Orders Due Friday, March 22 [TIMER=12/14/2012 20:00 EST; Deadline is Here!][/TIMER] Minigame 8 is Due December 13th [TIMER=12/13/2012 12:00 EST; Time To Eat!][/TIMER] Minigame 9 is Due December 25th [TIMER=12/25/2012 16:00 EST; A Blast From the Past][/TIMER] Hello, and welcome to my first Fresh Start! This will be a “Classic” Earth Fresh Start. This will be my first “Real” NES and I hope we can all enjoy it. For those interested, please just PM me a message and I will help you select a good nation. Also, I would ask all to browse the Wiki and help make it truly representative of what we have here! This NES will start on a fresh blank slate of Earth, using slightly tweaked versions of “Classic” rulesets to maximize playability and nostalgia. I also wish to at least move 10 updates: Hopefully, all these goals will be achieved. However, we must not forget the most important goal of all: FUN! Also, Many Thanks to Lord Joakim for his support, Abaddon for his Ruleset, MjM for his Friendship, Das for being the father of this Ruleset and I guess Iggy for being the mother, EqandCivfanatic for providing relatively longlasting NESes in the past, Erez for being a fun friend in other Fresh Starts, Dreadnought for hosting my first disaterous attempt at a fresh start.... And on and on. I'll just thank all of YOU for bringing me here, and allow me to serve your as a Moderator this time. The purpose of this NES is to provide a blank environment on which players will create nations of their own invention with qualities of their own design. What if the Gauls were peaceful philosophers? What if Egypt was an agnostic feudal society? What if Aztec was a technological behemoth? Your destiny is your own in this game, and an emphasis is being placed on allowing players a large amount of control over their nation. I'll even allow some silly stuff (bear cavalry?) if you write and spend enough on it! If you provide me with historical data, or other information, I will use it, to your advantage or someone else's disadvantage... but otherwise, do what you want! Let’s go and make our destinies! Religion You start off with a default primitive animism, belief in spirits of nature and things like that. You can create a more advanced religion through a story and the construction of temples. Religions are every bit as powerful here as they are in our world. You can start up a totally original religion, or if your location is suitable, be the birth place for a RL Religion. They give your leader credibility, mould alliances, and break empires. Eventually, some religions are strong enough to get their own stats and form religious organizations. There are now rules for the raising of soldiers for holy wars and the establishment of holy organizations. I will add them in their own special post below. There are various religious sects possible. I will begin listing the main sect first, while listing other sects by importance. Scattered-Rare-Limited-Significant-Predominant-Dominant-Overbearing-Universal Age This stat represents the age your nation is in, tech-wise. The ages of this game will be displayed here as time goes on, however as a general rule of thumb later ages are better. You cannot directly buy advancement, but it shouldn't take much thought to what might help. A project building schools across your nation for example. It is a lot easier, and cheaper, for your actions to drive the forward momentum. Trade, war, culture etc etc all will move you forward. Advancing in age does not necessarily advance your army though - that requires additional spending. Finally, for the truly dullard among you, you can spend directly on advancement- it would be EXTREMELY INEFFICIENT AND EXPENSIVE. Age advancement shall be more or less represented by a fraction. Every turn, you will get a random increase in advancement, with additional advancement based on other factors (including direct investment, or usually more effectively by indirect investment). This advancement represents random achievements. HOWEVER, significantly advanced nations with great achievements can advance an age without completing the fraction bar, with an ADDITIONAL bonus after they do so. This is shown by culture and confidence. After you advance an age, you lose 1 level of Culture and Confidence comparably to the new age- what's cool in the last age is cliche in the new- as well as 1 level of size due to newer efficient methods of government. Additionally, as we move on we may see unique ages: These will give their developers additional confidence and culture, and provide closer diplomatic ties and bonuses for those who desire to also copy these unique ages. Example: “Mid-Gunpowder French Absolutism”, provided by Louis XIV’s example, was rife in the unorganized Holy Roman Empire's statlets and gives a boast against drops of confidence. Example: "Late-Classical Hellenism" gives a bonus to spearmen and culture. Current ages are Early Bronze-Bronze-Late Bronze-Early Iron. Bronze is the current Advanced Age. After 4 turns of Bronze, a player can attempt a "Feat" to join the Late Bronze Age. Every nation will achieve mastery of bronze by that time, and this "Feat" is like the icing on top. Will your nation specialize in great protective armor, or really flexible armor? Will your nation develop mass production or exquisite workmanship? Will your nation develop new ship-making techniques, or new warmaking weapons? All up to you, as long as I approved of it beforehand. Size This is, as the name suggests, the size of your nation. Size is an amalgam of land area, as well as how easy it is for each part of the nation to reach the other part (a colonial empire, by its nature, will have a higher size stat than a nation of equal land and population size that is on one continuous chunk of land). As nations advance and efficiency and communication improve, the size stat will go down. Size determines how costly change is, as well as the effectiveness of various things (plagues, military strategies, conscription/levies, increased taxation, etc.). Generally, Age will decrease size by one, and so will an appropriately sized infrastructure project. Decreased size means more efficiency. The Levels are: Citystate - Tiny - Petite - Small - Medium - Large - Huge - Gargantuan - Monstrous - MODZILLA Economy The first two numbers represent what you have to spend, total. You can't spend anything more than this except by EP transfers that turn. The first number is your total income, and your second number is your treasury; whether it be banked EP, loot, or even in the negative due to temporary loans or damages. The economy points are used to grow the economy, spend on armies/navies, build wonders, and do research or anything else you want. You can increase your economy either by urbanization (building towns->cities), domestic policy (irrigation, industries), trade policy (build ports, incentivize merchants) or projects (a Highway System, land clearing large areas, huge projects); Or whatever you want! Do you want a super-pimped crown? Spend some EP! Towns will cost 4 EP and they will help centralize regions, but cities CANNOT simply be upgraded from towns. Only time, projects, stories, culture, trade and other factors can do so. If cities are too close together, they start sapping each other's vitality and lower domestic income, and may even demote each other back into towns. Conversely, distance cities and towns may declare independence if your rule isn't strong enough or your confidence is too low. Large crosses represent cities and control your urban income. Each city gives 1EP, except for special cities, which give more. Small dots show major agricultural, mining, or other rural income regions in the form of towns. However, the rural economy will NOT be tied directly to the number of towns. Finally, we have trade income based on the changing values of goods as they pass through your country. The negative number represents the amount of gold lost per turn from upkeep, and you must take it into account by yourself. You can choose not to pay the upkeep in a given turn or pay less, and depending on your excuses you might avoid catastrophe. Then again, your army might simply rebel and overthrow you to pay themselves. (with a loss of economy, troops, confidence and even territory) If we look at the example: Economy: 6/1 (1/2/3)-1 we can analyze its economy. We see that they gain 6EP each turn, and have 1 EP in their treasury, which might be loot or banked income. Of the 6EP income, 1 is from a city, 2 is from their domestic economy and they gain 3EP from their trade routes. We can also see that they also pay 1 EP per turn in upkeep, which when paid they would have 5 left to spend on their plans. Army/Navy As ages advance and more powerful units emerge, units become more powerful. I will use a numerical system. Example: Warrior has (1) power, Spearman has (1.5), Swordsman has (3)... And if you write stories about your units' terrific strength, they may get a little power bonus. 1EP will train 1 unit or build 10 Ships of appropriate age. Approximately: 1 Unit of Warriors are 1000 Men 1 Unit of Spearmen are 750 Men 1 Unit of Swordsmen are 500 Men 1 Unit of Axemen are 500 Men 1 Unit of Archers are 400 Men 1 Unit of Cavalry (of any kind) are 200 Men (So with elephants and 10 per elephant=20 elephants, with chariots and 4 per chariot=50 chariots) With UUs, simply describe them to me and I'll put them into your stats. Unit Power (For Comparing Masses of Troops) Early Bronze Age: Warrior (1), Spearman (1.5), Archer (1.5), Curragh (0.5) Bronze Age: Archer (1.5), Spearman (2), Axeman (2.5), Chariot (3), Long Boat (0.75) Late Bronze Age: Archer (2), Spearman (2.5), Axeman (3), Swordsman (3), Chariot (4), Horsemen (3.5), Galley (1) Early Iron Age: Archer (2), Spearmen (3), Axeman (3.5), Swordsman (4), Chariot (4.5), Horsemen (4.5), Galley (1.5), Early Trireme (1.5) You can train your units to have any power level, so spearmen really can beat a tank.. if trained well enough. Each level of training costs the level you are training in EP. You can only train one level per turn. (Example: to train Bronze Age Axemen to 10, you need to level it up 4 times. This will take 4 turns and 1(from level 1, ect)+2+3+4, or 10EP other than the 1EP just buying it!). This also means that you can double the starting strength of newly purchased units by paying twice the cost. When you build units for combat. Newly trained units are simply your militia or conscripts who are given a brief lesson on marching and formation fighting, and sent into battle. After that, however, they are part of your army. If you want decently trained troops from the start, you should pay 2EP for a level 2 starting unit. You may have one Unique Unit at a time which is a modified base unit according to your present age level depending on when the unit was first conceptualized. The Unique Unit you provide me with is an idea of how the unit should function or a basic idea of its purpose, and I will assign a cost to it. Unique units are generally better than ordinary units, however are also more susceptible to environmental or tactical factors. Say Arabia creates Camel Archers, which are much better than its ordinary units. They will excel in the homeland and in neighboring regions but as the borders are pushed, they will become less effective as camels are no good at fighting in, say, tundra. Another example is Immortals. They do great in the Middle East when their tactics of withering covering fire mixed with charges work well against other light infantry, but fail against the Greek Hoplites and their heavy infantry. (Type of infantry will be based on stories and orders) When a nation makes a new type of unique unit, old unique units will slowly disappear or be assimilated. When unique unit designs are spread out enough, they cease to be unique and become regional units. Regional units may be used by all the nations in that region and any other specified and are no longer unique. They also tend to be quite obsolete. Any questions on the specifics of each unit shall be PMed and later added to the FAQ after that specific war is over. Every 5 Land units and 20 ships costs 1EP in upkeep to maintain. List of UUs has been moved closer to stats. Confidence Your people's confidence in nation and leadership. Low confidence will result in revolts and revolutions. High confidence and your people will defend you with their lives, resist subversion and have strong faith in you no matter what you do. This a very important stat, one that in this NES encompasses infrastructure, education, and a whole manner of things. Be inventive with projects and this will rise. If it starts dropping, you know you need to spend on your nation's welfare. The Number Stat will represent base Confidence, which will affect your final confidence along with Culture and Size. Generally, base confidence only affects your "citizens" or your "homeland" peoples. Newly conquered peoples will usually hate you, but it won't lower confidence unless your homeland fears their revolt. Going up an age usually lowers your confidence by 1. (Revolting, Hateful, Resentful, Simmering, Apathetic, Tolerating, Respecting, Admiring, Loving, Worshipping) Culture This stat represents how cultured your nation is, and the more culture the better. Having more culture decreases the chance that a random event will screw you up, and can allow you to culturely affect, or even flip, your neighbors. A strong culture will also help maintain confidence among "noncitizens". Culture can increase through stories, wonders, and Cultural or Religious centers and other projects. Culture will spread and mix between nations. The main culture stat will note the strength of your own culture. (None, Pathetic, Mediocre, Limited, Average, Strong, Influential, Outstanding, Wonder of the World) You will also have in parenthesis a list of influential cultures. This may be anything from a cultural group you are part of, major conquered peoples, or influential nations. Warning: cultural influences over Overbearing may cause cultural flips to the owner's culture! On the plus side, you may attempt to flip others, or peacefully vassalize them with little resistance. (Scattered-Rare-Limited-Significant-Predominant-Dominant-Overbearing-Universal) Projects This stat displays the projects you have, how close to completion they are, and their end effect. To begin a project, detail it in your orders and the desired outcome. I will decide the cost; preferable before the orderset. A Project only advances with EP spent. Projects are where you will get all sorts done and really let your creativity flair. The better the idea, the cheaper the cost for greater benefits. Some things, of course, need a multitude of projects to achieve your desired affect. For this you probably want to communicate the fact that it is a series of projects. Other times, one big expensive project will be attempted for one big expensive result. Warning- projects can and will be able to be captured throughout the NES, and once repaired by used by their new owners. They can also be targeted or damaged. Background Now taken over by the Wiki.