"But, Met! What is this game?"
It's very simple in its complexity: on the imaginary table there will be a game board. This will be a map. Not of anything special, just a squiggle I drew to pretend it's an island. This will then be broken up into a grid with each player taking control of a number of these sectors.
"Ok, so what do we do with these areas?"
Now it gets a bit deeper: on each sector there will be a number and an icon. This relates to what that area produces. There are 4 commodities in total: Wood, Ore, Food, and Gold. These are used to produce units to kill things you don't like. At the start of the game they will be randomised, but if it looks like someone has a paradise and everyone else is living in a desert I'll slide it one way or another.
Wood is indicated by a square next to the number (Because planks are cuboid in shape). It is used primarily to make Archers and may also be used to fortify your areas.
Ore is indicated by a triangle (Because metal makes pointy things). Smelted down to form weapons it's primarily used to create footsoldiers.
Food is a circle (Because apples or something, idk, circle was left over). While it would make sense that everything requires food, that's not the case. People can fend for themselves. Food is instead used to feed horses allowing for cavalry units.
Gold is unique in that it isn't gained from specific squares, rather it's obtained from all squares all the time. Each turn as the lord of the land, head of the clan or whatever you collect a tax. In this case 50g per tile you own. Gold is used as gold: you can use it to purchase resources you're missing, you can buy information, you can use it to pay workers. Everything it can do will be explained in your class PM.
Upon signup you will select if you will have Offensive, Defensive or Intelligence buffs. These mostly just affect how battle calculations are carried out. For example, if your troops are offensively skilled they will require fewer troops to take a tile, while the inverse is true for defensive troops. Areas specialising in intelligence, spying and other sneaky acts won't get a buff to either of these but get some other bonuses to play with.
"So how does combat work?"
Each turn you send me a PM, this details what you are going to purchase such as troops and fortifications and where you're going to put them in your lands. For example a basic standard PM will look like:
Now that you have troops in A2 you can move them in any of the 8 directions one space. You can move as many or as few as you want, have them all go the same way or split them up: I'll keep track of what is where and keep you updated after each phase in case you forget.Example wrote:Buy 160 soldiers, 60 archers and put them in A2.
If you move your troops into enemy territory a battle will occur with the winner taking or keeping control of the area. In these encounters the defender will have a slight advantage in the calculation to offset the unpredictability of the attacker.
A basic battle between 60 invading soldiers against 60 defending soldiers, assuming no class based bonuses, will therefore end with 6 defending soldiers alive using the following formula:
Final Def = Starting Def x (1+(bonuses)) – Attackers x (1+bonuses)
As defenders get a base 10% boost as a bonus they win this battle.
"But it isn't that simple, right?"
No. Classes will affect what bonuses you get, what bonuses your enemy gets and so on. There are also fortifications to raise the defense rate and siege weapons to lower it.
There are also different unit types, each strong against another: archers can stay out of range of footsoldiers; cavalry can close the distance before archers can fire off many volleys; soldiers can stop charges with spear and shield walls.
Archers > Soldiers > Cavalry > Archers
If a force of units come against an army it is strong against it will affect the bonuses by 30%, or +.3. If a mixed unit comes against another mixed unit, so simplify things the battle will be split up and worked out by me through skirmishes and presented with the final results at the end.
Update 1: if a force is completely outnumbered in that they don't even have enough to match the difference in bonuses the bonuses will instead negitively impact the smaller force rather than boosting the defender numbers. This counteracts the possibility of defenders ending a battle with more troops than they started.
Each turn order of movements will be randomised for the specific reason of troops moving from space A to invade B while C invades A. Just allows me an excuse to work out what's happening real-time in a turn based form.
Yeah, don't worry, I have no idea how this will pan out either. It's probably going to be a very confusing mess and I'm clearly going to have missed something important but that's why we're doing this.
I'll go into more details on units and fortifications and siege weapons and all that jazz when we get 4 players. For now just fill in the form below and post it in this thread:
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[code] [b]Username[/b]: Y'know [b]Ruler name[/b]: What your avatar will be called in updates and jazz [b]Kindom name[/b]: So we know where your legends will be told [b]Class[/b]: Offensive/Defensive/Intelligence. If you want to hit things hard, not be hit so hard or screw with your opponents with tricks.
Of course if there are any questions I'll answer them. I expect things to go slowly as you learn what's going on and I attempt to manage a game for the first time.
So, yeah. Go make alliances, wipe people off the map and get stabbed in the back because only one person can win.