WNES10: A Fresh Restart

Warman17

NES Grandpa
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WNES10: A Fresh Restart

What is this?
It’s a NES set in an alternate world – one with altered geography, and thus different history. But otherwise, it is supposed to be a realistic world.

This NES is based on a civ3 game I had. Instead of just using the civ3 game I had, I took the world it was in to get a fresh map after I decided that just having 16 civilization holding nearly all the world’s territory by 10ad was a little unrealistic. So instead of having that I went with a fresh start. I also added many islands and new areas to the map which were not originally in the civ3 map - mainly to make more space on the relatively small map as well as adding the ability to connect the two main continents early on via the system of islands between the two.

The game borrows very much a lot from DNES2 and I’d like to give credit to Daftpanzer for that. It’s also the first NES I’ve hosted in about a year, explaining my choice of the title which is an obvious play on words ;)

Spending point system:
Each player receives ‘spending points’, which can buy certain effects and bonuses for their nation. Spending points represent a major effort by your people, and will tend to have a big effect in game.

> Spending points will accumulate at a slow rate - usually one for every update, perhaps more for special achievements (stories).
> Unused spending points can and will be stored for later use.
> Multiple spending points can be used on the same turn – either on the same thing to multiply the effects, or they can be split for different effects.
> Spending points cannot be traded between players/nations. If people wanted to trade 'money', part of the economy stat can be sacrificed and given to the other player. But spending points cant really be traded, as they represent great acts of leadership, effort and motivation by your own people, rather than any amount of resources.

Exactly what you spend these on is up to you, but these are some ideas:
Spoiler Examples :

* Military – give a boost to an attack on another nation, or increase the size of your army, or increase the quality of the training and weapons, etc
* Trade – give a boost to the economy overall, or give a boost to your trade routes (possibly getting a new trade centre), or discover a new resource to trade.
* Science – boost science rate, and/or receive free tech level
* Political – make a change of government easier, create rebellions in foreign territory, protect your own cities from rebellions, send spies etc
* Cultural – boost the culture of your nation, to impress foreign peoples and promote loyalty among your own.
* Colonize – get new cities and expand your borders, or increase the size of existing cities.
* Explore – reveal more of the world, make contact with new civs (and possibly expand trade routes)
* Build – new fortified areas on the map, or increase infrastructure, or work on a wonder.
* Something else – anything you want to increase or attempt to carry out. Note that a single spending point is designed for roughly one area only, such as military, economy etc. But I don’t want to set rules and limits, as long as its realistic.


Religion:
To begin with, every nation is assumed to have various beliefs and religions that keep people happy with various forms of polytheism or spirit worship. More ‘advanced’ religions will take a bit to form, and they may not always succeed. Remember the Egyptians didn’t have our ‘modern’ religions, but they still did a lot with it.

Orders:
There isn’t anything else to spend apart from these ‘spending points’. But even without them, your nation will still gradually develop, explore and expand by itself. The army will also gradually increase in size, if it isn’t already too high. So feel free to say what general direction you’d like the nation to take, and set general orders for building, army recruiting, researching and settling etc.

And of course, feel free to give any orders for the military as usual. It doesn’t cost anything to go to war, or to just give orders to your commanders. Usual stuff like conscripting, hiring mercenaries etc. is all possible too.

Orders can be PM or just in the thread, I don’t mind, just however much privacy you want.

Random Stuff:
Your people wont usually go against your orders, but they will possibly act more independently in this game than in other NES’s. Random inventions, explorations and colonisations are possible. Random mistakes and accidents could also happen.

Updates:
Updates arrive at random intervals but there will be at least one per month :)

Stories:
Stories, or anything that is cool and/or adds background to the NES, will be rewarded somehow – probably with extra spending points. Maximum +1 bonus point in an update - to give any more than that would be kinda unfair to the people that don’t have the time or inclination to write stories. Also, I hope people will write occasional stories when they get inspired or to explain ideas about their nation, rather than just doing it for points.

The World:
The entire map has been revealed for the start. As you can notice there are 3 continents, 2 major ones and a minor one, as well as various islands. While the two are separated by great oceans, contact will come much faster than our world thanks to a system of islands I’ve put up, but it’ll still take time to establish these links and it’ll still be hard. Don’t expect contact even maybe within the first couple IT.

Geography and resources are already set up before the game begins, resources won’t show up until the correct technology level is reached, iron won’t appear until iron age, etc.

Stats:
Should be as you’d expect, though please note there are no eco points, only the 'spending points' described above. A lot of subtle stuff isn’t in the stats, but you can trust me to take it all into consideration :)

Most stats are: *none*, tiny, v small, small, average, large, v large, huge, *gigantic*
Unit experience goes like this: *rabble*, conscript/untrained, trained, experienced, veteran, *elite*

Im also keeping track of the ‘inbetweens’ - so if a stat doesn’t increase in an update, it doesn’t mean that no progress is being made.

Spoiler Stats description :

* Spending Points: How many you have available to spend (the 'treasury'/bank), not how many you get per turn (which is 1 usually, + any bonuses). The uses of 'spending points' are described above.

* Culture: First, culture now has an actual rating. A high rating will promote unity among the people, and spread your influence further etc. A small rating means your people more influenced by outsiders. A very low rating might lead to your culture being assimilated by a neighbor’s culture, giving that nation more influence over your people etc.

Secondly, Cultures also come in various types now. The culture type(s) listed in your stats is the culture of the ruling classes, which could be different to the actual populations on the map, making it a bit harder for your culture to work. Most countries have their own type(s), but some share common cultures (and thus, might have better relations).

* Government: the type, and some idea of its stability or lack thereof

* Economy: the overall size of your economy, and how it is changing. There are no eco points, but the economy still has an effect – if its big, it will boost everything else. If its ok, it will just support everything. If its low, it will be harming progress in other areas, due to lack of funds and resources etc. Economy also affects the confidence of your people, etc. Note that the economy can fluctuate a lot over the course of the game, due to all kinds of events.

* Infrastructure: Infrastructure represents how well maintained your nation is. It represents road systems, water systems, communication systems, irrigation systems, tunnels, mines, 'emergency response', how well public space is kept, how efficient the bureaucracy is, etc.

It is easer to raise other stats when they are below the level as infrastructure, and harder to raise them above infrastructure. Infrastructure is also needed to keep a large standing army. You can keep a large standing army with a small infrastructure, but it will drain more from the economy. Finally, infrastructure is much easier to improve for a small nation than a larger one.

* Production: your nation’s ability to make stuff, be it infrastructure, wonders, or new military gear. Plays a lesser role until the industrial revolution, but still important.

* Science rate: the chance for advancing in tech each turn, or at least copying other’s progress. A high science rate will have other random benefits, like new inventions and stuff which will help your stats.

* Techs: Basically, a rough indication of how advanced your people are, in terms of the civ3/4 tech trees. This roughly affects what kind of military you can have, how well your troops do in battle, how advanced your culture is, how competitive your traders will be, how far your ships can travel, etc.

* Military: the numbers of different types of units that you have, along with a description of their training/experience or lack thereof. For simplicity, experience is shared by all units of that type, so it could be ‘diluted’ by adding hordes of new conscripts…

> Generic Units – based on civ units, but will probably work the same as in other NES’s. Note i am thinking more in terms of real-world for how units work in combat, so that spearmen are good all-round units, not just useful for defense as in civ...
> UU’s - Since some are shared, I’ve made a list of them separate form the nation stats.
> ‘Tribal’ units – easier to support and likely to more ferocious in attack, but less disciplined and harder to control
> ‘Mercenary’ units – mercenaries can be quickly hired in large numbers, but they will drain the economy much more than normal units, and are likely to disappear when things get too tough.

Note about archers etc - for simplicity, everyone is assumed to have various support troops like this accompanying their armies. Archers and skirmishers can be UU's if they are particularly deadly.

* Navy: the floaty version of the military. You would need some kind of boat before you can go exploring the seas…

* Wonders: a list of any wonders your nation has built, and their location, and what benefit they have. Feel free to order new wonders at any time - but they may take a long time to build, even with high production, unless a spending point is used on it.


Autonomous regions/provinces
These are now kinda identifiable on the map, by having a slightly different shade from the main nation, but no actual border. These areas are basically just part of your nation, but have their own laws/customs etc and sometimes might not follow your policies. They also have a greater potential for breaking away to form new countries or rebel areas if things get really bad. But the benefit is increased loyalty and gratefulness from these areas most of the time.

Vassal States / Puppet States
Vassals will give a bit of their economy growth and special resources to the controlling nation, allow access for their troops, and generally support their policies (though NPC rulers can sometimes start behaving badly). They are different from ‘autonomous regions’ because of their increased independence - they keep their own army, deal with their own issues, and their own stats will still be listed (assuming they are not a grey-colored minor power or barbarian tribe).

The benefit of vassal states is effective control of the area strategically, without needing to suppress the people with your own garrison or fight rebellions there. And vassals will probably be more efficient in organizing their own territory than if it was a part of your own nation, especially if it’s a different culture.

Other Stuff:
Hopefully, everything else is self-explanatory, and should just work as you’d expect. More info about the map details is here if needed:

Spoiler Map stuff :

Barbarians and rebel uprisings: Apart from the extreme poles, you can assume there is some kind of tribal peoples in all the white areas of the map. Grey areas are more organized tribes, minor powers, or rebellions. The most serious of any of these will have their names on the map in black, but they wont have any stats.

Place names: They are the stuff in italics. Feel free to suggest names for places if you like :)

City names: the most important cities have names shown, along with some random ones. Ill add new city names or rename any city on request. All capital cities will have bright white names to help highlight them, if i remember to do it.

Resource icons on the map:
Iron: which is actually counted as various kinds of useful metals. If you have access to this, ill consider it a bit easier to make metal weapons and tools etc. However, unlike civ, you don’t require this. Ill assume your people have access to some kind of metal at all times. (not introduced yet)

Stone blocks: A bit easier to expand infrastructure type stuff, and build wonders and forts etc.

Horses: easier to recruit cavalry, though not required (I assume some horses can be found or brought to anywhere in the known world)

Elephants: required for war elephants, also doubles as a luxury (the ivory)

Lumber/logs: A bit easier to build infrastructure type stuff with this too. Also, a bit easier to make basic weapons, as well as boats and siege machinery.

Food: cattle and wheat icons. Generally, the more of these you have access to, the bigger your cities can grow, the more people you will be considered to have, and the easier it will be to recruit more troops, etc.

Luxuries: Represented by wine, incense, etc Luxuries help keep your people happy, as well as increase commerce due to trade.

Fruits: Fruits, and tropical fruits are special foods in that they are very helpful supplements to your diet, but do not maintain it. They also make your people happy since they have access to these sugary natural treats. Having fresh fruits is like having a half luxury, half food resource.

Other icons on the map:
Hammer/chisel thing: Early industry and metalworking in this area. Owning this will make it a bit easier to build more complex weapons and military gear. It also gives a little help with more advanced infrastructure stuff.

Science flask: A center of learning/philosophy/invention in this city. Owning this will give a little help to your science progress.

Trade arrows: Trade center, aka economic center in this city. Your economy will be stronger for owning these (tax on merchants etc). It also helps to be within range of other peoples trade centers. Each turn, I will try to work out how goods and resources get traded about (including food and metal etc) - so new trade centers could appear, and old ones disappear, as the trade routes change. Note that even if you don’t have any tradable resources in your land, you can still have trade centers, due to trade routes passing through.

Fort (little squashed building thingy): Obviously, this indicates a more fortified area, to help defend the land during war.

Cities: Bigger blobs for bigger cities, obviously. Cities only really grow big if they are near a river, lake, or good food areas. Cities are the source of power for civilized peoples. But in the unclaimed lands or semi-civilized areas, the smallest dots are more like moveable camps, which could be easily dismantled and rebuilt in new places.

Gold star: this indicates a capital city.

Borders:
A white border is a not-very-well-defined border, harder to keep under guard. The border is too new, or the area is too uncivilized, or the terrain is too permeable (like a large desert for example). This border may shift around a little from turn to turn, and it will be easier to launch raids and send spies across etc.

A black border is a regular, established, guarded border. It wont change by itself.

A red border is the front line of an ongoing war.

