stJNES6: A World Unknown

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stJNES6: A World Unknown

The lands of Cerila lay dormant in the rising sun. The people of this great world are just beginning to find the secrets of agriculture and civilization. The land is still a virgin, waiting for the one who will first conquer and empire. Will it be you who rules supreme? Or will you crumble beneath the hooves of a superior nation?

Welcome to stJNES6

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Rules

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Economy is done in number format. The lowest you can get have is zero, and when at zero, one, or two you may experience unfortunate events, mostly concerning your army should you be at war. To increase in economy, it is best to trade. Each time you say to increase the economy, you cannot use your economy for anything else except for creating trade. You most likely will only gain one or two points every time you say increase it.

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Your army is divided. You may have as many armies as you do cities, with a maximum army of 10. Each army you may give a name to, and will be represented by a number on the map. In each army, there will be a certain amount of men. You may have any amount to have an army, including just one man. To recruit men, it costs 2 EP. It also depends on your population, explained later. There are different types of men you can recruit into your armies, all have better skills, though its for you to find out (though its pretty logical). The man everyone can recruit and is known as the “base-man” for bronze age is the spearman. On top of that, given the right technology, you may research horseman, chariot, and archer.

Your navy is divided much like the army, but they are called fleets. You can build 5 galleys per 2 EP.

To train your army it will cost 10 economic points, hence known as EPs, to get to the next level. Your training begins at Militia status, and will increase only if you order it to or in combat. You can only train one army at a time. For a training of Moderate or more you must have the required economy at all times or it will drop. Here is a list of the training levels and the economy needed to support them:

Militia – No economic requirement
Trainee – No economic requirement
Conscript – No economic requirement
Moderate – One economic point per 1,000 men
Well Trained – Three economic points per 1,000 men
Veterans – Six economic points per 1,000 men
Expeditionary – 12 economic points per 1,000 men

For the navy, substitute 1,000 men for 10 ships. As you can see, it is very expensive to have a Moderate force or above. If you want to train your army, you must train whole armies at once. For example, you can’t train 3,000 men from the 4th Liberation Army; you must train all of the Liberation Army. Training will greatly affect your nation’s ability to fight a war.

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Your population is based upon the number of cities you have and the amount of land you own. Each city will generally give you 5 populations. Some cities will have an extra amount, usually worth 7 or even the occasional 10. The amount of area and what kind of area it is will affect your population as well. The Nile delta will have much more land then the middle of the Sahara. Population plays a role in your military. To determine how many men you can have in your army, you must multiply your total military by .001 (basically take the zeros away, so 4,000 becomes 4, and 16,000 becomes 16) and then it cannot be more then half of your population number. This usually is not a problem, your population will usually be more then what you need unless you are a small civilization, in which case you can concentrate on training.

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I myself determine the Cities. If you do not trust me, then do not join this game. Some nations will have more cities then others. Deal with it. If a city is captured, you automatically loose one army at random choice. It will be decided by a random dice roller, so if your strongest army looses moral and is chosen by the di, then it will be eliminated, don’t blame me.

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Trade enhances your economy, one point per turn per trade partner. There will be trade routes made randomly, and by route I mean road and trail. You must have technology of the wheel to trade. To have access to trade, you must have access to this road. You may only trade with anyone who is also on the road. To continue construction of a road to expand it, or to start your own one, it costs 5 economic points per length noted on the map.

Some cities will become huge trading markets, in which case they will gain more money then others in trading. To become a major trading market, it is best to invest in much trading, and for the city to be in-between major trading partners, etc.

To begin exporting, you must pay 5 economic points.

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Culture, education, and public works are now done per building. A list shows at the bottom the cost for the building, the points it gives to education, culture, or happiness; and the amount you can have in each city. Once built, it will go under your city in the cities post on the front page. To build anything but the temple, you must have the technology of Construction. To build a library, you must know literature.

*Bronze Age*
Temple – 7EP - + education, + culture, + happiness – 3 per city
Public Forum - 5EP - + culture, + happiness – 1 per city
Library – 7EP - ++ education – 2 per city
Granary – 5EP - ++ happiness – 3 per city
*Classical Age*
Amphitheater – 10EP - +++ Happiness, + education – 2 per city
Forum Upgrade – 5EP - ++ culture, ++ happiness – 1 per city (needs regular Forum, replaces it)
Academy – 7EP - +++ education – 1 per city
*More to come later*

Each point for each education, culture and happiness will be added up and totaled in your nations stats on the nation stats post on the front page. Culture is good for the expansion of your borders through non-military means, education helps your technological stats, and happiness accounts for the amount of people who join each time into your army or navy, and lesson revolts.

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For technology you must research certain technologies to advance ages. I will be posting the first tech tree in the technology post. Each technology will have a different effect, listed in the technology section. To discovering technology mostly comes at random and is affected by the way you play (if you always construct stuff, you may find masonry faster, or if you always expand, the wheel, etc.) but you can research it yourself by having at least a temple and then paying 5EP to start the research, and then waiting a given amount of time. You can only manually research something once at a time.

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Wonders cannot be built just yet. You will see what happens.

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A warning that barbarians will be very strong in this game, as I will not make as many NPC’s as I wish too.

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I will be naming the certain features of the land, but some of the time I will allow you to name some things in your empire, in which I will tell you that you can.

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Extra 5 Economic Points go to those who make up the name of their civilizations, and do not name it something stupid (ex: Jasonland, or Pigspen).

Template:

Nation
Player:
Location where you’d like to be (though I may decide to do random):
Color: (your preferred color, I will replace this with the real color once I add to map)
Population: (leave blank, erase this)
Economy: 10 (or 15)
Army –
1st (make name), 500 Spearmen, Militia
Navy –
1st (make name), 5 Galleys, Militia
Culture: 0
Education: 0
Happiness: 0
Number of Cities:
Exporting too:
Importing from:
Current Age/Techs Learned: Bronze Age/
Tech Currently Researching:

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So, a cheat sheet:

Trade: Must have connection to route; can trade with others on route, costs 5EP.
Trade Route: Costs 5EP per length of route
Training: Costs 10EP per army/fleet to raise one level, amount per turn varies
Increase Economy: One turn without using economy for anything but creating trade, increased by one or two points.
Technology: Begin research for 5EP.
Increase Army: 2 EP
Increase Navy: 5 galleys per 2 EP
 
Beverleia
Player: naervod
Color: Red
Population: 50
Economy: 15
Army –
1st Love-Makin' Army , 500 Spearmen, Militia
Navy –
1st Sexifyin' Navy, 5 Galleys, Militia
Culture: 0
Education: 0
Happiness: 0
Number of Cities: 1
Exporting too:
Importing from:
Bronze Age: Masonry
Tech Currently Researching:

The Empire
Player: Sheep
Color: Yellow
Population: 60
Economy: 17
Army –
1st Imperial Army of Altdorf, 500 Spearmen, Militia
Navy –
1st Imperial Fleet of Altdorf, 5 Galleys, Militia
Culture: 0
Education: 0
Happiness: 0
Number of Cities: 1
Exporting too:
Importing from:
Bronze Age: Wheel
Tech Currently Researching:

Alemi
Player: Plexus
Color: Orange
Population: 50
Economy: 8
Army –
1st Aslan Ordu , 500 Spearmen, Militia
Navy –
1st Köpekbalighi Donanma, 5 Galleys, Militia
Culture: 1
Education: 1
Happiness: 1
Number of Cities: 1
Exporting too:
Importing from:
Bronze Age: Wheel
Tech Currently Researching:

Amaha
Player: Heine
Color: Maroon
Population: 58
Economy: 17
Army –
1st (Amahanian Explore Force), 500 Spearmen, Militia
Navy –
1st (Amahanian Explore Navy), 5 Galleys, Militia
Culture: 0
Education: 0
Happiness: 0
Number of Cities: 1
Exporting too:
Importing from:
Bronze Age: Masonry
Tech Currently Researching:

Igloria
Player: puglover
Color: Light Green
Population: 50
Economy: 20
Army –
1st Infantry Regiment, 500 Spearmen, Militia
Navy –
1st Royal Fleet, 5 Galleys, Militia
Culture: 0
Education: 0
Happiness: 0
Number of Cities: 1
Exporting too:
Importing from:
Bronze Age: Religion
Tech Currently Researching:

Alorenhem
Player: King Aloris IV/AAminion
Color: Turquoise
Population: 50
Economy: 8
Army –
1st Imperial Guard, 500 Spearmen, Militia
Navy –
1st Imperial Armada, 5 Galleys, Militia
Culture: 1
Education: 1
Happiness: 1
Number of Cities: 1
Exporting to:
Importing from:
Bronze Age: Religion
Tech Currently Researching:

Seaoria
Player: Human-slaughter
Color: Dark Blue
Population: 50
Economy: 15
Army –
1st Sea Wolfs, 400 Spearmen, Militia
Navy –
1st Sea Dragon, 5 Galleys, Militia
Culture: 0
Education: 0
Happiness: 0
Number of Cities: 1
Exporting too:
Importing from:
Bronze Age: Masonry
Tech Currently Researching: Code of Laws
 
Cities
*=Capital

The Empire
Altdorf*

Igloria
Jesusopple*

Amaha
Amaha City*

Seaoria
Capital City*
Basuraden

Alorenhem
Alorenen*
1st Temple of Aloren

Alemi
Rihtmin*
Temple of Rihtmin
 
Map
 

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Technology Tree 1

Technology that affects your nation:

Wheel – Allows for the creation of a chariot for war, and a caravan for trading.
Horseback Riding – Allows for creation of Horsemen for war.
Construction – Allows for the building of everything else in your city.
Literature – Allows for the building of a library.
Code of Laws – Allows for the recruitment of Archers.
Iron Working – Gives birth to Iron Age.
 

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Looks a little complicated, but hopefully it will be a learn-as-you-go type experience. Besides, I have to keep my record of being in all stJNES games.

Beverleia
Player: naervod
Location: Peninsula in very southwest of the large eastern island
Color: Red
Population:
Economy: 10 (or 15)
Army –
1st Love-Makin' Army , 500 Spearmen, Militia
Navy –
1st Sexifyin' Navy, 5 Galleys, Militia
Culture: 0
Education: 0
Happiness: 0
Number of Cities:
Exporting too:
Importing from:
Current Age/Techs Learned: Bronze Age/
Tech Currently Researching:
 
Nation: The Empire
Player: Sheep
Location where you’d like to be (though I may decide to do random):on the mainlands anywhere so long as I have room to grow big time.
Color: Yellow
Population:
Economy: 15
Army –
1st (Imperial Army of Altdorf), 500 Spearmen, Militia
Navy –
1st (Imperial Fleet of Altdorf), 5 Galleys, Militia
Culture: 0
Education: 0
Happiness: 0
Number of Cities:
Exporting too:
Importing from:
Current Age/Techs Learned: Bronze Age/
Tech Currently Researching:
 
You need arrows on your tech tree.
 
Kaplanalemi
Player: Plexus
Location: Big East Island, Lower Peninsula, Tip of Upper Arm
Color: Orange
Population: (leave blank, erase this)
Economy: 15
Army –
1st Aslan Ordu , 500 Spearmen, Militia
Navy –
1st Köpekbalighi Donanma, 5 Galleys, Militia
Culture: 0
Education: 0
Happiness: 0
Number of Cities:
Exporting too:
Importing from:
Current Age/Techs Learned: Bronze Age/
Tech Currently Researching: Religion
 
For those who are concerned with the complications, it really is not that complicated.

Most of the time your population will not bother you or your army expansion. It is to keep nations who are an eighth the size of another country from having a larger army. It is to stop, for example, Kuwait with small land from having a larger army then China. You see? Most of the time until the indust. rev. it should remain mostly anonymouse and not bother you.

The domestic things are there to add fun and personalize your cities and civs. They aren't difficult at all.

Training is not difficult either, not much then normal nes's.

Hope this clears things up. I am sure the gameplay will grow on ya once you start out.

Also, Confidence will be added after the first turn to reflect writing stories.

Jason
 
Nation: Amaha
Player: Heine
Location where you’d like to be (though I may decide to do random): INside the Bay South-West at the eastern Continent
Color: (your preferred color, I will replace this with the real color once I add to map): RED
Population:
Economy: 15
Army –
1st (Amahanian Explore Force), 500 Spearmen, Militia
Navy –
1st (Amahanian Explore Navy), 5 Galleys, Militia
Culture: 0
Education: 0
Happiness: 0
Number of Cities: 1
Exporting too:
Importing from:
Current Age/Techs Learned: Bronze Age/
Tech Currently Researching:

OOC:
ooks very comlicated but I will try to learn while I play....
 
Nation: Igloria
Player: puglover
Location: On those two small islands in the right center. The upper one.
Color: You pick. :)
Population:
Economy: 15
Army –
1st Infantry Regiment, 500 Spearmen, Militia
Navy –
1st Royal Fleet, 5 Galleys, Militia
Culture: 0
Education: 0
Happiness: 0
Number of Cities:
Exporting too:
Importing from:
Current Age/Techs Learned: Bronze Age/
Tech Currently Researching:
 
Nation: Alorenhem
Player: King Aloris II
Location: Eastern Continent, Northeastern Peninsula
Color: Turqoise
Population:
Economy: 10
Army –
1st (Imperial Guard), 500 Spearmen, Militia
Navy –
1st (Imperial Armada), 5 Galleys, Militia
Culture: 0
Education: 0
Happiness: 0
Number of Cities:
Exporting to:
Importing from:
Current Age/Techs Learned: Bronze Age/
Tech Currently Researching:
 
Nation: Seaoria
Player: Human-slaughter
Location where you’d like to be (though I may decide to do random): some large island
Color: Dark Blue
Population:
Economy: 10 (or 15)
Army –
1st Sea Wolfs, 500 Spearmen, Militia
Navy –
1st Sea Dragon, 5 Galleys, Militia
Culture: 0
Education: 0
Happiness: 0
Number of Cities: 1 Seaoria (Capital)
Exporting too:
Importing from:
Current Age/Techs Learned: Bronze Age/
Tech Currently Researching: Code of Laws
 
I´m joining tomorrov or later tonight because I am busy right now.
 
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