Dreadnought
Deity
DreadNES: The Test of Time
Welcome. I hope that this NES will attract many people interested in building a nation from scratch. Some nations will thrive early, and fall after a few hundred years. Other nations may stand the test of time. Who controls which nations survive? You, of course! I'm just here as the interpreter, of sorts. It will be YOU who decides the outcome of the world!
To join, read the rules, and then view the map to see where you would like to start. Fill out the stats (as much as I tell you to) and presto!, your in!
My Modding Style
I like long orders. I don't know why; maybe its because then I know exactly what you want, and how you want to get it.
I will try to write long updates if I can. I hope to so that this NES is more in-depth and detailed. However, the rules are not too complicated, so you can join immedietly and begin playing.
Criticisms are welcome so that I can fix mistakes and help you to have the most fun possible. If there is something wrong in the update, or with stats, etc. (something that is not very opinion based) then feel free to post about it. If it is more opinion based (a.k.a. "I think my orders should have worked") I will gladly listen via PM.
Finally, although I would like to see suggestions for the game, the last word is up to me. Sorry!
Orders
Like I said, I prefer if you write orders with some detail so that I can accurately show results you want to see in the updates. However, short orders will not be penalized. Maps for tactical purposes are acceptable.
Please keep orders to one (1) PM length, for ease of viewing. Also, putting your stats in the orders will be a big help to me.
There is no detriment to getting in orders just before the deadline, however...
Say there is an independent city between two players. Both players want the city. However, if Player 1 sends in orders at least 12 hours before Player 2, then Player 1 is considered to "win the race" and seizes the city first. This represents the army starting its march before the other army. If the timeframe is less than 12 hours, then both players get there at the same time.
Updates
Depends on your opinions. Either one a week or two. Unless otherwise decided they will be once a week. Tell me how you feel about this.
Finally, I want you to have fun!
- - - - - - - - - -
Start date: 1000 B.C.E.
Thanks to Lord_Iggy, jalapeno_dude, and (especially) Israelite9191 for the rules. More thanks to Israelite9191 for the map.
Nation:
Ruler:
Capital:
Religion (Fanaticism):
Economy:
Size:
Army (Training):
Navy (Training):
Mercenaries (Duration):
Leadership (Civilian/Military):
Loyalty (Civilian/Military):
Confidence/Morale:
Infrastructure:
Education:
Projects:
Description:
Nation
The nation the stats are concerning.
Ruler
The player that is controlling the nation.
Capital (and other cities)
The governmental center of the nation.
Also, there are other types of cities.
These cities may come naturally, or a result of orders, with players sometimes investing economy with a good idea how to make 'em.
Religion
The official religion of the nation. This is usually decided by the religion of most of the population and by the choosing of the leader. Changing this can be a smart political move if faced by enemies or rebellions, or a bonehead political move if many people follow the old religion, which may lead to civil war.
Fanaticism is how fanatic the people are about their religion. If people do not care about their religion, they will react less when faced by other religion's masses and when the nation's religion changes. If people are fanatics to their religion, they will react strongly to any change in the nation's religion and any threats to the religion.
Fanatics will also enlist by the thousands when faced by dangers to the religion. They may also have prejudice to people of other religions.
Although the levels are chosen by the populations (they choose how much they care about their religion) you can help by spending economy points to build temples, etc. or build a project to raise or lower this.
The levels are:
None - Apathetic - Little - Low - Average - Some - Caring - Hard-Core - Fanatical
Economy
Now for the big one. Economy is measured in points. The amount of points will be earned based on rural agriculture, city industry, trade, etc. You get points based on this and any special cities in the nation.
There will be two numbers. The first will be the amount recieved from the economy, minus upkeep. The second will be your total, including the economy and from special cities.
You can spend your points for several things. You can train more soldiers, build more ships, hire mercenaries, or pay for the training of your army and navy. Also, you can increase education, infastructure, and leadership stats. You can also use the points to pay for projects.
You can increase your economy by investing points into certain ideas to grow the economy. You can't just say, "Spend two points on growing the economy". You have to tell me what you are going to do to grow it. Basically, just give me some details on what your hoping to increase (rural, city, or trade). Keep in mind that you may not want to grow trade if you are isolated, urban if you have few cities, etc.
You must AT LEAST invest the amount of points equal to your size to grow the economy.
Size
The size of the nation. This is measured by how much land the nation occupies and the population. This means that you can have a large nation, but have a lower size due to a small population. This influences how many points it takes to grow Infrastructure and Education, as well as how many units the nation can support.
Below is each size. In parenthesis is how many points it takes to grow the stats.
Tiny (2) - Very Small (2) - Small (3) - Below Average (3) - Average (3) - Above Average (4) - Big (4) - Large (5) -Very Large (5) - Huge (6) - Gigantic (7)
Army & Navy
<See unit section>
Mercenaries
Mercenaries are very good soldiers that add extra power to your armies. They are usually very experienced and deadly units. They also provide unique soldiers that fill different rolls that normally you may not be able to fill. However, these units are only temporarily under your control - in parenthesis after the unit is how long they are employed. You cannot control the length of employment - after it expires, you either loose the units or you can repay them to serve you again.
For example,
Mercenaries (Duration): Cretan Archer Regiment (2 Turns)
...means that you hired Cretan Archers as mercenaries, and you have two full turns left to use them. At the end of the second turn, the unit leaves your army.
Leadership
The ability of your leaders, both civilian and military. Let's face it - even though you're leader of the nation, you cannot control everything. You need lesser leaders to run the daily business of small areas. By having high leadership, your civilian leaders deal better with your populations, and military leaders will perform better in combat. Likewise, bad leadership means corrupt civilian leaders and incompetent military leaders. You pay one point to raise one level of either one; pay two points to raise each one by one level. You can raise this only one level a turn.
The levels are:
Horrible - Incompetent - Ignorant - Bad - Not Good - Average - Better - Good - Great - Outstanding - Perfect
Loyalty
The percent of your population and military that is loyal to the nation's leader. This is shown as a percent – the percent of people that are loyal to your government. The higher the number, the better. To give you an idea of numbers:
100-95% - Your people are totally loyal to you and will not rebel. 95-90% - There is a sizeable minority that aren't loyal to you. There is not likely to be a rebellion, but you never know. 90-80% - Almost one person in every five is not loyal to your govermnent. The minority is growing. 80-70% - Something is wrong. You need to change this number, and fast, 70-60% - You really need to act...now! 60-50% - At this point there are probably rebellions starting. Good luck dealing with them.
Likewise with the military.
If you have a low population loyalty, you can face mass rebellions. If your military loyalty is low, it may lead to
the soldiers not obeying orders, or worse.
Confidence/Morale
Confidence is how confident people are that their government is working to their needs. Morale is how scared or brave your soldiers are while fighting the enemy.
These cannot be changed by points. They are influenced by your actions. Confidence goes down when the government does not meet the needs of the people. Morale lowers when your troops meet continuous military defeats.
Low confidence can influence how well your plans for economy are enacted, as well as if you will receive numerous volunteers when an enemy attacks. Low morale can lead to your troops fighting less effectively.
Just because the people have low confidence, does not mean they have low loyalty; think about it - you may not think the government is good, but you are still loyal to your country. Likewise with morale. However, continued low confidence or morale may lower loyalty of your people.
The levels are:
None - Very Low - Unconfident - Below Average - Average - Good - Great - Excellent - Superb
Infrastructure
The roads, bridges, etc. of the nation. Low infrastructure can lead to economic problems and slow reactions to enemy invasions. High infrastructure means smoother flow of trade and quick movements of your armies. However, enemies can also use high infrastructure to their advantage when advancing in your territory.
To increase infrastructure, pay economy points equal to your size to increase it one level. You can only increase it one level a turn.
The levels are:
None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Great-Excellent
Education
How smart the people of your nation are. The higher this is, the more likely of a positive random event, higher leadership, or discoveries. The cost of raising a level is based on your size. You can only raise one level a turn.
The levels are:
Idiotic- Illiterate- Ignorant- Below Average- Average- Above Average- Smart- Wise- Enlightened
Projects
Projects are started by nations to boost stats (usually). They are created by the nation's leaders, who send the idea in the orders. There is both a cost and a time for the project to be built. You can invest all the cost in one turn, or pay it over the time of construction. If you think about it, you can pay for the project in one turn, but it takes time for your workers to finish it. The moderator determines the time and cost of a project. If the project is finished (time wise) but not paid for, the boost does not take effect until you pay the cost of the project.
Units
The military of your nation. It is measured in regiments (Thousands).
Training
The skill of your soldiers is based on both training. You can pay to raise the training of a unit. Pay one point and you can raise the training of 5 regiments. Units with high training are very strong soldiers.
The training will be measured with a number, 0-5, for ease of viewing and contemplating.
For training,
0 - No training, 1 - Little Training, 2 - Some Training, 3 - Trained, 4 - Professional, 5 - Elite.
Having many highly trained soldiers may lead less trained soldiers to have an increase in training.
Upkeep
Let's face it - a tiny city state cannot easily support 100,000 soldiers. For each size of a nation, comes a certain amount of regiments that can be supported for free. This amount varies based on the size of a nation:
-- Tiny and Very Small nations can only support a combination of 16 regiments of land troops, and 30 ships;
-- Small, Below Average, and Average nations can support a combination 24 regiments of land troops, and 40 ships;
-- Above Average and Big nations can support a combination of 32 regiments of land troops, and 45 ships;
-- Large and Very Large nations can support a combination of 36 regiments of land troops, and 50 ships;
-- Huge nations can support a combination of 44 regiments of land troops, and 60 ships;
-- Gigantic nations can support a combination of 52 regiments of land troops, and 70 ships.
This statistic, of course, will change as time goes on.
NOTE: Mercenaries do not count toward this statistic.
For every time you go over the amount by 5, you need to spend an additional point on upkeep. Even if you are a tiny nation with 11 regiments, you must pay 1 point for upkeep. The tiny nation continues to pay one point up to when the nation has 15 regiments. Once the nation gets 16, the upkeep goes up to 2 points. Get it?
Types of Units
Infantry - Footmen. In China and the Mediteranean there is the Phalanx, while in other places the formations are more loose.
Cost: 1 point for 3 regiments.
Cavalry - Light cavalry, useful as scouts and running down archers.
Cost: 1 point for 3 regiments.
Galley - trade ships fitted for war. These are fast, but weak.
Cost: 1 point for 8 ships.
Trireme / Junk - heavy ships made for large sea battes.
Cost: 1 point for 4 ships.
More units become available later.
Situational Units
These units cannot be bought, but become available based on the situation.
Irregular Infantry - These are volunteers from the population who have taken up arms to fight. These are basically light infantry, although slightly weaker than their military counterparts. They can be a result of drafting, calling for volunteers, or religious fanatics.
Unique Units (UU)
Unique Units are units only available to one nation. They can be basically anything that is appropriate for the date. You can have only one at a time. Changing UU's may lead to the old units becoming annoyed.
UU's are usually highly trained with high morale.
Calling for Volunteers/Drafting
Calling for Volunteers gives you free units for several turn to deal with an invasion or to finish off an enemy. The amount of units raised is based on Confidence and Loyalty.
Drafting is making peasants fight for you. The amount raised is based on size. Drafting may lower confidence and loyalty.
In both cases the units raised are Irregular Infantry.
.
<end of rules>
Welcome. I hope that this NES will attract many people interested in building a nation from scratch. Some nations will thrive early, and fall after a few hundred years. Other nations may stand the test of time. Who controls which nations survive? You, of course! I'm just here as the interpreter, of sorts. It will be YOU who decides the outcome of the world!
To join, read the rules, and then view the map to see where you would like to start. Fill out the stats (as much as I tell you to) and presto!, your in!
My Modding Style
I like long orders. I don't know why; maybe its because then I know exactly what you want, and how you want to get it.
