Gelion
Retired Captain
Lol, sure, I was getting tired of it myself... but if not then what?
. You will always only see how much money you and “resources” you personally hold. If you want to know how much money your making and spending you will have to do the math for yourself, but I will include the numbers so no worries. Normally every man in your family will bring a sum of money while every member will take a certain sum of money and in the end, you can hope, it will be enough.Awsome! I also got an 'Idea' and although is is more like a 'Lazy-NES' or 'NESlite', a good mod can pump and update every... 5 minuets? (my record with my friends is 7 minuets!!!)
This is a sample of the stats.
Lillian
5gpt (5/0/0)
400 Crossbowmen, 30 Galleys.
Indeed! All I need to talk about now is 'gpt' and troops.
Gold Per Turn is EP, except because my angreynes of '1ep' states as they are not 'a state owned totally by a mega-corp' Instead, my 5 Gold per turn for the capital means that anybody has addiquite money.
So you get gold from (Cities/Misc/Trade)
in the Ancient Age, the cities give 2 gpt, 5 if a capital, and some other stuff for special conditions. A city costs 10 gold, a good reason, and is -1 gpt for 2 turns before turning in a profit.
Misc includes: Projects, debt, mines, irrigration, looting, raping......
Trade between nations is all your city income and theirs added together. Divided by 10 and rounded up. (ie, 14 and 16 +30/10=3gpt)
A city can trade with one nation at a time.
Troops is on my 100-1 method.
(100/80/60/40/20/10/5/1) (changed due to thinking)
100 Spearmen
Levied troops, may be good but best with numbers
80 Archers
First ranged troops, levied but with a good bow and training can kill armies of spearmen.
60 Swordsmen
TECH: Advanced Bronzeworking and Iron resource.
Armed with a sword and shield, they are the first all round warriors in this game.
40 Crossbows (or should it be Pikes/Phalax?)
Better than swords or archers obviously, would be added after discussion.
20 Chariots
Wheel and Horse Taming
Armed with a lance or a bow, a strong unit but suspectable to A.S squares. (Archer/Spears)
10 Horsemen
Horse Riding, Horse Domestication
Armed with a sword and shield or a bow, strong, fast, but also costly.
5 Galleys
First navy for most players, modeeratly trained and can be merchated or sold. They are generic and not powerful.
1 'Pinnice or Yacht'
Sails
For a lack of a better name. They are bigger and more manuverable but also need wind. They are the first to be continously and success leave sight Of land.
This is for Ancient Period (ie, from 1000 BCE to 0CE on my time line.)
The stats would be filled out, since currently this is played on paper and demands speed. Also, please look at it and critique it for the fast game and the long game. Ahmad is trying Legends of Wars that is a 'Neslite' and fast paced. Also, I want to know changes for the paper and forum games to this set. I am too busy to post after 0 CE stuff but rest assured they're there!
In other words, I might start a Lazy Nes after finding a better MOD/mapmaker...![]()

Updates:
Two updates per game - one at half time, to allow people to change tactics etc, and one at full time, which also gives details on the next match to be played. Obviously, several games will happen simultaneously, as all teams play against someone else.
Orders consist of:
Set general positioning: defensive - balanced - aggressive
Set passing play style: short - balanced - long
Set general tactics: frontal attack - flank attack - counter attack - infiltration attack
Set effort level: conserve strength - balanced - all out effort
Set magic use: counter enemy magic - increase speed/agility - increase strength/toughness - revive/protect players - decrease enemy speed/agility - decrease enemy strength/toughness - smite down enemy players
Also: any notes / special tactics you wish to add
Normal players don't have names, but have '*'s to show how good they are. They will get better with time and may become star players. A '-' instead of a '*' indicates temporary performance loss due to injury or exhaustion.
Note that 'star' players may have special bonuses. Fame brings in extra advertising, sponsorship and ticket sales, regardless of how well the team does.
Example Stats:
Highland Bloodaxes / Daftpanzer
Race type: Dwarfs
Current Gold: 1000
Projected Expenses: 500
Stadium capacity / attendance: 30,000 / 40,000
Stadium quality: poor
Advertising income: average
Sponsorship: Dwarfen Dragonsteel Footwear Guild.
