Players, stories, orders, countries, NPCs, updates, map.
Players - no limit. Anybody can join unless he can't.
Stories - not necessary, but very encouraged. Good story-writers would get bonuses based on their stories. In the immortal words of stalin006, storywriters get random events!. Or something like that.
Orders - orders in a list. Please, not only stat-based and military orders - I encourage innovative solutions of various problems, like attaching AT mines to dogs, removing swamps and rainforests in massive programs, making government reforms and many other such. There will also be projects - the local analogs of wonders, but more about that later. Please note that what I need is PRECISE orders. VERY IMPORTANT: I need to know, in military orders, the location and missions of ALL of your forces. Those forces you do not mention will be considered undeployed and will not do anything no matter what. Also, you should be sure to remember to say the numbers, because if you dont, I will determine it randomly. MUWHAHA!
Countries - pick a NPC, create your own (tell me where and tell me some details - ruler, brief history, culture - and I will give you the stats) or start a rebellion or demand for independence. Note that these are not bound to succeed. If your country is in dire straits, you can switch country or flee and establish a government in exile and lead the resistance movement. Also, please read your nation background, and dont act uncharacteristically for it.
If two or more players claim one nation and all of them really want it, they are encouraged to start a civil war and try to outrule the other players ruler.
NPCs - lol, considering theyre NPC, I will play them, kinda. Same as the NPCs in all other NESes of late - but dont expect them to roll over just because theyre NPC. As Im the one playing them - fear them (almost) as much as PCs!
Updates - Every friday or saturday.
Turns - instead of a year a turn, it will two turns a year. Basically it will be (Year) I, and Year II, spliting the turns into six-month intervals.
Overall, as this is a historical based NES(although things may change!) certain "events" will happen from time to time, as they happened in actual history. It may be the appointment of an important offical(Otto anyone?) or anything else! However, if something interferes with the event(aka Otto von Bismark dying before he gets appointed), then the event will not happen.
Map - I will use Plexus's map with rivers. Black circles are cities, black squares fortifications, and white squares represent naval blockades. Areas of rebellion are white.
Government
Government - is your form of government. Now note that I DONT want the Sheep2s Oceania syndrome in this NES. Or Sheep2's Russia, for that matter. You are free to change your government, and explain it how ever do you want, but that can piss off followers of the previous governments, and might lead to nation-wide riots. Or a civil war, depending on what mood I am in. In other words - change governments at your own risk. Oh yes, all democratic governments will have their orders reviewed by me(the senate, parliament, whatever) they can choose to not follow through with some orders. You can ignore them, although it may cause rioting or even civil war.
Political State
How..stable your nation is. The higher, the less likely your nation will be plunging into civil war in times when it cannot be tolerated. The Politcal state of your nation(not to mention colonies) the political state can be raised by investing capital(eco points) into the region. FOUR eco points equals one level.
Political States:
Open Rebellion - Civil Unrest - Unstable - Stable - VERY Stable
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Technology Level
Will use the age system. It is the same as in other NESes of other people, ofcourse the ages are not identical. This begins in the Early Industrial Age. Once someone reaches Enlightenment education, he becomes able to randomly to get the next age at any following turn. When he does, he loses two education levels. However, note that there has to be a decade - AT LEAST - of distance between age growth.
Middle Industrial Age: Breech loading rifles, breech loading artillery, early steam trains, early ironclads, etc etc.
Late Industrial Age:trenches, cavalry, ironclads, early machine guns, early automatic rifles, arctic explorers, ect.
Early Modern Age: Machine Guns, Mustard Gas, Dreadnaughts, Early Airplanes, ect ect.
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Military
That will, as of now, consist of army and navy. These will be number-based as it gives more versatility. These will be represented in divisions, ships and air wings respectively. What will you have in it? Anything that is allowed by your tech. level! Infantry, cavalry, artillery, engineers - you name it. Each stat-growth will increase any part of military by 5.
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 note, that you should always say HOW MANY TROOPS are WHERE and doing WHAT. I can accept orders about "the army doing the same as before" or "the rest of the military - same as last turn", but better to just explain in detail the slightly above.
Note that you should ALWAYS remember about logistics. They may not be in the stats, but fighting in territory with poor infrastructure (you can ask me about those, but mostly common wisdom is enough) will be hazardous to your troops, as will fighting without an adequate supply line. Also, a larger force is harder to supply properly then a smaller one, and it is also harder to deploy in time and to coordinate, so in most cases, a smaller, but better-trianed force can be much more efficient then a larger one.
Mercenaries - if you pay an economy level, you will get 10 divisions of well-trained fighting men. They will be separated from your own battalions in the stats, and will leave after two turns, unless you pay them another economy level. Yes, they are expensive, but they are quite worth the price. Btw, you can also hire mercenary ships that can also act as privateers. However, though the Black Armies are still allowed, they are much harder to keep secret.
Conscripts - you can conscript your population, 30 conscript divisions per turn. Note that they will fight poorly, though, and after you have over 30 conscripts, new ones are likely to damage your industry somewhat.
UUs - one 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. They will be separated from other divisions/ships in the stats. They are grown as normal units. Remember to keep them REALISTIC.
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, conscripts - one level lower. If your army grows too quickly, there will be a chance of training level lowering.
None - Rabble - Semi-Rabble - Tolerable - Normal - Better - Good - Very Good - Professional - Elite
CAUTION: The mod still is obsessed with the concept of crack teams of polar bears raiding other peoples supply lines and unprotected flanks in tiny Faster-Then-Light helicopters. So if your troops failed to advance despite not encountering sufficient resistance, ignored a cease-fire, didnt arrive to where they were supposed to be at all or suffered unreasonable casualties, know that you fell a victim of these fellows.
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Colonies
This is just a basic stat-item to show you the colonies you own, not to mention what sort of political state they are(stable, open rebellion) in. The colony stat differs - in this games term, a "colony" is anything not located in the region you own. So Ireland, while being seperated from England by sea would not be considered a colony, but Canada would be as it is in America.
Colonies in Civil Unrest and Open Rebellion will be prone to a varity of things. Colonies in areas known for a militaristic people may attempt to over-throw your loyal garrisons, butcher your people, and declare independance of your state, but colonies in more pacificed regions may just boycott your goods and refuse to trade with you.
Your best bet to keep the political state high is to invest lots of capital into the region(building roads, rail-roads, telegraph lines, ect) or ship lots of people from the "home country" to create a large presence of loyal settlers who will overshadow rebellious subjects.
Economy and Industry
I'm going for a major re-vision here. Economy is your overall economy, basically the money that your nation makes. But money isn't everything - the industry is your industrial powerbase. Economy is done in world-levels, industry in numbers. There are eco. (economy) and ind. (industry) points. Eco. points are determined by the eco. level and can be used to grow miscelannous stats (i.e. culture, education, confidence) or industry (two eco. points = one ind. point). Ind. points can be used to grow military stats and economy (six ind. points = one eco. level). Please not that you don't SPEND eco. or ind. points, they are replenished at the beginning of each turn. You can't trade ind. points, but it is easy to lose them as you lose industrial regions (ask me what your industrial regions are, or rely on common wisdom) - you can, however, trade eco. points and eco. levels all you want, BUT major eco. growth in little time might often be too much for your economic system to handle. Note that there is no limit for industrial growth, while after Monopoly eco. growth can go on as well - in that case, it will go to Monopoly+# (+5+#). But, the higher your economy is, the more there is corruption... You can sacrifice eco. levels (two per turn maximum) to get 6 eco. points for each, or you could sacrifice eco. to speed up a project. You can't grow one stat more then twice per turn, not counting the military where for each branch the limit is four times, not counting conscription and volunteers.
ALWAYS specify whether you mean eco. points or levels in your orders. "Eco" I assume to be eco. levels unless there is specification.
Eco. levels can also be grown by using some very innovative ideas or by gaining a lot of new USEFUL territory.
Eco. levels:
Depression (-2)-Bankrupt (-1)-Recession (-1)-Very Poor (0)-Poor (0)-Normal (+1)-Good Enough (+2)-Rich (+2)-Very Rich (+3)-Richest (+3)-Economic Powerhouse (+4)-Monopoly (+5)
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All items that require eco to be raised require FOUR eco points.
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. It also affects just how advanced are your weapons, and thus the success of your army in a battlefield.
Once someone reaches Enlightenment education, he becomes able to randomly to get the next age at any following turn. When he does, he loses two education levels. However, note that there has to be a decade - AT LEAST - of distance between age growth.
None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Academic-Enlightenment
Culture
This is how culturally strong, patriotic and unified your nation is. A nation with a strong culture is less likely to fall into a civil war, and its people would resist most invaders and otherwise help their government. This also influences army morale. A weak culture is unlikely to be as resistant to outside threats, there are often rebellions and defections. The higher your culture is, the higher are the chances of assimilating less militant minorities.
None-Divided-Untrusting-Average-Strongly Cultured-Patriotic-Hyperpatriotic-Jingoist-Uberpatriotic
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 wouldnt it be easier to write a speech or persuade the people that you are the leader they need?
Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified
Projects
Local equivalent of wonders (that name is inappropriate in most NESes, as these are often modernization programs, national revival and other PROJECTS, not just huge and magnificent buildings). You tell me what it does, I tell you how long do you build it and how many ind. points have to be invested for full speed (project time will increase if you decide to give only a part of the required sum). You dont have to mention it is being worked on every turn. You can sacrifice an econ. level once for a project to speed it up by two turns (but now you can do that as often as you want, but not more then once per turn).
A project takes # of stat growths+2 turns and ind. points, BUT in Economic Powerhouse you only get #+1 and in Monopoly and beyond mere #. You can have only one project at the same time.
Fortified Lines
It usually takes several ind. points to build fortified lines, depending on terrain and lenght, and the intended strenght level. Again, just ask me for the info.
New! - Blockades
An enemy of yours getting rich off outside trade? Then impose a blockade! You can place your ships in vital areas where sea trade comes in, and cripple your foes economy. However, blockades do take your ships up, ships which could be used for sinking enemy vessals. If a port is blockaded for too long, then the nation owning the port riskes the chance of losing eco LEVELS. This makes it important to have an adequate navy as well as an army.
Complaining to the Mod
If you have complaints to the mod, jump out of the window of a nine-floor building, and die.
Other then that, of course, you can complain to the mod about his mistakes. The mod will listen. Whether or not he will do something about it is unknown even to me.
Nation Background
Some may think I stole this from EQ, (And i stole this from das) but I got that an idea once, long, long ago. I know noone is likely to believe that, lol...
To better fit in as the ruler of your country, you will have a brief history of each country. It will change as the NES goes, TIME TO TIME - after the end of a major era, such as the beginning/end of a world war, rise/fall of an empire, and other such.
You can always ask questions about your nations past and present. Please, do role-play and remain IC.