bonefang
Emperor
hello people !
I wanted to introduce a simple turn based game that could be playable in the forums.
Brief Introduction :
Piracy Conquest:
The idea is, each person can start off with any of the factions, each has it's own advantages and disadvantages. This is a turn based game, hence each player will be sending in their actions, I, the GM would be looking after these turn actions and reporting the same.
Factions :
1. Pirates (choose some fancy names)
pro: can acquire ships not destroyed in a fight. can ransack settlements.
con: can not settle down till population hits 500 people, no cavalry
2. Natives
pro: will start with massive population; Infantries are very good fighters; chance to rebel even after being taken over. access to slaves.
con: doesn't have access to gunpowder or horses, hence no cavalry.
+/- works in barter, no money system, or ducats.
3. Empires - (British, French, Spanish, Portuguese)
pro: starts with good ships and gunpowder units. can found settlements with settler unit. can tax the populace. can use slaves.
con: religion. natives tend to revolt once religion is spread.
Specialized Population: Some of them will be randomly generated, some can be purchased. Each is 50 ducats.
Aristocrats - +1 reserach, + 10 tax, officers in Conquered territorry becomes Aristrocats
Officers - + 1 leadership (+att/+ def) (captain*, firstmate* , quartermaster*, boatswain*, gunner*, powdermonkey* , muscician, carpenter**, surgeon**,cooper**, )
Clergymen - + 5 research, +1 to chance of conversion of natives
Capitalists - +10 tax; + 5 production
Clerks - +10 research, + 1% tax efficiency (base at 66.66%)
Craftsmen - + 10 goods production : sugar, bread, meat, rum
Farmers - +20 food production : grain, fish, cattle, fruit, sugercane
Labourers - + 10 raw materials : iron, timber, coal , sulfur
Soldiers - Theirs is not to wonder why, theirs is just to do
Slaves - (purchasable from merchants, pirates, Empires, OR, natives can be conquered to make slaves)
** only for Empire ~
Estate Incomes :
tax: amount of tax that can be collected, based on the number of people in the settlement.
tax efficiency : not all the tax collected is deposited. clerks will do a betterjob. base collection is 66.66%, can't go above 99%
state bonds : can issue bonds, which might be picked up by the people or other factions. if no one collects, a random check is done with a 1d10 dice by GM, 5+ scores needed to indicate that the bond has been accepted.
Inviting players:
Players :
Natives:
Pirates:
Empires:
I wanted to introduce a simple turn based game that could be playable in the forums.
Brief Introduction :
Spoiler :
Piracy Conquest:
The idea is, each person can start off with any of the factions, each has it's own advantages and disadvantages. This is a turn based game, hence each player will be sending in their actions, I, the GM would be looking after these turn actions and reporting the same.
Factions :
1. Pirates (choose some fancy names)
pro: can acquire ships not destroyed in a fight. can ransack settlements.
con: can not settle down till population hits 500 people, no cavalry
2. Natives
pro: will start with massive population; Infantries are very good fighters; chance to rebel even after being taken over. access to slaves.
con: doesn't have access to gunpowder or horses, hence no cavalry.
+/- works in barter, no money system, or ducats.
3. Empires - (British, French, Spanish, Portuguese)
pro: starts with good ships and gunpowder units. can found settlements with settler unit. can tax the populace. can use slaves.
con: religion. natives tend to revolt once religion is spread.
Specialized Population: Some of them will be randomly generated, some can be purchased. Each is 50 ducats.
Aristocrats - +1 reserach, + 10 tax, officers in Conquered territorry becomes Aristrocats
Officers - + 1 leadership (+att/+ def) (captain*, firstmate* , quartermaster*, boatswain*, gunner*, powdermonkey* , muscician, carpenter**, surgeon**,cooper**, )
Clergymen - + 5 research, +1 to chance of conversion of natives
Capitalists - +10 tax; + 5 production
Clerks - +10 research, + 1% tax efficiency (base at 66.66%)
Craftsmen - + 10 goods production : sugar, bread, meat, rum
Farmers - +20 food production : grain, fish, cattle, fruit, sugercane
Labourers - + 10 raw materials : iron, timber, coal , sulfur
Soldiers - Theirs is not to wonder why, theirs is just to do
Slaves - (purchasable from merchants, pirates, Empires, OR, natives can be conquered to make slaves)
** only for Empire ~
Estate Incomes :
tax: amount of tax that can be collected, based on the number of people in the settlement.
tax efficiency : not all the tax collected is deposited. clerks will do a betterjob. base collection is 66.66%, can't go above 99%
state bonds : can issue bonds, which might be picked up by the people or other factions. if no one collects, a random check is done with a 1d10 dice by GM, 5+ scores needed to indicate that the bond has been accepted.
Inviting players:
Players :
Natives:
Pirates:
Empires: