Cuivienen
Deity
- Joined
- Nov 26, 2003
- Messages
- 8,011
stCVNNES The Next: In Story and Song
It was a sad day in NES land when North King abandoned his latest NES. A sad, sad day, if not unexpected. So. The reincarnation. Yes, I know I have a cryogenically frozen NES that is approaching its first freezeday. Quiet about that one. These rules are mostly copied and pasted from NKs most recent NES with some minor modifications.
The pace will probably pick up during the summer if it gets that far, but so far it will be once a week. I know weekly updates arent nice for the quick players, but you know, some just have to write the 10 page orders.
Of course, theyll have to cut down on that, since Im only allowing 2 PM order sets maximum.
Rules:
Economy
Economy is all based around the single stat: Income. Income doesnt really represent income, thats just a nifty term to make you ignore the inconsistencies.
Income really represents the total income, production, and trade of your nation. It represents both money and stuff you produce, then, and overall, what you can put toward projects. So, basically, its a single number.
Increasing your income is as hard as anything else. You either really have to up production (which sacrifices a level of Manpower AND Infrastructuremore on that later), raise taxes (which decreases Confidence and can only be done so far...), up trade (youll have to find more trading partners for that, and it will put great strain on and decrease the level of your Infrastructure), or by finding something creative.
Manpower
The levels represent the spare Manpower you have to invest in anything: the industries (hence why upping production to get more income will cause you great distress), the military, etc.
To increase your spare manpower, you either have to conquer new lands, have some great population spurt, or accept a new group into the citizenry. The thing is, for every level of Manpower you gain, the Infrastructure is strained (-1 level per each level of manpower), the Education is lowered on average (-1 level, unless the new population is somehow more educated than you; it could happen), and Confidence may suffer if your agriculture cant support the new mouths to feed.
On the other hand, sacrificing a level of it can help a lot of things along. Recruiting military will automatically lower your Manpower if you recruit a bit too much. You can also sacrifice a level to help your income (though that will also lower Infrastructure). And you can sacrifice a level of this for a point or two on your projects (which is very important).
Oh, and the lower it goes, the people might grow more unhappy (war weariness), or simply go on strike if its all being used in industry.
Levels:
Bled White, Exhausted, Depleted, Little, Average, More, Plentiful, Huge, Hordes
Military
This is numbered. Youll get a unit for each income point you spend, or maybe a few. Depends on the age. But it any case, you wont be able to build too much without the manpower level starting to go down.
Education
This is, obviously, how educated your folks are. This actually only shows how educated your stable manpower pool is; you wont get to see how educated your minorities are. This falls if you increase Manpower, or if you lose important trading contacts, etc. Its pretty much the education stat you always knew, though.
Levels:
Horrible, Pathetic, Bad, Poor, Average, Decent, Good, Excellent, Fantastic
Infrastructure
The quality of your nations roads, farms, and stuff like that. Logistics. Will decrease if you have a heavy increase in usage (like many new traders, or Manpower increase), or if it is destroyed, either by you for some masochistic reason or due to an invasion.
Levels:
Horrible, Pathetic, Bad, Poor, Average, Decent, Good, Excellent, Fantastic
Confidence
This is how much them folks like your rule. Pretty self explanatory: if they like what youre doing, it will be good, if not, then bad. However, you cannot increase this via Income points. Stories can help.
Levels:
Horrible, Pathetic, Bad, Poor, Average, Decent, Good, Excellent, Fantastic
Culture
This is your nations cultural influence on other nations, and it affects how quickly your religion will spread and how much people will accept your rule. Stories help, Income points do not.
Levels:
Horrible, Pathetic, Bad, Poor, Average, Decent, Good, Excellent, Fantastic
Projects
The main things youll want to do with these is increase Culture, Confidence, or just plain build something. They wont have some magical spawning generator that gets you dozens more men, or something like that. They wont have a tangible effect, but will instead display your culture and thus make it seem more impressive, or make people more faithful to you.
Or this could be used as a long term project to improve your nations standard of living, or a new, deadly military technology (generally only in the late game).
Projects do not cost a fixed number of economy points but will be more effective if more economies are invested into them. This, however, is largely the discretion of the moderator.
Major Cities
Centers of Economic Activity are represented by red dots and give an income bonus, one point per turn to the owner of the center; they must be owned officially and controlled by the nation in questionoccupied centers give no bonus to the occupied or the occupier. Economic centers are usually lost when conquered, though they always have a chance of recovering.
Centers of the Arts are represented by blue dots and give a cultural bonus, either a level per turn of culture or education, or certain other bonuses, randomly decided, to the owner of the center; they must be owned officially and controlled by the nation in questionoccupied centers give no bonus to the occupied or the occupier. Cultural centers are always lost when conquered and will never recover under a conqueror unless that conqueror is or becomes very similar in culture to the original nation.
Nation Template:
Nation: [Full Nation Name]
Ruler/Player: [Ruler/Username]
Age: Early Bronze Age
Religion: [Animism is default]
Government: [Despotism is default]
Income: 1
Manpower: Average
Army: 20 hundreds
Navy: 10 ships [if your nation is landlocked, exchange these for 10 hundred men]
Education: Horrible
Infrastructure: Horrible
Confidence: Horrible
Culture: Horrible
Projects:
Some more stuff...
Order sets, as mentioned at the beginning, are a maximum of 2 PMs long. No more. If you forget something like a map, an extra PM is permitted. If you forget a bunch of internal things, then resend the whole set.
Get your order sets in on time. Otherwise, youre screwed. I know that it might be not nice, but Im writing the update when I write it; Im not waiting for you. You can still send in orders while Im writing the update, but they will be counted as late, and as they are late, your military will start mobilizing later in the turn, your economic orders will be slow to come into place, etc.
I did not create a pretty red, green and grey map showing the civilized zones. This is because I expect that you all know what the civilized zones are and will choose starting locations accordingly. Basically, I wont allow you to start outside of a relatively logical region. No starting in Scandinavia, Australia, the Americas, etc.
Steppe tribes are discouraged. They will be hard to play until such a time as steppe nations became a true influence in the world (c. 300 CE). This is also generally true of nations in regions that were largely insignificant early in history such as southern India, northern Europe and sub-Saharan Africa. These regions will become more playable as they became more significant historically. By then, of course, they will be covered by NPCs.
Oh, and dont post before I tell you that you can.
It was a sad day in NES land when North King abandoned his latest NES. A sad, sad day, if not unexpected. So. The reincarnation. Yes, I know I have a cryogenically frozen NES that is approaching its first freezeday. Quiet about that one. These rules are mostly copied and pasted from NKs most recent NES with some minor modifications.
The pace will probably pick up during the summer if it gets that far, but so far it will be once a week. I know weekly updates arent nice for the quick players, but you know, some just have to write the 10 page orders.
Of course, theyll have to cut down on that, since Im only allowing 2 PM order sets maximum.
Rules:
Economy
Economy is all based around the single stat: Income. Income doesnt really represent income, thats just a nifty term to make you ignore the inconsistencies.
Income really represents the total income, production, and trade of your nation. It represents both money and stuff you produce, then, and overall, what you can put toward projects. So, basically, its a single number.
Increasing your income is as hard as anything else. You either really have to up production (which sacrifices a level of Manpower AND Infrastructuremore on that later), raise taxes (which decreases Confidence and can only be done so far...), up trade (youll have to find more trading partners for that, and it will put great strain on and decrease the level of your Infrastructure), or by finding something creative.
Manpower
The levels represent the spare Manpower you have to invest in anything: the industries (hence why upping production to get more income will cause you great distress), the military, etc.
To increase your spare manpower, you either have to conquer new lands, have some great population spurt, or accept a new group into the citizenry. The thing is, for every level of Manpower you gain, the Infrastructure is strained (-1 level per each level of manpower), the Education is lowered on average (-1 level, unless the new population is somehow more educated than you; it could happen), and Confidence may suffer if your agriculture cant support the new mouths to feed.
On the other hand, sacrificing a level of it can help a lot of things along. Recruiting military will automatically lower your Manpower if you recruit a bit too much. You can also sacrifice a level to help your income (though that will also lower Infrastructure). And you can sacrifice a level of this for a point or two on your projects (which is very important).
Oh, and the lower it goes, the people might grow more unhappy (war weariness), or simply go on strike if its all being used in industry.
Levels:
Bled White, Exhausted, Depleted, Little, Average, More, Plentiful, Huge, Hordes
Military
This is numbered. Youll get a unit for each income point you spend, or maybe a few. Depends on the age. But it any case, you wont be able to build too much without the manpower level starting to go down.
Education
This is, obviously, how educated your folks are. This actually only shows how educated your stable manpower pool is; you wont get to see how educated your minorities are. This falls if you increase Manpower, or if you lose important trading contacts, etc. Its pretty much the education stat you always knew, though.
Levels:
Horrible, Pathetic, Bad, Poor, Average, Decent, Good, Excellent, Fantastic
Infrastructure
The quality of your nations roads, farms, and stuff like that. Logistics. Will decrease if you have a heavy increase in usage (like many new traders, or Manpower increase), or if it is destroyed, either by you for some masochistic reason or due to an invasion.
Levels:
Horrible, Pathetic, Bad, Poor, Average, Decent, Good, Excellent, Fantastic
Confidence
This is how much them folks like your rule. Pretty self explanatory: if they like what youre doing, it will be good, if not, then bad. However, you cannot increase this via Income points. Stories can help.
Levels:
Horrible, Pathetic, Bad, Poor, Average, Decent, Good, Excellent, Fantastic
Culture
This is your nations cultural influence on other nations, and it affects how quickly your religion will spread and how much people will accept your rule. Stories help, Income points do not.
Levels:
Horrible, Pathetic, Bad, Poor, Average, Decent, Good, Excellent, Fantastic
Projects
The main things youll want to do with these is increase Culture, Confidence, or just plain build something. They wont have some magical spawning generator that gets you dozens more men, or something like that. They wont have a tangible effect, but will instead display your culture and thus make it seem more impressive, or make people more faithful to you.
Or this could be used as a long term project to improve your nations standard of living, or a new, deadly military technology (generally only in the late game).
Projects do not cost a fixed number of economy points but will be more effective if more economies are invested into them. This, however, is largely the discretion of the moderator.
Major Cities
Centers of Economic Activity are represented by red dots and give an income bonus, one point per turn to the owner of the center; they must be owned officially and controlled by the nation in questionoccupied centers give no bonus to the occupied or the occupier. Economic centers are usually lost when conquered, though they always have a chance of recovering.
Centers of the Arts are represented by blue dots and give a cultural bonus, either a level per turn of culture or education, or certain other bonuses, randomly decided, to the owner of the center; they must be owned officially and controlled by the nation in questionoccupied centers give no bonus to the occupied or the occupier. Cultural centers are always lost when conquered and will never recover under a conqueror unless that conqueror is or becomes very similar in culture to the original nation.
Nation Template:
Nation: [Full Nation Name]
Ruler/Player: [Ruler/Username]
Age: Early Bronze Age
Religion: [Animism is default]
Government: [Despotism is default]
Income: 1
Manpower: Average
Army: 20 hundreds
Navy: 10 ships [if your nation is landlocked, exchange these for 10 hundred men]
Education: Horrible
Infrastructure: Horrible
Confidence: Horrible
Culture: Horrible
Projects:
Some more stuff...
Order sets, as mentioned at the beginning, are a maximum of 2 PMs long. No more. If you forget something like a map, an extra PM is permitted. If you forget a bunch of internal things, then resend the whole set.
Get your order sets in on time. Otherwise, youre screwed. I know that it might be not nice, but Im writing the update when I write it; Im not waiting for you. You can still send in orders while Im writing the update, but they will be counted as late, and as they are late, your military will start mobilizing later in the turn, your economic orders will be slow to come into place, etc.
I did not create a pretty red, green and grey map showing the civilized zones. This is because I expect that you all know what the civilized zones are and will choose starting locations accordingly. Basically, I wont allow you to start outside of a relatively logical region. No starting in Scandinavia, Australia, the Americas, etc.
Steppe tribes are discouraged. They will be hard to play until such a time as steppe nations became a true influence in the world (c. 300 CE). This is also generally true of nations in regions that were largely insignificant early in history such as southern India, northern Europe and sub-Saharan Africa. These regions will become more playable as they became more significant historically. By then, of course, they will be covered by NPCs.
Oh, and dont post before I tell you that you can.