lemonjelly
Modding For Ethne
If you like the Mazera thread, try this. I reccomend the Mazera thread, I'm playing Amurites, BTW.
If you like normal NES's but find them too limiting and yet too lax or intimidating, try FFHlazyNES: Namaris, which will be easier, slower-paced, less restricting, and with set rules that are hopefully simple to understand.
PLEASE ARRANGE ORDERS LIKE THIS:
Title: [Namaris] {Civname} Orders (turn {number})
Orders:
Well, orders, basically. Where you want to spend your gold and stuff. If your starting a project, it goes here too.
-----
"A quote or story that sums up an important part of the order that you don't mind people knowing"
-----
Sample Orders;
Title: [Namaris] Sheaim Orders (turn 1)
Orders:
Something shiny outside Gaveholme has been slightly uncovered to reveal a crystal. But not any ordinary crystal, for anyone near it can hear the thoughts of the others in close proximity to this wonder. Tebryn has started a project called 'Uncovering Mysteries'. He has gave the team working on this project 2 Gold. (2/6)
Another 4 gold invested in a scouting expedition that is sent out into the forests.
The Palace Sage has been seen reading a lot of ancient arcane textbooks.
4 gold banked.
-----
"Rumors have spread that the Sheaim have started to uncover a crystal of power. Actually, they aren't crystals, I can hear the thoughts, and they are true."
-----
When I finished writing them, they sounded like perfect orders to actually give the Sheaim, so I will use them for the 1st turn of Sheaim orders. I hope I'm not giving too much away xD
Sample Results;
-----------------------------------------------------------------------------------------------------
Background In Spoiler.
The World Of Namaris has three main known continents. Omelis to the north, Moorning to the right, and Deuxen to the south. The Continents were once one mighty land mass, united physically and politically as humanity, with the signature of the compact, was free to grow and unite. Though the gods were not allowed to live and could only indirectly interact with humanity, the people continued to live for long ages like they had been taught, elves being the caretakers of the forests, dwarves of mountains, and the Aifons the oceans. As time passed, the tribes of primitive humans united under a powerful and benevolent warlord, named Kylorin, who took as his wife the daughter of a defeated chieftain. He lived in joy with her, until he discovered her betrayal, and planned to throw himself from the tallest tower of his palace, but the Goddess Ceridwen gave him eternal youth and taught him to use magic, promising Kylorin that his wife would be reborn again and again, every time she died. As magic spread, Kylorin chose 21 students, each powerful in one sphere of the gods. But, slowly, Kylorin’s reign over Patria became more and more corrupt. As evil spread and Kylorin abandoned Ceridwen and turned to Nantosuelta, who taught him the good side of Magic. But his students sensed a change in him, and so he fled to the most righteous of the Righteous, the Bannor, wielders of the Holy Flame of Bhall. Together, they fought the evilest of Kylorin’s Students to a standstill, Kylorin binding or slaying all. In this way Barbatos the Undying was bound in a crypt, Perpentach the Mad was imprisoned in the tower of eyes, under the everwatchful guard of Golems, and Laroth the Sly was slain. The patrian Empire collapsed under the strife, and Trenton Majosi, the last of Kylorin’s students returned to his home with the Aifons. He believed he had found the answer to their questions, and began a ritual to bring Danalin back into the world to protect his people. As the Ritual neared completion, Majosi saw something, something so horrible he stopped the ritual, and the Aifon population disappeared.
Meanwhile, Bhall was corrupted and fell, dragging the Bannor deep into hell with her. Seeing the opportunity, Mulcarn the Frozen entered the world and claimed it for his own. Kylorin, seeking his lost love, found her at last among the Amurites, a small tribe of survivors. Kylorin proclaimed himself King of the Amurites, and led them to victory over Mulcarn. As the ice melted, it reshaped the land beneath it, leaving the continents in the present state, fresh and virgin, ready to be claimed by those remnants of the people of Old.
Rules In Spoiler.
Remember to READ THE RULES
Map
.
..
...
..
.
Unique Techs:
Civ-Unique:
Malakim - Golden Touch (Increased chance of Good monetary events)
Amurites - Legacy of Kylorin (increased chance of Mysticism type events)
Bannor - Constant Warfare (+5% efficiency to military)
Lanun - Seafaring (allows navy)
Khazad - Minds of Gold (Decreased chance of negative economic events)
Clan - Pyromaniacs (decreased Gold from cities captured, increased gold from cities razed.)
Balseraphs - Stronger Alcohol (-10 melee efficiency, +10 divine efficiency)
Sheaim - Rites Of Ceridwen (+10% Arcane efficiency, +10 to stability when in positives, -10 when in negatives.)
Other:
None at present.
Credits:
To cypher132 for creating the Mazera thread
To Opera for the name 'Namaris'
BIG THANKS TO thomas.berubeg FOR HELPING ME IN THIS!
If you like normal NES's but find them too limiting and yet too lax or intimidating, try FFHlazyNES: Namaris, which will be easier, slower-paced, less restricting, and with set rules that are hopefully simple to understand.
PLEASE ARRANGE ORDERS LIKE THIS:
Title: [Namaris] {Civname} Orders (turn {number})
Orders:
Well, orders, basically. Where you want to spend your gold and stuff. If your starting a project, it goes here too.
-----
"A quote or story that sums up an important part of the order that you don't mind people knowing"
-----
Sample Orders;
Spoiler :
Title: [Namaris] Sheaim Orders (turn 1)
Orders:
Something shiny outside Gaveholme has been slightly uncovered to reveal a crystal. But not any ordinary crystal, for anyone near it can hear the thoughts of the others in close proximity to this wonder. Tebryn has started a project called 'Uncovering Mysteries'. He has gave the team working on this project 2 Gold. (2/6)
Another 4 gold invested in a scouting expedition that is sent out into the forests.
The Palace Sage has been seen reading a lot of ancient arcane textbooks.
4 gold banked.
-----
"Rumors have spread that the Sheaim have started to uncover a crystal of power. Actually, they aren't crystals, I can hear the thoughts, and they are true."
-----
Sample Results;
Spoiler :
Projects updated.
In the forests, your scouts have found a land full of wild animals. While it would be good hunting land, they reccomend that a defending army be sent with any settling parties to ensure their safety.
Banked gold updated.
In the forests, your scouts have found a land full of wild animals. While it would be good hunting land, they reccomend that a defending army be sent with any settling parties to ensure their safety.
Banked gold updated.
-----------------------------------------------------------------------------------------------------
Background In Spoiler.
Spoiler :
The World Of Namaris has three main known continents. Omelis to the north, Moorning to the right, and Deuxen to the south. The Continents were once one mighty land mass, united physically and politically as humanity, with the signature of the compact, was free to grow and unite. Though the gods were not allowed to live and could only indirectly interact with humanity, the people continued to live for long ages like they had been taught, elves being the caretakers of the forests, dwarves of mountains, and the Aifons the oceans. As time passed, the tribes of primitive humans united under a powerful and benevolent warlord, named Kylorin, who took as his wife the daughter of a defeated chieftain. He lived in joy with her, until he discovered her betrayal, and planned to throw himself from the tallest tower of his palace, but the Goddess Ceridwen gave him eternal youth and taught him to use magic, promising Kylorin that his wife would be reborn again and again, every time she died. As magic spread, Kylorin chose 21 students, each powerful in one sphere of the gods. But, slowly, Kylorin’s reign over Patria became more and more corrupt. As evil spread and Kylorin abandoned Ceridwen and turned to Nantosuelta, who taught him the good side of Magic. But his students sensed a change in him, and so he fled to the most righteous of the Righteous, the Bannor, wielders of the Holy Flame of Bhall. Together, they fought the evilest of Kylorin’s Students to a standstill, Kylorin binding or slaying all. In this way Barbatos the Undying was bound in a crypt, Perpentach the Mad was imprisoned in the tower of eyes, under the everwatchful guard of Golems, and Laroth the Sly was slain. The patrian Empire collapsed under the strife, and Trenton Majosi, the last of Kylorin’s students returned to his home with the Aifons. He believed he had found the answer to their questions, and began a ritual to bring Danalin back into the world to protect his people. As the Ritual neared completion, Majosi saw something, something so horrible he stopped the ritual, and the Aifon population disappeared.
Meanwhile, Bhall was corrupted and fell, dragging the Bannor deep into hell with her. Seeing the opportunity, Mulcarn the Frozen entered the world and claimed it for his own. Kylorin, seeking his lost love, found her at last among the Amurites, a small tribe of survivors. Kylorin proclaimed himself King of the Amurites, and led them to victory over Mulcarn. As the ice melted, it reshaped the land beneath it, leaving the continents in the present state, fresh and virgin, ready to be claimed by those remnants of the people of Old.
Rules In Spoiler.
Spoiler :
CREATING A NATION:
Chose a Nation from among the Fall from Heaven Vanilla or Modmod(mod(mod(ad infinitum))) Civs.
Use the Template below
Nation Name:
Leader:
GPT: 10
Capital:
Capital Location*:
Background:
*Province and location in province, like top-right, near coast ect.
Cities
Settlements:
Cost: 10, 10, 15, 15, 20, 20, ect.
Benefit: 5 GPT
Cities:
Cost: 25, 25, 30, 30, 35, 35, ect.
Benefit: 7 GPT
BUT if the city is a capital, yours or one you captured, it is 10 GPT.
To upgrade from a Settlement to a City, it costs 15 gold.
Magic
Each nation has a spell-book. These are the list of specific spells that that nation’s casters has access to. YOU (the player) designs the spells (with the moderator acting to balance that spell). Each spell must be related to at least one mana type.
You can also use the ‘base’ FFH (And Mods) spells.
Rituals and Projects
Think of something that actually makes sense, like diverting gold for a massive boost in research, and we’ll assign it a monetary value. Additionally, you can suggest a unique technology (again, that makes sense) for your nation. If it gets approved, it will be assigned a Tech Point value and effect and will act like any other exclusive tech.
Some rituals also need time to complete, such as breeding of animals efforts and some rituals known as Wonders. So big that multiple generations worked on them before they are completed.
The actual FFH projects are in the game as well. PM thomasberubeg or me for more information, or if you are planning on using a ritual.
Resources
You will occasionally simply be told that a resource is present in a particular province. To determine what resources are present, a player may choose to conduct a ‘resource survey’ which will tell them what resources are present and what capacity that province has for hunting, farming, fishing and mining improvements. A survey of this sort costs 5 gold per province.
A province may occasionally develop new natural resources. Players have no control over the development of new natural resources.
To connect a resource, ask your GM how much connecting the resource will cost (to represent the construction of the extractor, and in some cases, the cost of purifying the resource, or working it into a usuable form.)
Economy And Infrastructure
Your economy is represented by units called gpt, or gold per turn. Simply put, this is the salary that your country gets every turn. You can spend this on the items below, or put it into your bank. If your economy is between 1 gpt and 500 gpt, it takes 3 turns for your gpt to rise by 10. (From 500 gpt to 750 gpt, it is 5 turns. More than 750 is 8 turns.) This is the base rate at which it rises; however, you can increase your economy by fixed numbers by building or capturing cities, researching certain techs and capturing resources.
Military
Military will be a combination of Stories and actual Gold spent on armies. Combat will happen in stories, while the armies in said stories will be bought with gold. Any unrealistic story of combat will be Nixed by the GMs.
Technology
All Civs will have a unique tech tree, based on events and their surroundings. However, unlike all previous FFH NES and games, Namaris will have blind research. Techs will be handed out to players based on random events and the actions of the player. For example, Should a player be warlike and aggressive, they will research more military techs. However, this is not the only way to receive techs. Techs that are showy (boats) will have a huge chance of leaking to other civs. Additionally, events and low stability can cause leaking of techs.
Stability
Your Nation’s Stability is on a scale of -20 to 20, with a lower number increasing the chance of a Bad event, and a larger number increasing the change of a good event. This number also influences the magnitude of the Event. Low Stability may cause such things as civil war, rebellion, or even natural disaster (The Gods ) while high stability will increase the chance of good events, such as population increase, wonder construction, etc.[/SIZE]
GM role
Each GM will be playing and moderating the game in the form of the Overcouncil (Thomas.berubeg) or Undercouncil (lemonjelly) Good Civs (and some Neutral) will send their orders to the Overcouncil, while Evil (and some Neutral) will send their orders to the Undercouncil. Both Councils may lend their aid to those they feel need it.
Chose a Nation from among the Fall from Heaven Vanilla or Modmod(mod(mod(ad infinitum))) Civs.
Use the Template below
Spoiler Template :
Nation Name:
Leader:
GPT: 10
Capital:
Capital Location*:
Background:
*Province and location in province, like top-right, near coast ect.
Cities
Settlements:
Cost: 10, 10, 15, 15, 20, 20, ect.
Benefit: 5 GPT
Cities:
Cost: 25, 25, 30, 30, 35, 35, ect.
Benefit: 7 GPT
BUT if the city is a capital, yours or one you captured, it is 10 GPT.
To upgrade from a Settlement to a City, it costs 15 gold.
Magic
Each nation has a spell-book. These are the list of specific spells that that nation’s casters has access to. YOU (the player) designs the spells (with the moderator acting to balance that spell). Each spell must be related to at least one mana type.
You can also use the ‘base’ FFH (And Mods) spells.
Rituals and Projects
Think of something that actually makes sense, like diverting gold for a massive boost in research, and we’ll assign it a monetary value. Additionally, you can suggest a unique technology (again, that makes sense) for your nation. If it gets approved, it will be assigned a Tech Point value and effect and will act like any other exclusive tech.
Some rituals also need time to complete, such as breeding of animals efforts and some rituals known as Wonders. So big that multiple generations worked on them before they are completed.
The actual FFH projects are in the game as well. PM thomasberubeg or me for more information, or if you are planning on using a ritual.
Resources
You will occasionally simply be told that a resource is present in a particular province. To determine what resources are present, a player may choose to conduct a ‘resource survey’ which will tell them what resources are present and what capacity that province has for hunting, farming, fishing and mining improvements. A survey of this sort costs 5 gold per province.
A province may occasionally develop new natural resources. Players have no control over the development of new natural resources.
To connect a resource, ask your GM how much connecting the resource will cost (to represent the construction of the extractor, and in some cases, the cost of purifying the resource, or working it into a usuable form.)
Economy And Infrastructure
Your economy is represented by units called gpt, or gold per turn. Simply put, this is the salary that your country gets every turn. You can spend this on the items below, or put it into your bank. If your economy is between 1 gpt and 500 gpt, it takes 3 turns for your gpt to rise by 10. (From 500 gpt to 750 gpt, it is 5 turns. More than 750 is 8 turns.) This is the base rate at which it rises; however, you can increase your economy by fixed numbers by building or capturing cities, researching certain techs and capturing resources.
Military
Military will be a combination of Stories and actual Gold spent on armies. Combat will happen in stories, while the armies in said stories will be bought with gold. Any unrealistic story of combat will be Nixed by the GMs.
Technology
All Civs will have a unique tech tree, based on events and their surroundings. However, unlike all previous FFH NES and games, Namaris will have blind research. Techs will be handed out to players based on random events and the actions of the player. For example, Should a player be warlike and aggressive, they will research more military techs. However, this is not the only way to receive techs. Techs that are showy (boats) will have a huge chance of leaking to other civs. Additionally, events and low stability can cause leaking of techs.
Stability
Your Nation’s Stability is on a scale of -20 to 20, with a lower number increasing the chance of a Bad event, and a larger number increasing the change of a good event. This number also influences the magnitude of the Event. Low Stability may cause such things as civil war, rebellion, or even natural disaster (The Gods ) while high stability will increase the chance of good events, such as population increase, wonder construction, etc.[/SIZE]
GM role
Each GM will be playing and moderating the game in the form of the Overcouncil (Thomas.berubeg) or Undercouncil (lemonjelly) Good Civs (and some Neutral) will send their orders to the Overcouncil, while Evil (and some Neutral) will send their orders to the Undercouncil. Both Councils may lend their aid to those they feel need it.
Map
Spoiler :
.
..
...
..
.
Unique Techs:
Civ-Unique:
Malakim - Golden Touch (Increased chance of Good monetary events)
Amurites - Legacy of Kylorin (increased chance of Mysticism type events)
Bannor - Constant Warfare (+5% efficiency to military)
Lanun - Seafaring (allows navy)
Khazad - Minds of Gold (Decreased chance of negative economic events)
Clan - Pyromaniacs (decreased Gold from cities captured, increased gold from cities razed.)
Balseraphs - Stronger Alcohol (-10 melee efficiency, +10 divine efficiency)
Sheaim - Rites Of Ceridwen (+10% Arcane efficiency, +10 to stability when in positives, -10 when in negatives.)
Other:
None at present.
Credits:
To cypher132 for creating the Mazera thread
To Opera for the name 'Namaris'
BIG THANKS TO thomas.berubeg FOR HELPING ME IN THIS!