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  • Society VI: Signup and Rules Debate

    Well, It looks as though I'll be GMing this next game.

    I probably won't start it until next monday, though and anyways we need to get the rules ironed out.

    Here's the current revised list:

    ---

    Basics

    Gameplay takes place on a square grid map, on which cities are built. Each society lives on the following resources.

    Gold comes from cities and is used to build weapons, research technology, expand you empire, and just about everything else.

    Technology increases your tax revenue as well as your army's effectiveness.

    Armies capture enemy cities, and inflict damage on enemy invaders.



    Setup

    In the beginning, the world was created

    Players sign up in the thread. When signup is closed, the GM generates a square map with an area as close to 12 squares per player as possible. CHANGE: The map will be a bit bigger for this one game. Map is labelled with letters across and numbers down.

    Settlement

    The GM will arrange player starting locations equidistantly but randomly.

    Starting Resources

    Each player starts with 1 city and 6 gold.




    Map Adjacency

    Two squares on the map are adjacent if they have a common edge. Catty-corner squares are not adjacent.


    The sides and top and bottom of the map wrap around and people can attack over the edges.


    Gameplay

    Gameplay is synchronous, with players issuing orders each day. Each player's turn is made up of the following parts:



    1. Espionage

    2. Trade

    3. Production

    4. Foreign Aid

    5. War

    6. Tax Collection




    Expanded Turn Sequence- orders are processed down the turn sequence list, first in, first processed.

    1a. Espionage: New spy is trained.

    1b. Espionage: New spy can be used immediately, or stockpiled.

    No Spies can be used against this phase

    2a. Trade: Money in Treasury can be used for trade. Cost is based on the tech levels on the chart, not new research.

    2b. Trade: Payout is collected. Bonuses for governments are factored in the payout. This money goes into Treasury and can be budgeted in this very production turn as part of your orders.

    Each spy can target the entire trade phase

    3a. Production: Scientific Research

    3b. Production: Military (armies, nukes, SDI)

    3c. Production: Cities

    3d. Production: Wonders and Spaceships

    3e. Conquered cities rehabilitated free of charge.

    Each spy can only target one of the production phases

    4a. Foreign Aid: You can give away anything, but not cities. There's too much potential for abuse there.

    Each spy can target the entire foreign aid phase

    5a. War: Wars are fought based on the sequence orders are recieved by the GM. If an army is unable to fight a war due to someone else beating them to the target, it will stay home and defend. (This is not Galactic Overlord where ships travel through hyperspace, here your troops are within your nation until they invade the enemy) The person initiating the war can decide whether to use armies or nukes first.

    Each spy can target the entire war phase

    6a. Tax Collection: City Income / Wonder Income. Government bonuses are applied at time of tax collection. A Republic generates 10 gold * cities * tech, for example.

    Taxation is inevitable. It is immune to Espionage



    Governments

    You start in Despotism. Change governments by Revolution. You will forfeit your entire turn when you have a Revolution except for one phase of your choice which must be stated in your orders for revolution.

    Despotism- Free army support. You can only collect taxes from a maximum of 6 cities in a Despotism.

    Monarchy- +50% tax, trade, and wonder income/turn You can only collect taxes from a maximum of 12 cities in a Monarchy.

    Army support cost = army size / cities

    Republic- Double tax, trade, and wonder income/turn

    Army support cost = army size



    Army support will be deducted from Taxation at the end of the turn, if this results in a negative, armies will be disbanded until Tax Income - Army Support = 0



    Orders

    Orders are PM'd to the GM. Sample orders:


    Espionage
    Send spy to sabotauge Ljube's army recruitment.

    Trade
    Send 1 Caravan to Gamecube64
    Send 1 Caravan to Smiley
    Send 3 Caravans to Jonny
    Send 3 Caravans to Whoha

    WHOHA (3)(8+8)= 48 cost (8)(8)(3) = 192 gold
    JONNY (3)(8+9)= 51 cost (8)(9)(3) = 216 gold
    SMILEY (1)(8+8)= 16 cost (8)(8) = 64 gold
    GAMECUBE (1)(8+8)= 16 cost (8)(8) =64 gold
    --
    Income from Trade- 536 gold

    Research
    Tech 9- 91 gp
    Tech 10- 220 gp
    Tech 11- 356 gp

    COST: 667 GP

    Cities
    Build City K 12 (cost 121) = City 11.

    Armies
    Build 45 armies at tech 11. (Cost 495)

    Foreign Aid
    send Tech 9,10,11 to Whoha

    TOTAL UNITS
    63.

    WAR
    Send 50 Soldiers against Ljube.

    GOLD
    128 GP LEFT
    ---------------------



    Espionage

    Once you discover Espionage (Tech Level 7) you gain one Spy every turn at the beginning of your Espionage turn. Spies are free and can be stockpiled up to a maximum of 5.

    You may send this Spy at any other player and target any one of the other player's actions, except for Tax Collection and Espionage. That player's action is negated for the turn. Should two players send spies at each other, regardless of phase targeted, neither spy gets through and both societies proceed as normal.

    Spies sent to a society in a revolution are lost. spies can target a Society in a revolution as there is now production in a revolution, however, if the spy is sent to another phase it is lost as in other instances

    You may use a Spy to defend any phase (or part of a Production phase) against all enemy spy action. Afterwards your Spy is retired, whether or not it actually comes into play.

    CHANGE: A spy sent to defend will only stop the first spy trying to sabotage that function. Additional spys may be set to defend a function, but will only stop equal number of opposing spys, even if from different enemies.



    Trade

    You can trade with any society as many spaces away as your Tech Level. For example, at Tech 1, you can only trade with adjacent neighbors. At Tech 2, there can be one square separation. There is no longer a minimum tech level for trading.

    Cost = Sum of tech levels between you and trading partner.

    Payout= Product of tech levels, to both societies. You may only trade with adjacent neighbors whom you are not currently at war with. Peace may be declared by both players allowing a return to trading on the same turn it is declared. A declaration of peace by one side results in remaining at war and no trade is possible

    Gold from trade can be budgeted into your Production turn. You cannot send additional caravans with gold made from caravans just sent the same turn. Should your trading be interdicted by spies, please list what expenditure to cut, or the GM will take stuff off the back of your list.



    Production

    Aside from Caravans, gold can also be spent on building cities, researching technology, armies, building Wonders, nukes, SDI defense satellites, and spaceship parts.



    Cities

    Base Income = Cities x Technology Level x 5



    Build additional cities in the same way the first is built, with one exception. New cities must be adjacent to an existing one. If you don't give coordinates, the GM will build cities in a way to minimize your borders.

    The cost of building a new city is equal to 3x the number it will be

    code:

    City Cost
    ----------
    1 free
    2 6
    3 9
    4 12





    Technology

    Buy Technology with Gold. You must buy them in sequence, but you can buy more than one if you can afford it.



    The more people who have a tech, the cheaper it is to research it.

    Cost = Base Price * (P - R / P)

    P = Total number of players

    R= Number of players who have discovered that particular technology.



    code:

    Tech Name Cost Allows
    ----------------------------------------------------------------
    1 Masonry free Tower of Babel
    2 Iron Working 4 Colosseum
    3 Monarchy 8 Trojan Horse, Monarchy
    4 Architecture 12 Acropolis
    5 Geography 20 Silk Road
    6 Religion 32 Jihad
    7 Espionage 52 Mafia, Spies
    8 Industrialization 84 Trans Siberian RR
    9 Representative Government 136 National Rifle Association, Republic
    10 Mass Education 220 Univ. of California
    11 Nuclear Fission 356 NASCAR, Nukes
    12 Miniaturization 576 KGB
    13 Space Flight 932 Majestic-12, SDI
    14 The Laser 1508 Galactic Overlord
    15 Fusion Power 2440 Spaceship Parts
    16 The Flux Capacitor 3948
    17 Inductive Pulse Field 6388
    18 Nano Diodes 10336
    19 Subline Warp Fields 16724
    20 Tunneling Gamma Quarks 27060
    21 Artificial Intelligence 43784
    22 Impossible Structures 70844






    Special Units

    Buy these like you buy anything else.



    Caravans:
    Cost = Sum of tech levels between you and trading partner. Reward = Product of tech levels, to both societies.



    Nukes:
    Cost = 500, destroys 1 enemy city starting with non-wonder cities, wonder cities cannot be nuked until all other cities have been captured/destroyed. Nuked spaces cannot be reused.



    SDI:

    Cost = 500, each will stop 1 nuke from hitting you per turn.



    Spaceship Parts:

    Cost = 1000 each. You can only build one per turn, and need 4 to win. You can overpay on the 4th part, whoever spends the most wins a tie.




    Wonders of the World

    There are 14, one for each tech level. Wonders for levels after 14 can be used to destroy other players' space shuttle parts.


    Only one Wonder may be built in each city. 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.

    2. Colosseum- makes you immune to enemy attack. Expires with anyone reaches Industrialization (#8). Clarification: If you attack someone, they get one counterattack.

    3. Trojan Horse- you get a spy every turn before Espionage (#7), and Sabotauge of the Espionage Phase is allowed afterwards.

    4. Acropolis- you have the option to change to Republic even without the technology. You still need a Revolution.

    5. Silk Road- allows trade with all players, regardless of distance. Your caravans are free. Additionaly, every turn you receive 10% of worldwide trade. Expires with Mass Education (#10)

    6. Jihad - Allows the Society to attack all cities without a war declaration (unlike a sneak attack which only allows the attack of adjecent cities).

    7. Mafia- All Cities can be taxed even if your nation is a Despotism or a Monarchy.

    8. Trans-Siberian Railroad- Your new cities may be built anywhere.

    9. National Rifle Association- The First turn of a declared war is treated like a sneak attack. Only border cities may be taken.

    10. University of California- Allows you to build anything that you have not yet discovered the technology for, providing that someone else has (spaceship parts, wonders, nukes, SDI).

    11. NASCAR- You can trade with yourself. Your Caravans are Free. (income per caravan = 0.75 * square of your tech level) [Note: You only get income once- you don't get double trade income]

    12. KGB- When built, allows you to designate any other wonder obsolete. After use the wonder is obsolete.

    13. Majestic-12 Program- your nuclear missiles can only be taken down by a grid of at least 3 SDIs.

    14. Galactic Overlord- SDI satellites of all nations are used to defend your nation.



    Foreign Aid

    Once per turn you may grant any or all the following to any one other nation. You must be adjacent to provide military aid.

    1. Technology

    2. Military units

    3. Spies, nukes, SDI.

    4. Gold

    Wonders, cities and spaceship parts are not grantable.



    War

    Buy armies with Gold. The cost per army is your Tech Level. When you advance in technology, existing armies are automatically upgraded free of charge.



    You can fight one war per turn with an adjacent society. Your armies sent to attack do not defend. Specify target and number of armies to commit.



    Declaring war

    Normal diplomatic procedure is to declare war one turn before attack. You may carry out sneak attacks, but under such cases you are limited to capturing cities directly adjacent to your territory.



    Theater of operations

    Rank the enemy cities in preference of which ones you'd like to capture. Each city must be adjacent to your territory or to a city further up the list. If you don't the GM will take cities in a way to minimize your borders.



    Capturing cities

    The attacker is the only one who can capture cities. Factors include army size vs. defender technology, number of defenders per enemy city, and the ratio between attacker and defender's technology.

    C = ((A / DT) - (D / DC)) * (AT / DT), round down.

    C= cities captured

    A = attacker's army size

    D = defender's army size

    AT = attacker's tech level

    DT = defender's tech level

    DC = defender's number of cities



    Captured cities do not generate income on the turn they are captured.



    Two-way attacks

    When two nations attack each other on the same turn, the armies first fight each other. Compare strength:

    A1 * A1T vs. A2 *A2T

    A1 = attacker 1's army size

    A2 = attacker 2's army size

    A1T = attacker 1's tech level

    A2T = attacker 2's tech level



    The loser's entire attacking army is destroyed. The winner's attacking army takes casualties based on the difference.



    Survivors = Difference / Tech Level, round up.



    Taking casualties

    Attacker takes casualties as follows:

    Casualties = D / AT.

    Defender takes casualties as follows:

    Casualties = (D / DC) * cities lost.



    Nuclear War

    1. Launching Nukes

    A Nuclear Volley can be launched at any nation regardless of state of war. However, any stockpiled nukes in that nation will be immediately used as a response volley and the nations will be considered to be at war for the rest of the duration of the game.

    2. State of Nuclear War

    Once a nation launches a Nuclear Volley, they are considered to be at war with the nation they attacked for the duration of the game.

    3. Attacking Across Nuked Spaces

    Attacking across nuked territory is allowed, but if your tech is less than 15, you lose half your armies from the radiation. If it is 15 or greater, but still less than 20, then you lose 25% of your armies. If 20 or greater, you lose no armies.



    Tax Collection

    Restock your treasury for the next turn as follows:



    Income = Cities x Tech Level x 5

    (+50% for Monarchy, round up, double for Republic)

    Cities captured on the current turn do not generate tax income until the following turn



    Victory

    Conquest- self explanatory

    Spaceship- build spaceship. There are 4 parts, each costing 1000 gold. You can only build 1 per turn. The first to complete a spaceship wins. The fourth part, the Engines, can cost as much as one wants to pay for them. Should two players complete spaceships in one turn, the one with the more expensive engine wins.

    Cultural- build and hold 7 wonders, or build/conquer 10 wonders

    Domination- achieve an unassailable position of power where GM and other players concede.

    Technological- Research 22 Technologies




    It is possible for two players to complete different Victory conditions on the same turn, this results in a dual victory.


    Attachment: society_map_blank.gif

    This has been downloaded 142 time(s).

    Last edited by DarkCloud; November 12, 2004, 22:46.
    -->Visit CGN!
    -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

  • #2
    GM:
    DarkCloud

    Players
    Vlad Antlerkov... The Empire of Somewhat Moderately Evilness

    Spaced Cowboy... The Empire of the Dudes

    Whoha... The Most Evil of Empires

    Smiley... The United States of Canada

    Jonny... The Empire of Enlightenment

    Sparrowhawk... Coven of Hawks

    muxec... muxec's Empire
    Last edited by DarkCloud; November 14, 2004, 14:38.
    -->Visit CGN!
    -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

    Comment


    • #3
      Rule Changes

      *Clarifications
      *Each spy can target the entire espionage phase (only able to destroy one spy)

      Foreign Aid
      1. Technology
      2. Military units
      3. Spies, nukes, SDI.
      4. Gold

      (gold added)

      Nuclear War
      A Nuclear Volley can be launched at any nation regardless of state of war. However, any stockpiled nukes in that nation will be immediately used as a response volley and the nations will be considered to be at war for the rest of the duration of the game.

      Attacking Across Nuked Spaces
      Attacking across nuked territory is allowed, but if your tech is less than 15, you lose half your armies from the radiation. If it is 15 or greater, but still less than 20, then you lose 25% of your armies. If 20 or greater, you lose no armies.



      *Victory Conditions:

      Technological- Research 22 Technologies

      Allied- Your nation and one other nation agree to cooperate in victory. (Note: The two nations must never have been at war with each other for the duration of the game)

      ---
      Question, should we limit the # of caravans to 15?
      -->Visit CGN!
      -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

      Comment


      • #4
        The Empire of Somewhat Moderately Evilness wants in.

        Proposed rule changes:

        Clarification of sabotaging espionage phase: In favor of change.
        Foreign aid: In favor.
        Nuclear war response: The "fight to the death" part makes sense; the immediate emptying of the stockpile should be up to the player being nuked. (If a player has nukes, they should indicate whether they want to respond like that if nuked in their orders. And of course, there's the possibility of a player being nuked by two other players on the same turn-- are the stockpiles divided, or does someone get everything? And if the latter, which one? Probably the first to send in their orders.)
        Attacking across nuked spaces: In favor.

        Victory conditions: No preference.
        Caravan limits: In favor. (I'd also like to see NASCAR changed so that instead of allowing the player to trade with himself, it increased the limit on caravans/turn by that player by 50% rounding down.)

        In addition, I'd like to propose a rule change of making the map wrap-around on each edge (so as not to completely screw over the player in the middle of the map in case of 9 players).
        oh god how did this get here I am not good with livejournal

        Comment


        • #5
          The Dude, and the Empire of the Dudes are in.

          As I said earlier, I don't like the idea of one spy being able to target someone else entire espionage phase. I'd prefer that they have to "guess" where a defensive spy or an offensive spy might be and try to counter it that way.

          In other word, you can only use a spy to protect one of your phases...

          production Scientific Research
          production: Military (armies, nukes, SDI)
          production: Cities
          production: Wonders and Spaceships
          trading
          foreign aid
          war
          (be careful not to confuse military production with war)

          The sample orders need to be edited.

          Foreign aid: (to more than one player per turn...or no?)

          Tech victory condition, in favor

          Allied victory, not in favor.

          Nukes:
          1. Need to up the price.
          2. I should not be that easy to nuke someone. Perhaps you should have to be at war, or at odds.
          New concept: (at odds): one or the other nation has spied on the other leaving them at odds. They can still trade and will remain at odds for 3 turns. While at odds, nukes allowed, conventional attacks are not sneak? Probably need more flushing out.

          Clarify the armies in route issues.

          Add tech names to 22

          Wonders to 22?

          Attacking across nukes territory :d:
          We're sorry, the voices in my head are not available at this time. Please try back again soon.

          Comment


          • #6
            The Most Evil of Empires will plot its glorious return to the charred radioactive waste land that is the battle.

            as for the nuclear war stuff, I vote my suggestions in the other thread, even though they will make nukes nearly worthless(and galactic overlord). So perhaps 500 for nukes, 500 for sdi, GO blocks 3 nukes per city, Majestic 12 requires 3 sdis per nuke.

            Comment


            • #7
              3 is still a high ratio, I'd go for a 2x factor for the GO system and the Majestic 12.

              Some other wonder modifications for the two underpowered wonders:

              Mafia
              Allows a despotism or a monarchy to collect taxes from any number of cities

              National Rifle Association
              Halves the number of cities lost during an enemy invasion.
              Visit First Cultural Industries
              There are reasons why I believe mankind should live in cities and let nature reclaim all the villages with the exception of a few we keep on display as horrific reminders of rural life.-Starchild
              Meat eating and the dominance and force projected over animals that is acompanies it is a gateway or parallel to other prejudiced beliefs such as classism, misogyny, and even racism. -General Ludd

              Comment


              • #8
                Hmm... How about NRA merely doubles the casualties taken by the invader- since the gun-toting people would act as guerillas, not as a milita?
                -->Visit CGN!
                -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

                Comment


                • #9
                  As I said earlier, I don't like the idea of one spy being able to target someone else entire espionage phase. I'd prefer that they have to "guess" where a defensive spy or an offensive spy might be and try to counter it that way.
                  How about they can only target destruction of one produced spy... if there is a stockpiled spy, they can't do anything about it? That seems fair.
                  -->Visit CGN!
                  -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

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                  • #10
                    Still not getting it, but fine, I will target the opponents spy every time instead of trying to defend one of my areas.
                    We're sorry, the voices in my head are not available at this time. Please try back again soon.

                    Comment


                    • #11
                      Originally posted by DarkCloud
                      Hmm... How about NRA merely doubles the casualties taken by the invader- since the gun-toting people would act as guerillas, not as a milita?
                      ...how about having the NRA wonder change the tech level of the defender for the purposes of defense? i.e. if a tech-12 player has built the NRA, when attacked, his armies function as tech-(12+x) armies, where x is some constant. (I lean toward 2 or 3.)

                      As for Mafia...how about having it adjust its owner's tech level for the purpose of tax collection?
                      oh god how did this get here I am not good with livejournal

                      Comment


                      • #12
                        I like those two ideas vlad!
                        -
                        How about these revisions for wonders:

                        7. Mafia- Adjusts the owner's taxation income by one additional Technological Level (only for the purposes of taxation)


                        9. National Rifle Association- If defending, your tech level is adjusted by (Level+1) for the purposes of defense. Monarchies have the military support costs of a Republic.


                        11. NASCAR- You can trade with yourself. Your Caravans are Free. (income per caravan = 0.5 * square of your tech level) [Note: You only get income once- you don't get double trade income]


                        --
                        Though I can see good arguments for Smileys proposition of
                        Mafia
                        Allows a despotism or a monarchy to collect taxes from any number of cities
                        What's the voting here- Vlad or Smiley's proposition on Mafia?
                        -->Visit CGN!
                        -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

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                        • #13
                          other changes-

                          13. Majestic-12 Program- your nuclear missiles can only be taken down by a grid of at least 3 SDIs.

                          14. Galactic Overlord- Your cities now require 3 nukes to destroy.
                          -->Visit CGN!
                          -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

                          Comment


                          • #14
                            revised.
                            -->Visit CGN!
                            -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

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                            • #15
                              The Empire of Enlightenment wants in.

                              Concerning rule changes:

                              Sabotage of Espionage phase: Should be forbidden, IMO. Espionage should be immune to sabotage.

                              Foreign Aid Change

                              Nuclear War Change:
                              - Yes to permanent state of war, though automatic counterattack should be optional for the player.
                              - Instead of upping the price for nukes, deter nuclear war by preventing a player using an offensive nuke strike from trading that turn. (simulating the likely trade embargoes) OTOH, a person nuking a player by whom he was earlier nuked (i.e., nuclear counter-strikes) are not subject to the embargo.

                              Limiting caravans to 15:

                              Wonder Changes:
                              -Nat'l Rifle Association: When the owner is defending, the defender is given +50% more armies in the battle calculations and the casualty calculations than he actually has. No changes for upkeep costs.
                              -Nascar: You may trade with yourself. Caravans are free. Income per caravan: 1.0 x square of tech level. (Income is counted once per caravan).
                              -Majestic-12: Your nukes require 3 nukes to succesfully intercept. If the defender has only 2 SDI remaining, there is a 50% of interception; with 1 SDI, 25% chance. SDI are destroyed, irregardless of whether or not interception was successful.
                              -Galactic Overlord: Cities require 3 nukes to destroy.
                              -Mafia: Adjusts the owner's taxation income by one additional Technological Level (only for the purposes of taxation).

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