Pre-CNES: Flowers on the Working Title

I'm glad that you modeled the ocean currents on the map Lord_Iggy, many fresh-start maps seem to suffer from a severe lack of plausibility when it comes to placement of rivers and deserts.
 
Yes, all those terrains are correct. No more, no less, in fact. Each province will have one type (jungle, deserts, tundra, temperate) and one feature (hills, mountains, forest, featureless). Combinations of these types and features will give you your tropical/temperate/boreal forests and such; get creative!

I will be deciding which places have more city/factory provinces as we get along in the culture phase, but for now you can let that be. I have a series of tooltips and icons that can and will change throughout the course of the game which I will use to indicate industrialization/urbanization/presence of other improvements.
So I could place forests in a jungle and forests in a tundra? :p Or is a jungle by default lacking trees, so I have to make it a jungle with the forest feature?

I'm glad that you modeled the ocean currents on the map Lord_Iggy, many fresh-start maps seem to suffer from a severe lack of plausibility when it comes to placement of rivers and deserts.
Thanks! I hope it looks plausible continentally as well- I have a few places where coastlines fit into each other. :)

I have no formal training in this particular kind of thing, but I've researched a good deal and applied what I understand from the earth to this.
 
So I could place forests in a jungle and forests in a tundra? :p Or is a jungle by default lacking trees, so I have to make it a jungle with the forest feature?

Forests can be in a tundra, but not a jungle. Jungle must be featureless. Jungles are always treeful, but jungles, not forests.
 
Tundra, by definition, does not have forests. :p But I'm splitting hairs, I see what you mean is that you want cold plains to be tundra and cold forests to be boreal.
 
Comparison of ZPNESV and CNES, Contrasting Total Territories, Landlocked Territories and Islands

ZPNESV North America: 14 territories (2 landlocked, 1 island)
ZPNESV South America: 7 Territories (1 landlocked, 0 islands)
ZPNESV Africa: 9 Territories (0 landlocked, 1 island)
ZPNESV Europe: 10 Territories (0 landlocked, 2 islands)
ZPNESV Asia: 19 Territories (5 landlocked, 1 island)
ZPNESV Oceania: 10 Territories (8 island)

ZPNES Total: 69 Territories, including 8 landlocked territories and 13 islands.

CNES West: 25 Territories (2 landlocked, 2 island)
CNES North: 16 Territories (2 landlocked, 1 island)
CNES South: 26 Territories (6 landlocked, 1 island)
CNES East: 5 Territories (0 landlocked, 1)
CNES Archipelago: 5 Territories (0 landlocked, 5 island)
14:44 Luckymoose Dido is like
14:44 Luckymoose let me dance naked for you
14:44 Luckymoose so I was like
14:44 Luckymoose open borders it is

CNES Total: 77 Territories, including 10 landlocked territories and 10 islands.

Note: I will be upsizing the areas I have decided to call continental islands (the Britains, Japans, Cubas and Madagascars etcetera), and potentially adding some mid-ocean island territories, as Daft had in Flowers on the Razor Wire.

Note2: How did that get in there. >_>

Note3: I too will be happy to vet cultural proposals. :D
 
One presumes it is so that cultures make sense in the context of each other, so that we don't have expies of Polynesia and Greece right next to each other.
 
Tundra, by definition, does not have forests. :p But I'm splitting hairs, I see what you mean is that you want cold plains to be tundra and cold forests to be boreal.

you sneaky sneak

Why do we need someone to vet cultural proposals when players will likely want to play a culture of their own invention?

People will be submitting and probably playing cultures of their own invention. The, erm, commissar is there to hash together the essential history and the specific cultural characteristics of each region. This will be used to determine where are heavily developed areas, where are undeveloped areas, and to suggest a sense of cultural continuity within regions.
 
People will be submitting and probably playing cultures of their own invention. The, erm, commissar is there to hash together the essential history and the specific cultural characteristics of each region. This will be used to determine where are heavily developed areas, where are undeveloped areas, and to suggest a sense of cultural continuity within regions.

oh i didn't realize this was so srs bsns ;;
 
oh i didn't realize this was so srs bsns ;;

Well it's 75% for my own edification. The cultural continuity is more of a suggestion than anything else. >_>
 
Imo, something along the lines of Daftpanzer's OTHER great NES, Throne of Destiny, would be a goal to shoot for. Broad pseudo-interpretations or admixtures of cultures that resemble one or some of Earth's own cultures. So you can have not-Arabs or not-Plains Indians in the deserty areas, and so on and so forth.
 
Spoiler :
FVkHq.png


I've fixed up a few things, such as the ocean circulation being backwards in the arctic (props to ChiefDesigner there :D), and altered the climate to correspond. I enlarged several islands, and it seems that the number of territories in the archipelago region will be six instead of five.

I've established each territory as either desert, tropical, temperate, or tundra, based on the predominate climate of each area. Some of the tundra might have trees on it, and still be coloured in as 'boreal'. ;)

Next goals are to establish naval territories and display whether regions are hilly, mountainous, forested or null. Then the map's done, and I can go update my own NES. :D
 
Spoiler Biomes and Terrain :
jmSxD.png


Spoiler Territories :
NCzRy.png


|Tropical|Desert|Temperate|Cold
Default|N/A| Yellow | Orange | White
Forest| Dark Green |N/A| Light Green | Turquoise

Mountains are represented by the brown, mountain-shaped sprite, Hills are represented by the green, hill-shaped sprite. Here you go Crezth, pending any major concerns/urges to tweak this is the final draft. Ball's in your court now. ;)
 
Thanks for all the hard work, Iggy. I am thankful. :)

The tech system rules and the cultural submission templates/information is coming out tonight. I know I said that same thing a few days ago, but it's only because I was unhappy with the system I developed and wanted to scrap it and remake it.

Naval combat stuff, including units, is also in the works, but I wouldn't expect any info on them tonight.
 
Technology Rules

Technology is obtained through use of another resource called research points. Like $, they are obtained through income, but unlike $, they cannot be banked. Research points must be spent the turn they are earned or they are lost. They also cannot be traded to other nations. Research points are only used to research new technologies, which can provide many benefits to your nation.

Every Capital, by default, earns 5 research points for your nation per turn. If you lose your Capital, any research that you would have done that turn is cancelled, so be careful to guard your Capital. You can increase the number of research points you earn in a turn through two methods primarily.

You may build the research lab improvement in any urbanized, mountain, or jungle province. These labs provide +1 research points per turn and cost $8 to build. If a research lab is captured, the capturer gets half as many research points as the lab has produced since it was built or since it was last captured as plunder, rounded down.

You may also adopt certain policies that can improve research point generation.

Researching a technology is as simple as spending research points with the intent of obtaining a technology. To do so, merely order the allotment of research points and the target technology. Make sure you have the proper prerequisites! By default, all nations start with no technologies. Every technology costs 5 research points. Once you have invested 5 research points into the research of a technology, you are considered to have researched that technology.

There are 6 categories of technology. These categories are mainly for classification purposes, although certain abilities may affect them. They, and their representative colors (but don’t worry about those right now), are:

1. Infantry (Green)
2. Armor/Artillery (Red)
3. Aerospace (Blue)
4. Industry (Gray)
5. Science (Orange)
6. Policy (Yellow)

Category 6 Technologies (or Policy technologies) cannot be researched if another Policy technology of the same tech level has already been researched.

There will be (at least) 5 tech levels in this NES. You may only research technologies whose prerequisites you’ve unlocked. Tech levels are mostly a classification but can be affected by other rules (such as with Policy technology).

To unlock the next tech level, you must research at least ten technologies in the previous tech level. Note that prerequisites may carry over between tech levels.

Not all techs in a tech level may be visible from the start. You may need to research prerequisites before subsequent techs can be visible.

You may “trade” technologies, but only to a certain extent. This act of “trading” is actually granting a limited number of research points towards the completion of the tech in question to a rival faction. Spillover will be considered wasted research points. Different category technologies may be traded with different efficiency. Refer to this chart:

1. Infantry: May grant up to 3 research points.
2. Armor/Artillery: May grant up to 2 research points.
3. Aerospace: May grant up to 1 research points.
4. Industry: May grant up to 3 research points.
5. Science: May grant up to 2 research points.
6. Policy: Can not be traded.

Spoiler Tech Level 1 :

Tech Level 1

Entrenching Tools
Category 1 Tech
Prerequisites: None
Effect: Infantry always have at least 1 fortification level when defending.

Fragmentation Grenades
Category 1 Tech
Prerequisites: None
Effect: Infantry-type units may ignore 1 fortification level when attacking.

Submachine Guns
Category 1 Tech
Prerequisites: Ballistics
Effect: Unlocks Stormtroopers.

Trench Networks
Category 1 Tech

Prerequisites: Entrenching Tools
Effect: Units may now fortify to level 2.

Improved Suspensions
Category 2 Tech

Prerequisites: None

Tankette
Category 2 Tech

Prerequisites: Improved Suspensions and Differential Hardening
Effect: Unlocks Light Tank

Differential Hardening
Category 2 Tech

Prerequisites: Ballistics and Chemistry
Effect: +1 AP to Artillery and Armored Car.

Cantilevered Wings
Category 3 Tech

Prerequisites: None
Effect: None

Aerodynamics
Category 3 Tech

Prerequisites: None
Effect: None

All-Metal Aircraft
Category 3 Tech

Prerequisites: Cantilevered Wings, Aerodynamics, and Chemistry
Effect: Unlocks Fighter.

Domestic Goods
Category 4 Tech

Prerequisites: Chemistry
Effect: +$1 per urbanized province.

Mechanized Agriculture
Category 4 Tech

Prerequisites: Chemistry
Effect: Non-urbanized, temperate provinces give +$1.

Ballistics
Category 5 Tech

Prerequisites: None

Chemistry
Category 5 Tech

Prerequisites: None

Business & Individualism
Category 6 Tech

Prerequisites: None
Effect: +$1 per industrialized province, +1 research points per urbanized province

Third Way
Category 6 Tech

Prerequisites: None
Effect: +$1 per industrialized or urbanized province

State Capitalism
Category 6 Tech

Prerequisites: None
Effect: +$1 per industrialized province, industrialization is half as expensive

Syndicalism
Category 6 Tech

Prerequisites: None
Effect: +$1 per urbanized province, urbanization is half as expensive
 
Syndicalism+Manpower Doctrine+Mass Urbanization=Massive infantry army of rape.

Anyways, can we have a tech tree in picture form? Would be easier to visualize the prerequisites
 
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