Ideas thread-Not alt histories but like rules and such

This is the ruleset I'll probably use once next NES time comes around. It might look familiar. ;)

TABLE OF CONTENTS (By Post#):

1: Rules
2-3: Nations
4-6: About the world
7-10: Reserved

Rules

Economy for each nation is represented by a word. The sizes go: Depression, Recession, Failing, Stable, Growing, Prosperous, and then Outstanding. If you go above and beyond, then it will be reflected by a +#, the number referring to how many levels above Outstanding you have. Saying how you increase it makes me more likely to give special bonuses, so you will want to do that. You must increase your economy by expanding, conquering, or trading. In the early ages you may also expand economy by building roads and hiring tax collectors, in which case you cannot increase anything else the same turn.

Your military is represented in numbers. When you increase your army, it will be increased by a certain number, determined by the age of your nation. Your army may grow without you saying so (unless you say for it not to happen) by volunteers joining, or through random events, though it will not be by much. Same goes for navy.

A new addition to the rules section of this NES is Great Leaders. These heroic people can be from all walks of life; you could have a Great Commander, Great Prophet, Great Economist, Great Artist, Great Politician, Great Scientist, Great Engineer, and perhaps a few more as we go on. They will be listed, somewhere. Anyway, these will be almost semi randomly given, but sometimes they will be given to NPCs just to make life more interesting for you. :)

You can also build roads between your cities, and will be represented on map. These will help you should you have to move a lot of troops over long distances (less tired to fight) or when you are invaded. However, if you are invaded it could be tragic as well with the enemies capturing your roads. They increase your economy (you have a chance of gaining economies here and there should you have many roads), and they make your people happier. You may destroy roads whenever you like. You may only build one road (from one city to the other) a turn, and they cost an economy level, or you can have your army build them (at least 100 men per road needs to be working, meaning not fighting), then it will be free but you army hates you more, but are more disciplined. So it swings both ways again.

NOTE: Expansion will be extremely slow in this game, to reflect reality, especially in the ancient age. Also, watch out for real life events (example: America when Europeans came)

You can make a wonder, the time it takes depends on what the wonder is or does, what age we are in, how your economy is like, and the overall stats of your nation. Only 3 per age per nation.

Education is available to increase once you learn writing. To increase takes an economy, and that represents building schools or implementing new doctrines of learning. It can, of course, increase by random events.
The levels are: Lost Cause, Idiotic, Ignorant, Poor, Average, Clever, Smart, Wise, Enlightment.

The training of your armed forces will go down by one level each time you upgrade your army or navy to a new age. Same goes for air force when we get there.
Training your armed forces is not possible for a while.

You can still set up trade routes, however they are a little different. You can only set up an unlimited number of official trading routes. To open up a trade route, both nations must agree to it. To open a route it costs two economies. You gain an economy each turn, and if you have a main luxury (silks from China would be a luxury to Sumer and Indian spices would be a luxury to Rome) you gain two economies every three turns.

NOTE: I will be strict on the luxury trading. This means luxury trades will most likely be very hard to get, and very hard to keep.

Also, main routes, either main official routes the countries are running or unofficial but lucrative routes will be represented on the map. If they run overland through your nation, you can order them seized, however, this will not make the people on either side of the route like you, and it will likely drive the route out through another path. At sea you can harass and pirate the trade routes, however, intercepting them is not going to be so likely, they will often defend a bit better, however, there is more chance of the organizers of the trade route not finding out about it. Note that they act the same as a road, but can disappear.

Addtion: Centers of Trade are cities which have such an enormus amount of riches flowing through them that they can fully be considered hubs of trade, represented by a square on the map. Cities like Constantinople, Copenhagen, London, Alexandria, Chengdu, Calicut, etc. in the real world. The trade through these cities makes the country so much off of tarriffs that every three turns they add a(several) bonus economy level(s). Multiple asterisks after especially lucarative centers indicates how many bonus levels. These cities are hard to get, hard to keep, and nearly impossible to conquer, as conquest dries up local trade significantly.

Productive Areas are stuff like extremely rich farmland, enormous mines, diamond finds, fishing grounds, you name it. They will be represented on the map, and they will give you an economy bonus, which will be listed in your stats. The economy bonus can be used every turn the thing lasts, but note using it makes it last for a shorter time, and also prolific use of it makes your people depend on it unhealthily.

An asterik (*) will appear by your nation's name should you be experiencing a huge trade increase (non-official) with other nations, or you are conquering or just got done conquering some land. It represents the extra money you get from trading, or the extra land/population/slaves you get from conquering nations. Usually you can upgrade two things per economy with it, but sometimes more, and sometimes less. It will last a couple turns after you conquer a nation (and during), or as long as you are trading so much. It can be taken away just as quick as it is given. Think of it as a golden age, just that once it is gone, you can regain it again if you’re good enough.

UU’s can be made, one per age, for each nation.

Governments must keep in line with the age. You may make up any kind of government you want, though it is up to me to determine if it is the right age for it.

Category is revised idea from the first time I used it. After your Government stat will be three numbers. These represent Political, Economic, and Social scale. The higher the number, the more free your people are, the lower, the less. A higher political number means stuff like elections takes place, while this will lead to happier people, it will also lead to problems with people interfering with your decisions. Lower is the opposite. Economic scale, the higher it is, the more people can trade on their own, and so you’ll have more random events dealing with economy. Lower economic freedoms are more stable, and they also are more popular with the poor, due to the communist nature of it. Social, basically, well, you know. The higher it is, the more your people will like you, because they can do whatever they want, whereas the religious leaders probably won’t like you.

Religion and Culture are closely intertwined and they have a huge significance in the greater scheme of things. If you were to create a strong, influential religion, then your culture would shoot up, you would have a strong influence over all those who converted to your religion, and your populace would be more loyal. A strong religion means a strong culture, and a strong culture can do all sorts of nifty things like make your people more resistant to foreign invasion and your army fight harder. If you don’t want to be bothered to make your own, then you can stick to generic polytheisms, though they will not gain you much in any category, or convert to another unique religion, though this will likely result in religious turmoil for a while, and probably a group that will follow your lead and convert and another that will not.

Religion, however, is not the only way to increase your culture. Culture can be increased by many things: a spectacular wonder, a golden age, certain scientific discoveries, an archaeological find (in the Modern Age, at least), are all ways to increase culture. If you think you have an innovative way to increase it, don’t hesitate to put it in your orders.

NOTE: A strong religion requires a lot of writing. You have to specify its main doctrines, gods, etc., else it will be viewed by the masses as a very stupid and undetailed religion. They are looking for answers, after all, that is what a religion is for. This is a Story based NES, you realize.

You can make a nation wherever you want, however, starting in the Americas is not recommended, due to the fact that they will lag far behind in technology and be very vulnerable when encountered by old worlders.

I like stories, I like to read stories, and they make your nation more likely to receive positive random events, and as a bonus they generally make you more interested in your nation, me more interested in your nation, and me more likely to update the NES. However, I’m aware that some people lack the skills and/or the time. So they are not required. But Encouraged.

To join, just ask.

A note on orders: Post them in the thread or PM them, but I keep a strict limit of two pms of orders, MAX. I know how small this is sometimes, believe me.


Comment if you want, but make sure you keep them on topic. :)

NOTE: I'm probably going to change economy
 
My solution, to use this Fudgified Interactive History system with some modifications depending on the kind of NES your running. I am already posted a thread on it for anyone interested. I like the system because it is pretty balance and helps a lot of issues when one runs a coperative story like NESes.

http://users.tkk.fi/~vesanto/link.elyria/ihrules/interactive.html

For it to work, it is the GM/Mod that have to be the most familiar of the rules and one to do most of the resolution work, with possibly a backup mod whose main responsibility it is just do resolve the actions of Mod if the Mod is playing as well. Players/Writers only need really be familiar on making the actions.

-mellian
 
Okay.
I've got a pirates concept in mind.

If any of you have played Sid Meier's Pirates and/or the MMORPG called Pirates, or even CUtthroats, most of you should know where I'm getting at.
You're a Captain of a ship and essentially, your task is to privateer/pirate/pirate-hunt your way to glory.

However, after much thinking, I came up to a blank as to how the NES should be run. I certainly need a co-mod for this idea to get off the ground - but I would also very much need a ruleset. Does anyone have any ideas? Please PM me or talk in this thread or anything. :)

Thanks.
 
Question is, where is it?
LoL

Couldn't find it although I did recall one way back when.
 
The answer to your question has been edited into my previous post.
 
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