Erik Mesoy
Core Tester / Intern
I havent seen any NES'es with gods. This one isnt built around them, but its a nice one anyway.
Rules for Erik's NES version 2.3b
You are leader of one of the five nations: 3, 23, 37, 44 or 55.
Money and Territory: You start with 35 gold. Capitals are worth 4 a turn in income and start with a castle. Other territories under your control are worth 2 income a turn. Every infantry unit you have costs 1 gold in upkeep, and horse units cost 2 per turn. You conquer territories by moving units into them. Warning- they may contain traps and/or wild savages. You can trap a territory for enemies- PM me avout your traps. You can invent the trap, but i dont care what it is. The important part is how much money you spend on it. If you build a trap, the terr produces 1/2 gpt less. If you build a road in the territory, it produces 1 gpt more and units use 1/2 a movement point moving there. Building a Castle improves defense there by 200% and units can heal like a barracks. Castles take 12 worker turns, and require 1/2 gpt upkeep each turn.
EDIT: The roster is now here too.
uknemesis- Red- King Arthur - nation 23 as capital.
RoddyVR- Grey- Voldemort - nation 37 as capital.
curufinwe- Blue- Ingolemo - nation 55 as capital.
erez- Pink- Queen Ladvia - nation 44 as capital.
Revolutionairy- Green- Shrek - nation 3 as capital.
Sometimes, in some provinces, you may find a magical artifact. There are 6, so one for each and one left over. Dont squabble too much, and dont expect them. They arent things to fight over. Its more like the SF books where a hero born in Country A and grown up in Country B finds an Aritfact in Country C. Just bcos you own the terrotory doesnt mean you have anyrights to it.
Units:
BUilder
0/1/1
Can build roads in your territory to increase income and moves, and/or build castles to improve defense.
Costs 2 gold.
Warrior
1/1/1.
Costs 2 gold.
Spearman
1/2/1. An early explorer to stop savage barbarians.
Costs 4 gold.
Longbow
3/1/1. First proper attack unit.
Costs 5 gold.
Arquebusier (Arq)
0/4/1, cant attack but defends well.
Costs 8 gold.
Musketman
2/3/1. Upgrade to the Spearman, cousin to the Arq.
Costs 10 gold.
Rider
2/2/3. An armed explorer mainly.
Costs 12 gold.
Knight
4/3/2. Solid stats, this will be used alot.
Costs 20 gold.
Cavalry
5/1/3. Good for attack, weak defense. This is the assaulter unit.
Costs 25 gold (Yes, you heard me!)
The Seas:
Each sea takes 1 move point to go through. Galleys in the same sea can be there without fighting.
Galleys carry 3 units, cost 15 gold and are 1/2/2. However, horsed units count as 2 aboard because of the space they take up.
Frigates cost 20 gold and are 3/1/2.
Galleons cost 20, carry 4 and are 2/2/3.
Juggernaughts cost 25 and are 3/3/3.
Gods:
This world has 5 gods.
Lady Susanne, Goddess of Luck
Lord Hethan, God of Horsemen
Lord Mangane, God of Infantry
Lady Sedon, Goddess of Peace
Lord Jikano, God of War
You may erect chapels to a god (12 WTurns), and pray to him or her before a battle. If you have a lot of chapels dedicated to a god and pray to him or her, he or she may grant you special units.
Just sign up and pick a nation color. I will tell you where you start, cant pick that. This sign up will be year 1200 AC. Unit movement starts when we have 5 players in 1201 AC.
You will PM your units and movements and deals to me the first Monday of every week. I will post a new map Friday (I hope, unless RL delays me)
Rules for Erik's NES version 2.3b
You are leader of one of the five nations: 3, 23, 37, 44 or 55.
Money and Territory: You start with 35 gold. Capitals are worth 4 a turn in income and start with a castle. Other territories under your control are worth 2 income a turn. Every infantry unit you have costs 1 gold in upkeep, and horse units cost 2 per turn. You conquer territories by moving units into them. Warning- they may contain traps and/or wild savages. You can trap a territory for enemies- PM me avout your traps. You can invent the trap, but i dont care what it is. The important part is how much money you spend on it. If you build a trap, the terr produces 1/2 gpt less. If you build a road in the territory, it produces 1 gpt more and units use 1/2 a movement point moving there. Building a Castle improves defense there by 200% and units can heal like a barracks. Castles take 12 worker turns, and require 1/2 gpt upkeep each turn.
EDIT: The roster is now here too.
uknemesis- Red- King Arthur - nation 23 as capital.
RoddyVR- Grey- Voldemort - nation 37 as capital.
curufinwe- Blue- Ingolemo - nation 55 as capital.
erez- Pink- Queen Ladvia - nation 44 as capital.
Revolutionairy- Green- Shrek - nation 3 as capital.
Sometimes, in some provinces, you may find a magical artifact. There are 6, so one for each and one left over. Dont squabble too much, and dont expect them. They arent things to fight over. Its more like the SF books where a hero born in Country A and grown up in Country B finds an Aritfact in Country C. Just bcos you own the terrotory doesnt mean you have anyrights to it.
Units:
BUilder
0/1/1
Can build roads in your territory to increase income and moves, and/or build castles to improve defense.
Costs 2 gold.
Warrior
1/1/1.
Costs 2 gold.
Spearman
1/2/1. An early explorer to stop savage barbarians.
Costs 4 gold.
Longbow
3/1/1. First proper attack unit.
Costs 5 gold.
Arquebusier (Arq)
0/4/1, cant attack but defends well.
Costs 8 gold.
Musketman
2/3/1. Upgrade to the Spearman, cousin to the Arq.
Costs 10 gold.
Rider
2/2/3. An armed explorer mainly.
Costs 12 gold.
Knight
4/3/2. Solid stats, this will be used alot.
Costs 20 gold.
Cavalry
5/1/3. Good for attack, weak defense. This is the assaulter unit.
Costs 25 gold (Yes, you heard me!)
The Seas:
Each sea takes 1 move point to go through. Galleys in the same sea can be there without fighting.
Galleys carry 3 units, cost 15 gold and are 1/2/2. However, horsed units count as 2 aboard because of the space they take up.
Frigates cost 20 gold and are 3/1/2.
Galleons cost 20, carry 4 and are 2/2/3.
Juggernaughts cost 25 and are 3/3/3.
Gods:
This world has 5 gods.
Lady Susanne, Goddess of Luck
Lord Hethan, God of Horsemen
Lord Mangane, God of Infantry
Lady Sedon, Goddess of Peace
Lord Jikano, God of War
You may erect chapels to a god (12 WTurns), and pray to him or her before a battle. If you have a lot of chapels dedicated to a god and pray to him or her, he or she may grant you special units.
Just sign up and pick a nation color. I will tell you where you start, cant pick that. This sign up will be year 1200 AC. Unit movement starts when we have 5 players in 1201 AC.
You will PM your units and movements and deals to me the first Monday of every week. I will post a new map Friday (I hope, unless RL delays me)