StKNES6: Insert Catchy Title Here

Kamilian

Deity
Joined
Oct 5, 2002
Messages
3,473
YOU CAN NOW POST - NATION TEMPLATE IN THIRD POST!

Intro
Hey, welcome to StKNES6: Insert Catchy Title Here. (Did you notice that I couldn't come up with anything? lol). So this is the 6th one I'm doing - my most successful was its predecessor, StKNES5: A New Lease on NES and I was considering reviving that one but instead, with popular support from its players and others, decided to start a new fresh-start.

Now, a complaint from all my previous NESs is the map, which is always thought for one reason or another by one player or another to be butt-ugly. Even if that may be true in some instances, unfortunately, I don't care. If I have the time, I'll try to go over it and fix whatever needs to be fixed cosmetically but I won't go out of my way to do it, and even if you offer to fix it up, chances are that I'll screw it up again in a turn or two, anyway. So don't waste your time and nerves. And I won't be showing any cities but the capitals and (if I implement them) trade/culture centers (which didn't work out as efficiently last time I tried), and no roads. Only your country color, borders, capital, and fortifications if you build some.

Rules are going to be relatively simple, hopefully. Pretty straightforward, I assume. I'm not going to be doing Unique Units, and I'll just be doing generic (not split into each type of category) units for Army and Navy (i.e., no CAVALRY/INFANTRY or TRIREMES/JUGGERANUGHTS/TRANSPORTS, etc.). Splitting them up only takes up time and forces more math in my updates during wars, something I don't enjoy. May be idiotic, but whatever - I'm going to try and follow a KISS (Keep It Simple, Stupid!) approach here so that I can remain as enthusiastic about it as I was in StKNES5 until the end when I couldn't find the time anymore.

Well, besides that, it starts at 2500 BC, and we'll go from there. When you pick nations, it would be great if everyone wouldn't cluster in just one region, because that leaves me with little to go with in other areas of the world, but I'm not putting a cap on PCs in any region, so if you absolutely want to do it, then go for whatever you want.

Now, Rules:
Economy
Levels, from Lowest to Highest:
-Depression <--
-Bankrupt <--CAN'T SPEND ON ANYTHING; 4 turns needed to go up
-Recession <--1 spending point; 4 turns needed to go up
-Very Poor <--1 spending point; 4 turns needed to go up
-Poor <--2 spending points; 3 turns needed to go up
-Normal <--3 spending points; 2 turns needed to go up
-Stable <--4 spending points; 3 turns needed to go up
-Growing <--4 spending points; 4 turns needed to go up
-Rich <--5 spending points; 5 turns needed to go up
-Very Rich <--6 spending points; 8 turns needed to go up
-Extremely Rich <--7 spending points; 10 turns needed to go up
-Monopoly <--9 spending points; top level

All the things are pretty much listed up there - how much you can spend and how many turns you need to spend to go up a level.
As always, when you Increase Economy, that's the only stat you can increase that turn, and it will only bring you one turn closer to increase; you can't Rush Economy Increases.
Keep in mind that your economy can go down or up as a result of some random events, as well as of time. Furthermore, military expenditures, discontent/revolt, or wars will be taxing on the economy as well

If your economy is doing horrible, your subjects will be miserable and, eventually, enraged; if it's doing great, they'll be a bit happier but keep in mind that your government system will have some effect on how much happier the general public will be: your government may be one that favors one class over all others, meaning that the few privileged will reap the benefits of prosperity while everyone else will still be living in shacks and working hard for no money, indicating no real change in their living conditions.
If the Economy is below Normal, your increases of your military forces especially may not be as effective as they would be usually, since you can&#8217;t afford as much.

If your economy gets into Bankrupt or Depression levels, in order for it to increase, you MUST make some kind of improvement (infrastructure, taxes, etc.) to justify why the economy should start recovering.

You can Rush a Project by 2 turns if you sacrifice an ENTIRE ECONOMY LEVEL, unless you have Poor or lower, in which case you shouldn't Rush or else risk dropping down to Bankrupt.

No Banking for now.

Trade
You must ask in diplomacy for another nation to accept your merchant ships, caravans, etc. If they accept, you must invest 2 spending points to begin the route. Every 3 turns, you will get a bonus spending point which will be shown as a number in parentheses by your economy in the stats of that update.

Something NOT to do, please:
Let's say you have a trade that is at 2/3 at the time you're writing orders for the next update. At that next update, you know it will become 3/3. HOWEVER, right now, you still have 2/3 trade, and the bonus is not yours YET. That means YOU CAN'T SPEND IT YET. Some people in my earlier NES got that confused and I kept on seeing "use the bonus point" when, really, in their stats, they did not have that bonus point yet. That caused some confusion as to why their stat didn't increase when they spent on it. So just clarifying a bit.

Army

1 spending point gets you 100 men. Simple. You can also get 2 Catapults per spending point.
Below the Normal Economy Level, it may increase by LESS than that, given your financial situation.

Navy

1 spending point gets you 10 ships.
Below the Normal Economy Level, it may increase by LESS than that due to your financial situation.

Age
BRONZE AGE currently.
When you reach Enlightened Education you have a relatively high chance of getting the next Age (meaning that if I think it&#8217;s way too early to get the next Age, it will be a 50/50 chance each update that you&#8217;ll get the next Age or until I think it&#8217;s time for the next Age)
When you DO reach the next Age you drop down to Very Idiotic Level, since you don&#8217;t know the technology or things yet.
The next countries to get it will be the higher-education ones, followed a bit later by neighbors trickling down all the way to the dumbest of the dumb, though even they will have to have at least Below Average Education to get the technology through update event.

Upgrading your Army costs 1 ENTIRE ECONOMY LEVEL; about half the army will either die from the new weapons or just leave cuz they don&#8217;t want to deal with it.
Upgrading your Navy costs 1 ENTIRE ECONOMY LEVEL; about half the Navy will be scrapped.

You CANNOT upgrade if your Economy is below Normal Economy Level.

Education
From lowest to highest: (with the amount of spending points necessary to increase to the next level.
Hopelessly Idiotic +10
Very Idiotic +9
Idiotic +8
Ignorant +7
Below Average +6
Average +5
Above Average +6
Clever +7
Smart +8
Scholarly +9
Wise +10
Enlightened

The higher your education, the smarter your generals, admirals, administrators, and people are. Which means there is some more positive random event possibility, nearby tribes may join you of their own free will just cuz you&#8217;re so smart, and all that kind of good stuff. However, with more knowledge, more people may be aware of the injustices against them and more revolts may come occasionally.

Government
Self-explanatory &#8211; how are you ruling your country? At first, pretty much all governments will be either absolutist despotisms or tribal council type of governments, but with time more free governments like republics may arise. Many governments will be oriented towards one group, such as merchant oligarchy or something like that in early republics, which may cause dissent amongst the &#8220;neglected&#8221; populations.

Religion
Religion is important and may cause holy wars/crusades, internal strife, etc. Or it may be a unifying force. At first, pretty much all religions are local polytheistic tribal beliefs. If the high priests feel you&#8217;re offending the gods they may conspire against you, so careful!

Culture
Barbaric
Pathetic
Lame
Weak
Average
Good
Strong
Influential
Dominating
Superior

Increased primarily by your stories. It depends on how you&#8217;re devoting yourself to expanding your nation not just territorially but also in terms of identity. Who are your people? What&#8217;s life like? What do your royal families, or generals, or merchants think about things? That next project you&#8217;re doing? How are you doing it? What are you hoping to change and how is its undertaking affecting your nation? Is the social fabric intact or does it have some frays in it due to opposition or what-not? When you go to war, what are all those warriors fighting for?
Tell me all about it. This is a Never Ending STORY game &#8211; that&#8217;s what NES stands for.

Higher cultures result in generally easier expansion and support. The Culture will increase over time &#8211; it will increase faster if you tell the story of your empire and people.

Confidence
Revolutionary
Disobedient
Lynching
Hateful
Resentful
Barely Tolerating
Tolerating
Respecting
Praising
Admiring
Loving
Devoted
Totally Dedicated

Confidence is often pegged to Culture, but not in all cases. Confidence will be radically hurt by major losses, defeats in war, economic collapse, and if the people get smart enough to realize they aren&#8217;t being tended to by the state as the privileged classes are. When you get to Anarchic, you pretty much can&#8217;t do anything for 2-3 turns. Or rather, you can try but it won&#8217;t be very effective. In extreme circumstance, your country may split.
Stories also help it out a lot, though.

Projects
Projects can do almost anything except have it be like &#8220;advance to next Age&#8221;, &#8220;multiply army by 2 every few turns&#8221; or things like that. It should be an immediate, short-term effect that MAY have longer-lasting SIDE EFFECTS OF MY CHOOSING.
As mentioned in the Economy section, you can Rush a Project by 2 turns if you sacrifice an entire economy level. YOU CAN ONLY DO THIS ONCE PER PROJECT, THOUGH!

Temp NPC
If you&#8217;re going on vacation or won&#8217;t be able to go online for some reason, tell me beforehand or as soon as you get the chance so I don&#8217;t penalize you for missing updates.

Orders and Complaints
PM your orders or post your orders on the thread.
A few notes about how to do your orders:
  • Always include your pre-update stats.
  • Remember that if you wanna be secretive, PM is the best way - any orders posted on the thread are fair game for others to take advantage of.
  • When you increase army, remember to include, in addition to how much econ points you spend on it, but also include the calculation of how many troops should be added. Same with Navy increases.
  • Confidence and Culture cannot be increased by paying for it. You gotta do stories, build libraries (which can be done if you also want to increase education), win battles (increases confidence only).
  • The only acceptable methods of giving me orders are PM and posts. No IMs
  • Deadlines for orders will be posted at the end of updates. Get your orders in by then. If you don't, your nation will get punished in some way, shape, or form, and don't dare come back and complain about something or other.
  • Make any type of notification or complaint about a mistake I did in your orders, you're free to do that. But do not come to me telling me "well 3 turns ago I did this but you didn't add it". I will just tell you to get over it and move on. Since updates are weekly, it's been 3 weeks since that update occurred. I don't remember what I did then, and quite frankly I don't really give a rat's ass. You can go sulk all you want, but don't tell me about something I did or didn't do weeks ago.
  • If you don't do orders, I don't want to hear any complaints from you. Period. It's one of the most irritating things ever if a person finds the time to complain to me but seems incapable of sacrificing a couple of minutes to do their orders.
 
Map before Update 1 - 2500 BC

nes9kb.png
 
PCs

Nation: Aegean Empire (human-slaughter)
Capital: Athens
Government: Despotism
Religion: Greek Pantheon
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Angeln (The Farow)
Capital: Schleswig
Government: Tribal Monarchy
Religion: local polytheistic beliefs
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Aotearoa Niklas
Capital: Akarana
Government: Tribal Monarchy
Religion: Maori Polytheism
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Byzantine Empire (Tycoon101)
Capital: Constantinople
Government: Despotism
Religion: Roman Pantheon
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Chavin (~Darkening~)
Capital: Chan Chan
Government: Monarchy
Religion: Chavin polythesim
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Cyrodiil (Xtream_rockstar)
Capital: Cheydinhal
Government: Tribal Monarchy
Religion: Dividesm
Economy: Normal
Army: 500 men Bronze Age (600 if landlocked)
Navy: 50 ships Bronze Age (0 if landlocked)
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: D'eon (Luckymoose)
Capital: Chevalier
Government: Tribal Monarchy
Religion: D'eonist Polytheism
Economy: Normal
Army: 600 men Bronze Age
Navy: 0 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Druid Federation of Albion (Sheep)
Capital: Amesbury
Government: Tribal Monarchy
Religion: Druidism Nature Worship
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Formosa (Reno)
Capital: Tainan
Government: Tribal Monarchy
Religion: local polytheistic beliefs
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Isl&#228;ndische (The Major)
Capital: Isl&#228;ndischeville
Government: Despotism
Religion: Polytheism
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Japan (Yoshitsune)
Capital: Kyoto
Government: Tribal Monarchy
Religion: Shintoism
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Kailokuan (adherence.)
Capital: Nagsangalan
Government: Tribal Monarchy or Despotism
Religion: Tuhan (Ilokano polytheism)
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Mongol Clans (contempt)
Capital: Karakorum
Government: Tribal Khanate
Religion: Krinism
Economy: Normal
Army: 600 men Bronze Age
Navy: 0 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Poenos (Starkow)
Capital: Tyre
Government: Tribal Monarchy
Religion: Mediterranean Polytheism
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Kingdom of Qin (alex994)
Capital: Chengdu
Government: Tribal Monarchy or Despotism
Religion: Ancestor Worship/Chinese Polytheism
Economy: Normal
Army: 600 men Bronze Age
Navy: 0 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Kingdom of Rome (germanicus12)
Capital: Rome
Government: Monarchy
Religion: Paganism
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Sari Kingdom (erez87)
Capital: Sari
Government: Despotism
Religion: Local Polytheism and Judaism
Economy: Normal
Army: 600 men Bronze Age
Navy: 0 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Svalbard (Abaddon)
Capital: Tsavok
Government:Monarchy
Religion:Shamanism
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Tolteca (Darwin420)
Capital: Aztlan
Government: Tribal Deist Monarchy
Religion: Animism
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Zanzibar japapeno_dude)
Capital: Zanzibar
Government: Tribal Monarchy, ruled by the Speaker to Spirits (the shaman)
Religion: Shamanism/Ancestor Worship
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Zyle (Lord_Iggy)
Capital: Aras
Government: Despotism
Religion: local polytheistic beliefs
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

