Agent 89
King
- Joined
- Apr 26, 2009
- Messages
- 978
Orders Due Wednesday 2nd
The year is 1802, and across Europe, peace reigns. With the signing of the Treaty of Lunéville and the Treaty of Amiens, the War of the Second Coalition has ended, with France and Napoleon Bonaparte as the obvious victors, and peace has come to Europe for the first time in 20 years. However, many see this peace as nothing more than a temporary ceasefire, a pause between the fighting.
Whatever the case may be, a much needed peace has come for both sides of the conflict. France's influence now spreads through the former Dutch and Swiss lands, as well as most of Italy. Elsewhere, Britain and other colonial powers continue their expansion at the cost of the natives. And in North America, a new nation is experimenting with democracy and struggling through the challenges that face them. Now, it is up to you to lead the nations of the world, through war or peace, prosperity or decline.
~ ~ ~
Welcome to AgentNES: The Napoleonic Wars. Anyone is welcome to play, whether they be new or old players. All you must do is have an understanding of the rules below, pick out a country to play, and send in order (on time preferably). For those of you who do choose to play, please try to stick with me, as this is my first time modding a NES.
Rules:
Template:
Country Name/ Player
Government/ Leader:
Capital:
Size:
Income (Agriculture/Industry/Trade/Colonies)-(Upkeep):
Dissent:
Leadership (Military/Civilian):
Army (Upkeep):
Army Quality:
Navy:
Naval Quality:
Colonies (Economy/Dissent/Garrison):
Size:
The size stat of course represents the population of your nation. It will be used to determine the manpower available to you in increasing your military. Your size determines the maximum number of brigades you will be able to deploy. Size can of course be increased or decreased through wars, land sales/purchases, and population booms. Size ranges from 1 to 20. You are allowed to have 10 times as many brigades as your size number.
Income:
Income is the total amount of EP (Economic Points) that you have to spend every turn. It represents your nation’s overall economy, including agriculture, industry, trade, and wealth gained from colonies. EP can be spent on military, invested in projects, given to other nations, and used for a variety of other things. EP can be increased through projects, successful economic policies, and land expansion. Likewise, it can be lost through failed economic policies, recession, losing lands or industry during a war, and other events.
Dissent:
Dissent is a measure of the happiness and approval of the people that you rule over. The higher it goes, up to 100%, the better chance there is that the ruler of your country will be overthrown and someone else put in power. Dissent can be raised through numerous events, including unpopular policies or long and unsuccessful wars. Dissent can be lowered by winning a war, introducing a popular policy, an economic upswing, and a variety of other events. Although dissent cannot be directly changed by a player, most of their actions affect it, whether positively or negatively.
Leadership:
The leadership stat represents the efficiency and skill of both your government leaders and your military commanders. The quality of your civilian leadership affects your country’s response in times of crisis, the likelihood of an internal coup in your government, and how well your orders are carried out. Your military leadership affects your troops performance in battle and strategy in campaigns. These stats can be increased indirectly through weeding out bad leaders, initiating new projects, or through random events. Ranges from 1 to 10.
Military Upkeep:
Of course, in order to keep a standing military, you will need to pay your soldiers, as well as buy food and other supplies. To represent this, and also to prevent people from building overly sized armies in times of peace, the cost of this upkeep will be deducted from your yearly income. You will have to pay 1 EP a turn of upkeep for every 10 brigades you have. (Note: For simplicity sake, no upkeep is required for ships.)
Land Units:
Militia Brigade: 1 EP for 2. Militia brigades consist of around 5,000 poorly trained men. Require no upkeep and can be upgraded to infantry for 2 EP per 2.
Infantry Brigade: 2 EP for 1. Standard military force. Consists of around 5,000 trained men.
Cavalry Brigade: 2 EP for 1. Mounted and mobile forces, better on the offensive. Consists of around 2,000 men.
Colonial Brigade: 1 EP for 1. Made up of colonial natives, these troops are not as well trained or equipped, and may not always stay loyal. Consists of around 5,000 men.
