sim:start
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sim:start [2017/11/27 01:33] – jims | sim:start [2017/12/01 16:24] (current) – jims | ||
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For now, this " | For now, this " | ||
- | playable. | + | playable. |
- | 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 | ||
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==== Overview ==== | ==== Overview ==== | ||
- | The game consists of a [[map]] detailing a number of [[communities]] -- each with its | + | The game consists of a [[#map]] detailing a number of [[#communities]] -- each |
- | own set of [[characteristics]] and [[skills]]. | + | with its own set of [[#characteristics]] and [[#skills]]. |
- | determining how to [[move]] its resources and then what [[action]] (if any) to | + | community (in secret) determining how to [[#move]] its resources and then what |
- | take. Once all communities have made these decisions, all moves and actions are | + | [[#actions]] (if any) to take. Once all communities have made these decisions, |
- | revealed -- and the [[consequences]] are determined. | + | 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. | + | 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. | ||
+ | However, more complex maps in any configuration could be used. | ||
+ | |||
+ | Three of the [[# | ||
+ | [[# | ||
+ | |||
+ | //A variant rule would be to assign different Defense values for each entry | ||
+ | point into the sector. | ||
+ | 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 [[# | ||
+ | * Producers -> with [[# | ||
+ | * Military -> with [[# | ||
+ | * 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/ | ||
+ | * Low reduces Infrastructure | ||
+ | |||
+ | === Stores ==== | ||
+ | * Limited by Infrastructure, | ||
+ | * 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 " | ||
+ | * "Range penalties" | ||
+ | |||
+ | === 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 " | ||
+ | //all// communities are resolved before any actions are resolved. | ||
+ | |||
+ | The Move allows the community to redistribute [[# | ||
+ | Farmers, Producers, and Military. | ||
+ | |||
+ | No more than 20 units can be shifted in each turn. | ||
+ | |||
+ | ==== Actions ==== | ||
+ | |||
+ | After each community' | ||
+ | |||
+ | First, all " | ||
+ | Finally, at the end of the turn, the " | ||
+ | |||
+ | === Initial === | ||
+ | |||
+ | Each turn has a series of " | ||
+ | |||
+ | * 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, | ||
+ | * 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 " | ||
+ | |||
+ | * [[# | ||
+ | * [[#Events]] occur | ||
+ | * More??? | ||
+ | |||
+ | ==== Consequences ==== | ||
+ | |||
+ | This is the meat of the game... | ||
+ | |||
+ | Each of the [[# | ||
+ | the [[# | ||
+ | |||
+ | ==== 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.1511768032.txt.gz · Last modified: 2017/11/27 01:33 by jims