First; The General Idea behind this series of NES's
--------------------------------------------------------------------------
Now That you know the background Let us start With the Rules for this Nes.
NATIONAL TEMPLATE:
Nation Name [delete and replace with]
Capital:
Ruler:
Government:
Economy: Normal (+1)
Army (Training): 10 (Tolerable)
Navy (Training): 0
Leadership (Military/Civilian): Tolerable/ Tolerable
Infrastructure: None
Education: Illiterate
Culture:Average
Confidence: Barely Tolerating
Projects:
Nation Background:
Little Description:
Quote:
Nation Name [delete and replace with]
Capital:
Ruler:
Government:
Basically Descriptive but possible for it to have an effect (Revolts etc, Succession, corruption etc)
Economy:
Economy levels still play the vital role. However, the amount of economy points that you have differs from level to level (if you get a negative amount of them, I will decrease 6 random stats and increase your economic level to poor); it is also influenced by random events and by economic centers (cities that are either trade centers, industrial centers or capitals of agriculturally-rich provinces); each of the latter provides one eco. point per turn to whoever holds it at the time (i.e. if it is on occupied territory, the occupier receives the eco. point). To grow economy (i.e. to advance from one level to another), you have to a) not spend your eco. points, apart from those received from eco. centers, on anything else that turn and b) to point out what exactly are you going to do to grow it (note that eco. growth might not always be succesful, depending on what you do and how things fold out).
Eco. points could (and should) be spent on growing military, miscellanous stats (see below), logistical support for the military and on continuing projects. Speaking of the latter, you could also invest a whole eco. level into a project to speed it up by two turns.
Eco. points cannot be banked.
Eco. levels still could be "sacrificed", i.e. converted into Double the number of eco points you usually get. (i.e. 2 becomes 4, whilst 3 becomes 6 etc)
Bankrupt (-1)-Very Poor (0)-Poor (0)-Not Bad (+1)-Normal (+1)-Good Enough (+2)-Growing (+2)-Rich (+3)-Very Rich (+3)-Richer (+4)-Richest (+4)-Economic Powerhouse (+5)-Monopoly (+6) (after Monopoly, you get Monopoly+x (+6+x), where x is the amount of economy levels beyond Monopoly)
Military
This will consist of army and navy. These will be number-based as it gives more versatility. These will be represented in Hundreds and well Single Ships (they cost a lot).
What will you have in it? Anything that is reasonable. Each “stat-growth” will increase any part of military by 5 (however, there will be exceptions). 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.
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 units in the stats. They are grown as normal units. Remember to keep them REALISTIC.
Training - it is done in levels. There are separate training stats for army, navy and fleet, and it is grown with eco. points. UU is assumed to be one level higher then the average training level for its branch. If your army grows too quickly, there will be a chance of training level lowering.
Conscription; you cannot conscript. You may however receive some units as Conscripts, they will be of 'Rabble' Training.
Training as below, costs one eco point to increase a level.
None-Rabble-Semi-Rabble-Tolerable-Normal-Better-Good-Very Good-Professional-Elite
Leadership
Whether military or civilian, leadership is an important factor. Competent military leaders will succesfully carry out plans or will even attain some successes on their own without orders; competent buerocrats will greatly help all government programs and assist the development of the land. But incompetent generals will even with the best plan stagger and blunder, while incompetent civilian administrators will embezzle funds and otherwise will be corrupt. So, this is quite crucial, and cadre preparation thus should be an important priority.
For You However it is mostly a balencing factor, fighting someone thats really good? Don't send *ANY* Military Orders and the Leadership will do it for you. However Brilliant leadership won't be 100% successfull. (N.B If you wish to do this tell me you want to, otherwise you'll just get burnt)
Civilian Leadership is more of a quiet thing, and will be less noticable.
None-Imbecile-Moronic-Stupid-Incompetent-Barely Tolerable-Tolerable-Competent-Better-Good-Brilliant
Infrastructure
Roads, bridges, boats - all things used for transportation of goods and men - are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, infrastructure could sometimes slightly grow economic benefits from trade centers, and it is a must for maintenance of a high culture level in large empires, as well as actually maintaining your grip on faraway provinces.
N.B I hope to add roads onto the map depending on your infrastructure score.
None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent
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.
Low Education effects you leadership and Training Scores. If it is really low it also effects How well your orders are carried out.
None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment
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.
At Low Culture, Well Cultural Centres Dry up, and the people you conquered of ages past will get riled up and are more likly to rebel.
None-Divided-Untrusting-Average-Strongly Cultured-Devoted-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?
At LOW Confidence there is a high Liklyhood of NPC Civil War.
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 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.
Nation Background
To better fit in as the ruler of your country, you will have a brief history of each country. You probably shouldn't fill it in at first.
Centers of ______
Centers of Economic Activity are represented by a red circle and give an income bonus, one point per turn to the owner of the center; they must be owned officially and controlled by the nation in question–occupied centers give no bonus to the occupied or the occupier.
Centers of the Arts are represented by a blue circle and give a cultural bonus, either a level per turn of culture or education, or certain other bonuses, randomly decided, to the owner of the center; they must be owned officially and controlled by the nation in question–occupied centers give no bonus to the occupied or the occupier.
N.B Capitals are surrounded by white.
As a Note, it is usefull to note that Economic Centres can Suffer from an Economy crash in the region, this means that you lose 2 eco points per Economic City. (rather than the one it produces). All other Cities will produce agricultural for the most part and will suffer from famines (for a loss of 1 ecomomic point per City). (Economic Cities trade for the Food, say with Egypt, however they are more closly tied to trade and as such an interuption hurts them more.) Don't worry though as these events are to be quite rare, although they will be planned in advance (and not when I feel like it).
Oh and By the way, if a Famine hits its likly to hit the WHOLE of Greece and the same for major Trade disruption.
Colonies Can also be built, the effect will be determined by the success of the Colony.
NATIONAL TEMPLATE:
Nation Name [delete and replace with]
Capital:
Ruler:
Government:
Economy: Normal (+1)
Army (Training): 10 (Tolerable)
Navy (Training): 0
Leadership (Military/Civilian): Tolerable/ Tolerable
Infrastructure: None
Education: Illiterate
Culture:Average
Confidence: Barely Tolerating
Projects:
Nation Background:
Ok My general Idea is based around the IT/BT system.
basically The Map will start as Greece with some of Asia Minor on it (Turkey).
I will produce a Rule Set with a template, you make a Greek City State. Then We play for (1st turn BT, then rest IT). However oncethat particular IT is over, the map will expand to encompess more of the world (Europe/Med and Middle east. And again we play for an IT then maybe two ITs later on the BT the map expands to an OLD World map, then another two IT's it turns into a World Map (with new world).
This means that I will be putting in events (like Huns, turks moving through etc), which will knock on down to your nations in some form or another.
At the beginning I expect LOTS of deaths (in the Greek City States) I want to be left with about 4-5 Player. I will be uncomprimising, if your opponenet gets a brilliant strategy, and you can't defend it, I won't be giving you a second chance. EDIT: So as not to confuse you, I want to start with 20 players. Nations will be killed.
So Order of map changing
BT1(Greece) -> IT1 -> BT2 (Europe/Middle East) -> IT2 -> BT3 -> IT3 -> BT4 (map change to Old World) -> IT5 -> BT6 -> IT6 -> BT7 (map change to New world + Old World) ->IT7 until end of play....
Anyway, that loos to be about 75 Turns of playing there. So urmmm This might go on for a while, But as it is I expect new people to join each time the map expands, as such i would probably post a New Thread for these occasions.
--------------------------------------------------------------------------
Now That you know the background Let us start With the Rules for this Nes.
NATIONAL TEMPLATE:
Nation Name [delete and replace with]
Capital:
Ruler:
Government:
Economy: Normal (+1)
Army (Training): 10 (Tolerable)
Navy (Training): 0
Leadership (Military/Civilian): Tolerable/ Tolerable
Infrastructure: None
Education: Illiterate
Culture:Average
Confidence: Barely Tolerating
Projects:
Nation Background:
Little Description:
Quote:
Nation Name [delete and replace with]
Capital:
Ruler:
Government:
Basically Descriptive but possible for it to have an effect (Revolts etc, Succession, corruption etc)
Economy:
Economy levels still play the vital role. However, the amount of economy points that you have differs from level to level (if you get a negative amount of them, I will decrease 6 random stats and increase your economic level to poor); it is also influenced by random events and by economic centers (cities that are either trade centers, industrial centers or capitals of agriculturally-rich provinces); each of the latter provides one eco. point per turn to whoever holds it at the time (i.e. if it is on occupied territory, the occupier receives the eco. point). To grow economy (i.e. to advance from one level to another), you have to a) not spend your eco. points, apart from those received from eco. centers, on anything else that turn and b) to point out what exactly are you going to do to grow it (note that eco. growth might not always be succesful, depending on what you do and how things fold out).
Eco. points could (and should) be spent on growing military, miscellanous stats (see below), logistical support for the military and on continuing projects. Speaking of the latter, you could also invest a whole eco. level into a project to speed it up by two turns.
Eco. points cannot be banked.
Eco. levels still could be "sacrificed", i.e. converted into Double the number of eco points you usually get. (i.e. 2 becomes 4, whilst 3 becomes 6 etc)
Bankrupt (-1)-Very Poor (0)-Poor (0)-Not Bad (+1)-Normal (+1)-Good Enough (+2)-Growing (+2)-Rich (+3)-Very Rich (+3)-Richer (+4)-Richest (+4)-Economic Powerhouse (+5)-Monopoly (+6) (after Monopoly, you get Monopoly+x (+6+x), where x is the amount of economy levels beyond Monopoly)
Military
This will consist of army and navy. These will be number-based as it gives more versatility. These will be represented in Hundreds and well Single Ships (they cost a lot).
What will you have in it? Anything that is reasonable. Each “stat-growth” will increase any part of military by 5 (however, there will be exceptions). 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.
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 units in the stats. They are grown as normal units. Remember to keep them REALISTIC.
Training - it is done in levels. There are separate training stats for army, navy and fleet, and it is grown with eco. points. UU is assumed to be one level higher then the average training level for its branch. If your army grows too quickly, there will be a chance of training level lowering.
Conscription; you cannot conscript. You may however receive some units as Conscripts, they will be of 'Rabble' Training.
Training as below, costs one eco point to increase a level.
None-Rabble-Semi-Rabble-Tolerable-Normal-Better-Good-Very Good-Professional-Elite
Leadership
Whether military or civilian, leadership is an important factor. Competent military leaders will succesfully carry out plans or will even attain some successes on their own without orders; competent buerocrats will greatly help all government programs and assist the development of the land. But incompetent generals will even with the best plan stagger and blunder, while incompetent civilian administrators will embezzle funds and otherwise will be corrupt. So, this is quite crucial, and cadre preparation thus should be an important priority.
For You However it is mostly a balencing factor, fighting someone thats really good? Don't send *ANY* Military Orders and the Leadership will do it for you. However Brilliant leadership won't be 100% successfull. (N.B If you wish to do this tell me you want to, otherwise you'll just get burnt)
Civilian Leadership is more of a quiet thing, and will be less noticable.
None-Imbecile-Moronic-Stupid-Incompetent-Barely Tolerable-Tolerable-Competent-Better-Good-Brilliant
Infrastructure
Roads, bridges, boats - all things used for transportation of goods and men - are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, infrastructure could sometimes slightly grow economic benefits from trade centers, and it is a must for maintenance of a high culture level in large empires, as well as actually maintaining your grip on faraway provinces.
N.B I hope to add roads onto the map depending on your infrastructure score.
None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent
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.
Low Education effects you leadership and Training Scores. If it is really low it also effects How well your orders are carried out.
None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment
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.
At Low Culture, Well Cultural Centres Dry up, and the people you conquered of ages past will get riled up and are more likly to rebel.
None-Divided-Untrusting-Average-Strongly Cultured-Devoted-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?
At LOW Confidence there is a high Liklyhood of NPC Civil War.
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 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.
Nation Background
To better fit in as the ruler of your country, you will have a brief history of each country. You probably shouldn't fill it in at first.
Centers of ______
Centers of Economic Activity are represented by a red circle and give an income bonus, one point per turn to the owner of the center; they must be owned officially and controlled by the nation in question–occupied centers give no bonus to the occupied or the occupier.
Centers of the Arts are represented by a blue circle and give a cultural bonus, either a level per turn of culture or education, or certain other bonuses, randomly decided, to the owner of the center; they must be owned officially and controlled by the nation in question–occupied centers give no bonus to the occupied or the occupier.
N.B Capitals are surrounded by white.
As a Note, it is usefull to note that Economic Centres can Suffer from an Economy crash in the region, this means that you lose 2 eco points per Economic City. (rather than the one it produces). All other Cities will produce agricultural for the most part and will suffer from famines (for a loss of 1 ecomomic point per City). (Economic Cities trade for the Food, say with Egypt, however they are more closly tied to trade and as such an interuption hurts them more.) Don't worry though as these events are to be quite rare, although they will be planned in advance (and not when I feel like it).
Oh and By the way, if a Famine hits its likly to hit the WHOLE of Greece and the same for major Trade disruption.
Colonies Can also be built, the effect will be determined by the success of the Colony.
NATIONAL TEMPLATE:
Nation Name [delete and replace with]
Capital:
Ruler:
Government:
Economy: Normal (+1)
Army (Training): 10 (Tolerable)
Navy (Training): 0
Leadership (Military/Civilian): Tolerable/ Tolerable
Infrastructure: None
Education: Illiterate
Culture:Average
Confidence: Barely Tolerating
Projects:
Nation Background: