INES IV: Born Yesterday (Turn Zero)

Imago

Mirror Wolf
Joined
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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).

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.
 
Sorry if we're not allowed to post yet. I've waited a few minutes.

Count me in, working on a nation now.
 
Hi TLK!

***

You all can post, btw. :)
 
Angevin Empire/ Omega (Grounder, Patriotic)
Government: Constitutional Monarchy
ASP: 3
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 10 divisions
Navy: 10 squadrons
Air Force: 10 groups
Background: The Angevin Empire held its traces to the legacy of the Norman Conquest and the campaigns of Henry II. Ever since, France and England have been connected as one nation. However, while the traditionally dominating English side are very patriotic about this union, the nationalism brought on by the 19th century led to the idea of a French nation state.

History: I will do this later. As of now, assume King John was not as incompetent in his rule, and the holding of France leading to England not being the premier naval power as of our timeline.
Neighbor Suggestions: Kingdom of Scotland, Occitania, Burgundy, various minor French states
Capital: London
Core Lands: England (As in just England, not the whole UK), Normandy, Gascony, and the city of Calais
Reach Lands: My absolute best case scenario would be all the lands held by Henry II (Excepting the land in Ireland; I don't really want that). I would also like Wales

Turn zero orders: All three ASP into economy
 
The Napoleonic Communes of France/ TheLizardKing (Patriotic, Diplomatic)
Government: Marxist Democracy (55%)
ASP: X
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 10 divisions
Navy: 10 squadrons
Air Force: 10 groups
Background: After Napoleons victories in the Napoleonic Wars, his empire survived far into the 19th century. Yet, his early death, and the ensuing 'decade of revolutions' in the German states, Britain and French territories allowed for his successors to craft the previously Imperialistic France, into a Marxist Empire. Marxism itself (if it could actually be called that) is more of an idea taken by the French government to rule and oppress the citizenry is the rather large French Empire.

History:
Neighbor Suggestions: A Holy Roman Empire or sorts, or a collection of various Germanic states. I could never imagine France allowing for a united Germany to form. I'd suppose some of them would have a similar kind of government approved Marxism, which by extension allows for Totalitarianism. Italy would be a vassal or a puppet, if not a rival and enemy. The conquoring of Padania would either mean subjegation for the Italians, or an intense rivalry and hatred. Since it's a global empire, I imagine it has a variety of people's near it, so I couldn't say much else. My idea for France is mostly as an arbiter, no more no less. It is a respected power, though aside from some questionable diplomatic leanings, fair and forthright with all nations. It is not particularly aggressive or hostile unless provoked first.
Capital: Paris!
Core Lands: At least the Napoleonic Continental possessions, such as the Lowlands, Illryia, Padania, etc.
Reach Lands: I imagine in a drawn out war, with Napoleon as a victor, he'd milk out some French colonies in India, and some islands in the Caribbean. After the war, I can see France trying to reconquor Haiti, or dare I say Louisiana. North Africa I feel should be a given as well.

I think it'd be neat to have sort of a French and Anglo, or French and American equilibirum in the world, as compared to the somewhat uni-polar world in the OTL. A revanchist Britain might be cool, as would a splintered hostile United States. It'd also be cool to see a different type of Imperialism to pop up, with the Imperialist powers setting up puppet states, instead of actual direct control. The options are pretty large. I may toy around with some government types, though an Imperalist/Communist melting-pot of a government seemed like fun. I'd be happy to flesh this out more tonight, when I'm done work.

Spoiler :
pT6UQ.png


Really basic map^

This is also going off the fact the date you have is 1901.

EDIT: Ninja'd by Omega. :l I'll probably have to redo this whole thing later tonight.
 
TLK, you obviously put way more effort into your nation than mine. I am fully okay with admitting that and moving somewhere else, or perhaps we could try working out a timeline where we both fit.
 
Spoiler :
communist_britain___flag_by_neethis-d2zlv4i.png


The Union of Britain/ZeletDude(Industrious, Naval)
Government: Authoritarian Socialist State(55%)
ASP: 3
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 10 divisions
Navy: 10 squadrons
Air Force: 10 groups
Background: Following the collapse of the British Empire, The Union of Britain came to control The British Isles and a few former British Colonies. (3 SENTENCES OR LESS)

History: After it was defeated by Napoleonic France dissent grew in the British Isles, and it's overseas possessions. After France succumbed to Marxism the ideology of Communism began to grow in the working classes of Britain, mainly London. Beginning in 1860 the workers of London rose up against the oppressive Capitalist, and bourgeoisie classes. The London Commune was founded later that year, after securing the entire city, workers throughout The British isles began to rise up and The Civil War began. Both sides suffered massive losses over the 3 year war. Finally in 1864, with The Union of Britain controlling Ireland, and The Northern part of Great Britain, and the Monarchists controlling Southern Great Britain a peace was signed. The Great Compromise split The once great British Empire into two.

