New NESes, ideas, development, etc

I believe Jason tried that. It didn't work out, but I think it were his time problems again. So yes, I believe that idea could use another try. It may require great commitment on the behalf of both the players and the mod, though.

It also reminds me of Sheep's Turtledove NES, which had a domestic update and then a certain amount of purely military ones.
 
Okay, I believe that this idea was proposed before, but here it is again:

The updates encompass domestic events and such things (plus war results from the previous interturn), and wars are solved between turns, with players giving brief orders for a military campaign in between. This allows better control and more realistic war lengths in a large timescale NES.

Thoughts?
I was thinking of that recently. If/when JalNESI dies and I then make another NES, it will probably use that system.
 
Das is right, I remember Jason trying it at least a couple times. It was moderately succesful, but required a very large amount of time spread over a large period. I highly doubt that it could ever truly work, especially when one considers that many people ahve trouble getting orders in even once a week.
 
Das is right, I remember Jason trying it at least a couple times. It was moderately succesful, but required a very large amount of time spread over a large period. I highly doubt that it could ever truly work, especially when one considers that many people ahve trouble getting orders in even once a week.
I think the problem lies more with the mod. People could leave contingency/invasion plans, and generals could always be NPCed (with competence depending on stats). But we would need a mod who could produce updates every 2 days at the least. In other words, someone who doesn't have to do any work other than NESing. And that person doesn't exist. :p
 
It wouldn't require much, just:

And then Assyria's 'missing armies' smashed into the Egyptian flank. Pharoah Snebertfu tried to set up defensive spearmen, but it was too late. Enemy charioteers overran a great portion of the army, then the main Assyrian force struck. Only a few bedraggled remnants of the Egyptian force managed to escape the trap. They now retreat into the Sinai, as the Assyrians start to press their advantage...

Then the players would send quick military plans again.
 
Har, then don't ask me to mod it. Paragraphs that pithy should not be shown in a self-respecting update.
 
I'll listen to that after I see you run a successful NES for a few months :p (You did before I was a frequent NESer, I know)
 
Keep talking like that and I might start referring to all those of your generation as "n00bs". ;)
 
Keep talking like that and I might start referring to all those of your generation as "n00bs". ;)
Hah! I have seniority over you! By a whole month...

And NK's always taken 2-4 weeks to update. The difference is whether or not he gets frustrated and kills it early rather than actually finishing the update.
 
That's actually a blatant lie, thank you; most of my updates come weekly, barring familial crises and late player orders.

Nevertheless, N3S II would have gotten somewhere if more than about three people had actually bothered to participate to more than a minor degree. I was counting on a lot more initiative, which is why I started a political NES, and not a normal NES. I simply do not have the time to moderate a normal NES right now, as I have stated time and time again; I'm juggling far too many things.

But I don't really care, as comments like these simply make me want to moderate less and less. Which is probably better for my mental health anyway.
 
Mental health is overrated. I dont restrain my insanity, because it's bad to bottle things up. As Seinfeld says: " Sanity now, Insanity later. "
 
That's not quite what I meant by mental health. If I had problems with that, then I would be getting treated for it. :p
 
Another idea:

Based on Sim City 4, the players start a game as 'settlers' in a new area, tell the mod what to do, and their little communities grow. Eventually, they'll all grow together into one large city (note: not planning to use the SC4 'region system', it's all in one large city), where it will sort of be a sandbox story game. People can kind of do what they want. Maybe start a gang, or religion, declare their neighbourhood to be an independent state... whatever they want. Perhaps send a tank to blow up the hi-rises in another player's neighbourhood.

The idea is that it would be simple and fun, for both the players and the mod. Yes, it's not super competitive or stat-driven, but heck, that's not its point.

Thoughts?
 
Just something I whipped up - I demand opinions!

E4 system said:
E4 Conception

Here’s an idea I had for economy that would fit with the standard maps (rather than daft or Symphony’s de novo creations), based on a number of peoples ideas that I can’t be bothered writing out credit for, if you think you deserve it you probably do…

The E4 system has two components – Map and Stat line, all the necessary information is contained in both sections stat line, but the map has the advantage of telling you where everything is, and the stat line has the advantage of showing everything in one place. It is currently set up for industrial play, but the simple expedient of removing the industry line will convert it for other ages.

The Stat lines

There are 3 different lines in the E4 system, the first being the economy line which goes;

Economy (Extractive&Agricultural/Industrial/Tertiary/External) - $ ($/$/$/$)

Here, extractive and agricultural represent extractive industries such as mining and forestry, agricultural represents agriculture production of course. Each EP in this section will correspond to an Economic Unit on the map, with the exception of fisheries, which will be shown on the map as circles in the ocean that are one of your states colours (1 circle = 1 EP).

Industrial represents manufacture and processing of raw materials and is shown on the map as industrial centres (blue outlined cities). 1 EP in this section is equal to one industrial centre, but there will probably be a few extra showing lower concentrations of industrial activity spread throughout the minor cities of the Economic units.

Tertiary represents internal trade and services, on the map cities important in trade or services will be given a red outline and called trade centres, each TC is worth at least 1 EP in this column, but there will be other EPs representing more nebulous things.

External is what your nation gets selling its products and services and doing transhipping, its not shown on the map, and if you conquer a trade partner then their section of external trade will obviously move into your Tertiary column.

Next is the taxation line, which simply goes;

Taxation – Tax taken/Gross national income

This is pretty simple and set by the player – higher tax fractions will give you more EP to spend but cause growth to drop (unless you reinvest it), and make you unpopular. I may merge this line with the Economy line in the future.

Next is the industrial line, which goes;

Industry – State Controlled/Total national production

This shows how much war material your nation can produce, Total national production is directly proportional to the industrial section of the economy, but I haven’t decided the exact proportion. Basically here for things like building ships and tanks and supplying modern armies you spend EP you get from taxation, but you cannot spend more than your controlled industry rating (can’t have cows making bullets after all ;)). Naturally you can nationalise production, but at the cost of lowering natural grow significantly.

“Squeezing the Economy”

So you have taken all the taxes you can and you still want more? Much like the “sacrifice” of economy levels under the old NES2VI system you can get extra money by seizing permanent assets. Basically you gain extra EPs equal to 20% of your total economy, but at the cost of having all sectors shrink by 10%. EPs are rounded down.

The Map

The map is nearly exactly the same as the NES2VI map systems, with the major difference of each nation now having three or more different shades of colour within its territory. The lightest colour represents unproductive land that doesn’t contribute to the economy, whilst the various shades are just to distinguish Economic units, with each patch giving rise to one EP in the Extractive&Agricultural column (thus obviously small patches are better ;), showing higher density of development). The shades are subtle, and intended to be so as they’re not useful unless discussing territory changes, or development plans. When you conquer new territory it will start off in the light ‘unproductive colour’ until it is integrated into your economy.

Some other notes of difference – white centres indicate capitals, half white centres show regional or colonial capitals, political subdivisions still shown by thin black lines.

Two Examples;

e4exampleswg7.png


1) England would have an economy of 7/7/5/3 (lets say it has trade of 3 eh ;)), giving a total of 22 EPs to play with, of which 8 are currently acquired by the state. This is a diverse and powerful industrial economy.
2) Egypt has an economy of 8/0/1/2* (again made up), giving 11 EPs to play with and showing a highly agrarian economy situation.

General

Both EP and State controlled industry can be traded.
This also gives an impression if a particular nation is self sufficient for food or not by comparing its population with its agricultural economy.
 
Sounds a wee bit complicated(for the mod). But I like it, it's realistic and great for modern NESes. If you can handle it, I'm all for it!
 
I already had the idea of making a Sim City like NES, and threw it out after I judged it probably wouldn't be very popular.
 
Yeah, "low maintenance." I've made a couple of those NESes; they fall apart when the players stop caring.
 
That would be my kind of NES to mod or play, but I realy don't know
 
Back
Top Bottom