Jason The King
Deity
JNES: Learning to Walk
Welcome to possibly the most innovative JNES I have ever modded thats pulling from a stream of dozens of NESs. I hope that this one will work out, and will lead us to some great stories, outstanding histories, and addictive NESing
RULES
Economy
In most NESs, one will say that this is the most important part of your nation. While it still remains for the most part true, it is slightly skewed. Your economy is the wealth of the combined population of your nation. A high economy means a strong and vibrant nation, but what it does not mean is a strong military.
The economy will be in levels: depression, recession, poor, okay, good, prosperous, outstanding, incredible. You can not increase your economy by asking for it to be increased, it will increase or decrease in its own time, based upon the status of your nation. Use your own imagination for how to increase it.
Now what you can increase is your income. This will be rather simple, unlike the other recent rule sets I have come up with. It will basically be a number, which is how many eco-points you have to spend per turn, and in parentheses right next to it, will explain, in percentages, where the income comes from. Example: +3 (70% land taxes, 25% import tariffs, 5% trade surplus). This will tell you where you need to improve, and what you need to defend.
Military
This is the different part then most NESs. Your nation does not constantly recruit troops in order to compete with rivals. Nay, that is not what really happened in real life. Instead, you keep a standing army, only slightly increasing it each turn as population increases.
And so, this is how it will be. Your stat will display your manpower in terms of the amount of men in your standing army. It will slowly increase as your population increases, or decrease etc. You may disperse this however you want in your military, each unit type you want. Based on what you tell me, I will then tell you the cost of your military each turn, and you can adjust as you see fit.
For example, I give you 100,000 troops at your disposal. You decide to make 50,000 swordsmen, 20,000 spearmen, 10,000 archers, 5,000 chariots (x2 since its two per chariot), and 1,000 galleys (x10 since its 100 men per galley). I then tell you that this will cost you 5 points a turn. You throw up because it is so expensive. Instead, you make 100 galleys instead of 1,000, and make 9,000 more spearmen.
I expect you to do all the math, which there isnt really that much, and I will correct your mistakes (likewise).
It is a good idea to not use all of your manpower right of way into converting into military. You may want to keep them in the manpower stat, and wait for until you have casualties in war, so that you can replenish them.
You can of course use less men then what is available in order to have a smaller yet stronger force, and save some money.
Of course you can conscript, which is a one-time cost. You can order it, and see what you get for the money you put out. It will be more then normal, and be much less trained then your regular troops.
Culture
This is a huge part in this game, just as much as the military. Your culture will have an impact on whether you need to garrison a country or not, build a fort or not, or even if your borders expand on their own.
You build culture by building things within your cities. Whether it be a temple, monument, memorial, university, cathedral, or anything you can think of. You decide the extent onto how long it will take to be done, the longer, the more important it obviously is. Same with the price tag.
A highly cultured city will appear a different shape on the map (will be explained on the map). This city will exert a certain amount of culture, and may even spread over into your neighbors side of the border. What will become of this is up to the players.
A stronger culture also means a better economy. Why? Because it just does, so shut up and be obedient!
Your people will be happier to join the military as well if the culture is up.
You will also have some trouble expanding if your culture is low, or even assimilating the cultures you conquer, especially if they are stronger then yours. You may end up being assimilated!
Expansion, Occupation, and Garrison
You cannot have in your orders, now, spread army in my territory. Instead, each major city will be displayed on the first page, and will tell you a brief description of the city and its people. If you are having trouble with that city, you may need to garrison it with some troops.
Also, it difficult to conquer territory. You will loose men, but it is even harder to occupy it. If your culture isnt strong enough to assimilate the people, you will have trouble on your hands. You may need to build forts (eco-point each) to garrison your troops in these areas. Or, if your cheap, you need to build camps for your armies. In other words, you must garrison your land according to how the people are, and outside influence.
Resources
The resources you control will be listed in your stats, plus will be present in the city stat on the first page in the city it is closest too. You need resources to build certain units, but I am going to keep it as simple as I can. Each country only needs one of the resources to build as many units as they want.
For example, India has 2 iron mines, but only needs 1 for her complete equipping of her army. So, she can trade the other one, for whatever she wants, to another country. In the beginning, the only resources needed to build units are timber and iron, the former more widely spread then the latter.
Governments
If your people do not like their government, they can overthrow it. Keep an eye on your citizen approval rates. If you are overthrown, you can loose the ability to send orders for your country for a while. There can also be a civil war, or a revolutionary war.
In a government where there is shared power, I will play the part of the power that is elected by the people. This means I can veto parts of your orders if the majority of the legislature is against it.
Battle Turns
These arent really turns, just real-time fighting. Basically, this is how it works. In an update, you can, say, invade Britain. As soon as britains player gets online, he can send orders for a counter attack (no recruitment, only using the men he has), and then I will write the result. Germany, the invader, can send more orders, shifting his men, and so on and so on, until the next update comes.
So if you are fighting a war, you can fight the whole war within one turn if you both get on enough.
Welcome to possibly the most innovative JNES I have ever modded thats pulling from a stream of dozens of NESs. I hope that this one will work out, and will lead us to some great stories, outstanding histories, and addictive NESing

RULES
Economy
In most NESs, one will say that this is the most important part of your nation. While it still remains for the most part true, it is slightly skewed. Your economy is the wealth of the combined population of your nation. A high economy means a strong and vibrant nation, but what it does not mean is a strong military.
The economy will be in levels: depression, recession, poor, okay, good, prosperous, outstanding, incredible. You can not increase your economy by asking for it to be increased, it will increase or decrease in its own time, based upon the status of your nation. Use your own imagination for how to increase it.
Now what you can increase is your income. This will be rather simple, unlike the other recent rule sets I have come up with. It will basically be a number, which is how many eco-points you have to spend per turn, and in parentheses right next to it, will explain, in percentages, where the income comes from. Example: +3 (70% land taxes, 25% import tariffs, 5% trade surplus). This will tell you where you need to improve, and what you need to defend.
Military
This is the different part then most NESs. Your nation does not constantly recruit troops in order to compete with rivals. Nay, that is not what really happened in real life. Instead, you keep a standing army, only slightly increasing it each turn as population increases.
And so, this is how it will be. Your stat will display your manpower in terms of the amount of men in your standing army. It will slowly increase as your population increases, or decrease etc. You may disperse this however you want in your military, each unit type you want. Based on what you tell me, I will then tell you the cost of your military each turn, and you can adjust as you see fit.
For example, I give you 100,000 troops at your disposal. You decide to make 50,000 swordsmen, 20,000 spearmen, 10,000 archers, 5,000 chariots (x2 since its two per chariot), and 1,000 galleys (x10 since its 100 men per galley). I then tell you that this will cost you 5 points a turn. You throw up because it is so expensive. Instead, you make 100 galleys instead of 1,000, and make 9,000 more spearmen.
I expect you to do all the math, which there isnt really that much, and I will correct your mistakes (likewise).
It is a good idea to not use all of your manpower right of way into converting into military. You may want to keep them in the manpower stat, and wait for until you have casualties in war, so that you can replenish them.
You can of course use less men then what is available in order to have a smaller yet stronger force, and save some money.
Of course you can conscript, which is a one-time cost. You can order it, and see what you get for the money you put out. It will be more then normal, and be much less trained then your regular troops.
Culture
This is a huge part in this game, just as much as the military. Your culture will have an impact on whether you need to garrison a country or not, build a fort or not, or even if your borders expand on their own.
You build culture by building things within your cities. Whether it be a temple, monument, memorial, university, cathedral, or anything you can think of. You decide the extent onto how long it will take to be done, the longer, the more important it obviously is. Same with the price tag.
A highly cultured city will appear a different shape on the map (will be explained on the map). This city will exert a certain amount of culture, and may even spread over into your neighbors side of the border. What will become of this is up to the players.
A stronger culture also means a better economy. Why? Because it just does, so shut up and be obedient!
Your people will be happier to join the military as well if the culture is up.
You will also have some trouble expanding if your culture is low, or even assimilating the cultures you conquer, especially if they are stronger then yours. You may end up being assimilated!
Expansion, Occupation, and Garrison
You cannot have in your orders, now, spread army in my territory. Instead, each major city will be displayed on the first page, and will tell you a brief description of the city and its people. If you are having trouble with that city, you may need to garrison it with some troops.
Also, it difficult to conquer territory. You will loose men, but it is even harder to occupy it. If your culture isnt strong enough to assimilate the people, you will have trouble on your hands. You may need to build forts (eco-point each) to garrison your troops in these areas. Or, if your cheap, you need to build camps for your armies. In other words, you must garrison your land according to how the people are, and outside influence.
Resources
The resources you control will be listed in your stats, plus will be present in the city stat on the first page in the city it is closest too. You need resources to build certain units, but I am going to keep it as simple as I can. Each country only needs one of the resources to build as many units as they want.
For example, India has 2 iron mines, but only needs 1 for her complete equipping of her army. So, she can trade the other one, for whatever she wants, to another country. In the beginning, the only resources needed to build units are timber and iron, the former more widely spread then the latter.
Governments
If your people do not like their government, they can overthrow it. Keep an eye on your citizen approval rates. If you are overthrown, you can loose the ability to send orders for your country for a while. There can also be a civil war, or a revolutionary war.
In a government where there is shared power, I will play the part of the power that is elected by the people. This means I can veto parts of your orders if the majority of the legislature is against it.
Battle Turns
These arent really turns, just real-time fighting. Basically, this is how it works. In an update, you can, say, invade Britain. As soon as britains player gets online, he can send orders for a counter attack (no recruitment, only using the men he has), and then I will write the result. Germany, the invader, can send more orders, shifting his men, and so on and so on, until the next update comes.
So if you are fighting a war, you can fight the whole war within one turn if you both get on enough.