Hello, all! I am going to take my first stab at hosting an NES. I have been playing in Kam's most excellent NES, and think I have the hang of things. I believe I'm ready to mod.
However, I have noticed a bit of interest in some sort of Future Based NES, and would like to do something of that type. This thread is a preview of an NES I am currently developing the rules for. This won't happen overnight, but with interest, I'll make haste so we can start.
QUICK BACKGROUND:
Mankind has long ago left the contents of the big ol' green-and-blue marble. Centuries of expansion led to the formation of the Dominion, a human Empire spanning hundreds of lightyears. Over time, however, the Dominion began to fall apart from internal strife and struggle, as all great empires do. War spread across Humanspace, ripping the Dominion to shreds, and casuing more death and destruction than the rest of Human history combined.
At the worst point in the conflict, almost a hundred years after the first shots were fired, a bio-mechanic virus began to spread through Humanspace. No one knows where it came from - perhaps it was alien in origin; perhaps a losing faction unleashed it to thwart their enemies; perhaps some angered AI Supermind concocted it to free itself from its Human masters - but regardless, it swept across Humanspace, corrupted every bit of flesh and machine it came across. No defense was found, and as every Human faction was severely weakened by the long, drawn out war, it spelled the end to Humanity.
In a last ditch effort, in various ways, the factions quarantined themselves into their respective homeworlds, and remote detonated ships and space stations in their systems. This worked to prevent the virus (now called the Scourge) from spreading onto the populated worlds, but also meant that Humanity had lost the ability to traverse the stars. Survival came at a high price.
Now, nearly two hundred years later, perhaps because of something inside of the human mind or spirity, several factions have rediscovered the secrets of space travel. All of these worlds retained stories and histories of the once great glory of the Human Dominion. And all believe that their people once ruled the Dominion.
The threat of the Scourge may still exist, but compared to the glory to be gained from re-establishing the Dominion, the risk is acceptable.
Do you have what it takes to lead your faction to glory? If so, then stDarNES1: Stars! is for you. More details will be forthcoming. I am currently working on a ruleset for this NES. It will take a little bit of time, but I would like to see what interest there is for people to play something like this. The more interest, the quicker I'll be motivated to finish developing the rules.
Also note, this will be a STORY NES. Please only sign up if you are interested in writing stories each turn to make things come alive and thereby making this NES more interesting. Bonuses will be handed out each turn to the TOP THREE stories (based upon a secret formula that only I am privy to). Also be aware that there are many dangers out there, so expect hardship during this game. But there are wonders and riches to be discovered, too.
-----
STAR SYSTEMS AND ECONOMY
Economy is produced by the # of star systems under your control. Each newly colonized Star System produces 1 Economic Point to start, which can be used to build starships, train ground soldiers, research new technology, increase the development of a particular Star System.
Unit production is done PER STAR SYSTEM. In order to produce starships, the Star System must construct a SpaceStation (despite the fact that each star contains multiple planets, only one SpaceStation can be constructed - this represents the infrastructure necessary to construct spaceships). EPs can be used in any Star System (representing Faction-wide production).
Economic Points used for research and/or development can be taken from any Star System.
Each Star System has a MAXIMUM DEVELOPMENT POTENTIAL, which becomes known when the Star System is initially probed by a Faction. This is to help players to determine which Star Systems to colonize initially. The potential is pre-determined: each Star System was mapped out prior to gameplay beginning, so players can NOT declare any kind of bias (especially since each player can pick their Home System).
--ECONOMY LEVELS:
FAILED: -4 EP / turn
BANKRUPT: -3 EP / turn
DEPRESSED: -2 EP / turn
RECESSION: -1 EP / turn
STABLE: 0 EP / turn
GROWING: +1 EP / turn
STRONG: +2 EP / turn
RICH: +3 EP / turn
IMPRESSIVE: +4 EP / turn
--CONFIDENCE LEVELS:
OPEN REVOLT, RESISTING, LOATHING, BARELY TOLERATING, TOLERATING, RESPECTFUL, ADMIRING, UNIFIED, GRAND UNIFICATION
--EXPLANATIONS:
Economy will go up and down depending on a variety of factors. Constant development and trade will stimulate your economy, but if you move too far too fast, you can face Economic Troubles. If your Faction's economy falls below STABLE, you can sacrifice your ALL of your EPs to bring your economy up ONE level. You CANNOT bring your economy above STABLE in this manner.
Confidence is a representation of how your population views your Faction. The higher the confidence, the better your military will be, and the more resistant your people will be to invasion. This is mostly raised by GOOD stories, but impressive military campaigns, special projects, artifact discoveries, and more can raise (or lower) the Confidence level.
--BANKING:
From the first turn on, you will be allowed to bank your EPs for a rainy day. The maximum EPs allowed in the bank is 10. When your Economy is BELOW STABLE, the negative EP will come out of your BANKed EPs FIRST. If you hit BANKRUPT, you lose any EPs that are BANKED, and the negative EP will be deducted from your Faction's income.
-----
STAR SYSTEM DEVELOPMENT:
There are TEN levels of development for each Star System (up to 14, with Terraforming Technologies). All newly colonized Star Systems start at LEVEL 1 (Homeworlds start at LEVEL 3). Economic Investment can increase the development of a Star System, up to it's MAXIMUM DEVELOPMENT POTENTIAL. Only Homeworlds have an MDP of 10. The MDP of each Star System on the map is determined prior to start of gameplay, so players cannot cry foul.
To increase the development to the next level, players must invest that number of Economic Points (it takes 4 EP to go from level 3 to level 4). Economic Points produced by that system are equal to the development level (Homeworlds, being level 3 to start, produce 3 Economic points at the start of the game).
--A Star System CANNOT produce anything while it is being developed. On the plus side, the EPs do not need to be invested in a straight shot - you can put any amount of EP into the investment (up to the Max for that level) on one turn, and on the next build some ships, then finish the development on the third turn.--
A Star System must also meet the MINIMUM POPULATION REQUIREMENT in order to develop to the next level.
Colonies cost 1 EP to maintain until they reach Development Level 3.
DEVELOPMENT LEVELS
Dev01 - New Colony. 01 EP, minimum 1,000 colonists (to start viable colony); MAXPOP: 125,000
Dev02 - 02 EP. MINPOP: 25,000 ; MAXPOP: 500,000
Dev03 - 03 EP. MINPOP: 250,000 , +1 Defense (to ground attack) ; MAXPOP: 12.5m
Dev04 - 04 EP. MINPOP: 1million ; MAXPOP: 250m
Dev05 - 05 EP. MINPOP: 25m ; MAXPOP: 750m
Dev06 - 06 EP. MINPOP: 500m , +1 Defense (to ground attack) ; MAXPOP: 5b
Dev07 - 07 EP. MINPOP: 1billion ; MAXPOP: 25b
Dev08 - 08 EP. MINPOP: 10b ; MAXPOP: 75b
Dev09 - 09 EP. MINPOP: 50b , +1 Defense (to ground attack) ; MAXPOP: 150b
Dev10 - 10 EP. MINPOP: 100b , +1 Defense (to ground attack) ; MAXPOP: 250b
Dev11 - 11 EP. MINPOP: 200b , +1 Defense (to ground attack) ; MAXPOP: 350b
Dev12 - 12 EP. MINPOP: 300b , +1 Defense (to ground attack) ; MAXPOP: 450b
Dev13 - 13 EP. MINPOP: 400b , +1 Defense (to ground attack) ; MAXPOP: 550b
Dev14 - 14 EP. MINPOP: 500b , +1 Defense (to ground attack) ; MAXPOP: NONE
MAXIMUM POPULATION is halfway to the MINPOP for the next level.
-----
STAR SYSTEM ANNOTATION:
<SYSTEM NAME>
<FACTION>
MDP: ? : (current level) / (current investment) / (investment to next level)
POP(ulation): ? / MINPOP: (# needed for next level)
DEFENSE BONUSES: +?(if any)
SPACESTAION (if any)
CURRENT FLEET: (if any)
CURRENT TROOPS: (if any)
--EXAMPLE:
--NELLIS PRIME
--FEDERATION FACTION
MDP: 5 : 3/2/6
POP: 10m / MINPOP: 1m
DEFENSE BONUSES: +1
SpaceStation
CURRENT FLEET: 1 Carrier(50f), 3 Cruisers
CURRENT TROOPS: 10k Troops, 1k Robots
EXPLORATION AND COLONIZATION
Star Systems are explored by sending either a Fleet, or a Scout Ship. Once the Star System is explored, the MDP will be listed on the StarMap. If there are any anomalies, those will be mentioned in the update.
To Colonize a Star System, send Transports to the System with AT LEAST 1,000 Colonist (Transports can carry the same number of people as they can troops; the colonists are subtracted from the sponsor system's population).
A Colonization Fleet that is ordered to Colonize will set up the colony on the turn the Fleet arrives to the Star System. The Economic benefit will no be available until the turn AFTER colonization.
It also costs 1 EP to establish a colony.
INTERSTELLAR TRADE
Trade can be conducted between Factions. Each Faction must pay 3 EP to establish an open tradelane. If only one Faction pays the EP, then that Faction is the only one to reap the benefits of Trade. A TradeLane will generate +1 EP every 3 turns. TradeLanes can only be made through EXPLORED Star Systems. They can also run through another Faction's territory, if the trading Faction's are at peace with the 3rd Faction. Also, the 3rd Faction will occasionally recieve an EP bonus because of the TradeLanes.
TradeLanes that run through unclaimed Star Systems are at risk of Piracy. There are more human groups out there than the ones who are trying to re-establish the Old Dominion. It's a dangerous galaxy out there.
If WAR is declared between trading partners, the TradeLanes are disrupted permenantly, and the Factions must pay 3EP to re-establish trade after the war (if so desired).
However, I have noticed a bit of interest in some sort of Future Based NES, and would like to do something of that type. This thread is a preview of an NES I am currently developing the rules for. This won't happen overnight, but with interest, I'll make haste so we can start.
QUICK BACKGROUND:
Mankind has long ago left the contents of the big ol' green-and-blue marble. Centuries of expansion led to the formation of the Dominion, a human Empire spanning hundreds of lightyears. Over time, however, the Dominion began to fall apart from internal strife and struggle, as all great empires do. War spread across Humanspace, ripping the Dominion to shreds, and casuing more death and destruction than the rest of Human history combined.
At the worst point in the conflict, almost a hundred years after the first shots were fired, a bio-mechanic virus began to spread through Humanspace. No one knows where it came from - perhaps it was alien in origin; perhaps a losing faction unleashed it to thwart their enemies; perhaps some angered AI Supermind concocted it to free itself from its Human masters - but regardless, it swept across Humanspace, corrupted every bit of flesh and machine it came across. No defense was found, and as every Human faction was severely weakened by the long, drawn out war, it spelled the end to Humanity.
In a last ditch effort, in various ways, the factions quarantined themselves into their respective homeworlds, and remote detonated ships and space stations in their systems. This worked to prevent the virus (now called the Scourge) from spreading onto the populated worlds, but also meant that Humanity had lost the ability to traverse the stars. Survival came at a high price.
Now, nearly two hundred years later, perhaps because of something inside of the human mind or spirity, several factions have rediscovered the secrets of space travel. All of these worlds retained stories and histories of the once great glory of the Human Dominion. And all believe that their people once ruled the Dominion.
The threat of the Scourge may still exist, but compared to the glory to be gained from re-establishing the Dominion, the risk is acceptable.
Do you have what it takes to lead your faction to glory? If so, then stDarNES1: Stars! is for you. More details will be forthcoming. I am currently working on a ruleset for this NES. It will take a little bit of time, but I would like to see what interest there is for people to play something like this. The more interest, the quicker I'll be motivated to finish developing the rules.
Also note, this will be a STORY NES. Please only sign up if you are interested in writing stories each turn to make things come alive and thereby making this NES more interesting. Bonuses will be handed out each turn to the TOP THREE stories (based upon a secret formula that only I am privy to). Also be aware that there are many dangers out there, so expect hardship during this game. But there are wonders and riches to be discovered, too.
-----
STAR SYSTEMS AND ECONOMY
Economy is produced by the # of star systems under your control. Each newly colonized Star System produces 1 Economic Point to start, which can be used to build starships, train ground soldiers, research new technology, increase the development of a particular Star System.
Unit production is done PER STAR SYSTEM. In order to produce starships, the Star System must construct a SpaceStation (despite the fact that each star contains multiple planets, only one SpaceStation can be constructed - this represents the infrastructure necessary to construct spaceships). EPs can be used in any Star System (representing Faction-wide production).
Economic Points used for research and/or development can be taken from any Star System.
Each Star System has a MAXIMUM DEVELOPMENT POTENTIAL, which becomes known when the Star System is initially probed by a Faction. This is to help players to determine which Star Systems to colonize initially. The potential is pre-determined: each Star System was mapped out prior to gameplay beginning, so players can NOT declare any kind of bias (especially since each player can pick their Home System).
--ECONOMY LEVELS:
FAILED: -4 EP / turn
BANKRUPT: -3 EP / turn
DEPRESSED: -2 EP / turn
RECESSION: -1 EP / turn
STABLE: 0 EP / turn
GROWING: +1 EP / turn
STRONG: +2 EP / turn
RICH: +3 EP / turn
IMPRESSIVE: +4 EP / turn
--CONFIDENCE LEVELS:
OPEN REVOLT, RESISTING, LOATHING, BARELY TOLERATING, TOLERATING, RESPECTFUL, ADMIRING, UNIFIED, GRAND UNIFICATION
--EXPLANATIONS:
Economy will go up and down depending on a variety of factors. Constant development and trade will stimulate your economy, but if you move too far too fast, you can face Economic Troubles. If your Faction's economy falls below STABLE, you can sacrifice your ALL of your EPs to bring your economy up ONE level. You CANNOT bring your economy above STABLE in this manner.
Confidence is a representation of how your population views your Faction. The higher the confidence, the better your military will be, and the more resistant your people will be to invasion. This is mostly raised by GOOD stories, but impressive military campaigns, special projects, artifact discoveries, and more can raise (or lower) the Confidence level.
--BANKING:
From the first turn on, you will be allowed to bank your EPs for a rainy day. The maximum EPs allowed in the bank is 10. When your Economy is BELOW STABLE, the negative EP will come out of your BANKed EPs FIRST. If you hit BANKRUPT, you lose any EPs that are BANKED, and the negative EP will be deducted from your Faction's income.
-----
STAR SYSTEM DEVELOPMENT:
There are TEN levels of development for each Star System (up to 14, with Terraforming Technologies). All newly colonized Star Systems start at LEVEL 1 (Homeworlds start at LEVEL 3). Economic Investment can increase the development of a Star System, up to it's MAXIMUM DEVELOPMENT POTENTIAL. Only Homeworlds have an MDP of 10. The MDP of each Star System on the map is determined prior to start of gameplay, so players cannot cry foul.
To increase the development to the next level, players must invest that number of Economic Points (it takes 4 EP to go from level 3 to level 4). Economic Points produced by that system are equal to the development level (Homeworlds, being level 3 to start, produce 3 Economic points at the start of the game).
--A Star System CANNOT produce anything while it is being developed. On the plus side, the EPs do not need to be invested in a straight shot - you can put any amount of EP into the investment (up to the Max for that level) on one turn, and on the next build some ships, then finish the development on the third turn.--
A Star System must also meet the MINIMUM POPULATION REQUIREMENT in order to develop to the next level.
Colonies cost 1 EP to maintain until they reach Development Level 3.
DEVELOPMENT LEVELS
Dev01 - New Colony. 01 EP, minimum 1,000 colonists (to start viable colony); MAXPOP: 125,000
Dev02 - 02 EP. MINPOP: 25,000 ; MAXPOP: 500,000
Dev03 - 03 EP. MINPOP: 250,000 , +1 Defense (to ground attack) ; MAXPOP: 12.5m
Dev04 - 04 EP. MINPOP: 1million ; MAXPOP: 250m
Dev05 - 05 EP. MINPOP: 25m ; MAXPOP: 750m
Dev06 - 06 EP. MINPOP: 500m , +1 Defense (to ground attack) ; MAXPOP: 5b
Dev07 - 07 EP. MINPOP: 1billion ; MAXPOP: 25b
Dev08 - 08 EP. MINPOP: 10b ; MAXPOP: 75b
Dev09 - 09 EP. MINPOP: 50b , +1 Defense (to ground attack) ; MAXPOP: 150b
Dev10 - 10 EP. MINPOP: 100b , +1 Defense (to ground attack) ; MAXPOP: 250b
Dev11 - 11 EP. MINPOP: 200b , +1 Defense (to ground attack) ; MAXPOP: 350b
Dev12 - 12 EP. MINPOP: 300b , +1 Defense (to ground attack) ; MAXPOP: 450b
Dev13 - 13 EP. MINPOP: 400b , +1 Defense (to ground attack) ; MAXPOP: 550b
Dev14 - 14 EP. MINPOP: 500b , +1 Defense (to ground attack) ; MAXPOP: NONE
MAXIMUM POPULATION is halfway to the MINPOP for the next level.
-----
STAR SYSTEM ANNOTATION:
<SYSTEM NAME>
<FACTION>
MDP: ? : (current level) / (current investment) / (investment to next level)
POP(ulation): ? / MINPOP: (# needed for next level)
DEFENSE BONUSES: +?(if any)
SPACESTAION (if any)
CURRENT FLEET: (if any)
CURRENT TROOPS: (if any)
--EXAMPLE:
--NELLIS PRIME
--FEDERATION FACTION
MDP: 5 : 3/2/6
POP: 10m / MINPOP: 1m
DEFENSE BONUSES: +1
SpaceStation
CURRENT FLEET: 1 Carrier(50f), 3 Cruisers
CURRENT TROOPS: 10k Troops, 1k Robots
EXPLORATION AND COLONIZATION
Star Systems are explored by sending either a Fleet, or a Scout Ship. Once the Star System is explored, the MDP will be listed on the StarMap. If there are any anomalies, those will be mentioned in the update.
To Colonize a Star System, send Transports to the System with AT LEAST 1,000 Colonist (Transports can carry the same number of people as they can troops; the colonists are subtracted from the sponsor system's population).
A Colonization Fleet that is ordered to Colonize will set up the colony on the turn the Fleet arrives to the Star System. The Economic benefit will no be available until the turn AFTER colonization.
It also costs 1 EP to establish a colony.
INTERSTELLAR TRADE
Trade can be conducted between Factions. Each Faction must pay 3 EP to establish an open tradelane. If only one Faction pays the EP, then that Faction is the only one to reap the benefits of Trade. A TradeLane will generate +1 EP every 3 turns. TradeLanes can only be made through EXPLORED Star Systems. They can also run through another Faction's territory, if the trading Faction's are at peace with the 3rd Faction. Also, the 3rd Faction will occasionally recieve an EP bonus because of the TradeLanes.
TradeLanes that run through unclaimed Star Systems are at risk of Piracy. There are more human groups out there than the ones who are trying to re-establish the Old Dominion. It's a dangerous galaxy out there.
If WAR is declared between trading partners, the TradeLanes are disrupted permenantly, and the Factions must pay 3EP to re-establish trade after the war (if so desired).