New NESes, ideas, development, etc

Aren't NESes about three kinds of interaction: story, economy, and war? Arguably diplomacy is simply maneuvering for the next war in a forum game.
A bit of a minimalist way of describing NESing, there's diplomacy for all sorts of ends, not just military.

lmfao. Hitler Simulators. I love it. (in the military context)
It's funny, but I think it's a bit of an oversimplification to say that every NESer is that level of a micromanager. A lot of the problem is in knowing the moderator's style- some moderators make your generals behave in a profoundly brain-damaged way if you do not micromanage them, while others are quite happy to use general guidelines to create a flexible and intelligent course of action from a player's military leaders.
 
Aren't NESes about three kinds of interaction: story, economy, and war? Arguably diplomacy is simply maneuvering for the next war in a forum game.
This rather ignores my point. Most nations are generally content to meander along through government after government largely pursuing survival and an advantageous position. Continuous zero-sum expansion is usually rare because it's checked by the similar ambitions of others; there is as much to lose as to be gained. Since this is all a game though, there's really nothing to be lost but time, so players have no problem fighting to their own destruction and "joy-riding" for the sake of glory and blobbing.
 
At what point does making players' generals incompetent, as a result of constant complaining when generals "disobey orders" by saving the day, become acceptable/necessary.
 
Depends on your style of moderation- if it's reasonable that there are some inexperienced, overconfident or otherwise flawed generals in the army, then it's more likely that you'll see bad decisions coming from them.
 
But to a degree it does depend on the nation being played and the mod. I mean if you want people to play every general and elected official/monarch then you need lots of detail. If you want people to simply play a government then to a degree the players should be delegating the military planning? I mean how far down to you want the player to plan - the major goals? the minor goals? the army objectives? ... the squad movements?

Every mod is different and I have begun feeling like they should include what level of detail they expect in military orders.

EDIT - Of course it also depends on the NES as well.
 
To add something to this conversation: I think players should use battle losses to spin their next move, instead of debate it or accuse the moderator of foul play. It is much more fun to mod and play if someone can take a setback and make it work for them. Even if that leads to another setback, at least the process of becoming the loser in a war was interesting and full of twists and turns. I think the best role-player is one who considers the pathway, and not the destination.

I disagree with the analysis that a NES is only story, economy, and war. Though I guess 'story' can encompass a variety of things, so maybe it is accurate. I see a NES as more of a breathing creature that can't be pinned down to categories like that. For example, in LotRS, to even do well in a war you need to appease your retainers so they give you ashigaru soldiers from their towns and you need to make sure the villages giving you rice are happy. So even the topic of "war" suddenly branches into diplomacy and internal affairs. I think everything is interrelated. But it depends on the NES.

Brief, specific military orders are preferred on this end. But I won't penalize for some added detail just for the heck of it. If an operation being conducted requires more explanation, it should be welcomed and not shunned. Another advantage of adding some details to military orders is that it is less repetitive. As I told nutranurse, many people think ninja are magical castle-opening keys. The line "Use ninja to sneak into the castle and open doors," is far too vague for my tastes.

But overall, I'm not picky and I have enjoyed it when players include a tasteful doctrine section to their order sets. It seems I have taken the middle-ground in this conversation! :)
 
To add something to this conversation: I think players should use battle losses to spin their next move, instead of debate it or accuse the moderator of foul play. It is much more fun to mod and play if someone can take a setback and make it work for them. Even if that leads to another setback, at least the process of becoming the loser in a war was interesting and full of twists and turns. I think the best role-player is one who considers the pathway, and not the destination.

I agree with this intensely. I often fail dramatically when I play in NESes, for any myriad of reasons you might want to imagine, and I usually attempt to take it in stride. When I lose, at anything, I see that failure as an opportunity, a prelude to the next failure. Or victory! Who knows?

If you're more "in it to win it" or have a particular desire to compete in the technical aspects of the game, then you should be playing Civilization. "But Crezth," you might argue, "Is it unfair to ask that a mod who uses rules apply those rules fairly? What of the players who want to roleplay AND play the ruleset which should be inviolate?" Good point. It comes down to what you, personally, value as a player.

It's my personal opinion that people would get on better in these games if they relaxed. I see people get stressed about the state of their nation, and I just want to tell them "Dude! If things ain't going right, write a story or do something else, plot a bold, new future for your nation. It isn't over 'til it's over!"
 
But to a degree it does depend on the nation being played and the mod. I mean if you want people to play every general and elected official/monarch then you need lots of detail. If you want people to simply play a government then to a degree the players should be delegating the military planning? I mean how far down to you want the player to plan - the major goals? the minor goals? the army objectives? ... the squad movements?

Every mod is different and I have begun feeling like they should include what level of detail they expect in military orders.

EDIT - Of course it also depends on the NES as well.

If you give me specific military orders (which I have encouraged players to do so in the past) I will execute them to the furthest extent possible... That they wouldn't destroy you. Because if your military is in any shape to be executing a major offensive against an equally-equipped opponent, I expect your command structure is sophisticated and self-sufficient enough that when your generals can very clearly see that following the prescribed directives will lead to absolute defeat, they know not to follow the orders you gave them. What I object to is when players react to their command structure acting in their best, in-character interests, by claiming that their generals are "disobeying" their orders, or that I am railroading their war in a specific direction. There is a reason Rommel (and others) did not blindly obey the orders he got from Berlin, and there is a reason why your generals did not tell your soldiers to march into the massive minefield like you asked.
 
Ethnos of the world


Nessians
The Nessians are the native tribes of the Nesse plains. Until just a few hundred years ago the Nessians were semi agricultural tribal people whose life habits were either farming the richer grasslands or hunting gathering in the forests. Today more Nessians live in small farming communities and in three major cities: Nessos, Akdod and Nari. The change from tribal groups to cities and towns was brought by two major influences that arrived in the land.

The first was the foreign settlers that settled the two cities of Pilla and Gana and some of their farmlands. These foreigners traded with the Nessian tribes as well as fought with them for land. The Nessians were slowly assimilated into Pilla, usually as farmers of the land, or pushed inward into the inner grasslands and forests of the Nesse plains. This constant cultural and material influence of the Pillans eventually caused the rise of cities in the Nesse plains. First Nari in the northern coast of the Nesse plains, that soon fell under the influence of Pilla and a few decades later in Akdod where a powerful ruler united the surrounding Nessians and formed the city of Akdod out of a small village. The last beacon of old Nessian ways was the southern Nesse plains and the further inland Nesse hills.

The second major influence on the Nesse plains and hills was Nemsos Dasius. Dasius was a powerful Arkadian warlord that arrived from the northern Akdo River. He raided the Nessians of the north and Pilla for a decade before descending into the southern Nessians. He conquered many southern Nessian villages and took over the largest town in the area, Nessos. His single handed conquest of the area brought Nessos under the long line of Nemsos kings that ruled from their palaces in Nessos and their self-designed town of Nemsos. This line of kings and Arkadian tribe with it occupied Nessos for nearly 200 years before the people rebelled and freed themselves, expelling the Arkadians out into the northern forests. The Arkadians brought major stone architecture into Nessos and greatly increased the population by settling Nessians from the southern Nesse plains inside the growing capital. The Nemsos kings also reinvented the Olive growing and made Nessos a strong trading partner of Pilla that had decent farmlands but lacked good olive growing lands.

Today Nessians are mostly divided into two groups, Nessers and non-Nessers. Nessers are of course the inhabitants and citizens of Nessos and its daughter towns of Nemsos and Kaili. The non-Nessers are the Akdodians in the city of Akdod and its daughter towns of Livia in the west, Nameni in the east and Gati on the Akdo River, and Nari the vassal state of Pilla with its daughter town of Cadi. More Nessians exist in the southern plains but with them there is less communication and they seem rather underdeveloped because of lack of communication with the northern, richer, Nesse plains. Another group of non-Nessers are Nessians that were completely assimilated by Pilla.
 
Arkadians

The Arkadians are what is left of the war tribe that arrived with Nemsos Dasius. Once they were his private army that he used to pillage and conquer and later settled into the towns of Nemsos and Nessos. Their population expanded in the last couple of hundred years as rulers of Nessos and they mingled much with the Nessers (many Nessers today will refuse to admit it, but they will most likely have descendant from some Arkadians). At the time of rebellion those still considered Arkadian were exiled from the city and escaped to the northern forest, forming the Arkadians of today – a tribal force under the control of a warlord that constantly changes because of infighting. They are dedicated to warfare and on an yearly basis have raided and pillaged farmlands around them. In the past three years they were rather quiet but now the cries of war come again from within the forest.

Gineans

The Gineans are the group of foreigners that settled Pilla on the coast and Gana further in land. A few hundred years ago, even before Nessian settled into cities, a large group of Gineans arrived at what is today the coast of Pilla and settled the new city. At first they traded with nearby Nessian tribes but after a few years begun to occupy more and more lands. They had a special interest in the Pilli waterfalls from what appears to be religious zeal and built the holy town of Pilli near the holy site of the water falls. Pilli seems to be the patron god of Pilla but not the only one they follow.

Pilla grew strong from trade with far away unknown lands and with the Nessians and also constantly expanded on the coast of the Nesse plains and also south towards the end of the Nessos hills range. The rise of the city of Nari got their attention and they quickly arrived in force to occupy the city. While this day the Narians still consider themselves occupied by the foreigners, they also owe the Pillans a lot, among other things the walls of the city and the large Pilla-like port of the city. They also owe the Pillan men the defense of the city from northern war tribes across the Akdo river.

Pilla continuously grew over the centuries and eventually even formed a second colony of its own beyond the southern Nesos hills called Gana. Several other villages under the control of the Pillans are a Nessian village at the passage through the Nessos hills called Tauri and small Pillan town (with many Nessians as citizens) of Narko.

Saarkanians

The Saarkanians are a tribe north of the Akdo River that have been peacefully trading with Akdod for many years but lately have become more warlike and united under pressure from apparent bad food supplies. Saarkanian forces are now at the Gati Bridge, the only large connection between the Saarki forests and the Nesse plains. They are a powerful and massive tribe with many people but it lacks the apparent organization of the city states of the Nesse plains.
 
Migdolians

The Migdolian tribes are something of a wonder. Depending on how one defines the borders of the Nesse plains the Migdolians are actually natives. Yet usually their small territory is considered as another territory completely called The Magadi forests, a confusing name considering the Migodlians have been cutting through their forests in the past centuries to make room for vast and rich farmlands. The Migdolians do not seem to live in growing cities but prefer to live in singe families across their rich territory. There are a few growing centers that looks like villages and towns but this seem different as they form something more a kin to a palace fortress of a single ruling family. This family might be those who united the Migdolians in the past few decades and begun trade with the Nessers. They breed fine horsemen and sell them especially for pottery and luxury goods for the palace fortress.

Nessos latest moderator have been building a tower on the southern Akdo River as more and more cavalry forces seem to be passing in the area and to better defend the small bridge in the area against Arkadian raids on merchants.



Interesting? What would you guys change?
 
A few weeks ago, I had an original idea for a NES, one that would be based in the game Homeworld. Players would not take charge of a nation or a space empire, but of a mothership that would hold several hundreds of thousands (perhaps millions) of your people in a travel across the stars, and the mothership would also be house to factories from which the people living in the mothership would build ships that would help protect the mothership, expansions for the mothership that would allow them to have more people living with them. I had it developed in this group, but realized that, under the things put there, it would be too complicated.

I have recently started to think about this, and I believe that this idea would help better.
Spoiler :
Background: Humanity has managed to expand across galaxy. This was made possible thanks to the development of the Motherships, which were equipped with special drives that can made long-distance "jumps", or travels across hyperspace. However, with time, although maintenance meant that the Drives could keep working easily, the technology to build them was lost, so it became impossible to make more Motherships. The Human Empire eventually fell, all worlds were left to practically fend off for themselves, and the history of the Empire and the Motherships became myth. Now, your planet's scientists have found the Mothership's Drive and have been able to design a new Mothership, that will carry your people into the stars.
Mothership's Background: the reason why your people (everyone is human) have taken the ship.
  • Destruction: something happened and your home planet has (or is about to) become unfit for human inhabitation. Maybe a meteorite fell, mass extinctions happened, or a pandemy started. Anyway, you have to get out of there really fast, and bring as many people as possible with you, in order to find a new planet for the people to live in.
  • Persecution: in the process of testing your Mothership, an alien race discovered you and tried to destroy your Mothership, but you were able to get out of there just in time. Now, it is a race against the clock as you travel between stars and planets, trying to save as many people as possible in other planets, while finding ways to face the aliens and finally get revenge for what they did.
  • Exploration: you have been commisioned by your planet's government to explore the galaxy and find things that may be worthwhile to report to home. You have also been tasked with the possibility of starting colonies everywhere else.
  • Merchant: you took the Mothership and decided to use it as a commercial venture across the galaxy, becoming a traveling merchant ready to sell or buy things that may be useful to people.
Commander Stats: these would affect the leadership of the ship.
  • Military: the higher this is, the better the battles will go.
  • Research: the higher this is, the faster research will be.
  • Production: the higher this is, the more resources you will get from farms and astronomical bodies.
  • Charisma: the higher this is, the easier it will be to convince NPCs to your side of the conversation.
Resources:
  • Food: grown on farms. Necessary to feed your people.
  • Water: extracted from planets. Necessary to feed your people. May be recycled.
  • Fuel: extracted from planets and other astronomical bodies. Necessary to power your ships and the Mothership's Drive.
  • Materials: extracted from planets and other astronomical bodies. Can be taken from ships' remains. Necessary to build everything.
  • Workforce: the number of people that can work in your place. Required to man the ships and build everything. Grows with time, may be recruited from planets.

Pod Types: pods are the "buildings" that are added to the ship, each of them with a different function.
  • Factory: necessary to make other pods and ships, has a limited work capacity.
  • Farm Pod: gives food for a number of people.
  • Home Pod: houses a number of people.
  • Impulsor: connected to the Mothership's Drive, the more there are the further it can travel across hyperspace.
  • Lab Pod: required to investigate.
  • Storage Pod: required to keep all your resources. Limited capacity.
  • Shipyard Pod: used to keep all ships within the Mothership.
  • Turret: used to protect the Mothership.

Pod Construction: there are three kinds of pod construction. One mothership can only use one method.
  • Weld: all new pods are fixed to the structure. Has the advantage of making them easier to defend. Disadvantage is that it can't be separated from the rest of the mothership if necessary.
  • Detach: pods are built in such a way that, if required, can be detached from the rest of the mothership. Advantage is that a pod can be left somewhere and recovered later. Disadvantage is that they cost much more.
  • Tied: pods are tied to the central structure of the mothership in some way. Advantage is that it can be moved at pleasure in the structure. Disadvantage is that they are more fragile to attacks or accidents.

Ships: there are five kinds of ships:
  • Fighter: single-seater ship designed for fast and short attacks.
  • Transport: ship designed for transport of people or resources.
  • Frigate: used for ship-to-ship combat.
  • Cruiser: used for defense against fighters.
  • Battleship: used for ship-to-ship combat, more powerful than Frigates.
They have several stats:
  • Acceleration: details the ability to turn around and accelerate in normal space.
  • Cargo: indicates how much cargo they can carry (this includes the fuel needed for missions).
  • Protection: tells how well protected the ship is against enemy attacks.
  • Weapons: tells how powerful the ship is when attacking.

Research: research is required to get better ships and pods. Reaching Level 3 in one tech allows you to specialize a lab on that tech, but it will only be able to investigate in that tech.
  • Biotech: helps improving Farm Pods output, may help in development of clones.
  • Computation: can derive into AI development, construction of robots.
  • Construction: helps reduce costs of buildings and ships in metal and work hours.
  • Energy: improves ships' stats in general, helps reduce fuel consumption.
  • Materials: helps develop better protection for ships, more resources may be extracted from ship remains and astronomical bodies.
  • Math: helps build better labs.
  • Social: increases birthrate.
  • Propulstion: makes ships go faster and consume less fuel, as well as the Mothership's Drive.
  • Weapons: improves weaponry for ships and the Mothership.
Of course, that list is not complete. If someone is interested in modding it, I can help build it (given the lack of enthusiasm my last attempt at modding a NES generated) and then I'd love to play it.

EDIT: I have changed "Materials" for "Metal", to make a more generic idea for it.
 
Metal [...] Necessary to build everything.
Considering the importance of plastics, ceramics, silicon computing substrates, super-conductors, and so on, this seems quite bizarre. Let alone more advanced or exotic materials.

Nevermind that Homeworld's universe was quite explicit about using fusion torches to break matter down to component elements, or the fact that to do a lot of the things they did, some level of nanoassembly would almost be required (and considering the energy scales they were operating at, would be an almost inevitable outcome).

Why would people be using motherships anyway? The whole reason one was constructed was because Kharak was de facto uninhabitable and they were attempting a deliberate colonization mission across a vast distance into unknown territory. If some players have habitable planets, that's a way better deal than being forced to rely upon a mothership, which is really only good if you're surrounded in hostile territory with no relief. Any vessel equivalent to one made by a planetary society would likely be regarded more as just a super-carrier or mobile manufactory. Planet-based polities would have a tremendous and overwhelming advantage.
 
This seems to be a good idea, but the trouble lies in the specifics. The composition of support for a party and the party's planks themselves shift perceptibly with time, even in a high-res setting, so some degree of breakout is useful, but going too far will be over-strenuous. Victoria's Primary and Secondary Interests is probably as far as one would want to go on an issue breakout, and going by economic sector or income level or whatever is likely asking too much.

If you start providing percentage numbers for support, you're essentially pulling them out of a hat, so perhaps cap it at "Minority, Plurality, Majority, Supermajority," and so on.
I like this.
Symphony D. said:
Since the trend appears to be that players will not determine the outcomes of their elections, this becomes a very important point. What in fact is the player supposed to do during an election year? They will have a vested interest in a particular candidate but if the choice is not up to them, won't they have to have an interest in all the candidates to have some idea of what they're doing? Are they supposed to write stories, or conduct all the different campaign platforms themselves? What's to prevent them from trying to use this to railroad the outcome? The method in which elections are handed will have to be made very clear to prevent gross misunderstandings.

Care should also probably be taken to underline where player authority stops. It's clear that we're not the Executive exclusively, nor are we the totalistic embodiment of government as a whole (except in autocracies, to an extent). There is a bureaucracy and an establishment which is "handled" by the player and outlasts whomever the player is roleplaying with each election, so making sure the dividing point between the temporary and the enduring government is in some way delineated will be important.
I'm kind of on the fence about all this, which is probably a Bad Thing. On one hand, I dislike the idea of a player having control of the 'gestalt consciousness' of the Nation or something like that, on the grounds that even good players would have serious issues with that and frankly we haven't got a lot of those either. On the other hand, I refuse to have multiple players per nation. Stupid waste of player talent. Ideally, the player would play the ruling party, but I find it difficult to reconcile that with allowing the player choice as to which direction to take some of the countries - notably, Japan, the UK, and the US. That element of player choice is something that I deem to be the sine qua non of any proposed formula for "who the player Actually Plays".
This rather ignores my point. Most nations are generally content to meander along through government after government largely pursuing survival and an advantageous position. Continuous zero-sum expansion is usually rare because it's checked by the similar ambitions of others; there is as much to lose as to be gained. Since this is all a game though, there's really nothing to be lost but time, so players have no problem fighting to their own destruction and "joy-riding" for the sake of glory and blobbing.
Agree on all points except for the rationale for why states don't engage in continuous zero-sum expansion, but I'm notably an unbeliever in that balance of power garbage so take that as you will. :crazyeye:
At what point does making players' generals incompetent, as a result of constant complaining when generals "disobey orders" by saving the day, become acceptable/necessary.
Depends on the player's army's institutional situation. If information on this is lacking, go with the player who has least pissed you off - by doing less annoying things in thread, by having less stupid plans in other spheres, by taking more of an interest in the game, by writing more stories or better stories, and so on. If that's a wash, then go with whatever makes for the best story.
If someone comes up with a dumb military plan, they should lose.
No. If someone comes up with a dumb plan that meshes badly with somebody else's plan, that someone should lose. It takes two armies to decide any battle's outcome.
To add something to this conversation: I think players should use battle losses to spin their next move, instead of debate it or accuse the moderator of foul play. It is much more fun to mod and play if someone can take a setback and make it work for them. Even if that leads to another setback, at least the process of becoming the loser in a war was interesting and full of twists and turns. I think the best role-player is one who considers the pathway, and not the destination.
All of this is true, but it's also virtually tautological. The problem is that the majority of players either don't think that way or think that way but don't follow through.

Well, except for the "accuse moderator of foul play" part, which absolutely happens and if it does happen the mod ought to be called out on his BS.
kkmo said:
But overall, I'm not picky and I have enjoyed it when players include a tasteful doctrine section to their order sets. It seems I have taken the middle-ground in this conversation! :)
Between what and what? :confused:
It's my personal opinion that people would get on better in these games if they relaxed. I see people get stressed about the state of their nation, and I just want to tell them "Dude! If things ain't going right, write a story or do something else, plot a bold, new future for your nation. It isn't over 'til it's over!"
You know, I could almost get behind this, if it weren't for a bit of a nitpick.

You almost seem to be encouraging unrealistic - hell, just "bad" - roleplaying. Don't get all worked up about your country being torn apart, just keep fighting and soldier on! It's just a game! The problem is that people do this already and it's all over the place. Every war is WWII: fight to the death. Your country's well-being doesn't matter because it's imaginary, so why not go all in? I would argue that some NESers don't care nearly enough about the things they play as, and are far too willing to take colossal gambles or drive a continent into Götterdämmerung for the remotest shot at winning.
 
You almost seem to be encouraging unrealistic - hell, just "bad" - roleplaying. Don't get all worked up about your country being torn apart, just keep fighting and soldier on! It's just a game! The problem is that people do this already and it's all over the place. Every war is WWII: fight to the death. Your country's well-being doesn't matter because it's imaginary, so why not go all in? I would argue that some NESers don't care nearly enough about the things they play as, and are far too willing to take colossal gambles or drive a continent into Götterdämmerung for the remotest shot at winning.

My problem with this is when one player gets an upper hand it almost always makes the demands of the current 'victor' leading to full annexation or such a hobbling that it could be difficult to enjoy playing that nation anymore. This also needs to be coupled with the time length of the NES. Few Neses last long enough for a 'losing' nation to recover and be fun to play out that recovery. So its a mix of unrealistic war victory demands (which is both cause and effect of the giant WWII wars) and the limited length of playing time a NES has.
 
I agree that unrealistic victory conditions are relevant too. Players don't seem to have a good understanding of what they can reasonably achieve. That's almost part of the same problem, though - keep fighting for whatever you want and draw it out, because it's not like real problems are occurring to real people.
 
I agree, I simply felt I had to point that out. I try not to fall into that category too often, but I do as well.
 
Dachs said:
No. If someone comes up with a dumb plan that meshes badly with somebody else's plan, that someone should lose. It takes two armies to decide any battle's outcome.

If a dumb plan meshes with the enemy's plan to produce a victorious result, it probably wasn't very dumb.
 
If a dumb plan meshes with the enemy's plan to produce a victorious result, it probably wasn't very dumb.
Sure it can be. During the all too sort DaNES II I frequently had to decide which of two or more given plans was less dumb.
 
Clearly if both plans are dumb then it stands to reason that both players can't simultaneously lose.
 
So what if all plans are dumb, some plans are dumber! :p

As for obnoxious victory conditions and refusal of gentle treaties, I try to avoid that as much as possible; I guess I fail at that as much as the next NESer though.
 
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