flyingchicken
Deity
- Joined
- Feb 3, 2007
- Messages
- 3,783
You may chat/post stories, but keep spammage to a minimum.
Wait for the update, I'm working on it. Rather, I worked on it, lost my work due to accidental deletion (it happens!), and am now re-working everything.
fcNES: Gods and Despots
Please do not post until I have made my reservations.
Introduction
People fear the gods, and they are always willing follow the gods in fear of retribution or in hopes of reward. A man becomes more godlike the more power he holds, and what mortal holds more power than a despot? And what more does a man want than to mingle with the divine?
This is a time of much power and much ambition in the hands so few. What would come of it, only time will tell. For now, let gods and despots rule.
This is a Fresh Start NES starting in 2000 BC and you can make up a political entity and place in anywhere feasible on the map. American starts are only allowed in the case of there being two or more players in the Americas. NPC's will be added as they come into contact with the players.
Rules
Orders
These will be sent to me via PM or via this thread, but preferably via PM. Have your nation's name anywhere on the title for my convenience. Include spending, domestic policies, military actions, and whatever little tidbits you might want to include. Every turn is 100 years long (it might get shorter by request, in the case of heated wars), so take that into consideration.
Stories
Very much encouraged. Descriptive stories are okay, but "historical" ones are even better (at least for me). Don't let the thread go to waste with only bland diplomacy and simple updates filling its every page.
Diplomacy
Basically nation-to-nation interaction, with everything from anachronistic trade pacts to declarations of war. I will speak in the name of NPCs in this case. Remember that sometimes a lack of a response is a response in itself, but also remember that people aren't online all the time. In character-style diplo is very nice.
Updates
Will be as short or as long as the events take it. Every turn will be 100 years long. These will be descriptive of the events all around the PC-filled world. Domestic and military events will be covered.
Mechanics
Sample Stats
Kingdom of Rome
Leader: King Tarquinius Superbus
Government: Absolute Monarchy
Wealth: 3 (0/2)
Industry: 5 (0/3)
Army: 10 infantry regiments, 1 cavalry regiment
Navy: 50 warships
Notes: High infrastructure with advanced roads, well-organized armies of heavy infantry, moderately bureaucratic, people are unhappy with the government, people are culturally and linguistically united, educated upper class, leadership lightly opposed by the Senate
Projects: Lots of Manufactories (1 point cheaper industry growth, 2/10), Secret (?), Re-organization of Army (Better organized and professionalized troops, Done!)
Leader
The leader is important because he/she leads the entire nation at the helm, his/her importance even greater when it comes to very autocratic nations. Like all other people, leaders have public opinion about them, familial public opinion, strengths of personality, etc (things which you as a player have to worry about, through stories, orders, or some other creative thing like a portrait or some such). Their deaths can be a cause of great mourning, nationwide celebration, or even complete anarchy. With the scope of this NES, this becomes a small detail, but a detail nonetheless.
Government
The government descriptor says much about how your nation is ruled, but more can be defined through stories and such. I will do my best to keep track of all these tiny specifics of your government with a reserved post of extra details hidden behind a spoiler. This is an important consideration when you think about spending and how you act: dove-lobby democracies are reluctant to go to war, for example, while a psychotic dictator can just kill or quiet those annoying dove-lobbyists.
Wealth
This represents your nation's circulating money in a highly abstract manner. Your nation's government can chose to take as much as it wants, but you must always remember that spending over half is not advisable, equivalent to high taxes (remember your Wealth stat is a representation of your nation's monies). Also take note that low wealth tends to lead to unhappy "civilized" people. This can be banked (not the same as leaving it alone for economic growth) with no inflation penalties, except for the fact it has to be kept in physical treasuries (tell me where).
Industry
This represents your nation's resources, resource exploitation methods, and manufacturing in general. This is used for building projects, war materiel, and such and such. Remember that your nation could never produce anything worthwhile with just money. Industry can be raised by investing 5 wealth and/or industry for 1 industry, until a certain point (moderator's discretion: can be raised through projects and more land). If you spend over half of your Industry stat (equivalent to too much government meddling in the means of production), the numbers will be taken from wealth growth (discussed below).
Spending and Stat Growth
"Little else is requisite to carry a state to the highest degree of opulence from the lowest barbarism but peace, easy taxes, and a tolerable administration of justice: all the rest being brought about by the natural course of things."
That lone quote should have caught your attention, yes. Spending means "taking" some from your Wealth and/or Industry stat. Be warned however: When calculating the growth of your weath stat, a value equal to what's "left" of that stat minus half of your Wealth stat will be added to the wealth growth (the left number in the parentheses next to your stat shows how much you have "invested," while the number to the right shows how much more you need in the left side to increase your stat by 1). These calculations also done to Industry, but instead of adding/subtracting to industry growth, it is added/subtracted to Wealth Growth instead. Increasing Industry growth costs 1 Wealth and/or Industry for 1 Industry Growth.–Adam Smith
Military
The military is vital to the state's survival. Combat is as in any other NES: orders will direct the war at a grand strategic level (maybe up to a strategic level too, sure, but not ever the nitty-gritty tactical level – unless it's a detailed plan of city defenses or something, with pretty diagrams and such). You may spend wealth and industry for the national standing/draft army, wealth alone for mercenaries (they have their prices: ask the mod for availability) or feudal lords' services. Prices may change: for example, a nation of highly fanatical warrior-people might only need industry for the soldiery, or maybe a highly efficient industry might produce more for the same prices. Military doctrines will be nation-specific and player-made: if you don't make one, I'll pick a generic yet appropriate one for you.
For the purposes of this NES, the standard will be 1 wealth and 1 industry for 5 infantry regiments, 1 cavalry regiment, or 10 warships. 1 wealth point can be spent on upping industry growth by 1. Be creative with your money. Build houses, shrines, or make crop circles if you want.
Notes
This is where all the non-numerical things about your nation goes to. How your nation is organized, how happy are your people, rival political factions within your system, and such and such. The mod has absolute power here, but he is generally as just and fair as can be, will accept complaints and such, and will concede to great reasoning and/or general consensus (consensus...sometimes).
Projects
Generally beneficial to your nation, what these are is limited only by your imagination and the moderator. These need to be funded and sometimes supported by the industrial might of your nation (in the case of construction). Projects are not necessarily "wonders" that give massive tangible effects like in Civ, nor do these always give tangible (i.e. numerical) effects (but more likely its because of the nature of the rules themselves). Housing projects, educational projects, sewers, and so on and so forth.
Joining
This section will be subject to change as the game goes on, of course. For now, just fill in the following template with the appropriate data, and we're set.
<nation name>
Leader: <who is your leader?>
Government: <describe your government>
Wealth: <do not fill>
Industry: <do not fill>
Army: <do not fill>
Navy: <do not fill>
Notes: <give me suggestions, or a background, and other things you might want to say about your nation>
Projects: <do not fill>
Starting location: <where do you want to start?>
Color: <what is your preferred color? RGB format works best here>
You may also pick an NPC (not too well-defined as of turn one: Which is good for you!) to play.