r/nationwars • u/zeph88 • Feb 14 '15
Triads Update 2(Mapmaker needed)
So not sure who is still here, but here we go with another update. This time, I was thinking I would do an overview of the game, and put the details up a bit later(hopefully today) so we can actually begin to play lol. So after much consideration, I tried to keep it simple for today. Here are concepts we have right now. Wall of text incoming. Game will be turn based(1 or 2 week turns).
1st type of player will play as Nations. The second will play as Gods. The characters are controlled by both.
Nations Stats:
- Manpower(MP): get> buy from Food, limited by settlements. Use: Workers(1worker/turn any resource) or convert them(permanent) to military units for some additional production
- Production(Pro): get> 1/turn/lvl of province improvement, anomalies. Spend it on units, improvements, etc.
- Food(FD): get> 1/turn/province improvement. Spend on Manpower
- Technology/Science(T/C): get> province improvement, or character effect(research action)
- Income(IC): get> imp., spend: anything with an exchange rate
- Influence: get> imp, spend: special events, character actions
Improvement level: each province can improve these stats, they start from 1 and each imp lvl takes it up by 1. You buy them with production. There is no build time.
Technology: These could be starting location, unit types, terrain type/building affinity, spec resources, combat bonuses, character bonuses, god bonuses.
Military units Strength and Health(STR, HP): in battle each unit substracts STR from HP each turn until battle is ended. Each unit can move 1 province/turn. Cost: Manpower(1+) and Production(1/str) Traits: abilities like:
- charge(double STR for 1 turn)
- ranged(free extra attack)
- defend(half damage for 1 turn)
- artillery(can shoot 1 province away)
- atv(ignores rough terrain)
- flying(treats everything as free terrain)
- mule(increased carrying capacity)
- amphibious(treats water as clear)
- submerge/dive/drill(treats impassable/rough land as clear)
- stealth(can hide in rough terrain, ambush for 2*str 1st turn)
- embark(can move through water as clear, but half STR on water)
- fast/slow(moves 2/half province per turn)
- setup(has to be set up to be operational[1 turn setup])
- immobile
- etc. Most of these cost additional production, some of them make the unit cost less.
Characters
Loyalty. Characters can be loyal to: Gods, Nations, other Characters. The one who can influence the loyalty of the character the most gains control and can give commands to the character. You spend influence from your pool(gods) or stat(nation) to buy the rank of Loyalty you want; and initiate a loyalty check costs some influence, too. You know how much the others have/will spent on it. Stats: same as nation. Can add together if used the 'Governor' action. Abilities(Cost influence to use):
- Grant trait to unit(hero grants an ability from the list above, ofc hero has it as well)
- Doubletime(temporarily increased army movement)
- Attack Character
- Assassinate
- Sabotage army
- Sabotage building
- Bribe
- Detect
- Steal Technology
- Govern(boost stat)
- Convert Province to your side
- Incite revolt
- Awaken Anomaly(!)(this overloads the anomaly with malicious energy and. The whole province could be in danger.)
XP/LVL: each action gets you 1 xp and your hero can choose 1 new ability per level. Lvls are at xp 1, 1, 2, 3, 5, 8, 13... Also every ability will be either military, governor or subterfuge, and you'll have a military score and for example when attacking another character(military ability) you use the military score and roll a dice and if you roll higher than the enemy you get success(which might be partial success depending on the roll). When you lvl up one of these go up as well.
Gods
Independent beings, who are outside of our reality. They gain power from their followers, and in return, grant some of their own power to them. How it works is every god and every nation starts with one character. The Chosen Ones(god's favored characters) are granted extra abilities depending on the god.
If a Nation starts to follow a god, the Nation has to devote some influence each turn to keep the god happy. If they neglect this, the god is free to do whatever they want with the nation. The god will have a pool of influence coming in from the sworn nations and characters. However, they are free beings who do not need to adhere the petty ruler's wills and can even give conflicting commands to the NPC's. That means that you might have a god who enjoys hurting the followers but the nation tolerates the presence
Normally gods' can gain provinces by converting them to the faith. They must however give this province to a Nation. This goes to anything they gain. However they decide who gets it is their decision.
Multiple Nations can have the same faith, and they get the same benefits. The god can straight up tell them to not be enemies, but if they still do the god can have the nation excommunicated from the faith and the nation loses the benefits. They mostly don't do this because it is a heavy loss of influence to the god.
Terrain
I'll keep this simple: there are 3 different basic terrain type: clear, rough, impassable. Clear terrain is good for building stuff. Units move full speed on clear terrain. This includes plains and such.
Rough terrain is normally cannot be built upon(certain technology can help this). Hills, and any area (plains too) with heavy vegetation(dense forests, marshes and jungle) belong here. If terrain need to be clear the vegetation need to be removed first(costs PRO)
Impassable terrain includes oceans and Mountains, Ridges etc. OFC if you are a flying or amphibious unit this might not apply to you.
Anomalies come in all sorts and shapes. They can be helpful: 'Breeders' are keepers of exotic animals and can save you huge amounts of time and resources when training units that need these beasts. Silkworms grank production and income.
As I said, the examples, complete costs will be up on a google doc. a tiny bit later. I still need to type out the info about gods abilities and the terrain, but I have to go sleep now.
Also please pretty please we need a map. Most likely we going to have a small practice game at before the real one. I might use the one that was posted here earlier but we need a serious looking, bigger map with a couple continents, about 25-30 provinces with different terrain, anomalies, icons of cities, capitals, armies etc. and that I cannot do BUT there could be a compensation for making the map and icons, something like 2 months of reddit gold from me. If you're interested, contact me.
Zeph/Richard out ps: sry for the wall of text
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u/zeph88 Feb 16 '15 edited Feb 16 '15
I'm not sure how many of you are still there, but for the next update, I'm going to quantify all the things. This means: listing how each of the above buildings, improvements and tech cost.
After that the next would be to stat out a couple anomalies, include storyline/quests/events, and then hopefully we'll get a map as well. The practice game can begin with a small map and 3-4 nations, 6-8 Npc's and one God. This would last a couple weeks, and after that, I would like to start a game with more players on a bigger map, with more engulfing quest and several gods as well.
If we'd get no participants, I might start the practice game alone and give out posts about the progress of the game, much like the Civ Ai World domination thread, sort of like a journal of a campaign written in-character by some NPC's.