Daftpanzer
canonically ambiguous

(Untitled)
THIS NES IS NOW IS STASIS: Many thanks to all who have taken part!
Last update can be found here.
---------------------------------
SHORT VERSION RULES:
You will have some 'e' to spend (usually)
1e gets you a unit, which can be military, or cultural, or religious, or merchants, or whatever you want, on sea or on land, whatever you can reasonably build. Units require upkeep, which automatically eats into your income unless you want to risk not supplying your things.
2e gets you a building, something that gets you more money via tax (nomads, cities) or trade (resource workers, ports) or helps defend your territory (fortress) or prevents rebellions (palace) or spreads/improves your culture (monument).
(X)e will get you tech level (X) in a given tech catergory (Culture, Engineering etc) provided you already have the previous tech level (X-1).
LONG VERSION:
I am overjoyed to share the energy-thought matrix that is the third official DaftNES. This is probably not the kind of NES that people want to play, however it is what I want to mod, so here goes

This NES might seem strange and awkward for a few reasons, even considering who is modding it. Firstly, its more or less a mash-up of all my other NESes ever, and of course steals lots of ideas from the NESing collective, especially Bil's SLYNES. Its closest relatives are probably the Alternate Timeline Experiment, DaftNES 1, Civ3 NES 1, ZPNESV and Nesse. Secondly, for once I've actually playtested this idea quite a bit by myself before trying to run it. Thirdly, my whole approach is going to be more abstract, than say DaftNES2 for example...
In this NES, I won't be attempting to deliver a detailed snapshot of history every turn. I will not be going into details about population, military equipment, the exact location and size of individual cities etc. I will not be ramming details down the throats of players, even though it has pleased me to do so in the past. Instead, I will be concentrating on the core mechanics of the game, using an icon-intensive map to cut down on the amount of stats needed to represent things (which, for me personally, is actually easier).
That doesn't mean that I'm ignoring all the usual variables of a NES. This is not meant to be a pure board-game experience. It is supposed to represent a real world, but on quite an abstract level, so that I can actually handle it all without freaking out. And more importantly, I should not need weeks, months or indeed years to complete a single update. In some ways the updates will be more specific, but in most ways they will be less so. It is up to the players to build as much on top of that as they want.
The only solid rules will relate to your income, and how you spend it. Otherwise I will be doing some dice rolling, but mainly I will be making decisions on the level that I can best do that, which is pretty abstract. I'm not a history buff by any means. I'm pretty uneducated compared to a lot of people here, and I realise now that guestimating lots of specific numbers and things has always made me uneasy, and that indecision has been a major obstacle slowing down my updates in the past.
Therefore, as mentioned, the stats for this game are quite simple. The less I try to pin everything down as specific stats, I believe, the better things will be able to possibly fit into a picture of realism, and the various definitions thereof, at any point in time, should you wish to see things like that


After this point I assume the reader is actually interested in playing, so please excuse me for being so presumptuous...
THE WORLD
The world is a remix of Earth (ALT-WORLD FRESH START), populated by tribal humans, who have recently spread out to cover the whole globe. But now some of them are acting strangely, settling down to farm and build unhealthy cities, which is where you come in.
You can expect the same plants and animals to exist in this world, with a few extras. The continents of this world are rather different, however. In the beginning I have named every territory with something random. The continents themselves are unnamed. You are welcome to suggest new names for things.
Spoiler :

Spoiler :

Spoiler :

PLAYERS / FACTIONS
You will start off with an 'advanced tribe'. You could end up controlling multiple separate factions later on. As usual you can play as the 'powers behind the throne', or roleplay as specific leaders at times, up to you. Just note that you do not control the minds of the common people.
I don't want to force people to go down the route of civilization and empires. I use the term 'faction', since we might end up with epic pirate fleets or something like a Papacy being listed in the stats. A 'faction' is just anything interesting enough, organised enough, with a noticeable income - which might not come from cities or resources at all. The game mechanics should allow you to be a religious power, or a trading power, etc, without needing vast armies and having lots of cities to defend. Or you can play as nomadic peoples. You can have many specialisations not listed in the stats.
There will be no 'winner' of this NES, and I dislike 'awards' too. You have to set your own goals

TIME
The timescale will be somewhat civ-like, in that the early turns will consist of longer time spans, up to several centuries long. Exactly how much time passes depends on what I think is appropriate for what is going on. I will be keeping track of how many years have passed since the start of the game, which would equate to roughly 4000 BC in the real world. You are welcome to mark your own year-zero at some point significant to you.
MAP
This game will of course focus on the map, which is different to normal NES maps, as it gives quite an abstract picture of the world, and is icon-intensive. It is quite empty to start with. So you are looking at the world as it is divided into various territories, based on geographical boundaries instead of political ones. The territories represent fairly large chunks of the world (up to Kazakhstan size, or even bigger). A faction can be spread across several of these territories or concentrated in one area, and still be fully functional, without specifically controlling or owning any single zone. Because the territories are just geographical location-holders. Example:

Some important things about the map:
Spoiler IMPORTANT THINGS :
- First and foremost, I will repeat, territories can be shared by any number of different factions. Nobody has to 'own' a territory in order to get income from there! Cities of different factions can coexist peacefully in the same territory, and the resources in those territories can also be worked by different factions at once. Worker icons are shown next to the resources they work on. All other buildings and things are represented by the rows of individual icons above the name of that territory. Exactly where all these things are located physically, within that territory, doesn't matter at all for my purposes. They are just in there, somewhere, within reach of each other. However, there are limits to the number-of-cities-per-territory and workers-per-resource that can be supported, and all cities/workers of all factions count towards these limits. IE in a crowded territory, the faction with the best techs will be able to support more cities and workers, and this can even allow for non-violent colonisations to occur. This should all become clearer as the game progresses.
- IF one faction becomes the undisputed power in a territory, it will get a coloured inner border to match the colour of the owning faction, which means that the geographical frontiers are better guarded, and it will be harder for outsiders to invade or influence these particular lands. It also means more power and influence can be projected from there.
- BUT territory itself gives absolutely no income by default. In this NES, your main sources of income come direct from the cities (placed in territories) and workers (placed on the resources found inside territories), which are always owned and controlled individually. Cities can be built with money, and/or they will randomly duplicate themselves over time, depending on the suitability of the terrain. By default, discovered resources are always worked by a single worker from (and give income to) one faction or other. Additional workers may also be bought with money, or may randomly appear depending on your tech levels. Some resources are fixed, while some can sometimes be imported from elsewhere (crops and cattle). Some resources may not become visible until they are randomly stumbled upon, and/or new technologies appear. There will never be more than three separate resources in a single territory, and sometimes none at all. There are many other ways to get income besides, but these all involve building things, researching things, or raiding/demolishing things.
- Territories have one kind of dominating terrain, shown by the base colours and scenery icons like mountains and bits of jungle. Grey = 'Mountainous', grey/green = 'Hilly', light pale green = 'Grassland', leaf green = 'Dense Forest', darkest green = 'Jungle', sandy = 'Desert', and light grey/blue = 'Tundra'. You can also see that water is differentiated into shallow/calm and rough/deep. The effects of all these on health, travel, warfare, and natural population growth should be obvious.
- Some territories have blue borders separating them instead of light grey. This, of course, represents one or more major rivers separating them. Trade/contacts can flow along rivers, but they can be obstacles to warfare as you might expect. Rivers can also be used by fleets, to a certain extent.
- Armies/Fleets - Units - are shown by the Civ2 style icons. If units have a little shield icon above them, this is to indicate who owns them. White is the 'Barbarian' colour. All units without shields can also be assumed to be tribal barbarians, since there are lots of them. A 'broken' shield represents a unit in a 'disrupted' state - lacking morale, manpower, supplies, or weapons, or all of those things. A chevron above the shield represents a 'veteran' unit, which can also be 'disrupted'. Given the timescales of this game, the only limits on the movement of your armies and fleets are your lines of communication, as will be covered later.
- Island groups are lumped together into single territories for convenience, and fleets will be as useful as armies for doing things here. Island groups with a '+' after their name are large enough to support all the usual buildings and things. But islands marked with a '-' are actually tiny archipelagos, shown at exaggerated scale on the map. These are only important because of their position at sea. They are unable to support more than one of each type of building.
BARBARIANS
These are all over the world and they all share the same colour, which is white. But they are not one big collective. Each barbarian unit can be assumed to be an individual tribe or warband or etc, and they will often fight each other. Barbarians can also spawn Workers, Nomads and Cities (see BUILD-ABLE THINGS), but they all function independently. They do not have economies exactly, but they will not get masses of units out of nowhere. Barbarians can of course be influenced by civilized factions, and eventually form new factions themselves.
Although I use the term 'barbarian' for convenience, note that they can be useful allies, trading with you and supporting your religion and helping you defend your territory etc.
ECONOMY
The 'e' is the universal unit of currency/motivation/man-hours/general 'economic potential' (idea stolen from Bil's SLYNES). I expect to be dealing with small, simple sums, at least for the early game. I will not deal with any fractions besides exactly 0.5e, and multiples thereof.
The 'e' is gained from tax on Cities, profit from Workers on resources, raiding your enemies, and special things like trade and religion. It is spent on new buildings and units, and on the upkeep of units and palaces. Your income can also be stolen by your enemies, drained by corruption, or ruined by disasters and the like. Your stats will show you how much 'e' you currently have to spend at the start of a turn, as well as how much was automatically deducted for upkeep, and how much was actually received last turn. You can of course give your 'e' away to others, or demand it from them, via the usual diplomacy. Note that I always require confirmation from both players regarding any deals.
Overview:
1e builds you any kind of 'unit', on land or sea, of your definition, spawning from any territory where you already have units or buildings (see UNITS). Note that units will eat 0.5e per turn to support themselves. Of course you can only have units that are realistically available to you, depending on your tech levels and inventions and available resources.
2e builds you a 'building' of your choice, in some territory you have reasonable access to (see BUILD-ABLE THINGS). Of course, whether it actually functions or not depends on who else is there and what they feel about you. Buildings will either give you more 'e' one way or another, or help you protect the income that you have. Only a 'Palace' requires any upkeep, starting at 0.5e per turn.
Xe gets you tech level (X) of the desired tech type, assuming you already have tech level (X-1). You can also raise other people's techs up to your own levels at reduced cost (see TECHNOLOGIES).
Overspending:
You are allowed to overspend by a few 'e' and go into debt (negative treasury). The safe limit is the negative of your Economics level. Being in debt hurts your prestige a little, and there may be some small debt payments eating into your income, but otherwise you can carry on as normal. However, if you get below the negative of your Economics level, you are risking economic collapse and all kinds of difficulty.
Underspending:
Obviously, the opposite of being in debt is having a surplus, which increases your prestige and stability a little. It also improves your resistance to random disasters and the like. If the 'e' left in your treasury at the end of a turn (after spending, and before new income is received) is equal or greater than your Economics level, then you receive this bonus. As such it becomes progressively harder to get.
Trade:
Trade will happen automatically, unless you specifically blockade people, or some big wars are going on in the area, etc. Your units can sometimes act like traders, or at least protect trade routes, or make contacts with new tribes and people to trade with etc etc. Trade income is an arbitrary 'extra' amount taxed from merchants etc, which you may or may not recieve each turn. Obviously, the more people make use of the special resources on the map, the more trade will be going on. Cities will also like to trade miscellaneous things with each other. But you do not even need to have any cities or resources in your territory - just to occupy the right places where the trade routes might converge.
BUILD-ABLE THINGS
Each of these costs 2e to build, and it might also yield 2e to pillage and destroy them. I repeat that you do not need total control of a territory in order to try to build something there, but you must have reasonable access to it, and preferably a friendly unit of some kind there to guard it.

Basically, you can think of these in Civ terms, and you will understand them quite well.
Spoiler ADDITIONAL DETAILS :
- City: represents a quanta of settled population, and usually gives 1e per turn in tax. You can also 'overtax' a City for 1.5e, but this risks leaving it 'disrupted' for next turn - giving only 0.5e tax, or perhaps none at all, as well as other penalties, as will be explained later (see SPECIAL THINGS: Disrupted Cities).
The same tax is received regardless of the underlying terrain. However, the terrain will affect the chances of disease, or the chances of population growth - settlements are quite likely to multiply in favourable terrains, which are Grassland and Forest. There will be almost no random growth in Mountain, Desert and Tundra, and those places are often more susceptible to disasters.
Each City allows the building of an extra unit (of any type) in this territory per turn (see UNITS: Spawning Limits).
Cities can be razed and massacred, usually yielding around 2e. Or they can be pillaged and enslaved, usually yielding around 1e and converting the City into 'Slaves', which are also described in the next section. Obviously, massacring or enslaving people will stir up bad feelings towards you.
When it comes to defence against enemies, Cities are assumed to have some basic militia for defence, although these are best teamed up with a Fortress and some military unit(s) of some kind.
Your 'Infrastructure' tech level determines the safe number of Cities that can be supported per territory, including any other Cities built by other factions there. So if your Infrastructure is higher than your rivals, they may have overcrowding problems in the same territory, while you do not. The more favourable the terrain, the more tolerance there is before disease and unrest sets in. Regardless of such overcrowding, Cities can be difficult to control for various reasons, especially if you have occupied foreign Cities, or are being influenced by a foreign culture. The middle 'dot' of the city icon will always share the colour of whatever faction the people most associate with, so watch out. This can be different to who actually controls the City, which is shown by the colour of the outer circle.
- Nomad: basically, a well organised bunch of nomads and/or optimistic settlers, capable of forming a city of sorts at short notice, wherever they choose to stop. Nomads only give 0.5e tax income, and still count as a City in terms of Infrastructure support (see BUILD-ABLE THINGS: Cities). But they are more resilient and less likely to rebel, be pillaged or suffer disasters. Like Cities, they can multiply over time. They also count as having some combat power themselves, and of course, they can move from territory to territory under your guidance, just like units (see UNITS: Ordering Units Around). You can try to convert some of your Cities into Nomads, especially in the early game, if you can inspire your people to leave home. Barbarian lands are quite likely to spawn Nomads, especially after the spread of Horseback Riding. Finally, Nomads can turn into fully-fledged Cities if they remain in place for a few turns.
- Worker: these also represent merchants and traders etc. They give 1e per turn by default, regardless of the resource they work. Resources usually always have one free Worker on them, given to one of the nearby factions. More Workers can then be assigned for 2e a time, up to a certain total, dependent on your own tech levels, whichever is highest - Economics will cover all resources, but Engineering will also work for heavy goods (mines and tree felling), and Infrastructure can cover crops and animals. These tech limits are not absolute, but you accept increase risk of failure if you try to exceed it. Note that in the case of shared resources, the Workers of other factions still count towards your own limits. But if you have higher tech levels, you may be able to support more Workers on a resource, while your rivals may not.
Different resources can have different behind-the-scenes effects on your faction and those you trade with. But while simpler to deal with than Cities, these resources can usually be raided quite easily, and can become unprofitable suddenly (see SPECIAL THINGS: Unprofitable Workers).
Workers can be transferred to a different territory, but only to an identical type of resource, and only if there is room. You can safely disband a Worker at any time for 1e.
You should only attempt to develop resources at sea (fish, whales, and oil later on) if you have a port nearby.
- Port: this will help trade and diplomatic contacts overseas, possibly generating more income, and/or leading to the appearance of new resources. A Port also supports your ships in the local area, making them generally better in battle, or trading, or whatever they are doing. Each Port can support three sea units like this. Each port also allows the building of one extra naval unit per turn from that territory (see UNITS: Spawning Limits). Finally, each Port is also assumed to support some basic patrol ships for defence and to give advanced warning of any naval invasion.
- Fort: helps protect your Settlements from casual raiding, and protects your Resources to a lesser extent. This makes your people feel more secure, and thus makes it more likely for special things to appear in this territory (see SPECIAL THINGS). For defending Cities, there is no benefit to building more than one Fort per City in a territory. A Fort will also support your ground forces in the territory, making them more effective in battle, or trading, or whatever they are doing. Each Fort can support three land units like this. Forts are more effective in hills and mountains as you might expect. They also benefit from higher Engineering tech levels, although enemies can also get better siege engines that way. Finally, each Fort supports the building of one extra ground unit per turn in that territory (see UNITS: Spawning Limits).
- Monument: this might also be called a temple, church, shrine, obelisk, stone circle, etc. It spreads your culture by means of religion or just impressing people. Once you have built a Monument, and if your Culture tech is high enough, you might start to get free Monuments in the neighbouring territories, as other peoples adopt your practices. This is especially true of the 'barbarians'. If your Monuments spread far enough, and influence enough people, you will start to get some extra income from 'Religion', aside from the subtle benefits of having greater influence.
In time your Culture may spawn one or more specific religions, with specific icons and etc. In the beginning, your 'Culture' and 'Religion' are assumed to be interchangeable. In general, Monuments promote peace and order in your Cities.
Foreign Monuments cannot be converted by force - you can either try to destroy them totally with your units, or spend 1e to convert them to your culture, which may take several attempts. The more Monuments you own, the greater chance you have for random free Culture tech increase each turn, and the more likely you are to spawn a Holy City or get a Wonder of the world (see SPECIAL THINGS).
Note that the effectiveness of Monuments decreases as your Enlightenment tech increases.
- Palace: unlike all other buildings, a Palace is actually a drain on your income - by default it costs 0.5e per turn to maintain, and this might increase as your regime becomes more decadent. If you choose not to pay this on any turn, then bad things may or may not happen. But a Palace is a useful seat of power and government, inspiring extra loyalty in the nearby territories (including your army units) and enhancing your diplomatic influence, as well as lowering the loss of income from corruption. Having a Palace in place also lessens the risk of evolutions occurring. It also promotes the appearance of (SPECIAL THINGS).
- Industry: These will appear in the late game (with Steam Power, or maybe earlier), each giving 1.5e per turn by default, probably. The idea is that Industry will be a quick new thing to develop for lots of extra money, at a time when there may be a shortage of empty territories and resources. The number of industries you can build in a single territory depends on your Industrial tech level. You must also have one City in that territory, or one Worker on a source of iron, oil, coal, uranium, or rare minerals in that territory, for each Industry you plan to build there. Each Industry will also allow the building of an extra unit (of any type) in this territory per turn (see UNITS: Spawning Limits).
- Airbase, Civil Defence, Other Things: More info as and when we get that far!