Dman4eva
My Name Says It All
This is my first NES, so be kind . . .
I've played NESs for a little while now, and with a sudden and large amout of time on my hands, I fell like starting up my own regular NES. There are things in NESs I like, and things I'd like to change or experiment with, so bear with me.
You can grow any number of things per turn, except for economy which you can only upgrade by itself.
Army:
Your army is composed of various troops specified by you in your order(i.e. I wanna draft an army of cavalry, infantry, etc. . . .). The armies will be recorded numerically. They will increase based upon how many economy points you spend( I'll probably put some kind of a cap on), for different types of troops it will cost differently. Its performance will depend on terrain, numbers, troop types included, technology, experience, general morale, and luck above all. You can increase experience by levels: poor, moderate, high, veteran, elite. You can only pass high by fighting in wars, and it take one turn to upgrade. Upgrading technology will take economy points and one turn. All above rules apply to navies and airforces.
Economy:
Your economy is kept track of in points. You can increase it, and only it, once per turn. It will increase based upon you techlevel, state of war, wonders, and trade routes. Also, your economy is relative to what you can research per turn, as I have no Education stat.
Trade Routes:
Trade routes can be established after you are in close proximity of another player, or NPC(but not Barbs). The proximity is determined by tech level. You gain 1/20 of your current economy points every turn per route. Trade routes can be interrupted by enemy presences.
Technology and Ages:
You can research techs each turn(within reason), it will also be researched faster by what your economy is like. Just put them into your orders.
I determine who advances into new ages by techs. Ages go like so:
Copper Age
Bronze Age
Iron Age
Classical Age
Low Middle Ages
High Middle Ages
Rennaisance
Age of Exploration
Age of Colonization
Imperial Age
Industrial Age
Late Industrial Age
Early Modern Age
Modern Age
Post Modern Age
Culture:
You can increase culture during your turn. Your culture will go up one point for every time you increase it, as it will determine morale of your civ and speed of wonder production. It will also control frequency of rebellions.
Wonders:
You can make only one wonder per age, per civ. I determine the length of construction based upon benefits(keep it reasonable) and culture. Wonders can grow anything.
Extra stuff:
I will not tolerate bickering or cheating of any kind whatsoever. I do not play favorites, nor will I abuse my role as head of NPCs. I will however, give out bonuses from time to time if I think I have been somewhat unjust, just as I will do the opposite if I feel I've been way too lenient.
The Template is as follows:
Name:
Leader:
Economy:100
Army:500 footsoldiers
Navy: N/A
Airforce: N/A
Culture: 3
Age: Copper Age
Religion:
Starting Location:
I've played NESs for a little while now, and with a sudden and large amout of time on my hands, I fell like starting up my own regular NES. There are things in NESs I like, and things I'd like to change or experiment with, so bear with me.
You can grow any number of things per turn, except for economy which you can only upgrade by itself.
Army:
Your army is composed of various troops specified by you in your order(i.e. I wanna draft an army of cavalry, infantry, etc. . . .). The armies will be recorded numerically. They will increase based upon how many economy points you spend( I'll probably put some kind of a cap on), for different types of troops it will cost differently. Its performance will depend on terrain, numbers, troop types included, technology, experience, general morale, and luck above all. You can increase experience by levels: poor, moderate, high, veteran, elite. You can only pass high by fighting in wars, and it take one turn to upgrade. Upgrading technology will take economy points and one turn. All above rules apply to navies and airforces.
Economy:
Your economy is kept track of in points. You can increase it, and only it, once per turn. It will increase based upon you techlevel, state of war, wonders, and trade routes. Also, your economy is relative to what you can research per turn, as I have no Education stat.
Trade Routes:
Trade routes can be established after you are in close proximity of another player, or NPC(but not Barbs). The proximity is determined by tech level. You gain 1/20 of your current economy points every turn per route. Trade routes can be interrupted by enemy presences.
Technology and Ages:
You can research techs each turn(within reason), it will also be researched faster by what your economy is like. Just put them into your orders.
I determine who advances into new ages by techs. Ages go like so:
Copper Age
Bronze Age
Iron Age
Classical Age
Low Middle Ages
High Middle Ages
Rennaisance
Age of Exploration
Age of Colonization
Imperial Age
Industrial Age
Late Industrial Age
Early Modern Age
Modern Age
Post Modern Age
Culture:
You can increase culture during your turn. Your culture will go up one point for every time you increase it, as it will determine morale of your civ and speed of wonder production. It will also control frequency of rebellions.
Wonders:
You can make only one wonder per age, per civ. I determine the length of construction based upon benefits(keep it reasonable) and culture. Wonders can grow anything.
Extra stuff:
I will not tolerate bickering or cheating of any kind whatsoever. I do not play favorites, nor will I abuse my role as head of NPCs. I will however, give out bonuses from time to time if I think I have been somewhat unjust, just as I will do the opposite if I feel I've been way too lenient.
The Template is as follows:
Name:
Leader:
Economy:100
Army:500 footsoldiers
Navy: N/A
Airforce: N/A
Culture: 3
Age: Copper Age
Religion:
Starting Location: