yay my first job modding an NES in 2 years!
WoWNES
Background: It's been 5 years since the end of The Third War (WCIII), and 4 since the event surrounding Arthas' merger with Ner'zhul to become a single powerful being (WCIII:TFT). Many new nations have arisen do to the turmoil and a new political order has been established. But already this order is steadily declining into warfare and contest. You must lead your people to victory!
For much more background consult www.wowwiki.com
STATS
Nation - player
Race:
Economy:
Heroes:
Army:
Navy:
Air:
Magic:
Economy:
Gold! Every turn you will receive a certain amount of gold based on your economy/size/etc. It must all be spent. Gold can only be spent on increasing power ratings, heroes, and projects. It can be traded/given to other nations.
Military:
Represented by Power Ratings. Power ratings in turn represent the overall size, quality, and well-being of the category it represents (Army, Navy, Air, Magic). There is also a small description to say what type of force makes up that category. These are important to know when deciding strategies and tactics as a light infantry army will be ill-suited to a stand-up fight (even if it is a higher power rating). The amount of what type of unit makes up the category will be defined as:
Mostly: 50%+ of your army is made up of this type of unit.
Many: 25%+ of your army is made up of this unit
Few: 5%+ of your army is made up of this unit
So an army thats mostly heavy infantry, many light infantry, and few cavalry whose power rating is 100 mans at least 50 of it is heavy infantry, at least 25 of it is light infantry, and at least 5 of it is cavalry. Once again this helps you decide strategy.
1 gold can be used to increase any category by 1 power rating (given your race is capable of doing so). You may also direct the spending to a certain type of unit to slowly change your force's make-up. If you don't I will keep the status quo of your force make-up.
Descriptors:
Army:
Most armies are made up of the normal types of army units. All humanoid (see below) are capable of building the following types of army units.
~normal types~
Tribal Fighters: Individual warriors and hunters who seek glory in battle. Not well organized, but can be considered a mix of light and heavy infantry.
Light Infantry: Archers and other skirmishers who harass the enemy more-so than engage them.
Heavy Infantry: Heavily armed and armored soldiers who are trained to stand and fight.
Mixed Infantry: No type has dominance in your army, which tries to utilize both equally.
Cavalry: Powerful mounted soldiers who can both harass and charge the enemy.
Some races are just naturally different from how conventional armies can be set up. As such they are relegated to special units that describe how their forces are made up. See Races section to know who can build what.
~special types~
Undead: Various ghoulds, ghosts, skelatons, and zombies who make up an undead swarm. Tenacious and unyielding.
Centaur Fighters: A mixture between tribal fighters and cavalry due to Centaurs nature.
Silithid: Unintelligent insectoid creatures controlled by the Qiraji. Uses natural armor and weapons.
Nerubian: Intelligent arachnoids little stronger than tribal fighters. Uses artificial armor and weapons.
Dragonkin: Bi or quad pedal dragon-men who serve as foot soldiers and servants to the dragons. Considered a little stronger than heavy infantry.
Navy:
Ships are a necessity considering much of the world is covered in ocean. Almost every race can build these.
Corvette: small maneuverable ships; good at raiding
Frigate: medium sized ships built mainly for transport
Battleship: Ships designed specifically for heavy combat
Juggernaut: Very powerful leftover relic of the Second War. Only one currently remains functional.
Air:
There are many flying creatures on Azeroth that are capable of mounting a humanoid rider. As such most races have developed ways of taming and riding these creatures into battle.
Light Riders: Quick skirmishers designed for hit-and-run
Heavy Riders: Cavalry of the sky; hit the enemy hard from above.
Beasts: Beats tamed and let loose to attack enemy air and ground. More resilient than riders, but less organized.
Zeppelin: Flying balloons used for reconnaissance, transport, and light bombing
Dragons: Powerful flying creatures capable of using magic (so dont let the dragonflights lack of magic power rating fool you). Dragons are the only special flying unit.
Magic:
There are many types of magic: Arcane, Fire, Nature, Frost, Holy, Shadow, etc. As a result all races have certain individuals who can tap into these forces and use them to benefit themselves and their allies, and harm their enemies.
Your magic category will always be mostly one of the following types:
Damage: Your magic-users are tasked primarily with hurting the enemy. Increases enemy casualties.
Support: Your magic-users are tasked primarily with helping your forces. Decreases friendly casualties.
Balanced: Your magic-users will try to equally damage the enemy and help your forces. Balances increasing enemy casualties and decreasing friendly casualties.
Heroes:
Heroes are powerful leaders, champions, and magic-users who can turn the tide of a battle. They are a rallying source and provide great morale boosts in combat. As such their security is also very important as a dead hero will cast doubt across entire armies. For ease Heroes are classified as three types (rather than deal with a plethora of classes):
Strength: Relies on their might and toughness to physically overpower their enemies and lead the charge.
