New NESes, ideas, development, etc

I like creating interesting names.

Examples are:

Odenes
Supusi
Hu'ut

Note the lack of -ia. :p

Oh, and Abaddon, the update was great :goodjob: I especially like the format which you've always been good at. And the active NPCs btw.
 
Nope!
 
Hmmmm.

Dognis
Dracsa
nozama
Notnac... nice backward flipps!

I get my names either with convention or just scramble letters.

Jorise and Han/Hashno are my conventional examples.

Well... I like having Union in the name such as Great Union or Mother Union or Channel Union or Union of Amon Worshippers. :P

Of course, Gallic Confederation doesn't end with an -ia.


Below is my proposed ruleset for Great War 2. Talk about it and give me suggestions. It will start in March.
Spoiler :
Hi there, this is basiclly a Fresh Start with WWI Technology. Here is the Story:

The world is struggling for dominance. Men fought men, politicans back-stab each Other. Many preach a Deadly war to start due to the massive power of New Technology and diplomacy. Suddenly in a flash, a Mod choose to land upon this world. All men forgot who they are and what they were doing...

Except for a few; called Nes Players they are unaffected by this and saw their chance. They found out that by touching others they can restore their memories and make them swear undying loyalty. Then these can touch more and make them swear loyalty. Within a week small but growing nations rose and factories are slowly reconquered, churning out again tanks and ships. Planes and guns.

The Mod, Charles, told them they must follow the rules of the War. They complied. So start the Second Great War.

The New Commandments

Military- Expand, Conquer, Feed, Nurture.
1 Gold will Buy 10k Men or 1 Naval Group. AKA 1 Military Division Rounded up.
1 Gold will buy Training/Quality or Specification for 1 Military Division.
1 Gold buys upkeep for every Military Unit over the Number of Cities +5.
Please use gold to supply attacking troops.

Land Specializations Buyable
Motorized- Automobiles or Horses, lead to faster movement
- Armoured- Armoured Cars for Mobile Warfare.
- - ?
Terrain – Basic all around training
- Sea- Basic amphibious invasion and Sea-Land Co-ordination training
- Mountain- Basic hilly and mountainous assault or defense training
- Forest- Basic wooded or vegetated area training.

Sea Specializations Buyable
Land- Basic Co-ordination with Land Units.
- Convoy – Can convoy more troops
Sea – Advanced Sea training
- Submarine: Turns unit into Submarine Group
- Anti-Sub: Lets Unit be better at Anti-submarine warfare
- Formation- Lets unit be better at regular sea warfare.

All Units can have up to 2 General Specifications or 1 General and 1 Advanced Specifications.

Training/Quality
Conscript (1 for 3 Military Divisions), Regular(Normal), Respected, Admired, Elite. Training will increase attack and defense modifiers and morale.
You will start with Normal Troops and Navy.

UUs: You can have 1 land and 1 sea UU. You must describe it to me and I will send you cost per military unit.



Cities- Gold Factories
1 City Provides 1 Gold Per turn.
5 cities Provide 1 Trade route that starts at 2 GPT and increases every 3 turns by 1 gpt until it reaches 6 GPT.
New Cities cost 2 times amount of cities there +2.
All Nations start with 5 cities.
Advanced nations can upgrade cities.
On the map, starting cities will be a 2*2 Dot. A Cross will be a Metropolis, which needs a tech.
When expanding borders you automatically get growth points, but you have to buy the final points to build the new city.

Technology- Faster, Higher, Stronger.
Spend 1 Gold on write up so scientists look in.
You need to pay at least 1 gold per turn to upkeep scientific project.
Results might be as you want or different.
Some techs are already being researched and can be researched now.

Projects- A Spoonfull of Sugar helps the medicine go down.
Spend 1 Gold as Archetechual designing.
Some might become Modern Wonders and give extra bonuses.
Must spend at least 1 GPT>

Stability- Don’t forget the glue!
- Starts at 100% (All swore loyalty)
- You get 1 Gold per 10% over 50 (41-60% is none, 61-70 is 1 gold Starting bonus is 4)
- Stability is affected by order time, stories, and treaties.
- If you didn’t follow, big drop, if you tried but failed, small drop.
- If you do something unpopular, a drop! Popular, raise!
- Finally: Don’t forget about proproganda!
- P.S. Low Loyalty + many nationalities= Mass independence movements.
- P.P.S. Border leaks raiding in NPCs are common under 60 Stability.

Please Give ideas and suggestions about my rules. Also: Gaining land gains population which gains city growth early, although you have to spend to make a new city, and there might be ruined cities scattered about that you can rebuild.

I will use the Classical NES map.
 
Well FC, I generally just go with sounds cool. I might create some words in the language my culture uses, and then base the name off of that. That's how I got some of the later place names in End of Empires. I personally think adding -ia to everything is lame, as is having -mos after stuff.

Strangely, has any fresh-start NES had a spanish influenced name and culture?
 
I try to be original yet still within reasonable (pronounceable and concordant) limits for names. I probably have too much of a Latin bias, as a lot of my names end in -a or -ia or something similar.

Ereva
Merhai
Binikos
Anno
Otla

etc.

I am unashamedly fond of some of the NPC names in my NES, though. Some not so much.

Oscadia
Chedia
Caon
Algoli
Sira
Ania
Tars
 
Ah, cool. Personally, I like to rip off obscure real-world words of any language when I can.

How about for languages/wordsets? Do you just make up words that go along with your themes? Construction?

---

Boradgamey economic rules draft!

SETTLEMENT STATS:
Settlement Name (Province Name) [Total Income]
Population: Qualitative [Income]
Resources: Qualitative [Income]
Modifiers: The few special things go here​

EXAMPLE:
Sebastopolis (Sebastike) [+1]
Population: Massive [+1]
Resources: Plentiful (wine, olives, metals, trade) [+1]
Modifiers: Super-taxed [-1] <7>, Wonder (Megas Phuskopeion) [+1]​

Sebastopolis (Sebastike) [+2]
- Mostly self-explanatory! The number shows the total income from this province, calculated from all the pluses and minuses below it, for easy reference.

Population: Massive [+1]
- Levels are: Tiny [+1], Small [+1], Medium [+1], Large [+1], and Massive [+1], representing ~500, ~1,000, ~5,000, ~10,000, and ~25,000 people each, respectively. I put the [+1] there to represent default income taxes (which, due to corruption and administrative costs, never really goes up).

Resources: Plentiful (wine, olives, metals, trade) [+1]
- Levels are: Scarce [-1], Sufficient [+0], Plentiful [+1], and Abundant [+2]. The words in the parentheses are "tags" to note what the region produces; if it is strong in trade is noted here for simplicity.

Modifiers: Super-taxed [-1] <7>, Wonder (Megas Phuskopeion) [+1]
- Here is a tricky part I might cut out in the final draft. This is where all "special conditions" will go.

In this example, there is super-taxed (meaning the place just got an emergency taxing or something); the [number] shows how much it reduces from the province's turn-by-turn income (like the other [numbers]), while the <number> shows how long the effect will last (I put that there so that when its stat updating time, I just have to decrement it per turn).

There is also a wonder, the Megas Phuskopeion, which I envision to be this magnificent royal mint (the world-standard currency is the phuskon, and each point represents about a thousand of these) so magnificent that it generates income by attracting... regular pilgrimages of worshipers of money or something. I could also change it to Penalized Megas Phuskopeion [0] <until peace is restored> whenever I feel like it, too.

That's not important though; the important thing is that it is a "special effect" and it goes in the appropriate section.

>>> A player might have a stat block as such:

Barbados of Eirene (flyingchicken)
stuff
Provinces Owned: Sebastopolis

As you see, the [anchor] and [set_anchor] tags will be used for those who don't have the good sense to use Ctrl-F!

My design philosophy for these boardgamey rules is as simple as possible, without totally throwing out immersion. I could have just had Province Name [Income] for extreme simplicity, or just Player + Player Income stat which I could edit at a whim, but what little flavor there is left is lost that way.
 
@flyingchicken, I like the idea of stats for each province. I take it they'd be minimal stats for a country/empire?
 
On the topic of names, I enjoy making whole languages. Often they have no relation to real languages.
I'm a total language nerd. ^_^
 
Worry about what?
 
I'm quite proud of it, really.

Igjö elurjun. (I like languages.)
 
There are several of us who have developed languages (incomplete though they may be) for our nations in NESes.
 
Ooh, I like this sentence a lot, no joke. You seem to have an interesting language going on...

I'm doing some fun/weird things with it. [lang_nerd]It's a very agglutinative language with active-stative alignment, plus a lot of other affixes for things you wouldn't think you'd need affixes for (like relative quality of an action).[/lang_nerd]
I'd like to see some of you guys's langs.

(The phrase is pronounced /iNj2 elM4jMN\/.)

@Darkening: Been on any conlanging forums?
 
I've been thinking about language recently. I was thinking that, if all players of a NES made up some basic words for their tribe/culture/nation etc, then that could be used by the mod for putting together rational names of people and places (instead of being too random or real-worldish), and maybe also give some deeper insights into each culture.
 
If I were to ever make my own language, I would most definately base the grammar off Spanish; except without irregular verbs, I never could stand those.

I've been thinking about language recently. I was thinking that, if all players of a NES made up some basic words for their tribe/culture/nation etc, then that could be used by the mod for putting together rational names of people and places (instead of being too random or real-worldish), and maybe also give some deeper insights into each culture.

That would definately be something intersting to try and I am sure that it would enrich the experience. It probably wouldn't take much time to do as well.
 
I think Chinese grammar would be fun to base things off of. Mostly because Chinese grammar is ridiculously simple.
 
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