Kamilian
Deity
- Joined
- Oct 5, 2002
- Messages
- 3,473
Basic important things to remember:
1. Don't mix other NESs and events of other NESs w/ this one and events in this one. It will only serve you negatively.
2. I will try to update every 2 or 3 days. It also depends on how many orders I have, remember that. Once I post "Starting update", then I will not accept orders unless I see that you posted them within 5 minutes of my notificaiton. If there is a mistake in the update, please notify me, but don't start b****ing at me, because that will not help me at all, and it will only serve to either make me NOT fix the mistake, even if it is an honest one, OR to make you suffer within the next 1 or 2 turns.
3. If anyone gets into a spam war here (for reference, see "emu v. aaminion", in stjnes5), I will not tolerate. If it ends up filling one whole page, then I will start to deduct either army, navy, or economy from the two that are quarreling, based on which is the strongest point of each individual, REGARDLESS of who started it. If it spills over into filling up another page or more, then I am not afraid of being called a "rat" or a "snitch" for notifying the forum mods. OOC banter is allowed but only to a LIMITED, non-continuous extent.
Military
A. Army Increases.
100 men = 1 level of increase; 75 Chariots = 1 level of increase; 100 horsemen = 1 level of increase; Conversion from 100 men to 100 Horsemen = 1 level of increase.
B. Training. You cannot train yet. I will notify you in the update and in this section of this post when you can begin training. Training will decrease your Army since some of the troops will be unable to handle the rigid discipline and either die, in which case morale has 1/6 chance of dropping (I will roll a die and if it goes on "1" then it drops. Otherwise, stays the same), or they will decide to leave the Army.
C. Weapons-upgrades. These come as you advance into new Ages. If you make weapons-upgrades your Economy level will decrease by 1 and your Army will also decrease somewhat. (Note: By weapons-upgrades, I mean like Bronze Age weapons to Iron Age weapons).
D. Unique Units (UUs). You may make UUs for your country. If it is a land-based UU, these will be counted separately from the regular Army ranks. Default number of UUs you get is 300. Right now, the increase of the number of UUs will go up by 50 men. Economy level will decrease by 1. In your orders, you should state the name of the UU, why it's different from the normal Army, and what it does. Remember that the UU, whatever it does, should be reasonable within the age - no laser-shooters in Iron Age!!! You may have only one UU per Age. And if you have an land-based UU, then you can't ask for a marine-based UU, though it's a different type of UU because it is still a UU. When you advance into a new Age, the UU can remain in action, but it will be weaker against the newer Age armies. When you disband the UU by making a new UU for the new Age, whether land- or sea-based, half of those UUs may join the ranks of the regular Army. The other half goes back home, seeing as how they are now useless. So sad.
E. Colonial Armies
Colonial Army is basically the separate Army that you keep in your Colonies lands separated physically (geographically) from your mainland so that you dont spread your Army too thin. (I care so much about you all
) Anyways they are mainly there for defensive and local peacekeeping purposes. You CAN use them to expand the Colony into un-claimed (white on the map) area, but they CANNOT be used to fight wars against another nation. Remember that if the Colony rebels, the Colonial Army will most likely become their main military force, as the troops are inhabitants of that Colony, which means that they have loyalties to the homeland but also to the Colonys best interests, so thats a risk. As for increases, it is the same as standard Army - same amount, same units,
F. Increasing Military. 100 men = 1 economy.
75 Chariots = 1 economy.
100 Horsemen = 1 economy.
Conversion of 100 men to 100 Horsemen = 1 economy.
The maximums that you can increase per turn is the following:
500 men or Horsemen = 5 levels = 5 economy cost.
Conversion from 100 men to 100 Horsemen = 1 level = 1 economy cost.
50 UU increase = 1 level = 1 economy cost.
150 Chariots increase = 2 levels = 2 economy cost.
Navy
A. Ship Increases.
Bronze Age: Canoes. 5 Canoes = 1 level of increase. Canoes cannot attack - they only act as transports - pretty much defenseless AND ofenseless.
Iron Age: 10 Triremes = 1 level of increase.
B. Training rules for Navy are the same as for Military - look above.
C. Weapons-upgrades rules for Navy are generally the same as for Military - look above.
D. Unique Units (UUs). Generally the same as for Military UUs. Say why this UU ship is better than whatever ships are available in the current Age and give it a name, as long as whatever it does is reasonable and fits within the Age (no Destroyers in Iron Age!). Default starting number for UU ships is 10. Increasing is 5 ships and costs an Economy level. If you build a Navy UU, you CANNOT ask for a Military UU as well - and that goes vice-versa as well. If you advance to a new Age, the UU will remain in action, but it will now be more likely to be beaten by common navies of the newer Age. If you disband and make a new UU, whether land- or sea-based, then the old UU ships will be put in museums and possibly increase education.
E. Increasing Navy. You can increase by a maximum of 4 levels per turn. But remember that 1 level still = 1 economy level, so if you increase by 4, you lose 4 economies. For UUs, you get 25 UUs as one level of increase and an increase regularly costs 1 economy. For UUs, you can only increase by 1 level at a time.
Air Force
NOT AVAILABLE UNTIL EARLY-MODERN AGE! DON'T EVEN ASK!
Economy, Cities, and Trade
A. Economy. Economy will be done by numbers. You default-start with 4 and work your way up. If you increase economy, that is the only thing you can increase in the turn - no increasing army or navy or education or UU in the same turn. If you try it, I will invalidate the "increase [insert non-economy here]". When you increase anything other than Education, your Economy will be dropped by 1. If you Increase Education there is 1/3 chance of a drop in Economy. You must say what you are doing to increase the Economy. Don't just say "increase economy" and be done with it - it didn't work in my original NES, didn't work in any of Jason's NESs that I know of/have been in, not gonna work here, either.
B. Cities.
1. Capital. You MUST have a Capital. You start of with one at the beginning. Loss of your Capital will result in a huge blow to morale and your Economy MIGHT be also affected.
3. Roads. Cities must be able to communicate with each other and with the capital. Roads will not increase Economy. They may bring some economic bonuses later on, in isolated cases (got this from Jason's StJNES5). Troops will move around better, but if invaded by another nation, the foreign troops will not be blind and they WILL also take advantage. If you don't build roads to connect your country then it will become sectionalized and diverse, increasing risks for civil war as differences, conflicts of interests, and clashes will occur. Also, some cities may even break off if not connected to other cities "without you even knowing it" (you'd only be able to invade and force them back in or do it diplomatically a turn AFTER the secession).
C. Trade
When you ask a country for a trade, you basically ask them to allow your goods to be imported into their country. If they agree, then 2 Economies are deducted from your Economy stat. 1 Economy goes to facilitate the beginning of the export; the other 1 Economy goes to the recipient of the trade (it's fair - every trade bonus, only YOU, the exporter, gain the bonus, not them, so this is kinda a one-time compensation fee). IF, however, the recipient asks for you to also allow their exports to be imported into your country the same turn you are establishing trade w/ them, then the 1 economy that is supposed to go to them is not deducted, because they give you 1 economy compensation and you give them 1 also so it nullifies. If they ask at a different turn, then you still get 2 economies deducted. Every trade bonus you get, it is deducted from that other country's economy unless it is a two-way trade (example: Norway: Britain (3/3)... Britain: Norway (3/3), so they ARE paying for the things they get.
Remember that the more exports you have, the more trade bonuses you get, but that you are also much more dependent on the exports. So you might have a strong external economy (foreign trade) but a quite weak internal economy (domestic trade). Note also that the more countries you're trading with, the more chances there are of being conflicts of interest in terms of diplomacy, alliances, etc. If you piss off a country that's in alliance w/ several of your export-recipients, and they side w/ their ally and pull a trade embargo on your goods - meaning that the trade is suspended - your economy could go down in flames, as it was highly dependent on foreign trade and the domestic, internal markets were never improved to take on the full weight of the economy.
Trade can go overseas or via land. If you have a land-border with the other country, then it's much safer and you can go directly across the border. Note that there are still some dangers - bandits, etc. But land trade is still safer than marine trade. If you don't have a land-border, but are able to get from here to there via the sea, then you can do it but it is far more risky - pirates roaming around.
Now, a new addition: Free Trade Zones.
OK. This is how it's gonna work. Free Trade Zones are basically agreements between 2 or more countries, in which they dont pay each other just to open a trade.
Pretend Sicily and Italy are in a Free Trade agreement. This makes the entire Italian peninsula and the colonies of Italy and Sicily, respectively, a Free Trade Zone for the 2 countries. This is the basic rule listing:
1. Sicily opens a one-way route to Italy. Instead of having to pay Italy that 1 Economy comp. charge, they don't. Which means that Sicily only has to pay 1 Economy.
2. Italy, as the recipient, DOES NOT get Economy deducted every time Sicily gets a trade bonus.
3. Profits generated within FTZs are 2 Economy instead of the standard 1 Economy.
FTZs can be done between countries in a way in which they would encompass all territories controlled by the partners.
FTZs are not open to ALL countries. Unless you and your partners want it to be universal. So diplomacy comes into significance.
Just so that everyone doesn't go wild and declare FTZs everywhere, I gotta make it a little unaccessible... Each FTZ member must pay 1 Economy to facilitate the beginning of the system in their respective Zone. They must all pay at the same time when the FTZ is first founded. When new members are added, the newcomers only have to pay - it would be just stupid making the founding fathers pay again.
Religion
Self-explanatory. There is no number rating for this but it may impact your influence over other countries and may have a remote effect on whether people support the official government or not. Right now, I'll pick it for you (making sense, of course). As time goes by, new systems of beliefs will arise in different regions of the world, and converstion may occur. Build Temples around the country to get the nonbelievers (or believers if you go atheist) to follow your faith or non-faith. No Economy cost to build temples.
Education
How smart are your people? Or should it be how stupid are they?
You default-start at "Average". Increasing costs an Economy level 1/3 of the time. The higher your Education, the faster you will get a new Age once it becomes available. The lower, the slower.
If it's really low, then even your troops and ships will be affected because your generals and captains will be simply idiots, and will perform poorly on the battlefield.
Levels:
1. Neanderthal
2. Idiotic
3. Pathetic
4. Extremely Poor
5. Very Poor
6. Poor
7. Below Average
8. Average
9. Above Average
10. Good
11. Very Good
12. Great
13. Wise
14. Very Wise
15. Extremely Wise
Ages
Beginning: Bronze Age.
Now: Iron Age
I will update this part as we progress into future Ages.
Wonders
You may build up to two wonders per Age. Tell me what it's called, which city you build in, and what it does and on the update, I'll tell you how long. Every time you are building a wonder, you MUST INCLUDE "Continue wonder" IN YOUR ORDERS. If you don't I'll just think you stopped building it for that turn (doesn't mean it disappears - it's still under construction, but nothing is added to it). You cannot build 2 wonders at once. Even if it's the final turn of your first wonder, you cannot start the second one until in the update it says it is finished.
Morale
Affected by how much you write stories; numerical. I said some things above that may affect it. Look there. Default: 5
A. The lower it is, the more chance for uprising, revolution, or secession of a certain part of the country.
Unifying with other countries
A. Only if you are stronger than the other country.
B. Even then it's still 50/50 chance.
C. Odds increase in your favor if their government falls or they lost their Capital.
D. If morale in your country is lower, then they'll notice that and will refuse to subject themselves to the sadness of being part of you.
E. If it does occur, half their army and navy will join yours.
F. Morale of both countries is averaged (A+B divided by 2). If it goes decimal, then it is rounded up (0.5-0.9) or down (0.1-0.4). Same for Education. So you MIGHT end up getting lower than you had before.
G. They may revolt and secede any time, especially if they're unhappy. Unions can either make or break your dreams of empire.
Nation Template
Nation:
Capital:
Player:
Government: [Right now, Tribal Confederation or Despotism]
Economy: 4
Education: Average
Army: 500 men, Bronze Age
Navy: 10 Canoes, Bronze Age
Morale: 5
Age: Bronze Age
Religion: [I will say it when you post what nation you wanna be. I will do it according to the ancient regionals, such as Germany it would be Germanic Polytheism or Norse Polytheism]
UU: [Do not put anything here yet,. You may ask for UUs after the second update.
Government
Government is obviously Government. It is the ideology, the organized structure that legislates and makes law on the lands. As we go on, more new governments will be available. I will be listing the available Governments here.
Right now, they are:
1. Despotism
2. Tribal Confederation (or Tribal Monarchy)
3. Aristocratic Republic
4. Republic
1. Don't mix other NESs and events of other NESs w/ this one and events in this one. It will only serve you negatively.
2. I will try to update every 2 or 3 days. It also depends on how many orders I have, remember that. Once I post "Starting update", then I will not accept orders unless I see that you posted them within 5 minutes of my notificaiton. If there is a mistake in the update, please notify me, but don't start b****ing at me, because that will not help me at all, and it will only serve to either make me NOT fix the mistake, even if it is an honest one, OR to make you suffer within the next 1 or 2 turns.
3. If anyone gets into a spam war here (for reference, see "emu v. aaminion", in stjnes5), I will not tolerate. If it ends up filling one whole page, then I will start to deduct either army, navy, or economy from the two that are quarreling, based on which is the strongest point of each individual, REGARDLESS of who started it. If it spills over into filling up another page or more, then I am not afraid of being called a "rat" or a "snitch" for notifying the forum mods. OOC banter is allowed but only to a LIMITED, non-continuous extent.
Military
A. Army Increases.
100 men = 1 level of increase; 75 Chariots = 1 level of increase; 100 horsemen = 1 level of increase; Conversion from 100 men to 100 Horsemen = 1 level of increase.
B. Training. You cannot train yet. I will notify you in the update and in this section of this post when you can begin training. Training will decrease your Army since some of the troops will be unable to handle the rigid discipline and either die, in which case morale has 1/6 chance of dropping (I will roll a die and if it goes on "1" then it drops. Otherwise, stays the same), or they will decide to leave the Army.
C. Weapons-upgrades. These come as you advance into new Ages. If you make weapons-upgrades your Economy level will decrease by 1 and your Army will also decrease somewhat. (Note: By weapons-upgrades, I mean like Bronze Age weapons to Iron Age weapons).
D. Unique Units (UUs). You may make UUs for your country. If it is a land-based UU, these will be counted separately from the regular Army ranks. Default number of UUs you get is 300. Right now, the increase of the number of UUs will go up by 50 men. Economy level will decrease by 1. In your orders, you should state the name of the UU, why it's different from the normal Army, and what it does. Remember that the UU, whatever it does, should be reasonable within the age - no laser-shooters in Iron Age!!! You may have only one UU per Age. And if you have an land-based UU, then you can't ask for a marine-based UU, though it's a different type of UU because it is still a UU. When you advance into a new Age, the UU can remain in action, but it will be weaker against the newer Age armies. When you disband the UU by making a new UU for the new Age, whether land- or sea-based, half of those UUs may join the ranks of the regular Army. The other half goes back home, seeing as how they are now useless. So sad.
E. Colonial Armies
Colonial Army is basically the separate Army that you keep in your Colonies lands separated physically (geographically) from your mainland so that you dont spread your Army too thin. (I care so much about you all

F. Increasing Military. 100 men = 1 economy.
75 Chariots = 1 economy.
100 Horsemen = 1 economy.
Conversion of 100 men to 100 Horsemen = 1 economy.
The maximums that you can increase per turn is the following:
500 men or Horsemen = 5 levels = 5 economy cost.
Conversion from 100 men to 100 Horsemen = 1 level = 1 economy cost.
50 UU increase = 1 level = 1 economy cost.
150 Chariots increase = 2 levels = 2 economy cost.
Navy
A. Ship Increases.
Bronze Age: Canoes. 5 Canoes = 1 level of increase. Canoes cannot attack - they only act as transports - pretty much defenseless AND ofenseless.
Iron Age: 10 Triremes = 1 level of increase.
B. Training rules for Navy are the same as for Military - look above.
C. Weapons-upgrades rules for Navy are generally the same as for Military - look above.
D. Unique Units (UUs). Generally the same as for Military UUs. Say why this UU ship is better than whatever ships are available in the current Age and give it a name, as long as whatever it does is reasonable and fits within the Age (no Destroyers in Iron Age!). Default starting number for UU ships is 10. Increasing is 5 ships and costs an Economy level. If you build a Navy UU, you CANNOT ask for a Military UU as well - and that goes vice-versa as well. If you advance to a new Age, the UU will remain in action, but it will now be more likely to be beaten by common navies of the newer Age. If you disband and make a new UU, whether land- or sea-based, then the old UU ships will be put in museums and possibly increase education.
E. Increasing Navy. You can increase by a maximum of 4 levels per turn. But remember that 1 level still = 1 economy level, so if you increase by 4, you lose 4 economies. For UUs, you get 25 UUs as one level of increase and an increase regularly costs 1 economy. For UUs, you can only increase by 1 level at a time.
Air Force
NOT AVAILABLE UNTIL EARLY-MODERN AGE! DON'T EVEN ASK!
Economy, Cities, and Trade
A. Economy. Economy will be done by numbers. You default-start with 4 and work your way up. If you increase economy, that is the only thing you can increase in the turn - no increasing army or navy or education or UU in the same turn. If you try it, I will invalidate the "increase [insert non-economy here]". When you increase anything other than Education, your Economy will be dropped by 1. If you Increase Education there is 1/3 chance of a drop in Economy. You must say what you are doing to increase the Economy. Don't just say "increase economy" and be done with it - it didn't work in my original NES, didn't work in any of Jason's NESs that I know of/have been in, not gonna work here, either.
B. Cities.
1. Capital. You MUST have a Capital. You start of with one at the beginning. Loss of your Capital will result in a huge blow to morale and your Economy MIGHT be also affected.
3. Roads. Cities must be able to communicate with each other and with the capital. Roads will not increase Economy. They may bring some economic bonuses later on, in isolated cases (got this from Jason's StJNES5). Troops will move around better, but if invaded by another nation, the foreign troops will not be blind and they WILL also take advantage. If you don't build roads to connect your country then it will become sectionalized and diverse, increasing risks for civil war as differences, conflicts of interests, and clashes will occur. Also, some cities may even break off if not connected to other cities "without you even knowing it" (you'd only be able to invade and force them back in or do it diplomatically a turn AFTER the secession).
C. Trade
When you ask a country for a trade, you basically ask them to allow your goods to be imported into their country. If they agree, then 2 Economies are deducted from your Economy stat. 1 Economy goes to facilitate the beginning of the export; the other 1 Economy goes to the recipient of the trade (it's fair - every trade bonus, only YOU, the exporter, gain the bonus, not them, so this is kinda a one-time compensation fee). IF, however, the recipient asks for you to also allow their exports to be imported into your country the same turn you are establishing trade w/ them, then the 1 economy that is supposed to go to them is not deducted, because they give you 1 economy compensation and you give them 1 also so it nullifies. If they ask at a different turn, then you still get 2 economies deducted. Every trade bonus you get, it is deducted from that other country's economy unless it is a two-way trade (example: Norway: Britain (3/3)... Britain: Norway (3/3), so they ARE paying for the things they get.
Remember that the more exports you have, the more trade bonuses you get, but that you are also much more dependent on the exports. So you might have a strong external economy (foreign trade) but a quite weak internal economy (domestic trade). Note also that the more countries you're trading with, the more chances there are of being conflicts of interest in terms of diplomacy, alliances, etc. If you piss off a country that's in alliance w/ several of your export-recipients, and they side w/ their ally and pull a trade embargo on your goods - meaning that the trade is suspended - your economy could go down in flames, as it was highly dependent on foreign trade and the domestic, internal markets were never improved to take on the full weight of the economy.
Trade can go overseas or via land. If you have a land-border with the other country, then it's much safer and you can go directly across the border. Note that there are still some dangers - bandits, etc. But land trade is still safer than marine trade. If you don't have a land-border, but are able to get from here to there via the sea, then you can do it but it is far more risky - pirates roaming around.
Now, a new addition: Free Trade Zones.
OK. This is how it's gonna work. Free Trade Zones are basically agreements between 2 or more countries, in which they dont pay each other just to open a trade.
Pretend Sicily and Italy are in a Free Trade agreement. This makes the entire Italian peninsula and the colonies of Italy and Sicily, respectively, a Free Trade Zone for the 2 countries. This is the basic rule listing:
1. Sicily opens a one-way route to Italy. Instead of having to pay Italy that 1 Economy comp. charge, they don't. Which means that Sicily only has to pay 1 Economy.
2. Italy, as the recipient, DOES NOT get Economy deducted every time Sicily gets a trade bonus.
3. Profits generated within FTZs are 2 Economy instead of the standard 1 Economy.
FTZs can be done between countries in a way in which they would encompass all territories controlled by the partners.
FTZs are not open to ALL countries. Unless you and your partners want it to be universal. So diplomacy comes into significance.
Just so that everyone doesn't go wild and declare FTZs everywhere, I gotta make it a little unaccessible... Each FTZ member must pay 1 Economy to facilitate the beginning of the system in their respective Zone. They must all pay at the same time when the FTZ is first founded. When new members are added, the newcomers only have to pay - it would be just stupid making the founding fathers pay again.
Religion
Self-explanatory. There is no number rating for this but it may impact your influence over other countries and may have a remote effect on whether people support the official government or not. Right now, I'll pick it for you (making sense, of course). As time goes by, new systems of beliefs will arise in different regions of the world, and converstion may occur. Build Temples around the country to get the nonbelievers (or believers if you go atheist) to follow your faith or non-faith. No Economy cost to build temples.
Education
How smart are your people? Or should it be how stupid are they?
You default-start at "Average". Increasing costs an Economy level 1/3 of the time. The higher your Education, the faster you will get a new Age once it becomes available. The lower, the slower.

If it's really low, then even your troops and ships will be affected because your generals and captains will be simply idiots, and will perform poorly on the battlefield.
Levels:
1. Neanderthal
2. Idiotic
3. Pathetic
4. Extremely Poor
5. Very Poor
6. Poor
7. Below Average
8. Average
9. Above Average
10. Good
11. Very Good
12. Great
13. Wise
14. Very Wise
15. Extremely Wise
Ages
Beginning: Bronze Age.
Now: Iron Age
I will update this part as we progress into future Ages.
Wonders
You may build up to two wonders per Age. Tell me what it's called, which city you build in, and what it does and on the update, I'll tell you how long. Every time you are building a wonder, you MUST INCLUDE "Continue wonder" IN YOUR ORDERS. If you don't I'll just think you stopped building it for that turn (doesn't mean it disappears - it's still under construction, but nothing is added to it). You cannot build 2 wonders at once. Even if it's the final turn of your first wonder, you cannot start the second one until in the update it says it is finished.
Morale
Affected by how much you write stories; numerical. I said some things above that may affect it. Look there. Default: 5
A. The lower it is, the more chance for uprising, revolution, or secession of a certain part of the country.
Unifying with other countries
A. Only if you are stronger than the other country.
B. Even then it's still 50/50 chance.
C. Odds increase in your favor if their government falls or they lost their Capital.
D. If morale in your country is lower, then they'll notice that and will refuse to subject themselves to the sadness of being part of you.
E. If it does occur, half their army and navy will join yours.
F. Morale of both countries is averaged (A+B divided by 2). If it goes decimal, then it is rounded up (0.5-0.9) or down (0.1-0.4). Same for Education. So you MIGHT end up getting lower than you had before.
G. They may revolt and secede any time, especially if they're unhappy. Unions can either make or break your dreams of empire.
Nation Template
Nation:
Capital:
Player:
Government: [Right now, Tribal Confederation or Despotism]
Economy: 4
Education: Average
Army: 500 men, Bronze Age
Navy: 10 Canoes, Bronze Age
Morale: 5
Age: Bronze Age
Religion: [I will say it when you post what nation you wanna be. I will do it according to the ancient regionals, such as Germany it would be Germanic Polytheism or Norse Polytheism]
UU: [Do not put anything here yet,. You may ask for UUs after the second update.
Government
Government is obviously Government. It is the ideology, the organized structure that legislates and makes law on the lands. As we go on, more new governments will be available. I will be listing the available Governments here.
Right now, they are:
1. Despotism
2. Tribal Confederation (or Tribal Monarchy)
3. Aristocratic Republic
4. Republic