Botwawki 2.6

Option 2
 
I'd vote for ending it with an epilogue now, the next turn or two will bet complete madness and a headache to mod otherwise.

Excited to see what you'll come out with next! (Rebelnes would be beat, always wanted to try that¥
 
Option 2.
 
I greatly enjoy the post-apocalyptic setting, and Fallout in particular - this is a rather unique NES-type, and 50 updates later I'm still excited by nuclear roleplaying. I personally favour starting anew (especially on the promise of a harsher and more crowded game) with a BOTWAWKI 3.0 after an epilogue replacing next turn over all the other choices.
 
Since there's a lot of favor for both postapocalyptic and the fantasy options, let me put this out there as a choice:

Post-apocalyptic fantasy, following a massive conflict known as the Mage Wars, destroying civilizations and altering the world to great degree. Same resource management as this NES + Magic replacing Ammunition. Faction creation would be similar to what is here, but with different available choices. Pretty much the same thing as botwawki, except with a new map (and no Google reference for salvaging); and somewhat different stats.
 
Since there's a lot of favor for both postapocalyptic and the fantasy options, let me put this out there as a choice:

Post-apocalyptic fantasy, following a massive conflict known as the Mage Wars, destroying civilizations and altering the world to great degree. Same resource management as this NES + Magic replacing Ammunition. Faction creation would be similar to what is here, but with different available choices. Pretty much the same thing as botwawki, except with a new map (and no Google reference for salvaging); and somewhat different stats.
Yes. That. Please.

Reminds me of Dark Sun, a D&D setting.

Also it's just less redundant than another post-apocalypses in the same location.
 
That could be fun, if only to not burn yourself out on Florida BOTWAWKI... But up to you, of course.

I did have a plan for a vault at The Ruins of Bongoland, as you had mentioned the other day.
 
To be fair...I love Fallout and all, but a BOTWAWKI-like magic post-apocalypse IOT? Sign me up, please!
 
I am similarly intrigued
 
So I'm just throwing ideas out here for the post-apocalyptic fantasy thing. I've got a number of ideas I would love to use that were just too "out there" for even the warped physics of the Fallout universe. At the moment I'm planning the remains of a high fantasy world putting itself together after a cataclysmic magical war which both destroyed civilization and even shattered normal time and space in some areas. I think the key differences would be the following:

1. Materials (still would be a stat), would be more collected by traditional RTS activity, i.e. mining and lumber harvesting rather than outright salvaging. An option would be to split Materials into Lumber and Ore. All of the above would be recoverable by salvaging as in botwawki too, as there would be ruined cities/dungeons throughout the land.

2. Weapons would remain a stat, but Robots would be gone. In the place of Robots, you would have Soldiers, i.e. people who only fight and defend for a living. While weapons can be created and used by any of your population, they (+Gold) are used to train soldiers to fight.

3. As implied Gold replaces Caps, but will be functionally the same, except used for creating soldiers. The market would remain the same too.

4. Each update would be a year rather than six months, due to altered scale and territory.

5. Ammunition replaced completely by Magicka, used by mage-type soldiers. Only mages would use this resource, as well as generating it each turn, and the more mages you have the more that is generated. I am considering a "leveling" system for mages, meaning that they can craft more powerful spells and generate more Magicka the longer they live and study. Magicka would also be able to be used in place of typical materials for construction purposes, making it a more versatile resource than Ammunition is.

Beyond those five changes, the foundation of the game would be the same as BOTWAWKI: Exploration of a ruined world and fighting monsters and other players for scarce resources. Here's a bit of a prototype for the setup which I just churched out based off of the existing one:

Spoiler :

Leader Traits

Leader Traits are what sort of benefits that your leader brings to the faction as a whole. When your leader dies, the following leader will likely have a trait of his own. Yes, this means that your leaders are not permanent, and depending on what sort of government you have, leaders may change frequently or rarely at all.

Charismatic: Population growth is increased. Bonus towards annexing NPC towns of your same race.
Mage: Generates Magicka each turn, Magicka generation of all mages in your society is doubled
Fearsome: All soldiers fight better, particularly in melee combat.
Adventurer: Increases the likelihood of finding good stuff when your leader goes with a scavenging or exploration party
Engineer: Skilled with mechanics and equipment, and reduces the time it takes to research new equipment and non-magical devices
Lucky: Helps a little bit with everything.

Origins

The Origins section of creating your faction revolves around the type of people that your faction was created out of. They should be fairly self-explanatory.

Warriors: A group of regular soldiers who survived the war, barely, despite the masses of magic hurled at them. They possess more weapons at the start, and have dedicated soldiers to begin with. They lack any magic or farming abilities to begin with.

Townspeople: Regular townsfolk who somehow managed to be spared the devastation. They are good farmers and miners and have more starting resources than any others, but no magic and limited military equipment.

Merchants: Even wizards occasionally needed to buy things, even during the Mage Wars. A number of merchant families survived, only to find they were the only ones left. They have plenty of gold and some resources to start, but few weapons and no real skill at farming.

Mage Veterans: A group of magical survivors of the war, active participants in fact. They have a hard time recruiting new people due to a dislike for mages because of the war. On the other hand, they start with a goodly amount of magic users.

Elves: The forest-folk, or elves, were theoretically neutral in the war, but found themselves as victims of the mages in their lust for power and immortality. Very few survived the war, making any elf settlement a small one. Despite the small population, they typically start with a moderate amount of resources, and even skilled mages.

Dwarves: These underground diggers and miners were initially sheltered from the war due to their elusive strongholds and defenses. Eventually as the world was shattered and stricken by the conflict, they were thrown out of their homes and slaughtered. Still, a dwarf community possesses both a large number of weapons and resources.

Faction Traits

Choose this trait wisely. Unlike leader traits, this will NEVER change under any circumstances and are the very basis of your nation. If you would like something not seen here, bring it up in the thread, and I'll determine whether or not it's a valid trait.

Commercial: Building ships are half cost, towns produce double Gold from trade
Religious: Immigrants bring food and water supplies
Militaristic: Soldiers fight better in all battles
Industrious: Towns produce double Ore and Lumber
Agrarian: Towns produce double Food and Water
Friendly: Larger amount of immigrants per turn

Starting Community Types

Your starting community will be the place your nation is born from. While you may start as a humble settlement, the type of place you choose to begin from will indubitably shape the sort of nation you create. Unlike BOTWAWKI, there is no limitation on pairing Origins with Communities in faction creation. Because I describe the details of outposts and settlements further below, this section will only discuss things related to the benefits and less desirable results of starting in each location.

Dwarf Fortress: An underground community built by the dwarves, which is able to be easily defended against attack, and hard to detect. It has bonuses towards mining, but is at a disadvantage when it comes to farming.

Elven Enclave: Elf magics had long concealed their towns and communities from human eyes. Stereotypically these are in wooded areas, but really they could be hidden anywhere, even in ruins. Enclaves are good for magic generation and concealment, but they lose their effectiveness the larger the population.

Town: Human villages and towns exist plentifully throughout the world. They are well suited for farming and agriculture, acting as the breadbasket for any young faction, but are the most difficult to defend.

Fort: These are traditional military outposts that used to mark the borders between nations. They are well situated and easily defended against attack. They have advantages towards both defense and resource collection, but are not particularly suitable places for the study of magic.

Mage Tower: These old towers were used by the most powerful mages during the Mage Wars. Most people give these places a wide berth, due to the notorious reputation and usual curses placed upon them. Immigration will be decreased, but mages will find their magicka generation increased and no raider attacks will be launched upon this sort of settlement, ever.

Camp: During the wars, some of the most successful refugees simply hid in makeshift tent towns throughout remote areas. With the end of the conflict, they now seek to find a new land to settle in. Camps are not good at resource production, but unlikely starting areas, they can move the whole faction to a new location each turn.

Dungeon: Dungeons used to be places that adventurers sought out fame and fortune, usually crawling with monsters. When the world outside went mad, even ordinary people realized that risking neck and limb with traditional monsters was less crazy than staying outside. This is a former lair of some evil that has been converted to a home for refugees. Good for both mining and magicka production, but not particularly great for anything else.


Here's a preliminary idea on what stats would look like based off of the current sample on the front page:
Spoiler :

Magic Union: Polyblank
Leader: Commissioner Mark Jobs (Engineer)
Race: Human
Faction Trait: Militaristic
Capital: Ynabla (Town)
Structures: Farming Equipment, University, Fortifications (2), Lumber Mill, Automated Defense System, Lookout Tower, Well
Population: 1,580
Slaves: 0
Education: Advanced
Gold: 130
Food: 1,240 (+1,300)
Water: 1,540 (+1,150)
Lumber: 5,300 (+400)
Ore: 1,300 (+200)
Magicka: 10 (+5)
Weapons: 140 Swords, 120 Crossbows, 25 Longbows, 10 Muskets, 10 Suits of Armor
Soldiers: 20 Footmen, 30 Archers, 5 Mages
Outposts:
Spoiler :

Notgnilra (Town): +550 Food, +500 Water, +200 Ore
-Structures: Fortifications (3), Well, Farming Equipment, Mine, Automated Defense System
-Arsenal: 130 Swords, 120 Crossbows, 10 Longbows, 10 Muskets, 10 Suits of Armor
Rubesae (Town): +200 Food, +150 Water
-Structures: Fortifications (3), Well, Farming Equipment, Automated Defense System
-Arsenal: 130 Swords, 120 Crossbows, 5 Longbows, 5 Muskets, 10 Suits of Armor

 
I was intending to join BOTWAWKI, so i'm totally in this new game.

May I suggest adding a Hero mechanic? Something representing the traditional RPG characters salvaging dungeons, killing monsters and helping people...
 
Great sneak peek. Some of my thoughts:

1. Elves and dwarves seem to have very isolated branches of origins and community types. I'd imagine it's still possible to create a human faction living in a Dwarven Fortress, but it's still a strange combination that won't work too well. Same with elves. For now, elven and dwarven players seem to be almost stuck with rather narrow choices.

2. I'm not very clear about the weapons and soldiers things. Can non-soldier commoners still use weapons in combat?

3. Let's say I have 30 archers. Do I choose what they're armed with besides the bow and arrows? Can I give them some suits of armor and swords to make a sort of an elite heavy archer unit?

EDIT:
May I suggest adding a Hero mechanic? Something representing the traditional RPG characters salvaging dungeons, killing monsters and helping people...
I also wanted to suggest this, but it may add a lot more calculation to the process, and I feel like the main reason why EQ is stopping this game is he can't keep up with the amount of data he has to process each turn. I'd love to see a hero mechanic in the game, though.
 
Actually a hero mechanic I was considering, as I did a similar attempt at this in a past NES with similar (but far more complex) mechanics. At the moment I'm considering having them as special Soldier units, that distinguish themselves in combat.

1. Elves can start in any of the starting settlements, as can dwarves. So not only can you have humans in a dwarf fortress, you could have elves in one too. Really, any race can have any start.

2. Yes, the weapons can be used by the Population stat, just like now, but less effectively. Also, it will "cost" a weapon to create the attached soldier. For example a Footman would require a Sword, # Gold to create. Soldiers will just be better at fighting than civilians.

3. Soldier types are determined by what you create them with as mentioned above. I'm assuming that the Soldiers will be highly specialized at whatever weapon they are given, which will make all the difference.
 
1. Elves can start in any of the starting settlements, as can dwarves. So not only can you have humans in a dwarf fortress, you could have elves in one too. Really, any race can have any start.
Now that you said that, I want to play as a bunch of dwarves living an abandoned elven enclave. It's gotta be pretty amusing.
2. Yes, the weapons can be used by the Population stat, just like now, but less effectively. Also, it will "cost" a weapon to create the attached soldier. For example a Footman would require a Sword, # Gold to create. Soldiers will just be better at fighting than civilians.

3. Soldier types are determined by what you create them with as mentioned above. I'm assuming that the Soldiers will be highly specialized at whatever weapon they are given, which will make all the difference.
Ok, so no retraining/rearmament after a soldier has already been trained. Makes sense.
 
Conclave of Alimish, mage tower.

Ha ha ha ha, burn you foolish heathens! Magic will rise again!

btw EQ do you have a map?
 
I have no map right now, but I am planning on one. The backstory is this: the world was literally torn apart in the war, and hastily and badly put back together by unknown sources. Unlike BOTWAWKI, the game would begin literally right after the world has been put back together. The map itself I'm intending to be a single continent, with various detached islands here and there. Due to the nature of the world being put back together, the terrain will not be consistent or realistic. For example, we may have a tundra on the equator, or swamps where there is no water access. The terrain and climates themselves will be procedurally generated as the game develops and players explore new territories. For ease of use (since we will have no Google Maps), I'll be dividing the map into numbered zones, which can be later named by players based on the terrain they discover. So all any players will have at the beginning is a boundary map of the continent and no idea what's going to happen in terms of terrain.
 
Amazing concept. I am really hyped for this game you've got planned for us, EQ. I just urge you to take it slow, don't burn out, and use the time you feel you require. Surely, Botwawki must have taken its toll, and the last thing you'd need now is a writer's block :,)

Could you perhaps explain the world a bit? we are in medieval times, but do you have an irl year equivalent? 12th century? 11th century? 14th century? Were we always in a state of feudalism, or were we quite academic and upright until the "mage wars"? how hard did we get rek'd in terms of technology/reason and all that whizz whazz
 
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