Jason The King
Deity
stJNESX3: Nations Rising
Welcome to the third installment of the stJNESX series. The rules are different, most of them are unique, a trademark of my series. You may first perceive them to be difficult because they are different. I tell you now, it is not more difficult for the player, only for me .
Credit goes to erez for 99% of the economy system was thought out by him.
Read more, and you will know why I can do this on top of my other NESs.
Rules
Economy
Your economy is divided into four traits: tax income, trade income, colonial profits, and tribute. Together they give a final sum, which is your economy. However, to increase each of them requires different things, which will be explained the more you read. All together, everything fits nicely together through the economy.
Increasing your economy:
-Tax Income: the base of most nations economy is the tax income, which means it generates the most amount of money in the economy. To increase the income from tax, you need to increase your population. There are two ways you can do this: conquer other population, and force them to pay taxes (for a better increase when you conquer, you can force them to pay higher then normal taxes since they are conquered, but then it requires a heavier military occupation); or you can increase your culture which, in turn, increases the population gradually.
-Trade: will be separated into what you import, and what you export. If youre Egypt, you do not need much food, since you have pretty much all the food you want, but you do need wood for shipbuilding. So, if you import more then you export, you will owe money. If you export more then you import, you will gain money, that simple. What do I have control over, you may ask. Well, if you do not want to import wood anymore conquer some forests. .
-Colonial Profits: when you establish colonies, you will gain income from them at my discretion. Warning: in this game, it will be almost required to leave garrisons in colonies, or else they will revolt.
-Tribute: if it is necessary for the survival of certain states, they will give tribute to you in return for allowing them to survive. This is what we call a vassal, or puppet state.
Note: You can put economies into a treasury for emergency use. You will have economy per turn + treasury to spend every turn.
Culture
Culture is a huge thing in real life, and so will be fully represented in this game, regardless of the norm for most NESs. Population, citizenry happiness, and the difficultness of foreigners to occupy your nation are all affected by culture. So how do you increase it? In the early times, you increase it by building temples. You can build as many as you want, and you must specify into what city you build them. The result will be stronger culture for the more you build in a city, and weaker for the cities you dont build in. It may be necessary to have strong culture in some cities, and not in others (perhaps a border city, so to be able to resist stronger if ever invaded, and the capital for obvious reasons). As time goes on, other structures will be available to be built. Perhaps even later, these structures can be targeted in a siege, perhaps by catapults, artillery, or even strategic bombers. The price list for culture structures will be kept updated, and mostly there will be a new structure to build for every age.
For now, the temples are 1 economy each.
A note: if you are isolated (like Egypt in RL, Japan, China, etc) then you may want to concentrate your money on culture. This will increase your population, and when you burst into the world, you can raise a great army. Plus, stories help your culture as well.
Wonders
Cities and Roads
Cities will be shown on map according to their population, and so will be done entirely by myself. Roads can be constructed between cities, and to foreign cities, by either 100 soldiers (the bad thing: will make the soldiers tired and upset), or by paying an economy.
Updates
A golden new thing for this NES. Updates are no more. If any of you have played wargame before, then you know what I am about to explain. The turns are ongoing. Sure, there will still be turns in the sense, but orders will be done as soon as I see them. For example, it is the year 900bc, and you are Babylon invading Egypt. You order for the siege upon Thebes. Instead of in the update, I will see you orders and write a little something about it, and say your siege was successful. You may then continue on with your campaign, and, in the same turn, your army is on the move south and they encounter an Egyptian army. The outcome would be done again, and it may only be 859bc. So there are no more 100-year sieges, or 1,000 year wars. You can do a whole war in 100 years, with different events as you order them.
Another example: say you are playing, and you decide to attack Carthage. So you post your orders, strategy, etc. Now instead of waiting 2, 3 or possibly a week to see your outcome, I do it right then. You may siege and capture the city of Hippo in 492 bc. Then you decide to attack the city of Carthage. You write in your orders strategy, etc, and I do the outcome again. In 491 bc, you sack carthage. So it is continuous, there isn't "one update." Every turn change I will anounce "it is turn 4 now, 1600bc," so you know when you can do purchases for that turn since you can only do that once in a turn. I may also recap on what happened the past turn.
Of course you can only increase, say your army, once a turn, as you only get one income per turn.
Military
In numbers, different units, different increases according to age, training introduced later, the same thing I have been doing for many NES .
Template
Nation
Ruler/Player:
Government
Age: Iron Age
Tax Income:
Trade Income:
Colonial Profits:
Tribute:
Culture: # temples/city
Notes:
Please include your location if it is not obvious. And, please write in the italic brackets again, so to make it easier for me to copy and paste.
Welcome to the third installment of the stJNESX series. The rules are different, most of them are unique, a trademark of my series. You may first perceive them to be difficult because they are different. I tell you now, it is not more difficult for the player, only for me .
Credit goes to erez for 99% of the economy system was thought out by him.
