Well, as of now, I have had one sucsessful Nes, and one failed NES. This is going to be one last shot at modding for me, and I hope it goes well. This is going to be a continuation of #1 Persons NES, and those who had nations there, can have them here.
So, this is going to be a Fresh Start, the cradle being in the Middle East. Nations in the Red Zones will be the strongest, Green Zones will be somewhat good, and other areas can be settled, but they will be weaker.
Template
Nation Name
Your Name
Color: I will decide this
Government
Efficiency (Civilian/Military) 0/0
Economy: 1/2/0
Economy Status Stable (0)
Cities: Capital,
Size: Small(1)
Age: Bronze Age
Army: 1000 Spear men
Navy: 50 Galley (or another 500 spear men if land locked)
Infrastructure: Dirt Tracks (0/2)
Education: Wha...? (0/2)
Culture: Disunited
Confidence: Ehhhhhh.......
Religion:
Projects:
Voyages of Discovery I will decide this
Generals
Description: Brief description of your nation, also say were you want to be.
Color
I will decide this
Government It can be anything, from Depotism to Democracy. Some governments may prevail more at the earlier stages at the game though.
Efficiency: This is in form of Civilian/Military. It costs 2 ep to improve, and you can only upgrade them once per turn. You can't raise both in the same turn though. Civilian is how your government is working at home. High Civilian leaderships will have effects on Confidence, Culture and economy. Military is how well your Generals think on their feet.
Economy
In the form Rural/Urban/Trade and Raiding. To a rough approximation, the first is your agriculture and mining, while the second is your production of finished goods. You can generally invest 2 points into rural or suburban to raise it by 1, if you give a good excuse. The third represents how much trade you're doing with other nations or if you are raiding the lands and seas. Increase it by doing more trade/cornering the market in something and raiding. Some may have numbers in Parenthesis afterward. These are for ecos that are banked/Eco orders that are none sensical or breaks the rules.
Economy Status How well your economy is doing. This cannot be raised by spending. Your actions will have effect on this, whether good or bad. Example: Malta has 1/1/1. Their economy is Growing (+1). They not only have their usual 3 ep, but an additional ep because of their economy. Like wise, if their economy is failing (-1) They will only have 2 ep to spend
Cities
For every urban economy you have you can make a city for an additional Eco. These will give boosts to your culture as well as slight increases to your Education. In order to build ships more complicated than Galleys, you will need to have a city that is not your capital on the water. When you found them, give their name. Also the more cities you have the more likely some random events are. Also when you build Wonders of the World you will have them be in a certain city. However too many cities too dense will lead to some drawbacks, like increased bureaucracy and reduced confidence and infrastructure. It is also advised that you have your rural economy be strong in order to properly support your cities, else the negative effects will be more noticeable.
Size
The cost of infrastructure and education increases are multiplied by the number in parentheses. So are your army increases. So it's a trade-off. For every size level, you can have 3 Agriculture levels, and 3 Urban levels.
Levels: Tiny(1),Small(1), Getting There(2), Respectable(2), Healthy(3), Medium(3), Large(4), Bloated(4), Obese(5), Gargantuan(5), Utterly Massive (6+)
Age
The level of technology you're at. Your army and navy are automatically upgraded to the next level when you reach it. You're more likely to get it if others near you have it. We'll start in the Bronze Age.
--Bronze Age--
Iron Age
Classical Age
Empire Age...
Army and Navy
MILITARY:
(SOLDIERS)
- Axemen: 1 EP = 500 (Heavy Armor, Good against Ground troops, but bad against Horse troops, Bronze Age and Beyond)
- Spearman: 1 EP = 500 (Some Armor, Good on Defense and against Horses, Bronze age and Beyond)
-Spartan Hoplites (UU) 1 ep for 300 (Heavy Armor, replaces spearmen, good against Spearmen, and better than regular Spearmen against Melee troops)
- Archers: 1 EP 300 (Light armor, strong on defense, ok on offense, Bronze age and beyond)
- Sword Infantry: 1 EP = 250 (Iron Weaponry and Armor, Very Skilled on Attack, Iron age and beyond)
-Pikemen 1 EP = 200 or 1 ep to improve 250 Spearmen. VERY long Pike. Requires Clasical age
-Mace Men 1 EP =200 or 1 ep to improve 250 Axemen. Chainmail, very good against melee. Requires Classical Age
(DOMESTICATED SOLDIERS / CAVALRY)
All are good against all ground troops except against spearmen
- Horsemen: 1 EP = 250 (Heavy Armor, spear and sword, Bronze Age and beyond)
- Horse Archers: 1 EP = 250 (Light Armored, fast, Bronze Age and beyond)
-Light Calvary 1 EP = 200 or 1 ep to improve 250 of Chariots or any other Horse Units. Wears chainmail and uses lance. Light Calvary Requires Clasical Age
- Chariots: 1 EP = 100 (Heavy armored, uses bow, sword, or spear, very effective, Bronze age and beyond)
- War Dogs: 1 EP = 300 (Half Starved, bred to kill, will show no mercey, cannot truely be commanded, soldiers break and flee in front of)
- War Elephants: 1 EP = 25 (4 huge feet and 2 massive tusks make them the first tanks. will cause panic, but if scared, will sometimes kill your troops. Only for Indian, East Asian, and some African nations)
-Indian Elephant Calvary 1 ep for 20 (Like war elephants, but 4 Archers stand on top with a driver to make this excellent shock troops and distance troops)
*For Desert Countries, you can choose to build both Horse based Cavalry or Camel Based Cavalry. This allows an advantage in desert territory but relatively useless elsewhere.
(SEIGERY/ARTILLERY)
- Battering Rams: 1 EP = 30
- Seige Towers: 1 EP = 25
- Ladders: 1 EP = 100
- Sappers: 1 EP = 25
- Catapults: 1 EP = 10
*Seige Weapons are most needed when attacking cities with walls. You can either bring them with you or you can build them as an army moves, you can only build them if the region you are in has access to the needed resources. You can easily trasport ladders but for Seige Towers you may loss them if you move through the Alps or something.*
Navy
-Galleys 1 ep for 50 (Transport troops, but that's really all they are good for)
-Tremenes 1 ep for 25 (War Galleys, effective against galleys)
-Caravel 1 for 20 (Is good at fighting like a Tremene, and can carry troops) requires Clasical Age
In old games, the (0-10) usually indicated Training. This is updated to, (0-10/0-10) The first being training and the 2nd being Weaponry Quality. This can help act as an edge so the Units may not always be even just because of training at 10.
Infrastructure
Roads, food storage, etc. Necessary if you plan to expand much (hint hint)...
You must spend the number in parentheses of spending points, multiplied by your size number, to get to the next level. Expect slight drops when increasing size (so don't think, “hey! Lets go all the way to railroads for X dollars rather than expanding first and having to spend 2 or 3X dollars”
Levels: None(1), Dirt Tracks(2), Dirt Roads(3), Stone Roads(4), Paved Roads(5), Efficient(6), Highways(7)
Education
How smart your people, generals, engineers, etc. are. A high one will help you get to the next level, but won't guarantee it. Expect a drop when you gain an age. Same increase thing as infrastructure.
Levels: None(1), Wha...?(2), Illiterate(2), Bad(3), Okay(3), Literate(4), Educated(4), Scholarly(5), Genius(5), SUPER GENIUS(6), SUPER GENIUS+x(6+x)
Culture
How cultured, sure of themselves, patriotic, superior-feeling, etc. your people are. NOT how they feel about you. This is important, but can't be increased by spending points.
None, Disunited, Cohering, Coherent, Strong, Magnificent, Devoted, Patriotic, Jingoistic, Superior, All-Powerful, Invincible
Confidence
How much your people like you. You want this high. Stories will help, spending points won't, sudden changes in policy can also cause decrease it.
None, Revolting, Muttering Angrily, ehh...., Okay, Good, Great, Super, Awesome, Adoring, Blindly Following, Worshipping, Zombie-Like
Projects
They cost eco points. Send me a description and the intended result. I'll give you the amount.
Voyage of Discoviries They cost 3 ep each, and you can only buy one per turn. You start with your regions VOD if you are bordering the sea. There are : MED (Medditeranean) NE (North Europe) WCA (West Coast of Africa) ECA (East Coast of Africa) IO (Indian Ocean) CPJ (China, Philipines, Japan) ANZ (Australia, New Zeland) WCNA (West Coast of North America) WCSA (West Coast of South America) ECSA (East Coast of South America) CAR (Carribean) ECNA (East Coast of North America)
Orders
PMed only. Creativity is good. 2 PM limit. If my box is full, you can email me
Updates
Will be 1 time a week at start. Deadline will be 6 PM US East Coast time on the day I say and will be updated, including stats by the next morning. About 10 years per IT update, however many I want for BT's.
Projects and Wonders
Projects and wonders are like most other NESes in this form: Name of Project (amount of money invested/amount needed, turns already/turns needed)
I advise PMing me before order time what projects/wonders you want to do, consisting of there proposed benefits. Then, if they are rational, I will respond with the Economy needed and the Turns needed.
