Lord of Elves
Suede-Denim Secret Police
- Joined
- Oct 31, 2009
- Messages
- 6,976
"Had I been present at the creation, I would have given some useful hints for the better ordering of the universe."
Introduction
The year is 1492. The Reconquista is over, and Christopher Columbus, a Genoan of the United Kingdom of Italy in the service of the crown of Castile-Leon sails to the New World in search of glory and fortune. If this sounds slightly different than the story you are familiar with, and it intrigues you, then keep listening. The Europe that Columbus sails from is entirely different, and so might be the New World he discovers. For this is the task of men; Quam ut Subsisto orbis terrarum. How to remake the world...Introduction
This NES is focused around playability, rather than plausibility. That is to say that the timeline is focused towards creating an interesting reality for the players to engage in, rather than one that is entirely feasible within real historical dialogue. If you're looking for a realistic timeline which is entirely beheld to historical fact, then this is probably not the NES for you.
Stats and Things
Iberian Empire
Leader: Isabelle I, Empress of Iberia, Protector of the Marinids
Government Type: Aristocratic Monarchical Union
Centralization: 75%
Stability: 4
Economic Power: 15/18
Manpower: 3500
Army: 18 Infantry Divisions (Professional), 3 Infantry Divisions (Levee), 18 Cavalry Divisions (Levee)
Navy: 6 Carracks, 15 Cogs, 10 Transports, 135 Levied Boats
Army Quality: 7
Navy Quality: 8
Colonies/Territories: Carribean Isles, Ceylon, Iberian Arabia
Factions:
Castilian Aristocrats 2/5
Leonese Aristocrats 2/3
Navarre Peasantry 2/3
Peasantry 4/5
Prestige: 88
Claims: Iberian Columbia
Leader: This is a rather generic term for the recognized head of state within your nation. They do not necessarily wield any political power, and can be merely a figurehead, but this is the face of your nation, and whether they be liked or disliked, their death can have dramatic effects in the international community, especially if it is... unnatural.
Government Type: This is the method in which governmental affairs are organized in your nation. Some governments allow their subjects more freedoms than others, and are more efficient or less efficient for it. While it will not directly effect your ability to govern your nation, your government type should give you a feel for how your country operates.
Centralization: Here we start getting into more mechanical matters. Your centralization is a function of your government type, but is not necessarily directly related. Higher levels of centralization represent greater power on the part of the central government, and a greater ability to enforce changes of policy or programs. Lower centralization represents less power on the part of the central government and less ability to enforce changes of policy, et cetera. You require at least 60% centralization to be able to muster enough economic and military cohesion to found a colony.
Stability: This is a measure of the overall happiness of your citizenry, and the likelihood that your country will collapse into revolt or civil war on a scale of one to five, the levels of which are below:
1 - Revolt 2 - Mass Dissent 3 - Doubting 4 - Overall Loyal 5 - Highly Loyal
Your stability is in general a representation of the faith in your government of the average citizen, although your stability is also a function of the happiness of various factions within your nation, and maintaining a healthy stability level means also keeping these factions happy. For obvious reasons, should your stability drop, it is likely that your centralization will too.
Economic Power: This is a unit in which your ability to raise troops and enact policy changes and programs is measured. Economic Power is a blanket term for the powers of agriculture, industry, and money-changing that influence the tides of monetary influence within your nation.
The first number is the amount of EP you may spend this current turn. The second number is the amount of EP you are gaining per turn (EPT).
Manpower: This is a representation of the amount of your population able to be recruited into the military. This number will drop with the addition of units to your military, or raised with the reintegration of serving soldiers into the working society. To get a feel for your manpower, divide by ten. This is the amount of military units worth one MP each you can raise.
Army and Navy Quality: This is the level of skill within your armed forces on a scale of one to ten. More skilled armies and navies will fight better and will be able to execute more complex strategies with higher levels of cohesion. This can be improved with more efficient and rigorous training, or simply by more combat experience.
Factions: These are political, religious, economic, or ethnic groups within your nation. Keeping them happy is inherent in maintaining your stability, and their loyalty to your government and size are listed as such:
First number being size, second loyalty to your government.
Prestige: "Adapted", from Victory Points, Prestige is a measure of the general success of your nation in enacted programs which have benefited your country, or in actions or the results thereof. Prestige cannot be deducted, as it is a total of the amount of success a nation has encountered in the game. Actions beneficial to a nation will award varying levels of Prestige based on their effect, whereas while actions that negatively effect your nation will not subtract Prestige, but they will certainly not award it. The award of Prestige will be handled on a case-by-case basis depending on the general effect of the action, and the scope of that effect within current events in the NES.
Military Matters
Professional vs Levee: Professional units are under the control of a centralized military, are better trained, better funded, and better supplied, than their conscripted levy counterparts. Professional units cost EP and MP, while levy units cost only MP, but are significantly weaker, and are only on the same level of ability as their professional counterparts when deployed en masse.Regarding naval units, all are the same unless they are raised in massive amounts at one particular time, in which they shall operate on the level of levy units due to lack of training and cohesion inherent in massive military conscription.
Pricing:
Professional Infantry Division: 1EP, 1MP
Levee Infantry Division: 1MP
Professional Cavalry Division: 4EP, 2MP
Levee Cavalry Division: 2MP
Cog: 5EP, 2MP
Transport: 2EP; carries three units of any type.
Colonies and the New World
Several conditions must be satisfied prior to the attempting of a colonial expedition. Firstly, you must have a centralization stat of at least 60%, secondly you must have 10EP to invest in the project, and finally, you must have at least 5 Transport ships within your navy. Colonies have the potentiality to decay over time if they are not maintained through supply and defense. The greater distance a colony is from your home territories, the faster this will happen, and the harder it will be to maintain the colony.Expeditions: Prior to colonizing, and expedition must be undertaken. A general rule of thumb is that if you do not already have colonies in the vicinity, or that no one else does, an expedition is necessary. You can colonize a region without charting it first via an expedition, but your colony has a much higher likelihood that it will decay due to natural conditions, a lack of supplies, so on and so forth An expedition can be undertaken with any level of centralization, but requires an investment of 15EP and 5 Cog ships within your navy to dedicate to the task.
Claims: You may make claims to your crown or government various plots of land that you have discovered or know from your discoveries that it exists. Claims are territories you do not actually as of yet own, but are recognized as being owned by the crown of your nation or by your nation's government. Violation of a claim, is of course, grounds for war. It is understood that you do not claim "Africa", unless you wish to go to war with anyone who colonizes on the landmass. It does not cost anything to make a claim.
The Map
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