New NESes, ideas, development, etc

True, but if anything that idea goes a bit faster since they arrive with most of the technology already (having as they do, bits and pieces of a starship and its computer data), so it's both instead of just one (Tech, Earth Technological Fresh Start) or the other (Resources, Earth / Other Fresh Start).

I do think they'd have some data on the world though, given they'd have to approach the planet to land on it. Even if it was just somebody looking out a viewscreen when the lifeboats were on their way down they'd have some idea what it looked like.

Sure they would have some data on it, but we can easily bend that via story saying the data got damaged in the crash. In fact most of the settings could easily be modified to the will of the mod.
 
For my NES (the rules of which I'm writing up at this moment) is set after a catastrophe, which does drastically reduce population and knocks out order, and basically takes civilization back to at least the iron age, and will require new nations to be started, but by scavenging ruins the tech level will rise much quicker than it did originally
 
In that case you could develop an alt history timeline that goes somewhat alongside Fallout history. Global catastrophy (which may or may not be global war) that led to significant drop in population and a total collapse of the world order. What exactly are your preferences for that NES?
What Toltec said.

I have any number, but I'm not making the game. :)
 
If the groups are small enough, it can be understandable if there's some technological loss. Not enough room for people to specialize in everything. In a random group of people, for example, how many people would know how to build a car? Pesticides? etc.

My point being, the industrial/commercial/chemical base is not present, so knowledge may survive, but not all technology.

Maybe it's not a colony ship, but say... I dunno, maybe some space tourism cruiser which breaks up over some distant planet, and a crisis on earth prevents a rescue. So the people would be civilians with varied skills, in groups of maybe a few hundred.
 
Well, again, it depends on the setup.

If it's on Earth, you can recreate most things, simply because examples of most things will be left sitting around here and there. What state they might be in is variable, but reverse-engineering mechanical things is fairly simple. More advanced technology tends to be in more secure places too, so it kinda evens out.

If it's somewhere else, then yeah, what you're saying applies in terms of who all you have available. If it's a colony ship, you should have everything you need (though how they gets distributed means a lot). If it's a tourist ship, then things get a little rougher.

Why you'd want to slow down the technological pace by cutting the pool of available people though is beyond me, as that's the main attraction of the premise to begin with.
 
I'm still thinking whether many things will be left on Earth after the collapse of modern civilization. Take nuclear plants for example.... how many of them would last even for a year without day-to-day human maintenance? We'll have Chernobyl's all over Europe, USA and parts of Asia. Take dambs, ICBMs in silos, chemical plants... Will anything even be left standing after all of our mess is out of control?
 
I'm still thinking whether many things will be left on Earth after the collapse of modern civilization. Take nuclear plants for example.... how many of them would last even for a year without day-to-day human maintenance? We'll have Chernobyl's all over Europe, USA and parts of Asia. Take dambs, ICBMs in silos, chemical plants... Will anything even be left standing after all of our mess is out of control?
Most nuclear plants shut off when they go critical--Chernobyl is what happens when you remove all the automatic failsafes. Dams continue to operate with or without people; gravity keeps pushing water through the turbines, and most are built to last a century or more. An ICBM in a silo will just sit there quietly--nuclear warheads are pretty much the most inert things ever unless you physically destroy the whole thing and uranium or plutonium gets into the air. A chemical plant doesn't run without people putting chemicals into it, and at worse might eventually corrode to the point where there's localized seepage.

Without power or people must human technology just quietly sits around gathering rust and dust, if it does anything at all, until somebody else happens upon it. Whether it will work when they find it is a function of how long it's been since things went to hell, what it does, what it's made of, and the kind of environment it's in. A nuclear warhead sitting in an ICBM silo, for example, is likely to still work 50 to 100 years later... if you know the code.
 
hmm just spouting off an Idea here. It's been stuck in my mind for about a week.

1955: Alien life is confirmed as a fleet of ships descend upon the earth, and over the course of 24 hours, strip it of every trace of radioactive elements. with in moments, they have every ounce of processed and pre-mined radioactives. they completely ignore us, never communicating, and ripping the ore right of the earth without concern for where it might be, or who might be in the way. millions die in this single day.

then, they leave. over the next three weeks, their ships can be seen flitting about the other planets, preforming similar operations, but eventually, they leave the solars system for realms unknown.

In short, Earth and the entire solar system gets cased and robbed by interstellar pirates.

how would humanity react to this event, and now that nuclear weapons are no longer a factor, what is the possibility of war in the near future?
would people shy away from space, or would the effort be redoubled, seeking to get revenge on these pirates?

sorry, just had to get the idea out there.
 
Quite well. we were just bystanders in the event, after all. the only points they would have inflicted damage upon us would be when our structure were over a deposit of Radioactives relatively near the surface (say 1000 ft or so). other then that, the only effects would be the mental shock of the event, and the fact that we no longer have any easily accessible of locatable radioactives located on the earth (or in the solar system for that matter).
 
I went trowling through a variant databank earlier and came up with a few more random dip ideas. Of course, some of these are beyond jDip's capabilites for faithful representation, so a lot of the work will have to be diverted to photoshop and good notekeeping and calculations on my part (which have been known to flaw before)

Risklike Diplomacy
All SC's will be randomly distributed among the players, whether adjacent or not. Players pick their units and game continues as normal. Also, units can be built in any owned SC.

Rock Paper Scissors
Instead of all units having a strength of 1, a unit will have an alignment to rock, paper, or scissors (or some other arbitrary naming scheme), and depending on what aligned opponent it attacks, it will get a bonus or deficit to it's strength. (ex. Rock will displace Scissors, standoff against Rock, and can't even cut a Paper's support)

Puppet Government
In addition to the normal players, there is an NPC nation. All players submit orders for their own nation and for the NPC one. The NPC nation's units will act on people's submitted orders either randomly or orders that occur the most frequently.

Winter 1898
This is a way to make fresh start games even more of a fresh start. All players start with one home SC and one unit. One players start conquering SC's they will declare if that new SC will be a home one. Then once they get 3 HC's the game continues as normal. I was considering putting a similar system in BlaDipNES but was worried the game would start off too slow.

Economic Diplomacy
This is kind of like normal NESes. Here, SC's can provide an amount of EP's each year, with capitals providing extra. These EP's can be used to maintain existing units, buy new ones, bank, reinvest into the economy, and sometimes things like spending to actually move units (fuel, ya know), trading units and territories with fellow players, and maybe even bribing the mod ;) And also there's a victory condition for making a buttload of money.

UN Diplomacy
I read through this one quickly but I think it was around the lines of when a country invades an SC, players would vote whether to recognize the aggressor's ownership. If the majority don't recognize, that guy loses the bonus for that turn. I dunno, it sounded better when i first read it.

SC Construction/Destruction
Instead of moving or other orders, a unit can spend a turn turning the land it sits on into an SC. Or for the Scorch Earth-minded it can also destroy an SC. However this task will be interrupted with a standoff or displacement.

More geographical destruction!
In addition to the above thing, I've seen variants where players can really screw up the terrain with things like flooding land zones, drying sea zones, unmountainizing and remountainizing areas, earthquakes that can divide adjacent zones, and so forth.

M.A.D.
Players can build nukes instead of regular units. These items can't move or give support, but they can be launched to any province on the map and will destroy all within, making it impassable and unusable. Also all surrounding zones will be neutralized for a season.

Twin Earth
This thing is played on two regular boards that are theoretically overlayed onto eachother. The player controls the same power on each board. Units can move between boards but only to that province's twin on the other board. (e.g. spa1 and spa2 are adjacent, spa1 and por2 aren't). Um, the sum of SC's and unit counts from both boards are used for adjudication. 35 SC's to win, lalala.

Um, I think that's it for now. Now to watch Mythbusters.
 
Don't forget about Global Warming diplomacy. Don't remember the exact rules, but territories gradually flood as the game progresses, losing their supply center status. The winner, obviously, is the one who controls Switzerland at the end of the game! :p
 
An amusing thought struck me: to make government efficiency actually worth somethng, attach a maximum character limit for orders to each level.
 
An amusing thought struck me: to make government efficiency actually worth somethng, attach a maximum character limit for orders to each level.

Ha! You'll have people obsessively checking their word count much more than before.
 
you would get orders something like this

invd US from N w/ 10 divs from TO.
Kill ALL
15 divs from Cal-Col (California - Calgary? Colorado - Columbus?)
Navy attack DC, NYC

pm give peace ofr to pres. if no, snd anthr, but w/ assassin to X him

put4epintoedukaton-bildskools

or a combination of short forms, vowel removals, lack of punctuation/spaces, adn other things to save characters

OR you would get tons of pictures with words on them (map of nation showing where to build infrasturcture/universities, etc., battle maps with ALL information on them, etc.)

It would kill order quality, and when you need it most (war) it would go down.
 
You're assuming the count would be extremely low. :p

And you can convey quite a lot of data like that (I had to learn to type that way for a job once) so unless your thoughts just aren't clear to begin with then there's nothing wrong with it.
 
You're assuming the count would be extremely low. :p

And you can convey quite a lot of data like that (I had to learn to type that way for a job once) so unless your thoughts just aren't clear to begin with then there's nothing wrong with it.

Did you work at the Ministry of Truth, perchance?
 
Worse. Verizon customer service.
 
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