New NESes, ideas, development, etc

For my upcoming NES

Creating a Faction

Faction Name:
Faction Trait: Isolationist, Religious, Scavenger, Barbaric, Expansionist,
Starting Location: Anywhere within the confines of The Map
Leader Name/Type: (Government style/story based)
Leader Trait: Charismatic, Lucky, Fearsome, Noble
Capital Type: Castle, Village, Urban Ruin, Cave Network, Nomadic Encampent
Background: Story

Spoiler :

Explanation:

Faction Traits
Choose this trait wisely. Unlike leader traits, this will NEVER change under any circumstances and are the very basis of your nation. If you would like something not seen here, bring it up in the thread, and I'll determine whether or not it's a valid trait for the NES.

Isolationist: Reduced faction appeal to immigrants and refugees
Defensive: Harder for enemies to take your settlements
Expansionist: Non-capitol outposts’ populations grow at a faster rate, troops are stronger when attacking another outpost.
Religious: Outside events have little effect on loyalty.
Barbaric: lets just say that food will rarely be an issue for your people

Leader Traits:
Leader Traits are what sort of benefits that your leader brings to the faction as a whole. When your leader dies, the following leader will likely have a trait of his own. Yes, this means that your leaders are not permanent, and depending on what sort of government you have, leaders may change frequently or rarely at all.

Charismatic: Increases propaganda type project's effects and slight increase in combat effectiveness
Fearsome: Does hefty amounts of damage when in combat
Pragmatic: Reduced Loyalty changes.
Noble: Improves diplomacy with NPC factions
Lucky: Helps a little bit with everything

Capital Type:
Your Capital type is generally a product of the origin story for your faction. This means that a certain type of capital will provide a bonus, dependent on your background story and capital type.

Castle: Highly defensible, the available food production is highly variable, and dependant on location. The best kept castles, and so the most defensible will generally be within cities, with little food production. (available fields: Rural Castle: 4 fields. Urban Castles: 2
Village: Villages are the largest settlements that really have a chance to survive unscathed through the change. Many are fairly self sufficient, and have some fields with which to produce food. (available fields: 5)
Urban Ruin: These settlements are built in the depths of the ruins of the Old Cities, and as such, while a great source of scrap, are not good food producers (Available Fields: 3)
Cave Network: Highly defensible Caves are Ideal hiding holes, but not the best food locations: As such, caves are Nigh impregnable, but have an awful food production capability (Available fields:1)
Nomadic Encampment: Not an actual settlement per say, but your entire population moves where you decide it does, within reason. You Likely have very little food production, unless I am very nice to you, so will likely have to depend on others, be it via trade or more unsavory methods. (Available fields: 0)


I know in chat I had said that a starting settlement type could be a Natural port, but I think that may just be a bonus that will be assigned to some relevant settlements
 
I am so in. And I so want a port.

So only one trait then? Hmm might think of more when I give myself a moment to.
 
Here's some more of what we have tentatively decided in the chat. Thomas will most likely contradict me, so just hold these as possibilities and not at all the final product.

Spoiler :

<nutranurse>: There are 6 kinds of settlements (in order of most fields allowed) Villages>Rural Castle>Urban Ruins>Urban Castles>Caves>Nomands
<nutranurse>: 5 fields in villages> 4 in rural> 3 in ruins> 2 in urban castles> 1 in caves> 0 for nomads.
<nutranurse>: Fields represent the general food yield a player can count on. The yield is determined by the type of terrain the settlement is in. Grasslands see 50f in the spring, 100f in the summer, 150f in the fall; Coast: 45 Spring 95 Summer 145 fall; Forests/Marsh: 40 Spring 90 Summer 140 fall;
<nutranurse>: Hills: 35 Spring 85 Summer 135 fall; Mountains: 30 Spring 50 Summer 130 fall
<nutranurse>: Average village (average being a settlement in Urban Ruins upon Grasslands) can exist with a population of 200 comfortably and grow a bit. Players can further supplement their food production via 'Efforts' (which has yet to be fleshed out, but basically they are extra actions players do like--clear fields, hunt, scavenge for metal, raid for slaves, trade, etc
<nutranurse>: Populations probably will be higher in Rural castles/villages and smaller in urban castles, caves, and nomads.
<nutranurse>: The trade off being that urban castles (most likely) will have the best access to scraps--or materials necessary to construct weapons/buildings; caves are stupid defensible; and nomads go wherever they want.
 
