Jason The King
Deity
The goal of this NES is to be sort of a remake of stJNES5, a new start for many, and a way for me to make up for all the mistakes I made in my recent past NESs. The rules will be closely the same, though I may decide to change something while Im writing these.
Rules
Key: Bold are key words that describe what is in the paragraph. Blue indicates that the rule has been added after the game already began, being a new rule that was added during an update. Italics are either lists or the following:
The starting age is 2500bc. Each turn will represent 100 years for a while, until I decide to decrease it.
Economy for each nation is represented by a word. The sizes go: Depression, Recession, Failing, Stable, Growing, Prosperous and then Outstanding.. You cannot increase your economy by just saying so. You must increase your economy by expanding, conquering, or trading. In the early ages you may also expand economy by building roads and hiring tax collectors and such, though it takes longer that way. Every turn you can spend however much your economy can handle, as illustrated by the +x (x=the number of eco-points u can spend). Growing will also take as many turns to increase it as you have to spend.
Your military is represented in numbers. When you increase your army, it will be increased by a certain number, determined by myself, based on the population of your civilization. If you have a free government (democracy, republic, etc), then your army may grow without you saying so (unless you say for it not to happen) by volunteers joining, though it will not be by much. Same goes for navy.
You can also build roads between your cities, and will be represented on map. These will help you should you have to move a lot of troops over long distances (less tired to fight) or when you are invaded. However, if you are invaded it could be tragic as well with the enemies capturing your roads. They increase your economy (you have a chance of gaining economies here and there should you have many roads), and they make your people happier. You may destroy roads whenever you like. You may only build one road (from one city to the other) a turn, and they cost an economy level, or you can have your army build them (at least 100 men per road needs to be working, meaning not fighting), then it will be free but you army hates you more, but are more trained. So it swings both ways again.
NOTE: Expansion will be extremely slow in this game, to reflect reality, especially in the ancient age. Also, watch out for real life events (example: America when Europeans came)
You can make a wonder, the time it takes depends on what the wonder is or does, what age we are in, how your economy is like, and the overall stats of your nation. Only 3 per age.
Confidence mostly reflects how much you write.
Training your armed forces is not possibly for a while.
Conscription is not possible for a while.
Mobilization is not possible for a while.
Education is available to increase once you learn writing. To increase, you must build temples in the ancient ages, schools in the more modern, and universities in the far modern. This is but one way you can increase. When you jump an age, you education sinks two levels.
The levels are: Idiotic, Ignorant, Poor, Average, Smart, Wise, Enlightment.
The training of your armed forces will go down by one level each time you upgrade your army or navy to a new age. Same goes for air force when we get there.
Everyone you have contact you have trade. It is to my descretion to a certain point on how much you trade with someone. I will be using Rome as an example. Rome has trade with practically everyone in Europe and North Africa, since that is who they have contact with. However, trade is less popular with Sweden, since they have little to offer Rome at this point and are so far away. Trade is rapant with Barbary Coast, since Barbary Coast has much to offer in the type of luxuries and man power.
You can still set up trade routes, however they are a little different. You can only set up three routes, and they will be called your 1st priority, 2nd priority, and 3rd priority trading partners. To open up a Priority trading partner, both nations must agree to it. To open a route it costs 4 spending points. You gain a spending point every other turn.
Farmland will begin to show up on your map and a stat with a number will appear in your stats. Farmland will appear randomly, and may disappear randomly, and can be thought of as areas in the world where agricultural production is at its peak. Farmland can be used as economic points that you gain every turn. So if you have Farmland of 7, you can use 7 economic points each turn that you have it. The problem the one time you start to use it, your people will become dependent on it. This means if anything is to happen a new bug, drought, famine, foreign occupation anything, then your people can really be affected by the loss of the farms. The less you use it, the less your people will become attached to it. Farmland are like squares of different shades of green on the map the different shades mean nothing, its just for looks, but the amount of squares you have is the amount of points in your template.
An asterik (*) will appear by your nation's name should you be experiencing a huge trade increase (non-priority) with other nations, or you are conquering or just got done conquering some land. It represents the extra money you get from trading, or the extra land/population/slaves you get from conquering nations. Usually you can upgrade two things per economy with it, but sometimes more, and sometimes less. It will last a couple turns after you conquer a nation (and during), or as long as you are trading so much.
You cannot give away a technology anymore. You may send generals to other countries to train them in the new ways of fighting (i.e. Holland sends generals to Britain). Whenever they increase their army after that, it is in Medieval Age men, but they only get the amount per economy as stated for the age they are in. I.E. Holland trained Britain's army in turn A. In turn B, Britain spends one economy on the army, but since they are still in Empire Age, they get only 300 men. However, those 300 men are Medieval Age.
UUs can be made, one per age, for each nation.
Governments must keep in line with the age. You may make up any kind of government you want, though it is up to me to determine if it is the right age for it.
Nation(change this)
Leader: \player(this to)
Government:
Age: Bronze Age
Economy: Stable +3 [0/3]
Army: 1,000 Spearmen, 1,000 Archers, 500 Horsemen
Navy:
Confidence: Normal
Eduction: Idiotic
UU:
Notes: (including location)
Rules
Key: Bold are key words that describe what is in the paragraph. Blue indicates that the rule has been added after the game already began, being a new rule that was added during an update. Italics are either lists or the following:
The starting age is 2500bc. Each turn will represent 100 years for a while, until I decide to decrease it.
Economy for each nation is represented by a word. The sizes go: Depression, Recession, Failing, Stable, Growing, Prosperous and then Outstanding.. You cannot increase your economy by just saying so. You must increase your economy by expanding, conquering, or trading. In the early ages you may also expand economy by building roads and hiring tax collectors and such, though it takes longer that way. Every turn you can spend however much your economy can handle, as illustrated by the +x (x=the number of eco-points u can spend). Growing will also take as many turns to increase it as you have to spend.
Your military is represented in numbers. When you increase your army, it will be increased by a certain number, determined by myself, based on the population of your civilization. If you have a free government (democracy, republic, etc), then your army may grow without you saying so (unless you say for it not to happen) by volunteers joining, though it will not be by much. Same goes for navy.
You can also build roads between your cities, and will be represented on map. These will help you should you have to move a lot of troops over long distances (less tired to fight) or when you are invaded. However, if you are invaded it could be tragic as well with the enemies capturing your roads. They increase your economy (you have a chance of gaining economies here and there should you have many roads), and they make your people happier. You may destroy roads whenever you like. You may only build one road (from one city to the other) a turn, and they cost an economy level, or you can have your army build them (at least 100 men per road needs to be working, meaning not fighting), then it will be free but you army hates you more, but are more trained. So it swings both ways again.
NOTE: Expansion will be extremely slow in this game, to reflect reality, especially in the ancient age. Also, watch out for real life events (example: America when Europeans came)
You can make a wonder, the time it takes depends on what the wonder is or does, what age we are in, how your economy is like, and the overall stats of your nation. Only 3 per age.
Confidence mostly reflects how much you write.
Training your armed forces is not possibly for a while.
Conscription is not possible for a while.
Mobilization is not possible for a while.
Education is available to increase once you learn writing. To increase, you must build temples in the ancient ages, schools in the more modern, and universities in the far modern. This is but one way you can increase. When you jump an age, you education sinks two levels.
The levels are: Idiotic, Ignorant, Poor, Average, Smart, Wise, Enlightment.
The training of your armed forces will go down by one level each time you upgrade your army or navy to a new age. Same goes for air force when we get there.
Everyone you have contact you have trade. It is to my descretion to a certain point on how much you trade with someone. I will be using Rome as an example. Rome has trade with practically everyone in Europe and North Africa, since that is who they have contact with. However, trade is less popular with Sweden, since they have little to offer Rome at this point and are so far away. Trade is rapant with Barbary Coast, since Barbary Coast has much to offer in the type of luxuries and man power.
You can still set up trade routes, however they are a little different. You can only set up three routes, and they will be called your 1st priority, 2nd priority, and 3rd priority trading partners. To open up a Priority trading partner, both nations must agree to it. To open a route it costs 4 spending points. You gain a spending point every other turn.
Farmland will begin to show up on your map and a stat with a number will appear in your stats. Farmland will appear randomly, and may disappear randomly, and can be thought of as areas in the world where agricultural production is at its peak. Farmland can be used as economic points that you gain every turn. So if you have Farmland of 7, you can use 7 economic points each turn that you have it. The problem the one time you start to use it, your people will become dependent on it. This means if anything is to happen a new bug, drought, famine, foreign occupation anything, then your people can really be affected by the loss of the farms. The less you use it, the less your people will become attached to it. Farmland are like squares of different shades of green on the map the different shades mean nothing, its just for looks, but the amount of squares you have is the amount of points in your template.
An asterik (*) will appear by your nation's name should you be experiencing a huge trade increase (non-priority) with other nations, or you are conquering or just got done conquering some land. It represents the extra money you get from trading, or the extra land/population/slaves you get from conquering nations. Usually you can upgrade two things per economy with it, but sometimes more, and sometimes less. It will last a couple turns after you conquer a nation (and during), or as long as you are trading so much.
You cannot give away a technology anymore. You may send generals to other countries to train them in the new ways of fighting (i.e. Holland sends generals to Britain). Whenever they increase their army after that, it is in Medieval Age men, but they only get the amount per economy as stated for the age they are in. I.E. Holland trained Britain's army in turn A. In turn B, Britain spends one economy on the army, but since they are still in Empire Age, they get only 300 men. However, those 300 men are Medieval Age.
UUs can be made, one per age, for each nation.
Governments must keep in line with the age. You may make up any kind of government you want, though it is up to me to determine if it is the right age for it.
Nation(change this)
Leader: \player(this to)
Government:
Age: Bronze Age
Economy: Stable +3 [0/3]
Army: 1,000 Spearmen, 1,000 Archers, 500 Horsemen
Navy:
Confidence: Normal
Eduction: Idiotic
UU:
Notes: (including location)