RULES- READ THEM AND UNDERSTAND THEM
Government
Government - A very Important thing in the Nes, Government is based in ideology and can range from Liberal to anarcho-liberal, to socialist to reactionary. If your government is different than that of your populations ideals, then you will get into problems. Do note that i want realism here, u cant just change from Conservative to liberal, since reactionary would be more realistic.
Change of government is a very serious thing, meaning that everything could very well go wrong
-be warned!
Satellite States: If you start as a satellite state, then you are going to work on the side of the mother country. You are stuck that way other than revolution or similar. However doesnt mean that you give your economy to them when demanded, you have some self authority and excessive demands from them can allow you to succede.
Ideology Ratio-
This is how your population think how the nation should be run, I control this stat and it changes slowly through the nes. You must manouver yourself and use it to your own good.
As of now there are only 2 sides
Conservative: Jungoism, moralism, State Press, laize-fair, Limited citizenship etc
-More efficient Military, suffers less effects of war on population. You dont have to deal w/ the masses when making decisions. People leave your country for a better place to live. No need to worry about elections most of the time. Conscription more acceptable
Liberal: pro-military, pluarlism, free press, interventionism, full citizenship
-less efficient Military, suffers more effects of war on population. Divided politics. Receives more Immigrants looking for a better place to live. very inventive. Conscription almost imposible
Modernization
Some nations are considered uncivilized, or simply outdated in every respect.
The special Modernization project will take time, but once complete, all of your irregular forces will disapear but you will be able to build regular armies (ofcoure you will have some startup forces to replace the evaporation of your irregulars). your leadership, economy and infrastructure will also be given a boost depending on my judgement.
Military
That will, as of now, consist of army and navy. These will be number-based as it gives more versatility. These will be represented in divisions and squadrons
What will you have in it? Anything that you can have in it, according to your tech level; if you aren't sure about something, just ask me for clarification. If you just invented some sort of a weapon, you will have to invest some money to re-equip your army/navy with it; the training will also probably drop, due to the unfamiliarity of the weapons. Each "stat-growth" will increase any part of military by 5 (however, there could be exceptions). But know that if you have too large an army, your economy will probably suffer, as will your confidence; ofcourse, both could be, sometimes, restored by succesful military campaigns, or perhaps campaigns of propaganda back at home. If you grow your military too fast, your training, and later your military leadership, will suffer.
UUs - one per nation, but can be changed at any point (though the newly-"demoted" UU units will not be happy). I will keep a list of them, somewhere. Could be land, sea, or air at a later point. They will be separated from other units in the stats. They are grown as normal units. Remember to keep them REALISTIC. If the amount of UUs exceeds the amount of regular units, they will begin to drop in quality, morale and also in loyalty as their commanders, often being rather arrogant and ambitious (hey, they aren't commanders of an elite unit for nothing), will probably try to use their power base in one way or another.
Irregulars & uncivilized armies - local militias and simple civilian population that, for whatever reasons, took up arms - most often in rebellion or to defend against an invader, though there are exceptions - they aren't good for much that isn't guerrila warfare, though they can also be a neat diversion, and professional cannon fodder. They aren't too reliable, and often are rather hard for you to control; then again, they are also best left uncontrolled - they fight even worse when away from home, and, on the other hand, if at home they'll probably know what to do better, with their knowledge of the situation and the terrain. Irregular are also those armies of uncivilized nations that are very outdated.
Training - it is done in levels. There are separate training stats for army, navy and fleet, and it is grown with eco. points. UU is assumed to be one level higher then the average training level for its branch. If your army grows too quickly, there will be a chance of training level lowering. (Everytime your army doubles or so, your training will be cut in half)
None-Rabble-Semi-Rabble-Tolerable-Normal-Better-Good-Very Good-Professional-Elite
Conscription will give you a certain amount of conscript divisions that you could specify if you want; ofcourse, conscription, especially in democratic countries, tends to be quite unpopular, especially the large-scale variety...
As a certain Corsican once said in OTL, an army marches on its stomach. Logistical support is necessary for any real military operations, so you will probably have to invest 1 eco. point into each such operation, whether offensive or defensive; if involving a particularily-large army (or navy), or if taking place in a difficult territory with little chances for local resupply, you might have to invest more than one eco. point. And if its a large army somewhere far away in the middle of a desert... things get interesting.
Economy
The Economy System is based (along with much of the nes) on Das neses. This nes is really heavily influenced by him... too much perhaps
Economy levels still play the vital role. However, the amount of economy points that you have differs from level to level (if you get a negative amount of them, I will decrease a random stat per negative point); To grow economy (i.e. to advance from one level to another), you have to a) not spend your eco. pointson anything else that turn and b) to point out what exactly are you going to do to grow it (note that eco. growth might not always be succesful, depending on what you do and how things fold out).
Eco. points could (and should) be spent on growing military, miscellanous stats (see below), logistical support for the military and on continuing projects. Speaking of the latter, you could also invest a whole eco. level into a project to speed it up by two turns. (other than the special projects)
Eco. points cannot be banked.
Eco. levels still could be "sacrificed", i.e. converted into 4 eco. points each. Only one eco. levels could be sacrificed per turn.
Depression (-2)-Bankrupt (-1)-Recession (-1)-Very Poor (0)-Poor (0)-Not Bad (+1)-Normal (+1)-Good Enough (+2)-Growing (+2)-Rich (+3)-Very Rich (+3)-Richer (+4)-Richest (+4)-Economic Powerhouse (+5)-Monopoly (+6) (after Monopoly, you get Monopoly+x (+6+x), where x is the amount of economy levels beyond Monopoly)
Militancy:
Militancy is not how good your men fight!, it is how likely they are to revolt if they think they can get away with it. Militancy depends on many things, including rival cultural identity, ideology diferences w/ the Govt and other.
Low - Medium Low - Medium - Medium High - High
Miscellanous Stats
Those four/five stats below are all grown with eco. points, but, like with growing economy itself, you are supposed to point out what exactly you are doing.
Leadership
Whether military or civilian, leadership is an important factor. Competent military leaders will succesfully carry out plans or will even attain some successes on their own without orders; competent buerocrats will greatly help all government programs and assist the development of the land. But incompetent generals will even with the best plan stagger and blunder, while incompetent civilian administrators will embezzle funds and otherwise will be corrupt. So, this is quite crucial, and cadre preparation thus should be an important priority. Note that sometimes it is best to give specifics when growing this stat (meaning, how EXACTLY are you training your new leaders - what military doctrines should be emphasized, for instance, what stance should your buerocrats take on the various rebels, et cetera). When you expand your army radically, your military leadership will suffer; when you expand your territory, the civilian one will.
None-Imbecile-Moronic-Stupid-Incompetent-Barely Tolerable-Tolerable-Competent-Better-Good-Brilliant
Infrastructure
Roads, bridges, boats - all things used for transportation of goods and men - are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, infrastructure could sometimes slightly grow economic benefits from trade centers, and it is a must for maintenance of a high culture level in large empires, as well as actually maintaining your grip on faraway provinces.
None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent
Education
This is just how your people are... educated, I guess. Obvious enough. With a good education, you have better chances of receiving a "miraculous invention". You could design better walls and siege engines, and ships for that matter, with higher education. The higher education, the more chances you have to develop some technology.
Once someone reaches Enlightenment education, he becomes much more likely to reach the next age as soon as it becomes possible at all. When he does, he loses two education levels.
None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment
Living Standards
This is pretty simple. The higher your living standards are, the happier your population is; the lower, the tougher it is, because of the tougher life. Living standards drop easily, due to economic weakness and war; they are raised as any other economic stats are raised, but the more they are raised the more greedy your people get for more. To create a classic revolutionary situation, raise the living standards somewhat and then neglect them and let them drop.
None-Slums-Very Low-Low-Barely Tolerable-Tolerable-Normal-Higher-Very High-Splendid
Culture
Culture wont be judged on wheter or not someone can read and play the violin. The culture stat has been remplaced to symbolise the ethnic-cultural majorities on a given nation. This cant be controled (well kinda). but you must act different w/ a nation of many cultures than one w/ a homogeneous one.
Investments
Wait! There is even more stuff you could waste your treasury on! Particularily, you could invest it, in the form of eco. points, into all sorts of programs - for example, you could invest them into the development of some technology (NOTE - it MUST be something conceivable for this time. You probably will have to consult me about this too... :sigh: ), though the success will depend not just on the amount of money invested, but also on your education level and on chance. Sometimes it could take quite a while. Or maybe you could invest it into a colonial venture. Or into some nice idea that you have, such as a jungle-clearing program that might increase infrastructure, and, in long-term, economy. This is also one of the few ways you could increase culture and confidence using money.
Note - in no case is success - or, at least, complete success - guaranteed. But its possible.
Deterioration
Over time, all your stats will detiriorate. This can be sped up by many factors, such as war, rebellion, neglect, low economy (not just with a minus eco. point, though the lower the "better"), et cetera. You could delay this by investing money into maintaining your current stats, the more money the less your stats will detiriorate.
Projects
Local equivalent of wonders (that name is inappropriate in most NESes, as these are often modernization programs, national revival and other PROJECTS, not just huge and magnificent buildings). You tell me what it does, I tell you how long do you build it. You will have to invest an eco. point once each turn for the work on the project to continue You cant sacrifice an econ. level to speed it up. Note that there is a limit - you can only invest one eco. point per turn.
Special Projects wont cost you a thing. Just the time waiting.
Nation Background
To better fit in as the ruler of your country, you will have a brief history of each country here.