So I have decided to start up my own game, learning from my last mistake I will have a concrete rule set and a idea of what I am doing. This game will be based upon the comic "ErfWorld" Specifically each player will be a royal kingdom and they will do what the kingdoms in the comic do, namely try to take over the world and keep their power! I made this thread quite a bit earlier than I am ready to start because I wanted a better place than just a word doc to put the rules. I also wanted feedback from future players and to gauge interest.
So will out further adue I will start translating the comic into rules! (Using the wiki of course.)
Seven basic zones.
Leveled 1-5
Cities make 100*lvl*lvl in moneys a turn.
It takes ten turns income to upgrade a city (IE it takes 1000 moneys to make a lvl two city)
Units in a city take 75% upkeep
Cities can have resource buildings attached.
If a Leader unit is in charge of a city it gains (5*leadership)% to money gain, resource gathering, and how much upkeep is not needed to be payed.
Air zone: Only flying units can attack. 0% defense per level
Wall zone: 10% defense per level
Underground zone: 5-15% per level not all cities have
Water zone: Only flying units and water units can attack 0% per level Most do not have.
Tower: Attacked from Air zone 5% defense per level
Courtyard: Attacked from Wall zone10% defense per level
Dungeon: Attacked from Underground zone 5-15% per level
Port: Attacked from Water zone Only flying units and water units can attack 10% per level Most do not have.
Keep zone: Attacked from Dungeon, Courtyard, Port, or Tower
Each unit has five or more stats
Movement: This is for moving across hexes
HP: This is how much damg a unit can take
Attack: This is the attack value of the unit
Defense: This is the defense value of the unit
Level: This is what level a unit is, they tend to get better stats when they level.
Leadership: Only leader units have this it has many benefits.
The attack and defense of each unit is raised by the leadership of the leader of the Hex it is in.
Units that are in a hex that has a unit with leadership do not need to attack enemy units in nearby hexes.
Last but not lest units in a stack with a leadership unit can make a strategy, this makes them engage in the best possible way when fighting.
Abilitys
Many units have a special ability or two (or eight) theses special abilities vary wildly in what they can do so I will just tell anyone with any units with special abilities what they can do.
It is going to be quite rough for a while, feel free to ask questions. Better now than when the game starts!
I will be accepting five players, the first four slots will go first come first serve and the last is for Cheddarius if he wishes it for "services rendered" if he does not then it will go to first come first serve.
One more note before I forget, you do not build anything but units for fighting, everything else you must take.