tommy_toon
Emperor
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.
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.
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.