As I have stated on the A Brave New World 2 Thread, the recent incidents involving my issues on my computer have sparked me to ponder the future of that NES. As I now only plan to take it for maybe only another thirty updates or so, I figure it's about time to start looking ahead at what could be done next. I have been able to work on other rulesets and NES ideas recently at work and have made several important breakthroughs on ideas I (until recently) thought unmoddable. In addition, a more traditional NES along the lines of ABNW's history has been thought up, starting in a similar time frame. For this poll, vote for your favorites, and the top three will move to another poll to determine the winner, and will have their finalized rulesets posted in that second thread. I would greatly appreciate posts about why you picked what you picked, and suggestions on what you'd find most interesting to be in those NESes. Let's run through the list shall we?
1. Warcraft: The First War
This NES has been in motion ever since the end of Warman17's World of Warcraft NES ended. This NES focuses upon the initial arrival of the Orcs in Azeroth, and the first war between Stormwind and the Orcish Horde. The map will consist only of what is known as the Eastern Kingdoms, not including any other continent, but will expand as needed. Races which will be within it at the start will be Humans, Orcs, Trolls, Dwarves, Gnomes, and Gnolls. There's a couple of features of this ruleset which I am particularly proud of. The economic system is greatly derived from the actual systems and stats used within the original Warcraft RTS games, and consists of three tradable resources: oil, lumber, and gold. In addition to these resources (which are spent for units, buldings, and development), we have mana, which is the combined magical resources at your nation's disposal. Mana is generated by caster types and can be "spent" upon spells of awesome and destructive power against your enemies. Mana could also be used on spells to help develop your lands and to protect your people. My other favorite part of the ruleset is the organization of the Orcish Horde. For the Horde at the beginning, it is controlled by the Shadow Council, an NPC, which will issue directives to the various player-controlled clans, and they will strive to achieve it. Clan leaders can ultimately gain popularity to overthrow the Council and establish themselves as the Horde's new warchief, and will then act as the overall commander for the Horde.
2. The Galaxy Turned Upside Down: This is the sequel to The World Turned Upside Down and will focus on the early stages of space colonization and imperialism. The NES takes place in a world much more advanced then our own, starting in the year 2010. Seven super-nations will be the only starting states, but, they are by far the hardest way to play this NES. The NES will be mostly geared towards independent organizations, such as companies, rebel groups, pirates, or even colonists seeking a new life on a distant planet. The standing powers will have to find ways to continue their leadership even while these other groups gain more and more power. While there's pros and cons to each type of play, the nations will definitely have a rough time at the start. This NES will include individual planetary maps for every habitable planet colonized, and a overall galactic map will be provided and expanded from the start. A person starting as a rebel group or other organization may one day (with effort) make their own nation, perhaps a new human empire. Colonists will find a easy time at the start in distant systems, as only the largest ships can travel from system to system, and for now, the only ships of that capability are colony ships. Aliens MAY make an appearance, but will always start NPC.
3. Imperial Glory: This is a typical alternative history NES starting in 1800. There are a large number of Points of Departure for this NES' history, starting in 1492. The overall change though is that every single hare-brained colonial attempts and efforts throughout the early phases of colonization in the Americas were successful. From there, the effects in Europe and across the world were expanded. This NES marks a large numebr of American colonial powers including: Sweden, Netherlands, Courland, Austria, England, Scotland, France, Spain, Denmark, and Portugal. Effects back in Europe are definite as well, and among the changes were a lack of any French Revolution, an independent Courland, Scotland, and Poland, the continuation of the Holy Roman Empire into the nineteenth century, among several other changes as well. The map will be on flyingchicken's nice map that he's apparently recently come out with (though if credit goes to someone else, I apologize), rather than the maps I have used previously. The ruleset will be a revised version of the one currently in use for ABNW, which I have some problems with. Specifically, rules involving manpower and mobilization will be refined, and Stability will be changed in a different method. Lastly, there will be new rules for colonization, which are only loosely modelled off the rules set for the original ABNW. The method of establishing colonies is different and maintaining them becomes the issue.
4. Age of Heron Revived: This is named for my series of NESes which were sort of a early version of the Interesting Times type of NES. The alteration in history is the sparking of the Industrial Revolution during the height of the Roman Empire. This NES will begin with the very first invention of the steam engine and its first uses in society (which will be more or less determined by the players). The obvious powerhouse in this NES will be the Roman Empire, and other players will be forced to deal with the strength of this ancient superpower and the rise of modern industry. There will be several other twists as the NES goes forward. The ruleset is modelled upon that of ABNW, as with Imperial Glory, but there is a few noticable differences. Expansion into "white" territory will be done in a different method, rather than following the rules of colonization in the previously mentioned NES. Also, the NES will proceed in more than single year increments as with previous NESes I have done. The most important element year is the tech tree, which unlike previous NESes, will be taking center role here, as nations determine the way to forge ahead in the rise of industry.
