North King
blech
- Joined
- Jan 2, 2004
- Messages
- 18,165
stNNES IV: Fiddling with the clock...
Yes, this means I'm bored. Again.
Welcome to stNNES, number 4 (Im aware this is the third number 4 in three months) in the series, and one that will hopefully equal or surpass stNNES 3. Yeah, right. Well, we hope it will, at any rate. Im repeating myself, sorry.
Now the concept of this NES is actually NOT stolen from Plexus (you wont believe it after reading the below)... I actually thought up a nearly identical system to what he used for his 5th NES, about a month before his preview thread. Which left me somewhat disquieted.
So, essentially, you fill out a neat little template, give me the starting location, and I will come up with the history and timeline up until 1500. Then, we all get the fun playing sequence, get to kill each other, have a lot of fun, etc, etc. First you have to fill out the template and I have to make the basic history. Oh, but thisll just be a broad description of history, you get to write about the details. Fun, Im sure.
For once the rules are simpler than the last one in the series, but still changed from what you are used to.
Economy
Economy is centered on Income and Expenses.
Income is what you earn, and is thus naturally small and diminutive.
Expenses are what you pay, and thus naturally are massive.
Increase your income by expanding or running some innovative project. Surprise me. I like interesting orders much more than a simple sheet of Increase blah, increase blah, and invade blah. Naturally, decreasing expenses is more difficult, you will have to cut back in some area.
You can also bank income to use next turn in addition to the income you receive then.
You can also run a debt, with an interest of 10%. Outrageous, yes. Still helps you sometimes.
Trade occurs everywhere, and is part of your income. However, you can officially set up a trade route in your orders and this will vastly increase your income (or not, depending on what you are trading).
Military
The fun part, Im sure. Usually also the longest part in your orders. Though thats not necessarily a good thing, because this is not the only area to be innovative.
Ok, without further adieu (proofreading this, I realize that I used the wrong ado. Those who notice this are actually reading the rule, which is nice).
Military comes in numbers. The main divisions are the Army, Navy, and muuuuuuuuuuuuuuuuch later the air farce. Er, force.
You usually recruit these with income. But theres a new, cool catch. Well, I hope its cool, but in reality its just likely to frustrate you.
Manpower is now a game concept. Basically, for every _____ amount of people you have (yet to be determined, and will vary with age), you can recruit 1 incomes worth of people per turn. This makes it difficult for smaller nations to have a huge army. This increases with population, and decreases with it, too, naturally.
BUT, there is another, nicer thing. If you are a rich small nation (or simply a ridiculously wealthy large nation), you can invest your income into a better trained and equipped military force. Essentially, Im lumping this under one category. Better trained/equipped military forces will have (a) star(s) next to them, and you can get them through two ways. You can either purchase them with these at the units creation (this will cost more money. Im going to go simplistic here, though, so for that purpose I will say that you must pay twice the normal cost for the same number of * units, and triple the cost for the same number of **s).
Oh, and military costs upkeep. It will be listed under expenses, dont worry.
Oh, yeah. UUs. Just tell me what they are and Ill add them to the troop listing.
Thats basically it. Look at one of the posts that will be in the thread for how much these will cost.
Education
Education is a constant expense, after all, you really cant just pay for one generation and expect it to carry over to the next.
The more you invest into education, the faster your discoveries will come and the faster technology diffuses into the populace.
Religion
This is one of the pillars of civilization. People will live for it. Die for it. Kill for it. It is a powerful tool to control the masses, and an excellent area to muscle out your creativity.
You start with basic animistic principles. Or you can immediately change it to another religion. Religions can be based on real life religions, of course, or, if you want to be creative, you can create your own. Of course, a religion of your own isnt just as simple as inventing a word for it. You ought to write a lot about it and the belief systems if you want it to be at all decently able to resist invaders. Remember that you can send missionaries in your orders to convert others in your orders.
Culture
Culture quite simply refers to the power of your culture, or to put it differently, how likely your culture is to appear better or more desirable than another culture. A big part of this is Religion.
Levels: Barbarian, Very Little, Little, Weak, Poor, Decent, Good Enough, Fine, Excellent, Superb.
Governments:
Self explanatory. If you want something bigger or better than the usual, then make it up. Keep it with the times, no Communism in Bronze Age.
Projects:
These are essentially either projects by the government, intellectual developments, or physical buildings. You describe what it is, and what it does for you. I decide how much in the way of income youll need to invest. Typical projects might go like:
[name] [effects] [income invested/needed]
The Ginormous Tower of Hastily Cemented Pebbles: (+1000 Swordsmen, +5 culture) (3/6)
Thats it. Have fun.
Now, Im sure you can figure out the below.
Template [delete all bracketed text when you fill it out]
Nation Name:
Start Location: [where you start]
Core Area: [these are areas your people consider to be rightfully part of your nation (keep it reasonable)]
Traits: [for each trait, you say where you want the slider positioned. If you want it closest to the trait next to the 1, put a 1. If you want on the other end, a 5. In the middle? 3. Simple enough]
Isolationist (1)-Expansionist (5):
Pacifist (1)-Militaristic (5):
Army (1)-Navy (5):
Agricultural (1)-Merchantile (5):
Decentralized (1)-Centralized (5):
Secular (1)-Religious (5):
Populist (1)-Aristocratic (5):
Description: [A short description of your nation. Put anything you want here, their culture, foods, military structure, etc. For example if you want Roman legion type troops, say that that type of troop is their specialty. Or something else. Etc.]
Which will eventually result in this Moderator Template:
AKA DON'T FILL THIS OUT THIS IS FOR ME AND ME ALONE YOU WANT THE THING ABOUT THREE LINES ABOVE THIS!
Nation Name
Ruler/Player:
Government:
Religion: Animism
Income: 5
Expenses: 3 (-2 Military, -1 Education).
Profit: 2
Manpower: 5
Army:
Navy:
Unique Unit(s): None
Education: 1
Culture: Barbarian
Projects: None
Any questions, just ask!
Post away!
I hope there isnt a red CFC style.
Yes, this means I'm bored. Again.
Welcome to stNNES, number 4 (Im aware this is the third number 4 in three months) in the series, and one that will hopefully equal or surpass stNNES 3. Yeah, right. Well, we hope it will, at any rate. Im repeating myself, sorry.
Now the concept of this NES is actually NOT stolen from Plexus (you wont believe it after reading the below)... I actually thought up a nearly identical system to what he used for his 5th NES, about a month before his preview thread. Which left me somewhat disquieted.
So, essentially, you fill out a neat little template, give me the starting location, and I will come up with the history and timeline up until 1500. Then, we all get the fun playing sequence, get to kill each other, have a lot of fun, etc, etc. First you have to fill out the template and I have to make the basic history. Oh, but thisll just be a broad description of history, you get to write about the details. Fun, Im sure.
For once the rules are simpler than the last one in the series, but still changed from what you are used to.
Economy
Economy is centered on Income and Expenses.
Income is what you earn, and is thus naturally small and diminutive.
Expenses are what you pay, and thus naturally are massive.
Increase your income by expanding or running some innovative project. Surprise me. I like interesting orders much more than a simple sheet of Increase blah, increase blah, and invade blah. Naturally, decreasing expenses is more difficult, you will have to cut back in some area.
You can also bank income to use next turn in addition to the income you receive then.
You can also run a debt, with an interest of 10%. Outrageous, yes. Still helps you sometimes.
Trade occurs everywhere, and is part of your income. However, you can officially set up a trade route in your orders and this will vastly increase your income (or not, depending on what you are trading).
Military
The fun part, Im sure. Usually also the longest part in your orders. Though thats not necessarily a good thing, because this is not the only area to be innovative.
Ok, without further adieu (proofreading this, I realize that I used the wrong ado. Those who notice this are actually reading the rule, which is nice).
Military comes in numbers. The main divisions are the Army, Navy, and muuuuuuuuuuuuuuuuch later the air farce. Er, force.
You usually recruit these with income. But theres a new, cool catch. Well, I hope its cool, but in reality its just likely to frustrate you.
Manpower is now a game concept. Basically, for every _____ amount of people you have (yet to be determined, and will vary with age), you can recruit 1 incomes worth of people per turn. This makes it difficult for smaller nations to have a huge army. This increases with population, and decreases with it, too, naturally.
BUT, there is another, nicer thing. If you are a rich small nation (or simply a ridiculously wealthy large nation), you can invest your income into a better trained and equipped military force. Essentially, Im lumping this under one category. Better trained/equipped military forces will have (a) star(s) next to them, and you can get them through two ways. You can either purchase them with these at the units creation (this will cost more money. Im going to go simplistic here, though, so for that purpose I will say that you must pay twice the normal cost for the same number of * units, and triple the cost for the same number of **s).
Oh, and military costs upkeep. It will be listed under expenses, dont worry.
Oh, yeah. UUs. Just tell me what they are and Ill add them to the troop listing.
Thats basically it. Look at one of the posts that will be in the thread for how much these will cost.
Education
Education is a constant expense, after all, you really cant just pay for one generation and expect it to carry over to the next.
The more you invest into education, the faster your discoveries will come and the faster technology diffuses into the populace.
Religion
This is one of the pillars of civilization. People will live for it. Die for it. Kill for it. It is a powerful tool to control the masses, and an excellent area to muscle out your creativity.
You start with basic animistic principles. Or you can immediately change it to another religion. Religions can be based on real life religions, of course, or, if you want to be creative, you can create your own. Of course, a religion of your own isnt just as simple as inventing a word for it. You ought to write a lot about it and the belief systems if you want it to be at all decently able to resist invaders. Remember that you can send missionaries in your orders to convert others in your orders.
Culture
Culture quite simply refers to the power of your culture, or to put it differently, how likely your culture is to appear better or more desirable than another culture. A big part of this is Religion.
Levels: Barbarian, Very Little, Little, Weak, Poor, Decent, Good Enough, Fine, Excellent, Superb.
Governments:
Self explanatory. If you want something bigger or better than the usual, then make it up. Keep it with the times, no Communism in Bronze Age.
Projects:
These are essentially either projects by the government, intellectual developments, or physical buildings. You describe what it is, and what it does for you. I decide how much in the way of income youll need to invest. Typical projects might go like:
[name] [effects] [income invested/needed]
The Ginormous Tower of Hastily Cemented Pebbles: (+1000 Swordsmen, +5 culture) (3/6)
Thats it. Have fun.
Now, Im sure you can figure out the below.
Template [delete all bracketed text when you fill it out]
Nation Name:
Start Location: [where you start]
Core Area: [these are areas your people consider to be rightfully part of your nation (keep it reasonable)]
Traits: [for each trait, you say where you want the slider positioned. If you want it closest to the trait next to the 1, put a 1. If you want on the other end, a 5. In the middle? 3. Simple enough]
Isolationist (1)-Expansionist (5):
Pacifist (1)-Militaristic (5):
Army (1)-Navy (5):
Agricultural (1)-Merchantile (5):
Decentralized (1)-Centralized (5):
Secular (1)-Religious (5):
Populist (1)-Aristocratic (5):
Description: [A short description of your nation. Put anything you want here, their culture, foods, military structure, etc. For example if you want Roman legion type troops, say that that type of troop is their specialty. Or something else. Etc.]
Which will eventually result in this Moderator Template:
AKA DON'T FILL THIS OUT THIS IS FOR ME AND ME ALONE YOU WANT THE THING ABOUT THREE LINES ABOVE THIS!
Nation Name
Ruler/Player:
Government:
Religion: Animism
Income: 5
Expenses: 3 (-2 Military, -1 Education).
Profit: 2
Manpower: 5
Army:
Navy:
Unique Unit(s): None
Education: 1
Culture: Barbarian
Projects: None
Any questions, just ask!
Post away!
I hope there isnt a red CFC style.