New NESes, ideas, development, etc

I can see that, you just reminded me of them.
 
Reminds me of Roll to Dodge in some ways too.

Basically in Roll to Dodge, you perform an action and the mod uses a 6 or a 20 sided dice to determine outcome, with 1 being catastrophic failure and max number being overshoot.

Eventually the characters will roll a 1 while trying to dodge a truck or alternatively roll overshoot while trying to tackle a guy on a 20 story skyscraper and did a horrible horrible death.
 
Heh, actions in ACs are calculated in that very same way. :p
 
Eventually the characters will roll a 1 while trying to dodge a truck or alternatively roll overshoot while trying to tackle a guy on a 20 story skyscraper and did a horrible horrible death.

That would be cruel , but then would be a nice read :goodjob:
 
A question about the MES, are we allowed to use original characters? Or do we have to borrow them from another universe?
 
The former, of course. As long as it is not too overpowered.

I'm very glad about this. That means my rediculous Russian persona can come out to play. Yay!
 
Alright, after some thought, I've established my NES idea a bit better.

The pre-thread will still run more or less the same, and, at the time when it is finished, I will post the map (it's not technically essential, though it will be quite useful. As for why I don't just go ahead and finish it, I am not the one making it). The map may come during or after the pre-NES thread, it isn't impacting on the nature of the thread.

As for the prior discussion on other intelligent species:
All players, because of the backstory and basic societal structure I had already laid out, will be human. The game is very much about the societal and individual stuggles humanity and humans will face to survive in this new environment, which, for aforementioned reasons and simplicity, will not host any native (or otherwise existing) civilizations.

That being said, I am not remotely opposed to having intelligent species which lack an existing societal structure appearing in-game, if people come up with some. They could even play major roles - I can think of more than a few - in plot progression. But it is completely relevant to the game that they don't have anything resembling established civilizations/nations.

So, perhaps a bit of clarification on what exactly this world is may be helpful?

Well, after [Insert backstory I'm trying to improve, since it sounds really crappy, here], mankind finds itself on a new world.

Err.

By "mankind", I mean about a city or two's worth of people. And by "new world", I mean a very small part of that world.

The region players will be occupying consists of a southern landmass, the predominant map feature, seperated by a Gibraltar-esque strait from a northern one. The northern landmass is similar to the savannahs of Africa, an immense grassland, and is uninhabited by people.

In the southern landmass, some remnants of the savannah fade way to a more traditional landmass, and eventually to a dense rainforest in the south of the map. Rivers dot the region, and, in the south and east, active tectonic movement has led to mountain chains and active volcanoes in the jungles.

Many islands exist scattered around this region, but the most notable is a chain of larger islands barely in view of the southern continent's western coast (gee, I wonder which Earth coastlines inspired me). This chain, which fields a diverse blend of tropical and temperate environments, is the farthest edge of the known part of the world.

For overall details, this world is considered to be slightly colder than Earth (no industrial-based warming, for starters), roughly the same size, and it recieves more rainfall (leading, with a few other factors, to larger tropics than ours).

Note that both landmasses are VERY incomplete, in the sense that they represent very small portions of their respective continent(s). Also note that this is not a world reached by space travel (nor is humanity capable of it). More on that when my backstory sounds like it wasn't written by a 6th grader (or conspiracy theorist).

Now onto demographics; the world has two major populations of people.

The first, a tiny portion of the population, representing the intellectual elite, are living on a couple of the islands without major predators. With photovoltaic and solarthermal energy sources, as well as buildings constructed prior to their arrival, they have stormproof homes, lights, largely self-contained heating, and clean, running water, as well as basic medical equipment run on electricity. Due to scarcity of materials, however, major injuries and most diseases are highly dangerous, and there is little room to expand if necessary. Food is limited, and the waters surrounding the islands are incredibly dangerous. These people aren't exactly living large, but they are capable of maintaining their system if they are very capable. Please note that they do not have access to much actual medicine, and lack powered vehicles, ways to obtain more metal/other resources, or rebuild much of which gets destroyed.

On the coast of the southern mainland, most of the population resides in far poorer conditions. While a few government centers exist, nothing resembling a home does, and no forms of electricity are available. There exists dramatically more food and manpower, but also far greater unrest and risk of danger and death. The land is as dangerous as the seas, and megafauna exist where they were wiped out on Earth. These people are highly resentful of the living conditions of the islanders, and, though contact is limited by the distance and dangers enough to avoid outright hostilities, communications remain tense and stressed. While this group isn't the intellectual elite, it should be noted that anyone who isn't a child has been chosen for their skills, and is hardly some skilless, uneducated bozo who popped in.

The islanders do not rule over the mainlanders, so that is not a point of tension.
While the islanders, out of necessity and ability, maintain a sort of communal, non-governmental state, the mainlanders have a limited but organised government (occasionally government), and often split off into smaller towns. It is not unheard of for groups of mainlanders to simply dissappear, hoping to find a better place to live.

While the buildings have already been established, this NES will take place soon (<1month) after arrival on the new world, and, as a result, no knowledge exists as to what is edible/the local environment/etc.

So, thoughts? Should I make a pre-NES thread for the wildlife now?

Also, names: currently, I have thought up two; Somewhere Like Home and By Any Other Name, open to suggestions.
 
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.

Thank you.
As for the economy, my idea was to create an economic system more than just 'here's some cash, now go and use it' like SKNES I's was. See Terrance's post as well.

This wouldn't be a progression of your old NES, right? :(

Unfortunately, no. I honestly don't feel like making a sequel to SKNES I - yet. I'm not quite done with that world though, and sooner or later I'll end up going back to it.

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.

It will be the trend. More specifically, I'm looking at it being a projection of what will be happening to the economy over the next year(s). Currently the levels are: Collapsing, Declining, Stagnant, Growing, Booming.
Do note, however, that this is the total economy, NOT what the government (and therefore the player) controls - that is determined by the percentage next to the economic status.
 
A bit of an update on KhaNES 2. Units and buildings.


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: Transalpine Gaul
Funds: 3 (+11)
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, -1Funds to Republican Treasury, +1 Funds to personal treasury

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. Armies follow you around absolutely - you cannot leave them behind to defend something, you must be with them at all times.
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.

Provinces

A sample province stat looks like this;

Name: Transalpine Gaul
Governor: Julius Caeser
Value: 4
Stability: 7
Buildings: Temple of Mercury, Large Barracks, Blacksmith, Archery Range, Marketplace, Port Facilities

Name: Self explanatory
Governor: The governor of the province
Value: How much money the province provides to the Republic and the Governor. The amount of money to both the Republic and Governor is equal to: (Value*Management)/2
Stability: How stable the province is, out of 10.
Buildings: These are the buildings that can be built in a province. Buildings give certain bonuses to the builder or the governor of the province.

Spoiler List of buildings :

Temple of Mercury (30 Funds): Mercury blesses the province, making its merchants more profitable. Only one temple may be built in a province.
Temple of Artemis (30 Funds): Ceres blesses the province, making its fields richer. Only one temple may be built in a province.
Temple of Vulcan (30 Funds): Vulcan blesses the province, making its blacksmiths better. Only one temple may be built in a province.
Temple of Mars (30 Funds): Mars blesses the province, making its soldiers better in battle. Only one temple may be built in a province.
Temple of Minerva (30 Funds): Minerva blesses the province, making its citizens wiser. Only one temple may be built in a province.
Small barracks (30 Funds): Allows you to build Militia.
Medium barracks (45 Funds): Allows you to build Auxilia.
Large Barracks (60 Funds): Allows you to build Veteran Auxilia.
Javelin Range (30 Funds): Allows you to build Velites
Archery Range (45 Funds): Allows you to build Archers
Stable (30 Funds): Allows you to build Scouts
Cavalry School (45 Funds): Allows you to build Equites
Blacksmith (45 Funds): Improves the quality of weapons built in the province.
Armoury (60 Funds): Improves the quality of weapons and armour built in the province further.
Market (45 Funds): Improves the value of the province.
Forum (60 Funds): Improves the value of the province further.
Port Facilities (45 Funds): Improves the value of the province by allowing sea and river trade.
Harbour (60 Funds): Improves the value of the province by allowing sea and river trade.
Arena (30 Funds): Improves public order.
Hippodrome (45 Funds): Improves public order further, allows the training of Charioteers.
Colloseum (60 Funds): Improves public order further, allows the training of Gladiators.


Units
Senators can build the following units.
Spoiler Units :

Militia (5 Funds for 300)
Auxilia (7 Funds for 300)
Veteran Auxilia (9 Funds for 300)
Velites (4 funds for 300)
Archers (6 funds for 300)
Scouts (7 Funds for 100)
Equites (9 Funds for 100)
Charioteers (11 Funds for 100)
Gladiators (9 Funds for 100)
Legions (45 Funds for 300. Can only be built in Rome. Can only be built from the Republic's Treasury.)
 
Well, the idea is certainly interesting, GK! I might join the game in the future.

Also, a partial list of abilities and disabilities for the RPG.

Abilities
Artilleryman: your ability with big guns (like bazookas, machineguns or even actual artillery).
Chemist: your ability to work with, and identify, chemical components.
Commando: your ability to use rifles and other light 2-hand firearms.
Computer Wizard: your ability to work with computers, both hardware and software.
Crafting: your ability to make things that may be considered art (the different arts are separate).
Gunman: your ability to use one-hand guns, like pistols or light machine guns.
Magic: your ability to use magic.
Martial Artist: your ability to fight without weapons.
Mechanic: your ability to work with machinery, repair it and even create new machines.
Medicine: your ability to heal the human body.
Pilot: your ability to control different vehicles.
Sniper: your ability to shoot at long distances.
Steal: your ability to take things owned by others without getting caught.
Stealth: your ability to sneak around without being seen.
Trading: your ability to trade with other people.

Disabilities
Alcoholic: you need alcohol to get through the day.
Allergy: your body reacts badly if you interact with something.
Chronic Illness: you suffer from an incurable illness.
Double Personality: you have two personalities, that may change at any point.
Obsessed: you suffer an obsession with something, and you feel compelled to talk about it.
Paranoia: you think people are trying to go after you.
Pervert: you feel a need to look on other people naked or having sex, especially if they are of the opposite sex.
Schizophrenia: you hear voices and see things that are not there.
Stalker: there is a person you feel you know well, even though you haven't met. Thus, you feel the need to follow that person whenever you find her.

These, of course, are incomplete lists, so any additions you may want to make are welcome.
 
Disabilities :

Pervert ... works well with the sniper guy :p
 
Peeping sniper?

I would pay to see a story about that.
 
A Roman game sounds fun, and the time & world-traveling one is really creative though there might be conflicts within the group of travellers, with people getting left behind... :)
 
Can we have custom powers? Because my guy has some specfic powers. They're not overpowered though.
 
I would love to be one of the Cult Mechanicus' Tech Priests ..

more like a modern day version of Sasori of the red sands :p
 
I would love to be one of the Cult Mechanicus' Tech Priests ..

more like a modern day version of Sasori of the red sands :p

Curses. I was going to try to play as somebody from 40k. Probably a Commissar, just because of the hat. :p

Anyway, working on the ruleset for KhaNES 2. This will likely be the finalised ruleset, but please do let me know if I am missing something crucial. The rules are a bit opaque in places, I feel, and I have this nagging feeling I've forgotten to explain something somewhere.

Spoiler KhaNES 2 Rules :

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?

The Republic of Rome
The Roman Republic is the organisation that all of you belong to. You are all representatives of the Republic, in its duty passed on by the Gods to bring civilisation to Europe and beyond, and create an Empire to stand the test of time.

The Republic is governed at any time by two Consuls and the Senate (the esteemed gentlepersons I see before me.) The consuls and senators have powers that are described below. Many of the consular powers pertain to the statistics of the Republic itself, which are explained below.

Example Stats said:
The Republic of Rome
Consuls: Gnaeus Pompeius (Alice), Marcus Licinius Crassus (Bob)
Funds: 25 (+125)
Legions:
Legio I (5000 Legionnaires) - Julius Caesar (Carol), Germania
Legio II (4800 Legionnaires) - Marcus Scipio (David), Transalpine Gaul
Legio III (5000 Legionnaires) - No Commander, Rome
Legio IV (3600 Legionnaires) - Julius Caesar (Carol), Germania

Consuls: The current consuls of the Republic. Players in parentheses.
Funds: The funds available in the Republic's Treasury. Republican Treasury funds are for recruiting legions, building buildings in Rome itself (which has no governor), and for Republic-wide policies (e.g. free Grain Laws.) Funds per turn are in parentheses.
Legions: the legions available to the Republic. First thing in a line is the name of the Legion. The second is the number of legionnaires in the Legion. Third is the Name of the commander of the Legion, fourth is the location of the Legion and its commander. If no commander is assigned to a legion, it is located in Rome and cannot move until a commander is assigned to it.

Senators

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 (Carol)
Location: Germania (CAMPAIGN)
Command: 4
Intrigue: 5
Management: 5
Governorships: Transalpine Gaul
Funds: 3 (+10)
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. Player in parentheses.
Location: Where the character is currently located. If not on campaign, it will be in their governership province. If they do not have a governorship, it will be in Rome. If the character is on campaign, their location will be shown on the map as well, as a dot with a number next to it that will be relevant to a legend on the side of a map.
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. You spend your funds on provinces you are the governor of and recruiting soldiers in provinces you are the governor of, as well as some other policy you may think of.
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. Armies follow you around absolutely - you cannot leave them behind to defend something, you must be with them at all times.
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.

Provinces

A sample province sheet looks like this;

Name: Transalpine Gaul
Governor: Julius Caeser (Carol)
Value: 4
Stability: 7
Buildings: Temple of Mercury, Large Barracks, Blacksmith, Archery Range, Marketplace, Port Facilities, Wooden Walls,

Name: Self explanatory
Governor: The governor of the province
Value: How much money the province provides to the Republic and the Governor. The amount of money to both the Republic and Governor is equal to: (Value*Management)/2
Stability: How stable the province is, out of 10.
Buildings: These are the buildings that can be built in a province. Buildings give certain bonuses to the builder or the governor of the province.

Spoiler List of buildings :

Temple of Mercury (30 Funds): Mercury blesses the province, making its merchants more profitable. Only one temple may be built in a province.
Temple of Artemis (30 Funds): Ceres blesses the province, making its fields richer. Only one temple may be built in a province.
Temple of Vulcan (30 Funds): Vulcan blesses the province, making its blacksmiths better. Only one temple may be built in a province.
Temple of Mars (30 Funds): Mars blesses the province, making its soldiers better in battle. Only one temple may be built in a province.
Temple of Minerva (30 Funds): Minerva blesses the province, making its citizens wiser. Only one temple may be built in a province.
Militia barracks (30 Funds): Allows you to build Militia.
Medium barracks (45 Funds): Allows you to build Auxilia. Requires Militia Barracks
Large Barracks (60 Funds): Allows you to build Veteran Auxilia. Requires Medium Barracks.
Javelin Range (30 Funds): Allows you to build Velites
Archery Range (45 Funds): Allows you to build Archers. Requires Javelin Range.
Stable (30 Funds): Allows you to build Scouts
Cavalry School (45 Funds): Allows you to build Equites. Requires Stable.
Blacksmith (45 Funds): Improves the quality of weapons built in the province.
Armoury (60 Funds): Improves the quality of weapons and armour built in the province further. Requires Blacksmith.
Market (45 Funds): Improves the value of the province.
Forum (60 Funds): Improves the value of the province further. Requires Market.
Port Facilities (45 Funds): Improves the value of the province by allowing sea and river trade.
Harbour (60 Funds): Improves the value of the province by allowing sea and river trade. Requires Port Facilities.
Arena (30 Funds): Improves public order.
Hippodrome (45 Funds): Improves public order further, allows the training of Charioteers. Requires Arena.
Colloseum (60 Funds): Improves public order further, allows the training of Gladiators. Requires Colloseum.
Wooden Walls (10 Funds): Improves defence if the city is besieged
Stone Walls (25 Funds): Improves defence if the city is besieged. Requires Wooden Walls.
Fortifications (45 Funds): Improves defence if the city is besieged, allows towers to return fire. Requires Stone Walls.
Tax Collector (30 Funds): Improves value of the province, reduces public order
Council House (45 Funds): Improves value of the province
Governor's Palace (60 Funds): Improves value of the province, improves public order


Units
Senators can build the following units.
Spoiler Units :

Militia (5 Funds for 300)
Auxilia (7 Funds for 300)
Veteran Auxilia (9 Funds for 300)
Velites (4 funds for 300)
Archers (6 funds for 300)
Scouts (7 Funds for 100)
Equites (9 Funds for 100)
Charioteers (11 Funds for 100)
Gladiators (9 Funds for 100)
Legions (45 Funds for 300. Can only be built in Rome. Can only be built from the Republic's Treasury.)


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.

Voting on Laws

Voting on Laws is done by a simple Yes/No vote on every law. The law is passed if over 50% of people vote Yes. No senator who has a Legion at the time of voting or is a Rebel can vote.

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 the Republican Treasury 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.

Extraordinary Powers: Will come up at other times

8) Veto a law passed by the Senate (may be done by any one consul, after laws have been voted on)

9) Call on a vote for a Dictatorship. (must be signed off by both consuls, may be done at the start of the turn order, when Consuls declare their candidacy)

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, and also cannot vote.

A Legion is distinct from a personal army. A Legion is one composed of Legionaires, which can only be built by the Roman Republic from their own treasury. Personal armies are composed of auxiliaries, archers, and equites, and can only be built from personal treasuries. Controlling a personal army means you still have full rights as a senator, but if you are in possession of a legion, you cannot vote, even if you are still in Rome. (This is to simulate cases such as Gaius Marius and his allies waiting for Sulla to leave for campaign before overthrowing the Optimates.)

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
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. Terms must be negotiated in private. (To avoid people setting a precedent for negotiating in public and hence removing the whole 'selling out opponents territory' thing from the game.) 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.

NPCs
NPCs are non-Roman nations that cannot be playable by anyone, ever. They exist to be fought or bargained with by Senators. Only a designated envoy can negotiate with a Barbarian nation on behalf of the Republic. However, any Senator may conduct their own diplomacy on behalf of themselves only. Barbarian nations may come to you with offers, perhaps to betray their allies or to join with you in alliance.

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. You may declare your rebellion at any time, effective immediately. 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 any single senator (even one with an army) as Dictator, and hold a vote on whether to give the candidate dictatorial powers or not. Both Consuls must agree to the choice of Dictatorial candidate. 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 requests an extension of his powers.

Voting on Dictatorships
To vote for a dictatorship, senators must either vote for the Dictatorship or against the Dictatorship. No senator who is in possession of a Legion at the time of voting or is a Rebel can vote.

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.

Voting on Consuls
When a vote for a consul is called, you must signify that you are voting for ONE particular senator who is running for consul. The two senators who have the most votes will be the Consuls for the next four seasons. No senator who is in possession of a Legion at the time of voting or is a Rebel can vote.

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.

Turn Order
The turns go;
1. Consular Candidates declare candidacy (if at time for consular elections). [If previous consuls are calling for a vote on dictatorship, they do so now.]
2. Vote on Consuls
3. Senators propose laws
4. Senators vote on laws.
5. Consuls prepare bill.
6. Bill is published.
7. I request orders from each of you.
8. Update, go to Step 1.

An Example of Several Turns
1. Alice, Bob, Carol and David declare their candidacy for the Consulship.
2. Alice votes for herself, Bob votes for himself, Carol votes for herself, David votes for himself, Edward votes for Alice, Fred votes for Bob, Greg votes for Carol, Harry votes for David, Irene votes for Alice, Joe votes for Bob, Kerry votes for Alice. Alice and Bob win the elections are now consuls.
3. Fred proposes a law that bans cats in the Forum. Kerry proposes a law that all armies must march to Gaul immediately.
4. Senators vote on Fred and Kerry's laws. Freds fails to pass, but Kerry's passes.
5. Alice and Bob publish their bill for the season. Edward and Irene are given a Legion each.
6. Orders. Everybody builds things. Edward and Greg (who declares himself on campaign in the orders) march to Gaul, as per Kerry's law. Irene, however, marches on Parthia instead.
7. Alice, Bob, and Joe declare their candidacy for consulship. Edward, Greg and Irene cannot vote, as they are on campaign and will not abandon their campaigns until the end of the season.

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.

General Rules and Info
IC-OOC arguments: I predict this might get pretty heated - I don't think in most NESes you are actively voting against each other or trying to sway hearts and minds. Please keep OOC statements polite, and maintain a very clear distinction between IC and OOC discussion.

Parties: Parties have no official status in this NES. You're welcome to create your own with logos and everything, but they have no effect on the core rules of the NES.

Armies: Each character only has one army, so overarching campaign strategies aren't really applicable here. In this case, what is applicable are battlefield tactics, which is something that I don't think comes up frequently in NESing. A sample military orders section would read something like;
"March north into Latium en-route to Rome. Engage in battle against the army of Lucius Crassus if he is present.
When battle is joined, arrange the Legio I in the front lines, flanked by the equites on the left flank. Arrange the velites in a skirmishing line in front of the Legio, and the archers in front of the velites. Attempt to harass the enemy army into charging our lines. When the enemy forces begin to charge, the velites and archers are to withdraw behind the Legio I, which prepares to take the blow of the charging enemies. When enemy forces are engaged against the Legio, the Equites come out of the flank to strike the rear of the enemy formation, causing chaos and trapping them between the hammer of the Equites and the anvil of the Legion. If victorious, pursue to the gates of Rome, and lay siege to the city."

If you require any clarification on something, do not hesitate to ask. I'm doubt these rules are 100% comprehensive, and there may be something I have not elaborated on.
 
If you play as Comissar, you will probably shoot one of us in the head for showing fear soonish.
 
Back
Top Bottom