Table of Contents

The Kingdom Simulator

This is a “game” designed to simulate the rise and fall of “kingdoms” in a fantasy medieval world. It was inspired by my interest in fleshing out a detailed history of my fantasy world.

For now, this “game” is nothing more than a few notes – and is far from playable. Eventually, I would like it to be either a computer simulation that can be run without human intervention – or a full-fledged game playable in a play-by-email format.

-jds, 25 Nov 2017

Overview

The game consists of a map detailing a number of communities – each with its own set of characteristics and skills. Play consists of each community (in secret) determining how to move its resources and then what actions (if any) to take. Once all communities have made these decisions, all moves and actions are revealed – and the consequences are determined. Finally, one or more random Events are resolved.

These turns are repeated until the players get bored or a pre-determined end condition is reached.

Map

The map is the playing field of the game. It's only required feature is to determine which communities are neighbors to each other.

The game was conceived using a hex grid for its map – where each hex represents a single community. Thus, each community would have exactly six neighbors. However, more complex maps in any configuration could be used.

Three of the characteristics are defined by the map: Land, Resources, and Defense.

A variant rule would be to assign different Defense values for each entry point into the sector. (For a hex grid, this would usually mean six different values).

Characteristics

Land

Resources

Defense

Population

Infrastructure

Wealth

Stores

Skills

Farming

Production

Attack

Defense

Loyalty

Intelligence

Diplomacy

Magic

Piety

Moves

Each turn consists of a “Move” and an "Action". The moves from all communities are resolved before any actions are resolved.

The Move allows the community to redistribute Population units between Farmers, Producers, and Military.

No more than 20 units can be shifted in each turn.

Actions

After each community's “Move” is completed, the actions are resolved.

First, all “Initial” actions happen, then the “Planned” action occurs. Finally, at the end of the turn, the “Automatic” actions occur.

Initial

Each turn has a series of “Initial” actions. These are:

Planned

Only one planned action is allowed per turn and may be one of the following:

Attack
Import
Non-combat intervention

Automatic

At the end of each turn, the “Automatic” actions occur:

Consequences

This is the meat of the game…

Each of the actions has consequences. And they are determined using one of the characteristics and one of the skills.

Events

Some events affect only one community, while others affect all communities.