1. Immediately after the last update is posted, I plot NPC moves for the future. For many NPCs, they are so small that this goes by very quickly, and I only have to decide where they expand, what the spend, and maybe a few actions for each. For a few NPCs, however, they are heavily involved in the events of the NES. I write diplomacy for them, actively plan betrayals ahead of time, make them act and think like a human opponent. Note that I do all of this BEFORE any player sends a single orderset (unless they're incredibly fast). Even if they do send their orders quickly enough to catch me in this period, I open the PM and close it just as quickly, so that it is marked as read, and then go back to NPC plotting.
2. Having sent out the diplo, I see it come back in, and react accordingly. This goes on until the night before the update.
3. The night before my actual updating, I update NPC stats with their spending, and update the map with their expansions and inter-NPC wars.
4. I read player orders.
5. I do domestic stats of the PCs.
6. I plot out the wars on the map.
7. I mark gains on the map, and mark casualties in the skeletal frame of the update.
8. The update is further outlined by one or two word descriptors of what will eventually go there. For example, I recall writing at points, "War," "Expansion to the North," and "Moo," all as descriptive titles. I can usually remember which one is which.
9. I write the update. This usually takes a godawful amount of time.
10. I profread the update the first time, and decide any major changes in the decisions I've made (like battles that could have gone differently).
11. I adjust the casualties if they seem wrong for any reason.
12. I profread the update a second time, this time to check for minor spelling and grammatical mistakes.
13. I post the update, edit the stats, post the map, and edit the front page.
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In any case, I have a few major pet peeves about modding style which I might as well get off my chest:
1. Don't be lazy with the map. If you have an ounce of fine motor skills, then zooming in and filling in small squares which you missed the first time around isn't exactly difficult.
BIG ONE!:
2. Plan your NPCs' actions before you look at player orders. Having devious NPCs is excellent, and I prefer it that way, but if you have them predict and react beautifully to player moves when the player has no such advantage is robbing the players of the time they spent crafting their orders, and making your NESes NPCs rather pointless, somewhat like little gremlins whose only purpose is to destroy players or beat them down.
3. DON'T BALANCE STATS OR STORY! If you mean it as a wargame, or if you mean it as a story, either way, don't balance these things artificially. Reward players for good orders, and if they win, make them actually *win*. Athens didn't get a casualty ratio of 2:3 or even 1:3, they got a casualty ratio of something like 2:64 at Marathon.
A few tips:
-Doodling on the map in your spare time can help you plan out NPC moves.
-Likewise, fiddling with the map to make it more aesthetically pleasing is also an acceptable activity.
-Update stats along with the rest of your update. Some mods these days have a week in between update and stats; it's getting a little ridiculous.
-Make devious NPCs which think for themselves. But don't cheat.
-Make natural disasters a reality.
-Throw bonuses at the players a lot so that you won't feel guilty about sending the thirteenth plague along with a Mongolesque invasion.
