stNANES2: Simple Stories

naervod

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stNANES2:
Welcome to stNANES2. This is

Rules:
This is a storytelling NES. This means that the NES flows in the form of stories told by the players. To play, simply create a nation and start writing orders and stories. Note: If the whole world is filled or almost filled, pick an existing NPC nation. If there are no NPC nations left, then you can call for a revolution and create a new nation out of an existing one.

Your imagination is the boundaries in this NES. You can do anythng that could happen in the time period in the real world. You can build great projects, defense networks, basically anything that applies to the time period. However, they must follow the six simple concepts to understand in this NES: Military, Age, Economy, Living Standards, Traits, Culture.

Military:
Your military size is dependent on your economy. Here are the military sizes and what size economies can support them:
Tiny-Depression
Very Small- Recession
Small-Breaking Even
Large- Prosperous
Very Large- Booming
Imperial- World-Leading

Economy
Your economy determines what your military size will be and how fast you get big projects done. Your economy is determined by your living standards and international trade. In addition, if you persistently put upgrade economy into your build orders, it will upgrade. Also, big projects may improve your economy the economy sizes are:
World Leading
Booming
Prosperous
Breaking Even
Recession
Depression

Age
Determines what Scientific Age you are in. The Age determines what kind of projects you can do and how technologically advanced your military is. Here are the ages and what kind of units are in them(C stands for current age):

Stone Age: Men with clubs and stone axes; canoes, rafts seafaring limited to rivers and lakes
Bronze Age: Spearmen, archers; triremes, seafaring limited to bays, coasts and small seas
CIron Age: Swordsmen, chariots, archers; fire ships, seafaring limited to most seas Trans Pacific Crossing from Kamchatka to Alaska possible
Classical Age: Swordsmen, bowmen, horsemen; fire ships, galleys, seafaring is limited to all seas
Dark Ages: Swordsmen, longbowmen, horsemen, catapults; heavy galleys, seafaring limited to all seas plus Transatlantic crossings via Greenland are possible
Middle Ages: Knights, Crossbowmen, Pikemen, trebuchets; caravels (no cannon), seafaring the same
Renaissance: Arbeques, cannon, pikemen; caravels (cannon), Trans-Atlantic crossing possible
Gunpowder Age: Musketmen, cannon, cavalry; galleons, frigates, all water navigable
Industrial Age: Riflemen, Early Machine Guns, cannon, cavalry; ironclads, steamboats, railroads; battle baloons
Early Modern Age: Riflemen, trench warfare, early artillery, poison gas, machine guns, early tanks; early battleships, destroyers, submarines; biplanes, airships
Middle Modern Age: Infantry, paratroopers, marines, panzers, artillery; battleships, destroyers, submarines, early carriers; prop fighters, prop bombers, early jets (later on in age), early nuclear bombs
Late Modern Age: Infantry, paratroops, marines, modern armor, radar artillery; heavy battleships, destroyers, frigates, carriers, nuclear submarines; heavy bombers, stealth bombers, modern jets, helicopters, cruise missles, ICBM's, early space flight
Digital Age:Clone warriors, space cities and combat, hovercraft of all sorts, advanced medicine

Living Standards
The living standards is dependent on your culture, overall sucess of your nation, and how much care you take of your people. The living standards are rated 1st through 5th world

Culture
Culture is determined by how many temples, libraries, and other cultural improvements you build. Culture can also be boosted by great projects. Sizes:
World Leading
Excellent
Good
Average
Poor
Bad
None

Traits
These are based on the Civ 3 traits, each nation gets two:

Militaristic: Military is more likely to win victories, you can go one size above the economic level required.

Religious: People more immune to propoganda, citizens under enemy control are more likely to revolt.

Industrious: Projects are completed quicker, military is upgraded faster

Scientific: Discovers new ages faster, gets one free age advance throughout the game.

Commercial: Nation cannot have Depression economic level, NPC nations more likely to trade with you

Expantionist: Enemy people less likely to revolt under your rule, nation expands faster and makes more gains in fights.

Upgrading/building Projects
Your nation can upgrade something if it has been put in the orders for three turns. (two turns for Industrious nation's military). You gett one free upgrade at the beginning of each age and they cannot be saved for later.
A great project can be constructed in two to ten turns depending on the size. You must include building the project every turn in your orders.

