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Economy:
This is a measure of how good your nation’s economy is doing. Each turn, you have “eco” to spend,
which represent a portion of your budget. Note that you automatically spend enough to sustain whatever
infrastructure, etc. you have in place. Consider the eco that you spend to be additional. Everything is
sustained by your budget, although I reserve the right to make nasty random events occur, or positive ones,
which will randomly change things, but never too drastically. In order to advance to the next eco level,
you must invest your eco/turn+1 into your economy. There is no maximum eco level. You may invest as much
into your economy as you like per turn.
Example:
Your economy is at level 1. You must invest 2 eco to boost your eco/turn to 2.
You do not need to invest the eco required to boost your eco/turn to the next level immediately.
You can invest over time.
Example: Your current eco/turn is 10. You want to up that to 11. You must invest 11 eco to do it,
but it doesn't have to be all at once. You could, for example, invest 5 eco for 2 turns, and one on
the 3rd turn. It will be saved for the next turn.
Here are the eco levels, and a description of your economy, at each level:
Shattered (1) - Barely functioning (2) - Mostly Functioning (3) - Functioning (4) - Severe Depression (5)
- Depression (6) - Recession (7) - Failing (8) - Stable (9) - Normal (10) - Above Normal (11) - Growing (12)
- Strong (13) - Very Strong (14) - Prosperous (15) - Very Prosperous (16) - Extremely Prosperous (17) -
Outstanding - (18) - Very Outstanding (19) - Powerhouse (20) - Superpower (21+)
In ones economic stats, one will now see that some people have stats that look like this:
Economy: XXXX (A/B/C/D). This is interpreted as follows:
XXXX - Verbal Description of your Economy
A - Eco required to raise economy to next level (B+1)
B - Eco you spend/turn (Don't forget Bonus eco, etc.)
C - Eco that you have banked, and can spend anytime.
D - Eco that you owe other people, your Debt. Note that this goes up over time, due to Interest.
So, the above person has A invested to increase their economy, they can spend B in one turn, and they
have C banked, which means that they spend that C eco anytime they like. Furthermore, they owe D to other
countries. If you have any questions about this vital part of this NES, just ask me.
Mobilization
Allows Conscription, and you might get more Divisions etc (if you remind me!)
Stability
Does just as it sounds, determines how stable your nation is. The higher the level, the better.
If you do anything drastic to your nation, that will affect Stability, negatively. Stability can be
increased, through projects, or Government change. The number in brackets determines the eco needed to
be invested to get to the next level. Stories really help with increasing stability. The concept of
stability also includes other things like moral, government approval rating, culture and stability itself.
One eco point one level increase
Stability types:
1. Revolutionary
2. Dangerous
3. Unstable
4. Normal
5. Above Normal
6. High
7. Amazing Stability
Projects/Technologies
Anything reasonable goes. You state what it does I note it down give you a time period (just an estimation),
and an expected cost for the thing (also an estimation)
Culture
This is how culturally strong, patriotic and unified your nation is. A nation with strong patriotism is
less likely to fall into a civil war, and it’s people would resist most invaders and otherwise help their
government. This also influences army morale. A nation with weak patriotism is unlikely to be as resistant
to outside threats, there will often be rebellions and defections.
one eco point one level increase
None-Divided -Untrusting -Average -Strongly Cultured -Devoted -Patriotic
-Hyperpatriotic -Jingoist -Uberpatriot
Confidence
People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact,
a strongly cultured nation with little confidence in its leaders can, in its cultural unity, lynch the
rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Not that the
rulers will care by then... You can grow confidence by economy (propaganda), but wouldn’t it be easier
to write a speech or persuade the people that you are the leader they need?
One eco point one level.
Lynching-Hateful -Resentful -Barely Tolerating -Tolerating -Respecting -Admiring
-Loving -Nation Personified
Education
This is just how your people are... educated, I guess. Obvious enough. With a good education, you have
better chances of receiving a “miraculous invention”. You could design better walls and siege engines,
and ships for that matter, with higher education. It also affects just how advanced are your weapons,
and thus the success of your army in a battlefield.
One eco point one level.
None-Dumb -Illiterate -Tolerable -Literate-Educated -Well Educated -Perfect
-Academic -Enlightenment
Military
Military
That will, as of now, consist of army and navy (later to be joined by air force). These will be number-based as it gives more versatility. These will be represented in thousands and ships (divisions and task forces are too modern age, and were not too realistic to begin with due to their sizes).
What will you have in it? Anything that is allowed by your tech. level (see Technology Level)! Each “stat-growth” will increase any part of military by 5. But know that if you have too large an army, your economy will probably suffer, as will perhaps, depending on your culture's stance on war, your confidence; ofcourse, both could be restored by succesful military campaigns.
Using advanced tactics and strategy is advised. If you just order “attack enemy on the border with 10 divisions”, I will think that you order me to launch a mere charge at the enemy. That might work, but rarely. Also, pay attention to supplies and logistics; while not in the stats, you have to understand that sometimes, a smaller but well-equipped force is much more effective then a huge horde that has nothing to eat and is surrounded by barren, hostile terrain; also, that your fleets need good ports to operate at their best.
UUs - 5 per nation, but can be changed at any point (though the newly-“demoted” UU units will not be happy).
I will keep a list of them, somewhere. Could be land, sea, or air at a later point. They will be separated from other battalions/ships in the stats. They are grown as normal units. Remember to keep them REALISTIC. To get UU you must research them like a project, depending on the UU. Note UU can be UU that go on into general usage, i.e. tanks in the first world war, first the brits, now everyone has em.
I might give you a bonus because you invented them first so your country has more time to think about it. (this is basically a more fluid UU system)
Conscripts - Their amount is determined by me, and I will determine it according to a whole lot of factors. Require mobilisation first. Conscripts are units that have no training whatsoever, i.e. (NONE)
Training - it is done in levels. There are separate training stats for army, navy and fleet, and it is grown with eco. points. UU is assumed to be one level higher then the average training level for its branch, but the conscript training, is taken at NONE. If your army grows too quickly, there will be a chance of training level lowering.
None-Rabble-Semi-Rabble-Green-Tolerable-Normal-Trained-Better-Good-Very Good-Vetren-Professional-Elite
Economy:
This is a measure of how good your nation’s economy is doing. Each turn, you have “eco” to spend,
which represent a portion of your budget. Note that you automatically spend enough to sustain whatever
infrastructure, etc. you have in place. Consider the eco that you spend to be additional. Everything is
sustained by your budget, although I reserve the right to make nasty random events occur, or positive ones,
which will randomly change things, but never too drastically. In order to advance to the next eco level,
you must invest your eco/turn+1 into your economy. There is no maximum eco level. You may invest as much
into your economy as you like per turn.
Example:
Your economy is at level 1. You must invest 2 eco to boost your eco/turn to 2.
You do not need to invest the eco required to boost your eco/turn to the next level immediately.
You can invest over time.
Example: Your current eco/turn is 10. You want to up that to 11. You must invest 11 eco to do it,
but it doesn't have to be all at once. You could, for example, invest 5 eco for 2 turns, and one on
the 3rd turn. It will be saved for the next turn.
Here are the eco levels, and a description of your economy, at each level:
Shattered (1) - Barely functioning (2) - Mostly Functioning (3) - Functioning (4) - Severe Depression (5)
- Depression (6) - Recession (7) - Failing (8) - Stable (9) - Normal (10) - Above Normal (11) - Growing (12)
- Strong (13) - Very Strong (14) - Prosperous (15) - Very Prosperous (16) - Extremely Prosperous (17) -
Outstanding - (18) - Very Outstanding (19) - Powerhouse (20) - Superpower (21+)
In ones economic stats, one will now see that some people have stats that look like this:
Economy: XXXX (A/B/C/D). This is interpreted as follows:
XXXX - Verbal Description of your Economy
A - Eco required to raise economy to next level (B+1)
B - Eco you spend/turn (Don't forget Bonus eco, etc.)
C - Eco that you have banked, and can spend anytime.
D - Eco that you owe other people, your Debt. Note that this goes up over time, due to Interest.
So, the above person has A invested to increase their economy, they can spend B in one turn, and they
have C banked, which means that they spend that C eco anytime they like. Furthermore, they owe D to other
countries. If you have any questions about this vital part of this NES, just ask me.
Mobilization
Allows Conscription, and you might get more Divisions etc (if you remind me!)
Stability
Does just as it sounds, determines how stable your nation is. The higher the level, the better.
If you do anything drastic to your nation, that will affect Stability, negatively. Stability can be
increased, through projects, or Government change. The number in brackets determines the eco needed to
be invested to get to the next level. Stories really help with increasing stability. The concept of
stability also includes other things like moral, government approval rating, culture and stability itself.
One eco point one level increase
Stability types:
1. Revolutionary
2. Dangerous
3. Unstable
4. Normal
5. Above Normal
6. High
7. Amazing Stability
Projects/Technologies
Anything reasonable goes. You state what it does I note it down give you a time period (just an estimation),
and an expected cost for the thing (also an estimation)
Culture
This is how culturally strong, patriotic and unified your nation is. A nation with strong patriotism is
less likely to fall into a civil war, and it’s people would resist most invaders and otherwise help their
government. This also influences army morale. A nation with weak patriotism is unlikely to be as resistant
to outside threats, there will often be rebellions and defections.
one eco point one level increase
None-Divided -Untrusting -Average -Strongly Cultured -Devoted -Patriotic
-Hyperpatriotic -Jingoist -Uberpatriot
Confidence
People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact,
a strongly cultured nation with little confidence in its leaders can, in its cultural unity, lynch the
rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Not that the
rulers will care by then... You can grow confidence by economy (propaganda), but wouldn’t it be easier
to write a speech or persuade the people that you are the leader they need?
One eco point one level.
Lynching-Hateful -Resentful -Barely Tolerating -Tolerating -Respecting -Admiring
-Loving -Nation Personified
Education
This is just how your people are... educated, I guess. Obvious enough. With a good education, you have
better chances of receiving a “miraculous invention”. You could design better walls and siege engines,
and ships for that matter, with higher education. It also affects just how advanced are your weapons,
and thus the success of your army in a battlefield.
One eco point one level.
None-Dumb -Illiterate -Tolerable -Literate-Educated -Well Educated -Perfect
-Academic -Enlightenment
Military
Military
That will, as of now, consist of army and navy (later to be joined by air force). These will be number-based as it gives more versatility. These will be represented in thousands and ships (divisions and task forces are too modern age, and were not too realistic to begin with due to their sizes).
What will you have in it? Anything that is allowed by your tech. level (see Technology Level)! Each “stat-growth” will increase any part of military by 5. But know that if you have too large an army, your economy will probably suffer, as will perhaps, depending on your culture's stance on war, your confidence; ofcourse, both could be restored by succesful military campaigns.
Using advanced tactics and strategy is advised. If you just order “attack enemy on the border with 10 divisions”, I will think that you order me to launch a mere charge at the enemy. That might work, but rarely. Also, pay attention to supplies and logistics; while not in the stats, you have to understand that sometimes, a smaller but well-equipped force is much more effective then a huge horde that has nothing to eat and is surrounded by barren, hostile terrain; also, that your fleets need good ports to operate at their best.
UUs - 5 per nation, but can be changed at any point (though the newly-“demoted” UU units will not be happy).
I will keep a list of them, somewhere. Could be land, sea, or air at a later point. They will be separated from other battalions/ships in the stats. They are grown as normal units. Remember to keep them REALISTIC. To get UU you must research them like a project, depending on the UU. Note UU can be UU that go on into general usage, i.e. tanks in the first world war, first the brits, now everyone has em.
I might give you a bonus because you invented them first so your country has more time to think about it. (this is basically a more fluid UU system)
Conscripts - Their amount is determined by me, and I will determine it according to a whole lot of factors. Require mobilisation first. Conscripts are units that have no training whatsoever, i.e. (NONE)
Training - it is done in levels. There are separate training stats for army, navy and fleet, and it is grown with eco. points. UU is assumed to be one level higher then the average training level for its branch, but the conscript training, is taken at NONE. If your army grows too quickly, there will be a chance of training level lowering.
None-Rabble-Semi-Rabble-Green-Tolerable-Normal-Trained-Better-Good-Very Good-Vetren-Professional-Elite