Jason The King
Deity
stJNESII: 3 What True Glory Means
First off: I dont count the last stJNESII: 3 to ever have existed it didnt get to update 1 (the first one was considered 0).
Welcome to the newest installment of the stJNESII series. The system of rules is nothing new really, just a few things taken from some different NESs, not sure who first used them so I cant really give any credit, but know that most was not devised by myself.
This is a fresh start, but with a twist. The map is the map of earth, but you are not to use traditional country names. No, I want you to make a unique nation, a unique culture, and a completely unique history. This is our chance to really make a world completely free of the OTL.
This is my last attempt at a fresh start with the current generation.
Good luck, and most of all, have fun.
RULES
Economy
The economy is central to your nation being the mode in which you can increase your stats. The economy is measured in levels, each level having a certain amount of eco points that you can spend. On top of the eco points you receive from the economy, you will also receive extra points for every great city and as war loot.
To grow an economy, you cannot spend any eco points received from the levels, and you must give a reason on how you are doing it.
You can sacrifice an economy level for an extra 3 eco points.
The levels go as follows, with the number in the parenthesis being the eco points gained from each level.
Depression (0) Horrible (1) Recession (1) Failing (1) Stable (2) Growing (2) Great (2) Prosperous (3) Outstanding (3) Powerhouse (4)
Other Factors: trade, Great Cities, and slavery
Trade is a constant within every nation, whether internally or externally. However, government bodies can reach agreement with other government bodies to trade extensively with them and only them. Trade routes cost three eco points and will give you an extra eco point every three turns.
Trade routes can be broken if the main port from which the trade is conducted through is cut off from an enemy army. The trade route will be completely erased and you will have to pay for it again if you want to restart it.
You can only have three trade routes.
There are two different Great Cities. Each gives you a different bonus. Great Trade cities give you the ability to have one more trade route per great city. They spawn when there is a high volume of trade going through a city.
Great Cultural cities give an even better bonus: for every cultural city you have, you gain an extra eco point each turn. A cultural center is gained by either being a holy city of a large religion, or being the site for many cultural wonders, great leaders, philosophers, education, etc. This is the ultimate goal for whenever you increase your culture or education stats.
Muscle of your Nation: the Military
In the beginning, you will only be able to build the standard unit: infantry and galleys. As you progress and increase in technology, you will be able to expand your options to siege battalions, cavalry and special ships. Infantry is considered the sum of your archers, foot soldiers, etc. The army will be measured in thousands, and the navy will be measured in individual ships.
To increase your army, simply spend an economy point on it and it will increase by whatever amount warranted by the age you are in. In the Bronze Age, it is only one thousand men per eco point.
To train your forces, it takes a while. First, it deducts your troop/ship numbers by 1/3. Then it costs 1 eco point for every 5 thousand/10 ships. You may have part of your army trained at one level, and the other at a different level to create a sort of elite division. Here are the levels: Farmers Militia Badly Trained Trained Well Trained Veterans Superior Elite.
All the other stats
Every other stat you increase by spending an eco point on it.
To increase your education, you spend an eco point on it and the level will increase. For every age you increase, the education will drop to the bare level again. The levels are as follows: Nonexistent Terrible Bare Minimum Bad Okay Good Great Terrific Top Notch.
Your culture stat is measured in levels as well, and the indicator of how cultured, how nationalistic, and how united your people are. When you increase your culture, you must also tell me how you are doing it building obelisks, a temple to the state religion, force-converting pagans to your religion, etc. A high culture could be centered in a city, giving you a Great Cultural City. Nonexistent Terrible Bare Minimum Bad Okay Good Great Terrific Top Notch.
You confidence level is based on how your people regard the ruling body. If they approve, you will get a positive message and a reason why in parenthesis. If not, you will get a reason why.
Infrastructure is also increased with an eco point and measured in levels. What does it do? Well, the increase in roads can help trade, which can also help with your economy in random events. Infrastructure also means better walls and roads, which means a better defense system in case someone invades. It is also reflective of your sanitation and your nations susceptibility to disease. Nonexistent Terrible Bare Minimum Bad Okay Good Great Terrific Top Notch.
Slavery, even if it is a foul and dirty thing in our history, was a huge part of the ancient civilizations. Your slave number is like an auxiliary number, you can use it to increase anything you want in your stats. If you want more troops, turn a slavery point into a hundred men. Increase your infrastructure? Have slaves build the roads for free. Want to hurry up your wonder? Sacrifice a slave point to hurry it one turn. Be careful, though, if you use slave labor too much, you may start a slave revolt. And if you spend so many slave points that you have none left, it could hurt your economy. The only things slaves cant increase are your confidence, training, or education.
Government
The government has a large role to play in your nation. First off, there is significance as to whether your government is centralized or not. If it is not, then your populace will generally be happier, but stability shaky and the means of making war hampered. On the flip side, a centralized state creates unhappiness but also is stable.
If your executive branch shares power with anything, from a group of elders to a senate etc, then, if you popularity is low or they generally do not approve of your orders, some or all of your orders may be vetoed and not carried out in the update. But, your people will be much more happier with a representative body, generally. The second part might also make better decisions and help to keep your population happy during a war or bad time.
Wonders
Wonders are special in this NES. You cannot just decide to build a wonder whenever you wish. They will become available in the update, with the amount of turns it takes to build it and the rewards. To hurry a wonder, you can sacrifice an economy level to hurry it by 3 turns, or you can hurry by one turn for one slavery point.
Wonders always generation culture toward the formation of a Cultural Center.
Template
Words in cap are meant to be highlighted and erased when filling the template out. Replace them with the correct response.
NATION
Ruler/Player: RULER/CFC NAME
Government: INDICATE IF CENTRALIZED OR REGIONAL
Religion:
Age: Bronze Age
Economy: Stable (+2)
Army: 5 Thousands, Militia
Navy: 10 Galleys, Militia
Slavery: 0
Culture: Nonexistent
Education: Nonexistent
Infrastructure: Nonexistent
Confidence: Nonexistent
Wonders:
NOTES
-Updates will be conducted on every Monday and Friday, with the guarantee of at least one update per week (if I am unable to do it on one of the days).
-Stories are expected. Good random events are rewards for stories.
-Orders should be PMed to make my life easier. A limit to ONE PM per country is instituted. If you need to add something, completely send a new set and indicate in the title for me to disregard the other set you sent. Also, include your stats in each order set. This is for your own good.
- There is ZERO tolerance for spam. If you have a question, go ahead and post it. I only warrant questions and ON TOPIC discussion.
-There will be a VERY short introduction into the NES for the first update. It will cover the period up to the late Bronze Age, so first turn orders are not needed.
-This NES marks the ending of stJNESII: 2. It was closed due to lack of interest. I hope this NES will not fall to the same fate.
-REMEMBER: this NES requires you to create your own nation name and with it, a unique culture. You may base it off of OTL nations only LOOSELY, just to get you started. Try something new here guys, try to create your own nations. I will help you as much as possible.
-Wait until I say you can post.
First off: I dont count the last stJNESII: 3 to ever have existed it didnt get to update 1 (the first one was considered 0).
Welcome to the newest installment of the stJNESII series. The system of rules is nothing new really, just a few things taken from some different NESs, not sure who first used them so I cant really give any credit, but know that most was not devised by myself.
This is a fresh start, but with a twist. The map is the map of earth, but you are not to use traditional country names. No, I want you to make a unique nation, a unique culture, and a completely unique history. This is our chance to really make a world completely free of the OTL.
This is my last attempt at a fresh start with the current generation.
Good luck, and most of all, have fun.
RULES
Economy
The economy is central to your nation being the mode in which you can increase your stats. The economy is measured in levels, each level having a certain amount of eco points that you can spend. On top of the eco points you receive from the economy, you will also receive extra points for every great city and as war loot.
To grow an economy, you cannot spend any eco points received from the levels, and you must give a reason on how you are doing it.
You can sacrifice an economy level for an extra 3 eco points.
The levels go as follows, with the number in the parenthesis being the eco points gained from each level.
Depression (0) Horrible (1) Recession (1) Failing (1) Stable (2) Growing (2) Great (2) Prosperous (3) Outstanding (3) Powerhouse (4)
Other Factors: trade, Great Cities, and slavery
Trade is a constant within every nation, whether internally or externally. However, government bodies can reach agreement with other government bodies to trade extensively with them and only them. Trade routes cost three eco points and will give you an extra eco point every three turns.
Trade routes can be broken if the main port from which the trade is conducted through is cut off from an enemy army. The trade route will be completely erased and you will have to pay for it again if you want to restart it.
You can only have three trade routes.
There are two different Great Cities. Each gives you a different bonus. Great Trade cities give you the ability to have one more trade route per great city. They spawn when there is a high volume of trade going through a city.
Great Cultural cities give an even better bonus: for every cultural city you have, you gain an extra eco point each turn. A cultural center is gained by either being a holy city of a large religion, or being the site for many cultural wonders, great leaders, philosophers, education, etc. This is the ultimate goal for whenever you increase your culture or education stats.
Muscle of your Nation: the Military
In the beginning, you will only be able to build the standard unit: infantry and galleys. As you progress and increase in technology, you will be able to expand your options to siege battalions, cavalry and special ships. Infantry is considered the sum of your archers, foot soldiers, etc. The army will be measured in thousands, and the navy will be measured in individual ships.
To increase your army, simply spend an economy point on it and it will increase by whatever amount warranted by the age you are in. In the Bronze Age, it is only one thousand men per eco point.
To train your forces, it takes a while. First, it deducts your troop/ship numbers by 1/3. Then it costs 1 eco point for every 5 thousand/10 ships. You may have part of your army trained at one level, and the other at a different level to create a sort of elite division. Here are the levels: Farmers Militia Badly Trained Trained Well Trained Veterans Superior Elite.
All the other stats
Every other stat you increase by spending an eco point on it.
To increase your education, you spend an eco point on it and the level will increase. For every age you increase, the education will drop to the bare level again. The levels are as follows: Nonexistent Terrible Bare Minimum Bad Okay Good Great Terrific Top Notch.
Your culture stat is measured in levels as well, and the indicator of how cultured, how nationalistic, and how united your people are. When you increase your culture, you must also tell me how you are doing it building obelisks, a temple to the state religion, force-converting pagans to your religion, etc. A high culture could be centered in a city, giving you a Great Cultural City. Nonexistent Terrible Bare Minimum Bad Okay Good Great Terrific Top Notch.
You confidence level is based on how your people regard the ruling body. If they approve, you will get a positive message and a reason why in parenthesis. If not, you will get a reason why.
Infrastructure is also increased with an eco point and measured in levels. What does it do? Well, the increase in roads can help trade, which can also help with your economy in random events. Infrastructure also means better walls and roads, which means a better defense system in case someone invades. It is also reflective of your sanitation and your nations susceptibility to disease. Nonexistent Terrible Bare Minimum Bad Okay Good Great Terrific Top Notch.
Slavery, even if it is a foul and dirty thing in our history, was a huge part of the ancient civilizations. Your slave number is like an auxiliary number, you can use it to increase anything you want in your stats. If you want more troops, turn a slavery point into a hundred men. Increase your infrastructure? Have slaves build the roads for free. Want to hurry up your wonder? Sacrifice a slave point to hurry it one turn. Be careful, though, if you use slave labor too much, you may start a slave revolt. And if you spend so many slave points that you have none left, it could hurt your economy. The only things slaves cant increase are your confidence, training, or education.
Government
The government has a large role to play in your nation. First off, there is significance as to whether your government is centralized or not. If it is not, then your populace will generally be happier, but stability shaky and the means of making war hampered. On the flip side, a centralized state creates unhappiness but also is stable.
If your executive branch shares power with anything, from a group of elders to a senate etc, then, if you popularity is low or they generally do not approve of your orders, some or all of your orders may be vetoed and not carried out in the update. But, your people will be much more happier with a representative body, generally. The second part might also make better decisions and help to keep your population happy during a war or bad time.
Wonders
Wonders are special in this NES. You cannot just decide to build a wonder whenever you wish. They will become available in the update, with the amount of turns it takes to build it and the rewards. To hurry a wonder, you can sacrifice an economy level to hurry it by 3 turns, or you can hurry by one turn for one slavery point.
Wonders always generation culture toward the formation of a Cultural Center.
Template
Words in cap are meant to be highlighted and erased when filling the template out. Replace them with the correct response.
NATION
Ruler/Player: RULER/CFC NAME
Government: INDICATE IF CENTRALIZED OR REGIONAL
Religion:
Age: Bronze Age
Economy: Stable (+2)
Army: 5 Thousands, Militia
Navy: 10 Galleys, Militia
Slavery: 0
Culture: Nonexistent
Education: Nonexistent
Infrastructure: Nonexistent
Confidence: Nonexistent
Wonders:
NOTES
-Updates will be conducted on every Monday and Friday, with the guarantee of at least one update per week (if I am unable to do it on one of the days).
-Stories are expected. Good random events are rewards for stories.
-Orders should be PMed to make my life easier. A limit to ONE PM per country is instituted. If you need to add something, completely send a new set and indicate in the title for me to disregard the other set you sent. Also, include your stats in each order set. This is for your own good.
- There is ZERO tolerance for spam. If you have a question, go ahead and post it. I only warrant questions and ON TOPIC discussion.
-There will be a VERY short introduction into the NES for the first update. It will cover the period up to the late Bronze Age, so first turn orders are not needed.
-This NES marks the ending of stJNESII: 2. It was closed due to lack of interest. I hope this NES will not fall to the same fate.
-REMEMBER: this NES requires you to create your own nation name and with it, a unique culture. You may base it off of OTL nations only LOOSELY, just to get you started. Try something new here guys, try to create your own nations. I will help you as much as possible.
-Wait until I say you can post.