sim:start
Differences
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| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| sim:start [2017/11/28 18:20] – jims | sim:start [2017/12/01 16:24] (current) – jims | ||
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| For now, this " | For now, this " | ||
| - | playable. | + | playable. |
| - | that can be run without human intervention -- or a full-fledged game playable | + | can be run without human intervention -- or a full-fledged game playable in a |
| - | in a play-by-email format. | + | play-by-email format. |
| -jds, 25 Nov 2017 | -jds, 25 Nov 2017 | ||
| Line 14: | Line 14: | ||
| ==== Overview ==== | ==== Overview ==== | ||
| - | The game consists of a [[#map]] detailing a number of [[# | + | The game consists of a [[#map]] detailing a number of [[# |
| - | own set of [[# | + | with its own set of [[# |
| - | determining how to [[#move]] its resources and then what [[# | + | community (in secret) determining how to [[#move]] its resources and then what |
| - | take. Once all communities have made these decisions, all moves and actions are | + | [[# |
| - | revealed -- and the [[# | + | all moves and actions are revealed -- and the [[# |
| - | [[#Events]] are resolved. | + | 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. | + | These turns are repeated until the players get bored or a pre-determined end |
| + | condition is reached. | ||
| ==== Map ==== | ==== Map ==== | ||
| Line 29: | Line 30: | ||
| The game was conceived using a hex grid for its map -- where each hex represents | The game was conceived using a hex grid for its map -- where each hex represents | ||
| - | a single community. | + | a single community. |
| - | more complex maps in any configuration could be used. | + | However, more complex maps in any configuration could be used. |
| - | Three of the [[# | + | Three of the [[# |
| [[# | [[# | ||
| - | //A variant rule would be to assign different Defense values for each entry point | + | //A variant rule would be to assign different Defense values for each entry |
| - | into the sector. | + | point into the sector. |
| + | values).// | ||
| ==== Characteristics ==== | ==== Characteristics ==== | ||
| Line 84: | Line 86: | ||
| ==== Skills ==== | ==== Skills ==== | ||
| - | * Farming | + | === Farming |
| - | * When combined with Farmers, feeds population or increases Stores | + | * When combined with Farmers, feeds population or increases Stores |
| - | * Production | + | === Production |
| - | * Produces Wealth | + | * Produces Wealth |
| - | * Produces Infrastructure | + | * Produces Infrastructure |
| - | * Attack | + | === Attack |
| - | * When combined with Military, allows attack on neighbor | + | * When combined with Military, allows attack on neighbor |
| - | * When used, this provides a penalty to Defense skill | + | * When used, this provides a penalty to Defense skill |
| - | * Defense | + | === Defense |
| - | * When combined with Military, defends against neighbor | + | * When combined with Military, defends against neighbor |
| - | * Loyalty | + | === Loyalty |
| - | * Used to avoid Uprisings | + | * Used to avoid Uprisings |
| - | * Intelligence | + | === Intelligence |
| - | * Used to spy on neighbors | + | * Used to spy on neighbors |
| - | * Diplomacy | + | === Diplomacy |
| - | * Can be used to buy Stores from neighbors | + | * Can be used to buy Stores from neighbors |
| - | * Gives Military " | + | * Gives Military " |
| - | * "Range penalties" | + | * "Range penalties" |
| - | * Magic | + | === Magic === |
| - | * Can be used to enhance (most?) other skills | + | * Can be used to enhance (most?) other skills |
| - | * Used to defend against SOME natural disasters | + | * Used to defend against SOME natural disasters |
| - | * Piety | + | === Piety === |
| - | * Can be used to enhance (most?) other skills | + | * Can be used to enhance (most?) other skills |
| - | * Used to defend against MOST (ALL?) natural disasters | + | * Used to defend against MOST (ALL?) natural disasters |
| ==== Moves ==== | ==== Moves ==== | ||
| - | Each turn consists of a " | + | Each turn consists of a " |
| - | communities are resolved before any actions are resolved. | + | //all// communities are resolved before any actions are resolved. |
| The Move allows the community to redistribute [[# | The Move allows the community to redistribute [[# | ||
| Line 136: | Line 138: | ||
| === Initial === | === Initial === | ||
| - | Each turn has a series of "Automatic" actions. | + | Each turn has a series of "Initial" actions. |
| * Farmers produce Stores | * Farmers produce Stores | ||
| Line 146: | Line 148: | ||
| Only one planned action is allowed per turn and may be one of the following: | Only one planned action is allowed per turn and may be one of the following: | ||
| - | * Attack | + | == Attack |
| - | * Use Attack to attack neighbor | + | * Use Attack to attack neighbor |
| - | * Provides penalty to Defense for rest of turn | + | * Provides penalty to Defense for rest of turn |
| - | * Can target any stat (Population, | + | * Can target any stat (Population, |
| - | | + | |
| - | * Import | + | == Import |
| - | | + | |
| - | * Non-combat intervention | + | == Non-combat intervention |
| - | | + | |
| - | | + | |
| - | * Each has its own mechanism | + | * Each has its own mechanism |
| === Automatic === | === Automatic === | ||
| - | | + | At the end of each turn, the " |
| + | |||
| + | | ||
| + | * [[#Events]] occur | ||
| * More??? | * More??? | ||
| Line 169: | Line 174: | ||
| This is the meat of the game... | This is the meat of the game... | ||
| - | Each [[#actions|action]] has consequences. | + | Each of the [[# |
| - | [[# | + | the [[# |
| ==== Events ==== | ==== Events ==== | ||
| Line 184: | Line 189: | ||
| * Uprising -> | * Uprising -> | ||
| * High-level PCs -> (comic effect) | * High-level PCs -> (comic effect) | ||
| - | |||
sim/start.1511914858.txt.gz · Last modified: by jims
