stSBNES "The Possibilites Are Endless"

Stormbringer

The Brick and The Rose
Joined
May 20, 2001
Messages
5,315
Location
USA
Concept

My last NES failed because only a few people were willing to go along with the complex rules that it required. On the other hand quite a few people did want complicated rules that make the NES more realistic. After pondering this for a while I decided to come up with the rule concept that I will use in this NES which allows the players to decide how complicated and deep they want to make the game.

Nation

This is a fresh start NES so go ahead and pick a historical nation or tribe that you like and jump right in. I do not want to see “Russia” or “Germany” in 3000 BC, please do keep this as realistic as possible.

Government

Here is where my concept comes in. Do you like domestic politics, political intrigue, and subtle changes in your government? (I like that stuff a lot) Great, you can spend a lot of time describing your government, how centralized it is, how it works, etc. and I will take all of that into account and note it down here, and it will have an effect on your nation. Are you one of the types who just want to fight or would rather do diplomacy, not particularly caring about domestic politics? Just pick a one-word description for the government and you will be just fine.

Tech Level

The tech level is an approximate description of the technology available to you. It works exactly the same way as tech levels or ages work in some of the other NESes. When we are close to the end of the age the nations with high education and civilian leadership will advance to the next one, while other nations will take longer to do so. You can research specific technologies and designs which are improvements of the generic designs for the age, but I will not note them down in the stats, and you will have to keep track of them yourselves.

Bronze Age 2000BC – 1200BC
Iron Age 1200BC – 600BC
Classical Age 600BC – 500AD
Medieval Age – 500AD – 1000AD
High Middle Age 1000AD – 1300AD
Renaissance 1300AD – 1500AD
High Renaissance 1500AD – 1600AD
Age of Exploration 1600AD – 1700AD
Enlightenment 1700AD – 1800AD
Industrial Revolution 1800AD – 1850AD
Industrial Age 1850AD – 1900AD
Early Modern Age 1900AD – 1930AD
Modern Age 1930AD – 1960AD
Space Age 1960AD – 2000AD

Army/Navy

The army and navy, and later air force, are made up of units – divisions, squadrons, wings. You can of course ask for specific units, like a division of cavalry, or a squadron of submarines, and I will note it down in the orders. If you do not do that, I will assume that a division is a mix of cavalry, infantry, artillery that adds up to about the size of a regular division, and fights as a combined force. Same with squadrons and air wings. If you want to micromanage your armed forces, feel free to do so, if you want to leave it to me, you can also do that.

Increasing your armed forces is easy – you recruit people and give them weapons. You can of course recruit people and not pay them, that is totally fine, so you can increase your armed forces for very cheap, only the price of the weapons, but that comes with some drawbacks, obviously. That is reflected in training, with higher training troops being a lot better than lower trained troops. Training levels are:

None-Rabble-Semi-Rabble-Tolerable-Normal-Better-Good-Very Good-Professional-Elite

Both the army size and its training are increased by spending economic points on the specific things.

Economy

Economy is the measure of the overall health of the economy. This is a very broad definition, but it is the one we are going to use. This includes trade, production, taxation, and everything else that an economy needs. Economic levels are:

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)

The word description is a quick overview of how well the economy is doing. The number is the number of eco points that you have every turn and can spend. They are spent on military and anything else that you want to increase. Think of it as your government’s income that it has to spend. Eco points cannot be banked.

How do you increase the economy? Well, a sure way is to invest some money into it and give me a reason why it should work. There is no rule set in stone for how to increase economy, you just have to improvise. If you like economics, making your nation richer, and all of that you can write extensive orders and explain exactly what you want your investments to do. On the other hand you can write “use 3 eco to increase economy” and that will be just fine. The success of the increase depends on your civilian leadership, how much money you invested, and other basic things.

