Jason The King
Deity
Welcome to my fourth, and probably last, StJNES.
This will be a normal story nes, starting from 4000bc. Although, I will try to make it the most realistic yet. I will be basing most of my ideas and strategies off of Skilord's SNESAbsolution at Apolyton.
First off, there are limitations in armed forces. First off, it will be the normal stjnes sizes: None, Tiny, Small, Medium, Large, Very Large, Gigantic, Imperial. To increase, it takes 1 turn, and decreases your economy by one. You may also train your army, the training going by Farmers, Trained, Superior. To train it takes 1 turn.
Second, you can mobilize your army for a bonus in attacking. To mobilize a size three army (medium) and below, it takes 1 turn. For every size going up it increases a turn (Large would be 2 turns, Very Large would be 3 turns). You must one wait turn after your army finishes mobilizing to have the effect (so if I have a medium army and say mobilize in my orders, I can't attack with mobilized army the same turn)
NEW, NEW RULE TO ARMIES:
Each time you increase your army, it will be increased by 100,000 men now normally. Sometimes it will varry when you increase, depending on what population of ur country is in and waht state of peace or war.
About training. To train your troops from poor to moderate, it will cost an economic level and will lower you troop number. However, to have a Moderatly trained army means you msut have a stable economy. If you dip below stable, your army will immedietly go to poor. You increase training from moderate to well-trained the same, but to have a well trained army your economy must never dip below Growing. Those who are there now have just this turn to bring your economy up to where it needs to be. If you can't then your troops training will go down. Another way to train your troops is to fight wars. I will be determining how much training your troops get from wars.
Same goes for navy with training. However, you can also better equip your navy for an economy level per 20 ships. This adds a huge bonus to your navy, and you can only do it to all your navy at once (you cant do 20 ships at a time). Each time you increase navy, you build 5 ships.
Remember, people, this will go for 3 turns. At the end we will have another poll to see if we want to keep it or loose it. I will be doing the update to nations stats in both numbers and words (i will keep the words in a word document) so if we decide to go back i will have accurate stats.
To Increase your economy, you must do something first - build roads, decrease taxes, do something. If you want to increase economy, that is the only thing you can increase in a turn. It takes one turn.
Economy Sizes:
Depression
Recession
Failing
Stable
Growing
Prosperous
Outstanding
Confidence in leader is determed on how much you right stories. If it is high, your military will fight better, and you may recieve gifts and such.
You can make wonders, and say what they do. I will then determine the amount of turns it takes.
I will determine when each person advances an age. Education helps.
You may have UU's that you make. You can only have one per nation per age. You make it and describe it.
You may create your own civ. Here is the Template:
Nation Name
Ruler:
Government: (only depotism or tribal)
Army: (small or tiny or medium without a navy)
Navy: (small or tiny)
Age: Stone Age
Education: Poor
Confidence in Leader: Medium
A couple rules that have been added:
Trade
To trade it costs: A,) 2 economic levels per route per person. B.) a sea route clear of any enemies or a train connection. A trade route can be broken by an enemy. You get an economic boost every three turns for each partner. You can have a sea route without a navy, but you must have a coastline. You may go through a neighbor nation to get to another through train tracks if you have permission.
Conscription
You are able to conscript only army. How it works is this: You can, in time of war, activate a draft inwhich you army will be increased, how much will be subject to my decision (will mostly be based on population and size of empire). This does not take an economy level. The only bad thing is that this soldiers will be very poorly trained. The only reason you'd want to do this is if you were trying to slow down the enemy for a turn or 2 while you did something, or you are fighting another conscripted army. Oh, and for conscription you must have industrial age.
The wars section have been moved down the page a bit.
Industrial Age UU's:
Teutonic Order:
Modern Knight: A Modern Knight armed with a Needle Gun and with Armor, which is a bullet resistant as it can be made while still being light enough to be useful, their horses are also armored, with a thick layer of rubber beneath their armor to allow more resiliance. Teams of Modern Knights carry Gatling guns, strung between the Horses. The horses are a special breed of Clydesdale, bred for speed. They are not fast moving units, but are leathal as all get out and armored enough to keep glancing shots at bay.
Egypt:
Desert Guerilla: These men are lightly armed forces able to blend into the desert. To the point that they are almost invisible at 7 yards. Adept at trapping, stealth and harrassing attacks, these units can operate on their own for several months without outside support.
Sioux:
Canyon Trooper: Have a very good armor, but a weak gun. That is where the regular troopers come in, who have a decent gun and light armor. So the two combined working together will come in handy. Plus, they work well in high heat because of custom water suits.
USSA:
Red Cavalry: They have increase attack, and are better trained. Very loyal to the USSA.
Pacifica:
Pacifican Ironclad/Longboat: An Ironclad that has alot more cannons on it and has a row deck that gives the thing the extra meneuvering ability it needs in combat...
Russia:
Cossack Dragoons : This is the new special elite forces. They are mounted-horse troops that are very swift and agile. They were selected out of the most intelligent, best-trained, expert, and most loyal mounted-horse soldiers and regimens. They are very loyal to the Greater Russian Republic, its Senate, and its President. Known also for their skillful attack, they are to be used by the Republic only in anti-terrorism, external-aid-in-peacekeeping, and in dire cases of war.
South American Empire:
South American Heavy Machine Gunner:
Really high in defense, is equipped with a nice machine gun and defense procedures are top notch.
SAF:
African Corps:
These troops are the best of the best in teh african army. They live for one goal- to defend SAF from its enemies. They have better weapons then most other troops, and special traning, but the most important improvement is their loyalty to the country. They will do anything in the name of their country.
This will be a normal story nes, starting from 4000bc. Although, I will try to make it the most realistic yet. I will be basing most of my ideas and strategies off of Skilord's SNESAbsolution at Apolyton.
First off, there are limitations in armed forces. First off, it will be the normal stjnes sizes: None, Tiny, Small, Medium, Large, Very Large, Gigantic, Imperial. To increase, it takes 1 turn, and decreases your economy by one. You may also train your army, the training going by Farmers, Trained, Superior. To train it takes 1 turn.
Second, you can mobilize your army for a bonus in attacking. To mobilize a size three army (medium) and below, it takes 1 turn. For every size going up it increases a turn (Large would be 2 turns, Very Large would be 3 turns). You must one wait turn after your army finishes mobilizing to have the effect (so if I have a medium army and say mobilize in my orders, I can't attack with mobilized army the same turn)
NEW, NEW RULE TO ARMIES:
Each time you increase your army, it will be increased by 100,000 men now normally. Sometimes it will varry when you increase, depending on what population of ur country is in and waht state of peace or war.
About training. To train your troops from poor to moderate, it will cost an economic level and will lower you troop number. However, to have a Moderatly trained army means you msut have a stable economy. If you dip below stable, your army will immedietly go to poor. You increase training from moderate to well-trained the same, but to have a well trained army your economy must never dip below Growing. Those who are there now have just this turn to bring your economy up to where it needs to be. If you can't then your troops training will go down. Another way to train your troops is to fight wars. I will be determining how much training your troops get from wars.
Same goes for navy with training. However, you can also better equip your navy for an economy level per 20 ships. This adds a huge bonus to your navy, and you can only do it to all your navy at once (you cant do 20 ships at a time). Each time you increase navy, you build 5 ships.
Remember, people, this will go for 3 turns. At the end we will have another poll to see if we want to keep it or loose it. I will be doing the update to nations stats in both numbers and words (i will keep the words in a word document) so if we decide to go back i will have accurate stats.
To Increase your economy, you must do something first - build roads, decrease taxes, do something. If you want to increase economy, that is the only thing you can increase in a turn. It takes one turn.
Economy Sizes:
Depression
Recession
Failing
Stable
Growing
Prosperous
Outstanding
Confidence in leader is determed on how much you right stories. If it is high, your military will fight better, and you may recieve gifts and such.
You can make wonders, and say what they do. I will then determine the amount of turns it takes.
I will determine when each person advances an age. Education helps.
You may have UU's that you make. You can only have one per nation per age. You make it and describe it.
You may create your own civ. Here is the Template:
Nation Name
Ruler:
Government: (only depotism or tribal)
Army: (small or tiny or medium without a navy)
Navy: (small or tiny)
Age: Stone Age
Education: Poor
Confidence in Leader: Medium
A couple rules that have been added:
Trade
To trade it costs: A,) 2 economic levels per route per person. B.) a sea route clear of any enemies or a train connection. A trade route can be broken by an enemy. You get an economic boost every three turns for each partner. You can have a sea route without a navy, but you must have a coastline. You may go through a neighbor nation to get to another through train tracks if you have permission.
Conscription
You are able to conscript only army. How it works is this: You can, in time of war, activate a draft inwhich you army will be increased, how much will be subject to my decision (will mostly be based on population and size of empire). This does not take an economy level. The only bad thing is that this soldiers will be very poorly trained. The only reason you'd want to do this is if you were trying to slow down the enemy for a turn or 2 while you did something, or you are fighting another conscripted army. Oh, and for conscription you must have industrial age.
The wars section have been moved down the page a bit.
Industrial Age UU's:
Teutonic Order:
Modern Knight: A Modern Knight armed with a Needle Gun and with Armor, which is a bullet resistant as it can be made while still being light enough to be useful, their horses are also armored, with a thick layer of rubber beneath their armor to allow more resiliance. Teams of Modern Knights carry Gatling guns, strung between the Horses. The horses are a special breed of Clydesdale, bred for speed. They are not fast moving units, but are leathal as all get out and armored enough to keep glancing shots at bay.
Egypt:
Desert Guerilla: These men are lightly armed forces able to blend into the desert. To the point that they are almost invisible at 7 yards. Adept at trapping, stealth and harrassing attacks, these units can operate on their own for several months without outside support.
Sioux:
Canyon Trooper: Have a very good armor, but a weak gun. That is where the regular troopers come in, who have a decent gun and light armor. So the two combined working together will come in handy. Plus, they work well in high heat because of custom water suits.
USSA:
Red Cavalry: They have increase attack, and are better trained. Very loyal to the USSA.
Pacifica:
Pacifican Ironclad/Longboat: An Ironclad that has alot more cannons on it and has a row deck that gives the thing the extra meneuvering ability it needs in combat...
Russia:
Cossack Dragoons : This is the new special elite forces. They are mounted-horse troops that are very swift and agile. They were selected out of the most intelligent, best-trained, expert, and most loyal mounted-horse soldiers and regimens. They are very loyal to the Greater Russian Republic, its Senate, and its President. Known also for their skillful attack, they are to be used by the Republic only in anti-terrorism, external-aid-in-peacekeeping, and in dire cases of war.
South American Empire:
South American Heavy Machine Gunner:
Really high in defense, is equipped with a nice machine gun and defense procedures are top notch.
SAF:
African Corps:
These troops are the best of the best in teh african army. They live for one goal- to defend SAF from its enemies. They have better weapons then most other troops, and special traning, but the most important improvement is their loyalty to the country. They will do anything in the name of their country.