North King
blech
- Joined
- Jan 2, 2004
- Messages
- 18,165
StNNES 7: Worlds and Empires
Welcome to the seventh installment of the StNNES series, in which we strive for a new age of hope and greatness. This will often times be a highly difficult NES to master, as the moderator is fond of throwing tremendous challenges at players.
One other thing before we start: dont hurl accusations of bias around without certainty that it is the case.
One really last thing before we start: Thanks partially to das for economy rules.
TABLE OF CONTENTS (By Post#):
1: Rules
2-3: Nations
4-6: About the world
7-10: Reserved
Rules
Economy for each nation is represented by a word. See below for sizes. Basically, each economy level is how rich your nation is... However at any one level you have two economy points to spend. This number can increase and decrease through random events (e.g. Due to crop failures, Rome can only spend 1 point this turn), though this is more likely the lower your economy is. Each economy point can be spent to increase something. Pretty darn simple. The levels can be raised manually by not spending anything that turn... or by waiting for a random event. They can fall for a lot of reasons, but one of them is that you can sacrifice an economy level to get six spend points, which makes a high economy useful.
Bankrupt, Depression, Recession, Failing, Stable, Growing, Good, Excellent, Monopoly
Economy Points can be saved up in a treasury. You can also spend more than 2 a turn if you are truly desperate, though this means you will start accumulating national debt, which must be paid off (in the same number of economy points as debt points) before you can increase stuff again.
Your military is represented in numbers. When you increase your army, it will be increased by a certain number, determined by the age of your nation. Your army may grow without you saying so (unless you say for it not to happen) by volunteers joining, or through random events, though it will not be by much. Same goes for navy.
A new addition to the rules section of this NES is Great Leaders. These heroic people can be from all walks of life; you could have a Great Commander, Great Prophet, Great Economist, Great Artist, Great Politician, Great Scientist, Great Engineer, and perhaps a few more as we go on. They will be listed, somewhere. Anyway, these will be almost semi randomly given, but sometimes they will be given to NPCs just to make life more interesting for you.
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. Roads cost an economy point each, or you can have your army build them (at least 1,000 men per road needs to be working, meaning not fighting that turn), then it will be free but you army hates you more, but are more disciplined. 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 per nation.
Education is how... educate people are. What did you expect? To increase takes an economy point, and that represents building schools or implementing new doctrines of learning. It can, of course, increase by random events.
The levels are: Lost Cause, Idiotic, Ignorant, Poor, Average, Clever, Smart, Wise, Enlightment.
The quality of your armed forces will be represented by asterisks next to the troop name in your stats. You cannot directly increase them as a whole, though you can invest economy points into the effort, which may or may not increase them. They will usually increase with the troops experience in fighting. Also, they can fall, either through massive influxes of new troops or something else.
You can still set up trade routes, however they are a little different. You can only set up an unlimited number of official trading routes. To open up a trade route, both nations must agree to it. To open a route it costs four (most likely saved up) economy points). You gain two economy points each time three turns has passed (like once it hits (3/3), youll get two extra in addition to your regular two), and if you have a main luxury (silks from China would be a luxury to Sumer and Indian spices would be a luxury to Rome) you gain three points every three turns.
NOTE: I will be strict on the luxury trading. This means luxury trades will most likely be very hard to get, and very hard to keep.
Also, main routes, either main official routes the countries are running or unofficial but lucrative routes will be represented on the map. If they run overland through your nation, you can order them seized, however, this will not make the people on either side of the route like you, and it will likely drive the route out through another path. At sea you can harass and pirate the trade routes, however, intercepting them is not going to be so likely, they will often defend a bit better, however, there is more chance of the organizers of the trade route not finding out about it. Note that they act the same as a road, but can disappear.
Addtion: Centers of Trade are cities which have such an enormus amount of riches flowing through them that they can fully be considered hubs of trade, represented by a square on the map. Cities like Constantinople, Copenhagen, London, Alexandria, Chengdu, Calicut, etc. in the real world. The trade through these cities makes the country so much off of tarriffs that every three turns they add a(several) bonus economy point(s). Multiple asterisks after especially lucarative centers indicates how many bonus levels. These cities are hard to get, hard to keep, and nearly impossible to conquer, as conquest dries up local trade significantly.
Productive Areas are stuff like extremely rich farmland, enormous mines, diamond finds, fishing grounds, you name it. They will be represented on the map, and they will give you an economy bonus, which will be listed in your stats. The economy bonus can be used every turn the thing lasts, but note using it makes it last for a shorter time, and also prolific use of it makes your people depend on it unhealthily.
An asterik (*) will appear by your nation's name should you be experiencing a huge trade increase (non-official) 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. It can be taken away just as quick as it is given. Think of it as a golden age, just that once it is gone, you can regain it again if youre good enough.
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.
Category is revised idea from the first time I used it. After your Government stat will be three numbers. These represent Political, Economic, and Social scale. The higher the number, the more free your people are, the lower, the less. A higher political number means stuff like elections takes place, while this will lead to happier people, it will also lead to problems with people interfering with your decisions. Lower is the opposite. Economic scale, the higher it is, the more people can trade on their own, and so youll have more random events dealing with economy. Lower economic freedoms are more stable, and they also are more popular with the poor, due to the communist nature of it. Social, basically, well, you know. The higher it is, the more your people will like you, because they can do whatever they want, whereas the religious leaders probably wont like you.
Religion and Culture are closely intertwined and they have a huge significance in the greater scheme of things. If you were to create a strong, influential religion, then your culture would shoot up, you would have a strong influence over all those who converted to your religion, and your populace would be more loyal. A strong religion means a strong culture, and a strong culture can do all sorts of nifty things like make your people more resistant to foreign invasion and your army fight harder. If you dont want to be bothered to make your own, then you can stick to generic polytheisms, though they will not gain you much in any category, or convert to another unique religion, though this will likely result in religious turmoil for a while, and probably a group that will follow your lead and convert and another that will not.
Religion, however, is not the only way to increase your culture. Culture can be increased by many things: a spectacular wonder, a golden age, certain scientific discoveries, an archaeological find (in the Modern Age, at least), are all ways to increase culture. If you think you have an innovative way to increase it, dont hesitate to put it in your orders.
NOTE: A strong religion requires a lot of writing. You have to specify its main doctrines, gods, etc., else it will be viewed by the masses as a very stupid and undetailed religion. They are looking for answers, after all, that is what a religion is for. This is a Story based NES, you realize.
Culture levels: Barbaric, Pathetic, Lame, Weak, Average, Pretty good, Strong, Powerful, Dominating
You can make a nation wherever you want, however, starting in the Americas is not recommended, due to the fact that they will lag far behind in technology and be very vulnerable when encountered by old worlders.
I like stories, I like to read stories, and they make your nation more likely to receive positive random events, and as a bonus they generally make you more interested in your nation, me more interested in your nation, and me more likely to update the NES. However, Im aware that some people lack the skills and/or the time. So they are not required. But Encouraged.
To join, just ask.
A note on orders: Post them in the thread or PM them, but I keep a strict limit of two pms of orders, MAX. I know how small this is sometimes, believe me.
One last thing: BE CREATIVE. In military or domestic orders. Or even in nation creation.
Template (copy this to create your nation. Erase all text surrounded by square brackets, its for information purposes only):
Nation Name [Replace this ENTIRE line of text with the name of your nation]
Ruler/Player: [put ruler, then /, then your username]
Age: Bronze Age
Government: [put your government type here. If you dont want to think too hard, put Despotism]
Category: [here put (political freedoms/10, economic freedoms/10, social/10). Keep it realistic.]
Religion: [put your religion type here. If you dont want to type too much, put Polytheism]
Economy: Stable
Army: 1,000 spearmen, 1,000 archers
Navy: 10 galleys [exchange these for 1,000 spearmen if you want, or if youre landlocked. Alternatively, you can trade in 1,000 troops for more ships if you are an island nation or you just want to have a strong navy]
Education: Lost Cause
Culture: Barbaric
UU:
Wonders:
Heres an example:
Rome
Ruler/Player: Caesar/North King
Age: Bronze Age
Government: Imperial Republic
Category: (3, 2, 2)
Religion: Mithraism
Economy: Stable
Army: 1,000 spearmen, 1,000 archers
Navy: 10 galleys
Education: Lost Cause
Culture: Barbaric
UU:
Wonders:
Another note, if I get inundated in the first three second of thread opening, I might put up a player limit. If this is totally ignored, then I wont need to do that, will I?
Last note: erez is apparently betting me that this will die in five days (I have no intentions of loosing).
Update on this last note: erez owes me three shekels.
Welcome to the seventh installment of the StNNES series, in which we strive for a new age of hope and greatness. This will often times be a highly difficult NES to master, as the moderator is fond of throwing tremendous challenges at players.
One other thing before we start: dont hurl accusations of bias around without certainty that it is the case.
One really last thing before we start: Thanks partially to das for economy rules.
TABLE OF CONTENTS (By Post#):
1: Rules
2-3: Nations
4-6: About the world
7-10: Reserved
Rules
Economy for each nation is represented by a word. See below for sizes. Basically, each economy level is how rich your nation is... However at any one level you have two economy points to spend. This number can increase and decrease through random events (e.g. Due to crop failures, Rome can only spend 1 point this turn), though this is more likely the lower your economy is. Each economy point can be spent to increase something. Pretty darn simple. The levels can be raised manually by not spending anything that turn... or by waiting for a random event. They can fall for a lot of reasons, but one of them is that you can sacrifice an economy level to get six spend points, which makes a high economy useful.
Bankrupt, Depression, Recession, Failing, Stable, Growing, Good, Excellent, Monopoly
Economy Points can be saved up in a treasury. You can also spend more than 2 a turn if you are truly desperate, though this means you will start accumulating national debt, which must be paid off (in the same number of economy points as debt points) before you can increase stuff again.
Your military is represented in numbers. When you increase your army, it will be increased by a certain number, determined by the age of your nation. Your army may grow without you saying so (unless you say for it not to happen) by volunteers joining, or through random events, though it will not be by much. Same goes for navy.
A new addition to the rules section of this NES is Great Leaders. These heroic people can be from all walks of life; you could have a Great Commander, Great Prophet, Great Economist, Great Artist, Great Politician, Great Scientist, Great Engineer, and perhaps a few more as we go on. They will be listed, somewhere. Anyway, these will be almost semi randomly given, but sometimes they will be given to NPCs just to make life more interesting for you.

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. Roads cost an economy point each, or you can have your army build them (at least 1,000 men per road needs to be working, meaning not fighting that turn), then it will be free but you army hates you more, but are more disciplined. 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 per nation.
Education is how... educate people are. What did you expect? To increase takes an economy point, and that represents building schools or implementing new doctrines of learning. It can, of course, increase by random events.
The levels are: Lost Cause, Idiotic, Ignorant, Poor, Average, Clever, Smart, Wise, Enlightment.
The quality of your armed forces will be represented by asterisks next to the troop name in your stats. You cannot directly increase them as a whole, though you can invest economy points into the effort, which may or may not increase them. They will usually increase with the troops experience in fighting. Also, they can fall, either through massive influxes of new troops or something else.
You can still set up trade routes, however they are a little different. You can only set up an unlimited number of official trading routes. To open up a trade route, both nations must agree to it. To open a route it costs four (most likely saved up) economy points). You gain two economy points each time three turns has passed (like once it hits (3/3), youll get two extra in addition to your regular two), and if you have a main luxury (silks from China would be a luxury to Sumer and Indian spices would be a luxury to Rome) you gain three points every three turns.
NOTE: I will be strict on the luxury trading. This means luxury trades will most likely be very hard to get, and very hard to keep.
Also, main routes, either main official routes the countries are running or unofficial but lucrative routes will be represented on the map. If they run overland through your nation, you can order them seized, however, this will not make the people on either side of the route like you, and it will likely drive the route out through another path. At sea you can harass and pirate the trade routes, however, intercepting them is not going to be so likely, they will often defend a bit better, however, there is more chance of the organizers of the trade route not finding out about it. Note that they act the same as a road, but can disappear.
Addtion: Centers of Trade are cities which have such an enormus amount of riches flowing through them that they can fully be considered hubs of trade, represented by a square on the map. Cities like Constantinople, Copenhagen, London, Alexandria, Chengdu, Calicut, etc. in the real world. The trade through these cities makes the country so much off of tarriffs that every three turns they add a(several) bonus economy point(s). Multiple asterisks after especially lucarative centers indicates how many bonus levels. These cities are hard to get, hard to keep, and nearly impossible to conquer, as conquest dries up local trade significantly.
Productive Areas are stuff like extremely rich farmland, enormous mines, diamond finds, fishing grounds, you name it. They will be represented on the map, and they will give you an economy bonus, which will be listed in your stats. The economy bonus can be used every turn the thing lasts, but note using it makes it last for a shorter time, and also prolific use of it makes your people depend on it unhealthily.
An asterik (*) will appear by your nation's name should you be experiencing a huge trade increase (non-official) 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. It can be taken away just as quick as it is given. Think of it as a golden age, just that once it is gone, you can regain it again if youre good enough.
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.
Category is revised idea from the first time I used it. After your Government stat will be three numbers. These represent Political, Economic, and Social scale. The higher the number, the more free your people are, the lower, the less. A higher political number means stuff like elections takes place, while this will lead to happier people, it will also lead to problems with people interfering with your decisions. Lower is the opposite. Economic scale, the higher it is, the more people can trade on their own, and so youll have more random events dealing with economy. Lower economic freedoms are more stable, and they also are more popular with the poor, due to the communist nature of it. Social, basically, well, you know. The higher it is, the more your people will like you, because they can do whatever they want, whereas the religious leaders probably wont like you.
Religion and Culture are closely intertwined and they have a huge significance in the greater scheme of things. If you were to create a strong, influential religion, then your culture would shoot up, you would have a strong influence over all those who converted to your religion, and your populace would be more loyal. A strong religion means a strong culture, and a strong culture can do all sorts of nifty things like make your people more resistant to foreign invasion and your army fight harder. If you dont want to be bothered to make your own, then you can stick to generic polytheisms, though they will not gain you much in any category, or convert to another unique religion, though this will likely result in religious turmoil for a while, and probably a group that will follow your lead and convert and another that will not.
Religion, however, is not the only way to increase your culture. Culture can be increased by many things: a spectacular wonder, a golden age, certain scientific discoveries, an archaeological find (in the Modern Age, at least), are all ways to increase culture. If you think you have an innovative way to increase it, dont hesitate to put it in your orders.
NOTE: A strong religion requires a lot of writing. You have to specify its main doctrines, gods, etc., else it will be viewed by the masses as a very stupid and undetailed religion. They are looking for answers, after all, that is what a religion is for. This is a Story based NES, you realize.
Culture levels: Barbaric, Pathetic, Lame, Weak, Average, Pretty good, Strong, Powerful, Dominating
You can make a nation wherever you want, however, starting in the Americas is not recommended, due to the fact that they will lag far behind in technology and be very vulnerable when encountered by old worlders.
I like stories, I like to read stories, and they make your nation more likely to receive positive random events, and as a bonus they generally make you more interested in your nation, me more interested in your nation, and me more likely to update the NES. However, Im aware that some people lack the skills and/or the time. So they are not required. But Encouraged.
To join, just ask.
A note on orders: Post them in the thread or PM them, but I keep a strict limit of two pms of orders, MAX. I know how small this is sometimes, believe me.
One last thing: BE CREATIVE. In military or domestic orders. Or even in nation creation.
Template (copy this to create your nation. Erase all text surrounded by square brackets, its for information purposes only):
Nation Name [Replace this ENTIRE line of text with the name of your nation]
Ruler/Player: [put ruler, then /, then your username]
Age: Bronze Age
Government: [put your government type here. If you dont want to think too hard, put Despotism]
Category: [here put (political freedoms/10, economic freedoms/10, social/10). Keep it realistic.]
Religion: [put your religion type here. If you dont want to type too much, put Polytheism]
Economy: Stable
Army: 1,000 spearmen, 1,000 archers
Navy: 10 galleys [exchange these for 1,000 spearmen if you want, or if youre landlocked. Alternatively, you can trade in 1,000 troops for more ships if you are an island nation or you just want to have a strong navy]
Education: Lost Cause
Culture: Barbaric
UU:
Wonders:
Heres an example:
Rome
Ruler/Player: Caesar/North King
Age: Bronze Age
Government: Imperial Republic
Category: (3, 2, 2)
Religion: Mithraism
Economy: Stable
Army: 1,000 spearmen, 1,000 archers
Navy: 10 galleys
Education: Lost Cause
Culture: Barbaric
UU:
Wonders:
Another note, if I get inundated in the first three second of thread opening, I might put up a player limit. If this is totally ignored, then I wont need to do that, will I?
Last note: erez is apparently betting me that this will die in five days (I have no intentions of loosing).

Update on this last note: erez owes me three shekels.