Heres more that I wrote out. Not formated or anything, and certainly not complete, but iv been sick all day so I am going to bed.
Graphic
Ladies and Gentlemen,
Welcome to my first Imperium Offtopicum. In the grand IOT tradition, this is a game focused on diplomacy. However, it is now aimed in a different direction.
As the name implies, in this game your economy will be based almost entirely on trade, forcing even the most seclusive nations onto the world stage.
The Rules
The 3 House Rules
Thou Shall not Flame, Troll, or Personally Insult any other player OOC.
Thou will STAY ON TOPIC.
Make sure all comments are relevant to the fictional world of the current IOT, known as In Character or IC.
Thy GM is supreme.
I reserve the right to change game rules, ignore or modify orders, impose restrictions on players, disband player nations, and so on. AT MY PLEASURE, although I will try to give a reason, if only that I am bored. Feel free to give me advice on how the game should be run, but I do not promise I will take it. Remember, this is my first time so be gentle!
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The Basics
Idea, Map, and Economy
The original idea for this game came from Settlers of Catan (link:
http://en.wikipedia.org/wiki/The_Settlers_of_Catan).
Unlike the typical map of provinces seen in other IOT’s, this game is based around a board of hexagons, each representing a harvestable resource. The game takes place on the edges of each Hex. Settlements may be founded on the corners where hexes connect, and roads may be placed on the edges of each hex. This is shown in the example.
EXAMPLE PIC
The icons in the center of the Hexes are resources. There are three main "flavors" of resources (Food, Construction, and Bonus), and within them each type of resource is useful in a different way. Resources are required for everything done in the game.
The small red squares are settlements. Settlements generate 1 of every resource that they touch EVERY turn, plus 2 gold. However, they consume 1 food resource per turn. Settlements MUST be placed at least 3 lengths away from other settlements, as shown.
The large red diamond is a city. Cites produce double what a settlement does, generating 2 resources for every hex they touch, and 4 gold. The city shown is producing 2 cows, 2 wheat, and 2 lumbar in addition to the 4 gold.
The red circle is a fortress. It can be placed in any intersection not occupied by a settlement or a city (provided you have the Tech required). The 3 length away rule does not apply for fortresses, but they do have to be connected to your trade routes.
The thick Red lines are roads, there will be more detail about them later, but to found a settlement it MUST be connected to another settlement by some sort of trade route. Roads also affect how quickly your units can move.
The pink dotted lines are sea trade routes. They will not be shown in game, but I marked them in the example so you would be able to see how they are connected. Sea routes CAN and WILL BE blockaded. Example:
EXAMPLE
What a writeup might look like: The Blueman Empire galley has blockaded the Redmen trade routes, and thus Redmen’s city is cut off. Luckily, the Redmen city has access to wheat, a food resource, so they wont starve. The lack of trade has hurt business in the city, (2-2=0 Gold per turn.)
Starting Off
On turn zero, you will receive 30 units of gold, 3 free settlements, and 9 free roads to use as you wish. You can invest in the tech tree, or save your gold to help purchase armies when you receive your resources. Your cities must be placed at least 3 lengths apart, and linked by road or water route(requires sailing to be purchased on the tech tree).
Updates
There will be a set time each week, either Friday or Sunday Night, where I will give a deadline for orders to be in by. Then I will take to time to update. This is how the process will work:
IMPORTANT.
First are the battles and Troop Movements. If a nation that you do not have open boarders with parks his spearman where you want to build that city, the city WILL NOT BE BUILT. (Note: Battles use the Stability and Resource Bonus of last turn)
If two units of different nationality are ordered to the same point, they will fight if you do not tell me otherwise, EVEN if the nations are at peace.
If you must cross the position of a friendly unit for some reason, its fine as long as you have a right of passage agreement with that units owner. If you do not, I will assume that your troop movement was very important and the units will fight.
Second I will calculate trade routes, making sure that each settlement, city or fortress is connected. I will also double check your routes to other nations, making sure that your trades are still possible.
Third, resources are harvested and trades are officially conducted, and maintenance is subtracted from your stores.
Fourth, Tech is purchased, and stability for the next turn calculated.
Fifth, roads, settlements, cities, fortresses, armies, and navies are all constructed.
Game Concepts:
Stability
Stability is important in two ways.
-First is the stability level. When stability is above or equal to zero you are Stable. There are no -'s. However, if you become unstable, I roll a 10 sided die. If my roll is higher than the absolute value of your stability rating, nothing happens. If the roll is lower, for every point less, 1 city goes into revolt and produces nothing for that turn.
-Second, for every 2 points of stability, your units gain +1 to both attack and defense.
You start with +7 stability on the first turn. Stability can be increased by obtaining certain resources and Technology.
Warfare:
Wars are unit based. There are 8 types of units available. Each unit has an attack, defense, and move speed (think Civ III, if you have played it). Military orders will be conducted in the order that I receive them.
In a battle between a unit, the formula will look like this:
(Attack Strength of unit 1)+(Roll of a 6 Sided Die)+(Modifier)-[(Defensive strength of Unit 2)+(Roll of a 6 Sided Die)+(Modifier)]
There are three possible outcomes:
-If the Defender is stronger than the attacker, the equation would come out negative, and the attacker would be destroyed.
-If the equation =0, the attacker is destroyed and the defender is reduced to half health(if attacked a 3 sided die will be rolled instead of a 6 sided die). It will heal at the end of the update.
-If the equation equals a positive number the defender is destroyed and his position is replaced by the attacker.
The Modifiers: Stability, Defenses, Sea Attacks, Resource Bonuses