Introduction: My fourth NES, of a long and slow decline, will hopefully reinvigorate the Carmen brand. My first NES was an experiment, one that failed mainly due to my inexperience in rulesets and the slow trickle of players left, although a sort of revitalization happened near the end. The first NES however, would be a role model of what to do, and what not to do, as well as a demonstration of staying-power The second was a moderate success on SCC, for it was the popular Earth-fresh start, but it failed due to my own lack of interest and the few players available to me there. My third, and most recent, was by all means by most successful NES. Certainly, I had finally nailed down my chosen update format, and had attracted numerous followers. It finally had a mostly accepted ruleset, and was far less complex. Still, the setting turned off many people, for NESers are the creative breed of people, and casting NESers in the chains of In-Character Alternate-History does not appeal to the finer brains of such a creature. And thus, it is time for a new era of Carmen NESes, one that flexes the brain muscles of imagination, the Non-Earth Fresh Start... Purpose: The main goal of this NES is to provide entertainment for all parties, certainly. However, it is to be one of, at least, minor creativity. I will provide a blank world, very much like, and different, from Earth. This world will mold into one of your choosing, through your actions and decisions. Players will be given unprecedented control over their nation, to allow them to create the nation they wish. What will you do? Create the world's greatest religious center? An economic behemoth? An inter-continental empire? Or something far greater? Rules Status: In Development Sample Stats: West Spamistan/ carmen510 Communist Dictatorship/Josef Spammin' Capital, Major Cities: Spammingrad Economy: 2 (1+1)/1/0 Size: Tiny (1) Stability: 50% (Neutral) Infrastructure: 10% (Horrible) Education: 0% (None) Army: 100 infantry battalions (1), 1 infantry battalion (2) Navy: 1 galley squadron (1) Projects/Wonders: Spammingrad Memorial (Completed, +5% stability) [SEPARATE SECTIONS, SUCH AS TECHNOLOGY, TREATIES, RIVALS, DESCRIPTIONS, ETC WILL BE LISTED SOMEWHERE ELSE] Name/Player: The name of your nation, generally, I will use a shortened version of an official name unless it is extremely close to another nation's. (Like OTL Republican Spain and Nationalist Spain) I will generally post an acronym in parenthesis as well, should it need to be shortened. Player is obviously the player. No further explanation required, although I will note that the player is 'NPC'd' should they request it. Government/Ruling Party: Government is the administration under which your country is governed by. Such a category is extremely broad, and thus, I shall allow you to choose the government your country wishes to be ruled by. Your government will fundamentally affect your stability stat, and may branch out to economy, foreign relations, etc. depending upon the type. The more you tell me about your government from the start, the easier it will be for your government to function, so try to be as thorough as possible without being needlessly complex. (Ex: Like when I know which province uses what militia emblem.) The ruling party is what faction controls your nation. It can be a political party, tribal assembly, president, king and royal bloodline, and so on. While fully detailed characters are nice to read about, bear in mind that they will generally die in one update, at least in the early stages of the game. So try to stick to a small story about your leader, if possible. Should your nation be ruled by an assembly of men, I will generally give the name of the majority party, or ideology they belong to. (Conservatives, Isolationists, Democrats, etc.) Capital & Cities: Your capital city will most likely be the administrative center of your nation, unless of course, say your government lives in an impenetrable underground bunker in Montana. In that case, the capital will most likely be the city with the most inhabitants. The capital's name is underlined. Major cities will also be listed for reference to stories and war plans. In order to establish a city, you merely need to choose a location. However, I strongly suggest that you invest some EP in it, unless you have chosen an extremely fertile or otherwise extremely desirable place to live. Otherwise, you may be responsible for such calamities as plague, shoddy infrastructure, poor sanitation, no police force, and other such rowdy activities you otherwise don't want. Even if you have the best location in the world for a city, I still suggest investing for it will boost its immediate economic output, if any, or