Here is something I have been working on that is semi-modern. Tell me what you think. The rules section is lacking a government part, as I am not done with it yet. The background is not finished eihter, i need to add a few more nations.
If you think the time at college is spent partying or studying, youre completely wrong. Actually, the time is spent NESing, with you guys. Anyways, here is the next installment of my NES series, my first in college.
The year is 2000 a.d., but the world, as you know it does not exist. The Englishman Adam Smith never pondered capitalism, the ideology that spurred the technological innovation of the industrial revolution. Instead, what resulted was a moderate Europe which never conquered the world. The Americas remain unsettled, the vast empires of the Incans and Aztecs are two of the most oldest empires on earth. In Europe, only recently have the feudal systems begun to break down, and the peasants rise up against the landlord. Capitalism is born in southern Italy, but has yet to meet the masses. Instead, A Holy Roman Empire remains strong, with a powerful grip on northern Italy and Central Europe. The Russian Empire, a nation state that perfected the feudal system and spans thousands of miles including central asia, remains a superpower.
Meanwhile, in Asia the Indian nations, after centuries of city-state feuds, manage to unite into three nation-states. In the north, the Aryans have established Mughal Empire, which stretches from the Indus to the dense forestry of Burma. In the south, several Dravidian states remain, competing for rare resources. The Singhalese are a mercantile nation, existing on Sri Lanka.
East Asia is home to the worlds most powerful nation: China. Under the new Chin dynasty, the Chinese have managed to unite the various sects and nations into one, creating a unified China with the largest military on the planet. Their treasure ships are floating villages, reaching to the far-off Hawaiian Kingdom, down south into the realm of the Polynesians, and into the mystical lands of Aborigine (Australia). Their armies finally conquered the northern barbarians, reaching into Siberia and what would be Kamchatka. Japan remains a closed society, with a basic feudal system that rules the land.
Continuing south, the powerful Siamese and Mekong Kingdoms are constantly at each others throats, competing for the Mekong river and access to valuable eastern ports in which to trade with China. Still more south, the maritime republic, the first republic of East Asia, of Java controls the Chinese routes to the western world.
The Ottoman Turks, without threats from an advanced Europe, has done well with itself. Diving deep into Mesopotamia, the Turks conquer most of the Middle East. However, their empire remains fragile, especially with the lack of feudalism as a main source of government, and by the growing rebellious attitudes. In recent years, the Ottomans have been forced to quell rebellions with force, which has turned most of its subjects against it. The Ottoman Empire stretches from the Balkans of Europe, south into Mesopotamia, and east as far as the Mughal Empire. It has also extended into Egypt and the Barbary Coast, across Algeria, and ends at the borders of the Kingdom of Morocco.
Africa remains separated, divided into small tribes that are not worth mentioning. But there are a few that have struggled for dominance, and are worthy of the honor. The Ethiopians have established for themselves a good Christian empire in eastern Africa, while Ghana and Mali surpass barbarianism in the west. Down south, the Xhosa and Zulu tribes are extremely militaristic and growing in power.
The Incans in South America are the only civilization around, and are thousands of years old. The Empire, stretching from the Caribbean coast in the north to the lands of fire in the south, is one of the most interconnected and established empires in the world. The Aztecs in Central America are vastly superior to any surrounding tribe in regards to military, and have massive potential. In the north, the Iroquois Confederation, quite new in terms of American civilizations, dominates, though remains backwards compared to the southern empires. Navajo, Sioux, and Chinook are also established tribes, but are less powerful then the weakest old world empires.
Rule Set: JNES: World Without Greed
Please take your time to read through these rules. Much of the rules are original or merely based on past rule sets. It is imperative that you read thoroughly these rules before you join and after the first update, so that you are completely familiar with them.
ECONOMY
It can easily be argued that all of the worlds history is based upon economic ambition. Or, to put it plainly, the history of civilization as we know it is based on greed. Staying true to this theory, an NES must have a good economy system. This system is somewhat based off past systems, but is quite original.
Basically, your economy can be in one of three modes: failing, stable/stagnate, or growing. After all, that is in reality all of what an economy does, correct? Now, what you have to spend in the form of money is dependent on two things: how strong your economy is, and what type of government you are running. Governments will be discussed later in these rules, so we can skip that for now. Now, your economy can be in the state of growing but still be the worse economy in the world. How do you increase your spending power then? By making your people richer, so that they pay more in taxes, creating tariffs or taxes on national trade, or by securing new land in which to tax more heavily the people on it, or rape its natural resources for the businesss in your land. Whatever you can think of, as long as it makes sense, you can use to increase the spending power of your government.
So, here is an example of stat, of which I will explain: Failing +3. This means that the economy is in a recession or depression, and has a spending power of three. That means that within a couple turns, determined on how much it is failing, your spending power can decrease. You would be interested, then, in trying to fix your economy by either lowering taxes, gain new lands, or investing in infrastructure (think New Deal in OTL).
So, a summary: Your spending power is based upon your economy, so when your economy is failing, so will your spending power over time. If you want to increase your economy, best way is to lower taxes or invest in infrastructure (social welfare). If your economy is strong (stable or growing) and you want to increase your spending power, increase taxes and tariffs.
PRODUCTION
Your production includes your population strength and industrial capacity. If you are not yet industrialized, it is based upon how fast your blacksmiths, tradesmen, and miners can work. If you are industrialized, it is based on your factory strength.
Depending on what government you are, your production can be increase in different ways. If you are communist, then you can spend government money, or your spending power money, and increase for a 1:1 ratio. Meaning every spending point you spend on it, you get the same amount of production. However, in a communist-like state, you have no independent growth (but you get other bonuses, described in the government section).
In a monarchy, feudal or dictatorship state, every three spending points can increase production by one. You can also have mild independent growth except if you are a feudal state.
If you run a republic or democracy-like state, then every 5 spending points, which will be seen as tax breaks for industrial firms, will increase industry by one.
NOTE: I do understand that capitalism and communism are mere economic systems, but for purposes of running this nes, I have put that truth aside.
Your industry is used for building your army, navy or air force in wartime, and in peacetime can be used to trade, more on that later.
MILITARY
This is the obvious backbone of your nation. Nothing can be without law and order. You can have four stats in your military: three of which must be army navy and air force, but your fourth you can customize as, perhaps, elites, marines, special forces, submarine forces, national guard, space fighters, etc.
You do have a recruitment cap for each age and government. Your excess industry can be spent on trade during wartime or peacetime. You can recruit any turn you wish.
TRADE
Trade comes in three forms: raw resources, bonus manufactured goods, and agricultural goods. The basis for your trade in the beginning is agriculture, but as you slowly industrialize, your manufactured or raw resources trade can give you healthy bonuses, and may even take over as your primary trade.
So, most countries can trade agriculture in the beginning, unless you have no staple crop, or your staple crop is, for example wheat, and you consume all you grow. You might also trade raw resources, which few countries can in the beginning. But, for example, if you are Norway you may be able to trade excess iron. Excess industrial points, also, can be turned into spending points through trade. Each industrial point is worth ½ spending point when traded.
But, if you wish to sell your industrial goods, you must have people who wish to buy, more then just your own populace, and people who dont have their own industrial sector. This means you must have colonies or third world countries in which to sell your products.
So an example stat: Trade: +1 Agriculture. This is an example of a highly industrialized nation. Most likely, his industrial stat is high, and so he has excess industry that is his basic trade commodity. And for his manufactured goods, he has colonies in both North America and Africa.
Another example: Trade: +2 Agriculture, +2 Raw Resources. This is an example of a non-industrialized nation, who is trade mostly agricultural goods to semi-industrialized nations and other non-industrialized nations, and raw resources to industrialized nations. This is definitely a very successful non-industrialized nation.
OTHER STATS
Your nation is also subject to the other stats, which directly and indirectly affect the above main stats. These include infrastructure (which has the same growing effect as industry, and effects the economy as suggested in the economy section), moral (effects the way your troops fight
is determined by the state of your country, you cannot financially increase it), Training and Equipment (determines the strength of your armed forces, increase it by investing spending points) and Research (increase by investing spending points, and helps you technologically advance and discover new technologies (mostly randomly)).
Example Stat:
Holy Roman Empire
Government: Monarchy
Ruler: ?
Economy: Growing +2
Industry: 2
Army: 39,000 Infantry, 10,000 Cavalry, 100 Artillery
Navy: 12 Ironclads, 34 Frigates, 20 Galleons
Air Force: 8 Air Ships
Vatican Guards: 10,000 Elites
Training and Equipment: 2
Trade: +3 Agriculture
Infrastructure: 3
Moral: Bad
Research: 2
Notes: