New NESes, ideas, development, etc

Well, a few things, and then I'd like to hear thoughts on them:

This isn't a nation or group you are playing as, it's an individual, which is why I thought humans would still stand as acceptable - especially since the game is focused on survival and life for the character.

There IS a map in construction, and it is of a very specific area - I.E., the game will not cover a large portion of one continent, let alone the globe. At least, not at first.

As for the NESLife thing, I could do that instead, but, given that there is a pretty specific set of environments already, I thought it was a bit redundant.

Now, do people still feel like this should be more of an NESLife thing, there should still be non-human societies, or any other comment? All are helpful.
 
So, I've been thinking about what I'm going to do after KhanNES, which might be a while, but still.

I don't think this has ever been done in a NES before, but twguild has these things called PBM Demogames. Basically, you take a faction in a TW game, and each person picks a character. They then get to play this character, control their movements and whatever province they govern, etc, while they also get to vote on what the country does in the form of strict elections.

These games always result in huge civil wars, which are treated as the epic climax of the game. If you think about it, the entire game ends up being a huge, multi-character collaborative Greek tragedy about ambition and the fall of great empires.

Its actually pretty cool, and I've always wanted to participate in one.

I figured, why not mod one? So, I've been writing the rules of a NES which is kind of a Civ Demogame meets a regular NES. You vote on a consul, you vote on laws, and then you go forth and do other things with your character and your province. You can rebel against the government, you can fight civil wars, the whole shebang.

I've been trying to set up a constitution that will create opportunities for conflict and skirmishing between parties without making it impossible to do things your way. Backstabbing and backroom diplomacy is encouraged. Basically, I want players to continue to struggle in the forums of democracy before finally reaching an impasse, at which point the civil wars begin.

So, what do you guys think of this as a ruleset? Please give suggestions on anything I've missed.

And would you be interested in playing something like this?

Spoiler :
The year is 78BCE. Sulla, the dictator who showed the power of the Army in politics and ruled through sheer force of arms, is dead. He has reformed Rome, abolishing the title of Tribune of the Plebeians, and has now declared Rome's rule the sole prerogative of the Senate. But his reforms cost him dearly - he was assassinated by a furious plebeian, and the resulting riots almost plunged Rome once more into civil conflict. However, the Senate has stepped forth to reassert its power, and desperate to stave off another civil war, it has convened to elect a new set of Consuls. But how long can Rome's democracy survive, as dictatorship and war threatens on every flank?

All the characters in KOTOR are the Senators of the Roman Republic. Characters have their own military, intrigue, and management ratings, traits, and possibly funds, holdings, and armies. An example character stats looks like this;

Name: Julius Caesar
Command: 4
Intrigue: 5
Management: 5
Governorships: Cisalpine Gaul, Italia,
Funds: 10,000 (+250)
Armies:
Legio I: 5000 Legionaries
Legio IV: 3600 Legionaries
Personal Army: 600 Auxiliaries, 100 Equites
Traits:
Talented Commander: +2 Command
Beloved By His Men: +1 Command
Great Orator: +1 Military, +2 Intrigue, +1 Management
Backroom Schemer: +2 Intrigue
Ex-Consul: +1 Intrigue, +1 Management
Good With Numbers: +1 Management
Stern Taxman: +1 Management
Corrupt: -1 Management

Name: Self explanatory.
Military: The character's military score. Determines how good a commander he is, and partially determines your success in battle.
Intrigue: The character's intrigue score. Shows how good he is at the scheming and plotting of the Roman Republic. Determines diplomacy with NPC nations and assassinations.
Management: The character's management score. Shows how good a character is at managing the day to day running of a territory. Determines how much income a governor gets from a province
Governorships: What provinces a senator is governor of. Provinces provide income to the character.
Funds: How much money the character has.
Armies: The armies under the character's command. Legions are granted by order of the Senate, while personal forces are always under your command until you grant them to someone else.
Traits: What traits your character possesses, which determine their score. They happen semi-randomly, but doing certain things can increase the chances of getting a trait. Traits can be good or bad.

Senatorial Powers:

Senators have the following powers.
1) Every four years, they may vote in consular elections, UNLESS they are declared rebels, in secession, or on campaign.

2) Every four years, after Consular elections, they may propose and vote on laws. Laws are non-binding instructions on the functioning of the republic e.g. no armies in Roma province, all funds for the next 10 years must be put into armies, all senators must wear funny hats, etc. I will decide if something is a valid law or not - I don't want you guys screwing with the constitution much, if at all. Laws are non-binding, but thats only for character purposes - breaking a Law might bring the ire of the Republic and Senate upon you, so be warned. Its up to the players.

3) A senator may declare himself a Rebel. (see below)

4) A senator has full control over their personal funds and armies, unless such army is under the power of somebody else.

Consuls

Every two years (4 Seasons, i.e. 4 turns), the Senate assembles in Rome to elect 2 Consuls. After the election of the Consuls, they must put out a Bill which contains the Republic Orders for each Season. Both Consuls must sign off on the final bill, and only one may be put out. Discussion on the bill may be public or private. The bill has the following powers.

Regular Powers: Will be done every year, in the form of a Bill.

1) Assign governorship to any character of any province.

2) Assign a Legion to the command of any character, and send him on Campaign.

3) Spend money on whatever projects, including recruiting legions

4) Send any senator as an envoy to an NPC nation.

5) Issue a declaration of war to an NPC nation.

6) Declare any character a rebel or declare their return to the fold.

7) Issue non-binding instructions to characters.

8) Spend the Republic treasury on whatever they see fit.

Extraordinary Powers: Will come up at other times

9) Veto a law passed by the Senate (may be done by any one consul)

10) Call on a vote for a Dictatorship. (must be signed off by both consuls)

Any bill can be vetoed if one Consul requests a vote for a veto with a 75% majority. If so, no bill is published this season. If no compromise can be reached by the due date for bills, no bill is published and all terms from last bill apply.

Governorships
Provinces can be granted to governors as governorships. Having a governor improves the funds the province contributes to the Republic's treasury by a certain amount, depending on the character's management score. It also provides funds to the governor, depending on the province's wealth itself and the management score of the governor. Governorships are granted in bills by Consular appointment, and remain in place until a Bill specifically grants the governorship to another character. Governors are responsible for the management of their province, and have control over all spending and recruitment within the province, though it is done with their own funds. Will you grant the best provinces to the most talented managers in order to increase the Republic's wealth? Or will you trade governorships for favours and victory in elections? The choice is yours.

Armies and Legions
Legions are handed out to characters to command, to send them on Campaign. A Campaign is an attempt by a character to lead an army into battle against an enemy. Any character that is granted a Legion by the Senate is considered to be on Campaign, and cannot vote. Characters may also declare themselves on Campaign.

Armies are under the total and completely loyal command of the commander, be the Legion or personal. A character may use an Army or do whatever he likes, even march on Rome or another character.

Battles are decided by partially by RNG and partially by the strategies characters lay out in their orders. Characters may die in battles - if so, they are removed from play.

Will you grant your enemies Legions to get them out of Rome to pass a bill they will not like? And will you use you Legion to march on Rome and replace a corrupt Consul? The choice is yours.

Envoys and NPCs
Envoys are characters specifically deputed by the Consuls to negotiate on behalf of the Roman Republic with Barbarian NPC nations. An Envoy will travel to the Barbarian government to negotiate with them, be it a peace treaty or an alliance. Any terms negotiated by an envoy are binding, whether the Consul agrees with the terms or not. Will you use your position as an envoy to get the best deal you can get from the Barbarians? Or will you abuse it to sell away the lands of your enemies? The choice is yours.

Rebellion
A character may be declared in rebellion by the Consuls, or go into rebellion themselves by their own free will. A Rebel is free game for all characters. Rebels cannot vote. You rebel with any army in your control at the time. On rebellion, a Rebel with a governor's position may try to take his province with him into rebellion. If enough people and their provinces are in rebellion and agree to do so, they may attempt to form a Government-in-Exile, which, if enough people agree to it, will have its own separate and private Senate thread.

A character can be rehabilitated from rebellion in one of two ways. Firstly, they may be welcomed back into the fold by a bill from a Consul. Secondly, a rebel may take Rome and, for the first year, be named a dictator. (See below).
A rebel may not be named as an envoy or a governor by the Consul, and must be rehabilitated first.

Dicatorship
A dictatorship is a state of government when one person is invested with all the powers of the Consul. The dictator may pass any bill, on his own, which cannot be vetoed.

There are two ways a dictatorship can come about. Firstly, if a rebel seizes Rome, then he is declared Dictator for 4 seasons. (This is mainly so he can declare all his enemies rebels and do whatever he wants to simulate a rebel actually seizing Rome.) The second way is for both Consuls, in an emergency, declare a vote for Dictatorship. The Consuls nominate a single senator as Dictator, and hold a vote on whether to give the candidate dictatorial powers or not. If successful, the candidate is given dictatorial powers for 4 seasons. A dictator's term may be extended by a majority vote at the end of the term, which happens before consular elections if the dictator demands an extension of his powers.

Assassinations
There is one other way to kill a senator outside of battle. You may attempt to assassinate a senator. To assassinate a senator, you must assemble a conspiracy of senators, all of which must include 'join assassination attempt on X' in their orders. The attempt may succeed or fail, depending on your influence score, but it is safe to say that having more people in a plot will make it more likely to be successful. However, be warned - the attempt may be revealed on failure or success.

Changing the Constitution of the NES
You can't do it. Don't even bother. I will not let you. The senate is complex enough as is.

Ending the NES
This NES will end when I believe it has come to a fittingly dramatic conclusion; that is, when somebody has won a Civil War and is now functionally dictator for life, and their position is so secure that I may rule that they declare themselves Imperator. The resulting (lets face it, its going to be inevitable) civil war will likely be the climax of the NES, and the victors will be the 'winners' of the NES.
This is highly contextual, however, and if I judge that the NES still has potential to continue, then it will not be the end of the NES. For context, if history was this NES, Octavian's victory over Anthony would end the NES, but Caesar's over Pompey would not.
 
Sounds similar to the realpolitik games in Civ4S&T. So it is already off to a good start. :)
 
What, no comments on my RPG proposition?
Spoiler :
More about the RPG:

Player Characters are called Chrono-Travelers.

Stats: they are measured over 100. PCs can use 450 points to give the stats.
  • Strength (STR): measures a PC's ability to use brute force in his dealings across space-time. For example, lifting a weight or throwing a punch.
  • Perception (PER): measures a PC's ability to use his senses to interact with his/her surroundings. For example, pointing a gun at an objective or smelling some kind of perfume.
  • Endurance (END): measures a PC's health and ability to resist illnesses and/or poisonings. It directly affects your HPs.
  • Charisma (CHA): measures a PC's ability to interact with other people through speech, as well as convincing other people of your opinion or to obey you.
  • Intelligence (INT): measures a PC's ability to use his/her mind to understand the world that surrounds them, as well as to use it for other intellectual things.
  • Agility (AGI): measures a PC's ability to move fast, as well as his/her reflexes and his/her jumping ability.
  • Luck (LCK): measures a PC's luck, which affects things that may be random.

There are three secondary stats:
  • Health (HP): pretty much what it says on the tin. It is equal to 100+Endurance+Strength/2.
  • Mana (MP): only for those that use magic. It is equal to 10+Intelligence/5.
  • Chronopoints (CP): a Chrono-Traveler's travels through the multiverse make them particularly able to affect probabilities, due to the chronitons they produce naturally as they travel between universes. In-game, one Chronopoint can be used to re-throw a failed throw.

Abilities: the Chrono-Travelers have abilities they either learned in their home timelines or during their travels through the multiverse. These are reflected in giving bonuses for certain actions, which improve as you make use of that ability. For example, a soldier could have the ability to use a rifle: using a rifle to shoot at someone gets a better chance of succeeding, and as he shoots said ability improves, but that would not help with other things like chatting up a girl or throwing grenades.

Disabilities: Just like Abilities are things that have been learned by the Chrono-Travelers and that can aid them in the pursuit of their objectives, Disabilities are things that are part of the Chrono-Travelers' past, but that hinder them in their objectives. For example, if a Chrono-Traveler suffers from alcoholism, he may have problems with getting through the day without a drink, or he will probably be too drunk to shoot well.

Weapons: A Chrono-Traveler can only carry four weapons on himself, tops. Save for special cases, Chrono-Travelers begin with one long-range weapon and one short-range weapon (for example, a rifle and a saber or switchblade). Long-range weapons tend to be limited on ammo, unless there is an a reason why it is not so. If your weapons are magical, then you will need mana to power them up. Of course, if you find yourself a better weapon, you are more than welcome to throw one away. When you get your ship, you will be able to store your weapons in the ship, and if you find yourselves missing some ammo, you can get it from whomever controls the ship, but do not bet too much on that.

Armor: the protection you are wearing. Of course, heavy protection will very likely reduce your ability to move fast, but maybe it could be an advantage.

Objects: you may carry up to eight different objects, which might be useful or not in the future. Chrono-Travelers may have between 1 to 3 different objects at the beginning. These objects may be grenades, rope, a book... many things that can be useful at any point in time. As with weapons, you can store these on the ship and get them back if you need them.
 
That is indeed very interesting.
 
Throwing this idea around.

Republic of Venice/SamSniped
Status: Modernized/Independent
Capital: Venice
Oligarchic Republic: Doge (Conservative)
Dissent: 10%
Culture: Italian (Croat, Serb)
Economy: 100/Stagnant/15%
Treasury: 15-7/0
Army: 10 Infantry Brigades, 2 Rifle Infantry Brigades, 4 Artillery Brigades
-Technology: 7
-Leadership: 5
Navy: 7 Frigates
-Technology: 8
-Leadership: 6
Colonies:
-Ionian Islands (5/Static): 10%/2 Infantry Brigades/Greek
Projects and Policies:
-Venice Port Modernization: 5/10
-Industrial Subsidies: -2

NES starts in 1836.

Thoughts? Anything I can do to simplify it, which is my main priority at this point?
 
It seems awesome, and I look forward to being in another NES under you. On simplicity, I don't think telling the player that the economy is stagnant is a bit pointless, since we'll be able to tell if the economy is changing or not. Though I'm inexperienced in such things, so maybe it's brilliant, I have no clue.
 
Throwing this idea around.

Republic of Venice/SamSniped
Status: Modernized/Independent
Capital: Venice
Oligarchic Republic: Doge (Conservative)
Dissent: 10%
Culture: Italian (Croat, Serb)
Economy: 100/Stagnant/15%
Treasury: 15-7/0
Army: 10 Infantry Brigades, 2 Rifle Infantry Brigades, 4 Artillery Brigades
-Technology: 7
-Leadership: 5
Navy: 7 Frigates
-Technology: 8
-Leadership: 6
Colonies:
-Ionian Islands (5/Static): 10%/2 Infantry Brigades/Greek
Projects and Policies:
-Venice Port Modernization: 5/10
-Industrial Subsidies: -2

NES starts in 1836.

Thoughts? Anything I can do to simplify it, which is my main priority at this point?

This wouldn't be a progression of your old NES, right? :(
 
This wouldn't be a progression of your old NES, right? :(
if it was, it would have been much better to start in the 1400s i think to form the colonies of the empires across the world.
 
Actually, telling the growth rate of the economy and its general vitality would be quite useful. The only reason I didn't incorporate it in my NES is that I forgot and it is a bit too much work to retroactively add it even while I try to bring it back on track.

SK, if you do that remember that even a Stagnant (although not a declining, certainly) economy might get +Economy, and even a Growing economy might get -Economy. You must also explain whether the economic descriptors will be the TREND or the SITUATION.

Example. If it is a Trend then the Great Depression would mostly be under Depression, Recession, and maybe a little of Unstable/Stagnant/Stable. If it is the Situation, you would detain the Roosevelt Recessions and the various economic bumps along the way.

Another way our recent crisis.
2007-Crash
2008-12 Recession/Unstable/Stagnant (1 or 2 repeated)

Or situation wise.
2007-Crash
2008-Recession
2009-Recession
2010-Stagnant
2011-Stable
2012-Stagnant

Trends would make it less changable than the EP count. Situation would means it changes almost every turn.
 
@Milarqui: It does sound cool. :)
 
@ Bonefang, there are, IMHO, LOADS of family-based intrigue-maneuvering citystate games going around right now IIRC. Since I'm riding off my early AM highs of finally finishing my weekend schoolwork, I'll look several up for you.

PreOptNES
Ris'n Fam's'o Grayport
SparkgeniusNES
 
Sorry about that. There was so little interest and I don't have a computer for two weeks now. Together it kind of stopped my plans in spot.

I hope my computer wont get formatted by the time it's back. I'll get to it, maybe change things a little.
 
@Grandkhan: I am drool for such a republic NES.
 
I'm trying really hard to think of a good name for my next NES, the RepublicNES thing.

I was thinking Knights of the Old Republic, because everybody loves Star Wars. :p

Thoughts?
 
I'd play it. I prefer the Star Wars universe set during the original trilogy, but regardless I'm still a fan. :)
 
New installment in the preparations for CFC.com - The MES! The MES (Multiverse Exploration Ship) itself!

So far, I have three models, based on three ships that are famous in pop culture.

TARDIS
Spoiler :
TARDIS1.jpg

Advantages: small, camouflages itself, small fuel expense when traveling between universes, highly modular (you can install basically any kind of room in it), almost impregnable defences, very much bigger on the inside.
Disadvantages: can only fly through great expense of fuel, flies slowly, does not have weapons to fight with the outside, does not have shuttles.

Firefly
Spoiler :
Serenityship.jpg

Advantages: very maneuverable, very modular, good defences, easy to provide fuel for, bigger on the inside, lightly armed, small enough to land.
Disadvantages: not huge, fragile, needs constant watching and a good mechanic, only has two shuttles.

YT-1300
Spoiler :
Millennium_Falcon.jpg

Advantages: fast traveling, powerful defences and weapons, has four shuttles, can fly through space very fast
Disadvantages: limited space (it is big, but not as big as the other two), smal modularity, harder to travel between universes

Of course, these things could change, or I could just give the players a mix between the three classes. It would be funny to see the players make their personalized ship. :D The ship would appear between the first and second missions, to give the players some training at doing it.

Opinions?
 
I'd be in favor of custom ships for the player, if its not too much work for you, instead. I understand this is going to be a silly game with characters from many universes, I'm planning on a non-major Vault Hunter from Borderlands, but for some reason this bother me. Plus people would probably feel more attached and involved if they can make their own ship that fits their character.
 
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