New NESes, ideas, development, etc

Lol, sure, I was getting tired of it myself... but if not then what?
 
Well something more like regular NESing where your "country" is your family but the need for cooperation between families will be much more needed since no one family could conquer the world...

The aim is to create a game not unlike Rome Total War, and that was fun wasn't it?
 
Oh I wanted to add, I made a small nice map that will advance and become different as the game grows and changes... I find the map rather nice :) but I will probably make a better one eventually. It will be roughly the same.
 

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I have decided that for now rules will be based on a family basis game. Rules for now include stats, senate and military.

EDIT
added people's senate and economy
Spoiler :

RULES

Joining
In order to join the NES you will have to create a family.
Family creation form:

Family name /player
Nessos generation: (first/second/third)
Wanted economic situation: (bad/normal/good)
Wanted men/women ratio: (more men/middle/more women)
Family leader name: first_name father_name family_name age
Family leader traits: (add 1 good or 2 good and 1 bad)
Family heir name: first_name father_name family_name age

I’ll explain the harder ones to fill:
*Nessos generation: As you can see there are two walls surrounding Nessos. The oldest your family the more inside the city your family territory would be. I will allow only 2 first generation families; Only 12 second generation families and the rest will have to be outside the city walls as new comers to the city. It is on a first to choose to be an earlier generation gets it. Please read other people’s joining trait in here so to know what you can choose.
*Family leader traits: something good or two good things one bad that your leader is known for. Was a general in the past? Is he good at it? Is he stinky? Did he go to Pila academy? Does he have connection with Arkadian tribes? Does he despise all none-Nessos citizens? Just choose. As time goes characters will have more traits.

After filling the form post it and I will create your family stats.

Stats
Every family will have a long list of stats. The stats would in the form of:

Family name /player
Family head: name, age
Family heir: name, age
Treasury: # gold coins / # of slaves / any other information
Family head job: (example: General of the 1st army)
People’s love: (0-100%)
Heads Senate respect: (0-100%)
Family members: # / # of men / # of women
Members jobs: # of men and in what (example: # of men in the army)
Families head villa: size description (example: small villa), city of location
Family recent history:

Along the rules I hope I will explain the meaning for each stat. If something is not explained or you don’t understand do ask for explanations.

The city-state and other states
Nessos was never the only city-state or even group of people around. There are several of those and each will have a stat. Nessos will be shown differently.

For example:
City of Pila
Controlled cities: *Pila
Government: Monarchy
Population: 120.000
Leadership: Edward Antonius Harare, 43, loved by his people
Culture: Mod pantheon, Pilan, Academy of Pila
Cultural traits: Dislike none-city dwellers, Naval knowledge
Economy: 80.000 gold coins / food+, wood+, gold-, iron-, bronze-, stone-, pottery+, paper- / trade with Nessos, unknown trade by sea.
Military: 27.000 men, 200 horses (unknown distribution of army)
Information: The city of Pila existed much before Nessos has even been thought of. They usually had claim to all the river lands until Nessos rise and claimed the same lands. War has yet to ever break between the two city states and trade is flourishing. Once they were allies of Nessos against the Mugdul barbarians but this alliance ended after the death of Euripides the murderer. Now sentiments in Pila are somewhat against Nessos.

Unlike other states Nessos stats will be much larger and will have much more information but all in all will look somewhat similar to those.

Heads Senate
This is the house of all family heads. In here all players gather together to vote for laws, politics, army movement and jobs among themselves. Nothing stands above the families’ senate. On the map it is the large white structure inside the first walls. There are no rules to this except one. Every family head voice has the same power – the power of 1 vote.

The head senate will also have a whole post at the beginning of the NES thread where I will post anything you ever talked and/or voted about. The head senate is where the ruling of the country is done. Out of it come generals, politicians and religious leaders to the people after being chosen.

For the beginning a vote will be counted as accepted only if it has the more people (51% is even enough). As time goes votes to change this rule could come and go…

Military
Nessos military is made up of a standing army of citizens. Citizens usually buy their own equipment and the state sonly buys siege weapons and ships but also pay soldiers. Many families will have many of their men serving in the army. This will bring a small surplus of money (which will usually be somewhat deducted by taxes).

Nessos land military is organized by armies (may be renamed later). Each army has a number, a general, number of men serving in it and any other important information.
Example:
1st army, Marcus Leo Aeolis, 10.000 infantry, 200 horses, 2 catapults, 1.000 archers, 4.000 levy spearmen, 1.000 Pilan mercenary archers

*Horses usually come with a rider as well. Other riding animals may sometimes not come with riders but it will be noted. Catapults and other engines also come with operating men.

Nessos armies do not grow by themselves. The state must pay for equipment and use peasants called levy (which will usually become archers, levy soldiers, scouts and engines operating men) that come from the city normal men population. The only way to gain the more powerful infantry and riding units (also special archers and spearmen may exist at one point will be when families send their men to the army they will pay for equipment (Note: The Head senate can come up with a rule in which the state help pay for this) but their men also receive a check for army service which will be one of the more paying jobs. Generals, of course, will be paid better.
There will be mercenaries! This will be expensive units that require payment on a turn basis but will come fully equipped, very experienced and highly trained, and they could also be bought almost immediately and almost everywhere. (Usually new troops need to arrive to the army before joining it what may take time sometimes). Mercenaries will usually be bought by the state but in some cases a general that wants a certain mercenary group on his side could pay them by himself. At start of game families will not be allowed to have personal armies by law. That law could obviously change.

Nessos sea military is organized by fleets and is rather different then the land armies. Each fleet will be commanded by at least one admiral and will show all information it can.
Example:
1st fleet, Marcus Leo Aeolis, 100 Nessos biremes, 20 Nessos triremes, 2 Nessos quadriremes, 13.400 rowers (10.000 slaves, 4.000 men), 1.600 marines (1.000 infantry, 600 levy archers)

Notice that each ship needs rowers. Rowers can come from either the slaves of the city (can be donated or sold by families to the state) or from city men (hat get a big check for their hard uncomfortable job). Rowers obviously cost very little to train and usually are paid by the state. Marines are a different story. Depending on the type of unit either the state or the family pays for the marines. Levy paid by state, normal paid by families.
Another notice is different types of ships require different amounts of rowers. Nessos ships will have their needed number in the price lists. You could later buy other ship designs that need different amounts of rowers for the same ship power…


Remember – *When levy appears before the unit name it means it is made of under trained barely equipped peasants. Levy units (and slaves) will have very low morale and stamina and will run away from the battle as a first choice when loosing.
*Normal troops will be much better trained and equipped. Their morale will be very high but their stamina won’t be always at best. They will tend to fight until no more strength is left in their bodies and only then run. They will fight to the death at most occasions. *Mercenaries will be very highly trained and equipped. All their stats as a unit will be top notch. Their moral will usually be high but they will tend to not fight battles to the death but will not retreat so easily. There is also the risk that enemies may try to buy them away which will usually result in unexpected results. (They may be very loyal mercenaries, they may leave the battlefield and they may stab you in the back. Read their information to have a guess at what they will do. Usually the more known groups of mercenaries will tend to be loyal).

People’s senate
This is where normal citizens not part of the large families have their say. Usually they won’t influence anything but when this part appears in an update you better read. This speaks of what the common folks think about in daily lives. Having their support is highly needed if you intend to do something big. They will make up the most of the military and work force of Nessos. Most people in the city would be part of this. The People’s senate in itself is not an existing building but more of a description of the people’s collective thoughts. If one day your plans include ruling Nessos by yourself, you better have the people on your side. In times when all the families are disliked by the common people rebellions, desertion and economic depressions may come to be…
Your families are not part of the people’s senate. This is purely an NPC ideal.

Economy
The families’ economy and Nessos economy go hand in hand. You better save for a rainy day if one comes to Nessos.
The Family’s economy is called a treasury. In it you will see how much money your family holds (in gold coins, which are currently the currency of Nessos), how many slaves, if any, your family holds and anything else of importance (for example if your family controls a mine or another work place all by itself or if your family conducts personal trade with anyone else). Your income will come from family members that hold jobs (including soldiers) and anything else you earn money from. Outcome will usually be taxes and seasonal expenditure (food, slaves, goods etc…). You will always only see how much money you and “resources” you personally hold. If you want to know how much money your making and spending you will have to do the math for yourself, but I will include the numbers so no worries. Normally every man in your family will bring a sum of money while every member will take a certain sum of money and in the end, you can hope, it will be enough.
The state economy is different. The state pays for all state jobs every season. The state also collects all taxes every season. Taxes come from ALL citizens including ones that are not in the families. The state also earns money (and looses) from trade both inner one and outer one. Other then that the state may hold a certain number of slaves that work in state farms and work place or work as rowers in ships. A third economic ideal for states is resources. Every state collects a certain amount of resources in its stats. There is always enough for everything the states and players do unless written otherwise. Near every resource collected there will be a little plus or minus, this means if the resource amounts goes up or down. If it goes down too much it may vanish from the list, or just won’t be enough for everything the state needs. When in minus usually turning to trade will bring back an average (which will be shown as a plus). Plus is always good, sometimes it means extra state cash from export. Everyone in the state can use the resources the state holds, for a price. Normal citizens will use it without anyone else’s knowledge while families will have to actually pay. Normally training soldiers will include the money that goes to the state. If the state is in an economic situation people’s attitude may become more rebellious and the people’s senate will usually ask the families to do something about it (like donations). If ever a family reaches enough power to control a state (or a city under the state) they will then have their own state stat and they will have 2 different treasuries. Moving money from the city to your own pockets will normally be seen as a bad thing by that city’s population…

In short, everything costs money which is given and taken from you each turn automatically and you’re left with what you can spend. Spending money will be done using cost lists that may change as time goes by and added to the update every season.



What you guys think?
 
Very interesting. I do have one question though. how are you going to handle marriage? Does the couple belong to the husband's family, to the wife's family, to the higher ranking family, to the lower ranking family, is it a choice, or do the couple remain with their original family? If it is a choice, what are the options? If they remain with their original family, then what happens with the children?
 
Awsome! I also got an 'Idea' and although is is more like a 'Lazy-NES' or 'NESlite', a good mod can pump and update every... 5 minuets? (my record with my friends is 7 minuets!!!)

This is a sample of the stats.


Lillian
5gpt (5/0/0)
400 Crossbowmen, 30 Galleys.

Indeed! All I need to talk about now is 'gpt' and troops.

Gold Per Turn is EP, except because my angreynes of '1ep' states as they are not 'a state owned totally by a mega-corp' Instead, my 5 Gold per turn for the capital means that anybody has addiquite money.

So you get gold from (Cities/Misc/Trade)

in the Ancient Age, the cities give 2 gpt, 5 if a capital, and some other stuff for special conditions. A city costs 10 gold, a good reason, and is -1 gpt for 2 turns before turning in a profit.

Misc includes: Projects, debt, mines, irrigration, looting, raping......

Trade between nations is all your city income and theirs added together. Divided by 10 and rounded up. (ie, 14 and 16 +30/10=3gpt)
A city can trade with one nation at a time.

Troops is on my 100-1 method.
(100/80/60/40/20/10/5/1) (changed due to thinking)
100 Spearmen
Levied troops, may be good but best with numbers
80 Archers
First ranged troops, levied but with a good bow and training can kill armies of spearmen.
60 Swordsmen
TECH: Advanced Bronzeworking and Iron resource.
Armed with a sword and shield, they are the first all round warriors in this game.
40 Crossbows (or should it be Pikes/Phalax?)
Better than swords or archers obviously, would be added after discussion.
20 Chariots
Wheel and Horse Taming
Armed with a lance or a bow, a strong unit but suspectable to A.S squares. (Archer/Spears)
10 Horsemen
Horse Riding, Horse Domestication
Armed with a sword and shield or a bow, strong, fast, but also costly.
5 Galleys
First navy for most players, modeeratly trained and can be merchated or sold. They are generic and not powerful.
1 'Pinnice or Yacht'
Sails
For a lack of a better name. They are bigger and more manuverable but also need wind. They are the first to be continously and success leave sight Of land.


This is for Ancient Period (ie, from 1000 BCE to 0CE on my time line.)
The stats would be filled out, since currently this is played on paper and demands speed. Also, please look at it and critique it for the fast game and the long game. Ahmad is trying Legends of Wars that is a 'Neslite' and fast paced. Also, I want to know changes for the paper and forum games to this set. I am too busy to post after 0 CE stuff but rest assured they're there!


In other words, I might start a Lazy Nes after finding a better MOD/mapmaker... :hmm:


I think this idea is dead. But all the commotion...
 
An idea I was looking forward to interacting with but that I never saw, was a House NES. This would be like a medical NES. Your income is how well you treat patients. For example, you could buy platelets and send them into a sick patient. And so on.
 
I'm not sure if there's much in the way of interest there. It's a bit too specific and unvaried. I mean, good tv show, but not a great NES.
 
Wow, it finally got stikied!
 
I came across this file today, some ideas I wrote down last year for a blood-bowl type fantasy sports NES. I will not do anything with this. But I felt like sharing the idea at least :o

Updates:
Two updates per game - one at half time, to allow people to change tactics etc, and one at full time, which also gives details on the next match to be played. Obviously, several games will happen simultaneously, as all teams play against someone else.

Orders consist of:
Set general positioning: defensive - balanced - aggressive
Set passing play style: short - balanced - long
Set general tactics: frontal attack - flank attack - counter attack - infiltration attack
Set effort level: conserve strength - balanced - all out effort
Set magic use: counter enemy magic - increase speed/agility - increase strength/toughness - revive/protect players - decrease enemy speed/agility - decrease enemy strength/toughness - smite down enemy players
Also: any notes / special tactics you wish to add

Normal players don't have names, but have '*'s to show how good they are. They will get better with time and may become star players. A '-' instead of a '*' indicates temporary performance loss due to injury or exhaustion.

Note that 'star' players may have special bonuses. Fame brings in extra advertising, sponsorship and ticket sales, regardless of how well the team does.

Example Stats:

Highland Bloodaxes / Daftpanzer
Race type: Dwarfs
Current Gold: 1000
Projected Expenses: 500
Stadium capacity / attendance: 30,000 / 40,000
Stadium quality: poor
Advertising income: average
Sponsorship: Dwarfen Dragonsteel Footwear Guild.
Team equipment: Dragonsteel Boots (+kicking distance, +toughness, +random enemy injury)
Centre-Forward player: ***-
Left-Forward player: ***--
Right-Forward player: ***--
Centre-Midfield player: Ironbonce MacDougle, Dwarf (fame, speed, agility, strength x2, toughness x3)
Left-Midfield player: ***-
Right-Midfield player: ***-
Left-Defence player: ***-
Right-Defence player: ****
Goal-Defence player: Amadeus Wolfblood, Beastman (fame, agility x3, strength x3, toughness x3)
Reserve player #1: **
Reserve player #2: **
Reserve player #3: **

Choosing a race: Note that star players of any race can be bought by any team, but stars will be happiest playing for their own race.

-Mermen-
Monstrous-looking denizens of the deep. Agile, but slow and weakened by time spent out of water.
Intelligence: average
Learning: average
Magic: poor
Strength: average
Toughness: good
Endurance: poor
Speed: poor
Agility: very good
Wages: low

-Undead-
Stupid and slow, but you cannot kill what does not live! Undead bodies are easily re-assembled after matches. They do not need rest and do not get tired.
Intelligence: very poor
Learning: very poor
Magic: poor
Strength: average
Toughness: good
Endurance: excellent
Speed: poor
Agility: poor
Wages: low

-Lizardmen-
Fairly dumb-witted, but otherwise good all-rounders.
Intelligence: poor
Learning: poor
Magic: poor
Strength: good
Toughness: good
Endurance: average
Speed: good
Agility: average
Wages: low

