Time for a good old land grab - though, with a twist. Rather than more land = more people = more land... players can "share" lands and work together in prosperity, or beat each other senseless. Keep reading.
Each player assumes the role of a civilization. Each player starts with one "Territory" from the four that make up a "Province". Each territory is worth a percentage of output in one province - so if player A holds three territories in Province X and player B holds the other one, player B gets somewhere around 1/4 of the output of that province.
Let's say that Player A,B and C share The Empire's Jewel.
The 15 manpower is calculated from the arms (industry*population) and food (agriculture*population). The population is increased by infrastructural development, and the four developments are increased through player development.
Let's say that Player A now spends all of his administrative powers to increase the economy by 2 points.
As you can see, Player A and Player B have benefitted more from this because Player C doesn't hold as much
culture influence in his city of Cliffsea. As such, Player C can then spend his administrative power on the next turn to increase his city's influence.
Player C now has more of a share of the profits of his development.
Whilst Manpower plays a strong position in the game - greater armies, greater control - players can also be rewarded for winning battles (offensive or defensive) and having long lengths of time in peace, resulting in prosperity. As such, players can choose to increase their chokehold on the world through centralisation of their provinces, or through war and conquest.
Let the games begin.
What can I do in a turn?1 Admin Power = +0.02 Development
1 Admin Power = +0.5 Influence
1 Admin Power = +0.2 Army (-0.05 Admin Power per 0.2 in upkeep)
Make up some bullshit policies, politics, intrigue, civil war and ministorylines in Roleplay. Leave the outcome to the GM, and to the GM's dice at your own risk. Creative play will be rewarded.
Move Troops to Home Territory X.
Engage in public diplomacy.
Conspire in PM for secret plans and coalitions.How do I join?- Pick a Starting Province (eg, Cities of Snow) (note: You'll be given one single random territory. Multiple players in one province allowed).
- Name your Civilization.
- Name your capital territory. It's typically a city name, but up to you.
- Pick a Civilization Colour.
Dwarves start with a higher industry, but lower agriculture.
Humans start with a balanced town.
Elves start with a higher agriculture, but lower industry.
Rules are likely to change throughout the game to adapt. The logic and math hasn't been tested on large scale and will likely be changed to balance the game (to a tiny degree).
You'll also need access to opening Excel sheets, though I believe there are online tools that can do it in your browser....this is gonna go crazy when McUrist master-planners get their teeth in powerpumping their town attributes...
Petty Fiefs
Petty Fiefs are unknown NPC states. They are as much a threat to you, and each other, as players are. You can reach out and work with them, or you can destroy them. Their names are only revealed once you interact with them. You can work together toward a common development cause, or work in secret to bring down a greater fief in that province. Or ask them to be your vassal, or you theirs.
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