Leadership

Whether military or civilian, leadership is an important factor. Competent military leaders will successfully carry out plans or will even attain some successes on their own without orders; competent bureaucrats 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 bureaucrats take on the various rebels, et cetera). But again, if you prefer, you can simply write “increase civilian leadership” and I will figure it out from there. When you expand your army radically, your military leadership will suffer; when you expand your territory, the civilian one will. The levels are:

None-Imbecile-Moronic-Stupid-Incompetent-Barely Tolerable-Tolerable-Competent-Better-Good-Brilliant

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 contributes to the economy 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. Levels are:

None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-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 some 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 he does, he loses two education levels. Levels:

None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment

Living Standards

This is pretty simple. The higher your living standards are, the happier your population is; the lower, the tougher it is, because of the tougher life. Living standards drop easily, due to economic weakness and war; they are raised as any other economic stats are raised, but the more they are raised the more greedy your people get for more. To create a classic revolutionary situation, raise the living standards somewhat and then neglect them and let them drop. Here are the levels:

None-Slums-Very Low-Low-Barely Tolerable-Tolerable-Normal-Higher-Very High-Splendid

Culture

This is how culturally strong, patriotic and unified your nation is. Unlike some other NESes, where this is a measure of patriotism, here it is a measure of how much influence your country has on others. It is very hard to grow by simply investing economy into it, but again, it is possible just like with all other things.

None-Minimal-Small-Average-Strong-Influential-Sprawling-Overpowering-Dominating-World-Wide

Confidence

People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact, a strongly cultured nation with little confidence in its leaders can, in its cultural unity, lynch the rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Not that the rulers will care by then...

Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified

Investments

Wait! There is even more stuff you could waste your treasury on! Particularly, 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.

Deterioration

Over time, all your stats will deteriorate. This can be sped up by many factors, such as war, rebellion, neglect, low economy (not just with a minus eco. point, though the lower the "better"), et cetera. You could delay this by investing money into maintaining your current stats, the more money the less your stats will deteriorate.

Projects

Local equivalent of wonders (that name is inappropriate in most NESes, as these are often modernization programs, national revival and other PROJECTS, not just huge and magnificent buildings). You tell me what it does, I tell you how long do you build it. You will have to invest an eco. point once each turn for the work on the project to continue You can sacrifice an econ. level to speed it up by THREE turns, or invest 2 additional eco. points to speed it up by one more turn. Note that there is a limit - you can only invest one eco. level per turn, and accordingly only 6 extra eco. points per turn. The exact time it takes to build a project will depend on too many factors to list here.

Concept Again

Ok, so I do not want these rules to be a burden on anyone. I must again re-iterate that if you want to go a lot more in depth than these rules, please go ahead, and I will accommodate that, note all of your changes, and act accordingly. If you like the eco point system, by all means use it, but if you dislike it, you could simply tell me to invest in the economy and living standards, without telling me how much and I will figure it out. Orders can vary from some infamous multi-pm ones to a few short lines. I want to make this fun for everyone.

Template

Nation Name
Capital:
Ruler:
Government:
Tech. Level:
Army (Training):
Navy (Training):
Economy:
Leadership (Military/Civilian): /
Infrastructure:
Education:
Living Standards:
Culture:
Religion:
Confidence:
Projects:
Nation Background:
 
La mapa esta aqui
 

Attachments

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Nation Name: Chu
Capital: Suzhou
Ruler: ?/alex994
Government: Monarchy
Tech. Level: Bronze Age
Army (Training): 5 divisions (Rabble)
Navy (Training): 5 squadron (None)
Economy: Rich +3
Leadership (Military/Civilian): Barely Tolerable/Tolerable
Infrastructure: Pathetic
Education: Illiterate
Living Standards: Very Low
Culture: Average
Religion: Chinese Polytheism
Confidence: Tolerating
Projects:

Nation Name: Persia
Capital: Puestintanoble
Ruler: King Peus I/Luckymoose
Government: Absolute Monarchy
Tech. Level: Bronze Age
Army (Training): 4 divisions (Semi-Rabble)
Navy (Training): 1 squadron (None)
Economy: Not Bad +1
Leadership (Military/Civilian): Tolerable/Barely Tolerable
Infrastructure: Dirt Paths
Education: Illiterate
Living Standards: Slums
Culture: Minimal
Religion: Persian Polytheism
Confidence: Tolerating
Projects:

Nation Name: Olmecs
Capital: San Lorenzo
Ruler: Jaguar Tlaloque/Wubba360
Government: Divine Monarchy
Tech. Level: Bronze Age
Army (Training): 5 divisions (Tolerable)
Navy (Training): 5 squadron (None)
Economy: Rich +3
Leadership (Military/Civilian): Barely Tolerable/Tolerable
Infrastructure: Dirt Paths
Education: Illiterate
Living Standards: Slums
Culture: Average
Religion:
Confidence: Tolerating
Projects:

Nation Name: Mali
Capital: Timbuktu
Ruler: King Adusa/Lord Iggy
Government: Monarchy
Tech. Level: Bronze Age
Army (Training): 6 divisions (Rabble)
Navy (Training):
Economy: Rich +3
Leadership (Military/Civilian): Barely Tolerable/Barely Tolerable
Infrastructure: Pathetic
Education: Illiterate
Living Standards: Slums
Culture: Minimal
Religion:
Confidence: Tolerating
Projects: Light of the World (+1 Education, +2 Living Standards, +1 Culture) 2/3

Nation Name: Tencteri
Capital: Cologne
Ruler: ?/The Farow
Government: Tribal Monarchy
Tech. Level: Bronze Age
Army (Training): 10 divisions (Semi-Rabble)
Navy (Training):
Economy: Normal +1
Leadership (Military/Civilian): Barely Tolerable/Barely Tolerable
Infrastructure: Dirt Paths
Education: Illiterate
Living Standards: Barely Tolerable
Culture: Minimal
Religion:
Confidence: Tolerating
Projects:

Nation Name: Pentapolis of Cyrenaica
Capital: Cyrene
Ruler: The Basileus Basileon/Israelite9191
Government: Confederated Kingdom
Tech. Level: Bronze Age
Army (Training): 10 divisions (Rabble)
Navy (Training): 10 squadron (Semi-Rabble)
Economy: Economic Powerhosue +5
Leadership (Military/Civilian): Barely Tolerable/Barely Tolerable
Infrastructure: Improving
Education: Illiterate
Living Standards: Slums
Culture: Minimal
Religion: Hellenic Polytheism
Confidence: Tolerating
Projects: Philosophers' Agora (+2 education, + 1 civilian leadership, +1 confidence) 1/4

Nation Name: Rome
Capital: Rome
Ruler: Senate/Imago
Government: Republic
Tech. Level: Bronze Age
Army (Training): 2 divisions (Rabble)
Navy (Training):
Economy: Rich +3
Leadership (Military/Civilian): Barely Tolerable/Barely Tolerable
Infrastructure: Dirt Paths
Education: Illiterate
Living Standards: Slums
Culture: Minimal
Religion: Roman Polytheism
Confidence: Tolerating
Projects:

Nation Name: Sorisque
Capital: Masrai
Ruler: Despot Mahgur/erez87
Government: Despotism
Tech. Level: Bronze Age
Army (Training): 8 divisions (Rabble)
Navy (Training):
Economy: Rich +3
Leadership (Military/Civilian): Barely Tolerable/Barely Tolerable
Infrastructure: Dirt Paths
Education: Illiterate
Living Standards: Slums
Culture: Minimal
Religion:
Confidence: Tolerating
Projects:

Nation Name: Calpe
Capital: Calpe
Ruler: Senate/jalapeno_dude
Government: Aristocracy
Tech. Level: Iron Age
Army (Training): 5 divisions (Semi-Rabble)
Navy (Training): 5 squadron (Normal)
Economy: Richer +4
Leadership (Military/Civilian): Tolerable/Tolerable
Infrastructure: Improving
Education: Literate
Living Standards: Barely Tolerable
Culture: Minimal
Religion:
Confidence: Tolerating
Projects:

Nation Name: Albion
Capital: High Rock
Ruler: Ragnar the Crazy Bloodsheder / Cleric
Government: Hereditary Monarchy
Tech. Level: Bronze Age
Army (Training): 4 divisions (Normal)
Navy (Training): 3 squadron (None)
Economy: Growing +2
Leadership (Military/Civilian): Barely Tolerable/Barely Tolerable
Infrastructure: Dirt Paths
Education: Illiterate
Living Standards: Slums
Culture: Minimal
Religion:
Confidence: Tolerating
Projects:

Nation Name: Athens
Capital: Athens
Ruler: Basileus Solon/LittleBoots
Government: Hellenic Republic
Tech. Level: Bronze Age
Army (Training): 5 divisions (Normal)
Navy (Training): 5 squadrons (Rabble)
Economy: Rich +3
Leadership (Military/Civilian): Tolerable/Competent
Infrastructure: Tolerable
Education: Educated
Living Standards: Tolerable
Culture: Influential
Religion: Hellenic Polytheism
Confidence: Tolerating
Projects:

Nation Name: Hatti
Capital: Hattusa
Ruler: King Hattusili II/Global Nexus
Government: Dynastic Monarchy
Tech. Level: Bronze Age
Army (Training): 10 divisions (Rabble)
Navy (Training): 5 squadrons (Rabble)
Economy: Good Enough +2
Leadership (Military/Civilian): Tolerable/Barely Tolerable
Infrastructure: Barely Tolerable
Education: Illiterate
Living Standards: Slums
Culture: Strong
Religion:
Confidence: Tolerating
Projects:

Nation Name: Thrace
Capital: Constanta
Ruler: ?/Grandmaster
Government: Dynastic Monarchy
Tech. Level: Bronze Age
Army (Training): 10 divisions (Tolerable)
Navy (Training):
Economy: Good Enough +2
Leadership (Military/Civilian): Barely Tolerable/Barely Tolerable
Infrastructure: Dirt Paths
Education: Illiterate
Living Standards: Slums
Culture: Minimal
Religion:
Confidence: Tolerating
Projects:

Nation Name: Iroqui Confederation
Capital: ?
Ruler: ?/Neverwonagame2
Government: Dynastic Monarchy
Tech. Level: Bronze Age
Army (Training): 5 divisions (Tolerable)
Navy (Training):
Economy: Good Enough +2
Leadership (Military/Civilian): Barely Tolerable/Barely Tolerable
Infrastructure: Dirt Paths
Education: Illiterate
Living Standards: Slums
Culture: Minimal
Religion:
Confidence: Tolerating
Projects:

Nation Name: Mecca
Capital: ?
Ruler: ?/#1 Person
Government: Dynastic Monarchy
Tech. Level: Bronze Age
Army (Training): 5 divisions (Tolerable)
Navy (Training):
Economy: Good Enough +2
Leadership (Military/Civilian): Barely Tolerable/Barely Tolerable
Infrastructure: Dirt Paths
Education: Illiterate
Living Standards: Slums
Culture: Minimal
Religion:
Confidence: Tolerating
Projects:
 
Saved for stats
 
Wars, treaties, etc will be here
 
Lat one. You can post now and write up a quick summary of what your nation is like. Update 0, for which I just need the summary, no orders, will be done by Friday at the latest, so do not delay.
 
First post!!!

Chu
Capital: Suzhou (You know, the area around Shanghai)
Ruler:
Government:
Tech. Level:
Army (Training):
Navy (Training):
Economy:
Leadership (Military/Civilian): /
Infrastructure:
Education:
Living Standards:
Culture:
Religion:
Confidence:
Projects:
Nation Background: A nation of farmers and sailors, they are still fairly culturally backwards in comparison to the countries of the northern Huang He region and are looked down upon. None the less, they are a hardy folk not yet "contaminated" by the soft living of the north where life is a constant struggle.
 
