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Author Topic: Imperium Renovatio (prototypes at the moment, ideas wanted)  (Read 1453 times)

evilcherry

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Imperium Renovatio (prototypes at the moment, ideas wanted)
« on: September 09, 2013, 04:29:37 am »

I remembered something similar to this a few years, though it died out amist player wrangling. I'm planning to resurrect something similar but I need someone refining the rules for me.

Basically my system is horrifying similar to Paradox's Clausewitz (especially its implementation in EU3/4). The fighting part is similar to CK2, I intend to simplify but I don't want to dumb too much of that down so input is needed.
The Garrisioning/Coring, exhausting, and generally expansion speed retardant is novel is need some serious input.
Other systems should be set but if I missed something sorely/ you need some easily implementable mechanic/ etc I need your input.

!!warning!! Wall of rules and flavor text below.

Spoiler: Background (click to show/hide)

Spoiler: Your Kingdom (click to show/hide)

Spoiler: Technologies (click to show/hide)


Spoiler: Regions (click to show/hide)


Spoiler: Leaders (click to show/hide)
« Last Edit: September 17, 2013, 03:40:05 am by evilcherry »
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Ghazkull

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Re: Imperium Renovatio (prototypes at the moment, ideas wanted)
« Reply #1 on: September 09, 2013, 05:02:03 am »

What is a Demonym?
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evilcherry

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Re: Imperium Renovatio (prototypes at the moment, ideas wanted)
« Reply #2 on: September 09, 2013, 05:33:17 am »

What is a Demonym?
Demonym for England is English.

Taricus

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Re: Imperium Renovatio (prototypes at the moment, ideas wanted)
« Reply #3 on: September 09, 2013, 06:10:15 am »

Hmm... I do suggest making all troops require manpower, but give buffs to the standing army in exchange for the costs. Kinda turning them into the retinues in CK2.


« Last Edit: September 11, 2013, 06:19:22 pm by Taricus »
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evilcherry

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Re: Imperium Renovatio (prototypes at the moment, ideas wanted)
« Reply #4 on: September 09, 2013, 10:07:19 am »

I do think that pure mercs may be too advanced for the time being. Probably only manpower for levy troops, and money and manpower for retinue troops. Mercs can come later (at a better tech level).

evilcherry

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Re: Imperium Renovatio (prototypes at the moment, ideas wanted)
« Reply #5 on: September 09, 2013, 06:55:50 pm »

bump to gauge for interest.

Taricus

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Re: Imperium Renovatio (prototypes at the moment, ideas wanted)
« Reply #6 on: September 11, 2013, 10:59:39 am »

Okay, updated my sheet a bit. But what does player name mean? Do we just put our username down, or is it used for our first leader instead or what?
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GiglameshDespair

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Re: Imperium Renovatio (prototypes at the moment, ideas wanted)
« Reply #7 on: September 11, 2013, 01:42:20 pm »

I would think that it should be exhausted only means they have half-stats, rather than instant destruction if attacked. It'd be odd if peasants armed with mouldy vegetables could destroy heavy knights because the day before the knights had trampled some other peasants.

A tech-tree should be made before the game starts so the players know what is what.

How many fantasy elements - magic, riding giant wolves, etc - are there in the game? The name 'Human Empire' suggests there were empires of different species. Are they present? Could you hire mercenaries of different species or be invaded by them? Could do with some more fleshing out.
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evilcherry

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Re: Imperium Renovatio (prototypes at the moment, ideas wanted)
« Reply #8 on: September 11, 2013, 02:13:15 pm »

Okay, updated my sheet a bit. But what does player name mean? Do we just put our username down, or is it used for our first leader instead or what?
you should have both. Basically leaders would rise and fall gradually during the game.

evilcherry

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Re: Imperium Renovatio (prototypes at the moment, ideas wanted)
« Reply #9 on: September 11, 2013, 02:17:49 pm »

I would think that it should be exhausted only means they have half-stats, rather than instant destruction if attacked. It'd be odd if peasants armed with mouldy vegetables could destroy heavy knights because the day before the knights had trampled some other peasants.

A tech-tree should be made before the game starts so the players know what is what.

