Jason The King
Deity
Hey, was wondering if you guys could read these rules for a fresh start and give me some feedback on it. I want constructive feedback, so if you liked it, say why, or if you don't, explain.
JNES RULE SET V.1
Economy
Okay, so here is a revolutionary economic system, something that has not fully been done before. Where we once increased economy by saying it in our orders and not spending it on anything else, we have evolved into the complex systems of stalin, to the more simplistic but easily managed das system.
Projects…the essence of your civilization
In this NES, though, your economy is completely customizable and in your hands. Now to describe how to increase your economy, I will have to introduce to you the way you increase anything non-military in your stats, and that is through projects. When you want to increase things, you must take your time and do it through costly projects. You will be able to work on three projects simultaneously, but in the beginning your economy will be too low to work on more then one project at a time.
So you want to increase your economy. How will you want to do this? How about a project improving the farmland quality around Rome by digging better irrigation? So your project may be “Improve Irrigation for Farmland around Rome,” and then in the next update, it will appear on your stats with a stat next to it with, for example (0/5). This means that it will take 5 income credits to complete the project. Once the project is completed, I will say what it did for you in the update (sometimes it will be very good, sometimes will hardly do anything, mostly based on your past projects).
So what’s all this about customizing your economy? Well, your economy will be customized from the projects you complete to increase it. So if you do mainly agricultural projects, then your economy will be based around your agriculture. Projects on trade (increasing fleet, improving ports, etc) will mean your economy is based around trade. And so on.
Now, the adjective next to your stats will be one of three words: Recession, Stagnate, or Growing. If it is stagnate, you will not experience any gradual growth. If in growing, every few or so turns you will receive an increase in income. And recession is the opposite. The state of your economy is based on the emphasis you make it, and how that is interacting with the world. For example, if I am Portugal and I am basing Portuguese economy around trade, and there is a war disrupting trade, the Portuguese economy could drop to recession. But if there is a trade increase due to any number of reasons, my economy could start to grow. If I am based off of agriculture, conquering more land is good. If based on taxes, etc, then conquering more people to tax, etc.
So that’s your economy. Lets move on.
Education, Moral, Infrastructure, and Culture
Terrible, Horrible, Bad, Okay, Good, Great, Super, Spectacular
Each one of these stats can only be increased by the completion of projects. Some projects may even increase more then one at the same time. Be creative. They are also, especially moral, subject to massive random events. So be prepared.
The Military
Now what we have been waiting for. The military will be divided up into the normal army and navy, and then also into militia and merchant marine.
Your normal army and navy are the only stats that you cannot increase through the use of projects. You can only spend pure income points on these stats. Your army will be measured in thousands; your navy will be measured in the individual ships.
Your militia is a nice way of saying conscripts in this NES. They are, unlike the normal army, increased by projects. They generally number much higher then your regular men, and are usually used to defend. They are much less trained and poorly equipped compared to normal armies. They are best when defending, though can be used to attack (with bad effects on moral, and generally a horrible attack value).
The merchant marine is what trades for your nation. In peacetime, the more merchant marine ships, the better and more extensive your maritime trade is. However, in war time, you can use these ships for wartime needs if you desperately need them, though your economy may be affected (depending on how much emphasis you put on trade) and will fight much worse then your regular navy.
Your normal army and navy are trained, and are one of these levels: Badly Trained, Poorly Trained, Trained, Well Trained, Superior. To increase training, you do it through projects. Generally the larger the force, the more expensive it will be to train. It is also highly susceptible to random events, you have been warned.
Slavery
Your nation will inherently have slavery, unless you outlaw it for whatever reason. Slavery is shown as a numbered stat, and can be used as free “income” for whenever you need it. A slave level can be sacrificed for projects; one slave point will increase your project by one. They can also be used to rush wonders (read below). Use your imagination on how to get slavery (also, projects cannot increase slave stat).
Wonders
Every update or so, I will introduce a wonder opportunity, the time it takes to complete it, and the benefits it will give. Unlike projects, wonders take turns to complete instead of income. So every turn, in your orders, just say continue wonder, and it will be continued. However, you may rush your wonder by either spending an income point, which will rush it by one turn, or spending a slavery level to rush it by one turn. You can do this as many times as you wish. Once the wonder is completed by one nation, it is canceled in all other nations and they get nothing from what they invested. You may only work on one wonder at a time.
And I guess that’s it. Here is what the stats would look like:
Nation
Government:
Economy: Stagnant +1
Regular Army: 5 thousands, Badly Trained
Militia: 8 thousands
Regular Navy: 10 Galleys, Badly Trained
Merchant Marine: None
Slavery: 1
Culture: Terrible
Moral: Terrible
Infrastructure: Terrible
Education: Terrible
Project 1:
Project 2:
Project 3:
Wonder:
Completed Projects:
Completed Wonders:
Enjoy!
JNES RULE SET V.1
Economy
Okay, so here is a revolutionary economic system, something that has not fully been done before. Where we once increased economy by saying it in our orders and not spending it on anything else, we have evolved into the complex systems of stalin, to the more simplistic but easily managed das system.
Projects…the essence of your civilization
In this NES, though, your economy is completely customizable and in your hands. Now to describe how to increase your economy, I will have to introduce to you the way you increase anything non-military in your stats, and that is through projects. When you want to increase things, you must take your time and do it through costly projects. You will be able to work on three projects simultaneously, but in the beginning your economy will be too low to work on more then one project at a time.
So you want to increase your economy. How will you want to do this? How about a project improving the farmland quality around Rome by digging better irrigation? So your project may be “Improve Irrigation for Farmland around Rome,” and then in the next update, it will appear on your stats with a stat next to it with, for example (0/5). This means that it will take 5 income credits to complete the project. Once the project is completed, I will say what it did for you in the update (sometimes it will be very good, sometimes will hardly do anything, mostly based on your past projects).
So what’s all this about customizing your economy? Well, your economy will be customized from the projects you complete to increase it. So if you do mainly agricultural projects, then your economy will be based around your agriculture. Projects on trade (increasing fleet, improving ports, etc) will mean your economy is based around trade. And so on.
Now, the adjective next to your stats will be one of three words: Recession, Stagnate, or Growing. If it is stagnate, you will not experience any gradual growth. If in growing, every few or so turns you will receive an increase in income. And recession is the opposite. The state of your economy is based on the emphasis you make it, and how that is interacting with the world. For example, if I am Portugal and I am basing Portuguese economy around trade, and there is a war disrupting trade, the Portuguese economy could drop to recession. But if there is a trade increase due to any number of reasons, my economy could start to grow. If I am based off of agriculture, conquering more land is good. If based on taxes, etc, then conquering more people to tax, etc.
So that’s your economy. Lets move on.
Education, Moral, Infrastructure, and Culture
Terrible, Horrible, Bad, Okay, Good, Great, Super, Spectacular
Each one of these stats can only be increased by the completion of projects. Some projects may even increase more then one at the same time. Be creative. They are also, especially moral, subject to massive random events. So be prepared.
The Military
Now what we have been waiting for. The military will be divided up into the normal army and navy, and then also into militia and merchant marine.
Your normal army and navy are the only stats that you cannot increase through the use of projects. You can only spend pure income points on these stats. Your army will be measured in thousands; your navy will be measured in the individual ships.
Your militia is a nice way of saying conscripts in this NES. They are, unlike the normal army, increased by projects. They generally number much higher then your regular men, and are usually used to defend. They are much less trained and poorly equipped compared to normal armies. They are best when defending, though can be used to attack (with bad effects on moral, and generally a horrible attack value).
The merchant marine is what trades for your nation. In peacetime, the more merchant marine ships, the better and more extensive your maritime trade is. However, in war time, you can use these ships for wartime needs if you desperately need them, though your economy may be affected (depending on how much emphasis you put on trade) and will fight much worse then your regular navy.
Your normal army and navy are trained, and are one of these levels: Badly Trained, Poorly Trained, Trained, Well Trained, Superior. To increase training, you do it through projects. Generally the larger the force, the more expensive it will be to train. It is also highly susceptible to random events, you have been warned.
Slavery
Your nation will inherently have slavery, unless you outlaw it for whatever reason. Slavery is shown as a numbered stat, and can be used as free “income” for whenever you need it. A slave level can be sacrificed for projects; one slave point will increase your project by one. They can also be used to rush wonders (read below). Use your imagination on how to get slavery (also, projects cannot increase slave stat).
Wonders
Every update or so, I will introduce a wonder opportunity, the time it takes to complete it, and the benefits it will give. Unlike projects, wonders take turns to complete instead of income. So every turn, in your orders, just say continue wonder, and it will be continued. However, you may rush your wonder by either spending an income point, which will rush it by one turn, or spending a slavery level to rush it by one turn. You can do this as many times as you wish. Once the wonder is completed by one nation, it is canceled in all other nations and they get nothing from what they invested. You may only work on one wonder at a time.
And I guess that’s it. Here is what the stats would look like:
Nation
Government:
Economy: Stagnant +1
Regular Army: 5 thousands, Badly Trained
Militia: 8 thousands
Regular Navy: 10 Galleys, Badly Trained
Merchant Marine: None
Slavery: 1
Culture: Terrible
Moral: Terrible
Infrastructure: Terrible
Education: Terrible
Project 1:
Project 2:
Project 3:
Wonder:
Completed Projects:
Completed Wonders:
Enjoy!
© JTK 2006