staznesIV: Alvarez-Communeros 1711
This nes is based off the magnificent timeline made by das, and can be found in this thread: http://forums.civfanatics.com/showthread.php?t=110418
Ah, the fourth installation in a storied and rich history of staznes'. As with most of my NES's, this one has an alternate history flavor to it. I have decided to use das's rules, with a small change in them (so you might want to check the bottom for the new training rule, and the military support rule is gone aswell). National Backgrounds havnt been started yet...but I wanted to launch this thing so the history of the nes should be fine for now.
If the armies seem a bit small or big, blame panda because I based everything around the Poland-Austria stats he gave me
Enjoy!
DO NOT POST UNTIL I SAY YOU CAN!
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:
Army:
Navy:
Air Force:
Military Support:
Economy:
Education:
Culture:
Confidence:
Projects:
Nation Background:
Players, stories, orders, countries, NPCs, updates, map.
Players - no limit. Anybody can join.
Stories - not necessary, but very encouraged. Good story-writers would get bonuses based on their stories. 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, 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. Also, please read your nation background, and dont act uncharacteristically for it.
If two or more players claim one nation and all of them really want it, they are encouraged to start a civil war and try to outrule the other players ruler.
NPCs - lol, considering theyre NPC, I will play them, kinda. Same as the NPCs in all other NESes of late but dont expect them to roll over just because theyre NPC. As Im the one playing them fear them (almost) as much as PCs!
Updates I will, probably, update on Wednesdays save for emergencies. 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). Some might want to know that a large light gray circle means a nuke.
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. In other words change governments at your own risk.
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 try to invent something that was invented later in OTL, or you can, if giving me a good reason why this should work within your current technocapabilities, invent something which was never invented. This begins in the Mid Colonial Age for most nations. Alot of the Colonial tech was similar, they just upgrade over the three phases of the colonial period...but you can expect there to be:
Soldier divisions (better fighting techniques due to better weapons as the Colonial Age goes on)
Cannon Artillery (needed for almost any major operation, becomes more like industrial artillery, has better range, as you advance)
Ships (not very specific, if you want specific ships then inform me on the Colonial Age type ships, and itll be available to buy unless its a designed UU)
Military
That will, as of now, consist of army, navy and air wings. These will be number-based as it gives more versatility. These will be represented in divisions, ships and air wings respectively. In the future you can get
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 soldiers by 50000, navy by 20 ships.
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.
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.
(note about mercenaries now that professional armies are well into existence, it might seem much less profitable to see it. On the other hand, they are much more likely to remain secret on privateer duty, and recently thrived in various local conflicts after many dominant professional armies of the world were crippled by WWI. They are also ideal as a Black Army, as with them it will become nearly impossible to figure out who are they working for, unlike with the original).
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.
CAUTION: The mod is obsessed with the concept of crack teams of polar bear commandos raiding other peoples supply lines and unprotected flanks in tiny Faster-Then-Light helicopters. So if your troops failed to advance despite not encountering sufficient resistance, ignored a cease-fire, didnt arrive to where they were supposed to be at all or suffered unreasonable casualties, know that you fell a victim of these fellows.
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 a number of spend points for every turn (depending on your economy level), to be spent on increasing any stat save for economy. To grow economy, you mustnt spend on anything else.
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 (two per turn only, although compatible with the project being hurried up) to receive six extra spending points for a turn. When economy goes above Monopoly, you get Monopoly +x, where x is a number of levels you have beyond Monopoly. Also note that the value of x is added to your spend points by definition, so beyond Monopoly really does make you an uberpower.
Know that random events WILL damage your economy here and there, unless I forget about it for the third time.
You can send spend points or economy levels to other players for some reason. If you gain negative economy points, you will get a one-level decrease in a random stat.
Depression (-1)-Bankrupt (-1)-Recession (-1)-Poor (0)-Normal (+1)-Good Enough (+1)-Rich (+2)-Very Rich (+2)-Richest (+3)-Economic Powerhouse (+3)-Monopoly (+4)
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. The higher your culture is, the higher are the chances of assimilating less militant minorities.
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.
Complaining to the Mod
If you have complaints to the mod, walk out of the door, find the first huge angry drunkard that you see and tell him that hes stupid.
Other then that, ofcourse, you can complain to the mod about his mistakes. The mod will listen. Whether or not he will do something about it is unknown even to me.
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.
NEW RULE: Training
Simple really. On a scale of 1-6 (6 being best), your armed forces are rated. The first number is your army training, second is your navy, third is your airforce. Upgrading to another age takes away 1 training point, and to increase training takes 2 ecos for 1 branch of the military. 2 whether it be over 2 turns or all in 1 turn, it will be kept track of.
This nes is based off the magnificent timeline made by das, and can be found in this thread: http://forums.civfanatics.com/showthread.php?t=110418
Ah, the fourth installation in a storied and rich history of staznes'. As with most of my NES's, this one has an alternate history flavor to it. I have decided to use das's rules, with a small change in them (so you might want to check the bottom for the new training rule, and the military support rule is gone aswell). National Backgrounds havnt been started yet...but I wanted to launch this thing so the history of the nes should be fine for now.
If the armies seem a bit small or big, blame panda because I based everything around the Poland-Austria stats he gave me
Enjoy!
DO NOT POST UNTIL I SAY YOU CAN!
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:
Army:
Navy:
Air Force:
Military Support:
Economy:
Education:
Culture:
Confidence:
Projects:
Nation Background:
Players, stories, orders, countries, NPCs, updates, map.
Players - no limit. Anybody can join.
Stories - not necessary, but very encouraged. Good story-writers would get bonuses based on their stories. 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, 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. Also, please read your nation background, and dont act uncharacteristically for it.
If two or more players claim one nation and all of them really want it, they are encouraged to start a civil war and try to outrule the other players ruler.
NPCs - lol, considering theyre NPC, I will play them, kinda. Same as the NPCs in all other NESes of late but dont expect them to roll over just because theyre NPC. As Im the one playing them fear them (almost) as much as PCs!
Updates I will, probably, update on Wednesdays save for emergencies. 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). Some might want to know that a large light gray circle means a nuke.
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. In other words change governments at your own risk.
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 try to invent something that was invented later in OTL, or you can, if giving me a good reason why this should work within your current technocapabilities, invent something which was never invented. This begins in the Mid Colonial Age for most nations. Alot of the Colonial tech was similar, they just upgrade over the three phases of the colonial period...but you can expect there to be:
Soldier divisions (better fighting techniques due to better weapons as the Colonial Age goes on)
Cannon Artillery (needed for almost any major operation, becomes more like industrial artillery, has better range, as you advance)
Ships (not very specific, if you want specific ships then inform me on the Colonial Age type ships, and itll be available to buy unless its a designed UU)
Military
That will, as of now, consist of army, navy and air wings. These will be number-based as it gives more versatility. These will be represented in divisions, ships and air wings respectively. In the future you can get
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 soldiers by 50000, navy by 20 ships.
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.
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.
(note about mercenaries now that professional armies are well into existence, it might seem much less profitable to see it. On the other hand, they are much more likely to remain secret on privateer duty, and recently thrived in various local conflicts after many dominant professional armies of the world were crippled by WWI. They are also ideal as a Black Army, as with them it will become nearly impossible to figure out who are they working for, unlike with the original).
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.
CAUTION: The mod is obsessed with the concept of crack teams of polar bear commandos raiding other peoples supply lines and unprotected flanks in tiny Faster-Then-Light helicopters. So if your troops failed to advance despite not encountering sufficient resistance, ignored a cease-fire, didnt arrive to where they were supposed to be at all or suffered unreasonable casualties, know that you fell a victim of these fellows.
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 a number of spend points for every turn (depending on your economy level), to be spent on increasing any stat save for economy. To grow economy, you mustnt spend on anything else.
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 (two per turn only, although compatible with the project being hurried up) to receive six extra spending points for a turn. When economy goes above Monopoly, you get Monopoly +x, where x is a number of levels you have beyond Monopoly. Also note that the value of x is added to your spend points by definition, so beyond Monopoly really does make you an uberpower.
Know that random events WILL damage your economy here and there, unless I forget about it for the third time.
You can send spend points or economy levels to other players for some reason. If you gain negative economy points, you will get a one-level decrease in a random stat.
Depression (-1)-Bankrupt (-1)-Recession (-1)-Poor (0)-Normal (+1)-Good Enough (+1)-Rich (+2)-Very Rich (+2)-Richest (+3)-Economic Powerhouse (+3)-Monopoly (+4)
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. The higher your culture is, the higher are the chances of assimilating less militant minorities.
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.
Complaining to the Mod
If you have complaints to the mod, walk out of the door, find the first huge angry drunkard that you see and tell him that hes stupid.
Other then that, ofcourse, you can complain to the mod about his mistakes. The mod will listen. Whether or not he will do something about it is unknown even to me.
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.
NEW RULE: Training
Simple really. On a scale of 1-6 (6 being best), your armed forces are rated. The first number is your army training, second is your navy, third is your airforce. Upgrading to another age takes away 1 training point, and to increase training takes 2 ecos for 1 branch of the military. 2 whether it be over 2 turns or all in 1 turn, it will be kept track of.
), but in the event that it does happen I ask that all Catholic nations have a place prepared for the Church. Which among you are in agreement over this?