NATION TEMPLATE!
Nation: (player)
Capital:
Government: Tribal Monarchy or Despotism
Religion: local polytheistic beliefs, or Animism or Shamanism whatever you want to call it
Economy: Normal
Army: 500 men Bronze Age (600 if landlocked)
Navy: 50 ships Bronze Age (0 if landlocked)
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:
 
NPCs

Nation: Apache League
Capital: Anadarko
Government: Tribal Monarchy
Religion: Ancestral Worship
Economy: Normal
Army: 600 men Bronze Age
Navy: 0 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Finland
Capital: Helsinki
Government: Despotism
Religion: Finnic Polytheism
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Guiana
Capital: Cayene
Government: Tribal Monarchy
Religion: Shamanism
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Gujarat
Capital: Gujarat
Government: Despotism
Religion: Local Polytheistic beliefs
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Illinois
Capital: Kaskaskia
Government: Despotism
Religion: Animism/local beliefs
Economy: Normal
Army: 600 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Iroquois
Capital: Salamanca
Government: Tribal Monarchy
Religion: Iroquois Nature Worship
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Janeiro
Capital: Janeiro
Government: Tribal Monarchy
Religion: Animism
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Jinan
Capital: Jinan
Government: Despotism
Religion: Ancestral Worship
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Karachi
Capital: Karachi
Government: Tribal Monarchy
Religion: Local polytheist
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Mali
Capital: Timbuktu
Government: Tribal Monarchy
Religion: Shamanism
Economy: Normal
Army: 600 men Bronze Age
Navy: 0 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Persia
Capital: Persepolis
Government: Despotism
Religion: Local polytheist
Economy: Normal
Army: 600 men Bronze Age
Navy: 0 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Rabat
Capital: Rabat
Government: Despotism
Religion: Berber Polytheist
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Sarmatia
Capital: Odessa
Government: Tribal Monarchy
Religion: Local polytheist beliefs
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Sioux
Capital: Wovoka
Government: Tribal Monarchy
Religion: Local beliefs
Economy: Normal
Army: 600 men Bronze Age
Navy: 0 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

Nation: Zimbabwe
Capital: Zimbabwe
Government: Despotism
Religion: Shamanism
Economy: Normal
Army: 600 men Bronze Age
Navy: 0 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:
 
Hi, you can get rid of me if you want.. im totally fresh to NESing..

NATION TEMPLATE!
Nation: Svalbard
Capital: Tsavok
Government:Monarchy
Religion:Shamanism
Economy: Normal
Army: 500 men Bronze Age
Navy: 50 ships Bronze Age
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects: To travel from this frosty tundra to the tropical island south known as "The Uneeted Kindoom" and lead a agricultural expansionist nature.
 
NATION TEMPLATE!
Nation: Kingdom of Rome/germanicus12
Capital: Rome
Government: Monarchy
Religion: Paganism
Economy: Normal
Army: 500 men Bronze Age (600 if landlocked)
Navy: 50 ships Bronze Age (0 if landlocked)
Age: Bronze Age
Education: Average 0/5
Culture: Weak
Confidence: Tolerating
Projects:

It is in the middle of the Italian Penisula.
Rome was founded on seven hills, and expanded quite rapidly following that. Roman life was easy, middle classes were allowed to join the army as infantry while the rich classes were joining as cavalry or leaders. They absorbed their neighbors with ease, with their excellent government, other nations loved the Roman way of life and readily accepted Rome's offer of merging under Roman rule. Their expansion stopped when the Estrucians refused to join and a lengthy war took place. They finally defeated them and united all of Italy under Roman rule.
 
Back
Top Bottom