I will try to write long updates if I can. I hope to so that this NES is more in-depth and detailed. However, the rules are not too complicated, so you can join immedietly and begin playing.
Criticisms are welcome so that I can fix mistakes and help you to have the most fun possible. If there is something wrong in the update, or with stats, etc. (something that is not very opinion based) then feel free to post about it. If it is more opinion based (a.k.a. "I think my orders should have worked") I will gladly listen via PM.
Finally, although I would like to see suggestions for the game, the last word is up to me. Sorry!
Orders
Like I said, I prefer if you write orders with some detail so that I can accurately show results you want to see in the updates. However, short orders will not be penalized. Maps for tactical purposes are acceptable.
Please keep orders to one (1) PM length, for ease of viewing. Also, putting your stats in the orders will be a big help to me.
There is no detriment to getting in orders just before the deadline, however...
Say there is an independent city between two players. Both players want the city. However, if Player 1 sends in orders at least 12 hours before Player 2, then Player 1 is considered to "win the race" and seizes the city first. This represents the army starting its march before the other army. If the timeframe is less than 12 hours, then both players get there at the same time.
Updates
Depends on your opinions. Either one a week or two. Unless otherwise decided they will be once a week. Tell me how you feel about this.
Finally, I want you to have fun!
- - - - - - - - - -
Start date: 1000 B.C.E.
Thanks to Lord_Iggy, jalapeno_dude, and (especially) Israelite9191 for the rules. More thanks to Israelite9191 for the map.
Nation:
Ruler:
Capital:
Religion (Fanaticism):
Economy:
Size:
Army (Training):
Navy (Training):
Mercenaries (Duration):
Leadership (Civilian/Military):
Loyalty (Civilian/Military):
Confidence/Morale:
Infrastructure:
Education:
Projects:
Description:
Nation
The nation the stats are concerning.
Ruler
The player that is controlling the nation.
Capital (and other cities)
The governmental center of the nation.
Also, there are other types of cities.
Israelite9191 said:Important Cities:
This NES will utilize the three city system as developed by myself with the aid of Thlayli, who should be accredited with the two city system. The system is based on the previous Das and Kamilian city systems. As the name suggests, there are three types of cities:
Centres of Economics: Most of these are centres of trade (all will be until such things as the stock market are developed). They will provide you with an extra eco every turn with the occasional more productive centre. Examples would be New York, Singapore, Tokyo, and London. These are the most common type of important cities. Economic centres are coloured red.
Centres of Culture: These can be educational, artistic, philosophical, pan-national, etc. These will provide you with a variety of bonuses of any type (as long as it makes sense) at any interval, it is all to the discretion of the Mod. Examples would be Paris, Oxford, Chicago, and Boston. These are less common than economic centres but more common than religious centres. Cultural centres are coloured green.
Centres of Religion: These cities are the centres of major religions and major religious pilgrimages. They will provide one eco per turn, religious bonuses (easier proselytizing, higher loyalty, etc.), and other random bonuses, all of these are at the discretion of the Mod. Examples include Jerusalem, Rome, Mecca, and Dharamsala. These are the least common, but most beneficial, type of important city. Religious centres are coloured blue.
These cities may come naturally, or a result of orders, with players sometimes investing economy with a good idea how to make 'em.
Religion
The official religion of the nation. This is usually decided by the religion of most of the population and by the choosing of the leader. Changing this can be a smart political move if faced by enemies or rebellions, or a bonehead political move if many people follow the old religion, which may lead to civil war.
Fanaticism is how fanatic the people are about their religion. If people do not care about their religion, they will react less when faced by other religion's masses and when the nation's religion changes. If people are fanatics to their religion, they will react strongly to any change in the nation's religion and any threats to the religion.
Fanatics will also enlist by the thousands when faced by dangers to the religion. They may also have prejudice to people of other religions.
Although the levels are chosen by the populations (they choose how much they care about their religion) you can help by spending economy points to build temples, etc. or build a project to raise or lower this.
The levels are:
None - Apathetic - Little - Low - Average - Some - Caring - Hard-Core - Fanatical
Economy
Now for the big one. Economy is measured in points. The amount of points will be earned based on rural agriculture, city industry, trade, etc. You get points based on this and any special cities in the nation.
There will be two numbers. The first will be the amount recieved from the economy, minus upkeep. The second will be your total, including the economy and from special cities.
You can spend your points for several things. You can train more soldiers, build more ships, hire mercenaries, or pay for the training of your army and navy. Also, you can increase education, infastructure, and leadership stats. You can also use the points to pay for projects.
You can increase your economy by investing points into certain ideas to grow the economy. You can't just say, "Spend two points on growing the economy". You have to tell me what you are going to do to grow it. Basically, just give me some details on what your hoping to increase (rural, city, or trade). Keep in mind that you may not want to grow trade if you are isolated, urban if you have few cities, etc.
You must AT LEAST invest the amount of points equal to your size to grow the economy.
Size
The size of the nation. This is measured by how much land the nation occupies and the population. This means that you can have a large nation, but have a lower size due to a small population. This influences how many points it takes to grow Infrastructure and Education, as well as how many units the nation can support.
Below is each size. In parenthesis is how many points it takes to grow the stats.
Tiny (2) - Very Small (2) - Small (3) - Below Average (3) - Average (3) - Above Average (4) - Big (4) - Large (5) -Very Large (5) - Huge (6) - Gigantic (7)
Army & Navy
<See unit section>
Mercenaries
Mercenaries are very good soldiers that add extra power to your armies. They are usually very experienced and deadly units. They also provide unique soldiers that fill different rolls that normally you may not be able to fill. However, these units are only temporarily under your control - in parenthesis after the unit is how long they are employed. You cannot control the length of employment - after it expires, you either loose the units or you can repay them to serve you again.
For example,
Mercenaries (Duration): Cretan Archer Regiment (2 Turns)
...means that you hired Cretan Archers as mercenaries, and you have two full turns left to use them. At the end of the second turn, the unit leaves your army.
Leadership
The ability of your leaders, both civilian and military. Let's face it - even though you're leader of the nation, you cannot control everything. You need lesser leaders to run the daily business of small areas. By having high leadership, your civilian leaders deal better with your populations, and military leaders will perform better in combat. Likewise, bad leadership means corrupt civilian leaders and incompetent military leaders. You pay one point to raise one level of either one; pay two points to raise each one by one level. You can raise this only one level a turn.
The levels are:
Horrible - Incompetent - Ignorant - Bad - Not Good - Average - Better - Good - Great - Outstanding - Perfect
Loyalty
The percent of your population and military that is loyal to the nation's leader. This is shown as a percent – the percent of people that are loyal to your government. The higher the number, the better. To give you an idea of numbers:
100-95% - Your people are totally loyal to you and will not rebel. 95-90% - There is a sizeable minority that aren't loyal to you. There is not likely to be a rebellion, but you never know. 90-80% - Almost one person in every five is not loyal to your govermnent. The minority is growing. 80-70% - Something is wrong. You need to change this number, and fast, 70-60% - You really need to act...now! 60-50% - At this point there are probably rebellions starting. Good luck dealing with them.
Likewise with the military.
If you have a low population loyalty, you can face mass rebellions. If your military loyalty is low, it may lead to
the soldiers not obeying orders, or worse.
Confidence/Morale
Confidence is how confident people are that their government is working to their needs. Morale is how scared or brave your soldiers are while fighting the enemy.
These cannot be changed by points. They are influenced by your actions. Confidence goes down when the government does not meet the needs of the people. Morale lowers when your troops meet continuous military defeats.
Low confidence can influence how well your plans for economy are enacted, as well as if you will receive numerous volunteers when an enemy attacks. Low morale can lead to your troops fighting less effectively.
Just because the people have low confidence, does not mean they have low loyalty; think about it - you may not think the government is good, but you are still loyal to your country. Likewise with morale. However, continued low confidence or morale may lower loyalty of your people.
