At first glance, the inclusion of Industry looks good.
Reserving a spot now!!!![]()
As I was reading the modules I thought that maybe you could add something along the line as "hangars" so that maybe capital ships and larger could carry around light ships. Also, what's the difference between structure and armor; they look pretty similar.That looks like a lot to handle Daftpanzer, but if that NES ever becomes a reality I would definately join!As I was reading the modules I thought that maybe you could add something along the line as "hangars" so that maybe capital ships and larger could carry around light ships. Also, what's the difference between structure and armor; they look pretty similar.





. Moar explicit details about the map system would be nice too
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I have actually been learning some Excell basics with formulas and concatenations and stuff so I plan to get some stat automation in. I need to write a section explaining the map.As I was reading the modules I thought that maybe you could add something along the line as "hangars" so that maybe capital ships and larger could carry around light ships.
I think structure is like hp in dnd, while armor is like damage reduction. You get hit and your armor will prevent some damage, and your structure will absorb the rest. The armor prevents damage and doesn't need to be repaired most of the time, while structure needs repairs everytime its hit to get back to full strength.
The Great War III: Age of Kings
Use of Document: stat dump of development
Status: In Development
Time Period: Anything Remotly Medieval. Accepting Suggestions.
Setting: Ditto.
Ruleset: Working on a simple ruleset that will combine the diverse threads of income. We shall have:
Gold, for Spending. You have three taxes: a 2 gold per manpower tax which can be raised, a percentage tax on domestic commercial ventures, and tariffs on imports and/or exports.
UP, or Urban Power. This represents the smart-alacks who know how to make compicated stuff
and who live in cities. Sorta like Hammers in Civ. Generated by mines and cities.
AP, or Agricultural Power. This represents the agricultural products from the fields.
We definately will have a Manpower stat, which represents simply a number of men eligible of military service. We will also have a population stat which is everyone else.
We will have as simple army system as possible but still goes into unit tactics. Will use AIM aka EQ style. With UP and AP both eligiple for use as EP for certain units. Levies will cost Manpower and AP, while Knights will cost more UP ect. Will work on this for balance and ease of update.
Fuedal Systems: For most countires, the Sovereign owns half or less of their land directly. The rest are owned by councils of weak vassals and stronger Barons. The Lord must use force and guile to get as much forces for war from these units as possible, and to minimize possibility of revolt or betrayal.
Players. Each economic Update is a Year long. Each war update is 3 months
However, each will play but as a King. Not an ultimate rular of their nation. They will ahve private stats and such as needed to calculate success in their ventures.
Each will select a few others as their 'Children' and I will roll to see who dies, who gets assassinated, and which player will eventually head the nation after about 5-30 turns for the other player. Who is now dead.
Accepting Suggestings. Running maybe next year! Depending on Free time! Might do an old'fashioned Great War game! Please don't fudge this!


Also, an open invitation for those of you who like toying with stats, I am interested in making LONES more serious. If you're at all interested, head over and check out what I'm working with.
http://forums.civfanatics.com/showthread.php?t=369102
What are you trying to do with your stats? Stats should be the current state of one's nation as reflected by the rules and the game play options for players.
1. Rules determine player choices in spending and other things that effect their nation
2. Using some methodology, Mod translates spending or other actions into effects that change the stats.
3. Players use new stats to make decisions about what to do next turn.
How do you want to change your game's stats: What they show, the rules, or turn effects methodology?
