New NESes, ideas, development, etc

I've been thinking, maybe I could for a post-apocalyptic future, Fallout-y setting. People could lead small groups of survivors, scavenge resources, grow their own little kingdoms and when the time comes fight other players. The lands will be infested with these mutants that are hostile and must be defeated to expand and gather resources. The gameplay will be similar to the one I mentioned earlier. How does that sound?
 
Really? Damn :p. Still thinking of ideas.
 
In the name of EQandcivfanatic, I wish to tell you about Viva Tropico, a NES where players take the role of potential rulers of a small Caribbean island called Tropico. You have to engage in politic games, make and break alliances and, if you end up becoming El Presidente, you have to make sure to keep a good balance between the different political factions in the island through your influence of them.
 
TERMINes

In this NES players take on the role of petty governors, emirs, warlords, and chieftains etc. of Ror who have taken on the role of kings and queens after the cataclysmic collapse of the portals which once linked the whole world. Though small and combating the larger, rotting vestiges of the old political entities, these player-kingdoms are the hope for a new world both on Ror and, perhaps, beyond.

For TERMINes I have taken from a whole bunch of my past ideas/NES's as well as a whole bunch of other NES's I have participated in or read through. In particular, and perhaps most visibly, I am taking a bit of KnightNES's lore (in the form of Terminus, but where is it? Who knows!) and map-style, but have abandoned the character focus for something more realm-wide. Make no mistake, the NES is about empire building, though there is an arch involving the mysterious portals that have begun to work again, but not quite as they used to. ;)

Spoiler TERMINES Map :
peninsula.jpg


That huge map is huge for a reason: I aim for it to be an easy, accessible format to display information concerning player kingdoms and stats. Kingdom stats revolve around a few key concepts: Agriculture Value, Mineral Value, and Gold Value. These are spent on unit recruitment/upkeep; settlement creation/upgrading; improvement constructions; and player-driven directives Different kind of terrains generate different values. These values are further modified depending upon what settlements are built upon them. I am thinking of a tree along these lines:

terminessettlementupgra.gif

Village (M) = Mineral Focus; Village (A) = Agriculture Focus; Village (G) = Gold Focus

Mine (G)* = Gold/Luxury Focus; Mine (M)* = Mineral Focus; Manors = Exerts a small ZOC that prevents armies from marching by

*These settlements may only be built on certain tiles

Castle = Exerts a large ZOC and garrisoned troops pay only 1/2 upkeep, but consumes a large amount of AV; City = Generates trade routes, but consumes a large amount of AV

To prevent 'settlement spam' I am thinking about having settlements from the 3rd tier (Mines (G/M), Manors, and Towns) exude a 1-ring 'depopulation zone' that prevents settlements from being formed there--and destroys existing ones, while 4th tier (Castles & Cities) exude a 2-ring 'depopulation zone'. Also adds a strategic element to settlement placement!


This tree is still pretty rough and I am open to suggestions--I have still yet to determine how they alter the AV/MV/GV of the tiles they are built upon!

Aside from holding settlements, tiles will have the usual fanfare of luxury/strategic resources. I am shamelessly stealing from the ciV model that certain units require certain strategic resources and these resources can only support X amount of men. Luxury resources generate GV, help create trade routes, and can be given to the factions that players also have to deal with. Speaking of factions, let me speak a bit on them.

Player kingdoms will have no more than 5 factions (and 5 factions denotes a pretty extensive realm!) to contend with at any one time and these factions only have two scales: Influence and Disposition. These two scales, in turn, respectively function on Low-Medium-High and Enemy-Neutral-Ally. Factions come into play in terms of gauging how the populace react to player-actions.

I think next I'll talk on the military, trade, and adventurers.


edit: I hate the whole 'apocalyptic' thing, but it's the only way I can rationalize the existence of magical* gates that have been in use for all of known history, the existence of upstart player kingdoms, and the existence of enough empty land for the players to expand into.

*Within reason
 
TERMINes

Units come in two varieties: levied and professional. The era the players will be playing in is beginning to see the fall from more feudal systems to professional, 'standing' armies. Levied troops will still form the bulk of a player's army and they come from all the settlements the player owns. These units are rather varied in their martial prowess and ability to wage war (or have it waged upon them). What units the player receives is dependent entirely upon the prosperity of his kingdom; a rich kingdom will, perhaps, see a levied army of wealthy merchant-class second sons who seek to earn their glory in war, while a poor kingdom may have its levied troops be little more than starved cannon fodder. Then again a desperate kingdom may yield a particularly hardy band of people who do not want to see their homes destroyed or their beloved ruler deposed. It is a bit difficult to judge without spending a great deal of time and money. All the player will freely receive is an approximate number of levied troops they can expect.

The benefit of levied troops is that they only require AV for upkeep and have no direct recruitment cost (it may, however, cost some GV to galvanize a lethargic population into action). Conversely professional units require AV and GV for their upkeep and furthermore the player must expend GV and MV for their recruitment. What is the benefit of pouring so many resources into the establishment of a standing army? Well, for one, the player can tailor-make their army for the situation that they face. Professional troops are also the incredibly more capable than levied ones unless the player has some Spartan-esque military tradition. Professional troops are recruited in chunks of 100s and their upkeep is by 100s as well, rounded up.

Trade occurs in two ways: trade routes and luxury trade. Trade routes are largely out of the hands of players, who can only influence their possible development through the creation of cities and diplomatic trade agreements with other players/NPCs. Luxury trade is a kind of by-product of the existence of trade routes. As players acquire luxuries (such as precious metals, processed goods & artwork, etc. etc. etc., the sky's the limit) they will dissimulate into the population, generally increasing their well-being and happiness while allowing for merchants to begin trading these goods along trade routes. To put this in more numerical terms: players with more than 4 trade routes between them get 1/4 of the other player's luxuries over time.
 
Triple post? I take it there is little interest in this NES! I'll probably still do it anyway.

Adventurers, or more specifically, very important persons are kind of the 'technology' of this NES. To get ahead players and NPCs will likely pander to these free agents or try to create their own through player-created directives that may foster the development of exceptional individuals. I have always loved the concept of a few people carrying the rest, and while the validity of this belief is definitely up for question, it remains pretty damn true in much of fiction.

From time to time heroes will be spawned. How players will get to these people is up to them, be it bribing them with money, appealing to their sense of duty & justice, or straight-out enslaving them--it's all up to the player! Each VIP comes under the rule of the player once that VIP has been aligned to the player's kingdom. In orders the players may freely designate goals that the VIPs should strive to accomplish, and these can be as vague or detailed as the player wants.

VIPs largely fit into one of the three categories: Military, Domestic, or -A Yet To Be Revealed Category-.

Military VIPs largely are what you would expect: generals. Players can place these VIPs at the heads of their armies and hope that the VIPs tactical acumen benefits the strategic focus of players (that is something I had not mentioned, but the military is handled on a strategic level). Military VIPs also include martial inclined 'heroes' who go about slaughtering things in the name of someone or some such, but these types are a bit more fickle. ;) 'Adventurers', or those intrepid souls who explore the unknown are a special category of their own, really,

Domestic VIPs pretty much covers everything else. They range from loyal vassals who can be put at the heads of settlements, yielding increased AV/MV/GV; wealthy merchants and captains of the industry who can net the player extra GV; brilliant scientists and tinkerers whose inventions and discoveries will rock the known world and so on so forth. Sky's the limit here, really.

The last category of VIPs will be revealed when the players come to them.


That's all I can really think of at the moment in terms of rules/features that I would like to showcase. There are more, but they are more so important during the later parts of the NES.

Thoughts?
 
Easily doable! I'm not 100% sold on that map's shape either so expect changes.
 
Easily doable! I'm not 100% sold on that map's shape either so expect changes.


Your NES looks very interesting Nutra. Map is way too large tho.

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morit.jpg


This is land of Mor'. The Powerful, caring and Noble orcish alliance known as "The Horde" and pitiful, idiotic and weak Humans are at war. This War has lasted for several centuries and The Human Empire, who first invaded native orcish lands, has been winning. Orcs are stronger and more noble than pitiful humans - In hand to hand combat an orc can defeat 3 humans at once, but The Empire has began re-equipping its elite troops. Human paladins (horsemen) were first to gain new armor and weapons - made out of mithril. Mithril itself is light weight, incredibly resistant to damage, heat and even magic. Weapons made out of mithril can cut even through steel, without even getting small scratches on them.

These previously mentioned horsemen -the paladins - equipped in full mithril armor, can outrun even the best of the Worg riders, because mithril itself weights almost nothing. Squad of 30 paladins can annihilate entire village, without meeting any -serious- resistance. This shows the sheer power of mithril-equipped troops. Because every orc knows at least basic self-defense, Wiping out orcish villages (which are always well defended with stockades, watchtowers and other defenses) was impossible before mithril came into play or at least it was difficult without outnumbering village inhabitants in sheer firepower and, even then, suffering moderate to significant losses to Attackers army. But nowadays 30 human Paladins can wipe out village with 100 defenders and 300 inhabitants, with almost no losses.

And if that would not be all, it seems that The Empire has enough mithril sources to equip poorer foot soldiers. These foot soldiers are becoming more and more common- they call themselves the 'Templars'. Almost every medium-sized human settlement now has a squad (20) of templars in it and large towns have more than 50 paladins. While these numbers are small, these soldiers are almost instoppable on battlefield and can defeat armies that are 10 times larger.

The Horde has suffered significant losses as both Paladins and Templars as these soldiers, wearing mithril armor and using mithril-enchanted weapons, cut through the best armored and the most elite orcis bersekers, like burning axe cuts through wax. Despite having held many battles with The Empire and suffering significant losses in most of them (Greatest battle in human-orcish war, had 800 out 1200 fallen (veteran) troops vs grand total of 50 mithril equipped paladins and 100 footsoldiers and out of paladins, 5 managed to escape after battle had ended.) This is the only "victory" horde has had against the humans, and loss of 800 soldiers in the hands of 150. Well, one may admit that The Horde is not doing so well. And even tho the Horde now has small supply of mithril enchanted weapons (only thing effective against mithril armor), having re smelted and smithed mithril armor into blades, Even bravest soldiers of The Horde dare to admit that orcish-kin is in significant trouble, as every month, more and more human troops are equipped in with Mithril armor while every few months a battle is lost here and there.

But all is not lost yet - humans dare not risk their troops fearing another defeat and do not wander deep into The Horde territory - without being certain in their victory - and Orcish Shamans have used this time and have ignited a small flame of hope in the Leaders of The Horde:

Researching captured mithril armor pieces, and mithrils origin and mining locations, Orcish Shamans managed to locate significant sources of mithril. Problem is, that these sources are not located in the Realm of Baimora but far away from Baimora - in the Realm of Mor'. No ship can travel there, only few magicans can teleport there - because realm crossing is difficult and dangerous, but shamans council, led by infamous immortal shamans (Wotepchu and Stoll), together with best of the Goblin Shamans, managed to tear a pathway - a wormhole - through the fabric of universe itself, allowing Orcs to send their colonial ships into the new world of Mor', using enchanted teleportation totems. Unfortunately, these totems require a full year to recharge and allow sending and receiving matter from one realm to another for duration of about 24 hours.

The Horde desperately needs a supply of Mithril, to stand a chance of survival against brutal onslaughter by the Empire. You are chosen as the High Chief of the Colonial fleet and you are given command of a freshly formed tribe. It is now your task to land your fleet of Colonial transportation ships, to location of your choosing, build up a village, locate areas that are suitable for mithril mining and send mithril back to aid The Horde in the fight against the filthy Human Empire.

"Don't you dare to lose your Teleportation Totem and mine as much mithril as you can. May the Gods of your choosing be with you, my Brother. The Future of The Horde lies in your hands!

----
Every turn, you'll receive resources from The Horde, depending of how well have you contributed into the War effort and how many resources you managed to send back. Resources can be population, Soldiers, Weapons (non mithril), Specialists, Supplies (food, medicine, trade goods/crafts, building materials), Even ships and tools. But are the lands of Mor a peaceful paradise or are there enemies, natives or maybe even forces of The (human) Empire itself lie-ing (sp?) in ambush?
 
I am in like a fat kids fingers and blueberry pie!

:)
 
Fat kids will obviously stick their fingers in pies so they have the excuse to lick them clean afterwards.


It was my humorous way of saying I really want Northen Wolf's NES to be successful. :rolleyes:
 
Spoiler :
iJHif.jpg

And here's the main map that I have decided upon. The actual image is much much larger, so I will be dividing the map into sections/regions. Probably 4 or 5. Any interest yet? I can understand why there wouldn't be any given my track record. :lol:
 
Um...I just don't like hexes much myself. Somewhat interested though.
 
nutra: the rules resemble Immacunes3 which was a lot of fun, so definitely interested. Will we have access to magic? Will everyone's race be human or will there be some fantasy races thrown in there?
 
Magic does exist, though the only known 'magic' were the Heavenly Gates that allowed for instantaneous transportation across the world when the gates were 'keyed' right (think stargate). All the races in the beginning are human, who knows what will happen later on ;)


edit: Also time to find Immacnes3, nothing wrong with imitating greatNESs!
 
They're there for informational purposes! The whole amorphous blob-maps kind of turn me off.
 
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