Kraznaya
Princeps
hey what
capitals are just the man trying to keep me down
capitals are just the man trying to keep me down
The rise of EuropeWould anyone be interested in a medieval Europe fresh start? As in, starting in Europe, maybe 600 AD, and then playing as medieval European states, through the Middle Ages. Sort of like that old lazy NES, Rise from Medieval Kingdoms, that was around 4 years ago.
Would anyone be interested in a medieval Europe fresh start? As in, starting in Europe, maybe 600 AD, and then playing as medieval European states, through the Middle Ages. Sort of like that old lazy NES, Rise from Medieval Kingdoms, that was around 4 years ago.
I'm mostly concerned with questions of scale there. EP was dumb partially because it forced mods to minimize the actual size of certain economies. This notably blew up in AFSNES a few years ago, and although I was in Colorado at the time and couldn't keep tabs on the discussion all that well, I got the feeling that the argument was never really resolved; the question of scale absolutely became relevant in Pre-ChaNES a year or so later. Do EP represent the same thing in every country? They should, but statistically, they never really have.For spending, I'd dump the EP in favor of something more quantitative, like $1,000,000 as the base economic unit. Abbreviating costs for things to spend on as XM$, basically. Not *much* different from the EP, except that it's much more divisible and doesn't have a stupid name.
I don't actually know if this is true. You have two numbers that are really relevant: number of trained soldiers in service Right Now and number of trained soldiers currently serving in a reservist capacity. Beyond that, no state is realistically going to hit a ceiling at which it literally cannot recruit more men; the only time that has come close to happening in modern history was in the case of Paraguay in the 1860s and 1870s; even Nazi Germany, with its ostensible reliance on "the old, the young, and the weak" to defend Berlin in 1945, mustered most of its manpower from military-age soldiers. The real brake on manpower is going to be upkeep: a combination of money paid to serving troops and money paid to supply troops. I've maintained this since the runup to DaNES II, and I think that NES (such as it was) more or less proved me right. In a WWII-era context, upkeep isn't really relevant by itself; as we saw in the Eurasian War (if you - unspecific you - read the damn thing) and as we saw historically in WWI and WWII, there are no serious fiscal handicaps to governments mobilizing for war. The handicap comes when you combine upkeep with limits to industrial and agricultural production from the use of trained workers and farmers in the armed forces. All of this is easily modeled by other stats. All of it is relevant at every point; it is not as though there is a minimum threshold of manpower that one can use for military service before the economy starts to be affected (snide comments about the unemployed won't slide, sorry).Thlayli said:A manpower pool is essential,
This is the easiest solution, but it's also very unsatisfactory, because it provides no quantitative input, forcing me to rely on my own judgment as far as productive capacity goes. I've had my experience with seat-of-the-pants modding in DaNES II; it worked okay in the military sphere partially because I have the capacity to explain pretty much any military occurrence ever to the satisfaction of this forum, and it will absolutely not work in the economic sphere because I will have people like Masada failing to send orders but never failing to ride my ass about semi-inexplicable economic outcomes.Thlayli said:Dachs already brought up the 'sophistication of industry' problem on #nes, which is...problematic. I think you can solve it though, by simply saying what each country can produce and where, modifiable with long-term reform and/or throwing a lot of money at the problem. Possibly an 'economy description' along the lines of the old army descriptions? In both AFSNES and DaNES II, the military descriptions changed incrementally over time, and I propose a similar approach for an economy description.
Factions are pretty unsatisfactory for modeling mass politics, all the more so in a parliamentary system (or an American one). I feel like they're most appropriate for describing the interests of groups in an oligarchic system (not in the broad sense of the word "oligarchic" that modern anarchists use for democracies and such): you don't have to keep track of many different interest groups, and they suffice to model the broad strokes of politics and force the player to pay attention to internal dynamics. As such, they will completely and utterly handicap any attempt to mod the United States, United Kingdom, Japan (if it sticks withThlayli said:Keep factions. Integrate current factional goals INTO the stats. DaNES II was great with the factional goals, but presumably those change with time, and can do so quite rapidly depending on the political situation.
As with technology, theater strategy will be on a "can I be assed with micromanagement? y/n" basis; players can screw around with it if they want, with all of the serious potential defects of that policy (or benefits: see Hitler's 1941-2 "stand fast" order that saved the Wehrmacht), or they can let it go mostly on autopilot and rely on me to sculpt the narrative. More work for the mod in an abstract sense, but it's work I'm used to doing and can do well. Extra and larger maps and statified higher military formations would make for more work for the mod in a very non-abstract sense that I'm unwilling to do. Anyway, bare minimum I'm probably willing to accept are generalized strategic directives and the number of troops of various formations that you're committing to various areas; bare minimum for military policy is a sort of mission statement about the sort of military you want to create.Thlayli said:I propose higher-resolution maps for theater combat along with the generalized placement (by the mod) of corps to army-sized units and major fleets. It's just necessary, and saves the mod a lot of obligatory 'WHERE THE **** ARE MY TROOPS' questioning post-update.
Ehhh. I think you underestimate the average NESer's capacity to understand a system regardless of the intricacy of the stats and rules, and overestimate the average NESer's (even, hell, the supposedly "good" NESer's) capacity to make viable decisions with the instruments given them. Accessibility is not related to stat complexity - and I would point out that I think any stat system I could come up with is probably less complex than anything Birdjaguar or EQ could produce. The real thing here is the tug of war: I want players to get better at NESing, something that almost only happens with experience, but I would prefer that they not cut their teeth and make silly mistakes by playing major powers in NESes I moderate.Thlayli said:Dachs might and probably will disagree with me, but I think accessibility for the proletarian player is key.
Says the man who has conspicuously failed to follow up on his ostensible timeline project.Thlayli said:And of course this all belongs in the NES development thread rather than here, but activity is activity, eh?
The real interesting questions are things like how I would represent tax rate (separated into direct/indirect/ad valorem duties?), how I would represent industrial production (highly relevant for war economies, but also kind of specialized in ways that you can't always overcome by just calling it "IC"), how I would represent trade (especially since I want currency blocs, economic-based foreign policy, and so forth to be meaningful, and therefore might have to give them a disproportionate relevance in stats), how I would represent debt (no real ideas here), and so forth.
tl;dr: no manpower stat.
This is the easiest solution, but it's also very unsatisfactory, because it provides no quantitative input, forcing me to rely on my own judgment as far as productive capacity goes. I've had my experience with seat-of-the-pants modding in DaNES II; it worked okay in the military sphere partially because I have the capacity to explain pretty much any military occurrence ever to the satisfaction of this forum, and it will absolutely not work in the economic sphere because I will have people like Masada failing to send orders but never failing to ride my ass about semi-inexplicable economic outcomes.
Factions are pretty unsatisfactory for modeling mass politics, all the more so in a parliamentary system (or an American one). I feel like they're most appropriate for describing the interests of groups in an oligarchic system (not in the broad sense of the word "oligarchic" that modern anarchists use for democracies and such): you don't have to keep track of many different interest groups, and they suffice to model the broad strokes of politics and force the player to pay attention to internal dynamics. As such, they will completely and utterly handicap any attempt to mod the United States, United Kingdom, Japan (if it sticks withTaishoShowa democracy), Germany, Argentina, and Austria among the majors and semimajors (potentially Russia, the Qing, and Iberia as well). It kinda works for the RoC, which has conveniently discovered one-party democracy despite the absence of Lenin, but not really.
Anyway, I'm open to suggestions on figuring out mass politics. Maybe a Victoria-like system where they get percentages of vote share, and maybe I break down the broad strokes of individual parties' big-tent appeal (or, in the case of some countries, the appeal of the parties that play the role of primus inter pares in a parliamentary system) in the stats themselves.
Solution to the problem of players in democracies failing to properly act in character if their preferred party loses an election is to select good players. This is mostly relevant in US/UK, since Germany's Chancellor's job is to "manage" the Reichstag and Japan's rapid ministerial change makes me almost want to railroad them into a Kodoha military dictatorship or something just to avoid the problems of trying to mod parliamentary systems. You of all people should be most familiar with the utter disaster factions+democracies ended up being in DaNES II, because you played the only country that had a semblance of democracy and consistently failed to act in character.![]()
As with technology, theater strategy will be on a "can I be assed with micromanagement? y/n" basis; players can screw around with it if they want, with all of the serious potential defects of that policy (or benefits: see Hitler's 1941-2 "stand fast" order that saved the Wehrmacht), or they can let it go mostly on autopilot and rely on me to sculpt the narrative. More work for the mod in an abstract sense, but it's work I'm used to doing and can do well. Extra and larger maps and statified higher military formations would make for more work for the mod in a very non-abstract sense that I'm unwilling to do. Anyway, bare minimum I'm probably willing to accept are generalized strategic directives and the number of troops of various formations that you're committing to various areas; bare minimum for military policy is a sort of mission statement about the sort of military you want to create.
Says the man who has conspicuously failed to follow up on his ostensible timeline project.![]()
Hell, I'm not qualified to understand a lot of that.On taxation, the real question you have to ask is, "Is a player qualified to understand the implications of making adjustments to taxation and monetary policy?" Which is rapidly followed up with "Even if the player considers himself confident enough to alter the income tax/tariffs on steel/excise taxes on liquor by X%, does the mod consider himself skilled enough to accurately model what this will do?" I'm leery of shoving too many statistics into what could be more appropriately black boxed.
It depends on the state's tax structure.Thlayli said:Here's an interesting question that I'm not really certain of. Is industrial productivity a significant source of revenue for the state at this period, or should industrial capacity be decoupled from income calculation in the stats and only be used to demonstrate what the state can produce, and how fast?
Stats define what the NESers think about, not the other way around. If there is a statistic for "education", some NESers will work to improve it; if there is a statistic for "technology", some NESers will work to improve it; if there is a statistic for "national prestige" that directly impacts who "wins" the NES, most NESers, if not all, will work to improve it. Thus having a reasonably realistic or at least predictable set of economic rules is pretty vital.Thlayli said:Masada has already abrogated his responsibilities enough to have no say in whining. I don't think any of us are qualified enough to make a TRULY realistic economic simulation, the real challenge lies in making an economic simulation that's realistic enough for our purposes. Which, for a NESer, often comes down to 'How many armored brigades/aircraft/battleships can I produce in a year and what do I have to do to make that number bigger?' That's obviously an oversimplification that tends to view NESers as hypermilitaristic simpletons, but you know it's roughly correct.![]()
My argument in three parts:Thlayli said:For me, it seems like the map is quite underutilized, especially if we're going for a very high temporal resolution like 3 months per turn. If you're expecting a lot of detail from the players on military strategy, it stands to reason that you should offer some type of increased representational details in return. A lot of the clarifications of troop/ship numbers and positions are going to be necessary anyhow, so I don't see why they shouldn't be represented on the map in some form. Especially if the map is now Bigger and Better (tm).
Yeah, well, when you roll out over a hundred pages in a little over a month, you get the moral authority to do that sort of thing.Thlayli said:Says the man who tells me not to set deadlines and then criticizes me when I'm not timely.I'm going to keep working on it.