This idea is a work in progress for a new game mode for the up-incoming release of dwarf fortress. Input, suggestions and critique are requested. Summary:Eternal Battle Realms is a turn based strategic game in which players try to destroy their opponents. Using dwarf fortress, players sacrifice a number of items per season to acquire points. Using these points to produce armies, the armies are moved about the campaign map to destroy the other players.
Rules and gameplay mechanics:The campaign map has 39 hexagons divided by Alphabetical rows and Numbered Columns. A1 would be the top left most hexagon, A6 would be the top right most hexagon and so forth.
Starting the game:First come first serve, the first 4, (Or 6 if it's team vs team.) players who wish to play get in. No new players can join in until the game is finished, (aka: There is a victor.) Each player is given a starting hexagon, (B2, B4, F2 and F4. Plus D2 and D4 if it's a 3 vs 3 team game.) This hexagon represents their Mountainhome, (explained later.) And is designated a color that is available from the arena.
Now we begin the game, following the following order of play players build armies to battle for map supremacy.
- Play One Season of Dwarf Fortress.
- Upload a save for the First day of the next season.
- Map information is tabulated and given back as a variety of different points for army building.
- Movement round.
- Combat round.
Play One Season of Dwarf Fortress:Before anymore action can be taken on the campaign map, their mountainhome must be constructed. All players are given an identical starting location, but may outfit their starting setup however they like.
The objective of fortress mode is to produce enough food, wealth and arms, and then sacrificed them all for points for the production of armies for the campaign map. To this end, players need to produce a sacrifice room, (An atom smasher or magma room will do nicely.)
At the end of the season, the save is uploaded and private messaged to the game manager. The game manager, (aka: me.) will then look over all the objects and living things in said sacrificial chamber and delegate a number of points based off of this:
- Food/booze: Used in the production of creatures in the army OR weapon and armor experience for sentient creatures.
- Object value*: Used in the hiring of mercenaries.
- Tamed animals/Dwarfs: Directly converted to tame army beast of the same type.
- Armor/Weapons/Ammo**: Directly converted to arms and armor for hired sentient creatures.
*Food may not be sacrificed as object value
**Can be used as object value sacrifice OR directly to arms and armor, not both.
If a player is under siege in DF during the first of a season he will be unable to generate points. Uploading a save is not necessary in these situations. Players may optionally choose to not produce an army for a turn if they have to deal with issues inside their fortress.
The game manager will private message you back your point totals.
Using Points for Army Creation:Food/Booze: Every meal and unit of booze = 1 food point. These points may be used to purchase creatures or experience points. Creatures costs "Creature Size(10)" (Creature size multiplied by 10.) for each individual creature. Every individual upgrade in experience starts at 5 + 1 per higher tier of experience after novice. For example "Competent" being level 3 requires 5 + 6 + 7 points to acquire, (for a total cost of 18) where as legendary will require 180 points, (total.)
Object Value: Total object value sacrificed is divided by 4, (rounding up the decimal.) Which is converted into wealth points. I'd hate to be racist, so Goblins, Elfs, Humans and Dwarfs all cost 10 points each.
Tamed animals/Dwarfs: The creatures stats will be directly translated to an identical unit for that army, including experience and worn arms and armor.
Armor/Weapons/Ammo: Worth divided by 4, just like the rest of the sacrificed goods. Or it can be used for a direct transfer of arms for the army.
An extra 25 food and 10 wealth points are given for every hexagon square controlled at the start of the movement phase. (Excluding the Mountainhome.)
Unused points are saved between rounds, except for food points which are reduced by 2% every time they go unused.
Once a player is done deciding how to distribute his points he private messages the game manager the info, (Including who gets what arms, armor and experience.) and to what campaign map coordinate he would like to move his army. Lastly, give a brief, (or extremely detailed) description of your armies formation.
Each army is numbered and color coordinated as a token that will be placed on the map. Max army population size is 80 per army. Armies may stack and move into squares already occupied by friendly armies.
Armies require an upkeep of food points equal double their size. So 3 armies of 40, 80 and 12 respectively will require 264 food points or sacrifices will be made at random.
Newly generated armies may be spawned on any hexagon you control.
But may not move the same turn they are created.Movement rounds:As all moves were private messaged all moves are simultaneous. Each army may only move one hexagon per turn/season. Players may also delegate armies to separate/combine if they are in the same square and have yet to move.
Hexagons on the map are color coordinated based who controls them, a hexagon that has a red border is controlled by the red team while grey means neutral and unowned.
To capture a square, move and keep at least 1 unit in that square. In the event that two allied civilizations move into a square at the same time, the one with the larger army will take control of it. Baring that a coin toss will settle it.
Attacking an enemy army is done by moving into their square, if the other army simultaneously move out of that square then there is no combat and the territory changes to its new owner.
If two armies both move into each other square then combat is a result. With the victor being able to complete his move.
When attacking a hexagon that has multiple armies, the largest army defends first. Barring that a coin toss settles it.
When attacking and defeating an enemy over their mountain home, the attacker must specify whether he's attacking to siege or assault. In siege mode, only existing armies are defeated and no more. Assaulting the enemy Mountainhome includes the
non-sacrificed members of your opponents fortress as well.
If your Mountainhome is besieged you may only produce new armies on top of your Mountainhome to attempt to break the siege. Furthermore, any new food points sacrificed do not get added to your food points pool.
Combat rounds:The victor of the combat round is the one who defeats all of his foes enemies inside the arena. The results will be posted as a combat report by the game manager. In the event of multiple armies attacking or defending, the secondary armies are considered reinforcements and will only reinforce the current battle once the existing attacking/defending army is subsequently defeated.
If the arena battle is over a mountain home and the attacker wins, that player is defeated and is out of the game. UNLESS that player has sacrificed his King/Queen in which point he may no longer create armies or take part in the Fortress mode aspect of the game, but may still command his armies until his Lord is killed.