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Re: Total War Central II (Semi-freeform nation games)
Glad to see everyone is still excited about my game, which is honestly still largely hypothetical.
Gonna go ahead and post what notes I have on GAME CONCEPTS, and see what everyone thinks about them thus far. (well, sans behind the scenes systems, of course.)
Spoilers: A lot of this is carried over from the first Shadow World game.
Oh, also. I'm thinking Shadows under Blackrock for the official name.
Spoiler
Mortals: A pseudo-faction of NPC investigators. Their entire purpose is to ruin your day. However, to do that, they need to be aware of you first.
Illumination: Determines how many and how aggresively Mortals will investigate and combat supernatural elements. Is increased when Supernatural factions take overt actions and either don't bother or fail to cover them up. Resources can also be put into increasing or decreasing the Illumination, though doing so generally represents a great deal of effort.
Mortal Investigation: Depending on how high the Illumination is, Differing numbers and strengths of Mortal Investigators will appear each turn. Mortal Investigators are sub-factions that are spawned each turn in the EOT only. They will spawn with a certain number of stat points (determined by the Illumination), and will randomly choose a faction to investigate. They will then use their stat points in an attempt to disrupt/expose the actions of that faction. Certain factors, such as Limelight, may increase a faction's chances to be chosen for investigation.
Spoiler
Complete Darkness: Almost literally no one knows anything about the Supernatural. And those very few who do keep their heads down and stay out of the way.
No Mortal Investigations.
Alone in the Dark: Only small groups and individuals at the fringes of society actually have any real knowledge of the supernatural, and even fewer than that bother to do anything about it. (Starting state.)
Small Groups of investigators (think amateur paranormal investigators and small groups of vigilantes)
Cloaked in Shadow: "Normal" people have begun to notice strange goings on, but are mostly able to rationalize events away.
Organized Investigators (groups of civilians who may actually have a bit of training and know what the hell they're dealing with
A Light in the Dark: Strange events are regularly making news. People who aren't hardcore skeptics are begining to wonder. Even the federal government is taking notice, and taking action.
Government Investigators (Mulder and Skully, basically. Small groups of government agents with better training and weapons)
Illuminated: The Secret, in some form at least, is beginning to get out. Lots of people are taking notice, the government is beginning to take real, meaningful action against what they see as a new, unknown threat.
Government Task Forces (the government might now be sending special forces teams to try to eliminate the threats posed by supernatural groups without alarming the populace
Blinded By the Light: The metaphorical cat is irredeemably out of the bag. The government calls in the army to deal with the newly revealed threats of monsters in Blackrock.
Bad End (this is the Rocks fall, everyone dies. Only in this case, it's US declares war on the supernatural groups in Blackrock. Everyone dies. Don't let this happen.)
Limelight: A sub-stat that every faction has. When a faction takes really overt actions, or fails miserably in hiding their work, they will gain Limelight. Every point of Limelight you gain increases your chances of being selected for Mortal Investigation.
Traits: Small abilities that further differentiate the factions. Every faction has two traits, one positive and one negative. Traits can be pretty much anything you want, as long as they're GM (I.E. me) approved.
Example Traits:
Spoiler
Servich Investigations: A fairly large detective agency specializing in investigating supernatural incidents.
Finding the Truth: (Positive) Through luck, cunning, or sheer bloody-mindedness, these guys always seem to be able to find the truth of the matter. Their Subtlety is counted as being slightly higher when being used to snoop others' messages.
Cassandra Syndrome: (Negative) No matter what they say, no one ever seems to listen to their warnings. It is much harder for them to influence Limelight or the Illumination.
Territory: I intend to have territories be a part of the game, much like they were in Lost Demiurge's River Kingdoms game. (Wow, yet ANOTHER thing I'm ripping off from that game. What can I say, LD just did a really great job.) Not sure of the specifics yet, though I'm toying with the idea of having a map like I made for River Kingdoms, only this one would be split in two. One half would show the groups occupying the surface areas of Blackrock. The other would show where everyone is in the underground areas.
VIPs: VIPs are going to work pretty much the same as they did in Shadow World 1.0, and consequently, in River Kingdoms.
VIP's main function is to be assigned to certain tasks to receive a bonus to that task. This bonus is based on the fluff YOU write up for the character. (That is, a VIP accountant would probably give a big bonus to actions using Wealth, while a soldier would work better with Strength.) You can assign each VIP to one action per turn, but remember that doing so might incur some risk to them, depending on what your doing. (Sending a VIP into combat might get them killed, basically. You've been warned.)
The other function VIP's have to set up PM Level conversations. (That is, conversations that no one can break into, no matter how high their Subtlety.) Each VIP can do this once per turn, setting up a PM Level conversation with one other player. Setting up a PM level conversation between multiple players is possible, but would require either multiple VIPs used, or the use of additional resources. (Stats.)
Hiding Stats: Factions with high Subtlety can hide some of their stats, representing their ability to hide everything they can do. For every ++ above + that you have in Subtlety, you can hide up to +++ in any stat. (For example, Servich Investigations has +++ Subtly. They choose to hide ++ Knowledge and + Strength, making them display as Knowledge +++?, Strength +? instead of Knowledge +++++, Strength ++) You can hide any stat this way, including Loyalty. But that means that people are only required to abide by the Loyalty they can see. Every other stat functions normally.
It is possible to investigate other groups and find out what stats they have hidden.
Stats
Spoiler
Strength: The military power of your organization. When they take the field, how much damage can they do? Obviously, this stat is mostly for attacking others and making takeovers of cities, but it also represents general manpower available.
Subtlety: This is how sneaky your group is. Whether they use magic to make themselves unseen, are highly trained in stealth techniques, or simply have a natural ability for it, this is the stat that lets you do more subtle things. This is also the stat that allows you to look at others' messages. To read another faction's message, your Subtlety must EXCEED the Loyalty of the message. Also, Subtlety can be used to hide your stats from prying eyes. (See above for details.)
Wealth: Your faction's income and liquid assets. You buy and finance things with this. Pretty self-explanatory.
Knowledge: This can either be arcane knowledge or advanced scientific knowledge that might as well be magic. Either way, this stat represents not only how much your faction knows, but also lets you develop new things. Long story short, it's your research stat.
Loyalty: How enthusiastic are your people? How willing to work, fight, and possibly die for you are they? That's what Loyalty represents. Loyalty is what protects your messages from being intercepted by other groups. (Messages are defended by the sender's Loyalty.) Also, Loyalty adds a small passive bonus to any action you try to take. The higher your Loyalty, the higher the bonus.
Influence: Simply put, this measures how much NPC factions will work with and listen to you.
Limelight: This is how aware mortals are of YOU in particular. The mechanics of this are discussed above. It should be remembered that even though it's a "stat," it is not something you actually control. Starts at 0 for everyone, unless modified by a trait.
__________________
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TW Factions
“Not a promise, not an oath, or a malediction or a curse,” I said, sounding calm, probably inaudible in the midst of the screaming. “Inevitable. Wasn’t that how she put it? I told them. Warned them.”
-Taylor Hebert. Yes, I'm a proud Skittle.
Re: Total War Central II (Semi-freeform nation games)
So I'm thinking of starting a Total War 2125 (AKA Classic). There are a couple things I want to try in changing the stats around.
Morale
Spoiler
Your most important stat. If it hits zero you essentially self-destruct. However it is almost impossible to grow and cannot be targeted directly. It is a reflection of how well your nation is doing. It provides a passive boosts on literally every action you take. Similarly it is your defense against every action taken against you.
Reputation
Spoiler
A non-existent stat. It breaks down into three categories. Everyone starts off at neutral. If you are very aggressive and commit atrocities you get moved to villainous. If you are constantly protecting the weak and helping people you get moved to saintly. Your reputation will always fade back to neutral over time without any actions taken.
Influence
Spoiler
How much pull you have over other nations. You can be villainous and bully nations into helping you, or you can be saintly and they'll help you happily. Reputation has no effect on influence. This stat varies from nation to nation. For example an economic powerhouse has influence over it's trading partners. However they have very little influence on the nation of warlike commies who refuse to trade with them.
Finally I'm thinking of trying these ideas out.
Zero Stat Growth
Spoiler
Your stats cannot grow. Your can move them around freely with a delay of one turn (except for morale, Influence, and Reputation). However you can only get new stats by stealing them from another nation. This doesn't always have to be violent as you can out trade them or convince their scientists to join you for example.
Stat Burning and Projects
Spoiler
Projects are cool fluff things that give you advantages in doing things. Stats being 'burned' essentially uses them up for a time. It's a risky maneuver as the 'burned' stats cannot be moved or switched for four turns after doing so. However when burned they will grant you three times worth all in one turn. If you don't gain anything by burning your stats you will lose morale. So you must either steal some stats or finish a project when you burn your stats.
So what do you think?
__________________ sacrificing minions: is there any promblem it CAN'T solve?
Re: Total War Central II (Semi-freeform nation games)
Because I'm a lazy bum I'm going to post this here before I do an actual thread about this. Besides, if this actually works, I might not even need to.
Some of you might have noticed/heard of the Total War game Age of Ether. The game was originally started by Gunther, but after his harddrive was broken, I took over.
(Arcanestomper: Would you mind adding me to the GMs for the game? I have been taking care of this since (including) EOT 1. Although I must thank Gunther for creating all the fluff, NPCs, map and quite a few events (aka doing the groundwork/hard part for me!).)
We are currently running quite low on players, and need replacements. If anyone is interested, send me a PM or just post in the OOC thread of the game. Info about the game as well as links to the relevant threads can be found below. Currently, we are on turn 3. EOTs have been, at least for now, weekly (next being 16th of June, so if you want to join, act quickly and we can itroduce you in the next EOT!).
IC thread OOC thread The original recruitment thread(The game description is in the spoiler below, but if you are interested, you might want to skim through the thread anyway to see what kind of factions the other players have come up with)
Spoiler
Quote:
Originally Posted by Gunther
Hello all, I've never run a Total War game before, but I figured I'd give it a whirl and see if I can rouse any players!
The setting, as it stands, is high magic/magitech. The concept is that while magic (which is a varied force: The basic concepts, such as evocation, conjuration, enchantment, etc, exist. In addition to this, nations may have more developed styles of magic that they utilize) is rather common in the world, the industrialization of it has only occurred recently. The primary reason for this is that magical enchantment relies on the caster investing large amounts of magical energy into a given item, usually a measure of their own soul, to ensure a lasting 'bind' in any major magic item.
However, this has since changed with the discovery of "Ether". A crystal with similar composition and makeup to quartz, but one that is magically charged. This inherent magical charge allows for it to not only be used as a fuel source, but also as a power source from which an enchanter, artificer, conjurer, or any other kind of mage can draw power. The magic contained in Ether is non-specific, mana in its rawest form. In addition to this, recent innovations have allowed for cities to tap upon the natural power of the world- a spin upon classic druidism known as "Geomancy", wherein the leylines that run about the planet are tapped into and drawn of their power.
I have a world map available here. As far as premade factions go, I have a few in mind, but the most pertinent of them would be two major groups that the players can align themselves with: The Black Court, and the Magus Council.
The Magus Council is widely seen as the "Central" authority in the world, though they remain highly self-interested and seclusive. The Council is, supposedly, composed of the ten most powerful mages in the continent and the surrounding territories. The power of the ten Magus Council members is rumored to, independently, be an army unto itself. When compounded with their extensive holdings in Ether extraction and processing, however, they are also afforded both a great deal of wealth and a large base of authority. They maintain good relations with the Dwarves, Gnomes, Elves, and publicly maintain 'authority' over all regions. However, they rarely- if ever- exercise that authority, instead preferring to maintain a very tight security over their joint Ether harvesting operations in Vanticras with the Dwarves. They maintain a policy of strict neutrality with all powers, and will only intercede in matters that can cause "Untold harm if left unchecked". Generally, this refers to Black Court-inspired incursions. They have also publicly banned the practice of necromancy and Abyssal magic, sending agents to eliminate practicioners of those dark arts- notably, the ten members of the Magus Council employ a network of officials known as Judges, special agents that answer only to the Council... and their own interests, on occasion. They do not have a physical capital or actual national holdings, but they maintain a number of offices.
The Black Court is the opposite end of the Magus Council. The exact numbers of members vary, as do suggestions of their individual power, but it is suspected that most of them are grand masters or superior in their crafts. The Black Court does not hold the extensive Ether resources of the Magus Council, but instead possesses a much more extensive knowledge of forbidden magics, as well as acceptance of "Outcast" races and nations. Their talent for subterfuge grants them a certain potency in comparison to the raw power of the Magus Council, and the presence of demonic entities can be a fairly certain sign that the Court has had a hand in matters.
As a final note... technologically, the setting is just starting to reach the industrial era. Airships are just starting to find prominence alongside railways, and the first cartridge firearms (operated via powdered Ether tightly packed into casings, serving as both primer and charge) are being churned out. Technology, especially technology incorporating magic and Ether, is taking leaps and bounds however.
So the question arises... Where will you lead your nation in the Age of Ether?
Oh, and the other question is if anyone would be interested in a (potential) Co-GM position to help me get the hang of this, depending on interest?
A far as stats are concerned, there will be the standard array of Military, Economy, Technology, Espionage, Morale, and Reputation. In addition to this, there will be the Magic stat. This stat will determine not the level of magical technology, but rather the raw magical talent that exists in your nation. Somewhat linked to the Tech stat, but raw Magic pertains more to individual potency and arcane lore than the ability to apply and utilize Ether and its byproducts.
For reference:
Tech would be the stat applied if you wanted to develop a new engine for airships.
Magic would be the stat applied if you wanted to develop a new ritual spell for transmuting iron into steel on a large scale.
As far as stats are concerned, players will have an available pool of 30 to begin with to flesh out the following stats:
Military will be the descriptor used to describe the overall effectiveness of your armed forces. This stat will include everything from warships to infantry to other such combat-dedicated units. Mages specifically dedicated to fighting will count as part of this stat, and mages not dedicated to fighting will have a reduced effectiveness in Military operations. Not necessarily linked to pure numbers: A high-military nation can simply have a smaller number of well-equipped and powerful warriors, rather than the metaphorical 'zerg rush'.
Economy describes the buying power and wealth of a country. Do you sit on a fat number of Ether deposits? Are your merchants known for their ability to micromanage and wheedle out every copper piece possible? Do you have a large number of trade goods that you keep a tight reign on? Similarly, it also describes just how much money you can afford to throw around to get things done.
Technology describes your research capacity, existing technology level, and ability to put Ether to work. A low-Tech nation could be struggling just to churn out steel, and having to dedicate its existing research capacity to every individual achievement, whilst a high-Tech nation could be working to develop the latest firearms technology and railways, with a number of projects available.
Magic is the capacity of your nation to wield raw magic and arcane talent. A low-Magic nation would have only a few mages of note, or a number of weaker mages. A high-Magic nation could wield a large number of relatively powerful casters, or a handful of archmages of impressive power. Magic also doubles as the stat you use to develop new spells and rituals, either for independent casting or for use with Ether. Want to develop some new rituals for creating larger, more stable portals? This is your stat!
Espionage: Your internal and external intelligence agencies, services, and other...discreet sources of information. This is your key to any and all forms of covert action.
Morale: The general opinion of your nation in the eyes of its own people. A high Morale will enhance the operation of your military, economy, and technology stats, while a low Morale will decrease their functionality and render you vulnerable to enemy espionage.
Reputation: The general opinion of your nation in the eyes of other nations, and the people in those nations. Warmongering without a good reason and other rogue state behavior will decrease this stat, while a high value in this stat will further permit friendly relations and diplomatic cooperation. Individual NPC nations may also view reputation in different ways, and will generally remain conscious of the overall strategic picture as well.
In total, you should have:
Nation Name.
Nation description (What are your people like? What sort of government do you have? What city, or cities, do they control, if any? Non-nation factions are also welcome, but just a general description works here.)
Nation stats.
Any and all questions are welcome! Recruitment may be open for one to two weeks, depending on interest level, looking for about half a dozen (ish) players.
__________________
Quote:
Originally Posted by bigstipidfighte
Pahvi, if this is serious, you are a god among men.
Last edited by Pahvimato : 06-09-2012 at 07:21 PM.
Re: Total War Central II (Semi-freeform nation games)
Spoiler
Quote:
Originally Posted by Forum Explorer
So I'm thinking of starting a Total War 2125 (AKA Classic). There are a couple things I want to try in changing the stats around.
Morale
Spoiler
Your most important stat. If it hits zero you essentially self-destruct. However it is almost impossible to grow and cannot be targeted directly. It is a reflection of how well your nation is doing. It provides a passive boosts on literally every action you take. Similarly it is your defense against every action taken against you.
Reputation
Spoiler
A non-existent stat. It breaks down into three categories. Everyone starts off at neutral. If you are very aggressive and commit atrocities you get moved to villainous. If you are constantly protecting the weak and helping people you get moved to saintly. Your reputation will always fade back to neutral over time without any actions taken.
Influence
Spoiler
How much pull you have over other nations. You can be villainous and bully nations into helping you, or you can be saintly and they'll help you happily. Reputation has no effect on influence. This stat varies from nation to nation. For example an economic powerhouse has influence over it's trading partners. However they have very little influence on the nation of warlike commies who refuse to trade with them.
Finally I'm thinking of trying these ideas out.
Zero Stat Growth
Spoiler
Your stats cannot grow. Your can move them around freely with a delay of one turn (except for morale, Influence, and Reputation). However you can only get new stats by stealing them from another nation. This doesn't always have to be violent as you can out trade them or convince their scientists to join you for example.
Stat Burning and Projects
Spoiler
Projects are cool fluff things that give you advantages in doing things. Stats being 'burned' essentially uses them up for a time. It's a risky maneuver as the 'burned' stats cannot be moved or switched for four turns after doing so. However when burned they will grant you three times worth all in one turn. If you don't gain anything by burning your stats you will lose morale. So you must either steal some stats or finish a project when you burn your stats.
So what do you think?
*sics Capone on it* I like growing stats.
And Oblvion6, welcome back. While you where gone, the Epic Fantesy Deep Trolls have been very busy....
__________________
98% of the internet has a Myspace. If you're one of the 2% who isn't an emo whiner, show solidarity by putting this in your sig.
Re: Total War Central II (Semi-freeform nation games)
Quote:
Originally Posted by Forum Explorer
So I'm thinking of starting a Total War 2125 (AKA Classic). There are a couple things I want to try in changing the stats around.
Morale
Spoiler
Your most important stat. If it hits zero you essentially self-destruct. However it is almost impossible to grow and cannot be targeted directly. It is a reflection of how well your nation is doing. It provides a passive boosts on literally every action you take. Similarly it is your defense against every action taken against you.
Reputation
Spoiler
A non-existent stat. It breaks down into three categories. Everyone starts off at neutral. If you are very aggressive and commit atrocities you get moved to villainous. If you are constantly protecting the weak and helping people you get moved to saintly. Your reputation will always fade back to neutral over time without any actions taken.
Influence
Spoiler
How much pull you have over other nations. You can be villainous and bully nations into helping you, or you can be saintly and they'll help you happily. Reputation has no effect on influence. This stat varies from nation to nation. For example an economic powerhouse has influence over it's trading partners. However they have very little influence on the nation of warlike commies who refuse to trade with them.
Finally I'm thinking of trying these ideas out.
Zero Stat Growth
Spoiler
Your stats cannot grow. Your can move them around freely with a delay of one turn (except for morale, Influence, and Reputation). However you can only get new stats by stealing them from another nation. This doesn't always have to be violent as you can out trade them or convince their scientists to join you for example.
Stat Burning and Projects
Spoiler
Projects are cool fluff things that give you advantages in doing things. Stats being 'burned' essentially uses them up for a time. It's a risky maneuver as the 'burned' stats cannot be moved or switched for four turns after doing so. However when burned they will grant you three times worth all in one turn. If you don't gain anything by burning your stats you will lose morale. So you must either steal some stats or finish a project when you burn your stats.
So what do you think?
I really love your ideas, particularly Morale, Reputation, and Influence. Conservation of stats is also really interesting and could have a lot of potential, I think.
Re: Total War Central II (Semi-freeform nation games)
My only suggestion is that there be some stat growth. Germany was still producing civilian goods when it rearmed and in the early parts of the war and at greater amounts than after the treaty signing. Russia survived by throw more and more forces at Germany until the enemy was ground down.
'Stat growth' even during war is something that does happen IRL as evidenced by constant GDP growth rates in most of the world even with the recession. Heck we call the economy bad because it is growing more slowly than normal. (Excepting that contraction a few years ago.)
__________________
Many, many thanks to azuyomi244 for the avatar.
Re: Total War Central II (Semi-freeform nation games)
Quote:
Originally Posted by Exthalion
My only suggestion is that there be some stat growth. Germany was still producing civilian goods when it rearmed and in the early parts of the war and at greater amounts than after the treaty signing. Russia survived by throw more and more forces at Germany until the enemy was ground down.
'Stat growth' even during war is something that does happen IRL as evidenced by constant GDP growth rates in most of the world even with the recession. Heck we call the economy bad because it is growing more slowly than normal. (Excepting that contraction a few years ago.)
How realistic it is never came into consideration when I thought up the idea. I just think it would be an interesting twist on the gameplay. Now if enough players don't like the idea and think it will be horrible then I will drop it with no issues. So far it doesn't look like very many people are enthusiastic about no stat growth.
What do people think about my take on stat burning?
__________________ sacrificing minions: is there any promblem it CAN'T solve?
Re: Total War Central II (Semi-freeform nation games)
Thing about no stat growth is that it really means there's going to be even less difference between different stats. I'm already often a bit annoyed at games not differentiating between 5 Tech working on an Econ project and 5 Econ working on an Econ project, let alone 5 Mil working on an Econ project - it shouldn't have the same results.
__________________
Trophies:
Spoiler
Trophies.
Quotes:
Spoiler
Quote:
Originally Posted by lamech
Trusting Murska worked out great!
Quote:
Originally Posted by happyturtle
A Murska without lies is like a day without sunshine.
Re: Total War Central II (Semi-freeform nation games)
Quote:
Originally Posted by Murska
Thing about no stat growth is that it really means there's going to be even less difference between different stats. I'm already often a bit annoyed at games not differentiating between 5 Tech working on an Econ project and 5 Econ working on an Econ project, let alone 5 Mil working on an Econ project - it shouldn't have the same results.
Actually I think it means the opposite. The reason everything works the same is because you have stat growth. This is because if you have stat growth then everything needs to have similar effects so that they're all worth the same. If they don't you need to remember a bunch of different rates regarding what can grow what. I've tried that and it just makes the bookkeeping a pain.
But if there isn't stat growth and only projects then it's a lot easier to say that no you're military can't contribute anything to your economists being able to predict future market patterns. Or your factories can't really help your scientists unlock of the secrets of anti gravity. But on the other hand your economists aren't going to be able help your military train a company of elite commandos, and your quantum physicists won't be able to do much to help your factories stockpile goods for a potential future disaster.
I kind of like it the concept myself.
Last edited by ArcaneStomper : 06-10-2012 at 11:50 AM.
Re: Total War Central II (Semi-freeform nation games)
If there's no stat-growth then the only thing you'll be doing is taking stats from others. This means either the only usable stats will be Military or Espionage, or actually just Military because Esp-nations would get attacked immediately, or that all stats are used for the same thing - attacking other players. And, because of what you said, they'd need to be valued the same so a military attack on someone would do the same damage as an econ attack on him.
__________________
Trophies:
Spoiler
Trophies.
Quotes:
Spoiler
Quote:
Originally Posted by lamech
Trusting Murska worked out great!
Quote:
Originally Posted by happyturtle
A Murska without lies is like a day without sunshine.
Re: Total War Central II (Semi-freeform nation games)
Only if the GM is a bit lazy. Different forms of attack can do different things.
Military: Straight up attack, best for looting, but your rep takes a hit.
Esp: Sneaky attack, hard to loot, no rep hit unless you're uncovered.
Econ: Economic takeover, not as much loot as mil because you have to spend your own money too, but no rep hit and no, or very thin, causus belli.
Tech: Yeah this one might not be something you can attack with. The answer allow tech to give your other stats bonuses for their attack through specialized technology.
Edit: Also this game should have hidden stats so everyone is kept guessing.
Last edited by ArcaneStomper : 06-10-2012 at 12:07 PM.
Re: Total War Central II (Semi-freeform nation games)
Having other stats act as modifiers is something I do in my own games already. And I'm pretty sure other GMs do as well from what I've seen.
Of course that's only if you actively put the stats towards the attack, a passive modifier might work as well, but it would probably take some tweaking.
Also I had a better idea for economic attacks. Instead of looting at all you just get influence with the target country. Get enough influence and you can pretty much dictate what they do. If it gets really high you can choose to simply annex them.
Last edited by ArcaneStomper : 06-10-2012 at 12:16 PM.
Re: Total War Central II (Semi-freeform nation games)
Maybe an economic attack allows you to affect enemy's Morale. If you can collapse their economic, it will make their population very unhappy and their government may end up being deposed.
Then again, they can blame you and rally behind their leaders, even if they don't like them that much.
__________________
Magical Emperor Monkey. You have my vote.
I learned two things about Montgomery that day... ...The first was that his men would follow him off a cliff. The second was that he would lead them there.
Re: Total War Central II (Semi-freeform nation games)
Quote:
Originally Posted by Exthalion
I agree. Vast economic power has been a major deciding factor in almost every modern war. And tech advantage has also been a major part...
What if the other stats became modifiers?
Economic power and tech advantage would allow you to finish better projects and quicker. Those projects become the modifiers. So indirectly yes.
Quote:
Originally Posted by ArcaneStomper
Only if the GM is a bit lazy. Different forms of attack can do different things.
Military: Straight up attack, best for looting, but your rep takes a hit.
Esp: Sneaky attack, hard to loot, no rep hit unless you're uncovered.
Econ: Economic takeover, not as much loot as mil because you have to spend your own money too, but no rep hit and no, or very thin, causus belli.
Tech: Yeah this one might not be something you can attack with. The answer allow tech to give your other stats bonuses for their attack through specialized technology.
Edit: Also this game should have hidden stats so everyone is kept guessing.
Pretty much. However Tech can be used in combination with say Econ to attract scientists to work for you.
And hidden stats would be a given.
__________________ sacrificing minions: is there any promblem it CAN'T solve?
Re: Total War Central II (Semi-freeform nation games)
Just wanted to pop in and say hi, its been a while!
__________________
Quote:
She's Shona Han. Disappearing for a hundred years just means she's had a hundred years to plan. Trying to find out what happened to her is just going to draw her attention.
Quote:
Then it's a good thing Greystone can KICK REASON TO THE CURB AND GO BEYOND THE IMPOSSIBLE!
Re: Total War Central II (Semi-freeform nation games)
You got nuked? In which game?
Nice to see ya
__________________
Quote:
She's Shona Han. Disappearing for a hundred years just means she's had a hundred years to plan. Trying to find out what happened to her is just going to draw her attention.
Quote:
Then it's a good thing Greystone can KICK REASON TO THE CURB AND GO BEYOND THE IMPOSSIBLE!
Re: Total War Central II (Semi-freeform nation games)
Hmm...are there any games still up and recruiting? If nothing in the recruitment phase, is there a GM willing to accept a fresh player in their game? Depending on how many turns it's been and all, I'll likely need a bit of help to get situated initially.
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Wolfy Tango by the talented Kid Kris
Starting August 4th, I will be without internet for possibly a very long time. Please PM me if there are any questions for me, but do not expect an answer for weeks at a time. Thank you for your patience.
Re: Total War Central II (Semi-freeform nation games)
Quote:
Originally Posted by Wolfbane
Hmm...are there any games still up and recruiting? If nothing in the recruitment phase, is there a GM willing to accept a fresh player in their game? Depending on how many turns it's been and all, I'll likely need a bit of help to get situated initially.
Shards of War is still rerecruiting.
Age of Ether is as well.
Shadow World is probably going to start sometime in the next few weeks.
Girl Genius Mk II is going to be up sometime in this coming week.
And for the most part unless a game has been going on for more than 6 or 7 turns you can just ask the GM and it's likely that let you join. It's not like most TWs have a massive excess of players after all.
Re: Total War Central II (Semi-freeform nation games)
Well, I was thinking of doing one of three ideas I have. I could bring back my Cult of Darwin, Ragnarok(viking warriors in a modern age), or do a MegaCorp. Whichever game that might best do the last one would be the one I'd be most interested in.
__________________
Wolfy Tango by the talented Kid Kris
Starting August 4th, I will be without internet for possibly a very long time. Please PM me if there are any questions for me, but do not expect an answer for weeks at a time. Thank you for your patience.