Ex. Warriors, Paladins, Mountain Kings, Pit Lords
Agility: Relies on speed, stealth, and cunning to outmaneuver and trick their enemies.
Ex. Rogues, Rangers, Blademasters, Dreadlords
Intelligence: Relies on their immense knowledge of magic to dominate their enemies.
Ex. Mages, Priests, Seers, Liches
Heroes will also have levels ranked 1-10. (Some special ones have 11). The higher the level the more experienced and powerful a hero becomes. Levels only come with experience in combat. Also, Heroes are named and will play important roles story wise.
New heroes cost 5 gold. While initially weak and not really worth their weight in gold should they perish, if they survive and grow strong it makes a worthwhile investment.
Projects:
Any miscellaneous orders which will need gold to accomplish. For example: building a fortress, expanding a road, setting up a port. Also includes things that could increase your economy such as farm development or expand gold mines. They could even have special bonuses like New Plague of Undeath or Spy Network. Whatever you can think of.
Races:
Humanoid: The majority of Azeroths races. As such the rules are mostly focused for them. They can build as they please, except for special units of course.
Qiraji/Silithid: An ancient insectoid race. Can only produce Silithid for Army and Beasts for Air. No navies either.
Nerubian: Another ancient insectoid/arachnoid race. Can only produce Nerubians for Army and Beasts for Air.
Undead: Walking corpses. They may only build Undead for Army and Beasts for Air. They have the special ability to raise back a certain number of friendly and enemy slain Power Rating after a successful battle due to their necromantic magic. The amount is related to the amount of Magic power used and left after the battle.
Demon: Demons. They can only produce Magic units, but his power rating also functions somewhat as their Army.
Dragon: Dragons. They can only produce Dragonkin and Dragons.
Centaur: Half-humanoid, half-horse. They can only make Centaur Fighters.
Naga: Night Elves transformed into half humanoid half-sea serpents. Since the Naga are amphibious they have no need for boats, and also have no rider and cavalry capability. Being amphibious though means their units can simply transport themselves across the sea without need of a navy.
MAP KEY:
Small Dot: A mine or slightly fortified location. [3 power]
Medium Dot: An outpost or lightly fortified location [6 power]
Large Dot: A town or moderately fortified location [12 power]
Huge Dot: A city or heavily fortified location [24 power]
Next to each type of unit there will be a fraction representing its power. Scales start at zero and work their way up to the maximum on the right based on technologies.
Special Map Rules:
Teldrassil: Home to the night elf capital/Darnassus. The island is split into two parts (thus the two black rings) the outer section is the natural island, and the inner section is the top of a massive tree planted after the end of The Third War. There are two ways to the top 1) via a magical portal between Darnassus and the town on the outer ring, and 2) using some sort of air transport.
UnGoro Crater: The region in southern Kalimdor which is in the middle and has a border with its surrounding area. UnGoro is separated mostly from the outside world with very steep mountains making ground entry only viable by the two entrances and by air.
Scarab Wall: The nation of AhnQiraj is separated from itself by a black border. This represents the Scarab Wall, placed there a thousand years ago by Night Elves and Dragons. It is a physical and magical barrier preventing movement from one side to the other. Until it is opened the Qiriji cant join their silithid servants, but they are also safe from attack.
The Maelstrom: The large darkish cloud in the middle of the map. It is impossible to traverse, and ships even nearing it are in danger. It is believed to be home to the underwater empires of the Naga and Makura races.
Blackrock Mountain: Blackrock Mountain is the city/capital shared between the Old Horde and Dark Iron Dwarves. The Mountain itself is split between the Blackrock Spire of the Old Horde on the upper levels and the Blackrock Depths of the Dark Iron Dwarves on the lower levels. It functions as two cities in one location.
The Dark Portal: Located in the Blasted Lands and currently inoperable. The Burning Legion tires day and night to find a way to open the portal back up to Outland, and link up with their brethren.
Confederated Nations: Some nations are confederations of several tribes/political groups. As such the areas not directly under the control of the capital will be marked separate on the map. These areas have a greater chance of rebellion than normal, but the loss of the capital will not hinder the confederation as a whole.
Noncontiguous Nations: Some nations, like Kolkar, are Noncontiguous nations. As such their forces are spread out between different areas they control, marked in ( ) in the stats. You may build new units in an area that is not part of the main, capital, area for 1 extra gold per unit. While sometimes a nation may have a similar situation, if there is a sea connection the extra gold rule does not apply and free movement is allowed (if transports arent attacked at sea of course).
WoWNES
Background: It's been 5 years since the end of The Third War (WCIII), and 4 since the event surrounding Arthas' merger with Ner'zhul to become a single powerful being (WCIII:TFT). Many new nations have arisen do to the turmoil and a new political order has been established. But already this order is steadily declining into warfare and contest. You must lead your people to victory!
For much more background consult www.wowwiki.com
STATS
Nation - player
Race:
Economy:
Heroes:
Army:
Navy:
Air:
Magic:
Economy:
Gold! Every turn you will receive a certain amount of gold based on your economy/size/etc. It must all be spent. Gold can only be spent on increasing power ratings, heroes, and projects. It can be traded/given to other nations.
Military:
Represented by Power Ratings. Power ratings in turn represent the overall size, quality, and well-being of the category it represents (Army, Navy, Air, Magic). There is also a small description to say what type of force makes up that category. These are important to know when deciding strategies and tactics as a light infantry army will be ill-suited to a stand-up fight (even if it is a higher power rating). The amount of what type of unit makes up the category will be defined as:
Mostly: 50%+ of your army is made up of this type of unit.
Many: 25%+ of your army is made up of this unit
Few: 5%+ of your army is made up of this unit
So an army thats mostly heavy infantry, many light infantry, and few cavalry whose power rating is 100 mans at least 50 of it is heavy infantry, at least 25 of it is light infantry, and at least 5 of it is cavalry. Once again this helps you decide strategy.
1 gold can be used to increase any category by 1 power rating (given your race is capable of doing so). You may also direct the spending to a certain type of unit to slowly change your force's make-up. If you don't I will keep the status quo of your force make-up.
Descriptors:
Army:
Most armies are made up of the normal types of army units. All humanoid (see below) are capable of building the following types of army units.
~normal types~
Tribal Fighters: Individual warriors and hunters who seek glory in battle. Not well organized, but can be considered a mix of light and heavy infantry.
Light Infantry: Archers and other skirmishers who harass the enemy more-so than engage them.
Heavy Infantry: Heavily armed and armored soldiers who are trained to stand and fight.
Mixed Infantry: No type has dominance in your army, which tries to utilize both equally.
Cavalry: Powerful mounted soldiers who can both harass and charge the enemy.
Some races are just naturally different from how conventional armies can be set up. As such they are relegated to special units that describe how their forces are made up. See Races section to know who can build what.
~special types~
Undead: Various ghoulds, ghosts, skelatons, and zombies who make up an undead swarm. Tenacious and unyielding.
Centaur Fighters: A mixture between tribal fighters and cavalry due to Centaurs nature.
Silithid: Unintelligent insectoid creatures controlled by the Qiraji. Uses natural armor and weapons.
Nerubian: Intelligent arachnoids little stronger than tribal fighters. Uses artificial armor and weapons.
Dragonkin: Bi or quad pedal dragon-men who serve as foot soldiers and servants to the dragons. Considered a little stronger than heavy infantry.
Navy:
Ships are a necessity considering much of the world is covered in ocean. Almost every race can build these.
Corvette: small maneuverable ships; good at raiding
Frigate: medium sized ships built mainly for transport
Battleship: Ships designed specifically for heavy combat
Juggernaut: Very powerful leftover relic of the Second War. Only one currently remains functional.
Air:
There are many flying creatures on Azeroth that are capable of mounting a humanoid rider. As such most races have developed ways of taming and riding these creatures into battle.
Light Riders: Quick skirmishers designed for hit-and-run
Heavy Riders: Cavalry of the sky; hit the enemy hard from above.
Beasts: Beats tamed and let loose to attack enemy air and ground. More resilient than riders, but less organized.
Zeppelin: Flying balloons used for reconnaissance, transport, and light bombing
Dragons: Powerful flying creatures capable of using magic (so dont let the dragonflights lack of magic power rating fool you). Dragons are the only special flying unit.
Magic:
There are many types of magic: Arcane, Fire, Nature, Frost, Holy, Shadow, etc. As a result all races have certain individuals who can tap into these forces and use them to benefit themselves and their allies, and harm their enemies.
Your magic category will always be mostly one of the following types:
Damage: Your magic-users are tasked primarily with hurting the enemy. Increases enemy casualties.
Support: Your magic-users are tasked primarily with helping your forces. Decreases friendly casualties.
Balanced: Your magic-users will try to equally damage the enemy and help your forces. Balances increasing enemy casualties and decreasing friendly casualties.
Heroes:
Heroes are powerful leaders, champions, and magic-users who can turn the tide of a battle. They are a rallying source and provide great morale boosts in combat. As such their security is also very important as a dead hero will cast doubt across entire armies. For ease Heroes are classified as three types (rather than deal with a plethora of classes):
Strength: Relies on their might and toughness to physically overpower their enemies and lead the charge.
Ex. Warriors, Paladins, Mountain Kings, Pit Lords
Agility: Relies on speed, stealth, and cunning to outmaneuver and trick their enemies.
