Icmancin
WSNR Pte
Introduction
Yeah this is Drake's old NES that never got started. I'm bored and got time so I'll be taking some time to mod this beast.
The year is 1836, and soon Europe will embark on yet another quest for land and prestige. The old medieval guilds are being torn down to be replaced by the factories of the capitalist Bourgeoisie. While this occurs, the landed aristocracy, the old flames of Europe sleep. They are fading in strength, but their power is hardly gone: afterall, the settlement of 1815 stands, however weary.
While Europe prepares, the continents of Asia and Africa can only tremble. These lands are full of backward, petty states which will be unable to resist European invaders, when that time comes. Across the seas lie the Americas. For now they are quiet, aside from a meaningless war between Mexico and a rogue state we know as Texas. So it is time to step into this world
Oh, and please read the rules. If you don't, bad things will happen.
And don't post yet. You could, I guess. But it rather ruins my multiple posts explaining rules and nations when there is a post there not by me saying something along the lines of "Lolz awesomez."
General NESing Stuff
Players--Unlimited. Of course, if nations fill up you can gladly take up a rebel group. If you do choose to play however, I expect you to be active. That is, sending weekly orders and (maybe) writing stories. I would also like to state here that in this NES, some nations are better than others, as always. Given the type of NES I'm going to run, I would prefer EXPERIENCED players to play the Great Powers. Nothing peeves me more when great nations are ruined by players who have no idea what they are doing.
Stories--I love stories. I don't write them as much as I should, but as a mod I would like if my players post stories. It's not required, but stories can greatly effect your nation. Besides, every nation in the world need myths, do they not? We're not all alike. I will award bonuses of course, but don't expect anything HUGE, because writing stories shouldn't detirmine who in the end wins. But it certainly helps.
Orders--We all know what these are. You write them, and send them to me. I would prefer you not send me one line orders, but please avoid the War and Peace esque ones too. Keep it somewhat simple, for my sanity. Also, if you play a democracy, I get to be the elected body. That means some of your demands might be shot down. Please think carefully about what you do, too! The US, at this time would not abolish slavery. Nor would China abandon eons of tradition. If you must do something, tread carefully. Bad things can happen.
NPCs--They are those non-played nations people like to beat up. However, each one has their strengths and weakness. Don't be quick to invade just because they are NPCs, because they will certainly fight back! You can PM me of course if you want to know more about nations..but it'll take spies to get any USEFUL knowledge.
Barbarians--As of 1836, there aren't many barbarians left. But of course, anything within light grey borders counts--these are the roaming Turkic tribes men of Central Asia, the natives of Africa, and of course the natives of the Americas. Barbarians love to pillage, so you should be careful of settling too close. Cities within barbarian land ARE towns, which only makes their threat more dangerous. You might be able to ally with the barbarians, but how much will these outdated men help?
Map--I'll be using Symphony's map with rivers. To be honest, I like it better. Cities will be black squares (of course, capitals and other centers are the traditional circles.) Fortifications will be smaller squares. Keep in mind that white cities are capitals. The various centers have colors, too.
Countries--You can choose of course. You could take one listed below. Or start a rebellion. Coups are accepted, too. But you must really be crazy to attempt something like that.
Nation Template
Capital:
Ruler:
Government:
Tech. Level:
Army (Training):
Navy (Training):
Economy:
Size (points required):
Leadership (Military/Civilian): /
Infrastructure:
Education:
Culture:
Confidence:
Projects:
Nation Background:
The Stats
Government--This is your government. You can change it, but it won't be easy. It's rather hard to turn a democracy into a dictatorship, isn't it? Nothing unrealistic, either. It's 1836, not 1936. All Fascists and Communists will be purged and your nation struck down by a bolt of thunder. Of course, if you can justify unrealistic things, you can certainly try.
Technology Level--We will use the age system. It's like most NESes, and obviously, no age is alike. Ages advance at their own pace, but the higher your education, the better your chance to advance. Typically, there must be atleast a decade between technology change. Most nations will begin the Early Industrial Age, but there are some exceptions.
Late Enlightened Age: 1760-1790.
Early Industrial Age: 1790-1840.
Middle Industrial Age: 1840-1880
Late Industrial Age: 1880-1914.
Economy
I'll be using the Dasian economy, of course.
This is rather basic. Depending on your eco level, you gain a certain amount of points in which to spend on various things. Negative eco-levels mean a loss of income (such as from your centers or slashing your various stats), so try to avoid the red. The levels are as follows:
Bankrupt (-2)
Recession (-1)
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 want to increase your eco-level, there is only one way: Don't spend your economy (besides what you get from city centers) on growing that economy, and how you are going to attempt to grow it. Obviously, you need to invest the amount of points as the level you intend to advance too in order to gain another eco-level.
Eco-levels can be sacrificed for 6 eco-points. You may sacrifice two levels per turn.
You can also gain eco-points from:
The Three City System (Developed by Thlayli, Israelite, and Toteone)
It works as such: there are three types of cities.
Economic centers: Centers of Trade, Industry, or Agriculture. These are some-what common (In this NES I cut down on eco-whoring) but by investing, and perhaps luck, a city can become an eco-center. They provide an eco-point per turn. Lose the eco-center, you lose the point. Keep in mind if an eco-center takes alot of damage during war, it will be destoryed. They appear as a RED dot.
Cultural Centers: These are centers of art, music, science, and so forth. They represent the grandeur of a cultural nation, and contribute to national pride. They give an eco-point per turn, but also randomly contribute to education and stability. To get a cultural center, it will take not just investments, but also stories and creativity. Losing one is very horrible. They appear as a BLUE dot.
Religious Centers: Omitted from the NES due to popular demand. Religion just doesn't mean much to those 19th century populations as they used too.
Size--As used in many NESes. Basically, the larger your nation, the more eco-points that must be invested to increase various stats. The larger your nation also means the less improvement will be carried out. Education advancement in Belgium will probally have more effect, than say in education advancement in Russia or China.
Small (1)
Medium (2)
Above Medium (3)
Large (4)
Huge (5)
Gargantuan (6)
Half the World (7)
Military
Your military includes an army and a navy. Air force too, but that's eons away and shouldn't be worried about. Each eco-point invested will buy you Five divisions or 5 Squadrons. Anything your tech-level allows may be used in your navy. But if confused, feel free to ask questions.
If your military becomes too large, bad things might occur. Your economy may stagnate from military costs, confidence could drop, and worst of all, your military might begin plotting behind your back and a coup could occur! Having a culture that glorifies war makes this a much smaller risk.
Both branches of the Military, and later the airforce have training levels. You increase training with eco-points: your size stat will detirmine how much you need to invest into training. Training will increase for 20 divisions or Squadrons when invested.
Every nation can have a Unique Unit (UU) which is...well, unique. They are a training level above the rest of your troops, and can be naval or land. They are grown the same way as other units. Keep in mind that when you enter a new Tech Level, your UU might become useless. If that occurs, your UU will be merged into your generic troops.
You may also conscript troops. But they aren't very good, with poor morale and training. People also hate being conscripted.
For large invasions, you'll want to pool eco-points together for logistics. One or two points will suffice, depending on the skill of your military officers. Defensive opperations require no logistic money. Most of all, defend your supply lines!
None
Rabble
Semi-Rabble
Tolerable
Normal
Better
Good
Very Good
Professional
Elite
Elite+1
Other Stats
You can grow these stats with economy points also. As always, your size stat detirmines how much needs to be invested.
Leadership--Pretty self-explanatory. You, the player are the ruler. Thus your orders are little more than suggestions to be carried out by the various civil servants and military officers. The better your leadership, the smoother things will go. Brilliant military officers will be able to devise better tactics, and civilian leadership can help hold the nation together in tough times, and finish projects faster. Poor leadership is the exact opposite: bad military officers can lead even the grandest army to defeat, and bad civilian leadership can make all sorts of awful things happen. 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
Infastructure--Roads, bridges, boats, so forth..these are all used for transportion of many things. This is listed under infastructure. The better your infastructure, the easier it is for friendly and enemy troops to move through your territory. Infrastructure can sometimes make the benefits of centers greater, and is a must for the upkeep of cultural levels in an empire, or maintaining an iron-grip over far-flung provinces.
None
Dirt Paths
Pathetic
Barely Tolerable
Tolerable-Improving
Good
Efficient
Very Efficient
Great
Excellent
Education--A better education means a better technology level, which means better weapons and overall, a better country. When armies clash that are equal, education may be a deciding factor. A higher education will lower investment for projects, too.
None
Dumb
Illiterate
Tolerable
Literate
Educated
Well Educated
Perfect
Academic
Enlightenment
Culture--Culture is an important stat. It detirmines how unified and devoted your citizens are to the nation. A high culture means a more unified society during times of crisis, and better morale for your troops. A low-cultured society makes it more prone to fraction and civil-war. Culture CANNOT be grown with economy. Only stories and random bonuses will increase it.
None
Divided
Untrusting
Average
Cultured
Strongly Cultured
Devoted
Patriotic
Hyperpatriotic
Jngoist
Uberpatriotic
Confidence--People can be patriotic, but they may also hate the ruler. In fact, very cultured societies with low confidence could rise up and despose of the tyrannical dictator who has led the country down a path of ruin. Confidence CANNOT be grown with economy. Only stories or random bonuses will increase it.
Lynching
Hateful
Resentful
Barely Tolerating
Tolerating
Respecting
Admiring
Loving
Nation Personified
Projects--Tell me what you want and I tell you how long it will take. You will then invest your eco points. I make things easy, the cost of your project will be eco and not eco into time crap. Projects will cost a bit but that's because I'm putting it into a simpler way of getting them done.
Nation Background--Your nation's background. Read it, as it may come in handy. It'll be added to over time.
Order Deadline--Unless I say otherwise, orders are due Friday, 9 PM Atlantic Standard Time that gives me time to sleep and do the update next morning and afternoon. So long as it is not a big part, I will generally accept orders even in the process of updating. I'm pretty light on that. Don't abuse it but use it to your advantage.
Yeah this is Drake's old NES that never got started. I'm bored and got time so I'll be taking some time to mod this beast.
The year is 1836, and soon Europe will embark on yet another quest for land and prestige. The old medieval guilds are being torn down to be replaced by the factories of the capitalist Bourgeoisie. While this occurs, the landed aristocracy, the old flames of Europe sleep. They are fading in strength, but their power is hardly gone: afterall, the settlement of 1815 stands, however weary.
While Europe prepares, the continents of Asia and Africa can only tremble. These lands are full of backward, petty states which will be unable to resist European invaders, when that time comes. Across the seas lie the Americas. For now they are quiet, aside from a meaningless war between Mexico and a rogue state we know as Texas. So it is time to step into this world
Oh, and please read the rules. If you don't, bad things will happen.
And don't post yet. You could, I guess. But it rather ruins my multiple posts explaining rules and nations when there is a post there not by me saying something along the lines of "Lolz awesomez."
General NESing Stuff
Players--Unlimited. Of course, if nations fill up you can gladly take up a rebel group. If you do choose to play however, I expect you to be active. That is, sending weekly orders and (maybe) writing stories. I would also like to state here that in this NES, some nations are better than others, as always. Given the type of NES I'm going to run, I would prefer EXPERIENCED players to play the Great Powers. Nothing peeves me more when great nations are ruined by players who have no idea what they are doing.
Stories--I love stories. I don't write them as much as I should, but as a mod I would like if my players post stories. It's not required, but stories can greatly effect your nation. Besides, every nation in the world need myths, do they not? We're not all alike. I will award bonuses of course, but don't expect anything HUGE, because writing stories shouldn't detirmine who in the end wins. But it certainly helps.
Orders--We all know what these are. You write them, and send them to me. I would prefer you not send me one line orders, but please avoid the War and Peace esque ones too. Keep it somewhat simple, for my sanity. Also, if you play a democracy, I get to be the elected body. That means some of your demands might be shot down. Please think carefully about what you do, too! The US, at this time would not abolish slavery. Nor would China abandon eons of tradition. If you must do something, tread carefully. Bad things can happen.
NPCs--They are those non-played nations people like to beat up. However, each one has their strengths and weakness. Don't be quick to invade just because they are NPCs, because they will certainly fight back! You can PM me of course if you want to know more about nations..but it'll take spies to get any USEFUL knowledge.
Barbarians--As of 1836, there aren't many barbarians left. But of course, anything within light grey borders counts--these are the roaming Turkic tribes men of Central Asia, the natives of Africa, and of course the natives of the Americas. Barbarians love to pillage, so you should be careful of settling too close. Cities within barbarian land ARE towns, which only makes their threat more dangerous. You might be able to ally with the barbarians, but how much will these outdated men help?
Map--I'll be using Symphony's map with rivers. To be honest, I like it better. Cities will be black squares (of course, capitals and other centers are the traditional circles.) Fortifications will be smaller squares. Keep in mind that white cities are capitals. The various centers have colors, too.
Countries--You can choose of course. You could take one listed below. Or start a rebellion. Coups are accepted, too. But you must really be crazy to attempt something like that.
Nation Template
Capital:
Ruler:
Government:
Tech. Level:
Army (Training):
Navy (Training):
Economy:
Size (points required):
Leadership (Military/Civilian): /
Infrastructure:
Education:
Culture:
Confidence:
Projects:
Nation Background:
The Stats
Government--This is your government. You can change it, but it won't be easy. It's rather hard to turn a democracy into a dictatorship, isn't it? Nothing unrealistic, either. It's 1836, not 1936. All Fascists and Communists will be purged and your nation struck down by a bolt of thunder. Of course, if you can justify unrealistic things, you can certainly try.
Technology Level--We will use the age system. It's like most NESes, and obviously, no age is alike. Ages advance at their own pace, but the higher your education, the better your chance to advance. Typically, there must be atleast a decade between technology change. Most nations will begin the Early Industrial Age, but there are some exceptions.
Late Enlightened Age: 1760-1790.
Early Industrial Age: 1790-1840.
Middle Industrial Age: 1840-1880
Late Industrial Age: 1880-1914.
Economy
I'll be using the Dasian economy, of course.
This is rather basic. Depending on your eco level, you gain a certain amount of points in which to spend on various things. Negative eco-levels mean a loss of income (such as from your centers or slashing your various stats), so try to avoid the red. The levels are as follows:
Bankrupt (-2)
Recession (-1)
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 want to increase your eco-level, there is only one way: Don't spend your economy (besides what you get from city centers) on growing that economy, and how you are going to attempt to grow it. Obviously, you need to invest the amount of points as the level you intend to advance too in order to gain another eco-level.
Eco-levels can be sacrificed for 6 eco-points. You may sacrifice two levels per turn.
You can also gain eco-points from:
The Three City System (Developed by Thlayli, Israelite, and Toteone)
It works as such: there are three types of cities.
Economic centers: Centers of Trade, Industry, or Agriculture. These are some-what common (In this NES I cut down on eco-whoring) but by investing, and perhaps luck, a city can become an eco-center. They provide an eco-point per turn. Lose the eco-center, you lose the point. Keep in mind if an eco-center takes alot of damage during war, it will be destoryed. They appear as a RED dot.
Cultural Centers: These are centers of art, music, science, and so forth. They represent the grandeur of a cultural nation, and contribute to national pride. They give an eco-point per turn, but also randomly contribute to education and stability. To get a cultural center, it will take not just investments, but also stories and creativity. Losing one is very horrible. They appear as a BLUE dot.
Religious Centers: Omitted from the NES due to popular demand. Religion just doesn't mean much to those 19th century populations as they used too.
Size--As used in many NESes. Basically, the larger your nation, the more eco-points that must be invested to increase various stats. The larger your nation also means the less improvement will be carried out. Education advancement in Belgium will probally have more effect, than say in education advancement in Russia or China.
Small (1)
Medium (2)
Above Medium (3)
Large (4)
Huge (5)
Gargantuan (6)
Half the World (7)
Military
Your military includes an army and a navy. Air force too, but that's eons away and shouldn't be worried about. Each eco-point invested will buy you Five divisions or 5 Squadrons. Anything your tech-level allows may be used in your navy. But if confused, feel free to ask questions.
If your military becomes too large, bad things might occur. Your economy may stagnate from military costs, confidence could drop, and worst of all, your military might begin plotting behind your back and a coup could occur! Having a culture that glorifies war makes this a much smaller risk.
Both branches of the Military, and later the airforce have training levels. You increase training with eco-points: your size stat will detirmine how much you need to invest into training. Training will increase for 20 divisions or Squadrons when invested.
Every nation can have a Unique Unit (UU) which is...well, unique. They are a training level above the rest of your troops, and can be naval or land. They are grown the same way as other units. Keep in mind that when you enter a new Tech Level, your UU might become useless. If that occurs, your UU will be merged into your generic troops.
You may also conscript troops. But they aren't very good, with poor morale and training. People also hate being conscripted.
For large invasions, you'll want to pool eco-points together for logistics. One or two points will suffice, depending on the skill of your military officers. Defensive opperations require no logistic money. Most of all, defend your supply lines!
None
Rabble
Semi-Rabble
Tolerable
Normal
Better
Good
Very Good
Professional
Elite
Elite+1
Other Stats
You can grow these stats with economy points also. As always, your size stat detirmines how much needs to be invested.
Leadership--Pretty self-explanatory. You, the player are the ruler. Thus your orders are little more than suggestions to be carried out by the various civil servants and military officers. The better your leadership, the smoother things will go. Brilliant military officers will be able to devise better tactics, and civilian leadership can help hold the nation together in tough times, and finish projects faster. Poor leadership is the exact opposite: bad military officers can lead even the grandest army to defeat, and bad civilian leadership can make all sorts of awful things happen. 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
Infastructure--Roads, bridges, boats, so forth..these are all used for transportion of many things. This is listed under infastructure. The better your infastructure, the easier it is for friendly and enemy troops to move through your territory. Infrastructure can sometimes make the benefits of centers greater, and is a must for the upkeep of cultural levels in an empire, or maintaining an iron-grip over far-flung provinces.
None
Dirt Paths
Pathetic
Barely Tolerable
Tolerable-Improving
Good
Efficient
Very Efficient
Great
Excellent
Education--A better education means a better technology level, which means better weapons and overall, a better country. When armies clash that are equal, education may be a deciding factor. A higher education will lower investment for projects, too.
None
Dumb
Illiterate
Tolerable
Literate
Educated
Well Educated
Perfect
Academic
Enlightenment
Culture--Culture is an important stat. It detirmines how unified and devoted your citizens are to the nation. A high culture means a more unified society during times of crisis, and better morale for your troops. A low-cultured society makes it more prone to fraction and civil-war. Culture CANNOT be grown with economy. Only stories and random bonuses will increase it.
None
Divided
Untrusting
Average
Cultured
Strongly Cultured
Devoted
Patriotic
Hyperpatriotic
Jngoist
Uberpatriotic
Confidence--People can be patriotic, but they may also hate the ruler. In fact, very cultured societies with low confidence could rise up and despose of the tyrannical dictator who has led the country down a path of ruin. Confidence CANNOT be grown with economy. Only stories or random bonuses will increase it.
Lynching
Hateful
Resentful
Barely Tolerating
Tolerating
Respecting
Admiring
Loving
Nation Personified
Projects--Tell me what you want and I tell you how long it will take. You will then invest your eco points. I make things easy, the cost of your project will be eco and not eco into time crap. Projects will cost a bit but that's because I'm putting it into a simpler way of getting them done.
Nation Background--Your nation's background. Read it, as it may come in handy. It'll be added to over time.
Order Deadline--Unless I say otherwise, orders are due Friday, 9 PM Atlantic Standard Time that gives me time to sleep and do the update next morning and afternoon. So long as it is not a big part, I will generally accept orders even in the process of updating. I'm pretty light on that. Don't abuse it but use it to your advantage.