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folder icon   11-12-2007, 10:39 PM
Super Idea Post #1
Ultra_punk

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So i'm just thinking about a game idea, the amount of reception will determine whether i run it here or i just develop it on my own as a fun idea.

The general concept is that people will control a single culture, starting at a particular territory. You can build cities and train armies. All interactions are possible with others from trade to alliances to war.

Cities:
Health -> determines growth rate and maximum population
Administration -> determines what level of control you have over the province (control over the military, control over the economics, control over the policies)
Happiness -> determines how rebellious a province is

Armies:
Training -> determines success rate at formations and manoeuvres
Loyalty -> determines chance of bribery success and desertion
Morale -> determines whether an army will rout



The economy... you will be able to acquire a variety of resources which fit into several categories (having multiple types of the same category improves happiness or health).

Food -> deer, cow, pig, corn, wheat, rice...
Materials -> wood, stone, marble, gold, silver...
Wealth -> converted from other resources, or taxed from people
Education -> scrolls, teachings
Research -> test tubes, papers

The social classes... You start off with just egalitarians. Once you develop new social classes, having members in a social class gets you bonuses. They will require different (and likely more resrouces). Social movement is normally only up or sideways (ie. nobody can go back down to the base type of citizen). Only special policies can bring wealth or people back down the social ladder.

For example
Plebians -> +1 research each... requires 5 Food, 5 materials, 5 wealth to be happy
Equestarian -> +5 production, +5 administration each... requires 10 food, 10 materials, 50 wealth to be happy


Resources are owned by each social class and by the state. You get to spend whats in the state, everything else you must tax to get. Once you have special policies you also just simply steal up other people's resources. For instance, "Inflation Tax" policy would just start ripping wealth from all your citizens and put it into the state coffers.


Aside from social develop where you acquire new social classes, policies and institutions (which act like national bonuses), you can develop new technologies. These help you improve...

Weapons
Production of resources
Manufacturing
Defences
Trade
Diplomatic options

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folder icon   11-13-2007, 06:11 PM
Post #2
Bryndon

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At the moment, I see an engine that will enable me to build a culture from the ground up. I'd like to see more ideas on how players would interact with eachother (if there are multiple players) and what the victory conditions are (if there are victory conditions)

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folder icon   11-13-2007, 08:00 PM
Post #3
Ultra_punk

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Diplomatic Interactions are based i think on three things

War
Cultural Exchange
Treaties

---

War will consist of moving armies against one another, however, you (in the earlier ages) will likely be fighting in wilderness.

-army to army battle
-break supply lanes
-capture fort
-capture land
-evade army

Each army in battle will employ a tactic. The success of a tactic grants you some bonus for that turn. Success depends on a 1d20 roll, modifiers include the tactics employed by other armies and the army's training rating.

For example, a Training: +2, means you get +2 on your rolls.

A tactic could be ....
Frontal Assault -> bonus damage against enemy army on success, increased damage suffered in battle for both armies

Feign -> -5 on enemy's tactic roll, causes targetted army to commit to a frontal assault against your army. Pre-emptive tactic.

Protect Flanks -> +2 to targetted army's roll. Pre-emptive tactic.

Outflank -> -10 morale on targetted army

Distract -> -2 to targetted army's roll

Armies which are not targetted receive a +2 to their rolls.

---

Cultural Exchange

Each culture can choose a number of institutions which give different national bonuses. Close interaction with other cultures allows you to perform cultural exchanges, which in game terms, means you each receive a bonus effect from an instituion used by a different culture. This would mean a tight alliance of nations is more than the sum of its parts.

---

Treaties

Trade Treaties -> allow trade between your people and another people, and allow trade between the state goverments (an exchange of taxed goods)

Tributary Relations -> one side simply pays another for a bonus in relations, to prevent war or some such thing

Alliances -> early alliances are formed by oaths or marriages, later on a treaty can be signed to form things such as...
Protectorate
Defensive Pact
Alliance

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a suicide bomber taken out by a suicide bomber? priceless
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Enix: Oops added an extra zero to it just like your hydro bill
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CowUltrapunk: slow as your dick
dimitri583: i told you
dimitri583: my dick is fast as fuck
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folder icon   11-13-2007, 08:39 PM
Post #4
Kjell Thusaud

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I was just remeniscin of the ultra punk games of old,

I am plainly pro this idea of yours!

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folder icon   11-15-2007, 06:20 PM
Post #5
Ultra_punk

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That's good to hear, the earliest i would start this is january i think.

Another thing... each piece of territory would have
Farmland: amount of land to produce crops
Resources: amount of land to produce materials

There will likely be a map rather than just magically equidistant territories. Barbarians will run about and may randomly form hordes to invade people. Disorganized as they are, once scattered, it takes much time for them to recoup. Minor nations on the other hand can be just as powerful as anybody else, if especailly, at the beginning where there is not much to differentiate them from major nations. The difference is that they do not expand as much.

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a suicide bomber taken out by a suicide bomber? priceless
Masey209: JUST MAKE HER HAVE SEX WITH ME!!
Enix: Oops added an extra zero to it just like your hydro bill
CowUltrapunk: SLOW
CowUltrapunk: slow as your dick
dimitri583: i told you
dimitri583: my dick is fast as fuck
CowUltrapunk: working on your unspeakable weapon of mass atrocities?
ZoraxP: Yep. I call it the USA.
Urin Bloodface: i know ontario
Urin Bloodface: ive even been to vancover
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folder icon   11-16-2007, 07:18 PM
Post #6
Ultra_punk

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Hmm, largely, i want to develop the social and technological trees...

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a suicide bomber taken out by a suicide bomber? priceless
Masey209: JUST MAKE HER HAVE SEX WITH ME!!
Enix: Oops added an extra zero to it just like your hydro bill
CowUltrapunk: SLOW
CowUltrapunk: slow as your dick
dimitri583: i told you
dimitri583: my dick is fast as fuck
CowUltrapunk: working on your unspeakable weapon of mass atrocities?
ZoraxP: Yep. I call it the USA.
Urin Bloodface: i know ontario
Urin Bloodface: ive even been to vancover
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folder icon   11-17-2007, 01:37 PM
Post #7
Ultra_punk

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One thing i was thinking about was Military Service technologies.

Perhaps i should organize it into something like
Time Period of Development -> How cost-effective it is
Type of Recruitment -> What the cost of getting soldiers is

---

Time Periods: Classical, Medieval, Late Middle, Renaissance, Industrial, Modern
Type of Recruitment: Happiness, Administration, Wealth, Social Class, Tax

---

Classical Age Techs
Conscription by Threat -> Happiness cost
Household Conscription -> max conscription based on administration level
Seasonal Conscription -> develop the "Auxiliary" social class, they cost much more wealth than other social classes and also require wealth upkeep, this also develops a happiness penalty after some time

Medieval Age
Professional Mercenaries -> Wealth cost, mercenaries appear whether you have this technology or not but this allows you to recruit them
Foederati -> based on wealth and relationship standing with foreign culture, drafting from foreign cultures
Standing Armies (Improvement from Seasonal Conscription)-> military social class, no time based happiness penalty
Banner System (Improvement from Household Conscription) -> max conscription based on administration level, allows provinces with administration level too low for training soldiers to now train soldiers on their own

Late Middle Age
Allotment system -> by making individuals tax-free they can be called up to service later
Feudal Levy -> max recruitment based on taxed income received from a province
Chivalry -> develop a "Knight" social class, max recruitment of peasant troops based on number of knights in a province

Modern Ages
Selective Conscription (Improvement from Banner System) -> max conscription based on administration level, excessive conscription allowed causing happiness penalty, provinces can train troops on their own

__________________

a suicide bomber taken out by a suicide bomber? priceless
Masey209: JUST MAKE HER HAVE SEX WITH ME!!
Enix: Oops added an extra zero to it just like your hydro bill
CowUltrapunk: SLOW
CowUltrapunk: slow as your dick
dimitri583: i told you
dimitri583: my dick is fast as fuck
CowUltrapunk: working on your unspeakable weapon of mass atrocities?
ZoraxP: Yep. I call it the USA.
Urin Bloodface: i know ontario
Urin Bloodface: ive even been to vancover
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folder icon   11-20-2007, 11:04 AM
Post #8
Kjell Thusaud

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How does eras work?

Global?

A la AoE?

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Give a player a fish, and he’ll probably try to sell it to an NPC fisherman.

Teach a player to fish, and next week he’ll show up with the book, “The Complete Adventuring Fisherman”. He’ll start hunting for some monstrous leviathan to catch and enslave, and he’ll be dual-wielding two fishing poles
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folder icon   11-20-2007, 06:12 PM
Post #9
Ultra_punk

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Basically, once you advance in enough technologies you move into a new era, ala civlizations 4. There is no specific cost to move into a new era.

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a suicide bomber taken out by a suicide bomber? priceless
Masey209: JUST MAKE HER HAVE SEX WITH ME!!
Enix: Oops added an extra zero to it just like your hydro bill
CowUltrapunk: SLOW
CowUltrapunk: slow as your dick
dimitri583: i told you
dimitri583: my dick is fast as fuck
CowUltrapunk: working on your unspeakable weapon of mass atrocities?
ZoraxP: Yep. I call it the USA.
Urin Bloodface: i know ontario
Urin Bloodface: ive even been to vancover
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folder icon   01-07-2008, 07:00 PM
Post #10
Kjell Thusaud

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So, how is the dev. doing on this thing?

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Give a player a fish, and he’ll probably try to sell it to an NPC fisherman.

Teach a player to fish, and next week he’ll show up with the book, “The Complete Adventuring Fisherman”. He’ll start hunting for some monstrous leviathan to catch and enslave, and he’ll be dual-wielding two fishing poles
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folder icon   01-08-2008, 04:03 PM
Post #11
Ultra_punk

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Alright, i just started a new school term, so i dont want to commit to this unless i have good time to put into it.

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a suicide bomber taken out by a suicide bomber? priceless
Masey209: JUST MAKE HER HAVE SEX WITH ME!!
Enix: Oops added an extra zero to it just like your hydro bill
CowUltrapunk: SLOW
CowUltrapunk: slow as your dick
dimitri583: i told you
dimitri583: my dick is fast as fuck
CowUltrapunk: working on your unspeakable weapon of mass atrocities?
ZoraxP: Yep. I call it the USA.
Urin Bloodface: i know ontario
Urin Bloodface: ive even been to vancover
Posts: 9,387 posposposposposhighposhighpos
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folder icon   01-10-2008, 01:51 PM
Post #12
Ultra_punk

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I've a second idea that revolves around building space empires... so is there a preference from my super huge possible player base about which one is more interesting?

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a suicide bomber taken out by a suicide bomber? priceless
Masey209: JUST MAKE HER HAVE SEX WITH ME!!
Enix: Oops added an extra zero to it just like your hydro bill
CowUltrapunk: SLOW
CowUltrapunk: slow as your dick
dimitri583: i told you
dimitri583: my dick is fast as fuck
CowUltrapunk: working on your unspeakable weapon of mass atrocities?
ZoraxP: Yep. I call it the USA.
Urin Bloodface: i know ontario
Urin Bloodface: ive even been to vancover
Posts: 9,387 posposposposposhighposhighpos
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folder icon   01-13-2008, 03:43 PM
Post #13
Kjell Thusaud

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Since we already has had some civ building games in the past maby we could try a space thing this time around.

Im Game!

__________________
Give a player a fish, and he’ll probably try to sell it to an NPC fisherman.

Teach a player to fish, and next week he’ll show up with the book, “The Complete Adventuring Fisherman”. He’ll start hunting for some monstrous leviathan to catch and enslave, and he’ll be dual-wielding two fishing poles
Posts: 4,370 posposposposposhighpos
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folder icon   01-17-2008, 04:19 PM
Post #14
Ultra_punk

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Alright... well i have this big thing coming up next week... hopefully i dont have to pull 24 hour work days after that.

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a suicide bomber taken out by a suicide bomber? priceless
Masey209: JUST MAKE HER HAVE SEX WITH ME!!
Enix: Oops added an extra zero to it just like your hydro bill
CowUltrapunk: SLOW
CowUltrapunk: slow as your dick
dimitri583: i told you
dimitri583: my dick is fast as fuck
CowUltrapunk: working on your unspeakable weapon of mass atrocities?
ZoraxP: Yep. I call it the USA.
Urin Bloodface: i know ontario
Urin Bloodface: ive even been to vancover
Posts: 9,387 posposposposposhighposhighpos
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folder icon   01-18-2008, 12:01 AM
Post #15
Kjell Thusaud

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Awwe Some!

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Give a player a fish, and he’ll probably try to sell it to an NPC fisherman.

Teach a player to fish, and next week he’ll show up with the book, “The Complete Adventuring Fisherman”. He’ll start hunting for some monstrous leviathan to catch and enslave, and he’ll be dual-wielding two fishing poles
Posts: 4,370 posposposposposhighpos
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folder icon   02-25-2008, 10:21 AM
Ok, evrybody! Lets do the Bump! Post #16
Kjell Thusaud

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How are things rolling along?

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Give a player a fish, and he’ll probably try to sell it to an NPC fisherman.

Teach a player to fish, and next week he’ll show up with the book, “The Complete Adventuring Fisherman”. He’ll start hunting for some monstrous leviathan to catch and enslave, and he’ll be dual-wielding two fishing poles
Posts: 4,370 posposposposposhighpos
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folder icon   03-15-2008, 02:13 PM
Post #17
Ultra_punk

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WHAT YOU DO IN A TURN:

You have a limit of 3 "actions" per turn.

Each action has a variety of choices:
-build a number of items (tools, weapons, trade goods, luxuries, amount is dependent on industry)
-extract resources (metals, lumber, quarrying... amount limited by type of resource being extracted and how many mines/mills/quarries you have for it)
-hunt/farm (get meats, grains etc, amount is dependent on number of hunters and farmers)
-train units (train a number of units, assuming you have sufficient weapons, number dependent on training facilities)... basic train 1 unit/turn
-send an army to invade (army size depends on military advancements)
-train labourers (certain structures will limit number of labourers and productivity of labourers is dependent on tool technology)... basic train 1 labourer/turn
-build structures (number of structures you can build is limited by industry)
-trade resources (dependent on size of trade route with another society)

WHAT YOU CAN DO TO DEVELOP YOUR SOCIETY:
Except for military, development speed for these are constant. You have an advantage over barbarians in the long-run as they develop slower.


Technology Tree
Acquiring new technologies gains you access to new tools, weapons, structures, armour

Acquiring new government civics allows you to automate certain actions, therefore allowing you to do more even though you only have 3 actions per turn. For instance, the ability to build barracks allows you to automatically recruit people into the army each turn.

Cultural Development
You can choose what materials to use to build your structures
You can choose what foods to develop into new cuisines
You can choose raw materials and develop a corresponding trade good
You can favour mutually exclusive bonuses for your society, such as improving melee units versus mounted units

Military Advancement
Fighting battles allows you to gain experience. Experience is then used for two main things

Army Size -> You have a limited size for your army. Each army is split into several categories:
Front Rank, Flanks (limit for both left and right flank), Rearguard, Reserve

Tactics -> During a battle you employ 3 tactics, each one has different benefits
For instance, you could have "Reckless Charge" tactic which limits the power of enemy ranged units and artillery at the cost of high damage to your Front Rank position units


DURING A BATTLE:
You choose 3 tactics, and then dice will be rolled to determine whether the damage done. Damage is divided evenly between all units in a position in your army. You can switch out units in a position with units in your reserve (but to switch a unit from Front Rank to Flank, it must first be moved to reserve).

So each round, you decide 3 tactics, dice is rolled, results are determined, and then you decide your next move. Moving troops into and out of reserve is "free", you don't need to spend action points for this.

Attempt to preserve units is useful, as units will have experience.

Certain units have bonuses against other units. For each tactic, you are basically deciding a certain section of your army (Front Rank, Left Flank etc) to attack a section on the enemy army. Attempting to reach anything but the Front Rank requires a success roll (tactic and unit mobility will determine this). Unit bonuses are applied in favour of the defender. Therefore, if you send cavalry against position with spearmen and axemen, the spearmen will counter your cavalry until therea re no more spearmen and then your cavalry may strike hits against the axemen.

Units will have damage ability listed in typical D&D fashion, such as 2d6... as in it can do 2-12 damage using 2 six-sided dice. A bonus is applied afterwards, such as +25% mounted... then whatever is rolled, an extra 25% is applied.

Attacking Front Rank: always successfully reach target (unless enemy applied a tactic)... so this is consider rolling 6 or below on a 1d6.
Attacking Flank: rolling 3 or below on 1d6
Attacking Rear: rolling 1 or below on 1d6

UNITS:
They have these stats.

Type: Mounted, Spear, Close-melee, Ranged, Artillery...
Damage: 2d6
Mobility: +1 (so if u need to roll 3 or below, instead u can roll 4 or below)
Health: 100 (this is always 100)
Armour: 25 (this is dependent on your technology)

EXPLORATION:
When you start off the map is small, you can explore to fin dnew lands. However this also means you bring more players into the game which may prove hostile or friendly.

__________________

a suicide bomber taken out by a suicide bomber? priceless
Masey209: JUST MAKE HER HAVE SEX WITH ME!!
Enix: Oops added an extra zero to it just like your hydro bill
CowUltrapunk: SLOW
CowUltrapunk: slow as your dick
dimitri583: i told you
dimitri583: my dick is fast as fuck
CowUltrapunk: working on your unspeakable weapon of mass atrocities?
ZoraxP: Yep. I call it the USA.
Urin Bloodface: i know ontario
Urin Bloodface: ive even been to vancover
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folder icon   03-15-2008, 02:55 PM
Post #18
Ultra_punk

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TECHNOLOGY

TOOLS
Stone: 5 production per labourer
Copper: 10 production per labourer
Bronze: 15 production per labourer
Iron: 20 production per labourer
Steel: 25 production per labourer

MANUFACTURING
Pottery: max 5 labourers per pottery house, Pottery House costs 50 production
Artisan: max 10 labourers per artisan house, Artisan House costs 125 production
Cottage: max 20 per cottage, Cottage costs 300 production
Worksmith: max 40 per smithy, Smithy costs 700 production
Forge: max 80 per forge, Forge costs 1500 production

FARMING
Farm: max 5 farmers per Farm, Farm costs 50 production
Irrigation: +5 max farmers per farm, Irrigation costs 75 production
Crop Roation: +10 max farmers per farm, Crop Rotation costs 175 production
Fertilizer: +20 max farmers per farm, Fertilization costs 400 production
Pesticide: +40 max farmers per farm, Pesticide costs 800 production

EXTRACTION
Mining: max 5 labourers, costs 50 production
Masonry: max 10, costs 125 production
Fire-cracking: max 20, costs 300 production
Machinery: max 40, costs 700 production
Drilling: max 80, costs 1500 production

TRADE
Gift Exchange: each merchant can exchange 10 goods total (import + export)
Merchants: each merchant can exchange 20 goods total (import + export)
Envoys: each merchant can exchange 50 goods total (import + export)
Trade Fleet: each merchant can exchange 100 goods total (import + export)
Customs: each merchant can exchange 250 goods total (import + export)

WEAPONS
Spear: Can train spearmen, spear cavalry leads to pikes, lances
Pike: Can train pikemen, leads to halberd
Halberd: Can train halberiers
Lances: Can train lancers

