Near final draft, comment now, the first game thread starts soon.
Society
version 0.3
a forum game from Smiley's Cultural Industries
Society is a civ clone adapted to the vBulletin platform. As the leader of a civilization, your job is to nurture it from a small tribe to world domination, conquest of space, or who knows what else.
Gold
makes the world go round. Everyone starts with 1 Gold.
Cities
The core of your empire.
Each city generates Gold per turn equal to 5 times your Technology Level.
The cost of building a new city is equal to 3x the number it will be
Technology
Tech increases Gold per city per turn, and can also confer some special benefits, such as unlocking Wonders. You can advance more than once if you can afford it.
War
What's a forum game without some violence?
Military power is bought using gold, at a 1 to 1 ratio.
How war works:
Specify who you are attacking, and how many forces you are sending. Your territory must be in contact with enemy to attack.
The number of cities you gain is equal to
C = A / DT * (AT / DT), round down.
A = attacker's army size
AT = attacker's tech level
DT = defender's tech level
The attacker takes casualties equal to D / AT, where D is defender's army size, and AT is attacker's tech level. The defender does not take casualties (it is assumed that the attacker will pick the least defended cities to strike)
Governments
You start in Despotism. At any time you may change governments by Revolution. You will forfeit your turn by doing so, including gold collection.
Despotism- Free army support
Monarchy- +50% gold/turn
Army support cost = army size / cities
Republic- Double gold/turn
Army support cost = army size / tech level
The Map
A square grid. For two squares to be adjacent for military and trade purposes, they must have a common edge, corners don't count. Starting locations are arranged in with each player having 2 neighbors, initially separated by 2 squares. Total area is equal to 12 times the number of players.
Goodies
Caravans: cost = 5, target at a neighbor and both collect gold equal to combined Tech Levels
Spies: You get 1 spy per turn once you discover the necessary technology. You may use any number per turn. Spies are either used against other players, cancelling their orders, or can be deployed as counterespionage, which stops ALL enemy spy action.
Nukes: cost = 15, destroys 1 enemy city anywhere.
SDI: cost = 50, each will stop 1 nuke from hitting you per turn.
Spaceship Parts: cost = 150 each. You can only build one per turn, and need 3 to win.
Wonders of the World
There are 14, one for each tech level, except for Tech Level 15. Only one Wonder may be built. The base cost of each wonder is the square of its tech level. You may, however, overspend. In the case more than one player gives orders to build the same Wonder, the one who spends the most gets it. In ties, first to send orders wins. Loser gets their gold back.
Wonders are captured when a player is eliminated. Allies must agree who gets it.
It may appear that many of the wonders might be unbalancing, but don't worry, forum games seem to have a natural way of correcting any sort of imbalance.
1. Tower of Babel- Generates gold per turn equal to the square of your tech level, after government bonuses.
2. Great Wall- makes you immune to enemy attack. Expires with Tech Level 8.
3. Trojan Horse- gives you 1 spy per turn even if you do not have the necessary tech. Doesn't do anything after you do.
4. Acropolis- allows Republic government without having discovered the necessary technology.
5. Silk Road- allows trade with all players, not just neighbors.
6. Jihad- your military can be split to make multiple attacks
7. Mafia- One extra gold per city in the world, after gov't bonuses.
8. Trans-Siberian Railroad- Your new cities may be built anywhere, as long as a path can connect them to an existing city of yours without crossing anyone else's territory.
9. National Rifle Association- gives a Republic the military support costs of a Monarchy
10. University of California- gives you any Tech Level known to at least 1 other player.
11. Interstate Highway System- Give you bonus gold, equal to the square of the number of cities you own. After government bonus.
12. KGB- gives you 2 additional Spies per turn
13. Majestic-12 Program- your nuclear missiles are immune to intercept.
14. Star Wars- Your cities now require 4 nukes to destroy.
Foreign Aid
Once per turn you may grant the following to any one other nation. You must be adjacent to provide military aid.
1. technology
2. military units
3. spies, caravans, nukes, SDI.
Wonders and spaceship parts are not grantable.
Order of Processing
1. Production
2. Foreign Aid
3. War
4. Tax Collection
Victory
Conquest- self explanatory
Spaceship- build spaceship, a really expensive thing with parts that must be built in sequence (no stocking up and buying it in one turn)
Culture
Please provide some background and characters to aid the GM in writing a good story.
Society
version 0.3
a forum game from Smiley's Cultural Industries
Society is a civ clone adapted to the vBulletin platform. As the leader of a civilization, your job is to nurture it from a small tribe to world domination, conquest of space, or who knows what else.
Gold
makes the world go round. Everyone starts with 1 Gold.
Cities
The core of your empire.
Each city generates Gold per turn equal to 5 times your Technology Level.
The cost of building a new city is equal to 3x the number it will be
Code:
City Cost ---------- 1 you start with this one 2 6 3 9 4 12
Tech increases Gold per city per turn, and can also confer some special benefits, such as unlocking Wonders. You can advance more than once if you can afford it.
Code:
Tech Cost Goodies --------------------------- 1 free Tower of Babel 2 4 Great Wall 3 9 Trojan Horse, Monarchy 4 16 Acropolis 5 25 Silk Road, Caravans 6 36 Jihad 7 49 Mafia, Spies 8 64 Trans Siberian RR 9 81 National Rifle Association, Republic 10 100 Univ. of California 11 121 Interstate Highways, Nukes 12 144 KGB 13 169 Majestic-12, SDI 14 192 Star Wars 15 225 Spaceship Parts
What's a forum game without some violence?
Military power is bought using gold, at a 1 to 1 ratio.
How war works:
Specify who you are attacking, and how many forces you are sending. Your territory must be in contact with enemy to attack.
The number of cities you gain is equal to
C = A / DT * (AT / DT), round down.
A = attacker's army size
AT = attacker's tech level
DT = defender's tech level
The attacker takes casualties equal to D / AT, where D is defender's army size, and AT is attacker's tech level. The defender does not take casualties (it is assumed that the attacker will pick the least defended cities to strike)
Governments
You start in Despotism. At any time you may change governments by Revolution. You will forfeit your turn by doing so, including gold collection.
Despotism- Free army support
Monarchy- +50% gold/turn
Army support cost = army size / cities
Republic- Double gold/turn
Army support cost = army size / tech level
The Map
A square grid. For two squares to be adjacent for military and trade purposes, they must have a common edge, corners don't count. Starting locations are arranged in with each player having 2 neighbors, initially separated by 2 squares. Total area is equal to 12 times the number of players.
Goodies
Caravans: cost = 5, target at a neighbor and both collect gold equal to combined Tech Levels
Spies: You get 1 spy per turn once you discover the necessary technology. You may use any number per turn. Spies are either used against other players, cancelling their orders, or can be deployed as counterespionage, which stops ALL enemy spy action.
Nukes: cost = 15, destroys 1 enemy city anywhere.
SDI: cost = 50, each will stop 1 nuke from hitting you per turn.
Spaceship Parts: cost = 150 each. You can only build one per turn, and need 3 to win.
Wonders of the World
There are 14, one for each tech level, except for Tech Level 15. Only one Wonder may be built. The base cost of each wonder is the square of its tech level. You may, however, overspend. In the case more than one player gives orders to build the same Wonder, the one who spends the most gets it. In ties, first to send orders wins. Loser gets their gold back.
Wonders are captured when a player is eliminated. Allies must agree who gets it.
It may appear that many of the wonders might be unbalancing, but don't worry, forum games seem to have a natural way of correcting any sort of imbalance.
1. Tower of Babel- Generates gold per turn equal to the square of your tech level, after government bonuses.
2. Great Wall- makes you immune to enemy attack. Expires with Tech Level 8.
3. Trojan Horse- gives you 1 spy per turn even if you do not have the necessary tech. Doesn't do anything after you do.
4. Acropolis- allows Republic government without having discovered the necessary technology.
5. Silk Road- allows trade with all players, not just neighbors.
6. Jihad- your military can be split to make multiple attacks
7. Mafia- One extra gold per city in the world, after gov't bonuses.
8. Trans-Siberian Railroad- Your new cities may be built anywhere, as long as a path can connect them to an existing city of yours without crossing anyone else's territory.
9. National Rifle Association- gives a Republic the military support costs of a Monarchy
10. University of California- gives you any Tech Level known to at least 1 other player.
11. Interstate Highway System- Give you bonus gold, equal to the square of the number of cities you own. After government bonus.
12. KGB- gives you 2 additional Spies per turn
13. Majestic-12 Program- your nuclear missiles are immune to intercept.
14. Star Wars- Your cities now require 4 nukes to destroy.
Foreign Aid
Once per turn you may grant the following to any one other nation. You must be adjacent to provide military aid.
1. technology
2. military units
3. spies, caravans, nukes, SDI.
Wonders and spaceship parts are not grantable.
Order of Processing
1. Production
2. Foreign Aid
3. War
4. Tax Collection
Victory
Conquest- self explanatory
Spaceship- build spaceship, a really expensive thing with parts that must be built in sequence (no stocking up and buying it in one turn)
Culture
Please provide some background and characters to aid the GM in writing a good story.
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