THE GREAT UPHEAVEL: RULES ROUGH DRAFT
Territories:
In the yawning expanse of land, certain territories have been marked off. These territories, while at most times weak, are sometimes relatively powerful. However, the only way to know for sure is to scout. Until then, each territory is represented by a few values. (represented by a 1-5 value, 1 bing the lowest, 5 being the highest, unless noted otherwise.)
Unless you send a spy to scout out an NPC territory, the values will never change.
Infrastructure: 1-5 based on how much infrastructure has been invested into each territory.
Strength: Defences and Military consolidated into one. Higher values mean more resistance when trying to invade.
Income: Each territory has a set GDP. As they invest in infrastructure, his value will improve. Composed of three values.
Taxes: Amount of kpopulation x loyalty percentage = total gold income. Ideally, the full population pays full taxes, but loyalty modifies this. (Example: 5k population x .67 loyalty = 3,350g
Food: Food can be converted into gold at a 10-1 ratio.
Trade: The base amount of goods traded x2. (Example: 500g traded, 1kg recieved.
Diplomacy: How much diplomatic reisistance you should expect while trying to diplomically capture this territory. denoted by a 1-5 value.
Population: How many thousands of people live here.
Loyalty: 1-100%. Every turn, this territory must roll 1D100 to determine if the populace revolts. If there is a revolt, every 1k pop makes 1 civilian milita.
All Player territories start with 100% loyalty, and certain events can affect this percentage. I.E. A won battle increases loyalty, a king's affair decreases loyalty.
Loyalty can be increased at a rate of 1% per (kpop/10). For example, if I wanted to increase my loyalty by 5%, and I have 5k people living thee, then each percent increase would cost 5,000/10, or 50g per percentage increase. So 5% would be 500g.
Food: Seperate formula not shown on the map, but can still be seen by well trained spies. Each territory produces a base 500 x loyalty food. Different farms increase this by different amounts. Each 1k population needs at least 100 food. If enough food is not present, the territory starts losing loyalty at 2D6 every turn.
Infrastructure:
This represents buildings that can be built in a territory. They can do a great many different things, like increase farm output, double trade income, or boost defense.
There is no set list of, and therefore no set cost for infrastructure. You can research any kind of infrastructure and if it makes sense i'll let you have it (Research modifiers notwithstanding)
Growth:
Need help here as well.
There are two ways to capture a territory.
Combat:
First off, each unit selects another unit that they are most effective against. Then, Initiative is rolled for each battling group of units.
When two units are fighting, 3D100 are rolled for each unit. That vlue is then divided by three, and whoever has the higher number kills the opposition. If the victor won by 12 or less points, then he is wounded. Whichever side still has active, undamaged units when all combat is over is the winner. All damaged units on the losing side are destroyed at the end of combat unless they are able to retreat. If the losing side has any damaged units remaining, there is a 20% chance they will escape, and a 10% chance they will be captured. Certain units (I.E. Slavers or Commander units) can change this percentage.
During naval (ship-to-ship) combat, infantry and cavalry units may not normally take part in the combat and are confined to being passengers due to the special requirements of fighting at sea. Amphibious units, ranged units, naval units, casters and flying units may all fight normally during these combats.Naval units have a 30% chance of retreat and 15% chance of capture.
Certain hero units can be attached to a unit, applying a Primary buff to the unit to whom it is attatched, and a secondary buff to the entire army.
Diplomacy:
Each Player territory has a base Diplomacy of 20%. With technology and special units, this can be risen to higher percentages. If diplomacy fails, then the next turn you are invaded (Within reasonable boundaries) depending on how bad you scored.
You can use this score to take over territories without the use of force.
Units:
I'm confused as to what to do here. At first I though i'd do weapons, but that theory was kind of debunked with how hard it would be. Help?
Research, Magic, and Technology:
Research is blind. Until you discover a technology you do not know in advance how long it will take to research it. Each turn, research being invested in will be checked against a roll of 1-100. If the result is lower than the research threshold (see below formula) the technology is researched.
Threshold: £ spent / 1000 * base cap
i.e. If the base cap is 70 and you spend £1000 on research, the roll must be 70 or lower to succeed. If the base cap is 70 and you spend £500 on research, the roll must be 35 or lower to succeed.
Every turn that £500 or more is invested into a technology by anyone, the base cap will rise by 1. For every £150 above £500 invested into a technology (in one sitting), the base cap will increase by a further 1. Each side that masters the technology will permanently raise the base cap by 10. Once 5 sides have mastered the technology, it will enter the Public Domain and become available to all sides.
Technologies are split loosely by whether they are Pure or Applied. Pure technologies are often required to research new Applied technologies but may have little practical application. They are usually easier to research. Applied technologies almost always have a direct application (hence the name). There is no predefined technology tree, but it is reasonable to expect newly proposed technologies to follow a logical progression. If you try and research a technology that is too advanced, you may end up researching a prerequisite for it instead.
Magic, for all extents and purposes, is a form of technology.
Burning the Books: It is possible to completely eradicate a technology you know within your territory, provided that technology has not entered the public domain. Doing so erases the technology from your records and sets back the research cap by 10 for anyone else trying to research it, and reduces the number of sides that possess it (making it harder to get into the public domain). To get the technology back, you will have to research it again from scratch.
Any units or buildings constructed with the lost technology will remain intact, but no more can be constructed without the lost tech.