FfH NES (Never Ending Story)?

OK, here is map with starting locations.

Startinglocations.jpg


You can start sending orders, as more or less everything is decided. Remember, flag is your starting CITY, you have 2 more free cities and 500 gold. I'll dig through thread and put all rules in one post so it's easier to grasp, but feel free to ask if you don't know. My email is sumar_00@hotmail.com
 
Some icons to represent what you'll be fighting outside of normal troop classes (I tried to make them look similar to Rome: Total War)

Paladin.jpg
Bear.jpg
IronGolem.jpg


That white line next to Balseraph starting position is just an error I made, I'll fix it, it is NOT a barrier or something.
 
No problem, but where can I find information about Emyrs?
http://forums.civfanatics.com/showthread.php?t=257348
Emyrs are to AV as Pepsi to Coca-cola. More arcane lore, less destruction, mayhem and bloody sacrifices (but they are sometimes needed) IMO. But their patron godness wants to merge planes together. Ask Kael, if you have to.

Also: How it is with exploration? Are we (players) in contact from the strart or have we establish a contact first? Dous we know resources in different provincies?

How long is one turn in game?

Could you bring back palisade? a defense building with low cost and no tech?
And could you make few later techs for builders T3 have one and T4 nene.
 
Linked rules in the first post. Do you want the new thread in FfH forum of NES forum?

Diplomacy is allowed from the start. It would be pointless to forbid it as you can communicate via PM's anyway :) There is no commerce trade at early stages anyway. But as long as you are so far away, espionage and similar attempts will be more much expansive. Tech tradings are, however, allowed. Keep in mind that when you make a deal for tech trading, you still need to wait as many turn as it would normally take to research tech before you can apply it. It doesn't matter much for T1 techs as they take 1 turn to research (i.e. available at next turn)

One turn is for now 48 hours, we can agree to change that to anything else.

You will discover resources. You need mining for metals, and agriculture for food resources (I'll add that in tech description). You will discover resource when you settle the province, but you can order scouting of all adjacent provinces to find this out ahead.

I'll add palisades and also some advanced walls. I'll keep in mind to add later builder techs (as it stands t4 techs are only for uber units.)
 
I have feeling, that this will not go over ... (:

Ok, so:
Civ Leader Name: Cassiel
Government: Monarchy

Is there anything that will prevent from overexpansion (except found cost)? Meaning when I in game found many cities, my economy will be dead due to maintaince cost...
What about heroes and adventurers ?
Gigori medics will be replaced by Priests(without any spells but cure disease) ?
Spells ?
Diplomacy will be in this thread ?
Tech researching takes turns or gold or both ??
When I create regiment of unit, can I give them orders in same turn ?
 
I have feeling, that this will not go over ... (:

Civ Leader Name: Cassiel
Government: Monarchy

Is there anything that will prevent from overexpansion (except found cost)? Meaning when I in game found many cities, my economy will be dead due to maintaince cost...

City founding costs increase with each next city. But there is no upkeep. If someone becomes way too big, stability kicks in...
 
A thread in the NES forum could attract some more experienced players. It'd be nice if the troops, improvements, and buildings had their tech requirements next to them, just save a bit of a hassle.
 
Slight change and update to the rules added to the first post:

You can trade techs. Keep in mind that after you agree to buy a tech you still need to wait half as many turns as it would take to research it (to a minimum of 1) (it takes time to apply tech in society)
You can begin researching only one tech per turn, but if you have tech being researched or bought you can start researching next one. As with buildings, you always pay costs up front, not per turn.




You need sailing to colonize overseas! Transports carry troops overseas, one transport for one unit. Before compass, your ships must stay in province adjacent to province you own (this isn't so big limitation, as sea provinces are large and border many land provinces)




You need agriculture to use 'farmed' resources, and can see such resources from the start.
You need mining to see 'mined' resources. Mining allows usage of marble, gold, gems but not usage of copper, iron or mythril.


When training armies, specify where you want them deployed, and how do you want them grouped. Groups of more than one regiment that move and fight as one will be called Armies or Army Groups. You can pick up a name for each group or I'll assign generic name. This is important as I'll use these names to manage armies (So when you say 'move Red Banner Army from X to Y' I know what I need to do.)

Also, you can name your cities. It's best to keep to FfH names. I'd be grateful if you look up to city list and send me a name of your new city, it'd save me some time.
 
No more than few months have passed since Age of Ice ended, but hostilities already broke out.

Cassiel's settlers went on to colonize a province they named Kalm(#21) when settlers found out that an outpost was already under constuction by Kuriotates, who came there just few days earlier. Since Cardith ordered some militia troops to be trained, they quickly came to the area and gave the Kurios the second advantage, besides time.
Grigori didn't back down. They still hold their part of the province and no side can claim that they control region completely.

Kuriotates invested small amounts of gold and sent their ambassadors to all nations of the world. They all bring gifts and good wishes, and hopes of cooperation. The world is slightly more sympathetic towards Kurios, as they currently have slightly more prestige. If Grigori did the same, they could turn this to their advantage.

Ambassador that went to Midgar said that province is a core part of Kuriotates territory and that they do not intend to leave it, in any case, and that is best for Grigori to abandon it if they don't want conflict.

However, he also spread the word about peace, and suggested that Kurios and Grigori can and should live in harmony. He offered an Open Borders agreement to Cassiel.

Another ambassador went to Luchuirp lands, and suggested that their people should be closer together and in good relations. He offered to divide lands between this two nations: Province 40 should be Kuriotates, and 39 Luchuirp, and mountain range in between.

Those two nations are all allowed to make their second colonization attempt this turn

Other nations are encouraged to make their stand on the issue

All others, please send orders in next 24 hours. I suggest reading entire 1st post, as some things were changed or explained better.
 
I, Perpentach, and all of the Balseraph people stand neutral in this conflict but hope that the Kuriotates and Grigori people can resolve their differences without bloodshed.
 
Ok, so I will withdraw from area 21 to 20 ... I have no interest to start war right now, but:

Message:
to Kuriotates
from Grigori

Hi, Cardith Lorda
I have no interest to start war yet, so I will not try to create city in area 21, however we will not retreat from islands 23, 24, 25 ... Any try to settle city there or even try to enter there will be considered as act of war ...

Greetings
Cassiel

*End of Message
 
The Luchuirp are neutral in this event, all we wish is that peace be maintained. And to the Kuriotates, we agree with your land division. We were planning on moving into those mountains anyways.


(My orders will come soon)
 
How will the Infernals be summoned? A wonder? A special tech? Or do I have to do the dirty work and start the rituals in hell? What about hell terrian and the Armageddon counter? Will we have an AC or will hell always spread, or only spread to infernal lands? I'd also like to change my name from "abculatter_2" to "Agares".
 
I'm still waiting on orders from Amurites and Khazaad.
To get things moving, if orders do not come in next 12 hours (even bit more, tomorrow when I wake up) I'll play turn on and allow Amurites and Khazaad to settle two provinces next turn.
 
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