GNES Battle for Arrakis

Gelion

Retired Captain
Joined
Jul 25, 2004
Messages
12,958
Location
Earth Dome
1. INTRODUCTION
It is my first NES so go easy on me :). The story is based on “Dune” by X but does not follow it as I don’t have enough knowledge of the subject and want to have some independence both for players and myself.
I’d like to thank Strombringer, Xen, Insane_Panda, Amenhotep7 and others for helping me design this NES. If it works I will be happy if not I won’t be too unhappy. I plan to update it 2-3 times a week – i.e. as often as my time allows me. So here it goes…
The NES Story:
This NES is about a planet domination. The game is set 1000's of years in the future on a desert planet Arrakis also known as Dune. Houses of the Empire compete on the planet to harvest a "type of sand/mineral" called spice. Spice gives power to those who harvest it. It is essential for space travel and can only be found on Dune. The planet is one of the thousands worlds inhabited by humans, but it is vital to human existance. The planet is too valuable to give it to one of the Houses, so the Emperor (Shaddam IV) made a contest: "those who mine the most spice shall have the planet". And so the game begun. Competition for Dune (at least in PC games) reminds me of a giant chess game where thousands are being sacrificed for minor victories of Houses. There are no rules for this game. As long as the spice keeps being sent the Emperor doesn't care what is happening on the planet. And so you and your House have established yourself on the planet: a House palace, some initial buildings together with some guards. There's talk of locals living in the desert nearby. Perhaps you should meet them. Here's where the story starts...
 
2. THE GAME SETTING
Houses
Players own Houses (that take place of countries). There are 3 pre-defined houses:
Atredis (bright dark blue)
Harkonnen (blood red)
Ordos (green)
Those have an "established" history and do not need presentation. If I get more than 3 players (I hope so) I encourage players to create their own Houses. There are however conditions. Names should fit the atmosphere of the game so no "Blue Stars" House :). When you make a House define a colour not taken already by someone else or the original Houses. A short history of the House (home planet, organisation, planetary agenda) is a great advantage.
House Example:
House Name: Harkonnen
Home Planet: Giedi Prime
Home Government: dictatorship
Planetary Agenda: domination/oppressive
Specialities (abilities): strong fighters/can’t be trusted
House Story: …
NPCs:
There are essentially 3 NPCs: The Emperor, Fremen and other groups of people.
The Emperor:
Is for now - the master of the game. He is the one the Houses are working for. Every now and then (not each and every turn) he will ask for some of the harvested spice to be sent to him. If a House is unable to do so for a long time (some “debt” is possible) it is wiped out by Emperors Elite Troops. He is the one setting the rules and the one to forgive or punish. But don’t worry – he won’t be too interested in planetary policies as long as the spice keeps flowing.
Emperors has Sardukar Troopers – the most elite soldiers in the galaxy. Loyal, disciplined and well trained they stop at nothing to achieve the given task. Other than Sardukar’s the Emperor possesses normal Imperial Units, but as long as everything is ok you shouldn’t be seeing those on the surface of Dune.
The Fremen (inhabitants of Dune):
The world is inhabited by the "Fremen", the native people of Dune. They are almost as equally important as the Emperor as they are the ones who provide the workforce for spice harvesting. Fremen can be requited into the army, but such units are of little help except that they know terrain very well. Some say Fremen have other secrets, but only time will tell.
The Fremen are divided among clans/ tribes but are generally on good terms with each other. Better not to involve them into House wars. Each “clan” controls a territory of Arrakis. The number of Fremen in each territory can be higher than displayed as only the men capable of working and fighting are counted.
Other people:
Cities of free traders were built in some territories. Fremen rarely go there as they consider people living in them aliens. Cities are a good source of income for a House that protects them, but are also a source of trouble. Mercenaries can be found in such cities in great number (and value), equipment can be bought from gangs or cunning traders, faction HQ are located in such cities (traders, assassins, mercenaries, spies have their own guilds). Black markets are also opened in some places. Some places however are beacons of law and order with their own feudalic, disciplined societies and private armies. Go into cities, make contact and make use of them, minding however them making use of you.
Map
Map is subdivided into territories/regions. Each region has a name, relief and a number of Fremen living there. Fremen can be reqruited to work in harvesters or do other tasks. A territory needs to be colonised before a house can claim it. Once that is done the Fremen can be persuaded to serve the house. Usually they are overwhelmed with the power of Houses and agree to work for any House. But House policies towards them determine whether they will stay loyal or productive.
Sand Worms:
Sand Worms are indigenous to Dune. Attracted by vibrations, they frequent battlefields and often devour numerous combatants. Sand Worms are almost impossible to destroy, have a voracious appetite, and will consume military hardware. Every territory has “sand worm activity levels” (none, very low, low, usual, high, very high, the ground is shaking!). The higher the level are the higher the possibility to loose units (random events).
Time.
Each update/turn represents 1/3 of the planetary year, i.e. 4 moths.
 
3. ECONOMY AND BASES:
Economy is represented by "spice", which needs to be harvested. Value of everything in game is measured in an equivalent of money - “spice credits”. Spice needs to be sent to the emperor - a certain predefined amount every now and then. The leftovers are for you to use. You can buy weapons, machinery, hire specialists and so on. Don't need to explain that to you.
House Economy Example:
Spice available: 340 000 credits
Spice harvested/turn: 40 000 credits
Spice demanded by the Emperor/next turn: 30 000 credits (may be 0 if he’s happy)
Trade
Trade can occur between players (in orders or openly), but it will not increase your amount of spice. It only can be harvested. Spice credits can be borrowed, handed over, and so on, but they cannot grow on their own though. Players can also trade with cities for equipment and services.
NB If you so not wish to send spice to the Emperor say so in your orders or it will be done automatically.
Spice harvesting
Spice harvesting is done by Fremen in territories controlled by your house. Additional harvesters and carryalls can increase the production speed, but every area has a production limit. A House must build a base in a new territory and make a treaty with Fremen to begin production. If war is going on in the territory spice production decreases by 50% (onlt if the fighting is significant).The House controlling a base in the province is the one who will get the harvested spice.
Spice harvesting formula:
Number of Fremen/10
Number of Harvesters*20
Number of Carryalls*30
Base Harvesting Level=+200
All added up.
NB Number of Fremen rarely changes significantly so I assume that it changes once every few years if there are no mass shootings or mass immigration.

Expansion:
A special “construction vehicle” needs to be ordered. After it has arrived it needs to be escorted by troops to its location and unfolded thus creating a base in new territories. This base can be used as a spice harvest centre and a fortress. It takes one turn to transfer a base and set it up. Bases can be destroyed with some effort, but it is more productive to capture them. Bases can be improved by increasing fortress levels or harvesting levels (5 levels for each).
Expansion price list:
Military
1st 1000 (2 turns)
2nd 1000 (2 turns)
3rd 2000 (3 turns)
4th 4000 (3 turns)
5th 5000 (4 turns)
Harvesting
1st 500 (2 turns)
2nd 1000 (2 turns)
3rd 2000 (3 turns)
4th 2000 (3 turns)
5th 3000 (4 turns)
Home Base:
As Arrakis is not for settlement your home base is the only settlement that will develop to a greater extent. Done similar to how it was done in Jason’s “From City-State to Empire”. Base improvements affect your research, output and other things.
If your home base is destroyed you can establish a new one (for spice credits of course). But if you attempt to attack a home base of another House the Emperor will need a very good explanation for this attack as it lowers the amount of spice produced. This is the only rule that needs to be followed.
Improvements:
Research Centre Level (1 onwards): increases the science level (i.e. is the science level)
Defence Level (1 onwards): base defence
Space port (1-5): increases chances of a large force arriving from home.
Palace Level (1-3): increases minimum Trust by 1.
Building Facility (1-5): builds units and UUs on the planet (in packs as they are ordered). Cannot “build” troops.
Price List for improvements:
Research Centre Level (1 onwards): Each level 2000/1 turn
Defence Level (1 onwards):
Each Level 1-10: 2000 (1 turn)
Each Level after 10: 4000 (2 turns)
Space port (1-5): 3000 (2 turns)
Palace Level (1-3): 20000 (3 turns)
Building Facility (1-5): 15000 (3 turns)
 
4. MILITARY:
Good news - The technology of the Empire is offering you a big number of units to use. The military is measured in numbers of units of each type. The whole military is divided into armies according to territories, i.e. all units located in one territory are assumed to be under one command/one army.
Every house is allowed o have a unique unit. With time and advancement in technology and increased wealth Houses will be allowed to get more unique units.
Bad news - very few units can be researched and put into practice. This NES is largely a war-game so most units are pre-defined. If a UU is designed please give as detailed description as possible.
A note on technology. When the Dune world was written there were very few computers and so on. So the technology in Dune is largely without computers and infra-red stuff :), but capable of space travel and other advance stuff. So when designing keep in mind technology of 1960’s-80’s, but with much larger possibilities and knowledge :).
Army:
By the time you arrive on Dune there are a number of pre-designed units:
Harvesters – are used to help Fremen harvest spice.
MCV - base deployment vehicle – a must for expansion.
Light Infantry – the basic planetary infantry. They are weak fighting units however flexible and manoeuvrable. Good for secret operations or minor tasks in a big assault. Their defence capabilities are limited however they can defend any terrain or fort without prior training.
Heavy infantry – more expensive to equip and to train than light infantry, heavy infantry however are better at all tasks than its light counterpart. Their mechanized power suits enhance performance and speed.
Trikes are lightly armoured, three-wheeled, vehicles. Their best use are for reconnaissance and light/mobile escort or heavier vehicles or any other mobile/light operations.
Quads – are lightly armoured, four-wheeled vehicles designed for light battle missions. Can transport troops if they don’t move to quick ;).
Tanks – Tanks are tanks even in Africa. Main battle vehicle, can carry troops. No more to say about it.
Spy: spies are hard and expensive to train as people in Houses are of highest loyalty, but if a spy succeeds he can do great damage.
Navy:
Carryall: is a lightly armoured aircraft with no weapons. It is able to lift and transport heavy machinery and vehicles. Carryalls are utilized primarily for transporting Harvesters or damaged vehicles out of battle.
Ornithopter (aka Orni): is a lightly armoured battle aircraft. The unusual M-Flex technology creates the distinctive "flapping" motion of the wings. The Ornithopter is highly manoeuvrable and the fastest aircraft on Dune. Capable of carrying out reconnaissance missions and transport a small amount of troops.
NB More Units will be available for all Houses later.
Price List:
10 Harvesters 800
1 MCV 3000
100 Light Infantry 700
100 Heavy Infantry 900
10 Trikes 700
10 Quads 900
10 Tanks 1200
Spy 1000
5 Carryalls 1200
5 Orni 1000
Training of all of your armed forces does not exist as such. All forces are assumed to be trained equally. All that affects their performance is Trust (explained below).
Battles:
Battles go on between forces of different houses in a territory. The outcome depends on the numbers of troops, type of military involved, moral of the troops and on the tactics written by the player. So write good battle plans! :)
 
5. OTHER (HOUSE) CONCEPTS:
Projects/Wonders(science):
Works as usual. You start a project , tell me what it does I say how many turns it would take and how much money it costs. Same works for tech advances and new weapons.
Random Events
Will happen occasionally, some good some bad.
Science Level:
Represents your research development potential. You can design new units, weapons, types or armour and so on. The higher the level of Science of your scientists the higher the probability of a quick discovery. It can be increased by increasing the number of research facilities in a Homebase or by projects and random events (also decreased).
Stories
Are highly encouraged. Knowledge of the game or the book is not important, but will count for you :).
Domestic Policy/Agenda/Trust (i.e. Culture)
This will determine your home planets domestic system and your attitude towards the planet and its inhabitants. The attitude gives or takes away points for some actions on the planet. The domestic policy will affect what actions you can do with approval of your homeland and what reinforcements and when you'll receive.
Governments: feudalism/despotism/republic/oligarchy/democracy/other (specify).
Planetary agenda: cooperation/prosperity/oppression/other (specify).
Trust
Trust is the amount of faith that your House has in your ability to control things on Dune. The lower it drops the more unhappy your fellow House members are with your policies. It drops if your military operations go badly or if your policies go against planetary agenda. On the contrary it rises if your forces fight successfully or you do things your government approves. Trust directly affects the morale of your troops and the success of spy missions and spy detection.
Money can be poured into increasing Trust but you need to specify what that money is going for (i.e. providing free Whiskey for soldiers or building a statue of magnificent self in the desert.).
Trust levels: Appalling, Miserable, Very Low, Low, Average, High, Very High, Loving, Worship.
 
Do not post untill I say you can. Map and stats will come soon....
 
First map is the "political" map of Dune.
arrakis1.GIF


Second is my attampt to show terrain.
arrakisterrain.GIF
 
House Template
Player:
House Name:
Home Planet:
Home Government:
Planetary Agenda:
Starting location:
Specialities(abilities) (good/bad):
Total spice: 40000
Total spice to be sent to the Emperor: 0
Spice harvested/turn: 0
Research Centre Level: 0
Defence Level: 0
Space Port Level: 0
Palace Level: 0
Building Facility Level: 0
Military by Palace(Home): 200 light infantry
Trust Level: Average
House Story: optional, but desired.
 
I like the idea, but I don't like the map :(

I'll probably still join.
 
Player: none
House Name: Harkonnen
Home Planet Giedi Prime
Home Government: dictatorship
Planetary Agenda: domination/oppressive
Starting location: undefined
Specialities (abilities): strong fighters/can’t be trusted
Total spice: 40000
Total spice to be sent to the Emperor: 0
Spice harvested/turn: 0
Research Centre Level: 0
Defence Level: 1
Space Port Level: 0
Palace Level: 0
Building Facility Level: 0
Military by Palace(Home): 200 light infantry 300 heavy infantry
Trust Level: high

Player: Xen
House Name: Atredis
Home Planet Caladan
Home Government: feudalism
Planetary Agenda: cooperation/nobility
Starting location: undefined
Specialities (abilities): trustworthy/disiplined
Total spice: 40000
Total spice to be sent to the Emperor: 0
Spice harvested/turn: 0
Research Centre Level: 1
Defence Level: 0
Space Port Level: 0
Palace Level: 0
Building Facility Level: 0
Military by Palace(Home): 200 light infantry
Trust Level: high

Player: none
House Name: Ordos
Home Planet
Home Government: oligarchy
Planetary Agenda: efficiency/monopoly
Starting location: undefined
Specialities (abilities): great traders/corrupt
Total spice: 45000
Total spice to be sent to the Emperor: 0
Spice harvested/turn: 0
Research Centre Level: 0
Defence Level: 0
Space Port Level: 0
Palace Level: 0
Building Facility Level: 0
Military by Palace(Home): 200 light infantry
Trust Level: average

Player: Insane_Panda
House Name: Corrino
Home Planet
Home Government: monarchy
Planetary Agenda: control/domination
Starting location: undefined
Specialities (abilities): close ties with the Emperor
Total spice: 40000
Total spice to be sent to the Emperor: 0
Spice harvested/turn: 0
Research Centre Level: 0
Defence Level: 0
Space Port Level: 0
Palace Level: 0
Building Facility Level: 0
Military by Palace(Home): 200 light infantry 100 sardukars
Trust Level: very high
 
Name: Arrakeen-Clam
Terrain: 100% flat
Number of Fremen: 1700
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: none
Base Defence Strength: 0
Military Present:

Name: Arrakeen-Tabr
Terrain: 100% flat
Number of Fremen: 2100
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: none
Base Defence Strength: 0
Military Present:

Name: Arrakeen-Tsymin
Terrain: 30% mountains 70% flat
Number of Fremen: 1800
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: very low
Base Defence Strength: 0
Military Present:

Name: Bledan-Harg
Terrain: 5% mountains 95% flat
Number of Fremen: 2400
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: none
Base Defence Strength: 0
Military Present:

Name: Bledan-Siet
Terrain: 100% flat
Number of Fremen: 1600
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: none
Base Defence Strength: 0
Military Present:

Name: Bledan-Tuek
Terrain: 60& mountains 40% flat
Number of Fremen: 1900
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: very low
Base Defence Strength: 0
Military Present:

Name: Carthag-Harg
Terrain: 15%mountains 85 flat
Number of Fremen: 2600
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: low
Base Defence Strength:
Military Present:

Name: Carthag-Tabr
Terrain: 4% desert 96% flat
Number of Fremen: 2100
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: usual
Base Defence Strength: 0
Military Present:

Name: Carthag-Timin
Terrain: 35% desert 65% flat
Number of Fremen: 3000
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: high
Base Defence Strength: 0
Military Present:

Name: Carthag-Tuek
Terrain: 100% flat
Number of Fremen: 1800
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: low
Base Defence Strength: 0
Military Present:

Name: Citago-Hagga
Terrain: 40% desert 60% flat
Number of Fremen: 2400
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: high
Base Defence Strength: 0
Military Present:

Name: Citago-Harg
Terrain: 15% mountains 75% flat
Number of Fremen: 1800
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: low
Base Defence Strength: 0
Military Present:

Name: Citago-Tuek
Terrain: 30% mountains 15% desert 55% flat
Number of Fremen: 2300
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: very high
Base Defence Strength: 0
Military Present:

Citago-Usul
Name:
Terrain: 80% desert 20% lfat
Number of Fremen: 1300
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: the ground is shaking!
Base Defence Strength: 0
Military Present:

Name: Ergusn-Clam
Terrain: 10% desert 90% flat
Number of Fremen: 1600
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: high
Base Defence Strength: 0
Military Present:

Name: Ergusn-Tabr
Terrain: 60% desert 40% flat
Number of Fremen: 1200
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: very high
Base Defence Strength: 0
Military Present:

Name: Ergusn-Timin
Terrain: 100% flat
Number of Fremen: 2500
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: low
Base Defence Strength: 0
Military Present:

Name: Ergusn-Tsymin
Terrain: 75% desert 25% flat
Number of Fremen: 2300
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: very high
Base Defence Strength: 0
Military Present:

Name: Gara-Clam
Terrain: 50% desert 50% flat
Number of Fremen: 1100
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: high
Base Defence Strength: 0
Military Present:

Name: Gara-Tsymin
Terrain: 22% mountains 3% desert 70% flat
Number of Fremen: 2300
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: usual
Base Defence Strength: 0
Military Present:
 
Name: Habbanya-Tabr
Terrain: 10% mountains 90% flat
Number of Fremen: 2600
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: low
Base Defence Strength: 0
Military Present:

Name: Habbanya-Timin
Terrain: 10% mountains 90% flat
Number of Fremen: 3000
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: none
Base Defence Strength: 0
Military Present:

Name: Habbanya-Tuek
Terrain:
Number of Fremen:
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity:

Base Defence Strength:
Military Present:
Name: Haga-Harg
Terrain: 15% mountains 85% flat
Number of Fremen: 1700
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: very low
Base Defence Strength: 0
Military Present:

Name: Haga-Siet
Terrain: 85% mountains 15% flat
Number of Fremen: 4500
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: none
Base Defence Strength: 0
Military Present:

Name: Haga-Tabr
Terrain: 10% mountains 88% flat 2% desert
Number of Fremen: 2100
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: low
Base Defence Strength: 0
Military Present:

Name: Haga-Tsymin
Terrain: 15% mountains 75% flat 10% desert
Number of Fremen: 1500
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: usual
Base Defence Strength: 0
Military Present:

Name: Tuono-Clam
Terrain: 100% flat
Number of Fremen: 900
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: none
Base Defence Strength: 0
Military Present:

Name: Tuono-Harg
Terrain: 97% desert 3% flat
Number of Fremen: 600
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: the ground is shaking!
Base Defence Strength: 0
Military Present:

Name: Tuono-Tabr
Terrain: 65% desert 35% flat
Number of Fremen: 1100
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: very high
Base Defence Strength: 0
Military Present:

Name: Tuono-Tuek
Terrain: 10% mountains 10% desert 80% flat
Number of Fremen: 2700
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: very low
Base Defence Strength: 0
Military Present:

Name: Sietch-Tabr
Terrain: 30% desert 70% flat
Number of Fremen: 1800
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: usual
Base Defence Strength: 0
Military Present:

Name: Sietch-Timin
Terrain: 25% mountains 75% flat
Number of Fremen: 3100
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: very low
Base Defence Strength: 0
Military Present:

Name: Sihaya-Clam
Terrain: 25% mountains 75% flat
Number of Fremen: 2400
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: low
Base Defence Strength: 0
Military Present:

Name: Sihaya-Harg
Terrain: 100% flat
Number of Fremen: 2000
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: none
Base Defence Strength:
Military Present:

Name: Sihaya-Timin
Terrain: 100% flat
Number of Fremen: 1700
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: very low
Base Defence Strength: 0
Military Present:

Name: Sihaya-Tsimin
Terrain: 100% flat
Number of Fremen: 1900
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: low
Base Defence Strength: 0
Military Present:

Name: Sihaya-Usul
Terrain: 15% mountains 85% flat
Number of Fremen: 1300
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: very low
Base Defence Strength: 0
Military Present:

Name: Stilgar-Tabr
Terrain: 85% desert 15% flat
Number of Fremen: 1100
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: very high
Base Defence Strength: 0
Military Present:

Name: Stilgar-Usul
Terrain: 75% desert 25% flat
Number of Fremen: 1400
Spice Harvested by Fremen: 0
Spice From Base Improvements (level): 0
Harvesting (units/amount): 0
Carryalls effect (unit/amount): 0
Total Spice: 0
Worm Activity: very high
Base Defence Strength: 0
Military Present:
 
Name: 1. Kulon
Taxes Income: 1200
Control: local
Military Present: Local guards (unknown)
Location: Tuono-Tuek
Other:
Name: 2. Tsimpo
Taxes Income: 1000
Control: local
Military Present: local gangs (unknown)
Location: Carthag-Timin
Other:
Name: 3. Idaho
Taxes Income: 2000
Control: local
Military Present: local army (unknown)
Location: Haga-Tsymin
Other:
Name: 4. Hagga
Taxes Income: 1200
Control: local
Military Present: gangs and guilds (unknown)
Location: Habbanya-Tabr
Other:
Name: 5. Mushgar
Taxes Income: 1000
Control: local
Military Present: Local guards (unknown)
Location: Haga-Harg
Other:
Name: 6. Erg
Taxes Income: 1000
Control: local
Military Present: local militias (unknown)
Location: Ergusn-Timin
Other:
Name: 7.Grotr Castle
Taxes Income: 1500
Control: local
Military Present: local army (unknown)
Location: Arrakeen-Tsymin
Other:
 
Reserved 1
 
Reserved because I feel like
 
I've done the stats and finilised everything. Going to make the stats looks nicer when I wake up. Now you may post....
Conserning the map I'm open to anyone who can draw a better one....
 
Now I understand the NES didn't work. One responce in nearly 2 days its nothing I've seen before :(. I do not understand that as when I was making it ppl told me its quite good. So I need your opinions and sugestions. And why you didn't join...
Replies are greatly appriciated :sad:
 
the map is ugly :) no one like maps that has areas in a story nes...

I didn't read the rules yet but they are kidna long for a story nes ;)
If i'm mistaken and you didn't planned to make a story nes i'll rethink what are the problems...

All in all man probably people are still reading all the rules and posts!
 
i agree with erez. this looks a lot like a board game. all you're missing is a battle system (something other then "mod decides outcome) and putting units on map and you've got yourself a true board game.

if you turn this into a board game i'll definetly join.
dont wanna get sucked into another story game though.
 
Thanks guys. Well this was indeed a wargame with some elements of stroytelling and even RPG (i.e how you treat the natives).
I'm currently (mostly sure about this) will start a Story NES on the Cold War 1948 onwards to get some experience for modding. After that I may reopen this.
Or if anyone of the more experienced mods wants to redo this NES - PM me (I'll be happy to help).
 
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