Seaths Forum Game System
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Seaths Forum Game System
*NOT UP TO DATE*
1-100
Must roll X or Lower
TURNS
A turn corresponds to what is roughly a month, and is divided into three actions, which constitute roughly one week each. Setting taxes and managing current financial assets is all done at the start of a turn. Everything else occurs during one of the three actions.
Player resources –
Gold bars – Gold bars are the unit of currency. They are used in virtually every action.
Power – Power is another word for influence over the people; exerting power points is like using your personal say in a matter. This is especially powerful within your own realm for increasing the chance of success for many things.
Leaders start with a fixed rate of power gain, but it can be increased through various means.
Food – Every unit of population eats a unit of food each turn (unless otherwise noted). Food is produced by agriculture workers.
Industry – To build something or train troops; buildings, ships, infantry, etc. Larger settlements also require an increasing industry base to fight urban entropy. Industry Points are produced by these workers.
Scholar – Research is, for most nations, vital to victory and survival. Research Points are produced by these workers.
Caravans – Essential to moving food and people. Caravans are built in settlements, usually two at a time. If a time ever comes when food production in a region is lower than its need, then caravans can take surplus food from other regions and transport it; each caravan can move one population or one food. Note that to move population takes time, caravans move at a speed of 2 Distance Units per action.
Economy
Any nation needs money to stay on its feet. If a nation goes into debt, it will suffer penalties.
From Taxes –
- Light taxes yield one gold bar per population, but lower popularity in the area by one
- Medium taxes yield two gold bar per, but lower popularity by two
- Heavy taxes yield three gold bar per, but lower popularity by four
From Trade –
Gold bars gathered from trade come from trade routes and trade goods. A trade route is an established route between two cities that generates a fixed income. Trade goods are a specific good produced by a city. Once acquired by one nation, any other nation can begin research to attain it as well. Trade goods are expensive to set up, but a city producing one will have an extremely high income.
Trade Route
- Gold bars generated are Population of City A + Population of City B Divided by two.
- In regions where law is lower than region level, other nations can raid trade routes and take the gold acquired for themselves.
- Can only be established between cities linked by roads.
Trade Goods
- Must be researched
- Costly and time consuming to set up, but generates large amounts of gold.
- Generates one gold bar per trade route that the city producing it has
- Generates one gold bar for every foreign city that is connected
- Only one per region, unless a metropolis is present
Popularity
Popularity ranges from a scale of 1-100. Each region has its own rating. Many factors effect popularity. At start, popularity is 50. Popularity is gained or lost each turn.
- +5: Base Rate
- +2: No Taxes
- +2: No Crime
- +2: Blessed
- +2: Prosperity
- -1: National Debt
- -1: Light Taxes
- -2: Medium Taxes
- -2: Blight
- -3: Dread
- -3: Lawless
- -3: Under Siege
- -4: Heavy Taxes
- -5: Hopeless
If Popularity is at or falls below
- 30: Can no longer raise troops without penalty(lowers popularity by 5 per company)
- 10: Region goes into a state of revolt. Raises one of most powerful unit type available and max militia/irregular.
Popularities at or of above
- 20: A settlement raises a company of militia per population unit when it comes under attack.
- 80: +1 to all defensive stats of soldiers in battle
- 90: +1 to all offensive stats of soldiers in battle
- 100: Taxes generate one more gold per population unit. Raises militia companies equal to region level once per turn when under attack.
Regions
The game-map is divided into many regions. Each region may support several things, and each performs a different function. Regions also have a region level, which operates on a scale of 1-10. Region level must be upgraded by the player, and higher levels often support increases in some areas, while lower standards in others.
How many companies that can be raised is determined by region level. The level of region is the max company limit. Keep in mind that a settlement of some sort is required for troops to be raised.
Regions also have different sizes… some can be large, small or oddly shaped. Generally speaking, however, they are normally 3 distance units across. Also note that settlements and fortifications are normally at somewhat different locations. It should be noted exactly where these are locate, by explaining how many distance units they are from any border.
Regions also have Agriculture and Mineral values. They can be negative, zero, or positive, and the value effects how productive workers are in those specific fields.
*note that the number of borders a region has determines on how man adjacent regions there are. Listing distance units from borders should be done by stating how far from each particular border it is. Distance between things within a region should also be noted.
Region levels and what they support
Level 1
- Has a potential magic capacity of 8
- Can support a Village
Level 2
- Has a potential magic capacity of 7
- Can support a Village
Level 3
- Has a potential magic capacity of 6
- Can support a Town
Level 4
- Has a potential magic capacity of 5
- Can support a Town
Level 5
- Has a potential magic capacity of 4
- Can support a Town
Level 6
- Has a potential magic capacity of 3
- Can support a City
Level 7
- Has a potential magic capacity of 2
- Can support a City
Level 8
- Has a potential magic capacity of 1
- Can support a City
Level 9
- Has no potential magic capacity
- Can support a Metropolis
Level 10
- Has no potential magic capacity
- Can support a Metropolis
Raising a regions level is an expensive pursuit.
- Level 2: 20 gold/10 power
- Level 3: 40 gold/15 power
- Level 4: 60 gold/20 power
- Level 5: 80 gold/25 power
- Level 6: 100 gold/30 power
- Level 7: 120 gold/35 power
- Level 8: 140 gold/40 power
- Level 9: 160 gold/45 power
- Level 10: 180 gold/50 power
Settlements
Settlements come in four levels: Villages, Towns, Cities and Metropolises. There may be one settlement per region (for the sake of simplicity)
Forming a settlement costs 10 Gold
Village
- Can raise Lower Tier units
- Does not allow research
- Does not allow trade goods
- Maximum of one trade route
- Maximum of 5 population
- Urban Entropy level of 1
Towns
- Can raise Mid Tier Units
- Maximum of three trade routes
- Maximum of 15 population
- Urban Entropy level of 5
Cities
- Can raise High Tier units
- Maximum of five trade routes
- Maximum of 40 population
- Urban Entropy level of 12
Metropolises
- Can raise High Tier units
- Maximum of seven trade routes
- Can support two trade goods
- Maximum of 100 population
- Urban Entropy level of 35
Growth rate in any region is dependent on civilization stats. Generally a newly formed settlement starts with one population and increases at a rate of 1 per turn until it can no longer increase. Settlements will automatically advance to higher forms if the region level permits.
