Okay, my first RTD, so please, forgive me for any blunders, and feel free to offer constructive criticism. God knows I'll need it.
So here's the set up. I will have four players, each one managing their own city state, similar to Athens, Sparta, Troy, etc. Each of you will share a continent, and either help, or duke it out with each other. Maybe at the same time.
The sign up sheet:
Name: Obvious, but add a title. Could be king, or Grand Poobah, if you wish, anything really.
City State Name:
Rules:
Resources - There are approx. 7 resources, cattle, coal, fish, gold, iron, lumber and wheat. I may add more in the future. The food resources, each city needs at least one type of food resource, or the city will starve within 3 turns. So for those without a natural source of food, raid or trade.
Each resource lasts for approx. ten turns. Gold is limited, but things like food and lumber can be replenished by
using one action. Coal can be made using lumber ( which can be replenished ) and the amount of iron a city replenishes is determined by the RNG.
Once you get above 100 traders, you get a random resource,
which lasts for five turns.
Resources and their uses:
Cattle - Food
Wheat - Food
Fish - Food
Lumber - Allows structures to be built 1 turn faster, necessary for ships
Coal - Use yet to be determined
Iron - +1 to Battle Rolls
Gold - Trade item, increases happiness in city
Population - Yeah, your people. The "Happy" and "Healthy" show how well off your people are. Gold, as well as some structures, can increase happiness, so your people don't revolt. Your people can starve without a food resource, or can get sick on a whim from the Random Number God. Building a few structures will help negate that.
Warriors - Yep, the military side of this foolish game. This continent has no horses, so it's footmen for everybody! Might introduce cavalry ( and ships ) later, but for now, all you can get is a footman. Later, there will be archers, spearmen, probably. Those with Iron resource get a +1 advantage to battles.
Military units
Militiaman Unit - 1 attack, 1 defense ( 1 turn to train )
Footman - 2 attack, 1 defense ( requires barracks, 1 turn to train )
Archer - 2 attack, 2 defense ( requires Hunter's Guild, 1 turn to train )
Swordsman - 3 attack, 1 defense ( requires armory, 2 turns to train)
Ballista - 6 attack, 1 defense ( requires ballista maker, 4 turns to make )
More to come
Structures - A list of structures you can build:
Great Hall - your seat of power, +1 happiness; 1 turns to build; Necessary for Tier 2 Buildings
Barracks - let's you train soldiers. 2 turns to build
Hunter's Guild - Allows city without food resource to survive for 2 more turns. Allows you to build Archers by upgrading normal warriors; 2 turns to build
Clinic: Staves off disease after 2 turns; 3 turns to build
Shady tavern: Unlocks Spy; 3 turns to build
Palisade: +1 when City is attacked, and you're defending; 2 turns to build
Marketplace: Attracts a random amount of traders per turn; 2 turns to build
Granary: Gives a +1 bonus to defense against anything that might damage your crops; 2 turns to build
More to come, in the future
Tier 2 Buildings:
Armory - Enables training of Swordsmen. Requires 1 iron unit to build; 3 turns to build.
Shipyard - Enables creation of ships ( Fishing vessel, Transport ship, Cruiser ). Requires 1 lumber unit to build; 3 turns to build
Ballista Maker - Enables construction of Ballista. Requires 1 lumber units to build; 3 turns to build
Each turn will take
1 year, and you can perform
4 actions. Make sure to
Bold them. You can trade, declare war, perform covert actions, and just engage in general diplomacy with your fellow players. Whether by PM or in the thread. When two players agree to something, I must get confirmation ( probably by PM ) from both sides.
Any questions, just ask. I hope the game system isn't too flawed, and ALWAYS feel free to offer criticism.