Zergy6
Transitional
Yeah...The first one failed miserably 'cause I never got around to updating it. Anyways I hope this'll go better than the last one!
Welcome to my (unofficial) second attempt at modding a NES! Anyways, let the stat-carpet roll out!
Stats:
Country Name: Your country's name.
Government: (Should be Tribal until Update 0. Tell me what government you want in order forms for update 1.)
Economy: Starts out 2/0.
Technology: Stone Age(Starting Tech) - Bronze Age - Iron Age - Steel Age (More to be added as time goes on.)
Education: Uneducated(Starting education) - Dumb - Illegible - Legible - Slightly Educated (More to be added later.)
Army: See army costs below.
Navy: See navy cost below.
Unrest/Corruption: Should begin at 0% If you want some unrest for a reason, just give a reason why in your description. Changing government after Update 0 will raise unrest by 2% but will go away on its own.
Projects: Projects are special buildings and wonders built by your people. Requires a steady number of turns, and must be approved to set the bounds- nobody wants a superpowerful nation with 12 wonders adding +40 to everything.
Description: Your nation's description.
Country Name: The name of your county.
Government: Your type of government, which is changeable. Some of the time the government is changed indirectly, such as a revolt from the citizens of the country. After Update 0, changing the government will result in +2% unrest which will disappear on its own- you CAN spend economy to get rid of it if you want to though.
Government/Culture- I forgot to edit this in...Sorry if it makes me seem like I'm asking too much. I meant for people to describe their culture in Description how it would be AFTER Update 0.
Economy: As the second NES I am modding, I would like this to be simple. The number on the left is the amount you gain each turn, the one on the left is the amount stored.
Technology: How technologically advanced you are. Beginning with:
Stone Age - Bronze Age - Iron Age - Steel Age - Dark Age - More to be added when we get there...
Education: How educated your populace is. Beginning with:
Uneducated - Dumb - Illegible - Legible - Slightly Educated - More to be added when someone gets there.
Army: Your army. Prices below.
Navy: Your navy. Prices Below.
Unrest/Corruption: This Stat increases if you do things going against your form of government, I.E. A democracy limiting freedom and oppressing common people. This can be reduced by expending economy and acting in the correct stead of your government. If this is too high, your country might revolt and have a new government installed, as well as decreasing your economy and navy and army size.
Short Unrest/Corruption guide-
10%- Citizens are slightly aggravated but to not seek revolt. Revolution Chance: 1%.
20%- Citizens are angry at their conditions, and will spread propganda about your nation. Revolution chance: 9%
30%- Same as 20%. Revolution chance: 18%
40%- Revolutionists speak out openly against you, citizens are blind with rage. Revolution chance: 36%
50%- Citizens are arming themselves and prepared to march up to your front doorstep. Revolution chance: 42%
60%- Citizens are rioting and will not be stopped. Revolution chance: 57%
70%- Same as 60%. Revolution Chance: 68%
80%- Citizens are openly defacing government buildings. Revolution chance: 83%
90%- Citizens, furious that nothing has gotten better, are prepared to pretty much destroy the nation. Revolution chance: 94%
100%- Citizens have openly set out upon the government and are killing off every person that has made their life a living hell. Revolution is 100% sure to happen. Why didn't you stop this BEFORE it began?
Projects: These are large projects and wonders that will impart a boost once they are finished. You can do whatever you like, but they must be approved or assigned a proper turn cost, E.G. No superwonder boosting everything in three turns.
Description: Give a brief description of your country.
Unit Costs:
200 Militia - 1 Economy
100 Infantry - 1 Economy
50 Calvary - 1 Economy
Upkeep:
1 Economy for every 1000 Militia
1 Economy for every 500 Infantry
1 Economy for Every 250 Calvary
Note: Militia can be reused for sailors on navy ships right now. When we get to the Industrial Era, specialized infantry are available for sailors. If militia are used then, they fight at 1/2 efficiency of trained sailors.
Navy Costs:
Fishing Ship - 1/2 Economy(No weapons, attacks via ramming the other ship.)
Navy Upkeep:
1 Economy for every 4 ships
Other Costs:
Extra City - 5 Economy
Template:
Country Name/Player name
Government:
Starting position:
Color:
Economy:
Technology:
Army:
Navy:
Unrest: 0%
Projects:
Description:
After Update 0, you may use this.
Order Form:
Title: Zergy6NES2 - Player Name
Player Stats
Orders
Remember to send it to me via PM or post it here.
Welcome to my (unofficial) second attempt at modding a NES! Anyways, let the stat-carpet roll out!
Stats:
Country Name: Your country's name.
Government: (Should be Tribal until Update 0. Tell me what government you want in order forms for update 1.)
Economy: Starts out 2/0.
Technology: Stone Age(Starting Tech) - Bronze Age - Iron Age - Steel Age (More to be added as time goes on.)
Education: Uneducated(Starting education) - Dumb - Illegible - Legible - Slightly Educated (More to be added later.)
Army: See army costs below.
Navy: See navy cost below.
Unrest/Corruption: Should begin at 0% If you want some unrest for a reason, just give a reason why in your description. Changing government after Update 0 will raise unrest by 2% but will go away on its own.
Projects: Projects are special buildings and wonders built by your people. Requires a steady number of turns, and must be approved to set the bounds- nobody wants a superpowerful nation with 12 wonders adding +40 to everything.
Description: Your nation's description.
Country Name: The name of your county.
Government: Your type of government, which is changeable. Some of the time the government is changed indirectly, such as a revolt from the citizens of the country. After Update 0, changing the government will result in +2% unrest which will disappear on its own- you CAN spend economy to get rid of it if you want to though.
Government/Culture- I forgot to edit this in...Sorry if it makes me seem like I'm asking too much. I meant for people to describe their culture in Description how it would be AFTER Update 0.
Economy: As the second NES I am modding, I would like this to be simple. The number on the left is the amount you gain each turn, the one on the left is the amount stored.
Technology: How technologically advanced you are. Beginning with:
Stone Age - Bronze Age - Iron Age - Steel Age - Dark Age - More to be added when we get there...
Education: How educated your populace is. Beginning with:
Uneducated - Dumb - Illegible - Legible - Slightly Educated - More to be added when someone gets there.
Army: Your army. Prices below.
Navy: Your navy. Prices Below.
Unrest/Corruption: This Stat increases if you do things going against your form of government, I.E. A democracy limiting freedom and oppressing common people. This can be reduced by expending economy and acting in the correct stead of your government. If this is too high, your country might revolt and have a new government installed, as well as decreasing your economy and navy and army size.
Short Unrest/Corruption guide-
10%- Citizens are slightly aggravated but to not seek revolt. Revolution Chance: 1%.
20%- Citizens are angry at their conditions, and will spread propganda about your nation. Revolution chance: 9%
30%- Same as 20%. Revolution chance: 18%
40%- Revolutionists speak out openly against you, citizens are blind with rage. Revolution chance: 36%
50%- Citizens are arming themselves and prepared to march up to your front doorstep. Revolution chance: 42%
60%- Citizens are rioting and will not be stopped. Revolution chance: 57%
70%- Same as 60%. Revolution Chance: 68%
80%- Citizens are openly defacing government buildings. Revolution chance: 83%
90%- Citizens, furious that nothing has gotten better, are prepared to pretty much destroy the nation. Revolution chance: 94%
100%- Citizens have openly set out upon the government and are killing off every person that has made their life a living hell. Revolution is 100% sure to happen. Why didn't you stop this BEFORE it began?
Projects: These are large projects and wonders that will impart a boost once they are finished. You can do whatever you like, but they must be approved or assigned a proper turn cost, E.G. No superwonder boosting everything in three turns.
Description: Give a brief description of your country.
Unit Costs:
200 Militia - 1 Economy
100 Infantry - 1 Economy
50 Calvary - 1 Economy
Upkeep:
1 Economy for every 1000 Militia
1 Economy for every 500 Infantry
1 Economy for Every 250 Calvary
Note: Militia can be reused for sailors on navy ships right now. When we get to the Industrial Era, specialized infantry are available for sailors. If militia are used then, they fight at 1/2 efficiency of trained sailors.
Navy Costs:
Fishing Ship - 1/2 Economy(No weapons, attacks via ramming the other ship.)
Navy Upkeep:
1 Economy for every 4 ships
Other Costs:
Extra City - 5 Economy
Template:
Country Name/Player name
Government:
Starting position:
Color:
Economy:
Technology:
Army:
Navy:
Unrest: 0%
Projects:
Description:
After Update 0, you may use this.
Order Form:
Title: Zergy6NES2 - Player Name
Player Stats
Orders
Remember to send it to me via PM or post it here.