Basic Rules:
------------
-Each nation starts with three cities. One of these cities is the capital (this must be clearly indicated).
-Each turn you get a base income of 300,000 credits. When the game begins, you receive a customization bonus of 100,000 credits; you may use this as you see fit.
-Weeks begin on Mondays and Thursdays. You must post your expenses for the week within 24 hours for revision.
-Trade is carried out as detailed below.
-Combat is carried out as detailed below.
-Research is carried out as detailed below.
Trade:
------
The 16th century European countries rested upon what is usually termed "The Three Estates". In the game, these estates produce goods necessary for other estates (Like rock-paper-scissors).
The peasants produce food that feeds the nobility. (Measured in "meals")
The nobles fight and bring back wealth that keeps the Church running. (Measured in "treasures")
The clergy preaches faith to the peasants to keep them from losing hope. (Measured in "Bibles" (With the exception of the Ottoman Empire, which has "Qur'ans"))
Each estate has a pproduction level from 1 to 5, 3 being sufficient,1 and 2 being lacking, and 4 and 5 being a surplus. Every nation will have unique production levels. Whenever a level is 1 or 2, certain penalties are given to the nation.
Food: With level 1 a nation cannot maintain more than 5 units in a city; with level 2, no more than 10. Normal is 15.
Wealth: With level 1 a nation cannot research more than 2 techs a week; with level 2, no more than 4. Normal is 6.
Faith: With level 1 a nation cannot have troops in more than 3 different countries; with level 2, no more than 6. Normal is unlimited.
This is where trade comes into play.
Nation A has production levels:
Food 3
Wealth 2
Faith 4
Nation B has production levels:
Food 3
Wealth 4
Faith 2
and Nation C has production levels:
Food 2
Wealth 4
Faith 3
Nation A could trade with Nation B, exchanging their one surplus Faith for B's one surplus Wealth. Alternatively, Nation A could trade for Nation C's one extra wealth by agreeing to pay a negotiated sum (either lump or weekly).
Whenever two countries agree to trade, a trade route is established. This route must go through the countries in between (e.g. Muscovy is trading with Austria. A trade route could go through Lithuania and Hungary. Or Lithuania, Poland, and Bohemia. Or... etc.). The key is that a country must ask a country's permission in order to establish a route going through the second country. However, going over land is not the only option. Say the Krimean Khanate wants to trade with the Kingdom of Naples. Overland the shortest route is through Lithuania, Hungary, Austria, and Florence and the Papal States. By sea, however, the Khanate only has to go through the Black, Aegean, and Ionian Seas, which is substantially easier.
For the purposes of trade, seas are treated like a country. Determining which country controls a sea is simple: In any sea, the country whose combined total of attack and defense (not counting transports) of ships stationed in that sea is considered controlling it.
Beware of pirates at sea! If your trade route is unguarded, a pirate attack will sever the line. If it is guarded, the pirates will engage you in military combat. Pirate encounters will be random, but will also be directly proportionate to the wealth of the victimized nation (i.e. the richer you are the more careful you should be).
Combat:
-------
-Every three units will be divided into a separate division.
-Divisions must be assigned to battle an enemy division (or standalone unit, if no opposing divisions remain).
-Combat will be handled by rolling a d10 per unit with the forum's [dice] function.
-A roll of 6 is required to destroy an opposing unit.
--If a division rolls a collective 30, the opposing division is destroyed. The flavor of this is that the attacking division just went berserk on the defending one. (Note: this does not apply to individual units, and it will only occur in extreme situations.)
-Modifiers are applied as follows:
--A unit with power 2 adds 2 points to the overall modifier. (Some units may get an extra bonus when fighting a specific unit; this is specified in the unit's description in the tech tree.)
--A unit with toughness 2 subtracts 2 points from the overall modifier.
--Once both the attackers' and defenders' modifiers have been combined, the overall modifier is solidified and applied to the original dice roll.
-Castles have their own special rules:
A Castle is a 10/8 unit. In addition, it has 200 hit points. The besieging army must deal 200 damage to the Castle to bring it down.
Once per round, the Castle will attack and kill one opposing unit (there is no roll for this). The Castle will automatically go for the most expensive unit on the field.
Each round, the units holed up inside the Castle lose 6-x units, where x is the country's default food value.
Research:
---------
-Each week, you may only research one level of tech.
--You cannot advance to level two without the base unit.
--You cannot advance into further levels unless you have researched all of the previous level.
-New tech takes effect the week after you research it.
-If you wish to research new technology, you must pay for the research out of your nation's weekly income.
looks fine although faith seems a little meh at best i still beleive the +/-battle mdifier should be used as this would represent the faith of the people in thee religion and would in turn increase there moral which would allow them more power in battle the country thing just seems so irrelevant as long as you stay at 3
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Quote from mastab3690 »
yes turning of the tide that was a nice, props on breaking the deck
I think players should be allowed to hoard their money if they wish to do so.
I think what he meant was that they must spend there money from income they make on the research and that the research was not free. And that you must pay to research but your right the line is a bit confusing...
-TotT
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Quote from mastab3690 »
yes turning of the tide that was a nice, props on breaking the deck
yeah, i meant that if you want to do research, you have to pay for it out of your nation's national income, not that you have to spend any extra on research. sorry for any confusion; i'll reword the line.
faith... well, i suppose we could try implementing a revolt/apathy/zeal system, where your citizens would revolt if they didn't have enough faith and would fight stronger with more faith, but that would wind up making 6 Bibles/Qu'rans unnecessarily stronger. i dunno really. but perhaps we could research the world map and value certain nations higher or lower on faith (for instance, Jerusalem and the area around it - currently the Ottoman Empire - would probably be really high on Bibles).
YEa i think that should be done as some areas will have higher faith but lower nobles adn peasnats and the same for peasants vs faith and so on and so forth and some countries should be nuetral on all three as the balanced nations. MAybe we should start a mod list for monday? Ill give it a go if you approve of this... I'll make another thread tommorow if so.
-TotT
Private Mod Note
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Quote from mastab3690 »
yes turning of the tide that was a nice, props on breaking the deck
------------
-Each nation starts with three cities. One of these cities is the capital (this must be clearly indicated).
-Each turn you get a base income of 300,000 credits. When the game begins, you receive a customization bonus of 100,000 credits; you may use this as you see fit.
-Weeks begin on Mondays and Thursdays. You must post your expenses for the week within 24 hours for revision.
-Trade is carried out as detailed below.
-Combat is carried out as detailed below.
-Research is carried out as detailed below.
Trade:
------
The 16th century European countries rested upon what is usually termed "The Three Estates". In the game, these estates produce goods necessary for other estates (Like rock-paper-scissors).
The peasants produce food that feeds the nobility. (Measured in "meals")
The nobles fight and bring back wealth that keeps the Church running. (Measured in "treasures")
The clergy preaches faith to the peasants to keep them from losing hope. (Measured in "Bibles" (With the exception of the Ottoman Empire, which has "Qur'ans"))
Each estate has a pproduction level from 1 to 5, 3 being sufficient,1 and 2 being lacking, and 4 and 5 being a surplus. Every nation will have unique production levels. Whenever a level is 1 or 2, certain penalties are given to the nation.
Food: With level 1 a nation cannot maintain more than 5 units in a city; with level 2, no more than 10. Normal is 15.
Wealth: With level 1 a nation cannot research more than 2 techs a week; with level 2, no more than 4. Normal is 6.
Faith: With level 1 a nation cannot have troops in more than 3 different countries; with level 2, no more than 6. Normal is unlimited.
This is where trade comes into play.
Food 3
Wealth 2
Faith 4
Nation B has production levels:
Food 3
Wealth 4
Faith 2
and Nation C has production levels:
Food 2
Wealth 4
Faith 3
Nation A could trade with Nation B, exchanging their one surplus Faith for B's one surplus Wealth. Alternatively, Nation A could trade for Nation C's one extra wealth by agreeing to pay a negotiated sum (either lump or weekly).
Whenever two countries agree to trade, a trade route is established. This route must go through the countries in between (e.g. Muscovy is trading with Austria. A trade route could go through Lithuania and Hungary. Or Lithuania, Poland, and Bohemia. Or... etc.). The key is that a country must ask a country's permission in order to establish a route going through the second country. However, going over land is not the only option. Say the Krimean Khanate wants to trade with the Kingdom of Naples. Overland the shortest route is through Lithuania, Hungary, Austria, and Florence and the Papal States. By sea, however, the Khanate only has to go through the Black, Aegean, and Ionian Seas, which is substantially easier.
For the purposes of trade, seas are treated like a country. Determining which country controls a sea is simple: In any sea, the country whose combined total of attack and defense (not counting transports) of ships stationed in that sea is considered controlling it.
Beware of pirates at sea! If your trade route is unguarded, a pirate attack will sever the line. If it is guarded, the pirates will engage you in military combat. Pirate encounters will be random, but will also be directly proportionate to the wealth of the victimized nation (i.e. the richer you are the more careful you should be).
Combat:
-------
-Every three units will be divided into a separate division.
-Divisions must be assigned to battle an enemy division (or standalone unit, if no opposing divisions remain).
-Combat will be handled by rolling a d10 per unit with the forum's [dice] function.
-A roll of 6 is required to destroy an opposing unit.
--If a division rolls a collective 30, the opposing division is destroyed. The flavor of this is that the attacking division just went berserk on the defending one. (Note: this does not apply to individual units, and it will only occur in extreme situations.)
-Modifiers are applied as follows:
--A unit with power 2 adds 2 points to the overall modifier. (Some units may get an extra bonus when fighting a specific unit; this is specified in the unit's description in the tech tree.)
--A unit with toughness 2 subtracts 2 points from the overall modifier.
--Once both the attackers' and defenders' modifiers have been combined, the overall modifier is solidified and applied to the original dice roll.
-Castles have their own special rules:
Once per round, the Castle will attack and kill one opposing unit (there is no roll for this). The Castle will automatically go for the most expensive unit on the field.
Each round, the units holed up inside the Castle lose 6-x units, where x is the country's default food value.
Research:
---------
-Each week, you may only research one level of tech.
--You cannot advance to level two without the base unit.
--You cannot advance into further levels unless you have researched all of the previous level.
-New tech takes effect the week after you research it.
-If you wish to research new technology, you must pay for the research out of your nation's weekly income.
I think players should be allowed to hoard their money if they wish to do so.
By kingcobweb and Goblinboy.
Official Elitist of [thread=40859][RBS][/thread]
I think what he meant was that they must spend there money from income they make on the research and that the research was not free. And that you must pay to research but your right the line is a bit confusing...
-TotT
-TotT
What about the faith part?
-TotT
By kingcobweb and Goblinboy.
Official Elitist of [thread=40859][RBS][/thread]
~Tsar Rahl
-TotT