New NESes, ideas, development, etc

OK, all the ideas for my Evil Genius NES I have so far:
Stats:
Spoiler :
Name / Player (Quite clear)
Origin: (Clear, too, depending on your archetypes it might give you an advantage or disadvantage on your Origin Region)
Henchmen: (These guys will be important for the story, and they may also aid with certain things)
Homebase: (Here it says where is your base)
- Rooms: (Here it shows the rooms your base has)
Money: Stored in Lair / Stored in Bank / Produced / Maintenance (Money stored in Lair is immediately accessible, Money stored in Bank takes a turn to be accessible but provides interests, Produced is the money you get from your fronts, Maintenance says how much money you have to pay to keep your rooms working)
Minions: Current / Max (Depending on how many Minions you have, certain things may be out of scope)
Minion Loyalty: out of 100 (The lower it is, the higher the chance your minion/s will betray you, either by stealing from you or by calling the different Intelligence Agencies)
Fronts: (all the business you have and their positions)
Working On: (anything you are researching)

Heat: out of 100 (there are six different agencies, on per continent (Africa, Asia, Europe, North America, Oceania, South America), and there is a counter for each agency: heat shows the level of attraction you are getting from them, the higher it is the better agents they will send at you)
Fear: out of 100 (the higher the fear in a region, the likelier the chance your demands for power or anything else will be met; there is one for each region, I'll be taking care of this in a separate document and will not show)
Popularity: out of 100 (the higher this is, the higher the chance they might rebel and install you as their leader; like with Fear, this will be in a separate document)

Heat, Fear and Popularity will be three secret stats, given their importance. Mentions at the update will show the level at which these stats are, approximately. The levels of these for you may be acquired by spending in-game money to investigate...


Regions: each region is protected by a counter-spying organization, which is dedicated to fighting evil geniuses, criminal masterminds, Treasury inspectors and rabble of the same caliber. They will be sending operatives after you as the heat you generate raises, and the higher it is the better agents they will send, until it reaches such a level that they will send their best agent after you.
Spoiler :
  • Africa (protected by AFRO, Africans against Fear and Revolution Organization)
    • Antananarivo (Madagascar)
    • Cairo (North-Eastern Africa)
    • Casablanca (North-Western Africa)
    • Kinshasha (Eastern Africa)
    • Ouagadougou (Western Africa)
    • Pretoria (Southern Africa)
  • Asia (protected by ASIA, Association of Spies and Infiltrators of Asia)
    • Almaty (Central Asia)
    • Ankara (Near East)
    • Beijing (Eastern Asia)
    • Bombay (India)
    • Hanoi (Indochina)
    • Teheran (Middle East)
    • Tokio (Japan)
    • Vladivostok (Northern Asia)
  • Europe (protected by EURO, European Union's Research Organization)
    • Budapest (South-Eastern Europe)
    • Copenhagen (Northern Europe)
    • London (British Islands)
    • Monaco (Western Europe)
    • Reykjavik (Greenland-Iceland)
    • Stockholm (Scandinavia)
    • St Petersburg (Russia)
  • North America (protected by NACIO, North American Control and Investigation Organization)
    • Chicago (USA East Coast)
    • Los Angeles (USA West Coast)
    • Omaha (USA Center)
    • Ottawa (Canada East Coast)
    • Vancouver (Canada West Coast)
    • Winnipeg (Canada Center)
  • Oceania (protected by OCEA, Oceanic Catchers, Espionage and Attack)
    • Auckland (New Zealand)
    • Hagatña (Micronesia)
    • Jakarta (Indonesia)
    • Manila (Philippines)
    • Rabaul (Papua-New Guinea)
    • Sydney (Australia)
  • South America (protected by SANAE, South American Nations Against Evil)
    • Bogota (Northern South America)
    • Buenos Aires (Southern South America)
    • Cuzco (Western South America)
    • Havana (Caribbean)
    • Mexico D.F. (Central America)
    • Rio de Janeiro (Brazil)

Archetypes: you may pick one or two archetypes. Picking two Archetypes, unless the reasons are well explained, you will end up with a third Disadvantage.
Spoiler :
  • Border Breaker: the United Nations is a good thing. Is a great thing. You don't understand why everybody is unable to get past something as stupid as a flag. You think everybody should band together in one great nation that encompasses the whole world. It is the only way to stop wars, to prevent deaths because of a stupid matter like a square mile of land. Maybe you'll have to do it by force, but then that seems to be the only language people hear. And, once you TAKE OVER THE WORLD, you will be able to make sure that nationalities become a thing of the past.
    • Advantage: extra Fear from actions that decrease national identity
    • Disadvantage: missions that do not decrease national identity are harder
  • Earth Paranoid: you know it. You know that THEY are always watching you. That thing in there is a camera, you are sure of it. You know it. You know their plans. You know that you must be always vigilant. At any moment THEY can come down on you. You can't escape THEM, you can't escape THEM... But you can go after THEM. Surely there must be some other people that know about THEM. You can band together. And you can do your best to get rid of THEM. They only way to do it is to TAKE OVER THE WORLD. It is the only way you can make sure every one of THEM is dead, and will never disturb you anymore.
    • Advantage: less Heat everywhere.
    • Disadvantage: higher costs for every mission.
  • Exile: you hate your country. Loads. In fact, you loathe your country. You feel that, if your country disappeared off the map, the world would be much better. Then, you realize something. You could bring many people together, people that hate your country as much as you do. You could organize them. And you could lead them in a quest to TAKE OVER THE WORLD, and in the meantime destroy your country. Wouldn't that be fun?
    • Advantage: extra Fear at Origin for actions there
    • Disadvantage: extra Heat at Origin for actions there
  • Fanatic: who do you worship? Zeus? Allah? The Invisible Pink Unicorn? The problem is not what you worship, the problem is that you are angry because the whole world should be worshipping the same thing as you do, but they don't. You are ready to bring the word of your god(s) to them, even if it is by gun and bomb. If you TAKE OVER THE WORLD for your god(s), they will surely reward you in your next life!
    • Advantage: minion loyalty and number increase easier.
    • Disadvantage: you have to follow a series of precepts (basically, you get a disadvantage that I choose related to your religion).
  • Legacy Criminal: you have been trained all your life for this. Your dad wanted to TAKE OVER THE WORLD, but he never had the chance, so he delegated the task upon you. And after your dad died, you found yourself alone in the world. You have your loyal minions around, and the organization your dad left to you, but you know it is going to be a very hard task to finally leave your father's shadow behind.
    • Advantage: highly loyal minions
    • Disadvantage: missions give less fear everywhere (you are Daddy's boy, after all)
  • Mad Scientist: you developed a great theory that actually made sense, but the scientific community laughed in your face. Desperate, you turned to crime to get the funding needed to make the proof. By the time you got eveything, you finally realized that the thrill of stealing was on par to that of working out a theory. That was when you decided to TAKE OVER THE WORLD, so that it was all under your control and then you could face the scientists that laughed at you and shout "WHO'S THE FOOL NOW?" before pushing them into the vat of chemical products.
    • Advantage: faster Research
    • Disadvantage: bad Soldiers
  • Rich Bored Bastard: you have a lot of money. A lot. You don't know what to do with so much money. And you are bored. Really bored. Maybe... just maybe... hey, that a great idea! Maybe you could try to buy your town... or the surrounding lands... that's it! You can try to buy your country! And TAKE OVER THE WORLD with large rolls of cash! Maybe that could push back the boredom...
    • Advantage: you have more money from the start.
    • Disadvantage: you have to do high profile things every turn.
  • Rogue Agent: you were once part of an Agency, but as you trapped bad guys, you realized that being one of the bad guys was better than killing and arresting them! That done, you used your contacts everywhere and disappeared... only to resurface with other name and face, ready to apply the knowledge you got from fighting next to your agency against your agency and all others, so that you can TAKE OVER THE WORLD!
    • Advantage: missions are easier to do
    • Disadvantage: you get heat from your Origin agency with all missions
  • Ultra Patriot: you love your country. Loads. Calling it chauvinism is falling short. And you hate it when you think other countries are spiting yours. That's why you are starting all of this schtick. That's why you are hiring so many people that think like you. Because you want your country to be the only country in the world. And if it is with you at its tyrannic helm, even better. After all, if you TAKE OVER THE WORLD, you are not going to leave it to some other idiot, aren't you?
    • Advantage: higher popularity at Origin
    • Disadvantage: worse popularity at some random region

Lair buildings: maintenance must be paid every month. If you can't pay for the rooms, you will lose them in an order you must determine (suggestion is that you choose Power Plant the last)
Spoiler :
Armory: this one gives your minions access to weapons for when the excrement hits the rotatory cooling device.
- Cost: 20000$
- Maintenance: 7500$/month
Barracks: barracks are required to house your minions.
- Cost: 5000$
- Maintenance: 1000$/Month
Control&Security Room: you control the missions from here, as well as watching out for any idiot agent that attempts to get into your lair.
- Cost: 20000$
- Maintenance: 5000$/Month
Freezer: excellent place to collect the bodies of all the agents that dare to get inside your lair.
- Cost: 5000$
- Maintenance: 500$/Month
Infirmary: your minions can get healed in here.
- Cost: 15000$
- Maintenance: 7500$/Month
Inner Sanctum: you control the missions from here.
- Cost: 50000$
- Maintenance: 25000$/Month
Laboratory: increases research ability
- Cost: 30000$
- Maintenance: 10000$/Month
Mess Hall: your minions will be able to eat in here.
- Cost: 10000$
- Maintenance: 2000$/Month
Power Plant: required to power anything that needs electricity.
- Cost: 20000$
- Maintenance: 5000$/Month
Strongroom: where your money is stored when in lair.
- Cost: 10000$
- Maintenance: 1000$/Month
Training room: if you need a minion to be good on a certain thing for a mission, this is what you require to give the minion the required training.
- Cost: 20000$
- Maintenance: 4000$/Month


Fronts: these might be your main source of money, so they are important. Each front requires a number of Minions on roll-call, that will count towards the maximum you can have.
Spoiler :
  • Store: small place where people can go to buy certain things. Makes for a good hideaway if required, but doesn't give much money.
    • Cost: 10000$
    • Earnings: 1000$/month
    • Maintenance: 3 Minions on Roll-Call
  • General Store: like a store, but at greater cost and greater benefit. Great hideaway in the underground, and a great way to get interesting things.
    • Cost: 50000$
    • Earnings: 6000$/month
    • Maintenance: 10 Minions on Roll-Call
  • Hotel: bigger initial cost, but if put in a good place it will allow you to rake the money as it comes. Not too much of a hideaway, but great for meetings.
    • Cost: 100000$
    • Earnings: 8000$-20000$/month
    • Maintenance: 15-50 Minions on Roll-Call
  • Casino: great initial cost, great benefit.
    • Cost: 150000$
    • Earnings: 10000-50000$/month
    • Maintenance: 20-40 Minions on Roll-Call
  • Factory: great initial cost, and provides certain things for free. Really bad hideaway.
    • Cost: 100000$
    • Earnings: 10000$/month
    • Maintenance: 30 Minions on Roll-Call
  • Port: high cost, free transportation for any coastal or sea/ocean mission (reduced mission costs)
    • Cost: 200000$
    • Earnings: 15000$/month
    • Maintenance: 50 Minions on Roll-Call
  • Airport: very high cost, free transportation for any mission (reduced mission costs)
    • Cost: 500000$
    • Earnings: 20000$/month
    • Maintenance: 60 Minions on Roll-Call
  • Island Resort: really steep, but provides a good hideaway and a lot of money.
    • Cost: 1000000$
    • Earnings: 100000$/month
    • Maintenance: 100 Minions on Roll-Call

Opinions would be great :).
 
@Milarqui: Your map has New England and the Mid-Atlantic of the United States as part of Eastern Canada, yet you have New York as the capital of the East Coast of the USA Region.
 
The situation with the missions is this way: you have to decide what to do, and then put some money into it. Depending on how much you put of both, your mission may be wildly successful or it might call way too much attention onto you.

Example: you want your minions to rob a bank. If you send in 1 guy with hardly any support, then he will probably get caught and potentially rat you out. If you send 20 guys and spend loads of money for them, the losses will not get covered. If you send 5 guys and put enough money to buy weapons and steal a car, then it will probably be successful.

If you want to invest money, there are many ways:
- Put it into the bank.
- Play the market.
- Buy fronts.
- Make even greater missions.

Also, great tips for this:
- Read the Evil Overlord List... and do not pay attention to everything in it.
- Write stories, in which you behave like a Large Ham.
- Steorotyping also makes it real fun!
- Henchmen can also be steorotypes.
- James Bond's films make an excellent research. And perhaps Austin Powers.

EDIT:
@Milarqui: Your map has New England and the Mid-Atlantic of the United States as part of Eastern Canada, yet you have New York as the capital of the East Coast of the USA Region.
Daaaaamn. OK. I'll change the "capital" of that region. Probably will go for Chicago.
 
http://forums.civfanatics.com/showthread.php?t=433753

Above is a link to an IOT I am about to launch. It is currently in the 'pre' phase, as i have been assembling the rules and behind the scenes machinations.

But the thing is, I have been told by several people that it seems very NES like to them. My question to the people in this thread is, would you like to see this become a NES sometime in the future as well as an IOT?

I would of course modify it and provide several changes to make it even more in line with the NES standard, perhaps even adding a couple of features that I believe would be more suitable for a NES than an IOT.

So what do you guys think? Any star wars fans here? Anyone willing to play it? If so, you can always join the IOT version in the meantime while waiting for the NES version, should there end up being one...
 
Go for it is my opinion. I joined it because it was NES-like and a setting I liked.
 
Is behaving like Xanatos acceptable, Milar? :D
 
Well, IOT (especially yours) and NES are basically the same, except that there are a few different people in one side compared to the other.
 
Is behaving like Xanatos acceptable, Milar? :D

You can try to do so. Of course, if you are able to make plans like Mr David Xanatos does, planning for all potential spanners, then you will have it easier.

EDIT: If you guys are really going to join, instead of just pulling me, I'll start this tonight (Spain time), so you do have about 6 hours to say whether you really want to join or not.
 
I'd be in for that game. I call a mad scientist. :D
 
My August 1st, 1861 map is still far from completed, but progress is being made.

Spoiler :
UimYd.png
 
Your Netherlands Indies is rather, well, wrong.
 
I had a NES idea. It would be sort of like the ongoing Nuke NES IX, but instead of cultures you control RELIGIONS. The course of history would be decided by what your religion does.
 
This is the map I started with.

Anyway, I used the map on the Wikipedia page for the Dutch East Indies, and reset the Egyptian/Ethiopian border.

Spoiler :
hphyW.png
 
And at the risk of triple posting, I have a few questions.

1. What should I do about the Indian Territory, and how is the USA/CSA/Kentucky border? *remember August 1st, 1861*
2. Could somebody with some knowledge on the subject please explain what is wrong with South America?
3. Africa needs work, I fixed the Orange Free State but Transvaal is still messed up. I don't even know what to say when it comes to the rest of Africa.
4. I suppose Central Asia is probably in need of repair, I haven't checked it yet.

Spoiler :
VBkCm.png
 
Oh, gawd its still bad.

In short: Borneo is insanely large not even taking into account the ongoing Banjarmasin War so it could be trimmed considerably to just the coast and whatever that district that goes inland is called (not coming to me atm); Java is fine(ish) representing the Sultans might be worth it; North and West Bali had a Dutch administrators from 1855-58 but still not worth showing on a map perhaps?; the remainder of that area is fine; Sulawesi is fine; Papua is fine; Amboyna et al is fine(ish) the legal relationship between the Dutch and the many Ambonese doods is complex to say the least, calling it all 'Dutch' is fine; Banka and Belitung are fine, the area around Palembang is rather large, and should really only follow that the Musi inland to where Palembang is, and then a tiny little bit further to Muarakumpe: the remainder should be dropped; Minangkabau is maybe a bit thick but otherwise servicable; Barus and Singkil should be under Dutch rule; Siak as well, going as far as Alas and Langkat in the north, overlapping with Aceh's borders; and that I think rounds it out!

The big Iberian outpost in Asia is a wittle bit wrong; same with the wittle one which is insanely large; Aceh's borders are hard to do but it looks small, more info tommorow and the White Raja et. al. is probably a little bit on the big side.
 
A bit on my upcoming NES.

Senatorial Positions

Pro-Consulship:

Pro-Consul is the highest elected political office of, and are the leaders of, the Republic. Each Pro-Consul has Veto power over his fellow Pro-Consul during the other's term.

Voted independantly into power by Magisters the beginning of each Spring, they serve for one full year. The year is divided between the two, according to the votes accorded them. During each Pro-Consul's independant term, "Imperial Decrees", must be obeyed by all lesser Magisters, pending Veto.

During the Elections, the Pro-Consuls must declare how much Tribute they expect each faction to provide for the Treasury of the Republic the following two seasons, and a budget for whatever funds the Treasury will then have, and any war plans.

Any Magister is eligible for election to Pro-Consulship, provided they have enough votes.

Post election,

The "First Pro-Consul" will have received the most votes, and will serve as the Administrative, Judicial and Civil leader of the Republic during the Spring. During this term, the "Second Pro-Consul" will have the power of Veto over his colleague.

The "Second Pro-Consul" will have received the most votes, and will serve as the Administrative, Judicial and Civil leader of the Republic during the Autumn. During this term, the "First Pro-Consul" will have the power of Veto over his colleague.

During Wartime, the opposite is true. During the Spring, the Second Pro-Consul would lead the war effort, while the First Pro-Consul would have Veto power. During the Autumn, the First Pro-Consul would lead the war effort, while the First Pro-Consul would have Veto power.
 
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