Warcraft NES: World of Azeroth
Economy/Settlements
Long
Your economy is based around two things, gold and lumber. Gold is the currency of choice around the world and is used in the purchasing of almost everything. The other resource, lumber, is used in the production of buildings, and as a fuel source to craft weapons, armor, and do research.
Gold is collected through taxes and gold mines, while lumber is collected by lumber mills. Lumber Mills and Gold Mines are the centers of many settlements across the planet, though not all. To increase the your income you may build the same amount of gold mines and lumber mills as you have settlements.
You will have to settle new lands (make new settlements) in order to bring about more wealth to your nation through mines and mills, as well as an initial base benefit through taxes and trade. There is a limit however based on the topography, geography, and population. Your settlement maximum is included in your stats. If you go above the cap, you will begin to have to use gold and lumber to supply these settlements which can no longer self-sustain themselves. This will of course be a drain on your economy. Sometimes capturing settlements may cause you to go above your settlement-cap if there isn’t enough other captured lands with it. In this case you can either A) Capture more surrounding lands or B) Burn it to the ground. Burning it to the ground will have negative effects on your reputation however, but evil nations won’t care
You will also have to pay an upkeep for your army after a certain level. Your nation can naturally support a certain amount, however a larger army will require you to spend upkeep in keeping them.
Trade Centers are special settlements that due to their locations are, you guessed it, centers of trade. As such they will produce about twice as much.
To make it easier, these two resources combine to create PP, purchasing points (since you can trade lumber for gold, and gold for lumber). You then use PP for all spending.
Short:
Gold + Lumber = PP
Cost to build:
Lumber Mill: 5 PP
Gold Mine: 7 PP
Settlement: 11 PP
Benefit:
Lumber Mill: 2 Lumber per turn
Gold Mine: 3 Gold per turn
Settlement: 1 lumber, 2 gold
Trade Center: 2 lumber, 3 gold
1 settlement = 10 pp worth of unit not needing upkeep
each organization level = 10 pp worth of units no needing upkeep
For each settlement over the maximum, it costs 8 PP to maintain.
For each pp worth of units over the limit it costs ½ pp to upkeep
Military:
Long:
The militaries of the world’s nations are varied and their organization depend greatly on race and technology. There are 8 types of military units, almost all with 3 levels (Weak, normal, High). They all (the types and level) depend on your technology, magical, and organization levels. You do not buy the separate levels, but when you reach that level of tech, mag, and/or org, you may upgrade your military.
To Upgrade, it costs ½ the normal cost of the unit (i.e. you can upgrade 10 weak mounted for 1 pp).
Also note that since a warrior needs steel AND level III organization, doesn’t mean a weak warrior with level IV organization and just iron weapons aren’t on par with their “superior” level.
(See technology, magical knowledge, and organization for when classes become available/gain levels)
Warrior: Most basic class. Strap some armor on a guy, give him a weapon and BAM, a warrior in the making.
Cost: 1 pp for 15
Archers/Axe-Throwers: The hunter/bowman are the ranged soldiers of your army.
Cost: 1 pp for 10
Mounted: These are warriors on mount, much more effective than normal warriors. Although each race may use a different mount (tigers for night elves or horses for humans as an example) they’ll each be regarded as equal.
Cost: 1 pp for 5
Siege: The three levels aren’t weak, normal, high it’s -> Catapult, Ballista, Mortars.
Cost: 2 pp for 1
Mages: The crafters of all sorts of magic.
1 for 1 pp
Priest: Also crafters of magic, however they have been trained specializing in healing
2 for 1 pp
Flyers: Although each race uses different flyers(gargoyles for undead and griffons for dwarves) they’ll each be regarded as equal.
2 for 1 pp
Ships: These units do not follow the same path as the previous 7, and do not “upgrade” when the next level is reached.
Sloop: small fast ship. 1 for 2 pp
Frigate: medium sized ship. 1 for 4 pp
Battleship: large ship. 1 for 8 pp
Unique Units: The eight big races have a unique unit which replaces a certain unit, which is better than that otherwise normal level unit.
Humans: Knights replace Mounted.
