PLXNES: Prohibition

Plexus

Architeuthidae puericomedentis
Joined
Dec 29, 2001
Messages
7,015
Location
Chumash Land
*Queue Law and Order esque intro voice*: "Liberty City, 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:

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

You start out with four prostitutes, a HQ and four thugs.

City Layout:

The city is split into grid sections which represent city blocks. There are one hundred city blocks. Whoever has the most units in a block are considered in control of it. Three buildings are allowed per block.

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 3 things, a speakeasy, a bartender 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 at a slightly elevated price. Alcohol sells for 160 credits per 10 units.


Units:

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

Bodyguard (100 credits) [attack: 2, defense: 5]
Excellent in defense, okay in attack. 50% chance to detect hitmen per bodygaurd.

Hit man (125 credits) [attack: 8, defense: 1, movement: 3]
Excellent in attack, poor in defense. The basic Assassin. Can avoid enemy units while passing through the block, only Bodygaurds can detect.

Burglar (150 credits) [attack: 1, 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 5 credits per turn, may be placed in Brothel to increase income generated. You may only have 10 prostitutes per square.

Bartender (50 credits) [attack: 0, defense: 2]
Required to run a speakeasy.

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Buildings:

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

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 ten 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. Alchohol can be stockpiled.

Speakeasy (100 credits+Bartender)
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:
Kudos to RoddyVR for the system.

A= Sum of Attacking forces attack points.
D= Sum of Defending forces defense points.
X=bigger of A and D.

Attacker rolls A*X sided die. Defender rolls D*X sided die. (i.e.. Bigger side could roll a number that the smaller side's die don't even go up to) Attacker rolls Ar, defender rolls Dr Higher roll wins the fight.

Attacker Looses Dr/X Armies
Defender looses Ar/X Armies

Round down for winner of the fight.
Round up for looser of the fight.
If rolls were equal then round both UP (standoff, more deaths).

Map:
gangmap7.gif
 
Schwartz
Boss: Homer Schwartz (Octavian X)
Nationality:German
Starting Location: (4,4)
Credits: 1430
Police Bribes: 6

Hsins
Boss: Li Hsin (OPEN)
Nationality: Chinese
Starting Location: (4,8)
Credits: 2860
Police Bribes: 4

Russkos
Boss: Vladimir Russko (Sheep2)
Nationality: Russian
Starting Location: (1,10)
Credits: 2640
Police Bribes: 5

The Agency
Boss: Agent Roddy (RoddyVR)
Nationality: Russian
Starting Location: 9,2
Credits: 6695
Police Bribes: 8

Grazzis
Boss: Don Luis Grazzi (EQandCivfanatic)
Nationality: Sicilian
Starting Location: (9,8)
Credits: 2485
Police Bribes: 4

Antonellis
Boss: Don Julius Antonelli (SKILORD)
Nationality: Sicilian
Starting Location: 1,2
Credits: 1400
Police Bribes: 2
 
Schwartz Family
Boss: Joseph Schwartz
Nationality:German
Starting Location: (4,4)
Credits: 100
Police Bribes: Level 0
 
Hsin Family
Boss: Li Hsin
Nationality: Chinese
Starting Location: (4,8)
Credits: 100
Police Bribes: Level 0
 
The Russkos
Boss: Vladimir Russko
Nationality: Russian
Starting Location: (1,10)
Credits: 100
Police Bribes: Level 0
 
The Agency
Boss: Agent Roddy
Nationality: Mixed
Starting Location: 9,2
Credits: 100
Police Bribes: 0

Questions:
when you say "to safely take over acity block..." what do you mean? does that mean that i CANT take a city block over unless i have the bribe level for it. or does it mean that the police are gonna fight me for it, or that that my bribe level gonna go to negative, which will cause lots of raides.........
specifics please.

Can units move diagonaly, or just up,down,left, right?
 
I don't get it, why would you even want to buy a bodyguard?
i would buy 2 thugs, even the upkeep (if there is one) won't matter untill 13 turns later...
The whole units are not balanced.
 
Originally posted by RoddyVR

Questions:
when you say "to safely take over acity block..." what do you mean? does that mean that i CANT take a city block over unless i have the bribe level for it. or does it mean that the police are gonna fight me for it, or that that my bribe level gonna go to negative, which will cause lots of raides.........
specifics please.

Well, when you have a low bribe level, it is hard to do stuff. If you attempt to take over another grid block with no bribes to the cops, you will almost certantily lose some units, and you have a very high chance of failing to take the block over.

Originally posted by RoddyVR

Can units move diagonaly, or just up,down,left, right?

depending on the answer, i might have to change my starting location to 9,2. basicaly if i CANT claim territories untill i have a bribe level, then i wanna start in 9,2

Units can move to any and all adjacent squares.

Originally posted by nivi
I don't get it, why would you even want to buy a bodyguard?
i would buy 2 thugs, even the upkeep (if there is one) won't matter untill 13 turns later...
The whole units are not balanced.

After looking at it, I agree. It has been balanced somewhat.
 
alrighty then, i'm starting in 9,2 then. thanks.
 
Wall street group
Boss: Jone daff
Nationality: American
Starting Location: (9,8)
Credits: 100
Police Bribes: Level 0
 
ok, I will still start in 9,8 cause I think wal street is there..
But I will anyway take 8,7 and 9,7 soon.
 
i was gonna send orders last night, but was not able to get on the computer (some people think they own it or something).

so sending first orders now.

just thought something up? do we get the income at the beggining of every turn or the end?
meaning, right now i'm sending orders, do i get to spend the 100 dollars i start with, or do i get to also spend the 120 income from the 1 block and the 4 hoes?
 
Schwartz Family:
100 credits

build a counterfeit press.
bank 20 credits from the ladies of the night.
 
orders sent. i included orders for both a 100 dollars and 220. hope it makes sense.
 
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