TheLizardKing
Let's talk Michelle.
Alright all, so this is my first NES, so please bare with me. This is a fantasy NES, set in a made up world and it is very earth like. The peoples and such are currently in what could be comparable to our late medieval ages. The mod itself is fairly free form, as I want players to be able to develop nations as they see fit, and customize them however they want.
The faction's information will be set up, in this commonly used form;
The Empire of Craydon/The Lizard King
Government: Imperial Monarchy
Rulers Name:
Capital: Craydon City
Stability: 3/10
Army: 35 divisions
Navy: 10 Coastal Ships, 6 Ships of the Line
Economy: 5/2/0 + 300 Merchant Marine
Age: Medieval Ages
Eduacation: 20
Description; History: Craydon, through the early history of the known world had been the Military, Cultural and Scientific center to the known world. However, with all that power came a lot of enemies, and a lot of internal strife. The Emperors had, for awhile focused more on the glory of the Empire, then the happiness on of the people. Just over a decade ago, a war was fought, between citizens on the Eastern expanses of the Empire, and the Government positioned strongly in the west. The result? The foundation of the Belz Republic, a weaker Craydonian Empire, and few if any allies left to rely on. The last Emperor, not learning from mistakes has done little to improve the life of the lower classes, and talks of revolt aren't exactly taboo any more.
So let's disect this line by line.
The Empire of Craydonia/The Lizard King
Self explanitory. Your nations name, and who is currently playing as them.
Government: Imperial Monarchy
Again, fairly self-explanitory. You can change your government whenever you want, but a variety of different things could happen, and every government has a few effects. For example, a Confederacy will make the people incredibly happy, as their indepedance is felt, but your power is very weak. As a Imperial Monarchy however, you are absolute ruler of your state, which can, and cannot be a good thing. Changing your government without popular consent, i.e. Republic to an Absolute Monarchy usually doesn't end well.. just use your common sense.
Rulers Name:
A bit of world building here. The name can be anything from Jeff, to Flavius the 3rd. I don't care.
Capital: Craydon City
Where your government resides. If your Capital is captured or burned, expect moral problems, not to mention the fact that your government will be without a meeting place! Back up capitals are recommended.
Stability: 3/10
How stable is your country? How happy are your people? A low rating here, i.e. 3 out of 10 means a revolt, or even worse, a revolution is quite a possibility. This is sort of a warning for things such as that.
Army: 35 divisions
Fairly self-explanitory also. your normal army is composed of your most modern troops (i.e., if your in the Industrial Age, your divisions are riflemen). If needed, you can also recruit Militia, for free, but expect your stability to go down, depending on the situation. Over time, new units, within reason may be created, for money, by sending me information as to exactly what you want. I can tell you if it's doable or not.
1ASP = 5 Divisions
1ASP = Unique Unit Designs
Navy: 10 Coastal Ships, 6 Ships of the Line
With exploraration and trade being key elements of this NES, the navy is certainly an important section. First off; Coastal Ships are just that. Coastal ships, or ships not really sea worthy. While they are great at defending your coast, that's about it. Ships of the Line are the battle ships in any fleet, used for both offensive, and defensive purposes. Similar to Army designs, you can send in Naval designs if you so wish.
1ASP = 3 Coastal Ships
1ASP = 1 Ship of the Line
1ASP = Unique Unit Designs
Economy: 5/2/0 + 300 Merchant Marine
And now we get into the fun stuff. I tried to make the economy very simple, yet strategic. Let's take it one step at a time. The first 5/ you see, is your base, or the normal amount of ASP you get every turn. Craydonia's base is 5. The 2/, is how much ASP Craydonia has invested into it's economy. Investing in your economy is supposed to represent the building of ports, roads, etc.
It takes 3 ASP to raise your economy up. Craydonia has 2 out of 3 ASP invested, and as such, is one away from raising it's base to 6. The final 0 is loot/pillage bonus.
Hypothetically, if you were to raid an enemies trade lines, not only will they loose ASP, but you could gain some of it. If your armies were to sweep across farmlands, then you may gain money.
The Merchant Marine is quite the interesting idea I've had. The merchant marine represents the nations economy, through trade. Every one hundred ships can bring in 1 ASP. You can buy 50 more ships for 1ASP each. Now, hypothetically, if your nations MM was to be attacked, and you loose 75 out of your 300 ships, leaving you with 225, you only get an extra two that turn.
Age: Medieval Ages
Every age brings new tech, or at least tech capabilities, I.e Railroads, planes, etc.
The age changes with investing money to raise your Education level. Every age allows, and disallows certain things. For example, once you hit the industrial age, knights become old news, and thus obsolete. A nation in the Industrial Ages, versus one in the Medievel will certainly be a one side conflict. Entering a new age is something grandoise of course, and will definently give you a large edge over your opponents.
Eduacation: 20
The level of education your country has determines many things, among them your technology, and your current age. You can invest money into your Education, and you may see levels rise. For every level that rises, military or technological advances can be seen. For example, say at level 24, your soldiers can use muskets. At 25, they can then use rifled muskets, and thus have an advangtage, based off of your Education level.
When you send in orders, to research, if you include specifics, I may take that into account. I.e.
I would take that into account during battles or what have you. New advances, from flight to stream power comes at various intervals, and if you research specifics, they may come a bit early. It's ultimately up to you however.I would like to put 3 ASP towards Education, namely gunpowder
Exploration
One of the over riding themes of this NES is exploraration. Many areas of the map are blacked out, or cut off, and have many unclaimed territory, or even native factions. By exploring, your nation can learn more about the world, contact other 'unknown' factions, set up colonies, and of course, make money. In order to explore, a nation must spend ASP, and designate where they specifically wish to go. For example, a non-valid explore order would be
I would like to explore the West.
Compared to
I would like to spend 2 ASP to explore the unclaimed territories to my west. I'd rather my expedition stick to the coast, but head as far inland as money will allow. The goal is to find a good area to set up a colony. If a reasonable area is found, I'd like to build up thel and for 1ASP.
The more ASP you spend, the more fruitful your results will be. The more descriptive you are, chances are, the more likely you are to achieve your goal.
When native factions are 'found' they will become playable.
Civil Wars
If a nations people are unhappy enough, as in real life, a rebellion will occur. Of course, until they are recognized as a formal nation, it will stay, just that. A rebellion. If, however, the rebellion grows in size, or achives mass military victories, another nation may be interested in recognizing it's independance.
An example of this would be the French involvement in the American Revolution. Until Saratgoa, when the colonists could prove that victory in the war wasn't impossible, the French would not acknowledge their soveriegnty.
In this game, when a rebellion is recognized by one or two nations, it then become a playable nation, albeit at war. However, other nations may want to be a bit wary about doing this.. obviously, diplomatic relations could plummet, and even war could be declared.