Orcs: Shaman replace Priest
Dwarves: Riflemen replace Archers
Night Elves: Druids replace Mages
Tauren: Totem-carrier replaces Warrior
Trolls: Witchdoctor replaces Priest
Undead: Frost Wyrm replaces Flyer
Blood Elves: Rangers replace Archers
Also note since the Centaur are half horse, each of their units have the speed of a mounted unit.
Technology
Technology still is important in this magical world. The gnomes and goblins, masters of technology, have created some amazing devices including Zeppelins and robotic tree cutters. Technology of their caliber is still expensive however. Nations must research technology in order to better equip all of their classes of military with better armor and weapons. It will also help their economies. There are several different levels of technology. Each level before is a prerequisite to the one above.
Weapons:
Level I: Bronze Crafting: Needed for Weak Warrior. - Cost: 10
Level II: Iron Crafting: Needed for Weak Mounted - Cost: 20
Level III: Steel Crafting: Needed for Warrior and Mounted - Cost: 30
Level IV: Mithril Crafting: Needed for High Warrior - Cost 40
Level V: Arcanite Crafting Needed for High Mounted - Cost 50
Ranged: (cost 40 pp each)
level I: Bow: needed for Weak Archer - Cost: 10
Level II: Composite Bow: Needed for Archer - Cost: 20
Level III: Crossbow: Needed for Ballista - Cost: 30
Level IV: Longbow: Needed for High Archer - Cost: 40
Level V: Explosives: Needed for Mortars - Cost: 50
Armor: (cost 40 each)
Level I: Cloth: needed for all units. We all need clothes! - Cost: 5
Level II: Leather: needed for all archers, weak warriors, weak and normal flyers, and weak mounted - Cost: 15
Level III: Iron: Needed for warriors, mounted and high flyers - Cost: 25
Level IV: Steel: Needed for High Warriors and High Mounted - Cost: 35
Siege: (each cost 40 pp)
Level I: Catapult - Cost 20
Level II: Ballista - Cost 35
Level III: Mortar - Cost 50
Harnesses (each cost 40 pp)
Level I : Riding - Needed for weak mounted - Cost 10
Level II: Saddle - Needed for mounted - Cost 20
Level III: Harness - Needed for Weak Flyers - Cost 35
Level IV: War Saddle - Needed for High Mounted and Flyers - Cost 45
Level V: Magical Harness - Needed for High Flyers - Cost 55
Miscellaneous - Economic (each costs 60 pp)
Zeppelin technology: You know gain the ability to make zeppelins to transport goods and soldiers faster. -> +1 gold, 1 lumber income per settlement. Greater chance of trade centers
Shredder -> Hulking machine capable of chopping trees down as fast as 10 men. -> +2 lumber from each mill
Drills -> Able to dig deeper into gold mines with less effort. -> +2 gold in each mine
Magical Knowledge
Magic has long been known by the races of this world and practiced widely. However one center of magic stood out and attracted magic users from across the world, that of Dalaran. But Dalaran was destroyed by the Burning Legions invasion and much of the magical knowledge was lost, perhaps forever. As such the remains of the world’s magic users have been forced to find new schools and magical centers in nations. You’ll have to research magical knowledge in order to increase the power of your magic using military classes.
Arcane Arts: (55 pp each)
Level I: Early Techniques - needed for weak mage - Cost: 15
Level II: Arcane Development - Cost: 30
Level III: Magical Control - needed for mage - Cost: 45
Level IV: Powerful techniques - Cost: 60
Level V: Arcane Mastery - needed for High mage - Cost: 75
Holy Magic (55 pp each)
Level I: Rejuvenation - Needed for Weak Priests - Cost: 20
Level II: Light Healing - Needed for Priests - Cost: 35
Level III: Regeneration - Cost: 50
Level IV: Powerful Healing - Needed for High Priests - Cost: 65
Organization:
Organization is key to every army and nation. There are six levels of organization, some will be needed to reach more powerful units. Organization also helps increase your settlement max some.
Level I: Needed for all weak military units - Cost: 40
Level II: Needed for 1st hero - Cost: 55
Level III: Needed for all normal level units - Cost: 70
Level IV: Needed for 2nd hero - Cost: 90
Level V: Needed for all higher level units - Cost: 100
Level VI: Needed for 3rd and final hero. - Cost: 120
Economy/Settlements
Long
Your economy is based around two things, gold and lumber. Gold is the currency of choice around the world and is used in the purchasing of almost everything. The other resource, lumber, is used in the production of buildings, and as a fuel source to craft weapons, armor, and do research.
