I'm almost done with my master's degree and I intend to get NESLife 4 going again. I have too many abandoned projects...
But I also have this idea for another NES-Lite and wonder if I can fish for interest: it will be an attempt on the 'pirates' theme, a heavily PM-based game, but set in the DaftNES2 world. More specifically, in the 'Yihamcoross' archipelego (carribean-esque), between north and south 'America'. It will be set a century or two before the last update, when Thulean dominance wasn't complete. Players will be individual captains / admirals, choosing their alleigances (if any) from the various factions:
Thuleans
A pragmatic, enterprising corporate naval republic/commonwealth with many nearby colonies. They already dominate the 'Eurisian' (Atlantic) Ocean, have a near monopoly on manufactured tools, fabrics and tobacco, and are expanding at a steady pace. The 'safe' choice, but one that the others may gang up upon. Culture could be described as a mix of real-world ancient celtic, pictish and basque, with germanic and carthaginian tinges, mixed up and advanced into the 'enlightenment' age.
Native Yihamco Islanders
Similar to real-world mesoamericans, but rather more numerous, and better armed. Generally opposed to all foreign powers.
Umidians
A soon-to-be failed colonial power, opposed by all the 'Europeans', currently losing its final epic oceanic war against the Thuleans. Still with many colonies, sympathisers, and privateers... imagine an Egyptian-Ottoman-Carthaginian empire that had started colonising over the Atlantic. Now lack much of any export goods, exept rare gemstones and animal skins/tusks from the far southern Euris lands.
Roviens
Pseudo-gallo-french-germans ruled by an absolute monarch, who sends well-resourced expeditions in an attempt to gain a foothold in this colonisation business, occasionally brining large quantities of European wine, fabric and ironwork to trade. However, they suffer from their inexperience and arrogant, aristocratic leaders, and are undermined by the Thuleans at every turn.
Germanicans
A powerful European state, nominally allied with Rove (sharing the same pseudo-Christian religion), but with limited access to the ocean. They are more likely to buy a share in Thulean and Rovien expeditions and get involved that way.
Pangari (or Pangan) Republic
Sailing from the opposite side of the world (from 'Asia'). A culture that is hard to describe, but could be called a mix of real-world east asian, with an eccentric classical greek twist. Generally 'enlightened' by nature, but no strangers to conflict with the natives. They have a long-established, autonomous colony nearby (New Panga), as well as other colonies under direct rule. Colonial expansion seems to have lost steam, but traders are very much active. Big exporter of metal tools and special dried fruits that form the staple diet of many seafarers.
(nao with soundtrack! :
http://www.youtube.com/watch?v=oMlJarpX5ME)
Quipeng
A chaotic, bastard offshoot of the Pangari and Hocatelco, formed when Pangari adventurers teamed up with a handful of Thuleans and conquered a well-developed part of the Hocatelco empire, in the process going beyond the rule of the Pangari republic. The island capitol, Kabu, occasionally imposes control on the surrounding lands. It is a tax haven, strategic trading centre (in the straights between the two 'Americas') and notorious den of debauchery, privateering, and interracial relations, where anything goes, and almost anything can be bought or sold, especially narcotics and weaponry.
Hocatelco Empire
A pseudo-aztec empire, but more cohesive and much more populous. It used to patrol these waters with war-longboats, with territory spanning the Quipmeg straights and several islands. It has since lost its overseas territories to foreigners. Now xenophobic and resentful, will deal only with Umidians or declared outlaws. Does have plentiful gold and gems, and powerful narcotics to trade.
Chimuko Empire
Pseudo-andeans, a large continental empire with island holdings, that is steadily collapsing into splinter states. Local rulers are generally open to dealing with outsiders, especially for guns. Its royal war canoes are ideally suited to rivers and lakes, but still surprisingly seaworthy. Exports silver and easily-preservable food (special fruit and potatoes).
Rayamese
Malay-Indian seafaring culture that dominates the central Zeyris (Pacific). Primarily traders, paying tribute to other 'Asian' powers. They may bring in exotic mercenaries and adventurers from central and northern Asia. Bring exotic spices from their Zeyris island plantations.
Taej Empire
Korean-Chinese culture, economic rivals of the Pangari back in southern 'Asia'. There may be a few official expeditions, but more likely to appear as independent traders, a rare source of the finest silks and porcelain from Asia.