StTNes1: New Earth

tommy_toon

Emperor
Joined
Jun 25, 2005
Messages
1,206
Location
Bay Area
This is my first time modding a Nes, so grant me a little slack if I mess up in the beginning. Any advice for modding is appreciated.
For those of you that have read the book Brave New World by Aldous Huxley, this is loosely based off of the setting in the book.​


Brief History:
It is believed to be the year A.F. 726, or to the new world N.E. 7 (New Earth, year 7). Within the past seven years, the world society built on community, identity, and stability has been turned upside down. What the Director’s and World Controllers truly feared happened; people began to think once again. Beginning within Australia, a cell of rebels began to rise up against the suppression of their upper castes. As news of the lowly gammas, deltas, and epsilons uprising spread, others joined in the cause, spreading the rebellions through Asia, Africa and even into the Americas. As the world government has become aware of the situation, they have become more armed for combat. At the same time though, the rebels have done the same; stealing from weapon depots and supply stations as well as organizing small local governments for better defense.

Today the small governments fight for their survival in a battle to reclaim the world for the common man. Though it is not an easy task, the people of the world have become mobilized to take back what is theirs.


Joining:
You may join as any NPC you wish, other than Utopia, or you may create your own nation by starting a rebellion, simply tell me your nations name, capital, leader, and government as well as where your nation will be.


Updates:
I would like to update twice a week, every Wednesday and Saturday. The only way I can do this is if I get at least five orders by 5am PDT on those days, should any orders be recieved after that time I won't see them until I return in the evening, after I've completed the update. At the very least, their will be an update every Wednesday night.


Random Events:
These will occur periodically wether due to stories or to ammuse myself. They will be good and bad, nothing to serious though.


Economy:
This is a measure of how good your nation’s economy is doing. Each turn, you have “eco” to spend, which represent a portion of your budget. Note that you automatically spend enough to sustain whatever infrastructure, etc. you have in place. Consider the eco that you spend to be additional. Everything is sustained by your budget, although I reserve the right to make nasty random events occur, or positive ones, which will randomly change things, but never too drastically. In order to advance to the next eco level, you must invest your eco/turn+1 into your economy. There is no maximum eco level. You may invest as much into your economy as you like per turn.

Example:
Your economy is at level 1. You must invest 2 eco to boost your eco/turn to 2. You do not need to invest the eco required to boost your eco/turn to the next level immediately. You can invest over time.

Example: Your current eco/turn is 10. You want to up that to 11. You must invest 11 eco to do it, but it doesn't have to be all at once. You could, for example, invest 5 eco for 2 turns, and one on the 3rd turn. It will be saved for the next turn.

Here are the eco levels, and a description of your economy, at each level:

Shattered (1) - Barely functioning (2) - Mostly Functioning (3) - Functioning (4) - Severe Depression (5) - Depression (6) - Recession (7) - Failing (8) - Stable (9) - Normal (10) - Above Normal (11) - Growing (12) - Strong (13) - Very Strong (14) - Prosperous (15) - Very Prosperous (16) - Extremely Prosperous (17) - Outstanding - (18) - Very Outstanding (19) - Powerhouse (20) - Superpower (21+)

In ones economic stats, one will now see that some people have stats that look like this:

Economy: XXXX (A/B/C/D). This is interpreted as follows:

  • XXXX - Verbal Description of your Economy
  • A - Eco required to raise economy to next level (B+1)
  • B - Eco you spend/turn (Don't forget Bonus eco, etc.)
  • C - Eco that you have banked, and can spend anytime.
  • D - Eco that you owe other people, your Debt. Note that this goes up over time, due to Interest.
Industry:
This is the Manufacturing output of your nation. invest one eco point to increase industry by 1. Industry levels can become saturated (NZ can NOT produce 2000000 tanks a year....). Industry is also a reflection of your infrastructure. Industry is linked to your economy, if your economy rises Indusrty might rises too, However a fall in eco means fall in Industry points and vice versa. (of course you still can't increase your industry beyond "saturation level" at which point i assume economy development goes into Serivices

Most importantly industry will be used as a multiplier for the military. Spend one eco point on Infantry get Ind points times Eco points times military multiplier.


Trade:
It is assumed that all nations automatically trade some goods with one another. A Trade Route is an agreement to open up your markets to that other nation, like a Free Trade Agreement. It will cost 5 eco to start one with a nation, and will give both nations 1 eco/turn. You may cancel Trade Routes with other nations at any time, but there will be consequences. You must be reasonable when selecting nations to trade with. Iceland cannot establish a special trade route with Mongolia, for instance. It must be reasonable, but can be across oceans. I will determine what is and what is not reasonable. You can only have 4 Trade Routes at a time.

Government:
Your nation needs a system by which is manages its people. This is your Government. You can have different types of Governments, and can invent your own (For Example, Monarchy Communism), but keep it realistic, please. They all have their advantages and disadvantage, and switching between them carries its risks/benefits. Please think it over when you switch between Government types, as it will have an effect, sometime irreversible.


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?

Number in brackets show how many eco points are required to get that level from the previous level.

Lynching
Hateful (3)
Resentful (1)
Barely Tolerating (2)
Tolerating (2)
Respecting (2)
Admiring (3)
Loving (4)
Nation Personified (5)


Culture:
This is how culturally strong, patriotic and unified your nation is. A nation with strong patriotism 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 nation with weak patriotism is unlikely to be as resistant
to outside threats, there will often be rebellions and defections.

Number in brackets show how many eco points are required to get that level from the previous level.

None-Divided (3)
Untrusting (1)
Average (2)
Strongly Cultured (2)
Devoted (2)
Patriotic (3)
Hyperpatriotic (3)
Jingoist (4)
Uberpatriot (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”. You could design better walls and siege engines,
and ships for that matter, with higher education. It also affects just how advanced are your weapons,
and thus the success of your army in a battlefield.

Number in brackets show how many eco points are required to get that level from the previous level.

None-Dumb (3)
Illiterate (1)
Tolerable (2)
Literate-Educated (2)
Well Educated (2)
Perfect (3)
Academic (4)
Enlightenment (5)


Projects:
This is your development of new technologies, military weapons, redevelopment and any other projects. Basically, you tell me something you want to do within reason, and i'll tell you how much it will cost and how long it will take. The more industrialized, the less time it will take.


Selling Technologies:
Technologies like, say, developing a new type of Power Plant, or a new Military unit, maybe be bought or sold at whatever price, and all the eco that is paid is direct profit for the seller of the technology (which is effectively the Liscensing Rights). If you are buying or selling Liscensing Rights, fine, tell me how much, and from and to whom, and I shall change the stats accordingly. If you want NPCs to buy your liscensing Rights, then I will deal with that. Be warned that once you sell Liscensing Rights, there is nothing stopping the buyer from selling them to anybody else, unless you explicitly tell them not to. Once you have developed the Technology, you can build the Unit, similarily, once you have acquired the Liscensing Rights for a specific Technology, you can start building the Unit. You can also sell the Unit. You can determine how many you get for 1 eco, but that price will gradually go down over time, as new technology emerges. You can try to steal the liscensing Rights from another nation, and your success will depend on the method taht you describe, your Spy Network, its abilities, and how much you invest in it. It is reccomended that you do not build the exact same Unit, or poeple may get suspicious. I can announce Units or Liscensing Rights that you have for sale in Updates, if you want.


Alliances/Organizations:
You can form any alliance or organization that you want. I will post it, and the nations in it, and a brief description in one if these posts. Simply PM me the desired agreement, nations joined, and the description, and I will post that. If you want NPC nations to join, you must ask me.
 
Military:
That will, as of now, consist of army and navy and the airforce. These will be number-based as it gives more versatility.

What will you have in it? Anything that is allowed by current tech. (thus harsh climate infantry, Commando's etc) Each eco point spent on the military will increase a section by eco point * ind points * random Number. But know that if you have too large an army, your economy will probably suffer, as will perhaps, depending on your culture's stance on war, your confidence; ofcourse, both could be restored by succesful military campaigns.

Using advanced tactics and strategy is advised. If you just order “attack enemy on the border with 10,000 men, I will think that you order me to launch a mere charge at the enemy. That might work, but rarely. Also,
pay attention to supplies and logistics; while not in the stats, you have to understand that sometimes, a smaller but well-equipped force is much more effective then a huge horde that has nothing to eat and is surrounded by barren, hostile terrain; also, that your fleets need good ports to operate at their best.


Mobilization:
Organize all industries under the government to produce war goods. Can cause many problems if used too long or population doesn't support it. Necesary to produce conscripts.


Military Multipliers:
Due to the re-establishment of fighting forces only a few years ago, it still will take time to train massive numbers of armed forces and build weaponry. As time progresses though, the multipliers will increase.
Conscripts - 30,000
Infantry - 5,000
Mech Infantry - 500
Light Tanks - 10
Fighter Jet - 5
Bomber - 5
Light Ship - 5
Land UU - 500
Air UU - 3
Water UU - 3


Training:
Training - it is done in levels. There are separate training stats for army, navy and fleet, and it is grown with eco. points.
If a section of the army grows too quickly, there will be a chance of training level lowering. Conscripts begin with "None"
Training. All others begin with Green. Rough average Training also represents the leadership quality of your Army.

Number in brackets show how many eco points are required to get that level from the previous level.

None
Mob (3)
Survivors (3)
Green (3)
Inexperianced (2)
Tolerable (2)
Trained (4)
Vetrens (4)
Professional (5)
Elite (6)


Standing Orders:
I would like you to write standing orders, which I will store away, just in case of attack. Without standing orders, I assume all your units are in your capital.


Weapon Descriptions:
Create your own military units be giving me a short description of the unit. I will post your description along with the UU multiplier here. The only limitation to your unit is the current technology your nation posesses.
 
Player Character Nations:

Nation: People’s State of Queensland
Capital: Canberra
Leader: Howard Zinn/TerrisH
Government: Communism
Economy: 6/5/0/0
Industry: 3
Trade: None
Education: Tolerable
Culture: Untrusting
Confidence: Tolerating
Military: 125,000 conscripts - mob
35,000 infantry - green
475 light tanks - green
15 small ships - green
Projects:

Nation: Delhi Coalition
Capital: Delhi
Leader: /silver 2039
Government: Oligarchy
Economy: 9/8/0/0
Industry: 5
Trade: None
Education: Tolerable
Culture: Average
Confidence: Resentful
Military: 50,000 conscripts - mob
10,000 infantry - green
175 light tanks - green
Projects:

Nation Name: Pugachevskiy Front (The Pugachev Front)
Capital: Ekaterinburg
Leader: Dmitriy Spartakovich Chugunov/Das
Government: Revolutionary Militarism
Economy: 6/5/0/0
Industry: 2
Trade: None
Education: Average
Culture: Divided
Confidence: Lynching
Military: 55,000 conscripts – mob
11,000 infantry – green
80 light tanks - green
Projects:

Nation Name: The Metropolitan Empire
Capital: New York City
Leader: Dano di Nardo di Capo Concona/Concona
Government: Post-Monarchy
Economy: 7/6/0/0
Industry: 3
Trade: None
Education: Illiterate
Culture: Untrusting
Confidence: Hateful
Military: 45,000 conscripts – mob
14,000 infantry – green
130 light tanks – green
15 small ships - green
Projects:

Nation Name: 4th Reich of Germany
Capital: Bonn
Leader: Arnold Swarchnegger/andis-1
Government: Absolute monarchy
Economy: 5/4/0/0
Industry: 3
Trade: None
Education: Illiterate
Culture: Divided
Confidence: Lynching
Military: 17,000 conscripts – mob
6,000 infantry – green
90 light tanks – green
Projects:

Nation Name: The Swiss Confederation
Capital: Zurich
Leader: Wilheim Tell/Kal’thzar
Government: Democratic Republic Confederation
Economy: 5/4/0/0
Industry: 2
Trade: None
Education: Illiterate
Culture: Average
Confidence: Resentful
Military: 20,000 conscripts – mob
7,000 infantry – green
80 light tanks - green
Projects:

Pacifica
Capital: New Vancouver
Leader: Prime Minister Christipher Bail/Lord Iggy
Government: Left-Wing Democracy
Economy: 6/5/0/0
Industry: 3
Trade: None
Education: Dumb
Culture: Untrusting
Confidence: Hateful
Military: 65,000 conscripts – mob
8,000 infantry – green
45 light tanks – green
65 small ships - green
Projects:

The Imperium of Sol
Capital: Tokyo
Leader: Chairman Kyo Kusanagi/KrimzonStriker
Government: Executive Administration
Economy: 5/4/0/0
Industry: 2
Trade: None
Education: Tolerable
Culture: Divided
Confidence: Resentful
Military: 25,000 conscripts – mob
15,000 infantry – green
20 light tanks – green
75 small ships - green
Projects:
 
Non-Player Character Nations:

Nation: World Government (Permanent NPC)
Capital: London
Leader: Muphasa Mond
Government: Oligarchy
Economy: 20/19/0/0
Industry: 12
Trade: None
Education: Academic
Culture: Divided
Confidence: Barely Tolerating
Military: 850,000 conscripts - mob
380,000 infantry - green
11,500 light tanks - green
17,200 small ships - green
Projects:

Nation: Pacific Alliance
Capital: San Francisco
Leader: George Michael
Government: loose confederation
Economy: 6/5/0/0
Industry: 3
Trade: None
Education: Tolerable
Culture: Untrusting
Confidence: Barely Tolerating
Military: 120,000 conscripts - survivors
30,000 infantry - green
170 light tanks - green
20 small ships - green
Projects:

Nation: Central American Republic
Capital: Guatemala
Leader: Jose Navarra
Government: Fascist Dictator
Economy: 5/4/0/0
Industry: 4
Trade: None
Education: Illiterate
Culture:
Confidence:
Projects:

Nation: Brazilian Confederation
Capital: Belem
Leader: Franco Musco
Government: Confederation
Economy: 3/2/0/0
Industry: 1
Trade: None
Education: Illiterate
Culture: Untrusting
Confidence: Resentful
Military: 25,000 conscripts - mob
5,000 infantry - green
45 light tanks - green2
Projects:

Nation: Federation of the Pampas
Capital: Buenos Aires
Leader: Maria Espergoza
Government: Confederation
Economy: 6/5/0/0
Industry: 4
Trade: None
Education: Dumb
Culture: Untrusting
Confidence: Resentful
Military: 40,000 conscripts - mob
23,000 infantry - green
175 light tanks - green
30 small ships - green
Projects:

Nation: Lesotho
Capital: Pretoria
Leader:
Government: Republic
Economy: 5/4/0/0
Industry: 2
Trade: None
Education: Tolerable
Culture: Average
Confidence: Barely Tolerating
Military: 125,000 conscripts - mob
35,000 infantry - green
230 light tanks - green
25 small ships - green
Projects:

Nation: Kingdom of Siam
Capital: Bangkok
Leader:
Government: Feudal State
Economy: 6/5/0/0
Industry: 3
Trade: None
Education: Dumb
Culture: Untrusting
Confidence: Tolerating
Military: 45,000 conscripts - mob
9,000 infantry - green
30 light tanks - green
75 small ships - green
Projects:

Nation: Imperial China
Capital:
Leader:
Government: Absolute Monarchy
Economy: 8/7/0/0
Industry: 4
Trade: None
Education: Dumb
Culture: Untrusting
Confidence: Resentful
Military: 75,000 conscripts - mob
15,000 infantry - green
475 light tanks - green
15 small ships - green
Projects:

Nation: Persia
Capital:
Leader:
Government: Oligarchy
Economy: 7/6/0/0
Industry: 3
Trade: None
Education: Illiterate
Culture: Average
Confidence: Barely Tolerating
Military: 80,000 conscripts - mob
23,000 infantry - green
140 light tanks - green
30 small ships - green
Projects:

Nation: African Resistance Front
Capital: Kigali
Leader:
Government: Oligarchy
Economy: 5/4/0/0
Industry: 2
Trade: None
Education: Illiterate
Culture: Untrusting
Confidence: Resentful
Military: 40,000 conscripts - mob
7,000 infantry - green
40 light tanks - green
Projects:
 
Ze Vunduful Map!
Update01.gif
 
You May Post Now​

I didn't finish the NPC's yet, but you can go ahead and claim nations that are on the map or create your own and I'll add them tomorrow. The first update is planned for Saturday.
 
Yay. first claim. unsure what the NPC nation's name is, but I would like to start as the light blue nation on the east coast of Aulstralia. do you already have information written about it? or should I write up my own? (and I'll see if I can find a copy of that book to read. looks inturesting.)
 
I will start a rebellion in NYC and Washington city area
 
Never read the book, but sounds interesting, so...

you may create your own nation by starting a rebellion, simply tell me your nations name, capital, leader, and government as well as where your nation will be.

Nation Name: Pugachevskiy Front (The Pugachev Front)
Capital: Ekaterinburg
Leader: Dmitriy Spartakovich Chugunov
Government: Revolutionary Militarism (military-based interrim government)
Location: The Urals. At first...
 
I'll start a rebellion in Europe, Britain perhaps; you decide as a Mod eh? Thanx! :)
 
Nation Name: The Metropolitan Empire
Capital: New York City
Leader: Dano di Nardo di Capo Concona
Government: Post-Monarchy (the king is the absolute ruler, but it is easier for the people to reject proposals and new laws through referenda.
Location: New York City and Washington City.
 
Nation Name: 4th Reich of Germany
Capital: Bonn
Leader: Arnold Swarchnegger
Government: Absolute monarchy
Location: The Ruhr area in Germany.
 
Pacifica
Capital: New Vancouver
Leader: Prime Minister Christipher Bail
Government: Left-Wing Democracy
Location: Pacific Coast of British Columbia and Washington State plus Vancouver Island.
 
I'll start a rebellion in Tokyo Japan area

The Imperium of Sol
Capital: Tokyo
Leader: Chairman Kyo Kusanagi
Government: Executive Administration
Location: Honshu islands in Tokyo
 
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