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#4581 | |
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pshooooooooes
Join Date: Aug 2009
Location: NC
Posts: 1,852
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Quote:
Macedonia.
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Mosher94: my war dogs are breeding RapidoAzulSonic: Okay good I can skim over LH's post Mosher94: Mosher is a worse mod Mechaerik: ponie |
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#4582 |
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A Little Sketchy
Join Date: Nov 2005
Location: A Palace north of Oslo
Posts: 4,017
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Depends if a) I'll allow sneaks, and b) I want to let attackers adjust at all, and I'm currently inclined not to.
But it would be something to consider.
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"Much good work is lost for the lack of a little more." - Edward Harriman DRAW Your Own Story XI - it will finish, one day! ...Or perhaps you would prefer the annotated version? Double A: with his dying breath, the last of Tyo's fire wizards cursed [SonicTH's] games to be doomed to failure |
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#4583 | |
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OBANa
Join Date: Apr 2008
Location: Banning our way towards freedom
Posts: 2,194
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Quote:
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If you can read this, it's already too late. |
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#4584 |
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A Little Sketchy
Join Date: Nov 2005
Location: A Palace north of Oslo
Posts: 4,017
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AW HELL NAW!
I'd thought about an "early" Happy End by establishing the ERI and restoring the whole world to Blue. I also had (have?) some great RP reserved for an end war between TEH WOHRLD & Sombra-led Abhorrents.
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"Much good work is lost for the lack of a little more." - Edward Harriman DRAW Your Own Story XI - it will finish, one day! ...Or perhaps you would prefer the annotated version? Double A: with his dying breath, the last of Tyo's fire wizards cursed [SonicTH's] games to be doomed to failure |
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#4585 |
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A Little Sketchy
Join Date: Nov 2005
Location: A Palace north of Oslo
Posts: 4,017
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Alrighty, let's lay down a skeletal framework for this:
Claims and expansion ignored, assuming a continuation of MP. Politics Democracy or Dictatorship. Democracy: stronger roleplay influence on RR; dissent does not trigger rebellion; parliament can impose limits on power. Dictatorship: weaker RP influence on RR; dissent triggers uprising; full control of government. National powers For now, left as-is. I might nerf them, if I don't abolish them completely. Economy As stated previously. Pop x Industry = GNI; tax + world trade = state income. Every 1% of GNI invested increases industry by 0.01. Annexed/assimilated territories normalize industry to the average between the two states. Military Army - 10 gold, 1 pop, 2 maintenance; Air wing - 25 gold, 0.2 pop, 5 maintenance; Navy - 35 gold, 0.4 pop, 10 maintenance. Military tech increases purchase price and maintenance costs by 10% for each level, rounded normally. All forces pool, but players can outline deployment during/in preparation for war. Naval blockades of strategic straits will prevent amphibious assaults as long as a fleet remains present. Navies and air forces can provide fire support @ 20-plus-x% chance of effect, where x is the respective tech level. Navies can only support if they have routed the enemy fleet. For air, I'm still debating whether to use Tani's tiered system (fight the theatre and the winner takes the battlefield), or Sone's suggestion of simultaneous support. I'm even considering making them both options (Tani's as more of a steamroller but with the risk of higher losses, Sone's as less effective but more survivable), but I'm having trouble figuring out how to balance the numbers. Armies and navies can intercept aircraft at 10% and 20% odds, respectively. Battle is calculated based on Sone's system, where strength = #units * tech, and the RNG = sum of both sides' strength. Originally I was looking at an original formula for kill/rout/capture based on stand-alone tech level, but the numbers I was coming up with ramped up either too slowly or too quickly, so I think I'll stick with his unchanged. Warfare After order lock, battles are announced to provide the defenders and their allies time to prepare a response. I've decided on hard-capping reserves as all unallocated funds for the turn; thus it's worth keeping a surplus. You know, for emergencies. Occupied territory provides population but no income, and will rise up each turn; if a country has been completely conquered, these rebels benefit from half the old state's military tech level. Chance of pacification is a combination of occ. pop. to victor pop., conqueror's form of government, cultural similarity (or lack thereof), and the general RP history of the conflict, ranging from 1-10% each turn. I'm still not set on how collateral damage plays into campaigns. WMD Same rules as Tani's in how they operate. Ballistics investment represents missile quality; SDI investment the defence against. At a 1:1 ratio they cancel each other out, although there is a 1% chance of evasion due to Costs, however, are different. Each missile increases in price by 50%, and base price doubles by tier. Additionally, every standing warhead carries a fixed, but steep maintenance fee. Exact numbers yet to be determined. NPCs People probably know my stance on NPCs. While competent enough to support themselves and their allies, I will not go out of my way to have them steal the limelight. On Tani's forum, some of them may be played by the Downfall Gang, making it easy to surmise a nation's attitude and emphasis based on who's in control. Client rules are still in effect, but if I keep it, Tani's rather poorly-explained annexation system will only manifest if a player country's GNI is 75% greater; for expansionists, 50%. Revolt Risk Probability per turn of domestic uprising (dictatorship) or curtailment of executive power (democracy). The size and scope of the backlash is proportional to the % risk; excessively high risk (approaching 100%) can lead to mutiny in the former, losing one's own country in the latter. Aggravates: - High taxes - Military-to-civilian pop. ratio above 35% or below 10% - War-time casualties, but especially from rebellions in occupied provinces - Malicious roleplay - Generally aggressive behaviour Mitigates: - Low taxes - Altruistic roleplay - Generally peaceful behaviour Thus players should be able to reach an amicable equilibrium through a mix of mechanical manoeuvres and superior storytelling. Espionage Spies cost 25 gold each and 0.1 pop; 4 gold maintenance. Spy strength = # agents * tech. I'm still trying to figure out the best way to reformulate mission odds. I said I wanted to escape sheer numbers, but thus far everything I've come up with favours the larger player to a substantial degree. Terrorists/NGOs The number of these is starting to get out of hand, and I know Tani's looking to impose hard limits in MP2. All current organizations will be grandfathered in, of course, but I will not welcome any new ones. They are extremely versatile, and I don't think Tani's disclosed all the functions they gained during the game: - Spies double as soldiers, and so are boosted both by military and espionage research (but not cumulatively). Since this skirts the new upkeep costs, they are valuable as "free" muscle. - When an NGO coups an NPC, it gains control of everything but taxes, including foreign policy. It can also specify political alignment and currency the same turn as the coup. - NGOs can accept troop gifts provided by player nations, but not NPCs. This is tallied separately from their agent pool, and can include air forces and navies. I haven't decided what to do about upkeep rules that won't call for excessive micromanagement. - NGOs can be invited to "take charge" of PC-sponsored coups, as if the NGO sponsored the coup itself. Likewise, when a player establishes an independent state, it can install an NGO as the government (this was the case with Good Xinjiang). - Established bases can be relocated if they are not revealed during a search that turn. - New feature: Suitcase nukes can be deployed exclusively against military targets, rather than bombing provinces, at reduced success odds. Tani never elaborated the search mechanism, but I thought of something that goes like this: Chance of discovery = agents / ((provinces * bases) * 100) For example, if there were 3 bases scattered in 27 provinces, and 27 agents committed to the search, each base would have a 1-in-3 chance of being exposed. I'm still trying to figure out how NGO agents work as defence, since I figure they should be deterrents against the search, not the subsequent bloody attack.
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"Much good work is lost for the lack of a little more." - Edward Harriman DRAW Your Own Story XI - it will finish, one day! ...Or perhaps you would prefer the annotated version? Double A: with his dying breath, the last of Tyo's fire wizards cursed [SonicTH's] games to be doomed to failure |
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#4586 |
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Emperor
Join Date: Apr 2010
Posts: 1,956
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@The the above post: Is that for IOT:A or MP? Hope it isn't for IOT:A, I liked the simple rules.
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My activity will be sporadic due to hectic work so don't expect timely responses to PMs. Yeah.
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#4587 | |
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A Little Sketchy
Join Date: Nov 2005
Location: A Palace north of Oslo
Posts: 4,017
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Quote:
__________________
"Much good work is lost for the lack of a little more." - Edward Harriman DRAW Your Own Story XI - it will finish, one day! ...Or perhaps you would prefer the annotated version? Double A: with his dying breath, the last of Tyo's fire wizards cursed [SonicTH's] games to be doomed to failure |
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#4588 | |
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pshooooooooes
Join Date: Aug 2009
Location: NC
Posts: 1,852
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Quote:
__________________
Mosher94: my war dogs are breeding RapidoAzulSonic: Okay good I can skim over LH's post Mosher94: Mosher is a worse mod Mechaerik: ponie |
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#4589 |
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Legion
Join Date: Jul 2010
Location: Rannoch
Posts: 52
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Thorvald, would the new occupation rules apply retroactively to the 501st's Alaskan territories?
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"I'll send a thousand and one lobsters, like you've never seen and it'll destroy each plant. There won't be any bushes" -The Plagues of Egypt, the Spanish version Proud owner of 1 Awesome Point |
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#4590 |
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A Little Sketchy
Join Date: Nov 2005
Location: A Palace north of Oslo
Posts: 4,017
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Principle says yes, sympathy says no, either way I'm not sure how many turns back I want to start this.
__________________
"Much good work is lost for the lack of a little more." - Edward Harriman DRAW Your Own Story XI - it will finish, one day! ...Or perhaps you would prefer the annotated version? Double A: with his dying breath, the last of Tyo's fire wizards cursed [SonicTH's] games to be doomed to failure |
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#4592 |
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Salarian Sheriff
Join Date: Jan 2011
Location: Sur'Kesh
Posts: 1,957
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That could lead to a massive WP-CI Land war, or an actual era of peace like promised. I vote the latter.
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Omega. Sky was colour of vid cam tuned to dead vorcha. Business so bad, if volus, would have sold my suit. |
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#4594 |
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Context is for the weak.
Join Date: Mar 2011
Location: SPAAAAAAAAAAAAAAAAAACE
Posts: 264
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If I had kept being the Crusaders...
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#4595 |
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Warlord
Join Date: Apr 2011
Posts: 177
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I would think classic Diplomacy rules, with a 121 center winning condition. Perhaps let players pick out their three starting centers, have builds in non-home centers (starting two winters after the SC was taken.)
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I almost never update this sig, so don't expect it to be all that accurate. I got Civ 5 last christmas, W00T! I'm currently playing a game as Pacal on Prince. |
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#4596 |
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pshooooooooes
Join Date: Aug 2009
Location: NC
Posts: 1,852
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When was the 3 days war?
___ Dibs on not Austria.
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Mosher94: my war dogs are breeding RapidoAzulSonic: Okay good I can skim over LH's post Mosher94: Mosher is a worse mod Mechaerik: ponie |
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#4597 |
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Salarian Sheriff
Join Date: Jan 2011
Location: Sur'Kesh
Posts: 1,957
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When I nuked the Comitern.
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Omega. Sky was colour of vid cam tuned to dead vorcha. Business so bad, if volus, would have sold my suit. |
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#4598 |
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pshooooooooes
Join Date: Aug 2009
Location: NC
Posts: 1,852
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I think we should start after that since it was such a defining event.
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Mosher94: my war dogs are breeding RapidoAzulSonic: Okay good I can skim over LH's post Mosher94: Mosher is a worse mod Mechaerik: ponie |
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#4599 |
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Legion
Join Date: Jul 2010
Location: Rannoch
Posts: 52
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I agree, AA. It was too important to simply ignore.
__________________
"I'll send a thousand and one lobsters, like you've never seen and it'll destroy each plant. There won't be any bushes" -The Plagues of Egypt, the Spanish version Proud owner of 1 Awesome Point |
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#4600 |
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A thumb
Join Date: Dec 2010
Location: A secret labratory
Posts: 2,474
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We should start before it... because I don't think anyone in the Comintern really wants to play what is essentially a whole new game with an enormous handicap that they can never, ever recover from.
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