View Full Version : The Organized RPG II-Now with extra stuff!


BCLG100
Apr 03, 2006, 08:08 PM
Creating a Character

To create a character you need
Name (we much prefer if you give your character a name similar (or exactly the same) to your forum name)
Age
Gender
*Biography/Physical Appearance

*Optional

Stats

To enhance your character you can give it various stats, the stats all initially have 4 points in, you have 10 additional points you can spend on each one, and you can only gain additional points through bonuses.

Strength (STR)
Your overall physical prowess

Agility (AGI):
Your speed, dexterity, and reflexes.

Intelligence (INT):
Basically your mental processing power. How fast you think.

Wisdom (WIS):
The amount of information you know.

Endurance (END):
Ability to withstand pain and hardship.

Bravery (BRV):
The ability to reactive under fear or nervousness.

Control (CTL):
Your mental control, the ability to remain calm in stressful situations, etc.

Sense (SNS):
Eyesight, hearing, sense of smell, etc.

Merit/Flaws

The Merit/Flaw system is entirely optional, you do NOT have to use it and is just a way to further enhance your character. You can completely ignore this section.




The Merit/Flaw system works thus: for every merit you assign yourself you gain one flaw, each merit/flaw adds and detracts a point from your stats. The management will award extra bonuses for people who chose a merit/flaw and maintain these within a story.

Merits:
Photographic Memory (+ 1 INT)
Code of Honour (+1 BRV)
Common Sense (+1 WIS)
Concentration (+1 CTL)
Calm Heart (+1 CTL)
Self-Confident (+1 CTL)
Ambidextrous (+1 AGI)
Daredevil (+1 BRV)
Perfect Balance (+1 AGI)
Jack-Of-All-Trades (+1 INT)
True Love (+1 BRV)
Danger Sense (+1 SNS)
True Faith (+1 CTL)
Huge Size (+1 END)
Driving Goal (+1 BRV)
Double-jointed (+1 AGI)


Flaws:
Compulsion (-1 CTL)
Nightmares (-1 BRV)
Overconfident (-1 CTL)
Phobia (-1 CTL)
Low-self Image (-1 CTL)
Deranged (-1 WIS)
Hatred (-1 CTL)
Amnesia (-1 WIS)
Confused (-1 INT)
Weak-Willed (-1 BRV)
Absent-Minded (-1 WIS)
Hard of Hearing (-1 SNS)
Bad Sight (-1 SNS)
Uneducated (-1 INT)
Insane Past Life (-1 CTL)
Twisted Upbringing (-1 CTL)
Mute (-1 SNS)
Short (-1 STR)
Self Cantered (-1 WIS)
Gullible (-1 WIS)
Simpleton (-1 INT)
Short Fuse (-1 CTL)
Curiosity (-1 SNS)
Colour Blindness (-1 SNS)
Inept (-1 INT)
Frailty (-1 END)






Skills

Optional as well



Skills are another section to enhance the believability of your character, your character receives 2, and once again the management will award bonuses for people that maintain their skills in a role-playing situation.


Cooking
Hunting
Tracking
Swordplay
Horse Riding
Archery
Stealth
Carpentry
Smithing
Healing
Communication.





END OF FIRST POST! This is only the essential required to create a character so is the only stuff needed to be included in one post.

New post!

RPG Economy

Upon joining the RPG each person receives 100 gold, thereon each player receives 50 gold per turn chat, in theory about 100 gold per week extra, extra revenue can be gained by businesses, revenue from land etc.

BANKING
All accounts are kept at the Bank. Salaries are added to all accounts after each turn chat. All transactions must be posted at the bank with a link to the transaction post or a copy of the PM/email where the transaction occurred. Only one party of the transaction should make the transaction post, to avoid confusion. If the transaction is made at a business, the business owner will post the transaction. All amounts are rounded to the nearest whole number. Private transactions should be posted immediately. Businesses may hold their transactions until the day of the next turn chat and post them all at once.

Loans
Simple loans are available from the bank at 5% or 10% interest, after the researching of Banking inside of the game. 5% loans are for the purchase of assets (items, stores, etc.). 10% loans are signature loans and can be taken for any reason. Loans are repaid over a maximum of 3 terms. Maximum loan amount is 1/2 of your expected income over the loan period. All calculations will be based on an expected 8 turn chats per term. Loan payments are deducted automatically from salaries. A citizen may have only 1 outstanding loan at a time. Loans may be paid off early but no refund of interest is given. Contract salaries are figured assuming 10 turns per chat.

Stores/Shops:
OFFICIAL BUSINESSES
these are business threads run by a Manager (or an Assistant) that sell goods at the official market price (as set or authorized by a Manager). They record all transactions to the bank at each turn chat. They do not record profits.

PRIVATE BUSINESSES
The first private business that a player creates is free, following that every business thereafter costs differing amount of money to set up as shown below.

Place of Business start-up expenses
2000g: Large goods (houses etc)
1000g: Small Goods (food, clothes)
500g: Services (no goods exchanged)
0g: Non-profit organizations (no goods or services exchanged)

If a player wants to create a second business, that business start up costs must then be multiplied by the number of business you have previously.

Size factor:
Personal business: x1
Private company: x2
Public company: x3
Corporation: x4

Supply
It is assumed that each business has enough material to supply their customers.

Technology Restrictions
The technology of items sold can be no more advanced than one tech above our current knowledge in the actual Civ4 game.
Example: If we have Bronze Working then Iron Working is one advance away. Items dependent on Iron Working (sword, metal armour, etc) could be legally sold.

Taxation
Large goods businesses are taxed 20% of total income
Small goods businesses are taxed 10% of total income
Service businesses are taxed 5% of total income
Non-profit organisations are not taxed

Selling the shop
Businesses can be sold or liquidated. When liquidated, 50% of the Place of Business costs are returned to the seller. If sold to another private owner the price is negotiated. The buyer will then need to pay normal legal start-up fees but will not have any Place of Business expenses.


