ANES01 Preliminary Rules Work

I just noticed that he has a second kind of numbers too; and I feel particularily stupid now because he did write about them. Those would be the ones you were talking about, I suppose.
 
das said:
I just noticed that he has a second kind of numbers too; and I feel particularily stupid now because he did write about them. Those would be the ones you were talking about, I suppose.
Yes, they would be. I'm not going insane after all. :p

So my question still stands...
 
Retroactive deletion.
 
I don't think you need to replace yellow at all.

Take a look at this:

anes01suggestion.png


All I did was color the borders of the city red/yellow as well. It stands out much better, and there's still the dot in the center to denote ownership. Plus you get a really neat pattern for the capital/EC (that you'll have to zoom in to see, probably).

As regards numbers/letters, definitely use letters for EZ reference. Base 26 is much more compact than base 10, and there probably will be countries with more than 10 EZs.
 
Retroactive deletion.
 
That's a decent compromise. I can live with it.

1. I really like the idea of research cities. Go for it. One question--I'm assuming that not all special cities will give EP (since ICs will give IPs, I guess). Will it be possible to "stack" special city status? Could something be both an industrial and cultural center? If so, how would this be represented on the map?

2. I'm not sure that's the best way to implement it. I agree that bad infrastructure hampers industrial and economic development--but the key word there is development. Bad infrastructure should not be a modifier, but should rather provide an industry/income cap until it is increased (though I suppose it could do both). And good infrastructure could give a bonus, but wouldn't it be more to industry than economy? Or both? And it should be smaller--perhaps +10% to both industry and economy?

3.That's a fairly obvious addition. Go for it. You might want to look at the JalNES research system--I don't really like it's implementation as project-style, but I do like how education effects how far research can progress.
 
Retroactive deletion.
 
So then what would a Research or Cultural center produce? Some of each (so research could be services+industry or services+commerce)? Or would you need to create points for those as well?

Each secondary stat (Education, Living Standards, etc) could have a primary stat (Industry, Commerce, Agriculture, etc) that could increase it normally. The rest of the primary stats could also be used to increase it, but with a lowered exchange rate.

Is that getting too complicated?
 
I'm losing track of how the system works. Maybe i should withdraw?
 
Just wait for Symphony to make up his mind and summarize things, it will probably seem much less difficult when he does.
 
I'm still kinda itchy about unit power being graded in numbers. I can forsee the making of a cult devoted to worshipping Random Number Gods.
 
Retroactive deletion.
 
Note: This is a standardised message.

My work has taken a slump lately, and i fear NESing is the reason. I have decided to experiment and quit for 10 days.
 
EDIT: Ignore this post, 'tis a sad result of a problematic internet connection.
 
So, when can we expect the test NES? Or more rules for us to tinker with?
 
Retroactive deletion.
 
Retroactive deletion.
 
Economy rules look good.

Regarding UUs, there are two routes you can go--either have UUs be better (in terms of value for money) than normal units, or have UUs simply different than the "standard" units, but with the good and bad canceling out (i.e better attack but worse defense, or better speed but higher cost).

If you go the first route, which will require less work, I'd recommend setting a limit if 1 UU per nation (or 1 sea, 1 land, 1 air at the most), since the UUs provide an actual advantage. Nations should then be allowed to change UUs, but with some type of penalty involved.

The second route will require much more work, but allow much more flexibility. If you do this, you might as well use a SMAC-style module system, where you can build units from the ground up, with each component costing a certain amount. This allows you to define everything about a unit, at the price of more work for the mod.
 
Retroactive deletion.
 
In that sort of vein I can see restricting Infantry SUs (hereforward ISUs) to some number, and Mechanized SUs (MSUs) open, since they will likely dominate a given category.

In that case, I agree with the sentence above.

I assume Sea and Air units will have the same type of system as mechanized units?
 
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