˜”*°•.The Many Coloured Lands.•°*”˜
This is a Earth-Map Fresh-Start. That is, we start at the dawn of time, on earth. It is up to you to lead your people to greatness. This is a "classic" NES I hope people are yearning for. I have cut/pasted/ripped/stole/created this rule set from the many NES that have gone before.
The purpose of this NES is to provide a blank environment on which players will create nations of their own invention with qualities of their own design. What if the Gauls were peaceful philosophers? What if Egypt was an agnostic feudal society? What if Aztec was a technological behemoth? Your destiny is your own in this game, and an emphasis is being placed on allowing players a large amount of control over their nation. I'll even allow some silly stuff (bear cavalry?) if you write and spend enough on it! If you provide me with historical data, or other information, I will use it, to your advantage or someone else's disadvantage.. but otherwise, do what you want!
I hope it to be a success, and I hope it's enjoyable to you, the player.
The Ruleset
Stats
Numidia / Abaddon
Religion: Primitive Animism
Age: Early Bronze Age
Size: Petite (2)
Colour: Brown
Economy: 4/2/3 (-2 upkeep)
Army: 4 Archer (2)
Navy: 2 Curragh (1)
Confidence: Resentful
Culture: Average
Projects: Colosseum (++ culture, + army quality), Training Grounds (+ Power), Aqueduct (++ Confidence)
Religion
You start off with a default primitive animism, belief in spirits of nature and things like that. You can create a more advanced religion through a story and the construction of temples. Religions are every bit as powerful here as they are in our world. You can start up a totally original religion, or if your location is suitable, be the birth place for a RL Religion. They give your leader credibility, mould alliances, and break empires.
Age
This stat represents the age your nation is in, tech-wise. The ages of this game will be displayed here as time goes on, however as a general rule of thumb later ages are better. Advancing in age does not necessarily advance your army, though - that requires additional spending.
Size
This is, as the name suggests, the size of your nation. Size is an amalgam of land area, as well as how easy it is for each part of the nation to reach the other part (a colonial empire, by its nature, will have a higher size stat than a nation of equal land and population size that is on one continuous chunk of land). As nations advance and efficiency and communication improve, the size stat will go down. Size determines how costly change is, as well as the effectiveness of various things (plagues, military strategies, increased taxation, etc.). The levels, and the economic points they require, are:
Tiny (1)-Petite (2)-Small (3)-Medium (4)-Large (5)-Huge (6)-Gargantuan (7)-Monstrous (8)
Economy
This stat is represented on the map by the number of black dots in your nation, which represent major cities and are producers of economy. The economy points, are used to grow the economy, spend on armies/navies, build wonders, and do research. In the example, Economy: 4/2/3 , the first number (4) represents the number of EP generated from cities per turn. The second number (2) represents the number of EP generated by your land per turn. The final number is the stash of EP which can be called upon at any time. There are many different ways to grow your economy. To build a new city costs 4EP, though some will spring up naturally over time. Use your imagination and I will reward you. The negative number (-1) represents the amount of gold lost per turn from upkeep, and you must take it into account by yourself. You can choose not to pay the upkeep in a given turn, but you run the risk of all hell breaking loose if you do it for too long.
Army/Navy
As ages advance and more powerful units emerge, units become more powerful. I will use a numerical system. Example: Warrior has (1) power, Spearman has (1.5), Swordsman has (3)... And if you write stories about your units' terrific strength, they may get a little power bonus. 1 economy point will train 1000 soldiers or 10 ships.
With UUs, simply describe them to me and I'll put them into your stats.
Unit Power
Stone Age: Warrior (1), Spearman (1.5), Archer (1.5)
Copper Age: Archer (1.5), Spearman (2), Axeman (2.5)
Bronze Age: Archer (2), Spearman (2.5), Axeman (3), Swordsman (3)
Iron Age: Archer (2), Spearmen (3), Axeman (3.5), Swordsman (4)
You can train your units to have any power level, so spearmen really can beat a tank.. if trained well enough. Each level of training costs double the level in EP.
You may have one Unique Unit at a time which is a modified base unit according to your present age level depending on when the unit was first conceptualized. The Unique Unit you provide me with is an idea of how the unit should function or a basic idea of its purpose, and I will assign a cost to it. Unique units are generally better than ordinary units, however are also more susceptible to environmental factors. Say Arabia creates Camel Archers, which are much better than its ordinary units. They will excel in the homeland and in neighbouring regions but as the borders are pushed, they will become less effective as camels are no good at fighting in, say, tundra. When a nation makes a new type of unique unit, all the old unique units will be retired, with a random percentage of those units moving on to become regular units.
Every 5 Land units and 20 ships costs 1EP in upkeep to maintain.
Confidence
Your people's confidence in nation and leadership. Low confidence will result in revolts and revolutions. High confidence and your people will defend you with their lives, resist subversion and have strong faith in you no matter what you do. This a
very important stat, one that in this NES encompasses infrastructure, education, and a whole manner of things. Be inventive with projects and this will rise. If it starts dropping, you know you need to spend on your nation's welfare.
(Hateful, Resentful, Tolerating, Neutral, Respecting, Admiring, Loving, Worshipping)
Culture
This stat represents how cultured your nation is, and the more culture the better. Having more culture decreases the chance that a random event will screw you up, and can allow you to culture flip your neighbours. Culture can increase through stories, wonders, and Cultural or Religious centres and other projects.
(None, Pathetic, Mediocre, Average, Strong, Influential, Outstanding, Wonder of the World)
Projects
This stat displays the projects you have, how close to completion they are, and their end effect. To begin a project, detail it in your orders and the desired outcome. I will decide the cost. A Project only advances with EP spent. Projects are where you will get all sorts done and really let your creativity flair. The better the idea, the cheaper the cost for greater benefits.
Creating Your Own Nation
Please use this template to present your nation idea.
Nation Name / Player
Government:
Colour:
Location:
Storywriting
Writing stories is encouraged in this NES to provide not only culture but flavour to your nation and help customize that nation to your specific tastes. They don't need to be particularly well-written or verbose, but a feeling of knowing that you're trying is all that's necessary. Write stories, draw pictures, whatever, I will reward it.
Orders
Can will be sent by PM, you will quote your stats, as well has have your Nation Name in the Subject Title.
We will begin in 3000 BC, Antiquity.
Barbarians
Barbarians are those peoples who have yet to coalesce into full-fledged states, though they may from time to time form themselves into “state-lets” and city states. Barbarian peoples consist of wide ranging cultures with varying values, some being the stereotypical warmongers and others being highly sophisticated, pacifistic artisans. On the map the general ethnicities and largest peoples will be named. You can have diplomacy with barbarian peoples, but the effectiveness will vary and, depending on the size and unity of the targeted peoples, the amount of people reached will be small. Never underestimate barbarians, but don’t overestimate them either.
Map
Important Cities
This NES will utilize the three-city system of economic (eco), cultural, and religious centres. They will be key contributors to your economy, your culture, and practically all other stats. If you loose even one of them to an enemy it could be disastrous. In addition, maintaining your important cities will be much more fickle than before. Finally, it is possible to get a centre due to a project, just as before, but such centres may (or may not, but more likely may) be more likely to lose their status.
Economic Centres: Economic centres are cities where economic activity is greatly concentrated. Eco centres are almost always due to the concentration of trade, but industry, finance, banking, etc. can also cause an eco centre to come about. The benefits of an economic center will be one eco per turn, unless for some unforeseeable reason I make an exception. Modern examples of eco centers would include Tokyo, Dubai, Cape Town, London, Rio de Janeiro, and New York.
Cultural Centers: Cultural centers are cities where the culture of a nation, a region, or even of the world is personified. Art, education, nationalism, regionalism, philosophy, science, pan-nationalism, etc. can all contribute to the creation of cultural centers. The benefits of these cities are just as varied as their causes. Modern examples would include Sydney, Tel Aviv-Yafo, Cairo, Oxford, Buenos Aires, and Chicago.
Religious Centers: Religious centers are cities where major religions find there center(s) and where great pilgrimages take place. While religious centers will generally form without outside coaxing, government approval and conversion always help in the forming of such cities. The benefits will be mostly religious in nature, but may also extend into those areas benefited by cultural and economic centers. Modern examples would include Dharamsala, Jerusalem, Mecca, Rome, Istanbul, and Mexico City (Guadalupe).