Jason The King
Deity
Stjnes3 The Small Greek Empires
Welcome to the third StJNES! I would like to warn you, there are many new rules that havent yet been used in any other story nes, so if you do not want to learn new rules, leave now.
Those who have chosen to stay, are most likely the loyal JNES fans J. So you will recognize this nes, it is more of a sequel from my Greek nes I did so long ago. I have a cleaner map, and better refined rules to help this nes prosper more then the other.
A lot of new rules are in this nes, as JNES is always the gateway to new ideas J. Dont be discouraged by how hard it looks, just read it all, and then go over it. Its really quite simple.
Culture
You may choose from four different cultures for your nation to be economic, army, navy, and commercial. These have no affect on the money you have to spend. Each has its benefits:
Commercial: More of your people trade, and most of your economy will be dependent on trading. This makes having little land not a problem, as well as a low population.
Economic: Your people are more based on developing your land. It is best to have a lot of land for this culture, so that you have more to use. Though it is not incredibly bad to have little land. A big need for this culture is population to work the land, though. Your economy will be based on land, and not to prone to embargoes and no trade.
Navy: Your people fight better on the sea, and your boats are made better.
Army: Your people fight better on land, and have reformed tactics and fighting skills unmatched by others.
Population
Like the old Greek NES, there is a population. Every nation starts out with a different population, and it raises over time, or with the capture of neutral cities and/or enemy capitals. You do loose population in battles, obviously. You must split your population into the different work classes: navy, army, industry, and commercial. Population in army is self-explanatory, in the navy you must have 25 people per boat to have it operational. Industry is basically your economy, and your people working the field. If you dont have enough people in industry, your economy will suffer. You need about 100 people for each economy level (Stable is economy level 4, and so you need 400 people to sustain it). Commercial is the one that requires the least amount of people. It is basically the caravan drivers and such, and for each trading partner you have you must have at least 100 people working for that one trading nation. If you have two trading partners, it requires 200 then.
Remember- this is just your population of working class. It is not your total population, lol. Your total is not shown, and is to you to decide to yourself, lol.
Trading
Basically, you need a road to trade. To build a road, you mention it in your orders, and will take very little time, maybe 3 turns at max. When you trade with a partner, it increases your money to spend by one gold. If your caravans must go through unoccupied territory (gray on the map), then it is a good idea to send along soldiers with them, so to not be robbed by barbarians. You may go through friendly or neutral territory with roads, but you can not build them. The nation whos territory it belongs to must build it. Then, your subject to the nations demands. If they demand that every other turn you pay tribute of one gold, then you must do that, or they can shut you out (then its up to you to what to do J)
You can also establish sea routes, which if your smart you would always send naval vessels to protect them.
Cities
Your capital is the center of your nation, economically, commercially, population wise, and military wise. If it is taken then your in deep trouble.
In your cities, you may build walls that help with defense. You may also then build whatever you want, everything having a small affect.
Neutral cities, or the small dots on the map, are there for the taking. It does not take mush to capture them. Each adds 2000 people to your population, and may increase other things as well.
Economy
Your economy is the second most important, after your population. It controls how much gold you bring in each turn. Each level is classified as below:
0. None
1. Recession
2. Pitiful
3. Failing
4. Stable
5. Growing
6. Prosperous
7. Booming
Each level brings in the number next to it in gold. So, recession brings in 1, stable brings in 4, etc. For your gold, you may spend it on recruiting more men to your army, building ships, or constructing artillery and walls. To raise your economy, invest more into trading and increase your industry worker population.
Military
Your military is your army, navy, and artillery. To recruit 500 men to your army, it costs 5 gold, and to recruit 100 men into your navy it costs 3 gold. To build a boat, it costs 1 gold, and an artillery piece it costs 1 gold. It takes 25 mariners (from your navy) to operate a boat, but the men needed to operate an artillery piece comes with it automatically. Artillery is necessary to take a city with walls. Otherwise you can not.
Attacking
If you wish to attack, it is very important that you prepare your troops. To send them into battle right away is suicide. You must mobilize first. A good mobilization is 2 turns, even better is 3 turns. To mobilize, it costs 1 gold per 1,000 men. You only need to mobilize your army, nothing else. Of course, you can just send the men into battle before mobilization, but they will fight poorly.
You can not attack through unclaimed territory.
MANY, MANY ideas came from AnarchyRulz, who deserves just as much recognition for these rules as I do.
Welcome to the third StJNES! I would like to warn you, there are many new rules that havent yet been used in any other story nes, so if you do not want to learn new rules, leave now.
Those who have chosen to stay, are most likely the loyal JNES fans J. So you will recognize this nes, it is more of a sequel from my Greek nes I did so long ago. I have a cleaner map, and better refined rules to help this nes prosper more then the other.
A lot of new rules are in this nes, as JNES is always the gateway to new ideas J. Dont be discouraged by how hard it looks, just read it all, and then go over it. Its really quite simple.
Culture
You may choose from four different cultures for your nation to be economic, army, navy, and commercial. These have no affect on the money you have to spend. Each has its benefits:
Commercial: More of your people trade, and most of your economy will be dependent on trading. This makes having little land not a problem, as well as a low population.
Economic: Your people are more based on developing your land. It is best to have a lot of land for this culture, so that you have more to use. Though it is not incredibly bad to have little land. A big need for this culture is population to work the land, though. Your economy will be based on land, and not to prone to embargoes and no trade.
Navy: Your people fight better on the sea, and your boats are made better.
Army: Your people fight better on land, and have reformed tactics and fighting skills unmatched by others.
Population
Like the old Greek NES, there is a population. Every nation starts out with a different population, and it raises over time, or with the capture of neutral cities and/or enemy capitals. You do loose population in battles, obviously. You must split your population into the different work classes: navy, army, industry, and commercial. Population in army is self-explanatory, in the navy you must have 25 people per boat to have it operational. Industry is basically your economy, and your people working the field. If you dont have enough people in industry, your economy will suffer. You need about 100 people for each economy level (Stable is economy level 4, and so you need 400 people to sustain it). Commercial is the one that requires the least amount of people. It is basically the caravan drivers and such, and for each trading partner you have you must have at least 100 people working for that one trading nation. If you have two trading partners, it requires 200 then.
Remember- this is just your population of working class. It is not your total population, lol. Your total is not shown, and is to you to decide to yourself, lol.
Trading
Basically, you need a road to trade. To build a road, you mention it in your orders, and will take very little time, maybe 3 turns at max. When you trade with a partner, it increases your money to spend by one gold. If your caravans must go through unoccupied territory (gray on the map), then it is a good idea to send along soldiers with them, so to not be robbed by barbarians. You may go through friendly or neutral territory with roads, but you can not build them. The nation whos territory it belongs to must build it. Then, your subject to the nations demands. If they demand that every other turn you pay tribute of one gold, then you must do that, or they can shut you out (then its up to you to what to do J)
You can also establish sea routes, which if your smart you would always send naval vessels to protect them.
Cities
Your capital is the center of your nation, economically, commercially, population wise, and military wise. If it is taken then your in deep trouble.
In your cities, you may build walls that help with defense. You may also then build whatever you want, everything having a small affect.
Neutral cities, or the small dots on the map, are there for the taking. It does not take mush to capture them. Each adds 2000 people to your population, and may increase other things as well.
Economy
Your economy is the second most important, after your population. It controls how much gold you bring in each turn. Each level is classified as below:
0. None
1. Recession
2. Pitiful
3. Failing
4. Stable
5. Growing
6. Prosperous
7. Booming
Each level brings in the number next to it in gold. So, recession brings in 1, stable brings in 4, etc. For your gold, you may spend it on recruiting more men to your army, building ships, or constructing artillery and walls. To raise your economy, invest more into trading and increase your industry worker population.
Military
Your military is your army, navy, and artillery. To recruit 500 men to your army, it costs 5 gold, and to recruit 100 men into your navy it costs 3 gold. To build a boat, it costs 1 gold, and an artillery piece it costs 1 gold. It takes 25 mariners (from your navy) to operate a boat, but the men needed to operate an artillery piece comes with it automatically. Artillery is necessary to take a city with walls. Otherwise you can not.
Attacking
If you wish to attack, it is very important that you prepare your troops. To send them into battle right away is suicide. You must mobilize first. A good mobilization is 2 turns, even better is 3 turns. To mobilize, it costs 1 gold per 1,000 men. You only need to mobilize your army, nothing else. Of course, you can just send the men into battle before mobilization, but they will fight poorly.
You can not attack through unclaimed territory.
MANY, MANY ideas came from AnarchyRulz, who deserves just as much recognition for these rules as I do.
.