ZPNESV: Flowers on the Razor Wire (World Conquest)

I sense that the light of NESing is leaving this thread. I guess I should set an arbitrary deadline and see what happens :)

!Orders are due in 48 hours!
 
I sense that the light of NESing is leaving this thread.

This is related to your war of attrition comment. Regarding that, you are completely correct, because there is no other goal in this NES other than conquest by your entity or alliance, and there is no strategic depth other than very vague grand strategy, all the action essentially depends on mass and luck. Initially, because of the large entities of PCs, there was alot of diplo which added another facet to the NES and made it fun, but now that everything is rigidly set into Duckistan-Khilafat vs. America with Japan and Afrika somewhat as outliers, there is no diplomacy, which has made the gameplay revert back to mass and luck. This is attrition. Whoever has the most mass(spending), without any particularly bad luck(but with such large amounts of mass, luck will even out), will win the game. This makes it very predictable and boring, hence the silence on the thread. If you can add more provinces, to allow for more maneuver with our armies for some strategic depth, it can again add another facet to the game, which would certainly make it more exciting for me, at least until it becomes Old World vs. New World, in which massive naval invasions are the only option. That’s my opinion anyways.:)
 
By that time, Daft will again surrender himself to push the 'Original ZP Revives!' button, unleashing aliens, techological monsters, and cuddly killers.
 
I generally agree with Matt. This began as an experiment, and I couldn't predict how it would go. I think any big changes need to be from the start, though. I'm not in favour of making big alterations to this game.

All in favour of going to awards?

But I am wiling to carry on modding this, if people genuinely want to. I like Lord_Iggy's stories in this thread, and I know people have spent time on orders and stuff.

edit: Charles, thats another option, good idea :) We could have an invasion of the Black Hole Army from Advance Wars 2, or the aliens from NEB1.
 
Well, I want to finally use my massive army in the east for the purpose it was destined too and for other reasons I'd personally like another 3-5 turns.:)
 
I'd like to see some kind of event spice things up. Not saying that it needs to be aliens, but something would be cool :mischief: Right now it will end up being Duckistan and friends versus America and friends. :/
 
For the next one I suggest more realism, like WW2, more countries and more provinces. Possibly resources too.
 
Well, I would have liked a Duckistani collapse to shake up alliances. :p But yeah, with the non-betrayal of Kraznaya, it seems that there's not really anything left tactically other than have a massive battle between two power blocs.

I do want to extend on Director's story, and all of the others I've been working on in the Technocratic Republic.
 
It's hard to say. It's overwhelmingly possible that it will, as Matt said, result in just horde-vs-horde until only one power is left. However, it is equally possible that the coming Armageddon will be exciting, back-and-forth action that no one can predict. Luck is a big factor in a game like this, even if it's only based in 6 variables. I think it's possible that the massive alliance wars could be fun, even for the people that are just reading this thread, and for you modding it. However, a world-altering event (maybe we're going to have to try to fight that giant octopus before it enslaves us all!) would probably guarantee a fresh and exciting twist to the game.

I think I have to abstain my vote, if it even counts (being sort of more of an adviser to Matt anyway). I can't decide what would be most fun.
 
I'd like to see this go on a bit longer. As Iggy said, if/when Duckistan or Khilafat falls, there would be a major alliance shake up, and that would make things interesting.

Also, I like Luckymoose's idea for a more accurate WWII themed game, since a majority of the sprites you have been using are WWII themed, it wouldn't be difficult.
 
Thankyou gentlemen. OK there shall be a few more turns, at least, and you all have permission to be very laid back with orders and to generalise things.
 
I didn't get orders until too late yesterday (YES I BLAME YOU ALL) but I'm updating NAO!!!1!
 
1946:
Alliances

The Technocrats make a surprise landing in Europe, with the help of massive firepower from various friendly forces. The position of Guardian AI seems uncertain. The Afrikaaners and the Khilāfat seem to fight each other to a standstill. And while the Duckistani Empire employs its massive Army of East Asia to crush the last independent state in China, Shogunate special forces overrun Rajputna, causing panic in the spiritual heartland of the empire... But real power has long since moved to the north, where former GUAA leaders continue to gain influence.

* Khilāfat Qurṭuba moves its capitol to Karelia.

The Fourth Battle of Gallicia
Spoiler :
Technocrat forces make an amphibious landing.
Technocrats and Iron Fascist battleships fire in support of the landing.
USSB bomber attacks from Greenland.
Afrikaan fighter attacks from Al-Atlas.
People's Republic fighter attacks from Iceland-Britannia.
Technocrats, USSB and Technocrats roll +1 strength from Doctrine: Intelligence (special bonus).
Round #1:
Khilāfat siege tank resists USSB bomber attack.
Khilāfat siege tank is hit by People's Republic fighter, but the armour holds.
Khilāfat siege tank resists Afrikaan fighter attack.
Khilāfat siege tank resists Technocrat battleship bombardment.
Iron Fascist battleship destroys Khilāfat siege tank with coastal bombardment.
Two Technocrat tanks and a mobile artillery have nothing to do.
Gallicia is captured for the USSB, by agreement with their allies.


The Second Battle of Libya-Egypt
Spoiler :
The Khilāfat rolls +1 strength from Doctrine: Intelligence (special bonus).
Round #1:
Khilāfat tank resists Afrikaan fighter attack.
Afrikaan infantry scores critical hit while being destroyed by Khilāfat tank, armour fails and both units are destroyed.
Khilāfat tank has weapons malfunction and is hit by Afrikaan infantry, but the armour holds.
Khilāfat tank destroys Afrikaan infantry.
Khilāfat tank has engine trouble and is hit by Afrikaan infantry, but the armour holds.
->Afrikaan flank attacks:
Afrikaan stormtrooper hits Khilāfat tank, armour fails.
Afrikaan stormtrooper fails to hit Khilāfat tank.
Afrikaan stormtrooper hits Khilāfat tank, but the armour holds.
Afrikaan tank fails to hit Khilāfat tank.
Afrikaan tank hits Khilāfat tank, armour fails.
Afrikaan siege tank fails to hit Khilāfat tank.
Round #2:
Khilāfat general orders a retreat to Anatolia.
Libya-Egypt is held by Afrikaan Forces Suud.


The Third Battle of Uslavia
Spoiler :
Round #1:
Khilāfat tank resists Afrikaan artillery attack.
Afrikaan stormtrooper hits Khilāfat tank, but the armour holds.
Khilāfat tank destroys Afrikaan infantry.
Khilāfat tank destroys Afrikaan infantry.
Round #2:
Afrikaan general retreats to Caucasus.
Uslavia is held by Khilāfat Qurṭuba.
* Khilāfat Qurṭuba receives $2 from Doctrine: Requisition (special bonus).


The Battle of the Bay of Bengal
Spoiler :
Shogunate fighter attacks form Great Sarawak.
Round #1:
Duckistani battleship resists Shogunate fighter attack.
Afrikaan destroyer is hit by Duckistani battleship, but also scores a critical hit in return; destroyer is able to escape, and battleship is saved by armour.
Round #2:
Duckistani battleship resists Shogunate fighter attack.
Shogunate fighter low on fuel, returns to base. Battle ends.


The Second Battle (tragedy) of Chang
Spoiler :
Imperial Duckistani forces launch an overwhelming four-pronged attack (+3 strength!)
Chinese bomber patrols overhead.
Round #1:
Chinese bomber hits Duckistani medium tank, but the armour holds.
Duckistani medium tank destroys Chinese infantry.
Duckistani tank destroys Chinese infantry.
Duckistani siege tank destroys Chinese rocketeer.
Duckistani tank destroys Chinese rocketeer.
Duckistani tank has engine trouble and is hit by Chinese infantry, but the armour holds.
Duckistani tank destroys Chinese infantry.
Duckistani tank destroys Chinese infantry.
Duckistani siege tank destroys Chinese infantry.
Duckistani stormtrooper flanks and destroys Chinese infantry.
Chang is overrun by Duckistani forces, Chinese bomber self-destructs.
* Duckistani Empire Receives $2 from Doctrine: Requisition (special bonus).
The Empire of China has no units left, and is destroyed.


The following territories were overrun without resistance:
Rajputana (Duckistani Empire -> Shogunate of Great Honshu)

Incomes:
The Iron Fascist Union of the Greater South: $23
The Technocratic Republic of Columbia: $14
Guardian AI: $5
Khilāfat Qurṭuba: $28 (includes $2 from a special bonus)
People's Republic: $0
Union of Soviet Socialist Belki: $5
Duckistani Empire: $32 (includes $2 from a special bonus)
Shogunate of Great Honshu: $10
Afrikaan Forces Suud: $13
Empire of China: DESTROYED
The Hellenic Empire: $1
NZ: $1

Diplomacy:
Nothing new here (need confirmations from both parties).

Existing:
The Union of Soviet Socialist Belki and The Technocratic Republic of Columbia and The Iron Fascist Union of the Greater South.
The Union of Soviet Socialist Belki and Guardian AI.
(Pan-Asiatic Alliance): The Union of Soviet Socialist Belki and The Shogunate of Great Honshu.
Khilāfat Qurṭuba and Duckistan and The Hellenic Empire.

Technology / Prototypes:
No news here.

Old:
Technocratic Republic of Columbia has perfected the Mobile Artillery unit.
Guardian AI has perfected the Medium Tank.
The Khilāfat has perfected the Medium Tank.
The Duckistani Empire has perfected the Rocketeer and the Medium Tank.

Map:


Bonuses:
Luckymoose still has an unused bonus option.
Kraznaya has activated a secret bonus.
Matt0088 has unified 'Greater China' and a PM will be sent shortly.

Notes:
Cant think of anything! :salute:
 
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