I'm honestly surprised this hasn't come up. If your going to build TWO games that operate with each-other, wouldn't it be a good idea to let the players at least somewhat affect the other game in a way. Wouldn't that allow further reasons to build certain buildings?
You could have it that quests are either somewhat made and/or affected by the civ players and what there civilizations are, and the quests done could affect civilizations down it's path.
I... what?
The two games running in tandem, with each player's actions affecting both games, was the whole point from the beginning, and has influenced the game's design as such.
The adventurers will undertake, almost exclusively, missions that are of benefit to the Civilization players. Every ruin cleared is free housing, and probably has interesting location-based artifacts, like that one place with the weird air currents and array of pre-built gilde-a-pults. Each encounter with enemy units, every operation in enemy cities or garrisons, affects the Civilization game in a real way. The overall campaign objective is not Kill The One Bad Guy, it's the downfall of a dozen or so enemy Civilizations, with the aid of your own.
Likewise, the Civilization players will be working together with the adventurers; whichever player oversees the town the adventurers are staying in, will be given some options for how much resources to dedicate to helping them on their next mission. Free food is nice, some extra hands to help carry and guard supplies is always good, but battle parties along with Covert Ops adventurers are how things get done. The Civilization leaders are also free to request missions of the adventurers, and the adventurers are relying on the city leaders for supplies and shelter, not to mention class features.
It looks to me like both groups of players have a direct influence on the others' games, am I missing something? Did I miscommunicate and not make this clear before?
Your saying these things confuses me
Also, the maptools connection test for the D&D campaign is going to be 7PM (Central Standard Time) on Sunday, which is 40 hours from now. I'll leave the server up for several hours. If you haven't used Maptools before, it's a doubly good idea to show up for a quick lesson on how to use the program, and get a token made for your character.
I have admin access to my own router and have set up port forwarding for Maptools before, so assuming that all still works, we shouldn't need any extra software. (Thank goodness, Hamachi creeps me out sometimes)
So uh..
Well, what you just said in reply actually makes me realize I was incorrect, but of course, I originally thought 'They'll go do quests and probably do (BLANK), doesn't really affect civs' thought. You replied with what I was trying to question, and it made me happy. The fact that we can give adventurers gear and troops, etc, would be great.
A few questions however.
Can adventurers to choose to rest in civilizations NOT being the closest? This would allow other civilizations to try to 'bribe' the adventurers to come to their civ with better gear, etc.
Can civilizations SELL equipment to adventurers instead of just giving them stuff? As, if one civilization is the only one to make magical sword x, could they instead only sell it instead of giving it, making the adventurers go and buy it instead of just getting it? It'd be interesting.
Can us Civ players have a feel of how indepth game mechanics are? How are troops made? Can we specify what they have? How about trade? Can we barter specificially? Can our civilizations expand? Possibly even colonize other coasts? All sorts of things like that!