EQ's PLXNES 3

EQandcivfanatic

Zailing Captain
Retired Moderator
Joined
Jan 21, 2002
Messages
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Location
On the Zee
Introductions

Yes, I’m aware that Capto Iugulum is just recently deceased and the body’s just barely cold, but consider this sort of a more relaxed NES. I did say I wasn't done after all. This is just good old-fashioned powermongering and painting the map your color with no research or lengthy bibliography attached. Kill your enemies, lamentations of their women, that whole thing. The incredibly simple systems are tailor-made for me at this point, and will be an easy transfer from the overwhelming complex interlinked databases and mapping tech that I was using for CI. 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 rolls will actually be listed in the update, and I will be using an internet die roller ( http://www.random.org/dice/ ) for all combat to keep things completely on display. There are no secrets for the management of this NES, thank god, all is on display. 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, definitely quicker than CI. As the NES is a pure board game, updates will be quick and brief much like in the original. I plan on doing an update a day during an average workweek, simply because of the ease of doing said updates. I could do these updates in my sleep, simply because of the simple system, which I’ve made even simpler since the first version.

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?"


Creation and Rules

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. Just follow the format below in the creation of your gang.

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

You start out with a HQ and four thugs on your selected starting location.

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 Nesaton.

Protection:

For every block you control, you receive 100 credits per turn, generated by 'protecting' local businesses. To control a block, you must maintain a unit in that block. Blocks cannot be shared.

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 as multitude of other illicit services at a slightly elevated price. Services offered all have a chance of failure, and the presence of a large number of Guards will reduce chances of success.

Alcohol: sells for 160 credits per 10 units.

Burglar: Can burglarize enemy blocks in secret missions, 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. Costs 100 costs and must be used on turn of purchase. Base chance of success: 70%.

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. There is a small chance that other units in the same cell will be killed in the building fire. Costs 400 credits, and leaves when the job is done. Use on turn of purchase. Cannot be used on Headquarters. Base chance of success: 70%.

Spy: A person who deals with the more subtle cons and approaches towards your enemies. Can be used to turn over evidence of illegal businesses to the FBI, thus sparking an immediate raid upon the cell in question, leading to the arrest of all local gang members and closure of all illegal businesses except for Headquarters. Costs 500 credits, and leaves when the job is done. Use on turn of purchase. Base chance of success: 80%

Hitman: Hitmen are available on the black market and can be used to kill any rival gang leader, creating an instant Game Over for the listed target. Hitmen come are varying skill levels and prices, which are stated in each update. You can hire a hitman at the listed price and they will immediately go after the target in that update. Each has a percentage chance of success, which can be reduced by the presence of Guards. Of course, due to the average high prices of Hitmen, you will have to choose your targets wisely, as the better they are at their job, the more expensive they are to hire.

Units:

Thug (25 credits) [attack: 1, defense: 2, movement: 2]
Poor in defense, poor in attack.

Goon (100 credits) [attack: 3, Defense: 2, movement: 2]
Basic attack unit, still moderately successful on the defensive.

Guard (150 credits) [attack: 2, defense: 5, movement: 1]
Excellent in defense, okay in attack. These are the best defense money can buy. They also reduce the chance of a successful Arson, Burglary, or Hit by 10% per Guard unit. 10 Guards in a cell will make any sort of special action like that essentially impossible.

Psycho (200 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.

Buildings:

No cell can have more than three buildings at any given time. Each bribery level you have with law enforcement will reduce chance of a raid by 10%

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. Headquarters will not be raided by the police.

Counterfeit Press (100 credits)
Generates 50 credits per turn. Base chance of 20% to be raided.

Brothel (200 credits)
Generates 100 credits per turn. Base chance of 40% to be raided.

Distillery (250 credits+240 credits per turn)
Generates 40 alcohol units per turn. 240 credits per turn goes to the production of alcohol. Base chance of 80% to be raided. 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. Base chance of 60% to be raided.

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. Base chance of 20% to be raided.

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). Base chance of 30% to be raided.

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).

You cannot bypass hostile units in a cell without entering combat. You can engage multiple cells, assuming that you break through the first one and that all units with free movement points are still alive. You can share a cell with another player, but all revenues in the cell will be divided as long as the other units are present.

Winning/Losing 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. This would mean that at the conclusion of a turn, no other faction remains except one. Remember, as long as there is an “empty” cell, a new gang can be created by another player.

You lose the game if any of the following happen:

1. Enemies overrun your last Headquarters.

2. Hitman successfully kills your boss (Hint: Keep Guards handy to reduce chances of success).

3. You concede your holdings to another player.

4. You don’t get orders in for three consecutive updates, at which point your gang leader vanishes and the gang dissolves.

The Map

You can only cross water tiles if there is land on both sides of the body of water in a given cell. For example, access to the island at the north of the map can only be obtained through cells 6,7 and 6,8.

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Faction Stats

The Alter Kochers: Grandkhan
Boss: Moyshe Berkovitz
Nationality: Ashkenazi
Starting Location: (5,6)
Credits: 515
Booze: 20
Police Bribes: Level 1

The Ax Gang: Quisani
Boss: Brother Sum
Nationality: Chinese
Starting Location: (9,2)
Credits: 3,000
Booze: 0
Police Bribes: Level 2

Du Kopainiak Amarekaren: Terrence888
Boss: Martiss Zubiri
Nationality: Basque/Spanish
Starting Location: (4,10)
Credits: 850
Booze: 0
Police Bribes: Level 1

The Hellboys: Neverwonagame3
Boss: Edward Johnson
Nationality: English
Starting Location: (1,1)
Credits: 1,400
Booze: 0
Police Bribes: Level 3

Les Homme D'affaires: SmithRobloxian
Boss: Albert Cornett
Nationality: French
Starting Location: (5,9)
Credits: 100
Booze: 0
Police Bribes: Level 1

Madraí Culainn: thomas.berubeg
Boss: Concobar Sheehan
Nationality: Irish
Starting Location: (8,6)
Credits: 450
Booze: 0
Police Bribes: Level 1

The Moscow Boys: germanicus12
Boss: Andrei Zaitsev
Nationality: Russian
Starting Location: (10,7)
Credits: 2,510
Booze: 0
Police Bribes: Level 1

The Nesaton Sheiks: Blaze Injun
Boss: Bob "The Sheik" Sparks
Nationality: American
Starting Location: (6,1)
Credits: 1,350
Booze: 0
Police Bribes: Level 4

Una Grande Compañía: Immaculate
Boss: Jose "Dos Dedos" Miguel
Nationality: Cuban
Starting Location: (7,9)
Credits: 650
Booze: 0
Police Bribes: Level 8

Wolves of Fenrir: Omega 124
Boss: Hans Voss
Nationality: German
Starting Location: 1, 10
Credits: 1,550
Booze: 0
Police Bribes: Level 7
 
Sure. why not?

Family Name: Les Homme D'affaires
Boss: Albert Cornett
Nationality: French.
Starting Location: (5,9)
Credits: 100
Police Bribes: Level 0
 
Una Grande Compañía (the "Cuban Mafia")
Boss: Jose "Dos Dedos" Miguel
Nationality: Cuban
Starting Location: (7,9)
Credits: 100
Police Bribes: Level 0
 
Madraí Culainn
Boss: Concobar Sheehan
Nationality: irish
Starting Location: (8,6)
Credits: 100
Police Bribes: Level 0
 
Du Kopainiak Amarekaren (The Company of America)
Boss: Martiss Zubiri
Nationality: Basque/Spanish
Starting Location: (4,10)
Credits: 100
Police Bribes: Level 0

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

Brothel (100 credits)
Generates 100 credits per turn. Not very likely to be the subject of a raid
Anypoint to a Counterfeit Press? The only point I can see if you are only allowed 1 of each type of building per cell, so you can't spam pure Brothels.
 
I'm meant to be cutting down, but can't resist.

The Hellboys
Boss: Edward Johnson
Nationality: English
Starting Location: (1,1)
Credits: 100
Police Bribes: Level 0
 
@Terrence: Oops, good catch, forgot to adjust the price of the Brothel. Should be 250 credits.
 
Eh, why not. Seems pretty chill.

The Alter Kochers
Boss: Moyshe Berkovitz
Nationality: Ashkenazi
Starting Location: (5,6)
Credits: 100
Police Bribes: Level 0
 
The Axe Gang
Boss: Brother Sum
Nationality: Chinese
Starting Location: (9,2)
Credits: 100
Police Bribes: Level 0
 
Family Name: The Moscow Boys
Boss: Andrei Zaitsev
Nationality: Russian
Starting Location: (10,7)
Credits: 100
Police Bribes: Level 0
 
Nesaton Herald

CONCERN ABOUT RISING GANG AND BRACKET ACTIVITY. Shop owners in various parts of downtown Nesaton have reported increasing amounts of alleged protection schemes and gang intimidation tactics. Cries to the police have so far gone unanswered, as Chief Donald Heytah has stated that it’s of little interest to authorities “what dirty [insert racial slur here] do in their spare time.” Investigations have commenced into the Chief and how he manages to actually insert brackets into vocalized speech. This reporter is of the opinion that aliens from other planets are likely involved. More to be revealed in coming issues!

Black Market

OOC

There’s update 0 for you, all factions are on the map now. A few key things to remember. First of all, remember that each expansion into another cell requires a police bribery level. Second, this is going to be a bit more laid back than CI, if the single article for this update didn’t tip you off to that. Because no one really has the cash for any special agents right now, that’s not going to be in the update Black Market section for at least a couple of updates. Lastly, updates will come as I please, when I can. Getting all orders in will help, as I intend to move quickly. Good news is that you’ll always have at least 24 hours between updates. I’m hoping that in most weeks we’ll do a update a day, just to keep things properly paced.

City Map

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Les Homme D'affaires bribes the police station in 6-9 to allow three of their 'Businessmen' to sell 'Insurance' to the local stores. Better to have people who came from a capitalist country to sell you insurance rather than a bunch of commies.
 
Wolves of Fenrir: Omega 124
Boss: Hans Voss
Nationality: German
Starting Location: 1, 10
Credits: 100
Booze: 0
Police Bribes: Level 0

Spend all 100 credits to bribe the police

Move two thugs to 2, 10
 
Either works for me.
 
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