North King
blech
- Joined
- Jan 2, 2004
- Messages
- 18,165
stNNES VI: A New Fantastic Point of View.
Welcome to number 6 in the series. I invite any and all NESers to come join this one, hopefully we can make this a fun experience for all.
Yes, I skipped the number five, but if I was honest this would be number 7, since we had how many 4s? 3, I think.
In any case, welcome all players, new and old. I hope you have a fun time in this NES, Ill try to make it that way.
Yeah, so basically, this is a fantasy NES, for good or ill. Well, read the explanation below.
Basically, this is like a fresh start, but it would be a particular area of a random map, with the history and background made up by me (I think I have a relatively good one already). You could be humans, elves, dwarves, etc., and no one is forcing you to make your nation generic fantasy, but it could be generic fantasy if you wished. Very free form, with some of my insanity mixed in. Basically, Im going to try and work your nation into the storyline (which is not finished yet, no, Im waiting to post the second part so I can work you all in), so keep it reasonably within line. If you have any doubts at all, ask me, your friendly moderator.
One other, minor, thing, before I begin the rules. My ego is hurt severely if I think people are ignoring me. So if you do play, and do want this to continue, write stories frequently.
Without further ado, the Rules:
Rules
Stories
Stories are the best thing to do with your spare time. Not only do they show off the greater creativity of humanity and so on and so forth, but they are highly enjoyable for the mod to read, make me feel important, make the updates that much better, etc. I HIGHLY encourage you to write stories, especially since they attach you to your nation much better than anything else.
Sadly, of course, stories alone do not sustain the rabid fratricidal simians, so we have stats.
The stats.
The stats you need to worry yourself with are:
Religion
Government
Economy (This is different from Usual)
Military (This is different from Usual)
Agriculture (This is completely new)
Industry (This is completely new)
Infrastructure (This is more influential than Usual)
Education (Usual deal...)
Confidence (This is more influential than Usual)
Culture (This is more influential than Usual)
Now, onto explanations:
Now, before we get to the template, please pay attention to the racial distribution of the peoples before you post a nation, and the climates, posted below. Basically, Im going to try and work your nation into the storyline (which is not finished yet, no, Im waiting to post the second part so I can work you all in), so keep it reasonably within line. If you have any doubts at all, ask me, your friendly moderator.
What I want in your starting post is basically what your nation is about, what's it's like, the races, the area you'd prefer to start in, perhaps your color. No history, though, you can work that out after I post the second part of the history.
Fresh start template:
Nation Name [replace this]
Player/Ruler: ?/?
Age: Iron Age
Religion: Polytheism [default]
Government: Despotism [default]
Income: 2
Army: 500 swordsmen, 500 archers
Navy: 10 fire galleys [if by water]
Optimal Support: 3/4
Units available:
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Beating
Culture: Brutish
Projects: None so far
Mod template:
Nation Name [replace]
Player/Ruler: ?/?
Age: ?
Religion: ?
Government: ?
Income: ?
Army: ?
Navy: ?
Optimal Support: ?
Units available: ?
Agriculture: ?
Industry: ?
Infrastructure: ?
Education: ?
Confidence: ?
Culture: ?
Projects: ?
Welcome to number 6 in the series. I invite any and all NESers to come join this one, hopefully we can make this a fun experience for all.
Yes, I skipped the number five, but if I was honest this would be number 7, since we had how many 4s? 3, I think.
In any case, welcome all players, new and old. I hope you have a fun time in this NES, Ill try to make it that way.
Yeah, so basically, this is a fantasy NES, for good or ill. Well, read the explanation below.
Basically, this is like a fresh start, but it would be a particular area of a random map, with the history and background made up by me (I think I have a relatively good one already). You could be humans, elves, dwarves, etc., and no one is forcing you to make your nation generic fantasy, but it could be generic fantasy if you wished. Very free form, with some of my insanity mixed in. Basically, Im going to try and work your nation into the storyline (which is not finished yet, no, Im waiting to post the second part so I can work you all in), so keep it reasonably within line. If you have any doubts at all, ask me, your friendly moderator.
One other, minor, thing, before I begin the rules. My ego is hurt severely if I think people are ignoring me. So if you do play, and do want this to continue, write stories frequently.
Without further ado, the Rules:
Rules
Stories
Stories are the best thing to do with your spare time. Not only do they show off the greater creativity of humanity and so on and so forth, but they are highly enjoyable for the mod to read, make me feel important, make the updates that much better, etc. I HIGHLY encourage you to write stories, especially since they attach you to your nation much better than anything else.
Sadly, of course, stories alone do not sustain the rabid fratricidal simians, so we have stats.
The stats.
The stats you need to worry yourself with are:
Religion
Government
Economy (This is different from Usual)
Military (This is different from Usual)
Agriculture (This is completely new)
Industry (This is completely new)
Infrastructure (This is more influential than Usual)
Education (Usual deal...)
Confidence (This is more influential than Usual)
Culture (This is more influential than Usual)
Now, onto explanations:
Spoiler rules :
Religion
The usual deal. You can adopt an existing one, or make your own. Can be based on historical models or entirely fictional.
Government
Usual deal. Invent your own or adopt an existing one, just make sure its in time with the period. A radical government change can lead to significant stability problems.
Economy
I HOPE this is the final revision of this I have to go through.
Income is what you earn. You earn it from several areas, most notably, agriculture, industry, and trade. And perhaps, looting a city. But thats beside the point. Income is also what you spend, and you spend it on near everything.
There are no expenses, unless you borrow some money. You can borrow as much per turn as one half your total income (rounded down). No more. This accumulates in a debt, and a debt makes your income go down by 10% of the debt (rounded up). This is only for emergencies. Or crazy people.
Trade is present all the time. However, you can set up 3 official priority trade routes that, depending on how lucrative they are, may gain you a lot of money.
Agriculture
Agriculture is what you farm. It is in levels.
Levels: Scorched Earth, Barren, Poor, Average, Decent, Fertile, Cornucopia, Breadbasket
Industry
Industry is the sum of all your factories, little workshops, smithies, etc. Basically the non food production of your nation.
Levels: Barbaric, Pathetic, Small, Average, Decent, Good, Large, Powerhouse
Infrastructure
This is a very powerful stat in its latest form. It will influence how fast armies move (yours and the enemys inside your territory), how well you can deploy, how well you can develop your nations backwaters, and how well you trade. Dont ignore it. It is also in levels:
Levels: Single Track Dirt Roads, Underdeveloped, Little, Average, Decent, Good, Developed, Autobahn
All of the above heavily influence the military, as you will see below. Note that the above can be quite variable, especially in wartime...
Military
Revamped. You might want to pay some attention.
You raise troops by spending some income on it. However, how much they raise depends on a few other things.
Raising a great army
When raising the infantry or cavalry, the income you spend and your Agriculture determine how much is raised. When you raise armor, artillery, or air force, it is the income you spend and Industry.
For the navy, its the income you spend and Industry.
Naturally, the more of each required stat you have, the more you will gain per each income point spent.
Optimal support
This says how much of an overall military force you can support. It is determined by income, agriculture, and industry. You can go over the limit, but its not recommended, as you will start to have hungry troops.
Unique Units
Create as many as you want. But mind you that they are more expensive than the run of the mill unit, and they have weaknesses, as well. PM me their characteristics whenever you create one.
Education:
For lack of a better, coherent system, I suppose this shall be the usual deal as well. Comes in levels, the more you have, the better your technology will develop.
Levels: Barbaric, Illiterate, Barely Literate, Literate, Decent, Good, Excellent, Enlightened
Confidence:
This is very important. It determines to what degree people are willing to die for you. Literally. People will work, fight, run, move, charge, love, kill harder for you the more of this you have. The less you have, the more likely people will desert, abandon, and kill you, and will probably lead to some uprisings while theyre at it.
Levels: Lynching, Beating, Annoyed, Average, Decent, Liking, Loving, Overtly Courting
Culture:
Culture refers to how powerful, influential, and resilient your culture is. The higher this is, the more people will want to join your nation, the less resistance movements will start in occupied territory, and the longer your culture will survive and thrive under foreign domination.
The lower, of course, the more likely you are going to be absorbed by other cultures, the more you will have trouble with partisans, and the less likely will your culture survive if conquered.
Levels: Barbarian, Brutish, Backwater, Average, Decent, Promising, Strong, Dominating.
Projects:
This is the local equivalent of wonders. Built it, and they will come.
That is to say, if you start a wonder, you can have it do any number of effects. It can raise your income, military, culture, support, education, etc. You build it by investing income points every turn until completion. I determine how many it takes.
Example:
The Stupefying Sand Dune of the Sahara (+50 divisions, +5 education, +1 age) (4/13)
The usual deal. You can adopt an existing one, or make your own. Can be based on historical models or entirely fictional.
Government
Usual deal. Invent your own or adopt an existing one, just make sure its in time with the period. A radical government change can lead to significant stability problems.
Economy
I HOPE this is the final revision of this I have to go through.
Income is what you earn. You earn it from several areas, most notably, agriculture, industry, and trade. And perhaps, looting a city. But thats beside the point. Income is also what you spend, and you spend it on near everything.
There are no expenses, unless you borrow some money. You can borrow as much per turn as one half your total income (rounded down). No more. This accumulates in a debt, and a debt makes your income go down by 10% of the debt (rounded up). This is only for emergencies. Or crazy people.
Trade is present all the time. However, you can set up 3 official priority trade routes that, depending on how lucrative they are, may gain you a lot of money.
Agriculture
Agriculture is what you farm. It is in levels.
Levels: Scorched Earth, Barren, Poor, Average, Decent, Fertile, Cornucopia, Breadbasket
Industry
Industry is the sum of all your factories, little workshops, smithies, etc. Basically the non food production of your nation.
Levels: Barbaric, Pathetic, Small, Average, Decent, Good, Large, Powerhouse
Infrastructure
This is a very powerful stat in its latest form. It will influence how fast armies move (yours and the enemys inside your territory), how well you can deploy, how well you can develop your nations backwaters, and how well you trade. Dont ignore it. It is also in levels:
Levels: Single Track Dirt Roads, Underdeveloped, Little, Average, Decent, Good, Developed, Autobahn
All of the above heavily influence the military, as you will see below. Note that the above can be quite variable, especially in wartime...
Military
Revamped. You might want to pay some attention.
You raise troops by spending some income on it. However, how much they raise depends on a few other things.
Raising a great army
When raising the infantry or cavalry, the income you spend and your Agriculture determine how much is raised. When you raise armor, artillery, or air force, it is the income you spend and Industry.
For the navy, its the income you spend and Industry.
Naturally, the more of each required stat you have, the more you will gain per each income point spent.
Optimal support
This says how much of an overall military force you can support. It is determined by income, agriculture, and industry. You can go over the limit, but its not recommended, as you will start to have hungry troops.
Unique Units
Create as many as you want. But mind you that they are more expensive than the run of the mill unit, and they have weaknesses, as well. PM me their characteristics whenever you create one.
Education:
For lack of a better, coherent system, I suppose this shall be the usual deal as well. Comes in levels, the more you have, the better your technology will develop.
Levels: Barbaric, Illiterate, Barely Literate, Literate, Decent, Good, Excellent, Enlightened
Confidence:
This is very important. It determines to what degree people are willing to die for you. Literally. People will work, fight, run, move, charge, love, kill harder for you the more of this you have. The less you have, the more likely people will desert, abandon, and kill you, and will probably lead to some uprisings while theyre at it.
Levels: Lynching, Beating, Annoyed, Average, Decent, Liking, Loving, Overtly Courting
Culture:
Culture refers to how powerful, influential, and resilient your culture is. The higher this is, the more people will want to join your nation, the less resistance movements will start in occupied territory, and the longer your culture will survive and thrive under foreign domination.
The lower, of course, the more likely you are going to be absorbed by other cultures, the more you will have trouble with partisans, and the less likely will your culture survive if conquered.
Levels: Barbarian, Brutish, Backwater, Average, Decent, Promising, Strong, Dominating.
Projects:
This is the local equivalent of wonders. Built it, and they will come.
That is to say, if you start a wonder, you can have it do any number of effects. It can raise your income, military, culture, support, education, etc. You build it by investing income points every turn until completion. I determine how many it takes.
Example:
The Stupefying Sand Dune of the Sahara (+50 divisions, +5 education, +1 age) (4/13)
Now, before we get to the template, please pay attention to the racial distribution of the peoples before you post a nation, and the climates, posted below. Basically, Im going to try and work your nation into the storyline (which is not finished yet, no, Im waiting to post the second part so I can work you all in), so keep it reasonably within line. If you have any doubts at all, ask me, your friendly moderator.
What I want in your starting post is basically what your nation is about, what's it's like, the races, the area you'd prefer to start in, perhaps your color. No history, though, you can work that out after I post the second part of the history.
Fresh start template:
Nation Name [replace this]
Player/Ruler: ?/?
Age: Iron Age
Religion: Polytheism [default]
Government: Despotism [default]
Income: 2
Army: 500 swordsmen, 500 archers
Navy: 10 fire galleys [if by water]
Optimal Support: 3/4
Units available:
Agriculture: Barren
Industry: Barbarian
Infrastructure: Single Track Dirt Roads
Education: Barbaric
Confidence: Beating
Culture: Brutish
Projects: None so far
Mod template:
Nation Name [replace]
Player/Ruler: ?/?
Age: ?
Religion: ?
Government: ?
Income: ?
Army: ?
Navy: ?
Optimal Support: ?
Units available: ?
Agriculture: ?
Industry: ?
Infrastructure: ?
Education: ?
Confidence: ?
Culture: ?
Projects: ?