FëStNes:Age of Discovery
An Alt. History NES starting in 1490 at the dawn of the age of discovery.Basic Rules
Player: CFC nickname of the person that controls the nation
Nation: Name of the nation
Government: The Nations government, Monarchy is the most common.
Monarchy: Culture and Happiness are Less affected by war, slavery or piracy. Monarchies can trade for up to 100% of their unmodified Income
Republic: Happiness, Culture and Education rise and drop faster, Monarchies can trade for up to 150% of their unmodified Income
Happiness: How happy the people of this nation are, an unhappy nation can cause desertion, revolt and all king of nasty stuff, the military of an happy nation is more loyal an thus his army fights better. Happiness is largely affected by wars, economy and a how well the army is equipped.
Revolting - Angry - Disappointed - Average - Content - Happy - Bliss.
Culture: Culture determines how other nations and tribes react toward this nation, Culture his affected by the nations morality, (slavery, piracy, wars etc), the Nations dedication (funding) to Art and Religion and how well the Nation is educated.
Barbaric, Poor, Lacking, Average, Developed, Model, Inspiring.
Education: Education mainly determines the costs of technology, For Every level under Enlightened the technology costs 20% above the Base cost.
The Levels Are Ignorant, Poor, Lacking, Average, Smart, Enlightened.
Economy: Your Agriculture Industry and Services, in those Branches the First number represents how much that Branch of you economy is developed, while second Number Represents the maximum development possible for you nation, developing a branch costs 2 gold if that branch is currently developed under 50% otherwise it costs to 4 Gold, You can increase your max development cap by conquering new lands, new technologies, wonders and projects might increase that too, Each point in your developed branches generates 1 gold per Turn.
Laborers: This represents the amount of Forced Laborers your nation employees, slaves can be either bough at slave markets or raided from Tribes, criminals can are products of your fine society, a Nation with high education will tend to produce less criminals than one with a low education, converts can be gained by sending missionaries to Native tribes, the amount of Converts you gain will be determined by the number of missionaries and your nations culture, but if you send too many missionaries the tribes will be angered. Beware though that slaves lower you culture and education and that converts and criminals lower your education only.
Laborers can produce for up to 100% of the Nations unmodified income
Merchant Fleet: A nation's merchan fleet will produce an extra income by shipping goods to and from colonies and to and from foreing nations, the maximum trading that a nation can do depends on their form of government, Monarchies can trade for up to 100% of their unmodified Income while Republics can do the same for 150% of their nation's unmodified income.
Army: this represents all Land Based armed forces, you will need them to conquer territories, and handle Tribes and Nations in wars.
Navy: Your Sea Based forces, they are extremely important to go and claim wild lands, you will need them to conquer other nations to at some point and sea trade is much more profitable so a navy is a must.
Unique Units: every nation is allowed one, these may be either land or sea based units, they should have some Bonuses/Special Attributes and Weaknesses, the UU may be replaced at any time though the old UU might not let themselves be disbanded easily, especially if their numbers are great and thus have lots of influence in your empire
Your maximum purchase per turn is determined by how well your industry is developed, a nation with 5/8 industry can purchase 5 units per turn in whatever combination.
Upkeep: your military upkeep is equal to half the raising cost of the Units in the branch.
Upgrading: The cost of upgrading a unit to one level higher is equal to half the raising cost of a same ammount of units.
Mercenaries: From time to time bands of Mercenary bands will approach certain rulers, bands of mercenaries will be cheaper to hire than recruiting an equal amount of soldiers and are generally more skilled in combat, however they will be more expensive to maintain and will be faster to desert their employers.
Pirates: As colonies and riches starts to get shipped back to the old world criminals will try to profit from this flow or riches in the form of Piracy. Pirates will plague your trade routes and colonies unless they are properly defended with a strong military presence.
Privateers: If a government of a country provides a letter of marque and reprisal to a shipowner (often pirates) that shipowner is allowed to arm his ship and attack other ships sailing under a particular flag and that shipowner becomes a privateer. To the target country, a privateer looks very much like a pirate, and indeed that is the intention. The only difference is that pirates are considered outlaws by all nations, while privateers have Immunity from the country that commissioned them. However privateers are only entitled a share of the seized cargo, the rest goes to the government as payment for the grievance, making Privateering a slightly less dangerous but less profitable profession than Piracy
Treasury: This is the amount you have in your chests. You can spend it but any you leave will be kept there, it might be wise to keep some reserves for emergencies.
Projects: some projects will be available to all, like the Voyage to the Americas, Slave Colonies, Missionary Expeditions, Penal Colonies, others you can create yourself, like a college that increases you education, or an museum to increase both education and culture, or maybe you can buy or commission a grand painting or statue from a great Historic charter like Michelangelo or Leonardo da Vinci and receive a grand boost in culture. Projects can be whatever you want as long as its not something completely unrealistic or unbalanced.
Wonders: if you project is magnificent enough theyll be granted the rank of Wonder
Complains to the Mod: Must be done by PM or MSN and as long as complains are backed with solid arguments and the complainer is willing to listed to my own arguments i am sure we will get along just fine.
Orders:Must be sent prior to the update deadline by PM or E-Mail
Spammers: Spamming players will be magnets all sorts of bad luck, so if your treasury is stolen and your armies revolt dont say i didnt warn you! other spammers simply attract the forum's moderators