====== The Kingdom Simulator ====== This is a "game" designed to simulate the rise and fall of "kingdoms" in a fantasy medieval world. It was inspired by my interest in fleshing out a detailed history of [[:start|my fantasy world]]. For now, this "game" is nothing more than a few notes -- and is far from playable. Eventually, I would like it to be either a computer simulation that can be run without human intervention -- or a full-fledged game playable in a play-by-email format. -jds, 25 Nov 2017 ==== Overview ==== The game consists of a [[#map]] detailing a number of [[#communities]] -- each with its own set of [[#characteristics]] and [[#skills]]. Play consists of each community (in secret) determining how to [[#move]] its resources and then what [[#actions]] (if any) to take. Once all communities have made these decisions, all moves and actions are revealed -- and the [[#consequences]] are determined. Finally, one or more random [[#Events]] are resolved. These turns are repeated until the players get bored or a pre-determined end condition is reached. ==== Map ==== The map is the playing field of the game. It's only required feature is to determine which communities are neighbors to each other. The game was conceived using a hex grid for its map -- where each hex represents a single community. Thus, each community would have exactly six neighbors. However, more complex maps in any configuration could be used. Three of the [[#characteristics]] are defined by the map: [[#Land]], [[#Resources]], and [[#Defense]]. //A variant rule would be to assign different Defense values for each entry point into the sector. (For a hex grid, this would usually mean six different values).// ==== Characteristics ==== === Land === * Fixed value -- based on [[#map]] * Defines how much Arable Land is available to the community * Required by Farmers to produce Stores === Resources === * Fixed value -- based on [[#map]] * Defines how many Natural Resources are available to the community * Required by Producers to produce Wealth === Defense === * Fixed value -- based on [[#map]] * Reduces effectiveness of invasion by neighbors === Population === * Open-ended, Initially 1-100 * Can be split between: * Farmers -> with [[#Farming]], produces Stores * Producers -> with [[#Production]], produces Wealth * Military -> with [[#Attack]], used to attack neighbors; with [[#Combat]], used to defend against neighbors * Increases naturally * Low farming reduces * High population reduces === Infrastructure ==== * Open-ended, Initially 1-100 * Decreases naturally (can be maintained by expending wealth) * Required for Production === Wealth ==== * Open-ended, Initially 1-20 * Decreases naturally * High attracts wars/raids * Low reduces Infrastructure === Stores ==== * Limited by Infrastructure, Initially 1-20 * Reduces naturally * MUST be used to feed Population * Can be bought with wealth using Diplomacy skill * Can be used to offset Farming shortage ==== Skills ==== === Farming === * When combined with Farmers, feeds population or increases Stores === Production === * Produces Wealth * Produces Infrastructure === Attack === * When combined with Military, allows attack on neighbor * When used, this provides a penalty to Defense skill === Defense === * When combined with Military, defends against neighbor === Loyalty === * Used to avoid Uprisings === Intelligence === * Used to spy on neighbors === Diplomacy === * Can be used to buy Stores from neighbors * Gives Military "reach" * "Range penalties" occur the farther away the target community is === Magic === * Can be used to enhance (most?) other skills * Used to defend against SOME natural disasters === Piety === * Can be used to enhance (most?) other skills * Used to defend against MOST (ALL?) natural disasters ==== Moves ==== Each turn consists of a "Move" and an [[#actions|"Action"]]. The moves from //all// communities are resolved before any actions are resolved. The Move allows the community to redistribute [[#Population]] units between Farmers, Producers, and Military. No more than 20 units can be shifted in each turn. ==== Actions ==== After each community's "[[#Move]]" is completed, the actions are resolved. First, all "[[#Initial]]" actions happen, then the "[[#Planned]]" action occurs. Finally, at the end of the turn, the "[[#Automatic]]" actions occur. === Initial === Each turn has a series of "Initial" actions. These are: * Farmers produce Stores * Producers produce Wealth * Population consumes Stores === Planned === Only one planned action is allowed per turn and may be one of the following: == Attack == * Use Attack to attack neighbor * Provides penalty to Defense for rest of turn * Can target any stat (Population, Infrastructure, Wealth, or Stores) * Each has its own mechanism, but all are defended by Military(Defense) == Import == * Use Diplomacy to buy Stores from neighbor == Non-combat intervention == * Use skill(s) to affect neighbor * Can target any skill (?) * Each has its own mechanism === Automatic === At the end of each turn, the "Automatic" actions occur: * [[#Characteristics]] decay or grow * [[#Events]] occur * More??? ==== Consequences ==== This is the meat of the game... Each of the [[#actions]] has consequences. And they are determined using one of the [[#characteristics]] and one of the [[#skills]]. ==== Events ==== Some events affect only one community, while others affect //all// communities. * Plague -> Reduces Population * Blight -> Reduces Farming * Earthquake -> Reduces Infrastructure and Population * Storm -> Reduces Infrastructure and Population * Magic -> * Divine -> * Uprising -> * High-level PCs -> (comic effect)