Fallout NES Preview:
20 years have passed ever since the Chosen One destroyed the Enclave and saved humanity from destruction. Having returned from his travels he decided to settle down and use the knowledge he gained to build a good life for his tribesmen. New Arroyo was founded on the same place where the destroyed village laid. The other GECK was used to build a city around Vault 13. People from both places intermixed and travelled between cities often. One day it became clear that with the Enclave gone the race for power and control of California is about to start. NCR is the oldest player on the scene, followed by the surviving Vault City, New Reno, San Francisco and Dweller State.
Most rules are ripped off Stormy's Fallout NES. Map by Plexus.
1. Nations
A number of Fallout nations and organisations already exist. You are free to make your own nations or organisations however they must be consistent with Fallout Universe.
2. Economy and Trade
"Done exactly like in Storms NES". First number - economy available before falling to the previous level.
Second number - eco points need to be invested to get to the next level.
3rd number - economy points already invested. (4th - debt owed).
10 word levels. Sometimes investment will not work.
Economy Levels:
Ruined: -1
Depression +0
Recession +1
Failing +2
Struggling +3
Stable +4
Growing +5
Normal +6
Prosperous +7
Outstanding +8
Flourishing +9
Powerhouse +10
Trade: pay 5 eco to get 1eco/turn. 3 trade routes are possible.
3. Military
Military is number-based and is consistent to fallout universe. No Upkeep is needed. Requiting will depend on your economy, productivity and Literacy levels.
INSERT MILITARY TYPES HERE
4. Stability, Government, Productivity and Literacy
Stability - I will indicate somewhere in the stats how stable or not stable your country is if it is out of the ordinary. The only way to change it is based on your actions.
Revolutionary/ Dangerous/ Unstable/ Normal/ Above Normal/ High/ Outstanding
Government - Anything is welcomed. Create new types of government; revive old traditional types, etc. I will take anything, no limits.
Productivity - Productivity is your countrys industries, simple as that. The more you have under your control the more things you can make per turn.
Literacy - How educated people of your "nation" are. The more educated they are the more likely the chance that some of them will randomly stumble over something and say "hey, I know what this is for" and give you tech. Also means that more of your people are able to work as scientists, etc.
5. Advances and Projects work in the same way....mutations included....
Well they work the same as in other NESes. You say what you want it to do, I decide how much it costs in economy. No time restriction, just eco, and as soon as you invest what you have to its done.
Advances work in the same way as projects. Advances can include new weapons, space flight technology etc, but dont cost eco.
Mutations will be very difficult to predict and control, but you are free to experiment. They work either as projects or advancements.
6. Stories and Orders:
Orders - Orders in a list please. Stories and innovative solutions in orders also are welcome and encouraged. If you like something to be done but do not wish to share it with the rest of the players mark it secret. Orders in the thread will not be accepted unless my PM box is full. However you may post them for information. Diplomacy with NPCs or PCs can be done in the thread.
Stories - are not necessary, but very encouraged. Writers will get an economy bonus and if their story is very good some positive random events.
Name NCR/NPC
Government Constitutional Presidency
Economy Stable +5/6/3/0
Productivity
Military 200 armed police (shotguns), 50 soldiers (bozars), 20 heavey soldiers
Population 3,460
Literacy 92%
Diversity 89% Humans, 5% Mutants, 6% Ghouls
Advances:
Background: