I request to have Japan returned to me. Also, if it is basically the Revolutions 2# timeline fast forwarded, I'd like to know how my little conflict with Russia went.
I request to have Japan returned to me. Also, if it is basically the Revolutions 2# timeline fast forwarded, I'd like to know how my little conflict with Russia went.
Mostly this. I'm not going to include the changes that happened in the 2-3 turns that happened during Revolution #2 since the possibilities would be endless and it would likely annoy some people. If that was the case I might as well just pick up the NES from when it stopped.
Instead I've taken the starting point of Revolution #2 and fast forwarded to 1836. The world is in most cases the same as OTL with the exception of North America. Specifics of North America will be provided as the NES develops.
Also I'm not accepting any claims/reservations yet. If someone would like to fix up some of the problems with the map I would be willing to give them an early claim simply because maps are my weakpoint. If someone were interested in adding capital cities and/or major cities they could also get a boost. If not then I'll just leave the map without them and do the changes myself. Lucky has already been pre-reserved for Russia since he has helped me with development so far.
World War III happens after SDIs are invented, the world survives but a ragtag band of exile aliens blow up large parts of the Eastern USA coast (down to and including Virginia) and Northeastern Chinese provinces and the Levant (Israel, Palestine, Jordan, Gaza, Lebanon, Syria) and settles in these three areas, using humans as slaves, but humanity hates each other almost as much as the aliens.
More to come...? I've actually put a lot of thought into this, and am just really tired right now, but also cautious, coz' I've been holding back big-time coz these things take time and I like basically always correct clerical errors which takes time, so I'd need a way to write things out (I make battles come alive very well to some people (some)), and sometimes GM/Mod strategy well too, but not the other story elements (human interest) so much or barely at all (pictures)) without taking too much time and making things detailed (so it's worth it) but without making it too time-consuming. Well yeah anyway gonna start adding up stuff here in this post and maybe people will be interested and then it might be worth going with the ball (I'd try to make it long-running like aliens versus some humans/all humans, humans and aliens on a world together (or just humans with or without alien pets/slaves or aliens with human slaves), then going back out into space (yeah the aliens will have a hard time and will probably lose most of their motherships in the war and have difficulties with space and since it's a bit into the future the humans have some ships too) in the solar system, then wider area, then Orion arm and then possibly the Sagitarrious arm too, but that's like a loooooooooooooooooooooooooooooooooooooooooong shot which very likely won't happen, and even if it will I won't hope that far, lol, wasn't actually even planning beyond Sol, Gemini and Aquarious systems)
/rant (Yes. I haven't slept for almost 24 hours after a 2500 word assignment on why the Late Qing Reforms failed I did halfways at the last minute, just finished kindergarden job (Christmas party was nice tho ^^), haven't delivered the assignment yet (other end of city, gotta deliver it today), gotta shop a few more presents, and I'm on Ritalin atm.)
And I will use paintmaps btw. If anyone wants to help with the maps that'd be great...
The year will be roughly 2250 but with the tech level we'd expect if things go reasonable well until 2150. The Global Population is down to 3 billion from 6.5 billion after losing 3 billion to WWIII and half a billion from the alien attack. Nations and the great differences between them still exist to a diminished degree but the map/s won't reflect that because of the anarchy of the new dark age following World War III the world has mostly unrealistically grouped primarily around their modern linguistic groups and geographical locations.
There is one Portuguese player: Brazil, Portugal, Angola, Mozambique, plus conquests of Uruguay, Suriname, Guyana and French Guyana
Two Spanish Players: (a combine of the rest of Spanish South America and Spain) and (Mexico, the Carribean and Central America)
Six English Players: (Southern, Midwest and Desert/Highland states, minus Florida) and (Wild West and Pacific states) and (Canada and Alaska) and (Great Britain with Ireland, Iceland, Greenland, Svalbard Island, the Falklands plus Norway) and (India minus the south) and (Southern India, Ceylon, Irian Jaya, Australia, New Zealand)
One Latin Player: (France, Italy, Belgium, Vatican, Andorra, San Marino, Malta, Monaco plus Libya, Algeria, Tunis, Morocco, Western Sahara, Mauritania and Niger)
One German Player: (Germany, Austria, Switzerland, Liechtenstein, Luxemburg, Holland plus Denmark, Sweden, Finland and Estonia, Latvia and Lithuania)
Two Russian Players: (Russia plus Kazakstan, Mongolia minus Saikhalin islands, Caucasus Region and Novgorod region) and (Ukraine, Belarus, Moldovia, Novgorod region, the Caucasus region, Georgia, Armenia)
One Japanese Player: (Japan and Formosa plus Saikhalin islands, Hainan and Korea)
Two Chinese Players: (Southern China) and (Northwestern, Central and Western China minus Tibet)
One Nilo-Saharan Player (Kenya, Zaire, Gabon and everything African between and south of them minus Angola, Mozambique and Madagascar)
Two Arabic Players (everything African north of Zaire minus Libya, Algeria, Tunis, Morocco, Western Sahara, Mauritania and the Sinai peninsula) and (everything Arabic in the Middle East minus the Levant and Bahrain)
One Persian Player (Iran plus Pakistan, Afghanistan, Tadjikistan, Kirgysistan, Uzbekistan, Turkmenistan, Azerbaijan plus Bahrain and Bangladesh)
One West Slavic Player (Poland, Czech, Slovenia, Croatia, Serbia, Bulgaria, Hungary, Romania, Kosovo, Albania, Greece and Cyprus)
One Malayo-Polynesian, Borneo-Phillipines Player (... Malaysia, Indonesia minus western Irian Jaya, Borneo, the Phillipines, Southern Thailand plus Singapore)
The above might be subject to some change depending on balance. If you make a map feel free to make changes on your own. : )
NPCs only
A defense league consisting of the following neutral nations: Turkey, South-East Asia (minus southern Thailand and Singapore), Madagascar, Oceania, Hong Kong, Macau, Tibet, Baja California, Florida, Tibet, Atlantic and Indian Ocean nations, Sealand, Bhutan, Nepal and ALL small nations I've forgotten, even unrecognized ones as long as they aren't claimed by any OTL nation.
Five Alien Factions: (Mars base) and (Moon base), (Northeastern China), (East Coast USA down to Virginia), (The Levant)
Two Human UN Factions (neutral bases that survived WWIII): Mars Base, Moon Base
One Neutral Human Nation: Swizterland
One AI/Robot Faction: Antarctica
Reservations
Milarqui: Spanish Combine
As for rules right now the only thing I know is that economically will be a number of regions, and each region will have set value which fluctuates depending on events.
Diplomatically it will be semi-locked. Any and all sorts of alliances and agreements can be made, but will cost political capital which is produced depending on your country's political situations, but can also be generated by spending money on propaganda or using police, military forces, lawyers or demagogues to force it through. For example it will be very diffificult but still quite possible to ally with an alien species.
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This is a NES I may possibly do. Please offer your feedback. Most of what you see is what you get. I still have to make unit icons and such. I'm open to critiques.
Introduction
Lands of the Galaxy: Circuitria is perhaps the (sort of) first in a series of simple NESes I hope to do. The rules trace their roots back to Plexus Prohibition by Plexus, dug up later and reran by EQandCivfanatic. I took these rules, modified them, made a different backstory and created a sci-fi NES on another forum called Spice Bust, which was relatively successful. I intend for this NES to be a more advanced version of Spice Bust but take place in a similar universe (thus the "sort of" first). It will be largely boardgame-ish, relying largely off die rolls, but I as a mod will have a say in the events of the NES (though this say should be limited). This is my first attempt running a NES on CivFanatics, and hopefully won't be the last.
Updates and Orders
I intend to update weekly, though with college that's not a guarantee. Despite the fact that this NES is largely a board game, I still will be telling a story with the updates.
Orders should include troop movement information, including coordinates, spending information, and terms in regards to leasing ruins. Here's an example order set:
Spending:
4 Regular units for 200 credits, deployed in A1
An airport in A2 for 200 credits
Clear the jungle in B2 for 200 credits
Construct a road in B3, connecting C3 and A4, for 25 credits
Movement:
1 Regular unit from C3 to E4
Ruin Terms:
N4: Initial cost of 300 credits, rent of 100 credits/turn
I5: Initial cost of 450 credits, rent of 200 credits/turn
Events:
One of the clergymen in Alamaria had a son. President Orwellian congratulated him over national telivision.
The Story
Circuitria is a world filled with mysteries. In fact, its economy is based on its mysteries. Long ago, an ancient alien race inhabitted the planet, building great cities amidst its vast, lush jungles. But the Circuitrians (as they've been called) disappeared, and no one knows why. Many archaeologists and historians hope to find the answer buried deep within the ruins of Circuitria, making the planet one of the hottest places for research.
Settlements sprung up on Circuitria to provide for the needs of the constant traffic of archaeologists. It proved to be a lucrative venture, but soon the settlements found that if they were to claim the sites militarily and charge a fee to the research teams to explore the ruins, even more money could be made. Settlements across the planet banded together and united into nations and claimed territory and ruins, and began to grow very wealthy. The Empire was not at all satisfied with this arrangement, and was about to send in an invasion force to unite the planet under an Imperial Governor when many of the factions of the planet threatened to destroy the ruins. The historical community, fearing the loss of the secrets of Circuitria, pleaded to provide an exception to Imperial law. And so the undiscovered secrets of Circuitria were saved, although at the cost of permitting the shedding of blood between the various factions of the planet, as they feud over the ruins and their potential profit.
Setting:
This information may not have a noticeable impact on gameplay, but is good information for storytellers hoping for a bonus:
Spoiler:
The planet Circuitria is smaller than standard, having a sixth of standard gravity. In order for humans to survive, they have to wear special suits that simulate the effects of standard gravity on their muscles, keeping them in adequate tone. Otherwise, Circuitria is rather hospitable to human kind. The majority of the planet is very lush, tropical, and humid. Aside from the magnificent ruins of Circuitria, there are many native animals, some excellent for eating while others large enough to swallow a human. Many of the animals differ from animals that evolved in standard gravity by having stronger muscles and more appendages, allowing them to grasp the fauna easily and, as some predatory animals do, propel themselves at high speeds, gliding seemingly weightlessly to tackle their prey. Many of the land animals remind humans of spiders, due to the number of legs they have, though many have bodies reminiscent of big cats or rhinocerous. There are strange fish and birds, as well.
The fauna of Circuitria are not as green as fauna familiar to humans. The most common color for the fauna is a cyan tint of green, but in addition to that, leaves and often flower take more liberty in exploring other colors completely, such as red, orange, and blue, making Circuitria rather colorful.
The majority of settlers in this region come from some of the other states of Circuitria not appearing on the map. Some of the larger states include the Malovichi Union of Townships to the north over the Sardonic Sea, a very massive empire nearly encompassing a continent. To the east, over the Frenalian Ocean, refugees escape the war between the tyrannical Talgarian Empire and the Tralfar Confederacy. Some settlers even come from the south and the east from the great nation of Salvaria, daring to take on the "wild" plains and jungles of Guardarnetaria, yet to be settled by any of the other nations.
The threat of Imperial invasion has impacted the policy of the many governments of Circuitria in very deep ways. The most noticeable impact is the Treaty of Iliacosis, signed after a ruin was destroyed by a Malovichi bombing run. The Empire would have invaded had the treaty not been signed. It's an international treaty stating that no military personnel may enter within a ten mile radius of a ruin under any circumstances. Ruins are strictly demilitarized zones. So far, the various states have been doing well to keep to the treaty, since failure to keep to the treaty would mean an invasion and the enstatement of an Imperial governor, and a loss of profits for all. Another major impact is that many of the states, in an effort to demonstrate to the Imperial government of the sector that they are indeed a member of the Galactic Imperium, is that many of the states are theocratic, aligned with the Galactic Church of Eshoertu, the dominant and official religion of the Imperium. The clergy have a clear and deffinite role in the affairs of the planet and its citizens.
Circuitria has about 200,000 inhabitants, not including military clones. The planet is moderately advanced in terms of technology. Settlements are typically powered by a single fusion generator, which also charges vehicles in the settlement. Robots perform many of the day-to-day tasks in settlements, allowing for a very plush lifestyle in settlements. In fact, many of the inhabitants of Circuitria are considered rather well off, direct benificiaries of the income generated by the states. Many can afford genetic life extensions and to cosmetically genetically engineer their children. They're considered quite healthy. Military clones fight the vast majority of wars. They've been genetically engineered to live in Circuitria's environment, including its decreased gravity, whereas citizens wanting to be able to travel off-world typically do not request such a modification. Clones also develop faster, living shorter lifespans.
Realize, of course, that this is not all of the backstory provided, and you may learn more about Imperial and offmap entities as the game goes on.
The Map:
Spoiler:
Map Layout:
As you can see, this is a hex map. There's different terrain for different hexes. Units and buildings occupy and move through hexes. The terrain of a hex impacts how many buildings can be built, how expensive those buildings cost, and how fast units move through hexes.
Every hex has a number, and ever hex is a member of a row denoted by a letter. To describe what hex you're referring to, simply refer to the hex by its row and its number. For example, hex M11 is the eleventh hex in the M row; there's a ruin in the hex.
There are five different terrains. They are: sea, beach/shore, grassland, swamp, and jungle. The terrain in a hex impacts unit movement, the cost of construction of buildings, and the number of buildings that can be built. They can also impact how battles are fought. The impact of terrain will be described later.
Do note that this is not the entire map of Circuitria. There are other factions off the map. They may or may not have a say in the events of this sector.
Faction Creation:
Claim a hex on the map...any hex, except for a hex with a ruin in it. Your faction starts out with 1200 credits to spend. Amongst your initial expenditures, you will have to purchase an HQ and a Settlement.
The Empire can either be your friend or foe in this NES, and other galactic entities will certainly become involved in the affairs of Circuitria. Therefore, it's up to you to determine whether they act favorably towards you, or against you. The Imperial Favor stat informs you on your standing with the Empire and various Imperial entities.
Imperial Favor goes from a range of 1-12. If your Imperial Favor is in the range of 1-6, the Empire views you disfavorably; from 7-12, favorably. At 6 and 7, the Empire won't meddle in your affairs. Below six, the Empire may act disfavorably (the lower the stat, the more likely for an unfavorable action), and above seven, the Empire is likely to do you favors (the higher, the more likely).
This stat can be increased with a bribe of 50 credits per level, or acting in a manner that pleases Imperial entities. However, it can be lowered by building buildings that the Empire frowns upon (such as a Smuggling Hub) or acting in a manner that displeases the Empire. Also, since the Empire seeks a unified Circuitrian government, if your faction appears to be rather successful and is gaining increasing control over the planet, the Empire may begin to bring higher favor. However, if your faction appears to be behaving recklessly around the ruins, your Imperial Favor will decrease. If it's suspected you will attempt to destroy a ruin, your faction may be outright raided. Don't try it. It's just stupid.
Hexes
There are five different terrain for hexes. Terrain impacts how many buildings can be built in a hex, how expensive those buildings will be, and how units move through hexes. Terrain also impacts how battles play out.
Grassland: There is no movement or cost penalty. There's a maximum of three structures that can be built in grasslands.
Beach/Shore: There is no movement penalty, but it costs 50 credits more to build. There's a maximum of three structures that can be built on the beach.
Jungle: Units move at half their normal speed, save for VTOLs. It costs 100 credits more to build in jungles. There's a maximum of two structures that can be built in jungles. Jungles can be cleared to grassland for 200 credits. There's a 20% defensive bonus in jungles.
Swamp: Units move at a third of their normal speed, save for VTOLs. It costs 150 credits more to build in swamps. Only one structure can be built in a swamp. Swamp can be cleared to grassland for 250 credits. There's a 40% defensive bonus in swamps.
Sea: VTOLs can move over sea, but cannot end their movement in sea. It costs 300 credits more to build in the sea. There's a maximum of three structures that can be built in sea.
(All movement penalties are rounded up. In hexes where it appears there are two different terrains sharing the same hex, the least expensive hex takes priority.)
When your military units move into a hex, they have taken control of the hex. Control of a hex is denoted by a dot in your faction's color. You can build or take any other similar action in any hex you control. You remain in control of a hex until either: a) another faction's units enter and take control of the hex, through movement or battle; b) the hex is negotiated away for any reason; c) all the surrounding hexes are controlled by other factions (the faction controlling the most of the surrounding hexes takes priority; if all tied, the most units in the vicinity; if all tied, the one who caused the previous owner to lose the hex). The last two ways to lose a hex are the only ways a ruin can be captured by another faction. When units from opposing factions enter the same hex or occupy the same hex, a battle occurs automatically, unless some units are invisible, in which case they may not automatically enter a battle.
Ruins:
All things on Circuitria center around the planet's ruins. They are the basis of the Circuitrian economies. To profit off of a ruin you control, you need to lease it to an archaeological team. Simply state your terms for leasing one of your ruins to an archaeological team in your orders (can include an initial "deposit" and a rental fee), and if a team is interested, they will accept the lease agreement and automatically occupy the ruin. More lenient terms will have a higher likelihood of being filled, but have a lower yield. Higher terms, while having a higher return, are less likely to be filled. Where your offer stands depends on what other players are offering, how many ruins are available, and other economic factors. You can also offer different terms for different ruins. Realize that archaeological teams can leave ruins, for reasons ranging from running out of money to pay rent to aligning with another faction for a better deal to simply losing interest in the ruin. But just because a team leaves doesn't mean that the ruin is useless. You may even be able to get a better deal, if you play your cards right.
If you gain posession of a ruin with a team already occupying it, you may either offer to honor the old lease agreement the team made, or propose a new lease. The team will then decide whether to accept the terms and stay, or reject the terms and leave. It is possible another team will receive wind of your new terms and accept, filling the vacancy immediately. But there's no guarantee. You will be informed of the old lease agreement the current team had.
The control of the various political factions of these ruins is what keeps the current political state of Circuitria in tact. As a result, various treaties have been signed guaranteeing the sanctity of the ruins for archaeological teams. These treaties have made ruins a demilitarized zone, preventing military units from interacting with them in any way, even if it's simply flying overhead.
Units cannot enter hexes with ruins, even if they're as harmless as a cleric. If you attempt, I'll assume it's an oversight. If I suspect that it was not an oversight and your faction is suicidally trying to send units in there, your faction could face destruction before they get the chance.
Units:
There are four movement classes of units: ground, VTOL, air, and sea. Ground units suffer movement penalties, and cannot move through sea unless in a transport. Air units don't move, but conduct missions from an air base. An airport is required to build air units. Air units can rebase to other airports. Sea units can move through the sea, and require a port to be built. When a unit is built, designate the hex where the unit will be deployed. Ground and VTOL units need an HQ in the hex where they're deployed, air units an airport, and sea units a port.
Spoiler:
Land
Militia (25 credits) [ground; attack: 1, defense: 1, movement: 3]
Poor in defense, poor in attack, faster than average.
Garrison (100 credits) [ground; attack: 2, defense: 5, movement: 2]
Excellent in defense, okay in attack.
Regulars (50 credits) [ground; attack: 3, defense: 3, movement: 2]
Good in both attack and defense.
Spy (150 credits) [ground; attack: 1, defense: 1]
Can sabotage enemy territory, assassinate units, or collect information from HQs in secret missions (must be PMed to me), with a risk of being caught (spy only revealed if caught).
Cleric (25 credits) [ground; attack: 0, defense: 1]
Generates 5 credits per turn, may be placed in Church to increase income generated. You may only have 5 clerics per square.
Customs Broker (50 credits) [ground; attack: 0, defense: 2]
Required to run a spaceport.
Armored Assault Vehicle (150 credits) [ground; attack: 4, defense: 4, movement: 4]
Better attack and defense, and faster than average.
Anti-Air Brigade (100 credits) [ground; attack: 1, defense: 4, movement: 2]
Has a chance to shoot down aircraft or flying VTOLs.
Imperial Shock Troop (IST) (not purchaseable) [ground; attack: 6, defense: 6]
Obtained through blessings from the Empire. Cannot be purchased directly.
Assault Hovercraft (220 credits) [VTOL; attack: 4, defense: 4, movement: 5]
Above average attack and defense and very fast.
Transport Hovercraft (180 credits) [VTOL; attack: 0, defense: 2, movement: 6]
Very fast, transports up to two ground units (excluding armored assault vehicles). Ground units cannot attack when loaded or unloading, and only claims territory where it lands.
Air
Bomber (300 credits) [air; attack: 10, defense: 1, range: 6]
Can bomb ground units, sea units, and landed VTOLs. Devastating payload, but very vulnerable.
Fighter (270 credits) [air; attack: 5, defense: 5, range: 5]
Fights other air units. Automatically has an air superiority mission and attacks air units within range.
Sea
Battleship (500 credits) [sea; attack: 8, defense: 6, movement: 4]
Strong sea unit, and able to bombard shore.
Carrier (500 credits) [sea; attack: 0, defense: 5, movement: 4]
Can hold two air units.
Submarine (400 credits) [sea; attack: 6, defense: 4, movement: 5]
Invisible to enemy units unless in an adjacent hex or attacking.
Transport (300 credits) [sea; attack: 0, defense: 3, movement: 5]
Can hold up to three ground units. Units can assault amphibiously from a transport, with a 10% decrease in attacking power.
It is possible to create unique units. The cost for designing a unique unit is 250 credits. Describe the unit's movement type, attack, defense, movement or range, and any special features, along with the unit's intended purpose. I will come up with a price for the unit. I also reserve the right to say that your designs cannot be realized.
Unique Units:
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Buildings:
Headquarters (500 credits)
Allows the creation of units in that particular section. If all of your HQs are successfully invaded, your leader dies and your faction dissolves.
Church (100 credits)
Doubles income from clerics working in the building, holds five clerics.
Spaceport (250 credits+Customs Broker)
Generates 100 credits per turn.
Tourist Depot (100 credits)
Generates 25 credits for every ruin controlled by your faction.
Smuggling Hub (100 credits)
Generates 50 credits per turn. Construction results in -2 Imperial Favor.
Airport (200 credits)
Allows for air units to base and be deployed in the hex.
Seaport (200 credits)
Allows sea units to be deployed in the hex. Must be built at shore.
Settlement (400 credits)
Generates 200 credits a turn. Can be upgraded to a 'Large Settlement' for 600 credits.
Large Settlement (1000 credits)
Generates 450 credits a turn.
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Hex Improvements
Roads (25 credits+any terrain penalties)
When building, state one hex minimum, two hexes maximum, as destination hexes (hexes that the road leads to). Ground units moving through the hex to or from a destination hex pay half the usual movement cost of traversing the hex. Roads cannot be built over sea hexes.
Hyperrail (50 credits+any terrain penalties)
When building, state one hex minimum, two hexes maximum, as destination hexes (hexes that the hyperrail leads to). Ground units moving through the hex to or from a destination hex pay a third the usual movement cost of traversing the hex. Hyperrails replace roads, and can be built over sea.
Fortifications (150 credits+any terrain penalties)
Adds a 50% bonus for defending units in a hex, in addition to any terrain bonuses.
There is no limit to how many improvements can be added to a hex. Bonuses do not compound. Units can pillage improvements, destroying them.
Stories:
Good stories will help you in the game. I will provide story bonuses for good stories written by you. These stories can describe anything about the game in general (though it is best to write stories pertaining to the activities and people in your faction). Stories can take any form, from encyclopedia entries to newspaper excerpts to short stories. I will look even more favorably on character-driven serials.
I have been working on a new rule set. May use it when I revive my NES. Still trying to simplify and make things easier to understand. This is my current rough draft. Costs of units and maintenance may change depending on how the stat conversion turns out. Let me know what you think. Tried to address complaints from last attempt and make every stat relevant in some way.
Spoiler:
Introduction: New players are always welcome. Please read the rules and PM me if you have any questions. I am not the strongest writer so I am aware parts of my rules may be confusing to understand. All I ask is that you are willing to contribute when you join and you respect all those involved.
Introduction
This NES is going to be more economically based then my past NESes. I wanted to add some more depth to this part of the game. In addition, culture/religion will play a much more unique role then in my previous NESes with more apparent benefits.
These are large population centers within a nation. Every three cities you build you will produce one economic point. Spamming cities for economic production will have grave consequences. There are several different types of cities out there.
Economic Centers (Red Circle): These will provide an additional treasury point
Cultural Centers (Blue Circles): Upgrade culture stat to All Encompassing for two turns. The more of these proportional to the number of cities you have the more likely your stat will upgrade again.
Religious Center (Green Circles): Essentially the same as cultural center just marked on map differently.
Government
This of course is a general description of your nation’s government.
Leadership Score: Nation’s with a lifelong ruler will face fewer alterations in their leadership score. Nations with frequent leadership change will face increased alterations in their leadership score. A low leadership score will cause decay in the bureaucracy, infrastructure, economy, and military. It will also increase the costs of various things. A high leadership score will do the opposite.
Economy
This state is represented by two numbers your treasury score and your economic production. Nations can purchase economic production from other nations with their treasury points. My goal is to create a trade network. You can establish a continuous trade network so it does not have to be renegotiated every turn. I left a stat slot for this to keep records of trade networks. Remember these can be pillaged by raiders or disrupted by war so risk does come with them.
Treasury
Your treasury is essentially the currency of your nation. This represents gold, copper, bronze, silver, and other valuable metals that are used as current. Currency will be maintained your infrastructure, bureaucracy, and paying your military.
Economic Production
Economic production represents the ability of your nation to produce goods. Unlike, treasury this cannot be banked and any unspent economic production will be traded out; this can provide a boost for the economy of a nation. A government in need for more money can sell their economic production to other nations.
Bureaucracy
This number will range from one to ten with ten being the highest and one the lowest. A well maintained bureaucracy is essential to keeping your treasury full every turn. This number will decay over time especially if your leadership score drops. To grow your bureaucracy you must spend treasury equal to the amount equal to the level you are trying to reach. For example if you are at level five and want to grow to six you must spend six treasury points. For maintenance you will have to spend half the level round down. So if you are at level 5 your maintenance would be 2.
Infrastructure
This number will range from one to ten with ten being the highest and one the lowest. A well maintained infrastructure will aide in the movement of troops and encourage economic activity. This number will decay especially if your leadership score drops. To grow your infrastructure you must spend economic power equal to the amount equal to the level you are trying to reach. For example if you are at level five and want to grow to six you must spend six economic points. For maintenance you will have to spend half the level round down. So if you are at level 5 your maintenance would be 2.
Population
I have decided to change the population stat. It is now determined by five levels. Population size is going to be less relevant to me now and instead be replaced by population growth. If your population starts to decline or go into desolate then there are serious consequences. Cities will disappear from the map, economic decline, and even total collapse of various levels of government.
Culture is going to be much more important in this game. Culture will be represented by three levels.
Decedent---Average---All Encompassing
Decedent: Having a decedent culture has many risks. Your economy leadership score, bureaucracy, and infrastructure will all suffer steep declines. Minorities within your empire will be more inclined to revolt and your military will perform poorer on average. This one stat can bring down an empire so be careful not to let this happen.
Average: Your culture has neither an advantage nor disadvantage to your overall empire. Over 90% of nations will fall into this category.
All Encompassing: Your culture is so influential and prevalent it will provide a boost for your nation. It will not increase infrastructure or bureaucracy. It will, however, provide innovation boosting the economy, increasing leadership scores, allowing your military to perform better. Having this stat will in a way represent a “Golden Age” for your nation. Gaining a cultural center will trigger these as well a religious center.
Every ship requires 1 treasury point of maintenance.
*Note in order to have a large trading empire you will be required to have merchant vessels. If you are a naval based or trade empire loss of these ships will have a major impact on your treasury and possibly economic points if you are trading for them with other nations. To meet your trade demands, I will provide you a number of merchant vessels you require to meet those demands.
Unique Units
Every nation is required as many of these as they want. Their impact in the game will be determined by me. Please remember to PM beforehand if you wish to make a UU. Sometimes they will require a project to develop or I may turn your idea down for being too unrealistic. I may allow you to skip a project if you write a story.
Projects
Projects are anything you want to create. Just send me what you want to build and their intended affect on stats. I will in turn give you a cost. Like unique units, I may turn down your project if it is too unrealistic.
Spoiler Descriptions
Economic Description: Will describe the relative strengths and weaknesses of your nation’s economy.
Government Description: Will add more details to a nation’s government. It will also include the relative strengths and weaknesses of your nation’s ruling class.
General NESing Information
Warfare
Please organize your military into armies and state their general placement. It will help me a lot when writing military campaigns. Also, remember to pay for logistics in terms of economic power. If your troops run out of equipment your campaign will start to fall apart. If your military is defending their homeland they will require less economic power. If you want to be safe please PM me on your military campaign and I will give you the exact number needed to sustain a campaign. Invading nations will be expensive so be aware of that.
Peaceful Expansion
There are white areas of the map. These are lightly settled and easy to conquer. While taking these large spaces of land may seem beneficial in terms of costs there will be consequences. New lands will lower your bureaucracy and infrastructure stat, they will increase maintenance costs and make your nation in general more unwieldy to manage.
New and Small Nations
I would recommend not starting next to a large nation if you wish to survive. Despite, this I have made it so large nations will lose more than gain invading weak or smaller powers. I cannot control players actions regardless of these built in protections. If you want advice on where to start PM me and I will do my best to help. You may also start in the shrouded areas but I may ask you to wait so I do not drive myself crazy with so many areas opening up.
Orders
You are free to structure your orders as you wish. Just make sure they are clear and easy to read. If I cannot understand your orders this will be reflected in the update and you will likely not like the results.
If you are send me quick orders because real life is in the way that is fine just do not make it a habit. I will ask that you leave the game if you are not willing to invest time into it. For new NESers here is an order template I use myself that keeps things simple.
Spoiler:
Spending
-List your spending here
Domestic
-List any domestic related orders
Foreign
-List treaties, agreements, and other interactions not within your borders.
Military
-List your military commands. This can include plans to defend your nation or attack other nations.
It was with a Earth Missile Map, everything divided into regions, and there were 16 different resources. 5 generic kinds of soldiers (Melée, Long-Range, Cavalry, Artillery and Flying), 1 kind of ship, then each region could build several kinds of buildings, one for each kind, and the level of the building would delimit how many soldiers of each kind you could have...
I have added the three basic things: Rules, Stats and Techs.
Hey, that's really cool Circuit. It's detailed and realistic enough to be kewl in that way too, but easygoing enough with a board/computergamey style to make you feel like reality doesn't have to intrude.
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