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JSNES2:States NES Redux
Welcome to the second JSNES. This NES will be based around the very early United States of America. However, to make things interesting for more than one player, the states are now much more powerful than they were in real life. The storyline goes thus:
In the year of 1788, the Constitutional Convention was in essence a failure. The goals it set out to meet; a strong, federal government, were not quite abandoned entirely, but not much good happened either. The new Constitution of the United States only achieved three new things: a new law required a simple majority of the legislature to agree upon, there were two branches of Congress, and a new, independent executive branch was created to enforce the laws. Also a decentralized Judicial branch was created, though this had little power. States, however, retain most of the power, and rivalries have grown to the brink of civil war between the most powerful. Tensions are now high in the states, and many have fled to the frontiers, which hold promise of a new life...
In this NES, you take the reigns of one of those states, and lead it through war, peace, trade, and diplomacy. There are many new innovative rules, so pay attention closely. Though they are complex, they will actually make it simpler to play. The year is 1800, or 1799 going into 1800.
Economy:
Stolen From North King's States NES
Income:
Income is earned by the thousands of dollars. Some states start out with a large income, some with a small income. The ways you increase economy are: by expanding into new territory (must this be explained?), trade (more on that later), passing new internal bills in your states (like one that increases taxes, or encourages businesses or farmers or immigration), exploiting natural resources (like a bill to allow mass logging of your states forests), and through random events, which some naturally with each update.
Expenses:
These are vast, naturally. The areas of spending are: armed forces maintenance, education, projects, transportation, interest on loans, social welfare, internal security, etc. There is no way to stop this monster unless you curtail your expenses.
Deficit Spending:
Don’t have enough money to increase the army more? Can’t afford supporting new industries? Deficit spending is the answer. Basically, all you really need to do to go into deficit is to order your minions to spend more than you earn. Every turn you spend more money than you earn, the debt grows by the amount you are losing.
Now this sounds like a miracle cure–except there is one problem. There is a ten percent interest on your national debt. This represents the fact that what you are doing is essentially borrowing from your banks. What this means is that for every ten thousand dollars you are in debt, you are adding one thousand a turn to your expenses every turn. You can, of course, merely spend even further into the deficit to cover these costs, but don’t spend too far into debt: the banks may just not allow you to take out any more. This will be hinted at in the updates before it happens, so you will have advanced warning.
Of course, you can pay off your debt. That will just be added to the expenses for that turn.
Treasury:
Represents your current cash reserves, possibly a surplus from the year before.
Military:
This is your states militia. It is in numbers. An increase is one division each, subject to change. Each division costs 1 income to raise, but that is not the end of the cost of military. Your army eats up a certain amount of money, depending on their level.
If you want your army to be of conscript level, then allot 1 income for every five divisions every turn.
If you want your army to be of regular level, then allot 1 income for every 2 divisions every turn.
If you want your army to be of elite level, then allot 2 income for every 1 divisions every turn.
(A note on these: this is rounded up. So if you want it to be at militia level, then 5 divisions would cost 1 income, 6 would be 2).
And that is it. One up front cost, then an ongoing cost. It is pretty simple.
Naval forces are the same, except levels are of 1 division (10 ships) each.
Note-Divisions = about 1,000 men, I don’t care how big they are in real life.
Transportation:
For every 1 ship division you have, you can transport 1 division. After that, it costs 1 economy/3 divisions to transport those troops for 1 turn.
Education:
On a scale of 1-10, represents literacy and overall entrepeneurism in your state. Larger population-needs more invested before it can go up. As a general rule the smallest states will need to spend 10 eco per turn to get to a level of 10, while larger state may need to pay as high as 20. Just say how much you want to appropriate to it, and I will raise the stat accordingly. As population increases, so does the cost to support.
Format: X/Y (ex 3/4)
X=current level (in this case, 3)
Y=Upkeep per turn (in this case, 4)
Infrastructure
If you invest heavily into here, your armies will move faster, your trade will go better, population grow faster, and your expansion faster. 1 income per level to support, takes the current level +1 to raise. It may be easier (and cheaper) to invest in large products, such as roads and canals and whatnot. (and someday railroads). Though very expensive, the benifits are well worth the investment, its probably the only direct economic investment way to improve economy save projects. A bigger country in terms of land pays more for upkeep in general.
This is also represented by the same X/Y formula as education.
Projects:
The local equivalent of wonders. They cost money. Tell me what it is and what it does. I will tell you how much it costs. In your budget, order to spend money on these (a certain amount per turn), or nothing will happen.
Elections!:
You can be elected president! Or you can simply influence elections. How?
Announce your candidacy, generally you will get alot of support within your home state (unless you are a socialist abolitionist in south carolina, or something of the extreme distaste).
The beginning I will just run through some historical people, but as time goes on and men distinguish themselves (through stories especially, and just actions) they can gain a standing and truely be able to reach a national level of appeal.
Confidence
Basically a subjective synopsis of the people’s confidence in their Governor, effects popularity throughout the country in elections and bad confidence can lead to unrest.
Congress:
Congress is your place for diplomacy to come into action. Just introduce a bill (it can be whatever you want, just keep it realistic. It can be deliberately aimed to hurt your enemies production and trade, or it can be a declaration of war on another nation, etc.) in your orders. Then it will be announced in the newspaper that following year. Then, states can vote. You can either vote yes, no, or abstain. A bill needs a majority to pass. If you want others to vote for your bill, either make it attractive to them or bribe them. Your choice.
Remember the power of congress and the federal government is limited, so choose what you attempt to do wisely.
I think I have touched everything.
DC is not represented on the map, and is federal territory, and current location of the federal army of about 10,000 souls (10 divisions), which is all they can't support without donations for the states... that is, you.
Example:
State: New York
Capital: Albany
Ruler/Player: Governor _______/Grandmaster
Economy:
>Income: 17
>Expenses: 15 (5 military, 6 domestic, 4 projects)
>Balance: 2
>Treasury: 0
>Debt: 0
>Interest: 0
Army: 6 Regular Divisions
Navy: 10 Conscript Ship Divisions
Education: 3/3
Infrastructure: 3/4
Confidence: Good
Projects: Ellis Island 5/5(+immigration, 2 income/turn), Eire Canal 5/10 (+3 infrastructure, 2 income/turn)
Welcome to the second JSNES. This NES will be based around the very early United States of America. However, to make things interesting for more than one player, the states are now much more powerful than they were in real life. The storyline goes thus:
In the year of 1788, the Constitutional Convention was in essence a failure. The goals it set out to meet; a strong, federal government, were not quite abandoned entirely, but not much good happened either. The new Constitution of the United States only achieved three new things: a new law required a simple majority of the legislature to agree upon, there were two branches of Congress, and a new, independent executive branch was created to enforce the laws. Also a decentralized Judicial branch was created, though this had little power. States, however, retain most of the power, and rivalries have grown to the brink of civil war between the most powerful. Tensions are now high in the states, and many have fled to the frontiers, which hold promise of a new life...
In this NES, you take the reigns of one of those states, and lead it through war, peace, trade, and diplomacy. There are many new innovative rules, so pay attention closely. Though they are complex, they will actually make it simpler to play. The year is 1800, or 1799 going into 1800.
Economy:
Stolen From North King's States NES
Income:
Income is earned by the thousands of dollars. Some states start out with a large income, some with a small income. The ways you increase economy are: by expanding into new territory (must this be explained?), trade (more on that later), passing new internal bills in your states (like one that increases taxes, or encourages businesses or farmers or immigration), exploiting natural resources (like a bill to allow mass logging of your states forests), and through random events, which some naturally with each update.
Expenses:
These are vast, naturally. The areas of spending are: armed forces maintenance, education, projects, transportation, interest on loans, social welfare, internal security, etc. There is no way to stop this monster unless you curtail your expenses.
Deficit Spending:
Don’t have enough money to increase the army more? Can’t afford supporting new industries? Deficit spending is the answer. Basically, all you really need to do to go into deficit is to order your minions to spend more than you earn. Every turn you spend more money than you earn, the debt grows by the amount you are losing.
Now this sounds like a miracle cure–except there is one problem. There is a ten percent interest on your national debt. This represents the fact that what you are doing is essentially borrowing from your banks. What this means is that for every ten thousand dollars you are in debt, you are adding one thousand a turn to your expenses every turn. You can, of course, merely spend even further into the deficit to cover these costs, but don’t spend too far into debt: the banks may just not allow you to take out any more. This will be hinted at in the updates before it happens, so you will have advanced warning.
Of course, you can pay off your debt. That will just be added to the expenses for that turn.
Treasury:
Represents your current cash reserves, possibly a surplus from the year before.
Military:
This is your states militia. It is in numbers. An increase is one division each, subject to change. Each division costs 1 income to raise, but that is not the end of the cost of military. Your army eats up a certain amount of money, depending on their level.
If you want your army to be of conscript level, then allot 1 income for every five divisions every turn.
If you want your army to be of regular level, then allot 1 income for every 2 divisions every turn.
If you want your army to be of elite level, then allot 2 income for every 1 divisions every turn.
(A note on these: this is rounded up. So if you want it to be at militia level, then 5 divisions would cost 1 income, 6 would be 2).
And that is it. One up front cost, then an ongoing cost. It is pretty simple.
Naval forces are the same, except levels are of 1 division (10 ships) each.
Note-Divisions = about 1,000 men, I don’t care how big they are in real life.
Transportation:
For every 1 ship division you have, you can transport 1 division. After that, it costs 1 economy/3 divisions to transport those troops for 1 turn.
Education:
On a scale of 1-10, represents literacy and overall entrepeneurism in your state. Larger population-needs more invested before it can go up. As a general rule the smallest states will need to spend 10 eco per turn to get to a level of 10, while larger state may need to pay as high as 20. Just say how much you want to appropriate to it, and I will raise the stat accordingly. As population increases, so does the cost to support.
Format: X/Y (ex 3/4)
X=current level (in this case, 3)
Y=Upkeep per turn (in this case, 4)
Infrastructure
If you invest heavily into here, your armies will move faster, your trade will go better, population grow faster, and your expansion faster. 1 income per level to support, takes the current level +1 to raise. It may be easier (and cheaper) to invest in large products, such as roads and canals and whatnot. (and someday railroads). Though very expensive, the benifits are well worth the investment, its probably the only direct economic investment way to improve economy save projects. A bigger country in terms of land pays more for upkeep in general.
This is also represented by the same X/Y formula as education.
Projects:
The local equivalent of wonders. They cost money. Tell me what it is and what it does. I will tell you how much it costs. In your budget, order to spend money on these (a certain amount per turn), or nothing will happen.
Elections!:
You can be elected president! Or you can simply influence elections. How?
Announce your candidacy, generally you will get alot of support within your home state (unless you are a socialist abolitionist in south carolina, or something of the extreme distaste).
The beginning I will just run through some historical people, but as time goes on and men distinguish themselves (through stories especially, and just actions) they can gain a standing and truely be able to reach a national level of appeal.
Confidence
Basically a subjective synopsis of the people’s confidence in their Governor, effects popularity throughout the country in elections and bad confidence can lead to unrest.
Congress:
Congress is your place for diplomacy to come into action. Just introduce a bill (it can be whatever you want, just keep it realistic. It can be deliberately aimed to hurt your enemies production and trade, or it can be a declaration of war on another nation, etc.) in your orders. Then it will be announced in the newspaper that following year. Then, states can vote. You can either vote yes, no, or abstain. A bill needs a majority to pass. If you want others to vote for your bill, either make it attractive to them or bribe them. Your choice.
Remember the power of congress and the federal government is limited, so choose what you attempt to do wisely.
I think I have touched everything.
DC is not represented on the map, and is federal territory, and current location of the federal army of about 10,000 souls (10 divisions), which is all they can't support without donations for the states... that is, you.
Example:
State: New York
Capital: Albany
Ruler/Player: Governor _______/Grandmaster
Economy:
>Income: 17
>Expenses: 15 (5 military, 6 domestic, 4 projects)
>Balance: 2
>Treasury: 0
>Debt: 0
>Interest: 0
Army: 6 Regular Divisions
Navy: 10 Conscript Ship Divisions
Education: 3/3
Infrastructure: 3/4
Confidence: Good
Projects: Ellis Island 5/5(+immigration, 2 income/turn), Eire Canal 5/10 (+3 infrastructure, 2 income/turn)