Terrance Project Thread

Well, since there are quite a bit of discussion here I think it's best to share what I've been working on since the retrospective.

Here's the brainstorming I've done for Terrance's Prohibition. It's 1920, prohibition is full swing, and the first generation of extraordinary beings, the Masks, are emerging into scene.

https://docs.google.com/document/d/19D16DxpmFaAsI8xhtQ83aJt5K80UrMUtqeHEBfw1LdA/edit?usp=sharing

Although a ton of things are different, here are some of the many things that are the same.
  • Turns with phases where you can adjust your strategy
  • Asymmetry in development and capabilities
  • Interdependent criminal world
I don't have a launch date planned, but I am keeping track of interest and I'm brainstorming ways to do the Mask abilities differently.
 
I kinda like the system, but the setting doesn't click. Also curious how the procedures for updating will look.
 
I will notify someone when they're up for initiative. This notice will include the current map, current available missions, and the actions they have activated.

They have a certain amount of time to choose which action they want to use and how they want to use it.

I then determine the outcome of the action, advance initiative, and check who goes next.


Regarding the setting: I've been actively taking feedback and modifying things. Is there anything specific that is weird about the setting for you?
 
So its going to be via individual PMs, got it :thumbsup:

No, the setting looks genuine, its just the topic in general is somewhat distant from my personal interests. I like the board game inspiration trend too.
 
Random idea I got while playing the United Empire in Endless Space. Not going to affect Laurel, just letting out some creative energies/thoughts on running a politics type game.

The basic concept for this game is players represent various factions on an advisory council. Voting is done using Influence, while Wealth can be used to bribe each other or NPCs. Assets give players additional tools to try to garner more wealth and influence.

Influence:
Influence represents a player’s soft power. Each turn players gain influence points equal to their Influence, which they can then spend to do various things, Influence Points cannot be saved.

The primary things to spend influence points on are to Propose a Resolution, and Additional Votes.

Proposing a basic resolution costs 1 influence point. Resolution posts must be stand alone posts that cannot be edited, or else they become invalid. Resolutions can be as formal or casual as the player wishes. Every player gets 1 free, publicly known vote on every resolution, but they can spend Influence Points to add additional votes. (These additional votes can be made secret if wealth is spent on them) If a Resolution passes, I will take them into account for future developments, and the player who proposed the resolution earns an Influence.

Additionally, influence points can be used to invest to expand Influence, for oneself or another. If spent influence points equal the influence level + 3, then at the next turn the Influence level increases. However, if the spent influence points do not meet this threshold, the amount spent is reduced by (1, by half, by 25%, whatever). Overspent influence points do not save. Influence points can be spent to expand another player’s influence, and players can make deals to coordinate. However, the actual exchange is kept secret - if you reach the threshold, influence increases and the investment cleared. If you do not, influence point investment decreases.

Lastly, you can burn influence to gain additional influence point. When you burn a level of influence, you gain that number of influence points immediately. I.e. if I go from 5 to 4, I get 5 IP. This can be repeated to generate additional influence, but this would usually generate a comment in the update.

Wealth:

Wealth can be banked and is something that can be generated through assets or traded between players. Unlike influence point expansion, traded wealth (or lack thereof) is known to the person receiving said wealth. Wealth is used primarily for 2 activities: making influence point votes secret, and buying minor faction votes.

It costs 1 wealth to make any number of influence points used to vote on one resolution secret. A player can publicly vote on one side of the resolution, and use their wealth to secretly vote on the other side.

Each minor faction will have different price for spending wealth to buy their votes. If multiple players are trying to buy their votes in different directions, the side with more wealth wins all the votes. If a tie occurs, all wealth is spent but no additional votes are awarded. The identity of bribing factions is kept secret, but the minor faction votes will be cast publicly.

Wealth can also just be kept around. The wealthiest players gain some influence level expansion for free, representing minor factions cozying up to them.

Voting is done simultaneously, and additional votes cast by Influence done secretly. You cannot make a contingency plan (i.e. I vote X if Y sends me wealth).

Assets:

Some assets are developed individually, others are won or contested through resolutions. Assets can also be seized by resolution.

There may be some “auctions” for players to bid wealth or influence to “buy” assets from time to time.

Vetos:

If a passed resolution is considered harmful to the integrity and dignity of the collective, a veto might occur. Instead of +1 Influence, the player whose resolution was veto’d gets -1 Influence. A player with 0 influence can be exiled or destroyed at any time, and an attempt to seize their made by any other player.

United Empire Starting Styles:

Noble House: 3 Influence, 5 Wealth. Asset: Homeworld Manor, +1 Influence Point investment own Expansion per turn

Conglomerate: 1 Influence, 1 Wealth. Asset: Homeworld Enterprise, +2 Wealth per turn.

Faction Vox: 1 Influence, 0 Wealth. Asset: Faction Lobby, 1 free resolution proposal per turn.

Mechanics for Endless Space:

I'll check in every 5 turns/5 Years for new resolutions. Otherwise I'll play as Emperor and anything not covered by resolution I can do as I please. However, interesting/urgent crisis would generate a special session.

There'll be a period to propose resolutions, and a further deadline for secret orders to be sent. There would be first an update on the results of voting, and then a following update on the game play changes.
 
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Is this done in Endless Space or outside?
Right now, I am thinking that I would play an actual game of Endless Space based on passed resolutions, and writing up reports with screenshots (or possible video recording).

Each Update would have 5 phases.
1. Update of the last 5 turns/Special Update on unique situation. Announcement of resolution deadline.
2. Players get to propose resolutions until resolution deadline
3. Update of the current proposed resolutions, any NPC vote prices. announcement of voting deadline.
4. Players get to send secret orders on their voting positions
5. Update on the resolution results, and expected time for next gameplay update.
 
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