J.K. Stockholme
Right Opposition
Current Order Deadline: the pre-NES has concluded.
BT Updates
I’ve been wanting to moderate a NES for a while, and after much time accumulating (robbing) ideas from other NESes, I’ve been able to settle on a time and place which should be appropriately modern for my tastes but also simple enough starting out. The world this NES is set in is reconstituting itself after innumerable political, economic, social and ecological catastrophes destroyed the international system of the 21st century, leaving a fresh ground for a second modern era. This NES is also an experiment, being the first NES I’ve run, so luck and whimsy will have pretty significant power over it until I am satisfied with the relations of its rules. The introductory history and rules for the pre-NES phase are below.
Introduction
The world of this NES has exited a 21st century of tumult and chaos which can only be described as a collapse of civilization. Capitalism became more destructive as the century wore on and nationalism resurged in its ugliest in Europe and elsewhere, replacing general peace with intercontinental war. New technologies made nuclear weapons obsolete, as the great powers poured excessive capital into new technological systems to combat each other, for resources, land, and ideology. Meanwhile the world’s climate was impoverishing nations, leading to massive movements of peoples, straining relations and encouraging more ethnic and inter-state violence. International bodies one by one each failed to prevent catastrophes, and while states became more paranoid and destructive, the structure of societies was falling apart. Revolution, instability and war tore at the powers of the world, and at the dawn of the 22nd century, only a few lands could call themselves governed. Vast stretches of territory are inhabited by modern nomads and it is this world that is beginning to rebuild and re-modernize unless the forces of counter-modernity succeed.
The pre-NES for this game will begin in the year 2100, with 5 BTs of 20 years each, allowing the full game to begin in the year 2200. Most of the world map begins blank, with only a select few nations. By the time this game properly begins, the whole map should be filled, as I will have added various new nations as we go along. So watch out for each update because new states will reorganize their territory and will become playable.
As for moderator philosophy, I maintain editorial rights to interpret player orders. I don’t really mind who plays what countries, at least not until the BT stage is over.
Pre-NES Rules
Players should ask to join as a particular nation, and after they’ve seen the front page edited to have their name, they may proceed to post orders publicly for each BT in this thread. No private orders will be accepted. Rewriting orders is fine as long as it isn’t too close to the deadline. I also encourage detailed orders, with any particular ideas you’d like me to consider, but remember, I may ignore or amend them to suit updating.
Orders for the BT will have a set of categories to emphasize, each with varying impacts on various stats (the stats for now being secret). You may also choose (up to) 2 different wars of aggression you would like to engage for each 20 year turn; perhaps neither will happen, maybe both, but these would be conflicts you’d begin of your own initiative. Conflicts you coordinate with an ally count for both of you, and defensive wars (wars started by other countries) obviously do not count.
Countries will also be allowed to conduct two kinds of expansion into blank spaces on the map. The first is "integration", whereby a country attempts to bring local governments, ostensibly or actually with equal rights and status, into the wider state. The second kind of expansion is "colonization", which usually involves the placing of colonial governors or settlers into regions which are explicitly lesser to the colonizer's core territory. The main difference between integration and colonization, is that integration is slower, requires amicable relations with nearby inhabitants (whether fostered by trade, military protection, or otherwise), but guarantees a stable acquisition. Colonization, by stark contrast, can occur across vast amounts of ocean (modified by the size of your navy), and cover large tracts of land within a single turn. Countries can choose to colonize, integrate, both, or neither - but only countries which do neither will be granted greater domestic control. Countries can also attempt integration and then colonization of the same region, if one or the other fails - please though identify which you would like to try first. Note that the more land a country tries to colonize/integrate the less likely it is that all of it will be taken, and attempting to colonize AND integrate the same area will be more costly than choosing to simply do one alone. Finally, to repeat, neither colonization nor integration can be ordered against another country - yet.
As of BT Update 3, First Generation countries can only order 1 military and 1 economic policy, rather than 1 military and 2 economic policies. First Generation countries may still employ their 1 military policy on Economy over Military. This is mostly for balance reasons. Further, for all Fourth Generation countries, they are allowed an extra military policy, and will be allowed to employ up to two military policies into Economy over Military
Think of the blank spaces of the planet as not disorganized per se, but organized on a very local level. Technology is used almost entirely by the elites in society, a billion and half people populate the world, and most have returned to rural living, without consistent electricity, proper plumbing or advanced communications systems. Literacy has actually remained high, and schooling is still common, though disorganized. Civil society only exists in the cities of the major powers. Trade between neighbouring countries is starting to pick up as of the 2150s, though no intercontinental sea travelling is taking place. Subsistence living is prevalent, but trade is beginning to make reliance on foreign wares or export profits a minor part of national survival. Militaries use fairly modern equipment (say around the 80s to 90s commonly), though by 2160 most old buildings and plants have deteriorated beyond repair, or have been recovered by organized states. The finer details of the world will become clearer in the updates that follow.
For the time being, minor countries (countries not bolded in the stats) are not playable. As well, rule changes or other notes are listed at the bottom of each update in the OOC section, and should be considered an extension of the front page, please read them.
