Jason The King
Deity
StJNES 2 Modern
Welcome to the second StJNES! This NES is, like the one before it and the famous RTOR NES series, is a story NES. This means, it is thought of you to do a story every once in a while (doesnt have to be every turn), and that the rules are very simplistic.
I have added a new feature to Story NES series the expenditure system. This is not hard at all, and in StJNES2 you will only be required to split your funds by three. Basically, what it is is that you start out with 100% of your economy, and you break it into what you want among your military, living standards, and education. Military expenditure affects how well trained your military is and what it is equipped with. Education means economy better, and living standards affects your economy and your peoples confidence (or happiness it can be refered too).
Also, each nation will have a stat, much like the system EQ is using in rtor2. It is based upon the Civ3 stats, and you may choose two for your nation.
Expansionist: Usually best for larger civs, and allows for faster transportation through your empire.
Religous: Your people are highly religous and are unlikely to rebel against you. They also need, however, many churches/temples/whatever in your country.
Commercial: Enhancement on your trading abilities, larger trading caravans and fleets, and trade is more lucrative to your nation.
Militaristic: Your people are not war-weary and love to war, plus they are highly trained. However, they may become restless if you never war.
Industrius: You country is very productive, and the military stats can increase during war mode (when in other countries they can't).
Scientific: Your nation can increase in living standards faster and it's military is very hightech, needing only a small military to beat a larger one.
Space Age comes to StJNES2!
Ok, this does NOT mean space bombardment, or trips to other galaxies, lol. This means spy satellites, science research, races to the moon, and high science rates .
Going into space has many benefits. One of which is a boost of science, meaning you may be subject to a discovery of some kind. Another is the ability to launch spy satellites, which can spy on enemy nations, or keep intelligence tabs on your neighbor. With these, I can give you updates on the country each turn, or specific details anytime you need it. More of this when it is available.
What you can do now is build space launching pads and spaceships. The catch is that you must have a Growing or better economy (easily accomplished by having a stable economy, and then trading for oil or trading oil), a 30% science rate, and a good imagination . As soon as a space ships is successfully built, you may begin to study space, and soon enough you will be able to travel to the moon. To build a space launching pad, you must say so in your orders, the location, and then I will keep track of the turns. It will most likely take 2 or 3 turns. When it is finished you may begin your spaceship which will take 2 turns. When you launch, your spacecraft will stay in space for one turn, then return. You must then reconstruct another spaceship, but you can use the same launching pad. Note: this does put a strain on your economy, and throughout the process you must have a Growing or better economy.
This is about all you can do starting now. More on moon races and such when it becomes available.
Oil
Ok, now for the new Oil resource. As this is in modern era, oil NEEDS to be implemented in the game.
Oil will be needed for living standards to be higher then a 4th world country. Oil will be needed for your military branches to be higher then small. I will allow two turns to pass before your militaries start to shrink because of no oil, so you can work out trades.
Each oil spot (represented as spray paint on the map below) can support two nations (and there are exactly enough for the whole world to be supplied).
Oil will never run out with warning.
If you do not have oil, then your stats will decrease one level at a time for the turns you are dry.
You may build reserves, meaning you get two or more oil supplies. How this works is that you may get two oil trades in one turn, enabling you to withhold 1 turn after the oil is cut off. As stated above, easch oil resource produces enough for yourself, and to trade with one other country. This can NOT be counted as a surplus (ie "I trade the other part of my resource with myself).
I replaced Leaders Confidence with Oil Suppliers, and surplus was added underneath it
Thats it! Thats all you need to know that you shouldnt already know from other story NESs. Remember, secret orders are to be PMed to me, otherwise post them under a big heading like ORDERS.
Sizes
Military:
None, tiny, small, medium, large, gigantic, imperial
Economy:
Nonexistent, recession, failing, stable, growing, prosperous, very prosperous, outstanding (*)
Resources:
None, limited, diverse, plentiful, abundant
Other:
None, poor, mediocre, good, great
People's Confidence:
Weary, happy, enlightened, enthusiastic, really enthusiastic
Training:
Farmers, trained, well-trained, fighting machine, army of one
*most nations will be between stable and growing. When you are trading oil or stuff for oil, your economy will most likely be in prosperous to ver prosperous. Only when you are doing great in my eyes will you get outstanding. The resources trait will help as well. So remember, Stable is fine, and is what you should be at.
Units in Military during these times, though you may build historical ones:
Navy:
Destroyers, Cruisers, Frigates, Submarines, Tactical Submarines, Carriers
Army:
Marines, Riflemen, Artillery, Tanks, Helicopters, Jeeps,
Airforce:
Jets, Jet Bombers, Spy Craft, Spacecraft (pending funding), Sea Jets, Helicopters
*The number of carriers you have is dependent on your size of navy. Each size it is increased, 2 more are added. So, a tiny navy will have 2 aircraft carriers, a small 4, a medium 6, and so on.
*For better battle results, post your military positions (using fractions please).
*For increased stats, it will take anywhere from one turn to five. In order for you to get it, you must say it simultaneously in your orders.
*More stories and posts may lead to faster increase of stats when you want it, and intensive battle plans will lead to better results.
*Just because your size of military strength is more then another countrys, this does not mean you win. I will be MODing all battles, and while the size is the leading decision decider, many other aspects may alter the outcome.
*Nuclear bombs are frowned upon by your people, and if detonated will lead to your decrease in stats.
*Do not expect to be able to Washington from Hong Kong. Your nukes can not travel far (roughly 2-3 cm on map) without you deploying them on nuke subs or bomber jets.
*You can build defensive structures, and are represented as red Fs on the map.
*You can create a flag, 34x18 pixels max size (use zoom in Paint to design your flag). If you do not create a flag by turn 3, I will make one for u. Flags will be put where strong military presence by the nation is (roughly 1/3 of total size of the military).
*I know there is an insane amount of countries, it is meant for. The most NPC countries will form a UN to counter the huge countries.
*You may do ANYTHING in this game that you would be able to do in real life. Your imagination is the boundaries. If it is something secret, send me a PM (supporting rebels, etc.)
I think I have covered everything I need to, please ask questions if you need to, and happy playing. Oh yes, I will be playing as well, as the Iroquois/Quebec
Welcome to the second StJNES! This NES is, like the one before it and the famous RTOR NES series, is a story NES. This means, it is thought of you to do a story every once in a while (doesnt have to be every turn), and that the rules are very simplistic.
I have added a new feature to Story NES series the expenditure system. This is not hard at all, and in StJNES2 you will only be required to split your funds by three. Basically, what it is is that you start out with 100% of your economy, and you break it into what you want among your military, living standards, and education. Military expenditure affects how well trained your military is and what it is equipped with. Education means economy better, and living standards affects your economy and your peoples confidence (or happiness it can be refered too).
Also, each nation will have a stat, much like the system EQ is using in rtor2. It is based upon the Civ3 stats, and you may choose two for your nation.
Expansionist: Usually best for larger civs, and allows for faster transportation through your empire.
Religous: Your people are highly religous and are unlikely to rebel against you. They also need, however, many churches/temples/whatever in your country.
Commercial: Enhancement on your trading abilities, larger trading caravans and fleets, and trade is more lucrative to your nation.
Militaristic: Your people are not war-weary and love to war, plus they are highly trained. However, they may become restless if you never war.
Industrius: You country is very productive, and the military stats can increase during war mode (when in other countries they can't).
Scientific: Your nation can increase in living standards faster and it's military is very hightech, needing only a small military to beat a larger one.
Space Age comes to StJNES2!
Ok, this does NOT mean space bombardment, or trips to other galaxies, lol. This means spy satellites, science research, races to the moon, and high science rates .
Going into space has many benefits. One of which is a boost of science, meaning you may be subject to a discovery of some kind. Another is the ability to launch spy satellites, which can spy on enemy nations, or keep intelligence tabs on your neighbor. With these, I can give you updates on the country each turn, or specific details anytime you need it. More of this when it is available.
What you can do now is build space launching pads and spaceships. The catch is that you must have a Growing or better economy (easily accomplished by having a stable economy, and then trading for oil or trading oil), a 30% science rate, and a good imagination . As soon as a space ships is successfully built, you may begin to study space, and soon enough you will be able to travel to the moon. To build a space launching pad, you must say so in your orders, the location, and then I will keep track of the turns. It will most likely take 2 or 3 turns. When it is finished you may begin your spaceship which will take 2 turns. When you launch, your spacecraft will stay in space for one turn, then return. You must then reconstruct another spaceship, but you can use the same launching pad. Note: this does put a strain on your economy, and throughout the process you must have a Growing or better economy.
This is about all you can do starting now. More on moon races and such when it becomes available.
Oil
Ok, now for the new Oil resource. As this is in modern era, oil NEEDS to be implemented in the game.
Oil will be needed for living standards to be higher then a 4th world country. Oil will be needed for your military branches to be higher then small. I will allow two turns to pass before your militaries start to shrink because of no oil, so you can work out trades.
Each oil spot (represented as spray paint on the map below) can support two nations (and there are exactly enough for the whole world to be supplied).
Oil will never run out with warning.
If you do not have oil, then your stats will decrease one level at a time for the turns you are dry.
You may build reserves, meaning you get two or more oil supplies. How this works is that you may get two oil trades in one turn, enabling you to withhold 1 turn after the oil is cut off. As stated above, easch oil resource produces enough for yourself, and to trade with one other country. This can NOT be counted as a surplus (ie "I trade the other part of my resource with myself).
I replaced Leaders Confidence with Oil Suppliers, and surplus was added underneath it
Thats it! Thats all you need to know that you shouldnt already know from other story NESs. Remember, secret orders are to be PMed to me, otherwise post them under a big heading like ORDERS.
Sizes
Military:
None, tiny, small, medium, large, gigantic, imperial
Economy:
Nonexistent, recession, failing, stable, growing, prosperous, very prosperous, outstanding (*)
Resources:
None, limited, diverse, plentiful, abundant
Other:
None, poor, mediocre, good, great
People's Confidence:
Weary, happy, enlightened, enthusiastic, really enthusiastic
Training:
Farmers, trained, well-trained, fighting machine, army of one
*most nations will be between stable and growing. When you are trading oil or stuff for oil, your economy will most likely be in prosperous to ver prosperous. Only when you are doing great in my eyes will you get outstanding. The resources trait will help as well. So remember, Stable is fine, and is what you should be at.
Units in Military during these times, though you may build historical ones:
Navy:
Destroyers, Cruisers, Frigates, Submarines, Tactical Submarines, Carriers
Army:
Marines, Riflemen, Artillery, Tanks, Helicopters, Jeeps,
Airforce:
Jets, Jet Bombers, Spy Craft, Spacecraft (pending funding), Sea Jets, Helicopters
*The number of carriers you have is dependent on your size of navy. Each size it is increased, 2 more are added. So, a tiny navy will have 2 aircraft carriers, a small 4, a medium 6, and so on.
*For better battle results, post your military positions (using fractions please).
*For increased stats, it will take anywhere from one turn to five. In order for you to get it, you must say it simultaneously in your orders.
*More stories and posts may lead to faster increase of stats when you want it, and intensive battle plans will lead to better results.
*Just because your size of military strength is more then another countrys, this does not mean you win. I will be MODing all battles, and while the size is the leading decision decider, many other aspects may alter the outcome.
*Nuclear bombs are frowned upon by your people, and if detonated will lead to your decrease in stats.
*Do not expect to be able to Washington from Hong Kong. Your nukes can not travel far (roughly 2-3 cm on map) without you deploying them on nuke subs or bomber jets.
*You can build defensive structures, and are represented as red Fs on the map.
*You can create a flag, 34x18 pixels max size (use zoom in Paint to design your flag). If you do not create a flag by turn 3, I will make one for u. Flags will be put where strong military presence by the nation is (roughly 1/3 of total size of the military).
*I know there is an insane amount of countries, it is meant for. The most NPC countries will form a UN to counter the huge countries.
*You may do ANYTHING in this game that you would be able to do in real life. Your imagination is the boundaries. If it is something secret, send me a PM (supporting rebels, etc.)
I think I have covered everything I need to, please ask questions if you need to, and happy playing. Oh yes, I will be playing as well, as the Iroquois/Quebec