aaminion00
Stoned
Introduction: The goal of this is to focus on the actual play, and minnimize the role that rules play. I have decided that the whole point of classical-style MinionNESs's will be to let players be able to do what they want and set up interesting diplomacy as early as possible. Keeping the NES historically accurate, and therefore fun, will be the mod's problem. As far as random-events, this NES will be much more like my EuroNES than my previous "MinionNESs", all of which I consider to have been failures. The biggest differences from EuroNES are the simpler rules, hugeass world map, and no more having to worry about switching monarchs and such (Time simply moves too fast). That said, while the rules are simple, they still do exist. I'd suggest you quickly skim them, because there are a few things added to make the game more fun.
Ages: Ages won't be too complicated. However they will have an impact on your civilization. Unlike other NESes that complicate thigns with an "education" stat, the ages will be changed at different points of time for various civilizations regardless of other stats. Except for the fact that more well-established civilizations are far more likely to achieve the ages first, which could bode bad for less developed neighbors. Here are the planned ages as of now:
Early Ancient Age - early weapons, small reed boats
Ancient Age
Hellinistic Age
Dark Age
Feudal Age
Gunpowder Age
Renniasance Age
Classical Age
Nationalism Age
Tank Age
Modern Age
Information Age
Here's an example of Early Ancient Age weaponry:
Economy: Economy is standard. You tell me how to raise it, and I'll raise it by 1. You start out with pathetic.
Depression, Pathetic, Bad, Stable, Prosperous, Excellent, Legendary
Army: You can only raise it by 1 per turn. If you get caught off guard and need to increase it by 4, tough luck. You should've been ready in case of war. Increasing it by 4 is stupid and not fair to the other players, who were about to capitilize on your poor play for the last few turns. For every level of an army you have, you actually get an army on the map. So be careful to tell me where you want the army to go and such. I feel this will add a lot of strategy to the wars and such.
Miniscule, Tiny, Small, Standard, Large, Huge, Enormous
Navy and Air Force: Navy and Air force work in exactly the same way as the army except for the obvious differences and limits.
Culture: This is the first NES where culture is actually worth anything. You'll need to have maximum culture to start a wonder. Increasing culture doesn't cost a thing, but unfortunatly, you wouldn't be able to increase the military or economy in any way when you do it. It goes as follows.
Barbaric, Bad, Standard, Great, Excellent
Wonders: Wonders can increase everything except for your age and culture.
New Rules: New rules will be added as we go, but nothing too complicated. Mainly extra features. I don't want to give anything away, but say for the Tank Age, you will be able to construct mine-fields that will remain hidden from your enemies. In the Ancient Age you will be able to construct great walls and such.
Nation:
Ruler:
Age: Early Ancient Age
Economy: Pathetic
Army: miniscule
Navy: none
Culture: Barbaric
Wonder: N/A
Alright? Let's begin.
Ages: Ages won't be too complicated. However they will have an impact on your civilization. Unlike other NESes that complicate thigns with an "education" stat, the ages will be changed at different points of time for various civilizations regardless of other stats. Except for the fact that more well-established civilizations are far more likely to achieve the ages first, which could bode bad for less developed neighbors. Here are the planned ages as of now:
Early Ancient Age - early weapons, small reed boats
Ancient Age
Hellinistic Age
Dark Age
Feudal Age
Gunpowder Age
Renniasance Age
Classical Age
Nationalism Age
Tank Age
Modern Age
Information Age
Here's an example of Early Ancient Age weaponry:


Economy: Economy is standard. You tell me how to raise it, and I'll raise it by 1. You start out with pathetic.
Depression, Pathetic, Bad, Stable, Prosperous, Excellent, Legendary
Army: You can only raise it by 1 per turn. If you get caught off guard and need to increase it by 4, tough luck. You should've been ready in case of war. Increasing it by 4 is stupid and not fair to the other players, who were about to capitilize on your poor play for the last few turns. For every level of an army you have, you actually get an army on the map. So be careful to tell me where you want the army to go and such. I feel this will add a lot of strategy to the wars and such.
Miniscule, Tiny, Small, Standard, Large, Huge, Enormous
Navy and Air Force: Navy and Air force work in exactly the same way as the army except for the obvious differences and limits.
Culture: This is the first NES where culture is actually worth anything. You'll need to have maximum culture to start a wonder. Increasing culture doesn't cost a thing, but unfortunatly, you wouldn't be able to increase the military or economy in any way when you do it. It goes as follows.
Barbaric, Bad, Standard, Great, Excellent
Wonders: Wonders can increase everything except for your age and culture.
New Rules: New rules will be added as we go, but nothing too complicated. Mainly extra features. I don't want to give anything away, but say for the Tank Age, you will be able to construct mine-fields that will remain hidden from your enemies. In the Ancient Age you will be able to construct great walls and such.
Nation:
Ruler:
Age: Early Ancient Age
Economy: Pathetic
Army: miniscule
Navy: none
Culture: Barbaric
Wonder: N/A
Alright? Let's begin.