Gold is collected through taxes and gold mines, while lumber is collected by lumber mills. Lumber Mills and Gold Mines are the centers of many settlements across the planet, though not all. To increase the your income you may build the same amount of gold mines and lumber mills as you have settlements.
You will have to settle new lands (make new settlements) in order to bring about more wealth to your nation through mines and mills, as well as an initial base benefit through taxes and trade. There is a limit however based on the topography, geography, and population. Your settlement maximum is included in your stats. If you go above the cap, you will begin to have to use gold and lumber to supply these settlements which can no longer self-sustain themselves. This will of course be a drain on your economy. Sometimes capturing settlements may cause you to go above your settlement-cap if there isn’t enough other captured lands with it. In this case you can either A) Capture more surrounding lands or B) Burn it to the ground. Burning it to the ground will have negative effects on your reputation however, but evil nations won’t care

You will also have to pay an upkeep for your army after a certain level. Your nation can naturally support a certain amount, however a larger army will require you to spend upkeep in keeping them.
Trade Centers are special settlements that due to their locations are, you guessed it, centers of trade. As such they will produce about twice as much.
To make it easier, these two resources combine to create PP, purchasing points (since you can trade lumber for gold, and gold for lumber). You then use PP for all spending.
Short:
Gold + Lumber = PP
Cost to build:
Lumber Mill: 5 PP
Gold Mine: 7 PP
Settlement: 11 PP
Benefit:
Lumber Mill: 2 Lumber per turn
Gold Mine: 3 Gold per turn
Settlement: 1 lumber, 2 gold
Trade Center: 2 lumber, 3 gold
1 settlement = 10 pp worth of unit not needing upkeep
each organization level = 10 pp worth of units no needing upkeep
For each settlement over the maximum, it costs 8 PP to maintain.
For each pp worth of units over the limit it costs ½ pp to upkeep
Military:
Long:
The militaries of the world’s nations are varied and their organization depend greatly on race and technology. There are 8 types of military units, almost all with 3 levels (Weak, normal, High). They all (the types and level) depend on your technology, magical, and organization levels. You do not buy the separate levels, but when you reach that level of tech, mag, and/or org, you may upgrade your military.
To Upgrade, it costs ½ the normal cost of the unit (i.e. you can upgrade 10 weak mounted for 1 pp).
Also note that since a warrior needs steel AND level III organization, doesn’t mean a weak warrior with level IV organization and just iron weapons aren’t on par with their “superior” level.
(See technology, magical knowledge, and organization for when classes become available/gain levels)
Warrior: Most basic class. Strap some armor on a guy, give him a weapon and BAM, a warrior in the making.
Cost: 1 pp for 15
Archers/Axe-Throwers: The hunter/bowman are the ranged soldiers of your army.
Cost: 1 pp for 10
Mounted: These are warriors on mount, much more effective than normal warriors. Although each race may use a different mount (tigers for night elves or horses for humans as an example) they’ll each be regarded as equal.
Cost: 1 pp for 5
Siege: The three levels aren’t weak, normal, high it’s -> Catapult, Ballista, Mortars.
Cost: 2 pp for 1
Mages: The crafters of all sorts of magic.
1 for 1 pp
Priest: Also crafters of magic, however they have been trained specializing in healing
2 for 1 pp
Flyers: Although each race uses different flyers(gargoyles for undead and griffons for dwarves) they’ll each be regarded as equal.
2 for 1 pp
Ships: These units do not follow the same path as the previous 7, and do not “upgrade” when the next level is reached.
Sloop: small fast ship. 1 for 2 pp
Frigate: medium sized ship. 1 for 4 pp
Battleship: large ship. 1 for 8 pp
Unique Units: The eight big races have a unique unit which replaces a certain unit, which is better than that otherwise normal level unit.
Humans: Knights replace Mounted.
