ANES01 Preliminary Rules Work

Symphony D. said:
[....]Especially once you overlay an EC or Three-City system on top of that (I think it'd be 4 Actually - I'd prefer to break ECs up into genuine Economic Centers and Manufacturing Centers; agriculture, trade, services in the former, industry in the later - compare New York or Chicago vs. Detroit or Pittsburg, as an example)[....]

Simply running something like this will probably be trying enough of my Zen Buddhist Monk-like patience, so I figure I may as well be ambitious.

I would like to make a random suggestion about the three/four city system if you choose to use it. I would suggest using a five city system (since you don’t seem to care about complexity) or possibly a four city system with a different four (if you do four, I would suggest adding my suggestion and getting rid of religious cities, since they may not fit as well into the time age)

My suggested new city is the educational city. This is a city where either 1) There is a significant university/schooling system where significant theories are developed and discussed or 2) A city dominated by a government or privately subsidized lab.

An example of the first kind would be an Athens during their golden ages (The Academy) or a place with a renowned school, such as Oxford, Yale, or Paris (in the Middle Ages). An example of the second would be Los Alamos. I think this city type may fit in well with your proposed research model.
 
I like the second eco system.
 
Eh can we just use Goobers style economy? You know levels up to 21 and so. You can still have your economic and manufacturing cities.

I think it's the simplest form and most fun. But it may be to simple for you economic experts out there.
 
Symphony: I suggest that you continue to map out the system at a very complex level that captures everything you want it to have. Once you have that done play around with how you would actually moderate such a rule set and how the rules offered to the players read.

Then go over your rules and list the main "effects" that those rules have on play. They are what are important. Once you know what effects you are trying to create, figure out how to simplify the original rules to create the effect more simply. You want ot create rules have all the key elements you want, but at half the complexity.

Making long complicated rules is pretty easy, but for both player ease and moderator ease, the distillation process is essential. Remember that the rules are only there to create an effect within the game and drive how the players think about decisions and balance resource use. There are lots of ways to get the effects you want. The best ones will be simple and elegant.

Simple example: you want tanks to be an important part of warfare and be somewhat realistic. So you create 10 different kinds of tanks with different names and stats, all priced at different levels. Cool idea, but pretty cumbersome to keep track of. So you simplify it. You might create 4 types of tanks (light, medium, heavy and extra heavy), light tanks are cheap and easy to build and extra heavy quite expensive. You let players name their tanks in stories (they keep track not you) and the effects of better tanks show up in combat as some +X. So in the end you get an emphasis on tank warfare with significant, but not burdensome detail.
 
I like the way you're thinking for economic system, and heres what i say would be good.

S=L/U/T


S=The Sum total of your Economic Power, i.e Spending Points. Having this in front will streamline the system and help player WHILE keeping the level on complicatedness

L= Land Areas. Regions that you have that are rich in manufacturing or Agriculuture or something. Like Iggy's system. I already explained how this is more realistic. You could if you want to make it more compliacted, make some regions worth more than other, depending on richness. Infrastructure has a big role in this one.

U=Urban Economy. This is the sum total of your Urban power. It represents industry, city services, and other facets a city provides. Living Standards and Happiness and Confidence have a big effect on this, as it will go up or down with people's contentment and if people are rioting in the streets or live in cushy apartments. This encourages in warfare people to either try to capture a city or destroy it. Cities could be worth different amounts if you wanted that too. I.E. During WW2 Pittsburgh was worth much more to America than Los Angelos....

T=Trade Economy. Your Import/Export ratio and your trade with other nations or within your nation. This is impacted by your foreign relations and infrastructure. This way is someone embargo's you it isn't just an update event, it has dire economic consequences. This would also encourage the use of Tariffs and Free Trade. If nations choose to be mercantile and trade internation and intercolony, then it can show here too.

And thats the SLUT system.

Now, as for Economic Sacrificing and Growth, i say get rid of it. No sacrificing, but instead during wartime you can Mobilize your economy or get your a$$ into gear. This stops Siam from in 1 turn building and elitely training a huge army.

For economic growth, have factors that can be ENCOURAGED by the player grow or decrease it. They can fund government programs to grow the economic power in one area, but they can't put in 1 ecopoint to grow economy. Instead treat it like a research program, so intial investment and then keep working on it until it happens. Like a irrigation system someting like that. But when doing that take into account then infrastructure increases and Legislation and stuff like that to do it.

And lastly, whenever someone does something make them have a reason. No 1 point into growing infrastructure, make them describe what that one point is doing and WHY it deserves to grow the infrastructure, or WHAT is making the Living Standards higher.

Thats my thought.
 
Retroactive deletion.
 
Do you like the Ideas?

Because we can make it T= Z/U/T

Total
Zones
Urban
Trade.

I personally like Slut though.
 
I meant GoobNE01 stlye economy, but whatever since your going to push for something complex and uncool :p
 
I can be a guinea pig if necessary.
 
Retroactive deletion.
 
Dunno how useful I'd be, but I'll be a guinea pig for ya.
 
I'll join.

EDIT: By join, i meant be a guinea pig/test monkey. I'm also enthusiastic to actually play it, as i very quickly got an idea for a nation.
 
Nonsense, guinea pigs have short lifespans.

I'll be your test monkey! :D
 
I'm happy to test your rules, especially since I will also be testing mine soon to.
 
Retroactive deletion.
 
I agree with projects and investments- in many cases they simulate things that can't be done (well, anyway) any other way (to give one example, the Manhattan Project).

Also, will the national stats for BTs still be in?
 
Retroactive deletion.
 
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