Pre-Thread Mortal Engines NES

Everything is alright for the moment, looks to be calming down (for the next week or two at least), and so I'm back to work again and catching up on what I missed, as well as preparing for the state run exams that we are doing in my home. So, in an effort to polish everything up and not break it up into a lot of pieces and such, I'm holding back the work on the mechanics and deploying them tomorrow so I can get the good framework set up instead of having to deploy it in multiple pieces.

Sorry for the wait and I hope to reward the patience of all of you so far. :)
 
In this never ending story that we have here, you will start out as a city roaming the traction lands from South America (renamed to Aztlan), to the great expanse of the Great Hunting Ground extending over what was once Eurasia, from Britain to the ruins of Russia to the walls of the burgeoning Anti-Traction League already forming in the mountains of the Himalayas and around them. Africa as well is open via land bridge via what were once the Iberian Peninsula and the Arabian Peninsula as well, while Australia can be accessed via water craft. Antarctica is a spot that has been unfrozen and now has gold mines and oil wells available to enterprising traction cities in its new and mountainous terrain.

The goal of your city in the never ending story is simple; survive. The threats that are posed through the system of Municipal Darwinism is that the strong will triumph the weak and smash them asunder, ripping them apart to be consumed by the larger cities. Large cities and metropolis will consume smaller cities, which in turn consume towns, which consume villages, which consume static settlements and others of the sort. At the beginning of the game, your city will be but a small and careful predator city upon the continent and hunting ground of your own choosing, but it will not remain like that for long; as time progresses and goes on, you will expand and add new things to your arsenal of tricks and tips. With the advent of material acquired through consumption of other cities, scavenging, trading, and a supply of cash, you will be able to build your city higher, especially if you convert a former metropolis into a conglomerate with your own. You will also be able to build suburbs for a higher price, but these satellite cities will be handy and unique, circling around you, protecting you, fielding guns and soldiers against threats and sharing in the spoils as your hunting party grows and becomes larger.

To start of the mechanics and the rules page, diplomacy and such is first up. At first, you will only be able to contact cities that are close by to yourself, and moving away from them will reduce your communication to nothing. Long range radio equipment that you can manufacture, as well as other communication devices reverse engineered from Old Tech and other such things will allow you to do the same. Airships, built by yourself for trade or for warfare between yourself and other cities, can be utilized to keep in touch with other cities, but do keep in mind that even they have a range to them unless they can land upon a friendly city. Airships concerned with diplomatic affairs can shed their guns and other such things for extra engines, fuel, and power in order to reach a farther destination more easily.

Much like in any other never ending story, you will be able to decide what sort of diplomacy you want to inflict upon your neighbors. Being a kind and caring one helpful and interested, or a savage warlord that chases down those that flee and threatens to bring them under the yoke of the new hunting party that is assembling against them can be done. Currency and EPs can be traded between cities as you wish, either for goods such as food, water, fuel, technology and other such things, or set up for contracts if you want to hire a mercenary city or perhaps a city to help establish crops upon your own city as it grows larger (if not set up a contract for them to provide food for your own metropolis). You can additionally set up pacts for non-consumption between cities or create your own alliances and coalitions. If you are familiar with the Traction City books themselves, you may know about the Traktionstadtgesselschaft, the German led alliance of cities fighting another side; you may as well set up your own coalitions and alliances against other forces if you so wish, but be wary as NPCs and others will do the same against you if they feel threatened by your reign of power.

Trade itself within the game is a simple and yet complex matter. You have a variety of goods to exchange to other cities, based upon currency, weapons that you might wish to exchange, food, water, equipment, supplies, Old Tech, Stalkers, airships, slave labor, etc., and even things that you might have found in your travels or stuff that you yourself might manufacture aboard your cities. These trade goods are essential to a city’s survival upon the Hunting Grounds when it is not having a good run and collecting lots of dead cities under its belt, and you can set up trades if you and another trundle along, or more perhaps, or even set up a trading cluster with a series of cities, where the freeform environment of the cluster allows interesting trade goods from a variety of metropolises to congregate and be exchanged as need be. The price of goods is not set in stone, and as one would say “the price of the goods is what the purchaser will pay for”. Airships, refitted into cargo capability, can also be used to trade with long range cities, but you will need to experiment, retrofit, and change as need be.

In terms of goods themselves, most are pretty simple and self-explanatory. Food is split into a different variety of categories, being grain, meat, poultry products, fish, vegetables and fruits, and luxury items, which are needed in that order to keep a good population healthy and running. Grain is perhaps the easiest to acquire, as miller cities are some of the most common cities in the agricultural category, allowing a simple and easy flow of grain and bread into your city if you should happen to make friends with them. Luxury items typically include such things as wine, alcohol, chocolates, and other tasty delicacies that are produced by cities only with the ability to do so; cities like NPC Boudreaux produces wine, and Aztlan cities will produce chocolate. Water itself is self-explanatory, and can be collected through either de-salinization, water traps in the air, or by following rivers and refining the water in order to make sure that it isn’t polluted and inconsumable. Although your populace may be able to survive the usage of polluted and unclean water, it will cause side effects the longer you go on, and low water stores will cause riots, as will low food stores. Food and water stores aboard cities can be expanded with a round of currency and some trading, and the larger a city is, the larger it’s stores can be built and held out, while it will consume more and vice versa for the smaller cities as well.

Fuel is another necessary component for a well-oiled city to keep up and keep going. Fuel is a variety of things, from the fossil fuels of oil and natural gas and coal, to hydraulics driven by water for sea going cities, solar panel using metropolises, and even things like nuclear reactors and fusion generators, as well as biofuel drives. In terms of efficiency, the efficiency of fuels and the space they take up goes from least to most efficient, and most space to least space is biofuel, fossil fuels, solar cells, fission plants, and fusion reactors. Do keep in mind though, the higher you go on the chain of fuel sources and engines, the more experimentation with Old Tech that you will need to utilize and test, as well as create expeditions to look for as they cannot be created by scientists within your own cities. You can also have more than one to increase your speed and power, but they will require more fuel and more fuel storages, which can be upgraded much in the way supply storages can.

War between cities can be an ugly and brutal affair; focused between two or more cities engaged in destroying each other, they will have to use their bonuses effectively against one another. There are no hard counters against a specific type of city, but instead soft counters; a Panzerstadt can successfully fend off a pair of cities and sustain minimal losses, but being chased by a group of cities or engaged by lots of smaller predators will see it ripped to shreds very quickly. You must be able to use the engines of war that you have amassed, be they your own city, artillery batteries, soldiers and militias deployed from city to city, or even Stalkers that are created from bits of old technology gleaned from ruins of North America and such here and there. Artillery used to incapacitate a city through destruction of its engines, its jaws, and its reactors and internal bits will pave the way for an invasion of the city if you don’t wish to start consuming it right away. Fighting may be bloody from street to street, as many cities will have their own soldiers and militias and perhaps even Stalkers fighting against you in the streets as best that they can. Upon completion of taking a city, you have the option to dismantle it and take the populace aboard (either for slave labor or to become a part of your citizenry), destroy the city, or vassalize it and force it to become a part of your roaming hunting party or alliance that you are amassing. Most cities will probably be glad that you didn’t put everyone to the sword, but be wary of long harbored grudges that some may have if they try to split away from your hunting party.





So, the basic outline of the mechanics is done, and the cities posted so far look very good. I'll finish up what else has not been covered here shortly, over Friday-Sunday.
 
Name:Tokyo
Specialty:Agriculture
Size:Large
Location:In lower Japan
Government:Democratic Repulic
Description:After the 60 minutes war, the remains of Tokyo were seized by an ambitious yet idealistic warlord named Kenji Nobunatsu. As an old man who was a scholar before the 60 minutes war, Kenji was well aware of the various philosophies on governance of the world. Hoping to create a utopian society, he set upon reforming Tokyo into an organized system of a republic, made sure the few areas of greenery left in the city are dedicated to agriculture, and quickly drafted up a small constitution. How will this idealistic creation fair against the brutal forces of reality?
Religion:95% Shinto 3% Buddhist 2% Christian
Sub-specialization class: Energy Farmer, Miner, Panzerstadt, Harvester, Scavenger

How's this
 
Very good ChineseWarlord.

I will mention that if you can edit your city descriptions to have your specializations in order from the one that you want to influence the most, to the one that you don't want to influence as much.
 
I'm going to resubmit Canberra in order to fix up my form.

However, whats the difference between a specialisation and a sub-specialisation? Does Specialisation come from the larger 5 classes and then sub-specialisations from the sub-class?

Can you have a sub-class as a Specialisation?

Enquiring minds want to know! :p
 
I'm going to resubmit Canberra in order to fix up my form.

However, whats the difference between a specialisation and a sub-specialisation? Does Specialisation come from the larger 5 classes and then sub-specialisations from the sub-class?

Can you have a sub-class as a Specialisation?

Enquiring minds want to know! :p

The specializations themselves are a broad definition; they are the Combat, Predators, Creators, etc., and the sub-specializations allow you to pick what you want to bolster your city. Below sub-specs you can create any sort of class that you want if you would like, tailored to your own city specifically and titled by yourself. And yes, you can have a subclass as a specialization; just make sure you have the one you want up first in the line! The ones after it will be less effective compared to if you had a Panzerstadt first, rather than fifth.

Hope that helped a bit. :)

That's actually the next part of the mechanics/ruleset I am working on.
 
I think he meant written in the signup form.

That was from early days, when all we had was broad specializations. Ignore it or delete it.
 
Not abandoned, merely the next segment has been delayed due to a wide series of tests coming Thursday and Friday that I absolutely need to study for. I'll have stuff up by Saturday at the latest.
 
funny-pictures-bunny-naps-on-homework.jpg

A little enouragement ;).
 
Name: Zuellni Academy City.
Specialty: Scientific
Size: Large.
Location: Japan
Government: Technocractic Theocracy, AI now called God Emperor, reason unknown as it is lost, though it's name being discovered is considered very important by it, rules the city. really the only reason it survived. It's rather caring.
Description: A city that was devoted to research, and had built a massive industry, before the 60 minute War, it had already been given some legs by the time the nukes were launched. it wasnt hit, but it was EMP'ed, and most knowledge was lost. Some was kept, such as how to operate the legs. the AI understands the needs of the city, knowing if it needs more of anything for the people or to maintain it. This results in it being well maintained...but it doesn't handle industry except for the parts that require it. it gained the Miner and Energy Sections by subburbizing towns with those. sp
Religion: God Emperoris worshiped fanatically...by being as efficient as possible, trying to understand all old tech, gathering as much energy as possible, making as much goods as possible, and helping out one another. it doesn't care much about the fact that theirs literally one religion in the city, and he's it's god.
Sub-specialization class: reverse engineer, Miner, Panzerstadt, Energy Farmer, Industial.
 
Approved, Daedwartin. Other submissions will be taken into account, I may actually get the last bit of work done tomorrow.
 
I, for one, cannot wait for the first update! :D

Take your time on it, so it can be the best that it can be.
 
For some funny reason, I keep thinking of the scene in soul eater where death city got legs and ate Asura.
 
Old Tech is one of the driving forces of conflict in the world of Mortal Engines. Old Tech was used during the Sixty Minute War, before it consumed most of the world, and was used during the era of the Nomad Empires. In essence, it covers a variety of different things, from books and microscopes and devices like that, to memory chips and implants that were designed before the world was destroyed. Many bits of Old Tech are more advanced than the current modern era of technology that has been achieved in the world of the Traction Cities, and can be reverse engineered and tweaked to help you out. From nuclear reactors and solar cell technology to giant artificial intelligence devices capable of conducting billions of calculations a second, it is something that will give an edge to the cities that are capable of discovering Old Tech and doing what they will with it.

North America is perhaps the best place to find Old Tech if truth be told; after being very much obliterated during the Sixty Minute War, Old Tech can be found in large repositories from libraries and such to military bases and constructs deep inside the heartlands of America. However, due to the nature and unknown forces that may or may not inhabit America and the climate that has pervaded the area since the Sixty Minute War, it will be difficult gleaning technology from the ruins. Military bases and other large places that would be centers of emergency might be heavily defended by the eternal mechanical guardians set forth into place, if not booby trapped or carefully ensured safety through a cleansing and apocalyptic explosion that would consume the facility if the wrong things are done. However, the more risk that you are willing to take, and the more that you are willing to give up for, the greater the payout might be in the end.

Other locations besides North America are somewhat shadowy and unknown, and only by sending out exploration teams after rumors or such that you might pursue will you discover the truth. Rumors are a double edged blade though, as without proof or substantial evidence, you may be sending off your expedition members to die in the wilderness, either from animals, other scavengers, or parties of other explorers from different cities who might be frustrated with the lack of archaeological finds and take it out upon your own team. However, everything goes to the first person who can get it, so it’s up to you to decide what you’ll do in the end if you think that you might want this strange new technology that the most recent trading cluster told you about far to the north.

Expeditions and explorations in general are chance based. To perform an expedition, you either need a smaller suburb to go chase after your objective, or an airship. Multiple ones of both can be sent out, or perhaps a mixture of the two, but do keep in mind that for an expedition to take place, you need a supply of men and women who are willing to go and pursue this objective, as well as necessities such as fuel, food, water, and weapons as well as any equipment that you might need in order to carry out the expedition in full. These goods can be replenished by trading and scavenging, much like how a normal city operates, but beware; if your suburb or airship or your expedition party spend too long in one place, others may start to follow or figure out where you are going, and the race will be on to see who gets where first.

Expedition leaders that find success and lead their party to victory (or perhaps survive more so than their comrades if something happens to go wrong during the expedition), have a chance of becoming noteworthy. Being more experienced, they have a greater chance of being successful in their hunt and generally not dying a horrible death to whatever may be out there, as well as being all around better. They can be risked to find whatever it is that you might happen to be looking for at the time, but they can still die and are not impervious to everything that you may happen to run into. Needless to say, if they open the door and trigger a mechanism that sets off a thermonuclear warhead buried deep underneath the ground, that won’t be coming back to you at all unless it’s in pieces to say the very least.

Other people have a chance of becoming noteworthy in your city, whether it is generals, scientists, leaders, and others. The creative ones, like painters and sculptors, can sell their goods for cash to help out your own city, while leaders will have a better likelihood of pulling off a risky bit of diplomacy, and generals will be able to be more adept at tactics and won’t be outsmarted as easily when in another war with an enemy city or faction that your own metropolis might happen to run into. Again, you can send them on special assignments (generals for black ops agreement, leaders when you happen to need a tricky bit of diplomacy sorted out upon another city or negotiate the release of someone in particular), and can still die and are not as impervious as one may believe, so using them carefully is the word of the game.

On the subject of classes and subclasses; classes or specialties allow you to have a more specialized definition for your city to go by, compared to just being a free flowing thing to work with. The subspecialties are where you are allowed to pick from, and you can pick five in total; doing so allows you greater flexibility, but decentralizes some of the things that you might have been able to do with less specialties under your belt, while the first one that you list will be the one that gives your city the most defining traits compared to the one at the tail end. This means that if you list your city as a Miner for the first slot and a Panzerstadt as the last one, it will mine more effectively than many others, but it’s Panzerstadt roles will be subpar compared to if it was in a higher slot.

Additionally, you can create your own specialties and subspecialties as you see fit, as you are not bound by what is up there. You merely have to name it, pick two things that it does better than others, and one major drawback compared to others in its class. At that point, all you have to do is either post it in the thread or send it via a private message to myself in order to have it approved for use. I reserve the right to ask you to tweak it in the name of balance in order not to create something that is so overpowered that nobody can compete with it in anyway at all.



That should wrap up most of the rules at this point (unless I have left a gap in there somewhere where I promised to explain something but didn't. Feel free to poke me about it if I did!), and an order template will be coming shortly, as well as a starting turn to see how everyone likes it. Does that sound good for everyone involved?
 
Okay, Canberra resubmission. Let me know if I've done something wrong.

Name: Canberra
Specialty: Predator
Size: Medium
Location: What was once Korea
Government: Dictatorship of the Bureaucracy
Description: Australia was not spared in the destruction of the 60 Minute War, however, by some miracle the capital city of Canberra was spared. The city remained, skulking to the foothills of the Brindabella mountains as anarchy spread across the Australian continent, coming under the rule of the Public Servants and their leader, the Grand Public Servant, in typical Canberran tradition. However, this all changed with the growth of Municipal Darwinism. Canberra was one of the earlier Australian cities to develop motion and become a Traction City, under the Grand Public Servant Fraser III, and was successful in devouring the Sydney before the city was able to develop wheels and was still a Static settlement (if a large one). Now, Canberra roams the Earth, seeking more cities to shovel into its maw in its quest to become the a monstrous behemoth and feed the Grand Public Servants.
Religion: TBD
Sup-specialisations: Reaver, Harvester, Converter, Opportunist, Bargainer
 
If I'm not mistaken, North America is uninhabitable. For either traction cities or static cities, as it was hit harder than most by the sixty minute war( good portion of the west coast is literally gone)...however, the American Empire managed to have two super weapons survive MEDUSA and ODIN. MEDUSA can destroy any city, static or traction. It's a directed energy weapon located in London...and it was reassembled A few hundred years after the start of traction cities, which was started by london(it also means if this does begin During the time of the books, year wise, London is a NPC. No questions. It can destroy you, granted it doesn't get sabotaged...). Oh, by the way, it's powered by energy from other universes, so it doesn't need energy farms to stay operational. In the book mortal engines, it was destroyed by sabotage, which caused the city to blow up big time...the explosion did take out the target, the wall that prevent traction cities from reaching the one area static cites could survive...mostly because of the wall.

ODIN is worse. Much, Much worse. That something as powerful as MEDUSA, give it more firepower, same power supply, and put it in orbit. MEDUSA at least only had a few hundred kilometers range, and London has to walk into range to use it. ODIN only need orbit til your city is in the firing arc. That said...you got to get the ground control station first, else it just sits up there. It will destroy any city as well, and obviously doesn't have a issue with range or you being on the other side of the earth. it might be self aware as well, it can pick out Indivual faces, abite the quality being a bit grainy(traction cities can't even put a mite in orbit). it also notices and mentions the change in geography...and asks what happend to the American Empire. mind you, this is a kill sat that's been sitting offline for over ten thousand years.

So...knowing that ODIN, which easily can reposition its orbit, is still up their...that should tell you why their is a big giant hole in the west coast. If aliens were about to have made first contact when it occurred...they been horrified by it as we destroyed landmasses.
 
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