Read more, and you will know why I can do this on top of my other NESs.
Rules
Economy
Your economy is divided into four traits: tax income, trade income, colonial profits, and tribute. Together they give a final sum, which is your economy. However, to increase each of them requires different things, which will be explained the more you read. All together, everything fits nicely together through the economy.
Increasing your economy:
-Tax Income: the base of most nations economy is the tax income, which means it generates the most amount of money in the economy. To increase the income from tax, you need to increase your population. There are two ways you can do this: conquer other population, and force them to pay taxes (for a better increase when you conquer, you can force them to pay higher then normal taxes since they are conquered, but then it requires a heavier military occupation); or you can increase your culture which, in turn, increases the population gradually.
-Trade: will be separated into what you import, and what you export. If youre Egypt, you do not need much food, since you have pretty much all the food you want, but you do need wood for shipbuilding. So, if you import more then you export, you will owe money. If you export more then you import, you will gain money, that simple. What do I have control over, you may ask. Well, if you do not want to import wood anymore conquer some forests. .
-Colonial Profits: when you establish colonies, you will gain income from them at my discretion. Warning: in this game, it will be almost required to leave garrisons in colonies, or else they will revolt.
-Tribute: if it is necessary for the survival of certain states, they will give tribute to you in return for allowing them to survive. This is what we call a vassal, or puppet state.
Note: You can put economies into a treasury for emergency use. You will have economy per turn + treasury to spend every turn.
Culture
Culture is a huge thing in real life, and so will be fully represented in this game, regardless of the norm for most NESs. Population, citizenry happiness, and the difficultness of foreigners to occupy your nation are all affected by culture. So how do you increase it? In the early times, you increase it by building temples. You can build as many as you want, and you must specify into what city you build them. The result will be stronger culture for the more you build in a city, and weaker for the cities you dont build in. It may be necessary to have strong culture in some cities, and not in others (perhaps a border city, so to be able to resist stronger if ever invaded, and the capital for obvious reasons). As time goes on, other structures will be available to be built. Perhaps even later, these structures can be targeted in a siege, perhaps by catapults, artillery, or even strategic bombers. The price list for culture structures will be kept updated, and mostly there will be a new structure to build for every age.
For now, the temples are 1 economy each.
A note: if you are isolated (like Egypt in RL, Japan, China, etc) then you may want to concentrate your money on culture. This will increase your population, and when you burst into the world, you can raise a great army. Plus, stories help your culture as well.
Wonders
***NEW RULE***
Wonders in this NES are not like ones in others. In this NES, they must be constructions (a temple, statue, forum, colloseum, whatever) that take place in one of your cities. They then will cost money, at my descretion, based upon how big they are and how long it will take. What will they do? Well, anything that is practical for them. A Statue of Zeus does not practically increase your army by three thousand men. It may strengthen the will of the people and the culture by seeing a statue built for their god. A huge Colossus might actually be used as a lighthouse. Hanging Garders will appease the nobles of your land, giving them a place of relaxation. See what I mean? Cities and Roads
Cities will be shown on map according to their population, and so will be done entirely by myself. Roads can be constructed between cities, and to foreign cities, by either 100 soldiers (the bad thing: will make the soldiers tired and upset), or by paying an economy.
Updates
A golden new thing for this NES. Updates are no more. If any of you have played wargame before, then you know what I am about to explain. The turns are ongoing. Sure, there will still be turns in the sense, but orders will be done as soon as I see them. For example, it is the year 900bc, and you are Babylon invading Egypt. You order for the siege upon Thebes. Instead of in the update, I will see you orders and write a little something about it, and say your siege was successful. You may then continue on with your campaign, and, in the same turn, your army is on the move south and they encounter an Egyptian army. The outcome would be done again, and it may only be 859bc. So there are no more 100-year sieges, or 1,000 year wars. You can do a whole war in 100 years, with different events as you order them.
Another example: say you are playing, and you decide to attack Carthage. So you post your orders, strategy, etc. Now instead of waiting 2, 3 or possibly a week to see your outcome, I do it right then. You may siege and capture the city of Hippo in 492 bc. Then you decide to attack the city of Carthage. You write in your orders strategy, etc, and I do the outcome again. In 491 bc, you sack carthage. So it is continuous, there isn't "one update." Every turn change I will anounce "it is turn 4 now, 1600bc," so you know when you can do purchases for that turn since you can only do that once in a turn. I may also recap on what happened the past turn.
Of course you can only increase, say your army, once a turn, as you only get one income per turn.
Military
In numbers, different units, different increases according to age, training introduced later, the same thing I have been doing for many NES .
Template
Nation
Ruler/Player:
Government
Age: Iron Age
Tax Income:
Trade Income:
Colonial Profits:
Tribute:
Culture: # temples/city
Notes:
Please include your location if it is not obvious. And, please write in the italic brackets again, so to make it easier for me to copy and paste.