Israelite9191
You should be reading
Welcome to ‘IsrNES2: Cities of Glory.’ It’s been a long time since my first NES, and I am ready to have another go. This will be an IT/BT fresh start NES using the Das eco system. Unlike many, if not most Mods, I will not go into specifics in the update on stats. If I feel like some action deserves some response in your stats, you will get that response in you stats, simple as that. I am encouraging people to choose less traditional starting location for this NES, that’s why I have more extensive civ zones than most people. The first update will be without orders and will come sometime in next week (the week of the ninth) after I return from a Model UN conference. I am posting the thread now because I would like some discussion to get going and any criticisms people might have to come out and be dealt with before the NES actually starts, I also want to give people as much time as possible to join. Good luck people, and please make this a fun one!
RULES
Template:
Nation Name [replace this whole line of text with the name of your nation]
Ruler/Player: [Nation’s Ruler/CFC Name]
Capital: [Nation’s Capital]
Government: [Your government, be creative, but don’t be farfetched]
Religion: [Nation’s religion, use general polytheism if bored/uncreative]
Economy: {I fill this in}
Important Cities: {I fill this in}
Dependencies: You have none at this time
Army: {I fill this in}
Navy: {I fill this in}
UU: You have none at this time.
Education: {I fill this in}
Age: {I fill this in}
Culture: {I fill this in}
Confidence: Tolerating
Infrastructure: {I fill this in}
Projects: You have none yet
Nation Background: [You fill this out]
Starting Date:
1500 BCE
Civilization Zones:
Displayed on the civilization zones map as red and green areas, they are where you can found your nation. Red Zone nations will be most established and most powerful at the start, but they will also suffer the most negative random events due to corruption and are the least militarily powerful since they are settled and glutinous. Green Zone nations are newer and fresher, they are smaller (in population) and less powerful, but are less corrupt, more adept militarily, and are less glutinous. What will you be?
Government:
Government is how you rule your people. If you are an elected government, I will take the place of the senate/parliament. If you are a feudal monarchy, I will take the place of feudal lords. Government helps to determine how happy your people are, how confident they are, and how likely rebellions are.
Religion:
Practically every mod says this, and means it, but for me it will actually be true. I intend to make religion extremely important. Religion will be the basis for many alliances and wars. Religion will be crucial to this NES.
Economy:
This is pretty much ripped from ITNES I, but not exactly. Your economy will be represented in a word level. However, no matter the level you will receive two economy (eco) points to spend. If you wish to have more eco points to spend, there are two main ways of achieving this. First is by sacrificing a level to gain three points to spend. Sacrificing will give you more points, but constant sacrifice as well as sacrificing when your economy is not in very good shape will cause unease among your populace. The other way to gain more eco is through ‘important cities,’ these will be explained later on. The economy levels are:
Bankruptcy- Severe Depression- Depression- Recession- Stability- Growth- Wealth- Abundance- Prosperity
Dependencies, however, have very different economy stats. While dependencies have a word level, the important things to take note of in a dependencies economy stat are the number outside the parentheses, the number inside, and the number in brackets. The number outside is the total amount of economy points that the country produces. The number inside parentheses is the amount given to the parent country, which is dependent on the kind of dependency the country is. The number in brackets is the amount of economy points left after deductions. If a player is running a dependency, this is the amount of points they have to spend in a turn.
Important Cities:
This NES will utilize the three city system as developed by myself with the aid of Thlayli, who should be accredited with the two city system. The system is based on the previous Das and Kamilian city systems. As the name suggests, there are three types of cities:
Centres of Economics: Most of these are centres of trade (all will be until such things as the stock market are developed). They will provide you with extra eco every turn or so with the amount and frequency at the discretion of the Mod. Examples would be New York, Singapore, and London. These are the most common type of important cities.
Centres of Culture: These can be educational, artistic, philosophical, pan-national, etc. centres. These will provide you with a variety of bonuses of any type at any interval, it is all to the discretion of the Mod. Examples would be Paris (Enlightenment era in particular), Oxford, and Chicago. These are less common than economic centres but more common than religious centres.
Centres of Religion: These cities are the centres of major religions. They will provide economic bonuses (less than those of economic centres), religious bonuses (easier proselytizing, higher loyalty, etc.), and other random bonuses, all of these are at the discretion of the Mod. These are the least common type of important cities.
Dependencies: There are three main kinds of dependencies that can be created or negotiated. A PC can negotiate any of these with an NPC or another PC. NPCes may also enter into these kinds of relationships together. Economy is different for dependencies than for independent sates, for info see Economy. The different kinds of dependencies are:
Colony- The nation to which a colony is dependent receives all of the colony's eco points. Since colonies are geared towards commerce almost entirely they are more prone to have eco centres. However, colonists tend to have little to no loyalty to their home country and are much more likely to rebel. Colonial armies are at the control of the colony, but remain small and inefficient, normally dependent on the home country's military. Non-economic affairs are run in-colony, so the home country can not control things such as education directly.
Protectorate- Half of a protectorate's eco (rounded down) goes to the parent country's coffers. The protectorates military is also under the command of the home country. Unlike colonies they are not geared towards economy and will not have such economic bonuses. Also, a protectorate maintains much of the areas independent features and aristocracy making rebellions more successful. However, since protectorates maintain home rule without a governor from the home country they are less likely to rebel since they feel more independent.
Client States- Client States, or 'Puppet States,' maintain independence in name. Since they are not actually under the rule of the home country they are not likely to rebel, although like any territory in an empire different things could cause the region to rebel, in this case to throw out their government and most likely install a more independent government. A client state's military is completely controlled by the home country; however a client state maintains its economy and control of all domestic affairs.
Army and Navy:
This is the military power of your nation. All will be based on infantry (in thousands and hundreds), cavalry (in hundreds and thousands), and ships. The amount of infantry and cavalry received per eco is, by age, as follows:
Late Stone Age- 1 hundred infantry, 0 cavalry, 1 ship
Early Bronze Age- 2 hundreds infantry, 1 hundred cavalry, 2 ships
Late Bronze Age- 4 hundreds infantry, 2 hundreds cavalry, 3 ships
Early Iron Age- 5 hundreds infantry, 3 hundreds cavalry, 4 ships
Unique Unit (UU):
You can have one UU at a time. When you enter a new age your UU will be absorbed into your regular military, however, you can change your UU at any time, the demoted UU just wont like it. Land based UUs increase at 10% of your total ARMY, not population or military, per eco. Naval UUs increase at 10% of your total NAVY, not population or military.
Education:
This is how educated your people are. The better it is, the more likely you are to increase to the next age. You can fund education, but it is more likely to go up do to random events, increasing with economy points will always cost 10 economy points. The levels are:
Hopelessly Idiotic- Very Idiotic- Idiotic- Ignorant- Below Average- Average- Above Average- Clever- Smart- Wise- Enlightened
Age:
The age you are in gives a general idea of the level of technology in use at the time. If you are of a more developed age than another civilization, than that is a decisive advantage, but only to an extant. While Bronze Age nations have little chance against Renaissance nations, they stand a strong chance against Early Iron Age nations. You can either enter a new age on your own, or find your way to it by following another civilization. The list of ages, for now, runs as follows:
Late Stone Age
Early Bronze Age
*Late Bronze Age*
Early Iron Age
Late Iron Age
Culture:
This is how influential your people are. The higher this is, the more likely ideas from your nation are to spread and the more likely your nation is to be successful in diplomacy. The base rating will be on a scale of 1-100, but this can be surpassed. You can not raise your economy through investing eco, but you can raise it through creative policies and stories, which are highly encouraged.
Confidence:
This is how confident your people are in their government and nation. The higher, the less likely you are to face revolts and the more successful your policies will be, particularly if you are an elected government. Confidence is effected by just about everything, but if your county is doing good, then confidence will be high, if it is doing bad, then confidence will be low. The levels are as follows:
Lynching- Hateful- Resentful- Barely Tolerating- Tolerating- Respecting- Admiring- Loving- Cult of Personality
Infrastructure:
This is basically the quality of your road network, ports system, etc. A higher level means your nation runs better and you are able to transport troops within your nation more easily. However, a higher level also means that enemies are able to manoeuvre within your territory more easily, and are able to take advantage of your nation’s resources more easily. The levels are:
None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent
Projects:
Tell me what you want it to do, what it's called, a description of it, and I will say in the update how long it will take. But please, don’t give me just one or two of the above, if you don’t give me all of them, you will not get the project.
Orders:
Please keep in list form, and please include your stats for the turn. Orders will be due on Fridays at 6:30 PM U.S. Central Time (GMT -6). Now I could figure out what that is in every NESer containing time zone in the world, but I’m too lazy. Please PM orders, although if you absolutely insist on e-mailing them for some acceptable reason, see below about e-mail under ‘Contact’.
Stories:
Stories are highly suggested and will receive bonuses. One thing I do suggest though, for the sake of the Mod’s eyes, is to separate longer stories into chapters, preferably in separate posts and posted on separate days.
Kvetching and Hocking Me a Chynick (a.k.a. Complaints to the Mod):
I will probably be more willing to listen than other Mods are. This because a) I have very stable blood pressure and b) I like constructive criticism, it makes things run better. But if you get too annoying, don’t become to angry if hoards of Pashtun barbarians come riding out of the Hindu Kush Mountains to kill you.