Orcs: Shaman replace Priest
Dwarves: Riflemen replace Archers
Night Elves: Druids replace Mages
Tauren: Totem-carrier replaces Warrior
Trolls: Witchdoctor replaces Priest
Undead: Frost Wyrm replaces Flyer
Blood Elves: Rangers replace Archers
Also note since the Centaur are half horse, each of their units have the speed of a mounted unit.
Technology
Technology still is important in this magical world. The gnomes and goblins, masters of technology, have created some amazing devices including Zeppelins and robotic tree cutters. Technology of their caliber is still expensive however. Nations must research technology in order to better equip all of their classes of military with better armor and weapons. It will also help their economies. There are several different levels of technology. Each level before is a prerequisite to the one above.
Weapons:
Level I: Bronze Crafting: Needed for Weak Warrior. - Cost: 10
Level II: Iron Crafting: Needed for Weak Mounted - Cost: 20
Level III: Steel Crafting: Needed for Warrior and Mounted - Cost: 30
Level IV: Mithril Crafting: Needed for High Warrior - Cost 40
Level V: Arcanite Crafting Needed for High Mounted - Cost 50
Ranged: (cost 40 pp each)
level I: Bow: needed for Weak Archer - Cost: 10
Level II: Composite Bow: Needed for Archer - Cost: 20
Level III: Crossbow: Needed for Ballista - Cost: 30
Level IV: Longbow: Needed for High Archer - Cost: 40
Level V: Explosives: Needed for Mortars - Cost: 50
Armor: (cost 40 each)
Level I: Cloth: needed for all units. We all need clothes! - Cost: 5
Level II: Leather: needed for all archers, weak warriors, weak and normal flyers, and weak mounted - Cost: 15
Level III: Iron: Needed for warriors, mounted and high flyers - Cost: 25
Level IV: Steel: Needed for High Warriors and High Mounted - Cost: 35
Siege: (each cost 40 pp)
Level I: Catapult - Cost 20
Level II: Ballista - Cost 35
Level III: Mortar - Cost 50
Harnesses (each cost 40 pp)
Level I : Riding - Needed for weak mounted - Cost 10
Level II: Saddle - Needed for mounted - Cost 20
Level III: Harness - Needed for Weak Flyers - Cost 35
Level IV: War Saddle - Needed for High Mounted and Flyers - Cost 45
Level V: Magical Harness - Needed for High Flyers - Cost 55
Miscellaneous - Economic (each costs 60 pp)
Zeppelin technology: You know gain the ability to make zeppelins to transport goods and soldiers faster. -> +1 gold, 1 lumber income per settlement. Greater chance of trade centers
Shredder -> Hulking machine capable of chopping trees down as fast as 10 men. -> +2 lumber from each mill
Drills -> Able to dig deeper into gold mines with less effort. -> +2 gold in each mine
Magical Knowledge
Magic has long been known by the races of this world and practiced widely. However one center of magic stood out and attracted magic users from across the world, that of Dalaran. But Dalaran was destroyed by the Burning Legions invasion and much of the magical knowledge was lost, perhaps forever. As such the remains of the world’s magic users have been forced to find new schools and magical centers in nations. You’ll have to research magical knowledge in order to increase the power of your magic using military classes.
Arcane Arts: (55 pp each)
Level I: Early Techniques - needed for weak mage - Cost: 15
Level II: Arcane Development - Cost: 30
Level III: Magical Control - needed for mage - Cost: 45
Level IV: Powerful techniques - Cost: 60
Level V: Arcane Mastery - needed for High mage - Cost: 75
Holy Magic (55 pp each)
Level I: Rejuvenation - Needed for Weak Priests - Cost: 20
Level II: Light Healing - Needed for Priests - Cost: 35
Level III: Regeneration - Cost: 50
Level IV: Powerful Healing - Needed for High Priests - Cost: 65
Organization:
Organization is key to every army and nation. There are six levels of organization, some will be needed to reach more powerful units. Organization also helps increase your settlement max some.
Level I: Needed for all weak military units - Cost: 40
Level II: Needed for 1st hero - Cost: 55
Level III: Needed for all normal level units - Cost: 70
Level IV: Needed for 2nd hero - Cost: 90
Level V: Needed for all higher level units - Cost: 100
Level VI: Needed for 3rd and final hero. - Cost: 120