New NESes, ideas, development, etc

@northen wolf, even if your ruleset was terrible (and it wasn't :) ), this is the place to make it better!
 
I didn't even get to see it. :( Looking at rulesets is never a waste of time Northen. :) I'm rather interested in what you posted.

Also, I'm interested to see if many other NESes are going to adopt BirdNES3's faction system. It looks like it could make NESes more interesting. Perhaps if we had more NESers we could have an NES where people could play individual factions inside nations. For example, some one could be the daimyo in Japan, while another is the Samurai, ect.
 
People already can do that in N3S III, as far as I'm concerned. Well, they can play anything with a central control. And I probably won't let people join as governor/general if the player of the overall nation doesn't fully consent.

As for the factions, it seems like a superfluous stat. Useful in stat-heavy games like Bird's, maybe, but it wouldn't calculate anything in mine, and would only tell information that's obvious from updates.
 
Perhaps if we had more NESers we could have an NES where people could play individual factions inside nations. For example, some one could be the daimyo in Japan, while another is the Samurai, ect.

This is the idea behind the Nessos concept, except it's ALL the players within one nation.
 
As I drove home today I had an idea about updates for BirdNES and realized that it would be applicable for all games.

How difficult would it be to have the update as a posted map that when you moused over nations or places, a text box opened and told the story of that place nation? Maybe colored dots on the map would indicate places to find the stories. So if a dot was in the mid Atlantic, a box would open and tell about a voyage of discovery; etc. A battle along the Rhine would be marked by an X or dot and the pop up would provide the results.

Would such a thing be difficult to create? Would it work in these forums or need a separate site? Could a map template be built so a web design dummy like me could create one? Is special software required? Are there limits to how much text could be put in as pop ups?

Is it a good idea? Could it replace the traditional update or is it better as an adjunct to what we do now? What do you all think?
 
As I drove home today I had an idea about updates for BirdNES and realized that it would be applicable for all games.

How difficult would it be to have the update as a posted map that when you moused over nations or places, a text box opened and told the story of that place nation? Maybe colored dots on the map would indicate places to find the stories. So if a dot was in the mid Atlantic, a box would open and tell about a voyage of discovery; etc. A battle along the Rhine would be marked by an X or dot and the pop up would provide the results.

Would such a thing be difficult to create? Would it work in these forums or need a separate site? Could a map template be built so a web design dummy like me could create one? Is special software required? Are there limits to how much text could be put in as pop ups?

Is it a good idea? Could it replace the traditional update or is it better as an adjunct to what we do now? What do you all think?

I love this idea...I actually did something similar for a "City Journal" for Sim City a long time ago...(My sister set it up for me at the time, I forget how to do it...If no one can tell you I'll ask..It was fairly easy to do I remember though).....I don't know why I never related it to updates for NESing. Brilliant idea...It may make the overall updates shorter though, as you can only fit so much in a blurb....Reminds me of how a lot of News web pages do stories for the week.
 
I would support that idea, but as an adjunct to the update. Possibly a replacement for it when motivation or time is minimal :p
 
Thanks, but how does one do it?

I tend to agree the entire update wouldn't work, but for specific events of note, it might be fun.
 
I really like this idea. If you're linking to a custom webspace then Flash is a possibility too, I've experimented with click-able maps in the past using Flash.

Although it does seem awkward if you've still got all stats, rules, diplo, discussion going on here.

I propose it may be the future of NESing, in the years ahead, when all kinds of user-friendly tools are available, and most of the web becomes transformed into free-flowing interactive thingamijigs.
 
I really like this idea. If you're linking to a custom webspace then Flash is a possibility too, I've experimented with click-able maps in the past using Flash.

Although it does seem awkward if you've still got all stats, rules, diplo, discussion going on here.

I propose it may be the future of NESing, in the years ahead, when all kinds of user-friendly tools are available, and most of the web becomes transformed into free-flowing interactive thingamijigs.
I don't think it would work well for stats; as I've thought about it I think it would work best for key events, battles, exploration and any other non routine things.
 
I think he means that it would be awkward to have the map in one location (off-site) and the stats in another (on-site).
 
Ah yes. Thanks. That was one of my original questions: could a map posted here have those mouse over features?
 
NW. It looked amazing, I only didn't comment as i've been too ill to really look it over, please, repost it (without hiding in a spoiler ;)) an allow us to help you sculpt it into a masterpiece!

Beej. Could you do it in powerpoint? (admittedly anyone wanting to view it would need powerpoint too.:/)
 
I tried to do "better" and more like "rules" not like random nonsense before, well here's result:

3 RACES: Orc, Human and Elf.

ECONOMIC

SHORT: Land contains ~50 numbered areas(Provinces), Each province can contain max 3 settlements, small villages produce 1 EP, bigger 2, towns 3, Towns need villages supporting them(2 small or one big), Each province maintenance costs 1 EP.

---------------------------------------------

* Land of [INSERT NAME HERE] is shared into [30-60] provinces. Province size on map makes no difference, larger zones on map does not mean province is better than others, etc. Check province list for more detailed information about province.

[Province] - Numbered area on map, that you can conquer. A province can contain 3 settlements. **Province is considered "linked" (able to contact and create trade routes) with other provinces if they share common border. Please note that provinces cannot create trade routes or contact with others without researching Sailing, so if there is a body of water(river does not count) between two provinces, these provinces are not "linked".

**YOU CAN MAKE DIPLOMATIC DISCUSSION ONLY WITH KINGDOMS WHOM YOU HAVE DIRECT CONTACT WITH ! That means, your Kingdom borders have to meet(2 provinces have to share common border).

** Later in game, by signing Right of Passage pacts, you get to communicate with anyone who can communicate with your RoP partner.

[Settlement] - Areas where people live. One province can support maximum 3 settlements. Province does not have to have settlements.

**3 different sizes of settlements called: "Village", "Large Village" and a "Town".
In stories/descriptions/orders/personal thinking imagine:


[Village] -
Spoiler :
If you stand on a hill, you can see few houses here, few there, large fields and forest separating. People live far from each other, village center contains only few buildings(blacksmith, village elder(Governmental buildings), few living places (crafters and pottery makers etc.), perhaps granary etc.

-Two small villages can support one town.
-One small village and one Large village can support one town during famine
*Produces 1 EP (economic Point) per turn.


[Large Village]
Spoiler :
If you stand on a hill, you can see house-field-house-field (no more forest separating houses). Village center is more 'dense', more buildings there, general stores, smith, more governmental buildings (Courthouse, elder house, granary, perhaps barracks etc.). People living in village center craft things or work in forests, while outskirts of the village produce food, much more food than small village.

- One large village can support one town.
-Produces 2 Economic points per turn.

[Town]
Spoiler :
Most houses are placed "densely", you can see only few fields at outskirts of town, town itself contains mostly one floored buildings, there can be few 2 floored buildings. More shops are present, people do crafting or go far away from town to work on fields or forests.

- Town requires support from TWO small villages or one LARGE village.
- If town is supported by one small village or no villages, you have to invest 1 EP so this town would not "starve".
-Produces 3 Economic points per turn.


*During "Famine" period (random event), town requires:
1 small and 1 large village support or 1 extra upkeep.

*Town can only get support from same province, it does not matter if neighboring province has 3 villages, no food trading happens between provinces.

*Note [IRRIGATION] built in small village and/or large village, makes town to IGNORE famine period. (town can be supported by 2 small villages or 1 large village)

- Not investing EP into town, will result population drop in town (to large village)AND unhappiness rise in your empire. It can have other negative effects too. And some other Kingdom might get an offer of settlers, requesting to join their empire.

---------------------------------------------------
[GROWTH and Founding new settlements]

Empire can fund construction of new settlements, the cost for building new settlement is:
3 EP, if province has no settlements.
4 EP, if province has 1 settlement.
5 EP, if province has 2 settlements.

You can also build village as an "project", cost for project is following:

1 EP for 3 turns if province has no settlements.
2 EP for 2 turns If province has 1 settlement.
2 EP for 3 turns if province has 2 settlements.

You cannot "skip a payment" in project.
*If you refuse to pay for project, you have to start building new village from beginning.
*You EP payment per turn is fixed, you cannot pay less or more.

* Settlements can increase in size randomly. (Event)

* Player can "invest" EP to improve settlement (increase settlement size by one).

- Village to Large village costs 1 EP for 2 turns (You pay 1 EP on turn one and 1 EP on turn two) or 3 ep for one turn.
- Large village to Town costs 2 Ep for 2 turns OR 1 Ep for 3 turns.

*You can skip payment for a turn, but if you do, you have to start from begging.

Think of this as funding of constructing new buildings and propaganda to get settlers.

*New villages and villagers will not change racial demographic, unless you have preferred race, then they will increase population demographics of that race by 20%.

*You can only build one village at one time in same province.
*You can build a village and increase village size at the same time in same province.
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[ECONOMIC POINTS]
Economic points are used as "currency".

Economic points can be traded, gifted, given away etc. They cannot be stolen from others.

Every turn, you receive EP from your settlements(towns/villages), from trade routes(more in [TRADE] section), from deals (more in DEALS section) as a gift (if anyone gives you any) etc.etc.


[PROVINCE MAINTENANCE]
Every turn(year) you receive economic points but your empire has to spend some money to keep it working:

*Every province that has 2 or more settlements in it, has to pay 1 EP for MAINTENANCE.
- Villages under construction do not count as an settlement.

This money goes to cover management expenses, village upkeep, road network (only basic, not "building"), anything else that you can think of...
**Building TWO (2) [Governmental Buildings] into same province removes upkeep for that province (that province will gather money and pay government workers itself, you will still receive same profits, just you don't have to pay EP for upkeep).
**Not paying for upkeep, can results revolts and similar *bad* events. You can however, decide NOT to pay for upkeep, but better be ready for consequences.
** If province has any extra income (for whatever reason, it is written into notes in province list)


---------------------------------------------


[PROVINCE LIST]

Province list contains all NUMBERED provinces on map, if province is not numbered, then it is not in game. Learning new technologies *might* open new provinces to settle/capture.

Example province:

Province: 3. (Elvira)
Belongs to: -
Number of troops (known):
-
-
-
-
-
Number of settlements 2/0/0
Demographics: 70% Human, 10% Orc, 20% Elf
Religions: 10% Cult of Syrus, 30% Wargod(ORC), 40% Old Gods(HUMAN), 5% Spirits(ELF), 15% undecided/not religious.

Province Happiness:
Province condition: Healthy
Upkeep cost: 1 EP
Province description:
NOTES:

Number - Number that you send me and that is marked on map, if you do something in THAT certain province, I can't be bothered to remember all of your province names. In updates provinces will be referred: Name(number).

Province Name - should be simple to understand what this means, it'll be used in stories and updates instead of number.

Belongs to: Shows who owns this province. Note that province can be OWNED by wild creatures or NPC's, if province is owned wild creatures(goblins for an example), you have to fight with goblins and destroy them, to claim this province. While province is owned by Wild creatures or NPCs(not NPC empires who behave like player empires), province can have town/villages in it, if someone manages to claim this province as its own, towns and villages belong to him/her. Wild creatures, do not USUALLY destroy settlements.

Number of troops (known): This is, how many troops (or creatures) are in this province, so if Player wishes to conquer this province, he'd know how much force he needs to send, this is not ACCURATE information FOR NPC-CREATURES, it can show 300 goblins, while in reality there might be 3000 goblins. For this MILITARY SCOUTING/RECON is created. For Other Empire, unless Empire has closed-borders, all units placed in province are known to others.

Number of settlements: 0/0/0 show how many and what type of settlements this province has: Village/Large Village/Town.

Demographics: Shows what % of certain population lives there, if your Empire contains mainly "Orcs" and to reduce unhappiness, you have chosen "Orcs" as your empire preffered ethnic group this province would gladly accept your empire. If you "capture" sector thats demographics has different race as top race, be sure to face serious unhappiness in that sector. Details about "unhapiness" are in [UNHAPPINESS and POLITICS] section.

Religion(s): What religions are present in certain province. Having other religions than your empire main religion, has some negative effects. More about religions in [RELIGIONS] paragraph.

Province Happiness: Show happiness after races and religions(and/or some other factors) are taken into account.

Province condition: Here is in what condition province is, province where war rages, can have production penalties (-EP per turn or unhappiness) and if any plagues or famines is spreading this is marked here too. Also province captured by Orc units might have to cost some EP to be "repaired", after all Orcs are known for their looting skills.

Upkeep cost: Usually this is 1, but in some cases like: "famine" or "plagues" or if you got 2 towns and one large village, it can be more...

Province description:
Short description about province and how this province looks(is it a desert, jungle, half mountainous/rest covered with thick woods.). North is UP, South Is DOWN on the map etc...

-If you write orders about desert warfare in mostly forest covered province then your general is incompetent and foolish and could not think any strategies about that province, so he improvises and that brings Maaaaaaaaaaaany casualties. OR he simply failed to provide any orders and that army stays home.

Notes: If anything else is worth to mark down...


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[PEACE, TRADE and EDUCATION]

SHORT: 3 "stances" exists between kingdoms, War, Peace and Neutral. You can trade out extra resources you have to gain extra EP, 1 for buyer 2 for "seller". Resources give bonuses (+happiness, cheaper military etc.)

---------------------------------

Once you make your first contact with other kingdoms or NPC creatures (check [NPCs, event, etc.[SECTION NOT DONE]] for more info), your kingdoms can have 3 relations (at the begging of game) these are:

Neutral - This is what your start with, when you meet someone, you have to go through Diplomatic offer of "peace" to receive benifits.
*Being Neutral to other kingdom, gives no happiness nor unhappiness.

**If your troop and other kingdom neutral troops meet in one province, both kingdoms grab "half" of the province. (in case they don't get beaten by province original owner and in case orders don't say attack anyone who tries also conquer this province), After that it goes down to good'ol diplo or just brute force, who gets to keep this province.

**Using MILITARY against NEUTRAL kingdom, declares war. Using other things (RECON etc.) does not automatically do this(other kingdom can declare on you tho).

Peace -
No militaristic actions maybe done against other kingdom. RECON IS ALLOWED
*Your peoples and traders will have right-of-passage rights to other kingdom. Your MILITARY however does not (unless other kingdom signs Right-of-Passage with your kingdom. Read: [PACTS, TREATIES] for more)

*Peace allows [RIGHT OF PASSAGE] pact.

*Peace with other Kingdom allows [TRADE PACTS] and construction of [TRADE ROUTES].

*Peace allows to form [Military Alliance], [Non-attack-pacts] and [Mutal protection] pacts.

*Breaking Peace-treaty will result loss of happiness( -2 ) during the war.


War
War is relation wherein two other kingdoms are fighting against each other.

*War usually results in capturing or destruction of other kingdom provinces and is resloved by military conflicts.
*If War is declared no Peace can be made before at least 2 full turns of war. (no sneak attack then peace).
Spoiler example :
Turn 1: Illorian Empire declares war on Kal'Thzal tribe and captures province 15.
Turn 2: Kal' Thzal recaptures Province 15.
Turn 3: Peace can be made.
Turn 4: Peace goes into effect.


*If war was declared on kingdom, whom declaring side had PEACE pact before, War results -1 HAPPINESS per turn, until PEACE is made or until stances go NEUTRAL.


*If war was declared by kingdom whom you had peace before, your kingdom will gain +1 Happiness every turn, during the war (think of it as war happiness in Civilization 3).


*If war was declared by NEUTRAL kingdom, there will be no happiness boost.

*Kingdom that has been declared on can has chance to receive free Peasant milita from random provinces.

*WAR status is reverted to NEUTRAL status if no militaristic conflicts are done during 2 turns(T1 is when last military action was made and 2 turns after that, on 3th turn, Neutral status is declared.)

PEACE can be made if for ONE TURN neither of side has made military actions towards other.
***Example:
TURN 1: Kingdom of Illorian captures Province #4 from Kal'Thzal Tribe.
TURN 2, neither of players do any military actions.
TURN 2: Illorian offers peace for 4 EP Kal'Thzal tribe accepts.
TURN 3: Peace is declared.

------------------------------------------------------------
[TRADE]

[RESOURCES]
*EVERY province can have MAXIMUM 3 resources. Don't expect resources being in every province tho.

*EVERY province can have only ONE source of ONE resource. You can't have 2 Iron resource(an example) in one province.

*Kingdom can have multiple resources of one type.
Having more than one resource does not give 2x benifits, 3 iron sources function same as 1.

*RESOURCES have to be CONNECTED TO THE TRADE NETWORK, simply having them in your kingdom/province(s) does not connect them. See [BUILDINGS] section.

*If province is captured by use of military, usually resources are disconnected and need to be reconnected (this is cheaper than connecting unconnected resource).

*You cannot trade out your only source of resource. If you have one iron, you cannot trade it out.
-If you lose control of province that contained Iron or lose iron source and you had 2 iron source and you are trading one out, then trade route is canceled

*You cannot connect resource before you have proper technology for this.

*Resources can disappear and appear randomly.

*You can self invent one resource, PM details, if I agree with this resource, it might appear in any province, note WRITING STORY rise chance of resource appearing and/or more than one sources of resource appearing.

*Only CONNECTED resources give bonuses.

Spoiler List of known resources :

Iron
Requires: Iron working
Gives: +1 military equipment quality (Example rise it from "Average" to "Above average")

Gold
Requires: Currency
Gives: +2 EP, Free maintaince of that province.

Silk
Requires: Trade
Gives: +1 Gold if traded out. (instead of receiving 1 EP for buyer and 2EP for seller, its 3 EP for seller and 2 EP for buyer.)
+1 happiness in province resource is located in.

etc.


--------------------------------------------------------------------
[TRADE]


[TRADE ROUTES]
*Trade routes can only be made if:
1) Your Empire has knowledge of Currency.
2) Other empire has knowledge of Currency.
3) There is one extra resource connected to the trade network.
4) Both kingdoms are at peace.
5) Both Kingdoms Have OPEN BORDERS.
6) Both Kingdoms agree on creating a trade route.
7) Both kingdoms share at least 1 province with common border.

*Trade routes will take 1 turn to be "installed" and
IT COSTS 1 EP FROM BOTH SIDES to create a trade route.


Example:
T1: Kal'Thzal Tribe and Illorian Empire agree on trading Furs from Kal'Thzal tribe to Illorian empire.
T2: Trade route is being created.(1 EP from both players will be invested for silk) (NO BONUSES WILL BE GIVEN!)
T3: Trade route starts functioning. Bonuses will be given.

If one side "forgets" to put one EP into trade route, other player has to PAY AGAIN creating trade route starts from turn 1
If you trade furs for iron, you are creating 2 trade routes and 2 EP's have to be invested.

This is to prevent switching trade routes around too much.

*Trade route cannot go through other player kingdom.
*Both traders have to have Common border to have a trade route.
*Trade routes are canceled if player loses control of extra resource, if players lose connection with other palyer and if one player declares on player whom he is trading with.

*Trade routes:
SELLER(the one who trades extra resource away) will recive 2 EP
BUYER will receive 1EP per turn

For every turn trade route is functioning.

TRADE ROUTES WILL NOT BE CREATED IF ONE PLAYER HAS "CLOSED BORDERS" (read more in [PACTS and TREATIES]

*Trade routes CAN result Religion spreading from one kingdom to another.


---------------------------------------------------------------

[EDUCATION]

*For 1 EP invested into EDUCATION your empire will receive 1 SCIENCE point.
*You empire can research MAXIMUM 2 technologies at one time.
*You do not have to invest EP every turn, it is OK to invest like this:
T1: 1 EP.
T2: 4 EP.
T3: 0 EP.
T4: 0 EP.
T5: 1 EP.

YOU CANNOT TRADE TECHNOLOGIES BEFORE RESEARCHING [!!!!!!!ENTER TECH HERE!!!!!!(trade?)]

* Building 3 SCHOOLS in ONE province will result production of 5 [Science points] science points per turn.
* Keeping 3 schools working in ONE province is 1 EPs.
* Having 3 schools in one province produces 1 happiness, in that province.

If Technology adds bonus, it adds it TURN after it was researched:
T1: Player invest 1 EP into [Currency +1 EP per turn, allows TRADE ROUTES] and completes it.
T2: Research of Currency is done, Player can start researching new project.
T3: Currency effect (can make TRADE ROUTES and +2 EP/per turn comes into effect)

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[BUILDINGS]
Needs to be done


Irrigation:
Allows one large village to support 1 town no matter what the food conditions are.
Cost to build: 2 EP

Governmental buildings
Increase happiness, 2 of them in one province remove that province maintenance cost.
Cost to build: 2 EP for one

Schools:
1 school produces 1 science point,
3 schools in one province produce one science point and cost 1 EP/turn to maintenance. If you do not pay 1 EP/turn you will receive 3 points.
Cost to build: 2 EP for one.

Mines/Farms/etc
Allow: connecting resource to trade network.
Cost to build: 4 EP

Road network
2 of these in a province give:
2 of these Cost 1 EP to maintain(one costs nothing)
+2 EP IF international trade (trade route between 2 kingdoms) is going on.
Cost build: 2 EP for one

Barracks: rises number of draftees (from that province) by 25% (if orc is preferred race, and drafting orcs then 50%)
Cost to build: 3 EP


To be added.














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[PACTS, DEALS, POLITICAL NONSENSE]
Short: Explaining pacts and deals players can do with other kingdoms.
[PACTS]

PEACE:

*You may not do military actions against player whom you are with peace.
*If you attack, WAR is declared and -2 happiness is added for every turn you are in war.
*War last at least 3 turns. Starting from turn it was declared, Peace can be declared on fourth turn:
Turn 1: War is declared, one player captures province.
Turn 2: No military actions are made
Turn 3: Offer of peace is made and accepted.
Turn 4: Peace comes into effect.

RIGHT OF PASSAGE
Needs: PEACE
Allows player to move military through kingdom it has Right of passage with.
Right of passage can be ONE sided only, eg I can move my military through your territory, but you can't through mine.
Allows player to contact anyone who has contact with the kingdom that RoP was signed with.

*Attacking while you have ROP pact, will result -4(instead of normal -2) happiness per turn to one who broke it and +4 happiness (instead of normal +2) to one who got back stabbed.

MUTAL PROTECTION:
Needs: PEACE
*Both Kingdoms agree to war with each other enemies, how long pact lasts, is determined by players.

*Peace can be made only if the one who declared OR was declared on, agrees with this.
*Peace has to be agreed By EVERYONE who are in war because of the Mutal-Protection pact, If your ally refuses to agree with peace, you CANNOT make peace. (THINK EVIL!!!)

*NEUTRAL RELATIONS DO NOT "KICK IN", if war was declared thanks to mutal-protection pact, you WILL be in war getting penalties etc., despite of having no common border etc.


*If mutal protection pact "ages" peace can be made like in standard war.

TRADE AGREEMENT:
NEEDS: Peace
*Allows creating TRADE ROUTES.
-Religions might spread from one kingdom to another.

[DEALS]

PEACE DEAL
REQUIRES: WAR or NEUTRALITY
PEACE DEAL functions as PEACE.
Difference with peace is that one side has to give, gift or offer something to other player.
*What "payment" one faction has to do and for how long, is up to players decide.*

LOAN
*Kingdom X loans EP to kingdom Y. How much EP or WHAT other player gets back, is up to player to decide.

MERCS:
*One Kingdom can "loan" their soldiers or general to other kingdom for a fee for certain amount of time. These soldiers and generals lose their nationality(not race) while they are serving for other kingdom. They will NOT go against their own kingdom. Upto players what, how much and how long. Player does not have to replenish lost mercs.

NOTE NPC'S might offer MERCS as an Event.

[POLITICAL NONSENSE]

OPEN BORDERS
You start with this, and most NPC nations and uncontrolled areas are using this.
ALLOWS: CREATING TRADE ROUTES and ROP.
ALLOWS: Shows Military that your nation has in certain sector.



CLOSED BORDERS:
*Increase unhappiness in every province by 1.
*Hides your military "info" from others.
*Hides your per-turn income from others.
*Hardens others to scout your province(s).
*Lowers to nullifies chance of religions spreading into your province and OUT from your provinces.
Disallows: RoP, TRADE ROUTES.

*It takes 3 turns to switch from Open borders to closed borders. EXAMPLE:
T1: Illorian kingdom decides to close their border and informs me.
T2. Closing takes place, this is noted in update, Borders are still open for anyone who wishes to scout etc. etc.
T3: Borders are closed, Trade routes are CANCELED, Military info is HIDDEN any units INSIDE borders are either Killed(Does not declare war) or removed(move to random province that borders this kingdom) on random.


[UNHAPPINESS and POLITICS]

HAPPINESS:

SHORT: Happiness Ranges from -5 to +5 religions, demographic % and drafting influances.

Maximum happiness rate is +5
Maximum unhappiness rate is -5


-5 - very unhappy
-4 - unhappy
-3 - quite unhappy
-2 - Little unhappy
-1 - little bit unhappiness
0 - is Neutral
+1 - kinda happy
+2 - means OK
+3 - more happy
+4 - very happy
+5 - Means Xtreme happy


Effected by: Religions %, Demographics, their preference(if any) and Draft, Random events and if war or anything else is going on in the province.



[PREFERRED RACE]
SHORT: If your empire Prefers one race, empire gets some "bonuses"


HUMAN
POSITVE: Science cost are lowered by 20%
PENALTY: If no religion is Preferred, -1 unhappiness for every 20% humans province has.

ORC:
POSITIVE: Gain 25% more drafted units.(if you draft 1000 medium infantry you gain 1250 instead.) units have to have ORC nationality (drafting 1000 elves, gives 1000 elves).
NEGATIVE: Science cost is increased by 20%

ELF:
POSITIVE: No damage caused when taking over province, making province fully functional on turn it is captured.
NEGATIVE: Provinces might demand 1 more upkeep (event).


[RELIGIONS]
Every race has its own religion, you as a player can start your own religion, all your provinces will start, or gain 30%-40% people who believe into your religion...
- Your religion can be race only
- Only provinces you own during declaring new religion will gain supporters of that religion.
- Your religion functions like standard religion, it can spread to other kingdoms and provinces.

*You can spread your religion in every province separately, investing 1 EP per settlement that is in province that will give you 10%-20% religion increase.
*You can spread your religion by paying fixed sum from 1-5 EP every turn. Cost is: [Your settlements]*0,7(round up). This will increase your religion by 20%-40% EVERY province you control, but you have to invest fixed sum every turn, you cannot invest 5 EP now and 1 EP next turn.
 
RACES AND GODS:
ELF - SPIRITS
ORC - WAR GOD
HUMAN - OLD GOD

Original religions that spread are RACE based, meaning if you have 30% orcs, Belief into War God cannot be higher than 30%.

[ETHNIC and religious preferences]

NO PREFERRED ETHNIC:
If No race has more than 50% of population demographics: No effect.
If race has X % of populance:
Spoiler :

50+% one race 1 unhappiness.
60+% one race 2 unhappiness.
70+% one race 3 unhappiness.
80+% one race 4 unhappiness.
90+% one race 5 unhappiness.
100% one race 6 unhappiness.

PREFERRED ETHNIC:
Spoiler :

More or equal to 10% of that race is present in that province: 1 happiness.
More or equal to 20% of that race is present in that province: 1 happiness.
More or equal to 30% of that race is present in that province: 2 happiness.
More or equal to 40% of that race is present in that province: 2 happiness.
More or equal to 50% of that race is present in that province: 3 happiness.
More or equal to 60% of that race is present in that province: 3 happiness.
More or equal to 70% of that race is present in that province: 4 happiness.
More or equal to 80% of that race is present in that province: 4 happiness.
More or equal to 90% of that race is present in that province: 5 happiness.
Equal to 100% of that race is present in that province: 5 happiness.


NO PREFERRED RACES:
Spoiler :

More or equal to 10% of NOT preferred ethnic is present: 1 unhappiness.
More or equal to 20% of NOT preferred ethnic is present: 1 unhappiness.
More or equal to 30% of NOT preferred ethnic is present: 2 unhappiness.
More or equal to 40% of NOT preferred ethnic is present: 2 unhappiness.
More or equal to 50% of NOT preferred ethnic is present: 3 unhappiness.
More or equal to 60% of NOT preferred ethnic is present: 3 unhappiness.
More or equal to 70% of NOT preferred ethnic is present: 4 unhappiness.
More or equal to 80% of NOT preferred ethnic is present: 4 unhappiness.
More or equal to 90% of NOT preferred ethnic is present: 5 unhappiness.
Equal to 100% of NOT preferred ethnic is present: 5 unhappiness.

NO PREFERRED RELIGION:
(50% of one religion gives no effect, 51% of ONE religion will give 1unhappiness, 60% will give 1, 61% 2)
Spoiler :

50+% one religion 1 unhappiness.
60+% one religion 2 unhappiness.
70+% one religion 3 unhappiness.
80+% one religion 4 unhappiness.
90+% one religion 5 unhappiness.
100% one religion: 6 unhappiness.

PREFERRED RELIGION
Spoiler :

10% of that religion is present in province: 1 happiness
20% of that religion is present in province: 1 happiness
30% of that religion is present in province: 2 happiness
40% of that religion is present in province: 2 happiness
50% of that religion is present in province: 3 happiness
60% of that religion is present in province: 3 happiness
70% of that religion is present in province: 4 happiness
80% of that religion is present in province: 4 happiness
90% of that religion is present in province: 5 happiness
100% of that religion is present in province: 5 happiness

Religions that are present but are not preferred religion:
Spoiler :

10% of that religion is present in province: 1 unhappiness
20% of that religion is present in province: 1 unhappiness
30% of that religion is present in province: 2 unhappiness
40% of that religion is present in province: 2 unhappiness
50% of that religion is present in province: 3 unhappiness
60% of that religion is present in province: 3 unhappiness
70% of that religion is present in province: 4 unhappiness
80% of that religion is present in province: 4 unhappiness
90% of that religion is present in province: 5 unhappiness
100% of that religion is present in province: 5 unhappiness

NOTE NON RELIGIOUS PEOPLE DO NOT COUNT!

Spoiler Example :

Kal'Thzal tribe province 4(Mutha) has:
60% orcs, 30% humans 10% elves.
50% War god(ORC), 20% Old God(HUMAN) and 20% Cult Of Syrus present, 10% are atheist or just dumb
Kal'Thzal tribe prefers "Orcs" and Their "War God" Religion:

3 Happiness from Preferred Ethnic group.
3 happiness from Preferred religion.
2 Unhappiness from not preferred races.
2 Unhappiness from ignored or hated religions:

3+3-2-2=+2

Province is +2 means OK

--------------------------------------



PLAYER CAN INVEST 1 EP to RISE HAPPINESS OR UNHAPPINESS by 1 RANK eg from -4 to -3 or from -1 to 0 or from 0 to 1.

ONLY PROVINCES WITH 2 OR MORE SETTLEMENTS HAVE HAPPINESS RATING.


[BASIC OF MILITARY]

*Every province can support 2000 units.
*Every 2000 units more costs 1 EP to maintenance.
(If you have 2000 units, no EP to maintain, if you got 4000 units and 1 province only then 1 EP to maintain).
Calculation for maintenance is:([Total troops] - ([total Provinces]*2000) )/ 2000=EP(round UP)
Spoiler Example :
: 5 provinces 24,550 soldiers
(24550 - (5*2,000)) /2000= RoundUp(7,275)= 8 EP


*Every Province that has MORE than 4,000 units in it, Gains 1 Unhappiness per turn.

[Army and equipment]

Equipment has 5 ranks:
1. Very Basic
2. Poor
3. Average
4. Good
5. Very good.

These "ranks" cost different amounts and certain RESOURCES can lower costs (Iron for an example gives one rank free). More you pay, better equipment your troops have. On poor level they get swords and maybe few shields on good level, they have good swords, armor and shields on very good, they got best equipment.

1. Very Basic - [your troops] / 12 000
2. Poor - [your troops] / 8 000
3. Average [your troops] / 6 500
4. Good [your troops] / 4 000
5. Very good. [your troops] / 1 500

MINIMAL PAYMENT IS 1 EP.
LIKE ALL CALCULATIONS I ROUND UP.

In case of 2000 troops you start with:
"On Good": 2000/4000=0,5 ROUND UP= 1 EP
on "Very good": 2000/1500=~1,333 ROUND UP= 2 EP

In case of 20 000 troops on average equipment:
20 000 / 6500 = 3,076 (ROUND UP) 4 EP
on "good" its 5
on "Very Good" its 13 EP

*Equipping bigger army is much more expensive than Equipping small number of cavalry, ATLEAST HERE it is.*

*This DOES NOT include mercs you can hire, mercs that You hire, come with different stats, these stats are not yours to change.

[GENERALS]
*General leads army.
*Your empire can have one general per province.
*To train him or her the cost is: 1/5th of your empire raw INCOME (without taxes taken out, rounded up). This does not change if you gain or lose provinces.

*You cannot de-train general to get money back.
*You can invest money over several turns or skip few turns then invest.
*Your FIRST general is YOUR LEADER, he can have ONE FREE ABILITY, of YOUR CHOOSING (you will have to negotigate with me)

*Trained generals have to pay for their ability:
Cost is: Your current provinces*2=Cost EP
*this training cost is fixed atm you finish recruiting this general
- to gain it in battle you have to specify that you want him to focus on developing this skill, battles function same way as investing EP, harder battles give more "EP".

*You cannot de-train general to get money back.
*Your General can have only one ability.
*If you decide, at one moment, that you don't like this general, you can "fire" him. He may offer himself as a Merc general or as free general to a other kingdom.
*Generals cannot die in battle
*It is possible to capture enemy general to sell him or her back or attempt to bribe him/her for EP.

*Experience is gained by winning or in generally leading army:
1. point for leading bigger army against smaller/conquering free areas etc.
2. points Fighting with same big or bit bigger army
3. points fighting against all odds.
Max of this is 20.

More experience= Less losses, more damage inflicted, less looting and destruction etc.

YOU CAN ATTACK WITHOUT GENERAL
*This will result huge losses (as your men will do little do no strategic planning)
*Most able unit leader called [LOCAL ARMY COMMANDER] will take up general position.
*He is not educated in leading army.
*Local army commander gains experience same way as general, if he somehow manages to get 10 experience, you can promote him into general, if player refuses, there is a chance that he leaves your kingdom and offers himself somewhere else. If hes army is disbanded,chances are that you will not ever see him again.
*Promoted [Local army commander] starts with 5 Experience points and 4 training points.

EXAMPLE GENERALS:
Spoiler :

Name: Liu Who
Faction: Illorian Empire
Training: 5/8
Ability: Surgeon (once learned) some of the battle casualties can be saved and after battle they'll rejoin with army.
Experience: 1/20

Name: Warlord Haxe
Faction: Kal'Thzal Tribe
Training: (10/10)
Ability: Moral Boost(learned) Even in most desperate situation he keeps his calm, where others would run from fear, his army stands and fights.
Experience: 5/ 20

Name: Adon (Army local Commander)
Faction: Nein Rauch Dominion
Training:(0/0) NONE
Ability: NONE
Experience: 0/10 Local army commander gains experience same way as general, if he somehow manages to get 10 experience, you can promote him into general, if player refuses, there is a chance that he leaves your kingdom and offers himself somewhere else.


[DRAFTING AND GAINING Troops]

*To draft troops, you have to specify province you draft troops from.
*You can draft troops only from race that has 25% or more presence in that province:
-You can't draft humans from province that 20% of them.
*Drafting DOES reduce, race demographics by 10%, giving it to some other race.
*Drafting causes no unhappiness (other than change in race %'s)

*Every unit gets Addition of "Human", "Orc" or "Elven".
*Having mixed armies containing units from several races, is not good for moral and army might suffer heavier casualties than army that has only one race.
*Units descriptions are blow.

[ATTACKING]
[ATTACK TYPES]


[CAPTURE]
Destroy or force enemy army out.
Your men are sent into province, with main idea to capture and hold this province.
Damage to defending force: Medium-high
Damage to province: Little

[Plunder&loot]
Your men are sent into province in hopes of gaining EP.
This action can gain from 1-12 EP's depending of many factors(resources, improvements, settlement size).
Damage to defending force: Low-medium.
Damage to province: medium

[Destroy]
Attack enemy forces, cause heavy casualties and destroy that province.
Damage to defending force: Low-Heavy
Damage to province: heavy.

[Religious/racial massacre]
Destroy certain religions and people in that province, this can result longer term effects, or that province even joining with your empire.
Damage to defending force: Low-heavy.
Damage to province: Little, destruction of certain religious factions or demographic %'s.


[RESOLVING BATTLES]
First things: I write up defending army and attacking army size and units its made of.
Strategies that either of player provided (BOTH DEFENDER and ATTACKER), will be copied next to the armies. (even Use hit-and-run tactic or defend towns is strategy)

*All directions will be North (up) South (down) west (left) east (right) on WORLD MAP. I don't care if you manage to turn this map so it would fit YOUR imagination, I want directions from MY map, not TURNED/torned/etc. map.

*Province description gives quite good information what is, where if you
- Write about desert warfare in jungle province, then your general is clearly dumb and has too high fantasy
- Write that you attack from South, while only common border with province is in located west on WORLD MAP.

I'll think these strategies through, if you go against following things, I can discard (from little bits to everything) your battle plan:

- Godmod (example: My 1 000 Human Light infantry with support of 200 ORC M. Infantry, will pwn 20 000 ORC medium infantry thanks to my general who is badass XD )
- If You don't include your army size properly, I will not attack anything or will undersend/oversend/etc.

EXAMPLE: If you got 2000 human medium infantry and 4000 orc medium infantry and you write, that you'll send 2000 medium infantry into fight THEN will you send orcs or humans? If you don't tell me what are you sending, I'll send BOTH.

*If these are checked, I'll roll dice(s) for both attacker and defender (numbers 1-10), this is how well your army performs. 1 Means very, very bad 10 means uber awesome.

Then check general equipment, If your units are defending towns, have only basic equipment well... it is hard to shoot arrows at someone when you do not have only few...
Same its hard to defend from arrows when you only have average equipment.

What matters (in most important order):
Give me accurate listing of units you are sending to attack.
Strategies (if any included)
Dice rolls.
Comparision of two armies (1000 men vs 5000).
General.
Equipment.
Recon, spying, knowledge (re-capturer has more knowledge of local area than someone who owned it for 1 turn).

Attacker rolling 10 and defender 1 does not always mean attacker win though, if defender outnumbers attacker and/or has other significant bonuses, then he'll just suffer huge losses.


[RECON/SPYING]
*You can send troops (infantry only)to make a "recon" operation.
*you have to send from 10 to 500 units to do recon. More units bring back more info but have higher chance to fail.

*Recon, if successful or semi successful gives your army an advantage on battlefield.
*If recon fails or is semi-successful you'll lose some troops and gain little to no advantage in battle.
*Investing EP makes operation more successful.
*You can do recon on kingdoms that are peaceful, in war or in neutral stance with yours.
*It is much harder do to a recon against kingdom with closed borders.

[RACES]
Description and how I imagine them and how they will be used in game.

ORC
Skin tone varies from Grey to dark Green.
*They are strong, bit bigger than standard man (175cm?).
*They can ignore small wounds and have tough skin that can resist even fire (for a short while).
*If they get a cut (from sword), their blood is red, but green slime also fills wound and hardens fast (allowing wounds to heal faster and making them less dangerous)
*They are NOT the smartest fellows around, their mind is on peasant level and unlikely there will be many scientists.
*Body shape is "fat/obese".

In NES these umm "abilites" are reflected:

They have no RANGED ability.

*IF ORCS ARE YOUR PREFERRED RACE THEN YOU HAVE TO SPEND 5 MORE SCIENCE POINTS TO RESEARCH TECHNOLOGY.

*Their native religion is "War God". (read more in RELIGIONS)

CANNOT BUILD: LIGHT INFANTRY, ARCHERS, LIGHT CAVALRY.
Melee:
One orc beats 2 elves.
One orc beats 1.5 humans.

Archer:
Orc not throw stones, orc prefer smash head in.

HUMANS:

Skin tone varies from white to black to yellow (like in real world), depending of area they live in.
*They are shorter than orcs, usually and have all this world human abilities and problems.
*They are however interested in science.

IN NES:

Armies made out of humans have
- Average casualties
- Can do anything quite average (not bad nor good in fighting)
- Are weaker than Orcs in melee battle
- Are stronger than Elves in melee battle
- Can use bows& arrows
- Their bow and arrow use is nowhere near Elf archery skill.

IF HUMAN IS YOUR PREFERRED RACE THEN YOU HAVE TO SPEND 5 LESS SCIENCE POINTS TO RESEARCH CERTAIN TECH.

MELEE:
1 vs 1.5 against elves on open field melee battle.
1 vs 0.5 orcs in open field melee battle

RANGED
1 archer usually manages to take down and/or weaken 0,5 orcs
1 Archer usually manages to take down 1 ELF (incase elves do not counter fire)

*Native religion is: "Old God"

Cannot build: Light infantry.

ELVES
Same size as humans, skin is pale-white.
Body shape is "slim".
They can move fast, much faster than humans, they cannot carry heavy things tho. Very good archers.

In NES:
- Large casualties.
- Are not very strong in melee assaults
- Are VERY strong in ranged assaults
- Armies move much faster than ORCs and quite a bit faster than Human armies.
- Very civilized, if they capture a territory, no looting will be done (unless orders say otherwise). eg province will not be damage.
- EVERY unit has a spear and a bow, making all units ranged.

Native religion is: "Spirits"

In MELEE open field Battle:

2 elves vs 1 orc
3 elves take down 2 humans.


In archery:
(EVERY UNIT HAS BOW AND QUITE GOOD ARCHERY Skill)
1 Elf takes down 1.5 orcs.
1 Elf takes down 2-2.5 humans

Cannot build: Heavy infantry, Heavy cavalry.




ARMY
*Units can be made out of one race only: Orc Light Infantry, Human Heavy cavalry you can't "mix" units. (Human-Orc Medium infantry Elf-Human Archers etc)

YOUR ORDERS MUST REFLECT WHAT KIND, OR I WILL CHOOSE RANDOMLY.

THIS IS DESCRIPTION ONLY, I DO NOT USE THESE NUMBERS IN CALCULATIONS, BUT THESE ARE HOW I IMAGINE THESE UNITS AND HOW THEY WILL BE USED IN FIGHTS and how they should be compared in battle plans (orc medium infantry is slower, elven archers can make hit-n-run tactics and cause serious damage without losing single unit.:


ORCs bonuses:
+2 armor
+1 strength
-2 speed
NO ARCHERY UNITS can be made out of Orcs
LESS CASUALTIES
*All units loot and burn (causing more damage to newly captured provinces)

HUMAN bonuses:
None

ELF BONUSES:
-2 Armor
+3 RANGED power
-1 strength.
+2 SPEED
High number of casualties in melee battle.
*no units loot or burn, unless orders say otherwise(plundering and destruction damage and gains much lower).


[name]
Can be built by:
Armor: Armor rating, 1 is cloth 10 is heavy medieval knight
Speed: Speed, 1 is snail 10 is running
Melee: Strength in melee, 1 is slap 10 is being-hit-by-a-speeding-truck
Ranged: Strength in ranged power, 1 is breeze 10 is being-hit-by-a-speeding-truck
Number: How many units you get for 1 EP
Description: duh...

[Light Infantry]
Elf only.
Armor: 2
Speed: 7
Melee: 3
Ranged: 6
Number: 1,000
Description:

[Medium Infantry]
Human, Elf, Orc
Armor: 5
Speed: 5
Melee: 5
Ranged: 4
Number: 1,000
Description:

[Heavy Infantry]
Human, orcs
Armor: 7
Speed: 4
Melee: 6
Ranged: 3
Number: 700
Description:

[Light Cavalry]
Humans, Elves
Armor: 5
Speed: 8
Melee: 6
Ranged: 3
Number: 300
Description:

[Heavy cavalry]
Orc, Human
Armor: 8
Speed: 7
Melee: 7
Ranged: 0
Number: 200
Description:

[Archers]
Humans, elves
Armor: 3
Speed: 5
Melee: 4
Ranged: 8
Number: 700
Description:
 
This is the idea behind the Nessos concept, except it's ALL the players within one nation.

I can't remember right now, do players just play one person though? Or do they play as a family? For some reason those two come into my mind, but I can't remember which one is right.

People already can do that in N3S III, as far as I'm concerned. Well, they can play anything with a central control. And I probably won't let people join as governor/general if the player of the overall nation doesn't fully consent.

As for the factions, it seems like a superfluous stat. Useful in stat-heavy games like Bird's, maybe, but it wouldn't calculate anything in mine, and would only tell information that's obvious from updates.

Well, there have been at least 2 players who aren't just leaders of countries, so I guess it has happened in N3S III a little. As it progresses I might take a non-nation role.
 
Developing a ruleset for my Sonderbund ATL. I'm looking for a merge of the simplistic but undeniably succesful EQ stats, and that of the complicated, realistic, yet somewhat inacessible rules of Shadowbound and Masada. This NES commences 1850. Any recomendations?
 
Talk to Masada about his complicated, realistic and somewhat inaccessible rules?I'm happy to make them more accessible. My profile has all that is needed.
 
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