Angst
Rambling and inconsistent
Reserve 1 of 3
Introduction:
I was sick and tired of no real world fresh starts showing up at the moment, since that's really what I've got an itch to do at the moment. So I thought it would be a very, very good idea to start one myself instead of complaining. I'm making an example here. Yes, I'm the mod - that means I have no idea how well this will be managed. However, I will do my best for the community and my own enjoyment.
(Random thought: The title subtitle should totally be a real game. If you don't get any of the references, look up on it. )
Information on how exactly the NES is going to be run is going to be up at the end of today. It should become a noninnovative, traditional NES with lots of fun. Of course, if I get an itch underway to do something crazy, I'll do it. But I'll promise you it'll be great.
Rules
- these actually apply as usual. I'm too lazy to type them in right now, but for clearance, let's take a look at the nation stat template... I'm going to keep it somewhat simple, since it's easier to moderate.
Nation name//player
Government:
Culture/Group:
Economy (Domestic/Trade):
Bureaucracy:
Stability:
Military:
Navy:
Projects:
Addendum:
Nation name//player: The name of your mighty state.//The player whom you are.
Government: Your type of government. The government's effects on your nation won't be listed here, but I'll try to apply them based on reason.
Culture/Group: The core culture of your nation, subcultures present within, etc. A list of main cultures are present on the first page. Also, when it becomes relevant, state religion will be listed here. A list of main religions are present on the first page. The group - read; tech group - is something I realized might be necessary, especially when it comes to military requitment. European tribes couldn't requit proper military when the whole Mediterranean could.
Economy: This is how well you're doing with money. But it also represents all other sorts of income; through agriculture, industry, service, trade... Everything that allows you to act. Your nation can act on whatever economy you have available - for NESing purposes, the term shalt be EP (Economic Power), which you can invest into anything. I'm going to seperate into both Domestic EP and Trade EP, mostly for nostalgia's sake. Examplary stats are: Economy (Domestic/Trade): 3/4
Bureaucracy: I needed some sort of word that described the effeciency of national establishments, so I went with this. The higher your bureaucracy rating is, the more effecient your establishments are. They could be hospitals, schools, and it also includes anything you'd actively want to do - for example, declare war. It has a maximum value of 10.
Stability: Good ol' rebel scum are back in business. I will punish unstable decisions quite a lot, and a mediocre stability is absolutely no guarantee to be safe from revolts - although you still are pretty safe, of course. Reason is that in most NESes, 7/10 stability didn't differ at all from 8/10. Here, it will. I'll figure out some interesting interactions other than revolts. Mind you, I'm coming to get you. The lower stability you have, the higher the chance you will crumble into rebellion. I think most acts will change stability a bit, be it one way or the other.
Military: The armies you use to smash your opponents. I will write a military section below.
Navy: The navies you use to broadside them landlubbers. See the military section.
Projects: Any larger projects that take more turns to complete and have a large effect - such as wonders or greater cultural reforms or changing religion somewhat peacefully etc. etc. - will go here. An investment/project can be promoted and/or demoted to a investment/project.
Addendum: Here I will write special modifiers that don't go elsewhere, such as "Inflation is very high," or "The military is attempting a c'oup d'etat."
Military
You have an army and a navy to defend your own nation, these things having a cost. Armies fight and die for the preservation of your country. I must add that even though there is no size stat nor an upkeep, having a too big army has a good chance of punishing your nation's economy - I think a decent amount is when the would-be full price of your army is twice your turnly income, above that and I will punish you with a gentle smirk on my face. Also, I will have line of supply in mind when I remember it exists.
Some military notes:
It is assumed that rivers do not require flotillas to cross, as river vessels are assumed to be available to everyone at an indifferent cost. However, crossing a river to attack an army on the other bank is usually suicide and might be backed up by a little EP. It goes for all warfare though; remember to fund it.
You can easily recruit military and fight with it during the same turn, but if not supported somehow, either by other soldiers or additional EP, they will suffer greatly in organization.
Army costs:
Levy - very poorly organized military with poor strength and armament. However, due to this nature, they can be recruited and fight the same turn with little to no loss in morale or power. 100 soldiers for 1 EP.
Spearmen - while levies actually wield spears more than often, but the spearman unit represents a simple form of professional soldiers. These are more cost-effecient too. 50 soldiers for 1 EP. Not available to Cenopeans.
Archers - usually consisting of skilled hunters, but professional military training allows for powerful range strikes. 50 soldiers for 1 EP.
Navy costs
Galley - catch-all term for the somewhat advanced ships of this time. One such vessel may carry 25 soldiers. 1 of such costs 1 EP. Not available to Cenopeans.
Watch the starting map in awe:
Join Template
The game will begin at an unknown point of history - but it's about 4,000 BC in our world. I will use the template "Years X-Y" each update. Also, if a culture is sufficiently influential, I will add in its calendar as well.
- Each of the below entries are actually not very necessary. :3 But it'll add a lot of flavor to the game and further the enjoyment for us all. I urge you to try out playing with an interesting culture.
Culture name: Write here thy culture name.
Culture history: Short or long history of the culture.
Values
Individual values: What is expected from a young man? What about a woman?
Family values: How do the families work together? What are the positions of the different genders? What are traditional jobs?
Government values: At this point of history, 'Government' is mostly villages, or city states. But you can still type in how your nation is organized. I'm very curious on whatever you think is a good idea.
Design
Economy: What do your people mainly eat? Where do they harvest interesting stuff, if they harvest at all? Do they like amber or any other commodity? What kind of animals do they herd, if any?
Creativity: What things does your nation paint? Are their houses interesting in any way? Do they make nice pottery for architects to lick in six thousand years?
Religion: What religions are present? How does it influence your culture? What gods do you have? (Also, myths of your potential pantheon make for very easy stories if you're out of ideas in the future. Just a by-the-way.)
Introduction:
I was sick and tired of no real world fresh starts showing up at the moment, since that's really what I've got an itch to do at the moment. So I thought it would be a very, very good idea to start one myself instead of complaining. I'm making an example here. Yes, I'm the mod - that means I have no idea how well this will be managed. However, I will do my best for the community and my own enjoyment.
(Random thought: The title subtitle should totally be a real game. If you don't get any of the references, look up on it. )
Information on how exactly the NES is going to be run is going to be up at the end of today. It should become a noninnovative, traditional NES with lots of fun. Of course, if I get an itch underway to do something crazy, I'll do it. But I'll promise you it'll be great.
Rules
- these actually apply as usual. I'm too lazy to type them in right now, but for clearance, let's take a look at the nation stat template... I'm going to keep it somewhat simple, since it's easier to moderate.
Nation name//player
Government:
Culture/Group:
Economy (Domestic/Trade):
Bureaucracy:
Stability:
Military:
Navy:
Projects:
Addendum:
Nation name//player: The name of your mighty state.//The player whom you are.
Government: Your type of government. The government's effects on your nation won't be listed here, but I'll try to apply them based on reason.
Culture/Group: The core culture of your nation, subcultures present within, etc. A list of main cultures are present on the first page. Also, when it becomes relevant, state religion will be listed here. A list of main religions are present on the first page. The group - read; tech group - is something I realized might be necessary, especially when it comes to military requitment. European tribes couldn't requit proper military when the whole Mediterranean could.
Economy: This is how well you're doing with money. But it also represents all other sorts of income; through agriculture, industry, service, trade... Everything that allows you to act. Your nation can act on whatever economy you have available - for NESing purposes, the term shalt be EP (Economic Power), which you can invest into anything. I'm going to seperate into both Domestic EP and Trade EP, mostly for nostalgia's sake. Examplary stats are: Economy (Domestic/Trade): 3/4
Bureaucracy: I needed some sort of word that described the effeciency of national establishments, so I went with this. The higher your bureaucracy rating is, the more effecient your establishments are. They could be hospitals, schools, and it also includes anything you'd actively want to do - for example, declare war. It has a maximum value of 10.
Stability: Good ol' rebel scum are back in business. I will punish unstable decisions quite a lot, and a mediocre stability is absolutely no guarantee to be safe from revolts - although you still are pretty safe, of course. Reason is that in most NESes, 7/10 stability didn't differ at all from 8/10. Here, it will. I'll figure out some interesting interactions other than revolts. Mind you, I'm coming to get you. The lower stability you have, the higher the chance you will crumble into rebellion. I think most acts will change stability a bit, be it one way or the other.
Military: The armies you use to smash your opponents. I will write a military section below.
Navy: The navies you use to broadside them landlubbers. See the military section.
Projects: Any larger projects that take more turns to complete and have a large effect - such as wonders or greater cultural reforms or changing religion somewhat peacefully etc. etc. - will go here. An investment/project can be promoted and/or demoted to a investment/project.
Addendum: Here I will write special modifiers that don't go elsewhere, such as "Inflation is very high," or "The military is attempting a c'oup d'etat."
Military
You have an army and a navy to defend your own nation, these things having a cost. Armies fight and die for the preservation of your country. I must add that even though there is no size stat nor an upkeep, having a too big army has a good chance of punishing your nation's economy - I think a decent amount is when the would-be full price of your army is twice your turnly income, above that and I will punish you with a gentle smirk on my face. Also, I will have line of supply in mind when I remember it exists.
Some military notes:
It is assumed that rivers do not require flotillas to cross, as river vessels are assumed to be available to everyone at an indifferent cost. However, crossing a river to attack an army on the other bank is usually suicide and might be backed up by a little EP. It goes for all warfare though; remember to fund it.
You can easily recruit military and fight with it during the same turn, but if not supported somehow, either by other soldiers or additional EP, they will suffer greatly in organization.
Army costs:
Levy - very poorly organized military with poor strength and armament. However, due to this nature, they can be recruited and fight the same turn with little to no loss in morale or power. 100 soldiers for 1 EP.
Spearmen - while levies actually wield spears more than often, but the spearman unit represents a simple form of professional soldiers. These are more cost-effecient too. 50 soldiers for 1 EP. Not available to Cenopeans.
Archers - usually consisting of skilled hunters, but professional military training allows for powerful range strikes. 50 soldiers for 1 EP.
Navy costs
Galley - catch-all term for the somewhat advanced ships of this time. One such vessel may carry 25 soldiers. 1 of such costs 1 EP. Not available to Cenopeans.
Watch the starting map in awe:
Spoiler :
Join Template
The game will begin at an unknown point of history - but it's about 4,000 BC in our world. I will use the template "Years X-Y" each update. Also, if a culture is sufficiently influential, I will add in its calendar as well.
- Each of the below entries are actually not very necessary. :3 But it'll add a lot of flavor to the game and further the enjoyment for us all. I urge you to try out playing with an interesting culture.
Culture name: Write here thy culture name.
Culture history: Short or long history of the culture.
Values
Individual values: What is expected from a young man? What about a woman?
Family values: How do the families work together? What are the positions of the different genders? What are traditional jobs?
Government values: At this point of history, 'Government' is mostly villages, or city states. But you can still type in how your nation is organized. I'm very curious on whatever you think is a good idea.
Design
Economy: What do your people mainly eat? Where do they harvest interesting stuff, if they harvest at all? Do they like amber or any other commodity? What kind of animals do they herd, if any?
Creativity: What things does your nation paint? Are their houses interesting in any way? Do they make nice pottery for architects to lick in six thousand years?
Religion: What religions are present? How does it influence your culture? What gods do you have? (Also, myths of your potential pantheon make for very easy stories if you're out of ideas in the future. Just a by-the-way.)