lord_joakim presents:
The Magnificent Dynasty and New Economical Sytems
version 2.0b
Yes. Flaws are there. Problems with NES rules have always been plentiful. It is difficult to find the balance between easy interface (That means few numbers) and somewhat effecient realism. One of the most well-known economical models, NES2, was probably the most effecient of the simple economical system. Having revolutionized the NESing world, it was meant to make NESing more strategical and game-alike. There were some flaws though - it didn't really allow for Terrific Downfalls of the world nations, as long as the player owning the nation played at least reasonably. The initial SerfNES ruleset allowed for projects to be built passively, but that only made economy much easier to get through projects than ordinarily. Some other NES rulesets are too technical (for my taste, at least) or too detailed for Mods to update properly. The sole purpose of NES rulesets are to make an economical model which is a) easily accessable b) realistic and c) fun.
I have attempted another ruleset, once again. My own Lords of Sicily ruleset was... Well, not good enough. Even though it was okay, I mean, provincial economy was represented, it was too technical and required an aweful lot of micromanagement. This is the new beta system:
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Blank stats:
Nation name/Player:
Government/Dynasty (Strength):
Culture/Religion:
Population (Ethnicities):
Stability/Infrastructure:
Agriculture:
Industry:
Trade (Partners):
Army/Navy:
Military details:
Other:
Filled stats:
Nation name/Player: France/
Insane Panda
Government/Dynasty: Absolute Monarchy/Napoleonic (Brilliant)
Culture/Religion: French/Catholicism
Population (Ethnicities): 10.3 (French-Catholic), 3 (French-Protestant), 2 (Gallic-Pagan)
Stability/Infrastructure: 2.7/4.1
Agriculture/Balance: 32.3/1.0
Industry/Balance: 13.8/-0.2
Trade (Partners): +0.2 Stability/turn (Spain); -0.1 Stability/turn, +0.1 Industry/turn (England);
Army/Navy: 26 Levy (French-Catholic), 10 Infantry (French-Catholic) / 4 Carrack, 10 Galleon
Military details: Galleon +0.4 strength
Other: Levée en Masse (x1.3 Number Modifier for Levy), Versailles (+0.1 Dynasty/turn obsolete w/Government change)
Explanations
Nation name/Player
Should be self-explanatory.
Government/Dynasty
A government is of course the system that rules the nation. It has a good importance on exactly how much influence you have on your nation, and how things work in your nation. Fx., an absolute despot has absolutely all power in your nation but is on the other hand very depending on the ruler, and internal struggles is almost a certainity, while a democracy allows for quick and painless dynasty exchanges if your ruler is not very good.
The dynasty system is something new to the NESing community - I am new, and I invented it, so of course it's new. It is a number defining your current royal dynasty/leading party's effeciency ruling your nation. It is working as a simple subtraction/addition stat, giving your investments from a shared boost of 5.0 or take away a shared price of 5.0 (As -5.0 is the lowest a Dynasty point can get whilst maximum is 5.0). The levels of your Dynasty Effecience are named as:
Dreadful (-5.0 to -4.1) - Terrible (-4.0 to -3.1) - Bad (-3.0 to -2.1) - Problematic (-2.0 to -1.1) - Improper (-1.0 to -0.1) - Average (0 to 1.0) - Good (1.1 to 2.0) - Effecient (2.1 to 3.0) - Ingenious (3.1 to 4.0) - Brilliant (4.1 to 5.0)
So when you do two improvements fx. - one reforming agriculture, the other improving the rifles of your military, you will get to give an extra of x investment depending on your dynasty. For an instance, you pay 3.8 industry into both, and have a Dynasty with the level of Ingenious - then you have about 3.5 extra industry to put into both. You can assume what you want - just tell the mod to spend heavily into one thing and lightly into another. From that the mod will spend whatever he felt that the player was stating.
Of course, old dynasties suffer from being old. Not all empires remain great, in fact all ancient empires have fallen (Perhaps except China in some people's eyes, but I think the different dynasties were different states - nvm, another topic...) and we would of course need a system to implement that. The system is, of course, already somewhat simulated in this ruleset
After each turn, your Dynasty points decrease by a decimal. Initially this decimal is 0.2. This simulates that old dynasties have an tendency to be quite... well, narrowminded, and therefore ineffecient and obsolete. You can, however, at any time do a revolution - government or royal house change - or in modern democratic nations, switch governmental parties - which will reroll you a new dynasty strength. This will cost stability however, and beware, you can be unlucky and get a -4.2 strength dynasty. Of course, switching governmental type costs more stability than switching dynasty.
Culture/Religion
Displays your state culture and religion. This is important to some nations, fx OTL America, who has several cultural minorities.
Population (Ethnicities)
The display displays how many people that lives in your nation as well as their cultural background. It can of course be problematic to host several cultures in one nation for your stability. Population is used for working in your industry as well as being drafted into soldiers and naval crew and requires food to be withstood without losing stability or population.
Stability/Infrastructure
Displays your national stability as well as your infrastructure. The two stats have nothing to do with each other, but put together becaue both are represented with a number. Infrastructure represents your internal development, and a good infrastructure means that your dynasty has it easier improving your industry, moving troops etc. A bad stability means more revolts yadda yadda. Both are displayed with a word, representing the same values as in Dynasty:
Dreadful (-5.0 to -4.1) - Terrible (-4.0 to -3.1) - Bad (-3.0 to -2.1) - Problematic (-2.0 to -1.1) - Improper (-1.0 to -0.1) - Average (0 to 1.0) - Good (1.1 to 2.0) - Effecient (2.1 to 3.0) - Ingenious (3.1 to 4.0) - Brilliant (4.1 to 5.0)
Agriculture/Balance
Displays the current strength of your national food economy. Food is required to feed your population and military. The balance displayed to the right displays whether you have a surplus or famine - lack of food, of course, leads to loss of population as well as internal problems in your nation, leading to loss of stability or even industry sometimes.
Industry/Balance
Displays the current strength of your national industry economy. Production is required to improve any part of your national stance, ie. Stability, Agriculture, buying troops and increasing Industry aswell. The balance displays whether you have industrial surplus or industrial loss - this is determined by whatever numbers of military you have, as military lower your military capacity. Therefore, more military, lower balance.
Trade (Partners)
This is a tricky one. Whilst Trading Agreements in other NESes meant nothing, in this they will mean much more. You agree with each other what the conditions of the trade means - you can actually transfer stability from a nation to another. The same with dynasty strength, Agricultural capacity etc. The Trade system in this game is meant for teamplay and diplomacy. And yes, it does make sense.
Army/Navy
Displays the current numbers of your army/navy regiments and flotillas.
Military details
Any specifics of your military is displayed here. Instead of unique units you can get special feats from your army through projects.
Other
General projects and effects for your nation. Anything can be displayed here.
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What about this one, then? The updated areas are bolded. And I was *this* close naming the lowest word value (Dreadful) "Like a DwarfNES".