WarlordMatt
Emperor
- Joined
- Apr 29, 2002
- Messages
- 1,383
This one should be a whole lot better than my last two. 
Rules
1 NES year = 5 days(Mon. - Fri.) Over the weekends, no posts will be made while I decide battles, etc. BE REALISTIC. That means no declaring war on others for a reason such as, "they are next to me," or because of "power". (Hear that AnarchyRulz?
) Diplomacy is as it is in all the other NES's.
This is a fantasy NES, and some of the civs you may recognize from Warcraft, LOTR, etc. But everything else I made up. The game starts at 1 BT(Beginning of Time). The map is divided into Territories on each continent. There are 4 continents(A, B, C, D) and 1 small island and each territory has a number. So, the first territory on continent A would be called A1, then comes A2 and so on and so forth. You start out with your capital territory, which doesn't have a number, and you start out with 50 gold. You may choose to purchase ground units(gold cost varies by unit) or a warship(the universal naval unit) Ground units may move 1 territory per turn. To own a territory, you must first move a ground unit into an unclaimed and unoccupied territory Then, next turn, you may purchase the territory for 10 gold. For every territory you own, you get 10 gold per turn(gpt), and you also get 10 gpt for your capital. Each territory has an immovable militia to defend against enemy units, and their defense is 3.(the capital's militia has a defense of 4). If the capital of a civ is captured, yet the civ has some territories left, it still exists, yet the militia's defense is now 2 and they get 5 less gpt than they usually would. If a friendly unit occupies a territory which is being attacked by an enemy unit, the friendly unit will defend, yet if the friendly unit dies the militia will have to fight.
As of warships, ships are mainly used to transport units to different continents. Ships can carry one unit at a time. The black lines connenting the continents on the map are routes the ship can take while transporting units. A unit must be on a territory where a route connects, but that's it. Once a unit uloads onto the territory at the other side of the route, it must fight the militia. You can choose to fortify the ship on the coast(it is vunreble to attack) or send it back to your continent. Naval combat takes place if a fortified ship is attacked, or if two enemy ships are traveling the same route the same turn. In this kind of naval battle, the winner continues along the route and the loser and its cargo(unit) die.
Remember to PM me your orders, and here is an example:
I have 70 gold this turn.
I spend 50 gold on 2 warships in Territory C35.
I spend 30 gold on 2 pikemen in my Capital.
I load 2 pikemen in my Capital onto 2 warships to attack Territory B5 via Route 8.
I move 1 knight in Territory C28 to Territory C27.
I attack the Dark Elf warship fortified on my coast with a warship.
I move 1 pikeman in Territory C19 to Territory C12 to claim it next turn.
Resources
There are resources in this NES, a first, I think.
See those brown and light-gray colored boxes in some territories on the map? Those are resources. The brown boxes are horses, and the light-gray is iron. If you claim a territory with a resource in it, you gain access to it. If you have extra resources, you may trade them to other civs via diplomacy posts on the thread. You will need resources to build certain units.
Wizards
Wizards are special units that every civ can build. They cost 20 gold and can only travel if they are added to a unit in the territory the wizard is built in. Wizards greatly increase their unit's chances of winning a battle. They require no resources.
Civilizations
There are only six, so the game is easier.
Human Empire (dark-gray)
Leader: Yoshimitsu (Civanator)
High Elves (teal)
Leader: Feanor (curufinwe)
Wood Elves (brown)
Leader: High and Mighty Zordon (AnarchyRulz)
Dark Elves (black)
Leader: Dark Knight (Dark Wanderer)
Orks (green)
Leader: Billy-Bob Orcsson (.:KNAS:.)
Demon Empire (red)
Leader: Baal (Kennelly)
Units
Each civ has 2 types of ground unit. I will decide battles with my special dice system.
Human Empire:
Knight
A:4 D:4
Resources: Horses, Iron
Cost: 25 gold
Pikeman
A:1 D:3
Resources: None
Cost: 15 gold
High Elves:
Royal Spearman
A:3 D:4
Resources: Iron
Cost: 20 gold
Bronze Swordsman
A:3 D:1
Resources: None
Cost: 15 gold
Wood Elves:
Tree Guardian
A:2 D:5
Resources: Iron
Cost: 20 gold
Longbow Archer
A:2 D:2
Resources: None
Cost: 15 gold
Dark Elves:
Dark Horseman
A:5 D:3
Resources: Horses, Iron
Cost: 25 gold
Spear Guardsman
A:2 D:3
Resources: None
Cost: 20 gold
Orks:
Black Ork
A:4 D:3
Resources: Iron
Cost: 20 gold
Barbaric Ork
A:2 D:1
Resources: None
Cost: 10 gold
Demon Empire:
Monster Horde
A:6 D:1
Resources: Iron
Cost: 20 gold
Chaotic Warrior
A:3 D:2
Resources: None
Cost: 20 gold
Map
Important Note: The game starts Monday. If I don't have 6 players by then, we'll have to wait till the Monday after that for six people to join.
Enjoy this NES!!

Rules
1 NES year = 5 days(Mon. - Fri.) Over the weekends, no posts will be made while I decide battles, etc. BE REALISTIC. That means no declaring war on others for a reason such as, "they are next to me," or because of "power". (Hear that AnarchyRulz?

This is a fantasy NES, and some of the civs you may recognize from Warcraft, LOTR, etc. But everything else I made up. The game starts at 1 BT(Beginning of Time). The map is divided into Territories on each continent. There are 4 continents(A, B, C, D) and 1 small island and each territory has a number. So, the first territory on continent A would be called A1, then comes A2 and so on and so forth. You start out with your capital territory, which doesn't have a number, and you start out with 50 gold. You may choose to purchase ground units(gold cost varies by unit) or a warship(the universal naval unit) Ground units may move 1 territory per turn. To own a territory, you must first move a ground unit into an unclaimed and unoccupied territory Then, next turn, you may purchase the territory for 10 gold. For every territory you own, you get 10 gold per turn(gpt), and you also get 10 gpt for your capital. Each territory has an immovable militia to defend against enemy units, and their defense is 3.(the capital's militia has a defense of 4). If the capital of a civ is captured, yet the civ has some territories left, it still exists, yet the militia's defense is now 2 and they get 5 less gpt than they usually would. If a friendly unit occupies a territory which is being attacked by an enemy unit, the friendly unit will defend, yet if the friendly unit dies the militia will have to fight.
As of warships, ships are mainly used to transport units to different continents. Ships can carry one unit at a time. The black lines connenting the continents on the map are routes the ship can take while transporting units. A unit must be on a territory where a route connects, but that's it. Once a unit uloads onto the territory at the other side of the route, it must fight the militia. You can choose to fortify the ship on the coast(it is vunreble to attack) or send it back to your continent. Naval combat takes place if a fortified ship is attacked, or if two enemy ships are traveling the same route the same turn. In this kind of naval battle, the winner continues along the route and the loser and its cargo(unit) die.
Remember to PM me your orders, and here is an example:
I have 70 gold this turn.
I spend 50 gold on 2 warships in Territory C35.
I spend 30 gold on 2 pikemen in my Capital.
I load 2 pikemen in my Capital onto 2 warships to attack Territory B5 via Route 8.
I move 1 knight in Territory C28 to Territory C27.
I attack the Dark Elf warship fortified on my coast with a warship.
I move 1 pikeman in Territory C19 to Territory C12 to claim it next turn.
Resources
There are resources in this NES, a first, I think.
See those brown and light-gray colored boxes in some territories on the map? Those are resources. The brown boxes are horses, and the light-gray is iron. If you claim a territory with a resource in it, you gain access to it. If you have extra resources, you may trade them to other civs via diplomacy posts on the thread. You will need resources to build certain units.
Wizards
Wizards are special units that every civ can build. They cost 20 gold and can only travel if they are added to a unit in the territory the wizard is built in. Wizards greatly increase their unit's chances of winning a battle. They require no resources.
Civilizations
There are only six, so the game is easier.
Human Empire (dark-gray)
Leader: Yoshimitsu (Civanator)
High Elves (teal)
Leader: Feanor (curufinwe)
Wood Elves (brown)
Leader: High and Mighty Zordon (AnarchyRulz)
Dark Elves (black)
Leader: Dark Knight (Dark Wanderer)
Orks (green)
Leader: Billy-Bob Orcsson (.:KNAS:.)
Demon Empire (red)
Leader: Baal (Kennelly)
Units
Each civ has 2 types of ground unit. I will decide battles with my special dice system.
Human Empire:
Knight
A:4 D:4
Resources: Horses, Iron
Cost: 25 gold
Pikeman
A:1 D:3
Resources: None
Cost: 15 gold
High Elves:
Royal Spearman
A:3 D:4
Resources: Iron
Cost: 20 gold
Bronze Swordsman
A:3 D:1
Resources: None
Cost: 15 gold
Wood Elves:
Tree Guardian
A:2 D:5
Resources: Iron
Cost: 20 gold
Longbow Archer
A:2 D:2
Resources: None
Cost: 15 gold
Dark Elves:
Dark Horseman
A:5 D:3
Resources: Horses, Iron
Cost: 25 gold
Spear Guardsman
A:2 D:3
Resources: None
Cost: 20 gold
Orks:
Black Ork
A:4 D:3
Resources: Iron
Cost: 20 gold
Barbaric Ork
A:2 D:1
Resources: None
Cost: 10 gold
Demon Empire:
Monster Horde
A:6 D:1
Resources: Iron
Cost: 20 gold
Chaotic Warrior
A:3 D:2
Resources: None
Cost: 20 gold
Map

Important Note: The game starts Monday. If I don't have 6 players by then, we'll have to wait till the Monday after that for six people to join.
Enjoy this NES!!