Daftpanzer
canonically ambiguous
What is this?
Its a NES set in an alternate world one with altered geography, and thus different history. But otherwise, it is supposed to be a realistic world.
I am aiming for simplicity and (edit: substance), hopefully there will still be some interesting conflicts and events going on without too many stats and rules. I am also aiming to see the world develop through the ages of history... There should be maybe (edit: 1, kinda) updates a
This NES is based on Civ3 NES 1, which I was running over the past month. That was an experiment at using the game of civ itself as a base for a NES. It worked for a while, but as the game got more complex, I hit more and more problems. With the amount of time it was taking to update, I thought I might as well be enjoying all the freedom of a regular NES
So this is now a regular NES, but it still borrows heavily from civ, especially civ3. The starting situation is very uneven, and ideally id like this to be about 'roleplaying' and making things interesting, rather than striving to conquer the world at all costs... unless you really want to do that
Spending point system:
Each player receives spending points, which can buy certain effects and bonuses for their nation. Spending points represent a major effort by your people, and will tend to have a big effect in game.
> Spending points will accumulate at a slow rate - usually one for every update, perhaps more for special achievements.
> Unused spending points can and will be stored for later use.
> Multiple spending points can be used on the same turn either on the same thing to multiply the effects, or they can be split for different effects.
> Spending points cannot be traded between players/nations. If people wanted to trade 'money', part of the economy stat can be sacrificed and given to the other player. But spending points cant really be traded, as they respresent great acts of leadership, effort and motivation by your own people, rather than any amount of resources.
Exactly what you spend these on is up to you, but these are some ideas:
Spoiler Examples :
* Military give a boost to an attack on another nation, or increase the size of your army, or increase the quality of the training and weapons, etc
* Trade give a boost to the economy overall, or give a boost to your trade routes (possibly getting a new trade centre), or discover a new resource to trade.
* Science boost science rate, and/or receive free tech level
* Political make a change of government easier, create rebellions in foreign territory, protect your own cities from rebellions, send spies etc
* Cultural boost the culture of your nation, to impress foreign peoples and promote loyalty among your own.
* Colonise get new cities and expand your borders, or increase the size of existing cities.
* Explore reveal more of the world, make contact with new civs (and possibly expand trade routes)
* Build new fortified areas on the map, or increase infrastructure, or work on a wonder.
* Something else anything you want to increase or attempt to carry out. Note that a single spending point is designed for roughly one area only, such as military, economy etc. But I dont want to set rules and limits, as long as its realistic.
Religion:
To begin with, every nation is assumed to have various beliefs and religions that keep people happy, but dont inspire people very much. Basically if you'd like religion to affect things, you'd have to make it up yourself and maybe write a bit about it...
Various religions are coming into effect now (religion details are listed below, same post as UU list)
Orders:
There isnt anything else to spend apart from these spending points. But even without them, your nation will still gradually develop, explore and expand by itself. The army will also gradually increase in size, if it isnt already too high. So feel free to say what general direction youd like the nation to take, and set general orders for building, army recruiting, researching and settling etc.
And of course, feel free to give any orders for the military as usual. It doesnt cost anything to go to war, or to just give orders to your commanders. Usual stuff like conscripting, hiring mercenaries etc. is all possible too.
Orders can be PM or just in the thread, I dont mind, just however much privacy you want.
Random Stuff:
Your people wont usually go against your orders, but they will possibly act more independently in this game than in other NESs. Random inventions, explorations and colonisations are possible. Random mistakes and accidents could also happen, but only very rarely will this lead to something as serious as war.
Updates:
Updates arrive at random intervals but there will be at least one per month
Stories:
Stories, or anything that is cool and/or adds background to the NES, will be rewarded somehow probably with extra spending points. Maximum +1 bonus point in an update - to give any more than that would be kinda unfair to the people that dont have the time or inclination to write stories. Also, I hope people will write occasional stories when they get inspired or to explain ideas about their nation, rather than just doing it for points.
The World:
Basically, much like earth, in that there is one asia and one africa and one mediterranean, but otherwise very different geography. The map will only show the areas of the world explored by nations listed in the stats. Everything else is shrouded in blackness
There is an america, with its own culture, and civs similar to real earth. But they will remain hidden, and their level of technology will remain a surprise, until they are encountered (or until someone decides to play as an american civ).
Stats:
Should be as youd expect, though please note there are no eco points, only the 'spending points' described above. A lot of subtle stuff (like culture) isnt in the stats, but you can trust me to take it all into consideration
Most stats are: *none*, tiny, v small, small, average, large, v large, huge, *gigantic*
Unit experience goes like this: *rabble*, conscript/untrained, trained, experienced, veteran, *elite*
Im also keeping track of the inbetweens - so if a stat doesnt increase in an update, it doesnt mean that no progress is being made.
Spoiler Stats description :
* Spending Points: How many you have available to spend (the 'treasury'/bank), not how many you get per turn (which is 1 usually, + any bonuses). The uses of 'spending points' are described above.
* Culture: First, culture now has an actual rating. A high rating will promote unity among the people, and spread your influence further etc. A small rating means your people more influenced by outsiders. A very low rating might lead to your culture being assimilated by a neighbours culture, giving that nation more influence over your people etc.
Secondly, Cultures also come in various types now. The culture type(s) listed in your stats is the culture of the ruling classes, which could be different to the actual populations on the map, making it a bit harder for your culture to work. Most countries have their own type(s), but some share common cultures (and thus, might have better relations).
* Government: the type (with effects similar to civ3), and some idea of its stability or lack thereof
* Economy: the overall size of your economy, and how it is changing. There are no eco points, but the economy still has an effect if its big, it will boost everything else. If its ok, it will just support everything. If its low, it will be harming progress in other areas, due to lack of funds and resources etc. Economy also affects the confidence of your people, etc. Note that the economy can fluctuate a lot over the course of the game, due to all kinds of events.
* Infrastructure: (updated, thanks to warman17) Infrastructure represents how well maintained your nation is. It represents road systems, water systems, communication systems, irrigation systems, tunnels, mines, 'emergency response', how well public space is kept, how efficient the bureaucracy is, etc.
It is easer to raise other stats when they are below the level as infrastructure, and harder to raise them above infrastructure. Infrastructure is also needed to keep a large standing army. You can keep a large standing army with a small infrastructure, but it will drain more from the economy. Finally, infrastructure is much easier to improve for a small nation than a larger one.
* Production: your nations ability to make stuff, be it infrastructure, wonders, or new military gear.
* Science rate: the chance for advancing in tech each turn, or at least copying others progress. A high science rate will have other random benefits, like new inventions and stuff which will help your stats.
* Techs: Basically, a rough indication of how advanced your people are, in terms of the civ3/4 tech trees. This roughly affects what kind of military you can have, how well your troops do in battle, how advanced your culture is, how competitive your traders will be, how far your ships can travel, etc.
* Military: the numbers of different types of units that you have, along with a description of their training/experience or lack thereof. For simplicity, experience is shared by all units of that type, so it could be diluted by adding hordes of new conscripts
> Generic Units based on civ units, but will probably work the same as in other NESs. Note i am thinking more in terms of real-world for how units work in combat, so that spearmen are good all-round units, not just useful for defence as in civ...
> UUs - Since some are shared, ive made a list of them separate form the nation stats.
> Tribal units easier to support and likely to more ferocious in attack, but less disciplined and harder to control
> Mercenary units mercenaries can be quickly hired in large numbers, but they will drain the economy much more than normal units, and are likely to disappear when things get too tough.
Note about archers etc - for simplicity, everyone is assumed to have various support troops like this accompanying their armies. Archers and skirmishers can be UU's if they are particularly deadly.
* Navy: the floaty version of the military. You would need some kind of boat before you can go exploring the seas
* Wonders: a list of any wonders your nation has built, and their location, and what benefit they have. Feel free to order new wonders at any time - but they may take a long time to build, even with high production, unless a spending point is used on it.
Autonomous regions/provinces
These are now kinda identifiable on the map, by having a slightly different shade from the main nation, but no actual border. These areas are basically just part of your nation, but have their own laws/customs etc and sometimes might not follow your policies. They also have a greater potential for breaking away to form new countries or rebel areas if things get really bad. But the benefit is increased loyalty and gratefulness from these areas most of the time.
Vassal States / Puppet States
Vassals will give a bit of their economy growth and special resources to the controlling nation, allow access for their troops, and generally support their policies (though, as happened with Karthia, their NPC rulers can sometimes start behaving badly). They are different from autonomous regions because of their increased independence - they keep their own army, deal with their own issues, and their own stats will still be listed (assuming they are not a grey-coloured minor power or barbarian tribe).
The benefit of vassal states is effective control of the area strategically, without needing to supress the people with your own garrison or fight rebellions there. And vassals will probably be more efficient in organising their own territory than if it was a part of your own nation, especially if its a different culture.
Other Stuff:
Hopefully, everything else is self-explanatory, and should just work as youd expect. More info about the map details is here if needed:
Spoiler Map stuff :
Barbarians and rebel uprisings: Apart from the extreme poles, you can assume there is some kind of tribal peoples in all the white areas of the map. Grey areas are more organised tribes, minor powers, or rebellions. The most serious of any of these will have their names on the map in black, but they wont have any stats.
Place names: They are the stuff in italics. Feel free to suggest names for places if you like
City names: the most important cities have names shown, along with some random ones. Ill add new city names or rename any city on request. All capitol cities will have bright white names to help highlight them, if i remember to do it.
Resource icons on the map:
Iron: which is actually counted as various kinds of useful metals. If you have access to this, ill consider it a bit easier to make metal weapons and tools etc. However, unlike civ, you dont require this. Ill assume your people have access to some kind of metal at all times.
Stone blocks: A bit easier to expand infrastructure type stuff, and build wonders and forts etc.
Horses: easier to recruit cavalry, though not required (I assume some horses can be found or brought to anywhere in the known world)
Elephants: required for war elephants, also doubles as a luxury (the ivory)
Lumber/logs: A bit easier to build infrastructure type stuff with this too. Also, a bit easier to make basic weapons, as well as boats and siege machinery.
Food: fruit/vegetables and wheat icons. Generally, the more of these you have access to, the bigger your cities can grow, the more people you will be considered to have, and the easier it will be to recruit more troops, etc.
The rest: various luxury resources as in civ3. Generally, the more different types you have in your land = more trade and happier people. Also, you can kinda tell what terrain is there by the kind of resources that it has.
Other icons on the map:
Hammer/chisel thing: Early industry and metalworking in this area. Owning this will make it a bit easier to build more complex weapons and military gear. It also gives a little help with more advanced infrastructure stuff.
Science flask: A centre of learning/philosophy/invention in this city. Owning this will give a little help to your science progress.
Trade arrows: Trade centre, AKA economic centre in this city. Your economy will be stronger for owning these (tax on merchants etc). It also helps to be within range of other peoples trade centres. Each turn, I will try to work out how goods and resources get traded about (including food and metal etc) - so new trade centres could appear, and old ones dissapear, as the trade routes change. Note that even if you dont have any tradable resources in your land, you can still have trade centres, due to trade routes passing through.
Fort (little squashed building thingy): Obviously, this indicates a more fortified area, to help defend the land during war.
Cities: Bigger blobs for bigger cities, obviously. Cities only really grow big if they are near a river, lake, or good food areas. Cities are the source of power for civilised peoples. But in the unclaimed lands or semi-civilised areas, the smallest dots are more like moveable camps, which could be easily dismantled and rebuilt in new places.
Gold star: this indicates a capitol city.
Borders:
A white border is a not-very-well-defined border, harder to keep under guard. The border is too new, or the area is too uncivilised, or the terrain is too impassable (like a large desert for example). This border may shift around a little from turn to turn, and it will be easier to launch raids and send spies across etc.
A black border is a regular, established, guarded border. It wont change by itself.
A red border is the front line of an ongoing war.
A dark red border is not actually a border, but showing where old established borders used to be if they have recently changed due to war etc.
Roads and rivers:
Dark brown and dark blue, respectively, and obviously. Note that new roads can be built, and old ones destroyed, and they will help troop movement and trade. Rivers help trade too, but are obviously a bit of an obstacle for armies.