5. In the Valley of Shadow 2.1: This is strictly based off the recent side NES I have done, which I consider to have been incompletely released. I personally believe now that it was a mistake to have done it the way I did and that it was unbalanced in several ways. The ruleset has been greatly revised, adding a few elements which I believed to have missed. Vehicles will be available at the start to those who have oil, military will work much differently, as ships and so forth will NOT require manpower, it'll be up to the nation to provide the training needed for personel to be involved on these more advanced weapons. The Watchers have also been removed from the map at the start, and will not play a major roll until enough threat has been accumulated. The map has also been changed, it will be a map of North America instead, to provide more space and familiarity to NESers. That way we don't have to remember a whole bunch of fictional names. Lastly, the new resource of food has been added into the ruleset, as well as a related starting city and sites. Mostly this will be to encourage trade, as some areas will have food and others will not have as much. Trade failed to work out as I hoped in the original version of this ruleset, but hopefully changes to both the map and rules will fix this fault.
6. Arise the Fire: This NES is focused upon the book series Dies the Fire by S.M. Stirling. This will not have any relation to the plot of that series, only the premise. The first stage of this NES will be a true return to our roots by being entirely based on story telling. I will ask those involved (including myself) to include their faction's improbable survival through the Change, and how they managed to eke out an existence, cutting their stories off after the Dying Time (about 1 year after the Change). Based on the stories and events, a map and stats will be created along the basis of the tales. Basically it's a fresh start in a shattered world, and will turn into a more established and traditional NES. The ruleset after the initial start once again is closely related to ABNW, and will use EP. The tech tree will be fun as I will allow research into any project idea you may come up with that can be done with the altered situation of technology.
7. Return to Our Roots: A New Era (Working Title): As the title implies this is a fresh start NES which will be done pretty much exactly like the start of the original RTOR2. We'll use flyingchicken's new map and so forth, and the original Return to Our Roots 2 ruleset (what there was of it). Included are large national blobs, no regard for realism, and pretty much no real restrictions.
8. Laying Foundations: A Fresh Start: Once again, another fresh start idea, done much differently. This pretty much is an interesting times style of NES, which will be done with significantly more restrictions than the one mentioned above. The ruleset will start as the players begin as nomadic tribes starting in a centralized location and fighting eachother as they move to new lands. Journey across the globe, fighting NPCs and other players, looking for a place for your people to live. When you feel you've found a place to settle down, you'll recieve traditional nation stats to start building. From there we'll move ahead a few thousand years to the emergence of the first true civilizations from your tribes. And so forth. The ruleset will evolve and adapt as the nations grow.
Well that's everything in my arsenal at the moment (excepting a few which don't have rulesets yet), take your pick, I look forward to ya'll insights and thoughts.
1. Warcraft: The First War
This NES has been in motion ever since the end of Warman17's World of Warcraft NES ended. This NES focuses upon the initial arrival of the Orcs in Azeroth, and the first war between Stormwind and the Orcish Horde. The map will consist only of what is known as the Eastern Kingdoms, not including any other continent, but will expand as needed. Races which will be within it at the start will be Humans, Orcs, Trolls, Dwarves, Gnomes, and Gnolls. There's a couple of features of this ruleset which I am particularly proud of. The economic system is greatly derived from the actual systems and stats used within the original Warcraft RTS games, and consists of three tradable resources: oil, lumber, and gold. In addition to these resources (which are spent for units, buldings, and development), we have mana, which is the combined magical resources at your nation's disposal. Mana is generated by caster types and can be "spent" upon spells of awesome and destructive power against your enemies. Mana could also be used on spells to help develop your lands and to protect your people. My other favorite part of the ruleset is the organization of the Orcish Horde. For the Horde at the beginning, it is controlled by the Shadow Council, an NPC, which will issue directives to the various player-controlled clans, and they will strive to achieve it. Clan leaders can ultimately gain popularity to overthrow the Council and establish themselves as the Horde's new warchief, and will then act as the overall commander for the Horde.
2. The Galaxy Turned Upside Down: This is the sequel to The World Turned Upside Down and will focus on the early stages of space colonization and imperialism. The NES takes place in a world much more advanced then our own, starting in the year 2010. Seven super-nations will be the only starting states, but, they are by far the hardest way to play this NES. The NES will be mostly geared towards independent organizations, such as companies, rebel groups, pirates, or even colonists seeking a new life on a distant planet. The standing powers will have to find ways to continue their leadership even while these other groups gain more and more power. While there's pros and cons to each type of play, the nations will definitely have a rough time at the start. This NES will include individual planetary maps for every habitable planet colonized, and a overall galactic map will be provided and expanded from the start. A person starting as a rebel group or other organization may one day (with effort) make their own nation, perhaps a new human empire. Colonists will find a easy time at the start in distant systems, as only the largest ships can travel from system to system, and for now, the only ships of that capability are colony ships. Aliens MAY make an appearance, but will always start NPC.
3. Imperial Glory: This is a typical alternative history NES starting in 1800. There are a large number of Points of Departure for this NES' history, starting in 1492. The overall change though is that every single hare-brained colonial attempts and efforts throughout the early phases of colonization in the Americas were successful. From there, the effects in Europe and across the world were expanded. This NES marks a large numebr of American colonial powers including: Sweden, Netherlands, Courland, Austria, England, Scotland, France, Spain, Denmark, and Portugal. Effects back in Europe are definite as well, and among the changes were a lack of any French Revolution, an independent Courland, Scotland, and Poland, the continuation of the Holy Roman Empire into the nineteenth century, among several other changes as well. The map will be on flyingchicken's nice map that he's apparently recently come out with (though if credit goes to someone else, I apologize), rather than the maps I have used previously. The ruleset will be a revised version of the one currently in use for ABNW, which I have some problems with. Specifically, rules involving manpower and mobilization will be refined, and Stability will be changed in a different method. Lastly, there will be new rules for colonization, which are only loosely modelled off the rules set for the original ABNW. The method of establishing colonies is different and maintaining them becomes the issue.
4. Age of Heron Revived: This is named for my series of NESes which were sort of a early version of the Interesting Times type of NES. The alteration in history is the sparking of the Industrial Revolution during the height of the Roman Empire. This NES will begin with the very first invention of the steam engine and its first uses in society (which will be more or less determined by the players). The obvious powerhouse in this NES will be the Roman Empire, and other players will be forced to deal with the strength of this ancient superpower and the rise of modern industry. There will be several other twists as the NES goes forward. The ruleset is modelled upon that of ABNW, as with Imperial Glory, but there is a few noticable differences. Expansion into "white" territory will be done in a different method, rather than following the rules of colonization in the previously mentioned NES. Also, the NES will proceed in more than single year increments as with previous NESes I have done. The most important element year is the tech tree, which unlike previous NESes, will be taking center role here, as nations determine the way to forge ahead in the rise of industry.
5. In the Valley of Shadow 2.1: This is strictly based off the recent side NES I have done, which I consider to have been incompletely released. I personally believe now that it was a mistake to have done it the way I did and that it was unbalanced in several ways. The ruleset has been greatly revised, adding a few elements which I believed to have missed. Vehicles will be available at the start to those who have oil, military will work much differently, as ships and so forth will NOT require manpower, it'll be up to the nation to provide the training needed for personel to be involved on these more advanced weapons. The Watchers have also been removed from the map at the start, and will not play a major roll until enough threat has been accumulated. The map has also been changed, it will be a map of North America instead, to provide more space and familiarity to NESers. That way we don't have to remember a whole bunch of fictional names. Lastly, the new resource of food has been added into the ruleset, as well as a related starting city and sites. Mostly this will be to encourage trade, as some areas will have food and others will not have as much. Trade failed to work out as I hoped in the original version of this ruleset, but hopefully changes to both the map and rules will fix this fault.
6. Arise the Fire: This NES is focused upon the book series Dies the Fire by S.M. Stirling. This will not have any relation to the plot of that series, only the premise. The first stage of this NES will be a true return to our roots by being entirely based on story telling. I will ask those involved (including myself) to include their faction's improbable survival through the Change, and how they managed to eke out an existence, cutting their stories off after the Dying Time (about 1 year after the Change). Based on the stories and events, a map and stats will be created along the basis of the tales. Basically it's a fresh start in a shattered world, and will turn into a more established and traditional NES. The ruleset after the initial start once again is closely related to ABNW, and will use EP. The tech tree will be fun as I will allow research into any project idea you may come up with that can be done with the altered situation of technology.
7. Return to Our Roots: A New Era (Working Title): As the title implies this is a fresh start NES which will be done pretty much exactly like the start of the original RTOR2. We'll use flyingchicken's new map and so forth, and the original Return to Our Roots 2 ruleset (what there was of it). Included are large national blobs, no regard for realism, and pretty much no real restrictions.
8. Laying Foundations: A Fresh Start: Once again, another fresh start idea, done much differently. This pretty much is an interesting times style of NES, which will be done with significantly more restrictions than the one mentioned above. The ruleset will start as the players begin as nomadic tribes starting in a centralized location and fighting eachother as they move to new lands. Journey across the globe, fighting NPCs and other players, looking for a place for your people to live. When you feel you've found a place to settle down, you'll recieve traditional nation stats to start building. From there we'll move ahead a few thousand years to the emergence of the first true civilizations from your tribes. And so forth. The ruleset will evolve and adapt as the nations grow.
Well that's everything in my arsenal at the moment (excepting a few which don't have rulesets yet), take your pick, I look forward to ya'll insights and thoughts.