MilarNES: Development Phase

Milarqui

Deity
Joined
Dec 31, 2005
Messages
5,226
Location
Granada, Andalucía, España, Europa
This is my first NES, and I have to say that I am not very sure if this is going to work actually, but I am going to do my best in this matter.

So far, I don't have much done. This is mostly based on CrezNES: ARTOR, which is the NES I have enjoyed the most so far, but I have also added a few ideas of my own.

Please, don't post, because I plan to put in here the first rules, as well as the Techtree and a couple of extra things.

This is a fresh start NES, that is, one where there are no established nations at this moment. The map to be used is going to be the normal Earth map.

You will have to pick out a place to start from. Remember that you are only going to start with one city (or cave, as you will be starting with a group of cavemen).

The climate and such of this planet will be very similar to this Earth, so there won't be any problem on that part.

Stat Template and Explanation:
Spoiler :
Stat Template:
Tartessos / Milarqui
Government: Monarchy
Capital: Tartes
Age: Iron Age
Colour: Dark Green
EC: 10/6 (3 of 15) (-2 upkeep)
Army: 5 Swordsmen, 3 Archers, 2 Riders, 2 Guerrillas (6)
Navy: 4 Galleys, 1 Oar-Ship, 1 Colony Ship (7)
Air:
Spies: Trist (3)
Culture: 10
Religion: Gaianism (50%)
Research: Alphabet (5/15)
Projects:
Wonders: Temple of Gaia (gives +3 gold, +3 culture, reduces chances of cultural flip) (12/20)
Land UU: Guerrilla: soldier trained to ambush and make sneak attacks against unprepared enemies and supply trains. 1 EC
Sea UU: Colony Ship: a special vessel that allows you to bring colones to other places and establish new cities and trade ports, but has no true weapons in it, making it quite a weak enemy. 1 EC.
Air Force UU:

Government

Just invent your own idea of a government, but always with a name that can be linked to some known government (you can call it “Personal Dominion of the God-Emperor”, just as long as it is clear that it's the fancy name you give to “Monarchy”). A change of government might require a good story in which you expose your thoughts on how it would change and why, else it might cause you a temporal loss of EC.

Capital

Quite obvious too. If an attack makes you lose your capital, your income will reduce in a 25% (to make up for the loss of bureaucracy and such), but your army and navy quality will raise 1 point (the soldiers are wishing to take the capital city of their nation back from the enemy, and will do the best to defeat them).

Age

You advance age when you first research one of the techs of that age, but this can't be done until you have researched at least 2/3 of the techs in your current age and all the techs in the age before. The Ages will be as it is:
Stone Age - Bronze Age - Iron Age - Classical Age - Dark Ages - Middle Ages - Renaissance - Age of Enlightenment - Industrial Age - Modern Age - Contemporary Age - Future Age

Color

The color that identifies your territories in the map.

EC

For those who are new to this (which I doubt any of you are), EC is just the name given to the economical capacity of your nation. In 10/6 (3 of 15) (-2 upkeep) the first number tells you how much EC you win per turn. The second number says how much EC you have stored in your Treasury. The third and fourth number say how much EC you have invested in your nation's economy and how much you have to invest (investing is one of the ways you can raise your EC, having to pay 1.5 times your current EC per turn). The last number tells you how much money you lose per turn due to events like your forces upkeep or occupation of part of your lands during a war.

Army/Navy/Air Force

Quite obvious. It says which troops you have, and the quality level, which can go between 1 and 10, 1 being the worst and 10 being the best. Army/Navy/Air Force Quality can be raised through training (raising 1 level costs their current level in EC), winning battles that are not too dipped in your favor and building certain wonders. If you have ordered an unit to train in a turn, it won't fight even if you are attacked by other nation.

For each 5 army units, you have to pay 1 upkeep. The same for 5 navy units and for 5 air force units. You don't have to pay upkeep for outdated units. To update an unit to a better type (for example, from Axe-Man to Swordsman) you have to pay half the level of the army, rounded up, in EC. The recently updated units can't be ordered to attack, but they can defend against enemy attacks.

Having outdated units in your army can be a good idea, sometimes, as they don't cost upkeep, but you can't build them once the new unit has arrived. The only unit that can be built at any time is the Warrior.

Spies

This unit will be used mainly to launch "spy missions" in other nations (see below). One spy costs 1 IC and will always start with 0 experience (unless certain wonders are built). Experience may be won with training (you have to spend their current experience plus 1) or by succeeding in missions. A training spy may not engage in a mission that turn.

Culture

You raise this by writing good stories in the thread and building wonders. The type of government might change how fast it raises, but in normal situations 1 story gives you 1 point. This is useful because if one of your neighbors does not have any culture and you have much, you might be able to culture-flip him and then the country will become part of your empire.

Religion

Also a new idea (taken from Civ4), it's supposed to be part of the glue that holds your country together, and it might also expand to other countries, thus easing your way into the enemy's territory or pave the way for a political union between two neighbors. The percentage means how many people are followers of that religion. It is affected negatively by the size of your nation, the kind of government you have and the presence of other religions, and positively by your culture and the money you are willing to spend on it (this won't happen until you get Priesthood). Please, try to make them interesting, don't go to the normal religions (i.e: the 7 religions that can be discovered in Civ4).

Research

Indicates what is your nation investigating. Up to two technologies can be investigated at the same time. Once you advance an age, the technologies from the age before will reduce their price to a half of their original price, rounded up.

Starting with Bronze Age, each technology gives a bonus to the first nation that researches it. It can be a economy raise, military help or scientific improvements, to name a few. If two nations get the same advancement at the same time, the one who sent the orders first will get the bonus.

Every new nation will get 1 free technology when they start.

Project

This is a small project that might improve the lives of the people in the country in some way. Describe me the idea you have and I will give you a value in IC. Projects can be scrapped if the money is needed, but only half that money is recovered. Only 1 Project at the same time, and no more than 2 projects per age.

Wonder

Like with the project, this will give you some advantage over the other nations, only that I am designing these. They will be equilibrated so that each person can have the possibility to build one wonder. Only 1 Wonder at the same time.

UU

This is a unit you have to invent from the start. You can base it on one of the normal units, giving it some extra advantages and some disadvantages and a fancy name; or you can create it from scratch (as I have done in the example). You can have 1 Army UU, 1 Navy UU and 1 Air Force UU. The Air Force UU won't be used until we reach the Industrial Age. The Army UU and the Navy UU can evolution as the ages pass, but they will always have to have the same function and be similar. If you want to change UUs, then the UUs you have will have a probability of joining the normal army that will depend on your army/navy/air force level (the highest the biggest the probability is) and the number of UUs you have (the highest chance will be for the first unit, then decreasing for the next).


Other rules:
Spoiler :
Trading
When you get Wheel (Stone Age), you will be able to start trading across land. Sailing (Bronze Age) will let you trade across the sea, and Astronomy (Renaissance) will let you trade across the ocean.

You can trade nearly anything. Commercial Trade means the typical kind of trade where your merchants go to your neighbors' markets to sell things and viceversa. Tech Trade (which you won't get until BOTH traders get Alphabet) means that you give one of your technologies to other nation in exchange of gold, other technology and/or military help.

Opening a Commercial Trade route has to be done through an order in your PM orders. Once the trade route is started, unless there is disturbances due to war or barbarians, both of your nations will start to get a +1 growth/turn. Every 3 turns the trade route goes unmolested will raise the growth points won in 1, until you get a +5 growth/turn.

Spying

A new idea in the RTOR NES field, it gives you the chance to do special attacks against your enemy. To do this, you need the Alphabet technology and at least 1 Spy.

Easy missions for a spy would be to send him and see what information he can get about one enemy or to disrupt a trading route. Other possibilities would be to create riots in your enemies' border cities, reduce the development of a wonder/project, stunt the enemies' economical growth or do some counter-spying to make sure you aren't attacked. Even harder can be to actually steal technologies you don't have, assassinate the leader of an enemy or maybe start up a civil war. And when we get to nuclear bombs, your spy could put one small nuke in your enemies capital and reduce it to tiny shreds.

However, it's not all as easy: you will also have to spend money if you want a mission to happen, and the success of the mission will depend on yours and your enemies achievements; the experience of the spy you are sending and that of any enemy spy doing some counter-spying; how much extra money you spend; and the difficulty of the mission.
 
Everything here might be subjected to changes as it goes forward.
Tech Tree

Stone Age
Spoiler :
Agriculture: your people have discovered that some plants can be grown in a certain way, giving them a big source of food. +1-3 EC, depending on where your nation lives.
Cost: 5 EC

Animal Husbandry: your people have realized that there is not as much of a need of hunting animals, as taking care of them will allow you to have a nearer source of food. Also, there are some animals that can be ridden... +1 Base EC, allows construction of Riders.
Cost: 5 EC

Fire: this is not the discovery of what fire does, but about a fast and easy way to start a fire. It will give your nation a small increment in income, as it will give your people the ability of preserving things better. +2 Base EC.
Cost: 6 EC

Lance-propeller: the first long distance weapon in your army. Allows construction of Atlatls.
Cost: 5 EC.

Fishing: the waters of the sea and ocean actually hold many small animals that can feed a person. +1-3 EC, depending on where your nation lives, allows creation of Oar-Ships.
Cost: 5 EC.

Stone Mining: some of the people in your nation learn how to find the best kinds of stone for the weapons. Of course, this means that they will also know how to pull out stone blocks to build better houses and buildings... +1 Base EC, allows Projects.
Cost: 6 EC.

Wheel: It's certainly an important invention, as this will allow your people to transport things easily. +1 Base EC, makes expansion easier, allows land trade.
Cost: 5 EC.


Bronze Age

Spoiler :
Archery: NEEDS LANCE-PROPELLER. An even better weapon than the Lance-propeller, it allows the archer to kill an animal (or a human) from a very long distance. Allows construction of Archers, 1st to discover gets a free conversion of all Atlatls into Archers.
Cost: 12 EC.

Bronze Melting: NEEDS STONE MINING AND FIRE. The strange metals in the ground can be extracted from it and be mixed to create strong tools and weapons. Allows construction of Axe-Men, 1st to discover gets a +1 raise in Army Quality.
Cost: 10 EC

Calendar: NEEDS AGRICULTURE. Ever since your people started to grow plants, a way to find when the best times for planting and raising the plants has been searched for. Now, your people will be able to go at the meter of the stations. +2 Base EC, 1st to discover gets an extra +2 Base EC.
Cost: 10 EC

Masonry: NEEDS STONE MINING OR WHEEL. The knowledge of how to better construct buildings is sure a very important thing, as it will reduce costs and will improve the quality of buildings. +2 Base EC, 1st to discover gets a 25% input in the wonder they are building.
Cost: 12 EC

Pottery: NEEDS FIRE AND AGRICULTURE. The mud on the floor can be used to make beautiful "pots" that make storing foodstuffs (especially grain) easier and keep it away from vermin. +2 Base EC, 1st to discover gets a small extra expansion in all directions.
Cost: 10 EC

Sailing: NEEDS FISHING. Your sea-men have attached a piece of cloth to their ships and now the wind can take them further away than oars could! Allows construction of Galleys and trade through sea (not ocean), 1st to discover gets a +1 raise in Navy Quality.
Cost: 10 EC.

Writing: NEEDS ANIMAL HUSBANDRY. The knowledge of writing is a powerful tool for those who understand it, as well as a very important instrument in the managing of a nation. +2 Base EC, 1st to discover gets +5 Culture.
Cost: 10 EC


Iron Age

Spoiler :
Alphabet: NEEDS WRITING. An improvement over the use of drawings and arbitrary lines as long words, this assigns a sound to a symbol, greatly reducing the complexity of the writing and thus allowing to store knowledge. Also, it allows your people to turn messages into code, thus allowing the launching of “special missions”. Allows “spy missions” and construction of Spies, 1st to discover gets 5 EC for tech-researching.
Cost: 15 EC

Chariotry: NEEDS BRONZE MELTING AND ARCHERY. Your Riders can be subjected to a horrible future if their horses get scared and throw them to the floor. Perhaps using something similar to what the colones use to reach other place, the cart, can be adapted to war... Allows construction of Chariots, 1st to discover gets free conversion of all Riders to Chariots.
Cost: 16 EC

Currency: NEEDS BRONZE MELTING. Bartering can be quite a hard thing, especially when you believe that what the other person is offering you is of a very low quality. What if you used pieces of bronze to fix the prices according to their quality, offer and demand? Gives +2 EC, 1st to discover gets +2 EC or a +5 growth per turn for 15 turns.
Cost: 18 EC

Iron Melting: NEEDS BRONZE MELTING. Something harder than bronze has found its way into your empire, your army and your people. It's time to use it for something. Allows construction of Swordsmen, 1st to discover gets +1 raise in Army Quality.
Cost: 15 EC

Mathematics: NEEDS WRITING. Using long words just to write how many animals you have in a farm it's quite complicated. Those symbols the scribe living in front of you to represent the numbers are suddenly more interesting to you... Allows construction of Catapults, 1st to discover gets +1 EC.

Parchment/Paper: NEEDS CALENDAR. Either from the skins of the animals or from plants and trees, a surface that can be used to write quite cleanly can be made and easily stored, not like in the past when you had to write on wax or stone... +2 EC, 1st to discover gets 5 EC for tech-researching.

Priesthood: NEEDS CALENDAR. Before now, religion was hardly organised, thus making it a chaotic thing that couldn't be controlled. Now, the priests can take control of it, signalling the important holy days and making sure that as many people as possible can be converted to it. Allows you to spend money on expanding your religion, 1st to discover gets a 30% extra on his religion.


Classical Age
Spoiler :
Construction: NEEDS MATHEMATICS. Buildings will now be even better, as specialized people called architects now know how to design them and make sure that less resources are spent in them, yet making them even more secure. +2 EC, 1st to discover gets a 50% input in the Wonder they are building.
Cost: 20 EC.

Drama: NEEDS ALPHABET. Among your people, a person has realised that writing isn't always needed to make an account of how many cows live in a farm, but that it can be used to express feelings and to represent scenes from real life in an stage. Gives +3 Culture, 1st to discover gets +5 Culture extra.
Cost: 20 EC

Legislation: NEEDS ALPHABET. Your country's laws are hardly known by anyone save a few sages, who keep it on an oral basis. However, you have just put them into words and make it known to everybody, which means less law-breakers and more money into your coffers as those who still break the law have to pay fines. Gives +6 Treasury, 1st to discover gets +2 EC.
Cost: 20 EC

Map Making: NEEDS PARCHMENT/PAPER. Your best drawers can make now descriptions of the lands surrounding your nation, which will allow traders to go and come without getting lost. Gives +10 growth, 1st to discover doubles his trade routes worth.
Cost: 20 EC

Metal Casting: NEEDS IRON MELTING AND POTTERY. Did you have any problem in the past when making metal instruments, having to hammer them to make sure they have the wished form? No more! By using a ceramic cast, you can make anything from swords to nails without exhausting yourself! Gives +1 EC, 1st to discover gets a +1 raise in either Army or Navy Quality.
Cost: 20 EC
 
Land Units

Spoiler :
Warriors: Your main starting unit, it's just a group of cavemen with clubs and little protection. They are really bad against long distance weapons, but make an excellent ambush group. 1 Warrior = 0.5 IC. -> Axe-Men.

Axe-Men: NEEDS BRONZE MELTING. Their bronze axes and their light leather armour make them a very fearful enemy when they get near, but they will have to do a big run if they want to survive the enemy's lances and arrows. 1 Axe-Man = 1 IC. -> Swordsman.

Swordsmen: NEEDS IRON MELTING. These man, trained in the art of war and using a hard leather armour and shield for protection, use their iron swords to kill any enemy in their way. They suffer from the same problem as the Axe-Men, but their shields provide them with a small protection against archers. 1 Swordsman = 1 IC. ->

Slingers: These people know how to throw stones using a leather sling at a short-medium distance. It can make them quite deadly if they manage to hit you on your head. 1 Slinger = 0.5 IC. -> Atlatls

Atlatls: NEEDS LANCE PROPELLER. The first long distance fighters, they carry a propeller with them, which allows them to shoot lances further than the human arm alone can. They fare badly at close quarter combat. 1 Lance-shooter = 0.75 IC. -> Archers

Archers: NEEDS ARCHERY. This unit uses a bow that allows them to shoot arrows at longer distances and higher speeds than a mere propeller would do. Long distance is their strength, but put them against an enemy that is near them and they will drop like flies in the middle of winter. 1 Archer = 1 IC. ->

Riders: NEEDS ANIMAL HUSBANDRY. The first mounted warrior, it carries one lance that can be thrown or used to charge at the enemy. Does good against many units, but suffers heavily in tight places. 1 Rider = 1.25 IC. -> Chariots

Chariots: NEEDS CHARIOTRY. Riding a two-horse-pulled cart is more secure than riding the horses directly. The two-man team can alternate directing the horses and shooting deadly arrows or lances to their enemies. 1 Chariot = 1.5 IC. ->

Catapult: NEEDS MATHEMATICS. The best scientists of your kingdom have managed to construct this siege weapon that will throw the rain of death over the enemies in the form of rocks. Its crew, specialized in taking care and managing the catapult, will only be cannon fodder if they try to engage the enemy directly. 1 Catapult = 1.5 IC. ->

Warriors -> Axe-Men -> Swordsmen ->
Slingers -> Atlatls -> Archers ->
Riders -> Chariots ->
Catapult ->

Navy Units
Spoiler :
Oar-Ship: NEEDS FISHING. This vessel, which uses only oars as a method of propulsion, is the first thing you can use to cross bodies of water. However, they can only be used to cross rivers, lakes and some seas that are narrow enough. 1 Oar-Ship = 1.25 IC. -> Galley

Galley: NEEDS SAILING. Putting a big piece of cloth on the mast of your ship does wonders, don't you think so? Although it still uses oars to propel it if there isn't any wind, this ship will let your navy travel further than the oar-ships can. 1 Galley = 1.5 IC. ->

Oar-Ship -> Galley

Air Units
 
Reserved nations:

Africa
Spoiler :
Brundagana / D'Artagnan59
Government: Democracy
Colour: Sea Green
Capital: Brundagana
Religion: Tribal Gods
Starting place: Mouth of the Zambezi

Damietta / Cynovolans
Government: Theocracy
Colour: Dark green
Capital: Damietta
Religion: Saharan Pantheon Gods
Starting place: OTL Damietta

Guanche / NPC
Government: Monarchy
Colour: Dark Red
Capital: Aaiun
Religion: Sea Worship
Starting Place: African coast in front of the Canary Islands



Asia
Spoiler :
Singodia / Abaddon
Government: Council of 13
Colour: Purple
Capital: Banga
Religion: Fertility Cult
Starting Place: OTL Dacca

SNES Land / Amon Savag
Government: Despotism
Colour: Dark Grey
Capital: Bowzer
Religion: Playerism
Starting place: OTL Tokyo

Babylonian Empire / Jason the King
Government: Monarchy
Colour: Dark Purple
Capital: Babylon
Religion: Babylonian Paganism
Starting place: OTL Babylon


Europe
Spoiler :
United Tribes of Milan / Flavius Aetius
Government: Tribal Confederacy
Colour: Light Blue
Capital: Milan
Religion: Animism
Starting place: OTL Milan

Gaulic Confederation / Charles Li
Government: Feudal Monarchy (local chiefs pledge loyalty to the Great Chiefs, who pledge loyalty to the King)
Colour: Blue
Capital: Paris
Religion: Ancestor and Personality Cult
Starting place: OTL Paris

Kingdom of Rome / germanicus12
Government: Monarchy
Colour: Red
Capital: Rome
Religion: Roman Paganism
Starting place: OTL Rome

Kingdom of Hellenium / Dreadnought
Government: Absolute Monarchy
Colour: Gold
Capital: Corinthus
Religion: Hellenic Polytheism, consisting of 5 Gods, each standing for a different element/emotion
Starting place: Southern Greece

Idyll / NPC
Government: Oligarchy
Colour: Very Dark Blue
Capital: Sterzh
Religion: Militarism
Starting Place: Where the Volga River starts

Pictland/ Vertinari118
Government: Tribal with a monarch ruling over the various tribes.
Colour: Green
Capital: Inverness
Religion: Celtic Polytheism
Starting place: The North-east of Scotland north of the river Forth.


North America
Spoiler :
The Holy Empire of Britannia / Warhead
Government: Autocracy with Theocratic undertones
Colour: Dark Blue
Capital:pendragon
Religion:The Holy Church of Britannia, a.k.a. Imperialism
Starting place: OTL Boston

Nootka / NPC
Government: Tribal Confederation
Colour: Light Grey
Capital: Yuquot
Religion: Sun and Moon Worship
Starting Place: Mouth of Columbia River

Seri / C&cciv3
Government: Despotism
Colour: Anything
Capital: Socaaix
Religion: Spiritualism
Starting place: Punta Chueca, Mexico


Oceania
Spoiler :
Sarawak / NPC
Government: Theocracy
Colour:
Capital: Sibu
Religion: Worship of the God-Emperor
Starting Place: Borneo Island


South America
Spoiler :
Inca Empire / Arian
Government: Despotism
Colour: Olive Green
Capital: Cuzco
Religion: Inti
Starting place: OTL Cuzco

Chibchan / NPC
Government: Democracy
Colour:
Capital: Chiriqui
Religion: Aztec Gods
Starting Place: Panama


YOU MAY NOW POST YOUR OPINIONS AND/OR SUGGESTIONS ABOUT THIS NES.
 
At the slow pace your NES will go at, you may not want to go with the 100 years per turn rate... You may want to go at 50 years per turn, or so, so that people aren't in the year 3000 and in the rennaissance age.
 
I had planned to make it like in Civ4, starting with 50 years/turn and when things start to go further then it might become a 1 year/turn thing.

And I believe that, IRL, the transition from Stone Age to Renaissance lasted even more than 3000 years.
 
I meant the year 3000AD.
 
You're worried about technologies coming later? I've never seen a fresh start NES where that happened.
 
Great ruleset. However, are you going to split Base and City income or are they one and the same?

Also, are you going to have different types of people? (Lance shooters, riders?)

Finally, are we going to start small as before (1-4 GPT start) or with the ruleset, larger? (I guess: 3-7 GPT)

Also, see my Great War 2 Ruleset at the Pro-boards forum. Please tell me what you think. Opening in about 2 weeks, but I need to work on it.
 
You're worried about technologies coming later? I've never seen a fresh start NES where that happened.

This. In my experience advancement happens way, way too quickly.
 
Great ruleset. However, are you going to split Base and City income or are they one and the same?

Also, are you going to have different types of people? (Lance shooters, riders?)

Finally, are we going to start small as before (1-4 GPT start) or with the ruleset, larger? (I guess: 3-7 GPT)

Also, see my Great War 2 Ruleset at the Pro-boards forum. Please tell me what you think. Opening in about 2 weeks, but I need to work on it.

1: They will be the same. It'll be as in CrezNES, where you lost money because there was occupation of your lands.
2: Yes, there will be different troops. Of course, each of them will have their strengths and weaknesses.
3: I had though that we would start at 3-4 GPT at first, then the techs and the trade would raise your economy.
4: I already saw it. It was fairly good.

You're worried about technologies coming later? I've never seen a fresh start NES where that happened.

I want to have between 6-7 techs for the first ages (Stone to Classical), then put more for the ones after that (Dark to Future)
 
Remembering some ideas I had while playing CrezNES (thank you, Crezth!), I have added a couple of new things for the nation template: Spies and Religion. Also, several new techs and the first description of units have been added.
 
This looks really interesting. I would probably join. As for techs, so what if they come later? Dates are just numbers, they dont have to correspond to OTL.
 
There are still a couple of things in the ruleset that I have to polish out. However, you can start posting your reserves. This is the template.

Nation Name / Player
Government:
Colour:
Capital:
Religion:
Starting place:

Also, the Ganges Basin has already been reserved by Abaddon. Sorry for those who wanted to be there.
 
Ok, I will give a new possibility to my homecity.

Nation Name / Player United Tribes of Milan/Flavius Aetius
Government: Tribal Confederacy
Colour: Light Blue
Capital: Milan
Religion: Animism
Starting place: Milan and the Po valley.

Also I think you should give a greater degree of Historical plausibility compared to CrezNES: I disliked the huge empires too early and the strange looking expansion in that NES.
 
Nation Name: The Holy Empire of Britannia
Government: Autocracy with Theocratic undertones
Colour: Dark Blue
Capital:pendragon
Religion:The Holy Church of Britannia, a.k.a. Imperialism
Starting place:Boston
 
Gaulic Confederation
Government: local chiefs pledge loyalty to the Great Chiefs, who pledge loyalty to the King. (aka, strong fuedalism)
Colour: Light Blue
Capital: Paris
Religion: Ancestor and Personality Cult
Starting place: France
 
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