ZeletDude
The Lion
- Joined
- Aug 16, 2009
- Messages
- 5,490
Players – Anybody can play , but I reserve the right to decline a player a specific country (I.E major ones)
Stories – Stories make the NES much more real, and are interesting to read whilest you wait for a new update, or for diplomacy to resume. Stories that have some form of effort put into them will be rewarded come update time.
Updates: The next deadline for orders will always be posted at the top of the OP.
Nations: Major powers are usually the leader of power blocks (I will list such nations below) while smaller ones usually find themselves affiliated with one power or another. The following is the nations template.
Template
Nation Name
Political Status (if a dominion, vassal, etc.)
Government Type, And Leader
Capital City
Stability: 5
Economic Power: 20/0
Manpower: 500 (+1)
Restrictions: (/150,000)
Army: 10 Infantry Divisions
Army Quality: 5
Navy: 5 Destroyers
Navy Quality: 2
Nation Name, And Status
This is obviously the nations name and whether or not there independent, a satellite state, dominion, protectorate etc. of another country.
Government
The government of your nation is important for a variety of reasons. Holding elections, having regime change and your government in general will effect the rise and fall of stability and economy in your nation. For democratic nations, you must hold elections every few turns, or the people will become unhappy. With that, the politicans elected must act on the platforms they've promised the people; that's why they were elected! Playing in character makes the game a lot better, and interesting.
Economy
Economic Power: (Total Points Generated a Turn)/(banked)
Instead of the previous workings of Industrial Capacity, we now have Economic Power, which represents all elements of the economy, not just industry. Economic power (or points, whichever you prefer) is spent on all other elements of your nation: economy, stability, military, and projects.
You can generically no longer increase your economic power by spending +1 of your original economy. This allowed larger nations to gain more EP every other turn, and less expense to themselves, as smaller nations struggled. In order to increase your economy, you need to either spend EP on building projects, start trading with more and more nations, or decrease your military size.
Stability
Stability is how stable your nation is internally, ranked 1 to 10. As your nation gets closer to one, expect more and more rebellions, less EP to spend, and frankly a worse military. The closer you are to ten, you may find your economy and military doing suprisingly well, and a happy populace. Stability is affected 100%
Manpower
Manpower represents the amount of able-bodied people in your nation that could take up arms against an enemy.
Army/Navy Quality
This is how well your navy/army can fight. It is ranked on a scale of 1-10, (1 being lowest, 10 being highest). 1 is your military is outdated and poorly trained, 10 being technologically up to date on tactics and equipment.
Designing Your Military
As is available below, all unique units have their own stats and can be customized by players. You can develop new ships, vehicles or planes based on the technology which exists at the time (No laser death rays in World War 2). To do this You need only pay 20 EPin a single turn to commission your design for a new weapon.
Requests for designs MUST come with details. What are your units strengths? What are your weaknesses? If you don't specify, I'm going to assume that it's mediocre. Take the time to truly design your designs.
Your designs can be shared with as many people as you like and you can even build and sell off the weapons you design to other countries (maybe even make a profit!).
You may also trade designs, and certain types of units (i.e. ships, planes, etc.) at your own discretion. Designs will allow a nation to build whatever unit it is, as they wish. At the same time, if you ever wish to buy a unit it, then rework the design, so you get the designs, and build whenever you wish, you must pay 5 EP, and lose a type of that unit. I.e.
"Russia gives Austria 2 of its new Bordino Class Battleships. The Austrians wish to rework the planes, so that they have the designs also. The Austrians pay 5 EP, and lost one of the ships, leaving them with the designs, and 1 Bordino Class Battlehip."
With that, and with the absense of a tech tree, by the usual definition, one may question how military/tech is to advance. Through designs. If your design is relying on tech not yet widely known or not within reach, then I may have you pay extra for the research. But I'd discuss the total with the player.
Military and Mobilization
Mobilization and total war is a key element of modern warfare. Therefore I introduce a revised version of mobilization. If you wish to declare mobilization in the course of a major conflict the following things happen:
1. You can no longer spend your economy on stability efforts or projects. Anything non-military related really.
2. You will increase your output of both planes, ships, and infantry, for the same cost. Instead of 1 Infantry Division, taking 1 EP, and 10 MP, you would get 2 Infantry Divisions, for 1 EP, and 20 MP.
3. Restrictions grow substantially, depending on your nation's infrastructure (which is based off of building projects, and stories.)
4. Reduces the cost of designing new weapons from 20 EP to 10 EP.
5. Your economy would get a slight boost, but eventually (after a few years) will begin to fall.
6. Your people will at first support the war effort, then slowly begin detesting it. The lack of domestic production doesn't help either!
7. Constant mobilization, and demobilization to get the benefits will lead to economic stagnation, if not collapse.
Land Unit Pricing
Naval Unit Pricing
Dreadnought: 6 EP and 2 Manpower for 1 ship. These vessels can travel only upon the open seas.
Battlecruiser: 4 EP and 2 Manpower, for 1 ship. These vessels can only travel upon the open seas.
Cruiser: 2 EP and 1 MP for 2 ships. They are useful at taking down enemy destroyers.
Destroyer: 2 EP 1 MP for 4 ships. They are great for attacking undefended convoys, and protecting them too.
Torpedo Boat: 2 EP 1 MP for 3: These small vessels are useful for attacking other destroyers but rather weak against the bigger ships.
Coastal Gun Ship: These are ships built specifically to defend one’s coasts. Similar in size to smaller Battleships they can fight Cruisers and Destroyers rather well but beware of them attacking Battleships. (Can travel on large lakes & rivers, Open ocean)
2 EP 1 MP for 1
Your Nations Map Color
This is obviously you're nations color on the map. Dominions/Protectorates of countries will take a similar color as their master country
Orders, Tips, and Updates
If a question is asked in which the answer is clearly in the above ruleset, I will not answer it and will ignore you until you figure it out.
Orders in on time will always help you.
If anything is not clear or confusing above, please let me know and I will strive to fix it. If you have questions which are not clearly answered here, I will be more than willing to add a section on this page to prevent future confusion.
Thanks
Everyone who helped (You know who you are
)
Notes;
The year is 1897
If any of you have questions regarding anything to do with the NES PM me.. or add me on Aim (same user name as here).
Stories – Stories make the NES much more real, and are interesting to read whilest you wait for a new update, or for diplomacy to resume. Stories that have some form of effort put into them will be rewarded come update time.
Updates: The next deadline for orders will always be posted at the top of the OP.
Nations: Major powers are usually the leader of power blocks (I will list such nations below) while smaller ones usually find themselves affiliated with one power or another. The following is the nations template.
Template
Nation Name
Political Status (if a dominion, vassal, etc.)
Government Type, And Leader
Capital City
Stability: 5
Economic Power: 20/0
Manpower: 500 (+1)
Restrictions: (/150,000)
Army: 10 Infantry Divisions
Army Quality: 5
Navy: 5 Destroyers
Navy Quality: 2
Nation Name, And Status
This is obviously the nations name and whether or not there independent, a satellite state, dominion, protectorate etc. of another country.
Government
The government of your nation is important for a variety of reasons. Holding elections, having regime change and your government in general will effect the rise and fall of stability and economy in your nation. For democratic nations, you must hold elections every few turns, or the people will become unhappy. With that, the politicans elected must act on the platforms they've promised the people; that's why they were elected! Playing in character makes the game a lot better, and interesting.
Economy
Economic Power: (Total Points Generated a Turn)/(banked)
Instead of the previous workings of Industrial Capacity, we now have Economic Power, which represents all elements of the economy, not just industry. Economic power (or points, whichever you prefer) is spent on all other elements of your nation: economy, stability, military, and projects.
You can generically no longer increase your economic power by spending +1 of your original economy. This allowed larger nations to gain more EP every other turn, and less expense to themselves, as smaller nations struggled. In order to increase your economy, you need to either spend EP on building projects, start trading with more and more nations, or decrease your military size.
Stability
Stability is how stable your nation is internally, ranked 1 to 10. As your nation gets closer to one, expect more and more rebellions, less EP to spend, and frankly a worse military. The closer you are to ten, you may find your economy and military doing suprisingly well, and a happy populace. Stability is affected 100%
Manpower
Manpower represents the amount of able-bodied people in your nation that could take up arms against an enemy.
Army/Navy Quality
This is how well your navy/army can fight. It is ranked on a scale of 1-10, (1 being lowest, 10 being highest). 1 is your military is outdated and poorly trained, 10 being technologically up to date on tactics and equipment.
