Harleqin
Hippo Power
HqNES II – Fair, new world.
Welcome to the third phase of HqNES II – Fair, new world. Years have gone by and we’re now roughly 120 years further along the River of Time. The continent has been claimed and settled by more or less civilised nations. The old nations of the River Valley are the oldest and most advanced, but hindered by a lack of room for expansion whereas the newer states have large territories and plenty of potential… if they can defend what they have claimed.
Elsewhere explorers from Dashtaka, Skarabe, Laconia and Rhodor have discovered new lands by following the currents. Little is known of these lands so far. There appears to be nations there whose technological development is behind that of the newly arriving nations.
Explorers have also discovered other surprising things. Two ancient, abandoned cities have been discovered, one on an island north of Gallin and one in the highlands on the western peninsula. Both were completely ruined and heavily devastated, but the surprising thing about them is the size and the advanced architecture which can still be seen in a few places. The smallest of them is roughly the size of the Dashtakan capital which is the second-largest known city in the world. Who built these and where they went is unknown.
Rules v1.3
Template
Nation name
Ruler/Player:
Age: Classical
Government:
Capital:
Religion:
Economy:
Administrative efficiency:
Army + Quality:
Navy + Quality:
Quality of infrastructure:
Level of education:
Happiness:
Nationalism:
Confidence in leader:
Wonders/Projects:
----
Ruler/Player:
The leader of the nation. First the in-game name, second the player name.
Government:
Your form of government. Nothing fancy in this. Dictatorships and republics are currently very popular.
Capital:
Well, this is like, the administrative centre of your nation where your ruler, most likely, lives. Capitals are ringed in white on the map.
Religion:
The type of religion(s) present in your nation. Most nations will have a dominant religion and one or more minor religions.
Economy:
Shows what state your finances are in. The biggest nation can easily have the same economy as the smallest as even though the bigger will have a higher income, they will also have higher expenses. Big nations will, however, generally have more economic centres than smaller nations. The number behind your economy level indicates the surplus your nation is making and which can be used for investments.
Most nations will have a treasury where they save up for harder times in the future. This means that you can bank parts of your income. Be careful though as treasuries can be plundered, raided and robbed.
Wars are expensive business. Expect your economy to take a hit if go to war, particularly if it drags out. This is due to disruptions in trade, burned crops and fewer people working as they get called up to serve garrison duty. You can raise war taxes which will lower the strain on your economy, but which will decrease your happiness.
An economic level can be sacrificed for extra eco points. This represents you selling off assets, pawning land and generally squeezing your subjects. This will gain you a large financial boost, but be very damaging to your economy afterwards. If you decide to sacrifice you will lose TWO economy levels as you lose income but also put yourself in debt. It’s a vicious circle. The more valuable your land is, the more you’ll gain (as the people paying will gain more profits out of their investments) and as they’ll be more likely to give you a large loan as they’ll have a better chance of getting repaid. If you sacrifice then you’ll get an amount of ecopoints equal to what the table below says + 1 for every special city.
Sacrificial Table:
Initial level of economy – points gained.
Bankrupt: not possible
Heavy depression -> Recession: 2
Poor -> Pretty good: 4
Good -> Wealthy: 6
Rich -> Very Rich: 8
Exceptional: 10
To grow economy you will need to specify what you are doing to grow it. When trying to grow economy you can’t spend any income from your economy that turn or sacrifice a level. You can, however, still spend income from your special cities.
Bankrupt (-4) – Heavy Depression (-2) - Failing (-1) – Recession (-1) – Poor (0) – Balanced (0) - Decent (+1) – Pretty good (+1) – Good (+2) – Growing (+2) – Strong (+3) – Wealthy (+3) – Rich (+4) – Very Rich (+5) – Exceptional (+6)
EcoPoints can be spent on: Education, improving administrative efficiency, recruiting armed forces, improving the quality of your forces, improving infrastructure, starting projects, bribes, gifts, maintaining your current levels, supplying troops during war time, be banked etc.
Special cities:
Some of your cities may take on a special status as either an economic, religious or cultural centre. These cities are highly valuable as they’ll give you extra income. All special cities will be ringed in red. Every such city you have will give you one ecopoint extra every turn.
Administrative Efficiency:
This indicates how well trained your administrators are. A high level makes it easier to increase economy, carry out civilian policy changes and plans and generally be helpful in subtle ways.
Hopeless – Incompetent – Unskilled - Tolerable – Decent – Skilled – Competent - Brilliant
Quality (Land/Naval):
This covers the quality of your armed forces. How modern their equipment is, how well they have been trained to use it, the competence of your officers, how battlehardened they are etc.
This will rise and form naturally throughout the game for various reasons. You can increase it if you should wish.
Increasing the quality is quite simple. 1 point will improve 10,000 troops once or 5,000 troops twice. This will make it very expensive to raise a large, well trained army, but makes it very viable to have a smaller, well trained core, something I think reflects history better.
The same applies to the navy. One point will increase 10 ships once or 5 ships twice.
Difference in quality will be very important. Tactics and luck can even it out, but where all is even, then a force of higher quality will defeat one that is inferior… even if slightly outnumbered.
Newly recruited troops will usually come in at poor level. They will need training to get to standard. Sometimes I might decide to let a nation recruit at a higher level if it is highly militarised or reduce the level even further. If you decide to go all out with mobilising everyone you can then the troops will generally come in at a lower level… possibly even at Russian Horde.
Russian Horde – Untrained – Terrible - Poor – Acceptable – Standard training - Better - Trained – Well trained – Professional army – Elite forces
Army/Navy:
The size of your military. Every point you spend will get you either 5,000 troops or 5 ships. Newly raised units usually come in at a quality level of Poor.
If your military reaches a very large size then your economy might drop due to increased costs of supplying and maintaining them.
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 centres, 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.
Dirt Paths – Pathetic - Barely Tolerable – Tolerable – Decent – Improving – Good – Efficient - Very Efficient – 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 new 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 someone reaches the next level they will drop back down to Educated.
Almost everybody can learn to read and write, but it takes quite a bit more to become a professor in quantum physics which is why this has been implemented.
Dumb – Illiterate – Basic - Tolerable – Literate – Educated - Well Educated – Perfect – Academic – Enlightenment
Happiness:
Happiness is an indicator of how happy your people are. This is mainly affected through your policies, but also events throughout the world, wars and many other things have an effect on it. You can invest EP into to boost it, though it might backfire if you decide to stop doing it as they get annoyed at the sudden lack of “gifts” from you. Once you start giving them candy, you’ll only addict them
Revolting - Furious – Unrest – Unhappy – Miserable – Depressed – Slightly miffed – Average – Content - In a good mood – Pleased – Happy – Enjoying life – Ecstatic - Elysium
Nationalism:
This show how loyal your citizens are to your nation. Not necessarily to the ruler, but more to the nation. If you have many different population groups in your nation then it will most likely be lower, especially if they are discriminated. It shows how willing they are to fight for their country in case of a war… or to rise up if they see a chance to gain independence.
None – Rebellious - Divided – Untrusting – Average - Loyal – Devoted – Patriotic - Nationalistic
Confidence:
People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact, a strongly loyal nation with little confidence in its leaders can, in its unity, lynch the rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Possibly with laser beams attached to their friggin’ heads. Not that the rulers will care by then...
Lynching – Hateful – Resentful - Barely Tolerating – Tolerating – Respecting – Admiring –Beloved Leader
Wonders/Projects:
These are special monuments that you construct or projects you initiate. Wonders will be much more expensive to build, but their effects are longer lasting and more powerful. They can also cause cities to gain special status. Projects are faster to do, but will usually be less powerful. Projects are often some kind of reforms or minor constructions that will give you an immediate boost. Wonders will often give you a smaller boost, but will be effective longer. As a general rule of thumb projects won’t be available initially, but consult me and I’ll tell you if the effects you want are ok and how long it will take. Construction will cost 2 EP per turn. You can spend extra to speed it up. You can either pay 4 EcoPoints extra to speed it up by an extra turn OR you can sacrifice an economic level to speed it up by two extra turns.You can only construct one at a time.
2 EP invested = progress project by one turn
6 EP invested = progress project by two turns
2 EP + 1 EcoLevel invested = progress project by three turns.
UU:
You can have one UU per age. Your UU will be either a naval or a land unit and be upgraded along with it. You can change it at any time you wish as it might become obsolete. Recruitment cost will be the same as for standard troops. They will always be considered one training level higher than the other troops in that category. This is the only way to get Elite+1 units. Often they also have other special advantages such as being mountaineers, amphibious, stealthy, more heavily armed/armoured etc.
Your UU may never be larger than 50% of your normal units. Casualties in war might change this, but you can never increase it to a larger proportion.
When you want a UU you just tell me what you want along with a description of it.
Welcome to the third phase of HqNES II – Fair, new world. Years have gone by and we’re now roughly 120 years further along the River of Time. The continent has been claimed and settled by more or less civilised nations. The old nations of the River Valley are the oldest and most advanced, but hindered by a lack of room for expansion whereas the newer states have large territories and plenty of potential… if they can defend what they have claimed.
Elsewhere explorers from Dashtaka, Skarabe, Laconia and Rhodor have discovered new lands by following the currents. Little is known of these lands so far. There appears to be nations there whose technological development is behind that of the newly arriving nations.
Explorers have also discovered other surprising things. Two ancient, abandoned cities have been discovered, one on an island north of Gallin and one in the highlands on the western peninsula. Both were completely ruined and heavily devastated, but the surprising thing about them is the size and the advanced architecture which can still be seen in a few places. The smallest of them is roughly the size of the Dashtakan capital which is the second-largest known city in the world. Who built these and where they went is unknown.
Rules v1.3
Template
Nation name
Ruler/Player:
Age: Classical
Government:
Capital:
Religion:
Economy:
Administrative efficiency:
Army + Quality:
Navy + Quality:
Quality of infrastructure:
Level of education:
Happiness:
Nationalism:
Confidence in leader:
Wonders/Projects:
----
Ruler/Player:
The leader of the nation. First the in-game name, second the player name.
Government:
Your form of government. Nothing fancy in this. Dictatorships and republics are currently very popular.
Capital:
Well, this is like, the administrative centre of your nation where your ruler, most likely, lives. Capitals are ringed in white on the map.
Religion:
The type of religion(s) present in your nation. Most nations will have a dominant religion and one or more minor religions.
Economy:
Shows what state your finances are in. The biggest nation can easily have the same economy as the smallest as even though the bigger will have a higher income, they will also have higher expenses. Big nations will, however, generally have more economic centres than smaller nations. The number behind your economy level indicates the surplus your nation is making and which can be used for investments.
Most nations will have a treasury where they save up for harder times in the future. This means that you can bank parts of your income. Be careful though as treasuries can be plundered, raided and robbed.
Wars are expensive business. Expect your economy to take a hit if go to war, particularly if it drags out. This is due to disruptions in trade, burned crops and fewer people working as they get called up to serve garrison duty. You can raise war taxes which will lower the strain on your economy, but which will decrease your happiness.
An economic level can be sacrificed for extra eco points. This represents you selling off assets, pawning land and generally squeezing your subjects. This will gain you a large financial boost, but be very damaging to your economy afterwards. If you decide to sacrifice you will lose TWO economy levels as you lose income but also put yourself in debt. It’s a vicious circle. The more valuable your land is, the more you’ll gain (as the people paying will gain more profits out of their investments) and as they’ll be more likely to give you a large loan as they’ll have a better chance of getting repaid. If you sacrifice then you’ll get an amount of ecopoints equal to what the table below says + 1 for every special city.
Sacrificial Table:
Initial level of economy – points gained.
Bankrupt: not possible
Heavy depression -> Recession: 2
Poor -> Pretty good: 4
Good -> Wealthy: 6
Rich -> Very Rich: 8
Exceptional: 10
To grow economy you will need to specify what you are doing to grow it. When trying to grow economy you can’t spend any income from your economy that turn or sacrifice a level. You can, however, still spend income from your special cities.
Bankrupt (-4) – Heavy Depression (-2) - Failing (-1) – Recession (-1) – Poor (0) – Balanced (0) - Decent (+1) – Pretty good (+1) – Good (+2) – Growing (+2) – Strong (+3) – Wealthy (+3) – Rich (+4) – Very Rich (+5) – Exceptional (+6)
EcoPoints can be spent on: Education, improving administrative efficiency, recruiting armed forces, improving the quality of your forces, improving infrastructure, starting projects, bribes, gifts, maintaining your current levels, supplying troops during war time, be banked etc.
Special cities:
Some of your cities may take on a special status as either an economic, religious or cultural centre. These cities are highly valuable as they’ll give you extra income. All special cities will be ringed in red. Every such city you have will give you one ecopoint extra every turn.
Administrative Efficiency:
This indicates how well trained your administrators are. A high level makes it easier to increase economy, carry out civilian policy changes and plans and generally be helpful in subtle ways.
Hopeless – Incompetent – Unskilled - Tolerable – Decent – Skilled – Competent - Brilliant
Quality (Land/Naval):
This covers the quality of your armed forces. How modern their equipment is, how well they have been trained to use it, the competence of your officers, how battlehardened they are etc.
This will rise and form naturally throughout the game for various reasons. You can increase it if you should wish.
Increasing the quality is quite simple. 1 point will improve 10,000 troops once or 5,000 troops twice. This will make it very expensive to raise a large, well trained army, but makes it very viable to have a smaller, well trained core, something I think reflects history better.
The same applies to the navy. One point will increase 10 ships once or 5 ships twice.
Difference in quality will be very important. Tactics and luck can even it out, but where all is even, then a force of higher quality will defeat one that is inferior… even if slightly outnumbered.
Newly recruited troops will usually come in at poor level. They will need training to get to standard. Sometimes I might decide to let a nation recruit at a higher level if it is highly militarised or reduce the level even further. If you decide to go all out with mobilising everyone you can then the troops will generally come in at a lower level… possibly even at Russian Horde.
Russian Horde – Untrained – Terrible - Poor – Acceptable – Standard training - Better - Trained – Well trained – Professional army – Elite forces
Army/Navy:
The size of your military. Every point you spend will get you either 5,000 troops or 5 ships. Newly raised units usually come in at a quality level of Poor.
If your military reaches a very large size then your economy might drop due to increased costs of supplying and maintaining them.
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 centres, 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.
Dirt Paths – Pathetic - Barely Tolerable – Tolerable – Decent – Improving – Good – Efficient - Very Efficient – 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 new 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 someone reaches the next level they will drop back down to Educated.
Almost everybody can learn to read and write, but it takes quite a bit more to become a professor in quantum physics which is why this has been implemented.
Dumb – Illiterate – Basic - Tolerable – Literate – Educated - Well Educated – Perfect – Academic – Enlightenment
Happiness:
Happiness is an indicator of how happy your people are. This is mainly affected through your policies, but also events throughout the world, wars and many other things have an effect on it. You can invest EP into to boost it, though it might backfire if you decide to stop doing it as they get annoyed at the sudden lack of “gifts” from you. Once you start giving them candy, you’ll only addict them

Revolting - Furious – Unrest – Unhappy – Miserable – Depressed – Slightly miffed – Average – Content - In a good mood – Pleased – Happy – Enjoying life – Ecstatic - Elysium
Nationalism:
This show how loyal your citizens are to your nation. Not necessarily to the ruler, but more to the nation. If you have many different population groups in your nation then it will most likely be lower, especially if they are discriminated. It shows how willing they are to fight for their country in case of a war… or to rise up if they see a chance to gain independence.
None – Rebellious - Divided – Untrusting – Average - Loyal – Devoted – Patriotic - Nationalistic
Confidence:
People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact, a strongly loyal nation with little confidence in its leaders can, in its unity, lynch the rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Possibly with laser beams attached to their friggin’ heads. Not that the rulers will care by then...
Lynching – Hateful – Resentful - Barely Tolerating – Tolerating – Respecting – Admiring –Beloved Leader
Wonders/Projects:
These are special monuments that you construct or projects you initiate. Wonders will be much more expensive to build, but their effects are longer lasting and more powerful. They can also cause cities to gain special status. Projects are faster to do, but will usually be less powerful. Projects are often some kind of reforms or minor constructions that will give you an immediate boost. Wonders will often give you a smaller boost, but will be effective longer. As a general rule of thumb projects won’t be available initially, but consult me and I’ll tell you if the effects you want are ok and how long it will take. Construction will cost 2 EP per turn. You can spend extra to speed it up. You can either pay 4 EcoPoints extra to speed it up by an extra turn OR you can sacrifice an economic level to speed it up by two extra turns.You can only construct one at a time.
2 EP invested = progress project by one turn
6 EP invested = progress project by two turns
2 EP + 1 EcoLevel invested = progress project by three turns.
UU:
You can have one UU per age. Your UU will be either a naval or a land unit and be upgraded along with it. You can change it at any time you wish as it might become obsolete. Recruitment cost will be the same as for standard troops. They will always be considered one training level higher than the other troops in that category. This is the only way to get Elite+1 units. Often they also have other special advantages such as being mountaineers, amphibious, stealthy, more heavily armed/armoured etc.
Your UU may never be larger than 50% of your normal units. Casualties in war might change this, but you can never increase it to a larger proportion.
When you want a UU you just tell me what you want along with a description of it.