Finmaster
The White Ghost
- Joined
- Apr 13, 2003
- Messages
- 2,716
1. INTRODUCTION
I do enjoy the "new generation NESes". They are complicated but that makes them interresting... IF the mod has the will to mod it well, that is. Usually they run out of stamina. Thats when these new generations NESes turn uninterresting; updates every 2 weeks (or even more seldom). We can't all be das. Those of us who aren't might want to try something different.
Retro NESes - which seem to have multiplied greatly since I started FBONES1 (Jason's NES being the recent new "old timers" NES) - can also be interresting, in a different way. They aren't more boring (how could they be, with updates coming almost as regular as twice a week!), actually sometimes they might even be more interresting. Its like drinking white wine but sipping a glass of red wine every now and then too. Its good to do something different for a change. Well, like said, I'm not das, but..
Go ahead and try it, you might even like the older version of a NES.
Updates twice a week (altough occasionally I might fail to deliver that promise, like last time
). No ec centers (economies explained further in the rules) and no civilized zones. No IT/BT. Just a basic fresh start.. altough it does start from the bronze age, none of us wants to play through the boring stone age phace now do we?

There are some rule changes from FBONES1. So read the rules even if you played in the first version of my Brand Old NES series.
Oh.. and why the name "Grande Finale"?
As some of you maybe noticed, I was away for a couble of months between FBONES1 and this. I realized that I didn't miss NESing at all. I was about to retire from this entirely, but then I thought..
This is not me. I can't just leave.
Most of the new generation players don't even know my name! I CAN'T just go before making my last Grande Finale!
This NES is it. Well not only this NES, but the entire time I spend on these forums from now on. Until one day, this NES ends.. and with it shall end my NESing career!
And how final is this decision? Who knows. Hockey goaltending legend Dominic Hasek has retired several times and is now playing for the Ottawa Senators as a forgotten former star, being just way too old to play the game. Maybe I'll suffer his fate.. altough I might have already done so.
***
2. RULES:
***
2.1: REGARDING ORDERS:
1 PM maximum. I repeat: 1 PM maximum. Why not colossial orders? Because I try to keep this fast-paced. Simple as that. You can write detailed military orders, but you don't have to write orders for every friggin sergeant on your army! Your men do know how to take a leak every now and then even if you don't mention it in your war novel!
ORDERS LONGER THAN 1 PM WILL BE IGNORED!
I know I'm a bit tuff, but I have to be if I wanna keep it fast-paced.
***
2.2: ECONOMY:
Your total points to spend is an income of three sectors: infrastructure, trade routes, and money you have banked.
***
INFRASTRUCTURE:
For every Infrastructure level, you get one spending points. Its the combination of your nation's entire economic system: roads, cities, harbours, etc. Growing it will be (especially on the long run) more expensive than starting trade routes, but you have to remember that infrastructure does more than just grow the economy. It is vital for transportation, city- and national growth, and people's happiness. And the wealth it produces isn't so easy to lose as one that comes from a trade route. So do not underrestimate Infrastructure.
The more you develope your infrastructure, the more expensive it will get to grow it further.
***
TRADE ROUTES:
Once you reach Late Bronze Age, you can start TRADE ROUTES. They get cheaper the more you develope tech, but in the beginning they are rather expensive:
-Trade route with a neighbouring nation: 5 SP payment by both sides
-Trade route with a nation behind a sea / other nation / white, passable area on the map : 7 SP payment by both sides
Once you reach Late Iron Age, the trade routes are gonna be severely cheaper as road technology and monetary systems develope.
***
BANKING:
Unlike last time, you can also bank your money. It doesn't do you much good, but if you need a big lump sum for something (to start a trade route, for example), you can save a couple of turns. Also, if you fail to send orders, your money will be banked. This bank will be located in your capital, and if you lose it, you will lose your banked money. If you have money banked, it will be included in the points you have to spend. Thats why commercial nations have 7 points to spend in the 1st turn.
***
ABOUT CITIES:
While there are no eco centers, cities WILL play a key role! They represent the level of your infrastructure. If you lose land areas with cities, you will lose more money than losing just a blank land area! Same way you can make more money in wars by conquering areas that are widely populated by cities.
***
2.3: MILITARY:
Very simple. With one point, you can get one unit, or one navy squadron. When tech developes, your military developes automatically too. The more training levels you get, the more expensive it will be to train your units further.
Why "units"? Because last time people didn't like divisions. I could say "1000 men", but there are more than just men involved, including siege weaponary etc.. Unit will do just fine as its purpose is only to show your military strenght compared to other nations, but if you want to use numbers, we can agree that one units contains approximately 1000 men.
There aren't any unique units. If you want to use one, however, write about it in orders and stories, and it might have an effect.
***
2.4: TECHNOLOGY:
Spend money on tech and get new tech levels to out-tech your neighbour. 5 points for Late Bronze Age, and 10 points more for Early Iron Age.
AGES:
Middle Bronze Age: Where every1 starts off. Basic bronze age weaponary, such as spearmen and archers.
Late Bronze Age: Trading possibility. 5 points.
Early Iron Age: Catapults and other siege weapons included in weaponary. 10 points.
Middle Iron Age: GREAT developement in weapon technology! Swords replace spears, and juggernaughts join galleys in the seas. 15 points.
Late Iron Age: As road network developes, both trade routes and infrastructure will become cheaper. I haven't yet decided how much cheaper. 15 points.
Don't forget the importance of education.
NOTE: you can't trade tech, altough sometimes nations under your influence (friends, neighbours, vassals, trade partners) will learn from your wise men and grow their technology level automatically that way.
***
2.5: CULTURE / CONFIDENCE
Is VERY important in this NES. Think about it: if army doesn't believe in its leader and its country, it will lose to an equal army that does. If a merchant doesn't care about his nation, he will avoid paying taxes and corruption and waste will occure. So even if you don't face rebellions, culture and confidence are important in order to keep up in developement with the rest of the world.
Culture: Its how much people love your nation. Changes very slowly.
Confidence: Its how much people lover their leader. Can change dramatically every turn. BAsically its your approval rating.
Bottom line is: if you don't wanna face a rebellion, keep them both above 5.
Cannot be raised with money.
***
WONDERS / PROJECTS:
They are free to build moneywise, but can take a lot of time. U tell me what it does, I tell you how many turns it takes. ALSO: you need to give a DETAILED DESCRIPTION OF WHAT IT IS! You can't just say: "I wanna build a qhurluqurlie, it gives me 5 everything".
***
3. PICKING YOUR NATION
***
No civ zones, just chooce where to start. Write a little background about your nation. Remember that if you want, it could've existed for thousands of years despite the fact that its a fresh start NES. Its bronze age, not stone age.
Template:
Nation name:
Ruler / Player:
Economy: 2 points to spend
Infrastructure: level 2 (0/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (0/5 to late bronze age)
Army: 5 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: (some sort of a polytheism / aminism / whatever seems fit, however monotheisms becomes available at iron age)
Culture, Confidence: 5/10, 5/10
Wonders / Projects: NONE!
Trait: Pick 1 out of 6, options are below.
Background:
ABOUT TRAITS:
READ CAREFULLY!
The trait you chooce will haunt you through the rest of the game, so think clearly which one you'll pick. Because unless you use your money on something that the people prefer, your confidence and eventually culture points too will drop, and we don't want that now do we?
NOTE:
-ALL people prefer military growth when there is a crisis nearby, or if they feel threatened by one.
-ALL people prefer economic growth if they feel they need money to reach their ultimate goal, whatever it may be
So basically, you CAN build anything, as long as you explain to your people why its good for them!
Commercial nations
Friendly and commercial people are very people-oriented. They like to make money just like the industrial people, but they'd rather do so through international trading instead of domestic growth. This pro-people attitude makes them very non-militaristic.
