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stCVNNES: In Story and Song

Cuivienen

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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 NK’s 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 aren’t nice for the quick players, but you know, some just have to write the 10 page orders.

Of course, they’ll have to cut down on that, since I’m only allowing 2 PM order sets maximum.

Rules:

Economy

Economy is all based around the single stat: Income. Income doesn’t really represent income, that’s 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, it’s 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 Infrastructure–more on that later), raise taxes (which decreases Confidence and can only be done so far...), up trade (you’ll 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 can’t 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 it’s all being used in industry.

Levels:
Bled White, Exhausted, Depleted, Little, Average, More, Plentiful, Huge, Hordes

Military

This is numbered. You’ll get a unit for each income point you spend, or maybe a few. Depends on the age. But it any case, you won’t 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 won’t get to see how educated your minorities are. This falls if you increase Manpower, or if you lose important trading contacts, etc. It’s pretty much the education stat you always knew, though.

Levels:
Horrible, Pathetic, Bad, Poor, Average, Decent, Good, Excellent, Fantastic

Infrastructure

The quality of your nation’s 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 you’re 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 nation’s 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 you’ll want to do with these is increase Culture, Confidence, or just plain build something. They won’t have some magical spawning generator that gets you dozens more men, or something like that. They won’t 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 nation’s 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 question–occupied 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 question–occupied 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 PM’s 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, you’re screwed. I know that it might be not nice, but I’m writing the update when I write it; I’m not waiting for you. You can still send in orders while I’m 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 won’t 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 don’t post before I tell you that you can.
 
Player Nations
These are ones you can’t play unless you are listed as their player, because they are already under player control. To get one, make a new nation, and I will add it as soon as I can, or pick one of the Non-Player Nations listed below.

Anyang
Ruler/Player: Sage King Huang Di/Birdjaguar
Age: Late Bronze Age
Religion: Seekers of the Way
Government: Benevolent Dictatorship
Income: 3
Manpower: Plentiful
Army: 40,000 Spearmen, 35,000 Archers, 5,000 Swordsmen, 1,000 Horsemen
Navy: 20 Galleys
Education: Bad
Infrastructure: Average
Confidence: Average
Culture: Decent
Projects:

Pandyas
Ruler/Player: ?/North King
Age: Late Bronze Age
Religion: Animistic Proto-Hinduism
Government: Confederacy
Income: 3
Manpower: More
Army: 25,000 Spearmen, 20,000 Archers, 5,000 Swordsmen
Navy: 45 Galleys
Education: Bad
Infrastructure: Average
Confidence: Decent
Culture: Average
Projects:

Rome
Ruler/Player: Emperor Romulus/andis-1
Age: Late Bronze Age
Religion: Roman Polytheism
Government: Monarchy
Income: 3
Manpower: Average
Army: 60,000 Spearmen, 20,000 Archers, 15,000 Swordsmen
Navy: 10 Galleys
Education: Poor
Infrastructure: Poor
Confidence: Good
Culture: Bad
Projects:

Sicily
Ruler/Player: Nequam Caesar/Azash
Age: Late Bronze Age
Religion: Deitification of the Emperor
Government: Despotic Republic
Income: 4
Manpower: Average
Army: 35,000 Spearmen, 20,000 Archers, 5,000 Swordsmen
Navy: 65 ships
Education: Poor
Infrastructure: Average
Confidence: Decent
Culture: Poor
Projects:

Tartessos
Ruler/Player: King Arganthonios/The Farow
Age: Late Bronze Age
Religion: Animism
Government: Despotism
Income: 4
Manpower: Average
Army: 45,000 Spearmen, 25,000 Archers, 10,000 Swordsmen
Navy: 45 Galleys
Education: Poor
Infrastructure: Decent
Confidence: Decent
Culture: Bad
Projects:

Turkia
Ruler/Player: King Odaturk/Swiss bezerker
Age: Middle Bronze Age
Religion: Animism
Government: Despotism
Income: 2
Manpower: Average
Army: 50,000 Spearmen, 50,000 Archers
Navy:
Education: Horrible
Infrastructure: Bad
Confidence: Decent
Culture: Bad
Projects:

Thebes
Ruler/Player: King Amphion/Dachspmg
Age: Late Bronze Age
Religion: Greek Polytheism
Government: Despotism
Income: 3
Manpower: Average
Army: 45,000 Spearmen, 20,000 Archers, 10,000 Swordsmen
Navy: 5 Galleys
Education: Poor
Infrastructure: Poor
Confidence: Average
Culture: Average
Projects:
 
The World at the Dawn of History
 

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what? I had phoenicia in NK's NES! *stumbles off to think of another cool nation to play*
 
Nation: Tartessus
Ruler/Player: ?/The Farow
Age: Early Bronze Age
Religion: [Animism is default]
Government: [Despotism is default]
Income: 1
Manpower: Average
Army: 20 hundreds
Navy: 10 ships
Education: Horrible
Infrastructure: Horrible
Confidence: Horrible
Culture: Horrible
Projects:
 
what? didn't you just have phoenicia up as your country? I'm sooo confused
 
Nation: Rome
Ruler/Player: Emperor Romulus/andis-1
Age: Early Bronze Age
Religion: Roman polytheism
Government: Monarchy
Income: 1
Manpower: Average
Army: 20 hundreds
Navy: 10 ships
Education: Horrible
Infrastructure: Horrible
Confidence: Horrible
Culture: Horrible
Projects:
 
Don't go changing your nation on me like that, MjM! ;) I was confused enough by Pharoahs in Phoenicia.
 
Just to note, if we can get this NES started quickly I can do an extra update this week as it's my Winter Break. So try to plan to have one set of orders in on Thursday and another on Sunday, if possible.
 
Trebizond
Ruler/Player: Alexius I/ThomAnder
Age: Early Bronze Age
Religion: Greek Polytheism
Government: Monarchy
Income: 1
Manpower: Average
Army: 15 hundreds
Navy: 15 ships
Education: Horrible
Infrastructure: Horrible
Confidence: Horrible
Culture: Horrible
Projects:

I feel bad for abandoning the far east, but this one has always been a pet of mine to play, and i still didnt' get the chance to play it yet...
 
Nation: Thrace
Ruler/Player: King Alexander/Kal'thzar
Age: Early Bronze Age
Religion: Greek Polytheism
Government: Despotism
Income: 1
Manpower: Average
Army: 20 hundreds
Navy: 10 ships
Education: Horrible
Infrastructure: Horrible
Confidence: Horrible
Culture: Horrible
Projects:
 
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