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EACH PLAYER STARTS WITH 50 GOLD, 10 PROVINCES AND 1 (CAPITAL) CITY
Each province give +1 gold income, islands separated from land where you have capital city gives +2 gold income (for example if you start in Norway and conquer provinces in Ireland or Iceland, you will get +2 gold for each province there). Overseas provinces give +4 gold income, but you need COLONIALISM to be able to reach them. Expanding costs 5g for 1 province. You can take up to 5 provinces per turn.

PLAYING AS NATIVE AMERICAN:

You can choose to play as native American and pick one of tribes, if they are all picked you can create your own. You will start with 10 provinces, 50 gold, chooseable capital city, 5 slingers and 5 armsmen. You have almost same rules as European players, BUT you CANT have any technology HIGHER THAN 2 unless you have trade with some EUROPEAN country. You can research all technologies except Colonial (not avaiable for you) up to level 8. Expanding costs 5g per province for you and you can take maximum of 5 provinces per turn, same as European players. You can also research all three levels of Pathfinding.

Native americans have cheaper starting units:
Armsmen: 2g (5g for EU)
Slinger: 2g (5g for EU)
Spearmen: 5g (10g for EU)
Archer: 5g (10g for EU)

All other units will cost you same amount of gold as european players but you cant buy musketeers, carracks, cannons and mortars

COLONIES:

Colonies are provinces in America controlled by European country. You can get them by unlocking National Technology 10 and sending fleet to America which takes 2 turns. Your colony will start with 50 colonial gold and 15 colonial income. Your colonies have their own income which isnt shared by your base income from Europe. You will start with 3 provinces in random place on American coast (yeah random, you cant pick it)
European country that will start to colonize, will get another 3 slots for trade, BUT you can trade ONLY WITH native americans and income from that trades will be your COLONIAL INCOME not BASE EUROPEAN

TOWNS:

Town - 50g + 15g income

You can build one town for 20 provinces. (If you own 119 provinces, you can build maximum of 5 towns, 6th when you will own more than 120 provinces etc etc). Towns provide you +15g base income and CAN BE upgraded to give even more income. Town upgrades are shared for all your towns.
INCOME FROM TOWNS SHALL BE CALLED TOWN INCOME, IT WONT SHARE WITH BASE INCOME AND YOU WONT GET +50% BONUS FROM IT

Moat - 25G - Your towns will be now surronded by moats, they will provide you + 2 bonus morale when your provinces with towns are under attack
Wall - 75G - Your towns will be now reinforced with walls and towers, they will provide you +5 bonus morale when your provinces with towns are under attack
Fortress - 150G - Your towns will now have their own fortress, they will provide you +5 bonus morale when your provinces with towns are under attack.
Building Fortress requires both Moat and Walls to be built.

Road - 25G - Your towns will be now connected with guarded roads, so your merchants can travel faster and safer. Provides +1G bonus income from all towns
Tavern - 50G - Each of your town will have its own tavern where everyone can relax. They will make profit and give you +2G bonus income from all towns
Market - 100G - Your towns will now have markets. They will provide you +2G bonus income from all towns. Requires Road

RELIGION

You can create your own religion after reaching National Technology 2. Creating religion will cost you 50g. Creator of religion will get +5g income and +3 morale per turn. All other members will get +3g income and + 2 morale per turn. Creator will get 1 bonus gold and 1 bonus morale for each member of his religion.
Catherdral - 100G - Each member of religion can build Cathedral in his capital city. They will provide you + 30g income
Temple - 25G - You can build one temple per one of your towns. They will provide you + 10g income

INCOME FROM TEMPLES AND CATHEDRALS WILL BE CALLED RELIGIOUS INCOME AND WONT SHARE WITH BASE INCOME. NO 50% BONUS

PATHFINDING:
Level I - Allows you to take 5 more provinces, costs 75g
Level II - Allows you to take 5 more provinces, costs 75g and requiers Pathfinding I
Level III - Allows you to take 10 more provinces, costs 150g and required Pathfinding I & II. You can now take up to 15 provinces per turn which cost 5 gold for one and another 10 up to 25 in cost of 10 gold for one! (Each province unlocked with Pathfinding III will cost you 10g)

TECHNOLOGIES:

You can upgrade technologies for 10g (+10g for each level). It means that upgrading national technology to 2 will cost 30g (10g for 1st and 20g for 2nd)
Every 2nd level gives a bonus.

NATIONAL:
Level 2 - Civilisation - +50% of your income
Level 4 - Religion - Allows you to create religion; other players will be able to join your religion.
Level 6 - Feudalism - +20% bonus gold from provinces, farming settlemens and fishing shacks. You can attempt to make nearby provinces your vassals.
Level 8 - Centralised Government - +20% income from trade, +5 morale per turn
Level 10 - Colonisation - Reveals new areas on the map for only players with this perk to obtain at the speed of 3 provinces per turn. Each province revealed by Colonialism gives 5g income. To get to revealed areas you have to wait 2 turns and sent there at least 5 transport ships. You cannot expand whilst colonising.

ECONOMICAL:
Level 2 - Trade - Allows you to propose trade to adjancent players in order to receive 25% of their base income as your own.
Level 4 - Efficient Taxing - You can select to tax your people to gain an extra 1-5g per turn from all your provinces, and reduce your morale by double the amount per turn if you pick higher than 1.
Level 6 - Investment - -25% technology cost
Level 8 - Privateering - You can steal 50% of another players' trade or colonial income by using your ships unless they destroy your pirates with their fleet.
Level 10 - Allows you to select a primary export good for your country. You must have it in order to select it(ask the GM). It gives you bonus income, but every other player who selects it reduces the income by -25%.
Fur: 100 income
Silk: 200 income
Spices: 300 income
Gold: 400 income
Gems: 500 income

MILITARY:
Level 2 - Unlocks Archers, Spearmen and Catapults
Level 4 - Unlocks Crossbowmen and Swordsmen
Level 6 - Unlocks Light Cavalry, Trebuchets and Ballistae
Level 8 - Unlocks Galleys and Heavy Cavalry
Level 9 - Unlocks Caravels, Pikemen and Arbalesters
Level 10 - Unlocks Musketeers, Carracks, Cannons and Mortars

COLONIAL:

Colonial technologies are new technology tier unlocked upon reaching level 10 of National Technology and colonising American coast.
Each level cost 400g (+300g for next). Instead of basic technologies where each 2nd level gave you bonus, in colonial its EACH level.
You have to pay Colonial technology from your base income and gold, NOT COLONIAL

Level 1 - Foothold - Allows you to make capital city for your colony. If your capital is coastal, you will also get free dock so you dont have to wait 2 turns to get your ships from Europe. Capital City gives you 10 colonial icome
Level 2 - Agriculture - Allows you to build fishing shacks, farms and fields in your colony, they give same amount of income as in Europe
Level 3 - Trade - You can now trade with native american tribes, it will give your colony 20% of native american player income
Level 4 - Exploration - Allows you to pick up to 6 provinces in America per turn, colonial provices now give you 8g income instead of 5g
Level 5 - Improved Agriculture - Your fields, farms and fishing shacks now give you 20% bonus income (almost same thing as Feudalism from National Technology but for colonies)
Level 6 - Imperial Fleet - Your naval fleet will have to wait just 1 turn down from 2 to get form Europe to America. You can now build blockades in America
Level 7 - New World - You can now start making new colonies in other parts of America (for example if you start in Greenland you can colonize Florida or South America). You arent able to do it more than twice in this game! It means you can start making new colony only twice on other place that you started from.
Level 8 - Goods from New World - You can now export goods from from your colonies to Europe. You will get +100 colonial income and + 300 base income
Level 9 - Unity - Your colony can now unite with native american player
Level 10 - Independence - You can now declare independence in your colony. It will become new state in America controlled by you. You will lose all base income youre getting from colonies but your colonial income will get +30% bonus

BUILDINGS:
You can have only one building built in each province.
Farming settlement 5G (10g for colonies)- +2g income
Fishing shack 8G (16g for colonies)- +3g income (can be built only on coast)
Docks 25G - Allows you for naval trade and build transport ships
Shipyard 50G - Allows you to create build war ships
Workshop 50G - Allows you to create siege weapons
Field 5G - Gives 1 colonial income, can be created only in colonies

UNITS:

Armsmen 5G
Slinger 5G
Spearmen 10G
Archer 10G
Swordsmen 12G
Crossbowman 12G
Light Cavalry 25G
Heavy Cavalry 45G
Pikemen 35G
Arbalester 35G
Musketeer 50G
Catapult 40G
Trebuchet 75G
Ballista 75G
Cannon 100G
Mortar 100G

Transport Ship 10G
Galley 40G
Caravel 60G
Carrack 75G
     
 
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