Jason The King
Deity
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 cant train 3,000 men from the 4th Liberation Army; you must train all of the Liberation Army. Training will greatly affect your nations 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, dont blame me.
-------
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.
-------
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.
-------
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.
-------
Wonders cannot be built just yet. You will see what happens.
-------
A warning that barbarians will be very strong in this game, as I will not make as many NPCs as I wish too.
-------
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.
-------
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 youd 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:
-------
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
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
-------
Rules
-------
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.
-------
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 cant train 3,000 men from the 4th Liberation Army; you must train all of the Liberation Army. Training will greatly affect your nations ability to fight a war.
-------
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.
-------
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, dont blame me.
-------
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.
-------
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.
-------
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.
-------
Wonders cannot be built just yet. You will see what happens.
-------
A warning that barbarians will be very strong in this game, as I will not make as many NPCs as I wish too.
-------
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.
-------
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 youd 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:
-------
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