Rules I'm Thinking of using:
Government
Government - is your form of government. Now note that I DONT want the Sheep2s Oceania syndrome in this NES. Or Sheep2's Russia, for that matter. 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.
Nations with democratic forms of government (Parliamentary Monarchy, Democracy, Republic, maybe some more later) are quite unique in that the player orders are reviewed by the parliament (me) and the parliament then states its objections, if any. If there are no objections, then I dont send any such review PM. If no changes were made to the orders after objections, they will not be carried out at all. OFCOURSE, the ruler might send the parliaments opinion
somewhere else, and go on with the plan, but will the army follow him? And besides, such an action will probably either result in a parliament-led coup or in a civil war.
Technology Level
Will use the age system. It is the same as in other NESes of other people, ofcourse the ages are not identical. This begins in the Late Industrial Age. 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. However, note that there has to be a decade - AT LEAST - of distance between age growth.
Nation Evolving (Very barbaric, fight only with swords and such)
Pre-Colonization Age (Galleys, Early Gunpowder, armys still fight with steel mostly though)
Colonization Age (Gunpowder main, still calvalry though and some pikemen and such-Flagships and Galleons, First mobile Artillery (horse cannons))
Industrial Age ( First Reconnacence planes, guns almost only, except for some sparse calvalry.)
Early Modern Age (Introduction of Tanks, guns only. Calvalry have guns Fighters And Bombers)
Middle Modern Age ( Tanks; bombers; aircraft; artillery its all here first missles)
Late Modern Age (missles; space exploration; heavy tanks; heavy weapons; gps artillery)
Military
That will, as of now, consist of army, navy and (very soon, but not from the start) air wings. These will be number-based as it gives more versatility. These will be represented in divisions, ships and air wings respectively. 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 5 000 troops; 5 ships and 5 planes.
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. Also note, that you should always say HOW MANY TROOPS are WHERE and doing WHAT. I can accept orders about "the army doing the same as before" or "the rest of the military - same as last turn", but better to just explain in detail the slightly above.
Note that you should ALWAYS remember about logistics. They may not be in the stats, but fighting in territory with poor infrastructure (you can ask me about those, but mostly common wisdom is enough) will be hazardous to your troops, as will fighting without an adequate supply line. Also, a larger force is harder to supply properly then a smaller one, and it is also harder to deploy in time and to coordinate, so in most cases, a smaller, but better-trianed force can be much more efficient then a larger one.
1 ind. point=5 000 troops=5 ships=5 air wings
Conscript maximum= 10 000
The larger the army, the more corrupt and untrained it will be.
Pirates
Pirates Roam the high seas, be wary of them, and allways escort your ships, or they may be attacked by Pirates...
Mercinary Armies may be purchased for an economy level. They consist of 15 000 well trained troops. Identities are hard to keep hidden, but not impossible...
Conscripts - you can conscript your population, 10 000 conscripts per turn. Note that they will fight poorly, though, and after you have over 10 000 conscripts, new ones are likely to damage your industry somewhat.
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. They will be separated from other divisions/ships/air wings in the stats. They are grown as normal units. Remember to keep them REALISTIC.
CAUTION: The mod still 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.
Training - it is done in levels. There are separate training stats for army, navy and fleet, and it is grown with eco. points. UU is assumed to be one level higher then the average training level for its branch, conscripts - one level lower. If your army grows too quickly, there will be a chance of training level lowering.
None - Rabble - Semi-Rabble - Tolerable - Normal - Good - Very Good - Professional - Elite
Economy and Industry
I'm going for a major re-vision here. Economy is your overall economy, basically the money that your nation makes. But money isn't everything - the industry is your industrial powerbase. Economy is done in world-levels, industry in numbers. There are eco. (economy) and ind. (industry) points. Eco. points are determined by the eco. level and can be used to grow miscelannous stats (i.e. culture, education, confidence) or industry (two eco. points = one ind. point). Ind. points can be used to grow military stats and economy (six ind. points = one eco. level). Please not that you don't SPEND eco. or ind. points, they are replenished at the beginning of each turn. You can't trade ind. points, but it is easy to lose them as you lose industrial regions (ask me what your industrial regions are, or rely on common wisdom) - you can, however, trade eco. points and eco. levels all you want, BUT major eco. growth in little time might often be too much for your economic system to handle. Note that there is no limit for industrial growth, while after Monopoly eco. growth can go on as well - in that case, it will go to Monopoly+# (+5+#). But, the higher your economy is, the more there is corruption... You can sacrifice eco. levels (two per turn maximum) to get 6 eco. points for each, or you could sacrifice eco. to speed up a project. You can't grow one stat more then twice per turn, not counting the military where for each branch the limit is four times, not counting conscription and volunteers.
ALWAYS specify whether you mean eco. points or levels in your orders. "Eco" I assume to be eco. levels unless there is specification.
Eco. levels can also be grown by using some very innovative ideas or by gaining a lot of new USEFUL territory.
Economy + Ind for dummies
2 eco points sacrificed - 1 ind. point (lasts)
Eco point= Used to grow misc. stats and grow ind.
Ind point= Used to grow army or speed up project by one turn.
Eco level= 6 eco points or 3 ind. points
Eco. levels:
Depression (-2)-Bankrupt (-1)-Recession (-1)-Very Poor (0)-Poor (0)-Normal (+1)-Good Enough (+2)-Rich (+2)-Very Rich (+3)-Richest (+3)-Economic Powerhouse (+4)-Monopoly (+5)
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. However, note that there has to be a decade - AT LEAST - of distance between age growth.
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
New Rule: Cultural Capital...
There are some cities and places in the world, where religions of the world converge in ceremonies. These places are the holiest places on earth. Whenever an invader attacks these places, if they are not careful, they will end up being threatened by many memebers of that religion... So whenever attacking a Cultural Capital, allways be careful, or you may cause a religious riot!
Cultural Capitals:
The Vatican
Jerusalem
Mecca
Tenochtitlan
Macchu Picchu
Temlpe at Edo (japan)
If There are any more that should be on this list just tell me...
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 and how many ind. points have to be invested for full speed (project time will increase if you decide to give only a part of the required sum). 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 (but now you can do that as often as you want, but not more then once per turn).
Just tell me the project, and I will set an amount of turns until it is complete. After complete, pay 1 ind. point to have it finished/unveiled.
Technologies
A bit like projects, but you need to invest eco. points rather then ind. ones, and you can't speed them up. Also, here the various TECHNOLOGIC projects, from armor-piercing shells to nuclear bombs, go. 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.
A technology takes the amount of turns determined by the distance from the current technologic knowledge base (determined by the mod), but if your education is higher then Enlightenment, it takes 1 turn less, and if higher the Enlightenment+5, it takes 2 turns less. You can have only one technology at the same time.
Intelligence
Many people here already are using that, and I think that those who didn't learn how to use it should be told now, anyway. You can always PM me and ask me for intellegence information - like rebel groups, military positions, etc. However, the information you receive might - not be received at all, received not fully, be unaccurate, be downright lies. In your orders, you can order to spend more eco. points into counterintellegence/disinformation, which decreases the chances of your enemy's success in espionage.
Fortified Lines
It usually takes several ind. points to build fortified lines, depending on terrain and lenght, and the intended strenght level. Again, just ask me for the info.
Complaining to the Mod
If you have complaints to the mod, jump out of the window of a nine-floor building, die, meet Polarbearum and tell him that he is an idiot (which he isn't).
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.
You can always ask questions about your nations past and present. Please, do role-play and remain IC.
I think this is all