Insane_Panda
Deity
Do not listen to Niklas! His opinion is of less worth than mine, and furthermore, it is wrong. You wouldn't want to be misled, would you? 

When your best argument is that "he is wrong", your case clearly isn't very strong. Proof by Forceful Presence (TM) may work on those with a weak mind, but I doubt that das belongs to that category. Proof by Solid Reasoning (TM) on the other hand is something that appeals to those of great intelligence, so I'm sure I'll be the more successful in this clash of titans.
- NES2 VII, an althist NES like all the other NES2s, based on this guess-the-PoD map: http://forums.civfanatics.com/attach...3&d=1177933349 which most of you already know and remember. It strikes me as a generally pretty good setting for a modernish NES, with many interesting nations and possibilities, and a fairly different geopolitical setup when compared to what we usually see in modern NESes (no Russia ever existed, Australia and the Canada-equivalent are great powers, the sun never sets on the Portuguese empire, neither India nor China nor even Africa are fully colonised and so on);
If turn lengths are longer than a year, it would seem to me that on map troop placements are meanlingless beyond some specific garrison sites.
I actually liked the system in DisNES3 a lot
If you define what a nation can do in terms that effect play then the Age questions goes away and easy comparisons between nations can be made.Rules (thoughts about; unless said otherwise, I'm using the ITNES I incarnation two rules as a base for those):
- The age system in Technology Level doesn't seem to express all that much except for major gaps; perhaps a descriptive system (seeing as that has been working out quite well for me) is in order? On the flip side, it would be very detailed, but somehow I don't think Symphony D. or Disenfrancised, for instance, would mind that much;
See above.- More detailed military? Nah.Although, maybe some sort of an additional descriptive stat for military composition (quality, organisation, leadership, base unit type, equipment and all other information that people PMed me about previously) might be in order; its not like this information was ever secret either in a NES or in RL;
Great idea. Anything that makes writing war orders easier is a good thing.- On a somewhat related note, wars would generally be easier for us all to manage if all the nations had general military doctrines (which would remain secret, but will be kept by me in a separate file and passed on to a new player taking a nation) from the first turn of the NES on. That's tactics, strategy and everything else; you would be able to make adjustments to it if you want, both within the doctrne itself and for specific situations, but generally it would be very convenient for us all to be able to refer to this doctrine;
I think that trade and the economy should be separated. Perhaps have trade, agriculture and manufacturing be weighted components of the overall economy score with the weighting shifting over time. Cities could be part of the various sector subscores. numeric based systems (rather than word based levels) work best for this- Economy. Simple and usual though the economy level system may be, the arguments for the more complex sectorised system are convincing. Other issues are those of economic centres (I'll probably just adapt the same approach as in ITNES, though, leaving trade centres that don't magically generate income by themselves but still are significant for actual trade) and of economic regions (which are also increasingly widespread, but strike me as a bit too complex). Really, I'm out of my depth here, so I'll particularily appreciate suggestions here;
As has been pointed out to me, large nations need to have some benefit beyond lots of land. City count could affect sector stats and maybe population would affect total army size permitted. Of course having a huge empire should have some negative impact from a management stand point.- Other ideas worth stealing include a Population stat (which will function as the Size stat for things like Education and would have some obvious, though probably not mathematical, influence on economy and military) and a periphery system (like in the sadly short-lived DisNES, for autonomous regions and effectively autonomous colonies);
Well, the main reason I don't like the ages version is simply because they assume something about a standardized general tech pace across a wide variety of areas. What's to say that the advances in, say, ballistics, and the advances in naval technology, must both follow the same relative pace as in RL? Indeed, by making the system more detailed it is possible that we might even see some interesting technological divergences from RL (galleon warships mounted with ballistas?).I really don't think I could manage *that* level of detail, though earlier times do make things simpler.
As a possibility there could be more generalised technological ages, with the specific national deviations from said norm listed in the specific nation stats. That would, at least, take up less space.
The population stat could cap total army size:For benefits for larger size, how about making army recruitment proportional to the size/population stat?
How about a link?You can see my rules for army recruitment based on population.
A given nation is capable of producing two (2) times its Population number of Units per turn at its Military Basic (Training) level. Every Unit after that for that turn up to four (4) times its Population number will be at its Military Basic level minus one (1), and every Unit that turn after that up to six (6) times will be at Military Basic minus two (2), and so on.
That works fine as long as the rules (and mod) are willing to keep track of how many units, of which type, are at what training level. You also have to cost troops at the unit level or have some kind of partial EP payments.A given nation is capable of producing two (2) times its Population number of Units per turn at its Military Basic (Training) level. Every Unit after that for that turn up to four (4) times its Population number will be at its Military Basic level minus one (1), and every Unit that turn after that up to six (6) times will be at Military Basic minus two (2), and so on.
I again make the argument that this is basic math that everyone should have learned at age 7 or earlier. Anyone who can't do it shouldn't be playing the damn game.That works fine as long as the rules (and mod) are willing to keep track of how many units, of which type, are at what training level.
The purchasing math isn't the real problem for me. It is the ongoing record keeping.I again make the argument that this is basic math that everyone should have learned at age 7 or earlier. Anyone who can't do it shouldn't be playing the damn game.
You've got Military Basic of Professional. You've got a Population of 5. You can produce 10 Professional units. Everything after that drops to Veteran. You can make up to the 10 Veteran units. Then it's 10 Hardened, and so on. There's no need to keep track of anything except multiplying 2 times Population and making sure the numbers match. Hell, make the players include the math beside the purchase if necessary, not that it's terribly difficult.