Eltain
Deity
Orders due Friday, April 29th at 8PM Eastern Standard Time.
This is intended as a semi-frequently updated Fresh Start NES with a somewhat customizable board-game type feel. It will hopefully be story driven, and I will give bonuses to players based on their stories.
Players- Anybody can create or claim a nation. I don't mind or care, as long as they get orders in on time. Those that miss multiple orders will be warned then dropped, should someone else want that country. (Ample warning and sufficient reasoning shall save players this painful process.)
Stories- Stories posted in-thread will be given bonuses, based on what the story is about, or just a generic bonus. Once per update, I will select one player's story, and write one inspired by it, and include it in the update. This player will receive a nice extra bonus for that.
Orders- Orders should be sent by PM. Orders will be accepted up until the posting of the update itself, but I will start updating without you if you're late. If late orders would require me to re-write some of the update, it will not happen. Getting your orders in early won't kill me either. I'd like the orders categorized thusly however:
Stats, Spending, Domestic, Military, Religious, Other.
All spending HAS to be at the top of the orderset, or else it will be ignored. PLEASE do not have blocks of descriptive text in the spending area- have it referred to later, in it's appropriate place, if you need to have blocks.
Updates- Updates, at the moment, unfortunately, will be a bit randomly designated, but given time a regular schedule will be set up. Imagine two updates this week, one this week, etc, for now, depending on how much time I have to write. The map will be with the update, but stats might take a day or two to update, if I get enough players.
Now, onto things:
This is intended as a semi-frequently updated Fresh Start NES with a somewhat customizable board-game type feel. It will hopefully be story driven, and I will give bonuses to players based on their stories.
Players- Anybody can create or claim a nation. I don't mind or care, as long as they get orders in on time. Those that miss multiple orders will be warned then dropped, should someone else want that country. (Ample warning and sufficient reasoning shall save players this painful process.)
Stories- Stories posted in-thread will be given bonuses, based on what the story is about, or just a generic bonus. Once per update, I will select one player's story, and write one inspired by it, and include it in the update. This player will receive a nice extra bonus for that.
Orders- Orders should be sent by PM. Orders will be accepted up until the posting of the update itself, but I will start updating without you if you're late. If late orders would require me to re-write some of the update, it will not happen. Getting your orders in early won't kill me either. I'd like the orders categorized thusly however:
Stats, Spending, Domestic, Military, Religious, Other.
All spending HAS to be at the top of the orderset, or else it will be ignored. PLEASE do not have blocks of descriptive text in the spending area- have it referred to later, in it's appropriate place, if you need to have blocks.
Updates- Updates, at the moment, unfortunately, will be a bit randomly designated, but given time a regular schedule will be set up. Imagine two updates this week, one this week, etc, for now, depending on how much time I have to write. The map will be with the update, but stats might take a day or two to update, if I get enough players.
Now, onto things:
Nation template: This is what your nation will look like eventually, if you're lucky. The basic stat layout is thus- if it's confusing or I didn't explain in enough detail any part of the following, just ask, privately or otherwise.
Eltain
Roman Empire
Government: Imperial Autocracy
Economy: 17/20
Upkeep: 7
Techs: Classical Age. Roman Sewers, Roman Archetecture, Refined Steel
Army: 14 Roman Legions (0/4/3/5/2), 5 Cavalry Auxillia (0/0/5/0/0), 5 Archer Axullia (0/1/4/0/0), 3 Onagers (1/0/0/2/0)
Navy: 8 Trade Cogs (0/0/4/2/2), 4 Corvus Triremes (0/0/0/0/4)
UUs: Roman Legions, Cavalry Auxillia, Archer Auxillia, Onagers, Trade Cogs, Velites, Triarii
Projects:
Trade:
RE-Parthia: Trade Cog(3) (0/0/0/1/0)
RE-Britton: Trade Cog(3) (0/0/0/1/0)
RE-Rhodes: Trade Cog(3) (0/0/0/1/0)
RE-Egypt: Trade Cog(3) (0/0/0/1/0)
RE-Breton: Trade Cog(3) (0/0/1/0/0)
Other: (Cornith, Greek Provence) A minor rebellion is taking place in Greece. The leaders demand autonomy and the removal of tariffs against them. Gone over in detail in the last update.
Player name. Somewhat self-explanatory.
Country Name. Semi self-explanatory.
Government: Your type of government. Feel free to invent your own, or stick to the classics. When we reach shorter-timespan updates, a leader will be given or chosen by you. Whether this person is a great leader or a figure head.
Economy: A simple system: Income/Banked. Combine these two numbers (and trade/colony income) together to get how much you have to spend. Income can be increased in any number of ways. Investment in agriculture, industry, infrastructure, war, trade, anything. Please only spend in whole numbers.
Upkeep: The amount of EP it costs each turn to maintain your military and minor domestic expenses. If you neglect this for long enough, you will suffer the consequences. (Basically, every 5 units you own will cost you 1 upkeep.)
Techs: Your countrys' base tech level. Technology will not be in any direct control of the player, but they can sway or influence it one way or the other. Left entirely unaugmented it will evolve and develop along the lines of our history. Develop your culture, society and country, and technology will come along with it.
Army: Your troop numbers and their qualities. (0/0/0/0/0) Quality is as follows: Very Bad / Bad / Average / Good / Very Good. The higher the quality, the better your troops. Quality can be improved through training (spent EP) or experience (combat). Quality will effect how well your troops do in combat and anything else you have them do.
Navy: See army.
UUs: Unique Units. A list of units you have developed. To develop a unit, simply tell me what you want it to be called, it's strengths and weaknesses, it's armaments, strategies, tactics, what have you. If you don't, I'll just fill in the details. It costs you 10 EP up front.
-Considerable development is required for units of a higher caliber- the example, Roman Legion, would take decades if not centuries of fine-tuning to achieve. Keep it simple early on, or suffer the consequences, and possible mod-MODDING. You've been warned.
--Units already available to all countries are not very good. People should develop them own and design their military how they want it to be. Larger empires will be able to use more UUs than backwaters. I'd like you to design units using the resources available to the region- a country in Iberia is more likely to have horse cavalry than one in the Americas, for example.
Projects: Projects require major monetary investment and multiple turns to create. To create a project, tell me what you want it to be called, and what you want it to do. I will quote you an EP price and number of turns it will take, and let you go from there. You'll get its benefits the turn after it is completed. Projects can be anything, to influence anything.
Trade: A trade route is a mutually beneficial agreement between two countries. It will gain you a certain amount of income, depending on the unit that works it. Only one unit per trade route. The better the unit and its' quality, the better the benefit, obviously. See Units below. It costs minumum 3 EP by each participating party to start, and must have a pre-determined route. Protecting a sea route with ships against piracy or enemy navies is a must. Land trade routes can be patrolled by any unit, but gain you little compared to sea trade.
-Your basic "raft" that works a sea route gains you one (1) EP per turn. To gain more than one, invent units that gain you more, or increase that particular raft's quality. Each quality level brings you 1 additional EP per turn.
--Examples:
RE-Breton: Trade Cog (3) (0/0/1/0/0)
What that means, is that the Roman Empire's (RE) Trade Cog (which gives 3 EP per turn, flat, hence the (3)), which is also quality Average, (which gives +3 EP per turn), the Roman Empire gains 6 EP per turn from this trade route. Lucrative, no?
CE-LS: Raft(1) (1/0/0/0/0)
What this one means, is that the Cypriot Empire's (CE) Raft (which gives +1 EP per turn, flat, hence the (1)), which is also quality Very Bad (which gives +1 EP per turn), the Cypriot Empire gains 2 EP per turn from this trade route. Not too shabby.
Other: Everything else, should it arise.
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Wonders: World Wonders will appear semi-randomly in countries with likeminded projects, stories and culture. It will act as a really good Project with no monetary investment. They can only be captured militarily, not gifted, traded, bought or otherwise lost. Good orders and stories will increase your chances of a wonder, though they're pretty rare.
Quality increase cost: The cost to increase a single unit's Quality is it's Quality level, plus two more, in EP. Once again, Qualities: Very Bad (Quality 1) / Bad (Quality 2) / Average (Quality 3) / Good (Quality 4) / Very Good (Quality 5)
-So, to increase an Average Quality unit to Good Quality, it needs (3) plus two EP to create it. These quality increases very greatly help you win wars, if it seems they are not worth it at first. All units start at the lowest quality level, unless augmented by a project or wonder.
Nation Creation: (That rhymes.)
Fill this out: (choose 2 military units available to everybody.)
Nation template:
<Player name>
<Country Name>
Government:
Economy: 3/0
Upkeep: 0
Techs: Late Copper-Early Iron. Do not expect it to be easy if you choose the latter.
Army:
Navy:
UUs: leave blank
Projects: leave blank
Trade: leave blank
Other:
Give a brief description of your nation, it's people, or it's religion. Whatever. If you don't, I will. And you may not like what I write.
I will require that you start in Eurasia and the Med, please. If you stick to the cradles of civilization, it is likely that you will fare better.
Map: