stJNES: Low Tide

Joined
Mar 3, 2002
Messages
12,050
Location
Bay Area, California
Okay, so what is this NES about? What should you know before joining? This is a fresh start, old school, updates every two or three days, earth map kind of NES. I realize that it is highly outdated, that not many want to play in one, and that I am an old fool for sticking to this time in my life where I was utterly addicted to NESing.

With that, I will dive into more specifics for this NES. Since it is a fresh start old school NES, the stats will be simple, at least compared to the other NESes that are prevalent now. That puts the MOD in an even more powerful position, meaning if you need to know something more specific about your country, you must ask me. So your economy is strong, but what does it rely on? Where are its weak points? These kind of questions need to be asked if you are curious.

And these rules are also evolutional. What I mean is that the rules will change and become more and more complicated (but still not too complicated) as the world shapes and intensifies. The beginning of the game, for example, will be very simplistic, where the only thing you worry about is molding your nation at its roots, so that it may shape into something you want in the future. That is, you will give expansion orders and write stories about your religion, your government, and your people. Whereas in 30 updates or so, we may be in the industrial age, and you will have to worry about living standards, pollution, manufacturing power, etc.

Being a simple NES, that also means I am not bound by any strong set of rules. This means I will be handling random events, and it means one outcome for a particular nation may not be the same for another. I know it sounds a little confusing, but you will get the hang of it and know what I am talking about as the game continues.

And without further adieu, here is the preliminary rule set for the beginning of the civilized world, 2000 bc. You may start wherever you like in the old world (no North or South American starts please) but those who are grouped together/near each other and in fertile land for beginning civilizations may find that their beginning will be a lot easier than those isolated civilizations in Lappland. But I do not want to discourage interesting and even not-so-realistic beginnings. If you make your civilization cool enough, you may just pull off a Lappland empire stretching to the Mediterranean.



Economy
Very simple for the beginning of the game, it is the points-per-turn system. The levels go: Depression-recession-failing-stable-growing-prosperous-outstanding. At depression, you may not spend any economic points. When in recession, you have one, stable you have two and so on. You may sacrifice an economy level for an extra three points in a turn. That is, you are overhauling your economy for a short term cash bonus. To increase your economy, you must do something. Expand, spread farms, improve infrastructure somehow. I will not be satisfied with a simple “increase economy.” And it will be a gradual process to increase.

You may spend your economy points on anything you wish. Be it the army, navy, reinvesting into your economy, appeasing some locals, taking it to Vegas, whatever.

Army and Navy
Second in importance only to the economy. In the beginning, your army and navy will not have training stat, that will come later. As it stands now, your army is part-time (unless you change it) and is called up whenever a challenge is met. Meaning the number of men in your army and navy are simple men “available and willing” to fight when you make the call. If you want to keep it that way or not is up to you.

Government
The government is whatever you want it to be. Be creative, or don’t. Its up to you, and I will decide how it works.

All other stats, including trade, education, etc will be added as their importance increases in the game. As it stands now, education is based completely by family, trade is miniscule, etc. But don’t worry, updates are quick (I’m not giving you a novel for each update – also something you should be aware of before joining. It will be the basics, plus random events etc) and will be done once every two or three days. That shouldn’t be a problem since all the orders you have to do are so quick. Stories should not be regulated by updates, at least not at this point.

And that’s it! This game is completely open to whatever you want to do while you are in it. Do not feel constrained because something is not in the rules – just ask me or just do it! To join, state your nation’s name and where you are starting at, and a capital name. And then write if you want. Have fun!
 
Next Update: Tuesday, August 26. Have orders in by 15:00 (im in GMT+2). Actually, orders aren't really needed for the first turn.
 

Attachments

  • Using this Map.gif
    Using this Map.gif
    93.3 KB · Views: 237
Naaria
??/Erez87
Capital: Naar
Government: Powerful Theocracy
Technology: Well-crafted iron tools and weapons
Religion: Cult of Naar
Economy: Small, growing slowly, based entirely on agriculture consisting of wheat and barley.
Income: 4
Army: 15 thousand men, poorly trained and equipped, consisting mostly of light infantry and cavalry.
Navy: 25 small galleys, poorly trained and maintained, mostly converted fishing boats.
Culture: A very homogenous culture based on xenophobia and the reverence of the King as a god on earth. Very adept architecture characterizes the cities of Naaria, where five-sided temples rise hundreds of feet into the air. Naar is the center of culture, where thousands migrate for worship.

Saxonia
/NPC
Capital: Mainz
Government: Absolute Monarchy
Technology: Well-crafted iron tools and weapons
Religion: Saxon Polytheism
Economy: Medium-sized, growing moderately, based on rapid expansion and trade with the British Isles.
Income: 5
Army: 25 thousand men, well trained and equipped, mostly consisting of lightly-armored infantry and light cavalry.
Navy: 55 medium-sized war galleys, well maintained and trained.
Culture: Mostly consisting of Celto-Germanic traditions, the culture is very mixed and adaptive belief system centered on the Saxon Pantheon of Gods. The Saxon polytheism influences a culture of war and expansion.

Maddenmark
/Metaliturtle
Capital: Copenhagen
Government: Absolute Monarchy
Technology: Well-crafted iron tools and weapons
Religion: Nordic Polytheism
Economy: Small growing moderately, based sheep herding and trade with the British Isles.
Income: 2
Army: 9 thousand men, trained and equipped, mostly consisting of light cavalry
Navy: 15 medium-sized war galleys, well maintained and trained.
Culture: Harking from the Nordics to the north, Maddenmark is a separate Nordic nation that shares the same traits and religion as their brethren to the north.

Éire
Saint Patrick/The Loser
Capital: Dublin
Government: Loose Confederation with a weak Monarch
Technology: Crudely-crafted iron tools and weapons
Religion: Irish polytheism
Economy: Small, declining slowly, based on agriculture and trade with Jorvic and the Scotts.
Income: 2
Army: 8 thousand men, poorly trained and equipped, consisting of light infantry.
Navy: 20 galleys, well maintained and equipped, specially designed for trans-channel journeys.
Culture: Based on ancient Celtic belief system, worship of the gods is done on an individual basis. Culture revolved around extended family and clan.

Scotland
??/EQandCivfanatic
Capital: Glasgow
Government: Monarchy
Technology: Iron tools and weapons
Religion: Scottish pantheon
Economy: Medium, stagnant, based on mining and agriculture.
Income: 3
Army: 12 thousand men, trained and experienced, consisting of a mixture of light and heavy infantry, adapted well for highland fighting.
Navy: 10 galleys, well equipped and maintained
Culture: A primitive culture based on worship and even in some cases human sacrifice. Culture varies from valley to valley, but overall the Scotts have an independent culture slightly influenced by Nordic customs.

Kingdom of Jorvic
??/NPC
Capital: Jorvic
Government: Absolute Monarchy
Technology: Well-crafted iron tools and weapons.
Religion: Celtic Polytheism and Norse Gods
Economy: Medium, growing steadily, including agriculture and trade with the continent.
Income: 3
Army: 11 thousand men, well trained and okay equipped, mostly consisted of heavy infantry.
Navy: 30 longboats, well maintained and trained, mostly adapted from Norse technology.
Culture: A mixture of Celtic, British, and Norse customs, giving way to a very unique religion and art.

Eduardian Empire
Eduardo the Conqueror/human-slaughter
Capital: Sevilla
Government: Absolute Despotism
Technology: Well-crafted iron tools and weapons.
Religion: Spanish Monotheism
Economy: Medium, growing rapidly, based re-conquering lost provinces.
Income: 4
Army: 22 thousand men, well trained and well equipped, highly loyal and patriotic, made up of heavy infantry and mobile cavalry.
Navy: 25 war galleys, poorly maintained and equipped.
Culture: Stemming from ancient Spanish roots, the Spanish are most simple-minded farmers who practice unique primitive monotheism.

Navarre
NPC
Capital: Pamplona
Government: Absolute Monarchy
Technology: Poorly-crafted iron tools and weapons.
Religion: Spanish Monotheism
Economy: Small, growing slowly, based on agriculture.
Income: 2
Army: 8 thousand men, poorly trained and equipped, mostly light infantry.
Navy: None
Culture: Navarre is another break-away region of Spain, so its upperclass retains most Spanish cultural practices. The lower class, though devoted to the Spanish monotheism, remains Basque and so has peculiar Basque cultural qualities.

Aragon
NPC
Capital: Pamplona
Government: Absolute Monarchy
Technology: Poorly-crafted iron tools and weapons.
Religion: Spanish Monotheism
Economy: Small, growing steadily, based mostly on trade.
Income: 3
Army: 15 thousand men, trained and equipped, mostly light and heavy infantry.
Navy: 25 galleys, well equipped and trained, based on the Balearic model
Culture: Aragon is the richest of the breakaway provinces, and retains the most cultural qualities of Spain. Both lower and upper classes practice the monotheism of the motherland, the lower class made mostly up by Spanish merchants.

Cabro
Ashraf Sayf/Abaddon
Capital: Cabro
Government: Absolute Monarchy
Technology: Poorly-crafted iron tools and weapons.
Religion: Spanish Monotheism/Native Paganism and Nosotoism
Economy: Tiny, declining steadily, based mostly on agriculture and growing trade.
Income: 2
Army: 15 thousand men, trained and equipped, mostly light infantry and camelry.
Navy: 20 galleys, equipped and trained
Culture: The upper-class practices Spanish customs and religion, while the majority of the lower class still holds on to their pagan Bantu religions and customs based around family and tribe. The capital remains a beacon of Spanish culture and trade with the Balearics. Nosotoism is spreading mildly throughout the country.

Balearic Kingdom
NPC
Capital: Palma
Government: Highly centralized mercantile and seafaring monarchy
Technology: Well-crafted iron tools and weapons
Religion: Nosotoism,, and other polytheism
Economy: Large, growing moderately, based on trade and the domination of the Italian peninsula.
Income: 5
Army: 21 thousand men, elite trained well equipped, consisting mostly of heavy infantry.
Navy: 80 war galleys, technologically advanced to be faster and larger than rivals.
Culture: A unique culture based mostly on trading and sea-faring. The new Nosotoism religion is changing a lot of the old ways, most of the people becoming much more religious than before, with many towns now centered around temples and obelisks. The people are very expansionistic; colonizing is a way of life.

Liguria
???/Falvius Aetius
Capital: Genova
Government: Highly centralized mercantile and seafaring monarchy
Religion: Nosotoism with a rising Belenosism sect around Genova
Economy: Large, growing slowly, based on trade and agriculture.
Income: 4
Army: 28 thousand men, well trained and well equipped, consisting mostly of light infantry and mobile cavalry.
Navy: 30 war galleys, well maintained and trained.
Culture: A hybrid mix between assimilated Celtic tribes and the highly-influential Roman culture now prevalent throughout the country. Slowly the old customs are being replaced by new Roman ones, including the writing and language, as well as the spreading Nosotoism religion.

Halabi Empire
NPC
Capital: Halab
Government: Absolute Monarchy
Religion: Cult of Teshup
Technology: Well crafted iron tools and weapons
Economy: Large, growing slowly, based on agriculture and trade.
Income: 4
Army: 23 thousand men, well trained and equipped, consisting mostly of light infantry with a strong chariot arm.
Navy: 20 war galleys, well maintained and trained
Culture: A very influential culture among the Hurrian elite has spread to the lower class and has penetrated almost every nation in the region. Teshupism, founded in Halab, is an important factor of everyday life. Laws and rules are held to high esteem in the Halabi culture. In the far north Mersinian culture continues to dominate.

Halem
King Halemiah/das
Capital: Jerusalem
Government: Monarchy
Religion: Yahwehism, with a growing Teshupism sect.
Technology: Well crafted iron tools and weapons.
Economy: Medium, growing somewhat, based on agriculture and emerging trade.
Income: 3
Army: 16 thousand men, trained and equipped, based mostly on the infantry, though a good camelry force is present.
Navy: 20 war galleys, well maintained and trained.
Culture: An odd mix of traditional Semetic customs and traditions with that of the very expansionistic Hurrian culture of laws and secularism. Teshupism, though, is becoming integrated within the present Yahwehism, becoming a separate sect within the similar Yahweh structure.

Purattu
NPC
Capital: Babylon
Government: Monarchy
Religion: Cult of Teshup
Technology: Well crafted iron tools and weapons.
Economy: Medium, growing slowly, based on agriculture and emerging trade.
Income: 3
Army: 7 thousand men, well trained and equipped, based mostly on the infantry and light cavalry.
Navy: None
Culture: The Hurrian culture, forcefully imposed during the Halabi domination, has come to replace the Babylonian culture, especially after the destruction of Babylon. Hurrian Babylonians are very conscience of the law and order, observant of secular government.

Vartaana
NPC
Capital: Vartaan
Government: Monarchy
Religion: Cult of Teshup
Technology: Well crafted iron tools and weapons.
Economy: Small, growing slowly, based on agriculture.
Income: 2
Army: 10 thousand men, poorly trained and equipped, based mostly on the infantry and a few camelry forces.
Navy: 10 war galleys, trained and barely equipped, based in the Caspian sea.
Culture: The Hurrian culture, forcefully imposed during the Halabi domination, has come to replace the Median culture, especially after the destruction of Babylon, the center of the once-rising Median culture.

Hubrushaa
NPC
Capital:
Government: Monarchy
Religion: Cult of Teshup
Technology: Well crafted iron tools and weapons.
Economy: Small, growing quickly, based on agriculture.
Income: 2
Army: 12 thousand men, poorly trained and equipped, based mostly on the infantry and a few chariot forces.
Navy: None
Culture: The Hurrian culture, forcefully imposed during the Halabi domination, has come to replace the native Mersinian culture once prominent here.

Hadhramaut
NPC
Capital: Hadhra
Government: Tribal Monarchy
Religion: Polytheistic
Technology: Well crafted iron tools and weapons
Economy: Large, declining quickly, based on agriculture in Mesopotamia and trade with Kush and Hurrian successor states.
Income: 2
Army: 22 thousand men, poorly trained and equipped, consisting mostly of light infantry and a very strong camelry arm. Badly united.
Navy: 25 war galleys, well maintained and trained, in the Red Sea.
Culture: Still a very much nomadic culture, the Hadhrami really do not have a central culture. The capital is a very small village, and does not serve as the center for any large-scale culture.

Kypris
NPC
Capital: Salamis
Government: Absolute Monarchy
Religion: Polytheism/Teshupism
Technology: Well-crafted iron tools and weapons.
Economy: Large, growing well, based almost entirely on trade.
Income: 4
Army: 10 thousand men, elites and very well equipped, consisting of heavy infantry with a small cavalry army.
Navy: 70 war galleys, very well maintained and trained, very technologically superior.
Culture: The island of Kypris itself is still set in its ways of being independent, though the colonies across the Mediterranean are highly influenced by Hurrian customs. Teshupism is present in almost every colony.

Egypt
Pharaoh Teshupet III/VI/Lord Iggy
Capital: Memphis
Government: Theocracy
Religion: Teshupism and ancient Egyptian beliefs.
Technology: Well-crafted iron tools and weapons.
Economy: Medium, growing moderately, based on agriculture and trade with Kypris
Income: 3
Army: 20 thousand men, trained and well equipped, mostly made up of light infantry and chariots.
Navy: 35 galleys, adapted for river and coastal travel.
Culture: The Egyptians are big believers in afterlives, which has been adapted into the Egyptian form of Teshupism that has now flourished in Egypt. A fear of southerners has been burned into the Egyptian psyche. Egyptians are very adept and beautiful architects, building some of the finest temples in the world.

Kush
NPC
Capital: Napata
Government: Theocracy
Religion: Polytheism/growing Teshup cult
Technology: Well-crafted iron tools and weapons.
Economy: Big, growing moderately, based on agriculture and expansion
Income: 3
Army: 21 thousand men, trained and equipped, mostly made up of infantry and chariots.
Navy: 20 galleys, maintained and trained, based in the red sea.
Culture: Based around the polytheistic beliefs, the Kushites have focused their beliefs around war and the glorification of death.

Grease
??/Flamingzaroc121
Capital: Thens
Government: Absolute Monarchy
Technology: Well crafted iron tools and weapons.
Religion: Greek Polytheism/Cult of Teshup
Economy: Medium, growing slowly, based on agriculture and trade
Income: 3
Army: 15 thousand men, well trained and equipped, mostly heavy infantry.
Navy: 20 war-galleys, well maintained and trained
Culture: Greek culture stems from Thens, the major cultural capital of the Eastern Mediterranean, birth place of primitive philosophy. Recently the Cult of Teshup is spreading throughout Thens and the Aegean islands, spread mostly by Kyprisian traders.

Racedonia
Empress Camille the Beautiful/Nuclear Kid
Capital: Ranopolis
Technology: well crafted iron weapons and tools
Religion: Cult of Teshup, native beliefs
Government: Matriarchal Monarchy
Economy: Medium, declining, centered on agriculture and some trade.
Income: 3
Army: 12 thousand men, well trained and equipped, made up of mostly heavy infantry.
Navy: 10 war galleys, well maintained and trained.
Culture: A loose culture not prone to expand but very resilient at home, the Racedonians are known for their equal rights for women and the resilience of their religion in the face of growing Teshupism.

Troy
???/Charles Li
Capital: Troy
Government: Absolute Monarchy
Religion: Greek Polytheism, Teshupism
Technology: well crafted iron weapons and tools
Economy: Medium, growing moderately, fueled by agriculture and trade.
Income: 2
Army: 9 thousand men, very well trained and equipped, made up of heavy infantry.
Navy: 20 war galleys, well maintained and equipped.
Culture: Very similar to the Greek culture, with minor Racedonian influence and a resilient Mersinian presence.

China
??/Anonymous2u
Capital: Xianyang
Government: Bureaucratic Monarchy
Technology: Crude iron tools and weapons
Religion: Taoism
Economy: Medium, stagnant, based mostly on agriculture and growing trade.
Income: 3
Army: 25 thousand men, well equipped and trained, consisting of infantry.
Navy: 15 triremes, well equipped and trained
Culture:

Zu Dominion
Sui-han Sung/Flying Chicken
Capital: Zu, city of storms
Government: Meritocratic Hereditary Monarchy
Technology: Crude iron tools and weapons
Religion: Zu Perfectionism/Taoism
Economy: Large, growing mildly, based on trade.
Income: 4
Army: 12 thousand men, trained and equipped, consisting of light infantry.
Navy: 40 triremes, very well equipped and trained, technologically superior with
Culture: The people of Zu practice a blend of Taoist and Perfectionist customs, with some solid boat- and fading steppe- culture elements. The Zu dislike the Chinese to the point of antagonism despite their cultural similarities.

The Choson
Pyong/NPC
Capital: Pyong
Government: Tribal Confederation
Religion: Taoist
Technology: Well crafted bronze tools and weapons
Economy: Small, growing quickly, mostly from trade.
Income: 2
Army: 9 thousand men, poorly trained and equipped
Navy: 10 triremes, poorly trained and maintained
Culture:

Gai Nal
??/NPC
Capital: Jo Nang
Government: Council of Elders and Merchants
Technology: Well crafted bronze tools and weapons
Religion: Mostly Taoist
Economy: Medium, growing moderately, based on fishing and trade.
Income: 3
Army: 8 thousand men, trained and equipped, mostly made from infantry
Navy: 20 advanced triremes, well trained and maintained
Culture:

Nanchao
Emperor Tos/NPC
Capital: Yunnan
Religion: Taoism.
Technology: Crude iron tools and weapons
Government: Despotism
Religion: Polytheism
Economy: Medium, growing slowly, based on farming.
Income: 2
Army: 5 thousand men, trained and poorly equipped, mostly infantry.
Navy: None
Culture:

Han Dominion
NPC
Capital:
Religion: Taoism.
Technology: Well crafted bronze tools and weapons
Government: Despotism
Religion: Taoism
Economy: Small, growing slowly, based on farming.
Income: 2
Army: 5 thousand men, trained and poorly equipped, mostly infantry.
Navy: 10 triremes, poorly trained and maintained
Culture:

Kyushu
NPC
Capital:
Religion: Shintoism
Technology: Well crafted bronze tools and weapons
Government: Despotism
Economy: Small, growing slowly, based on farming.
Income: 2
Army: 5 thousand men, trained and poorly equipped, mostly infantry.
Navy: 10 triremes, poorly trained and maintained
Culture:

Ainu
NPC
Capital:
Religion: Shintoism
Technology: Well crafted bronze tools and weapons
Government: Despotism
Economy: Small, growing slowly, based on farming.
Income: 2
Army: 5 thousand men, trained and poorly equipped, mostly infantry.
Navy: 10 triremes, poorly trained and maintained
Culture:

Khmer Empire
Emperor Tyulila/NPC
Capital: Angkor
Government: Absolute Despotism
Technology Level: Crude Iron
Religion: Polytheism
Economy: Moderately sized, growing quickly, based on farming, trade, and expansion.
Income: 4
Army: 20 thousand men, well trained and equipped, mostly heavy infantry.
Navy: 20 triremes, well maintained and equipped
Culture:
 
I'll join, despite my full schedule. A low maintenance NES should be easy to keep up with. I hope. :p

Name: Kypris.
Capital: Salamis
Location: Cyprus.
Preferred color: Blood-red/Crimson. In the RGB color scheme of paint, that's 196/0/0. :)
 
hmm..
Name: Baybalon
Capital: Baybalon
Location: Mesopotamia, fertile crescent
Government: Image-centric Matriarchy, ruled by the loveliest woman in the land.

and no, the name is not a typo, it's a pun.
 
Name: Mauryan Kingdom
Capital: Pataliputra
Location: India

What the heck? I'll take another shot at this :p
 
yay :) jjNES.

Naaria
Capital: Naar
Location: In the middle river in Germany.
Government: A powerful despotic ruler being thought as a god rules supreme with the religious sector. (kind of like Egypt)
 
Okay, this one had better last long. ;)

Name: Yamkhad
Capital: Halab (modern day Aleppo)
Location: Northern Syria/southeastern Anatolia
Government: Charioteer Monarchy (see [wiki]maryannu[/wiki]); the king is advised by a council of most powerful nobles, and the maryannu in general have much power and privelege.
Preffered colour: dark orange
 
if you'll take a n00b

Name: Grease
Capital: Thens
Location: Greece
Government: Aristocracy made up of descendants of the first settlers
 
Name: The Irish (Ériu or Éire)
Capital: Dublin
Location: Ireland i guess :p
Gouvernment: a religious monarchy, where the king is closest to God.
 
I'm in Jason!

Egypt
Capital: Thebes
Gov't: Divine Monarchy
Location: Upper Egypt
Preferred color: Egyptian Yellow
 
Gaznel
Location: Ukraine
Capital: Gaznelgrad (site of Odessa)
Gov't: Oligarchic Republic where business interest run paramount.
Preferred Color: very dark purple.
 
I hate nitpicking, but Carmen, there IS a reason why lake huron is called such.

unfortunately at the present I do not have time for this, but hopefully will soon.
 
Name: Huronic Empire
Capital: Toronto
Location: Southern Ontario
Preferred color: Blue, perhaps Turquoise.

The Hurnoic Empire shall stand in every fresh start I play. ;)
No Americas so said JJ.
 
Racedonia
Capital: Ranopolis
Location: On Constantanople exactly
Government: Monarchy, the first born daughter becomes Empress, or the closest female relative to the last Empress. Only the Empress holds power, she doesn't share it with her husband.
 
Back
Top Bottom