Thlayli
Le Pétit Prince
Introduction
This is a chance. For me, to mod. For you, to win. And for all of us, to have fun.
Hello there. My name is Thlayli, in case you didn’t know, and this is a NES. You will take a nation, and lead it to triumphant hegemony, or perhaps brutal, unquestionable defeat. In case you decide to leave, exits are located at the front and rear of the universe. Below, there is a timeline, which I recommend that you read. Thanks for joining, and enjoy the ride! Oh, and please READ THE RULES, OR THE FORCES OF TRUTH, JUSTICE, and NAO will smite you!
Yes, I realize that Troquelet used to use the TNES acronym, but I’m taking over the franchise. Thank you to das, for the map, the nation descriptions, and the rules, and thank you to Dis for adding the economy centers.
Theoretically you could post before I say, but that would be a profoundly bad decision.
General stuff you should know by now:
Players – There’s no limit right now. If the nations fill up, rebel! But when you join, commit! You’re going to lead a nation or rebel group fully and totally, there’s no 50%. It’s not hard, all you have to do is want to succeed.
Stories – Stories are excellent! I strongly encourage them. It gives me, the mod, a feel for your nation, your people, and your culture. No, you won’t get special bonuses, rainbows, and pats on the back for writing stories. But your nation will do better. Good stories make a country thrive, because your citizens need heroes, leaders, and legends. Your stories can potentially determine the path of your nation (almost) as much as your orders. I’m not forcing you to write stories, not everyone’s a Tolstoy or a Tolkien, but you should try.
The Update - The portion of the NES where all pre-existing hopes and dreams are shattered. Done in NES2 format.
Orders – If you don’t know what orders are, please repeatedly douse your head in hot oil, and then read this. They’re orders, you send them, end of story. Please, don’t be vague, and don’t write an epically crafted novel about the individual tactics of each soldier. If you’d like to do that, put it in a story! If you’re one of those silly people in a democracy, I get to be that annoying elected body that makes life difficult. And trust me, your actions will have effects. Think carefully before you raise taxes, abolish slavery, or make a law…what’s going to happen? Maybe cheering crowds throwing flowers! Maybe not.
NPCs – NPC’s are like everyone else, really. They don’t want to lose as much as you do! But each one will have different attitudes, strategies, and strengths. PM me if you’d like to know them…but you can only know so much, without spies that is.
Barbarians – You know, big shirtless people with massive swords. They have a nasty habit of pillaging and slaughtering all that they see, but who knows? You might find allies among the wild tribes. (No seriously, don’t try.)
Map – The map we’ve all come to know and love. No surprises here…*checks* Yep. Cities are black circles, fortifications are little black squares, rebelling areas…well, you’ll notice them, and capitols have white borders. City centers have colors, too! See below.
Countries – So, you have some options. You might take one of the nations seen here. Or…you could rebel as an oppressed group. Or, if you’re really suicidal, start a coup or civil war! Here is your template:
Nation
Capital:
Ruler:
Government:
Religion:
Centralization:
Tech. Level:
Army (Training):
Navy (Training):
Economy:
Leadership (Military/Civilian):
Infrastructure:
Education:
Culture:
Confidence:
Projects:
Nation Background:
Size and Living Standards stats may be implemented later, if I see the need for them.
The Stats:
Government: (The Man)
Government – Well, this is your government. I’d probably insert some Sheep-related comment, but I’m one of those new NESers who has an arrogant disrespect for tradition. (Just kidding!) You can change it, but expect things to happen. And no unrealistic governments please, try to institute a corporate kleptocracy in the Middle Ages and I’ll sink your nation into the depths of the ocean. Then again, if you can justify it with althistorical accuracy, go ahead! Ask me if you have questions.
Centralization:
Well, there are centralized states, which are easier to control and more organized, but one good strike on the capitol could take out the entire nation. Conversely, a decentralized state can be defended easily, and rebellions don’t work as much, but it will be more difficult to keep the nation from fragmenting in times of trouble. You might choose a happy medium between the two.
You can move your centralization up or down once per turn. But again, these things will probably be opposed by those silly people with opinions different than yours…so think before you act!
