Reserved #2 Rules
Rules
Nation Template
This is the template I will run this NES with. Although all of you know the basics, I will go through them all. And there are some small changes that you should take note of, so I suggest you read it anyway.
NATION TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Population:
Adept (Training):
Army (Training):
Navy (Training):
Magic Type(s):
Economy:
Trade:
Education:
Culture:
Confidence:
Infrastructure:
Projects:
UU:
Nation Background:
Nation Name: Be Creative!
Capital: Capitals will serve not only as the center of your government, but the Academy will also be there. This means that having it captured can result in the library being pillaged or burned to the ground. You cannot train new Adepts if you lose your capital.
Ruler: This will vary depending on the government. You can write great stories about your leader that may or may not grant small permanent bonuses, but the death of that leader will likewise have a negative effect. being innocuous is sometimes a positive trait.
Government: Nuff said. you can choose any form of government, as long as it's not insanocracy or a stoned republic. Bear in mind that Adepts are indeed exclusive, and this inherent unbalance between Adepts and Non-Adepts tends to tip the scale in favor of magocracies.
Population: Each nation will start out at 50000. The population will increase randomly, and Nature magic gives a bonus. For every 200k of population, you get another eco point to spend per turn. This bonus lasts indifferently, as long as your population does not drop back.
Adept (Training): Adepts will come in units of 10. Adepts are good in both offense and defense. Adepts without meat shields are hosed. Their efficiency is dependent on it’s training, but not so much on numbers.
Army (Training): Armies are more varied. For one eco, you can get a set amount of one type of units. These are separated into Light, Medium and Heavy for both Infantry and Cavalry. Their efficiency depends on three factors: their number, training and the tactics you employ. There will still be a random factor in all battles, so do not expect to win because you have a larger and better army than your opponent.
Navy (Training): Ships come in units of 10. Both Army and Navy will have training stats based on the following scale:
Rabble/Conscript/Green/Regular/Hardened/Veteran/Elite/Commando
Magic Type(s): This is the nation's signature magic. As you capture and decipher other Academies, more branches will be open to you. (That's right! You can pillage other Academies to gain additional magic branches!

) For simplicity, Adepts can only be trained in one type, and cannot be re-trained.
Economy: Economy will be represented by five numbers as following: A/B/C/D/E. A is the number of eco points you get to spend every turn. B is the number of eco points you have invested in raising economy. C is the number of eco points needed to reach next level. D is the amont of eco points you have banked. E is for other stuff, like bonus eco from population and so on. Needless to say, you can only spend one point into raising eco every turn. The various eco levels are as follows:
Depression (1/0/3)
Recession (1/0/2)
Mild Recession (1/0/2)
Failing (2/0/3)
Stable (3/0/4)
Growing (4/0/5)
Wealthier (5/0/6)
Prosperous (6/0/7)
Outstanding (7/0/8)
Monopoly (8/0/9)
Monopoly +X (8+X/0/9+X)
Trade: Trade can only be done between bordering nations. Alternatively, those who have coastlines can trade with ships. Overland trade is limited by Infrastructure. You need at least Good to have a trade route, and you can have one more per level above Good.
Naval trade is limited by ships. For every trade route, you need at least 20 ships. Those ships will be bound to the trade. In effect, I will remove those from your stats, but they will advance together with your other ships in training. They can be targeted by enemy ships, so ordering more ships to escort them by placing more than 20 ships in a fleet is a good idea. The only difference between trade ships and other ships is that you cannot accidentally lose your trade due to major losses in a naval battle. Naval trade routes are distinguished by the parenthesis behind, which also denotes how many ships are bound to the trade. If you want to reduce your trade fleet, write it in your orders.
For every trade route, you get 1/2 eco point per turn. These will be banked in your stat, and cannot be reaped before the turn after.
Education: I will not operate with ages, and as such, education might seem like a sinkhole. Still, Education will aid you in all kinds of projects, and certainly in accessing captured magic as well. Education levels are ranked as follows:
None-Illiterate-Tolerable-Literate-Educated-Well Educated-Academic-Enlightenment
Culture: Culture is quite important in this NES, since most rebel nations from the Empire of Wu'di are literally salad bowls of different cultures and peoples. Some ethnicities from pre-Torinni still linger on the Blade Coast, and many of them might come up with the bright idea of rebelling against your new and weaker nation to form their own nation. having a strong and unifying culture saves you a lot of problems internally, and just might tip the scales over in neighboring nations as well. Culture levels are as follows:
None-Divided-Untrusting-Average-Devoted-Patriotic-Nationalistic-Jingoist
Confidence: While Culture might help you unify your subjects, it only hurts you more if they don't trust you. Confidence will help your people endure war weariness, and will sometimes give you free partisan units if invaded by another nation at higher levels. The levels are as follows:
Lynching-Hateful-Resentful-Tolerating-Respecting-Admiring-Loving-Worshipping
Infrastructure: If you do not invest in infrastructure, troop deployment will be severely delayed. This will hurt you both offensively as defensively, since your troops will not be able to reach their destination quickly. Overland trade will also be limited by this stat. Overseas trade will be limited by the size of your Navy. Here are the levels:
Dirt Paths-Pathetic-Tolerable-Good-Efficient-Great-Excellent-Superb
Projects: Do start projects. They are the key thing to do things that are not covered by the rules. Just tell me what it does, and I will tell you how many eco points it costs.
UU: You can have one UU at any given time. This will be slightly stronger than the regular equivalent of the unit. Again, be creative, as UUs that go beyond the narrow scope of the rules are interesting and may grant tactical advantages. Only your imagination (and mine, since I will approve it) is the limit.
Nation Background: Again, write some stuff. This could be a great idea for a story as well. A tale of how your nation took the bold steps towards independence, perhaps? Which brings me to the topic of...
Stories: YES! Please do! Write stuff! This is Be Creative NES!
Orders: Orders in a list somewhere. You can send me a PM, or you can write it on the thread. Note that you cannot simply say "spend 1 eco" on stats like Education and Culture. I will require a description of what you are actually trying to do for that. Choose to ignore this, and you will learn not to do it again.
Complaints on The MOD: *sigh* If you do indeed have something to rant about, send me a PM. I will promise you that I will read it and think on it, and I will not ignore what you have said unless I tell you that I am choosing to ignore it.