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:
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 money.
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 bureocracy 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 Enlightment - 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 half their current level rounded up), 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. 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 pay 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
A fairly new idea, this unit will be used mainly to launch "spy missions" in other nations. The first available missions would be as simple as creating riots in a region of the enemy to ease your army's way inside, to destroy or reduce the development of a wonder or project or the economical growth of the enemy or counter-spying in your own nation to stop other spies from arriving. However, as time passes and your spies get experience (which is won by succeeding in missions) you might be able to steal the technological advancements of your enemy and, when you find the way to use nuclear bombs, you might even be able to place a nuclear explosive in your enemy's capital, thus reducing it to tiny shreds without having to use your army to do it. The more complex the mission the more money it will cost and the less likely is for your spy to have success, although pouring more money than normal and a good level of experience will help some.
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 neighbours. 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.
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).