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Author Topic: Unnamed World conquest game:Signup/OOC thread(2/8 players needed)  (Read 5638 times)

10ebbor10

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[GAME NAME HERE]
[/size]
Intro:
This is the second forum game I host, and while that one didn't end/ran well (actually I'm not giving it up, but nobody reacts anymore), I will/have put some more effort in this one. It's a world conquering game centered which will be updated every week or sooner.
Lessons learned from the previous game:
- Long prologues aren't fun.
- Much rolls/incomplete rules make turns hard.
- Keep it interesting.(ie, good plot/ player vs player/ player vs GM monsters)
- Unstoppable random events aren't fun


Plot
It's the year 2020 and the world is just recovering from a severe resource shortage caused by a combination of war, destructive weather and diminishing supply. Many countries collapsed together with their economies and global organizations, like the UN and Nato, are falling apart. For now, peace has been restored, but it's a fragile peace. Dictatorships have arisen around the world and strive to secure the world's last remaining resources. The seas are rising as the polar caps melt, with temperatures rising around the globe (1°C for now). Storms are destroying coastal defenses, droughts are endangering the food supply and natural resources are running low. You have taken control of your nation and it is your duty to lead your people to prosperity (or evil tyranny).

A more detailed plot will be made later in which the player biographies will be thrown together.

Rules:

Resources:
Natural resources are finite and existing deposits are dwindling. Resources are extracted from the ground by mining and are used by a variety of buildings. Mines extract resources at a rate of 2 a year. New deposits can be accessed through research. If you would ever fail to provide enough resources for your citizens, they will turn to the global market. Sadly it's stocks aren't infinitive and prices are high.

Money:
Whether you build, fight or research you'll need this. Money is used everywhere and produced by Population, Agr, Com , and Ind.
Pop: 300
Agr: 100
Ind: 500
Com: 750

Population:
The population of your nation is determined by the amount of cities it has, with each city harboring one unit of population. People are necessary for your economy, as nothing works whiteout workers. Therefore every Ind, Agr, Com building needs one population unit to function.

Agriculture:
People don't last long without food. Farms provide this. For each level in Agriculture you are able to supply 2 cities with food. Food can be bought and sold between players, but isn't carried over into the next turn.

Industry and Industrial Capacity:
Industry has a medium cash gain but requires quite a lot of nonrenewable resources.
The industrial capacity of your turn limits the amount of things you can do. Every action (except research) requires Industrial capacity. IC is not carried over between turns and is produced by Industrial buildings.

Commercial
This is the most rewarding but also the most fragile part of your nation’s economy. If the sum of Agr and Ind levels ever falls below the commercial level, there's a large risk of a financial collapse.

Research:
Research is done by labs, with a ratio of one research project per lab. There's no real tech tree, so all research is done by stating the goal of the project and giving your researchers some cash and then reaping in the rewards. If you can give the researches a specific way of how to solve a problem (i.e. reducing oil use by developing biofuels from algae), there's a higher chance of success. Your researchers are people and not magicians, throwing cash at them and yelling: “Solve [Problem Name Here] may not always give the desired result.

Projects:
This category is similar to research, but not the same. Projects are things that are not on the building list or one time efforts, but aren't technologies either. Projects are started by stating their Goal, their budget (Both cash and IC). How something should happen is optional but will be rewarded.

Pollution:
Pollution is produced by usage of fossil fuels, problems of the past (i.e. radioactive terrain) or (sometimes) random events (Like a forest fire). Some things, like trees, remove pollution. High levels of pollution are dangerous and may cause ecological disasters. Pollution also adds to global warming, at a rate of 0.1 degree for 1000 pollution units

Weather:

Weather is rolled in 2 fazes: temperature and dryness. It is rolled on a d?? scale on which the temp/ modifiers are added. Rolls will be hidden.
Extreme weather can and will damage crops/ land tiles and other:
Dry: Water levels fall, farmland suffers
Wet: Floods, mudslides can occur, water levels can be restored.( Glaciers regrow if combined with cold)
Cold: Farms suffer, glaciers restore
Warm: Glaciers melt, water levels fall.
Rising temperatures will modify the weather scale, resulting in more extreme weather effects.


Signup sheet [/b]:(Game difficulty depends on play style, high risks equal rewards). You're nation does not have to be a real world one. You have 50 points (CP) to distribute between different things. Some things may give you extra points, like radioactive areas, or cost no points, like garbage belts.
These points are only used at the start, later advancements are made by building/ researching/ conquering...
Spoiler (click to show/hide)
Example sheet:
Spoiler (click to show/hide)
More will be added later.
 Game might start this weekend or the next. List are not at all complete, feel free to suggest building. Also, this is not a debate.
« Last Edit: January 19, 2012, 04:56:29 pm by 10ebbor10 »
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kingfisher1112

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Reserving.
United Germanic Republic
Size-4
Weather
TEMP 5 Frickin cold
Wetness 4 Sorta wet.
6 Deserts- 3 Solar power. 47 CP
6 Hills with wind power. 35 CP 30 LP 11 Power
6 Forests 28 CP 24 LP
3 Radioactives 31CP 21 LP
5 Polders 16 LP
1 River 11 LP 32CP
3 Fertile fields with 2 cities. 29 CP 6 LP
6 mountains 23 CP
RESOURCES
100 Iron 18 Mine
28 Uranium 14
20 oil 10
14 thorium 9
9 copper 6
30 Coal 4 1 MINE
Buildings
2 Steel 4 IND
2 FARM 4 AGRI
TECH
Does not possess Gas power tech. 2+
And does not possess much knowledge of ships. Landlocked.
You miscounted.
The mighty Germanic Republic  is lead by Franz Braund. Formed from the ashes of Germany, Switzerland and Austria after a nuclear Accident, Some areas are irradiated but some are now deserts. The feeble population clings to life.
« Last Edit: January 11, 2012, 08:31:27 pm by kingfisher1112 »
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I honestly thought this was going to be about veterinarians.
Ermey: 26/4/13

10ebbor10

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Reserving.
United Germanic Republic
Size-4 (Terrain amount OK)
6 Deserts- 3 Solar power. 47 CP
6 Hills with wind power. 35 CP 30 LP 11 Power
6 Forests 28 CP 24 LP
3 Radioactives( 31CP 21 LP
5 Polders(Polders whitout coast? Strange but permitted.) 16 LP
1 River 11 LP 32CP
3 Fertile fields with 2 cities  I assume you want farms (Cities don't take up a terrain spot). 29 CP 6 LP
6 mountains 23 CP
RESOURCES (You know you can't use these whitout mines?)
100 Iron 18
28 Uranium 14
20 oil 10
14 thorium 9
9 copper 6
30 Coal 4
Buildings
2 Steel 4 IND (These will run on market bought resources until you build mines(mines don't take up a terrain spot)
2 FARM 4 AGRI
TECH
Does not possess Gas power tech. (Gas is pretty important, so you get 2 CP for this. To fix this disavantage you need to research 2 techs: gas drilling and Gas power station)

Recap:
Terrain = OK
Total power=  18 not 11
You forgot weather, weather is free and determines wherether you get more floods than droughts, More chance at heathwaves then  blizzards.
 
CP costs: 56-2 from tech: 4 to many(Or I miscounted)
Terrain:20
Minerals:19
Buildings:17
2 farms
2 steel
4 cities required
9 windmils +solarpanels
 
Energy:18
Used 4 by farms
Used 2 by STeel industry
Used 4 by Cities
8 power used(You probably want to leave 4 power in reserve to power 2 coal and 2 iron mines)

Also, please add a location (Probably germany) and a small history( where does the nuclear polution come from). Also, I still need a game name.
« Last Edit: January 11, 2012, 01:22:30 pm by 10ebbor10 »
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Azthor

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #3 on: January 11, 2012, 04:35:17 pm »

Reserved. Do you mind if I wait until we get a bit of info on how resources will be used during the game to post my chart?
« Last Edit: January 11, 2012, 06:11:15 pm by Azthor »
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kingfisher1112

