So I've decided to start a new strategy/roleplay game based heavily on (read: ripped heavily off) Vanigo's excellent Age of Restoration game. I spent a couple of days writing up a script to make calculations rather faster too, so we'll see how that goes down.
Full rules will be posted in the
RP thread, but for the moment assume that the rules are essentially the same as with
Age of Restoration. The advantage of the script is that it should take me less time to do turns and the program ought to give me textline outputs of the mechs side of turn events.
As with AoR you are in a city with a radius of
21 tiles including the base square (go go, Sid Meier!), labelled 0-8 and A-L as so:
LAB
K812C
J703D
I654E
HGF
You start off with 10,000 citizens, a couple of technologies and a varied patch of terrain. Each 1000 citizens generates a point of labour which you can assign to work tiles. Working tiles generates the three main resources (food, wood, stone) or secondary resources (luxuries, ores, or other resources) for your city. Tiles can be specially improved (e.g. by irrigation), some of which may be tile-specific and most of which will be exclusive with other improvements.
Buildings can also be constructed, which may provide passive benefits, or active benefits (which require labour assigned to them).
Leaders will again be an important mechanic, albeit one that is presently still being scripted in (requires all-around tweaking).
Signing UpLooking for 5 players and a fairly hectic update schedule. Roleplay of some sort is
strongly encouraged, the more detailed and engaging the better; if we are going to entertain ourselves, we may as well entertain those watching. 1 week maximum turn time, but will generally be done as soon as a turn is completed.
TemplateCivilisation Name: The Moomintroll Matriarchy
City Name: Moomin Mountain
Race: Moomintrolls are a race of very pale pink, almost white hippo-like creatures that traditionally lived in a very friendly forest and were periodically harassed by racoons...
and so on.Society: The Moomintrolls largely make decisions based on the family unit, as controlled by the matriarch. Crime amongst the Moomintrolls is controlled by stern family teachings...
and so on.Theme: Peaceful Blunderers
Brief History: When the war that destroyed the old world came, the Moomintrolls fled into hiding and missed most of it. They escaped through the rifts and searched far and wide for one another, eventually coming together at a mystical lake...
and so on.
02/08/09 - Work on village luxury use in preparation for trade and expanded empire requirements.
As it stands: Villages that come into possession of luxuries (either by having them as a feature in the local territory or through trade/raiding) will consume them during their upkeep cycle. Because a village is estimated at between 200-700 people (thinly spread, mind), they only consume a tenth of a luxury item each turn and unlike cities do store up the excess for the long term. Communities consume 2-3 times more depending on size, but still consume less than a full unit per turn. Consuming luxuries in this way gives villages a bonus to growth, otherwise only obtained when a village hits maximum storage of goods (not that helpful). When villages get enough growth totted up, they divide into an unaffiliated sister village.
Right now, daughter villages don't share the parent village's allegiances. That may or may not stick depending on how playtesting turns out.
Set villages to unite if they are too pissed off and there are enough of them.
Communities (not villages) will now spawn defenders set to 'patrol' if sufficiently pissed off. If really pissed off they can do this multiple times in a single turn (decreasing their anger each time), but it can push them into negative growth, limiting their ability to summon further forces. These defenders are neutral, but can be captured or (eventually) bribed into service as conscripts. They will attack anyone engaged in raiding in the territory (regardless of affiliation), so if you want to raid your own villages (or anyone else's) you will need to deal with them first. Setting your own patrol troops will have the same effect, except that you can raid freely under their duress (until a new band of mercenaries forms to try and stop you).
Now the question of pay for said defenders. Guards will take pay in either food or coin whenever they need it, from whomever in the territory has it, but only as much as they need to keep themselves supported. Food generates a much bigger support boon than wealth does (333%). Guards may be able to miss a few turns without getting paid, but if they get too desperate they will turn to raiding instead.
Next up: Trade Routes - the way to actually give the villages the damned luxuries they're demanding and get rich in the process.
01/08/09 - Started a dev log for this thing. Additionally, implemented 'respect' in the territory code - respect is won and lost by combat, but also by maintaining a troop presence in a region; the more troops, the more respect. It's basically intimidation, but unlike fear it's implicit intimidation rather than the crucifitastic methods that are employed in direct (and very, very effective) fearmongering. It doesn't breed the hate that fearmongering methods of conquest do either.
As a bonus, the rebellion script is also in; if a village hates you significantly more than they either fear or respect you (you can have either high fear or high respect, either works but the two do not stack) and it is under your control it will rebel and throw off the yoke. This may be an excellent time to move in the troops for a spot of passive intimidation, the traders/diplomats for a spot of sweet-talking, or the inquisitors for a spot of brutal suppression. Only two out of the three are currently implemented. No prizes for guessing which.