NEW POST!

Land Management
Tile Costs
Base tiles cost 50 gold
Commerce icon adds 50 gold per icon
Hammer and Food icon adds 30 gold per icon
If the tile is currently being "worked", and extra 100 gold is added

Tile Benefits
5 gpt per plot plus...
5 gpt per Commerce icon and
3 gpt per Hammer and/or Food icon

Additional Rules
A person can only own a maximum of 20% of the total land of the empire.
Buildings cost x2 for building on a hill or mountain due to the difficulties of heights.
Private property can be sold to any other citizens for any amount both citizens agree to. Both parties must PM the Land Manager by Friday for the transfer to become finalized, otherwise it might not be recognized until the following week.

Foreign Control
Any tile that falls under foreign control will automatically revert back to no ownership. All buildings on the tile will be considered destroyed. If the tile is re-gained, then it is placed on sale again. Tiles that no longer lie in our borders, but do not fall under foreign control will no longer produce the virtue point benefits. However, the owner will keep possession of the tile. Buildings will remain on the tile but may require a refurbishing cost depending upon type of building and length of the loss.

Tile Purchasing
New tiles will become available at the land managers discretion, who will post a thread with a list of the tiles available for purchase. Each person lists five tiles they want in order of preference. Players who do not currently own any land get priority over those who do. A player must have enough gold on hand to buy the tile. If more than one citizen wants the same piece of land, a random drawing will decide who gets it.

Absence
If any citizen has not posted at CFC for over four weeks and has not posted in any absence thread, the Land Manager may buy back any land at current purchase price. This land may be re-sold to other citizens


--------------------------------

Well thats the proposed rule set, does anyone have any ideas? things they want to include, things they want to get rid of???

robboo
Apr 03, 2006, 08:16 PM
Add fishing as a skill...lots of rivers and lakes and some could have been purchased.

Sounds good on income. And the other rules.

BCLG100
Apr 03, 2006, 08:21 PM
K im going to create the player register just so we can get people joining all ready.

BCLG100
Apr 03, 2006, 08:44 PM
is there any interest in possibly starting off with more gold, like say 500 or 1000 or something along those lines? means people can start buying stuff straight away.

also shall buissness which were created in the last game be carried forward into this one?

robboo
Apr 03, 2006, 08:50 PM
give a land allowance of xxx to purchase land only(1 tile only)...is one idea that way everyone can get a basic level of land when they start instead of waiting on gold.

They can add their salary gold to it to increase what they can buy.

BCLG100
Apr 03, 2006, 08:56 PM
sorry probably just me being retarded but what do you mean?

robboo
Apr 03, 2006, 09:15 PM
When a person joins you give them a set amount of gold to purchase land. For example..everyone gets 150 gold to purchase land, they can not use it for anything else. They can hold it and then add their salary gold to it to buy a more expensive tile. That way you dont have to give a bonus of a large sum of gold. Sorta give new playersa quicker way to earn gold and creates interest by not having to wait 2 or more weeks to buy a good hunk of land.

BCLG100
Apr 03, 2006, 09:19 PM
Well how about 200 gold then? as the 'good' tiles tend to cost about 300 so 200 and wait a week means that they could then afford the next tile, however i dont just want everyone to immediatly be buying land upon entering the game. maybe we should ration the land being sold until more people arrive? like say just around the one city depending on how many people we have.

robboo
Apr 03, 2006, 10:24 PM
That would work or only allow the tiles right next to the city to be for sale in all of the cities, then open up the remainder of the"fat cross" and then the extended borders.

You can either set these as set point of once x % is bought or as x number of people join.

The reasonig behind this idea is that primitive people staye dclose to the settlements and as more technology become available they moved outward...just a thought.

GeorgeOP
Apr 03, 2006, 11:12 PM
I think as land manager I should have not allowed all tiles right away. And until we have more participation in the RPG, we should limit it to one city. Otherwise each city could become a mini fiefdom.

BCLG100
Apr 04, 2006, 06:19 AM
yer how about 10 people per city playing or something along those lines?

robboo
Apr 04, 2006, 07:57 AM
Sounds good..base the amount of land on how many people.

Also the land will be improved by the time we get to it so no one can buy it and then manipulate the demogame to improve thier land for larger profits.
(Assuming we start up at BW.)

Conroe
Apr 04, 2006, 10:06 AM
This may be a stupid question ... but I don't see any threads addressing it ...

What is the significance of the characters stats? In other words, why do I care what my strength and agility is? The RPG seems to be an economic game centered around acquiring property and establishing businesses. Am I missing something?

BCLG100
Apr 04, 2006, 10:53 AM
Thats a very fair point, how will we address that? initially its just for people to use them as they please, giving them greater ability for role play etc through this people could gain more stats and then continue the role playing aspect. initially they were included because following the first game we had 'tournaments' where people gained prize money etc if they won and the stats were included in working out the results of that. if were going to do it that way we should change the stats system, possibly to something like this

armed combat
unarmed combat
horsemanship
etc

what does everyone think of that or is there some way we could encorporate the current way to the new rpg?

robboo
Apr 04, 2006, 11:20 AM
I guess it depends on what you want to do...a traditional game like "he who took his ball and went home" had in mind with "quests" and "challenges" or an economic and tournament type game like you mentioned.

Both have their own appeal....if we had more than us two signed up we could vote. Or we can decide now and see if it draws people. If more people dont show up..seems pointless...

cough cough George, Swiss, Future...

BCLG100
Apr 04, 2006, 11:28 AM
well announcement on the main page has resulted in more people viewing the forum and some such as conroe posting :)

GeorgeOP
Apr 04, 2006, 12:26 PM
i will be creating my character Sunday, hopefully. I want to create a new persona. I vote to have quests and challanges. You can still be the money hoarde and not compete in the quests and such, or you could not worry about buying things except things that will help you in quests. If you do the second option, it would pigeon hole more people into being the money hoarde. Personally, I'd like to do a little of both.

BCLG100
Apr 04, 2006, 12:37 PM
i will be creating my character Sunday, hopefully. I want to create a new persona. I vote to have quests and challanges. You can still be the money hoarde and not compete in the quests and such, or you could not worry about buying things except things that will help you in quests. If you do the second option, it would pigeon hole more people into being the money hoarde. Personally, I'd like to do a little of both.


well we can have 2 seperate but together entities? you could take part in both parts of the game, or one or the other parts, theres no reason to say why one wouldnt work.

Conroe
Apr 04, 2006, 01:06 PM
I guess it depends on what you want to do...a traditional game like "he who took his ball and went home" had in mind with "quests" and "challenges" or an economic and tournament type game like you mentioned.The rule set, thus far anyway, appears to be designed to implement a monopoly style game. You buy tiles (aka property) and start up a business (aka a hotel). Don't get me wrong, I like monopoly and that is why I am interested in your RPG.

But, the rule set is incomplete. What is the incentive for a character to go into a business and spend some money? My assumption was that the character stats were somehow involved. But then, truly what is the purpose of the stats? If you are going to have "quests" or "tournaments", wouldn't it just be best to put all 10 stat points into, say strength and then wait for a "strength challenge" to come along? The rule set needs to define how these stats are to be used or remove them from the rules.

Also the land will be improved by the time we get to it so no one can buy it and then manipulate the demogame to improve thier land for larger profits.Unfortunately, the land pricing system is designed for this type of manipulation. It is really great that you have created a method that values a flood plain more than a desert tile. But, the value of a tile changes over the course of the game without any intervention by the owner of that tile. It is further complicated by the fact that a tile improvement costs 100 gold if it is already built, but is free if built after purchase. Thus, the optimal strategy becomes to buy unimproved tiles and then get elected governor.

You can still be the money hoarde and not compete in the quests and such, or you could not worry about buying things except things that will help you in quests. If you do the second option, it would pigeon hole more people into being the money hoarde. Personally, I'd like to do a little of both.The problem with being a money hoarde and never spending it is that it can quickly become boring. I mean, really, what's the point? Think about what you would do if you won the lottery ... would you put it ALL into the bank and go on living life exactly the same? The accumulation of wealth for the sake of wealth is uninteresting. The RPG needs to have a compelling reason to accumulate and spend wealth. Or, is the goal of this RPG, like the game of monopoly, to have more money than any other player?

BCLG100
Apr 04, 2006, 01:24 PM
The rule set, thus far anyway, appears to be designed to implement a monopoly style game. You buy tiles (aka property) and start up a business (aka a hotel). Don't get me wrong, I like monopoly and that is why I am interested in your RPG.


Well i like the monopoly style game as well, however i do like a bit of roleplaying involved otherwise all that happens is a game which is just an accumalation of wealth..

But, the rule set is incomplete. What is the incentive for a character to go into a business and spend some money? My assumption was that the character stats were somehow involved. But then, truly what is the purpose of the stats? If you are going to have "quests" or "tournaments", wouldn't it just be best to put all 10 stat points into, say strength and then wait for a "strength challenge" to come along? The rule set needs to define how these stats are to be used or remove them from the rules.


well in a way that can be seen but just because someone has the strength of an ox would mean that he could therefore have the ability to use his strength as a doormat. heres how i see the stats working though this may be different to what everyone else thinks,

armed combat
unarmed combat
horsemanship
etc

these i think would give more use to the stats as would then allow such things as chariot racing, fighting etc, with winners etc recieving bonuses maybe stats or money. or recieving money as a prize and then over the course of a few tournaments they gain a stat point or something?

Unfortunately, the land pricing system is designed for this type of manipulation. It is really great that you have created a method that values a flood plain more than a desert tile. But, the value of a tile changes over the course of the game without any intervention by the owner of that tile. It is further complicated by the fact that a tile improvement costs 100 gold if it is already built, but is free if built after purchase. Thus, the optimal strategy becomes to buy unimproved tiles and then get elected governor.


Then how about when land is developed within the game, you have to pay half the price as it would cost for each upgrade before you recieve the bonus.

i.e. a tile with 4 commerce on would cost 50 gold right now i think?
but a tile with no commerce on would initially cost 50, therefore the tile upgrade would cost an extra 100 gold, leaving total cost as 250. this brings a sense of realism as people are looking to buy land that would be updated in the future but would also give importance to people finding. another idea could be that you multiply a base amount of gold by the time itd take a worker to complete the job but this would require quite a lot of work by the land manager.

The problem with being a money hoarde and never spending it is that it can quickly become boring. I mean, really, what's the point? Think about what you would do if you won the lottery ... would you put it ALL into the bank and go on living life exactly the same? The accumulation of wealth for the sake of wealth is uninteresting. The RPG needs to have a compelling reason to accumulate and spend wealth. Or, is the goal of this RPG, like the game of monopoly, to have more money than any other player?

how about then a reason to spend the large amounts of money? maybe a conflict system between tiles as swiss was talking about awhile back? buying units etc.