League-Loose Confederation-Confederation-Loose Federation-Federation-Tight Federation-Unitary with Exceptions-Unitary-Uberunitary-More Unitary-Overcentralized
Economy:
Ok now, I’m using Dasian economics as a base…but wait, there’s more!
First, the basics. There are economy levels, which give you your income. If you have a negative economy level…well, various bad things will happen to you. Here are the levels:
Please Quit (-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) (after Monopoly, you get Monopoly+x (+6+x), where x is the amount of economy levels beyond Monopoly)
If you would like to increase this level, you have several options. The first is to send me copious amounts of bribe money. The other is to not spend your economy (besides what you get from city centers) on growing that economy, and tell me how it’s going to grow. Then you plant a little eco seed, water it every day, and presto!
These levels can be sacrificed for 6 economic points. Up to 2 levels can be sacrificed at once.
Simple, right? Well, you can get also get economic points from:
The Three City System: (Developed by me, Israelite, and Toteone)
Here’s how it works. There are three kinds of special cities:
Economic centers: Centers of trade, agriculture, or industry! These are fairly common, and investing money (or being lucky) can get you one. They provide one economic point per turn. If you lose it, you lose the money. These appear as a red dot.
Cultural Centers: Centers of the arts, of science, architecture, music, etc. These cities are the beating heart of a culturally active nation, and contribute significantly to national pride. It’s good to have these, because not only do they give one economic point, but they also will randomly give out culture or education levels. To gain one, you’d need to invest lots of money, or lots of stories, and be, well, creative. If you lose one, well…that’s really bad. Like France losing Paris, or Byzantium losing Constantinople. They appear as a blue dot.
Religious Centers: You won’t see these very often. The global center of a worldwide religion can make the owner a very happy person. Not only will members of the same religion be friendlier to the owner, but pilgrimages will bring in one economic point per turn. And you could get random culture, education, or confidence bonuses! To lose a religious center would be devastating, as there are very few. To capture one would be a windfall! But be careful. If you destroy one, you could make a lot of faithful believers very, very mad. And no one likes a crusade in their back yard. (Except the Knights Hospitaller, please ignore them.) They appear as a green dot.
So, you want to get your total income? Add the number of points from your economy level with the number of city centers you have, and that is your income for the turn.
Military:
The military is made up of your army and navy, with air force added later. Each stat point invested will buy 5 thousand troops, or 5 ships. At a later technology level, I’ll transfer to divisions and squadrons. Anything that your technology level allows can be in your army, but ask me if you have questions.
If your army becomes too large, problems will occur. Your economy might shrink, and confidence could suffer as well, if your people are peace loving. Having a militaristic culture nullifies this, to some degree.
Your army will have a training level, as will your navy, and at later dates your air force. You can increase the training with economy points. One economy point will raise the training level for twenty thousand men, or 20 ships. If you add troops to your army too quickly, training will probably shrink.
As of Update 5, Enlightened nations spend 2 eco points to train 20,000 troops up one level. Those still in the previous Age will stick to the old rules.
Every nation can have a Unique Unit (UU), which is unique or better than its counterparts in some way. They are one training level above the rest of your troops, and could be on land or sea. They are grown in the same way as other forces.
You can also conscript troops if you like, but they’ll be poorly trained, and will also have lower morale, with rare exceptions. Your people might not like this, either.
For large-scale invasions, it would be a good idea to invest money for logistics, as well. One or two economy points should cover everything, depending on the skill of your quartermasters. Defensive operations don’t need to have economy invested into them. And keep your supply lines safe…
None-Rabble-Semi-Rabble-Tolerable-Normal-Better-Good-Very Good-Professional-Elite-Elite+1
The Other Stats:
You can grow these stats with economy points also. One economy point should do it, for now, though I may put in a size stat at a later date.
Leadership
This is rather self-explanatory. If you have excellent military leadership, then your generals will come up with brilliant tactics on their own, and good civilian leadership can make projects finish on time and efficiently. But poor military leadership can lead an experienced army to disaster, and bad civilian leadership will make all sorts of awful things happen to your nation. The better your military and civilian leadership, as a rule the better your invasions and domestic projects will turn out.
None-Imbecile-Moronic-Incompetent-Barely Tolerable-Tolerable-Average-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 could sometimes slightly grow economic benefits from trade centers, 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.
None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent
Education
Higher education will mean better technology, better weapons, and a better nation. When two armies of equal strength and skill clash, education may very well decide the outcome. Having a high education will lower the investment needed to develop all those secret weapons, as well.
When a nation gets to an Enlightenment education level, going to the next age is likely. (Even better for Buddhist nations.) They’ll also lose two education levels.
None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment
Culture
This determines how patriotic and unified the citizens of your nation are. If you have high culture, irregular divisions will spring up when an enemy invasion occurs, and your citizens will resist to the death! On the other hand, a low culture will make a country easily fractured and prone to rebellion. Your army’s morale is tied to this stat, among other things.
None-Divided-Untrusting-Average-Cultured-Strongly Cultured-Devoted-Patriotic-Hyperpatriotic-Jingoist-Uberpatriotic
Confidence
Well, most people are patriotic, but they might personally hate your guts. In fact, they might love their country enough to rise up together and slaughter that annoying ruler who keeps telling them to “grow economy” all the time. You could invest money into propaganda, but it would be better to actually do things to earn your people’s respect and admiration.
Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified
Projects
Tell me what they do, and I tell you how long they’ll take. Invest the economy points, and presto! 1 eco for one turn of progress, 3 eco for 2 turns, and 5 for three turns. You shouldn’t invest more than that on a project, or your people will freak out at the new harbor that builds itself in two weeks. Your projects might have side effects…probably good ones, though.
Nation Background
Read them! You just might learn something. Over time I’ll add to them, too.
Public Allies
These are the alliances that you have declared. They’re viewable in your stats, or in the Alliances area at the top of the thread. If you’ve signed a new alliance, specify the type and duration, if any, in your orders. The same goes for treaties. If you decide to end an alliance, you should also mention that in your orders…if you want it known, that is.
Order Deadline:
Every week, unless I tell you otherwise, orders are due at 3 PM, Eastern Standard Time, on Friday. GMT –5, for reference. The time for New York, Washington, etc, the working time of the global hegemon. That’s 12 noon on the West Coast, and some ungodly hour over in Asia. So, I recommend that you send orders on Thursday, to keep horrible things from happening.
If you send orders late, I’ll probably accept them until the end of Friday, but lots of weird things will happen to your nation. (Raining lawn furniture, rivers of olive oil, etc.) You won’t like it. I can only update on the weekend, so it's necessary that you get orders in by Friday afternoon, so I can finish by Sunday night.
This is a chance. For me, to mod. For you, to win. And for all of us, to have fun.
Hello there. My name is Thlayli, in case you didn’t know, and this is a NES. You will take a nation, and lead it to triumphant hegemony, or perhaps brutal, unquestionable defeat. In case you decide to leave, exits are located at the front and rear of the universe. Below, there is a timeline, which I recommend that you read. Thanks for joining, and enjoy the ride! Oh, and please READ THE RULES, OR THE FORCES OF TRUTH, JUSTICE, and NAO will smite you!
Yes, I realize that Troquelet used to use the TNES acronym, but I’m taking over the franchise. Thank you to das, for the map, the nation descriptions, and the rules, and thank you to Dis for adding the economy centers.
Spoiler The Timeline :
11th Century: Norse explorers first discover Avalon, but no long-term settlement is established and knowledge about it is lost. Canute unites England, Denmark and Norway; after his death they are divided between his sons, but maintain ties. Schisms divide the Christian Church between Catholicism, the Celtic Rite and the Orthodoxy; Ireland drifts into isolation. Leon predominant in Christian Spain; Toledo captured. The HRE is ascendant. Almoravids raid Ghana, conquer Morocco and Andalusia. Kievan Rus disintegrates. Byzantine resurgence under the Macedonian emperors; Bulgars are conquered, Anatolia and South Italy consolidated, Turks and Normans defeated. Peasant "crusades" mostly fail to reach the Levant. Nevertheless, the Fatimids decline and suffer from civil wars. The Druzes first appear. Seljuk Turks conquer Persia and the Levant. Chola zenith in south India. Paganese zenith.
