North King
blech
- Joined
- Jan 2, 2004
- Messages
- 18,165
stNNES8: Empires in Flames
Welcome to the... eighth, by now, installment of the stNNES series. The same series that brought you the renowned stNNES III: Ruins of Empires, the critically acclaimed stNNES7: Worlds and Empires. And now we move on, once again, to number eight. Be welcome, have fun, and be cautious.
Rules: READ
Timekeeping: So Ive been wanting to do an IT-BT system such as in das NES. But then, this isnt really fair to players who want to retain control of their nation throughout. Yeah. Thats pretty much the two sides of the debate. Not much more to it. Right. So, uh...
Basically well start out with a fast paced sort of timekeeping. 250 years per update. A little faster than usual, but still fairly normal. Except they wont really be updates in the normal NES sense. Ill limit them to 2 pages in Word unless I desperately need more space; theyll be short and sweet, more like a history, a story, than a game update. And you wont really have stats in between actual game times. It will be about as darned close as you can get to the original story NES, except Ill be deciding the outcomes.
So basically, in the in between times, youll send in vague and general orders, and Ill tell you what they result in.
Now, in the normal times, it will be like a typical NES. Probably around 10 years per update in earlier times. Once we get to a dull point, Ill go on to the in between time keeping system and well speed along to the next nice time. Got it?
Economy: Economy in this NES is going to be fairly streamlined and simplified. You wont have to deal with it at first, arent you lucky. But eventually, once we get to normal times, you will, so listen up.
1. Theres taxes. These are the money or goods you levy off of your people. You can try raising them, and youll get more but get a confidence decrease. You can lower them, and youll get less, but get a confidence boost. You can conquer new land, and the people there will pay you more. Or your population will grow normally, and youll get more. Fairly simple.
2. Industries are nice. Basically, these are the economic activities of your people. Youll have a few major ones and theyll earn you money. You can try artificially expanding them, but you cant do much unless your in a state owned economy. And if you do manage to artificially expand them, you might exhaust them sooner. Hope youre still following.
3. Trade. Youll have a few major trading partners. These will be the people youre trading with. Yep. Your people might have fairly voracious appetites for foreign goods, so its nice not to disrupt these routes. You can always kill the nations and take the goods for yourself, of course.
Military: Army, navy, and later air force. Its fairly straightforward. You can recruit more by buying some with your spare money.
However, its advisable not to go over your manpower limit. Manpower, you see, is how many able bodied folks who can serve in warfare you have lying around. If you go over the amount of people who can easily be supported by your manpower, your economy, confidence, and culture will slowly start hurting. Not advisable, but occasionally unavoidable.
Manpower will go down if your people start dying. It will go up if you get more people. Minorities are not counted unless you are a really tolerant nation. And lucky for you (Wheeee, lets use these weapons to kill our oppressors!).
Oh, lastly. You can hire mercenaries. For a price. There will usually be some of them wandering around after a certain time period. Ill keep track of them somewhere.
UU: You can create one unique unit. This is, simply put, whatever you want, keeping it realistic (moderator enforced). If you choose to change it, the old UU will be absorbed into the regular army.
Domestic Issues:
1. Education: Education is pretty boring in the early ages. You really wont get much in the way of an education system. Youll get more later on. Note also that there are always a few different education systems, the only listed ones will be the ones that your nation uses. There are these types of education systems:
Apprenticeships: These are a few hard workers, passing down their knowledge from person to person the old fashioned way. A respectable means of transferring knowledge, but not really efficient. Doesnt cost much.
Guilds: These are a group of people who pass down knowledge within their organization very well. Unfortunately for you, these are also highly independent of the government, fiercely so, and can be quite a threat when not controlled. Not that costly, since they are private. UNAVAILABLE AS OF YET.
Private: Schools run by private individuals. Free of government influence. Only of medium cost, but they wont always train people in the opinions you like. UNAVAILABLE AS OF YET.
Public: Schools run by the government. Highly efficient, good for indoctrinating people. Or just providing everyone with a good education. High cost, though. UNAVAILABLE AS OF YET.
Level: This is how good it is, overall. This wont always be under your control. Especially if it is through private individuals, like the first three. Fortunately, you can grant money to private individuals to make their institutions better.
Very Poor, Poor, Weak, Average, Strong, Good, Excellent
2. Infrastructure: Roads, and farms, and bridges, oh my! Yes, haha NK, now get to the point.
Ahem.
These things are what get your people around, and feed them. Its generally a good thing to keep it in good shape. There are two factors to this.
How centralized it is determines how much is focused on your main areas and how much it simply peters out once you get far from the capital. The higher it is, the better it will be in the urban areas and the poorer in the isolated areas. The lower it is, the more evenly distributed. You can change it once per turn (once we get to actual turns), but the less centralized you make it, the actual quality of it drops one level. Centralize it by one level, though, and it remains the same.
Evenly distributed, Well distributed, Fairly spread, Not spread, Focused, Highly Focused, Centralized.
