What's the chance that a speedier version of one of the games here will ever happen? Like, 1-2 days a turn and 6-12 hours to process result?
It's been done before, most often with Risk games.
What's the chance that a speedier version of one of the games here will ever happen? Like, 1-2 days a turn and 6-12 hours to process result?
The Industrial Revolution isn't mechanically different enough to post-apoc I think. Its mainly conventional warfare and imperialism in both cases.
I vote IOT1.
I prefer historical settings.
And I really prefer playing more than running.
Traits:
Merchant Marine: +3 Trade Routes
Ironclads: +1STR for Frigates(T2S)
Gatling Guns: +1STR for Regulars(T2L)
Covert: +1STR for Spies, +5% Success Chance
Constructive: -1IP from all building costs(except Industry)
Strategic: Admirals and Generals 25% STR boost
Leaders on the Front: +1STR for Admirals and Generals
Wooden Ships and Iron Men: +2 Naval Range
Hardworking Labor: +10% Income Modifier if below High Mobilization
Captains of Industry: Universities +8% Income bonus
A New Breed of Officer: Military and Naval Colleges +8%STR boost
Volunteer Army: Bases +1 Supply
An Unstoppable Force: +10% Combat Modifier if above Low
Mobilization
Dominant Race
Human: +2 Trade Routes
Elven: Hero Academies 5IP
Lizardmen: +10% Land Combat bonus
Gnome: All building cost -2IP
Merfolk: +10% Sea Combat bonus
The Fae: Ring-Forges 6IP
Goblin: Manpower increases for free in provinces owned for 2 turns or more
Dwarven: +10% Income bonus
Dragon: +20%STR Increase when defending
Orc: +20%STR increase when attacking
Halfling: Spies 10%STR
Secondary Race
Human: +1 Trade Routes
Elven: Hero Academies 8IP
Lizardmen: +5% Land Combat bonus
Gnome: All building cost -1IP
Merfolk: +5% Sea Combat bonus
The Fae: Ring-Forges 9IP
Goblin: Manpower increases for free in provinces owned for 4 turns or more
Dwarven: +5% Income bonus
Dragon: +10%STR Increase when defending
Orc: +10%STR increase when attacking
Halfling: Spies 8%STR
Assuming we're not using an Earth map, what kind of map will we be using?
I fear the orc-lizards with take raider heroes.
Fantasy is more fun I think. You should post the heroes and ring powers for fantasy. If they aren't interesting compared to races then maybe IOTI will get more votes. If they are Fantasy will win easily.
Hero Types:
Leader +20% combat strength, stacks with General or Admiral
Warrior 8STR land combat strength
Sea King 8STR sea combat strength
Guardian 5STR combat strength, doubles when defending, functions as General when defending, does not stack
Raider 5STR combat strength, doubles when attacking, functions as General when attacking, does not stack
Steward +5% Income
Magician Can utilize +1 Ring per turn
Infiltrator Double STR Spy
Common:
Seduction: Convert 2 Enemies
Shielding: Prevent 1 Common Ring attack
Havoc: Kills 3 Manpower or 1 Improvement in target province
Destruction: Destroys 3 Enemies
Fertility: Adds 3 Manpower in target province
Scrying: Chance to reveal one hostile's plans
Courage: Adds 10% Combat bonus in one battle
Summoning: Adds 2 T2 Units
Necromancy: 33% of the slain join you after one battle
Great:
Seduction: Convert 4 Enemies
Shielding: Prevent 2 Common Ring attacks or 1 Great Ring attack
Havoc: Kills 6 Manpower or 2 Improvements or 3MP and 1PI in target province
Destruction: Destroys 5 Enemies
Fertility: Adds 6 Manpower in target province
Scrying: Chance to reveal two hostiles' plans or certainty of one
Courage: Adds 20% Combat bonus in one battle
Summoning: Adds 4 T2 Units
Necromancy: 66% of the slain join you after one battle
Mighty:
Seduction: Convert 5 Enemies or 1 Hero
Shielding: Prevent 4 Common Ring attacks or 2 Great Ring attacks or 1 Mighty Ring attack
Havoc: Kills 10 Manpower or 2 Improvements and 3MP or 6MP and 1PI in target province
Destruction: Destroys 8 Enemies
Fertility: Adds 10 Manpower in target province
Scrying: Chance to reveal four hostiles' plans or certainty of two
Courage: Adds 30% Combat bonus in one battle
Summoning: Adds 7 T2 Units
Necromancy: All slain units join you after one battle