Daftpanzer
canonically ambiguous
First of all, a big thankyou to everyone who has contributed to my projects over the years, and apologies for all the ones that stalled or died too soon. I’m continually prone to overexpansion in my projects, and also perhaps worrying a little too much about realism at the expense of fun, and trying to cram in too much potential features right from the start. That has led to more than one game that never made it past the tribal era.
Safe to say the last few years have allowed some time to reflect on things.
This project is intended to be more lightweight and manageable, with a focus on player interactions and choices, and rapid progression. It’s also a chance for me to return to my pixel art hobby - you may recognise the core set of sprites. It’s also a kind of mix-up/tribute to various past projects of mine - NEB1, Alternate Timeline Experiment, Nesse, NEScraft, among others!
---
It’s a blank-slate world. The ice-ages have ended, and players start as a stone-age tribe living in caves with similar stone tools. From here it’s up to you!
I’m happy for technology progression to be fast if players focus on this. However, I don’t want to force people down the route of building a settled civilization. I’d like this to be a game where it’s perfectly viable to be nomads for a big chunk of history (it’s not like nomads didn’t accumulate key technology and skills).
Also, I’m happy for players to join forces and work together on a city-state, empire or tribal confederation, each playing as a different faction thereof. The mechanics are meant to be quite simple and flexible in that regard.
Mechanics
The map is split into roughly hexagonal tiles/zones each with different climates, animals, plants and resources to exploit. Boats are needed to travel between islands, even those in the same tile.
Animals are mobile just like humans, and can be assumed to roam across the map somewhat, though the icons on the map represent areas of highest population.
At the start of the game, you have 2 Actions Points and one Leadership Point to spend.
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Action Points represent the human effort available to you (eventually this may become ‘Eco Points’). At the start, this is 1:1 with your population. If your population gets hungry, sick or demoralised, AP will be lowered from the baseline. Whereas if your people are well-fed, happy and motivated, it will rise.
AP can be spent on various tasks. Do you want to risk going hunting to get lots of food and resources such as hides? Do you want to cautiously forage for anything edible in the undergrowth? Do you want to build some boats? Do you want to start building a village, or maybe even a fortification, or a monument of some kind? Do you want to start experimenting with agriculture, or taming wild animals? Do you want to craft some better weapons for hunting, or tools for cutting down trees, or nets for going fishing? Perhaps even make portable tents and clothes to help survive out in the wild? Do you want to attack a neighbouring tribe or go trading peacefully? All of these could be individual actions.
At this point I’d prefer to avoid writing out a big list of what is and isn’t an action - but I can make one if needed. Feel free to ask for any clarifications.
One thing to clarify, you don’t *need* to focus on any food gathering actions at the start, it’s not that everyone will instantly starve, but it will help your population growth if you do.
---
Leadership Points represent the higher-level focus of your people. At the start of the game, you may think of this as having a choice between a unifying chief, an inspirational shaman, a great healer, a master craftsperson, a master hunter, or a legendary warrior, as just some ideas. Perhaps a leader with a bit of a mix of traits.
In general, the more you repeat spending on one of these aspects, the more momentum is gained in that direction, and the more traditions and bonuses develop. But be aware that it can be difficult to suddenly change direction, as factions with vested interests will develop.
Again I want to give players a lot of freedom here. I can create a list of acceptable categories/characters if needed, but just a couple of key areas to think about below:
Government - as populations expand, they will simply drift off into (mostly friendly) NPC factions unless some investment is made in organising larger groups of people. Without this, it will be tricky to reliably control more than 2-3 units of population at a time! The beginnings of government would perhaps be with some kind of Chieftain / Chieftess position, and/or a tribal council.
Faith / Religion - with our modern mindset, it’s hard to imagine a time when there were no scientific answers for explaining the world around us. Something I think that been overlooked in many of ours NESes: humans are prone to irrational ritualistic behaviours, and this was a big deal in ancient times and I will try to reflect that here. Fear of the unknown, fear of the forces of nature is a huge driving force for early civilization. Thus, you can invest in some kind of faith or religion that calms people’s fears and encourages a certain code of morality and sense of unity, even in times of crisis.
In simple terms, you can either use your leadership points to gain more AP per turn, or get a boost to a particular action - but I’ll try to model some of the more complex effects where I can.
---
Movement
You need some population in a tile to be able to do any actions there (represented by human icons on the map). However, given the timescales of each turn, movement into neighbouring tiles (and back again, if desired) will not count as an action itself. Roads may extend this later; boats can also do longer round trips as skills with seafaring increase.
To move further across the map, I’m going to say that you must spend 1 AP per unit of population that is going to go on a migration / exploration. This also counts for moving long distances by boat. Again given the timescales of each turn, there’s no upper limit to the distance travelled in a migration, but movements may be blocked by random events, accidents or the actions of other players.
Some Additional Rules
You can create a dedicated military unit that is better at fighting that your average unit of population. They’ll be noted on the map by the chevrons above their heads, coloured to match the faction colour.
At this point it costs 1 AP to raise a basic spear-armed warrior from your population, improved weapons and armour not included (at least 1 AP extra to make either of those). It does not do normal jobs and so will probably add somewhere between 0.5 and 1 AP of upkeep per turn, depending - and perhaps more for elite, well-equipped units. So it would be quite a project to fully outfit a large army, and having a large military population could tank your AP production pretty quickly (of course, this may be fine if you are surviving by just stealing food and resources from others).
Military units can gain experience (this should appear as extra chevron symbols on the map).
Inanimate objects will count as equipment, not military units themselves. So you can have a navy, but it’s the fighting sailors that are the actual unit, not the boat. This also means you’ll need an available population unit to man them. Same goes for any siege weapons, cavalry animals and etc, which you can attach or detach to existing units.
Military units don’t require AP spending to go and attack someone nearby, that’s a free action unless the target is beyond the adjacent hexes/tiles. In which case it’s 1AP per unit to travel as far as you like, natural / manmade obstacles notwithstanding. This is the same as the ‘migration’ rule for general population units that I posted in the roles.
You can of course, disband military units, and *hope* that they put their weapons and gear in storage and go back to being a normal population unit…
I hope that covers everything, but again feel free to ask me here or on discord.
The World

Now for a tour around the world - a little bit of info on the different starting positions (click map for big version)
With rising sea levels, a group of humans find themselves stranded on a rather rainy, windswept island at Start A. It has rugged peaks but also some sheltered forest and wild berries, supporting herds of deer. Large bears also roam the forest and compete for cave sites. There are also interesting shiny rocks on the island. The local humans are predominantly red-haired, green-eyed and fairly short and stocky in build, adapted to the cool damp climate.
Start B is on a peninsular with brutal winters but also mild summers in sheltered valleys. Bears and wolves add to the dangers and large ravens circle overhead, waiting to feast on the remains of fallen hunters. There is no shortage of interesting stones. The locals are tall, predominantly blond and blue eyed and have adapted for the cold.
Moving south we cross an area of fertile temperate forest bordered on all sides by hills and mountains. It is a thunderdome of dangerous animals; sabre-tooth cats, giant wild boar, and cave hyenas are all capable of killing humans. Even the local wild cattle are huge and armed with ferocious horns. So far no humans have moved here permanently.
Start C has a more mediterranean climate which can be quite dry during the summer, limiting vegetation to shrubland and broken forest. The mountain valleys are stalked by wolves and giant eagles, preying on local deer and agile wild goats. The land also offers particularly shiny rocks and wild grapes. The locals are of medium build with grey eyes and curled brown hair, and especially thick beards in the males.
Start D has a hot savannah climate and sparse woodlands. Periods of intense rainfall lead to short, intense growing seasons for wild grass and large migrations of animals, and also create temporary wetlands. There are many large and dangerous animals here. The locals are fairly tall and muscular, and dark in skin and hair.
To the south lies a rainforest peninsular that is said to be home to ferocious, highly-territorial beast-men and a number of other evils.
Crossing the shallow, warm sea to the east, and its habitable islands, we reach an arid landscape in the rain-shadow of the great continental highlands.
Start E is a land of extremes, with the hottest and driest desert that is bordered to the east by a flow of cool water from the mountains. This creates a fertile floodplain where abundant grasses can grow. This in turn attracts antelope and water buffalo, as well as crocodiles and lions. Flash floods can also be hazard along this river. The local humans here are fairy dark in skin and hair, and average build.
Start F is a high-altitude landscape with freezing mountain peaks. Particularly brilliant and shiny rocks are found in some of the caves. A few sheltered valleys support vegetation and hardy wildlife including yak-like beasts and wild rams. Mountain lions and eagles prey upon these. There can be surprisingly little rain in summer, with meltwater being the main source of water. The local humans have reddish skin and are adapted for high elevations. Only a few mountain passes lead in and out of this region.
The great mountain range extends to a lower plateau in the south. This is warmer and drier, with only a few hardy plants and animals living here. Among them, however, are some of the biggest and meanest bears on the planet.
Start G is a fertile and temperate forest, watered by rainfall from the east. It is dangerous place, with tigers and man-eating giant boars, not to mention elephants and a number of other ill-tempered beasts. Yet some humans have carved out a place here, mostly sheltering along the western riverbanks. They are rather slim built and light-skinned, perhaps betraying origins further north.
Start H is a tropical jungle, not quite a rainforest, as it does have drier and wetter seasons. The terrain is broken by small plateaus at different elevations, supporting many different species - many of them dangerous. Gigantic beasts roam here, relatives of rhinos that are bigger than even the largest mammoths of the north. Wild chickens and smaller boars are also found here. The locals are fairly short and agile in build, with olive skin.
Crossing the sea to the south, we reach a raised island continent that is largely surrounded by steep cliffs, with only a few accessible beaches. If this land was connected to the mainland at one time, it has nonetheless maintained some unique and strange species of marsupials, and is home to horrifying giant flightless terror-birds that mimic their dinosaur ancestors.
Start I is located in fairly hot, fairly dry highland, but is located in the more habitable half of the island continent. Local trees are adapted to irregular rainfall and can be tapped as a source of water. The local humans have only garbled tales of their origin, and indeed may not believe anything exists beyond their island. They are fairly short and robust in build, and have light hair with red and blonde tones, in contrast to their darker skin.
Safe to say the last few years have allowed some time to reflect on things.
This project is intended to be more lightweight and manageable, with a focus on player interactions and choices, and rapid progression. It’s also a chance for me to return to my pixel art hobby - you may recognise the core set of sprites. It’s also a kind of mix-up/tribute to various past projects of mine - NEB1, Alternate Timeline Experiment, Nesse, NEScraft, among others!
---
It’s a blank-slate world. The ice-ages have ended, and players start as a stone-age tribe living in caves with similar stone tools. From here it’s up to you!
I’m happy for technology progression to be fast if players focus on this. However, I don’t want to force people down the route of building a settled civilization. I’d like this to be a game where it’s perfectly viable to be nomads for a big chunk of history (it’s not like nomads didn’t accumulate key technology and skills).
Also, I’m happy for players to join forces and work together on a city-state, empire or tribal confederation, each playing as a different faction thereof. The mechanics are meant to be quite simple and flexible in that regard.
Mechanics
Spoiler :
The map is split into roughly hexagonal tiles/zones each with different climates, animals, plants and resources to exploit. Boats are needed to travel between islands, even those in the same tile.
Animals are mobile just like humans, and can be assumed to roam across the map somewhat, though the icons on the map represent areas of highest population.
At the start of the game, you have 2 Actions Points and one Leadership Point to spend.
---
Action Points represent the human effort available to you (eventually this may become ‘Eco Points’). At the start, this is 1:1 with your population. If your population gets hungry, sick or demoralised, AP will be lowered from the baseline. Whereas if your people are well-fed, happy and motivated, it will rise.
AP can be spent on various tasks. Do you want to risk going hunting to get lots of food and resources such as hides? Do you want to cautiously forage for anything edible in the undergrowth? Do you want to build some boats? Do you want to start building a village, or maybe even a fortification, or a monument of some kind? Do you want to start experimenting with agriculture, or taming wild animals? Do you want to craft some better weapons for hunting, or tools for cutting down trees, or nets for going fishing? Perhaps even make portable tents and clothes to help survive out in the wild? Do you want to attack a neighbouring tribe or go trading peacefully? All of these could be individual actions.
At this point I’d prefer to avoid writing out a big list of what is and isn’t an action - but I can make one if needed. Feel free to ask for any clarifications.
One thing to clarify, you don’t *need* to focus on any food gathering actions at the start, it’s not that everyone will instantly starve, but it will help your population growth if you do.
---
Leadership Points represent the higher-level focus of your people. At the start of the game, you may think of this as having a choice between a unifying chief, an inspirational shaman, a great healer, a master craftsperson, a master hunter, or a legendary warrior, as just some ideas. Perhaps a leader with a bit of a mix of traits.
In general, the more you repeat spending on one of these aspects, the more momentum is gained in that direction, and the more traditions and bonuses develop. But be aware that it can be difficult to suddenly change direction, as factions with vested interests will develop.
Again I want to give players a lot of freedom here. I can create a list of acceptable categories/characters if needed, but just a couple of key areas to think about below:
Government - as populations expand, they will simply drift off into (mostly friendly) NPC factions unless some investment is made in organising larger groups of people. Without this, it will be tricky to reliably control more than 2-3 units of population at a time! The beginnings of government would perhaps be with some kind of Chieftain / Chieftess position, and/or a tribal council.
Faith / Religion - with our modern mindset, it’s hard to imagine a time when there were no scientific answers for explaining the world around us. Something I think that been overlooked in many of ours NESes: humans are prone to irrational ritualistic behaviours, and this was a big deal in ancient times and I will try to reflect that here. Fear of the unknown, fear of the forces of nature is a huge driving force for early civilization. Thus, you can invest in some kind of faith or religion that calms people’s fears and encourages a certain code of morality and sense of unity, even in times of crisis.
In simple terms, you can either use your leadership points to gain more AP per turn, or get a boost to a particular action - but I’ll try to model some of the more complex effects where I can.
---
Movement
You need some population in a tile to be able to do any actions there (represented by human icons on the map). However, given the timescales of each turn, movement into neighbouring tiles (and back again, if desired) will not count as an action itself. Roads may extend this later; boats can also do longer round trips as skills with seafaring increase.
To move further across the map, I’m going to say that you must spend 1 AP per unit of population that is going to go on a migration / exploration. This also counts for moving long distances by boat. Again given the timescales of each turn, there’s no upper limit to the distance travelled in a migration, but movements may be blocked by random events, accidents or the actions of other players.
Some Additional Rules
Spoiler Upkeep :
Upkeep where it appears is automatically deducted from the amount of available AP shown in the stats. However you can choose not to pay some or all of the upkeep in order to claw the AP back.
Who pays upkeep? People with governments, organised religion, infrastructure that needs maintenance, houses to repair, farms and herds that require constant attention (though the AP cost here will also be producing food), boats to repair, and especially military units to supply.
The demands of survival in hostile terrain - cold or arid - is also baked into upkeep. This is the extra effort needed to get water, firewood etc.
Can I actually not pay maintenance? yes you can, absolutely, and get some or all of that AP back to spend this turn. But bad things can happen (semi-randomised), from corruption and minor starvation to military mutiny, civil war and societal collapse, depending on how much upkeep is skipped. Feel free to ask me for more details!
Who pays upkeep? People with governments, organised religion, infrastructure that needs maintenance, houses to repair, farms and herds that require constant attention (though the AP cost here will also be producing food), boats to repair, and especially military units to supply.
The demands of survival in hostile terrain - cold or arid - is also baked into upkeep. This is the extra effort needed to get water, firewood etc.
Can I actually not pay maintenance? yes you can, absolutely, and get some or all of that AP back to spend this turn. But bad things can happen (semi-randomised), from corruption and minor starvation to military mutiny, civil war and societal collapse, depending on how much upkeep is skipped. Feel free to ask me for more details!
Spoiler Military Units :
You can create a dedicated military unit that is better at fighting that your average unit of population. They’ll be noted on the map by the chevrons above their heads, coloured to match the faction colour.
At this point it costs 1 AP to raise a basic spear-armed warrior from your population, improved weapons and armour not included (at least 1 AP extra to make either of those). It does not do normal jobs and so will probably add somewhere between 0.5 and 1 AP of upkeep per turn, depending - and perhaps more for elite, well-equipped units. So it would be quite a project to fully outfit a large army, and having a large military population could tank your AP production pretty quickly (of course, this may be fine if you are surviving by just stealing food and resources from others).
Military units can gain experience (this should appear as extra chevron symbols on the map).
Inanimate objects will count as equipment, not military units themselves. So you can have a navy, but it’s the fighting sailors that are the actual unit, not the boat. This also means you’ll need an available population unit to man them. Same goes for any siege weapons, cavalry animals and etc, which you can attach or detach to existing units.
Military units don’t require AP spending to go and attack someone nearby, that’s a free action unless the target is beyond the adjacent hexes/tiles. In which case it’s 1AP per unit to travel as far as you like, natural / manmade obstacles notwithstanding. This is the same as the ‘migration’ rule for general population units that I posted in the roles.
You can of course, disband military units, and *hope* that they put their weapons and gear in storage and go back to being a normal population unit…
I hope that covers everything, but again feel free to ask me here or on discord.
The World

Now for a tour around the world - a little bit of info on the different starting positions (click map for big version)
Spoiler :
With rising sea levels, a group of humans find themselves stranded on a rather rainy, windswept island at Start A. It has rugged peaks but also some sheltered forest and wild berries, supporting herds of deer. Large bears also roam the forest and compete for cave sites. There are also interesting shiny rocks on the island. The local humans are predominantly red-haired, green-eyed and fairly short and stocky in build, adapted to the cool damp climate.
Start B is on a peninsular with brutal winters but also mild summers in sheltered valleys. Bears and wolves add to the dangers and large ravens circle overhead, waiting to feast on the remains of fallen hunters. There is no shortage of interesting stones. The locals are tall, predominantly blond and blue eyed and have adapted for the cold.
Moving south we cross an area of fertile temperate forest bordered on all sides by hills and mountains. It is a thunderdome of dangerous animals; sabre-tooth cats, giant wild boar, and cave hyenas are all capable of killing humans. Even the local wild cattle are huge and armed with ferocious horns. So far no humans have moved here permanently.
Start C has a more mediterranean climate which can be quite dry during the summer, limiting vegetation to shrubland and broken forest. The mountain valleys are stalked by wolves and giant eagles, preying on local deer and agile wild goats. The land also offers particularly shiny rocks and wild grapes. The locals are of medium build with grey eyes and curled brown hair, and especially thick beards in the males.
Start D has a hot savannah climate and sparse woodlands. Periods of intense rainfall lead to short, intense growing seasons for wild grass and large migrations of animals, and also create temporary wetlands. There are many large and dangerous animals here. The locals are fairly tall and muscular, and dark in skin and hair.
To the south lies a rainforest peninsular that is said to be home to ferocious, highly-territorial beast-men and a number of other evils.
Crossing the shallow, warm sea to the east, and its habitable islands, we reach an arid landscape in the rain-shadow of the great continental highlands.
Start E is a land of extremes, with the hottest and driest desert that is bordered to the east by a flow of cool water from the mountains. This creates a fertile floodplain where abundant grasses can grow. This in turn attracts antelope and water buffalo, as well as crocodiles and lions. Flash floods can also be hazard along this river. The local humans here are fairy dark in skin and hair, and average build.
Start F is a high-altitude landscape with freezing mountain peaks. Particularly brilliant and shiny rocks are found in some of the caves. A few sheltered valleys support vegetation and hardy wildlife including yak-like beasts and wild rams. Mountain lions and eagles prey upon these. There can be surprisingly little rain in summer, with meltwater being the main source of water. The local humans have reddish skin and are adapted for high elevations. Only a few mountain passes lead in and out of this region.
The great mountain range extends to a lower plateau in the south. This is warmer and drier, with only a few hardy plants and animals living here. Among them, however, are some of the biggest and meanest bears on the planet.
Start G is a fertile and temperate forest, watered by rainfall from the east. It is dangerous place, with tigers and man-eating giant boars, not to mention elephants and a number of other ill-tempered beasts. Yet some humans have carved out a place here, mostly sheltering along the western riverbanks. They are rather slim built and light-skinned, perhaps betraying origins further north.
Start H is a tropical jungle, not quite a rainforest, as it does have drier and wetter seasons. The terrain is broken by small plateaus at different elevations, supporting many different species - many of them dangerous. Gigantic beasts roam here, relatives of rhinos that are bigger than even the largest mammoths of the north. Wild chickens and smaller boars are also found here. The locals are fairly short and agile in build, with olive skin.
Crossing the sea to the south, we reach a raised island continent that is largely surrounded by steep cliffs, with only a few accessible beaches. If this land was connected to the mainland at one time, it has nonetheless maintained some unique and strange species of marsupials, and is home to horrifying giant flightless terror-birds that mimic their dinosaur ancestors.
Start I is located in fairly hot, fairly dry highland, but is located in the more habitable half of the island continent. Local trees are adapted to irregular rainfall and can be tapped as a source of water. The local humans have only garbled tales of their origin, and indeed may not believe anything exists beyond their island. They are fairly short and robust in build, and have light hair with red and blonde tones, in contrast to their darker skin.
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