12th Century: Toltec predominance in Mesoamerica ends; Tollan is sacked, native Mayans resurge around Mayapan. Irish Empire is born, Viking raiders driven off. The Norse Realms (Canutian successor states) are reunited, reforms ensure some degree of unity at the price of decentralization. Sverker unites Sweden, defeats Norse attackers. French Capetians querrel with the powerful Angevin nobles. Leon falls apart, Navarre becomes insecurely hegemonic in Christian Spain. Almoravids lose power, but are replaced by more peaceful Almohads. The Hohenstauffens come to power in the HRE and begin centralization, expand into Poland, querrel with the Pope, defeat the Welfs and the Franco-Hungarian attackers. Venice, Hungary, the Pope, mercenaries and rebels form anti-Byzantine coalition; Byzantines defend succesfully, but are severely weakened. Kievan Rus briefly reunited under Vladimir II Monomakh, later falls apart again. Christian Ethiopia revived. Islamic conquest of India begins. Jurchens conquer northern China, form Jin dynasty, but the Song survive and enter a renaissance in the south. Civil war ends Heian Period in Japan; birth of the Shogunate.
13th Century: Incan Empire emerges. The Irish rediscover Iceland, Greenland, Avalon, establish settlements. Norse civil wars. Failure of French centralization efforts. Leon begins to recover; Aragon unites with Catalonia and Navarre, becomes new Christian Spanish hegemon. Almohads stagnate, collapse, but Andalusia is reunited by the Majardids and the Reconquista is eventually stopped. The HRE survives civil war, French and Mongol invasions. Milan briefly unites Lombardy, but is razed by the Imperials. The Swedes conquer Finland, Estonia, Lettia. Malinese Empire ascends in West Africa, displacing Ghana. The Ducas come to power in the Byzantine Empire, ally with the Mongols, regain lost territories. The Fatimid Empire collapses altogether. Genghis Khan unites the Mongols; the Mongol Empire conquered the Eurasian Steppe, Korea, Jin China, Tibet, Persia and Russia, devastates the Levant and Hungary, but is fought to a grinding halt by the HRE in the west and the Southern Song in China. The Mongol Empire stagnates and eventually disintegrates. The Delhi Sultanate is established in India, attains hegemony in northern India but later falls to civil war. Hojo Shoguns come to power in Japan; thanks to the kamikaze storms, Japan avoids Mongol conquest.
14th Century: The Great Age of Discovery begins; Ireland is joined by the Majardids and the Leonese in the colonization of Avalon; the Leonese utilize chaos and division to conquer Mesoamerica. First Natchez Empire. The Incans unite Peru, but suffer from European-brought diseases. The Norse Empire stagnates, feudal strife increases. Under a new Capetian branch the French finally defeat the Flemings, the Bretons, the Angevins and other rebels, and introduce centralization-aimed reforms; Imperials and the Aragonese fail to stop French ascendance. Leon also surges forth; the Reconquista ends and the three states of Iberia sign an uneasy peace - Leon concentrates on the northern Atlantic, the Majardids conquer Morocco and concentrate on the southern Atlantic, and Aragon concentrates on the Mediterranean. The Hohenstauffens crush rebels, conquer Hungary, the HRE attains hegemony in Central Europe. The Black Death ravages Europe, along with internicine strife weakens the Golden Horde and allows the ascendancy of Muscovy, expansion of Sweden and Galicia. The Byzantine Empire reaches its zenith, reconquers the Levant and Egypt. Zanzibar unites the Swahili city states of East Africa. Delhi reformed under the Tughluqids. Bahmani Sultanate and the Vijayanagara Empire dominate southern India. Yuan China stagnates, falls into civil war, is nearly crushed by the new Min Dynasty in southern China. Srivijaya collapses, is replaced by the Malayuns and the Kadiris.
15th Century: Fall of the old empires, rise of the new ones; considered by many the end of the Middle Ages. Second Natchez Empire fights off Leonese invasion with Andalusian help. Incan Empire recovers. Irish Empire stagnates, is displaced by Leon as chief colonial power. Norse Empire, Brittany, Aquitaine and Genoa join the colonial race. In the Flemish War, France and the HRE collapse, chaos reigns in the former Carolingian territories, the Norse Empire and Sweden both ascend, expand southwards. Eventually new states emerge out of the chaos in France and the HRE; Aquitaine, Bavaria and Austria are particularily important. Aragon declines badly, tries to regain predominance in the Western Mediterranean in a series of wars but fails, enters general and dynastic crisis. Civil war in the Byzantine Empire results in loss of the Levantine and Egyptian gains, but the restored Comnenids initiate renaissance, impose puppet government in Hungary and annex periphereal territories. Galician ascendancy is cut short as Nostradat Khan unites Central Asia and revives the Golden Horde, is barely stopped at Kiev but recaptures the eastern half of Russia. The Mali Empire collapses, is eclipsed by Songhay but partially revived later on. Druzes form the Muwahhidun Empire in Egypt, create powerful military, conquer vast territories but antagonize all neighbours. Zanzibar forges a colonial empire as the Indian states enter general decline and stagnation. Gilanids unite Persia, expel foreign warlords, foster a cultural renaissance, claim Caliphate. Khasarids take over the Yuan Empire, briefly conquer Japan; war with the Min is reintensified, but no decisive results are achieved. The Min build up a great fleet, expand southwards, impose a puppet government in Japan. Ayutthaya ascendant. Malayuns defeat the Kediris, attain local hegemony but remain unstable.
16th Century: The world goes mad.
12th Century: Toltec predominance in Mesoamerica ends; Tollan is sacked, native Mayans resurge around Mayapan. Irish Empire is born, Viking raiders driven off. The Norse Realms (Canutian successor states) are reunited, reforms ensure some degree of unity at the price of decentralization. Sverker unites Sweden, defeats Norse attackers. French Capetians querrel with the powerful Angevin nobles. Leon falls apart, Navarre becomes insecurely hegemonic in Christian Spain. Almoravids lose power, but are replaced by more peaceful Almohads. The Hohenstauffens come to power in the HRE and begin centralization, expand into Poland, querrel with the Pope, defeat the Welfs and the Franco-Hungarian attackers. Venice, Hungary, the Pope, mercenaries and rebels form anti-Byzantine coalition; Byzantines defend succesfully, but are severely weakened. Kievan Rus briefly reunited under Vladimir II Monomakh, later falls apart again. Christian Ethiopia revived. Islamic conquest of India begins. Jurchens conquer northern China, form Jin dynasty, but the Song survive and enter a renaissance in the south. Civil war ends Heian Period in Japan; birth of the Shogunate.
13th Century: Incan Empire emerges. The Irish rediscover Iceland, Greenland, Avalon, establish settlements. Norse civil wars. Failure of French centralization efforts. Leon begins to recover; Aragon unites with Catalonia and Navarre, becomes new Christian Spanish hegemon. Almohads stagnate, collapse, but Andalusia is reunited by the Majardids and the Reconquista is eventually stopped. The HRE survives civil war, French and Mongol invasions. Milan briefly unites Lombardy, but is razed by the Imperials. The Swedes conquer Finland, Estonia, Lettia. Malinese Empire ascends in West Africa, displacing Ghana. The Ducas come to power in the Byzantine Empire, ally with the Mongols, regain lost territories. The Fatimid Empire collapses altogether. Genghis Khan unites the Mongols; the Mongol Empire conquered the Eurasian Steppe, Korea, Jin China, Tibet, Persia and Russia, devastates the Levant and Hungary, but is fought to a grinding halt by the HRE in the west and the Southern Song in China. The Mongol Empire stagnates and eventually disintegrates. The Delhi Sultanate is established in India, attains hegemony in northern India but later falls to civil war. Hojo Shoguns come to power in Japan; thanks to the kamikaze storms, Japan avoids Mongol conquest.
14th Century: The Great Age of Discovery begins; Ireland is joined by the Majardids and the Leonese in the colonization of Avalon; the Leonese utilize chaos and division to conquer Mesoamerica. First Natchez Empire. The Incans unite Peru, but suffer from European-brought diseases. The Norse Empire stagnates, feudal strife increases. Under a new Capetian branch the French finally defeat the Flemings, the Bretons, the Angevins and other rebels, and introduce centralization-aimed reforms; Imperials and the Aragonese fail to stop French ascendance. Leon also surges forth; the Reconquista ends and the three states of Iberia sign an uneasy peace - Leon concentrates on the northern Atlantic, the Majardids conquer Morocco and concentrate on the southern Atlantic, and Aragon concentrates on the Mediterranean. The Hohenstauffens crush rebels, conquer Hungary, the HRE attains hegemony in Central Europe. The Black Death ravages Europe, along with internicine strife weakens the Golden Horde and allows the ascendancy of Muscovy, expansion of Sweden and Galicia. The Byzantine Empire reaches its zenith, reconquers the Levant and Egypt. Zanzibar unites the Swahili city states of East Africa. Delhi reformed under the Tughluqids. Bahmani Sultanate and the Vijayanagara Empire dominate southern India. Yuan China stagnates, falls into civil war, is nearly crushed by the new Min Dynasty in southern China. Srivijaya collapses, is replaced by the Malayuns and the Kadiris.
15th Century: Fall of the old empires, rise of the new ones; considered by many the end of the Middle Ages. Second Natchez Empire fights off Leonese invasion with Andalusian help. Incan Empire recovers. Irish Empire stagnates, is displaced by Leon as chief colonial power. Norse Empire, Brittany, Aquitaine and Genoa join the colonial race. In the Flemish War, France and the HRE collapse, chaos reigns in the former Carolingian territories, the Norse Empire and Sweden both ascend, expand southwards. Eventually new states emerge out of the chaos in France and the HRE; Aquitaine, Bavaria and Austria are particularily important. Aragon declines badly, tries to regain predominance in the Western Mediterranean in a series of wars but fails, enters general and dynastic crisis. Civil war in the Byzantine Empire results in loss of the Levantine and Egyptian gains, but the restored Comnenids initiate renaissance, impose puppet government in Hungary and annex periphereal territories. Galician ascendancy is cut short as Nostradat Khan unites Central Asia and revives the Golden Horde, is barely stopped at Kiev but recaptures the eastern half of Russia. The Mali Empire collapses, is eclipsed by Songhay but partially revived later on. Druzes form the Muwahhidun Empire in Egypt, create powerful military, conquer vast territories but antagonize all neighbours. Zanzibar forges a colonial empire as the Indian states enter general decline and stagnation. Gilanids unite Persia, expel foreign warlords, foster a cultural renaissance, claim Caliphate. Khasarids take over the Yuan Empire, briefly conquer Japan; war with the Min is reintensified, but no decisive results are achieved. The Min build up a great fleet, expand southwards, impose a puppet government in Japan. Ayutthaya ascendant. Malayuns defeat the Kediris, attain local hegemony but remain unstable.
16th Century: The world goes mad.
Theoretically you could post before I say, but that would be a profoundly bad decision.
General stuff you should know by now:
Players – There’s no limit right now. If the nations fill up, rebel! But when you join, commit! You’re going to lead a nation or rebel group fully and totally, there’s no 50%. It’s not hard, all you have to do is want to succeed.
Stories – Stories are excellent! I strongly encourage them. It gives me, the mod, a feel for your nation, your people, and your culture. No, you won’t get special bonuses, rainbows, and pats on the back for writing stories. But your nation will do better. Good stories make a country thrive, because your citizens need heroes, leaders, and legends. Your stories can potentially determine the path of your nation (almost) as much as your orders. I’m not forcing you to write stories, not everyone’s a Tolstoy or a Tolkien, but you should try.
The Update - The portion of the NES where all pre-existing hopes and dreams are shattered. Done in NES2 format.
Orders – If you don’t know what orders are, please repeatedly douse your head in hot oil, and then read this. They’re orders, you send them, end of story. Please, don’t be vague, and don’t write an epically crafted novel about the individual tactics of each soldier. If you’d like to do that, put it in a story! If you’re one of those silly people in a democracy, I get to be that annoying elected body that makes life difficult. And trust me, your actions will have effects. Think carefully before you raise taxes, abolish slavery, or make a law…what’s going to happen? Maybe cheering crowds throwing flowers! Maybe not.
NPCs – NPC’s are like everyone else, really. They don’t want to lose as much as you do! But each one will have different attitudes, strategies, and strengths. PM me if you’d like to know them…but you can only know so much, without spies that is.
Barbarians – You know, big shirtless people with massive swords. They have a nasty habit of pillaging and slaughtering all that they see, but who knows? You might find allies among the wild tribes. (No seriously, don’t try.)
Map – The map we’ve all come to know and love. No surprises here…*checks* Yep. Cities are black circles, fortifications are little black squares, rebelling areas…well, you’ll notice them, and capitols have white borders. City centers have colors, too! See below.
Countries – So, you have some options. You might take one of the nations seen here. Or…you could rebel as an oppressed group. Or, if you’re really suicidal, start a coup or civil war! Here is your template:
Nation
Capital:
Ruler:
Government:
Religion:
Centralization:
Tech. Level:
Army (Training):
Navy (Training):
Economy:
Leadership (Military/Civilian):
Infrastructure:
Education:
Culture:
Confidence:
Projects:
Nation Background:
Size and Living Standards stats may be implemented later, if I see the need for them.
The Stats:
Government: (The Man)
Government – Well, this is your government. I’d probably insert some Sheep-related comment, but I’m one of those new NESers who has an arrogant disrespect for tradition. (Just kidding!) You can change it, but expect things to happen. And no unrealistic governments please, try to institute a corporate kleptocracy in the Middle Ages and I’ll sink your nation into the depths of the ocean. Then again, if you can justify it with althistorical accuracy, go ahead! Ask me if you have questions.
Centralization:
Well, there are centralized states, which are easier to control and more organized, but one good strike on the capitol could take out the entire nation. Conversely, a decentralized state can be defended easily, and rebellions don’t work as much, but it will be more difficult to keep the nation from fragmenting in times of trouble. You might choose a happy medium between the two.
You can move your centralization up or down once per turn. But again, these things will probably be opposed by those silly people with opinions different than yours…so think before you act!
League-Loose Confederation-Confederation-Loose Federation-Federation-Tight Federation-Unitary with Exceptions-Unitary-Uberunitary-More Unitary-Overcentralized
Economy:
Ok now, I’m using Dasian economics as a base…but wait, there’s more!
First, the basics. There are economy levels, which give you your income. If you have a negative economy level…well, various bad things will happen to you. Here are the levels:
Please Quit (-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) (after Monopoly, you get Monopoly+x (+6+x), where x is the amount of economy levels beyond Monopoly)
If you would like to increase this level, you have several options. The first is to send me copious amounts of bribe money. The other is to not spend your economy (besides what you get from city centers) on growing that economy, and tell me how it’s going to grow. Then you plant a little eco seed, water it every day, and presto!
These levels can be sacrificed for 6 economic points. Up to 2 levels can be sacrificed at once.
Simple, right? Well, you can get also get economic points from:
The Three City System: (Developed by me, Israelite, and Toteone)
Here’s how it works. There are three kinds of special cities:
Economic centers: Centers of trade, agriculture, or industry! These are fairly common, and investing money (or being lucky) can get you one. They provide one economic point per turn. If you lose it, you lose the money. These appear as a red dot.
Cultural Centers: Centers of the arts, of science, architecture, music, etc. These cities are the beating heart of a culturally active nation, and contribute significantly to national pride. It’s good to have these, because not only do they give one economic point, but they also will randomly give out culture or education levels. To gain one, you’d need to invest lots of money, or lots of stories, and be, well, creative. If you lose one, well…that’s really bad. Like France losing Paris, or Byzantium losing Constantinople. They appear as a blue dot.
Religious Centers: You won’t see these very often. The global center of a worldwide religion can make the owner a very happy person. Not only will members of the same religion be friendlier to the owner, but pilgrimages will bring in one economic point per turn. And you could get random culture, education, or confidence bonuses! To lose a religious center would be devastating, as there are very few. To capture one would be a windfall! But be careful. If you destroy one, you could make a lot of faithful believers very, very mad. And no one likes a crusade in their back yard. (Except the Knights Hospitaller, please ignore them.) They appear as a green dot.
So, you want to get your total income? Add the number of points from your economy level with the number of city centers you have, and that is your income for the turn.
Military:
The military is made up of your army and navy, with air force added later. Each stat point invested will buy 5 thousand troops, or 5 ships. At a later technology level, I’ll transfer to divisions and squadrons. Anything that your technology level allows can be in your army, but ask me if you have questions.
If your army becomes too large, problems will occur. Your economy might shrink, and confidence could suffer as well, if your people are peace loving. Having a militaristic culture nullifies this, to some degree.
Your army will have a training level, as will your navy, and at later dates your air force. You can increase the training with economy points. One economy point will raise the training level for twenty thousand men, or 20 ships. If you add troops to your army too quickly, training will probably shrink.
As of Update 5, Enlightened nations spend 2 eco points to train 20,000 troops up one level. Those still in the previous Age will stick to the old rules.
Every nation can have a Unique Unit (UU), which is unique or better than its counterparts in some way. They are one training level above the rest of your troops, and could be on land or sea. They are grown in the same way as other forces.
You can also conscript troops if you like, but they’ll be poorly trained, and will also have lower morale, with rare exceptions. Your people might not like this, either.
For large-scale invasions, it would be a good idea to invest money for logistics, as well. One or two economy points should cover everything, depending on the skill of your quartermasters. Defensive operations don’t need to have economy invested into them. And keep your supply lines safe…
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The Other Stats:
You can grow these stats with economy points also. One economy point should do it, for now, though I may put in a size stat at a later date.
Leadership
This is rather self-explanatory. If you have excellent military leadership, then your generals will come up with brilliant tactics on their own, and good civilian leadership can make projects finish on time and efficiently. But poor military leadership can lead an experienced army to disaster, and bad civilian leadership will make all sorts of awful things happen to your nation. The better your military and civilian leadership, as a rule the better your invasions and domestic projects will turn out.
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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 centers, 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.
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Education
Higher education will mean better technology, better weapons, and a better nation. When two armies of equal strength and skill clash, education may very well decide the outcome. Having a high education will lower the investment needed to develop all those secret weapons, as well.
When a nation gets to an Enlightenment education level, going to the next age is likely. (Even better for Buddhist nations.) They’ll also lose two education levels.
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Culture
This determines how patriotic and unified the citizens of your nation are. If you have high culture, irregular divisions will spring up when an enemy invasion occurs, and your citizens will resist to the death! On the other hand, a low culture will make a country easily fractured and prone to rebellion. Your army’s morale is tied to this stat, among other things.
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Confidence
Well, most people are patriotic, but they might personally hate your guts. In fact, they might love their country enough to rise up together and slaughter that annoying ruler who keeps telling them to “grow economy” all the time. You could invest money into propaganda, but it would be better to actually do things to earn your people’s respect and admiration.
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Projects
Tell me what they do, and I tell you how long they’ll take. Invest the economy points, and presto! 1 eco for one turn of progress, 3 eco for 2 turns, and 5 for three turns. You shouldn’t invest more than that on a project, or your people will freak out at the new harbor that builds itself in two weeks. Your projects might have side effects…probably good ones, though.
Nation Background
Read them! You just might learn something. Over time I’ll add to them, too.
Public Allies
These are the alliances that you have declared. They’re viewable in your stats, or in the Alliances area at the top of the thread. If you’ve signed a new alliance, specify the type and duration, if any, in your orders. The same goes for treaties. If you decide to end an alliance, you should also mention that in your orders…if you want it known, that is.
Order Deadline:
Every week, unless I tell you otherwise, orders are due at 3 PM, Eastern Standard Time, on Friday. GMT –5, for reference. The time for New York, Washington, etc, the working time of the global hegemon. That’s 12 noon on the West Coast, and some ungodly hour over in Asia. So, I recommend that you send orders on Thursday, to keep horrible things from happening.
If you send orders late, I’ll probably accept them until the end of Friday, but lots of weird things will happen to your nation. (Raining lawn furniture, rivers of olive oil, etc.) You won’t like it. I can only update on the weekend, so it's necessary that you get orders in by Friday afternoon, so I can finish by Sunday night.