sim:start
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
sim:start [2017/11/28 18:20] – jims | sim:start [2017/12/01 16:24] (current) – jims | ||
---|---|---|---|
Line 6: | Line 6: | ||
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 | ||
Line 14: | Line 14: | ||
==== Overview ==== | ==== Overview ==== | ||
- | The game consists of a [[#map]] detailing a number of [[# | + | The game consists of a [[#map]] detailing a number of [[# |
- | own set of [[# | + | with its own set of [[# |
- | determining how to [[#move]] its resources and then what [[# | + | 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 | + | [[# |
- | revealed -- and the [[# | + | all moves and actions are revealed -- and the [[# |
- | [[#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 ==== | ||
Line 29: | Line 30: | ||
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. | + | a single community. |
- | more complex maps in any configuration could be used. | + | However, more complex maps in any configuration could be used. |
- | Three of the [[# | + | Three of the [[# |
[[# | [[# | ||
- | //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. | + | point into the sector. |
+ | values).// | ||
==== Characteristics ==== | ==== Characteristics ==== | ||
Line 84: | Line 86: | ||
==== 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 " | + | * Gives Military " |
- | * "Range penalties" | + | * "Range penalties" |
- | * 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 " | + | Each turn consists of a " |
- | communities are resolved before any actions are resolved. | + | //all// communities are resolved before any actions are resolved. |
The Move allows the community to redistribute [[# | The Move allows the community to redistribute [[# | ||
Line 136: | Line 138: | ||
=== Initial === | === Initial === | ||
- | Each turn has a series of "Automatic" actions. | + | Each turn has a series of "Initial" actions. |
* Farmers produce Stores | * Farmers produce Stores | ||
Line 146: | Line 148: | ||
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, | + | * Can target any stat (Population, |
- | | + | |
- | * Import | + | == Import |
- | | + | |
- | * Non-combat intervention | + | == Non-combat intervention |
- | | + | |
- | | + | |
- | * Each has its own mechanism | + | * Each has its own mechanism |
=== Automatic === | === Automatic === | ||
- | | + | At the end of each turn, the " |
+ | |||
+ | | ||
+ | * [[#Events]] occur | ||
* More??? | * More??? | ||
Line 169: | Line 174: | ||
This is the meat of the game... | This is the meat of the game... | ||
- | Each [[#actions|action]] has consequences. | + | Each of the [[# |
- | [[# | + | the [[# |
==== Events ==== | ==== Events ==== | ||
Line 184: | Line 189: | ||
* 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