Sheep
Orange Shrooms!
SheepNES: The Dragon is Awake!
Introduction:
In 1421 the Great Treasure fleets of China sailed the world oceans under the guidance of the great Admiral Zheng He. In OTL after these voyages due to a series of freak occurances (eg lighting striking and burning some of the Forbidden City in Beijing during the voyage) China looked inwards after these voyages and records of the disoveries largely destroyed or simply forgotten.
This Nes explores the world of 1530, where China did not look inwards. Europe is largely unchanged as of yet, although first Spain and then Portugal have begun to encounter Chinese territories that have begun to dot around the world in another stage of the Chinese tributary system. In the Americas (called Fuzhou ITL) both the Aztec and Incan Empires have become tributary states of the Chinese Empire. The Ming Empire is perhaps the most advanced and the most powerful nation on earth at the current time.
In Asia much of the smaller states lie under the Chinese tributary system, boosting the Chinese economy rather than their own... The Mughals in India have benefited from Chinese and lately Portugese interference. Tibet remains under the control of His Holiness the Dalai Lama and further south the Chinese colonies in Sumatra, Malay and Kalimantan and Azohau (Australia) OTL New Zealand is occupied by the Maori Kingdom, a state that has so far managed to avoid paying regular tribute to the Emperor of the Middle Kingdom.
As already stated Europe largely remains unchanged (albiet almagalmations have been made for my own sanity). The Ottomans under Sulieman I have in recent years beseiged Vienna and defeated the Hungarians at Mohales. Poland-Lithuania remains the Ottoman's strongest European protaganist. The Holy Roman Empire still struggles with political and relgious strife, while the scandinavian countries continue to grow their influence.
In Africa I have included several of the major native empires. These nations are facing troubling times with the recent arrivals of Portugese colonists and Chinese traders. This has been followed with the spread of a somewhat troubling disease.
Much of the world is still yet unclaimed... This is intentional.
Rules
Rules for everyone
Government
Your government type has some bearing in the terms of this nes....... There are in essence therefore five basic government types to which you may have some variation of. To vary your government from one of the five default governments, it must be accepted by me (as to ensure that its not completely unrealistic) and also so I can work out its bonuses...
The default governments are:-
Absolute Monarchy - What the King says goes. However stability can take a dive (-10% stability)
Elected Monarchy - The King is elected then rules for life. (higher chance for rebellion at election times which may occur randomly)
Elected Republic - The King has been replaced with a Limted Democracy of the influential people. (+5% stability, -5% Education, -5% income)
Military Republic - The King or former rulers have been replaced by their military, whose General now styles himself sovereign (-5% stability, - 10% Education)
Consitutional Monarchy - The King has given some of his authority to an elected body of nobles (+10% stability, - 10% income)
Economy
You gain economic income via 3 routes:
1. Taxes: This is the amount of money that you raise for the government from your people... This is subject to my own discretion and in order to increase this figure you will have to fund programs to increase the population or to increase their productivity. Both of these types of projects are not gaurnteed to always work and will be subjected to dice rolls!
2. Trade: You may form a once off trade pact with another player nation. NPC nations on very rare occasions will trade, but dont expect it to happen all the time. In order for this trade to work, both parties must have the terms of the trade in their orders.
3. Tribute States: Each tribute state under your direct control earns you an extra IC from their income. If you are a Tribute state there are ways to avoid paying this which are discussed in greater detail later on.
You may bank your IC if you do not wish to spend
Cities
At the current time only capitals will be represented on the map...
Army
Your army is of two components.... Regiments and Guns.
Your Regiments are the infantry, cavlary and missile troops of your army. 1 Regiment equals 1IC to purchase and includes all three types of troops. 10 Regiments will cost 1IC to maintain the forces required, otherwise you will suffer desertions.
1 Gun equals 2IC and is akin to your artillery for your army. 5 Guns cost 1IC to maintain.
It also costs you 2IC per 10 Regiments of 5 guns to upgrade to any new technolgies that have been introduced.
Your Army must also be trained, therefore there are 6 training levels for the army
1. Greenhorn
2. Newblood
3. Rookie
4. Accustomed
5. Vetran
6. Grizzled
To train your army up a level pay the amount equal to your total maintance fee doubled. (eg maintance of 3IC would result in a 6IC cost to upgrade) To upgrade to grizzled this is actually tripled. (eg. main of 3IC would result in cost of 9IC)
The minimum amount it can cost to upgrade is 4IC
Navy -
Your Navy is of two components ..... Squadrons and Transports.
Your Squadrons are the warships of your navy and are brought at a rate of 2IC for 1 squadron... It will also cost 1IC per 4 squadrons to maintain the force.
Transports are the transports of your navy (surprise!) and are brought at a rate of 1IC for 2 Transports.... It will cost 1IC per 20 transports to maintain the force.
Your Navy must also be trained, therefore there are 6 training levels for the army
1. Greenhorn
2. Newblood
3. Rookie
4. Accustomed
5. Vetran
6. Grizzled
To train your navy up a level pay the amount equal to your total maintance fee doubled. (eg maintance of 3IC would result in a 6IC cost to upgrade) To upgrade to grizzled this is actually tripled. (eg. main of 3IC would result in cost of 9IC)
The minimum amount it can cost to upgrade is 4IC
Education
Your education is a pecentage level that (after government modifiers) determines the effectiveness of your technology research. For example if you are trying to research a technology that has been determined to cost 10IC to research and you have an Education of 50% this means that each IC will account towards 50% of an IC for the research, thus making the true cost of the project 20IC.
To upgrade your education level it costs 2IC for 5%. You cannot upgrade more than 10% a turn.
Technology:
Tech must be announced in your orders with a 1IC feasability study fee attached. At this point I will send you a pm saying if its feasbile or not. If it is feasible I will go onto say what exactly will be the benefits to you and the cost of this... it will be up to you if you wish to start researching it at that time. If you do you will start researching that turn and will need to keep a contious stream of income, no matter how small to ensue the scientists dont find other jobs! If you dont you just simply lose the 1IC feasability study fee.
I will post the results of the studies in the updates. This is to simulate the tendering process for government grants. Furthermore feasbility studies can only be done during your normal orders, SO DO NOT SEND ME HEAPS OF PMS, OR ASK ME QUESTIONS ON WETHER SOMETHING IS POSSIBLE TECH WISE.... if you dont want to spend the IC to find out during your orders then you dont want to know bad enough.
Stability
This is the percentage value that (after government modifiers) determines how likely rebellion is to take place in your nation. Anything below 50% and rebellion becomes more likely. Below 25% and it becomes a new certainty and if it falls below 10% you are likely to have a full blown civil war on your hands.
To upgrade your Stability level it costs 2IC for 5%. You cannot upgrade more than 10% a turn.
Colonisation
The Colonisation of the world is taking place during this time and thus several nations will begin to want to join in on the colonising fun! To do so you must announce the proposed colony in your orders at the same time on sending an exploration team.... The next turn you may begin to send colonisers.
You must invest sufficent funds to cover all of this as well.... Not so simple as saying 'expand here' anymore!
Finally a new colony will need serious financial backing for the first few turns otherwise it will fail... You will be advised of the required amount in the updates. You will also be required to divest yourself of one regiment to the colony upon establishment, which will become the first colonial regiments (and all the restrictions placed upon therein)
Religion
Relgion has the sole influence on how NPCs conduct diplomacy, being more friendly to those of the same relgion.
Special Rules
Election of the Holy Roman Emperor
The Holy Roman Empire states will hold elections on who is to be the Emeperor once every 5 turns. The Emperor has the power to declare war on behalf of ALL members of the HRE, and HRE nations give a small fee to the HRE treasury for Imperial armies and the like. The Pope (the player for the Papal States) also has 2 votes even though its not a member of the HRE to represent the power of the Church A player may decide to go against the wishes of the Emperor although those Imperial armies can then be used to return the errant Duchy to the control of the throne. The Emperor must also authorise any treaties that involve the changing hands of land in the Holy Roman Empire region itself.
All HRE nations are required to pay 2IC a turn to the Emperor for the upkeep and expansion of the Imperial Armies. The Emperor may at his discretion make this higher or lower but each Duchy in the HRE must pay the SAME amount.
Vassal States
Vassals (there is only one at the current time) are the same as a tribute state although the vassal cannot break off the agreement voluntarily nor does it have any control over its foreign policy although it may conduct diplomacy and raise rebellion if need be. They also pay 2IC to the state to which they are a vassal.
Tributary States
Tribute states will be required to forfeit 1 IC to the the state which you owe it too.. In return the nation you pay tribute too is automatically at war with any nation that attacks the tributary... A tribute state may elect not to pay its master causing an automatic war to occur between the two nations... A master nation can elect to release a tribute state with no further consquences past the cancellation of all obligations held by both parties.
Colonies
Colonies have their own economies, colonial armies and stability. For all intensive purposes these work in the same way as a normal nation, except for military maintanence kicks in at half the normal number of troops (eg. 5 regiments instead of 10 regiments for 1IC per turn as per normal). Colonial troops always have a level of training one level below that of the mother country. You can also ship troops to from a mother country to a colony or vice-a-versa, but only when your nation is at war, if you try to do it in peace, you will suffer massive instability... best you dont try it (is a mod thing, trust me other mods will understand why)
If the colony is unable to support itself it can also begin to fail. It is also more prone to instability (thus there is a permanament -5% modifier on all colonies stability levels). If a colony cannot support itself you can bankroll it, indeed this is the only way to gain colonies as all with be unprofitable at first. On the flipside a profitable colony can send some of those profits home, however dont go overboard otherwise the colony may revolt and try and declare itself independent. For nes purposes the colonies are directly controlled by the player who controls the mother country.