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    Barbarian in the Playground
     
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    Default Only Ruins: a Work-In-Progress Ruleset for a Nation Game

    Only Ruins

    Hello. This is my attempt at building a system for running a nation game, admittedly built off of something that came before it. The below is a mostly bare framework to build upon as time goes on both in and around a planned game using this system.

    Feel free to speak, discuss, and critique should you feel the need to. I'll be patching holes and building upon this as directed and as I see need to.
    Last edited by Anti-Eagle; 2016-12-05 at 01:23 AM.
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    Barbarian in the Playground
     
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    Default Basic Rules

    Spoiler: Actions
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    In the beginning each nation can take up to four actions each round. Below are examples of various actions one may take. If you attempt something other than these actions, they will be accommodated within reason and possibly added to the list. If you wish to do something in secret then a PM to me is appropriate.

    Development
    - Rediscover a technology (May require artifacts).
    - Research a new technology (Costs 1 unit of Material. Research may require multiple actions depending upon the complexity of what's being researched compared to what's in use by your nation).
    - Improve an existing technology (Costs 1 unit of Material. Research may require multiple actions depending upon the complexity of what's being researched compared to what's in use by your nation).
    - Implement a technology throughout your nation [Cost in materials varies based upon the size of the nation (number of settled territories) and the complexity (based upon the number of actions that it took to research it) of the technology compared to what's already in use in your nation].
    - Implement a technology project (Used to allow mass implementation of technology, projects are composed of multiple technologies and both what it provides and how much it costs is based upon the number of technologies comprising it)

    - Fully settle a territory (Costs 2 materials and 1 food, and is used to upgrade 'partially settled territory').
    - Improve or develop a settlement (Cost depends upon what is being attempted).
    - Fortify a settlement. (Costs 6 materials. Can be done twice to a settlement, effects are described in resources section).
    - Stockpile food or take food from stockpile (stockpiled food is not removed during seasonal change, but also does not count towards population growth).

    Diplomacy
    - Send a diplomat to another nation (is required to conduct diplomacy with another nation).
    - Trade with another nation.
    - Form a formal treaty (can be for any number of things for any number of reasons).

    Espionage
    - Infiltrate another nation and put an agent into place (Costs materials and is required for espionage in another nation. Espionage actions may cost materials).
    - Attempt to uncover a foreign agent.
    - Spy on another nation and attempt to learn or steal their secrets.
    - Sabotage a nations progress in something.
    - Attempt an assassination.

    Exploration
    - Search ruins (May cost materials).

    Magic
    - Attempt to locate and/or recruit mages (May cost materials).

    Military
    - Move an army (Moves an army seven hexes and does not count against the weekly action limit).
    - Attack a settlement (Costs 1 material. An unsettled or partially settled territory requires a succesful combat round to conquer and a fully settled territory requires two combat rounds to conquer)
    - Raid a settlement (Attack a settlement to steal resources including food, materials, and even population).
    - Lay siege to a settlement, or attempt to break a siege (Costs 2 materials. Settlements that have been fortified or have a garrisoned army require three successful attacks in a row to conquer).
    - Reinforce or garrison a location with an army (Costs 2 materials and provides a defensive bonus to a settlement).
    - Scout an area (Costs 1 materials and provides a bonus in combat).
    - Train an army (Costs 4 materials and can only have one per ten population units).
    - Train an elite unit (Costs 4 materials and can be produced for a period of time after a successful battle or immediately after a loss. Elite units are immediately attached to an army of your choice, or if no armies are available they are parked in a settlement).
    - Move elite unit (Detach an elite unit and attach it to another army).
    - Hire mercenaries (Costs materials and provides a bonus in combat).

    Settling (Settling land takes multiple actions and depending upon how it is accomplished has varying costs and risks attached)

    - Negotiate with locals (Costs materials in gifts and bribes and is cheaper with cultures similar to your nation).
    - Absorb local population into nation (Gain a unit of population. Can be done as part of the Settling action).
    - Settle territory (Costs 2 materials and 1 food to begin constructing a proper settlement).

    - Invade territory (Requires the use of an army and may require a roll).
    - Subjugate/ Enslave/ Exile/ Slaughter local population (Can be done as part of the Settling action).
    - Settle territory (costs 2 materials and 1 food to begin constructing a proper settlement)

    Spoiler: Resources
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    Population - Population is a representation of your nations overall populace. It can be gained in three ways primarily. The first of which is passively every spring through natural growth, if one has more food than they do population then their population can increase by a maximum of 20% or 1/5th to equal their amount of food. The second way is through absorbing locals during the settling of land. The third way is through the conquest of other nations.

