Insane_Panda
Deity
AMERICAN EMPIRE - 1800 AD
Welcome to PandaNES I, a NES based off of das' timeline of American Empire. Please read the timeline before joining:
Timeline Pt. I
Timeline Pt. II
Rules:
TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Tech. Level:
Army:
Quality:
Navy:
Quality:
War Exhaustion:
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.
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 - 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 every Wednesday and Sunday evening US Pacific Time (GMT -8?) 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).
Government
Government - is your form of government.. 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 Age of Enlightenment.
Gunpowder: Pike dominated Warfare, Armored Cavalry Lancers, Limited gunpowder, early ocean-going warships, limited artillery
Pre-Enlightenment: Muskets, Limited Pike use, Lightly armored Horsemen, man -o-wars, strong field artillery
Age of Enlightenment: Muskets, Bayonets, Specialised Cavalry armed with both gunpowder weapons and swords, Advanced cannonry, Ships of the Lines
Early Industrial Age: Rifled Muskets, early steamers, primitive railroads.
Mid Industrial Age: Breech loading artillery guns, Breech loading rifles, Ironclads, early steam Battleships, iron railroads.
Late Industrial Age: Steel railroads, Dreadnoughts, Advanced Artillery guns, Magazined Rifles, machine guns, chemical weapons, PRIMITIVE tanks.
Military
Military for European nations and all nations in Enlightenment age or above will consist of Infantry - Artillery - Cavalry - Ships.
1 eco point - 30,000 Infantry, 50 Cannons, 15,000 Cavalry, 10 Ships(Navy was very expensive in this era).
Military for nations below Enlightenment will consist of Pikemen-Gunmen-Horsemen-Irregulars-Artillery-Ships
1 eco point - 40,000 Pikemen, 20,000 Gunmen, 20,000 Horsemen, 60,000 Irregulars, 5 ships
--------------------------------------------------------------
UU's are allowed, but please make them realistic. I will keep a list of them somewhere.
Using advanced tactics and strategy is HIGHLY advised. Simple war orders will be acted upon literally.
Mercenaries - if you pay an economy level, you will get 50,000 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.
There will be no black army nonsense. Mercenaries will be primarily used to supplement armed forces, or serve as armed forces for a Cash rich- low population nation.
Military support will be vaguely defined. I.E, if you are continuously at war, but dont have the economy to support it, things will slowly take a turn for the worst. Sometimes fastly.
NEW RULE - WAR EXHAUSTION:
War exhaustion is the percentage of your population fed up with war. If you are war for a very long time, it will steadily rise, ESPECIALLY if you are on the losing side of the war, or if you are losing huge amounts of men. Discontent with war can mean horrible consequences for your ruling government. Anything past 10% is worth watching out for.
NEW RULE - QUALITY:
Quality is the quality of your armed forces. You will have one stat for Navy, one for Army.
Quality levels are as follows:
Rabble - Militia - Poor - Average - Decent - Inspired - Proffessional - Elite
QUALITY RULE EDIT-
For all nations above Enlightenment, it takes 1 economy level to increase quality.
For all nations below enlightenment it takes 1 economy point, but quality falls by 2 when you reach enlightenment.
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.
You cannot grow economy just by saying grow economy. You must come up with a reasonable way to do so, and make sure you are not using resources for other things. Also, I will not allow the mass selling of things that results in nations getting Monopoly +100 just from a small gun. No, technology will slowly spread from the nation invented into other nations, and will likely be by single persons, not whole nations.
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)-Very Poor (0)-Poor (0)-Normal (+1)-Good Enough (+1)-Rich (+2)-Very Rich (+2)-Richest (+3)-Economic Powerhouse (+3)-Monopoly (+4)
Trade will be a vague thing. You will get random increases from colonial trade, etc.
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-Cultured-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 ONCE 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.
Welcome to PandaNES I, a NES based off of das' timeline of American Empire. Please read the timeline before joining:
Timeline Pt. I
Timeline Pt. II
Rules:
TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Tech. Level:
Army:
Quality:
Navy:
Quality:
War Exhaustion:
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.
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 - 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 every Wednesday and Sunday evening US Pacific Time (GMT -8?) 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).
Government
Government - is your form of government.. 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 Age of Enlightenment.
Gunpowder: Pike dominated Warfare, Armored Cavalry Lancers, Limited gunpowder, early ocean-going warships, limited artillery
Pre-Enlightenment: Muskets, Limited Pike use, Lightly armored Horsemen, man -o-wars, strong field artillery
Age of Enlightenment: Muskets, Bayonets, Specialised Cavalry armed with both gunpowder weapons and swords, Advanced cannonry, Ships of the Lines
Early Industrial Age: Rifled Muskets, early steamers, primitive railroads.
Mid Industrial Age: Breech loading artillery guns, Breech loading rifles, Ironclads, early steam Battleships, iron railroads.
Late Industrial Age: Steel railroads, Dreadnoughts, Advanced Artillery guns, Magazined Rifles, machine guns, chemical weapons, PRIMITIVE tanks.
Military
Military for European nations and all nations in Enlightenment age or above will consist of Infantry - Artillery - Cavalry - Ships.
1 eco point - 30,000 Infantry, 50 Cannons, 15,000 Cavalry, 10 Ships(Navy was very expensive in this era).
Military for nations below Enlightenment will consist of Pikemen-Gunmen-Horsemen-Irregulars-Artillery-Ships
1 eco point - 40,000 Pikemen, 20,000 Gunmen, 20,000 Horsemen, 60,000 Irregulars, 5 ships
--------------------------------------------------------------
UU's are allowed, but please make them realistic. I will keep a list of them somewhere.
Using advanced tactics and strategy is HIGHLY advised. Simple war orders will be acted upon literally.
Mercenaries - if you pay an economy level, you will get 50,000 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.
There will be no black army nonsense. Mercenaries will be primarily used to supplement armed forces, or serve as armed forces for a Cash rich- low population nation.
Military support will be vaguely defined. I.E, if you are continuously at war, but dont have the economy to support it, things will slowly take a turn for the worst. Sometimes fastly.
NEW RULE - WAR EXHAUSTION:
War exhaustion is the percentage of your population fed up with war. If you are war for a very long time, it will steadily rise, ESPECIALLY if you are on the losing side of the war, or if you are losing huge amounts of men. Discontent with war can mean horrible consequences for your ruling government. Anything past 10% is worth watching out for.
NEW RULE - QUALITY:
Quality is the quality of your armed forces. You will have one stat for Navy, one for Army.
Quality levels are as follows:
Rabble - Militia - Poor - Average - Decent - Inspired - Proffessional - Elite
QUALITY RULE EDIT-
For all nations above Enlightenment, it takes 1 economy level to increase quality.
For all nations below enlightenment it takes 1 economy point, but quality falls by 2 when you reach enlightenment.
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.
You cannot grow economy just by saying grow economy. You must come up with a reasonable way to do so, and make sure you are not using resources for other things. Also, I will not allow the mass selling of things that results in nations getting Monopoly +100 just from a small gun. No, technology will slowly spread from the nation invented into other nations, and will likely be by single persons, not whole nations.
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)-Very Poor (0)-Poor (0)-Normal (+1)-Good Enough (+1)-Rich (+2)-Very Rich (+2)-Richest (+3)-Economic Powerhouse (+3)-Monopoly (+4)
Trade will be a vague thing. You will get random increases from colonial trade, etc.
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-Cultured-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 ONCE 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.