Jason The King
Deity
stJNESII: 3 The Pillars of Civilization
Welcome to my new fresh start NES. It has been a while since I last modded such a NES, and by taking such a long break from fresh starts, I think I am ready for an epic.
Guidelines to joining are basic. You may start your civilization anywhere - no civilization zones in this NES. With one exception. You may not join in either North or South America. Everywhere else is fair game, but take into account if you are far away from other PC's, you will be more barbaric. The more concentrated the PC's are, the more developed that area will be.
Note, this is NOT an IT/BT NES. The starting year will be 2500 bc, and we will be going at a fast pace of 200 years per update until 1500 bc, where we will slow to 100 years an update.
Updates will be weekly unless I find enough time to do twice a week. Updates will be on Tuesdays, with order deadlines by noon, PST.
And with that, I welcome you to reading JNES ruleset V.1. I hope you will find them to your liking, and I hope you will ask questions should they arise.
First orders should be in ASAP. If it is possible, we may get a preliminary update before Tuesday, along with an update on Tuesday. There is no BT before the first update.
stJNES: 3 Second Ruleset
Economy
The economy is the basic foundation of your nation. To increase the economy, you must do nothing else with your stats and then say how you are doing so in your orders. It’s a good idea to concentrate on something with your economic growth, ex: agricultural production (grain, wine, olives, etc), trade, or whatever. The levels of your economy is as follows: depression, recession, failing, stable, growing, prosperous, outstanding, with the ability to go past depression and above outstanding.
Nations can also go through “golden ages” simply by conquering prosperous land or populations, or by trading (note: not the official trade routes) above average. Nations that are in their golden ages get an asterisk by their name, and you may spend an extra economy each turn without decreasing the stat. Note, you cannot increase economy and spend an economy that you get from the asterisk.
Military
Without a military, an economy cannot exist. The military is increased by your economy, and the amount you can increase it by will increase with age and population growth. It will be measured in thousands, and for each age you will increase by a certain amount, with some exceptions that will be dealt with as we go along.
Copper Age (age your in now): 1 thousand per economy, 5 Galleys
You can also train your military once you get to the Bronze Age, which costs three economies. Training goes as follows: Farmers, Bad, Trained, Well, Professional.
You also have a militia that act as conscripts or auxiliaries, depending on how you want to look at it. The amount of militia you get per economy depends on how happy your people are. If they are happier, more will join the call when you need them. If they are unhappy, you will get less. The only way to find out is call for the militia.
The Merchant Marine will grow as your trade grows. In times of dire need, you can change your merchant marine into makeshift warships, which fight worse but costs half as much.
Education, Morale, Infrastructure, and Culture
Terrible, Horrible, Bad, Okay, Good, Great, Super, Spectacular
This is self-explanatory. Think about it logically what each stat would do for your country. Each costs an economy to increase, but are highly susceptible to random events/consequences from your other actions.
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 “economy” for whenever you need it. A slave level can be sacrificed for anything; one slave point will increase your stat by one, as like an economy. 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. Wonders take turns to complete instead of economy. 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 economy, 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.
Nation
Government:
Ruler/Player: ?/?
Religion:
Age: Copper Age
Economy: Stable
Regular Army: 5 thousands, Badly Trained
Militia: 8 thousands
Regular Navy: 10 Galleys, Badly Trained
Merchant Marine: None
Slavery: 1
Culture: Terrible
Morale: Terrible
Infrastructure: Terrible
Education: Terrible
Wonder:
Welcome to my new fresh start NES. It has been a while since I last modded such a NES, and by taking such a long break from fresh starts, I think I am ready for an epic.
Guidelines to joining are basic. You may start your civilization anywhere - no civilization zones in this NES. With one exception. You may not join in either North or South America. Everywhere else is fair game, but take into account if you are far away from other PC's, you will be more barbaric. The more concentrated the PC's are, the more developed that area will be.
Note, this is NOT an IT/BT NES. The starting year will be 2500 bc, and we will be going at a fast pace of 200 years per update until 1500 bc, where we will slow to 100 years an update.
Updates will be weekly unless I find enough time to do twice a week. Updates will be on Tuesdays, with order deadlines by noon, PST.
And with that, I welcome you to reading JNES ruleset V.1. I hope you will find them to your liking, and I hope you will ask questions should they arise.
First orders should be in ASAP. If it is possible, we may get a preliminary update before Tuesday, along with an update on Tuesday. There is no BT before the first update.
stJNES: 3 Second Ruleset
Economy
The economy is the basic foundation of your nation. To increase the economy, you must do nothing else with your stats and then say how you are doing so in your orders. It’s a good idea to concentrate on something with your economic growth, ex: agricultural production (grain, wine, olives, etc), trade, or whatever. The levels of your economy is as follows: depression, recession, failing, stable, growing, prosperous, outstanding, with the ability to go past depression and above outstanding.
Nations can also go through “golden ages” simply by conquering prosperous land or populations, or by trading (note: not the official trade routes) above average. Nations that are in their golden ages get an asterisk by their name, and you may spend an extra economy each turn without decreasing the stat. Note, you cannot increase economy and spend an economy that you get from the asterisk.
Military
Without a military, an economy cannot exist. The military is increased by your economy, and the amount you can increase it by will increase with age and population growth. It will be measured in thousands, and for each age you will increase by a certain amount, with some exceptions that will be dealt with as we go along.
Copper Age (age your in now): 1 thousand per economy, 5 Galleys
You can also train your military once you get to the Bronze Age, which costs three economies. Training goes as follows: Farmers, Bad, Trained, Well, Professional.
You also have a militia that act as conscripts or auxiliaries, depending on how you want to look at it. The amount of militia you get per economy depends on how happy your people are. If they are happier, more will join the call when you need them. If they are unhappy, you will get less. The only way to find out is call for the militia.
The Merchant Marine will grow as your trade grows. In times of dire need, you can change your merchant marine into makeshift warships, which fight worse but costs half as much.
Education, Morale, Infrastructure, and Culture
Terrible, Horrible, Bad, Okay, Good, Great, Super, Spectacular
This is self-explanatory. Think about it logically what each stat would do for your country. Each costs an economy to increase, but are highly susceptible to random events/consequences from your other actions.
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 “economy” for whenever you need it. A slave level can be sacrificed for anything; one slave point will increase your stat by one, as like an economy. 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. Wonders take turns to complete instead of economy. 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 economy, 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.
Nation
Government:
Ruler/Player: ?/?
Religion:
Age: Copper Age
Economy: Stable
Regular Army: 5 thousands, Badly Trained
Militia: 8 thousands
Regular Navy: 10 Galleys, Badly Trained
Merchant Marine: None
Slavery: 1
Culture: Terrible
Morale: Terrible
Infrastructure: Terrible
Education: Terrible
Wonder:
© JTK 2006