Stormbringer
The Brick and The Rose
1885-A Place in the Sun
Rules:
Economy:
Done like other Nes games, you write a story, and you increase your economy.
Economy Sizes:
Depression +0
Recession +1
Failing +2
Stable +3
Growing +4
Prosperous +4
Outstanding +5
The Number next to the size is the number of turns it takes to get from one level to another, but also the number of points you can spend without falling to the previous level. So if your economy is stable, you need to improve your economy 4 times before you get to Growing, but once you get there, you can use 4 economy points/turn without falling back to Stable, and staying at Growing. Economy can only be increased 1/turn, even if you don't do anything else. Economy upgrades cannot be combined with anything, but you can upgrade the military and education the same turn for example.
Trade:
To establish a trade rout both players pay 3 economy points. This will provide an additional economy point to each of the partners every third turn. Maximum of 3 trade routs.
Industry:
It is split up into Factory and Port industry (Thank You Jason) and it is a number. It is a factor of how industrialized the nation is and how many ships/guns etc. are produced per economy. So nations with larger industry will build more ships and increase their army by more per economy.
Industry is increased by spending economy on it, and by no specific number, I am leaving it up to me to deside. Highly industrialized nations cannot industrialize much further fast for example.
Armed Forces:
I will do army sizes by number, like in StJNES4, I like it that way. It takes 1 economy to increase an army, but armies cannot be built if your upgrading economy.
The army is made up of special units, like cavalry, infantry, etc. so if you want something specific increased you have to tell me.
Navy:
Traning and increasing is done the same way as the army. Specific types of ships like drednaughts, destroyers, etc. are going to be made.
Air Force:
Done the same way like army and navy when we get there
Training:
Untrained, Poor, Moderate, Good, Veteran
To keep a Modearate army you must always be at least at Stable Economy, Growing for Good, and Prosperous for Veteran.
Training an army takes a 1-3 turns, depending on the size of the army, and costs 1 economy point to get to poor, 2 for moderate, 3 for good, and 4 for Veteran, all paid the same turn, so your economy has to be good in order to support a large army.
Exactly the same for the navy
Generals:
I am going to introduce a concept of Generals. A General costs 1 economy point, and if he is preset in your army gives it bonuses to attack, morale etc. You can have 1 for an untraned army, 2 for a poorly traned, 3 for a moderate, etc. Please include if your sending one with your army in your orders. You can also have admirals, they work the exact same way.
Conscription and Mobilization:
Conscription gets you more people, but they are worse then untrained army. You can institute mandatory military service in your country, but it will upset the population and will limit your training to poor, but will give you more troops.
You need to say if you are going to mobilize the reserve troops that your country has, and it will give you quite a bit of troops, but will cost you your actions for that turn, meaning you cannot improve anything. Same for every turn that the army stays mobilized and not fighting, once you are in a war or have demobilized you can use your economy again.
Education:
This is represented by the literacy in your country. The higher, the better.
In this Nes you can create your own advances, and it costs 1 economic point to start an advance. This determines how fast you receive it and also how fast you get to the new age. It costs 2 economy points to rase, both paid the same turn. Kind of like stJNES4 was, so you say you want to research better rifles, give me a name for them, and pay 1 eco, and I say how long it takes to get them. After the research all your troops use the new equipment.
Confidence in Leader/Culture:
Since I noticed they do almost the exact same thing I will combine them. The larger the story the more it grows, thats simple. No drastic changes unless you dont write at all or write something very good.
AGES:
Industrial Age
Steam Age
Late Industrial Age
Early Modern
Atomic Age
Modern Age
Space Age
Projects:
Work like wonders with one change. You say what it does, I say how much economy it will cost, and then you can deside when to spend the economy on it. It will usually cost less than doing all the things seperate.
Rules:
Economy:
Done like other Nes games, you write a story, and you increase your economy.
Economy Sizes:
Depression +0
Recession +1
Failing +2
Stable +3
Growing +4
Prosperous +4
Outstanding +5
The Number next to the size is the number of turns it takes to get from one level to another, but also the number of points you can spend without falling to the previous level. So if your economy is stable, you need to improve your economy 4 times before you get to Growing, but once you get there, you can use 4 economy points/turn without falling back to Stable, and staying at Growing. Economy can only be increased 1/turn, even if you don't do anything else. Economy upgrades cannot be combined with anything, but you can upgrade the military and education the same turn for example.
Trade:
To establish a trade rout both players pay 3 economy points. This will provide an additional economy point to each of the partners every third turn. Maximum of 3 trade routs.
Industry:
It is split up into Factory and Port industry (Thank You Jason) and it is a number. It is a factor of how industrialized the nation is and how many ships/guns etc. are produced per economy. So nations with larger industry will build more ships and increase their army by more per economy.
Industry is increased by spending economy on it, and by no specific number, I am leaving it up to me to deside. Highly industrialized nations cannot industrialize much further fast for example.
Armed Forces:
I will do army sizes by number, like in StJNES4, I like it that way. It takes 1 economy to increase an army, but armies cannot be built if your upgrading economy.
The army is made up of special units, like cavalry, infantry, etc. so if you want something specific increased you have to tell me.
Navy:
Traning and increasing is done the same way as the army. Specific types of ships like drednaughts, destroyers, etc. are going to be made.
Air Force:
Done the same way like army and navy when we get there
Training:
Untrained, Poor, Moderate, Good, Veteran
To keep a Modearate army you must always be at least at Stable Economy, Growing for Good, and Prosperous for Veteran.
Training an army takes a 1-3 turns, depending on the size of the army, and costs 1 economy point to get to poor, 2 for moderate, 3 for good, and 4 for Veteran, all paid the same turn, so your economy has to be good in order to support a large army.
Exactly the same for the navy
Generals:
I am going to introduce a concept of Generals. A General costs 1 economy point, and if he is preset in your army gives it bonuses to attack, morale etc. You can have 1 for an untraned army, 2 for a poorly traned, 3 for a moderate, etc. Please include if your sending one with your army in your orders. You can also have admirals, they work the exact same way.
Conscription and Mobilization:
Conscription gets you more people, but they are worse then untrained army. You can institute mandatory military service in your country, but it will upset the population and will limit your training to poor, but will give you more troops.
You need to say if you are going to mobilize the reserve troops that your country has, and it will give you quite a bit of troops, but will cost you your actions for that turn, meaning you cannot improve anything. Same for every turn that the army stays mobilized and not fighting, once you are in a war or have demobilized you can use your economy again.
Education:
This is represented by the literacy in your country. The higher, the better.
In this Nes you can create your own advances, and it costs 1 economic point to start an advance. This determines how fast you receive it and also how fast you get to the new age. It costs 2 economy points to rase, both paid the same turn. Kind of like stJNES4 was, so you say you want to research better rifles, give me a name for them, and pay 1 eco, and I say how long it takes to get them. After the research all your troops use the new equipment.
Confidence in Leader/Culture:
Since I noticed they do almost the exact same thing I will combine them. The larger the story the more it grows, thats simple. No drastic changes unless you dont write at all or write something very good.
AGES:
Industrial Age
Steam Age
Late Industrial Age
Early Modern
Atomic Age
Modern Age
Space Age
Projects:
Work like wonders with one change. You say what it does, I say how much economy it will cost, and then you can deside when to spend the economy on it. It will usually cost less than doing all the things seperate.