Roads and rivers:
Dark brown and dark blue, respectively, and obviously. Note that new roads can be built, and old ones destroyed, and they will help troop movement and trade. Rivers help trade too, but are obviously a bit of an obstacle for armies.
 
Recent/Current Stuff

Claimed Nations / Player names:
8
Lothar Maxim - Concona
Illyria - Cleric
Kingdom of Ogra - Neverwonagame3
Imperium of Taliera - KrimzonStriker
Gorukan - Daftpanzer
Ran Yaar - Silver Streak
Kurgase - Massive Attack
Aïgroem - The Loser

Available Nations:
None right now, you gotta make them first.

Update History:
No updates yet.

Maps of the Known World:

Political Map

Terrain Map

Plain Map

Wars and Alliances
Spoiler Wars and Alliances :

Declared alliances: (not including vassals)
None

Ongoing wars: (not counting rebels/minor powers)
None
 
Nation Stats
This will be updated here with each update.
The stats kinda go in order of who's nearby.

New players always welcome.

Spoiler Nation Stats :

Stat Levels:
Most stats are: *none*, tiny, v small, small, average, large, v large, huge, gigantic, colossal, *immeasurable*
Unit experience goes like this: *rabble*, conscript/untrained, trained, experienced, veteran, *elite*
Tech levels go like this: early, early-mid, mid, mid-late, late

+ or – show how that stat has changed recently.

 
Alright you may now post. Here’s what’s going to happen, the first turn is going to be a BT which will end in 1000bc, at the end of the late bronze age (I’m open to other ideas). What I’ll need from you is:

-Name of civilization
-General description of culture as it will appear after the update (rather than say their nomadic origins, what they will look like once I do the first update). Religion optional (simple “polytheist,” or “spirit worship,” etc will do).
-General description of how you want your civilization to advance (for example do you want them to develop scientifically, agriculturally, militarily, commercially, etc). You can do as many as you want, but it’ll be less effective than prioritizing one or two.
-List of city names so I won’t have to come up with them on my own.
-And of course where you want to be located.

I plan on a short IT, maybe just a couple turns, then a BT to the mid or late iron age. Expect a lot of changes in this BT as it’ll cover maybe up to 500-700 years. We’re just setting the foundations right now. I’m open to other ideas on how to handle the start of the NES.

Also could you be so kind as to start in a Fertile Land ;)
 
Lothar Maxim
Culture: Highly cultured, they are opendminded and smart people who are open to learn of other cultures.
Religion: Neo-druidism
General Description: scientifically and militarily
List of City Names: Lothar Prim
Lotharin
Lotharan
Thezerizin
Plothar
Location:
plain_map_2_144198.png
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-Illyria
-United in diversity, two tribes joined into one by marriage. (one militaristic the other scientific) Cautious, smart and a little skeptical of other cultures.
-Militarily and Scientifically
-Medulin, Biograd, Senica, Serejevo
-The medium sized continent on the far right of the map.
 
I'll join this one- I liked the idea of joining a DNES-like NES from the start (until I rejoined as Neverwonagame 3, I hadn't been in any NESes from the start, to memory!).

Name: Kingdom of Ogra
Culture: Feudal, with a strong Germaniac underpinning (especially on the lower levels)
Behaviour: Building up large conquests, which they can hold thanks to the feudal system (each feudal lord has a lot of autonomy)
Starting Point: The area with quite a bit of gold on the eastern big continent (near the south of it)

City Names:
Royalland
DuchyofYor
DuchyofTan
DuchyofWeb
DuchyofRior
DuchyofEnda
Duchyof(Whatever the name of the conquered city or region, previous tribe, or notable resource)

Background: Barbarian tribes overran more civilised kingdoms, and become more feudal in order to control them.

Will think about religion after the first update.
 
Hmm, looks nice :D

I will join as soon as i get a good idea for a nation.
 
Imperium of Taliera

-Culture:Byzantine like, building off of centuries of established history from old greek like city states but adding with reformed zeal.

-Religion: Imperial Cult

-Focus on obtaining a balance in all aspects of society, from domestic, military, and science in order to form a perfect whole

-Located in the main Eastern Continent near the center of the upper North West Penninsula

City Names: Tarhal

Augustagrad

Meralseria

Novistava

Joresalim

Kovien

Vitalrizal

Sigmera

Ultiman

Teun
 
5 people isn't too bad, but I want more:evil:
 
Name: Gorukan

Starting Point: (from the north west of the map)
gorukmap.png


Culture: A semi-civilised, semi-tribal people. They would be a mixture of Celtic and ancient steppe/cacausian if compared to the real world. They (hopefully!) have some scattered contacts with Lothar Maxim, and have absorbed many of their ideas.
Religion: ‘Goru Druidism’, a mixed Polythesism, influenced by the Lothar faith. The main gods exist in ‘heaven’, while lesser gods are tied to physical places in the mortal world – though they exist in the ‘border realms’ just outside of human vision.
Description: Very expansionistic, they seek to bring all neighbouring tribes under their rule, either through war or through diplomacy and alliances (War and Politics shall thus be prioritised). They especially seek to expand westwards, along the grassy plains (Taras), between the northern desert (Balas) and southern jungle (Erta).

City Names:
Gorukan
Tarsai
Nakut-An
Gelchai
Galaig-An
Esper
Or-An
Ursu
Vosk
Tanuk
Oratai
Tannak-Ur
Siur-Ganut
Varaseph
Garu-Sateph
Tarek-Ur

I like making these up, but that’s enough for now I think :)
 
Just wanted to say first update will be Sunday, I got stuff going on all day tomorrow is the only reason :p
 
Interesting...
 
Name: Ran Yaar

Starting Point: On the island shaped like a tilted H in the eastern ocean.

Culture: A naval, mercantile people, rugged and seaworthy. The frontier life and exploration for ever new markets are two virtues held in high esteem by the Yaari. The nation is also regarded as masters of naval warfare, proud of the fact that their island has never been set foot on by invaders.

Religion: Yaar Spiritism is a faith revolving around the belief of Wind Spirits. These are said to affect the lives of men in all kinds of ways, and are believed to protect the Yaari from enemies and disasters. Ran, the island, is deemed holy ground, and the sacred homeland of the Wind Spirits, and the Yaari look on themselves as protectors of this hallowed country. In return of their servitude, the Wind Spirits grant the Yaari fortune and prosperity by blowing "good winds".

Description: Very expansionistic, they seek to establish a trade network of unmatched dimensions (and profitability) by forming colonies and seeking out existing trade routes and taking them over. Ran Island is the counterpart of the numerous small colonies, acting as the pivotal point of the trade network, as well as being the center of production and growth.

City/Colony Names:

Ras Tolas
Ras Mekias
Ras Kazeas
Ras Pezitas
Ras Tetoas

Rodoc
Meroc
Shaioc
Tanoc
Paloc
 
i Have never played a NES before, but might be intersted in trying this one out.

If you guys can help me out a bit and want me in, i'll come up with my civilization.
 
Name: Kurgase

Starting Point: The fertile valley area on the southeastern tip of the Large Eastern continent (there is an animal icon there as well)

Culture: Byzantine-Greek type, probably similar to Carthage. Genearlly, a survivalist desert nation that should develop into an egypt type development pattern.

Religion: Ouranism: a dualistic faith that retains some predesceser religion elements, such as fertility, water, and desert elements.

Description: Agriculture is important. Science (particularly engineering) probably second. Commerce possibly third.


City/Colony Names:

Kurgase
Himera
Arkage
Sineste
Bakase
Gorast
Thestra
Karana
 
The Loser said:
If you guys can help me out a bit and want me in, i'll come up with my civilization.

Hi! Id be willing to help, im sure Warman and others will be too.
 
=> Aïgroem

- Culture: A Roman-like culture: we take all goods things from other tribes/civilizations and use it as our own.

- Religion: We worship many gods, some inspired again by other nations.
But we always stay loyal to our main god: Athïgroem, god of the sea!!!

- Description: Seafaring ofcourse:We have masterd the art of exploring the oceans long time ago. Because we also meet a lot of other nations, our diplomatic and comercial skills are well adjust...

- Starting point: there are tree island in the middle south, we are located in the right "big" island with a colony on the smaller island to our left.

-City's:

Ilium
Hindoa
Jewas
Altac
Dunes
Hyperia
Aztecas
Esselte


Any comments suggestions? Or is this good?
 
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