New NESes, ideas, development, etc

Ideas_Stream:function{Console: Data[NEB3_Concept].Output.Dump(); Callback: %On_Enddump;}

//Ref: New Project - Prototype

LP: population. Workforce (more people makes more resources) and recruit pool (consumed to activate new units).
IP: builds stuff (units, infrastructure cards)
Int: research & intelligence cards.
Eco: money (buy resources from global market)

Minerals: one mineral consumed for each IP spent. If you run out, you’ll be buying from the global market.
Food: Infantry healing or Pop growth: Spend one Food to heal an infantry unit. Spend 2 Food to get 1 extra LP (limited to your nation’s food demand).
Fuel: vehicles have a fuel rating. You can spend this amount of fuel on them to get a combat bonus for one turn.

Goods: cost 1PP each to make (or, rarely, is a collectible resource), and converts to x Eco, depending on your nation’s demand. Fulfil your Goods demand on any given turn, and you will receive a random bonus card (in line with your nation’s personality). There will be a ‘cool down’ before you can trigger another such bonus.

Bombs: costs 1PP each. Heavy artillery and aircraft have a Bomb rating, and can expend this amount of Bombs to cause extra damage in their attacks per turn (lesser ordinance is used by default).


Doctrines: Please choose any three:
Human Wave
Small Unit Tactics
Guerilla War
Armoured Assault
Grand Front
Artillery Focus
Flexibility
Static Defence
Logistics
Naval Supremacy
Sea Raiders
Air Supremacy
Air Support


Int Areas: Please choose any two
Espionage
Counter - Intel
Command & Control
Engineering
Paranormal Research
Theoretical Physics


Cambrian Commonwealth
LP: ~30
IP: 4 (I can play normal cards up to a value of 4 IP)
Int: 2 (I can play Int cards up to a value of 2 Int)
Eco: $4 (I can make purchases from the global market up to a value of $4)
Stockpile: 6 Minerals, 3 Food, 3 Fuel, 2 Bombs (cool, I’ve got enough Minerals for one turn’s IP)
Demands: 4 Goods ($1), 4 Luxuries ($1), 10 Food (my nation can’t consume more than 4 Goods or 10 Food this turn).

On_Enddump:function{FishFor(Opinion,Approval)};
 
Looks good. Tell me more.
 
Looks good. Tell me more.

Well, that's pretty much it :) would be similar to CNES, that being an industrial-age risk-style nation-builder in an alternative Earth world built from a hex grid for easy range finding (and possibly built by players over a few turns in a pre-NES). This time around, combat would be more judgement calls by the moderator than dice & stats (though there will still be dice & stats).

I think it might be slightly complicated.

Hmm, glad you didn't see the original draft :) What do you think I should drop? The resource system was designed to give people something to do other than fight fight fight. With most resources being 'bonus' things, rather than things you are penalised for not having. The exception to that is Minerals, which puts a limit on runaway IP whoring without the mineral sources and/or money to back that up. All resources would be automatically gathered by having population in a territory, with minimal infrastructure building, resource production is not something players would micromanage.

I like the idea of separating intellectual power (research/intel/organisation) and Industrial power, for Interesting Game Choices™. I think there needs to be money also, as that allows an NPC marketplace where resources, tech and mercenary units can appear (and solves a headache of having only player-player trades that need to be synchronised in both player's orders).

LP, 'Life Points', goes back to the home-made card game that is the inspiration for this. Population would ultimately be the foundation of your existence. Again ensuring you can't infinitely spam units as well. It introduces a PoW dynamic, refugees, and also competing through economics and world opinion to get migrants to your nation, etc. All of which handled through one stat.
 
I see the utility of that; and definitely separating population into units to allow for potential war exhaustion is a good idea.

It's a good system; I just think it might need a couple flowcharts to explain where all of the resources come from/go to, how they're converted and/or consumed, and a few example playstyles.
 
@Daft: I think instead of Life Points you should use "litres of blood" as a measure of population :p Your project looks exciting, I sure wish I got involved in CNES when it happened.
 