How many fantasy elements - magic, riding giant wolves, etc - are there in the game? The name 'Human Empire' suggests there were empires of different species. Are they present? Could you hire mercenaries of different species or be invaded by them? Could do with some more fleshing out.
I'm still writing things down, but now troops can be at full strength, exhausted, or depleted. A exhausted army cannot properly defend itself and would be depleted when attacked; a depleted army means only the leadership and a skeleton is present and would be crushed if attacked again.

Basically I'm trying to avoid endless and meaningless pursuits which has been endemic in other similar games (whether on Clausewitz or on forums or etc).

I expect the fantasy rating to be mid-low; there would still be classical fantasy races and some unique techs, depending on players' submissions of course. Widespread use of battlefield magic would be no-no, and the closest thing you might find similar to would be a group of gobbos doing mass rituals to throw fireballs, or knights replacing horses with dire wolves, or something like that.

No worries I would open a new thread once the system is finished.
« Last Edit: September 11, 2013, 02:22:52 pm by evilcherry »
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evilcherry

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Re: Imperium Renovatio (prototypes at the moment, ideas wanted)
« Reply #10 on: September 12, 2013, 12:54:10 pm »

Technology and Governance

Because everyone wanted to know about this.

This supersedes everything incomparable in Opening Post.

In each turn, you can make 4 technological decisions. These decisions can be used to:
1. Draw a leader. You are using your technological capacity to recruit a wise man in your realm; His stats will be decided similarly to any other leader of your realm, with a bias on technological advantage.
2. Research a technology. Basically it involves rolling a modified d100 against the difficulty rating of the technology. Look at a small section of the tech tree:

Military Tech
-Spearmen Tech
--Sub-imperial spears: Allows the recruitment of sub-imperial levy spears, +3 tech level, difficulty rating 80
--Spear drills: Defense rating of spearmans +1, +1 tech level, difficulty rating 100
-Archer Tech
--Sub-imperial short bow: Allows the recruitment of sub-imperial short bows, +3 tech level, difficulty rating 80
--Understanding of wood: Attack rating of archers +1, +5 tech level, difficulty rating 120
...
Social Tech
-Research Tech
--Collection of imperial classics: Even the empire was at terminal decline, its literary works will still be useful to men. Allows Libraries. +5 Tech level, difficulty rating 80
--Understanding foreign classics: We understand that the empire once had very extensive foreign contact. We will need to study their ideas. +3 Tech level, difficulty rating 150
...
Governmental Tech
-Organization
--Sub-imperial tribal system: Your people are now organized into tribes, facing realities of the decline of the empire. Tribes are ruled by despotic rulers, but leadership above that is a bit fugly. +10% Tax. +5 tech level, difficulty rating 60

The numbers now may not make sense (I will have to write everything down before I could do make them right), but as one can see, as general tech level goes up, technologies become easier to research because of higher bonus, without baring realms from trying to go ahead in one tech or two. Also libraries or educational buildings of such will provide another bonus (probably proportional to the ratio rather than hard numbers). In addition, each other realm who had researched the tech will give a global +10(not yet decided!) bonus when trying for that technology. Leaders may help them; money may help; and finally previous attempts will. However you are not allowed to roll for the same tech twice in a turn.

3. Take a tech: this takes 2 actions, and must be done once the difficulty rating of a tech goes below 50.
Once the difficulty of a tech has gone below 50, you have to spend two actions to take that tech. You do not need to roll this time; the tech will be given to you. It should be a bit cheaper than actually researching, but the lack of flexibility should keep it from being the main tech gain mechanism.

Governance: Governance takes a bit differently. Your realm will be given a number of Governance points, which you will have to expend to do non-research actions, including raising an army, building a building, moving an army, starting a trade route, recruiting leaders (biased towards governors) or making a diplomatic decision binding.

evilcherry

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Re: Imperium Renovatio (prototypes at the moment, ideas wanted)
« Reply #11 on: September 17, 2013, 03:39:23 am »

Well, I'm now using a new model for development.

http://www.bay12forums.com/smf/index.php?topic=131209.0

I would try to restart a game once the mechanics are ironed out.