Kamilian
Deity
- Joined
- Oct 5, 2002
- Messages
- 3,473
Welcome to my new NES. We start with 2500 BCE (Before Current Era), and you will begin your empires from the grounds up.
From lowest to highest:
Depression (0/2/3)
Recession (1/1/2)
Mild Recession (1/1/2)
Failing (2/2/3)
Stable (3/3/4)
Growing (4/4/5)
Wealthier (5/5/6)
Prosperous (6/6/7)
Outstanding (7/0/0)
Format: Economy Level (X/Y/Z)
X=amount of spending points you can use up per turn
Y=amount of turns you've utilized to increase your economy*
Z=amount of turns you must spend trying to increase your economy
When you "increase economy" in your orders, you will get ONE step closer to improving your economy level. When you increase economy, though, you cannot spend money on anything else. Your economy level increases once you put in the Z amount of turns necessary for improvement.
If you spend too much (ie, more than the X number indicates), you drop by one entire economy level.
Deductibles include military upkeep if you're over the limit given for each population range. More on this below. You will see your deductibles noted on your stats as subtracted from the X number, so do the math and that's how much you can spend that turn.
Bonus spending points come basically from any kind of bonus your country can get - trade route, your people love you so much they shower you with gifts, etc.
Banking is now allowed. Anyone who is in any other NES that has it will know what I'm talking about. You can save your spending points for when times get rough later or you have debts to pay. Just so you don't go crazy, the most amount of points you can bank is 10. On stats it will appear after the whole economy thing as, for example, "+3 banked" or something like that. You can use the bank any time you want or keep it as long as you want.
Keep in mind that if you reach the 10 points maximum, you will not be allowed to bank anymore.
Also, if some bad random event occurs to you financially, like someone steals something from the government, your bank may lose some of its stuff.
Note that in Depression, you can't buy anything. Should be self-explanatory.
In Outstanding level, since you can't get any higher, the Y and Z are both 0. Self-explanatory again.
Remember: Once you hit rock-bottom, you can only go up. However, once you get to the top, you can only drop. You have been warned.
Trade
OK. I kinda changed this. You can ask another country for them to allow your traders into their country. If they agree, then you get a trade route with them. However, only you pay the 2 spending points necessary to begin the route, and then only you get the benefits, since it's your merchants.
Of course, you can agree to let their traders in as well and that way both of you reap benefits (though on the trade list they will be listed separately).
Trade cycle is basic: when you first begin, on the front page, it will be listed as (0/3), and then will go on to (1/3)-->(2/3)-->(3/3), at which point you will get 1 bonus spending point. After that, it will go down to (1/3), and start again.
Your routes with other nations, unless you share direct land border or you have access to like the same sea or ocean or river, may pass through the cities of other nations, either for shelter (land routes) or to re-supply or repair after storms (sea routes). This makes them more likely to get raided by pirates or bandits, and you may not get your money. Also, occasionally, the nations through which your merchants may pass may get some profit from all those times your traders passed through and dropped a few gold coins here and there
If you tick them off, they can refuse to allow your people to pass, and you won't be trading with your partner, at least temporarily.
It should be understood that if you and the nation you send people to go to war, the trade is canceled and you will not be reimbursed for the original 2 points you spent to start it off.
-Same as Iggy's except that when tariffs are placed, the nation they're imposed on's trade route doesn't advance at all for one turn. Also, that nation can chose to set tariffs in return, in which case the first nation's trade route doesn't advance that turn, and both nation's trade routes are set to _ /4. Ending tariffs sets both trade routes to _/3, but the trade route doesn't advance that turn. If both nations have tariffs on each other, this action must be taken jointly, and if one nation doesn't end them, the other nation's government won't end them either (so both trade routes advance, but they're out of 4 still).
-Example: Nation A places tarrifs on Nation B. Say both have 1/3 on the trade route.
-Normally, the trade routes would advance to 2/3 for both. But, because of tarrifs, Nation A goes to 2/2 and gets an eco point, while Nation B stays at 1/4.
-Let's say that Nation B is understandably annoyed and imposes tarrifs of its own. So Nation B goes to 2/4, while Nation A stays at 2/4.
-After some diplomacy, both nations decide to end tariffs. The trade routes both stay at 2/3. If no tarrifs had happened, both would have gained an eco point and would be at 1/3.
-So the net result is that if one nation imposes tarrifs, it benefits, while if both do, neither benefit. Ending tarrifs is bad in the short run (the route doesn't advance) but good in the long run (it doesn't have to advance as far).
Special Cities
This is almost completely the same as Israelite's Important Cities system in his IsrNES2: Cities of Glory.
Army
ARMY UNITS:
-Infantry (ground troops)
-Cavalry (mounted infantry, they are faster than normal infantry, but then again the horses can be pierced by arrows and spears and things like that)
-Siege (catapults, basically)
The amount you can get per spending points depends on the population
Format: "population = # of Infantry per point, # of Cavalry per point, # of Siege (catapults) per point"
Less than 5,000 - 10 Infantry, 5 Cavalry, 0 Siege
5,000+ = 25 infantry, 15 Cavalry, 0 Siege
10,000+ = 50 infantry, 30 Cavalry, 1 Siege
20,000+ = 100 infantry, 60 cavalry, 1 Siege
30,000+ = 150 infantry, 90 cavalry, 1 Siege
40,000+ = 200 infantry, 120 cavalry, 1 Siege
50,000+ = 250 infantry, 150 cavalry, 1 Siege
60,000+ = 300 infantry, 180 cavalry, 1 Siege
70,000+ = 350 infantry, 210 cavalry, 1 Siege
80,000+ = 400 infantry, 240 cavalry, 1 Siege
90,000+ = 450 infantry, 270 cavalry, 1 Siege
100,000+ = 500 infantry, 300 cavalry, 5 Siege
110,000+ = 550 infantry, 330 cavalry, 5 Siege
120,000+ = 600 infantry, 360 cavalry, 5 Siege
130,000+ = 650 infantry, 390 cavalry, 5 Siege
140,000+ = 700 infantry, 420 cavalry, 5 Siege
150,000+ = 750 infantry, 450 cavalry, 5 Siege
160,000+ = 800 infantry, 480 cavalry, 5 Siege
170,000+ = 850 infantry, 510 cavalry, 5 Siege
180,000+ = 900 infantry, 540 cavalry, 5 Siege
190,000+ = 950 infantry, 570 cavalry, 5 Siege
200,000+ = 1,000 infantry, 600 cavalry, 10 Siege
225,000+ = 1,100 infantry, 660 cavalry, 10 Siege
250,000+ = 1,200 infantry, 720 cavalry, 10 Siege
275,000+ = 1,300 infantry, 780 cavalry, 10 Siege
300,000+ = 1,400 infantry, 840 cavalry, 10 Siege
350,000+ = 1,550 infantry, 1,000 cavalry, 10 Siege
400,000+ = 1,700 infantry, 1,100 cavalry, 20 Siege
450,000+ = 1,850 infantry, 1,200 cavalry, 20 Siege
500,000+ = 2,000 infantry, 1,300 cavalry, 20 Siege
550,000+ = 2,150 infantry, 1,400 cavalry, 20 Siege
600,000+ = 2,300 infantry, 1,500 cavalry, 20 Siege
650,000+ = 2,450 infantry, 1,600 cavalry, 20 Siege
700,000+ = 2,600 infantry, 1,700 cavalry, 35 Siege
800,000+ = 3,000 infantry, 2,000 cavalry, 35 Siege
900,000+ = 3,200 infantry, 2,200 cavalry, 35 Siege
1,000,000+ = 3,400 infantry, 2,400 cavalry, 40 Siege
2,000,000+ = 4,000 infantry, 3,000 cavalry, 40 Siege
3,000,000+ = 4,600 infantry, 3,600 cavalry, 40 Siege
4,000,000+ = 5,200 infantry, 4,200 cavalry, 40 Siege
5,000,000+ = 5,800 infantry, 4,800 cavalry, 40 Siege
6,000,000+ = 6,400 infantry, 5,400 cavalry, 45 Siege
7,000,000+ = 7,000 infantry, 6,000 cavalry, 45 Siege
8,000,000+ = 7,600 infantry, 6,600 cavalry, 45 Siege
9,000,000+ = 8,200 infantry, 7,200 cavalry, 45 Siege
10,000,000+ = 8,800 infantry, 7,800 cavalry, 45 Siege
15,000,000+ = 10,000 infantry, 9,000 cavalry, 50 Siege
20,000,000+ = 12,000 infantry, 11,000 cavalry, 50 Siege
25,000,000+ = 16,000 infantry, 15,000 cavalry, 50 Siege
30,000,000+ = 22,000 infantry, 21,000 cavalry, 50 Siege
Navy
The amount of ships you get per point depends on population as well.
Format: Population = # of ships per spending point
Below 5,000 = 1 ship
5,000+ = 5 ships
10,000+ = 10 ships
20,000+ = 15 ships
30,000+ = 20 ships
40,000+ = 25 ships
50,000+ = 30 ships
60,000+ = 35 ships
70,000+ = 40 ships
80,000+ = 45 ships
90,000+ = 50 ships
100,000+ = 55 ships
110,000+ = 60 ships
120,000+ = 65 ships
130,000+ = 70 ships
140,000+ = 75 ships
150,000+ = 80 ships
160,000+ = 85 ships
170,000+ = 90 ships
180,000+ = 95 ships
190,000+ = 100 ships
200,000+ = 105 ships
225,000+ = 115 ships
250,000+ = 130 ships
275,000+ = 145 ships
300,000+ = 160 ships
350,000+ = 190 ships
400,000+ = 220 ships
450,000+ = 250 ships
500,000+ = 280 ships
550,000+ = 310 ships
600,000+ = 340 ships
650,000+ = 370 ships
700,000+ = 400 ships
800,000+ = 450 ships
900,000+ = 500 ships
1,000,000+ = 550 ships
2,000,000+ = 750 ships
3,000,000+ = 850 ships
4,000,000+ = 950 ships
5,000,000+ = 1,050 ships
6,000,000+ = 1,150 ships
7,000,000+ = 1,250 ships
8,000,000+ = 1,350 ships
9,000,000+ = 1,450 ships
10,000,000+ = 1,550 ships
15,000,000+ = 1,800 ships
20,000,000+ = 2,050 ships
25,000,000+ = 2,300 ships
30,000,000+ = 2,550 ships
Ages
Surrounded by 1 asterisk in this list will be the Age that the least advanced country is in. Surrounded by 3 asterisks is the Age that the most advanced country is in.
Bronze Age
*Iron Age*
Medieval Age
***Renaissance Age***
The list will most likely be edited as we go on, and I don't wanna jinx it by going too far ahead anyway.
Upgrading your Army or Navy
-You CANNOT UPGRADE if your economy level is below Growing.
-Upgrading your Army costs 4 spending points
-Upgrading your Navy costs 4 spending points
-Half your troops/ships will be lost in the upgrade
More on the Age-reaching part is mentioned just below in the Education section.
Other stats that drop as a result of Age-ascension:
Education
From lowest to highest:
Hopelessly Idiotic +10
Very Idiotic +9
Idiotic +8
Ignorant +7
Below Average +6
Average +5
Above Average +6
Clever +7
Smart +8
Scholarly +9
Wise +10
Enlightened
The number after the Education Level represents the amount of spending points you must invest in the Education for it to rise to next level.
The first nation that gets the new Age (ie, reaches Enlightened), drops all the way back to Ignorant education. Reason for this is that your schools and military training facilities, and people, must adapt to the new discoveries and technologies.
After that, a nation must be at least at Clever, and near the first nation to get it, to get the new Age on its own, after which it will drop to Idiotic level as well.
If you buy the technology from an already-ascended nation, then you don't need to be Clever level, but your level will drop all the way to Hopelessly Idiotic level.
Finally, if no nation in your vicinity has reached the new Age, then you won't be reaching it either any time soon. It will go region-by-region basis.
Government
The following are the current governments allowed (this will be updated as tiem goes on, and you can PM or IM me asking if you can create a government of your own if you tell me its features, or if you want to start a historical government type as well)
Note that these governments each may possess aspects of either autocratic or democratic governing, but I just classified according to what I think each is more inclined towards.
Also, at this time, even in the republics you can't have organized political parties yet.
In this time and age, slavery is still legal even in the republics.
For certain governments, your PM orders will be reviewed by the legislature (or aristocrats or clerics, where appropriate). These governments are:
NOTE: I am still brainstorming on how to make the governments each have a pro and con about stats, such as “+1 spending point every few turns” or “3 maximum trade routes allowed”. So the Government list may still change, and some government forms may actually be merged if they are almost essentially the same thing.
Religion
Religion does have some effect here. See the Religious Center for some of the detail.
Right now, you can still only have ONE state/preferred religion, but of course still choose if you want the others legal or if you’re going to repress them. Careful if there’s a generous quantity of people adhering to a faith you’re gonna be harassing – they may end up resolving to violence. Your state religion will, on stats, be bold-font.
Culture
Culture can be increased not by economy increases, but through education (schools, libraries, museums, and the sort), religion (you build temples, etc.), and if you write stories. If you have higher culture than neighboring nations, border regions may revolt to join yours sometimes. Your culture may decline if you don't take care of it, if you don't write stories (!), or if some really bad things happen to your lands and stuff.
Levels:
Barbaric +10
Pathetic +8
Lame +6
Weak +4
Average +3
Good +4
Strong +6
Influential +8
Dominating +10
Superior
Confidence
Influenced by the stories you write, also by other factors such as how strong your economy is, how educated your people are, your religion, your culture, and, if you're warring, on your military success or lack thereof. It may decline if you lose a lot of battles, if you ally with "the wrong people", if you neglect to write stories, or some other random events.
Levels:
Lynching +10
Hateful +8
Resentful +6
Barely Tolerating +4
Tolerating +3
Respecting +4
Praising +6
Admiring +8
Loving +10
Cult of Personality
Projects
Tell me what you want it to do, what it's called, and I will say in update how long it will take. That's all.
Stories
Please write stories, help make it interesting. My update stories won't always be interesting, and if you don't help keep it interesting, then it will be just a snooze.
Stories will give bonuses.
Orders and Complaints
PM your orders or post your orders on the thread.
A few notes about how to do your orders:
Contact
My AIM is EuroYami. Contact to ask any questions, or, in the future, to do some secret diplo to plot with NPCs
.
Temporary NPC...
If you will for any reason whatsoever not have access to a computer and thus do orders - if you're goin on a short vacation somewhere or your computer breaks down or something - please notify me before you leave. That way, I will not punish your nation for not having your orders in, and I don't NPC it for anyone to take. Because then when you come back you'll be like "why the heck is my nation suffering from disease AND being invaded AND NPC?". In the event that you leave for a short while and you notify me, I will write "Temp NPC" next to your name in your stats and NPC orders will be done, unless you foresee what your goals are and give me like a plan of what you want to do.
Nation Template
Nation: (please make it a more historical name/country)
Player:
Capital:
Government:
Population: 2,000
Economy: Stable 3/3/4
Education: Average +5
Age: Bronze Age
Army: 500 troops Bronze Age
Navy: 20 ships (unless you're landlocked, in which case it's zero) Bronze Age
Religion:
Culture: Average
Confidence: Tolerating
Projects:
RULES
EconomyFrom lowest to highest:
Depression (0/2/3)
Recession (1/1/2)
Mild Recession (1/1/2)
Failing (2/2/3)
Stable (3/3/4)
Growing (4/4/5)
Wealthier (5/5/6)
Prosperous (6/6/7)
Outstanding (7/0/0)
Format: Economy Level (X/Y/Z)
X=amount of spending points you can use up per turn
Y=amount of turns you've utilized to increase your economy*
Z=amount of turns you must spend trying to increase your economy
When you "increase economy" in your orders, you will get ONE step closer to improving your economy level. When you increase economy, though, you cannot spend money on anything else. Your economy level increases once you put in the Z amount of turns necessary for improvement.
If you spend too much (ie, more than the X number indicates), you drop by one entire economy level.
Deductibles include military upkeep if you're over the limit given for each population range. More on this below. You will see your deductibles noted on your stats as subtracted from the X number, so do the math and that's how much you can spend that turn.
Bonus spending points come basically from any kind of bonus your country can get - trade route, your people love you so much they shower you with gifts, etc.
Banking is now allowed. Anyone who is in any other NES that has it will know what I'm talking about. You can save your spending points for when times get rough later or you have debts to pay. Just so you don't go crazy, the most amount of points you can bank is 10. On stats it will appear after the whole economy thing as, for example, "+3 banked" or something like that. You can use the bank any time you want or keep it as long as you want.
Keep in mind that if you reach the 10 points maximum, you will not be allowed to bank anymore.
Also, if some bad random event occurs to you financially, like someone steals something from the government, your bank may lose some of its stuff.
Note that in Depression, you can't buy anything. Should be self-explanatory.
In Outstanding level, since you can't get any higher, the Y and Z are both 0. Self-explanatory again.
Remember: Once you hit rock-bottom, you can only go up. However, once you get to the top, you can only drop. You have been warned.
Trade
OK. I kinda changed this. You can ask another country for them to allow your traders into their country. If they agree, then you get a trade route with them. However, only you pay the 2 spending points necessary to begin the route, and then only you get the benefits, since it's your merchants.
Of course, you can agree to let their traders in as well and that way both of you reap benefits (though on the trade list they will be listed separately).
Trade cycle is basic: when you first begin, on the front page, it will be listed as (0/3), and then will go on to (1/3)-->(2/3)-->(3/3), at which point you will get 1 bonus spending point. After that, it will go down to (1/3), and start again.
Your routes with other nations, unless you share direct land border or you have access to like the same sea or ocean or river, may pass through the cities of other nations, either for shelter (land routes) or to re-supply or repair after storms (sea routes). This makes them more likely to get raided by pirates or bandits, and you may not get your money. Also, occasionally, the nations through which your merchants may pass may get some profit from all those times your traders passed through and dropped a few gold coins here and there

If you tick them off, they can refuse to allow your people to pass, and you won't be trading with your partner, at least temporarily.
It should be understood that if you and the nation you send people to go to war, the trade is canceled and you will not be reimbursed for the original 2 points you spent to start it off.
Spoiler jalapeno_dude's tariff system :
-Same as Iggy's except that when tariffs are placed, the nation they're imposed on's trade route doesn't advance at all for one turn. Also, that nation can chose to set tariffs in return, in which case the first nation's trade route doesn't advance that turn, and both nation's trade routes are set to _ /4. Ending tariffs sets both trade routes to _/3, but the trade route doesn't advance that turn. If both nations have tariffs on each other, this action must be taken jointly, and if one nation doesn't end them, the other nation's government won't end them either (so both trade routes advance, but they're out of 4 still).
-Example: Nation A places tarrifs on Nation B. Say both have 1/3 on the trade route.
-Normally, the trade routes would advance to 2/3 for both. But, because of tarrifs, Nation A goes to 2/2 and gets an eco point, while Nation B stays at 1/4.
-Let's say that Nation B is understandably annoyed and imposes tarrifs of its own. So Nation B goes to 2/4, while Nation A stays at 2/4.
-After some diplomacy, both nations decide to end tariffs. The trade routes both stay at 2/3. If no tarrifs had happened, both would have gained an eco point and would be at 1/3.
-So the net result is that if one nation imposes tarrifs, it benefits, while if both do, neither benefit. Ending tarrifs is bad in the short run (the route doesn't advance) but good in the long run (it doesn't have to advance as far).
Special Cities
This is almost completely the same as Israelite's Important Cities system in his IsrNES2: Cities of Glory.
- Economic Centers: Most of these are centers of trade (all will be until such things as the stock market are developed). If you got quite a few trade routes going through a city and/or there is trade going through there for a while, the city will become an economic Center. Know that while these are the most common special cities, after a while their significance may fade away.
Possible Effect: Extra spending point(s)
Frequency: Every 2-3 turns or so - Cultural Centers: These can be educational, artistic, philosophical, pan-national, etc. centers. These will provide you with a variety of bonuses of any type at any interval, it is all to the discretion of the Mod. These are less common than economic centers but more common than religious centers.
Possible Effect: Extra Education point(s) or Extra Culture point(s)
Frequency: Varying - Religious Centers: These cities are the centers of major religions. If they're the same as your state/preferred religion, then you will be getting the goods out of it. If it’s not the state religion, you won’t be getting so much good out of it
Possible Effect: If the religious center is the same as your state religion, some boost in confidence and some more conversions to that religion, or 1 extra spending point
Possible Effect: If the religious center is not of your state religion, confidence may actually falter just a bit, there will be conversions to that religion, and you will never get any economic bonuses from the tourism to the non-state religion center
Frequency: Varying
Army
ARMY UNITS:
-Infantry (ground troops)
-Cavalry (mounted infantry, they are faster than normal infantry, but then again the horses can be pierced by arrows and spears and things like that)
-Siege (catapults, basically)
The amount you can get per spending points depends on the population
Format: "population = # of Infantry per point, # of Cavalry per point, # of Siege (catapults) per point"
Less than 5,000 - 10 Infantry, 5 Cavalry, 0 Siege
5,000+ = 25 infantry, 15 Cavalry, 0 Siege
10,000+ = 50 infantry, 30 Cavalry, 1 Siege
20,000+ = 100 infantry, 60 cavalry, 1 Siege
30,000+ = 150 infantry, 90 cavalry, 1 Siege
40,000+ = 200 infantry, 120 cavalry, 1 Siege
50,000+ = 250 infantry, 150 cavalry, 1 Siege
60,000+ = 300 infantry, 180 cavalry, 1 Siege
70,000+ = 350 infantry, 210 cavalry, 1 Siege
80,000+ = 400 infantry, 240 cavalry, 1 Siege
90,000+ = 450 infantry, 270 cavalry, 1 Siege
100,000+ = 500 infantry, 300 cavalry, 5 Siege
110,000+ = 550 infantry, 330 cavalry, 5 Siege
120,000+ = 600 infantry, 360 cavalry, 5 Siege
130,000+ = 650 infantry, 390 cavalry, 5 Siege
140,000+ = 700 infantry, 420 cavalry, 5 Siege
150,000+ = 750 infantry, 450 cavalry, 5 Siege
160,000+ = 800 infantry, 480 cavalry, 5 Siege
170,000+ = 850 infantry, 510 cavalry, 5 Siege
180,000+ = 900 infantry, 540 cavalry, 5 Siege
190,000+ = 950 infantry, 570 cavalry, 5 Siege
200,000+ = 1,000 infantry, 600 cavalry, 10 Siege
225,000+ = 1,100 infantry, 660 cavalry, 10 Siege
250,000+ = 1,200 infantry, 720 cavalry, 10 Siege
275,000+ = 1,300 infantry, 780 cavalry, 10 Siege
300,000+ = 1,400 infantry, 840 cavalry, 10 Siege
350,000+ = 1,550 infantry, 1,000 cavalry, 10 Siege
400,000+ = 1,700 infantry, 1,100 cavalry, 20 Siege
450,000+ = 1,850 infantry, 1,200 cavalry, 20 Siege
500,000+ = 2,000 infantry, 1,300 cavalry, 20 Siege
550,000+ = 2,150 infantry, 1,400 cavalry, 20 Siege
600,000+ = 2,300 infantry, 1,500 cavalry, 20 Siege
650,000+ = 2,450 infantry, 1,600 cavalry, 20 Siege
700,000+ = 2,600 infantry, 1,700 cavalry, 35 Siege
800,000+ = 3,000 infantry, 2,000 cavalry, 35 Siege
900,000+ = 3,200 infantry, 2,200 cavalry, 35 Siege
1,000,000+ = 3,400 infantry, 2,400 cavalry, 40 Siege
2,000,000+ = 4,000 infantry, 3,000 cavalry, 40 Siege
3,000,000+ = 4,600 infantry, 3,600 cavalry, 40 Siege
4,000,000+ = 5,200 infantry, 4,200 cavalry, 40 Siege
5,000,000+ = 5,800 infantry, 4,800 cavalry, 40 Siege
6,000,000+ = 6,400 infantry, 5,400 cavalry, 45 Siege
7,000,000+ = 7,000 infantry, 6,000 cavalry, 45 Siege
8,000,000+ = 7,600 infantry, 6,600 cavalry, 45 Siege
9,000,000+ = 8,200 infantry, 7,200 cavalry, 45 Siege
10,000,000+ = 8,800 infantry, 7,800 cavalry, 45 Siege
15,000,000+ = 10,000 infantry, 9,000 cavalry, 50 Siege
20,000,000+ = 12,000 infantry, 11,000 cavalry, 50 Siege
25,000,000+ = 16,000 infantry, 15,000 cavalry, 50 Siege
30,000,000+ = 22,000 infantry, 21,000 cavalry, 50 Siege
Navy
The amount of ships you get per point depends on population as well.
Format: Population = # of ships per spending point
Below 5,000 = 1 ship
5,000+ = 5 ships
10,000+ = 10 ships
20,000+ = 15 ships
30,000+ = 20 ships
40,000+ = 25 ships
50,000+ = 30 ships
60,000+ = 35 ships
70,000+ = 40 ships
80,000+ = 45 ships
90,000+ = 50 ships
100,000+ = 55 ships
110,000+ = 60 ships
120,000+ = 65 ships
130,000+ = 70 ships
140,000+ = 75 ships
150,000+ = 80 ships
160,000+ = 85 ships
170,000+ = 90 ships
180,000+ = 95 ships
190,000+ = 100 ships
200,000+ = 105 ships
225,000+ = 115 ships
250,000+ = 130 ships
275,000+ = 145 ships
300,000+ = 160 ships
350,000+ = 190 ships
400,000+ = 220 ships
450,000+ = 250 ships
500,000+ = 280 ships
550,000+ = 310 ships
600,000+ = 340 ships
650,000+ = 370 ships
700,000+ = 400 ships
800,000+ = 450 ships
900,000+ = 500 ships
1,000,000+ = 550 ships
2,000,000+ = 750 ships
3,000,000+ = 850 ships
4,000,000+ = 950 ships
5,000,000+ = 1,050 ships
6,000,000+ = 1,150 ships
7,000,000+ = 1,250 ships
8,000,000+ = 1,350 ships
9,000,000+ = 1,450 ships
10,000,000+ = 1,550 ships
15,000,000+ = 1,800 ships
20,000,000+ = 2,050 ships
25,000,000+ = 2,300 ships
30,000,000+ = 2,550 ships
Ages
Surrounded by 1 asterisk in this list will be the Age that the least advanced country is in. Surrounded by 3 asterisks is the Age that the most advanced country is in.
Bronze Age
*Iron Age*
Medieval Age
***Renaissance Age***
The list will most likely be edited as we go on, and I don't wanna jinx it by going too far ahead anyway.
Upgrading your Army or Navy
-You CANNOT UPGRADE if your economy level is below Growing.
-Upgrading your Army costs 4 spending points
-Upgrading your Navy costs 4 spending points
-Half your troops/ships will be lost in the upgrade
More on the Age-reaching part is mentioned just below in the Education section.
Other stats that drop as a result of Age-ascension:
- Culture will drop -1 level if first to reach Age; -2 levels if others have reached it already; -3 levels if you’re like the last on the bandwagon or if you purchased it from someone
- Confidence MAY DROP by 1 level if you’re not the first to reach it
Education
From lowest to highest:
Hopelessly Idiotic +10
Very Idiotic +9
Idiotic +8
Ignorant +7
Below Average +6
Average +5
Above Average +6
Clever +7
Smart +8
Scholarly +9
Wise +10
Enlightened
The number after the Education Level represents the amount of spending points you must invest in the Education for it to rise to next level.
The first nation that gets the new Age (ie, reaches Enlightened), drops all the way back to Ignorant education. Reason for this is that your schools and military training facilities, and people, must adapt to the new discoveries and technologies.
After that, a nation must be at least at Clever, and near the first nation to get it, to get the new Age on its own, after which it will drop to Idiotic level as well.
If you buy the technology from an already-ascended nation, then you don't need to be Clever level, but your level will drop all the way to Hopelessly Idiotic level.
Finally, if no nation in your vicinity has reached the new Age, then you won't be reaching it either any time soon. It will go region-by-region basis.
Government
The following are the current governments allowed (this will be updated as tiem goes on, and you can PM or IM me asking if you can create a government of your own if you tell me its features, or if you want to start a historical government type as well)
Spoiler Autocratic :
- Absolute Monarchy - the monarch (whatever the title may be - emperor, king, sultan, etc.) has all power. This type of government can only have Unitary centralization.
- Feudal Monarchy - the monarch is, technically, the absolute authority of this government. However, the various princes, dukes, etc. have a lot of freedom and in orders, some may refuse to send their armies and it can be quite an unstable economy at times. On the other hand, as they already enjoy so much autonomy, they would be a lot less likely to rebel against you to join others. Obviously, this government can only be Confederate.
- Feudal Warlordism - central authority is, in fact, very weak, and the various warlords control the country, sometimes having minor battles with each other as rivals but only if confidence is really low splitting the country into civil war. But if a foreign army ever enters their country's soil, the warlords will put their pettiness aside to defend their continued personal freedoms! Confederate government.
- Divine Monarchy - religion and state are blended in together and the monarch is absolute with a lot of loyalty from the people. The ruler may either be an actual hereditary monarch who is regularly advised by the leader of the religion or is the leader of the religion itself. Only the one religion is permitted to practice. Unitary government.
Spoiler Democratic :
- Theocratic Monarchy - there is only one religion that is represented in the government, others having still ability to worship but somewhat-limited rights. Federal government.
- Theocratic Republic - there is a council of all the religious leaders, from all religions in the country, and the regional governments have more autonomy as well. Confederate government.
- Aristocratic Republic - the landed nobility is the legislative assembly, which elects one of its own to lead the parliament as an executive. All the legislators, as they are aristocrats, are hereditary positions, however. Federal government.
- Imperial Republic - the office of the leader of the assembly is hereditary, but not all legislators are hereditary and the franchise is extended somewhat. Unitary government.
- Tribal Republic - different tribes and clans are represented in the assembly. It is the most democratic government in this time, but it takes away much power from central government and disperses it among the regions. Confederate government.
Also, at this time, even in the republics you can't have organized political parties yet.
In this time and age, slavery is still legal even in the republics.
For certain governments, your PM orders will be reviewed by the legislature (or aristocrats or clerics, where appropriate). These governments are:
- Feudal Monarchy
- Feudal Warlordism
- Theocratic Republic
- Imperial Republic
- Aristocratic Republic
- Tribal Republic
NOTE: I am still brainstorming on how to make the governments each have a pro and con about stats, such as “+1 spending point every few turns” or “3 maximum trade routes allowed”. So the Government list may still change, and some government forms may actually be merged if they are almost essentially the same thing.
Religion
Religion does have some effect here. See the Religious Center for some of the detail.
Right now, you can still only have ONE state/preferred religion, but of course still choose if you want the others legal or if you’re going to repress them. Careful if there’s a generous quantity of people adhering to a faith you’re gonna be harassing – they may end up resolving to violence. Your state religion will, on stats, be bold-font.
Culture
Culture can be increased not by economy increases, but through education (schools, libraries, museums, and the sort), religion (you build temples, etc.), and if you write stories. If you have higher culture than neighboring nations, border regions may revolt to join yours sometimes. Your culture may decline if you don't take care of it, if you don't write stories (!), or if some really bad things happen to your lands and stuff.
Levels:
Barbaric +10
Pathetic +8
Lame +6
Weak +4
Average +3
Good +4
Strong +6
Influential +8
Dominating +10
Superior
Confidence
Influenced by the stories you write, also by other factors such as how strong your economy is, how educated your people are, your religion, your culture, and, if you're warring, on your military success or lack thereof. It may decline if you lose a lot of battles, if you ally with "the wrong people", if you neglect to write stories, or some other random events.
Levels:
Lynching +10
Hateful +8
Resentful +6
Barely Tolerating +4
Tolerating +3
Respecting +4
Praising +6
Admiring +8
Loving +10
Cult of Personality
Projects
Tell me what you want it to do, what it's called, and I will say in update how long it will take. That's all.
Stories
Please write stories, help make it interesting. My update stories won't always be interesting, and if you don't help keep it interesting, then it will be just a snooze.
Stories will give bonuses.
Orders and Complaints
PM your orders or post your orders on the thread.
A few notes about how to do your orders:
- Always include your pre-update stats.
- Remember that if you wanna be secretive, PM is the best way - any orders posted on the thread are fair game for others to take advantage of.
- When you increase army, remember to include, in addition to how much econ points you spend on it, but also include the calculation of how many troops should be added. Same with Navy increases.
- Confidence and Culture cannot be increased by paying for it. You gotta do stories, build libraries (which can be done if you also want to increase education), win battles (increases confidence only).
- When you're building a Project, please include "continue wonder" or "continue project" in orders, just for further assurance.
- The only acceptable methods of giving me orders are PM and posts. No IMs
- Deadlines for orders will be posted at the end of updates. Get your orders in by then. If you don't, your nation will get punished in some way, shape, or form, and don't dare come back and complain about something or other. It's not fair for people who do orders on time to have to wait for update an extra day or two for procrastinators. And it is not fair to me either, really, because if I'm busy the day after the update was originally scheduled for, then that means that the update won't come until at least 2 days after the original scheduled date, and that time I had available can't be regained, unfortunately. So this whole bulletpoint may be just a huge rant but it has been an issue in the past, the procrastination, and I don't want to encourage it by not acting against it.
- Make any type of notification or complaint about a mistake I did in your orders, you're free to do that. But do not come to me telling me "well 3 turns ago I did this but you didn't add it". I will just tell you to get over it and move on. Since updates are weekly, it's been 3 weeks since that update occurred. I don't remember what I did then, and quite frankly I don't really give a rat's ass. You can go sulk all you want, but don't tell me about something I did or didn't do weeks ago.
- If you don't do orders, I don't want to hear any complaints from you. Period. It's one of the most irritating things ever if a person finds the time to complain to me but seems incapable of doing orders.
Contact
My AIM is EuroYami. Contact to ask any questions, or, in the future, to do some secret diplo to plot with NPCs

Temporary NPC...
If you will for any reason whatsoever not have access to a computer and thus do orders - if you're goin on a short vacation somewhere or your computer breaks down or something - please notify me before you leave. That way, I will not punish your nation for not having your orders in, and I don't NPC it for anyone to take. Because then when you come back you'll be like "why the heck is my nation suffering from disease AND being invaded AND NPC?". In the event that you leave for a short while and you notify me, I will write "Temp NPC" next to your name in your stats and NPC orders will be done, unless you foresee what your goals are and give me like a plan of what you want to do.
Nation Template
Nation: (please make it a more historical name/country)
Player:
Capital:
Government:
Population: 2,000
Economy: Stable 3/3/4
Education: Average +5
Age: Bronze Age
Army: 500 troops Bronze Age
Navy: 20 ships (unless you're landlocked, in which case it's zero) Bronze Age
Religion:
Culture: Average
Confidence: Tolerating
Projects: