carmen510
Deity
This NES will be a sequel to my first NES: http://forums.civfanatics.com/showthread.php?t=190077
Basic Apocalyptic History: In 2114, the Ural Federation invaded Europe, Asia, and the US after peace talks broke down. They decided to launch their nukes. The problem was, in a secret vault under the UN HQ, US President Andrew Anderson, found notes of a secret facility, the UN had stored several thousands of nukes under the Arctic Union. So he decided to launch them. The problem was, the Eye of God and Crimson Patriots had hacked the launch system, and made nukes land all over the world. After the explosions ceased, what little humanity was left was either stuck underground or taken to other planets. Radiation was substantial, and large amounts of natural disasters had taken their toll. Over the next millennium, mankind had almost lost hope, indeed, they had forgotten what devastation had happened. Then, they came. An unknown people had given them the gift of knowledge. They were the survivors of the evacuation. The survivors brought much knowledge, and pledged to restore the earth. However, the Ta had to report to an emergency, leaving only a few behind. The humans simply did not have the materials for alien technology, but alien knowledge was comprehensible. Now, a new calendar has started. The year by the modern calendar is 3000. But by the calendar in the new dawn... it is simply year one of a new age. Will you lead the new age, or will you cause another apocalypse?
Nation name
Ruler/Player:
Government:
Capital:
Major Cities:
Economy: Agriculture/Industry/Trade/Other =
Spending: Military/Public Services/Production/Other =
Total Economy: Economy - Spending =
Trading Partners:
Population:
Size:
Infrastructure:
Education:
Dissent:
Missile Bases:
Wonders/Projects:
Army:
Navy:
Air Force/Missiles:
Ruler/Player:
The name of the current ruler of your nation. The second part is the player, if any, in charge of the nation.
Government:
Your form of government. Nothing fancy in this. (Specify)
Capital:
Well, this is like, the administrative center of your nation where your ruler, most likely, lives. It is surrounded by white on the map.
Cities:
These are large settlements that are somehow important to your nation. These can be created by policies, but they will mostly form around areas of important resources. You CANNOT create them by just using EP.
Economy: Unlike my previous NES, this is dictated by several factors. The economy shall appear like this:
Agriculture/Industry/Trade/Other economy = Total EP gained
Many factors affect the economy, but economy itself is basically the same.
In order to improve economy, you must state what exactly you will do in order to improve it. For example, to improve agriculture, you may build new farms. Usually, this will require some investment in terms of EP. However, if you introduce a great plan, you will not need to invest EP, but you should invest regardless. Also, although I'll allow you to invest in multiple sectors of the economy, it is likely that some sectors will not see an increase, although its possible, especially if you introduce good reforms, send good orders, etc.
Banking: You may save EP for a later date. However, since money is not used (It's mostly barter now), perishable goods will count as lost EP. (Ex: Vegetables will rot and therefore not count as EP any longer, unless there is demand for rotten vegetables.) For obvious reasons, agriculture is the most likely to count as lost EP, unless your agriculture is mostly run by wine. Industry can have rusted goods, which would count as lost EP unless you decide to reverse the rust effect.
Spending:
Of course, a government needs to spend its surpluses (of goods, and later, money). There are three different types of spending. Military, Public Services, and Production. You may duck out of spending to save EP, but beware of the consequences.
Military spending is basically what you need to spend to keep your military at its current levels. If you neglect military spending, your weapons will be of worse quality, some soldiers may desert, and morale might be sapped.
Public services is like the police force, education, pensions, healthcare, etc. At the bare minimum, unless you want total chaos, you will need to spend at least 1 EP per turn on this. Public services are optional, but they help lower dissent, repair any damaged infrastructure, help keep education from going down, and many other goodies.
Production is the most important of all. Production is the costs of gaining EP, such as wages, cost of equipment, etc. If you neglect this, your EP flow will be either lowered, or even cut off.
Spending will be automatically be paid for unless you specify to divert EP.
Total Economy: Surpluses - Spending = Total EP leftover to spend for other stuff.
Population: I don't think I need to explain this. It will an approximate number of people in your country. This stat will determine public services spending, how many people you may have in the military, and will help you see how many people dislike your rule via dissent.
Size:
The larger your country is, the more money you will have to spend to grow any particular stat. You could invest money into stat growth over time if your country is large enough; in that case, the stat will still increase, but only in some, probably central, parts of the country.
Tiny (1) - Small (1) - Medium (2) - Above Medium (3) - Large (4) - Huge (5) - Gargantuan (6) – Empire (7)
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, 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.
Non-existent - Paths – Pathetic - Barely Tolerable – Tolerable – Standard – Improving – Good – Efficient - Very Efficient – Excellent
Education:
This is just how your people are educated, I guess. Obvious enough.
Once someone reaches Enlightenment education, they have a greater chance of a scientific discovery, such as an invention or something similar.
Once you reach “Perfect” it will cost twice your size to increase to “Academic”. From “Academic” to “Enlightenment” will cost 3 times your size. You can invest gradually in these levels if you can’t afford it in one go. If it would cost you 15 to get to Enlightenment and you only have 4 EcoPoints to spend your stat would read: “Academic (4/15)”. If you stop investing in it however, it might deteriorate.
Almost everybody can learn to read and write, but it takes quite a bit more to become a professor in quantum physics which is why this has been implemented.
None – Dumb – Illiterate – Tolerable – Literate – Educated - Well Educated – Perfect – Academic – Enlightenment
Dissent: Basically the percentage of people who dislike/hate your rule. The more it is, the more rebellious your population is. This can be affected by spending EP on the people (Healthcare, education, etc.), projects (Although they CANNOT directly affect dissent), and your actions. Be aware that continuous giving of EP will be a drain, but if you stop the flow of goodies, people will have more dissent, possibly more than before you gave them goodies.
Wonders/Projects:
These are special monuments that you construct or projects you initiate. Wonders will be much more expensive to build, but their effects are longer lasting and more powerful. They can also cause cities to gain special status. Projects are faster to do, but will usually be less powerful. Projects are often some kind of reforms or minor constructions that will give you an immediate boost. Wonders will often give you a smaller boost, but will be effective longer. As a general rule of thumb projects won’t be available initially, but consult me and I’ll tell you if the effects you want are ok and how long it will take. Construction will cost at least 1 EP per turn. You can spend extra to speed it up.
EX: Project Uberness (1/20) This means we have 1 EP of the required 20. Sometimes, it will take turns as well as EP to make it. This happens during colonization.
EX 2: Project Colonization (1/20, 1/6) means we have 1 out of 20 required EP, and 1 out of 6 required turns.
Military
As this is the post-apocalypse, there will be a limited amount of military things you may get, but things will be added over time.
Infantry: Your basic foot soldiers. Tell me how much EP to spend on getting infantry, and you will get an amount determined by me. After all, some nations will not be successful in recruitment, and some will have lots of new recruits.
Naval forces:
Transports: These ships can be anything that would not be used in naval warfare, such as revamped yachts, or freighters. The troops on the transports can attack, but will be vulnerable to pretty much anything except perhaps fish unless some sort of escort is provided. Tell me what kind of ship you wish to commandeer, and the amount of EP you're willing to spend, and I'll take care of the number.
Frigates: Your basic warship, with naval guns. These will usually be converted commercial ships with added weaponry/armor as many nations do not yet have the production capabilities to make a fully functional warship from scratch. Tell me the amount you want to spend on the frigate, I will decide the training of the crew, weapon/armor quality, etc.
Air Force- Until production is much better, consider an air force off limits for now.
Missiles - These are extremely dangerous weapons of Mass destruction. Use with care. Most of the missiles you will get will be whatever didn't explode in WW4 or in hidden stockpiles. Using a missile WILL result in disapproval from most nations, you will also need a functional missile base to use a missile. Noone can produce missiles yet.
Explosive Conventional Missiles - Your basic missile that causes huge explosions.
Atomic - Your basic ICBM with a nuclear warhead.
Military Training:
This is an indication of how well trained your forces are. All troops can be trained to fight, but teaching them more than just the basic skills is difficult. It takes time and even the best trained soldier will die as easily from a bullet as a horse. Well trained troops are better fighters, more disciplined and more capable of thinking independently. Warfare can increase or decrease their training level dependent on victories/defeats as well as the number of casualties sustained.
Training and military leadership depend on how well trained troops are already, which helps alleviate costs, as well as how many will be trained. You tell me the EP you're willing to spend and the training level you want, and I'll take care of the rest.
Newly recruited troops come in at different levels, depending on your military size now, your leadership, dissent, other military training, eco invested, etc. You can focus training on some units to have some troops better trained than others. You don’t have to train the entire army in one go. Professional Army level and Elite level are only achieved by random events or major wars. Pwnage is only for UUs when they advance after Elite.
Cannonfodder - Militia – Untrained – Poor – Acceptable – Trained – Well trained – Better – Good – Professional – Elite - Pwnage
Note: Training will be listed after the troop type. It is possible to have troops with different training.
Weapon Quality: This will be listed right next to training in unit stats. Weapon quality is the kind of weapon used, such as guns or knives. Bad quality might mean cheap equipment like malfunctioning guns, or heaven forbid, missiles, or simply knives. Good quality will obviously be the opposite of that. The quality will be listed out of 10. 1 is the lowest, 10 is the highest. To improve weapon quality, state what units you want to improve, and how much EP you're willing to spend. Be wary, a well-trained person armed with nothing but a rock can kill a poorly-trained person armed with, say, a bazooka. That is not always the case, but you should strive to balance weapon quality and training.
Irregulars:
If you are invaded the local population might rise up to oppose the enemy. How many does this depends on several factors, but mainly on the loyalty of your nation.
Conscription:
There's a difference between Irregulars and conscripted men. Firstly, conscripted men start out as Cannonfodder level, always. Irregulars could possibly be old veterans. Second, Irregulars aren't forced to fight, it was their own free will. Conscripted men were drafted. Conscription costs 1 EP. I'll decide how many troops you get.
Note: Conscription might create dissent.
UU:
You can have one UU per category. (Army, Navy, Air Force) You can change it at any time you wish as it might become obsolete. The cost of recruiting them will be determined by me. They will always be considered one training level higher than the other troops in that category. This is the only way to get Pwnage training level units.
When you want a UU you just tell me what you will name it along with a description of it.
Missile Bases: Missile bases are required to launch missiles. You will not be able to construct one from scratch, but you can commandeer old ones and rebuild some missile bases with parts damaged.
Discoveries: This will not be in the stats, but discoveries are things found from the pre-apocalypse age. This could be a famous landmark, old technology, stockpiles, journals with important information, or other goodly stuff.
Bonuses: Stories are always encouraged, they might come with some nice bonuses. Also, the one who sends the best orders will usually get a bonus. If they were great, I might give them a discovery.
Orders: Lenient deadlines, as long as you give prior notice. Late orders might be accepted if I haven't finished the update.
Basic Apocalyptic History: In 2114, the Ural Federation invaded Europe, Asia, and the US after peace talks broke down. They decided to launch their nukes. The problem was, in a secret vault under the UN HQ, US President Andrew Anderson, found notes of a secret facility, the UN had stored several thousands of nukes under the Arctic Union. So he decided to launch them. The problem was, the Eye of God and Crimson Patriots had hacked the launch system, and made nukes land all over the world. After the explosions ceased, what little humanity was left was either stuck underground or taken to other planets. Radiation was substantial, and large amounts of natural disasters had taken their toll. Over the next millennium, mankind had almost lost hope, indeed, they had forgotten what devastation had happened. Then, they came. An unknown people had given them the gift of knowledge. They were the survivors of the evacuation. The survivors brought much knowledge, and pledged to restore the earth. However, the Ta had to report to an emergency, leaving only a few behind. The humans simply did not have the materials for alien technology, but alien knowledge was comprehensible. Now, a new calendar has started. The year by the modern calendar is 3000. But by the calendar in the new dawn... it is simply year one of a new age. Will you lead the new age, or will you cause another apocalypse?
Nation name
Ruler/Player:
Government:
Capital:
Major Cities:
Economy: Agriculture/Industry/Trade/Other =
Spending: Military/Public Services/Production/Other =
Total Economy: Economy - Spending =
Trading Partners:
Population:
Size:
Infrastructure:
Education:
Dissent:
Missile Bases:
Wonders/Projects:
Army:
Navy:
Air Force/Missiles:
Ruler/Player:
The name of the current ruler of your nation. The second part is the player, if any, in charge of the nation.
Government:
Your form of government. Nothing fancy in this. (Specify)
Capital:
Well, this is like, the administrative center of your nation where your ruler, most likely, lives. It is surrounded by white on the map.
Cities:
These are large settlements that are somehow important to your nation. These can be created by policies, but they will mostly form around areas of important resources. You CANNOT create them by just using EP.
Economy: Unlike my previous NES, this is dictated by several factors. The economy shall appear like this:
Agriculture/Industry/Trade/Other economy = Total EP gained
Many factors affect the economy, but economy itself is basically the same.
In order to improve economy, you must state what exactly you will do in order to improve it. For example, to improve agriculture, you may build new farms. Usually, this will require some investment in terms of EP. However, if you introduce a great plan, you will not need to invest EP, but you should invest regardless. Also, although I'll allow you to invest in multiple sectors of the economy, it is likely that some sectors will not see an increase, although its possible, especially if you introduce good reforms, send good orders, etc.
Banking: You may save EP for a later date. However, since money is not used (It's mostly barter now), perishable goods will count as lost EP. (Ex: Vegetables will rot and therefore not count as EP any longer, unless there is demand for rotten vegetables.) For obvious reasons, agriculture is the most likely to count as lost EP, unless your agriculture is mostly run by wine. Industry can have rusted goods, which would count as lost EP unless you decide to reverse the rust effect.
Spending:
Of course, a government needs to spend its surpluses (of goods, and later, money). There are three different types of spending. Military, Public Services, and Production. You may duck out of spending to save EP, but beware of the consequences.
Military spending is basically what you need to spend to keep your military at its current levels. If you neglect military spending, your weapons will be of worse quality, some soldiers may desert, and morale might be sapped.
Public services is like the police force, education, pensions, healthcare, etc. At the bare minimum, unless you want total chaos, you will need to spend at least 1 EP per turn on this. Public services are optional, but they help lower dissent, repair any damaged infrastructure, help keep education from going down, and many other goodies.
Production is the most important of all. Production is the costs of gaining EP, such as wages, cost of equipment, etc. If you neglect this, your EP flow will be either lowered, or even cut off.
Spending will be automatically be paid for unless you specify to divert EP.
Total Economy: Surpluses - Spending = Total EP leftover to spend for other stuff.
Population: I don't think I need to explain this. It will an approximate number of people in your country. This stat will determine public services spending, how many people you may have in the military, and will help you see how many people dislike your rule via dissent.
Size:
The larger your country is, the more money you will have to spend to grow any particular stat. You could invest money into stat growth over time if your country is large enough; in that case, the stat will still increase, but only in some, probably central, parts of the country.
Tiny (1) - Small (1) - Medium (2) - Above Medium (3) - Large (4) - Huge (5) - Gargantuan (6) – Empire (7)
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, 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.
Non-existent - Paths – Pathetic - Barely Tolerable – Tolerable – Standard – Improving – Good – Efficient - Very Efficient – Excellent
Education:
This is just how your people are educated, I guess. Obvious enough.
Once someone reaches Enlightenment education, they have a greater chance of a scientific discovery, such as an invention or something similar.
Once you reach “Perfect” it will cost twice your size to increase to “Academic”. From “Academic” to “Enlightenment” will cost 3 times your size. You can invest gradually in these levels if you can’t afford it in one go. If it would cost you 15 to get to Enlightenment and you only have 4 EcoPoints to spend your stat would read: “Academic (4/15)”. If you stop investing in it however, it might deteriorate.
Almost everybody can learn to read and write, but it takes quite a bit more to become a professor in quantum physics which is why this has been implemented.
None – Dumb – Illiterate – Tolerable – Literate – Educated - Well Educated – Perfect – Academic – Enlightenment
Dissent: Basically the percentage of people who dislike/hate your rule. The more it is, the more rebellious your population is. This can be affected by spending EP on the people (Healthcare, education, etc.), projects (Although they CANNOT directly affect dissent), and your actions. Be aware that continuous giving of EP will be a drain, but if you stop the flow of goodies, people will have more dissent, possibly more than before you gave them goodies.
Wonders/Projects:
These are special monuments that you construct or projects you initiate. Wonders will be much more expensive to build, but their effects are longer lasting and more powerful. They can also cause cities to gain special status. Projects are faster to do, but will usually be less powerful. Projects are often some kind of reforms or minor constructions that will give you an immediate boost. Wonders will often give you a smaller boost, but will be effective longer. As a general rule of thumb projects won’t be available initially, but consult me and I’ll tell you if the effects you want are ok and how long it will take. Construction will cost at least 1 EP per turn. You can spend extra to speed it up.
EX: Project Uberness (1/20) This means we have 1 EP of the required 20. Sometimes, it will take turns as well as EP to make it. This happens during colonization.
EX 2: Project Colonization (1/20, 1/6) means we have 1 out of 20 required EP, and 1 out of 6 required turns.
Military
As this is the post-apocalypse, there will be a limited amount of military things you may get, but things will be added over time.
Infantry: Your basic foot soldiers. Tell me how much EP to spend on getting infantry, and you will get an amount determined by me. After all, some nations will not be successful in recruitment, and some will have lots of new recruits.
Naval forces:
Transports: These ships can be anything that would not be used in naval warfare, such as revamped yachts, or freighters. The troops on the transports can attack, but will be vulnerable to pretty much anything except perhaps fish unless some sort of escort is provided. Tell me what kind of ship you wish to commandeer, and the amount of EP you're willing to spend, and I'll take care of the number.
Frigates: Your basic warship, with naval guns. These will usually be converted commercial ships with added weaponry/armor as many nations do not yet have the production capabilities to make a fully functional warship from scratch. Tell me the amount you want to spend on the frigate, I will decide the training of the crew, weapon/armor quality, etc.
Air Force- Until production is much better, consider an air force off limits for now.
Missiles - These are extremely dangerous weapons of Mass destruction. Use with care. Most of the missiles you will get will be whatever didn't explode in WW4 or in hidden stockpiles. Using a missile WILL result in disapproval from most nations, you will also need a functional missile base to use a missile. Noone can produce missiles yet.
Explosive Conventional Missiles - Your basic missile that causes huge explosions.
Atomic - Your basic ICBM with a nuclear warhead.
Military Training:
This is an indication of how well trained your forces are. All troops can be trained to fight, but teaching them more than just the basic skills is difficult. It takes time and even the best trained soldier will die as easily from a bullet as a horse. Well trained troops are better fighters, more disciplined and more capable of thinking independently. Warfare can increase or decrease their training level dependent on victories/defeats as well as the number of casualties sustained.
Training and military leadership depend on how well trained troops are already, which helps alleviate costs, as well as how many will be trained. You tell me the EP you're willing to spend and the training level you want, and I'll take care of the rest.
Newly recruited troops come in at different levels, depending on your military size now, your leadership, dissent, other military training, eco invested, etc. You can focus training on some units to have some troops better trained than others. You don’t have to train the entire army in one go. Professional Army level and Elite level are only achieved by random events or major wars. Pwnage is only for UUs when they advance after Elite.
Cannonfodder - Militia – Untrained – Poor – Acceptable – Trained – Well trained – Better – Good – Professional – Elite - Pwnage
Note: Training will be listed after the troop type. It is possible to have troops with different training.
Weapon Quality: This will be listed right next to training in unit stats. Weapon quality is the kind of weapon used, such as guns or knives. Bad quality might mean cheap equipment like malfunctioning guns, or heaven forbid, missiles, or simply knives. Good quality will obviously be the opposite of that. The quality will be listed out of 10. 1 is the lowest, 10 is the highest. To improve weapon quality, state what units you want to improve, and how much EP you're willing to spend. Be wary, a well-trained person armed with nothing but a rock can kill a poorly-trained person armed with, say, a bazooka. That is not always the case, but you should strive to balance weapon quality and training.
Irregulars:
If you are invaded the local population might rise up to oppose the enemy. How many does this depends on several factors, but mainly on the loyalty of your nation.
Conscription:
There's a difference between Irregulars and conscripted men. Firstly, conscripted men start out as Cannonfodder level, always. Irregulars could possibly be old veterans. Second, Irregulars aren't forced to fight, it was their own free will. Conscripted men were drafted. Conscription costs 1 EP. I'll decide how many troops you get.
Note: Conscription might create dissent.
UU:
You can have one UU per category. (Army, Navy, Air Force) You can change it at any time you wish as it might become obsolete. The cost of recruiting them will be determined by me. They will always be considered one training level higher than the other troops in that category. This is the only way to get Pwnage training level units.
When you want a UU you just tell me what you will name it along with a description of it.
Missile Bases: Missile bases are required to launch missiles. You will not be able to construct one from scratch, but you can commandeer old ones and rebuild some missile bases with parts damaged.
Discoveries: This will not be in the stats, but discoveries are things found from the pre-apocalypse age. This could be a famous landmark, old technology, stockpiles, journals with important information, or other goodly stuff.
Bonuses: Stories are always encouraged, they might come with some nice bonuses. Also, the one who sends the best orders will usually get a bonus. If they were great, I might give them a discovery.
Orders: Lenient deadlines, as long as you give prior notice. Late orders might be accepted if I haven't finished the update.