Update 1, 1800 will be Sunday, November 7th; get orders in by Saturday and we're all good!
Introduction
Imperial Glory focuses on the establishment and expansion of European empires across the world. Focused upon an alternative history where the imperial strength of Europe remains undiminished even slightly in 1800, many of the old dynasties which were shaken by years of development and unrest remain intact. This will be an ever-evolving NES, and there will likely be changes as things progress. I would like to caution all of you against the desire to willy-nilly conquer things without stopping. Not only will I as moderator throw innumerable objects in your both, chances are your fellow players were too. Also, remember that religion is still a big part of European life, and allying with "the heathens" against the white man can sometimes not look too good at home or abroad. Without further ado, the long awaited NES can begin.
The NESing Guide for our new Players: http://forums.civfanatics.com/showthread.php?t=169043
The Story and Background
The year is 1800 and the center looks to be a strictly European one, as much of the world's geographic boundaries have been unveiled and Europe dominates most of them. Great colonial empires vie for power and position across the globe, and with more land to open up presented, the course for colonization and imperialism has been set. Troubles within Europe could waylay the colonial powers from their mission of global domination as the dissolution of the Holy Roman Empire leaves a small power vacuum in Central Europe. As the nations of Europe grow in power and strength, a dawn of a new era of Imperial Glory could bless the country which shows the greatest strength and will.
Ruleset
A starting note on the rules: The nineteenth century was a time of great changes in human society and civilization. This will be reflected in the rules and as the NES progresses new rules will likely be added to reflect these changes and developments.
Sample Stats
Sweden
Absolute Monarchy: Gustav IV
Capitol: Stockholm
Economic Power: 8/0
Stability: 10
Manpower: 30
Research: Army (30), Industrial (30)
Army: 60 Regular Regiments, 10 Artillery Battalions
Army Quality: 3
Navy: 3 Sloops, 20 Frigates, 2 Ships of the Line
Navy Quality: 3
Colonial Possessions: +2 EP
New Sweden: +2 EP, +2 Manpower
-Stability: 8
-Garrison: 4 Colonial Regiments
New Sweden Canal Project: 15/30
Nation Selections
I feel that I should start by stating that Asian and African nations will not be initially playable in this NES. If we have a deluge of players, then yes, they may be opened up for play, but the simple fact is that I want this NES to focus on European colonial or imperial powers. Now I do not extend this ban to the Ottoman Empire, which I feel is a strong nation even in European terms. I realize some of you like the Asian or African routes, but for now, were keeping them off limits. Mostly this is to encourage proper action as imperialists, taking full advantage of the peoples of the lesser regions and doing dirty, unspeakable acts upon them and their nations resources. I have found that it is less likely that people do their duties as imperialists if they have to deal with other actual people.
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 determine your party names, or youll be stuck with the generic following: Socialist, Liberal, Moderate, Conservative, Reactionary. Most countries will be monarchies at the start however, which allow for a great deal of difference. My advice is that you remember that it is your god-given divine right to rule and the ignorant masses dont understand the nuances of good government.
Originally Imperial Glory was intended as a "hard mode" version of A Brave New World. To this end, there's a couple of special qualifications for the government that I should probably bring to light. Do not succumb to the desire of caving into liberal demands at the first sign of trouble, remember, most of you are monarchs set on maintaining their own power. You're welcome to help out the nobility on occasion, but avoid trouble with the rabble. If your government is overthrown or the monarch abdicates, your nation will become open for other players to take over the new regime. Keep this in mind.
Economy
Economic Power: (Total Points Generated a Turn)/(Banked)
Economic Points are the amount of funds that you have to spend on various projects throughout each turn. Economic Points represent all the various elements of a national economy, not just industry, but agricultural and so forth. Therefore, economies are not solely built up by heavy industry, especially in the early part of the 19th Century. Keep this in mind while planning your nation's rise to glory. The way you increase your EP per turn is to create projects or policies (see below) that could assist in the building up of your national economy. Conquest of other territories can help, but not always, depending on the circumstances. Another good way to improve your economy is through colonial expansion as prosperous colonies will often lead to a prosperous home country as well.
Stability
Stability is much like as it was in A Brave New World 2 but with some vital differences. With Imperial Glory the NES will have the same stability stat going from 0 to 12, representing the situation within your nation. The main change is that the stability will be determined 100% by your actions, not by spending or upkeep. Despite this, I will allow the spending of your economy to increase stability, and if you choose, you can spend an amount of EP equal to the next level up of your stability to increase it. For example, if you have eight stability you can spend nine EP to bring the stability level up to nine.
