[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
PlotIt'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...
-Geography
-Location: either a good description or a map. I need to be able to find it.
-Size: 1-10 points(1= Vatican and 10~Uk/ American state)(1 size point= 10 landscape points)
-Landscape features (examples)(Tiles are combinable, additional tiles may be suggested)
-Forest (1 LP worth for 1CP): Can be chopped + reduces pollution
-Rainforest (2LP for 1 Cp): Can be chopped + reduces pollution. Less resilient/fertile
-Mountain (1LP worth for 1CP): May contain unkown minerals
-Glacier (1 LP for 2 CP): Comes with a free river. May melt (Leaves Mountain behind after melting)
-Fertile field (1LP for 1 CP): Doubles farm output
-Rivers(5 tiles for 2 CP): River tiles are fertile, but may flood
-Lake(1LP for 1 CP): Contains fish. Can be used as a drain spot for irrigation. May dry up.
-Hills(1LP for 1CP) very nice to place wind energy.
-Coastal sea (1LP for 1CP): Coastal waters.
-Deep sea (1LP for 1CP): Can't build here without appropriate techs. Might contain oil. Windmill are very efficient here.
-Coast(1 LP, free): This is the coast. Fisheries, harbors etc.
-Polder(1LP, free): Fertile ground. Warning, lies below sea level. No dikes= likely flooded.
-Volcano(1LP, free) Semi-Active volcano. Counts as a mountain, comes free with 3 fertile fields.
-Junkyard(1LP,free) Bad for the environment, May contain recyclable resources.
-Swamp(1Lp, free) Useless for the moment
-Desert(1LP,free) Nothing grows/ lives here(Irrigation required)
-Wastelands( 2Lp,+1CP): Nothing grows here. Completely useless
-Radioactively polluted region (1LP, +1CP) Very bad for the environment, unlivable(Completely useless in fact, can be cleaned with enough money and correct technologies).
-Weather(Weather options don't cost points)
-6 point scale between cold/warm
-6 point scale between dry/wet
-Deposits( Minerals are measured in years of supply. 1 is enough to supply one normal installation for 1 year=1 turn)(Feel free to suggest extra)
-Oil (5 years per point)
-Natural Gas(7 years per point
-Coal( 15 years per point)
-Uranium(7 years per point)
-Thorium (14 years per point)
-Iron(20 years per point)
-Cupper(3 years per point)
-Aluminum(10 Years per point)
-Economy
-General(The economy is divided in 4 parts, these have levels depending on the buildings that have been built for them(ie 1 fishery= +1 Agriculture level)
-People(The amount of people that live in your country, 1 pop unit for each lvl in Agr Ind or Com.(Pop is a cap on Agr, ind and COm buildings))
-Agriculture: Produces 2 food for each level in Agriculture.(Bonus food from fertile plains is put next to it in brackets)
-Industry: Uses resources to make cash. Also controls how much things you can build(Equal to industry level)
-Commerce: Makes cash. Low resource input . Commerce level higher than Agri+ Ind risks an economical crisis.
-Buildings(each building costs one CP unless otherwise noted).( Buildings in bold require are build on a landscape tile. One buidling per landscape tile ).Feel free to suggest, use your own buildings.
-Farm: +1 Agri level( +1 bonus If placed on fertile ground)2Power, 0.25oil, 0.25Natural Gas
-Fishery:+1 Agri level(+1 bonus when placed in coastal water( Only placeable on coast/coastal water)1power,1oil
-Lumberjack:+ 1 Ind(Only placeable in forest, may cause defforestation) 1 power
-Steel industry: +2 requires 0.5 Coal and 1 Iron ore, 1 power. +1 Bonus with aluminum.
-Electronic appliance industry(computer,toaster whatever you want):Ind+(2), counts as a lab, Requires 1 copper and 2 power.
-Chemical industry:Ind+2 Requires 0.5Oil, 0.5 nat gas and 2 power.
-Mines: 1 for each resource: Mines two year units a year. Includes refineries. 1 power
-Aluminum mine: 2 units a year. 5 power
-Coal power plant(Polluting, produces 15 power)
-Nuclear power plant( Produces 20 power(and nuclear waste))
-Barrage(Produces 5 power, requires river) Creates an artificial lake that counts as a real one. Art lake takes up it's own river spot.(Upgraded dams can create a bigger lake)
-Windmills(+1 power, double on hills and coastal waters)
-Gas power plant(+5 power)
-Oil power plant(+10 power)
-Solar power plant(+1power,double in deserts)
-Irrigation system( Irrigates +2 tiles with river, +4 with barrage/lake) 5 power
-Labs(1 research activity a year)2 power
-CIties+ 1 pop 1 power, 0.5oil
-Ruined cities(+1pop, people don't like these, free) No power
-Shops +1 Com 1 power
-Harbour: Build on coast (2) Com 2 power 0.5Oil
-Nuclear storage( Requires hills or mountains)
-Tech:everyone has today level tech. Tech bonus depends on Gm. Not having today techs gives bonusses( ie not possesing solar power plants, inneficent coal plants(double coal use))
-Short BIO:
Do:
-Where does you country come from?
-How did you come to power
-What happened to it in the last 10 years
Don't:
-Global NUClear war: There hasn't been one. Some terrorist got their hands on a few warheads, and detonated them in world's capital cities, but that all.
- Conflict with other biographies
-Don't conflict with me
What happened in the past 10 years:
-Middle east destabilized
-Storms+ rising tides destroyed oil/gas platforms
-Nuclear terrorist attacks in capital cities
Example sheet:
Country name: Belgium
Size: 1
-Landscape:
-2 forested hills(4Cp)
-2 coast
-2 Coastal water(2 CP)
-4 polders
-1 Yunkyard
-Weather:
-Quite cold(3)
-Quite wet(4)
-Deposits:
-140 years of iron(7CP)
-150 years of coal(10 CP)
-30 Years of cupper(10CP)
-Economy
-People:4
-Agr:2(+2)
-Ind:2
-Commerce:2
-Buildings
-4 cities
-2 coastal fisheries
-1iron mine
-1 coal mine
-1 steel industry
-1Harbor
-1 nuclear power plant
-1 nuclear storage
-2 lab
Techs:
-Quickened nuclear waste degeneration(Decreases nuclear waste degeneration to 100 years, increases support)
- Advanced coastal protection(allows better dikes to be build)
- Deep sea windmills
- Public transit( allows construction of large scale efficient electric railroads)
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.