ENES 1- the first NES with Gods

Rules version 2.4a.

3 worker turns for a road.

The reason for banning horses early on was the factor that if a player started by buying say a Knight, they would invade several terrytorys, then buy more and attack the other players who expanding and building up their territories.


I'm complicating and simplifying traps a bit.

All except the PwPS(U) may be destroyed after a unit has been trapped. This will take 3 Unit turns.

Rope Line- 12 gold, 4 Worker Turns, dmg 1, 2 against horses.
Stretch Catapult- 15 gold, 5 WT, dmg 2.
Pit- 12 gold, 9 WT, dmg 3.
Covered Pit- 12 gold, 10 WT, dmg 3, unit is stuck for turn.
Taut Trigger Rope- 16 gold, 6 WT, dmg 3.
Rockslide- 12 gold, 12 WT, dmg
C-Thru Rope line (Nylon?)- 20 gold, 5WT, dmg 2, 4 to horsed units.
4Stars(little metal X bits)-24 gold, 2WT, dmg 4 and 2 to horsed units.
Staked Pit- 30 gold, 12 WT, dmg 5.
Pit with Poisoned Stakes(Ubertrap)- 45 gold, 16 WT. This may kill a worker (that builds it). It will do 6 damage(death) to the first 2 units that fall in.

There are the traps. Enjoy, and dont fall into your own piiiiiiiiiii... *CRASH*

As for being on an island, whats so great there? Boats can be built from the beginning.


As for new territories and barbs, I am not telling the exact numbers.
Barbs can get Warrior, Spearman and Longbows ( the last are very rare though. They also have the Warhorseman, 2/1/2. This is also rare.

Did I miss anyhting so far? I hope not.
Try to send in your orders quickly, i think i might cut down a year to being 5 days not a week.
 
when i stumbe into a land that has barbarians, is it me attacking them, or them attacking me?
just trying to figure out which units to build at first
 
if i build a castlle with 2 workers, it will take me 6 turns to finish?
 
1: Yes, a castle takes 12 WT, so two worker will take 6 turns building one.

2: I havent gotten orders from VR.

3: I TOLD YOU NO ARQUEBUSIERS RIDERS KNIGHTS OR CAVALRY IN THE FIRST 5 TURNS. Those who sent in these are going to have them ignored and have lots of gold left over for next turn unless they get in new orders very quickly.

4: I still need your vote in- do I show all units on the map? Or only the territory colors?

5: When you stumble into a land with barbarians, your unit will try to negotiate. If that fails, they fight. Then again, there may be no barbarians at all. So both sides basically "squabble" and there is no clear attacker or defender.
 
teritory, colors.

i'll change my rules as fast as i can (im here only for some minutes...)
 
will send orders in a couple of mins.

Edit:
orders sent. i sent my orders with the following assumptions in mind:
1. if i send a soldier to a territory it gets claimed automaticaly.
2. if there is a trap in a territory and i send 2 units, only one gets killed by the trap
3. workers cant move AND start building on the same turn.
4. the upkeep for units is deducted at the begining of the turn AFTER we get new income.
 
i sent my orders with the following assumptions in mind:
1. if i send a soldier to a territory it gets claimed automaticaly.
2. if there is a trap in a territory and i send 2 units, only one gets killed by the trap
3. workers cant move AND start building on the same turn.
4. the upkeep for units is deducted at the begining of the turn AFTER we get new income.

1. Yes, unless someone else already owns it.
2. There might be barbs too, but only 1 can be killed by a trap.
3. Builders could start building a road or chapel in your capital on the first turn.
4. Units you build on turn 1, or year 1201 AC (PLEASE include dates with your orders!) will affect your cashflow on turn 2.
so if you bought say 6 units and conquered 2 territories, you would have capital plus 2 giving 8 gpt in, while your units took 6 gpt out of treasury next turn.


Please include dates with your orders. If i delete them i cant refer back to them for units, if i keep them i will mess up what happens when.

Now the map will come very soon.
 
The map will come here. I suggest you get your diplomacy done, I've cut the nes a bit shorter and faster. Orders in by the coming Friday.
Diplo suggestions:
King Arthur and Voldemort, discuss 25 and 26 and 28.
Shrek and King Arthur, discuss what happens to territories like 13 and 17.
Qween Ladvia and Ingolemo, discuss who should have 49.

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.

Just repeating to help messages. Post public diplomacy here, PMs take up lots of space.

Now go out and conquer! Oh yes, or be peaceful. Your choice.:crazyeye: .
 
From Shrek of the Ogre Race
To King Arthur

I will take 1 7 8 9 13 14 and 15 and you can take the rest of the Island. We will both get a fair share of the Island. Also we should sign a MPP to make sure that it is the Upside-down man Island (Orge name for middle Island) that does not fight.
 
so the units are secret! cool.

what about ships? will they be secret too?
how about roads/chapels/castles?
 
check page 1
:confused::confused::confused:

to me this is still page one (upto post 40). did you mean the first post? there's nothing there about hidden units.
and so far Eric has asked for a vote on hidden/nothidden units, and there hasnt been a 'result' as such. by the map and the fact that he sent a reply to my orders stating where which units are, i assume that the land units are hidden. but that doesnt mean boats are. just want to know if its possible that there are boats heading for my island.
 
ingolemo (curuinfe)
you will have 49, and 50, i'll have the rest in the north and 48.
 
To King Artur of Camelot
Form Lord Voldemort

Your puny highness! (figure i might as well start early :lol: )

as you are for now the only country capable of settling ANY of Serpents Island(i named my island) before i can, i wish to send you a warning. DONT!!!
any incursion onto Serpents Island will be seen as a decleration of war.

Your Evil Neighbor across the sea,
Lord Voldemort


/ooc Eric, how fast do ships work?
they move 1 sea per turn, but can you load/unload units onto them in the same turn as they move? or only Before they move or does loading/unloading take a movement point?

how fast could UK get to my island?
 
Rev, check you messages, Eric sent me a reply to the orders.
it had where i met barbs and so forth. though i dont remember if it had my gold for the comming turn
 
Every infantry unit you have costs 1 gold in upkeep, and horse units cost 2 per turn.
castles take 1/2 gold a turn

are workers included in Infantry units?
what happens if i dont have enough gold to pay the upkeeps? (like i will this turn if workers take upkeep too, forgot about the dam castle upkeep :( )
 
Orders in by the coming Friday.

thats tomorow, and i still need my ?s answered. i need to know how much gold i have to spend (-.05 or 4.5) or if i have to sell anything.
if you dont answer by tomorow (friday) morning, then i will send conditional orders.
 
well, still no answer, so i gonna send you 3 versions of orders
1 for if workers DONT take upkeep
2 for if i am allowed to go into -.05 gold
3 for if you gonna disband one of my units (i assume i get to chose which) if its this option then its gonna be REALY confusing.
 
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