Milarqui
Deity
THE DEADLINE FOR UPDATE 11 (550 AB) WILL BE NEXT SATURDAY 27th AT 6 PM CET
After the small but fresh burst of air that MilarNES I: Birth of a Civilization supposed for the NES community, I have decided to start a similar game, but changing a couple of things around so that you no one acquires too much of an advantage over everybody else.
Several people stated that they liked the game a lot, but that it could do with a few changes as many will remember. That's why the veterans from MilarNES I will find that several changes have been done in order to make this game even better than the other (as they will attest if they have been following the construction thread, Pre-MilarNES II).
This is the ruleset:
Important Information:
Please, don't post until I tell you you can.
After the small but fresh burst of air that MilarNES I: Birth of a Civilization supposed for the NES community, I have decided to start a similar game, but changing a couple of things around so that you no one acquires too much of an advantage over everybody else.
Several people stated that they liked the game a lot, but that it could do with a few changes as many will remember. That's why the veterans from MilarNES I will find that several changes have been done in order to make this game even better than the other (as they will attest if they have been following the construction thread, Pre-MilarNES II).
This is the ruleset:
Spoiler :
Stat Template:
Tartessos / Milarqui
Government: Monarchy
Capital: Tartes
Age: Iron Age
Colour: Dark Green
EC: 20/6 (-2 upkeep)
Army: 5 Swordsmen, 3 Archers, 2 Riders, 2 Guerrillas (6)
Navy: 4 Galleys, 1 Oar-Ship, 1 Colony Ship (7)
Culture: 10
Religion: Gaianism (50%)
Research: Alphabet (5/15)
Tire Factor: 2/8 (10)
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 settlers 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.
Government
At the start of the game, you will have some possible governments: Despotism, Monarchy and/or Theocracy. Each will have 1 advantage and 1 disadvantage that will be equilibrated. Other kinds of government like Democracy will not be available from the start, but will have 2 advantages and 2 disadvantages. Additions to the normal governments (i.e. Feudal Monarchy, Constitutional Monarchy, Military Dictatorship (Despotism)) will add 1 advantage and 1 disadvantage. Feel free to come up with your own government ideas, but they will have to have 1 advantage and 1 disadvantage within reason.
Initial Governments:
- Despotism: Upkeep reduced in a 25% (A), Max Project Spending reduced on a 25% (D)
- Monarchy: Extra 20% culture per turn (A), 5% of civil war in each turn (as to signify possible usurpers to the throne) (D)
- Theocracy: Doubles official Religion growth rate (A), religious civil war if other religion reaches 25% (D)
- Tribal Confederacy: Tire Factor augmented in 1 (A), 1 research point lost per turn (if you are in the middle of researching something, you lose 1 point per turn in that technology) (D)
Other Governments:
- Theocratic Monarchy: Extra 20% culture per turn (A), Doubles official Religion growth rate (A), religious civil war if other religion reaches 25% (D), 5% of civil war in each turn (as to signify possible usurpers to the throne) (D)
- Military Dictatorship (Military Despotism): Upkeep reduced in a 25% (A), cost of upgrading units reduced in a 25% (A), Max Project Spending reduced on a 25% (D), you lose 1 Culture every 2 turns (D)
- Feudal Monarchy (can't be used until you get Feudalism): Extra 20% culture per turn (A), Upkeep reduced in 25% (A), 5% of civil war in each turn (as to signify possible usurpers to the throne) (D), 10% rebellion in each turn (from the nobles) (D)
- Constitutional Monarchy (Democratic Monarchy): Extra 20% culture per turn (A), Max Project Spending raised by 25% (A), 5% of civil war in each turn (as to signify possible usurpers to the throne) (D), Tire Factor reduced in 1 (D)
- Aristocratic Republic (Feudal Democracy): Upkeep reduced in 25% (A), Max Project Spending raised by 25% (A), Tire Factor reduced in 1 (D), 10% rebellion in each turn (from the nobles) (D)
- Communism (needs Trade Unions): +10% EC (A), Upkeep raised a 25% (D)
Capital
The place from where your nation is ruled. It is the most important place of your country and the centre of all bureaucracy and such.
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).
You may create a secondary capital through the following ways:
- Some wonders, such as the Forbidden City, may act as a secondary capital.
- In peace times, or in war and with your capital still in your hands, you may create a project called Secondary Capital in other point in your nation. This will design other city as a de facto capital just in case you lose your real capital, but you will temporarily lose a 25% of your EC, recovering a 5% in each following turn. (Much as the Spanish Republicans did during the Spanish Civil War)
- If you have lost your capital to other nation in war, then you may create a De Facto Capital in other city. (Like France did during WWII, sending the government to Vichy before surrendering to the Germans)
Having a secondary Capital will be useful in that you won't lose the 25% bonus from losing your capital and you will still hold the military quality bonus. However, if you lose your secondary capital as well as your main capital, then you will lose an extra 25% EC until you recover your secondary capital or somehow manage to build other capital.
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. You can advance without techs from other ages, but as you advance further you will see that the missing techs are needed.
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
Colour
The colour that identifies your territories in the map.
EC
EC is the economical capacity of your nation. In 20/6 (-2 upkeep) the first number tells you your base EC, meaning what you would earn in each turn under normal circumstances. The second number says how much EC you have stored in your Treasury. The last number(s) 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. EC can't be spent in fractions, it has to be spent 1 on 1. For example, you can't train only 1 Warrior (0.5 EC), but you can train 1 Warrior and 1 Slinger (0.5 EC+0.5 EC=1 EC).
Army/Navy/Air Force
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, winning battles that are not too dipped in your favour and building certain wonders or getting certain techs before anyone else.
Raising quality level (QL) costs current QL x No. Units (minimum 1) in EC.
Upgrading an unit to a better one costs EC difference x current QL/2.
Upkeep costs 1 EC per each 5 units of a kind (Army, Navy or Air Force). Outdated units don't count towards the upkeep, but outdated units can't be built either. Warriors and Slingers are the only units that will never become outdated (will be used to count as levies once you start to raise your level).
The unit stats are as it follows: Melée Attack / Melée Defense / Long Range Attack / Long Range Defense / Cost per unit.
Culture
You raise this by writing stories in the thread and building wonders and projects. 1 story gives you 1 point, and culture can raise or fall depending on the kind of government you have and whether your religion is successful. Also, you win culture by advancing technological ages as well as researching certain technologies.
Wonders require a minimum level of culture before they can be built.
The stories needn't be artistic writings worthy of a Pulitzer, so do not despair if you don't get good ideas. You can describe your UUs, how is life in your nation, the main religion in your lands, your priests' efforts to expel other religions' missionaries from your lands...
Religion
This is supposed to be part of your culture. Developing a good religion and expanding it within your own borders is going to be very important. You may not notice it at first, but once you imagine your soldiers entering an enemy's city and the citizens greet you as the liberators and you discover that most of them are followers of your religion, then it sounds really good, no?
The speed with which your religion will grow naturally will depend on how much are all the religions in there expanded, as well as your cultural level. Other religions' expansion in your territory will depend on your neighbours' cultural level, the Trade Level they have with you and the level of expansion of all religions within your territory. Of course, with Freedom of Religion available, all religions will advance at the same pace.
* For your official Religion: Increase = Culture*(100%-Other Religions)*X
X=1 if R<=20%
X=0.5 if 20%<R<=40%
X=0.2 if 40%<R<=60%
X=0.1 if 60%<R<=80%
X=0.05 if 80%<R<=99%
* For non-official Religion: Increase = Original Culture*TL/5*(100%-Other Religions)*X
X=0.5 if R<=12.5%
X=0.2 if 12.5%<R<=25%
X=0.1 if 25%<R<=37.5%
X=0.05 if 37.5%<R<=50%
Once a non-official religion reaches 50%, if you don't accept that religion as the official one you may risk civil war.
* Freedom of Religion: Increase = Culture*(100%-All Religions)*X
X=0.5 if R<=25%
X=0.2 if 25%<R<=50%
X=0.1 if 50%<R<=75%
X=0.05 if 75%<R<=99%
Benefits from Religion
Culture Bonus = (Official Religion-Other Religions)/10%
Money Bonus: for each 10% in other country, you earn 1 EC from Pilgrims.
Disadvantages from Religion
Possible Civil War if one non-official religion reaches 50%.
Possible appearance of sects (like Catholicism and Orthodox in Christianism) if your official religion reaches a 25% in other countries.
Research
Indicates what is your nation investigating.
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 nation will get 1 free technology when it is formed.
When, in one continent, 3/4 of every nation in there have researched one technology, the remaining quarter will also get it.
Tire Factor
A new idea taken from Charles Li (thank you, man!), it will limit the speed with which you can create projects and thus improve your economy. In the template, 2/8 (12) states: current TF/max. TF (max Project Spending). You can raise your max TF and your max Project Spending investigating certain technologies and with certain kind of governments. The Tire Factor on itself will vary like this: - 1 every turn, +1 for starting a new project, +1 for finishing a project, +1 for spending in 1 turn the max PS allowed. Random factors may rise or drop your Tire Factor. Surpassing half of the Max TF will lose you temporarily as much EC as the difference between the middle point and your current point. Reaching the Max TF will make you temporarily lose as much EC as your TF is and you won't be able to work in projects until your TF lowers till a half of the max TF, recovering 2 EC per turn while this happens.
Projects
These will be needed in order to increase your EC. You will need certain technologies in order to build certain kinds of projects, although this doesn't prevent you from imagining projects that aren't covered in the Tech Tree and build them. Just use your good judgement when deciding what to build.
You must indicate which are the benefits your projects will have for your nation, and I'll decide the cost it will have. Remember that the price of each project will depend on the geographical situation of your nation: for example, building a set of roads along the North African coast will be cheaper than doing it across the Himalaya mountains.
Wonders
Based on real life monuments, the Wonders will give you good bonuses when you finish their construction. All of them will require 1 technology as well as a minimum of culture in order to be built. They will be inherently costlier than normal Projects, but the benefits will be higher. Only one of each wonder may be built in the whole world.
If you lose the wonder race or you decide to retire from it, half the money you invested in the construction of the wonder will be repaid to you.
UU
This is a unit you have to invent. 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 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
Trading
Land trade will only be allowed when the Wheel is discovered by both traders, and that only between countries bordering each other. Fishing will allow you to trade along a river (Austria and Romania along the Danube), Sailing will allow you to trade at medium distances through the sea (Greece trading with Egypt across the Mediterranean), Cartography will allow you to trade with nations along the coast you live (Ethiopia with the Zulus), as well as with non-neighbouring nations (Bolivia with Uruguay) and Astronomy will allow you to trade through the oceans (United States with Australia).
Commercial trade gives you EC that can be used for anything. For starters, it will give you 1 EC. Every 4 turns trade goes one without being undisturbed, your Trade Level will raise 1.
Once you have the technology Writing, you may engage in tech trade. You only can trade 1 technology in each turn, and that when the trade level between your civilizations is 5.
Trade levels can't be raised through projects, although the money you earn from trade may be raised through said projects.
La Resistance
Even after losing all your standing army and being completely invaded, you still have a last chance. Resistance/Freedom/Guerilla Fighters might raise against the invader (if your culture and/or religion is strong enough) and start a hit-and-run war that might make the enemy re-consider whether the idea of invading you was good (remember that Napoleon himself, in all his military wisdom, wasn't even able to get rid of the Spanish Guerrilleros). If a friendly army or nation helps you give the boot to them, so much the better.
I Condottieri
When someone gets Currency (an Iron Age Technology), mercenary armies will be available to everyone in the continent is discovered. There will be one or two per continent, and will fight for you if the pay is high enough. Of course, the possibility of a better offer coming from the enemy to turn the mercs against you is very likely, because the mercenaries work for the highest bidder. For starters, mercenaries will be NPCs, although if someone decides to make up and play one of them, he is welcome to it.
Stats:
Name of the company/Player
Headquarters (City & Nation)
Other Bases (From where operations can be launched)
Income (starting 3 IC, represents the money earned from people that might ask for the mercenaries' help in any matter that doesn't require a whole army)
Treasury (self-explained)
Investments (like projects, but oriented to win money in merchantile experiments and acquiring better equipment)
Land/Navy/Air/Space Units (again, self-explained)
Special Unit (the UU)
Example:
The Hideyoki Brothers
Headquarters in: Edo, Nippon
Other Bases: Banga, Singodia; Al-Basra, Babylonian Empire; Memphis, Damietta
Income: 5 EC (-1 Upkeep)
Treasury: 2 EC
Investments: Special Banking System: Allows people to travel without money on them, as they can make a deposit in one of the company's bases and then retire the same money from other base. It also allows the company to give small loans to people for a small interest. (4/10)
Land Units: 4 Knights, 3 Pikemen, 3 Crossbowmen, 2 Mounted Knights, 1 Trebuchet, 1 Ninja
Navy Units: 3 Cogs, 2 Frigates, 2 Galleons
Special Unit: Ninja: used to launch assassination and spying missions. Cost: 1 EC.
Of course, the units cost would be the same as in normality, and to make up for the fact that they can't do much unless they are hired and that they are professional soldiers, their upkeep will cost half the normal upkeep (as in, 1 Upkeep per 10 Units).
Starting Mercenary Companies will have 5 EC worth of soldiers and ships, at level 5.
Tartessos / Milarqui
Government: Monarchy
Capital: Tartes
Age: Iron Age
Colour: Dark Green
EC: 20/6 (-2 upkeep)
Army: 5 Swordsmen, 3 Archers, 2 Riders, 2 Guerrillas (6)
Navy: 4 Galleys, 1 Oar-Ship, 1 Colony Ship (7)
Culture: 10
Religion: Gaianism (50%)
Research: Alphabet (5/15)
Tire Factor: 2/8 (10)
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 settlers 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.
Government
At the start of the game, you will have some possible governments: Despotism, Monarchy and/or Theocracy. Each will have 1 advantage and 1 disadvantage that will be equilibrated. Other kinds of government like Democracy will not be available from the start, but will have 2 advantages and 2 disadvantages. Additions to the normal governments (i.e. Feudal Monarchy, Constitutional Monarchy, Military Dictatorship (Despotism)) will add 1 advantage and 1 disadvantage. Feel free to come up with your own government ideas, but they will have to have 1 advantage and 1 disadvantage within reason.
Initial Governments:
- Despotism: Upkeep reduced in a 25% (A), Max Project Spending reduced on a 25% (D)
- Monarchy: Extra 20% culture per turn (A), 5% of civil war in each turn (as to signify possible usurpers to the throne) (D)
- Theocracy: Doubles official Religion growth rate (A), religious civil war if other religion reaches 25% (D)
- Tribal Confederacy: Tire Factor augmented in 1 (A), 1 research point lost per turn (if you are in the middle of researching something, you lose 1 point per turn in that technology) (D)
Other Governments:
- Theocratic Monarchy: Extra 20% culture per turn (A), Doubles official Religion growth rate (A), religious civil war if other religion reaches 25% (D), 5% of civil war in each turn (as to signify possible usurpers to the throne) (D)
- Military Dictatorship (Military Despotism): Upkeep reduced in a 25% (A), cost of upgrading units reduced in a 25% (A), Max Project Spending reduced on a 25% (D), you lose 1 Culture every 2 turns (D)
- Feudal Monarchy (can't be used until you get Feudalism): Extra 20% culture per turn (A), Upkeep reduced in 25% (A), 5% of civil war in each turn (as to signify possible usurpers to the throne) (D), 10% rebellion in each turn (from the nobles) (D)
- Constitutional Monarchy (Democratic Monarchy): Extra 20% culture per turn (A), Max Project Spending raised by 25% (A), 5% of civil war in each turn (as to signify possible usurpers to the throne) (D), Tire Factor reduced in 1 (D)
- Aristocratic Republic (Feudal Democracy): Upkeep reduced in 25% (A), Max Project Spending raised by 25% (A), Tire Factor reduced in 1 (D), 10% rebellion in each turn (from the nobles) (D)
- Communism (needs Trade Unions): +10% EC (A), Upkeep raised a 25% (D)
Capital
The place from where your nation is ruled. It is the most important place of your country and the centre of all bureaucracy and such.
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).
You may create a secondary capital through the following ways:
- Some wonders, such as the Forbidden City, may act as a secondary capital.
- In peace times, or in war and with your capital still in your hands, you may create a project called Secondary Capital in other point in your nation. This will design other city as a de facto capital just in case you lose your real capital, but you will temporarily lose a 25% of your EC, recovering a 5% in each following turn. (Much as the Spanish Republicans did during the Spanish Civil War)
- If you have lost your capital to other nation in war, then you may create a De Facto Capital in other city. (Like France did during WWII, sending the government to Vichy before surrendering to the Germans)
Having a secondary Capital will be useful in that you won't lose the 25% bonus from losing your capital and you will still hold the military quality bonus. However, if you lose your secondary capital as well as your main capital, then you will lose an extra 25% EC until you recover your secondary capital or somehow manage to build other capital.
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. You can advance without techs from other ages, but as you advance further you will see that the missing techs are needed.
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
Colour
The colour that identifies your territories in the map.
EC
EC is the economical capacity of your nation. In 20/6 (-2 upkeep) the first number tells you your base EC, meaning what you would earn in each turn under normal circumstances. The second number says how much EC you have stored in your Treasury. The last number(s) 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. EC can't be spent in fractions, it has to be spent 1 on 1. For example, you can't train only 1 Warrior (0.5 EC), but you can train 1 Warrior and 1 Slinger (0.5 EC+0.5 EC=1 EC).
Army/Navy/Air Force
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, winning battles that are not too dipped in your favour and building certain wonders or getting certain techs before anyone else.
Raising quality level (QL) costs current QL x No. Units (minimum 1) in EC.
Upgrading an unit to a better one costs EC difference x current QL/2.
Upkeep costs 1 EC per each 5 units of a kind (Army, Navy or Air Force). Outdated units don't count towards the upkeep, but outdated units can't be built either. Warriors and Slingers are the only units that will never become outdated (will be used to count as levies once you start to raise your level).
The unit stats are as it follows: Melée Attack / Melée Defense / Long Range Attack / Long Range Defense / Cost per unit.
Culture
You raise this by writing stories in the thread and building wonders and projects. 1 story gives you 1 point, and culture can raise or fall depending on the kind of government you have and whether your religion is successful. Also, you win culture by advancing technological ages as well as researching certain technologies.
Wonders require a minimum level of culture before they can be built.
The stories needn't be artistic writings worthy of a Pulitzer, so do not despair if you don't get good ideas. You can describe your UUs, how is life in your nation, the main religion in your lands, your priests' efforts to expel other religions' missionaries from your lands...
Religion
This is supposed to be part of your culture. Developing a good religion and expanding it within your own borders is going to be very important. You may not notice it at first, but once you imagine your soldiers entering an enemy's city and the citizens greet you as the liberators and you discover that most of them are followers of your religion, then it sounds really good, no?
The speed with which your religion will grow naturally will depend on how much are all the religions in there expanded, as well as your cultural level. Other religions' expansion in your territory will depend on your neighbours' cultural level, the Trade Level they have with you and the level of expansion of all religions within your territory. Of course, with Freedom of Religion available, all religions will advance at the same pace.
* For your official Religion: Increase = Culture*(100%-Other Religions)*X
X=1 if R<=20%
X=0.5 if 20%<R<=40%
X=0.2 if 40%<R<=60%
X=0.1 if 60%<R<=80%
X=0.05 if 80%<R<=99%
* For non-official Religion: Increase = Original Culture*TL/5*(100%-Other Religions)*X
X=0.5 if R<=12.5%
X=0.2 if 12.5%<R<=25%
X=0.1 if 25%<R<=37.5%
X=0.05 if 37.5%<R<=50%
Once a non-official religion reaches 50%, if you don't accept that religion as the official one you may risk civil war.
* Freedom of Religion: Increase = Culture*(100%-All Religions)*X
X=0.5 if R<=25%
X=0.2 if 25%<R<=50%
X=0.1 if 50%<R<=75%
X=0.05 if 75%<R<=99%
Benefits from Religion
Culture Bonus = (Official Religion-Other Religions)/10%
Money Bonus: for each 10% in other country, you earn 1 EC from Pilgrims.
Disadvantages from Religion
Possible Civil War if one non-official religion reaches 50%.
Possible appearance of sects (like Catholicism and Orthodox in Christianism) if your official religion reaches a 25% in other countries.
Research
Indicates what is your nation investigating.
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 nation will get 1 free technology when it is formed.
When, in one continent, 3/4 of every nation in there have researched one technology, the remaining quarter will also get it.
Tire Factor
A new idea taken from Charles Li (thank you, man!), it will limit the speed with which you can create projects and thus improve your economy. In the template, 2/8 (12) states: current TF/max. TF (max Project Spending). You can raise your max TF and your max Project Spending investigating certain technologies and with certain kind of governments. The Tire Factor on itself will vary like this: - 1 every turn, +1 for starting a new project, +1 for finishing a project, +1 for spending in 1 turn the max PS allowed. Random factors may rise or drop your Tire Factor. Surpassing half of the Max TF will lose you temporarily as much EC as the difference between the middle point and your current point. Reaching the Max TF will make you temporarily lose as much EC as your TF is and you won't be able to work in projects until your TF lowers till a half of the max TF, recovering 2 EC per turn while this happens.
Projects
These will be needed in order to increase your EC. You will need certain technologies in order to build certain kinds of projects, although this doesn't prevent you from imagining projects that aren't covered in the Tech Tree and build them. Just use your good judgement when deciding what to build.
You must indicate which are the benefits your projects will have for your nation, and I'll decide the cost it will have. Remember that the price of each project will depend on the geographical situation of your nation: for example, building a set of roads along the North African coast will be cheaper than doing it across the Himalaya mountains.
Wonders
Based on real life monuments, the Wonders will give you good bonuses when you finish their construction. All of them will require 1 technology as well as a minimum of culture in order to be built. They will be inherently costlier than normal Projects, but the benefits will be higher. Only one of each wonder may be built in the whole world.
If you lose the wonder race or you decide to retire from it, half the money you invested in the construction of the wonder will be repaid to you.
UU
This is a unit you have to invent. 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 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
Trading
Land trade will only be allowed when the Wheel is discovered by both traders, and that only between countries bordering each other. Fishing will allow you to trade along a river (Austria and Romania along the Danube), Sailing will allow you to trade at medium distances through the sea (Greece trading with Egypt across the Mediterranean), Cartography will allow you to trade with nations along the coast you live (Ethiopia with the Zulus), as well as with non-neighbouring nations (Bolivia with Uruguay) and Astronomy will allow you to trade through the oceans (United States with Australia).
Commercial trade gives you EC that can be used for anything. For starters, it will give you 1 EC. Every 4 turns trade goes one without being undisturbed, your Trade Level will raise 1.
Once you have the technology Writing, you may engage in tech trade. You only can trade 1 technology in each turn, and that when the trade level between your civilizations is 5.
Trade levels can't be raised through projects, although the money you earn from trade may be raised through said projects.
La Resistance
Even after losing all your standing army and being completely invaded, you still have a last chance. Resistance/Freedom/Guerilla Fighters might raise against the invader (if your culture and/or religion is strong enough) and start a hit-and-run war that might make the enemy re-consider whether the idea of invading you was good (remember that Napoleon himself, in all his military wisdom, wasn't even able to get rid of the Spanish Guerrilleros). If a friendly army or nation helps you give the boot to them, so much the better.
I Condottieri
When someone gets Currency (an Iron Age Technology), mercenary armies will be available to everyone in the continent is discovered. There will be one or two per continent, and will fight for you if the pay is high enough. Of course, the possibility of a better offer coming from the enemy to turn the mercs against you is very likely, because the mercenaries work for the highest bidder. For starters, mercenaries will be NPCs, although if someone decides to make up and play one of them, he is welcome to it.
Stats:
Name of the company/Player
Headquarters (City & Nation)
Other Bases (From where operations can be launched)
Income (starting 3 IC, represents the money earned from people that might ask for the mercenaries' help in any matter that doesn't require a whole army)
Treasury (self-explained)
Investments (like projects, but oriented to win money in merchantile experiments and acquiring better equipment)
Land/Navy/Air/Space Units (again, self-explained)
Special Unit (the UU)
Example:
The Hideyoki Brothers
Headquarters in: Edo, Nippon
Other Bases: Banga, Singodia; Al-Basra, Babylonian Empire; Memphis, Damietta
Income: 5 EC (-1 Upkeep)
Treasury: 2 EC
Investments: Special Banking System: Allows people to travel without money on them, as they can make a deposit in one of the company's bases and then retire the same money from other base. It also allows the company to give small loans to people for a small interest. (4/10)
Land Units: 4 Knights, 3 Pikemen, 3 Crossbowmen, 2 Mounted Knights, 1 Trebuchet, 1 Ninja
Navy Units: 3 Cogs, 2 Frigates, 2 Galleons
Special Unit: Ninja: used to launch assassination and spying missions. Cost: 1 EC.
Of course, the units cost would be the same as in normality, and to make up for the fact that they can't do much unless they are hired and that they are professional soldiers, their upkeep will cost half the normal upkeep (as in, 1 Upkeep per 10 Units).
Starting Mercenary Companies will have 5 EC worth of soldiers and ships, at level 5.
Important Information:
Spoiler :
For Beginners
Any doubt or question you may have about this game, you can ask me.
Once you start making your nation's template, remember that you have to choose a starting technology. In order to make it fair, you can't choose any of the money-giving techs as a starting tech.
If you decide to join the game, please make sure to read all of the ruleset before asking questions and see if any of the NPCs is of your liking before adding your own nations.
Project Benefits
When you build a Project, you can get the following benefits (base price):
Rise EC (8 EC per +1 EC)
Permanent Culture Bonus (6 EC per +1 Culture/turn)
Permanent Religion Bonus (4 EC per +1% Official Religion/turn)
Rise Army/Navy/Air Force Quality (12 EC per point)
Reduce Upkeep (10 EC per -1 Upkeep)
Prices may, of course, be subjected to possible augmentation if the circumstances aren't good. For example, trying to build a set of roads in a mountanious region will raise the costs a lot.
Any doubt or question you may have about this game, you can ask me.
Once you start making your nation's template, remember that you have to choose a starting technology. In order to make it fair, you can't choose any of the money-giving techs as a starting tech.
If you decide to join the game, please make sure to read all of the ruleset before asking questions and see if any of the NPCs is of your liking before adding your own nations.
Project Benefits
When you build a Project, you can get the following benefits (base price):
Rise EC (8 EC per +1 EC)
Permanent Culture Bonus (6 EC per +1 Culture/turn)
Permanent Religion Bonus (4 EC per +1% Official Religion/turn)
Rise Army/Navy/Air Force Quality (12 EC per point)
Reduce Upkeep (10 EC per -1 Upkeep)
Prices may, of course, be subjected to possible augmentation if the circumstances aren't good. For example, trying to build a set of roads in a mountanious region will raise the costs a lot.
Please, don't post until I tell you you can.