Plexus
Architeuthidae puericomedentis
1922, Nouvelle-Orléans, hotbed of debauchery, infidelity and other worldly vices. The prohibition had hit the town hard. Bourbon distilleries shut down, once the booze dried up, so did the income. Can you, ma chère, make New Orleans prosperous once again? Bienvenue vers la Nouvelle-Orléans.
Laissez les bons temps rouler!
Gang Creation:
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. Whoever has the most units in a block are considered in control of it. Only three buildings are allowed per block.
Protection:
For every block you control, you receive 50 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.
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 bodyguard.
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 Bodyguards 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 go to the production of alcohol. Very likely to be the subject of a raid. Alcohol 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:
Laissez les bons temps rouler!
Gang Creation:
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. Whoever has the most units in a block are considered in control of it. Only three buildings are allowed per block.
Protection:
For every block you control, you receive 50 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.
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 bodyguard.
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 Bodyguards 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.
---
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 go to the production of alcohol. Very likely to be the subject of a raid. Alcohol 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:
