Preview Thread: Reno-NES: Full Steam Ahead

Reno

The Studio Ghibli Fanatic
Joined
Feb 8, 2004
Messages
5,690
Location
Tampere, Finland
DO NOT POST YET, Thank you. :)

Setting

This is set in a completely different world... as if you didn’t get that already. It is now the beginning of the 19'th Century, the Industrial Age is beginning and Nationalism is rising. The world is divided between the Old Empires of Sweden-Germany and France and the new Empire of Russia. How did this happen? Well, read the timeline you lazy bastard!

Hundred years of history different past, the tensions are rising. Now is the moment when you can take a nation and use this opportunity to keep and/or make it great.

In any case prepare to go Full Steam Ahead.

For your usage, each nation has a national background.

Introduction

This is my first ever NES so go easy on me, ;) let's hope that this will succeed. I plan to use Das NES2 IV rules, with some changes and simplifications to fit the period and make this more easy to mod for me.

Please read all rules, there were quite some changes.

TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Tech. Level (Age):
Army:
Navy:
Industry:
Economy:
Education:
Culture:
Confidence:
Projects:
Nation Background:
 
Players, stories, orders, countries, NPCs, updates, map.

Players - no limit. Anybody can join unless he can't.

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 and technologies - the local analogs of wonders, but more about that later. Please note that what I need is PRECISE orders. VERY IMPORTANT: I need to know, in military orders, the location and missions of ALL of your forces. Those forces you do not mention will be considered undeployed and will not do anything no matter what. Also, you should be sure to remember to say the numbers, because if you don’t, I will determine it randomly. MUWHAHA!

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 don’t 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 player’s ruler.

NPCs - lol, considering they’re NPC, I will play them, kinda. Same as the NPCs in all other NESes of late - but don’t expect them to roll over just because they’re NPC. As I’m the one playing them - fear them (almost) as much as PCs!

Updates - I haven't really thought about this much, when i get most of the orders for PC nations.

Map - I will use Jason's with NK's modification with das' modification (hopefully). 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 DON’T want the “Sheep2’s 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 don’t 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 parliament’s 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 Early 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.

Early Industrial Age: Cavalry, Flintlock rifles, horse drawn artillery, primitive steam engines, ships of the line, etc. etc.
Middle Industrial Age: Breech loading rifles, breech loading artillery, early steam trains, early ironclads, (late industrial age should have early steel battleships and cruisers), etc etc.
Late Industrial Age:trenches, cavalry, ironclads, early machine guns, early automatic rifles, arctic explorers, etc, etc. And whatever you people think off by then.


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.

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.

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. However, though the Black Armies are still allowed, they are much harder to keep secret.

Conscripts - you can conscript your population, 30 conscript divisions per turn. Note that they will fight poorly, though, and after you have over 30 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 Totoro commandos raiding other people’s 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, didn’t arrive to where they were supposed to be at all or suffered unreasonable casualties, know that you fell a victim of these fellows.


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.

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 it’s 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 wouldn’t 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 don’t 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).

A project takes # of stat growths+2 turns and ind. points, BUT in Economic Powerhouse you only get #+1 and in Monopoly and beyond mere #. You can have only one project at the same time.

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 Ukko Ylijumala 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, (And i stole this from das) 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 nation’s past and present. Please, do role-play and remain IC.
 
The Map of the Beginning of the NES 1800. :)

Nation Reservations:

Insane_Panda: Qing China
Alex994: Mexico
Das: Russia
Andis-1: Ottoman Empire
Erez87: Netherlands
Kal'thzar: Celtic Republic
Blackheart: Rome
JosefStalinator: Virginia
ThomAnder: Japan
Toteone: France
Lord Iggy: Cypriot rebel's
Silver 2039: Marathan Empire
Symphone D: Zanzibar (Even if you were joking)
Dachspmg: Carolina
Azale: Portugal
conehead234: Sweden-Germany
 
The world is divided between the Old Empires of Sweden-Germany and France and the new Empire of Russia.

Empire of Rome. Russia is still a Tsardom, though ofcourse it could be called an Empire... still, its hard to say if Rome or Russia are the more important of the rising powers.

"The world is divided between the Old Empires of Sweden-Germany and France and the New Empires of Russia and Rome"

I'm working on a summary tl, for quick refference. It will mention something about the quiet before the storm. ;)
 
another falls to the evil that is Polarbearum and his rules...
 
Reno said:
Anyway you can post now. I really need feedback on the changes and simplifications on the rules. Especially, on what to put for the ages, Early Industrial Age and Middle Industrial age, and/if to add more ages and make more changes.

you really should also use das's leadership rules, very effective.
 
i would like to play Mexico.
 
Early Industrial Age: Cavalry, Flintlock rifles, horse drawn artillery, primitive steam engines, ships of the line, etc. etc.

Middle Industrial Age: Breech loading rifles, breech loading artillery, early steam trains, early ironclads, (late industrial age should have early steel battleships and cruisers), etc etc.
 
wouln't the term Enlightenment Age be better? I'm just in love with the age names in EEII. Early Industrial Age sounds so much like around WWI...
 
Insane_Panda said:
perhaps - Enlightenment Age, Steam Age, Early Industrial Age?

sounds nicer, i can imagine the pictures in my head now without seeing primitive tanks marching with Napoleon in the "early industrial age" :D
 
another falls to the evil that is Polarbearum and his rules...

MUWHAHAHAHA.
Two of you already posting before i said you could?

The impatience got the better of me...

alex, Enlightenment Age=18th century. Early Industrial Age is appropriate for early 19th century, IMHO...

I claim the Tsardom of Russia. After all, I did give some thought to its alternate (non-Westernized) culture.

Alliance System:
French League: France, England, Portugal, Carolina.
Erfurt Coalition: Sweden-Germany, Holland, Scotland, Virginia, Mexico, Poland.
The Holy Alliance (so-called due to it being originally aimed against the Ottoman Empire): Rome, Russia, Hungary.
 
for the record, i hate pre-set alliances and hopefully the Pandas will break free and destroy all the alliances...
 
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