StJNES3: The Small Greek Empires

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Stjnes3 – The Small Greek Empires

Welcome to the third StJNES! I would like to warn you, there are many new rules that haven’t 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. Don’t be discouraged by how hard it looks, just read it all, and then go over it. It’s 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 it’s 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 don’t 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 who’s 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.
 
Athens
Player/Ruler: lmsw08233/Councillor Dorian Pharos
Culture: Commercial
Trading Partners: Thessalonica
Other cities: Eretrea
Economy: Prosperous (6gpt + 1g)
Treasury: 18g
Population: 14,500
-Commercial Workers: 200
-Industry Workers: 600
Army: immobilized, 4,000 mobilized Artillery: 20
Navy: 475 Ships: 19

Sparta
Player/Ruler: AnarchyRulz
Culture: army
Trading Partners:
Other cities:
Economy: Stable (4gpt)
Treasury: 8g
Population: 20,000
-Commercial Workers: 4,000
-Industry Workers: 400
Army: 1,000 immobilized, 9,500 mobilized Artillery: 10
Navy: Ships:

Corinth
Player/Ruler: IceEye/Consul Neo Magus
Culture: Commercial
Trading Partners:
Other cities: Unknown
Economy: Stable (4gpt)
Treasury: 5g
Population: 7,500
-Commercial Workers: 200
-Industry Workers: 1,600
Army: 1,500 immobilized 3,500 mobilized Artillery: 10
Navy: 200 Ships: 8

Delphi
Player/Ruler: Warman17
Culture: Economy
Trading Partners: Thessalonica and Argos
Other cities: Marathon
Economy: Growing (5gpt + 2)
Treasury: 4g
Population: 12,000
-Commercial Workers: 200
-Industry Workers: 600
Army: immobilized, 5,850 mobilized Artillery: 13
Navy: 200 Ships: 8

Argos
Player/Ruler: Heine I of Argos
Culture: Economic
Trading Partners: Thessalonica and Troy
Other cities:
Economy: Prosperous (6gpt + 2g)
Treasury: 3g
Population: 14,000
-Commercial Workers: 500
-Industry Workers: 700
Army: 10,000 immobilized, 3,800 mobilized. Artillery: 11
Navy: 250 Ships: 10

Thessalonica
Player/Ruler: TNG
Culture: Economic
Trading Partners: Troy, Philippi, Knossos, Rhodes, Melitus, Corinth, Delphi and Argos
Other cities:
Economy: Booming (7gpt + 8)
Treasury: 18g
Population: 18,000
-Commercial Workers: 900
-Industry Workers: 1200
Army: immobilized, 7,500 mobilized Artillery: 3
Navy: 225 Ships: 9

Philippi
Player/Ruler: Puglover/Marcus Surulius
Culture: Economic
Trading Partners: Troy
Other cities:
Economy: Stable (4gpt +1)
Treasury: 16g
Population: 7,000
-Commercial Workers: 100
-Industry Workers: 500
Army: immobilized, 2,900 mobilized Artillery: 25
Navy: 325 Ships: 13

Troy
Player/Ruler: Erez87
Culture: Army
Trading Partners: Thessalonica, Philippi and Knossos
Other cities: Picardia
Economy: Growing (5gpt + 2 (Philippi is cut off))
Treasury: 7g
Population: 16,000
-Commercial Workers: 300
-Industry Workers: 400
Army: 500 immobilized, 4,000 mobilized. Artillery: 15
Navy: 400 Ships: 16

Miletus
Player/Ruler: Kennelly
Culture:
Trading Partners: Thessalonica, and Troy
Other cities:
Economy: Failing (3gpt + 1 (Troy is cut off))
Treasury: 4g
Population: 9,800
-Commercial Workers: 100
-Industry Workers: 700
Army: immobilized, 1,100 mobilized Artillery: 5
Navy: 175 Ships: 7

Rhodes
Player/Ruler: Uknemesis
Culture:
Trading Partners: Knossos and Thessalonica
Other cities:
Economy: Growing (5gpt + 2g)
Treasury: 8g
Population: 14,500
-Commercial Workers: 200
-Industry Workers: 300
Army: immobilized, 200 mobilized Artillery: 5
Navy: 275 Ships: 11

Knossos
Player/Ruler: Rev
Culture: Commercial
Trading Partners: Thessalonica
Other cities:
Economy: Growing (5gpt + 1)
Treasury: 9g
Population: 12,350
-Commercial Workers:
-Industry Workers: 800
Army: 2,350 immobilized, 3,200 mobilized Artillery: 12
Navy: 375 Ships: 19
 
Map:

Red=Sparta
Orange = Corinth
Dark Blue = Athens
Bright Green = Delphi
Light Blue = Argos
Dark Gray = Thessalonica
Dark Pink = Philippi
Blue = Troy
Green = Melitus
Yellow = Rhodes
Pink = Knossos

stjnes3-0.jpg
 
ill be sparta

Sparta
Player/Ruler: AnarchyRulz
Culture: army
Trading Partners:
Other cities:
Economy: Stable (4gpt)
Treasury:
Population: 12,000
-Commercial Workers:
-Industry Workers: 400
Army: 7,000 Artillery: 10
Navy: 200 Ships: 8
 
BTW, the black is Persia, which I control. They are way stronger then anyone else, but I will hardly ever use them. They are not open to trade or diplomacy. When they come, they will come.
 
