The Statistics
As mentioned, the intent behind these is to be a source of general information, not an obsessive object of perfectionism. They don’t inherently confer success on you if they are good, nor failure if they are bad, they merely are indicators to your conditions strengths and weaknesses.
Note: Do not submit some filled out version of this! Choosing nations comes later, Right now is just signing up.
CNS v. 3.2
Nation Name
Player Name
Civil Modernity: Number = em./de./nor.
Military Modernity: Number = em./de./nor.
Technological Capacity: Number = em./de./nor.
Espionage: Number = em./de./nor.
Army: Number = em./de./nor.
Navy: Number = em./de./nor.
Population: Number million = em./de./nor.
Economic Vigor: Status, Number = em./de./nor.
Median Living Standards: Status, Number = em./de./nor.
Contentedness: Status, Number = em./de./nor.
Education: Status, Number = em./de./nor.
Bureaucracy: Status, Number = em./de./nor.
Environment: Status, Number = em./de./nor.
Health: Status, Number = em./de./nor.
Public Safety: Status, Number = em./de./nor.
Notes— May include descriptions of some of the following:
Government.
Culture/Society.
Economics/Taxation/Commercial Efficiency.
Liberties.
Conscription/Military Spending.
Social Welfare.
Socialized Services.
Nationalized Industry.
Industrial Grants.
Corruption.
Police.
Protectionism.
The following symbols are your nation’s pundits’ in-character best guesses at what the future holds for a particular stat area: Take them with a grain of salt.
+ Promising
= Okay
<> Uncertain
-- Bad
The following are included simply to remind you of what your currently policies are doing with regards to stat areas. Like most of the specific or sensitive information, they will not be included in the public stats, only what I give you secretly, so if you find them distracting or something I can take them off, no problem.
Emphasize, em.
De-emphasize, de.
Normalize, nor.
Population; in millions of people. If number of citizens, national population, and residents within your borders grow too disparate, I guess I’ll have to keep track of them separately. But for now assume they’re all about the same.
Economic Vigor; the general commercial health of your nation; employment, entrepreneurship, how easy it naturally is to be a consumer or producer at the given time.
Primitive (0), Backwards (1), Poor (2), Struggling (3), Stagnated (4), Decent (5), Good (6), Thriving (7), Exceptional (8), Glorious (9), Feverish (10).
Median Living Standards; Quality of life, practical availability to the average folk of necessities and amenities for a given tech level (thus it is measured independently, like economy, of technology, though like everything else they impact each other).
Abysmal (0), Squalid (1), Poor (2), Unacceptable (3), Constrained (4), Tolerable (5), Good (6), Very Good (7), Exceptional (8), Utopian (9), Material Paradise (10).
Contentedness; it speaks for itself.
Open Revolt (0), Extremely Displeased (1), Worrisome (2), Significant Discontent (3), Restless (4), Just Satisfied (5), Conformable (6), Happy Enough (7), Optimistic (8), Quite Pleased (9), Exuberant (10).
Bureaucracy; this is largely outside of your direct control. It will reflect to some degree your actual play style. You can order reductions in corruption or programs to improve efficiency, and they might work.
Independent (0), Local (1), Autonomous (2), Functioning (3), Sleek (4), Rooted (5), Sizable (6), Bulky (7), Burdensome (8), Monolithic (9), A Society Unto Itself (10).
Education; not just public education or institutes of higher learning (though those play the largest roles); can also be nontraditional education methods; influenced by freedom of speech and extent of information availability and public discussion.
None (0), Dismal (1), Ineffectual (2), Basic (3), Limited (4), Decent (5), Respectable (6), Quite Well Rounded (7), Very Well Informed (8), Excellent (9), Just…A lot (or variations thereof) (10).
Environment; the world is recovering from ecological catastrophe and is still unstable; may change due to human-caused activities or simply factors beyond your control.
Wasteland (0), Devastated (1), In Crisis (2), Inhospitable (3), Marginal (4), Hospitable (5), Healthy (6), Vital (7), Pristine (8), Pleasant (9), Well Tended (10).
Health; self explanatory.
Unhealthy (0), (1), (2), (3), (4), (5), Moderately Healthy (6), (7), (8), (9), Extremely Healthy (10).
Public Safety; (from crime); street crime as well as corruption, organized crime, and white collar crime can contribute to low ratings, as can, for example, an enemy army smashing through your territory (unless it is a courteous and well behaved enemy army).
Very Unsafe (0), (1), (2), (3), (4), (5), Moderately Safe (6), (7), (8), (9), Extremely Safe (10).
Civil Modernity; roughly equivalent to infrastructure and how common private and public technology is.
Military Modernity; Military technology, training, readiness, effectiveness of force projection. A war will decrease it as manpower and equipment stockpiles are used up.
Technological Capacity; Neither your Military Modernity or Civil Modernity may exceed your technological capacity rating. Tech Cap indicates how much theoretical scientific knowledge you possess (or if your society is against science, then it is how much “worldly wisdom has been revealed to your priests”), not how much is actually implemented in your country.
Espionage; measured in number of base of operations: Number you have, (Number you can support). You cannot have more than you can support. If you can support between one and two times as many base of operations as you actually have, the ones you do have will be more effective. Beyond that there is no change in effectiveness.
Army; measured in divisions: Number you have, (Number you can support without strain). Divisions present above the support limit will have lower morale, poorer equipment, and less training. Mobilize to increase the number of supportable divisions.
Navy; Measured in fleets. Works just like the Army does.
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