Jason The King
Deity
stJNES: Across Generations
RULES
These rules are somewhat retroactive, but they have, at least for me, always served me well for running an NES. I hope you give them a chance and now just discard them as outdated. This is a fresh start NES, on a world map. I never do well on random maps.
Economy
The economy of your nation is based upon the total production of your people and agricultural output. So, to increase it at all, try to increase the production and agricultural prowess, as well as trade, of your people. You cannot increase your economy and anything else in your stats at the same time – each must be done separately. The levels go: depression, recession, failing, stable, growing, prosperous, outstanding and then outstanding +x. The way you use your economy is simple: you may increase anything in your stats for free once, and then if you want to increase anything more, you start using your economy levels, one increase per level. When you use an economy level, it decreases by one level.
Pretty simple, I hope
.
Military
In the beginning your military will comprise of simply a land army at conscript training level. You increase by telling me so in your orders, and the amount will go up compared to your size (see “size”
. To train, you simply spend your point on training. However, the training is a little more difficult. It is harder to train larger armies than it is smaller, and this NES will reflect that. If you army is increased by too much, even if it is just your regular increase, the training may go down to reflect the supplying and/or organization of your army with such a surge.
Later when you get better technology you will be able to build a navy, artillery, and air forces. But until then, make do with what you got.
Size
You size will be in one number, and reflect the…*cough*….size of your nation in terms of population. It will be used as a multiplier for recruiting your army, the multiplier being dependent on what age you are in. You can increase your army by X*[size], X being the amount of points you put into it. For the ancient age, the multiplier is 100, so you can recruit 100*the size of your nation.
A larger nation is also harder to keep happy, guarded, and watched. Your infrastructure, culture, and education stats may also suffer once in a while from the high population.
Trade
Once your nation hits the iron age, you may begin to trade with other nations in what is called “priority trading.” This means you can set a nation as your priority trade partner, and every three turns you will receive a free spending point from them. It does cost two economy levels (not just spending points) to make one, and you can only have 1 in the iron age (other ages you will be able to have more). They can also be blocked by belligerent nations and revolts.
Education
Simple. Higher education=better chance of discovering the next age. Keep your education high by spending points on it.
Sizes: None, Terrible, Really Bad, Bad, Poor, Okay, Good, Great, Terrific, Unbelievable
Infrastructure and Culture
While being referred to only as infrastructure in your stats, it involved culture in its benefits. A high infrastructure of course means the better chance of a random event regarding economy to happen, as well as your nation’s resiliency to plagues and economic woes. It also means a higher culture (with more religion, public buildings, etc) which means a better spread of your nation’s ideals to other nations, as well as its resiliency to invaders.
Happiness
Keep your people happy! A happier people means a better nation in general!
Wonders
Every so often, I will announce in the update that there is an available wonder to build. I will also put how many turns it will take, but the benefits will remain secret. Generally, the longer it will take to build the better the rewards. You may sacrifice an economy level for a turn. The first to finish the wonder gets the rewards. You must state where you are building the wonder as well, because they can be sabotaged.
Template
Nation
Capital City
Player/Ruler:
Government:
Religion:
Age: Bronze Age
Economy: Stable
Military: 250 Archers, 500 infantry
Navy: n/a
Size: 1
Education: None
Infrastructure: None
Wonders:
Background:
RULES
These rules are somewhat retroactive, but they have, at least for me, always served me well for running an NES. I hope you give them a chance and now just discard them as outdated. This is a fresh start NES, on a world map. I never do well on random maps.
Economy
The economy of your nation is based upon the total production of your people and agricultural output. So, to increase it at all, try to increase the production and agricultural prowess, as well as trade, of your people. You cannot increase your economy and anything else in your stats at the same time – each must be done separately. The levels go: depression, recession, failing, stable, growing, prosperous, outstanding and then outstanding +x. The way you use your economy is simple: you may increase anything in your stats for free once, and then if you want to increase anything more, you start using your economy levels, one increase per level. When you use an economy level, it decreases by one level.
Pretty simple, I hope

Military
In the beginning your military will comprise of simply a land army at conscript training level. You increase by telling me so in your orders, and the amount will go up compared to your size (see “size”

Later when you get better technology you will be able to build a navy, artillery, and air forces. But until then, make do with what you got.
Size
You size will be in one number, and reflect the…*cough*….size of your nation in terms of population. It will be used as a multiplier for recruiting your army, the multiplier being dependent on what age you are in. You can increase your army by X*[size], X being the amount of points you put into it. For the ancient age, the multiplier is 100, so you can recruit 100*the size of your nation.
A larger nation is also harder to keep happy, guarded, and watched. Your infrastructure, culture, and education stats may also suffer once in a while from the high population.
Trade
Once your nation hits the iron age, you may begin to trade with other nations in what is called “priority trading.” This means you can set a nation as your priority trade partner, and every three turns you will receive a free spending point from them. It does cost two economy levels (not just spending points) to make one, and you can only have 1 in the iron age (other ages you will be able to have more). They can also be blocked by belligerent nations and revolts.
Education
Simple. Higher education=better chance of discovering the next age. Keep your education high by spending points on it.
Sizes: None, Terrible, Really Bad, Bad, Poor, Okay, Good, Great, Terrific, Unbelievable
Infrastructure and Culture
While being referred to only as infrastructure in your stats, it involved culture in its benefits. A high infrastructure of course means the better chance of a random event regarding economy to happen, as well as your nation’s resiliency to plagues and economic woes. It also means a higher culture (with more religion, public buildings, etc) which means a better spread of your nation’s ideals to other nations, as well as its resiliency to invaders.
Happiness
Keep your people happy! A happier people means a better nation in general!
Wonders
Every so often, I will announce in the update that there is an available wonder to build. I will also put how many turns it will take, but the benefits will remain secret. Generally, the longer it will take to build the better the rewards. You may sacrifice an economy level for a turn. The first to finish the wonder gets the rewards. You must state where you are building the wonder as well, because they can be sabotaged.
Template
Nation
Capital City
Player/Ruler:
Government:
Religion:
Age: Bronze Age
Economy: Stable
Military: 250 Archers, 500 infantry
Navy: n/a
Size: 1
Education: None
Infrastructure: None
Wonders:
Background: