Jason The King
Deity
stJNES10: Expand and Conquer
Introduction
Welcome to the last edition of the stJNES series. What happened to stJNES9? I lost interest in NESs, and thus in modding. And I think I know why. The updates were too spread apart, leading to a loss of interest not only for some of the players, but for the mod as well. I recall from stJNES5 and 4, that when the updates got long and tedious, I was still happy to do it. Because I had astounding interest in the games.
And therefore, I bring to you a Return to our Roots (in a stJNES-form); at least for the beginning. I cant stand modding too simplistic of rules, so I am not going to try and say that I wont increase the amount of rules. But I will say that it will happen gradually, and not for the first 10 turns.
Updates? They will be quick, precise, and too the point for the first five turns. The first five turns will be in five days. Yes. That means an update a day for the next five days. This should get the players and myself into the game solid enough to do the next five updates once every two days. And after that, we will see whats going on.
And so, I bring you stJNES10: Expand and Conquer. The rules are simplistic for the first five, and near the same for the next ten, turns. I implore you to join for story-writing purposes, and if you want a challenging, yet exciting game.
First update requires orders, so make sure to give them when you sign up. First update is also 8:00 pm my time (PST) tomorrow.
Rules
Economy
In the most primitive of societies, the ruler had what he wanted. And thus his actions, i.e. increasing the army, building a temple, expanding, etc, affected the economy. Therefore, in order to increase anything, you must use and economy level. To grow your economy, you cannot be using it the same turn, and you must state how you are growing it (taxing more/less, expansion into rich areas, increase in trade, etc).
Levels of the economy goes as follows: Depression, Recession, Failing, Unstable, Stable, Growing, Prosperous, Outstanding, Powerhouse. (notice the two new level editions to the stJNES series, all those stJNES fans will notice
)
Military
The military consists of, in the beginning, your army and navy. They will be in number format, and each economy can increase your army and navy by the amount according to the nations age, which you will be informed of on the front page. When your nation increases in an age, i.e. Bronze to Iron age, then you must spend an economy to upgrade your army, and an economy to upgrade your navy.
Units available to the military vary according to your age, and will be shown on the front page.
Note: Planned rule additions include the showing of your armies and navies on the map, and the addition of Unique Units
Culture
The culture of your nation is essential to the people, and to your expansion progress throughout the game. With a strong culture, you can exert influence over your neighbors (they will agree with you more often), your people will be happier with your rule (just as long as it is following their custom), the people will resist foreign rule more, and expansion will be greater. To increase, spend an economy on it. It is kept track of by numbers.
Education
Your people cant go into the next age without education, period. To increase your education, spend economies on building temples, where they teach, and academies. Hire and train teachers for your elite.
Note: Planned rule additions include some kind of technology level or research stat.
Government
A shared government, i.e. power is rested in both a dictator and a body of nobles, or some kind of parliament, will be treated as just that: a lack of total power. Some of your orders may be vetoed by the other power holder, and you will be notified of this hopefully (though not all the time) before it is too late to change them. However, your people are much happier with some kind of split power, and are less likely to rebel.
Wonders
Wonders must be structures in this game. And their effect will be obvious (that way, the Great Lighthouse doesnt increase the amount of farmland, or something). You must spend the amount of economies required before it is complete, which will be displayed in your template. All wonders automatically increase your culture by two. Please write a bit about what you are building, so I will have an idea of how much it will cost.
Trade
Only available for those in the iron age.
Basically you trade all the time. But you can set three priority trade routes with three different nations. You must have a road connected, which costs 1c to build, from one of your cities (not towns/villages) to one of their cities. Or you must share the same body of water, and both have a city port. The you each must pay to set up the route, which is basically agreeing to a right of trade. Then, you have to pay three economies to set up the route, and then every three turns you gain one economy.
The routes can be broken during war with armies/navies, and random events do distort outcomes of trade.
Template
Nation (replace)
Government (replace)
Capital:
Ruler: ?/player
Economy: Stable
Army: 500 Spearmen, 500 Archers
Navy: 50 Galleys
Culture: 1
Education: 0
Wonders:
Notes:
Please state your location, too, if it is not obvious.
Introduction
Welcome to the last edition of the stJNES series. What happened to stJNES9? I lost interest in NESs, and thus in modding. And I think I know why. The updates were too spread apart, leading to a loss of interest not only for some of the players, but for the mod as well. I recall from stJNES5 and 4, that when the updates got long and tedious, I was still happy to do it. Because I had astounding interest in the games.
And therefore, I bring to you a Return to our Roots (in a stJNES-form); at least for the beginning. I cant stand modding too simplistic of rules, so I am not going to try and say that I wont increase the amount of rules. But I will say that it will happen gradually, and not for the first 10 turns.
Updates? They will be quick, precise, and too the point for the first five turns. The first five turns will be in five days. Yes. That means an update a day for the next five days. This should get the players and myself into the game solid enough to do the next five updates once every two days. And after that, we will see whats going on.
And so, I bring you stJNES10: Expand and Conquer. The rules are simplistic for the first five, and near the same for the next ten, turns. I implore you to join for story-writing purposes, and if you want a challenging, yet exciting game.
First update requires orders, so make sure to give them when you sign up. First update is also 8:00 pm my time (PST) tomorrow.
Rules
Economy
In the most primitive of societies, the ruler had what he wanted. And thus his actions, i.e. increasing the army, building a temple, expanding, etc, affected the economy. Therefore, in order to increase anything, you must use and economy level. To grow your economy, you cannot be using it the same turn, and you must state how you are growing it (taxing more/less, expansion into rich areas, increase in trade, etc).
Levels of the economy goes as follows: Depression, Recession, Failing, Unstable, Stable, Growing, Prosperous, Outstanding, Powerhouse. (notice the two new level editions to the stJNES series, all those stJNES fans will notice

Military
The military consists of, in the beginning, your army and navy. They will be in number format, and each economy can increase your army and navy by the amount according to the nations age, which you will be informed of on the front page. When your nation increases in an age, i.e. Bronze to Iron age, then you must spend an economy to upgrade your army, and an economy to upgrade your navy.
Units available to the military vary according to your age, and will be shown on the front page.
Note: Planned rule additions include the showing of your armies and navies on the map, and the addition of Unique Units
Culture
The culture of your nation is essential to the people, and to your expansion progress throughout the game. With a strong culture, you can exert influence over your neighbors (they will agree with you more often), your people will be happier with your rule (just as long as it is following their custom), the people will resist foreign rule more, and expansion will be greater. To increase, spend an economy on it. It is kept track of by numbers.
Education
Your people cant go into the next age without education, period. To increase your education, spend economies on building temples, where they teach, and academies. Hire and train teachers for your elite.
Note: Planned rule additions include some kind of technology level or research stat.
Government
A shared government, i.e. power is rested in both a dictator and a body of nobles, or some kind of parliament, will be treated as just that: a lack of total power. Some of your orders may be vetoed by the other power holder, and you will be notified of this hopefully (though not all the time) before it is too late to change them. However, your people are much happier with some kind of split power, and are less likely to rebel.
Wonders
Wonders must be structures in this game. And their effect will be obvious (that way, the Great Lighthouse doesnt increase the amount of farmland, or something). You must spend the amount of economies required before it is complete, which will be displayed in your template. All wonders automatically increase your culture by two. Please write a bit about what you are building, so I will have an idea of how much it will cost.
Trade
Only available for those in the iron age.
Basically you trade all the time. But you can set three priority trade routes with three different nations. You must have a road connected, which costs 1c to build, from one of your cities (not towns/villages) to one of their cities. Or you must share the same body of water, and both have a city port. The you each must pay to set up the route, which is basically agreeing to a right of trade. Then, you have to pay three economies to set up the route, and then every three turns you gain one economy.
The routes can be broken during war with armies/navies, and random events do distort outcomes of trade.
Template
Nation (replace)
Government (replace)
Capital:
Ruler: ?/player
Economy: Stable
Army: 500 Spearmen, 500 Archers
Navy: 50 Galleys
Culture: 1
Education: 0
Wonders:
Notes:
Please state your location, too, if it is not obvious.