This is a small project I've felt compelled to work on, regarding the differences in perspective between NESers on how a NES should be run. There are lots of odd variations on the basic NES concept that can be seen around the forum - games with mathematically driven, calculated stats; games that run like some complex board game, rather like CIV itself; games where orders don't matter at all, and stories drive the plot; and some say that my own Pre-ChaNES might as well be a NES of its own, despite its relatively low temporal resolution and detail compared to what I plan to include later. After some discussion with other NESers on what separates these viewpoints from each other, I've come to the opinion that the differences in preferred NESing styles can be represented on a square graphic, similar to a political compass, and generalized into two main axes - the degree of freedom, or power, given to players in choosing what their nation does, and the degree of detail, or "realism," that the mod incorporates into the game's setting and mechanics. This can be charted as in the following graphic (courtesy of Symphony D.): For use with this diagram, I've made a short quiz which can be used to determine where you'd be plotted on it. It's far from perfect, but it should get the gist across. Note your answers to the following questions: Spoiler : 1: Which NES would you be more likely to join? (a) One with detailed updates, but very limited stats. (b) One with detailed stats, but very short updates. 2: If a player spends significant funds on a plan that, in real life, couldn't be accomplished just by spending a lot on it, how should the mod respond? (a) Waste the spending, or bank it for next turn (b) Have the plan be carried out 3: If two players give orders that lead to conflict, how should a mod resolve the situation? (a) In favor of the nation with an in-game advantage. (b) In favor of the player that sent the better orderset. 4: What is the function of an update? (a) To describe what events have happened since the previous turn. (b) To describe how the situation in this turn is different from the previous one. 5: Should the majority of player actions be categorized into defined categories with pre-determined costs? (a) Yes (b) No 6: If a player spends on researching a technology that wasn't discovered until later in our time line, how should the mod respond? (a) Award the player research in related fields (b) Award the player the technology he was spending on 7: Is it more important that games be consistently updated in a timely fashion, or consistently informative of minute details? (a) Timely updates are more important (b) Consistently reported details are more important 8: What's more important when choosing the setting of a NES? (a) An interesting situation. (b) A believable situation. 9: If a player of a democratic government implements unpopular policies, what should the penalty be? (a) The action should be vetoed by the NPC legislature (b) The action should be carried out, possibly with a penalty to the confidence/popularity stat 10: Should a player be able to enact policies that, realistically, would be too extreme for a single ruler to implement? (a) Yes (b) No And here is an "answer key," for use with these questions. Starting from the middle of the graph, this key shows which direction you should move for each question, along the diagonal axis indicated. Spoiler : 1: (a) +1 Detail, (b) -1 Detail 2: (b) +1 Freedom, (a) -1 Freedom 3: (a) +1 Detail, (b) -1 Detail 4: (a) +1 Detail, (b) -1 Detail 5: (b) +1 Freedom, (a) -1 Freedom 6: (b) +1 Freedom, (a) -1 Freedom 7: (b) +1 Detail, (a) -1 Detail 8: (b) +1 Detail, (a) -1 Detail 9: (b) +1 Freedom, (a) -1 Freedom 10: (a) +1 Freedom, (b) -1 Freedom Feel free to post your own answers here, vote in the poll, and discuss the quiz and the concept behind it. For the record, my own answers are (aaaabababb), putting me in the "Simulationist" corner.