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Author Topic: Unnamed World conquest game:Signup/OOC thread(2/8 players needed)  (Read 5644 times)

Virex

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #15 on: January 12, 2012, 12:43:31 pm »

OK then, I've reworked my submission a bit. I hope this is OK?


Also, agriculture counts towards the amount of cities you can have, but also generates income. Does only the amount you have in excess of what you need generate money, or do you get income for everything?
« Last Edit: January 12, 2012, 12:45:11 pm by Virex »
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10ebbor10

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #16 on: January 12, 2012, 12:50:43 pm »

How will combat be handled?

After all, the way I see it, resource wars will erupt right off the bat.
As for the individual mechanics, I don't know yet. It will be a dice system(thinking either d20 or d 100). Different types of attackers. Player dictate their attacks against indiviual tiles. Non tile buildings are in the capital, which can be attacked to gain hold of the regio. There will be multiple of these regios, either controlled by bandits, NPC nations or just deserted wastelands.

OK then, I've reworked my submission a bit. I hope this is OK?


Also, agriculture counts towards the amount of cities you can have, but also generates income. Does only the amount you have in excess of what you need generate money, or do you get income for everything?
Haven't looked at the sub yet . Agr generates income from taxes, so you get income from everything. You will be able to sell food to other players). The market will neither buy nor sell food.
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Virex

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #17 on: January 12, 2012, 12:55:06 pm »

You could use the system I used for a forum game once: Each unit has a power value that is added to the army (and possibly modifiers that affect the whole army or alter the power based on terrain). Then for each army, a random number is rolled between 0 and the army's power. The one with the highest number wins and the difference determines by how much the opponent was beaten.


Also, how are we going to deal with unassigned countries? For example, there's a huge gap between Germany and Crimea where there are all kinds of countries right now. How will they be represented?
« Last Edit: January 12, 2012, 12:58:36 pm by Virex »
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10ebbor10

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #18 on: January 12, 2012, 12:59:20 pm »

You could use the system I used for a forum game once: Each unit has a power value that is added to the army (and possibly modifiers that affect the whole army or alter the power based on terrain). Then for each army, a random number is rolled between 0 and the army's power. The one with the highest number wins and the difference determines by how much the opponent was beaten.
Seems nice. I got a little system for secret operations ready.(Enemy relying on bought oil, blow-up an oilfield and prices shoot through the roof)
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10ebbor10

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #19 on: January 12, 2012, 01:00:02 pm »

2 Problems
1. Coast doesn't count as a coastal water, and therefore doesn't give a bonus.
2. Pop is a cap on the sum of the grades of Agr, Ind and Com. The grade = amount of buildings (unless otherwise noted). Bonusses don't count towards it, but they do for all other situations.

2 Question:

How high are the islands above the seashore
Where can I find them on a map(Haven't looked yet)

Ninja'd 2: Once by myself. Headdesk.
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Virex

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #20 on: January 12, 2012, 01:13:48 pm »

Are you looking at an old version? I quickly shuffled some things around to fix the population. I'll adjust the coastal water/coast issue for the fisheries.


Also, this is the best topographical map of the Crimea I can find. As you can see, only some parts of the northern plains are in danger of flooding.
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10ebbor10

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #21 on: January 12, 2012, 01:24:32 pm »

Are you looking at an old version? I quickly shuffled some things around to fix the population. I'll adjust the coastal water/coast issue for the fisheries.


Also, this is the best topographical map of the Crimea I can find. As you can see, only some parts of the northern plains are in danger of flooding.
http://flood.firetree.net/?ll=48.3416,14.6777&z=13&m=7
This one contains maps for the whole world. Not as accurate, but good enough. 
Also, yes I looked at the wrong version.
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Azthor

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #22 on: January 12, 2012, 10:48:05 pm »

I will update my first post later, but I've already decided on a country: Brazil. It is possibly the nation least vulnerable to just about all conceivable large-scale enviromnental disasters.
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10ebbor10

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #23 on: January 13, 2012, 11:14:35 am »

I will update my first post later, but I've already decided on a country: Brazil. It is possibly the nation least vulnerable to just about all conceivable large-scale enviromnental disasters.
I know at least 3 that would either cripple the entire ecosystem or complety destroy the coasts. 1 isn't caused by global warming however and the others won't happen before a 2-4 degrees temperature rise.

Also I screwed up a bit with the Com, Agr and Ind thingy. So:
Pop is now the amount of Agr,Ind or com building you can have( technically this doesn't change anything)
Agr remains the same.
Ind and COm grades will be adjusted.
Grades are now only used for calculating profit/Industrial capacity and chance of an econimical crisis.


EDIT: Sorry, Virax. It seems the new system will affect you quite badly.(Ie, there will be problems right now.) But the only alternatif was a system in which the sum of commerce and Industry could never by higher than the agriculture whitout starving the population. I'll let you change it to : Agr > (Ind+COm)/2 else political instability.

Edit2:  I increased the power production of coal plants. Otherwise they really weren't worth the increased pollution.
« Last Edit: January 13, 2012, 12:53:26 pm by 10ebbor10 »
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10ebbor10

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Re: Unnamed World conquest game:Signup/OOC thread(4/8 players needed)
« Reply #24 on: January 13, 2012, 12:54:59 pm »

Also, would anyone mind inversing the dry/wet and temperature scales. SO that lower means less rain/lower temperature.
I modified the coal industry for better balance
« Last Edit: January 13, 2012, 05:01:35 pm by 10ebbor10 »
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10ebbor10

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Re: Unnamed World conquest game:Signup/OOC thread(4/8 players needed)
« Reply #25 on: January 13, 2012, 05:02:24 pm »

Accidental post. Ignore please.
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RulerOfNothing

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Re: Unnamed World conquest game:Signup/OOC thread(4/8 players needed)
« Reply #26 on: January 13, 2012, 05:55:37 pm »

So 10ebbor10, if I wanted a country the size of contemporary Iran, what size would that be? (If it's more than 5 I'm just going to have a smaller part of Iran btw)
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Virex

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Re: Unnamed World conquest game:Signup/OOC thread(8players)
« Reply #27 on: January 13, 2012, 08:01:41 pm »

I will update my first post later, but I've already decided on a country: Brazil. It is possibly the nation least vulnerable to just about all conceivable large-scale enviromnental disasters.
I know at least 3 that would either cripple the entire ecosystem or complety destroy the coasts. 1 isn't caused by global warming however and the others won't happen before a 2-4 degrees temperature rise.

Also I screwed up a bit with the Com, Agr and Ind thingy. So:
Pop is now the amount of Agr,Ind or com building you can have( technically this doesn't change anything)
Agr remains the same.
Ind and COm grades will be adjusted.
Grades are now only used for calculating profit/Industrial capacity and chance of an econimical crisis.


EDIT: Sorry, Virax. It seems the new system will affect you quite badly.(Ie, there will be problems right now.) But the only alternatif was a system in which the sum of commerce and Industry could never by higher than the agriculture whitout starving the population. I'll let you change it to : Agr > (Ind+COm)/2 else political instability.

Edit2:  I increased the power production of coal plants. Otherwise they really weren't worth the increased pollution.
Oh, OK. I rebalanced the numbers. Feel free to check them. Tough I don't see what would've been the problem with requiring a country to import food if it wants to support an extensive industry or service sector? Would've add an extra dynamic via boycotts and price fluctuations.
« Last Edit: January 13, 2012, 08:08:57 pm by Virex »
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10ebbor10

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Re: Unnamed World conquest game:Signup/OOC thread(4/8 players needed)
« Reply #28 on: January 14, 2012, 03:20:42 am »

So 10ebbor10, if I wanted a country the size of contemporary Iran, what size would that be? (If it's more than 5 I'm just going to have a smaller part of Iran btw)
You 'll have to go with a smaller part of Iran. It doesn't fit on my scale :( I forgot just how small Europe was. ) Anyway, the scale goes as follows. You can chose to round up or down. Messing a bit with the numbers is allowed.
0: 0kmē(Unavailble)
1: 25000kmē
2: 50000kmē
3: 75000kmē
4: 100000 kmē
5: 125000 kmē
6: 150000kmē
7: 175000kmē
8: 200000kmē
9: 225000 kmē
10: 250000 kmē
11: 275000 kmē(Unavailbe)

Oh, OK. I rebalanced the numbers. Feel free to check them. Tough I don't see what would've been the problem with requiring a country to import food if it wants to support an extensive industry or service sector? Would've add an extra dynamic via boycotts and price fluctuations.
Importing food to allow higher com and higher ind is still possible(And viable), but now the Economical crisis mechanic actually does something. Otherwise it would only have activated when someone deliberatedly triggered it.
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kingfisher1112

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Re: Unnamed World conquest game:Signup/OOC thread(4/8 players needed)
« Reply #29 on: January 14, 2012, 05:37:54 am »

Maybe imports limited by Com?
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