Specific structures can be built in a settlement
[BUILD LIST NOT YET CREATED. Each building will have a cost in gold, production points and do something for a settlement/region, like increase worker productivity, increase food output, economic output, raise popularity, etc.]
Fortifications – Fortifications are constructed to add defensive bonuses to friendly troops in a region and to allow a region to resist conquest. Fortifications range from none at all, to level 10. When an opposing army is in a region and a frontal conflict does not occur, the region is under siege. See the section on Siege for more info.
Fortifications provide offensive and defensive bonuses equal to its level to all troops in a region, making them an important strategic target.
To increase a fortifications level, it takes the current level Squared + the next level squared production points.
- Level 1: 10 Gold/1 Power
- Level 2: 30 Gold/2 Power
- Level 3: 50 Gold/3 Power
- Level 4: 70 Gold/4 Power
- Level 5: 90 Gold/5 Power
- Level 6: 110 Gold/6 Power
- Level 7: 130 Gold/7 Power
- Level 8: 150 Gold/8 Power
- Level 9: 170 Gold/9 Power
- Level 10: 190 Gold/10 Power
Holdings
Within each region there are holdings. Holdings are one of three things: Law, Temple, or Mystic. All holdings operate on a none-at-all to Region Level (maximum of 10), except for Mystic which is limited only by a regions magical potential.
Players retain ownership of Law Holdings if a region is lost. It takes the next level of the holding squared in production points to raise its level, except for Mystic, which is an instant process.
Law – law is responsible for keeping a territory in order, guards and police forces are considered part of law. When the level of law is equal to the Region Level, the Region gains the No Crime bonus. When it falls below half of the Region Level, it is considered Lawless. An opposing player may build laws in another faction’s regions. These represent bandits and gangs working in the area. Each level of enemy law acts to subtract from the regions law level. If it becomes lawless in the presence of enemy law, then trade routes have a 25% chance of being raided each turn
- Level 1: 5 Gold/5 Power
- Level 2: 10 Gold/6 Power
- Level 3: 15 Gold/7 Power
- Level 4: 20 Gold/8 Power
- Level 5: 25 Gold/9 Power
- Level 6: 30 Gold/10 Power
- Level 7: 35 Gold/11 Power
- Level 8: 40 Gold/12 Power
- Level 9: 45 Gold/13 Power
- Level 10: 50 Gold/14 Power
Temple – In civilizations that are religious, each level of Temple generates 1 power. In non-religious civilizations, each level of temple generates 1 gold instead.
- Level 1: 10 Gold/5 Power
- Level 2: 20 Gold/10 Power
- Level 3: 30 Gold/15 Power
- Level 4: 40 Gold/20 Power
- Level 5: 50 Gold/25 Power
- Level 6: 60 Gold/30 Power
- Level 7: 70 Gold/35 Power
- Level 8: 80 Gold/40 Power
- Level 9: 90 Gold/45 Power
- Level 10: 100 Gold/50 Power
Mystic – Mystic level determines how high a level of realm spell can be cast from it. If the magic potential of a region goes down below the current Mystic level, then the Mystic level will also degrade.
- Level 1: 1 Gold/10 Power
- Level 2: 2 Gold/20 Power
- Level 3: 3 Gold/30 Power
- Level 4: 4 Gold/40 Power
- Level 5: 5 Gold/50 Power
- Level 6: 6 Gold/60 Power
- Level 7: 7 Gold/70 Power
- Level 8: 8 Gold/80 Power
Roads – A road can be built between any adjacent (and friendly) regions. The cost is 5 gold. Roads, among other things, also eliminate all troop movement costs.
Influence, Espionage, Sabotage, Assassination
Influence –Influence is the word associated with how much of an impact one region has on nearby ones. You can defeat an enemy empire by persuading their minds to your cause, or hold your own under your control.
A nation’s influence rating can be used as a scale to gauge how powerful it is, regardless of its military standing. More influential nations undoubtedly have more benefits than less influential ones, but also more unforeseen problems. Influence operates on a point scale, which does not grow like gold or power, but is representative of what a nation has at any given moment.
Points are awarded through
- 1: Per level of Fortification
- 1: Per Military Unit owned
- 1: Per level of region owned
- 2: Per level of Temple
- 2: Every trade route within a nation
- 3: Every Village in a nation
- 5: Every Town in a nation
- 10: Every City in a nation
- 25: Every Metropolis in a nation
- 5: Every trade route with another nation
- 25: Every Trade Good a nation produces
- 3: Per Leader recruited
- 50: Capitol
*random note – The max possible for any region is 155*
Influence position is given by dividing the total influence in the game by the number of players. The higher your influence, the better received and regarded your kingdom will be.
If one single player’s influence rating tops all others combined, the player achieves what is considered an Influential Victory and all opposition is defeated. If the player has allied, they can also claim partial-victory.
In the case where an opposing faction is, for some reason, impervious to influence, then it will instantly be at war with the should-be influential winner.
Espionage – Any covert action taken against another nation. Normally involves paying a modest amount in gold and power. All espionage acts operate on the regional level, unless otherwise noted.
- Military Status – Displays the troops currently in a region at the end of the turn and the level of fortification. If any military leaders are posted in a region, it will make special note of it.
- Civil Status – Displays the current level of the region and any holdings in it, as well as settlement population if applicable. If civil leaders are posted in a region, it will make special note of it.
- Economic & Influential Status – Displays information on the region’s economy and influence.
Up to all three can be displayed in one action, although the cost is 10 gold/1 power for each.
These next actions require the player to first find a willing agent. Chance of finding an agent is 10%, 5%, 5%, 5%; respectively. Every gold spent increases the chances by 1, and every power spent by 2.
- Kidnap – Used to take a leader of some sort captive. 20% chance of success. Captured leaders can be ransomed off or executed. Costs 20 Gold/10 Power to attempt.
- Assassinate – Used to eliminate a company of troops. Same chances as with Kidnap, 10 Gold/10 Power.
- Sabotage – Used to halt the construction of Fortifications or destroy a cities trade good. Chance of success is 15%
- Incite Rebellion – When used, the popularity in the target region drops based on whatever number is rolled. Can have virtually no effect, and can immediately send a region into revolt.
Military
The armed forces of a nation are one of the player’s greatest assets. Even if he/she does not wish to attain victory through military conquest, having an army and navy large enough to defend and spread is important.
There are three basic categories of units: Land, Naval and Siege.
Land Units – Infantry, Cavalry, archers, midgets riding wolves: if it fights on land it’s in this category.
*Note that in game’s where simplicity is desired, this can break down into having a single type of land unit
A Base for ground units is
- Cost: 1 gold
- Upkeep: 1 gold
- Build: Instant
- Move: 1/action
- Attack: 30
- Defense: 5
- Range: 1
- Strength: 50
- Morale: 40
- Special: N/A
Of course, the base is then modified with different weapons, armor, mounts, etc. That is what creates different unit types. One thing to point out is that the base created above would essentially be people with sticks and no armor.
Also, now that unit attributes are revealed, it’s time to go into detail with them.
Cost – How much it costs to raise a company of this unit type.
Upkeep – How much it costs at the start of each turn to retain a company of this unit type.
Build – How long it takes to build a unit of this type, or in some cases, train. As soon as the unit becomes available, it can be used.
Move – Distances in both the world map and in battles are measured simply in Distance Units. The real world equivalent is irrelevant to game play. Movement rate is determined by how many DU’s a unit can travel in a single action. This is important in both calculating how long world troop movements will take AND in determining how long it will take troops to reach a specific target.
Attack – The number a unit must either roll or roll lower than to strike a killing blow against an enemy. Every single unit (not every company) makes a roll if they can.
Defense – Every time an enemy makes a successful attack roll, the targeted unit makes a defensive roll. If it is passed, it still lives. If not, it dies.
Range – Range is the distance at which a unit can use its attack. This is a battlefield function; prior to the fighting between melee units, siege weapons and ranged units will be used. Armies start at specific distances from each other and must close the gap for melee. Using a ranged attack against an enemy melee company that is engaged with one of yours can incur friendly fire losses. These are proportional to the defensive ratings of units involved. I.E. if both have a defense of 50, each takes 50% of casualties inflicted. If it cannot be properly divided, the enemy always takes the extra hit.
Strength – Unit strength refers to how many individuals are in a company. Smaller companies will be more maneuverable and faster, but larger ones will be able to employ better defensive tactics. Every unit in a fighting company makes their own attack and defense rolls.
Morale – Unit morale is what determines wether they stay and fight or flee. It’s quite simple to determine; every time they come under fire from archers, they lose 10 points. Siege equipment normally has its own effect on morale and is noted with each specific piece. Spells are similar. Also, every time a company loses a man they lose a morale point. Morale points have a standard regeneration rate of 10 per action. Some companies inflict extra damage to morale. There are technologies, leaders and civilization bonuses that can all effect morale. If Morale drops to 0, the unit breaks and flees away from enemy forces.
*No sense in using real dice since there could be a thousand rolls or more in a single battle. I’ll make an auto roller before asking anyone to do this kind of stuff.
K, the whole military thing is rather simple, but difficult to explain.
Invading a Region
Invading a Region is a rather large undertaking, especially when there are forces defending it and fortifications. Upon entry, armies are at the borders and are at a distance from specific locations. The player can split the army into different battle groups (made up of companies) and have them focus on different objectives, or block of borders, etc.
Battle (Land)
Battles are rather simple. When enemy battle groups meet, a battle occurs. At its start, they are placed at a random distance from each other (rolling something like a 4 sided die and multiplying the distances by 2 or 3 should suffice). Players direct what directions to move their units in. Move speed is used to determine how far a unit moves on the battlefield in an action. Companies that can attack with a ranged attack can do so if a target is within range. Melee units can attack if their respective companies occupy the same space.
Flying Units can occupy the same space as a land unit.
Commands to give to a moderator
- Hold: The company will hold its position for the action
- Engage: The company will move to engage a specific enemy
- Disengage: The company will stop moving to engage an enemy
- Break: The company will break from battle in a controlled retreat
- Fire: Will cause a ranged company to fire on a specific target that is in range, or to fire as soon as it enters within range.
- Charge: The unit gains +2 to its speed and charges in one direction for two actions. Upon reaching an enemy company, they gain a +10 to attack but a -10 to defense. It is impossible to stop a charge once in action. It is quite possible to move faster units out of the way of a charge.
A battle continues until one force destroys the other, or until one player withdraws their forces.
Battles are only part of an invasion; there are several key actions that can be taken.
Sieges
In the case when an army cannot simply storm a city or fortification and win (Fortifications give massive bonuses, and large amounts of militia can destroy smaller armies). Sieges can last many turns.
Fortifications
When a fortification is put under siege, it degrades a level every 3 turns (9 actions) it remains under siege. Siege weapons and magic can directly influence and speed it up.
To put a fortification under siege, you simply move troops to surround it; state that you want to put it under siege. The goal of a siege is to either kill all occupants with siege weapons (or lower their numbers so an assault is possible) or to completely eliminate it.
The defending garrison can, at any time, attempt to break a siege. They retain all bonuses from having the fortification.
*note that without a garrison an enemy can automatically capture fortifications
Every action while a siege is underway, siege weapons can fire on a fortification (targeted companies have a defense score of 3 times fortification level added to their base score) to kill troops. Defensive siege weaponry can do the same, and also gain defensive bonuses, as well as standard fortification offensive bonuses. Siege’s can effectively become artillery wars.
Settlements
Weakening a settlement prior to assault can be vital to success. As with fortifications, an offensive force must surround the settlement. Unlike with fortifications, there are North-East-South-West components to the siege ring, and each acts as its own battlefield if a defensive forces try to break a siege. A single failure will effectively break the siege, although siege weaponry and its effects can still continue to effect the settlement.
There are several things that can happen with a siege on a settlement
- Starvation: A city, by default, has enough resources for six actions (this can be increased). After that, it will lose a population per action unless the siege is broken and supply lines can replenish its stores. Breaking a siege puts the cities reserves back at full. Without resources, no new units can be trained, no research is done.
- Artillery Bombardment: It is standard for an enemy army to bombard a city to kill people and soldiers. When attacking, siege weapons specified as dealing collateral damage can target companies inside a city and its populace. When attacking companies, standard combat rules apply. When targeting populace, the attack rating is halved, and that becomes the chance it has for killing a population unit any specific action.
- Disease: Siege weapons can spread disease within a city’s walls. Every action that it goes untreated, it kills one population unit. Has a 2% base chance of working when selected. Costs 2 gold
- Firestorm: Starting fires kills people and enemy troops fast… but it also destroys cities. The base chance of this working when chosen is 3%. When it works, it kills 2 population per action and causes the settlement level to automatically degrade as the population drops below each level’s max. Costs 2 gold
As with fortifications, defending artillery can fire back.
Supply Lines
For an invading army to be successful, it must maintain its supply lines. If an army gets trapped in a hostile region with no controlled regions adjacent to it, its supply lines are considered cut. By default every army has three actions worth of supplies. After that, one soldier from each company will starve to death, and morale will drop by 5% each action they remain without supplies. If morale reaches zero, the company disbands and is lost.
Naval Engagements
To be completed.
Research & Tech Tree
Magic
1-100
Must roll X or Lower
TURNS
A turn corresponds to what is roughly a month, and is divided into three actions, which constitute roughly one week each. Setting taxes and managing current financial assets is all done at the start of a turn. Everything else occurs during one of the three actions.
Player resources –
Gold bars – Gold bars are the unit of currency. They are used in virtually every action.
Power – Power is another word for influence over the people; exerting power points is like using your personal say in a matter. This is especially powerful within your own realm for increasing the chance of success for many things.
Leaders start with a fixed rate of power gain, but it can be increased through various means.
Food – Every unit of population eats a unit of food each turn (unless otherwise noted). Food is produced by agriculture workers.
Industry – To build something or train troops; buildings, ships, infantry, etc. Larger settlements also require an increasing industry base to fight urban entropy. Industry Points are produced by these workers.
Scholar – Research is, for most nations, vital to victory and survival. Research Points are produced by these workers.
Caravans – Essential to moving food and people. Caravans are built in settlements, usually two at a time. If a time ever comes when food production in a region is lower than its need, then caravans can take surplus food from other regions and transport it; each caravan can move one population or one food. Note that to move population takes time, caravans move at a speed of 2 Distance Units per action.
Economy
Any nation needs money to stay on its feet. If a nation goes into debt, it will suffer penalties.
From Taxes –
- Light taxes yield one gold bar per population, but lower popularity in the area by one
- Medium taxes yield two gold bar per, but lower popularity by two
- Heavy taxes yield three gold bar per, but lower popularity by four
From Trade –
Gold bars gathered from trade come from trade routes and trade goods. A trade route is an established route between two cities that generates a fixed income. Trade goods are a specific good produced by a city. Once acquired by one nation, any other nation can begin research to attain it as well. Trade goods are expensive to set up, but a city producing one will have an extremely high income.
Trade Route
- Gold bars generated are Population of City A + Population of City B Divided by two.
- In regions where law is lower than region level, other nations can raid trade routes and take the gold acquired for themselves.
- Can only be established between cities linked by roads.
Trade Goods
- Must be researched
- Costly and time consuming to set up, but generates large amounts of gold.
- Generates one gold bar per trade route that the city producing it has
- Generates one gold bar for every foreign city that is connected
- Only one per region, unless a metropolis is present
Popularity
Popularity ranges from a scale of 1-100. Each region has its own rating. Many factors effect popularity. At start, popularity is 50. Popularity is gained or lost each turn.
- +5: Base Rate
- +2: No Taxes
- +2: No Crime
- +2: Blessed
- +2: Prosperity
- -1: National Debt
- -1: Light Taxes
- -2: Medium Taxes
- -2: Blight
- -3: Dread
- -3: Lawless
- -3: Under Siege
- -4: Heavy Taxes
- -5: Hopeless
If Popularity is at or falls below
- 30: Can no longer raise troops without penalty(lowers popularity by 5 per company)
- 10: Region goes into a state of revolt. Raises one of most powerful unit type available and max militia/irregular.
Popularities at or of above
- 20: A settlement raises a company of militia per population unit when it comes under attack.
- 80: +1 to all defensive stats of soldiers in battle
- 90: +1 to all offensive stats of soldiers in battle
- 100: Taxes generate one more gold per population unit. Raises militia companies equal to region level once per turn when under attack.
Regions
The game-map is divided into many regions. Each region may support several things, and each performs a different function. Regions also have a region level, which operates on a scale of 1-10. Region level must be upgraded by the player, and higher levels often support increases in some areas, while lower standards in others.
How many companies that can be raised is determined by region level. The level of region is the max company limit. Keep in mind that a settlement of some sort is required for troops to be raised.
Regions also have different sizes… some can be large, small or oddly shaped. Generally speaking, however, they are normally 3 distance units across. Also note that settlements and fortifications are normally at somewhat different locations. It should be noted exactly where these are locate, by explaining how many distance units they are from any border.
Regions also have Agriculture and Mineral values. They can be negative, zero, or positive, and the value effects how productive workers are in those specific fields.
*note that the number of borders a region has determines on how man adjacent regions there are. Listing distance units from borders should be done by stating how far from each particular border it is. Distance between things within a region should also be noted.
Region levels and what they support
Level 1
- Has a potential magic capacity of 8
- Can support a Village
Level 2
- Has a potential magic capacity of 7
- Can support a Village
Level 3
- Has a potential magic capacity of 6
- Can support a Town
Level 4
- Has a potential magic capacity of 5
- Can support a Town
Level 5
- Has a potential magic capacity of 4
- Can support a Town
Level 6
- Has a potential magic capacity of 3
- Can support a City
Level 7
- Has a potential magic capacity of 2
- Can support a City
Level 8
- Has a potential magic capacity of 1
- Can support a City
Level 9
- Has no potential magic capacity
- Can support a Metropolis
Level 10
- Has no potential magic capacity
- Can support a Metropolis
Raising a regions level is an expensive pursuit.
- Level 2: 20 gold/10 power
- Level 3: 40 gold/15 power
- Level 4: 60 gold/20 power
- Level 5: 80 gold/25 power
- Level 6: 100 gold/30 power
- Level 7: 120 gold/35 power
- Level 8: 140 gold/40 power
- Level 9: 160 gold/45 power
- Level 10: 180 gold/50 power
Settlements
Settlements come in four levels: Villages, Towns, Cities and Metropolises. There may be one settlement per region (for the sake of simplicity)
Forming a settlement costs 10 Gold
Village
- Can raise Lower Tier units
- Does not allow research
- Does not allow trade goods
- Maximum of one trade route
- Maximum of 5 population
- Urban Entropy level of 1
Towns
- Can raise Mid Tier Units
- Maximum of three trade routes
- Maximum of 15 population
- Urban Entropy level of 5
Cities
- Can raise High Tier units
- Maximum of five trade routes
- Maximum of 40 population
- Urban Entropy level of 12
Metropolises
- Can raise High Tier units
- Maximum of seven trade routes
- Can support two trade goods
- Maximum of 100 population
- Urban Entropy level of 35
Growth rate in any region is dependent on civilization stats. Generally a newly formed settlement starts with one population and increases at a rate of 1 per turn until it can no longer increase. Settlements will automatically advance to higher forms if the region level permits.
Specific structures can be built in a settlement
[BUILD LIST NOT YET CREATED. Each building will have a cost in gold, production points and do something for a settlement/region, like increase worker productivity, increase food output, economic output, raise popularity, etc.]
Fortifications – Fortifications are constructed to add defensive bonuses to friendly troops in a region and to allow a region to resist conquest. Fortifications range from none at all, to level 10. When an opposing army is in a region and a frontal conflict does not occur, the region is under siege. See the section on Siege for more info.
Fortifications provide offensive and defensive bonuses equal to its level to all troops in a region, making them an important strategic target.
To increase a fortifications level, it takes the current level Squared + the next level squared production points.
- Level 1: 10 Gold/1 Power
- Level 2: 30 Gold/2 Power
- Level 3: 50 Gold/3 Power
- Level 4: 70 Gold/4 Power
- Level 5: 90 Gold/5 Power
- Level 6: 110 Gold/6 Power
- Level 7: 130 Gold/7 Power
- Level 8: 150 Gold/8 Power
- Level 9: 170 Gold/9 Power
- Level 10: 190 Gold/10 Power
Holdings
Within each region there are holdings. Holdings are one of three things: Law, Temple, or Mystic. All holdings operate on a none-at-all to Region Level (maximum of 10), except for Mystic which is limited only by a regions magical potential.
Players retain ownership of Law Holdings if a region is lost. It takes the next level of the holding squared in production points to raise its level, except for Mystic, which is an instant process.
Law – law is responsible for keeping a territory in order, guards and police forces are considered part of law. When the level of law is equal to the Region Level, the Region gains the No Crime bonus. When it falls below half of the Region Level, it is considered Lawless. An opposing player may build laws in another faction’s regions. These represent bandits and gangs working in the area. Each level of enemy law acts to subtract from the regions law level. If it becomes lawless in the presence of enemy law, then trade routes have a 25% chance of being raided each turn
- Level 1: 5 Gold/5 Power
- Level 2: 10 Gold/6 Power
- Level 3: 15 Gold/7 Power
- Level 4: 20 Gold/8 Power
- Level 5: 25 Gold/9 Power
- Level 6: 30 Gold/10 Power
- Level 7: 35 Gold/11 Power
- Level 8: 40 Gold/12 Power
- Level 9: 45 Gold/13 Power
- Level 10: 50 Gold/14 Power
Temple – In civilizations that are religious, each level of Temple generates 1 power. In non-religious civilizations, each level of temple generates 1 gold instead.
- Level 1: 10 Gold/5 Power
- Level 2: 20 Gold/10 Power
- Level 3: 30 Gold/15 Power
- Level 4: 40 Gold/20 Power
- Level 5: 50 Gold/25 Power
- Level 6: 60 Gold/30 Power
- Level 7: 70 Gold/35 Power
- Level 8: 80 Gold/40 Power
- Level 9: 90 Gold/45 Power
- Level 10: 100 Gold/50 Power
Mystic – Mystic level determines how high a level of realm spell can be cast from it. If the magic potential of a region goes down below the current Mystic level, then the Mystic level will also degrade.
- Level 1: 1 Gold/10 Power
- Level 2: 2 Gold/20 Power
- Level 3: 3 Gold/30 Power
- Level 4: 4 Gold/40 Power
- Level 5: 5 Gold/50 Power
- Level 6: 6 Gold/60 Power
- Level 7: 7 Gold/70 Power
- Level 8: 8 Gold/80 Power
Roads – A road can be built between any adjacent (and friendly) regions. The cost is 5 gold. Roads, among other things, also eliminate all troop movement costs.
Influence, Espionage, Sabotage, Assassination
Influence –Influence is the word associated with how much of an impact one region has on nearby ones. You can defeat an enemy empire by persuading their minds to your cause, or hold your own under your control.
A nation’s influence rating can be used as a scale to gauge how powerful it is, regardless of its military standing. More influential nations undoubtedly have more benefits than less influential ones, but also more unforeseen problems. Influence operates on a point scale, which does not grow like gold or power, but is representative of what a nation has at any given moment.
Points are awarded through
- 1: Per level of Fortification
- 1: Per Military Unit owned
- 1: Per level of region owned
- 2: Per level of Temple
- 2: Every trade route within a nation
- 3: Every Village in a nation
- 5: Every Town in a nation
- 10: Every City in a nation
- 25: Every Metropolis in a nation
- 5: Every trade route with another nation
- 25: Every Trade Good a nation produces
- 3: Per Leader recruited
- 50: Capitol
*random note – The max possible for any region is 155*
Influence position is given by dividing the total influence in the game by the number of players. The higher your influence, the better received and regarded your kingdom will be.
If one single player’s influence rating tops all others combined, the player achieves what is considered an Influential Victory and all opposition is defeated. If the player has allied, they can also claim partial-victory.
In the case where an opposing faction is, for some reason, impervious to influence, then it will instantly be at war with the should-be influential winner.
Espionage – Any covert action taken against another nation. Normally involves paying a modest amount in gold and power. All espionage acts operate on the regional level, unless otherwise noted.
- Military Status – Displays the troops currently in a region at the end of the turn and the level of fortification. If any military leaders are posted in a region, it will make special note of it.
- Civil Status – Displays the current level of the region and any holdings in it, as well as settlement population if applicable. If civil leaders are posted in a region, it will make special note of it.
- Economic & Influential Status – Displays information on the region’s economy and influence.
Up to all three can be displayed in one action, although the cost is 10 gold/1 power for each.
These next actions require the player to first find a willing agent. Chance of finding an agent is 10%, 5%, 5%, 5%; respectively. Every gold spent increases the chances by 1, and every power spent by 2.
- Kidnap – Used to take a leader of some sort captive. 20% chance of success. Captured leaders can be ransomed off or executed. Costs 20 Gold/10 Power to attempt.
- Assassinate – Used to eliminate a company of troops. Same chances as with Kidnap, 10 Gold/10 Power.
- Sabotage – Used to halt the construction of Fortifications or destroy a cities trade good. Chance of success is 15%
- Incite Rebellion – When used, the popularity in the target region drops based on whatever number is rolled. Can have virtually no effect, and can immediately send a region into revolt.
Military
The armed forces of a nation are one of the player’s greatest assets. Even if he/she does not wish to attain victory through military conquest, having an army and navy large enough to defend and spread is important.
There are three basic categories of units: Land, Naval and Siege.
Land Units – Infantry, Cavalry, archers, midgets riding wolves: if it fights on land it’s in this category.
*Note that in game’s where simplicity is desired, this can break down into having a single type of land unit
A Base for ground units is
- Cost: 1 gold
- Upkeep: 1 gold
- Build: Instant
- Move: 1/action
- Attack: 30
- Defense: 5
- Range: 1
- Strength: 50
- Morale: 40
- Special: N/A
Of course, the base is then modified with different weapons, armor, mounts, etc. That is what creates different unit types. One thing to point out is that the base created above would essentially be people with sticks and no armor.
Also, now that unit attributes are revealed, it’s time to go into detail with them.
Cost – How much it costs to raise a company of this unit type.
Upkeep – How much it costs at the start of each turn to retain a company of this unit type.
Build – How long it takes to build a unit of this type, or in some cases, train. As soon as the unit becomes available, it can be used.
Move – Distances in both the world map and in battles are measured simply in Distance Units. The real world equivalent is irrelevant to game play. Movement rate is determined by how many DU’s a unit can travel in a single action. This is important in both calculating how long world troop movements will take AND in determining how long it will take troops to reach a specific target.
Attack – The number a unit must either roll or roll lower than to strike a killing blow against an enemy. Every single unit (not every company) makes a roll if they can.
Defense – Every time an enemy makes a successful attack roll, the targeted unit makes a defensive roll. If it is passed, it still lives. If not, it dies.
Range – Range is the distance at which a unit can use its attack. This is a battlefield function; prior to the fighting between melee units, siege weapons and ranged units will be used. Armies start at specific distances from each other and must close the gap for melee. Using a ranged attack against an enemy melee company that is engaged with one of yours can incur friendly fire losses. These are proportional to the defensive ratings of units involved. I.E. if both have a defense of 50, each takes 50% of casualties inflicted. If it cannot be properly divided, the enemy always takes the extra hit.
Strength – Unit strength refers to how many individuals are in a company. Smaller companies will be more maneuverable and faster, but larger ones will be able to employ better defensive tactics. Every unit in a fighting company makes their own attack and defense rolls.
Morale – Unit morale is what determines wether they stay and fight or flee. It’s quite simple to determine; every time they come under fire from archers, they lose 10 points. Siege equipment normally has its own effect on morale and is noted with each specific piece. Spells are similar. Also, every time a company loses a man they lose a morale point. Morale points have a standard regeneration rate of 10 per action. Some companies inflict extra damage to morale. There are technologies, leaders and civilization bonuses that can all effect morale. If Morale drops to 0, the unit breaks and flees away from enemy forces.
*No sense in using real dice since there could be a thousand rolls or more in a single battle. I’ll make an auto roller before asking anyone to do this kind of stuff.
K, the whole military thing is rather simple, but difficult to explain.
Invading a Region
Invading a Region is a rather large undertaking, especially when there are forces defending it and fortifications. Upon entry, armies are at the borders and are at a distance from specific locations. The player can split the army into different battle groups (made up of companies) and have them focus on different objectives, or block of borders, etc.
Battle (Land)
Battles are rather simple. When enemy battle groups meet, a battle occurs. At its start, they are placed at a random distance from each other (rolling something like a 4 sided die and multiplying the distances by 2 or 3 should suffice). Players direct what directions to move their units in. Move speed is used to determine how far a unit moves on the battlefield in an action. Companies that can attack with a ranged attack can do so if a target is within range. Melee units can attack if their respective companies occupy the same space.
Flying Units can occupy the same space as a land unit.
Commands to give to a moderator
- Hold: The company will hold its position for the action
- Engage: The company will move to engage a specific enemy
- Disengage: The company will stop moving to engage an enemy
- Break: The company will break from battle in a controlled retreat
- Fire: Will cause a ranged company to fire on a specific target that is in range, or to fire as soon as it enters within range.
- Charge: The unit gains +2 to its speed and charges in one direction for two actions. Upon reaching an enemy company, they gain a +10 to attack but a -10 to defense. It is impossible to stop a charge once in action. It is quite possible to move faster units out of the way of a charge.
A battle continues until one force destroys the other, or until one player withdraws their forces.
Battles are only part of an invasion; there are several key actions that can be taken.
Sieges
In the case when an army cannot simply storm a city or fortification and win (Fortifications give massive bonuses, and large amounts of militia can destroy smaller armies). Sieges can last many turns.
Fortifications
When a fortification is put under siege, it degrades a level every 3 turns (9 actions) it remains under siege. Siege weapons and magic can directly influence and speed it up.
To put a fortification under siege, you simply move troops to surround it; state that you want to put it under siege. The goal of a siege is to either kill all occupants with siege weapons (or lower their numbers so an assault is possible) or to completely eliminate it.
The defending garrison can, at any time, attempt to break a siege. They retain all bonuses from having the fortification.
*note that without a garrison an enemy can automatically capture fortifications
Every action while a siege is underway, siege weapons can fire on a fortification (targeted companies have a defense score of 3 times fortification level added to their base score) to kill troops. Defensive siege weaponry can do the same, and also gain defensive bonuses, as well as standard fortification offensive bonuses. Siege’s can effectively become artillery wars.
Settlements
Weakening a settlement prior to assault can be vital to success. As with fortifications, an offensive force must surround the settlement. Unlike with fortifications, there are North-East-South-West components to the siege ring, and each acts as its own battlefield if a defensive forces try to break a siege. A single failure will effectively break the siege, although siege weaponry and its effects can still continue to effect the settlement.
There are several things that can happen with a siege on a settlement
- Starvation: A city, by default, has enough resources for six actions (this can be increased). After that, it will lose a population per action unless the siege is broken and supply lines can replenish its stores. Breaking a siege puts the cities reserves back at full. Without resources, no new units can be trained, no research is done.
- Artillery Bombardment: It is standard for an enemy army to bombard a city to kill people and soldiers. When attacking, siege weapons specified as dealing collateral damage can target companies inside a city and its populace. When attacking companies, standard combat rules apply. When targeting populace, the attack rating is halved, and that becomes the chance it has for killing a population unit any specific action.
- Disease: Siege weapons can spread disease within a city’s walls. Every action that it goes untreated, it kills one population unit. Has a 2% base chance of working when selected. Costs 2 gold
- Firestorm: Starting fires kills people and enemy troops fast… but it also destroys cities. The base chance of this working when chosen is 3%. When it works, it kills 2 population per action and causes the settlement level to automatically degrade as the population drops below each level’s max. Costs 2 gold
As with fortifications, defending artillery can fire back.
Supply Lines
For an invading army to be successful, it must maintain its supply lines. If an army gets trapped in a hostile region with no controlled regions adjacent to it, its supply lines are considered cut. By default every army has three actions worth of supplies. After that, one soldier from each company will starve to death, and morale will drop by 5% each action they remain without supplies. If morale reaches zero, the company disbands and is lost.
Naval Engagements
To be completed.
Research & Tech Tree
Magic
Last edited by kasrkin seath on Sun Apr 18, 2010 2:14 pm; edited 1 time in total
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Seaths Forum Game System
Arr...
That be a mite long list ye be postin 'ere. What sez you cut it down a few?
That be a mite long list ye be postin 'ere. What sez you cut it down a few?
Gauz- Crimson Medic
- Number of posts : 7687
Registration date : 2009-02-11
Re: Seaths Forum Game System
Changes
-world map movement is now determined by actions it takes to move one cell space.
-Cities now have six sides that must be covered in order to siege it. Siege forces are in adjacent cells, not the city's cell
-world map movement is now determined by actions it takes to move one cell space.
-Cities now have six sides that must be covered in order to siege it. Siege forces are in adjacent cells, not the city's cell
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Seaths Forum Game System
Changes
- Relgious/Non-religious factor removed
- All civilizations are considered relgious in regards to temples
- More than one settlement is allowed per region, however, a penalty to food production will be incurred in settlements that are within 3 cells of each other.
- Relgious/Non-religious factor removed
- All civilizations are considered relgious in regards to temples
- More than one settlement is allowed per region, however, a penalty to food production will be incurred in settlements that are within 3 cells of each other.
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Seaths Forum Game System
Technology list:
*If you feel you have an idea for something or a technology, and its not currently on this list, say so
Metalworking
Forging
Metal Armament
Metal Tools
Improved Forging
Metal Weapons
Metal Armor
Light Mail
Heavy Mail
Plate Mail
Foundry
Alloy Creation
Casting
Bronze
Steel
Brass
Iron Production
Improved Steelmaking
Brass Wares
Large Cast Technology
Improved Casting
Improved Farming
Irrigation
Field Management
Crop Rotation
Writing
Education Theory
University
Advanced Metalworking
Refined Alloy's
Applications
Refined Design
Machines
Civil Engineering
Services
Defense
Infrastructure/Industry
Sewers
Water Distribution
Markets
City Fortifications
Planned Cities
Factories
Advanced Fortifications
Chemistry
Physics
Engineering
Flame Liquid
Explosive Powder
Poison Gas
Fertilizer
Advanced Siege Engines
Machine Design
Engineered Tools
Steam Engines
Electric Power Generation
Powered Factories
Bow
Sword
Spear
Cavalry
Infantry
Light Ship
Medium Ship
Caravan
Heavy Ship
Crossbow
Firearms
Rifling
Cartridge Rounds
Cannon
Steam Tank
Steam Ships
Armored Ships
Ballista
Trebuchet
Mortar
Farming Machines
*If you feel you have an idea for something or a technology, and its not currently on this list, say so
Metalworking
Forging
Metal Armament
Metal Tools
Improved Forging
Metal Weapons
Metal Armor
Light Mail
Heavy Mail
Plate Mail
Foundry
Alloy Creation
Casting
Bronze
Steel
Brass
Iron Production
Improved Steelmaking
Brass Wares
Large Cast Technology
Improved Casting
Improved Farming
Irrigation
Field Management
Crop Rotation
Writing
Education Theory
University
Advanced Metalworking
Refined Alloy's
Applications
Refined Design
Machines
Civil Engineering
Services
Defense
Infrastructure/Industry
Sewers
Water Distribution
Markets
City Fortifications
Planned Cities
Factories
Advanced Fortifications
Chemistry
Physics
Engineering
Flame Liquid
Explosive Powder
Poison Gas
Fertilizer
Advanced Siege Engines
Machine Design
Engineered Tools
Steam Engines
Electric Power Generation
Powered Factories
Bow
Sword
Spear
Cavalry
Infantry
Light Ship
Medium Ship
Caravan
Heavy Ship
Crossbow
Firearms
Rifling
Cartridge Rounds
Cannon
Steam Tank
Steam Ships
Armored Ships
Ballista
Trebuchet
Mortar
Farming Machines
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Seaths Forum Game System
*CIVIL ENGINEERING HAS UNIVERSITY AS A PREREQUISITE*
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
Re: Seaths Forum Game System
Magic Example
Pretty much all of the realm spells are still in
Blessed 1 Targeted settlement recieves +2 Popularity for three turns 90% 1 1 Realm Spell
Blight 2 Targeted settlement recieves -2 Popularity for three turns 80% 2 1 Realm Spell
Dread 3 Targeted settlement recieves -3 Popularity for three turns 80% 3 3 Realm Spell
Hopeless 6 Targeted settlement recieves -5 Popularity for four turns 70% 3 4 Realm Spell
Warded 2 Troop movements may not be made inside the targeted region 80% 2 1 Realm Spell
Dispel Magic 2 Negates any spell currently cast on a target 75% 1 1 Realm Spell
Transport 3 Moves selected companies to targeted location instantly 75% 1(per unit) 1(per unit) Realm Spell
Create Warp 8 Creates a magical storm that roams the map and destroys stuff 60% 5 12 Realm Spell
Strength 5 ticks Targeted Company recieves +5 to attack for three ticks 100% Cast by mage in battle
Magical Vestment 5 ticks Targeted Company recieves +5 to defense for three ticks 100% Cast by mage in battle
Firestorm 10 ticks Targeted Company comes under attack from fire(attack of 80) 80% Cast by mage in battle
Horror 10 ticks Instantly destroys a company's morale 60% Cast by mage in battle
Dispel Magic(Battle) 5 ticks Instantly negates any current spell that is targeted 100% Cast by mage in battle
Teleport 10 ticks Teleports a company to the selected location 75% Cast by mage in battle
Pretty much all of the realm spells are still in
Blessed 1 Targeted settlement recieves +2 Popularity for three turns 90% 1 1 Realm Spell
Blight 2 Targeted settlement recieves -2 Popularity for three turns 80% 2 1 Realm Spell
Dread 3 Targeted settlement recieves -3 Popularity for three turns 80% 3 3 Realm Spell
Hopeless 6 Targeted settlement recieves -5 Popularity for four turns 70% 3 4 Realm Spell
Warded 2 Troop movements may not be made inside the targeted region 80% 2 1 Realm Spell
Dispel Magic 2 Negates any spell currently cast on a target 75% 1 1 Realm Spell
Transport 3 Moves selected companies to targeted location instantly 75% 1(per unit) 1(per unit) Realm Spell
Create Warp 8 Creates a magical storm that roams the map and destroys stuff 60% 5 12 Realm Spell
Strength 5 ticks Targeted Company recieves +5 to attack for three ticks 100% Cast by mage in battle
Magical Vestment 5 ticks Targeted Company recieves +5 to defense for three ticks 100% Cast by mage in battle
Firestorm 10 ticks Targeted Company comes under attack from fire(attack of 80) 80% Cast by mage in battle
Horror 10 ticks Instantly destroys a company's morale 60% Cast by mage in battle
Dispel Magic(Battle) 5 ticks Instantly negates any current spell that is targeted 100% Cast by mage in battle
Teleport 10 ticks Teleports a company to the selected location 75% Cast by mage in battle
Kasrkin Seath- The Law
- Number of posts : 3018
Location : Michigan
Registration date : 2008-07-12
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