New NESes, ideas, development, etc

flyingchicken, I really like that map. Its not the typical NES map, accurate to exact coordinates, but it has a nice, smooth feel to it.
Like old NESes :) I love the map too. It's not squared and overly modern.
 
Daftpanzer made a similar one independently even before all this and was used here, something which no doubt took hours of tracing though only he can say for sure.

I don't exactly remember how I made that map :) I definately used some kind of lazy methods, beginning with screenshots of the zoomed-out HoI2 in-game map. It didn't take more than a couple of hours anyway. And that is a cool map of yours, IMO :)

daft's NES isn't exactly a board NES. It is too free to be one.

Hey I'm rolling dice for just about everything, how much more board NES do you want? :)
 
I don't exactly remember how I made that map :) I definately used some kind of lazy methods, beginning with screenshots of the zoomed-out HoI2 in-game map. It didn't take more than a couple of hours anyway. And that is a cool map of yours, IMO :)



Hey I'm rolling dice for just about everything, how much more board NES do you want? :)
Territories? That you move from one to one?

I dunno, yours is so, colorful... Couldn't be a board NES :p
 
Technology Advances: A system for NESing

I have a system to model tech advances that I am posting for discussion or use in games. While it is well-suited for use with Excel, it does not require it. The system has three main parts: the tech list; the spending list; and record keeping. This tech system is dependent on having an established economic or spending system already determined.

To begin you need to develop a list of the technologies that will be available to players. It can be as long or short as you want and as complicated as you have the patience for. I’ll start with two simple examples:

Stone weapons
Copper weapons
Bronze weapons
Iron weapons

Farming 1
Farming 2
Farming 3
Farming 4

The names of the levels can be whatever you want; they just need to convey the message you want and should, in game play, convey advancement or progress that has meaning in the game. The weapons list is pretty clear, the farming one less so. They could be changed to things like crop rotation, contour plowing, irrigation, advanced irrigation etc. to fit your game. If a time frame is quite narrow a weapons list could be: flintlock, musket, rifle, advanced rifle, machine gun, etc. A game could have several lists each related to a different aspect of game play. Military, naval, production, farming, religion come to mind as possible groups of tech. The scope and scale of your game will determine how many groups are reasonable and included.

Once you have your list of techs each tech level is assigned a value. The lowest value is assigned to the earliest tech. A zero value would only go to techs that are automatically known by all nations. The progression of values should be relative to both time and difficulty of discovering. In the list below each tech is equally spaced from the ones above and below indicating that progress is smooth and the effort to get from any one tech to the next is the same.

0 Stone weapons
10 Copper weapons
20 Bronze weapons
30 Iron weapons

A better list my look like this though:
0 Stone weapons
15 Copper weapons
20 Bronze weapons
40 Iron weapons

Here the step from copper to bronze is easier than the steps to copper or to iron. Which I think makes sense. The values need to be measures of something. The easiest is to make them represent time. They could be years or turns. If that is the case, then the pace of change will be predetermined and easy to manage. In the above example, after 40 turns, iron weapons would begin to appear. The values are completely arbitrary and up to the mod to set such that they make sense in the game he plans to run.

A more complex approach is to assign values that reflect both the passage of time and player spending. Sticking with the above example again, each turn might contribute .5 towards advancement while 1 EP of spending (or whatever unit is used in the game) might contribute 1 point towards progress. This varies the pace for each nation. Nation A spends nothing on tech and advances from copper to bronze in 10 turns while nation B spends 1 EP per turn and gets there at a 1.5 points per turn pace or 4 turns. Each category or techs can have its own set of levels so the pace of change in agriculture is very different than the pace for weapons or shipbuilding or religious practices. If your game has short tech intervals and large spending numbers, then limits on spending may be required to keep the game balanced and prevent players from going from stone to iron in two turns.

Once you have your tech lists with their values, the next step is to connect it to spending. We’ll use the following two lists for this part if the discussion. The first list is weapons tech and the second is army quality or training. Both lists could be much longer.

30 Bronze weapons
40 Bronze weapons and armor
60 Iron weapons
65 Simple iron armor
80 Advanced iron weapons
100 Steel weapons
110 Steel armor
150 Advanced steel weapons and armor

0 Mob melee
5 Training 1
20 Formations
25 Simple battlefield commands
30 Training 2
40 Tactics
50 Battlefield maneuvers
55 Improved battlefield commands
The easiest way to manage the spending aspect is to define clearly how money is spent. Weapons tech money is applied to the weapons list and quality money to the quality list. Each EP spent on weapons tech increase the nation’s level by 1 point. When a new level is reached, the new tech appears. If you want, 1 EP could raise the level by 2 or 1.5 or however you want spending to translate into tech advancement. If you have a metallurgy stat and tech list, then you can even allow that level to determine the rate at which spending on a tech translates into progress.

Metallurgy 1 means 1 EP = .75 points in tech advance
Metallurgy 2 means 1 EP = 1.25 points of progress, etc.

Like I said, you can get as complicated as you like with such a system and if you get very complicated, Excel is your friend. The same kind of thinking applies to the army quality progress: spend so much and get X progress towards the next level. This kind of system though keeps spending in distinct silos so weapons spending is separate from quality spending is separate from agriculture spending. A more natural system allows spending to have multiple effects on tech progress. For example, any of the following might impact weapons tech in varying degrees. I’ve added a hypothetical amount that would go to weapons tech for each EP spent in that area.

Metallurgy; .25
Mining: .25
Improved production: .5
Raising an army; .5
Training troops: .25
Initiating trade with a nation that has better tech: .75
Improved military leadership: .5
Wars or battles fought; 1

In the same way progress along the troop quality and training scale would be influenced by many of the same items, but maybe at different rates.

Once you have your tech lists in place and the spending connections set, then you just need a way to keep track of it all. The fewer lists you have with minimal interconnectedness, the easier it is to do it all on paper. The more complicated the system the more you will need to rely on spreadsheet technology to keep things straight.

Questions, comments, ideas and opinions are all welcome.
 
Are you coming back to NESing or is RL being REAL still? :/
 
Are you coming back to NESing or is RL being REAL still? :/
Real Life is still being very real ATM, but it is less unpredictable so I am trying to work my way back in with less time sensitive commitments and contributions. :)
 
Well I hope whatever you believe in rolls some sevens for you :)
 
Could the people who frequent this thread collaborate on a list of attributes/necessities of colonies in the Americas?
 
Well, to answer to Cobalt Command...
The Colonies
Attributes: lots of land in which to expand, almost virgin woods, many natural resources.
Necessities: manufactured products, lots of people to work, diplomats to deal with any natives...

And now, a few ideas I've had for a potential new NES.

A world divided in provinces. 16 different resources, with only 4 in each province, used for the construction of 7 different kinds of units (Long-Distance Infantry, Melée Infantry, Cavalry, Artillery, Flyers, Ships and Mages). 6 kinds of magic (Air, Dark, Earth, Fire, Light, Water) that defines the type of things you can research. 4 groups of technologies, with 6 branches each group and 6 levels per branch, giving in total 144 technologies. 4 economic buildings (for the collection of resources), 6 military buildings (for each non-magical kind of unit), 8 buildings for other activities (Labs and Academies to research normal and magical techs), manpower dependent on your population (well, in fact your population is your manpower)...

It's still on the works (particularly the map, which I am working on, starting on other map, in order to join smaller provinces to make up several tens of provinces with the same size, more or less), but I think it could be quite fun.

Maybe I should just use the European map, and save me the hard work of having to go all over the world...

Anybody would be kind enough to help with the map?

EDIT: Never mind about the map. It's finished and attached.
 
Kraznaya wants you to link prospective timelines ending in the 16th or 19th centuries that you would like to see hosted in a NES. He would also like ruleset suggestions for a 11th or 16th century NES.
 
abstracteconomicsystem.png


This is an abstract economy framework thing.

What are "stolen values"? How do you determine how to distribute the 80 among the various groups?

How would spending the 27 income affect the land base, refining or stolen values at the top?
 
Stolen values sound like foreign investment or foreign influenced area to me.. Green being your own incursions in other lands and red being others' incursions into yours
 
How would they "steal" from your economy? Why would they "invest" in it either?

I like the simplicity of it.
 
This is what I'm working on right now. I know its already a NES thread, but I want to see what needs changed, deleted, and added to make this NES a long-lasting one.

This is going to be my LAST attempt at a NES for a while. The year is 1790. The 13 colonies of North America have declared their independence from Great Britain. Avfter the Revolution the new country called the, United States of America is on the verge of destruction after the Treaty of Paris. With the bar now put on France, there is destined to be some bloodshed in Europe. In another part of the world, the Japanese Empire is deciding weather or not to invade the Korean Empire. Will you lead your country into glory? Or, will you lead it to its downfall? Your decision.

Sample Nation Stats

Nation/Player: Ottoman Empire/rand.
Government: Absoulte Monarchy
Stability:6
ManPower:200(+4)
Army:450 rifuleman birgades, 300 calvery birgades, 20 cannon birgades
Navy: 20 Frigit birgades, 50 ironclad birgades
Gold: 500/290/390
Government

Your type of Government is going to be important throughout the game. The type of government that you choose will affect other things like your stability. The types of Governments are absolute monarchy, democracy, parliamentary government, dictatorship, and later communisum.

Stability
Your stability is very important. If it is very high, then you will be safe from a civil war, or a revolution. The stability is this. You can spend Gold to raise your stability. I.e. If you had a stability of 4, you would need 5G to raise your stability to 5 (same rules apply to all nations). Your stability will be affected mostly by you, but some times you can't control your stability lose/gain.



10: Excellent
9: Very Good
8: Farley Good
7: Good
6: Above Average
5: Average
4: Below Average
3: Close to meltdown
2: Meltdown
1: Brink of civil war
0: Civil War



Gold(Have at begining/spent/after update
The amount of Gold you have will also be important. If you have a lot of Gold you can spend it on manpower, new technology, or stability.


Technology
You can spend your G on resurching different typed of Tech. The amount of G that you spend on the tech's will matter greatly. The tech advancement is the advancement of one tech to another. The GPT is Gold Per Turn.

Military Techs

Improved Rifle
GPT: 5G over 3 turns
Tech advancement: .5
Nations Aproved for resurch:
Nations Resurched:

Improved Calvery
GPT: 20G over 5 turns
Tech advancement .7
Nations Approved for Resurch:
Nations Resurched:

Improved Cannon
GPT: 30G over 8 turns
Tech advancementr 1.2
Nations Approved for Resurch:
Nations Resurched:

Modern Rifle
Required resurch: Improved Rifle
GPT: 25G over 8 turns
Tech Advancement: 2.0
Nations Approved for Resurch:
Nations Resurched:

Modern Riders
Requried Resurch: Improved Calvery
GPT: 40G over 9 turns
Tech Advancement: 2.5
Nations Approved for Resurch:
Nations Resurched:

Early Artillery
Requried Resurch: Improved Cannon
GPT 25G over 10 turns
Tech Advancement: 4.1
Nations Approved for Resurch:
Nations Resurched:

Early Modern Infantry
Requried Resurch: Modern Rifle
GPT: 20G over 10 turns
Tech Advancement: 4.5
Nations Approved for Resurch:
Nations Resurched:

Early Tank
Requried Resurch: All Army Techs
GPT: 45G over 3 turns
Tech Advancement: 10.0
Nations Approved for Resurch:
Nations Resurched:

Late Modern Infantry
Reequried Resurch: All Army Techs
GPT: 30G over 5 turns
Tech Advancement: 5.9
Nations Approved for Resurch:
Nations Resurched:


Navy Tech

Modern Wooden WarShip
GPT: 2G over 2 turns
Tech Advancement0.0
Nations Approved for Resurch:
Nations Resurched:

Early Ironclad
Required Resurch: Modern Wooden WarShip
GPT 5G over 4 turns
Tech Advancement: 1.2
Nations Approved for Resurch:
Nations Resurched:

Modern Ironclad
Required Resurch: Early Ironclad
GPT: 6G over 3 turns
Tech Advancement: 3.4
Nations Approved for Resurch:
Nations Resurched:

Late Modern Ironclad
Required Resurch: Modern Ironclad
GPT: 10G over 5 turns
Tech Advancement: 5.0
Nations Approved for Resurch:
Nations Resurched:

Early Battleship
Required Resurch: Late Modern Ironclad
GPT: 20G over 10 turns
Tech Advancement: 8.6
Nations Approved for Resurch:
Nations Resurched:


Spoiler:
Rest of Army and Navy Tech and all AirForce Tech will be avalible after 1900, and all science tech will be avalible after 1890.



Colnies
Many Countries will own colonies. These colonies will help boost manpower, Gold, and maybe even stability. But watch out if your colonies stability goes below 4. Then, your colonie might rebel.

ManPower/Military Spending
Your Countries manpower is very important to your army. If your country has a lot of people, then your country's manpower will be high and vise versa. For riflemen(all) the manpower cost is 5 for 1 birgade and the G is 3. For all types of calvery the cost is 10G and 4 manpower for 1 birgade. For all cannon and later on tanks the cost is 6G and 2 manpower for 1 birgade.
For Navy it is all the same except for destoryers ect. is 4G and 3 manpower for 10 birgades.



Orders

You have to PM me about orders. Orders are like how much troops you are going to buy, stability spending, and tech sepending. AND I WILL NOT, REPEAT NOT, ACCEPT ORDERS LIKE IF YOUR GOING TO ATTACK ANOTHER COUNTRY OR THE LIKES. THAT'S FOR THE DIPLO.

I hope you guys like this NES better than my other ones.
 
@FC: Some of the confusion seems to be naming conventions.

What is "refining"?
Use "trade" where it applies; we all know what it means.
Use "corruption" if it has a place.

How do England & France steal 50% of the ottoman economy?
"Actors" appear to be the sources of money for the government; how do bureaucrats produce money, or is that tax revenue?

I guess I am missing the flow:

1. Wealth is produced from land, production, trade etc.
2. Some of that wealth is collected by the government (taxes), some stolen, some left with the producers.
3. The Government collected wealth becomes available for government spending to increase that wealth by some manner etc.
 
I don't like the techs. Like, I don't like including the concept of researching techs in a 1790 NES that is theoretically going to be going a year at a time.

Ironclads don't exist in 1790.

Organizing units in "brigades" is anachronistic, and it never applies to naval formations. Use divisions or regiments.

There are too many levels of stability.

The way you're dividing "gold" is kinda nonsensical to me.

The number of brigades in all cases is astronomically high.
 
This is what I'm working on right now. I know its already a NES thread, but I want to see what needs changed, deleted, and added to make this NES a long-lasting one.

Sample Nation Stats

Nation/Player: Ottoman Empire/rand.
Government: Absoulte Monarchy
Stability:6
ManPower:200(+4)
Army:450 rifuleman birgades, 300 calvery birgades, 20 cannon birgades
Navy: 20 Frigit birgades, 50 ironclad birgades
Gold: 500/290/390
Government

Your type of Government is going to be important throughout the game. The type of government that you choose will affect other things like your stability. The types of Governments are absolute monarchy, democracy, parliamentary government, dictatorship, and later communisum.

Stability
Your stability is very important. If it is very high, then you will be safe from a civil war, or a revolution. The stability is this. You can spend Gold to raise your stability. I.e. If you had a stability of 4, you would need 5G to raise your stability to 5 (same rules apply to all nations). Your stability will be affected mostly by you, but some times you can't control your stability lose/gain.

Rest of Army and Navy Tech and all AirForce Tech will be avalible after 1900, and all science tech will be avalible after 1890.

Colnies
Many Countries will own colonies. These colonies will help boost manpower, Gold, and maybe even stability. But watch out if your colonies stability goes below 4. Then, your colonie might rebel.

ManPower/Military Spending
Your Countries manpower is very important to your army. If your country has a lot of people, then your country's manpower will be high and vise versa. For riflemen(all) the manpower cost is 5 for 1 birgade and the G is 3. For all types of calvery the cost is 10G and 4 manpower for 1 birgade. For all cannon and later on tanks the cost is 6G and 2 manpower for 1 birgade.
For Navy it is all the same except for destoryers ect. is 4G and 3 manpower for 10 birgades.

Orders

You have to PM me about orders. Orders are like how much troops you are going to buy, stability spending, and tech sepending. AND I WILL NOT, REPEAT NOT, ACCEPT ORDERS LIKE IF YOUR GOING TO ATTACK ANOTHER COUNTRY OR THE LIKES. THAT'S FOR THE DIPLO.
Your rules seem incomplete. It appears that a player can only spend on stability, armies, and tech. How about culture, religion, education, army training?

Are you saying that war plans are not in orders, but publicly posted in the thread?
 
Back
Top Bottom