Retired Tread - Conflict Manager's Office

Status
Not open for further replies.

Octavian X

is not a pipe.
Joined
Jan 11, 2002
Messages
5,428
Location
deceiving people with images
Basic Ruleset

1. Each character may raise a certain number of units per chat. This is based on their caste level and modified by their statistics and abilities.

2. Each character also has a maximum number of units that they can maintain command over. This is based on their territory controlled and modified by their statistics and abilities. (Note that with the proper statistics and abilities a character can raise and maintain troops regardless of their caste level.)

3. Each unit costs one shield and one food per chat to be maintained in fighting order. A unit without this support becomes a half strength unit. After 2 chats at half strength the unit will disperse.

4. Each unit costs a number of shields to raise that is equal to 1/10 of the number of shields to build it in the Civ3 game.

5. Mercenary units must be supported with gold and cost gold equivalent to their unit raising cost each chat. (Example: It costs 3 shields to raise a swordsman. It would cost 3g per chat to maintain a mercenary swordsman.)

6. Units are stationed in a territory and can be assumed to be located anywhere inside that territory. A unit can move into (through) one territory per chat for each of its Civ3 movement points. If movement is not contested and is along roads a unit can move into (through) 3 territories per chat for each of its Civ3 movement points. A unit must always stop movement when it enters a contested territory.

7. Units in a contested area will fight using their unit attack/defense values from the Civ3 game modified by character warfare skills, terrain, defenses, etc. Forces may be destroyed, rebuffed, routed, etc.

8. The Conflict Manager has overall authority over all units and is responsible for tracking the units for each character, their location, movement, upkeep, status and all conflicts resulting from actions in contested territories.

Octavian's In-House Rules

1. In the event of a battle between batallions of units, it will be possible (by random event) that leaders of those units may be hurt. As technology gets better where leaders are less and less needed at the front, this risk diminishes.

2. The Conflict Manager reserves the right to create/alter units available for use by players to fill in upgrade lines in the Civ3 game.

3. Each invidividual real-life player may create one unique unit. That individual can create all stats (subject to approval by the manager), and must assign it to one of his characters. When a character with a UU dies, the UU dies along with him, becoming an equivilant unit available to all. Each individual may only create one UU for one character throughout the game.

4. The Conflict Manager reserves the right to create NPC armies to invade Fanatica.

5. All units that would regularly require a special resource will require that resource. The resource may only be used if it is inside your territory, or if you have agreements with another character to use the resource. The resources need not be connected by road in-game. This goes for barracks as well: You must control a city with in-game barracks to upgrade troops.

6. You may only command a number of units equivilant to your character's charisma statistic. You may raise more units than that number, but those units should be placed under the command of another character. I will allow you to command more troops than your charisma score, but be warned, as those additional troops may rebel.

7. Please remember that all decimals should be rounded down, be it .1111 or .9999.

8. Upgrade costs are one-half the difference of the costs of the old and new unit.

Thread Rules

1. Please keep all unnecesary discussion out of this thread. It is only reserved for orders, or notifications of conflict.

2. Clearly label each post (Troop Raising, Troop Orders, Character Conflict, etc.). Unclearly labelled posts will be skimmed through and disregarded as spam.
 
Code:
[b]Unit List

Unit		ADM	Cost	Special	Upgrade[/b]
Warrior		1/1/1	1		Swordsman/Legionary
Archer		2/1/1	2		-N/A-
Spearmen	1/2/1	2		-N/A-
Legionaries	3/3/1	4	Iron	-N/A-
Swordsmen	3/2/1	3	Iron	-N/A-
Charioteer	1/1/3	2	Horses	Horsemen
Chariot Archer	2/1/2	3	Horses	Horse Archer
Horsemen	2/1/3	3	Horses	-N/A-
Horse Archer	3/1/2	4	Horses	-N/A-

[b]Unique Unit Archive

Unit		ADM	Cost	Special	Upgrade	Creator[/b]
no UUs have been created by any players.
 
Can I be the assistant?
 
Originally posted by Octavian X
Please note that I am looking for an assitant for the job.