Post Format/Writing Orders
Story
blah blah

Diplomacy-
To:
From:

ORDERS:
do this and that

How to Make a Nation
You may choose an existing NPC nation or create a new one if there is space (and map colors)

Nation Name:
Ruler/Civfanatics name:
Traits:
Government:
Army Size: Tiny or Small (army can be small and navy tiny or vice versa, but not both small)
Navy Size: Tiny or Small
Economy: Breaking Even
Culture: Average
Living Standards: 3rd World
Starting Position:

Governments
Here are the governments in the game. The ones with a star are available now.
Ancient Communal*
Despotism.*
Tribal Confederation.*
Ancient Monarchy.*
Oligiarchy.*
Ancient Republic.*
Ancient Democracy.*
Ancient Theocracy.
Feudalistic Monarchy.
Rennaisance Republic.
Egalitarian Dictatorship.
Theocracy.
Republic.
Communism.
Parliamentary Monarchy.
Fascist.
Dictatorship.
Democracy.
Modern Theocracy.

Nations:
Nation Name:India
Ruler/Civfanatics name:Haroon/Kennelly
Traits:Scientific,Industrious
Government:Ancient Communal
Age: Iron Age
Army Size: Medium
Navy Size: Very Small
Economy: Booming
Culture: Average
Living Standards: 3rd World

Nation Name: Burgundy
Ruler/Civfanatics name: Carloman Germanius (das)
Traits: Militaristic and Scientific
Government: Republic
Age: Iron Age
Army Size: Medium
Navy Size: Very Small
Economy: Booming
Culture: Average
Living Standards: 1st World

Nation Name: Rome
Ruler/Civfanatics name: Consul Thud\Consul_Thud
Traits: Expansionistic, Industrialist
Government: Ancient Republic
Age: Classical Age
Army Size: Medium
Navy Size: Very Small
Economy: Very Prosperous
Culture: Good
Living Standards: 2nd World

Nation Name: Russia
Ruler/Civfanatics name: Revolutionairy
Traits:Expantionist and Industrious
Government: Despotism
Age: Iron Age
Army Size: Medium
Navy Size: Tiny
Economy: Very Prosperous
Culture: Average
Living Standards: 3rd World

Nation Name: Zululand
Ruler/Civfanatics name: Chief Mpondo/Naervod
Traits: Militaristic, Expantionist
Government:Despotism
Age: Iron Age
Army Size: Very Large
Navy Size: Very Small
Economy: Very Prosperous
Culture: Good
Living Standards: 3rd World

Nation Name: Egypt
Ruler/Civfanatics name: Pharaoh Menes/Plexus
Traits: Religious, Industrious
Government: Ancient Monarchy
Age: Iron Age
Army Size: Medium
Navy Size: Medium
Economy: Very Prosperous
Culture: Excellent
Living Standards: 1st World

Nation name: Serbia
Ruler/Civfanatics name: Emu the warrior/emu
traits: industrious Commercial
Governmant: Ancient Communal
Age: Bronze Age
Army size: Medium
Navy size:tiny
Economy: Prosperous
Culture: excellent
Living standards: 3rd world

Nation Name: The Priests Small Community
Ruler/Civfanatics name: High Priest De-Najur / erez87
Traits: Religious, Commercial
Government: Ancient Communal
Age: Bronze Age
Army Size: Large
Navy Size: Medium
Economy: Prosperous
Culture: Good
Living Standards: 3rd World

Nation Name: Vikingland
Ruler/Civfanatics name: Chief Erikson/Erik Mesoy
Traits: Scientific, Industrious
Age: Classical Age
Government: Despotism
Army Size: Large
Navy Size: Medium
Economy: Prosperous
Culture: World-Leading
Living Standards: 3rd World

Nation Name: Azteca
Ruler/Civfanatics name: Chief Montezuma/puglover
Traits: Scientific, Religious
Government:Despotism
Age: Iron Age
Army Size: Large
Navy Size: Very Small
Economy: Prosperous
Culture: World-Leading
Living Standards: 1st World

Nation Name: Iroquois
Ruler/Civfanatics name: Chief Dekanadawah/CivGeneral
Traits: Religious, Expantionist
Age: Iron Age
Government: Tribal Confederation
Army Size: Large
Navy Size: Very Small
Economy: Prosperous
Culture: World-Leading
Living Standards: 2nd World

Nation Name: Mongolia
Ruler/Civfanatic name: Chief Temujin Khan/NPC
Traits: Militaristic, Industrious
Government: Tribal Confederation
Age: Iron Age
Army Size: Gigantic
Navy Size: Small
Economy: Booming
Culture: Excellent
Living Standards: 3rd World

Brittania
High Chief William/NPC
Exansionist, Scientific
Ancient Republic
Iron Age
Army Size: Small
Navy Size: Very Large
Economy: Very Prosperous
Culture: Good
Living Standards: 3rd World

Greece
King Alexander/NPC
Traits: Commercial, Scientific
Government: Ancient Democracy
Age: Iron Age
Army Size: Tiny
Navy Size: Small
Economy: Breaking Even
Culture: Excellent
Living Standards: 3rd World

United States
President Lincoln/UKNemesis
Traits: Scientific and Militaristic
Government: Tribal Confederation
age: Iron Age
Army Size: Small
Navy Size: Small
Economy: Prosperous
Culture: Average
Living Standards: 2nd World

Nation Name: Turkey
Ruler/ CFC name: Sultan Suleyman/ Grandmaster
Traits: Militaristic, Industrious
Government:Ancient Monarchy
Age: Classical Age
Army Size: Very Large
Navy Size: Medium
Economy: World-Leading
Culture: Average
Living Standards: 2nd World

Nation Name: United Chinese Tribes
Ruler/Civfanatics name: King Lao Tzu
Traits: Scientific, Commercial
Age: Iron Age
Government: Oligarchy
Army Size: Large
Navy Size: Very Small
Economy: World-Leading (more cash reserves)
Culture: Excellent
Living Standards: 2nd World

Nation Name: Confederated States of Argentina (CSA)
Ruler/Civfanatics name: Sheep
Traits: Industrious, Expansionist
Government: Tribal Confederation
Age: Iron Age
Army Size: Large
Navy Size: Small
Economy: Booming
Culture: Good
Living Standards: 3rd World

Current Alliances
Middle Eastern Alliance: Egypt, Turkey, Zululand
American Alliance: Azteca, Iroquois
Northern Alliance: Britannia, Burgundy, Russia, Vikingland, Serbia, Turkey
Asian Pact: India, Manchuria, Mongolia, Turkey

Wars in History
Flash War: 3600 BC-3500 BC; Northern Alliance, Turkey, Egypt vs. Rome-Serbia
Pact, Greece (NA wins)
American War: 3300 BC- ; Iroquoisland, Azteca vs. USA

I will also play a nation myself, kind of like Jason does in STJNES2(Quebec) and EQ does in RTORNES2(Azteca). I can guarantee you updates will come faster more frequently than stNANES as I have figured out ways to update faster with no loss of quality. Let the game begin!

World Map
stnanes2map.GIF
 
Brittania
High Chief William/Jason the King
Exansionist, Scientific
Tribal Confederation
Army Size: Tiny
Navy Size: Small
Economy: Breaking Even
Culture: Average
Living Standards: 3rd World
Starting Position: England, Great Britain
 
Greece
King Alexander/Toasty
Traits: Commercial, Scientific
Government: Despotism
Army Size: Tiny
Navy Size: Small
Economy: Breaking Even
Culture: Average
Living Standards: 3rd World
Starting Position: Athens, Greece
 
United States
President Lincoln/UKNemesis
Traits: Scientific and Militaristic
Government: Tribal Confederation
Army Size: Tiny
Navy Size: Small
Economy: Breaking Even
Culture: Average
Living Standards: 3rd World
Starting Position: Washington DC


President Lincoln walked out to meet his new Senate of tribal chiefs, from which he had been elected.

They were to form a capital for the new nation at this little area, and they were going to call it Washington, after the great man who had united the tribes before being killed in a scuffle between two of them.

The clan who had killed him were now all dead, victims of the new nation's revenge, and Lincoln had vowed such murder would never again happen in this nation.

They were already sending people off to begin the second settlement of this nation, and it was to be called New York, old York being one of the tribal villages that was being incorporated into Washington.

The first order of his new leadership was to order the army to begin upgrading to small to allow it to defend the new settlement too, and then to begin upgrading living conditions of the tribes as part of buildings these two great villages.

He decided a church, a place of worship, would be built in each as part of the upgrading of living standards and of the new nation's culture and religion. The overall affect would improve the economy, something he desperately needed and wanted.

Orders

Begin upgrading the army to small.

Expand and build New York in addition to Washington.

Churches are to be built in both villages as part of the move to improve living standards and culture, which eventually should mean an improvement to our economy, which has also been ordered to try and find a way to improve.
 
Nation Name: Egypt
Ruler/Civfanatics name: Pharaoh Menes/ Plexus
Traits: Religious, Industrious
Government: Despotism
Army Size: Tiny
Navy Size: Small
Economy: Breaking Even
Culture: Average
Living Standards: 3rd World
 
Bear with me, I'm kinda new at this....

Nation Name: Turkey
Ruler/ CFC name: Sultan Suleyman/ Grandmaster
Traits: Militaristic, Industrious
Government: Despotism
Army Size: Small
Navy Size: Tiny
Economy: Breaking Even
Culture: Average
Living Standards: 3rd World
Starting Location: Istanbul, Turkey

Is this correct?
 
To: USA
From: Iroquois

We will not expand any further south, but will be prepared to fight in case of agression.
 
Also, do you guys have any trouble seeing the map, because I can't see it.
 
Nation Name:India
Ruler/Civfanatics name:Haroon/Kennelly
Traits:Scientific,Industrious
Government:Ancient Communal
Army Size: Small
Navy Size: Tiny
Economy: Breaking Even
Culture: Average
Living Standards: 3rd World
Starting Position:Delhi
 
I'll take the Vikings
Nation Name: Vikingland
Ruler/Civfanatics name: Chief Erikson/Erik
Traits: Scientific, Industrious.
Government: Despotism
Army Size: Tiny
Navy Size: Small
Economy: Breaking Even
Culture: Average
Living Standards: 3rd World

Note: I am using Sci/Ind here, if I cannot change them, I will invant a new nation, ok?
 
Erik, your b***** I want Vikingland, only wait I will kill you.

I take Mongols.
Nation Name: Mongolia
Ruler/Civfanatic name: Chief Temujin Khan/NPC
Traits: Militaristic, Expantionist
Government: Tribal Confederation
Army Size: Medium
Navy Size: None
Economy: Breaking Even
Culture: Average
Living Standards: 3rd World
*Note: Mongolia started out with a medium army because it is landlocked and therefore cannot have a navy

Orders:
Expand all ways, use all off army.
Increase Economy and Culture.
 
Egyptian Orders:
Commit entire army to settling Palestine, Aswan and Northern Sudan along the Nile.
Increase economy through trade with Cannanite and Ethiopian villages.
Begin work on the Great Temple of Ra in Heliopolis.
 
Nation Name: Burgundy
Ruler/Civfanatics name: Carloman Germanius (das)
Traits: Militaristic and Scientific
Government: Tribal Confederation
Army Size: Small
Navy Size: Tiny (Rhine River fleet for now, until I reach any seas.)
Economy: Breaking Even
Culture: Average
Living Standards: 3rd World
Starting Position: MET (Metz, Lorraine)
 
OOC: Will you decide battles, or should we?

(Note, all the story-telling parts from me (expect when specified) are exerpts from Burgundian Chronicles.)

"In year 6000 BC, as the Frost Demons (I know, I know...) retreat and brave Human tribes undo their frozen magic (read: Ice Age ends.), the unity ends and the tribes scatter on the free Earth. Some of the tribes were known as Burgundians. They invented uses for Stone, beginning the Stone Age. Later, in 4,000 BC, in the middle or the end of the Stone Age, the Burgundian tribes united under a visionary leader - Carloman Germanius. He created the Tribal Confederation of Burgundy, which marched with him from Bavaria to Lorraine, where they built to seetlements - Metz and Dijon. Later to control the River Rhine, the Canoe fleet was assembled, while to guard Lorraine, the ground armies were put in."

But that was prologue.

Now:

"Years went by, and Burgundians decided to expand to River Seine in the west, and the coast in the north."

Orders:
- Expand to BEL (Netherlands), ROU (Normandy) and PAR (Paris).
- Try to improve Economy.
 
OK, here comes my story. I had to hurry last time.

Cheif Erik Eriksson look at the frozen settlement he now was lord over. Could this really be all his father had left him? A village of about threescore people, a charm that showed his leadership over the people, and a blessing that was supposed to give him immortality.
"Men," he shouted, "To work! We have a country to create. We are shrouded in cold lands, but we will work to improve them and discover ways to remove the ice!"
All the men cheered.
And thus did the Scientific and Industrious nation of Vikingland arise.

Orders:
Send a settling party, 1/3rd of army, 2/3ds of navy, to Denmark. I can get there, can't I?
Send 1/6th of army due east
Send 1/3rd of navy and 1/2 of army northwards to claim...more ice.
Increase Education (1)
Increase Economy (1)
Start building a great Lighthouse on the southern tip of norway (1).
 
Nation Name: Russia
Ruler/Civfanatics name: Revolutionairy
Traits:Expantionist and Industrious
Government:Despotism
Army Size: Small
Navy Size: Tiny
Economy: Breaking Even
Culture: Average
Living Standards: 3rd World
Starting Position: Moscow, Russia

The tribe of the Rus were always hardworking but always lacked a Great Leader. Now the first ever Czar would lead his people to settle the known world and to bulid monuments, temples and schools for all the people.


Orders

Bulid city in St Petersburg and lands around Len.
Also trade furs from local area to local tribes to improve the economy.

OOC do we make up our own great projects or can you do a list of what we can and when
 
Indian orders:
-Settle all areas surrounding Delhi and send soldiers with each of them
-send my navy out of the Ganges to explore the Indian coast southwards
-build a big road between our cities Delhi and Ahmadabad
-build marketplaces in all cities,towns and villages
 
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