Im a huge fan of
The Simpsons and have sometimes managed to sprinkle some references into various SG turn reports. Now that some of the RB games have either come to an end or are winding down, I thought Id throw a
Simpsons-related game concept out for discussion.
Background: Im assuming most people have a rudimentary knowledge of the characters on what is soon to become TVs longest-running sitcom, so Ill skip the basics. If youd like to learn more about the show, here is a link to a great site that has show capsule reports for every episode:
Simpsons Episodes Capsules
Ned Flanders is the next-door neighbor to the Simpsons. His primary personality traits are that: Christianity pervades his every act, thought, etc.; he is generous to a fault; he is very closed-minded about certain scientific ideas, especially Darwinism; and he is a pushover 99% of the time, but he will explode (to varying degrees) in a fit of rage on rare occasions.
With that in mind, I tried to think of a rules variant whereby Ned gets to lead his own civilization (The Neddies). Of course, that civilization would have to conform to Neds idiosyncrasies. To wit:
- The Neddies must be Religious (well, duh!).

- Ned is a store owner (The Leftorium a store selling exclusively items designed for left-handed people), so the Commercial (India or Spain) trait would be appropriate. He also built an amusement park (which turned out to be a bemusement park) from scratch, so Industrious (Egypt) would be good, too.
- The Neddies may not be Scientific, Militaristic, or Expansionist.
- Any religious civilization advance (Mysticism, Polytheism, Monotheism, Theology, [and Music Theory?]) must be acquired/researched at the earliest practicable opportunity.
- The Neddies may not construct the Theory of Evolution, SETI Program, or Manhattan Project Wonders.

- The Neddies must agree to all tribute demands from other civs.
- Ned is always willing to share his home with undesirables, so the Neddies may never order another civ to remove its military units from the Neddies lands.
- I can recall only two times in which Ned blew up, so thats the limit on how many times The Neddies may voluntarily declare war and fight outside of their cultural boundaries. The two episodes Im thinking of are (1) when a hurricane destroys Neds house and he goes crazy when the townspeople rebuild the house in a slipshod manner and (2) he gets really frustrated with Homer (for various reasons) and is sent over the edge by Homers whistling nose breathing during church. We'll need to discuss how far the Neddies may push their wars, because Ned's eruptions generally are short-lived and he feels guilty about them afterwards.
- Anytime war is declared on The Neddies by another civ: (1) The Neddies may kill any enemies within the homeland

but (2) peace must be offered/accepted at the earliest possible
practicable time. This concept will definitely need to be fleshed-out through discussions before the game begins, because Ned would be torn between his passive/pushover nature to give away whatever someone wanted and his unhappiness with someone attacking his religion.
- The Neddies may not enter into MPP or alliance agreements with any non-Religious civs.
- A city must construct a temple before it may build any other cultural building.
- All victory conditions will be available, but the Neddies may only win by diplo, spaceship (to spread religion to other places in the universe) [is this contradictory with the SETI prohibition?], or culture.
- The Neddies may not demand tribute from or renegotiate peace with their fellow civs.
- The Neddies may not plant spies or steal technology.
- The Neddies would never whip their people to rush projects.

- The Neddies may not employ slave labor. This may be too restrictive, especially if the Neddies are non-Industrious.
- Finally, to the extent not modified/addressed above, the Neddies would follow the honorable Realms Beyond rule set.
Whats everyone think? This is a working draft, so all comments and suggestions are welcomed.