Unofficial. Just to check interest and determine the potential # of players.
If there are less than ten interested, I won't bother.
If you're not sure what the parallel $Minigame is, here is a thread to the discussion, but the idea has changed a great deal since the first post. The current idea on page 3 but ideas are still subject to change. Please don't think this is final.
Here is a summary of one of the present models:
1) Try to gain wealth. Wealth is composed of cash, land, commodities (food, shields, commerce), buildings, and city interests (to come later in the game).
2) Each player will be given a certain amount of cash ($) to start, to spend on whatever you want. I'd recommend getting some land.
3) You buy land (tiles) that are within the cultural borders of our nation. Each tile produces commodities (food, shields, commerce) that you can use to trade, stockpile, or build with.
4) You can trade with both other players, and a "market base" which is linked to certain obvious game conditions. Generally speaking, if our nation improves in the game, so does the market base, and your prospects of getting wealthier.
5) The challenge comes mainly from competition between you and the other players, but you can also just set your own personal goals and play at your own pace. Regular commitment is not required to participate. The more you do, the more opportunities, but no guarantee you'll succeed. That depends on your skill.
6) Government officials and others who provide public services (like UnOrthO's paper and GePap's Foreign Civ Analyses) may be eligible for compensation - extra cash or perhaps some free land, as an incentive and reward for services.
If there are less than ten interested, I won't bother.
If you're not sure what the parallel $Minigame is, here is a thread to the discussion, but the idea has changed a great deal since the first post. The current idea on page 3 but ideas are still subject to change. Please don't think this is final.
Here is a summary of one of the present models:
1) Try to gain wealth. Wealth is composed of cash, land, commodities (food, shields, commerce), buildings, and city interests (to come later in the game).
2) Each player will be given a certain amount of cash ($) to start, to spend on whatever you want. I'd recommend getting some land.
3) You buy land (tiles) that are within the cultural borders of our nation. Each tile produces commodities (food, shields, commerce) that you can use to trade, stockpile, or build with.
4) You can trade with both other players, and a "market base" which is linked to certain obvious game conditions. Generally speaking, if our nation improves in the game, so does the market base, and your prospects of getting wealthier.
5) The challenge comes mainly from competition between you and the other players, but you can also just set your own personal goals and play at your own pace. Regular commitment is not required to participate. The more you do, the more opportunities, but no guarantee you'll succeed. That depends on your skill.
6) Government officials and others who provide public services (like UnOrthO's paper and GePap's Foreign Civ Analyses) may be eligible for compensation - extra cash or perhaps some free land, as an incentive and reward for services.
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