DominatrNES IV: The Blood Dimension Orders are due: Friday, July 17, at 1:00 PM EST Welcome to my fourth NES. This is a statistic-driven cradle NES set in an alternate dimension that features a planet much like our earth. This will be a fast paced, but detailed NES and I plan to update nearly every week. Since this is the IOT forums and not the NES forums, I will take greater care in explaining the mechanics of this particular NES along with NESes in general. General A Never Ending Story, or NES is basically a turn-based story game guided by a game moderator (me) and driven by player narrative and decisions. As a player of this NES, your basic way of controlling your civilization is through the sending of orders. In your orders it is expected that you communicate what civilization you control and what turn it is (The game starts at Turn 1 and Update 1 is written based off of template submissions only, so no orders are necessary the turn you join). Since this is a statistic driven game, the investing of points are your way of improving your civilization. I will describe this process in detail in a later section. In your orders, you must also detail your plans for expansion, military conquest, exploration, and basically anything not covered by the point investment. The third thing that you can do in your orders is NPC diplomacy. Since I am the moderator, I sort of control all of the Non-Player Characters and you must negotiate them through your orders to me. Negotiations with other human players can be done in the thread or via private message exchanges. Finally, you can purchase technology advances, given that you have the funds to do so. Orders must be submitted by the date that will be below the title of this thread in the first post. Late orders will not be accepted without a day's notice in advance. Sample orders: Spoiler : Civilizationland- Turn 2 Spending: Religion-5, Military-5, Agriculture-10 Economy-0, Technology-0 Plans: Increase manpower by 1. Attack southern peninsula of Empiresia with 100 men and attempt to siege Cityville. Diplomacy: To: Empiresia We will spare your forces the agony of being decimated by our armies if you'd surrender Cityville to our empire. Following the submission of orders, I will write a chapter to the story and you can once again write orders for the next turn. Stats You get 20 points to spend each turn (this number varies based on government, but the default is 20 until you have discovered a new government and switched to it). Every point invested in a stat equals an additional 10% chance of increasing by 1. This means spending 10 points into agriculture will cause agriculture to have a 100% chance to go up. A random number generator will be used to determine if the statistic increases. There are 5 stats you can invest in: Agriculture- this value represents your population growth. A Agriculture value of 1 means your population increases by 1 units per turn (1 unit = 1000 people). When your Agriculture stat increases, all other stats have a 20% chance to increase immediately thereafter. Religion- this value represents your culture growth. A Religion value of 1 means your Culture increases by 1 every turn. Culture is an effective way to take over other civilizations in a somewhat peaceful manner by converting them to your religion and way of life. Having a higher Culture value than your opponent means you can potentially try to convert their population to followers of your faith. Conversion are exponentially more effective if you have a religion that is detailed and original. Economy-this value represents your treasury growth. An Economy value of 1 means your treasury increases by 1 gold per turn. Your treasury is not the same as your 20 points you have to spend each turn. Your treasury is money that can be used to lubricate diplomacy, trade for technologies, buy allies, pay tribute, make peace, and give gifts. You may also use future gold as a bargaining chip by offering a certain amount of gold per turn. This temporarily lowers your Economy value for the duration of the deal. Military- this value is an amalgamate of several factors including leadership, combat experience, level of training, willingness to fight, and most importantly, military technology. A higher military value will increase the likelihood of military victories. Technology-technology will be significantly different in this installation DominatrNES. Instead of a linear path, I have now created a technology tree to add an additional level of strategic depth. Technology is important because it allows you to access new functions like building a road or forming a long term trade deal. Technology value represents the amount of beakers you gain per turn. Beakers are the currency in purchasing technology. Beakers cannot be traded. Each technological advance has an associated beaker value and you may purchase technologies in your orders using beakers or trade for them with other players using your treasury. One important statistic you can control directly is manpower. This is not something you invest in, rather something you detail in your orders. You can increase manpower by as much as 1 per turn to start. If your manpower exceeds 10% of your population, you will begin to be charged a support cost. Manpower can also decrease due to war casualties. 1 manpower represents 1000 armed men in your forces. Stories Stories are heavily encouraged and rewarded generously. While statistics are the backbone of the NES, stories are the meat on the bone. The rule of quality over quantity applies here. Player submitted stories greatly enrich the narrative. That goes for other forms of media: poems, drawings, maps, pictures, and songs. Stories show that you are engaged and interested in the narrative and wish to contribute to it, so I suggest being engaged, it will go a long way in keeping your empire on the map. How to Join Joining this game is very simple. You just fill out the template I have in the spoilers below and begin to send orders the following turn. Spoiler : Civilization Name: (both standard and plural form) Capital City: Leader Name: (Title and Name) City List: (Short list of settlement names to be used in updates) Person Names: Societal Structure: (classes, how people live, jobs, etc.) Religious Beliefs: (all civilizations start as animists, but you can still detail religious traditions and whatnot) Economy: (What do your people produce) Brief History: (Where do your people hail from, who are they descendants of, etc.) Area on map: (please post an image of the political map with a colored dot indicating your selection. A place on the map with a red or black dot is already taken by a player. The color you use for your dot will be the color of your territory on the map.) While this game is designed to sort of mimic our earth's history, it should NOT include real names or ideas taken directly from history. IE: If you name your civilization "Rome" I will ask you to change it to something original. If your leader is named "Hannibal" he will undergo a name change to fit the game's context. Be advised that your culture ought to fit the regional culture. (South coast: The far western rivers will mimic ancient India. The next two rivers will mimic Mesopotamia. The following two rivers will mimic ancient Arabia. The easternmost river will mimic ancient Egypt. North Coast: the culture groups from west to east are: Carthaginian, Spanish, Greek, Roman) I am willing to be a bit flexible with these boundaries, but a culture named Xinhuang placed in the "Mesopotamia" region will be incredibly out of place and will be torn to shreds by its neighbors. I reserve myself the right to move a culture that I deem out of place.