erez87
Lord of Random
- Joined
- May 16, 2002
- Messages
- 13,500
This is a preview thread!!!
stERZnes - Rise of Nations
The year is 4000 BC, the beginning of civilizations. Across the world tribes begin to unite more and more into creating whole nations. The first to rise at the edge of the Euphrates and the Tigres rivers were the Sumerians. Their ancient capital of Sumer already fell in importance and now Ur the greatest city of Sumer rule supreme in a magnifisant Oligarchy. Not far behind them the Shang rise on the Chinese coasts becoming the largest civlization very fast. Surounded by many other Chinese people that do not wish to unite they are the strongest to this age. Just when Shand rised around the Nile the Pharaos of Egypt claim the Nile to be their home and their magnifisant culture to be begins... Here we begin in 4000BC right after this 3 civilizations begun their rise and many other tribes begin to unite and preaper. Take ones of the 3 already existing civilizations, begin your own or take a group of tribes and migrate across the world into better lands. Will you rise and your Nation will last as time goes?
Mod hopes
Well I like having a NES. I like writing updates, and I love making the maps. I dislike making the stats... but in my last NES it was actualy kinda fun
. Anyhow in this NES I hope i'll keep it going and I more hope the players will keep sending orders. I don't mind about stories anymore... It's your choice if to make them or not. I hope all that join will keep on sending orders. Don't join if you plan to leave. Another hope is that history will change in this NES. If you play right, write stories on your country progress you might even discover gun powder years befor it's time... You have the resources... All you need is the scientict... Wich you could create in a story.
Updates
Hopfully updates will be every 2 days. Maybe the first updates would be even faster. Each update will be a diffrent number of years going in this way:
*4000BC-2000BC; 500 years per update. Update will show much more in each of them... (in 500 years many things can happan). With the new set of rules you coudl also give orders for a whole 500 years easily (not just buying 500 men in 500 years!)
*2000BC-800BC; 200 years per update. Update again will show much... and the rules could easily take care for such a long time...
*800BC-300BC; 100 years per update. Time slows down, giving you the ability to show more in each of the hopfully to be stories...
*300BC-1000AD; 50 years per update. Time slows even more, much more indepth game from now... But we want to get into more interesting ages faster dont' we
*1000AD-Beginning of Industrial age; 10 years per update. The age of Kings will go slowly and in depth... Crusades could actualy take just 30 years rather than 300 years if crusades does come...
*Beginning of Industrial age-Beginning of Modern warfare; 5 years per update.
*Beginning of Modern warfare- and after; 1 years per update. I just hope we get to here!
Rules
Well I hope I made new stuff good... The rules are made to make the game be indepth and still easy to play and more importantly easier to update... So I would always want to update!
In order to explain rules better i'll put the stats example here.
If somthing is in red it means you can't do it yet. As game goes and ages move more things will be added.
And now to rules:
Goverment and Ruler/Player
This are regular things. do anything youw ant don't push it! in 4000BC there were NO DEMOCRACIES AT ALL. Ruler doesn't have to be a men, could by a dynesty espaicaly in early years (in 200 years you get 2-3 and even more rulers changes... so better write a dynesty than the people...)
Economy
Income: Taxes, Inner trade and inner economy your earn. It also includes resources in your country and economy earned from Colonies.
Outcome: Regular spendings (Culture, Education and Science are added here) and also spendings on inner trade. When you use resources you might earn but you also loose money on industry built. This also show how much money is spent in colonies (you don't only earn from them...)
Export: Ones you meet people out of your country already trade starts. This trade can be stopped by ordering it to be so. You automaticly trade also with gray barbarian lands. When you attack them they most likly will stop trading... Also you when you attack another country the national trading between you two is stopping. Black markets and free traders still goes.
Import: Like Export so comes Import... if you don't have a resource or don't have enough already trade starts. This is also the spendings on trade routes (food for the Traders). This also what goes to black markets and free lancers.
Total: The total money you have to spend.
Bank:: If you banked from years befor some money, here it goes. YOU CANNOT BANK UNTIL YOU INVENT SOME WAY TO BANK MONEY (like Banks... or buildings to collect gold in them)
Population
This has only 3 levels: Low;Normal;High. The population marks how much army can be gathered in an amount of time. It is people-land thing. (You can be as he as China but have low population cause you care less about culture and science or be small as Netherlands and has a huge population). Growing army all the time, time after time might lower Popualtion but mostly I say what is it. Each level do:
Normal: Every grouth (army and others), everything goes in it's normal rate.
High: On the one hand army grouths and some others grow in a double rate. On the other hand moral and people attitude lowers and miniorieis has much more power (they got high pop to...)
Low: Army grouth and others go at a halved rate (½). but peple attitude might rise (they got room to live!) and miniorities are much less stronger.
Culture
Culture groups: This go by percentages (%). The biggest is ususaly your own culture group (Egyptians for example) and the rest are miniority groups, like Nubians, Israelites, Ethiopians, Germans etc...
Religions: This also go by percentages (%). The biggest religion is not always your state religion wich COULD cause problems, but doesn't have to. Please make up religions and spread them across the world! Otherwise i'll make religions...
State religion: This is the religion the leaders has, or the religion the leader choose that will be the country leading. You could make it empty... but than the people in your leader religion and the leading religion could get mad...
Culture spending: The more you grow culture the more you later need to pay for the maintenance of the temples, churches, shrines etc... Each grouth grow this by 0.2. It is always rounded down. Usualy writen like this: 2(.4) means you grown culture 12 times but you pay only 2 economies...
People attitude: towards the religion, culture... They know how much you spend to make their country beautifull, and the more you spend their attitude rise. this has 5 levels: Angered;Indiffrent;Normal;We care;Happy. The higher the more national and happy your people are with you and how you spend on their country culture.
Miniorities attitude: How much the miniorities like your spending on economy. You also spend on theirs so the more you spend the more happy they are and faster they assimilate. If it's low preaper for rebellions. There are 5 levels: Rebellious;Angered;Indiffrent;Normal;We care.
Science
Ages: I'll start with real world ages, and will go by them... but if a country makes a new breakthrough a new age might enter the list and other countries could get to it! Ages for now are:
Cooper age
Bronze age
Iron age
Antique age
Empire age
... more shall be added as we progress.
Education spending: You probably think why education and science are broken to 2? Well education is more how many schools and universities for the youngsters and teens there are. Also libaries... The higher education is the more educated the kids that later become adults will be. Like culture each grouth adds 0.2 to the spending.
Science spending: Well thats the labs and elders universities and learning facilities. Here they make inventions... Like Culture each grouth adds 0.2 to the spending. The higher the more chances new inventions will pop out and enw ages will be reached.
People attitude: What if the people religion say they need to stay at home and learn the gods saying? but the country education is high... People attitude for neither culture or science could go low, and the other high. Historic example is the sudden lowering of science when China became more closed to outsiders... there are 5 levels like culture attitudes: Angered;Indiffrent;Normal;We care;Happy
Miliatery
Army: There will be a buying list. (if you look at pop rats you can understand you get twice if pop is high). Army fights on LAND... you can have it writen like any other NES (list with each unit numbers) or in armies (list of how many armies and what you got in each army... for example: '3 X 2000 Spearmen, 5000 Swordsmen, 1000 Horsmen, 1000 Archers' means you got 3 armies that each has this units, EACH, you could ofcourse have diffrent armies, if prefer you won't, if it's in armies i'll might make numbers to show where the aries are!).
same with Navy.
Army moral: 3 levels. Low;Normal;High. The higher the moral the more willingly they will fight. The lower the less they want to fight...
same with Navy moral.
Speicel units: Spies, UU's, diplomats itno gray tribes etc... all the speicel thingis.
People attitude: How your people feel about your army. If you kill other civilizations totaly and your culture is against it... they won't like it! Army moral could go down and miniorities could rebelle! This befor you do! 5 levels: Angered;Indiffrent;Normal;We care;Happy
Wonders
Wonder both cost money and take time. You can choose to begin a wonder but you don't know what it will do. For example begin the Pyramids will take a long time, normal cost and might bring a cultural bonus, or PAY for some of the cutlure, or grow army, I choose. This time the time and cost of the wonder come from the wonder and not what it does... cause you can't choose it. (small wonders could bring huge bonuses... don't worry...) I do care about years it takes...
Wonder example:
Pyramid in Gizza - 0\5 turns;0/3 economies.
Over expanding or Not paying for spendings
As you saw you need to pay EACH TURN for Culture, Education, Science and the army itself for it to keep running. In high population your army grow faster you pay more...
Anyhow. If you don't pay for a spending it will lower to a level where you don't need to pay.
For example if you got 6 economies.
You need 1(.2) on Culture, 0(.6) on Education and 7(.8) on Army.
You decide to pay Culture (1 economy) and all else on the army.
You still miss 1 economy for the army... 1 economy is 0.2X5... wich is 25,000 troops (or ships) wih does not get payd for. they will vanish by my decision. first army than navy ususaly.
Just copy and past this: Add info where the quastion mark (?) apear. the rest leave empty.
Ones you write your stats i'll add them to the Countries list as fast as I can with the starting economy so you could add the first story. You mad only start in the gray areas or as 1 of the 3 existing countries!!!
Preview notes
Tell my what you think. I'll soon add the 3 existing countries stats. You are welcome to join right now and ones the game starts you will see your coutnry and stats right from turn 0 and could give orders faster. If you join in game you will get some king of starting Total income to start with and only ones your on the map other areas begin to feel (like income, outcome etc..)
stERZnes - Rise of Nations
The year is 4000 BC, the beginning of civilizations. Across the world tribes begin to unite more and more into creating whole nations. The first to rise at the edge of the Euphrates and the Tigres rivers were the Sumerians. Their ancient capital of Sumer already fell in importance and now Ur the greatest city of Sumer rule supreme in a magnifisant Oligarchy. Not far behind them the Shang rise on the Chinese coasts becoming the largest civlization very fast. Surounded by many other Chinese people that do not wish to unite they are the strongest to this age. Just when Shand rised around the Nile the Pharaos of Egypt claim the Nile to be their home and their magnifisant culture to be begins... Here we begin in 4000BC right after this 3 civilizations begun their rise and many other tribes begin to unite and preaper. Take ones of the 3 already existing civilizations, begin your own or take a group of tribes and migrate across the world into better lands. Will you rise and your Nation will last as time goes?
Mod hopes
Well I like having a NES. I like writing updates, and I love making the maps. I dislike making the stats... but in my last NES it was actualy kinda fun

Updates
Hopfully updates will be every 2 days. Maybe the first updates would be even faster. Each update will be a diffrent number of years going in this way:
*4000BC-2000BC; 500 years per update. Update will show much more in each of them... (in 500 years many things can happan). With the new set of rules you coudl also give orders for a whole 500 years easily (not just buying 500 men in 500 years!)
*2000BC-800BC; 200 years per update. Update again will show much... and the rules could easily take care for such a long time...
*800BC-300BC; 100 years per update. Time slows down, giving you the ability to show more in each of the hopfully to be stories...
*300BC-1000AD; 50 years per update. Time slows even more, much more indepth game from now... But we want to get into more interesting ages faster dont' we

*1000AD-Beginning of Industrial age; 10 years per update. The age of Kings will go slowly and in depth... Crusades could actualy take just 30 years rather than 300 years if crusades does come...
*Beginning of Industrial age-Beginning of Modern warfare; 5 years per update.
*Beginning of Modern warfare- and after; 1 years per update. I just hope we get to here!
Rules
Well I hope I made new stuff good... The rules are made to make the game be indepth and still easy to play and more importantly easier to update... So I would always want to update!
In order to explain rules better i'll put the stats example here.
If somthing is in red it means you can't do it yet. As game goes and ages move more things will be added.
Code:
[b][u]Nation_Name[/u][/b]
Goverment:
Ruler\Player:
[i]Economy:
Income:
Outcome:
-
Export:
Import:
Total:
[color=red]Bank: [/color][/i]
Population:
Culture:
Culture groups:
Religions:
State religion:
Culture spending:
People attitude:
Miniorities attitude:
Science:
Age:
Education spending:
Science spending:
People attitude:
[b]Miliatery:
Army:
Army moral:
Navy:
Navy moral:
Speicel units: [/b]
People attitude:
Wonders:
Notes:
And now to rules:
Goverment and Ruler/Player
This are regular things. do anything youw ant don't push it! in 4000BC there were NO DEMOCRACIES AT ALL. Ruler doesn't have to be a men, could by a dynesty espaicaly in early years (in 200 years you get 2-3 and even more rulers changes... so better write a dynesty than the people...)
Economy
Income: Taxes, Inner trade and inner economy your earn. It also includes resources in your country and economy earned from Colonies.
Outcome: Regular spendings (Culture, Education and Science are added here) and also spendings on inner trade. When you use resources you might earn but you also loose money on industry built. This also show how much money is spent in colonies (you don't only earn from them...)
Export: Ones you meet people out of your country already trade starts. This trade can be stopped by ordering it to be so. You automaticly trade also with gray barbarian lands. When you attack them they most likly will stop trading... Also you when you attack another country the national trading between you two is stopping. Black markets and free traders still goes.
Import: Like Export so comes Import... if you don't have a resource or don't have enough already trade starts. This is also the spendings on trade routes (food for the Traders). This also what goes to black markets and free lancers.
Total: The total money you have to spend.
Bank:: If you banked from years befor some money, here it goes. YOU CANNOT BANK UNTIL YOU INVENT SOME WAY TO BANK MONEY (like Banks... or buildings to collect gold in them)
Population
This has only 3 levels: Low;Normal;High. The population marks how much army can be gathered in an amount of time. It is people-land thing. (You can be as he as China but have low population cause you care less about culture and science or be small as Netherlands and has a huge population). Growing army all the time, time after time might lower Popualtion but mostly I say what is it. Each level do:
Normal: Every grouth (army and others), everything goes in it's normal rate.
High: On the one hand army grouths and some others grow in a double rate. On the other hand moral and people attitude lowers and miniorieis has much more power (they got high pop to...)
Low: Army grouth and others go at a halved rate (½). but peple attitude might rise (they got room to live!) and miniorities are much less stronger.
Culture
Culture groups: This go by percentages (%). The biggest is ususaly your own culture group (Egyptians for example) and the rest are miniority groups, like Nubians, Israelites, Ethiopians, Germans etc...
Religions: This also go by percentages (%). The biggest religion is not always your state religion wich COULD cause problems, but doesn't have to. Please make up religions and spread them across the world! Otherwise i'll make religions...

State religion: This is the religion the leaders has, or the religion the leader choose that will be the country leading. You could make it empty... but than the people in your leader religion and the leading religion could get mad...
Culture spending: The more you grow culture the more you later need to pay for the maintenance of the temples, churches, shrines etc... Each grouth grow this by 0.2. It is always rounded down. Usualy writen like this: 2(.4) means you grown culture 12 times but you pay only 2 economies...
People attitude: towards the religion, culture... They know how much you spend to make their country beautifull, and the more you spend their attitude rise. this has 5 levels: Angered;Indiffrent;Normal;We care;Happy. The higher the more national and happy your people are with you and how you spend on their country culture.
Miniorities attitude: How much the miniorities like your spending on economy. You also spend on theirs so the more you spend the more happy they are and faster they assimilate. If it's low preaper for rebellions. There are 5 levels: Rebellious;Angered;Indiffrent;Normal;We care.
Science
Ages: I'll start with real world ages, and will go by them... but if a country makes a new breakthrough a new age might enter the list and other countries could get to it! Ages for now are:
Cooper age
Bronze age
Iron age
Antique age
Empire age
... more shall be added as we progress.
Education spending: You probably think why education and science are broken to 2? Well education is more how many schools and universities for the youngsters and teens there are. Also libaries... The higher education is the more educated the kids that later become adults will be. Like culture each grouth adds 0.2 to the spending.
Science spending: Well thats the labs and elders universities and learning facilities. Here they make inventions... Like Culture each grouth adds 0.2 to the spending. The higher the more chances new inventions will pop out and enw ages will be reached.
People attitude: What if the people religion say they need to stay at home and learn the gods saying? but the country education is high... People attitude for neither culture or science could go low, and the other high. Historic example is the sudden lowering of science when China became more closed to outsiders... there are 5 levels like culture attitudes: Angered;Indiffrent;Normal;We care;Happy
Miliatery
Army: There will be a buying list. (if you look at pop rats you can understand you get twice if pop is high). Army fights on LAND... you can have it writen like any other NES (list with each unit numbers) or in armies (list of how many armies and what you got in each army... for example: '3 X 2000 Spearmen, 5000 Swordsmen, 1000 Horsmen, 1000 Archers' means you got 3 armies that each has this units, EACH, you could ofcourse have diffrent armies, if prefer you won't, if it's in armies i'll might make numbers to show where the aries are!).
same with Navy.
Army moral: 3 levels. Low;Normal;High. The higher the moral the more willingly they will fight. The lower the less they want to fight...
same with Navy moral.
Speicel units: Spies, UU's, diplomats itno gray tribes etc... all the speicel thingis.
People attitude: How your people feel about your army. If you kill other civilizations totaly and your culture is against it... they won't like it! Army moral could go down and miniorities could rebelle! This befor you do! 5 levels: Angered;Indiffrent;Normal;We care;Happy
Wonders
Wonder both cost money and take time. You can choose to begin a wonder but you don't know what it will do. For example begin the Pyramids will take a long time, normal cost and might bring a cultural bonus, or PAY for some of the cutlure, or grow army, I choose. This time the time and cost of the wonder come from the wonder and not what it does... cause you can't choose it. (small wonders could bring huge bonuses... don't worry...) I do care about years it takes...
Wonder example:
Pyramid in Gizza - 0\5 turns;0/3 economies.
Over expanding or Not paying for spendings
As you saw you need to pay EACH TURN for Culture, Education, Science and the army itself for it to keep running. In high population your army grow faster you pay more...
Anyhow. If you don't pay for a spending it will lower to a level where you don't need to pay.
For example if you got 6 economies.
You need 1(.2) on Culture, 0(.6) on Education and 7(.8) on Army.
You decide to pay Culture (1 economy) and all else on the army.
You still miss 1 economy for the army... 1 economy is 0.2X5... wich is 25,000 troops (or ships) wih does not get payd for. they will vanish by my decision. first army than navy ususaly.
Just copy and past this: Add info where the quastion mark (?) apear. the rest leave empty.
Ones you write your stats i'll add them to the Countries list as fast as I can with the starting economy so you could add the first story. You mad only start in the gray areas or as 1 of the 3 existing countries!!!
Code:
[b][u] ?Name? [/u][/b]
Goverment: ?
Ruler\Player: ?\?
[i]Economy:
Income:
Outcome:
-
Export:
Import:
Total:
[color=red]Bank: [/color][/i]
Population:
Culture:
Culture groups: ? 100%
Religions: ? 100%
State religion: ?
Culture spending:
People attitude: Normal
Miniorities attitude: -
Science:
Age: Cooper age
Education spending:
Science spending:
People attitude: Normal
[b]Miliatery:
Army:
Army moral: Normal
Navy:
Navy moral: Normal
Speicel units: [/b]
People attitude: Normal
Wonders: -
Notes: -
Preview notes
Tell my what you think. I'll soon add the 3 existing countries stats. You are welcome to join right now and ones the game starts you will see your coutnry and stats right from turn 0 and could give orders faster. If you join in game you will get some king of starting Total income to start with and only ones your on the map other areas begin to feel (like income, outcome etc..)