Link to turn threadThis is a new C@W style game. Set in the start of the Great Age of Sail on an Earth-like, yet different, planet. You start with tiny vasas and dhows to plow the sea, and hopefully by the end of the game you will command great ships-of-the-line, large galleons and even flying fortresses and become the Sovereign of the Sea.
The focus of this game is on naval and secondarily aerial battles. Land units will mostly be either AA or used to siege and capture colonies from the enemy. Approx. 6~8 players will be accepted.
Thanks to one person that starts with an 'a' and ends with a 'dwarf', I was able to prune everything unneeded and publish a version with core functions and am planning to edit unbalanced values and add, edit out and do all the stuff you would expect an alpha game to do. I am borrowing most of the way this is organized from the current C@W : Hyper edition thread with permission from USEC.
The time of conquest has come. Quietly growing nations of the continent have been existing in a relative peace for so many years; but this time, a catalyst has been provided in the form of one Christopher Submuloc. He has ventured out into the great Tranquil Ocean, and discovered a number of islands that had many resources on them, and were available to anyone who wishes to take them. Of course, the ... origional owners that were sitting on them had to be conquered first. The continent erupted into turmoil, and each and every nation starts to plot how to take as much as possible, while weakening the opposition.
Unit strengths and weaknesses table:
Google docsThe attacker is in orange, and the defender in green. If it is 'strong', 50% extra to attack. Weak is 50% penalty. 0 means that the attacker deals 0 damage.
Combat is done as following:
Step one: Compare the range of both units. The one with more range is A, the other B. If they are the same, the attacker is A.
Step two: Add modifiers as needed
Step three: Add A and B, and roll 1d(A+B). If the roll is lesser than or equal to A, B is destroyed.
Step four: If B is in a state where it can counterattack, repeat step 2~3 until either side retreats or is destroyed.
When a player sends a unit or fleet to attack, he may set the number of rounds to retreat after, in the multiple of 2.
Technologies are researched each turn. The country may allocate funds to quicken the process. Each turn, 3d100 + (funded research points) are placed in the technology the country has chosen to research. When a hidden set value is reached, the technology is 'researched' and obtained. More on research below.
There are two types of technology: leveled technology and named technology. Leveled technology can be researched repeatedly and increase their level, while named technology is only researched once.
There is technology called Endgame Technology. Endgame technology is unique in the fact that each technology must be picked by giving up all other endgame technology in that field.
Bold are named techs; blue is leveled. Red is endgame technology.
Naval technology
Foremast: Allows construction of Medium sized ships.
Mizzenmast : Allows construction of Large sized ships
Split canvas : Allows construction of Huge sized ships
Ship castles : Increases boarding battle's attack/defense by 50%
Shipwrighting : Research the overall level of shipbuilding.
Ship Durability : Increases ship defense by 1~4
Buoyancy : Increase ship cargo by $1000~$4000
Sail planning : Increase movement speed by 1~4
Rowing : Increases movement speed of galleys by 1~4
Shot technology
Cannon technologyCannon technology : Increase ship attack by 1~4, decrease range by 10 m, and increase the overall technology level.
Ballistics : Increase range by 10~40m.
Flat trajectory : Increase attack by 1~4, does not increase tech level.
Aerial technology
Flight : Research the overall technology level of flight.
Aerial weapons : Increase aerial attack by 1~4
Hull : Increase defense by 1~4
Explosive Anti-Air : Increase attack of anti-air units by 1~4
Helicoptery : Allows construction of helicopters
Flying Fortresses : Allows construction of Fortress units. Requires Helicoptry.
Land technology
Military weapons : Research overall tech level of land units AND increase attack by 1~4
Material Facade : Increase defense by 1~4
Civilian technology
Education : Increase total income by 10%
Colonial Administration : Increase colony's income by 10%
Economics : Interest is paid on the treasury balance at the start of each turn. 1~4% is added to the interest rate with each level of this tech, up to 25%
Direct Investment : The cost of leveling up a colony is reduced by 1~4% each time this is researched, with a maximum of 25%
Foreign Growth Incentive (FGI) : Decreases natural growth time by at least half.
Scientific Method : Decreases research cost by 1~4%, with a cap of 40%.
Screw Rules, I Have Money : Increases funds to research point rate by 10% each time this is researched, until a cap of $1000 : 1.
Every single dollar all countries pour into research counts with a certain percentage towards Specialist Points (SP). After each turn, the countries get a Specialist roll determining the chance of getting one Specialist. Specialist rolls are from 0%~100%, depend on the SP and are reset after a nation gets one Specialist.
There are six specialists. Specialists grant one free technology in their area of expertise, or add a bonus. The owner of the specialist may choose.
Maritime Experts :: Ship technology OR +4 to Ship Defense
Artillery Brigade Planners :: Shot technology OR +4 to Ship & Artillery Attack
Aeronauts :: Flight technology OR +4 to EITHER air unit attack OR air unit defense
Civilian Project Managers :: Civilian technology OR 25% more income for one turn
Great Generals :: Land technology OR +4 to EITHER land unit attack OR defense
Geniuses :: Can be turned into any of the above five specialists.
You may bunch a group of units into a single entity called a fleet/squad. Squads ONLY have land units, while fleets may have any mixture of. Fleets/squads follow the following rules:
1. A squad or fleet moves by the lowest movement stat of the whole fleet/squad.
2. In fleets, land units are counted as being 'embarked' onto a ship with a transport ability and are not combined in the lowest move stat calculation. Each land unit takes up $500 worth of transport space.
3. In battles, a fleet/squad's individual units fight one-on-one at a time, longest range units first, and seek out their best opponent.
Fleets are better ways to survive fights, as every round you may have another unit to fight with.
Individual land units cannot embark.
Meanwhile, fleets may perform an important military tactic that individual units will be hard pressed to keep up: Blockading. Blockading may be ordered via PMing the fleet name and coordinates to me. When a fleet arrives at the coordinates ordered, the blockade is officially announced and deployed. Blockades automatically attack all units that pass through the coordinates unless agreed upon to not attack a certain unit/nation's units. Also, units may choose not to run the blockade and either go around or return to port. Blockades are special in that the blockade runner only needs to battle one round. Finally, blockades are broken when there is only one unit left.
Each colony/homeland can produce units, provided that they have the infrastructure needed. Building one kind of ship requires one drydock each. Same with land units - barracks, and air units - airfields. The time to manufacture n number of a unit is (cost of total manufacture / 10000 / number of production facilities used).
One barracks can support up to 150 land units. One Shipyard/drydock can support up to 100 naval units. One Airfield can support up to 50 air units.
Colonial income MUST be transported to the homeland before being used; homeland income may be used immediately. If the nation does not allocate a transport vehicle, junks are automatically spawned. There are thirty-five squares of off-map ocean space between the Old Land and the colonies.
There are 27 kinds of resources. Each colony provides 1d2 resources. Each homeland produces 1 resource. Each resource can be delivered to a homeland you choose and increase its tax income as well as its happiness. The resources are:
Banana, cardamom, cassia, cinnamon, clove, cocoa, coffee, diamonds, ebony, ginger, gold, incense, ivory, jewels, mace, maize, melon, peanut, pepper, sapran, silk, silver, slaves, tea, tobbaco, turmeric, vanilla
Resources may be traded to another country. You may construct buildings to increase the production to 2 per type and trade the excess away. Multiple of one type of resource in one homeland does not increase income.
There is a level of patriotness per homeland, and a level of loyalty for colonies. Patriotness is increased by resources and buildings, and loyalty is enforced by garrisoning troops in the colony. If patriotness/loyalty reaches 0, the city has a 50% chance of revolting. If it reaches 10, it has a 25% chance of revolting. Revolted cities are basically another country.
You may construct buildings. Each building has a different effect. The turns for building a building is the same as units. Buildings may be constructed at the same time as units, but you can only build one building a turn.
Drydocks : $12000 : Increases number of simultaneous types of built ships (strange wording :/)
Barracks : $5000 : " " of built land units
Airfields : $15000 : " " of built air units
Plantation : $25000 : Increase production of ONE resource
Forts : $10000 : Gives 20% bonus to defense
Keeps : $40000 : Increases capture HP
Public Services : $20000 : Temporarily increases Loyalty only. Has management fees of $4000 per month.
To colonize a colony that does not have an owner, you must siege it with units against its HP. After the HP of a colony is brought down to 0, you must attack it with land units against an enemy of 20 attack, 150 defense.
To seize a colony with an owner, do battle against its HP until it is brought down to 0, and enter it with a land unit.
Meanwhile, if a nation wishes to seize an empty homeland space, it must move one unit into the space. The colonized land is treated as a psuedo-colony starting at level 1 and producing no resources.
Colonized areas on the Homelands map are psuedo-colonies that produce no resources, follows the levels of the colonies, has Patriots instead of Loyalty, and requests resources.
What order I calculate the turns.
1. Income
2. Fleet creation, dispersing
3. Unit movement/combat
4. Determine whether any colonies/homelands revolted.
5. Completion of research
6. Specialists?
Unit list:
Google docsNeeded: (You must put this down to apply)
Country name:
Country ethnicity: (Ie, people from Germany are Germans, people from Japan are Japanese. People from your country are called X)
Homeland territory coordinates (two):
Homeland names (two):
Colony coordinate (one):
Colony name (one):
Leader name:
Leader title:
Government Type:
Anything Else:
Tactical map color: