If you are running Windows XP and have a CD burner, then just pop a disk into the drive and a window will open asking what you want to do. click on copy files and then drag the word doc to th eCD window and click finish or whatever it says. Basically drag and drop with XP.
Or you could e mail the doc to an account accessible to the laptop,
Thanks the problem is the desktop is brand new so we do not have internet hooked up to it yet.
Rules are net finalized and I will show you what I have developed so far.
FarowNES02 Rules
Stats:
Name
Cities:
Age:
Population:
Size Stat:
Economy:
Standing Army:
Levies:
Culture:
Infrastructure
Education:
Maintenance Total:
Projects/Wonders
Description:
Name- Your countries name of course
Cities- The cities within your empire. You are required to name them whether or not you like it. Important cities (economic, religious or cultural centers) will be highlighted the color corresponding with each city. The capital will be bolded to represent that it is your capital.
Cities cost 1 economic point. You need at least 10,000 people for each city before you can build another without stifling your economy. Additionally, you need at least 20,000 in the rural areas before additional construction. Likewise if your population falls below the required amount then you face economic problems and entire cities being abandoned. So be careful with city planning and construction.
For instance you country has 60,000 people you can only build 4 cities at the most until your population grows.
Population
One of the most important stats to the game. Yes, I am actually making this stat important now! Now for various other parts of the stats I am making population levels which will influence a variety of things from economy to the military. The number next to the population sizes are maintenance for education.
Population Stats
(0) 10,000- 50,000: 1000 Infantry, 500 Cavalry
(0) 51,000- 100,000: 2000 Infantry, 1000 Cavalry
(1) 101,000- 200,000: 3000 Infantry, 1500 Cavalry
(1) 201,000- 300,000: 4000 Infantry, 2000 Cavalry
(2) 301,000- 400,000: 5000 Infantry, 2500 Cavalry
(2) 401,000- 500,000: 6000 Infantry, 3000 Cavalry
(3) 501,000- 600,000: 7000 Infantry, 3500 Cavalry
(3) 601,000- 700,000: 8000 Infantry, 4000 Cavalry
(4) 701,000- 800,000: 9000 Infantry, 4500 Cavalry
(4) 801,000- 900,000: 10,000 Infantry, 5000 Cavalry
(5) 901,000- 1,000,000: 11,000 Infantry, 5500 Cavalry
Note: May double troop levels at each level. What do you think?
Size Stat
Now size stat is the amount it costs to increase infrastructure and education. It is a representation of the size of your nation in terms of population and land. Simple enough.
Tiny (1)
Small (2)
Medium (3)
Growing (4)
Large (5)
Massive (6)
Roman Empire (7)
Economy
Rural- This stat will be decided on upon by me. You can invest two economy points into it like before but it may not always produce results immediately or it may even require more investment. Being specific in your orders, writing stories or doing projects will greatly if not assure the granting of another point. This stat will go down if you are fighting a war in your lands. Armies tend to steal and plunder during these times even if they are ordered not to plus the usual destruction war causes.
Urban- This will now be representative on the number of cities you have including your special cities (cultural, religious and economic centers).
Trade- Your trade will not just be your economic/trade centers. I will occasionally hand out a bonus trade point if you tap into a resource or something else along those lines.
Your economy stat will be represented like this: Rural/Urban/Trade
Standing Army
This is the newest and most important feature to this rule set. Each nation will have a base standing army based on their population size (see above). You do not have to pay maintenance for these soldiers until you go over the limit. Having large standing armies when not needed will be an economic drain so be careful. Now for every 1000 infantry or 500 cavalry you go over your size you must be one economic point.
Levies
Now during peace time there are the minor threats such as barbarians or raiders. You may call up civilian troops to help defend your nation during these times or during a crisis. Now they do cost money to arm but require no maintenance. However, if you employ them too long it will lower your economy. The longer the civilian soldiers are not tending to their farm the more production your nation overall loses. Also, Levies are only really useful on home ground. Even then they tend to be disorganized against a professional or standing army.
Culture
See Below
Infrastructure
Horrible- No maintenance costs
Pathetic
Poor
Average (1)
Decent (1)
Good (2)
Excellent (2)
Fantastic- (4)
Education
Horrible- No maintenance cost
Pathetic
Poor
Average
Decent
Good
Excellent
Fantastic- When you reach this level your maintenance costs are doubled
Maintenance Total
The total of all your maintenance mainly an easy way for the players and the mod to make sure you are properly spending.
Projects/Wonders
*Insert Original Rules Here*
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Now I am going to introduce a new thing. If your wonder proves not only to be successful but a great feat of civilization it has chance of going into the Hall of Great Wonders. You get to provide a description for me to add just like a UU ad this wonder may occasionally grant bonuses. Birdjaguar’s Well of the Ages would be a great example or the Temple of Brotherhood in Terra Trifluenita. Even if the wonder is destroyed it will be remembered in the Hall of Wonders with a destroyed next to the description. It will no longer provide benefits however. Destroying an enemy wonder can result in much plunder but you may also want the occasional benefits of a wonder. So act wisely when you conquer one. Wonders also inspire people in many ways and often help boost the power and influence of an nation on NPCs.
Three City System
Will Add Latter
Important Notes
I would like to thank the developers of Three City System.
Special thanks to North King, Lord Iggy, and jalapeno dude for their contributions and their rules and ideas have lead to my success thus far.
Confidence has been dropped as it is a fairly useless stat. Of course confidence would be low if you are losing a war or in the middle of an economic depression. And vice versa. Now culture should I adopt a system das is currently using or should I keep the level stat? I think the level stat will remain but with a new approach not yet added.
Now I added some complexity and I am trying drop some other “useless” stats for the purpose of keeping things easier to keep track of. I am going to need to refine the religious and cultural centers. They may now provide random relief from maintenance and as usual provide one point a turn.
To revise stats will be a long process so give me time. Hopefully I can get them up by Sunday but we will see.
So what do you think so far? There probably is much confusion since I am not yet fully completed but you see the way I am heading I hope and can provide some input to the development.