ilduce349
(Financial, Philo)
This one with have simpler rules then the actual game, just for the sake of testing out the mechanics of the game. So here are the basic rules:
Game Start
Claim 10 Territories that are in either Europe or Asia and connect to each other
Choose 1 as your capital.
You then have 150 gold to spend as you please. Invest as much as you want into each territory. This will determine the starting income of each of them.
Income
You get one income for each income value of each territory. Pretty basic. For this game there will be no modifiers.
Expansion
You get 3 claims per turn. Each territory will have one income. it will cost 10 gold to upgrade the income of each territory.
Warfare
The will be different kinds of soldiers enabled based on techs. The cost and upkeep of each unit will vary.
Each soldier will have power, strength and organization stats. Those along with modifier's and an RNG will determine the battle. It will be determined by: ((P*S)+M)*O/100
Example:
Army A
Power: 6 (Determined by the type of unit. Gains a bonus if they have a standing army)
Strength: 100 (Determined by the number of units in the army subtracted by any past casualties. Gains a bonus if they have a standing army)
Organisation: 90 (Organisation of the unit. Base is determined by tech, subtracted by any past casualties etc.)
Modifiers: none
Total: 540
Army 2
Power: 2
Strength: 400
Organisation: 50
Modifiers: +50 defensive bonus
Total: 425
Army 1 is favored to win.
Units:
Natives: 2 (Strength) - 3 (Movement) (NPC only)
Knights: 5-2-9 (cost) Blitz (can conquer 2 territories per turn)
Early Musketman: 4-2-3
Late Musketman: 6-3-7
Early Rifleman: 7-2-9
Late Rifleman: 10-3-12
Early Infantry: 20-1-20
Early Tanks: 30-3-35 Blitz
Modern Armies: 40-4-45 Blitz
Upkeep: All land units have an upkeep of 2 gold per turn.
Forts: Modifier of 50 for defense. Cost 50 gold
Modern Forts: Modifier of 100 for defense. Cost 100 gold
Techs
Each Tech costs 1000 gold. An RNG will then determine whether or not you get it. (1-10. I will then add 1 point for every person who has previously researched the tech. If it is over 6 you get the tech)
Tech 1: Allows for Musketman and Forts
Tech 2: Allows for Claiming in the new world
Tech 3: Allows for Late musketman and increases the max claims/turn to 7
Tech 4: Allows for early Rifleman and
Tech 5: Allows for late Rifleman and makes upgrading provinces cost 3 gold instead of 5
Tech 6: Allows for Early Infantry and gives a 10% increase in income
Tech 7: Allows for Early Tanks and gives a 20% increase in income
Tech 8: Allows for modern armies and makes upgrading provinces cost 2 gold instead of 3
This is just a beta to determine:
The proper cost of techs.
How well the combat mechanics work.
If you have any questions feel free to post. I will post the map when I find it in a second.
Game Start
Claim 10 Territories that are in either Europe or Asia and connect to each other
Choose 1 as your capital.
You then have 150 gold to spend as you please. Invest as much as you want into each territory. This will determine the starting income of each of them.
Income
You get one income for each income value of each territory. Pretty basic. For this game there will be no modifiers.
Expansion
You get 3 claims per turn. Each territory will have one income. it will cost 10 gold to upgrade the income of each territory.
Warfare
The will be different kinds of soldiers enabled based on techs. The cost and upkeep of each unit will vary.
Each soldier will have power, strength and organization stats. Those along with modifier's and an RNG will determine the battle. It will be determined by: ((P*S)+M)*O/100
Example:
Army A
Power: 6 (Determined by the type of unit. Gains a bonus if they have a standing army)
Strength: 100 (Determined by the number of units in the army subtracted by any past casualties. Gains a bonus if they have a standing army)
Organisation: 90 (Organisation of the unit. Base is determined by tech, subtracted by any past casualties etc.)
Modifiers: none
Total: 540
Army 2
Power: 2
Strength: 400
Organisation: 50
Modifiers: +50 defensive bonus
Total: 425
Army 1 is favored to win.
Units:
Natives: 2 (Strength) - 3 (Movement) (NPC only)
Knights: 5-2-9 (cost) Blitz (can conquer 2 territories per turn)
Early Musketman: 4-2-3
Late Musketman: 6-3-7
Early Rifleman: 7-2-9
Late Rifleman: 10-3-12
Early Infantry: 20-1-20
Early Tanks: 30-3-35 Blitz
Modern Armies: 40-4-45 Blitz
Upkeep: All land units have an upkeep of 2 gold per turn.
Forts: Modifier of 50 for defense. Cost 50 gold
Modern Forts: Modifier of 100 for defense. Cost 100 gold
Techs
Each Tech costs 1000 gold. An RNG will then determine whether or not you get it. (1-10. I will then add 1 point for every person who has previously researched the tech. If it is over 6 you get the tech)
Tech 1: Allows for Musketman and Forts
Tech 2: Allows for Claiming in the new world
Tech 3: Allows for Late musketman and increases the max claims/turn to 7
Tech 4: Allows for early Rifleman and
Tech 5: Allows for late Rifleman and makes upgrading provinces cost 3 gold instead of 5
Tech 6: Allows for Early Infantry and gives a 10% increase in income
Tech 7: Allows for Early Tanks and gives a 20% increase in income
Tech 8: Allows for modern armies and makes upgrading provinces cost 2 gold instead of 3
This is just a beta to determine:
The proper cost of techs.
How well the combat mechanics work.
If you have any questions feel free to post. I will post the map when I find it in a second.