I'll be
Thessalonica

Thessalonica
Player/Ruler: TNG
Culture: Economic
Other cities:
Economy: Prosperous (6gpt)
Treasury:
Population: 15,000
-Commercial Workers:
-Industry Workers: 600
Army: 3,000 Artillerly: 10
Navy: 200 Ships: 8
 
OCC: What are the commercial and industrial workers for besides building roads?

ORDERS
Begin to colonize as much as possible in the next turn

protect new settlement(s) with 1/3 of army

build road to closest neighbor (Melitus) use 1/3 to protect the road and future roads

fortify 1/3 of army in (current) homeland
 
Delphi
Player/Ruler:Naervod
Culture: Economy
Trading Partners:
Other cities:
Economy: Stable (4gpt)
Treasury:
Population: 8,000
-Commercial Workers:
-Industry Workers: 400
Army: 5,000 Artillery: 10
Navy: 100 Ships: 4
 
Industrial workers keep your economy up, ie you need 400 industrial worker for stable economy, 500 for growing, etc.

And for commerical you must have 100 people to each of your trading partners to trade with them. An example is if you want to trade with Philippi, you must have 100 men for them. Then, if you open trade with Argos, you must have another 100 men, making your total commerical workers 200 men.

Hope that clears it up.

BTW, you can not build a road to Miletus. Melitus is blue. Your closest neighbor is actually Delhi or Argos, or even Philippi. And I still need your culture.

And remember, you can break up your armies into numbers now, like 500 gaurd the road, 350 to blah blah blah. You can still use fractions though, I'll figure it out I guess :).

Jason
 
you have a total population. From that population, you may divide the workers into the sub categories - commercial, industrial, and the military stats. To put more into commercial, you just need to say it, and make sure you have them extra.

Oh, and you don't need anyone to work on the roads. The road is built by itself, just with you saying it 2 or 3 turns in a row, in your orders.

And so who do you want to build the road to now?

Jason
 
Argos
Player/Ruler: Heine I of Argos
Culture: Economic
Trading Partners:
Other cities:
Economy: Prosperous (6gpt)
Treasury:
Population: 12,000
-Commercial Workers:
-Industry Workers: 600
Army: 2,000 Artillery: 0
Navy: 50 Ships: 2

Orders:
Send 1000 mens to Constantinopel/Bysants/Istanbul (You know where i mean) to take control of this city.
Send 500 mens south (at the map) to take control of the coast down there.
Send my 2 ships to take control of the islands out there.
Set poeple to work as industry workers (so I reach booming).

If we get the money now:
Train 500 mens to the army.
 
Athens
Player/Ruler: lmsw08233/Councillor Dorian Pharos
Culture: Commercial
Trading Partners:
Other cities:
Economy: Stable (4gpt)
Treasury:
Population: 10,000
-Commercial Workers:
-Industry Workers: 600
Army: 5,000 Artillery: 20
Navy: 650 Ships: 26

Orders-
-Colonise the Athenian Peninsula with 1000 troops
-Mobilize 1000 troops and 10 artillery
-Dispatch 6 ships to colonise nearby Aegean Islands
-Begin constructing a road towards Corinth
-Bank Remaining Income
 
Great, glad to see everyone who's here here.

Everything looks nice. A few clarifications:

You should not expand past your military capabilities. Remember - your not settling these lands, your taking them over.

Mobilization, once you do it, lasts only 2 turns after it is finished (so lmsw, if you are to moblizy now, you will have to 'remobilize' on turn 3.

Jason
 
I'll be Knossos

Knossos
Player/Ruler: Rev
Culture: Commercial & Navy
Trading Partners:
Other cities:
Economy: Growing (5gpt)
Treasury:
Population: 6,000
-Commercial Workers:
-Industry Workers: 500
Army: 5,000 Artillery: 12
Navy: 500 Ships: 20

From Knossos
To Athens

Would you like to start a sea trade route?

Orders
Use 4000 men to control the rest of crete or as much as possible
Use 5 gold to train 100 Commercial workers
 
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