Finmaster
The White Ghost
- Joined
- Apr 13, 2003
- Messages
- 2,716
DO NOT POST UNTIL I SAY YOU CAN!
Welcome to FBONES III. I know many of you wanted to see a continuation of the original FBONES, but I decided I have no interrest in that game anymore. Instead, I am going to use a ruleset very similiar to the original game. I'm sure we can create an atmosphere that is as good as - or maybe even better than - in the original game
Oh yes and this WILL be my last attempt at modding! Hopefully it will be more succesful than all the previous ones, and I believe it will!
1. Introduction
Or: some basic stuff about the game, and the necessary ranting
Its a fresh start world map. Want to know more?
This game is what some have called a "Retro NES". I want to emphasize that it does not copy rules from two or three year old NESes directly (even I have to admit that the economy rules were rather unpractical back then), instead I try to unite the best parts of old NESes with the best parts of modern NESes in good retro spirit.
Why would I want to do that?
Because I used to enjoy the old type NESes so much. Modern NESes are all about long and detailed orders, you are playing not only your country leader but also all the diplomats, the bureaucrats and the entire army staff. Well I think that your soldiers know how to pee even if you don't specifically mention it in your orders that they must do so, goddammit! While in the old ones it was more about diplomatic manouvering, which I think is the true spice of NESing.
One of the things I most miss about old NESes were the national traits, and they will once again play a big part in this NES, just like in the other Brand Old NESes.
2. Rules
A ground rule is, there is a numerical measure for everything, I think its easier that way. If I use words in the stats, they are only to compare the size of whatever stat is in question to other nations and their developement of that particular stat.
2.1 Economy
Very self-explanationary. Single stat, the more you grow it the more expensive it will become to grow it further.
You will also have a bank, where your money will go if you don't use it / if you get benefits (from trading, looting, stealing, whatever..)
2.2 Army and navy
I will use the term "unit" to describe army sizes; it is simply a number you can use to compare the size of your army. But for the sake of storytelling, we can agree that one army unit will contain approximately 1000 men and a navy unit will contain 10 ships.
Army/navy quality includes both training level of your army and leadership level it has. The more you grow it, the more expensive it will become to grow it further. Notice that an army even 7 times bigger can still lose a war if they are extremely incompetent compared to the enemy (there are examples of this in OTL history).
There will also be a more personal description of your army. It changes based on stories, orders, etc.., and you won't need money to change it. It also contains info on the technological developement of your army.
Army upgrades itself AUTOMATICALLY when you reach new tech levels.
UU's: 1 per nation, write a describtion.
2.2 Science and technology
Very similiar to the education stat we often see, but includes all elements of people's scientific thinking and developement of the academic research, not just the learning part. High science always results in faster technological growth, as well as in cultural growth. The more you grow it, the more expensive it will become to grow further.
Technology has less to do with culture, and gives more direct benefits than science. It is expensive to get, but it can be bought from other nations.
LIST OF LEVELS:
BRONZE AGE:
Tech level 1 - Includes all ancient technology from currency and trading to bronze age weaponary (spearmen, primitive triremes, etc..). Everyone has this at the beginning.
Tech level 2 - Early siege weaponary such as catapults. Cost: 5 gold.
Tech level 3 - Improved road network. Speeds up expansion, makes trading more profitable. Cost: 10 gold.
IRON AGE:
Tech level 4 - Iron age weaponary far more developed than the old one. Swordmen, cavalry, galleys. Cost: 15 gold.
Tech level 5 - Bureaucracy. Effective state creates economic benefits due to developed taxation. +1 gold each turn, can use temporary tax increase and other creative ways to temporarily gain more money. Cost: 17 gold.
Tech level 6 - ????
2.3 Culture and confidence
In my NES, culture and confidence will play more important part than in most NESes. If they are low, they will not only cause uprisings against the government, they will also cause PASSIVE RESISTANCE: economy will suffer as people become corrupt (who wants to pay taxes to a government they hate?), army will not fight as fiercly, etc...
The difference between culture and confidence is that confidence describes how much the people trust their LEADER, while culture describes the people's patriotism towards their NATION. Needless to say, confidence is less imporant and shifts more easily and more often from one direction to another. Culture is slow to grow and it also decreases slowly.
Can't be grown with money directly.
2.4 Misc: projects, religion, etc..
Projects/wonders will not cost you anything except time. You tell me what it does, I tell you how long it takes. Notice that projects require a story to describe them written in the thread if you want to receive full benefits from them!
Religion affects culture. Nation that hasn't got one will never reach the highest levels of culture.
And as this is a story NES, the more you write good stories the more benefits you receive from them!
***
3. Starting your nation!
3.1 About traits
In the template below, you get to chooce one trait out of 5. These traits are described here, read through before choocing.
Traits will not give direct benefits, but in the end are still very beneficial in two more undirect ways.
1. They will deterine how your nation developes in the beginning of the game and if you are temporarily NPC'd for whatever reason.
2. Most importantly traits will have very big effect on your CONFIDENCE and CULTURE, and these two play a very big part in the game! If your confidence is low, even your economy will begin to suffer! So you need to plan carefully how you intent to play beforehand, because if you take a scientific nation and raise a huge stone-age military army to go on a crazy killing spree, there are going to be people who won't like it.
NOTICE: Your people might still accept your contradictional decisions if you can explain it - for example if you can explain why waring benefits your nation technologically, then your scientific people might be content. Never underrestimate the stupidity of your people!
MILITARISTIC
GOOD SIDES: People support you going to wars unconditionally wether you have a casus belli or not. They will not be mad at you spending money on large armies, and you are likely to get more volunteers.
BAD SIDES: Losses in wars will make the people angry, so don't go to one if you don't intent to win! Also, if you get too much minorities into your kingdom, you might end up with problems, as militaristic people are rarely tolerant. With low culture, the army has low morale, so beware of cultural decreases.
PEOPLE SUPPORT: Army growth, army quality growth, navy growth, navy quality growth, victorious wars.
PEOPLE DISLIKE: Losses in wars, long eras of peace (short ones can be accepted as "bulking up time"), tolerance.
IMPERIALISTIC
(aka seafaring, expansionist)
GOOD SIDES: People support fast expansion and want to spread their ideology and culture (which, of course, is the most civilized one) to all over the world. It will be easier to hold on to a massive colonial empire, and to get one in the first place.
BAD SIDES: Warfare against members of the same culture group is disliked among the people, everything you do must have something to do with you growing a vast colonial trading empire which can lead to cultural problems regarding domestic growth.
PEOPLE SUPPORT: Navy growth, navy quality growth, expansion, science when it leads to naval / expansionist discoveries, tolerance and trading towards other civilizations, intolerance towards barbarians.
PEOPLE DISLIKE: Wonders / projects when they are not expansion-related, wars against civilized nations (colonial wars can be accepted though), barbarian nations.
COMMERCIAL
GOOD SIDES: No moral judgement from the people as long as the nation gets richer and richer all the time!
BAD SIDES: Greedy people are eager to fall into corruption which costs you money if confidence and culture are low, so make sure you keep these levels high all the time! Confidence will drop fast if you start losing money, and it will be extremely devastating for a commercial nation!
PEOPLE SUPPORT: Beneficial trading, beneficial wars, beneficial wonders.. everything that is beneficial money-wise, actually.
PEOPLE DISLIKE: Anything that costs money more than brings money.
CULTURAL
(aka scientific)
GOOD SIDES: If used well by a builder-type of player, cultural people can rush their cultural and technological developement beyond other, more barbaric nations. Altough the peaceful, cultural people dislike violence, they are more than willing to defend their nation if their culture is strong. Cultural decrease is less damaging as in other traits, because the people are always working their way to increase it automatically.
BAD SIDES: Offensive wars are very disliked among the people, especially if there is no casus belli. High war-weariness.
PEOPLE SUPPORT: Continuous developement of culture, science, education and peaceful commerce; tolerance; defensive wars when their culture is strong.
PEOPLE DISLIKE: Offensive wars of expansion, intolerance.
3.2 TEMPLATE!
I will write your stats once you've picked your nation, so the template is very short:
NATION NAME:
LEADER / PLAYER:
TRAITS: Militaristic, Imperialistic, Commercial, Cultural (pick 1, see descriptions from above)
STARTING LOCATION:
NATIONAL BACKGROUND: Short description is REQUIRED, consider it to be your BT orders!
***
4. About orders, updates, and other Misc stuff:
ORDER LENGHT MAXIMUM: 1 PM!
Old style NESes arent about 5-page-long military tactics. When writing strategies, you can describe the basic strategy you are using and how your troops are positioned, I suggest to leave the rest to your generals because they are likely to do the job much better than you. I'd suggest you'd rather concentrate on diplomacy.
UPDATES TWICE A WEEK!
I might not manage to accomplish this, but I'll try. The average is propably 6 updates a month, as in the previous games I've modded.
AWARDS WILL BE GIVEN!
I've always wanted to give awards to people. After the NES end, there will be a Winner, Strongest Nation, Best Conqueror, etc.. determined.
