EQ's PLXNES: Prohibition 2

EQandcivfanatic

Zailing Captain
Retired Moderator
Joined
Jan 21, 2002
Messages
11,579
Location
On the Zee
Updates will be done when I have time and 80% or greater of orders have been provided.

Introduction

I cannot take credit for the whole of this NES’s ruleset. Unlike last time though, I have changed some minor things, particularly for combat. I have adopted a different system of fighting loosely based upon Axis and Allies. All calculations will be kept track of, and I will be using an internet die roller ( http://www.random.org/dice/ ) for all combat. I will state though that I had some of the most fun ever in playing this NES, board game though it is. Now that my art skills on computers has improved over time, I feel that I can make a suitable attempt at mimicking Plexus’ success. This is only a temporary NES, and mostly I’ve just made it for fun. Updates will be quick and easy. Stories are still encouraged. The original thread in its short-lived glory: http://forums.civfanatics.com/showthread.php?t=58510.

Updates and Orders

This NES WILL be quick. I intend on at least 2-3 updates a week, perhaps more if orders are prompt and I have plenty of time. As the NES is a pure board game, updates will be quick and brief much like in the original. Everything is determined by dice, nothing is godmodded. As I am pending unemployment, this NES will continue to exist until I achieve full-time employment or other endeavors which require my time. I just want to make clear that this NES is simply to fill in the gaps between updates of CIEN

Cease EQ Intro, now to Plexus’ Intro


*Queue Law and Order esque intro voice*: "The Year is 1920. Prohibition in full swing, but since when did that stop you? You are the boss of a newly formed street gang, looking to make it rich. Booze, girls, cash. It could be all yours, but you are not alone in your ambitions, rival bosses want a piece of the pie too. But you want the whole thing, and no one is going to get in your way. Am I right, or am I right?"


Gang Creation:

First of all, new players can join as long as there is blank spots on the map. That includes if a gang dissolves and their territory becomes free pickings.

Family Name
Boss:
Nationality:
Starting Location: (x,y)
Credits: 100
Police Bribes: Level 0

You start out with a HQ and four thugs.

City Layout:

The city is split into grid sections which represent city blocks. There are one hundred city blocks, though not all are usable. You cannot move into a block that is entirely water. Whoever has the most units in a block are considered in control of it. Three buildings are allowed per block.

Oh and the city's name is Equtopolis.

Protection:

For every block you control, you receive 100 credits per turn, generated by 'protecting' local businesses. If enemy offensive units are in that specific block, your protection money halves.

Law Enforcement:

Police Bribes cost 100 credits per level, you may have bribes up to level 10. In order to safely take over a city block, you must have police bribes up to level one, for every city block you take over, you lose a bribe level. If you have a low bribe level, the chances of a police raid are high, if you have a high bribe level, the chances of a raid are slim to none. In a raid, you lose all your buildings in the block affected, your last HQ cannot be taken during a raid. Other law enforcement entities may decide to chime in if you become too much of a threat.

Alcohol:

To sell alcohol you need two things, a speakeasy and actual booze. A speakeasy can hold ten units of alcohol which they automatically sell that turn. This list shows how much one unit of each drug earns per turn. All excess alcohol must be stored in a warehouse. Alcohol may be obtained one of two ways: production and the black market. Production requires that you have a distillery and the necessary production costs. Black market allows you to buy forbidden spirits at an elevated price.

Black Market:

Allows you to buy alcohol and other illicit services at a slightly elevated price.

Alcohol: sells for 160 credits per 10 units.

Fixer: A person with the connections to lower the Police Influence of one of your opposing factions. Costs 200 credits and leaves when the job is done. Use on turn of purchase.

Arsonist: A person who you can hire to destroy any of your enemies' buildings in a manner unconnected to you. Costs 500 credits, and leaves when the job is done. Use on turn of purchase. Has a small chance to get caught in the process, and may or may not implicate your gang.

Units:

Except for the Hitman and Burglar, all units can only move one square a turn.

Thug (25 credits) [attack: 2, defense: 2]
Poor in defense, poor in attack.

Bodyguard (100 credits) [attack: 2, defense: 5]
Excellent in defense, okay in attack. These are the best defense money can buy

Hitman (150 credits) [attack: 5, defense: 1, movement: 3]
Excellent in attack, poor in defense. These make up the strongest attack units you can muster, but are very vulnerable on the defensive.

Burglar (200 credits) [attack: 0, defense: 1]
Can burglarize enemy blocks in secret missions (must be PMed to me), with a risk of being caught (gang only revealed if caught), if the burglary is successful, you gain the credits from that sector generated that turn.

Prostitute (25 credits) [attack: 0, defense: 1]
Generates 10 credits per turn, may be placed in Brothel to increase income generated. You may only have 5 prostitutes per square.

---

Buildings:

Headquarters (500 credits)
Allows the creation of units in that particular section. If all of your HQs are successfully invaded or destroyed, your boss dies and your gang dissolves.

Counterfeit Press (100 credits)
Generates 50 credits per turn. Moderately likely to be the subject of a raid.

Brothel (100 credits)
Doubles income from prostitutes working in the building, holds five prostitutes. Not very likely to be the subject of a raid

Distillery (250 credits+240 credits per turn)
Generates 40 alcohol units per turn. 240 credits per turn goes to the production of alcohol. Very likely to be the subject of a raid. Alcohol can be stockpiled.

Speakeasy (100 credits)
Can sell up to 10 alcohol units per turn. You get 300 credits per ten alcohol units sold. Moderately likely to be the subject of a raid.

Casino (400 credits)
Generates 150 credits a turn, if there are other Casinos (Grand or regular) within 3 squares, the income is divided by the number of Casinos in the area (including your own). Can be upgraded to a 'Grand Casino' with the addition of a hotel for 700c. Not very likely to be the subject of a raid.

Grand Casino (1000 credits)
Generates 450 credits a turn, if there are other Casinos (Grand or regular) within 3 squares, the income is divided by the number of Casinos in the area (including your own). Moderately likely to be the subject of a raid.

Battle System:

The combat system involves attacks on various squares undertaken by one faction upon another. It is conducted through a series of rounds. In each round, attackers and defenders roll dice to determine which of their units deal hits on the opposing side: if the number rolled is less than or equal to the unit's attack or defense rating (where appropriate), the unit scores a hit on an opposing unit with the lowest defense or attack rating. Combat is fully resolved when either side loses all their units or the attackers choose to retreat (50% chance whenever the attackers' total attack rating is less than the total defense rating).

Winning the Game

Yes this is a board game NES so it can be won. The winner is the person who qualifies as one of the following (whichever comes first):

1. Person with the most territory when I decide to end the NES.

2. Person who eliminates all other factions.

The Map

 
Faction Stats​

Olsen and O'Brien Brothers: Terrence888
Boss: Keith Olsen O'Brien
Nationality: Norwegian/Irish
Starting Location: (3,3)
Credits: 2,300
Booze: 0
Police Bribes: Level 2

The Empire: Abbadon
Boss: Sgt. Edmund Percival Muldoone
Nationality: British
Starting Location: (7,4)
Credits: 1,400
Booze: 0
Police Bribes: Level 0

The White Hand: Omega124
Boss: Matias Lahti
Nationality: Finnish
Starting Location: (1, 10)
Credits: 675
Booze: 20
Police Bribes: Level 2

The Sanitarians: Lord of Elves
Boss; Winchester Fitzpatrick
Nationality: British
Starting Location: 5,10
Credits: 905
Booze: 0
Police Bribes: Level 2
 
Hey,

I'll move my Mob to this Prohibition from civver_764 Prohibition: Take 3

The Equtopolis Sheiks
Boss: Jasper "The Sheik" Twain
Nationality: American
Starting Location: (9,2)
Credits: 100
Police Bribes: Level 0

EDIT
To sell alcohol you need 3 things, a speakeasy, a bartender and actual booze.

I see the costs for a speakeasy & booze but not for a bartender.


Blaze Injun
 
Fixed, as I said earlier, I've tweaked some of the rules, and one of those was the elimination of bartenders.
 
Yeah no problem, now bring in three friends from the other city so I can have an excuse to stop cleaning and instead do a update.
 
Olsen and O'Brien Brothers
Boss: Keith Olsen O'Brien
Nationality: Norwegian/Irish :D
Starting Location: (3,3)
Credits: 100
Police Bribes: Level 0

You start out with a HQ and four thugs
 
Stracchi
Boss: Don Luciano Stracchi
Nationality: Italian
Starting Location: (8,7)
Credits: 100
Police Bribes: Level 0
 
Nevermind....
 
I am interested!
 
Welcome Abaddon, feel free to set up a faction. I promise it won't make the NES die on impact.
 
Not my fault you kill off the NES I like!


edit: I saw that! :p
 
Saw what? Well, I'm completely honest about this one, it's just going to fill the gap in my time. I think we should get out at least a dozen updates, maybe more. You can't wait for this one, cause if you wait, the squares on the map will be all filled up by those who joined earlier.
 
(7,4) please!
 
Good, now fill out the rest of the gang creation and I can post an update 0.
 
The Empire
Boss: Sgt. Edmund Percival Muldoone / Abaddon
Nationality: British
Starting Location: (7,4)
 
Equtopolis Gazette

The year is 1920, and the passing of the Prohibition law has given life to a new culture of organized crime in the cities of America. In the city of Equtopolis, five gangs have emerged to make a name for themselves on the streets. The Puerto Rican Familia Bautista-Monseñor has started working out of their home at the mouth of the Citana River. The Equtopolis Sheiks, a group of thugs operate on the southeast side, where they stand unopposed. The West Side so far belongs to the Olsen and O'Brien Brothers, working toward their own schemes. The Italian Stracchis on the harbor could well be posed as bootleggers as well. Finally, we have the Empire, already notorious in their own neighborhood. Great illegal casinos, speakeasies, and brothels all await the families and their endeavors. Cash must flow and they all want to get a cut of it.

OOC

As in past incarnations of this NES, I'd prefer orders on the thread in spoilers, but if you don't trust the fellows on the thread, feel free to send them to me by PM instead.

City Map

 
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