Alright, so, a number of tribe games started. One with roleplaying, one with collaborative management. I have plenty of RP going on, so I want to start an
abstracted stats game.
Victory ConditionsThis game will run for 20 turns. You score 1 point for every
good unit maintained or produced, at the end of a turn. You do not lose points.
Three examples:
- You have 5 population units. You grow by 2, you lose 1 to famine. At the end of your turn, you gain 4 points for maintaining 4 population units and 2 points for producing 2 population units. You gain 6 points that turn.
- Next turn: You ordered your 6 population units to build 1 farm. The farm is considered 1 unit of positive benefit. On top of this, it assists in growth, improving the chance of population growth, indirectly giving you points that way. Your population neither grows nor diminishes that turn. You score 7 points (6 for population, 1 for the farm). You now have 13 points.
- Next turn: 5 of your people cut down a forest. The forest is completely destroyed. You gain 5 units of lumber. 1 of your people maintains the farm and increases a terrain's pop. capacity. You gain 6 points for your population, 1 point for the farm and 5 points for the lumber. You now have 25 points
Etc...
It is also possible to score points by benefitting other players. However, be aware:
You build a farm for another player and score a point.
He scores points for that farm as long as he maintains it (after the turn it was built); You do not.
Your goal is to have more points by the end of the 20th turn.
Aside:A possible use for lumber might be a one-time, double-effective use for building wood structures.
RulesOr: How the game is played
My goal is to keep things as simple as possible.
Your goal is to be as creative as possible.
What this means: I will not make a rule for an action, until someone tries to take that action. The first person to say "My people will farm", will get rules made for that, for example. The rule will then be defined from that point forward and other people who want to farm, must adhere to the rule as it becomes written.
It is possible I might add to rules. It is unlikely I will change or remove existing rules.
For this reason, there is no pre-defined list of actions you can take. While I encourage creativity and I enjoy fluff, be aware that if I am short on time, I want to be able to know what you're doing in 1 sentence. There will eventually be a list of defined actions that have worked previously.
Actions can fail. Good fluff can improve an action. Most are based on a dice roll, if there is any competition.
At least one event should occur per player. The events will not always affect players. A player can be affected by several events.
ActionsOne unit of population may take one action per turn. A turn represents an abstract unit of time. Some actions may require several actions (either over several turns or through several units of population).
I will define actions as people make them. Be creative - and keep them simple, please. Descriptions, as long as it's possible, should be kept in fluff.
If several people take the same action, expect the results to be largely similar. Any variation in the first results of a new action are variations that can always occur.
Starting conditionsYou will start with four population units in a lowland area with a forest and river.
There will be a map made of hexagons. The terrain will be made up of land and water. Water can be coasts, oceans and lakes. Land can be lowlands, hills and mountains. Forests, rivers and deserts are templates added to a piece of terrain.
Terrain can sustain a certain number of people. Events and actions can change this temporarily or permanently. If a terrain can sustain more people, population may grow. If a terrain has too many people, population will fall.
Other than that, conversation is permitted, but try to be clear about what is conversation, fluff and actions. Try to always include actions in a post. I prefer people who do first, then ask for permission to people who ask for permission, then do.
Rules as defined:Terrain capacityLand Capacity:
Lowland: 2
Hill: 1
Mountain: 0
Forest: +1 (added as template, cannot be added with desert)
River: +1 (+2 to desert areas, added as template between hexagons. Affects all bordering hexagons.)
Desert: -2 (added as template, cannot be added with forest)
Water capacity: Be aware that population units cannot regularly grow nor live in water areas. Capacity may possible transferred to land with an action. Rivers affect neighbouring water areas.
Coast: 2
Lake: 2
Ocean: 1
Fish: +1 (added as template)
MapWill be enlarged later. Numbers represent starting areas from 1-5.
Players1: RNG2: Quinnr3: Haika - ocean style!
4: Nevyn5: 100Killer9 - volcano style!
Waiting list: TheCatfishAction List (as of, Feb 23)Farms: Increase terrain capacity by 1 per farm, up to 1 farm per original terrain capacity. Halved by forests. Takes 1 pop unit to build per farm. Takes 1 pop unit to maintain per terrain.
Tame: Domesticates local animal. Generates an ”animal unit” that must be fed as per normal pop rules. Animals grow faster, but have limited uses (not as flexible as a regular pop unit).
Farm animals can build and maintain farms.
Amphibious animals can walk on land and ocean (more limitations may apply)
Gather: Generates materials based on terrain, that may then be used to perform other actions, so long as they are used by a pop unit.
Survey: Investigates an area for bonuses. May find mineral or food deposits that grant bonuses.
Basic Move: Can be done before taking an action: one hexagon. Can be done instead of taking an action: one hexagon. (Using an action, a total of two hexagons can be moved through in one turn).
Refine Materials: Turns 1 material into 1 refined material. (wood -> charcoal)
Make tools: Creates 1 tool. Tools can be used as materials, but less effectively. Tools are not consumed.
Build warehouse: Halves the effect of events that destroy stored materials, round down (if you would lose 1, you lose 0, if you would lose 2, you lose 1, etc...). A warehouse does not require maintainance, but does not score points aside from its construction.
Warehouses defend people and huts as well from negative effects. Bunkers count as warehouses.
Build home: A hexagon cannot have a population beyond double its base capacity (incl. templates). A city allows this capacity to be exceeded, so long as food is supplied. A point is scored for each home built that turn (+1 capacity), and for each one city maintained (max 1 city per hexagon). A city requires one unit to maintain it.
A city is established once the number of homes exceed double the base capacity (incl. Templates) of the hexagon it is in.
A city halves the effect of farms (stacks with forests)
Build Aqueducts: Leads water (or lava, not both) to target square. Increases city capacity by +1. Requires 1 unit to maintain (in any area it passes through). Limit: Must go from mountains, to hills, to lowlands.