Players, stories, orders, NPCs, barbarians, updates, map, countries.
Players - 20 players maximum (I might raise this). Please only join if you trully have the time to PARTICIPATE, and that doesn't simply mean telling me to "grow economy" at every turn.
Stories - not necessary, but very encouraged. For good (and FULL-LENGTH, i.e. two-three lines will not be considered one) stories, I will give out story bonuses. I also really need your stories to form a better view of your nation's culture.
Orders - orders in a list. Please, not only stat-based and military orders - I encourage innovative solutions of various problems, like introducing special propaganda-filled education to grow both education and confidence for the price of one stat-growth. There will also be projects - the local analog of wonders, but more about that later.
NPCs - lol, considering theyre NPC, I will play them, kinda. Same as the NPCs in all other NESes of late.
Barbarians - well, this is a fresh start NES of sorts, so the barbarians will be there. Not innovatively, they will be light gray and have no stats. They will have their names written on them, unless I forget to do that. And many of them are likely to attack you and try to eat you; others only want to be left alone, and when somebody tries to change that they will... well, they'll try to eat whoever tries that too. The barbarians are NOT to be underestimated, some of them could bring out a horde of ferocious warriors five times larger then your army.
Updates - Updates come on WedNESdays, yet the orders have to be sent in for Tuesday. Where I live the deadline for orders is 21:00, GMT it should be 16:00, apparently, and I don't know nor want to know what time it should be on the western coast of North America (which is where I know for sure there are at least three NESers of note). Updates will consist of military events, other events (mostly domestic, but also foreign), random events (random events - people who write good stories get good random events, often related to what theyre writing about. And there is also always a bad random event for a random nation), spotlight (a more detailed description of something that happened) and ooc (OOC comments and death threats).
(boldened to make sure you people actually notice it this time)
Map - I will use what I call the Jason-North King-das World Map. I will put in cities (black circles), fortifications (line of black squares) and rebellion areas (dark gray area within nations). A capital is a city with white borders; a trade center is a city with red borders (a capital trade center will have a combination of the two).
Countries - pick a NPC, create your own (tell me where and tell me some details - ruler, brief history, culture - and I will give you the stats) or start a rebellion or demand for independence. Also, please read your nation background, and dont act uncharacteristically. Right now, you could only create your own; you should do it within a Civilized Zone (more on that later), and you should either make it historic for the period, either make an althistoric nation, hopefully an original one; in the latter case especially, you should write down the basics of your culture and generally of what makes your people unique. Note that while there are no alliances in the beginning, some nations are much more likely to ally then the others, dependant on past history (thats why you probably should read the nation backgrounds and the history thread if I get around to creating one (otherwise, read ye the thread... in fact, do that anyway)), culture, and the presence/absence of a common threat.
NATIONAL TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Centralization:
Tech. Level:
Religion:
Army (Training):
Navy (Training):
Economy:
Leadership (Military/Civilian): /
Infrastructure:
Education:
Culture:
Confidence:
Projects:
Nation Background:
Government
Government - is your form of government. Now note that I DONT want the Sheep2s [insert nation ever played by Sheep2 in a non-Fresh Start NES here] syndrome in this NES. You are free to change your government, and explain it how ever do you want, but that can piss off followers of the previous governments, and might lead to nation-wide riots. Or a civil war, depending on what mood I am in. Also, please, please, keep it historical. Um, that is, you could invent your own government, but it must make sense for YOUR nation of THAT time. You could consult me about that.
Nations with democratic forms of government (Parliamentary Monarchy, Democracy, Republic, maybe some more later) are quite unique in that the player orders are reviewed by the parliament (me) and the parliament then states its objections, if any. If there are no objections, then I dont send any such review PM. If no changes were made to the orders after objections, they will not be carried out at all. OFCOURSE, the ruler might send the parliaments opinion
somewhere else, and go on with the plan, but will the army follow him? And besides, such an action will probably either result in a parliament-led coup or in a civil war.
Coups
Lets face it - your actions might often be... unpopular. If you piss off your people (or just your nobles) too much, there will one day be no satisfying them... and at that point you will be couped, overthrown. I have been struggling with that problem for some time, and I decided that these coups are in... however, those overthrown will get a last-moment PM notification, already as I update. The coup is already on; they could try to make a last stand with their personal guard, to try and flee into the countryside to lie down or gather support, to commit suicide and start as a new nation, or continue playing as nation.
By default (i.e. if the PM is not replied to), the ruler will be torn into pieces by the coupers and the new government will take over.
