Sheep
Orange Shrooms!
Welcome to the newest installment in my nesing moderator career. What has made me to do another one of these? I am SICK OF WARS, I am SICK OF neses that are not neses. Neses are Never Ending Stories, and this one will be that, a story!
At the end of the Napoleonic Wars the Congress of Vienna (a forum of diplomacy for the great powers) sought to ensure the balance of power. its architect Prince Mettinrich of the Austrian Reich thus became the effective ruler of all of the Germanies save only the Prussian Kingdom.
After the events of 1860 - 71 with the emergence of Prussia as the dominant German and European power, and the overthrow of the Emperor of France, Napoleon III, the new German Reich arose. This Reich headed by a Prussian Kaiser and ruled by a Prussian Chancellor destroyed the balance of power in Europe and thus the world. This is where we begin....
RULES
Turns
Its a simple equation on how these work. One year = one turn. I use the term turn as each turn will be broken down into four seasons. Thus diffrent challangers will face you in winter that that of summer. Therefore while One turn will last one week in RL, expect four updates. WARNING: I WILL NOT BE WATIING FOR ORDERS AND ONE FULL TURN OF NO ORDERS WILL RESULT IN NPC REPLACEMENT However I will give you some warning (not much) of impending seasonal change. Remember time does not wait for anyone.
Governments
Government types will indiretly affect other stats. Frequent changing will destroy the morale, economy and even the armed services. BEWARE!
Stories
I require ONE STORY A TURN MINIMUM, if you cannot commit don't play. This rule will be waived for the first turn, to allow policies to form. A paragraph of five good sentences will suffice write more to boast you morales.
Civilian Stats
Ecnomy
This is the lifeblood of your nation; a good economy is everything. Economy will be broken down into smaller stats for this nes.
Total Economy/ turn - POurchasing power per turn
Treasury - The total of points in your bank account
Taxation - Money raised by taxes, beware even though you can raise them, your citizens may get upset, and money for the upkeep of current systems and installations will be taken out of this so in some cases you will lose money here.
Industry - Industry is the driiving force of the economy. You can invest money here, however without infrastructure it may go to waste.
Colonial Profits - Your total colonial profits, you need to protect this with your soldiers.
Natural Resources - Without natural resources, industry will suffer. Use this to your advantage with trade, and make war or colonise to get more of them.
Culture
People need to know why they continue to be who they are. This is how you tell them. You need to upgrade this to make people more patriotic about their nation!
Environment
People need good working/living/recreational environments. Industry however will degrade this and so will war.
Health
You need medicale services to ensure desease does not beak out. Neglect this and suffer.
Infrastructure
Transport, Communications, Santiation, all these things are needed. If you neglect this your nation WILL fall apart.
Education
This will determine how quickly projects are done and how smart your people are (nmot always the best thing in the world)
Project
Your civilian project
Morale
Civilian morale, which is based on stories and events.
Armed Services
Now although I want this nes to have more diplomacy and less war, war will occur, it happens. Here are the stats.
Diviisions/Fleets/Squads: Number of divisions etc
Morale: Service's morale (seperate for all services)
Project: Current military project for that service
Training: Levels of training (10% elite, 40% regular, 50% recruit) depends soley on my discretion and the amount of funding you assign to it.
Conscritption: % of the army that has been conscripted. Conscripts take a longer time to train and are less smart in war.
Conducting Campaigns
Attacking another nbation isn't as easy as saying 'invade the guy next to me' You need to give details. When conducting campaingns I mwant with the orders the following.
- Season's objectives
- Where are your guys stationes (the more specific the better)
- Supplies (how will they get to your army will they be protected?)
- Method of occupation to land captured
- any military espionage?
Purchases
Purchases may be done one a turn, and the purchases will come into affect the NEXT TURN. This will account for the time to build the necessary stuff you have merely given funding for. ALL PUIRCHASES MUST BE SENT BY PM, at the beggining of the ACTUAL TURN. (first season which is Nothern Winter)
Stat Upgrades
Industry - 5 pts + 2 infrastucture points + 1 Health point (+5pts turn)
Culture: 2pts
Environment: 2 pts
Health: 3 pts
Infrastrucutre 3pts + 2 Environment points
Education: 2pots
Project: 1 pt a season to finish can be rushed by spending more.
NB Industrry/Infrastrcutre and Environment cannot be built at the same time.
Units (all things are in divisions, or groups of 5 ships)
19th Century Infantary: 1pts
Cavlary: 4 pts
Light Artillery: 3pts
Communications: 2 pts
Supply: 3 pts
Ironclads: 5 pts
Destroyers: 10 pts
Cruiosers: 8 pts
Patrol Borats: 2 pts
Military Reserach (currently available)_
Army
Early Modern Infantary: 30 pts
Medium Artillery: 30 pts
Gatling Squads: 35 pts
Mines: 25 pts
Navy
Battleships: 50 pts
Minelayers/sweepers: 40 pts
Submersibles: 50 pts
Air Corps
Observation Balloons: 20 pts
Dirigible Bombers: 65 pts
Last Comments
I am trying to construct a realitic nesing experience, and thus I hope you will feel frutrated, upset annoyed and most importantly suffer the humiliating defeat that you do not want. Either that or have fun, I guess
DO NOT POST UNTIL I SAY SO
At the end of the Napoleonic Wars the Congress of Vienna (a forum of diplomacy for the great powers) sought to ensure the balance of power. its architect Prince Mettinrich of the Austrian Reich thus became the effective ruler of all of the Germanies save only the Prussian Kingdom.
After the events of 1860 - 71 with the emergence of Prussia as the dominant German and European power, and the overthrow of the Emperor of France, Napoleon III, the new German Reich arose. This Reich headed by a Prussian Kaiser and ruled by a Prussian Chancellor destroyed the balance of power in Europe and thus the world. This is where we begin....
RULES
Turns
Its a simple equation on how these work. One year = one turn. I use the term turn as each turn will be broken down into four seasons. Thus diffrent challangers will face you in winter that that of summer. Therefore while One turn will last one week in RL, expect four updates. WARNING: I WILL NOT BE WATIING FOR ORDERS AND ONE FULL TURN OF NO ORDERS WILL RESULT IN NPC REPLACEMENT However I will give you some warning (not much) of impending seasonal change. Remember time does not wait for anyone.
Governments
Government types will indiretly affect other stats. Frequent changing will destroy the morale, economy and even the armed services. BEWARE!
Stories
I require ONE STORY A TURN MINIMUM, if you cannot commit don't play. This rule will be waived for the first turn, to allow policies to form. A paragraph of five good sentences will suffice write more to boast you morales.
Civilian Stats
Ecnomy
This is the lifeblood of your nation; a good economy is everything. Economy will be broken down into smaller stats for this nes.
Total Economy/ turn - POurchasing power per turn
Treasury - The total of points in your bank account
Taxation - Money raised by taxes, beware even though you can raise them, your citizens may get upset, and money for the upkeep of current systems and installations will be taken out of this so in some cases you will lose money here.
Industry - Industry is the driiving force of the economy. You can invest money here, however without infrastructure it may go to waste.
Colonial Profits - Your total colonial profits, you need to protect this with your soldiers.
Natural Resources - Without natural resources, industry will suffer. Use this to your advantage with trade, and make war or colonise to get more of them.
Culture
People need to know why they continue to be who they are. This is how you tell them. You need to upgrade this to make people more patriotic about their nation!
Environment
People need good working/living/recreational environments. Industry however will degrade this and so will war.
Health
You need medicale services to ensure desease does not beak out. Neglect this and suffer.
Infrastructure
Transport, Communications, Santiation, all these things are needed. If you neglect this your nation WILL fall apart.
Education
This will determine how quickly projects are done and how smart your people are (nmot always the best thing in the world)
Project
Your civilian project
Morale
Civilian morale, which is based on stories and events.
Armed Services
Now although I want this nes to have more diplomacy and less war, war will occur, it happens. Here are the stats.
Diviisions/Fleets/Squads: Number of divisions etc
Morale: Service's morale (seperate for all services)
Project: Current military project for that service
Training: Levels of training (10% elite, 40% regular, 50% recruit) depends soley on my discretion and the amount of funding you assign to it.
Conscritption: % of the army that has been conscripted. Conscripts take a longer time to train and are less smart in war.
Conducting Campaigns
Attacking another nbation isn't as easy as saying 'invade the guy next to me' You need to give details. When conducting campaingns I mwant with the orders the following.
- Season's objectives
- Where are your guys stationes (the more specific the better)
- Supplies (how will they get to your army will they be protected?)
- Method of occupation to land captured
- any military espionage?
Purchases
Purchases may be done one a turn, and the purchases will come into affect the NEXT TURN. This will account for the time to build the necessary stuff you have merely given funding for. ALL PUIRCHASES MUST BE SENT BY PM, at the beggining of the ACTUAL TURN. (first season which is Nothern Winter)
Stat Upgrades
Industry - 5 pts + 2 infrastucture points + 1 Health point (+5pts turn)
Culture: 2pts
Environment: 2 pts
Health: 3 pts
Infrastrucutre 3pts + 2 Environment points
Education: 2pots
Project: 1 pt a season to finish can be rushed by spending more.
NB Industrry/Infrastrcutre and Environment cannot be built at the same time.
Units (all things are in divisions, or groups of 5 ships)
19th Century Infantary: 1pts
Cavlary: 4 pts
Light Artillery: 3pts
Communications: 2 pts
Supply: 3 pts
Ironclads: 5 pts
Destroyers: 10 pts
Cruiosers: 8 pts
Patrol Borats: 2 pts
Military Reserach (currently available)_
Army
Early Modern Infantary: 30 pts
Medium Artillery: 30 pts
Gatling Squads: 35 pts
Mines: 25 pts
Navy
Battleships: 50 pts
Minelayers/sweepers: 40 pts
Submersibles: 50 pts
Air Corps
Observation Balloons: 20 pts
Dirigible Bombers: 65 pts
Last Comments
I am trying to construct a realitic nesing experience, and thus I hope you will feel frutrated, upset annoyed and most importantly suffer the humiliating defeat that you do not want. Either that or have fun, I guess

DO NOT POST UNTIL I SAY SO