Hey guys. I've been thinking about NESing for a while, wandered back to the CivFanatics today, and now, well, I can't get away too easily. Because I like modding, this thread will count as organization for INES IV, which will be a standard-ish political NES with a first turn of 1901, but with a twist.
Instead of coming up with my own althist, or just posting a map and telling you all to have at it, as I've done in the past, I want everyone who's interested to create a nation according to the rules below. After some time, I'll make up a map based on what everyone's come up with, and we'll have ourselves a game. I guess some of you old hands can think of the turn zero as a super-long BT.
I'm hoping that the main thread will be all ready to go next weekend, with the first update on the 27th. New players are great, so even if I don't know you, or no one on this sub-forum knows you, don't be shy about making up a nation.
Born Yesterday Ruleset
This is NES, which means you play a country (unless you have an idea for a corporation, terrorist group, or something like that). The first, and most important rule, of course, is to have fun. But this is what normal stats look like:
Sampleland/Imago (Creative, Industrious)
Government: Small Republic (55%)
ASP: 3
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 10 divisions
Navy: 10 squadrons
Air Force: 10 groups
Background: The people of Sampleland are happy to live in the ruleset. Much less chance of nuclear armageddon in here.
Let's go through this line by line-
Sampleland/Imago (Creative, Industrious)
Here we have the name of the country, followed by its player status, followed by its two traits. Every country gets two traits out of seven choices:
Aero
Countries with this trait purchase 7 air force groups per ASP as opposed to 5.
Creative
Countries with this trait can have up to 6 types of unique units as opposed to 1.
Diplomatic
Countries with this trait have a sizable boost in their relations with NPCs.
Grounder
Countries with this trait purchase 7 army divisions per ASP as opposed to 5.
Industrious
Countries with this trait have a growth bonus. At level 0 in the Economy tech, +1 ASP costs 2 spending points for odd-numbered years and 3 spending points for even-numbered years, as opposed to 3 spending points in all years. Thusly, Industrious countries advance along the Economy tech track faster.
Patriotic
Countries with this trait need barely fear domestic insurrection from assimilated populations, even in the face of extreme governments and policies. New Patriotic nations will start with bonus approval, and their approval rating hits will not be as hard. Also, Patriotic countries can raise 10 extra irregular divisions per turn.
Naval
Countries with this trait purchase 8 navy squadrons per ASP as opposed to 5.
Government: Small Republic (55%)
The first thing we have here is the government of the country, which includes a size modifier. Countries can be small, medium, or large, which will roughly correspond to eight digits, nine digits, and ten digits of population. Before any bonuses or the effects of the Patriotic trait, small countries can raise 10 irregular divisions per turn, medium countries can raise 20 irregular divisions per turn, and large countries can raise 40 irregular divisions per turn.
In parenthesis, we have government approval rating. Under 50%, and every turn without significant unrest is a blessing. Under 30%, and every turn without civil war is a blessing. Over 80%, and government is probably totalitarian. Approval rating cannot be effect directly through spending.
ASP: 3
Here we have Annual Spending Points. Sampleland can spend 3 points per turn. Other sections of the rules provide a whole host of suggestions for what points can used for, but they can also be banked, if you so prefer. In most cases, it will take 1, 2, or 3 reinvested points to fuel ASP growth. See the GenTech section for more information.
The most important hidden use for spending points is on a spy agency. Points can be spent on the agency in general (maximum 20), or on specific ops, to increase their chances of success.
GenTech: G0.N0.A0.B0.E0
Here we have the primary techs. G stands for Ground Army, N stands for Navy, A stands for Air Force, B stands for Bomb, and E stands for Economy. Each spending point invested in a specific military branch tech will increase that branch’s effectiveness by 5%. Each branch tech can have a maximum of 20 points investment—no part of the military can fight at more than double strength. Further, military branch techs cannot be directly traded.
Bomb tech is towards nuclear or similar weapons. You control the specifics of your own program. For game purposes, bomb tech can be traded, but bomb tech has absolutely no effect until more than 40 points are invested. Every point over forty gives you the option of setting off one nuclear (or equivalent) blast per turn. Thusly, if Sampleland reached 45 invested points in bomb tech, Sampleland could set off five blasts each turn. Every turn Sampleland decides to hold back results in ‘wasted’ usages.
Economy tech is towards more efficient economic growth. Economy tech can be traded, but it has different effects for Industrious and non-Industrious nations. I now present charts for how Economy tech relates to growth cost.
Industrious
Levels 0 to 9 Economy tech: 2 points = +1 ASP for odd years, 3 points = +1 ASP for even years
Levels 10 to 19: 2 points = +1 ASP for all years
Level 20 to 29: 1 points = +1 ASP for odd years, 2 points = +1 ASP for even years
Levels 30 and up: 1 point = +1 ASP for all years
Non-Industrious
Levels 0 to 9 Economy tech: 3 points = +1 ASP for all years
Levels 10 to 19: 2 points = +1 ASP for odd years, 3 points = +1 ASP for even years
Levels 20 to 29: 2 points = +1 ASP for all years
Level 30 to 39: 1 points = +1 ASP for odd years, 2 points = +1 ASP for even years
Levels 40 and up: 1 point = +1 ASP for all years
Because there is a track to increase growth efficiency, trying to cut spending corners and hope for growth is not recommended except in cases of territorial assimilation and economic recovery.
SpecTech: None
This is the slot for all your crazy ideas, like gigantic robots and longevity programs. Techs here are intended to provide circumstantial bonuses, not directly affect military quality.
Army: 10 divisions
1 spending point gives 5 divisions to non-Grounder countries or 7 divisions to Grounder countries. Non-Creative countries can have 1 unique unit, which costs 1 spending point to design, will have a unit cost of your choice (but cheaper equals weaker) and can fall in the army category. Creative countries can make up to 6 unique units spread in any number of ways among military branches.
Navy: 10 squadrons
1 spending point gives 5 squadrons to non-Naval countries or 8 squadrons to Naval countries. Non-Creative countries can have 1 unique unit, which costs 1 spending point to design, will have a unit cost of your choice (but cheaper equals weaker) and can fall in the army category. Creative countries can make up to 6 unique units spread in any number of ways among military branches.
Air Force: 10 groups
1 spending point gives 5 groups to non-Aero countries or 7 groups to Aero countries. Non-Creative countries can have 1 unique unit, which costs 1 spending point to design, will have a unit cost of your choice (but cheaper equals weaker) and can fall in the army category. Creative countries can make up to 6 unique units spread in any number of ways among military branches.
Background: The people of Sampleland are happy to live in the ruleset. Much less chance of nuclear armageddon in here.
Self-explanatory. Hopefully.
The game will consist of a series of updates, each of which covers one game year, or turn. The first turn is 1901. In each inter-turn, you may engage in diplomacy, write stories to get yourself a small game bonus, and/or PM me questions about the game world. PMed orders are due before each update, and should cover your country’s yearly strategy and spending.
Born Yesterday Turn 0 Process
Replace the capitalized sections on the following worksheet, then complete one free turn of spending (0 is an even year).
The part of the worksheet above the break will become most of your starting stats, though I will add in a country size, maybe change your starting approval rating (you are guaranteed a better percentage if you are Patriotic), and possibly edit your background for clarity.
Your nation’s history can be whatever you want, so long as you work around the fact that ethnic group distributions should roughly correlate with our world. You are guaranteed to start with your capital, and have an excellent chance of all your core lands (so long as you keep their size to our modern world’s Morocco or smaller). Reach lands are not guaranteed at all (so don’t feel shy about plopping you capital in anther player’s reach area), but depending on what you gamble for, you gamble for, you might end up with quite a lot of territory.
Instead of coming up with my own althist, or just posting a map and telling you all to have at it, as I've done in the past, I want everyone who's interested to create a nation according to the rules below. After some time, I'll make up a map based on what everyone's come up with, and we'll have ourselves a game. I guess some of you old hands can think of the turn zero as a super-long BT.
I'm hoping that the main thread will be all ready to go next weekend, with the first update on the 27th. New players are great, so even if I don't know you, or no one on this sub-forum knows you, don't be shy about making up a nation.
Born Yesterday Ruleset
This is NES, which means you play a country (unless you have an idea for a corporation, terrorist group, or something like that). The first, and most important rule, of course, is to have fun. But this is what normal stats look like:
Sampleland/Imago (Creative, Industrious)
Government: Small Republic (55%)
ASP: 3
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 10 divisions
Navy: 10 squadrons
Air Force: 10 groups
Background: The people of Sampleland are happy to live in the ruleset. Much less chance of nuclear armageddon in here.
Let's go through this line by line-
Sampleland/Imago (Creative, Industrious)
Here we have the name of the country, followed by its player status, followed by its two traits. Every country gets two traits out of seven choices:
Aero
Countries with this trait purchase 7 air force groups per ASP as opposed to 5.
Creative
Countries with this trait can have up to 6 types of unique units as opposed to 1.
Diplomatic
Countries with this trait have a sizable boost in their relations with NPCs.
Grounder
Countries with this trait purchase 7 army divisions per ASP as opposed to 5.
Industrious
Countries with this trait have a growth bonus. At level 0 in the Economy tech, +1 ASP costs 2 spending points for odd-numbered years and 3 spending points for even-numbered years, as opposed to 3 spending points in all years. Thusly, Industrious countries advance along the Economy tech track faster.
Patriotic
Countries with this trait need barely fear domestic insurrection from assimilated populations, even in the face of extreme governments and policies. New Patriotic nations will start with bonus approval, and their approval rating hits will not be as hard. Also, Patriotic countries can raise 10 extra irregular divisions per turn.
Naval
Countries with this trait purchase 8 navy squadrons per ASP as opposed to 5.
Government: Small Republic (55%)
The first thing we have here is the government of the country, which includes a size modifier. Countries can be small, medium, or large, which will roughly correspond to eight digits, nine digits, and ten digits of population. Before any bonuses or the effects of the Patriotic trait, small countries can raise 10 irregular divisions per turn, medium countries can raise 20 irregular divisions per turn, and large countries can raise 40 irregular divisions per turn.
In parenthesis, we have government approval rating. Under 50%, and every turn without significant unrest is a blessing. Under 30%, and every turn without civil war is a blessing. Over 80%, and government is probably totalitarian. Approval rating cannot be effect directly through spending.
ASP: 3
Here we have Annual Spending Points. Sampleland can spend 3 points per turn. Other sections of the rules provide a whole host of suggestions for what points can used for, but they can also be banked, if you so prefer. In most cases, it will take 1, 2, or 3 reinvested points to fuel ASP growth. See the GenTech section for more information.
The most important hidden use for spending points is on a spy agency. Points can be spent on the agency in general (maximum 20), or on specific ops, to increase their chances of success.
GenTech: G0.N0.A0.B0.E0
Here we have the primary techs. G stands for Ground Army, N stands for Navy, A stands for Air Force, B stands for Bomb, and E stands for Economy. Each spending point invested in a specific military branch tech will increase that branch’s effectiveness by 5%. Each branch tech can have a maximum of 20 points investment—no part of the military can fight at more than double strength. Further, military branch techs cannot be directly traded.
Bomb tech is towards nuclear or similar weapons. You control the specifics of your own program. For game purposes, bomb tech can be traded, but bomb tech has absolutely no effect until more than 40 points are invested. Every point over forty gives you the option of setting off one nuclear (or equivalent) blast per turn. Thusly, if Sampleland reached 45 invested points in bomb tech, Sampleland could set off five blasts each turn. Every turn Sampleland decides to hold back results in ‘wasted’ usages.
Economy tech is towards more efficient economic growth. Economy tech can be traded, but it has different effects for Industrious and non-Industrious nations. I now present charts for how Economy tech relates to growth cost.
