tampa
Dukedom
Age: Iron Age
Color: Teal
Economy: 1/0 (max)
Army: 2 Iron Army, 5 Militia (3)
Navy: 1 Iron Fleet (3)
Tech: 0/15
Culture: 7
Wonders: None
UUs: None

Texin
Monarchy
Age: Iron Age
Color: Coral
Economy: 3/0
Army: 3 Iron Armies, 5 Militia (3)
Navy: 3 Iron Fleets (3)
Tech: 0/15
Culture: 7
Wonders: None
UUs: None

Yucatin
Monarchy
Age: Iron Age
Color: Light Purple
Economy: 2/0
Army: 1 Iron Army, 1 Militia (3)
Navy: 3 Iron Fleets (3)
Tech: 0/15
Culture: 7
Wonders: None
UUs: None
 
Available Wonders

Bronze-

The Oracle: Automatically advances to the next age, provides 2 tech points per turn. Obsolete with Post-Classical. (22 gold)

Classical-

The Parthenon: Automatically acquires 1000 km of land in every direction, occupied or not, and gives +10 culture. (25 gold)
The Coliseum: Eliminates internal distress and pacifies all barbarians. Obsolete with Dark Age. (30 gold)
Tower of Babel: Establishes communication with all nations in the world. Obsolete with Dark Age. (40 gold)
A Castle: A castle, the first of its kind. Automatically spawns Knights when invaded to repel invaders. Cool, huh? Obsolete with Feudal Age. (50 gold)


Built Wonders

Moai Statues: +1 growth points a turn. Obsolete with Classical. Located in UEP.
The Great Stone Fist: Efficiency of expansion doubled. Obsolete with Iron. Located in Zulu Empire.
The Great Lighthouse: All fleets upgraded to Iron automatically and can traverse oceans. Obsolete in the far future. Located in Orlando.
Manor District: Was destroyed circa 2000 BC in California.
Stonehenge: +3 culture and doubles efficiency of culture flips. Obsolete with Classical. Located in Empire.
Pledge of Allegiance: +1 army quality, +1 navy quality. Located in Wu.
Hanging Gardens: Each river in the empire generates 1 growth point per turn. Obsolete with Post-Classical. Located in Chicago.
The Colossus: Whenever growth points are received from trade, double that number. Obsolete with Post-Classical. Located in Songhai.


Alliance Structures

The Three Kings: Florida, Massachusetts, Chicago

Euro-Mediterranean Alliance: Tartessos, Union of European Peoples, Kingdom of Milan

African Alliance: Zulu Empire, Madagaskar, Songhai

Sino-Korean Alliance: Wu Empire, Koryo


Trade Blocs

North America: Chicago, Massachusetts, Texin, Louisian, Floridian Empire

Caribbean: Orlando, Auirin, Ricin, Yucatin, Haitin, Amazonia

Europe: Union of European Peoples, Teutonia, Tartessos

Middle East: Hellenic Republic, Abalonia, Arabia, Betal Dare

Africa: Zulu, Songhai, Madagaskar

East Asia: Wu, Koryo, Empire
 
Reserved just in case

Here's the map:
 

Attachments

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UPDATE IN 24 HOURS
 
ALRIGHT! Crezth show us your stuff, BOI!

Hellenic Republic/ sp1023
Monarch with Weak Parliament
Color: Royal Blue

Greece. YEA!
 
Koryo/Amon Savag
Despotism
Color:Red

Korea
 
Oh quick I forgot. Remember to tell me your location too.
 
Nation Name: California/ Churchill 25
Government Type: aristocracy
Color: Maroon
Location: Irvine California
 
Florida / EQandcivfanatic
Government Type: Absolute Monarchy
Color: Green
Location:Florida.
 
Carthage / Stormbringer
Aristocracy
Color: Orange
 
Massachusetts / TheLastJacobite
Government Type: Benevolent Dictatorship
Color: Light Blue
Location: Massachusetts
 
Hey Czerth, you should join my NES as well and then we should see who's NES can last longer. That should give us an intensive to keep going with this and to update.
 
Not so much competition as in "I am better than you" but some incentive for us to keep each other running this and updating the NESes.
 
Well, the first part looks ok, but you got that right! Also, will this be like normal NESes, where we have to establish contact with other nations before diplo, or based solely upon playability?
 
Playability, I won't stop you from communicating across worlds, but you won't exactly be able to traverse oceans practically. Just use your best judgment.
 
Playability, I won't stop you from communicating across worlds, but you won't exactly be able to traverse oceans practically. Just use your best judgment.

OOC: A very dangerous past time indeed.

To Carthage, Sicilia:
From the Hellenic Republic:

In the interests of beneficial economic prosperity, we would like to garner a trading pact between us, so as to further relations between our prospective nations. What say you?
 
Sicilia / qoou
Government Type: Absolute Monarchy
Color: Gold
Location: Sicily
 
OOC: A very dangerous past time indeed.

To Carthage:
From the Hellenic Republic:

In the interests of beneficial economic prosperity, we would like to garner a trading pact between us, so as to further relations between our prospective nations. What say you?

Carthage agrees that there should be no restrictions on merchants traveling from Greece to Carthage and back. They are free to use our port.
 
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