    Population is required to run settlements and gain resources. If you have more population than food your nation goes into a famine, and if not resolved by the winter your population will begin to decrease.

    Territory - Territory is a representation of the territory you nation controls. It is gained by taking control of and settling land which can be accomplished in a variety of ways. Most territory is populated to one degree or another by the various peoples of the land and to settle it one must either negotiate with it's inhabitants to absorb them, or subjugate or clear them out them to take control of their territory. Depending upon how this is approached it can take multiple actions to accomplish.

    'Unsettled' territory under control of a nation provides 1 point of territory and requires one population unit to properly function, 'unsettled' territory can hold three population units. Partially settled territory under control of a nation provides 2 points of territory and requires two population units to properly function, partially settled territory can hold four population units. Fully settled territory provides 3 points of territory and requires three populations units to properly function, fully settled territory can hold five population units.

    Each season each point of territory produces 1.5 units of food and 1.5 units of material.

    Territory may be developed further in a variety of ways and for a variety of reasons. The most basic development one can make to a territory is to fortify it, giving it an edge in defensive actions, increasing its wealth production by two, decreasing its food production by one, increasing the population required to man the settlement properly by two, and increasing the population it can hold by three. This can be done twice to a settlement.

    Each settlement is composed of either seven hexes or a smaller landmass such as an island.

    Food - Food is a representation of your nations overall food supply and is refreshed each season. Food can be stored and traded, and is required for one's nation to function.

    Materials - Materials are a representation of your nations overall material resources. Materials are used for almost every action to one degree or another and are gained at the beginning of each season. The maximum amount you can hold at one time is a years (IC) worth.

    Artifacts - Artifacts are leftovers from the previous ages, advanced pieces of magic and technology scavenged from ruins across the continent. Artifacts have a variety of uses and purposes and are gained through the exploration and looting of ruins and various 'unsettled' territories.

    Spoiler: Warfare
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    There are two basic kinds of military force. The first is your defensive forces. These are tied to your territory and will automatically defend against any invasions. They are unmovable and unable to be used in an invasion.

    The second is your mobile forces, your armies. These can be moved across the map, used to fortify land, and attack other armies or invade territories. Elite units and mercenaries can also be fielded and used to bolster forces.

    Invasions target settlements or unsettled territories and rolls are carried out to determine the victor of any round of combat. And the same can be said of instances where two mobile armies fight.

    Victory for the invaders mean they get control of the settlement (unless it's torched), a percentage of resources, and depending upon how the invasion is carried out population (based on whether or not the local population is enslaved, exiled, or convinced to join). Defeat may mean the invaders army is destroyed and the same can be said of elite units, however it is possible to recreate elite units without further combat once they have been created.

    In a situation in which two armies engage either in the case of one being garrisoned in a territory during an invasion, or directly combat eachother, rolls are carried out until one army is destroyed in loss or the other.

    Spoiler: Turns, Seasons, and Events
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    Game turns begin on (Fridays) after the GM has posted their update and end on (Thursday Evenings). Each turn a Nation can do four actions.

    Each turn is an equivalent to a month in-game time, and every three turns the season changes. Each season change a nations food is refreshed (except during the winter) and materials are gained. During the spring population may increase based upon food supplies.

    At the end of each turn, the GM will post a summary of the turns actions and outcomes as well as any events that have occurred otherwise. Things can and will happen outside of everyone's control due to the nature of the world as it is.
    Last edited by Anti-Eagle; 2017-04-02 at 06:32 PM.
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    Barbarian in the Playground
     
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    Default Additional Rules, Corrections, Reminders, and Updates

    - The turn schedule has been changed from ending on Tuesdays and beginning on Wednesdays to ending and beginning on Saturdays.

    - Each nation has five actions a week.

    - A one week reserve pool now exists for actions, granting those who don't post in a week the actions they would have otherwise had. But only one weeks worth.

    - One can only take part in as many military efforts in a turn as they have armies available.

    - One cannot negotiate and assimilate a territory in the same turn for the same reason one cannot research and implement the same tech in the same turn.

    - Trading technologies takes an action from the side sending the tech, and provides the equivalent of one to two research actions towards the technology for the person receiving it. One from the sharing of it, and one as a discount from an assumed expertise if the person sharing it has implemented the technology before sharing it.
    Last edited by Anti-Eagle; 2018-04-20 at 10:22 AM.
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  4. - Top - End - #4
    Barbarian in the Playground
     
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    Last edited by Anti-Eagle; 2019-01-01 at 10:30 PM.
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