Industrious
Levels 0 to 9 Economy tech: 2 points = +1 ASP for odd years, 3 points = +1 ASP for even years
Levels 10 to 19: 2 points = +1 ASP for all years
Level 20 to 29: 1 points = +1 ASP for odd years, 2 points = +1 ASP for even years
Levels 30 and up: 1 point = +1 ASP for all years
Non-Industrious
Levels 0 to 9 Economy tech: 3 points = +1 ASP for all years
Levels 10 to 19: 2 points = +1 ASP for odd years, 3 points = +1 ASP for even years
Levels 20 to 29: 2 points = +1 ASP for all years
Level 30 to 39: 1 points = +1 ASP for odd years, 2 points = +1 ASP for even years
Levels 40 and up: 1 point = +1 ASP for all years
Because there is a track to increase growth efficiency, trying to cut spending corners and hope for growth is not recommended except in cases of territorial assimilation and economic recovery.
SpecTech: None
This is the slot for all your crazy ideas, like gigantic robots and longevity programs. Techs here are intended to provide circumstantial bonuses, not directly affect military quality.
Army: 10 divisions
1 spending point gives 5 divisions to non-Grounder countries or 7 divisions to Grounder countries. Non-Creative countries can have 1 unique unit, which costs 1 spending point to design, will have a unit cost of your choice (but cheaper equals weaker) and can fall in the army category. Creative countries can make up to 6 unique units spread in any number of ways among military branches.
Navy: 10 squadrons
1 spending point gives 5 squadrons to non-Naval countries or 8 squadrons to Naval countries. Non-Creative countries can have 1 unique unit, which costs 1 spending point to design, will have a unit cost of your choice (but cheaper equals weaker) and can fall in the army category. Creative countries can make up to 6 unique units spread in any number of ways among military branches.
Air Force: 10 groups
1 spending point gives 5 groups to non-Aero countries or 7 groups to Aero countries. Non-Creative countries can have 1 unique unit, which costs 1 spending point to design, will have a unit cost of your choice (but cheaper equals weaker) and can fall in the army category. Creative countries can make up to 6 unique units spread in any number of ways among military branches.
Background: The people of Sampleland are happy to live in the ruleset. Much less chance of nuclear armageddon in here.
Self-explanatory. Hopefully.
The game will consist of a series of updates, each of which covers one game year, or turn. The first turn is 1901. In each inter-turn, you may engage in diplomacy, write stories to get yourself a small game bonus, and/or PM me questions about the game world. PMed orders are due before each update, and should cover your country’s yearly strategy and spending.
Born Yesterday Turn 0 Process
Replace the capitalized sections on the following worksheet, then complete one free turn of spending (0 is an even year).
COUNTRY NAME/ PLAYER NAME (TRAIT 1, TRAIT 2)
Government: GOVERNMENT TYPE (55%)
ASP: 3
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 10 divisions
Navy: 10 squadrons
Air Force: 10 groups
Background: BACKGROUND HERE (3 SENTENCES OR LESS)
History: GO INTO MORE BACKGROUND DETAIL IF YOU WISH.
Neighbor Suggestions: WHO DO YOU SEE AS YOUR COUNTRY’S NEIGHBORS?
Capital: WHAT IS YOUR CAPITAL?
Core Lands: WHAT LANDS MUST YOUR COUNTRY HAVE?
Reach Lands: WHAT EXTRA LANDS WOULD YOU HOPE TO START WITH?
The part of the worksheet above the break will become most of your starting stats, though I will add in a country size, maybe change your starting approval rating (you are guaranteed a better percentage if you are Patriotic), and possibly edit your background for clarity.
Your nation’s history can be whatever you want, so long as you work around the fact that ethnic group distributions should roughly correlate with our world. You are guaranteed to start with your capital, and have an excellent chance of all your core lands (so long as you keep their size to our modern world’s Morocco or smaller). Reach lands are not guaranteed at all (so don’t feel shy about plopping you capital in anther player’s reach area), but depending on what you gamble for, you gamble for, you might end up with quite a lot of territory.