Naval Units:
Sloop: 1 EP for 2. Small but quick ships, are unable to stand up alone to larger vessels in battle.
Frigate: 2 EP for 1. Medium sized ships, although usually not good against ships-of-the-line in combat.
Ship-of-the-Line: 3 EP for 1. The largest ships with the most guns, ships-of-the-line are good against most other ships in battle, although they are less maneuverable.
Military Quality:
Military quality represents the level of training, as well as the tactics and equipment of both your army and navy. Military quality usually has an important affect on the outcome of a battle. Although it cannot be directing influenced by a player, it can be increased by increased training programs, projects, constant combat, or the discovery of a new, war related technology. However, it can decrease over time from lack of combat experience.
Mobilization:
During times of war, it may sometimes be necessary to mobilize your military and nation. Doing so will give you double the amount of manpower you have (although once you demobilize you must get rid of any extra brigades), cut your upkeep to 1 EP per 20 brigades, and give you several free militia brigades (depending on your size). However, unless the need is urgent, your people will not look kindly upon mobilizing. If you spend more than a few turns in a mobilized mode, your dissent and economy will likely take a hit.
Colonization and Colonial Armies:
While at this point, not many nations actually posses colonies, they are an important part of the game. Depending on their location and uses, colonies can have a positive or negative affect on your economy. To establish a colony, you will need to spend several EP, to pay for settlers, ships, and supplies. You may also want to send some troops to help defend against any local natives. Usually, colonies will cause a negative drain on your economy for their first few years. Colonies also have a separate dissent rating than the mother country. This shows you how satisfied the natives and colonists are with your rule, and shows how likely they are to rebel and try to declare independence.
For use in bigger and established colonies, there are colonial armies available. These brigades cost the same amount as regular troops, but require no upkeep. While they are led by white officers, they are filled entirely with natives to the region living under your control. Colonial troops can have both upsides and downsides. The death of a large amount of colonials has less of an effect on your dissent rating then if they were regular troops. Colonial forces will likely also fight harder in their native lands, especially on the defense, as have a good knowledge of the climate and terrain of the area, which can be a good advantage when fighting white troops.
However, with the good comes the bad. I highly discourage using colonial troops outside of their colony, especially in the motherland. Not only will they be less motivated to fight, but also the people of your nation may be uneasy to see colonial natives fighting alongside white soldiers. As well, without victories in battle, colonial troops will quickly become discontent, and are more likely to mutiny than regular troops. Finally and perhaps most importantly, there is always the chance that if you give colonial natives weapons and teach them how to use them, they will eventually rise up against you rule and try to declare independence.
Technology:
Technology in this NES will come in the form of advancements made by private inventors. While usually giving a boost to the nation where it was discovered, if it is successful, an invention will quickly spread around the world, at least to the more civilized nations. Needless to say, most “uncivilized” nations will remain far behind in terms of technological progress, and many in those nations will not welcome it if it comes.
While research is mostly done in private, individual nations can attempt to fund inventors in order to create new or improved military technology. This may not always be successful, or have the desired affect.
Projects:
Projects are large undertakings funded by the government, and can be pretty much anything within reason, from a large road network to a defense system. If you wish to start a project, all you must do is inform me of your project and its goals. Then, as long as it is acceptable, I will give you a cost. Note, not all project may have the intended affects.
Orders:
Orders are due by the deadline, which will always be posted at the top of this page. You can send in orders after the deadline if need be, but I reserve the right to ignore any part of late orders that conflict with parts of the update already written or things revealed in the main thread by players.
Stories:
Although not required, stories are highly encouraged, considering this is a Never Ending Story. For those of you who take the time to write good stories, I will always try to give you some kind of small bonus in the update as a reward for your effort.
Map:
The year is 1802, and across Europe, peace reigns. With the signing of the Treaty of Lunéville and the Treaty of Amiens, the War of the Second Coalition has ended, with France and Napoleon Bonaparte as the obvious victors, and peace has come to Europe for the first time in 20 years. However, many see this peace as nothing more than a temporary ceasefire, a pause between the fighting.
