Civilization Fanatics' Forums The Rules!

 Feb 24, 2005, 03:45 PM #1 Civanator Deity     Join Date: Dec 2001 Location: Gone Posts: 2,865 The Rules! DG6 RPG Rules, 1st Draft Land Management 1. Land provides a number of food, shields and commerce/gold (f/s/c or f/s/g) that it would if worked in a city, and produces it's value shown when clicked to view info in a game. This is pretty straight forward. 2. A city produces the number of food, shields, and gold seen in the city view, plus an additional gold for each population point. Example: Fanatica is size 6, so it's owner receives an additional 6 gold to his/her income. 3. Gold can be converted to food or shields, making 1/2 of either. 4. Land will be divided into 'sections' of tiles that can be in any size from 4-16, but for the most part not going past 9 or so. This is to help Land Management's record keeping. Income will still be calculated for individual tiles. 5. A single contigous territory with at least 5 tiles, earns added gold per tile. 5-9 tiles = +1 g/ti 10-14 tiles = +2 g/ti 15-24 tiles = +3 g/ti 25-49 tiles = +5 g/ti 50+ tiles = +10 g/ti Here is a chart to help you: Code: `TilesGold added to income5566778899------10201122122413261428------1545164817511854195720602160226623692472------25125261302713528140291453015031155321603316534170351753618037185381903919540200412054221043215442204522546230472354824049245------50500` The Feudal System(strongly encouraged, not required) A player who owns a large amount of territory will have difficulty keeping track of his or her land and income. A player may allow another to use his land as the new player's own. Some rules to consider: -The Lord of the land still collects added gold for his contigous territory. This includes the land he allows Vassals to use. -Vassals collect added gold for the land that is alotted to them by the Lord -A Lord may tax his Vassals as he sees fit, though it may not be what the Vassal wants. -A Vassal is considered to have sworn allegiance to the Lord upon taking the land, and the diplomatic relations of the Vassal to any other Lord's or foreign Vassals will be what his Lord's relations are. -A Vassal may rise up in rebellion against the Lord, and likewise, the Lord may use any means necessary to crush the rebellion. -If a Vassal succeeds in rebellion, his land is now completely his and is considered a new nation. ------------------------------------------------------------------------------- Characters 1. Each player may control 2 playable characters (PC's) at any given time. 2. Character statistics are the innate traits of the character. These are determined by the player. 3. A character cannot die of old age, or in a random event (unless the player states). A character can die in combat. Character Stats and Traits Intelligence - Determines how the character is intellectually, and their ability to solve problems. A high intelligence will help a character outwit his or her enemy in the battlefield Charisma - Determines how the person appears to other characters. A character with a high charisma will be able to command more soldiers in the battlefield. Constitution - Determines the physical strength and health of the character. A higher constitution increases the chances a character will come out of a battle alive or only minorly wounded. Dicipline - Determines how industrious they are at performing tasks, and how they can lead people and show patience. A higher discipline enables a character to command more units in battle, and increases a character's chance of survival in a battle. Agility - Determines the athleticness and quickness of the character. A character with a higher agility will have a higher survival rate. You may give your character stats (from 0 - 20). You get 65 points to put into these stats. 10 is average. Calculation for Unit Control (C^3*I^2*D)/200,000 C is Charisma I is Intelligence D is Discipline -------------------------------------------------------------------------------------------------- Conflict and Units Basics 1. Each player may raise a certain number of units per chat. This is based on their caste level and modified by their statistics. 2. Each character also has a maximum number of units that they can maintain command over. This is based on their statistics, and modified by their caste and territory owned. 3. Each unit costs one shield and one food per chat to be maintained in fighting order. A unit without this support becomes a half strength unit. After 2 chats at half strength the unit will disperse. 4. Each unit costs a number of shields to raise that is equal to 1/10 of the number of shields to build it in the Civ3 game. 5. Mercenary units must be supported with gold and cost gold equivalent to their unit raising cost each chat. (Example: It costs 3 shields to raise a swordsman. It would cost 3g per chat to maintain a mercenary swordsman.) 6. Units are stationed in a territory and can be assumed to be located anywhere inside that territory. A unit can move into (through) one territory per chat for each of its Civ3 movement points. If movement is not contested and is along roads a unit can move into (through) 3 territories per chat for each of its Civ3 movement points. A unit must always stop movement when it enters a contested territory. 7. Units in a contested area will fight using their unit attack/defense values from the Civ3 game modified by character warfare skills, terrain, defenses, etc. Forces may be destroyed, rebuffed, routed, etc. Unit 'Leasing' (Player Mercenaries) A player may have a surplus of units that he or she does not need, and can let another player's character 'borrow' that unit for a price. The unit will then be considered under the paying character's control and will effect his or her Unit Command. That unit cannot be used against his original owner and WILL defect if the new owner tries to use it in combat. This can result in a rear flanking and could cost the new owner gravely. Unique Units A player may create a limit of 1 unique unit for the entire game. This unique unit will be available to that player's characters for purchase for a limit of 3 turnchats. The player creates the stats, but are subject to approval by the (Conflict) RPG Manager. Unit Command As stated earlier a character has a certain amount of units he or she can control. That character can control more units than the alotted number, but they may defect, and can either pledge alliegance to a neighboring province, or become rogues. ----------------------------------------------------------------------------------------------- Nobility and Caste Rules 1. All characters begin play in a specific caste (Imperial, Royal, High Noble, Noble, Upper Gentry, Lower Gentry, Common). It is possible for a character to become a higher (or lower) caste through appointments and storyline effects. 2. The default government of the captial of the nation will be a Feudalistic Monarchy, and all characters will start with their allegiance to the Kingdom. Of course, anyone can rebel and set up their own government system. ``` Title male (female) Class King (Queen) Royalty Prince (Princess) Royalty Archduke (Archduchess) Royalty High Lord (Lady) High Noble Lord (Lady) High Noble Duke (Duchess) High Noble Marquis/Margrave (Marquessa) Noble Earl/Count (Contessa) Noble Viscount (Viscountess) Noble Baron (Baroness) Noble Baronet Gentry (civ) Knight Gentry (mil) Squire Gentry (mil) ``` *Note: If a player manages to somehow unite all player's under one contigous territory, he or she will be deemed Emperor or Emperess This is the standard system of Caste Ranking. It is default throughout the RPG as to prevent confusion. 3. Each caste gives a bonus for unit commanding. Royalty: +5 High Noble: +4 Noble: +3 Gentry: +2 4. Certain characters can give certain titles. -The general rule for giving a title is that a character can only give a title up to 1 rank below his. -Naming someone a Prince/Princess is considered naming an heir, unless it is otherwise stated. -And another exception to this rule: If a vassal successfully revolts agains his lord, he can proclaim for himself a title only to High Lord. 5. A certain amount of land is required before a character can attain certain ranks. King/Prince: 40 tiles (Unless it is DG Captial City and the territory around it.) Archduke: 36 High Lord: 32 Lord: 28 Duke: 25 Marquis: 22 Earl/Count: 18 Viscount: 15 Baron: 12 Baronet: None Knight: None Squires: None Knights and Squires do not require land as they can be supported by a higher caste, or be given units to command that are supported by their master. RPG Managers Because of the anticipated size of the RPG world, there may be multiple Conflict and Land Managers. This will be established at a latter date. ------------------------------------------------------------ This is the rough draft. I had planned on having this portion of the RPG start around the late ancient age. If that is not what players want, we can start a few days after the DG begins, but this may not be fun because we'll just have 1 city. Another thing i have thought about adding is Battlefield Formations and Tactics. We desperately need imput on this ruleset and anything that you may have a concern for. If we get good discussions, and people really want it, we can start 2 or 3 days after the DG begins. Edits- Land requirement for Nobility Titles are gone. __________________ Civ III:How To: Upgrade regular units to UU's! Last edited by Civanator; Feb 27, 2005 at 10:51 AM.
Feb 24, 2005, 04:55 PM   #2
Xerol
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Join Date: Oct 2002
Location: In an IDE.
Posts: 1,542
Something I noticed in your formula:
Quote:
 (C^3*I^2*D*1.5)/300,000
The *1.5 is unneccesary and can be simplified out:
Quote:
 (C^3*I^2*D)/200,000
^The above is equivalant and simpler.

Unless you intended it to be D^1.5 and typoed it.

(As far as most of this goes, I get the basic idea, just need to readthrough a few more times to process it all.)

 Feb 24, 2005, 06:27 PM #3 Octavian X is not a pipe.     Join Date: Jan 2002 Location: deceiving people with images Posts: 5,428 Like I suggested before, I'd modify the land rules a bit. Rather than selling tiles one-tile-at-a-time, I think we'd be better off if they were predivided into chunks of 10-20 tiles and sold. Income and prices from the tiles could still be calculated on an individual tile basis. My thought is that it would be easier to keep record of land this way, because keeping records of individual tiles is a pain - you'd be lucky to find a manager to do it. It also makes the combat manager's job easier, since unit locations could be described in terms on those chunks of land rather than tracking individual tiles - it's kind of like turning it into a game of Risk.
 Feb 24, 2005, 07:00 PM #4 Xerol Emperor     Join Date: Oct 2002 Location: In an IDE. Posts: 1,542 How about chunks of 4 or 9, since those fit in fairly well with the layout of the civ map? __________________ Xerol's Music [ homepage | last.fm ] (Updated 31 Jan 2009): Albums: Work-in-Progress: UnSynth | SynthCrap Vol. 1 | Temple Quest OST for a fictional game | Recycled CompoST | uRPG | Wasted Space | This Cannot Possibly Be Good For The Cat | | | EPs: album8 | album5 Free Image/File hosting, PM for details
 Feb 24, 2005, 07:16 PM #5 Civanator Deity     Join Date: Dec 2001 Location: Gone Posts: 2,865 Qwerty- Thanks for that. I had been using an old system, but this makes it easier. Oct- It is a good idea, and I think I would put it in something like Qwerty suggested with sections of 4 and 9, and maybe larger, or sometimes smaller. Other than that, I'm almost done whipping up the Battlefield Formations&Tactics parts to be implemented, if it is wanted. Edit- Another thing that was suggested was the implementation of buying or building homes/castles/fortresses. I am curious to see what people think on this matter. __________________ Civ III:How To: Upgrade regular units to UU's! Last edited by Civanator; Feb 24, 2005 at 07:27 PM.
 Feb 24, 2005, 07:28 PM #6 Xerol Emperor     Join Date: Oct 2002 Location: In an IDE. Posts: 1,542 The problem with using varied sections of 4 and 9 though is that you end up with overlaps, so if you're going to go with multiple sizes, how about groupings of 4, and then groupings of 4 groups(16 tiles), and for really large areas 4 groupings of 4 groups(64 tiles)? Of course you could always negotiate with several seperate chunks of 4, and not have to worry about operating in "lots". 4 also works out nicely because every city will have at minimum 4 tiles(3 + city square) to itself regardless of placement. (That's not to say you couldn't share tiles, but under ICS each city on average is gonna have 3 workables.) About the house/building thing: It could add an interesting aspect to the game, especially when it comes to combat and stuff like that(you'd have specific locations instead of generic tile areas to RP in). __________________ Xerol's Music [ homepage | last.fm ] (Updated 31 Jan 2009): Albums: Work-in-Progress: UnSynth | SynthCrap Vol. 1 | Temple Quest OST for a fictional game | Recycled CompoST | uRPG | Wasted Space | This Cannot Possibly Be Good For The Cat | | | EPs: album8 | album5 Free Image/File hosting, PM for details
 Feb 24, 2005, 07:53 PM #7 Strider In Retrospect     Join Date: Jan 2002 Posts: 8,984 About my efficiency system, the main idea of this was to make items/housing/etc. actually useful, instead of the pointless mess it was in the DG2 RPG. That was quite possibly one of the most looked forward to, and the most disappointing aspect of that RPG. My idea for this is to give each item/building a rating. IE: A desk will add a rating of .02% to that tile/sections income. Whereas a large house will add 12%. This can go over several of the factors, a fort on a section/tile can add a defensive bonus instead of a bonus to the income. Possibly create a defensive bonus, but make a penality towards the tiles income (Upkeep/maintence). __________________ We pen our fates on the parchment of time. While turning to pages yet unwritten. But do our stories end once the ink has dried? Are the echoes of history all that remain of the past? #454158
 Feb 24, 2005, 09:32 PM #8 Civanator Deity     Join Date: Dec 2001 Location: Gone Posts: 2,865 I've made up the Battlefield Tactics and part of the efficiency system rules, but my computer is slowing down right now so I'll post everything tomorrow. __________________ Civ III:How To: Upgrade regular units to UU's!
 Feb 25, 2005, 05:29 AM #9 Nobody Gangster     Join Date: Sep 2001 Location: Wellington New Zealand Posts: 5,339 how about we just write fun stuff, and have fun and leave the maths to school. __________________ "I'm Proposition Joe. You steal from me, I'll kill your whole family. " - Proposition Joe
 Feb 25, 2005, 11:29 AM #10 Ashburnham King     Join Date: Sep 2004 Posts: 827 Because complicated games need rules. If you want, you can set up RPG: Go Fish! and play that. But, this is obviously going to be an in-depth undertaking. And I, for one, am looking forward to it.
 Feb 25, 2005, 03:49 PM #11 Civanator Deity     Join Date: Dec 2001 Location: Gone Posts: 2,865 I have almost finished the Battlefield Formations & Tactics part, but I'm having a little trouble thinking of prerequisites for certain formations, and to figure their defensive and offensive bonuses. I'm thinking maybe having the player 'purchase' a general to command his troops, which will give certain tactics. Or we can have no prerequisites for the tactics. This is what I have so far: Tactics Center Charge- Troops charge straight for the middle of the enemy formation to try and split them apart Attack Right Flank- Troops attempt to overtake the enemy's right flank. Strengths: Attack Left Flank, Defend Left Flank, Weaknesses: Defend Right Flank Attack Left Flank- Troops attempt to overtake the enemy's left flank. Strengths: Defend Right Flank Weaknesses: Defend Left Flank, Defend Both Flanks Attack Both Flanks- Troops attempt to overwhelm both flanks of the enemy. Strengths: Defend Right/Left Flank Weaknesses: Defend Both Flanks Wedge- Troops attempt to penetrate the enemy's front line. Strengths: Center Charge Weaknesses: Cavalry Assault R/L/B Flank Cavalry Assault- Cavalry charges straight into the enemy's line and scatters them apart, while the infantry follows behind or on the flanks. Strengths: Center Charge Weaknesses: Wedge Cavalry Right/Left/Both Flank(s) Assault- Cavalry attempts to overwhelm both flanks of the enemy. Strengths: Defend L/R Flank, Wedge Weaknesses: Defend R/L/B Flank Cavalry Rear Assault- Cavalry attempts to get around the enemy and harass the rear. Strengths: Center Charge, Defensive Ambush Weaknesses: Defensive Position Ambush Right/Left Flank- Troops attempt to surprise the enemy in a hilly, mountainous, or wooded area. Strengths: Defend Left/Right Flank, Center Charge Weaknesses: Attack Right/Left Flank, Cavalry Flank Assault. Defend Right Flank- Troops keep alert for an anticipated attack on the right flank while they charge. Strengths: Attack Right Flank, Ambush Right Flank, Cavalry Right Flank Assault Weaknesses: Attack Left Flank, Ambush Left Flank, Cavalry Left Flank Assault Defend Left Flank- Troops keep alert for an anticipated attack on the left flank while they charge. Strengths: Attack Left Flank, Cavalry Assault Left Flank, Ambush Left Flank Weaknesses: Attack Right Flank, Cavalry Assault Right Flank, Ambush Right Flank Defend Both Flanks- Troops keep alert on both flanks for an anticipated attack while they charge. Strengths: Attack R/L/B Flank, Cavarly Assault R/L/B Flank, Ambush R/L Flank Weaknesses: Wedge, Center Charge, Cavalry Rear Assault Defensive Position- Troops stand their ground and take up defensive positions to break the enemy's charge. Strengths: N/A Weaknesses: N/A Defensive Ambush- Troops lie in wait for the enemy to charge or walk into a trap. Strengths: Center Charge, Cavalry Assault, Wedge Weaknesses: Flanking Manuevers --- Suggestions for Strengths/Weaknesses is appreciated, or if we should have strengths and weaknesses at all. __________________ Civ III:How To: Upgrade regular units to UU's! Last edited by Civanator; Feb 25, 2005 at 04:08 PM.
Feb 25, 2005, 04:04 PM   #12
Strider
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Join Date: Jan 2002
Posts: 8,984
Quote:
 Originally Posted by Civanator I have almost finished the Battlefield Formations & Tactics part, but I'm having a little trouble thinking of prerequisites for certain formations, and to figure their defensive and offensive bonuses. I'm thinking maybe having the player 'purchase' a general to command his troops, which will give certain tactics.
Why not, instead allow a player to choose a differant trait for there character? One of these traits could be "Natural Leader" or "Supreme General," or possibly even allow both. These can decide what tatics an army has.

If you like the idea, I'll be willing to compile a list of traits and what they do.
__________________
We pen our fates on the parchment of time.
While turning to pages yet unwritten.
But do our stories end once the ink has dried?
Are the echoes of history all that remain of the past?

#454158

Feb 25, 2005, 04:47 PM   #14
RoboPig
Deity

Join Date: Aug 2004
Posts: 2,640
Quote:
 Originally Posted by Nobody how about we just write fun stuff, and have fun and leave the maths to school.
I agree, why not have an RPG like last time. We dont need formulas

 Feb 25, 2005, 05:55 PM #15 Civanator Deity     Join Date: Dec 2001 Location: Gone Posts: 2,865 Strider- That's a great idea! If you would please, a list would be nice. Provo- It's good in thought, but the RPG is not affected by the DG, only with cultural boundaries and wars. If you're the President in the DG you dont get a bonus in the RPG. We did do that in the first RPG, but that proved a bit unfair for some people, so we kindly leave that out. Really, there is no 'legal' or 'illegal' economy. We probably wont go past the late Medieval Era because this is the time period where it is most fun. Technically there are no laws, and the DG constitution doesn't apply to the RPG. The Governor of a province is not responsible for anything in the RPG, so he doesnt have to map anything for the benefit of the RPG. Map Income already is calculated by what is on a tile. You earn what the tile says if you right click it in the game. I'll read more through your ideas when i have more time Provo. They seem good overall. Gulliver- If you look back at DG4RPG and DG5RPG you will see that the RPG was dead. Barely anyone participated. In theory yes, it is a perfect idea to just have fun stories and forget about gaming. In reality, that idea ran into the ground. I've watched the RPG in it's golden age, and participated, and I know first hand how fun it can be. On other matters, I can post a registry as soon as the rules are finished. The more people discuss the rules the faster this will move along. I really don't want to rush this like the DG constitution was. __________________ Civ III:How To: Upgrade regular units to UU's! Last edited by Civanator; Feb 25, 2005 at 06:05 PM.
 Feb 25, 2005, 10:37 PM #17 Octavian X is not a pipe.     Join Date: Jan 2002 Location: deceiving people with images Posts: 5,428 The traits are a good idea, Strider, though I do think that we can balance out the system more if specifically negative traits were added - ineffecient organizer, procrastinator, boring, coward, stupid, etc. I think a system of traits runs the risk of giving overpowering advantadges if one is not careful.
Feb 25, 2005, 10:42 PM   #18
Strider
In Retrospect

Join Date: Jan 2002
Posts: 8,984
Quote:
 Originally Posted by Octavian X The traits are a good idea, Strider, though I do think that we can balance out the system more if specifically negative traits were added - ineffecient organizer, procrastinator, boring, coward, stupid, etc. I think a system of traits runs the risk of giving overpowering advantadges if one is not careful.
Well... I was thinking of possibly allowing the player to choose an ??? number of traits, and then they receive additional ones (either good or bad) by taking part in the Feudal/Nobility etc. systems. An RPG Manager grants characters additional traits.

Of course, I'm still waiting on Civanator's reply, he's the one running the show. I'm just an idea man.
__________________
We pen our fates on the parchment of time.
While turning to pages yet unwritten.
But do our stories end once the ink has dried?
Are the echoes of history all that remain of the past?

#454158

 Feb 26, 2005, 08:05 AM #19 Civanator Deity     Join Date: Dec 2001 Location: Gone Posts: 2,865 They're great Strider, but as Oct said we do need a way to balance them. Maybe we can have the player pick the negative traits, like we had tried in this last RPG; I think that was the one. Maybe for winning certain types of battles or losing certain battles, or even attaining a certain Rank a character can get a trait, but it has to be random. Lastly, maybe for the tactics have certain 'levels' of offensive and defensive tactics to go along with Good Defender, Supreme Defender and all that. __________________ Civ III:How To: Upgrade regular units to UU's!
Feb 26, 2005, 08:57 AM   #20
RoboPig
Deity

Join Date: Aug 2004
Posts: 2,640
Quote:
 Originally Posted by Civanator Gulliver- If you look back at DG4RPG and DG5RPG you will see that the RPG was dead. Barely anyone participated. In theory yes, it is a perfect idea to just have fun stories and forget about gaming. In reality, that idea ran into the ground. I've watched the RPG in it's golden age, and participated, and I know first hand how fun it can be.
Yeah,but for DG5 there was one RPG with the bar,i cant remember what it was called, but you saw how many people read it.

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