Faction Name: TBD
Faction Trait: Scavenger
Starting Location: Glasgow
Leader Name/Type: TBD
Leader Trait: TBD
Capital Type: Urban Ruin (glasgow)
 
Faction Name: Druids of the Holy Well?
Faction Trait: Religious
Starting Location: Somewhere rural :p
Leader Name/Type: TBA
Leader Trait: Noble, perhaps
Capital Type: Nomadic Encampment
Background: TBA
 
Faction Name: Order of the Steel
Faction Trait:Scavenger
Starting Location: Not picky as of now, any city
Leader Name/Type: A council of the more important members of the Old World along with those who distinguished during the Fall, name The Council (I know real original:rolleyes: I'll try to think of something better)
Leader Trait: Charismatic
Capital Type: Urban Ruin
Background: TBA
 
Guys, guys :p wait for the thread, please? :p (or at least repost there) you might want to look at how some mechanics work before making a decision.

good ideas, though
 
Thomas, here's what I was talking about.

Spoiler Arms :

Shortbow
Costs: 2 Scraps/person
A short bow. blah blah blah descriptive poop text

Longsword
Costs: 4 scraps/person
More description

Shield
Costs: 2 scraps/person
description


And so on so forth. When it comes to representing the military they are not represented by units (because all of your population is your army as you stated), but by what weapons they wield. IE:

Faction Name: Order of the Steel
Faction Trait:Scavenger
Starting Location: Not picky as of now, any city
Leader Name/Type: A council of the more important members of the Old World along with those who distinguished during the Fall, name The Council (I know real original I'll try to think of something better)
Leader Trait: Charismatic
Capital Type: Urban Ruin
Background: TBA
Population: 100
Arms: 20 Longswords +Shields; 40 Longswords; 40 Shortbows

Make more sense?
 
Continuing the discussion from the While We Wait thread on a proposed NESLife spinoff:
The basic template would of course be along the lines of the well-known NESLife 3, with a Creationist handwave (a group of rich dilliantes from a sci-fi level society screwing around with a primitive ecosystem) to deal with my lack of biology knowledge and realism issues. I have a few proposed new features I am considering:

1- Preplanned extinction events. This is primarily a measure to minimise mod bias, and makes a degree of sense as extinction events tend to be independent of evolutionary biology. I will have a preplanned list on a word document listing when extinctions are going to occur, and of what sort.

2- Climate change. On the one hand, it adds considerably to realism for the climate to change over time. On the other hand, it wasn't a measure feature of NESLife 3 and I don't have the scientific knowledge to model climate accurately. A possible handwave would be to have an arbitrarily changing 'mean temperature' over time and assume that some regions are hotter and others colder, but

3- Meta Points. Some things are clearly outside the control of evolutionary processes- temperature changes, extinction events, continental drift etc. Another possible system would be for players to have a limited supply of 'meta points', suplementable with gene points if necessary (or these powers could be limited and other ideas used). There is a clear excuse given the nature of the setting, after all.

4- Diplomacy. On the one hand, it could make the game too much like other NESes. On the other hand, given the established setting handwave it seems to be likely to occur.

I am also willing to consider other suggestions to add.
 
Hmm, while having celestial and geological events planned out, climate change will be very much a result of player actions, and the ecosystems they create.
 
Hmm, while having celestial and geological events planned out, climate change will be very much a result of player actions, and the ecosystems they create.

That's if I use all of them, yes. The reason I didn't simply 'go with' climate change is that modelling it is difficult when I don't know much biology.
 
So this idea has just kinda been bouncing around in my mind for a while, and it's taken me a while to figure out how to word it so that it could actually be turned into a workable NES.

Basically, my idea is that you have one big company/ organization/ whatever that deals with paranormal/supernatural/alien/ whatever crap. They receive missions, and then issue them out to teams to deal with them. Instead of having teams be made up of players and therefore probably make the NES go at a snail's pace, I'd have players take control of certain teams. Updates would be made up of reports on certain team's progress, what they find, who got ripped in half by a flying psychic squid, and other stuff like that.

Anyone interested? Don't know how soon I'd be able to start it, but it seems like an NES that I wouldn't have to dedicate too much time too, and it wouldn't require much time to play. Just tell your team to do whatever and you're all set. Multiple teams could be sent, leading to some amount of cooperation and planning however (as well as backstabbing and gloryhounding ;) )
 
So this idea has just kinda been bouncing around in my mind for a while, and it's taken me a while to figure out how to word it so that it could actually be turned into a workable NES.

Basically, my idea is that you have one big company/ organization/ whatever that deals with paranormal/supernatural/alien/ whatever crap. They receive missions, and then issue them out to teams to deal with them. Instead of having teams be made up of players and therefore probably make the NES go at a snail's pace, I'd have players take control of certain teams. Updates would be made up of reports on certain team's progress, what they find, who got ripped in half by a flying psychic squid, and other stuff like that.

Anyone interested? Don't know how soon I'd be able to start it, but it seems like an NES that I wouldn't have to dedicate too much time too, and it wouldn't require much time to play. Just tell your team to do whatever and you're all set. Multiple teams could be sent, leading to some amount of cooperation and planning however (as well as backstabbing and gloryhounding ;) )
Sounds a lot like the X-Com NESes- Daft ran them and they were super fun. This idea seems more involved, and I approve! :D
 
Continuing the discussion from the While We Wait thread on a proposed NESLife spinoff:
The basic template would of course be along the lines of the well-known NESLife 3, with a Creationist handwave (a group of rich dilliantes from a sci-fi level society screwing around with a primitive ecosystem) to deal with my lack of biology knowledge and realism issues. I have a few proposed new features I am considering:

1- Preplanned extinction events. This is primarily a measure to minimise mod bias, and makes a degree of sense as extinction events tend to be independent of evolutionary biology. I will have a preplanned list on a word document listing when extinctions are going to occur, and of what sort.

2- Climate change. On the one hand, it adds considerably to realism for the climate to change over time. On the other hand, it wasn't a measure feature of NESLife 3 and I don't have the scientific knowledge to model climate accurately. A possible handwave would be to have an arbitrarily changing 'mean temperature' over time and assume that some regions are hotter and others colder, but

3- Meta Points. Some things are clearly outside the control of evolutionary processes- temperature changes, extinction events, continental drift etc. Another possible system would be for players to have a limited supply of 'meta points', suplementable with gene points if necessary (or these powers could be limited and other ideas used). There is a clear excuse given the nature of the setting, after all.

4- Diplomacy. On the one hand, it could make the game too much like other NESes. On the other hand, given the established setting handwave it seems to be likely to occur.

I am also willing to consider other suggestions to add.

Dropping for now- judging from the responses, there doesn't seem to be much interest in this. Maybe I should try a different NES type?
 
If you are enthusiastic about a project and produce a quality product, the players will come.

if-you-build-it-they-will-come.png
 
I have a NES in the early development stages. Basically set in the modern day starting around 2000, with Carter winning in 1980 and no Afghanistan war, and the USSR able to revitalize their economy enough to the point that they could make it through a huge war in the 1990's.
 
Which would people prefer in a corporate NES:

Planetary? (The game would start in an alternate 1980, with NATO opening up the Space Observation and Construction Station (SOCS) 1, finished just two years ago, to entities wishing to exploit space, riding high on last year's NATO Moon landing. Technically they won, as the USSR's lander 10 years before didn't get back.)

Emergent Interplanetary? (Starting in 2025 (in the same alternate world as above), with the International Moonbase just set up. Entities would be supplying the Moonbase, maybe even funding their own small colony. Or they could make their own stations in orbit or at the LaGrange points.)

Interplanetary? (Moving 50 years to 2075, new engines allow proper interplanetary travel. The Martian colonies don't seem so distant anymore. The tourism and asteroid mining trades flourish.)

Emergent Interstellar? (It is 2125. 5 years ago, two discoveries were made during the exploration of the Kupier Belt. One was the Catalyst - a compound of metals that allowed the manipulation of gravity. Ships need no longer spin to provide gravity and reactionless drives and contragravity lifters get rid of fuel tanks and delta-v. The other was the Keyholes - stable micro-wormholes that could be easily expanded and travelled through. Explorers have been sent out into the wilderness and have found themselves at distant stars. The first interstellar colony ship is about to be sent out. A corporation could find it quite lucrative to support a fledgling colony...)

Interstellar? (Any time after 2125, really. Earth has a number of colonies and the Planetary Alliance's Banking Service has noticed that the economies aren't exactly flourishing. So, they are encouraging companies to invest and trade between them.)
 
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