Whatever the case may be, a much needed peace has come for both sides of the conflict. France's influence now spreads through the former Dutch and Swiss lands, as well as most of Italy. Elsewhere, Britain and other colonial powers continue their expansion at the cost of the natives. And in North America, a new nation is experimenting with democracy and struggling through the challenges that face them. Now, it is up to you to lead the nations of the world, through war or peace, prosperity or decline.
~ ~ ~
Welcome to AgentNES: The Napoleonic Wars. Anyone is welcome to play, whether they be new or old players. All you must do is have an understanding of the rules below, pick out a country to play, and send in order (on time preferably). For those of you who do choose to play, please try to stick with me, as this is my first time modding a NES.
Rules:
Template:
Country Name/ Player
Government/ Leader:
Capital:
Size:
Income (Agriculture/Industry/Trade/Colonies)-(Upkeep):
Dissent:
Leadership (Military/Civilian):
Army (Upkeep):
Army Quality:
Navy:
Naval Quality:
Colonies (Economy/Dissent/Garrison):
Size:
The size stat of course represents the population of your nation. It will be used to determine the manpower available to you in increasing your military. Your size determines the maximum number of brigades you will be able to deploy. Size can of course be increased or decreased through wars, land sales/purchases, and population booms. Size ranges from 1 to 20. You are allowed to have 10 times as many brigades as your size number.
Spoiler :
1= 0-500,000
2= 500,000-1 million
3= 1-3 million
4= 3-6 million
5= 6-10 million
6 = 10-15 million
7= 15-20 million
8= 20-25 million
9= 25-30 million
10= 30-35 million
11= 35-40 million
12= 40-45 million
13= 45-50 million
14= 50-60 million
15= 60-70 million
16= 70-80 million
17= 80-90 million
18= 90-100 million
19= 100-120 million
20= 120+ million
2= 500,000-1 million
3= 1-3 million
4= 3-6 million
5= 6-10 million
6 = 10-15 million
7= 15-20 million
8= 20-25 million
9= 25-30 million
10= 30-35 million
11= 35-40 million
12= 40-45 million
13= 45-50 million
14= 50-60 million
15= 60-70 million
16= 70-80 million
17= 80-90 million
18= 90-100 million
19= 100-120 million
20= 120+ million
Income:
Income is the total amount of EP (Economic Points) that you have to spend every turn. It represents your nation’s overall economy, including agriculture, industry, trade, and wealth gained from colonies. EP can be spent on military, invested in projects, given to other nations, and used for a variety of other things. EP can be increased through projects, successful economic policies, and land expansion. Likewise, it can be lost through failed economic policies, recession, losing lands or industry during a war, and other events.
Dissent:
Dissent is a measure of the happiness and approval of the people that you rule over. The higher it goes, up to 100%, the better chance there is that the ruler of your country will be overthrown and someone else put in power. Dissent can be raised through numerous events, including unpopular policies or long and unsuccessful wars. Dissent can be lowered by winning a war, introducing a popular policy, an economic upswing, and a variety of other events. Although dissent cannot be directly changed by a player, most of their actions affect it, whether positively or negatively.
Leadership:
The leadership stat represents the efficiency and skill of both your government leaders and your military commanders. The quality of your civilian leadership affects your country’s response in times of crisis, the likelihood of an internal coup in your government, and how well your orders are carried out. Your military leadership affects your troops performance in battle and strategy in campaigns. These stats can be increased indirectly through weeding out bad leaders, initiating new projects, or through random events. Ranges from 1 to 10.
Military Upkeep:
Of course, in order to keep a standing military, you will need to pay your soldiers, as well as buy food and other supplies. To represent this, and also to prevent people from building overly sized armies in times of peace, the cost of this upkeep will be deducted from your yearly income. You will have to pay 1 EP a turn of upkeep for every 10 brigades you have. (Note: For simplicity sake, no upkeep is required for ships.)
Land Units:
Militia Brigade: 1 EP for 2. Militia brigades consist of around 5,000 poorly trained men. Require no upkeep and can be upgraded to infantry for 2 EP per 2.
Infantry Brigade: 2 EP for 1. Standard military force. Consists of around 5,000 trained men.
Cavalry Brigade: 2 EP for 1. Mounted and mobile forces, better on the offensive. Consists of around 2,000 men.
Colonial Brigade: 1 EP for 1. Made up of colonial natives, these troops are not as well trained or equipped, and may not always stay loyal. Consists of around 5,000 men.
Naval Units:
Sloop: 1 EP for 2. Small but quick ships, are unable to stand up alone to larger vessels in battle.
Frigate: 2 EP for 1. Medium sized ships, although usually not good against ships-of-the-line in combat.
Ship-of-the-Line: 3 EP for 1. The largest ships with the most guns, ships-of-the-line are good against most other ships in battle, although they are less maneuverable.
Military Quality:
Military quality represents the level of training, as well as the tactics and equipment of both your army and navy. Military quality usually has an important affect on the outcome of a battle. Although it cannot be directing influenced by a player, it can be increased by increased training programs, projects, constant combat, or the discovery of a new, war related technology. However, it can decrease over time from lack of combat experience.
Mobilization:
During times of war, it may sometimes be necessary to mobilize your military and nation. Doing so will give you double the amount of manpower you have (although once you demobilize you must get rid of any extra brigades), cut your upkeep to 1 EP per 20 brigades, and give you several free militia brigades (depending on your size). However, unless the need is urgent, your people will not look kindly upon mobilizing. If you spend more than a few turns in a mobilized mode, your dissent and economy will likely take a hit.
Colonization and Colonial Armies:
While at this point, not many nations actually posses colonies, they are an important part of the game. Depending on their location and uses, colonies can have a positive or negative affect on your economy. To establish a colony, you will need to spend several EP, to pay for settlers, ships, and supplies. You may also want to send some troops to help defend against any local natives. Usually, colonies will cause a negative drain on your economy for their first few years. Colonies also have a separate dissent rating than the mother country. This shows you how satisfied the natives and colonists are with your rule, and shows how likely they are to rebel and try to declare independence.
For use in bigger and established colonies, there are colonial armies available. These brigades cost the same amount as regular troops, but require no upkeep. While they are led by white officers, they are filled entirely with natives to the region living under your control. Colonial troops can have both upsides and downsides. The death of a large amount of colonials has less of an effect on your dissent rating then if they were regular troops. Colonial forces will likely also fight harder in their native lands, especially on the defense, as have a good knowledge of the climate and terrain of the area, which can be a good advantage when fighting white troops.
However, with the good comes the bad. I highly discourage using colonial troops outside of their colony, especially in the motherland. Not only will they be less motivated to fight, but also the people of your nation may be uneasy to see colonial natives fighting alongside white soldiers. As well, without victories in battle, colonial troops will quickly become discontent, and are more likely to mutiny than regular troops. Finally and perhaps most importantly, there is always the chance that if you give colonial natives weapons and teach them how to use them, they will eventually rise up against you rule and try to declare independence.
Technology:
Technology in this NES will come in the form of advancements made by private inventors. While usually giving a boost to the nation where it was discovered, if it is successful, an invention will quickly spread around the world, at least to the more civilized nations. Needless to say, most “uncivilized” nations will remain far behind in terms of technological progress, and many in those nations will not welcome it if it comes.
While research is mostly done in private, individual nations can attempt to fund inventors in order to create new or improved military technology. This may not always be successful, or have the desired affect.
Projects:
Projects are large undertakings funded by the government, and can be pretty much anything within reason, from a large road network to a defense system. If you wish to start a project, all you must do is inform me of your project and its goals. Then, as long as it is acceptable, I will give you a cost. Note, not all project may have the intended affects.
Orders:
Orders are due by the deadline, which will always be posted at the top of this page. You can send in orders after the deadline if need be, but I reserve the right to ignore any part of late orders that conflict with parts of the update already written or things revealed in the main thread by players.
Stories:
Although not required, stories are highly encouraged, considering this is a Never Ending Story. For those of you who take the time to write good stories, I will always try to give you some kind of small bonus in the update as a reward for your effort.
Map:
Spoiler :
