RULES: (Based on the rules of Das and his nes Das2 III)
Players, stories, orders, countries, NPCs, updates, map.
Players - the ones on the map!...... which is 16.
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. by PM only!
Countries - pick a pre placed spot in the map, name it after a real nation or create your own (tell me some details - ruler, brief history, culture) If your country is in dire straits, you can switch country or flee and establish a government in exile and lead the resistance movement.
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 update quite fast, i am talking 3 times every two weeks, or even twice a week. depending on time and orders i get
Map - Pangea, Choose one of the already placed nations.
Stats- Everyone starts w. the same stuff as everyone else.
Government
Government - keep it realistic of the classical ages, monarchy, republic, empire or so, not communist or nazi or the such.
Technology Level:
Will use the age system. The nes will start on the stone and move on up to classical
stone>copper>bronze>iron>classical.
Military
That will, as of now, consist of army and navy . These will be number-based as it gives more versatility. These will be represented in divisions and ships respectively.
What will you have in it? Anything that is allowed by your tech. level! Infantry, cavalry, archers, engenners- you name it. Each stat-growth will increase any part of military by 5.
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.
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.
NEW RULE - Military Support. It is just how much divisions/ships/air wings you can support - as simple as that, in numbers. You can grow it by 5 per econ. point. If you have more troops then you can support, you are in for it. Your troops that are beyond your support limit are likely to suffer from bad morale, to desert and to fight much worse then otherwise.
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 (-2)-Bankrupt (-2)-Recession (-1)-Very Poor (0)-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 goes back to none
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.