-Starting bonus: +5 banked gold.
-People prefer: Trade routes, infrastructure, economic wonders/projects, being richer than the next guy.
Industrial nations
Its not enough for industrious people to make money, they also want to construct a working, dynamic society. And once they've accomplished building one, they are ready to die defending it.
-Starting bonus: +5 points on infrastructure (i.e. +1 inf level)
-People prefer: infrastructure, ALL kinds of wonders/projects.
Cultural nations
Cultural people are often religious thinkers and wonderers. More than anything, religion and national pride is important to them.
-starting bonus: +2 culture, +2 confidence
-people prefer: Education, religious/cultural influence on other nations, ALL kinds of wonders.
Militaristic nations:
These crazy warmongerers get bored quickly unless they see battles and actions. They get their thrills "protecting" their nation, even if that would mean a crazy and pointless offensive war oceans away. They are willing to grow money and research technology too, but only if it means supporting their military machine.
-starting bonus: +5 army units
-people prefer: army/navy units, training, military wonders/projects, patriotic wars, being superior to others
Scientific nations:
Thinkers and philosophers are respected, but unlike in Cultural nations, they aren't so much into humanities, and much more into technological advancement. Moneys and armies are, for them, just a bypass on the way for further knowledge of the truth.
-starting bonus: +5 points on tech (i.e. start at late bronze age)
-people prefer: tech developement, scientific wonders/projects, education, military innovations
Seafaring nations:
Seafarers are a naval people who want to control the sea and its shores. They are eager to build colonies even far away, or sometimes just to explore. Handling large armies and growing tech is acceptable but only if it suits their colonialist desires. One thing is certain; you don't want to get into a naval battle with them.
-starting bonus: +5 squadrons
-people prefer: navy units / training, naval wonders/projects, expanding overseas and trade routes.
***
Well that's it then. Have fun playing!
P.S. STORIES WILL BE SUPPORTED!
I do enjoy the "new generation NESes". They are complicated but that makes them interresting... IF the mod has the will to mod it well, that is. Usually they run out of stamina. Thats when these new generations NESes turn uninterresting; updates every 2 weeks (or even more seldom). We can't all be das. Those of us who aren't might want to try something different.
Retro NESes - which seem to have multiplied greatly since I started FBONES1 (Jason's NES being the recent new "old timers" NES) - can also be interresting, in a different way. They aren't more boring (how could they be, with updates coming almost as regular as twice a week!), actually sometimes they might even be more interresting. Its like drinking white wine but sipping a glass of red wine every now and then too. Its good to do something different for a change. Well, like said, I'm not das, but..
Go ahead and try it, you might even like the older version of a NES.
Updates twice a week (altough occasionally I might fail to deliver that promise, like last time



There are some rule changes from FBONES1. So read the rules even if you played in the first version of my Brand Old NES series.
Oh.. and why the name "Grande Finale"?
As some of you maybe noticed, I was away for a couble of months between FBONES1 and this. I realized that I didn't miss NESing at all. I was about to retire from this entirely, but then I thought..
This is not me. I can't just leave.
Most of the new generation players don't even know my name! I CAN'T just go before making my last Grande Finale!
This NES is it. Well not only this NES, but the entire time I spend on these forums from now on. Until one day, this NES ends.. and with it shall end my NESing career!
And how final is this decision? Who knows. Hockey goaltending legend Dominic Hasek has retired several times and is now playing for the Ottawa Senators as a forgotten former star, being just way too old to play the game. Maybe I'll suffer his fate.. altough I might have already done so.
***
2. RULES:
***
2.1: REGARDING ORDERS:
1 PM maximum. I repeat: 1 PM maximum. Why not colossial orders? Because I try to keep this fast-paced. Simple as that. You can write detailed military orders, but you don't have to write orders for every friggin sergeant on your army! Your men do know how to take a leak every now and then even if you don't mention it in your war novel!
