das
Regeneration In Process
NES REVIEW
NES2 I
Yup, I decided to start a new NES at last.
DO NOT POST UNTIL I SAY YOU CAN!
Setting
This is set in a completely different world, altered by a cosmic event changing history of the Dark Ages (for a timeline, view the attachment in the development and preview thread).
In 1255, a Visigoth expedition discovered the New World, arriving to Caribbean Sea. Before them, in 1195, the Scotians discovered Newfoundland and Labrador. In 1210, Sinhalese Indians discovered Kangaruppa - a continent which in our world is called Australia. Somewhere around this time, Incan Serpent Ships encountered the Mayans. Age of Discovery is coming to its end, and Colonial Age is about to begin.
For your usage, each nation has a national background.
Introduction
NES2 I was a good NES, and my only hope is that this will be at least half as good. Pick a nation, and begin to plot evil plans. As always.
TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Tech. Level:
Religion:
Army:
Navy:
Economy:
Education:
Culture:
Confidence:
Projects:
Expeditions:
Nation Background:
Players, stories, orders, countries, NPCs, updates, map.
Players - no limit, for now. I will not play.
Stories - not necessary, but very encouraged. Good story-writers would get, time to time, bonuses based on their stories. And this time, it will be true unlike in NES2 I when I forgot about this promise. In the immortal words of stalin006, storywriters get random events!. Or something like that.
Orders - orders in a list. Please, not only stat-based and military orders - I encourage innovative solutions of various problems, like attaching AT mines to dogs (well, in this NES, that particular example might not be useful), removing swamps and rainforests in massive programs, making government reforms and many other such. There will also be projects - the local analog of wonders, but more about that later.
Countries - pick a NPC, create your own (tell me where and tell me some details - ruler, brief history, culture - and I will give you the stats) or start a rebellion or demand for independence. Note that these are not bound to succeed. If your country is in dire straits, you can switch country or flee and establish a government in exile and lead the resistance movement. If there is a civil war, you should probably pick a side or both sides could storm at the government forces - unless government forces is one of the sides in the civil war. Also, please read your nation background, and dont act uncharacteristically. Note that while there are no alliances in the beginning, some nations are much more likely to ally then the others, dependant on past history (thats why you probably should read the attached timeline), religion, and the presence/absence of a common threat. Dont expect Khazaria and Baltia to ally, for example, as they often fought wars against each other. However, Khazaria is Judean Empires best ally, as the Judeans saved them once.
NPCs - lol, considering theyre NPC, I will play them, kinda. Same as the NPCs in all other NESes of late.
Updates - When I could update (that is, have enough orders, time and inspiration), I will update. When I promise to update, I WILL update. Updates will consist of global events (main news), random events (random events - people who write good stories get good random events, often related to what theyre writing about. And there is also always a bad random event for a random nation), spotlight (a more detailed description of something that happened) and ooc (OOC comments and death threats).
Map - I will use Jasons - much as I would like to use NKs modification, but Im too lazy to draw the map again. Anyone is welcome to do that, though. I will put in cities (black circles), fortifications (line of black squares) and dissent areas (white area within nations). Barbarians will not be represented in the map unless unified under a single leader in a clearly defined area. Their raids can sometimes damage your economy. Note that you only know the area of your nation, the area immediately around it, the (rough) area of nations that you have contacts with and - you guessed it - the area immediately around them. There are always exceptions, ofcourse.
Government
Government - is your form of government. Now note that I DONT want the Sheep2s Oceania syndrome in this NES. You are free to change your government, and explain it how ever do you want, but that can piss off followers of the previous governments, and might lead to nation-wide riots. Or a civil war, depending on what mood I am in.
Technology Level
Will use the age system. It is the same as in other NESes of other people, ofcourse the ages are not identical. You can always, say, TRY to invent a helicopter in the Enlightenment Age, but thats not guaranteed to work. However, it could work, and it will be fairly interesting IMHO. This begins in the Early Colonial Age.
Early Colonial (Renaissance) Age: Culture is flourishing like never before in the last hundred years! Not that you care, so here are the weapons: primitive gunpowder weaponry, ocean-travelling ships, cannon siege towers, etc.
Middle Colonial Age: advanced gunpowder weaponry, better ocean-travelling ships, colonial militias.
Late Colonial Age: More advanced gunpowder weaponry, ships-of-the-line, improved fortifications, and whatever else you people invent by then.
Early Industrial Age: very good firearms and cavalry, improved military doctrine, and maybe reconnaissance balloons.
What does the future hold?
Religion
Religion matters greatly in this NES, at least in the beginning. You can declare holy wars on people of different religions. Religious minorities might assist their brethren, and often attract hostility of the majority of your people. Relations are more strained between people of different religions. Religious leaders (such as the Pope) can often be very annoying, especially if they have any real power. You CAN theoretically switch religion, but if its not the one of religious majority, well, your people wont like it. New religions can appear from time to time, or can even be created - if they gain significant following, then its good. Different religions COULD offer different bonuses. Major religions will be listed somewhere.
Military
That will, as of now, consist of army and navy (later to be joined by air force). These will be number-based as it gives more versatility. These will be represented in battalions and ships (divisions and task forces are too modern age, and were not too realistic to begin with due to their sizes).
What will you have in it? Anything that is allowed by your tech. level! Infantry, cavalry, artillery, engineers - you name it. Each stat-growth will increase any part of military by 5.
Using advanced tactics and strategy is advised. If you just order attack enemy on the border with 10 divisions, I will think that you order me to launch a mere charge at the enemy. That might work, but rarely.
Attention - some new rules here.
Mercenaries - if you pay an economy level, you will get 10 divisions of well-trained fighting men. They will be separated from your own battalions in the stats, and will leave after two turns, unless you pay them another economy level. Yes, they are expensive, but they are quite worth the price. Btw, you can also hire mercenary ships that can also act as privateers.
UUs - one per nation, but can be changed at any point (though the newly-demoted UU units will not be happy). I will keep a list of them, somewhere. Could be land, sea, or air at a later point. They will be separated from other battalions/ships in the stats. They are grown as normal units. Remember to keep them REALISTIC.
Economy
This is the most original part, I think. It will be in word-levels. Unlike in the other NESes, you dont have to pay economy levels to do anything (my reasoning is that no matter what some people say, national economy is not as unstable and absurd as to rise and drop in turns as the years go). You will have two spend points for every turn, to be spent on increasing any stat save for economy. Otherwise, you could use both spend points to grow economy.
If you want to hurry up a project by two turns, you can sacrifice an economy level, please note that you can do it only once during a project. Otherwise you can sacrifice an economy level (one per turn only, although compatible with the project being hurried up) to receive six extra spending points for a turn.
Economy can, just like any other stat, grow or decrease due to random events. However it is even more influenced by random events then other stats as this is the crucial one.
Depression-Bankrupt-Recession-Very Poor-Poor-Normal-Good Enough-Rich-Very Rich-Richest- Economic Powerhouse-Monopoly (after Monopoly, you get Monopoly+x, where x is the amount of economy levels beyond Monopoly)
Education
This is just how your people are... educated, I guess. Obvious enough. With a good education, you have better chances of receiving a miraculous invention. It also affects just how advanced are your weapons, and thus the success of your army in a battlefield.
Once someone reaches Enlightenment education, he becomes able to randomly to get the next age at any following turn. When he does, he loses two education levels.
None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Academic-Enlightenment
Culture
This is how culturally strong, patriotic and unified your nation is. A nation with a strong culture is less likely to fall into a civil war, and its people would resist most invaders and otherwise help their government. This also influences army morale. A weak culture is unlikely to be as resistant to outside threats, there are often rebellions and defections.
None-Divided-Untrusting-Average-Strongly Cultured-Patriotic-Hyperpatriotic-Jingoist-Uberpatriotic
Confidence
People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact, a strongly cultured nation with little confidence in its leaders can, in its cultural unity, lynch the rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Not that the rulers will care by then... You can grow confidence by economy (propaganda), but wouldnt it be easier to write a speech or persuade the people that you are the leader they need?
Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified
Projects
Local equivalent of wonders (that name is inappropriate in most NESes, as these are often modernization programs, national revival and other PROJECTS, not just huge and magnificent buildings). You tell me what it does, I tell you how long do you build it. You dont have to mention it is being worked on every turn. You can sacrifice an econ. level once for a project to speed it up by two turns.
Expeditions
Perhaps the most original of my inventions, made to better capture the spirit of world exploration. You can send exploration expeditions into a certain directions, to discover new lands, establish new contacts, and - sometimes, if the commanders smell an opportunity - even gain new territories! Before an official (or unofficial) expedition goes there and comes back, none or few people will want to colonize new areas. You can assign a goal (sail west to find India) and battalions and/or ships to an expedition. Expeditions cannot be recalled once they have started - the commanders will be in control now. Ongoing expeditions are in your stats.
Nation Background
Some may think I stole this from EQ, but I got that an idea once, long, long ago. I know noone is likely to believe that, lol...
To better fit in as the ruler of your country, you will have a brief history of each country. It will change as the NES goes, TIME TO TIME - after the end of a major era, such as the beginning/end of a world war, rise/fall of an empire, and other such.
NES2 I
Yup, I decided to start a new NES at last.
DO NOT POST UNTIL I SAY YOU CAN!
Setting
This is set in a completely different world, altered by a cosmic event changing history of the Dark Ages (for a timeline, view the attachment in the development and preview thread).
In 1255, a Visigoth expedition discovered the New World, arriving to Caribbean Sea. Before them, in 1195, the Scotians discovered Newfoundland and Labrador. In 1210, Sinhalese Indians discovered Kangaruppa - a continent which in our world is called Australia. Somewhere around this time, Incan Serpent Ships encountered the Mayans. Age of Discovery is coming to its end, and Colonial Age is about to begin.
For your usage, each nation has a national background.
Introduction
NES2 I was a good NES, and my only hope is that this will be at least half as good. Pick a nation, and begin to plot evil plans. As always.
TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Tech. Level:
Religion:
Army:
Navy:
Economy:
Education:
Culture:
Confidence:
Projects:
Expeditions:
Nation Background:
Players, stories, orders, countries, NPCs, updates, map.
Players - no limit, for now. I will not play.
Stories - not necessary, but very encouraged. Good story-writers would get, time to time, bonuses based on their stories. And this time, it will be true unlike in NES2 I when I forgot about this promise. In the immortal words of stalin006, storywriters get random events!. Or something like that.
Orders - orders in a list. Please, not only stat-based and military orders - I encourage innovative solutions of various problems, like attaching AT mines to dogs (well, in this NES, that particular example might not be useful), removing swamps and rainforests in massive programs, making government reforms and many other such. There will also be projects - the local analog of wonders, but more about that later.
Countries - pick a NPC, create your own (tell me where and tell me some details - ruler, brief history, culture - and I will give you the stats) or start a rebellion or demand for independence. Note that these are not bound to succeed. If your country is in dire straits, you can switch country or flee and establish a government in exile and lead the resistance movement. If there is a civil war, you should probably pick a side or both sides could storm at the government forces - unless government forces is one of the sides in the civil war. Also, please read your nation background, and dont act uncharacteristically. Note that while there are no alliances in the beginning, some nations are much more likely to ally then the others, dependant on past history (thats why you probably should read the attached timeline), religion, and the presence/absence of a common threat. Dont expect Khazaria and Baltia to ally, for example, as they often fought wars against each other. However, Khazaria is Judean Empires best ally, as the Judeans saved them once.
NPCs - lol, considering theyre NPC, I will play them, kinda. Same as the NPCs in all other NESes of late.
Updates - When I could update (that is, have enough orders, time and inspiration), I will update. When I promise to update, I WILL update. Updates will consist of global events (main news), random events (random events - people who write good stories get good random events, often related to what theyre writing about. And there is also always a bad random event for a random nation), spotlight (a more detailed description of something that happened) and ooc (OOC comments and death threats).
Map - I will use Jasons - much as I would like to use NKs modification, but Im too lazy to draw the map again. Anyone is welcome to do that, though. I will put in cities (black circles), fortifications (line of black squares) and dissent areas (white area within nations). Barbarians will not be represented in the map unless unified under a single leader in a clearly defined area. Their raids can sometimes damage your economy. Note that you only know the area of your nation, the area immediately around it, the (rough) area of nations that you have contacts with and - you guessed it - the area immediately around them. There are always exceptions, ofcourse.
Government
Government - is your form of government. Now note that I DONT want the Sheep2s Oceania syndrome in this NES. You are free to change your government, and explain it how ever do you want, but that can piss off followers of the previous governments, and might lead to nation-wide riots. Or a civil war, depending on what mood I am in.
Technology Level
Will use the age system. It is the same as in other NESes of other people, ofcourse the ages are not identical. You can always, say, TRY to invent a helicopter in the Enlightenment Age, but thats not guaranteed to work. However, it could work, and it will be fairly interesting IMHO. This begins in the Early Colonial Age.
Early Colonial (Renaissance) Age: Culture is flourishing like never before in the last hundred years! Not that you care, so here are the weapons: primitive gunpowder weaponry, ocean-travelling ships, cannon siege towers, etc.
Middle Colonial Age: advanced gunpowder weaponry, better ocean-travelling ships, colonial militias.
Late Colonial Age: More advanced gunpowder weaponry, ships-of-the-line, improved fortifications, and whatever else you people invent by then.
Early Industrial Age: very good firearms and cavalry, improved military doctrine, and maybe reconnaissance balloons.
What does the future hold?
Religion
Religion matters greatly in this NES, at least in the beginning. You can declare holy wars on people of different religions. Religious minorities might assist their brethren, and often attract hostility of the majority of your people. Relations are more strained between people of different religions. Religious leaders (such as the Pope) can often be very annoying, especially if they have any real power. You CAN theoretically switch religion, but if its not the one of religious majority, well, your people wont like it. New religions can appear from time to time, or can even be created - if they gain significant following, then its good. Different religions COULD offer different bonuses. Major religions will be listed somewhere.
Military
That will, as of now, consist of army and navy (later to be joined by air force). These will be number-based as it gives more versatility. These will be represented in battalions and ships (divisions and task forces are too modern age, and were not too realistic to begin with due to their sizes).
What will you have in it? Anything that is allowed by your tech. level! Infantry, cavalry, artillery, engineers - you name it. Each stat-growth will increase any part of military by 5.
Using advanced tactics and strategy is advised. If you just order attack enemy on the border with 10 divisions, I will think that you order me to launch a mere charge at the enemy. That might work, but rarely.
Attention - some new rules here.
Mercenaries - if you pay an economy level, you will get 10 divisions of well-trained fighting men. They will be separated from your own battalions in the stats, and will leave after two turns, unless you pay them another economy level. Yes, they are expensive, but they are quite worth the price. Btw, you can also hire mercenary ships that can also act as privateers.
UUs - one per nation, but can be changed at any point (though the newly-demoted UU units will not be happy). I will keep a list of them, somewhere. Could be land, sea, or air at a later point. They will be separated from other battalions/ships in the stats. They are grown as normal units. Remember to keep them REALISTIC.
Economy
This is the most original part, I think. It will be in word-levels. Unlike in the other NESes, you dont have to pay economy levels to do anything (my reasoning is that no matter what some people say, national economy is not as unstable and absurd as to rise and drop in turns as the years go). You will have two spend points for every turn, to be spent on increasing any stat save for economy. Otherwise, you could use both spend points to grow economy.
If you want to hurry up a project by two turns, you can sacrifice an economy level, please note that you can do it only once during a project. Otherwise you can sacrifice an economy level (one per turn only, although compatible with the project being hurried up) to receive six extra spending points for a turn.
Economy can, just like any other stat, grow or decrease due to random events. However it is even more influenced by random events then other stats as this is the crucial one.
Depression-Bankrupt-Recession-Very Poor-Poor-Normal-Good Enough-Rich-Very Rich-Richest- Economic Powerhouse-Monopoly (after Monopoly, you get Monopoly+x, where x is the amount of economy levels beyond Monopoly)
Education
This is just how your people are... educated, I guess. Obvious enough. With a good education, you have better chances of receiving a miraculous invention. It also affects just how advanced are your weapons, and thus the success of your army in a battlefield.
Once someone reaches Enlightenment education, he becomes able to randomly to get the next age at any following turn. When he does, he loses two education levels.
None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Academic-Enlightenment
Culture
This is how culturally strong, patriotic and unified your nation is. A nation with a strong culture is less likely to fall into a civil war, and its people would resist most invaders and otherwise help their government. This also influences army morale. A weak culture is unlikely to be as resistant to outside threats, there are often rebellions and defections.
None-Divided-Untrusting-Average-Strongly Cultured-Patriotic-Hyperpatriotic-Jingoist-Uberpatriotic
Confidence
People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact, a strongly cultured nation with little confidence in its leaders can, in its cultural unity, lynch the rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Not that the rulers will care by then... You can grow confidence by economy (propaganda), but wouldnt it be easier to write a speech or persuade the people that you are the leader they need?
Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified
Projects
Local equivalent of wonders (that name is inappropriate in most NESes, as these are often modernization programs, national revival and other PROJECTS, not just huge and magnificent buildings). You tell me what it does, I tell you how long do you build it. You dont have to mention it is being worked on every turn. You can sacrifice an econ. level once for a project to speed it up by two turns.
Expeditions
Perhaps the most original of my inventions, made to better capture the spirit of world exploration. You can send exploration expeditions into a certain directions, to discover new lands, establish new contacts, and - sometimes, if the commanders smell an opportunity - even gain new territories! Before an official (or unofficial) expedition goes there and comes back, none or few people will want to colonize new areas. You can assign a goal (sail west to find India) and battalions and/or ships to an expedition. Expeditions cannot be recalled once they have started - the commanders will be in control now. Ongoing expeditions are in your stats.
Nation Background
Some may think I stole this from EQ, but I got that an idea once, long, long ago. I know noone is likely to believe that, lol...
To better fit in as the ruler of your country, you will have a brief history of each country. It will change as the NES goes, TIME TO TIME - after the end of a major era, such as the beginning/end of a world war, rise/fall of an empire, and other such.