Swissempire
Poet Jester
YOU MAY NOW POST
Intro: Hi, everbody. If you didn't figre it out yet, my name is Chip. So call me whatever you want, Swiss or Chip, or Swissempire. Anywho, this is my first swing at a NES. It'll be a Fresh Start NES. It is on a Earth Map, but the twit/lemon-lime flavoring is that i want you to be creative. This is a NES about Creativity. Create your own nation, but don't feel constrainted by smelly History. Oh no, in fact I encourage creativity. Now, there is a difference between penguins and polar bears ruling the world and creativity. What i mean by creativity is making your own culture, building an Empire where there wasn't really Empires in OTL. Domestic animals that were never domesticated, stuff like that. Hopefully you get what i mean. By all means you can make a traditional culture in its traditional homeland, and if you feel you must, fine. But creativity is smiled upon by this new Mod. And tere is probably much more creative things than i can think of. So do them. Just run them by me first
. Like that Commercial says: Characters Welcome. Anyways, on to the Rules:
Format For a Nation:
[Nation Name, Be Creative
]
Ruler/Player:[Ruler to be filled in during IT/ Your Name]
Capital: [Nation’s Capital]
Government:[durrr: your government, be creative
]
Religion: At first choose Animism, Polytheism, or Ancestor Worship
Economy:[I'll put this in]
Army: {I fill this in}
Navy: {I fill this in}
UU: Be patient, Padawan
Education: {I fill this in}
Leadership: {me again]/[me again]
Era:Early Age
Culture:[I'll fill this in]
Happiness:[I'll fill this in]
Infrastructure: {I fill this in}
Size:[I'll put this]
Projects/Wonder:Be patient, Padawan
Nation Background: [Description]
Economy: This is the backbone of your civilization. hat you can buy, invest in, funding your missions,stuff like that. It will be word based with an assigned stat. You may sacrifice a level for 6 points, and you may sacrifice a maximum of 2 per update.
Das's levels are used: 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)
You may also get Eco from Stories, Agreements, and Cities.
Government: Your Government, effects your population in many stats. The stereotypical Sheep thing goes here. If you need approval from a council or parlimnt sor of thing, i will NPC them. If you abuse your power, rebellions are sure to grow. You can change governments whenever, but most times it will have repercussions. Yet everything does...
Religion: Religion is very important. You start out with a generic one, but through wonders, random events, or stories, you can create your own. Religion can creae enemies or friends, foster patriotism or dissent. Religions can spread and die. Monotheism is not availible at this time, and i will mirror the creation of Judaism, Christianity, and Islam in game. Of course, they don't have to be that... its a creative NES after all.
Military:
That will, as of now, consist of army and navy (later to be joined by air force). These will be number-based as it gives more versatility. These will be represented in various ways at various times. Right now it is represented in the hundreds.
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.
Current Stat Growths: 5 hundred infantry, 2 hundred Cavalry, 5 ships
But know that if you have too large an army, your economy will probably suffer, as will your happiness of course, 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.
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.
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.
Education: Sort of misnamed at this time. This Stat represents your nations knowledge. Higher knowledge means the quicker the wonder/project building time(sometimes), higher or lower happiness, better chance of investment sucess, and increasd ability of your Generals and Civilian Administrators. It also means a better chance to advance to the Next Era. It will be measured in a 1-100 stat, 1 being "ZOMG, Look, a rock", 100 being "This my good fellow, is called Quantum Fusion".
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. High Education helps this stat.
None-Imbecile-Moronic-Stupid-Incompetent-Barely Tolerable-Tolerable-Competent-Better-Good-Brilliant
Era: The Technological/Cultural Era your Civilization is in i.e.
Early Ages
Copper Age
Bronze Age
Iron Age
You may advance an age through high Education, proximity, or trade. They;re will be Stat Penalties for advanceing through Trade, proximity, or being the last guy.
Culture: Your civilizations culture. This is how culturally strong, patriotic and unified your nation is. A strong culture will help ou resist invasion, expand, and conduct diplo with an NPC. It will also foster patriotism. A weak culture can lead to weakness when invaded, more suseptible to threats, harder to expand. It will be a 1-100 stat, with 1 being "It would be better if you didn't exist" and 100 being "Zomg, all hail you"
Happiness: This is also a 1-100 stat. This stat represents, you guessed it, the happiness of your people. This is a vital stat. IT is how your people feel about tere leader, country, living conditions, economic state, and most others. Happiness can be increased through being good to your population, tradeing for other countries goods, and being a good ruler. it can decrease for many reasons, losing a battle/war, being a bad ruler, Economic Collapse, change in religion, stagantion. A country with Low happiness will revolt and civil war, and be more open to rebellion.
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. Makes Trade more efficent/profitable, makes people happy.
None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent
Size: The larger your country is, the more money you will have to spend to grow any particular stat. You could invest money into stat growth over time if your country is large enough; in that case, the stat will still increase, but only in some, probably central, parts of the country.
Small (1)-Medium (2)-Above Medium (3)-Large (4)-Huge (5)-Gargantuan (6)-Half the World (7)
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.
Project/Wonders: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.
National Backround: Well..umm.. your backround?
Orders: I like you to give orders in a list, and make them easily followable, remeber, i'm a new Mod. Also, include your stats. And for military campaigns, i like maps. If you don't get in orders, you'll just put an eco into a project and be ready to defend yourself. Orders are Due by Saturday Morning EST, and by Wednesday Afternoon EST.
Updates: Twice a week, on Sundays and Thursdays. I will follow the Das update pattern for IT/BT. Don't panic if they ae a bit late.
Stories: Okay, basically, if you write stories, this NES is for you. i give BIG bonuses, and I can guarentee the person writing stories will do much better than the person not. This is very much a story game. I also LOVE diplo exchanges.
Players - unlimited. Please only join if you trully have the time to PARTICIPATE, and that doesn't simply mean telling me to "grow economy" at every turn.
NPCs: They will have personalities, and i will play them. Some wil be pushovers, some won't...
Barbarians: They're people who live, but haven't formed an NPC yet. They may or may not resist coming into your nation....
Cities:There are two types of cities. The most common type are Eco centers, which give 1 eco a turn. The other type is Cities of Importance. I will list these on the front page. They will be much more rare, and will produce random effects. These are things such as Centers of Knowledge, Centers of Religion, A city with many wonders in it, or the center of your culture.
Intro: Hi, everbody. If you didn't figre it out yet, my name is Chip. So call me whatever you want, Swiss or Chip, or Swissempire. Anywho, this is my first swing at a NES. It'll be a Fresh Start NES. It is on a Earth Map, but the twit/lemon-lime flavoring is that i want you to be creative. This is a NES about Creativity. Create your own nation, but don't feel constrainted by smelly History. Oh no, in fact I encourage creativity. Now, there is a difference between penguins and polar bears ruling the world and creativity. What i mean by creativity is making your own culture, building an Empire where there wasn't really Empires in OTL. Domestic animals that were never domesticated, stuff like that. Hopefully you get what i mean. By all means you can make a traditional culture in its traditional homeland, and if you feel you must, fine. But creativity is smiled upon by this new Mod. And tere is probably much more creative things than i can think of. So do them. Just run them by me first

The Rules
[Credit] I hearby give credit where Credit is due[/Credit]Format For a Nation:
[Nation Name, Be Creative

Ruler/Player:[Ruler to be filled in during IT/ Your Name]
Capital: [Nation’s Capital]
Government:[durrr: your government, be creative

Religion: At first choose Animism, Polytheism, or Ancestor Worship
Economy:[I'll put this in]
Army: {I fill this in}
Navy: {I fill this in}
UU: Be patient, Padawan
Education: {I fill this in}
Leadership: {me again]/[me again]
Era:Early Age
Culture:[I'll fill this in]
Happiness:[I'll fill this in]
Infrastructure: {I fill this in}
Size:[I'll put this]
Projects/Wonder:Be patient, Padawan
Nation Background: [Description]
Economy: This is the backbone of your civilization. hat you can buy, invest in, funding your missions,stuff like that. It will be word based with an assigned stat. You may sacrifice a level for 6 points, and you may sacrifice a maximum of 2 per update.
Das's levels are used: 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)
You may also get Eco from Stories, Agreements, and Cities.
Government: Your Government, effects your population in many stats. The stereotypical Sheep thing goes here. If you need approval from a council or parlimnt sor of thing, i will NPC them. If you abuse your power, rebellions are sure to grow. You can change governments whenever, but most times it will have repercussions. Yet everything does...
Religion: Religion is very important. You start out with a generic one, but through wonders, random events, or stories, you can create your own. Religion can creae enemies or friends, foster patriotism or dissent. Religions can spread and die. Monotheism is not availible at this time, and i will mirror the creation of Judaism, Christianity, and Islam in game. Of course, they don't have to be that... its a creative NES after all.
Military:
That will, as of now, consist of army and navy (later to be joined by air force). These will be number-based as it gives more versatility. These will be represented in various ways at various times. Right now it is represented in the hundreds.
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.
Current Stat Growths: 5 hundred infantry, 2 hundred Cavalry, 5 ships
But know that if you have too large an army, your economy will probably suffer, as will your happiness of course, 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.
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.
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.
Education: Sort of misnamed at this time. This Stat represents your nations knowledge. Higher knowledge means the quicker the wonder/project building time(sometimes), higher or lower happiness, better chance of investment sucess, and increasd ability of your Generals and Civilian Administrators. It also means a better chance to advance to the Next Era. It will be measured in a 1-100 stat, 1 being "ZOMG, Look, a rock", 100 being "This my good fellow, is called Quantum Fusion".
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. High Education helps this stat.
None-Imbecile-Moronic-Stupid-Incompetent-Barely Tolerable-Tolerable-Competent-Better-Good-Brilliant
Era: The Technological/Cultural Era your Civilization is in i.e.
Early Ages
Copper Age
Bronze Age
Iron Age
You may advance an age through high Education, proximity, or trade. They;re will be Stat Penalties for advanceing through Trade, proximity, or being the last guy.
Culture: Your civilizations culture. This is how culturally strong, patriotic and unified your nation is. A strong culture will help ou resist invasion, expand, and conduct diplo with an NPC. It will also foster patriotism. A weak culture can lead to weakness when invaded, more suseptible to threats, harder to expand. It will be a 1-100 stat, with 1 being "It would be better if you didn't exist" and 100 being "Zomg, all hail you"
Happiness: This is also a 1-100 stat. This stat represents, you guessed it, the happiness of your people. This is a vital stat. IT is how your people feel about tere leader, country, living conditions, economic state, and most others. Happiness can be increased through being good to your population, tradeing for other countries goods, and being a good ruler. it can decrease for many reasons, losing a battle/war, being a bad ruler, Economic Collapse, change in religion, stagantion. A country with Low happiness will revolt and civil war, and be more open to rebellion.
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. Makes Trade more efficent/profitable, makes people happy.
None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent
Size: The larger your country is, the more money you will have to spend to grow any particular stat. You could invest money into stat growth over time if your country is large enough; in that case, the stat will still increase, but only in some, probably central, parts of the country.
Small (1)-Medium (2)-Above Medium (3)-Large (4)-Huge (5)-Gargantuan (6)-Half the World (7)
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.
Project/Wonders: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.
National Backround: Well..umm.. your backround?
Orders/Updates/Stories
Orders: I like you to give orders in a list, and make them easily followable, remeber, i'm a new Mod. Also, include your stats. And for military campaigns, i like maps. If you don't get in orders, you'll just put an eco into a project and be ready to defend yourself. Orders are Due by Saturday Morning EST, and by Wednesday Afternoon EST.
Updates: Twice a week, on Sundays and Thursdays. I will follow the Das update pattern for IT/BT. Don't panic if they ae a bit late.
Stories: Okay, basically, if you write stories, this NES is for you. i give BIG bonuses, and I can guarentee the person writing stories will do much better than the person not. This is very much a story game. I also LOVE diplo exchanges.
Players - unlimited. Please only join if you trully have the time to PARTICIPATE, and that doesn't simply mean telling me to "grow economy" at every turn.
NPCs: They will have personalities, and i will play them. Some wil be pushovers, some won't...
Barbarians: They're people who live, but haven't formed an NPC yet. They may or may not resist coming into your nation....
Cities:There are two types of cities. The most common type are Eco centers, which give 1 eco a turn. The other type is Cities of Importance. I will list these on the front page. They will be much more rare, and will produce random effects. These are things such as Centers of Knowledge, Centers of Religion, A city with many wonders in it, or the center of your culture.