Plexus
Architeuthidae puericomedentis
Alright, here's my new NES that you probably haven't even heard of but I've been planning it for a while. It'll be based in an equivalent time period as the 17th century. You're probably asking yourself "Christ... what could this guy possibly expand upon or innovate? Ducks?" Well, no. Quite frankly, ducks are a little creepy.
One thing that has always annoyed me about 4kBC NESes is that boring period of time from 4000BC-1000AD. Well, here's my attempt to allieviate that. Basically, you'll fill out this template:
Nation
Leader - Player
Location
Armed Forces (5):
Army -
Navy -
Territory (5):
Expansionist -
Isolationist -
Leadership (5):
Peaceful -
Belligerent -
Populace (5):
Pious -
Commercial -
"What the hell is this?" you might be asking yourself... well, you'll complete the four stat groups (Armed Forces, Territory, Leadership and Populace), and depending on what you put, I'll see what a nation like this would look like after 5,600 years of history and then we'll start playing. I'd like you to avoid major nations (England, China, France, etc.). Confused? Thought so...
For instance:
Thamud
Jathir ibn Thamud - Joe-Bob
Southern Arabia
Armed Forces:
Army - 3
Navy - 2
Territory:
Expansionist - 4
Isolationist - 1
Leadership:
Peaceful - 4
Belligerent - 1
Populace:
Pious - 3
Commercial - 2
These stats would (depending on the surrounding nations) yield a nation that looks somewhat like this:
Thamud
Jathir ibn Thamud/Joe-Bob:
Government: Sultanate
Treasury/Economy: 0/5
Technology: 4
Army:
........Infantry: 38,000 riflemen
........Cavalry: 22,000 cavalry
........Artillery: 1,500 cannons
Navy:
........Ships-of-the-Line: 5
........Frigates: 13
Education: 25
Infrastructure: 20
Trade: 16
Defense: 12
Moral: Good
AF(3,2); T(4,1); L(4,1); P(3,2)
Understand? Good. Let's get signing up, eh?
---
The rules are heavily based off Jason's JNES.N.
Economy
Your economy is based off two things: trade and the resources avaliable to you. This means a few things: a nation with little trade and good land can have a powerful economy, a threadbare nation with tons of trade can have a powerful economy, a rich nation with a lot of trade has an excellent economy and if your nation happens to be three rocks and a paperclip and none of the other kids like you, your nation will suck? Clear? Well, you'll learn.
So, you can use every bit of your economy each turn. Say your economy is at 3; you can use it on any number of your stats, one economy point per stat, including your army. The way you raise your economy is by conquering new land, generally having your population increase, trade more, make your people rich somehow, or anything else, be creative. However, it happens gradually. Its not like the old system, where you just say "increase economy" or, not even when you give a reason. It happens in stories, in diplomacy, or in side notes. It may even happen in a random event. There is a good chance your economy will increase also when you do things your people want, which will be expressed in updates.
You may also put aside money, into a treasury. Sort of like a bank account, you can use this money whenever you need it (war, depression, etc.). There is no max that you can have in your treasury, no limit to the time you can have it there, and there is no way money can leave its treasury, not even in a random event. No one can steal it either.
Military
Army
Land based military units are broken up into three basic catagories: infantry, cavalry and artillery. Infantry is a rather broad term, containing both foot-based rifle soldiers. Cavalry is comprised of horse-based troops, as you'd think. Artillery is pretty much land based cannons.
Navy
Naval warships are classified according to the number of guns they carry. 1st rates generally have more than 100 guns, 2nd rates 85 to 100 guns, 3rd rates 70 to 85 guns, 4th rates 50 to 70 guns, 5th rates 35 to 50 guns, and 6th rates less than 35 guns. Vessels of 1st, 2nd, and 3rd rate are considered "ships-of-the-line". Vessels of 4th, 5th, and 6th are considered "frigates".
Training
You can train your troops by either paying for it (1 econ. point per kind of unit [i.e. one for all your infantry, one for your cavalry, etc.]), or by using them in combat many consecutive times. Training levels: conscript, militia, good, veteren, elite. If you do not pursue an active military policy, their training will degrade. Also, you will not have good trained troops if your economy is crappy.
Conscription and Mobilization
You may conscript infantry into your army, which will fight much worse then regular infantry and will hurt your moral at home. Mobilization costs an economy point, and one turn must pass until your army is fully mobilized. This gives a great advantage in battle. If the troops are not used within one turn of being fully mobilized, they will return back to normal unless you pay another economy point to keep them ready.
Miscellaneous Stats
Education
Of course theres education! What does it do? Guess. For those who are new, it helps with technology advancement. The backfire is that if your people become too educated, they may want a more representative type government, or their own nation. Your nation could also be at the forefront of scientific discovery and prosperity. Education drops when you jump a tech. level, or when you stop paying attention to it.
Infrastructure
Includes your city roads, sewers, homes, canals, buildings, etc. The more you invest into this, the better your country will be in those terms, the happier your people, and the more advanced your nation will be. It will help with the economy as well, at some point, and will lead to higher populations as more migrate to live in such a modern nation. This, also with trade and defense, may determine how fast you can build warships and artillery.
Trade
The more you invest in this, the larger your markets become, and also helps with the roads and ports that connect to other nations. This also enlarges your ports to handle more trade. It has a huge impact on how much you can utilize of other trading partners - if you have ten partners, but only a size 1 trading level, then you are wasting much of your revenue you could gain from the trade. But if you have 10 partners and size 15 trading, then you will be making much money.
Defense
The things under the defense budget include your city walls, forts, and watchtowers. With a higher defense budget, you will put up a heavier fight to an invader.
Other Stuff
Roads and Canals
You can build roads to connect your cities, and to connect to a neighbor and canals to connect your cities and rivers. Roads and canals take time to build, and will be represented on the map. It is one econ. point, not matter how long the road is, to build one road from one city to another. If you connect to a neighbor, trade will be stronger.
Unique Units
Simple, one per age, and will be listed among with your normal army or navy. The more you write about your UU, the more effective it will be.
Technology
Is based on scale from 1-10, one being the best. You can raise it by investing in your education (which makes your people happier too). After you remain at one for a period of time, you will jump to another level of technology.
Cities
Cities are represented on the map based on their importance to the nation, the region, and the people. Should a city be taken from you, it will hurt your moral. Should the region around the city be torn apart, destroyed, or damaged, it may lead to the populace leaving the city, and low moral.
Moral
Moral has a lot to do with your economy, the way your people feel. If you do what the people want, your moral will raise, and so will your economy. Levels are: Terrible-awful-bad-hurintg-okay-better-good-great-oustanding.
Stories
Stories always help your nation, because if I get to know your nation better, so will the world.
Summation and Blessing
Yea. So that's about it. All I ask is that you have fun and attempt to keep it real. I am known for refusing to allow people to name their civs after themselves and calling their nations "Purple Lion Land" or anything similar. So, to sum up the summation: have fun & keep it real. Oh, and one more thing: try, try, try to avoid big civs like Rome, Mongols, Greece, Japan, etc. I will penalize people who can't think of a nation not from a Civilization or RoN game. If you have a problem with this, go to this link: http://www.hostkingdom.net/regindex.html it should help you out.
One thing that has always annoyed me about 4kBC NESes is that boring period of time from 4000BC-1000AD. Well, here's my attempt to allieviate that. Basically, you'll fill out this template:
Nation
Leader - Player
Location
Armed Forces (5):
Army -
Navy -
Territory (5):
Expansionist -
Isolationist -
Leadership (5):
Peaceful -
Belligerent -
Populace (5):
Pious -
Commercial -
"What the hell is this?" you might be asking yourself... well, you'll complete the four stat groups (Armed Forces, Territory, Leadership and Populace), and depending on what you put, I'll see what a nation like this would look like after 5,600 years of history and then we'll start playing. I'd like you to avoid major nations (England, China, France, etc.). Confused? Thought so...
For instance:
Thamud
Jathir ibn Thamud - Joe-Bob
Southern Arabia
Armed Forces:
Army - 3
Navy - 2
Territory:
Expansionist - 4
Isolationist - 1
Leadership:
Peaceful - 4
Belligerent - 1
Populace:
Pious - 3
Commercial - 2
These stats would (depending on the surrounding nations) yield a nation that looks somewhat like this:
Thamud
Jathir ibn Thamud/Joe-Bob:
Government: Sultanate
Treasury/Economy: 0/5
Technology: 4
Army:
........Infantry: 38,000 riflemen
........Cavalry: 22,000 cavalry
........Artillery: 1,500 cannons
Navy:
........Ships-of-the-Line: 5
........Frigates: 13
Education: 25
Infrastructure: 20
Trade: 16
Defense: 12
Moral: Good
AF(3,2); T(4,1); L(4,1); P(3,2)
Understand? Good. Let's get signing up, eh?
---
The rules are heavily based off Jason's JNES.N.
Economy
Your economy is based off two things: trade and the resources avaliable to you. This means a few things: a nation with little trade and good land can have a powerful economy, a threadbare nation with tons of trade can have a powerful economy, a rich nation with a lot of trade has an excellent economy and if your nation happens to be three rocks and a paperclip and none of the other kids like you, your nation will suck? Clear? Well, you'll learn.
So, you can use every bit of your economy each turn. Say your economy is at 3; you can use it on any number of your stats, one economy point per stat, including your army. The way you raise your economy is by conquering new land, generally having your population increase, trade more, make your people rich somehow, or anything else, be creative. However, it happens gradually. Its not like the old system, where you just say "increase economy" or, not even when you give a reason. It happens in stories, in diplomacy, or in side notes. It may even happen in a random event. There is a good chance your economy will increase also when you do things your people want, which will be expressed in updates.
You may also put aside money, into a treasury. Sort of like a bank account, you can use this money whenever you need it (war, depression, etc.). There is no max that you can have in your treasury, no limit to the time you can have it there, and there is no way money can leave its treasury, not even in a random event. No one can steal it either.
Military
Army
Land based military units are broken up into three basic catagories: infantry, cavalry and artillery. Infantry is a rather broad term, containing both foot-based rifle soldiers. Cavalry is comprised of horse-based troops, as you'd think. Artillery is pretty much land based cannons.
Navy
Naval warships are classified according to the number of guns they carry. 1st rates generally have more than 100 guns, 2nd rates 85 to 100 guns, 3rd rates 70 to 85 guns, 4th rates 50 to 70 guns, 5th rates 35 to 50 guns, and 6th rates less than 35 guns. Vessels of 1st, 2nd, and 3rd rate are considered "ships-of-the-line". Vessels of 4th, 5th, and 6th are considered "frigates".
Training
You can train your troops by either paying for it (1 econ. point per kind of unit [i.e. one for all your infantry, one for your cavalry, etc.]), or by using them in combat many consecutive times. Training levels: conscript, militia, good, veteren, elite. If you do not pursue an active military policy, their training will degrade. Also, you will not have good trained troops if your economy is crappy.
Conscription and Mobilization
You may conscript infantry into your army, which will fight much worse then regular infantry and will hurt your moral at home. Mobilization costs an economy point, and one turn must pass until your army is fully mobilized. This gives a great advantage in battle. If the troops are not used within one turn of being fully mobilized, they will return back to normal unless you pay another economy point to keep them ready.
Miscellaneous Stats
Education
Of course theres education! What does it do? Guess. For those who are new, it helps with technology advancement. The backfire is that if your people become too educated, they may want a more representative type government, or their own nation. Your nation could also be at the forefront of scientific discovery and prosperity. Education drops when you jump a tech. level, or when you stop paying attention to it.
Infrastructure
Includes your city roads, sewers, homes, canals, buildings, etc. The more you invest into this, the better your country will be in those terms, the happier your people, and the more advanced your nation will be. It will help with the economy as well, at some point, and will lead to higher populations as more migrate to live in such a modern nation. This, also with trade and defense, may determine how fast you can build warships and artillery.
Trade
The more you invest in this, the larger your markets become, and also helps with the roads and ports that connect to other nations. This also enlarges your ports to handle more trade. It has a huge impact on how much you can utilize of other trading partners - if you have ten partners, but only a size 1 trading level, then you are wasting much of your revenue you could gain from the trade. But if you have 10 partners and size 15 trading, then you will be making much money.
Defense
The things under the defense budget include your city walls, forts, and watchtowers. With a higher defense budget, you will put up a heavier fight to an invader.
Other Stuff
Roads and Canals
You can build roads to connect your cities, and to connect to a neighbor and canals to connect your cities and rivers. Roads and canals take time to build, and will be represented on the map. It is one econ. point, not matter how long the road is, to build one road from one city to another. If you connect to a neighbor, trade will be stronger.
Unique Units
Simple, one per age, and will be listed among with your normal army or navy. The more you write about your UU, the more effective it will be.
Technology
Is based on scale from 1-10, one being the best. You can raise it by investing in your education (which makes your people happier too). After you remain at one for a period of time, you will jump to another level of technology.
Cities
Cities are represented on the map based on their importance to the nation, the region, and the people. Should a city be taken from you, it will hurt your moral. Should the region around the city be torn apart, destroyed, or damaged, it may lead to the populace leaving the city, and low moral.
Moral
Moral has a lot to do with your economy, the way your people feel. If you do what the people want, your moral will raise, and so will your economy. Levels are: Terrible-awful-bad-hurintg-okay-better-good-great-oustanding.
Stories
Stories always help your nation, because if I get to know your nation better, so will the world.
Summation and Blessing
Yea. So that's about it. All I ask is that you have fun and attempt to keep it real. I am known for refusing to allow people to name their civs after themselves and calling their nations "Purple Lion Land" or anything similar. So, to sum up the summation: have fun & keep it real. Oh, and one more thing: try, try, try to avoid big civs like Rome, Mongols, Greece, Japan, etc. I will penalize people who can't think of a nation not from a Civilization or RoN game. If you have a problem with this, go to this link: http://www.hostkingdom.net/regindex.html it should help you out.