Contact:
My AIM is stignatiusjew, if you need to e-mail me your orders for some reason, although I much prefer them PMed, then ask me for my e-mail and I will most likely give it to you.
I believe that is it. If anything comes up later, I will post it here
RULES
Template:
Nation Name [replace this whole line of text with the name of your nation]
Ruler/Player: [Nation’s Ruler/CFC Name]
Capital: [Nation’s Capital]
Government: [Your government, be creative, but don’t be farfetched]
Religion: [Nation’s religion, use general polytheism if bored/uncreative]
Economy: {I fill this in}
Important Cities: {I fill this in}
Dependencies: You have none at this time
Army: {I fill this in}
Navy: {I fill this in}
UU: You have none at this time.
Education: {I fill this in}
Age: {I fill this in}
Culture: {I fill this in}
Confidence: Tolerating
Infrastructure: {I fill this in}
Projects: You have none yet
Nation Background: [You fill this out]
Starting Date:
1500 BCE
Civilization Zones:
Displayed on the civilization zones map as red and green areas, they are where you can found your nation. Red Zone nations will be most established and most powerful at the start, but they will also suffer the most negative random events due to corruption and are the least militarily powerful since they are settled and glutinous. Green Zone nations are newer and fresher, they are smaller (in population) and less powerful, but are less corrupt, more adept militarily, and are less glutinous. What will you be?
Government:
Government is how you rule your people. If you are an elected government, I will take the place of the senate/parliament. If you are a feudal monarchy, I will take the place of feudal lords. Government helps to determine how happy your people are, how confident they are, and how likely rebellions are.
Religion:
Practically every mod says this, and means it, but for me it will actually be true. I intend to make religion extremely important. Religion will be the basis for many alliances and wars. Religion will be crucial to this NES.
Economy:
This is pretty much ripped from ITNES I, but not exactly. Your economy will be represented in a word level. However, no matter the level you will receive two economy (eco) points to spend. If you wish to have more eco points to spend, there are two main ways of achieving this. First is by sacrificing a level to gain three points to spend. Sacrificing will give you more points, but constant sacrifice as well as sacrificing when your economy is not in very good shape will cause unease among your populace. The other way to gain more eco is through ‘important cities,’ these will be explained later on. The economy levels are:
Bankruptcy- Severe Depression- Depression- Recession- Stability- Growth- Wealth- Abundance- Prosperity
Dependencies, however, have very different economy stats. While dependencies have a word level, the important things to take note of in a dependencies economy stat are the number outside the parentheses, the number inside, and the number in brackets. The number outside is the total amount of economy points that the country produces. The number inside parentheses is the amount given to the parent country, which is dependent on the kind of dependency the country is. The number in brackets is the amount of economy points left after deductions. If a player is running a dependency, this is the amount of points they have to spend in a turn.
Important Cities:
This NES will utilize the three city system as developed by myself with the aid of Thlayli, who should be accredited with the two city system. The system is based on the previous Das and Kamilian city systems. As the name suggests, there are three types of cities:
Centres of Economics: Most of these are centres of trade (all will be until such things as the stock market are developed). They will provide you with extra eco every turn or so with the amount and frequency at the discretion of the Mod. Examples would be New York, Singapore, and London. These are the most common type of important cities.
Centres of Culture: These can be educational, artistic, philosophical, pan-national, etc. centres. These will provide you with a variety of bonuses of any type at any interval, it is all to the discretion of the Mod. Examples would be Paris (Enlightenment era in particular), Oxford, and Chicago. These are less common than economic centres but more common than religious centres.
Centres of Religion: These cities are the centres of major religions. They will provide economic bonuses (less than those of economic centres), religious bonuses (easier proselytizing, higher loyalty, etc.), and other random bonuses, all of these are at the discretion of the Mod. These are the least common type of important cities.
Dependencies: There are three main kinds of dependencies that can be created or negotiated. A PC can negotiate any of these with an NPC or another PC. NPCes may also enter into these kinds of relationships together. Economy is different for dependencies than for independent sates, for info see Economy. The different kinds of dependencies are:
Colony- The nation to which a colony is dependent receives all of the colony's eco points. Since colonies are geared towards commerce almost entirely they are more prone to have eco centres. However, colonists tend to have little to no loyalty to their home country and are much more likely to rebel. Colonial armies are at the control of the colony, but remain small and inefficient, normally dependent on the home country's military. Non-economic affairs are run in-colony, so the home country can not control things such as education directly.
