dominatr
Smoke Jaguar
- Joined
- Apr 11, 2010
- Messages
- 922
DominatrNES: Infinite Struggle (*****NEXT ORDERS DUE: Friday, November 23, 2012- PM me if you can't make it*****)
You have been chosen by a newly settled tribe to be the chief. The lands around you are dangerous already, steeped with barbarous figures wielding stone axes and clubs, waiting to end your campaign. How will you serve your tribe and help them resist the icy claws of death?
RULES
ORDERS
This is a fresh start, non-earth, stat-based NES. Players are to give “orders” to me by PM, outlining where they will be spending points on traits to increase statistics and other operations (declare war, make peace, forge alliance, contact NPC, etc. and what your goals are. If they're reasonable, they might be achieved.) Statistics and traits will be viewed more extensively in a bit. The format that is used for orders is:
--------------------------------------------------------------------------
Orders from (Insert Your Nation’s Name)
Points Spent in each Trait (will be explained further in a bit)
Other operations, your goals, etc.
--------------------------------------------------------------------------
DIPLOMACY
Now, along with Orders, you can also do diplomacy. For diplomacy that is from one Player to another Player, that may be conducted either by posting in the thread, or doing so secretively. To contact an NPC, you may PM me. The format that is used for diplomacy is:
--------------------------------------------------------------------------
To: (Insert Target Nation’s Name)
From: (Insert Your Nation’s Name)
Message goes below.
--------------------------------------------------------------------------
STORIES
Now, the last thing that is conducted is stories. In order to enrich the experience and give empires some character and flavor, stories are to be written. They can be about a hunting experience some of your empire members had, a prophecy, your empire’s religious text or revelation, a significant battle, basically anything you want. The more stories you write, the more I will like your empire and award it with special bonuses. Not game-breaking, but it can certainly help out. Even if you don’t think you’re a good writer, give it a shot, it can be fun!
STATS AND TRAITS
Ok, back to statistics and traits. In DominatrNES: Infinite Struggle, there are FIVE areas of specialization, or TRAITS. Traits have a potential to increase STATISTICS, which are generally permanent. The traits are: Agriculture, Combat, Religion, Research, and Economy. At each turn, you are given TWENTY points to spend in any of the five traits. Each point spent results in a 10 percent chance of an increase. (For example: 5 points are spent in Combat. There is a 50% chance that the corresponding statistic will increase by 1 unit.) Spend wisely.
You may be wondering what statistics are now.
The first one, Population, is the central statistic. It is influenced by the Agriculture trait. (If you spend points in Agriculture, Population has the potential to increase.) Population may also increase other statistics whenever it increases. (Example: Population increases by 1, there is a 10% chance Military will increase, 10% chance Religion will increase, 10% Technology will increase, and 10% chance GPT will increase.) It is very important to keep Population higher than Military, but less than Treasury in order to generate income and to remain stable. Note: (For all percentage based things I will use a RNG (random number generator to calculate outcomes. Example: 20% chance is used. Random number between 1 and 100 is chosen. If 20 or less, then statistic increases. If 21 or more, no increase happens.
The next stat is Military. It is influenced by the Combat trait. The way battles work in this NES is: Two empires are at war. A attacks B. A’s name is put into a hat x times (x being the value of the Military statistic) B’s name is put into a hat x times. Therefore, the greater your Military stat is in proportion to the enemy’s, the greater your chance of winning a battle and gaining territory. (For Military and Religious conversions, I will use a program called the hat. I will load a list of names into it and it randomly chooses one.) After a battle, there is a 10% chance you will lose one point in the Combat trait. (This accounts for troop losses.)
Next is Culture. Culture is sort of an alternative to Military, but it has different factors. It is influenced by the Religion trait. The way religious conversion works in this NES is exactly the same as battles, only they may only be conducted when a there is Unity (another statistic, will cover later) and Peace with the target for the conversion. Similar to Military, when a battle/conversion is “won”, a tract of territory is awarded, not the whole empire.
Next is Technology. It is influenced by the Research trait. For every 5 units Technology is increased, a new advancement is obtained. They follow a linear path through time, and different advancements may influence statistics. Advancements may be traded through diplomacy.
Next is GPT or Gold per turn. It is influenced by the Economy trait. Gold per turn represents the amount of gold allocated to the Treasury each turn. If the Population value is Greater than the Military value, the GPT increases by that difference. (Example: GPT is 6, Population is 20, Military is 15. 20-15=5. Therefore GPT would be 6+the 5 which comes from difference, so it would = 11 GPT.) When GPT is calculated, the first number, which is influenced by the Economy trait, would remain permanent, but the second number in the equation depends on the ratio of Population to Military. Be aware that is Military exceed Population, the same formula is applied, meaning GPT would be lowered a bit to account for unit support.
Treasury, the next Statistic, is NOT directly dependant on a Trait. It begins at 10 gold and changes based on the value of GPT. So, it GPT is 10, and you have 100 gold, next turn, the Treasury is 110 gold. Treasury also can change when bargaining in trade. Gold is used to make deals, pay tribute, make peace, make alliances, trade technologies, gift, etc. It can help a lot in diplomacy and keep you safe if you have a lot of it, but beware, because it can also make you the envy of the world!
The last one, Unity, is also not directly dependant on a Trait. If the Treasury is GREATER than Population, meaning there is an abundance of wealth, there will be unity because people are happy. If Treasury is LESS than Population, meaning there is scarcity, the empire will become unstable. Instability promotes the risk of Revolution. When a Revolution occurs, only orders are possible, meaning that points must be spent to fix it. There is no diplomacy or advanced actions available. If the problem is not solved quickly enough, the empire may collapse, lose territory, or lose statistics.
There really isn’t a ton to manage here. I tried to make it simple enough to understand and conduct, but complicated enough to have some depth.
GOVERNMENTS
Investment into Traits may be adjusted to the player's preference by using governments. At the beginning of the game, only Tribal Council is available. Other governments are unlocked when their respective technological advancement is acquired.
Tribal Council
Agriculture- 10% chance to increase Population
Combat- 10% chance to increase Military
Religion- 10% chance to increase Culture
Research- 10% chance to increase Technology
Economy- 10% chance to increase GPT
Chance of Revolution when unstable:10%
SUBMISSIONS- PLEASE JOIN!
In order to begin an empire, you must make a submission. Keep things somewhat realistic. No dragons, elves, orcs, dwarves, etc. Don’t use real places either. Like so:
--------------------------------------------------------------------------
Nation’s name: (both standard and plural form)
Capital City:
Leader: (Title and name)
Place Names: (Cities, towns, etc.)
Societal Structure: (classes, how people live, jobs)
Brief History:
Area on Map: (Post an image of the map with a colored dot indicating the starting location. The color used for the dot will also be the color used for your territory; please, don’t use black, white, or the color of the ocean. Also, one of the maps I posted has the biomes and cultural centers on it. If you’re going to make an empire that has names like Taghesh, Siwad, Moghat, Dorash, Sipran, it is advised that you place it in the Middle Eastern area rather than neighboring Mesoamerican empires or up north with the Germanic societies. Poor placement may result in a tough time diplomatically.)
--------------------------------------------------------------------------
Example Submission:
--------------------------------------------------------------------------
Nation’s name: Antogarrida, Antogarridans
Capital City: Forenzo
Leader: Emperor Antos
Place Names: Bastegli, Maradas, Tamain, Bariz, Tobraca, Huedri, Cahuita
Societal Structure: Divided society. Young men are in military and women are regarded as lower than males. Strong community of artisans and craftsmen.
Brief History: Fled from the collapsing Pannucho. Several small groups of refugees formed the empire along the coast to stay away from the way. The leader Antos, named the empire and took charge to keep his people safe.
--------------------------------------------------------------------------
UPDATES
Each turn will be summarized by Updates. This will include the summary of events that happened, war updates, statistics of player empires (the npc stats may be lengthy, so I might put them in an excel sheet and attach it) technological tree (again, will be in an excel sheet) and of course the updated world map!
I will try to update as often as I can, but it depends on a lot of things, so I won’t make any promises I can’t keep for sure. Update 0 will come as soon as I have a good amount of players.
MAPS
Blank Map:
Map with Place Names:
Biome/Culture Group Map:
Continent Names Map:
This world is somewhat similar to our earth. It is divided into several continents, has numerous island chains, and large rivers that serve to cradle civilization at its birth. The climate is similar as well, with icy tundras and frigid forests at the northern and southern extremes, and steamy jungles and scorching deserts towards the center.
CONCLUSION
I hope this will be fun for all. Please, PM or post questions and suggestions. I want to make sure everything is clear and logical and that there is no confusion in the way. Make sure to tell all your fellow NESers that you think would like to join as well. You may post now!
You have been chosen by a newly settled tribe to be the chief. The lands around you are dangerous already, steeped with barbarous figures wielding stone axes and clubs, waiting to end your campaign. How will you serve your tribe and help them resist the icy claws of death?
RULES
ORDERS
This is a fresh start, non-earth, stat-based NES. Players are to give “orders” to me by PM, outlining where they will be spending points on traits to increase statistics and other operations (declare war, make peace, forge alliance, contact NPC, etc. and what your goals are. If they're reasonable, they might be achieved.) Statistics and traits will be viewed more extensively in a bit. The format that is used for orders is:
--------------------------------------------------------------------------
Orders from (Insert Your Nation’s Name)
Points Spent in each Trait (will be explained further in a bit)
Other operations, your goals, etc.
--------------------------------------------------------------------------
DIPLOMACY
Now, along with Orders, you can also do diplomacy. For diplomacy that is from one Player to another Player, that may be conducted either by posting in the thread, or doing so secretively. To contact an NPC, you may PM me. The format that is used for diplomacy is:
--------------------------------------------------------------------------
To: (Insert Target Nation’s Name)
From: (Insert Your Nation’s Name)
Message goes below.
--------------------------------------------------------------------------
STORIES
Now, the last thing that is conducted is stories. In order to enrich the experience and give empires some character and flavor, stories are to be written. They can be about a hunting experience some of your empire members had, a prophecy, your empire’s religious text or revelation, a significant battle, basically anything you want. The more stories you write, the more I will like your empire and award it with special bonuses. Not game-breaking, but it can certainly help out. Even if you don’t think you’re a good writer, give it a shot, it can be fun!
STATS AND TRAITS
Ok, back to statistics and traits. In DominatrNES: Infinite Struggle, there are FIVE areas of specialization, or TRAITS. Traits have a potential to increase STATISTICS, which are generally permanent. The traits are: Agriculture, Combat, Religion, Research, and Economy. At each turn, you are given TWENTY points to spend in any of the five traits. Each point spent results in a 10 percent chance of an increase. (For example: 5 points are spent in Combat. There is a 50% chance that the corresponding statistic will increase by 1 unit.) Spend wisely.
You may be wondering what statistics are now.
The first one, Population, is the central statistic. It is influenced by the Agriculture trait. (If you spend points in Agriculture, Population has the potential to increase.) Population may also increase other statistics whenever it increases. (Example: Population increases by 1, there is a 10% chance Military will increase, 10% chance Religion will increase, 10% Technology will increase, and 10% chance GPT will increase.) It is very important to keep Population higher than Military, but less than Treasury in order to generate income and to remain stable. Note: (For all percentage based things I will use a RNG (random number generator to calculate outcomes. Example: 20% chance is used. Random number between 1 and 100 is chosen. If 20 or less, then statistic increases. If 21 or more, no increase happens.
The next stat is Military. It is influenced by the Combat trait. The way battles work in this NES is: Two empires are at war. A attacks B. A’s name is put into a hat x times (x being the value of the Military statistic) B’s name is put into a hat x times. Therefore, the greater your Military stat is in proportion to the enemy’s, the greater your chance of winning a battle and gaining territory. (For Military and Religious conversions, I will use a program called the hat. I will load a list of names into it and it randomly chooses one.) After a battle, there is a 10% chance you will lose one point in the Combat trait. (This accounts for troop losses.)
Next is Culture. Culture is sort of an alternative to Military, but it has different factors. It is influenced by the Religion trait. The way religious conversion works in this NES is exactly the same as battles, only they may only be conducted when a there is Unity (another statistic, will cover later) and Peace with the target for the conversion. Similar to Military, when a battle/conversion is “won”, a tract of territory is awarded, not the whole empire.
Next is Technology. It is influenced by the Research trait. For every 5 units Technology is increased, a new advancement is obtained. They follow a linear path through time, and different advancements may influence statistics. Advancements may be traded through diplomacy.
Next is GPT or Gold per turn. It is influenced by the Economy trait. Gold per turn represents the amount of gold allocated to the Treasury each turn. If the Population value is Greater than the Military value, the GPT increases by that difference. (Example: GPT is 6, Population is 20, Military is 15. 20-15=5. Therefore GPT would be 6+the 5 which comes from difference, so it would = 11 GPT.) When GPT is calculated, the first number, which is influenced by the Economy trait, would remain permanent, but the second number in the equation depends on the ratio of Population to Military. Be aware that is Military exceed Population, the same formula is applied, meaning GPT would be lowered a bit to account for unit support.
Treasury, the next Statistic, is NOT directly dependant on a Trait. It begins at 10 gold and changes based on the value of GPT. So, it GPT is 10, and you have 100 gold, next turn, the Treasury is 110 gold. Treasury also can change when bargaining in trade. Gold is used to make deals, pay tribute, make peace, make alliances, trade technologies, gift, etc. It can help a lot in diplomacy and keep you safe if you have a lot of it, but beware, because it can also make you the envy of the world!
The last one, Unity, is also not directly dependant on a Trait. If the Treasury is GREATER than Population, meaning there is an abundance of wealth, there will be unity because people are happy. If Treasury is LESS than Population, meaning there is scarcity, the empire will become unstable. Instability promotes the risk of Revolution. When a Revolution occurs, only orders are possible, meaning that points must be spent to fix it. There is no diplomacy or advanced actions available. If the problem is not solved quickly enough, the empire may collapse, lose territory, or lose statistics.
There really isn’t a ton to manage here. I tried to make it simple enough to understand and conduct, but complicated enough to have some depth.
GOVERNMENTS
Investment into Traits may be adjusted to the player's preference by using governments. At the beginning of the game, only Tribal Council is available. Other governments are unlocked when their respective technological advancement is acquired.
Tribal Council
Agriculture- 10% chance to increase Population
Combat- 10% chance to increase Military
Religion- 10% chance to increase Culture
Research- 10% chance to increase Technology
Economy- 10% chance to increase GPT
Chance of Revolution when unstable:10%
SUBMISSIONS- PLEASE JOIN!
In order to begin an empire, you must make a submission. Keep things somewhat realistic. No dragons, elves, orcs, dwarves, etc. Don’t use real places either. Like so:
--------------------------------------------------------------------------
Nation’s name: (both standard and plural form)
Capital City:
Leader: (Title and name)
Place Names: (Cities, towns, etc.)
Societal Structure: (classes, how people live, jobs)
Brief History:
Area on Map: (Post an image of the map with a colored dot indicating the starting location. The color used for the dot will also be the color used for your territory; please, don’t use black, white, or the color of the ocean. Also, one of the maps I posted has the biomes and cultural centers on it. If you’re going to make an empire that has names like Taghesh, Siwad, Moghat, Dorash, Sipran, it is advised that you place it in the Middle Eastern area rather than neighboring Mesoamerican empires or up north with the Germanic societies. Poor placement may result in a tough time diplomatically.)
--------------------------------------------------------------------------
Example Submission:
--------------------------------------------------------------------------
Nation’s name: Antogarrida, Antogarridans
Capital City: Forenzo
Leader: Emperor Antos
Place Names: Bastegli, Maradas, Tamain, Bariz, Tobraca, Huedri, Cahuita
Societal Structure: Divided society. Young men are in military and women are regarded as lower than males. Strong community of artisans and craftsmen.
Brief History: Fled from the collapsing Pannucho. Several small groups of refugees formed the empire along the coast to stay away from the way. The leader Antos, named the empire and took charge to keep his people safe.
--------------------------------------------------------------------------
UPDATES
Each turn will be summarized by Updates. This will include the summary of events that happened, war updates, statistics of player empires (the npc stats may be lengthy, so I might put them in an excel sheet and attach it) technological tree (again, will be in an excel sheet) and of course the updated world map!
I will try to update as often as I can, but it depends on a lot of things, so I won’t make any promises I can’t keep for sure. Update 0 will come as soon as I have a good amount of players.
MAPS
Blank Map:
Spoiler :
Map with Place Names:
Spoiler :
Biome/Culture Group Map:
Spoiler :
Continent Names Map:
Spoiler :
This world is somewhat similar to our earth. It is divided into several continents, has numerous island chains, and large rivers that serve to cradle civilization at its birth. The climate is similar as well, with icy tundras and frigid forests at the northern and southern extremes, and steamy jungles and scorching deserts towards the center.
CONCLUSION
I hope this will be fun for all. Please, PM or post questions and suggestions. I want to make sure everything is clear and logical and that there is no confusion in the way. Make sure to tell all your fellow NESers that you think would like to join as well. You may post now!