Greetings and salutations my fellow forumites.
For this, is a game of magic, building, civilization and war.
Rules will be made up as we go along, here is the map and the possible starting locations:
Starting Map:
D6: Yellow Desert
H9: Seaside Forest
L8: Valley Shore
C13: River Jungle
H14: Spire Badlands
M15: Dandelion Plains
We will aim to run 36 turns. Each turn will one month of in game time, so the game will end at 3 years, and possibly restart with new players.
There will be random events, and I shall be running a 'npc' community in one of the starting locations above that are not chosen.
Each of the players will accumulate points as you play, these points can be used for bonuses and effect other players good or bad. The more creative you are in your posts the more points you will get. So think creatively, name things, write a little journal, all might give you enough points to cause a volcano to strike your enemy, or grow medicinal herbs near your home tile.
Points will also show your progress in the game and how well you are doing. They will be in an (##/##) type format, being current amount and total. The current amounts will be what you spend for extra events, while the other is your score.
I'm looking for 3 to 5 players.
When signing up I need: a
race type for your followers(kobold, dinosaur, elf, manticore, etc), and a
magic type for your sphere of influence(fire, ice, nature, etc), and which of the
starting areas you wish to play. Either of these can be anything you think of, the more creative the better. These two choices will give you four traits, two advantages and two weaknesses. I will list these in the first post after you've chosen your starting area.
Game Mechanics:
Terrain info:
Green hex: Grassland, Max basic pop 6, High Animals, Low Materials, High Food
Brown hex: Hills/cliffs, Max basic pop 4, Low Animals, Medium Materials, Medium Food
Grey hex: Mountain, Max basic pop 3, Low Animals, High Materials, Low Food
Yellow hex: Desert, Max basic pop 2, Low Animals, Low Materials, Low Food
*Blue hex: Ocean, Max basic pop 6, Medium Animals, Low Materials, Medium Food
* Ocean tiles require tools, vehicles, or special traits to traverse
Resource Rolls(based on terrain):
Mid resources:
(10)1-10 = 0
(30)11-40 = 1
(30)41 - 70 = 2
(20)71 - 90 = 3
(10)91 - 100 = 4
--
Low resource:
50% yes/no
(40)1-40 = 1
(30)41-70 = 2
(20)71-90 = 3
(10)91-100 = 4
--
High resource:
(30)1-30 = 1
(30)31-60 = 2
(30)61-90 = 3
(10)91-100 = 4
Terrain/Landscape Modifiers(note that a hex may only contain 5 modifiers maximum):
River: + 1 Food, + 1 Animals
Volcano: -1 Animals, -1 Food, -1 Materials, +1 Lava
Forest: + 1 Animals, + 1 Materials
Coast: + 1 Food
Medicinal Herbs: +1 Population on discovery, +1 healing tools
Crystal Deposits: +2 Mana storage on discovery, +1 MP per turn
Unclaimed Demonic Ritual: Starts countdown to demon attack, becomes demonic portal in 3 turns. [options: ignore, claim(uses 1 unit to attempt to take over the ritual), destroy(uses 1 unit to attempt to remove the ritual)]
Ancient Corpses: +2 MP per turn, may be investigated for changes.
Blessed Healers: +1 population chance each turn.
Draati Creep: +1 population limit for Draati, -1 population limit for everyone else
spices: +1 food processing yield
volcano ice dome: -1 lava, +1 ice gather yield
Gold Deposits: allows gold material to be gathered and used
Mushroom circle: has a chance of randomly attracting a sprite to cause mischief or boon to local populations.
mana depression: -1mp per turn on this hex
sleep poppies: can harvest poppies at risk, various uses
Gemstones - allow gems to be mined
Furs - allow high quality furs to be gathered
Magic and Research:
Every Unit of population that follows you will give you 1 magic power per turn.
Each turn you will have the choice of splitting your magic power between three uses. Research, and Spell Power, and Mana Reserve.
Unfocused MP at the end of a turn will go into Mana Storage
Research levels will decide how much you give towards learning new magic. You start off with simple and low spells, and branch off to more advanced stuff. Each spell will cost an amount of spell points based on how strong the spell is. You may only research one spell per turn, any surplus after you learn it is added to your Mana.
Spell Power is a boost for any spells you cast during that turn. If you case grow forest with +5 spell power, you will get a bigger forest than if you only cast the spell alone.
Mana Reserve is your magic stockpile. There is no limit to this, but you consume the mana here when you cast spells, pay maintance for summoned creatures, or trade with other mages(must have contact no further than 1 hex on the map)
You may never have more summons in play than half your population in the current hex(this only applies to heavily populated hexes, the first is free).
Summoned units may travel on to empty squares, but they do not increase the territory of the summoner.
Summon spells may only be cast within your currently controled territory.
Spells will default target your home tile when cast unless you specify otherwise.
Food and Starvation:
Population units need to be fed, and every even turn will end with a food consumption from your stockpile. Extra food aids in population growth, lack of food during these times may strike your population with starvation and lower your useable units.
Most population units require 1 food per unit, with modifications.
Summons require no food.
Food will last unprotected for three turns, after that it will rot and be unavaliable.
Gathering:
Units that gather will bring back 0-4 units of the item gathered before modifications.
Ice will melt if moved to any non-mountain tile.
Population Growth:
Each turn, a hex with at least 1 population unit will have a chance to grow in population. Unmodified this chance will give 0-3 units of population if the terrain allows.
If a population exceeds the limit of a hex after a population increase, you have 1 turn to return that hex to the limit or lower, or turmoil and angry infighting will lower the number of units to the limit at the end of next turn.
Animal Units:
A group of your population that has specialized in controling a tamed group of animals. Limited actions are avaliable, mostly the actions this unit takes must be in connection to it's animal.(build farms, gather milk, possibly hunt, or attack, it all depends on the animal tamed, have an idea? try it and see, if it dosen't work, I'll have it do something else basic like gather food)
Animal Units will require one food paid on a hunger turn, or they will disband. Population units will always be fed first, then Animal units.
Animal units do not require another unit to train into a new form.
Units not given an action will fall under AI control and I move them as I think is best.
Buildings:
To create a building you need at least one material to build with, and a free unit to build it.
Max of 10 buildings per hex.
All buildings require maintance or bad things may happen. You only need 1 maintanance unit per hex, for all the buildings on that tile.
You may destroy up to four buildings at any time using one population unit's action.
Mountain and Desert farms will only yield half the amount of hill or grassland farms.
Farm production will now happen AFTER food decay is tallied.
Farm building will now create the same amount of farms as any other building, except without materials needed(no more 6 farms in one turn with only a couple units).
Mines built without a resource specified will be given a random possible resource type.
Farm: +1 food per turn, while maintained.
Home: Homes raise population limit by 3, however, you must have a home for each population unit on the hex for them to function.
Grove: Sylvan unique, counts as both farm and home, but only gives half as much output(requires 2 to obtain 1 food per turn, and double the amount of the population units in a hex to raise the limit).
LumberMill: Allows processing of wood into lumber.
<type> mine - building that will increase yield of mine type actions for the particular resource.
Granary - A hex with a granary will only decrease the freshness of food during a hunger turn, effectively doubling food duration.
StatFac-melter-auto-magma-01 is a golem specific building, that will smelt an unlimited number of ore with only one unit action(to feed the ore into the machine), requires a volcano hex to work.
Fruit Plantation - An advanced farm, taking two material per building, these food production buildings produce only every other turn(non hunger turn), three food per building.
Railway - Allow wheeled objects to move between hexes with rails at half movement cost.
Smelter - Allow refinement of ore resources
Factory - Advanced building that allows item construction from metal bars.
StatFac-metCrtFrg-auto-magma-01 - Automated factory, Golem Specific, volcano hex required
Point Shop:
Crystal deposits may be added to any hex you control for 10 points.
a mushroom circle may be added to any hex you control for 5 points.
More to come later...
Mechanics changes and additions(turn 5):
Gemstones - allow gems to be mined
Furs - allow high quality furs to be gathered
You may never have more summons in play than half your population in the current hex(this only applies to heavily populated hexes, the first is free).
Summon spells may only be cast within your currently controled territory.
Farm production will now happen AFTER food decay is tallied.
Farm building will now create the same amount of farms as any other building, except without materials needed(no more 6 farms in one turn with only a couple units).
Mines built without a resource specified will be given a random possible resource type.
Fruit Plantation - An advanced farm, taking two material per building, these food production buildings produce only every other turn(non hunger turn), three food per building.
Railway - Allow wheeled objects to move between hexes with rails at half movement cost.
Smelter - Allow refinement of ore resources
Factory - Advanced building that allows item construction from metal bars.
StatFac-metCrtFrg-auto-magma-01 - Automated factory, Golem Specific, volcano hex required