ORDERS LONGER THAN 1 PM WILL BE IGNORED!
I know I'm a bit tuff, but I have to be if I wanna keep it fast-paced.
***
2.2: ECONOMY:
Your total points to spend is an income of three sectors: infrastructure, trade routes, and money you have banked.
***
INFRASTRUCTURE:
For every Infrastructure level, you get one spending points. Its the combination of your nation's entire economic system: roads, cities, harbours, etc. Growing it will be (especially on the long run) more expensive than starting trade routes, but you have to remember that infrastructure does more than just grow the economy. It is vital for transportation, city- and national growth, and people's happiness. And the wealth it produces isn't so easy to lose as one that comes from a trade route. So do not underrestimate Infrastructure.
The more you develope your infrastructure, the more expensive it will get to grow it further.
***
TRADE ROUTES:
Once you reach Late Bronze Age, you can start TRADE ROUTES. They get cheaper the more you develope tech, but in the beginning they are rather expensive:
-Trade route with a neighbouring nation: 5 SP payment by both sides
-Trade route with a nation behind a sea / other nation / white, passable area on the map : 7 SP payment by both sides
Once you reach Late Iron Age, the trade routes are gonna be severely cheaper as road technology and monetary systems develope.
***
BANKING:
Unlike last time, you can also bank your money. It doesn't do you much good, but if you need a big lump sum for something (to start a trade route, for example), you can save a couple of turns. Also, if you fail to send orders, your money will be banked. This bank will be located in your capital, and if you lose it, you will lose your banked money. If you have money banked, it will be included in the points you have to spend. Thats why commercial nations have 7 points to spend in the 1st turn.
***
ABOUT CITIES:
While there are no eco centers, cities WILL play a key role! They represent the level of your infrastructure. If you lose land areas with cities, you will lose more money than losing just a blank land area! Same way you can make more money in wars by conquering areas that are widely populated by cities.
***
2.3: MILITARY:
Very simple. With one point, you can get one unit, or one navy squadron. When tech developes, your military developes automatically too. The more training levels you get, the more expensive it will be to train your units further.
Why "units"? Because last time people didn't like divisions. I could say "1000 men", but there are more than just men involved, including siege weaponary etc.. Unit will do just fine as its purpose is only to show your military strenght compared to other nations, but if you want to use numbers, we can agree that one units contains approximately 1000 men.
There aren't any unique units. If you want to use one, however, write about it in orders and stories, and it might have an effect.
***
2.4: TECHNOLOGY:
Spend money on tech and get new tech levels to out-tech your neighbour. 5 points for Late Bronze Age, and 10 points more for Early Iron Age.
AGES:
Middle Bronze Age: Where every1 starts off. Basic bronze age weaponary, such as spearmen and archers.
Late Bronze Age: Trading possibility. 5 points.
Early Iron Age: Catapults and other siege weapons included in weaponary. 10 points.
Middle Iron Age: GREAT developement in weapon technology! Swords replace spears, and juggernaughts join galleys in the seas. 15 points.
Late Iron Age: As road network developes, both trade routes and infrastructure will become cheaper. I haven't yet decided how much cheaper. 15 points.
Don't forget the importance of education.
NOTE: you can't trade tech, altough sometimes nations under your influence (friends, neighbours, vassals, trade partners) will learn from your wise men and grow their technology level automatically that way.
***
2.5: CULTURE / CONFIDENCE
Is VERY important in this NES. Think about it: if army doesn't believe in its leader and its country, it will lose to an equal army that does. If a merchant doesn't care about his nation, he will avoid paying taxes and corruption and waste will occure. So even if you don't face rebellions, culture and confidence are important in order to keep up in developement with the rest of the world.
Culture: Its how much people love your nation. Changes very slowly.
Confidence: Its how much people lover their leader. Can change dramatically every turn. BAsically its your approval rating.
Bottom line is: if you don't wanna face a rebellion, keep them both above 5.
Cannot be raised with money.
***
WONDERS / PROJECTS:
They are free to build moneywise, but can take a lot of time. U tell me what it does, I tell you how many turns it takes. ALSO: you need to give a DETAILED DESCRIPTION OF WHAT IT IS! You can't just say: "I wanna build a qhurluqurlie, it gives me 5 everything".
***
3. PICKING YOUR NATION
***
No civ zones, just chooce where to start. Write a little background about your nation. Remember that if you want, it could've existed for thousands of years despite the fact that its a fresh start NES. Its bronze age, not stone age.
Template:
Nation name:
Ruler / Player:
Economy: 2 points to spend
Infrastructure: level 2 (0/5 to next level)
+Trade Routes: 0
*NOT AVAILABLE UNTIL LATE BRONZE AGE!
+Banked: 0
Technology level: Middle Bronze age (0/5 to late bronze age)
Army: 5 units, training level: 0 (0/1 to next level), Bronze Age spearmen, chariots and archers.
Navy: none, training level: 0 (0/1 to next level), Bronze Age Galleys
Education: none (0/1 to next level)
Religion: (some sort of a polytheism / aminism / whatever seems fit, however monotheisms becomes available at iron age)
Culture, Confidence: 5/10, 5/10
Wonders / Projects: NONE!
Trait: Pick 1 out of 6, options are below.
Background:
ABOUT TRAITS:
READ CAREFULLY!
The trait you chooce will haunt you through the rest of the game, so think clearly which one you'll pick. Because unless you use your money on something that the people prefer, your confidence and eventually culture points too will drop, and we don't want that now do we?

NOTE:
-ALL people prefer military growth when there is a crisis nearby, or if they feel threatened by one.
-ALL people prefer economic growth if they feel they need money to reach their ultimate goal, whatever it may be
So basically, you CAN build anything, as long as you explain to your people why its good for them!
Commercial nations
Friendly and commercial people are very people-oriented. They like to make money just like the industrial people, but they'd rather do so through international trading instead of domestic growth. This pro-people attitude makes them very non-militaristic.
-Starting bonus: +5 banked gold.
-People prefer: Trade routes, infrastructure, economic wonders/projects, being richer than the next guy.
Industrial nations
Its not enough for industrious people to make money, they also want to construct a working, dynamic society. And once they've accomplished building one, they are ready to die defending it.
-Starting bonus: +5 points on infrastructure (i.e. +1 inf level)
-People prefer: infrastructure, ALL kinds of wonders/projects.
Cultural nations
Cultural people are often religious thinkers and wonderers. More than anything, religion and national pride is important to them.
-starting bonus: +2 culture, +2 confidence
-people prefer: Education, religious/cultural influence on other nations, ALL kinds of wonders.
Militaristic nations:
These crazy warmongerers get bored quickly unless they see battles and actions. They get their thrills "protecting" their nation, even if that would mean a crazy and pointless offensive war oceans away. They are willing to grow money and research technology too, but only if it means supporting their military machine.
-starting bonus: +5 army units
-people prefer: army/navy units, training, military wonders/projects, patriotic wars, being superior to others
Scientific nations:
Thinkers and philosophers are respected, but unlike in Cultural nations, they aren't so much into humanities, and much more into technological advancement. Moneys and armies are, for them, just a bypass on the way for further knowledge of the truth.
-starting bonus: +5 points on tech (i.e. start at late bronze age)
-people prefer: tech developement, scientific wonders/projects, education, military innovations
Seafaring nations:
Seafarers are a naval people who want to control the sea and its shores. They are eager to build colonies even far away, or sometimes just to explore. Handling large armies and growing tech is acceptable but only if it suits their colonialist desires. One thing is certain; you don't want to get into a naval battle with them.
-starting bonus: +5 squadrons
-people prefer: navy units / training, naval wonders/projects, expanding overseas and trade routes.
***
Well that's it then. Have fun playing!
P.S. STORIES WILL BE SUPPORTED!