Centralization
This is one of the most important issues of politics historically and today. A very centralized state would be harder to run, and thus more prone to corruption... but in a very decentralized state it is harder to impose one policy, how ever reasonable, on all regions, and also such states could, if not well-run, with time devaluate and decentralize automatically, to the point of breaking up. However, it is easier to damage a centralized state by a well-placed blow aimed against its capital then a decentralized state! And the compromise versions don't tend to work neither...
You COULD change your centralization "slider" once per turn, and ofcourse only move forward or backward a level. However, do know that changes are unlikely to be welcomed by those who like the way things are AND ofcourse those who want to move in the opposite direction...
League-Loose Confederation-Confederation-Loose Federation-Federation-Tight Federation-Unitary with Exceptions-Unitary-Uberunitary-More Unitary-Overcentralized
Technology Level
Will use the age system. It is the same as in other NESes of other people, ofcourse the ages are not identical. They will advance at their own pace, though nations with higher education are likelier to advance to the next age. This (probably) begins in the Early Iron Age.
Middle Iron Age: The chariots are still present, but horsemen are beginning to supplant them in several parts of the world. Swordsmen are rising in importance, but so are the spearmen, while slingers are as good as obsolete for the most part. Meanwhile, in the sea, the triremes are THE ultimate ships, and the quinqueremes are yet to appear. Barbarians are still moving, but by now they have to face powerful, rising empires, and those empires themselves too begin to fight each other and the smaller nations.
Late Iron Age: The horsemen fully supplanted the chariots, whilst spearmen, organized in phalanx, definitely dominate the battlefield. Bigger, stronger and better ships are beginning to appear at sea. The barbarian acitivity is again at one of its highest points, while the old empires are increasingly troubled by stagnation and the overstretch.
Early Imperial Age: Swordsmen - and spearmen, and archers, and horsemen - for the most part still seem to be all that matters on the land, albeit great innovations took place in the field of formations and training. Not much change on the sea, though. Barbarians are pushed back everywhere while new empires rise to greatness, and some of the luckier old ones are prominent as well.
What does the future hold?
Religion
Religion matters greatly in this NES, at least in the beginning. You can declare holy wars on people of different religions. Religious minorities might assist their brethren, and often attract hostility of the majority of your people. Relations are more strained between people of different religions. Religious leaders (such as the Pope) can often be very annoying, especially if they have any real power. You CAN theoretically switch religion, but if its not the one of religious majority, well, your people wont like it. New religions can appear from time to time, or can even be created - if they gain significant following, then its good. Different religions COULD offer different bonuses. Major religions will be listed somewhere.
Military
That will, as of now, consist of army and navy (later to be joined by air force). These will be number-based as it gives more versatility. These will be represented in thousands and ships (divisions and task forces are too modern age, and were not too realistic to begin with due to their sizes).
What will you have in it? Anything that is allowed by your tech. level (see Technology Level)! Each stat-growth will increase any part of military by 5. But know that if you have too large an army, your economy will probably suffer, as will perhaps, depending on your culture's stance on war, your confidence; ofcourse, both could be restored by succesful military campaigns.
Using advanced tactics and strategy is advised. If you just order attack enemy on the border with 10 divisions, I will think that you order me to launch a mere charge at the enemy. That might work, but rarely. Also, pay attention to supplies and logistics; while not in the stats, you have to understand that sometimes, a smaller but well-equipped force is much more effective then a huge horde that has nothing to eat and is surrounded by barren, hostile terrain; also, that your fleets need good ports to operate at their best.
Mercenaries - if you pay an economy level, you will get 10 thousands of well-trained fighting men. They will be separated from your own hundreds in the stats, and will leave after two turns, unless you pay them another economy level. Yes, they are expensive, but they are quite worth the price. Btw, you can also hire mercenary ships that can also act as privateers.
UUs - one per nation, but can be changed at any point (though the newly-demoted UU units will not be happy). I will keep a list of them, somewhere. Could be land, sea, or air at a later point. They will be separated from other battalions/ships in the stats. They are grown as normal units. Remember to keep them REALISTIC.
Conscripts - in the early ages, these are the feudal/town levies, raised by your feudals and/or your cities. Their amount is determined by me, and I will determine it according to a whole lot of factors. Note that these - especially the town ones - only would want to fight against immediate danger to their homes, or, at best, other parts of your nation. The feudals COULD be persuaded - but it will not be all that easy most of the time! - to participate in a campaign against other lands. Also, keeping your conscripts in action for a long time, ESPECIALLY if there is no obvious threat nearby, is NOT a good an idea. In the later ages... you'll see.
