Preview Thread: TNESII - Et In Arcadia Ego

Thlayli

Le Pétit Prince
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TNESII: ET IN ARCADIA EGO [Subtitle: Yeah Yeah, It Took Me Long Enough]

OFFICIAL NES THEME

Spoiler Original Map :
sneswecocentresfu9.gif


Spoiler Ruleset Rough Draft :
Nation/Capital:
Leader/Player:
Population:
Government:
Income:
Taxation:
Welfare:
Confidence:
Army:
Navy:
Technology:
Colonies:
Diplomacy:
Virtues/Vices:
Nation Description:

Population:

This is the number of people living in your country. Duh. In combination with your taxation level it determines income. Occupied areas will increase your population, but have to be peacefully integrated (and taxed) in order to contribute to income. Rebelling/occupied/colonial populations will be separated from the main number.

Government:

This describes your nation’s type of government. As players, you represent the executive, or dominant organ of power, whether represented by a monarch, prime minister, or ruling party. Democratic, parliamentary, and decentralized states may encounter more resistance to new policies and decisions enacted by the government. Ratification of treaties and declarations of war and peace MAY be contingent on legislative approval. A higher confidence will make the government run much more smoothly.

You may change your government with difficulty, or it may be changed for you. Stability ratings go from +3 to -3.

Taxation:

This is a qualitative level set by you. Your population base provides taxes, which translates into income. Raising taxation will increase your income, but could lower confidence if you have a low welfare level.

Minimal – Light – Moderate – Balanced – Significant – Heavy – Redistributive

Income:

This is determined by your population and taxation level. Other non-stat factors such as industrialization strongly contribute to this. In large part, this is arbitrarily decided by the mod, though players have the resources to alter it. Income can be deducted as a result of blockades, piracy, and economic downturns. It can also increase by colonial expansion, resource acquisition, and lowering of welfare or raising of taxation, though the latter two may cause confidence problems. If your income changes, I will typically note the cause and the amount.

Welfare:

The term “living standards” is largely inappropriate by the modern era, as every society has upper, middle and lower classes in good supply. This stat broadly summarizes the amount of income expended by the government on the well being of its’ citizens. Income dedicated to education, sanitation, social services, and pensions and other benefits are all amalgamated here. Be VERY careful with this stat. Raising it can anger conservative elements in government and alienate the military; lowering it can cause seething resentment among the lower classes and a general drop in confidence.

Libertarian – Conservative – Moderate – Mixed – Progressive – Socialist – Communitarian

Confidence:

The national approval ratings for the actions of the government, and for you, yes you. High confidence is important for domestic tranquility, and for keeping your job. Military success, economic prosperity, and stable governments tend to encourage confidence. Random events can lower it, as will any mistake that you inevitably make. This stat swings rapidly, and you can do plenty of things to help it recover. But if it gets too low, the next election may change the policies of the government…or the next coup may change your location from palace to prison.

Rebellious – Hateful – Unhappy – Discontent – Neutral – Respecting – Admiring – Loving – Fanatical

Military:

Your land and naval military is organized into armies and fleets. Colonial garrisons and militia are separate and listed under colonial stats, not including expeditionary forces. Many nations at peacetime will have one mass of troops and/or ships, which are presumed to be evenly dispersed throughout the provinces/ports of your nation. Especially for wartime, players are encouraged to attach armies and fleets to specific regions. These designations will be listed in the stats. A veteran expeditionary force will have a very different composition than a newly recruited home army.

Every army, or the armed forces as a whole, carries a Quality level. This is an amalgamation of training and experience. The levels are listed here:

Rabble – Green – Tolerable – Normal – Better – Good – Veteran – Professional – Elite

The more technologically advanced the army fielded, the larger the upkeep cost will be. Additionally, producing troops with a higher starting Quality takes longer, and carries a higher initial cost.

The base purchasing costs are:

Rabble: .5 EP per 5 divisions/squadrons
Green: 1 EP per 5 divisions/squadrons
Tolerable: 1.5 EP per 5 divisions/squadrons
Normal: 2 EP per 5 divisions/squadrons
Better: 2.5 EP per 5 divisions/squadrons (1 turn wait)
Good: 3 EP per 5 divisions/squadrons (1 turn wait)

Veteran, Professional, and Elite troops/ships cannot be built. In peacetime, some units can rise to a Veteran level. Professional and Elite level units can only be gained through combat.

Upkeep: Upkeep costs are directly subtracted from your income (by your bureaucrats) so you (the ruler) don’t have to worry about it. Upgrading more than 10 divisions to a higher quality level will cause a drop in income. Recruiting more than 10 divisions will cause a drop in income, unless your economy is mobilized for war.

Conscripts and Irregulars: Conscripts can be drafted at a Green quality level for 10 divisions per economic point. They cannot improve beyond Normal, barring exceptional circumstances. Typically mass conscription requires a state of war. Limits for conscription are dependent on population and political/economic restrictions. Most nations can rely upon a minimum of 30 conscript divisions in time of dire need. Irregular militias of varying quality may sometimes spring up if your territory is attacked, AND if the population hasn’t already been conscripted. They can be useful, but only in their home areas. Inquire for specific conscription limits.

Logistics: Logistics must be paid for. Military campaigns require logistical support and a solid line of supply. Standard overland offensives require at least 1 EP of logistical support, typically more. Overseas campaigns and major assaults may cost more. Inquire for details.

Colonies: Colonial militia, garrison troops and native allies will be listed in the ‘Colonies’ section. However, even if fleets are assigned to colonial ports, they will remain listed (along with their home port) in the main Navy section.

Technology:

This is a short description of mainly domestic/military technology and infrastructure, along with any other notable achievements/failings, such as “excellent metallurgical skill,” or “falling behind in transportation”. It quickly summarizes a range of areas where you can spend money, to give your nation a special advantage or catch up to the rest of the pack.

Colonies:

Colonial stats are divided into four portions: A colony ranking, population stat, confidence ranking, and a military overview. More information on your specific colonies can MAYBE be obtained, though if you want any the mod will be somewhat annoyed with you.

Outpost – Backwater – Unimportant – Minor – Viable – Productive – Valuable – Wealthy – Crown Jewel

Invest in your colonies, and they shall invest in you! Colonies can be a major source (or drain) of Income.

Diplomacy:

This charts your current diplomatic standing with foreign powers. Non-listed nations have neutral diplomatic relations, or they don’t exist. Relations scale from -200 (state of war) to +200 (complete amity and friendship). A vast array of random events and player actions can alter these numbers.

Virtues/Vices:

Every nation has unique traits and values. Some of these are consistently expressed as a sort of cultural ethic. These can be both a blessing and a curse, and have myriad effects. Some are consistently on the positive side, like “martial courage” or “commercial expertise”. Other traits like “pious” or “democratic” have benefits and drawbacks, while some, like “urban dissent” or “internal corruption” are mostly negative. Virtues/vices can grant bonuses or maluses at unexpected times. Keep them in mind when making plans. Like all stats, these can change over time.

---

Spoiler Stats Example :
Holy Roman Empire [of the German Nation]/Fulda
Emperor Frederick VI, King of the Germans/Dachs
Population: 90,000,000
Government: Federative Empire (+2)
Income: 11 ep/turn
Taxation: Significant
Welfare: Conservative
Confidence: Admiring
Army: 5 divisions (Professional), 20 divisions (Veteran), 20 divisions (Good)
Navy: [10 squadrons (Better) – Kiel] [5 squadrons (Better) – Hamburg] [3 squadrons – (Normal) – Veneto] [5 squadrons (Better) – Humboldt*] *Capital of Imperial Orinoco
Technology: Excellent land military technology, particularly in artillery. Naval military technology is middling for a European power. Heavy industrialization on the domestic front, steam powered vehicles and excellent infrastructure. Advanced chemistry and metallurgy, large military-industrial complex.
Colonies (Value/Population/Loyalty/Defense): Imperial Orinoco (Valuable/ 10,000,000/Respecting/5 divisions (Better))
Diplomacy: France (-140), Italy (-140), Poland (-120), Denmark (-100), Tver (-50) / Arcadia (+40), Sweden (+100), Croatia (+175)
Virtues/Vices: Broader German Identity contrasted with lingering regionalism, half-assimilated Czech minorities, dissatisfied Italian and Polish minorities, widespread patriotism, Roman Catholic, militaristic, urban discontent, industrialization.
Nation Description:
Spoiler :
The Holy Roman Empire has been a dominant force in Central Europe for the past millennium. For much of its early history, the Empire was a disparate collection of states, governed by transient dynasties that never mustered the power to hold Germany in its entirety for long. Out of the House of Leiningen's dominance over southwestern Germany rose the powerhouse that would eventually seize control of the nearly defunct HRE and centralize it, successfully fighting off enemies from all points of the compass. A golden age in the sixteenth and seventeenth centuries was capped by Karl V's successful war with Alexander of Egypt, although after the the Empire began to stumble somewhat again. The outcome of the Fifty Years' War in the eighteenth century was inconclusive at best, and the 1870s and 1880s saw nationalist rebellions all over the Imperial periphery combined with an Arbeitist-led social insurrection closer to home, although lately the Empire has begun to flex its muscle again, with interventions in the Balkans culminating in the destruction of Hungary as a major power. The HRE is ringed by rivals; Italy is irredentist, France is opposed to basically everyone else in the world anyway, Tver shows signs of breaking through the cordon sanitaire in Eastern Europe, and the Danes are getting frisky as well. Social problems associated with industrialization are also being held at bay, if temporarily.


This ruleset is intended to cut down on rapid army expansion (without consequences) and prevent gaming the economic system. Eco centers will be removed entirely. Suggestions on how to improve the rules are STRONGLY welcomed.

Spoiler Notes :
NOTES:

Things to change/add:

-Civil Service/Bureaucracy stat
-Replace raw population numbers with a size stat
-Fine tune upkeep rules/numbers

Needed:

-Finalized Northern Style Map
-Finalized Stats (ha!)
-TL, addtl. information on rebel/dissident groups, historical data from das

Non-industrialized nations may have certain stat sections (like Welfare) entirely disabled.


TO THE PLAYERS:

Flanders, Japan, and the Holy Roman Empire are CONFIRMED for their respective players. Everyone else, start applying. Some of you I will confirm quickly. Unconfirmed Great Powers will go last. :evil: Feel free to make cutthroat deals/trades/etc. at this time. Sending me money will guarantee a reservation. Seriously. I need to do stats myself, but players can lighten my workload by writing nation descriptions. Writing a solid nation description may sway my opinion.

I'm expecting a lot from this community on this NES. Meet my expectations and this will be awesome. Stories are strongly encouraged; bonuses will be non-stat but tangible.

RESERVATIONS:

EUROPE:

Holy Roman Empire - CONFIRMED - Dachs
Flemish Empire - CONFIRMED - Azale
Holy Kingdom of France - CONFIRMED - North King
Republic of Italy - CONFIRMED - Flavius Aetius
Montferrat -
Kingdom of Sicily - CONFIRMED - a_propagandist
Portuguese Empire - CONFIRMED conehead
Kingdom of Denmark - CONFIRMED - Adrogans
Kingdom of Sweden - CONFIRMED - Reno
Kingdom of Norway - CONFIRMED - Karalysia
Poland - CONFIRMED - Justo
Croatia -
Kingdom of Hungary -
Kingdom of Tver - CONFIRMED - Shadowbound
Grand Principality of Chernigov - CONFIRMED - alex
Empire of Serbia-Romea - CONFIRMED - Lord Iggy

THE NEW WORLD:

Kingdom of Arcadia - CONFIRMED - Kraznaya
Republic of New Albion - CONFIRMED - Theige
Oklahoma - CONFIRMED - Contempt
Tawantinsuyu - CONFIRMED - Darkening
Argentine Protectorate - CONFIRMED - foolish_icarus

THE NEAR EAST:

Most Christian Kingdom of Egypt - CONFIRMED - Insane_Panda
Despotate of Ionia - CONFIRMED - Espoir
Republic of Adana -
Armenian Empire -
Kingdom of Angora - Luckymoose (Applicant)
Georgia -
Mustafid Shahate - CONFIRMED - Andis
Jadfdid Caliphate -
Iraq [name needed] -
Dagestan -

FAR EAST/CENTRAL ASIA:

Imperial Shogunate of Japan -
Australian Confederation - CONFIRMED - Kal'thzar
Qing Empire - CONFIRMED - flyingchicken
Kingdom of the Xin Ming - CONFIRMED - Ninja Dude
Tibet -
Siamese Empire - CONFIRMED - LightFang
Kingdom of Vietnam -
Rajput Empire -
Malla Empire -
Bengal - CONFIRMED - Abaddon
Hyderabad -
Knights of the Nile - Swissempire (Applicant)
Golden Horde - CONFIRMED - bombshoo
Uighur Khanate -

AFRICA:

Second Malinese Empire - CONFIRMED - Charles
Ethiopia - Yui (Applicant)
Asante -
Kaneam -
Nguni Empire -
Rozwi Empire -
Fur -
 
I am thinking the Australian Confederation depending on what the make up is, i.e. is it European or Native?
 
Sorry, thought you were simply making one from scratch.
 
Okay based on reading it would be more likely to do my own thing in Shiite Iraq as not much is written about it. What kind of nation were you envisioning there?
 
I'll request that for now. A theocracy would be something new to try.
 
Meh. Applying for either Tawantinsuyu (preferred) or Mali (backup).

[dull]Surprise...[/dull]
 
The Argentine protectorate would be a boon. Or Tawantinsuyu if ~ changes his mind.

Note that this qelqeri thinks raw population numbers are preferable to a size stat
 
Requesting Bengal...

#Can we have a labelled map please?
 
For now, I'm confirming my application for Armenia...but if Matt0088 doesn't confirm, I will immediatly change my decision.
 
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