I had some trouble implementing and moderating it but quite enjoyed the world the players and I had created. I would certainly be very curious of the NES you described and would very much enjoy playing i believe. Hopefully when it launches, i can join you.
Thanks for this. It is very interesting. I can see several differences between your NES and what I want to do, but also a fair bit of similarities. I would love to have your input.
Colony: -1 gold per turn, supports: 0
Small village: 0 gold per turn, supports: 0
Medium village: 1 gold per turn, Supports: 1
Large village: 2 gold per turn, Supports: 2
Town: 3 gold per turn, Supports: 2
Ciy: 4 gold, Supports: 3
Metropol: 6 gold per turn, Supports: 6
Support: Every 50 units (round up) requires 1 gold per turn to be maintained. Different sized villages provide different amounts of support to soldiers. For an example, medium village can maintain 50 units for free - meaning that you do not have to pay for unit support. Any 50 unit above total support limit will 1 need gold to be maintained or unit(s) will be disbanded.
To increase village size: You can either hope that you roll well, use regional politics or something like that or you can directly invest into village:
Cost to upgrade village:
Colony: 1 gold
Small village: 2 gold
Medium village: 2 gold + 1 building
Large village: 3 gold + 2 buildings
Town: 4 gold 4 gold + 3 different buildings
City: 5 gold + 5 different buildings
Buildings
Buildings can be anything you want, you can design them yourself. Few examples: Wineyards, Farms, fishing outposts, docks, hunters outposts, Smiths&armory. Some buildings will generate money, others will provide free experience or increase defenses. Buildings can be upgraded by paying 1 gold. Only one upgrade per building can be done per turn. Can not upgrade level 1 farm to level 3 within 1 turn.
There are just few fixed buildings:
Spoiler:
Training grounds
Cost: 1 gold
Effects:
Level 1: Increase village defense
Level 2: Allow village to organize militia in case of emergency
Level 3: Provide one free unit support, provide 1 exp to all recruits after they have been recruited.
Farms
Cost: 1 Gold
Effects:
Level 1: no effect
Level 2: +1 gold per turn
Level 3: +2 gold per turn
Smith
Cost 2 gold
Level 1: Increase village defense
Level 2: Generate 1 gold per turn
Level 3: Increase battle effectivness of all troops and provide 2 exp to all tier 2 units.
Marketplace
Cost 1 gold
Level 1: Generate 1 gold per turn
Level 2: Generate 1 gold per turn, allows caravans
Level 3: Generates 3 gold per turn, allows caravans
Docks
Cost: 1 gold
Level 1: Allows to build ships
Level 2: Generates 1 gold, allows merchants ships to use the port
Level 3: Generates 2 gold, allows merchants ships, makes building ships cheaper by 2 gold (min 1 gold per ship)
Rest are up to players
Military
You must first draft recruits. You can then train recruits into specialists.
You can draft 50 recruits for 1 EP. They require 1 experience to be promoted into tier 1 unit.
Experience can be gained in battle or in training. Training costs 1 g per 1 exp. To promote units to tier 3 and 4, units require combat experience (that can only be earned in battle)
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Every nation (called "tribe" ingame) starts off with one large village under its control. How they choose to expand is up to them.
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Is this too confusing, boring or [insert word here]?
Well, one thing I have decided is to make settings extremely customizable. What I mean is, instead of having character classes, your character will simply be a character. However, you can have "jobs", and these occupations will provide your character with certain mission strings.
Right now I'm thinking about star ships and how to go about including those in a way that isn't overly ridiculous. Also still thinking about players that want to be single star-system "star-states" (akin to city-states, but in space).
Players could be small factions- if you want them on the move, you can do so. This is basically a galaxy coming out of a deep dark ages. Things will be rough for everyone in the beginning.
I don't plan on scientifically explaining much of anything, to be honest. I am not a science freak in that sense. I want a good setting and a good story, and more of an emphasis on the mysteries of the universe. I don't want to focus on the physics of everything. So, Adrogans, I will definitely be doing something similar to what you suggest.
Merchant
Freighter Pilot
Smuggler
Soldier
Asteroid Miner
Farmer
Terraformer
Scientist/Researcher
Engineer
Artist
Musician
Spaceliner Pilot
Priest/Religious
Teacher
Bounty Hunter
Pirate! Great. Thanks das. In a way, every player is a kind of mercenary. The term is a little too vague. If you can give me a brief description of types of missions that might be available to that occupation, that couldn't be available to others, I would re-consider.
Also, adding Politician as another domestic occupation.
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