Israelite9191
You should be reading
Novus Ordo Seclorum
A New Order for the Ages
A New Order for the Ages
Welcome to IsrNES4: Novus Ordo Seclorum. This is my fourth NES and I feel I have gotten to a decent ability level as a Mod by this point. This NES has also been in the works for about half a year, so I desperately hope that is ready by now. My updates will be quite in-depth and I hope your orders and stories will not only live up to the updates, but surpass them. Now, one thing that all players should realize about my Moding is that I will not make this easy and I will not make the NPCs extraordinarily weak. Now, that does not mean I will run NPCs the way I would play a PC, but they will be more active and more powerful than most NPCs. Furthermore, while I do not by any means expect multi-PM orders, I want orders that have thought and effort put into them; if I get order that are not worthy of their sender and their nation, then it will have undesired results. Not quite lastly, it should also be noted that everything is subject to the Mod. Finally, I want it to be known that despite my high expectations, I am a realist. I recognize that there will be times when I will have trouble keeping up with the pace of things and there will be time when you will have trouble keeping up with things. I am flexible and I will work with you, that is, if you are flexible and work with m. Now, remember, NESes are meant to be fun, so make sure you are having fun and let it be known if you aren’t.
The world you are about to enter is at a crossroads. An age of brutal chaos has come to a brief respite and the world has entered a rare balance. In no place in the world is one nation dominant entirely over its neighbors. Everything is primed and ready for change. Will you lead your nation to emergence as the strongest and greatest of its neighbors, or will you allow your nation to fall into obscurity and weakness, and even destruction?
RULES
Starting Year:
450 BCE
The Map
Basics:
The map will show each nation with a different colour, except for dependencies which will have the same colour as the nation they are dependent on. Borders between nations will be thick, however all others will be thin. I will be showing provinces and their boundaries on the map, but this is mainly to help myself keep track of different things such as ethnic lines, religious lines, etc.. They are changeable and will likely change due to war, they may also change over time on their own or if the player asks for them to be changed. Fortifications, while not present at the moment, will be shown as one by one squares/dots. Cities will be two by two squares/dots while capitals will have a white border and special cities will have a coloured border depending on type.
Important Cities:
This NES will utilize the three city system as developed by myself with the aid of Thlayli, who should be accredited with the two city system. The system is based on the previous Das and Kamilian city systems. As the name suggests, there are three types of cities:
Centres of Economics: Most of these are centres of trade (all will be until such things as the stock market are developed). They will provide you with an extra eco every turn with the occasional more productive centre. Examples would be New York, Singapore, Tokyo, and London. These are the most common type of important cities. Economic centres are coloured red.
Centres of Culture: These can be educational, artistic, philosophical, pan-national, etc. These will provide you with a variety of bonuses of any type (as long as it makes senese) at any interval, it is all to the discretion of the Mod. Examples would be Paris, Oxford, Chicago, and Boston. These are less common than economic centres but more common than religious centres. Cultural centres are coloured green.
Centres of Religion: These cities are the centres of major religions and major religious pilgrimages. They will provide one eco per turn, religious bonuses (easier proselytizing, higher loyalty, etc.), and other random bonuses, all of these are at the discretion of the Mod. Examples include Jerusalem, Rome, Mecca, and Dharamsala. These are the least common, but most beneficial, type of important city. Religious centres are coloured blue.
Government
Government Stat:
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, etc. Government helps to determine how happy your people are, how confident they are, how likely rebellions are, how free religiously they are, how free economically they are, and so much more.
Centralization:
Centralization is incredibly important. How centralized you are has great influence on how your nation carries on its business, and how it responds to outside pressure and influences. Your nation’s centralization determines the way nearly everything runs. Centralized states are generally more united and more efficient. However, they are also vulnerable to attacks on its centre, as well as unrest among minorities and those who may be disadvantaged by the centralization of power. Decentralized stats on the other hand are generally less united and less efficient, while at the same time better able to survive an attack on the nation’s centre and have more universal support (if such a thing as universal support even exists). In each turn you can generally move one level in either direction. However, while this can be popular among some, it can be very unpopular among others. These groups and the overall benefits of a centralized or decentralized nation must always be kept in mind. The levels are:
League-Loose Confederation-Confederation-Loose Federation-Federation-Tight Federation-Unitary with Exceptions-Mostly Unitary-Unitary-More Unitary-Very Unitary-Uberunitary
Dependencies:
There are two main kinds of dependencies that can be created or negotiated. A PC can negotiate any of these with an NPC or another PC. NPCes may also enter into these kinds of relationships with each other. Economy is different for dependencies than for independent sates, for info see Economy. The different kinds of dependencies are:
Colony The nation to which a colony is dependent receives all of the colony's eco points from special cities. Colonies are under your direct control for military and economic matters, but other matters of domestic policy are under the control of the colonial government. Colonists tend to have little to no loyalty to their home country and are much more likely to rebel, but due to little native infrastructure are not likely to succeed. Colonial militias are at the home country’s control, but remain small and inefficient, in the event of a rebellion they revert to the control of the rebel government in an amount determined by the mod based on numerous factors.
Protectorate: The proceeds of all special cities are deducted from the protectorate and given to the parent country. The protectorate’s military is under the command of the home country, but in the event of a rebellion the forces will revert to the rebel government’s control, and normally in higher numbers than colonial militias. A protectorate maintains much of the its independent infrastructure making rebellions more successful. However, since protectorates maintain home rule they are less likely to rebel. Protectorates also have a different, slimmer, template which is as follows:
Nation Name
Capital:
Ruler/Player:
Government:
Religion:
Economy:
Infantry (Training):
Cavalry (Training):
Navy (Training):
Mercenaries (Training)(Duration of Employment):
Culture:
Projects: None
Nation Background:
Leadership:
This is how good your military leaders (generals, admirals, etc.) and your civilian leaders (bureaucrats, governors etc.) are. The higher is obviously the better. The best generals can whip sub-standard soldiers into shape, while horrid generals will fail even with the best orders from above. Likewise, competent bureaucrats will cause domestic policy to continue on course even with little player attention, while bad bureaucrats will embezzle and carry on other forms of corrupt behavior. The cost of expanding this stat is dependent upon your orders, give me a good strategy and it will cost less. In general, it will cost five eco to progress either leadership stat. Your leadership may go down if you are too lazy with your military; your borders expand to much; or anything of that sort. However, an active military or an active bureaucracy can improve your leadership (good military training can also increase your military leadership). The levels are:
None-Imbecile-Moronic-Stupid-Incompetent-Tolerable-Competent-Better-Good-Smart-Brilliant
The People
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 many alliances and wars. In order to succeed, you must harness the political power of faith to its fullest potential, or else your opponents will.
Age:
The age you are in gives a general idea of the level of technology the people are using 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:
Late Stone Age
Bronze Age
Early Iron Age
Middle Iron Age
Imperial Age
Education:
This is how educated your people are. The better it is, the more likely you are to increase to the next age, discover new inventions, have random increases in leadership or training, etc. Education will cost generally five eco per level, but your plans may cause the cost to go down, or a really bad plan may cause the cost to go up. I do, however, want a plan. The levels are:
Hopelessly Idiotic- Idiotic- Illiterate- Ignorant- Below Average- Average- Above Average- Clever- Smart- Wise- Enlightened
Culture:
Unlike most NESes, I am going to follow the North King model as seen in N3S and use this stat to give you an overview of your culture, rather than rate it. For instance, for the modern nation of Israel I might say something like “Most heavy influence is Jewish culture, bringing influences ranging from Indian to Russian. There is a heavy Euro-American ‘Western’ influence, as well as a lesser influence from the Arabic Middle East.”
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
Leadership:
See “government.”
Economy
Economy Stat:
This is very similar to the NES2 V and NES2 VI, however it is not exactly the same. Each level has different points awarded for it, as opposed to the normal system. If you have negative eco points, then I will have many nasty things happen to you depending on the amount of debt and any ways you plan to handle it. In order to move up in eco level you must not spend your base eco and you must give me strategy(ies)/reason(s) why it should grow. If you invest more eco than necessary, you are more likely to advance or you may even advance more than one level. You may sacrifice up to two levels for an extra six eco. You will also have eco from elsewhere, almost all of this extra eco will be from important cities. In your eco stat you will have a number, and if you are lucky followed by another number, in this manner: #, +#. The first is your base eco and the second is extra eco. If a dependency is in question, then the formula is: #, (-#) with the first still the base eco and the second is the eco that goes to the country on which the dependency is dependant. The economy levels are:
Severe Depression (-2)- 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/2)), where x is the amount of economy levels beyond Monopoly)
Infrastructure:
This is basically the quality of your road network, ports system, etc. A higher level means your nation runs better and you are able to transport troops within your nation more easily. However, a higher level also means that enemies are able to manoeuvre within your territory more easily, and are able to take advantage of your nation’s resources more easily. The levels are:
None-Dirt Paths-Pathetic-Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent
Special Cities:
See under “government”
Military
Army, Cavalry, and Navy:
This is the military power of your nation. All will be based on infantry (in thousands), cavalry (in thousands), and squadrons of ships. Siege weapons (if your nation should have developed them by now as par considerations of history and this timeline) are counted as automatically being part of each division. In your orders you can specify how you want siege weapons utilized, just as you can specify other tactics. In fact, it is highly encouraged that you include some kind of tactics. I will not be too brutal on someone who knows very little about military tactics, but I will be brutal on someone who does not take the effort to give their troops some orders. At least give me strategy (i.e. move here with these, then do this to cause effect A and this to cause effect B etc.). You will always receive five thousands per eco and twenty-five ships per eco. It is also possible to conscript, and it is possible to receive irregulars. These will have minimal training based on the level of your education and cultural factors determined nation to nation. Conscripts are basically irregulars you raise and equip at your will. However, they will generally be less enthused about fighting than irregulars and the raising of them may cause disturbance among the general populace.
Unique Unit (UU):
You can have two UUs at a time, but if you have one it will most likely be all the better for it. You can change your UU at any time; the demoted UU just won’t like it, which could at times be quite an understatement. UUs increase normally, five thousands per eco.
Mercenaries:
Mercenaries were important in early warfare and have continued to be important even into the modern day. Mercenaries are expensive, but normally very well trained and bring a kind of expertise that normally only a UU can have. Mercenaries, however, can be a gamble; you never can know exactly what you are getting. So, when you want mercenaries to bolster your ranks, tell me how much you want to spend, what kind of mercenaries you want (infantry, cavalry, archery, naval, etc.), if there is a specific region you want them from, and I will do the rest. You may luck out and get Arab camelry with the best training in the world going cheap, or you may get very unlucky and get Latin cavalry with the worst training for an incredibly expensive price. If you want to keep them, you can, if you want to get rid of them, you can, but you can not get your money back. Mercenaries will stay with you for only a limited amount of time. You can re-hire them after the period is over, but the rate may have gone up. Or, you can let them go.
Conscripts/Militia/Irregulars:
Should you feel the need, it is possible to conscript militias. Almost always your confidence will take a hit for this, and people will become overall much more revolutionary. The people may also rise on their own to form militias against an enemy or in favour of a revolution (which, if against you, you will obviously not have control over). Troops raised in either way are very poorly trained, with the training level depending on several things including but not limited to education and culture. A colonial militia is of the same training, and large funds and good strategy are needed to change this.
Training:
This is, basically, how well trained your military is. Your UU will generally have a higher training level than your basic military of the adjoining type (cavalry UU to cavalry, infantry UU to infantry, and naval UU to navy). If your military grows too large or too speedily, your training may suffer. To raise the training costs two eco per every five thousands. The levels are:
None-Rabble-Semi-Rabble-Tolerable-Normal-Better-Good-Very Good-Professional-Elite
Leadership:
See under “government.”
Other
Projects:
Tell me what you want it to do, what it's called, a brief description of it (try and put a longer one in a story), and I will say in the update how much it will cost. But please, don’t give me just one or two of the above, if you don’t give me all of them, you will not get the project. You may invest up to two eco a turn, but no more. You can also use strategies, should you think of them, to speed up the project. Should you write a story about the project, I may speed it up, but only just maybe.
Random Events:
Random events will occur, and as the name suggests, many will be totally detached from your orders, and some will be totally random. The majority of “random events,” however, will be indirect results of your orders. Your orders will almost always have indirect results. Some will be good, some will be bad.
Orders:
Please keep in list form, and please include your stats for the turn. Orders will be due on Fridays at 3:00 PM U.S. Central Time (GMT -6). Please PM orders, although if you insist on e-mailing them for some acceptable reason, see below about e-mail under ‘Contact’.
Stories:
In the past, I didn’t care that much. Now, I do. Give me stories people; I don’t want my updates to be the only interesting thing in the thread.
Kvetching and Hocking Me a Chynick (a.k.a. Complaints to the Mod)[/U]:
I will probably be more willing to listen than other Mods are. This because I love constructive criticism, it makes things run better.
Contact:
My AIM is stignatiusjew, if you need to e-mail me your orders for some reason, although I much prefer them PMed, then ask me for my e-mail and I will most likely give it to you.
I believe that is it. If anything comes up later, I will post it here.