B]Players, stories, orders, countries, NPCs, updates, map.[/B]
Players - no limit. Anybody can join except religious people, right-wingers, left-wingers, capitalists, Nazi’s, socialists, mentally ********, ugly, lesbian, gypsies, dinosaurs, white people, brown people, blacks, yellow people, Jews, Christians, Muslims, Hindus, Buddhists, Pagans, Heretics, homosexuals, witches, Satanists, hippies, liberals, conservatives and people who disagree with me, people who agree with me, Indians, Chinese, Koreans, Pakistanis, and anyone else.
Stories - not necessary, but very encouraged. Good storywriters would get bonuses based on their stories. Write bad stories and you get bad events though….
Orders - orders in a list. Please, not only stat-based and military orders - I encourage innovative solutions of various problems, removing swamps and rainforests in massive programs, making government reforms and many other such GENOCIDE! Please be detailed (but not too detailed) do not give vague orders. PM required. And battle maps are good. Note that each turn is 5 years.
Countries - pick a NPC, create your own (tell me where and tell me some details - ruler, brief history, culture - and I will give you the stats) or start a rebellion or demand for independence. Note that these are not bound to succeed. If your country is in dire straits, you can switch country or flee and establish a “government in exile” and lead the resistance movement. Also, please read your nation background, and don’t act uncharacteristically for it. Rebel groups can be played of course.
If two or more players claim one nation and all of them really want it, they are encouraged to start a civil war and try to out rule the other player’s ruler. Genocide, atrocities, and destroying things for no reason in particular are encouraged. I like bloody-mindedness.
NPCs, I will play them, kind of. Same as the NPCs in all other NESes of late – but don’t expect them to roll over just because they’re NPC. As I’m the one playing them – fear them as much as PCs if not more. What terrible atrocities will I inflict on you?
Updates – I will, set a date and deadline for orders and stuff so I can update. The updates will be on the weekends. I want orders by Friday with the update on Saturday/Sunday I live in Bangalore India and thus I will be updating according to IST (Indian Standard Time). Got that you arrogant Western bastards? My time not yours.
Map – I will use the ones made by Strategos. I will put in cities (black circles), fortifications (line of black squares) and dissent areas (white area within nations), stalemated fronts, (red or yellow lines), destroyed city (hollowed out black circles)
Interesting Times (IT)
This is, basically, the same as what happens in most NESes. You know, the usual thing with updates, orders, etc. The main difference from your average fresh start is that turns will take more like 5 years, or eventually even less. Oh, and it only goes on for a certain amount of turns - either until the loss of interest, either until the end of all major wars if the IT was on for over five turns.
Boring Times (BT)
In between of the ITs, there are the BTs. While ITs are the shorter, yet more interesting and exciting periods of history, the BTs are the (probably) longer periods of quiet growth and expansion, slow progress and (mostly) minor wars. Unlike with IT, you don't have any direct control over what happens to your country during that time. HOWEVER, a) its development will be based to some degree on what happened in the last IT and b) you could leave something of a development plan, parts of which might be followed, at least in the beginning. Oh, and some nasty things could happen to some of your countries during the BT - know that it will only happen if I think there are good reasons for it. But if after a BT you decide that you are completely disillusioned with your nation/the way it developed, you probably should try and find another nation for yourself.
Government
Your nation needs a system by which is manages its people. This is your Government. You can have different types of Governments, and can invent your own , but keep it realistic, please. They all have their advantages and disadvantage, and switching between them carries its risks/benefits. Please think it over when you switch between Government types, as it will have an effect, sometime irreversible.
Example types of Government:
Government - is your form of government, in some detail (like "Decentralized Feudal Parliamentary Theocratic Monarchy", though I hope to make it shorter).
In the brackets, "Efficiency" - or civil leadership - will be given as well. It is a level stat - i.e. it has a definite level system, and you can raise it by one level per eco. point (divided by size stat, of course - sorry about not pointing that out in the initial version of these rules). Anyway, Efficiency signifies the efficiency of your state apparatus (as opposed to the personal qualities of your leader); a high Efficiency will allow you to control your resources and carry out your plans far more efficiently, a low Efficiency will mean that reforms and suchlike will be hard to carry out, corruption will grind away at the economy, funds appropriated for vital stuff will mysteriously disappear and the people will grow angry. In other words, this is a very important stat, which will mean the difference between success and failure.
If the country is parliamentary - or has some other body or person with some control over your actions - there will be a possibility of some or all of your orders being overridden, if they disagree with it. This is why argumentation for your actions can be quite important; that said, it might be possible to bribe blackmail or coerce the “controllers”, or just kill them at worst. I do hope I don't need to explain why that is in most cases ill-advised... Also ill-advised are sudden, radical changes in governments and various hasty reforms, especially if they do not make sense at all, for instance due to being completely anachronistic. So perhaps its better to think twice, and maybe consult me about the likelihood of this sort of things. Because in real and NESing history, many empires were doomed by overeager reformers out of touch with the real state of affairs...
Also note that if your country is decentralized (it should be easy enough to figure out from the government form), it will be harder to introduce empire-wide reforms; also, there is greater chance of disintegration should things go badly. However, know that the regional political elites tend to defend their freedoms and priveleges fanatically...
Efficiency: None-Imaginary-Corrupt-Incompetent-Blundering-Tolerable-Improving-Competent-Efficient-Great-Brilliant
Technology
Tech cannot be directly controlled by you. Technological advances tend to be rather spontaneous, and can be affected by stories, people, and random events. As the leader you could attempt to spearhead technological advances Also education is very important in giving you advances and projects also. For instance suppose the Gupta Empire could develop a flame thrower tech because of how educated their country is and how they built a massive University at Gaya or something. Their tech would give them an edge in battle until other states copied their technology. So there are no clear cut tech levels merely advances that can you different advantages and that I will keep track of. Suppose you have discovered the ability to make steel swords and your enemy hasn’t I will keep this in mind in battle. Or if you have developed a water pump which helps you irrigate crops your economy may get a boost.
Military
That will, as of now, consist of army and navy (though I suppose the Asian nations do have an air force if you can call kites that…
What will you have in it? Anything that is allowed by your tech. level (see Technology Level)! Each “stat-growth” will increase any part of the Army by 5 thousands and the navy by 5 ships (however, there could be exceptions). But know that if you have too large an army, your economy will probably suffer, as will perhaps, depending on your culture's stance on war, your confidence; of course, both could be restored by successful military campaigns.
UUs - one per nation, but can be changed at any point (though the newly-“demoted” UU units will not be happy). I will keep a list of them, somewhere. Could be land, sea, or air at a later point. They will be separated from other units in the stats and are 1 level higher in quality than the rest of the army. The UU may never consist of more than half of the regular army.
Logistics-Logistical support is necessary for any real military operations, so you will probably have to invest 1 eco. Point into each such operation, whether offensive or defensive (Unless it is your homeland); if involving a particularly-large army (or navy), you might have to invest more than one eco. Point
Deployment-Not all you troops will be all over your nation at all times. You will have to deploy your troops to specific areas to defend or attack. The area they are deployed to will be listed next to them. You can also set aside troops as reserves. You should have a defensive strategy at all times otherwise people will run all over you.
Irregulars and militias will exist, but not in the stats; usually if they do exist they will be mentioned in the update. As they're virtually impossible to use as regular troops and as they never do have that kind of organization, its a bit pointless to put them up in the stats.
Levies, a.k.a. conscripts, will be in the stats. How many you may raise per turn depends on a variety of factors, so here, again, you'll probably have to ask me... Still, 30 thousands is a pretty good average. Do note that levying too many troops will be detrimental to the economy and the confidence, and that the levies are generally very incompetent, although they're good cannon fodder and can be used for garrisoning. Also note that in invaded provinces and besieged cities, a certain amount will be levied automatically.
Training will be replaced with Quality, which might be defined as a sum of training, experience, military leadership, equipment, organization and so forth. For all the purposes, though, its the same as training. It is raised by eco. points and lowered when you grow your army by too much. It costs the same amount of eco points as your size to grow your army quality.
Mob-Pathetic-Poor-Tolerable-Normal-Better-Good-Great-Mighty-Juggernaut
Expansion
Its pretty much a given that you will try to expand your empire. Yes, you still could send your legions to conquer the nearby unclaimed lands, and, if that works, you could try to make your people go there. But you will probably have to drag them there unless they want to go there all by themselves, and for that they need to have a really good reason to do it. Military occupation does not yet mean settlement. Meanwhile, if your city is overpopulated and there is an almost-free valley just across the border which you for whichever reason didn't take it, then the settlers will go there, kill or enslave the natives, and settle there all by themselves. Mere occupation without settlement will be "outside" of your borders, but settlement will bring lands within them. Lands without your settlements... you could control them, as protectorates or as mere occupied territories, but these will be much harder to control. Of course, if you don't try to control your "automatic" expansion (or, rather, don't garrison what is gained and don't make a true effort at paying attention to it), you might slowly lose control over your new territories to those settlers...
Colonies
Colonies, in this case, are major and effective overseas possessions (i.e. bigger than single trade outposts or forts); they have separate, though much simplified, stats and a fair (though varying) degree of autonomy ensured above all else by the tyranny of distance. That degree, along with other related things, is mentioned in the “government” stat; naturally, it can be dictated by the colony’s owner, but this can lead to trouble. The “income” a colony brings in will depend on many factors (such as resources, investment and population), but particularily in settler colonies it is likely to start out at zero but grow overtime, especially with additional investment. The “militia” stat represents the amount of militia regiments that could be raised to fight off an invasion – or to rebel against you. You could use militias in aggressive campaigns, but usually that won’t work too well, especially far from home. You could also place your troops in the colonies, ofcourse, though they might be some complications in that case as well, especially if you don’t pay for the logistics. Lastly, a colony’s Loyalty is basically the same as Confidence (it even uses the same levels! ), only for the colony specifically.
You need to pay 1 eco. point to establish a colony; note that this would not necessarily be successful, so you might need to invest more over time to set the colony up properly.
Barbarians - the usual - these barbarians occupy wide areas all over the world, and are light gray on the map. They have no stats, and are chiefly divided into a million of tiny tribes (however, I will mostly give you the names of the main ethnic groups, in most cases), though short-term tribal leagues are possible (also, some of those might evolve into civilized states...). It is possible to try and communicate with them, but that's rather unlikely to work, due to the aforementioned decentralization; so its probably better to order the diplomats to try and influence the barbarians to do one thing or another. Note that success isn't at all guaranteed... Also, there will be dark gray barbarians. These are more organized and civilized, they represent the more coherent tribal federations or even protostates, and its easier to communicate with them; often these will break up after a while, but it is also possible for them to suddenly become civilized without any warnings. Barbarians are sneaky like that.
Economy
This is a measure of how good your nation’s economy is doing. Each turn, you have “eco” to spend, which represent a portion of your budget. Note that you automatically spend enough to sustain whatever infrastructure, etc. you have in place. Consider the eco that you spend to be additional. Everything is sustained by your budget, although I reserve the right to make nasty random events occur, or positive ones, which will randomly change things, but never too drastically. In order to advance to the next eco level, you must invest your eco/turn+1 into your economy. There is no maximum eco level. You may invest as much into your economy as you like per turn.
In ones economic stats, one will now see that some people have stats that look like this:
Economy: XXXX (A/B/C/D/E). This is interpreted as follows:
XXXX -
A – Total eco you make a turn
B-Economy level
C – Eco from special cities, centers of trade, industry, shipping, mining etc..
D - Eco that you must invest to grow your economy by the next level
E-Banked Eco
Eco points can be banked in your treasury and given to others.
Also you should note that the economy can also be boosted by innovative economic policies and ideas and such as well as a combination of investment of the same number of eco as your size similarly to create a new special city you must invest the same number of eco as your size and say what exactly you are doing to turn it into a special city. You could also simply rape another country loot them nude, and enslave them. That’s always fun to do.
It is possible to get one turn extra eco. points, chiefly those taken from conquered territories (however, the economy of those areas will not be part of yours before that territory is properly integrated into your country) or received as bonuses. If you need to get extra funds fast, you might loan them from the merchants, or confiscate them from someone, or raise special taxes; however, all those actions will have their repercussions...
Miscellaneous Stats
Those stats below are all grown with eco. points, but, like with growing economy itself, you are supposed to point out what exactly you are doing.
Education
This is just how your people are... educated, I guess. Obvious enough. With a good education, you have better chances of receiving a “miraculous invention”. It also affects just how advanced are your weapons, and thus the success of your army in a battlefield.
Once someone reaches Enlightenment education, he is more likely to develope advanments and invetions.
Size
The larger your country is, the more money you will have to spend to grow any particular stat. You could invest money into stat growth over time if your country is large enough; in that case, the stat will still increase, but only in some, probably central, parts of the country.
Small (1)-Medium (2)-Above Medium (3)-Large (4)-Huge (5)-Gargantuan (6)-Half the World (7)
Infrastructure/ Living Standards
Roads, bridges, boats - all things used for transportation of goods and men - are listed under infrastructure. The higher is your infrastructure, the easier it is to move your (or enemy) troops across your territory; also, infrastructure could sometimes slightly grow economic benefits from trade centers, and it is a must for maintenance of a high culture level in large empires, as well as actually maintaining your grip on faraway provinces. This is pretty simple. The higher your infrastructure the better your living standards are, the happier your population is; the lower, the tougher it is, because of the tougher life. Living standards drop easily, due to economic weakness and war; they are raised as any other economic stats are raised, but the more they are raised the more greedy your people get for more. To create a classic revolutionary situation, raise the living standards somewhat and then neglect them and let them drop.
None-Dirt Paths/Slums-Pathetic -Barely Tolerable-Tolerable-Improving-Good-Efficient-Very Efficient-Great-Excellent
Culture (CANNOT BE GROWN WITH ECO)
This is how culturally strong, patriotic and unified your nation is. A nation with a strong culture is less likely to fall into a civil war, and its people would resist most invaders and otherwise help their government. This also influences army morale. A weak culture is unlikely to be as resistant to outside threats; there are often rebellions and defections. The higher your culture is, the higher are the chances of assimilating less militant minorities. And even if you are occupied the invaders might get assimilated.
Confidence(CANNOT BE GROWN WITH ECO)
People can be fiercely unified and patriotic, but they will not necessarily like their ruler - in fact, a strongly cultured nation with little confidence in its leaders can, in its cultural unity, lynch the rulers and fire their remains from cannons. Into the huge pot filled with boiled sharks. Not that the rulers will care by then... You can grow confidence by propaganda and a speech to persuade the people that you are the leader they need. If it’s a junk speech I’ll have your leader lynched by an angry mob.
Lynching-Hateful-Resentful-Barely Tolerating-Tolerating-Respecting-Admiring-Loving-Nation Personified
Projects
Modernization programs, national revival, technology development, canal digging, and other PROJECTS. You tell me what it does; I tell you how it takes to build it and how much it costs. If you neglect it for a long time though, progress will become wasted as funds are embezzled and corruption increases.
Deterioration
Over time, all your stats will deteriorate. This can be sped up by many factors, such as war, rebellion, neglect, low economy (not just with a minus eco. point, though the lower the "better"), et cetera. You could delay this by investing money into maintaining your current stats, the more money the less your stats will deteriorate. Also if you don’t send orders that’s a good chance of things denigrating.
Intelligence
You can always PM me and ask me for intelligence information - like rebel groups, military positions, etc. However, the information you receive might - not be received at all, received not fully, be inaccurate, be downright lies. In your orders, you can order to spend more eco. Points into counterintelligence/disinformation, which decreases the chances of your enemy's success in espionage.
Complaining to the Mod
You can complain me however if you are rude or annoy me I will whip you with a leather strap. Oh yeah BDSM….
Nation Background
To better fit in as the ruler of your country, you will have a brief history of each country. It will change as the NES goes, TIME TO TIME - after the end of a major era, such as the beginning/end of a world war, rise/fall of an empire, and other such. However I’m lazy so don’t count on