In the north, centered around the capital of Edinburgh (renamed Morrisburgh after The country's first Chairman William Morris).
And in the south The British Empire was allowed to exist, centered around London.

The Union of Britain achieved massive economic growth in the period of its independence (1864) to the present. The country's work places and factories have enacted many reforms protecting the worker from the greed of the Capitalists. These reforms include minimum wages, safety standards, free healthcare, an established work week, and the right to striking/collective bargain. The Union of Britain also built up its armed forces, for its showdown between its great enemy, The Monarchists to the South.



Neighbor Suggestions: Royalist Britain in the South
Capital: Edinburgh/Morrisburgh
Core Lands: The British Isles (including Ireland), The Falklands, and Gibraltar
Reach Lands: South Africa

edit -

spending -

1 ASP - 8 Naval Squadrons (Naval Trait)

2 ASP - 10 Land Divisions
 
Wow, so many overlaps. If all three of you stay put, Zelet would get Ireland and northern GB, Omega would get England, Normandy, and Gascony, and TLK would get a more Germanic-oriented France.

EDIT: Also, don't forget Turn 0 spending.
 
Wow, so many overlaps. If all three of you stay put, Zelet would get Ireland and northern GB, Omega would get England, Normandy, and Gascony, and TLK would get a more Germanic-oriented France.

EDIT: Also, don't forget Turn 0 spending.

I think that would be a fair comprimise. However, I just feel guilty about ninjaing two people who put more effort in their nations. :sad:
 
I'm fine with that, Omega can be the Royalists, my arch nemesis :p

I'll change my history appropriately, and make my capital Edinburgh.. or something :)

but if Omega wants to move that would be fine too.. ;)

edit - My new history is up.. :)
 
Republic of Greater China/Lord of Elves (Creative, Patriotic)
Government: Presidential Dictatorship (55%)
ASP: 3
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 10 divisions
Navy: 10 squadrons
Air Force: 10 groups
Background: Japanese Meiji-style modernization gives way to extreme xenophobia against enchroaching foreign powers. Over the course of the late 19th century, various diplomatic and military victories are won against the foreign of enemies of China thanks to a large and powerful military. Ambition towards expansion and global power causes wave of authoritarian intellectualism, power struggle between monarchy and military with military popularly supported by the general public, establishment of a presidential dictatorship backed by the military.

History: GO INTO MORE BACKGROUND DETAIL IF YOU WISH.
Neighbor Suggestions: WHO DO YOU SEE AS YOUR COUNTRY’S NEIGHBORS?
Capital: Beijing
Core Lands: China's traditional borders with control of Tibet and Mongolia
Reach Lands: Russian Manchuria and Formosa

Flag
Spoiler :
attachment.php


SPENDING
2ASP - Infantry
1ASP - Air Force
 
Combined Syndicalists of America/MoreEpicThanYou (Industrious/Patriotic)
Government: Socialist (55%)
ASP: 3
GenTech: G0.N0.A0.B0.E0
SpecTech: None
Army: 10 divisions
Navy: 10 squadrons
Air Force: 10 groups
Background: After the Second American Civil War, Premier Jack Reed had forged a nation out of the American industrial heartland. It teeters between a democratic or authoritarian society, with both sides having strong supporters, though all are socialist.

History: I'll do it later.
Neighbor Suggestions: If I don't get to control all of the US, the South would have the fascist American Union State, a democratic Pacific States of America in the west, a pro-Royalist Canada New England, and a weakened USA controls everything in between, including Washington.
Capital: Chicago
Core Lands: East Missouri, Wisconsin, Illinois, Indiana, Michigan, Ohio, Pennsylvania, New York.
Reach Lands: The entire continental US.
 
Kaiserreich much? I reserve the Combined Syndicalists of America.

Actually no, I just used the name. I used a different flag, a different history, heck the territorial distribution is different as well. Unlike you who copied a whole dang nation from the game.
 
Map is starting. Black islands are associated with closest mainland, so I don't go crazy.

Spoiler :
editmapiv.png
 
You don't like traditional Civ3 orange? :p
 
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