skeptikalz!
The Truth and the Lie
SkepNES : Vincere est Vivere
To Conquer is to Live
To Conquer is to Live
*The first thread is bugged, so I started this new one, if the problem persists I won't start anything else.*
**The first time I tried to get this NES going, I suffered from a strange database error that bugged my old account, and in the end that one was merged with the one I have now. I have reason to believe that the error came when I put up the map for this NES. Thus, I have made a backup account to set the maps up with, and if things still go awry, I will have a friend set it up for me every time, as to have it not affect me and so that I can get this rolling! Once again, I'd like to give thanks to Amon for practically all of the ruleset and all his help with this.. consider it a fusion between KickASNES and ASNES - Motherhen.**
This NES starts in 3000 B.C - Updates pass 100 years time. We start near the end of the Stone Age!
Government
You have the ability to create your own type of government. Depending on the development of your government in your stories, I will assign bonuses that will reflect the decisions you make concerning the government. The beginning government type will be a Tribal Confederation. From there, you can transition into a different type of government, the success dependent on your culture, your stories, and your situation.
Confidence
This represents how confident your people feel about your rule. With high confidence, you can expect faster production of projects and other such bonuses. With low confidence, rebellion may ensue!
Outraged - Resentful - Disillusioned - Nonexistent - Meager - Growing - Considerable - Great - Boundless
Population
The higher your population, the more income you can expect. Yet, you can also expect less confidence, as it becomes tougher to put your people in order.
Unpopulated - Very light - Light - Moderate - Above Average - Heavy - Dense
Economy
Your economy is based off of your tax, collected from your citizens. Basically, the economy is by numbers, and is based upon the purchase power your populace. This plainly means that even a small country, given that it is rich, can make the same amount of money a larger nation does. So the main idea is to keep your people rich and happy.
So, you can use every bit of your economy each turn. Say your economy is at 3; you can use your economy to increase agriculture, your army, and your navy. The way you raise your economy is by conquering new land, generally having your population increase, trade more, make your people rich somehow, or anything else, be creative. However, it happens gradually. It’s not like the old system, where you just say “increase economy” or, not even when you give a reason. It happens in stories, in diplomacy, or in side notes. It may even happen in a random event. There is a good chance your economy will increase also when you do things your people want, which will be expressed in updates.
You may also put aside money, into a treasury. Sort of like a bank account, you can use this money whenever you need it (war, depression, etc.). There is no max that you can have in your treasury, no limit to the time you can have it there.
If you spend more than you have available to spend in a turn, your economy will fall into a depression, and you will then have to spend 2 turns dedicated on the recovery of your economy.
There'll be a word to determine the overall state of your economy in addition to the number you gain each turn, and the number in your treasury.
Agriculture
Troops must be fed, thus, you can only field twice as many units as your agriculture. If you happen to have a lot more agriculture then units fielded, your economy may gain a boost. You can increase your agriculture stat by spending economy. This stat will be described in a simple number.
Education
This indicates how smart your people are. Higher education will allow you to advance in technology easier. This will improve depending on the content of your stories.
Idiotic - Stupid - Dumb - Alright - Above Average - Relatively Smart - Intelligent - Genius
Army and Navy
Described by a simple number. How many divisions you have and how many fleets you have. You can combine armies and fleets in your orders. A larger (More populated) country's armies will be larger than a smaller country's armies, so do take this into consideration when plotting an invasion or whatever. To raise an army or fleet, spend an economy level. Remember, you can only raise twice as many army/navy units as your agriculture stat.
As for quality, you can spend an economy to raise an division/fleet, or to train an division/fleet to reach a higher quality.... Or you can wait for your troops to do serious battle, and then their quality will go up to. Levels are as follows:
Militia - Conscript - Trained - Veteran - Elite (Veteran and Elite is only after they've fought in battle)
Culture
How impressive your culture is. This is in levels, just like economy, but you can't raise your culture by spending economy on it. You raise your culture by writing stories and making your civilization stand out above the others. Sometimes uncultured people are so in awe of the cultures that surround them that they just freakin' flip. They just convert to the culture and are like "Teach me to be magnificent". Then the mother culture has more land, subjects, agriculture, etc..
Without Culture - Really Uncultured - Lacking Culture - Relatively Crappy - Alright - Decent - Good - Great - Grand
And in case your culture goes beyond this, there will be a “+” sign to represent the increasing level.
Projects
You can create projects! All you have to do is tell me what you want it to grant you once it's complete, and I'll set a "number of turns" completion time accordingly. You can speed up these projects by 1 turn at the cost of 2 economy. Also, projects that are set to raise culture, or are made to give bonuses such as "Gain 2 agriculture for 1 economy, Navies start out conscript, etc. will take a VERY long time in the early ages, considering everything is still primitive and no one truly has enough power to construct something that can reap such benefits.
Stories
This is a "Never Ending Story". Stories will set your nation apart from the others. They will give your tribe or civilization a "personality". They will increase your culture! Someone who writes more elaborate stories may find themselves having a better time in warfare than those who never write. Storywriters will also find their economy easier raised and their population naturally raised higher.
Templates
All you have to do is list your nation's name. I'll take care of the rest.
Nation :
Government :
Confidence :
Population :
Economy :
Agriculture :
Education :
Army :
Navy :
Culture :