Swissempire
Poet Jester
Don't Post Yet!
Da Rules
The Intro:
Hey, my name his Chip, and i'm the mod of this NES. THis is "technically" the 2nd ChipNES, but the past is behind us. I've studied under the great mods of Iggy, Das, Disenfranchised, and North King. I've received NES training from Penguins, Polar Bears, and Northern Kings(?). My Mod Skills are ready to be tested, and my Leperchaun Divisions deployed. The year is 1814, lets get this party started!
This NES is set in the Peter III Timeline created by Das. The Entire Timeline can be found below:
The Preview/Setup
Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7
Part 8
The Cool Jazz
The Players: The players are the heart and soul of the NES. As many of you may join as you want. You can take a country or a rebellion, or you can PM me to ask about something else.
The Stories: The stories are an integral part of NESing and this NES in particular. Whil you don't *have* to write stories, I do give out big bonuses for stories, so its reccommended you do.
The Orders: Please send orders for every update you can. I won't punish you for not sending, but it wwill be assumed your country like wasted its budget on potato chips. If your congress dissapproves, you'll probably find out in the update. Please organize them nicely, maybe list form. Try to keep them shortish... and no more than 2 PMs. Your actions will have sideeffects, thats the universe. Oh, and i like maps.
The NPC's: These are the nations I simulate. You never know if they will roll over or not, so don't take them lightly. They will also respond to your diplo, so keep channels open. Natives and Barbarians are also NPC'ed.
The Updates: The updates for now, willl be very fast paced, and when school starts, they will become regulated. But for now there is no specific day. I'll make sure to make it clear when it is, so don't worry. I will use the Das system, which is to say, Updates will consist of “non-military events” (political, economical, etc), “military events” (including violent rebellions, not just wars), “random events” (random events - people who write good stories get good random events, often related to what they’re writing about. And there is also always a “bad” random event for a random nation, lots of them), “spotlight” (a more detailed description of something that happened) and “ooc” (OOC comments and death threats).
The Map - I will use the current version of the collectively-improved "Jason map". I will put in cities (black circles), fortifications (line of black squares) and rebellion areas (dark gray area within nations). A capital is a city with white borders; an economic center is a city with red borders (a capital economic center will have a combination of the two).
The Countries: Pick and NPC or start a rebellion, and please don't play too uncharacteristically, but if you justify it somehow, i'm cool with it. And PLEASE don't spam my thread with "That is SOO unrealistic". I will penalize your nation if you do that. There are allainces at the start.
NATION NAME
Capital:
Ruler:
Government:
Tech. Era:
Army (Training):
Navy (Training):
Economy:
Size (points required):
Leadership (Military/Civilian): /
Infrastructure:
National Intelligence:
Living Standards:
Culture:
Confidence:
Projects:
Nation Background:
Government
Government - is your form of government.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 even a civil war. Also, keep it historical. That is, you could invent your own government, but it must make sense for YOUR nation of THAT time. You could consult me about that.
Technology Era
Most Nations shall start in the Early Industrial Age. You can up your tech Era by having a good National Intelligence.
Late Enlightened Age: approximate analogy in our world is 1760-1790 Europe.
Early Industrial Age: approximate analogy - 1790-1840.
Middle Industrial Age: approximate analogy - 1840-1880.
Late Industrial Age: approximate analogy - 1880-1916.
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 divisions and squadrons .
What will you have in it? Anything that you can have in it, according to your tech era; if you aren't sure about something, just ask me for clarification. If you just invented some sort of a weapon, you will have to invest some money to re-equip your army/navy with it; the training will also probably drop, due to the unfamiliarity of the weapons. Each “stat-growth” will increase any part of military by 5 (however, there could be exceptions). But know that if you have too large an army, your economy will probably suffer, as will your confidence; ofcourse, both could be, sometimes, restored by succesful military campaigns, or perhaps campaigns of propaganda back at home. If you grow your military too fast, your training, and later your military leadership, will suffer.
UUs - one per nation per branch per nations, but can be changed at any point (though the newly-“demoted” UU units will not be happy). You may have 1 Land, 1 Sea, and later, 1 air UU. They will be separated from other units in the stats. They are grown as normal units. Remember to keep them REALISTIC. If the amount of UUs exceeds the amount of regular units, they will begin to drop in quality, morale and also in loyalty as their commanders, often being rather arrogant and ambitious, will probably try to use their power base in one way or another.
Irregulars - local militias and simple civilian population that, for whatever reasons, took up arms - most often in rebellion or to defend against an invader, though there are exceptions - they aren't good for much that isn't guerrila warfare, though they can also be a neat diversion, and professional cannon fodder. They aren't too reliable, and often are rather hard for you to control; then again, they are also best left uncontrolled - they fight even worse when away from home, and, on the other hand, if at home they'll probably know what to do better, with their knowledge of the situation and the terrain.
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. 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
Conscription will give you a certain amount of conscript divisions that you could specify if you want; ofcourse, conscription, especially in democratic countries, tends to be quite unpopular, especially the large-scale variety...
Logistical Support and Supplies is a must for any invasion. Make sure to set aside some money for that. Armies need food and supplies, and they can't venture very far without it.
Economy
The ChipNES Economy System is based on a mixture of ideas, great, Brilliant Ideas. Das ideas
Economy levels still play the vital role. However, the amount of economy points that you have differs from level to level (if you get a negative amount of them, I will decrease a random stat per negative point); it is also influenced by random events and by economic centers (cities that are either trade centers, industrial centers or capitals of agriculturally-rich provinces); each of the latter provides one eco. point per turn to whoever holds it at the time (i.e. if it is on occupied territory, the occupier receives the eco. point). To grow economy (i.e. to advance from one level to another), you have to a) not spend your eco. points, apart from those received from eco. centers, on anything else that turn and b) to point out what exactly are you going to do to grow it (note that eco. growth might not always be succesful, depending on what you do and how things fold out). I want a good reason, not a bad one.
Eco. points could (and should) be spent on growing military, miscellanous stats (see below), logistical support for the military and on continuing projects. Speaking of the latter, you could also invest a whole eco. level into a project to speed it up by 2 freaking turns!
Eco. levels still could be "sacrificed", i.e. converted into 6 eco. points each. Only two eco. levels could be sacrificed per turn.
Creation of economic centers also requires the investment of at least one eco. point into some specific development programs, most of the times anyway.
Depression (-2)-Bankrupt (-1)-Recession (-1)-Very Poor (0)-Poor (0)-Not Bad (+1)-Normal (+1)-Good Enough (+2)-Growing (+2)-Rich (+3)-Very Rich (+3)-Richer (+4)-Richest (+4)-Economic Powerhouse (+5)-Monopoly (+6) (after Monopoly, you get Monopoly+x (+6+x), where x is the amount of economy levels beyond Monopoly)
Size
As proposed by Disenfrancised, though somewhat altered by Das. The larger your country is, the more money you will have to spend to grow any particular stat. You could invest money into stat growth over time if your country is large enough; in that case, the stat will still increase, but only in some, probably central, parts of the country.
Small (1)-Medium (2)-Above Medium (3)-Large (4)-Huge (5)-Gargantuan (6)-Half the World (7)
Note that training and military leadership do NOT depend on the above country size. They depend on army size. You need one eco. point per a full 20 divisions to grow army training; 1 per 20 squadrons for navy training; 1 per 20 divisions OR 20 squadrons (so the total amount of eco. points needed is determined by the sum of both the divisions and the squadrons) for military leadership.
Miscellanous Stats
Those four/five stats below are all grown with eco. points, but, like with growing economy itself, you are supposed to point out what exactly you are doing.
Leadership
Whether military or civilian, leadership is an important factor. Competent military leaders will succesfully carry out plans or will even attain some successes on their own without orders; competent buerocrats will greatly help all government programs and assist the development of the land. But incompetent generals will even with the best plan stagger and blunder, while incompetent civilian administrators will embezzle funds and otherwise will be corrupt. So, this is quite crucial, and cadre preparation thus should be an important priority. Note that sometimes it is best to give specifics when growing this stat (meaning, how EXACTLY are you training your new leaders - what military doctrines should be emphasized, for instance, what stance should your buerocrats take on the various rebels, et cetera). When you expand your army radically, your military leadership will suffer; when you expand your territory, the civilian one will.
None-Imbecile-Moronic-Stupid-Incompetent-Barely Tolerable-Tolerable-Competent-Better-Good-Brilliant
Infrastructure
Roads, bridges, boats - all things used for transportation of goods and men - are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, infrastructure could sometimes slightly grow economic benefits from trade centers, and it is a must for maintenance of a high culture level in large empires, as well as actually maintaining your grip on faraway provinces. Inrastruture is a key to economic growth. If you have a horribel Ifrastrucutre, your economy could fall.
None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent
National Intelligence
National Intelligence is much like Education, but Education is a misnomer. This is a representation of how smart the people and scientists of your naityon are. The higher intelligence means better leadership, better inventions, easier to get to next era
Once someone reaches Enlightenment education, he becomes much more likely to reach the next age as soon as it becomes possible at all. When he does, he loses two education levels.
None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment
Living Standards
This is pretty simple. The higher your living standards are, the happier your population is; the lower, the tougher it is, because of the tougher life. Living standards drop easily, due to economic weakness and war; they are raised as any other economic stats are raised, but the more they are raised the more greedy your people get for more. To create a classic revolutionary situation, raise the living standards somewhat and then neglect them and let them drop.
None-Slums-Very Low-Low-Barely Tolerable-Tolerable-Normal-Higher-Very High-Splendid
Culture
NOTE: NOT GROWN BY ECONOMY DIRECTLY.
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.
None-Divided-Untrusting-Average-Strongly Cultured-Devoted-Patriotic-Hyperpatriotic-Jingoist-Uberpatriotic
Confidence
NOTE: NOT GROWN BY ECONOMY DIRECTLY.
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...
Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified
Investments
If you invest in something, its more likely to happen. Investing in colonial ventures, inventions, many other things. YOu must invest in things to make them grow and flourish.
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. You will have to invest an eco. point once each turn for the work on the project to continue You can sacrifice an econ. level to speed it up by 2 turns, or invest 2 additional eco. points to speed it up by one more turn.You may only do one. The exact time it takes to build a project will depend on too many factors to list here. You may run as many [projects as you want at once, and projects are key, BUT if you don't "fund" the project for 1 turn, it will LOSE 1 progress, so BEWARRRREEEE!!!
Nation Background
To better fit in as the ruler of your country, you will have a brief history of each country here
Da Rules
The Intro:
Hey, my name his Chip, and i'm the mod of this NES. THis is "technically" the 2nd ChipNES, but the past is behind us. I've studied under the great mods of Iggy, Das, Disenfranchised, and North King. I've received NES training from Penguins, Polar Bears, and Northern Kings(?). My Mod Skills are ready to be tested, and my Leperchaun Divisions deployed. The year is 1814, lets get this party started!
This NES is set in the Peter III Timeline created by Das. The Entire Timeline can be found below:
The Preview/Setup
Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7
Part 8
The Cool Jazz
The Players: The players are the heart and soul of the NES. As many of you may join as you want. You can take a country or a rebellion, or you can PM me to ask about something else.
The Stories: The stories are an integral part of NESing and this NES in particular. Whil you don't *have* to write stories, I do give out big bonuses for stories, so its reccommended you do.
The Orders: Please send orders for every update you can. I won't punish you for not sending, but it wwill be assumed your country like wasted its budget on potato chips. If your congress dissapproves, you'll probably find out in the update. Please organize them nicely, maybe list form. Try to keep them shortish... and no more than 2 PMs. Your actions will have sideeffects, thats the universe. Oh, and i like maps.
The NPC's: These are the nations I simulate. You never know if they will roll over or not, so don't take them lightly. They will also respond to your diplo, so keep channels open. Natives and Barbarians are also NPC'ed.
The Updates: The updates for now, willl be very fast paced, and when school starts, they will become regulated. But for now there is no specific day. I'll make sure to make it clear when it is, so don't worry. I will use the Das system, which is to say, Updates will consist of “non-military events” (political, economical, etc), “military events” (including violent rebellions, not just wars), “random events” (random events - people who write good stories get good random events, often related to what they’re writing about. And there is also always a “bad” random event for a random nation, lots of them), “spotlight” (a more detailed description of something that happened) and “ooc” (OOC comments and death threats).
The Map - I will use the current version of the collectively-improved "Jason map". I will put in cities (black circles), fortifications (line of black squares) and rebellion areas (dark gray area within nations). A capital is a city with white borders; an economic center is a city with red borders (a capital economic center will have a combination of the two).
The Countries: Pick and NPC or start a rebellion, and please don't play too uncharacteristically, but if you justify it somehow, i'm cool with it. And PLEASE don't spam my thread with "That is SOO unrealistic". I will penalize your nation if you do that. There are allainces at the start.
NATION NAME
Capital:
Ruler:
Government:
Tech. Era:
Army (Training):
Navy (Training):
Economy:
Size (points required):
Leadership (Military/Civilian): /
Infrastructure:
National Intelligence:
Living Standards:
Culture:
Confidence:
Projects:
Nation Background:
Government
Government - is your form of government.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 even a civil war. Also, keep it historical. That is, you could invent your own government, but it must make sense for YOUR nation of THAT time. You could consult me about that.
Technology Era
Most Nations shall start in the Early Industrial Age. You can up your tech Era by having a good National Intelligence.
Late Enlightened Age: approximate analogy in our world is 1760-1790 Europe.
Early Industrial Age: approximate analogy - 1790-1840.
Middle Industrial Age: approximate analogy - 1840-1880.
Late Industrial Age: approximate analogy - 1880-1916.
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 divisions and squadrons .
What will you have in it? Anything that you can have in it, according to your tech era; if you aren't sure about something, just ask me for clarification. If you just invented some sort of a weapon, you will have to invest some money to re-equip your army/navy with it; the training will also probably drop, due to the unfamiliarity of the weapons. Each “stat-growth” will increase any part of military by 5 (however, there could be exceptions). But know that if you have too large an army, your economy will probably suffer, as will your confidence; ofcourse, both could be, sometimes, restored by succesful military campaigns, or perhaps campaigns of propaganda back at home. If you grow your military too fast, your training, and later your military leadership, will suffer.
UUs - one per nation per branch per nations, but can be changed at any point (though the newly-“demoted” UU units will not be happy). You may have 1 Land, 1 Sea, and later, 1 air UU. They will be separated from other units in the stats. They are grown as normal units. Remember to keep them REALISTIC. If the amount of UUs exceeds the amount of regular units, they will begin to drop in quality, morale and also in loyalty as their commanders, often being rather arrogant and ambitious, will probably try to use their power base in one way or another.
Irregulars - local militias and simple civilian population that, for whatever reasons, took up arms - most often in rebellion or to defend against an invader, though there are exceptions - they aren't good for much that isn't guerrila warfare, though they can also be a neat diversion, and professional cannon fodder. They aren't too reliable, and often are rather hard for you to control; then again, they are also best left uncontrolled - they fight even worse when away from home, and, on the other hand, if at home they'll probably know what to do better, with their knowledge of the situation and the terrain.
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. 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
Conscription will give you a certain amount of conscript divisions that you could specify if you want; ofcourse, conscription, especially in democratic countries, tends to be quite unpopular, especially the large-scale variety...
Logistical Support and Supplies is a must for any invasion. Make sure to set aside some money for that. Armies need food and supplies, and they can't venture very far without it.
Economy
The ChipNES Economy System is based on a mixture of ideas, great, Brilliant Ideas. Das ideas
Economy levels still play the vital role. However, the amount of economy points that you have differs from level to level (if you get a negative amount of them, I will decrease a random stat per negative point); it is also influenced by random events and by economic centers (cities that are either trade centers, industrial centers or capitals of agriculturally-rich provinces); each of the latter provides one eco. point per turn to whoever holds it at the time (i.e. if it is on occupied territory, the occupier receives the eco. point). To grow economy (i.e. to advance from one level to another), you have to a) not spend your eco. points, apart from those received from eco. centers, on anything else that turn and b) to point out what exactly are you going to do to grow it (note that eco. growth might not always be succesful, depending on what you do and how things fold out). I want a good reason, not a bad one.
Eco. points could (and should) be spent on growing military, miscellanous stats (see below), logistical support for the military and on continuing projects. Speaking of the latter, you could also invest a whole eco. level into a project to speed it up by 2 freaking turns!
Eco. levels still could be "sacrificed", i.e. converted into 6 eco. points each. Only two eco. levels could be sacrificed per turn.
Creation of economic centers also requires the investment of at least one eco. point into some specific development programs, most of the times anyway.
Depression (-2)-Bankrupt (-1)-Recession (-1)-Very Poor (0)-Poor (0)-Not Bad (+1)-Normal (+1)-Good Enough (+2)-Growing (+2)-Rich (+3)-Very Rich (+3)-Richer (+4)-Richest (+4)-Economic Powerhouse (+5)-Monopoly (+6) (after Monopoly, you get Monopoly+x (+6+x), where x is the amount of economy levels beyond Monopoly)
Size
As proposed by Disenfrancised, though somewhat altered by Das. The larger your country is, the more money you will have to spend to grow any particular stat. You could invest money into stat growth over time if your country is large enough; in that case, the stat will still increase, but only in some, probably central, parts of the country.
Small (1)-Medium (2)-Above Medium (3)-Large (4)-Huge (5)-Gargantuan (6)-Half the World (7)
Note that training and military leadership do NOT depend on the above country size. They depend on army size. You need one eco. point per a full 20 divisions to grow army training; 1 per 20 squadrons for navy training; 1 per 20 divisions OR 20 squadrons (so the total amount of eco. points needed is determined by the sum of both the divisions and the squadrons) for military leadership.
Miscellanous Stats
Those four/five stats below are all grown with eco. points, but, like with growing economy itself, you are supposed to point out what exactly you are doing.
Leadership
Whether military or civilian, leadership is an important factor. Competent military leaders will succesfully carry out plans or will even attain some successes on their own without orders; competent buerocrats will greatly help all government programs and assist the development of the land. But incompetent generals will even with the best plan stagger and blunder, while incompetent civilian administrators will embezzle funds and otherwise will be corrupt. So, this is quite crucial, and cadre preparation thus should be an important priority. Note that sometimes it is best to give specifics when growing this stat (meaning, how EXACTLY are you training your new leaders - what military doctrines should be emphasized, for instance, what stance should your buerocrats take on the various rebels, et cetera). When you expand your army radically, your military leadership will suffer; when you expand your territory, the civilian one will.
None-Imbecile-Moronic-Stupid-Incompetent-Barely Tolerable-Tolerable-Competent-Better-Good-Brilliant
Infrastructure
Roads, bridges, boats - all things used for transportation of goods and men - are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, infrastructure could sometimes slightly grow economic benefits from trade centers, and it is a must for maintenance of a high culture level in large empires, as well as actually maintaining your grip on faraway provinces. Inrastruture is a key to economic growth. If you have a horribel Ifrastrucutre, your economy could fall.
None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent
National Intelligence
National Intelligence is much like Education, but Education is a misnomer. This is a representation of how smart the people and scientists of your naityon are. The higher intelligence means better leadership, better inventions, easier to get to next era
Once someone reaches Enlightenment education, he becomes much more likely to reach the next age as soon as it becomes possible at all. When he does, he loses two education levels.
None-Dumb-Illiterate-Tolerable-Literate-Educated-Well Educated-Perfect-Academic-Enlightenment
Living Standards
This is pretty simple. The higher your living standards are, the happier your population is; the lower, the tougher it is, because of the tougher life. Living standards drop easily, due to economic weakness and war; they are raised as any other economic stats are raised, but the more they are raised the more greedy your people get for more. To create a classic revolutionary situation, raise the living standards somewhat and then neglect them and let them drop.
None-Slums-Very Low-Low-Barely Tolerable-Tolerable-Normal-Higher-Very High-Splendid
Culture
NOTE: NOT GROWN BY ECONOMY DIRECTLY.
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.
None-Divided-Untrusting-Average-Strongly Cultured-Devoted-Patriotic-Hyperpatriotic-Jingoist-Uberpatriotic
Confidence
NOTE: NOT GROWN BY ECONOMY DIRECTLY.
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...
Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified
Investments
If you invest in something, its more likely to happen. Investing in colonial ventures, inventions, many other things. YOu must invest in things to make them grow and flourish.
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. You will have to invest an eco. point once each turn for the work on the project to continue You can sacrifice an econ. level to speed it up by 2 turns, or invest 2 additional eco. points to speed it up by one more turn.You may only do one. The exact time it takes to build a project will depend on too many factors to list here. You may run as many [projects as you want at once, and projects are key, BUT if you don't "fund" the project for 1 turn, it will LOSE 1 progress, so BEWARRRREEEE!!!
Nation Background
To better fit in as the ruler of your country, you will have a brief history of each country here