Training - it is done in levels. There are separate training stats for army, navy and fleet, and it is grown with eco. points. UU is assumed to be one level higher then the average training level for its branch, but the conscript training, before the "Age of Nationalism" equivalent with the Levy en Masse and the like, will depend on several issues, such as your decentralization level and the general amount of military action and the like (i.e. if your feudals often have to fight bandits, rebels, invaders, etc their conscript armies will probably be as well-trained, if not more, as your own). If your army grows too quickly, there will be a chance of training level lowering.
None-Rabble-Semi-Rabble-Tolerable-Normal-Better-Good-Very Good-Professional-Elite
Economy
I think that NES2 I economic system was, in a way, much better and easier for me then the one I had in NES2 III and NES2 IV. So, I will return to it.
Unlike in the other NESes, you dont have to pay economy levels to do anything (my reasoning is that no matter what some people say, national economy is not as unstable and absurd as to rise and drop in turns as the years go). You will have two spend points for every turn, to be spent on increasing any stat save for economy. Otherwise, you could use both spend points to grow economy.
If you want to hurry up a project by two turns, you can sacrifice an economy level, please note that you can do it only once during a project. Otherwise you can sacrifice an economy level (one per turn only, although compatible with the project being hurried up) to receive six extra spending points for a turn.
Economy can, just like any other stat, grow or decrease due to random events. However it is even more influenced by random events then other stats as this is the crucial one.
Depression-Bankrupt-Recession-Very Poor-Poor-Not Bad-Normal-Good Enough-Growing-Rich-Very Rich-Richer-Richest-Economic Powerhouse-Monopoly (after Monopoly, you get Monopoly+x, where x is the amount of economy levels beyond Monopoly)
Trade Centers
Great centers of trade and prosperity, situated where many trade routes meet, these cities rise and decline with time. Control of them would bring irregular economic profits; if you raise tariffs, you could get more profit, but the city's decline as a trade center can be sped up if there are other suitable candidates in the area with lower tariffs...
Leadership
Whether military or civilian, leadership is an important factor. Competent military leaders will succesfully carry out plans or will even attain some successes on their own without orders; competent buerocrats will greatly help all government programs and assist the development of the land. But incompetent generals will even with the best plan stagger and blunder, while incompetent civilian administrators will embezzle funds and otherwise will be corrupt. So, this is quite crucial, and cadre preparation thus should be an important priority.
None-Imbecile-Moronic-Stupid-Incompetent-Barely Tolerable-Tolerable-Competent-Better-Good-Brilliant
Infrastructure
Roads, bridges, boats - all things used for transportation of goods and men - are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, infrastructure could sometimes slightly grow economic benefits from trade centers, and it is a must for maintenance of a high culture level in large empires, as well as actually maintaining your grip on faraway provinces.
None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent
Education
This is just how your people are... educated, I guess. Obvious enough. With a good education, you have better chances of receiving a miraculous invention. You could design better walls and siege engines, and ships for that matter, with higher education. It also affects just how advanced are your weapons, and thus the success of your army in a battlefield.
Once someone reaches Enlightenment education, he becomes much more likely to reach the next age as soon as it becomes possible at all. When he does, he loses two education levels.
None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment
Culture
This is how culturally strong, patriotic and unified your nation is. A nation with strong patriotism is less likely to fall into a civil war, and its people would resist most invaders and otherwise help their government. This also influences army morale. A nation with weak patriotism is unlikely to be as resistant to outside threats, there will often be rebellions and defections.
None-Divided-Untrusting-Average-Strongly Cultured-Devoted-Patriotic-Hyperpatriotic-Jingoist-Uberpatriotic
Confidence
People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact, a strongly cultured nation with little confidence in its leaders can, in its cultural unity, lynch the rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Not that the rulers will care by then... You can grow confidence by economy (propaganda), but wouldnt it be easier to write a speech or persuade the people that you are the leader they need?
Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified
Projects
Local equivalent of wonders (that name is inappropriate in most NESes, as these are often modernization programs, national revival and other PROJECTS, not just huge and magnificent buildings). You tell me what it does, I tell you how long do you build it. You dont have to mention it is being worked on every turn. You can sacrifice an econ. level once for a project to speed it up by two turns.
Nation Background
To better fit in as the ruler of your country, you will have a brief history of each country. You probably shouldn't fill it in at first.