I am interested in starting an alternate history NES with the point of departure being where both President Madison and Vice President Gerry dying in summer 1813, causing Henry Clay to become President. After this, Clay sends more reinforcements up to Canada and rallying a large successful defense of Washington DC, led by a militia captain named Andrew Jackson. These victories divert more British forces towards America, causing Napoleon to win more victories in Europe after his escape from Elba, causing a much more pro-Napoleonic and pro-American end of the War of 1812. The point of departure is a little optimistic, but bear with me there. After that, I have a rough timeline of events until the American election of 1820, after which everyone will be open to discussing the rest of the timeline (up to 1860, 1863, or 1876) in a open forum/discussion environment.
 
I am interested in starting an alternate history NES with the point of departure being where both President Madison and Vice President Gerry dying in summer 1813, causing Henry Clay to become President. After this, Clay sends more reinforcements up to Canada and rallying a large successful defense of Washington DC, led by a militia captain named Andrew Jackson. These victories divert more British forces towards America, causing Napoleon to win more victories in Europe after his escape from Elba, causing a much more pro-Napoleonic and pro-American end of the War of 1812. The point of departure is a little optimistic, but bear with me there. After that, I have a rough timeline of events until the American election of 1820, after which everyone will be open to discussing the rest of the timeline (up to 1860, 1863, or 1876) in a open forum/discussion environment.

What year would the actual NES take place in?
 
I am interested in starting an alternate history NES with the point of departure being where both President Madison and Vice President Gerry dying in summer 1813, causing Henry Clay to become President. After this, Clay sends more reinforcements up to Canada and rallying a large successful defense of Washington DC, led by a militia captain named Andrew Jackson. These victories divert more British forces towards America, causing Napoleon to win more victories in Europe after his escape from Elba, causing a much more pro-Napoleonic and pro-American end of the War of 1812. The point of departure is a little optimistic, but bear with me there. After that, I have a rough timeline of events until the American election of 1820, after which everyone will be open to discussing the rest of the timeline (up to 1860, 1863, or 1876) in a open forum/discussion environment.

I'm definitely interested in this. My suggestion is if you're going to have us discuss how everything goes you should probably start a dedicated pre-thread for doing that rather than doing it here.
 
I'm definitely interested in this. My suggestion is if you're going to have us discuss how everything goes you should probably start a dedicated pre-thread for doing that rather than doing it here.

Yeah, that's what I'm ultimately going to do.

What year would the actual NES take place in?

In either 1863 or 1876, whichever time more people want to stop at.
 
On_Enddump:function{FishFor(Opinion,Approval)};

You have my attention! It's hard to comment without seeing the entire picture at play, but I do have a question regarding the doctrines & int areas Daft. Will players be locked into their initial selections or do you intend to allow a degree of flexibility to mix and match as the situation demands? Assuming they give flat bonuses, I'm concerned that they might force predictable, obvious play styles. Take the following hypothetical as an example. Armored Assault (Scissors) fairs well against Static Defense (Paper), which fairs well against Guerrilla Warfare (Rock), which counters Armored Assault. Once the initial campaign begins, it shouldn't surprise anyone if the Scissor faction attacks the Paper faction, and Paper attacks Rock and so on, all else held equal. Obviously, requiring three doctrines per faction might mitigate or worsen this issue.

It'd be a novel idea if doctrines were tied to individual commanders. My character in NEB1 could have Armored Front, Thlayli's Command & Control, Iggy's Air Support etc. Any units those commanders are attached to recieve the bonus of that commander's particular expertise/doctrine. Players could recruit commanders from their recruit pool, requesting a particular doctrine or simply hope the RNG gods favor them. Or if let's say one faction has a particularly successful defensive battle, a local "unknown" commander could be promoted with a static defense doctrine because of that battle. This is fun, I'm excited! :D
 
Working Title: <+wry> NES 2015: Wars and S***

&#8220;Not just in China, but everywhere in the world without exception, one either leans to the side of imperialism or the side of socialism. Neutrality is mere camouflage; a third road does not exist.&#8221;
-Mao Zedong, 1949

Premise: The year is 1955. Lines of battle have been drawn across Eurasia between two diametrically opposed economic and political systems. In the West stands Capitalism, championed by the United States of America. In the East, Communism rises, with the Soviet Union as the vanguard of the world revolution. The world-spanning empires of Britain and France are in decline, giving way to new powers in India and China. Technological progress has given man a terrible fruit from the tree of knowledge: the atomic bomb, a weapon that promises the end of all things.

It is the Cold War.

Spoiler :
1955.png


Players take on the role of factions within the Great Powers, the US and Soviet Union, Britain, France, China, and India. There are no limits to how many, or few, factions can be in a single Power. Powers can fall as the NES progresses, if they become weak enough that they are no longer able to appreciably play an important role in geopolitics. New Powers can also emerge as NPCs gain sufficient strength, opening themselves up to having players.

Each Power's Factions send orders directing that power for that turn. There is a single Leader who sends the main orders. How effectively those orders are carried out depends on how much those orders coincide with the interests of that Power and with orders sent by other factions. Each Faction also has a Strength, which is an indication of how much it can expect to influence policy during the coming turn. A faction that succeeds in accomplishing its goals and having its policies enacted can expect to see its strength increase, and possibly supplant the Leader.

Orders consist of each faction outlining policy initiatives it wishes to push in its nation. Each faction can reasonably expect to push one policy initiative per point of strength it has. After that, it should offer contingencies and viewpoints on the rest of the world, as this will affect the actions taken by other factions.

Cooperation between factions is important in order to advance the interests of the nation, but Competition allows a faction to gain strength within a country. If a faction is much more successful in pushing initiatives that represent its interests, it can expect to become stronger. If it largely supports another faction's efforts, it can expect to see its influence decline.

Turns will be between five and ten years in length. The goal of the NES is to sketch out the evolution of 20th century geopolitics in broad terms, rather than go into detail about the minutiae of international diplomacy.

Powers have two other important stats: cultural, commercial, and military power. Cultural is the ability to influence the politics of minor states using the strength of your ideology. Commercial is the economic and financial might that you are able to direct in support of your objectives. Military is hard power, a nation's ability to direct, with force, the outcome of world events. These serve as relative indications of how strong your nation is compared to the other Powers, and what tools it might best use on the international stage.

Throughout the world there are Spheres of Influence. These are countries where the Power has a great deal of influence over the politics of the lesser nations. Client States have their own motivations, however, and align with a Power only when their interests coincide.

Example Stats
United States of America
Leader: Barack Obama (islamo-fascistsCentrists: 5)
Other Factions: Establishment Republicans(3), Libertarians(2), Evangelicals(3), Progressives(2)
Cultural: 1200
Commercial: 1000
Military: 300

Spoiler Draft Stats :
United States of America
Leader: Dwight Eisenhower (??)
Other Factions: ??
Cultural: 80
Commercial: 100
Military: 60

Soviet Union
Leader: Nikita Khrushchev (??)
Other Factions: ??
Cultural: 60
Commercial: 40
Military: 80

France
Leader: Pierre Mendès France (??)
Other Factions: ??
Cultural: 30
Commercial: 15
Military: 10

United Kingdom
Leader: Winston Churchill (??)
Other Factions: ??
Cultural: 40
Commercial: 25
Military: 30

China
Leader: Mao Zedong (??)
Other Factions: ??
Cultural: 10
Commercial: 11
Military: 20

India
Leader: Jawaharlal Nehru (??)
Other Factions: ??
Cultural: 5
Commercial: 10
Military: 5
 
I'm definitely interested in this. My suggestion is if you're going to have us discuss how everything goes you should probably start a dedicated pre-thread for doing that rather than doing it here.

What year would the actual NES take place in?

The pre-thread for my NES is up here. As always, we could use more discussion in what might happen next.
 
Is there a market for an old school-ish laid back but fast paced fresh start NES in the present community?
 
Earth, of course.
 
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