Designing Your Military
As is available below, all unique units have their own stats and can be customized by players. You can develop new ships, vehicles or planes based on the technology which exists at the time (No laser death rays in World War 2). To do this You need only pay 20 EPin a single turn to commission your design for a new weapon.
Requests for designs MUST come with details. What are your units strengths? What are your weaknesses? If you don't specify, I'm going to assume that it's mediocre. Take the time to truly design your designs.
Your designs can be shared with as many people as you like and you can even build and sell off the weapons you design to other countries (maybe even make a profit!).
You may also trade designs, and certain types of units (i.e. ships, planes, etc.) at your own discretion. Designs will allow a nation to build whatever unit it is, as they wish. At the same time, if you ever wish to buy a unit it, then rework the design, so you get the designs, and build whenever you wish, you must pay 5 EP, and lose a type of that unit. I.e.
"Russia gives Austria 2 of its new Bordino Class Battleships. The Austrians wish to rework the planes, so that they have the designs also. The Austrians pay 5 EP, and lost one of the ships, leaving them with the designs, and 1 Bordino Class Battlehip."
With that, and with the absense of a tech tree, by the usual definition, one may question how military/tech is to advance. Through designs. If your design is relying on tech not yet widely known or not within reach, then I may have you pay extra for the research. But I'd discuss the total with the player.
Military and Mobilization
Mobilization and total war is a key element of modern warfare. Therefore I introduce a revised version of mobilization. If you wish to declare mobilization in the course of a major conflict the following things happen:
1. You can no longer spend your economy on stability efforts or projects. Anything non-military related really.
2. You will increase your output of both planes, ships, and infantry, for the same cost. Instead of 1 Infantry Division, taking 1 EP, and 10 MP, you would get 2 Infantry Divisions, for 1 EP, and 20 MP.
3. Restrictions grow substantially, depending on your nation's infrastructure (which is based off of building projects, and stories.)
4. Reduces the cost of designing new weapons from 20 EP to 10 EP.
5. Your economy would get a slight boost, but eventually (after a few years) will begin to fall.
6. Your people will at first support the war effort, then slowly begin detesting it. The lack of domestic production doesn't help either!
7. Constant mobilization, and demobilization to get the benefits will lead to economic stagnation, if not collapse.
Land Unit Pricing
Spoiler :
Infantry Division: 1 EP and 10 MP, for 1 Division.
Cavalry Division: 2 EP 10 MP for 2 Divisions.
Artillery Regiment: 2 EP 5 MP for 2 Artillery Regiments
Cavalry Division: 2 EP 10 MP for 2 Divisions.
Artillery Regiment: 2 EP 5 MP for 2 Artillery Regiments
Naval Unit Pricing
Spoiler :
Dreadnought: 6 EP and 2 Manpower for 1 ship. These vessels can travel only upon the open seas.
Battlecruiser: 4 EP and 2 Manpower, for 1 ship. These vessels can only travel upon the open seas.
Cruiser: 2 EP and 1 MP for 2 ships. They are useful at taking down enemy destroyers.
Destroyer: 2 EP 1 MP for 4 ships. They are great for attacking undefended convoys, and protecting them too.
Torpedo Boat: 2 EP 1 MP for 3: These small vessels are useful for attacking other destroyers but rather weak against the bigger ships.
Coastal Gun Ship: These are ships built specifically to defend one’s coasts. Similar in size to smaller Battleships they can fight Cruisers and Destroyers rather well but beware of them attacking Battleships. (Can travel on large lakes & rivers, Open ocean)
2 EP 1 MP for 1
Your Nations Map Color
This is obviously you're nations color on the map. Dominions/Protectorates of countries will take a similar color as their master country
Orders, Tips, and Updates
If a question is asked in which the answer is clearly in the above ruleset, I will not answer it and will ignore you until you figure it out.
Orders in on time will always help you.
If anything is not clear or confusing above, please let me know and I will strive to fix it. If you have questions which are not clearly answered here, I will be more than willing to add a section on this page to prevent future confusion.
Thanks
Everyone who helped (You know who you are

Notes;
The year is 1897
If any of you have questions regarding anything to do with the NES PM me.. or add me on Aim (same user name as here).