Axe: Can train axemen, leads to swords
Swords: Can train swordsmen, can train heavy cavalry

Club: Can train clubmen, leads to maces
Mace: Can train macemen

Bow: Can train bowmen, leads to longbows and crossbows
Longbows: Can train longbowmen, can train horse archers
Crossbows: Can train crossbowmen, can train horse crossbows

ARMOUR
Exotic Leather: Can make leather out of successful hunts, costs 10 meat (from non-domesticated sources)
Leatherworking: Make leather armour out of meat, costs 10 meat
Lamellar: Make lamellar armour, costs 5 wood, costs 5 of some kind of plant/animal (like 5 meat if you use horse hair or 5 cotton if you use cotton string)
Chainmail: Make chain armour, costs 10 metal
Plate: Make plate armour, costs 25 metal
Full plate: Make full plate armour (-1 mobility), costs 50 metal

__________________

a suicide bomber taken out by a suicide bomber? priceless
Masey209: JUST MAKE HER HAVE SEX WITH ME!!
Enix: Oops added an extra zero to it just like your hydro bill
CowUltrapunk: SLOW
CowUltrapunk: slow as your dick
dimitri583: i told you
dimitri583: my dick is fast as fuck
CowUltrapunk: working on your unspeakable weapon of mass atrocities?
ZoraxP: Yep. I call it the USA.
Urin Bloodface: i know ontario
Urin Bloodface: ive even been to vancover
Posts: 9,387 posposposposposhighposhighpos
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folder icon   03-15-2008, 03:01 PM
Post #19
Ultra_punk

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Location: Canada
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GOVERNMENT CIVICS
Building Items:
Market -> Each market costs 500 production, allows the automatic USE of 10 production/turn

Extracting
Mines -> Costs 500 production, allows automatic USE of 10 miners/turn
Mill ->Costs 500 production, allows automatic USE of 10 woodcutters/turn
Quarry -> Costs 500 production, allows automatic USE of 10 quarrymen/turn

Hunting
Hunting Party -> Costs 100 production to set one up, allows 5 people to hunt per turn

Farming
Granary -> costs 500 production, allows the automatic use of 10 farmers/turn

Trading:
Trade Treaties -> costs 500 production to set one up, automatic use of 10 merchants/turn

Building Structures:
Public Work -> costs 500 production to set one up, automatic use of 10 labourers/turn for building structures

Training
Conscription -> costs 1000 production to build a barracks, automatic recruitment of 1 unit/turn
Work Camp -> costs 50 production to build a work camp, automatic recruitment of 1 labourer/turn

__________________

a suicide bomber taken out by a suicide bomber? priceless
Masey209: JUST MAKE HER HAVE SEX WITH ME!!
Enix: Oops added an extra zero to it just like your hydro bill
CowUltrapunk: SLOW
CowUltrapunk: slow as your dick
dimitri583: i told you
dimitri583: my dick is fast as fuck
CowUltrapunk: working on your unspeakable weapon of mass atrocities?
ZoraxP: Yep. I call it the USA.
Urin Bloodface: i know ontario
Urin Bloodface: ive even been to vancover
Posts: 9,387 posposposposposhighposhighpos
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folder icon   03-15-2008, 03:06 PM
Post #20
Ultra_punk

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WAR TACTICS
OFFENSIVE
Command Assault -> +25% dmg, -1 mobility for attacking anything other than the enemy's front

Harass Flank -> +1 mobility attacking flank, 50% less dmg on both sides

Sweep -> On successful attack on flank, extra 25% dmg done to enemy's front position

Ambush -> +1 mobility attacking rear, extra 25% dmg to all other enemy positions, on fail suffer extra 50% damage

DEFENSIVE
Hold Front -> Front cannot attack, suffer 10% less damage at front
Hold Flank -> -1 mobility to enemy attacks on flank
Vanguard -> -1 mobility to enemy attacks on rear

SPECIAL
Feint Rout -> cannot attack, suffer 10% more damage, if hit in the front then your flank positions at 50% of the value of their damage to the attacking enemy

Blind Charge -> block enemy free strikes by ranged units, both sides suffer +50% damage

(more later?)

__________________

a suicide bomber taken out by a suicide bomber? priceless
Masey209: JUST MAKE HER HAVE SEX WITH ME!!
Enix: Oops added an extra zero to it just like your hydro bill
CowUltrapunk: SLOW
CowUltrapunk: slow as your dick
dimitri583: i told you
dimitri583: my dick is fast as fuck
CowUltrapunk: working on your unspeakable weapon of mass atrocities?
ZoraxP: Yep. I call it the USA.
Urin Bloodface: i know ontario
Urin Bloodface: ive even been to vancover
Posts: 9,387 posposposposposhighposhighpos
off.gif profile.gif sendpm.gif email.gif home.gif find.gif buddy.gif im_aim.gif im_yahoo.gif edit.gif reply.gif
folder icon   03-15-2008, 03:19 PM
Post #21
Ultra_punk

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Joined: Jan 30 2001
Location: Canada
Posts: 9,387 posposposposposhighposhighpos

UNITS
All units require 25 people, 25 weapons and if they have armour, 25 armour

Spearmen (spear): 1d6, +25% vs mounted [Costs 10 metal]
Pikemen (spear): 2d6, +25% vs mounted [Costs 20 metal]
Halberdiers (spear): 2d6, +10% vs mounted, negate bonuses against it [Costs 30 metal]

Axemen (close-melee): 2d6, +50% vs melee [Costs 20 metal]
Swordsmen (close-melee): 2d6, +50% vs spear and melee [Costs 40 metal]

Clubmen (melee): 1d6 [Costs 10 wood or 5 metal]
Macemen (melee): 2d6 [Costs 10 metal]

Bowmen (ranged): 1d6, 1 free strike against enemy every 3 rounds [Costs 20 wood]
Longbowmen (ranged): 1d6, 1 free strike against enemy every 2 rounds [Costs 30 wood]
Crossbowmen (ranged): 1d6, 2x dmg vs armour, 1 free strike every 3 rounds [Costs 20 wood, 10 metal]

Spear Cavalry (mounted): 1d6, +50% vs ranged [Costs 10 metal, 10 mount]
Lancers (mounted): 3d6, 2x dmg vs armour [Costs 30 metal, 10 mount]
Heavy Cavalry (mounted): 2d6, +50% vs mounted [Costs 40 metal, 10 mount]
Horse Archer (mounted): 1d6, 1 free strike every 2 rounds [Costs 30 wood, 10 mount]
Horse Crossbows (mounted): 1d6, 2x dmg vs armour, 1 free strike every 3 rounds [Costs 20 wood, 10 metal, 10 mount]

Exotic Leather: 25 Armour [Costs 10 exotic meat]
Leather: 25 Armour [Costs 10 meat]
Lamellar: 35 Armour [Costs 5 wood, 5 plant fiber]
Chainmail: 50 Armour [Costs 10 metal]
Plate: 75 Armour [Costs 25 metal]
Full plate: 100 Armour [Costs 50 metal]

__________________

a suicide bomber taken out by a suicide bomber? priceless
Masey209: JUST MAKE HER HAVE SEX WITH ME!!
Enix: Oops added an extra zero to it just like your hydro bill
CowUltrapunk: SLOW
CowUltrapunk: slow as your dick
dimitri583: i told you
dimitri583: my dick is fast as fuck
CowUltrapunk: working on your unspeakable weapon of mass atrocities?
ZoraxP: Yep. I call it the USA.
Urin Bloodface: i know ontario
Urin Bloodface: ive even been to vancover
Posts: 9,387 posposposposposhighposhighpos
off.gif profile.gif sendpm.gif email.gif home.gif find.gif buddy.gif im_aim.gif im_yahoo.gif edit.gif reply.gif
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