otherwise improve the city. Economy: The stat is as follows: Currently Available Economic Output + Other Income/Treasury/Investment Your economy is measured in EP, and is what you spend to get more goodies, such as military units, projects, and such. Your economy is fundamental to the development of your nation, for if you didn't have one, you would be labeled as the world's worst human experiment. Now to explain each stat: Currently Available Economic Output: Basically, the total amount of EP available to you. This is dependent on a variety of factors, such as tax rates, economic situations (Like recession), corruption, war damages, and other pleasant or annoying variables. The higher the tax rate, the more income is generated, normally. There is a limit where the population will eventually start to not pay altogether, in which you will actually get less money and a sizable loss to your stability as well. Corruption will remove Available EP, as embezzlement by accountants and such may occur, corruption will depend on your government and some other random variables. War damages will reduce your Available EP, as damaged factories don't produce as much as new ones. Technological obsolescence will also reduce both your total and available EP. This stat can never be higher than the total EP stat. The factors of why your available EP is limited will be shown in the National Descriptions post. Total Economic Output: THIS IS NOT SHOWN AS A STAT, BUT IS IMPORTANT NONETHELESS. Basically the total amount of EP your nation produces as a whole. Not all of this is available to you, for private markets, foreign trade, etc. are not relevant to what your government can spend. Total EP will depend on what your economy would produce in the perfect state of what it now is. For example, a totally efficient China as opposed to a corrupt China. Total EP can be raised via investment, which will be explained later. What constitutes your economy, such as agriculture, retail, etc. will be shown in the National Descriptions post. Other Income: Nice little additions or bad deductions applied after available economic output is assessed. Such additions would be a boost from stability, a highly educated workforce, religious pilgrimage income, etc. Such deductions would be basically all the upkeep of your nation, and in some cases, tributes to avoid getting invaded for example. Explanation of why this income or deficit is occurring will appear in the National Descriptions post. Treasury: You may save up any amount of your surplus EP for emergencies. You cannot bank EP if it is all swallowed up by upkeep. Treasury funds can eventually be spent on anything EP can buy. Please note that Treasury funds may be reduced by factors such as inflation, more embezzlement, etc. Generally, Treasury funds won't suddenly disappear unless something extremely bad happens. This is also where any foreign tribute/aid is located. You may NOT spend foreign aid on the same turn you receive it. Also note that if you always save and never spend, your economy may suffer as a result, usually in the form of your total EP number falling. Debt: THIS IS NOT SHOWN AS A STAT, BUT IS IMPORTANT NONETHELESS. Basically, any forced tribute, repayments of loans, and war reparations go here. Based on the terms dictated by the receiver of the funds, you may be able to pay it in small turn-ly payments, or one lump sum. Please note that debt that is not repaid will not only reduce your chances of loans from NPCs, but the debt will receive interest due to inflation. I will notify your nation when such an event is coming near. I will show how much debt you owe in the National Descriptions post. Investment: Basically, the amount of EP you invested into growing the economy. How much you need to invest to grow the economy will depend upon your nation's total economic output, your nation's general size, your infrastructure, etc. However, unless your nation has extremely good fortunes or is cursed by bad luck, the total investment needed to grow the economy by 1 EP is about double your total economic output. If you tell me in what you invest in, like agriculture, etc. it will help me in the update, and thus I may shave off an EP or two if its a reasonable thing to invest in. Note that your economy may grow on its own, perhaps upon a large-scale trade agreement, sudden influx of foreign workers, etc. so you may not always need to invest. However, these are random events, so do not depend on them for economic growth. Size: This stat is fundamentally important to many of the stats below, so pay attention. Basically, the larger your nation is, the more upkeep you're required to pay. Size is also important in military deployments, as a very large nation cannot easily move its armed forces from one end to the other, unless the said nation has a very high infrastructure stat. The following sentence details size and its important stat number. Tiny (1) - Small (2) - Average (3) - Above Average (4) - Sizable (5) - Large (6) - Huge (7) - Enormous (8) - Impressive (9) - Gargantuan (10) Stability: Simply, it is how stable your government is, and how much dissent there is in the nation. If you have a low stability rating, you risk mass unrest, and possibly civil war. Higher stability may yield economic benefits, boost in military performance, etc. Stability has many factors affecting it, both negative and positive. Some negative factors include a large dissident minority population, having an unpopular government in power, a very weak economy, losing many wars, breaking international treaties, breaking domestic promises, and not repaying your debt. Some positive factors include a strong economy, a popular government, winning a major war, allying with a friendly nation, enacting a favorable trade agreement, enacting good domestic policies, and in general running the country well. Stability is measured in a percentage, from 0% to 100%, in which 0% is the lowest stability and 100% is the highest. You may use EP to increase this stability, but I'll need a description such as increased police force presence, etc. A description of factors affecting your stability will be listed in your national description post. Infrastructure: Basically every public structure is encompassed in this stat, from roads to power, from ports to sewers, from weather monitoring to public sanitation. A low infrastructure yields instability, extremely poor economic prospects (How will you get your food to the markets?), and general anarchy unless in a highly wild zone, such as the North Pole. A high infrastructure stat will result in great economic benefits, less bad random events like plague, higher stability, quicker military deployment times, and ability to build ships. Infrastructure levels are shown in percentages, from 0% being no infrastructure to 100% being everything from high-speed internet to highways. To grow your infrastructure level, you must invest EP in some way, either directly or indirectly via a project, unless you wish for private businesses to own the roads. 1 EP will buy the following percentage depending on size, but some outside factors may change this result: Tiny (5%) - Small (4%) - Average (4%) - Above Average (3%) - Sizable (3%) - Large (3%) - Huge (2%) - Enormous (2%) - Impressive (1%) - Gargantuan (1%) Infrastructure also requires upkeep spending, unless you want pothole filled roads and never being to log onto CFC. For upkeep, 1 EP is needed for every following percentage depending on size, rounding up (So a Tiny nation with 51% infrastructure requires 6 EP upkeep): Tiny (10%) - Small (9%) - Average (8%) - Above Average (8%) - Sizable (7%) - Large (7%) - Huge (6%) - Enormous (6%) - Impressive (5%) - Gargantuan (5%) Education: Education affects technology, the economy, stability, and possibly government. Education will tell you how skilled your workforce is, and how literate your citizens are. Low education yields very poor results for your nation, unless you wish to achieve most evil nation award and an Orwellian propaganda state. Higher education level yield endless possibilities for your nation. Education is shown in percentages, from 0% being the lowest to 100% being the highest education rate. To grow the education percentage, you may either enact detailed domestic policies, or invest EP. Education is a stat that grows slowly over time, and thus blossoms when finally complete. Depending on your original education level, your size and population, and other factors, your education percentage may change from 1% to maybe 5%. The larger your population, the more you need to invest in education. Now, here are the charts for determining the growth and costs of your education level: Size (% per 1 EP): Tiny (5%) - Small (4%) - Average (4%) - Above Average (3%) - Sizable (3%) - Large (3%) - Huge (2%) - Enormous (2%) - Impressive (1%) - Gargantuan (1%) Original Education Level (Added Costs to Upgrade): 10% or Below (No change) - 11% to 20% (+1 EP) - 21% to 30% (+2 EP) - 31% to 40% (+3 EP) - 41% to 50% (+4 EP) - 51% to 60% (+5 EP) - 61% to 70% (+6 EP) - 71% to 80% (+7 EP) - 81% to 90% (+8 EP) - 91% to 99% (+9 EP) For example, if you're a Tiny Nation with 10% Education, you would pay 1 EP to increase by 5% education. But if you were a Tiny Nation with 20% education, you would need to pay 2 EP to increase by 5% education. Some other factors affecting your education growth may include war, skilled workers, economic situation, etc. Education also requires upkeep, which will also depend on your size/population. For example: A Tiny Nation with 10% Education would pay 0 upkeep, but 11% would pay 1 EP, 20% would pay 2 EP, and so forth. A Small Nation with 9% Education would pay 0 upkeep, but 10% would pay 1 EP, and so forth. Education will decline if you do not pay upkeep, generally resulting in pain and suffering for your economy and international standing. Education also evolves over time, and thus your education level will fall as old ideas are replaced by newer ones, until you invest more EP of course. The following chart determines the upkeep of your education level: Tiny (10%) - Small (9%) - Average (8%) - Above Average (8%) - Sizable (7%) - Large (7%) - Huge (6%) - Enormous (6%) - Impressive (5%) - Gargantuan (5%) Projects/Wonders: Projects and Wonders are two separate things. Firstly, wonders are mainly extremely special buildings or monuments, such as the Pyramids or the Church of Nativity for Christians. Wonders will mainly attract tourist income, usually from religious pilgrimages, and will truly depend on what the wonder is. Say for example, the world's largest dock. It would provide a boost to infrastructure, economy, and possibly stability. The world's largest academy would provide a boost to education and stability. Remember though, WONDERS ARE NOT PROJECT, as Wonders are structures to stand the test of time. Projects, on the other hand, are huge national efforts, ranging from sweeping nation-wide reforms to a national road system. Projects are a broader subject, and are generally a multitude of buildings or a huge policy directive. Both Projects and Wonders will require EP, and possibly a certain amount of turns representing the time needed to finish such a wonder. All I need for you to tell me about your new Project/Wonder is the name, the predicted benefits, and its effects. Now, the wonder stat looks like this: Wonder Name: EP Invested/EP Required, Turns Passed/Turns Remaining. Effects. (Ex: Pyramids: 1/10, 2/12. +1 EP, +2% stability) Technology Rules: Technologies will be posted in a special technologies post. This approach will be NOT be an arbitrary tech tree. Instead, I will entrust the players with a creative and innovative way with dealing with in-game problems with science and technology. You will simply need to tell me the desired tech's name and details. I shall work out the effects from the details, and you may also write possible benefits you wish to receive from the technology. I will then assign an EP cost if needed, and a turn requirement. Note that blatant OOC technologies like Nuclear Weaponry in the Ancient Eras will most likely result in 3 warnings, followed by a nasty 'random' lashback for later offenses. If a technology is too advanced but seems like a reasonable goal for the next era, I may keep it and allow you to research it a bit later, as logic allows. Updates and Orders: I will generally accept any type of orders via PM or email if needed, but I will require the following: a) The nation's orders clear named in the title of PM. b) The nation's stats located in the PM c) Your orders, that can be anywhere from a few sentences to essay length. I will generally look upon detailed, but not cluttered, orders with more favor than those with two lines saying buy x and invade y. The best orders sent may receive a national bonus, anywhere from a bumper crop to military benefits to increased stability. My updates tend to be moderately detailed, and thus, may take a moderate amount of time, usually a week, to finish. In the beginning, updates may span 50-200 years, depending on what the player's choose in this thread. Stories: These are actively encouraged, and may take shape in any form, from poem to epic, from newspaper to speech. Writing an at least semi-literate and middling story may result in a minor boost for your nation, depending on the story's content. A very good story may be posted on a recommended story list on the first page, and some moderate boost. All stories will go on the front page, ordered by nation, but only a select few will be given the honor of 'Moderator's Choice', maybe one or two per update. Complaints: Complaining should be done with the bolded word COMPLAINT(S) in thread or PM'd, and I actively encourage pointing out mistakes or pointing out rule loopholes. However, I will NOT tolerate flaming, trolling, spam, or complaints of a PC's national actions of any kind. Redirect complaints of a player's nation to them, but complaints about an abusive OOC player to me. If you give a well-reasoned complaint, I will try to resolve the matter best I can, from changing around the rules to squashing little troublemakers with the Almighty Hand of the Mod.