Jason The King
Deity
Return of the stJNES
INTRODUCTION
So I have taken a break from NESing, almost a month now, so that I can come back during the summer nice and refreshed. This is my come back NES, created to get me back into game of modding, back where I feel I belong. The NES will feature a random map, designed by myself, named Nataria and BT updates, probably four in total that will propel us into the beginning of the industrial revolution of Nataria. In between BT updates, you will be allowed to submit a set of vague orders, which will comprise of a number of sections that will help me design the next BT.
Now, I won’t be without other obligations in the summer. I am going to be working, and will also have a social life, believe it or not. That is why I am going to have to do weekly updates. Because of the nature of this NES, it will take a month from when I start it before you will actually be able to play your nation. As it is, I will take a vote after each BT to see if we will continue with another BT, or take up the game from there.
With that, I welcome you to stJNES: Nataria, and hope that this NES will help to diminish my reputation as a mod who gives up on his NESs so quickly.
RULES
The IT/BT system will be employed with the first four BT’s that will start the game off. I encourage you to read up on the IT/BT system, of which a small exerpt I have posted here.
Economy
The economy of your nation, once you start to play in it during the industrial revolution, will be representative of the funds that the government has to spend on the various stats of the state. Since funds your government has is tied to how much money the people of the state have to pay in taxes, the stat can and will be titled “economy.”
Now that we have that out of the way, onto how the “economy” stat is actually used. And this is probably the easiest one to understand. There will be both a word and a number associated with the “economy” stat. The word will be one of three adjectives: failing, stagnant, or growing. Ignoring the fact that it is self-explanatory, these words represent how your economy is progressing. The number next to it represents how many economic points, or “eco-points” you will have to spend on the other various stats. If you would like to grow your economy, you must first be in the “growing” category, and then you must increase some factor of your economy: from internal commerce, to international trade; from production capability to agricultural growth. You may even increase your economy from gains made in war, including industry, raw resources, and population.
When your stat is in the “failing” mode, each turn your economy is getting weaker and weaker, and you will gradually lose eco-points, production capabilities, and population (from emigration). That said, lets continue.
Production
The production in your country is made up from all the possible things you can make from the factories that fall under your nation’s control. What this means to you is the production of ships and weapons for your land army. The Production stat will have one number that will represent all the production of your nation, and will serve as a multiplier for the amount of troops you can recruit a turn, or ships you can build a turn, per eco-point.
To increase your production, you must naturally control more industry. This means either build more or conquer more. There is no sure way to do this, but you may spend eco-points on production by cutting taxes for new industries, or find new, cheap raw resources, etc. It really is up to you how to increase your production capabilities, and is by no means limited to what I have said here.
Size*
Size represents your nation/faction’s population and area. A frustrating stat in that it represents two things, but I think it will work well enough.
The size stat is a single number. It will give bonuses and handicaps. For stats like Education, Infrastructure, and Quality of Life, a larger state will have more trouble in maintaining a large level of these. Larger states will have more trouble in this regard.
However, size isn’t always a handicap: size will give you a bonus in the military field, to represent the sheer size of your military. I will determine how much of a bonus it gives depending on your technological level.
Military*
Military is raised mostly through the spending of economy points to recruit, train, and arm new soldiers. This is a raw number, the amount of standing soldiers you have at your disposal in times of war. What it doesn’t take into account is how many troops you can raise on the fly; levies and conscripts called up for a single war. You can ask me in your orders to raise conscripts or levies in times of desperation, it might happen on its own, though.
In any case, military is really two things. There’s the number of soldiers you have, and then there’s how good they are. The second stat is more of a level type thing, and it represents both how experienced they are, and how trained they are. It will rise naturally through battles being fought, but you can invest eco points into it, raising it as well. By the same token, recruiting a large number of new, raw recruits can crash it just as easily.
The problem is that the more soldiers you have, the harder it is to raise training. After the training stat, it will show how many eco points you must invest to reach the new level.
The more soldiers you have, the more it will cost to maintain your army. The cost for upkeep is listed after the military stat. This will automatically be deducted from the amount of eco-points you earn, thus, with an income of 3 and an upkeep of 2, you really have 1 spare point to spend.
Note that use of strategy is highly recommended in case of war; while your generals will employ basic strategies, they are not usually particularly bright.
Education*
The education stat shows the amount of education the average citizen has that lives in your nation. The stat will be represented by a level. To increase it, you have to invest a certain number of eco points, depending on how big you are (see size). Invest 1 eco point if you are size 1 to get to the next level of education, 2 if you are size 2, etc...
However, when your education starts to reach a higher level then what can be sustained by the current funding, you will need to pay an upkeep cost to keep it that high. The upkeep cost will appear in your education stat and automatically be taken out from your eco-points to spend. If you choose not to pay the upkeep, you may spend the eco-point elsewhere but your education level may drop.
Infrastructure*
Infrastructure is a leveled stat, that is to say, it is measured in levels. Simple enough, really, the better the level of infrastructure you have, the better your people’s access to decent roads, healthcare, and so on, is. To increase it, you have to invest a certain number of eco points, depending on how big you are (see size). Invest 1 eco point if you are size 1 to get to the next level of infrastructure, 2 if you are size 2, etc...
The problem is, if you get an infrastructure of a decent amount, at some point, it will cost money to maintain. Just know that, the better your infrastructure is, the more it will cost to keep them that way.
If you choose to undercut infrastructure funding, your infrastructure level will drop by one level a turn until it reaches a level where your funding matches the required maintenance funding. Thus, you can cut infrastructure in a very desperate war, but your people, and army, will have to drive over increasingly shoddy roads, and use increasingly worse hospitals, and so on. Beware.
Technology*
Technology level represents how advanced your people are. E.g. the Bronze Age, or the Industrial Age. I trust in your intelligence.
It increases automatically, usually through a good education. The smarter your people are, really, the more accepting of innovation they will be. Quite simple.
If you want to make a specific advance, then you can invest eco points into getting it in your orders. Like you want the latest rifle? Then invest a point into it, and you may well get it.
Government*
Government is, well, the type of ruling system you have. I believe you know what this is about.
If you have a democratic government system, the elected body, be it Congress, or Parliament, may well decide that what you’re doing is evil, and try to veto it. I’ll try to inform you ahead of time if this is happening. Your options are to change it to what they want, stage a coup, or find a creative solution of your own.
Religion*
I trust we all know what religion is? Let’s just say, you can motivate your people to support a war with it, and it can oppose a war all on its own. Quite powerful, in the hands of the skilled.
Culture*
Unlike other NESes to date, which have your culture described as a level (which I found silly), I shall describe it. The main characteristics that will be described are whether it has a strong influence on its neighbors or vice versa, and what culture group it belongs to. These are categories decided by the mod.
Projects*
Tell me something you want to get done, and I’ll tell you how long they will take to get done. Pretty simple.
These can be anything from building the Suez Canal to increasing the military efficiency of your nation. They are simply things you want your nation to accomplish. Quite nicely, they do not require eco points, rather less nicely, they cannot be hurried with eco points, either. The only thing that hurries a project is a story.
Joining the Game
So enough with the rules already, how do you join? Well, since this NES will feature a series of BT updates before the actual game begins, you will not fill out a general nation template. Instead, you will have choose between a series of attributes you want your nation to take on. For each attribute, you must Indicate how much it relates to your nation using a “slider.” The numbers 1-4 will act as a slider. For example, under the attribute Militaristic – Peaceful, you will indicate a number 1 for being militaristic, or 4 for being peaceful, or, of course, any number in between.
The reason I chose 4 instead of 5 for the slider is I don’t want a bunch of “mediocre” nations with no character. You’re either more militaristic or peaceful; you can’t be exactly in the middle.
With that said, please also post a brief description of where on the map you want to start (a picture may also help me more accurately place you), the name of your capital, and anything else you may want me to take into account (though I won’t always take everything into account).
Nation Name
Name of Capital
Location
1……………………..4
Land Based – Seafaring
1……………………..4
Expansionist – Isolationist
1……………………..4
Peaceful – Belligerent
1……………………..4
Pious – Secular
1……………………..4
Commercial – Agrarian
* indications rules based off of, or directly copied and pasted, from North King’s latest NES: N3S 1: Empires Ablaze
INTRODUCTION
So I have taken a break from NESing, almost a month now, so that I can come back during the summer nice and refreshed. This is my come back NES, created to get me back into game of modding, back where I feel I belong. The NES will feature a random map, designed by myself, named Nataria and BT updates, probably four in total that will propel us into the beginning of the industrial revolution of Nataria. In between BT updates, you will be allowed to submit a set of vague orders, which will comprise of a number of sections that will help me design the next BT.
Now, I won’t be without other obligations in the summer. I am going to be working, and will also have a social life, believe it or not. That is why I am going to have to do weekly updates. Because of the nature of this NES, it will take a month from when I start it before you will actually be able to play your nation. As it is, I will take a vote after each BT to see if we will continue with another BT, or take up the game from there.
With that, I welcome you to stJNES: Nataria, and hope that this NES will help to diminish my reputation as a mod who gives up on his NESs so quickly.
RULES
The IT/BT system will be employed with the first four BT’s that will start the game off. I encourage you to read up on the IT/BT system, of which a small exerpt I have posted here.
Spoiler IT/BT System, as defined by das :
Interesting Times (IT)
This is, basically, the same as what happens in most NESes. You know, the usual thing with updates, orders, etc. The main difference from your average fresh start is that turns will take more like 20-15 turns, or eventually even less. Oh, and it only goes on for a certain amount of turns - either until the loss of interest, either until the end of all major wars if the IT was on for over five turns.
Boring Times (BT)
In between of the ITs, there are the BTs. While ITs are the shorter, yet more interesting and exciting periods of history, the BTs are the (probably) longer periods of quiet growth and expansion, slow progress and (mostly) minor wars. Unlike with IT, you don't have any direct control over what happens to your country during that time. HOWEVER, a) its development will be based to some degree on what happened in the last IT and b) you could leave something of a development plan, parts of which might be followed, at least in the beginning. Oh, and some nasty things could happen to some of your countries during the BT - know that it will only happen if I think there are good reasons for it. But if after a BT you decide that you are completely disillusioned with your nation/the way it developped, you probably should try and find another nation for yourself.
This is, basically, the same as what happens in most NESes. You know, the usual thing with updates, orders, etc. The main difference from your average fresh start is that turns will take more like 20-15 turns, or eventually even less. Oh, and it only goes on for a certain amount of turns - either until the loss of interest, either until the end of all major wars if the IT was on for over five turns.
Boring Times (BT)
In between of the ITs, there are the BTs. While ITs are the shorter, yet more interesting and exciting periods of history, the BTs are the (probably) longer periods of quiet growth and expansion, slow progress and (mostly) minor wars. Unlike with IT, you don't have any direct control over what happens to your country during that time. HOWEVER, a) its development will be based to some degree on what happened in the last IT and b) you could leave something of a development plan, parts of which might be followed, at least in the beginning. Oh, and some nasty things could happen to some of your countries during the BT - know that it will only happen if I think there are good reasons for it. But if after a BT you decide that you are completely disillusioned with your nation/the way it developped, you probably should try and find another nation for yourself.
Economy
The economy of your nation, once you start to play in it during the industrial revolution, will be representative of the funds that the government has to spend on the various stats of the state. Since funds your government has is tied to how much money the people of the state have to pay in taxes, the stat can and will be titled “economy.”
Now that we have that out of the way, onto how the “economy” stat is actually used. And this is probably the easiest one to understand. There will be both a word and a number associated with the “economy” stat. The word will be one of three adjectives: failing, stagnant, or growing. Ignoring the fact that it is self-explanatory, these words represent how your economy is progressing. The number next to it represents how many economic points, or “eco-points” you will have to spend on the other various stats. If you would like to grow your economy, you must first be in the “growing” category, and then you must increase some factor of your economy: from internal commerce, to international trade; from production capability to agricultural growth. You may even increase your economy from gains made in war, including industry, raw resources, and population.
When your stat is in the “failing” mode, each turn your economy is getting weaker and weaker, and you will gradually lose eco-points, production capabilities, and population (from emigration). That said, lets continue.
Production
The production in your country is made up from all the possible things you can make from the factories that fall under your nation’s control. What this means to you is the production of ships and weapons for your land army. The Production stat will have one number that will represent all the production of your nation, and will serve as a multiplier for the amount of troops you can recruit a turn, or ships you can build a turn, per eco-point.
To increase your production, you must naturally control more industry. This means either build more or conquer more. There is no sure way to do this, but you may spend eco-points on production by cutting taxes for new industries, or find new, cheap raw resources, etc. It really is up to you how to increase your production capabilities, and is by no means limited to what I have said here.
Size*
Size represents your nation/faction’s population and area. A frustrating stat in that it represents two things, but I think it will work well enough.
The size stat is a single number. It will give bonuses and handicaps. For stats like Education, Infrastructure, and Quality of Life, a larger state will have more trouble in maintaining a large level of these. Larger states will have more trouble in this regard.
However, size isn’t always a handicap: size will give you a bonus in the military field, to represent the sheer size of your military. I will determine how much of a bonus it gives depending on your technological level.
Military*
Military is raised mostly through the spending of economy points to recruit, train, and arm new soldiers. This is a raw number, the amount of standing soldiers you have at your disposal in times of war. What it doesn’t take into account is how many troops you can raise on the fly; levies and conscripts called up for a single war. You can ask me in your orders to raise conscripts or levies in times of desperation, it might happen on its own, though.
In any case, military is really two things. There’s the number of soldiers you have, and then there’s how good they are. The second stat is more of a level type thing, and it represents both how experienced they are, and how trained they are. It will rise naturally through battles being fought, but you can invest eco points into it, raising it as well. By the same token, recruiting a large number of new, raw recruits can crash it just as easily.