The levels are:
None - Very Low - Unconfident - Below Average - Average - Good - Great - Excellent - Superb
Infrastructure
The roads, bridges, etc. of the nation. Low infrastructure can lead to economic problems and slow reactions to enemy invasions. High infrastructure means smoother flow of trade and quick movements of your armies. However, enemies can also use high infrastructure to their advantage when advancing in your territory.
To increase infrastructure, pay economy points equal to your size to increase it one level. You can only increase it one level a turn.
The levels are:
None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Great-Excellent
Education
How smart the people of your nation are. The higher this is, the more likely of a positive random event, higher leadership, or discoveries. The cost of raising a level is based on your size. You can only raise one level a turn.
The levels are:
Idiotic- Illiterate- Ignorant- Below Average- Average- Above Average- Smart- Wise- Enlightened
Projects
Projects are started by nations to boost stats (usually). They are created by the nation's leaders, who send the idea in the orders. There is both a cost and a time for the project to be built. You can invest all the cost in one turn, or pay it over the time of construction. If you think about it, you can pay for the project in one turn, but it takes time for your workers to finish it. The moderator determines the time and cost of a project. If the project is finished (time wise) but not paid for, the boost does not take effect until you pay the cost of the project.
Units
The military of your nation. It is measured in regiments (Thousands).
Training
The skill of your soldiers is based on both training. You can pay to raise the training of a unit. Pay one point and you can raise the training of 5 regiments. Units with high training are very strong soldiers.
The training will be measured with a number, 0-5, for ease of viewing and contemplating.
For training,
0 - No training, 1 - Little Training, 2 - Some Training, 3 - Trained, 4 - Professional, 5 - Elite.
Having many highly trained soldiers may lead less trained soldiers to have an increase in training.
Upkeep
Let's face it - a tiny city state cannot easily support 100,000 soldiers. For each size of a nation, comes a certain amount of regiments that can be supported for free. This amount varies based on the size of a nation:
-- Tiny and Very Small nations can only support a combination of 16 regiments of land troops, and 30 ships;
-- Small, Below Average, and Average nations can support a combination 24 regiments of land troops, and 40 ships;
-- Above Average and Big nations can support a combination of 32 regiments of land troops, and 45 ships;
-- Large and Very Large nations can support a combination of 36 regiments of land troops, and 50 ships;
-- Huge nations can support a combination of 44 regiments of land troops, and 60 ships;
-- Gigantic nations can support a combination of 52 regiments of land troops, and 70 ships.
This statistic, of course, will change as time goes on.
NOTE: Mercenaries do not count toward this statistic.
For every time you go over the amount by 5, you need to spend an additional point on upkeep. Even if you are a tiny nation with 11 regiments, you must pay 1 point for upkeep. The tiny nation continues to pay one point up to when the nation has 15 regiments. Once the nation gets 16, the upkeep goes up to 2 points. Get it?
Types of Units
Infantry - Footmen. In China and the Mediteranean there is the Phalanx, while in other places the formations are more loose.
Cost: 1 point for 3 regiments.
Cavalry - Light cavalry, useful as scouts and running down archers.
Cost: 1 point for 3 regiments.
Galley - trade ships fitted for war. These are fast, but weak.
Cost: 1 point for 8 ships.
Trireme / Junk - heavy ships made for large sea battes.
Cost: 1 point for 4 ships.
More units become available later.
Situational Units
These units cannot be bought, but become available based on the situation.
Irregular Infantry - These are volunteers from the population who have taken up arms to fight. These are basically light infantry, although slightly weaker than their military counterparts. They can be a result of drafting, calling for volunteers, or religious fanatics.
Unique Units (UU)
Unique Units are units only available to one nation. They can be basically anything that is appropriate for the date. You can have only one at a time. Changing UU's may lead to the old units becoming annoyed.
UU's are usually highly trained with high morale.
Calling for Volunteers/Drafting
Calling for Volunteers gives you free units for several turn to deal with an invasion or to finish off an enemy. The amount of units raised is based on Confidence and Loyalty.
Drafting is making peasants fight for you. The amount raised is based on size. Drafting may lower confidence and loyalty.
In both cases the units raised are Irregular Infantry.
.
<end of rules>