~XX~
Lord of the Apes
This will be an NES focusing more on stories, and less on complex rules. Also, I will never kill this NES.
Ages
Stone Age
Ancient Age
Classical Age
Dark Age
Feudal Age
Medieval Age
Gunpowder Age
Renaissance
Age of Exploration
The Enlightenment
Industrial Revolution
Age of Nationalism
Tank Age
Nuclear Age
Information Age
Future Age
Governments
Despotism is the only governement you can have right now. To change your government, it takes one turn of Anarchy where you can't upgrade anything.
Religion
Keep your religions realistic.
Military
Army and Navy Levels:
None-Miniscule-Tiny-Very Small-Small-Medium-Large-Very Large-Huge-Gigantic-Imperial
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 instead of one. Economy takes two turns to increase instead of one.
Template
Civilization Name
Ruler:
Age: Stone Age
Governement: Despotism
Religion:
Army: Tiny
Navy: Miniscule
Economy: Depression
Trade Routes:
Domestic: None
Education: None
Culture: None
Advances:
Wonders:
Traits:
Ages
Stone Age
Ancient Age
Classical Age
Dark Age
Feudal Age
Medieval Age
Gunpowder Age
Renaissance
Age of Exploration
The Enlightenment
Industrial Revolution
Age of Nationalism
Tank Age
Nuclear Age
Information Age
Future Age
Governments
Despotism is the only governement you can have right now. To change your government, it takes one turn of Anarchy where you can't upgrade anything.
Religion
Keep your religions realistic.
Military
Army and Navy Levels:
None-Miniscule-Tiny-Very Small-Small-Medium-Large-Very Large-Huge-Gigantic-Imperial
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 instead of one. Economy takes two turns to increase instead of one.
Template
Civilization Name
Ruler:
Age: Stone Age
Governement: Despotism
Religion:
Army: Tiny
Navy: Miniscule
Economy: Depression
Trade Routes:
Domestic: None
Education: None
Culture: None
Advances:
Wonders:
Traits: