Post by Sky on Nov 12, 2006 14:47:32 GMT -5
I hereby declare the second installment of YC’s war/strategy game open! A year ago today, the first installment made its debut on YC, having some success, although due to circumstances didn't flourish as wanted. This time around, some things changed, some new additions were made, all for your gaming appeal! I hope many will enjoy this one as much as they did the first! For people who did not see the first one, I recommend you check it out, to learn more about this game.
Old Rules: timyoshi.proboards107.com/index.cgi?board=rping&action=display&thread=1131769323&page=1
Game Version 1:
timyoshi.proboards107.com/index.cgi?board=rping&action=display&thread=1131854544&page=1
The goal of this game is to conquer the 46 regions and make the whole area under one absolute control, your own.
Map: (Some of you might know this map location, but we're not in China XD)
i2.photobucket.com/albums/y19/YoshiWannabe/MapNumbered.png
Every player will begin with one region chosen at random, after everyone signs up, starting regions will be chosen in a random fashion, and random order, first come first served does not apply this time around, due to people being of different time zones. Before signing up, please, if you don't understand something in the rules, ask. I've had a hassle with people signing up last time and not knowing what some things meant at all, as the game started. This time, I'd like to have everything answered and sorted out before I start the game itself, which will a) avoid hassle and b) make the game more enjoyable for everyone.
…
Each player will start out with 10 Troops, 3 Food, and 1000 gold. The gameplay itself will be turn-based; every real life day equals one game turn. Failure to post your actions will result in your income increasing only, if applicable. No action will be made for you, unless you ask someone of the updating team to update according to what you want. Say you're leaving for a few days, tell an updater to do a certain action for you everyday until your return, that is legal.
Explanation of assets:
-----------
Troops: Used for attack and defense, the core of your kingdoms survival, these can be distributed amongst your regions at every turn. If you wish to move troops from point A to point B, you may. Though moving them a long way takes time, every region under your control you move troops along takes a turn, it's not instantaneous. Each troop unit costs 400 gold to train, maintain, feed, etc. This isn’t a turn based payment, you buy the troops, and it’s yours until you lose it.
You may only move ONCE per turn per region, very important. Say region A has two possible directions to go into, that region can only move troops to ONE of these. This doesn't mean, though, that you have only one move per turn if you have more than one region, say you have region A moving to region B, and region C moving to region D, that's more than alright. The only thing you have to remember is that once you make a move in one of your regions; that region's “turn” is over until the next day.
Food: Food is essential for any army. Food basically determines how much turns you have in order to take over some other region or how long you can defend without suffering casualties. Each food unit will cost 300 gold to purchase. This isn’t a turn based payment, you buy additional troops, and it’s yours until you lose it, or you win.
Gold: Gold is essential in any army. Without economy, you won’t get far with your kingdom sadly. Each turn will yield income for your kingdom, 500 gold will be awarded to you per region of which you own. Own 1, get 500; own 2, get 1000; own 3, get 1500, etc. Even if you don’t post a turn the previous day, your gold count will still increase daily.
…
I emphasize, and I really do mean EMPHASIZE, the following paragraph is important in more ways than just the game. Please, if you join this game, and another ruler tricks you, or breaks an alliance, do NOT take this out of the game or out of RP. We're all friends here, but in this RP, everyone will do what it takes to win, and that may include backstab. If I hear of anyone lamenting over the fact that someone did some ill action towards that person, well, it's a shame, but I'll be forced to just kick you off. This is part of the game, and if you can't stand that, then there's no more reason to play further and be more hurt.
Players can also choose to speak with other players in the game, whether to ask for a peace treaty, trade units, send units to help, and more, you as a ruler decide what to negotiate with people. This adds to the strategy and enables players to actually get involved in a form of RP. It's up to you as a ruler of a kingdom whether to be receptive, or be downright stubborn and not want to hear them out; after all, your character is the ruler of an empire wishing to take control of every region for whatever reasons your character may have. Furthermore, alliances may be done publicly, or through PM, the choice is up to you. Trades of any sort though MUST be publicly announced at your turn, stating what has been given, taken, etc., so all my numbers for units are correct. I shall be updating the units list for EVERY controlled region every day or two, depending on my free time and posting them up. You may talk to anyone on the map at anytime, anywhere. You do not need to be touching the other's border in order to do so. The only instance you must be in contact with someone else to negotiate is when you’ve been ousted and are traveling the land; this shall be explained later on.
…
Battles are something that'll happen frequently in this game. How the battle system works is quite simple actually, and revolves around basic mathematical skills. There will be NO RPING the battles, none at all; this will avoid one army of going all out godmodding and taking over everything unfairly to those that RP fairly. Note that players can still RP negotiations with other players during battle, nothing wrong with that. Let me give you guys a basic example of a fight.
- In battle, there are no more than 3 casualties per turn, the casualties’ ratio is a 1:1, in other words, the attacker loses one troop unit for every defender's troop units. So if 14 Attackers fight 12 Defenders, and the battle carries on, it'll decrease to 11 Attackers vs 9 Defenders the next turn, then 8 ATK vs 6 DEF the next, and so on, until we have a winner. Basically, battle will take a while, which is good. This will enable players to RP, whether it be the defender trying to persuade the attack to a cease-fire, or the defender can ask for help from a ruler who is beside him or her, sending additional troops to defend, or the attacker can ask another ruler to help crush the defenders for a later favour in return, or for units, a lot is possible.
- Region A wishes to invade Region B, Region A must be connected DIRECTLY TO Region B in order to do so.
- Region A has 14 Troops, Region B has 12 Troops. So that would mean 14 ATK - 12 DEF = 2 ATK. The attacker wins the fight and takes over that region, having 2 troop units left to defend it. Invading players may decide to bring all their troops along in the fight, though this would mean that the region they were in before will be neutral now since there is no one there to occupy it, or they may send a few to attack and a few to remain back, in case they want to safeguard their back.
- Food is important too. How much food you have may enable you to do many things in battle. The ratio of food lost in battle is 1 food per 5 troop units in your attack or defense, depending if you’re in the offensive or having to defend. So, say someone decides to use 35 troops to attack; the first turn of attack will deplete 7 food units from the attacker’s food stores he or she brought. Also note, you round upwards no matter what to calculate this, 32 troops the next turn still takes away 7 units of food, 29 would take 6, etc. This is because when someone gets down to having less than 5 units, rounding down would use no food, which makes little sense. When the attackers or the defenders are out of food, they lose one additional troop unit per turn to starvation. Hence, if the attackers run out of food, maybe it's better to retreat. If the defenders run out of food, they better call aid from another player.
- The player on defense will gain NO GOLD at all WITH THAT REGION, if the player has 2 regions and one is under attack, only one region will produce the 500 gold. Let's face it, you're under attack, I highly doubt a region could function effectively and gain income with enemies at your doorstep.
- When two people go for the same EMPTY region in the same turn, they battle with the forces they brought over to determine who wins the regions. Again, battles will be 3 casulties per day and 1 food a day, the player's can retreat at anytime they want.
Two other possible battle strategies:
…
- Siegeing may also take place, where a player decides to invade another region and does not attack, waiting for the defender's food count to lower. This also means the attackers food count will drop by 1 per 5 units a turn also, but this means you can win fights with losing less troops than you'd do fighting through direct assault.
- Waiting Out your opponents is also doable, say a player wants to attack you, you can simple state that you barricade yourself in your region and not fight. There's no fighting going on, but you both will lose 1 food per 5 units a turn, this can enable you to successfully defend a region with a much smaller force.
…
A few new innovations are coming into play this time around, some of which should give an extra something to the game it didn’t have last time.
Capitals: Your starting region is automatically your capital of your empire at the start of the game. It itself is fortified more than other regions, in battle capital cities being attacked would only lose 2 troops per turn opposed to the normal 3 per turn a battle would bring. The capital is where the ruler governs from, hence realistically would be more fortified. This defense bonus is also there for a good reason, if you lose your capital, all your regions fall. You being the ruler of your kingdom/empire and losing the region you govern from, being ousted in the process would do that to any kingdom; “Cut the head off and the body crumbles” so to speak in blunt terms. All regions under your rule when you lose your capital become neutral, white squares, no one ruling over them. You can also change the region your capital city will be, at the cost of 8000 gold, once you change it, there’s no refunds.
Random Blessings/Curses: Every week during the game, a random event will happen, chosen at random, that will affect things in 5 regions, yet them too chosen at random. These events could be beneficial as much as they could be hindering. Plagues, Good Harvest, and more will come up, adding some interesting twist to what could befall your kingdom, bad or good.
...
When someone gets defeated and their empires sadly fallen to the ground, they are not out of the game, to the contrary, they still play an integral part of it. You end up wandering, starting from your defeated region, you can travel the map (at the cost of one square per turn) and seek out a new place to start up your empire once more. Bare in mind, your movements are hidden from the public, the updating team will put your kingdom status at updates as: Wandering. You and only you know where you are, at all times. Keep in mind though, if you declare a new region for your own, the updating team will make sure the moves to get there, and the turns passed at least match, we will not tolerate cheating.
Once you find a place to set up again, you will start with the starting assets from the beginning of the game, that is 10 Troops, 3 Food, and 1000 gold. It's up to you to make sure your kingdom reflowrishes by all means necessary.
As a wanderer, you can also talk to other rulers, but only if you are in their regions. You can negotiate with them still about various things, again, that is all solely up to you. You cannot talk to other rulers unless you move in their regions, since you have no kingdom, you have no emissaries to send to talk to them. Be creative, you never know what could happen. As long as there is an agreement between two rulers, a lot can be made, nearly no trade would be an illegal move.
...
When you post, all that is necessary to post is your actions, although, I created this not only as a game, but as a different way to RP. RPing is highly encouraged, seeing as this is the RP section, it also adds to the feel of the game, and to its appeal. What would you do as a ruler in diverse situations? What would your kingdom go through in rough times? Anything and everything can be RPed, with some thought and imagination. Give yourself, and your kingdom some life, show your disposition to others, and have fun!
...
All in all, if there's anything you do not understand in the game, please, before signing up, inquire in your post about it. I want to get everything sorted out before the game starts up. Sign-ups are coming in my next post!
Updating Team:
Sky
Lazo
EDIT!: Corrected Siegeing and Waiting Out sections. Food loss ratio was wrong. (Strangie edit: Yeah, you can thank me for that one. D: I'm awesome!)
Old Rules: timyoshi.proboards107.com/index.cgi?board=rping&action=display&thread=1131769323&page=1
Game Version 1:
timyoshi.proboards107.com/index.cgi?board=rping&action=display&thread=1131854544&page=1
The goal of this game is to conquer the 46 regions and make the whole area under one absolute control, your own.
Map: (Some of you might know this map location, but we're not in China XD)
i2.photobucket.com/albums/y19/YoshiWannabe/MapNumbered.png
Every player will begin with one region chosen at random, after everyone signs up, starting regions will be chosen in a random fashion, and random order, first come first served does not apply this time around, due to people being of different time zones. Before signing up, please, if you don't understand something in the rules, ask. I've had a hassle with people signing up last time and not knowing what some things meant at all, as the game started. This time, I'd like to have everything answered and sorted out before I start the game itself, which will a) avoid hassle and b) make the game more enjoyable for everyone.
…
Each player will start out with 10 Troops, 3 Food, and 1000 gold. The gameplay itself will be turn-based; every real life day equals one game turn. Failure to post your actions will result in your income increasing only, if applicable. No action will be made for you, unless you ask someone of the updating team to update according to what you want. Say you're leaving for a few days, tell an updater to do a certain action for you everyday until your return, that is legal.
Explanation of assets:
-----------
Troops: Used for attack and defense, the core of your kingdoms survival, these can be distributed amongst your regions at every turn. If you wish to move troops from point A to point B, you may. Though moving them a long way takes time, every region under your control you move troops along takes a turn, it's not instantaneous. Each troop unit costs 400 gold to train, maintain, feed, etc. This isn’t a turn based payment, you buy the troops, and it’s yours until you lose it.
You may only move ONCE per turn per region, very important. Say region A has two possible directions to go into, that region can only move troops to ONE of these. This doesn't mean, though, that you have only one move per turn if you have more than one region, say you have region A moving to region B, and region C moving to region D, that's more than alright. The only thing you have to remember is that once you make a move in one of your regions; that region's “turn” is over until the next day.
Food: Food is essential for any army. Food basically determines how much turns you have in order to take over some other region or how long you can defend without suffering casualties. Each food unit will cost 300 gold to purchase. This isn’t a turn based payment, you buy additional troops, and it’s yours until you lose it, or you win.
Gold: Gold is essential in any army. Without economy, you won’t get far with your kingdom sadly. Each turn will yield income for your kingdom, 500 gold will be awarded to you per region of which you own. Own 1, get 500; own 2, get 1000; own 3, get 1500, etc. Even if you don’t post a turn the previous day, your gold count will still increase daily.
…
I emphasize, and I really do mean EMPHASIZE, the following paragraph is important in more ways than just the game. Please, if you join this game, and another ruler tricks you, or breaks an alliance, do NOT take this out of the game or out of RP. We're all friends here, but in this RP, everyone will do what it takes to win, and that may include backstab. If I hear of anyone lamenting over the fact that someone did some ill action towards that person, well, it's a shame, but I'll be forced to just kick you off. This is part of the game, and if you can't stand that, then there's no more reason to play further and be more hurt.
Players can also choose to speak with other players in the game, whether to ask for a peace treaty, trade units, send units to help, and more, you as a ruler decide what to negotiate with people. This adds to the strategy and enables players to actually get involved in a form of RP. It's up to you as a ruler of a kingdom whether to be receptive, or be downright stubborn and not want to hear them out; after all, your character is the ruler of an empire wishing to take control of every region for whatever reasons your character may have. Furthermore, alliances may be done publicly, or through PM, the choice is up to you. Trades of any sort though MUST be publicly announced at your turn, stating what has been given, taken, etc., so all my numbers for units are correct. I shall be updating the units list for EVERY controlled region every day or two, depending on my free time and posting them up. You may talk to anyone on the map at anytime, anywhere. You do not need to be touching the other's border in order to do so. The only instance you must be in contact with someone else to negotiate is when you’ve been ousted and are traveling the land; this shall be explained later on.
…
Battles are something that'll happen frequently in this game. How the battle system works is quite simple actually, and revolves around basic mathematical skills. There will be NO RPING the battles, none at all; this will avoid one army of going all out godmodding and taking over everything unfairly to those that RP fairly. Note that players can still RP negotiations with other players during battle, nothing wrong with that. Let me give you guys a basic example of a fight.
- In battle, there are no more than 3 casualties per turn, the casualties’ ratio is a 1:1, in other words, the attacker loses one troop unit for every defender's troop units. So if 14 Attackers fight 12 Defenders, and the battle carries on, it'll decrease to 11 Attackers vs 9 Defenders the next turn, then 8 ATK vs 6 DEF the next, and so on, until we have a winner. Basically, battle will take a while, which is good. This will enable players to RP, whether it be the defender trying to persuade the attack to a cease-fire, or the defender can ask for help from a ruler who is beside him or her, sending additional troops to defend, or the attacker can ask another ruler to help crush the defenders for a later favour in return, or for units, a lot is possible.
- Region A wishes to invade Region B, Region A must be connected DIRECTLY TO Region B in order to do so.
- Region A has 14 Troops, Region B has 12 Troops. So that would mean 14 ATK - 12 DEF = 2 ATK. The attacker wins the fight and takes over that region, having 2 troop units left to defend it. Invading players may decide to bring all their troops along in the fight, though this would mean that the region they were in before will be neutral now since there is no one there to occupy it, or they may send a few to attack and a few to remain back, in case they want to safeguard their back.
- Food is important too. How much food you have may enable you to do many things in battle. The ratio of food lost in battle is 1 food per 5 troop units in your attack or defense, depending if you’re in the offensive or having to defend. So, say someone decides to use 35 troops to attack; the first turn of attack will deplete 7 food units from the attacker’s food stores he or she brought. Also note, you round upwards no matter what to calculate this, 32 troops the next turn still takes away 7 units of food, 29 would take 6, etc. This is because when someone gets down to having less than 5 units, rounding down would use no food, which makes little sense. When the attackers or the defenders are out of food, they lose one additional troop unit per turn to starvation. Hence, if the attackers run out of food, maybe it's better to retreat. If the defenders run out of food, they better call aid from another player.