I am interested in the Job :). I can create some sourt of Manfest for each Citizen (Or groups) that are in the RPG :). I have MS Excel that would alow me to do this :).

Edit: I discovered that Zarn has applied also, would it be possible to divide the work between the two of us :).
 
Those are good ideas, Octavian. You don't need to alter the base rules for them though - they can go in your Conflict Rules subset.

The idea with the base rules and subset rules is to create a basic and constant framework with the basics and then have subset rules that expand and define them. The basics stay the same for the whole game. The subset can change based on how the game is flowing and the particular flavor brought to the office by the current managers.
 
OK, that sounds good. I just thought of another possible addition: Create NPCs that lead foreign armies intent on destroying Fanatica.
Remeber in DG2 how the game got so tied up in alliances that little conflict actually occured? I think it would work great if, every once in a while, foreigners threatened our lands. Even the armies were lead by NPCs the manager controlls, then bribes could be offer for alliances with Fanaticans. That way, loyalties would have to be proved, etc.

Zarn, CG: Thanks for appling. I'll keep you in mind when I get a workload. :)
 
some more ideas:
characters should be able to form units... not only buy and support them. the disadvantage of this is that the character will be deeply effected by a fight :)

the units created will be character based units. each unit being defined by the abilities and items the character owns. for example a character with only a club would be a warrior. if the techs allow a character with more than average horsemenship could be a horsemen, and as soon as the techs allow and he owns mail and an appropriate horse, he could be a knight (for some unit types special prerequisites, like having being "sworn in on the crown" or having passed special trainings could be set up by the conflict manager).
the character based units may command themselves under controll of another character ("leader"), but may leave this controll at any time. they can even disband themselves under controll of their player. as such, they will not cost any defined maintenance unless otherwise defined between the characters.

example:
player A, characters: ca1,ca2,ca3
player B, characters: cb1,cb2

ca1 decides to run his own army. he baught units, but thinks he needs more people. as ca2,ca3 and cb1+cb2 live in the area he controlls, he asks them to join.
ca2+ca3 only have clubs and join the army for free, cb1 and cb2 are equipped with spears and want 10g/tc from ca1. ca1 complies.
the army of ca1 would consist of 2 warriors and 2 spearmen + any additional units he baught for money.
if he wants to "lead his troops into the fight", then he can equip himself and add himself to the army. lets say he buys a horse, then the army will have an additional horseman.

now he goes into a fight. he builds 2 troops:
(character units are marked with a *)
troop1: spearman*, spearman, warrior*, warrior*
troop2: spearman*, spearman, horseman*

during a fight with others, the baught units will be automatically "used up" first if not otherwise defined in the instruction thread.
so if ca1 only moves his troops and looses a warrior in troop1, it can be either ca2 or ca3. which one would be defined by random or instruction, the effect (death or injury) can also be defined by random.
troop2 also receives losses during the attack. the baught spearman gets killed. this scares cb2 so much that he defects with his spearman, so it vanishes out of the troops. in troop2, the horseman of ca1 is now undefended.
during the next attack of the enemy, the horseman gets beaten down. the randomizer will define if ca1 survives, and if he is held captive by the attacking army :)

if he has a decessor defined, that one will immediately take over military controll. the units will nevertheless stay stalled for one TC because of the change in command.
if no decessor can be found, than the baught troops defect completely. it is up to the player of a character to define whether his troop also defects.



and our main problem will be: we wont be able to have units under the current ruleset until currency!
 
Attention, all! I'm looking for a few people who are active here in the forum and are all able to act in a neutral manner.

With the game picking up, I need a few people who are on when I'm not to decide the various bouts that occur during the day. All you'd have to do is determine winners, losers, and injuries incurred when a battle takes place somewhere, all based upon a character's stats.
The only restirctions would be that you couldn't judge battles you fought in (duh!) and that all decisions would be reviewed by myself, with the possibiliy of the overturn of another decision.

All applicants welcome, and may be subject to an approval poll.
 
I was wondering...can the despot, as owner of all Fanatican lands, raise an army? How many troops are there per unit?
 
he can . of course .
the problem is that if he looses his despot-position, he cant support them any more as he looses his land...
 
Status
Not open for further replies.
Top Bottom