Manpower
Manpower is vital for creating your army. The more people you have, the more the manpower grows each year. Some manpower can be brought in from larger colonies, but that will take effort and development. It is possible to raise total manpower through time through scientific advances and increased national birthrates. Most of the time this can rarely be affected by your choices. If you choose to create a colony using manpower, that manpower will become part of colonial supply, no longer part of the mother country. All army units (not navy or airforce) can be demobilized for their full manpower cost, though the EP cost is not recoverable.
Manpower listed does not include colonial statistics, which will be measured by each colony individually. As stated elsewhere, colonial manpower can only be used for colonial forces.
Manpower cannot be banked, it is simply brought in over time, so take that into any military considerations you may make.
Military Costs
Unit Pricing
Colonial (Type Listed Here) Regiment: 1 EP and 1 colonial manpower, for 1 regiment. Similar in quality to Regulars, they are the best forces for colonial combat, but be wary of them in times of colonial unrest. They are the most loyal to their particular colony. Only colonial manpower can be used to create these units
Infantry Regiment: 1 EP and 1 manpower, for 1 regiment. Is greatly affected by technology advances.
Guards Regiment: 2 EP and 1 manpower for 1 regiment. These are elite infantry and worth the cost.
Cavalry Regiment: 3 EP and 1 manpower, for 1 regiment.
Artillery Battalion: 1 EP and 1 manpower, for 1 regiment.
Sloop: A light ship, good for scouting or running blockades. 1 EP for 2.
Frigate: staple ship of any fleet, basic warship. 1 EP for 1.
Ship of the Line: The big one, the ship which acts as flagship and main ship for open battle. 2 EP for 1.
Technology and Research
Research can be focused into five different fields, and emphasize your EP within them. The amount of EP you put in will dramatically affect the rate at which you develop technologies. There is no tech sharing like would be had with a typical tech tree. When a technology is researched it immediately makes its way around the globe, based on a variety of factors. Uncivilized nations are usually excepted from this rule. The researching nation however will receive a bonus for being the first to a tech, whether through new units, quality increases, or economic boosts. To spend into research you must commit part of your EP per turn to the effort. The five fields available for research spending are:
Army: This is of course technologies for improving your army, including small arms, artillery, and cavalry.
Navy: This is technologies for improving your fleet, including new ship designs, as well as other aids for naval transportation and development.
Industrial: These are technologies based on industrial development, most notable would be the steam engine and the resulting developments.
Cultural: These are technologies which represent cultural development and ideas/ideologies. While they can sometimes be destabilizing, they nonetheless can be important, as they can unlock the development of key scientific theories or industrial technologies.
Scientific: These are technologies which are mostly theories of development, and are essential for allowing much future development in other categories of research.
Colonies and Colonization
Establishing a colony is quite a bit simpler than it had been in the original A Brave New World. You can use brute military force to establish outposts and carve an empire out of the white regions of the world. You can also spend manpower to establish settler colonies in any region, or use your motherlands manpower to buff up an already existing colony. EP can also be spent to establish outposts, representing trading ports. Each type will have different advantages and disadvantages which I will let you discover.
Colonies do have stats of their own within the larger nation stat. I will be listing the exact amount of EP that the colony provides to the overall empire, so that you may determine its overall value to your cause. The colonies will have their own borders on the world map, and this can be determined by you, should you decide to shuffle things around a bit. This is to help you understand what areas provide what help to your cause. Larger colonies with more settlers from the motherland can provide manpower to your nation, but it takes significant development or manpower investment to make this the case.
Colonies also have their own stability stat which works the same way as the stability of the above. Colonies start with a level of stability based on the method of foundation. The stability generally will decrease over time, though this largely depends on the colony. Stabilities can be increased in the same way as mentioned above. Colonies also have their own military garrisons, which can be staffed by local colonial troops if you so choose.
Colonies can have their own colonial regiments as listed above, and they are doubly efficient at defending their own lands than regulars would be. When a colony possesses a manpower stat, they are capable of assembling their own military forces, which will be listed under the garrison part, unless moved elsewhere. You can only establish one new colony per turn, but can freely expand any existing ones.
Protectorates
Protectorates had special purpose in the A Brave New World series, providing bonuses for the nations involved with them. Here, in order to keep with the theme, when you establish a protectorate over another nation, they are thoroughly your puppet and merely an extension of your empire. They will maintain separate national stats, but will take on your color on the world map and you will have direct control over their production and EP. Their EP will by default come directly into your coffers if you do no specify other spending, thus enriching yourself.