Ex. Rogues, Rangers, Blademasters, Dreadlords
Intelligence: Relies on their immense knowledge of magic to dominate their enemies.
Ex. Mages, Priests, Seers, Liches
Heroes will also have levels ranked 1-10. (Some special ones have 11). The higher the level the more experienced and powerful a hero becomes. Levels only come with experience in combat. Also, Heroes are named and will play important roles story wise.
New heroes cost 5 gold. While initially weak and not really worth their weight in gold should they perish, if they survive and grow strong it makes a worthwhile investment.
Spoiler Level Power :
Level 1 -> 1 Power
Level 2 -> 2 Power
3 -> 4
4 -> 5
5 -> 6
6 -> 8
7 -> 9
8 -> 10
9 -> 12
10 -> 14
11 -> 24
Level 2 -> 2 Power
3 -> 4
4 -> 5
5 -> 6
6 -> 8
7 -> 9
8 -> 10
9 -> 12
10 -> 14
11 -> 24
Projects:
Any miscellaneous orders which will need gold to accomplish. For example: building a fortress, expanding a road, setting up a port. Also includes things that could increase your economy such as farm development or expand gold mines. They could even have special bonuses like New Plague of Undeath or Spy Network. Whatever you can think of.
Races:
Humanoid: The majority of Azeroths races. As such the rules are mostly focused for them. They can build as they please, except for special units of course.
Qiraji/Silithid: An ancient insectoid race. Can only produce Silithid for Army and Beasts for Air. No navies either.
Nerubian: Another ancient insectoid/arachnoid race. Can only produce Nerubians for Army and Beasts for Air.
Undead: Walking corpses. They may only build Undead for Army and Beasts for Air. They have the special ability to raise back a certain number of friendly and enemy slain Power Rating after a successful battle due to their necromantic magic. The amount is related to the amount of Magic power used and left after the battle.
Demon: Demons. They can only produce Magic units, but his power rating also functions somewhat as their Army.
Dragon: Dragons. They can only produce Dragonkin and Dragons.
Centaur: Half-humanoid, half-horse. They can only make Centaur Fighters.
Naga: Night Elves transformed into half humanoid half-sea serpents. Since the Naga are amphibious they have no need for boats, and also have no rider and cavalry capability. Being amphibious though means their units can simply transport themselves across the sea without need of a navy.
MAP KEY:
Small Dot: A mine or slightly fortified location. [3 power]
Medium Dot: An outpost or lightly fortified location [6 power]
Large Dot: A town or moderately fortified location [12 power]
Huge Dot: A city or heavily fortified location [24 power]
Next to each type of unit there will be a fraction representing its power. Scales start at zero and work their way up to the maximum on the right based on technologies.
Special Map Rules:
Teldrassil: Home to the night elf capital/Darnassus. The island is split into two parts (thus the two black rings) the outer section is the natural island, and the inner section is the top of a massive tree planted after the end of The Third War. There are two ways to the top 1) via a magical portal between Darnassus and the town on the outer ring, and 2) using some sort of air transport.
UnGoro Crater: The region in southern Kalimdor which is in the middle and has a border with its surrounding area. UnGoro is separated mostly from the outside world with very steep mountains making ground entry only viable by the two entrances and by air.
Scarab Wall: The nation of AhnQiraj is separated from itself by a black border. This represents the Scarab Wall, placed there a thousand years ago by Night Elves and Dragons. It is a physical and magical barrier preventing movement from one side to the other. Until it is opened the Qiriji cant join their silithid servants, but they are also safe from attack.
The Maelstrom: The large darkish cloud in the middle of the map. It is impossible to traverse, and ships even nearing it are in danger. It is believed to be home to the underwater empires of the Naga and Makura races.
Blackrock Mountain: Blackrock Mountain is the city/capital shared between the Old Horde and Dark Iron Dwarves. The Mountain itself is split between the Blackrock Spire of the Old Horde on the upper levels and the Blackrock Depths of the Dark Iron Dwarves on the lower levels. It functions as two cities in one location.
The Dark Portal: Located in the Blasted Lands and currently inoperable. The Burning Legion tires day and night to find a way to open the portal back up to Outland, and link up with their brethren.
Confederated Nations: Some nations are confederations of several tribes/political groups. As such the areas not directly under the control of the capital will be marked separate on the map. These areas have a greater chance of rebellion than normal, but the loss of the capital will not hinder the confederation as a whole.
Noncontiguous Nations: Some nations, like Kolkar, are Noncontiguous nations. As such their forces are spread out between different areas they control, marked in ( ) in the stats. You may build new units in an area that is not part of the main, capital, area for 1 extra gold per unit. While sometimes a nation may have a similar situation, if there is a sea connection the extra gold rule does not apply and free movement is allowed (if transports arent attacked at sea of course).