Global Nexus
Terran Confederate
- Joined
- Jul 13, 2003
- Messages
- 1,109
stgnNESI: Colonization 2150
This is my first attempt at an NES, and one I hope to be a bit different from the others. Put bluntly, this is a sci-fi NES. Ill try to update every day or two, and remain predictable about it. The rules and back story are as follows:
Back story In the year 2105, a colonization fleet of ten starships is sent from orbit around planet Earth to a distant star, which held a habitable planet in its orbit. It would take 45 years for the fleet to arrive at the alien world using its FTL drive and the colonists would be in stasis until then. As they reach orbit around this world, which is named after the Greek goddess Aphrodite, the fleet gets caught in a bizarre disturbance coming from Aphrodites third and unnamed moon. The ships suddenly jerked towards one another and fly at each other at fatal speeds. In a last ditch effort to avoid complete failure, a large number of colonists jettison themselves to the surface in resource pods. As the ships rammed head first into each other, the colonists plummeted the planet below, unable to determine their landing points. Those who managed to survive would have very, very few resources to colonize with, however so it would take a long time to reconstruct what people once had
Rules
In this RP, youll control a group of colonists who managed to survive the plummet to Aphrodite. The goal at first is to survive, build, and learn of this new world. Each turn in the first era represents 5 years, each turn in the second era represents 2 years, and every era beyond that only 1 year. The start is the year 1 A.L. [After Landing]. Expansion is slow at first because of the need to return to primitive society. Also, stories are good. Stories are great! Stories will earn you special bonuses and make rebellions less likely in your civilization, so be sure to do them if you can. ^^
The way economy works is pretty standard, from what I gather. These are the levels, from lowest to highest: Depression, Recession, Failing, Stable, Growing, Prosperous, and Outstanding. There are also two special levels: Nonexistent and Golden Age. You start with a nonexistent economy and thus can do nothing involving economy. After the first turn, your economy will be Failing or Stable, depending on what your orders are at first. Golden Ages are very rare and can only be triggered when something big happens. And that something big is decided by me. During a Golden Age, things become half price meaning you can increase your military twice per economy level. Also, please note that you CANNOT increase your military by just saying so. Economy increases from expansion, conquering, trading, and special events. Also, you can hire tax collectors later, which help some.
The army works pretty simply, I think. Ask to increase your army, and Ill increase it by a number of soldiers I feel to be reasonable. It takes one economy level to raise the military one level. As it is, theres only mixed infantry, so different kinds of troops will be introduced a bit later. Also, there are five levels of training soldiers have, and these affect to a small extent how effective theyll be in combat: Militia, Green, Regular, Veteran, and Elite. Conscript is what all soldiers start off as, and then they go up from there. Militia is a special level thatll only really pop up during major wars, civil wars, and revolutions. Finally, you start with 150 soldiers, all infantry. Also, when you reach a new era, it takes an economy level to upgrade your army and navy.
Navy works the same. You start with 5 Rowboats if youre next to the ocean. Navy will change greatly as eras pass, splitting into Undersea and Abovesea later. Air Force will become available in the Reindustrialization Era.
Unique Units may be made for both army and navy, one each per era. Air UUs are not allowed.
Also, note: population determines how many soldiers you may have in your whole military. One can only have up ¼ of their population in the military. Another thing you should remember is that the less population is in the military, the better your economy improves.
Education level requires one economy level to raise each turn during the first era but two in each other era. The levels are: Pea-brained, Half-witted, Stupid, Ignorant, Below Par, Average, Above Par, Smart, Intellectual, Wise, Very Wise, and Enlightened. Each era starts at Half-witted, though poor management can lead to Pea-brained. Youll generally reach the next era faster with a higher Education level. Another advantage this gives you is that your civilization is more likely to discover something useful in an update.
You can set up trade routes with other civilizations, but depending on the era, you have a cap on them. The first era, you can only have one trade route, the second two, the third three, and so on. Trade routes help boost the economy and usually improve relations with NPCs.
Great Projects are built in a number of turns. YOU MUST SAY EACH TURN THAT YOU ARE BUILDING THE GREAT PROJECT OR NOTHING WILL HAPPEN. I'll choose the number of turns it takes to build a GP the first update after I see what the Project does.
The stat Confidence represents your peoples loyalty to your leadership. It is raised by writing stories and through random events that usually occur because youve been writing stories.
The stat Culture doesn't do too much, but if you're a nation with a powerful culture next to a nation with a weak culture, there's a possibility the people from the nation with the weaker culture will rebel to join you. It gets raised based on expansion, conquest, Great Projects, and, of course, stories.
Mobilization and Conscription arent available until the third era. Training your armed forces wont be happening until the second era.
On the map, only major cities will be represented.
Also, later on in the game, therell be expansion under the ocean and onto a nearby planet [and perhaps even more], so therell be a lot to keep track of when/if it gets to that point. Keep this in mind.
Note: if you want a specific location to start at, then point it out or youll be placed randomly. Also, youll find out what terrain is like as you discover it. There are a few places where the terrain isnt anything youve ever thought of, too.
Finally, governments can be changed to more advanced things as the eras pass. Everyone starts out with a hierarchy. You can make your own soon, but Ill decide whether it fits the era or not.
Template
Nation Name:
Ruler: /CFC Name
Capital:
Nation Color:
Government: Hierarchy
Era: Survival Era
Economy: Nonexistant
Population: 10,000
Army: 150 Green Soldiers, Survival Era
Navy: 5 Rowboats, Survival Era
Education: Half-witted
Culture: Medium
Army UU:
Navy UU:
Confidence: Medium
Trading
Exporting to:
Importing from:
Great Projects:
DO NOT POST UNTIL I HAVE SAID YOU CAN, PLEASE AND THANK YOU
This is my first attempt at an NES, and one I hope to be a bit different from the others. Put bluntly, this is a sci-fi NES. Ill try to update every day or two, and remain predictable about it. The rules and back story are as follows:
Back story In the year 2105, a colonization fleet of ten starships is sent from orbit around planet Earth to a distant star, which held a habitable planet in its orbit. It would take 45 years for the fleet to arrive at the alien world using its FTL drive and the colonists would be in stasis until then. As they reach orbit around this world, which is named after the Greek goddess Aphrodite, the fleet gets caught in a bizarre disturbance coming from Aphrodites third and unnamed moon. The ships suddenly jerked towards one another and fly at each other at fatal speeds. In a last ditch effort to avoid complete failure, a large number of colonists jettison themselves to the surface in resource pods. As the ships rammed head first into each other, the colonists plummeted the planet below, unable to determine their landing points. Those who managed to survive would have very, very few resources to colonize with, however so it would take a long time to reconstruct what people once had
Rules
In this RP, youll control a group of colonists who managed to survive the plummet to Aphrodite. The goal at first is to survive, build, and learn of this new world. Each turn in the first era represents 5 years, each turn in the second era represents 2 years, and every era beyond that only 1 year. The start is the year 1 A.L. [After Landing]. Expansion is slow at first because of the need to return to primitive society. Also, stories are good. Stories are great! Stories will earn you special bonuses and make rebellions less likely in your civilization, so be sure to do them if you can. ^^
The way economy works is pretty standard, from what I gather. These are the levels, from lowest to highest: Depression, Recession, Failing, Stable, Growing, Prosperous, and Outstanding. There are also two special levels: Nonexistent and Golden Age. You start with a nonexistent economy and thus can do nothing involving economy. After the first turn, your economy will be Failing or Stable, depending on what your orders are at first. Golden Ages are very rare and can only be triggered when something big happens. And that something big is decided by me. During a Golden Age, things become half price meaning you can increase your military twice per economy level. Also, please note that you CANNOT increase your military by just saying so. Economy increases from expansion, conquering, trading, and special events. Also, you can hire tax collectors later, which help some.
The army works pretty simply, I think. Ask to increase your army, and Ill increase it by a number of soldiers I feel to be reasonable. It takes one economy level to raise the military one level. As it is, theres only mixed infantry, so different kinds of troops will be introduced a bit later. Also, there are five levels of training soldiers have, and these affect to a small extent how effective theyll be in combat: Militia, Green, Regular, Veteran, and Elite. Conscript is what all soldiers start off as, and then they go up from there. Militia is a special level thatll only really pop up during major wars, civil wars, and revolutions. Finally, you start with 150 soldiers, all infantry. Also, when you reach a new era, it takes an economy level to upgrade your army and navy.
Navy works the same. You start with 5 Rowboats if youre next to the ocean. Navy will change greatly as eras pass, splitting into Undersea and Abovesea later. Air Force will become available in the Reindustrialization Era.
Unique Units may be made for both army and navy, one each per era. Air UUs are not allowed.
Also, note: population determines how many soldiers you may have in your whole military. One can only have up ¼ of their population in the military. Another thing you should remember is that the less population is in the military, the better your economy improves.
Education level requires one economy level to raise each turn during the first era but two in each other era. The levels are: Pea-brained, Half-witted, Stupid, Ignorant, Below Par, Average, Above Par, Smart, Intellectual, Wise, Very Wise, and Enlightened. Each era starts at Half-witted, though poor management can lead to Pea-brained. Youll generally reach the next era faster with a higher Education level. Another advantage this gives you is that your civilization is more likely to discover something useful in an update.
You can set up trade routes with other civilizations, but depending on the era, you have a cap on them. The first era, you can only have one trade route, the second two, the third three, and so on. Trade routes help boost the economy and usually improve relations with NPCs.
Great Projects are built in a number of turns. YOU MUST SAY EACH TURN THAT YOU ARE BUILDING THE GREAT PROJECT OR NOTHING WILL HAPPEN. I'll choose the number of turns it takes to build a GP the first update after I see what the Project does.
The stat Confidence represents your peoples loyalty to your leadership. It is raised by writing stories and through random events that usually occur because youve been writing stories.
The stat Culture doesn't do too much, but if you're a nation with a powerful culture next to a nation with a weak culture, there's a possibility the people from the nation with the weaker culture will rebel to join you. It gets raised based on expansion, conquest, Great Projects, and, of course, stories.
Mobilization and Conscription arent available until the third era. Training your armed forces wont be happening until the second era.
On the map, only major cities will be represented.
Also, later on in the game, therell be expansion under the ocean and onto a nearby planet [and perhaps even more], so therell be a lot to keep track of when/if it gets to that point. Keep this in mind.
Note: if you want a specific location to start at, then point it out or youll be placed randomly. Also, youll find out what terrain is like as you discover it. There are a few places where the terrain isnt anything youve ever thought of, too.
Finally, governments can be changed to more advanced things as the eras pass. Everyone starts out with a hierarchy. You can make your own soon, but Ill decide whether it fits the era or not.
Template
Nation Name:
Ruler: /CFC Name
Capital:
Nation Color:
Government: Hierarchy
Era: Survival Era
Economy: Nonexistant
Population: 10,000
Army: 150 Green Soldiers, Survival Era
Navy: 5 Rowboats, Survival Era
Education: Half-witted
Culture: Medium
Army UU:
Navy UU:
Confidence: Medium
Trading
Exporting to:
Importing from:
Great Projects:
DO NOT POST UNTIL I HAVE SAID YOU CAN, PLEASE AND THANK YOU