Pre-StockNES
BT Updates
Spoiler :
I’ve been wanting to moderate a NES for a while, and after much time accumulating (robbing) ideas from other NESes, I’ve been able to settle on a time and place which should be appropriately modern for my tastes but also simple enough starting out. The world this NES is set in is reconstituting itself after innumerable political, economic, social and ecological catastrophes destroyed the international system of the 21st century, leaving a fresh ground for a second modern era. This NES is also an experiment, being the first NES I’ve run, so luck and whimsy will have pretty significant power over it until I am satisfied with the relations of its rules. The introductory history and rules for the pre-NES phase are below.
Introduction
The world of this NES has exited a 21st century of tumult and chaos which can only be described as a collapse of civilization. Capitalism became more destructive as the century wore on and nationalism resurged in its ugliest in Europe and elsewhere, replacing general peace with intercontinental war. New technologies made nuclear weapons obsolete, as the great powers poured excessive capital into new technological systems to combat each other, for resources, land, and ideology. Meanwhile the world’s climate was impoverishing nations, leading to massive movements of peoples, straining relations and encouraging more ethnic and inter-state violence. International bodies one by one each failed to prevent catastrophes, and while states became more paranoid and destructive, the structure of societies was falling apart. Revolution, instability and war tore at the powers of the world, and at the dawn of the 22nd century, only a few lands could call themselves governed. Vast stretches of territory are inhabited by modern nomads and it is this world that is beginning to rebuild and re-modernize unless the forces of counter-modernity succeed.
The pre-NES for this game will begin in the year 2100, with 5 BTs of 20 years each, allowing the full game to begin in the year 2200. Most of the world map begins blank, with only a select few nations. By the time this game properly begins, the whole map should be filled, as I will have added various new nations as we go along. So watch out for each update because new states will reorganize their territory and will become playable.
As for moderator philosophy, I maintain editorial rights to interpret player orders. I don’t really mind who plays what countries, at least not until the BT stage is over.
Pre-NES Rules
Players should ask to join as a particular nation, and after they’ve seen the front page edited to have their name, they may proceed to post orders publicly for each BT in this thread. No private orders will be accepted. Rewriting orders is fine as long as it isn’t too close to the deadline. I also encourage detailed orders, with any particular ideas you’d like me to consider, but remember, I may ignore or amend them to suit updating.
Orders for the BT will have a set of categories to emphasize, each with varying impacts on various stats (the stats for now being secret). You may also choose (up to) 2 different wars of aggression you would like to engage for each 20 year turn; perhaps neither will happen, maybe both, but these would be conflicts you’d begin of your own initiative. Conflicts you coordinate with an ally count for both of you, and defensive wars (wars started by other countries) obviously do not count.
Countries will also be allowed to conduct two kinds of expansion into blank spaces on the map. The first is "integration", whereby a country attempts to bring local governments, ostensibly or actually with equal rights and status, into the wider state. The second kind of expansion is "colonization", which usually involves the placing of colonial governors or settlers into regions which are explicitly lesser to the colonizer's core territory. The main difference between integration and colonization, is that integration is slower, requires amicable relations with nearby inhabitants (whether fostered by trade, military protection, or otherwise), but guarantees a stable acquisition. Colonization, by stark contrast, can occur across vast amounts of ocean (modified by the size of your navy), and cover large tracts of land within a single turn. Countries can choose to colonize, integrate, both, or neither - but only countries which do neither will be granted greater domestic control. Countries can also attempt integration and then colonization of the same region, if one or the other fails - please though identify which you would like to try first. Note that the more land a country tries to colonize/integrate the less likely it is that all of it will be taken, and attempting to colonize AND integrate the same area will be more costly than choosing to simply do one alone. Finally, to repeat, neither colonization nor integration can be ordered against another country - yet.
As of BT Update 3, First Generation countries can only order 1 military and 1 economic policy, rather than 1 military and 2 economic policies. First Generation countries may still employ their 1 military policy on Economy over Military. This is mostly for balance reasons. Further, for all Fourth Generation countries, they are allowed an extra military policy, and will be allowed to employ up to two military policies into Economy over Military
Think of the blank spaces of the planet as not disorganized per se, but organized on a very local level. Technology is used almost entirely by the elites in society, a billion and half people populate the world, and most have returned to rural living, without consistent electricity, proper plumbing or advanced communications systems. Literacy has actually remained high, and schooling is still common, though disorganized. Civil society only exists in the cities of the major powers. Trade between neighbouring countries is starting to pick up as of the 2150s, though no intercontinental sea travelling is taking place. Subsistence living is prevalent, but trade is beginning to make reliance on foreign wares or export profits a minor part of national survival. Militaries use fairly modern equipment (say around the 80s to 90s commonly), though by 2160 most old buildings and plants have deteriorated beyond repair, or have been recovered by organized states. The finer details of the world will become clearer in the updates that follow.
For the time being, minor countries (countries not bolded in the stats) are not playable. As well, rule changes or other notes are listed at the bottom of each update in the OOC section, and should be considered an extension of the front page, please read them.