A JSNES!?!?!? (Ripped off from North King's State NES?)

JosefStalinator

Я буду снова здесь
Joined
Feb 24, 2004
Messages
4,381
Location
Providence, RI
Hey guys... I know I haven't been that active as of late, but i think its time for Joe to make a comeback.

You might not remember, but i modded an NES a loooooooong time ago, I can't even remember what it was called (it was some NES it took over when Alex left it, i did a decent job).

Since then I've modded 2 NESes, on Model Parliament, didn't do a bad job on either if I do say so myself.

Here's one: http://s7.invisionfree.com/CFCMP/index.php?showtopic=2684

First update:
http://s7.invisionfree.com/CFCMP/index.php?showtopic=2684&st=120

Sure, it died after 4 updates, but thats because I overwhelmed myself with stats ( a lesson i have learned and wont repeat again). My other, simpler, NES reached 13 or 14 updates because of simplicity.

Here's the other one, an update is down the page
http://s7.invisionfree.com/CFCMP/index.php?showtopic=1106&st=600



Anyways-the point. I wanna mod an NES, and with North King's permission I wanna revive his old States NES idea:

http://forums.civfanatics.com/showthread.php?t=94782

Great NES while it lasted, and died prematurely, I never quite recovered from it inside... so I need closure.

I will modify the stats, those are too confusing, but I wanna check to see if there's any interest first.

My friend already expressed his desire for Virginia if I do decide to open it, so thats taken, but all the other states are open (and i need someone decent in either New York or Penssylvania).



So what do you say? is there any interest to join? The concept will remain the same, with a total stat overhaul.

Surely Sheep, Alex, and Warman will wanna come back for some nostalgia ;)

Also-you can reserve stuff now, theres basically the states that are in the first page's map.



As for now-I sleep.


So, with those modifications to the claims (many of which overlapped), I need some people to choose some other states first.

Also note the year is 1800 (or going into it), so those are the states at this time, and the election will occur the first turn.

Probable Rules (subject to change):



JSNES2:States NES Redux

Welcome to the second JSNES. This NES will be based around the very early United States of America. However, to make things interesting for more than one player, the states are now much more powerful than they were in real life. The storyline goes thus:

In the year of 1788, the Constitutional Convention was in essence a failure. The goals it set out to meet; a strong, federal government, were not quite abandoned entirely, but not much good happened either. The new Constitution of the United States only achieved three new things: a new law required a simple majority of the legislature to agree upon, there were two branches of Congress, and a new, independent executive branch was created to enforce the laws. Also a decentralized Judicial branch was created, though this had little power. States, however, retain most of the power, and rivalries have grown to the brink of civil war between the most powerful. Tensions are now high in the states, and many have fled to the frontiers, which hold promise of a new life...

In this NES, you take the reigns of one of those states, and lead it through war, peace, trade, and diplomacy. There are many new innovative rules, so pay attention closely. Though they are complex, they will actually make it simpler to play. The year is 1800, or 1799 going into 1800.

Economy:

Stolen From North King's States NES

Income:

Income is earned by the thousands of dollars. Some states start out with a large income, some with a small income. The ways you increase economy are: by expanding into new territory (must this be explained?), trade (more on that later), passing new internal bills in your states (like one that increases taxes, or encourages businesses or farmers or immigration), exploiting natural resources (like a bill to allow mass logging of your states forests), and through random events, which some naturally with each update.

Expenses:

These are vast, naturally. The areas of spending are: armed forces maintenance, education, projects, transportation, interest on loans, social welfare, internal security, etc. There is no way to stop this monster unless you curtail your expenses.

Deficit Spending:

Don’t have enough money to increase the army more? Can’t afford supporting new industries? Deficit spending is the answer. Basically, all you really need to do to go into deficit is to order your minions to spend more than you earn. Every turn you spend more money than you earn, the debt grows by the amount you are losing.

Now this sounds like a miracle cure–except there is one problem. There is a ten percent interest on your national debt. This represents the fact that what you are doing is essentially borrowing from your banks. What this means is that for every ten thousand dollars you are in debt, you are adding one thousand a turn to your expenses every turn. You can, of course, merely spend even further into the deficit to cover these costs, but don’t spend too far into debt: the banks may just not allow you to take out any more. This will be hinted at in the updates before it happens, so you will have advanced warning.

Of course, you can pay off your debt. That will just be added to the expenses for that turn.

Treasury:

Represents your current cash reserves, possibly a surplus from the year before.

Military:

This is your states militia. It is in numbers. An increase is one division each, subject to change. Each increase costs 1 income, but that is not the end of the cost of military. Your army eats up a certain amount of money, depending on their level.

If you want your army to be of conscript level, then allot 1 income for every five divisions every turn.

If you want your army to be of regular level, then allot 1 income for every 2 divisions every turn.

If you want your army to be of elite level, then allot 2 income for every 1 divisions every turn.

(A note on these: this is rounded up. So if you want it to be at militia level, then 5 divisions would cost 1 income, 6 would be 2).

And that is it. One up front cost, then an ongoing cost. It is pretty simple.

Naval forces are the same, except levels are of ten ships each.

Note-Divisions = about 1,000 men, I don’t care how big they are in real life.

Education:

On a scale of 1-10, represents literacy and overall entrepeneurism in your state. Larger population-needs more invested before it can go up. As a general rule the smallest states will need to spend 10 eco per turn to get to a level of 10, while larger state may need to pay as high as 20. Just say how much you want to appropriate to it, and I will raise the stat accordingly. As population increases, so does the cost to support.

Format: X/Y (ex 3/4)

X=current level (in this case, 3)
Y=Upkeep per turn (in this case, 4)

Infrastructure

If you invest heavily into here, your armies will move faster, your trade will go better, population grow faster, and your expansion faster. 1 income per level to support, takes the current level +1 to raise. It may be easier (and cheaper) to invest in large products, such as roads and canals and whatnot. (and someday railroads). Though very expensive, the benifits are well worth the investment, its probably the only direct economic investment way to improve economy save projects. A bigger country in terms of land pays more for upkeep in general.

This is also represented by the same X/Y formula as education.

Projects:

The local equivalent of wonders. They cost money. Tell me what it is and what it does. I will tell you how much it costs. In your budget, order to spend money on these (a certain amount per turn), or nothing will happen.

Elections!:


You can be elected president! Or you can simply influence elections. How?

Announce your candidacy, generally you will get alot of support within your home state (unless you are a socialist abolitionist in south carolina, or something of the extreme distaste).

The beginning I will just run through some historical people, but as time goes on and men distinguish themselves (through stories especially, and just actions) they can gain a standing and truely be able to reach a national level of appeal.

Confidence
Basically a subjective synopsis of the people’s confidence in their Governor, effects popularity throughout the country in elections and bad confidence can lead to unrest.

Congress:

Congress is your place for diplomacy to come into action. Just introduce a bill (it can be whatever you want, just keep it realistic. It can be deliberately aimed to hurt your enemies production and trade, or it can be a declaration of war on another nation, etc.) in your orders. Then it will be announced in the newspaper that following year. Then, states can vote. You can either vote yes, no, or abstain. A bill needs a majority to pass. If you want others to vote for your bill, either make it attractive to them or bribe them. Your choice.

Remember the power of congress and the federal government is limited, so choose what you attempt to do wisely.

I think I have touched everything.

DC is not represented on the map, and is federal territory, and current location of the federal army of about 10,000 souls (10 divisions), which is all they can't support without donations for the states... that is, you.

Example:
State: New York
Capital: Albany
Ruler/Player: Governor _______/Grandmaster
Economy:
>Income: 17
>Expenses: 15 (5 military, 6 domestic, 4 projects)
>Balance: 2
>Treasury: 0
>Debt: 0
>Interest: 0
Army: 6 Regular Divisions
Navy: 10 Conscript Ship Divisions
Education: 3/3
Infrastructure: 3/4
Confidence: Good
Projects: Ellis Island 5/5(+immigration, 2 income/turn), Eire Canal 5/10 (+3 infrastructure, 2 income/turn)




How's it look? Any suggestions? Obvious loopholes?




New York (grandmaster)
Vermont
New Hampshire
Pennsylvannia (Storm Rider)
Virginia (Karl Marxxx claimed VA when he put me up to remaking this NES, dun worry he'll be active enough)
New Jersey
Delaware
North Carolina (Alex)
South Carolina (MjM)
Georgia
Connecticut (contempt)
Massachusetts (israelite9191)
Rhode Island
Kentucky
Tennesse
Maryland (madviking)


Stats
State: Washington DC (Federal Government)
Ruler/Player: President John Adams
Economy:
>Income: 3
>Expenses: 5
>Balance: -2
>Treasury: 0
>Debt: 0
>Interest: 0
Army: 10 regulars
Navy
Education: 1/0
Infrastructure: 1/0
Confidence: Good
Projects:
Notes: The capital and always mod controlled (unless a player is elected president), gets its income from various taxes on its citizens, and a large slave trade within, as well as state donations.

State: New York
Capital: Albany
Ruler/Player: Governor _______/Grandmaster
Economy:
>Income: 14
>Expenses:11
>Balance: 3
>Treasury: 0
>Debt: 0
>Interest: 0
Militia: 10 Conscripts 2 regular
Navy: 10 Conscript
Education: 3/3
Infrastructure: 4/3
Confidence: Good
Projects:
Note: Exports Grain, Timber, and has a growing industry sector. NYC is a vital national trade hub, and has massive future potential.

State: Vermont
Capital: Montpelier
Ruler/Player: Governor _______/
Economy:
>Income: 6
>Expenses: 3
>Balance: 3
>Treasury: 0
>Debt: 0
>Interest: 0
Army: 5 Conscripts
Navy:
Education: 2/1
Infrastructure: 3/1
Confidence: Good
Projects:
Notes: Exports Timber, maple syrup

State: New Hampshire
Capital: Concord
Ruler/Player: Governor _______/
Economy:
>Income: 7
>Expenses: 6
>Balance: 1
>Treasury: 0
>Debt: 10
>Interest: 2
Militia: 5 Conscripts
Navy:
Education: 2/1
Infrastructure: 3/2
Confidence: Good
Projects:
Note: Exports Timber, Maple syrup

State: Pennsylvania
Capital: Harrisburg
Ruler/Player: Governor _______/Storm Rider
Economy:
>Income: 17
>Expenses: 12
>Balance: 5
>Treasury: 0
>Debt: 0
>Interest: 0
Militia: 10 Conscripts, 4 regulars
Navy: 5 Conscripts
Education: 4/4
Infrastructure: 4/3
Confidence: Good
Projects:
Notes: Exports grain, coal, emerging industries especially metal working.

State: Virginia
Capital: Richmond
Ruler/Player: Governor _______/Karl Marxxx
Economy:
>Income: 20
>Expenses: 14
>Balance: 6
>Treasury: 0
>Debt: 0
>Interest: 0
Militia: 10 Conscript, 4 regular, 1 Elite
Navy: 5 Conscripts
Education: 2/4
Infrastructure: 2/3
Confidence: Good
Projects:
Notes: Massive Area, Population, and agricultural boons of grain, cotton, and tobacco allow Virginia to surpass the other states in economy. It is however, mostly undeveloped and lacks any sort of proto-industries, how long can it hold its lead?

State: New Jersey
Capital: Trenton
Ruler/Player: Governor _______/
Economy:
>Income: 10
>Expenses:8
>Balance: 2
>Treasury: 0
>Debt: 5
>Interest: 1
Militia: 5 Conscript, 2 regular
Navy: 5 conscripts
Education: 3/2
Infrastructure: 4/2
Confidence: Good
Projects: A well developed state with a decent population, what it lacks in resources and area it makes up for in trade and industrial development. Very closely tied with NY economy.

State: Delaware
Capital: Dover
Ruler/Player: Governor _______/
Economy:
>Income: 4
>Expenses: 3
>Balance: 1
>Treasury: 0
>Debt: 5
>Interest: 1
Militia: None
Navy: None
Education: 3/1
Infrastructure: 3/1
Confidence: Good
Projects: There is some potential for a Atlantic trading hub, especially of southern goods, but being almost totally overshadowed by Maryland and others, there is little potential for this tiny state.

State: North Carolina
Capital: Raleigh
Ruler/Player: Governor _______/Alex
Economy:
>Income: 9
>Expenses: 7
>Balance: 2
>Treasury: 0
>Debt: 5
>Interest: 1
Militia: 10 Conscripts
Navy: 5 Conscript
Education: 1/1
Infrastructure: 3/2
Confidence: Good
Projects:
Notes: Decent Population, agricultural potential, North Carolina stands in a good position to gain power in the south. Exports Grain, Cotton, Tobacco, and Rice.

State: South Carolina
Capital: Charleston
Ruler/Player: Governor _______/MjM
Economy:
>Income: 13
>Expenses: 10
>Balance: 1
>Treasury: 0
>Debt: 0
>Interest: 0
Militia: 15 Conscript, 4 Regular
Navy: 5 Conscript
Education: 2/2
Infrastructure: 2/2
Confidence: Good
Projects:
Notes: A massive Cotton industry makes South Carolina incredibly wealthy, but one must remember the population is actually a majority black slaves, and fear of slave rebellion is constant in the minds of the South Carolinian people. As such, a large military must be maintained to preserve a level of confidence.

State: Georgia
Capital: Savannah
Ruler/Player: Governor _______/
Economy:
>Income: 4
>Expenses:3
>Balance: 1
>Treasury: 0
>Debt: 5
>Interest: 1
Army: 5 Conscripts
Navy:
Education: 1/0
Infrastructure: 1/1
Confidence: Good
Projects:
Notes: Hardly settled, the economy is already imitating the slave-based cotton industry of South Carolina, a state which holds a strong influence over them. Potential for growth is great with the state mostly unsettled.

State: Connecticut
Capital: Hartford
Ruler/Player: Governor _______/Contempt
Economy:
>Income: 9
>Expenses: 8
>Balance: 1
>Treasury: 0
>Debt: 10
>Interest: 2
Army: 5 conscripts
Navy: 5 conscripts
Education: 4/2
Infrastructure: 4/2
Confidence: Good
Projects:
Notes: A potential trading hub and industrial center, Connecticut could makes up for its small population and land size with emerging industry and trade.

State: Massachusetts
Capital: Boston
Ruler/Player: Governor _______/Israelite9191
Economy:
>Income: 16
>Expenses: 12
>Balance: 4
>Treasury: 0
>Debt: 0
>Interest: 0
Army: 2 regulars
Navy: 10 Conscripts 2 Regulars
Education: 4/5
Infrastructure: 5/3
Confidence: Good
Projects:
Notes: Emerging as the leader in American Industry, boston’s shipbuilding, textile mills, and a small but successful farming and timber sector allow Massachusetts to lead New England in terms of power.

State: Rhode Island
Capital: Providence
Ruler/Player: Governor _______/
Economy:
>Income: 6
>Expenses: 5
>Balance: 1
>Treasury: 0
>Debt: 10
>Interest: 2
Army:
Navy:
Education: 3/1
Infrastructure: 4/2
Confidence: Good
Projects:
Notes: A potential trading hub, the tiny province of Rhode island has pretty much maxed out its potential for any sort of economic growth, save a bit of room for some industries.

State: Kentucky
Capital: Frankfort
Ruler/Player: Governor _______/
Economy:
>Income: 5
>Expenses: 2
>Balance: 3
>Treasury: 0
>Debt: 0
>Interest: 0
Army: 5 conscripts
Navy:
Education: 1/0
Infrastructure: 1/1
Confidence: Good
Projects:
Notes: A fronteir state, Kentucky has an emerging tobacco farming industry, decent untapped coal mines, as well as some grain and liquor distilling. Overall, there is plenty of potential, but still very underdeveloped.

State: Tennessee
Capital: Nashville
Ruler/Player: Governor _______/
Economy:
>Income: 3
>Expenses:
>Balance:
>Treasury: 0
>Debt: 0
>Interest: 0
Army: 5 conscript
Navy:
Education: 1/0
Infrastructure: 1/1
Confidence: Good
Projects:
Notes: A tad of cotton, and some grain, Tennessee basically relies on agrarian labor for its economic livelihood.

State: Maryland
Capital: Baltimore
Ruler/Player: Governor _______/Madviking
Economy:
>Income: 9
>Expenses: 6
>Balance: 3
>Treasury: 0
>Debt: 0
>Interest: 0
Army: 5 conscripts
Navy: 5 conscripts
Education: 2/2
Infrastructure: 3/2
Confidence: Good
Projects: Tobacco and grain are king in Maryland, surrounding the federal capital it also holds the Chesapeake bay, putting it in a decent trade position. Also note that it is the only state in the union with a significant Catholic population. Potential for growth isn’t too great, as most of the land has been settled and farmed as one of the oldest colonies in the new world.
 
I'll take Pennsylvania.
 
Could be interesting, but I want to see something of a ruleset before I decide.
 
Grandmaster said:
Sounds interesting. Count me in for New York, if I'm decent enough. ;)

No you're not, I'm the only one capable!

If not i'll guess I'll be uh..hmmm...NEW YORK! :mischief:

I mean Virginia.
 
Oi vay, looks like im gonna have to list the available states (and who's taken em)

New York (grandmaster)
Vermont
New Hampshire
Pennsylvannia (Storm Rider)
Virginia (Karl Marxxx claimed VA when he put me up to remaking this NES, dun worry he'll be active enough)
New Jersey
Delaware
North Carolina
South Carolina (MjM)
Georgia
Connecticut (Contempt)
Massachusetts (Israelite9191)
Rhode Island
Kentucky
Tennesse
Maryland (madviking)

More states will be formed later as they are colonized, but they can form totally new states with completely alt-hist boundaries, so don't expect to follow a perfect historical line.
 
So, with those modifications to the claims (many of which overlapped), I need some people to choose some other states first.

Also note the year is 1800 (or going into it), so those are the states at this time, and the election will occur the first turn.

Probable Rules (subject to change):



JSNES2:States NES Redux

Welcome to the second JSNES. This NES will be based around the very early United States of America. However, to make things interesting for more than one player, the states are now much more powerful than they were in real life. The storyline goes thus:

In the year of 1788, the Constitutional Convention was in essence a failure. The goals it set out to meet; a strong, federal government, were not quite abandoned entirely, but not much good happened either. The new Constitution of the United States only achieved three new things: a new law required a simple majority of the legislature to agree upon, there were two branches of Congress, and a new, independent executive branch was created to enforce the laws. Also a decentralized Judicial branch was created, though this had little power. States, however, retain most of the power, and rivalries have grown to the brink of civil war between the most powerful. Tensions are now high in the states, and many have fled to the frontiers, which hold promise of a new life...

In this NES, you take the reigns of one of those states, and lead it through war, peace, trade, and diplomacy. There are many new innovative rules, so pay attention closely. Though they are complex, they will actually make it simpler to play. The year is 1800, or 1799 going into 1800.

Economy:

Stolen From North King's States NES

Income:

Income is earned by the thousands of dollars. Some states start out with a large income, some with a small income. The ways you increase economy are: by expanding into new territory (must this be explained?), trade (more on that later), passing new internal bills in your states (like one that increases taxes, or encourages businesses or farmers or immigration), exploiting natural resources (like a bill to allow mass logging of your states forests), and through random events, which some naturally with each update.

Expenses:

These are vast, naturally. The areas of spending are: armed forces maintenance, education, projects, transportation, interest on loans, social welfare, internal security, etc. There is no way to stop this monster unless you curtail your expenses.

Deficit Spending:

Don’t have enough money to increase the army more? Can’t afford supporting new industries? Deficit spending is the answer. Basically, all you really need to do to go into deficit is to order your minions to spend more than you earn. Every turn you spend more money than you earn, the debt grows by the amount you are losing.

Now this sounds like a miracle cure–except there is one problem. There is a ten percent interest on your national debt. This represents the fact that what you are doing is essentially borrowing from your banks. What this means is that for every ten thousand dollars you are in debt, you are adding one thousand a turn to your expenses every turn. You can, of course, merely spend even further into the deficit to cover these costs, but don’t spend too far into debt: the banks may just not allow you to take out any more. This will be hinted at in the updates before it happens, so you will have advanced warning.

Of course, you can pay off your debt. That will just be added to the expenses for that turn.

Treasury:

Represents your current cash reserves, possibly a surplus from the year before.

Military:

This is your states militia. It is in numbers. An increase is one division each, subject to change. Each increase costs 1 income, but that is not the end of the cost of military. Your army eats up a certain amount of money, depending on their level.

If you want your army to be of conscript level, then allot 1 income for every five divisions every turn.

If you want your army to be of regular level, then allot 1 income for every 2 divisions every turn.

If you want your army to be of elite level, then allot 2 income for every 1 divisions every turn.

(A note on these: this is rounded up. So if you want it to be at militia level, then 5 divisions would cost 1 income, 6 would be 2).

And that is it. One up front cost, then an ongoing cost. It is pretty simple.

Naval forces are the same, except levels are of ten ships each.

Note-Divisions = about 1,000 men, I don’t care how big they are in real life.

Education:

On a scale of 1-10, represents literacy and overall entrepeneurism in your state. Larger population-needs more invested before it can go up. If you invest money and nothing happens, then keep investing and it’ll eventually go up. Also remember a better educated populace is usually more progressive… that could bode badly for slave-owning states. Costs 1 income to maintain per level.

Infrastructure

If you invest heavily into here, your armies will move faster, your trade will go better, population grow faster, and your expansion faster. 1 income per level to support, takes the current level +1 to raise. It may be easier (and cheaper) to invest in large products, such as roads and canals and whatnot. (and someday railroads)

Projects:

The local equivalent of wonders. They cost money. Tell me what it is and what it does. I will tell you how much it costs. In your budget, order to spend money on these (a certain amount per turn), or nothing will happen.

Elections!:


You can be elected president! Or you can simply influence elections. How?

Announce your candidacy, generally you will get alot of support within your home state (unless you are a socialist abolitionist in south carolina, or something of the extreme distaste).

The beginning I will just run through some historical people, but as time goes on and men distinguish themselves (through stories especially, and just actions) they can gain a standing and truely be able to reach a national level of appeal.

Confidence
Basically a subjective synopsis of the people’s confidence in their Governor, effects popularity throughout the country in elections and bad confidence can lead to unrest.

Congress:

Congress is your place for diplomacy to come into action. Just introduce a bill (it can be whatever you want, just keep it realistic. It can be deliberately aimed to hurt your enemies production and trade, or it can be a declaration of war on another nation, etc.) in your orders. Then it will be announced in the newspaper that following year. Then, states can vote. You can either vote yes, no, or abstain. A bill needs a majority to pass. If you want others to vote for your bill, either make it attractive to them or bribe them. Your choice.

Remember the power of congress and the federal government is limited, so choose what you attempt to do wisely.

I think I have touched everything.

DC is not represented on the map, and is federal territory, and current location of the federal army of about 10,000 souls (10 divisions), which is all they can't support without donations for the states... that is, you.

Example:
State: New York
Capital: Albany
Ruler/Player: Governor _______/Grandmaster
Economy:
>Income: 17
>Expenses: 15 (5 military, 6 domestic, 4 projects)
>Balance: 2
>Treasury: 0
>Debt: 0
>Interest: 0
Army: 6 Regular Divisions
Navy: 10 Conscript Ship Divisions
Education: 3
Infrastructure: 3
Confidence: Good
Projects: Ellis Island 5/5(+immigration, 2 income/turn), Eire Canal 5/10 (+3 infrastructure, 2 income/turn)




How's it look? Any suggestions? Obvious loopholes?
 
I'd like Connecticuit
 
Top Bottom