This is based on a civ3 scenario by Ed O' War and i have no claim on the idea. I'm just making it into an NES.
Story:
Date: January, 2010
In the aftermath of the Eastern War, the central government of the United States collapsed. Local and state governments attempted to fill the void, but they too were soon overwhelmed by the rising tide of chaos. Canada and Mexico's governments collapsed right behind them. Soon gangs and aspiring warlords rose up to fill the vacuum, claiming entire cities as their personnel fiefdoms. It wasn't long before the warlords began to fight amongst themselves, scrabbling to control the few remaining resources to establish their legacy. Create a faction, assemble an army, create unity out of the chaos that is America before someone else does.
Faction Creation
Set up your Faction like this:
Faction Name
Government (dont have to get too complicated, after all you are a despot no matter what you say your government is. Perhaps later a new USA could be formed once someone has enough power)
Army: 500 War Vets
Navy: none
Air Force: none
Living Standards (2nd World if in US, 3rd world in Canada or Latin America)
Starting City: Where your gang/faction starts, look at this following provided link in the reference map section: http://www.cia.gov/cia/publications/factbook/ only cities on that map are in the NES (for my own convience as well as others
IMPORTANT: Please provide background information with your faction: ideals, goals, foundation, type of members, etc.
-Types of Soldiers-
For once i am using numbers for military levels. Some can only be gained by salvaging military bases, while others can be trained, built or recruited. Some are better than others at different attributes. Here's the list.
Land:
-Militia: Conscripts from City population armed with handguns, hungting rifles and other civilian weapontry. 1000 availible to produce per city
-War Vets: Veterans of the Eastern War, hired to fight for their warlord. 250 to be produced per city
-Heavy Weapons: Well armed, well trained troops. The best infantry there is. Armed with modern anti-tank, anti-personell, and anti-aircraft weapontry. These can be created only by salvaging weapons from military bases (number of men created determined randomly)
NOTE: All tanks are especially effective against infantry qith exception of Heavy Infantry.
-Technical: Only "tank" that can be built. Modified SUVs armed with heavy weapons. 20 can be built per city.
-Armor: Tanks modern by 60s or 70s standards. 10 can be built per city.
-Modern Armor: Tanks equal to pre-Collapse armor. These are very rare, but 1 Modern Armor is the equal of 50 technicals. Can only be gained by salvaging.
Sea:
-Technical: Armed speedboats, the militia of the sea. Also these are the only boats which can be built. 10 can be built per COASTAL OR RIVER/LAKE SIDE city.
-Destroyer: Ships of war equal to pre-Collapse US Coast Gaurd Destroyers. 2 can be built for a city production.
The others are salvagable and will be chosen randomly when you attempt to salvage for a navy. Listed Here: Submarine, Battleship, and Aircraft Carrier
Air Force:
-Technical: Converted civilian planes, armed with machine guns or other light weapons. 15 can be built per city
-Fighter: Out of date piston-engined fighters dating back to World War 2 style craft, can give support to attacking troops. 5 can be built per city
-Jet Fighters: Modern fighters. Can only be salvaged. They are rare when salvaging, however when found are in large amounts.
Salvaging
As mentioned above, you can salvage to gain better weapontry. By doing this you forfiet growth of economy or any other stat, but you have chance to gain relatively advanced weapons and gain an edge on your rivals. All salvaging is completely random as i have a system which determines the amount of weapons gained with each salvage order. You could gain a plethora of modern armor or you could gain a additional economy level from a surplus of a resource, or you could gain absolutely nothing.
When you salvage you must say where you are salvaging, after a while areas can run out of salvageable weapontry and are no longer of use, so you must continue expanding.
RL military base locations also have an important effect on salvaging, as a military base can yield great amounts of weapons or at worst case, a nuclear meltdown.
Federal Government
The United States federal government, though left heavily damaged because of the Collapse, still has some power. Starting in Washington DC, the Federal Government has access to more advanced weapons than the other factions, and are more readily accepted by unclaimed cities. The Federal Government recognizes no factions and will constantly attack any nearby cities controlled by a faction. The Feds have a distinct advantage in building Armor instead of ordinary technicals.
Battles
Battles are determined by the units in battle, the tactics described by the commander, and the terrain in which it is being fought. There is no system, but i have learned my lesson about playing favorites and i garentuee that all battles will be determined by logic and reason.
Transport
As noted on the below map, there are red lines which show major transport routes accross North America. Rivers and Lakes also count as transport. Transport lines in your controlled territory allow you to move troops quickly between your cities. You cannot use the transport network in cities you do not control unless the faction leader of the city allows you to.
You can build or rebuild transport routes between unconnected cities for use of one city's production.
Outposts
You may spend an city's production to build a fortified outpost somewhere near your cities or even far away. Though it helps if it is on a transport route, they dont have to be and it can be stradegically vital to not be. Just state about where you want your outpost to be (has to be within reasonable range of one of your cities) and i will place it there the following update.
Spending
Each city has production, unless ruined by war or nuclear weapons. The more cities you have the more troops you can produce per turn.
Nuclear Weapons
Nuclear weapontry are only located in the United States. You can gain them by rare chance while salvaging or by spending 10 city production to gain one (can be spread out over several turns), A nuke can level a city, outpost, army, or mess up transport routes for many miles. BE WARNED, if a city is nuked it can no longer function as a city for any faction.
Cities
Simply, the more cities you have the greater your production and the more troops you can produce per turn.
Victory
Unlike in most story NESes, you can win this one. To win, you must declare victory. At maximum only two players can declare victory to win the game together.
I think that about covers all the rules PLEASE READ CAREFULLY ALL THE ABOVE RULES. If you notice a mistake or need a clarification just post and i will adjust the rules to satisfy you (if within reason).
Story:
Date: January, 2010
In the aftermath of the Eastern War, the central government of the United States collapsed. Local and state governments attempted to fill the void, but they too were soon overwhelmed by the rising tide of chaos. Canada and Mexico's governments collapsed right behind them. Soon gangs and aspiring warlords rose up to fill the vacuum, claiming entire cities as their personnel fiefdoms. It wasn't long before the warlords began to fight amongst themselves, scrabbling to control the few remaining resources to establish their legacy. Create a faction, assemble an army, create unity out of the chaos that is America before someone else does.
Faction Creation
Set up your Faction like this:
Faction Name
Government (dont have to get too complicated, after all you are a despot no matter what you say your government is. Perhaps later a new USA could be formed once someone has enough power)
Army: 500 War Vets
Navy: none
Air Force: none
Living Standards (2nd World if in US, 3rd world in Canada or Latin America)
Starting City: Where your gang/faction starts, look at this following provided link in the reference map section: http://www.cia.gov/cia/publications/factbook/ only cities on that map are in the NES (for my own convience as well as others
IMPORTANT: Please provide background information with your faction: ideals, goals, foundation, type of members, etc.
-Types of Soldiers-
For once i am using numbers for military levels. Some can only be gained by salvaging military bases, while others can be trained, built or recruited. Some are better than others at different attributes. Here's the list.
Land:
-Militia: Conscripts from City population armed with handguns, hungting rifles and other civilian weapontry. 1000 availible to produce per city
-War Vets: Veterans of the Eastern War, hired to fight for their warlord. 250 to be produced per city
-Heavy Weapons: Well armed, well trained troops. The best infantry there is. Armed with modern anti-tank, anti-personell, and anti-aircraft weapontry. These can be created only by salvaging weapons from military bases (number of men created determined randomly)
NOTE: All tanks are especially effective against infantry qith exception of Heavy Infantry.
-Technical: Only "tank" that can be built. Modified SUVs armed with heavy weapons. 20 can be built per city.
-Armor: Tanks modern by 60s or 70s standards. 10 can be built per city.
-Modern Armor: Tanks equal to pre-Collapse armor. These are very rare, but 1 Modern Armor is the equal of 50 technicals. Can only be gained by salvaging.
Sea:
-Technical: Armed speedboats, the militia of the sea. Also these are the only boats which can be built. 10 can be built per COASTAL OR RIVER/LAKE SIDE city.
-Destroyer: Ships of war equal to pre-Collapse US Coast Gaurd Destroyers. 2 can be built for a city production.
The others are salvagable and will be chosen randomly when you attempt to salvage for a navy. Listed Here: Submarine, Battleship, and Aircraft Carrier
Air Force:
-Technical: Converted civilian planes, armed with machine guns or other light weapons. 15 can be built per city
-Fighter: Out of date piston-engined fighters dating back to World War 2 style craft, can give support to attacking troops. 5 can be built per city
-Jet Fighters: Modern fighters. Can only be salvaged. They are rare when salvaging, however when found are in large amounts.
Salvaging
As mentioned above, you can salvage to gain better weapontry. By doing this you forfiet growth of economy or any other stat, but you have chance to gain relatively advanced weapons and gain an edge on your rivals. All salvaging is completely random as i have a system which determines the amount of weapons gained with each salvage order. You could gain a plethora of modern armor or you could gain a additional economy level from a surplus of a resource, or you could gain absolutely nothing.
When you salvage you must say where you are salvaging, after a while areas can run out of salvageable weapontry and are no longer of use, so you must continue expanding.
RL military base locations also have an important effect on salvaging, as a military base can yield great amounts of weapons or at worst case, a nuclear meltdown.
Federal Government
The United States federal government, though left heavily damaged because of the Collapse, still has some power. Starting in Washington DC, the Federal Government has access to more advanced weapons than the other factions, and are more readily accepted by unclaimed cities. The Federal Government recognizes no factions and will constantly attack any nearby cities controlled by a faction. The Feds have a distinct advantage in building Armor instead of ordinary technicals.
Battles
Battles are determined by the units in battle, the tactics described by the commander, and the terrain in which it is being fought. There is no system, but i have learned my lesson about playing favorites and i garentuee that all battles will be determined by logic and reason.
Transport
As noted on the below map, there are red lines which show major transport routes accross North America. Rivers and Lakes also count as transport. Transport lines in your controlled territory allow you to move troops quickly between your cities. You cannot use the transport network in cities you do not control unless the faction leader of the city allows you to.
You can build or rebuild transport routes between unconnected cities for use of one city's production.
Outposts
You may spend an city's production to build a fortified outpost somewhere near your cities or even far away. Though it helps if it is on a transport route, they dont have to be and it can be stradegically vital to not be. Just state about where you want your outpost to be (has to be within reasonable range of one of your cities) and i will place it there the following update.
Spending
Each city has production, unless ruined by war or nuclear weapons. The more cities you have the more troops you can produce per turn.
Nuclear Weapons
Nuclear weapontry are only located in the United States. You can gain them by rare chance while salvaging or by spending 10 city production to gain one (can be spread out over several turns), A nuke can level a city, outpost, army, or mess up transport routes for many miles. BE WARNED, if a city is nuked it can no longer function as a city for any faction.
Cities
Simply, the more cities you have the greater your production and the more troops you can produce per turn.
Victory
Unlike in most story NESes, you can win this one. To win, you must declare victory. At maximum only two players can declare victory to win the game together.
I think that about covers all the rules PLEASE READ CAREFULLY ALL THE ABOVE RULES. If you notice a mistake or need a clarification just post and i will adjust the rules to satisfy you (if within reason).