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#Occupy_Earth
Join Date: Nov 2002
Location: Portsmouth, Hampshire, UK
Posts: 5,454
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DaftCivNES
Welcome to DaftCivNES ![]() The idea is a light/gamey NES, based on the Civ series, but with the human-ness of NESing, taking some ideas from my old projects, and testing out new ones. Inspiration arrived while looking through info about Civ5 (which I haven't played). I would like to run a fast game to completion to see how it goes... Again this is a light NES, orders etc can all be in the thread if you wish, and there are no automatic story bonuses (although background is always welcome). I am looking for no more than 9 players to begin with... I am aware of my previous failings and will feel lucky to have any players ![]() The World The game takes place on a 're-mixed' Earth, where there are versions of each continent, but not quite the same shape. The same deal as several other NES's I have run. This particular map was done very quickly and may be improved later. The shroud will be revealed for all players as each expands. The types of terrain will definitely have an impact on things like combat and city development. You can customise your 'civ' and choose to start anywhere in the world - e.g, to start in this world's version of the middle east. It will have similar climate and NPC cultures, but the geography will be different. For Example: Hurians - Daftpanzer Colour: Grey/blue Culture: mix of Hittite/Persian Traits: Industrious, Militaristic Start position: middle east Occupation: copper mining Would give your this: (not actually appearing in the game) ![]() Map Icons Again this is a mostly visual NES, but should be greatly streamlined compared to some of my recent efforts. The following things are on the map: * Resources - will be controllable/captureable, each giving one and only one Raw point to spend (more on that later). The different kinds of resources you control also have different subtle benefits. Unlike DaftNES3 they will not 'level up'. Ownership is noted by coloured dots - no dot means an unclaimed or contested resource. Resources should be near your Camps / Cities or you will tend to lose ownership (unless you have deals with local NPC, or you have become good seafarers and its near the coast, or its the modern age). * Armies - are shown by helmets (defensive stance) or swords (aggressive stance). They have veterancy levels that are shown by the small gold stars (more is better). Your civ will have a military 'pool' listed in the stats, these units are assumed to be mostly concentrated in your army/armies, each army having an equal share. Armies need to spawn from some kind of settlement. * Fleets - are aquatic versions of armies, but have just the one stance, always shown by the anchor icon. * Camps - are basic centres of population, but give no special points. Useful for maintaining ownership of nearby resources. They can be moved around on the map quite easily. As you tell your people to 'tinker' (see Stats: Raw actions), or you just get lucky, they will transform into Cities. * Cities - are your advanced (and immobile) centres of population. Each one gives an Eco point to spend, provided you also have one Resource for each city (it doesn't matter what kind). Cities breathe resources - having a surplus encourages more cities to appear and makes them more stable, but having a lack means people are starving and/or unemployed, in which case there will probably be riots and some cities reverting back to Camps. * Wonders - can be built, or rarely appear for free. They can be in cities or be placed strategically on the landscape. They will have various effects and have great influence over people. * Capitals - can be Camps, Cities, or even Wonders. They are noted by underlined text on the map. Your influence is centred on your capital. It can be moved around, but may take a turn or two to re-establish fully. * Religions - are shown by special icons appearing over the Camps / Cities where they spread. Religions can both unite and divide people. You may wish to use them as a tool, but be wary of complications moving into the modern age... * Other Things - will be described as they are encountered. Stats / Rules Civ name: Player name Culture: Traits: Com / Raw / Eco: Military: Civics: Techs: Important/Confusing - in this game, you have different kinds of points to spend. These cannot ever be banked, and they can't be split between different tasks. For example, if you want to use Command points to form new armies, you must spend all your Command points on that action that turn, or at least leave some Command points unspent. You cannot also spend one Command point on civics, etc. This is both to keep things simple, and hopefully create some interesting game dynamics (?). Com[mand] - these points basically represent effective 'leadership', not necessarily related to the size or power of your civ. Extra Command points are gained from having cities that are stable and really thriving, or from inspirational achievements (?). Spoiler for Command options:
Raw - these points represent your economy at its simplest level, and come from owning Resources on the map. Spoiler for Raw options:
Eco[nomy] - these points represent a higher tier of your economy, stuff that happens in and around cities. Remember you can never have more Eco than Raw! Spoiler for Economy options:
Civics - these are three sets of paradox-style sliders that start in the middle and can be moved to one of two extremes (+10 should be considered extreme). These also define your type of government and will have subtle effects throughout the game. Spoiler for Civic details:
Techs - a list of your cutting-edge techs only, to give a general idea of how 'advanced' this civ is. Again, this refers to the various civ tech trees you may be familiar with. Gameplay / Orders Note that the passage of time will occur in civ-like fashion. Your orders may include: * Spending of Com, Raw and Eco points (each type must be spent on one task only per turn). * Ordering armies around And that's it. I will handle all diplomacy with NPC's, either in the thread or via PM... NPC's Only players will have true (colourful) 'Civs'. The plain white names are all NPCs that can be attacked or negotiated with individually. They can be a Camp / City, or a roaming Army / Fleet, or a combination of both. They operate on the basis that human beings are fundamentally lazy - militaristic NPC's are far more likely to appear if players are expanding aggresively! NPC's should be quite happy to negotiate to allow in your religion, or your access to resources etc in return for protection or gifts. If they have fleets or armies, you can use them as allies. And yes, eventually they can peacefully assimilate into your civ. Finally, NPC's can be start points for players that are defeated or join later. Joining the game You don't have to be there from the beginning, and you can 'respawn' if killed. * Culture: please only a brief description, or ideally just mix a couple of real-world civs. You can just copy a real-world civ if you really want. Please keep culture relevant to the continent you want to start on - eg, no aztecs in ancient europe. * Traits: I am thinking more of civ3's traits here. Please pick any two. You can invent your own kind of trait if you really want, so long as it is relevant. These will have various subtle effects throughout the game. * Start position: again, this can be any part of the real world, which will be roughly translated onto the re-mixed map in which we are playing. Alternatively, if you are starting late, you can pick any NPC settlement on the map to morph into. * Occupation: you will start with a first settlement that can be focused on crop farming, cattle farming, copper mining, gold mining, stone quarrying, fishing, hunting, or harvesting some other luxuries. This will also define what kind of starting techs you have. Start Template: Civ name - Player name Colour: Culture: Traits: Start position: Occupation: List of city names (optional): Thx for reading this
Last edited by Daftpanzer; Oct 26, 2010 at 02:08 PM. |
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#2 |
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Well Meaning Idiot
Join Date: Jan 2008
Location: CT
Posts: 2,139
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I can guarantee that you'll get more than nine players Daft, maybe even under 24 hours.
Zora - Matt Colour: NavyBlue Culture: Mostly Phoenician with some Egyptian elements thrown in (Currently, something probably related to religion). More detail to come. Traits: Commercial (Or is it Financial? I've been playing too much Civ3), Expansive Start position: Middle East, Wherever would be a good position for a trade center(s). Occupation: Agriculture, Tin Mining, Masonry, and Trading List of city names (optional): Will appear here soon (hopefully). Commentary on these new (efficient!) rules to appear if you would like any Daft.
Last edited by Matt0088; Oct 09, 2010 at 07:47 PM. |
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#3 |
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Draconic Mod
Join Date: Jul 2007
Location: Update Workshop
Posts: 11,334
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Garunur: Charles Li
Culture: please only a brief description, or ideally just mix a couple of real-world civs. You can just copy a real-world civ if you really want. Please keep culture relevant to the continent you want to start on - eg, no aztecs in ancient europe. I say Anglo-Saxon government (Kings) with Chinese Values and Norman Battle Tactics. * Traits: I am thinking more of civ3's traits here. Please pick any two. You can invent your own kind of trait if you really want, so long as it is relevant. These will have various subtle effects throughout the game. Commercial, Scientific * Start position: again, this can be any part of the real world, which will be roughly translated onto the re-mixed map in which we are playing. Alternatively, if you are starting late, you can pick any NPC settlement on the map to morph into. Fertile Cresent, not Mesopotamia, Syriaish * Occupation: you will start with a first settlement that can be focused on crop farming, cattle farming, copper mining, gold mining, stone quarrying, fishing, hunting, or harvesting some other luxuries. This will also define what kind of starting techs you have. 1# Timber Harvesting (good quality hardwood) #2 Timber Trading #3 Ship Building or 1# Fishing 2# Gold mining #3 Trading City Names: Antichlan, Caratorlan, Doscat, Lorlan.
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IOTerraNES: The Civil Experiment Finally Presents Update 18: When -DAMNYOUAUTOCENSOR- Hits The Fan
A brand new beginning reaches the end of one era. Join now to help shape Part 2! The WikiThe Twitter Feed I don't know. Creativity isn't really my thing. presents you a world of cooperative storytelling. Mixed in dieselpunk style airships, floating islands, new ideologies, and scheming of the first class! #nesdnd and it's Public Files Can a noob DM handle 12 players? Join us and find out. Last edited by Terrance888; Oct 10, 2010 at 08:20 AM. |
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#4 |
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Prince
Join Date: Apr 2010
Location: White House
Posts: 351
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Civ name - Badunoff
Colour: Red Culture: Romans and Mayans Traits: Expansionist/Technological Start position: Amazon Occupation: Cattle Farming, tin mining, hunting List of city names (optional): Kirumberg, Fitheltinsvile, Redfillton |
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#5 |
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Steppin' up!
Join Date: Aug 2009
Location: Nowhere
Posts: 2,608
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I might join this, but not imedeantly.
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CivO: Why must you keep sigging me? With misquotes? Real quotes are funnier. Sonereal: You're siggable. CivOasis: WHAT IS WATERLAND? CivOasis: I was about to write something, though I suspect a misquoted sig would arise. COME JOIN IOT! WE HAVE COOKIES There is no schism in IOT. The Church of the IOT is safe.
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#6 |
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MVP
Join Date: Jan 2006
Location: Steph Curry
Posts: 7,086
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Civ name: Tirza
Colour: Dark Blue Culture: Hebrew, Ottoman, with a touch of Roman Traits: Militaristic, Industrious Start position: Israel? Occupation: copper mining, stone quarrying, crop farming, List of city names (optional):Jericho (Capital), Jazer, Asher, Adrekm, Adrel, Ekron
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Stephen Curry #30 David Lee #10
Golden State Warriors WE BELIEVE |
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#7 |
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Prince
Join Date: Mar 2007
Posts: 364
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* Civ name: Bunjin
* Player name: ChiefDesigner * Color: White * Culture: The Jin or Bunjin tribes resemble other Southeast Asian semi-Sinicized tribes. * Traits: DIPLOMATIC: NPCs more likely to agree to requests RELIGIOUS: State religion easier to spread; begins with a religion * Start Position: south China, along a river * Occupation: The settlement of Yanshan was built around salt extraction. |
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#8 |
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Warlord
Join Date: Apr 2007
Posts: 156
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Civ Name: Ymo
Color: Yellow Culture: Saxon, Frank, and oh let's throw in some Korean Traits: Commercial, Seafaring (if doable) Occupation: Fishing, Trading List of City Names: Ymo, Rika, Tvagil Last edited by Massive Attack; Oct 10, 2010 at 02:22 AM. |
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#9 |
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Emperor
Join Date: Jul 2009
Location: ROC, NY, US
Posts: 1,897
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Start Template:
Civ/player: Ikraami - Eltain Color: orange-red? ugly color, please ![]() Culture: egyptian-mongolian Traits: expansive, militaristic Start position: mordor or, if that doesn't apply, himalayan mountainsOccupation: cattle raising, copper mining, gold mining City names: Ikraam, Hania, Sadaf, Lujym, Dima
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Kingdom of the Alfrenks in TerraNES: The Civil Experiment Republica do Brasil in Six Month War: Take 4 We must respect the other fellow's religion, but only in the sense and to the extent that we respect his theory that his wife is beautiful and his children smart. Semper In Faecibus Sumum, Sole Profundum Variat
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#10 |
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unerring
Join Date: Jan 2003
Posts: 5,701
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The Thuggee
Civ name: Thuggee - Player name: Immaculate Colour: Purple (darker if there are two) Culture: Based on a dedicated and secretive cult (not necessarily religious) with multiple layers of control, the depth of which and the actual leadership thereof remaining a mystery. Otherwise very much like the Babylonians except replace the priesthood with the mysterious layered cult-like organization. Traits: Commercial, and trying to make one up: Intrigue (the culture has a penchant for secrecy, intelligence, spying and dirty politics) (otherwise 'Cultured'?) Start position: Mouth of the Euphrates Occupation: primarily trading, farming, stonework and pottery in that order List of city names (optional): use the Babylonian ones from CIV? Assur... etc.
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Immaculate's Dreams and Legends This is ImmacuNES - ain't nobody got it easy. (HBar) Orders Due Thursday May 16th, 2013, in
Last edited by Immaculate; Oct 10, 2010 at 02:27 AM. |
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#11 |
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Irish Rose Radio Hour
Join Date: Feb 2005
Posts: 4,668
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Hey,
Submiting 9th, 7 hrs 56(?)minutes ![]() Civ name Orn/Ornian- Blaze injun Colour: Light Purple/Lavander Culture: Norse/American Indian Traits: Commercial/Seafaring (Can be more detailed if needed) Start position: Mid-Atlantic coast of North America, Chesapeake Bay type Occupation: Trade, Fishing & Mining List of city names (optional): Arkautumn (capital), Onochipawee, Saganitakee, Weskai Ornashakwai, Onosh
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NES The Atomic Foxes of Beginning of the World As We Know It: A Test Minisk. Storm Goddess of The Great Hunting Ground Mortal Engines NES Last edited by Blaze Injun; Oct 10, 2010 at 03:10 PM. |
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#12 |
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Captain
Join Date: Jul 2004
Location: Earth Dome
Posts: 11,137
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Boat is full...
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#13 |
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#Occupy_Earth
Join Date: Nov 2002
Location: Portsmouth, Hampshire, UK
Posts: 5,454
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Thanks very much! That's nine players. Almost done with the update 0 map, taking a break now.
Sorry Gelion ![]() @Charles, you haven't given me much to work with, so I'm afraid I haven't added you . A mystery player has joined via PM.
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#14 |
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Draconic Mod
Join Date: Jul 2007
Location: Update Workshop
Posts: 11,334
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Sorry! I had my internet cut out.
Done, please ad me in
__________________
IOTerraNES: The Civil Experiment Finally Presents Update 18: When -DAMNYOUAUTOCENSOR- Hits The Fan
A brand new beginning reaches the end of one era. Join now to help shape Part 2! The WikiThe Twitter Feed I don't know. Creativity isn't really my thing. presents you a world of cooperative storytelling. Mixed in dieselpunk style airships, floating islands, new ideologies, and scheming of the first class! #nesdnd and it's Public Files Can a noob DM handle 12 players? Join us and find out. Last edited by Terrance888; Oct 10, 2010 at 07:43 AM. |
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#15 |
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Captain
Join Date: Jul 2004
Location: Earth Dome
Posts: 11,137
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I will enjoy just reading as, from what I am able to see in the rules, this is the very type of scenario I tried to design years back. Let me know if you need a Schytian barbarian horde later on.
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#16 |
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Deity
Join Date: Nov 2008
Location: Albany, New York
Posts: 2,810
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Kideajin (Land of the Forest)-Omega
Colour: Grey Culture: Mostly Iroquois and other Northeast Natives Traits: Start position: America Occupation: Hunting and crop farming List of city names (optional): Kideajin, Wertania (The Clearing), Hutim Kill (Large River), Ho-Squadalia (Far Hunt)
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(Economic Left/Right: 6.50 Social Libertarian/Authoritarian: -8.15) Lighthearter: Dem has fine butt |
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#17 |
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#Occupy_Earth
Join Date: Nov 2002
Location: Portsmouth, Hampshire, UK
Posts: 5,454
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Just got back from a run along Portsmouth seafront, its like a mid-summer's day outside, global warming is nice so far
![]() Terrance, Gelion and Omega, you will have first refusal for being replacement players when others inevitably drop out... |
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#18 |
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#Occupy_Earth
Join Date: Nov 2002
Location: Portsmouth, Hampshire, UK
Posts: 5,454
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UPDATE 0:
The clever peoples of Kirumba have domesticated the giant ground-birds of the jungle. For now they are unaware of the Orn peoples of the north. The isolated people of Ymo have begun to take to the water in sturdy galleys. A chain of proto-civilizations spreads across southern asia. They are threatened by northern nomads, and by each other. The Bunjin tribes have created the first true religion, which already spreads to nearby tribes. MAP: Spoiler:
NOTES: * I am not happy about european city names for native american civs. This is a gamey NES but not that gamey! * @ChiefDesigner, I am going to make the Bunjin religion into generic Taoism, unless you have a better idea ![]() * @Matt0088, I meant to say, I would love to hear any opinions about the rules... * In future, people may get bonus Eco points from trade (which happens automatically), I need to work that out. EXAMPLE ORDERS: I thought this might be helpful, totally hypothetical of course... A reminder that each kind of point (only Command and Raw at the moment) must be allocated on one task per turn, and can't be split between different ones. The Zora can spend their Command point a on level-up for their army, spend their Raw points on units, and then send their army to capture the copper ore resource from the Tirza. The Oskfites can spend their Command point to influence the Nenhaj NPC, use their Raw points to claim the unused rice resource in the north-east, and have the army on defence. The Thugge can spend their Command point on starting a wonder, and their Raw points on 'tinkering' which will most likely result in Assur becoming a true city, while the army stays on defence. The Bunjin can spend their Command points on spreading their religion further, and their Raw point to claim the dye resource in the east, while the army stays on defence. Etc etc. STATS: Spoiler:
Last edited by Daftpanzer; Oct 10, 2010 at 12:14 PM. |
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#19 |
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unerring
Join Date: Jan 2003
Posts: 5,701
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Thugge: Chapter 1- Rule by The Tiered Circle Society
The average individual living amongst the Thugge does not know who their ruler is. They know only that those of the ‘Circle’ or ‘Society’ as it is known popularly collect taxes, provide infrastructure and ultimately must be obeyed for they control everything in Thugge society from the militia and burgeoning army to funding for private investment to the distribution of grain to the organization of trade caravans. They are perhaps best known for, however, their labyrinthine network of secret police and informants that secure their domestic power base. Only approximately 10-15% of the population belongs to the ‘Society’ and two neighbors belonging to unassociated arms thereof may or may not know of their mutual membership. This is because within the ‘Circle Society’, lower ranking members know only their immediate supervisors. They may be aware that other members lie within the circle somewhere above them within the hierarchy but would not be aware of what the hierarchies contain or what their responsibilities are. When the society meets, its members are masked and their identities hidden; only one’s immediate superior, or handler, would know the identity of the member. How many layers there are or how they are divided remains a mystery to all but the highest and most secretive tiers of the ‘Society’. ![]() An Artist's Rendition of a Circle Society Member The leadership of the ‘Society’ remains a mystery. Some say it is a group of men not unlike the trade oligarchies of other nations and of major merchant houses, others that the leadership lies with the ancestors and that the spirits of the ancestors lead through the occult layers of the ‘Society’. Others say that a dragon who lives in the great Assur river leads the society. The truth is, it doesn’t matter. The Society’s rule is absolute, ruthless and highly obfuscated.
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Immaculate's Dreams and Legends This is ImmacuNES - ain't nobody got it easy. (HBar) Orders Due Thursday May 16th, 2013, in
Last edited by Immaculate; Oct 12, 2010 at 12:30 PM. |
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#20 |
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unerring
Join Date: Jan 2003
Posts: 5,701
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A message from the Thugge of Assur
To the Zora A man wearing extensive veils appears in your court. He claims to be a representative of the Circle Society leadership of Assur. In badly accented Zorite, he offers trade, "Zorites, your nation is one of trade and commerce. As is ours. We wonder if we might work towards establishing caravan trade with one another in the not too distant future?" EDIT OOC: the goal would be to accelerate trade between our people. Our first concern would be safety and development but once we have that secured, we might want to make us of our commercial trait by developing a 'joint-project'?
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Immaculate's Dreams and Legends This is ImmacuNES - ain't nobody got it easy. (HBar) Orders Due Thursday May 16th, 2013, in
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