-Humans-
Their overall weakness is compensated by being fairly smart, agile, and quick learners.
Intelligence: good
Learning: very good
Magic: average
Strength: poor
Toughness: poor
Endurance: average
Speed: average
Agility: good
Wages: average

-Orks-
They are good fighters, but not so smart. They are easily stirred up into a furious frenzy, and then it is hard for them to concentrate on the ball.
Intelligence: poor
Learning: poor
Magic: poor
Strength: good
Toughness: very good
Endurance: good
Speed: average
Agility: average
Wages: average

-Clockwork Men-
Combinations of magic and steam-powered machinery, these artificial beings are unpredictable, equally prone to sudden bursts of speed or sudden catastrophic explosive malfunction on the pitch. But they are usually well armoured, and once fired-up they can keep working for hours at a time.
Intelligence: poor
Learning: poor
Magic: very poor
Strength: average
Toughness: very good
Endurance: excellent
Speed: average
Agility: average
Wages: average

-Elves-
Smart, fast, agile and sneaky, with the best magic of any race. Universally hated by all the other races due to their 'dirty' tactics.
Intelligence: very good
Learning: average
Magic: very good
Strength: average
Toughness: average
Endurance: good
Speed: good
Agility: very good
Wages: high

-Dwarfs-
The hardiest and most resilient of all races, with the best quality armour and metal footwear! They are also fairly smart and adaptable, though not very fast, and due to their small size they struggle to reach the ball sometimes.
Intelligence: good
Learning: good
Magic: average
Strength: very good
Toughness: excellent
Endurance: good
Speed: poor
Agility: average
Wages: high

-Beastmen-
Werewolves, werebears, wereboars and werebulls. The best all-round race, with no real weaknesses. They are especially good in a fight, though sometimes prone to falling into uncontrollable bloodlust.
Intelligence: average
Learning: average
Magic: average
Strength: very good
Toughness: good
Endurance: very good
Speed: good
Agility: good
Wages: high

-Baby Dragons-
Since dragons can live for many centuries, it takes decades for youngsters to fully mature. Sometimes they enter the games for fun. The wings of 'baby' dragons aren't big enough to allow full flight yet. But they are still very agile, fast and strong. They are also inquisitive and learn quickly!
Intelligence: average
Learning: very good
Magic: poor
Strength: good
Toughness: good
Endurance: good
Speed: very good
Agility: very good
Wages: high
 
What do you NESers feel about a Medieval NES, where the Ottomans and the Vikings are on the rise. A friend has done the stats and the maps for me, but now I know how to do them. So, anyone interested? I only need to make the Background story. I want to try my hand at modding? Please?
 
Go for it. Just (1) don't do stupid things that are either utterly (a) unrealistic or (b) illogical as a mod, (2) read (a) Wikipedia and (b) history websites a lot, (3) be punctual, (4) make sure everything plays out in an interesting fashion, and (5) be clear with everything that you write.
 
What do you NESers feel about a Medieval NES, where the Ottomans and the Vikings are on the rise.
There was no point in time when the Ottomans and the Viking powers were on the rise together. Vikings stopped being "on the rise" after the 11th century, and the Ottomans don't even exist until two hundred years later.
 
Dachspmg, he's clearly talking about an althist. A possible resurgence of "Viking" power when Sweden-Norway-Denmark are already defined political entities, or maybe an un-Christianized Scandinavia where they stayed savage long enough to be later united under the "Viking" banner.

Or an early rise of the Ottomans under some other Turk named Osman. Who knows? ;) So I say, go for it.
 
I had no idea where to ask this question, even after a few hours of reading the NES forums and the Wiki, so here it is:

Is there a general ruleset that Mods use in assimilating the orders they receive? Is it just up to the Mod to decide the outcomes of gambits/strategies/battles? I guess what I'm asking is if the NESverse has anything like a "Dungeon Masters Guide," and, if not, how mods decide in cases of conflict.

There seems to be a clear favoritism towards well written, clear orders succeeding over poorly communicated, illogical orders, but other than that, it looks to all be "black box-ed" and at the (always, of course, benevolent, well-informed, and fair) whim of the Mod. Am I missing something?
 
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