Nation Name: Persia
Capital: Puestintanoble
Ruler: King Peus I/Luckymoose
Government: Absolute Monarchy
Tech. Level:
Army (Training):
Navy (Training):
Economy:
Leadership (Military/Civilian): /
Infrastructure:
Education:
Living Standards:
Culture:
Religion:
Confidence:
Projects:
Nation Background: For centuries the Nomadic tribes have roamed the laned of the Middle East.Now under the rule of King Peus the people have formed into what may be the start of a great Empire.
 
has to be realistic, like I said
 
although I dont usually play in fresh starts, but Storm is a dedicated mod so I could see this going into modern age.

I shall take the British isle for my location. Nation description will come later.
 
Olmecs
Capital:San Lorenzo
Ruler:Jaguar Tlaloque
Government: Divine Monarchy
Tech. Level:
Army (Training):
Navy (Training):
Economy:
Leadership (Military/Civilian): /
Infrastructure:
Education:
Living Standards:
Culture:
Religion:
Confidence:
Projects:
Nation Background: Rising from a far reach of the earth these people have set out to construct massive temples to the great gods. They so far a settling down to their new way of life, and there are many questions to their future.
 
Mali
Capital: Timbuktu
Ruler: King Adusa
Government: Monarchy
Tech. Level: As high as you're willing to make it. :p
Army (Training):
Navy (Training):
Economy:
Leadership (Military/Civilian): /
Infrastructure:
Education:
Living Standards:
Culture:
Religion:
Confidence:
Projects:
Nation Background: The Malinese people have recently began to cultivate the fertile lands around the River Niger. King Adusa united the disorganized nation into one strong state, and now plans to spread his nation along the length of the river that is its lifeblood.
 
American nations are allowed, although discouraged, as you will be stuck technologically behind European and Asian nations
 
Insane_Panda said:
You can't really call yourself an empire if you occupy a tiny amount of land.


Fixed but will be an Empire in the future.

Also I'm glad someone is using the big map.It'll make for detailed stradegies in the :D
 
Akkad
Capital: Akkad
Ruler: Lugal Dynasty
Government: Absolute Monarchy
Tech. Level: ?
Army (Training): ?
Navy (Training): ?
Economy:
Leadership (Military/Civilian): ?/?
Infrastructure: ?
Education: ?
Living Standards: ?
Culture: ?
Religion: Mesopotamian Polytheism
Confidence: ?
Projects: None
Nation Background: The Akkadians are a more recent newcomer to the Mesopotamian region than most others; the Sumerians were there long before them. Nonetheless, a centralized, militaristic state has rapidly formed under their absolute monarchs, and the Akkadians are hungry for new lands...

I'll go more in detail if I get time. For now, this should be sufficient.
 
Kingdom of Antioch
Capital: Antioch
Ruler: King Seleucus I/Azale
Government: Hellenistic style-monarchy (most apt name I can think of)
Tech. Level:
Army (Training):
Navy (Training):
Economy:
Leadership (Military/Civilian): /
Infrastructure:
Education:
Living Standards:
Culture:
Religion:
Confidence:
Projects:
Nation Background:

background later because I have to leave right now
 
Tencteri
Capital: Cologne (About the area where they were)
Ruler: ?/ The Farow
Government: Tribal Monarchy
Tech. Level:
Army (Training):
Navy (Training):
Economy:
Leadership (Military/Civilian): /
Infrastructure:
Education:
Living Standards:
Culture:
Religion:
Confidence:
Projects:
Nation Background: A Germanic Tribe that settled on the banks of the Rhine after years of migration across the European Plains. The Rhine River provides water for crops and had abundance of wild animals to hunt. The Tribal King rules with absolute authority over a collection of Tribal Cheiftans.
 
storm i thought these things were meant to try and balanace things out rather than discourage american nations, no matter
 
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