RULES
Rules are a mixture of many different people, all redone to my likings, some, in fact, are entirely my own. I will name no names, as that would get bogged up in everything (I do mention some names within the rules, but that is for specific reasons).
Template:
When you fill out the template, also tell me your nation type (see below).
Nation Name [replace this whole line of text with the name of your nation]
Capital: [Nation’s Capital]
Ruler/Player: [Nation’s Ruler/CFC Name]
Government: [Your government, be creative, but don’t be farfetched]
Religion: [Nation’s religion, use general polytheism if bored/uncreative]
Economy: {I fill this in}
Important Cities: {I fill this in}
Dependencies: You have none at this time
Infantry (Training): {I fill this in}
Cavalry (Training): {I fill this in}
Navy (Training): {I fill this in}
UU (Training): You have none at this time.
Mercenaries (Training) (Duration of Employment): {I fill this in}
Military/Civilian Leadership: {I fill this in}
Education: {I fill this in}
Age: {I fill this in}
Culture: {I fill this in}
Confidence: Tolerating
Infrastructure: {I fill this in}
Projects: You have none yet
Nation Background: [You fill this out]
Starting Date:
2000 BCE
Nation Type:
At the beginning of this NES you will choose whether you are a city state, a semi-urbanized tribe, or a nomadic tribe. Each one has its benefits; each one has its disadvantages. Depending on where you start your nation, you will want a different kind of nation type. The advantages, disadvantages, etc. are:
City State: City states are the bulwark of civilization, the foundations upon which the great empires of the world will come to stand. City states are highly populous, wealthy, centralized, educated, “nationalistic,” and more; in other words, almost everything that a nation strives to be. However, they are also puny in land area, have unstable wealth, are highly stratified, hard to band together, and more; in other words, many of the things that a nation strives to rid itself of.
Semi-Urbanized Tribe: These tribes in some parts of the world came to become city states, elsewhere the continued in their existence farming part of the year, hunting the other part, never forming anything larger than a village, etc. Semi-urbanized tribes are not highly populous, but they are stable; they are not wealthy, but again, they’re stable; they have little to no hierarchy, but are stable; they are not centralized, but have no need to be because, again, they are stable; they are not well educated, but know what they need to know; they are not nationalistic, but will band together for the common good. If they are anything, it is stagnant. Though the semi-urbanized tribe little reasons to be fearful, they are nearly incapable of creating a true nation or empire.
Nomadic Tribe: Nomadic tribes subsist mainly on hunting, gathering, and raiding. They have the least hallmarks of civilization, but this makes them the strongest militarily. The men of these tribes, though fewer in number, have the power to kill many others and take away much loot before they themselves fall to spear or arrow. They have no reliable source of wealth, they gain what gold and silver that they have by raiding other tribes and more civilized peoples. These people look to one ruler, one king, for leadership, but have no other real hierarchy. They are educated only in the stories of their ancestors and the way of the wild; they have no need for anything more. When facing an enemy or taking on an endeavour, they unite as one in heart, mind, body, and soul, however, when there is peace the clans and families will turn in on each other in bloodbaths and carnage. Their territories are large, but their communities small. These peoples are hard to lead, but should their awesome power be utilized, they can become unstoppable.
Civilization Zones:
Displayed on the civilization zones map as red, green, and grey areas, they are where you can found your nation. The red zone is perfect for city states, but here two nomadic and semi-urbanized tribes can flourish in the wealth of the land, though here they will have a great disadvantage to the more civilized peoples. The green zone is home to all types of nations, here the city states tend to loose the advantage they have in the read zone, but they are still quite capable of success, if they can ride out barbarian attacks. In the grey zone the nomadic tribe is king, here any nation will have to battle for survival, but it is exactly this situation that sees the nomadic tribe thrive. City states have no chance, or barely any, in these highly volatile areas and even the semi-urbanized tribes yearn for the more prosperous land of the green zone. While it would seem that red fits city states, green semi-urbanized tribes, and grey nomadic tribes, do not be fooled. Anywhere under any circumstances civilization will thrive, and anywhere and kind of nation can make itself known.
Government:
Government is how you rule your people. If you are an elected government, I will take the place of the senate/parliament, if you are a feudal monarchy, I will take the place of feudal lords, etc. Government helps to determine how happy your people are, how confident they are, how likely rebellions are, how free religiously they are, how free economically they are, and so much more.
Religion:
Practically every mod says this, and means it, but for me it will actually be true. I intend to make religion extremely important. Religion will be the basis for many alliances and wars. In order to succeed, you must harness the political power of faith to its fullest potential, or else your opponents will.
Economy:
This is pretty much ripped from ITNES I, but not exactly. Your economy will be represented in a word level. However, no matter the level you will receive two economy (eco) points to spend. If you wish to have more eco points to spend, there are two main ways of achieving this. First is by sacrificing a level to gain six points to spend. Sacrificing will give you more points, but constant sacrifice as well as sacrificing when your economy is not in very good shape will cause unease among your populace; you can also only sacrifice one level a turn. The other way to gain more eco is through ‘important cities,’ these will be explained later on. The economy levels are:
Bankruptcy- Severe Depression- Depression- Recession- Stability- Growth- Wealth- Abundance- Prosperity
Dependencies, however, have very different economy stats. While dependencies have a word level, the important things to take note of in a dependencies economy stat are the number outside the parentheses and the number inside. The number outside is the amount of economy points that the dependency sends to the home country. The number inside parentheses is the amount of eco points that the dependency keeps. If a player is running a dependency, this is the amount of points they have to spend in a turn.
Important Cities:
This NES will utilize the three city system as developed by myself with the aid of Thlayli, who should be accredited with the two city system. The system is based on the previous Das and Kamilian city systems. As the name suggests, there are three types of cities:
Centres of Economics: Most of these are centres of trade (all will be until such things as the stock market are developed). They will provide you with an extra eco every turn with the occasional more productive centre. Examples would be New York, Singapore, and London. These are the most common type of important cities.
Centres of Culture: These can be educational, artistic, philosophical, pan-national, etc. These will provide you with a variety of bonuses of any type at any interval, it is all to the discretion of the Mod. Examples would be Paris (Enlightenment era in particular), Oxford, and Chicago. These are less common than economic centres but more common than religious centres.
Centres of Religion: These cities are the centres of major religions and major religious pilgramages. They will provide one eco per turn, religious bonuses (easier proselytizing, higher loyalty, etc.), and other random bonuses, all of these are at the discretion of the Mod. These are the least common, but most beneficial, type of important city.
Dependencies: There are two main kinds of dependencies that can be created or negotiated. A PC can negotiate any of these with an NPC or another PC. NPCes may also enter into these kinds of relationships with each other. Economy is different for dependencies than for independent sates, for info see Economy. The different kinds of dependencies are:
Colony- The nation to which a colony is dependent receives all of the colony's eco points. Colonies are under your direct control for military and economic matters, but other matters of domestic policy are under the control of the colonial government. However, colonists tend to have little to no loyalty to their home country and are much more likely to rebel. Colonial militias are at the home country’s control, but remain small and inefficient, normally dependent on the home country's military.
Protectorate- One eco point and the proceeds of all special cities are deducted from the protectorate and given to the parent country. The protectorates military is also under the command of the home country. A protectorate maintains much of the areas independent features and aristocracy making rebellions more successful. However, since protectorates maintain home rule without a governor from the home country they are less likely to rebel since they feel more independent.
Army, Cavalry, and Navy:
This is the military power of your nation. All will be based on infantry (in thousands and hundreds), cavalry (in hundreds and thousands), and squadrons of ships. The amount of infantry and cavalry received per eco is, by age, as follows:
Late Stone Age- 5 hundreds infantry, 0 cavalry, 5 squadrons
Early Bronze Age- 10 hundreds infantry, 5 hundred cavalry, 8 squadrons
Late Bronze Age- 15 hundreds infantry, 10 hundreds cavalry, 10 ships
Early Iron Age- 18 hundreds infantry, 15 hundreds cavalry, 12 ships
Unique Unit (UU):
You can have one UU at a time. When you enter a new age your UU will be absorbed into your regular military, however, you can change your UU at any time, the demoted UU just wont like it. Infantry UUs increase at 10% of your total INFANTRY, not population or military, per eco. Cavalry UUs increase at 10% of your total CAVALRY, not population or military, per eco. Naval UUs increase at 10% of your total NAVY, not population or military.
Mercenaries:
Mercenaries were important in early warfare and have continued to be important even into the modern day. Mercenaries are expensive, but normally very well trained and bring a kind of expertise that only a UU can have. Mercenaries, however, can be a gamble; you never can know exactly what you are getting. So, when you want mercenaries to bolster your ranks, tell me how much you want to spend, what kind of mercenaries you want (infantry, cavalry, archery, or naval), if there is a specific region you want them from, and I will do the rest. You may luck out and get Arab camelry with the best training in the world who only want 1 eco 10 hundreds, or you may get very unlucky and get Latin cavalry with the worst training who want 5 eco for 1 hundred (OK, maybe not that extreme, but you get the point). If you want to keep them, you can, if you want to get rid of them, you can, but you can not get your money back.
Training:
This is, basically, how well trained your military is. To raise the training costs one eco per every two hundreds. The levels are:
None-Rabble-Semi-Rabble-Tolerable-Normal-Better-Good-Very Good-Professional-Elite
Leadership:
This is how good your military leaders (generals, admirals, etc.) and your civilian leaders (bureaucrats, governors etc.) are. The higher is obviously the better. In order to grow either you must invest four eco (you can do this over a period of up to 2 turns) into the one you wish to increase. If you have a good plan it may cost less, though this is unlikely. Your leadership may go down if you are to lazy with your military, your borders expand to much, or anything of that sort. However, an active military or an active bureaucracy can improve your leadership (good military training may also increase your military leadership). The levels are:
None-Imbecile-Moronic-Stupid-Incompetent-Barely Tolerable-Tolerable-Competent-Better-Good-Brilliant
Education:
This is how educated your people are. The better it is, the more likely you are to increase to the next age. You can fund education, but it is more likely to go up do to random events, increasing with economy points will always cost 10 economy points. The levels are:
Hopelessly Idiotic- Idiotic- Illiterate- Ignorant- Below Average- Average- Above Average- Clever- Smart- Wise- Enlightened
Age:
The age you are in gives a general idea of the level of technology in use at the time. If you are of a more developed age than another civilization, than that is a decisive advantage, but only to an extant. While Bronze Age nations have little chance against Renaissance nations, they stand a strong chance against Early Iron Age nations. You can either enter a new age on your own, or find your way to it by following another civilization. The list of ages, for now, runs as follows:
Late Stone Age
Early Bronze Age
Late Bronze Age
Early Iron Age
Late Iron Age
Culture:
This is how influential your people are. The higher this is, the more likely ideas from your nation are to spread and the more likely your nation is to be successful in diplomacy. The base rating will be on a scale of 1-100, but this can be surpassed. You can not raise your economy through investing eco, but you can raise it through creative policies and stories, which are highly encouraged.
Confidence:
This is how confident your people are in their government and nation. The higher, the less likely you are to face revolts and the more successful your policies will be, particularly if you are an elected government. Confidence is effected by just about everything, but if your county is doing good, then confidence will be high, if it is doing bad, then confidence will be low. The levels are as follows:
Lynching- Hateful- Resentful- Barely Tolerating- Tolerating- Respecting- Admiring- Loving- Cult of Personality
Infrastructure:
This is basically the quality of your road network, ports system, etc. A higher level means your nation runs better and you are able to transport troops within your nation more easily. However, a higher level also means that enemies are able to manoeuvre within your territory more easily, and are able to take advantage of your nation’s resources more easily. The levels are:
None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent
Projects:
Tell me what you want it to do, what it's called, a brief description of it (try and put a longer one in a story), and I will say in the update how much it will cost. 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. You may invest up to two eco a turn, but no more. You can also use strategies, should you think of them, to speed up the project. Should you write a story about the project, I may speed it up, but only just maybe.
Orders:
Please keep in list form, and please include your stats for the turn. Orders will be due on Fridays at 5:30 PM U.S. Central Time (GMT -6). Please PM orders, although if you absolutely insist on e-mailing them for some acceptable reason, see below about e-mail under ‘Contact’.
Stories:
In the past, I didn’t care that much. Now, I do. Give me stories people, I don’t want my updates to be the only stories in the thread.
Kvetching and Hocking Me a Chynick (a.k.a. Complaints to the Mod):
I will probably be more willing to listen than other Mods are. This because a) I have very stable blood pressure and b) I like constructive criticism, it makes things run better.
Contact:
My AIM is stignatiusjew, if you need to e-mail me your orders for some reason, although I much prefer them PMed, then ask me for my e-mail and I will most likely give it to you.
I believe that is it. If anything comes up later, I will post it here.