Dies the Fire chronicles the struggle of two groups who try to survive "The Change," a sudden worldwide event that alters physical laws so that electricity, gunpowder, and most other forms of high-energy-density technology no longer work. As a result, modern civilization comes crashing down.
Has anyone read the SM Sterling series that begins with "Dies the Fire"? It is an alt history that begins in 1998:
In a nutshell, most of humanity dies from starvation and disease within two years as everything electrical or based on any form of the internal combustion engine ceases to work. Those who survive must rebuild using essential medieval technology.
This seems quite nice for a NES: modern society sensibilities and thinking, deteriorating modern stuff, no guns, engines, electricity, no modern communications, the collapse of all global, national, and regional systems and cultural structures, and the world reforming around local warlords.
Has this been done before?
His approach was interesting. Far more tactical and "personalized" than i imagined. I would have suggested beginning after the first year had passed and do 1 or 2 year turns. too bad it did not continue.
That was my thinking.
I imagine that the starting locations would be limited to places supported by the book (islands, lands far from big cities etc.) and that in those locations players could set up any kind of fiefdom they choose. In most NESing players are trying to not let modern sensibilities get into the pre-modern settings, but in this alt history, the whole idea is that modern ideas are forced into a medieval context and then limited by tech.Would it allow players to create their own "nations", or would there be pre-sets?
I imagine that the starting locations would be limited to places supported by the book (islands, far from big cities etc.) and that in those locations players could set up any kind of fiefdom they choose. In most NESing players are trying to not let modern sensibilities get into the pre-modern settings, but in this alt history, the whole idea is that modern ideas are forced into medieval context and then limited by tech.
The biggest issue is the inability of much across ocean or even across continent contact. Not much chance of Tasmania attacking Sri lanka or Ireland.
You might consider following the "cradle", tactic that seems to be popular in fresh start NESes, where players are limited to start in a certain area?
i think it would be good to limit the whole map into one focus area. like one cradle where everyone is in... and not multible craddle sprinkled over a worlmap
Aye, MilarNES II proved that too many cradles seperated from each other is a bad idea.
Cradles work best if the world is unknown and players are expected to explore. In a known world the entire map should be available and used even if the starting locations are limited.
In Dies the Fire, pretty advanced ships would be available within a few decades enabling nations to with excess population to spread out and perhaps attack distant players. So if the game began with 5-6 two year turns followed by a 20 year turn, rinse and repeat, progress could be made early in the game.