Team equipment: Dragonsteel Boots (+kicking distance, +toughness, +random enemy injury)
Centre-Forward player: ***-
Left-Forward player: ***--
Right-Forward player: ***--
Centre-Midfield player: Ironbonce MacDougle, Dwarf (fame, speed, agility, strength x2, toughness x3)
Left-Midfield player: ***-
Right-Midfield player: ***-
Left-Defence player: ***-
Right-Defence player: ****
Goal-Defence player: Amadeus Wolfblood, Beastman (fame, agility x3, strength x3, toughness x3)
Reserve player #1: **
Reserve player #2: **
Reserve player #3: **
Choosing a race: Note that star players of any race can be bought by any team, but stars will be happiest playing for their own race.
-Mermen-
Monstrous-looking denizens of the deep. Agile, but slow and weakened by time spent out of water.
Intelligence: average
Learning: average
Magic: poor
Strength: average
Toughness: good
Endurance: poor
Speed: poor
Agility: very good
Wages: low
-Undead-
Stupid and slow, but you cannot kill what does not live! Undead bodies are easily re-assembled after matches. They do not need rest and do not get tired.
Intelligence: very poor
Learning: very poor
Magic: poor
Strength: average
Toughness: good
Endurance: excellent
Speed: poor
Agility: poor
Wages: low
-Lizardmen-
Fairly dumb-witted, but otherwise good all-rounders.
Intelligence: poor
Learning: poor
Magic: poor
Strength: good
Toughness: good
Endurance: average
Speed: good
Agility: average
Wages: low
-Humans-
Their overall weakness is compensated by being fairly smart, agile, and quick learners.
Intelligence: good
Learning: very good
Magic: average
Strength: poor
Toughness: poor
Endurance: average
Speed: average
Agility: good
Wages: average
-Orks-
They are good fighters, but not so smart. They are easily stirred up into a furious frenzy, and then it is hard for them to concentrate on the ball.
Intelligence: poor
Learning: poor
Magic: poor
Strength: good
Toughness: very good
Endurance: good
Speed: average
Agility: average
Wages: average
-Clockwork Men-
Combinations of magic and steam-powered machinery, these artificial beings are unpredictable, equally prone to sudden bursts of speed or sudden catastrophic explosive malfunction on the pitch. But they are usually well armoured, and once fired-up they can keep working for hours at a time.
Intelligence: poor
Learning: poor
Magic: very poor
Strength: average
Toughness: very good
Endurance: excellent
Speed: average
Agility: average
Wages: average
-Elves-
Smart, fast, agile and sneaky, with the best magic of any race. Universally hated by all the other races due to their 'dirty' tactics.
Intelligence: very good
Learning: average
Magic: very good
Strength: average
Toughness: average
Endurance: good
Speed: good
Agility: very good
Wages: high
-Dwarfs-
The hardiest and most resilient of all races, with the best quality armour and metal footwear! They are also fairly smart and adaptable, though not very fast, and due to their small size they struggle to reach the ball sometimes.
Intelligence: good
Learning: good
Magic: average
Strength: very good
Toughness: excellent
Endurance: good
Speed: poor
Agility: average
Wages: high
-Beastmen-
Werewolves, werebears, wereboars and werebulls. The best all-round race, with no real weaknesses. They are especially good in a fight, though sometimes prone to falling into uncontrollable bloodlust.
Intelligence: average
Learning: average
Magic: average
Strength: very good
Toughness: good
Endurance: very good
Speed: good
Agility: good
Wages: high
-Baby Dragons-
Since dragons can live for many centuries, it takes decades for youngsters to fully mature. Sometimes they enter the games for fun. The wings of 'baby' dragons aren't big enough to allow full flight yet. But they are still very agile, fast and strong. They are also inquisitive and learn quickly!
Intelligence: average
Learning: very good
Magic: poor
Strength: good
Toughness: good
Endurance: good
Speed: very good
Agility: very good
Wages: high
There was no point in time when the Ottomans and the Viking powers were on the rise together. Vikings stopped being "on the rise" after the 11th century, and the Ottomans don't even exist until two hundred years later.What do you NESers feel about a Medieval NES, where the Ottomans and the Vikings are on the rise.
So I say, go for it.Oh, okay, that makes everything all right.Dachspmg, he's clearly talking about an althist.

We could always make an althist where everyone goes bat**** insane.![]()
