New NESes, ideas, development, etc

I like using supply and demand as descriptors. How are you going to quantify these? And what happens in areas where multiple crops are grown?

Those will probably be quantified rather arbitrarily, though the quantity will of course be consistent everywhere with a single product. No one wants to have to deal with things like 1kg of grain = $1.50 whereas 1kg of gold = $32,000 dollars; it's just dumb. Therefore, you might have 1 unit of grain being a couple of metric tons, whereas 1 unit of gold could be a pound.

Letting players set up trade routes could become a nightmare to keep track of. If a regin has 10 nations and each sets up a trade route with its 9 neighbors, how many trade routes do you have to keep track of?

While players could theoretically do this, it would be a massive waste of money, as you trade with your neighbors automatically.

And I think of trade routes as emerging over time rather than as being set up by some king. Countries that make it safe for traders, get trade.

By setting up a trade route, you're really just directing your country's merchants.

Unless, of course, you're a particularly communicative communism, in which case you can do it yourself.
 
Retroactive deletion.
 
I did notice it, I just don't have much useful to reply to it as of yet. I'm not sure if I am going to use it as such (the focus points, I mean), but some variation I may very well incorporate (probably less event-driven and more for general actions).
 
I did notice it, I just don't have much useful to reply to it as of yet. I'm not sure if I am going to use it as such (the focus points, I mean), but some variation I may very well incorporate (probably less event-driven and more for general actions).
Well, but what's the point of that then? I mean, if it's general, the player can just lay out a contingency for it in the first place, or make a notice to delay the event to a specific time. I'm not so sure it should be used as a "Oh, well, I was a lazy git" write crappy orders and get out of jail free card, so much as an "Oh, crap, wasn't expecting that," counter. Again invoking Murphy's Law and Law of Lazy Players here, if allowed the former, it will invariably be used in that fashion primarily.

Governments don't generally have to rush orders because they stayed up the night they were due drinking or doing homework. :p

I'm also of the opinion that people who don't send orders don't get to exercise the option either, again to prevent the above.
 
What I had in mind was more like using the focus points for the more important operations of state (like major military operations or construction works), which was the whole point of developing bureaucracy in the whole place. What you seem to be proposing sounds more like crisis management, which will certainly have to be incorporated as well, but not solely (also, I'm not sure of focus points are immediately relevant for coups and other such occurances; natural disasters, other economic difficulties, major uprisings and foreign invasions work, though).
 
What I had in mind was more like using the focus points for the more important operations of state (like major military operations or construction works), which was the whole point of developing bureaucracy in the whole place.
Right, but most of those are ordered by the executive branch of whatever kind of government that is. And as such, they originate with the player, and can be laid out in the initial order batch. Unless you're saying that FP are allocated during the initial order batch, not solely after, in which case this makes good sense.

In that instance you could have a flat allocation and you have to choose whether to tax your bureaucracy to the point that you can't capably respond to other events that may occur (being caught flat-footed, effectively), or to do less but be prepared.

To provide for the fact that leaders can, of course, order everybody to drop what they're doing to focus on new problems, maybe you could cancel actions and gain back half the FP invested (or perhaps less) to refocus on new issues. Whatever you were working on, of course, goes uncompleted.
 
Unless you're saying that FP are allocated during the initial order batch, not solely after, in which case this makes good sense.

Yes, that is exactly what I meant. And the dilemma you mentioned is indeed within my plans.
 
I already gave you feedback on FP...several months ago, I believe.

I approve. One question though--if someone invests a large amount of money into various leadership stats, can a nation respond to crises even if the player doesn't respond in time? Or does high leadership just increase the number of FP available?
 
FP sounds like an interesting concept to me, but I really don't have any useful comments or criticisms for the idea. I've considered adding it to the ChaNES rules draft I have, but I'm still undecided on the matter. The timeline for ChaNES itself will be just a few months per turn anyway, so I'm not sure how much a mini-update feature would be needed.
 
Well, make sure it is not stat-laden, but neither too story driven. Space NESes require more stats, usually, but they also suffer from complex rules like other NESes do.

OOC: This is the last place of refuge to talk about how sp1023 spams extremely hard. Seriously, I just reported like 3-4 of his posts.
 
Space NESes require more stats,

Why? :confused:

You can basically inflate stats to any length you want in any NES, but it's not required of sci fi, as far as I can tell. It's just typical of the genre, because Space NES moderators tend to also be detail junkies.
 
das said:
As to warfare, I believe I already have mentioned the idea of having separate military updates. I'm not sure if my present idea for the implementation is any good, though, so any suggestions and especially criticism would be helpful (so that I could try and find a way out of the problems that you point out). My idea is to have two-three (depends on how many end up being necessary) military mini-updates before the main update that would sum things up and put them in the greater context. Basically, one is supposed to first send main orders and military orders for the first "phase"; after that, if a drawn-out conflict begins, I would post a mini-update describing the early action in those drawn-out conflicts and describe the present situation, complete with an army positions map and updated military stats (for everyone, so that nations could try and intervene, or launch a new war in the light of a new distraction). Then the second and if need be the third, the latter being followed directly by the main update. I think this makes more sense than having the military updates follow the main update, as it is clear that the outcomes of the military action would always greatly influence the overall end-turn situations in all the countries; and I would not want to just merge them, because in spite of this not being a wargame it would go against the principles of historical realism to oversimplify warfare and the diplomacy tied to it. Still, I could see this making for a very tight updating schedule (personally I plan on spreading the entire process out over approximately two weeks; that still will require a great amount of commitment on the behalf of the players, but I think that's a good thing; at worst, some people will have to master the fine art of NPCing instruction).

I really like the idea of rolling out an update in pieces and the obvious piece to start with is war. If a turn is five years long, then the wars can be developed on an annual basis as called for by player’s orders. Maps showing the gains as losses during each year of campaigning can be posted. Then at the end, the full update shows the final disposition and all the non war related action is summarized. I tried such an approach in BirdNES 1 near the end and it worked pretty smoothly. It forced me to change the way I updated to go year by year (rather than by area), which was better for storytelling anyway. As needed, I contacted players and gave them a chance to adjust their plans. Das, you are talking that a step further and formalizing it by posting stats and creating a new order phase for any player to get involved. I like that too. And I said before, it forces you into an “eternal updating” mode.

If turns are longer, say 100 years, the ordering of things gets more complicated. Nation A starts a war in year 10 against B and C, Meanwhile B had planned a war against D for the year 30, and C was going to attack A in 75. Stopping the turn for new orders can unravel the plans and spending for several nations. If an early war creates significant changes, players are going to want to change orders. One answer is, of course, shorter turns.

It seems that your goal is to tie war more closely to its correct place in time and allow payers more control of how they respond when war happens as you get to show how the wars affected the final outcome of the turn. Sym D’s “focus points” are similar to “initiative points” that were used in old board war games to determine the sequence of actions. Spending more “initiative points” than your opponent gave you the “first strike” in the next round of actions. In a five year turn scenario here are some questions to consider:
1. How should the spending options for a player be altered from what is typical now (allocate it all up front) to reflect a need to be responsive if war comes later in the turn?
2. What are a players’ permitted options for responding to an unexpected war?
3. How will a player’s responses to war affect other planned spending?
4. If a “focus point” system is used, then how will those be generated?
5. Should players have two or three budgets and spending tables for each turn? Military budget, economic & social budget, and focus or initiative point budget.

Focus or initiative points could be used to gain a “timing edge” or could be converted to spending (for troops) as the player determined. A typical turn might now precede something like this:

1. Order sent
2. 1st war announced
3. 1st war player spend and response
4. Posted update with new stats
5. 2nd war (or continued 1st war) announced
6. 2nd war player spend and response
7. Posted update with new stats
8. Final war resolution
9. Final update with new stats
 
Okay, regardless of how much you break it down, you're still not going to quite get war right. War is spontaneous, and decisions made on the spot in response to the immediate situation on the ground are vitally important. Therefore, all this mini-updating is in effect doing little more than breaking down moderator discretion into smaller chunks, while increasing workload.

Well, that and putting a huge emphasis on war, but you know, whatever floats your boat.
 
Okay, regardless of how much you break it down, you're still not going to quite get war right. War is spontaneous, and decisions made on the spot in response to the immediate situation on the ground are vitally important. Therefore, all this mini-updating is in effect doing little more than breaking down moderator discretion into smaller chunks, while increasing workload.

Well, that and putting a huge emphasis on war, but you know, whatever floats your boat.
I would agree. Will such changes make a better game? Will they allow for improved updates and player involvement?

Players and mods are becoming more sophisticated and the games are evolving. Some of the new stuff "sticks" and some doesn't. Trying it is the only way to tell.
 
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