Israelite9191
You should be reading
Shalom everyone! This is my first NES, a fresh start NES, and I hope to make it a good one. As you read through the rules you will notice some things that I hope will make this NES different. There are a couple things that I don’t mention in the rules about this NES that I will mention now that you all should know:
1. I will use lots of random events, and they will be very important. I intend to use random events to cause the balance of power to constantly be shifting from one area of the world to another, like in the real world. But that doesn't mean the pattern will necessarily fit that of the real world. It all depends on where people are and what I feel like.
2. Important cities of trade, religion, culture, science, etc. will be very hard to get (harder than in most NESes) but will get you more benefits. Depending on how I feel and the situation, a certain center of trade might give you an exra spending point a turn, or it might give you an extra 2 spending points a turn, or increased population and 1 spending point, or any number of things.
OK everybody, lets get out there and have some fun!
RULES
Template:
Nation Name [replace this whole line of text with the name of your nation]
Ruler/Player: [Nation’s Ruler/CFC Name]
Capital: [Nation’s Capital]
Government: [Your government, be creative, but don’t be farfetched]
Location: [Where it is located, this is mainly to help me, the mod, with obscure places]
Religion: [Nation’s religion, use general polytheism if bored/uncreative]
Ethnicities: [Fill in your nations major ethnicity, if there are more, I will decide about that]
Population: {I fill this in}
Economy: {I fill this in}
Trade: You have no important trade routes at this time
Required Resources: {I fill this in}
Special Resources: {I fill this in}
Major Industries: {I fill this in}
Army: {I fill this in}
Navy: {I fill this in}
UU: You have none yet
Education: {I fill this in}
Age: Bronze Age
Culture: {I fill this in}
Confidence: Tolerating
Projects: You have none yet
Nation Background: [You fill this out]
Starting Date:
This NES will start in 1762, or 2000 BCE for all of y'all Gentiles out there. J/K
Civilization Zones:
Displayed on the civlization zone map as red, green, and grey areas, they are the areas where you can found your nation. Red Zone nations will be most established an most powerful at the start, but they will also suffer the most bad random events due to corruption and are the least militarily powerful since they are settled and glutunous. Green Zone nations are newer and fresher, they are smaller and less powerful, but are less corrupt and more adept militarliy and are less glutunous. Grey Zone naitons will have to fight for there lives, they start out the weakest, but if they survive, they can reek havok and cuase mass destruction. Who will you be?
Government:
Government is how you rule your people. If you are an elected government, I will take the place of the senate/parliament. If you are a feudal monarchy, I will take the place of feudal lords. Government helps to determine how happy your people are, how confident they are, and how likely rebellions are. The more centralized your governmental form, the less likely you will have rebellion. A centralized monarchy is a lot less likely to face rebellions than a feudal monarchy.
Religion:
Practically every mod says this, and means it, but for me it will actually be true. I intend to make religion extremely important. Religion will be the basis for most alliances (with NPCs at least) and most wars. Converting to a more developed nation's religion can cause you to jump entire education levels, or even ages. Religion will be crucial to this NES.
Ethnicities:
Balancing tensions between different ethnic groups in your nation will be tough, but not impossible. In this NES, genocide will almost never work (sorry Silver), but that doesn’t mean that kindness will always work either. Depending on the situation, you may need to get very creative when it comes to controlling the ethnic tensions in your country.
Economy:
I will try to combine the two most popular economies systems that are currently in use. There will be 12 economic levels. With the 1st 4 you get 1 eco to spend a turn, the middle 4 you get 2 eco to spend a turn, with the last 4 you get 3 eco to spend a turn. By sacrificing an economy level you get 6 economy points to spend. You can also bank eco points if you want.
The levels are as follows:
Bankruptcy- 1 eco per turn- 1 to next level
Severe Depression- 1 eco per turn- 2 to next level
Depression- 1 eco per turn- 3 to next level
Recession- 2 eco per turn- 2 to next level
Stability- 2 eco per turn- 3 to next level
Growth- 2 eco per turn- 5 to next level
Wealth- 3 eco per turn- 3 to next level
Prosperity- 3 eco per turn- 5 to next level
Monopoly- 3 eco per turn- 8 to next level
Trade:
You can encourage trade through creative programs, but you do not start trade routes yourself, I do. You can, however, seize the money from trade that passes through your lands. This may divert trade to other directions, if other directions exist. It could also encourage merchant lead rebellions against you. I should also mention roads here. Roads encourage trade and allow your troops to move faster, but they also allow enemy troops to move faster through your lands should you be invaded. Use carefully.
Required Resources:
This is a list of the necessary resources you do not have. Most nations will start off with all necessity resources, but a few will not. Namely, the American and Sub-Saharan African civilizations will not start out with horses, and will thus have horses listed here. Other instances would be if you are a nation in West Africa that relies on the trans-Saharan trade, then salt would be a necessity resource for you. If you do not have one of these resources, you can arrange trade deals (these are one of only two kinds of arranged trade deals) with another nation for this particular resource.
Special Resources:
Special resources are resources that are unique to their location or are in great abundance in their location. These would include Chinese silk, porcelain, and lacquer ware, Lebanese cedar, Egyptian papyrus, British tin, etc. These goods can give economic bonuses to trade, educational bonuses, military bonuses, confidence bonuses, religious bonuses, practically any bonus, it all depends on how the mod feels. You can arrange special time-limited trade agreements for these goods (this is the other case where you can arrange trade agreements).
Major Industries:
This tells you where your people are working. If you have a land based economy, then a string of attacks or natural disasters will be devastating, while a trade based economy would be devastated by a governmental change in its trading partners, and so on.
Army and Navy:
This is the military power of your nation. All will be based on cavalry, infantry, and ships. Army will grow based on the SECOND number in your population, same with navy. In the following chart the first number is the population rating (second in your stat), the second army, the third navy.
1: 200-20
2: 400-40
3: 800-80
4: 1,500-100
5: 3,000-200
6: 6,000-300
7: 15,000-400
8: 30,000-500
9: 60,000-600
10: 150,000-700
Unique Unit (UU):
You can have two at a time, but they must be of different ‘types’. This means that Arabia can have dhows (naval) and camelry (cavalry) at the same time, but not camelry (cavalry) and Bedouin horsemen (cavalry) at the same time. When you advance to a new age, your UU/UUs will be absorbed into the normal military and must be replaced with new UU/UUs. UUs increase at 10% of your total ARMY, not population. When I say army, I mean that if you have a naval UU, it will grow based on your navy, a cavalry UU, on your cavalry, an infantry UU, on your infantry, etc. (if there are any others).
Education:
This is how educated your people are. The better it is, the more likely you are to increase to the next age. You can fund education, but it is more likely to go up do to random events, increasing with economy points will always cost 6 economy points. The levels are:
Hopelessly Idiotic
Very Idiotic
Idiotic
Ignorant
Below Average
Average
Above Average
Clever
Smart
Wise
Enlightened
Age:
The age you are in gives a general idea of the level of technology in use at the time. If you are of a more developed age than another civilization, than that is a decisive advantage, but only to an extant. While Bronze Age nations have little chance against Renaissance nations, they stand a strong chance against Early Iron Age nations. You can either enter a new age on your own, or find your way to it by following another civilization. The list of ages, for now, runs as follows:
*Bronze Age*
Early Iron Age
Late Iron Age
Culture:
This is how influential your people are. The higher this is, the more likely ideas from your nation are to spread and the more likely your nation is to be successful in diplomacy. The base rating will be on a scale of 1-10, but this can be surpassed. While economy can be put into creative ideas to help further your nation’s culture, you can not directly put money into this.
Confidence:
This is how confident your people are in their government and nation. The higher, the less likely you are to face revolts and the more successful your policies will be, particularly if you are an elected government. Confidence is effected by just about everything, but if your county is doing good, then confidence will be high, if it is doing bad, then confidence will be low. The levels are as follows:
Lynching
Hateful
Resentful
Barely Tolerating
Tolerating
Respecting
Admiring
Loving
Cult of Personality
Projects:
Tell me what you want it to do, what it's called, and I will say in update how long it will take. That's all.
Orders:
Please keep in list form, and please include your stats for the turn. I hope to have the first update be Wednesday or Thursday afternoon or evening. After the first update, orders will be do on Fridays at 7:30 PM U.S. Central Time (GMT -6). Please PM orders.
Stories:
Stories are highly suggested and will receive bonuses. One thing I do suggest though, for the sake of the mod’s eyes, is to separate longer stories into chapters that are in separate posts and posted on separate days. I generally don’t like to read very long stories.
Kfvetching And Hoking Me A Chynick (aka Complaints to the Mod):
I will probably be more willing to listen than other mods are, especially at first. This is mainly because I am new and I want all the constructive criticism I can get. But if you get too annoying, don’t become to angry if a hoard of Pashtun barbarians comes riding out of the Hindu Kush Mountains to kill you.
Contact:
My AIM is stignatiusjew and my email is stignatiusjew@aol.com.
I believe that is it. If anything comes up later, I will post it here.
1. I will use lots of random events, and they will be very important. I intend to use random events to cause the balance of power to constantly be shifting from one area of the world to another, like in the real world. But that doesn't mean the pattern will necessarily fit that of the real world. It all depends on where people are and what I feel like.
2. Important cities of trade, religion, culture, science, etc. will be very hard to get (harder than in most NESes) but will get you more benefits. Depending on how I feel and the situation, a certain center of trade might give you an exra spending point a turn, or it might give you an extra 2 spending points a turn, or increased population and 1 spending point, or any number of things.
OK everybody, lets get out there and have some fun!
RULES
Template:
Nation Name [replace this whole line of text with the name of your nation]
Ruler/Player: [Nation’s Ruler/CFC Name]
Capital: [Nation’s Capital]
Government: [Your government, be creative, but don’t be farfetched]
Location: [Where it is located, this is mainly to help me, the mod, with obscure places]
Religion: [Nation’s religion, use general polytheism if bored/uncreative]
Ethnicities: [Fill in your nations major ethnicity, if there are more, I will decide about that]
Population: {I fill this in}
Economy: {I fill this in}
Trade: You have no important trade routes at this time
Required Resources: {I fill this in}
Special Resources: {I fill this in}
Major Industries: {I fill this in}
Army: {I fill this in}
Navy: {I fill this in}
UU: You have none yet
Education: {I fill this in}
Age: Bronze Age
Culture: {I fill this in}
Confidence: Tolerating
Projects: You have none yet
Nation Background: [You fill this out]
Starting Date:
This NES will start in 1762, or 2000 BCE for all of y'all Gentiles out there. J/K
Civilization Zones:
Displayed on the civlization zone map as red, green, and grey areas, they are the areas where you can found your nation. Red Zone nations will be most established an most powerful at the start, but they will also suffer the most bad random events due to corruption and are the least militarily powerful since they are settled and glutunous. Green Zone nations are newer and fresher, they are smaller and less powerful, but are less corrupt and more adept militarliy and are less glutunous. Grey Zone naitons will have to fight for there lives, they start out the weakest, but if they survive, they can reek havok and cuase mass destruction. Who will you be?
Government:
Government is how you rule your people. If you are an elected government, I will take the place of the senate/parliament. If you are a feudal monarchy, I will take the place of feudal lords. Government helps to determine how happy your people are, how confident they are, and how likely rebellions are. The more centralized your governmental form, the less likely you will have rebellion. A centralized monarchy is a lot less likely to face rebellions than a feudal monarchy.
Religion:
Practically every mod says this, and means it, but for me it will actually be true. I intend to make religion extremely important. Religion will be the basis for most alliances (with NPCs at least) and most wars. Converting to a more developed nation's religion can cause you to jump entire education levels, or even ages. Religion will be crucial to this NES.
Ethnicities:
Balancing tensions between different ethnic groups in your nation will be tough, but not impossible. In this NES, genocide will almost never work (sorry Silver), but that doesn’t mean that kindness will always work either. Depending on the situation, you may need to get very creative when it comes to controlling the ethnic tensions in your country.
Economy:
I will try to combine the two most popular economies systems that are currently in use. There will be 12 economic levels. With the 1st 4 you get 1 eco to spend a turn, the middle 4 you get 2 eco to spend a turn, with the last 4 you get 3 eco to spend a turn. By sacrificing an economy level you get 6 economy points to spend. You can also bank eco points if you want.
The levels are as follows:
Bankruptcy- 1 eco per turn- 1 to next level
Severe Depression- 1 eco per turn- 2 to next level
Depression- 1 eco per turn- 3 to next level
Recession- 2 eco per turn- 2 to next level
Stability- 2 eco per turn- 3 to next level
Growth- 2 eco per turn- 5 to next level
Wealth- 3 eco per turn- 3 to next level
Prosperity- 3 eco per turn- 5 to next level
Monopoly- 3 eco per turn- 8 to next level
Trade:
You can encourage trade through creative programs, but you do not start trade routes yourself, I do. You can, however, seize the money from trade that passes through your lands. This may divert trade to other directions, if other directions exist. It could also encourage merchant lead rebellions against you. I should also mention roads here. Roads encourage trade and allow your troops to move faster, but they also allow enemy troops to move faster through your lands should you be invaded. Use carefully.
Required Resources:
This is a list of the necessary resources you do not have. Most nations will start off with all necessity resources, but a few will not. Namely, the American and Sub-Saharan African civilizations will not start out with horses, and will thus have horses listed here. Other instances would be if you are a nation in West Africa that relies on the trans-Saharan trade, then salt would be a necessity resource for you. If you do not have one of these resources, you can arrange trade deals (these are one of only two kinds of arranged trade deals) with another nation for this particular resource.
Special Resources:
Special resources are resources that are unique to their location or are in great abundance in their location. These would include Chinese silk, porcelain, and lacquer ware, Lebanese cedar, Egyptian papyrus, British tin, etc. These goods can give economic bonuses to trade, educational bonuses, military bonuses, confidence bonuses, religious bonuses, practically any bonus, it all depends on how the mod feels. You can arrange special time-limited trade agreements for these goods (this is the other case where you can arrange trade agreements).
Major Industries:
This tells you where your people are working. If you have a land based economy, then a string of attacks or natural disasters will be devastating, while a trade based economy would be devastated by a governmental change in its trading partners, and so on.
Army and Navy:
This is the military power of your nation. All will be based on cavalry, infantry, and ships. Army will grow based on the SECOND number in your population, same with navy. In the following chart the first number is the population rating (second in your stat), the second army, the third navy.
1: 200-20
2: 400-40
3: 800-80
4: 1,500-100
5: 3,000-200
6: 6,000-300
7: 15,000-400
8: 30,000-500
9: 60,000-600
10: 150,000-700
Unique Unit (UU):
You can have two at a time, but they must be of different ‘types’. This means that Arabia can have dhows (naval) and camelry (cavalry) at the same time, but not camelry (cavalry) and Bedouin horsemen (cavalry) at the same time. When you advance to a new age, your UU/UUs will be absorbed into the normal military and must be replaced with new UU/UUs. UUs increase at 10% of your total ARMY, not population. When I say army, I mean that if you have a naval UU, it will grow based on your navy, a cavalry UU, on your cavalry, an infantry UU, on your infantry, etc. (if there are any others).
Education:
This is how educated your people are. The better it is, the more likely you are to increase to the next age. You can fund education, but it is more likely to go up do to random events, increasing with economy points will always cost 6 economy points. The levels are:
Hopelessly Idiotic
Very Idiotic
Idiotic
Ignorant
Below Average
Average
Above Average
Clever
Smart
Wise
Enlightened
Age:
The age you are in gives a general idea of the level of technology in use at the time. If you are of a more developed age than another civilization, than that is a decisive advantage, but only to an extant. While Bronze Age nations have little chance against Renaissance nations, they stand a strong chance against Early Iron Age nations. You can either enter a new age on your own, or find your way to it by following another civilization. The list of ages, for now, runs as follows:
*Bronze Age*
Early Iron Age
Late Iron Age
Culture:
This is how influential your people are. The higher this is, the more likely ideas from your nation are to spread and the more likely your nation is to be successful in diplomacy. The base rating will be on a scale of 1-10, but this can be surpassed. While economy can be put into creative ideas to help further your nation’s culture, you can not directly put money into this.
Confidence:
This is how confident your people are in their government and nation. The higher, the less likely you are to face revolts and the more successful your policies will be, particularly if you are an elected government. Confidence is effected by just about everything, but if your county is doing good, then confidence will be high, if it is doing bad, then confidence will be low. The levels are as follows:
Lynching
Hateful
Resentful
Barely Tolerating
Tolerating
Respecting
Admiring
Loving
Cult of Personality
Projects:
Tell me what you want it to do, what it's called, and I will say in update how long it will take. That's all.
Orders:
Please keep in list form, and please include your stats for the turn. I hope to have the first update be Wednesday or Thursday afternoon or evening. After the first update, orders will be do on Fridays at 7:30 PM U.S. Central Time (GMT -6). Please PM orders.
Stories:
Stories are highly suggested and will receive bonuses. One thing I do suggest though, for the sake of the mod’s eyes, is to separate longer stories into chapters that are in separate posts and posted on separate days. I generally don’t like to read very long stories.
Kfvetching And Hoking Me A Chynick (aka Complaints to the Mod):
I will probably be more willing to listen than other mods are, especially at first. This is mainly because I am new and I want all the constructive criticism I can get. But if you get too annoying, don’t become to angry if a hoard of Pashtun barbarians comes riding out of the Hindu Kush Mountains to kill you.
Contact:
My AIM is stignatiusjew and my email is stignatiusjew@aol.com.
I believe that is it. If anything comes up later, I will post it here.