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #4 on: January 11, 2012, 08:16:26 pm »

Mountains  are later.
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I honestly thought this was going to be about veterinarians.
Ermey: 26/4/13

10ebbor10

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #5 on: January 12, 2012, 01:09:25 am »

Reserved. Do you mind if I wait until we get a bit of info on how resources will be used during the game to post my chart?
Resources are some sort of maintenance cost for buildings. Not every building will use 1 resource a year, but powerplants do. Cupper will probably be used in the construction of green technologies
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RulerOfNothing

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #6 on: January 12, 2012, 02:32:34 am »

I will also reserve a spot. I have a suggestion about resources: what about adding rare earths and/or a second structural metal (like aluminium or titanium)?
« Last Edit: January 12, 2012, 02:42:24 am by RulerOfNothing »
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kingfisher1112

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #7 on: January 12, 2012, 03:57:40 am »

How will combat be handled?
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I honestly thought this was going to be about veterinarians.
Ermey: 26/4/13

Azthor

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #8 on: January 12, 2012, 08:31:04 am »

How will combat be handled?

After all, the way I see it, resource wars will erupt right off the bat.
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Virex

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #9 on: January 12, 2012, 08:40:00 am »

Wait, is size a linear scale or a logarithmic one?


Anyway, assuming size is linear:


After the world started to crumble, the Crimean peninsula saw it's chance and swiftly declared independence from the Ukraine again, but this time it refused reunion. The Crimean Republic is very much still an agricultural country built on sturdy(?) soviet principles.
Code: [Select]
Republic of Crimea
  Size:
    1. The Crimean peninsula has a surface area of approximately 26.000 km2. Due to it's mountainous nature, it has largely been unaffected by the rising sea levels


  Weather:
    Temperature  -  3, Temperate continental, tending towards subtropical
    Rainfall     -  2, Dry like most Mediterranean countries, the south has more rainfall and acts as the agricultural heart of the country.


  Landscape Features:
    Desert            - 2, under influence of the changing climate, the north has begun to dessicate.
    Coast             - 3, being a peninsula, Crimea has a lot of coastline relatively to it's size
    Coastal Waters    - 2, the Crimean Republic claims parts of the Black sea and the Sea of Azov
    Mountains         - 2, The Crimean Mountains border the southeast coast
    Junkyard          - 1, Migration and failing industry sectors have left many of the industrial centers depopulated for decades.
    Total CP: 4


  Natural Resources
    Oil         - 40 years (8 CP)
    Natural Gas - 56 years (8 cp), The republic of Crimea claimed several gas and oil fields in the Black Sea.
    Iron        - 100 years (5 cp), The Crimea is sitting atop of a large basin of iron ores.
    Total CP: 21


  Economy
    General
      People      - 9
      Agriculture - 5
      Industry    - 4
      Commerce    - 0
    Buildings
      9 cities
      2 steel industry
      3 fishery (1 on coast, 2 in coastal waters)
      1 Oil Power Plant
      2 gas power plant
      1 Iron Mine
      2 Oil drilling platform
      1 Gas Pumping Station
      2 Lab
    CP: 23


  Technologies and modifiers:
    -Soviet Legacy: Due to inefficiency, income from industries is cut by 20% and 1 point of industry is wasted each turn (+ 3 cp)
    -Traditional Agricultural Country: Possibility of political instability when the average of industry and commerce exceeds agriculture (+ 2 cp)
    -Soviet Contacts: Can gain good deals from shady traders, especially for weapons and technology. May backfire though. (-1 cp)
    -Advanced Naval Industry: Construction of ships and offshore structures costs 20% less (- 2 cp)
    -Agricultural Toolsmith: For every Steel Industry, 2 farms or fisheries can be built at a 20% discount (- 2 cp)
    -Exiled Population: Crimean Hussars have begone migrating home after forced exile. Gain one free city every 10 turns.
      Chance of civil unrest if no food or energy is available for this city. (- 2 cp)
    Total CP cost: 2 CP.

Also, shouldn't we track salt, as it's a primary source of chlorine for the chemical industry? Don't we need to track the chemical industry anyway?
« Last Edit: January 13, 2012, 08:03:31 pm by Virex »
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Azthor

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #10 on: January 12, 2012, 08:48:52 am »

Size is linear, otherwise you'd need 10 000 000 000 tiles. Also, the one agro/industry seem a bit OP, specially so if you consider that it directly minimizes one of the penalties you took. Of course, I am not the GM, so 10ebbor10 has the final say on all matters.
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Virex

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #11 on: January 12, 2012, 08:50:11 am »

No, I meant, is 10.000 km2 size one and 20.000 km2 size 2, or is 10.000 km2 size 1 and 100.000 km2 size 2 (of course, that would need to be rescaled to fit the vatican-UK scale)


It's one agro per 4 industries, though you're right that it works against another minus. Let me change that a bit.

There we go, now it's a cost reduction for each steel industry. In case you're wondering how it's supposed to work, if I have less farms than 2 times my steel industries, I can build a farms at 20% discount, until the capacity is filled up.
« Last Edit: January 12, 2012, 08:57:47 am by Virex »
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10ebbor10

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #12 on: January 12, 2012, 11:38:30 am »

Wait, is size a linear scale or a logarithmic one?Linear, though it isn't very strict.


Anyway, assuming size is linear:


After the world started to crumble, the Crimean peninsula saw it's chance and swiftly declared independence from the Ukraine again, but this time it refused reunion. The Crimean Republic is very much still an agricultural country built on sturdy(?) soviet principles.
Code: [Select]
Republic of Crimea
  Size:
    1. The Crimean peninsula has a surface area of approximately 26.000 km2. Due to it's mountainous nature, it has largely been unaffected by the rising sea levels


  Weather:
    Temperature  -  3, Temperate continental, tending towards subtropical
    Rainfall     -  2, Dry like most Mediterranean countries, the south has more rainfall and acts as the agricultural heart of the country.


  Landscape Features:
    Desert            - 2, under influence of the changing climate, the north has begun to dessicate.
    Coast             - 3, being a peninsula, Crimea has a lot of coastline relatively to it's size
    Coastal Waters    - 2, the Crimean Republic claims parts of the Black sea and the Sea of Azov
    Mountains         - 2, The Crimean Mountains border the southeast coast
    Junkyard          - 1, Migration and failing industry sectors have left many of the industrial centers depopulated for decades.
    Total CP: 4


  Natural Resources(These reserves are found beneath coastal waters. Deap sea reserves can not yet be exploitated.)
    Oil         - 40 years (8 CP)
    Natural Gas - 49 years (7 cp), The republic of Crimea claimed several gas and oil fields in the Black Sea.
    Iron        - 100 years (5 cp), The Crimea is sitting atop of a large basin of iron ores.
    Total CP: 20


  Economy[color=red](I don't get the calculations. Maybe I wasn't entirely clear on this but you can't directly put CP in Agr/Ind/Com. You must use buildings.Basicly speaking, the  amount of buildings in an entire category equals the AGr/INd/Com grade. Add to that the bonuses and you're done. [/color]    General
      People      - 5
      Agriculture - 2 + 5 = 7 [color=red]This would be 5+2(or +5 if the farms are constructed on fertile plains).  [/color]
       Industry    - 2 + 2 = 4[color=red]Seems correct[/color]
      Commerce    - 1 + 2 = 3[color=red]Should be 1+1[/color]
    Buildings
      5 cities
      2 steel industry[color=red]You know these are going to need to buy coaMl[/color]
      3 farms[color=red]Where do you put these things[/color]
      2 fishery[color=red]I assume you put these in the coastal waters.[/color]
      2 Oil Power Plant
      1 gas power plant
      2 Iron Mine
      3 Oil drilling platform[color=red]
      1 Gas Pumping Station
      2 Labs
      1 Harbour
    CP: 24


  Technologies and modifiers:
    -Soviet Legacy: Due to inefficiency, income from industries is cut by 15% and 1 point of industry is wasted each turn (+ 3 cp)
    -Traditional Agricultural Country: Possibility of political instability when the sum of industry and commerce exceeds agriculture (+ 2 cp)
    -Soviet Contacts: Can gain good deals from shady traders, especially for weapons and technology. May backfire though. (-1 cp)
    -Advanced Naval Industry: Construction of ships and offshore structures costs 15% less (- 2 cp)
    -Agricultural Toolsmith: For every Steel Industry, 2 farms can be built at a 20% discount (- 2 cp)
    -Exiled Population: Crimean Hussars have begone migrating home after forced exile. Gain one free city every 10 turns.
      Chance of civil unrest if no food or energy is available for this city. (- 2 cp)
    Total CP cost: 2 CP.

Also, shouldn't we track salt, as it's a primary source of chlorine for the chemical industry? Don't we need to track the chemical industry anyway?
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Virex

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #13 on: January 12, 2012, 11:48:31 am »

Thanks for the corrections. I mistakenly assumed that population could be distributed among the 3 economic fields. I've corrected that. And yes, I know I don't have any coal available, the Crimean Peninsula doesn't have any. We'll have to import that.


Also, can I put farms on coasts?


And any comments on the perks and technologies?
« Last Edit: January 12, 2012, 11:55:39 am by Virex »
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10ebbor10

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #14 on: January 12, 2012, 12:22:53 pm »

Thanks for the corrections. I mistakenly assumed that population could be distributed among the 3 economic fields. I've corrected that. And yes, I know I don't have any coal available, the Crimean Peninsula doesn't have any. We'll have to import that.

Also, can I put farms in coastal areas?


And any comments on the perks and technologies?
You can put farms in coastal areas(or on mountains for that matter), but it don't see why. Fisheries are more efficient.
You are allowed to cheat with resource placement. It's perfectly fine to place resources where they aren't commonly found. Coal is a easy resource to buy though. It's very cheap and supplies will last to 2200.(Note, supplies haven't been calculated yet. The will be based on the resource consumption of the players. NPC consume resources to. Estimates are for ontinued demand.


The perks seem fine but I would increase both perks to 20 %. That's easier for me to calculate. Also note that each agricultural level supports 2 pop, so 1 fishery in coastal waters can support 4 cities.(Seems OP but it isn't.  Trust me.)

Also, new terrains and  buildings:(You can combine these, like a radioactive mountain, forested hills...)

Rainforests(2LP for 1CP): Identical to forests. Need to be in tropical area(wet+hot). Rainforests are less resilient and grow on infertile ground.
Glaciers: (1Lp for 2CP: These glaciers provide you with a free river(5tiles long). Warning: don't leave in direct sunlight. May melt.
Lake:(1lp for 1Cp): A lake. Fisheries can be build here(counts as a coastal water.
Swamp(1lp, free): Pretty boring, haven't found a use for this yet.
Unfertile ground(1lp, free): Farms may be builde here, but will degenerate the ground to a barren Wasteland in a few turns.
Wasteland:(2lp ; +1CP): Infertile grounds were nothing lives anymore.Can't be combined.

Industries/Buildings:
Chemical industries: +1(+1)Ind.Nat gas, Oil  2 power
Aluminium mine: +2 Years worth of aluminum/year: 5 power

New resources:
-Salt: seems way to abudant to track, the sea 's full of it , Isn'it.
-Rare earths: These 'll probably be tracked, but aren't immedialty availble. You can find them practly everywhere, but recovery isn't always viable.(Requires techs)
-Aluminum: Grants an extra +1 bonus to steel industry if used. HIGH PRICES DUE TO ENERGY SHORTAGE.  10 years per point.

@ Kingfisher: Everythings seems ok now except:
-Cities aren't placed on a tile, farms are.
-You have to few cities to operate all the industry, you'd need 4 to do that(2 for Steel and 2 for the farms)
-As for the landlocked disadvantage, I'd give you a +1 for it or if it's permanent a +4.
« Last Edit: January 13, 2012, 11:26:58 am by 10ebbor10 »
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