- The player on defense will gain NO GOLD at all WITH THAT REGION, if the player has 2 regions and one is under attack, only one region will produce the 500 gold. Let's face it, you're under attack, I highly doubt a region could function effectively and gain income with enemies at your doorstep.
- When two people go for the same EMPTY region in the same turn, they battle with the forces they brought over to determine who wins the regions. Again, battles will be 3 casulties per day and 1 food a day, the player's can retreat at anytime they want.
Two other possible battle strategies:
…
- Siegeing may also take place, where a player decides to invade another region and does not attack, waiting for the defender's food count to lower. This also means the attackers food count will drop by 1 per 5 units a turn also, but this means you can win fights with losing less troops than you'd do fighting through direct assault.
- Waiting Out your opponents is also doable, say a player wants to attack you, you can simple state that you barricade yourself in your region and not fight. There's no fighting going on, but you both will lose 1 food per 5 units a turn, this can enable you to successfully defend a region with a much smaller force.
…
A few new innovations are coming into play this time around, some of which should give an extra something to the game it didn’t have last time.
Capitals: Your starting region is automatically your capital of your empire at the start of the game. It itself is fortified more than other regions, in battle capital cities being attacked would only lose 2 troops per turn opposed to the normal 3 per turn a battle would bring. The capital is where the ruler governs from, hence realistically would be more fortified. This defense bonus is also there for a good reason, if you lose your capital, all your regions fall. You being the ruler of your kingdom/empire and losing the region you govern from, being ousted in the process would do that to any kingdom; “Cut the head off and the body crumbles” so to speak in blunt terms. All regions under your rule when you lose your capital become neutral, white squares, no one ruling over them. You can also change the region your capital city will be, at the cost of 8000 gold, once you change it, there’s no refunds.
Random Blessings/Curses: Every week during the game, a random event will happen, chosen at random, that will affect things in 5 regions, yet them too chosen at random. These events could be beneficial as much as they could be hindering. Plagues, Good Harvest, and more will come up, adding some interesting twist to what could befall your kingdom, bad or good.
...
When someone gets defeated and their empires sadly fallen to the ground, they are not out of the game, to the contrary, they still play an integral part of it. You end up wandering, starting from your defeated region, you can travel the map (at the cost of one square per turn) and seek out a new place to start up your empire once more. Bare in mind, your movements are hidden from the public, the updating team will put your kingdom status at updates as: Wandering. You and only you know where you are, at all times. Keep in mind though, if you declare a new region for your own, the updating team will make sure the moves to get there, and the turns passed at least match, we will not tolerate cheating.
Once you find a place to set up again, you will start with the starting assets from the beginning of the game, that is 10 Troops, 3 Food, and 1000 gold. It's up to you to make sure your kingdom reflowrishes by all means necessary.
As a wanderer, you can also talk to other rulers, but only if you are in their regions. You can negotiate with them still about various things, again, that is all solely up to you. You cannot talk to other rulers unless you move in their regions, since you have no kingdom, you have no emissaries to send to talk to them. Be creative, you never know what could happen. As long as there is an agreement between two rulers, a lot can be made, nearly no trade would be an illegal move.
...
When you post, all that is necessary to post is your actions, although, I created this not only as a game, but as a different way to RP. RPing is highly encouraged, seeing as this is the RP section, it also adds to the feel of the game, and to its appeal. What would you do as a ruler in diverse situations? What would your kingdom go through in rough times? Anything and everything can be RPed, with some thought and imagination. Give yourself, and your kingdom some life, show your disposition to others, and have fun!
...
All in all, if there's anything you do not understand in the game, please, before signing up, inquire in your post about it. I want to get everything sorted out before the game starts up. Sign-ups are coming in my next post!
Updating Team:
Sky
Lazo
EDIT!: Corrected Siegeing and Waiting Out sections. Food loss ratio was wrong. (Strangie edit: Yeah, you can thank me for that one. D: I'm awesome!)