You might wonder, "why not just annex the protectorate?" Well, you are capable of securing more EP at first through using them as a protectorate, and down the line, it'll inevitably be merged seamlessly into the larger annexed empire. As a protectorate, it'll be much easier to integrate them into your imperial possessions. The downside of course is that as a protectorate they still have some independent status and may abuse your protection by launching wars of their own, dragging you into the battle.
Uncivilized nations are the easiest to make protectorates, bringing them into your imperial possessions. However, you can make other civilized nations into satellite protectorates of yourself, if say you've badly mauled them in a recent war. All the same details apply to civilized countries that have become protectorates as civilized ones, including taking on your national color on the map and directly depositing their EP into your stats unless stated otherwise. If a nation with a player is forced into being your satellite, they will be immediately ousted from the game and their country comes under your control.
Uncivilized Nations
These are the countries which good, Imperialist nations will exploit at every opportunity. They do not have exact stats in most cases, which will only be revealed when the nation is at war or part of a larger empire. They will instead have more generic nonnumeric stats which harken back to the ye olde days of NESing. Their politics will be a bit more detailed, simply because it'll help in the exploiting of the non-white people of the world. Despite the inherent inferiority of non-Europeans, do not underestimate these powers in battle, as some will be able to assemble fearsome forces to combat you or possess an economy which will bury you in paid allies. Be wary. Of course, on the other hand, the bare stats provided may be inaccurate as they are only the European perception of the various powers, not the exact details.
Projects vs. Policies
Projects are the equivalent to wonders in this NES. You may devise any sort of Great Project you please, as long as it fits with your nation and capabilities. Simply inform me of the project and your intended goals for it, and I will give you a price.
A policy would be a government law you enact that doesnt always require spending. This can be anything from civil rights to education spending. Sometimes this will require EP, and will therefore be kept track of in stats. Policies can help in a variety of ways but are not always needed, so dont go overboard.
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.
While stories or elaborate economic growth programs are no longer needed for a nations success, Im not discouraging them. If you do programs, projects, and so forth and tell good stories, there may very well be rewards for your efforts.
The Update time will always be at the top of the thread in this post. Therefore I will not ever answer the question: when is the update?
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.
My greatest recommendation for any new NESers who join is to pay attention to the whole updates, not just your part. You never know what opportunities you may find.
Thanks and Credits
Thanks to Eqandcivfanatic for creating this nes
The Starting Map
Introduction
Imperial Glory focuses on the establishment and expansion of European empires across the world. Focused upon an alternative history where the imperial strength of Europe remains undiminished even slightly in 1800, many of the old dynasties which were shaken by years of development and unrest remain intact. This will be an ever-evolving NES, and there will likely be changes as things progress. I would like to caution all of you against the desire to willy-nilly conquer things without stopping. Not only will I as moderator throw innumerable objects in your both, chances are your fellow players were too. Also, remember that religion is still a big part of European life, and allying with "the heathens" against the white man can sometimes not look too good at home or abroad. Without further ado, the long awaited NES can begin.
The NESing Guide for our new Players: http://forums.civfanatics.com/showthread.php?t=169043
The Story and Background
The year is 1800 and the center looks to be a strictly European one, as much of the world's geographic boundaries have been unveiled and Europe dominates most of them. Great colonial empires vie for power and position across the globe, and with more land to open up presented, the course for colonization and imperialism has been set. Troubles within Europe could waylay the colonial powers from their mission of global domination as the dissolution of the Holy Roman Empire leaves a small power vacuum in Central Europe. As the nations of Europe grow in power and strength, a dawn of a new era of Imperial Glory could bless the country which shows the greatest strength and will.
Ruleset
A starting note on the rules: The nineteenth century was a time of great changes in human society and civilization. This will be reflected in the rules and as the NES progresses new rules will likely be added to reflect these changes and developments.
Sample Stats
Sweden
Absolute Monarchy: Gustav IV
Capitol: Stockholm
Economic Power: 8/0
Stability: 10
Manpower: 30
Research: Army (30), Industrial (30)
Army: 60 Regular Regiments, 10 Artillery Battalions
Army Quality: 3
Navy: 3 Sloops, 20 Frigates, 2 Ships of the Line
Navy Quality: 3
Colonial Possessions: +2 EP
Spoiler :
New Sweden: +2 EP, +2 Manpower
-Stability: 8
-Garrison: 4 Colonial Regiments
New Sweden Canal Project: 15/30
Nation Selections
I feel that I should start by stating that Asian and African nations will not be initially playable in this NES. If we have a deluge of players, then yes, they may be opened up for play, but the simple fact is that I want this NES to focus on European colonial or imperial powers. Now I do not extend this ban to the Ottoman Empire, which I feel is a strong nation even in European terms. I realize some of you like the Asian or African routes, but for now, were keeping them off limits. Mostly this is to encourage proper action as imperialists, taking full advantage of the peoples of the lesser regions and doing dirty, unspeakable acts upon them and their nations resources. I have found that it is less likely that people do their duties as imperialists if they have to deal with other actual people.
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 determine your party names, or youll be stuck with the generic following: Socialist, Liberal, Moderate, Conservative, Reactionary. Most countries will be monarchies at the start however, which allow for a great deal of difference. My advice is that you remember that it is your god-given divine right to rule and the ignorant masses dont understand the nuances of good government.
Originally Imperial Glory was intended as a "hard mode" version of A Brave New World. To this end, there's a couple of special qualifications for the government that I should probably bring to light. Do not succumb to the desire of caving into liberal demands at the first sign of trouble, remember, most of you are monarchs set on maintaining their own power. You're welcome to help out the nobility on occasion, but avoid trouble with the rabble. If your government is overthrown or the monarch abdicates, your nation will become open for other players to take over the new regime. Keep this in mind.
Economy
Economic Power: (Total Points Generated a Turn)/(Banked)
Economic Points are the amount of funds that you have to spend on various projects throughout each turn. Economic Points represent all the various elements of a national economy, not just industry, but agricultural and so forth. Therefore, economies are not solely built up by heavy industry, especially in the early part of the 19th Century. Keep this in mind while planning your nation's rise to glory. The way you increase your EP per turn is to create projects or policies (see below) that could assist in the building up of your national economy. Conquest of other territories can help, but not always, depending on the circumstances. Another good way to improve your economy is through colonial expansion as prosperous colonies will often lead to a prosperous home country as well.
Stability
Stability is much like as it was in A Brave New World 2 but with some vital differences. With Imperial Glory the NES will have the same stability stat going from 0 to 12, representing the situation within your nation. The main change is that the stability will be determined 100% by your actions, not by spending or upkeep. Despite this, I will allow the spending of your economy to increase stability, and if you choose, you can spend an amount of EP equal to the next level up of your stability to increase it. For example, if you have eight stability you can spend nine EP to bring the stability level up to nine.
Manpower
Manpower is vital for creating your army. The more people you have, the more the manpower grows each year. Some manpower can be brought in from larger colonies, but that will take effort and development. It is possible to raise total manpower through time through scientific advances and increased national birthrates. Most of the time this can rarely be affected by your choices. If you choose to create a colony using manpower, that manpower will become part of colonial supply, no longer part of the mother country. All army units (not navy or airforce) can be demobilized for their full manpower cost, though the EP cost is not recoverable.
Manpower listed does not include colonial statistics, which will be measured by each colony individually. As stated elsewhere, colonial manpower can only be used for colonial forces.
Manpower cannot be banked, it is simply brought in over time, so take that into any military considerations you may make.
Military Costs
Unit Pricing
Colonial (Type Listed Here) Regiment: 1 EP and 1 colonial manpower, for 1 regiment. Similar in quality to Regulars, they are the best forces for colonial combat, but be wary of them in times of colonial unrest. They are the most loyal to their particular colony. Only colonial manpower can be used to create these units
Infantry Regiment: 1 EP and 1 manpower, for 1 regiment. Is greatly affected by technology advances.
Guards Regiment: 2 EP and 1 manpower for 1 regiment. These are elite infantry and worth the cost.
Cavalry Regiment: 3 EP and 1 manpower, for 1 regiment.
Artillery Battalion: 1 EP and 1 manpower, for 1 regiment.
Sloop: A light ship, good for scouting or running blockades. 1 EP for 2.
Frigate: staple ship of any fleet, basic warship. 1 EP for 1.
Ship of the Line: The big one, the ship which acts as flagship and main ship for open battle. 2 EP for 1.
Technology and Research
Research can be focused into five different fields, and emphasize your EP within them. The amount of EP you put in will dramatically affect the rate at which you develop technologies. There is no tech sharing like would be had with a typical tech tree. When a technology is researched it immediately makes its way around the globe, based on a variety of factors. Uncivilized nations are usually excepted from this rule. The researching nation however will receive a bonus for being the first to a tech, whether through new units, quality increases, or economic boosts. To spend into research you must commit part of your EP per turn to the effort. The five fields available for research spending are:
Army: This is of course technologies for improving your army, including small arms, artillery, and cavalry.
Navy: This is technologies for improving your fleet, including new ship designs, as well as other aids for naval transportation and development.
Industrial: These are technologies based on industrial development, most notable would be the steam engine and the resulting developments.
Cultural: These are technologies which represent cultural development and ideas/ideologies. While they can sometimes be destabilizing, they nonetheless can be important, as they can unlock the development of key scientific theories or industrial technologies.
Scientific: These are technologies which are mostly theories of development, and are essential for allowing much future development in other categories of research.
Colonies and Colonization
Establishing a colony is quite a bit simpler than it had been in the original A Brave New World. You can use brute military force to establish outposts and carve an empire out of the white regions of the world. You can also spend manpower to establish settler colonies in any region, or use your motherlands manpower to buff up an already existing colony. EP can also be spent to establish outposts, representing trading ports. Each type will have different advantages and disadvantages which I will let you discover.
Colonies do have stats of their own within the larger nation stat. I will be listing the exact amount of EP that the colony provides to the overall empire, so that you may determine its overall value to your cause. The colonies will have their own borders on the world map, and this can be determined by you, should you decide to shuffle things around a bit. This is to help you understand what areas provide what help to your cause. Larger colonies with more settlers from the motherland can provide manpower to your nation, but it takes significant development or manpower investment to make this the case.
Colonies also have their own stability stat which works the same way as the stability of the above. Colonies start with a level of stability based on the method of foundation. The stability generally will decrease over time, though this largely depends on the colony. Stabilities can be increased in the same way as mentioned above. Colonies also have their own military garrisons, which can be staffed by local colonial troops if you so choose.
Colonies can have their own colonial regiments as listed above, and they are doubly efficient at defending their own lands than regulars would be. When a colony possesses a manpower stat, they are capable of assembling their own military forces, which will be listed under the garrison part, unless moved elsewhere. You can only establish one new colony per turn, but can freely expand any existing ones.
Protectorates
Protectorates had special purpose in the A Brave New World series, providing bonuses for the nations involved with them. Here, in order to keep with the theme, when you establish a protectorate over another nation, they are thoroughly your puppet and merely an extension of your empire. They will maintain separate national stats, but will take on your color on the world map and you will have direct control over their production and EP. Their EP will by default come directly into your coffers if you do no specify other spending, thus enriching yourself.
You might wonder, "why not just annex the protectorate?" Well, you are capable of securing more EP at first through using them as a protectorate, and down the line, it'll inevitably be merged seamlessly into the larger annexed empire. As a protectorate, it'll be much easier to integrate them into your imperial possessions. The downside of course is that as a protectorate they still have some independent status and may abuse your protection by launching wars of their own, dragging you into the battle.
Uncivilized nations are the easiest to make protectorates, bringing them into your imperial possessions. However, you can make other civilized nations into satellite protectorates of yourself, if say you've badly mauled them in a recent war. All the same details apply to civilized countries that have become protectorates as civilized ones, including taking on your national color on the map and directly depositing their EP into your stats unless stated otherwise. If a nation with a player is forced into being your satellite, they will be immediately ousted from the game and their country comes under your control.
Uncivilized Nations
These are the countries which good, Imperialist nations will exploit at every opportunity. They do not have exact stats in most cases, which will only be revealed when the nation is at war or part of a larger empire. They will instead have more generic nonnumeric stats which harken back to the ye olde days of NESing. Their politics will be a bit more detailed, simply because it'll help in the exploiting of the non-white people of the world. Despite the inherent inferiority of non-Europeans, do not underestimate these powers in battle, as some will be able to assemble fearsome forces to combat you or possess an economy which will bury you in paid allies. Be wary. Of course, on the other hand, the bare stats provided may be inaccurate as they are only the European perception of the various powers, not the exact details.
Projects vs. Policies
Projects are the equivalent to wonders in this NES. You may devise any sort of Great Project you please, as long as it fits with your nation and capabilities. Simply inform me of the project and your intended goals for it, and I will give you a price.
A policy would be a government law you enact that doesnt always require spending. This can be anything from civil rights to education spending. Sometimes this will require EP, and will therefore be kept track of in stats. Policies can help in a variety of ways but are not always needed, so dont go overboard.
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.
While stories or elaborate economic growth programs are no longer needed for a nations success, Im not discouraging them. If you do programs, projects, and so forth and tell good stories, there may very well be rewards for your efforts.
The Update time will always be at the top of the thread in this post. Therefore I will not ever answer the question: when is the update?
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.
My greatest recommendation for any new NESers who join is to pay attention to the whole updates, not just your part. You never know what opportunities you may find.
Thanks and Credits
Thanks to Eqandcivfanatic for creating this nes
The Starting Map
Spoiler :