thoughts on more defined Rules
Economy
works like most other recent NES's, where the fraction represents how much treasury you currentlly have, and how much you earning per turn.
I havent determined exactley what will lead to an economy gorwing- more then likelly, it will be a combination of how mucgh territory you have, how many cities you have, what, if any roads you have, your relitive position int he world, and where you lay alogn the trade routs, and just how area the nation is was doing in real life- take Rome and the Caliphate of Cordoba (the green nation in spain)
these nation both operate along the prime routes for trade- if fact, they both own choke points in the med sea, where they can essentially charge whatever they want for shipt to pass through, in Romes case, with its prime real esate in the center med, it can virtually control all traffic and trade going from spain and france by sea over to the eastern med... making it get a larger bonusin terms fo how much econ the have- on top of that, in real life, the cities of Genoa and Venice had entered in economci rivally- well, nothign stopping cities of the sdame nation entering in that type of rivally- but instead of adding that as a bonus to the states economy, I have decided to represent this by giving both of them thier own econ per turn stat- where the economy in question can only be used for the Themes they are in.... this helps to balence out the larg eamount fo econ that a nation liek rome would be getting from them- as the game goes on, and the situation changes, economic developments will change as well- creating a versitile economic world for the NES
Military
it has becoem appernt to me, while pondering the question of economy, that, as far as NES's go, the nations in thsi one will be filthy rich- as such, I've decided to balence this out by making troops more expenisve, and indivisible into smaller units then what is shown (the exception might be if a nation is on the verge of collapse)
100 (basic eg; disorginized medieval) Infantry unit- 3 economy
50 cavalry unit- 3 economy
100 Archer unit- 2 economy
15 ships- 5 economy
UU's, are judged on a case by case basis, as well are any technological developments that may lead to a new type of troop (or rediscovery of one)
troops advanatges are based on what situation, and what terrain they are used for; I'll try to find a topographic map of the earth to be the "official" map for what kind ofterrian is where
essentially, the troops are the standard set up I have for NES's- infantry is the predominant type of troops, its the most useful int he most situations, archers are good for defence, horsemen are useful for offense.
Armies
ammies are a large, permanent grouping of troops that can give a heavy advantage in a nations military wants, due to the higher orginization, and resources that go along with such a project- however, the amry dose have limitations
-it can only be formed out of units of the "Royal" army, and no troops from feifs, or themes or marches can be counted in it
-an army can never be disbanded once made
-armies can operate in only one area at a time, and travel the land one area(feif, theme, or march) per turn
-armies cost 5 econ to make in the firs tplace
-the location of an army will be shown on the main NES map
-armies do give a very heavy advantage in favour of whoever has one in the battle
-armies do not have a maximum as to how many troops can be in them; once creted, you can continue mannign them with troops, 1 econ for every three units of troops added
another touch on feifs,themes,marches, and vassal states
vassal states are somthign i forgot to describe at first- on the map, you will notice severla areas, such as Armenia in the middle east, and Bohemia near germany are thier own coloured, but have an sideborder coloured to the nation next to them- this symbolizes that these nations are vassal states- they are indipendent nations, but effecitvilly under your domion, you can spend thie rmoney, and use thier troops, though there is always a chance they will rebel if they get to unpleased with your rule, btu also the chance, if very pleased, they will enter into you rnaiton fully, as a new feifdom, or group of feifs...
nations may voluntarilly become vassals if they fell they are threatend, and caanot handle the enemy alone, the spanish kingdoms for instance are very threatend, an dits likelly they will be lookign for an overloard ot help protect them
also, sometimes, you can buy the lord of nation into vasadom,. the price just has to be right, and usually, that price is very steep- though the only way they will think about it if your two nations have somthign in common, like ethnicity, culture, or religion, having all three makes it very easy
-this for instance makes burgundy a big target for such things- sharing ethnicty with the by Romano-germans of france, the Germans of gerrmnay, and the by now pure Roman people of Rome (hence why the title of "empire" was dropped in favor of kingdom; Romer no longer rules anythign that can be considered, or even resemble a forigen people)as well as sharing cultural traits with all them in its Romano-german blend, and even religion, for in the wes,t it was the flower of Mithraism that sprouted, and europe is a checker boar dof nordic faiths, Roman mithraism, and in the east, some form of christianity that in real life were abolished by the various churches...
Feif diplomacy- feifs will not generally initiate in diplomacy, however, you as a player can, you can see just what it will take to gain the feif over from your neighbor into your possesion, and the feifs will reply honestlly in that regard.