New NESes, ideas, development, etc

I suggest someone to run a NES that...

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... Lasts more than 5 turns with regular updates.
I guarantee this type of NES will definately have hordes of players and followers as well as a blossoming of stories.
 
I suggest someone to run a NES that...

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... Lasts more than 5 turns with regular updates.
I guarantee this type of NES will definately have hordes of players and followers as well as a blossoming of stories.

I would not say that about "hordes of stories" then again my NES is progressing very slow.
 
SMWT2 had about 8 updates before I burned out. LizNES is going on it's 3rd update already.. I find myself actually enjoying being the mod for it, the updates are easier to write.. so bah. I don't see why it'd die.
 
Here's some more:

Resources

There are two types of resource, Commercial and Strategic Resources.

Commercial Resources

Every commercial resource in your territory provides gold. The amount of gold produced by the resource depends on the value of the resource, and how many instances of the same resource you have. Each successive resource of the same type produces less gold then the previous one.

For example, if a resource has a value of 6, the first instance of that resource provides 6 gold per turn, the second 3 gold, the third 2 gold and so on.

However, resources can be traded. This means that if you have more then one instance of the same resource (and so are receiving less then it's true value in gold, you can exchange this resource for something else with another player.

E.g. Player A has 2 saffron resources. Saffron has a value of 10, but overall they are only receiving 15 gold per turn. Player B has 2 ivory resources with a value of 10, but also receive only 15 gold per turn.

Player A and B decide to trade their resources so each player now has 1 saffron and 1 ivory. They both now receive 20 gold per turn. Both players gain 5 gold per turn from this arrangement.


Although this idea of diminishing returns reduces the value of successive resources of the same kind, controlling many of a resource can allow the player to build a monopoly on it's trade and so profit by exchanging these resources with other players.

Strategic Resources

Unlike commercial resources, strategic resources do not provide gold per turn, or have diminishing returns. They instead provide different effects. They can be traded in the same way as commercial resources.

Copper: Provides a discount to training infantry
Tin: Provides a discount to training infantry
Horses: Required to train chariots, and provides a discount to them
Hard Wood: Provides a discount to building ships.

Grain: This does not provide a concrete discount, but owning grain resources increases the rate of natural growth in your cities, as well as the effect of expansion projects, causing your population to expand faster.

Can you be a middleman? Like say someone has 10 silk, and they are worth 10...9....2...1... So you trade for 2 silk for 3 gold, then turn around and trade it for 5...4... 9 gold?

Also, tin was a semi-luxury resources otl IIRC. There are evidence of tin mines in Cornwall trading with spain. Tin is rarer than copper. Maybe it can also be traded with gold but enemy gets tin?
 
I suggest someone to run a NES that...

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... Lasts more than 5 turns with regular updates.
I guarantee this type of NES will definately have hordes of players and followers as well as a blossoming of stories.


I think it's a matter of finding a balance between an engaging setting and interesting ruleset that still manages to not be overwhelming for the players & mods. Over the past few months I've been away I've been drafting such a mythical NES, though I still am far from being fully prepared to present anything. ;)
 
Well, I'd be interesting to see that.

I like my new NES. It's very free.. very open. You can make your nation what you want it to be, in a somewhat-realistic-yet-stupid modernish setting. The updates are a lot of fun, as compared to writing for SMW. That was a pain in the ***.
 
I think it's a matter of finding a balance between an engaging setting and interesting ruleset that still manages to not be overwhelming for the players & mods. Over the past few months I've been away I've been drafting such a mythical NES, though I still am far from being fully prepared to present anything. ;)

That's true, but along with the setting/rule complexity dynamic, since an NES is at its heart a community writing exercise, I think that the way that the rules are structured also has a lot to do with how engaged the players get. Mandating writing is a generally a bad move, but at the same time overly simple board game arrangements will be held back on their capacity to capture their audience's imagination no matter what the setting, it'll just be "bishop to rook eight" all day long.
 
GalaxyNES (presently on a brief hiatus due to final exams) has weekly updates, but its sci-fi setting might be a turn-away for some people.

EDIT: Whoah, Skilord!
 
I do that in my NES. A lot of stories. Some half-assed. But meh, they don't get bonuses as well as the ones that aren't.
 
Can you be a middleman? Like say someone has 10 silk, and they are worth 10...9....2...1... So you trade for 2 silk for 3 gold, then turn around and trade it for 5...4... 9 gold?

Also, tin was a semi-luxury resources otl IIRC. There are evidence of tin mines in Cornwall trading with spain. Tin is rarer than copper. Maybe it can also be traded with gold but enemy gets tin?

You're not going to have anything like as many as 10 of one kind of resource. But depending on the players' set up it may be possible to act as a middleman in trade. However its not something I plan to encourage through the mechanics of the game because I don't want my NES to succumb to the classical problem of trade being too complicated and difficult to do.

As for tin, I'm aware that the phoenicians traded tin from cornwall and it will be appropriately rare. Controlling both tin and copper will provide the greatest discount to infantry, and so I can forsee players going particularly out of their way to track down sources of tin, as they should.
 
After talking to EQ and thinking it over I'm going to look at starting a NES based on EQ's Revolution #2. The timeline will be fast forwarded from the previous 1795 start to 1836 with the only real changes being made in North America with the USA not being anywhere near as centralized. The Union has held together mostly due to the threat of the UK during the war of 1812 which kept a number of secessionist states loyal in the short term. However the memory of 1812 is starting to fade away as states start to once again consider secession as a viable option.

So far I've completed a map of this although there will likely still be some minor changes to be made for this. NOTE: The grey area in North America represents land partly colonized by American/European Settlers. These territories could form states of their own and either seek entry into the Union or remain independent.

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revolution33.png


The ruleset isn't fully completed yet although will mostly take in the original Revolution #2 ruleset. There will some changes in this with most nations having less factions displayed at once than in the original although at the same time I will be likely be including some things like factions for external nations representing a foreign nations influence/control over a particular nation. Later in time I will likely allow organizations (Red Cross, Rebellions, Independence Movements, Pan-Country Formation Movements etc) and these will have the potential of forming factions within a country. The larger and/or more influential the organizations faction is the more spending the organization will receive and if the organization were to reach over 50% influence in a nation the organizations player would replace the original player of that nation and obviously try to implement whatever goals his or her organization originally represented.

I'm still doing up the ruleset and the main problem I have at the moment is figuring out how to do tech. If anyone has any suggestions please let them be known. Also if anyone sees any problems with the map please let them be known as well and I will ensure they are fixed.
 
Some issues with the map, if it's 1836 Muhammad Ali also controls the Hijaz, he won it in the treaty of Kutayah. He shouldn't control land in Anatolia either, he evacuataed that in exchange for Crete and the Hijaz.

Also be aware that Ottoman forces are still in Serbia, and remain their until the 1860's.

Persia should still control Bahrain at this point.

A lot of the borders seem jagged and awkward
 
Some issues with the map, if it's 1836 Muhammad Ali also controls the Hijaz, he won it in the treaty of Kutayah. He shouldn't control land in Anatolia either, he evacuataed that in exchange for Crete and the Hijaz.

Also be aware that Ottoman forces are still in Serbia, and remain their until the 1860's.

Persia should still control Bahrain at this point.

A lot of the borders seem jagged and awkward

I'll make those changes. Serbia is an Ottoman puppet at this time with significant local autonomy.

Most of the map was copied from Victoria 2 since this was an easy way to start the map and copy from. I will be going through and tidying up some things like edges and whatnot.

Is the starting date intentional? I was just noting the name and remembering that a second, much less successful North American rebellion happened around that time.

In this timeline Canada and Quebec both went independent when the rest of Britain's colonies went independent and joined the USA.

The main reason for the starting date is that it is when the Texan independence war starts as well as Belgium's independence. These provide an interesting starting situation for both North America and Europe.

It also gets us past the decolonization of South America.

I demand India be more awesome. I worked very hard to maintain its independence.

I'm not following this timeline on from any of the play from the original. As there were only 2-3 updates. Instead this is basically a fresh start fast forward of this timeline.

EDIT: At this time I'm not accepting any claims. The NES is however nearly ready for launch. Mostly just need to tidy up the map a little, finalize the ruleset and then the stats which should be done this weekend. My main problem is sorting out the tech rules which are the most troublesome part of all NES's. That said if someone were willing to fix up parts of the map I might let them get in an early claim.
 
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