North King
blech
- Joined
- Jan 2, 2004
- Messages
- 18,165
StNNES III: Ruins of Empires
Welcome to the third installment of the StNNES series.
TABLE OF CONTENTS (By Post#):
1: Rules
2: Player Nation Stats
3: NPC stats and current map
4: Timeline
5: Trade Routes and Famous Battles
6: First and Greatest Achievements of Civilization.
Rules
Economy for each nation is represented by a word. The sizes go: Depression, Recession, Failing, Stable, Growing, Prosperous, and then Outstanding. If you go above and beyond, then it will be reflected by a +#, the number referring to how many levels above Outstanding you have. Saying how you increase it makes me more likely to give special bonuses, so you will want to do that. You must increase your economy by expanding, conquering, or trading. In the early ages you may also expand economy by building roads and hiring tax collectors, in which case you cannot increase anything else the same turn.
Your military is represented in numbers. When you increase your army, it will be increased by a certain number, determined by the age of your nation. Your army may grow without you saying so (unless you say for it not to happen) by volunteers joining, or through random events, though it will not be by much. Same goes for navy.
A new addition to the military section of this NES is Great Leaders. These men (and in some cases, women), will multiply the effectiveness of your fighting forces immensely. To get a Great Leader is no small task. The only ways to get them are through a random event triggered by a good story (the most likely, but still unlikely way), or through a historical event (less likely, but more dependable... if you know your history). To use them, have in your orders Move army led by Great Leader to such and such an area, for example. Of course, that wont win you a battle. Great Leaders merely augment the force. You still need to develop good strategy and tactics for the encounter...
You can also build roads between your cities, and will be represented on map. These will help you should you have to move a lot of troops over long distances (less tired to fight) or when you are invaded. However, if you are invaded it could be tragic as well with the enemies capturing your roads. They increase your economy (you have a chance of gaining economies here and there should you have many roads), and they make your people happier. You may destroy roads whenever you like. You may only build one road (from one city to the other) a turn, and they cost an economy level, or you can have your army build them (at least 100 men per road needs to be working, meaning not fighting), then it will be free but you army hates you more, but are more disciplined. So it swings both ways again.
NOTE: Expansion will be extremely slow in this game, to reflect reality, especially in the ancient age. Also, watch out for real life events (example: America when Europeans came)
You can make a wonder, the time it takes depends on what the wonder is or does, what age we are in, how your economy is like, and the overall stats of your nation. Only 3 per age per nation.
Conscription is not possible for a while.
Mobilization is not possible for a while.
Education is available to increase once you learn writing. To increase takes an economy, and that represents building schools or implementing new doctrines of learning. It can, of course, increase by random events.
The levels are: Idiotic, Ignorant, Poor, Average, Smart, Wise, Enlightment.
The training of your armed forces will go down by one level each time you upgrade your army or navy to a new age. Same goes for air force when we get there.
Training your armed forces is not possible for a while.
You can still set up trade routes, however they are a little different. You can only set up an unlimited number of official trading routes. To open up a trade route, both nations must agree to it. To open a route it costs two economies. You gain an economy each turn, and if you have a main luxury (silks from China would be a luxury to Sumer and Indian spices would be a luxury to Rome) you gain two economies every three turns.
NOTE: I will be strict on the luxury trading. This means luxury trades will most likely be very hard to get, and very hard to keep.
Also, main routes, either main official routes the countries are running or unofficial but lucrative routes will be represented on the map. If they run overland through your nation, you can order them seized, however, this will not make the people on either side of the route like you, and it will likely drive the route out through another path. At sea you can harass and pirate the trade routes, however, intercepting them is not going to be so likely, they will often defend a bit better, however, there is more chance of the organizers of the trade route not finding out about it.
Addtion: Centers of Trade are cities which have such an enormus amount of riches flowing through them that they can fully be considered hubs of trade, represented by a square on the map. Cities like Constantinople, Copenhagen, London, Alexandria, Chengdu, Calicut, etc. in the real world. The trade through these cities makes the country so much off of tarriffs that every three turns they add a(several) bonus economy level(s). Multiple asterisks after especially lucarative centers indicates how many bonus levels. These cities are hard to get, hard to keep, and nearly impossible to conquer, as conquest dries up local trade significantly.
Farmland will begin to show up on your map and a stat with a number will appear in your stats. Farmland will appear randomly, and may disappear randomly, and can be thought of as areas in the world where agricultural production is at its peak. Farmland can be used as economic points that you gain every turn. So if you have Farmland of 7, you can use 7 economic points each turn that you have it. The problem the one time you start to use it, your people will become dependent on it. This means if anything is to happen a new bug, drought, famine, foreign occupation anything, then your people can really be affected by the loss of the farms. The less you use it, the less your people will become attached to it. Farmland are like squares of different shades of green on the map the different shades mean nothing, its just for looks, but the amount of squares you have is the amount of points in your template.
An asterik (*) will appear by your nation's name should you be experiencing a huge trade increase (non-official) with other nations, or you are conquering or just got done conquering some land. It represents the extra money you get from trading, or the extra land/population/slaves you get from conquering nations. Usually you can upgrade two things per economy with it, but sometimes more, and sometimes less. It will last a couple turns after you conquer a nation (and during), or as long as you are trading so much. It can be taken away just as quick as it is given. Think of it as a golden age, just that once it is gone, you can regain it again if youre good enough.
UUs can be made, one per age, for each nation.
Governments must keep in line with the age. You may make up any kind of government you want, though it is up to me to determine if it is the right age for it.
Category is another new idea, this is essentially how your governments politics and ideals translate into the real world. It will change one way or another automatically with some decisions you make relating to the government, and will certainly change if you change your government type drastically. It is generally an analysis on the state of the politics of your nation, for example Liberal Capitalism, Authoritarian Communism, Religious Theocracy, etc.
Religion and Culture are closely intertwined and they have a huge significance in the greater scheme of things. If you were to create a strong, influential religion, then your culture would shoot up, you would have a strong influence over all those who converted to your religion, and your populace would be more loyal. A strong religion means a strong culture, and a strong culture can do all sorts of nifty things like make your people more resistant to foreign invasion and your army fight harder. If you dont want to be bothered to make your own, then you can stick to generic polytheisms, though they will not gain you much in any category, or convert to another unique religion, though this will likely result in religious turmoil for a while, and probably a group that will follow your lead and convert and another that will not.
Religion, however, is not the only way to increase your culture. Culture can be increased by many things: a spectacular wonder, a golden age, certain scientific discoveries, an archaeological find (in the Modern Age, at least), are all ways to increase culture. If you think you have an innovative way to increase it, dont hesitate to put it in your orders.
NOTE: A strong religion requires a lot of writing. You have to specify its main doctrines, gods, etc., else it will be viewed by the masses as a very stupid and undetailed religion. They are looking for answers, after all, that is what a religion is for. This is a Story based NES, you realize.
You can make a nation wherever you want, however, starting in the Americas is not recommended, due to the fact that they will lag far behind in technology and be very vulnerable when encountered by old worlders.
I like stories, I like to read stories, and they make your nation more likely to receive positive random events, and as a bonus they generally make you more interested in your nation, me more interested in your nation, and me more likely to update the NES. However, Im aware that some people lack the skills and/or the time. So they are not required. But Encouraged.
To join, just ask.
NEW RULES:
Centers of Trade (see above), September 25, 2004.
Welcome to the third installment of the StNNES series.
TABLE OF CONTENTS (By Post#):
1: Rules
2: Player Nation Stats
3: NPC stats and current map
4: Timeline
5: Trade Routes and Famous Battles
6: First and Greatest Achievements of Civilization.
Rules
Economy for each nation is represented by a word. The sizes go: Depression, Recession, Failing, Stable, Growing, Prosperous, and then Outstanding. If you go above and beyond, then it will be reflected by a +#, the number referring to how many levels above Outstanding you have. Saying how you increase it makes me more likely to give special bonuses, so you will want to do that. You must increase your economy by expanding, conquering, or trading. In the early ages you may also expand economy by building roads and hiring tax collectors, in which case you cannot increase anything else the same turn.
Your military is represented in numbers. When you increase your army, it will be increased by a certain number, determined by the age of your nation. Your army may grow without you saying so (unless you say for it not to happen) by volunteers joining, or through random events, though it will not be by much. Same goes for navy.
A new addition to the military section of this NES is Great Leaders. These men (and in some cases, women), will multiply the effectiveness of your fighting forces immensely. To get a Great Leader is no small task. The only ways to get them are through a random event triggered by a good story (the most likely, but still unlikely way), or through a historical event (less likely, but more dependable... if you know your history). To use them, have in your orders Move army led by Great Leader to such and such an area, for example. Of course, that wont win you a battle. Great Leaders merely augment the force. You still need to develop good strategy and tactics for the encounter...
You can also build roads between your cities, and will be represented on map. These will help you should you have to move a lot of troops over long distances (less tired to fight) or when you are invaded. However, if you are invaded it could be tragic as well with the enemies capturing your roads. They increase your economy (you have a chance of gaining economies here and there should you have many roads), and they make your people happier. You may destroy roads whenever you like. You may only build one road (from one city to the other) a turn, and they cost an economy level, or you can have your army build them (at least 100 men per road needs to be working, meaning not fighting), then it will be free but you army hates you more, but are more disciplined. So it swings both ways again.
NOTE: Expansion will be extremely slow in this game, to reflect reality, especially in the ancient age. Also, watch out for real life events (example: America when Europeans came)
You can make a wonder, the time it takes depends on what the wonder is or does, what age we are in, how your economy is like, and the overall stats of your nation. Only 3 per age per nation.
Conscription is not possible for a while.
Mobilization is not possible for a while.
Education is available to increase once you learn writing. To increase takes an economy, and that represents building schools or implementing new doctrines of learning. It can, of course, increase by random events.
The levels are: Idiotic, Ignorant, Poor, Average, Smart, Wise, Enlightment.
The training of your armed forces will go down by one level each time you upgrade your army or navy to a new age. Same goes for air force when we get there.
Training your armed forces is not possible for a while.
You can still set up trade routes, however they are a little different. You can only set up an unlimited number of official trading routes. To open up a trade route, both nations must agree to it. To open a route it costs two economies. You gain an economy each turn, and if you have a main luxury (silks from China would be a luxury to Sumer and Indian spices would be a luxury to Rome) you gain two economies every three turns.
NOTE: I will be strict on the luxury trading. This means luxury trades will most likely be very hard to get, and very hard to keep.
Also, main routes, either main official routes the countries are running or unofficial but lucrative routes will be represented on the map. If they run overland through your nation, you can order them seized, however, this will not make the people on either side of the route like you, and it will likely drive the route out through another path. At sea you can harass and pirate the trade routes, however, intercepting them is not going to be so likely, they will often defend a bit better, however, there is more chance of the organizers of the trade route not finding out about it.
Addtion: Centers of Trade are cities which have such an enormus amount of riches flowing through them that they can fully be considered hubs of trade, represented by a square on the map. Cities like Constantinople, Copenhagen, London, Alexandria, Chengdu, Calicut, etc. in the real world. The trade through these cities makes the country so much off of tarriffs that every three turns they add a(several) bonus economy level(s). Multiple asterisks after especially lucarative centers indicates how many bonus levels. These cities are hard to get, hard to keep, and nearly impossible to conquer, as conquest dries up local trade significantly.
Farmland will begin to show up on your map and a stat with a number will appear in your stats. Farmland will appear randomly, and may disappear randomly, and can be thought of as areas in the world where agricultural production is at its peak. Farmland can be used as economic points that you gain every turn. So if you have Farmland of 7, you can use 7 economic points each turn that you have it. The problem the one time you start to use it, your people will become dependent on it. This means if anything is to happen a new bug, drought, famine, foreign occupation anything, then your people can really be affected by the loss of the farms. The less you use it, the less your people will become attached to it. Farmland are like squares of different shades of green on the map the different shades mean nothing, its just for looks, but the amount of squares you have is the amount of points in your template.
An asterik (*) will appear by your nation's name should you be experiencing a huge trade increase (non-official) with other nations, or you are conquering or just got done conquering some land. It represents the extra money you get from trading, or the extra land/population/slaves you get from conquering nations. Usually you can upgrade two things per economy with it, but sometimes more, and sometimes less. It will last a couple turns after you conquer a nation (and during), or as long as you are trading so much. It can be taken away just as quick as it is given. Think of it as a golden age, just that once it is gone, you can regain it again if youre good enough.
UUs can be made, one per age, for each nation.
Governments must keep in line with the age. You may make up any kind of government you want, though it is up to me to determine if it is the right age for it.
Category is another new idea, this is essentially how your governments politics and ideals translate into the real world. It will change one way or another automatically with some decisions you make relating to the government, and will certainly change if you change your government type drastically. It is generally an analysis on the state of the politics of your nation, for example Liberal Capitalism, Authoritarian Communism, Religious Theocracy, etc.
Religion and Culture are closely intertwined and they have a huge significance in the greater scheme of things. If you were to create a strong, influential religion, then your culture would shoot up, you would have a strong influence over all those who converted to your religion, and your populace would be more loyal. A strong religion means a strong culture, and a strong culture can do all sorts of nifty things like make your people more resistant to foreign invasion and your army fight harder. If you dont want to be bothered to make your own, then you can stick to generic polytheisms, though they will not gain you much in any category, or convert to another unique religion, though this will likely result in religious turmoil for a while, and probably a group that will follow your lead and convert and another that will not.
Religion, however, is not the only way to increase your culture. Culture can be increased by many things: a spectacular wonder, a golden age, certain scientific discoveries, an archaeological find (in the Modern Age, at least), are all ways to increase culture. If you think you have an innovative way to increase it, dont hesitate to put it in your orders.
NOTE: A strong religion requires a lot of writing. You have to specify its main doctrines, gods, etc., else it will be viewed by the masses as a very stupid and undetailed religion. They are looking for answers, after all, that is what a religion is for. This is a Story based NES, you realize.
You can make a nation wherever you want, however, starting in the Americas is not recommended, due to the fact that they will lag far behind in technology and be very vulnerable when encountered by old worlders.
I like stories, I like to read stories, and they make your nation more likely to receive positive random events, and as a bonus they generally make you more interested in your nation, me more interested in your nation, and me more likely to update the NES. However, Im aware that some people lack the skills and/or the time. So they are not required. But Encouraged.
To join, just ask.
NEW RULES:
Centers of Trade (see above), September 25, 2004.