The level determines how good it is. No, really.
Dirt Paths, Terrible, Very Poor, Poor, Average, Good, Very Good, Excellent, Superb.
3. Confidence: Ill give you a hint. This is how much they like you. Determined by many things. Nice to keep it high. Do so by winning in general.
Revolution, Despondent, Terrible, Very Poor, Poor, Average, Decent, Good, Very Good, Patriotic, Loving.
4. Culture: This is how well your nations culture is seen in the world. Having a high amount will allow you to assimilate minorities faster, and make people all in all want to be part of your nation more. I think you get the picture, so onto the levels:
Barbaric, Pathetic, Very Poor, Poor, Average, Decent, Good, Very Good, Superb, Spectacular.
5. Projects: Tell me something you want to get done, and Ill tell you how long they will take to get done. Pretty simple.
Heres the template for a joining player wanting to start from scratch:
Nation [replace this entire line of text or you will be drawn and quartered]
Capital: [Name of Capital]
Ethnicities: [Insert your majority Ethnicity]
Religions: [Insert your majority Religion, or leave default Animism]
Government: [Insert Government type, or leave default Tribal Cheifdom]
Total Income: ...-...=..., Treasury: 0
Taxes: ...
Industries: ... (Major Industries: )
Trade: ... (Major trading partners: )
Manpower: ... (allowable army size without upkeep)
Army: ...
Navy: ...
Upkeep: ...
Education System: Apprenticeships (Poor), Cost: ... [determined by manpower]
Infrastructure: Very Poor, Centralized, Cost: ...
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: [Fill this in]
You can fill in the first 5, and the description, but not the rest. Sorry.
You can start in a number of areas, which will be designated by the map to be posted below. In short,
Red stands for areas of highly developed civilization, where nations are already established... but they might be rather decadent at the same time. Examples are Crete, Malta, Egypt, the Fertile Crescent, the Indus Valley, and Shang area of China.
Green will be newer areas, less sophisticated and latecomers to the idea of civilization. They will also be more receptive to new ideas, though, and less decadent, more pure. Examples include the Orkney Islands, Tartessos, the Maghreb, Southern Italia, Greece, Southern Anatolia, Armenia, Persia, Sabae Arabia, Ethiopia, Gujarat, the Western Gangetic Plain, Korea and some of the outer Chinese regions.
Gray, well, these are downright barbarians. Youll be lucky to survive here, but if you do, youll have a civilization bursting with energy, ready to challenge the dominance of the old, fat, civilized nations. Examples include much of the rest of the world, but certainly not all of it.
Welcome to the... eighth, by now, installment of the stNNES series. The same series that brought you the renowned stNNES III: Ruins of Empires, the critically acclaimed stNNES7: Worlds and Empires. And now we move on, once again, to number eight. Be welcome, have fun, and be cautious.
Rules: READ
Timekeeping: So Ive been wanting to do an IT-BT system such as in das NES. But then, this isnt really fair to players who want to retain control of their nation throughout. Yeah. Thats pretty much the two sides of the debate. Not much more to it. Right. So, uh...
Basically well start out with a fast paced sort of timekeeping. 250 years per update. A little faster than usual, but still fairly normal. Except they wont really be updates in the normal NES sense. Ill limit them to 2 pages in Word unless I desperately need more space; theyll be short and sweet, more like a history, a story, than a game update. And you wont really have stats in between actual game times. It will be about as darned close as you can get to the original story NES, except Ill be deciding the outcomes.
So basically, in the in between times, youll send in vague and general orders, and Ill tell you what they result in.
Now, in the normal times, it will be like a typical NES. Probably around 10 years per update in earlier times. Once we get to a dull point, Ill go on to the in between time keeping system and well speed along to the next nice time. Got it?
Economy: Economy in this NES is going to be fairly streamlined and simplified. You wont have to deal with it at first, arent you lucky. But eventually, once we get to normal times, you will, so listen up.
1. Theres taxes. These are the money or goods you levy off of your people. You can try raising them, and youll get more but get a confidence decrease. You can lower them, and youll get less, but get a confidence boost. You can conquer new land, and the people there will pay you more. Or your population will grow normally, and youll get more. Fairly simple.
2. Industries are nice. Basically, these are the economic activities of your people. Youll have a few major ones and theyll earn you money. You can try artificially expanding them, but you cant do much unless your in a state owned economy. And if you do manage to artificially expand them, you might exhaust them sooner. Hope youre still following.
3. Trade. Youll have a few major trading partners. These will be the people youre trading with. Yep. Your people might have fairly voracious appetites for foreign goods, so its nice not to disrupt these routes. You can always kill the nations and take the goods for yourself, of course.
Military: Army, navy, and later air force. Its fairly straightforward. You can recruit more by buying some with your spare money.
However, its advisable not to go over your manpower limit. Manpower, you see, is how many able bodied folks who can serve in warfare you have lying around. If you go over the amount of people who can easily be supported by your manpower, your economy, confidence, and culture will slowly start hurting. Not advisable, but occasionally unavoidable.
Manpower will go down if your people start dying. It will go up if you get more people. Minorities are not counted unless you are a really tolerant nation. And lucky for you (Wheeee, lets use these weapons to kill our oppressors!).
Oh, lastly. You can hire mercenaries. For a price. There will usually be some of them wandering around after a certain time period. Ill keep track of them somewhere.
UU: You can create one unique unit. This is, simply put, whatever you want, keeping it realistic (moderator enforced). If you choose to change it, the old UU will be absorbed into the regular army.
Domestic Issues:
1. Education: Education is pretty boring in the early ages. You really wont get much in the way of an education system. Youll get more later on. Note also that there are always a few different education systems, the only listed ones will be the ones that your nation uses. There are these types of education systems:
Apprenticeships: These are a few hard workers, passing down their knowledge from person to person the old fashioned way. A respectable means of transferring knowledge, but not really efficient. Doesnt cost much.
Guilds: These are a group of people who pass down knowledge within their organization very well. Unfortunately for you, these are also highly independent of the government, fiercely so, and can be quite a threat when not controlled. Not that costly, since they are private. UNAVAILABLE AS OF YET.
Private: Schools run by private individuals. Free of government influence. Only of medium cost, but they wont always train people in the opinions you like. UNAVAILABLE AS OF YET.
Public: Schools run by the government. Highly efficient, good for indoctrinating people. Or just providing everyone with a good education. High cost, though. UNAVAILABLE AS OF YET.
Level: This is how good it is, overall. This wont always be under your control. Especially if it is through private individuals, like the first three. Fortunately, you can grant money to private individuals to make their institutions better.
Very Poor, Poor, Weak, Average, Strong, Good, Excellent
2. Infrastructure: Roads, and farms, and bridges, oh my! Yes, haha NK, now get to the point.
Ahem.
These things are what get your people around, and feed them. Its generally a good thing to keep it in good shape. There are two factors to this.
How centralized it is determines how much is focused on your main areas and how much it simply peters out once you get far from the capital. The higher it is, the better it will be in the urban areas and the poorer in the isolated areas. The lower it is, the more evenly distributed. You can change it once per turn (once we get to actual turns), but the less centralized you make it, the actual quality of it drops one level. Centralize it by one level, though, and it remains the same.
Evenly distributed, Well distributed, Fairly spread, Not spread, Focused, Highly Focused, Centralized.
The level determines how good it is. No, really.
Dirt Paths, Terrible, Very Poor, Poor, Average, Good, Very Good, Excellent, Superb.
3. Confidence: Ill give you a hint. This is how much they like you. Determined by many things. Nice to keep it high. Do so by winning in general.

Revolution, Despondent, Terrible, Very Poor, Poor, Average, Decent, Good, Very Good, Patriotic, Loving.
4. Culture: This is how well your nations culture is seen in the world. Having a high amount will allow you to assimilate minorities faster, and make people all in all want to be part of your nation more. I think you get the picture, so onto the levels:
Barbaric, Pathetic, Very Poor, Poor, Average, Decent, Good, Very Good, Superb, Spectacular.
5. Projects: Tell me something you want to get done, and Ill tell you how long they will take to get done. Pretty simple.
Heres the template for a joining player wanting to start from scratch:
Nation [replace this entire line of text or you will be drawn and quartered]
Capital: [Name of Capital]
Ethnicities: [Insert your majority Ethnicity]
Religions: [Insert your majority Religion, or leave default Animism]
Government: [Insert Government type, or leave default Tribal Cheifdom]
Total Income: ...-...=..., Treasury: 0
Taxes: ...
Industries: ... (Major Industries: )
Trade: ... (Major trading partners: )
Manpower: ... (allowable army size without upkeep)
Army: ...
Navy: ...
Upkeep: ...
Education System: Apprenticeships (Poor), Cost: ... [determined by manpower]
Infrastructure: Very Poor, Centralized, Cost: ...
Culture: Poor
Confidence: Poor
Projects: None Yet
Description: [Fill this in]
You can fill in the first 5, and the description, but not the rest. Sorry.
You can start in a number of areas, which will be designated by the map to be posted below. In short,
Red stands for areas of highly developed civilization, where nations are already established... but they might be rather decadent at the same time. Examples are Crete, Malta, Egypt, the Fertile Crescent, the Indus Valley, and Shang area of China.
Green will be newer areas, less sophisticated and latecomers to the idea of civilization. They will also be more receptive to new ideas, though, and less decadent, more pure. Examples include the Orkney Islands, Tartessos, the Maghreb, Southern Italia, Greece, Southern Anatolia, Armenia, Persia, Sabae Arabia, Ethiopia, Gujarat, the Western Gangetic Plain, Korea and some of the outer Chinese regions.
Gray, well, these are downright barbarians. Youll be lucky to survive here, but if you do, youll have a civilization bursting with energy, ready to challenge the dominance of the old, fat, civilized nations. Examples include much of the rest of the world, but certainly not all of it.