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RNES-What do you think? need input :)

RoddyVR

Veteran Board NESer
Joined
Mar 29, 2002
Messages
4,210
Location
Russian in US
i been working on a NES of my own, and here's what i have so far.
i am NOT starting it YET. i want to iron out the rules/map first.
i am not sure if my upload thing worked at all, but here goes :)

EDIT: i cant get the map to upload to www.civfanatics.net/uplaoads so im just gonna put it in a reply
/EDIT

RNES- Resourse Wars

Preface:

The people of Noidor are rejoicing. The Dark Lord has been banished, his minions killed and the last of the Portal Gates to Hell have been destroyed. The Great King Albus sacrificed himself to ensure that the demons would never be able to return by imbuing the Barrier Spell with his own life force. The surviving Generals, Princes and Warrior Queens (princeses) are returning to their castles.

Rules:
Resoruses:

Gold: is earned by taxing the land around your castles, and is required for the construction of castles and military units. Gold is carried over from year to year. Every castle earns 1 gold per turn for every adjacent Landhex you own(taxable Hexes). Every castle you have costs one gold a turn in upkeep.

Timber: is gotten by having a Platoon chop down a forest. It is used in costruction of castles and ships. One tenth of your stored lumber rots every year (rounded down). Eight new forests grow every year in random locations.

Ore: is mined by the dwarfs that live inside the mountains (in exchange for your protection). You can use one ore shipment per year from every mountain under your protection. The dwarfs only send the ore you NEED to use NOW, so there is never any leftover.


Military:
Platoon: your basic group of guys with swords, bows and so forth.
A Platoon can do ONE of the folling in a year:
1. Attack (move) to an adjacent province.(including the year it is trained)
2. Chop down a forest to add a lumber resourse to your stockpile.
3. Build a castle. This disbands the Platoon (they become the caretakers of the castle).

Army: a group of 10 Platoons that combine into one unit. has better Defence/Attack then 10 independent Platoons. Can NOT build castles or Chop forests. Can NOT be broken back into 10 platoons. Requires: 1 ore/turn upkeep unless in a castle. Has to have an unbroken chain of Landhexes you own to one of your castles (supply Line), stops and stands in one stop if supply line is broken.

Ship: A trasport vessel. can trasport upto 5 platoons or 1 amry (dont ask;)). a ship can do ONE of the following every year: Load, Move or Unload. Upkeep: 1 gold a turn if there is no coastal castle to 'trade' with (different player's castle)


Construction:
Castle: the construction of a castle consumes the following: the Platoon that builds it, All available Ore, 10 Lumber, 10 Gold. two castles can NOT share taxable Landhexes.

Platoon: a castle may train a platoon for 1 gold. the number of Taxable hexes around this castle is the maximum number of Platoons that the castle can train in a year.

Army: any 10 platoons in the same province can, in the span of a year, become an Army.

Ship: a castle on a shore can build fleets for 1 timber(no gold). a platoon can that chops down a forest that is on the shore may (instead of adding the timber to your pile) build it into a ship for 3 gold.

Combat:
I need suggestions for combat, but the parts i want for now is:
on plains it doesnt matter who attacks and who defends.
forests, mountains and castles give defence bonuses (f=1, m=2, C=3?).
to kill an army would require a force of 2 armies or 20+ platoons. i want armies to be REALY hard to kill.
as far as ships fighting, i think 'both die' is good, then its a production battle :)

Diplomacy:
Backstabbing: when you make an agreement with another player you(two) can 'assign' a penalty for breaking it(but i suggest leaving a provision for 'leaving' the agreemnet peacefully also). it can be anything you guys can agree on: resources, land, Castles, units.... anything you want.

ROP: are NOT allowed. but since 'claimed' land is worthless unless its next to a castle, you could tell your ally that he can 'claim' a chain of land through your territory. the reason ROP is not allowed is so that its harder to maintain suply lines for Armies that are far from home.


i think thats it. what you all think?
 
dam it, where does that "quick upload tool" thing put the files???
i cant find my map now :(
 
if some one can explain why that "upload/
 
how do we know where to move and from where?
there are no names to the lands, i sugest give them numbers from 1 to (how many areas there are? include the seas in the numbers.
 
that was another of my problems, but i think i gonna set it up to be a coordinate system. sort of like
move army from 15 by 12 to 15 by 13
that kind of thing.
there are 34 by 19 hexes (though the seas take 3 each) which is like 600 hexes
 
the other thing i dont know about is the turn length. i think that longer then a day is WAY too long, but to tell the truth i would prefer something to the effect of 6 hours as apposed to a day.
 
a coordinat system will be nice do it numbers/letters, it' will be like chess...
and turns will be 6 hours or ti'll everyone gave their orders...
 
I want to play the top right castle.
Hex column 21.
I think numbers are ok for that.
I will be Princess Aglarna, and my color(if u have) will be light purple. NOT pink.

I suggest each turn be longer than a day. Not everyone is here every day to give orders.
 
i'll take the catle that is closest to the big water area.
and about platoons, do i need to tell you if they bows, or swords, or workers?
 
i aint starting the game for a while.
and no all the platoons are the same.
the can do all that though
 
I say one turn=one day(not six hours, what about when people are sleeping?!).

As for sign ups, wish there was an island, I love islands lol.

Do transport vessels fight?

Finally, the quick upload system delivers them to http://www.civfanatics.net/uploads/lalala.jpg

Nemesis
 
Oh, and can't wait for it to begin :)

Nemesis
 
uk,
as far as ships fighting, i think 'both die' is good, then its a production battle :)
as far as islands go, the map is VERY easy to edit, but i dont realy feel like taking the time to try to 'balance' it again. i dont think i did a very thorough job the first time.


I say one turn=one day(not six hours, what about when people are sleeping?!).
i guess you're right. it just always seems like the games go too slow for me. maybe being the mod it will be the otherway around (i hope).


Combat:
I need suggestions for combat
i cant start the game untill i have a combat system that i like, at least.

5 armies attack 3 armies = 2 attackers survive would fit the 'theme' of the game the best. makes it a resource fight.
but i think that its a bit TOO simplistic.

i though of using squares of # of armies. but that is WAY too heavily weighed (5 attacking 4 survive with 3)

maybe ill just do a simple multiplyer... please give me some suggestions, cause im getting some sort of 'writers block' on this part.
 
Take a look at ARTNES, that had a good combat system if I remember correctly...

Nemesis
 
uk i read through the first post and some of the following pages of ARTNes and couldnt figure out WHAT the combat system there was :( anyway i think im getting close on one of my own design now.
as soon as i can 'semi-automate' the process of keeping the info on a running game of this scale (600+ hexes) in order i will start it.
i dont know how long this will take though. so please dont sign up here. i will start a different thread with the final rules and a map With a coordinate system.
 
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