Do not post untill I command you to
So, this is going to be a Fresh Start, the cradle being in the Middle East. Nations in the Red Zones will be the strongest, Green Zones will be somewhat good, and other areas can be settled, but they will be weaker.
Template
Nation Name
Your Name
Color: I will decide this
Government
Efficiency (Civilian/Military) 0/0
Economy: 1/2/0
Economy Status Stable (0)
Cities: Capital,
Size: Small(1)
Age: Bronze Age
Army: 1000 Spear men
Navy: 50 Galley (or another 500 spear men if land locked)
Infrastructure: Dirt Tracks (0/2)
Education: Wha...? (0/2)
Culture: Disunited
Confidence: Ehhhhhh.......
Religion:
Projects:
Voyages of Discovery I will decide this
Generals
Description: Brief description of your nation, also say were you want to be.
Color
I will decide this
Government It can be anything, from Depotism to Democracy. Some governments may prevail more at the earlier stages at the game though.
Efficiency: This is in form of Civilian/Military. It costs 2 ep to improve, and you can only upgrade them once per turn. You can't raise both in the same turn though. Civilian is how your government is working at home. High Civilian leaderships will have effects on Confidence, Culture and economy. Military is how well your Generals think on their feet.
Economy
In the form Rural/Urban/Trade and Raiding. To a rough approximation, the first is your agriculture and mining, while the second is your production of finished goods. You can generally invest 2 points into rural or suburban to raise it by 1, if you give a good excuse. The third represents how much trade you're doing with other nations or if you are raiding the lands and seas. Increase it by doing more trade/cornering the market in something and raiding. Some may have numbers in Parenthesis afterward. These are for ecos that are banked/Eco orders that are none sensical or breaks the rules.
Economy Status How well your economy is doing. This cannot be raised by spending. Your actions will have effect on this, whether good or bad. Example: Malta has 1/1/1. Their economy is Growing (+1). They not only have their usual 3 ep, but an additional ep because of their economy. Like wise, if their economy is failing (-1) They will only have 2 ep to spend
Cities
For every urban economy you have you can make a city for an additional Eco. These will give boosts to your culture as well as slight increases to your Education. In order to build ships more complicated than Galleys, you will need to have a city that is not your capital on the water. When you found them, give their name. Also the more cities you have the more likely some random events are. Also when you build Wonders of the World you will have them be in a certain city. However too many cities too dense will lead to some drawbacks, like increased bureaucracy and reduced confidence and infrastructure. It is also advised that you have your rural economy be strong in order to properly support your cities, else the negative effects will be more noticeable.
Size
The cost of infrastructure and education increases are multiplied by the number in parentheses. So are your army increases. So it's a trade-off. For every size level, you can have 3 Agriculture levels, and 3 Urban levels.
Levels: Tiny(1),Small(1), Getting There(2), Respectable(2), Healthy(3), Medium(3), Large(4), Bloated(4), Obese(5), Gargantuan(5), Utterly Massive (6+)
Age
The level of technology you're at. Your army and navy are automatically upgraded to the next level when you reach it. You're more likely to get it if others near you have it. We'll start in the Bronze Age.
--Bronze Age--
Iron Age
Classical Age
Empire Age...
Army and Navy
MILITARY:
(SOLDIERS)
- Axemen: 1 EP = 500 (Heavy Armor, Good against Ground troops, but bad against Horse troops, Bronze Age and Beyond)
- Spearman: 1 EP = 500 (Some Armor, Good on Defense and against Horses, Bronze age and Beyond)
-Spartan Hoplites (UU) 1 ep for 300 (Heavy Armor, replaces spearmen, good against Spearmen, and better than regular Spearmen against Melee troops)
- Archers: 1 EP 300 (Light armor, strong on defense, ok on offense, Bronze age and beyond)
- Sword Infantry: 1 EP = 250 (Iron Weaponry and Armor, Very Skilled on Attack, Iron age and beyond)
-Pikemen 1 EP = 200 or 1 ep to improve 250 Spearmen. VERY long Pike. Requires Clasical age
-Mace Men 1 EP =200 or 1 ep to improve 250 Axemen. Chainmail, very good against melee. Requires Classical Age
(DOMESTICATED SOLDIERS / CAVALRY)
All are good against all ground troops except against spearmen
- Horsemen: 1 EP = 250 (Heavy Armor, spear and sword, Bronze Age and beyond)
- Horse Archers: 1 EP = 250 (Light Armored, fast, Bronze Age and beyond)
-Light Calvary 1 EP = 200 or 1 ep to improve 250 of Chariots or any other Horse Units. Wears chainmail and uses lance. Light Calvary Requires Clasical Age
- Chariots: 1 EP = 100 (Heavy armored, uses bow, sword, or spear, very effective, Bronze age and beyond)
- War Dogs: 1 EP = 300 (Half Starved, bred to kill, will show no mercey, cannot truely be commanded, soldiers break and flee in front of)
- War Elephants: 1 EP = 25 (4 huge feet and 2 massive tusks make them the first tanks. will cause panic, but if scared, will sometimes kill your troops. Only for Indian, East Asian, and some African nations)
-Indian Elephant Calvary 1 ep for 20 (Like war elephants, but 4 Archers stand on top with a driver to make this excellent shock troops and distance troops)
*For Desert Countries, you can choose to build both Horse based Cavalry or Camel Based Cavalry. This allows an advantage in desert territory but relatively useless elsewhere.
(SEIGERY/ARTILLERY)
- Battering Rams: 1 EP = 30
- Seige Towers: 1 EP = 25
- Ladders: 1 EP = 100
- Sappers: 1 EP = 25
- Catapults: 1 EP = 10
*Seige Weapons are most needed when attacking cities with walls. You can either bring them with you or you can build them as an army moves, you can only build them if the region you are in has access to the needed resources. You can easily trasport ladders but for Seige Towers you may loss them if you move through the Alps or something.*
Navy
-Galleys 1 ep for 50 (Transport troops, but that's really all they are good for)
-Tremenes 1 ep for 25 (War Galleys, effective against galleys)
-Caravel 1 for 20 (Is good at fighting like a Tremene, and can carry troops) requires Clasical Age
In old games, the (0-10) usually indicated Training. This is updated to, (0-10/0-10) The first being training and the 2nd being Weaponry Quality. This can help act as an edge so the Units may not always be even just because of training at 10.
Infrastructure
Roads, food storage, etc. Necessary if you plan to expand much (hint hint)...
You must spend the number in parentheses of spending points, multiplied by your size number, to get to the next level. Expect slight drops when increasing size (so don't think, “hey! Lets go all the way to railroads for X dollars rather than expanding first and having to spend 2 or 3X dollars”

Levels: None(1), Dirt Tracks(2), Dirt Roads(3), Stone Roads(4), Paved Roads(5), Efficient(6), Highways(7)
Education
How smart your people, generals, engineers, etc. are. A high one will help you get to the next level, but won't guarantee it. Expect a drop when you gain an age. Same increase thing as infrastructure.
Levels: None(1), Wha...?(2), Illiterate(2), Bad(3), Okay(3), Literate(4), Educated(4), Scholarly(5), Genius(5), SUPER GENIUS(6), SUPER GENIUS+x(6+x)
Culture
How cultured, sure of themselves, patriotic, superior-feeling, etc. your people are. NOT how they feel about you. This is important, but can't be increased by spending points.
None, Disunited, Cohering, Coherent, Strong, Magnificent, Devoted, Patriotic, Jingoistic, Superior, All-Powerful, Invincible
Confidence
How much your people like you. You want this high. Stories will help, spending points won't, sudden changes in policy can also cause decrease it.
None, Revolting, Muttering Angrily, ehh...., Okay, Good, Great, Super, Awesome, Adoring, Blindly Following, Worshipping, Zombie-Like
Projects
They cost eco points. Send me a description and the intended result. I'll give you the amount.
Voyage of Discoviries They cost 3 ep each, and you can only buy one per turn. You start with your regions VOD if you are bordering the sea. There are : MED (Medditeranean) NE (North Europe) WCA (West Coast of Africa) ECA (East Coast of Africa) IO (Indian Ocean) CPJ (China, Philipines, Japan) ANZ (Australia, New Zeland) WCNA (West Coast of North America) WCSA (West Coast of South America) ECSA (East Coast of South America) CAR (Carribean) ECNA (East Coast of North America)
Orders
PMed only. Creativity is good. 2 PM limit. If my box is full, you can email me
Updates
Will be 1 time a week at start. Deadline will be 6 PM US East Coast time on the day I say and will be updated, including stats by the next morning. About 10 years per IT update, however many I want for BT's.
Projects and Wonders
Projects and wonders are like most other NESes in this form: Name of Project (amount of money invested/amount needed, turns already/turns needed)
I advise PMing me before order time what projects/wonders you want to do, consisting of there proposed benefits. Then, if they are rational, I will respond with the Economy needed and the Turns needed.
Do not post untill I command you to