ICNES II: A New Order

[MEANINGLESS SPAM]The Czar, the Metropolitan, and the Holy Synod recomend that the heathen Turks be quiet, that their tortures in Hell not be worsened.[/MEANINGLESS SPAM]

So this isn't totally worthless.....

PLEASE answer my PM Icmancin!
 
Israelite9191 said:
[MEANINGLESS SPAM]The Czar, the Metropolitan, and the Holy Synod recomend that the heathen Turks be quiet, that their tortures in Hell not be worsened.[/MEANINGLESS SPAM]

and we started accepting your beliefs. :(
 
To: French Empire
From: Empire of Great Britain and Ireland

We ask that we may sign a Mutual Protection Pact to safe guard our vast and ever expanding empires. To insure the sovereignty of our lands and safety of our citizens from various greedy empires these steps will make sure peace may grace the land. So will you sign and join the London-Paris Entente?
 
When will the new thread open as it has obviously been delayed? Can you give us a new planned date for its opening?
 
I will attempt on getting half of the stats done this weekend. No homework and my family lives half-way across the country so Thanksgiving won't interfere too much. I also have Monday off. Tuesday is a Grade level field trip. Therefore I wil only have three days of school this week. Each one will have a test or quiz in French of Science so I won't have that much homework because my teacher will insist on studying (which I never do but coninue to succeed perfectly). So it will hopefully be up by the end of the week.
 
Icmancin said:
I will attempt on getting half of the stats done this weekend. No homework and my family lives half-way across the country so Thanksgiving won't interfere too much. I also have Monday off. Tuesday is a Grade level field trip. Therefore I wil only have three days of school this week. Each one will have a test or quiz in French of Science so I won't have that much homework because my teacher will insist on studying (which I never do but coninue to succeed perfectly). So it will hopefully be up by the end of the week.

Thank you, we just want this nes up and running. After all, it is the best NES happening right now. ;)
 
Sorry. No progress has been made yet... I am still tampering with rules to make a good system that will provide the players with lots of interest. I like that system but browing through the new ITNES thread, I have begun to re-think.

I'm terribly sorry.
 
Icmancin said:
Sorry. No progress has been made yet... I am still tampering with rules to make a good system that will provide the players with lots of interest. I like that system but browing through the new ITNES thread, I have begun to re-think.

I'm terribly sorry.

2069%20(Charlie%20Brown%20Sigh).gif
 
I think the current rules are interesting enough and their is plenty of interest in this NES but if you want better rules I am not stopping you :)
 
The way I see it. If this nes doesn't start soon, alot of people will lsoe interest myself included. I love the current rules and I just want ot play. No mroe waiting. We already have 2 weeks before updates which is going to kill me.
 
Finalized ruleset. Stats will commence in minutes. HRE first...

Rules


Players, stories, orders, NPCs, barbarians, updates, map, countries

Players - unlimited. Please only join if you trully have the time to PARTICIPATE, and that doesn't simply mean telling me to "grow economy" at every turn.

Stories - not necessary, but very encouraged. For good (and FULL-LENGTH, i.e. two-three lines will not be considered one) stories, I will give out story bonuses (but not as generous as in ITNES I). Don't forget that stories create atmosphere like nothing else (apart from good, precise, in-depth updates perhaps, but that's not my specialty I'm afraid). Stories will play a much larger role than before.

Orders - orders in a list. Ideally, they should be precise and easily-understandable, because I'll have to deal with lots of them; naturally, they will probably be quite long anyway because you people rarely trust your buerocrats and generals for some reason. In democratic and other councillary forms of government (such as Feudalism), you'll have to take the opinion of your council into account; sometimes, depending on your nation's constitution, it might even take matters into its own hands altogether. This, by the way, is one of the reasons for you to send orders a day before the deadline, so that I have time to inform you if the council disapproves of any parts of your orders; the other reason is that it just makes things easier for me. Oh, and note that some of the actions you order might inadvertly have sideeffects, positive or negative.

NPCs - lol, considering they’re NPC, I will play them, kinda. Same as the NPCs in all other NESes of late. Some will roll over rather easily, some will be harder to fight than PCs...

Barbarians - as not all of the world is civilized yet (most is), the barbarians will be there. Not innovatively, they will be light gray and have no stats. They will have their names written on them, unless I forget to do that. And many of them are likely to attack you and try to eat you; others only want to be left alone, and when somebody tries to change that they will... well, they'll try to eat whoever tries that too. The barbarians are NOT to be underestimated, some of them could bring out a horde of ferocious warriors five times larger then your army (okay, maybe not).

Updates - Updates every second Saturday. If I get orders soon enough I can update on a Friday which was the case for most of the ICNES I updates. I live in Atlantic Canada (GMT -4) so try to get updates by noon Friday so I can start the update that night and have it up Saturday or Sunday. Late orders will not be tolerated as instead of one week updates, it is a two week deadline. There will be ZERO tolerance for late orders.

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 (white 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). There are also Industrial Centers which give an Industry Point for each one. They will have brown border and can be merged with an EC, a capital and and a capital EC. I must thank Insane_Panda for posting a preview of his map in his preview thread. Without you, ICNES IIa wouldn't have happened.

Countries - pick a NPC or start a rebellion or just clamour incessantly for independence (hey, it worked in OTL...). Also, please read your nation background, and don’t act uncharacteristically. There are no alliances at the start, but there are some traditional allegiences, as mentioned in the nation backgrounds; to go against these allegiences is sometimes necessary, but is almost certainly an unpopular thing to do.

NATIONAL TEMPLATE
Nation Name
Capital:
Ruler:
Government:
Centralization:
Tech. Level:
Army:
Navy:
Economy:
Treasury:
Industry:
Economical Centers:
Industrial Centers:
Size (points required):
Leadership (Military/Civilian): /
Infrastructure:
Education:
Living Standards:
Culture:
Confidence:
Projects:
Nation Background:

Government

Government - is your form of government. Now note that I DON’T want the “Sheep2’s [insert nation ever played by Sheep2 in a non-Fresh Start NES here]” syndrome in this NES. 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.

Centralization

This is one of the most important issues of politics historically and today. A centralized state is, on one hand, more stable, and can command its resources more efficiently; but, on the other hand, it is very vulnerable to attacks on the center and is unlikely to be popular among the various minorities, whereas a decentralized state is less stable, less united, but is harder to destroy from within and indeed is more defendable.

You usually (barring random events or unforeseen consequences of your actions) could change your centralization "slider" once per turn, and ofcourse only move forward or backward a level. However, do know that changes are unlikely to be welcomed by those who like the way things are AND ofcourse those who want to move in the opposite direction...

League-Loose Confederation-Confederation-Loose Federation-Federation-Tight Federation-Unitary with Exceptions-Unitary-Uberunitary-More Unitary-Overcentralized

Technology Level

Will use the age system. It is the same as in other NESes of other people, ofcourse the ages are not identical. They will advance at their own pace, though nations with higher education are likelier to advance to the next age. This, for the most part, begins in Late Industrial Age.

Also note that though I brought up analogical technologic levels of OTL, they aren't entirely identical, and ofcourse there is a chance that technology will advance faster, slower, or even in a different direction than in OTL.

Middle Industrial Age: approximate analogy - 1840-1880.
Late Industrial Age: approximate analogy - 1880-1916.
Early Modern Age: approximate analogy - 1916-1940
Middle Modern Age: approximate analogy- 1940-1970
Late Modern Age: approximate analogy- 1970-?

Note that planes have not been invented but large balloons are in use.

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 are represented in Brigades and in individual ships.

What will you have in it? Infantry, Cavalry and Artillery form the basis of your Army while your Navy is comprised of First-Third Rate Ships of the Line and to a lesser extent, Battleships. These Ships are still constructed of wood (in lesser developed countries) while more industrialized nations use Ironclads.

UUs - one per nation, but can be changed at any point (though the newly-“demoted” UU units will not be happy). I will keep a list of them, somewhere. Could be land, sea, or air at a later point. 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 (hey, they aren't commanders of an elite unit for nothing), will probably try to use their power base in one way or another. UUs will be separate from other Military groups (IE- Infantry, Second Rate SOTL)

Militia - guerrillas 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 has three levels (for the Army)- Conscript, Regular and Elite. These levels represent the cost of each unit. 1 EP and 1 Industrial Point is equal to 4 Conscript Brigades, 2 Regular Brigades or 1 Elite Brigade. Militia cannot be purchased but rather generated automatically or through non-stat based orders. For the Navy 1 EP and 1 Industrial Point is equal to one First Rate SOTL, 2 Second Rate SOTLs or 4 Third Rate SOTLs. It is only worth half of the construction of a Battleship. It costs a lot to construct a large Military but these rules are to prevent total domination by a single power through use of a massive Economy. To increase the training of already produced Brigades or Ships, 1 EP per Brigade/Ship must be payed. This is to prevent players from creating titanic Conscript Armies and then upgrading them to Elite right away.

As a certain Corsican once said in OTL, an army marches on its stomach. Logistical support is necessary for any real military operations, so you will probably have to invest 1 eco. point into each such operation, whether offensive or defensive; if involving a particularily-large army (or navy), or if taking place in a difficult territory with little chances for local resupply, you might have to invest more than one eco. point. And if its a large army somewhere far away in the middle of a desert... things get interesting.


Economy

The ICNES II Economy System is really the NES2 VI Economy System except with one change.

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).

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 two turns.

Eco. points can be banked. They go to the Treasury, where all eco goes if not used. This is where players that don't send orders have their money go, usually. If a nations capital is captured, then any money in the treasury is given to the conquering nation for use the next turn.

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)

Industry also plays an important role. To increase Infrastructure, Living Standards, Education and to get more Squadrons/Divisions you must pay 1 Industry Point for each level/5 divisions or squadrons. For example, an Above medium naiton wants to increase her infrastructure. It must pay 3 EP (it's size cost) and 1 Industry Point (for one level). That same nation wants five more divisions. It must pay one EP and IP for those five divisions. Industry can be increase by investing 5 EP into it.

Also, the number of Economical and Industrial Centers are put in the stats to reduce hassle on the players behalf.

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.

Tiny (1)- Small (1)- Medium (2)-Above Medium (3)-Large (4)-Huge (5)-Gargantuan (6)-Half the World (7)

Miscellanous Stats

Those four/five stats below are all grown with eco. points, but your nations' size cost must be payed for each level you want to increase in any of these stats. Infrastructure, Education and Living Standards also require an additional Industrial Point per level.

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.

None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent

Education

This is just how your people are... educated, I guess. Obvious enough. With a good education, you have better chances of receiving a “miraculous invention”. You could design better walls and siege engines, and ships for that matter, with higher education. The higher education, the more chances you have to develop some technology.

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 four 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: NO LONGER CAN BE 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: NO LONGER CAN BE 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

Wait! There is even more stuff you could waste your treasury on! Particularily, you could invest it, in the form of eco. points, into all sorts of programs - for example, you could invest them into the development of some technology (NOTE - it MUST be something conceivable for this time. You probably will have to consult me about this too... :sigh: ), though the success will depend not just on the amount of money invested, but also on your education level and on chance. Sometimes it could take quite a while. Or maybe you could invest it into a colonial venture. Or into some nice idea that you have, such as a jungle-clearing program that might increase infrastructure, and, in long-term, economy. This is also one of the few ways you could increase culture and confidence using money.

Note - in no case is success - or, at least, complete success - guaranteed. But its possible.

Detirioration

Over time, all your stats will detiriorate. This can be sped up by many factors, such as war, rebellion, neglect, low economy (not just with a minus eco. point, though the lower the "better"), et cetera. You could delay this by investing money into maintaining your current stats, the more money the less your stats will detiriorate.

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 THREE turns, or invest 2 additional eco. points to speed it up by one more turn. Note that there is a limit - you can only invest one eco. level per turn, and accordingly only 6 extra eco. points per turn. The exact time it takes to build a project will depend on too many factors to list here. In addition to EP, Industry Points must be invested at a rate of 1 point per turn in order to sustain construction.

Nation Background

To better fit in as the ruler of your country, you will have a brief history of each country here.
 
Military Upkeep removed to reduce compliactions. Do not think it will not be in the NES though. Players will need to be cautious and invest wisely lest the wrath of financial problems be bestown upon you!

The map is pretty much done, with some IC and ECs to be added. ICs are now yellow for easier viewing.
 
Icmancin said:
Military Upkeep removed to reduce compliactions. Do not think it will not be in the NES though. Players will need to be cautious and invest wisely lest the wrath of financial problems be bestown upon you!

The map is pretty much done, with some IC and ECs to be added. ICs are now yellow for easier viewing.

If you want to, you don't have to write nation backgrounds yet. I'd just love to see my stats.
 
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