Disenfrancised
Beep Beep
DisNES3 - Sins of our Fathers
Welcome to the next installment of the epic and amazing DisNES series! Here I’ve got the ruleset for your amusement and critique, as well as lists of nations and territories for sign ups and some initial diplomacy. Over the coming week I will be finishing off the stats and creating the technology tree and once they’re all done we can start! That is if I get enough people signing up.
Rules
Thye may seem quite long, but I tried to make them as acessible and modular as I can, once again if you desrve credit you should consider it yours .
Updates and Orders
I will be trying out a new 4-and-1 system for the updates; in the industrial era having militaries and diplomacy only being able to react on the scale of a year is silly indeed, thus for each year you send in your economy and development orders and your military policies in a big set, then there will be four ‘mini-updates’ of military and diplomatic events representing a 3 month period each then there will be a big final update which will contain stat growth and economic and development changes (as influenced throughout the year). Each of the mini-updates will be quite mini and I will send out intelligence briefings by PM to those involved to supplement it, and then those involved (and others who wish to join in) can send little war and diplomatic order sets to handle the crisis’s. If you don’t get orders in for a mini update I will just follow your stated positions from the big order set.
Unfortunately I cannot commit to a regular weekly update schedule, but my current plan is to have a mini-update every four days (with 3 days to get orders in) and then maybe 5 days for the big update of the year plus getting orders in for the next one.
As regards orders, I like long orders under two conditions – they must be easily parsable and well structured. Thus all the military bits in one place, diplomacy in others and so on, hypertext to supporting information, maps and subheadings are good, as is bolding important facts. If you want an example of what I’m looking for look at Symphony D’s in the show your battle plans thread for good formatting.
If you want anything in your orders to be kept secret, it’ll be useful to demark it with tags.
Stories
Yes. Stories will get bonuses, but expect diminishing returns on lots of stories per update.
Map
There will be 2 maps, the political map well remember from every other NES, which will also show army movements (given as circles, white in own territory, the faction colour in another’s territory). The second map will be the economic one, with commercial and industrial cities indicated and economic regions outlined.
States, Territories and Players
I’m going to try something a little different here, hopefully emulating the real life circumstances of large empires in a fun an exciting manner and I hope the NESing community doesn’t disappoint me. As well as the ‘core territory’ of a nation which will be run in exactly the same way as the standard das-NES nation, an empire will also have various other territories and possessions that will have their own stats…and players. Core territories get apportioned out on a first-come first-serve basis, but to take up a ‘peripheral territory’ will require the core players authorization, and the core player will have the power to dismiss the peripheral player (of course nothing stops the peripheral player then taking up the mantle of rebellion) and overrule their actions (that they know about ). In character activities are encouraged and peripheral players who try and subvert the core player without good reason will be punished. Peripheral territories without a player can of course be run by controller of the metropole or assigned to be NPCed, though at a slight cost in efficiency, and they can be reorganized if the metropole puts the effort in. If the peripheral territories/vassal states have enough freedom and processes to choose their own leaders (only the three dominions of the British empire and the four vassals of the French Empire fall into this category at the current time) then players can take them on FCFS and they get their own colour on the map, but the metropole does have influence and in-character activities are encouraged.
Players can also choose to play Rebellions of course, in much the normal matter (though don’t expect good success with an unlikely rebellion unless you lay the ground work first over several turns).
NPCs will be controlled by me of course, they won’t be that smart but they will spend their income each turn and act in a consistent manner diplomatically.
The Stat list
Nation:
Ruler/Player:
Capital:
Government Form:
Reputation:
Stability/Contentment:
Size (Area/Population):
Economy (Extractive&Agricultural/Industrial/Tertiary/Trade):
Taxation:
Industrial EP limit:
Infrastructure:
Education: (Basic/Skilled/Higher/Research):
Quality of Life:
Culture:
Military:
Army Leadership:
Naval Leadership:
Airforce Leadership:
Not yet organised or placed
Military upkeep of
Projects:
Research:
Government Form
Your type of government determines quite a lot – freer economies grow faster but have trouble mobilizing resources, freer populaces are happier but tend to mess up the governments plans from time to time.
Stability and contentment
These are reporter stats on the feelings of your populace, you can only influence them by your actions rather than be direct spending. Stability indicates the cohesion of the state, a low stability increases the likelihood of civil wars and riots. Contentment indicates how happy the people are with your current policies; a discontent nation may rise in revolution or lynch you . The existence of peripheral territories should make this more informative than in some NESes.
Stability is measured on this word based scale:
Collapsing-Crumbling-Unruly-Poor-Neutral-Fine-Stable-Strong-Excellent
Contentment is measured on this word based scale:
Lynching-Hateful-Unhappy-Discontent-Neutral-Content-Happy-Loving-Adored
Prestige
This is for NPCs only, it’s a one sentence description of what the current regime is like diplomacy wise – ‘Aggressive and untrustworthy’ or ‘isolationist and paranoid’ etc. As for the PCs…well that’s something you’ll have to work out yourself.
Size
The two measures of size are again reporting statistics about your nation, and affect various things elsewhere, area is given as a word based level with the modifier in brackets, whilst population is given in millions, to the nearest 10m for larger nations (lots of guesstimating used btw, but dissent will not be tolerated ).
Size is given on this scale:
Tiny (0.5)-Small (1)-Medium (2)-Large (3)-Very Large (4)- Huge (5)- Vast (6) – Colossal (7)
For working out the population modifier I use this scale:
<2 million: 1
2-5 million: 2
5-10 million: 3
10-20 million: 4
every subsequent ten million adds 1 to the modifier.
Economy
Economy
The E4 system has two components – Map and Stat line, all the necessary information is contained in both sections stat line, but the map has the advantage of telling you where everything is, and the stat line has the advantage of showing everything in one place. It is currently set up for industrial play, but the simple expedient of removing the industry line will convert it for other ages.
The Stat lines
There are 3 different lines, the first being the economy line which goes;
Economy (Extractive&Agricultural/Industrial/Tertiary/External) - $ ($/$/$/$)
Here, extractive and agricultural represent extractive industries such as mining and forestry, agricultural represents agriculture production of course. Each EP in this section will correspond to an Economic Unit on the map, with the exception of fisheries, which aren’t shown on the map (1 circle = 1 EP).
Industrial represents manufacture and processing of raw materials and is shown on the map as industrial centres (blue outlined cities). Each industrial centre produces one or more EPs, but there will probably be a few extra showing lower concentrations of industrial activity spread throughout the minor cities of the Economic units.
Tertiary represents internal trade and services, on the map cities important in trade or services will be given a red outline and called trade centres, each TC is worth at least 1 EP in this column, but there will be other EPs representing more nebulous things.
External is what your nation gets selling its products and services and doing transhipping, its not shown on the map, and if you conquer a trade partner then their section of external trade will obviously move into your Tertiary column.
Next is the taxation line, which simply goes;
Taxation – Tax taken/Gross national income
This is pretty simple and set by the player – higher tax fractions will give you more EP to spend but cause growth to drop (unless you reinvest it), and make you unpopular. You get to set the tax rate at the beginning without problems, but altering it later will have to be a slow process.
Next is the industrial line, which goes;
Industry – State Controlled/Total national production
This shows how much war material your nation can produce, Total national production is directly proportional to the industrial section of the economy, but I haven’t decided the exact proportion (currently I’m leaning towards 2). Basically here for things like building ships and tanks and supplying modern armies you spend EP you get from taxation, but you cannot spend more than your controlled industry rating (can’t have cows making bullets after all ). Naturally you can nationalise production, but at the cost of lowering natural grow significantly.
“Squeezing the Economy”
So you have taken all the taxes you can and you still want more? Much like the “sacrifice” of economy levels under the old NES2VI system you can get extra money by seizing permanent assets. Basically you gain extra EPs equal to 20% of your total economy, but at the cost of having all sectors shrink by 10%. EPs are rounded down.
Growth
Your economic stats will grow over time, at rates depending on your policies and events, reinvestment and tax breaks will of course increase this growth rate, but with non-linear responses to the amount invested. Additionally it is easier to grow industrial stats with industrial cash.
Things that require Industrial EPs
-Anything above light ships
-Armour and artillery
-giving divisions the ‘industrially supported’ tag
-supplying any of the above stuff logistically
-quick industrial growth
-many projects
With the permission of another state you can use any of their ‘unused industrial capability’ i.e. industrial potential they haven’t spent themselves. What you give them to do this is between you and them of course, but this will significantly increase their industrial growth and curb your own.
Banking and loans
Economy can be banked (and kept secret if you wish), but large surpluses without good reason will annoy the populace and decrease in value over time.
If you want you can raise capital by appealing to the internal financial community, but your reputation will pay an important factor in things and not paying back your loans will lead to trouble.
Infrastructure
This stat represents how much stuff has been built up for transport and management of the territory in question, a higher infrastructure allows your troops to move faster in your territory and has non-linear effects on your economic growth (all your economic stats except trade are influenced by infrastructure depending on the nations circumstances) stability and quality of life. It will degrade over time and is proportional to your general technological level. It’s measured on this scale;
None-Appalling-Poor-Bad-Not Bad-Good Enough-Good-Great-Excellent-Outstanding
And changing either requires some money and clever ideas, or EPs equal to 5 (subject to change) times your ‘size’ modifier.
Quality of Life
This stat determines how well off your citizens are, low values will lead to discontent and weakened education systems (though it will make extractive and industrial economy development easier), whilst high values will give better growth of tertiary and trade economic sectors and a more content society, it requires constant ‘social maintenance’ funding to keep at high levels however. Its measured on this scale:
None-Appalling-Poor-Bad-Not Bad-Good Enough-Good-Great-Excellent-Outstanding
And changing either requires some money and clever ideas, or EPs equal to 5 (subject to change) times your ‘size’ modifier (it costs a lot less to maintain than to let it fall and have to grow again). In free economies in good times it will likely increase without government intervention.
Research and Education
Education
Education is divided into three tiers and one numeric quality, to represent the various different sorts of education that a modern state needs. The stat line will look like this;
Education (Basic/Skilled/Higher/Research) - &/&/&/$
The first three are word based qualitive levels that are rated on the scale below, whilst the last is a numeric quantity giving you research points to spend. The three word level stats go on this scale;
None-Appalling-Poor-Bad-Not Bad-Good Enough-Good-Great-Excellent-Outstanding
…and are proportional to your population size.
Basic Education is things like numeracy, language skills and literacy for your population, having a high basic education will make some methods of economic growth easier, change the way your population reacts to events, slightly improve the efficiency of your army, and make it easier to raise and maintain high standards of the higher educational levels. This will degrade over time without continued funding (or some method to maintain it) and increasing a level will require funding equal to twice your population size.
Skilled education is things like technical skills and secondary level education, having a high skilled education will increase economic growth significantly particularly industry, change the way your population reacts to events, improve the quality of the specialists in your army and your navy and air force, and make it easier to raise and maintain levels of Higher Education and your Research output. This will degrade over time without continued funding (or some method to maintain it) and increasing a level will require funding equal to twice your population size.
Higher education represents university level educations, having a high Higher education establishment will increase some forms of economic growth, and the quality of your upper army echelons and political elite (depending on your government form). The likelihood of advances (see below) being made is dependent on the product of your Higher education rating and your population. This will degrade over time without continued funding (or some method to maintain it) and increasing a level will require funding equal to three times your population size.
Research points are a numeric quantity of research that you can spend on various things (see Research, below). The base number of research points is proportional to the product of your Higher Education and population; you get some extra for high levels of Skilled Education and more research points can be gained from setting up research institutes (see projects). You can spend research points on basic research or on technologies, or duplicating advances.
Research
There are two types of research that appear in your stats, these are advances and technologies. Advances are things like atomic theory and the theory of relativity, whilst technologies are things like super-Dreadnaught Battleships and atomic bombs.
Advances
You don’t get to choose your advances except in the most general way (because this annoys me no end in NESes ) instead you’ll get advances from the unrevealed list in a quantity determined using a RNG algorithm that takes into account a) your higher education and population, b) the number of research points you put into basic research c) the amount of collaboration you do with researchers from another country (which can give you results greater than the sum of its parts). What you get is determined by a) what advances you know already, b) What technologies you’ve invested a lot in and c) if you put any requests in; for example “faster ships”. In this NES the bed rock of technologies is 1890 level, and advances represent development beyond that.
Technologies
Each advance unlocks technologies enabled by that advance, I’ll give a list but feel free to suggest more and I’ll review if they are appropriate or not for the advances you have. The word “technology” is slightly misleading here, because this category includes things like “Artic Warfare” and “cracking Nazi encryption”, but nothing else seemed to fit as well. Each technology will effect the operation of your stuff in the NES in some way, for example ‘Machine guns’ and “Basic mechanized infantry” will make your armies hit harder and move faster respectively. You research a technology by investing research points into it, and you can “crash develop” something by spending economy points at a 1:1 ratio to research points, however you must put at least some research points into the technology each year you advance it. In free economies you will sometimes get extra research points turning up in technologies that the business community thinks will be profitable.
Secrecy
You can keep technologies secret, but that will increase the amount of time and effort they take to complete, and once you start deploying the technology on a large scale it will also take money and effort to keep secret. Note that secret technologies will not appear in your stats, I’ll send you a PM with your “classified” stats each turn. Advances cannot be kept secret, but you can order them to be “protected”, preventing other nations from playing catch up (or at least increase the cost), though this might create ire, and depending on how widely deployed the technology is may take funding. Technologies can also be “protected” within having to keep them secret.
Catch-up and technology trading
Its hard being the technology leader, and once an advance or technology is known about you can order your researchers to duplicate it for a set cost in research points. you can “crash develop” something by spending economy points at a 1:1 ratio to research points, however you must put at least some research points into the duplication each year you advance it. Catching up usually costs somewhat less than researching the technology in the first place but the cost can be increased by;
-lacking the necessary advances if a technology is being copied (greatly)
-being at war with the state your attempting to copy if from (greatly)
-not trading much with the state your attempting to copy it form (slightly)
-if the state is keeping the technology or advance protected or secret (enormously)
…and it can be decreased by;
-trading a lot with the state your copying it from (somewhat)
-if many states have the technology (depends on number)
-if a state with the technology gives/sells it to you (greatly)
Military
Leadership
The military section is separated into Army, Navy and Airforce to allow three separate military leadership stats, to show how the various arms are led. Higher stats will obviously lead to cleverer generals and admirals, and it is measured on this scale.
None-Appalling-Poor-Bad-Not Bad-Good Enough-Good-Great-Excellent-Outstanding
This stat is related to your skilled and higher education levels and the amount of combat your armies have seen, thus it can be increased by raising education levels and getting in fights. It can also be raised by projects representing military academies.
Generals and admirals
In the course of war certain men end up standing out, thus every so often you will get a named general or admiral (you get to pick the name) cropping up, who can then be attached to an army to increase its chances. This process is a randomly determined and is a function of training and combat.
The Army
The army is organised into divisions of infantry, irregulars (inc. cavalry), Armour (lacking at the start) and artillery. The divisions are organised to armies according to the players wishes, armies are actual formal entities and I highly encourage them to keep my management down , and each army will have its rough location (unless its secret) given in the stats, for example:
I – possibly the most important attribute, represents ‘industrialised’ indicating the troops are well supplied with material and modern weapons. 1 EP provided you have access to industrial production gives 5 divisions the ‘I’ attribute.
Ar – Trained in artic warfare
Al – Trained in alpine warfare
Am – trained in amphibious assaults
De – Trained in desert warfare
Pa - Paratroopers
Me – Mechanised
The costs of giving these attributes to your divisions will be given in the techs which unlock them.
Raising army units
Artillery and armour costs per division are given in the techs that unlock them, starting plus and negative attributes depend on your ‘skilled’ education level.
Infantry on the other hand can be raised in one of two ways; the first is raising the professional troops of a volunteer military which costs 1 EP per division raised, and gives units coming in at between ‘+’ and ‘+++’ depending on the level of your basic and skilled education, and if you use an industrial EP they come in with ‘I’ as well. The second way is conscription to produce the less professional conscript troops; here you spend 2 EP (representing the cost of organising the conscription) for up to 20 divisions (your choice), however using conscription will damage your economy and popularity depending on the size of your population compared with the number conscripted (rough rule of thumb – raising 2*your population size in conscript divisions will cause your economy to shrink by 10%, i.e. 60 divisions or 600,000 men in a pop of 10 million will cause a 10% shrinkage). Conscripts start off at between ‘----‘ and ‘—‘ depending on your basic education level.
The Navy
The army is organised into ships and fleets, the fleets obviously corresponding to the armies of land forces with admirals and locations, for example;
The various classes of ships have costs detailed in the techs that unlock them and start off with training based on your basic and skilled education levels which is increased or decreased by combat and moral. Transports aren’t given in numbers, but in the amount of troops they can move from one place to another at one time. Here is a quick list of costs:
Battleships – largest ships in the fleet, very powerful guns (1 costs 2 industrial EP)
Escorts – smaller and faster ships than Battleships (2 per industrial EP)
Light vessels – suitable for recon patrols and assisting larger vessels (1 per EP or 4 per industrial EP)
Transports – transporting troops (5d per EP)
Airforce
Works much the same as the two above, with only ‘Light recon aircraft’ available at the current time (5 wings per EP).
Logistics, military updates and raising troops in miniupdates
Logistics cost money obviously the more forces and distance from friendly bases the bigger the cost, its recommend to ask you advisors about costs before embarking on something. You can raise troops in the mini-updates (though large ships will take more than 3 months to build), and it is recommended to keep a ‘war-chest’ to supply operations you may wish to make.
Size of the military when compared to your population and economy and living standards will also give you a direct military upkeep per turn, though a highly militaristic society can mollify this.
Espionage
Spying on people is a time honoured tradition, and here you can of course do it too. It’s not very expensive to run a general intelligence gathering agency (perhaps 2 or 3 Ep a turn), but running operations to spread propaganda and assassinate people is rather more expensive. What you get out will be luck based but also roughly equivalent to your degree of interaction with the spied upon nation and the experience of your spies.
Projects and ‘stuff’
To do stuff you can have projects, pretty much any sensible effect is allowed, each project has a cost and a time and possibly a location (so it can be capture or destroyed by enemies). For example:
Hi Ho silver lining, everywhere you go!
Welcome to the next installment of the epic and amazing DisNES series! Here I’ve got the ruleset for your amusement and critique, as well as lists of nations and territories for sign ups and some initial diplomacy. Over the coming week I will be finishing off the stats and creating the technology tree and once they’re all done we can start! That is if I get enough people signing up.
Rules
Thye may seem quite long, but I tried to make them as acessible and modular as I can, once again if you desrve credit you should consider it yours .
Updates and Orders
I will be trying out a new 4-and-1 system for the updates; in the industrial era having militaries and diplomacy only being able to react on the scale of a year is silly indeed, thus for each year you send in your economy and development orders and your military policies in a big set, then there will be four ‘mini-updates’ of military and diplomatic events representing a 3 month period each then there will be a big final update which will contain stat growth and economic and development changes (as influenced throughout the year). Each of the mini-updates will be quite mini and I will send out intelligence briefings by PM to those involved to supplement it, and then those involved (and others who wish to join in) can send little war and diplomatic order sets to handle the crisis’s. If you don’t get orders in for a mini update I will just follow your stated positions from the big order set.
Unfortunately I cannot commit to a regular weekly update schedule, but my current plan is to have a mini-update every four days (with 3 days to get orders in) and then maybe 5 days for the big update of the year plus getting orders in for the next one.
As regards orders, I like long orders under two conditions – they must be easily parsable and well structured. Thus all the military bits in one place, diplomacy in others and so on, hypertext to supporting information, maps and subheadings are good, as is bolding important facts. If you want an example of what I’m looking for look at Symphony D’s in the show your battle plans thread for good formatting.
If you want anything in your orders to be kept secret, it’ll be useful to demark it with tags.
Stories
Yes. Stories will get bonuses, but expect diminishing returns on lots of stories per update.
Map
There will be 2 maps, the political map well remember from every other NES, which will also show army movements (given as circles, white in own territory, the faction colour in another’s territory). The second map will be the economic one, with commercial and industrial cities indicated and economic regions outlined.
States, Territories and Players
I’m going to try something a little different here, hopefully emulating the real life circumstances of large empires in a fun an exciting manner and I hope the NESing community doesn’t disappoint me. As well as the ‘core territory’ of a nation which will be run in exactly the same way as the standard das-NES nation, an empire will also have various other territories and possessions that will have their own stats…and players. Core territories get apportioned out on a first-come first-serve basis, but to take up a ‘peripheral territory’ will require the core players authorization, and the core player will have the power to dismiss the peripheral player (of course nothing stops the peripheral player then taking up the mantle of rebellion) and overrule their actions (that they know about ). In character activities are encouraged and peripheral players who try and subvert the core player without good reason will be punished. Peripheral territories without a player can of course be run by controller of the metropole or assigned to be NPCed, though at a slight cost in efficiency, and they can be reorganized if the metropole puts the effort in. If the peripheral territories/vassal states have enough freedom and processes to choose their own leaders (only the three dominions of the British empire and the four vassals of the French Empire fall into this category at the current time) then players can take them on FCFS and they get their own colour on the map, but the metropole does have influence and in-character activities are encouraged.
Players can also choose to play Rebellions of course, in much the normal matter (though don’t expect good success with an unlikely rebellion unless you lay the ground work first over several turns).
NPCs will be controlled by me of course, they won’t be that smart but they will spend their income each turn and act in a consistent manner diplomatically.
The Stat list
Nation:
Ruler/Player:
Capital:
Government Form:
Reputation:
Stability/Contentment:
Size (Area/Population):
Economy (Extractive&Agricultural/Industrial/Tertiary/Trade):
Taxation:
Industrial EP limit:
Infrastructure:
Education: (Basic/Skilled/Higher/Research):
Quality of Life:
Culture:
Military:
Spoiler :
Army Leadership:
Naval Leadership:
Airforce Leadership:
Not yet organised or placed
Military upkeep of
Projects:
Spoiler :
.
Research:
Spoiler :
.
Government Form
Your type of government determines quite a lot – freer economies grow faster but have trouble mobilizing resources, freer populaces are happier but tend to mess up the governments plans from time to time.
Stability and contentment
These are reporter stats on the feelings of your populace, you can only influence them by your actions rather than be direct spending. Stability indicates the cohesion of the state, a low stability increases the likelihood of civil wars and riots. Contentment indicates how happy the people are with your current policies; a discontent nation may rise in revolution or lynch you . The existence of peripheral territories should make this more informative than in some NESes.
Stability is measured on this word based scale:
Collapsing-Crumbling-Unruly-Poor-Neutral-Fine-Stable-Strong-Excellent
Contentment is measured on this word based scale:
Lynching-Hateful-Unhappy-Discontent-Neutral-Content-Happy-Loving-Adored
Prestige
This is for NPCs only, it’s a one sentence description of what the current regime is like diplomacy wise – ‘Aggressive and untrustworthy’ or ‘isolationist and paranoid’ etc. As for the PCs…well that’s something you’ll have to work out yourself.
Size
The two measures of size are again reporting statistics about your nation, and affect various things elsewhere, area is given as a word based level with the modifier in brackets, whilst population is given in millions, to the nearest 10m for larger nations (lots of guesstimating used btw, but dissent will not be tolerated ).
Size is given on this scale:
Tiny (0.5)-Small (1)-Medium (2)-Large (3)-Very Large (4)- Huge (5)- Vast (6) – Colossal (7)
For working out the population modifier I use this scale:
<2 million: 1
2-5 million: 2
5-10 million: 3
10-20 million: 4
every subsequent ten million adds 1 to the modifier.
Economy
Economy
The E4 system has two components – Map and Stat line, all the necessary information is contained in both sections stat line, but the map has the advantage of telling you where everything is, and the stat line has the advantage of showing everything in one place. It is currently set up for industrial play, but the simple expedient of removing the industry line will convert it for other ages.
The Stat lines
There are 3 different lines, the first being the economy line which goes;
Economy (Extractive&Agricultural/Industrial/Tertiary/External) - $ ($/$/$/$)
Here, extractive and agricultural represent extractive industries such as mining and forestry, agricultural represents agriculture production of course. Each EP in this section will correspond to an Economic Unit on the map, with the exception of fisheries, which aren’t shown on the map (1 circle = 1 EP).
Industrial represents manufacture and processing of raw materials and is shown on the map as industrial centres (blue outlined cities). Each industrial centre produces one or more EPs, but there will probably be a few extra showing lower concentrations of industrial activity spread throughout the minor cities of the Economic units.
Tertiary represents internal trade and services, on the map cities important in trade or services will be given a red outline and called trade centres, each TC is worth at least 1 EP in this column, but there will be other EPs representing more nebulous things.
External is what your nation gets selling its products and services and doing transhipping, its not shown on the map, and if you conquer a trade partner then their section of external trade will obviously move into your Tertiary column.
Next is the taxation line, which simply goes;
Taxation – Tax taken/Gross national income
This is pretty simple and set by the player – higher tax fractions will give you more EP to spend but cause growth to drop (unless you reinvest it), and make you unpopular. You get to set the tax rate at the beginning without problems, but altering it later will have to be a slow process.
Next is the industrial line, which goes;
Industry – State Controlled/Total national production
This shows how much war material your nation can produce, Total national production is directly proportional to the industrial section of the economy, but I haven’t decided the exact proportion (currently I’m leaning towards 2). Basically here for things like building ships and tanks and supplying modern armies you spend EP you get from taxation, but you cannot spend more than your controlled industry rating (can’t have cows making bullets after all ). Naturally you can nationalise production, but at the cost of lowering natural grow significantly.
“Squeezing the Economy”
So you have taken all the taxes you can and you still want more? Much like the “sacrifice” of economy levels under the old NES2VI system you can get extra money by seizing permanent assets. Basically you gain extra EPs equal to 20% of your total economy, but at the cost of having all sectors shrink by 10%. EPs are rounded down.
Growth
Your economic stats will grow over time, at rates depending on your policies and events, reinvestment and tax breaks will of course increase this growth rate, but with non-linear responses to the amount invested. Additionally it is easier to grow industrial stats with industrial cash.
Things that require Industrial EPs
-Anything above light ships
-Armour and artillery
-giving divisions the ‘industrially supported’ tag
-supplying any of the above stuff logistically
-quick industrial growth
-many projects
With the permission of another state you can use any of their ‘unused industrial capability’ i.e. industrial potential they haven’t spent themselves. What you give them to do this is between you and them of course, but this will significantly increase their industrial growth and curb your own.
Banking and loans
Economy can be banked (and kept secret if you wish), but large surpluses without good reason will annoy the populace and decrease in value over time.
If you want you can raise capital by appealing to the internal financial community, but your reputation will pay an important factor in things and not paying back your loans will lead to trouble.
Infrastructure
This stat represents how much stuff has been built up for transport and management of the territory in question, a higher infrastructure allows your troops to move faster in your territory and has non-linear effects on your economic growth (all your economic stats except trade are influenced by infrastructure depending on the nations circumstances) stability and quality of life. It will degrade over time and is proportional to your general technological level. It’s measured on this scale;
None-Appalling-Poor-Bad-Not Bad-Good Enough-Good-Great-Excellent-Outstanding
And changing either requires some money and clever ideas, or EPs equal to 5 (subject to change) times your ‘size’ modifier.
Quality of Life
This stat determines how well off your citizens are, low values will lead to discontent and weakened education systems (though it will make extractive and industrial economy development easier), whilst high values will give better growth of tertiary and trade economic sectors and a more content society, it requires constant ‘social maintenance’ funding to keep at high levels however. Its measured on this scale:
None-Appalling-Poor-Bad-Not Bad-Good Enough-Good-Great-Excellent-Outstanding
And changing either requires some money and clever ideas, or EPs equal to 5 (subject to change) times your ‘size’ modifier (it costs a lot less to maintain than to let it fall and have to grow again). In free economies in good times it will likely increase without government intervention.
Research and Education
Education
Education is divided into three tiers and one numeric quality, to represent the various different sorts of education that a modern state needs. The stat line will look like this;
Education (Basic/Skilled/Higher/Research) - &/&/&/$
The first three are word based qualitive levels that are rated on the scale below, whilst the last is a numeric quantity giving you research points to spend. The three word level stats go on this scale;
None-Appalling-Poor-Bad-Not Bad-Good Enough-Good-Great-Excellent-Outstanding
…and are proportional to your population size.
Basic Education is things like numeracy, language skills and literacy for your population, having a high basic education will make some methods of economic growth easier, change the way your population reacts to events, slightly improve the efficiency of your army, and make it easier to raise and maintain high standards of the higher educational levels. This will degrade over time without continued funding (or some method to maintain it) and increasing a level will require funding equal to twice your population size.
Skilled education is things like technical skills and secondary level education, having a high skilled education will increase economic growth significantly particularly industry, change the way your population reacts to events, improve the quality of the specialists in your army and your navy and air force, and make it easier to raise and maintain levels of Higher Education and your Research output. This will degrade over time without continued funding (or some method to maintain it) and increasing a level will require funding equal to twice your population size.
Higher education represents university level educations, having a high Higher education establishment will increase some forms of economic growth, and the quality of your upper army echelons and political elite (depending on your government form). The likelihood of advances (see below) being made is dependent on the product of your Higher education rating and your population. This will degrade over time without continued funding (or some method to maintain it) and increasing a level will require funding equal to three times your population size.
Research points are a numeric quantity of research that you can spend on various things (see Research, below). The base number of research points is proportional to the product of your Higher Education and population; you get some extra for high levels of Skilled Education and more research points can be gained from setting up research institutes (see projects). You can spend research points on basic research or on technologies, or duplicating advances.
Research
There are two types of research that appear in your stats, these are advances and technologies. Advances are things like atomic theory and the theory of relativity, whilst technologies are things like super-Dreadnaught Battleships and atomic bombs.
Advances
You don’t get to choose your advances except in the most general way (because this annoys me no end in NESes ) instead you’ll get advances from the unrevealed list in a quantity determined using a RNG algorithm that takes into account a) your higher education and population, b) the number of research points you put into basic research c) the amount of collaboration you do with researchers from another country (which can give you results greater than the sum of its parts). What you get is determined by a) what advances you know already, b) What technologies you’ve invested a lot in and c) if you put any requests in; for example “faster ships”. In this NES the bed rock of technologies is 1890 level, and advances represent development beyond that.
Technologies
Each advance unlocks technologies enabled by that advance, I’ll give a list but feel free to suggest more and I’ll review if they are appropriate or not for the advances you have. The word “technology” is slightly misleading here, because this category includes things like “Artic Warfare” and “cracking Nazi encryption”, but nothing else seemed to fit as well. Each technology will effect the operation of your stuff in the NES in some way, for example ‘Machine guns’ and “Basic mechanized infantry” will make your armies hit harder and move faster respectively. You research a technology by investing research points into it, and you can “crash develop” something by spending economy points at a 1:1 ratio to research points, however you must put at least some research points into the technology each year you advance it. In free economies you will sometimes get extra research points turning up in technologies that the business community thinks will be profitable.
Secrecy
You can keep technologies secret, but that will increase the amount of time and effort they take to complete, and once you start deploying the technology on a large scale it will also take money and effort to keep secret. Note that secret technologies will not appear in your stats, I’ll send you a PM with your “classified” stats each turn. Advances cannot be kept secret, but you can order them to be “protected”, preventing other nations from playing catch up (or at least increase the cost), though this might create ire, and depending on how widely deployed the technology is may take funding. Technologies can also be “protected” within having to keep them secret.
Catch-up and technology trading
Its hard being the technology leader, and once an advance or technology is known about you can order your researchers to duplicate it for a set cost in research points. you can “crash develop” something by spending economy points at a 1:1 ratio to research points, however you must put at least some research points into the duplication each year you advance it. Catching up usually costs somewhat less than researching the technology in the first place but the cost can be increased by;
-lacking the necessary advances if a technology is being copied (greatly)
-being at war with the state your attempting to copy if from (greatly)
-not trading much with the state your attempting to copy it form (slightly)
-if the state is keeping the technology or advance protected or secret (enormously)
…and it can be decreased by;
-trading a lot with the state your copying it from (somewhat)
-if many states have the technology (depends on number)
-if a state with the technology gives/sells it to you (greatly)
Military
Leadership
The military section is separated into Army, Navy and Airforce to allow three separate military leadership stats, to show how the various arms are led. Higher stats will obviously lead to cleverer generals and admirals, and it is measured on this scale.
None-Appalling-Poor-Bad-Not Bad-Good Enough-Good-Great-Excellent-Outstanding
This stat is related to your skilled and higher education levels and the amount of combat your armies have seen, thus it can be increased by raising education levels and getting in fights. It can also be raised by projects representing military academies.
Generals and admirals
In the course of war certain men end up standing out, thus every so often you will get a named general or admiral (you get to pick the name) cropping up, who can then be attached to an army to increase its chances. This process is a randomly determined and is a function of training and combat.
The Army
The army is organised into divisions of infantry, irregulars (inc. cavalry), Armour (lacking at the start) and artillery. The divisions are organised to armies according to the players wishes, armies are actual formal entities and I highly encourage them to keep my management down , and each army will have its rough location (unless its secret) given in the stats, for example:
The symbols after the divisions are very important and replace the training stat of earlier rule sets; the +’s and –‘s (ranging from -5 to plus 5) indicate the training level which can be increased high moral, by getting into combat or spending money on it (1 EP gives 5 pluses to spread around) and decreased by the inverse. The letters represent various attributes and training of the individual division which cost various things.Prussian Union
Military:
Army Leadership: Great
Naval Leadership: Not Bad
Airforce Leadership: None
1st Army (General von Lettow-Vorbeck+++, around Hamburg)
10 Infantry Divisions I++
2 Infantry Divisions I+
2 Artillery Divisions I-
I – possibly the most important attribute, represents ‘industrialised’ indicating the troops are well supplied with material and modern weapons. 1 EP provided you have access to industrial production gives 5 divisions the ‘I’ attribute.
Ar – Trained in artic warfare
Al – Trained in alpine warfare
Am – trained in amphibious assaults
De – Trained in desert warfare
Pa - Paratroopers
Me – Mechanised
The costs of giving these attributes to your divisions will be given in the techs which unlock them.
Raising army units
Artillery and armour costs per division are given in the techs that unlock them, starting plus and negative attributes depend on your ‘skilled’ education level.
Infantry on the other hand can be raised in one of two ways; the first is raising the professional troops of a volunteer military which costs 1 EP per division raised, and gives units coming in at between ‘+’ and ‘+++’ depending on the level of your basic and skilled education, and if you use an industrial EP they come in with ‘I’ as well. The second way is conscription to produce the less professional conscript troops; here you spend 2 EP (representing the cost of organising the conscription) for up to 20 divisions (your choice), however using conscription will damage your economy and popularity depending on the size of your population compared with the number conscripted (rough rule of thumb – raising 2*your population size in conscript divisions will cause your economy to shrink by 10%, i.e. 60 divisions or 600,000 men in a pop of 10 million will cause a 10% shrinkage). Conscripts start off at between ‘----‘ and ‘—‘ depending on your basic education level.
The Navy
The army is organised into ships and fleets, the fleets obviously corresponding to the armies of land forces with admirals and locations, for example;
The British Empire
Military
…
Home Defence Fleet (Admiral Marlborough+, North Sea and English Channel)
1 Goliath -
7 Battleships ++
10 Escorts +++
40 Light Ships +++
10d worth of transports
The various classes of ships have costs detailed in the techs that unlock them and start off with training based on your basic and skilled education levels which is increased or decreased by combat and moral. Transports aren’t given in numbers, but in the amount of troops they can move from one place to another at one time. Here is a quick list of costs:
Battleships – largest ships in the fleet, very powerful guns (1 costs 2 industrial EP)
Escorts – smaller and faster ships than Battleships (2 per industrial EP)
Light vessels – suitable for recon patrols and assisting larger vessels (1 per EP or 4 per industrial EP)
Transports – transporting troops (5d per EP)
Airforce
Works much the same as the two above, with only ‘Light recon aircraft’ available at the current time (5 wings per EP).
Logistics, military updates and raising troops in miniupdates
Logistics cost money obviously the more forces and distance from friendly bases the bigger the cost, its recommend to ask you advisors about costs before embarking on something. You can raise troops in the mini-updates (though large ships will take more than 3 months to build), and it is recommended to keep a ‘war-chest’ to supply operations you may wish to make.
Size of the military when compared to your population and economy and living standards will also give you a direct military upkeep per turn, though a highly militaristic society can mollify this.
Espionage
Spying on people is a time honoured tradition, and here you can of course do it too. It’s not very expensive to run a general intelligence gathering agency (perhaps 2 or 3 Ep a turn), but running operations to spread propaganda and assassinate people is rather more expensive. What you get out will be luck based but also roughly equivalent to your degree of interaction with the spied upon nation and the experience of your spies.
Projects and ‘stuff’
To do stuff you can have projects, pretty much any sensible effect is allowed, each project has a cost and a time and possibly a location (so it can be capture or destroyed by enemies). For example:
Australian University System, +4 Research per turn (0/10 Ep, 0/5 turns, east coast of Australia)
Hi Ho silver lining, everywhere you go!
Spoiler :