New NESes, ideas, development, etc

You could always to a RTOR with jus a little bit more effort into updating?
 
Throwing in more ideas, this time aimed at ATX2. Mixing in ideas from basically all my stuffs, including the NESlife gene/trait system. The idea is to give players a specific set of actions, so the updates can basically be a specific set of results, almost like in Risk or Diplomacy games. Any further interpretation is left to the players.

Stat Examples

Spoiler :
NEOLITIHIC EXAMPLE
Tribe: Daftinolz (Daftpanzer)
Level: 0
Stability: +3
Wealth: +2
Food: +2 (cereals, cattle)
Goods: +2 (tools, boats)
Luxuries: +2 (ceremonial ornaments)
Manpower: 0
Development: 1/10
Army: Tribal War x5, Polearms x1, Archery x1, Shields x1, Armour x1, Bravery x3, Ceremonial War x2
Navy: Small Boats x1, Navigation x1
Leadership (Daftish): Despotism x1, Divine Rule x1, Representation x1
Culture (Daftish): Tribalism x5, Civilization x1, Seafaring x1, Artistry x1, Architecture x1, Astronomy x2, Monumental Burials x3
Economy (North European): Farming x1, Fishing x1, Domestication x1, Metal Working x1, Boat Building x1
Religion (pagan): Solar Worship x3, Mysticism x1, Animism x1, Reincarnation x1, Sacrifice x1
Assets: Dafthenge (#1, boosts stability, astronomy, artistry)

World Culture: Daftish (first-generation)
Heartland: Dafthenge / Northern Europe
Religious Affiliations: pagan
Typical traits: Bravery, Ceremonial War, Tribalism, Astronomy, Monumental Burials, Solar Worship.

ANCIENT EXAMPLE
City-State: Daftopolis (Daftpanzer)
Level: 3
Stability: -1
Wealth: +2
Food: -3
Goods: +5 (metal tools, boats, crafted pottery)
Luxuries: +1 (wine, ceremonial ornaments, sculptures, inscriptions)
Manpower: +3
Development: 1/5
Army: Polearms x3, Shields x3, Swords x1, Archery x1, Armour x3, Catapults x1, Phalanx x2, Discipline x3, Organization x2, Bravery x3, Ceremonial War x1
Navy: Small Boats x2, Ramming Boats x3, Catapult Boats x1, Navigation x2
Leadership (Daftish): Despotism x1, Divine Rule x1, Representation x2, Noble Council x4, Theocracy x2, Bureaucracy x2
Culture (Daftish / Lolzoronian): Tribalism x1, Civilization x5, Seafaring x3, Artistry x3, Architecture x3, Astronomy x5, Monumental Burials x1, Literacy x3, Theatre x1, Poetry x3.
Economy (North European): Farming x3, Fishing x5, Trading x5, Domestication x2, Metal Working x5, Boat Building x4
Religion (Daftpatheism / pagan): Solar Worship x5, Religious Hierarchy x5, Mysticism x1, Animism x1, Reincarnation x1, Sacrifice x1
Assets: Dafthenge (#1, boosts stability, Astronomy, Artistry), Great Temple of Daftpantheism (#11, boosts Daftpantheism, stability, culture)

World Culture: Daftish (first-generation)
Heartland: Dafthenge / Northern Europe
Religious Affiliations: Daftpantheism
Typical traits: Bravery, Discipline, Noble Council, Civilization, Seafaring, Artistry, Astronomy, Literacy, Fishing, Metal Working, Solar Worship.

World Culture:
Lolzoronian (first-generation)
Heartland: Eastern Europe
Religious Affiliations: Daftpantheism
Typical traits: Armour, Representation, Bureaucracy, Poetry, Trading, Domestication, Boat Building, Solar Worship

World Religion: Daftpantheism (founded 1001 BC, Daftopolis)
Encourages: Literacy, Architecture, Astronomy
Condemns: Tribalism
Unity: one doctrine!
Typical traits: Solar Worship, Religious Hierarchy

MEDIEVAL EXAMPLE
Kingdom: Daftland (Daftpanzer)
Level: 5
Stability: -5
Wealth: -5
Food: -10!
Goods: +1 (metal tools, boats, crafted pottery)
Luxuries: -4 (wine, ceremonial ornaments, sculptures, inscriptions)
Manpower: -2
Development: 1/3
Army: Polearms x5, Swords x2, Archery x3, Armour x6, Catapults x5, Discipline x3, Organization x6, Bravery x3, Ceremonial War x1
Navy: Small Boats x3, Ramming Boats x3, Sailing Warships x3, Navigation x3
Leadership (Zaldid): Despotism x4, Divine Rule x5, Representation x1, Noble Council x3, Theocracy x3, Bureaucracy x5
Culture (Dalol): Tribalism x1, Civilization x6, Seafaring x4, Artistry x2, Architecture x5, Astronomy x6, Literacy x5, Poetry x5.
Economy (North European): Farming x5, Fishing x5, Trading x6, Domestication x5, Metal Working x6, Boat Building x6
Religion (Daftpatheism): Solar Worship x7, Religious Hierarchy x7, Mysticism x1, Sacrifice x1
Assets: Dafthenge (#1, boosts stability, Astronomy, Artistry), Great Temple of Daftpantheism (#11, boosts Daftpantheism, stability, culture), Tomb of Catz the Great (#22, boosts Organization, Divine Rule)

World Culture:
Dalol (second generation: Daftish+Lolzorian)
Heartland: Northern Europe
Religious Affiliations: Daftpantheism
Typical traits: Bravery, Discipline, Civilization, Seafaring, Bureaucracy, Poetry, Astronomy, Literacy, Trading, Metal Working, Solar Worship.

World Culture:
Zaldid (second generation: Zalmagar+Lolzorian)
Heartland: Southern Europe
Religious Affiliations: pagan
Typical traits: Organization, Despotism, Divine Rule, Domestication


Actions

Spoiler :
EPIC OPTIONS: (requires and uses epic points. You can use multiple points per turn.)
Golden Age (home) - lasts for at least one turn. Whatever your people do best, will be done even better. Rebels will be quieter than normal, and your influence will be greatly boosted in all areas.

Great Wonder (location / effects) - a monument to stand the test of time. Can inspire the growth of certain traits or subtle effects of your choice for the rest of history (or at least a while).

Great Leader (category) - a huge one-turn boost in a specific area - Army, Navy, Culture, Economic, Religious, or Leadership itself. Conquests can turn into epic conquests. Oceans can be crossed. Wealth can be doubled. Cultures and religions can be reborn. Etc etc.

ARMY OPTIONS:
Conquer (enemy tribe/kingdoms) - try to gain permanent control of certain neighbour(s).

Raid (enemy tribe/kingdoms) - capture wealth, prisoners etc without trying to gain permanent control.

Intimidate (nearby tribe/kingdoms) - armed manoeuvres / minor raiding etc to scare certain neighbours.

Explore (adjacent land) - armed expedition to get familiar with unexplored territories.

Defend (borders) - army stays at home, to concentrate on defence.

Assist (allied tribe/kingdoms) - send your military to assist with whatever your allies are doing.

Oppress (specific cultures) - crush disobedience, or make sure there isn't any.

Massacre (specific cultures) - try to genocide the target group(s) of people. They can fight back!

Enslave (specific cultures) - they can fight back!

Develop (trait) - you get to add a new military trait of your choice, and also (optionally) remove an unwanted one.

NAVY OPTIONS:
Defend (home coasts/waters)

Blockade (enemy coasts/islands/ports/straights)

Battle (enemy waters) - try to seek out and crush the enemy navy.

Invasion (enemy coasts/islands/ports) - attempt and amphibious invasion.

Trade (anywhere or anyone) - navy concentrates on protecting and promoting friendly trade in this area.

Piracy (enemy waters)

Explore (area) - armed naval expedition to seek out new contacts and opportunities.

Develop (trait) - you get to add a new navy trait of your choice, and also (optionally) remove an unwanted one.

LEADERSHIP OPTIONS:
Power (home or allies) - the leaders concentrate on defeating or bribing any rivals to power.

Stability (home or allies) - concentrate on making the regime/dynasty seem rock solid and legitimate.

Impress (anyone) - show off your power to foreign peoples, or your own peoples, to influence them.

Help (home or allies) - the benevolent leaders try to make life better for the people, through public works, free gifts, festivals etc.

Interrogate (home or allies) - use spies and agents to root out disobedience, or perhaps to cause it.

Encourage (culture group / culture trait) - the leaders sponsor a certain culture (EG Chinese) or cultural trait (EG Literacy) within your borders.

Discourage (culture group / culture trait) - the opposite to the above, and more likely to cause some upset.

Develop (trait) - you get to add a new leadership trait of your choice, and also (optionally) remove an unwanted one.

CULTURAL OPTIONS:
Impress (anyone) - show off the best of your (majority) culture to neighbouring peoples, or minorities in your own lands. They may be influenced and/or adopt your culture.

Absorb (home) - attempt to assimilate all different cultures in your lands into one. This may create a new mixed culture (new generation).

Expel (culture group) - a popular backlash occurs, and your majority culture attempts to rid itself of certain foreign influence(s).

Develop (trait) - you get to add a new cultural trait of your choice, and also (optionally) remove an unwanted one.

ECONOMY OPTIONS:
Explore (anywhere) - privately funded land/seal expedition to seek out new opportunities and contacts, particularly of the commercial kind.

Trade (anyone or anywhere) - focus is on trading and dealing, wealth will increase depending on your needs/surpluses, and you may gain random culture/religious traits from trade partners.

Gift (anyone) - give a large portion of your income as a gift or tribute to another power, for diplomatic reasons. Or even your own people, for happiness and stability.

Invest (home or allies) - expand farms, mines etc, raising output (and thus wealth), and possibly gain random new economy traits too.

Develop (trait) - you get to add a new economic trait of your choice, and also (optionally) remove an unwanted one.

RELIGIOUS OPTIONS:
Create (religion) - attempt to found a new world religion, based on any five religious traits you specify, and influenced by your cultural traits.

Preach (religion) - promote the desired religion in your own lands.

Suppress (religion) - the opposite of the above, and more likely to cause upset.

Missionary (religion, anyone) - try to spread desired religion in the specified foreign lands.

Tithes (home or allies) - use religion to extract more toil (output) and wealth from the people. Prolonged use may cause unrest and disillusionment!

Bless (home) - try to use the power of religion to create calm and reduce tensions, through ceremonies and festivals etc.

Inspire (economic trait / cultural trait) - try to use the power of your majority religion to further develop an existing trait.

Condemn (economic trait / cultural trait) - the desired trait is seen as unholy by the majority religion, with various repercussions for you and possibly other powers too.

Authority (religion) - try to become the global centre of authority for your majority religion, giving you power/influence over all its followers.

Holy War (enemy) - try to use the power of religion to inspire a great zealous war against your enemy, possibly roping in other powers who share your religion.

Develop (trait) - you get to add a new religious trait of your choice, and also (optionally) remove an unwanted one.

RESEARCH doesn't exist until much later.


I suppose it would be the polite thing for me to actually comment on other people's postings here. I will try to do that once I've read them thoroughly :)
 
Throwing in more ideas, this time aimed at ATX2. Mixing in ideas from basically all my stuffs, including the NESlife gene/trait system. The idea is to give players a specific set of actions, so the updates can basically be a specific set of results, almost like in Risk or Diplomacy games. Any further interpretation is left to the players.

Stat Examples

Spoiler :
NEOLITIHIC EXAMPLE
Tribe: Daftinolz (Daftpanzer)
Level: 0
Stability: +3
Wealth: +2
Food: +2 (cereals, cattle)
Goods: +2 (tools, boats)
Luxuries: +2 (ceremonial ornaments)
Manpower: 0
Development: 1/10
Army: Tribal War x5, Polearms x1, Archery x1, Shields x1, Armour x1, Bravery x3, Ceremonial War x2
Navy: Small Boats x1, Navigation x1
Leadership (Daftish): Despotism x1, Divine Rule x1, Representation x1
Culture (Daftish): Tribalism x5, Civilization x1, Seafaring x1, Artistry x1, Architecture x1, Astronomy x2, Monumental Burials x3
Economy (North European): Farming x1, Fishing x1, Domestication x1, Metal Working x1, Boat Building x1
Religion (pagan): Solar Worship x3, Mysticism x1, Animism x1, Reincarnation x1, Sacrifice x1
Assets: Dafthenge (#1, boosts stability, astronomy, artistry)

World Culture: Daftish (first-generation)
Heartland: Dafthenge / Northern Europe
Religious Affiliations: pagan
Typical traits: Bravery, Ceremonial War, Tribalism, Astronomy, Monumental Burials, Solar Worship.

ANCIENT EXAMPLE
City-State: Daftopolis (Daftpanzer)
Level: 3
Stability: -1
Wealth: +2
Food: -3
Goods: +5 (metal tools, boats, crafted pottery)
Luxuries: +1 (wine, ceremonial ornaments, sculptures, inscriptions)
Manpower: +3
Development: 1/5
Army: Polearms x3, Shields x3, Swords x1, Archery x1, Armour x3, Catapults x1, Phalanx x2, Discipline x3, Organization x2, Bravery x3, Ceremonial War x1
Navy: Small Boats x2, Ramming Boats x3, Catapult Boats x1, Navigation x2
Leadership (Daftish): Despotism x1, Divine Rule x1, Representation x2, Noble Council x4, Theocracy x2, Bureaucracy x2
Culture (Daftish / Lolzoronian): Tribalism x1, Civilization x5, Seafaring x3, Artistry x3, Architecture x3, Astronomy x5, Monumental Burials x1, Literacy x3, Theatre x1, Poetry x3.
Economy (North European): Farming x3, Fishing x5, Trading x5, Domestication x2, Metal Working x5, Boat Building x4
Religion (Daftpatheism / pagan): Solar Worship x5, Religious Hierarchy x5, Mysticism x1, Animism x1, Reincarnation x1, Sacrifice x1
Assets: Dafthenge (#1, boosts stability, Astronomy, Artistry), Great Temple of Daftpantheism (#11, boosts Daftpantheism, stability, culture)

World Culture: Daftish (first-generation)
Heartland: Dafthenge / Northern Europe
Religious Affiliations: Daftpantheism
Typical traits: Bravery, Discipline, Noble Council, Civilization, Seafaring, Artistry, Astronomy, Literacy, Fishing, Metal Working, Solar Worship.

World Culture:
Lolzoronian (first-generation)
Heartland: Eastern Europe
Religious Affiliations: Daftpantheism
Typical traits: Armour, Representation, Bureaucracy, Poetry, Trading, Domestication, Boat Building, Solar Worship

World Religion: Daftpantheism (founded 1001 BC, Daftopolis)
Encourages: Literacy, Architecture, Astronomy
Condemns: Tribalism
Unity: one doctrine!
Typical traits: Solar Worship, Religious Hierarchy

MEDIEVAL EXAMPLE
Kingdom: Daftland (Daftpanzer)
Level: 5
Stability: -5
Wealth: -5
Food: -10!
Goods: +1 (metal tools, boats, crafted pottery)
Luxuries: -4 (wine, ceremonial ornaments, sculptures, inscriptions)
Manpower: -2
Development: 1/3
Army: Polearms x5, Swords x2, Archery x3, Armour x6, Catapults x5, Discipline x3, Organization x6, Bravery x3, Ceremonial War x1
Navy: Small Boats x3, Ramming Boats x3, Sailing Warships x3, Navigation x3
Leadership (Zaldid): Despotism x4, Divine Rule x5, Representation x1, Noble Council x3, Theocracy x3, Bureaucracy x5
Culture (Dalol): Tribalism x1, Civilization x6, Seafaring x4, Artistry x2, Architecture x5, Astronomy x6, Literacy x5, Poetry x5.
Economy (North European): Farming x5, Fishing x5, Trading x6, Domestication x5, Metal Working x6, Boat Building x6
Religion (Daftpatheism): Solar Worship x7, Religious Hierarchy x7, Mysticism x1, Sacrifice x1
Assets: Dafthenge (#1, boosts stability, Astronomy, Artistry), Great Temple of Daftpantheism (#11, boosts Daftpantheism, stability, culture), Tomb of Catz the Great (#22, boosts Organization, Divine Rule)

World Culture:
Dalol (second generation: Daftish+Lolzorian)
Heartland: Northern Europe
Religious Affiliations: Daftpantheism
Typical traits: Bravery, Discipline, Civilization, Seafaring, Bureaucracy, Poetry, Astronomy, Literacy, Trading, Metal Working, Solar Worship.

World Culture:
Zaldid (second generation: Zalmagar+Lolzorian)
Heartland: Southern Europe
Religious Affiliations: pagan
Typical traits: Organization, Despotism, Divine Rule, Domestication


Actions

Spoiler :
EPIC OPTIONS: (requires and uses epic points. You can use multiple points per turn.)
Golden Age (home) - lasts for at least one turn. Whatever your people do best, will be done even better. Rebels will be quieter than normal, and your influence will be greatly boosted in all areas.

Great Wonder (location / effects) - a monument to stand the test of time. Can inspire the growth of certain traits or subtle effects of your choice for the rest of history (or at least a while).

Great Leader (category) - a huge one-turn boost in a specific area - Army, Navy, Culture, Economic, Religious, or Leadership itself. Conquests can turn into epic conquests. Oceans can be crossed. Wealth can be doubled. Cultures and religions can be reborn. Etc etc.

ARMY OPTIONS:
Conquer (enemy tribe/kingdoms) - try to gain permanent control of certain neighbour(s).

Raid (enemy tribe/kingdoms) - capture wealth, prisoners etc without trying to gain permanent control.

Intimidate (nearby tribe/kingdoms) - armed manoeuvres / minor raiding etc to scare certain neighbours.

Explore (adjacent land) - armed expedition to get familiar with unexplored territories.

Defend (borders) - army stays at home, to concentrate on defence.

Assist (allied tribe/kingdoms) - send your military to assist with whatever your allies are doing.

Oppress (specific cultures) - crush disobedience, or make sure there isn't any.

Massacre (specific cultures) - try to genocide the target group(s) of people. They can fight back!

Enslave (specific cultures) - they can fight back!

Develop (trait) - you get to add a new military trait of your choice, and also (optionally) remove an unwanted one.

NAVY OPTIONS:
Defend (home coasts/waters)

Blockade (enemy coasts/islands/ports/straights)

Battle (enemy waters) - try to seek out and crush the enemy navy.

Invasion (enemy coasts/islands/ports) - attempt and amphibious invasion.

Trade (anywhere or anyone) - navy concentrates on protecting and promoting friendly trade in this area.

Piracy (enemy waters)

Explore (area) - armed naval expedition to seek out new contacts and opportunities.

Develop (trait) - you get to add a new navy trait of your choice, and also (optionally) remove an unwanted one.

LEADERSHIP OPTIONS:
Power (home or allies) - the leaders concentrate on defeating or bribing any rivals to power.

Stability (home or allies) - concentrate on making the regime/dynasty seem rock solid and legitimate.

Impress (anyone) - show off your power to foreign peoples, or your own peoples, to influence them.

Help (home or allies) - the benevolent leaders try to make life better for the people, through public works, free gifts, festivals etc.

Interrogate (home or allies) - use spies and agents to root out disobedience, or perhaps to cause it.

Encourage (culture group / culture trait) - the leaders sponsor a certain culture (EG Chinese) or cultural trait (EG Literacy) within your borders.

Discourage (culture group / culture trait) - the opposite to the above, and more likely to cause some upset.

Develop (trait) - you get to add a new leadership trait of your choice, and also (optionally) remove an unwanted one.

CULTURAL OPTIONS:
Impress (anyone) - show off the best of your (majority) culture to neighbouring peoples, or minorities in your own lands. They may be influenced and/or adopt your culture.

Absorb (home) - attempt to assimilate all different cultures in your lands into one. This may create a new mixed culture (new generation).

Expel (culture group) - a popular backlash occurs, and your majority culture attempts to rid itself of certain foreign influence(s).

Develop (trait) - you get to add a new cultural trait of your choice, and also (optionally) remove an unwanted one.

ECONOMY OPTIONS:
Explore (anywhere) - privately funded land/seal expedition to seek out new opportunities and contacts, particularly of the commercial kind.

Trade (anyone or anywhere) - focus is on trading and dealing, wealth will increase depending on your needs/surpluses, and you may gain random culture/religious traits from trade partners.

Gift (anyone) - give a large portion of your income as a gift or tribute to another power, for diplomatic reasons. Or even your own people, for happiness and stability.

Invest (home or allies) - expand farms, mines etc, raising output (and thus wealth), and possibly gain random new economy traits too.

Develop (trait) - you get to add a new economic trait of your choice, and also (optionally) remove an unwanted one.

RELIGIOUS OPTIONS:
Create (religion) - attempt to found a new world religion, based on any five religious traits you specify, and influenced by your cultural traits.

Preach (religion) - promote the desired religion in your own lands.

Suppress (religion) - the opposite of the above, and more likely to cause upset.

Missionary (religion, anyone) - try to spread desired religion in the specified foreign lands.

Tithes (home or allies) - use religion to extract more toil (output) and wealth from the people. Prolonged use may cause unrest and disillusionment!

Bless (home) - try to use the power of religion to create calm and reduce tensions, through ceremonies and festivals etc.

Inspire (economic trait / cultural trait) - try to use the power of your majority religion to further develop an existing trait.

Condemn (economic trait / cultural trait) - the desired trait is seen as unholy by the majority religion, with various repercussions for you and possibly other powers too.

Authority (religion) - try to become the global centre of authority for your majority religion, giving you power/influence over all its followers.

Holy War (enemy) - try to use the power of religion to inspire a great zealous war against your enemy, possibly roping in other powers who share your religion.

Develop (trait) - you get to add a new religious trait of your choice, and also (optionally) remove an unwanted one.

RESEARCH doesn't exist until much later.


I suppose it would be the polite thing for me to actually comment on other people's postings here. I will try to do that once I've read them thoroughly :)

I like it, but have a question. Once a player has chosen an action, how much input do they have over the details?
 
Throwing in more ideas, this time aimed at ATX2. Mixing in ideas from basically all my stuffs, including the NESlife gene/trait system. The idea is to give players a specific set of actions, so the updates can basically be a specific set of results, almost like in Risk or Diplomacy games. Any further interpretation is left to the players.

Stat Examples

Spoiler :
NEOLITIHIC EXAMPLE
Tribe: Daftinolz (Daftpanzer)
Level: 0
Stability: +3
Wealth: +2
Food: +2 (cereals, cattle)
Goods: +2 (tools, boats)
Luxuries: +2 (ceremonial ornaments)
Manpower: 0
Development: 1/10
Army: Tribal War x5, Polearms x1, Archery x1, Shields x1, Armour x1, Bravery x3, Ceremonial War x2
Navy: Small Boats x1, Navigation x1
Leadership (Daftish): Despotism x1, Divine Rule x1, Representation x1
Culture (Daftish): Tribalism x5, Civilization x1, Seafaring x1, Artistry x1, Architecture x1, Astronomy x2, Monumental Burials x3
Economy (North European): Farming x1, Fishing x1, Domestication x1, Metal Working x1, Boat Building x1
Religion (pagan): Solar Worship x3, Mysticism x1, Animism x1, Reincarnation x1, Sacrifice x1
Assets: Dafthenge (#1, boosts stability, astronomy, artistry)

World Culture: Daftish (first-generation)
Heartland: Dafthenge / Northern Europe
Religious Affiliations: pagan
Typical traits: Bravery, Ceremonial War, Tribalism, Astronomy, Monumental Burials, Solar Worship.

ANCIENT EXAMPLE
City-State: Daftopolis (Daftpanzer)
Level: 3
Stability: -1
Wealth: +2
Food: -3
Goods: +5 (metal tools, boats, crafted pottery)
Luxuries: +1 (wine, ceremonial ornaments, sculptures, inscriptions)
Manpower: +3
Development: 1/5
Army: Polearms x3, Shields x3, Swords x1, Archery x1, Armour x3, Catapults x1, Phalanx x2, Discipline x3, Organization x2, Bravery x3, Ceremonial War x1
Navy: Small Boats x2, Ramming Boats x3, Catapult Boats x1, Navigation x2
Leadership (Daftish): Despotism x1, Divine Rule x1, Representation x2, Noble Council x4, Theocracy x2, Bureaucracy x2
Culture (Daftish / Lolzoronian): Tribalism x1, Civilization x5, Seafaring x3, Artistry x3, Architecture x3, Astronomy x5, Monumental Burials x1, Literacy x3, Theatre x1, Poetry x3.
Economy (North European): Farming x3, Fishing x5, Trading x5, Domestication x2, Metal Working x5, Boat Building x4
Religion (Daftpatheism / pagan): Solar Worship x5, Religious Hierarchy x5, Mysticism x1, Animism x1, Reincarnation x1, Sacrifice x1
Assets: Dafthenge (#1, boosts stability, Astronomy, Artistry), Great Temple of Daftpantheism (#11, boosts Daftpantheism, stability, culture)

World Culture: Daftish (first-generation)
Heartland: Dafthenge / Northern Europe
Religious Affiliations: Daftpantheism
Typical traits: Bravery, Discipline, Noble Council, Civilization, Seafaring, Artistry, Astronomy, Literacy, Fishing, Metal Working, Solar Worship.

World Culture:
Lolzoronian (first-generation)
Heartland: Eastern Europe
Religious Affiliations: Daftpantheism
Typical traits: Armour, Representation, Bureaucracy, Poetry, Trading, Domestication, Boat Building, Solar Worship

World Religion: Daftpantheism (founded 1001 BC, Daftopolis)
Encourages: Literacy, Architecture, Astronomy
Condemns: Tribalism
Unity: one doctrine!
Typical traits: Solar Worship, Religious Hierarchy

MEDIEVAL EXAMPLE
Kingdom: Daftland (Daftpanzer)
Level: 5
Stability: -5
Wealth: -5
Food: -10!
Goods: +1 (metal tools, boats, crafted pottery)
Luxuries: -4 (wine, ceremonial ornaments, sculptures, inscriptions)
Manpower: -2
Development: 1/3
Army: Polearms x5, Swords x2, Archery x3, Armour x6, Catapults x5, Discipline x3, Organization x6, Bravery x3, Ceremonial War x1
Navy: Small Boats x3, Ramming Boats x3, Sailing Warships x3, Navigation x3
Leadership (Zaldid): Despotism x4, Divine Rule x5, Representation x1, Noble Council x3, Theocracy x3, Bureaucracy x5
Culture (Dalol): Tribalism x1, Civilization x6, Seafaring x4, Artistry x2, Architecture x5, Astronomy x6, Literacy x5, Poetry x5.
Economy (North European): Farming x5, Fishing x5, Trading x6, Domestication x5, Metal Working x6, Boat Building x6
Religion (Daftpatheism): Solar Worship x7, Religious Hierarchy x7, Mysticism x1, Sacrifice x1
Assets: Dafthenge (#1, boosts stability, Astronomy, Artistry), Great Temple of Daftpantheism (#11, boosts Daftpantheism, stability, culture), Tomb of Catz the Great (#22, boosts Organization, Divine Rule)

World Culture:
Dalol (second generation: Daftish+Lolzorian)
Heartland: Northern Europe
Religious Affiliations: Daftpantheism
Typical traits: Bravery, Discipline, Civilization, Seafaring, Bureaucracy, Poetry, Astronomy, Literacy, Trading, Metal Working, Solar Worship.

World Culture:
Zaldid (second generation: Zalmagar+Lolzorian)
Heartland: Southern Europe
Religious Affiliations: pagan
Typical traits: Organization, Despotism, Divine Rule, Domestication


Actions

Spoiler :
EPIC OPTIONS: (requires and uses epic points. You can use multiple points per turn.)
Golden Age (home) - lasts for at least one turn. Whatever your people do best, will be done even better. Rebels will be quieter than normal, and your influence will be greatly boosted in all areas.

Great Wonder (location / effects) - a monument to stand the test of time. Can inspire the growth of certain traits or subtle effects of your choice for the rest of history (or at least a while).

Great Leader (category) - a huge one-turn boost in a specific area - Army, Navy, Culture, Economic, Religious, or Leadership itself. Conquests can turn into epic conquests. Oceans can be crossed. Wealth can be doubled. Cultures and religions can be reborn. Etc etc.

ARMY OPTIONS:
Conquer (enemy tribe/kingdoms) - try to gain permanent control of certain neighbour(s).

Raid (enemy tribe/kingdoms) - capture wealth, prisoners etc without trying to gain permanent control.

Intimidate (nearby tribe/kingdoms) - armed manoeuvres / minor raiding etc to scare certain neighbours.

Explore (adjacent land) - armed expedition to get familiar with unexplored territories.

Defend (borders) - army stays at home, to concentrate on defence.

Assist (allied tribe/kingdoms) - send your military to assist with whatever your allies are doing.

Oppress (specific cultures) - crush disobedience, or make sure there isn't any.

Massacre (specific cultures) - try to genocide the target group(s) of people. They can fight back!

Enslave (specific cultures) - they can fight back!

Develop (trait) - you get to add a new military trait of your choice, and also (optionally) remove an unwanted one.

NAVY OPTIONS:
Defend (home coasts/waters)

Blockade (enemy coasts/islands/ports/straights)

Battle (enemy waters) - try to seek out and crush the enemy navy.

Invasion (enemy coasts/islands/ports) - attempt and amphibious invasion.

Trade (anywhere or anyone) - navy concentrates on protecting and promoting friendly trade in this area.

Piracy (enemy waters)

Explore (area) - armed naval expedition to seek out new contacts and opportunities.

Develop (trait) - you get to add a new navy trait of your choice, and also (optionally) remove an unwanted one.

LEADERSHIP OPTIONS:
Power (home or allies) - the leaders concentrate on defeating or bribing any rivals to power.

Stability (home or allies) - concentrate on making the regime/dynasty seem rock solid and legitimate.

Impress (anyone) - show off your power to foreign peoples, or your own peoples, to influence them.

Help (home or allies) - the benevolent leaders try to make life better for the people, through public works, free gifts, festivals etc.

Interrogate (home or allies) - use spies and agents to root out disobedience, or perhaps to cause it.

Encourage (culture group / culture trait) - the leaders sponsor a certain culture (EG Chinese) or cultural trait (EG Literacy) within your borders.

Discourage (culture group / culture trait) - the opposite to the above, and more likely to cause some upset.

Develop (trait) - you get to add a new leadership trait of your choice, and also (optionally) remove an unwanted one.

CULTURAL OPTIONS:
Impress (anyone) - show off the best of your (majority) culture to neighbouring peoples, or minorities in your own lands. They may be influenced and/or adopt your culture.

Absorb (home) - attempt to assimilate all different cultures in your lands into one. This may create a new mixed culture (new generation).

Expel (culture group) - a popular backlash occurs, and your majority culture attempts to rid itself of certain foreign influence(s).

Develop (trait) - you get to add a new cultural trait of your choice, and also (optionally) remove an unwanted one.

ECONOMY OPTIONS:
Explore (anywhere) - privately funded land/seal expedition to seek out new opportunities and contacts, particularly of the commercial kind.

Trade (anyone or anywhere) - focus is on trading and dealing, wealth will increase depending on your needs/surpluses, and you may gain random culture/religious traits from trade partners.

Gift (anyone) - give a large portion of your income as a gift or tribute to another power, for diplomatic reasons. Or even your own people, for happiness and stability.

Invest (home or allies) - expand farms, mines etc, raising output (and thus wealth), and possibly gain random new economy traits too.

Develop (trait) - you get to add a new economic trait of your choice, and also (optionally) remove an unwanted one.

RELIGIOUS OPTIONS:
Create (religion) - attempt to found a new world religion, based on any five religious traits you specify, and influenced by your cultural traits.

Preach (religion) - promote the desired religion in your own lands.

Suppress (religion) - the opposite of the above, and more likely to cause upset.

Missionary (religion, anyone) - try to spread desired religion in the specified foreign lands.

Tithes (home or allies) - use religion to extract more toil (output) and wealth from the people. Prolonged use may cause unrest and disillusionment!

Bless (home) - try to use the power of religion to create calm and reduce tensions, through ceremonies and festivals etc.

Inspire (economic trait / cultural trait) - try to use the power of your majority religion to further develop an existing trait.

Condemn (economic trait / cultural trait) - the desired trait is seen as unholy by the majority religion, with various repercussions for you and possibly other powers too.

Authority (religion) - try to become the global centre of authority for your majority religion, giving you power/influence over all its followers.

Holy War (enemy) - try to use the power of religion to inspire a great zealous war against your enemy, possibly roping in other powers who share your religion.

Develop (trait) - you get to add a new religious trait of your choice, and also (optionally) remove an unwanted one.

RESEARCH doesn't exist until much later.


I suppose it would be the polite thing for me to actually comment on other people's postings here. I will try to do that once I've read them thoroughly :)

Awesome. I would love to see some industrial or modern age versions. I have a thinking this rule set could be adapted very well towards a Early Colonial to Napoleonic times very well.

Also could please elaborate on your culture stat. Specifically the meanings of the "techs" given you don't have research yet. Also how would cultural groupings (Like Northern European) effect economy and how do luxuries and goods play into this?
 
Thanks, I think I really should start offering my opinion of other's ideas now (not that my opinion is necessarily worth much :) )

=Neverwonagame3I like it, but have a question. Once a player has chosen an action, how much input do they have over the details?

The idea is you'd just choose and action and a target for that action. The whole orders could be 5 or 6 lines. Players could add more background if they want but it wouldn't be necessary.

bombshoo said:
Also could please elaborate on your culture stat. Specifically the meanings of the "techs" given you don't have research yet. Also how would cultural groupings (Like Northern European) effect economy and how do luxuries and goods play into this?

Well, hmm, good questions :) I guess it would be like NESlife, where the genes are first about survival and then about comparing/competing with similar lifeforms. The traits/techs affect how much food/goods etc you make and how you'd perform against other civs in any conflict of military/religion/culture etc.

I imagined having certain trade/economy zones where culture/religion traits would be passed around much easier. They'd have one or two main eco centres, and would have other effects depending on the total demands(-) and exports (+) of countries there.

If your country had lots of minuses for food, goods and luxuries etc then it would never have much wealth, people would be unhappy, the military will be weaker, progress in all areas would slow, etc etc.

Luxuries aren't essential as food or goods, but would help happiness/stability and make it more likely for people to want to gather in cities in the first place (in theory).
 
The idea is you'd just choose and action and a target for that action. The whole orders could be 5 or 6 lines. Players could add more background if they want but it wouldn't be necessary.

I don't like it, but I'll play it. When does it start?
 
Retroactive deletion.
 
Daftpanzer, you have always been and will always be the most insightful person on these forums. You deserve to hear that.

Now I think about it, while I'm not sure about it hearing Symphony D say that is enough for me to trust it as true.
 
TBH, Charles, we've all played many MRTOR's and there still is one running. Perhaps you can pick a different setting, maybe a different map of some sort? I'm getting bored with earth.

I have a great and funny Idea. Will come back to you: hehehe.
 
I'd first like to say that my computer is fixed, which is awesome. Secondly, I won't just give p on Clash of Gods. If this NES fails, I'll go back to Clash of Gods, although I may change the rules and it may go through a BT.

What I'm thinking of is an NES that will have many of the good traits Clash of Gods had, while getting rid of the bad ones.

Firstly, Clash of Gods has a huge problem when it comes to power and what one could do. Being gods, this was complicated to limit. However,in this little idea of mine, people will be limited to prophets, avatars, and other religious leaders. These beings will be able to preform what we call "magic", but there will be a limit to what you can do. For example, say Prophet Mikilesh wishes to wow a city into worshiping him and his god. He wants to dazzle the desert city, so he makes a thunderstorm appear on command. This action would take a ton of effort, and leave Mikilesh drained and tired. He would be extremely vulnerable to any attack by potential enemies. This would be represented in a Stamina stat, showing how much your prophet could do within an update.

A second issue was the map. While it looked pretty cool, things got a little bit tricky when other players began to create certain landmarks. And other players often edited maps themselves in an effort to help me. While I know no one ment harm, this created problems, such as mountain hight and realm size, With this NES, there are going to be defined continents, countries, climates, everything. Your prophet won't do any drastic climate changes or change the shape of a continent. However, he may change the political situation of an area. There will be many cities placed throughout the world, and the map will look similar to a Northern Style map.

Thirdly, things were a little bit insane in Clash of Gods when it came to goals. Some things the players came up with confused even me, and I wasn't positive that certain things players planned were possible. With this NES, things will be set in stone: You are a prophet who wants to convert as many people as he can to his religion. Even if your religion states that the end of the world is to come for some reason, or your religion says that the world should be destroyed, it won't happen.

Also on my mind, is the possiblity of a magic NES with countries in stead of gods and prophets. It would be a nice change for me, and I believe I could manage it better than the other NESes. Countries would have similar stats to the ones in End of Empires, but it will have some changes. An example:

Rignj/somebody
Religion: Animism, Rithilu-Influenced Ceiipo
Governemnt: Monarchy
Culture: Ilyj, Strong
Income: 300 Kigig
Military: 200 Militia, 5 Great Bears (Upkeep: 40 + 250 = 290)
Manpower: 1,000
Magical Manpower: 20
Description: After the collapse of the Meijung Empire, the old Rignj barbarians have begun to carve out their own kingdom in the north. Their shamans have once again begun to great Bears, laying waste to northern settlements. Only time will tell if this northern menace will continue south into the rich lands of Peshan.

Magical Manpower will represent the amount of potential magicians/ magic-related people you could recruit. Unlike regular manpower, recruiting more magicians than your Magical Manpower will not result in a negative impact on ones economy. Instead, you will get over-all less effective magic units. More rules on magic will be worked out as time goes by and different cultures begin to develop uses for it. The other stats will basically stay the same, as well as the idea of the different types of centers.

So, any constructive critisism?
 
I would like a God/Nation NES with a few gods, up to 5 maybe and lots of nations. Gods give stuff to faithful and goals.

Here, I present SEALAND! I used a northern map and reversed land with water and a few other cosmetic changes. Not finished but just to show you guys!

sealand2ael1.png
 
I'd play it.
 
Unfortunately, I’ll have to go with Shadow on this one.

Ok Charles:

First of all, WTH? That’s an ideal map for sea gods, but a bit more land, especially in the Southern void, would be nice.

Second, download firefox

Third, if you want to update, do the entire update on MS word if you have it or the Mac programs.

And fourth, if you go through with this idea, what’ll you model your ruleset off of?
 
This is just a map I made after I noticed how awesome if we made the Med Sea into a Fantasy continents map. It snowballed and here we are!

I was going to add another few continants, large archiplegos and make the borders smaller but my simplest possible paint program makes it more than impossibe. (I don't even have good spraypaint! Only huge spray. >.< And any attempt at words without word editing possible is EPIC FAIL. Finally, my computer is 100% anti-download, but uploading is OK.)
 
Abaddon said:
Comments greatly desired :)

@Abaddon, with regards to population, will there be some natural pop growth during peaceful times? Or is it all tied to #towns on the map? IMO there should be an element of choosing whether to devote people to war or to peaceful pursuits. If there are going to be small populations in general, it seems like raising more troops (or at least having lots of troops killed in battle) should lower your population too, and/or cause towns to be abandoned or something.

Lord_Iggy said:
I'd love to try that out.

@Iggy and NWAG, thanks, I plan to try a new alternate timeline thing once I finish the current one, in two or three more eras, which could take a few months at this rate. I also plan to run NEB2 but actually something smaller and faster rather, like on a space station vs aliens, instead of a big map nations vs nations, which might be NEB3. And some NESlife3 updates this year. And DaftNES is still on hold, for which I have the excuse of needing to learn more about industrial things in general.

Symphony D. said:
Daftpanzer, you have always been and will always be the most insightful person on these forums. You deserve to hear that.

@Symph that&#8217;s the most frightening thing I've ever read. I can only assume your message is part of a plan to destroy me utterly.

I think people have the same ideas as me, I just don't think things through far enough to realise they won&#8217;t actually work so well in practice :cool:

Ninja Dude said:
So, any constructive critisism?

@Ninja Dude if you do a new God NES, I think players should be allowed to alter the land somehow. Maybe I'm biased by playing old PC games like Populous, but I'd want to be able to raise islands or sink my enemies into the sea :) Maybe it could be limited to very small map edits which you do yourself?

Also, glad to hear your PC is cured of pr0n-transmitted diseases :p

Charles Li said:
Here, I present SEALAND!

@Charles that looks interesting, took me a few seconds to figure out it was just water and land reversed :)

(I wonder has anyone ever tried a NES on a full world map with a sea/land flip like that?)
 
Back
Top Bottom