stJNESII: 3 What Glory Means

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stJNESII: 3 What True Glory Means

First off: I don’t count the last stJNESII: 3 to ever have existed…it didn’t 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 can’t 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 nation’s 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 can’t 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.
 
PLAYER NATIONS

Angainorian Empire
Ruler/Player: Emperor Sargon/andis-1
Government: Centralized
Religion: Polytheism
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:

Hellarica
Ruler/Player: Dyonosis Dynasty/North King
Government: Centralized
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:

Nation of Embustu
Ruler/Player: House of Thrax/Harleqin
Government: Centralized
Religion: Pantheon of Gods known as the Asurya
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:

Kailia
Ruler/Player: The Guided One / Erik Mesoy
Government: Centralized (Elected monarchy)
Religion: Holy fumes from the mountain
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:

Malwa
Ruler/Player: Lord Thorium / TerrisH
Government: Regional
Religion: Shamanism
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:

Ugrofennian Empire
Ruler/Player: Count Erik von Ruisleipä / Finmaster
Government: Regional
Religion: Shamanism
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:
 
And that is all I need. You may now post. First update is Monday night.

EDIT: Oh yah, please include where you want to be located, lol.
 
Prussia
Ruler/Player: Heinrich I / Heine
Government: CENTRALIZED (Monarchy/despotism)
Religion: Spirits in the nature :D
Age: Bronze Age
Economy: Stable (+2)
Army: 5 Thousands, Militia
Navy: 10 Galleys, Militia
Slavery: 0
Culture: Nonexistent
Education: Nonexistent
Infrastructure: Nonexistent
Confidence: Nonexistent

first :D


Baltic coast/koningsberg-Berlin
 
HEINE?? Hi there!!! :D :D :D

Just for your sake, I'll join this!

Kailia
Ruler/Player: The Guided One / Erik Mesoy
Government: Centralized (Elected monarchy)
Religion: Holy fumes from the mountain
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:

Kailia is a country lying at the base of a great mountain, from whose inner chambers spring holy fumes. When a king dies, each of the five provinces of Kailia sends a candidate to the holy fumes to receive revelations. Whichever one of these receives the most perfect revelation becomes king until his death. The qualifier for "most perfect" is a council convened of the three eldest men from each province, which only convenes at the death of a king.

Location: Southern Europe somewhere (Italy, Greece, or Spain)
 
Northumbria
Ruler/Player: King Henry I/Azale
Government: Regional
Religion: Druidic Polytheism
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:

located around liverpool, england. Dont worry, this wont be your cut and dry Britain if I get control of the island ;)
 
Nation of Embustu
Ruler/Player: House of Thrax/Harleqin
Government: Centralized
Religion: Pantheon of Gods known as the Asurya
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:

Located at the Sea of Marmara where Constantinople/Istanbul lies.
 
Magatha
Ruler/Player: Sobeirsky/Swiss bezerker
Government: Centralised
Religion: animism
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:

An island confederation consisting of palma, sicily, corsica, and that other island near corsica.
 
Angainorian Empire
Ruler/Player: Emperor Sargon/andis-1
Government: Centralized
Religion: Polytheism
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:

Starting location in northern mesopotamia.
 
EDIT: Okay, I thought of a more original name..

Ugrofennian Empire
Ruler/Player: Count Erik von Ruisleipä / Finmaster
Government: Regional
Religion: Shamanism
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:

Starting location: modern-day St. Petersburgh.
 
A little something about the Ugrofennians..

Most people know OTL Finno-Ugrians - they are the people from which all Finns, Estonians, Karelians and a bit surprisingly even Hungarians generate from. These Ugrofennians are very similiar, except that this time, they never got separated!

***

The Ugrofennians started from the Volga river and travelled northwest, finaly setteling on the cold Neva river under the rule of Erik Ruisleipä.

"Gods have spoken to me through the mouth of a wolf", he said - he was a strickt believer in animism and he even seemed to have some supernatural capabilities. His people thought that he did, anyway. "This is where we will stay!"

How was it possible to unite often ethnically quite different Ugrofennian tribes?

One of count Ruisleipä's greatest inventions was to form a intertribal council. All tribe leaders met there once a year to work together for a better Ugrofennia.

And Ruisleipä - who had no other title than "count" - made all the important decisions, but allowed tribal leaders make the smaller ones. This way he could keep power in his own hands.

And so, the Ugrofennian society was formed, and would soon begin to grow and flourish..
 
Okay, you guys are supposed to be making up the names of your nations. Thats the whole thing of this NES. Imagine that its a random map, not a world map.

Erik, Harlqein, and finmaster made fine names. North king's I will accept, even though it is not quite what I wanted. Its close enough.

I ask Heine, Azale, swiss berzerker and andis to change their names. You can keep the location.

Beyond that, this looks like a good group so far :).
 
Wait a sec... I didn't see that Harlequin was there. Hum....

Hellarica
Ruler/Player: Dyonosis Dynasty/North King
Government: Centralized
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:

Palestine general area, except on the coast.
 
hmm never got to use ip porperly, since the NES I tried to use it in died a mere 3 turns intot he update.. but I did creat a.. unique... nationjust need to think of a name.. how about Malwa, sutibly evil?

anyway...
Malwa
Ruler/Player: Lord Thorium / TerrisH
Government: Regional
Religion: Shamanism
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:


A crule, Crule nation, who people belive they are the destend ones to rule all they see. they are quite willing to let everyone else serve them and help them build their glorious nation. and anyone else who opsses them is no better them livestock in their eyes, and they treat them as such.
 
Extract from "The History of Embustu"

No one know exactly when the first Embuscans settled down on the western shore of the Strait of the Bull, but by the time the world entered the bronze age, roughly some 2500 years ago, a small town had already grown up here. Across the strait lay the rival capital city of the Empire of Chalcedon and the closeness of these two cities meant a bitter rivalry soon grew up over who would control the strait.
For the first years it was relatively peaceful though as neither side had the strenght to do anything about the situation and this meant that the Embuscans mainly focused on expanding west and the Chalcedonians to the east.

Little is known today about the rulers of those ancient days after the great fire of 1152. Surviving records indicate though that the later so famous coda o'par, the Code of Honor, had it's beginnings already at this early age. The traits of Loyalty and Honor has always been strongly maintained by the ruling house of the nation and evidence supports that it began in these early days when the ruling patriarch promised the leader of the Chalcedonian Empire to not attack them, a promise that was kept.

The book then continues with the early history of Embustu.

@Jason. Hope it's not too early for stories, but after North King chose to start right next to me it seemed like a good starting point.

EDIT: right, I finish writing and North King has moved :( You can have the eastern shore. A brother nation that is different, but still closely related?
 
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