Angelscotboi
Emperor
As you know the RTOR NES is one of the best NESes on CivFanatics. Therefore I have decided to bring you RTOR NES 5. Erez87 has unfortunately discovered he does not have time to mod this anymore, so tis just me from now on.
I will try and update every day around 7 BST, but there may be the odd occassion where I can not update, I will try and give you all warning.
We know this one will be much better than the spectacular failures that were RTOR 3 and 4. Sorry guys but apparently they flopped big time

So without further ado i give you RTOR NES 5. *does lots of fake TV style cheering*
Rules
RTOR NES 5 works in the same way as number 2 in that it is a story telling type NES, and it will work under basically the same rules as StJNES. Why the same rules? Because those were ones that were decided on in a discussion here on the boards.
Tribes
Your tribes synopsis will be set out something like this:
Empire/Tribe Name (colour on map)
Ruler Name (Civfanatic Name)
Government Type
Traits
Age
Armed Forces-
-Army
-Navy
-Airforce(when applicable)
-Space Navy(when applicable)
Culture-(Defined as Failing-Lagging-Average-Above Average-Influential-World Leading)
-Confidence in leader(Rebellious-Wary-Friendly-Faithful)
Economy-
-State of Economy(Depression-Recession-Failing-Breaking Even-Growing-Booming-Prosperous-First Rate)
Education-
-State of education(None-Rudimentary-Failing-Average-Above Average-Strong-First rate)
Religion-Type-
-State of Religion(None-Basic-Average-Good-First Rate)
When naming your tribe you must use plausible names, names which sound like a people would reasonably call themselves, for example from StJNES...Anarchian Empire and The Holy Trindic Empire are acceptable, they both seem real, whereas the Holy Nation of Sheepsta
is not acceptable.
You will start off with a small army and tiny navy or a tiny army and small navy. You will have an economy which breaks even, a lagging culture, and there will be no religious facilities and no education facilities. And your people will be Wary of you.
Location
Just post where abouts you would like to be placed. And we will see what we can do. If it is unsuitable one of us will suggest a new location.
Support
A tribe will only be able to support what is reasonable to their circumstances, meaning that a small nation with the wealth and power the equivalent of modern day Turkey will not be able to hold the same armed forces as a nation with the wealth and power of a modern day USA. It will be determined by an assessment of what is reasonable in the circumstances.
Diplomacy and Orders
Orders and Diplomacy will be conducted on the thread.
Conducting War
We would prefer to have a formal declaration of war before an invasion, its just good manners.
Heres how we will do battles and their out come.
Each one unit of an armed forces has a value of one for their attack and defense. Each tech level above stone age adds one to their attack and defense. And each size level also adds one.
For example, Anarchia invades Trindia. Anarchia has a medium bronze age army and Trindia has a large stone age army. That would mean Anarchia has a value of 4 for their attack and 4 for their defense, because one size level equals one, so tiny=1, small=2, medium=3, and the tech level adds one, so medium stone army=3 and bronze age tech=1, add both together=4. And Trindia also has 4 attack and 4 defense, because although their army is stone ages it is one size level bigger giving it the same value as the Medium bronze army.
This would result in a stalemate. In such cases I will roll a 6 sided dice, if 1-3 is rolled then the aggressor, ie Anarchia, wins, if 4-6 is rolled then the defender wins.
If you really must be underhanded and sneaky and make a total surprise attack then PM me.
Governments
Here are the recommended governments. The ones with * next to them can be chosen now.
Despotism.*
Ancient Monarchy.*
Oligiarchy.*
Ancient Republic.*
Ancient Democracy.*
Ancient Theocracy.*
Feudalistic Monarchy.*
Confederation.
Theocracy.
Republic.
Communism.
Parliamentary Monarchy.
Dictatorship.
Democracy.
Religions
Recommended religions. As above * is available.
Polytheism.* System of religion where there is many gods.
Tribalism. * Religion of the land, and earth. Native american religion.
Absolutism.* System where the ruler is god. Only available with ancient theocracy.
Judahism.* Jewish Religion, later divided into...
Liberalism. Liberal sub group of Judahism.
Orthodoxy. Orthodox sub group of Judahism.
Islam. Muslim religion.
Christianity. Religion later divided into...
Catholism. Catholic sub group of Christianity.
Protestantism. Protestant sub group of Christianity.
Baptism. Baptist sub group of Christianity.
Cultism. Religion of the Cults.
Atheism. No religion.
Ages
Here are the technology levels.
Stone Age- Clubmen. Stone Throwers. Fishing Boats.
Copper Age- Axe Warriors. Slingers. Biremes.
Bronze Ages- Phalanx. Archers. Biremes.
Iron Ages- Swordsmen. Archers. Triremes.
Classical Ages- Swordsmen. Bowmen. Triremes.
Dark Ages- After the collapse of Rome, the Byzantine rise.
Age of Chivalry- The time of cultural flowering, and great change. The zenith of the Knights.
Late Middle Ages- Time of many wars, and early colonization efforts. Is when the hundred years war occurred.
Gunpower Age- Discovery of gunpower led to an explosion in colonisation. Discovery of America. Spain at its height.
Industrial Age- The Industrial Revolution begun in England, spreads. The steam engine begins wide spread use of rainroads and trains.
Age of Reason- An age of discovery and advancement for all nations.
Early Modern Ages- Pre-WW1 era, WW1. Post-WW1. Time of patriotism and warfare.
Middle Modern Ages- WW2 era, Post WW1. Time of the blitzkreig, the rise of communism, and the death of Nazism.
Late Modern Ages- Nuclear Weapons. Strategic Defense Initiative. Stealth Technology. United Nations intervention and peaceful progress.
We will see if there is further ages. As you can see the ages are the same as the ones in RTOR NES 2. We felt that it would be in keeping with the spirit of the RTOR series to keep the ages.
Traits
Select two Traits to enter as part of your tribes culture.
Militaristic= Militaristic Cultures are nations entirely orientated around the ideals of war. In game terms this provides a +1 attack bonus, and a slightly cheaper army.
Expansionist= Expansionist cultures are explorers, innately curious about the world around them. Generally their greatest wish is to compile a complete world map. In game terms they provide a +1 defense bonus because they tend to have a good knowledge of most nations they have contact with, and are able to trade with NPC nations for less.
Industrious= Industrious nations are full of hands on working class peoples. They prefer building great structures rather than fighting. In game terms they have -1 defense, and they can only reach a prosperous economy. However this is made up by the fact that they can issue 3 orders instead of two, and infastructures are built much more quickly.
Commercial= Commercial civilisations are more interested in the accumulation of wealth. They have a higher percentage of upper class than other civilisations. Communist states can not be commercial. In game terms commercial civs earn more from trade routes, and they have a -1 to defense. However they can quickly raise an emergency mercenary army at the cost of one economy size level.
Religious= Religious civilsations are much more fanatical about their religion than other civs. They will not hesitate to go to war with anyone who attacks their beliefs in any way. In game terms NPCs will be friendly to religious civs of their own religion and wary of those who are religious of another religion, and a leader can call a Jihad in times of emergency against an aggressor.
Scientific= Scientific civilsations produce the worlds best teachers and scientists. They also tend to support the worlds strongest cultures. In game terms they recieve a bonus to education, and are more likely to break into a new age. However due to their innate curiousity about science, they tend to not like to fight, they incur -1 attack.
Please note that Traits can be changed only if there is a Government and leadership change accompanying it. And it takes 4 turns for a trait change to fully be enacted. This is because Traits are an integral part of your Tribes culture and to change it would require quite a bit of upheaval within your Tribe.
I will try and update every day around 7 BST, but there may be the odd occassion where I can not update, I will try and give you all warning.
We know this one will be much better than the spectacular failures that were RTOR 3 and 4. Sorry guys but apparently they flopped big time


So without further ado i give you RTOR NES 5. *does lots of fake TV style cheering*

Rules
RTOR NES 5 works in the same way as number 2 in that it is a story telling type NES, and it will work under basically the same rules as StJNES. Why the same rules? Because those were ones that were decided on in a discussion here on the boards.
Tribes
Your tribes synopsis will be set out something like this:
Empire/Tribe Name (colour on map)
Ruler Name (Civfanatic Name)
Government Type
Traits
Age
Armed Forces-
-Army
-Navy
-Airforce(when applicable)
-Space Navy(when applicable)
Culture-(Defined as Failing-Lagging-Average-Above Average-Influential-World Leading)
-Confidence in leader(Rebellious-Wary-Friendly-Faithful)
Economy-
-State of Economy(Depression-Recession-Failing-Breaking Even-Growing-Booming-Prosperous-First Rate)
Education-
-State of education(None-Rudimentary-Failing-Average-Above Average-Strong-First rate)
Religion-Type-
-State of Religion(None-Basic-Average-Good-First Rate)
When naming your tribe you must use plausible names, names which sound like a people would reasonably call themselves, for example from StJNES...Anarchian Empire and The Holy Trindic Empire are acceptable, they both seem real, whereas the Holy Nation of Sheepsta

You will start off with a small army and tiny navy or a tiny army and small navy. You will have an economy which breaks even, a lagging culture, and there will be no religious facilities and no education facilities. And your people will be Wary of you.
Location
Just post where abouts you would like to be placed. And we will see what we can do. If it is unsuitable one of us will suggest a new location.
Support
A tribe will only be able to support what is reasonable to their circumstances, meaning that a small nation with the wealth and power the equivalent of modern day Turkey will not be able to hold the same armed forces as a nation with the wealth and power of a modern day USA. It will be determined by an assessment of what is reasonable in the circumstances.
Diplomacy and Orders
Orders and Diplomacy will be conducted on the thread.
Conducting War
We would prefer to have a formal declaration of war before an invasion, its just good manners.

Heres how we will do battles and their out come.
Each one unit of an armed forces has a value of one for their attack and defense. Each tech level above stone age adds one to their attack and defense. And each size level also adds one.
For example, Anarchia invades Trindia. Anarchia has a medium bronze age army and Trindia has a large stone age army. That would mean Anarchia has a value of 4 for their attack and 4 for their defense, because one size level equals one, so tiny=1, small=2, medium=3, and the tech level adds one, so medium stone army=3 and bronze age tech=1, add both together=4. And Trindia also has 4 attack and 4 defense, because although their army is stone ages it is one size level bigger giving it the same value as the Medium bronze army.
This would result in a stalemate. In such cases I will roll a 6 sided dice, if 1-3 is rolled then the aggressor, ie Anarchia, wins, if 4-6 is rolled then the defender wins.
If you really must be underhanded and sneaky and make a total surprise attack then PM me.
Governments
Here are the recommended governments. The ones with * next to them can be chosen now.
Despotism.*
Ancient Monarchy.*
Oligiarchy.*
Ancient Republic.*
Ancient Democracy.*
Ancient Theocracy.*
Feudalistic Monarchy.*
Confederation.
Theocracy.
Republic.
Communism.
Parliamentary Monarchy.
Dictatorship.
Democracy.
Religions
Recommended religions. As above * is available.
Polytheism.* System of religion where there is many gods.
Tribalism. * Religion of the land, and earth. Native american religion.
Absolutism.* System where the ruler is god. Only available with ancient theocracy.
Judahism.* Jewish Religion, later divided into...
Liberalism. Liberal sub group of Judahism.
Orthodoxy. Orthodox sub group of Judahism.
Islam. Muslim religion.
Christianity. Religion later divided into...
Catholism. Catholic sub group of Christianity.
Protestantism. Protestant sub group of Christianity.
Baptism. Baptist sub group of Christianity.
Cultism. Religion of the Cults.
Atheism. No religion.
Ages
Here are the technology levels.
Stone Age- Clubmen. Stone Throwers. Fishing Boats.
Copper Age- Axe Warriors. Slingers. Biremes.
Bronze Ages- Phalanx. Archers. Biremes.
Iron Ages- Swordsmen. Archers. Triremes.
Classical Ages- Swordsmen. Bowmen. Triremes.
Dark Ages- After the collapse of Rome, the Byzantine rise.
Age of Chivalry- The time of cultural flowering, and great change. The zenith of the Knights.
Late Middle Ages- Time of many wars, and early colonization efforts. Is when the hundred years war occurred.
Gunpower Age- Discovery of gunpower led to an explosion in colonisation. Discovery of America. Spain at its height.
Industrial Age- The Industrial Revolution begun in England, spreads. The steam engine begins wide spread use of rainroads and trains.
Age of Reason- An age of discovery and advancement for all nations.
Early Modern Ages- Pre-WW1 era, WW1. Post-WW1. Time of patriotism and warfare.
Middle Modern Ages- WW2 era, Post WW1. Time of the blitzkreig, the rise of communism, and the death of Nazism.
Late Modern Ages- Nuclear Weapons. Strategic Defense Initiative. Stealth Technology. United Nations intervention and peaceful progress.
We will see if there is further ages. As you can see the ages are the same as the ones in RTOR NES 2. We felt that it would be in keeping with the spirit of the RTOR series to keep the ages.
Traits
Select two Traits to enter as part of your tribes culture.
Militaristic= Militaristic Cultures are nations entirely orientated around the ideals of war. In game terms this provides a +1 attack bonus, and a slightly cheaper army.
Expansionist= Expansionist cultures are explorers, innately curious about the world around them. Generally their greatest wish is to compile a complete world map. In game terms they provide a +1 defense bonus because they tend to have a good knowledge of most nations they have contact with, and are able to trade with NPC nations for less.
Industrious= Industrious nations are full of hands on working class peoples. They prefer building great structures rather than fighting. In game terms they have -1 defense, and they can only reach a prosperous economy. However this is made up by the fact that they can issue 3 orders instead of two, and infastructures are built much more quickly.
Commercial= Commercial civilisations are more interested in the accumulation of wealth. They have a higher percentage of upper class than other civilisations. Communist states can not be commercial. In game terms commercial civs earn more from trade routes, and they have a -1 to defense. However they can quickly raise an emergency mercenary army at the cost of one economy size level.
Religious= Religious civilsations are much more fanatical about their religion than other civs. They will not hesitate to go to war with anyone who attacks their beliefs in any way. In game terms NPCs will be friendly to religious civs of their own religion and wary of those who are religious of another religion, and a leader can call a Jihad in times of emergency against an aggressor.
Scientific= Scientific civilsations produce the worlds best teachers and scientists. They also tend to support the worlds strongest cultures. In game terms they recieve a bonus to education, and are more likely to break into a new age. However due to their innate curiousity about science, they tend to not like to fight, they incur -1 attack.
Please note that Traits can be changed only if there is a Government and leadership change accompanying it. And it takes 4 turns for a trait change to fully be enacted. This is because Traits are an integral part of your Tribes culture and to change it would require quite a bit of upheaval within your Tribe.