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sim:start [2017/11/28 18:20] 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
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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]].  Play consists of each community (in secret) +with its own set of [[#characteristics]] and [[#skills]].  Play consists of each 
-determining how to [[#move]] its resources and then what [[#actions]] (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.  Finally, one or more random +all moves and actions are revealed -- and the [[#consequences]] are determined. 
-[[#Events]] are resolved.+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 ==== ==== Map ====
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 The game was conceived using a hex grid for its map -- where each hex represents 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, +a single community.  Thus, each community would have exactly six neighbors. 
-more complex maps in any configuration could be used.+However, more complex maps in any configuration could be used.
  
-Three of the [[#characteristics]] are defined by the map: [[#Land]], +Three of the [[#characteristics]] are defined by the map: [[#Land]],
 [[#Resources]], and [[#Defense]]. [[#Resources]], and [[#Defense]].
  
-//A variant rule would be to assign different Defense values for each entry point +//A variant rule would be to assign different Defense values for each entry 
-into the sector.  (For a hex grid, this would usually mean six different values).//+point into the sector.  (For a hex grid, this would usually mean six different 
 +values).//
  
 ==== Characteristics ==== ==== Characteristics ====
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 ==== Skills ==== ==== Skills ====
  
-  * Farming +=== Farming === 
-    * When combined with Farmers, feeds population or increases Stores+  * When combined with Farmers, feeds population or increases Stores
  
-  * Production +=== Production === 
-    * Produces Wealth +  * Produces Wealth 
-    * Produces Infrastructure+  * Produces Infrastructure
  
-  * Attack +=== Attack === 
-    * When combined with Military, allows attack on neighbor +  * When combined with Military, allows attack on neighbor 
-    * When used, this provides a penalty to Defense skill+  * When used, this provides a penalty to Defense skill
  
-  * Defense +=== Defense === 
-    * When combined with Military, defends against neighbor+  * When combined with Military, defends against neighbor
  
-  * Loyalty +=== Loyalty === 
-    * Used to avoid Uprisings+  * Used to avoid Uprisings
  
-  * Intelligence +=== Intelligence === 
-    * Used to spy on neighbors+  * Used to spy on neighbors
  
-  * Diplomacy +=== Diplomacy === 
-    * Can be used to buy Stores from neighbors +  * Can be used to buy Stores from neighbors 
-    * Gives Military "reach" +  * Gives Military "reach" 
-    * "Range penalties" occur the farther away the target community is+  * "Range penalties" occur the farther away the target community is
  
-  * Magic +=== Magic === 
-    * Can be used to enhance (most?) other skills +  * Can be used to enhance (most?) other skills 
-    * Used to defend against SOME natural disasters+  * Used to defend against SOME natural disasters
  
-  * Piety +=== Piety === 
-    * Can be used to enhance (most?) other skills +  * Can be used to enhance (most?) other skills 
-    * Used to defend against MOST (ALL?) natural disasters+  * Used to defend against MOST (ALL?) natural disasters
  
 ==== Moves ==== ==== Moves ====
  
-Each turn consists of a "Move" and an [[#actions|"Action"]].  The moves from //all// +Each turn consists of a "Move" and an [[#actions|"Action"]].  The moves from 
-communities are resolved before any actions are resolved.+//all// communities are resolved before any actions are resolved.
  
 The Move allows the community to redistribute [[#Population]] units between The Move allows the community to redistribute [[#Population]] units between
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 === Initial === === Initial ===
  
-Each turn has a series of "Automatic" actions.  These are:+Each turn has a series of "Initial" actions.  These are:
  
   * Farmers produce Stores   * Farmers produce Stores
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 Only one planned action is allowed per turn and may be one of the following: Only one planned action is allowed per turn and may be one of the following:
  
-  * Attack +== Attack == 
-    * Use Attack to attack neighbor +  * Use Attack to attack neighbor 
-    * Provides penalty to Defense for rest of turn +  * Provides penalty to Defense for rest of turn 
-    * Can target any stat (Population, Infrastructure, Wealth, or Stores) +  * Can target any stat (Population, Infrastructure, Wealth, or Stores) 
-       * Each has its own mechanism, but all are defended by Military(Defense)+     * Each has its own mechanism, but all are defended by Military(Defense)
  
-  * Import +== Import == 
-     * Use Diplomacy to buy Stores from neighbor+   * Use Diplomacy to buy Stores from neighbor
  
-  * Non-combat intervention +== Non-combat intervention == 
-     * Use skill(s) to affect neighbor +   * Use skill(s) to affect neighbor 
-     * Can target any skill (?) +   * Can target any skill (?) 
-        * Each has its own mechanism+      * Each has its own mechanism
  
 === Automatic === === Automatic ===
  
-  * Characteristics decay or grow+At the end of each turn, the "Automatic" actions occur: 
 + 
 +  [[#Characteristics]] decay or grow 
 +  * [[#Events]] occur
   * More???   * More???
  
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 This is the meat of the game... This is the meat of the game...
  
-Each [[#actions|action]] has consequences.  And they are determined using one of the +Each of the [[#actions]] has consequences.  And they are determined using one of 
-[[#characteristics]] and one of the [[#skills]].+the [[#characteristics]] and one of the [[#skills]].
  
 ==== Events ==== ==== Events ====
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   * Uprising ->   * Uprising ->
   * High-level PCs -> (comic effect)   * High-level PCs -> (comic effect)
- 
  
sim/start.1511914858.txt.gz · Last modified: 2017/11/28 18:20 by jims