Protectorate- Half of a protectorate's eco (rounded down) goes to the parent country's coffers. The protectorates military is also under the command of the home country. Unlike colonies they are not geared towards economy and will not have such economic bonuses. Also, a protectorate maintains much of the areas independent features and aristocracy making rebellions more successful. However, since protectorates maintain home rule without a governor from the home country they are less likely to rebel since they feel more independent.
Client States- Client States, or 'Puppet States,' maintain independence in name. Since they are not actually under the rule of the home country they are not likely to rebel, although like any territory in an empire different things could cause the region to rebel, in this case to throw out their government and most likely install a more independent government. A client state's military is completely controlled by the home country; however a client state maintains its economy and control of all domestic affairs.
Army and Navy:
This is the military power of your nation. All will be based on infantry (in thousands and hundreds), cavalry (in hundreds and thousands), and ships. The amount of infantry and cavalry received per eco is, by age, as follows:
Late Stone Age- 1 hundred infantry, 0 cavalry, 1 ship
Early Bronze Age- 2 hundreds infantry, 1 hundred cavalry, 2 ships
Late Bronze Age- 4 hundreds infantry, 2 hundreds cavalry, 3 ships
Early Iron Age- 5 hundreds infantry, 3 hundreds cavalry, 4 ships
Unique Unit (UU):
You can have one UU at a time. When you enter a new age your UU will be absorbed into your regular military, however, you can change your UU at any time, the demoted UU just wont like it. Land based UUs increase at 10% of your total ARMY, not population or military, per eco. Naval UUs increase at 10% of your total NAVY, not population or military.
Education:
This is how educated your people are. The better it is, the more likely you are to increase to the next age. You can fund education, but it is more likely to go up do to random events, increasing with economy points will always cost 10 economy points. The levels are:
Hopelessly Idiotic- Very Idiotic- Idiotic- Ignorant- Below Average- Average- Above Average- Clever- Smart- Wise- Enlightened
Age:
The age you are in gives a general idea of the level of technology in use at the time. If you are of a more developed age than another civilization, than that is a decisive advantage, but only to an extant. While Bronze Age nations have little chance against Renaissance nations, they stand a strong chance against Early Iron Age nations. You can either enter a new age on your own, or find your way to it by following another civilization. The list of ages, for now, runs as follows:
Late Stone Age
Early Bronze Age
*Late Bronze Age*
Early Iron Age
Late Iron Age
Culture:
This is how influential your people are. The higher this is, the more likely ideas from your nation are to spread and the more likely your nation is to be successful in diplomacy. The base rating will be on a scale of 1-100, but this can be surpassed. You can not raise your economy through investing eco, but you can raise it through creative policies and stories, which are highly encouraged.
Confidence:
This is how confident your people are in their government and nation. The higher, the less likely you are to face revolts and the more successful your policies will be, particularly if you are an elected government. Confidence is effected by just about everything, but if your county is doing good, then confidence will be high, if it is doing bad, then confidence will be low. The levels are as follows:
Lynching- Hateful- Resentful- Barely Tolerating- Tolerating- Respecting- Admiring- Loving- Cult of Personality
Infrastructure:
This is basically the quality of your road network, ports system, etc. A higher level means your nation runs better and you are able to transport troops within your nation more easily. However, a higher level also means that enemies are able to manoeuvre within your territory more easily, and are able to take advantage of your nation’s resources more easily. The levels are:
None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent
Projects:
Tell me what you want it to do, what it's called, a description of it, and I will say in the update how long it will take. But please, don’t give me just one or two of the above, if you don’t give me all of them, you will not get the project.
Orders:
Please keep in list form, and please include your stats for the turn. Orders will be due on Fridays at 6:30 PM U.S. Central Time (GMT -6). Now I could figure out what that is in every NESer containing time zone in the world, but I’m too lazy. Please PM orders, although if you absolutely insist on e-mailing them for some acceptable reason, see below about e-mail under ‘Contact’.
Stories:
Stories are highly suggested and will receive bonuses. One thing I do suggest though, for the sake of the Mod’s eyes, is to separate longer stories into chapters, preferably in separate posts and posted on separate days.
Kvetching and Hocking Me a Chynick (a.k.a. Complaints to the Mod):
I will probably be more willing to listen than other Mods are. This because a) I have very stable blood pressure and b) I like constructive criticism, it makes things run better. But if you get too annoying, don’t become to angry if hoards of Pashtun barbarians come riding out of the Hindu Kush Mountains to kill you.
Contact:
My AIM is stignatiusjew, if you need to e-mail me your orders for some reason, although I much prefer them PMed, then ask me for my e-mail and I will most likely give it to you.
I believe that is it. If anything comes up later, I will post it here