~XX~
Lord of the Apes
Nation Rules
Governments
I have the 2001 edition of the World Almanac, and will tell you what your government is once you join. You have a turn of anarchy when swicthing governments.
Religion
I will also tell you what your religion is.
Military
Army, Navy, Air Force Levels:
None-Miniscule-Tiny-Very Small-Small-Medium-Large-Very Large-Huge-Gigantic-Imperial
Special Forces are used to fight terrorism and you start out with 20. They go up by 2 when you increase them.
Economy
Levels:
Depression-Recession-Dying-Failing-Stable-Growing-Great-Prosperous-Booming-Awesome
Trade
When you have a trade route with another nation, you get a free economy level once every three turns for every trade route you have.
Domestic
Levels:
None-Horrible-Terrible-Bad-Poor-Average-Fair-Good-Great-Excellent-Awesome
Education
Levels:
None-Horrible-Terrible-Bad-Poor-Average-Fair-Good-Great-Excellent-Awesome
Culture-You have to give up your whole turn to increase culture
Levels:
None-Horrible-Terrible-Bad-Poor-Average-Fair-Good-Great-Excellent-Awesome
Advances:
You discover civilization advances every once in a while. Education makes you discover them more often.
Wonders:
For every level of culture you have, the wonder you build can increase one thing. After you build your wonder, culture drops back down to None.
EX: You have Bad culture. Wonders will take three turns and can increase three things.
Traits
Militaristic:
Armies do better in battle.
Commericial:
You get two economy levels every three turns for each trade route you have.
Expansionist:
You expand faster.
Scientific:
Education is increased for free every other turn.
Religious:
Culture goes to Horrible after you build a wonder. There is no anarchy when you change governments.
Industrious:
You can increase 2 things for free instead of one. Economy takes two turns to increase instead of one.
TERRORIST RULES
Armies: Measured in number of terrorists. You start out with ten.
Navy: You need ships to do an overseas operation.
Economy: You start out with 100 credits. Terrorists are 3 each and ships are ten each. The only way to get income is for countries to support your cause and give an economy level to you. Each economy level you recieve gets you 50 credits.
Operations:
Assasination: High risk of being caught, causes huge panic in a nation depending on the target.
Bombing: Medium to high risk of being caught, can destroy important buildings(like wonders) in a nation
Kidnapping: Low to high risk, allows you to hold prisoners for ransom to get money.
Or create your own!
Nation Template:
Civilization Name
Ruler:
Governement:
Religion:
Army:
Navy:
Air Force:
Special Forces:
Economy:
Trade Routes:
Domestic:
Education:
Culture:
Advances:
Wonders:
Traits:
Terrorist Template:
Orginization Name
Home Country:
Cause:
Terrorists: 10
Ships: 0
QUESTIONS AND ANSWERS
=Terrorist groups won't be on the map.
=You say where your special forces will defend in your orders, and the special forces battle the terrorists if they appear.
=Terrorist groups can "win" by devastating a country with terrorist attacks so that a country gives in to their demands(Ireland united, Palestinian independence, American withdrawal from the Islamic world, etc.)
=You can create your own attacks, it isn't limited to assasinations and a couple of bombings
=Your military has a huge value if you want to invade another country.
Governments
I have the 2001 edition of the World Almanac, and will tell you what your government is once you join. You have a turn of anarchy when swicthing governments.
Religion
I will also tell you what your religion is.
Military
Army, Navy, Air Force Levels:
None-Miniscule-Tiny-Very Small-Small-Medium-Large-Very Large-Huge-Gigantic-Imperial
Special Forces are used to fight terrorism and you start out with 20. They go up by 2 when you increase them.
Economy
Levels:
Depression-Recession-Dying-Failing-Stable-Growing-Great-Prosperous-Booming-Awesome
Trade
When you have a trade route with another nation, you get a free economy level once every three turns for every trade route you have.
Domestic
Levels:
None-Horrible-Terrible-Bad-Poor-Average-Fair-Good-Great-Excellent-Awesome
Education
Levels:
None-Horrible-Terrible-Bad-Poor-Average-Fair-Good-Great-Excellent-Awesome
Culture-You have to give up your whole turn to increase culture
Levels:
None-Horrible-Terrible-Bad-Poor-Average-Fair-Good-Great-Excellent-Awesome
Advances:
You discover civilization advances every once in a while. Education makes you discover them more often.
Wonders:
For every level of culture you have, the wonder you build can increase one thing. After you build your wonder, culture drops back down to None.
EX: You have Bad culture. Wonders will take three turns and can increase three things.
Traits
Militaristic:
Armies do better in battle.
Commericial:
You get two economy levels every three turns for each trade route you have.
Expansionist:
You expand faster.
Scientific:
Education is increased for free every other turn.
Religious:
Culture goes to Horrible after you build a wonder. There is no anarchy when you change governments.
Industrious:
You can increase 2 things for free instead of one. Economy takes two turns to increase instead of one.
TERRORIST RULES
Armies: Measured in number of terrorists. You start out with ten.
Navy: You need ships to do an overseas operation.
Economy: You start out with 100 credits. Terrorists are 3 each and ships are ten each. The only way to get income is for countries to support your cause and give an economy level to you. Each economy level you recieve gets you 50 credits.
Operations:
Assasination: High risk of being caught, causes huge panic in a nation depending on the target.
Bombing: Medium to high risk of being caught, can destroy important buildings(like wonders) in a nation
Kidnapping: Low to high risk, allows you to hold prisoners for ransom to get money.
Or create your own!
Nation Template:
Civilization Name
Ruler:
Governement:
Religion:
Army:
Navy:
Air Force:
Special Forces:
Economy:
Trade Routes:
Domestic:
Education:
Culture:
Advances:
Wonders:
Traits:
Terrorist Template:
Orginization Name
Home Country:
Cause:
Terrorists: 10
Ships: 0
QUESTIONS AND ANSWERS
=Terrorist groups won't be on the map.
=You say where your special forces will defend in your orders, and the special forces battle the terrorists if they appear.
=Terrorist groups can "win" by devastating a country with terrorist attacks so that a country gives in to their demands(Ireland united, Palestinian independence, American withdrawal from the Islamic world, etc.)
=You can create your own attacks, it isn't limited to assasinations and a couple of bombings
=Your military has a huge value if you want to invade another country.