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sim:start [2017/11/25 12:40] – created jimssim:start [2017/12/01 16:24] (current) jims
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 For now, this "game" is nothing more than a few notes -- and is far from 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 +playable.  Eventually, I would like it to be either a computer simulation that 
-that can be run without human intervention -- or a full-fledged game playable +can be run without human intervention -- or a full-fledged game playable in a 
-in a play-by-email format.+play-by-email format.
  
 -jds, 25 Nov 2017 -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 ===
 +  * Fixed value -- based on [[#map]]
 +  * Defines how much Arable Land is available to the community
 +  * Required by Farmers to produce Stores
 +
 +=== Resources ===
 +  * Fixed value -- based on [[#map]]
 +  * Defines how many Natural Resources are available to the community
 +  * Required by Producers to produce Wealth
 +
 +=== Defense ===
 +  * Fixed value -- based on [[#map]]
 +  * Reduces effectiveness of invasion by neighbors
 +
 +=== Population ===
 +  * Open-ended, Initially 1-100
 +  * Can be split between:
 +    * Farmers -> with [[#Farming]], produces Stores
 +    * Producers -> with [[#Production]], produces Wealth
 +    * Military -> with [[#Attack]], used to attack neighbors; with [[#Combat]], used to defend against neighbors
 +  * Increases naturally
 +  * Low farming reduces
 +  * High population reduces
 +
 +=== Infrastructure ====
 +  * Open-ended, Initially 1-100
 +  * Decreases naturally (can be maintained by expending wealth)
 +  * Required for Production
 +
 +=== Wealth ====
 +  * Open-ended, Initially 1-20
 +  * Decreases naturally
 +  * High attracts wars/raids
 +  * Low reduces Infrastructure
 +
 +=== Stores ====
 +  * Limited by Infrastructure, Initially 1-20
 +  * Reduces naturally
 +  * MUST be used to feed Population
 +  * Can be bought with wealth using Diplomacy skill
 +  * Can be used to offset Farming shortage
 +
 +==== Skills ====
 +
 +=== Farming ===
 +  * When combined with Farmers, feeds population or increases Stores
 +
 +=== Production ===
 +  * Produces Wealth
 +  * Produces Infrastructure
 +
 +=== Attack ===
 +  * When combined with Military, allows attack on neighbor
 +  * When used, this provides a penalty to Defense skill
 +
 +=== Defense ===
 +  * When combined with Military, defends against neighbor
 +
 +=== Loyalty ===
 +  * Used to avoid Uprisings
 +
 +=== Intelligence ===
 +  * Used to spy on neighbors
 +
 +=== Diplomacy ===
 +  * Can be used to buy Stores from neighbors
 +  * Gives Military "reach"
 +  * "Range penalties" occur the farther away the target community is
 +
 +=== Magic ===
 +  * Can be used to enhance (most?) other skills
 +  * Used to defend against SOME natural disasters
 +
 +=== Piety ===
 +  * Can be used to enhance (most?) other skills
 +  * Used to defend against MOST (ALL?) natural disasters
 +
 +==== Moves ====
 +
 +Each turn consists of a "Move" and an [[#actions|"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:
 +
 +  * Farmers produce Stores
 +  * Producers produce Wealth
 +  * Population consumes Stores
 +
 +=== Planned ===
 +
 +Only one planned action is allowed per turn and may be one of the following:
 +
 +== Attack ==
 +  * Use Attack to attack neighbor
 +  * Provides penalty to Defense for rest of turn
 +  * Can target any stat (Population, Infrastructure, Wealth, or Stores)
 +     * Each has its own mechanism, but all are defended by Military(Defense)
 +
 +== Import ==
 +   * Use Diplomacy to buy Stores from neighbor
 +
 +== Non-combat intervention ==
 +   * Use skill(s) to affect neighbor
 +   * Can target any skill (?)
 +      * Each has its own mechanism
 +
 +=== Automatic ===
 +
 +At the end of each turn, the "Automatic" actions occur:
 +
 +  * [[#Characteristics]] decay or grow
 +  * [[#Events]] occur
 +  * More???
 +
 +==== 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.
 +
 +  * Plague -> Reduces Population
 +  * Blight -> Reduces Farming
 +  * Earthquake -> Reduces Infrastructure and Population
 +  * Storm -> Reduces Infrastructure and Population
 +  * Magic ->
 +  * Divine ->
 +  * Uprising ->
 +  * High-level PCs -> (comic effect)
  
sim/start.1511635228.txt.gz · Last modified: 2017/11/25 12:40 by jims