One more time, welcome! Lets make this NES (the last one I'll ever mod) an unforgettable one!
Welcome to FBONES III. I know many of you wanted to see a continuation of the original FBONES, but I decided I have no interrest in that game anymore. Instead, I am going to use a ruleset very similiar to the original game. I'm sure we can create an atmosphere that is as good as - or maybe even better than - in the original game

Oh yes and this WILL be my last attempt at modding! Hopefully it will be more succesful than all the previous ones, and I believe it will!
1. Introduction
Or: some basic stuff about the game, and the necessary ranting
Its a fresh start world map. Want to know more?
Spoiler :
This game is what some have called a "Retro NES". I want to emphasize that it does not copy rules from two or three year old NESes directly (even I have to admit that the economy rules were rather unpractical back then), instead I try to unite the best parts of old NESes with the best parts of modern NESes in good retro spirit.
Why would I want to do that?
Because I used to enjoy the old type NESes so much. Modern NESes are all about long and detailed orders, you are playing not only your country leader but also all the diplomats, the bureaucrats and the entire army staff. Well I think that your soldiers know how to pee even if you don't specifically mention it in your orders that they must do so, goddammit! While in the old ones it was more about diplomatic manouvering, which I think is the true spice of NESing.
One of the things I most miss about old NESes were the national traits, and they will once again play a big part in this NES, just like in the other Brand Old NESes.
2. Rules
A ground rule is, there is a numerical measure for everything, I think its easier that way. If I use words in the stats, they are only to compare the size of whatever stat is in question to other nations and their developement of that particular stat.
2.1 Economy
Very self-explanationary. Single stat, the more you grow it the more expensive it will become to grow it further.
You will also have a bank, where your money will go if you don't use it / if you get benefits (from trading, looting, stealing, whatever..)
2.2 Army and navy
I will use the term "unit" to describe army sizes; it is simply a number you can use to compare the size of your army. But for the sake of storytelling, we can agree that one army unit will contain approximately 1000 men and a navy unit will contain 10 ships.
Army/navy quality includes both training level of your army and leadership level it has. The more you grow it, the more expensive it will become to grow it further. Notice that an army even 7 times bigger can still lose a war if they are extremely incompetent compared to the enemy (there are examples of this in OTL history).
There will also be a more personal description of your army. It changes based on stories, orders, etc.., and you won't need money to change it. It also contains info on the technological developement of your army.
Army upgrades itself AUTOMATICALLY when you reach new tech levels.
UU's: 1 per nation, write a describtion.
2.2 Science and technology
Very similiar to the education stat we often see, but includes all elements of people's scientific thinking and developement of the academic research, not just the learning part. High science always results in faster technological growth, as well as in cultural growth. The more you grow it, the more expensive it will become to grow further.
Technology has less to do with culture, and gives more direct benefits than science. It is expensive to get, but it can be bought from other nations.
LIST OF LEVELS:
BRONZE AGE:
Tech level 1 - Includes all ancient technology from currency and trading to bronze age weaponary (spearmen, primitive triremes, etc..). Everyone has this at the beginning.
Tech level 2 - Early siege weaponary such as catapults. Cost: 5 gold.
Tech level 3 - Improved road network. Speeds up expansion, makes trading more profitable. Cost: 10 gold.
IRON AGE:
Tech level 4 - Iron age weaponary far more developed than the old one. Swordmen, cavalry, galleys. Cost: 15 gold.
Tech level 5 - Bureaucracy. Effective state creates economic benefits due to developed taxation. +1 gold each turn, can use temporary tax increase and other creative ways to temporarily gain more money. Cost: 17 gold.
Tech level 6 - ????
2.3 Culture and confidence
In my NES, culture and confidence will play more important part than in most NESes. If they are low, they will not only cause uprisings against the government, they will also cause PASSIVE RESISTANCE: economy will suffer as people become corrupt (who wants to pay taxes to a government they hate?), army will not fight as fiercly, etc...
The difference between culture and confidence is that confidence describes how much the people trust their LEADER, while culture describes the people's patriotism towards their NATION. Needless to say, confidence is less imporant and shifts more easily and more often from one direction to another. Culture is slow to grow and it also decreases slowly.
Can't be grown with money directly.
2.4 Misc: projects, religion, etc..
Projects/wonders will not cost you anything except time. You tell me what it does, I tell you how long it takes. Notice that projects require a story to describe them written in the thread if you want to receive full benefits from them!
Religion affects culture. Nation that hasn't got one will never reach the highest levels of culture.
And as this is a story NES, the more you write good stories the more benefits you receive from them!
***
3. Starting your nation!
3.1 About traits
Spoiler :
In the template below, you get to chooce one trait out of 5. These traits are described here, read through before choocing.
Traits will not give direct benefits, but in the end are still very beneficial in two more undirect ways.
1. They will deterine how your nation developes in the beginning of the game and if you are temporarily NPC'd for whatever reason.
2. Most importantly traits will have very big effect on your CONFIDENCE and CULTURE, and these two play a very big part in the game! If your confidence is low, even your economy will begin to suffer! So you need to plan carefully how you intent to play beforehand, because if you take a scientific nation and raise a huge stone-age military army to go on a crazy killing spree, there are going to be people who won't like it.
NOTICE: Your people might still accept your contradictional decisions if you can explain it - for example if you can explain why waring benefits your nation technologically, then your scientific people might be content. Never underrestimate the stupidity of your people!
MILITARISTIC
GOOD SIDES: People support you going to wars unconditionally wether you have a casus belli or not. They will not be mad at you spending money on large armies, and you are likely to get more volunteers.
BAD SIDES: Losses in wars will make the people angry, so don't go to one if you don't intent to win! Also, if you get too much minorities into your kingdom, you might end up with problems, as militaristic people are rarely tolerant. With low culture, the army has low morale, so beware of cultural decreases.
PEOPLE SUPPORT: Army growth, army quality growth, navy growth, navy quality growth, victorious wars.
PEOPLE DISLIKE: Losses in wars, long eras of peace (short ones can be accepted as "bulking up time"), tolerance.
IMPERIALISTIC
(aka seafaring, expansionist)
GOOD SIDES: People support fast expansion and want to spread their ideology and culture (which, of course, is the most civilized one) to all over the world. It will be easier to hold on to a massive colonial empire, and to get one in the first place.
BAD SIDES: Warfare against members of the same culture group is disliked among the people, everything you do must have something to do with you growing a vast colonial trading empire which can lead to cultural problems regarding domestic growth.
PEOPLE SUPPORT: Navy growth, navy quality growth, expansion, science when it leads to naval / expansionist discoveries, tolerance and trading towards other civilizations, intolerance towards barbarians.
PEOPLE DISLIKE: Wonders / projects when they are not expansion-related, wars against civilized nations (colonial wars can be accepted though), barbarian nations.
COMMERCIAL
GOOD SIDES: No moral judgement from the people as long as the nation gets richer and richer all the time!
BAD SIDES: Greedy people are eager to fall into corruption which costs you money if confidence and culture are low, so make sure you keep these levels high all the time! Confidence will drop fast if you start losing money, and it will be extremely devastating for a commercial nation!
PEOPLE SUPPORT: Beneficial trading, beneficial wars, beneficial wonders.. everything that is beneficial money-wise, actually.
PEOPLE DISLIKE: Anything that costs money more than brings money.
CULTURAL
(aka scientific)
GOOD SIDES: If used well by a builder-type of player, cultural people can rush their cultural and technological developement beyond other, more barbaric nations. Altough the peaceful, cultural people dislike violence, they are more than willing to defend their nation if their culture is strong. Cultural decrease is less damaging as in other traits, because the people are always working their way to increase it automatically.
BAD SIDES: Offensive wars are very disliked among the people, especially if there is no casus belli. High war-weariness.
PEOPLE SUPPORT: Continuous developement of culture, science, education and peaceful commerce; tolerance; defensive wars when their culture is strong.
PEOPLE DISLIKE: Offensive wars of expansion, intolerance.
3.2 TEMPLATE!
I will write your stats once you've picked your nation, so the template is very short:
NATION NAME:
LEADER / PLAYER:
TRAITS: Militaristic, Imperialistic, Commercial, Cultural (pick 1, see descriptions from above)
STARTING LOCATION:
NATIONAL BACKGROUND: Short description is REQUIRED, consider it to be your BT orders!
***
4. About orders, updates, and other Misc stuff:
ORDER LENGHT MAXIMUM: 1 PM!
Old style NESes arent about 5-page-long military tactics. When writing strategies, you can describe the basic strategy you are using and how your troops are positioned, I suggest to leave the rest to your generals because they are likely to do the job much better than you. I'd suggest you'd rather concentrate on diplomacy.
UPDATES TWICE A WEEK!
I might not manage to accomplish this, but I'll try. The average is propably 6 updates a month, as in the previous games I've modded.
AWARDS WILL BE GIVEN!
I've always wanted to give awards to people. After the NES end, there will be a Winner, Strongest Nation, Best Conqueror, etc.. determined.
One more time, welcome! Lets make this NES (the last one I'll ever mod) an unforgettable one!
