Jason The King
Deity
stJNESX
From Bad to Good
So, an explanation I suppose you want. I have been struggling desperately to find an NES that I get interested into, so I can update and have fun. I tried it with the remake of stjnes4, one of my best NESes. I tried it with JNES.N2, hoping that the simplicity of rules would create a great NES world. I was wrong. So, after a long talk with erez, I have come to a conclusion. To make an NES great is to keep it dynamic. Keep it interesting to the players. The rules shouldnt be simplistic. They should be in depth, and give your nation character. There should be other things to do with your nation instead of building a navy and an army. This is one reason that my stJNES8 rules have been so successful. But dont worry, I am not making another NES with those rules.
So for the last week, the time I have not spent on updating my NESes, I have been rereading, and enjoying the past stJNES5: A New Beginning. I have told many that I want to remake the NES, much like I did for stJNES4, because of my sheer love for it. But that would not be wise. The thing to do is to use the rules, the same rules that created such an NES, for a new one. No, do not start it out on in the iron age with some large civs already. No, do not require stories as I didnt in stJNES5. I will let this NES run smoothly, as I did do in st5.
I believe that I can update well and good for the players, and enough, if I like the NES. That was my problem with the JNES.N series. I did not update because of lack of interest, not because I really wanted to kill them. However, I am going to kill JNES.N2. JNES.N, the stJNES4 remake, will be kept open and updated tonight, even if I must have 5 cups of coffee (when I get home from work).
And so, I bring you stJNESX: From Bad (post stJNES5) to Good.
RULES
The starting age is 2000bc. Each turn will represent 100 years for a while, until I decide to decrease it.
Economy for each nation is represented by a word. The sizes go: Depression, Recession, Failing, Stable, Growing, Prosperous and then Outstanding.. You cannot increase your economy by just saying so. You must increase your economy by expanding, conquering, or trading. In the early ages you may also expand economy by building roads and hiring tax collectors, in which case you cannot increase anything else the same turn.
Your military is represented in numbers. When you increase your army, it will be increased by a certain number, determined by the age of your nation. If you have a free government (democracy, republic, etc), then your army may grow without you saying so (unless you say for it not to happen) by volunteers joining, though it will not be by much. Same goes for navy.
You can also build roads between your cities, and will be represented on map. These will help you should you have to move a lot of troops over long distances (less tired to fight) or when you are invaded. However, if you are invaded it could be tragic as well with the enemies capturing your roads. They increase your economy (you have a chance of gaining economies here and there should you have many roads), and they make your people happier. You may destroy roads whenever you like. You may only build one road (from one city to the other) a turn, and they cost an economy level, or you can have your army build them (at least 100 men per road needs to be working, meaning not fighting), then it will be free but you army hates you more, but are more disciplined. So it swings both ways again.
NOTE: Expansion will be extremely slow in this game, to reflect reality, especially in the ancient age. Also, watch out for real life events (example: America when Europeans came)
You can make a wonder, the time it takes depends on what the wonder is or does, what age we are in, how your economy is like, and the overall stats of your nation. Only 3 per age per nation.
Confidence mostly reflects how much you write.
Training your armed forces is not possible for a while.
Conscription is not possible for a while.
Mobilization is not possible for a while.
Education is available to increase once you learn writing. To increase, you must build temples in the ancient ages, schools in the more modern, and universities in the far modern. This is but one way you can increase. When you jump an age, you education sinks two levels.
The levels are: Idiotic, Ignorant, Poor, Average, Smart, Wise, Enlightment.
The training of your armed forces will go down by one level each time you upgrade your army or navy to a new age. Same goes for air force when we get there.
Everyone you have contact you have trade. It is to my discretion to a certain point on how much you trade with someone. I will be using Rome as an example. Rome has trade with practically everyone in Europe and North Africa, since that is who they have contact with. However, trade is less popular with Sweden, since they have little to offer Rome at this point and are so far away. Trade is rampant with Barbary Coast, since Barbary Coast has much to offer in the type of luxuries and man power.
You can still set up trade routes, however they are a little different. You can only set up three routes, and they will be called your 1st priority, 2nd priority, and 3rd priority trading partners. To open up a Priority trading partner, both nations must agree to it. To open a route it costs three economies. You gain an economy each turn, and if you have a main luxury (silks from China would be a luxury to Sumer and Indian spices would be a luxury to Rome) you gain two economies every three turns. NOTE: I was not so strict on the luxury trading in stJNES5, but I will be in this NES. This means luxury trades will most likely be very hard to get, and very hard to keep.
Farmland will begin to show up on your map and a stat with a number will appear in your stats. Farmland will appear randomly, and may disappear randomly, and can be thought of as areas in the world where agricultural production is at its peak. Farmland can be used as economic points that you gain every turn. So if you have Farmland of 7, you can use 7 economic points each turn that you have it. The problem the one time you start to use it, your people will become dependent on it. This means if anything is to happen a new bug, drought, famine, foreign occupation anything, then your people can really be affected by the loss of the farms. The less you use it, the less your people will become attached to it. Farmland are like squares of different shades of green on the map the different shades mean nothing, its just for looks, but the amount of squares you have is the amount of points in your template.
An asterik (*) will appear by your nation's name should you be experiencing a huge trade increase (non-priority) with other nations, or you are conquering or just got done conquering some land. It represents the extra money you get from trading, or the extra land/population/slaves you get from conquering nations. Usually you can upgrade two things per economy with it, but sometimes more, and sometimes less. It will last a couple turns after you conquer a nation (and during), or as long as you are trading so much. It can be taken away just as quick as it is given. Think of it as a golden age, just that once it is gone, you can regain it again if youre good enough.
You cannot give away a technology anymore. You may send generals to other countries to train them in the new ways of fighting (i.e. Holland sends generals to Britain). Whenever they increase their army after that, it is in Medieval Age men, but they only get the amount per economy as stated for the age they are in. I.E. Holland trained Britain's army in turn A. In turn B, Britain spends one economy on the army, but since they are still in Empire Age, they get only 300 men. However, those 300 men are Medieval Age.
UUs can be made, one per age, for each nation.
Governments must keep in line with the age. You may make up any kind of government you want, though it is up to me to determine if it is the right age for it.
Please, please, please make interesting civs. I dont want the normal: Spain, Japan, France type of crap. I think you know what I mean so I wont go on anymore.
New Rules
Some nations may be able to trade surplus resources that you gain somehow (iron in Austria is one way a random event. Other ways could be war, or good planning, etc.) can be sold. If you have them, it will be shown in your stats with a number near it in brackets. This number represents the amount of surplus you have. You can sell the surplus, to any nation you wish, one a turn, and you will gain one economy from it. In return, the nation you sell it to may gain something too, depending on what it is you sell them. You can do this, OR, if it is something that can be used for war (iron, timber, horses, etc. Not grain, wine, or other luxuries) you may convert it into army, one a turn. The type of army you get depends on the resource, and the amount is unknown (generally will be one economy worth). This is good if you do not want to give advantages to your neighbors by selling it to them, or if you dont want to increase non-military stats. [added Turn 7]
DO NOT POST UNTIL I SAY SO.
From Bad to Good
So, an explanation I suppose you want. I have been struggling desperately to find an NES that I get interested into, so I can update and have fun. I tried it with the remake of stjnes4, one of my best NESes. I tried it with JNES.N2, hoping that the simplicity of rules would create a great NES world. I was wrong. So, after a long talk with erez, I have come to a conclusion. To make an NES great is to keep it dynamic. Keep it interesting to the players. The rules shouldnt be simplistic. They should be in depth, and give your nation character. There should be other things to do with your nation instead of building a navy and an army. This is one reason that my stJNES8 rules have been so successful. But dont worry, I am not making another NES with those rules.
So for the last week, the time I have not spent on updating my NESes, I have been rereading, and enjoying the past stJNES5: A New Beginning. I have told many that I want to remake the NES, much like I did for stJNES4, because of my sheer love for it. But that would not be wise. The thing to do is to use the rules, the same rules that created such an NES, for a new one. No, do not start it out on in the iron age with some large civs already. No, do not require stories as I didnt in stJNES5. I will let this NES run smoothly, as I did do in st5.
I believe that I can update well and good for the players, and enough, if I like the NES. That was my problem with the JNES.N series. I did not update because of lack of interest, not because I really wanted to kill them. However, I am going to kill JNES.N2. JNES.N, the stJNES4 remake, will be kept open and updated tonight, even if I must have 5 cups of coffee (when I get home from work).
And so, I bring you stJNESX: From Bad (post stJNES5) to Good.
RULES
The starting age is 2000bc. Each turn will represent 100 years for a while, until I decide to decrease it.
Economy for each nation is represented by a word. The sizes go: Depression, Recession, Failing, Stable, Growing, Prosperous and then Outstanding.. You cannot increase your economy by just saying so. You must increase your economy by expanding, conquering, or trading. In the early ages you may also expand economy by building roads and hiring tax collectors, in which case you cannot increase anything else the same turn.
Your military is represented in numbers. When you increase your army, it will be increased by a certain number, determined by the age of your nation. If you have a free government (democracy, republic, etc), then your army may grow without you saying so (unless you say for it not to happen) by volunteers joining, though it will not be by much. Same goes for navy.
You can also build roads between your cities, and will be represented on map. These will help you should you have to move a lot of troops over long distances (less tired to fight) or when you are invaded. However, if you are invaded it could be tragic as well with the enemies capturing your roads. They increase your economy (you have a chance of gaining economies here and there should you have many roads), and they make your people happier. You may destroy roads whenever you like. You may only build one road (from one city to the other) a turn, and they cost an economy level, or you can have your army build them (at least 100 men per road needs to be working, meaning not fighting), then it will be free but you army hates you more, but are more disciplined. So it swings both ways again.
NOTE: Expansion will be extremely slow in this game, to reflect reality, especially in the ancient age. Also, watch out for real life events (example: America when Europeans came)
You can make a wonder, the time it takes depends on what the wonder is or does, what age we are in, how your economy is like, and the overall stats of your nation. Only 3 per age per nation.
Confidence mostly reflects how much you write.
Training your armed forces is not possible for a while.
Conscription is not possible for a while.
Mobilization is not possible for a while.
Education is available to increase once you learn writing. To increase, you must build temples in the ancient ages, schools in the more modern, and universities in the far modern. This is but one way you can increase. When you jump an age, you education sinks two levels.
The levels are: Idiotic, Ignorant, Poor, Average, Smart, Wise, Enlightment.
The training of your armed forces will go down by one level each time you upgrade your army or navy to a new age. Same goes for air force when we get there.
Everyone you have contact you have trade. It is to my discretion to a certain point on how much you trade with someone. I will be using Rome as an example. Rome has trade with practically everyone in Europe and North Africa, since that is who they have contact with. However, trade is less popular with Sweden, since they have little to offer Rome at this point and are so far away. Trade is rampant with Barbary Coast, since Barbary Coast has much to offer in the type of luxuries and man power.
You can still set up trade routes, however they are a little different. You can only set up three routes, and they will be called your 1st priority, 2nd priority, and 3rd priority trading partners. To open up a Priority trading partner, both nations must agree to it. To open a route it costs three economies. You gain an economy each turn, and if you have a main luxury (silks from China would be a luxury to Sumer and Indian spices would be a luxury to Rome) you gain two economies every three turns. NOTE: I was not so strict on the luxury trading in stJNES5, but I will be in this NES. This means luxury trades will most likely be very hard to get, and very hard to keep.
Farmland will begin to show up on your map and a stat with a number will appear in your stats. Farmland will appear randomly, and may disappear randomly, and can be thought of as areas in the world where agricultural production is at its peak. Farmland can be used as economic points that you gain every turn. So if you have Farmland of 7, you can use 7 economic points each turn that you have it. The problem the one time you start to use it, your people will become dependent on it. This means if anything is to happen a new bug, drought, famine, foreign occupation anything, then your people can really be affected by the loss of the farms. The less you use it, the less your people will become attached to it. Farmland are like squares of different shades of green on the map the different shades mean nothing, its just for looks, but the amount of squares you have is the amount of points in your template.
An asterik (*) will appear by your nation's name should you be experiencing a huge trade increase (non-priority) with other nations, or you are conquering or just got done conquering some land. It represents the extra money you get from trading, or the extra land/population/slaves you get from conquering nations. Usually you can upgrade two things per economy with it, but sometimes more, and sometimes less. It will last a couple turns after you conquer a nation (and during), or as long as you are trading so much. It can be taken away just as quick as it is given. Think of it as a golden age, just that once it is gone, you can regain it again if youre good enough.
You cannot give away a technology anymore. You may send generals to other countries to train them in the new ways of fighting (i.e. Holland sends generals to Britain). Whenever they increase their army after that, it is in Medieval Age men, but they only get the amount per economy as stated for the age they are in. I.E. Holland trained Britain's army in turn A. In turn B, Britain spends one economy on the army, but since they are still in Empire Age, they get only 300 men. However, those 300 men are Medieval Age.
UUs can be made, one per age, for each nation.
Governments must keep in line with the age. You may make up any kind of government you want, though it is up to me to determine if it is the right age for it.
Please, please, please make interesting civs. I dont want the normal: Spain, Japan, France type of crap. I think you know what I mean so I wont go on anymore.
New Rules
Some nations may be able to trade surplus resources that you gain somehow (iron in Austria is one way a random event. Other ways could be war, or good planning, etc.) can be sold. If you have them, it will be shown in your stats with a number near it in brackets. This number represents the amount of surplus you have. You can sell the surplus, to any nation you wish, one a turn, and you will gain one economy from it. In return, the nation you sell it to may gain something too, depending on what it is you sell them. You can do this, OR, if it is something that can be used for war (iron, timber, horses, etc. Not grain, wine, or other luxuries) you may convert it into army, one a turn. The type of army you get depends on the resource, and the amount is unknown (generally will be one economy worth). This is good if you do not want to give advantages to your neighbors by selling it to them, or if you dont want to increase non-military stats. [added Turn 7]
DO NOT POST UNTIL I SAY SO.