GeorgeOP
Apr 04, 2006, 03:31 PM
Unfortunately, the land pricing system is designed for this type of manipulation. It is really great that you have created a method that values a flood plain more than a desert tile. But, the value of a tile changes over the course of the game without any intervention by the owner of that tile. It is further complicated by the fact that a tile improvement costs 100 gold if it is already built, but is free if built after purchase. Thus, the optimal strategy becomes to buy unimproved tiles and then get elected governor.
Land value fluctuates greatly in real life for no reason of the owners. My parents bought a house in 86 for $50K. I bought it from them in 03 for $120K. It has just been apraised for $154K. I did nothing to the land, it simply went up in value because of what the government has been doing in the area. The difference is that in cIV, I can look at a tile and I know exactally how much it will be worth after it is improved. Also, you don't get a bonus for it being worked. It costs an extra 100 gold to buy, but you don't get extra money for it. That was because those plots are so valuable already, I wanted a system that helped make it more expensive. It was cheap and easy for me to implement, but you see the problem with the easy meathod.

I didn't mean I would play two characters. I said since my character got deleted, I would create a new one that was different. I said I'd play a little of both, meaning I'd quest sometimes and be a hoarde other times, however I was feeling at the time. By hoarde, I simply meant someone who buys land and uses it to make money, never using their stats. Other people will want to quest and use their stats to gain money. We need to find someway to allow both, imho.

Conroe
Apr 04, 2006, 04:31 PM
heres how i see the stats working though this may be different to what everyone else thinks,
armed combat
unarmed combat
horsemanship
etc
these i think would give more use to the stats as would then allow such things as chariot racing, fighting etc, with winners etc recieving bonuses maybe stats or money. or recieving money as a prize and then over the course of a few tournaments they gain a stat point or something?Now, that looks interesting!

Are you proposing something on the order of civ's promotion system? In other words, characters accumulate experience points that can be used towards promotions? Alternatively, it could be skills that are learned (at an Academy) and then experience using that skill could be acquired through tournaments. Someone could then start up a business teaching combat training while someone else builds a colosseum and runs tournaments.

Either way, Armed Combat II is a lot more interesting than Str=7 and Agi=8.

It was cheap and easy for me to implement, but you see the problem with the easy meathod.I can certainly understand why the current cost/benefit structure was put into place. It's not that it is a bad system; it does have certain advantages. Just so long as everyone is aware that it is also subject to manipulation and certain inefficiencies.

Then how about when land is developed within the game, you have to pay half the price as it would cost for each upgrade before you recieve the bonus.Personally, I would remove the in-game development of land from the RPG. That is the only way that you will truly remove manipulation or the apppearance of manipulation from the RPG. The price of the land should be fixed based on the type of the tile rather than what the tile produces. Using your current pricing structure:

desert tiles cost 50 gold and generate 5gpt
grassland tiles cost 110 gold and generate 11gpt
grassland river tiles cost 160 gold and generate 16gpt
flood plain tiles cost 190 gold and generate 19gpt
grassland hill tiles cost 110 gold and generate 11gpt

Anyway, you get the idea. The above numbers use the unimproved cost/benefit of the tile. If a cottage is built on that flood plain, the RPG value does not change: it still generates 19gpt. In order to improve the value of the land, you must build something on it (ie a business) within the RPG.

how about then a reason to spend the large amounts of money? maybe a conflict system between tiles as swiss was talking about awhile back? buying units etc.Ah, now there's the $64,000 question. What do you spend the money on? Can you elaborate on the conflict system? Are you talking about hiring mercenaries to wrest control (and ownership) of a neighboring tile?

BCLG100
Apr 04, 2006, 05:11 PM
Now, that looks interesting!

Are you proposing something on the order of civ's promotion system? In other words, characters accumulate experience points that can be used towards promotions? Alternatively, it could be skills that are learned (at an Academy) and then experience using that skill could be acquired through tournaments. Someone could then start up a business teaching combat training while someone else builds a colosseum and runs tournaments.

Either way, Armed Combat II is a lot more interesting than Str=7 and Agi=8.

Thats what i was thinking, however just wondering what everyone else thinks, it allows the buissness part of the rpg to interlock with the rpg part of it.

I can certainly understand why the current cost/benefit structure was put into place. It's not that it is a bad system; it does have certain advantages. Just so long as everyone is aware that it is also subject to manipulation and certain inefficiencies.

Personally, I would remove the in-game development of land from the RPG. That is the only way that you will truly remove manipulation or the apppearance of manipulation from the RPG. The price of the land should be fixed based on the type of the tile rather than what the tile produces. Using your current pricing structure:

desert tiles cost 50 gold and generate 5gpt
grassland tiles cost 110 gold and generate 11gpt
grassland river tiles cost 160 gold and generate 16gpt
flood plain tiles cost 190 gold and generate 19gpt
grassland hill tiles cost 110 gold and generate 11gpt

Anyway, you get the idea. The above numbers use the unimproved cost/benefit of the tile. If a cottage is built on that flood plain, the RPG value does not change: it still generates 19gpt. In order to improve the value of the land, you must build something on it (ie a business) within the RPG.


seems like a reasonable way however maybe could round the figures, so its 5, 10, 15, 20 etc. also land prices need to be more expensive, though i appreciate this was only an example.

Ah, now there's the $64,000 question. What do you spend the money on? Can you elaborate on the conflict system? Are you talking about hiring mercenaries to wrest control (and ownership) of a neighboring tile


exactly what i was thinking, this causes people who want to get involved in land have to do something with it rather than just sit there with it and let it accumulate wealth for them.

moonshine_MS
Apr 04, 2006, 06:12 PM
Ah, now there's the $64,000 question. What do you spend the money on? Can you elaborate on the conflict system? Are you talking about hiring mercenaries to wrest control (and ownership) of a neighboring tile?

Whish could be a business? Ownership of Mercenaries.This gets more interesting as i look through.

I vouch for the hording/questing RPG, as this will incorporate two fun aspects intothe game. I also agree with the fixed price terrain tile idea.

Just my 2pence, now I'm off to bed.

robboo
Apr 04, 2006, 06:31 PM
I liek the land value system we have in place. and the income it seems balanced. Fixed tiels cost woudl not let anyone purchse inhope of big gains. Its call land speculation and it is a killer concept for the RPG---think long term and Uranium. :)

BCLG100
Apr 04, 2006, 06:34 PM
Whish could be a business? Ownership of Mercenaries.This gets more interesting as i look through.

I vouch for the hording/questing RPG, as this will incorporate two fun aspects intothe game. I also agree with the fixed price terrain tile idea.

Just my 2pence, now I'm off to bed.

maybe not ownership of mercenaries but ownership of say equipment for war such as swords and stuff, it could be say assumed that wach tile comes with 100 men.

Conroe
Apr 04, 2006, 06:42 PM
I liek the land value system we have in place. and the income it seems balanced. Fixed tiels cost woudl not let anyone purchse inhope of big gains. Its call land speculation and it is a killer concept for the RPG---think long term and Uranium. :)
Well, you were the one that was originally concerned about manipulation (http://forums.civfanatics.com/showpost.php?p=3890081&postcount=12). That is why I suggested a flat rate system.

maybe not ownership of mercenaries but ownership of say equipment for war such as swords and stuff, it could be say assumed that wach tile comes with 100 men.Well, if you implement your suggestion to replace the stats with a learned skill system, land owners could then "hire" other RPG characters for this purpose. Those folks would have to purchase their weapons from a business that sells weapons. Just a thought ...

BCLG100
Apr 04, 2006, 06:47 PM
thats an idea but a 'war' couldnt really be fought between like 5 or 10 people so they could be in command of an army, however skills such as unarmed combat and chariot races wont really apply as much there.

jimbob27
Apr 04, 2006, 06:50 PM
Totally off topic here..... but I know the topic of BCLG100's signature.

Popeye's balls!!!!!

BCLG100
Apr 04, 2006, 06:54 PM
thanks for that jim :) planning on joining the rpg then?

Conroe
Apr 04, 2006, 06:57 PM
thats an idea but a 'war' couldnt really be fought between like 5 or 10 people so they could be in command of an army, however skills such as unarmed combat and chariot races wont really apply as much there.
Well in [civ4] you take about 5 or 10 units to attack an enemy city defended by 3 or 4 units. Your best attacker is matched up to the best defender and the RNG determines the winner.

Same concept in the RPG. I, as land owner, have archer training and I own a bow. You, a neighboring land owner, have unarmed combat and chariot. If you own a chariot, your chariot skills will be taken into consideration. If not, only your unarmed combat will be considered. Throw it all into an RNG and determine a winner. One on one combat ... the victor gets the spoils ... whatever they are ...

The concept is doable. Obviously, though, many of the details would need to be fleshed out before it is ready for prime time.

BCLG100
Apr 04, 2006, 07:03 PM
I see what you mean, these skills could then be transferred over in to tournaments and the such like, therefore would be some importance for being skilled in unarmed combat. however much as i like talking about new rules is the majority of the rest of the rules alright and if so what stats should we include, so far i can think of.

unarmed combat
combat with sword
combat with spear
archery
horse archery (do we have that tech yet?)
chariot racing
horse racing
horseback fighting.

how about this, tournaments where you can gain small monetry rewards and build stats but the combat field is where there put into practise :)

Conroe
Apr 04, 2006, 07:16 PM
however much as i like talking about new rules is the majority of the rest of the rules alright and if so what stats should we include, so far i can think of.Good list ... Looks like you are just going through the units and matching them up with skills. Definitely works for me. What about skills like Horse Archery require the student to already have a knowledge of Horsemanship or Archery? Just a thought ...

I think you should include the labor skills, as well. If someone wants to work in a construction company building houses, they better have the cottaging skill. Or, if someone wants to open a Savings & Loan, they would need banking skills. Maybe even have an entrepeneur skill before someone can open a business ... You can take it as far as you like ...

Do the skills have different levels of experience? In other words, is there Archery I, Archery II, ... Archery N? In other words, attend an academy to gain the Archery skill, and then through combat (or even more training) pick up experience to get to Archery I. Or does that get too complicated for someone to manage?

how about this, tournaments where you can gain small monetry rewards and build stats but the combat field is where there put into practise :)I think tournaments should be run by business owners of a colosseum. Let them charge whatever entry fee they want and provide whatever rewards to the winners.

BCLG100
Apr 04, 2006, 07:28 PM
Well yes they should give out the monetary rewards, theres no reason to say you HAVE to have a colosseum to have a tournament, just a piece of land, however realism should dictate that people who take part in tournaments more would get better, so like the number of tournaments taken part in would increase another stat point.

so if originally had a strength skill of 6, that person takes part in 7 tournaments skill is then raised to 7. then they have a skill level of 7 so if they took part in another 8 tournaments that skill would rise to 8 and so on and so forth.

stuff such as labour stuff could go under a different skills section though, the combat system could be stats while non combat could be skills.

Conroe
Apr 04, 2006, 07:53 PM
however realism should dictate that people who take part in tournaments more would get better, so like the number of tournaments taken part in would increase another stat point.If a person participates in 7 tournaments and loses in all 7, have they really gotten any better? I think the tournament winner should be the only person to have an opportunity for advancement.

so if originally had a strength skill of 6, I'm a little confused here by your use of strength skill. I was under the impression that you were proposing that the strength, agility, etc. stats be replaced with a skill-type system. Maybe I misunderstood you -- defintely possible.

Frankly, I do not understand the stats system that is in the ruleset. I realize that I have 10 points to divide up amongst 8 stats. But, I don't really know how those stats are used within the game to determine an outcome to an event. And without that knowledge, I cannot make an intelligible decision of what my stats would be. That, BTW, is the main reason that I have yet to register for the RPG.

BCLG100
Apr 04, 2006, 08:03 PM
ah i was merely using strength as an example, a better oen would of course been

unarmed combat of 6 etc. my fault so my apologies.

Ah well i havnt changed the stats in the main page just yet because we havnt finalised a stat list.

stats i seee as this
unarmed combat
combat with sword
combat with spear
archery
horse archery (do we have that tech yet?)
chariot racing
horse racing
horseback fighting.

skills as
comunications
fishing
entertaining
building etc,

maybe we could limit the skills as well, say 2/3 per person?

moonshine_MS
Apr 05, 2006, 08:01 AM
*coughs* Wants a rogue-ish skill, like Assassination or something.

robboo
Apr 05, 2006, 09:14 AM
no horse archery yet...as SoW I asked not to research it so we can maintain our UU longer. Since our UU is better than horse archers.

Yeah add something like "run away" also...You never know when you might have to fight a killer rabbit. ;)

BCLG100
Apr 05, 2006, 02:10 PM
Creating a Character

To create a character you need
Name (we much prefer if you give your character a name similar (or exactly the same) to your forum name)
Age
Gender
*Biography/Physical Appearance

*Optional

Stats

To enhance your character you can give it various stats, the stats all initially have 5 points in, you have 10 additional points you can spend on each one, and you can only gain additional points through bonuses.

unarmed combat
combat with sword
combat with spear
archery
chariot racing
horse racing


Skills
Optional as well



Skills are another section to enhance the believability of your character, your character receives 2, and once again the management will award bonuses for people that maintain their skills in a role-playing situation.


Cooking
Tracking
Carpentry
Smithing
Healing
Communication.




any other skills anyone can think of? maybe assasination when we get spys moonshine??? i highlighted the changed bits.

robboo
Apr 05, 2006, 02:52 PM
Merit flaws dont make much sense since those traits that it effects arent listed any more..unless we are still keeping them and I misunderstood.

Also Chariot racing is listed twice...

BCLG100
Apr 05, 2006, 03:27 PM
ah so it is :) ill delete merit flaws for time being then and change the chariot racing then update the rules :)

GeorgeOP
Apr 09, 2006, 10:26 AM
@ice: I didn't want to pollute your bank thread with this talk. In the first RPG, we agreed that players should have four weeks before their land is taken away. I think this is a good length, and think the same should apply to the bank. However, I don't think it should just be deleted. It should simply become inactive and not accrue any more income. That part is up to you and your work, but the length should be increased, imho.

Also, I'm tweaking the land rules, so those of you who bought land before, prepare for a couple of new tweaks.

ice2k4
Apr 09, 2006, 10:30 AM
I also thought that accounts should be held inactive instead of deleting, but in one of the threads I read they should be deleted. Seeing that the person who posted that isn't around the RPG anymore, I think I'll put a fourth post in the thread for inactive accounts. However, I believe two weeks is a good amount of time. People should post or send a pm to me if they know they'll be away. (And yes there are some extraordinary exceptions which is why I'm going with your inactivity idea.)

Thanx.

-Ice2k4

GeorgeOP
Apr 09, 2006, 11:22 PM
Base Tile Costs
Each tiles cost 50 gold
Commerce icon adds 50 gold per icon
Hammer and Food icon adds 30 gold per icon
These are the starting costs for the tiles and can go higher.

Tile Benefits
5 gpt per plot plus...
5 gpt per Commerce icon and
3 gpt per Hammer and/or Food icon

Additional Rules
The Land Manager shall limit and allocate how much land is available to purchase. Roughly 10 tiles per 5 open bank accounts will be available for purchase. This is not a strict limit or minimum.
Buildings cost x2 for building on a hill or mountain due to the difficulties of heights.
Private property can be sold to any other citizens for any amount both citizens agree to. Both parties must PM the Land Manager 24 hours before the TC for the transfer to become finalized, otherwise it might not be recognized until the following TC.

Foreign Control
Any tile that falls under foreign control will automatically revert back to no ownership. All buildings on the tile will be considered destroyed. If the tile is re-gained, then it may be placed on sale again. Tiles that no longer lie in our borders, but do not fall under foreign control will no longer produce the virtue point benefits. However, the owner will keep possession of the tile. Buildings will remain on the tile but may require a refurbishing cost depending upon type of building and length of the loss.

Tile Purchasing
New tiles will become available at the land managers discretion, who will post a thread with a list of the tiles available for purchase. Each person lists which tiles they want and for how much. A player must have enough gold on hand to buy the tile. Highest bid wins.

Absence
If any citizen has not posted at CFC for over four weeks and has not posted in any absence thread, the Land Manager may buy back any land at current purchase price. This land may be re-sold to other citizens

Here are my proposed rules for the Land Management. Any discussion?

BCLG100
Apr 10, 2006, 05:52 AM
That seems good, only change was the additional rules part???

Soon as we get the land thing done we could start discussing land conflict.

ice2k4
Apr 10, 2006, 09:26 AM
I find that all pretty good, I believe someone should take on the job of land manager. Again, as I posted in the rebel pub, I will temporarily take on the job if needed, unless someone else is willing to do it. Anyway I think we should get land management going by this week.

BCLG100
Apr 10, 2006, 10:15 AM
Well George was it last time and he said he was quite willing to continue, so the job is his, plus he has written a fair bit of the rules for it :)

ice2k4
Apr 10, 2006, 10:36 AM
Ahh excellent, less work for me:goodjob:

robboo
Apr 10, 2006, 10:43 AM
I think George will take it...dont worry if we get burned out on teh "jobs " of bank or land manager we can switch off. especially if people go on trips or cant be around the computers. We would not even need to unstick the thread. just post a link on the first post giving a link to the later posts if we had to switch people. That way all records are in one thread.

GeorgeOP
Apr 10, 2006, 09:21 PM
Yes, I was going to take the job. I wanted to finalize the rules before I start the thread. I didn't do that last time and it took three pages to finalize the rules. I'll have the page up on Wednesday. Not by cIV right now.

BCLG100
Apr 11, 2006, 05:59 AM
K thats cool but am planning on holding a tournament when i finally have a piece of land to do it on, to which your all invited! :D

BCLG100
Apr 11, 2006, 06:04 AM
Also what would everyone think of a starting amount of 500 gold? it allows people to get playing straight away, for instance buying a piece of Land and some equipement etc rather than the 100 gold we have now where most have to wait for something :)

robboo
Apr 11, 2006, 09:31 AM
5e00 sounds good..th way i can justify this is our characters werent just standing around naked waiting for the RPG to start. They had supplies, houses and businesses. The 500 lets you customize your character by what he has.

ice2k4
Apr 11, 2006, 09:57 AM
Yeh I was just baout to post the same, I'm changing all accounts to 500 Gold before the turn chat and editing the rules to start with 500 Gold.

I would like to ask if I can edit another portion of the rules:

I propose your first business is free, and is taxed respectivley after every TC.
After your first business you are charged (These will be called starter's fees.):
Large Business- 350 Gold
Small Business- 200 Gold
Service- 150 Gold
Non- Profit Organization- 130 Gold

Taxes will all stay the same.

And you are also charged 20 Gold times the amount of business you already own (this will be called a entrepeneur's fee.) So if you own 2 business' already and you want to make another small business, you pay 200 Gold for the small business and 40 Gold for the starter's fee bringing your total to 240 Gold.


In addition to all the starter's fees. You will have to have a building for your business, which can be built by any of the current building business. For instance I set up the first one. (Builders of Boaring Wallows Incorporated.)

The final expense to starting a business is renting or buying land to put it on. Now since I haven't seen a draft of the land thread, I can't be sure how many business' can be placed on one tile. Your first business should be automatically located without any fee by the government (ruleset.)

Also building companies such as my own should be regulated by the bank and the land manager, so prices will always be in sync with inflation or land prices/business fees.


In doing this, the government (ruleset) does not determine the entire cost of making a business. It also encourages people to start business', while still taking out a nice chunk of their gold. At the moment we have few people, and we need to kickstart the economy and the land thread.


Edited:Put in spoiler for easier viewing, and added regulation of builders.

BCLG100
Apr 11, 2006, 12:30 PM
I dunno about lowering the price of a buissness, when we have more people then it will be far too cheap and everyone could be running around with 6 or 7 buissnesses, i think that they should stay the same as they are. they work fairly well so far. I think we should just see how this goes for awhile, its only been a couple of days and we havnt had an announcement yet, has anyone had any luck writing one up?

robboo
Apr 11, 2006, 12:57 PM
No leave where it is..the first business is free. Let them earn money to open a business. The more profitable or better business men will get to buy more businesses.

Relax about the land..George said he will post it on Wed...just have some patience and everythign will start clicking soon enough. We are further ahead right now than where we were when Stider left and in a much shorter time. We have more involvement, more people willing to work and no supreme dictator micromanageing everything to suit their own wishes.

I was like you in the demo game when I started..just remember things move at time frames of days instead of hours and weeks instead of days.

ice2k4
Apr 11, 2006, 01:58 PM
Im not complaining about the land thing, I was just mentioning it because I didn't wantto step on george's toes about it. I wouldn't want to add a land part to the bank rules without his conscent or it contradicting his rules. Anyway the reason why I made this change is so it makes a need. And making a need will help the economy because people will have to go and fill that need by going to a store that sells it (hope that wasn't confusing.) In turn building stores will open, and right now, as I see it, there are no needs in our economy.

BCLG, in regards to when more people join and it'll be too easy for them when building business. Since you can't raise those prices. If you looked where I post the government regulates builder's prices. We just raise the building price for business, and that solves the money issue. Believe me I worked this out from all different angles.

Edit** Also I want to emphasize the point of supply/demand. In the RPG (and I'm not saying do this right away + I understand it's slow now cause we only have about 10 people, probablly less) the first week of economic operation there have been, as far as I can see, 2 transactions. Both were by me buying from the rebel pub. Even though there was no reason to buy them, I bought them to help move money around.

I also propose a demand/supply system. Again regualted by the government. For now only involving large business. If I have a building company, I need wood to build houses. There are woodworkers, like robboo, who could supply me with wood. Only thing is at the moment I don't need wood because it dosen't say anywhere that I do. And people don't need stores/business built because it is assumed when they start a business it's already built. And when there business is opened as a woodworks business, whos going to buy there stuff if it's not nessecary for customers to have. See the cycle im getting at?
One thread, one post is all it takes. A government regulations thread. That would look like this.
Please note that all regulations are made up and units aren't correct either. This is for intensive purposes only.


To build a house you need 50 feet of wood.
To build a business you need 65 feet of wood, and 20 bricks of stone.
To build a palace you need 200 feet of wood 75 bricks of stone and 40 pounds of marble.
To supply wood you must own land or rent land in a forest.
To supply stone you must own land or rent land near stone and have one employee.
To supply marble you must own land or rent land near marble and have one employee.
To make a bow you need 1 block of wood.
To make 1 quiver of 10 arrows you need 2 blocks of wood and 1 brick of stone/bronze/iron.
To make 1 sword you need 2 bricks of iron.

So on and so forth, there arent many other categories I can htink of now, but I'm sure they'll arrive. This way it keeps a need for employees and a need for business. It moves money around the economy.

BCLG100
Apr 11, 2006, 02:17 PM
But 350 gold for a large buissness is a months wage, without anythin extra included. thats far too short amount of time.

ice2k4
Apr 11, 2006, 02:25 PM
No, no it's 350, and they have to have someone build the house if you read correctly. There total comes out to about 500, then they have the entrpeneurs fee. Which is an extra 20 gold. Also the need and supply thin I proposed would have them spending extra money. If we do the need and supply we'd have to lower the taxes a little, but it does create a reason for customers to purchase and business to start.

BCLG100
Apr 11, 2006, 02:35 PM
I see what you mean but as an average RPG'er me, i dont really understand what you mean, the rules need to be easy to follow i dunno maybe its just me.

What does everyone else think?

robboo
Apr 11, 2006, 02:40 PM
I dont like the resources idea...it gets too complex. Seriously I would have opened a saw mill or ore plant to reap the benefits. Lets just let the "taxes" collect on the items be the operating costs of raw materials.

Who is going to keep track if someone uses up all the trees on the land they own. NAh lets just leave it other wise we begin chasing our tails.

The economy is what brought down the first game. Lets not dink with it since we already have businesses going.

I havent done any transactions because I am waiting to purchase land then once I have a steady income from my land I can determine how much to spend. I dont want to buy a house and not have any place to put it.

Also I dont like that you make it sound that we HAVE to buy building in order to have a business..I mean thats a great market to corner..force everyone by the rules to be your customer...Did I miss understand?

BCLG100
Apr 11, 2006, 03:02 PM
Whats everyones opinions on Land conflict as well? there any desire for this?

robboo
Apr 11, 2006, 04:22 PM
not right now..maybe later after things start getting tight.

ice2k4
Apr 11, 2006, 04:29 PM
Sorry if I made it seem like I'm trying to force people to buy from me. I ws assuming someone would set up a second business parallel to mine so there would be competition, and if they didn't I'd pay 50% of my profit to the government. Another question, where do the taxes go? or are they jsut subtracted from each perosns account.

I don't want to make everything too complicated, but for example theres a woodworks shop or something, and they sell cut and carved wood, or even bows and arrows. Why would I buy from them if I could just say, oh, I already have X amount of wood and enough bows and arrows for two armies.There would be no point, and if noones spending, theres no economy. Maybe theres something I'm missing here. Anyway what is land conflict?

Edit**And the trees example you used, we would assume trees would be always in supply.

ice2k4
Apr 12, 2006, 10:21 AM
Well don't want to be to pushy, but if you put all my rule changes together, don't they make sense? They create an economy which we lack as of now. I'm going to sew them all together in a poll thread and have people vote on it. I guess the people's vote dose't really count much, I'm more concerned with Geroge's and BCLG's desicions cause there the ones mainly running it, but I just want to see what the public thinks of my idea, and find possible flaws. Remember 10 heads are better than 3.

BCLG100
Apr 12, 2006, 10:34 AM
Ice thats fine by all means do so, just i think it complicates the rules a bit much but maybe thats just me, if others think otherwise id be quite happy to change the rules thread.

ice2k4
Apr 12, 2006, 10:41 AM
Well it looks like it complicates the rules a bit, but considering I'm the banker and all, I'd be handling most of the workload off of this anyway. There not hard to follow and all, each business would just post their section of the rgulations in their business thread so they can always see how much it costs them to do a certain thing each time. Anyway, I guess we'll see what the public thinks (all 7 of us. :P)

BCLG100
Apr 12, 2006, 10:43 AM
Yes but that first of all could prove to be a lot of work for you, also if for whatever reason you maybe resign as banker then the next person would have a tough job.

ice2k4
Apr 12, 2006, 10:45 AM
True, but I don't mind the workload. And if I do decide to resign as banker, I'd tell you three monts ahead of time, so we can hopefully find someone to do it. I'd get a lsit of people actually, so if one drops out, the next one's ready to go.

BCLG100
Apr 12, 2006, 10:47 AM
But then its still complicated for the average joe nobody who is wondering just how much he'd have to pay etc. Anyways thats just my opinion.

ice2k4
Apr 12, 2006, 10:56 AM
Yeh, I do agree that it will get a little complicated (hopefully not to much), but I jsut don't see the average joe buying things, that he has no need for. And if there is no need....the nobody buys anything.

I am the Future
Apr 15, 2006, 05:53 PM
Why did you change the Stats? The old ones allowed for more varried charactors.

I personally dont want to be a Chariot Racer, or a sword fighter.

BCLG100
Apr 15, 2006, 06:37 PM
well we changed the stats because everyone that was involved in the discussion wanted them to be changed. the reason we changed the stats were because the old stats had no reason to be used. These new stats at least give people reason to use them- tournaments, combat etc. Whereas what use did the old stats have? except for roleplay which your quite welcome to add to your biography.

I am the Future
Apr 15, 2006, 07:28 PM
ARe their any ideas for nonphysical things that could be stats?

robboo
Apr 15, 2006, 08:40 PM
Future does have a point..all the stats are based on tournements. BUT future..you can describe your character anyway you like instead of using the physical stats.

I am the Future
Apr 15, 2006, 11:26 PM
Yeah, I understand that, and have tried to do that a bit, but it would still be nice to have a way to rank myself.

BCLG100
Apr 16, 2006, 06:45 AM
ARe their any ideas for nonphysical things that could be stats?


well new stats would be harder to implement but if you've got any ideas share them.....

ice2k4
Apr 25, 2006, 12:20 PM
I edited the rules for business a little, so it would encourage business to be bought and sold. IT has changed from,

when a person buys a business off of another person, he has to pay the negotiated price to the seller, and then pay a normal start-up fee (ex. 500 gold small goods, 1000 gold large goods etc.) He will now however have to pay an entrepreneur's fee (business start-up cost x how many business you currently own.)

The only part that has been changed is:
The buyer will only have to pay half the cost of the start-up fee.