New NES possibility...

Which one

  • 1. 4000 BC NES

    Votes: 4 14.8%
  • 2. 600 AD NES

    Votes: 1 3.7%
  • 3. Rennasaince NES

    Votes: 4 14.8%
  • 4. Alternate History NES

    Votes: 11 40.7%
  • 5. USNES

    Votes: 5 18.5%
  • 6. NO, Don't Start One!

    Votes: 2 7.4%

  • Total voters
    27
Right Now I'm leaning towards the Years of Rice and Salt type scenario, as it takes Europe out of the picture (which for me is a favorite alternate history, no matter how it happens), and allows several sides: Try to expand and hold together the growing Alomohad Caliphate without losing your new northern colonies, try to conquer the middle east with the Ottomans, India with the Mughals, try to stop the Mughals with the Travancori, try to rule the world as China, to stem off invaders as the Japanese and Hodosaunee. Plus, I have the book, so it is easy enough for me to base it off of, and a lot of people have heard of it and know about it.

Edit: 200th post! LOL, I spend too much time in the NES forums.
 
What is the starting date? I take it it's the "Haj in the Heart", according to what you mention.
 
amen roddy, i want some bored game action. I hate writing stories all the time. though im torn, i think you should write up an alternate US history nes. w/states and such, but it doesnt necessarily have to be the US. Even just creating your own states on another continent, put the right people in there like roddy and jason and it would work. Thats something relatively new if my memory serves me right, we've never really had a states type nes.
 
das said:
What is the starting date? I take it it's the "Haj in the Heart", according to what you mention.

Most Likely, yes, though maybe Awake to Emptiness... It depends, as they both seem pretty good as choices.
 
Seems good, though too many same-colored nations.
 
Preview!

The year is 1410. Timur the Lame is dead. His army had just penetrated into Europe. Nothing was there except for abandoned cities, towns, lands with the people vanished. What could kill an entire race?

Just south of his grave, the Ottoman Empire attempts to recover from the destruction Timur wrought. Constantinople is their’s, The Byzantines who once dwelt there long dead. The Balkans lay open, ready for their colonization schemes. But can they trust their back?

Far to the west, the Alomohad caliphs have fled the death to North Africa, but are beginning to make a comeback. Their old lands in Granada and Toledo are easy enough to pick up, as are the Christian lands of Spain, but can they hold together their empire once they cross that barrier?

Not far south of that, the city of Zanj has new arrivals. Coming in enormous ships, the largest of which have nine masts and are almost 400 feet in length, fleets with tens of thousands of crew make the village folk gaze in awe and wonder, as they unload tons of precious silks, gems, and gold to give to the Muslims of the coast.

The Chinese ships themselves are pleased. The farthest south expeditions have encountered the mythic animal quiln, said to foretell times of peace, harmony, and prosperity, and these are loaded onto the eight masted “horse ships” to sail back to China. On their way, they dock at Calicut, a massive city that they believe is almost equal to any city in the Middle Kingdom. Onward they sail, past the shores of inventive Travancore, docking shortly at Colombo in Sri Lanka, where they have established a puppet ruler, onward to Malacca, where they have ensured its independence, and back home, home to mighty China, center of the civilized world.

China is poised to rule the world, and to perhaps send its treasure fleets even across the vast Eastern Ocean, perhaps to find the land holding the spices of immortality, which they said that Xu Fu had reached centuries ago. Perhaps they will find new kingdoms there?

In the Americas themselves, the Hodosaunee, Triple Alliance, and the Incas are ready to launch campaigns, to conquer themselves great empires.

The world has lost Europe to the dust of time, but several civilizations are ready to take their place. Can you lead your nation to glory, in the Years of Rice and Salt?

Rules:

Economy

Economy is based numerically, and increasing it takes a turn. You cannot increase anything else that turn. Increasing anything else takes an economy, setting up a trade route takes 2 economies.

You can increase two things for every economy (ex. Increasing army x2 or increasing army and navy), if your nation has done something exceptional or is in an age of great cultural flourishing, or has many trade routes, or so on and so forth. This is a Golden Age. It is decided by the mod, and will be denoted by a * next to your stats in the country list. Note: This will be rather had to earn, don’t expect taming some out of the way barbarian tribe, setting up a couple of trade routes, or increasing education a couple of times in a row will get this. ;)

You can have more than one Golden Age, and they last until your economic supremacy or empire, or whatever caused them, slows down considerably or ends.

Trade

It was earlier mentioned that Trade Routes costed 2 economies each. What a trade route is is essentially an agreement between two countries to trade. Each of them pays 2 economy each, and this will earn them one economy every three turns. However, if you can justify to the mod (me) that a trade route is carrying especially valuable commodities, like luxuries, then it may perhaps earn 1 economy every two turns. If it is EXTREMELY valuable, an example being the Silk Road, the Portugese Voyages for Spices in the Indies, the Fur Trade, then it might earn an economy every turn.

Note: You can have a trade route through multiple countries, as long as they don’t cut it off. They will also earn an economy every three turns from the route, so it is in their profit, as long as you aren’t their enemy. ;)

Waging trade warfare is easy in this NES. If you know for a fact that a trade route passes by your coast, you can order your ships to seize the vessels, and as previously mentioned, you merely need give the order to halt a land trade route through your nation. If you seize a land or sea trade route, you will earn 2 credits if it is normal, 3 if it is very valuable, and 4 if it is exceptional. Note that this is a one time bonus, unless the nations running the route will be stupid enough to continue it. :p

Military

Military is like in many other NESes, and for one economy, you can increase it by 10,000, unless you are in a Golden Age, or merely past the early ages.

If you are in a war, you can call for volunteers, who may or may not fight. If your nation is particularly nationalist, then it may get many, if in a war of vicious attrition, none at all. You do have to call for them, though, and this costs an economy.

Who wins wars will often depend on who writes better tactics in their orders. Strategy really does shine in this NES, unless the enemy has a better one, or you have a bad one. ;)

Now, on to the new part, Great Leaders. These may come at a specific time in history (for example, if there is political turmoil in Corsica in the 1700s... :D Needles to say, these may either come historically, or, they may be created if you show good strategy during war, or if your nation is not very aristocratic, or any number of factors. Depending on who they are and how they are created, then these will greatly influence battles, mostly in the owner’s favor. In the early ages, I will let you know they are coming before the turn when they come, so you can make good use of them, ;) , and then you can use them the turn afterward. Be wary, though. They may win you battles, but if the time is ripe, they can lead revolutions against you...

Navy

Simple, it acts like the military, but only if you are coastal or on a great river, and it comes originally in 10 boats for civilized people. Increases are by 10 for each economy (excepting the Golden Age).

Unique Units

One per age, land or sea, they increase by 5,000 on land, and by five on sea. Write their strengths, and weaknesses will either be determined, or you can determine them. Just keep them reasonable. ;) One per age.

Training

Yes, your military can be trained! The better trained it is, obviously, the better it performs on the battlefield. Training takes one economy to increase, or may be increased by battle experience. The levels are (best to worst):

Elite
Excellent
Good
Mediocre
Militia
Bad
Conscript

Education

Is counted by levels, one economy to increase to the next level. How Educated you are effects how quick you advance to the next age and how fast you make innovations in your age that give you a tech edge. Levels are:

Enlightened
Genius
Smart
Excellent
Above Average
Mediocre
Below Average
Poor
Illiterate
Bad
Idiotic

Ages

If you are in a higher age, obviously your military will perform better, and expansion will go quicker. They are rather important to attain.

The ages so far are (in ascending order):

Stone Age
Copper Age
Bronze Age
Iron Age
Classical Age
Early Middle Ages
High Middle Ages
Age of Exploration

(More Will be Added As we go along)

Religion

Often Religion is a “so what?” addition tacked on to most NESes. Not in this one. Firstly, nations with the same religion as you will be much improved towards you where relations are concerned, whereas, if you are worshipers of a faith contradictory to yours, they may not even stoop to communicating with you.

Second, you can call a holy war down on people of a different, contesting religion, and this will greatly increase your troops morale, and also your numbers as volunteers swell your ranks. A Holy War costs one economy to call.

Third, each religion comes with a special bonus. If you make up your own religion, then you can decide what it is. Real world religions will come with a bonus depending on what they are and what the historical circumstances in the world are at that point in time. Examples are better morale in battle for Islam, or easier colonization as Protestant Christians (Not saying that is what they will have, or if they will even be there).

Making up your own religion is highly recommended, or just convert to a religion others have already made. If you stick with a generic polytheist religion, then no bonus for you. :) Making a religion is not easy, and it involves storytelling–as you must explain in the game how it came about, explaining its doctrines would help the moderator, and also deciding on its bonus.

Remember, if your subjects begin converting en masse to another religion, then you would be very advised to switch to that officially, or persecuting them. Religions often do not agree well, unless you are in a very tolerant state, which is not likely to happen until modern democracies come about.


Government

This will affect how happy your citizens are, and basically how well your country runs. In the modern age, especially, having a different government than your neighbor, like a Communism next to a democracy, will often impair relations.

Wonders

Ah, wonders of the ancient world. Marvelous, and very imposing. It is the same in this NES as it is in all others, specify what it does, and I’ll decide how many turns it takes. They can do almost anything. If it is an actual building, like the Pyramids, then they will often take longer, but may have hidden benefits, like economy boosting or morale boosting from tourism and pride in the nation. Who knows, if they survive, then they may increase your nation’s economy years in the future as tourist attractions. :p

You are limited to two per age, and you can only build one at a time.

Diplomacy

You can do almost anything with or to a nation with diplomacy. Refer all NPC Diplo to me, and talk about inter-player diplomacy among yourselves. You may want to notify me if you make peace after a war, so I don’t still have your people sneak attacking each other. ;)

What is this story-thing, anyway, and why does it matter?

Stories do matter in this game. I know some of you play NESes purely for the joy of NESing, and not for writing stories, so I won’t penalize you for not writing them. You may receive bonuses for your stories, depending how good they are, though, so don’t just write them off. And you cannot create your own government or religion without stories. A Golden Age may come about if you have really good stories. It depends on your preference.
 
And some of the More Powerful Nations:

NPC Nations

Name: Ming China
Capital: Nanjing
Player: NPC
Government: Absolute Monarchy
Religion: Confuciusm (Majority), Buddhism, Islam (Far West)
Economy: 10
Army: 1,000,000 men, Mediocre
Navy: 1500, 500 UU
Education: Smart
Age: Age of Exploration
Unique Unit: Treasure Ship: Enormous, Fast, excellent for carrying goods, fighting, long distance sailing, impressively enormous at 400 feet.
Wonders: Forbidden Palace (Move Capital to Beijing, +5 army, Increase army morale and effectiveness by a lot) (7/10)

Name: Timurid Empire
Capital: Samarqand
Player: NPC
Government: Absolute Monarchy
Religion: Sunni Islam (ruling minority), Shiite Islam (Majority), Hinduism (India)
Economy: 1
Army: 400,000 men, 50,000 UU, Mediocre
Navy: None
Education: Mediocre
Age: High Middle Ages
Unique Unit: Mongol Horseman: The Timurids still have a little Mongol blood in them, and the army’s best unit is this. Though it is generally used to pepper the enemy with arrows and lure them into traps, it is also an effective melee unit.
Wonders:

Name: Ottoman Empire
Capital: Constantinople
Player: NPC
Government: Absolute Monarchy
Religion: Sunni Islam
Economy: 3
Army: 200,000 men, 30,000 UU, Good
Navy: 50 galleys
Education: Above Average
Age: High Middle Ages
Unique Unit: Janissary: Extremely effective on the attack and defense, disciplined, these are not to be underestimated as a fighting force, and are perhaps the best infantry in the world.
Wonders: Constantinople Reborn (+3 Economy) (0/4)

Name: Alomohad Caliphate
Capital: Tunis
Player: NPC
Government: Absolute Monarchy
Religion: Sunni Islam
Economy: 5
Army: 50,000 men, 20,000 UU, Good
Navy: 30
Education: Mediocre
Age: High Middle Ages
Unique Unit: Berber Cavalry, Highly effective in the desert, undisciplined, brave, very fast, excellent on the offensive.
Wonders: Frankistan Expansion (Massive Expansion Spurt to the North) (3/5)

Name: Mamaluke Sultanate
Capital: Cairo
Player: NPC
Government: Weak Monarchy
Religion: Sunni Islam
Economy: 2
Army: 75,000 men, 10,000 UU, Mediocre
Navy: 30
Education: Below Average
Age: High Middle Ages
Unique Unit: Mamaluke Cavalry: Fast, heavy cavalry, well suited for the offensive, also fanatical.
Wonders:

Name: Hodosaunee League
Capital: Salamanca
Player: NPC
Government: Tribal Republic
Religion: Pagan
Economy: 3
Army: 30,000 men, Militia
Navy: None
Education: Below Average
Age: Copper Age
Unique Unit:
Wonders:

Name: Triple Alliance of Tenochitlan, Tlacopan, and Texcoco
Capital: Tenochitlan
Player: NPC
Government: Blood Cult
Religion: Huitzilpochitli Sacrificialism
Economy: 5
Army: 100,000 men, 10,000 UU, Mediocre
Navy: None
Education: Below Average
Age: Bronze Age
Unique Unit: Jaguar Warrior: The cream and elite of the Aztec Army, these ferocious men heft obsidian bladed swords that can behead a horse in a single blow, or a man. They are lightly armored and fight to capture.
Wonders:

Name: Inca Empire
Capital: Cuzco
Player: NPC
Government: Absolute Monarchy
Religion: Sun God Worship
Economy: 5
Army: 200,000 men, 50,000 UU, Mediocre
Navy: None
Education: Below Average
Age: Copper Age
Unique Unit: Incan Slinger: They hurl stones, naturally, strong enough to break an enemy’s head in one blow. They fight to kill, and are not to be underestimated.
Wonders:


You May reserve a nation in this thread
 
If you'd like to reserve as something besides the above, just refer to the map, the nations are:

Americas:
Tarsacan (Dark Blue)
Michihogan (Brownish Yellow)
Zapotec (Burgundy)
Tlaxcala (Orange)
Olmec (Purple)
Tikal (Green)
Chichen Itza (Teal)
Copan (Pinkish)
Paleneque (Blue)
Chimu (Teal)
Moche (Purple)
Tiahuanuco (Dark Blue)

Middle East:

Teke (Teal)
Karaman (Pink)
Candar (Very Dark Green)
Trebizond (Dark Blue)
Armenia (Light Blue)
The Caliphate (Brown)
The Hedjaz (Green)
Oman (Dark Blue)
Yemen (Dark Red)
Nubia (Gray)
Zanj (Dark Tan)

India:
Delhi (Orange)
Tibet (Light Blue)
Gujarat (Teal... Again)
Bengal (Dark Green)
Orissa (Tan)
Hyderabad (Dark Gray)
Vijayangara (Brownish Yellow)
Travancore (Red)
Calicut (Orange)
Cholas (Teal... Again)
Mysore (Yellow)
Simhala (Yellow Brown)

Indo Australia:
Arakan (Teal, Yet Again)
Pagan (Purple)
Vietaine (Light Blue)
Dai Viet (Orange)
Khmers (Dark Blue)
Champa (Gray)
Ayuttha (Red)
Malacca (Pink)
Atjeh (Dark Green)
Maccasar (Teal, again)
Maratram (Green)

Manchuria Area:
Manchus (Yellow Brown)
Korea (Purple)

Japan:

Pick A clan, it is probably there. :D
 
Thank you for the compliment, at least. There may be similar rules used in a 4000 BC NES after this one.

I think I may also do what Xen did, and reservations might gain a special bonus.
 
I'll be MIng China...
 
amirsan said:
well I am thinking of starting a very very old and REAL Never Ending Story game pretty soon, if I gain enough support, then it will start sooner than expected.

And one of the non posting (But voting on the poll) supporters was me. :) Never played an original NES, should be fun.
 
So, currently reserved:

Inca-Global Nexus
Ming China-alex994
Ottomans-thebignastyone

... I'll see if anyone wants the Timurids by the morning, and then I'll post the NES sometime tomorrow. Still deciding on what pre-signups' bonus will be. G'Night.
 
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