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Author Topic: Great River Politics development thread  (Read 2106 times)

Cryxis, Prince of Doom

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Great River Politics development thread
« on: January 13, 2015, 12:04:06 pm »

I am hoping to reboot that lovely game which ran pretty well as a test but I still need to tweak a few things. I am dividing the map into larger chunks so fewer city states in game.
Serbis (the nation that holds the council/UN type thing.) has been moved to a different place outside the Great River Valley.
Army v army will probably run off pure rolls and no tactics since tactics are hard to do without a sandboard or something to show troop movements. Also describing custom formations would be difficult and not everybody owns a copy of rome total war.
I am still having difficulty on creating a trade system so I think I might make it self running so we don't have to deal with it.
Everyone will have a similar starting population but the nations are different sizes and will have different population growths.
I will not be running an actual game until the end of this school year but I wanted help with development of some sort.
This thread will be used to test some politics, scenarios, and battles as well as discussing additions or subtractions of things that need to be in the game or take out.
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Cryxis, Prince of Doom

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Re: Great River Politics development thread
« Reply #1 on: January 13, 2015, 04:12:20 pm »

So for those guys who played this game last time it was running
What things would you like added to the game and what things do you want taken out?


Also random questions about the game can be freely asked here as well
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LuckyKobold

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Re: Great River Politics development thread
« Reply #2 on: January 13, 2015, 04:54:55 pm »

Can I join when it starts?

Cryxis, Prince of Doom

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Re: Great River Politics development thread
« Reply #3 on: January 13, 2015, 04:56:28 pm »

Yes

Any questions you have about it?
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LuckyKobold

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Re: Great River Politics development thread
« Reply #4 on: January 13, 2015, 04:58:03 pm »

Will there be Npc factions such as mutants/cultists?

InstantHax

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Re: Great River Politics development thread
« Reply #5 on: January 13, 2015, 05:17:03 pm »

I'm interested, make sure to save a seat for me  :o

I suggest that you add at least some tactics to the battles. I don't think it will be fair when a group of bandits beat a group of trained soldiers simply because of luck.

Also what will be the factions that will be available in this game?
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LuckyKobold

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Re: Great River Politics development thread
« Reply #6 on: January 13, 2015, 05:21:55 pm »

Yeah tactics would be nice, Or at least some dice bonuses/penalties based on circumstances.

Cryxis, Prince of Doom

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Re: Great River Politics development thread
« Reply #7 on: January 13, 2015, 05:39:35 pm »

I'm interested, make sure to save a seat for me  :o

I suggest that you add at least some tactics to the battles. I don't think it will be fair when a group of bandits beat a group of trained soldiers simply because of luck.

Also what will be the factions that will be available in this game?
You won't have to worry about battling bandits in actual battles.
Also during battles there will be modifiers to defence and offence rolls such as quality of equipment, training, type of equipment (example: spears do better if fighting horses)
There may be some tactics but not many.
And factions will be whatever the players create.
You get to form your own nation built inside of it's given boundaries so you decide the government and even the dominant races, the strictness of laws, and things of that sort
All alliances and wars will be declared in the council (main form or communication between all states and announcements of international problems)
The only big starting faction I can think of would be elves or red guard just because 50% of the time they don't get along very well but you can still have a nation consisting of all three races (elves humans and red guards) or even one consisting of mostly red guards and elves. There are also minority races but there are so few of them that they only matter in special scenarios.


@lucky: If a player quite mid game their nation will be NPCd as well as empty nation slots.
The NPCs will be added to the OP with their own names and all and a clear specification of them being NPC.

There will also be groups trying for uprisings and the such which will also be NPC
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LuckyKobold

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Re: Great River Politics development thread
« Reply #8 on: January 13, 2015, 05:43:57 pm »

Interesting, What are some of the Minority Races, Just wanna know for reference. And enough bandits might attack a small militia force, Just saying. What's the Tech Level?

TEXT WALL!

Cryxis, Prince of Doom

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Re: Great River Politics development thread
« Reply #9 on: January 13, 2015, 06:18:57 pm »

Interesting, What are some of the Minority Races, Just wanna know for reference. And enough bandits might attack a small militia force, Just saying. What's the Tech Level?

TEXT WALL!
Kahjiit, two races of argonians, (technicaly like two or three breeds of Kahjiit but they interbreed a bit too so it's not that noticeable), dwarves, and technicaly elves are three seperate and distinct minorities that combined into one majority (all three make up about 1/3 of the population but each one by itself is only like 1/9 by itself) the three races of elves are snow/frost elves, wood elves, and high/yellow/good elves.
Descriptions of each race
Kahjiit
Spoiler (click to show/hide)

Argonian
Spoiler (click to show/hide)
Dwarves
Spoiler (click to show/hide)
Will post other race descriptions later


The tech is medieval with some moder technologies such as radios and some lights
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Cryxis, Prince of Doom

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Re: Great River Politics development thread
« Reply #10 on: January 13, 2015, 08:31:24 pm »

Snow elves
Spoiler (click to show/hide)

Wood elves
Spoiler (click to show/hide)

High elves
Spoiler (click to show/hide)

All elves are slight shorter than humans and wood/high elves are slightly weaker.
Snow elves are acctualy stronger than the other elves but are not as agile or keen.
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Andres

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Re: Great River Politics development thread
« Reply #11 on: January 13, 2015, 08:33:44 pm »

IMO you should only have humans, redguards, and elves. Remove references to other games or a greater mythology. Those are the two things that turned me off in the test game.
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Cryxis, Prince of Doom

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Re: Great River Politics development thread
« Reply #12 on: January 13, 2015, 08:40:20 pm »

I understand but I don't see what's wrong with keeping the other races
They were there from the start too
They aren't any different than elves or red guard either, they were also genetic modifications, just not as popularly used
Magic is not in this game though for the sake of your hating it
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Cryxis, Prince of Doom

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Re: Great River Politics development thread
« Reply #13 on: January 13, 2015, 08:41:48 pm »

Red guard
Spoiler (click to show/hide)
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Stirk

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Re: Great River Politics development thread
« Reply #14 on: January 13, 2015, 08:45:41 pm »

I understand but I don't see what's wrong with keeping the other races
They were there from the start too
They aren't any different than elves or red guard either, they were also genetic modifications, just not as popularly used
Magic is not in this game though for the sake of your hating it

I don't see the problem Andres has with all that  :-\. It is fairly obviously the Elder Scroll races with a spin on them, and the Elder Scroll series contains magic...

As for the historical things, I was fine with it too. I mean, I play games set in Rome, Ancient Japan, or otherwise "the past" all the time and am fine with it. There is no reason to assume that we can't effect the course if history in game.

I might end up playing again, if I can think of an interesting enough idea and have enough time. I actually end up more busy when school is off, that is when I have to work all day  :-\.
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