New NESes, ideas, development, etc

I got a map ready for a future NES which will be coming quite soon from me. The map isn't finished, i just wanted to share what i've got so far:

rivers.png
 
I like your map, dominatr. What's the scale? and does it have plate tectonics and stuff? That'salot of peninsulas and lakes. (Not a bad thing.)

Alternatively, does anyone have any suggestions for what all should be represented on a map of this sort, for a zombie survival game?
vanity3111974.png


Rough list:

schools
colleges (already well-represented)
libraries
schoolbook repositories
archives
museums

city hall
mayor's house

police stations
fire stations
hospitals (already well-represented)

motels
hotels

There are pre-defined industrial, residential and commercial zones (possibly only for me to see) but I'd like to physically flesh out what the players will eventually be able to explore and see on a map. Grid is already large, and put down.

Suggestions please!
 
Working on my story idea. I'm thinking it's going to be a Sci-fi tale featuring world war era aircraft. I'd go into much more detail about what I have planned, but it's getting late. :p
 
I like your map, dominatr. What's the scale? and does it have plate tectonics and stuff? That'salot of peninsulas and lakes. (Not a bad thing.)

Alternatively, does anyone have any suggestions for what all should be represented on a map of this sort, for a zombie survival game?
vanity3111974.png


Rough list:

schools
colleges (already well-represented)
libraries
schoolbook repositories
archives
museums

city hall
mayor's house

police stations
fire stations
hospitals (already well-represented)

motels
hotels

There are pre-defined industrial, residential and commercial zones (possibly only for me to see) but I'd like to physically flesh out what the players will eventually be able to explore and see on a map. Grid is already large, and put down.

Suggestions please!

thanks, and no scale yet, it doesn't use plate tectonics, and i made it have a lot of wild twists and peninsulas and that kind of stuff to make it interesting for players to build empires on! :)

As for your game, you might want to have like zombie "nests" where they meet together because i'll bet not all of them will be wandering around at once. If you could you should also make underground places like subways and sewers and a mall would be cool too.
 
@Eltain: Yeah, having a subway/some other mass transit system of some kind, also would the trains be still running?

Also, perhaps a sports venue of some sort? An airport as well.
 
Thanks for all the input guys. Double check on the underground stuff then! Nests could prove awesome too.

As for the woodlands, that's a good idea, but I'd have to mass-change all of my layers to make the entire thing bigger, and I don't know how to do that. As it is, I have suburbs, and could pretend there's woodland beyond them or scribble it in after I upload it. I do have a few bodies of water, IE a small lake and mediumish river running through the city.

Can I hope to have you guys participate when it starts?
 
Thanks for all the input guys. Double check on the underground stuff then! Nests could prove awesome too.

As for the woodlands, that's a good idea, but I'd have to mass-change all of my layers to make the entire thing bigger, and I don't know how to do that. As it is, I have suburbs, and could pretend there's woodland beyond them or scribble it in after I upload it. I do have a few bodies of water, IE a small lake and mediumish river running through the city.

Can I hope to have you guys participate when it starts?

i might give it a go if i'm not too busy with my own NES, we'll see.
 
I got a map ready for a future NES which will be coming quite soon from me. The map isn't finished, i just wanted to share what i've got so far:

rivers.png


Digging the map.
 
An early draft of the economic rules for Dachs' proposal, with several placeholders.

The skeleton of the economic system is there, and the details of trade are available upon request.

Currently, manpower, industrial stats, and tech teams are placeholders, dependent on whether people like the idea.

-----


Examplevania
1919 GDP: E$ 100,000
Growth Rate: 5.2%
1920 GDP: E$ 105,200

Loans: (E$30000/E$500000, 2.6%)

Tax Rate: 40%
Revenue: E$ 42,080

Manpower:
Industry:


A. Economy

1. Growth Rate
This number is the year/year growth rate of your GDP from last year. Higher is better.

2. GDP and Tax Rates
GDP represents the total value of the economy available to the government. The portion of this available as income depends on the Tax Rate, set by you as a player. For example, a 50% tax rate means that the money available to you is GDP * 0.5.

Generally, a lower tax rate equals a higher growth rate.

Except in very special cases, your tax rate may not exceed 60%.

3. Loans and Interest Rates

Loans represent a pool of money you can draw on in times of crisis, to temporarily increase your revenue. Loans take the form:
(outstanding loans / credit limit, interest rate)

Thus, in the example above, Examplevania has $30000 in outstanding loans, a limit of E$500,000; and an interest rate of 2.6%.

Each year, you are required to pay (outstanding loans * interest rate) in interest, or face the consequences of default. Thus, Examplevania must pay E$780 in interest.

Defaulting on your loans will lead to poor consequences for your nation, as well as a permanent stain on your reputation as a player. You will be mocked.


4: Manpower

Manpower describes the pool of manpower available to you. If this number gets too low, prepare for bad things to happen.

5. Industry

The Industry stat measures the size and productivity of your industrial sector. Larger is better.

6. The Industrial Policy Slider

Light Industry Dominance Heavy Industry Dominance
<------------------------------------------------------------------------>
-5 5

As a player, you will be able to change industrial policy to achieve your gameplay objectives. The Industrial Policy slider intends to abstract the details of industrial policy to a single number, and is best thought of as an abstraction of the orientation of your industrial economy.

An economy oriented towards heavy industry will be able to produce more units in a given turn, as well as <run more tech teams>, while an economy oriented towards light industry will be able to borrow more money on financial markets, and will be better positioned to make gains through trade.

The number of units you may build per turn equals:
Industry + (Value of Industry Policy Slider)

The number of tech teams you may run per turn equals:
Industry + (Value of Industry Policy Slider)


7. Trade

The breadth and reach of empire took many forms, not all of them formal. <NAME OF GAME> allows players of certain countries to increase their economies through negotiating trade agreements with less industrially developed nations. The exact gains of trade, however, depend on several factors, including the state of the world economy; the industrial orientation of the more industrialized country; and the number of other trade agreements the less industrialized is already participating in.
 
CD what is the difference between GDP and revenue for gameplay purposes
 
So, for SKNES, I am at a bit of a conflict here between 2 potential rulesets. I decided that I'll leave it up to y'all to decide. Should I do a more traditional NES, with your orders being that you spend EPs on various things, or would you like a NES where the orders are more like those that Nuke Nes IX used to have, where you have a list of priorities that you want your nation to do? Personally, I feel that the second one would be easier to write updates for, but I am fine with doing either.
 
I prefer stats personally.
 
I've changed my mind about my planned NES. I'm leaning towards an NES involving superhumans inspired mostly by Luckymoose's NES. It will still be story based, so no stats. :p
 
Kingdom of Jersey/SouthernKing
Government: Despotic Monarchy
Ruling House: O'Donnell
Stability: +1
Economy: 7/2
Army: 2 Celtic Irregular Companies, 5 Saxon Levy Companies
Navy: 4 Galley Squadrons, 1 Longship Squadron
Religion: Western Christianity (7)
Religious Minorities: Norse Polytheism (2/3), Celtic Druidism (1/3)
Literacy: 15 (Low Middle Ages)
Influence: 11

Not sure if I have posted this before, but these are the example stats for my Europe medieval fresh start NES that I plan to eventually start.
 
I'm thinking this:
Spoiler :
update000.png


With rules mostly identical to NesLife #3
 
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