The problem is that the more soldiers you have, the harder it is to raise training. After the training stat, it will show how many eco points you must invest to reach the new level.
The more soldiers you have, the more it will cost to maintain your army. The cost for upkeep is listed after the military stat. This will automatically be deducted from the amount of eco-points you earn, thus, with an income of 3 and an upkeep of 2, you really have 1 spare point to spend.
Note that use of strategy is highly recommended in case of war; while your generals will employ basic strategies, they are not usually particularly bright.
Education*
The education stat shows the amount of education the average citizen has that lives in your nation. The stat will be represented by a level. To increase it, you have to invest a certain number of eco points, depending on how big you are (see size). Invest 1 eco point if you are size 1 to get to the next level of education, 2 if you are size 2, etc...
However, when your education starts to reach a higher level then what can be sustained by the current funding, you will need to pay an upkeep cost to keep it that high. The upkeep cost will appear in your education stat and automatically be taken out from your eco-points to spend. If you choose not to pay the upkeep, you may spend the eco-point elsewhere but your education level may drop.
Infrastructure*
Infrastructure is a leveled stat, that is to say, it is measured in levels. Simple enough, really, the better the level of infrastructure you have, the better your people’s access to decent roads, healthcare, and so on, is. To increase it, you have to invest a certain number of eco points, depending on how big you are (see size). Invest 1 eco point if you are size 1 to get to the next level of infrastructure, 2 if you are size 2, etc...
The problem is, if you get an infrastructure of a decent amount, at some point, it will cost money to maintain. Just know that, the better your infrastructure is, the more it will cost to keep them that way.
If you choose to undercut infrastructure funding, your infrastructure level will drop by one level a turn until it reaches a level where your funding matches the required maintenance funding. Thus, you can cut infrastructure in a very desperate war, but your people, and army, will have to drive over increasingly shoddy roads, and use increasingly worse hospitals, and so on. Beware.
Technology*
Technology level represents how advanced your people are. E.g. the Bronze Age, or the Industrial Age. I trust in your intelligence.
It increases automatically, usually through a good education. The smarter your people are, really, the more accepting of innovation they will be. Quite simple.
If you want to make a specific advance, then you can invest eco points into getting it in your orders. Like you want the latest rifle? Then invest a point into it, and you may well get it.
Government*
Government is, well, the type of ruling system you have. I believe you know what this is about.
If you have a democratic government system, the elected body, be it Congress, or Parliament, may well decide that what you’re doing is evil, and try to veto it. I’ll try to inform you ahead of time if this is happening. Your options are to change it to what they want, stage a coup, or find a creative solution of your own.
Religion*
I trust we all know what religion is? Let’s just say, you can motivate your people to support a war with it, and it can oppose a war all on its own. Quite powerful, in the hands of the skilled.
Culture*
Unlike other NESes to date, which have your culture described as a level (which I found silly), I shall describe it. The main characteristics that will be described are whether it has a strong influence on its neighbors or vice versa, and what culture group it belongs to. These are categories decided by the mod.
Projects*
Tell me something you want to get done, and I’ll tell you how long they will take to get done. Pretty simple.
These can be anything from building the Suez Canal to increasing the military efficiency of your nation. They are simply things you want your nation to accomplish. Quite nicely, they do not require eco points, rather less nicely, they cannot be hurried with eco points, either. The only thing that hurries a project is a story.
Joining the Game
So enough with the rules already, how do you join? Well, since this NES will feature a series of BT updates before the actual game begins, you will not fill out a general nation template. Instead, you will have choose between a series of attributes you want your nation to take on. For each attribute, you must Indicate how much it relates to your nation using a “slider.” The numbers 1-4 will act as a slider. For example, under the attribute Militaristic – Peaceful, you will indicate a number 1 for being militaristic, or 4 for being peaceful, or, of course, any number in between.
The reason I chose 4 instead of 5 for the slider is I don’t want a bunch of “mediocre” nations with no character. You’re either more militaristic or peaceful; you can’t be exactly in the middle.
With that said, please also post a brief description of where on the map you want to start (a picture may also help me more accurately place you), the name of your capital, and anything else you may want me to take into account (though I won’t always take everything into account).
Nation Name
Name of Capital
Location
1……………………..4
Land Based – Seafaring
1……………………..4
Expansionist – Isolationist
1……………………..4
Peaceful – Belligerent
1……………………..4
Pious – Secular
1……………………..4
Commercial – Agrarian
* indications rules based off of, or directly copied and pasted, from North King’s latest NES: N3S 1: Empires Ablaze