Jason The King
Deity
stJNES9 Changing Times
Rules
Key: Bold are key words that describe what is in the paragraph.
The starting age is 3000bc. Each turn will represent 200 years for a while, until I decide to decrease it.
Economy for each nation is represented by a word. The sizes go: Depression, Recession, Failing, Stable, Growing, Prosperous and then Outstanding.. You have no direct control over your economy, as this is based off of your society and how it interacts. You can try though, and sometimes it will be successful, by starting and finishing projects that would make sense that would help your people get richer and thus give more taxes. A higher economy means a happier population, and generally a richer population, which will lead to better taxes usually usually. Also, you can have one of two kinds of economies. A free economy means, for the most part, the government does not interfere with the market (capitalism), so economies are more unstable, but can reach heights that no other economy can. You can also have a command economy, where the government decides what is done, and generally leads to low economy progress, but is much more stable.
What you do get to spend is your taxes, in the form of credits. These can either be banked, spend on domestic institutions, given away, or spent on military. You can raise this by increase taxes, somehow increasing your economy, or you can even impose higher taxes upon the people you conquer. Each have their obvious consequences, so be careful (I definitely do not have a reputation of being nice to players). Each tax credit can be used to increase one thing in your stats.
Your military is represented in numbers. When you increase your army, it will be increased by a certain number, determined by myself, based on the population of your civilization, and the predetermined number. You can also train your army, which costs an additional tax credit.
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 a tax credit, or you can have your army build them which will take 2 turns.
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)
Confidence mostly reflects how much you write.
Conscription is not possible for a while.
Mobilization is not possible for a while.
Education is available to increase. To increase, you must build temples in the ancient ages, schools in the more modern, and universities in the far modern (pay a tax credit). This is but one way you can increase. When you jump an age, you education sinks two levels.
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.
Infrastructure: None, some, quite developed, plentiful, abundant, 1st world.
Everyone you have contact you have trade. It is to my descretion to a certain point on how much you trade with someone. I will be using Rome as an example. Rome has trade with practically everyone in Europe and North Africa, since that is who they have contact with. However, trade is less popular with Sweden, since they have little to offer Rome at this point and are so far away. Trade is rapant with Barbary Coast, since Barbary Coast has much to offer in the type of luxuries and man power.
An asterik (*) will appear by your nation's name should you be experiencing a huge trade increase (non-priority) 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.
You cannot give away atechnology anymore. You may send generals to other countries to train them in the new ways of fighting (i.e. Holland sends generals to Britain). Whenever they increase their army after that, it is in Medieval Age men, but they only get the amount per economy as stated for the age they are in. I.E. Holland trained Britain's army in turn A. In turn B, Britain spends one economy on the army, but since they are still in Empire Age, they get only 300 men. However, those 300 men are Medieval Age.
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. However, in this NES governments are much more important. If you have a government where the person in charge shares power (democracy, republic, parliamentary, etc) then some of your decisions in your orders may be overturned in the update (by ruling of the senate/parliament/congress), which could be annoying. What is the benefit? A happy people, generally better economy. When you have a dictatorial government, your people are less happy, and more likely to revolt. However, you have complete control.
NEW STUFF
Army/Navy Upkeep
It is not cheap to run a war. One of the ways I will convey this to the game is army upkeep. There will be a set rate in which you will have to pay upkeep, determined by me in the game, and will be recorded on the front page. These upkeeps will be expensive, and will require probably loans of some kind that will put your nation in debt, unless you have built up a treasury strong enough for this. You must pay upkeep for an army always, but it is only really expensive when it is in war (4x expensive). To get around the upkeep, you can try to feed your army from the land, though this probably will not be enough, or you can raise taxes on the people you conquer.
Upkeep for each nation differs, and is represented in your template. I base it off of the resources available to your nation, the amount you have invested into barracks, fortresses, etc where the army stays, and how happy the people are. Training and equipment is also VERY expensive, so watch out before you increase your training/equipment.
Loans and Debt
You may take out loans from other nations. They, of course, will charge you interest. You can also take out loans from your own banks in your country, though it will probably prove to be more expensive as the war goes on. If you become in debt, then after somewhere around five turns in debt, your economy will begin to drop.
Increasing your Army
Increasing your army is free now, and the increases are based upon your peoples confidence, happiness, and if they agree with what your doing with them. You can conscript, but moral and performance will drop almost 75%. There is no set amount as to how much you receive, but generally nations with a larger population will receive more increases when they call for it. The cost of your military is expressed in upkeep.
Training and Equipment
These two are very important. Your armys training always relies upon how happy the soldiers there are. They dont cost anything to increase, but your upkeep increases.
Amount of training is shown as asterisk marks next to the unit. Equipment is shown as a ^.
And thats it, mighty simple, aint it? Heres the template:
Nation
GOVERNMENT:
RULER/PLAYER:
ECONOMY:
TAX INCOME: /per turn, /treasury
ARMY:
NAVY:
INFRASTRUCTURE;
EDUCATION:
CONFIDENCE:
PROJECTS:
Rules
Key: Bold are key words that describe what is in the paragraph.
The starting age is 3000bc. Each turn will represent 200 years for a while, until I decide to decrease it.
Economy for each nation is represented by a word. The sizes go: Depression, Recession, Failing, Stable, Growing, Prosperous and then Outstanding.. You have no direct control over your economy, as this is based off of your society and how it interacts. You can try though, and sometimes it will be successful, by starting and finishing projects that would make sense that would help your people get richer and thus give more taxes. A higher economy means a happier population, and generally a richer population, which will lead to better taxes usually usually. Also, you can have one of two kinds of economies. A free economy means, for the most part, the government does not interfere with the market (capitalism), so economies are more unstable, but can reach heights that no other economy can. You can also have a command economy, where the government decides what is done, and generally leads to low economy progress, but is much more stable.
What you do get to spend is your taxes, in the form of credits. These can either be banked, spend on domestic institutions, given away, or spent on military. You can raise this by increase taxes, somehow increasing your economy, or you can even impose higher taxes upon the people you conquer. Each have their obvious consequences, so be careful (I definitely do not have a reputation of being nice to players). Each tax credit can be used to increase one thing in your stats.
Your military is represented in numbers. When you increase your army, it will be increased by a certain number, determined by myself, based on the population of your civilization, and the predetermined number. You can also train your army, which costs an additional tax credit.
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 a tax credit, or you can have your army build them which will take 2 turns.
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)
Confidence mostly reflects how much you write.
Conscription is not possible for a while.
Mobilization is not possible for a while.
Education is available to increase. To increase, you must build temples in the ancient ages, schools in the more modern, and universities in the far modern (pay a tax credit). This is but one way you can increase. When you jump an age, you education sinks two levels.
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.
Infrastructure: None, some, quite developed, plentiful, abundant, 1st world.
Everyone you have contact you have trade. It is to my descretion to a certain point on how much you trade with someone. I will be using Rome as an example. Rome has trade with practically everyone in Europe and North Africa, since that is who they have contact with. However, trade is less popular with Sweden, since they have little to offer Rome at this point and are so far away. Trade is rapant with Barbary Coast, since Barbary Coast has much to offer in the type of luxuries and man power.
An asterik (*) will appear by your nation's name should you be experiencing a huge trade increase (non-priority) 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.
You cannot give away atechnology anymore. You may send generals to other countries to train them in the new ways of fighting (i.e. Holland sends generals to Britain). Whenever they increase their army after that, it is in Medieval Age men, but they only get the amount per economy as stated for the age they are in. I.E. Holland trained Britain's army in turn A. In turn B, Britain spends one economy on the army, but since they are still in Empire Age, they get only 300 men. However, those 300 men are Medieval Age.
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. However, in this NES governments are much more important. If you have a government where the person in charge shares power (democracy, republic, parliamentary, etc) then some of your decisions in your orders may be overturned in the update (by ruling of the senate/parliament/congress), which could be annoying. What is the benefit? A happy people, generally better economy. When you have a dictatorial government, your people are less happy, and more likely to revolt. However, you have complete control.
NEW STUFF
Army/Navy Upkeep
It is not cheap to run a war. One of the ways I will convey this to the game is army upkeep. There will be a set rate in which you will have to pay upkeep, determined by me in the game, and will be recorded on the front page. These upkeeps will be expensive, and will require probably loans of some kind that will put your nation in debt, unless you have built up a treasury strong enough for this. You must pay upkeep for an army always, but it is only really expensive when it is in war (4x expensive). To get around the upkeep, you can try to feed your army from the land, though this probably will not be enough, or you can raise taxes on the people you conquer.
Upkeep for each nation differs, and is represented in your template. I base it off of the resources available to your nation, the amount you have invested into barracks, fortresses, etc where the army stays, and how happy the people are. Training and equipment is also VERY expensive, so watch out before you increase your training/equipment.
Loans and Debt
You may take out loans from other nations. They, of course, will charge you interest. You can also take out loans from your own banks in your country, though it will probably prove to be more expensive as the war goes on. If you become in debt, then after somewhere around five turns in debt, your economy will begin to drop.
Increasing your Army
Increasing your army is free now, and the increases are based upon your peoples confidence, happiness, and if they agree with what your doing with them. You can conscript, but moral and performance will drop almost 75%. There is no set amount as to how much you receive, but generally nations with a larger population will receive more increases when they call for it. The cost of your military is expressed in upkeep.
Training and Equipment
These two are very important. Your armys training always relies upon how happy the soldiers there are. They dont cost anything to increase, but your upkeep increases.
Amount of training is shown as asterisk marks next to the unit. Equipment is shown as a ^.
And thats it, mighty simple, aint it? Heres the template:
Nation
GOVERNMENT:
RULER/PLAYER:
ECONOMY:
TAX INCOME: /per turn, /treasury
ARMY:
NAVY:
INFRASTRUCTURE;
EDUCATION:
CONFIDENCE:
PROJECTS: