Samfool
2011-05-08, 12:15 PM
MPEL System
http://sljglobal.wikispaces.com/file/view/13602_fall_of_the_roman_empire_screen_5.jpg/166085181/13602_fall_of_the_roman_empire_screen_5.jpg
The MPEL System is one that me and my friends randomly created, and it worked very well, so I decided to further the system a bit. Essentially this system allows you to create a nation and control it. Each other player owns a nation and builds it up via war, economic conquest, etc. etc.
Basically you start twenty two with points, these points can be spread throughout four different "Attributes"
Military- The strength of the nation's armies.
Prosperity- The economic stability of the nation.
Espionage- The prowess of the spies and assassins.
Loyalty- The general loyalty of the nation.
The more you have in one, the less you have in another. For example, a Military-based nation would look something like this:
M: 8
P: 4
E: 5
L: 5
You can acquire more points by buying "Technologies"
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Technologies are bought in game, and are the main way to further your nation.
Technologies look like this:
Basic Agriculture- Tier 1 Tech +2 P
Instead of gathering edible plants, the nation begins to grow them, giving them a bonus to prosperity.
In order to buy Technologies, you must spend "Action Points"
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Action Points are acquired at the beginning of the round.
The number of Action Point you acquire 1d6+1/2 your Economics score.
Therefore the Military-Nation from before will acquire an additional +2 Action Points per round.
Each action requires a certain number of Action Points to accomplish, then a certain number of rounds to complete. These values are seen here:
Gain Technology: 6 AP (Each Tech is Different)
Create City: 4 AP (One Round, Each city can house one organization)
Create an Organization: 4 AP (Each Organization can be Military (Armies), Prosperity (Merchant's Guild and the Like), Espionage (Spies and Assassins), Loyalty (Religious Orders) and take one round to create)
Command Organization: 1 AP (Each Organization may only have this done to them once per turn)
I have yet to fully develop a tech tree, so this is not complete, but what do you guys think of it so far?
http://sljglobal.wikispaces.com/file/view/13602_fall_of_the_roman_empire_screen_5.jpg/166085181/13602_fall_of_the_roman_empire_screen_5.jpg
The MPEL System is one that me and my friends randomly created, and it worked very well, so I decided to further the system a bit. Essentially this system allows you to create a nation and control it. Each other player owns a nation and builds it up via war, economic conquest, etc. etc.
Basically you start twenty two with points, these points can be spread throughout four different "Attributes"
Military- The strength of the nation's armies.
Prosperity- The economic stability of the nation.
Espionage- The prowess of the spies and assassins.
Loyalty- The general loyalty of the nation.
The more you have in one, the less you have in another. For example, a Military-based nation would look something like this:
M: 8
P: 4
E: 5
L: 5
You can acquire more points by buying "Technologies"
--------------------------------------------------------------------------
Technologies are bought in game, and are the main way to further your nation.
Technologies look like this:
Basic Agriculture- Tier 1 Tech +2 P
Instead of gathering edible plants, the nation begins to grow them, giving them a bonus to prosperity.
In order to buy Technologies, you must spend "Action Points"
--------------------------------------------------------------------------
Action Points are acquired at the beginning of the round.
The number of Action Point you acquire 1d6+1/2 your Economics score.
Therefore the Military-Nation from before will acquire an additional +2 Action Points per round.
Each action requires a certain number of Action Points to accomplish, then a certain number of rounds to complete. These values are seen here:
Gain Technology: 6 AP (Each Tech is Different)
Create City: 4 AP (One Round, Each city can house one organization)
Create an Organization: 4 AP (Each Organization can be Military (Armies), Prosperity (Merchant's Guild and the Like), Espionage (Spies and Assassins), Loyalty (Religious Orders) and take one round to create)
Command Organization: 1 AP (Each Organization may only have this done to them once per turn)
I have yet to fully develop a tech tree, so this is not complete, but what do you guys think of it so far?